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/*
* File: spells2.cc
* Summary: Implementations of some additional spells.
* Mostly Necromancy and Summoning.
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include "spells2.h"
#include <stdio.h>
#include <string.h>
#include <sstream>
#include <algorithm>
#include "externs.h"
#include "artefact.h"
#include "beam.h"
#include "cloud.h"
#include "coordit.h"
#include "delay.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "map_knowledge.h"
#include "fprop.h"
#include "ghost.h"
#include "goditem.h"
#include "invent.h"
#include "itemprop.h"
#include "items.h"
#include "it_use2.h"
#include "makeitem.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-iter.h"
#include "mon-place.h"
#include "mgen_data.h"
#include "coord.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "ouch.h"
#include "player.h"
#include "quiver.h"
#include "religion.h"
#include "godconduct.h"
#include "stuff.h"
#include "teleport.h"
#include "terrain.h"
#include "traps.h"
#include "view.h"
#include "shout.h"
int detect_traps(int pow)
{
pow = std::min(50, pow);
// Trap detection moved to traps.cc. -am
const int range = 8 + random2(8) + pow;
return reveal_traps(range);
}
int detect_items(int pow)
{
int items_found = 0;
const int map_radius = 8 + random2(8) + pow;
for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri)
{
// Don't expose new dug out areas:
// Note: assumptions are being made here about how
// terrain can change (eg it used to be solid, and
// thus item free).
if (is_terrain_changed(*ri))
continue;
if (igrd(*ri) != NON_ITEM
&& (!get_map_knowledge_obj(*ri) || !is_map_knowledge_item(*ri)))
{
items_found++;
set_map_knowledge_obj(*ri, show_type(SHOW_ITEM_DETECTED));
set_map_knowledge_detected_item(*ri);
}
}
return (items_found);
}
static void _fuzz_detect_creatures(int pow, int *fuzz_radius, int *fuzz_chance)
{
dprf("dc_fuzz: Power is %d", pow);
pow = std::max(1, pow);
*fuzz_radius = pow >= 50 ? 1 : 2;
// Fuzz chance starts off at 100% and declines to a low of 10% for
// obscenely powerful castings (pow caps around the 60 mark).
*fuzz_chance = 100 - 90 * (pow - 1) / 59;
if (*fuzz_chance < 10)
*fuzz_chance = 10;
}
static bool _mark_detected_creature(coord_def where, const monsters *mon,
int fuzz_chance, int fuzz_radius)
{
bool found_good = false;
if (fuzz_radius && x_chance_in_y(fuzz_chance, 100))
{
const int fuzz_diam = 2 * fuzz_radius + 1;
coord_def place;
// Try five times to find a valid placement, else we attempt to place
// the monster where it really is (and may fail).
for (int itry = 0; itry < 5; ++itry)
{
place.set(where.x + random2(fuzz_diam) - fuzz_radius,
where.y + random2(fuzz_diam) - fuzz_radius);
// If the player would be able to see a monster at this location
// don't place it there.
if (you.see_cell(place))
continue;
// Try not to overwrite another detected monster.
if (is_map_knowledge_detected_mons(place))
continue;
// Don't print monsters on terrain they cannot pass through,
// not even if said terrain has since changed.
if (map_bounds(place) && !is_terrain_changed(place)
&& mon->can_pass_through_feat(grd(place)))
{
found_good = true;
break;
}
}
if (found_good)
where = place;
}
set_map_knowledge_obj(where, show_type(mons_detected_base(mon->type)));
set_map_knowledge_detected_mons(where);
return (found_good);
}
int detect_creatures(int pow, bool telepathic)
{
int fuzz_radius = 0, fuzz_chance = 0;
if (!telepathic)
_fuzz_detect_creatures(pow, &fuzz_radius, &fuzz_chance);
int creatures_found = 0;
const int map_radius = 8 + random2(8) + pow;
// Clear the map so detect creatures is more useful and the detection
// fuzz is harder to analyse by averaging.
if (!telepathic)
clear_map(false);
for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri)
{
if (monsters *mon = monster_at(*ri))
{
// If you can see the monster, don't "detect" it elsewhere.
if (!mons_near(mon) || !mon->visible_to(&you))
{
creatures_found++;
_mark_detected_creature(*ri, mon, fuzz_chance, fuzz_radius);
}
// Assuming that highly intelligent spellcasters can
// detect scrying. -- bwr
if (mons_intel(mon) == I_HIGH
&& mons_class_flag(mon->type, M_SPELLCASTER))
{
behaviour_event(mon, ME_DISTURB, MHITYOU, you.pos());
}
}
}
return (creatures_found);
}
void corpse_rot()
{
for (radius_iterator ri(you.pos(), 6, C_ROUND, you.get_los_no_trans());
ri; ++ri)
{
if (!is_sanctuary(*ri) && env.cgrid(*ri) == EMPTY_CLOUD)
for (stack_iterator si(*ri); si; ++si)
if (si->base_type == OBJ_CORPSES && si->sub_type == CORPSE_BODY)
{
// Found a corpse. Skeletonise it if possible.
if (!mons_skeleton(si->plus))
destroy_item(si->index());
else
turn_corpse_into_skeleton(*si);
place_cloud(CLOUD_MIASMA, *ri, 4+random2avg(16, 3), KC_YOU);
// Don't look for more corpses here.
break;
}
}
if (you.can_smell())
mpr("You smell decay.");
// Should make zombies decay into skeletons?
}
// We need to know what brands equate with what missile brands to know if
// we should disallow temporary branding or not.
static special_missile_type _convert_to_missile(brand_type which_brand)
{
switch (which_brand)
{
case SPWPN_NORMAL: return SPMSL_NORMAL;
case SPWPN_FLAME: // deliberate fall through
case SPWPN_FLAMING: return SPMSL_FLAME;
case SPWPN_FROST: // deliberate fall through
case SPWPN_FREEZING: return SPMSL_FROST;
case SPWPN_VENOM: return SPMSL_POISONED;
case SPWPN_CHAOS: return SPMSL_CHAOS;
case SPWPN_RETURNING: return SPMSL_RETURNING;
default: return SPMSL_NORMAL; // there are no equivalents for the rest
// of the ammo brands.
}
}
// Some launchers need to convert different brands.
static brand_type _convert_to_launcher(brand_type which_brand)
{
switch (which_brand)
{
case SPWPN_FREEZING: return SPWPN_FROST; case SPWPN_FLAMING: return SPWPN_FLAME;
default: return (which_brand);
}
}
static bool _ok_for_launchers(brand_type which_brand)
{
switch (which_brand)
{
case SPWPN_NORMAL:
case SPWPN_FREEZING:
case SPWPN_FROST:
case SPWPN_FLAMING:
case SPWPN_FLAME:
case SPWPN_VENOM:
//case SPWPN_PAIN: -- no pain missile type yet
case SPWPN_RETURNING:
case SPWPN_CHAOS:
return (true);
default:
return (false);
}
}
bool brand_weapon(brand_type which_brand, int power)
{
if (!you.weapon())
return (false);
bool temp_brand = you.duration[DUR_WEAPON_BRAND];
item_def& weapon = *you.weapon();
// Can't brand non-weapons, but can brand some launchers (see later).
if (weapon.base_type != OBJ_WEAPONS)
return (false);
// But not blowguns.
if (weapon.sub_type == WPN_BLOWGUN)
return (false);
// Can't brand artefacts.
if (is_artefact(weapon))
return (false);
// Can't brand already-branded items.
if (!temp_brand && get_weapon_brand(weapon) != SPWPN_NORMAL)
return (false);
// Some brandings are restricted to certain damage types.
const int wpn_type = get_vorpal_type(weapon);
if (which_brand == SPWPN_VENOM && wpn_type == DVORP_CRUSHING
|| which_brand == SPWPN_VORPAL && wpn_type != DVORP_SLICING
&& wpn_type != DVORP_STABBING
|| which_brand == SPWPN_DUMMY_CRUSHING && wpn_type != DVORP_CRUSHING)
{
return (false);
}
// Can only brand launchers with sensible brands.
if (is_range_weapon(weapon))
{
// If the new missile type wouldn't match the launcher, say no.
missile_type missile = fires_ammo_type(weapon);
// XXX: To deal with the fact that is_missile_brand_ok will be
// unhappy if we attempt to brand stones, tell it we're using
// sling bullets instead.
if (weapon.sub_type == WPN_SLING)
missile = MI_SLING_BULLET;
if (!is_missile_brand_ok(missile, _convert_to_missile(which_brand), true))
return (false);
// If the brand isn't appropriate for that launcher, also say no.
if (!_ok_for_launchers(which_brand))
return (false);
// Otherwise, convert to the correct brand type, most specifically (but
// not necessarily only) flaming -> flame, freezing -> frost.
which_brand = _convert_to_launcher(which_brand);
}
// Allow rebranding a temporarily-branded item to a different brand.
if (temp_brand && (get_weapon_brand(weapon) != which_brand))
{
you.duration[DUR_WEAPON_BRAND] = 0;
set_item_ego_type(weapon, OBJ_WEAPONS, SPWPN_NORMAL);
temp_brand = false;
}
std::string msg = weapon.name(DESC_CAP_YOUR);
bool emit_special_message = !temp_brand;
int duration_affected = 0;
switch (which_brand)
{
case SPWPN_FLAME:
case SPWPN_FLAMING:
msg += " bursts into flame!";
duration_affected = 7;
break;
case SPWPN_FROST:
msg += " frosts over!";
duration_affected = 7;
break;
case SPWPN_FREEZING:
msg += " glows blue.";
duration_affected = 7;
break;
case SPWPN_VENOM:
msg += " starts dripping with poison.";
duration_affected = 15;
break;
case SPWPN_DRAINING:
msg += " crackles with unholy energy.";
duration_affected = 12;
break;
case SPWPN_VORPAL:
msg += " glows silver and looks extremely sharp.";
duration_affected = 10;
break;
case SPWPN_DISTORTION: //jmf: Added for Warp Weapon.
msg += " seems to ";
msg += random_choose_string("twist", "bend", "vibrate",
"flex", "wobble", "twang", NULL);
msg += (coinflip() ? " oddly." : " strangely.");
duration_affected = 5;
// [dshaligram] Clamping power to 2.
power = 2;
break;
case SPWPN_PAIN:
// Well, in theory, we could be silenced, but then how are
// we casting the brand spell?
msg += " shrieks in agony.";
noisy(15, you.pos());
duration_affected = 8;
// We must repeat the special message here (as there's a side effect.)
emit_special_message = true;
break;
case SPWPN_DUMMY_CRUSHING: //jmf: Added for Maxwell's Silver Hammer.
which_brand = SPWPN_VORPAL;
msg += " glows silver and feels heavier.";
duration_affected = 7;
break;
case SPWPN_RETURNING:
msg += " wiggles in your hand.";
duration_affected = 5;
break;
default:
break;
}
if (!temp_brand)
{
set_item_ego_type(weapon, OBJ_WEAPONS, which_brand);
you.wield_change = true;
}
if (emit_special_message)
mpr(msg.c_str());
else
mprf("%s flashes.", weapon.name(DESC_CAP_YOUR).c_str());
you.increase_duration(DUR_WEAPON_BRAND,
duration_affected + roll_dice(2, power), 50);
return (true);
}
typedef std::pair<const monsters*,int> counted_monster;
typedef std::vector<counted_monster> counted_monster_list;
static void _record_monster_by_name(counted_monster_list &list,
const monsters *mons)
{
const std::string name = mons->name(DESC_PLAIN);
for (counted_monster_list::iterator i = list.begin(); i != list.end(); ++i)
{
if (i->first->name(DESC_PLAIN) == name)
{
i->second++;
return;
}
}
list.push_back(counted_monster(mons, 1));
}
static int _monster_count(const counted_monster_list &list)
{
int nmons = 0;
for (counted_monster_list::const_iterator i = list.begin();
i != list.end(); ++i)
{
nmons += i->second;
}
return (nmons);
}
static std::string _describe_monsters(const counted_monster_list &list)
{
std::ostringstream out;
description_level_type desc = DESC_CAP_THE;
for (counted_monster_list::const_iterator i = list.begin();
i != list.end(); desc = DESC_NOCAP_THE)
{
const counted_monster &cm(*i);
if (i != list.begin())
{
++i;
out << (i == list.end() ? " and " : ", ");
}
else
++i;
const std::string name =
cm.second > 1 ? pluralise(cm.first->name(desc))
: cm.first->name(desc);
out << name;
}
return (out.str());
}
// Poisonous light passes right through invisible players
// and monsters, and so, they are unaffected by this spell --
// assumes only you can cast this spell (or would want to).
void cast_toxic_radiance(bool non_player)
{
if (non_player)
mpr("The air is filled with a sickly green light!");
else
mpr("You radiate a sickly green light!");
flash_view(GREEN);
more();
mesclr();
// Determine whether the player is hit by the radiance. {dlb}
if (you.duration[DUR_INVIS])
{
mpr("The light passes straight through your body.");
}
else if (!player_res_poison())
{
mpr("You feel rather sick.");
poison_player(2, "toxic radiance");
}
counted_monster_list affected_monsters;
// determine which monsters are hit by the radiance: {dlb}
for (monster_iterator mi(you.get_los()); mi; ++mi)
{
if (!mi->submerged())
{
// Monsters affected by corona are still invisible in that
// radiation passes through them without affecting them. Therefore,
// this check should not be !monster->invisible().
if (!mi->has_ench(ENCH_INVIS))
{
kill_category kc = KC_YOU;
if (non_player)
kc = KC_OTHER;
bool affected =
poison_monster(*mi, kc, 1, false, false);
if (coinflip() && poison_monster(*mi, kc, false, false))
affected = true;
if (affected)
_record_monster_by_name(affected_monsters, *mi);
}
else if (you.can_see_invisible())
{
// message player re:"miss" where appropriate {dlb}
mprf("The light passes through %s.",
mi->name(DESC_NOCAP_THE).c_str());
}
}
}
if (!affected_monsters.empty())
{
const std::string message =
make_stringf("%s %s poisoned.",
_describe_monsters(affected_monsters).c_str(),
_monster_count(affected_monsters) == 1? "is" : "are");
if (static_cast<int>(message.length()) < get_number_of_cols() - 2)
mpr(message.c_str());
else
{
// Exclamation mark to suggest that a lot of creatures were
// affected.
if (non_player)
mpr("Nearby monsters are poisoned!");
else
mpr("The monsters around you are poisoned!");
}
}
}
void cast_refrigeration(int pow, bool non_player)
{
if (non_player)
mpr("Something drains the heat from around you.");
else
mpr("The heat is drained from your surroundings.");
flash_view(LIGHTCYAN);
more();
mesclr();
// Handle the player.
const dice_def dam_dice(3, 5 + pow / 10);
const int hurted = check_your_resists(dam_dice.roll(), BEAM_COLD,
"refrigeration");
if (hurted > 0)
{
mpr("You feel very cold.");
ouch(hurted, NON_MONSTER, KILLED_BY_FREEZING);
// Note: this used to be 12!... and it was also applied even if
// the player didn't take damage from the cold, so we're being
// a lot nicer now. -- bwr
expose_player_to_element(BEAM_COLD, 5);
}
// Now do the monsters.
// First build the message.
counted_monster_list affected_monsters;
for (monster_iterator mi(&you); mi; ++mi)
_record_monster_by_name(affected_monsters, *mi);
if (!affected_monsters.empty())
{
const std::string message =
make_stringf("%s %s frozen.",
_describe_monsters(affected_monsters).c_str(),
_monster_count(affected_monsters) == 1? "is" : "are");
if (static_cast<int>(message.length()) < get_number_of_cols() - 2)
mpr(message.c_str());
else
{
// Exclamation mark to suggest that a lot of creatures were
// affected.
mpr("The monsters around you are frozen!");
}
}
// Now damage the creatures.
// Set up the cold attack.
bolt beam;
beam.flavour = BEAM_COLD;
beam.thrower = KILL_YOU;
for (monster_iterator mi(you.get_los()); mi; ++mi)
{
// Note that we *do* hurt monsters which you can't see
// (submerged, invisible) even though you get no information
// about it.
// Calculate damage and apply.
int hurt = mons_adjust_flavoured(*mi, beam, dam_dice.roll());
if (non_player)
mi->hurt(NULL, hurt, BEAM_COLD);
else
mi->hurt(&you, hurt, BEAM_COLD);
// Cold-blooded creatures can be slowed.
if (mi->alive()
&& mons_class_flag(mi->type, M_COLD_BLOOD)
&& coinflip())
{
mi->add_ench(ENCH_SLOW);
}
}
}
bool vampiric_drain(int pow, const dist &vmove)
{
monsters *monster = monster_at(you.pos() + vmove.delta);
if (monster == NULL || monster->submerged())
{
mpr("There isn't anything there!");
// Cost to disallow freely locating invisible monsters.
return (true);
}
god_conduct_trigger conducts[3];
disable_attack_conducts(conducts);
const bool success = !stop_attack_prompt(monster, false, you.pos());
if (success)
{
set_attack_conducts(conducts, monster);
behaviour_event(monster, ME_WHACK, MHITYOU, you.pos());
}
enable_attack_conducts(conducts);
if (success)
{
if (!monster->alive())
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
if (monster->undead_or_demonic())
{
mpr("Aaaarggghhhhh!");
dec_hp(random2avg(39, 2) + 10, false, "vampiric drain backlash");
return (false);
}
if (monster->holiness() != MH_NATURAL
|| monster->res_negative_energy())
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
// The practical maximum of this is about 25 (pow @ 100). - bwr
int hp_gain = 3 + random2avg(9, 2) + random2(pow) / 7;
hp_gain = std::min(monster->hit_points, hp_gain);
hp_gain = std::min(you.hp_max - you.hp, hp_gain);
if (!hp_gain)
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
const bool mons_was_summoned = monster->is_summoned();
monster->hurt(&you, hp_gain);
if (monster->alive())
print_wounds(monster);
hp_gain /= 2;
if (hp_gain && !mons_was_summoned)
{
mpr("You feel life coursing into your body.");
inc_hp(hp_gain, false);
}
}
return (success);
}
bool burn_freeze(int pow, beam_type flavour, monsters *monster)
{
pow = std::min(25, pow);
if (monster == NULL || monster->submerged())
{
mpr("There isn't anything close enough!");
// If there's no monster there, you still pay the costs in
// order to prevent locating invisible monsters.
return (true);
}
god_conduct_trigger conducts[3];
disable_attack_conducts(conducts);
const bool success = !stop_attack_prompt(monster, false, you.pos());
if (success)
{
set_attack_conducts(conducts, monster);
mprf("You %s %s.",
(flavour == BEAM_FIRE) ? "burn" :
(flavour == BEAM_COLD) ? "freeze" :
(flavour == BEAM_MISSILE) ? "crush" :
(flavour == BEAM_ELECTRICITY) ? "zap"
: "______",
monster->name(DESC_NOCAP_THE).c_str());
behaviour_event(monster, ME_ANNOY, MHITYOU);
}
enable_attack_conducts(conducts);
if (success)
{
bolt beam;
beam.flavour = flavour;
beam.thrower = KILL_YOU;
const int orig_hurted = roll_dice(1, 3 + pow / 3);
int hurted = mons_adjust_flavoured(monster, beam, orig_hurted);
monster->hurt(&you, hurted);
if (monster->alive())
{
monster->expose_to_element(flavour, orig_hurted);
print_wounds(monster);
if (flavour == BEAM_COLD)
{
const int cold_res = monster->res_cold();
if (cold_res <= 0)
{
const int stun = (1 - cold_res) * random2(2 + pow/5);
monster->speed_increment -= stun;
}
}
}
}
return (success);
}
bool summon_animals(int pow)
{
bool success = false;
// Maybe we should just generate a Lair monster instead (and
// guarantee that it is mobile)?
const monster_type animals[] = {
MONS_BUMBLEBEE, MONS_WAR_DOG, MONS_SHEEP, MONS_YAK,
MONS_HOG, MONS_SOLDIER_ANT, MONS_WOLF,
MONS_GRIZZLY_BEAR, MONS_POLAR_BEAR, MONS_BLACK_BEAR,
MONS_GIANT_SNAIL, MONS_BORING_BEETLE, MONS_GILA_MONSTER,
MONS_KOMODO_DRAGON, MONS_SPINY_FROG, MONS_HOUND
};
int count = 0;
const int count_max = 8;
int pow_left = pow + 1;
const bool varied = coinflip();
monster_type mon = MONS_PROGRAM_BUG;
while (pow_left >= 0 && count < count_max)
{
// Pick a random monster and subtract its cost.
if (varied || count == 0)
mon = RANDOM_ELEMENT(animals);
const int pow_spent = mons_power(mon) * 3;
// Allow a certain degree of overuse, but not too much.
// Guarantee at least two summons.
if (pow_spent >= pow_left * 2 && count >= 2)
break;
pow_left -= pow_spent;
count++;
const bool friendly = (random2(pow) > 4);
if (create_monster(
mgen_data(mon,
friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
4, 0, you.pos(), MHITYOU)) != -1)
{
success = true;
}
}
return (success);
}
bool cast_summon_butterflies(int pow, god_type god)
{
bool success = false;
const int how_many = std::max(15, 4 + random2(3) + random2(pow) / 10);
for (int i = 0; i < how_many; ++i)
{
if (create_monster(
mgen_data(MONS_BUTTERFLY, BEH_FRIENDLY, &you,
3, SPELL_SUMMON_BUTTERFLIES,
you.pos(), MHITYOU,
0, god)) != -1)
{
success = true;
}
}
if (!success)
canned_msg(MSG_NOTHING_HAPPENS);
return (success);
}
bool cast_summon_small_mammals(int pow, god_type god)
{
bool success = false;
monster_type mon = MONS_PROGRAM_BUG;
int count = (pow == 25) ? 2 : 1;
for (int i = 0; i < count; ++i)
{
if (x_chance_in_y(10, pow + 1))
mon = coinflip() ? MONS_GIANT_BAT : MONS_RAT;
else
mon = coinflip() ? MONS_QUOKKA : MONS_GREY_RAT;
if (create_monster(
mgen_data(mon, BEH_FRIENDLY, &you,
3, SPELL_SUMMON_SMALL_MAMMALS,
you.pos(), MHITYOU,
0, god)) != -1)
{
success = true;
}
}
return (success);
}
static bool _snakable_missile(const item_def& item)
{
return (item.base_type == OBJ_MISSILES && item.sub_type == MI_ARROW);
}
static bool _snakable_weapon(const item_def& item)
{
return (item.base_type == OBJ_WEAPONS
&& (item.sub_type == WPN_CLUB
|| item.sub_type == WPN_SPEAR
|| item.sub_type == WPN_QUARTERSTAFF
|| item.sub_type == WPN_SCYTHE
|| item.sub_type == WPN_GIANT_CLUB
|| item.sub_type == WPN_GIANT_SPIKED_CLUB
|| item.sub_type == WPN_BOW
|| item.sub_type == WPN_LONGBOW
|| item.sub_type == WPN_ANKUS
|| item.sub_type == WPN_HALBERD
|| item.sub_type == WPN_GLAIVE
|| item.sub_type == WPN_BLOWGUN)
&& !is_artefact(item));
}
bool item_is_snakable(const item_def& item)
{
return (_snakable_missile(item) || _snakable_weapon(item));
}
bool cast_sticks_to_snakes(int pow, god_type god)
{
if (!you.weapon())
{
mprf("Your %s feel slithery!", your_hand(true).c_str());
return (false);
}
const item_def& wpn = *you.weapon();
// Don't enchant sticks marked with {!D}.
if (!check_warning_inscriptions(wpn, OPER_DESTROY))
{
mprf("%s feel%s slithery for a moment!",
wpn.name(DESC_CAP_YOUR).c_str(),
wpn.quantity > 1 ? "" : "s");
return (false);
}
const int dur = std::min(3 + random2(pow) / 20, 5);
int how_many_max = 1 + random2(1 + you.skills[SK_TRANSMUTATIONS]) / 4;
const bool friendly = (!wpn.cursed());
const beh_type beha = (friendly) ? BEH_FRIENDLY : BEH_HOSTILE;
int count = 0;
if (_snakable_missile(wpn))
{
if (wpn.quantity < how_many_max)
how_many_max = wpn.quantity;
for (int i = 0; i <= how_many_max; i++)
{
monster_type mon;
if (get_ammo_brand(wpn) == SPMSL_POISONED
|| one_chance_in(5 - std::min(4, div_rand_round(pow * 2, 25))))
{
mon = x_chance_in_y(pow / 3, 100) ? MONS_WATER_MOCCASIN
: MONS_SNAKE;
}
else
mon = MONS_SMALL_SNAKE;
if (create_monster(
mgen_data(mon, beha, &you,
dur, SPELL_STICKS_TO_SNAKES,
you.pos(), MHITYOU,
0, god)) != -1)
{
count++;
}
}
}
if (_snakable_weapon(wpn))
{
// Upsizing Snakes to Water Moccasins as the base class for using
// the really big sticks (so bonus applies really only to trolls
// and ogres). Still, it's unlikely any character is strong
// enough to bother lugging a few of these around. - bwr
monster_type mon;
if (item_mass(wpn) < 300)
mon = MONS_SNAKE;
else
mon = MONS_WATER_MOCCASIN;
if (pow > 20 && one_chance_in(3))
mon = MONS_WATER_MOCCASIN;
if (pow > 40 && one_chance_in(3))
mon = MONS_VIPER;
if (pow > 70 && one_chance_in(3))
mon = MONS_BLACK_MAMBA;
if (pow > 90 && one_chance_in(3))
mon = MONS_ANACONDA;
if (create_monster(
mgen_data(mon, beha, &you,
dur, SPELL_STICKS_TO_SNAKES,
you.pos(), MHITYOU,
0, god)) != -1)
{
count++;
}
}
if (wpn.quantity < count)
count = wpn.quantity;
const bool success = (count > 0);
if (success)
{
dec_inv_item_quantity(you.equip[EQ_WEAPON], count);
mpr((count > 1) ? "You create some snakes!" : "You create a snake!");
}
else
{
mprf("Your %s feel slithery!", your_hand(true).c_str());
}
return (success);
}
bool cast_summon_scorpions(int pow, god_type god)
{
bool success = false;
const int how_many = stepdown_value(1 + random2(pow)/10 + random2(pow)/10,
2, 2, 6, 8);
for (int i = 0; i < how_many; ++i)
{
const bool friendly = (random2(pow) > 3);
if (create_monster(
mgen_data(MONS_SCORPION,
friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
3, SPELL_SUMMON_SCORPIONS,
you.pos(), MHITYOU,
0, god)) != -1)
{
success = true;
}
}
if (!success)
canned_msg(MSG_NOTHING_HAPPENS);
return (success);
}
// Creates a mixed swarm of typical swarming animals.
// Number, duration and friendlinesss depend on spell power.
bool cast_summon_swarm(int pow, god_type god)
{
bool success = false;
const int dur = std::min(2 + (random2(pow) / 4), 6);
const int how_many = stepdown_value(2 + random2(pow)/10 + random2(pow)/25,
2, 2, 6, 8);
for (int i = 0; i < how_many; ++i)
{
const monster_type swarmers[] = {
MONS_KILLER_BEE, MONS_KILLER_BEE, MONS_KILLER_BEE,
MONS_SCORPION, MONS_WORM, MONS_GIANT_MOSQUITO,
MONS_GIANT_BEETLE, MONS_GIANT_BLOWFLY, MONS_WOLF_SPIDER,
MONS_BUTTERFLY, MONS_YELLOW_WASP, MONS_GIANT_ANT,
MONS_GIANT_ANT, MONS_GIANT_ANT
};
const monster_type mon = RANDOM_ELEMENT(swarmers);
const bool friendly = (random2(pow) > 7);
if (create_monster(
mgen_data(mon,
friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
dur, SPELL_SUMMON_SWARM,
you.pos(),
MHITYOU,
0, god)) != -1)
{
success = true;
}
}
if (!success)
canned_msg(MSG_NOTHING_HAPPENS);
return (success);
}
bool cast_call_canine_familiar(int pow, god_type god)
{
bool success = false;
monster_type mon = MONS_PROGRAM_BUG;
const int chance = random2(pow);
if (chance < 10)
mon = MONS_JACKAL;
else if (chance < 15)
mon = MONS_HOUND;
else
{
switch (chance % 7)
{
case 0:
if (one_chance_in(you.species == SP_HILL_ORC ? 3 : 6))
mon = MONS_WARG;
else
mon = MONS_WOLF;
break;
case 1:
case 2:
mon = MONS_WAR_DOG;
break;
case 3:
case 4:
mon = MONS_HOUND;
break;
default:
mon = MONS_JACKAL;
break;
}
}
const int dur = std::min(2 + (random2(pow) / 4), 6);
if (create_monster(
mgen_data(mon, BEH_FRIENDLY, &you,
dur, SPELL_CALL_CANINE_FAMILIAR,
you.pos(),
MHITYOU,
0, god)) != -1)
{
success = true;
}
else
canned_msg(MSG_NOTHING_HAPPENS);
return (success);
}
static int _count_summons(monster_type type)
{
int cnt = 0;
for (monster_iterator mi; mi; ++mi)
if (mi->type == type
&& mi->attitude == ATT_FRIENDLY // friendly() would count charmed
&& mi->is_summoned())
{
cnt++;
}
return (cnt);
}
// 'unfriendly' is percentage chance summoned elemental goes
// postal on the caster (after taking into account
// chance of that happening to unskilled casters
// anyway).
bool cast_summon_elemental(int pow, god_type god,
monster_type restricted_type,
int unfriendly, int horde_penalty)
{
monster_type mon = MONS_PROGRAM_BUG;
coord_def targ;
dist smove;
const int dur = std::min(2 + (random2(pow) / 5), 6);
const bool any_elemental = (restricted_type == MONS_NO_MONSTER);
while (true)
{
mpr("Summon from material in which direction? ", MSGCH_PROMPT);
direction_chooser_args args;
args.restricts = DIR_DIR;
direction(smove, args);
if (!smove.isValid)
{
canned_msg(MSG_OK);
return (false);
}
targ = you.pos() + smove.delta;
if (const monsters *m = monster_at(targ))
{
if (you.can_see(m))
mpr("There's something there already!");
else
{
mpr("Something seems to disrupt your summoning.");
return (false);
}
}
else if (smove.delta.origin())
mpr("You can't summon an elemental from yourself!");
else if ((any_elemental || restricted_type == MONS_EARTH_ELEMENTAL)
&& (grd(targ) == DNGN_ROCK_WALL
|| grd(targ) == DNGN_CLEAR_ROCK_WALL))
{
if (!in_bounds(targ))
{
mpr("That wall won't yield to your beckoning.");
// XXX: Should this cost a turn?
}
else
{
mon = MONS_EARTH_ELEMENTAL;
break;
}
}
else
break;
}
if (mon == MONS_EARTH_ELEMENTAL)
{
grd(targ) = DNGN_FLOOR;
set_terrain_changed(targ);
}
else if (env.cgrid(targ) != EMPTY_CLOUD
&& env.cloud[env.cgrid(targ)].type == CLOUD_FIRE
&& (any_elemental || restricted_type == MONS_FIRE_ELEMENTAL))
{
mon = MONS_FIRE_ELEMENTAL;
delete_cloud(env.cgrid(targ));
}
else if (grd(targ) == DNGN_LAVA
&& (any_elemental || restricted_type == MONS_FIRE_ELEMENTAL))
{
mon = MONS_FIRE_ELEMENTAL;
}
else if (feat_is_watery(grd(targ))
&& (any_elemental || restricted_type == MONS_WATER_ELEMENTAL))
{
mon = MONS_WATER_ELEMENTAL;
}
else if (grd(targ) >= DNGN_FLOOR
&& env.cgrid(targ) == EMPTY_CLOUD
&& (any_elemental || restricted_type == MONS_AIR_ELEMENTAL))
{
mon = MONS_AIR_ELEMENTAL;
}
// Found something to summon?
if (mon == MONS_PROGRAM_BUG)
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
if (horde_penalty)
horde_penalty *= _count_summons(mon);
// silly - ice for water? 15jan2000 {dlb}
// little change here to help with the above... and differentiate
// elements a bit... {bwr}
// - Water elementals are now harder to be made reliably friendly.
// - Air elementals are harder because they're more dynamic/dangerous.
// - Earth elementals are more static and easy to tame (as before).
// - Fire elementals fall in between the two (10 is still fairly easy).
const bool friendly = ((mon != MONS_FIRE_ELEMENTAL
|| x_chance_in_y(you.skills[SK_FIRE_MAGIC]
- horde_penalty, 10))
&& (mon != MONS_WATER_ELEMENTAL
|| x_chance_in_y(you.skills[SK_ICE_MAGIC]
- horde_penalty,
(you.species == SP_MERFOLK) ? 5
: 15))
&& (mon != MONS_AIR_ELEMENTAL
|| x_chance_in_y(you.skills[SK_AIR_MAGIC]
- horde_penalty, 15))
&& (mon != MONS_EARTH_ELEMENTAL
|| x_chance_in_y(you.skills[SK_EARTH_MAGIC]
- horde_penalty, 5))
&& random2(100) >= unfriendly);
if (create_monster(
mgen_data(mon,
friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
dur, SPELL_SUMMON_ELEMENTAL,
targ,
MHITYOU,
0, god)) == -1)
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
mpr("An elemental appears!");
if (!friendly)
mpr("It doesn't seem to appreciate being summoned.");
return (true);
}
bool cast_summon_ice_beast(int pow, god_type god)
{
const int dur = std::min(2 + (random2(pow) / 4), 6);
if (create_monster(
mgen_data(MONS_ICE_BEAST, BEH_FRIENDLY, &you,
dur, SPELL_SUMMON_ICE_BEAST,
you.pos(), MHITYOU,
0, god)) != -1)
{
mpr("A chill wind blows around you.");
return (true);
}
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
bool cast_summon_ugly_thing(int pow, god_type god)
{
monster_type mon = MONS_PROGRAM_BUG;
if (random2(pow) >= 46 || one_chance_in(6))
mon = MONS_VERY_UGLY_THING;
else
mon = MONS_UGLY_THING;
const int dur = std::min(2 + (random2(pow) / 4), 6);
const bool friendly = (random2(pow) > 3);
if (create_monster(
mgen_data(mon,
friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
dur, SPELL_SUMMON_UGLY_THING,
you.pos(),
MHITYOU,
0, god)) != -1)
{
mpr((mon == MONS_VERY_UGLY_THING) ? "A very ugly thing appears."
: "An ugly thing appears.");
if (!friendly)
mpr("It doesn't look very happy.");
return (true);
}
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
bool cast_summon_dragon(int pow, god_type god)
{
// Removed the chance of multiple dragons. One should be more than
// enough, and if it isn't, the player can cast again. - bwr
const bool friendly = (random2(pow) > 5);
if (create_monster(
mgen_data(MONS_DRAGON,
friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
3, SPELL_SUMMON_DRAGON,
you.pos(),
MHITYOU,
0, god)) != -1)
{
mpr("A dragon appears.");
if (!friendly)
mpr("It doesn't look very happy.");
return (true);
}
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
bool summon_berserker(int pow, god_type god, int spell,
bool force_hostile)
{
monster_type mon = MONS_PROGRAM_BUG;
const int dur = std::min(2 + (random2(pow) / 4), 6);
if (pow <= 100)
{
// bears
mon = (coinflip()) ? MONS_BLACK_BEAR : MONS_GRIZZLY_BEAR;
}
else if (pow <= 140)
{
// ogres
mon = (one_chance_in(3) ? MONS_TWO_HEADED_OGRE : MONS_OGRE);
}
else if (pow <= 180)
{
// trolls
switch (random2(8))
{
case 0:
mon = MONS_DEEP_TROLL;
break;
case 1:
case 2:
mon = MONS_IRON_TROLL;
break;
case 3:
case 4:
mon = MONS_ROCK_TROLL;
break;
default:
mon = MONS_TROLL;
break;
}
}
else
{
// giants
mon = (coinflip()) ? MONS_HILL_GIANT : MONS_STONE_GIANT;
}
mgen_data mg(mon, !force_hostile ? BEH_FRIENDLY : BEH_HOSTILE,
!force_hostile ? &you : 0, dur, spell, you.pos(),
MHITYOU, 0, god);
if (force_hostile)
mg.non_actor_summoner = "the rage of " + god_name(god, false);
int monster =
create_monster(mg);
if (monster == -1)
return (false);
monsters *summon = &menv[monster];
summon->go_berserk(false);
mon_enchant berserk = summon->get_ench(ENCH_BERSERK);
mon_enchant abj = summon->get_ench(ENCH_ABJ);
// Let Trog's gifts berserk longer, and set the abjuration
// timeout to the berserk timeout.
berserk.duration = berserk.duration * 3 / 2;
berserk.maxduration = berserk.duration;
abj.duration = abj.maxduration = berserk.duration;
summon->update_ench(berserk);
summon->update_ench(abj);
player_angers_monster(&menv[monster]);
return (true);
}
static bool _summon_holy_being_wrapper(int pow, god_type god, int spell,
monster_type mon, int dur, bool friendly,
bool quiet)
{
UNUSED(pow);
mgen_data mg(mon,
friendly ? BEH_FRIENDLY : BEH_HOSTILE,
friendly ? &you : 0,
dur, spell,
you.pos(),
MHITYOU,
MG_FORCE_BEH, god);
if (!friendly)
mg.non_actor_summoner = god_name(god, false);
const int monster = create_monster(mg);
if (monster == -1)
return (false);
monsters *summon = &menv[monster];
summon->flags |= MF_ATT_CHANGE_ATTEMPT;
if (!quiet)
{
mprf("You are momentarily dazzled by a brilliant %slight.",
(mon == MONS_DAEVA) ? "golden " :
(mon == MONS_ANGEL) ? "white "
: "");
}
player_angers_monster(&menv[monster]);
return (true);
}
static bool _summon_holy_being_wrapper(int pow, god_type god, int spell,
holy_being_class_type hbct, int dur,
bool friendly, bool quiet)
{
monster_type mon = summon_any_holy_being(hbct);
return _summon_holy_being_wrapper(pow, god, spell, mon, dur, friendly,
quiet);
}
bool summon_holy_warrior(int pow, god_type god, int spell,
bool force_hostile, bool permanent,
bool quiet)
{
return _summon_holy_being_wrapper(pow, god, spell, HOLY_BEING_WARRIOR,
!permanent ?
std::min(2 + (random2(pow) / 4), 6) :
0,
!force_hostile, quiet);
}
// This function seems to have very little regard for encapsulation.
bool cast_tukimas_dance(int pow, god_type god, bool force_hostile)
{
bool success = true;
const int dur = std::min(2 + (random2(pow) / 5), 6);
item_def* wpn = you.weapon();
// See if the wielded item is appropriate.
if (!wpn
|| wpn->base_type != OBJ_WEAPONS
|| is_range_weapon(*wpn)
|| is_special_unrandom_artefact(*wpn))
{
success = false;
}
// See if we can get an mitm for the dancing weapon.
const int i = get_item_slot();
if (i == NON_ITEM)
success = false;
else if (success)
{
// Copy item now so that mitm[i] is occupied and doesn't get picked
// by get_item_slot() when giving the dancing weapon its item
// during create_monster().
mitm[i] = *wpn;
}
int monster;
if (success)
{
// Cursed weapons become hostile.
const bool friendly = (!force_hostile && !wpn->cursed());
mgen_data mg(MONS_DANCING_WEAPON,
friendly ? BEH_FRIENDLY : BEH_HOSTILE,
force_hostile ? 0 : &you,
dur, SPELL_TUKIMAS_DANCE,
you.pos(),
MHITYOU,
0, god);
if (force_hostile)
mg.non_actor_summoner = god_name(god, false);
monster = create_monster(mg);
if (monster == -1)
{
mitm[i].clear();
success = false;
}
}
if (!success)
{
destroy_item(i);
if (wpn)
{
mprf("%s vibrate%s crazily for a second.",
wpn->name(DESC_CAP_YOUR).c_str(),
wpn->quantity > 1 ? "" : "s");
}
else
mprf("Your %s twitch.", your_hand(true).c_str());
return (false);
}
// We are successful. Unwield the weapon, removing any wield
// effects.
unwield_item();
// Copy the unwielded item. Note that the pointer still points at it.
mitm[i] = *wpn;
mitm[i].quantity = 1;
mitm[i].pos.set(-2, -2);
mitm[i].link = NON_ITEM + 1 + monster;
// Mark the weapon as thrown, so that we'll autograb it when the
// tango's done.
mitm[i].flags |= ISFLAG_THROWN;
mprf("%s dances into the air!", wpn->name(DESC_CAP_YOUR).c_str());
// Find out what our god thinks before killing the item.
conduct_type why = good_god_hates_item_handling(*wpn);
if (!why)
why = god_hates_item_handling(*wpn);
wpn->clear();
monsters& dancing_weapon = menv[monster];
destroy_item(dancing_weapon.inv[MSLOT_WEAPON]);
dancing_weapon.inv[MSLOT_WEAPON] = i;
burden_change();
ghost_demon stats;
stats.init_dancing_weapon(mitm[i], pow);
dancing_weapon.set_ghost(stats);
dancing_weapon.dancing_weapon_init();
if (why)
{
simple_god_message(" booms: How dare you animate that foul thing!");
did_god_conduct(why, 10, true, &dancing_weapon);
}
return (true);
}
bool cast_conjure_ball_lightning(int pow, god_type god)
{
bool success = false;
// Restricted so that the situation doesn't get too gross. Each of
// these will explode for 3d20 damage. -- bwr
const int how_many = std::min(8, 3 + random2(2 + pow / 50));
for (int i = 0; i < how_many; ++i)
{
coord_def target;
bool found = false;
for (int j = 0; j < 10; ++j)
{
if (random_near_space(you.pos(), target, true, true, false)
&& distance(you.pos(), target) <= 5)
{
found = true;
break;
}
}
// If we fail, we'll try the ol' summon next to player trick.
if (!found)
target = you.pos();
const int monster =
mons_place(
mgen_data(MONS_BALL_LIGHTNING, BEH_FRIENDLY, &you,
0, SPELL_CONJURE_BALL_LIGHTNING,
target, MHITNOT, 0, god));
if (monster != -1)
{
success = true;
menv[monster].add_ench(ENCH_SHORT_LIVED);
}
}
if (success)
mpr("You create some ball lightning!");
else
canned_msg(MSG_NOTHING_HAPPENS);
return (success);
}
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