Пример #1
0
/**
 * Determines whether the given monster successfully resists the given effect.
 *
 * If MON_TMD_FLG_NOFAIL is set in `flag`, this returns FALSE.
 * Then we determine if the monster resists the effect for some racial
 * reason. For example, the monster might have the NO_SLEEP flag, in which
 * case it always resists sleep. Or if it breathes chaos, it always resists
 * confusion. If the given monster doesn't resist for any of these reasons,
 * then it makes a saving throw. If MON_TMD_MON_SOURCE is set in `flag`,
 * indicating that another monster caused this effect, then the chance of
 * success on the saving throw just depends on the monster's native depth.
 * Otherwise, the chance of success decreases as `timer` increases.
 *
 * Also marks the lore for any appropriate resists.
 */
static bool mon_resist_effect(const monster_type *m_ptr, int ef_idx, int timer, u16b flag)
{
	mon_timed_effect *effect;
	int resist_chance;
	const monster_race *r_ptr;
	monster_lore *l_ptr;

	assert(ef_idx >= 0 && ef_idx < MON_TMD_MAX);
	effect = &effects[ef_idx];

	assert(m_ptr);
	r_ptr = &r_info[m_ptr->r_idx];
	l_ptr = &l_list[m_ptr->r_idx];
	
	/* Hasting never fails */
	if (ef_idx == MON_TMD_FAST) return (FALSE);
	
	/* Some effects are marked to never fail */
	if (flag & MON_TMD_FLG_NOFAIL) return (FALSE);

	/* A sleeping monster resists further sleeping */
	if (ef_idx == MON_TMD_SLEEP && m_ptr->m_timed[ef_idx]) return (TRUE);

	/* If the monster resists innately, learn about it */
	if (rf_has(r_ptr->flags, effect->flag_resist)) {
		if (m_ptr->ml)
			rf_on(l_ptr->flags, effect->flag_resist);

		return (TRUE);
	}

	/* Monsters with specific breaths resist stunning*/
	if (ef_idx == MON_TMD_STUN && (rsf_has(r_ptr->spell_flags, RSF_BR_SOUN) ||
			rsf_has(r_ptr->spell_flags, RSF_BR_WALL)))
	{
		/* Add the lore */
		if (m_ptr->ml)
		{
			if (rsf_has(r_ptr->spell_flags, RSF_BR_SOUN))
				rsf_on(l_ptr->spell_flags, RSF_BR_SOUN);
			if (rsf_has(r_ptr->spell_flags, RSF_BR_WALL))
				rsf_on(l_ptr->spell_flags, RSF_BR_WALL);
		}

		return (TRUE);
	}

	/* Monsters with specific breaths resist confusion */
	if ((ef_idx == MON_TMD_CONF) &&
		((rsf_has(r_ptr->spell_flags, RSF_BR_CHAO)) ||
		 (rsf_has(r_ptr->spell_flags, RSF_BR_CONF))) )
	{
		/* Add the lore */
		if (m_ptr->ml)
		{
			if (rsf_has(r_ptr->spell_flags, RSF_BR_CHAO))
				rsf_on(l_ptr->spell_flags, RSF_BR_CHAO);
			if (rsf_has(r_ptr->spell_flags, RSF_BR_CONF))
				rsf_on(l_ptr->spell_flags, RSF_BR_CONF);
		}

		return (TRUE);
	}

	/* Inertia breathers resist slowing */
	if (ef_idx == MON_TMD_SLOW && rsf_has(r_ptr->spell_flags, RSF_BR_INER))
	{
		rsf_on(l_ptr->spell_flags, RSF_BR_INER);
		return (TRUE);
	}

	/* Calculate the chance of the monster making its saving throw. */
	if (ef_idx == MON_TMD_SLEEP)
		timer /= 25; /* Hack - sleep uses much bigger numbers */

	if (flag & MON_TMD_MON_SOURCE)
		resist_chance = r_ptr->level;
	else
		resist_chance = r_ptr->level + 40 - (timer / 2);

	if (randint0(100) < resist_chance) return (TRUE);

	/* Uniques are doubly hard to affect */
	if (rf_has(r_ptr->flags, RF_UNIQUE))
		if (randint0(100) < resist_chance) return (TRUE);

	return (FALSE);
}
Пример #2
0
/**
 * Determines whether the given monster successfully resists the given effect.
 *
 * If MON_TMD_FLG_NOFAIL is set in `flag`, this returns false.
 * Then we determine if the monster resists the effect for some racial
 * reason. For example, the monster might have the NO_SLEEP flag, in which
 * case it always resists sleep. Or if it breathes chaos, it always resists
 * confusion. If the given monster doesn't resist for any of these reasons,
 * then it makes a saving throw. If MON_TMD_MON_SOURCE is set in `flag`,
 * indicating that another monster caused this effect, then the chance of
 * success on the saving throw just depends on the monster's native depth.
 * Otherwise, the chance of success decreases as `timer` increases.
 *
 * Also marks the lore for any appropriate resists.
 */
static bool mon_resist_effect(const struct monster *mon, int ef_idx, int timer, u16b flag)
{
	struct mon_timed_effect *effect;
	int resist_chance;
	struct monster_lore *lore;

	assert(ef_idx >= 0 && ef_idx < MON_TMD_MAX);
	assert(mon);

	effect = &effects[ef_idx];
	lore = get_lore(mon->race);
	
	/* Hasting never fails */
	if (ef_idx == MON_TMD_FAST) return (false);
	
	/* Some effects are marked to never fail */
	if (flag & MON_TMD_FLG_NOFAIL) return (false);

	/* A sleeping monster resists further sleeping */
	if (ef_idx == MON_TMD_SLEEP && mon->m_timed[ef_idx]) return (true);

	/* If the monster resists innately, learn about it */
	if (rf_has(mon->race->flags, effect->flag_resist)) {
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			rf_on(lore->flags, effect->flag_resist);

		return (true);
	}

	/* Monsters with specific breaths resist stunning */
	if (ef_idx == MON_TMD_STUN &&
		(rsf_has(mon->race->spell_flags, RSF_BR_SOUN) ||
		 rsf_has(mon->race->spell_flags, RSF_BR_WALL))) {
		/* Add the lore */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
			if (rsf_has(mon->race->spell_flags, RSF_BR_SOUN))
				rsf_on(lore->spell_flags, RSF_BR_SOUN);
			if (rsf_has(mon->race->spell_flags, RSF_BR_WALL))
				rsf_on(lore->spell_flags, RSF_BR_WALL);
		}

		return (true);
	}

	/* Monsters with specific breaths resist confusion */
	if ((ef_idx == MON_TMD_CONF) &&
		rsf_has(mon->race->spell_flags, RSF_BR_CHAO)) {
		/* Add the lore */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			if (rsf_has(mon->race->spell_flags, RSF_BR_CHAO))
				rsf_on(lore->spell_flags, RSF_BR_CHAO);

		return (true);
	}

	/* Inertia breathers resist slowing */
	if (ef_idx == MON_TMD_SLOW && rsf_has(mon->race->spell_flags, RSF_BR_INER)){
		rsf_on(lore->spell_flags, RSF_BR_INER);
		return (true);
	}

	/* Calculate the chance of the monster making its saving throw. */
	if (ef_idx == MON_TMD_SLEEP)
		timer /= 25; /* Hack - sleep uses much bigger numbers */

	if (flag & MON_TMD_MON_SOURCE)
		resist_chance = mon->race->level;
	else
		resist_chance = mon->race->level + 40 - (timer / 2);

	if (randint0(100) < resist_chance) return (true);

	/* Uniques are doubly hard to affect */
	if (rf_has(mon->race->flags, RF_UNIQUE))
		if (randint0(100) < resist_chance) return (true);

	return (false);
}
Пример #3
0
/**
 * Creatures can cast spells, shoot missiles, and breathe.
 *
 * Returns "true" if a spell (or whatever) was (successfully) cast.
 *
 * XXX XXX XXX This function could use some work, but remember to
 * keep it as optimized as possible, while retaining generic code.
 *
 * Verify the various "blind-ness" checks in the code.
 *
 * XXX XXX XXX Note that several effects should really not be "seen"
 * if the player is blind.
 *
 * Perhaps monsters should breathe at locations *near* the player,
 * since this would allow them to inflict "partial" damage.
 *
 * Perhaps smart monsters should decline to use "bolt" spells if
 * there is a monster in the way, unless they wish to kill it.
 *
 * It will not be possible to "correctly" handle the case in which a
 * monster attempts to attack a location which is thought to contain
 * the player, but which in fact is nowhere near the player, since this
 * might induce all sorts of messages about the attack itself, and about
 * the effects of the attack, which the player might or might not be in
 * a position to observe.  Thus, for simplicity, it is probably best to
 * only allow "faulty" attacks by a monster if one of the important grids
 * (probably the initial or final grid) is in fact in view of the player.
 * It may be necessary to actually prevent spell attacks except when the
 * monster actually has line of sight to the player.  Note that a monster
 * could be left in a bizarre situation after the player ducked behind a
 * pillar and then teleported away, for example.
 *
 * Note that this function attempts to optimize the use of spells for the
 * cases in which the monster has no spells, or has spells but cannot use
 * them, or has spells but they will have no "useful" effect.  Note that
 * this function has been an efficiency bottleneck in the past.
 *
 * Note the special "MFLAG_NICE" flag, which prevents a monster from using
 * any spell attacks until the player has had a single chance to move.
 */
bool make_attack_spell(struct monster *mon)
{
	int chance, thrown_spell, rlev, failrate;

	bitflag f[RSF_SIZE];

	struct monster_lore *lore = get_lore(mon->race);

	char m_name[80], m_poss[80], ddesc[80];

	/* Player position */
	int px = player->px;
	int py = player->py;

	/* Extract the blind-ness */
	bool blind = (player->timed[TMD_BLIND] ? true : false);

	/* Extract the "see-able-ness" */
	bool seen = (!blind && mflag_has(mon->mflag, MFLAG_VISIBLE));

	/* Assume "normal" target */
	bool normal = true;

	/* Cannot cast spells when confused */
	if (mon->m_timed[MON_TMD_CONF]) return (false);

	/* Cannot cast spells when nice */
	if (mflag_has(mon->mflag, MFLAG_NICE)) return false;

	/* Hack -- Extract the spell probability */
	chance = (mon->race->freq_innate + mon->race->freq_spell) / 2;

	/* Not allowed to cast spells */
	if (!chance) return false;

	/* Only do spells occasionally */
	if (randint0(100) >= chance) return false;

	/* Hack -- require projectable player */
	if (normal) {
		/* Check range */
		if (mon->cdis > z_info->max_range)
			return false;

		/* Check path */
		if (!projectable(cave, mon->fy, mon->fx, py, px, PROJECT_NONE))
			return false;
	}

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

	/* Extract the racial spell flags */
	rsf_copy(f, mon->race->spell_flags);

	/* Allow "desperate" spells */
	if (rf_has(mon->race->flags, RF_SMART) &&
	    mon->hp < mon->maxhp / 10 &&
	    randint0(100) < 50)

		/* Require intelligent spells */
		ignore_spells(f, RST_BOLT | RST_BALL | RST_BREATH | RST_ATTACK | RST_INNATE);

	/* Remove the "ineffective" spells */
	remove_bad_spells(mon, f);

	/* Check whether summons and bolts are worth it. */
	if (!rf_has(mon->race->flags, RF_STUPID)) {
		/* Check for a clean bolt shot */
		if (test_spells(f, RST_BOLT) &&
			!projectable(cave, mon->fy, mon->fx, py, px, PROJECT_STOP))

			/* Remove spells that will only hurt friends */
			ignore_spells(f, RST_BOLT);

		/* Check for a possible summon */
		if (!(summon_possible(mon->fy, mon->fx)))

			/* Remove summoning spells */
			ignore_spells(f, RST_SUMMON);
	}

	/* No spells left */
	if (rsf_is_empty(f)) return false;

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

	/* Get the monster possessive ("his"/"her"/"its") */
	monster_desc(m_poss, sizeof(m_poss), mon, MDESC_PRO_VIS | MDESC_POSS);

	/* Get the "died from" name */
	monster_desc(ddesc, sizeof(ddesc), mon, MDESC_DIED_FROM);

	/* Choose a spell to cast */
	thrown_spell = choose_attack_spell(f);

	/* Abort if no spell was chosen */
	if (!thrown_spell) return false;

	/* If we see an unaware monster try to cast a spell, become aware of it */
	if (mflag_has(mon->mflag, MFLAG_UNAWARE))
		become_aware(mon);

	/* Calculate spell failure rate */
	failrate = 25 - (rlev + 3) / 4;
	if (mon->m_timed[MON_TMD_FEAR])
		failrate += 20;

	/* Stupid monsters will never fail (for jellies and such) */
	if (rf_has(mon->race->flags, RF_STUPID))
		failrate = 0;

	/* Check for spell failure (innate attacks never fail) */
	if (!mon_spell_is_innate(thrown_spell) && (randint0(100) < failrate)) {
		/* Message */
		msg("%s tries to cast a spell, but fails.", m_name);

		return true;
	}

	/* Cast the spell. */
	disturb(player, 1);
	do_mon_spell(thrown_spell, mon, seen);

	/* Remember what the monster did to us */
	if (seen) {
		rsf_on(lore->spell_flags, thrown_spell);

		/* Innate spell */
		if (mon_spell_is_innate(thrown_spell)) {
			if (lore->cast_innate < UCHAR_MAX)
				lore->cast_innate++;
		} else {
			/* Bolt or Ball, or Special spell */
			if (lore->cast_spell < UCHAR_MAX)
				lore->cast_spell++;
		}
	}

	/* Always take note of monsters that kill you */
	if (player->is_dead && (lore->deaths < SHRT_MAX)) {
		lore->deaths++;
	}

	/* Record any new info */
	lore_update(mon->race, lore);

	/* A spell was cast */
	return true;
}