Beispiel #1
0
/*
 * Attack the player via physical attacks.
 */
bool make_attack_normal(int m_idx)
{
	monster_type *m_ptr = &mon_list[m_idx];

	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	monster_lore *l_ptr = &l_list[m_ptr->r_idx];

	int ap_cnt;

	int i, k, tmp, ac, rlev;
	int do_cut, do_stun;

	s32b gold;

	object_type *o_ptr;

	char o_name[80];

	char m_name[80];

	char ddesc[80];

	bool blinked;


	/* Not allowed to attack */
	if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);


	/* Total armor */
	ac = p_ptr->ac + p_ptr->to_a;

	/* Extract the effective monster level */
	rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);


	/* Get the monster name (or "it") */
	monster_desc(m_name, sizeof(m_name), m_ptr, 0);

	/* Get the "died from" information (i.e. "a kobold") */
	monster_desc(ddesc, sizeof(ddesc), m_ptr, 0x88);


	/* Assume no blink */
	blinked = FALSE;

	/* Scan through all blows */
	for (ap_cnt = 0; ap_cnt < MONSTER_BLOW_MAX; ap_cnt++)
	{
		bool visible = FALSE;
		bool obvious = FALSE;

		int power = 0;
		int damage = 0;

		cptr act = NULL;

		/* Extract the attack infomation */
		int effect = r_ptr->blow[ap_cnt].effect;
		int method = r_ptr->blow[ap_cnt].method;
		int d_dice = r_ptr->blow[ap_cnt].d_dice;
		int d_side = r_ptr->blow[ap_cnt].d_side;


		/* Hack -- no more attacks */
		if (!method) break;


		/* Handle "leaving" */
		if (p_ptr->leaving) break;


		/* Extract visibility (before blink) */
		if (m_ptr->ml) visible = TRUE;



		/* Extract the attack "power" */
		switch (effect)
		{
			case RBE_HURT:      power = 60; break;
			case RBE_POISON:    power =  5; break;
			case RBE_UN_BONUS:  power = 20; break;
			case RBE_UN_POWER:  power = 15; break;
			case RBE_EAT_GOLD:  power =  5; break;
			case RBE_EAT_ITEM:  power =  5; break;
			case RBE_EAT_FOOD:  power =  5; break;
			case RBE_EAT_LITE:  power =  5; break;
			case RBE_ACID:      power =  0; break;
			case RBE_ELEC:      power = 10; break;
			case RBE_FIRE:      power = 10; break;
			case RBE_COLD:      power = 10; break;
			case RBE_BLIND:     power =  2; break;
			case RBE_CONFUSE:   power = 10; break;
			case RBE_TERRIFY:   power = 10; break;
			case RBE_PARALYZE:  power =  2; break;
			case RBE_LOSE_STR:  power =  0; break;
			case RBE_LOSE_DEX:  power =  0; break;
			case RBE_LOSE_CON:  power =  0; break;
			case RBE_LOSE_INT:  power =  0; break;
			case RBE_LOSE_WIS:  power =  0; break;
			case RBE_LOSE_CHR:  power =  0; break;
			case RBE_LOSE_ALL:  power =  2; break;
			case RBE_SHATTER:   power = 60; break;
			case RBE_EXP_10:    power =  5; break;
			case RBE_EXP_20:    power =  5; break;
			case RBE_EXP_40:    power =  5; break;
			case RBE_EXP_80:    power =  5; break;
			case RBE_HALLU:     power = 10; break;
		}


		/* Monster hits player */
		if (!effect || check_hit(power, rlev))
		{
			/* Always disturbing */
			disturb(1, 0);


			/* Hack -- Apply "protection from evil" */
			if ((p_ptr->protevil > 0) &&
			    (r_ptr->flags3 & (RF3_EVIL)) &&
			    (p_ptr->lev >= rlev) &&
			    ((rand_int(100) + p_ptr->lev) > 50))
			{
				/* Remember the Evil-ness */
				if (m_ptr->ml)
				{
					l_ptr->flags3 |= (RF3_EVIL);
				}

				/* Message */
				msg_format("%^s is repelled.", m_name);

				/* Hack -- Next attack */
				continue;
			}


			/* Assume no cut or stun */
			do_cut = do_stun = 0;

			/* Describe the attack method */
			switch (method)
			{
				case RBM_HIT:
				{
					act = "hits you.";
					do_cut = do_stun = 1;
					break;
				}

				case RBM_TOUCH:
				{
					act = "touches you.";
					break;
				}

				case RBM_PUNCH:
				{
					act = "punches you.";
					do_stun = 1;
					break;
				}

				case RBM_KICK:
				{
					act = "kicks you.";
					do_stun = 1;
					break;
				}

				case RBM_CLAW:
				{
					act = "claws you.";
					do_cut = 1;
					break;
				}

				case RBM_BITE:
				{
					act = "bites you.";
					do_cut = 1;
					break;
				}

				case RBM_STING:
				{
					act = "stings you.";
					break;
				}

				case RBM_XXX1:
				{
					act = "XXX1's you.";
					break;
				}

				case RBM_BUTT:
				{
					act = "butts you.";
					do_stun = 1;
					break;
				}

				case RBM_CRUSH:
				{
					act = "crushes you.";
					do_stun = 1;
					break;
				}

				case RBM_ENGULF:
				{
					act = "engulfs you.";
					break;
				}

				case RBM_XXX2:
				{
					act = "XXX2's you.";
					break;
				}

				case RBM_CRAWL:
				{
					act = "crawls on you.";
					break;
				}

				case RBM_DROOL:
				{
					act = "drools on you.";
					break;
				}

				case RBM_SPIT:
				{
					act = "spits on you.";
					break;
				}

				case RBM_XXX3:
				{
					act = "XXX3's on you.";
					break;
				}

				case RBM_GAZE:
				{
					act = "gazes at you.";
					break;
				}

				case RBM_WAIL:
				{
					act = "wails at you.";
					break;
				}

				case RBM_SPORE:
				{
					act = "releases spores at you.";
					break;
				}

				case RBM_XXX4:
				{
					act = "projects XXX4's at you.";
					break;
				}

				case RBM_BEG:
				{
					act = "begs you for money.";
					break;
				}

				case RBM_INSULT:
				{
					act = desc_insult[rand_int(MAX_DESC_INSULT)];
					break;
				}

				case RBM_MOAN:
				{
					act = desc_moan[rand_int(MAX_DESC_MOAN)];
					break;
				}

				case RBM_XXX5:
				{
					act = "XXX5's you.";
					break;
				}
			}

			/* Message */
			if (act) msg_format("%^s %s", m_name, act);


			/* Hack -- assume all attacks are obvious */
			obvious = TRUE;

			/* Roll out the damage */
			damage = damroll(d_dice, d_side);

			/* Apply appropriate damage */
			switch (effect)
			{
				case 0:
				{
					/* Hack -- Assume obvious */
					obvious = TRUE;

					/* Hack -- No damage */
					damage = 0;

					break;
				}

				case RBE_HURT:
				{
					/* Obvious */
					obvious = TRUE;

					/* Hack -- Player armor reduces total damage */
					damage -= (damage * ((ac < 150) ? ac : 150) / 250);

					/* Take damage */
					take_hit(damage, ddesc);

					break;
				}

				case RBE_POISON:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Take "poison" effect */
					if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
					{
						if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_POIS);

					break;
				}

				case RBE_UN_BONUS:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Allow complete resist */
					if (!p_ptr->resist_disen)
					{
						/* Apply disenchantment */
						if (apply_disenchant(0)) obvious = TRUE;
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_DISEN);

					break;
				}

				case RBE_UN_POWER:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Find an item */
					for (k = 0; k < 10; k++)
					{
						/* Pick an item */
						i = rand_int(INVEN_PACK);

						/* Obtain the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Drain charged wands/staffs */
						if (((o_ptr->tval == TV_STAFF) ||
						     (o_ptr->tval == TV_WAND)) &&
						    (o_ptr->pval > 0))
						{
							/* Calculate healed hitpoints */
							int heal = rlev * o_ptr->pval * o_ptr->number;

							/* Don't heal more than max hp */
							heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);

							/* Message */
							msg_print("Energy drains from your pack!");

							/* Obvious */
							obvious = TRUE;

							/* Heal */
							m_ptr->hp += heal;

							/* Redraw (later) if needed */
							if (p_ptr->health_who == m_idx)
								p_ptr->redraw |= (PR_HEALTH);

							/* Uncharge */
							o_ptr->pval = 0;

							/* Combine / Reorder the pack */
							p_ptr->notice |= (PN_COMBINE | PN_REORDER);

							/* Window stuff */
							p_ptr->window |= (PW_INVEN);

							/* Done */
							break;
						}
					}

					break;
				}

				case RBE_EAT_GOLD:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Obvious */
					obvious = TRUE;

					/* Saving throw (unless paralyzed) based on dex and level */
					if (!p_ptr->paralyzed &&
					    (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
					                      p_ptr->lev)))
					{
						/* Saving throw message */
						msg_print("You quickly protect your money pouch!");

						/* Occasional blink anyway */
						if (rand_int(3)) blinked = TRUE;
					}

					/* Eat gold */
					else
					{
						gold = (p_ptr->au / 10) + randint(25);
						if (gold < 2) gold = 2;
						if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000);
						if (gold > p_ptr->au) gold = p_ptr->au;
						p_ptr->au -= gold;
						if (gold <= 0)
						{
							msg_print("Nothing was stolen.");
						}
						else if (p_ptr->au)
						{
							msg_print("Your purse feels lighter.");
							msg_format("%ld coins were stolen!", (long)gold);
						}
						else
						{
							msg_print("Your purse feels lighter.");
							msg_print("All of your coins were stolen!");
						}

						/* Redraw gold */
						p_ptr->redraw |= (PR_GOLD);

						/* Window stuff */
						p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);

						/* Blink away */
						blinked = TRUE;
					}

					break;
				}

				case RBE_EAT_ITEM:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Saving throw (unless paralyzed) based on dex and level */
					if (!p_ptr->paralyzed &&
					    (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
					                      p_ptr->lev)))
					{
						/* Saving throw message */
						msg_print("You grab hold of your backpack!");

						/* Occasional "blink" anyway */
						blinked = TRUE;

						/* Obvious */
						obvious = TRUE;

						/* Done */
						break;
					}

					/* Find an item */
					for (k = 0; k < 10; k++)
					{
						object_type *i_ptr;
						object_type object_type_body;

						/* Pick an item */
						i = rand_int(INVEN_PACK);

						/* Obtain the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Skip artifacts */
						if (artifact_p(o_ptr)) continue;

						/* Get a description */
						object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 3);

						/* Message */
						msg_format("%sour %s (%c) was stolen!",
						           ((o_ptr->number > 1) ? "One of y" : "Y"),
						           o_name, index_to_label(i));

						/* Get local object */
						i_ptr = &object_type_body;

						/* Obtain local object */
						object_copy(i_ptr, o_ptr);

						/* Modify number */
						i_ptr->number = 1;

						/* Carry the object */
						(void)monster_carry(m_idx, i_ptr);

						/* Steal the items */
						inven_item_increase(i, -1);
						inven_item_optimize(i);

						/* Obvious */
						obvious = TRUE;

						/* Blink away */
						blinked = TRUE;

						/* Done */
						break;
					}

					break;
				}

				case RBE_EAT_FOOD:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Steal some food */
					for (k = 0; k < 10; k++)
					{
						/* Pick an item from the pack */
						i = rand_int(INVEN_PACK);

						/* Get the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Skip non-food objects */
						if (o_ptr->tval != TV_FOOD) continue;

						/* Get a description */
						object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0);

						/* Message */
						msg_format("%sour %s (%c) was eaten!",
						           ((o_ptr->number > 1) ? "One of y" : "Y"),
						           o_name, index_to_label(i));

						/* Steal the items */
						inven_item_increase(i, -1);
						inven_item_optimize(i);

						/* Obvious */
						obvious = TRUE;

						/* Done */
						break;
					}

					break;
				}

				case RBE_EAT_LITE:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Get the lite */
					o_ptr = &inventory[INVEN_LITE];

					/* Drain fuel */
					if ((o_ptr->pval > 0) && (!artifact_p(o_ptr)))
					{
						/* Reduce fuel */
						o_ptr->pval -= (250 + randint(250));
						if (o_ptr->pval < 1) o_ptr->pval = 1;

						/* Notice */
						if (!p_ptr->blind)
						{
							msg_print("Your light dims.");
							obvious = TRUE;
						}

						/* Window stuff */
						p_ptr->window |= (PW_EQUIP);
					}

					break;
				}

				case RBE_ACID:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are covered in acid!");

					/* Special damage */
					acid_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_ACID);

					break;
				}

				case RBE_ELEC:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are struck by electricity!");

					/* Take damage (special) */
					elec_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_ELEC);

					break;
				}

				case RBE_FIRE:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are enveloped in flames!");

					/* Take damage (special) */
					fire_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_FIRE);

					break;
				}

				case RBE_COLD:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are covered with frost!");

					/* Take damage (special) */
					cold_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_COLD);

					break;
				}

				case RBE_BLIND:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "blind" */
					if (!p_ptr->resist_blind)
					{
						if (set_blind(p_ptr->blind + 10 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_BLIND);

					break;
				}

				case RBE_CONFUSE:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "confused" */
					if (!p_ptr->resist_confu)
					{
						if (set_confused(p_ptr->confused + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_CONFU);

					break;
				}

				case RBE_TERRIFY:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "afraid" */
					if (p_ptr->resist_fear)
					{
						msg_print("You stand your ground!");
						obvious = TRUE;
					}
					else if (rand_int(100) < p_ptr->skill_sav)
					{
						msg_print("You stand your ground!");
						obvious = TRUE;
					}
					else
					{
						if (set_afraid(p_ptr->afraid + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_FEAR);

					break;
				}

				case RBE_PARALYZE:
				{
					/* Hack -- Prevent perma-paralysis via damage */
					if (p_ptr->paralyzed && (damage < 1)) damage = 1;

					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "paralyzed" */
					if (p_ptr->free_act)
					{
						msg_print("You are unaffected!");
						obvious = TRUE;
					}
					else if (rand_int(100) < p_ptr->skill_sav)
					{
						msg_print("You resist the effects!");
						obvious = TRUE;
					}
					else
					{
						if (set_paralyzed(p_ptr->paralyzed + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_FREE);

					break;
				}

				case RBE_LOSE_STR:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_STR)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_INT:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_INT)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_WIS:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_WIS)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_DEX:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_DEX)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_CON:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_CON)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_CHR:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_CHR)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_ALL:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stats) */
					if (do_dec_stat(A_STR)) obvious = TRUE;
					if (do_dec_stat(A_DEX)) obvious = TRUE;
					if (do_dec_stat(A_CON)) obvious = TRUE;
					if (do_dec_stat(A_INT)) obvious = TRUE;
					if (do_dec_stat(A_WIS)) obvious = TRUE;
					if (do_dec_stat(A_CHR)) obvious = TRUE;

					break;
				}

				case RBE_SHATTER:
				{
					/* Obvious */
					obvious = TRUE;

					/* Hack -- Reduce damage based on the player armor class */
					damage -= (damage * ((ac < 150) ? ac : 150) / 250);

					/* Take damage */
					take_hit(damage, ddesc);

					/* Radius 8 earthquake centered at the monster */
					if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8);

					break;
				}

				case RBE_EXP_10:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 95))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d/10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_EXP_20:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 90))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;

						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d / 10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_EXP_40:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 75))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;

						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d / 10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_EXP_80:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 50))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;

						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d / 10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_HALLU:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "image" */
					if (!p_ptr->resist_chaos)
					{
						if (set_image(p_ptr->image + 3 + randint(rlev / 2)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_CHAOS);

					break;
				}
			}


			/* Hack -- only one of cut or stun */
			if (do_cut && do_stun)
			{
				/* Cancel cut */
				if (rand_int(100) < 50)
				{
					do_cut = 0;
				}

				/* Cancel stun */
				else
				{
					do_stun = 0;
				}
			}

			/* Handle cut */
			if (do_cut)
			{
				int k;

				/* Critical hit (zero if non-critical) */
				tmp = monster_critical(d_dice, d_side, damage);

				/* Roll for damage */
				switch (tmp)
				{
					case 0: k = 0; break;
					case 1: k = randint(5); break;
					case 2: k = randint(5) + 5; break;
					case 3: k = randint(20) + 20; break;
					case 4: k = randint(50) + 50; break;
					case 5: k = randint(100) + 100; break;
					case 6: k = 300; break;
					default: k = 500; break;
				}

				/* Apply the cut */
				if (k) (void)set_cut(p_ptr->cut + k);
			}

			/* Handle stun */
			if (do_stun)
			{
				int k;

				/* Critical hit (zero if non-critical) */
				tmp = monster_critical(d_dice, d_side, damage);

				/* Roll for damage */
				switch (tmp)
				{
					case 0: k = 0; break;
					case 1: k = randint(5); break;
					case 2: k = randint(10) + 10; break;
					case 3: k = randint(20) + 20; break;
					case 4: k = randint(30) + 30; break;
					case 5: k = randint(40) + 40; break;
					case 6: k = 100; break;
					default: k = 200; break;
				}

				/* Apply the stun */
				if (k) (void)set_stun(p_ptr->stun + k);
			}
		}

		/* Monster missed player */
		else
		{
			/* Analyze failed attacks */
			switch (method)
			{
				case RBM_HIT:
				case RBM_TOUCH:
				case RBM_PUNCH:
				case RBM_KICK:
				case RBM_CLAW:
				case RBM_BITE:
				case RBM_STING:
				case RBM_XXX1:
				case RBM_BUTT:
				case RBM_CRUSH:
				case RBM_ENGULF:
				case RBM_XXX2:

				/* Visible monsters */
				if (m_ptr->ml)
				{
					/* Disturbing */
					disturb(1, 0);

					/* Message */
					msg_format("%^s misses you.", m_name);
				}

				break;
			}
		}


		/* Analyze "visible" monsters only */
		if (visible)
		{
			/* Count "obvious" attacks (and ones that cause damage) */
			if (obvious || damage || (l_ptr->blows[ap_cnt] > 10))
			{
				/* Count attacks of this type */
				if (l_ptr->blows[ap_cnt] < MAX_UCHAR)
				{
					l_ptr->blows[ap_cnt]++;
				}
			}
		}
	}


	/* Blink away */
	if (blinked)
	{
		msg_print("There is a puff of smoke!");
		teleport_away(m_idx, MAX_SIGHT * 2 + 5);
	}


	/* Always notice cause of death */
	if (p_ptr->is_dead && (l_ptr->deaths < MAX_SHORT))
	{
		l_ptr->deaths++;
	}


	/* Assume we attacked */
	return (TRUE);
}
Beispiel #2
0
/*
 * Chests have traps too.  High-level chests can be very dangerous, no
 * matter what level they are opened at.  Various traps added in Oangband. -LM-
 *
 * Exploding chest destroys contents (and traps).
 * Note that the chest itself is never destroyed.
 */
static void chest_trap(int y, int x, s16b o_idx)
{
	int i, trap, nasty_tricks_count;
	int j;

	object_type *o_ptr = &o_list[o_idx];

	/* Compensate for the averaging routine in the summon monster function. */
	int summon_level = o_ptr->pval + o_ptr->pval - p_ptr->depth;

	/* Ignore disarmed chests */
	if (o_ptr->pval <= 0) return;

	/* Obtain the traps */
	trap = chest_traps[o_ptr->pval];

	/* Lose strength */
	if (trap & (CHEST_LOSE_STR))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_STR);
	}

	/* Lose constitution */
	if (trap & (CHEST_LOSE_CON))
	{
		msg_print("A small needle has pricked you!");
		take_hit(damroll(1, 4), "a poison needle");
		(void)do_dec_stat(A_CON);
	}

	/* Poison */
	if (trap & (CHEST_POISON))
	{
		msg_print("A puff of green gas surrounds you!");
		pois_hit(25);
	}

	/* Paralyze */
	if (trap & (CHEST_PARALYZE))
	{
		msg_print("A puff of yellow gas surrounds you!");
		if (!p_ptr->free_act)
		{
			(void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
		}
	}

	/* Summon monsters */
	if (trap & (CHEST_SUMMON))
	{
		int num = 2 + randint1(3);
		msg_print("You are enveloped in a cloud of smoke!");
		(void)summon_specific(y, x, FALSE, summon_level, 0, num);
	}

	/* Explode */
	if (trap & (CHEST_EXPLODE))
	{
		msg_print("There is a sudden explosion!");
		msg_print("Everything inside the chest is destroyed!");
		o_ptr->pval = 0;
		take_hit(damroll(5, 8), "an exploding chest");
	}

	/* Scatter contents. */
	if (trap & (CHEST_SCATTER))
	{
		msg_print("The contents of the chest scatter all over the dungeon!");
		chest_death(TRUE, y, x, o_idx);
		o_ptr->pval = 0;
	}

	/* Elemental summon. */
	if (trap & (CHEST_E_SUMMON))
	{
		j = randint1(3) + 5;
		msg_print("Elemental beings appear to protect their treasures!");
		(void) summon_specific(y, x, FALSE, summon_level, SUMMON_ELEMENTAL, j);
	}

	/* Force clouds, then summon birds. */
	if (trap & (CHEST_BIRD_STORM))
	{
		msg_print("A storm of birds swirls around you!");

		j = randint1(3) + 3;
		for (i = 0; i < j; i++)
			(void)fire_meteor(0, GF_FORCE, y, x, o_ptr->pval / 5, 7, TRUE);

		j = randint1(5) + o_ptr->pval /5;
		(void)summon_specific(y, x, TRUE, summon_level, SUMMON_BIRD, j);
	}

	/* Various colorful summonings. */
	if (trap & (CHEST_H_SUMMON))
	{
		/* Summon demons. */
		if (randint0(4) == 0)
		{
			msg_print("Demons materialize in clouds of fire and brimstone!");

			j = randint1(3) + 2;
			for (i = 0; i < j; i++)
			{
				(void)fire_meteor(0, GF_FIRE, y, x, 10, 5, TRUE);
				(void)summon_specific(y, x, FALSE, summon_level, SUMMON_DEMON, 1);
			}
		}

		/* Summon dragons. */
		else if (randint0(3) == 0)
		{
			msg_print("Draconic forms loom out of the darkness!");

			j = randint1(3) + 2;
			(void)summon_specific(y, x, FALSE, summon_level, SUMMON_DRAGON, j);
		}

		/* Summon hybrids. */
		else if (randint0(2) == 0)
		{
			msg_print("Creatures strange and twisted assault you!");

			j = randint1(5) + 3;
			(void)summon_specific(y, x, FALSE, summon_level, SUMMON_HYBRID, j);
		}

		/* Summon vortices (scattered) */
		else
		{
			msg_print("Vortices coalesce and wreak destruction!");

			j = randint1(3) + 2;
			(void)summon_specific(y, x, TRUE, summon_level, SUMMON_VORTEX, j);
		}
	}

	/* Dispel player. */
	if (trap & (CHEST_RUNES_OF_EVIL))
	{
		/* Message. */
		msg_print("Hideous voices bid: 'Let the darkness have thee!'");

		/* Determine how many nasty tricks can be played. */
		nasty_tricks_count = 4 + randint0(3);

		/* This is gonna hurt... */
		for (; nasty_tricks_count > 0; nasty_tricks_count--)
		{
			/* ...but a high saving throw does help a little. */
			if (!check_save(2 * o_ptr->pval))
			{
				if (randint0(6) == 0) take_hit(damroll(5, 20), "a chest dispel-player trap");
				else if (randint0(5) == 0) (void)set_cut(p_ptr->cut + 200);
				else if (randint0(4) == 0)
				{
					if (!p_ptr->free_act)
						(void)set_paralyzed(p_ptr->paralyzed + 2 +
						randint0(6));
					else
						(void)set_stun(p_ptr->stun + 10 +
						randint0(100));
				}
				else if (randint0(3) == 0) apply_disenchant(0);
				else if (randint0(2) == 0)
				{
					(void)do_dec_stat(A_STR);
					(void)do_dec_stat(A_DEX);
					(void)do_dec_stat(A_CON);
					(void)do_dec_stat(A_INT);
					(void)do_dec_stat(A_WIS);
					(void)do_dec_stat(A_CHR);
				}
				else (void)fire_meteor(0, GF_NETHER, y, x, 150, 1, TRUE);
			}
		}
	}
}
Beispiel #3
0
/**
 * Apply side effects from a spell attack to the player
 *
 * \param spell is the attack type
 * \param dam is the amount of damage caused by the attack
 * \param m_idx is the attacking monster
 * \param rlev is its level
 * \param seen is whether @ can see it
 */
static void do_side_effects(int spell, int dam, int m_idx, bool seen)
{
	monster_type *m_ptr = cave_monster(cave, m_idx);
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	const struct spell_effect *re_ptr;
	const struct mon_spell *rs_ptr = &mon_spell_table[spell];

	int i, choice[99], dur = 0, j = 0, count = 0;
	s32b d = 0;

	bool sustain = FALSE, perma = FALSE, chosen[RSE_MAX] = { 0 };

	/* Extract the monster level */
	int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);

	/* First we note all the effects we'll be doing. */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if ((re_ptr->method && (re_ptr->method == rs_ptr->index)) ||
				(re_ptr->gf && (re_ptr->gf == rs_ptr->gf))) {

			/* If we have a choice of effects, we create a cum freq table */
			if (re_ptr->chance) {
				for (i = j; i < (j + re_ptr->chance); i++)
					choice[i] = re_ptr->index;
				j = i;
			}
			else
				chosen[re_ptr->index] = TRUE;
		}
	}

	/* If we have built a cum freq table, choose an effect from it */
	if (j)
		chosen[choice[randint0(j)]] = TRUE;

	/* Now we cycle through again to activate the chosen effects */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if (chosen[re_ptr->index]) {

			/*
			 * Check for resistance - there are three possibilities:
			 * 1. Immunity to the attack type if side_immune is TRUE
			 * 2. Resistance to the attack type if it affords no immunity
			 * 3. Resistance to the specific side-effect
			 *
			 * TODO - add interesting messages to the RSE_ and GF_ tables
			 * to replace the generic ones below. (See #1376)
			 */
			if (re_ptr->res_flag)
				update_smart_learn(m_ptr, p_ptr, re_ptr->res_flag);

			if ((rs_ptr->gf && check_side_immune(rs_ptr->gf)) ||
					check_state(p_ptr, re_ptr->res_flag, p_ptr->state.flags)) {
				msg("You resist the effect!");
				continue;
			}

			/* Allow saving throw if available */
			if (re_ptr->save &&
					randint0(100) < p_ptr->state.skills[SKILL_SAVE]) {
				msg("You avoid the effect!");
				continue;
			}

			/* Implement the effect */
			if (re_ptr->timed) {

				/* Calculate base duration (m_bonus is not used) */
				dur = randcalc(re_ptr->base, 0, RANDOMISE);

				/* Calculate the damage-dependent duration (m_bonus is
				 * used as a cap) */
				dur += damcalc(re_ptr->dam.dice, re_ptr->dam.sides *
						dam / 100, RANDOMISE);

				if (re_ptr->dam.m_bonus && (dur > re_ptr->dam.m_bonus))
					dur = re_ptr->dam.m_bonus;

				/* Apply the effect - we have already checked for resistance */
				(void)player_inc_timed(p_ptr, re_ptr->flag, dur, TRUE, FALSE);

			} else {
				switch (re_ptr->flag) {
					case S_INV_DAM:
						if (dam > 0)
							inven_damage(p_ptr, re_ptr->gf, MIN(dam *
								randcalc(re_ptr->dam, 0, RANDOMISE), 300));
						break;

					case S_TELEPORT: /* m_bonus is used as a clev filter */
						if (!re_ptr->dam.m_bonus || 
								randint1(re_ptr->dam.m_bonus) > p_ptr->lev)
							teleport_player(randcalc(re_ptr->base, 0,
								RANDOMISE));
						break;

					case S_TELE_TO:
						teleport_player_to(m_ptr->fy, m_ptr->fx);
						break;

					case S_TELE_LEV:
						teleport_player_level();
						break;

					case S_TELE_SELF:
						teleport_away(m_ptr, randcalc(re_ptr->base, 0,
							RANDOMISE));
						break;

					case S_DRAIN_LIFE:
						d = re_ptr->base.base + (p_ptr->exp *
							re_ptr->base.sides / 100) * MON_DRAIN_LIFE;

						msg("You feel your life force draining away!");
						player_exp_lose(p_ptr, d, FALSE);
						break;

					case S_DRAIN_STAT: /* m_bonus is used as a flag */
						if (re_ptr->dam.m_bonus > 0)
							sustain = TRUE;

						if (abs(re_ptr->dam.m_bonus) > 1)
							perma = TRUE;

						drain_stats(randcalc(re_ptr->base, 0, RANDOMISE),
							sustain, perma);
						break;

					case S_SWAP_STAT:
						swap_stats();
						break;

					case S_DRAIN_ALL:
						msg("You're not as powerful as you used to be...");

						for (i = 0; i < A_MAX; i++)
							player_stat_dec(p_ptr, i, FALSE);
						break;

					case S_DISEN:
						(void)apply_disenchant(0);
						break;

					case S_DRAIN_MANA:
						drain_mana(m_idx, rlev, seen);
						break;

					case S_HEAL:
						heal_self(m_idx, rlev, seen);
						break;

					case S_DARKEN:
						(void)unlight_area(0, 3);
						break;

					case S_TRAPS:
						(void)trap_creation();
						break;

					case S_AGGRAVATE:
						aggravate_monsters(m_idx);
						break;

					case S_KIN:
						summon_kin_type = r_ptr->d_char;
					case S_MONSTER:	case S_MONSTERS:
					case S_SPIDER: case S_HOUND: case S_HYDRA: case S_AINU:
					case S_ANIMAL:
					case S_DEMON: case S_HI_DEMON:
					case S_UNDEAD: case S_HI_UNDEAD: case S_WRAITH:
					case S_DRAGON: case S_HI_DRAGON:
					case S_UNIQUE:
						count = summon_monster_aux(re_ptr->flag, m_idx, rlev, re_ptr->base.base);

						/* In the special case that uniques or wraiths were summoned but all were dead
							S_HI_UNDEAD is used instead */
						if ((!count) && ((re_ptr->flag == S_WRAITH) || (re_ptr->flag == S_UNIQUE)))
							count = summon_monster_aux(S_HI_UNDEAD, m_idx, rlev, re_ptr->base.base);

						if (count && p_ptr->timed[TMD_BLIND])
							msgt(rs_ptr->msgt, "You hear %s appear nearby.",
								(count > 1 ? "many things" : "something"));

					default:
						break;
				}		
			}
		}
	}
	return;
}
Beispiel #4
0
/**
 * Apply side effects from a spell attack to the player
 *
 * \param spell is the attack type
 * \param dam is the amount of damage caused by the attack
 * \param m_idx is the attacking monster
 */
static void do_side_effects(int spell, int dam, int m_idx)
{
	const struct spell_effect *re_ptr;
	const struct mon_spell *rs_ptr = &mon_spell_table[spell];
	monster_type *m_ptr = &mon_list[m_idx];
	int i, choice[99], dur = 0, j = 0;
	bool sustain = FALSE, perma = FALSE, chosen[RSE_MAX] = { 0 };
	s32b d = 0;

	/* First we note all the effects we'll be doing. */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if ((re_ptr->method && (re_ptr->method == rs_ptr->index)) ||
				(re_ptr->gf && (re_ptr->gf == rs_ptr->gf))) {

			/* If we have a choice of effects, we create a cum freq table */
			if (re_ptr->chance) {
				for (i = j; i < (j + re_ptr->chance); i++)
					choice[i] = re_ptr->index;
				j = i;
			}
			else
				chosen[re_ptr->index] = TRUE;
		}
	}

	/* If we have built a cum freq table, choose an effect from it */
	if (j)
		chosen[choice[randint0(j)]] = TRUE;

	/* Now we cycle through again to activate the chosen effects */
	for (re_ptr = spell_effect_table; re_ptr->index < RSE_MAX; re_ptr++) {
		if (chosen[re_ptr->index]) {

			/*
			 * Check for resistance - there are three possibilities:
			 * 1. Immunity to the attack type if side_immune is TRUE
			 * 2. Resistance to the attack type if it affords no immunity
			 * 3. Resistance to the specific side-effect
			 *
			 * TODO - add interesting messages to the RSE_ and GF_ tables
			 * to replace the generic ones below.
			 */
			if ((rs_ptr->gf && check_side_immune(rs_ptr->gf)) ||
					p_ptr->state.flags[re_ptr->res_flag]) {
				msg("You resist the effect!");
				if (re_ptr->res_flag)
					wieldeds_notice_flag(re_ptr->res_flag);
				continue;
			}

			/* Allow saving throw if available */
			if (re_ptr->save &&
					randint0(100) < p_ptr->state.skills[SKILL_SAVE]) {
				msg("You avoid the effect!");
				continue;
			}

			/* Implement the effect */
			if (re_ptr->timed) {

				/* Calculate base duration (m_bonus is not used) */
				dur = randcalc(re_ptr->base, 0, RANDOMISE);

				/* Calculate the damage-dependent duration (m_bonus is
				 * used as a cap) */
				dur += damcalc(re_ptr->dam.dice, re_ptr->dam.sides *
						dam / 100, RANDOMISE);

				if (re_ptr->dam.m_bonus && (dur > re_ptr->dam.m_bonus))
					dur = re_ptr->dam.m_bonus;

				/* Apply the effect */
				(void)inc_timed(re_ptr->flag, dur, TRUE);

			} else {
				switch (re_ptr->flag) {
					case S_INV_DAM:
						if (dam > 0)
							inven_damage(re_ptr->gf, MIN(dam *
								randcalc(re_ptr->dam, 0, RANDOMISE), 300));
						break;

					case S_TELEPORT: /* m_bonus is used as a clev filter */
						if (!re_ptr->dam.m_bonus || 
								randint1(re_ptr->dam.m_bonus) > p_ptr->lev)
							teleport_player(randcalc(re_ptr->base, 0,
								RANDOMISE));
						break;

					case S_TELE_TO:
						teleport_player_to(m_ptr->fy, m_ptr->fx);
						break;

					case S_TELE_LEV:
						teleport_player_level();
						break;

					case S_DRAIN_LIFE:
						d = re_ptr->base.base + (p_ptr->exp *
							re_ptr->base.sides / 100) * MON_DRAIN_LIFE;						

						msg("You feel your life force draining away!");
						lose_exp(d);
						break;

					case S_DRAIN_STAT: /* m_bonus is used as a flag */
						if (re_ptr->dam.m_bonus > 0)
							sustain = TRUE;

						if (abs(re_ptr->dam.m_bonus) > 1)
							perma = TRUE;

						drain_stats(randcalc(re_ptr->base, 0, RANDOMISE),
							sustain, perma);
						break;

					case S_SWAP_STAT:
						swap_stats();
						break;

					case S_DRAIN_ALL:
						msg("You're not as powerful as you used to be...");

						for (i = 0; i < A_MAX; i++)
							player_stat_dec(p_ptr, i, FALSE);
						break;

					case S_DISEN:
						(void)apply_disenchant(0);
						break;

					case S_DRAIN_MANA:
					case S_HEAL:
					case S_BLINK:
					case S_DARKEN:
					case S_TRAPS:
					case S_AGGRAVATE:
					case S_KIN:
					case S_MONSTER:
					case S_MONSTERS:
						/* XXX Fixme */
					default:
						break;
				}		
			}
		}
	}
	return;
}