bool bolt_vs_monster(MagicBolt* bolt, Monster* monster, Monster**victim) { bool hit = false; Coord pos = monster->position(); //todo: test code removal //if (monster->has_tile_beneath()) // monster->reload_tile_beneath(); if (!save_throw(VS_MAGIC, monster) || bolt->is_frost()) { hit = true; if (bolt->is_flame() && monster->immune_to_fire()) msg("the flame bounces off the %s", monster->get_name().c_str()); else { *victim = projectile_hit(pos, bolt); //todo: look into this hack, monster projectiles treated as hero's weapon } } else if (!monster->is_disguised()) { if (bolt->from_player) monster->start_run(); msg("the %s whizzes past the %s", bolt->name().c_str(), monster->get_name().c_str()); } return hit; }
/* * save: * See if he saves against various nasty things */ int save(int which) { if (which == VS_MAGIC) { if (ISRING(LEFT, R_PROTECT)) which -= cur_ring[LEFT]->o_arm; if (ISRING(RIGHT, R_PROTECT)) which -= cur_ring[RIGHT]->o_arm; } return save_throw(which, &player); }
bool MagicMissileStick::Zap(Coord dir) { discover(false); Item* missile = new MagicMissile; do_motion(missile, dir); Agent* monster; if ((monster = game->level().monster_at(missile->position())) != NULL && !save_throw(VS_MAGIC, monster)) projectile_hit(missile->position(), missile); else msg("the missile vanishes with a puff of smoke"); return true; }
struct linked_list * wake_monster(int y, int x) { struct thing *tp; struct linked_list *it; struct room *trp; char *mname; if ((it = find_mons(y, x)) == NULL) { debug("Can't find monster in show."); return(NULL); } tp = THINGPTR(it); if ((good_monster(*tp)) || on(player, SUMMONING)) { chase_it(&tp->t_pos, &player); turn_off(*tp, ISINVIS); turn_off(*tp, CANSURPRISE); return(it); } trp = roomin(tp->t_pos); /* Current room for monster */ mname = monsters[tp->t_index].m_name; /* Let greedy ones guard gold */ if (on(*tp, ISGREED) && off(*tp, ISRUN)) if ((trp != NULL) && (lvl_obj != NULL)) { struct linked_list *item; struct object *cur; for (item = lvl_obj; item != NULL; item = next(item)) { cur = OBJPTR(item); if ((cur->o_type == GOLD) && (roomin(cur->o_pos) == trp)) { /* Run to the gold */ tp->t_horde = cur; turn_on(*tp, ISRUN); turn_off(*tp, ISDISGUISE); tp->t_ischasing = FALSE; /* Make it worth protecting */ cur->o_count += roll(2, 3) * GOLDCALC; break; } } } /* * Every time he sees mean monster, it might start chasing him unique * monsters always do */ if ( (on(*tp, ISUNIQUE)) || ( (rnd(100) > 33) && on(*tp, ISMEAN) && off(*tp, ISHELD) && off(*tp, ISRUN) && !is_stealth(&player) && (off(player, ISINVIS) || on(*tp, CANSEE)) ) ) { chase_it(&tp->t_pos, &player); } /* Handle gaze attacks */ if (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x) && off(player, ISINVIS)) { if (on(*tp, CANHUH)) /* Confusion */ { if (on(player, CANREFLECT)) { msg("You reflect the bewildering stare of the %s.", mname); if (save_throw(VS_MAGIC, tp)) { msg("The %s is confused!", mname); turn_on(*tp, ISHUH); } else msg("The %s staggers for a moment.", mname); } else if (save(VS_MAGIC)) { msg("You feel dizzy for a moment, but it quickly passes."); if (rnd(100) < 67) turn_off(*tp, CANHUH); } else if (off(player, ISCLEAR)) { if (off(player, ISHUH)) { light_fuse(FUSE_UNCONFUSE, 0, rnd(20) + HUHDURATION, AFTER); msg("The %s's gaze has confused you.", mname); turn_on(player, ISHUH); } else lengthen_fuse(FUSE_UNCONFUSE, rnd(20) + HUHDURATION); } } if (on(*tp, CANSNORE)) /* Sleep */ { if (on(player, CANREFLECT)) { msg("You reflect the lethargic glance of the %s", mname); if (save_throw(VS_PARALYZATION, tp)) { msg("The %s falls asleep!", mname); tp->t_no_move += SLEEPTIME; } } else if (no_command == 0 && !save(VS_PARALYZATION)) { if (is_wearing(R_ALERT)) msg("You feel slightly drowsy for a moment."); else { msg("The %s's gaze puts you to sleep.", mname); no_command = SLEEPTIME; if (rnd(100) < 50) turn_off(*tp, CANSNORE); } } } if (on(*tp, CANFRIGHTEN)) /* Fear */ { turn_off(*tp, CANFRIGHTEN); if (on(player, CANREFLECT)) { msg("The %s sees its reflection. ", mname); if (save_throw(VS_MAGIC,tp)) { msg("The %s is terrified by its reflection!", mname); turn_on(*tp, ISFLEE); } } else { if (!save(VS_WAND) && !(on(player, ISFLEE) && (player.t_chasee==tp))) { if ((player.t_ctype != C_PALADIN) && off(player, SUPERHERO)) { turn_on(player, ISFLEE); player.t_ischasing = FALSE; player.t_chasee = tp; msg("The sight of the %s terrifies you.", mname); } else msg("My, the %s looks ugly.", mname); } } } if (on(*tp, LOOKSLOW)) /* Slow */ { turn_off(*tp, LOOKSLOW); if (on(player, CANREFLECT)) { msg("You reflect the mournful glare of the %s.", mname); if (save_throw(VS_MAGIC,tp)) { msg("The %s is slowing down!", mname); turn_on(*tp, ISSLOW); } } else if (is_wearing(R_FREEDOM) || save(VS_MAGIC)) msg("You feel run-down for a moment."); else { if (on(player, ISHASTE)) /* Already sped up */ { extinguish_fuse(FUSE_NOHASTE); nohaste(NULL); } else { msg("You feel yourself moving %sslower.", on(player, ISSLOW) ? "even " : ""); if (on(player, ISSLOW)) lengthen_fuse(FUSE_NOSLOW, rnd(4) + 4); else { turn_on(player, ISSLOW); player.t_turn = TRUE; light_fuse(FUSE_NOSLOW, 0, rnd(4) + 4, AFTER); } } } } if (on(*tp, CANBLIND)) /* Blinding */ { turn_off(*tp, CANBLIND); if (on(player, CANREFLECT)) { msg("You reflect the blinding stare of the %s.", mname); if (save_throw(VS_WAND, tp)) { msg("The %s is blinded!", mname); turn_on(*tp, ISHUH); } } else if (off(player, ISBLIND)) if (save(VS_WAND) || is_wearing(R_TRUESEE) || is_wearing(R_SEEINVIS)) msg("Your eyes film over for a moment."); else { msg("The gaze of the %s blinds you.", mname); turn_on(player, ISBLIND); light_fuse(FUSE_SIGHT, 0, rnd(30) + 20, AFTER); look(FALSE); } } if (on(*tp, LOOKSTONE)) /* Stoning */ { turn_off(*tp, LOOKSTONE); if (on(player, CANREFLECT)) { msg("You reflect the flinty look of the %s.", mname); if (save_throw(VS_PETRIFICATION,tp)) { msg("The %s suddenly stiffens", mname); tp->t_no_move += STONETIME; } else { msg("The %s is turned to stone!", mname); killed(&player, it, NOMESSAGE, POINTS); } } else { if (on(player, CANINWALL)) msg("The %s cannot focus on you.", mname); else { msg("The gaze of the %s stiffens your limbs.", mname); if (save(VS_PETRIFICATION)) no_command = STONETIME; else if (rnd(100)) no_command = STONETIME * 3; else { msg("The gaze of the %s petrifies you.", mname); msg("You are turned to stone!!! --More--"); wait_for(' '); death(D_PETRIFY); return(it); } } } } } /* * True Sight sees all Never see ISINWALL or CANSURPRISE See ISSHADOW * 80% See ISINVIS with See Invisibilty */ if (off(player, CANTRUESEE) && on(*tp, ISINWALL) || on(*tp, CANSURPRISE) || (on(*tp, ISSHADOW) && rnd(100) < 80) || (on(*tp, ISINVIS) && off(player, CANSEE))) { /* TODO: incomplete - need to finish logic int ch = mvwinch(stdscr, y, x); */ } /* hero might be able to hear or smell monster if he can't see it */ if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 || on(player, CANHEAR)) && !cansee(tp->t_pos.y, tp->t_pos.x)) msg("You hear a %s nearby.", mname); else if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 || on(player, CANSCENT)) && !cansee(tp->t_pos.y, tp->t_pos.x)) msg("You smell a %s nearby.", mname); return(it); }