Example #1
0
void
inrange(struct monst *mtmp)
{
	schar tx,ty;

	/* do nothing if cancelled (but make '1' say something) */
	if(mtmp->data->mlet != '1' && mtmp->mcan)
		return;

	/* spit fire only when both in a room or both in a corridor */
	if(inroom(u.ux,u.uy) != inroom(mtmp->mx,mtmp->my)) return;
	tx = u.ux - mtmp->mx;
	ty = u.uy - mtmp->my;
	if((!tx && abs(ty) < BOLT_LIM) || (!ty && abs(tx) < BOLT_LIM)
	    || (abs(tx) == abs(ty) && abs(tx) < BOLT_LIM)){
	    switch(mtmp->data->mlet) {
	    case 'D':
		/* spit fire in the direction of @ (not nec. hitting) */
		buzz(-1,mtmp->mx,mtmp->my,sgn(tx),sgn(ty));
		break;
	    case '1':
		if(rn2(WIZSHOT)) break;
		/* if you zapped wizard with wand of cancellation,
		he has to shake off the effects before he can throw
		spells successfully.  1/2 the time they fail anyway */
		if(mtmp->mcan || rn2(2)) {
		    if(canseemon(mtmp))
			pline("%s makes a gesture, then curses.",
			    Monnam(mtmp));
		    else
			pline("You hear mumbled cursing.");
		    if(!rn2(3)) {
			mtmp->mspeed = 0;
			mtmp->minvis = 0;
		    }
		    if(!rn2(3))
			mtmp->mcan = 0;
		} else {
		    if(canseemon(mtmp)){
			if(!rn2(6) && !Invis) {
			    pline("%s hypnotizes you.", Monnam(mtmp));
			    nomul(rn2(3) + 3);
			    break;
			} else
			    pline("%s chants an incantation.",
				Monnam(mtmp));
		    } else
			    pline("You hear a mumbled incantation.");
		    switch(rn2(Invis ? 5 : 6)) {
		    case 0:
			/* create a nasty monster from a deep level */
			/* (for the moment, 'nasty' is not implemented) */
			(void) makemon((struct permonst *)0, u.ux, u.uy);
			break;
		    case 1:
			pline("\"Destroy the thief, my pets!\"");
			aggravate();	/* aggravate all the monsters */
			/* fall into next case */
		    case 2:
			if (flags.no_of_wizards == 1 && rnd(5) == 0)
			    /* if only 1 wizard, clone himself */
			    clonewiz(mtmp);
			break;
		    case 3:
			if(mtmp->mspeed == MSLOW)
				mtmp->mspeed = 0;
			else
				mtmp->mspeed = MFAST;
			break;
		    case 4:
			mtmp->minvis = 1;
			break;
		    case 5:
			/* Only if not Invisible */
			pline("You hear a clap of thunder!");
			/* shoot a bolt of fire or cold, or a sleep ray */
			buzz(-rnd(3),mtmp->mx,mtmp->my,sgn(tx),sgn(ty));
			break;
		    }
		}
	    }
	    if(u.uhp < 1) done_in_by(mtmp);
	}
}
Example #2
0
/*
   If dmg is zero, then the monster is not casting at you.
   If the monster is intentionally not casting at you, we have previously
   called spell_would_be_useless() and spellnum should always be a valid
   undirected spell.
   If you modify either of these, be sure to change is_undirected_spell()
   and spell_would_be_useless().
 */
static void cast_wizard_spell(struct monst *mtmp, int dmg, int spellnum)
{
    if (dmg == 0 && !is_undirected_spell(AD_SPEL, spellnum)) {
	impossible("cast directed wizard spell (%d) with dmg=0?", spellnum);
	return;
    }

    switch (spellnum) {
    case MGC_DEATH_TOUCH:
	pline("Oh no, %s's using the touch of death!", mhe(mtmp));
	if (nonliving(youmonst.data) || is_demon(youmonst.data)) {
	    pline("You seem no deader than before.");
	} else if (!Antimagic && rn2(mtmp->m_lev) > 12) {
	    if (Hallucination) {
		pline("You have an out of body experience.");
	    } else {
		killer_format = KILLED_BY_AN;
		killer = "touch of death";
		done(DIED);
	    }
	} else {
	    if (Antimagic) shieldeff(u.ux, u.uy);
	    pline("Lucky for you, it didn't work!");
	}
	dmg = 0;
	break;
    case MGC_CLONE_WIZ:
	if (mtmp->iswiz && flags.no_of_wizards == 1) {
	    pline("Double Trouble...");
	    clonewiz();
	    dmg = 0;
	} else
	    impossible("bad wizard cloning?");
	break;
    case MGC_SUMMON_MONS:
    {
	int count;

	count = nasty(mtmp);	/* summon something nasty */
	if (mtmp->iswiz)
	    verbalize("Destroy the thief, my pet%s!", plur(count));
	else {
	    const char *mappear =
		(count == 1) ? "A monster appears" : "Monsters appear";

	    /* messages not quite right if plural monsters created but
	       only a single monster is seen */
	    if (Invisible && !perceives(mtmp->data) &&
				    (mtmp->mux != u.ux || mtmp->muy != u.uy))
		pline("%s around a spot near you!", mappear);
	    else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy))
		pline("%s around your displaced image!", mappear);
	    else
		pline("%s from nowhere!", mappear);
	}
	dmg = 0;
	break;
    }
    case MGC_AGGRAVATION:
	pline("You feel that monsters are aware of your presence.");
	aggravate();
	dmg = 0;
	break;
    case MGC_CURSE_ITEMS:
	pline("You feel as if you need some help.");
	rndcurse();
	dmg = 0;
	break;
    case MGC_DESTRY_ARMR:
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    pline("A field of force surrounds you!");
	} else if (!destroy_arm(some_armor(&youmonst))) {
	    pline("Your skin itches.");
	}
	dmg = 0;
	break;
    case MGC_WEAKEN_YOU:		/* drain strength */
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    pline("You feel momentarily weakened.");
	} else {
	    pline("You suddenly feel weaker!");
	    dmg = mtmp->m_lev - 6;
	    if (Half_spell_damage) dmg = (dmg + 1) / 2;
	    losestr(rnd(dmg));
	    if (u.uhp < 1)
		done_in_by(mtmp);
	}
	dmg = 0;
	break;
    case MGC_DISAPPEAR:		/* makes self invisible */
	if (!mtmp->minvis && !mtmp->invis_blkd) {
	    if (canseemon(mtmp))
		pline("%s suddenly %s!", Monnam(mtmp),
		      !See_invisible ? "disappears" : "becomes transparent");
	    mon_set_minvis(mtmp);
	    dmg = 0;
	} else
	    impossible("no reason for monster to cast disappear spell?");
	break;
    case MGC_STUN_YOU:
	if (Antimagic || Free_action) {
	    shieldeff(u.ux, u.uy);
	    if (!Stunned)
		pline("You feel momentarily disoriented.");
	    make_stunned(1L, FALSE);
	} else {
	    pline(Stunned ? "You struggle to keep your balance." : "You reel...");
	    dmg = dice(ACURR(A_DEX) < 12 ? 6 : 4, 4);
	    if (Half_spell_damage) dmg = (dmg + 1) / 2;
	    make_stunned(HStun + dmg, FALSE);
	}
	dmg = 0;
	break;
    case MGC_HASTE_SELF:
	mon_adjust_speed(mtmp, 1, NULL);
	dmg = 0;
	break;
    case MGC_CURE_SELF:
	if (mtmp->mhp < mtmp->mhpmax) {
	    if (canseemon(mtmp))
		pline("%s looks better.", Monnam(mtmp));
	    /* note: player healing does 6d4; this used to do 1d8 */
	    if ((mtmp->mhp += dice(3,6)) > mtmp->mhpmax)
		mtmp->mhp = mtmp->mhpmax;
	    dmg = 0;
	}
	break;
    case MGC_PSI_BOLT:
	/* prior to 3.4.0 Antimagic was setting the damage to 1--this
	   made the spell virtually harmless to players with magic res. */
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    dmg = (dmg + 1) / 2;
	}
	if (dmg <= 5)
	    pline("You get a slight %sache.", body_part(HEAD));
	else if (dmg <= 10)
	    pline("Your brain is on fire!");
	else if (dmg <= 20)
	    pline("Your %s suddenly aches painfully!", body_part(HEAD));
	else
	    pline("Your %s suddenly aches very painfully!", body_part(HEAD));
	break;
    default:
	impossible("mcastu: invalid magic spell (%d)", spellnum);
	dmg = 0;
	break;
    }

    if (dmg) mdamageu(mtmp, dmg);
}