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/**
* @file
* @brief Self-enchantment spells.
**/
#include "AppHdr.h"
#include "spl-selfench.h"
#include <cmath>
#include "act-iter.h"
#include "areas.h"
#include "art-enum.h"
#include "coordit.h" // radius_iterator
#include "env.h"
#include "god-passive.h"
#include "hints.h"
#include "items.h" // stack_iterator
#include "libutil.h"
#include "message.h"
#include "output.h"
#include "player.h"
#include "prompt.h"
#include "religion.h"
#include "spl-other.h"
#include "spl-util.h"
#include "stringutil.h"
#include "terrain.h"
#include "transform.h"
#include "tilepick.h"
#include "view.h"
spret cast_deaths_door(int pow, bool fail)
{
fail_check();
mpr("You stand defiantly in death's doorway!");
mprf(MSGCH_SOUND, "You seem to hear sand running through an hourglass...");
you.set_duration(DUR_DEATHS_DOOR, 10 + random2avg(13, 3)
+ div_rand_round(random2(pow), 10));
const int hp = max(div_rand_round(pow, 10), 1);
you.attribute[ATTR_DEATHS_DOOR_HP] = hp;
set_hp(hp);
if (you.duration[DUR_DEATHS_DOOR] > 25 * BASELINE_DELAY)
you.duration[DUR_DEATHS_DOOR] = (23 + random2(5)) * BASELINE_DELAY;
return spret::success;
}
void remove_ice_armour()
{
mprf(MSGCH_DURATION, "Your icy armour melts away.");
you.redraw_armour_class = true;
you.duration[DUR_ICY_ARMOUR] = 0;
}
spret ice_armour(int pow, bool fail)
{
fail_check();
if (you.duration[DUR_ICY_ARMOUR])
mpr("Your icy armour thickens.");
else
mpr("A film of ice covers your body!");
you.increase_duration(DUR_ICY_ARMOUR, random_range(40, 50), 50);
you.props[ICY_ARMOUR_KEY] = pow;
you.redraw_armour_class = true;
return spret::success;
}
void fiery_armour()
{
if (you.duration[DUR_FIERY_ARMOUR])
mpr("Your cloak of flame flares fiercely!");
else if (you.duration[DUR_ICY_ARMOUR] || player_icemail_armour_class())
{
mpr("A sizzling cloak of flame settles atop your icy armour.");
// TODO: add corresponding inverse message for casting ozo's etc
// while DUR_FIERY_ARMOUR is active (maybe..?)
}
else
mpr("A protective cloak of flame settles atop you.");
you.increase_duration(DUR_FIERY_ARMOUR, random_range(110, 140), 1500);
you.redraw_armour_class = true;
}
spret cast_revivification(int pow, bool fail)
{
fail_check();
mpr("Your body is healed in an amazingly painful way.");
const int loss = 6 + binomial(9, 8, pow);
dec_max_hp(loss * you.hp_max / 100);
set_hp(you.hp_max);
if (you.duration[DUR_DEATHS_DOOR])
{
mprf(MSGCH_DURATION, "Your life is in your own hands once again.");
// XXX: better cause name?
you.paralyse(&you, random_range(2, 5), "breaking free from death's doorway");
you.duration[DUR_DEATHS_DOOR] = 0;
}
return spret::success;
}
spret cast_swiftness(int power, bool fail)
{
fail_check();
you.set_duration(DUR_SWIFTNESS, 12 + random2(power)/2, 30,
"You feel quick.");
you.attribute[ATTR_SWIFTNESS] = you.duration[DUR_SWIFTNESS];
return spret::success;
}
int cast_selective_amnesia(const string &pre_msg)
{
if (you.spell_no == 0)
{
canned_msg(MSG_NO_SPELLS);
return 0;
}
int keyin = 0;
spell_type spell;
int slot;
// Pick a spell to forget.
keyin = list_spells(false, false, false, false, "forget");
redraw_screen();
update_screen();
if (isaalpha(keyin))
{
spell = get_spell_by_letter(keyin);
slot = get_spell_slot_by_letter(keyin);
const bool in_library = you.spell_library[spell];
if (spell != SPELL_NO_SPELL)
{
const string prompt = make_stringf(
"Forget %s, freeing %d spell level%s for a total of %d?%s",
spell_title(spell), spell_levels_required(spell),
spell_levels_required(spell) != 1 ? "s" : "",
player_spell_levels(false) + spell_levels_required(spell),
in_library ? "" : " This spell is not in your library!");
if (yesno(prompt.c_str(), in_library, 'n', false))
{
if (!pre_msg.empty())
mpr(pre_msg);
del_spell_from_memory_by_slot(slot);
return 1;
}
}
}
return -1;
}
spret cast_fugue_of_the_fallen(int pow, bool fail)
{
fail_check();
if (you.duration[DUR_FUGUE])
mpr("You release your grip on the fallen and begin the cycle anew!");
else
mpr("You call out to the remnants of the fallen!");
you.set_duration(DUR_FUGUE, 25 + random2avg(pow, 2));
you.props[FUGUE_KEY] = 0;
return spret::success;
}
void do_fugue_wail(const coord_def pos)
{
// Do burst of negative energy damage around the spot that was hit by an
// attack with max fugue stacks. Hit anything which isn't friendly and
// immune to negative energy.
vector <monster*> affected;
for (adjacent_iterator ai(pos); ai; ++ai)
{
monster* mon = monster_at(*ai);
if (mon && !mon->is_firewood() && !mon->wont_attack()
&& mon->res_negative_energy() < 3)
{
affected.push_back(mon);
}
}
int pow = calc_spell_power(SPELL_FUGUE_OF_THE_FALLEN);
if (!affected.empty())
mpr("The fallen lash out in pain!");
for (monster *m : affected)
{
if (m->alive())
{
m->hurt(&you, roll_dice(2, 3 + div_rand_round(pow, 25)),
BEAM_NEG, KILLED_BY_BEAM);
}
}
}
int silence_min_range(int pow)
{
return shrinking_aoe_range(min(100, (20 + pow/5)) * BASELINE_DELAY);
}
int silence_max_range(int pow)
{
return shrinking_aoe_range(min(100, (20 + pow/5 + pow/2)) * BASELINE_DELAY);
}
spret cast_silence(int pow, bool fail)
{
fail_check();
mpr("A profound silence engulfs you.");
you.increase_duration(DUR_SILENCE, 20 + div_rand_round(pow,5)
+ random2avg(div_rand_round(pow,2), 2), 100);
invalidate_agrid(true);
learned_something_new(HINT_YOU_SILENCE);
return spret::success;
}
int liquefaction_max_range(int pow)
{
return shrinking_aoe_range((9 + pow) * BASELINE_DELAY);
}
spret cast_liquefaction(int pow, bool fail)
{
fail_check();
flash_view_delay(UA_PLAYER, BROWN, 80);
flash_view_delay(UA_PLAYER, YELLOW, 80);
flash_view_delay(UA_PLAYER, BROWN, 140);
mpr("The ground around you becomes liquefied!");
you.increase_duration(DUR_LIQUEFYING, 15 + random2avg(pow, 2), 100);
invalidate_agrid(true);
return spret::success;
}
// Is there at least one valid hostile thing in sight?
bool jinxbite_targets_available()
{
for (monster_near_iterator mi(&you, LOS_NO_TRANS); mi; ++mi)
{
if (mons_is_threatening(**mi) && !mi->wont_attack()
&& mi->willpower() != WILL_INVULN)
{
return true;
}
}
return false;
}
spret cast_jinxbite(int pow, bool fail)
{
if (!jinxbite_targets_available())
{
mpr("There is nobody nearby that the sprites are interested in.");
return spret::abort;
}
fail_check();
mprf("You beckon %s vexing sprites to accompany your attacks.",
you.duration[DUR_JINXBITE] ? "more" : "some");
const int base_dur = random_range(9, 15);
const int will_dur = random_range(base_dur, 15) +
div_rand_round(spell_power_cap(SPELL_JINXBITE), 4);
you.increase_duration(DUR_JINXBITE, base_dur + div_rand_round(pow, 4), 28);
you.increase_duration(DUR_LOWERED_WL, will_dur, 28,
"You feel your willpower being sapped.");
return spret::success;
}
spret cast_confusing_touch(int power, bool fail)
{
fail_check();
msg::stream << you.hands_act("begin", "to glow ")
<< (you.duration[DUR_CONFUSING_TOUCH] ? "brighter" : "red")
<< "." << endl;
you.set_duration(DUR_CONFUSING_TOUCH,
max(10 + div_rand_round(random2(1 + power), 5),
you.duration[DUR_CONFUSING_TOUCH]),
20, nullptr);
you.props[CONFUSING_TOUCH_KEY] = power;
return spret::success;
}
spret cast_detonation_catalyst(bool fail)
{
fail_check();
mpr("You ready an explosive catalyst.");
// base duration is very low to minimize precasting
you.set_duration(DUR_DETONATION_CATALYST, random_range(3,5));
return spret::success;
}
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