/* * File: spells2.cc * Summary: Implementations of some additional spells. * Mostly Necromancy and Summoning. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <4> 03jan1999 jmf Changed summon_small_mammals so at * higher levels it indeed summons in plural. * Removed some IMHO unnecessary failure msgs. * (from e.g. animate_dead). * Added protection by special deities. * <3> 10/11/99 BCR fixed range bug in burn_freeze, * vamp_drain, and summon_elemental * <2> 5/26/99 JDJ detect_items uses '~' instead of '*'. * <1> -/--/-- LRH Created */ #include "AppHdr.h" #include "spells2.h" #include #include #include #include #include "externs.h" #include "beam.h" #include "cloud.h" #include "delay.h" #include "directn.h" #include "dungeon.h" #include "effects.h" #include "fight.h" #include "itemname.h" #include "itemprop.h" #include "items.h" #include "message.h" #include "misc.h" #include "monplace.h" #include "monstuff.h" #include "mon-util.h" #include "ouch.h" #include "player.h" #include "randart.h" #include "religion.h" #include "spells4.h" #include "spl-cast.h" #include "stuff.h" #include "tiles.h" #include "terrain.h" #include "traps.h" #include "view.h" #include "xom.h" static int raise_corpse( int corps, int corx, int cory, beh_type corps_beh, int corps_hit, int actual ); static bool is_animatable_corpse(const item_def& item) { return (item.base_type == OBJ_CORPSES && mons_zombie_size(item.plus) != Z_NOZOMBIE); } unsigned char detect_traps( int pow ) { unsigned char traps_found = 0; if (pow > 50) pow = 50; const int range = 8 + random2(8) + pow; for (int count_x = 0; count_x < MAX_TRAPS; count_x++) { const int etx = env.trap[ count_x ].x; const int ety = env.trap[ count_x ].y; // Used to just be visible screen: // if (etx > you.x_pos - 15 && etx < you.x_pos + 15 // && ety > you.y_pos - 8 && ety < you.y_pos + 8) if (grid_distance( you.x_pos, you.y_pos, etx, ety ) < range) { if (grd[ etx ][ ety ] == DNGN_UNDISCOVERED_TRAP) { traps_found++; grd[ etx ][ ety ] = trap_category( env.trap[count_x].type ); set_envmap_obj(etx, ety, grd[etx][ety]); set_terrain_mapped(etx, ety); } } } return (traps_found); } // end detect_traps() unsigned char detect_items( int pow ) { if (pow > 50) pow = 50; unsigned char items_found = 0; const int map_radius = 8 + random2(8) + pow; for (int i = you.x_pos - map_radius; i < you.x_pos + map_radius; i++) { for (int j = you.y_pos - map_radius; j < you.y_pos + map_radius; j++) { if (!in_bounds(i, j)) continue; if (igrd[i][j] != NON_ITEM && (!get_envmap_obj(i, j) || !is_envmap_item(i, j))) { items_found++; set_envmap_obj(i, j, DNGN_ITEM_DETECTED); set_envmap_detected_item(i, j); #ifdef USE_TILE // Don't replace previously seen items with an unseen one. if (!is_terrain_seen(i,j)) tile_place_tile_bk(i, j, TILE_UNSEEN_ITEM); #endif } } } return (items_found); } // end detect_items() static void fuzz_detect_creatures(int pow, int *fuzz_radius, int *fuzz_chance) { #ifdef DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "dc_fuzz: Power is %d", pow); #endif if (pow < 1) pow = 1; *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(int gridx, int gridy, const monsters *mon, int fuzz_chance, int fuzz_radius) { #ifdef USE_TILE // Get monster index pre-fuzz int idx = mgrd[gridx][gridy]; #endif bool found_good = false; if (fuzz_radius && fuzz_chance > random2(100)) { const int fuzz_diam = 2 * fuzz_radius + 1; int gx, gy; for (int itry = 0; itry < 5; ++itry) { gx = gridx + random2(fuzz_diam) - fuzz_radius; gy = gridy + random2(fuzz_diam) - fuzz_radius; if (map_bounds(gx, gy) && mon->can_pass_through_feat(grd[gx][gy])) { found_good = true; break; } } if (found_good) { gridx = gx; gridy = gy; } } set_envmap_obj(gridx, gridy, mon->type + DNGN_START_OF_MONSTERS); set_envmap_detected_mons(gridx, gridy); #ifdef USE_TILE tile_place_monster(gridx, gridy, 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); if (pow > 50) pow = 50; 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 (int i = you.x_pos - map_radius; i < you.x_pos + map_radius; i++) for (int j = you.y_pos - map_radius; j < you.y_pos + map_radius; j++) { if (!in_bounds(i, j)) continue; if (mgrd[i][j] != NON_MONSTER) { monsters *mon = &menv[ mgrd[i][j] ]; creatures_found++; // This only returns whether a valid "fuzzy" place has been // found for the monster. In any case, the monster gets // printed on the screen. mark_detected_creature(i, j, mon, fuzz_chance, fuzz_radius); // Assuming that highly intelligent spellcasters can // detect scrying. -- bwr if (mons_intel( mon->type ) == I_HIGH && mons_class_flag( mon->type, M_SPELLCASTER )) { behaviour_event( mon, ME_DISTURB, MHITYOU, you.x_pos, you.y_pos ); } } } return (creatures_found); } // end detect_creatures() int corpse_rot(int power) { UNUSED( power ); char adx = 0; char ady = 0; char minx = you.x_pos - 6; char maxx = you.x_pos + 7; char miny = you.y_pos - 6; char maxy = you.y_pos + 7; char xinc = 1; char yinc = 1; if (coinflip()) { minx = you.x_pos + 6; maxx = you.x_pos - 7; xinc = -1; } if (coinflip()) { miny = you.y_pos + 6; maxy = you.y_pos - 7; yinc = -1; } for (adx = minx; adx != maxx; adx += xinc) { for (ady = miny; ady != maxy; ady += yinc) { if (see_grid_no_trans(adx, ady)) { if (igrd[adx][ady] == NON_ITEM || env.cgrid[adx][ady] != EMPTY_CLOUD) { continue; } int objl = igrd[adx][ady]; int hrg = 0; while (objl != NON_ITEM) { if (mitm[objl].base_type == OBJ_CORPSES && mitm[objl].sub_type == CORPSE_BODY) { if (!mons_skeleton(mitm[objl].plus)) destroy_item(objl); else { mitm[objl].sub_type = CORPSE_SKELETON; mitm[objl].special = 200; mitm[objl].colour = LIGHTGREY; } place_cloud(CLOUD_MIASMA, adx, ady, 4 + random2avg(16, 3), KC_YOU); // Don't look for more corpses here break; } hrg = mitm[objl].link; objl = hrg; } } } } if (player_can_smell()) mpr("You smell decay."); // should make zombies decay into skeletons return 0; } // end corpse_rot() int animate_dead( actor *caster, int power, beh_type corps_beh, int corps_hit, int actual ) { UNUSED( power ); static env_show_grid losgrid; const coord_def c(caster->pos()); int minx = c.x - 6; int maxx = c.x + 7; int miny = c.y - 6; int maxy = c.y + 7; int xinc = 1; int yinc = 1; int number_raised = 0; if (coinflip()) { minx = c.x + 6; maxx = c.x - 7; xinc = -1; } if (coinflip()) { miny = c.y + 6; maxy = c.y - 7; yinc = -1; } if (caster != &you) losight(losgrid, grd, c.x, c.y, true); env_show_grid &los(caster == &you? env.no_trans_show : losgrid); coord_def a; for (a.x = minx; a.x != maxx; a.x += xinc) { for (a.y = miny; a.y != maxy; a.y += yinc) { if (in_bounds(a) && see_grid(los, c, a)) { if (igrd(a) != NON_ITEM) { int objl = igrd(a); int hrg = 0; // This searches all the items on the ground for a corpse while (objl != NON_ITEM) { if (is_animatable_corpse(mitm[objl]) && !is_being_butchered(mitm[objl])) { number_raised += raise_corpse(objl, a.x, a.y, corps_beh, corps_hit, actual); break; } hrg = mitm[objl].link; objl = hrg; } objl = 1; } } } } if (actual == 0) return number_raised; if (number_raised > 0) { mpr("The dead are walking!"); } return number_raised; } // end animate_dead() int animate_a_corpse( int axps, int ayps, beh_type corps_beh, int corps_hit, int class_allowed ) { int rc = 0; int objl = igrd[axps][ayps]; // This searches all the items on the ground for a corpse while (objl != NON_ITEM) { const item_def& item = mitm[objl]; if (is_animatable_corpse(item) && (class_allowed == CORPSE_BODY || item.sub_type == CORPSE_SKELETON)) { bool was_butchering = is_being_butchered(item); rc = raise_corpse(objl, axps, ayps, corps_beh, corps_hit, 1); if ( rc ) { mpr("The dead are walking!"); if (was_butchering) xom_is_stimulated(255); } break; } objl = item.link; } return rc; } // end animate_a_corpse() static int raise_corpse( int corps, int corx, int cory, beh_type corps_beh, int corps_hit, int actual ) { int returnVal = 1; if (!mons_zombie_size(mitm[corps].plus)) returnVal = 0; else if (actual != 0) { monster_type type = MONS_PROGRAM_BUG; if (mitm[corps].sub_type == CORPSE_BODY) { if (mons_zombie_size(mitm[corps].plus) == Z_SMALL) type = MONS_ZOMBIE_SMALL; else type = MONS_ZOMBIE_LARGE; } else { if (mons_zombie_size(mitm[corps].plus) == Z_SMALL) type = MONS_SKELETON_SMALL; else type = MONS_SKELETON_LARGE; } const int number = mitm[corps].props.exists(MONSTER_NUMBER) ? mitm[corps].props[MONSTER_NUMBER].get_short() : 0; const monster_type zombie_type = static_cast(mitm[corps].plus); // Headless hydras cannot be raised, sorry. if (!number && zombie_type == MONS_HYDRA) return (0); create_monster( mgen_data( type, corps_beh, 0, coord_def(corx, cory), corps_hit, 0, zombie_type, number)); destroy_item(corps); } return returnVal; } // end raise_corpse() void cast_twisted(int power, beh_type corps_beh, int corps_hit) { int total_mass = 0; int num_corpses = 0; monster_type type_resurr = MONS_ABOMINATION_SMALL; char colour; unsigned char rotted = 0; if (igrd[you.x_pos][you.y_pos] == NON_ITEM) { mpr("There's nothing here!"); return; } int objl = igrd[you.x_pos][you.y_pos]; int next; while (objl != NON_ITEM) { next = mitm[objl].link; if (mitm[objl].base_type == OBJ_CORPSES && mitm[objl].sub_type == CORPSE_BODY) { total_mass += mons_weight( mitm[objl].plus ); num_corpses++; if (food_is_rotten(mitm[objl])) rotted++; destroy_item( objl ); } objl = next; } #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Mass for abomination: %d", total_mass); #endif // This is what the old statement pretty much boils down to, // the average will be approximately 10 * power (or about 1000 // at the practical maximum). That's the same as the mass // of a hippogriff, a spiny frog, or a steam dragon. Thus, // material components are far more important to this spell. -- bwr total_mass += roll_dice( 20, power ); #if DEBUG_DIAGNOSTICS mprf(MSGCH_DIAGNOSTICS, "Mass including power bonus: %d", total_mass); #endif if (total_mass < 400 + roll_dice( 2, 500 ) || num_corpses < (coinflip() ? 3 : 2)) { mpr("The spell fails."); mprf("The corpse%s collapse%s into a pulpy mess.", num_corpses > 1 ? "s": "", num_corpses > 1 ? "": "s"); return; } if (total_mass > 500 + roll_dice( 3, 1000 )) type_resurr = MONS_ABOMINATION_LARGE; if (rotted == num_corpses) colour = BROWN; else if (rotted >= random2( num_corpses )) colour = RED; else colour = LIGHTRED; mgen_data mg( type_resurr, corps_beh, 0, you.pos(), corps_hit, 0, MONS_PROGRAM_BUG, 0, colour ); int mon = create_monster(mg); if (mon == -1) mpr("The corpses collapse into a pulpy mess."); else { // This was probably intended, but it's really boring. (jpeg) // Use menv[mon].number instead (set in create_monster) // menv[mon].colour = colour; mpr("The heap of corpses melds into an agglomeration of writhing flesh!"); if (type_resurr == MONS_ABOMINATION_LARGE) { menv[mon].hit_dice = 8 + total_mass / ((colour == LIGHTRED) ? 500 : (colour == RED) ? 1000 : 2500); if (menv[mon].hit_dice > 30) menv[mon].hit_dice = 30; // XXX: No convenient way to get the hit dice size right now. menv[mon].hit_points = hit_points( menv[mon].hit_dice, 2, 5 ); menv[mon].max_hit_points = menv[mon].hit_points; if (colour == LIGHTRED) menv[mon].ac += total_mass / 1000; } } } // end cast_twisted() bool brand_weapon(brand_type which_brand, int power) { int temp_rand; // probability determination {dlb} int duration_affected = 0; //jmf: NB: now HOW LONG, not WHICH BRAND. const int wpn = you.equip[EQ_WEAPON]; if (you.duration[DUR_WEAPON_BRAND]) return false; if (wpn == -1) return false; if (you.inv[wpn].base_type != OBJ_WEAPONS || is_range_weapon(you.inv[wpn])) { return false; } if (is_fixed_artefact( you.inv[wpn] ) || is_random_artefact( you.inv[wpn] ) || get_weapon_brand( you.inv[wpn] ) != SPWPN_NORMAL ) { return false; } std::string msg = you.inv[wpn].name(DESC_CAP_YOUR); const int wpn_type = get_vorpal_type(you.inv[wpn]); switch (which_brand) // use SPECIAL_WEAPONS here? { case SPWPN_FLAMING: msg += " bursts into flame!"; 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 "; temp_rand = random2(6); msg += ((temp_rand == 0) ? "twist" : (temp_rand == 1) ? "bend" : (temp_rand == 2) ? "vibrate" : (temp_rand == 3) ? "flex" : (temp_rand == 4) ? "wobble" : "twang"); msg += (coinflip() ? " oddly." : " strangely."); duration_affected = 5; // [dshaligram] Clamping power to 2. power = 2; // This brand is insanely powerful, this isn't even really // a start to balancing it, but it needs something. -- bwr // [dshaligram] At level 7 it's costly enough to experiment // with removing the miscast effect. We may need to revise the spell // to level 8 or 9. XXX. // miscast_effect(SPTYP_TRANSLOCATION, // 9, 90, 100, "distortion branding"); 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.x_pos, you.y_pos ); duration_affected = 8; 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; default: break; } set_item_ego_type( you.inv[wpn], OBJ_WEAPONS, which_brand ); mpr(msg.c_str()); you.wield_change = true; int dur_change = duration_affected + roll_dice( 2, power ); you.duration[DUR_WEAPON_BRAND] += dur_change; if (you.duration[DUR_WEAPON_BRAND] > 50) you.duration[DUR_WEAPON_BRAND] = 50; return true; } // end brand_weapon() // 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; } // end restore_stat() void turn_undead(int pow) { struct monsters *monster; mpr("You attempt to repel the undead."); for (int tu = 0; tu < MAX_MONSTERS; tu++) { monster = &menv[tu]; if (monster->type == -1 || !mons_near(monster)) continue; // used to inflict random2(5) + (random2(pow) / 20) damage, // in addition {dlb} if (mons_holiness(monster) == MH_UNDEAD) { if (check_mons_resist_magic( monster, pow )) { simple_monster_message( monster, mons_immune_magic(monster) ? " is unaffected." : " resists." ); continue; } if (!monster->add_ench(ENCH_FEAR)) continue; simple_monster_message( monster, " is repelled!" ); //mv: must be here to work behaviour_event( monster, ME_SCARE, MHITYOU ); // reduce power based on monster turned pow -= monster->hit_dice * 3; if (pow <= 0) break; } // end "if mons_holiness" } // end "for tu" } // end turn_undead() 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(void) { struct monsters *monster; mpr("You radiate a sickly green light!"); show_green = GREEN; viewwindow(1, false); 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 (int toxy = 0; toxy < MAX_MONSTERS; toxy++) { monster = &menv[toxy]; if (monster->type != -1 && mons_near(monster) && !monster->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 (!monster->has_ench(ENCH_INVIS)) { bool affected = poison_monster(monster, KC_YOU, 1, false, false); if (coinflip() && poison_monster(monster, KC_YOU, false, false)) affected = true; if (affected) record_monster_by_name(affected_monsters, monster); } else if (player_see_invis()) { // message player re:"miss" where appropriate {dlb} mprf("The light passes through %s.", monster->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. mpr("The monsters around you are poisoned!"); } } void cast_refrigeration(int pow) { struct monsters *monster = 0; // NULL {dlb} int hurted = 0; struct bolt beam; int toxy; beam.flavour = BEAM_COLD; const dice_def dam_dice( 3, 5 + pow / 10 ); mpr("The heat is drained from your surroundings."); show_green = LIGHTCYAN; viewwindow(1, false); more(); mesclr(); // Do the player: hurted = roll_dice( dam_dice ); hurted = check_your_resists( hurted, beam.flavour ); if (hurted > 0) { mpr("You feel very cold."); ouch( hurted, 0, 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: for (toxy = 0; toxy < MAX_MONSTERS; toxy++) { monster = &menv[toxy]; if (monster->type == -1) continue; if (mons_near(monster)) { mprf("You freeze %s.", monster->name(DESC_NOCAP_THE).c_str()); hurted = roll_dice( dam_dice ); hurted = mons_adjust_flavoured( monster, beam, hurted ); if (hurted > 0) { hurt_monster( monster, hurted ); if (monster->hit_points < 1) monster_die(monster, KILL_YOU, 0); else { const monsters *mons = static_cast(monster); print_wounds(mons); //jmf: "slow snakes" finally available if (mons_class_flag( monster->type, M_COLD_BLOOD ) && coinflip()) monster->add_ench(ENCH_SLOW); } } } } } // end cast_refrigeration() void drain_life(int pow) { int hp_gain = 0; int hurted = 0; struct monsters *monster = 0; // NULL {dlb} 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 ); show_green = DARKGREY; viewwindow(1, false); more(); mesclr(); for (int toxy = 0; toxy < MAX_MONSTERS; toxy++) { monster = &menv[toxy]; if (monster->type == -1) continue; if (mons_holiness(monster) != MH_NATURAL) continue; if (mons_res_negative_energy( monster )) continue; if (mons_near(monster)) { mprf("You draw life from %s.", monster->name(DESC_NOCAP_THE).c_str()); hurted = 3 + random2(7) + random2(pow); behaviour_event(monster, ME_WHACK, MHITYOU, you.x_pos, you.y_pos); hurt_monster(monster, hurted); hp_gain += hurted; if (monster->hit_points < 1) monster_die(monster, KILL_YOU, 0); else print_wounds(monster); } } hp_gain /= 2; if (hp_gain > pow * 2) hp_gain = pow * 2; if (hp_gain) { mpr( "You feel life flooding into your body." ); inc_hp( hp_gain, false ); } } // end drain_life() int vampiric_drain(int pow, const dist &vmove) { int inflicted = 0; int mgr = 0; struct monsters *monster = 0; // NULL mgr = mgrd[you.x_pos + vmove.dx][you.y_pos + vmove.dy]; if (mgr == NON_MONSTER) { mpr("There isn't anything there!"); return -1; } monster = &menv[mgr]; if (mons_is_unholy(monster)) { mpr("Aaaarggghhhhh!"); dec_hp(random2avg(39, 2) + 10, false, "vampiric drain backlash"); return -1; } if (mons_res_negative_energy( monster )) { canned_msg(MSG_NOTHING_HAPPENS); return -1; } // The practical maximum of this is about 25 (pow @ 100). -- bwr inflicted = 3 + random2avg( 9, 2 ) + random2(pow) / 7; if (inflicted >= monster->hit_points) inflicted = monster->hit_points; if (inflicted >= you.hp_max - you.hp) inflicted = you.hp_max - you.hp; if (inflicted == 0) { canned_msg(MSG_NOTHING_HAPPENS); return -1; } hurt_monster(monster, inflicted); mprf("You feel life coursing from %s into your body!", monster->name(DESC_NOCAP_THE).c_str()); print_wounds(monster); if (monster->hit_points < 1) monster_die(monster, KILL_YOU, 0); inc_hp(inflicted / 2, false); return 1; } // end vampiric_drain() // Note: this function is currently only used for Freeze. -- bwr char burn_freeze(int pow, beam_type flavour) { int mgr = NON_MONSTER; struct monsters *monster = 0; // NULL {dlb} struct dist bmove; if (pow > 25) pow = 25; while (mgr == NON_MONSTER) { mpr("Which direction?", MSGCH_PROMPT); direction( bmove, DIR_DIR, TARG_ENEMY ); if (!bmove.isValid) { canned_msg(MSG_OK); return -1; } if (bmove.isMe) { canned_msg(MSG_UNTHINKING_ACT); return -1; } mgr = mgrd[you.x_pos + bmove.dx][you.y_pos + bmove.dy]; // Yes, this is strange, but it does maintain the original behaviour. if (mgr == NON_MONSTER) { mpr("There isn't anything close enough!"); return 0; } if (trans_wall_blocking( bmove.tx, bmove.ty )) { mpr("A translucent wall is in the way."); return 0; } } monster = &menv[mgr]; 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()); int hurted = roll_dice( 1, 3 + pow / 3 ); bolt beam; beam.flavour = flavour; if (flavour != BEAM_MISSILE) hurted = mons_adjust_flavoured(monster, beam, hurted); behaviour_event(monster, ME_ANNOY, MHITYOU); if (mons_friendly(monster)) did_god_conduct(DID_ATTACK_FRIEND, 5, true, monster); else if (mons_neutral(monster)) did_god_conduct(DID_ATTACK_NEUTRAL, 5, true, monster); if (is_unchivalric_attack(&you, monster, monster)) did_god_conduct(DID_UNCHIVALRIC_ATTACK, 5, true, monster); if (mons_is_holy(monster)) did_god_conduct(DID_ATTACK_HOLY, monster->hit_dice); if (hurted) { hurt_monster(monster, hurted); if (monster->hit_points < 1) monster_die(monster, KILL_YOU, 0); else { print_wounds(monster); if (flavour == BEAM_COLD) { if (mons_class_flag( monster->type, M_COLD_BLOOD ) && coinflip()) { monster->add_ench(ENCH_SLOW); } const int cold_res = mons_res_cold( monster ); if (cold_res <= 0) { const int stun = (1 - cold_res) * random2( 2 + pow / 5 ); monster->speed_increment -= stun; } } } } return 1; } // end burn_freeze() // 'unfriendly' is percentage chance summoned elemental goes // postal on the caster (after taking into account // chance of that happening to unskilled casters // anyway) bool summon_elemental(int pow, int restricted_type, unsigned char unfriendly) { monster_type type_summoned = MONS_PROGRAM_BUG; struct dist smove; int dir_x; int dir_y; int targ_x; int targ_y; int numsc = std::min(2 + (random2(pow) / 5), 6); 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); } dir_x = smove.dx; dir_y = smove.dy; targ_x = you.x_pos + dir_x; targ_y = you.y_pos + dir_y; if (mgrd[ targ_x ][ targ_y ] != NON_MONSTER) { if ( player_monster_visible(&menv[mgrd[targ_x][targ_y]]) ) mpr("There's something there already!"); else { mpr("Something seems to disrupt your summoning."); return 0; } } else if (dir_x == 0 && dir_y == 0) mpr("You can't summon an elemental from yourself!"); else break; } if ((grd[ targ_x ][ targ_y ] == DNGN_ROCK_WALL || grd[ targ_x ][ targ_y ] == DNGN_CLEAR_ROCK_WALL) && (restricted_type == 0 || restricted_type == MONS_EARTH_ELEMENTAL)) { type_summoned = MONS_EARTH_ELEMENTAL; if (targ_x > 6 && targ_x < 74 && targ_y > 6 && targ_y < 64) grd[ targ_x ][ targ_y ] = DNGN_FLOOR; } else if ((env.cgrid[ targ_x ][ targ_y ] != EMPTY_CLOUD && env.cloud[env.cgrid[ targ_x ][ targ_y ]].type == CLOUD_FIRE) && (restricted_type == 0 || restricted_type == MONS_FIRE_ELEMENTAL)) { type_summoned = MONS_FIRE_ELEMENTAL; delete_cloud( env.cgrid[ targ_x ][ targ_y ] ); } else if ((grd[ targ_x ][ targ_y ] == DNGN_LAVA) && (restricted_type == 0 || restricted_type == MONS_FIRE_ELEMENTAL)) { type_summoned = MONS_FIRE_ELEMENTAL; } else if ((grd[ targ_x ][ targ_y ] == DNGN_DEEP_WATER || grd[ targ_x ][ targ_y ] == DNGN_SHALLOW_WATER || grd[ targ_x ][ targ_y ] == DNGN_FOUNTAIN_BLUE) && (restricted_type == 0 || restricted_type == MONS_WATER_ELEMENTAL)) { type_summoned = MONS_WATER_ELEMENTAL; } else if ((grd[ targ_x ][ targ_y ] >= DNGN_FLOOR && env.cgrid[ targ_x ][ targ_y ] == EMPTY_CLOUD) && (restricted_type == 0 || restricted_type == MONS_AIR_ELEMENTAL)) { type_summoned = MONS_AIR_ELEMENTAL; } // found something to summon if (type_summoned == 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) bool friendly = ((type_summoned != MONS_FIRE_ELEMENTAL || random2(10) < you.skills[SK_FIRE_MAGIC]) && (type_summoned != MONS_WATER_ELEMENTAL || random2((you.species == SP_MERFOLK) ? 5 : 15) < you.skills[SK_ICE_MAGIC]) && (type_summoned != MONS_AIR_ELEMENTAL || random2(15) < you.skills[SK_AIR_MAGIC]) && (type_summoned != MONS_EARTH_ELEMENTAL || random2(5) < you.skills[SK_EARTH_MAGIC]) && random2(100) >= unfriendly); if (create_monster( mgen_data( type_summoned, friendly ? BEH_FRIENDLY : BEH_HOSTILE, numsc, coord_def(targ_x, targ_y), friendly ? you.pet_target : MHITYOU )) != -1) { return (false); } if (!friendly) mpr( "The elemental doesn't seem to appreciate being summoned." ); return (true); } // end summon_elemental() //jmf: beefed up higher-level casting of this (formerly lame) spell void summon_small_mammals(int pow) { monster_type thing_called = MONS_PROGRAM_BUG; // error trapping{dlb} int pow_spent = 0; int pow_left = pow + 1; int summoned = 0; int summoned_max = pow / 16; if (summoned_max > 5) summoned_max = 5; if (summoned_max < 1) summoned_max = 1; while (pow_left > 0 && summoned < summoned_max) { summoned++; pow_spent = 1 + random2(pow_left); pow_left -= pow_spent; switch (pow_spent) { case 75: case 74: case 38: // If you worship a good god, don't summon an evil small // mammal. // XXX: There should be a better way to do this, using // player_angers_monster(). if (!is_good_god(you.religion)) { thing_called = MONS_ORANGE_RAT; break; } case 65: case 64: case 63: case 27: case 26: case 25: thing_called = MONS_GREEN_RAT; break; case 57: case 56: case 55: case 54: case 53: case 52: case 20: case 18: case 16: case 14: case 12: case 10: thing_called = coinflip() ? MONS_QUOKKA : MONS_GREY_RAT; break; default: thing_called = coinflip() ? MONS_GIANT_BAT : MONS_RAT; break; } create_monster( mgen_data( thing_called, BEH_FRIENDLY, 3, you.pos(), you.pet_target )); } } void summon_animals(int pow) { // 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 num_so_far = 0; int power_left = pow + 1; const bool varied = coinflip(); monster_type mon_chosen = MONS_PROGRAM_BUG; while ( power_left >= 0 && num_so_far < 8 ) { // pick a random monster and subtract its cost if ( varied || num_so_far == 0 ) mon_chosen = RANDOM_ELEMENT(animals); const int power_cost = mons_power(mon_chosen) * 3; // Allow a certain degree of overuse, but not too much. // Guarantee at least two summons. if ( power_cost >= power_left * 2 && num_so_far >= 2 ) break; power_left -= power_cost; num_so_far++; bool friendly = (random2(pow) > 4); create_monster( mgen_data( mon_chosen, friendly ? BEH_FRIENDLY : BEH_HOSTILE, 4, you.pos(), friendly ? you.pet_target : MHITYOU )); } } void summon_scorpions(int pow) { int numsc = 1 + random2(pow) / 10 + random2(pow) / 10; numsc = stepdown_value(numsc, 2, 2, 6, 8); //see stuff.cc - 12jan2000 {dlb} for (int scount = 0; scount < numsc; scount++) { bool friendly = (random2(pow) > 3); if (create_monster( mgen_data(MONS_SCORPION, friendly ? BEH_FRIENDLY : BEH_HOSTILE, 3, you.pos(), friendly ? you.pet_target : MHITYOU)) != -1) { mprf("A scorpion appears.%s", friendly ? "" : " It doesn't look very happy."); } } } // end summon_scorpions() void summon_ugly_thing(int pow) { int chance = std::max(6 - (pow / 11) + random2(2), 1); monster_type ugly = (one_chance_in(chance)) ? MONS_VERY_UGLY_THING : MONS_UGLY_THING; int numsc = std::min(2 + (random2(pow) / 4), 6); bool friendly = (random2(pow) > 3); if (create_monster( mgen_data(ugly, friendly ? BEH_FRIENDLY : BEH_HOSTILE, numsc, you.pos(), friendly ? you.pet_target : MHITYOU)) != -1) { const char *prefix = (ugly == MONS_VERY_UGLY_THING) ? " very " : "n "; mprf("A%sugly thing appears.%s", prefix, friendly ? "" : " It doesn't look very happy."); } } // end summon_ugly_thing() void summon_ice_beast_etc(int pow, monster_type ibc, bool divine_gift) { int numsc = std::min(2 + (random2(pow) / 4), 6); beh_type beha = divine_gift ? BEH_GOD_GIFT : BEH_FRIENDLY; int hitting = you.pet_target; switch (ibc) { case MONS_ICE_BEAST: mpr("A chill wind blows around you."); break; case MONS_IMP: mpr("A beastly little devil appears in a puff of flame."); break; case MONS_WHITE_IMP: mpr("A beastly little devil appears in a puff of frigid air."); break; case MONS_SHADOW_IMP: mpr("A shadowy apparition takes form in the air."); break; case MONS_ANGEL: mpr("You open a gate to the realm of Zin!"); break; case MONS_DAEVA: mpr("You are momentarily dazzled by a brilliant golden light."); break; default: { bool friendly = (random2(pow) > 3); mprf("A demon appears!%s", friendly ? "" : " It doesn't look very happy."); if (!friendly) { beha = BEH_HOSTILE; hitting = MHITYOU; } break; } } int monster = create_monster( mgen_data(ibc, beha, numsc, you.pos(), hitting)); if (monster != -1) { if (ibc == MONS_DAEVA) { monsters *mon = &menv[monster]; mon->flags |= MF_ATT_CHANGE_ATTEMPT; } } } // end summon_ice_beast_etc() // Trog sends some fighting buddies for his followers (or enemies if // god_gift is false). bool summon_berserker(int pow, bool god_gift) { beh_type beha = (god_gift) ? BEH_GOD_GIFT : BEH_HOSTILE; int numsc = std::min(2 + (random2(pow) / 4), 6); bool success = false; monster_type mon = MONS_TROLL; if (pow <= 100) { // bears if (coinflip()) mon = MONS_BLACK_BEAR; else mon = MONS_GRIZZLY_BEAR; } else if (pow <= 140) { // ogres if (one_chance_in(3)) mon = MONS_TWO_HEADED_OGRE; else mon = 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 if (coinflip()) mon = MONS_HILL_GIANT; else mon = MONS_STONE_GIANT; } int mons = create_monster( mgen_data( mon, beha, numsc, you.pos(), god_gift ? you.pet_target : MHITYOU )); if (mons != -1) { success = true; monsters *summon = &menv[mons]; summon->go_berserk(false); mon_enchant berserk = summon->get_ench(ENCH_BERSERK); mon_enchant abj = summon->get_ench(ENCH_ABJ); // Let Trog gifts berserk longer, and set abj timeout == // 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); } return success; } // end summon_berserker() bool summon_swarm( int pow, bool unfriendly, bool god_gift ) { monster_type thing_called = MONS_PROGRAM_BUG; int numsc = 2 + random2(pow) / 10 + random2(pow) / 25; bool summoned = false; // see stuff.cc - 12jan2000 {dlb} numsc = stepdown_value( numsc, 2, 2, 6, 8 ); for (int scount = 0; scount < numsc; scount++) { switch (random2(14)) { case 0: case 1: // prototypical swarming creature {dlb} thing_called = MONS_KILLER_BEE; break; case 2: // comment said "larva", code read scorpion {dlb} thing_called = MONS_SCORPION; break; // think: "The Arrival" {dlb} case 3: //jmf: technically not insects but still cool thing_called = MONS_WORM; break; // but worms kinda "swarm" so s'ok {dlb} case 4: // comment read "larva", code was for scorpion thing_called = MONS_GIANT_MOSQUITO; break; // changed into giant mosquito 12jan2000 {dlb} case 5: // think: scarabs in "The Mummy" {dlb} thing_called = MONS_GIANT_BEETLE; break; case 6: //jmf: blowfly instead of queen bee thing_called = MONS_GIANT_BLOWFLY; break; // queen bee added if more than x bees in swarm? {dlb} // the above would require code rewrite - worth it? {dlb} case 8: //jmf: changed to red wasp; was wolf spider thing_called = MONS_WOLF_SPIDER; //jmf: spiders aren't insects break; // think: "Kingdom of the Spiders" {dlb} // not just insects!!! - changed back {dlb} case 9: thing_called = MONS_BUTTERFLY; // comic relief? {dlb} break; case 10: // change into some kind of snake -- {dlb} thing_called = MONS_YELLOW_WASP; // do wasps swarm? {dlb} break; // think: "Indiana Jones" and snakepit? {dlb} default: // 3 in 14 chance, 12jan2000 {dlb} thing_called = MONS_GIANT_ANT; break; } // end switch beh_type behaviour = BEH_HOSTILE; // default to unfriendly // Note: friendly, non-god_gift means spell. if (god_gift) behaviour = BEH_GOD_GIFT; else if (!unfriendly && random2(pow) > 7) behaviour = BEH_FRIENDLY; if (create_monster( mgen_data( thing_called, behaviour, 3, you.pos(), !unfriendly ? you.pet_target : MHITYOU )) != -1) { summoned = true; } } return (summoned); } // end summon_swarm() void summon_undead(int pow) { int temp_rand = 0; monster_type thing_called = MONS_PROGRAM_BUG; int numsc = 1 + random2(pow) / 30 + random2(pow) / 30; numsc = stepdown_value(numsc, 2, 2, 6, 8); //see stuff.cc {dlb} mpr("You call on the undead to aid you!"); for (int scount = 0; scount < numsc; scount++) { temp_rand = random2(25); thing_called = ((temp_rand > 8) ? MONS_WRAITH : // 64% (temp_rand > 3) ? MONS_SPECTRAL_WARRIOR // 20% : MONS_FREEZING_WRAITH); // 16% bool friendly = (random2(pow) > 5); if (create_monster( mgen_data(thing_called, friendly ? BEH_FRIENDLY : BEH_HOSTILE, 5, you.pos(), friendly ? you.pet_target : MHITYOU)) != -1) { if (friendly) mpr("An insubstantial figure forms in the air."); else mpr("You sense a hostile presence."); } } // end for loop //jmf: Kiku sometimes deflects this if (!you.is_undead && !(you.religion == GOD_KIKUBAAQUDGHA && (!player_under_penance() && you.piety >= piety_breakpoint(3) && random2(200) <= you.piety))) { disease_player( 25 + random2(50) ); } } // end summon_undead() void summon_things( int pow ) { int big_things = 0; int numsc = 2 + (random2(pow) / 10) + (random2(pow) / 10); if (one_chance_in(3) && !lose_stat( STAT_INTELLIGENCE, 1, true, "summoning horrible things" )) { mpr("Your call goes unanswered."); } else { numsc = stepdown_value( numsc, 2, 2, 6, -1 ); // No more than 2 tentacled monstrosities while (numsc > 2 && big_things < 2 && one_chance_in(3)) { numsc -= 2; ++big_things; } if (numsc > 8) numsc = 8; if (big_things > 8) big_things = 8; while (big_things > 0) { create_monster( mgen_data(MONS_TENTACLED_MONSTROSITY, BEH_FRIENDLY, 6, you.pos(), you.pet_target)); big_things--; } while (numsc > 0) { create_monster( mgen_data(MONS_ABOMINATION_LARGE, BEH_FRIENDLY, 6, you.pos(), you.pet_target )); numsc--; } mprf("Some Thing%s answered your call!", (numsc + big_things > 1) ? "s" : "" ); } }