void rndcurse() { /* curse a few inventory items at random! */ int nobj = 0; int cnt, onum; struct obj *otmp; if(Antimagic) { shieldeff(u.ux, u.uy); You("feel a malignant aura surround you."); } for (otmp = invent; otmp; otmp = otmp->nobj) nobj++; if (nobj) for (cnt = rnd(6/((!!Antimagic) + 1)); cnt > 0; cnt--) { onum = rn2(nobj); for(otmp = invent; onum != 0; onum--) otmp = otmp->nobj; if(otmp->blessed) otmp->blessed = 0; else otmp->cursed++; } }
void tele_trap(struct trap *trap) { if (In_endgame(&u.uz) || Antimagic) { if (Antimagic) shieldeff(u.ux, u.uy); pline("You feel a wrenching sensation."); } else if (!next_to_u()) { pline("You shudder for a moment."); } else if (trap->once) { deltrap(trap); newsym(u.ux,u.uy); /* get rid of trap symbol */ vault_tele(); } else tele(); }
void level_tele_trap(struct trap *trap) { pline("You %s onto a level teleport trap!", Levitation ? (const char *)"float" : locomotion(youmonst.data, "step")); if (Antimagic) { shieldeff(u.ux, u.uy); } if (Antimagic || In_endgame(&u.uz)) { pline("You feel a wrenching sensation."); return; } if (!Blind) pline("You are momentarily blinded by a flash of light."); else pline("You are momentarily disoriented."); deltrap(trap); newsym(u.ux,u.uy); /* get rid of trap symbol */ level_tele(); }
void rndcurse() /* curse a few inventory items at random! */ { int nobj = 0; int cnt, onum; struct obj *otmp; static const char *mal_aura = "feel a malignant aura surround %s."; if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { You(mal_aura, "the magic-absorbing blade"); return; } if(Antimagic) { shieldeff(u.ux, u.uy); You(mal_aura, "you"); } for (otmp = invent; otmp; otmp = otmp->nobj) nobj++; if (nobj) for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rn2(nobj); for(otmp = invent; onum != 0; onum--) otmp = otmp->nobj; if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { pline("%s resists!", The(xname(otmp))); continue; } if(otmp->blessed) unbless(otmp); else curse(otmp); } }
void rndcurse() /* curse a few inventory items at random! */ { int nobj = 0; int cnt, onum; struct obj *otmp; static const char mal_aura[] = "VERB_SPUEREN eine bösartige Aura um OBJECT %s."; /* EN static const char mal_aura[] = "feel a malignant aura surround %s."; */ if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { You(mal_aura, "ARTIKEL_BESTIMMTER ADJEKTIV_MAGIE_ABSORBIEREND NOUN_KLINGE"); /* EN You(mal_aura, "the magic-absorbing blade"); */ return; } if(Antimagic) { shieldeff(u.ux, u.uy); You(mal_aura, "PRONOMEN_PERSONAL"); /* EN You(mal_aura, "you"); */ } for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* gold isn't subject to being cursed or blessed */ if (otmp->oclass == COIN_CLASS) continue; #endif nobj++; } if (nobj) { for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rnd(nobj); for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* as above */ if (otmp->oclass == COIN_CLASS) continue; #endif if (--onum == 0) break; /* found the target */ } /* the !otmp case should never happen; picking an already cursed item happens--avoid "resists" message in that case */ if (!otmp || otmp->cursed) continue; /* next target */ if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { pline("%s!", Tobjnam(otmp, "VERB_WIDERSTEHEN")); /* EN pline("%s!", Tobjnam(otmp, "resist")); */ continue; } if(otmp->blessed) unbless(otmp); else curse(otmp); } update_inventory(); } #ifdef STEED /* treat steed's saddle as extended part of hero's inventory */ if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && !otmp->cursed) { /* skip if already cursed */ if (otmp->blessed) unbless(otmp); else curse(otmp); if (!Blind) { pline("SUBJECT %s %s %s.", /* EN pline("%s %s %s.", */ genitivattribut_zu_wort(y_monnam(u.usteed), /* EN s_suffix(upstart(y_monnam(u.usteed))), */ cxname(otmp)), "VERB_LEUCHTEN", /* EN aobjnam(otmp, "glow"), */ hcolor(otmp->cursed ? NH_BLACK : (const char *)"ADJEKTIV_FARBE_BRAUN")); /* EN hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown")); */ otmp->bknown = TRUE; } } #endif /*STEED*/ }
void rndcurse() /* curse a few inventory items at random! */ { int nobj = 0; int cnt, onum; struct obj *otmp; static const char mal_aura[] = "feel a malignant aura surround %s."; if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { You(mal_aura, "the magic-absorbing blade"); return; } if(Antimagic) { shieldeff(u.ux, u.uy); You(mal_aura, "you"); } for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* gold isn't subject to being cursed or blessed */ if (otmp->oclass == COIN_CLASS) continue; #endif nobj++; } if (nobj) { for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rnd(nobj); for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* as above */ if (otmp->oclass == COIN_CLASS) continue; #endif if (--onum == 0) break; /* found the target */ } /* the !otmp case should never happen; picking an already cursed item happens--avoid "resists" message in that case */ if (!otmp || otmp->cursed) continue; /* next target */ if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { pline("%s!", Tobjnam(otmp, "resist")); continue; } if(otmp->blessed) unbless(otmp); else curse(otmp); } update_inventory(); } #ifdef STEED /* treat steed's saddle as extended part of hero's inventory */ if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && !otmp->cursed) { /* skip if already cursed */ if (otmp->blessed) unbless(otmp); else curse(otmp); if (!Blind) { pline("%s %s %s.", s_suffix(upstart(y_monnam(u.usteed))), aobjnam(otmp, "glow"), hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown")); otmp->bknown = TRUE; } } #endif /*STEED*/ }
/* curse a few inventory items at random! */ void rndcurse() { int nobj = 0; int cnt, onum; struct obj *otmp; /*JP static const char mal_aura[] = "feel a malignant aura surround %s."; */ static const char mal_aura[] = "邪悪なオーラを%sの回りに感じた."; if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { /*JP You(mal_aura, "the magic-absorbing blade"); */ You(mal_aura, "魔力を吸いとる刀"); return; } if (Antimagic) { shieldeff(u.ux, u.uy); /*JP You(mal_aura, "you"); */ You(mal_aura, "あなた"); } for (otmp = invent; otmp; otmp = otmp->nobj) { /* gold isn't subject to being cursed or blessed */ if (otmp->oclass == COIN_CLASS) continue; nobj++; } if (nobj) { for (cnt = rnd(6 / ((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rnd(nobj); for (otmp = invent; otmp; otmp = otmp->nobj) { /* as above */ if (otmp->oclass == COIN_CLASS) continue; if (--onum == 0) break; /* found the target */ } /* the !otmp case should never happen; picking an already cursed item happens--avoid "resists" message in that case */ if (!otmp || otmp->cursed) continue; /* next target */ if (otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { /*JP pline("%s!", Tobjnam(otmp, "resist")); */ pline("%sは影響を受けない!", xname(otmp)); continue; } if (otmp->blessed) unbless(otmp); else curse(otmp); } update_inventory(); } /* treat steed's saddle as extended part of hero's inventory */ if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && !otmp->cursed) { /* skip if already cursed */ if (otmp->blessed) unbless(otmp); else curse(otmp); if (!Blind) { #if 0 /*JP*/ pline("%s %s.", Yobjnam2(otmp, "glow"), hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown")); #else pline("%sは%s輝いた.", xname(otmp), jconj_adj(hcolor(otmp->cursed ? NH_BLACK : (const char *)"茶色の"))); #endif otmp->bknown = TRUE; } } }
/* TRUE: book should be destroyed by caller */ static boolean cursed_book(struct obj *bp) { int lev = objects[bp->otyp].oc_level; boolean was_inuse; switch (rn2(lev)) { case 0: pline("You feel a wrenching sensation."); tele(); /* teleport him */ break; case 1: pline("You feel threatened."); aggravate(); break; case 2: make_blinded(Blinded + rn1(100, 250), TRUE); break; case 3: take_gold(); break; case 4: pline("These runes were just too much to comprehend."); make_confused(HConfusion + rn1(7, 16), FALSE); break; case 5: pline("The book was coated with contact poison!"); if (uarmg) { erode_obj(uarmg, "gloves", ERODE_CORRODE, TRUE, TRUE); break; } /* Temporarily disable in_use; death should not destroy the book. Paranoia: ensure that we don't turn /on/ in_use, that causes a desync. (That used to be able to happen via an old codepath, but that codepath has since been removed. I don't think there are others, but someone might unintentionally add one.) */ was_inuse = bp->in_use; bp->in_use = FALSE; losestr(Poison_resistance ? rn1(2, 1) : rn1(4, 3), DIED, killer_msg(DIED, "a contact-poisoned spellbook"), NULL); losehp(rnd(Poison_resistance ? 6 : 10), killer_msg(DIED, "a contact-poisoned spellbook")); bp->in_use = was_inuse; break; case 6: if (Antimagic) { shieldeff(u.ux, u.uy); pline("The book %s, but you are unharmed!", explodes); } else { pline("As you read the book, it %s in your %s!", explodes, body_part(FACE)); losehp(2 * rnd(10) + 5, killer_msg(DIED, "an exploding rune")); } return TRUE; default: rndcurse(); break; } return FALSE; }
/* called when someone is being hit by Magicbane */ static boolean magicbane_hit( struct monst *magr, /* attacker */ struct monst *mdef, /* defender */ struct obj *mb, /* Magicbane */ int *dmgptr, /* extra damage target will suffer */ int dieroll, /* d20 that has already scored a hit */ boolean vis, /* whether the action can be seen */ char *hittee /* target's name: "you" or mon_nam(mdef) */ ) { const struct permonst *old_uasmon; const char *verb; boolean youattack = (magr == &youmonst), youdefend = (mdef == &youmonst), resisted = FALSE, do_stun, do_confuse, result; int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2; result = FALSE; /* no message given yet */ /* the most severe effects are less likely at higher enchantment */ if (mb->spe >= 3) scare_dieroll /= (1 << (mb->spe / 3)); /* if target successfully resisted the artifact damage bonus, reduce overall likelihood of the assorted special effects */ if (!spec_dbon_applies) dieroll += 1; /* might stun even when attempting a more severe effect, but in that case it will only happen if the other effect fails; extra damage will apply regardless; 3.4.1: sometimes might just probe even when it hasn't been enchanted */ do_stun = (max(mb->spe,0) < rn2(spec_dbon_applies ? 11 : 7)); /* the special effects also boost physical damage; increments are generally cumulative, but since the stun effect is based on a different criterium its damage might not be included; the base damage is either 1d4 (athame) or 2d4 (athame+spec_dbon) depending on target's resistance check against AD_STUN (handled by caller) [note that a successful save against AD_STUN doesn't actually prevent the target from ending up stunned] */ attack_indx = MB_INDEX_PROBE; *dmgptr += rnd(4); /* (2..3)d4 */ if (do_stun) { attack_indx = MB_INDEX_STUN; *dmgptr += rnd(4); /* (3..4)d4 */ } if (dieroll <= scare_dieroll) { attack_indx = MB_INDEX_SCARE; *dmgptr += rnd(4); /* (3..5)d4 */ } if (dieroll <= (scare_dieroll / 2)) { attack_indx = MB_INDEX_CANCEL; *dmgptr += rnd(4); /* (4..6)d4 */ } /* give the hit message prior to inflicting the effects */ verb = mb_verb[!!Hallucination][attack_indx]; if (youattack || youdefend || vis) { result = TRUE; pline("The magic-absorbing blade %s %s!", vtense(NULL, verb), hittee); /* assume probing has some sort of noticeable feedback even if it is being done by one monster to another */ if (attack_indx == MB_INDEX_PROBE && !canspotmon(mdef)) map_invisible(mdef->mx, mdef->my); } /* now perform special effects */ switch (attack_indx) { case MB_INDEX_CANCEL: old_uasmon = youmonst.data; /* No mdef->mcan check: even a cancelled monster can be polymorphed * into a golem, and the "cancel" effect acts as if some magical * energy remains in spellcasting defenders to be absorbed later. */ if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) { resisted = TRUE; } else { do_stun = FALSE; if (youdefend) { if (youmonst.data != old_uasmon) *dmgptr = 0; /* rehumanized, so no more damage */ if (u.uenmax > 0) { pline("You lose magical energy!"); u.uenmax--; if (u.uen > 0) u.uen--; iflags.botl = 1; } } else { if (mdef->data == &mons[PM_CLAY_GOLEM]) mdef->mhp = 1; /* cancelled clay golems will die */ if (youattack && attacktype(mdef->data, AT_MAGC)) { pline("You absorb magical energy!"); u.uenmax++; u.uen++; iflags.botl = 1; } } } break; case MB_INDEX_SCARE: if (youdefend) { if (Antimagic) { resisted = TRUE; } else { nomul(-3, "being scared stiff"); nomovemsg = ""; if (magr && magr == u.ustuck && sticks(youmonst.data)) { u.ustuck = NULL; pline("You release %s!", mon_nam(magr)); } } } else { if (rn2(2) && resist(mdef, WEAPON_CLASS, 0, NOTELL)) resisted = TRUE; else monflee(mdef, 3, FALSE, (mdef->mhp > *dmgptr)); } if (!resisted) do_stun = FALSE; break; case MB_INDEX_STUN: do_stun = TRUE; /* (this is redundant...) */ break; case MB_INDEX_PROBE: if (youattack && (mb->spe == 0 || !rn2(3 * abs(mb->spe)))) { pline("The %s is insightful.", verb); /* pre-damage status */ probe_monster(mdef); } break; } /* stun if that was selected and a worse effect didn't occur */ if (do_stun) { if (youdefend) make_stunned((HStun + 3), FALSE); else mdef->mstun = 1; /* avoid extra stun message below if we used mb_verb["stun"] above */ if (attack_indx == MB_INDEX_STUN) do_stun = FALSE; } /* lastly, all this magic can be confusing... */ do_confuse = !rn2(12); if (do_confuse) { if (youdefend) make_confused(HConfusion + 4, FALSE); else mdef->mconf = 1; } if (youattack || youdefend || vis) { upstart(hittee); /* capitalize */ if (resisted) { pline("%s %s!", hittee, vtense(hittee, "resist")); shieldeff(youdefend ? u.ux : mdef->mx, youdefend ? u.uy : mdef->my); } if ((do_stun || do_confuse) && flags.verbose) { char buf[BUFSZ]; buf[0] = '\0'; if (do_stun) strcat(buf, "stunned"); if (do_stun && do_confuse) strcat(buf, " and "); if (do_confuse) strcat(buf, "confused"); pline("%s %s %s%c", hittee, vtense(hittee, "are"), buf, (do_stun && do_confuse) ? '!' : '.'); } } return result; }
static void cast_cleric_spell(struct monst *mtmp, int dmg, int spellnum) { if (dmg == 0 && !is_undirected_spell(AD_CLRC, spellnum)) { impossible("cast directed cleric spell (%d) with dmg=0?", spellnum); return; } switch (spellnum) { case CLC_GEYSER: /* this is physical damage, not magical damage */ pline("A sudden geyser slams into you from nowhere!"); dmg = dice(8, 6); if (Half_physical_damage) dmg = (dmg + 1) / 2; break; case CLC_FIRE_PILLAR: pline("A pillar of fire strikes all around you!"); if (Fire_resistance) { shieldeff(u.ux, u.uy); dmg = 0; } else dmg = dice(8, 6); if (Half_spell_damage) dmg = (dmg + 1) / 2; burn_away_slime(); burnarmor(&youmonst); destroy_item(SCROLL_CLASS, AD_FIRE); destroy_item(POTION_CLASS, AD_FIRE); destroy_item(SPBOOK_CLASS, AD_FIRE); burn_floor_paper(u.ux, u.uy, TRUE, FALSE); break; case CLC_LIGHTNING: { boolean reflects; pline("A bolt of lightning strikes down at you from above!"); reflects = ureflects("It bounces off your %s%s.", ""); if (reflects || Shock_resistance) { shieldeff(u.ux, u.uy); dmg = 0; if (reflects) break; } else dmg = dice(8, 6); if (Half_spell_damage) dmg = (dmg + 1) / 2; destroy_item(WAND_CLASS, AD_ELEC); destroy_item(RING_CLASS, AD_ELEC); break; } case CLC_CURSE_ITEMS: pline("You feel as if you need some help."); rndcurse(); dmg = 0; break; case CLC_INSECTS: { /* Try for insects, and if there are none left, go for (sticks to) snakes. -3. */ const struct permonst *pm = mkclass(&u.uz, S_ANT,0); struct monst *mtmp2 = NULL; char let = (pm ? S_ANT : S_SNAKE); boolean success; int i; coord bypos; int quan; quan = (mtmp->m_lev < 2) ? 1 : rnd((int)mtmp->m_lev / 2); if (quan < 3) quan = 3; success = pm ? TRUE : FALSE; for (i = 0; i <= quan; i++) { if (!enexto(&bypos, level, mtmp->mux, mtmp->muy, mtmp->data)) break; if ((pm = mkclass(&u.uz, let,0)) != 0 && (mtmp2 = makemon(pm, level, bypos.x, bypos.y, NO_MM_FLAGS)) != 0) { success = TRUE; mtmp2->msleeping = mtmp2->mpeaceful = mtmp2->mtame = 0; set_malign(mtmp2); } } /* Not quite right: * -- message doesn't always make sense for unseen caster (particularly * the first message) * -- message assumes plural monsters summoned (non-plural should be * very rare, unlike in nasty()) * -- message assumes plural monsters seen */ if (!success) pline("%s casts at a clump of sticks, but nothing happens.", Monnam(mtmp)); else if (let == S_SNAKE) pline("%s transforms a clump of sticks into snakes!", Monnam(mtmp)); else if (Invisible && !perceives(mtmp->data) && (mtmp->mux != u.ux || mtmp->muy != u.uy)) pline("%s summons insects around a spot near you!", Monnam(mtmp)); else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) pline("%s summons insects around your displaced image!", Monnam(mtmp)); else pline("%s summons insects!", Monnam(mtmp)); dmg = 0; break; } case CLC_BLIND_YOU: /* note: resists_blnd() doesn't apply here */ if (!Blinded) { int num_eyes = eyecount(youmonst.data); pline("Scales cover your %s!", (num_eyes == 1) ? body_part(EYE) : makeplural(body_part(EYE))); make_blinded(Half_spell_damage ? 100L : 200L, FALSE); if (!Blind) pline("Your vision quickly clears."); dmg = 0; } else impossible("no reason for monster to cast blindness spell?"); break; case CLC_PARALYZE: if (Antimagic || Free_action) { shieldeff(u.ux, u.uy); if (multi >= 0) pline("You stiffen briefly."); nomul(-1, "paralyzed by a monster"); } else { if (multi >= 0) pline("You are frozen in place!"); dmg = 4 + (int)mtmp->m_lev; if (Half_spell_damage) dmg = (dmg + 1) / 2; nomul(-dmg, "paralyzed by a monster"); } dmg = 0; break; case CLC_CONFUSE_YOU: if (Antimagic) { shieldeff(u.ux, u.uy); pline("You feel momentarily dizzy."); } else { boolean oldprop = !!Confusion; dmg = (int)mtmp->m_lev; if (Half_spell_damage) dmg = (dmg + 1) / 2; make_confused(HConfusion + dmg, TRUE); if (Hallucination) pline("You feel %s!", oldprop ? "trippier" : "trippy"); else pline("You feel %sconfused!", oldprop ? "more " : ""); } dmg = 0; break; case CLC_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 CLC_OPEN_WOUNDS: if (Antimagic) { shieldeff(u.ux, u.uy); dmg = (dmg + 1) / 2; } if (dmg <= 5) pline("Your skin itches badly for a moment."); else if (dmg <= 10) pline("Wounds appear on your body!"); else if (dmg <= 20) pline("Severe wounds appear on your body!"); else pline("Your body is covered with painful wounds!"); break; default: impossible("mcastu: invalid clerical spell (%d)", spellnum); dmg = 0; break; } if (dmg) mdamageu(mtmp, dmg); }
/* 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); }
/* return values: * 1: successful spell * 0: unsuccessful spell */ int castmu(struct monst *mtmp, const struct attack *mattk, boolean thinks_it_foundyou, boolean foundyou) { int dmg, ml = mtmp->m_lev; int ret; int spellnum = 0; /* Three cases: * -- monster is attacking you. Search for a useful spell. * -- monster thinks it's attacking you. Search for a useful spell, * without checking for undirected. If the spell found is directed, * it fails with cursetxt() and loss of mspec_used. * -- monster isn't trying to attack. Select a spell once. Don't keep * searching; if that spell is not useful (or if it's directed), * return and do something else. * Since most spells are directed, this means that a monster that isn't * attacking casts spells only a small portion of the time that an * attacking monster does. */ if ((mattk->adtyp == AD_SPEL || mattk->adtyp == AD_CLRC) && ml) { int cnt = 40; do { spellnum = rn2(ml); if (mattk->adtyp == AD_SPEL) spellnum = choose_magic_spell(spellnum); else spellnum = choose_clerical_spell(spellnum); /* not trying to attack? don't allow directed spells */ if (!thinks_it_foundyou) { if (!is_undirected_spell(mattk->adtyp, spellnum) || spell_would_be_useless(mtmp, mattk->adtyp, spellnum)) { if (foundyou) impossible("spellcasting monster found you and doesn't know it?"); return 0; } break; } } while (--cnt > 0 && spell_would_be_useless(mtmp, mattk->adtyp, spellnum)); if (cnt == 0) return 0; } /* monster unable to cast spells? */ if (mtmp->mcan || mtmp->mspec_used || !ml) { cursetxt(mtmp, is_undirected_spell(mattk->adtyp, spellnum)); return 0; } if (mattk->adtyp == AD_SPEL || mattk->adtyp == AD_CLRC) { mtmp->mspec_used = 10 - mtmp->m_lev; if (mtmp->mspec_used < 2) mtmp->mspec_used = 2; } /* monster can cast spells, but is casting a directed spell at the wrong place? If so, give a message, and return. Do this *after* penalizing mspec_used. */ if (!foundyou && thinks_it_foundyou && !is_undirected_spell(mattk->adtyp, spellnum)) { pline("%s casts a spell at %s!", canseemon(mtmp) ? Monnam(mtmp) : "Something", level->locations[mtmp->mux][mtmp->muy].typ == WATER ? "empty water" : "thin air"); return 0; } nomul(0, NULL); if (rn2(ml*10) < (mtmp->mconf ? 100 : 20)) { /* fumbled attack */ if (canseemon(mtmp) && flags.soundok) pline("The air crackles around %s.", mon_nam(mtmp)); return 0; } if (canspotmon(mtmp) || !is_undirected_spell(mattk->adtyp, spellnum)) { pline("%s casts a spell%s!", canspotmon(mtmp) ? Monnam(mtmp) : "Something", is_undirected_spell(mattk->adtyp, spellnum) ? "" : (Invisible && !perceives(mtmp->data) && (mtmp->mux != u.ux || mtmp->muy != u.uy)) ? " at a spot near you" : (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) ? " at your displaced image" : " at you"); } /* * As these are spells, the damage is related to the level * of the monster casting the spell. */ if (!foundyou) { dmg = 0; if (mattk->adtyp != AD_SPEL && mattk->adtyp != AD_CLRC) { impossible( "%s casting non-hand-to-hand version of hand-to-hand spell %d?", Monnam(mtmp), mattk->adtyp); return 0; } } else if (mattk->damd) dmg = dice((int)((ml/2) + mattk->damn), (int)mattk->damd); else dmg = dice((int)((ml/2) + 1), 6); if (Half_spell_damage) dmg = (dmg+1) / 2; ret = 1; switch (mattk->adtyp) { case AD_FIRE: pline("You're enveloped in flames."); if (Fire_resistance) { shieldeff(u.ux, u.uy); pline("But you resist the effects."); dmg = 0; } burn_away_slime(); break; case AD_COLD: pline("You're covered in frost."); if (Cold_resistance) { shieldeff(u.ux, u.uy); pline("But you resist the effects."); dmg = 0; } break; case AD_MAGM: pline("You are hit by a shower of missiles!"); if (Antimagic) { shieldeff(u.ux, u.uy); pline("The missiles bounce off!"); dmg = 0; } else dmg = dice((int)mtmp->m_lev/2 + 1,6); break; case AD_SPEL: /* wizard spell */ case AD_CLRC: /* clerical spell */ { if (mattk->adtyp == AD_SPEL) cast_wizard_spell(mtmp, dmg, spellnum); else cast_cleric_spell(mtmp, dmg, spellnum); dmg = 0; /* done by the spell casting functions */ break; } } if (dmg) mdamageu(mtmp, dmg); return ret; }