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/*
* File: mstuff2.cc
* Summary: Misc monster related functions.
* Written by: Linley Henzell
*
* Change History (most recent first):
*
* <5> 31 July 2000 JDJ Fixed mon_throw to use lnchType.
* <4> 29 July 2000 JDJ Tweaked mons_throw so it doesn't index past
* the end of the array when monsters don't have
* a weapon equipped.
* <3> 25 July 2000 GDL Fixed Manticores
* <2> 28 July 2000 GDL Revised monster throwing
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "mstuff2.h"
#include <string>
#include <string.h>
#include <stdio.h>
#include "externs.h"
#include "beam.h"
#include "debug.h"
#include "effects.h"
#include "fight.h"
#include "itemname.h"
#include "items.h"
#include "misc.h"
#include "monplace.h"
#include "monstuff.h"
#include "mon-util.h"
#include "player.h"
#include "spells2.h"
#include "spells4.h"
#include "spl-cast.h"
#include "stuff.h"
#include "view.h"
#include "wpn-misc.h"
static unsigned char monster_abjuration(int pow, bool test);
// XXX: must fix species abils to not use duration 15
// -- ummm ... who wrote this? {dlb}
// NB: only works because grid location already verified
// to be some sort of trap prior to function call: {dlb}
void mons_trap(struct monsters *monster)
{
int temp_rand = 0; // probability determination {dlb}
// single calculation permissible {dlb}
bool monsterNearby = mons_near(monster);
// new function call {dlb}
int which_trap = trap_at_xy(monster->x, monster->y);
if (which_trap == -1)
return;
bool trapKnown = (grd[monster->x][monster->y] != DNGN_UNDISCOVERED_TRAP);
bool revealTrap = false; // more sophisticated trap uncovering {dlb}
bool projectileFired = false; // <sigh> I had to do it, I swear {dlb}
int damage_taken = -1; // must initialize at -1 for this f(x) {dlb}
struct bolt beem;
// flying monsters neatly avoid mechanical traps
// and may actually exit this function early: {dlb}
if (mons_flies(monster))
{
if (trap_category(env.trap[which_trap].type) == DNGN_TRAP_MECHANICAL)
{
if (trapKnown)
simple_monster_message(monster, " flies safely over a trap.");
return; // early return {dlb}
}
}
//
// Trap damage to monsters is not a function of level, beacuse they
// are fairly stupid and tend to have fewer hp than players -- this
// choice prevents traps from easily killing large monsters fairly
// deep within the dungeon.
//
switch (env.trap[which_trap].type)
{
case TRAP_DART:
projectileFired = true;
strcpy(beem.beam_name, " dart");
beem.damage = dice_def( 1, 4 );
beem.colour = OBJ_MISSILES;
beem.type = MI_DART;
break;
case TRAP_NEEDLE:
projectileFired = true;
strcpy(beem.beam_name, " needle");
beem.damage = dice_def( 1, 0 );
beem.colour = OBJ_MISSILES;
beem.type = MI_NEEDLE;
break;
case TRAP_ARROW:
projectileFired = true;
strcpy(beem.beam_name, "n arrow");
beem.damage = dice_def( 1, 7 );
beem.colour = OBJ_MISSILES;
beem.type = MI_ARROW;
break;
case TRAP_SPEAR:
projectileFired = true;
strcpy(beem.beam_name, " spear");
beem.damage = dice_def( 1, 10 );
beem.colour = OBJ_WEAPONS;
beem.type = WPN_SPEAR;
break;
case TRAP_BOLT:
projectileFired = true;
strcpy(beem.beam_name, " bolt");
beem.damage = dice_def( 1, 13 );
beem.colour = OBJ_MISSILES;
beem.type = MI_BOLT;
break;
case TRAP_AXE:
projectileFired = true;
strcpy(beem.beam_name, "n axe");
beem.damage = dice_def( 1, 15 );
beem.colour = OBJ_WEAPONS;
beem.type = WPN_HAND_AXE;
break;
// teleport traps are *never* revealed through
// the triggering action of a monster, as any
// number of factors could have been in play: {dlb}
case TRAP_TELEPORT:
monster_teleport(monster, true);
break;
// amnesia traps do not affect monsters (yet) and
// only monsters of normal+ IQ will direct a msg
// to the player - also, *never* revealed: {dlb}
case TRAP_AMNESIA:
if (mons_intel(monster->type) > I_ANIMAL)
simple_monster_message(monster,
" seems momentarily disoriented.");
break;
// blade traps sometimes fail to trigger altogether,
// resulting in an "early return" from this f(x) for
// some - otherwise, blade *always* revealed: {dlb}
case TRAP_BLADE:
if (one_chance_in(5))
{
if (trapKnown)
{
simple_monster_message(monster,
" fails to trigger a blade trap.");
}
return; // early return {dlb}
}
else if (random2(monster->evasion) > 8)
{
if (monsterNearby && !simple_monster_message(monster,
" avoids a huge, swinging blade."))
{
mpr("A huge blade swings out!");
}
damage_taken = -1; // just to be certain {dlb}
}
else
{
if (monsterNearby)
{
strcpy(info, "A huge blade swings out");
if (player_monster_visible( monster ))
{
strcat(info, " and slices into ");
strcat(info, ptr_monam( monster, DESC_NOCAP_THE ));
}
strcat(info, "!");
mpr(info);
}
damage_taken = 10 + random2avg(29, 2);
damage_taken -= random2(1 + monster->armour_class);
}
revealTrap = true;
break;
// zot traps are out to get *the player*! Hostile monsters
// benefit and friendly monsters suffer - such is life - on
// rare occasion, the trap affects nearby players, triggering
// an "early return" - zot traps are *never* revealed - instead,
// enchantment messages serve as clues to the trap's presence: {dlb}
case TRAP_ZOT:
if (monsterNearby)
{
if (one_chance_in(5))
{
mpr("The power of Zot is invoked against you!");
miscast_effect(SPTYP_RANDOM, 10 + random2(30),
75 + random2(100), 0);
return; // early return {dlb}
}
}
// output triggering message to player, where appropriate: {dlb}
if (!silenced(monster->x, monster->y)
&& !silenced(you.x_pos, you.y_pos))
{
if (monsterNearby)
strcpy(info, "You hear a loud \"Zot\"!");
else
strcpy(info, "You hear a distant \"Zot\"!");
mpr(info);
}
// determine trap effects upon monster, based upon
// whether it is naughty or nice to the player: {dlb}
// NB: beem[].colour values are mislabeled as colours (?) -
// cf. mons_ench_f2() [which are also mislabeled] {dlb}
temp_rand = random2(16);
beem.thrower = KILL_MON; // probably unnecessary
if (mons_friendly(monster))
{
beem.colour = ((temp_rand < 3) ? CYAN : //paralyze - 3 in 16
(temp_rand < 7) ? RED // confuse - 4 in 16
: BLACK); // slow - 9 in 16
}
else
{
beem.colour = ((temp_rand < 3) ? BLUE : //haste - 3 in 16 {dlb}
(temp_rand < 7) ? MAGENTA //invis - 4 in 16 {dlb}
: GREEN); // heal - 9 in 16 {dlb}
}
mons_ench_f2(monster, beem);
damage_taken = -1; // just to be certain {dlb}
break;
}
// go back and handle projectile traps: {dlb}
bool apply_poison = false;
if (projectileFired)
{
// projectile traps *always* revealed after "firing": {dlb}
revealTrap = true;
// determine whether projectile hits, calculate damage: {dlb}
if (((20 + (you.your_level * 2)) * random2(200)) / 100
>= monster->evasion)
{
damage_taken = roll_dice( beem.damage );
damage_taken -= random2(1 + monster->armour_class);
if (beem.colour == OBJ_MISSILES
&& beem.type == MI_NEEDLE
&& random2(100) < 50 - (3*monster->armour_class/2))
{
apply_poison = true;
}
}
else
{
damage_taken = -1; // just to be certain {dlb}
}
// output appropriate message, non-positive damage == "miss": {dlb}
if (monsterNearby)
{
strcpy(info, "A");
strcat(info, beem.beam_name);
strcat(info, (damage_taken > 0) ? " hits " : " misses ");
strcat(info, ptr_monam( monster, DESC_NOCAP_THE ));
strcat(info, "!");
mpr(info);
}
if (apply_poison)
poison_monster( monster, false );
// generate "fallen" projectile, where appropriate: {dlb}
if (random2(10) < 7)
{
beem.target_x = monster->x;
beem.target_y = monster->y;
itrap(beem, which_trap);
}
}
// reveal undiscovered traps, where appropriate: {dlb}
if (monsterNearby && !trapKnown && revealTrap)
{
grd[monster->x][monster->y] = trap_category(env.trap[which_trap].type);
}
// apply damage and handle death, where appropriate: {dlb}
if (damage_taken > 0)
{
hurt_monster(monster, damage_taken);
if (monster->hit_points < 1)
{
monster_die(monster, KILL_MISC, 0);
monster->speed_increment = 1;
}
}
return;
} // end mons_trap()
void mons_cast(struct monsters *monster, struct bolt &pbolt, int spell_cast)
{
// always do setup. It might be done already, but it doesn't
// hurt to do it again (cheap).
setup_mons_cast(monster, pbolt, spell_cast);
// single calculation permissible {dlb}
bool monsterNearby = mons_near(monster);
int sumcount = 0;
int sumcount2;
int summonik = 0;
int duration = 0;
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "Mon #%d casts %s (#%d)", monster_index(monster),
mons_spell_name( spell_cast ), spell_cast );
mpr( info, MSGCH_DIAGNOSTIC );
#endif
if (spell_cast == MS_HELLFIRE_BURST
|| spell_cast == MS_BRAIN_FEED
|| spell_cast == MS_SMITE || spell_cast == MS_MUTATION)
{ // etc.
if (monster->foe == MHITYOU || monster->foe == MHITNOT)
{
if (monsterNearby)
direct_effect(pbolt);
return;
}
mons_direct_effect(pbolt, monster_index(monster));
return;
}
switch (spell_cast)
{
case MS_VAMPIRE_SUMMON:
sumcount2 = 3 + random2(3) + monster->hit_dice / 5;
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
int mons = MONS_GIANT_BAT;
if (!one_chance_in(3))
{
switch (random2(4))
{
case 0:
mons = MONS_ORANGE_RAT;
break;
case 1:
mons = MONS_GREEN_RAT;
break;
case 2:
mons = MONS_GREY_RAT;
break;
case 3:
default:
mons = MONS_RAT;
break;
}
}
create_monster( mons, ENCH_ABJ_V, SAME_ATTITUDE(monster),
monster->x, monster->y, monster->foe, 250 );
}
return;
case MS_LEVEL_SUMMON: // summon anything appropriate for level
if (!mons_friendly(monster) && monsterNearby
&& monster_abjuration(1, true) > 0 && coinflip())
{
monster_abjuration( monster->hit_dice * 10, false );
return;
}
sumcount2 = 1 + random2(4) + random2( monster->hit_dice / 7 + 1 );
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
create_monster( RANDOM_MONSTER, ENCH_ABJ_V, SAME_ATTITUDE(monster),
monster->x, monster->y, monster->foe, 250 );
}
return;
case MS_FAKE_RAKSHASA_SUMMON:
sumcount2 = (coinflip() ? 2 : 3);
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
create_monster( MONS_RAKSHASA_FAKE, ENCH_ABJ_III,
SAME_ATTITUDE(monster), monster->x, monster->y,
monster->foe, 250 );
}
return;
case MS_SUMMON_DEMON: // class 2-4 demons
if (!mons_friendly(monster) && monsterNearby
&& monster_abjuration(1, true) > 0 && coinflip())
{
monster_abjuration(monster->hit_dice * 10, false);
return;
}
sumcount2 = 1 + random2(2) + random2( monster->hit_dice / 10 + 1 );
duration = ENCH_ABJ_II + monster->hit_dice / 10;
if (duration > ENCH_ABJ_VI)
duration = ENCH_ABJ_VI;
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
create_monster( summon_any_demon(DEMON_COMMON), duration,
SAME_ATTITUDE(monster), monster->x, monster->y,
monster->foe, 250 );
}
return;
case MS_ANIMATE_DEAD:
// see special handling in monstuff::handle_spell {dlb}
animate_dead( 5 + random2(5), SAME_ATTITUDE(monster), monster->foe, 1 );
return;
case MS_SUMMON_DEMON_LESSER: // class 5 demons
sumcount2 = 1 + random2(3) + random2( monster->hit_dice / 5 + 1 );
duration = ENCH_ABJ_II + monster->hit_dice / 5;
if (duration > ENCH_ABJ_VI)
duration = ENCH_ABJ_VI;
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
create_monster( summon_any_demon(DEMON_LESSER), duration,
SAME_ATTITUDE(monster), monster->x, monster->y,
monster->foe, 250 );
}
return;
case MS_SUMMON_UFETUBUS:
sumcount2 = 2 + random2(2) + random2( monster->hit_dice / 5 + 1 );
duration = ENCH_ABJ_II + monster->hit_dice / 5;
if (duration > ENCH_ABJ_VI)
duration = ENCH_ABJ_VI;
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
create_monster( MONS_UFETUBUS, duration, SAME_ATTITUDE(monster),
monster->x, monster->y, monster->foe, 250 );
}
return;
case MS_SUMMON_BEAST: // Geryon
create_monster( MONS_BEAST, ENCH_ABJ_IV, SAME_ATTITUDE(monster),
monster->x, monster->y, monster->foe, 250 );
return;
case MS_SUMMON_UNDEAD: // summon undead around player
if (!mons_friendly(monster) && monsterNearby
&& monster_abjuration(1, true) > 0 && coinflip())
{
monster_abjuration( monster->hit_dice * 10, false );
return;
}
sumcount2 = 2 + random2(2) + random2( monster->hit_dice / 4 + 1 );
duration = ENCH_ABJ_II + monster->hit_dice / 5;
if (duration > ENCH_ABJ_VI)
duration = ENCH_ABJ_VI;
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
do
{
summonik = random2(241); // hmmmm ... {dlb}
}
while (mons_holiness(summonik) != MH_UNDEAD);
create_monster(summonik, duration, SAME_ATTITUDE(monster),
you.x_pos, you.y_pos, monster->foe, 250);
}
return;
case MS_TORMENT:
if (!monsterNearby || mons_friendly(monster))
return;
simple_monster_message(monster, " calls on the powers of Hell!");
torment(monster->x, monster->y);
return;
case MS_SUMMON_DEMON_GREATER:
if (!mons_friendly(monster) && !monsterNearby &&
monster_abjuration(1, true) > 0 && coinflip())
{
monster_abjuration(monster->hit_dice * 10, false);
return;
}
sumcount2 = 1 + random2( monster->hit_dice / 10 + 1 );
duration = ENCH_ABJ_II + monster->hit_dice / 10;
if (duration > ENCH_ABJ_VI)
duration = ENCH_ABJ_VI;
for (sumcount = 0; sumcount < sumcount2; sumcount++)
{
create_monster( summon_any_demon(DEMON_GREATER), duration,
SAME_ATTITUDE(monster), monster->x, monster->y,
monster->foe, 250 );
}
return;
case MS_CANTRIP:
// Monster spell of uselessness, just prints a message.
// This spell exists so that some monsters with really strong
// spells (ie orc priest) can be toned down a bit. -- bwr
//
// XXX: Needs expansion, and perhaps different priest/mage flavours.
switch (random2(7))
{
case 0:
simple_monster_message( monster, " glows brightly for a moment.",
MSGCH_MONSTER_ENCHANT );
break;
case 1:
mpr( "You feel troubled." );
break;
case 2:
mpr( "You feel a wave of unholy energy pass over you." );
break;
case 3:
simple_monster_message( monster, " looks stronger.",
MSGCH_MONSTER_ENCHANT );
break;
case 4:
simple_monster_message( monster, " becomes somewhat translucent.",
MSGCH_MONSTER_ENCHANT );
break;
case 5:
simple_monster_message( monster, "'s eyes start to glow.",
MSGCH_MONSTER_ENCHANT );
break;
case 6:
default:
if (one_chance_in(20))
mpr( "You resist (whatever that was supposed to do)." );
else
mpr( "You resist." );
break;
}
return;
}
beam(pbolt);
} // end mons_cast()
/*
* setup bolt structure for monster spell casting.
*
*/
void setup_mons_cast(struct monsters *monster, struct bolt &pbolt, int spell_cast)
{
// always set these -- used by things other than beam()
pbolt.ench_power = 12 * monster->hit_dice;
if (spell_cast == MS_TELEPORT)
pbolt.ench_power = 2000;
else if (spell_cast == MS_PAIN) // this is cast by low HD monsters
pbolt.ench_power *= 2;
pbolt.beam_source = monster_index(monster);
// set bolt type
if (spell_cast == MS_HELLFIRE_BURST
|| spell_cast == MS_BRAIN_FEED
|| spell_cast == MS_SMITE || spell_cast == MS_MUTATION)
{ // etc.
switch (spell_cast)
{
case MS_HELLFIRE_BURST:
pbolt.type = DMNBM_HELLFIRE;
break;
case MS_BRAIN_FEED:
pbolt.type = DMNBM_BRAIN_FEED;
break;
case MS_SMITE:
pbolt.type = DMNBM_SMITING;
break;
case MS_MUTATION:
pbolt.type = DMNBM_MUTATION;
break;
}
return;
}
// the below are no-ops since they don't involve direct_effect,
// fire_tracer, or beam.
switch (spell_cast)
{
case MS_VAMPIRE_SUMMON:
case MS_LEVEL_SUMMON: // summon anything appropriate for level
case MS_FAKE_RAKSHASA_SUMMON:
case MS_SUMMON_DEMON:
case MS_ANIMATE_DEAD:
case MS_SUMMON_DEMON_LESSER:
case MS_SUMMON_UFETUBUS:
case MS_SUMMON_BEAST: // Geryon
case MS_SUMMON_UNDEAD: // summon undead around player
case MS_TORMENT:
case MS_SUMMON_DEMON_GREATER:
case MS_CANTRIP:
return;
break;
default:
break;
}
// Need to correct this for power of spellcaster
int power = 12 * monster->hit_dice;
struct SBeam theBeam = mons_spells(spell_cast, power);
pbolt.colour = theBeam.colour;
pbolt.range = theBeam.range;
pbolt.rangeMax = theBeam.rangeMax;
pbolt.hit = theBeam.hit;
pbolt.damage = theBeam.damage;
pbolt.ench_power = theBeam.ench_power;
pbolt.type = theBeam.type;
pbolt.flavour = theBeam.flavour;
pbolt.thrower = theBeam.thrown;
strcpy(pbolt.beam_name, theBeam.name.c_str());
pbolt.isBeam = theBeam.isBeam;
pbolt.source_x = monster->x;
pbolt.source_y = monster->y;
pbolt.isTracer = false;
if (spell_cast == MS_HASTE
|| spell_cast == MS_INVIS
|| spell_cast == MS_HEAL || spell_cast == MS_TELEPORT)
{
pbolt.target_x = monster->x;
pbolt.target_y = monster->y;
}
} // end setup_mons_cast()
void monster_teleport(struct monsters *monster, bool instan)
{
int temp_rand = 0; // probability determination {dlb}
if (!instan)
{
if (mons_del_ench(monster, ENCH_TP_I, ENCH_TP_IV))
{
simple_monster_message(monster, " seems more stable.");
}
else
mons_add_ench(monster, (coinflip() ? ENCH_TP_III : ENCH_TP_IV ));
return;
}
simple_monster_message(monster, " disappears!");
// pick the monster up
mgrd[monster->x][monster->y] = NON_MONSTER;
char ogrid = monster_habitat(monster->type);
int newx, newy;
while(true)
{
newx = 10 + random2(GXM - 20);
newy = 10 + random2(GYM - 20);
// don't land on top of another monster
if (mgrd[newx][newy] != NON_MONSTER)
continue;
// monsters going to the same habitat
if (ogrid == grd[newx][newy])
break;
// DEEP_WATER monsters can be teleported to SHALLOW_WATER
if (ogrid == DNGN_DEEP_WATER && grd[newx][newy] == DNGN_SHALLOW_WATER)
break;
}
monster->x = newx;
monster->y = newy;
mgrd[monster->x][monster->y] = monster_index(monster);
/* Mimics change form/colour when t'ported */
if (mons_charclass(monster->type) == MONS_GOLD_MIMIC)
{
monster->type = MONS_GOLD_MIMIC + random2(5);
monster->number = random_colour();
if (monster->type == MONS_WEAPON_MIMIC
|| monster->type == MONS_ARMOUR_MIMIC)
{
temp_rand = random2(100);
monster->number = ((temp_rand > 34) ? BROWN : // 65% chance
(temp_rand > 14) ? LIGHTCYAN : // 20% chance
(temp_rand > 4) ? CYAN // 10% chance
: random_colour());//5%
}
}
} // end monster_teleport()
void setup_dragon(struct monsters *monster, struct bolt &pbolt)
{
strcpy(pbolt.beam_name, ptr_monam( monster, DESC_PLAIN ));
switch (monster->type)
{
case MONS_FIREDRAKE:
case MONS_HELL_HOUND:
case MONS_DRAGON:
case MONS_LINDWURM:
case MONS_XTAHUA:
strcat(pbolt.beam_name, "'s blast of flame");
pbolt.flavour = BEAM_FIRE;
pbolt.colour = RED;
break;
case MONS_ICE_DRAGON:
strcat(pbolt.beam_name, "'s blast of cold");
pbolt.flavour = BEAM_COLD;
pbolt.colour = WHITE;
break;
default:
DEBUGSTR("Bad monster class in setup_dragon()");
}
pbolt.range = 4;
pbolt.rangeMax = 13;
pbolt.damage = dice_def( 3, (monster->hit_dice * 2) );
pbolt.type = SYM_ZAP;
pbolt.hit = 30;
pbolt.beam_source = monster_index(monster);
pbolt.thrower = KILL_MON;
pbolt.isBeam = true;
} // end setup_dragon();
void setup_generic_throw(struct monsters *monster, struct bolt &pbolt)
{
pbolt.range = 9;
pbolt.rangeMax = 9;
pbolt.beam_source = monster_index(monster);
pbolt.type = SYM_MISSILE;
pbolt.flavour = BEAM_MISSILE;
pbolt.thrower = KILL_MON_MISSILE;
pbolt.isBeam = false;
}
// decide if something is launched or thrown
// pass -1 for launcher class & 0 for type if no weapon is weilded
void throw_type(int lnchClass, int lnchType, int wepClass, int wepType,
bool &launched, bool &thrown)
{
if (wepClass == OBJ_MISSILES
&& lnchClass == OBJ_WEAPONS
&& launches_things(lnchType) && wepType == launched_by(lnchType))
{
launched = true;
}
if (wepClass == OBJ_WEAPONS)
{
if (wepType == WPN_DAGGER || wepType == WPN_HAND_AXE || wepType == WPN_SPEAR)
{
thrown = true;
}
}
if (wepClass == OBJ_MISSILES)
{
if (wepType == MI_DART || wepType == MI_STONE || wepType == MI_LARGE_ROCK)
{
thrown = true;
}
}
// launched overrides thrown
if (launched == true)
thrown = false;
}
bool mons_throw(struct monsters *monster, struct bolt &pbolt, int hand_used)
{
// this was assumed during cleanup down below:
ASSERT( hand_used == monster->inv[MSLOT_MISSILE] );
int baseHit = 0, baseDam = 0; // from thrown or ammo
int ammoHitBonus = 0, ammoDamBonus = 0; // from thrown or ammo
int lnchHitBonus = 0, lnchDamBonus = 0; // special add from launcher
int exHitBonus = 0, exDamBonus = 0; // 'extra' bonus from skill/dex/str
int hitMult = 0;
int damMult = 0;
bool launched = false; // item is launched
bool thrown = false; // item is sensible thrown item
// some initial convenience & initializations
int wepClass = mitm[hand_used].base_type;
int wepType = mitm[hand_used].sub_type;
int weapon = monster->inv[MSLOT_WEAPON];
int lnchClass = (weapon != NON_ITEM) ? mitm[weapon].base_type : -1;
int lnchType = (weapon != NON_ITEM) ? mitm[weapon].sub_type : 0;
pbolt.range = 9;
pbolt.beam_source = monster_index(monster);
pbolt.type = SYM_MISSILE;
pbolt.colour = mitm[hand_used].colour;
pbolt.flavour = BEAM_MISSILE;
pbolt.thrower = KILL_MON_MISSILE;
// figure out if we're thrown or launched
throw_type(lnchClass, lnchType, wepClass, wepType, launched, thrown);
// extract launcher bonuses due to magic
if (launched)
{
lnchHitBonus = mitm[ weapon ].plus;
lnchDamBonus = mitm[ weapon ].plus2;
}
// extract weapon/ammo bonuses due to magic
ammoHitBonus = mitm[hand_used].plus;
ammoDamBonus = mitm[hand_used].plus2;
if (thrown)
{
// Darts are easy.
if (wepClass == OBJ_MISSILES && wepType == MI_DART)
{
baseHit = 5;
hitMult = 40;
damMult = 25;
}
else
{
baseHit = 0;
hitMult = 30;
damMult = 25;
}
baseDam = property( mitm[hand_used], PWPN_DAMAGE );
if (wepClass == OBJ_MISSILES) // throw missile
// ammo damage needs adjusting here - OBJ_MISSILES
// don't get separate tohit/damage bonuses!
ammoDamBonus = ammoHitBonus;
// give monster "skill" bonuses based on HD
exHitBonus = (hitMult * monster->hit_dice) / 10 + 1;
exDamBonus = (damMult * monster->hit_dice) / 10 + 1;
}
if (launched)
{
switch (lnchType)
{
case WPN_BLOWGUN:
baseHit = 2;
hitMult = 60;
damMult = 0;
lnchDamBonus = 0;
break;
case WPN_BOW:
baseHit = 0;
hitMult = 60;
damMult = 35;
// monsters get half the launcher damage bonus,
// which is about as fair as I can figure it.
lnchDamBonus = (lnchDamBonus + 1) / 2;
break;
case WPN_CROSSBOW:
baseHit = 4;
hitMult = 70;
damMult = 30;
break;
case WPN_HAND_CROSSBOW:
baseHit = 2;
hitMult = 50;
damMult = 20;
break;
case WPN_SLING:
baseHit = 1;
hitMult = 40;
damMult = 20;
// monsters get half the launcher damage bonus,
// which is about as fair as I can figure it.
lnchDamBonus /= 2;
break;
}
baseDam = property( mitm[hand_used], PWPN_HIT );
// missiles don't have pluses2; use hit bonus
ammoDamBonus = ammoHitBonus;
exHitBonus = (hitMult * monster->hit_dice) / 10 + 1;
exDamBonus = (damMult * monster->hit_dice) / 10 + 1;
// elven bow w/ elven arrow, also orcish
if (get_equip_race( mitm[monster->inv[MSLOT_WEAPON]] )
== get_equip_race( mitm[monster->inv[MSLOT_MISSILE]] ))
{
baseHit++;
baseDam++;
if (cmp_equip_race(mitm[monster->inv[MSLOT_WEAPON]], ISFLAG_ELVEN))
pbolt.hit++;
}
// monsters no longer gain unfair advantages with weapons of fire/ice
// and incorrect ammo. They now have same restriction as players.
const int bow_brand = get_weapon_brand(mitm[monster->inv[MSLOT_WEAPON]]);
const int ammo_brand = get_ammo_brand( mitm[hand_used] );
const bool poison = (ammo_brand == SPMSL_POISONED
|| ammo_brand == SPMSL_POISONED_II);
// POISON brand: note that this is overridden by special ammo
if (bow_brand == SPWPN_VENOM
&& ammo_brand != SPMSL_ICE && ammo_brand != SPMSL_FLAME)
{
// poison it
set_item_ego_type( mitm[hand_used], OBJ_MISSILES, SPMSL_POISONED );
}
// WEAPON or AMMO of FIRE
if ((bow_brand == SPWPN_FLAME || ammo_brand == SPMSL_FLAME)
&& bow_brand != SPWPN_FROST && ammo_brand != SPMSL_ICE)
{
baseHit += 2;
exDamBonus += 6;
pbolt.flavour = BEAM_FIRE;
strcpy(pbolt.beam_name, "bolt of ");
if (poison)
strcat(pbolt.beam_name, "poison ");
strcat(pbolt.beam_name, "flame");
pbolt.colour = RED;
pbolt.type = SYM_ZAP;
}
// WEAPON or AMMO of FROST
if ((bow_brand == SPWPN_FROST || ammo_brand == SPMSL_ICE)
&& bow_brand != SPWPN_FLAME && ammo_brand != SPMSL_FLAME)
{
baseHit += 2;
exDamBonus += 6;
pbolt.flavour = BEAM_COLD;
strcpy(pbolt.beam_name, "bolt of ");
if (poison)
strcat(pbolt.beam_name, "poison ");
strcat(pbolt.beam_name, "frost");
pbolt.colour = WHITE;
pbolt.type = SYM_ZAP;
}
}
// monster intelligence bonus
if (mons_intel(monster->type) == I_HIGH)
exHitBonus += 10;
// now, if a monster is, for some reason, throwing something really
// stupid, it will have baseHit of 0 and damage of 0. Ah well.
strcpy(info, ptr_monam( monster, DESC_CAP_THE) );
strcat(info, (launched) ? " shoots " : " throws ");
if (strlen(pbolt.beam_name) > 0)
{
strcat(info, "a ");
strcat(info, pbolt.beam_name);
}
else
{
// build shoot message
quant_name( mitm[hand_used], 1, DESC_NOCAP_A, str_pass );
strcat(info, str_pass);
// build beam name
quant_name( mitm[hand_used], 1, DESC_PLAIN, str_pass );
strcpy(pbolt.beam_name, str_pass);
}
strcat(info, ".");
mpr(info);
// add everything up.
pbolt.hit = baseHit + random2avg(exHitBonus, 2) + ammoHitBonus;
pbolt.damage = dice_def( 1, baseDam + random2avg(exDamBonus, 2) + ammoDamBonus );
if (launched)
{
pbolt.damage.size += lnchDamBonus;
pbolt.hit += lnchHitBonus;
}
// decrease inventory
beam(pbolt, hand_used);
if (dec_mitm_item_quantity( hand_used, 1 ))
monster->inv[MSLOT_MISSILE] = NON_ITEM;
// adjust speed for centaurs - quickest guns in the west? :)
if (monster->type == MONS_CENTAUR && monster->speed_increment > 10)
monster->speed_increment -= 10;
return (true);
} // end mons_throw()
// should really do something about mons_hit, but can't be bothered
void spore_goes_pop(struct monsters *monster)
{
struct bolt beam;
int type = monster->type;
if (monster == NULL)
return;
beam.isTracer = false;
beam.beam_source = monster_index(monster);
beam.type = SYM_BURST;
beam.target_x = monster->x;
beam.target_y = monster->y;
beam.thrower = KILL_MON; // someone else's explosion
if (type == MONS_GIANT_SPORE)
{
beam.flavour = BEAM_SPORE;
strcpy(beam.beam_name, "explosion of spores");
beam.colour = LIGHTGREY;
beam.damage = dice_def( 3, 15 );
beam.ex_size = 2;
strcpy( info, "The giant spore explodes!" );
}
else
{
beam.flavour = BEAM_ELECTRICITY;
strcpy(beam.beam_name, "blast of lightning");
beam.colour = LIGHTCYAN;
beam.damage = dice_def( 3, 20 );
beam.ex_size = coinflip() ? 3 : 2;
strcpy( info, "The ball lightning explodes!" );
}
if (mons_near(monster))
{
viewwindow(1, false);
mpr( info );
}
explosion(beam);
} // end spore_goes_pop()
struct SBeam mons_spells( int spell_cast, int power )
{
ASSERT(power > 0);
struct SBeam beam;
beam.name = "****"; // initialize to some bogus values so we can catch problems
beam.colour = 1000;
beam.range = -1;
beam.hit = -1;
beam.damage = dice_def( 1, 0 );
beam.ench_power = -1;
beam.type = -1;
beam.flavour = -1;
beam.thrown = -1;
switch (spell_cast)
{
case MS_MMISSILE:
beam.colour = LIGHTMAGENTA; //inv_colour [throw_2];
beam.name = "magic dart"; // inv_name [throw_2]);
beam.range = 6;
beam.rangeMax = 10;
beam.damage = dice_def( 3, 4 + (power / 100) );
beam.hit = 1500;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_MMISSILE;
beam.isBeam = false;
break;
case MS_FLAME:
beam.colour = RED;
beam.name = "puff of flame";
beam.range = 6;
beam.rangeMax = 10;
// should this be the same as magic missile?
// No... magic missile is special in that it has a really
// high to-hit value, so these should do more damage -- bwr
beam.damage = dice_def( 3, 5 + (power / 40) );
beam.hit = 60;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_FIRE;
beam.isBeam = false;
break;
case MS_FROST:
beam.colour = WHITE;
beam.name = "puff of frost";
beam.range = 6;
beam.range = 10;
// should this be the same as magic missile?
// see MS_FLAME -- bwr
beam.damage = dice_def( 3, 5 + (power / 40) );
beam.hit = 60;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_COLD;
beam.isBeam = false;
break;
case MS_PARALYSIS:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_PARALYSIS;
beam.thrown = KILL_MON_MISSILE;
beam.isBeam = true;
break;
case MS_SLOW:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_SLOW;
beam.thrown = KILL_MON_MISSILE;
beam.isBeam = true;
break;
case MS_HASTE: // (self)
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_HASTE;
beam.thrown = KILL_MON_MISSILE;
beam.isBeam = true;
break;
case MS_CONFUSE:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_CONFUSION;
beam.thrown = KILL_MON_MISSILE;
beam.isBeam = true;
break;
case MS_VENOM_BOLT:
beam.name = "bolt of poison";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 6 + power / 13 );
beam.colour = LIGHTGREEN;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_POISON;
beam.hit = 7 + random2(power) / 80;
beam.isBeam = true;
break;
case MS_FIRE_BOLT:
beam.name = "bolt of fire";
beam.range = 4;
beam.rangeMax = 13;
beam.damage = dice_def( 3, 8 + power / 11 );
beam.colour = RED;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_FIRE;
beam.hit = 8 + random2(power) / 80; // hit
beam.isBeam = true;
break;
case MS_COLD_BOLT:
beam.name = "bolt of cold";
beam.range = 4;
beam.rangeMax = 13;
beam.damage = dice_def( 3, 8 + power / 11 );
beam.colour = WHITE;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_COLD;
beam.hit = 8 + random2(power) / 80; // hit
beam.isBeam = true;
break;
case MS_LIGHTNING_BOLT:
beam.name = "bolt of lightning";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 10 + power / 9 );
beam.colour = LIGHTCYAN;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_ELECTRICITY;
beam.hit = 10 + random2(power) / 40;
beam.isBeam = true;
break;
case MS_INVIS:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_INVISIBILITY;
beam.thrown = KILL_MON;
beam.isBeam = true;
break;
case MS_FIREBALL:
beam.colour = RED;
beam.name = "fireball";
beam.range = 6;
beam.rangeMax = 10;
beam.damage = dice_def( 3, 7 + power / 10 );
beam.hit = 40;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_EXPLOSION; // why not BEAM_FIRE? {dlb}
beam.isBeam = false;
break;
case MS_HEAL:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_HEALING;
beam.thrown = KILL_MON;
beam.hit = 5 + (power / 5);
beam.isBeam = true;
break;
case MS_TELEPORT:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_TELEPORT; // 6 is used by digging
beam.thrown = KILL_MON;
beam.isBeam = true;
break;
case MS_TELEPORT_OTHER:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_TELEPORT; // 6 is used by digging
beam.thrown = KILL_MON;
beam.isBeam = true;
break;
case MS_BLINK:
beam.isBeam = false;
break;
case MS_CRYSTAL_SPEAR: // was splinters
beam.name = "crystal spear";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 12 + power / 10 );
beam.colour = WHITE;
beam.type = SYM_MISSILE;
beam.thrown = KILL_MON;
beam.flavour = BEAM_MMISSILE;
beam.hit = 6; // + random2(power) / 10;
beam.isBeam = false;
break;
case MS_DIG:
beam.name = "0";
beam.range = 3;
beam.rangeMax = 7 + random2(power) / 10;
beam.type = 0;
beam.flavour = BEAM_DIGGING;
beam.thrown = KILL_MON;
beam.isBeam = true;
break;
case MS_NEGATIVE_BOLT: // negative energy
beam.name = "bolt of negative energy";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 6 + power / 13 );
beam.colour = DARKGREY;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_NEG;
beam.hit = 7 + random2(power) / 80;
beam.isBeam = true;
break;
// 20, 21 are used
case MS_ORB_ENERGY: // mystic blast
beam.colour = LIGHTMAGENTA;
beam.name = "orb of energy";
beam.range = 6;
beam.rangeMax = 10;
beam.damage = dice_def( 3, 7 + (power / 14) );
beam.hit = 10 + (power / 20);
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_MMISSILE;
beam.isBeam = false;
break;
// 23 is brain feed
case MS_STEAM_BALL:
beam.colour = LIGHTGREY;
beam.name = "ball of steam";
beam.range = 6;
beam.rangeMax = 10;
beam.damage = dice_def( 3, 6 );
beam.hit = 11;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_FIRE; // fire - I think this is appropriate
beam.isBeam = false;
break;
// 27 is summon devils
// 28 is animate dead
case MS_PAIN:
beam.name = "0";
beam.range = 7;
beam.rangeMax = 14;
beam.type = 0;
beam.flavour = BEAM_PAIN; // pain
beam.thrown = KILL_MON;
// beam.damage = dice_def( 1, 50 );
beam.damage = dice_def( 1, 7 + (power / 20) );
beam.ench_power = 50;
beam.isBeam = true;
break;
// 30 is smiting
case MS_STICKY_FLAME:
beam.colour = RED;
beam.name = "sticky flame";
beam.range = 6;
beam.rangeMax = 10;
beam.damage = dice_def( 3, 3 + power / 50 );
beam.hit = 8 + power / 15;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_FIRE;
beam.isBeam = false;
break;
case MS_POISON_BLAST: // demon
beam.name = "blast of poison";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 3 + power / 25 );
beam.colour = LIGHTGREEN;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_POISON;
beam.hit = 7 + random2(power) / 80;
beam.isBeam = true;
break;
case MS_PURPLE_BLAST: // purple bang thing
beam.colour = LIGHTMAGENTA;
beam.name = "orb of energy";
beam.range = 6;
beam.rangeMax = 10;
beam.damage = dice_def( 3, 10 + power / 15 );
beam.hit = 10 + power / 20;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_EXPLOSION; // an exploding magical missile
beam.isBeam = false;
break;
case MS_ENERGY_BOLT: // eye of devastation
beam.colour = YELLOW;
beam.name = "bolt of energy";
beam.range = 9;
beam.rangeMax = 23;
beam.damage = dice_def( 3, 20 );
beam.hit = 9;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_NUKE; // a magical missile which destroys walls
beam.isBeam = true;
break;
case MS_STING: // sting
beam.colour = GREEN;
beam.name = "sting";
beam.range = 8;
beam.rangeMax = 12;
beam.damage = dice_def( 1, 6 + power / 25 );
beam.hit = 60;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_POISON;
beam.isBeam = false;
break;
case MS_IRON_BOLT:
beam.colour = LIGHTCYAN;
beam.name = "iron bolt";
beam.range = 4;
beam.rangeMax = 8;
beam.damage = dice_def( 3, 8 + (power / 9) );
beam.hit = 6 + (power / 25);
beam.type = SYM_MISSILE;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_MMISSILE; // similarly unresisted thing
beam.isBeam = false;
break;
case MS_STONE_ARROW:
beam.colour = LIGHTGREY;
beam.name = "stone arrow";
beam.range = 8;
beam.rangeMax = 12;
beam.damage = dice_def( 3, 5 + (power / 10) );
beam.hit = 5 + power / 47;
beam.type = SYM_MISSILE;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_MMISSILE; // similarly unresisted thing
beam.isBeam = false;
break;
case MS_POISON_SPLASH:
beam.colour = GREEN;
beam.name = "splash of poison";
beam.range = 5;
beam.rangeMax = 10;
beam.damage = dice_def( 1, 4 + power / 10 );
beam.hit = 9;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_POISON;
beam.isBeam = false;
break;
case MS_DISINTEGRATE:
beam.name = "0";
beam.range = 7;
beam.rangeMax = 14;
beam.type = 0;
beam.flavour = BEAM_DISINTEGRATION;
beam.thrown = KILL_MON;
beam.ench_power = 50;
// beam.hit = 30 + (power / 10);
beam.damage = dice_def( 1, 30 + (power / 10) );
beam.isBeam = true;
break;
case MS_MARSH_GAS: // swamp drake
beam.name = "foul vapour";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 2 + power / 25 );
beam.colour = GREEN;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_POISON;
beam.hit = 7 + random2(power) / 80;
beam.isBeam = false;
break;
case MS_QUICKSILVER_BOLT: // Quicksilver dragon
beam.colour = random_colour();
beam.name = "bolt of energy";
beam.range = 9;
beam.rangeMax = 23;
beam.damage = dice_def( 3, 25 );
beam.hit = 9;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON_MISSILE;
beam.flavour = BEAM_MMISSILE;
beam.isBeam = false;
break;
case MS_HELLFIRE: // fiend's hellfire
beam.name = "hellfire";
beam.colour = RED;
beam.range = 4;
beam.rangeMax = 13;
beam.damage = dice_def( 3, 25 );
beam.hit = 20;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_EXPLOSION; // hellfire - not BEAM_HELLFIRE? {dlb}
beam.isBeam = true;
break;
case MS_METAL_SPLINTERS:
beam.name = "spray of metal splinters";
beam.range = 7;
beam.rangeMax = 16;
beam.damage = dice_def( 3, 20 + power / 20 );
beam.colour = CYAN;
beam.type = SYM_ZAP;
beam.thrown = KILL_MON;
beam.flavour = BEAM_FRAG;
beam.hit = 15 + random2(power) / 50;
beam.isBeam = true;
break;
case MS_BANISHMENT:
beam.name = "0";
beam.range = 5;
beam.rangeMax = 9;
beam.type = 0;
beam.flavour = BEAM_BANISH;
beam.thrown = KILL_MON_MISSILE;
beam.isBeam = true;
break;
default:
DEBUGSTR("Unknown spell");
}
return beam;
} // end mons_spells()
static unsigned char monster_abjuration(int pow, bool test)
{
unsigned char result = 0;
struct monsters *monster = 0; // NULL {dlb}
if (!test)
mpr("Send 'em back where they came from!");
for (int ab = 0; ab < MAX_MONSTERS; ab++)
{
int abjLevel;
monster = &menv[ab];
if (monster->type == -1 || !mons_near(monster))
continue;
if (!mons_friendly(monster))
continue;
abjLevel = mons_has_ench(monster, ENCH_ABJ_I, ENCH_ABJ_VI);
if (abjLevel == ENCH_NONE)
continue;
result++;
if (test)
continue;
if (pow > 60)
pow = 60;
abjLevel -= 1 + (random2(pow) / 3);
if (abjLevel < ENCH_ABJ_I)
monster_die(monster, KILL_RESET, 0);
else
{
simple_monster_message(monster, " shudders.");
mons_del_ench(monster, ENCH_ABJ_I, ENCH_ABJ_VI);
mons_add_ench(monster, abjLevel);
}
}
return result;
} // end monster_abjuration()
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