Introduce additional monster missile types to better preserve the AP cost of the original monster abilities
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@@ -2427,7 +2427,7 @@ void do_monster_turn() {
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pick_abil,cur_monst->cur_loc,&univ.get_target(target));
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if(pick_abil.first == eMonstAbil::MISSILE) {
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if(pick_abil.second.missile.type == eMonstMissile::ARROW || pick_abil.second.missile.type == eMonstMissile::BOLT
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|| pick_abil.second.missile.type == eMonstMissile::SPINE)
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|| pick_abil.second.missile.type == eMonstMissile::SPINE || pick_abil.second.missile.type == eMonstMissile::BOULDER)
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take_m_ap(3,cur_monst);
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else take_m_ap(2,cur_monst);
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} else if(pick_abil.first == eMonstAbil::RAY_HEAT)
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@@ -2931,6 +2931,7 @@ void monst_fire_missile(short m_num,short bless,std::pair<eMonstAbil,uAbility> a
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switch(abil.second.missile.type) {
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case eMonstMissile::ARROW:
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case eMonstMissile::BOLT:
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case eMonstMissile::RAPID_ARROW:
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snd = 12;
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if(pc_target != nullptr)
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add_string_to_buf(" Shoots at " + pc_target->name + '.');
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@@ -2962,6 +2963,7 @@ void monst_fire_missile(short m_num,short bless,std::pair<eMonstAbil,uAbility> a
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m_target->spell_note(53);
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break;
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case eMonstMissile::ROCK:
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case eMonstMissile::BOULDER:
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if(pc_target != nullptr)
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add_string_to_buf(" Throws rock at " + pc_target->name + '.');
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else if(m_target != nullptr)
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@@ -2974,7 +2976,7 @@ void monst_fire_missile(short m_num,short bless,std::pair<eMonstAbil,uAbility> a
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m_target->spell_note(54);
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break;
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}
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if(abil.second.missile.type == eMonstMissile::ARROW || abil.second.missile.type == eMonstMissile::BOLT)
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if(abil.second.missile.type == eMonstMissile::ARROW || abil.second.missile.type == eMonstMissile::RAPID_ARROW || abil.second.missile.type == eMonstMissile::BOLT)
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snd = 12;
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if(abil.second.missile.pic < 0) play_sound(snd);
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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
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::SPEAR, 5, 3, 7, 6, 8, 625};
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return abil.find(eMonstAbil::MISSILE);
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case eMonstAbilTemplate::THROWS_ROCKS1:
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ROCK, 12, 4, 7, 8, 10, 625};
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::BOULDER, 12, 4, 7, 8, 10, 625};
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return abil.find(eMonstAbil::MISSILE);
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case eMonstAbilTemplate::THROWS_ROCKS2:
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ROCK, 12, 6, 7, 12, 10, 500};
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::BOULDER, 12, 6, 7, 12, 10, 500};
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return abil.find(eMonstAbil::MISSILE);
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case eMonstAbilTemplate::THROWS_ROCKS3:
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ROCK, 12, 8, 7, 16, 10, 500};
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::BOULDER, 12, 8, 7, 16, 10, 500};
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return abil.find(eMonstAbil::MISSILE);
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case eMonstAbilTemplate::THROWS_RAZORDISKS:
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::RAZORDISK, 7, 7, 7, 14, 8, 625};
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@@ -165,7 +165,7 @@ std::map<eMonstAbil,uAbility>::iterator cMonster::addAbil(eMonstAbilTemplate wha
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::KNIFE, 10, 2, 7, 2, 6, 500};
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return abil.find(eMonstAbil::MISSILE);
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case eMonstAbilTemplate::GOOD_ARCHER:
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::ARROW, 3, 8, 7, 16, 10, 875};
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::RAPID_ARROW, 3, 8, 7, 16, 10, 875};
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return abil.find(eMonstAbil::MISSILE);
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case eMonstAbilTemplate::SHOOTS_SPINES:
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abil[eMonstAbil::MISSILE].missile = {true, eMonstMissile::SPINE, 5, 6, 7, 12, 9, 625};
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@@ -628,6 +628,7 @@ std::istream& operator>>(std::istream& in, eDirection& dir) {
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return in;
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}
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// TODO: Turn all of these into symbolic enumerators!
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std::ostream& operator << (std::ostream& out, eFieldType e) {
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return out << (int)e;
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}
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@@ -701,7 +702,7 @@ std::ostream& operator << (std::ostream& out, eMonstMissile e) {
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std::istream& operator >> (std::istream& in, eMonstMissile& e) {
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int i;
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in >> i;
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if(i >= 0 && i <= int(eMonstMissile::BOLT))
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if(i >= 0 && i <= int(eMonstMissile::RAPID_ARROW))
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e = (eMonstMissile)i;
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else e = eMonstMissile::ARROW;
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return in;
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@@ -732,6 +733,9 @@ std::string uAbility::to_string(eMonstAbil key) const {
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case eMonstMissile::ARROW:
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sout << "Shoots arrows (" << missile.dice << 'd' << missile.sides << ')';
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break;
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case eMonstMissile::RAPID_ARROW:
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sout << "Good archer (" << missile.dice << 'd' << missile.sides << ')';
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break;
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case eMonstMissile::BOLT:
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sout << "Shoots bolts (" << missile.dice << 'd' << missile.sides << ')';
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break;
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@@ -739,6 +743,9 @@ std::string uAbility::to_string(eMonstAbil key) const {
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sout << "Throws spears (" << missile.dice << 'd' << missile.sides << ')';
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break;
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case eMonstMissile::ROCK:
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sout << "Throws stones (" << missile.dice << 'd' << missile.sides << ')';
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break;
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case eMonstMissile::BOULDER:
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sout << "Throws rocks (" << missile.dice << 'd' << missile.sides << ')';
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break;
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case eMonstMissile::RAZORDISK:
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@@ -50,7 +50,7 @@ enum class eMonstAbilTemplate {
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enum class eMonstMelee {SWING, CLAW, BITE, SLIME, PUNCH, STING, CLUB, BURN, HARM, STAB};
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enum class eMonstMissile {DART, ARROW, SPEAR, ROCK, RAZORDISK, SPINE, KNIFE, BOLT};
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enum class eMonstMissile {DART, ARROW, SPEAR, ROCK, RAZORDISK, SPINE, KNIFE, BOLT, BOULDER, RAPID_ARROW};
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enum class eMonstGen {RAY, TOUCH, GAZE, BREATH, SPIT};
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@@ -968,7 +968,7 @@ static void fill_monst_abil_detail(cDialog& me, cMonster& monst, eMonstAbil abil
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me["type"].setText(get_str("monster-abilities", 79 + int(abil)));
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// Action points
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if(cat == eMonstAbilCat::MISSILE) {
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if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE)
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if(detail.missile.type == eMonstMissile::ARROW || detail.missile.type == eMonstMissile::BOLT || detail.missile.type == eMonstMissile::SPINE || detail.missile.type == eMonstMissile::RAPID_ARROW)
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me["ap"].setTextToNum(3);
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else me["ap"].setTextToNum(2);
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} else if(cat == eMonstAbilCat::GENERAL) {
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