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/*
* File: spells1.cc
* Summary: Implementations of some additional spells.
* Written by: Linley Henzell
*
* Change History (most recent first):
*
* <4> 06-mar-2000 bwr confusing_touch, sure_blade
* <3> 9/11/99 LRH Can't blink in the Abyss
* <3> 6/22/99 BWR Removed teleport control from
* random_blink().
* <2> 5/20/99 BWR Increased greatest healing.
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "spells1.h"
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include "externs.h"
#include "abyss.h"
#include "beam.h"
#include "cloud.h"
#include "direct.h"
#include "fight.h"
#include "invent.h"
#include "it_use2.h"
#include "itemname.h"
#include "misc.h"
#include "monplace.h"
#include "monstuff.h"
#include "mon-util.h"
#include "player.h"
#include "skills2.h"
#include "spells3.h"
#include "spells4.h"
#include "spl-util.h"
#include "stuff.h"
#include "view.h"
#include "wpn-misc.h"
void blink(void)
{
struct dist beam;
// yes, there is a logic to this ordering {dlb}:
if (scan_randarts(RAP_PREVENT_TELEPORTATION))
mpr("You feel a weird sense of stasis.");
else if (you.level_type == LEVEL_ABYSS && !one_chance_in(3))
mpr("The power of the Abyss keeps you in your place!");
else if (you.conf)
random_blink(false);
else if (!allow_control_teleport(true))
{
mpr("A powerful magic interferes with your control of the blink.");
random_blink(false);
}
else
{
// query for location {dlb}:
for (;;)
{
mpr("Blink to where?", MSGCH_PROMPT);
direction( beam, DIR_TARGET );
if (!beam.isValid)
{
canned_msg(MSG_SPELL_FIZZLES);
return; // early return {dlb}
}
if (see_grid(beam.tx, beam.ty))
break;
else
{
mesclr();
mpr("You can't blink there!");
}
}
if (grd[beam.tx][beam.ty] <= DNGN_LAST_SOLID_TILE
|| mgrd[beam.tx][beam.ty] != NON_MONSTER)
{
mpr("Oops! Maybe something was there already.");
random_blink(false);
}
else if (you.level_type == LEVEL_ABYSS)
{
abyss_teleport();
you.pet_target = MHITNOT;
}
else
{
you.x_pos = beam.tx;
you.y_pos = beam.ty;
// controlling teleport contaminates the player -- bwr
contaminate_player( 1 );
}
if (you.duration[DUR_CONDENSATION_SHIELD] > 0)
{
you.duration[DUR_CONDENSATION_SHIELD] = 0;
you.redraw_armour_class = 1;
}
}
return;
} // end blink()
void random_blink(bool allow_partial_control)
{
int tx, ty;
bool succ = false;
if (scan_randarts(RAP_PREVENT_TELEPORTATION))
mpr("You feel a weird sense of stasis.");
else if (you.level_type == LEVEL_ABYSS && !one_chance_in(3))
{
mpr("The power of the Abyss keeps you in your place!");
}
else if (!random_near_space(you.x_pos, you.y_pos, tx, ty))
{
mpr("You feel jittery for a moment.");
}
#ifdef USE_SEMI_CONTROLLED_BLINK
//jmf: add back control, but effect is cast_semi_controlled_blink(pow)
else if (you.attribute[ATTR_CONTROL_TELEPORT] && !you.conf
&& allow_partial_control && allow_control_teleport())
{
mpr("You may select the general direction of your translocation.");
cast_semi_controlled_blink(100);
succ = true;
}
#endif
else
{
mpr("You blink.");
succ = true;
you.x_pos = tx;
you.y_pos = ty;
if (you.level_type == LEVEL_ABYSS)
{
abyss_teleport();
you.pet_target = MHITNOT;
}
}
if (succ && you.duration[DUR_CONDENSATION_SHIELD] > 0)
{
you.duration[DUR_CONDENSATION_SHIELD] = 0;
you.redraw_armour_class = 1;
}
return;
} // end random_blink()
void fireball(int power)
{
struct dist fire_ball;
mpr("Which direction? (*/+ to target)", MSGCH_PROMPT);
message_current_target();
direction( fire_ball, DIR_NONE, TARG_ENEMY );
if (!fire_ball.isValid)
canned_msg(MSG_SPELL_FIZZLES);
else
{
struct bolt beam;
beam.source_x = you.x_pos;
beam.source_y = you.y_pos;
beam.target_x = fire_ball.tx;
beam.target_y = fire_ball.ty;
zapping(ZAP_FIREBALL, power, beam);
}
return;
} // end fireball()
void cast_fire_storm(int powc)
{
struct bolt beam;
struct dist targ;
mpr("Where?");
direction( targ, DIR_TARGET, TARG_ENEMY );
beam.target_x = targ.tx;
beam.target_y = targ.ty;
if (!targ.isValid)
{
canned_msg(MSG_SPELL_FIZZLES);
return;
}
beam.ex_size = 2 + powc / 100;
beam.flavour = BEAM_LAVA;
beam.type = SYM_ZAP;
beam.colour = RED;
beam.beam_source = MHITYOU;
beam.thrower = KILL_YOU_MISSILE;
beam.obviousEffect = false;
beam.isBeam = false;
beam.isTracer = false;
beam.ench_power = powc; // used for radius
strcpy( beam.beam_name, "great blast of fire" );
beam.hit = 20 + powc / 10;
beam.damage = calc_dice( 6, 15 + powc );
explosion( beam );
mpr("A raging storm of fire appears!");
viewwindow(1, false);
} // end cast_fire_storm()
void identify(int power)
{
int id_used = 1;
int item_slot;
// scrolls of identify *may* produce "extra" identifications {dlb}:
if (power == -1 && one_chance_in(5))
id_used += (coinflip()? 1 : 2);
do
{
item_slot = prompt_invent_item( "Identify which item?", -1, true, false );
if (item_slot == PROMPT_ABORT)
{
canned_msg( MSG_OK );
return;
}
set_ident_type( you.inv[item_slot].base_type,
you.inv[item_slot].sub_type, ID_KNOWN_TYPE );
set_ident_flags( you.inv[item_slot], ISFLAG_IDENT_MASK );
// output identified item
in_name( item_slot, DESC_INVENTORY_EQUIP, str_pass );
mpr( str_pass );
if (item_slot == you.equip[EQ_WEAPON])
you.wield_change = true;
id_used--;
}
while (id_used > 0);
} // end identify()
void conjure_flame(int pow)
{
struct dist spelld;
bool done_first_message = false;
for (;;)
{
if (done_first_message)
mpr("Where would you like to place the cloud?", MSGCH_PROMPT);
else
{
mpr("You cast a flaming cloud spell! But where?", MSGCH_PROMPT);
done_first_message = true;
}
direction( spelld, DIR_TARGET, TARG_ENEMY );
if (!spelld.isValid)
{
canned_msg(MSG_SPELL_FIZZLES);
return;
}
if (!see_grid(spelld.tx, spelld.ty))
{
mpr("You can't see that place!");
continue;
}
if (grd[ spelld.tx ][ spelld.ty ] <= DNGN_LAST_SOLID_TILE
|| mgrd[ spelld.tx ][ spelld.ty ] != NON_MONSTER
|| env.cgrid[ spelld.tx ][ spelld.ty ] != EMPTY_CLOUD)
{
mpr( "There's already something there!" );
continue;
}
break;
}
int durat = 5 + (random2(pow) / 2) + (random2(pow) / 2);
if (durat > 23)
durat = 23;
place_cloud( CLOUD_FIRE, spelld.tx, spelld.ty, durat );
} // end cast_conjure_flame()
void stinking_cloud( int pow )
{
struct dist spelld;
struct bolt beem;
mpr("Which direction? (*/+ to target)", MSGCH_PROMPT);
message_current_target();
direction( spelld, DIR_NONE, TARG_ENEMY );
if (!spelld.isValid)
{
canned_msg(MSG_SPELL_FIZZLES);
return;
}
beem.target_x = spelld.tx;
beem.target_y = spelld.ty;
beem.source_x = you.x_pos;
beem.source_y = you.y_pos;
strcpy(beem.beam_name, "ball of vapour");
beem.colour = GREEN;
beem.range = 6;
beem.rangeMax = 6;
beem.damage = dice_def( 1, 0 );
beem.hit = 20;
beem.type = SYM_ZAP;
beem.flavour = BEAM_MMISSILE;
beem.ench_power = pow;
beem.thrower = KILL_YOU;
beem.isBeam = false;
beem.isTracer = false;
beam(beem);
} // end stinking_cloud()
void cast_big_c(int pow, char cty)
{
struct dist cdis;
mpr("Where do you want to put it?", MSGCH_PROMPT);
direction( cdis, DIR_TARGET, TARG_ENEMY );
if (!cdis.isValid)
{
canned_msg(MSG_SPELL_FIZZLES);
return;
}
big_cloud( cty, cdis.tx, cdis.ty, pow, 8 + random2(3) );
} // end cast_big_c()
void big_cloud(char clouds, char cl_x, char cl_y, int pow, int size)
{
apply_area_cloud(make_a_normal_cloud, cl_x, cl_y, pow, size, clouds);
} // end big_cloud()
static char healing_spell( int healed )
{
int mgr = 0;
struct monsters *monster = 0; // NULL {dlb}
struct dist bmove;
mpr("Which direction?", MSGCH_PROMPT);
direction( bmove, DIR_DIR, TARG_FRIEND );
if (!bmove.isValid)
{
canned_msg( MSG_HUH );
return 0;
}
mgr = mgrd[you.x_pos + bmove.dx][you.y_pos + bmove.dy];
if (bmove.dx == 0 && bmove.dy == 0)
{
mpr("You are healed.");
inc_hp(healed, false);
return 1;
}
if (mgr == NON_MONSTER)
{
mpr("There isn't anything there!");
return -1;
}
monster = &menv[mgr];
if (heal_monster(monster, healed, false))
{
strcpy(info, "You heal ");
strcat(info, ptr_monam( monster, DESC_NOCAP_THE ));
strcat(info, ".");
mpr(info);
if (monster->hit_points == monster->max_hit_points)
simple_monster_message( monster, " is completely healed." );
else
print_wounds(monster);
}
else
{
canned_msg(MSG_NOTHING_HAPPENS);
}
return 1;
} // end healing_spell()
#if 0
char cast_lesser_healing( int pow )
{
return healing_spell(5 + random2avg(7, 2));
} // end lesser healing()
char cast_greater_healing( int pow )
{
return healing_spell(15 + random2avg(29, 2));
} // end cast_greater_healing()
char cast_greatest_healing( int pow )
{
return healing_spell(50 + random2avg(49, 2));
} // end cast_greatest_healing()
#endif
char cast_healing( int pow )
{
if (pow > 50)
pow = 50;
return (healing_spell( pow + roll_dice( 2, pow ) - 2 ));
}
bool cast_revivification(int power)
{
int loopy = 0; // general purpose loop variable {dlb}
bool success = false;
int loss = 0;
if (you.hp == you.hp_max)
canned_msg(MSG_NOTHING_HAPPENS);
else if (you.hp_max < 21)
mpr("You lack the resilience to cast this spell.");
else
{
mpr("Your body is healed in an amazingly painful way.");
loss = 2;
for (loopy = 0; loopy < 9; loopy++)
{
if (random2(power) < 8)
loss++;
}
dec_max_hp( loss );
set_hp( you.hp_max, false );
success = true;
}
return (success);
} // end cast_revivification()
void cast_cure_poison(int mabil)
{
if (!you.poison)
canned_msg(MSG_NOTHING_HAPPENS);
else
reduce_poison_player( 2 + random2(mabil) + random2(3) );
return;
} // end cast_cure_poison()
void purification(void)
{
mpr("You feel purified!");
you.poison = 0;
you.rotting = 0;
you.conf = 0;
you.slow = 0;
you.paralysis = 0; // ?
you.disease = 0; // this doesn't seem very useful, does it?
// disease is quite useful (food cost of waiting around for disease
// to go away so you can heal normally, plus protecting stats from
// decay), paralysis isn't (how do you cast this?) -- bwr
} // end purification()
int allowed_deaths_door_hp(void)
{
int hp = you.skills[SK_NECROMANCY] / 2;
if (you.religion == GOD_KIKUBAAQUDGHA && !player_under_penance())
hp += you.piety / 15;
return (hp);
}
void cast_deaths_door(int pow)
{
if (you.is_undead)
mpr("You're already dead!");
else if (you.deaths_door)
mpr("Your appeal for an extension has been denied.");
else
{
mpr("You feel invincible!");
mpr("You seem to hear sand running through an hourglass...");
set_hp( allowed_deaths_door_hp(), false );
deflate_hp( you.hp_max, false );
you.deaths_door = 10 + random2avg(13, 3) + (random2(pow) / 10);
if (you.deaths_door > 25)
you.deaths_door = 23 + random2(5);
}
return;
}
// can't use beam variables here, because of monster_die and the puffs of smoke
void abjuration(int pow)
{
struct monsters *monster = 0; // NULL {dlb}
mpr("Send 'em back where they came from!");
for (int ab = 0; ab < MAX_MONSTERS; ab++)
{
monster = &menv[ab];
int abjLevel;
if (monster->type == -1 || !mons_near(monster))
continue;
if (mons_friendly(monster))
continue;
abjLevel = mons_del_ench(monster, ENCH_ABJ_I, ENCH_ABJ_VI);
if (abjLevel != ENCH_NONE)
{
abjLevel -= 1 + (random2(pow) / 8);
if (abjLevel < ENCH_ABJ_I)
monster_die(monster, KILL_RESET, 0);
else
{
simple_monster_message(monster, " shudders.");
mons_add_ench(monster, abjLevel);
}
}
}
} // end abjuration()
// Antimagic is sort of an anti-extension... it sets a lot of magical
// durations to 1 so it's very nasty at times (and potentially lethal,
// that's why we reduce levitation to 2, so that the player has a chance
// to stop insta-death... sure the others could lead to death, but that's
// not as direct as falling into deep water) -- bwr
void antimagic( void )
{
if (you.haste)
you.haste = 1;
if (you.slow)
you.slow = 1;
if (you.paralysis)
you.paralysis = 1;
if (you.conf)
you.conf = 1;
if (you.might)
you.might = 1;
if (you.levitation > 2)
you.levitation = 2;
if (you.invis)
you.invis = 1;
if (you.duration[DUR_WEAPON_BRAND])
you.duration[DUR_WEAPON_BRAND] = 1;
if (you.duration[DUR_ICY_ARMOUR])
you.duration[DUR_ICY_ARMOUR] = 1;
if (you.duration[DUR_REPEL_MISSILES])
you.duration[DUR_REPEL_MISSILES] = 1;
if (you.duration[DUR_REGENERATION])
you.duration[DUR_REGENERATION] = 1;
if (you.duration[DUR_DEFLECT_MISSILES])
you.duration[DUR_DEFLECT_MISSILES] = 1;
if (you.fire_shield)
you.fire_shield = 1;
if (you.duration[DUR_SWIFTNESS])
you.duration[DUR_SWIFTNESS] = 1;
if (you.duration[DUR_INSULATION])
you.duration[DUR_INSULATION] = 1;
if (you.duration[DUR_STONEMAIL])
you.duration[DUR_STONEMAIL] = 1;
if (you.duration[DUR_CONTROLLED_FLIGHT])
you.duration[DUR_CONTROLLED_FLIGHT] = 1;
if (you.duration[DUR_CONTROL_TELEPORT])
you.duration[DUR_CONTROL_TELEPORT] = 1;
if (you.duration[DUR_RESIST_POISON])
you.duration[DUR_RESIST_POISON] = 1;
if (you.duration[DUR_TRANSFORMATION])
you.duration[DUR_TRANSFORMATION] = 1;
//jmf: added following
if (you.duration[DUR_STONESKIN])
you.duration[DUR_STONESKIN] = 1;
if (you.duration[DUR_FORESCRY])
you.duration[DUR_FORESCRY] = 1;
if (you.duration[DUR_SEE_INVISIBLE])
you.duration[DUR_SEE_INVISIBLE] = 1;
if (you.duration[DUR_SILENCE])
you.duration[DUR_SILENCE] = 1;
if (you.duration[DUR_CONDENSATION_SHIELD])
you.duration[DUR_CONDENSATION_SHIELD] = 1;
contaminate_player( -1 * (1+random2(5)));
} // end antimagic()
void extension(int pow)
{
int contamination = random2(2);
if (you.haste)
{
potion_effect(POT_SPEED, pow);
contamination++;
}
if (you.slow)
potion_effect(POT_SLOWING, pow);
#if 0
if (you.paralysis)
potion_effect(POT_PARALYSIS, pow); // how did you cast extension?
if (you.conf)
potion_effect(POT_CONFUSION, pow); // how did you cast extension?
#endif
if (you.might)
{
potion_effect(POT_MIGHT, pow);
contamination++;
}
if (you.levitation)
potion_effect(POT_LEVITATION, pow);
if (you.invis)
{
potion_effect(POT_INVISIBILITY, pow);
contamination++;
}
if (you.duration[DUR_ICY_ARMOUR])
ice_armour(pow, true);
if (you.duration[DUR_REPEL_MISSILES])
missile_prot(pow);
if (you.duration[DUR_REGENERATION])
cast_regen(pow);
if (you.duration[DUR_DEFLECT_MISSILES])
deflection(pow);
if (you.fire_shield)
{
you.fire_shield += random2(pow / 20);
if (you.fire_shield > 50)
you.fire_shield = 50;
mpr("Your ring of flames roars with new vigour!");
}
if ( !(you.duration[DUR_WEAPON_BRAND] < 1
|| you.duration[DUR_WEAPON_BRAND] > 80) )
{
you.duration[DUR_WEAPON_BRAND] += 5 + random2(8);
}
if (you.duration[DUR_SWIFTNESS])
cast_swiftness(pow);
if (you.duration[DUR_INSULATION])
cast_insulation(pow);
if (you.duration[DUR_STONEMAIL])
stone_scales(pow);
if (you.duration[DUR_CONTROLLED_FLIGHT])
cast_fly(pow);
if (you.duration[DUR_CONTROL_TELEPORT])
cast_teleport_control(pow);
if (you.duration[DUR_RESIST_POISON])
cast_resist_poison(pow);
if (you.duration[DUR_TRANSFORMATION])
{
mpr("Your transformation has been extended.");
you.duration[DUR_TRANSFORMATION] += random2(pow);
if (you.duration[DUR_TRANSFORMATION] > 100)
you.duration[DUR_TRANSFORMATION] = 100;
}
//jmf: added following
if (you.duration[DUR_STONESKIN])
cast_stoneskin(pow);
if (you.duration[DUR_FORESCRY])
cast_forescry(pow);
if (you.duration[DUR_SEE_INVISIBLE])
cast_see_invisible(pow);
if (you.duration[DUR_SILENCE]) //how precisely did you cast extension?
cast_silence(pow);
if (you.duration[DUR_CONDENSATION_SHIELD])
cast_condensation_shield(pow);
if (contamination)
contaminate_player( contamination );
} // end extension()
void ice_armour(int pow, bool extending)
{
if (!player_light_armour())
{
if (!extending)
mpr("You are wearing too much armour.");
return;
}
if (you.duration[DUR_STONEMAIL] || you.duration[DUR_STONESKIN])
{
if (!extending)
mpr("The spell conflicts with another spell still in effect.");
return;
}
if (you.duration[DUR_ICY_ARMOUR])
mpr( "Your icy armour thickens." );
else
{
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_ICE_BEAST)
mpr( "Your icy body feels more resilient." );
else
mpr( "A film of ice covers your body!" );
you.redraw_armour_class = 1;
}
you.duration[DUR_ICY_ARMOUR] += 20 + random2(pow) + random2(pow);
if (you.duration[DUR_ICY_ARMOUR] > 50)
you.duration[DUR_ICY_ARMOUR] = 50;
} // end ice_armour()
void stone_scales(int pow)
{
int dur_change = 0;
if (you.duration[DUR_ICY_ARMOUR] || you.duration[DUR_STONESKIN])
{
mpr("The spell conflicts with another spell still in effect.");
return;
}
if (you.duration[DUR_STONEMAIL])
mpr("Your scaly armour looks firmer.");
else
{
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_STATUE)
mpr( "Your stone body feels more resilient." );
else
mpr( "A set of stone scales covers your body!" );
you.redraw_evasion = 1;
you.redraw_armour_class = 1;
}
dur_change = 20 + random2(pow) + random2(pow);
if (dur_change + you.duration[DUR_STONEMAIL] >= 100)
you.duration[DUR_STONEMAIL] = 100;
else
you.duration[DUR_STONEMAIL] += dur_change;
burden_change();
} // end stone_scales()
void missile_prot(int pow)
{
mpr("You feel protected from missiles.");
you.duration[DUR_REPEL_MISSILES] += 8 + roll_dice( 2, pow );
if (you.duration[DUR_REPEL_MISSILES] > 100)
you.duration[DUR_REPEL_MISSILES] = 100;
} // end missile_prot()
void deflection(int pow)
{
mpr("You feel very safe from missiles.");
you.duration[DUR_DEFLECT_MISSILES] += 15 + random2(pow);
if (you.duration[DUR_DEFLECT_MISSILES] > 100)
you.duration[DUR_DEFLECT_MISSILES] = 100;
} // end cast_deflection()
void cast_regen(int pow)
{
//if (pow > 150) pow = 150;
mpr("Your skin crawls.");
you.duration[DUR_REGENERATION] += 5 + random2avg(3 * (pow - 1) + 1, 3);
if (you.duration[DUR_REGENERATION] > 100)
you.duration[DUR_REGENERATION] = 100;
} // end cast_regen()
void cast_berserk(void)
{
go_berserk(true);
} // end cast_berserk()
void cast_swiftness(int power)
{
int dur_incr = 0;
if (player_in_water())
{
if (you.species == SP_MERFOLK)
mpr("This spell will not benefit you while you're swimming!");
else
mpr("This spell will not benefit you while you're in water!");
return;
}
if (!you.duration[DUR_SWIFTNESS] && player_movement_speed() <= 6)
{
mpr( "You can't move any more quickly." );
return;
}
// Reduced the duration: -- bwr
// dur_incr = random2(power) + random2(power) + 20;
dur_incr = 20 + random2( power );
// Centaurs do have feet and shouldn't get here anyways -- bwr
snprintf( info, INFO_SIZE, "You feel quick%s",
(you.species == SP_NAGA) ? "." : " on your feet." );
mpr(info);
if (dur_incr + you.duration[DUR_SWIFTNESS] > 100)
you.duration[DUR_SWIFTNESS] = 100;
else
you.duration[DUR_SWIFTNESS] += dur_incr;
} // end cast_swiftness()
void cast_fly(int power)
{
int dur_change = 25 + random2(power) + random2(power);
if (!player_is_levitating())
mpr("You fly up into the air.");
else
mpr("You feel more buoyant.");
if (you.levitation + dur_change > 100)
you.levitation = 100;
else
you.levitation += dur_change;
if (you.duration[DUR_CONTROLLED_FLIGHT] + dur_change > 100)
you.duration[DUR_CONTROLLED_FLIGHT] = 100;
else
you.duration[DUR_CONTROLLED_FLIGHT] += dur_change;
// duration[DUR_CONTROLLED_FLIGHT] makes the game think player
// wears an amulet of controlled flight
burden_change();
}
void cast_insulation(int power)
{
int dur_incr = 10 + random2(power);
mpr("You feel insulated.");
if (dur_incr + you.duration[DUR_INSULATION] > 100)
you.duration[DUR_INSULATION] = 100;
else
you.duration[DUR_INSULATION] += dur_incr;
} // end cast_insulation()
void cast_resist_poison(int power)
{
int dur_incr = 10 + random2(power);
mpr("You feel resistant to poison.");
if (dur_incr + you.duration[DUR_RESIST_POISON] > 100)
you.duration[DUR_RESIST_POISON] = 100;
else
you.duration[DUR_RESIST_POISON] += dur_incr;
} // end cast_resist_poison()
void cast_teleport_control(int power)
{
int dur_incr = 10 + random2(power);
if (you.duration[DUR_CONTROL_TELEPORT] == 0)
you.attribute[ATTR_CONTROL_TELEPORT]++;
mpr("You feel in control.");
if (dur_incr + you.duration[DUR_CONTROL_TELEPORT] >= 50)
you.duration[DUR_CONTROL_TELEPORT] = 50;
else
you.duration[DUR_CONTROL_TELEPORT] += dur_incr;
} // end cast_teleport_control()
void cast_ring_of_flames(int power)
{
you.fire_shield += 5 + (power / 10) + (random2(power) / 5);
if (you.fire_shield > 50)
you.fire_shield = 50;
mpr("The air around you leaps into flame!");
manage_fire_shield();
} // end cast_ring_of_flames()
void cast_confusing_touch(int power)
{
if (!you.confusing_touch)
mpr("Your hands begin to glow red.");
else if (you.confusing_touch < 50)
mpr("Your hands begin to glow brighter.");
you.confusing_touch += 5 + (random2(power) / 5);
if (you.confusing_touch > 50)
you.confusing_touch = 50;
} // end cast_confusing_touch()
bool cast_sure_blade(int power)
{
bool success = false;
if (you.equip[EQ_WEAPON] == -1)
mpr("You aren't wielding a weapon!");
else if (weapon_skill( you.inv[you.equip[EQ_WEAPON]].base_type,
you.inv[you.equip[EQ_WEAPON]].sub_type) != SK_SHORT_BLADES)
{
mpr("You cannot bond with this weapon.");
}
else
{
if (!you.sure_blade)
mpr("You become one with your weapon.");
else if (you.sure_blade < 25)
mpr("Your bond becomes stronger.");
you.sure_blade += 8 + (random2(power) / 10);
if (you.sure_blade > 25)
you.sure_blade = 25;
success = true;
}
return (success);
} // end cast_sure_blade()
void manage_fire_shield(void)
{
you.fire_shield--;
if (!you.fire_shield)
return;
char stx = 0, sty = 0;
for (stx = -1; stx < 2; stx++)
{
for (sty = -1; sty < 2; sty++)
{
if (sty == 0 && stx == 0)
continue;
//if ( one_chance_in(3) ) beam.range ++;
if (grd[you.x_pos + stx][you.y_pos + sty] > DNGN_LAST_SOLID_TILE
&& env.cgrid[you.x_pos + stx][you.y_pos + sty] == EMPTY_CLOUD)
{
place_cloud( CLOUD_FIRE, you.x_pos + stx, you.y_pos + sty,
1 + random2(6) );
}
}
}
} // end manage_fire_shield()
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