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/**
* @file
* @brief Monster-affecting enchantment spells.
* Other targeted enchantments are handled in spl-zap.cc.
**/
#include "AppHdr.h"
#include "spl-monench.h"
#include "actor.h"
#include "beam.h"
#include "coordit.h"
#include "directn.h"
#include "english.h" // apostrophise
#include "env.h"
#include "fight.h"
#include "losglobal.h"
#include "melee-attack.h"
#include "message.h"
#include "mon-tentacle.h"
#include "spl-util.h"
#include "stringutil.h" // make_stringf
#include "terrain.h"
#include "transform.h"
#include "rltiles/tiledef-main.h"
#include "view.h"
int englaciate(coord_def where, int pow, actor *agent)
{
actor *victim = actor_at(where);
if (!victim || victim == agent)
return 0;
if (agent->is_monster() && mons_aligned(agent, victim))
return 0; // don't let monsters hit friendlies
monster* mons = victim->as_monster();
// Skip some ineligable monster categories
if (victim->is_peripheral() || never_harm_monster(agent, mons))
return 0;
if (victim->res_cold() > 0)
{
if (!mons)
canned_msg(MSG_YOU_UNAFFECTED);
else
simple_monster_message(*mons, " is unaffected.");
return 0;
}
int duration = div_rand_round(roll_dice(3, 1 + pow), 6)
- div_rand_round(victim->get_hit_dice() - 1, 2);
if (duration <= 0)
{
if (!mons)
canned_msg(MSG_YOU_RESIST);
else
simple_monster_message(*mons, " resists.");
return 0;
}
if ((!mons && you.get_mutation_level(MUT_COLD_BLOODED))
|| (mons && mons_class_flag(mons->type, M_COLD_BLOOD)))
{
duration *= 2;
}
// Guarantee a minimum duration if not fully resisted.
duration = max(duration, 2 + random2(4));
if (!mons)
return slow_player(duration);
return do_slow_monster(*mons, agent, duration * BASELINE_DELAY);
}
spret cast_englaciation(int pow, bool fail)
{
fail_check();
mpr("You radiate an aura of cold.");
apply_area_visible([pow] (coord_def where) {
return englaciate(where, pow, &you);
}, you.pos());
return spret::success;
}
/** Corona a monster.
*
* @param mons the monster to get a backlight.
* @param source The actor responsible for this.
* @returns true if it got backlit (even if it was already).
*/
bool backlight_monster(monster* mons, const actor* source)
{
const mon_enchant bklt = mons->get_ench(ENCH_CORONA);
const mon_enchant zin_bklt = mons->get_ench(ENCH_SILVER_CORONA);
const int lvl = bklt.degree + zin_bklt.degree;
mons->add_ench(mon_enchant(ENCH_CORONA, 1, source));
if (lvl == 0)
simple_monster_message(*mons, " is outlined in light.");
else if (lvl == 4)
simple_monster_message(*mons, " glows brighter for a moment.");
else
simple_monster_message(*mons, " glows brighter.");
return true;
}
bool do_slow_monster(monster& mon, const actor* agent, int dur)
{
if (mon.stasis())
return true;
if (mon.add_ench(mon_enchant(ENCH_SLOW, 0, agent, dur)))
{
if (!mon.paralysed() && !mon.petrified()
&& simple_monster_message(mon, " seems to slow down."))
{
return true;
}
}
return false;
}
bool silence_monster(monster& mon, const actor* agent, int dur)
{
if (mon.add_ench(mon_enchant(ENCH_MUTE, 0, agent, dur)))
{
simple_monster_message(mon, " loses the ability to speak.");
return true;
}
return false;
}
bool enfeeble_monster(monster &mon, int pow)
{
const int res_margin = mon.check_willpower(&you, pow);
vector<enchant_type> hexes;
if (mons_has_attacks(mon))
hexes.push_back(ENCH_WEAK);
if (mon.antimagic_susceptible())
hexes.push_back(ENCH_ANTIMAGIC);
if (res_margin <= 0)
{
if (mons_can_be_blinded(mon.type))
hexes.push_back(ENCH_BLIND);
hexes.push_back(ENCH_DAZED);
}
// Resisted the upgraded effects, and immune to the irresistible effects.
if (hexes.empty())
{
return simple_monster_message(mon,
mon.resist_margin_phrase(res_margin).c_str());
}
const int max_extra_dur = div_rand_round(pow, 40);
const int dur = 5 + random2avg(max_extra_dur, 3);
for (auto hex : hexes)
{
if (mon.has_ench(hex))
{
mon_enchant ench = mon.get_ench(hex);
ench.duration = max(dur * BASELINE_DELAY, ench.duration);
mon.update_ench(ench);
}
else
mon.add_ench(mon_enchant(hex, 0, &you, dur * BASELINE_DELAY));
}
if (res_margin > 0)
simple_monster_message(mon, " partially resists.");
return simple_monster_message(mon, " is enfeebled!");
}
spret cast_vile_clutch(int pow, bolt &beam, bool fail)
{
spret result = zapping(ZAP_VILE_CLUTCH, pow, beam, true, nullptr, fail);
if (result == spret::success)
you.props[VILE_CLUTCH_POWER_KEY].get_int() = pow;
return result;
}
bool start_ranged_constriction(actor& caster, actor& target, int duration,
constrict_type type)
{
if (!caster.can_constrict(target, type))
return false;
if (target.is_player())
{
if (type == CONSTRICT_ROOTS)
{
you.increase_duration(DUR_GRASPING_ROOTS, duration);
mprf(MSGCH_WARN, "The grasping roots grab you!");
}
else if (type == CONSTRICT_BVC)
{
you.increase_duration(DUR_VILE_CLUTCH, duration);
mprf(MSGCH_WARN, "Zombie hands grab you from below!");
}
caster.start_constricting(you);
}
else
{
enchant_type etype = (type == CONSTRICT_ROOTS ? ENCH_GRASPING_ROOTS
: ENCH_VILE_CLUTCH);
auto ench = mon_enchant(etype, 0, &caster, duration * BASELINE_DELAY);
target.as_monster()->add_ench(ench);
}
return true;
}
dice_def rimeblight_dot_damage(int pow, bool random)
{
if (random)
return dice_def(2, 4 + div_rand_round(pow, 17));
else
return dice_def(2, 4 + pow / 17);
}
string describe_rimeblight_damage(int pow, bool terse)
{
dice_def dot_damage = rimeblight_dot_damage(pow, false);
dice_def shards_damage = zap_damage(ZAP_RIMEBLIGHT_SHARDS, pow, false, false);
if (terse)
{
return make_stringf("%dd%d/%dd%d", dot_damage.num, dot_damage.size,
shards_damage.num, shards_damage.size);
}
return make_stringf("%dd%d (primary target), %dd%d (explosion)",
dot_damage.num, dot_damage.size,
shards_damage.num, shards_damage.size);
}
bool maybe_spread_rimeblight(monster& victim, int power)
{
if (!victim.has_ench(ENCH_RIMEBLIGHT)
&& !victim.is_peripheral()
&& !never_harm_monster(&you, victim)
&& you.see_cell_no_trans(victim.pos()))
{
apply_rimeblight(victim, power);
return true;
}
return false;
}
bool apply_rimeblight(monster& victim, int power, bool quiet)
{
if (victim.has_ench(ENCH_RIMEBLIGHT))
return false;
int duration = (random_range(8, 12) + div_rand_round(power, 30))
* BASELINE_DELAY;
victim.add_ench(mon_enchant(ENCH_RIMEBLIGHT, 0, &you, duration));
victim.props[RIMEBLIGHT_POWER_KEY] = power;
victim.props[RIMEBLIGHT_TICKS_KEY] = random_range(0, 2);
if (!quiet)
simple_monster_message(victim, " is afflicted with rimeblight.");
return true;
}
void do_rimeblight_explosion(coord_def pos, int power, int size)
{
bolt shards;
zappy(ZAP_RIMEBLIGHT_SHARDS, power, false, shards);
shards.ex_size = size;
shards.source_id = MID_PLAYER;
shards.thrower = KILL_YOU_MISSILE;
shards.origin_spell = SPELL_RIMEBLIGHT;
shards.target = pos;
shards.source = pos;
shards.hit_verb = "hits";
shards.aimed_at_spot = true;
shards.explode();
}
void tick_rimeblight(monster& victim)
{
const int pow = victim.props[RIMEBLIGHT_POWER_KEY].get_int();
int ticks = victim.props[RIMEBLIGHT_TICKS_KEY].get_int();
// Determine chance to explode with ice (rises over time)
// Never happens below 3, always happens at 4, random chance beyond that
if ((ticks == 4 || ticks > 4 && x_chance_in_y(ticks, ticks + 16))
&& you.see_cell_no_trans(victim.pos()))
{
mprf("Shards of ice erupt from %s body!", apostrophise(victim.name(DESC_THE)).c_str());
do_rimeblight_explosion(victim.pos(), pow, 1);
}
// Injury bond or some other effects may have killed us by now
if (!victim.alive())
return;
// Apply direct AC-ignoring cold damage
int dmg = rimeblight_dot_damage(pow).roll();
dmg = resist_adjust_damage(&victim, BEAM_COLD, dmg);
victim.hurt(&you, dmg, BEAM_COLD, KILLED_BY_FREEZING);
// Increment how long rimeblight has been active
if (victim.alive())
victim.props[RIMEBLIGHT_TICKS_KEY] = (++ticks);
}
spret cast_sign_of_ruin(actor& caster, coord_def target, int duration, bool check_only)
{
vector<actor*> targets;
// Gather targets (returning early if we're just checking if there are any)
for (radius_iterator ri(target, 2, C_SQUARE, LOS_NO_TRANS); ri; ++ri)
{
actor* act = actor_at(*ri);
if (!act)
continue;
if (!mons_aligned(&caster, act))
{
if (act->is_player() && !you.duration[DUR_SIGN_OF_RUIN]
|| act->is_monster() && !act->as_monster()->has_ench(ENCH_SIGN_OF_RUIN))
{
if (check_only)
return spret::success;
else
targets.push_back(act);
}
}
}
// No targets were found
if (check_only)
return spret::abort;
// Show animation
draw_ring_animation(target, 2, DARKGRAY, RED);
// Apply signs
for (actor* act : targets)
{
if (act->is_player())
{
mprf(MSGCH_WARN, "The sign of ruin forms upon you!");
you.duration[DUR_SIGN_OF_RUIN] = random_range(duration, duration * 3 / 2);
}
else
{
if (you.can_see(*act))
mprf("The sign of ruin forms upon %s!", act->name(DESC_THE).c_str());
act->as_monster()->add_ench(mon_enchant(ENCH_SIGN_OF_RUIN, 1, &caster,
random_range(duration, duration * 3 / 2)));
}
}
return spret::success;
}
spret cast_percussive_tempering(const actor& caster, monster& target, int power,
bool fail)
{
fail_check();
if (you.can_see(target))
{
mprf("A magical hammer augments %s in a flurry of sparks and slag.",
target.name(DESC_THE).c_str());
}
flash_tile(target.pos(), WHITE, 0, TILE_BOLT_PERCUSSIVE_TEMPERING);
bolt shockwave;
shockwave.set_agent(&caster);
shockwave.attitude = caster.temp_attitude();
shockwave.source = target.pos();
shockwave.target = target.pos();
shockwave.is_explosion = true;
shockwave.ex_size = 1;
shockwave.origin_spell = SPELL_PERCUSSIVE_TEMPERING;
zappy(ZAP_PERCUSSIVE_TEMPERING, power, true, shockwave);
shockwave.explode(true, true);
target.heal(roll_dice(3, 10));
target.add_ench(mon_enchant(ENCH_TEMPERED, 0, &caster, random_range(70, 100)));
// Give a small bit of extra duration if we're about to time out, just to
// avoid the sad feeling of buffing a monster who immediately vanishes.
if (target.has_ench(ENCH_SUMMON_TIMER))
{
mon_enchant dur = target.get_ench(ENCH_SUMMON_TIMER);
if (dur.duration < 50)
{
dur.duration += random_range(30, 50);
target.update_ench(dur);
}
}
return spret::success;
}
bool is_valid_tempering_target(const monster& mon, const actor& caster)
{
if (!mon.was_created_by(caster) || mon.has_ench(ENCH_TEMPERED))
return false;
mon_enchant summ = mon.get_ench(ENCH_SUMMON);
if (summ.degree > 0)
{
const spell_type spell = (spell_type)summ.degree;
// XXX: Bomblets are marked as created by the player cast of Monarch
// Bomb in order to track all detontation targets, but should *not*
// count as valid targets for Percussive Tempering despite this.
if (!!(get_spell_disciplines(spell) & spschool::forgecraft))
return mon.type != MONS_BOMBLET && mon.type != MONS_BLAZEHEART_CORE;
}
return false;
}
// Perform a forcible attack at a weighted random space around this actor.
// Spaces without an actor are 1/7th as likely to be chosen as one with an
// actor (so if you are adjacent to a single monster, you have a 50% chance to
// attack them and a 50% chance to whiff).
//
// Actor friendliness doesn't matter - you are just as likely to attack allies
// as enemies, though gods won't penance you for this action since it's not your
// fault. The allies themselves may not be so generous!
void do_vexed_attack(actor& attacker, bool always_hit_ally)
{
const bool has_attacks = attacker.is_player() ? true
: mons_has_attacks(*attacker.as_monster(), true);
vector<coord_def> empty_space;
vector<actor*> targs;
for (adjacent_iterator ai(attacker.pos()); ai; ++ai)
{
if (actor* targ = actor_at(*ai))
{
if (!always_hit_ally || mons_aligned(&attacker, targ))
targs.push_back(targ);
}
else if (!always_hit_ally)
empty_space.push_back(*ai);
}
// If we've been told to attack an ally, but none are around, just hit the floor.
if (always_hit_ally && targs.empty())
empty_space.push_back(attacker.pos());
// Decide whether to attack empty space or an actor
const int total_weight = empty_space.size() + targs.size() * 7;
if (x_chance_in_y(empty_space.size(), total_weight))
{
coord_def pos = empty_space[random2(empty_space.size())];
string targ_desc = (attacker.airborne() && feat_has_solid_floor(env.grid(pos))
&& coinflip()) ? "the ceiling"
: feature_description_at(pos, false, DESC_THE);
if (you.can_see(attacker))
{
mprf("%s %s %s!",
attacker.name(DESC_THE).c_str(),
has_attacks ? attacker.is_monster() ? "attacks" : "attack"
: "glares at",
targ_desc.c_str());
}
if (attacker.is_monster())
attacker.as_monster()->lose_energy(EUT_ATTACK);
}
else
{
ASSERT(!targs.empty());
actor* victim = targs[random2(targs.size())];
if (has_attacks)
{
melee_attack atk(&attacker, victim);
// The player is deliberately allowed to attack their allies.
atk.never_prompt = true;
atk.launch_attack_set();
}
else
{
if (you.can_see(attacker))
{
mprf("%s glares at %s!",
attacker.name(DESC_THE).c_str(),
victim->name(DESC_THE).c_str());
}
attacker.as_monster()->lose_energy(EUT_ATTACK);
}
}
}
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