/* * File: beam.cc * Summary: Functions related to ranged attacks. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ */ #include "AppHdr.h" REVISION("$Rev$"); #include "beam.h" #include #include #include #include #include #include #include #include #ifdef DOS #include #include #endif #include "externs.h" #include "cio.h" #include "cloud.h" #include "delay.h" #include "effects.h" #include "enum.h" #include "fight.h" #include "item_use.h" #include "it_use2.h" #include "items.h" #include "itemname.h" #include "itemprop.h" #include "message.h" #include "misc.h" #include "monplace.h" #include "monstuff.h" #include "mon-util.h" #include "mstuff2.h" #include "mutation.h" #include "ouch.h" #include "player.h" #include "religion.h" #include "skills.h" #include "spells1.h" #include "spells3.h" #include "spells4.h" #include "state.h" #include "stuff.h" #include "terrain.h" #include "traps.h" #include "tutorial.h" #include "view.h" #include "xom.h" #include "tiles.h" #define BEAM_STOP 1000 // all beams stopped by subtracting this // from remaining range // Helper functions (some of these should probably be public). static void _ench_animation(int flavour, const monsters *mon = NULL, bool force = false); static void _zappy(zap_type z_type, int power, bolt &pbolt); static beam_type _chaos_beam_flavour(); static std::set beam_message_cache; tracer_info::tracer_info() { reset(); } void tracer_info::reset() { count = power = hurt = helped = 0; dont_stop = false; } bool bolt::is_blockable() const { // BEAM_ELECTRICITY is added here because chain lighting is not // a true beam (stops at the first target it gets to and redirects // from there)... but we don't want it shield blockable. return (!is_beam && !is_explosion && flavour != BEAM_ELECTRICITY); } void bolt::emit_message(msg_channel_type chan, const char* m) { const std::string message = m; if (message_cache.find(message) == message_cache.end()) mpr(m, chan); message_cache.insert(message); } kill_category bolt::whose_kill() const { if (YOU_KILL(thrower)) return (KC_YOU); else if (MON_KILL(thrower)) { if (beam_source == ANON_FRIENDLY_MONSTER) return (KC_FRIENDLY); if (!invalid_monster_index(beam_source)) { const monsters *mon = &menv[beam_source]; if (mons_friendly_real(mon)) return (KC_FRIENDLY); } } return (KC_OTHER); } // A simple animated flash from Rupert Smith (expanded to be more // generic). void zap_animation(int colour, const monsters *mon, bool force) { coord_def p = you.pos(); if (mon) { if (!force && !player_monster_visible( mon )) return; p = mon->pos(); } if (!see_grid(p)) return; const coord_def drawp = grid2view(p); if (in_los_bounds(drawp)) { // Default to whatever colour magic is today. if (colour == -1) colour = EC_MAGIC; #ifdef USE_TILE tiles.add_overlay(p, tileidx_zap(colour)); #else view_update(); cgotoxy(drawp.x, drawp.y, GOTO_DNGN); put_colour_ch(colour, dchar_glyph(DCHAR_FIRED_ZAP)); #endif update_screen(); delay(50); } } // Special front function for zap_animation to interpret enchantment flavours. static void _ench_animation( int flavour, const monsters *mon, bool force ) { const int elem = (flavour == BEAM_HEALING) ? EC_HEAL : (flavour == BEAM_PAIN) ? EC_UNHOLY : (flavour == BEAM_DISPEL_UNDEAD) ? EC_HOLY : (flavour == BEAM_POLYMORPH) ? EC_MUTAGENIC : (flavour == BEAM_CHAOS || flavour == BEAM_RANDOM) ? EC_RANDOM : (flavour == BEAM_TELEPORT || flavour == BEAM_BANISH || flavour == BEAM_BLINK) ? EC_WARP : EC_ENCHANT; zap_animation( element_colour( elem ), mon, force ); } static void _beam_set_default_values(bolt &beam, int power) { beam.hit = 0; // default for "0" beams (I think) beam.damage = dice_def( 1, 0 ); // default for "0" beams (I think) beam.type = 0; // default for "0" beams beam.flavour = BEAM_MAGIC; // default for "0" beams beam.real_flavour = BEAM_MAGIC; // default for "0" beams beam.ench_power = power; beam.obvious_effect = false; beam.is_beam = false; // default for all beams. beam.is_tracer = false; // default for all player beams beam.thrower = KILL_YOU_MISSILE; // missile from player beam.reflections = 0; // no reflections yet beam.bounces = 0; // no bounces yet beam.seen = false; // not seen yet beam.aux_source.clear(); // additional source info, unused } // If needs_tracer is true, we need to check the beam path for friendly // monsters for *player beams* only! If allies are found, the player is // prompted to stop or continue. bool zapping(zap_type ztype, int power, bolt &pbolt, bool needs_tracer, std::string msg) { #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "zapping: power=%d", power ); #endif _beam_set_default_values(pbolt, power); // For player bolts, check whether tracer goes through friendlies. // NOTE: Whenever zapping() is called with a randomized value for power // (or effect), player_tracer should be called directly with the highest // power possible respecting current skill, experience level, etc. if (needs_tracer && pbolt.thrower == KILL_YOU_MISSILE && !player_tracer(ztype, power, pbolt)) { return (false); } // Fill in the bolt structure. _zappy( ztype, power, pbolt ); if (!msg.empty()) mpr(msg.c_str()); if (ztype == ZAP_LIGHTNING) noisy(25, you.pos(), "You hear a mighty clap of thunder!"); if (ztype == ZAP_DIGGING) pbolt.aimed_at_spot = false; pbolt.fire(); return (true); } // Returns true if the path is considered "safe", and false if there are // monsters in the way the player doesn't want to hit. // NOTE: Doesn't check for the player being hit by a rebounding lightning bolt. bool player_tracer( zap_type ztype, int power, bolt &pbolt, int range) { // Non-controlleable during confusion. // (We'll shoot in a different direction anyway.) if (you.confused()) return (true); // FIXME: can this be removed? _beam_set_default_values(pbolt, power); _zappy(ztype, power, pbolt); pbolt.name = "unimportant"; pbolt.is_tracer = true; pbolt.source = you.pos(); pbolt.can_see_invis = player_see_invis(); pbolt.smart_monster = true; pbolt.attitude = ATT_FRIENDLY; // Init tracer variables. pbolt.friend_info.reset(); pbolt.foe_info.reset(); pbolt.foe_ratio = 100; pbolt.beam_cancelled = false; pbolt.dont_stop_player = false; // Clear misc pbolt.seen = false; pbolt.reflections = 0; pbolt.bounces = 0; // Save range before overriding it const int old_range = pbolt.range; if (range) pbolt.range = range; pbolt.fire(); if (range) pbolt.range = old_range; // Should only happen if the player answered 'n' to one of those // "Fire through friendly?" prompts. if (pbolt.beam_cancelled) { #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "%s", "Beam cancelled."); #endif canned_msg(MSG_OK); you.turn_is_over = false; return (false); } // Set to non-tracing for actual firing. pbolt.is_tracer = false; return (true); } dice_def calc_dice( int num_dice, int max_damage ) { dice_def ret( num_dice, 0 ); if (num_dice <= 1) { ret.num = 1; ret.size = max_damage; } else if (max_damage <= num_dice) { ret.num = max_damage; ret.size = 1; } else { // Divide the damage among the dice, and add one // occasionally to make up for the fractions. -- bwr ret.size = max_damage / num_dice; ret.size += x_chance_in_y(max_damage % num_dice, num_dice); } return (ret); } template struct power_deducer { virtual T operator()(int pow) const = 0; virtual ~power_deducer() {} }; typedef power_deducer tohit_deducer; template struct tohit_calculator : public tohit_deducer { int operator()(int pow) const { return adder + (pow * mult_num) / mult_denom; } }; typedef power_deducer dam_deducer; template struct dicedef_calculator : public dam_deducer { dice_def operator()(int pow) const { return dice_def(numdice, adder + (pow * mult_num) / mult_denom); } }; template struct calcdice_calculator : public dam_deducer { dice_def operator()(int pow) const { return calc_dice(numdice, adder + (pow * mult_num) / mult_denom); } }; struct zap_info { zap_type ztype; const char* name; // NULL means handled specially int power_cap; dam_deducer* damage; tohit_deducer* tohit; // Enchantments have power modifier here int colour; bool is_enchantment; beam_type flavour; dungeon_char_type glyph; bool always_obvious; bool can_beam; bool is_explosion; }; const zap_info zap_data[] = { { ZAP_FLAME, "puff of flame", 50, new dicedef_calculator<2, 4, 1, 10>, new tohit_calculator<8, 1, 10>, RED, false, BEAM_FIRE, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_FROST, "puff of frost", 50, new dicedef_calculator<2, 4, 1, 10>, new tohit_calculator<8, 1, 10>, WHITE, false, BEAM_COLD, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_SLOWING, "0", 100, NULL, NULL, BLACK, true, BEAM_SLOW, DCHAR_SPACE, false, false, false }, { ZAP_HASTING, "0", 100, NULL, NULL, BLACK, true, BEAM_HASTE, DCHAR_SPACE, false, false, false }, { ZAP_MAGIC_DARTS, "magic dart", 25, new dicedef_calculator<1, 3, 1, 5>, new tohit_calculator, LIGHTMAGENTA, false, BEAM_MMISSILE, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_HEALING, "0", 100, new dicedef_calculator<1, 7, 1, 3>, NULL, BLACK, true, BEAM_HEALING, DCHAR_SPACE, false, false, false }, { ZAP_PARALYSIS, "0", 100, NULL, NULL, BLACK, true, BEAM_PARALYSIS, DCHAR_SPACE, false, false, false }, { ZAP_FIRE, "bolt of fire", 200, new calcdice_calculator<6, 18, 2, 3>, new tohit_calculator<10, 1, 25>, RED, false, BEAM_FIRE, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_COLD, "bolt of cold", 200, new calcdice_calculator<6, 18, 2, 3>, new tohit_calculator<10, 1, 25>, WHITE, false, BEAM_COLD, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_CONFUSION, "0", 100, NULL, NULL, BLACK, true, BEAM_CONFUSION, DCHAR_SPACE, false, false, false }, { ZAP_INVISIBILITY, "0", 100, NULL, NULL, BLACK, true, BEAM_INVISIBILITY, DCHAR_SPACE, false, false, false }, { ZAP_DIGGING, "0", 100, NULL, NULL, BLACK, true, BEAM_DIGGING, DCHAR_SPACE, false, true, false }, { ZAP_FIREBALL, "fireball", 200, new calcdice_calculator<3, 10, 1, 2>, new tohit_calculator<40>, RED, false, BEAM_FIRE, DCHAR_FIRED_ZAP, false, false, true }, { ZAP_TELEPORTATION, "0", 100, NULL, NULL, BLACK, true, BEAM_TELEPORT, DCHAR_SPACE, false, false, false }, { ZAP_LIGHTNING, "bolt of lightning", 200, new calcdice_calculator<1, 10, 3, 5>, new tohit_calculator<7, 1, 40>, LIGHTCYAN, false, BEAM_ELECTRICITY, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_POLYMORPH_OTHER, "0", 100, NULL, NULL, BLACK, true, BEAM_POLYMORPH, DCHAR_SPACE, false, false, false }, { ZAP_VENOM_BOLT, "bolt of poison", 200, new calcdice_calculator<4, 15, 1, 2>, new tohit_calculator<8, 1, 20>, LIGHTGREEN, false, BEAM_POISON, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_NEGATIVE_ENERGY, "bolt of negative energy", 200, new calcdice_calculator<4, 15, 3, 5>, new tohit_calculator<8, 1, 20>, DARKGREY, false, BEAM_NEG, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_CRYSTAL_SPEAR, "crystal spear", 200, new calcdice_calculator<10, 23, 1, 1>, new tohit_calculator<10, 1, 15>, WHITE, false, BEAM_MMISSILE, DCHAR_FIRED_MISSILE, true, false, false }, { ZAP_BEAM_OF_ENERGY, "narrow beam of energy", 1000, new calcdice_calculator<12, 40, 3, 2>, new tohit_calculator<1>, YELLOW, false, BEAM_ENERGY, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_MYSTIC_BLAST, "orb of energy", 100, new calcdice_calculator<2, 15, 2, 5>, new tohit_calculator<10, 1, 7>, LIGHTMAGENTA, false, BEAM_MMISSILE, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_ENSLAVEMENT, "0", 100, NULL, NULL, BLACK, true, BEAM_CHARM, DCHAR_SPACE, false, false, false }, { ZAP_PAIN, "0", 100, new dicedef_calculator<1, 4, 1,5>, new tohit_calculator<0, 7, 2>, BLACK, true, BEAM_PAIN, DCHAR_SPACE, false, false, false }, { ZAP_STICKY_FLAME, "sticky flame", 100, new dicedef_calculator<2, 3, 1, 12>, new tohit_calculator<11, 1, 10>, RED, false, BEAM_FIRE, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_DISPEL_UNDEAD, "0", 100, new calcdice_calculator<3, 20, 3, 4>, new tohit_calculator<0, 3, 2>, BLACK, true, BEAM_DISPEL_UNDEAD, DCHAR_SPACE, false, false, false }, { ZAP_CLEANSING_FLAME, "golden flame", 200, new calcdice_calculator<2, 20, 2, 3>, new tohit_calculator<150>, YELLOW, false, BEAM_HOLY, DCHAR_FIRED_ZAP, true, true, true }, { ZAP_BONE_SHARDS, "spray of bone shards", // Incoming power is highly dependent on mass (see spells3.cc). // Basic function is power * 15 + mass... with the largest // available mass (3000) we get a power of 4500 at a power // level of 100 (for 3d20). 10000, new dicedef_calculator<3, 2, 1, 250>, new tohit_calculator<8, 1, 100>, LIGHTGREY, false, BEAM_MAGIC, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_BANISHMENT, "0", 100, NULL, NULL, BLACK, true, BEAM_BANISH, DCHAR_SPACE, false, false, false }, { ZAP_DEGENERATION, "0", 100, NULL, NULL, BLACK, true, BEAM_DEGENERATE, DCHAR_SPACE, false, false, false }, { ZAP_STING, "sting", 25, new dicedef_calculator<1, 3, 1, 5>, new tohit_calculator<8, 1, 5>, GREEN, false, BEAM_POISON, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_HELLFIRE, "hellfire", 200, new calcdice_calculator<3, 10, 3, 4>, new tohit_calculator<20, 1, 10>, RED, false, BEAM_HELLFIRE, DCHAR_FIRED_ZAP, true, false, true }, { ZAP_IRON_BOLT, "iron bolt", 200, new calcdice_calculator<9, 15, 3, 4>, new tohit_calculator<7, 1, 15>, LIGHTCYAN, false, BEAM_MMISSILE, DCHAR_FIRED_MISSILE, true, false, false }, { ZAP_STRIKING, "force bolt", 25, new dicedef_calculator<1, 5, 0, 1>, new tohit_calculator<8, 1, 10>, BLACK, false, BEAM_MMISSILE, DCHAR_SPACE, true, false, false }, { ZAP_STONE_ARROW, "stone arrow", 50, new dicedef_calculator<2, 5, 1, 7>, new tohit_calculator<8, 1, 10>, LIGHTGREY, false, BEAM_MMISSILE, DCHAR_FIRED_MISSILE, true, false, false }, { ZAP_ELECTRICITY, "zap", 25, new dicedef_calculator<1, 3, 1, 4>, new tohit_calculator<8, 1, 7>, LIGHTCYAN, false, BEAM_ELECTRICITY, // beams & reflects DCHAR_FIRED_ZAP, true, true, false }, { ZAP_ORB_OF_ELECTRICITY, "orb of electricity", 200, new calcdice_calculator<0, 15, 4, 5>, new tohit_calculator<40>, LIGHTBLUE, false, BEAM_ELECTRICITY, DCHAR_FIRED_ZAP, true, false, true }, { ZAP_SPIT_POISON, "splash of poison", 50, new dicedef_calculator<1, 4, 1, 2>, new tohit_calculator<5, 1, 6>, GREEN, false, BEAM_POISON, DCHAR_FIRED_ZAP, true, false, false }, { ZAP_DEBUGGING_RAY, "debugging ray", 10000, new dicedef_calculator<1500, 1, 0, 1>, new tohit_calculator<1500>, WHITE, false, BEAM_MMISSILE, DCHAR_FIRED_DEBUG, true, false, false }, { ZAP_BREATHE_FIRE, "fiery breath", 50, new dicedef_calculator<3, 4, 1, 3>, new tohit_calculator<8, 1, 6>, RED, false, BEAM_FIRE, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_BREATHE_FROST, "freezing breath", 50, new dicedef_calculator<3, 4, 1, 3>, new tohit_calculator<8, 1, 6>, WHITE, false, BEAM_COLD, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_BREATHE_ACID, "acid", 50, new dicedef_calculator<3, 3, 1, 3>, new tohit_calculator<5, 1, 6>, YELLOW, false, BEAM_ACID, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_BREATHE_POISON, "poison gas", 50, new dicedef_calculator<3, 2, 1, 6>, new tohit_calculator<6, 1, 6>, GREEN, false, BEAM_POISON, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_BREATHE_POWER, "bolt of energy", 50, new dicedef_calculator<3, 3, 1, 3>, new tohit_calculator<5, 1, 6>, BLUE, false, BEAM_MMISSILE, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_ENSLAVE_UNDEAD, "0", 100, NULL, NULL, BLACK, true, BEAM_ENSLAVE_UNDEAD, DCHAR_SPACE, false, false, false }, { ZAP_ENSLAVE_SOUL, "0", 100, NULL, NULL, BLACK, true, BEAM_ENSLAVE_SOUL, DCHAR_SPACE, false, false, false }, { ZAP_AGONY, "0agony", 100, NULL, new tohit_calculator<0, 5, 1>, BLACK, true, BEAM_PAIN, DCHAR_SPACE, false, false, false }, { ZAP_DISRUPTION, "0", 100, new dicedef_calculator<1, 4, 1, 5>, new tohit_calculator<0, 3, 1>, BLACK, true, BEAM_DISINTEGRATION, DCHAR_SPACE, false, false, false }, { ZAP_DISINTEGRATION, "0", 100, new calcdice_calculator<3, 15, 3, 4>, new tohit_calculator<0, 5, 2>, BLACK, true, BEAM_DISINTEGRATION, DCHAR_SPACE, false, true, false }, { ZAP_BREATHE_STEAM, "ball of steam", 50, new dicedef_calculator<3, 4, 1, 5>, new tohit_calculator<10, 1, 10>, LIGHTGREY, false, BEAM_STEAM, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_CONTROL_DEMON, "0", 100, NULL, new tohit_calculator<0, 3, 2>, BLACK, true, BEAM_ENSLAVE_DEMON, DCHAR_SPACE, false, false, false }, { ZAP_ORB_OF_FRAGMENTATION, "metal orb", 200, new calcdice_calculator<3, 30, 3, 4>, new tohit_calculator<20>, CYAN, false, BEAM_FRAG, DCHAR_FIRED_ZAP, false, false, true }, { ZAP_ICE_BOLT, "bolt of ice", 100, new calcdice_calculator<3, 10, 1, 2>, new tohit_calculator<9, 1, 12>, WHITE, false, BEAM_ICE, DCHAR_FIRED_ZAP, false, false, false }, { // ench_power controls radius ZAP_ICE_STORM, "great blast of cold", 200, new calcdice_calculator<7, 22, 1, 1>, new tohit_calculator<20, 1, 10>, BLUE, false, BEAM_ICE, DCHAR_FIRED_ZAP, true, false, true }, { ZAP_BACKLIGHT, "0", 100, NULL, NULL, BLUE, true, BEAM_BACKLIGHT, DCHAR_SPACE, false, false, false }, { ZAP_SLEEP, "0", 100, NULL, NULL, BLACK, true, BEAM_SLEEP, DCHAR_SPACE, false, false, false }, { ZAP_FLAME_TONGUE, "flame", 25, new dicedef_calculator<1, 8, 1, 4>, new tohit_calculator<7, 1, 6>, RED, false, BEAM_FIRE, DCHAR_FIRED_BOLT, true, false, false }, { ZAP_SANDBLAST, "rocky blast", 50, new dicedef_calculator<2, 4, 1, 3>, new tohit_calculator<13, 1, 10>, BROWN, false, BEAM_FRAG, DCHAR_FIRED_BOLT, true, false, false }, { ZAP_SMALL_SANDBLAST, "blast of sand", 25, new dicedef_calculator<1, 8, 1, 4>, new tohit_calculator<8, 1, 5>, BROWN, false, BEAM_FRAG, DCHAR_FIRED_BOLT, true, false, false }, { ZAP_MAGMA, "bolt of magma", 200, new calcdice_calculator<4, 10, 3, 5>, new tohit_calculator<8, 1, 25>, RED, false, BEAM_LAVA, DCHAR_FIRED_ZAP, true, true, false }, { ZAP_POISON_ARROW, "poison arrow", 200, new calcdice_calculator<4, 15, 1, 1>, new tohit_calculator<5, 1, 10>, LIGHTGREEN, false, BEAM_POISON_ARROW, // extra damage DCHAR_FIRED_MISSILE, true, false, false }, { ZAP_PETRIFY, "0", 100, NULL, NULL, BLACK, true, BEAM_PETRIFY, DCHAR_SPACE, false, false, false } }; // Need to see zapping() for default values not set within this function {dlb} static void _zappy( zap_type z_type, int power, bolt &pbolt ) { const zap_info* zinfo = NULL; // Find the appropriate zap info. for (unsigned int i = 0; i < ARRAYSZ(zap_data); ++i) { if (zap_data[i].ztype == z_type) { zinfo = &zap_data[i]; break; } } // None found? if (zinfo == NULL) { #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_ERROR, "Couldn't find zap type %d", z_type); #endif return; } // Fill pbolt.name = zinfo->name; pbolt.flavour = zinfo->flavour; pbolt.real_flavour = zinfo->flavour; pbolt.colour = zinfo->colour; pbolt.type = dchar_glyph(zinfo->glyph); pbolt.obvious_effect = zinfo->always_obvious; pbolt.is_beam = zinfo->can_beam; pbolt.is_explosion = zinfo->is_explosion; if (zinfo->power_cap > 0) power = std::min(zinfo->power_cap, power); ASSERT(zinfo->is_enchantment == pbolt.is_enchantment()); if (zinfo->is_enchantment) { pbolt.ench_power = (zinfo->tohit ? (*zinfo->tohit)(power) : power); pbolt.hit = AUTOMATIC_HIT; } else { pbolt.hit = (*zinfo->tohit)(power); if (wearing_amulet(AMU_INACCURACY)) pbolt.hit = std::max(0, pbolt.hit - 5); } if (zinfo->damage) pbolt.damage = (*zinfo->damage)(power); // One special case if (z_type == ZAP_ICE_STORM) pbolt.ench_power = power; // used for radius } // Affect monster in wall unless it can shield itself using the wall. // The wall will always shield the monster if the beam bounces off the // wall, and a monster can't use a metal wall to shield itself from // electricity. bool bolt::can_affect_wall_monster(const monsters* mon) const { const bool superconductor = (grd(mon->pos()) == DNGN_METAL_WALL && flavour == BEAM_ELECTRICITY); if (mons_wall_shielded(mon) && !superconductor) return (false); if (is_bouncy(grd(mon->pos()))) return (false); if (is_enchantment() || (!is_explosion && !is_big_cloud)) return (true); return (false); } static beam_type _chaos_beam_flavour() { const beam_type flavour = static_cast( random_choose_weighted( 10, BEAM_FIRE, 10, BEAM_COLD, 10, BEAM_ELECTRICITY, 10, BEAM_POISON, 10, BEAM_NEG, 10, BEAM_ACID, 10, BEAM_HELLFIRE, 10, BEAM_NAPALM, 10, BEAM_HELLFROST, 10, BEAM_SLOW, 10, BEAM_HASTE, 10, BEAM_HEALING, 10, BEAM_PARALYSIS, 10, BEAM_CONFUSION, 10, BEAM_INVISIBILITY, 10, BEAM_POLYMORPH, 10, BEAM_BANISH, 10, BEAM_DISINTEGRATION, 0)); return (flavour); } static void _munge_bounced_bolt(bolt &old_bolt, bolt &new_bolt, ray_def &old_ray, ray_def &new_ray) { if (new_bolt.real_flavour != BEAM_CHAOS) return; double old_deg = old_ray.get_degrees(); double new_deg = new_ray.get_degrees(); double angle = fabs(old_deg - new_deg); if (angle >= 180.0) angle -= 180.0; double max = 90.0 + (angle / 2.0); double min = -90.0 + (angle / 2.0); double shift; ray_def temp_ray = new_ray; for (int tries = 0; tries < 20; tries++) { shift = (double) random_range((int)(min * 10000), (int)(max * 10000)) / 10000.0; if (new_deg < old_deg) shift = -shift; temp_ray.set_degrees(new_deg + shift); // Don't bounce straight into another wall. Can happen if the beam // is shot into an inside corner. ray_def test_ray = temp_ray; test_ray.advance(true); if (in_bounds(test_ray.pos()) && !grid_is_solid(test_ray.pos())) break; shift = 0.0; temp_ray = new_ray; } new_ray = temp_ray; #if DEBUG_DIAGNOSTICS || DEBUG_BEAM || DEBUG_CHAOS_BOUNCE mprf(MSGCH_DIAGNOSTICS, "chaos beam: old_deg = %5.2f, new_deg = %5.2f, shift = %5.2f", (float) old_deg, (float) new_deg, (float) shift); #endif // Don't use up range in bouncing off walls, so that chaos beams have // as many chances as possible to bounce. They're like demented // ping-pong balls on caffeine. int range_spent = new_bolt.range_used - old_bolt.range_used; new_bolt.range += range_spent; } bool bolt::invisible() const { return (type == 0 || is_enchantment()); } void bolt::initialize_fire() { // Fix some things which the tracer might have set. range_used = 0; in_explosion_phase = false; use_target_as_pos = false; if (chose_ray) { ASSERT(in_bounds(ray.pos())); if (source == coord_def()) source = ray.pos(); } if (target == source) { range = 0; aimed_at_feet = true; auto_hit = true; aimed_at_spot = true; use_target_as_pos = true; } if (range == -1) { #if DEBUG if (is_tracer) { mpr("Tracer with range == -1, skipping.", MSGCH_ERROR); return; } std::string item_name = item ? item->name(DESC_PLAIN, false, true) : "none"; std::string source_name = "unknown"; if (beam_source == NON_MONSTER && source == you.pos()) { source_name = "player"; } else if (!invalid_monster_index(beam_source)) source_name = menv[beam_source].name(DESC_PLAIN, true); mprf(MSGCH_ERROR, "beam '%s' (source '%s', item '%s') has range -1; " "setting to LOS_RADIUS", name.c_str(), source_name.c_str(), item_name.c_str()); #endif range = LOS_RADIUS; } ASSERT(!name.empty() || is_tracer); ASSERT(in_bounds(source)); ASSERT(flavour > BEAM_NONE && flavour < BEAM_FIRST_PSEUDO); ASSERT(!drop_item || item && is_valid_item(*item)); ASSERT(range >= 0); ASSERT(!aimed_at_feet || source == target); real_flavour = flavour; message_cache.clear(); // seen might be set by caller to supress this. if (!seen && see_grid(source) && range > 0 && !invisible() ) { seen = true; const int midx = mgrd(source); if (flavour != BEAM_VISUAL && !is_tracer && !YOU_KILL(thrower) && !crawl_state.is_god_acting() && (midx == NON_MONSTER || !you.can_see(&menv[midx]))) { mprf("%s appears from out of thin air!", article_a(name, false).c_str()); } } // Visible self-targeted beams are always seen, even though they don't // leave a path. if (see_grid(source) && target == source && !invisible()) seen = true; // Self-targeted beams have a "path" consisting the source position. if (target == source) path_taken.push_back(source); #if DEBUG_DIAGNOSTICS mprf( MSGCH_DIAGNOSTICS, "%s%s%s [%s] (%d,%d) to (%d,%d): " "ty=%d col=%d flav=%d hit=%d dam=%dd%d range=%d", (is_beam) ? "beam" : "missile", (is_explosion) ? "*" : (is_big_cloud) ? "+" : "", (is_tracer) ? " tracer" : "", name.c_str(), source.x, source.y, target.x, target.y, type, colour, flavour, hit, damage.num, damage.size, range); #endif } void bolt::apply_beam_conducts() { if (!is_tracer && YOU_KILL(thrower)) { switch (flavour) { case BEAM_HELLFIRE: case BEAM_HELLFROST: did_god_conduct(DID_UNHOLY, 2 + random2(3), effect_known); break; default: break; } } } void bolt::choose_ray() { if (!chose_ray || reflections > 0) { ray.fullray_idx = -1; // to quiet valgrind find_ray( source, target, true, ray, 0, true ); } } // Draw the bolt at p if needed. void bolt::draw(const coord_def& p) { if (is_tracer || is_enchantment() || !see_grid(p)) return; // We don't clean up the old position. // First, most people like to see the full path, // and second, it is hard to do it right with // respect to killed monsters, cloud trails, etc. const coord_def drawpos = grid2view(p); #ifdef USE_TILE if (tile_beam == -1) tile_beam = tileidx_bolt(*this); if (tile_beam != -1 && in_los_bounds(drawpos)) { tiles.add_overlay(p, tile_beam); delay(draw_delay); } else #endif { // bounds check if (in_los_bounds(drawpos)) { #ifndef USE_TILE cgotoxy(drawpos.x, drawpos.y); put_colour_ch( colour == BLACK ? random_colour() : element_colour(colour), type); #endif // Get curses to update the screen so we can see the beam. update_screen(); delay(draw_delay); } } } void bolt::bounce() { ray_def old_ray = ray; bolt old_bolt = *this; do { do { ray.regress(); } while (grid_is_solid(grd(ray.pos()))); bounce_pos = ray.pos(); ray.advance_and_bounce(); range_used += 2; } while (range_used < range && grid_is_solid(grd(ray.pos()))); if (!grid_is_solid(grd(ray.pos()))) _munge_bounced_bolt(old_bolt, *this, old_ray, ray); } void bolt::fake_flavour() { if (real_flavour == BEAM_RANDOM) flavour = static_cast(random_range(BEAM_FIRE, BEAM_ACID)); else if (real_flavour == BEAM_CHAOS) flavour = _chaos_beam_flavour(); } void bolt::digging_wall_effect() { const dungeon_feature_type feat = grd(pos()); if (feat == DNGN_ROCK_WALL || feat == DNGN_CLEAR_ROCK_WALL) { grd(pos()) = DNGN_FLOOR; // Mark terrain as changed so travel excludes can be updated // as necessary. // XXX: This doesn't work for some reason: after digging // the wrong grids are marked excluded. set_terrain_changed(pos()); // Blood does not transfer onto floor. if (is_bloodcovered(pos())) env.map(pos()).property &= ~(FPROP_BLOODY); if (!msg_generated) { if (!silenced(you.pos())) { mpr("You hear a grinding noise.", MSGCH_SOUND); obvious_effect = true; } msg_generated = true; } } else if (grid_is_wall(feat)) { finish_beam(); } } void bolt::fire_wall_effect() { // Fire only affects wax walls. if (grd(pos()) != DNGN_WAX_WALL) { finish_beam(); return; } if (!is_superhot()) { // No actual effect. if (flavour != BEAM_HELLFIRE) { if (see_grid(pos())) { emit_message(MSGCH_PLAIN, "The wax appears to soften slightly."); } else if (player_can_smell()) emit_message(MSGCH_PLAIN, "You smell warm wax."); } } else { // Destroy the wall. grd(pos()) = DNGN_FLOOR; if (see_grid(pos())) emit_message(MSGCH_PLAIN, "The wax bubbles and burns!"); else if (player_can_smell()) emit_message(MSGCH_PLAIN, "You smell burning wax."); place_cloud(CLOUD_FIRE, pos(), random2(10)+15, whose_kill(), killer()); obvious_effect = true; } finish_beam(); } void bolt::nuke_wall_effect() { const dungeon_feature_type feat = grd(pos()); if (feat == DNGN_ROCK_WALL || feat == DNGN_WAX_WALL || feat == DNGN_CLEAR_ROCK_WALL) { // FIXME: Blood *does* transfer to the floor here? grd(pos()) = DNGN_FLOOR; if (player_can_hear(pos())) { mpr("You hear a grinding noise.", MSGCH_SOUND); obvious_effect = true; } } else if (feat == DNGN_ORCISH_IDOL || feat == DNGN_GRANITE_STATUE) { grd(pos()) = DNGN_FLOOR; // Blood does not transfer onto floor. if (is_bloodcovered(pos())) env.map(pos()).property &= ~(FPROP_BLOODY); if (player_can_hear(pos())) { if (!see_grid(pos())) mpr("You hear a hideous screaming!", MSGCH_SOUND); else { mpr("The statue screams as its substance crumbles away!", MSGCH_SOUND); } } else if (see_grid(pos())) mpr("The statue twists and shakes as its substance crumbles away!"); if (feat == DNGN_ORCISH_IDOL && beam_source == NON_MONSTER) did_god_conduct(DID_DESTROY_ORCISH_IDOL, 8); obvious_effect = true; } finish_beam(); } void bolt::finish_beam() { range_used = range; } void bolt::affect_wall() { if (is_tracer) return; if (flavour == BEAM_DIGGING) digging_wall_effect(); else if (is_fiery()) fire_wall_effect(); else if (flavour == BEAM_DISINTEGRATION || flavour == BEAM_NUKE) nuke_wall_effect(); if (grid_is_solid(pos())) finish_beam(); } coord_def bolt::pos() const { if (in_explosion_phase || use_target_as_pos) return target; else return ray.pos(); } void bolt::hit_wall() { const dungeon_feature_type feat = grd(pos()); ASSERT( grid_is_solid(feat) ); if (affects_wall(feat)) affect_wall(); else if (is_bouncy(feat) && !in_explosion_phase) bounce(); else { // Affect a creature in the wall, if any. if (!invalid_monster_index(mgrd(pos()))) affect_monster( &menv[mgrd(pos())] ); // Regress for explosions: blow up in an open grid (if regressing // makes any sense). Also regress when dropping items. if (!aimed_at_spot && ((is_explosion && !in_explosion_phase) || drop_item)) { do { ray.regress(); } while (ray.pos() != source && grid_is_solid(ray.pos())); // target is where the explosion is centered, so update it. if (is_explosion && !is_tracer) target = ray.pos(); } finish_beam(); } } void bolt::affect_cell() { // Shooting through clouds affects accuracy. if (env.cgrid(pos()) != EMPTY_CLOUD) hit = std::max(hit - 2, 0); fake_flavour(); const coord_def old_pos = pos(); const bool was_solid = grid_is_solid(grd(pos())); if (was_solid) { const int mid = mgrd(pos()); // Some special casing. if (!invalid_monster_index(mid)) { monsters* const mon = &menv[mid]; if (can_affect_wall_monster(mon)) affect_monster(mon); else { mprf("The %s protects %s from harm.", raw_feature_description(grd(mon->pos())).c_str(), mon->name(DESC_NOCAP_THE).c_str()); } } // Note that this can change the ray position // and the solidity of the wall. hit_wall(); } // We don't want to hit a monster in a wall square twice. const bool still_wall = (was_solid && old_pos == pos()); if (!still_wall && !invalid_monster_index(mgrd(pos()))) affect_monster( &menv[mgrd(pos())] ); // If the player can ever walk through walls, this will // need special-casing too. if (found_player()) affect_player(); if (!grid_is_solid(grd(pos()))) affect_ground(); } // This saves some important things before calling fire(). void bolt::fire() { path_taken.clear(); if (is_tracer) { bolt boltcopy = *this; do_fire(); // FIXME: we should have a better idea of what gets changed! target = boltcopy.target; source = boltcopy.source; aimed_at_spot = boltcopy.aimed_at_spot; range_used = boltcopy.range_used; auto_hit = boltcopy.auto_hit; ray = boltcopy.ray; colour = boltcopy.colour; flavour = boltcopy.flavour; real_flavour = boltcopy.real_flavour; } else do_fire(); } void bolt::do_fire() { initialize_fire(); if (range <= range_used && range > 0) { #ifdef DEBUG mprf(MSGCH_DIAGNOSTICS, "fire_beam() called on already done beam " "'%s' (item = '%s')", name.c_str(), item ? item->name(DESC_PLAIN).c_str() : "none"); #endif return; } apply_beam_conducts(); cursor_control coff(false); #ifdef USE_TILE tile_beam = -1; if (item && !is_tracer && flavour == BEAM_MISSILE) { const coord_def diff = target - source; tile_beam = tileidx_item_throw(*item, diff.x, diff.y); } #endif msg_generated = false; if (!aimed_at_feet) { choose_ray(); // Take *one* step, so as not to hurt the source. ray.advance_through(target); } #ifdef WIN32CONSOLE // Before we start drawing the beam, turn buffering off. bool oldValue = true; if (!is_tracer) oldValue = set_buffering(false); #endif while (in_bounds(pos())) { affect_cell(); range_used++; if (range_used >= range) break; if (beam_cancelled) return; if (stop_at_target() && pos() == target) break; ASSERT(!grid_is_solid(grd(pos())) || (is_tracer && affects_wall(grd(pos())))); path_taken.push_back(pos()); const bool was_seen = seen; if (!was_seen && range > 0 && !invisible() && see_grid(pos())) seen = true; if (flavour != BEAM_VISUAL && !was_seen && seen && !is_tracer) { mprf("%s appears from out of your range of vision.", article_a(name, false).c_str()); } // Reset chaos beams so that it won't be considered an invisible // enchantment beam for the purposes of animation. if (real_flavour == BEAM_CHAOS) flavour = real_flavour; // Actually draw the beam/missile/whatever, if the player can see // the cell. draw(pos()); // A bounce takes away the meaning from the target. if (bounces == 0) ray.advance_through(target); else ray.advance(true); } if (!in_bounds(pos())) { ASSERT(!aimed_at_spot); int tries = std::max(GXM, GYM); while (!in_bounds(ray.pos()) && tries-- > 0) ray.regress(); // Something bizarre happening if we can't get back onto the map. ASSERT(in_bounds(pos())); } // The beam has terminated. affect_endpoint(); // Tracers need nothing further. if (is_tracer) return; // Canned msg for enchantments that affected no-one, but only if the // enchantment is yours (and it wasn't a chaos beam, since with chaos // enchantments are entirely random, and if it randomly attempts // something which ends up having no obvious effect then the player // isn't going to realize it). if (!msg_generated && !obvious_effect && is_enchantment() && real_flavour != BEAM_CHAOS && YOU_KILL(thrower)) { canned_msg(MSG_NOTHING_HAPPENS); } // Reactions if a monster zapped the beam. if (!invalid_monster_index(beam_source)) { if (foe_info.hurt == 0 && friend_info.hurt > 0) xom_is_stimulated(128); else if (foe_info.helped > 0 && friend_info.helped == 0) xom_is_stimulated(128); // Allow friendlies to react to projectiles, except when in // sanctuary when pet_target can only be explicitly changed by // the player. const monsters *mon = &menv[beam_source]; if (foe_info.hurt > 0 && !mons_wont_attack(mon) && !crawl_state.arena && you.pet_target == MHITNOT && env.sanctuary_time <= 0) { you.pet_target = beam_source; } } // That's it! #ifdef WIN32CONSOLE set_buffering(oldValue); #endif } // Returns damage taken by a monster from a "flavoured" (fire, ice, etc.) // attack -- damage from clouds and branded weapons handled elsewhere. int mons_adjust_flavoured(monsters *monster, bolt &pbolt, int hurted, bool doFlavouredEffects) { // If we're not doing flavoured effects, must be preliminary // damage check only. // Do not print messages or apply any side effects! int resist = 0; int original = hurted; switch (pbolt.flavour) { case BEAM_FIRE: case BEAM_STEAM: hurted = resist_adjust_damage( monster, pbolt.flavour, (pbolt.flavour == BEAM_FIRE) ? monster->res_fire() : monster->res_steam(), hurted, true); if (!hurted) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); } else if (original > hurted) { if (doFlavouredEffects) simple_monster_message(monster, " resists."); } else if (original < hurted) { if (mons_is_icy(monster->type)) { if (doFlavouredEffects) simple_monster_message(monster, " melts!"); } else { if (doFlavouredEffects) { if (pbolt.flavour == BEAM_FIRE) simple_monster_message(monster, " is burned terribly!"); else simple_monster_message(monster, " is scalded terribly!"); } } } break; case BEAM_COLD: hurted = resist_adjust_damage(monster, pbolt.flavour, monster->res_cold(), hurted, true); if (!hurted) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); } else if (original > hurted) { if (doFlavouredEffects) simple_monster_message(monster, " resists."); } else if (original < hurted) { if (doFlavouredEffects) simple_monster_message(monster, " is frozen!"); } break; case BEAM_ELECTRICITY: hurted = resist_adjust_damage(monster, pbolt.flavour, monster->res_elec(), hurted, true); if (!hurted) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); } break; case BEAM_ACID: hurted = resist_adjust_damage(monster, pbolt.flavour, mons_res_acid(monster), hurted, true); if (!hurted) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); } break; case BEAM_POISON: { int res = mons_res_poison(monster); hurted = resist_adjust_damage(monster, pbolt.flavour, res, hurted, true); if (!hurted && res > 0) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); } else if (res <= 0 && doFlavouredEffects && !one_chance_in(3)) poison_monster(monster, pbolt.whose_kill()); break; } case BEAM_POISON_ARROW: hurted = resist_adjust_damage(monster, pbolt.flavour, mons_res_poison(monster), hurted); if (hurted < original) { if (doFlavouredEffects) { simple_monster_message( monster, " partially resists." ); // Poison arrow can poison any living thing regardless of // poison resistance. -- bwr if (mons_has_lifeforce(monster)) poison_monster(monster, pbolt.whose_kill(), 2, true); } } else if (doFlavouredEffects) poison_monster(monster, pbolt.whose_kill(), 4); break; case BEAM_NEG: if (mons_res_negative_energy(monster)) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); hurted = 0; } else { // Early out for tracer/no side effects. if (!doFlavouredEffects) return (hurted); simple_monster_message(monster, " is drained."); pbolt.obvious_effect = true; if (YOU_KILL(pbolt.thrower)) { did_god_conduct(DID_NECROMANCY, 2 + random2(3), pbolt.effect_known); } if (one_chance_in(5)) { monster->hit_dice--; monster->experience = 0; } monster->max_hit_points -= 2 + random2(3); monster->hit_points -= 2 + random2(3); if (monster->hit_points >= monster->max_hit_points) monster->hit_points = monster->max_hit_points; if (monster->hit_dice < 1) monster->hit_points = 0; } // end else break; case BEAM_MIASMA: if (mons_res_negative_energy(monster) == 3) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); hurted = 0; } else { // Early out for tracer/no side effects. if (!doFlavouredEffects) return (hurted); if (mons_res_poison(monster) <= 0) poison_monster(monster, pbolt.whose_kill()); if (one_chance_in(3 + 2 * mons_res_negative_energy(monster))) { bolt beam; beam.flavour = BEAM_SLOW; beam.apply_enchantment_to_monster(monster); } } break; case BEAM_HOLY: // flame of cleansing // Cleansing flame doesn't hurt holy monsters or monsters your // god wouldn't like to be hurt. if (mons_is_holy(monster) || you.religion == GOD_SHINING_ONE && is_unchivalric_attack(&you, monster, monster) || is_good_god(you.religion) && (is_follower(monster) || mons_neutral(monster))) { hurted = 0; } else if (mons_is_unholy(monster)) hurted = (hurted * 3) / 2; else if (!mons_is_evil(monster)) hurted /= 2; if (doFlavouredEffects) { simple_monster_message(monster, hurted == 0 ? " appears unharmed." : " writhes in agony!"); } break; case BEAM_ICE: // ice - about 50% of damage is cold, other 50% is impact and // can't be resisted (except by AC, of course) hurted = resist_adjust_damage(monster, pbolt.flavour, monster->res_cold(), hurted, true); if (hurted < original) { if (doFlavouredEffects) simple_monster_message(monster, " partially resists."); } else if (hurted > original) { if (doFlavouredEffects) simple_monster_message(monster, " is frozen!"); } break; case BEAM_LAVA: hurted = resist_adjust_damage(monster, pbolt.flavour, monster->res_fire(), hurted, true); if (hurted < original) { if (doFlavouredEffects) simple_monster_message(monster, " partially resists."); } else if (hurted > original) { if (mons_is_icy(monster->type)) { if (doFlavouredEffects) simple_monster_message(monster, " melts!"); } else { if (doFlavouredEffects) simple_monster_message(monster, " is burned terribly!"); } } break; case BEAM_HELLFIRE: resist = mons_res_fire(monster); if (resist > 2) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); hurted = 0; } else if (resist > 0) { if (doFlavouredEffects) simple_monster_message(monster, " partially resists."); hurted /= 2; } else if (resist < 0) { if (mons_is_icy(monster->type)) { if (doFlavouredEffects) simple_monster_message(monster, " melts!"); } else { if (doFlavouredEffects) simple_monster_message(monster, " is burned terribly!"); } hurted *= 12; // hellfire hurted /= 10; } break; case BEAM_HELLFROST: resist = mons_res_cold(monster); if (resist > 2) { if (doFlavouredEffects) simple_monster_message(monster, " appears unharmed."); hurted = 0; } else if (resist > 0) { if (doFlavouredEffects) simple_monster_message(monster, " partially resists."); hurted /= 2; } else if (resist < 0) { if (doFlavouredEffects) simple_monster_message(monster, " is frozen!"); hurted *= 12; // hellfrost hurted /= 10; } break; default: break; } return (hurted); } static bool _monster_resists_mass_enchantment(monsters *monster, enchant_type wh_enchant, int pow) { // Assuming that the only mass charm is control undead. if (wh_enchant == ENCH_CHARM) { if (mons_friendly(monster)) return (true); if (mons_holiness(monster) != MH_UNDEAD) return (true); if (check_mons_resist_magic(monster, pow)) { simple_monster_message(monster, mons_immune_magic(monster)? " is unaffected." : " resists."); return (true); } } else if (wh_enchant == ENCH_CONFUSION || mons_holiness(monster) == MH_NATURAL) { if (wh_enchant == ENCH_CONFUSION && !mons_class_is_confusable(monster->type)) { return (true); } if (check_mons_resist_magic(monster, pow)) { simple_monster_message(monster, mons_immune_magic(monster)? " is unaffected." : " resists."); return (true); } } else // trying to enchant an unnatural creature doesn't work { simple_monster_message(monster, " is unaffected."); return (true); } return (false); } // Enchants all monsters in player's sight. // If m_succumbed is non-NULL, will be set to the number of monsters that // were enchanted. If m_attempted is non-NULL, will be set to the number of // monsters that we tried to enchant. bool mass_enchantment( enchant_type wh_enchant, int pow, int origin, int *m_succumbed, int *m_attempted ) { int i; // loop variable {dlb} bool msg_generated = false; monsters *monster; if (m_succumbed) *m_succumbed = 0; if (m_attempted) *m_attempted = 0; viewwindow(false, false); if (pow > 200) pow = 200; const kill_category kc = (origin == MHITYOU ? KC_YOU : KC_OTHER); for (i = 0; i < MAX_MONSTERS; i++) { monster = &menv[i]; if (monster->type == -1 || !mons_near(monster)) continue; if (monster->has_ench(wh_enchant)) continue; if (m_attempted) ++*m_attempted; if (_monster_resists_mass_enchantment(monster, wh_enchant, pow)) continue; if (monster->add_ench(mon_enchant(wh_enchant, 0, kc))) { if (m_succumbed) ++*m_succumbed; if (player_monster_visible( monster )) { // turn message on msg_generated = true; switch (wh_enchant) { case ENCH_FEAR: simple_monster_message(monster, " looks frightened!"); break; case ENCH_CONFUSION: simple_monster_message(monster, " looks rather confused."); break; case ENCH_CHARM: simple_monster_message(monster, " submits to your will."); break; default: // oops, I guess not! msg_generated = false; } } // Extra check for fear (monster needs to reevaluate behaviour). if (wh_enchant == ENCH_FEAR) behaviour_event( monster, ME_SCARE, origin ); } } // end "for i" if (!msg_generated) canned_msg(MSG_NOTHING_HAPPENS); return (msg_generated); } void bolt::apply_bolt_paralysis(monsters *monster) { if (!monster->has_ench(ENCH_PARALYSIS) && monster->add_ench(ENCH_PARALYSIS) && (!monster->has_ench(ENCH_PETRIFIED) || monster->has_ench(ENCH_PETRIFYING))) { if (simple_monster_message(monster, " suddenly stops moving!")) obvious_effect = true; mons_check_pool(monster, monster->pos(), killer(), beam_source); } } // Petrification works in two stages. First the monster is slowed down in // all of its actions and cannot move away (petrifying), and when that times // out it remains properly petrified (no movement or actions). The second // part is similar to paralysis, except that insubstantial monsters can't be // affected and that stabbing damage is drastically reduced. void bolt::apply_bolt_petrify(monsters *monster) { int petrifying = monster->has_ench(ENCH_PETRIFYING); if (monster->has_ench(ENCH_PETRIFIED)) { // If the petrifying is not yet finished, we can force it to happen // right away by casting again. Otherwise, the spell has no further // effect. if (petrifying > 0) { monster->del_ench(ENCH_PETRIFYING, true); if (!monster->has_ench(ENCH_PARALYSIS) && simple_monster_message(monster, " stops moving altogether!")) { obvious_effect = true; } } } else if (monster->add_ench(ENCH_PETRIFIED) && !monster->has_ench(ENCH_PARALYSIS)) { // Add both the petrifying and the petrified enchantment. The former // will run out sooner and result in plain petrification behaviour. monster->add_ench(ENCH_PETRIFYING); if (simple_monster_message(monster, " is moving more slowly.")) obvious_effect = true; mons_check_pool(monster, monster->pos(), killer(), beam_source); } } bool curare_hits_monster(actor *agent, monsters *monster, kill_category who, int levels) { poison_monster(monster, who, levels, false); const bool res_poison = mons_res_poison(monster) > 0; int hurted = 0; if (!mons_res_asphyx(monster)) { hurted = roll_dice(2, 6); // Note that the hurtage is halved by poison resistance. if (res_poison) hurted /= 2; if (hurted) { simple_monster_message(monster, " convulses."); monster->hurt(agent, hurted, BEAM_POISON); } if (monster->alive()) enchant_monster_with_flavour(monster, agent, BEAM_SLOW); } // Deities take notice. if (who == KC_YOU) did_god_conduct(DID_POISON, 5 + random2(3)); return (hurted > 0); } // Actually poisons a monster (with message). bool poison_monster(monsters *monster, kill_category who, int levels, bool force, bool verbose) { if (!monster->alive()) return (false); if ((!force && mons_res_poison(monster) > 0) || levels <= 0) return (false); const mon_enchant old_pois = monster->get_ench(ENCH_POISON); monster->add_ench(mon_enchant(ENCH_POISON, levels, who)); const mon_enchant new_pois = monster->get_ench(ENCH_POISON); // Actually do the poisoning. The order is important here. if (new_pois.degree > old_pois.degree) { if (verbose) { simple_monster_message(monster, old_pois.degree > 0 ? " looks even sicker." : " is poisoned."); } } // Finally, take care of deity preferences. if (who == KC_YOU) did_god_conduct(DID_POISON, 5 + random2(3)); return (new_pois.degree > old_pois.degree); } // Actually napalms a monster (with message). bool napalm_monster(monsters *monster, kill_category who, int levels, bool verbose) { if (!monster->alive()) return (false); if (mons_res_sticky_flame(monster) > 0 || levels <= 0) return (false); const mon_enchant old_flame = monster->get_ench(ENCH_STICKY_FLAME); monster->add_ench(mon_enchant(ENCH_STICKY_FLAME, levels, who)); const mon_enchant new_flame = monster->get_ench(ENCH_STICKY_FLAME); // Actually do the napalming. The order is important here. if (new_flame.degree > old_flame.degree) { if (verbose) simple_monster_message(monster, " is covered in liquid flames!"); behaviour_event(monster, ME_WHACK, who == KC_YOU ? MHITYOU : MHITNOT); } return (new_flame.degree > old_flame.degree); } // Used by monsters in "planning" which spell to cast. Fires off a "tracer" // which tells the monster what it'll hit if it breathes/casts etc. // // The output from this tracer function is written into the // tracer_info variables (friend_info and foe_info.) // // Note that beam properties must be set, as the tracer will take them // into account, as well as the monster's intelligence. void fire_tracer(const monsters *monster, bolt &pbolt, bool explode_only) { // Don't fiddle with any input parameters other than tracer stuff! pbolt.is_tracer = true; pbolt.source = monster->pos(); pbolt.beam_source = monster_index(monster); pbolt.can_see_invis = mons_see_invis(monster); pbolt.smart_monster = (mons_intel(monster) >= I_NORMAL); pbolt.attitude = mons_attitude(monster); // Init tracer variables. pbolt.foe_info.reset(); pbolt.friend_info.reset(); // Clear misc pbolt.reflections = 0; pbolt.bounces = 0; // If there's a specifically requested foe_ratio, honour it. if (!pbolt.foe_ratio) { pbolt.foe_ratio = 80; // default - see mons_should_fire() // Foe ratio for summoning greater demons & undead -- they may be // summoned, but they're hostile and would love nothing better // than to nuke the player and his minions. if (mons_att_wont_attack(pbolt.attitude) && !mons_att_wont_attack(monster->attitude)) { pbolt.foe_ratio = 25; } } pbolt.in_explosion_phase = false; // Fire! if (explode_only) pbolt.explode(false); else pbolt.fire(); // Unset tracer flag (convenience). pbolt.is_tracer = false; } bool check_line_of_sight( const coord_def& source, const coord_def& target ) { const int dist = grid_distance( source, target ); // Can always see one square away. if (dist <= 1) return (true); // Currently we limit the range to 8. if (dist > MONSTER_LOS_RANGE) return (false); // Note that we are guaranteed to be within the player LOS range, // so fallback is unnecessary. ray_def ray; return find_ray( source, target, false, ray ); } // When a mimic is hit by a ranged attack, it teleports away (the slow // way) and changes its appearance - the appearance change is in // monster_teleport() in mstuff2.cc. void mimic_alert(monsters *mimic) { if (!mimic->alive()) return; bool should_id = !testbits(mimic->flags, MF_KNOWN_MIMIC) && player_monster_visible(mimic) && mons_near(mimic); // If we got here, we at least got a resists message, if not // a full wounds printing. Thus, might as well id the mimic. if (mimic->has_ench(ENCH_TP)) { if (should_id) mimic->flags |= MF_KNOWN_MIMIC; return; } const bool instant_tele = !one_chance_in(3); monster_teleport( mimic, instant_tele ); // At least for this short while, we know it's a mimic. if (!instant_tele && should_id) mimic->flags |= MF_KNOWN_MIMIC; } bool bolt::is_bouncy(dungeon_feature_type feat) const { if (real_flavour == BEAM_CHAOS && grid_is_solid(feat)) return (true); if (is_enchantment()) return (false); if (flavour == BEAM_ELECTRICITY && feat != DNGN_METAL_WALL) return (true); if ((flavour == BEAM_FIRE || flavour == BEAM_COLD) && feat == DNGN_GREEN_CRYSTAL_WALL ) { return (true); } return (false); } static int _potion_beam_flavour_to_colour(beam_type flavour) { switch (flavour) { case BEAM_POTION_STINKING_CLOUD: return (GREEN); case BEAM_POTION_POISON: return (coinflip() ? GREEN : LIGHTGREEN); case BEAM_POTION_MIASMA: case BEAM_POTION_BLACK_SMOKE: return (DARKGREY); case BEAM_POTION_STEAM: case BEAM_POTION_GREY_SMOKE: return (LIGHTGREY); case BEAM_POTION_FIRE: return (coinflip() ? RED : LIGHTRED); case BEAM_POTION_COLD: return (coinflip() ? BLUE : LIGHTBLUE); case BEAM_POTION_BLUE_SMOKE: return (LIGHTBLUE); case BEAM_POTION_PURP_SMOKE: return (MAGENTA); case BEAM_POTION_RANDOM: default: // Leave it the colour of the potion, the clouds will colour // themselves on the next refresh. -- bwr return (-1); } return (-1); } void bolt::affect_endpoint() { // Leave an object, if applicable. if (drop_item && item) drop_object(); if (is_explosion) { refine_for_explosion(); explode(); return; } if (is_tracer) return; // FIXME: why don't these just have is_explosion set? // They don't explode in tracers: why not? if (name == "orb of electricity" || name == "metal orb" || name == "great blast of cold" || name == "ball of vapour") { explode(); } if (name == "blast of poison") big_cloud(CLOUD_POISON, whose_kill(), killer(), pos(), 0, 7+random2(5)); if (name == "foul vapour") { const cloud_type cl_type = (flavour == BEAM_MIASMA) ? CLOUD_MIASMA : CLOUD_STINK; big_cloud(cl_type, whose_kill(), killer(), pos(), 0, 9); } if (name == "freezing blast") { big_cloud(CLOUD_COLD, whose_kill(), killer(), pos(), random_range(10, 15), 9); } } bool bolt::stop_at_target() const { if (is_explosion || is_big_cloud || aimed_at_spot || name == "blast of poison" || name == "foul vapour" || name == "ball of vapour") { return (true); } return (false); } void bolt::drop_object() { ASSERT( item != NULL && is_valid_item(*item) ); // Conditions: beam is missile and not tracer. if (is_tracer || flavour != BEAM_MISSILE) return; // Summoned creatures' thrown items disappear. if (item->flags & ISFLAG_SUMMONED) { if (see_grid(pos())) { mprf("%s %s!", item->name(DESC_CAP_THE).c_str(), summoned_poof_msg(beam_source, *item).c_str()); } item_was_destroyed(*item, beam_source); return; } if (YOU_KILL(thrower) && !thrown_object_destroyed(item, pos(), false) || MON_KILL(thrower) && !mons_thrown_object_destroyed(item, pos(), false, beam_source)) { if (item->sub_type == MI_THROWING_NET) { // Player or monster on position is caught in net. if (you.pos() == pos() && you.attribute[ATTR_HELD] || mgrd(pos()) != NON_MONSTER && mons_is_caught(&menv[mgrd(pos())])) { // If no trapping net found mark this one. if (get_trapping_net(pos(), true) == NON_ITEM) set_item_stationary(*item); } } copy_item_to_grid(*item, pos(), 1); } } // Returns true if the beam hits the player, fuzzing the beam if necessary // for monsters without see invis firing tracers at the player. bool bolt::found_player() const { const bool needs_fuzz = (is_tracer && !can_see_invis && you.invisible() && !YOU_KILL(thrower)); const int dist = needs_fuzz? 2 : 0; return (grid_distance(pos(), you.pos()) <= dist); } void bolt::affect_ground() { if (is_tracer) return; if (affects_items) { const int burn_power = (is_explosion) ? 5 : (is_beam) ? 3 : 2; expose_items_to_element(flavour, pos(), burn_power); affect_place_clouds(); } } bool bolt::is_fiery() const { return (flavour == BEAM_FIRE || flavour == BEAM_HELLFIRE || flavour == BEAM_LAVA); } bool bolt::is_superhot() const { if (!is_fiery()) return (false); return (name == "bolt of fire" || name == "bolt of magma" || name.find("hellfire") != std::string::npos && in_explosion_phase); } bool bolt::affects_wall(dungeon_feature_type wall) const { // digging if (flavour == BEAM_DIGGING) return (true); // FIXME: There should be a better way to test for ZAP_DISRUPTION // vs. ZAP_DISINTEGRATION. if (flavour == BEAM_DISINTEGRATION && damage.num >= 3) return (true); if (is_fiery() && wall == DNGN_WAX_WALL) return (true); // eye of devastation? if (flavour == BEAM_NUKE) return (true); return (false); } void bolt::affect_place_clouds() { if (in_explosion_phase) affect_place_explosion_clouds(); const coord_def p = pos(); // Is there already a cloud here? const int cloudidx = env.cgrid(p); if (cloudidx != EMPTY_CLOUD) { cloud_type& ctype = env.cloud[cloudidx].type; // Polymorph randomly changes clouds in its path if (flavour == BEAM_POLYMORPH) ctype = static_cast(1 + random2(8)); // fire cancelling cold & vice versa if ((ctype == CLOUD_COLD && (flavour == BEAM_FIRE || flavour == BEAM_LAVA)) || (ctype == CLOUD_FIRE && flavour == BEAM_COLD)) { if (player_can_hear(p)) mpr("You hear a sizzling sound!", MSGCH_SOUND); delete_cloud(cloudidx); range_used += 5; } return; } // No clouds here, free to make new ones. const dungeon_feature_type feat = grd(p); if (name == "blast of poison") place_cloud(CLOUD_POISON, p, random2(4) + 2, whose_kill(), killer()); // Fire/cold over water/lava if (feat == DNGN_LAVA && flavour == BEAM_COLD || grid_is_watery(feat) && is_fiery()) { place_cloud(CLOUD_STEAM, p, 2 + random2(5), whose_kill(), killer()); } if (grid_is_watery(feat) && flavour == BEAM_COLD && damage.num * damage.size > 35) { place_cloud(CLOUD_COLD, p, damage.num * damage.size / 30 + 1, whose_kill(), killer()); } if (name == "great blast of cold") place_cloud(CLOUD_COLD, p, random2(5) + 3, whose_kill(), killer()); if (name == "ball of steam") place_cloud(CLOUD_STEAM, p, random2(5) + 2, whose_kill(), killer()); if (flavour == BEAM_MIASMA) place_cloud(CLOUD_MIASMA, p, random2(5) + 2, whose_kill(), killer()); if (name == "poison gas") place_cloud(CLOUD_POISON, p, random2(4) + 3, whose_kill(), killer()); } void bolt::affect_place_explosion_clouds() { const coord_def p = pos(); // First check: fire/cold over water/lava. if (grd(p) == DNGN_LAVA && flavour == BEAM_COLD || grid_is_watery(grd(p)) && is_fiery()) { place_cloud(CLOUD_STEAM, p, 2 + random2(5), whose_kill(), killer()); return; } if (flavour >= BEAM_POTION_STINKING_CLOUD && flavour <= BEAM_POTION_RANDOM) { const int duration = roll_dice(2, 3 + ench_power / 20); cloud_type cl_type; switch (flavour) { case BEAM_POTION_STINKING_CLOUD: case BEAM_POTION_POISON: case BEAM_POTION_MIASMA: case BEAM_POTION_STEAM: case BEAM_POTION_FIRE: case BEAM_POTION_COLD: case BEAM_POTION_BLACK_SMOKE: case BEAM_POTION_GREY_SMOKE: case BEAM_POTION_BLUE_SMOKE: case BEAM_POTION_PURP_SMOKE: cl_type = beam2cloud(flavour); break; case BEAM_POTION_RANDOM: switch (random2(11)) { case 0: cl_type = CLOUD_FIRE; break; case 1: cl_type = CLOUD_STINK; break; case 2: cl_type = CLOUD_COLD; break; case 3: cl_type = CLOUD_POISON; break; case 4: cl_type = CLOUD_BLACK_SMOKE; break; case 5: cl_type = CLOUD_GREY_SMOKE; break; case 6: cl_type = CLOUD_BLUE_SMOKE; break; case 7: cl_type = CLOUD_PURP_SMOKE; break; default: cl_type = CLOUD_STEAM; break; } break; default: cl_type = CLOUD_STEAM; break; } place_cloud(cl_type, p, duration, whose_kill(), killer()); } // then check for more specific explosion cloud types. if (name == "ice storm") place_cloud(CLOUD_COLD, p, 2 + random2avg(5,2), whose_kill(), killer()); if (name == "stinking cloud") { const int duration = 1 + random2(4) + random2((ench_power / 50) + 1); place_cloud( CLOUD_STINK, p, duration, whose_kill(), killer() ); } if (name == "great blast of fire") { int duration = 1 + random2(5) + roll_dice(2, ench_power / 5); if (duration > 20) duration = 20 + random2(4); place_cloud( CLOUD_FIRE, p, duration, whose_kill(), killer() ); if (grd(p) == DNGN_FLOOR && mgrd(p) == NON_MONSTER && one_chance_in(4)) { const god_type god = (crawl_state.is_god_acting()) ? crawl_state.which_god_acting() : GOD_NO_GOD; const beh_type att = whose_kill() == KC_OTHER ? BEH_HOSTILE : BEH_FRIENDLY; mons_place( mgen_data(MONS_FIRE_VORTEX, att, 2, SPELL_FIRE_STORM, p, MHITNOT, 0, god)); } } } // A little helper function to handle the calling of ouch()... void bolt::internal_ouch(int dam) { monsters *monst = NULL; if (!invalid_monster_index(beam_source) && menv[beam_source].type != -1) monst = &menv[beam_source]; // The order of this is important. if (monst && (monst->type == MONS_GIANT_SPORE || monst->type == MONS_BALL_LIGHTNING)) { ouch(dam, beam_source, KILLED_BY_SPORE, aux_source.c_str()); } else if (YOU_KILL(thrower) && aux_source.empty()) { if (reflections > 0) ouch(dam, reflector, KILLED_BY_REFLECTION, name.c_str()); else if (bounces > 0) ouch(dam, NON_MONSTER, KILLED_BY_BOUNCE, name.c_str()); else ouch(dam, NON_MONSTER, KILLED_BY_TARGETTING); } else if (MON_KILL(thrower)) ouch(dam, beam_source, KILLED_BY_BEAM, aux_source.c_str()); else // KILL_MISC || (YOU_KILL && aux_source) ouch(dam, beam_source, KILLED_BY_WILD_MAGIC, aux_source.c_str()); } // [ds] Apply a fuzz if the monster lacks see invisible and is trying to target // an invisible player. This makes invisibility slightly more powerful. bool bolt::fuzz_invis_tracer() { // Did the monster have a rough idea of where you are? int dist = grid_distance(target, you.pos()); // No, ditch this. if (dist > 2) return (false); const int beam_src = beam_source_as_target(); if (beam_src != MHITNOT && beam_src != MHITYOU) { // Monsters that can sense invisible const monsters *mon = &menv[beam_src]; if (mons_sense_invis(mon)) return (dist == 0); } // Apply fuzz now. coord_def fuzz( random_range(-2, 2), random_range(-2, 2) ); coord_def newtarget = target + fuzz; if (in_bounds(newtarget)) target = newtarget; // Fire away! return (true); } // A first step towards to-hit sanity for beams. We're still being // very kind to the player, but it should be fairer to monsters than // 4.0. bool test_beam_hit(int attack, int defence) { #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Beam attack: %d, defence: %d", attack, defence); #endif return (attack == AUTOMATIC_HIT || random2(attack) >= random2avg(defence, 2)); } std::string bolt::zapper() const { const int beam_src = beam_source_as_target(); if (beam_src == MHITYOU) return ("self"); else if (beam_src == MHITNOT) return (""); else return menv[beam_src].name(DESC_PLAIN); } bool bolt::is_harmless(const monsters *mon) const { // For enchantments, this is already handled in nasty_to(). if (is_enchantment()) return (!nasty_to(mon)); // The others are handled here. switch (flavour) { case BEAM_VISUAL: case BEAM_DIGGING: return (true); // Cleansing flame doesn't affect player's followers. case BEAM_HOLY: return (mons_is_holy(mon) || is_good_god(you.religion) && (is_follower(mon) || mons_neutral(mon))); case BEAM_STEAM: return (mons_res_steam(mon) >= 3); case BEAM_FIRE: return (mons_res_fire(mon) >= 3); case BEAM_COLD: return (mons_res_cold(mon) >= 3); case BEAM_MIASMA: case BEAM_NEG: return (mons_res_negative_energy(mon) == 3); case BEAM_ELECTRICITY: return (mons_res_elec(mon) >= 3); case BEAM_POISON: return (mons_res_poison(mon) >= 3); case BEAM_ACID: return (mons_res_acid(mon) >= 3); default: return (false); } } bool bolt::harmless_to_player() const { #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "beam flavour: %d", flavour); #endif switch (flavour) { case BEAM_VISUAL: case BEAM_DIGGING: return (true); // Positive enchantments. case BEAM_HASTE: case BEAM_HEALING: case BEAM_INVISIBILITY: return (true); // Cleansing flame doesn't affect player's followers. case BEAM_HOLY: return (is_good_god(you.religion)); case BEAM_STEAM: return (player_res_steam(false) >= 3); case BEAM_MIASMA: case BEAM_NEG: return (player_prot_life(false) >= 3); case BEAM_POISON: return (player_res_poison(false)); case BEAM_POTION_STINKING_CLOUD: return (player_res_poison(false) || player_mental_clarity(false)); case BEAM_ELECTRICITY: return (player_res_electricity(false)); case BEAM_FIRE: case BEAM_COLD: case BEAM_ACID: // Fire and ice can destroy inventory items, acid damage equipment. return (false); default: return (false); } } bool bolt::is_reflectable(const item_def *it) const { if (range_used >= range) return (false); return (it && is_shield(*it) && shield_reflects(*it)); } static void _ident_reflector(item_def *item) { if (!is_artefact(*item)) set_ident_flags(*item, ISFLAG_KNOW_TYPE); } void bolt::reflect() { reflections++; // If it bounced off a wall before being reflected then head back towards // the wall. if (bounces > 0 && in_bounds(bounce_pos)) target = bounce_pos; else target = source; source = pos(); // Reset bounce_pos, so that if we somehow reflect again before reaching // the wall that we won't keep heading towards the wall. bounce_pos.reset(); if (pos() == you.pos()) reflector = NON_MONSTER; else if (mgrd(pos()) != NON_MONSTER) reflector = mgrd(source); else { reflector = -1; #ifdef DEBUG mprf(MSGCH_DIAGNOSTICS, "Bolt reflected by neither player nor " "monster (bolt = %s, item = %s)", name.c_str(), item ? item->name(DESC_PLAIN).c_str() : "none"); #endif } flavour = real_flavour; choose_ray(); } void bolt::tracer_affect_player() { // Check whether thrower can see player, unless thrower == player. if (YOU_KILL(thrower)) { // Don't ask if we're aiming at ourselves. if (!aimed_at_feet && !dont_stop_player && !harmless_to_player()) { if (yesno("That beam is likely to hit you. Continue anyway?", false, 'n')) { friend_info.count++; friend_info.power += you.experience_level; dont_stop_player = true; } else { beam_cancelled = true; finish_beam(); } } } else if (can_see_invis || !you.invisible() || fuzz_invis_tracer()) { if (mons_att_wont_attack(attitude)) { friend_info.count++; friend_info.power += you.experience_level; } else { foe_info.count++; foe_info.power += you.experience_level; } } range_used += range_used_on_hit(); } bool bolt::misses_player() { if (is_explosion || aimed_at_feet || auto_hit || is_enchantment()) return (false); const int dodge = player_evasion(); int real_tohit = hit; // Monsters shooting at an invisible player are very inaccurate. if (you.invisible() && !can_see_invis) real_tohit /= 2; if (is_beam) { // Beams can be dodged. if (player_light_armour(true) && !aimed_at_feet && coinflip()) exercise(SK_DODGING, 1); if (you.duration[DUR_DEFLECT_MISSILES]) real_tohit = random2(real_tohit * 2) / 3; else if (you.duration[DUR_REPEL_MISSILES] || player_mutation_level(MUT_REPULSION_FIELD) == 3) { real_tohit -= random2(real_tohit / 2); } if (!test_beam_hit(real_tohit, dodge)) { mprf("The %s misses you.", name.c_str()); return (true); } } else if (is_blockable()) { // Non-beams can be blocked or dodged. if (you.shield() && !aimed_at_feet && player_shield_class() > 0) { // We use the original to-hit here. const int testhit = random2(hit * 130 / 100 + you.shield_block_penalty()); const int block = you.shield_bonus(); #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Beamshield: hit: %d, block %d", testhit, block); #endif if (testhit < block) { if (is_reflectable(you.shield())) { mprf( "Your %s reflects the %s!", you.shield()->name(DESC_PLAIN).c_str(), name.c_str() ); _ident_reflector(you.shield()); reflect(); } else { mprf( "You block the %s.", name.c_str() ); finish_beam(); } you.shield_block_succeeded(); return (true); } // Some training just for the "attempt". if (coinflip()) exercise(SK_SHIELDS, one_chance_in(3) ? 1 : 0); } if (player_light_armour(true) && !aimed_at_feet && coinflip()) exercise(SK_DODGING, 1); if (you.duration[DUR_DEFLECT_MISSILES]) real_tohit = random2(real_tohit / 2); else if (you.duration[DUR_REPEL_MISSILES] || player_mutation_level(MUT_REPULSION_FIELD) == 3) { real_tohit = random2(real_tohit); } // miss message if (!test_beam_hit(real_tohit, dodge)) { mprf("The %s misses you.", name.c_str()); return (true); } } return (false); } void bolt::affect_player_enchantment() { if ((has_saving_throw() || flavour == BEAM_POLYMORPH) && you_resist_magic(ench_power)) { // You resisted it. // Give a message. bool need_msg = true; if (thrower != KILL_YOU_MISSILE && !invalid_monster_index(beam_source)) { monsters *mon = &menv[beam_source]; if (!player_monster_visible(mon)) { mpr("Something tries to affect you, but you resist."); need_msg = false; } } if (need_msg) canned_msg(MSG_YOU_RESIST); // You *could* have gotten a free teleportation in the Abyss, // but no, you resisted. if (flavour == BEAM_TELEPORT && you.level_type == LEVEL_ABYSS) xom_is_stimulated(255); range_used += range_used_on_hit(); return; } // You didn't resist it. _ench_animation( real_flavour ); bool nasty = true, nice = false; switch (flavour) { case BEAM_SLEEP: you.put_to_sleep(ench_power); break; case BEAM_BACKLIGHT: if (!you.duration[DUR_INVIS]) { if (you.duration[DUR_BACKLIGHT]) mpr("You glow brighter."); else mpr("You are outlined in light."); you.duration[DUR_BACKLIGHT] += random_range(15, 35); if (you.duration[DUR_BACKLIGHT] > 250) you.duration[DUR_BACKLIGHT] = 250; obvious_effect = true; } else { mpr("You feel strangely conspicuous."); you.duration[DUR_BACKLIGHT] += random_range(3, 5); if (you.duration[DUR_BACKLIGHT] > 250) you.duration[DUR_BACKLIGHT] = 250; obvious_effect = true; } break; case BEAM_POLYMORPH: if (MON_KILL(thrower)) { mpr("Strange energies course through your body."); you.mutate(); obvious_effect = true; } else if (get_ident_type(OBJ_WANDS, WAND_POLYMORPH_OTHER) == ID_KNOWN_TYPE) { mpr("This is polymorph other only!"); } else canned_msg( MSG_NOTHING_HAPPENS ); break; case BEAM_SLOW: potion_effect( POT_SLOWING, ench_power ); obvious_effect = true; break; case BEAM_HASTE: potion_effect( POT_SPEED, ench_power ); contaminate_player( 1, effect_known ); obvious_effect = true; nasty = false; nice = true; break; case BEAM_HEALING: potion_effect( POT_HEAL_WOUNDS, ench_power ); obvious_effect = true; nasty = false; nice = true; break; case BEAM_PARALYSIS: potion_effect( POT_PARALYSIS, ench_power ); obvious_effect = true; break; case BEAM_PETRIFY: you.petrify( agent(), ench_power ); obvious_effect = true; break; case BEAM_CONFUSION: potion_effect( POT_CONFUSION, ench_power ); obvious_effect = true; break; case BEAM_INVISIBILITY: potion_effect( POT_INVISIBILITY, ench_power ); contaminate_player( 1 + random2(2), effect_known ); obvious_effect = true; nasty = false; nice = true; break; case BEAM_TELEPORT: you_teleport(); // An enemy helping you escape while in the Abyss, or an // enemy stabilizing a teleport that was about to happen. if (!mons_att_wont_attack(attitude) && you.level_type == LEVEL_ABYSS) { xom_is_stimulated(255); } obvious_effect = true; break; case BEAM_BLINK: random_blink(false); obvious_effect = true; break; case BEAM_CHARM: potion_effect( POT_CONFUSION, ench_power ); obvious_effect = true; break; // enslavement - confusion? case BEAM_BANISH: if (YOU_KILL(thrower)) { mpr("This spell isn't strong enough to banish yourself."); break; } if (you.level_type == LEVEL_ABYSS) { mpr("You feel trapped."); break; } you.banished = true; you.banished_by = zapper(); obvious_effect = true; break; case BEAM_PAIN: if (player_res_torment()) { mpr("You are unaffected."); break; } mpr("Pain shoots through your body!"); if (aux_source.empty()) aux_source = "by nerve-wracking pain"; internal_ouch(damage.roll()); obvious_effect = true; break; case BEAM_DISPEL_UNDEAD: if (!you.is_undead) { mpr("You are unaffected."); break; } mpr( "You convulse!" ); if (aux_source.empty()) aux_source = "by dispel undead"; if (you.is_undead == US_SEMI_UNDEAD) { if (you.hunger_state == HS_ENGORGED) damage.size /= 2; else if (you.hunger_state > HS_SATIATED) { damage.size *= 2; damage.size /= 3; } } internal_ouch(damage.roll()); obvious_effect = true; break; case BEAM_DISINTEGRATION: mpr("You are blasted!"); if (aux_source.empty()) aux_source = "a disintegration bolt"; internal_ouch(damage.roll()); obvious_effect = true; break; default: // _All_ enchantments should be enumerated here! mpr("Software bugs nibble your toes!"); break; } if (nasty) { if (mons_att_wont_attack(attitude)) { friend_info.hurt++; if (beam_source == NON_MONSTER) { // Beam from player rebounded and hit player. if (!aimed_at_feet) xom_is_stimulated(255); } else { // Beam from an ally or neutral. xom_is_stimulated(128); } } else foe_info.hurt++; } if (nice) { if (mons_att_wont_attack(attitude)) friend_info.helped++; else { foe_info.helped++; xom_is_stimulated(128); } } // Regardless of effect, we need to know if this is a stopper // or not - it seems all of the above are. range_used += range_used_on_hit(); } void bolt::affect_player() { // Digging -- don't care. if (flavour == BEAM_DIGGING) return; if (is_tracer) { tracer_affect_player(); return; } // Trigger an interrupt, so travel will stop on misses // which generate smoke. if (!YOU_KILL(thrower)) interrupt_activity(AI_MONSTER_ATTACKS); if (is_enchantment()) { affect_player_enchantment(); return; } msg_generated = true; if (misses_player()) return; const bool engulfs = (is_explosion || is_big_cloud); mprf( "The %s %s you!", name.c_str(), (engulfs) ? "engulfs" : "hits" ); // FIXME: Lots of duplicated code here (compare handling of // monsters) int hurted = 0; int burn_power = (is_explosion) ? 5 : (is_beam) ? 3 : 2; // Roll the damage. hurted += damage.roll(); #if DEBUG_DIAGNOSTICS int roll = hurted; #endif int armour_damage_reduction = random2( 1 + player_AC() ); if (flavour == BEAM_ELECTRICITY) armour_damage_reduction /= 2; hurted -= armour_damage_reduction; // shrapnel has triple AC reduction if (flavour == BEAM_FRAG && !player_light_armour()) { hurted -= random2( 1 + player_AC() ); hurted -= random2( 1 + player_AC() ); } #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Player damage: rolled=%d; after AC=%d", roll, hurted ); #endif if (you.equip[EQ_BODY_ARMOUR] != -1) { if (!player_light_armour(false) && one_chance_in(4) && x_chance_in_y(item_mass(you.inv[you.equip[EQ_BODY_ARMOUR]]) + 1, 1000)) { exercise( SK_ARMOUR, 1 ); } } bool was_affected = false; int old_hp = you.hp; hurted = std::max(hurted, 0); // If the beam is an actual missile or of the MMISSILE type (Earth magic) // we might bleed on the floor. if (!engulfs && (flavour == BEAM_MISSILE || flavour == BEAM_MMISSILE)) { int blood = hurted/2; // assumes DVORP_PIERCING, factor: 0.5 if (blood > you.hp) blood = you.hp; bleed_onto_floor(you.pos(), -1, blood, true); } hurted = check_your_resists( hurted, flavour ); if (flavour == BEAM_MIASMA && hurted > 0) { if (player_res_poison() <= 0) { poison_player(1); was_affected = true; } if (one_chance_in(3 + 2 * player_prot_life())) { potion_effect(POT_SLOWING, 5); was_affected = true; } } // handling of missiles if (item && item->base_type == OBJ_MISSILES) { if (item->sub_type == MI_THROWING_NET) { player_caught_in_net(); was_affected = true; } else if (item->special == SPMSL_POISONED) { if (!player_res_poison() && (hurted || ench_power == AUTOMATIC_HIT && x_chance_in_y(90 - 3 * player_AC(), 100))) { poison_player(1 + random2(3)); was_affected = true; } } else if (item->special == SPMSL_CURARE) { if (x_chance_in_y(90 - 3 * player_AC(), 100)) { curare_hits_player(actor_to_death_source(agent()), 1 + random2(3)); was_affected = true; } } } // Sticky flame. if (name == "sticky flame") { if (!player_res_sticky_flame()) { napalm_player(random2avg(7, 3) + 1); was_affected = true; } } if (affects_items) { // Simple cases for scroll burns. if (flavour == BEAM_LAVA || name == "hellfire") expose_player_to_element(BEAM_LAVA, burn_power); // More complex (geez..) if (flavour == BEAM_FIRE && name != "ball of steam") expose_player_to_element(BEAM_FIRE, burn_power); // Potions exploding. if (flavour == BEAM_COLD) expose_player_to_element(BEAM_COLD, burn_power); if (flavour == BEAM_ACID) splash_with_acid(5); // Spore pops. if (in_explosion_phase && flavour == BEAM_SPORE) expose_player_to_element(BEAM_SPORE, burn_power); } #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Damage: %d", hurted ); #endif if (hurted > 0 || old_hp < you.hp || was_affected) { if (mons_att_wont_attack(attitude)) { friend_info.hurt++; // Beam from player rebounded and hit player. // Xom's amusement at the player's being damaged is handled // elsewhere. if (beam_source == NON_MONSTER) { if (!aimed_at_feet) xom_is_stimulated(255); } else if (was_affected) xom_is_stimulated(128); } else foe_info.hurt++; } internal_ouch(hurted); range_used += range_used_on_hit(); } int bolt::beam_source_as_target() const { return (MON_KILL(thrower) ? beam_source : thrower == KILL_MISC ? MHITNOT : MHITYOU); } static int _name_to_skill_level(const std::string& name) { skill_type type = SK_THROWING; if (name.find("dart") != std::string::npos) type = SK_DARTS; else if (name.find("needle") != std::string::npos) type = SK_DARTS; else if (name.find("bolt") != std::string::npos) type = SK_CROSSBOWS; else if (name.find("arrow") != std::string::npos) type = SK_BOWS; else if (name.find("stone") != std::string::npos) type = SK_SLINGS; if (type == SK_DARTS || type == SK_SLINGS) return (you.skills[type] + you.skills[SK_THROWING]); return (2 * you.skills[type]); } void bolt::update_hurt_or_helped(monsters *mon) { if (!mons_atts_aligned(attitude, mons_attitude(mon))) { if (nasty_to(mon)) foe_info.hurt++; else if (nice_to(mon)) foe_info.helped++; } else { if (nasty_to(mon)) { friend_info.hurt++; // Harmful beam from this monster rebounded and hit the monster. if (!is_tracer && static_cast(monster_index(mon)) == beam_source) { xom_is_stimulated(128); } } else if (nice_to(mon)) friend_info.helped++; } } void bolt::tracer_enchantment_affect_monster(monsters* mon) { handle_stop_attack_prompt(mon); if (!beam_cancelled) range_used += range_used_on_hit(); } // Return false if we should skip handling this monster. bool bolt::determine_damage(monsters* mon, int& preac, int& postac, int& final) { // preac: damage before AC modifier // postac: damage after AC modifier // final: damage after AC and resists // All these are invalid if we return false. // Tracers get the mean. if (is_tracer) preac = (damage.num * (damage.size + 1)) / 2; else preac = damage.roll(); // Submerged monsters get some perks. if (mon->submerged()) { // The beam will pass overhead unless it's aimed at them. if (!aimed_at_spot) return false; // Electricity is ineffective. if (flavour == BEAM_ELECTRICITY) { if (!is_tracer && see_grid(mon->pos())) mprf("The %s arcs harmlessly into the water.", name.c_str()); finish_beam(); return false; } // Otherwise, 1/3 damage reduction. preac = (preac * 2) / 3; } postac = preac - maybe_random2(1 + mon->ac, !is_tracer); // Fragmentation has triple AC reduction. if (flavour == BEAM_FRAG) { postac -= maybe_random2(1 + mon->ac, !is_tracer); postac -= maybe_random2(1 + mon->ac, !is_tracer); } postac = std::max(postac, 0); // Don't do side effects (beam might miss or be a tracer.) final = mons_adjust_flavoured(mon, *this, preac, false); return true; } void bolt::handle_stop_attack_prompt(monsters* mon) { if ((thrower == KILL_YOU_MISSILE || thrower == KILL_YOU) && !is_harmless(mon)) { if ((friend_info.count == 1 && !friend_info.dont_stop) || (foe_info.count == 1 && !foe_info.dont_stop)) { const bool on_target = (target == mon->pos()); if (stop_attack_prompt(mon, true, on_target)) { beam_cancelled = true; finish_beam(); } else { if (friend_info.count == 1) friend_info.dont_stop = true; else if (foe_info.count == 1) foe_info.dont_stop = true; } } } } void bolt::tracer_nonenchantment_affect_monster(monsters* mon) { int preac, post, final; if ( !determine_damage(mon, preac, post, final) ) return; // Maybe the user wants to cancel at this point. handle_stop_attack_prompt(mon); if (beam_cancelled) return; // Check only if actual damage. if (final > 0) { // Monster could be hurt somewhat, but only apply the // monster's power based on how badly it is affected. // For example, if a fire giant (power 16) threw a // fireball at another fire giant, and it only took // 1/3 damage, then power of 5 would be applied. // Counting foes is only important for monster tracers. if (!mons_atts_aligned(attitude, mons_attitude(mon))) foe_info.power += 2 * final * mons_power(mon->type) / preac; else friend_info.power += 2 * final * mons_power(mon->type) / preac; } // Either way, we could hit this monster, so update range used. range_used += range_used_on_hit(); } void bolt::tracer_affect_monster(monsters* mon) { // Ignore unseen monsters. if (!can_see_invis && mon->invisible() || (YOU_KILL(thrower) && !see_grid(mon->pos()))) { return; } // Ignore self-detonating monsters. if (mons_self_destructs(mon)) return; // Update friend or foe encountered. if (!mons_atts_aligned(attitude, mons_attitude(mon))) { foe_info.count++; foe_info.power += mons_power(mon->type); } else { friend_info.count++; friend_info.power += mons_power(mon->type); } if (is_enchantment()) tracer_enchantment_affect_monster(mon); else tracer_nonenchantment_affect_monster(mon); } void bolt::enchantment_affect_monster(monsters* mon) { // Submerged monsters are unaffected by enchantments. if (mon->submerged()) return; god_conduct_trigger conducts[3]; disable_attack_conducts(conducts); bool hit_woke_orc = false; // Nasty enchantments will annoy the monster, and are considered // naughty (even if a monster might resist). if (nasty_to(mon)) { if (YOU_KILL(thrower)) { if (is_sanctuary(mon->pos()) || is_sanctuary(you.pos())) remove_sanctuary(true); set_attack_conducts(conducts, mon, player_monster_visible(mon)); if (you.religion == GOD_BEOGH && mons_species(mon->type) == MONS_ORC && mons_is_sleeping(mon) && !player_under_penance() && you.piety >= piety_breakpoint(2) && mons_near(mon)) { hit_woke_orc = true; } } behaviour_event(mon, ME_ANNOY, beam_source_as_target()); } else behaviour_event(mon, ME_ALERT, beam_source_as_target()); enable_attack_conducts(conducts); // Doing this here so that the player gets to see monsters // "flicker and vanish" when turning invisible.... _ench_animation( real_flavour, mon ); // Try to hit the monster with the enchantment. const mon_resist_type ench_result = try_enchant_monster(mon); if (mon->alive()) // Aftereffects. { // Mimics become known. if (mons_is_mimic(mon->type)) mimic_alert(mon); // Message or record the success/failure. switch (ench_result) { case MON_RESIST: if (simple_monster_message(mon, " resists.")) msg_generated = true; break; case MON_UNAFFECTED: if (simple_monster_message(mon, " is unaffected.")) msg_generated = true; break; case MON_AFFECTED: case MON_OTHER: // Should this really be here? update_hurt_or_helped(mon); break; } if (hit_woke_orc) beogh_follower_convert(mon, true); } range_used += range_used_on_hit(); } void bolt::monster_post_hit(monsters* mon, int dmg) { if (YOU_KILL(thrower) && mons_near(mon)) print_wounds(mon); // Don't annoy friendlies or good neutrals if the player's beam // did no damage. Hostiles will still take umbrage. if (dmg > 0 || !mons_wont_attack(mon) || !YOU_KILL(thrower)) behaviour_event(mon, ME_ANNOY, beam_source_as_target()); // Sticky flame. if (name == "sticky flame") { const int levels = std::min(4, 1 + random2(mon->hit_dice) / 2); napalm_monster(mon, whose_kill(), levels); } bool wake_mimic = true; // Handle missile effects. if (item && item->base_type == OBJ_MISSILES) { if (item->special == SPMSL_POISONED) { int num_levels = 0; // ench_power == AUTOMATIC_HIT if this is a poisoned needle. if (ench_power == AUTOMATIC_HIT && x_chance_in_y(90 - 3 * mon->ac, 100)) { num_levels = 2; } else if (random2(dmg) - random2(mon->ac) > 0) num_levels = 1; int num_success = 0; if (YOU_KILL(thrower)) { const int skill_level = _name_to_skill_level(name); if (x_chance_in_y(skill_level + 25, 50)) num_success++; if (x_chance_in_y(skill_level, 50)) num_success++; } else num_success = 1; if (num_success) { if (num_success == 2) num_levels++; poison_monster(mon, whose_kill(), num_levels); } } else if (item->special == SPMSL_CURARE) { if (ench_power == AUTOMATIC_HIT && curare_hits_monster(agent(), mon, whose_kill(), 2) && !mon->alive()) { wake_mimic = false; } } } if (wake_mimic && mons_is_mimic(mon->type)) mimic_alert(mon); else if (dmg) beogh_follower_convert(mon, true); } // Return true if the block succeeded (including reflections.) bool bolt::attempt_block(monsters* mon) { const int shield_block = mon->shield_bonus(); bool rc = false; if (shield_block > 0) { const int ht = random2(hit * 130 / 100 + mon->shield_block_penalty()); if (ht < shield_block) { rc = true; item_def *shield = mon->mslot_item(MSLOT_SHIELD); if (this->is_reflectable(shield)) { if (you.can_see(mon)) { mprf("%s reflects the %s off %s %s!", mon->name(DESC_CAP_THE).c_str(), name.c_str(), mon->pronoun(PRONOUN_NOCAP_POSSESSIVE).c_str(), shield->name(DESC_PLAIN).c_str()); _ident_reflector(shield); } else if (see_grid(pos())) mprf("The %s bounces off of thin air!", name.c_str()); reflect(); } else { mprf("%s blocks the %s.", mon->name(DESC_CAP_THE).c_str(), name.c_str()); finish_beam(); } mon->shield_block_succeeded(); } } return (rc); } bool bolt::handle_statue_disintegration(monsters* mon) { bool rc = false; if ((flavour == BEAM_DISINTEGRATION || flavour == BEAM_NUKE) && mons_is_statue(mon->type) && !mons_is_icy(mon->type)) { rc = true; // Disintegrate the statue. if (!silenced(you.pos())) { if (!see_grid(mon->pos())) mpr("You hear a hideous screaming!", MSGCH_SOUND); else { mpr("The statue screams as its substance crumbles away!", MSGCH_SOUND); } } else if (see_grid(mon->pos())) { mpr("The statue twists and shakes as its substance " "crumbles away!"); } obvious_effect = true; update_hurt_or_helped(mon); mon->hurt(agent(), INSTANT_DEATH); // Stop here. finish_beam(); } return (rc); } void bolt::affect_monster(monsters* mon) { // Don't hit dead monsters. if (!mon->alive()) return; // First some special cases. // Digging doesn't affect monsters (should it harm earth elementals?) if (flavour == BEAM_DIGGING) return; // Fire storm creates these, so we'll avoid affecting them if (name == "great blast of fire" && mon->type == MONS_FIRE_VORTEX) return; // Handle tracers separately. if (is_tracer) { tracer_affect_monster(mon); return; } // Visual - wake monsters. if (flavour == BEAM_VISUAL) { behaviour_event( mon, ME_DISTURB, beam_source, source ); return; } // Special case: disintegrate (or Shatter) a statue. // Since disintegration is an enchantment, it has to be handled // here. if (handle_statue_disintegration(mon)) return; if (is_enchantment()) { // no to-hit check enchantment_affect_monster(mon); return; } if (mon->submerged() && !aimed_at_spot) return; // passes overhead // We need to know how much the monster _would_ be hurt by this, // before we decide if it actually hits. int preac, postac, final; if ( !determine_damage(mon, preac, postac, final) ) return; #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Monster: %s; Damage: pre-AC: %d; post-AC: %d; post-resist: %d", mon->name(DESC_PLAIN).c_str(), preac, postac, final); #endif // Player beams which hit friendlies or good neutrals will annoy // them and be considered naughty if they do damage (this is so as // not to penalize players that fling fireballs into a melee with // fire elementals on their side - the elementals won't give a sh*t, // after all). god_conduct_trigger conducts[3]; disable_attack_conducts(conducts); bool hit_woke_orc = false; if (nasty_to(mon)) { if (YOU_KILL(thrower) && final > 0) { // It's not the player's fault if he didn't see the monster or // the monster was caught in an unexpected blast of ?immolation. const bool okay = (!player_monster_visible(mon) || aux_source == "reading a scroll of immolation" && !effect_known); if (is_sanctuary(mon->pos()) || is_sanctuary(you.pos())) remove_sanctuary(true); set_attack_conducts(conducts, mon, !okay); } if (you.religion == GOD_BEOGH && mons_species(mon->type) == MONS_ORC && mons_is_sleeping(mon) && YOU_KILL(thrower) && !player_under_penance() && you.piety >= piety_breakpoint(2) && mons_near(mon)) { hit_woke_orc = true; } } // Explosions always 'hit'. const bool engulfs = (is_explosion || is_big_cloud); // Make a copy of the to-hit before we modify it. int beam_hit = hit; if (mon->invisible() && !this->can_see_invis) beam_hit /= 2; // FIXME We're randomising mon->evasion, which is further // randomised inside test_beam_hit. This is so we stay close to the 4.0 // to-hit system (which had very little love for monsters). if (!engulfs && !test_beam_hit(beam_hit, random2(mon->ev))) { // If the PLAYER cannot see the monster, don't tell them anything! if (player_monster_visible(mon) && mons_near(mon)) { msg::stream << "The " << name << " misses " << mon->name(DESC_NOCAP_THE) << '.' << std::endl; } return; } // The monster may block the beam. if (!engulfs && is_blockable() && attempt_block(mon)) return; update_hurt_or_helped(mon); enable_attack_conducts(conducts); // The beam hit. if (mons_near(mon)) { mprf("The %s %s %s.", name.c_str(), engulfs? "engulfs" : "hits", player_monster_visible(mon) ? mon->name(DESC_NOCAP_THE).c_str() : "something"); } else { // The player might hear something, if _they_ fired a missile // (not magic beam). if (!silenced(you.pos()) && flavour == BEAM_MISSILE && YOU_KILL(thrower)) { mprf(MSGCH_SOUND, "The %s hits something.", name.c_str()); } } // handling of missiles if (item && item->base_type == OBJ_MISSILES && item->sub_type == MI_THROWING_NET) { monster_caught_in_net(mon, *this); } // Apply flavoured specials. mons_adjust_flavoured(mon, *this, postac, true); // If the beam is an actual missile or of the MMISSILE type (Earth magic) // we might bleed on the floor. if (!engulfs && (flavour == BEAM_MISSILE || flavour == BEAM_MMISSILE) && !mons_is_summoned(mon) && !mon->submerged()) { // Using raw_damage instead of the flavoured one! // assumes DVORP_PIERCING, factor: 0.5 const int blood = std::min(postac/2, mon->hit_points); bleed_onto_floor(mon->pos(), mon->type, blood, true); } // Now hurt monster. mon->hurt(agent(), final, flavour, false); if (mon->alive()) monster_post_hit(mon, final); else monster_die(mon, thrower, beam_source_as_target()); range_used += range_used_on_hit(); } bool bolt::has_saving_throw() const { if (aimed_at_feet) return (false); bool rc = true; switch (flavour) { case BEAM_HASTE: case BEAM_HEALING: case BEAM_INVISIBILITY: case BEAM_DISPEL_UNDEAD: case BEAM_ENSLAVE_SOUL: // it has a different saving throw case BEAM_ENSLAVE_DEMON: // it has a different saving throw rc = false; break; default: break; } return rc; } bool _ench_flavour_affects_monster(beam_type flavour, const monsters* mon) { bool rc = true; switch (flavour) { case BEAM_POLYMORPH: rc = mon->can_mutate(); break; case BEAM_DEGENERATE: rc = (mons_holiness(mon) == MH_NATURAL && mon->type != MONS_PULSATING_LUMP); break; case BEAM_ENSLAVE_UNDEAD: rc = (mons_holiness(mon) == MH_UNDEAD && mon->attitude != ATT_FRIENDLY); break; case BEAM_ENSLAVE_SOUL: rc = (mons_holiness(mon) == MH_NATURAL && mon->attitude != ATT_FRIENDLY); break; case BEAM_DISPEL_UNDEAD: rc = (mons_holiness(mon) == MH_UNDEAD); break; case BEAM_ENSLAVE_DEMON: rc = (mons_holiness(mon) == MH_DEMONIC && !mons_friendly(mon)); break; case BEAM_PAIN: rc = !mons_res_negative_energy(mon); break; case BEAM_SLEEP: rc = !mon->has_ench(ENCH_SLEEP_WARY) // slept recently && mons_holiness(mon) == MH_NATURAL // no unnatural && mons_res_cold(mon) <= 0; // can't be hibernated break; default: break; } return rc; } bool enchant_monster_with_flavour(monsters* mon, actor *foe, beam_type flavour, int powc) { bolt dummy; dummy.flavour = flavour; dummy.ench_power = powc; dummy.set_agent(foe); dummy.apply_enchantment_to_monster(mon); return dummy.obvious_effect; } mon_resist_type bolt::try_enchant_monster(monsters *mon) { // Early out if the enchantment is meaningless. if (!_ench_flavour_affects_monster(flavour, mon)) return (MON_UNAFFECTED); // Check magic resistance. if (has_saving_throw()) { if (mons_immune_magic(mon)) return (MON_UNAFFECTED); if (check_mons_resist_magic(mon, ench_power)) return (MON_RESIST); } return (apply_enchantment_to_monster(mon)); } mon_resist_type bolt::apply_enchantment_to_monster(monsters* mon) { // Gigantic-switches-R-Us switch (flavour) { case BEAM_TELEPORT: if (you.can_see(mon)) obvious_effect = true; monster_teleport(mon, false); return (MON_AFFECTED); case BEAM_BLINK: if (you.can_see(mon)) obvious_effect = true; monster_blink(mon); return (MON_AFFECTED); case BEAM_POLYMORPH: if (mon->mutate()) obvious_effect = true; if (YOU_KILL(thrower)) { did_god_conduct(DID_DELIBERATE_MUTATING, 2 + random2(3), effect_known); } return (MON_AFFECTED); case BEAM_BANISH: if (you.level_type == LEVEL_ABYSS) simple_monster_message(mon, " wobbles for a moment."); else mon->banish(); obvious_effect = true; return (MON_AFFECTED); case BEAM_DEGENERATE: if (monster_polymorph(mon, MONS_PULSATING_LUMP)) obvious_effect = true; return (MON_AFFECTED); case BEAM_DISPEL_UNDEAD: if (simple_monster_message(mon, " convulses!")) obvious_effect = true; mon->hurt(agent(), damage.roll()); return (MON_AFFECTED); case BEAM_ENSLAVE_UNDEAD: { const god_type god = (crawl_state.is_god_acting()) ? crawl_state.which_god_acting() : GOD_NO_GOD; #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "HD: %d; pow: %d", mon->hit_dice, ench_power); #endif obvious_effect = true; if (player_will_anger_monster(mon)) { simple_monster_message(mon, " is repulsed!"); return (MON_OTHER); } simple_monster_message(mon, " is enslaved."); // Wow, permanent enslaving! mon->attitude = ATT_FRIENDLY; behaviour_event(mon, ME_ALERT, MHITNOT); mons_make_god_gift(mon, god); return (MON_AFFECTED); } case BEAM_ENSLAVE_SOUL: #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "HD: %d; pow: %d", mon->hit_dice, ench_power); #endif if (!mons_can_be_zombified(mon) || mons_intel(mon) < I_NORMAL) { simple_monster_message(mon, " is unaffected."); return (MON_OTHER); } if (mon->hit_dice >= random2(ench_power / 2)) return (MON_RESIST); obvious_effect = true; mon->flags |= MF_ENSLAVED_SOUL; simple_monster_message(mon, "'s soul is now ripe for the taking."); return (MON_AFFECTED); case BEAM_ENSLAVE_DEMON: #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "HD: %d; pow: %d", mon->hit_dice, ench_power); #endif if (mon->hit_dice * 11 / 2 >= random2(ench_power) || mons_is_unique(mon->type)) { return (MON_RESIST); } obvious_effect = true; if (player_will_anger_monster(mon)) { simple_monster_message(mon, " is repulsed!"); return (MON_OTHER); } simple_monster_message(mon, " is enslaved."); // Wow, permanent enslaving! (sometimes) if (one_chance_in(2 + mon->hit_dice / 4)) mon->attitude = ATT_FRIENDLY; else mon->add_ench(ENCH_CHARM); behaviour_event(mon, ME_ALERT, MHITNOT); return (MON_AFFECTED); case BEAM_PAIN: // pain/agony if (simple_monster_message(mon, " convulses in agony!")) obvious_effect = true; if (name.find("agony") != std::string::npos) // agony mon->hit_points = std::max(mon->hit_points/2, 1); else // pain mon->hurt(agent(), damage.roll(), flavour); return (MON_AFFECTED); case BEAM_DISINTEGRATION: // disrupt/disintegrate if (simple_monster_message(mon, " is blasted.")) obvious_effect = true; mon->hurt(agent(), damage.roll(), flavour); return (MON_AFFECTED); case BEAM_SLEEP: if (simple_monster_message(mon, " looks drowsy...")) obvious_effect = true; mon->put_to_sleep(); return (MON_AFFECTED); case BEAM_BACKLIGHT: if (backlight_monsters(mon->pos(), hit, 0)) { obvious_effect = true; return (MON_AFFECTED); } return (MON_UNAFFECTED); case BEAM_SLOW: // try to remove haste, if monster is hasted if (mon->del_ench(ENCH_HASTE)) { if (simple_monster_message(mon, " is no longer moving quickly.")) obvious_effect = true; return (MON_AFFECTED); } // not hasted, slow it if (!mon->has_ench(ENCH_SLOW) && !mons_is_stationary(mon) && mon->add_ench(mon_enchant(ENCH_SLOW, 0, whose_kill()))) { if (!mons_is_paralysed(mon) && !mons_is_petrified(mon) && simple_monster_message(mon, " seems to slow down.")) { obvious_effect = true; } } return (MON_AFFECTED); case BEAM_HASTE: if (mon->del_ench(ENCH_SLOW)) { if (simple_monster_message(mon, " is no longer moving slowly.")) obvious_effect = true; return (MON_AFFECTED); } // Not slowed, haste it. if (!mon->has_ench(ENCH_HASTE) && !mons_is_stationary(mon) && mon->add_ench(ENCH_HASTE)) { if (!mons_is_paralysed(mon) && !mons_is_petrified(mon) && simple_monster_message(mon, " seems to speed up.")) { obvious_effect = true; } } return (MON_AFFECTED); case BEAM_HEALING: if (YOU_KILL(thrower)) { if (cast_healing(5 + damage.roll(), mon->pos()) > 0) obvious_effect = true; msg_generated = true; // to avoid duplicate "nothing happens" } else if (heal_monster(mon, 5 + damage.roll(), false)) { if (mon->hit_points == mon->max_hit_points) { if (simple_monster_message(mon, "'s wounds heal themselves!")) obvious_effect = true; } else if (simple_monster_message(mon, " is healed somewhat.")) obvious_effect = true; } return (MON_AFFECTED); case BEAM_PARALYSIS: apply_bolt_paralysis(mon); return (MON_AFFECTED); case BEAM_PETRIFY: apply_bolt_petrify(mon); return (MON_AFFECTED); case BEAM_CONFUSION: if (!mons_class_is_confusable(mon->type)) return (MON_UNAFFECTED); if (mon->add_ench(mon_enchant(ENCH_CONFUSION, 0, whose_kill()))) { // FIXME: Put in an exception for things you won't notice // becoming confused. if (simple_monster_message(mon, " appears confused.")) obvious_effect = true; } return (MON_AFFECTED); case BEAM_INVISIBILITY: { // Store the monster name before it becomes an "it" -- bwr const std::string monster_name = mon->name(DESC_CAP_THE); if (!mon->has_ench(ENCH_INVIS) && mon->add_ench(ENCH_INVIS)) { // A casting of invisibility erases backlight. mon->del_ench(ENCH_BACKLIGHT); // Can't use simple_monster_message() here, since it checks // for visibility of the monster (and it's now invisible). // -- bwr if (mons_near(mon)) { mprf("%s flickers %s", monster_name.c_str(), player_monster_visible(mon) ? "for a moment." : "and vanishes!" ); if (!player_monster_visible(mon)) { // Also turn off autopickup. Options.autopickup_on = false; mpr("Deactivating autopickup; reactivate with Ctrl-A.", MSGCH_WARN); if (Options.tutorial_left) { learned_something_new(TUT_INVISIBLE_DANGER); Options.tut_seen_invisible = you.num_turns; } } } obvious_effect = true; } return (MON_AFFECTED); } case BEAM_CHARM: if (player_will_anger_monster(mon)) { simple_monster_message(mon, " is repulsed!"); return (MON_OTHER); } if (mon->add_ench(ENCH_CHARM)) { // FIXME: Put in an exception for fungi, plants and other // things you won't notice becoming charmed. if (simple_monster_message(mon, " is charmed.")) obvious_effect = true; } return (MON_AFFECTED); default: break; } return (MON_AFFECTED); } // Extra range used on hit. int bolt::range_used_on_hit() const { // Non-beams can only affect one thing (player/monster). if (!is_beam) return (BEAM_STOP); if (is_enchantment()) return (flavour == BEAM_DIGGING ? 0 : BEAM_STOP); // Hellfire stops for nobody! if (name == "hellfire") return (0); // Generic explosion. if (is_explosion || is_big_cloud) return (BEAM_STOP); // Plant spit. if (flavour == BEAM_ACID) return (BEAM_STOP); // Lava doesn't go far, but it goes through most stuff. if (flavour == BEAM_LAVA) return (1); // Lightning goes through things. if (flavour == BEAM_ELECTRICITY) return (0); return (2); } // Takes a bolt and refines it for use in the explosion function. // Explosions which do not follow from beams (e.g., scrolls of // immolation) bypass this function. void bolt::refine_for_explosion() { ex_size = 1; const char *seeMsg = NULL; const char *hearMsg = NULL; // Assume that the player can see/hear the explosion, or // gets burned by it anyway. :) msg_generated = true; if (name == "hellfire") { seeMsg = "The hellfire explodes!"; hearMsg = "You hear a strangely unpleasant explosion."; type = dchar_glyph(DCHAR_FIRED_BURST); flavour = BEAM_HELLFIRE; } if (name == "golden flame") { seeMsg = "The flame explodes!"; hearMsg = "You feel a deep, resonant explosion."; type = dchar_glyph(DCHAR_FIRED_BURST); flavour = BEAM_HOLY; ex_size = 2; } if (name == "fireball") { seeMsg = "The fireball explodes!"; hearMsg = "You hear an explosion."; type = dchar_glyph(DCHAR_FIRED_BURST); flavour = BEAM_FIRE; ex_size = 1; } if (name == "orb of electricity") { seeMsg = "The orb of electricity explodes!"; hearMsg = "You hear a clap of thunder!"; type = dchar_glyph(DCHAR_FIRED_BURST); flavour = BEAM_ELECTRICITY; colour = LIGHTCYAN; damage.num = 1; ex_size = 2; } if (name == "orb of energy") { seeMsg = "The orb of energy explodes."; hearMsg = "You hear an explosion."; } if (name == "metal orb") { seeMsg = "The orb explodes into a blast of deadly shrapnel!"; hearMsg = "You hear an explosion!"; name = "blast of shrapnel"; type = dchar_glyph(DCHAR_FIRED_ZAP); flavour = BEAM_FRAG; // Sets it from pure damage to shrapnel // (which is absorbed extra by armour). } if (name == "great blast of cold") { seeMsg = "The blast explodes into a great storm of ice!"; hearMsg = "You hear a raging storm!"; name = "ice storm"; type = dchar_glyph(DCHAR_FIRED_ZAP); colour = WHITE; ex_size = 2 + (random2( ench_power ) > 75); } if (name == "ball of vapour") { seeMsg = "The ball expands into a vile cloud!"; hearMsg = "You hear a gentle \'poof\'."; if (!is_tracer) name = "stinking cloud"; } if (name == "potion") { seeMsg = "The potion explodes!"; hearMsg = "You hear an explosion!"; if (!is_tracer) { name = "cloud"; ASSERT(flavour >= BEAM_POTION_STINKING_CLOUD && flavour <= BEAM_POTION_RANDOM); const int newcolour = _potion_beam_flavour_to_colour(flavour); if (newcolour >= 0) colour = newcolour; } } if (seeMsg == NULL) { seeMsg = "The beam explodes into a cloud of software bugs!"; hearMsg = "You hear the sound of one hand!"; } if (!is_tracer && *seeMsg && *hearMsg) { // Check for see/hear/no msg. if (see_grid(target) || target == you.pos()) mpr(seeMsg); else { if (!player_can_hear(target)) msg_generated = false; else mpr(hearMsg, MSGCH_SOUND); } } } typedef std::vector< std::vector > sweep_type; static sweep_type _radial_sweep(int r) { sweep_type result; sweep_type::value_type work; // Center first. work.push_back( coord_def(0,0) ); result.push_back(work); for (int rad = 1; rad <= r; ++rad) { work.clear(); for (int d = -rad; d <= rad; ++d) { // Don't put the corners in twice! if (d != rad && d != -rad) { work.push_back( coord_def(-rad, d) ); work.push_back( coord_def(+rad, d) ); } work.push_back( coord_def(d, -rad) ); work.push_back( coord_def(d, +rad) ); } result.push_back(work); } return result; } #define MAX_EXPLOSION_RADIUS 9 bool bolt::explode(bool show_more, bool hole_in_the_middle) { ASSERT(!in_explosion_phase); ASSERT(ex_size > 0); flavour = real_flavour; const int r = std::min(ex_size, MAX_EXPLOSION_RADIUS); in_explosion_phase = true; if (is_sanctuary(pos())) { if (!is_tracer && see_grid(pos()) && !name.empty()) { mprf(MSGCH_GOD, "By Zin's power, the %s is contained.", name.c_str()); return (true); } return (false); } #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "explosion at (%d, %d) : t=%d c=%d f=%d hit=%d dam=%dd%d", pos().x, pos().y, type, colour, flavour, hit, damage.num, damage.size); #endif // make a noise noisy(10 + 5 * r, pos()); // Run DFS to determine which cells are influenced explosion_map exp_map; exp_map.init(INT_MAX); determine_affected_cells(exp_map, coord_def(), 0, r, true, true); #ifdef WIN32CONSOLE // turn buffering off bool oldValue = true; if (!is_tracer) oldValue = set_buffering(false); #endif // We get a bit fancy, drawing all radius 0 effects, then radius // 1, radius 2, etc. It looks a bit better that way. const std::vector< std::vector > sweep = _radial_sweep(r); const coord_def centre(9,9); typedef sweep_type::const_iterator siter; typedef sweep_type::value_type::const_iterator viter; // Draw pass. if (!is_tracer) { for (siter ci = sweep.begin(); ci != sweep.end(); ++ci) { for (viter cci = ci->begin(); cci != ci->end(); ++cci) { const coord_def delta = *cci; if (delta.origin() && hole_in_the_middle) continue; if (exp_map(delta + centre) < INT_MAX) explosion_draw_cell(delta + pos()); } update_screen(); delay(50); } } // Affect pass. int cells_seen = 0; for (siter ci = sweep.begin(); ci != sweep.end(); ++ci) { for (viter cci = ci->begin(); cci != ci->end(); ++cci) { const coord_def delta = *cci; if (delta.origin() && hole_in_the_middle) continue; if (exp_map(delta + centre) < INT_MAX) { if (see_grid(delta + pos())) ++cells_seen; explosion_affect_cell(delta + pos()); } } } #ifdef WIN32CONSOLE if (!is_tracer) set_buffering(oldValue); #endif // Pause after entire explosion has been drawn. if (!is_tracer && cells_seen > 0 && show_more) more(); return (cells_seen > 0); } void bolt::explosion_draw_cell(const coord_def& p) { if (see_grid(p)) { const coord_def drawpos = grid2view(p); #ifdef USE_TILE if (in_los_bounds(drawpos)) tiles.add_overlay(p, tileidx_bolt(*this)); #else // bounds check if (in_los_bounds(drawpos)) { cgotoxy(drawpos.x, drawpos.y, GOTO_DNGN); put_colour_ch( colour == BLACK ? random_colour() : colour, dchar_glyph(DCHAR_EXPLOSION)); } #endif } } void bolt::explosion_affect_cell(const coord_def& p) { // pos() = target during an explosion, so restore it after affecting // the cell. const coord_def orig_pos = target; fake_flavour(); target = p; affect_cell(); flavour = real_flavour; target = orig_pos; } // Uses DFS void bolt::determine_affected_cells(explosion_map& m, const coord_def& delta, int count, int r, bool stop_at_statues, bool stop_at_walls) { const coord_def centre(9,9); const coord_def loc = pos() + delta; // A bunch of tests for edge cases. if (delta.rdist() > centre.rdist() || (delta.abs() > r*(r+1)) || (count > 10*r) || !map_bounds(loc) || is_sanctuary(loc)) { return; } const dungeon_feature_type dngn_feat = grd(loc); // Check to see if we're blocked by something specifically, we're // blocked by WALLS. Not statues, idols, etc. Special case: // Explosion originates from rock/statue (e.g. Lee's rapid // deconstruction) - in this case, ignore solid cells at the // center of the explosion. if (grid_is_wall(dngn_feat) || dngn_feat == DNGN_SECRET_DOOR || dngn_feat == DNGN_CLOSED_DOOR) { if (stop_at_walls && !(delta.origin() && affects_wall(dngn_feat))) return; } if (grid_is_solid(dngn_feat) && !grid_is_wall(dngn_feat) && stop_at_statues) return; // Hmm, I think we're OK. m(delta + centre) = std::min(count, m(delta + centre)); // Now recurse in every direction. for (int i = 0; i < 8; i++) { const coord_def new_delta = delta + Compass[i]; if (new_delta.rdist() > centre.rdist()) continue; // Is that cell already covered? if (m(new_delta + centre) <= count) continue; int cadd = 5; // Changing direction (e.g. looking around a wall) costs more. if (delta.x * Compass[i].x < 0 || delta.y * Compass[i].y < 0) cadd = 17; determine_affected_cells(m, new_delta, count + cadd, r, stop_at_statues, stop_at_walls); } } // Returns true if the beam is harmful (ignoring monster // resists) -- mon is given for 'special' cases where, // for example, "Heal" might actually hurt undead, or // "Holy Word" being ignored by holy monsters, etc. // // Only enchantments should need the actual monster type // to determine this; non-enchantments are pretty // straightforward. bool bolt::nasty_to(const monsters *mon) const { // Take care of non-enchantments. if (!is_enchantment()) return (true); // Now for some non-hurtful enchantments. if (flavour == BEAM_DIGGING) return (false); // Positive effects if (nice_to(mon)) return (false); // No charming holy beings! if (flavour == BEAM_CHARM) return (mons_is_holy(mon)); // Friendly and good neutral monsters don't mind being teleported. if (flavour == BEAM_TELEPORT) return (!mons_wont_attack(mon)); // degeneration / sleep / enslave soul if (flavour == BEAM_DEGENERATE || flavour == BEAM_SLEEP || flavour == BEAM_ENSLAVE_SOUL) { return (mons_holiness(mon) == MH_NATURAL); } // dispel undead / control undead if (flavour == BEAM_DISPEL_UNDEAD || flavour == BEAM_ENSLAVE_UNDEAD) return (mons_holiness(mon) == MH_UNDEAD); // pain/agony if (flavour == BEAM_PAIN) return (!mons_res_negative_energy(mon)); // control demon if (flavour == BEAM_ENSLAVE_DEMON) return (mons_holiness(mon) == MH_DEMONIC); // everything else is considered nasty by everyone return (true); } // Return true if the bolt is considered nice by mon. // This is not the inverse of nasty_to(): the bolt needs to be // actively positive. bool bolt::nice_to(const monsters *mon) const { return (flavour == BEAM_HASTE || flavour == BEAM_HEALING || flavour == BEAM_INVISIBILITY); } //////////////////////////////////////////////////////////////////////////// // bolt // A constructor for bolt to help guarantee that we start clean (this has // caused way too many bugs). Putting it here since there's no good place to // put it, and it doesn't do anything other than initialize it's members. // // TODO: Eventually it'd be nice to have a proper factory for these things // (extended from setup_mons_cast() and zapping() which act as limited ones). bolt::bolt() : range(-2), type('*'), colour(BLACK), flavour(BEAM_MAGIC), real_flavour(BEAM_MAGIC), drop_item(false), item(NULL), source(), target(), damage(0,0), ench_power(0), hit(0), thrower(KILL_MISC), ex_size(0), beam_source(MHITNOT), name(), short_name(), is_beam(false), is_explosion(false), is_big_cloud(false), aimed_at_spot(false), aux_source(), affects_nothing(false), affects_items(false), effect_known(true), draw_delay(15), obvious_effect(false), seen(false), path_taken(), range_used(0), is_tracer(false), aimed_at_feet(false), msg_generated(false), in_explosion_phase(false), smart_monster(false), can_see_invis(false), attitude(ATT_HOSTILE), foe_ratio(0), chose_ray(false), beam_cancelled(false), dont_stop_player(false), bounces(false), bounce_pos(), reflections(0), reflector(-1) { } killer_type bolt::killer() const { if (flavour == BEAM_BANISH) return (KILL_RESET); switch (thrower) { case KILL_YOU: case KILL_YOU_MISSILE: return (flavour == BEAM_PARALYSIS || flavour == BEAM_PETRIFY) ? KILL_YOU : KILL_YOU_MISSILE; case KILL_MON: case KILL_MON_MISSILE: return (KILL_MON_MISSILE); case KILL_YOU_CONF: return (KILL_YOU_CONF); default: return (KILL_MON_MISSILE); } } void bolt::set_target(const dist &d) { if (!d.isValid) return; target = d.target; chose_ray = d.choseRay; if (d.choseRay) ray = d.ray; if (d.isEndpoint) aimed_at_spot = true; } void bolt::setup_retrace() { if (pos().x && pos().y) target = pos(); std::swap(source, target); affects_nothing = true; aimed_at_spot = true; } void bolt::set_agent(actor *actor) { // NULL actor is fine by us. if (!actor) return; if (actor->atype() == ACT_PLAYER) { thrower = KILL_YOU_MISSILE; } else { thrower = KILL_MON_MISSILE; beam_source = monster_index(dynamic_cast(actor)); } } actor* bolt::agent() const { if (YOU_KILL(this->thrower)) return (&you); else if (!invalid_monster_index(beam_source)) return (&menv[this->beam_source]); else return (NULL); } bool bolt::is_enchantment() const { return (this->flavour >= BEAM_FIRST_ENCHANTMENT && this->flavour <= BEAM_LAST_ENCHANTMENT); } std::string bolt::get_short_name() { if (!short_name.empty()) return (short_name); if (item != NULL && is_valid_item(*item)) return item->name(DESC_NOCAP_A, false, false, false, false, ISFLAG_IDENT_MASK | ISFLAG_COSMETIC_MASK | ISFLAG_RACIAL_MASK); if (real_flavour == BEAM_RANDOM || real_flavour == BEAM_CHAOS) flavour = real_flavour; if (flavour == BEAM_FIRE && name == "sticky fire") return ("sticky fire"); if (flavour == BEAM_ELECTRICITY && is_beam) return ("lightning"); if (flavour == BEAM_NONE || flavour == BEAM_MISSILE || flavour == BEAM_MMISSILE) { return (name); } return beam_type_name(flavour); } std::string beam_type_name(beam_type type) { switch(type) { case BEAM_NONE: return("none"); case BEAM_MISSILE: return("missile"); case BEAM_MMISSILE: return("magic missile"); case BEAM_POTION_FIRE: case BEAM_FIRE: return("fire"); case BEAM_POTION_COLD: case BEAM_COLD: return("cold"); case BEAM_MAGIC: return("magic"); case BEAM_ELECTRICITY: return("electricity"); case BEAM_POTION_STINKING_CLOUD: case BEAM_POTION_POISON: case BEAM_POISON: return("poison"); case BEAM_NEG: return("negative energy"); case BEAM_ACID: return("acid"); case BEAM_MIASMA: case BEAM_POTION_MIASMA: return("miasma"); case BEAM_SPORE: return("spores"); case BEAM_POISON_ARROW: return("poison arrow"); case BEAM_HELLFIRE: return("hellfire"); case BEAM_NAPALM: return("sticky fire"); case BEAM_POTION_STEAM: case BEAM_STEAM: return("steam"); case BEAM_HELLFROST: return("hellfrost"); case BEAM_ENERGY: return("energy"); case BEAM_HOLY: return("holy power"); case BEAM_FRAG: return("fragments"); case BEAM_LAVA: return("magma"); case BEAM_ICE: return("ice"); case BEAM_NUKE: return("nuke"); case BEAM_RANDOM: return("random"); case BEAM_CHAOS: return("chaos"); case BEAM_SLOW: return("slow"); case BEAM_HASTE: return("haste"); case BEAM_HEALING: return("healing"); case BEAM_PARALYSIS: return("paralysis"); case BEAM_CONFUSION: return("confusion"); case BEAM_INVISIBILITY: return("invisibility"); case BEAM_DIGGING: return("digging"); case BEAM_TELEPORT: return("teleportation"); case BEAM_POLYMORPH: return("polymorph"); case BEAM_CHARM: return("enslave"); case BEAM_BANISH: return("banishment"); case BEAM_DEGENERATE: return("degeneration"); case BEAM_ENSLAVE_UNDEAD: return("enslave undead"); case BEAM_ENSLAVE_SOUL: return("enslave soul"); case BEAM_PAIN: return("pain"); case BEAM_DISPEL_UNDEAD: return("dispel undead"); case BEAM_DISINTEGRATION: return("disintegration"); case BEAM_ENSLAVE_DEMON: return("enslave demon"); case BEAM_BLINK: return("blink"); case BEAM_PETRIFY: return("petrify"); case BEAM_BACKLIGHT: return("backlight"); case BEAM_SLEEP: return("sleep"); case BEAM_POTION_BLACK_SMOKE: return("black smoke"); case BEAM_POTION_GREY_SMOKE: return("grey smoke"); case BEAM_POTION_BLUE_SMOKE: return("blue smoke"); case BEAM_POTION_PURP_SMOKE: return("purple smoke"); case BEAM_POTION_RANDOM: return("random potion"); case BEAM_VISUAL: return ("visual effects"); case BEAM_TORMENT_DAMAGE: return("torment damage"); case BEAM_STEAL_FOOD: return("steal food"); case NUM_BEAMS: DEBUGSTR("invalid beam type"); return("INVALID"); } DEBUGSTR("unknown beam type"); return("UNKNOWN"); }