/* * File: spells2.cc * Summary: Implementations of some additional spells. * Mostly Necromancy and Summoning. * Written by: Linley Henzell */ #include "AppHdr.h" #include "spells2.h" #include #include #include #include #include "externs.h" #include "artefact.h" #include "beam.h" #include "cloud.h" #include "coordit.h" #include "delay.h" #include "directn.h" #include "effects.h" #include "env.h" #include "map_knowledge.h" #include "fprop.h" #include "ghost.h" #include "goditem.h" #include "invent.h" #include "itemprop.h" #include "items.h" #include "it_use2.h" #include "makeitem.h" #include "message.h" #include "misc.h" #include "mon-behv.h" #include "mon-iter.h" #include "mon-place.h" #include "mgen_data.h" #include "coord.h" #include "mon-stuff.h" #include "mon-util.h" #include "ouch.h" #include "player.h" #include "quiver.h" #include "religion.h" #include "stuff.h" #include "teleport.h" #ifdef USE_TILE #include "tiles.h" #include "tiledef-main.h" #endif #include "terrain.h" #include "traps.h" #include "view.h" #include "shout.h" int detect_traps(int pow) { pow = std::min(50, pow); // Trap detection moved to traps.cc. -am const int range = 8 + random2(8) + pow; return reveal_traps(range); } int detect_items(int pow) { int items_found = 0; const int map_radius = 8 + random2(8) + pow; for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri) { // Don't expose new dug out areas: // Note: assumptions are being made here about how // terrain can change (eg it used to be solid, and // thus item free). if (is_terrain_changed(*ri)) continue; if (igrd(*ri) != NON_ITEM && (!get_map_knowledge_obj(*ri) || !is_map_knowledge_item(*ri))) { items_found++; set_map_knowledge_obj(*ri, show_type(SHOW_ITEM_DETECTED)); set_map_knowledge_detected_item(*ri); #ifdef USE_TILE // Don't replace previously seen items with an unseen one. if (!is_terrain_seen(*ri) && !is_terrain_mapped(*ri)) env.tile_bk_fg(*ri) = TILE_UNSEEN_ITEM; #endif } } return (items_found); } static void _fuzz_detect_creatures(int pow, int *fuzz_radius, int *fuzz_chance) { dprf("dc_fuzz: Power is %d", pow); pow = std::max(1, pow); *fuzz_radius = pow >= 50 ? 1 : 2; // Fuzz chance starts off at 100% and declines to a low of 10% for // obscenely powerful castings (pow caps around the 60 mark). *fuzz_chance = 100 - 90 * (pow - 1) / 59; if (*fuzz_chance < 10) *fuzz_chance = 10; } static bool _mark_detected_creature(coord_def where, const monsters *mon, int fuzz_chance, int fuzz_radius) { #ifdef USE_TILE // Get monster index pre-fuzz. int idx = mgrd(where); #endif bool found_good = false; if (fuzz_radius && x_chance_in_y(fuzz_chance, 100)) { const int fuzz_diam = 2 * fuzz_radius + 1; coord_def place; // Try five times to find a valid placement, else we attempt to place // the monster where it really is (and may fail). for (int itry = 0; itry < 5; ++itry) { place.set(where.x + random2(fuzz_diam) - fuzz_radius, where.y + random2(fuzz_diam) - fuzz_radius); // If the player would be able to see a monster at this location // don't place it there. if (you.see_cell(place)) continue; // Try not to overwrite another detected monster. if (is_map_knowledge_detected_mons(place)) continue; // Don't print monsters on terrain they cannot pass through, // not even if said terrain has since changed. if (map_bounds(place) && !is_terrain_changed(place) && mon->can_pass_through_feat(grd(place))) { found_good = true; break; } } if (found_good) where = place; } set_map_knowledge_obj(where, show_type(mons_detected_base(mon->type))); set_map_knowledge_detected_mons(where); #ifdef USE_TILE tile_place_monster(where.x, where.y, idx, false, true); #endif return (found_good); } int detect_creatures(int pow, bool telepathic) { int fuzz_radius = 0, fuzz_chance = 0; if (!telepathic) _fuzz_detect_creatures(pow, &fuzz_radius, &fuzz_chance); int creatures_found = 0; const int map_radius = 8 + random2(8) + pow; // Clear the map so detect creatures is more useful and the detection // fuzz is harder to analyse by averaging. if (!telepathic) clear_map(false); for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri) { if (monsters *mon = monster_at(*ri)) { // If you can see the monster, don't "detect" it elsewhere. if (!mons_near(mon) || !mon->visible_to(&you)) { creatures_found++; _mark_detected_creature(*ri, mon, fuzz_chance, fuzz_radius); } // Assuming that highly intelligent spellcasters can // detect scrying. -- bwr if (mons_intel(mon) == I_HIGH && mons_class_flag(mon->type, M_SPELLCASTER)) { behaviour_event(mon, ME_DISTURB, MHITYOU, you.pos()); } } } return (creatures_found); } void corpse_rot() { for (radius_iterator ri(you.pos(), 6, C_ROUND, &you.get_los_no_trans()); ri; ++ri) { if (!is_sanctuary(*ri) && env.cgrid(*ri) == EMPTY_CLOUD) for (stack_iterator si(*ri); si; ++si) if (si->base_type == OBJ_CORPSES && si->sub_type == CORPSE_BODY) { // Found a corpse. Skeletonise it if possible. if (!mons_skeleton(si->plus)) destroy_item(si->index()); else turn_corpse_into_skeleton(*si); place_cloud(CLOUD_MIASMA, *ri, 4+random2avg(16, 3), KC_YOU); // Don't look for more corpses here. break; } } if (you.can_smell()) mpr("You smell decay."); // Should make zombies decay into skeletons? } // We need to know what brands equate with what missile brands to know if // we should disallow temporary branding or not. special_missile_type _convert_to_missile(brand_type which_brand) { switch (which_brand) { case SPWPN_NORMAL: return SPMSL_NORMAL; case SPWPN_FLAME: // deliberate fall through case SPWPN_FLAMING: return SPMSL_FLAME; case SPWPN_FROST: // deliberate fall through case SPWPN_FREEZING: return SPMSL_FROST; case SPWPN_VENOM: return SPMSL_POISONED; case SPWPN_CHAOS: return SPMSL_CHAOS; case SPWPN_RETURNING: return SPMSL_RETURNING; default: return SPMSL_NORMAL; // there are no equivalents for the rest // of the ammo brands. } } // Some launchers need to convert different brands. brand_type _convert_to_launcher(brand_type which_brand) { switch (which_brand) { case SPWPN_FREEZING: return SPWPN_FROST; case SPWPN_FLAMING: return SPWPN_FLAME; default: return (which_brand); } } bool _ok_for_launchers(brand_type which_brand) { switch (which_brand) { case SPWPN_NORMAL: case SPWPN_FREEZING: case SPWPN_FROST: case SPWPN_FLAMING: case SPWPN_FLAME: case SPWPN_VENOM: //case SPWPN_PAIN: -- no pain missile type yet case SPWPN_RETURNING: case SPWPN_CHAOS: return (true); default: return (false); } } bool brand_weapon(brand_type which_brand, int power) { if (!you.weapon()) return (false); const bool temp_brand = you.duration[DUR_WEAPON_BRAND]; item_def& weapon = *you.weapon(); // Can't brand non-weapons, but can brand some launchers (see later). if (weapon.base_type != OBJ_WEAPONS) return (false); // But not blowguns. if (weapon.sub_type == WPN_BLOWGUN) return (false); // Can't brand artefacts. if (is_artefact(weapon)) return (false); // Can't brand already-branded items. if (!temp_brand && get_weapon_brand(weapon) != SPWPN_NORMAL) return (false); // Can't rebrand a temporarily-branded item to a different brand. if (temp_brand && (get_weapon_brand(weapon) != which_brand)) return (false); // Can only brand launchers with sensical brands if (is_range_weapon(weapon)) { // If the new missile type wouldn't match the launcher, say no missile_type missile = fires_ammo_type(weapon); // XXX: To deal with the fact that is_missile_brand_ok will be // unhappy if we attempt to brand stones, tell it we're using // sling bullets instead. if (weapon.sub_type == WPN_SLING) missile = MI_SLING_BULLET; if (!is_missile_brand_ok(missile, _convert_to_missile(which_brand))) return (false); // If the brand isn't appropriate for that launcher, also say no. if (!_ok_for_launchers(which_brand)) return (false); // Otherwise, convert to the correct brand type, most specifically (but // not necessarily only) flaming -> flame, freezing -> frost. which_brand = _convert_to_launcher(which_brand); } std::string msg = weapon.name(DESC_CAP_YOUR); const int wpn_type = get_vorpal_type(weapon); bool emit_special_message = !temp_brand; int duration_affected = 0; switch (which_brand) { case SPWPN_FLAME: case SPWPN_FLAMING: msg += " bursts into flame!"; duration_affected = 7; break; case SPWPN_FROST: msg += " frosts over!"; duration_affected = 7; break; case SPWPN_FREEZING: msg += " glows blue."; duration_affected = 7; break; case SPWPN_VENOM: if (wpn_type == DVORP_CRUSHING) return (false); msg += " starts dripping with poison."; duration_affected = 15; break; case SPWPN_DRAINING: msg += " crackles with unholy energy."; duration_affected = 12; break; case SPWPN_VORPAL: if (wpn_type != DVORP_SLICING) return (false); msg += " glows silver and looks extremely sharp."; duration_affected = 10; break; case SPWPN_DISTORTION: //jmf: Added for Warp Weapon. msg += " seems to "; msg += random_choose_string("twist", "bend", "vibrate", "flex", "wobble", "twang", NULL); msg += (coinflip() ? " oddly." : " strangely."); duration_affected = 5; // [dshaligram] Clamping power to 2. power = 2; break; case SPWPN_PAIN: // Well, in theory, we could be silenced, but then how are // we casting the brand spell? msg += " shrieks in agony."; noisy(15, you.pos()); duration_affected = 8; // We must repeat the special message here (as there's a side effect.) emit_special_message = true; break; case SPWPN_DUMMY_CRUSHING: //jmf: Added for Maxwell's Silver Hammer. if (wpn_type != DVORP_CRUSHING) return (false); which_brand = SPWPN_VORPAL; msg += " glows silver and feels heavier."; duration_affected = 7; break; case SPWPN_RETURNING: msg += " wiggles in your hand."; duration_affected = 5; break; default: break; } if (!temp_brand) { set_item_ego_type(weapon, OBJ_WEAPONS, which_brand); you.wield_change = true; } if (emit_special_message) mpr(msg.c_str()); else mprf("%s flashes.", weapon.name(DESC_CAP_YOUR).c_str()); you.increase_duration(DUR_WEAPON_BRAND, duration_affected + roll_dice(2, power), 50); return (true); } // Restore the stat in which_stat by the amount in stat_gain, displaying // a message if suppress_msg is false, and doing so in the recovery // channel if recovery is true. If stat_gain is 0, restore the stat // completely. bool restore_stat(unsigned char which_stat, unsigned char stat_gain, bool suppress_msg, bool recovery) { bool stat_restored = false; // A bit hackish, but cut me some slack, man! -- // Besides, a little recursion never hurt anyone {dlb}: if (which_stat == STAT_ALL) { for (unsigned char loopy = STAT_STRENGTH; loopy < NUM_STATS; ++loopy) if (restore_stat(loopy, stat_gain, suppress_msg)) stat_restored = true; return (stat_restored); // early return {dlb} } // The real function begins here. {dlb} char *ptr_stat = NULL; char *ptr_stat_max = NULL; bool *ptr_redraw = NULL; std::string msg = "You feel your "; if (which_stat == STAT_RANDOM) which_stat = random2(NUM_STATS); switch (which_stat) { case STAT_STRENGTH: msg += "strength"; ptr_stat = &you.strength; ptr_stat_max = &you.max_strength; ptr_redraw = &you.redraw_strength; break; case STAT_INTELLIGENCE: msg += "intelligence"; ptr_stat = &you.intel; ptr_stat_max = &you.max_intel; ptr_redraw = &you.redraw_intelligence; break; case STAT_DEXTERITY: msg += "dexterity"; ptr_stat = &you.dex; ptr_stat_max = &you.max_dex; ptr_redraw = &you.redraw_dexterity; break; } if (*ptr_stat < *ptr_stat_max) { msg += " returning."; if (!suppress_msg) mpr(msg.c_str(), (recovery) ? MSGCH_RECOVERY : MSGCH_PLAIN); if (stat_gain == 0 || *ptr_stat + stat_gain > *ptr_stat_max) stat_gain = *ptr_stat_max - *ptr_stat; if (stat_gain != 0) { *ptr_stat += stat_gain; *ptr_redraw = true; stat_restored = true; if (ptr_stat == &you.strength) burden_change(); } } return (stat_restored); } typedef std::pair counted_monster; typedef std::vector counted_monster_list; static void _record_monster_by_name(counted_monster_list &list, const monsters *mons) { const std::string name = mons->name(DESC_PLAIN); for (counted_monster_list::iterator i = list.begin(); i != list.end(); ++i) { if (i->first->name(DESC_PLAIN) == name) { i->second++; return; } } list.push_back(counted_monster(mons, 1)); } static int _monster_count(const counted_monster_list &list) { int nmons = 0; for (counted_monster_list::const_iterator i = list.begin(); i != list.end(); ++i) { nmons += i->second; } return (nmons); } static std::string _describe_monsters(const counted_monster_list &list) { std::ostringstream out; description_level_type desc = DESC_CAP_THE; for (counted_monster_list::const_iterator i = list.begin(); i != list.end(); desc = DESC_NOCAP_THE) { const counted_monster &cm(*i); if (i != list.begin()) { ++i; out << (i == list.end() ? " and " : ", "); } else ++i; const std::string name = cm.second > 1 ? pluralise(cm.first->name(desc)) : cm.first->name(desc); out << name; } return (out.str()); } // Poisonous light passes right through invisible players // and monsters, and so, they are unaffected by this spell -- // assumes only you can cast this spell (or would want to). void cast_toxic_radiance(bool non_player) { if (non_player) mpr("The air is filled with a sickly green light!"); else mpr("You radiate a sickly green light!"); flash_view(GREEN); more(); mesclr(); // Determine whether the player is hit by the radiance. {dlb} if (you.duration[DUR_INVIS]) { mpr("The light passes straight through your body."); } else if (!player_res_poison()) { mpr("You feel rather sick."); poison_player(2); } counted_monster_list affected_monsters; // determine which monsters are hit by the radiance: {dlb} for (monster_iterator mi(&you.get_los()); mi; ++mi) { if (!mi->submerged()) { // Monsters affected by corona are still invisible in that // radiation passes through them without affecting them. Therefore, // this check should not be !monster->invisible(). if (!mi->has_ench(ENCH_INVIS)) { kill_category kc = KC_YOU; if (non_player) kc = KC_OTHER; bool affected = poison_monster(*mi, kc, 1, false, false); if (coinflip() && poison_monster(*mi, kc, false, false)) affected = true; if (affected) _record_monster_by_name(affected_monsters, *mi); } else if (you.can_see_invisible()) { // message player re:"miss" where appropriate {dlb} mprf("The light passes through %s.", mi->name(DESC_NOCAP_THE).c_str()); } } } if (!affected_monsters.empty()) { const std::string message = make_stringf("%s %s poisoned.", _describe_monsters(affected_monsters).c_str(), _monster_count(affected_monsters) == 1? "is" : "are"); if (static_cast(message.length()) < get_number_of_cols() - 2) mpr(message.c_str()); else { // Exclamation mark to suggest that a lot of creatures were // affected. if (non_player) mpr("Nearby monsters are poisoned!"); else mpr("The monsters around you are poisoned!"); } } } void cast_refrigeration(int pow, bool non_player) { if (non_player) mpr("Something drains the heat from around you."); else mpr("The heat is drained from your surroundings."); flash_view(LIGHTCYAN); more(); mesclr(); // Handle the player. const dice_def dam_dice(3, 5 + pow / 10); const int hurted = check_your_resists(dam_dice.roll(), BEAM_COLD); if (hurted > 0) { mpr("You feel very cold."); ouch(hurted, NON_MONSTER, KILLED_BY_FREEZING); // Note: this used to be 12!... and it was also applied even if // the player didn't take damage from the cold, so we're being // a lot nicer now. -- bwr expose_player_to_element(BEAM_COLD, 5); } // Now do the monsters. // First build the message. counted_monster_list affected_monsters; for (monster_iterator mi(&you); mi; ++mi) _record_monster_by_name(affected_monsters, *mi); if (!affected_monsters.empty()) { const std::string message = make_stringf("%s %s frozen.", _describe_monsters(affected_monsters).c_str(), _monster_count(affected_monsters) == 1? "is" : "are"); if (static_cast(message.length()) < get_number_of_cols() - 2) mpr(message.c_str()); else { // Exclamation mark to suggest that a lot of creatures were // affected. mpr("The monsters around you are frozen!"); } } // Now damage the creatures. // Set up the cold attack. bolt beam; beam.flavour = BEAM_COLD; beam.thrower = KILL_YOU; for (monster_iterator mi(&you.get_los()); mi; ++mi) { // Note that we *do* hurt monsters which you can't see // (submerged, invisible) even though you get no information // about it. // Calculate damage and apply. int hurt = mons_adjust_flavoured(*mi, beam, dam_dice.roll()); if (non_player) mi->hurt(NULL, hurt, BEAM_COLD); else mi->hurt(&you, hurt, BEAM_COLD); // Cold-blooded creatures can be slowed. if (mi->alive() && mons_class_flag(mi->type, M_COLD_BLOOD) && coinflip()) { mi->add_ench(ENCH_SLOW); } } } void drain_life(int pow) { mpr("You draw life from your surroundings."); // Incoming power to this function is skill in INVOCATIONS, so // we'll add an assert here to warn anyone who tries to use // this function with spell level power. ASSERT(pow <= 27); flash_view(DARKGREY); more(); mesclr(); int hp_gain = 0; for (monster_iterator mi(&you.get_los()); mi; ++mi) { if (mi->holiness() != MH_NATURAL || mi->res_negative_energy()) { continue; } mprf("You draw life from %s.", mi->name(DESC_NOCAP_THE).c_str()); const int hurted = 3 + random2(7) + random2(pow); behaviour_event(*mi, ME_WHACK, MHITYOU, you.pos()); if (!mi->is_summoned()) hp_gain += hurted; mi->hurt(&you, hurted); if (mi->alive()) print_wounds(*mi); } hp_gain /= 2; hp_gain = std::min(pow * 2, hp_gain); if (hp_gain) { mpr("You feel life flooding into your body."); inc_hp(hp_gain, false); } } bool vampiric_drain(int pow, const dist &vmove) { monsters *monster = monster_at(you.pos() + vmove.delta); if (monster == NULL) { mpr("There isn't anything there!"); return (false); } god_conduct_trigger conducts[3]; disable_attack_conducts(conducts); const bool success = !stop_attack_prompt(monster, false, you.pos()); if (success) { set_attack_conducts(conducts, monster); behaviour_event(monster, ME_WHACK, MHITYOU, you.pos()); } enable_attack_conducts(conducts); if (success) { if (!monster->alive()) { canned_msg(MSG_NOTHING_HAPPENS); return (false); } if (monster->undead_or_demonic()) { mpr("Aaaarggghhhhh!"); dec_hp(random2avg(39, 2) + 10, false, "vampiric drain backlash"); return (false); } if (monster->holiness() != MH_NATURAL || monster->res_negative_energy()) { canned_msg(MSG_NOTHING_HAPPENS); return (false); } // The practical maximum of this is about 25 (pow @ 100). - bwr int hp_gain = 3 + random2avg(9, 2) + random2(pow) / 7; hp_gain = std::min(monster->hit_points, hp_gain); hp_gain = std::min(you.hp_max - you.hp, hp_gain); if (!hp_gain) { canned_msg(MSG_NOTHING_HAPPENS); return (false); } const bool mons_was_summoned = monster->is_summoned(); monster->hurt(&you, hp_gain); if (monster->alive()) print_wounds(monster); hp_gain /= 2; if (hp_gain && !mons_was_summoned) { mpr("You feel life coursing into your body."); inc_hp(hp_gain, false); } } return (success); } bool burn_freeze(int pow, beam_type flavour, monsters *monster) { pow = std::min(25, pow); if (monster == NULL) { mpr("There isn't anything close enough!"); // If there's no monster there, you still pay the costs in // order to prevent locating invisible monsters. return (true); } god_conduct_trigger conducts[3]; disable_attack_conducts(conducts); const bool success = !stop_attack_prompt(monster, false, you.pos()); if (success) { set_attack_conducts(conducts, monster); mprf("You %s %s.", (flavour == BEAM_FIRE) ? "burn" : (flavour == BEAM_COLD) ? "freeze" : (flavour == BEAM_MISSILE) ? "crush" : (flavour == BEAM_ELECTRICITY) ? "zap" : "______", monster->name(DESC_NOCAP_THE).c_str()); behaviour_event(monster, ME_ANNOY, MHITYOU); } enable_attack_conducts(conducts); if (success) { bolt beam; beam.flavour = flavour; beam.thrower = KILL_YOU; const int orig_hurted = roll_dice(1, 3 + pow / 3); int hurted = mons_adjust_flavoured(monster, beam, orig_hurted); monster->hurt(&you, hurted); if (monster->alive()) { monster->expose_to_element(flavour, orig_hurted); print_wounds(monster); if (flavour == BEAM_COLD) { const int cold_res = monster->res_cold(); if (cold_res <= 0) { const int stun = (1 - cold_res) * random2(2 + pow/5); monster->speed_increment -= stun; } } } } return (success); } bool summon_animals(int pow) { bool success = false; // Maybe we should just generate a Lair monster instead (and // guarantee that it is mobile)? const monster_type animals[] = { MONS_BUMBLEBEE, MONS_WAR_DOG, MONS_SHEEP, MONS_YAK, MONS_HOG, MONS_SOLDIER_ANT, MONS_WOLF, MONS_GRIZZLY_BEAR, MONS_POLAR_BEAR, MONS_BLACK_BEAR, MONS_GIANT_SNAIL, MONS_BORING_BEETLE, MONS_GILA_MONSTER, MONS_KOMODO_DRAGON, MONS_SPINY_FROG, MONS_HOUND }; int count = 0; const int count_max = 8; int pow_left = pow + 1; const bool varied = coinflip(); monster_type mon = MONS_PROGRAM_BUG; while (pow_left >= 0 && count < count_max) { // Pick a random monster and subtract its cost. if (varied || count == 0) mon = RANDOM_ELEMENT(animals); const int pow_spent = mons_power(mon) * 3; // Allow a certain degree of overuse, but not too much. // Guarantee at least two summons. if (pow_spent >= pow_left * 2 && count >= 2) break; pow_left -= pow_spent; count++; const bool friendly = (random2(pow) > 4); if (create_monster( mgen_data(mon, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, 4, 0, you.pos(), MHITYOU)) != -1) { success = true; } } return (success); } bool cast_summon_butterflies(int pow, god_type god) { bool success = false; const int how_many = std::max(15, 4 + random2(3) + random2(pow) / 10); for (int i = 0; i < how_many; ++i) { if (create_monster( mgen_data(MONS_BUTTERFLY, BEH_FRIENDLY, &you, 3, SPELL_SUMMON_BUTTERFLIES, you.pos(), MHITYOU, 0, god)) != -1) { success = true; } } if (!success) canned_msg(MSG_NOTHING_HAPPENS); return (success); } bool cast_summon_small_mammals(int pow, god_type god) { bool success = false; monster_type mon = MONS_PROGRAM_BUG; int count = (pow == 25) ? 2 : 1; for (int i = 0; i < count; ++i) { if (x_chance_in_y(10, pow+1)) { mon = (coinflip()) ? MONS_GIANT_BAT : MONS_RAT; } else { mon = (coinflip()) ? MONS_QUOKKA : MONS_GREY_RAT; } if (create_monster( mgen_data(mon, BEH_FRIENDLY, &you, 3, SPELL_SUMMON_SMALL_MAMMALS, you.pos(), MHITYOU, 0, god)) != -1) { success = true; } } return (success); } bool cast_sticks_to_snakes(int pow, god_type god) { if (!you.weapon()) { mprf("Your %s feel slithery!", your_hand(true).c_str()); return (false); } const item_def& wpn = *you.weapon(); // Don't enchant sticks marked with {!D}. if (!check_warning_inscriptions(wpn, OPER_DESTROY)) { mprf("%s feel%s slithery for a moment!", wpn.name(DESC_CAP_YOUR).c_str(), wpn.quantity > 1 ? "s" : ""); return (false); } const int dur = std::min(3 + random2(pow) / 20, 5); int how_many_max = 1 + random2(1 + you.skills[SK_TRANSMUTATIONS]) / 4; const bool friendly = (!wpn.cursed()); const beh_type beha = (friendly) ? BEH_FRIENDLY : BEH_HOSTILE; int count = 0; if (wpn.base_type == OBJ_MISSILES && wpn.sub_type == MI_ARROW) { if (wpn.quantity < how_many_max) how_many_max = wpn.quantity; for (int i = 0; i <= how_many_max; i++) { monster_type mon; if (get_ammo_brand(wpn) == SPMSL_POISONED || one_chance_in(5 - std::min(4, div_rand_round(pow * 2, 25)))) { mon = x_chance_in_y(pow / 3, 100) ? MONS_WATER_MOCCASIN : MONS_SNAKE; } else mon = MONS_SMALL_SNAKE; if (create_monster( mgen_data(mon, beha, &you, dur, SPELL_STICKS_TO_SNAKES, you.pos(), MHITYOU, 0, god)) != -1) { count++; } } } if (wpn.base_type == OBJ_WEAPONS && (wpn.sub_type == WPN_CLUB || wpn.sub_type == WPN_SPEAR || wpn.sub_type == WPN_QUARTERSTAFF || wpn.sub_type == WPN_SCYTHE || wpn.sub_type == WPN_GIANT_CLUB || wpn.sub_type == WPN_GIANT_SPIKED_CLUB || wpn.sub_type == WPN_BOW || wpn.sub_type == WPN_LONGBOW || wpn.sub_type == WPN_ANKUS || wpn.sub_type == WPN_HALBERD || wpn.sub_type == WPN_GLAIVE || wpn.sub_type == WPN_BLOWGUN)) { // Upsizing Snakes to Water Moccasins as the base class for using // the really big sticks (so bonus applies really only to trolls // and ogres). Still, it's unlikely any character is strong // enough to bother lugging a few of these around. - bwr monster_type mon; if (item_mass(wpn) < 300) mon = MONS_SNAKE; else mon = MONS_WATER_MOCCASIN; if (pow > 20 && one_chance_in(3)) mon = MONS_WATER_MOCCASIN; if (pow > 40 && one_chance_in(3)) mon = MONS_VIPER; if (pow > 70 && one_chance_in(3)) mon = MONS_BLACK_MAMBA; if (pow > 90 && one_chance_in(3)) mon = MONS_ANACONDA; if (create_monster( mgen_data(mon, beha, &you, dur, SPELL_STICKS_TO_SNAKES, you.pos(), MHITYOU, 0, god)) != -1) { count++; } } if (wpn.quantity < count) count = wpn.quantity; const bool success = (count > 0); if (success) { dec_inv_item_quantity(you.equip[EQ_WEAPON], count); mpr((count > 1) ? "You create some snakes!" : "You create a snake!"); } else { mprf("Your %s feel slithery!", your_hand(true).c_str()); } return (success); } bool cast_summon_scorpions(int pow, god_type god) { bool success = false; const int how_many = stepdown_value(1 + random2(pow)/10 + random2(pow)/10, 2, 2, 6, 8); for (int i = 0; i < how_many; ++i) { const bool friendly = (random2(pow) > 3); if (create_monster( mgen_data(MONS_SCORPION, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, 3, SPELL_SUMMON_SCORPIONS, you.pos(), MHITYOU, 0, god)) != -1) { success = true; } } if (!success) canned_msg(MSG_NOTHING_HAPPENS); return (success); } // Creates a mixed swarm of typical swarming animals. // Number, duration and friendlinesss depend on spell power. bool cast_summon_swarm(int pow, god_type god) { bool success = false; const int dur = std::min(2 + (random2(pow) / 4), 6); const int how_many = stepdown_value(2 + random2(pow)/10 + random2(pow)/25, 2, 2, 6, 8); for (int i = 0; i < how_many; ++i) { const monster_type swarmers[] = { MONS_KILLER_BEE, MONS_KILLER_BEE, MONS_KILLER_BEE, MONS_SCORPION, MONS_WORM, MONS_GIANT_MOSQUITO, MONS_GIANT_BEETLE, MONS_GIANT_BLOWFLY, MONS_WOLF_SPIDER, MONS_BUTTERFLY, MONS_YELLOW_WASP, MONS_GIANT_ANT, MONS_GIANT_ANT, MONS_GIANT_ANT }; const monster_type mon = RANDOM_ELEMENT(swarmers); const bool friendly = (random2(pow) > 7); if (create_monster( mgen_data(mon, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, dur, SPELL_SUMMON_SWARM, you.pos(), MHITYOU, 0, god)) != -1) { success = true; } } if (!success) canned_msg(MSG_NOTHING_HAPPENS); return (success); } bool cast_call_canine_familiar(int pow, god_type god) { bool success = false; monster_type mon = MONS_PROGRAM_BUG; const int chance = random2(pow); if (chance < 10) mon = MONS_JACKAL; else if (chance < 15) mon = MONS_HOUND; else { switch (chance % 7) { case 0: if (one_chance_in(you.species == SP_HILL_ORC ? 3 : 6)) mon = MONS_WARG; else mon = MONS_WOLF; break; case 1: case 2: mon = MONS_WAR_DOG; break; case 3: case 4: mon = MONS_HOUND; break; default: mon = MONS_JACKAL; break; } } const int dur = std::min(2 + (random2(pow) / 4), 6); if (create_monster( mgen_data(mon, BEH_FRIENDLY, &you, dur, SPELL_CALL_CANINE_FAMILIAR, you.pos(), MHITYOU, 0, god)) != -1) { success = true; } else canned_msg(MSG_NOTHING_HAPPENS); return (success); } // 'unfriendly' is percentage chance summoned elemental goes // postal on the caster (after taking into account // chance of that happening to unskilled casters // anyway). bool cast_summon_elemental(int pow, god_type god, monster_type restricted_type, int unfriendly) { monster_type mon = MONS_PROGRAM_BUG; coord_def targ; dist smove; const int dur = std::min(2 + (random2(pow) / 5), 6); const bool any_elemental = (restricted_type == MONS_NO_MONSTER); while (true) { mpr("Summon from material in which direction? ", MSGCH_PROMPT); direction(smove, DIR_DIR, TARG_ANY); if (!smove.isValid) { canned_msg(MSG_OK); return (false); } targ = you.pos() + smove.delta; if (const monsters *m = monster_at(targ)) { if (you.can_see(m)) mpr("There's something there already!"); else { mpr("Something seems to disrupt your summoning."); return (false); } } else if (smove.delta.origin()) mpr("You can't summon an elemental from yourself!"); else if ((any_elemental || restricted_type == MONS_EARTH_ELEMENTAL) && (grd(targ) == DNGN_ROCK_WALL || grd(targ) == DNGN_CLEAR_ROCK_WALL)) { if (!in_bounds(targ)) { mpr("That wall won't yield to your beckoning."); // XXX: Should this cost a turn? } else { mon = MONS_EARTH_ELEMENTAL; break; } } else break; } if (mon == MONS_EARTH_ELEMENTAL) { grd(targ) = DNGN_FLOOR; } else if (env.cgrid(targ) != EMPTY_CLOUD && env.cloud[env.cgrid(targ)].type == CLOUD_FIRE && (any_elemental || restricted_type == MONS_FIRE_ELEMENTAL)) { mon = MONS_FIRE_ELEMENTAL; delete_cloud(env.cgrid(targ)); } else if (grd(targ) == DNGN_LAVA && (any_elemental || restricted_type == MONS_FIRE_ELEMENTAL)) { mon = MONS_FIRE_ELEMENTAL; } else if (feat_is_watery(grd(targ)) && (any_elemental || restricted_type == MONS_WATER_ELEMENTAL)) { mon = MONS_WATER_ELEMENTAL; } else if (grd(targ) >= DNGN_FLOOR && env.cgrid(targ) == EMPTY_CLOUD && (any_elemental || restricted_type == MONS_AIR_ELEMENTAL)) { mon = MONS_AIR_ELEMENTAL; } // Found something to summon? if (mon == MONS_PROGRAM_BUG) { canned_msg(MSG_NOTHING_HAPPENS); return (false); } // silly - ice for water? 15jan2000 {dlb} // little change here to help with the above... and differentiate // elements a bit... {bwr} // - Water elementals are now harder to be made reliably friendly. // - Air elementals are harder because they're more dynamic/dangerous. // - Earth elementals are more static and easy to tame (as before). // - Fire elementals fall in between the two (10 is still fairly easy). const bool friendly = ((mon != MONS_FIRE_ELEMENTAL || x_chance_in_y(you.skills[SK_FIRE_MAGIC], 10)) && (mon != MONS_WATER_ELEMENTAL || x_chance_in_y(you.skills[SK_ICE_MAGIC], (you.species == SP_MERFOLK) ? 5 : 15)) && (mon != MONS_AIR_ELEMENTAL || x_chance_in_y(you.skills[SK_AIR_MAGIC], 15)) && (mon != MONS_EARTH_ELEMENTAL || x_chance_in_y(you.skills[SK_EARTH_MAGIC], 5)) && random2(100) >= unfriendly); if (create_monster( mgen_data(mon, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, dur, SPELL_SUMMON_ELEMENTAL, targ, MHITYOU, 0, god)) == -1) { canned_msg(MSG_NOTHING_HAPPENS); return (false); } mpr("An elemental appears!"); if (!friendly) mpr("It doesn't seem to appreciate being summoned."); return (true); } bool cast_summon_ice_beast(int pow, god_type god) { const int dur = std::min(2 + (random2(pow) / 4), 6); if (create_monster( mgen_data(MONS_ICE_BEAST, BEH_FRIENDLY, &you, dur, SPELL_SUMMON_ICE_BEAST, you.pos(), MHITYOU, 0, god)) != -1) { mpr("A chill wind blows around you."); return (true); } canned_msg(MSG_NOTHING_HAPPENS); return (false); } bool cast_summon_ugly_thing(int pow, god_type god) { const int chance = std::max(6 - (pow / 12), 1); monster_type mon = (one_chance_in(chance)) ? MONS_VERY_UGLY_THING : MONS_UGLY_THING; const int dur = std::min(2 + (random2(pow) / 4), 6); const bool friendly = (random2(pow) > 3); if (create_monster( mgen_data(mon, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, dur, SPELL_SUMMON_UGLY_THING, you.pos(), MHITYOU, 0, god)) != -1) { mpr((mon == MONS_VERY_UGLY_THING) ? "A very ugly thing appears." : "An ugly thing appears."); if (!friendly) mpr("It doesn't look very happy."); return (true); } canned_msg(MSG_NOTHING_HAPPENS); return (false); } bool cast_summon_dragon(int pow, god_type god) { // Removed the chance of multiple dragons. One should be more than // enough, and if it isn't, the player can cast again. - bwr const bool friendly = (random2(pow) > 5); if (create_monster( mgen_data(MONS_DRAGON, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, 3, SPELL_SUMMON_DRAGON, you.pos(), MHITYOU, 0, god)) != -1) { mpr("A dragon appears."); if (!friendly) mpr("It doesn't look very happy."); return (true); } canned_msg(MSG_NOTHING_HAPPENS); return (false); } bool summon_berserker(int pow, god_type god, int spell, bool force_hostile) { monster_type mon = MONS_PROGRAM_BUG; const int dur = std::min(2 + (random2(pow) / 4), 6); if (pow <= 100) { // bears mon = (coinflip()) ? MONS_BLACK_BEAR : MONS_GRIZZLY_BEAR; } else if (pow <= 140) { // ogres mon = (one_chance_in(3) ? MONS_TWO_HEADED_OGRE : MONS_OGRE); } else if (pow <= 180) { // trolls switch (random2(8)) { case 0: mon = MONS_DEEP_TROLL; break; case 1: case 2: mon = MONS_IRON_TROLL; break; case 3: case 4: mon = MONS_ROCK_TROLL; break; default: mon = MONS_TROLL; break; } } else { // giants mon = (coinflip()) ? MONS_HILL_GIANT : MONS_STONE_GIANT; } mgen_data mg(mon, !force_hostile ? BEH_FRIENDLY : BEH_HOSTILE, !force_hostile ? &you : 0, dur, spell, you.pos(), MHITYOU, 0, god); if (force_hostile) mg.non_actor_summoner = "the rage of " + god_name(god, false); int monster = create_monster(mg); if (monster == -1) return (false); monsters *summon = &menv[monster]; summon->go_berserk(false); mon_enchant berserk = summon->get_ench(ENCH_BERSERK); mon_enchant abj = summon->get_ench(ENCH_ABJ); // Let Trog's gifts berserk longer, and set the abjuration // timeout to the berserk timeout. berserk.duration = berserk.duration * 3 / 2; berserk.maxduration = berserk.duration; abj.duration = abj.maxduration = berserk.duration; summon->update_ench(berserk); summon->update_ench(abj); player_angers_monster(&menv[monster]); return (true); } static bool _summon_holy_being_wrapper(int pow, god_type god, int spell, monster_type mon, int dur, bool friendly, bool quiet) { UNUSED(pow); mgen_data mg(mon, friendly ? BEH_FRIENDLY : BEH_HOSTILE, friendly ? &you : 0, dur, spell, you.pos(), MHITYOU, MG_FORCE_BEH, god); if (!friendly) mg.non_actor_summoner = god_name(god, false); const int monster = create_monster(mg); if (monster == -1) return (false); monsters *summon = &menv[monster]; summon->flags |= MF_ATT_CHANGE_ATTEMPT; if (!quiet) { mprf("You are momentarily dazzled by a brilliant %slight.", (mon == MONS_DAEVA) ? "golden " : (mon == MONS_ANGEL) ? "white " : ""); } player_angers_monster(&menv[monster]); return (true); } static bool _summon_holy_being_wrapper(int pow, god_type god, int spell, holy_being_class_type hbct, int dur, bool friendly, bool quiet) { monster_type mon = summon_any_holy_being(hbct); return _summon_holy_being_wrapper(pow, god, spell, mon, dur, friendly, quiet); } bool summon_holy_warrior(int pow, god_type god, int spell, bool force_hostile, bool permanent, bool quiet) { return _summon_holy_being_wrapper(pow, god, spell, HOLY_BEING_WARRIOR, !permanent ? std::min(2 + (random2(pow) / 4), 6) : 0, !force_hostile, quiet); } // This function seems to have very little regard for encapsulation. bool cast_tukimas_dance(int pow, god_type god, bool force_hostile) { bool success = true; const int dur = std::min(2 + (random2(pow) / 5), 6); item_def* wpn = you.weapon(); // See if the wielded item is appropriate. if (!wpn || wpn->base_type != OBJ_WEAPONS || is_range_weapon(*wpn) || is_special_unrandom_artefact(*wpn)) { success = false; } // See if we can get an mitm for the dancing weapon. const int i = get_item_slot(); if (i == NON_ITEM) success = false; else if (success) { // Copy item now so that mitm[i] is occupied and doesn't get picked // by get_item_slot() when giving the dancing weapon its item // during create_monster(). mitm[i] = *wpn; } int monster; if (success) { // Cursed weapons become hostile. const bool friendly = (!force_hostile && !wpn->cursed()); mgen_data mg(MONS_DANCING_WEAPON, friendly ? BEH_FRIENDLY : BEH_HOSTILE, force_hostile ? 0 : &you, dur, SPELL_TUKIMAS_DANCE, you.pos(), MHITYOU, 0, god); if (force_hostile) mg.non_actor_summoner = god_name(god, false); monster = create_monster(mg); if (monster == -1) { mitm[i].clear(); success = false; } } if (!success) { destroy_item(i); if (wpn) { mprf("%s vibrates crazily for a second.", wpn->name(DESC_CAP_YOUR).c_str()); } else mprf("Your %s twitch.", your_hand(true).c_str()); return (false); } // We are successful. Unwield the weapon, removing any wield // effects. unwield_item(); // Copy the unwielded item. Note that the pointer still points at it. mitm[i] = *wpn; mitm[i].quantity = 1; mitm[i].pos.set(-2, -2); mitm[i].link = NON_ITEM + 1 + monster; // Mark the weapon as thrown, so that we'll autograb it when the // tango's done. mitm[i].flags |= ISFLAG_THROWN; mprf("%s dances into the air!", wpn->name(DESC_CAP_YOUR).c_str()); // Find out what our god thinks before killing the item. conduct_type why = good_god_hates_item_handling(*wpn); if (!why) why = god_hates_item_handling(*wpn); // FIXME: Replace this with a call to a proper destructor. wpn->quantity = 0; monsters& dancing_weapon = menv[monster]; destroy_item(dancing_weapon.inv[MSLOT_WEAPON]); dancing_weapon.inv[MSLOT_WEAPON] = i; burden_change(); ghost_demon stats; stats.init_dancing_weapon(mitm[i], pow); dancing_weapon.set_ghost(stats); dancing_weapon.dancing_weapon_init(); if (why) { simple_god_message(" booms: How dare you animate that foul thing!"); did_god_conduct(why, 10, true, &dancing_weapon); } return (true); } bool cast_conjure_ball_lightning(int pow, god_type god) { bool success = false; // Restricted so that the situation doesn't get too gross. Each of // these will explode for 3d20 damage. -- bwr const int how_many = std::min(8, 3 + random2(2 + pow / 50)); for (int i = 0; i < how_many; ++i) { coord_def target; bool found = false; for (int j = 0; j < 10; ++j) { if (random_near_space(you.pos(), target, true, true, false) && distance(you.pos(), target) <= 5) { found = true; break; } } // If we fail, we'll try the ol' summon next to player trick. if (!found) target = you.pos(); const int monster = mons_place( mgen_data(MONS_BALL_LIGHTNING, BEH_FRIENDLY, &you, 0, SPELL_CONJURE_BALL_LIGHTNING, target, MHITNOT, 0, god)); if (monster != -1) { success = true; menv[monster].add_ench(ENCH_SHORT_LIVED); } } if (success) mpr("You create some ball lightning!"); else canned_msg(MSG_NOTHING_HAPPENS); return (success); }