示例#1
0
/** The mind blast spell for regular folks.
* This spell temporarily reduces the skill of the victims
*/
int sp_mindblast(struct castorder * co)
{
    fighter * fi = co->magician.fig;
    int level = co->level;
    double power = co->force;
    const spell * sp = co->sp;
    battle *b = fi->side->battle;
    unit *mage = fi->unit;
    int k = 0, reset = 0, maxloss = (level + 2) / 3;
    message *m;
    int force = lovar(power * 25);
    int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);

    if (!enemies) {
        m = msg_message("spell_out_of_range", "mage spell", fi->unit, sp);
        message_all(b, m);
        msg_release(m);
        return 0;
    }

    while (force > 0 && enemies > 0) {
        unit *du;
        troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);

        assert(dt.fighter);
        du = dt.fighter->unit;
        if (du->flags & UFL_MARK) {
            /* not this one again */
            continue;
        }

        if (humanoidrace(u_race(du)) && force >= du->number) {
            if (!is_magic_resistant(mage, du, 0)) {
                skill_t sk = random_skill(du, true);
                if (sk != NOSKILL) {
                    int n = 1 + rng_int() % maxloss;
                    attrib *a = make_skillmod(sk, NULL, 0.0, n);
                    /* neat: you can add a whole lot of these to a unit, they stack */
                    a_add(&du->attribs, a);
                }
                k += du->number;
            }
            force -= du->number;
        }
        du->flags |= UFL_MARK;
        reset = 1;
        enemies -= du->number;
    }

    if (reset) {
        unit *u;
        for (u = b->region->units; u; u = u->next) {
            u->flags &= ~UFL_MARK;
        }
    }

    m = msg_message("sp_mindblast_temp_effect", "mage spell amount", mage, sp, k);
    message_all(b, m);
    msg_release(m);
    return level;
}
示例#2
0
/** A mind blast spell for monsters.
 * This spell PERMANENTLY reduces the skill of the victims or kills them
 * when they have no skills left. Not currently in use.
 */
int sp_mindblast(struct castorder * co)
{
    fighter * fi = co->magician.fig;
    int level = co->level;
    double power = co->force;
    const spell * sp = co->sp;
    battle *b = fi->side->battle;
    unit *mage = fi->unit;
    int killed = 0, k = 0, reset = 0;
    message *m;
    int force = lovar(power * 25);
    int enemies = count_enemies(b, fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);

    if (!enemies) {
        m = msg_message("battle::out_of_range", "mage spell", fi->unit, sp);
        message_all(b, m);
        msg_release(m);
        return 0;
    }

    while (enemies > 0 && force > 0) {
        unit *du;
        troop dt = select_enemy(fi, FIGHT_ROW, BEHIND_ROW, SELECT_ADVANCE);

        assert(dt.fighter);
        du = dt.fighter->unit;
        if (du->flags & UFL_MARK) {
            /* not this one again */
            continue;
        }

        if (humanoidrace(u_race(du)) && force >= du->number) {
            if (!is_magic_resistant(mage, du, 0)) {
                skill_t sk = random_skill(du, false);
                if (sk != NOSKILL) {
                    skill *sv = unit_skill(du, sk);
                    if (sv) {
                        int n = 1 + rng_int() % 3;

                        reduce_skill(du, sv, n);
                        k += du->number;
                    }
                }
                else {
                    /* unit has no skill. kill it. */
                    kill_troop(dt);
                    ++killed;
                }
            }
            force -= du->number;
        }
        else {
            /* only works against humanoids, don't try others. but do remove them
             * from 'force' once or we may never terminate. */
            du->flags |= UFL_MARK;
            reset = 1;
        }
        enemies -= du->number;
    }

    if (reset) {
        unit *u;
        for (u = b->region->units; u; u = u->next) {
            u->flags &= ~UFL_MARK;
        }
    }

    m =
        msg_message("sp_mindblast_effect", "mage spell amount dead", mage, sp, k,
        killed);
    message_all(b, m);
    msg_release(m);
    return level;
}