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/**
* @file
* @brief Brand/ench/etc effects that might alter something in an
* unexpected way.
**/
#include "AppHdr.h"
#include "fineff.h"
#include "act-iter.h"
#include "actor.h"
#include "attitude-change.h"
#include "beam.h"
#include "bloodspatter.h"
#include "coordit.h"
#include "dactions.h"
#include "death-curse.h"
#include "delay.h" // stop_delay
#include "directn.h"
#include "english.h"
#include "env.h"
#include "evoke.h"
#include "fight.h"
#include "god-abil.h"
#include "god-companions.h"
#include "god-wrath.h" // lucy_check_meddling
#include "libutil.h"
#include "losglobal.h"
#include "melee-attack.h"
#include "message.h"
#include "mgen-data.h"
#include "mon-abil.h"
#include "mon-act.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-util.h"
#include "monster.h"
#include "movement.h"
#include "ouch.h"
#include "religion.h"
#include "spl-damage.h"
#include "spl-monench.h"
#include "spl-summoning.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "transform.h"
#include "view.h"
class final_effect
{
public:
virtual ~final_effect() {}
virtual bool mergeable(const final_effect& a) const = 0;
virtual void merge(const final_effect&)
{
}
virtual void fire() = 0;
protected:
mid_t att, def;
coord_def posn;
actor* attacker() const { return actor_by_mid(att); }
actor* defender() const { return actor_by_mid(def); }
final_effect(const actor* attack, const actor* defend, const coord_def& pos)
: att(attack ? attack->mid : 0),
def(defend ? defend->mid : 0),
posn(pos)
{
}
};
class mirror_damage_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void merge(const final_effect& a) override;
void fire() override;
mirror_damage_fineff(const actor* attack, const actor* defend, int dam)
: final_effect(attack, defend, coord_def()), damage(dam)
{
}
protected:
int damage;
};
class anguish_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void merge(const final_effect& a) override;
void fire() override;
anguish_fineff(const actor* attack, int dam)
: final_effect(attack, nullptr, coord_def()), damage(dam)
{
}
protected:
int damage;
};
class ru_retribution_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void merge(const final_effect& a) override;
void fire() override;
ru_retribution_fineff(const actor* attack, const actor* defend, int dam)
: final_effect(attack, defend, coord_def()), damage(dam)
{
}
protected:
int damage;
};
class trample_follow_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
trample_follow_fineff(const actor* attack, const coord_def& pos)
: final_effect(attack, 0, pos)
{
}
};
class blink_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
blink_fineff(const actor* blinker, const actor* o)
: final_effect(o, blinker, coord_def())
{
}
};
class teleport_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
teleport_fineff(const actor* defend)
: final_effect(0, defend, coord_def())
{
}
};
class trj_spawn_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void merge(const final_effect& a) override;
void fire() override;
trj_spawn_fineff(const actor* attack, const actor* defend,
const coord_def& pos, int dam)
: final_effect(attack, defend, pos), damage(dam)
{
}
protected:
int damage;
};
class blood_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
void merge(const final_effect& a) override;
blood_fineff(const actor* defend, const coord_def& pos, int blood_amount)
: final_effect(0, 0, pos), mtype(defend->type), blood(blood_amount)
{
}
protected:
monster_type mtype;
int blood;
};
class deferred_damage_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void merge(const final_effect& a) override;
void fire() override;
deferred_damage_fineff(const actor* attack, const actor* defend,
int dam, bool _attacker_effects, bool _fatal)
: final_effect(attack, defend, coord_def()),
damage(dam), attacker_effects(_attacker_effects), fatal(_fatal)
{
}
protected:
int damage;
bool attacker_effects;
bool fatal;
};
class starcursed_merge_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
starcursed_merge_fineff(const actor* merger)
: final_effect(0, merger, coord_def())
{
}
};
class shock_discharge_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void merge(const final_effect& a) override;
void fire() override;
shock_discharge_fineff(const actor* discharger, actor& rudedude,
coord_def pos, int pow, string shock_src)
: final_effect(0, discharger, coord_def()), oppressor(rudedude),
position(pos), power(pow), shock_source(shock_src)
{
}
protected:
actor& oppressor;
coord_def position;
int power;
string shock_source;
};
class explosion_fineff : public final_effect
{
public:
// One explosion at a time, please.
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
explosion_fineff(const bolt& beem, string boom, string sanct,
explosion_fineff_type _typ, const actor* agent,
string poof)
: final_effect(0, 0, coord_def()), beam(beem),
boom_message(boom), sanctuary_message(sanct),
typ(_typ), flame_agent(agent), poof_message(poof)
{
}
protected:
bolt beam;
string boom_message;
string sanctuary_message;
explosion_fineff_type typ;
const actor* flame_agent;
string poof_message;
};
class splinterfrost_fragment_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
splinterfrost_fragment_fineff(bolt beem, string _msg)
: final_effect(0, 0, coord_def()), beam(beem), msg(_msg)
{
}
protected:
bolt beam;
string msg;
};
// A fineff that triggers a daction; otherwise the daction
// occurs immediately (and then later) -- this might actually
// be too soon in some cases.
class delayed_action_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
virtual void fire() override;
delayed_action_fineff(daction_type _action, const string& _final_msg)
: final_effect(0, 0, coord_def()),
action(_action), final_msg(_final_msg)
{
}
protected:
daction_type action;
string final_msg;
};
class kirke_death_fineff : public delayed_action_fineff
{
public:
void fire() override;
kirke_death_fineff(const string& _final_msg)
: delayed_action_fineff(DACT_KIRKE_HOGS, _final_msg)
{
}
};
class rakshasa_clone_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
rakshasa_clone_fineff(const actor* defend, const coord_def& pos)
: final_effect(0, defend, pos)
{
}
protected:
int damage;
};
class bennu_revive_fineff : public final_effect
{
public:
// Each trigger is from the death of a different bennu---no merging.
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
bennu_revive_fineff(const monster* bennu)
: final_effect(bennu, 0, bennu->pos())
{
env.final_effect_monster_cache.push_back(*bennu);
}
};
class avoided_death_fineff : public final_effect
{
public:
// Each trigger is from the death of a different monster---no merging.
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
avoided_death_fineff(const actor* _def, int _hp)
: final_effect(0, _def, coord_def()), hp(_hp)
{
}
protected:
int hp;
};
class infestation_death_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
infestation_death_fineff(coord_def pos, const string& _name)
: final_effect(0, 0, pos), name(_name)
{
}
protected:
string name;
};
class make_derived_undead_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
make_derived_undead_fineff(coord_def pos, mgen_data _mg, int _xl,
const string& _agent, const string& _msg,
bool _act_immediately)
: final_effect(0, 0, pos), mg(_mg), experience_level(_xl),
agent(_agent), message(_msg), act_immediately(_act_immediately)
{
}
protected:
mgen_data mg;
int experience_level;
string agent;
string message;
bool act_immediately;
};
class mummy_death_curse_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
mummy_death_curse_fineff(const actor* attack, const monster* source, killer_type _killer, int _pow)
: final_effect(fixup_attacker(attack), 0, coord_def()),
killer(_killer), pow(_pow)
{
// Cache the dying mummy so morgues can look up the monster source if it kills us.
env.final_effect_monster_cache.push_back(*source);
dead_mummy = source->mid;
}
protected:
const actor* fixup_attacker(const actor* a);
killer_type killer;
int pow;
mid_t dead_mummy;
};
class summon_dismissal_fineff : public final_effect
{
public:
bool mergeable(const final_effect& fe) const override;
void merge(const final_effect&) override;
void fire() override;
summon_dismissal_fineff(const actor* _defender)
: final_effect(0, _defender, coord_def())
{
}
};
class spectral_weapon_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; };
void fire() override;
spectral_weapon_fineff(const actor& attack, const actor& defend,
item_def* wpn)
: final_effect(&attack, &defend, coord_def()), weapon(wpn)
{
}
protected:
item_def* weapon;
};
class lugonu_meddle_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return true; };
void fire() override;
lugonu_meddle_fineff() : final_effect(nullptr, nullptr, coord_def()) {}
};
class jinxbite_fineff : public final_effect
{
public:
bool mergeable(const final_effect&/*a*/) const override { return false; };
void fire() override;
jinxbite_fineff(const actor* defend)
: final_effect(nullptr, defend, coord_def())
{
}
};
class beogh_resurrection_fineff : public final_effect
{
public:
bool mergeable(const final_effect& a) const override;
void fire() override;
beogh_resurrection_fineff(bool end_ostracism_only)
: final_effect(nullptr, nullptr, coord_def()), ostracism_only(end_ostracism_only)
{
}
protected:
const bool ostracism_only;
};
class dismiss_divine_allies_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
dismiss_divine_allies_fineff(const god_type _god)
: final_effect(0, 0, coord_def()), god(_god)
{
}
protected:
const god_type god;
};
class death_spawn_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return false; }
void fire() override;
death_spawn_fineff(mgen_data _mg)
: final_effect(0, 0, _mg.pos), mg(_mg)
{
}
protected:
const mgen_data mg;
};
class detonation_fineff : public final_effect
{
public:
bool mergeable(const final_effect&/*a*/) const override { return false; };
void fire() override;
detonation_fineff(const coord_def& pos, const item_def* wpn)
: final_effect(&you, nullptr, pos), weapon(wpn)
{
}
protected:
const item_def* weapon;
};
class stardust_fineff : public final_effect
{
public:
bool mergeable(const final_effect&/*a*/) const override { return false; };
void fire() override;
stardust_fineff(actor* agent, int _power, int _max, bool _is_star_jelly)
: final_effect(agent, nullptr, you.pos()), power(_power), max_stars(_max),
is_star_jelly(_is_star_jelly)
{
// If this is a star jelly, cache it (even if it's not dead yet; since
// it may die to further damage events within the same attack action.)
if (is_star_jelly)
env.final_effect_monster_cache.push_back(*agent->as_monster());
}
protected:
int power;
int max_stars;
bool is_star_jelly;
};
class pyromania_fineff : public final_effect
{
public:
bool mergeable(const final_effect&/*a*/) const override { return true; };
void fire() override;
pyromania_fineff()
: final_effect(&you, nullptr, you.pos())
{
}
protected:
int count;
int power;
};
class celebrant_bloodrite_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return true; }
void fire() override;
celebrant_bloodrite_fineff()
: final_effect(&you, nullptr, you.pos())
{
}
};
class eeljolt_fineff : public final_effect
{
public:
bool mergeable(const final_effect&) const override { return true; }
void fire() override;
eeljolt_fineff()
: final_effect(&you, nullptr, you.pos())
{
}
};
// Things to happen when the current attack/etc finishes.
static vector<final_effect*> _final_effects;
static void _schedule_final_effect(final_effect *eff)
{
for (auto fe : _final_effects)
{
if (fe->mergeable(*eff))
{
fe->merge(*eff);
delete eff;
return;
}
}
_final_effects.push_back(eff);
}
void schedule_mirror_damage_fineff(const actor* attack, const actor* defend,
int dam)
{
_schedule_final_effect(new mirror_damage_fineff(attack, defend, dam));
}
void schedule_anguish_fineff(const actor* attack, int dam)
{
_schedule_final_effect(new anguish_fineff(attack, dam));
}
void schedule_ru_retribution_fineff(const actor* attack, const actor* defend,
int dam)
{
_schedule_final_effect(new ru_retribution_fineff(attack, defend, dam));
}
void schedule_trample_follow_fineff(const actor* attack, const coord_def& pos)
{
_schedule_final_effect(new trample_follow_fineff(attack, pos));
}
void schedule_blink_fineff(const actor* blinker, const actor* other)
{
_schedule_final_effect(new blink_fineff(blinker, other));
}
void schedule_teleport_fineff(const actor* defend)
{
_schedule_final_effect(new teleport_fineff(defend));
}
void schedule_trj_spawn_fineff(const actor* attack, const actor* defend,
const coord_def& pos, int dam)
{
_schedule_final_effect(new trj_spawn_fineff(attack, defend, pos, dam));
}
void schedule_blood_fineff(const actor* defend, const coord_def& pos,
int blood_amount)
{
_schedule_final_effect(new blood_fineff(defend, pos, blood_amount));
}
void schedule_deferred_damage_fineff(const actor* attack, const actor* defend,
int dam, bool attacker_effects,
bool fatal)
{
_schedule_final_effect(new deferred_damage_fineff(attack, defend, dam,
attacker_effects,
fatal));
}
void schedule_starcursed_merge_fineff(const actor* merger)
{
_schedule_final_effect(new starcursed_merge_fineff(merger));
}
void schedule_shock_discharge_fineff(const actor* discharger, actor& oppressor,
coord_def pos, int pow,
string shock_source)
{
_schedule_final_effect(new shock_discharge_fineff(discharger,
oppressor, pos, pow,
shock_source));
}
void schedule_explosion_fineff(bolt& beam, string boom, string sanct,
explosion_fineff_type typ,
const actor* flame_agent,
string poof)
{
_schedule_final_effect(new explosion_fineff(beam, boom, sanct,
typ, flame_agent, poof));
}
void schedule_splinterfrost_fragment_fineff(bolt& beam, string msg)
{
_schedule_final_effect(new splinterfrost_fragment_fineff(beam, msg));
}
void schedule_delayed_action_fineff(daction_type action,
const string& final_msg)
{
_schedule_final_effect(new delayed_action_fineff(action, final_msg));
}
void schedule_kirke_death_fineff(const string& final_msg)
{
_schedule_final_effect(new kirke_death_fineff(final_msg));
}
void schedule_rakshasa_clone_fineff(const actor* defend, const coord_def& pos)
{
_schedule_final_effect(new rakshasa_clone_fineff(defend, pos));
}
void schedule_bennu_revive_fineff(const monster* bennu)
{
_schedule_final_effect(new bennu_revive_fineff(bennu));
}
void schedule_avoided_death_fineff(monster* mons)
{
// pretend to be dead until our revival, to prevent
// sequencing errors from inadvertently making us change alignment
const int realhp = mons->hit_points;
mons->hit_points = -realhp;
mons->flags |= MF_PENDING_REVIVAL;
mons->props.erase(ATTACK_KILL_KEY);
_schedule_final_effect(new avoided_death_fineff(mons, realhp));
}
void schedule_infestation_death_fineff(coord_def pos, const string& name)
{
_schedule_final_effect(new infestation_death_fineff(pos, name));
}
void schedule_make_derived_undead_fineff(coord_def pos, mgen_data mg, int xl,
const string& agent,
const string& msg,
bool act_immediately)
{
_schedule_final_effect(new make_derived_undead_fineff(pos, mg, xl, agent,
msg,
act_immediately));
}
void schedule_mummy_death_curse_fineff(const actor* attack,
const monster* dead_mummy,
killer_type killer, int pow)
{
_schedule_final_effect(new mummy_death_curse_fineff(attack, dead_mummy,
killer, pow));
}
void schedule_summon_dismissal_fineff(const actor* _defender)
{
_schedule_final_effect(new summon_dismissal_fineff(_defender));
}
void schedule_spectral_weapon_fineff(const actor& attack, const actor& defend,
item_def* weapon)
{
_schedule_final_effect(new spectral_weapon_fineff(attack, defend, weapon));
}
void schedule_lugonu_meddle_fineff()
{
_schedule_final_effect(new lugonu_meddle_fineff());
}
void schedule_jinxbite_fineff(const actor* defend)
{
_schedule_final_effect(new jinxbite_fineff(defend));
}
void schedule_beogh_resurrection_fineff(bool end_ostracism_only)
{
_schedule_final_effect(new beogh_resurrection_fineff(end_ostracism_only));
}
void schedule_dismiss_divine_allies_fineff(const god_type god)
{
_schedule_final_effect(new dismiss_divine_allies_fineff(god));
}
void schedule_death_spawn_fineff(monster_type mon_type, coord_def pos, int dur,
int summon_type)
{
mgen_data _mg = mgen_data(mon_type, BEH_HOSTILE, pos,
MHITNOT, MG_FORCE_PLACE);
_mg.set_summoned(nullptr, summon_type, dur, false, false);
_schedule_final_effect(new death_spawn_fineff(_mg));
}
void schedule_death_spawn_fineff(mgen_data mg)
{
_schedule_final_effect(new death_spawn_fineff(mg));
}
void schedule_detonation_fineff(const coord_def& pos, const item_def* wpn)
{
_schedule_final_effect(new detonation_fineff(pos, wpn));
}
void schedule_stardust_fineff(actor* agent, int power, int max_stars, bool force_max)
{
_schedule_final_effect(new stardust_fineff(agent, power, max_stars, force_max));
}
void schedule_pyromania_fineff()
{
_schedule_final_effect(new pyromania_fineff());
}
void schedule_celebrant_bloodrite_fineff()
{
_schedule_final_effect(new celebrant_bloodrite_fineff());
}
void schedule_eeljolt_fineff()
{
_schedule_final_effect(new eeljolt_fineff());
}
bool mirror_damage_fineff::mergeable(const final_effect &fe) const
{
const mirror_damage_fineff *o =
dynamic_cast<const mirror_damage_fineff *>(&fe);
return o && att == o->att && def == o->def;
}
bool anguish_fineff::mergeable(const final_effect &fe) const
{
const anguish_fineff *o =
dynamic_cast<const anguish_fineff *>(&fe);
return o && att == o->att;
}
bool ru_retribution_fineff::mergeable(const final_effect &fe) const
{
const ru_retribution_fineff *o =
dynamic_cast<const ru_retribution_fineff *>(&fe);
return o && att == o->att && def == o->def;
}
bool trample_follow_fineff::mergeable(const final_effect &fe) const
{
const trample_follow_fineff *o =
dynamic_cast<const trample_follow_fineff *>(&fe);
return o && att == o->att;
}
bool blink_fineff::mergeable(const final_effect &fe) const
{
const blink_fineff *o = dynamic_cast<const blink_fineff *>(&fe);
return o && def == o->def && att == o->att;
}
bool teleport_fineff::mergeable(const final_effect &fe) const
{
const teleport_fineff *o =
dynamic_cast<const teleport_fineff *>(&fe);
return o && def == o->def;
}
bool trj_spawn_fineff::mergeable(const final_effect &fe) const
{
const trj_spawn_fineff *o = dynamic_cast<const trj_spawn_fineff *>(&fe);
return o && att == o->att && def == o->def && posn == o->posn;
}
bool blood_fineff::mergeable(const final_effect &fe) const
{
const blood_fineff *o = dynamic_cast<const blood_fineff *>(&fe);
return o && posn == o->posn && mtype == o->mtype;
}
bool deferred_damage_fineff::mergeable(const final_effect &fe) const
{
const deferred_damage_fineff *o = dynamic_cast<const deferred_damage_fineff *>(&fe);
return o && att == o->att && def == o->def
&& attacker_effects == o->attacker_effects && fatal == o->fatal;
}
bool starcursed_merge_fineff::mergeable(const final_effect &fe) const
{
const starcursed_merge_fineff *o = dynamic_cast<const starcursed_merge_fineff *>(&fe);
return o && def == o->def;
}
bool shock_discharge_fineff::mergeable(const final_effect &fe) const
{
const shock_discharge_fineff *o = dynamic_cast<const shock_discharge_fineff *>(&fe);
return o && def == o->def;
}
bool delayed_action_fineff::mergeable(const final_effect &) const
{
return false;
}
bool rakshasa_clone_fineff::mergeable(const final_effect &fe) const
{
const rakshasa_clone_fineff *o =
dynamic_cast<const rakshasa_clone_fineff *>(&fe);
return o && att == o->att && def == o->def && posn == o->posn;
}
bool summon_dismissal_fineff::mergeable(const final_effect &fe) const
{
const summon_dismissal_fineff *o =
dynamic_cast<const summon_dismissal_fineff *>(&fe);
return o && def == o->def;
}
void mirror_damage_fineff::merge(const final_effect &fe)
{
const mirror_damage_fineff *mdfe =
dynamic_cast<const mirror_damage_fineff *>(&fe);
ASSERT(mdfe);
ASSERT(mergeable(*mdfe));
damage += mdfe->damage;
}
void anguish_fineff::merge(const final_effect &fe)
{
const anguish_fineff *afe =
dynamic_cast<const anguish_fineff *>(&fe);
ASSERT(afe);
ASSERT(mergeable(*afe));
damage += afe->damage;
}
void ru_retribution_fineff::merge(const final_effect &fe)
{
const ru_retribution_fineff *mdfe =
dynamic_cast<const ru_retribution_fineff *>(&fe);
ASSERT(mdfe);
ASSERT(mergeable(*mdfe));
}
void trj_spawn_fineff::merge(const final_effect &fe)
{
const trj_spawn_fineff *trjfe =
dynamic_cast<const trj_spawn_fineff *>(&fe);
ASSERT(trjfe);
ASSERT(mergeable(*trjfe));
damage += trjfe->damage;
}
void blood_fineff::merge(const final_effect &fe)
{
const blood_fineff *bfe = dynamic_cast<const blood_fineff *>(&fe);
ASSERT(bfe);
ASSERT(mergeable(*bfe));
blood += bfe->blood;
}
void deferred_damage_fineff::merge(const final_effect &fe)
{
const deferred_damage_fineff *ddamfe =
dynamic_cast<const deferred_damage_fineff *>(&fe);
ASSERT(ddamfe);
ASSERT(mergeable(*ddamfe));
damage += ddamfe->damage;
}
void shock_discharge_fineff::merge(const final_effect &fe)
{
const shock_discharge_fineff *ssdfe =
dynamic_cast<const shock_discharge_fineff *>(&fe);
power += ssdfe->power;
}
void summon_dismissal_fineff::merge(const final_effect &)
{
// no damage to accumulate, but no need to fire this more than once
return;
}
void mirror_damage_fineff::fire()
{
actor *attack = attacker();
if (!attack || attack == defender() || !attack->alive())
return;
// defender being dead is ok, if we killed them we still suffer
god_acting gdact(GOD_YREDELEMNUL); // XXX: remove?
if (att == MID_PLAYER)
{
const monster* reflector = defender() ?
defender()->as_monster() : nullptr;
if (reflector)
{
mprf("%s reflects your damage back at you!",
reflector->name(DESC_THE).c_str());
}
else
mpr("Your damage is reflected back at you!");
ouch(damage, KILLED_BY_MIRROR_DAMAGE);
}
else
{
simple_monster_message(*monster_by_mid(att), " suffers a backlash!");
attack->hurt(defender(), damage);
}
}
void anguish_fineff::fire()
{
actor *attack = attacker();
if (!attack || !attack->alive())
return;
const string punct = attack_strength_punctuation(damage);
const string msg = make_stringf(" is wracked by anguish%s", punct.c_str());
simple_monster_message(*monster_by_mid(att), msg.c_str());
attack->hurt(monster_by_mid(MID_YOU_FAULTLESS), damage);
}
void ru_retribution_fineff::fire()
{
actor *attack = attacker();
if (!attack || attack == defender() || !attack->alive())
return;
if (def == MID_PLAYER)
ru_do_retribution(monster_by_mid(att), damage);
}
void trample_follow_fineff::fire()
{
actor *attack = attacker();
if (attack
&& attack->pos() != posn
&& adjacent(attack->pos(), posn)
&& attack->is_habitable(posn)
&& !monster_at(posn))
{
attack->move_to(posn, MV_DELIBERATE);
}
}
void blink_fineff::fire()
{
actor *defend = defender();
if (!defend || !defend->alive() || defend->no_tele())
return;
// if we're doing 'blink with', only blink if we have a partner
actor *pal = attacker();
if (pal && (!pal->alive() || pal->no_tele()))
return;
defend->blink();
if (!defend->alive())
return;
// Is something else also getting blinked?
if (!pal || !pal->alive() || pal->no_tele())
return;
for (fair_adjacent_iterator ai(defend->pos()); ai; ++ai)
{
// No blinking into teleport closets.
if (testbits(env.pgrid(*ai), FPROP_NO_TELE_INTO))
continue;
// XXX: allow fedhasites to be blinked into plants?
if (actor_at(*ai) || !pal->is_habitable(*ai))
continue;
pal->blink_to(*ai);
break;
}
}
void teleport_fineff::fire()
{
actor *defend = defender();
if (defend && defend->alive() && !defend->no_tele())
defend->teleport(true);
}
void trj_spawn_fineff::fire()
{
const actor *attack = attacker();
actor *trj = defender();
int tospawn = div_rand_round(damage, 12);
if (tospawn <= 0)
return;
dprf("Trying to spawn %d jellies.", tospawn);
unsigned short foe = attack && attack->alive() ? attack->mindex() : MHITNOT;
// may be ANON_FRIENDLY_MONSTER
if (invalid_monster_index(foe) && foe != MHITYOU)
foe = MHITNOT;
// Give spawns the same attitude as TRJ; if TRJ is now dead, make them
// hostile.
const beh_type spawn_beh = trj
? attitude_creation_behavior(trj->as_monster()->attitude)
: BEH_HOSTILE;
// No permanent friendly jellies from a charmed TRJ.
if (spawn_beh == BEH_FRIENDLY && !crawl_state.game_is_arena())
return;
int spawned = 0;
for (int i = 0; i < tospawn; ++i)
{
const monster_type jelly = royal_jelly_ejectable_monster();
if (monster *mons = create_monster(
mgen_data(jelly, spawn_beh, posn, foe,
MG_DONT_COME, GOD_JIYVA)
.set_summoned(trj, 0)
.set_range(1, LOS_RADIUS)
.copy_from_parent(trj)))
{
// Don't allow milking the Royal Jelly.
mons->flags |= MF_NO_REWARD | MF_HARD_RESET;
spawned++;
}
}
if (!spawned || !you.see_cell(posn))
return;
if (trj)
{
const string monnam = trj->name(DESC_THE);
mprf("%s shudders%s.", monnam.c_str(),
spawned >= 5 ? " alarmingly" :
spawned >= 3 ? " violently" :
spawned > 1 ? " vigorously" : "");
if (spawned == 1)
mprf("%s spits out another jelly.", monnam.c_str());
else
{
mprf("%s spits out %s more jellies.",
monnam.c_str(),
number_in_words(spawned).c_str());
}
}
else if (spawned == 1)
mpr("One of the Royal Jelly's fragments survives.");
else
{
mprf("The dying Royal Jelly spits out %s more jellies.",
number_in_words(spawned).c_str());
}
}
void blood_fineff::fire()
{
bleed_onto_floor(posn, mtype, blood, true);
}
void deferred_damage_fineff::fire()
{
actor *df = defender();
if (!df)
return;
// Once we actually apply damage to tentacle monsters,
// remove their protection from further damage.
if (df->props.exists(TENTACLE_LORD_HITS))
df->props.erase(TENTACLE_LORD_HITS);
if (!fatal)
{
// Cap non-fatal damage by the defender's hit points
// FIXME: Consider adding a 'fatal' parameter to ::hurt
// to better interact with damage reduction/boosts
// which may be applied later.
int df_hp = df->is_player() ? you.hp
: df->as_monster()->hit_points;
damage = min(damage, df_hp - 1);
}
df->hurt(attacker(), damage, BEAM_MISSILE, KILLED_BY_MONSTER, "", "",
true, attacker_effects);
}
static void _do_merge_masses(monster* initial_mass, monster* merge_to)
{
// Combine enchantment durations.
merge_ench_durations(*initial_mass, *merge_to);
merge_to->blob_size += initial_mass->blob_size;
merge_to->max_hit_points += initial_mass->max_hit_points;
merge_to->hit_points += initial_mass->hit_points;
// Merge monster flags (mostly so that MF_CREATED_NEUTRAL, etc. are
// passed on if the merged slime subsequently splits. Hopefully
// this won't do anything weird.
merge_to->flags |= initial_mass->flags;
// Overwrite the state of the slime getting merged into, because it
// might have been resting or something.
merge_to->behaviour = initial_mass->behaviour;
merge_to->foe = initial_mass->foe;
behaviour_event(merge_to, ME_EVAL);
// Have to 'kill' the slime doing the merging.
monster_die(*initial_mass, KILL_RESET, NON_MONSTER, true);
}
void starcursed_merge_fineff::fire()
{
actor *defend = defender();
if (!defend || !defend->alive())
return;
monster *mon = defend->as_monster();
// Find a random adjacent starcursed mass and merge with it.
for (fair_adjacent_iterator ai(mon->pos()); ai; ++ai)
{
monster* mergee = monster_at(*ai);
if (mergee && mergee->alive() && mergee->type == MONS_STARCURSED_MASS)
{
simple_monster_message(*mon,
" shudders and is absorbed by its neighbour.");
_do_merge_masses(mon, mergee);
return;
}
}
// If there was nothing adjacent to merge with, at least try to move toward
// another starcursed mass
for (distance_iterator di(mon->pos(), true, true, LOS_RADIUS); di; ++di)
{
monster* ally = monster_at(*di);
if (ally && ally->alive() && ally->type == MONS_STARCURSED_MASS
&& mon->can_see(*ally))
{
bool moved = false;
coord_def sgn = (*di - mon->pos()).sgn();
if (mon_can_move_to_pos(mon, sgn))
{
mon->move_to(mon->pos()+sgn, MV_DELIBERATE, true);
moved = true;
}
else if (abs(sgn.x) != 0)
{
coord_def dx(sgn.x, 0);
if (mon_can_move_to_pos(mon, dx))
{
mon->move_to(mon->pos()+dx, MV_DELIBERATE, true);
moved = true;
}
}
else if (abs(sgn.y) != 0)
{
coord_def dy(0, sgn.y);
if (mon_can_move_to_pos(mon, dy))
{
mon->move_to(mon->pos()+dy, MV_DELIBERATE, true);
moved = true;
}
}
if (moved)
{
simple_monster_message(*mon, " shudders and withdraws towards its neighbour.");
mon->speed_increment -= 10;
mon->finalise_movement();
}
}
}
}
void shock_discharge_fineff::fire()
{
if (!oppressor.alive())
return;
const int max_range = 3; // v0v
if (grid_distance(oppressor.pos(), position) > max_range
|| !cell_see_cell(position, oppressor.pos(), LOS_SOLID_SEE))
{
return;
}
const int amount = roll_dice(3, 4 + power * 3 / 2);
int final_dmg = resist_adjust_damage(&oppressor, BEAM_ELECTRICITY, amount);
final_dmg = oppressor.apply_ac(final_dmg, 0, ac_type::half);
const actor *serpent = defender();
if (serpent && you.can_see(*serpent))
{
mprf("%s %s discharges%s, shocking %s%s",
serpent->name(DESC_ITS).c_str(),
shock_source.c_str(),
power < 4 ? "" : " violently",
oppressor.name(DESC_THE).c_str(),
attack_strength_punctuation(final_dmg).c_str());
}
else if (you.can_see(oppressor))
{
mprf("The air sparks with electricity, shocking %s%s",
oppressor.name(DESC_THE).c_str(),
attack_strength_punctuation(final_dmg).c_str());
}
bolt beam;
beam.flavour = BEAM_ELECTRICITY;
const string name = serpent && serpent->alive_or_reviving() ?
serpent->name(DESC_A, true) :
"a shock serpent"; // dubious
oppressor.hurt(serpent, final_dmg, beam.flavour, KILLED_BY_BEAM,
name.c_str(), shock_source.c_str());
// Do resist messaging
if (oppressor.alive())
{
oppressor.beam_resists(beam, amount, true);
if (final_dmg)
oppressor.expose_to_element(beam.flavour, final_dmg);
}
}
void explosion_fineff::fire()
{
if (is_sanctuary(beam.target))
{
if (you.see_cell(beam.target))
mprf(MSGCH_GOD, "%s", sanctuary_message.c_str());
return;
}
if (you.see_cell(beam.target))
{
if (typ == EXPLOSION_FINEFF_CONCUSSION || typ == EXPLOSION_FINEFF_PYROMANIA)
mpr(boom_message);
else
mprf(MSGCH_MONSTER_DAMAGE, MDAM_DEAD, "%s", boom_message.c_str());
}
if (typ == EXPLOSION_FINEFF_INNER_FLAME)
for (adjacent_iterator ai(beam.target, false); ai; ++ai)
if (!one_chance_in(5))
place_cloud(CLOUD_FIRE, *ai, 10 + random2(10), flame_agent);
beam.explode(true, typ == EXPLOSION_FINEFF_PYROMANIA);
if (typ == EXPLOSION_FINEFF_CONCUSSION)
{
for (fair_adjacent_iterator ai(beam.target); ai; ++ai)
{
actor *act = actor_at(*ai);
if (!act
|| act->is_stationary()
|| !could_harm(&you, act))
{
continue;
}
const coord_def newpos = (*ai - beam.target) + *ai;
if (newpos == *ai || actor_at(newpos) || !act->is_habitable(newpos))
continue;
act->move_to(newpos, MV_DEFAULT, true);
if (you.can_see(*act))
{
mprf("%s %s knocked back by the blast.",
act->name(DESC_THE).c_str(),
act->conj_verb("are").c_str());
}
act->finalise_movement();
}
}
if (you.see_cell(beam.target) && !poof_message.empty())
mprf(MSGCH_MONSTER_TIMEOUT, "%s", poof_message.c_str());
}
void delayed_action_fineff::fire()
{
if (!final_msg.empty())
mpr(final_msg);
add_daction(action);
}
void kirke_death_fineff::fire()
{
delayed_action_fineff::fire();
// Revert the player last
if (you.form == transformation::pig)
return_to_default_form();
}
void rakshasa_clone_fineff::fire()
{
actor *defend = defender();
if (!defend)
return;
monster *rakshasa = defend->as_monster();
ASSERT(rakshasa);
// Using SPELL_NO_SPELL to prevent overwriting normal clones
cast_phantom_mirror(rakshasa, rakshasa, 50, SPELL_NO_SPELL);
cast_phantom_mirror(rakshasa, rakshasa, 50, SPELL_NO_SPELL);
rakshasa->lose_energy(EUT_SPELL);
if (you.can_see(*rakshasa))
{
mprf(MSGCH_MONSTER_SPELL,
"The injured %s weaves a defensive illusion!",
rakshasa->name(DESC_PLAIN).c_str());
}
}
void bennu_revive_fineff::fire()
{
bool res_visible = you.see_cell(posn);
const monster* orig = cached_monster_copy_by_mid(att);
monster *newmons = create_monster(mgen_data(MONS_BENNU, BEH_HOSTILE, posn, orig->foe,
res_visible ? MG_DONT_COME
: MG_NONE).copy_from_parent(orig));
if (!newmons)
return;
const int old_revives = orig->props.exists(BENNU_REVIVES_KEY) ? orig->props[BENNU_REVIVES_KEY].get_byte() : 0;
newmons->props[BENNU_REVIVES_KEY].get_byte() = old_revives + 1;
// If we were dueling the original bennu, the duel continues.
if (orig->props.exists(OKAWARU_DUEL_TARGET_KEY))
{
newmons->props[OKAWARU_DUEL_TARGET_KEY] = true;
newmons->props[OKAWARU_DUEL_CURRENT_KEY] = true;
}
}
void avoided_death_fineff::fire()
{
ASSERT(defender() && defender()->is_monster());
defender()->as_monster()->hit_points = hp;
defender()->as_monster()->flags &= ~MF_PENDING_REVIVAL;
}
void infestation_death_fineff::fire()
{
if (monster *scarab = create_monster(mgen_data(MONS_DEATH_SCARAB,
BEH_FRIENDLY, posn,
MHITYOU, MG_AUTOFOE)
.set_summoned(&you, SPELL_INFESTATION,
summ_dur(5), false),
false))
{
if (you.see_cell(posn) || you.can_see(*scarab))
{
mprf("%s bursts from %s!", scarab->name(DESC_A, true).c_str(),
name.c_str());
}
}
}
void make_derived_undead_fineff::fire()
{
monster *undead = create_monster(mg);
if (!undead)
return;
if (!message.empty() && you.can_see(*undead))
mpr(message);
// If the original monster has been levelled up, its HD might be
// different from its class HD, in which case its HP should be
// rerolled to match.
if (undead->get_experience_level() != experience_level)
{
undead->set_hit_dice(max(experience_level, 1));
roll_zombie_hp(undead);
}
if (!agent.empty())
mons_add_blame(undead, "animated by " + agent);
if (act_immediately)
{
undead->flags &= ~MF_JUST_SUMMONED;
undead->speed_increment = 80;
queue_monster_for_action(undead);
}
}
const actor *mummy_death_curse_fineff::fixup_attacker(const actor *a)
{
if (a && a->is_monster() && a->as_monster()->friendly()
&& !crawl_state.game_is_arena())
{
// Mummies are smart enough not to waste curses on summons or allies.
return &you;
}
return a;
}
void mummy_death_curse_fineff::fire()
{
if (pow <= 0)
return;
switch (killer)
{
// Mummy killed by trap or something other than the player or
// another monster, so no curse.
case KILL_NON_ACTOR:
case KILL_RESET:
case KILL_RESET_KEEP_ITEMS:
// Mummy sent to the Abyss wasn't actually killed, so no curse.
case KILL_BANISHED:
return;
default:
break;
}
actor* victim;
if (YOU_KILL(killer))
victim = &you;
// Killed by a Zot trap, a god, etc, or suicide.
else if (!attacker() || attacker() == defender())
return;
else
victim = attacker();
// Mummy was killed by a ballistomycete spore or ball lightning?
if (!victim->alive())
return;
// Stepped from time?
if (!in_bounds(victim->pos()))
return;
if (victim->is_player())
mprf(MSGCH_MONSTER_SPELL, "You feel extremely nervous for a moment...");
else if (you.can_see(*victim))
{
mprf(MSGCH_MONSTER_SPELL, "A malignant aura surrounds %s.",
victim->name(DESC_THE).c_str());
}
// The real mummy is dead, but we pass along a cached copy save at the time
// they died (for morgue purposes)
death_curse(*victim, cached_monster_copy_by_mid(dead_mummy), "", pow);
}
void summon_dismissal_fineff::fire()
{
if (defender() && defender()->alive())
monster_die(*(defender()->as_monster()), KILL_TIMEOUT, NON_MONSTER);
}
void spectral_weapon_fineff::fire()
{
actor *atkr = attacker();
actor *defend = defender();
if (!defend || !atkr || !defend->alive() || !atkr->alive())
return;
if (!weapon || !weapon->defined())
return;
const coord_def target = defend->pos();
// Do we already have a spectral weapon?
monster* sw = find_spectral_weapon(*weapon);
if (sw)
{
if (sw == defend)
return; // don't attack yourself. too silly.
// Is it already in range?
const int sw_range = sw->reach_range();
if (sw_range > 1
&& can_reach_attack_between(sw->pos(), target, sw_range)
|| adjacent(sw->pos(), target))
{
// Just attack.
melee_attack melee_attk(sw, defend);
melee_attk.attack();
return;
}
}
// Can we find a nearby space to attack from?
const int atk_range = atkr->reach_range();
int seen_valid = 0;
coord_def chosen_pos;
// Try only spaces adjacent to the attacker.
for (adjacent_iterator ai(atkr->pos()); ai; ++ai)
{
if (actor_at(*ai)
|| !monster_habitable_grid(MONS_SPECTRAL_WEAPON, *ai))
{
continue;
}
// ... and only spaces the weapon could attack the defender from.
if (grid_distance(*ai, target) > 1
&& (atk_range <= 1
|| !can_reach_attack_between(*ai, target, atk_range)))
{
continue;
}
// Reservoir sampling.
seen_valid++;
if (one_chance_in(seen_valid))
chosen_pos = *ai;
}
if (!seen_valid)
return;
monster *mons = create_spectral_weapon(*atkr, chosen_pos, *weapon);
if (!mons)
return;
melee_attack melee_attk(mons, defend);
melee_attk.attack();
}
void lugonu_meddle_fineff::fire() {
lucy_check_meddling();
}
void jinxbite_fineff::fire()
{
actor* defend = defender();
if (defend && defend->alive())
attempt_jinxbite_hit(*defend);
}
bool beogh_resurrection_fineff::mergeable(const final_effect &fe) const
{
const beogh_resurrection_fineff *o =
dynamic_cast<const beogh_resurrection_fineff *>(&fe);
return o && ostracism_only == o->ostracism_only;
}
void beogh_resurrection_fineff::fire()
{
beogh_resurrect_followers(ostracism_only);
}
void dismiss_divine_allies_fineff::fire()
{
if (god == GOD_BEOGH)
beogh_do_ostracism();
else
dismiss_god_summons(god);
}
void death_spawn_fineff::fire()
{
create_monster(mg);
}
void splinterfrost_fragment_fineff::fire()
{
if (!msg.empty())
mprf(MSGCH_MONSTER_DAMAGE, MDAM_DEAD, "%s", msg.c_str());
beam.fire();
}
void detonation_fineff::fire()
{
do_catalyst_explosion(posn, weapon);
}
void stardust_fineff::fire()
{
actor* agent = actor_by_mid(att);
// In case the agent is dead, check for a cached copy.
if (!agent)
agent = cached_monster_copy_by_mid(att);
if (!agent)
return;
if (agent->is_player() && is_sanctuary(you.pos()))
return;
int count = 0;
for (actor_near_iterator ai(agent->pos(), LOS_NO_TRANS); ai; ++ai)
if (!ai->is_firewood() && !mons_aligned(agent, *ai))
++count;
// Don't activate or go on cooldown if there's nothing to shoot at.
if (count == 0)
return;
if (is_star_jelly)
mprf("A flurry of magic pours from %s injured body!", agent->name(DESC_ITS).c_str());
else
mprf("%s orb unleashes a flurry of shooting stars!", agent->name(DESC_ITS).c_str());
count = is_star_jelly ? max_stars : min(max_stars, count + 1);
const int foe = agent->is_player() ? int{MHITYOU} : agent->as_monster()->foe;
for (int i = 0; i < count; ++i)
{
mgen_data mg(MONS_SHOOTING_STAR, BEH_COPY, agent->pos(),
foe, MG_FORCE_BEH | MG_FORCE_PLACE | MG_AUTOFOE);
mg.set_summoned(agent, MON_SUMM_STARDUST, 200, false, false);
mg.set_range(1, 3);
mg.hd = power;
mg.hp = 100;
if (monster* mon = create_monster(mg))
mon->steps_remaining = 12;
}
if (agent->is_player())
you.duration[DUR_STARDUST_COOLDOWN] = random_range(40, 70);
else if (!is_star_jelly)
agent->as_monster()->add_ench(mon_enchant(ENCH_ORB_COOLDOWN, agent, random_range(300, 500)));
}
void pyromania_fineff::fire()
{
// Test if there's at least *something* worth hitting before exploding
// (primarily to avoid wasting the player's time). Note: we don't check the
// the player *wants* to hit what is there, just that there is something
// there to hit. Burning down random plants is thematic here.
bool found = false;
for (radius_iterator ri(you.pos(), 3, C_SQUARE, LOS_NO_TRANS); ri; ++ri)
{
if (monster* mon = monster_at(*ri))
{
if (could_harm(&you, mon))
{
found = true;
break;
}
}
}
if (!found)
return;
bolt exp;
zappy(ZAP_FIREBALL, 50, false, exp);
exp.damage = pyromania_damage();
exp.set_agent(&you);
exp.target = you.pos();
exp.source = you.pos();
exp.ex_size = 3;
mpr("Your orb flickers with a hungry flame!");
exp.explode(true, true);
}
constexpr int BLOODRITE_MIN_SHOTS = 8;
void celebrant_bloodrite_fineff::fire()
{
vector<coord_def> targs;
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (!mi->wont_attack() && !mi->is_firewood())
targs.push_back(mi->pos());
}
// Don't activate or go on cooldown if there's nothing to shoot at.
if (targs.empty())
return;
mpr("You consecrate your suffering and invoke the rites of blood!");
// Set cooldown before firing, in case we recieve damage during the volley
// (eg: via reflected projectiles) that would trigger this again.
you.duration[DUR_CELEBRANT_COOLDOWN] = 1;
shuffle_array(targs);
int shots_fired = 0;
int repeats = 0;
bolt beam;
beam.range = you.current_vision;
beam.source = you.pos();
beam.source_id = MID_PLAYER;
beam.attitude = ATT_FRIENDLY;
beam.thrower = KILL_YOU;
zappy(ZAP_BLOOD_ARROW, 15 + you.skill(SK_INVOCATIONS, 2), false, beam);
beam.draw_delay = 10;
// Fire once at every visible target. If that doesn't hit the minimum number
// of shots, fire at most a second time at each of these targets.
while (shots_fired < BLOODRITE_MIN_SHOTS && repeats < 2)
{
for (size_t i = 0; i < targs.size()
&& (repeats == 0 || shots_fired < BLOODRITE_MIN_SHOTS); ++i)
{
bolt shot = beam;
shot.target = targs[i];
shot.fire();
view_clear_overlays();
++shots_fired;
}
++repeats;
shuffle_array(targs);
}
// If firing twice at every target still didn't hit the minimum number of
// shots, fire the rest of them completely at random.
while (shots_fired < BLOODRITE_MIN_SHOTS)
{
coord_def targ = you.pos();
targ.x += random_range(-LOS_RADIUS, LOS_RADIUS);
targ.y += random_range(-LOS_RADIUS, LOS_RADIUS);
if (targ == you.pos())
continue;
bolt shot = beam;
shot.target = targ;
shot.fire();
view_clear_overlays();
++shots_fired;
}
}
void eeljolt_fineff::fire()
{
do_eel_arcjolt();
}
// Effects that occur after all other effects, even if the monster is dead.
// For example, explosions that would hit other creatures, but we want
// to deal with only one creature at a time, so that's handled last.
void fire_final_effects()
{
while (!_final_effects.empty())
{
// Remove it first so nothing can merge with it.
unique_ptr<final_effect> eff(_final_effects.back());
_final_effects.pop_back();
eff->fire();
}
// Clear all cached monster copies
env.final_effect_monster_cache.clear();
}
void clear_final_effects()
{
deleteAll(_final_effects);
}
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