Introduce additional monster missile types to better preserve the AP cost of the original monster abilities

This commit is contained in:
2015-06-06 03:04:46 -04:00
parent 510da3cf72
commit 7918125761
4 changed files with 18 additions and 9 deletions

View File

@@ -2427,7 +2427,7 @@ void do_monster_turn() {
pick_abil,cur_monst->cur_loc,&univ.get_target(target));
if(pick_abil.first == eMonstAbil::MISSILE) {
if(pick_abil.second.missile.type == eMonstMissile::ARROW || pick_abil.second.missile.type == eMonstMissile::BOLT
|| pick_abil.second.missile.type == eMonstMissile::SPINE)
|| pick_abil.second.missile.type == eMonstMissile::SPINE || pick_abil.second.missile.type == eMonstMissile::BOULDER)
take_m_ap(3,cur_monst);
else take_m_ap(2,cur_monst);
} else if(pick_abil.first == eMonstAbil::RAY_HEAT)
@@ -2931,6 +2931,7 @@ void monst_fire_missile(short m_num,short bless,std::pair<eMonstAbil,uAbility> a
switch(abil.second.missile.type) {
case eMonstMissile::ARROW:
case eMonstMissile::BOLT:
case eMonstMissile::RAPID_ARROW:
snd = 12;
if(pc_target != nullptr)
add_string_to_buf(" Shoots at " + pc_target->name + '.');
@@ -2962,6 +2963,7 @@ void monst_fire_missile(short m_num,short bless,std::pair<eMonstAbil,uAbility> a
m_target->spell_note(53);
break;
case eMonstMissile::ROCK:
case eMonstMissile::BOULDER:
if(pc_target != nullptr)
add_string_to_buf(" Throws rock at " + pc_target->name + '.');
else if(m_target != nullptr)
@@ -2974,7 +2976,7 @@ void monst_fire_missile(short m_num,short bless,std::pair<eMonstAbil,uAbility> a
m_target->spell_note(54);
break;
}
if(abil.second.missile.type == eMonstMissile::ARROW || abil.second.missile.type == eMonstMissile::BOLT)
if(abil.second.missile.type == eMonstMissile::ARROW || abil.second.missile.type == eMonstMissile::RAPID_ARROW || abil.second.missile.type == eMonstMissile::BOLT)
snd = 12;
if(abil.second.missile.pic < 0) play_sound(snd);
else run_a_missile(source, targ_space, abil.second.missile.pic, 1, snd, 0, 0, 100);

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@@ -150,13 +150,13 @@ std::map<eMonstAbil,uAbility>::iterator cMonster::addAbil(eMonstAbilTemplate wha
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::SPEAR, 5, 3, 7, 6, 8, 625};
return abil.find(eMonstAbil::MISSILE);
case eMonstAbilTemplate::THROWS_ROCKS1:
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ROCK, 12, 4, 7, 8, 10, 625};
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::BOULDER, 12, 4, 7, 8, 10, 625};
return abil.find(eMonstAbil::MISSILE);
case eMonstAbilTemplate::THROWS_ROCKS2:
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ROCK, 12, 6, 7, 12, 10, 500};
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::BOULDER, 12, 6, 7, 12, 10, 500};
return abil.find(eMonstAbil::MISSILE);
case eMonstAbilTemplate::THROWS_ROCKS3:
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ROCK, 12, 8, 7, 16, 10, 500};
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::BOULDER, 12, 8, 7, 16, 10, 500};
return abil.find(eMonstAbil::MISSILE);
case eMonstAbilTemplate::THROWS_RAZORDISKS:
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::RAZORDISK, 7, 7, 7, 14, 8, 625};
@@ -165,7 +165,7 @@ std::map<eMonstAbil,uAbility>::iterator cMonster::addAbil(eMonstAbilTemplate wha
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::KNIFE, 10, 2, 7, 2, 6, 500};
return abil.find(eMonstAbil::MISSILE);
case eMonstAbilTemplate::GOOD_ARCHER:
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ARROW, 3, 8, 7, 16, 10, 875};
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::RAPID_ARROW, 3, 8, 7, 16, 10, 875};
return abil.find(eMonstAbil::MISSILE);
case eMonstAbilTemplate::SHOOTS_SPINES:
abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::SPINE, 5, 6, 7, 12, 9, 625};
@@ -628,6 +628,7 @@ std::istream& operator>>(std::istream& in, eDirection& dir) {
return in;
}
// TODO: Turn all of these into symbolic enumerators!
std::ostream& operator << (std::ostream& out, eFieldType e) {
return out << (int)e;
}
@@ -701,7 +702,7 @@ std::ostream& operator << (std::ostream& out, eMonstMissile e) {
std::istream& operator >> (std::istream& in, eMonstMissile& e) {
int i;
in >> i;
if(i >= 0 && i <= int(eMonstMissile::BOLT))
if(i >= 0 && i <= int(eMonstMissile::RAPID_ARROW))
e = (eMonstMissile)i;
else e = eMonstMissile::ARROW;
return in;
@@ -732,6 +733,9 @@ std::string uAbility::to_string(eMonstAbil key) const {
case eMonstMissile::ARROW:
sout << "Shoots arrows (" << missile.dice << 'd' << missile.sides << ')';
break;
case eMonstMissile::RAPID_ARROW:
sout << "Good archer (" << missile.dice << 'd' << missile.sides << ')';
break;
case eMonstMissile::BOLT:
sout << "Shoots bolts (" << missile.dice << 'd' << missile.sides << ')';
break;
@@ -739,6 +743,9 @@ std::string uAbility::to_string(eMonstAbil key) const {
sout << "Throws spears (" << missile.dice << 'd' << missile.sides << ')';
break;
case eMonstMissile::ROCK:
sout << "Throws stones (" << missile.dice << 'd' << missile.sides << ')';
break;
case eMonstMissile::BOULDER:
sout << "Throws rocks (" << missile.dice << 'd' << missile.sides << ')';
break;
case eMonstMissile::RAZORDISK:

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@@ -50,7 +50,7 @@ enum class eMonstAbilTemplate {
enum class eMonstMelee {SWING, CLAW, BITE, SLIME, PUNCH, STING, CLUB, BURN, HARM, STAB};
enum class eMonstMissile {DART, ARROW, SPEAR, ROCK, RAZORDISK, SPINE, KNIFE, BOLT};
enum class eMonstMissile {DART, ARROW, SPEAR, ROCK, RAZORDISK, SPINE, KNIFE, BOLT, BOULDER, RAPID_ARROW};
enum class eMonstGen {RAY, TOUCH, GAZE, BREATH, SPIT};

View File

@@ -968,7 +968,7 @@ static void fill_monst_abil_detail(cDialog& me, cMonster& monst, eMonstAbil abil
me["type"].setText(get_str("monster-abilities", 79 + int(abil)));
// Action points
if(cat == eMonstAbilCat::MISSILE) {
if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE)
if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE || detail.missile.type == eMonstMissile::RAPID_ARROW)
me["ap"].setTextToNum(3);
else me["ap"].setTextToNum(2);
} else if(cat == eMonstAbilCat::GENERAL) {