/* * File: spells1.cc * Summary: Implementations of some additional spells. * Mostly Translocations. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <4> 06-mar-2000 bwr confusing_touch, sure_blade * <3> 9/11/99 LRH Can't blink in the Abyss * <3> 6/22/99 BWR Removed teleport control from * random_blink(). * <2> 5/20/99 BWR Increased greatest healing. * <1> -/--/-- LRH Created */ #include "AppHdr.h" #include "spells1.h" #include #include #include #include #include "externs.h" #include "abyss.h" #include "beam.h" #include "cloud.h" #include "directn.h" #include "effects.h" #include "invent.h" #include "it_use2.h" #include "itemname.h" #include "itemprop.h" #include "message.h" #include "misc.h" #include "monplace.h" #include "monstuff.h" #include "mon-util.h" #include "player.h" #include "randart.h" #include "religion.h" #include "skills2.h" #include "spells3.h" #include "spells4.h" #include "spl-util.h" #include "state.h" #include "stuff.h" #include "terrain.h" #include "transfor.h" #include "traps.h" #include "view.h" static bool _abyss_blocks_teleport(bool cblink) { // Lugonu worshippers get their perks. if (you.religion == GOD_LUGONU) return (false); // Controlled Blink (the spell) works quite reliably in the Abyss. return (cblink? one_chance_in(3) : !one_chance_in(3)); } // If wizard_blink is set, all restriction are ignored (except for // a monster being at the target spot), and the player gains no // contamination. int blink(int pow, bool high_level_controlled_blink, bool wizard_blink) { dist beam; if (crawl_state.is_repeating_cmd()) { crawl_state.cant_cmd_repeat("You can't repeat controlled blinks."); crawl_state.cancel_cmd_again(); crawl_state.cancel_cmd_repeat(); return(1); } // yes, there is a logic to this ordering {dlb}: if (scan_randarts(RAP_PREVENT_TELEPORTATION) && !wizard_blink) mpr("You feel a weird sense of stasis."); else if (you.level_type == LEVEL_ABYSS && _abyss_blocks_teleport(high_level_controlled_blink) && !wizard_blink) { mpr("The power of the Abyss keeps you in your place!"); } else if (you.duration[DUR_CONF] && !wizard_blink) random_blink(false); else if (!allow_control_teleport(true) && !wizard_blink) { mpr("A powerful magic interferes with your control of the blink."); if (high_level_controlled_blink) return (cast_semi_controlled_blink(pow)); random_blink(false); } else { // query for location {dlb}: while (true) { direction(beam, DIR_TARGET, TARG_ANY, -1, false, false, "Blink to where?"); if (!beam.isValid || coord_def(beam.tx, beam.ty) == you.pos()) { if (!wizard_blink && !yesno("Are you sure you want to cancel this blink?", false, 'n')) { mesclr(); continue; } canned_msg(MSG_OK); return (-1); // early return {dlb} } // Wizard blink can move past translucent walls. if (see_grid_no_trans(beam.tx, beam.ty)) break; else if (trans_wall_blocking( beam.tx, beam.ty )) { // Wizard blink can move past translucent walls. if (wizard_blink) break; mesclr(); mpr("You can't blink through translucent walls."); } else { mesclr(); mpr("You can only blink to visible locations."); } } // Allow wizard blink to send player into walls, in case // the user wants to alter that grid to something else. if (grid_is_solid(grd[beam.tx][beam.ty]) && wizard_blink) grd[beam.tx][beam.ty] = DNGN_FLOOR; if (grid_is_solid(grd[beam.tx][beam.ty]) || mgrd[beam.tx][beam.ty] != NON_MONSTER) { mpr("Oops! Maybe something was there already."); random_blink(false); } else if (you.level_type == LEVEL_ABYSS && !wizard_blink) { abyss_teleport( false ); if (you.pet_target != MHITYOU) you.pet_target = MHITNOT; } else { // no longer held in net clear_trapping_net(); move_player_to_grid(beam.tx, beam.ty, false, true, true); // controlling teleport contaminates the player -- bwr if (!wizard_blink) contaminate_player( 1, true ); } if (you.duration[DUR_CONDENSATION_SHIELD] > 0 && !wizard_blink) { you.duration[DUR_CONDENSATION_SHIELD] = 0; you.redraw_armour_class = 1; } } crawl_state.cancel_cmd_again(); crawl_state.cancel_cmd_repeat(); return (1); } // end blink() void random_blink(bool allow_partial_control, bool override_abyss) { int tx, ty; bool succ = false; if (scan_randarts(RAP_PREVENT_TELEPORTATION)) mpr("You feel a weird sense of stasis."); else if (you.level_type == LEVEL_ABYSS && !override_abyss && !one_chance_in(3)) { mpr("The power of the Abyss keeps you in your place!"); } // First try to find a random square not adjacent to the player, // then one adjacent if that fails. else if (!random_near_space(you.x_pos, you.y_pos, tx, ty) && !random_near_space(you.x_pos, you.y_pos, tx, ty, true)) { mpr("You feel jittery for a moment."); } #ifdef USE_SEMI_CONTROLLED_BLINK //jmf: add back control, but effect is cast_semi_controlled_blink(pow) else if (player_control_teleport() && !you.duration[DUR_CONF] && allow_partial_control && allow_control_teleport()) { mpr("You may select the general direction of your translocation."); cast_semi_controlled_blink(100); succ = true; } #endif else { mpr("You blink."); // no longer held in net clear_trapping_net(); succ = true; you.moveto(tx, ty); if (you.level_type == LEVEL_ABYSS) { abyss_teleport( false ); if (you.pet_target != MHITYOU) you.pet_target = MHITNOT; } } if (succ && you.duration[DUR_CONDENSATION_SHIELD] > 0) { you.duration[DUR_CONDENSATION_SHIELD] = 0; you.redraw_armour_class = 1; } return; } // end random_blink() int fireball(int power, bolt &beam) { zapping(ZAP_FIREBALL, power, beam); return (1); } // end fireball() int cast_fire_storm(int powc, bolt &beam) { beam.ex_size = 2 + (random2(powc) > 75); beam.flavour = BEAM_LAVA; beam.type = dchar_glyph(DCHAR_FIRED_ZAP); beam.colour = RED; beam.beam_source = MHITYOU; beam.thrower = KILL_YOU_MISSILE; beam.aux_source.clear(); beam.obvious_effect = false; beam.is_beam = false; beam.is_tracer = false; beam.is_explosion = true; beam.ench_power = powc; // used for radius beam.name = "great blast of fire"; beam.hit = 20 + powc / 10; beam.damage = calc_dice( 9, 20 + powc ); explosion( beam, false, false, true, true, false ); mpr("A raging storm of fire appears!"); viewwindow(1, false); return (1); } // end cast_fire_storm() void cast_chain_lightning( int powc ) { struct bolt beam; // initialize beam structure beam.name = "lightning arc"; beam.aux_source = "chain lightning"; beam.beam_source = MHITYOU; beam.thrower = KILL_YOU_MISSILE; beam.range = 8; beam.rangeMax = 8; beam.hit = AUTOMATIC_HIT; beam.type = dchar_glyph(DCHAR_FIRED_ZAP); beam.flavour = BEAM_ELECTRICITY; beam.obvious_effect = true; beam.is_beam = false; // since we want to stop at our target beam.is_explosion = false; beam.is_tracer = false; int sx, sy; int tx, ty; int i; for (sx = you.x_pos, sy = you.y_pos; powc > 0; powc -= 8 + random2(13), sx = tx, sy = ty) { // infinity as far as this spell is concerned // (Range - 1) is used because the distance is randomized and // may be shifted by one. int min_dist = MONSTER_LOS_RANGE - 1; int dist; int count = 0; tx = -1; ty = -1; for (i = 0; i < MAX_MONSTERS; i++) { struct monsters *monster = &menv[i]; if (monster->type == -1) continue; dist = grid_distance( sx, sy, monster->x, monster->y ); // check for the source of this arc if (!dist) continue; // randomize distance (arcs don't care about a couple of feet) dist += (random2(3) - 1); // always ignore targets further than current one if (dist > min_dist) continue; if (!check_line_of_sight( sx, sy, monster->x, monster->y )) continue; count++; if (dist < min_dist) { // switch to looking for closer targets (but not always) if (!one_chance_in(10)) { min_dist = dist; tx = monster->x; ty = monster->y; count = 0; } } else if (tx == -1 || one_chance_in( count )) { // either first target, or new selected target at min_dist tx = monster->x; ty = monster->y; // need to set min_dist for first target case if (dist < min_dist) min_dist = dist; } } // now check if the player is a target: dist = grid_distance( sx, sy, you.x_pos, you.y_pos ); if (dist) // ie player was not the source { // distance randomized (as above) dist += (random2(3) - 1); // select player if only, closest, or randomly selected if ((tx == -1 || dist < min_dist || (dist == min_dist && one_chance_in( count + 1 ))) && check_line_of_sight( sx, sy, you.x_pos, you.y_pos )) { tx = you.x_pos; ty = you.y_pos; } } const bool see_source = see_grid( sx, sy ); const bool see_targ = see_grid( tx, ty ); if (tx == -1) { if (see_source) mpr( "The lightning grounds out." ); break; } // Trying to limit message spamming here so we'll only mention // the thunder when it's out of LoS. if (noisy( 25, sx, sy ) && !see_source) mpr( "You hear a mighty clap of thunder!", MSGCH_SOUND ); if (see_source && !see_targ) mpr( "The lightning arcs out of your line of sight!" ); else if (!see_source && see_targ) mpr( "The lightning arc suddenly appears!" ); if (!see_grid_no_trans( tx, ty )) { // It's no longer in the caster's LOS and influence. powc = powc / 2 + 1; } beam.source_x = sx; beam.source_y = sy; beam.target_x = tx; beam.target_y = ty; beam.colour = LIGHTBLUE; beam.damage = calc_dice( 5, 12 + powc * 2 / 3 ); // Be kinder to the player if (tx == you.x_pos && ty == you.y_pos) { if (!(beam.damage.num /= 2)) beam.damage.num = 1; if ((beam.damage.size /= 2) < 3) beam.damage.size = 3; } fire_beam( beam ); } more(); } void identify(int power, int item_slot) { int id_used = 1; // scrolls of identify *may* produce "extra" identifications {dlb}: if (power == -1 && one_chance_in(5)) id_used += (coinflip()? 1 : 2); do { if (item_slot == -1) item_slot = prompt_invent_item( "Identify which item?", MT_INVLIST, OSEL_UNIDENT, true, true, false ); if (item_slot == PROMPT_ABORT) { canned_msg( MSG_OK ); return; } item_def& item(you.inv[item_slot]); if ( fully_identified(item) ) { mpr("Choose an unidentified item, or Esc to abort."); if ( Options.auto_list ) more(); item_slot = -1; continue; } if ( !is_artefact(item) ) set_ident_type( item.base_type, item.sub_type, ID_KNOWN_TYPE ); set_ident_flags( item, ISFLAG_IDENT_MASK ); // output identified item mpr(item.name(DESC_INVENTORY_EQUIP).c_str()); if (item_slot == you.equip[EQ_WEAPON]) you.wield_change = true; id_used--; if (Options.auto_list && id_used > 0) more(); // in case we get to try again item_slot = -1; } while (id_used > 0); } // end identify() // return whether the spell was actually cast bool conjure_flame(int pow) { struct dist spelld; bool done_first_message = false; while (true) { if (done_first_message) mpr("Where would you like to place the cloud?", MSGCH_PROMPT); else { mpr("You cast a flaming cloud spell! But where?", MSGCH_PROMPT); done_first_message = true; } direction( spelld, DIR_TARGET, TARG_ENEMY, -1, false, false ); if (!spelld.isValid) { canned_msg(MSG_OK); return false; } if (trans_wall_blocking(spelld.tx, spelld.ty)) { mpr("A translucent wall is in the way."); return false; } else if (!see_grid(spelld.tx, spelld.ty)) { mpr("You can't see that place!"); continue; } if (spelld.tx == you.x_pos && spelld.ty == you.y_pos) { mpr("You can't place the cloud here!"); continue; } const int cloud = env.cgrid[spelld.tx][spelld.ty]; if (grid_is_solid(grd[ spelld.tx ][ spelld.ty ]) || mgrd[ spelld.tx ][ spelld.ty ] != NON_MONSTER || (cloud != EMPTY_CLOUD && env.cloud[cloud].type != CLOUD_FIRE)) { mpr( "There's already something there!" ); continue; } else if ( cloud != EMPTY_CLOUD ) { // reinforce the cloud - but not too much mpr( "The fire roars with new energy!" ); const int extra_dur = 2 + std::min(random2(pow) / 2, 20); env.cloud[cloud].decay += extra_dur * 5; env.cloud[cloud].whose = KC_YOU; return true; } break; } int durat = 5 + (random2(pow) / 2) + (random2(pow) / 2); if (durat > 23) durat = 23; place_cloud( CLOUD_FIRE, spelld.tx, spelld.ty, durat, KC_YOU ); return true; } int stinking_cloud( int pow, bolt &beem ) { beem.name = "ball of vapour"; beem.colour = GREEN; beem.range = 6; beem.rangeMax = 6; beem.damage = dice_def( 1, 0 ); beem.hit = 20; beem.type = dchar_glyph(DCHAR_FIRED_ZAP); beem.flavour = BEAM_MMISSILE; beem.ench_power = pow; beem.beam_source = MHITYOU; beem.thrower = KILL_YOU; beem.aux_source.clear(); beem.is_beam = false; beem.is_tracer = false; fire_beam(beem); return (1); } // end stinking_cloud() int cast_big_c(int pow, cloud_type cty, kill_category whose, bolt &beam) { big_cloud( cty, whose, beam.target_x, beam.target_y, pow, 8 + random2(3) ); return (1); } void big_cloud(cloud_type cl_type, kill_category whose, int cl_x, int cl_y, int pow, int size, int spread_rate) { apply_area_cloud(make_a_normal_cloud, cl_x, cl_y, pow, size, cl_type, whose, spread_rate); } static bool _mons_hostile(const monsters *mon) { // needs to be done this way because of friendly/neutral enchantments return (!mons_friendly(mon) && !mons_neutral(mon)); } static bool _can_pacify_monster(const monsters *mon, const int healed) { ASSERT(you.religion == GOD_ELYVILON); if (healed < 1) return false; if (mons_friendly(mon) || mons_neutral(mon)) return false; if (mons_intel(mon->type) <= I_PLANT) // no self-awareness return false; if (mons_is_sleeping(mon)) // not aware of what is happening return false; const mon_holy_type holiness = mons_holiness(mon); const int factor = (mons_intel(mon->type) <= I_ANIMAL) ? 3 : // animals (is_player_same_species(mon->type)) ? 2 // same species : 1; // other int divisor = 3; if (holiness == MH_HOLY) divisor--; else if (holiness == MH_UNDEAD) divisor++; else if (holiness == MH_DEMONIC) divisor += 2; const int random_factor = random2(you.skills[SK_INVOCATIONS] * healed / divisor); #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "pacifying %s? max hp: %d, factor: %d, Inv: %d, healed: %d, rnd: %d", mon->name(DESC_PLAIN).c_str(), mon->max_hit_points, factor, you.skills[SK_INVOCATIONS], healed, random_factor); #endif if (mon->max_hit_points < factor * random_factor) return true; return false; } static int _healing_spell( int healed, int target_x = -1, int target_y = -1) { ASSERT(healed >= 1); dist bmove; if (target_x == -1 || target_y == -1) { mpr("Heal whom?", MSGCH_PROMPT); direction( bmove, DIR_TARGET, TARG_FRIEND ); } else { bmove.tx = target_x; bmove.ty = target_y; bmove.isValid = true; } if (!bmove.isValid || !in_bounds(bmove.tx, bmove.ty)) { canned_msg( MSG_OK ); return 0; } if (bmove.tx == you.x_pos && bmove.ty == you.y_pos) { mpr("You are healed."); inc_hp(healed, false); return 1; } const int mgr = mgrd[bmove.tx][bmove.ty]; if (mgr == NON_MONSTER) { mpr("There isn't anything there!"); return -1; } monsters *monster = &menv[mgr]; // don't heal monster you can't pacify if (you.religion == GOD_ELYVILON && _mons_hostile(monster) && !_can_pacify_monster(monster, healed)) { canned_msg(MSG_NOTHING_HAPPENS); return -1; } bool nothing_happens = true; if (heal_monster(monster, healed, false)) { mprf("You heal %s.", monster->name(DESC_NOCAP_THE).c_str()); if (monster->hit_points == monster->max_hit_points) simple_monster_message( monster, " is completely healed." ); else { const monsters *mons = static_cast(monster); print_wounds(mons); } if (you.religion == GOD_ELYVILON && !_mons_hostile(monster)) { simple_god_message(" appreciates the healing of a fellow creature."); if (one_chance_in(8)) gain_piety(1); return 1; } nothing_happens = false; } if (you.religion == GOD_ELYVILON && _mons_hostile(monster)) { simple_god_message(" supports your offer of peace."); if (mons_is_holy(monster)) good_god_holy_attitude_change(monster); else { simple_monster_message( monster, " turns neutral." ); monster->attitude = ATT_NEUTRAL; monster->flags |= MF_WAS_NEUTRAL; // give half of the monster's xp unsigned int exp_gain = 0, avail_gain = 0; gain_exp( exper_value(monster) / 2 + 1, &exp_gain, &avail_gain ); monster->flags |= MF_GOT_HALF_XP; // finally give a small piety return gain_piety(1 + random2(healed/15)); } } else if (nothing_happens) canned_msg(MSG_NOTHING_HAPPENS); return 1; } // end _healing_spell() #if 0 char cast_lesser_healing( int pow ) { return _healing_spell(5 + random2avg(7, 2)); } char cast_greater_healing( int pow ) { return _healing_spell(15 + random2avg(29, 2)); } char cast_greatest_healing( int pow ) { return _healing_spell(50 + random2avg(49, 2)); } #endif int cast_healing( int pow, int target_x, int target_y ) { if (pow > 50) pow = 50; return (_healing_spell( pow + roll_dice( 2, pow ) - 2, target_x, target_y )); } bool cast_revitalisation(int pow) { if (you.hp == you.hp_max || you.magic_points == you.max_magic_points) { canned_msg(MSG_NOTHING_HAPPENS); return false; } // Use the formula for minor healing for HP, and the formula divided // roughly in half for MP. int hp_amount = pow + roll_dice(2, pow) - 2; int mp_amount = (pow + roll_dice(2, pow) - 2) / 2 + 1; inc_hp(hp_amount, false); inc_mp(mp_amount, false); return true; } bool cast_revivification(int pow) { int loopy = 0; // general purpose loop variable {dlb} bool success = false; int loss = 0; if (you.hp == you.hp_max) canned_msg(MSG_NOTHING_HAPPENS); else if (you.hp_max < 21) mpr("You lack the resilience to cast this spell."); else { mpr("Your body is healed in an amazingly painful way."); loss = 2; for (loopy = 0; loopy < 9; loopy++) { if (random2(pow) < 8) loss++; } dec_max_hp(loss); set_hp(you.hp_max, false); success = true; } return (success); } // end cast_revivification() void cast_cure_poison(int mabil) { if (!you.duration[DUR_POISONING]) canned_msg(MSG_NOTHING_HAPPENS); else reduce_poison_player( 2 + random2(mabil) + random2(3) ); return; } // end cast_cure_poison() void purification(void) { mpr("You feel purified!"); you.duration[DUR_POISONING] = 0; you.rotting = 0; you.duration[DUR_CONF] = 0; you.duration[DUR_SLOW] = 0; you.disease = 0; you.duration[DUR_PARALYSIS] = 0; // can't currently happen -- bwr } // end purification() int allowed_deaths_door_hp(void) { int hp = you.skills[SK_NECROMANCY] / 2; if (you.religion == GOD_KIKUBAAQUDGHA && !player_under_penance()) hp += you.piety / 15; return (hp); } void cast_deaths_door(int pow) { if (you.is_undead) mpr("You're already dead!"); else if (you.duration[DUR_DEATHS_DOOR]) mpr("Your appeal for an extension has been denied."); else { mpr("You feel invincible!"); mpr("You seem to hear sand running through an hourglass..."); set_hp( allowed_deaths_door_hp(), false ); deflate_hp( you.hp_max, false ); you.duration[DUR_DEATHS_DOOR] = 10 + random2avg(13, 3) + (random2(pow) / 10); if (you.duration[DUR_DEATHS_DOOR] > 25) you.duration[DUR_DEATHS_DOOR] = 23 + random2(5); } return; } void abjuration(int pow) { mpr("Send 'em back where they came from!"); // Scale power into something comparable to summon lifetime. const int abjdur = pow * 12; for (int i = 0; i < MAX_MONSTERS; ++i) { monsters* const monster = &menv[i]; if (monster->type == -1 || !mons_near(monster)) continue; if (mons_wont_attack(monster)) continue; mon_enchant abj = monster->get_ench(ENCH_ABJ); if (abj.ench != ENCH_NONE) { const int sockage = std::max(fuzz_value(abjdur, 60, 30), 40); #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "%s abj: dur: %d, abj: %d", monster->name(DESC_PLAIN).c_str(), abj.duration, sockage); #endif if (!monster->lose_ench_duration(abj, sockage)) simple_monster_message(monster, " shudders."); } } } // end abjuration() // Antimagic is sort of an anti-extension... it sets a lot of magical // durations to 1 so it's very nasty at times (and potentially lethal, // that's why we reduce levitation to 2, so that the player has a chance // to stop insta-death... sure the others could lead to death, but that's // not as direct as falling into deep water) -- bwr void antimagic() { duration_type dur_list[] = { DUR_INVIS, DUR_CONF, DUR_PARALYSIS, DUR_SLOW, DUR_HASTE, DUR_MIGHT, DUR_FIRE_SHIELD, DUR_ICY_ARMOUR, DUR_REPEL_MISSILES, DUR_REGENERATION, DUR_SWIFTNESS, DUR_STONEMAIL, DUR_CONTROL_TELEPORT, DUR_TRANSFORMATION, DUR_DEATH_CHANNEL, DUR_DEFLECT_MISSILES, DUR_FORESCRY, DUR_SEE_INVISIBLE, DUR_WEAPON_BRAND, DUR_SILENCE, DUR_CONDENSATION_SHIELD, DUR_STONESKIN, DUR_BARGAIN, DUR_INSULATION, DUR_RESIST_POISON, DUR_RESIST_FIRE, DUR_RESIST_COLD, DUR_SLAYING, DUR_STEALTH, DUR_MAGIC_SHIELD, DUR_SAGE }; if (!you.permanent_levitation() && you.duration[DUR_LEVITATION] > 2) you.duration[DUR_LEVITATION] = 2; if (!you.permanent_flight() && you.duration[DUR_CONTROLLED_FLIGHT] > 1) you.duration[DUR_CONTROLLED_FLIGHT] = 1; for ( unsigned int i = 0; i < ARRAYSZ(dur_list); ++i ) if ( you.duration[dur_list[i]] > 1 ) you.duration[dur_list[i]] = 1; contaminate_player( -1 * (1+random2(5))); } // end antimagic() void extension(int pow) { int contamination = random2(2); if (you.duration[DUR_HASTE]) { potion_effect(POT_SPEED, pow); contamination++; } if (you.duration[DUR_SLOW]) potion_effect(POT_SLOWING, pow); if (you.duration[DUR_MIGHT]) { potion_effect(POT_MIGHT, pow); contamination++; } if (you.duration[DUR_LEVITATION] && !you.duration[DUR_CONTROLLED_FLIGHT]) potion_effect(POT_LEVITATION, pow); if (you.duration[DUR_INVIS]) { potion_effect(POT_INVISIBILITY, pow); contamination++; } if (you.duration[DUR_ICY_ARMOUR]) ice_armour(pow, true); if (you.duration[DUR_REPEL_MISSILES]) missile_prot(pow); if (you.duration[DUR_REGENERATION]) cast_regen(pow); if (you.duration[DUR_DEFLECT_MISSILES]) deflection(pow); if (you.duration[DUR_FIRE_SHIELD]) { you.duration[DUR_FIRE_SHIELD] += random2(pow / 20); if (you.duration[DUR_FIRE_SHIELD] > 50) you.duration[DUR_FIRE_SHIELD] = 50; mpr("Your ring of flames roars with new vigour!"); } if ( !(you.duration[DUR_WEAPON_BRAND] < 1 || you.duration[DUR_WEAPON_BRAND] > 80) ) { you.duration[DUR_WEAPON_BRAND] += 5 + random2(8); } if (you.duration[DUR_SWIFTNESS]) cast_swiftness(pow); if (you.duration[DUR_INSULATION]) cast_insulation(pow); if (you.duration[DUR_STONEMAIL]) stone_scales(pow); if (you.duration[DUR_CONTROLLED_FLIGHT]) cast_fly(pow); if (you.duration[DUR_CONTROL_TELEPORT]) cast_teleport_control(pow); if (you.duration[DUR_RESIST_POISON]) cast_resist_poison(pow); if (you.duration[DUR_TRANSFORMATION]) { mpr("Your transformation has been extended."); you.duration[DUR_TRANSFORMATION] += random2(pow); if (you.duration[DUR_TRANSFORMATION] > 100) you.duration[DUR_TRANSFORMATION] = 100; } //jmf: added following if (you.duration[DUR_STONESKIN]) cast_stoneskin(pow); if (you.duration[DUR_FORESCRY]) cast_forescry(pow); if (you.duration[DUR_SEE_INVISIBLE]) cast_see_invisible(pow); if (you.duration[DUR_SILENCE]) //how precisely did you cast extension? cast_silence(pow); if (you.duration[DUR_CONDENSATION_SHIELD]) cast_condensation_shield(pow); if (contamination) contaminate_player( contamination, true ); } // end extension() void ice_armour(int pow, bool extending) { if (!player_light_armour()) { if (!extending) mpr("You are wearing too much armour."); return; } if (you.duration[DUR_STONEMAIL] || you.duration[DUR_STONESKIN]) { if (!extending) mpr("The spell conflicts with another spell still in effect."); return; } if (you.duration[DUR_ICY_ARMOUR]) mpr( "Your icy armour thickens." ); else { if (you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST) mpr( "Your icy body feels more resilient." ); else mpr( "A film of ice covers your body!" ); you.redraw_armour_class = 1; } you.duration[DUR_ICY_ARMOUR] += 20 + random2(pow) + random2(pow); if (you.duration[DUR_ICY_ARMOUR] > 50) you.duration[DUR_ICY_ARMOUR] = 50; } // end ice_armour() void stone_scales(int pow) { int dur_change = 0; if (you.duration[DUR_ICY_ARMOUR] || you.duration[DUR_STONESKIN]) { mpr("The spell conflicts with another spell still in effect."); return; } if (you.duration[DUR_STONEMAIL]) mpr("Your scaly armour looks firmer."); else { if (you.attribute[ATTR_TRANSFORMATION] == TRAN_STATUE) mpr( "Your stone body feels more resilient." ); else mpr( "A set of stone scales covers your body!" ); you.redraw_evasion = 1; you.redraw_armour_class = 1; } dur_change = 20 + random2(pow) + random2(pow); if (dur_change + you.duration[DUR_STONEMAIL] >= 100) you.duration[DUR_STONEMAIL] = 100; else you.duration[DUR_STONEMAIL] += dur_change; burden_change(); } // end stone_scales() void missile_prot(int pow) { mpr("You feel protected from missiles."); you.duration[DUR_REPEL_MISSILES] += 8 + roll_dice( 2, pow ); if (you.duration[DUR_REPEL_MISSILES] > 100) you.duration[DUR_REPEL_MISSILES] = 100; } void deflection(int pow) { mpr("You feel very safe from missiles."); you.duration[DUR_DEFLECT_MISSILES] += 15 + random2(pow); if (you.duration[DUR_DEFLECT_MISSILES] > 100) you.duration[DUR_DEFLECT_MISSILES] = 100; } void cast_regen(int pow) { //if (pow > 150) pow = 150; mpr("Your skin crawls."); you.duration[DUR_REGENERATION] += 5 + roll_dice( 2, pow / 3 + 1 ); if (you.duration[DUR_REGENERATION] > 100) you.duration[DUR_REGENERATION] = 100; } void cast_berserk(void) { go_berserk(true); } void cast_swiftness(int power) { int dur_incr = 0; if (player_in_water()) { mpr("The water foams!"); return; } if (!you.duration[DUR_SWIFTNESS] && player_movement_speed() <= 6) { mpr( "You can't move any more quickly." ); return; } // Reduced the duration: -- bwr // dur_incr = random2(power) + random2(power) + 20; dur_incr = 20 + random2( power ); // [dshaligram] Removed the on-your-feet bit. Sounds odd when you're // levitating, for instance. mpr("You feel quick."); if (dur_incr + you.duration[DUR_SWIFTNESS] > 100) you.duration[DUR_SWIFTNESS] = 100; else you.duration[DUR_SWIFTNESS] += dur_incr; } // end cast_swiftness() void cast_fly(int power) { const int dur_change = 25 + random2(power) + random2(power); const bool was_levitating = player_is_airborne(); if (you.duration[DUR_LEVITATION] + dur_change > 100) you.duration[DUR_LEVITATION] = 100; else you.duration[DUR_LEVITATION] += dur_change; if (you.duration[DUR_CONTROLLED_FLIGHT] + dur_change > 100) you.duration[DUR_CONTROLLED_FLIGHT] = 100; else you.duration[DUR_CONTROLLED_FLIGHT] += dur_change; burden_change(); if (!was_levitating) { if (you.light_flight()) mpr("You swoop lightly up into the air."); else mpr("You fly up into the air."); } else mpr("You feel more buoyant."); } void cast_insulation(int power) { int dur_incr = 10 + random2(power); mpr("You feel insulated."); if (dur_incr + you.duration[DUR_INSULATION] > 100) you.duration[DUR_INSULATION] = 100; else you.duration[DUR_INSULATION] += dur_incr; } void cast_resist_poison(int power) { int dur_incr = 10 + random2(power); mpr("You feel resistant to poison."); if (dur_incr + you.duration[DUR_RESIST_POISON] > 100) you.duration[DUR_RESIST_POISON] = 100; else you.duration[DUR_RESIST_POISON] += dur_incr; } void cast_teleport_control(int power) { int dur_incr = 10 + random2(power); mpr("You feel in control."); if (dur_incr + you.duration[DUR_CONTROL_TELEPORT] >= 50) you.duration[DUR_CONTROL_TELEPORT] = 50; else you.duration[DUR_CONTROL_TELEPORT] += dur_incr; } void cast_ring_of_flames(int power) { you.duration[DUR_FIRE_SHIELD] += 5 + (power / 10) + (random2(power) / 5); if (you.duration[DUR_FIRE_SHIELD] > 50) you.duration[DUR_FIRE_SHIELD] = 50; mpr("The air around you leaps into flame!"); manage_fire_shield(); } void cast_confusing_touch(int power) { msg::stream << "Your " << your_hand(true) << " begin to glow " << (you.duration[DUR_CONFUSING_TOUCH] ? "brighter" : "red") << "." << std::endl; you.duration[DUR_CONFUSING_TOUCH] += 5 + (random2(power) / 5); if (you.duration[DUR_CONFUSING_TOUCH] > 50) you.duration[DUR_CONFUSING_TOUCH] = 50; } bool cast_sure_blade(int power) { bool success = false; if (you.equip[EQ_WEAPON] == -1) mpr("You aren't wielding a weapon!"); else if (weapon_skill( you.inv[you.equip[EQ_WEAPON]].base_type, you.inv[you.equip[EQ_WEAPON]].sub_type) != SK_SHORT_BLADES) { mpr("You cannot bond with this weapon."); } else { if (!you.duration[DUR_SURE_BLADE]) mpr("You become one with your weapon."); else if (you.duration[DUR_SURE_BLADE] < 25) mpr("Your bond becomes stronger."); you.duration[DUR_SURE_BLADE] += 8 + (random2(power) / 10); if (you.duration[DUR_SURE_BLADE] > 25) you.duration[DUR_SURE_BLADE] = 25; success = true; } return (success); } // end cast_sure_blade() void manage_fire_shield(void) { you.duration[DUR_FIRE_SHIELD]--; if (!you.duration[DUR_FIRE_SHIELD]) return; char stx = 0, sty = 0; for (stx = -1; stx < 2; stx++) { for (sty = -1; sty < 2; sty++) { if (sty == 0 && stx == 0) continue; //if ( one_chance_in(3) ) beam.range ++; if (!grid_is_solid(grd[you.x_pos + stx][you.y_pos + sty]) && env.cgrid[you.x_pos + stx][you.y_pos + sty] == EMPTY_CLOUD) { place_cloud( CLOUD_FIRE, you.x_pos + stx, you.y_pos + sty, 1 + random2(6), KC_YOU ); } } } } // end manage_fire_shield()