#include #include #include "global.h" #include "boe.monster.h" #include "boe.graphics.h" #include "boe.locutils.h" #include "boe.newgraph.h" #include "boe.infodlg.h" #include "boe.fields.h" #include "boe.text.h" #include "boe.items.h" #include "boe.party.h" #include "boe.combat.h" #include "tools/soundtool.h" #include "tools/mathutil.h" #include "boe.town.h" #include "boe.specials.h" #include "boe.graphutil.h" #include "classes/consts.h" #include "globvar.h" void start_outdoor_combat(outdoor_creature_type encounter,unsigned char in_which_terrain,short num_walls) { short i,j,how_many,num_tries = 0; short low[10] = {15,7,4,3,2,1,1,7,2,1}; short high[10] = {30,10,6,5,3,2,1,10,4,1}; RECT town_rect = {0,0,47,47}; short nums[10]; for (i = 0; i < 7; i++) nums[i] = get_ran(1,low[i],high[i]); for (i = 0; i < 3; i++) nums[i + 7] = get_ran(1,low[i + 7],high[i + 7]); notify_out_combat_began(encounter.what_monst,nums); print_buf(); play_sound(23); which_combat_type = 0; town_type = 1; overall_mode = MODE_COMBAT; // Basically, in outdoor combat, we create kind of a 48x48 town for // the combat to take place in for (i = 0; i < 48; i++) for (j = 0; j < 48; j++) { c_town.explored[i][j] = 0; misc_i[i][j] = 0; sfx[i][j] = 0; } c_town.town.in_town_rect = town_rect; create_out_combat_terrain((short) in_which_terrain,num_walls);//// for (i = 0; i < T_M; i++) { c_town.monst.dudes[i].number = 0; c_town.monst.dudes[i].active = 0; } for (i = 0; i < 7; i++) { how_many = nums[i]; if (encounter.what_monst.monst[i] != 0) for (j = 0; j < how_many; j++) set_up_monst(0,encounter.what_monst.monst[i]); } for (i = 0; i < 3; i++) { how_many = nums[i + 7]; if (encounter.what_monst.friendly[i] != 0) for (j = 0; j < how_many; j++) set_up_monst(1,encounter.what_monst.friendly[i]); } // place PCs pc_pos[0] = out_start_loc; update_explored(pc_pos[0]); if (get_blockage(combat_terrain[pc_pos[0].x][pc_pos[0].y]) > 0) combat_terrain[pc_pos[0].x][pc_pos[0].y] = combat_terrain[0][0]; for (i = 1; i < 6; i++) { pc_pos[i] = pc_pos[0]; pc_pos[i].x = pc_pos[i].x + hor_vert_place[i].x; pc_pos[i].y = pc_pos[i].y + hor_vert_place[i].y; if (get_blockage(combat_terrain[pc_pos[i].x][pc_pos[i].y]) > 0) combat_terrain[pc_pos[i].x][pc_pos[i].y] = combat_terrain[0][0]; update_explored(pc_pos[i]); for (j = 0; j < 6; j++) if (j != 2) adven[i].status[j] = 0; } // place monsters, w. friendly monsts landing near PCs for (i = 0; i < T_M; i++) if (c_town.monst.dudes[i].active > 0) { monst_target[i] = 6; c_town.monst.dudes[i].m_loc.x = get_ran(1,15,25); c_town.monst.dudes[i].m_loc.y = get_ran(1,14,18); if (c_town.monst.dudes[i].attitude == 2) c_town.monst.dudes[i].m_loc.y += 9; else if ((c_town.monst.dudes[i].m_d.mu > 0) || (c_town.monst.dudes[i].m_d.cl > 0)) c_town.monst.dudes[i].m_loc.y = c_town.monst.dudes[i].m_loc.y - 4;//max(12,c_town.monst.dudes[i].m_loc.y - 4); num_tries = 0; while (((monst_can_be_there(c_town.monst.dudes[i].m_loc,i) == false) || (combat_terrain[c_town.monst.dudes[i].m_loc.x][c_town.monst.dudes[i].m_loc.y] == 180) || (pc_there(c_town.monst.dudes[i].m_loc) < 6)) && (num_tries++ < 50)) { c_town.monst.dudes[i].m_loc.x = get_ran(1,15,25); c_town.monst.dudes[i].m_loc.y = get_ran(1,14,18); if (c_town.monst.dudes[i].attitude == 2) c_town.monst.dudes[i].m_loc.y += 9; else if ((c_town.monst.dudes[i].m_d.mu > 0) || (c_town.monst.dudes[i].m_d.cl > 0)) c_town.monst.dudes[i].m_loc.y = c_town.monst.dudes[i].m_loc.y - 4;//max(12,c_town.monst.dudes[i].m_loc.y - 4); } if (get_blockage(combat_terrain[c_town.monst.dudes[i].m_loc.x][c_town.monst.dudes[i].m_loc.y]) > 0) combat_terrain[c_town.monst.dudes[i].m_loc.x][c_town.monst.dudes[i].m_loc.y] = combat_terrain[0][0]; } combat_active_pc = 6; spell_caster = 6; missile_firer = 6; for (i = 0; i < T_M; i++) monst_target[i] = 6; for (i = 0; i < 6; i++) { pc_parry[i] = 0; last_attacked[i] = T_M + 10; } for (i = 0; i < NUM_TOWN_ITEMS; i++) t_i.items[i].variety = ITEM_TYPE_NO_ITEM; store_current_pc = current_pc; current_pc = 0; set_pc_moves(); pick_next_pc(); center = pc_pos[current_pc]; draw_buttons(0); put_pc_screen(); set_stat_window(current_pc); adjust_spell_menus(); give_help(48,49,0); } Boolean pc_combat_move(location destination) { short dir,monst_hit,s1,s2,i,monst_exist,switch_pc; Boolean keep_going = true,forced = false,check_f; location monst_loc,store_loc; short spec_num; if (monst_there(destination) > T_M) keep_going = check_special_terrain(destination,2,current_pc,&spec_num,&check_f); if (check_f == true) forced = true; if (in_scen_debug && ghost_mode) forced = true; if (spec_num == 50) forced = true; if (keep_going == true) { dir = set_direction(pc_pos[current_pc], destination); if ((loc_off_act_area(destination) == true) && (which_combat_type == 1)) { add_string_to_buf("Move: Can't leave town during combat."); print_buf(); return true; } else if ((combat_terrain[destination.x][destination.y] == 90) && (which_combat_type == 0)) { if (get_ran(1,1,10) < 3) { adven[current_pc].main_status = MAIN_STATUS_FLED; if (combat_active_pc == current_pc) combat_active_pc = 6; sprintf (create_line, "Moved: Fled. "); pc_moves[current_pc] = 0; } else { take_ap(1); sprintf (create_line, "Moved: Couldn't flee. "); } add_string_to_buf(create_line); return true; } else if ((monst_hit = monst_there(destination)) <= T_M) { s1 = c_town.monst.dudes[monst_hit].attitude; s2 = (s1 % 2 == 1) ? 2 : fancy_choice_dialog(1045,0); if ((s2 == 2) && (s1 % 2 != 1)) set_town_status(0); if (s2 == 2) { last_attacked[current_pc] = monst_hit; pc_attack(current_pc,monst_hit); return true; } } else if ((switch_pc = pc_there(destination)) < 6) { if (pc_moves[switch_pc] == 0) { add_string_to_buf("Move: Can't switch places."); add_string_to_buf(" (other PC has no APs) "); return false; } else pc_moves[switch_pc]--; add_string_to_buf("Move: Switch places."); store_loc = pc_pos[current_pc]; pc_pos[current_pc] = destination; pc_pos[switch_pc] = store_loc; adven[current_pc].direction = dir; take_ap(1); check_special_terrain(store_loc,2,switch_pc,&spec_num,&check_f); move_sound(combat_terrain[destination.x][destination.y],pc_moves[current_pc]); return true; } else if ((forced == true) || ((impassable(combat_terrain[destination.x][destination.y]) == false) && (pc_there(destination) == 6))) { // monsters get back-shots for (i = 0; i < T_M; i++) { monst_loc = c_town.monst.dudes[i].m_loc; monst_exist = c_town.monst.dudes[i].active; s1 = current_pc; if ((monst_exist > 0) && (monst_adjacent(pc_pos[current_pc],i) == true) && (monst_adjacent(destination,i) == false) && (c_town.monst.dudes[i].attitude % 2 == 1) && (c_town.monst.dudes[i].m_d.status[STATUS_ASLEEP] <= 0) && (c_town.monst.dudes[i].m_d.status[STATUS_PARALYZED] <= 0)) { combat_posing_monster = current_working_monster = 100 + i; monster_attack_pc(i,current_pc); combat_posing_monster = current_working_monster = -1; draw_terrain(0); } if (s1 != current_pc) return true; } // move if still alive if (adven[current_pc].isAlive()) { pc_dir[current_pc] = set_direction(pc_pos[current_pc],destination); pc_pos[current_pc] = destination; adven[current_pc].direction = dir; take_ap(1); //sprintf ((char *) create_line, "Moved: %s ",d_string[dir]); //add_string_to_buf((char *) create_line); move_sound(combat_terrain[destination.x][destination.y],pc_moves[current_pc]); } else return false; return true; } else { sprintf (create_line, "Blocked: %s ",d_string[dir]); add_string_to_buf(create_line); return false; } } return false; } void char_parry() { pc_parry[current_pc] = (pc_moves[current_pc] / 4) * (2 + adven[current_pc].statAdj(SKILL_DEXTERITY) + adven[current_pc].skills[SKILL_DEFENSE]); pc_moves[current_pc] = 0; } void char_stand_ready() { pc_parry[current_pc] = 100; pc_moves[current_pc] = 0; } void pc_attack(short who_att,short target) { short r1,r2,what_skill1 = 1, what_skill2 = 1, weap1 = 24, weap2 = 24,i,store_hp,skill_item; creature_data_type *which_m; short hit_adj, dam_adj, spec_dam = 0,poison_amt; // slice out bad attacks if (adven[who_att].isAlive() == false) return; if ((adven[who_att].status[STATUS_ASLEEP] > 0) || (adven[who_att].status[STATUS_PARALYZED] > 0)) return; last_attacked[who_att] = target; which_m = &c_town.monst.dudes[target]; for (i = 0; i < 24; i++) if (((adven[who_att].items[i].variety == ITEM_TYPE_ONE_HANDED) || (adven[who_att].items[i].variety == ITEM_TYPE_TWO_HANDED)) && (adven[who_att].equip[i] == true)) if (weap1 == 24) weap1 = i; else weap2 = i; hit_adj = (-5 * minmax(-8,8,(int)adven[who_att].status[STATUS_BLESS_CURSE])) + 5 * minmax(-8,8,(int)which_m->m_d.status[STATUS_BLESS_CURSE]) - adven[who_att].statAdj(SKILL_DEXTERITY) * 5 + (get_encumberance(who_att)) * 5; dam_adj = minmax(-8,8,(int)adven[who_att].status[STATUS_BLESS_CURSE]) - minmax(-8,8,(int)which_m->m_d.status[STATUS_BLESS_CURSE]) + adven[who_att].statAdj(SKILL_STRENGTH); if ((which_m->m_d.status[STATUS_ASLEEP] > 0) || (which_m->m_d.status[STATUS_PARALYZED] > 0)) { hit_adj -= 80; dam_adj += 10; } if ((skill_item = text_pc_has_abil_equip(who_att,ITEM_SKILL)) < 24) { hit_adj -= 5 * (adven[who_att].items[skill_item].ability_strength / 2 + 1); dam_adj += adven[who_att].items[skill_item].ability_strength / 2; } if ((skill_item = text_pc_has_abil_equip(who_att,ITEM_GIANT_STRENGTH)) < 24) { hit_adj -= adven[who_att].items[skill_item].ability_strength * 2; dam_adj += adven[who_att].items[skill_item].ability_strength; } void_sanctuary(who_att); store_hp = c_town.monst.dudes[target].m_d.health; combat_posing_monster = current_working_monster = who_att; if (weap1 == 24) { sprintf (create_line, "%s punches. ", adven[who_att].name);//,hit_adj, dam_adj); add_string_to_buf((char *) create_line); r1 = get_ran(1,1,100) + hit_adj - 20; r1 += 5 * (adven[current_pc].status[STATUS_WEBS] / 3); r2 = get_ran(1,1,4) + dam_adj; if (r1 <= hit_chance[adven[who_att].skills[what_skill1]]) { damage_monst(target, who_att, r2, 0,400); } else { draw_terrain(2); sprintf (create_line, "%s misses. ",adven[who_att].name); add_string_to_buf(create_line); play_sound(2); } } // Don't forget awkward and stat adj. if (weap1 < 24) { what_skill1 = 2 + adven[who_att].items[weap1].type; // safety valve if (what_skill1 == 2) what_skill1 = 3; sprintf (create_line, "%s swings. ",adven[who_att].name);//,hit_adj, dam_adj); add_string_to_buf(create_line); r1 = get_ran(1,1,100) - 5 + hit_adj - 5 * adven[who_att].items[weap1].bonus; r1 += 5 * (adven[current_pc].status[STATUS_WEBS] / 3); if ((weap2 < 24) && (adven[who_att].traits[TRAIT_AMBIDEXTROUS] == false)) r1 += 25; // race adj. if ((adven[who_att].race == RACE_SLITH) && (adven[who_att].items[weap1].type == ITEM_POLE)) r1 -= 10; r2 = get_ran(1,1,adven[who_att].items[weap1].item_level) + dam_adj + 2 + adven[who_att].items[weap1].bonus; if (adven[who_att].items[weap1].ability == ITEM_WEAK_WEAPON) r2 = (r2 * (10 - adven[who_att].items[weap1].ability_strength)) / 10; if (r1 <= hit_chance[adven[who_att].skills[what_skill1]]) { spec_dam = calc_spec_dam(adven[who_att].items[weap1].ability, adven[who_att].items[weap1].ability_strength,which_m); // assassinate r1 = get_ran(1,1,100); if ((adven[who_att].level >= which_m->m_d.level - 1) && (adven[who_att].skills[SKILL_ASSASSINATION] >= which_m->m_d.level / 2) && (which_m->m_d.spec_skill != MONSTER_SPLITS)) // Can't assassinate splitters if (r1 < hit_chance[max(adven[who_att].skills[SKILL_ASSASSINATION] - which_m->m_d.level,0)]) { add_string_to_buf(" You assassinate. "); spec_dam += r2; } switch (what_skill1) { case 3: if (adven[who_att].items[weap1].item_level < 8) damage_monst(target, who_att, r2, spec_dam, 100); else damage_monst(target, who_att, r2, spec_dam, 200); break; case 4: damage_monst(target, who_att, r2, spec_dam, 400); break; case 5: damage_monst(target, who_att, r2, spec_dam, 300); break; } // poison if ((adven[who_att].status[STATUS_POISONED_WEAPON] > 0) && (adven[who_att].weap_poisoned == weap1)) { poison_amt = adven[who_att].status[STATUS_POISONED_WEAPON]; if (adven[who_att].hasAbilEquip(ITEM_POISON_AUGMENT) < 24) poison_amt += 2; which_m->poison(poison_amt); move_to_zero(adven[who_att].status[STATUS_POISONED_WEAPON]); } if ((adven[who_att].items[weap1].ability == ITEM_POISONED_WEAPON) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips venom. "); which_m->poison(adven[who_att].items[weap1].ability_strength / 2); } if ((adven[who_att].items[weap1].ability == ITEM_ACIDIC_WEAPON) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips acid. "); which_m->acid(adven[who_att].items[weap1].ability_strength / 2); } if ((adven[who_att].items[weap1].ability == ITEM_SOULSUCKER) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drains life. "); adven[who_att].heal(adven[who_att].items[weap1].ability_strength / 2); } } else { draw_terrain(2); sprintf (create_line, " %s misses. ", adven[who_att].name); add_string_to_buf(create_line); if (what_skill1 == 5) play_sound(19); else play_sound(2); } } if ((weap2 < 24) && (which_m->active > 0)) { what_skill2 = 2 + adven[who_att].items[weap2].type; // safety valve if (what_skill2 == 2) what_skill2 = 3; sprintf (create_line, "%s swings. ", adven[who_att].name);//,hit_adj, dam_adj); add_string_to_buf(create_line); r1 = get_ran(1,1,100) + hit_adj - 5 * adven[who_att].items[weap2].bonus; // Ambidextrous? if (adven[who_att].traits[TRAIT_AMBIDEXTROUS] == false) r1 += 25; r1 += 5 * (adven[current_pc].status[STATUS_WEBS] / 3); r2 = get_ran(1,1,adven[who_att].items[weap2].item_level) + dam_adj - 1 + adven[who_att].items[weap2].bonus; if (adven[who_att].items[weap2].ability == ITEM_WEAK_WEAPON) r2 = (r2 * (10 - adven[who_att].items[weap2].ability_strength)) / 10; if (r1 <= hit_chance[adven[who_att].skills[what_skill2]]) { spec_dam = calc_spec_dam(adven[who_att].items[weap2].ability, adven[who_att].items[weap2].ability_strength,which_m); switch (what_skill2) { case 3: if (adven[who_att].items[weap1].item_level < 8) damage_monst(target, who_att, r2, spec_dam, 100); else damage_monst(target, who_att, r2, spec_dam, 200); break; case 4: damage_monst(target, who_att, r2, spec_dam, 400); break; case 5: damage_monst(target, who_att, r2, spec_dam, 300); break; } if ((adven[who_att].items[weap2].ability == ITEM_POISONED_WEAPON) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips venom. "); which_m->poison(adven[who_att].items[weap2].ability_strength / 2); } if ((adven[who_att].items[weap2].ability == ITEM_ACIDIC_WEAPON) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips acid. "); which_m->acid(adven[who_att].items[weap2].ability_strength / 2); } if ((adven[who_att].items[weap2].ability == ITEM_SOULSUCKER) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drains life. "); adven[who_att].heal(adven[who_att].items[weap2].ability_strength / 2); } } else { draw_terrain(2); sprintf (create_line, "%s misses. ", adven[who_att].name); add_string_to_buf( create_line); if (what_skill2 == 5) play_sound(19); else play_sound(2); } } move_to_zero(adven[who_att].status[STATUS_POISONED_WEAPON]); take_ap(4); if (((c_town.monst.dudes[target].m_d.status[STATUS_MARTYRS_SHIELD] > 0) || (c_town.monst.dudes[target].m_d.spec_skill == MONSTER_PERMANENT_MARTYRS_SHIELD)) && (store_hp - c_town.monst.dudes[target].m_d.health > 0)) { add_string_to_buf(" Shares damage! "); adven[who_att].damage(store_hp - c_town.monst.dudes[target].m_d.health, 3,-1); } combat_posing_monster = current_working_monster = -1; } short calc_spec_dam(short abil,short abil_str,creature_data_type *monst) //// { short store = 0; switch (abil) { case ITEM_FLAMING_WEAPON: case ITEM_MISSILE_LIGHTNING: store += get_ran(abil_str,1,6); break; case ITEM_DEMON_SLAYER: if (monst->m_d.m_type == MONSTER_TYPE_DEMON) store += 8 * abil_str; break; case ITEM_UNDEAD_SLAYER: if (monst->m_d.m_type == MONSTER_TYPE_UNDEAD) store += 6 * abil_str; break; case ITEM_LIZARD_SLAYER: if (monst->m_d.m_type == MONSTER_TYPE_REPTILE) store += 5 * abil_str; break; case ITEM_GIANT_SLAYER: if (monst->m_d.m_type == MONSTER_TYPE_GIANT) store += 8 * abil_str; break; case ITEM_MAGE_SLAYER : if (monst->m_d.m_type == MONSTER_TYPE_MAGE) store += 4 * abil_str; break; case ITEM_PRIEST_SLAYER : if (monst->m_d.m_type == MONSTER_TYPE_PRIEST) store += 4 * abil_str; break; case ITEM_BUG_SLAYER: if (monst->m_d.m_type == MONSTER_TYPE_BUG) store += 7 * abil_str; break; case ITEM_CAUSES_FEAR: monst->scare(abil_str * 10); break; case ITEM_MISSILE_ACID: monst->acid(abil_str); break; case ITEM_MISSILE_SLAY_UNDEAD: if (monst->m_d.m_type == MONSTER_TYPE_UNDEAD) store += 20 + 6 * abil_str; break; case ITEM_MISSILE_SLAY_DEMON: if (monst->m_d.m_type == MONSTER_TYPE_DEMON) store += 25 + 8 * abil_str; break; } return store; } void place_target(location target) { short i; if (num_targets_left > 0) { if (loc_off_act_area(target) == true) { add_string_to_buf(" Space not in town. "); return; } if (can_see(pc_pos[current_pc],target,0) > 4) { add_string_to_buf(" Can't see target. "); return; } if (dist(pc_pos[current_pc],target) > ((spell_being_cast >= 100) ? priest_range[spell_being_cast - 100] : mage_range[spell_being_cast])) { add_string_to_buf(" Target out of range."); return; } if ((get_obscurity(target.x,target.y) == 5) && (spell_being_cast != SPELL_MAGE_DISPEL_BARRIER)) { add_string_to_buf(" Target space obstructed. "); return; } if (is_antimagic(target.x,target.y)) { add_string_to_buf(" Target in antimagic field."); return; } for (i = 0; i < 8; i++) { if (same_point(spell_targets[i],target) == true) { add_string_to_buf(" Target removed."); num_targets_left++; spell_targets[i].x = 120; play_sound(-1); return; } } for (i = 0; i < 8; i++) if (spell_targets[i].x == 120) { add_string_to_buf(" Target added."); spell_targets[i] = target; num_targets_left--; play_sound(0); i = 8; } } if (num_targets_left == 0) { do_combat_cast(spell_targets[0]); overall_mode = MODE_COMBAT; } } // Special spells: // 62 - Carrunos // 63 - Summon Rat <= doesn't exist anymore // 64 - Ice Wall Balls // 65 - Goo Bomb // 66 - Foul Vapors // 67 - Sleep cloud <= doesn't exist anymore // 68 - Spray Acid // 69 - Paralyze // 70 - mass sleep <= doesn't exist anymore //spell_being_cast : spell number for mage, 100 + spell number for priest //1000 + spell number for no mana cost (items) void do_combat_cast(location target) { short adjust,r1,r2,targ_num,s_num,level,bonus = 1,i,item,store_sound = 0; creature_data_type *cur_monst; Boolean freebie = false,ap_taken = false,cost_taken = false; short num_targets = 1,store_m_type = 2; short spray_type_array[15] = {1,1,1,4,4,5,5,5,6,6,7,7,8,8,9}; unsigned short summon; location ashes_loc; // to wedge in animations, have to kludge like crazy short boom_dam[8] = {0,0,0,0,0,0,0,0}; short boom_type[8] = {0,0,0,0,0,0,0,0}; location boom_targ[8]; if (spell_being_cast >= 1000) { spell_being_cast -= 1000; freebie = true; level = minmax(2,20, (int) store_item_spell_level); } else { level = 1 + adven[current_pc].level / 2; bonus = adven[current_pc].statAdj(SKILL_INTELLIGENCE); } force_wall_position = 10; s_num = spell_being_cast % 100; void_sanctuary(current_pc); if (overall_mode == MODE_SPELL_TARGET) spell_targets[0] = target; else num_targets = 8; spell_caster = current_pc; // assign monster summoned, if summoning if (spell_being_cast == SPELL_MAGE_SUMMON_BEAST) summon = get_summon_monster(1); if (spell_being_cast == SPELL_MAGE_WEAK_SUMMONING) summon = get_summon_monster(1); if (spell_being_cast == SPELL_MAGE_SUMMONING) summon = get_summon_monster(2); if (spell_being_cast == SPELL_MAGE_MAJOR_SUMMON) summon = get_summon_monster(3); combat_posing_monster = current_working_monster = current_pc; for (i = 0; i < num_targets; i++) if (spell_targets[i].x != 120) { target = spell_targets[i]; spell_targets[i].x = 120; // nullify target as it is used //if ((cost_taken == false) && (freebie == false) && (s_num != 52) && (s_num != 35)) { if ((cost_taken == false) && (freebie == false) && (spell_being_cast != SPELL_MAGE_MINDDUEL) && (spell_being_cast != SPELL_MAGE_SIMULACRUM)) { adven[current_pc].cur_sp -= s_cost[spell_being_cast / 100][s_num]; cost_taken = true; } //if ((cost_taken == false) && (freebie == false) && (s_num == 35)) { if ((cost_taken == false) && (freebie == false) && (spell_being_cast == SPELL_MAGE_SIMULACRUM)) { adven[current_pc].cur_sp -= store_sum_monst_cost; cost_taken = true; } if ((adjust = can_see(pc_pos[current_pc],target,0)) > 4) { add_string_to_buf(" Can't see target. "); } else if (loc_off_act_area(target) == true) { add_string_to_buf(" Space not in town. "); } else if (dist(pc_pos[current_pc],target) > ((spell_being_cast >= 100) ? priest_range[spell_being_cast - 100] : mage_range[spell_being_cast])) add_string_to_buf(" Target out of range."); else if ((get_obscurity(target.x,target.y) == 5) && (spell_being_cast != SPELL_MAGE_DISPEL_BARRIER)) add_string_to_buf(" Target space obstructed. "); else if (is_antimagic(target.x,target.y)) add_string_to_buf(" Target in antimagic field."); else { if (ap_taken == false) { if (freebie == false) take_ap(5); ap_taken = true; draw_terrain(2); } boom_targ[i] = target; switch (spell_being_cast) { case SPELL_MAGE_GOO: case SPELL_MAGE_WEB: case SPELL_ITEMS_GOO_BOMB: // web spells place_spell_pattern(current_pat,target,1,false,current_pc); break; case SPELL_MAGE_FLAME_CLOUD: case SPELL_MAGE_CONFLAGRATION: // fire wall spells place_spell_pattern(current_pat,target,5,false,current_pc); break; case SPELL_MAGE_STINKING_CLOUD: case SPELL_ITEMS_FOUL_VAPORS: // stink cloud place_spell_pattern(current_pat,target,7,false,current_pc); break; case SPELL_MAGE_WALL_OF_FORCE: case SPELL_MAGE_SHOCKSTORM: case 100 + SPELL_PRIEST_FORCEFIELD: // force walls place_spell_pattern(current_pat,target,4,false,current_pc); break; case SPELL_MAGE_WALL_OF_ICE: case SPELL_ITEMS_ICE_WALL_BALLS: // ice walls place_spell_pattern(current_pat,target,8,false,current_pc); break; case SPELL_MAGE_ANTIMAGIC_CLOUD: // antimagic place_spell_pattern(current_pat,target,6,false,current_pc); break; case SPELL_MAGE_SLEEP_CLOUD: // sleep clouds //case 67: <= doesn't exist anymore (circular sleep clouds) place_spell_pattern(current_pat,target,12,false,current_pc); break; case SPELL_MAGE_QUICKFIRE: make_quickfire(target.x,target.y); break; case SPELL_MAGE_SPRAY_FIELDS: // spray fields r1 = get_ran(1,0,14); place_spell_pattern(current_pat,target,spray_type_array[r1],false,current_pc); break; case 100 + SPELL_PRIEST_WALL_OF_BLADES: // wall of blades place_spell_pattern(current_pat,target,9,false,current_pc); break; case 100 + SPELL_PRIEST_DISPEL_FIELDS: case SPELL_MAGE_DISPEL_FIELDS: // wall dispelling //case 100 + SPELL_PRIEST_AWAKEN: <= old inexistant spell (119) place_spell_pattern(current_pat,target,11,false,current_pc); break; case SPELL_MAGE_FIRE_BARRIER: // Fire barrier play_sound(68); r1 = get_ran(3,2,7); hit_space(target,r1,1,true,true); make_fire_barrier(target.x,target.y); if (is_fire_barrier(target.x,target.y)) add_string_to_buf(" You create the barrier. "); else add_string_to_buf(" Failed."); break; case SPELL_MAGE_FORCE_BARRIER: // Force barrier play_sound(68); r1 = get_ran(7,2,7); hit_space(target,r1,1,true,true); make_force_barrier(target.x,target.y); if (is_force_barrier(target.x,target.y)) add_string_to_buf(" You create the barrier. "); else add_string_to_buf(" Failed."); break; default: // spells which involve animations start_missile_anim(); switch (spell_being_cast) { case 100 + SPELL_PRIEST_DIVINE_THUD: //Divine Thud add_missile(target,9,1,0,0); store_sound = 11; r1 = min(18,(level * 7) / 10 + 2 * bonus); place_spell_pattern(radius2,target,130 + r1,true,current_pc); ashes_loc = target; break; case SPELL_MAGE_SPARK: case SPELL_MAGE_ICE_BOLT: //Spark - Ice Bolt r1 = (spell_being_cast == SPELL_MAGE_SPARK) ? get_ran(2,1,4) : get_ran(min(20,level + bonus),1,4); add_missile(target,6,1,0,0); do_missile_anim(100,pc_pos[current_pc],11); hit_space(target,r1,(spell_being_cast == 1) ? 3 : 5,1,0); break; case SPELL_MAGE_FLAME_ARROWS: //Flame Arrows add_missile(target,4,1,0,0); r1 = get_ran(2,1,4); boom_type[i] = 1; boom_dam[i] = r1; //hit_space(target,r1,1,1,0); break; case 100 + SPELL_PRIEST_SMITE: //Smite add_missile(target,6,1,0,0); r1 = get_ran(2,1,5); boom_type[i] = 5; boom_dam[i] = r1; //hit_space(target,r1,5,1,0); break; case 100 + SPELL_PRIEST_WOUND: //Wound r1 = get_ran(min(7,2 + bonus + level / 2),1,4); add_missile(target,14,1,0,0); do_missile_anim(100,pc_pos[current_pc],24); hit_space(target,r1,4,1,0); break; case SPELL_MAGE_FLAME: //Flame r1 = get_ran(min(10,1 + level / 3 + bonus),1,6); add_missile(target,2,1,0,0); do_missile_anim(100,pc_pos[current_pc],11); hit_space(target,r1,1,1,0); break; case SPELL_MAGE_FIREBALL: case 100 + SPELL_PRIEST_FLAMESTRIKE: //Fireball - Flamestrike r1 = min(9,1 + (level * 2) / 3 + bonus) + 1; add_missile(target,2,1,0,0); store_sound = 11; //do_missile_anim(100,pc_pos[current_pc],11); if (spell_being_cast == 100 + SPELL_PRIEST_FLAMESTRIKE) //Flamestrike r1 = (r1 * 14) / 10; else if (r1 > 10) r1 = (r1 * 8) / 10; if (r1 <= 0) r1 = 1; place_spell_pattern(square,target,50 + r1,true,current_pc); ashes_loc = target; break; case SPELL_MAGE_FIRE_STORM: //Fire Storm add_missile(target,2,1,0,0); store_sound = 11; //do_missile_anim(100,pc_pos[current_pc],11); r1 = min(12,1 + (level * 2) / 3 + bonus) + 2; if (r1 > 20) r1 = (r1 * 8) / 10; place_spell_pattern(radius2,target,50 + r1,true,current_pc); ashes_loc = target; break; case SPELL_MAGE_KILL: // Kill add_missile(target,9,1,0,0); do_missile_anim(100,pc_pos[current_pc],11); r1 = get_ran(3,0,10) + adven[current_pc].level * 2; hit_space(target,40 + r1,3,1,0); break; case SPELL_MAGE_DEATH_ARROWS: //Death Arrows add_missile(target,9,1,0,0); store_sound = 11; r1 = get_ran(3,0,10) + adven[current_pc].level + 3 * bonus; boom_type[i] = 3; boom_dam[i] = r1; //hit_space(target,40 + r1,3,1,0); break; // summoning spells case SPELL_MAGE_SIMULACRUM: case SPELL_MAGE_SUMMON_BEAST: case SPELL_MAGE_WEAK_SUMMONING: case SPELL_MAGE_SUMMONING: case SPELL_MAGE_MAJOR_SUMMON: case SPELL_MAGE_DAEMON: case 100 + SPELL_PRIEST_SUMMON_SPIRIT: case 100 + SPELL_PRIEST_STICKS_TO_SNAKES: case 100 + SPELL_PRIEST_SUMMON_HOST: case 100 + SPELL_PRIEST_GUARDIAN: //case 63: <= summon rat (doesn't exist anymore) add_missile(target,8,1,0,0); do_missile_anim(50,pc_pos[current_pc],61); switch (spell_being_cast) { case SPELL_MAGE_SIMULACRUM: // Simulacrum r2 = get_ran(3,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if (summon_monster(store_sum_monst,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case SPELL_MAGE_SUMMON_BEAST: // summon beast r2 = get_ran(3,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if ((summon == 0) || (summon_monster(summon,target,r2,2) == false)) add_string_to_buf(" Summon failed."); break; case SPELL_MAGE_WEAK_SUMMONING: // summon 1 r2 = get_ran(4,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if ((summon == 0) || (summon_monster(summon,target,r2,2) == false)) add_string_to_buf(" Summon failed."); break; case SPELL_MAGE_SUMMONING: // summon 2 r2 = get_ran(5,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if ((summon == 0) || (summon_monster(summon,target,r2,2) == false)) add_string_to_buf(" Summon failed."); break; case SPELL_MAGE_MAJOR_SUMMON: // summon 3 r2 = get_ran(7,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if ((summon == 0) || (summon_monster(summon,target,r2,2) == false)) add_string_to_buf(" Summon failed."); break; case SPELL_MAGE_DAEMON: // Daemon r2 = get_ran(5,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if (summon_monster(85,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; /*case 63: // Rat! r1 = get_ran(3,1,4); if (summon_monster(80,target,r1,2) == false) add_string_to_buf(" Summon failed."); break;*/ case 100 + SPELL_PRIEST_SUMMON_SPIRIT: // summon spirit r2 = get_ran(2,1,5) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if (summon_monster(125,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 100 + SPELL_PRIEST_STICKS_TO_SNAKES: // s to s r1 = get_ran(1,0,7); r2 = get_ran(2,1,5) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if (summon_monster((r1 == 1) ? 100 : 99,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 100 + SPELL_PRIEST_SUMMON_HOST: // host r2 = get_ran(2,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if (summon_monster((i == 0) ? 126 : 125,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 100 + SPELL_PRIEST_GUARDIAN: // guardian r2 = get_ran(6,1,4) + adven[current_pc].statAdj(SKILL_INTELLIGENCE); if (summon_monster(122,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; } break; default: targ_num = monst_there(target); if (targ_num > T_M) add_string_to_buf(" Nobody there "); else { cur_monst = &c_town.monst.dudes[targ_num]; if ((cur_monst->attitude % 2 != 1) && (spell_being_cast != SPELL_MAGE_SCRY_MONSTER) && (spell_being_cast != SPELL_MAGE_CAPTURE_SOUL)) set_town_status(0); store_sound = (spell_being_cast >= 50) ? 24 : 25; switch (spell_being_cast) { case SPELL_ITEMS_SPRAY_ACID: // spray acid store_m_type = 0; cur_monst->acid(level); break; case SPELL_ITEMS_PARALYZE: // paralyze store_m_type = 9; cur_monst->charm(0,12,500); break; case SPELL_MAGE_SCRY_MONSTER: // monster info store_m_type = -1; play_sound(52); party.m_seen[cur_monst->number] = true; adjust_monst_menu(); display_monst(0,cur_monst,0); break; case SPELL_MAGE_CAPTURE_SOUL: // Capture soul store_m_type = 15; cur_monst->record(); break; case SPELL_MAGE_MINDDUEL: // Mindduel! store_m_type = -1; if ((cur_monst->m_d.mu == 0) && (cur_monst->m_d.cl == 0)) add_string_to_buf(" Can't duel: no magic."); else { item = adven[current_pc].hasAbil(ITEM_SMOKY_CRYSTAL); if (item >= 24) add_string_to_buf(" You need a smoky crystal. "); else { adven[current_pc].removeCharge(item); do_mindduel(current_pc,cur_monst); } } break; case 100 + SPELL_PRIEST_CHARM_FOE: // charm store_m_type = 14; cur_monst->charm(-1 * (bonus + adven[current_pc].level / 8),0,0); break; case 100 + SPELL_PRIEST_DISEASE: // disease store_m_type = 0; r1 = get_ran(1,0,1); cur_monst->disease(2 + r1 + bonus); break; case SPELL_ITEMS_STRENGHTEN_TARGET: //wand of Carrunos effect store_m_type = 14; cur_monst->m_d.health += 20; store_sound = 55; break; case SPELL_MAGE_DUMBFOUND: //Dumbfound store_m_type = 14; cur_monst->dumbfound(1 + bonus / 3); store_sound = 53; break; case SPELL_MAGE_SCARE: //Scare store_m_type = 11; cur_monst->scare(get_ran(2 + bonus,1,6)); store_sound = 54; break; case SPELL_MAGE_FEAR: //Fear store_m_type = 11; cur_monst->scare(get_ran(min(20,adven[current_pc].level / 2 + bonus),1, 8)); store_sound = 54; break; case SPELL_MAGE_SLOW: //Slow store_m_type = 11; r1 = get_ran(1,0,1); cur_monst->slow(2 + r1 + bonus); break; case SPELL_MAGE_MINOR_POISON: case SPELL_MAGE_VENOM_ARROWS: //Minor Poison - Venom Arrows store_m_type = (spell_being_cast == SPELL_MAGE_VENOM_ARROWS) ? 4 : 11; cur_monst->poison(2 + bonus / 2); store_sound = 55; break; case SPELL_MAGE_PARALYSIS: // Paralysis store_m_type = 9; cur_monst->charm(-10,12,1000); break; case SPELL_MAGE_POISON: //Poison store_m_type = 11; cur_monst->poison(4 + bonus / 2); store_sound = 55; break; case SPELL_MAGE_MAJOR_POISON: //Major Poison store_m_type = 11; cur_monst->poison(8 + bonus / 2); store_sound = 55; break; case 100 + SPELL_PRIEST_STUMBLE: // Stumble store_m_type = 8; cur_monst->curse(4 + bonus); break; case 100 + SPELL_PRIEST_CURSE: //Curse store_m_type = 8; cur_monst->curse(2 + bonus); break; case 100 + SPELL_PRIEST_HOLY_SCOURGE: //Holy Scourge store_m_type = 8; cur_monst->curse(2 + adven[current_pc].level / 2); break; case 100 + SPELL_PRIEST_TURN_UNDEAD: case 100 + SPELL_PRIEST_DISPEL_UNDEAD: //Turn Undead - Dispel Undead if (cur_monst->m_d.m_type != MONSTER_TYPE_UNDEAD) { add_string_to_buf(" Not undead. "); store_m_type = -1; break; } store_m_type = 8; r1 = get_ran(1,0,90); if (r1 > hit_chance[minmax(0,19,bonus * 2 + level * 4 - (cur_monst->m_d.level / 2) + 3)]) add_string_to_buf(" Monster resisted. "); else { r1 = get_ran((spell_being_cast == 100 + SPELL_PRIEST_TURN_UNDEAD) ? 2 : 6, 1, 14); hit_space(cur_monst->m_loc,r1,4,0,current_pc); } break; case 100 + SPELL_PRIEST_RAVAGE_SPIRIT: //Ravage Spirit if (cur_monst->m_d.m_type != MONSTER_TYPE_DEMON) { add_string_to_buf(" Not a demon. "); store_m_type = -1; break; } r1 = get_ran(1,0,100); if (r1 > hit_chance[minmax(0,19,level * 4 - cur_monst->m_d.level + 10)]) add_string_to_buf(" Demon resisted. "); else { r1 = get_ran(8 + bonus * 2, 1, 11); hit_space(cur_monst->m_loc,r1,4,0,current_pc); } break; } if (store_m_type >= 0) add_missile(target,store_m_type,1, 14 * (cur_monst->m_d.x_width - 1),18 * (cur_monst->m_d.y_width - 1)); } break; } } } } do_missile_anim((num_targets > 1) ? 35 : 60,pc_pos[current_pc],store_sound); // process mass damage for (i = 0; i < 8; i++) if (boom_dam[i] > 0) hit_space(boom_targ[i],boom_dam[i],boom_type[i],1,0); if (ashes_loc.x > 0) make_sfx(ashes_loc.x,ashes_loc.y,6); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); combat_posing_monster = current_working_monster = -1; print_buf(); } void handle_marked_damage() { int i; for (i = 0; i < NUM_OF_PCS; i++) if (pc_marked_damage[i] > 0) { adven[i].damage(pc_marked_damage[i],10,-1); pc_marked_damage[i] = 0; } for (i = 0; i < T_M; i++) if (monst_marked_damage[i] > 0) { damage_monst(i, current_pc, monst_marked_damage[i], 0, 9 ); monst_marked_damage[i] = 0; } } void load_missile() { short i,bow = 24,arrow = 24,thrown = 24,crossbow = 24,bolts = 24,no_ammo = 24; for (i = 0; i < 24; i++) { if ((adven[current_pc].equip[i] == true) && (adven[current_pc].items[i].variety == ITEM_TYPE_THROWN_MISSILE)) thrown = i; if ((adven[current_pc].equip[i] == true) && (adven[current_pc].items[i].variety == ITEM_TYPE_BOW)) bow = i; if ((adven[current_pc].equip[i] == true) && (adven[current_pc].items[i].variety == ITEM_TYPE_ARROW)) arrow = i; if ((adven[current_pc].equip[i] == true) && (adven[current_pc].items[i].variety == ITEM_TYPE_CROSSBOW)) crossbow = i; if ((adven[current_pc].equip[i] == true) && (adven[current_pc].items[i].variety == ITEM_TYPE_BOLTS)) bolts = i; if ((adven[current_pc].equip[i] == true) && (adven[current_pc].items[i].variety == ITEM_TYPE_MISSILE_NO_AMMO)) no_ammo = i; } if (thrown < 24) { ammo_inv_slot = thrown; add_string_to_buf("Throw: Select a target. "); add_string_to_buf(" (Hit 's' to cancel.)"); overall_mode = MODE_THROWING; current_spell_range = 8; current_pat = single; } else if (((bolts < 24) && (bow < 24)) || ((arrow < 24) && (crossbow < 24))) { add_string_to_buf("Fire: Wrong ammunition. "); } else if ((arrow == 24) && (bow < 24)) { add_string_to_buf("Fire: Equip some arrows. "); } else if ((arrow < 24) && (bow < 24)) { missile_inv_slot = bow; ammo_inv_slot = arrow; overall_mode = MODE_FIRING; add_string_to_buf("Fire: Select a target. "); add_string_to_buf(" (Hit 's' to cancel.)"); current_spell_range = 12; if(adven[current_pc].items[arrow].ability == ITEM_MISSILE_EXPLODING && adven[current_pc].items[arrow].isIdent() == true) current_pat = radius2; else current_pat = single; } else if ((bolts < 24) && (crossbow < 24)) { missile_inv_slot = crossbow; ammo_inv_slot = bolts; overall_mode = MODE_FIRING; add_string_to_buf("Fire: Select a target. "); add_string_to_buf(" (Hit 's' to cancel.)"); current_spell_range = 12; current_pat = single; } else if (no_ammo < 24) { missile_inv_slot = no_ammo; ammo_inv_slot = no_ammo; overall_mode = MODE_FIRING; add_string_to_buf("Fire: Select a target. "); add_string_to_buf(" (Hit 's' to cancel.)"); current_spell_range = 12; current_pat = single; } else add_string_to_buf("Fire: Equip a missile. "); } void fire_missile(location target) { short r1, r2, skill, dam, dam_bonus, hit_bonus, range, targ_monst, spec_dam = 0,poison_amt = 0; short skill_item,m_type = 0; creature_data_type *cur_monst; Boolean exploding = false; skill = (overall_mode == MODE_FIRING) ? adven[current_pc].skills[SKILL_ARCHERY] : adven[current_pc].skills[SKILL_THROWN_MISSILES]; range = (overall_mode == MODE_FIRING) ? 12 : 8; dam = adven[current_pc].items[ammo_inv_slot].item_level; dam_bonus = adven[current_pc].items[ammo_inv_slot].bonus + minmax(-8,8,(int)adven[current_pc].status[STATUS_BLESS_CURSE]); hit_bonus = (overall_mode == MODE_FIRING) ? adven[current_pc].items[missile_inv_slot].bonus : 0; hit_bonus += adven[current_pc].statAdj(SKILL_DEXTERITY) - can_see(pc_pos[current_pc],target,0) + minmax(-8,8,(int) adven[current_pc].status[STATUS_BLESS_CURSE]); if ((skill_item = adven[current_pc].hasAbilEquip(ITEM_ACCURACY)) < 24) { hit_bonus += adven[current_pc].items[skill_item].ability_strength / 2; dam_bonus += adven[current_pc].items[skill_item].ability_strength / 2; } // race adj. if (adven[current_pc].race == RACE_NEPHIL) hit_bonus += 2; if (adven[current_pc].items[ammo_inv_slot].ability == ITEM_MISSILE_EXPLODING) exploding = true; if (dist(pc_pos[current_pc],target) > range) add_string_to_buf(" Out of range."); else if (can_see(pc_pos[current_pc],target,0) > 4) add_string_to_buf(" Can't see target. "); else { // First, some missiles do special things if (exploding == true) { take_ap((overall_mode == MODE_FIRING) ? 3 : 2); void_sanctuary(current_pc); missile_firer = current_pc; add_string_to_buf(" The arrow explodes! "); /* run_a_missile(pc_pos[current_pc],target,2,1,5, 0,0,100);*/ run_a_missile(pc_pos[current_pc],target,2,1,(overall_mode == MODE_FIRING) ? 12 : 14, 0,0,100); if(PSD[SDF_GAME_SPEED] == 0) pause(dist(pc_pos[current_pc],target)); else pause(dist(pc_pos[current_pc],target)*5); start_missile_anim(); add_missile(target,2,1, 0, 0); // do_missile_anim(100,pc_pos[current_pc], 5); <= redundant missile anim place_spell_pattern(radius2,target, 50 + adven[current_pc].items[ammo_inv_slot].ability_strength * 2,true,current_pc); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); }//end of exploding arrow else{ combat_posing_monster = current_working_monster = current_pc; draw_terrain(2); void_sanctuary(current_pc); //play_sound((overall_mode == MODE_FIRING) ? 12 : 14); take_ap((overall_mode == MODE_FIRING) ? 3 : 2); missile_firer = current_pc; r1 = get_ran(1,0,100) - 5 * hit_bonus - 10; r1 += 5 * (adven[current_pc].status[STATUS_WEBS] / 3); r2 = get_ran(1,1,dam) + dam_bonus; sprintf (create_line, "%s fires.",adven[current_pc].name); // debug add_string_to_buf(create_line); switch (overall_mode) { case MODE_THROWING: switch (adven[current_pc].items[ammo_inv_slot].item_level) { case 7:m_type = 10;break; case 4:m_type = 1;break; case 8:m_type = 5;break; case 9:m_type = 7;break; default:m_type = 10;break; } break; case MODE_FIRING: case MODE_FANCY_TARGET: m_type = (adven[current_pc].items[ammo_inv_slot].isMagic()) ? 4 : 3; break; } run_a_missile(pc_pos[current_pc],target,m_type,1,(overall_mode == MODE_FIRING) ? 12 : 14, 0,0,100); if (r1 > hit_chance[skill]) add_string_to_buf(" Missed."); else if ((targ_monst = monst_there(target)) < T_M) { cur_monst = &c_town.monst.dudes[targ_monst]; spec_dam = calc_spec_dam(adven[current_pc].items[ammo_inv_slot].ability, adven[current_pc].items[ammo_inv_slot].ability_strength,cur_monst); if (adven[current_pc].items[ammo_inv_slot].ability == ITEM_MISSILE_HEAL_TARGET) { ASB(" There is a flash of light."); cur_monst->m_d.health += r2; } else damage_monst(targ_monst, current_pc, r2, spec_dam, 1300); // poison if ((adven[current_pc].status[STATUS_POISONED_WEAPON] > 0) && (adven[current_pc].weap_poisoned == ammo_inv_slot)) { poison_amt = adven[current_pc].status[STATUS_POISONED_WEAPON]; if (adven[current_pc].hasAbilEquip(ITEM_POISON_AUGMENT) < 24) poison_amt++; cur_monst->poison(poison_amt); } } /* else if((targ_monst = pc_there(target)) < 6 && adven[current_pc].items[ammo_inv_slot].ability == ITEM_MISSILE_HEAL_TARGET){ //Heal Target missiles heal PC ? ASB(" There is a flash of light."); //the idea is rejected for now (item is supposed to be cursed) adven[targ_monst].heal(r2); }*/ else hit_space(target,r2,0,1,0); } if (adven[missile_firer].items[ammo_inv_slot].variety != ITEM_TYPE_MISSILE_NO_AMMO) {//in case someone has been killed and current_pc is not the firer anymore if (adven[missile_firer].items[ammo_inv_slot].ability != ITEM_MISSILE_RETURNING) adven[missile_firer].items[ammo_inv_slot].charges--; else adven[missile_firer].items[ammo_inv_slot].charges = 1; if ((adven[missile_firer].hasAbilEquip(ITEM_DRAIN_MISSILES) < 24) && (adven[missile_firer].items[ammo_inv_slot].ability != ITEM_MISSILE_RETURNING)) adven[missile_firer].items[ammo_inv_slot].charges--; if (adven[missile_firer].items[ammo_inv_slot].charges <= 0) adven[missile_firer].takeItem(ammo_inv_slot); } } if(exploding == false){ combat_posing_monster = current_working_monster = -1; move_to_zero(adven[current_pc].status[STATUS_POISONED_WEAPON]); } print_buf();//// } // Select next active PC and, if necessary, run monsters // if monsters go or PC switches (i.e. if need redraw above), return true Boolean combat_next_step() { Boolean to_return = false; short store_pc; // will print current pc name is active pc changes store_pc = current_pc; while (pick_next_pc() == true) { combat_run_monst(); set_pc_moves(); if((combat_active_pc < 6) && (pc_moves[combat_active_pc] == 0)){ combat_active_pc = 6; ASB(">The active character is unable to act!"); ASB(">The whole party is now active."); } to_return = true; // Safety valve if (party_toast() == true) return true; } pick_next_pc(); if (current_pc != store_pc) to_return = true; if(overall_mode == MODE_OUTDOORS) // has combat ended ? (stairway node) center = party.p_loc; else if (overall_mode == MODE_TOWN) center = c_town.p_loc; else center = pc_pos[current_pc]; adjust_spell_menus(); if ((combat_active_pc == 6) && (current_pc != store_pc)) { sprintf(create_line, "Active: %s (#%d, %d ap.) ", adven[current_pc].name,current_pc + 1,pc_moves[current_pc]); add_string_to_buf(create_line); print_buf(); } if ((current_pc != store_pc) || (to_return == true)) { put_pc_screen(); set_stat_window(current_pc); } return to_return; } // Find next active PC, return true is monsters need running, and run monsters is slow spells // active Boolean pick_next_pc() { Boolean store = false; if (current_pc == 6) current_pc = 0; // If current pc isn't active, fry its moves if ((combat_active_pc < 6) && (combat_active_pc != current_pc)) pc_moves[current_pc] = 0; // Find next PC with moves while ((pc_moves[current_pc] <= 0) && (current_pc < 6)) { current_pc++; if ((combat_active_pc < 6) && (combat_active_pc != current_pc)) pc_moves[current_pc] = 0; } // If run out of PC's, return to start and try again if (current_pc == 6) { current_pc = 0; while ((pc_moves[current_pc] <= 0) && (current_pc < 6)) { current_pc++; if ((combat_active_pc < 6) && (combat_active_pc != current_pc)) pc_moves[current_pc] = 0; } if (current_pc == 6) { store = true; current_pc = 0; } } return store; } void combat_run_monst() { short i,item,item_level; Boolean update_stat = false; monsters_going = true; do_monster_turn(); monsters_going = false; process_fields(); move_to_zero(party.light_level); if ((which_combat_type == 1) && (c_town.town.lighting == 2)) party.light_level = max (0,party.light_level - 9); if (c_town.town.lighting == 3) party.light_level = 0; move_to_zero(party.stuff_done[SDF_DETECT_MONSTER]); move_to_zero(party.stuff_done[SDF_LAVAWALK]); // decrease monster present counter move_to_zero(party.stuff_done[SDF_MONSTERS_ALERTNESS]); dump_gold(1); party.age++; if (party.age % 4 == 0) for (i = 0; i < 6; i++) { if ((adven[i].status[STATUS_BLESS_CURSE] != 0) || (adven[i].status[STATUS_HASTE_SLOW] != 0)) update_stat = true; move_to_zero(adven[i].status[STATUS_BLESS_CURSE]); move_to_zero(adven[i].status[STATUS_HASTE_SLOW]); move_to_zero(party.stuff_done[SDF_STEALTH]); if ((item = adven[i].hasAbilEquip(ITEM_REGENERATE)) < 24) { update_stat = true; adven[i].heal(get_ran(1,0,adven[i].items[item].item_level + 1)); } } for (i = 0; i < 6; i++) if (adven[i].main_status == MAIN_STATUS_ALIVE) { if ((adven[i].status[STATUS_INVULNERABLE] != 0) || (adven[i].status[STATUS_MAGIC_RESISTANCE] != 0) || (adven[i].status[STATUS_INVISIBLE] != 0)|| (adven[i].status[STATUS_MARTYRS_SHIELD] != 0) || (adven[i].status[STATUS_ASLEEP] != 0)|| (adven[i].status[STATUS_PARALYZED] != 0)) update_stat = true; move_to_zero(adven[i].status[STATUS_INVULNERABLE]); move_to_zero(adven[i].status[STATUS_MAGIC_RESISTANCE]); move_to_zero(adven[i].status[STATUS_INVISIBLE]); move_to_zero(adven[i].status[STATUS_MARTYRS_SHIELD]); move_to_zero(adven[i].status[STATUS_ASLEEP]); move_to_zero(adven[i].status[STATUS_PARALYZED]); // Do special items if (((item_level = adven[i].getProtLevel(ITEM_OCCASIONAL_HASTE)) > 0) && (get_ran(1,0,10) == 5)) { update_stat = true; adven[i].status[STATUS_HASTE_SLOW] += item_level / 2; add_string_to_buf("An item hastes you!"); } if ((item_level = adven[i].getProtLevel(ITEM_OCCASIONAL_BLESS)) > 0) { if (get_ran(1,0,10) == 5) { update_stat = true; adven[i].status[STATUS_BLESS_CURSE] += item_level / 2; add_string_to_buf("An item blesses you!"); } } } timed_special_happened = special_increase_age(0);//don't delay the trigger of the special, if there's a special push_things(); if (party.age % 2 == 0) do_poison(); if (party.age % 3 == 0) handle_disease(); handle_acid(); if (update_stat == true) put_pc_screen(); } void do_monster_turn() { Boolean acted_yet, had_monst = false,printed_poison = false,printed_disease = false,printed_acid = false; Boolean redraw_not_yet_done = true; location targ_space,move_targ,l; short i,j,k,num_monst,target,r1,move_target; creature_data_type *cur_monst; Boolean pc_adj[6]; short abil_range[40] = {0,6,8,8,10, 10,10,8,6,8, 6,0,0,0,6, 0,0,0,0,4, 10,0,0,6,0, 0,0,0,0,0, 0,0,8,6,9, 0,0,0,0,0}; short abil_odds[40] = {0,5,7,6,6, 5,5,6,6,6, 6,0,0,0,4, 0,0,0,0,4, 8,0,0,7,0, 0,0,0,0,0, 0,0,7,5,6, 0,0,0,0,0}; monsters_going = true; // This affects how graphics are drawn. num_monst = T_M; if (overall_mode < MODE_COMBAT) which_combat_type = 1; for (i = 0; i < num_monst; i++) { // Give monsters ap's, check activity cur_monst = &c_town.monst.dudes[i]; // See if hostile monster notices party, during combat if ((cur_monst->active == 1) && (cur_monst->attitude % 2 == 1) && (overall_mode == MODE_COMBAT)) { r1 = get_ran(1,1,100); // Check if see PCs first r1 += (party.stuff_done[SDF_STEALTH] > 0) ? 45 : 0; r1 += can_see(cur_monst->m_loc,closest_pc_loc(cur_monst->m_loc),0) * 10; if (r1 < 50) cur_monst->active = 2; for (j = 0; j < T_M; j++) if (monst_near(j,cur_monst->m_loc,5,1) == true) { cur_monst->active = 2; } } if ((cur_monst->active == 1) && (cur_monst->attitude % 2 == 1)) { // Now it looks for PC-friendly monsters // dist check is for efficiency for (j = 0; j < T_M; j++) if ((c_town.monst.dudes[j].active > 0) && (c_town.monst.dudes[j].attitude % 2 != 1) && (dist(cur_monst->m_loc,c_town.monst.dudes[j].m_loc) <= 6) && (can_see(cur_monst->m_loc,c_town.monst.dudes[j].m_loc,0) < 5)) cur_monst->active = 2; } // See if friendly, fighting monster see hostile monster. If so, make mobile // dist check is for efficiency if ((cur_monst->active == 1) && (cur_monst->attitude == 2)) { for (j = 0; j < T_M; j++) if ((c_town.monst.dudes[j].active > 0) && (c_town.monst.dudes[j].attitude % 2 == 1) && (dist(cur_monst->m_loc,c_town.monst.dudes[j].m_loc) <= 6) && (can_see(cur_monst->m_loc,c_town.monst.dudes[j].m_loc,0) < 5)) { cur_monst->active = 2; cur_monst->mobile = true; } } // End of seeing if monsters see others cur_monst->m_d.ap = 0; if (cur_monst->active == 2) { // Begin action loop for angry, active monsters // First note that hostile monsters are around. if (cur_monst->attitude % 2 == 1) party.stuff_done[SDF_MONSTERS_ALERTNESS] = 30; // Give monster its action points cur_monst->m_d.ap = cur_monst->m_d.speed; if (is_town()) cur_monst->m_d.ap = max(1,cur_monst->m_d.ap / 3); if (party.age % 2 == 0) if (cur_monst->m_d.status[STATUS_HASTE_SLOW] < 0) cur_monst->m_d.ap = 0; if (cur_monst->m_d.ap > 0) { // adjust for webs (currently aslept/paralyzed monsters are cleaning webs as efficiently (i.e badly) as if awoken/free) cur_monst->m_d.ap = max(0,cur_monst->m_d.ap - cur_monst->m_d.status[STATUS_WEBS] / 2); if (cur_monst->m_d.ap == 0) cur_monst->m_d.status[STATUS_WEBS] = max(0,cur_monst->m_d.status[STATUS_WEBS] - 2); } if (cur_monst->m_d.status[STATUS_HASTE_SLOW] > 0) cur_monst->m_d.ap *= 2; } if ((cur_monst->m_d.status[STATUS_ASLEEP] > 0) || (cur_monst->m_d.status[STATUS_PARALYZED] > 0)) cur_monst->m_d.ap = 0; if (in_scen_debug == true) cur_monst->m_d.ap = 0; center_on_monst = false; // Now take care of summoned monsters if (cur_monst->active > 0) { if ((cur_monst->summoned % 100) == 1) { cur_monst->active = 0; cur_monst->m_d.ap = 0; monst_spell_note(cur_monst->number,17); } move_to_zero(cur_monst->summoned); } } for (i = 0; i < num_monst; i++) { // Begin main monster loop, do monster actions // If party dead, no point if (party_toast() == true) return; futzing = 0; // assume monster is fresh cur_monst = &c_town.monst.dudes[i]; for (j = 0; j < 6; j++) if ((adven[j].isAlive()) && (monst_adjacent(pc_pos[j],i) == true)) pc_adj[j] = true; else pc_adj[j] = false; while ((cur_monst->m_d.ap > 0) && (cur_monst->active > 0)) { // Spend each action point if (is_combat()) { // Pick target. If in town, target already picked // in do_monsters target = monst_pick_target(i); target = switch_target_to_adjacent(i,target); if (target < 6) targ_space = pc_pos[target]; else if (target != 6) targ_space = c_town.monst.dudes[target - 100].m_loc; monst_target[i] = target; } else { if (monst_target[i] < 6) targ_space = c_town.p_loc; else if (monst_target[i] != 6) targ_space = c_town.monst.dudes[monst_target[i] - 100].m_loc; } // sprintf((char *)create_line," %d targets %d.",i,target); // add_string_to_buf((char *) create_line); if ((monst_target[i] < 0) || ((monst_target[i] > 5) && (monst_target[i] < 100))) monst_target[i] = 6; target = monst_target[i]; // Now if in town and monster about to attack, do a redraw, so we see monster // in right place if ((target != 6) && (is_town() == true) && (redraw_not_yet_done == true) && (party_can_see_monst(i) == true)) { draw_terrain(0); redraw_not_yet_done = false; } // Draw w. monster in center, if can see if ((cur_monst->m_d.ap > 0) && (is_combat() == true) // First make sure it has a target and is close, if not, don't bother && (cur_monst->attitude > 0) && (cur_monst->m_d.picture_num > 0) && ((target != 6) || (cur_monst->attitude % 2 == 1)) && (party_can_see_monst(i) == true) ) { center_on_monst = true; center = cur_monst->m_loc; draw_terrain(0); pause((PSD[SDF_GAME_SPEED] == 3) ? 9 : PSD[SDF_GAME_SPEED]); } combat_posing_monster = current_working_monster = 100 + i; acted_yet = false; // Now the monster, if evil, looks at the situation and maybe picks a tactic. // This only happens when there is >1 a.p. left, and tends to involve // running to a nice position. current_monst_tactic = 0; if ((target != 6) && (cur_monst->m_d.ap > 1) && (futzing == 0)) { l = closest_pc_loc(cur_monst->m_loc); if (((cur_monst->m_d.mu > 0) || (cur_monst->m_d.cl > 0)) && (dist(cur_monst->m_loc,l) < 5) && (monst_adjacent(l,i) == false)) current_monst_tactic = 1; // this means flee if ( (((cur_monst->m_d.spec_skill > MONSTER_NO_SPECIAL_ABILITY) && (cur_monst->m_d.spec_skill < MONSTER_THROWS_ROCKS1)) || (cur_monst->m_d.spec_skill == MONSTER_GOOD_ARCHER)) && // Archer? (dist(cur_monst->m_loc,targ_space) < 6) && (monst_adjacent(targ_space,i) == false)) current_monst_tactic = 1; // this means flee } // flee if ((monst_target[i] < 6) && (((cur_monst->m_d.morale <= 0) && (cur_monst->m_d.spec_skill != MONSTER_MINDLESS) && (cur_monst->m_d.m_type != MONSTER_TYPE_UNDEAD)) || (current_monst_tactic == 1))) { if (cur_monst->m_d.morale < 0) cur_monst->m_d.morale++; if (cur_monst->m_d.health > 50) cur_monst->m_d.morale++; r1 = get_ran(1,1,6); if (r1 == 3) cur_monst->m_d.morale++; /*crash*/ if ((adven[monst_target[i]].isAlive()) && (cur_monst->mobile == true)) { acted_yet = flee_party (i,cur_monst->m_loc,targ_space); if (acted_yet == true) take_m_ap(1,cur_monst); } } if ((target != 6) && (cur_monst->attitude > 0) && (monst_can_see(i,targ_space) == true) && (can_see_monst(targ_space,i) == true)) { // Begin spec. attacks // Breathe (fire) if ( (cur_monst->m_d.breath > 0) && (get_ran(1,1,8) < 4) && (acted_yet == false)) { //print_nums(cur_monst->m_d.breath,cur_monst->m_d.breath_type,dist(cur_monst->m_loc,targ_space) ); if ((target != 6) && (dist(cur_monst->m_loc,targ_space) <= 8)) { acted_yet = monst_breathe(cur_monst,targ_space,cur_monst->m_d.breath_type); had_monst = true; acted_yet = true; take_m_ap(4,cur_monst); } } // Mage spell if ((cur_monst->m_d.mu > 0) && (get_ran(1,1,10) < ((cur_monst->m_d.cl > 0) ? 6 : 9) ) && (acted_yet == false)) { if (((monst_adjacent(targ_space,i) == false) || (get_ran(1,0,2) < 2) /*|| (cur_monst->number >= 160)*/ || (cur_monst->m_d.level > 9)) && (dist(cur_monst->m_loc,targ_space) <= 10)) { acted_yet = monst_cast_mage(cur_monst,target); had_monst = true; acted_yet = true; take_m_ap(5,cur_monst); } } // Priest spell if ((cur_monst->m_d.cl > 0) && (get_ran(1,1,8) < 7) && (acted_yet == false)) { if (((monst_adjacent(targ_space,i) == false) || (get_ran(1,0,2) < 2) || (cur_monst->m_d.level > 9)) && (dist(cur_monst->m_loc,targ_space) <= 10)) { acted_yet = monst_cast_priest(cur_monst,target); had_monst = true; acted_yet = true; take_m_ap(4,cur_monst); } } // Missile if ((abil_range[cur_monst->m_d.spec_skill] > 0) // breathing gas short range && (get_ran(1,1,8) < abil_odds[cur_monst->m_d.spec_skill]) && (acted_yet == false)) { // Don't fire when adjacent, unless non-gaze magical attack if (((monst_adjacent(targ_space,i) == false) || ((cur_monst->m_d.spec_skill > MONSTER_THROWS_RAZORDISKS) && (cur_monst->m_d.spec_skill != MONSTER_GOOD_ARCHER) && (cur_monst->m_d.spec_skill != MONSTER_ACID_SPIT))) // missile range && (dist(cur_monst->m_loc,targ_space) <= abil_range[cur_monst->m_d.spec_skill])) { print_monst_name(cur_monst->number); monst_fire_missile(i,cur_monst->m_d.status[STATUS_BLESS_CURSE], cur_monst->m_d.spec_skill,cur_monst->m_loc,target); // Vapors don't count as action if ((cur_monst->m_d.spec_skill == MONSTER_THROWS_DARTS) || (cur_monst->m_d.spec_skill == MONSTER_THROWS_RAZORDISKS) || (cur_monst->m_d.spec_skill == MONSTER_GOOD_ARCHER)) take_m_ap(2,cur_monst); else if (cur_monst->m_d.spec_skill == MONSTER_HEAT_RAY) take_m_ap(1,cur_monst); else take_m_ap(3,cur_monst); had_monst = true; acted_yet = true; } } } // Special attacks // Attack pc if ((monst_target[i] < 6) && (adven[monst_target[i]].isAlive()) && (monst_adjacent(targ_space,i) == true) && (cur_monst->attitude % 2 == 1) && (acted_yet == false)) { monster_attack_pc(i,monst_target[i]); take_m_ap(4,cur_monst); acted_yet = true; had_monst = true; } // Attack monst if ((monst_target[i] >= 100) && (c_town.monst.dudes[monst_target[i] - 100].active > 0) && (monst_adjacent(targ_space,i) == true) && (cur_monst->attitude > 0) && (acted_yet == false)) { monster_attack_monster(i,monst_target[i] - 100); take_m_ap(4,cur_monst); acted_yet = true; had_monst = true; } if (acted_yet == true) { print_buf(); if (j == 0) pause(8); FlushEvents(2); } if (overall_mode == MODE_COMBAT) { if ((acted_yet == false) && (cur_monst->mobile == true)) { // move monst move_target = (monst_target[i] != 6) ? monst_target[i] : closest_pc(cur_monst->m_loc); if (monst_hate_spot(i,&move_targ) == true) // First, maybe move out of dangerous space seek_party (i,cur_monst->m_loc,move_targ); else { // spot is OK, so go nuts if ((cur_monst->attitude % 2 == 1) && (move_target < 6)) // Monsters seeking party do so if (adven[move_target].isAlive()) { seek_party (i,cur_monst->m_loc,pc_pos[move_target]); for (k = 0; k < 6; k++) if ((pc_parry[k] > 99) && (monst_adjacent(pc_pos[k],i) == true) && (cur_monst->active > 0)) { pc_parry[k] = 0; pc_attack(k,i); } } if (move_target >= 100) // Monsters seeking monsters do so if (c_town.monst.dudes[move_target - 100].active > 0) { seek_party (i,cur_monst->m_loc,c_town.monst.dudes[move_target - 100].m_loc); for (k = 0; k < 6; k++) if ((pc_parry[k] > 99) && (monst_adjacent(pc_pos[k],i) == true) && (cur_monst->active > 0) && (cur_monst->attitude % 2 == 1)) { pc_parry[k] = 0; pc_attack(k,i); } } if (cur_monst->attitude == 0) { acted_yet = rand_move (i); futzing++; } } take_m_ap(1,cur_monst); } if ((acted_yet == false) && (cur_monst->mobile == false)) { // drain action points take_m_ap(1,cur_monst); futzing++; } } else if (acted_yet == false) { take_m_ap(1,cur_monst); futzing++; } // pcs attack any fleeing monsters if ((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) for (k = 0; k < 6; k++) if ((adven[k].isAlive()) && (monst_adjacent(pc_pos[k],i) == false) && (pc_adj[k] == true) && (cur_monst->attitude % 2 == 1) && (cur_monst->active > 0) && (adven[k].status[STATUS_INVISIBLE] == 0)) { combat_posing_monster = current_working_monster = k; pc_attack(k,i); combat_posing_monster = current_working_monster = 100 + i; pc_adj[k] = false; } // Place fields for monsters that create them. Only done when monst sees foe if ((target != 6) && (can_see(cur_monst->m_loc,targ_space,0) < 5)) { //// if ((cur_monst->m_d.radiate_1 == MONSTER_RADIATE_FIRE_FIELDS) && (get_ran(1,1,100) <= cur_monst->m_d.radiate_2)) place_spell_pattern(square,cur_monst->m_loc,5,false,7); if ((cur_monst->m_d.radiate_1 == MONSTER_RADIATE_ICE_FIELDS) && (get_ran(1,1,100) <= cur_monst->m_d.radiate_2)) place_spell_pattern(square,cur_monst->m_loc,8,false,7); if ((cur_monst->m_d.radiate_1 == MONSTER_RADIATE_SHOCK_FIELDS) && (get_ran(1,1,100) <= cur_monst->m_d.radiate_2)) place_spell_pattern(square,cur_monst->m_loc,4,false,7); if ((cur_monst->m_d.radiate_1 == MONSTER_RADIATE_ANTIMAGIC_FIELDS) && (get_ran(1,1,100) <= cur_monst->m_d.radiate_2)) place_spell_pattern(square,cur_monst->m_loc,6,false,7); if ((cur_monst->m_d.radiate_1 == MONSTER_RADIATE_SLEEP_FIELDS) && (get_ran(1,1,100) <= cur_monst->m_d.radiate_2)) place_spell_pattern(square,cur_monst->m_loc,12,false,7); if ((cur_monst->m_d.radiate_1 == MONSTER_RADIATE_STINKING_CLOUDS) && (get_ran(1,1,100) <= cur_monst->m_d.radiate_2)) place_spell_pattern(square,cur_monst->m_loc,7,false,7); if ((cur_monst->m_d.radiate_1 == MONSTER_SUMMON1) && (get_ran(1,0,99) < 5)){ if (summon_monster(cur_monst->m_d.radiate_2, cur_monst->m_loc,130,cur_monst->attitude) == true) {monst_spell_note(cur_monst->number,33); play_sound(61);} } if ((cur_monst->m_d.radiate_1 == MONSTER_SUMMON2) && (get_ran(1,0,99) < 20)){ if (summon_monster(cur_monst->m_d.radiate_2, cur_monst->m_loc,130,cur_monst->attitude) == true) {monst_spell_note(cur_monst->number,33); play_sound(61);} } if ((cur_monst->m_d.radiate_1 == MONSTER_SUMMON3) && (get_ran(1,0,99) < 50)){ if (summon_monster(cur_monst->m_d.radiate_2, cur_monst->m_loc,130,cur_monst->attitude) == true) {monst_spell_note(cur_monst->number,33); play_sound(61);} } } combat_posing_monster = current_working_monster = -1; // Redraw monster after it goes if ((cur_monst->attitude > 0) && (cur_monst->active > 0) && (cur_monst->m_d.ap == 0) && (is_combat()) && (cur_monst->m_d.picture_num > 0) && (party_can_see_monst(i) == true)) { center = cur_monst->m_loc; draw_terrain(0); } // If monster dead, take away actions if (cur_monst->active == 0) cur_monst->m_d.ap = 0; //if ((futzing == 1) && (get_ran(1,0,1) == 0)) // If monster's just pissing around, give up // cur_monst->m_d.ap = 0; if (futzing > 1) // If monster's just pissing around, give up cur_monst->m_d.ap = 0; } // End of monster action loop } for (i = 0; i < num_monst; i++) { // Begin monster time stuff loop // If party dead, no point if (party_toast() == true) return; cur_monst = &c_town.monst.dudes[i]; if ((cur_monst->active < 0) || (cur_monst->active > 2)) cur_monst->active = 0; // clean up if (cur_monst->active != 0) { // Take care of monster effects if (cur_monst->m_d.status[STATUS_ACID] > 0) { // Acid if (printed_acid == false) { add_string_to_buf("Acid: "); printed_acid = true; } r1 = get_ran(cur_monst->m_d.status[STATUS_ACID],1,6); damage_monst(i, 6,r1, 0, 3); cur_monst->m_d.status[STATUS_ACID]--; } if (cur_monst->m_d.status[STATUS_ASLEEP] == 1) monst_spell_note(cur_monst->number,29); move_to_zero(cur_monst->m_d.status[STATUS_ASLEEP]); move_to_zero(cur_monst->m_d.status[STATUS_PARALYZED]); if (party.age % 2 == 0) { move_to_zero(cur_monst->m_d.status[STATUS_BLESS_CURSE]); move_to_zero(cur_monst->m_d.status[STATUS_HASTE_SLOW]); move_to_zero(cur_monst->m_d.status[STATUS_WEBS]); if (cur_monst->m_d.status[STATUS_POISON] > 0) { // Poison if (printed_poison == false) { add_string_to_buf("Poisoned monsters: "); printed_poison = true; } r1 = get_ran(cur_monst->m_d.status[STATUS_POISON],1,6); damage_monst(i, 6, r1, 0, 2); cur_monst->m_d.status[STATUS_POISON]--; } if (cur_monst->m_d.status[STATUS_DISEASE] > 0) { // Disease if (printed_disease == false) { add_string_to_buf("Diseased monsters: "); printed_disease = true; } k = get_ran(1,1,5); switch (k) { case 1: case 2: cur_monst->poison(2);break; case 3: cur_monst->slow(2); break; case 4: cur_monst->curse(2); break; case 5: cur_monst->scare(10); break; } if (get_ran(1,1,6) < 4) cur_monst->m_d.status[STATUS_DISEASE]--; } } if (party.age % 4 == 0) { if (cur_monst->m_d.mp < cur_monst->m_d.max_mp) cur_monst->m_d.mp += 2; move_to_zero(cur_monst->m_d.status[STATUS_DUMB]); } } // end take care of monsters } // If in town, need to restore center if (overall_mode < MODE_COMBAT) center = c_town.p_loc; if (had_monst == true) put_pc_screen(); for (i = 0; i < 6; i++) pc_parry[i] = 0; monsters_going = false; } void monster_attack_pc(short who_att,short target) { creature_data_type *attacker; short r1,r2,i,dam_type = 0,store_hp,sound_type = 0; attacker = &c_town.monst.dudes[who_att]; // A peaceful monster won't attack if (attacker->attitude % 2 != 1) return; // Draw attacker frames if ((is_combat()) && ((center_on_monst == true) || (monsters_going == false))) { if (attacker->m_d.spec_skill != MONSTER_INVISIBLE) frame_space(attacker->m_loc,0,attacker->m_d.x_width,attacker->m_d.y_width); frame_space(pc_pos[target],1,1,1); } if ((attacker->m_d.a[0] != 0) || (attacker->m_d.a[2] != 0)) print_monst_attacks(attacker->number,target); // Check sanctuary if (adven[target].status[STATUS_INVISIBLE] > 0) { r1 = get_ran(1,0,100); if (r1 > hit_chance[attacker->m_d.level / 2]) { add_string_to_buf(" Can't find target! "); } return; } for (i = 0; i < 3; i++) { if ((attacker->m_d.a[i] > 0) && (adven[target].isAlive())) { // Attack roll r1 = get_ran(1,0,100) - 5 * min(8,attacker->m_d.status[STATUS_BLESS_CURSE]) + 5 * adven[target].status[STATUS_BLESS_CURSE] + 5 * adven[target].statAdj(SKILL_DEXTERITY) - 15; r1 += 5 * (attacker->m_d.status[STATUS_WEBS] / 3); if (pc_parry[target] < 100) r1 += 5 * pc_parry[target]; // Damage roll r2 = get_ran(attacker->m_d.a[i] / 100 + 1,1,attacker->m_d.a[i] % 100) + min(8,attacker->m_d.status[STATUS_BLESS_CURSE]) - adven[target].status[STATUS_BLESS_CURSE] + 1; if (difficulty_adjust() > 2) r2 = r2 * 2; if (difficulty_adjust() == 2) r2 = (r2 * 3) / 2; if ((adven[target].status[STATUS_ASLEEP] > 0) || (adven[target].status[STATUS_PARALYZED] > 0)) { r1 -= 80; r2 = r2 * 2; } draw_terrain(2); // Check if hit, and do effects if (r1 <= hit_chance[(attacker->m_d.skill + 4) / 2]) { if (attacker->m_d.m_type == MONSTER_TYPE_DEMON) dam_type = DAMAGE_DEMON; if (attacker->m_d.m_type == MONSTER_TYPE_UNDEAD) dam_type = DAMAGE_UNDEAD; store_hp = adven[target].cur_health; sound_type = get_monst_sound(attacker,i); if ((adven[target].damage(r2,sound_type * 100 + 30 + dam_type, attacker->m_d.m_type) == true) && (store_hp - adven[target].cur_health > 0)) { damaged_message(store_hp - adven[target].cur_health, (i > 0) ? attacker->m_d.a23_type : attacker->m_d.a1_type); if (adven[target].status[STATUS_MARTYRS_SHIELD] > 0) { add_string_to_buf(" Shares damage! "); damage_monst(who_att, 6, store_hp - adven[target].cur_health, 0, 3); } if ((attacker->m_d.poison > 0) && (i == 0)) { adven[target].poison(attacker->m_d.poison); } // Gremlin if ((attacker->m_d.spec_skill == MONSTER_STEALS_FOOD) && (get_ran(1,0,2) < 2)) { add_string_to_buf(" Steals food! "); print_buf(); play_sound(26); party.food = (long) max(0, (short) (party.food) - get_ran(1,0,10) - 10); put_pc_screen(); } // Disease if ((attacker->m_d.spec_skill == MONSTER_DISEASE_TOUCH) && (get_ran(1,0,2) < 2)) { add_string_to_buf(" Causes disease! "); print_buf(); adven[target].disease((attacker->m_d.spec_skill == 25) ? 6 : 2); } // Undead xp drain if (((attacker->m_d.spec_skill == MONSTER_XP_DRAINING_TOUCH) || (attacker->m_d.spec_skill == MONSTER_ICY_AND_DRAINING_TOUCH)) && (adven[target].hasAbilEquip(ITEM_LIFE_SAVING) == 24)) { add_string_to_buf(" Drains life! "); adven[target].drainXP((attacker->m_d.level * 3) / 2); put_pc_screen(); } // Undead slow if ((attacker->m_d.spec_skill == MONSTER_SLOWING_TOUCH) && (get_ran(1,0,8) < 6) && (adven[target].hasAbilEquip(ITEM_LIFE_SAVING) == 24)) { add_string_to_buf(" Stuns! "); adven[target].slow(2); put_pc_screen(); } // Dumbfound target if (attacker->m_d.spec_skill == MONSTER_DUMBFOUNDING_TOUCH) { add_string_to_buf(" Dumbfounds! "); adven[target].dumbfound(2); put_pc_screen(); } // Web target if (attacker->m_d.spec_skill == MONSTER_WEB_TOUCH) { add_string_to_buf(" Webs! "); adven[target].web(5); put_pc_screen(); } // Sleep target if (attacker->m_d.spec_skill == MONSTER_SLEEP_TOUCH) { add_string_to_buf(" Sleeps! "); adven[target].sleep(6,11,-15); put_pc_screen(); } // Paralyze target if (attacker->m_d.spec_skill == MONSTER_PARALYSIS_TOUCH) { add_string_to_buf(" Paralysis touch! "); adven[target].sleep(500,12,-5); put_pc_screen(); } // Acid touch if (attacker->m_d.spec_skill == MONSTER_ACID_TOUCH) { add_string_to_buf(" Acid touch! "); adven[target].acid((attacker->m_d.level > 20) ? 4 : 2); } // Freezing touch if (((attacker->m_d.spec_skill == MONSTER_ICY_TOUCH) || (attacker->m_d.spec_skill == MONSTER_ICY_AND_DRAINING_TOUCH)) && (get_ran(1,0,8) < 6) && (adven[target].hasAbilEquip(ITEM_LIFE_SAVING) == 24)) { add_string_to_buf(" Freezing touch!"); r1 = get_ran(3,1,10); adven[target].damage(r1, DAMAGE_COLD, -1); } // Killing touch if (attacker->m_d.spec_skill == MONSTER_DEATH_TOUCH) { add_string_to_buf(" Killing touch!"); r1 = get_ran(20,1,10); adven[target].damage(r1,DAMAGE_UNBLOCKABLE,-1); } // Petrification touch if ((attacker->m_d.spec_skill == MONSTER_PETRIFYING_TOUCH) && (get_ran(1,0,8) < 3)) { add_string_to_buf(" Petrifying touch!"); print_buf(); adven[target].kill(4); } } } else { sprintf (create_line, " Misses."); add_string_to_buf(create_line); play_sound(2); } combat_posing_monster = -1; draw_terrain(2); combat_posing_monster = 100 + who_att; } if (adven[target].isAlive() == false) i = 3; } } void monster_attack_monster(short who_att,short attackee) { creature_data_type *attacker,*target; short r1,r2,i,dam_type = 0,store_hp,sound_type = 0; attacker = &c_town.monst.dudes[who_att]; target = &c_town.monst.dudes[attackee]; // Draw attacker frames if ((is_combat()) && ((center_on_monst == true) || (monsters_going == false))) { if (attacker->m_d.spec_skill != MONSTER_INVISIBLE) frame_space(attacker->m_loc,0,attacker->m_d.x_width,attacker->m_d.y_width); frame_space(target->m_loc,1,1,1); } if ((attacker->m_d.a[1] != 0) || (attacker->m_d.a[0] != 0)) print_monst_attacks(attacker->number,100 + attackee); for (i = 0; i < 3; i++) { if ((attacker->m_d.a[i] > 0) && (target->active != 0)) { // sprintf ((char *) create_line, " Attacks %s.",(char *) adven[target].name); // add_string_to_buf((char *) create_line); // if friendly to party, make able to attack if (target->attitude == 0) target->attitude = 2; // Attack roll r1 = get_ran(1,0,100) - 5 * min(10,attacker->m_d.status[STATUS_BLESS_CURSE]) + 5 * target->m_d.status[STATUS_BLESS_CURSE] - 15; r1 += 5 * (attacker->m_d.status[STATUS_WEBS] / 3); // Damage roll r2 = get_ran(attacker->m_d.a[i] / 100 + 1,1,attacker->m_d.a[i] % 100) + min(10,attacker->m_d.status[STATUS_BLESS_CURSE]) - target->m_d.status[STATUS_BLESS_CURSE] + 2; if ((target->m_d.status[STATUS_ASLEEP] > 0) || (target->m_d.status[STATUS_PARALYZED] > 0)) { r1 -= 80; r2 = r2 * 2; } draw_terrain(2); // Check if hit, and do effects if (r1 <= hit_chance[(attacker->m_d.skill + 4) / 2]) { if (attacker->m_d.m_type == MONSTER_TYPE_DEMON) dam_type = DAMAGE_DEMON; if (attacker->m_d.m_type == MONSTER_TYPE_UNDEAD) dam_type = DAMAGE_UNDEAD; store_hp = target->m_d.health; sound_type = get_monst_sound(attacker,i); if (damage_monst(attackee,7,r2,0,sound_type * 100 + 10 + dam_type) == true) { damaged_message(store_hp - target->m_d.health, (i > 0) ? attacker->m_d.a23_type : attacker->m_d.a1_type); if ((attacker->m_d.poison > 0) && (i == 0)) { target->poison(attacker->m_d.poison); } // Undead slow if ((attacker->m_d.spec_skill == MONSTER_SLOWING_TOUCH) && (get_ran(1,0,8) < 6)) { add_string_to_buf(" Stuns! "); target->slow(2); } // Web target if (attacker->m_d.spec_skill == MONSTER_WEB_TOUCH) { add_string_to_buf(" Webs! "); target->web(4); } // Sleep target if (attacker->m_d.spec_skill == MONSTER_SLEEP_TOUCH) { add_string_to_buf(" Sleeps! "); target->charm(-15,11,6); } // Dumbfound target if (attacker->m_d.spec_skill == MONSTER_DUMBFOUNDING_TOUCH) { add_string_to_buf(" Dumbfounds! "); target->dumbfound(2); } // Paralyze target if (attacker->m_d.spec_skill == MONSTER_PARALYSIS_TOUCH) { add_string_to_buf(" Paralysis touch! "); target->charm(-5,12,500); } // Acid touch if (attacker->m_d.spec_skill == MONSTER_ACID_TOUCH) { add_string_to_buf(" Acid touch! "); target->acid(3); } // Freezing touch if (((attacker->m_d.spec_skill == MONSTER_ICY_TOUCH) || (attacker->m_d.spec_skill == MONSTER_ICY_AND_DRAINING_TOUCH)) && (get_ran(1,0,8) < 6)) { add_string_to_buf(" Freezing touch!"); r1 = get_ran(3,1,10); damage_monst(attackee,7,r1,0,5); } // Death touch if ((attacker->m_d.spec_skill == MONSTER_DEATH_TOUCH) && (get_ran(1,0,8) < 6)) { add_string_to_buf(" Killing touch!"); r1 = get_ran(20,1,10); damage_monst(attackee,7,r1,0,4); } } } else { sprintf (create_line, " Misses."); add_string_to_buf(create_line); play_sound(2); } combat_posing_monster = -1; draw_terrain(2); combat_posing_monster = 100 + who_att; } if (target->active == 0) i = 3; } } //level = spec_skill void monst_fire_missile(short m_num,short bless,short level,location source,short target) //short target; // 100 + - monster is target { creature_data_type *m_target; short r1,r2,dam[40] = {0,1,2,3,4, 6,8,7,0,0, 0,0,0,0,0, 0,0,0,0,0, 8,0,0,0,0, 0,0,0,0,0, 0,0,0,0,6, 0,0,0,0,0},i,j; location targ_space; if (target == INVALID_PC) return; if (target >= 100) { targ_space = c_town.monst.dudes[target - 100].m_loc; if (c_town.monst.dudes[target - 100].active == 0) return; } else { targ_space = (is_combat()) ? pc_pos[target] : c_town.p_loc; if (adven[target].isAlive() == false) return; } if (target >= 100) m_target = &c_town.monst.dudes[target - 100]; if (((overall_mode >= MODE_COMBAT) && (overall_mode <= MODE_TALKING)) && (center_on_monst == true)) { frame_space(source,0,c_town.monst.dudes[m_num].m_d.x_width,c_town.monst.dudes[m_num].m_d.y_width); if (target >= 100) frame_space(targ_space,1,m_target->m_d.x_width,m_target->m_d.y_width); else frame_space(targ_space,1,1,1); } draw_terrain(2); if (level == MONSTER_BREATHES_SLEEP_CLOUDS) { // sleep cloud ASB("Creature breathes."); run_a_missile(source,targ_space,0,0,44, 0,0,100); place_spell_pattern(radius2,targ_space,12,false,7); } else if (level == MONSTER_BREATHES_STINKING_CLOUDS) { // vapors if (target < 100) { // on PC sprintf (create_line, " Breathes on %s. ", adven[target].name); add_string_to_buf(create_line); } else { // on monst add_string_to_buf(" Breathes vapors."); } run_a_missile(source,targ_space,12,0,44, 0,0,100); scloud_space(targ_space.x,targ_space.y); } else if (level == MONSTER_SHOOTS_WEB) { // webs if (target < 100) { // on PC sprintf (create_line, " Throws web at %s. ", adven[target].name); add_string_to_buf(create_line); } else { // on monst add_string_to_buf(" Throws web."); } run_a_missile(source,targ_space,8,0,14, 0,0,100); web_space(targ_space.x,targ_space.y); } else if (level == MONSTER_PARALYSIS_RAY) { // paral play_sound(51); if (target < 100) { // on PC sprintf (create_line, " Fires ray at %s. ", adven[target].name); add_string_to_buf(create_line); adven[target].sleep(100,12,0); } else { // on monst add_string_to_buf(" Shoots a ray."); m_target->charm(0,12,100); } } else if (level == MONSTER_PETRIFICATION_RAY) { // petrify run_a_missile(source,targ_space,14,0,43,0,0,100); if (target < 100) { // on PC sprintf (create_line, " Gazes at %s. ", adven[target].name); add_string_to_buf(create_line); r1 = get_ran(1,0,20) + adven[target].level / 4 + adven[target].status[STATUS_BLESS_CURSE]; if (r1 > 14) { sprintf (create_line, " %s resists. ", adven[target].name); add_string_to_buf(create_line); } else { adven[target].kill(4); } } else { monst_spell_note(m_target->number,9); r1 = get_ran(1,0,20) + m_target->m_d.level / 4 + m_target->m_d.status[STATUS_BLESS_CURSE]; if ((r1 > 14) || (m_target->m_d.immunities & 2))//check for magic immunity monst_spell_note(m_target->number,10); else { monst_spell_note(m_target->number,8); kill_monst(m_target,7); } } } else if (level == MONSTER_SP_DRAIN_RAY) { // Drain sp if (target < 100) { // pc // modify target is target has no sp if (adven[target].cur_sp < 4) { for (i = 0; i < 8; i++) { j = get_ran(1,0,5); if ((adven[j].isAlive()) && (adven[j].cur_sp > 4) && (can_see(source,pc_pos[j],0) < 5) && (dist(source,pc_pos[j]) <= 8)) { target = j; i = 8; targ_space = pc_pos[target]; } } } run_a_missile(source,targ_space,8,0,43,0,0,100); sprintf (create_line, " Drains %s. ", adven[target].name); add_string_to_buf(create_line); adven[target].cur_sp = adven[target].cur_sp / 2; } else { // on monst run_a_missile(source,targ_space,8,0,43,0,0,100); monst_spell_note(m_target->number,11); if (m_target->m_d.mp >= 4) m_target->m_d.mp = m_target->m_d.mp / 2; else m_target->m_d.skill = 1; } } else if (level == MONSTER_HEAT_RAY) { // heat ray run_a_missile(source,targ_space,13,0,51,0,0,100); r1 = get_ran(7,1,6); start_missile_anim(); if (target < 100) { // pc sprintf (create_line, " Hits %s with heat ray.", adven[target].name); add_string_to_buf(create_line); adven[target].damage(r1,DAMAGE_FIRE,-1); } else { // on monst add_string_to_buf(" Fires heat ray."); damage_monst(target - 100,7,r1,0,1); } do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); } else if (level == MONSTER_ACID_SPIT) { // acid spit run_a_missile(source,targ_space,0,1,64,0,0,100); if (target < 100) { // pc sprintf (create_line, " Spits acid on %s.", adven[target].name); add_string_to_buf(create_line); adven[target].acid(6); } else { // on monst add_string_to_buf(" Spits acid."); m_target->acid(6); } } else if (target < 100) { // missile on PC switch (level) { case MONSTER_THROWS_DARTS: case MONSTER_SHOOTS_ARROWS: case MONSTER_GOOD_ARCHER: run_a_missile(source,targ_space,3,1,12,0,0,100); sprintf (create_line, " Shoots at %s.", adven[target].name); break; case MONSTER_THROWS_SPEARS: run_a_missile(source,targ_space,5,1,14,0,0,100); sprintf (create_line, " Throws spear at %s.", adven[target].name); break; case MONSTER_THROWS_RAZORDISKS: run_a_missile(source,targ_space,7,1,14,0,0,100); sprintf (create_line, " Throws razordisk at %s.", adven[target].name); break; case MONSTER_SHOOTS_SPINES: run_a_missile(source,targ_space,5,1,14,0,0,100); sprintf (create_line, " Fires spines at %s.", adven[target].name); break; default://rock throwing run_a_missile(source,targ_space,12,1,14,0,0,100); sprintf (create_line, " Throws rock at %s.", adven[target].name); break; } add_string_to_buf(create_line); // Check sanctuary if (adven[target].status[STATUS_INVISIBLE] > 0) { r1 = get_ran(1,0,100); if (r1 > hit_chance[level]) { add_string_to_buf(" Can't find target! "); } return; } r1 = get_ran(1,0,100) - 5 * min(10,bless) + 5 * adven[target].status[STATUS_BLESS_CURSE] - 5 * (can_see(source, pc_pos[target],0)); if (pc_parry[target] < 100) r1 += 5 * pc_parry[target]; r2 = get_ran(dam[level],1,7) + min(10,bless); if (r1 <= hit_chance[dam[level] * 2]) { if (adven[target].damage(r2,1300,-1) == true) { } } else { sprintf (create_line, " Misses %s.", adven[target].name); add_string_to_buf(create_line); } } else { // missile on monst switch (level) { case MONSTER_THROWS_DARTS: case MONSTER_SHOOTS_ARROWS: case MONSTER_GOOD_ARCHER: run_a_missile(source,targ_space,3,1,12,0,0,100); monst_spell_note(m_target->number,12); break; case MONSTER_THROWS_SPEARS: run_a_missile(source,targ_space,5,1,14,0,0,100); monst_spell_note(m_target->number,13); break; case MONSTER_THROWS_RAZORDISKS: run_a_missile(source,targ_space,7,1,14,0,0,100); monst_spell_note(m_target->number,15); break; case MONSTER_SHOOTS_SPINES: run_a_missile(source,targ_space,5,1,14,0,0,100); monst_spell_note(m_target->number,32); break; default://rock throwing run_a_missile(source,targ_space,12,1,14,0,0,100); monst_spell_note(m_target->number,14); break; } r1 = get_ran(1,0,100) - 5 * min(10,bless) + 5 * m_target->m_d.status[STATUS_BLESS_CURSE] - 5 * (can_see(source, m_target->m_loc,0)); r2 = get_ran(dam[level],1,7) + min(10,bless); if (r1 <= hit_chance[dam[level] * 2]) { // monst_spell_note(m_target->number,16); //print "Hits X" damage_monst(target - 100,7,r2,0,1300); } else { monst_spell_note(m_target->number,18); } } } Boolean monst_breathe(creature_data_type *caster,location targ_space,short dam_type) //dam_type; // 0 - fire, 1 - cold, 2 - magic, 3 - darkness (= unblockable type) { short level,type[4] = {1,5,3,4},missile_t[4] = {13,6,8,8}; location l; draw_terrain(2); if ((is_combat()) && (center_on_monst == true)) { frame_space(caster->m_loc,0,caster->m_d.x_width,caster->m_d.y_width); } l = caster->m_loc; if ((caster->m_d.direction < 4) && (caster->m_d.x_width > 1)) l.x++; dam_type = caster->m_d.breath_type; run_a_missile(l,targ_space,missile_t[dam_type],0,44,0,0,100); level = caster->m_d.breath; monst_breathe_note(caster->number); level = get_ran(caster->m_d.breath,1,8); if (overall_mode < MODE_COMBAT) level = level / 3; start_missile_anim(); hit_space(targ_space,level,type[dam_type],1,1); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); return true; } Boolean monst_cast_mage(creature_data_type *caster,short targ) { short j,spell,i,level,target_levels,friend_levels_near,x; unsigned short r1; Boolean acted = false; location target,vict_loc,ashes_loc,l; creature_data_type *affected; long dummy; /*short caster_array[7][18] = {{1,1,1,2,2, 2,1,3,4,4, 1,1,1,2,2, 2,3,4}, {5,5,5,6,7, 8,9,10,11,11, 2,2,2,5,7, 10,10,5}, {5,5,2,9,11, 12,12,12,14,13, 13,12,12,2,2, 2,2,2}, {15,15,16,17,17, 5,12,12,13,13, 17,17,16,17,16, 2,2,2}, {15,18,19,19,20, 20,21,21,16,17, 18,18,18,18,19, 19,19,20}, {23,23,22,22,21, 21,20,24,19,18, 18,18,18,18,18, 23,23,19}, {23,23,24,25,26, 27,19,22,19,18, 18,18,18,18,26, 24,24,23}}; short emer_spells[7][4] = {{2,0,0,5},//emergency spells {2,10,11,7}, {2,13,12,13}, {2,13,12,13}, {18,20,19,18}, {18,24,19,24}, {18,26,19,27}};*/ short caster_array[7][18] = {//mage level 1 (spark, minor haste, strength, flame cloud) {SPELL_MONST_MAGE_SPARK ,SPELL_MONST_MAGE_SPARK ,SPELL_MONST_MAGE_SPARK ,SPELL_MONST_MAGE_MINOR_HASTE, SPELL_MONST_MAGE_MINOR_HASTE, SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_SPARK , SPELL_MONST_MAGE_STRENGH,SPELL_MONST_MAGE_FLAME_CLOUD,SPELL_MONST_MAGE_FLAME_CLOUD, SPELL_MONST_MAGE_SPARK ,SPELL_MONST_MAGE_SPARK ,SPELL_MONST_MAGE_SPARK ,SPELL_MONST_MAGE_MINOR_HASTE, SPELL_MONST_MAGE_MINOR_HASTE, SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_STRENGH,SPELL_MONST_MAGE_FLAME_CLOUD}, //mage level 2 (flame, minor poison, slow, dumbfound, stinking cloud, summon beast, conflagration, minor haste) {SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_MINOR_POISON,SPELL_MONST_MAGE_SLOW, SPELL_MONST_MAGE_DUMBFOUND,SPELL_MONST_MAGE_STINKING_CLOUD,SPELL_MONST_MAGE_SUMMON_BEAST,SPELL_MONST_MAGE_CONFLAGRATION, SPELL_MONST_MAGE_CONFLAGRATION, SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE, SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_SLOW, SPELL_MONST_MAGE_SUMMON_BEAST,SPELL_MONST_MAGE_SUMMON_BEAST,SPELL_MONST_MAGE_FLAME}, //mage level 3 (flame, minor haste, stinking cloud, conflagration, fireball, web, weak summoning) {SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_STINKING_CLOUD, SPELL_MONST_MAGE_CONFLAGRATION, SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_FIREBALL, SPELL_MONST_MAGE_WEB,SPELL_MONST_MAGE_WEAK_SUMMONING, SPELL_MONST_MAGE_WEAK_SUMMONING,SPELL_MONST_MAGE_FIREBALL, SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE, SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE}, //mage level 4 (poison, ice bolt, slow group, flame, fireball, weak summoning, minor haste) {SPELL_MONST_MAGE_POISON,SPELL_MONST_MAGE_POISON,SPELL_MONST_MAGE_ICE_BOLT,SPELL_MONST_MAGE_SLOW_GROUP,SPELL_MONST_MAGE_SLOW_GROUP, SPELL_MONST_MAGE_FLAME,SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_WEAK_SUMMONING, SPELL_MONST_MAGE_WEAK_SUMMONING, SPELL_MONST_MAGE_SLOW_GROUP,SPELL_MONST_MAGE_SLOW_GROUP,SPELL_MONST_MAGE_ICE_BOLT, SPELL_MONST_MAGE_SLOW_GROUP,SPELL_MONST_MAGE_ICE_BOLT, SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_MINOR_HASTE}, //mage level 5 (poison, major haste, firestorm, summoning, shockstorm, ice bolt, slow group) {SPELL_MONST_MAGE_POISON,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_FIRESTORM, SPELL_MONST_MAGE_SUMMONING, SPELL_MONST_MAGE_SUMMONING,SPELL_MONST_MAGE_SHOCKSTORM,SPELL_MONST_MAGE_SHOCKSTORM,SPELL_MONST_MAGE_ICE_BOLT, SPELL_MONST_MAGE_SLOW_GROUP, SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE, SPELL_MONST_MAGE_FIRESTORM, SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_SUMMONING}, //mage level 6 (kill, major poison, shockstorm, summoning, daemon, firestorm, major haste) {SPELL_MONST_MAGE_KILL,SPELL_MONST_MAGE_KILL,SPELL_MONST_MAGE_MAJOR_POISON,SPELL_MONST_MAGE_MAJOR_POISON,SPELL_MONST_MAGE_SHOCKSTORM, SPELL_MONST_MAGE_SHOCKSTORM,SPELL_MONST_MAGE_SUMMONING,SPELL_MONST_MAGE_DAEMON,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_MAJOR_HASTE, SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE, SPELL_MONST_MAGE_KILL,SPELL_MONST_MAGE_KILL,SPELL_MONST_MAGE_FIRESTORM}, //mage level 7 (kill, daemon, major blessing, major haste, , major summoning, shockwave, major poison, firestorm ) {SPELL_MONST_MAGE_KILL,SPELL_MONST_MAGE_KILL,SPELL_MONST_MAGE_DAEMON,SPELL_MONST_MAGE_MAJOR_BLESSING, SPELL_MONST_MAGE_MAJOR_SUMMONING, SPELL_MONST_MAGE_SHOCKWAVE,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_MAJOR_POISON, SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_MAJOR_HASTE, SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE, SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_SUMMONING, SPELL_MONST_MAGE_DAEMON,SPELL_MONST_MAGE_DAEMON,SPELL_MONST_MAGE_KILL} }; short emer_spells[7][4] = { //emergency spells level 1 (minor haste, flame) {SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_NO_SPELL,SPELL_MONST_MAGE_NO_SPELL,SPELL_MONST_MAGE_FLAME}, //emergency spells level 2 (minor haste, summon beast, conflagration slow) {SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_SUMMON_BEAST,SPELL_MONST_MAGE_CONFLAGRATION,SPELL_MONST_MAGE_SLOW}, //emergency spells level 3 (minor haste, weak summoning, fireball) {SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_WEAK_SUMMONING,SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_WEAK_SUMMONING}, //emergency spells level 4 (minor haste, weak summoning, fireball) (same as level 3) {SPELL_MONST_MAGE_MINOR_HASTE,SPELL_MONST_MAGE_WEAK_SUMMONING,SPELL_MONST_MAGE_FIREBALL,SPELL_MONST_MAGE_WEAK_SUMMONING}, //emergency spells level 5 (major haste, summoning, firestorm) {SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_SUMMONING,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_MAJOR_HASTE}, //emergency spells level 6 (major haste, daemon, firestorm) {SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_DAEMON,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_DAEMON}, //emergency spells level 7 (major haste, major summoning, firestorm, shockwave) {SPELL_MONST_MAGE_MAJOR_HASTE,SPELL_MONST_MAGE_MAJOR_SUMMONING,SPELL_MONST_MAGE_FIRESTORM,SPELL_MONST_MAGE_SHOCKWAVE}}; if (is_antimagic(caster->m_loc.x,caster->m_loc.y)) { return false; } // is target dead? if ((targ < 6) && (adven[targ].isAlive() == false)) return false; if ((targ >= 100) && (c_town.monst.dudes[targ - 100].active == 0)) return false; level = max(1,caster->m_d.mu - caster->m_d.status[STATUS_DUMB]) - 1; target = find_fireball_loc(caster->m_loc,1,(caster->attitude % 2 == 1) ? 0 : 1,&target_levels); friend_levels_near = (caster->attitude % 2 != 1) ? count_levels(caster->m_loc,3) : -1 * count_levels(caster->m_loc,3); if ((caster->m_d.health * 4 < caster->m_d.m_health) && (get_ran(1,0,10) < 9)) spell = emer_spells[level][3]; else if ((((caster->m_d.status[STATUS_HASTE_SLOW] < 0) && (get_ran(1,0,10) < 7)) || ((caster->m_d.status[STATUS_HASTE_SLOW] == 0) && (get_ran(1,0,10) < 5))) && (emer_spells[level][0] != SPELL_MONST_MAGE_NO_SPELL)) spell = emer_spells[level][0]; else if ((friend_levels_near <= -10) && (get_ran(1,0,10) < 7) && (emer_spells[level][1] != SPELL_MONST_MAGE_NO_SPELL)) spell = emer_spells[level][1]; else if ((target_levels > 50) && (get_ran(1,0,10) < 7) && (emer_spells[level][2] != SPELL_MONST_MAGE_NO_SPELL)) spell = emer_spells[level][2]; else { r1 = get_ran(1,0,17); spell = caster_array[level][r1]; } // Hastes happen often now, but don't cast them redundantly if ((caster->m_d.status[STATUS_HASTE_SLOW] > 0) && ((spell == SPELL_MONST_MAGE_MINOR_HASTE) || (spell == SPELL_MONST_MAGE_MAJOR_HASTE))) spell = emer_spells[level][3]; // Anything preventing spell? if ((target.x > 64) && (monst_mage_area_effect[spell - 1] > 0)) { r1 = get_ran(1,0,9); spell = caster_array[level][r1]; if ((target.x > 64) && (monst_mage_area_effect[spell - 1] > 0)) return false; } if (monst_mage_area_effect[spell - 1] > 0) { targ = 6; } if (targ < 6) { vict_loc = (is_combat()) ? pc_pos[targ] : c_town.p_loc; if (is_town()) vict_loc = target = c_town.p_loc; } if (targ >= 100) vict_loc = c_town.monst.dudes[targ - 100].m_loc; if ((targ == 6) && (is_antimagic(target.x,target.y))) return false; // check antimagic if (is_combat()) if ((targ < 6) && (is_antimagic(pc_pos[targ].x,pc_pos[targ].y))) return false; if (is_town()) if ((targ < 6) && (is_antimagic(c_town.p_loc.x,c_town.p_loc.y))) return false; if ((targ >= 100) && (is_antimagic(c_town.monst.dudes[targ - 100].m_loc.x, c_town.monst.dudes[targ - 100].m_loc.y))) return false; // How about shockwave? Good idea? if ((spell == SPELL_MONST_MAGE_SHOCKWAVE) && (caster->attitude % 2 != 1)) spell = SPELL_MONST_MAGE_MAJOR_SUMMONING; if ((spell == SPELL_MONST_MAGE_SHOCKWAVE) && (caster->attitude % 2 == 1) && (count_levels(caster->m_loc,10) < 45)) spell = SPELL_MONST_MAGE_MAJOR_SUMMONING; l = caster->m_loc; if ((caster->m_d.direction < 4) && (caster->m_d.x_width > 1)) l.x++; if (caster->m_d.mp >= monst_mage_cost[spell - 1]) { monst_cast_spell_note(caster->number,spell,0); acted = true; caster->m_d.mp -= monst_mage_cost[spell - 1]; draw_terrain(2); switch (spell) { case SPELL_MONST_MAGE_SPARK: // spark run_a_missile(l,vict_loc,6,1,11,0,0,80); r1 = get_ran(2,1,4); damage_target(targ,r1,1); break; case SPELL_MONST_MAGE_MINOR_HASTE: // minor haste play_sound(25); caster->m_d.status[STATUS_HASTE_SLOW] += 2; break; case SPELL_MONST_MAGE_STRENGH: // strength play_sound(25); caster->m_d.status[STATUS_BLESS_CURSE] += 3; break; case SPELL_MONST_MAGE_FLAME_CLOUD: // flame cloud run_a_missile(l,vict_loc,2,1,11,0,0,80); place_spell_pattern(single,vict_loc,5,false,7); break; case SPELL_MONST_MAGE_FLAME: // flame run_a_missile(l,vict_loc,2,1,11,0,0,80); start_missile_anim(); r1 = get_ran(caster->m_d.level,1,4); damage_target(targ,r1,1); break; case SPELL_MONST_MAGE_MINOR_POISON: // minor poison run_a_missile(l,vict_loc,11,0,25,0,0,80); if (targ < 6) adven[targ].poison(2 + get_ran(1,0,1)); else c_town.monst.dudes[targ - 100].poison(2 + get_ran(1,0,1)); break; case SPELL_MONST_MAGE_SLOW: // slow run_a_missile(l,vict_loc,15,0,25,0,0,80); if (targ < 6) adven[targ].slow(2 + caster->m_d.level / 2); else c_town.monst.dudes[targ - 100].slow(2 + caster->m_d.level / 2); break; case SPELL_MONST_MAGE_DUMBFOUND: // dumbfound run_a_missile(l,vict_loc,14,0,25,0,0,80); if (targ < 6) adven[targ].dumbfound(2); else c_town.monst.dudes[targ - 100].dumbfound(2); break; case SPELL_MONST_MAGE_STINKING_CLOUD: // scloud run_a_missile(l,target,0,0,25,0,0,80); place_spell_pattern(square,target,7,false,7); break; case SPELL_MONST_MAGE_SUMMON_BEAST: // summon beast r1 = get_summon_monster(1); if (r1 == 0) break; x = get_ran(3,1,4); //Delay(12,&dummy); // gives sound time to end play_sound(25); play_sound(-61); summon_monster(r1,caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); break; case SPELL_MONST_MAGE_CONFLAGRATION: // conflagration run_a_missile(l,target,13,1,25,0,0,80); place_spell_pattern(radius2,target,5,false,7); break; case SPELL_MONST_MAGE_FIREBALL: // fireball r1 = 1 + (caster->m_d.level * 3) / 4; if (r1 > 29) r1 = 29; run_a_missile(l,target,2,1,11,0,0,80); start_missile_anim(); place_spell_pattern(square,target,50 + r1,true,7); ashes_loc = target; break; case SPELL_MONST_MAGE_WEAK_SUMMONING: case SPELL_MONST_MAGE_SUMMONING: case SPELL_MONST_MAGE_MAJOR_SUMMONING:// summon play_sound(25); if (spell == SPELL_MONST_MAGE_WEAK_SUMMONING) { r1 = get_summon_monster(1); if (r1 == 0) break; j = get_ran(2,1,3) + 1; } if (spell == SPELL_MONST_MAGE_SUMMONING) { r1 = get_summon_monster(2); if (r1 == 0) break; j = get_ran(2,1,2) + 1; } if (spell == SPELL_MONST_MAGE_MAJOR_SUMMONING) { r1 = get_summon_monster(3); if (r1 == 0) break; j = get_ran(1,2,3); } Delay(12,&dummy); // gives sound time to end x = get_ran(4,1,4); for (i = 0; i < j; i++){ play_sound(-61); if (summon_monster(r1,caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude) == false) { add_string_to_buf(" Summon failed."); i = j;} } break; case SPELL_MONST_MAGE_WEB: // web play_sound(25); place_spell_pattern(radius2,target,1,false,7); break; case SPELL_MONST_MAGE_POISON: // poison run_a_missile(l,vict_loc,11,0,25,0,0,80); x = get_ran(1,0,3); if (targ < 6) adven[targ].poison(4 + x); else c_town.monst.dudes[targ - 100].poison(4 + x); break; case SPELL_MONST_MAGE_ICE_BOLT: // ice bolt run_a_missile(l,vict_loc,6,1,11,0,0,80); r1 = get_ran(5 + (caster->m_d.level / 5),1,8); start_missile_anim(); damage_target(targ,r1,5); break; case SPELL_MONST_MAGE_SLOW_GROUP: // slow gp play_sound(25); if (caster->attitude % 2 == 1) for (i = 0; i < 6; i++) if (pc_near(i,caster->m_loc,8)) adven[i].slow(2 + caster->m_d.level / 4); for (i = 0; i < T_M; i++) { if ((c_town.monst.dudes[i].active != 0) && (((c_town.monst.dudes[i].attitude % 2 == 1) && (caster->attitude % 2 != 1)) || ((c_town.monst.dudes[i].attitude % 2 != 1) && (caster->attitude % 2 == 1)) || ((c_town.monst.dudes[i].attitude % 2 == 1) && (caster->attitude != c_town.monst.dudes[i].attitude))) && (dist(caster->m_loc,c_town.monst.dudes[i].m_loc) <= 7)) c_town.monst.dudes[i].slow(2 + caster->m_d.level / 4); } break; case SPELL_MONST_MAGE_MAJOR_HASTE: // major haste play_sound(25); for (i = 0; i < T_M; i++) if ((monst_near(i,caster->m_loc,8,0)) && (caster->attitude == c_town.monst.dudes[i].attitude)) { affected = &c_town.monst.dudes[i]; affected->m_d.status[STATUS_HASTE_SLOW] += 3; } play_sound(4); break; case SPELL_MONST_MAGE_FIRESTORM: // firestorm run_a_missile(l,target,2,1,11,0,0,80); r1 = 1 + (caster->m_d.level * 3) / 4 + 3; if (r1 > 29) r1 = 29; start_missile_anim(); place_spell_pattern(radius2,target,50 + r1,true,7); ashes_loc = target; break; case SPELL_MONST_MAGE_SHOCKSTORM: // shockstorm run_a_missile(l,target,6,1,11,0,0,80); place_spell_pattern(radius2,target,4,false,7); break; case SPELL_MONST_MAGE_MAJOR_POISON: // m. poison run_a_missile(l,vict_loc,11,1,11,0,0,80); x = get_ran(1,1,2); if (targ < 6) adven[targ].poison(6 + x); else c_town.monst.dudes[targ - 100].poison(6 + x); break; case SPELL_MONST_MAGE_KILL: // kill!!! run_a_missile(l,vict_loc,9,1,11,0,0,80); r1 = 35 + get_ran(3,1,10); start_missile_anim(); damage_target(targ,r1,3); break; case SPELL_MONST_MAGE_DAEMON: // daemon x = get_ran(3,1,4); play_sound(25); play_sound(-61); Delay(12,&dummy); // gives sound time to end summon_monster(85,caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); break; case SPELL_MONST_MAGE_MAJOR_BLESSING: // major bless play_sound(25); for (i = 0; i < T_M; i++) if ((monst_near(i,caster->m_loc,8,0)) && (caster->attitude == c_town.monst.dudes[i].attitude)) { affected = &c_town.monst.dudes[i]; affected->m_d.health += get_ran(2,1,10); r1 = get_ran(3,1,4); affected->m_d.status[STATUS_BLESS_CURSE] = min(8,affected->m_d.status[STATUS_BLESS_CURSE] + r1); affected->m_d.status[STATUS_WEBS] = 0; if (affected->m_d.status[STATUS_HASTE_SLOW] < 0) affected->m_d.status[STATUS_HASTE_SLOW] = 0; affected->m_d.morale += get_ran(3,1,10); } play_sound(4); break; case SPELL_MONST_MAGE_SHOCKWAVE: // shockwave do_shockwave(caster->m_loc); break; } } else caster->m_d.mp++; if (ashes_loc.x > 0) make_sfx(ashes_loc.x,ashes_loc.y,6); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); return acted; } Boolean monst_cast_priest(creature_data_type *caster,short targ) { short r1,r2,spell,i,x,level,target_levels,friend_levels_near; Boolean acted = false; location target,vict_loc,l; creature_data_type *affected; location ashes_loc; /*short caster_array[7][10] = {{1,1,1,1,3,3,3,4,4,4}, {5,5,6,6,7,7,8,8,8,9}, {9,6,6,8,11,12,12,5,5,12}, {12,12,13,13,14,9,9,14,14,15}, {19,18,13,19,15,18,18,19,16,18}, {22,18,16,19,18,18,21,22,23,23}, {26,26,25,24,26,22,24,22,26,25}}; short emer_spells[7][4] = {{0,1,0,2}, {0,8,0,2}, {0,8,0,10}, {0,14,0,10}, {0,19,18,17}, {0,19,18,20}, {25,25,26,24}};*/ short caster_array[7][10] = { //priest level 1 (minor bless, wrack, stumble) {SPELL_MONST_PRIEST_MINOR_BLESS,SPELL_MONST_PRIEST_MINOR_BLESS,SPELL_MONST_PRIEST_MINOR_BLESS, SPELL_MONST_PRIEST_MINOR_BLESS,SPELL_MONST_PRIEST_WRACK,SPELL_MONST_PRIEST_WRACK,SPELL_MONST_PRIEST_WRACK, SPELL_MONST_PRIEST_STUMBLE,SPELL_MONST_PRIEST_STUMBLE,SPELL_MONST_PRIEST_STUMBLE}, //priest level 2 (bless, curse, wound, summon spirit, disease) {SPELL_MONST_PRIEST_BLESS,SPELL_MONST_PRIEST_BLESS,SPELL_MONST_PRIEST_CURSE,SPELL_MONST_PRIEST_CURSE, SPELL_MONST_PRIEST_WOUND,SPELL_MONST_PRIEST_WOUND,SPELL_MONST_PRIEST_SUMMON_SPIRIT, SPELL_MONST_PRIEST_SUMMON_SPIRIT,SPELL_MONST_PRIEST_SUMMON_SPIRIT,SPELL_MONST_PRIEST_DISEASE}, //priest level 3 (disease, curse, holy scourge, smite, ) {SPELL_MONST_PRIEST_DISEASE,SPELL_MONST_PRIEST_CURSE,SPELL_MONST_PRIEST_CURSE, SPELL_MONST_PRIEST_SUMMON_SPIRIT,SPELL_MONST_PRIEST_HOLY_SCOURGE,SPELL_MONST_PRIEST_SMITE,SPELL_MONST_PRIEST_SMITE, SPELL_MONST_PRIEST_BLESS,SPELL_MONST_PRIEST_BLESS,SPELL_MONST_PRIEST_SMITE}, //priest level 4 (smite, curse all, sticks to snake, disease, martyr's shield) {SPELL_MONST_PRIEST_SMITE,SPELL_MONST_PRIEST_SMITE,SPELL_MONST_PRIEST_CURSE_ALL,SPELL_MONST_PRIEST_CURSE_ALL, SPELL_MONST_PRIEST_STICKS_TO_SNAKES,SPELL_MONST_PRIEST_DISEASE,SPELL_MONST_PRIEST_DISEASE, SPELL_MONST_PRIEST_STICKS_TO_SNAKES,SPELL_MONST_PRIEST_STICKS_TO_SNAKES,SPELL_MONST_PRIEST_MARTYRS_SHIELD}, //priest level 5 (summon host, flamestrike, curse all, martyr's shield, bless all) {SPELL_MONST_PRIEST_SUMMON_HOST,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_CURSE_ALL,SPELL_MONST_PRIEST_SUMMON_HOST, SPELL_MONST_PRIEST_MARTYRS_SHIELD,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_FLAMESTRIKE, SPELL_MONST_PRIEST_SUMMON_HOST,SPELL_MONST_PRIEST_BLESS_ALL,SPELL_MONST_PRIEST_FLAMESTRIKE}, //priest level 6 (summon guardian, flamestrike, bless all, summon host, unholy ravaging, pestilence) {SPELL_MONST_PRIEST_SUMMON_GUARDIAN,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_BLESS_ALL, SPELL_MONST_PRIEST_SUMMON_HOST,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_UNHOLY_RAVAGING, SPELL_MONST_PRIEST_SUMMON_GUARDIAN,SPELL_MONST_PRIEST_PESTILENCE,SPELL_MONST_PRIEST_PESTILENCE}, //priest level 7 (divine thud, avatar, revive all, summon guardian) {SPELL_MONST_PRIEST_DIVINE_THUD,SPELL_MONST_PRIEST_DIVINE_THUD,SPELL_MONST_PRIEST_AVATAR,SPELL_MONST_PRIEST_REVIVE_ALL, SPELL_MONST_PRIEST_DIVINE_THUD, SPELL_MONST_PRIEST_SUMMON_GUARDIAN,SPELL_MONST_PRIEST_REVIVE_ALL,SPELL_MONST_PRIEST_SUMMON_GUARDIAN, SPELL_MONST_PRIEST_DIVINE_THUD,SPELL_MONST_PRIEST_AVATAR}}; short emer_spells[7][4] = { //emergency spells level 1 (minor bless, light heal) {SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_MINOR_BLESS,SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_LIGHT_HEAL}, //emergency spells level 2 (summon spirit, light heal) {SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_SUMMON_SPIRIT,SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_LIGHT_HEAL}, //emergency spells level 3 (summon spirit, heal) {SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_SUMMON_SPIRIT,SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_HEAL}, //emergency spells level 4 (sticks to snakes, heal) {SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_STICKS_TO_SNAKES,SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_HEAL}, //emergency spells level 5 (summon host, flamestrike, major heal) {SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_SUMMON_HOST,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_MAJOR_HEAL}, //emergency spells level 6 (summon host, flamestrike, full heal) {SPELL_MONST_PRIEST_NO_SPELL,SPELL_MONST_PRIEST_SUMMON_HOST,SPELL_MONST_PRIEST_FLAMESTRIKE,SPELL_MONST_PRIEST_REVIVE_SELF}, //emergency spells level 7 (avatar, divine thud, revive all) {SPELL_MONST_PRIEST_AVATAR,SPELL_MONST_PRIEST_AVATAR,SPELL_MONST_PRIEST_DIVINE_THUD,SPELL_MONST_PRIEST_REVIVE_ALL}}; if ((targ < 6) && (adven[targ].isAlive() == false)) return false; if ((targ >= 100) && (c_town.monst.dudes[targ - 100].active == 0)) return false; if (is_antimagic(caster->m_loc.x,caster->m_loc.y)) { return false; } level = max(1,caster->m_d.cl - caster->m_d.status[STATUS_DUMB]) - 1; target = find_fireball_loc(caster->m_loc,1,(caster->attitude % 2 == 1) ? 0 : 1,&target_levels); friend_levels_near = (caster->attitude % 2 != 1) ? count_levels(caster->m_loc,3) : -1 * count_levels(caster->m_loc,3); if ((caster->m_d.health * 4 < caster->m_d.m_health) && (get_ran(1,0,10) < 9)) spell = emer_spells[level][3]; else if ((caster->m_d.status[STATUS_HASTE_SLOW] < 0) && (get_ran(1,0,10) < 7) && (emer_spells[level][0] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][0]; else if ((friend_levels_near <= -10) && (get_ran(1,0,10) < 7) && (emer_spells[level][1] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][1]; else if ((target_levels > 50 < 0) && (get_ran(1,0,10) < 7) && (emer_spells[level][2] != SPELL_MONST_PRIEST_NO_SPELL)) spell = emer_spells[level][2]; else { r1 = get_ran(1,0,9); spell = caster_array[level][r1]; } // Anything preventing spell? if ((target.x > 64) && (monst_priest_area_effect[spell - 1] > 0)) { r1 = get_ran(1,0,9); spell = caster_array[level][r1]; if ((target.x > 64) && (monst_priest_area_effect[spell - 1] > 0)) return false; } if (monst_priest_area_effect[spell - 1] > 0) targ = 6; if (targ < 6) vict_loc = (is_town()) ? c_town.p_loc : pc_pos[targ]; if (targ >= 100) vict_loc = c_town.monst.dudes[targ - 100].m_loc; if ((targ == 6) && (is_antimagic(target.x,target.y))) return false; if ((targ < 6) && (is_antimagic(pc_pos[targ].x,pc_pos[targ].y))) return false; if ((targ >= 100) && (is_antimagic(c_town.monst.dudes[targ - 100].m_loc.x, c_town.monst.dudes[targ - 100].m_loc.y))) return false; // snuff heals if unwounded if ((caster->m_d.health == caster->m_d.m_health) && ((spell == SPELL_MONST_PRIEST_MAJOR_HEAL) || (spell == SPELL_MONST_PRIEST_REVIVE_SELF) || (spell = SPELL_MONST_PRIEST_LIGHT_HEAL) || (spell = SPELL_MONST_PRIEST_HEAL))) spell--; l = caster->m_loc; if ((caster->m_d.direction < 4) && (caster->m_d.x_width > 1)) l.x++; if (caster->m_d.mp >= monst_priest_cost[spell - 1]) { monst_cast_spell_note(caster->number,spell,1); acted = true; caster->m_d.mp -= monst_priest_cost[spell - 1]; draw_terrain(2); switch (spell) { case SPELL_MONST_PRIEST_WRACK: // wrack run_a_missile(l,vict_loc,8,0,24,0,0,80); r1 = get_ran(2,1,4); start_missile_anim(); damage_target(targ,r1,4); break; case SPELL_MONST_PRIEST_STUMBLE: // stumble play_sound(24); place_spell_pattern(single,vict_loc,1,false,7); break; case SPELL_MONST_PRIEST_MINOR_BLESS: case SPELL_MONST_PRIEST_BLESS: // Blesses play_sound(24); caster->m_d.status[STATUS_BLESS_CURSE] = min(8,caster->m_d.status[STATUS_BLESS_CURSE] + (spell == SPELL_MONST_PRIEST_MINOR_BLESS) ? 3 : 5); play_sound(4); break; case SPELL_MONST_PRIEST_CURSE: // curse run_a_missile(l,vict_loc,8,0,24,0,0,80); x = get_ran(1,0,1); if (targ < 6) adven[targ].curse(2 + x); else c_town.monst.dudes[targ - 100].curse(2 + x); break; case SPELL_MONST_PRIEST_WOUND: // wound run_a_missile(l,vict_loc,8,0,24,0,0,80); r1 = get_ran(2,1,6) + 2; start_missile_anim(); damage_target(targ,r1,3); break; case SPELL_MONST_PRIEST_SUMMON_SPIRIT: case SPELL_MONST_PRIEST_SUMMON_GUARDIAN: // summon spirit, summon guardian play_sound(24); play_sound(-61); x = get_ran(3,1,4); summon_monster(((spell == SPELL_MONST_PRIEST_SUMMON_SPIRIT) ? 125 : 122),caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); break; case SPELL_MONST_PRIEST_DISEASE: // disease run_a_missile(l,vict_loc,11,0,24,0,0,80); x = get_ran(1,0,2); if (targ < 6) adven[targ].disease(2 + x); else c_town.monst.dudes[targ - 100].disease(2 + x); break; case SPELL_MONST_PRIEST_HOLY_SCOURGE: // holy scourge run_a_missile(l,vict_loc,15,0,24,0,0,80); if (targ < 6) { r1 = get_ran(1,0,2); adven[targ].slow(2 + r1); r1 = get_ran(1,0,2); adven[targ].curse(3 + r1); } else { r1 = get_ran(1,0,2); c_town.monst.dudes[targ - 100].slow(r1); r1 = get_ran(1,0,2); c_town.monst.dudes[targ - 100].curse(r1); } break; case SPELL_MONST_PRIEST_SMITE: // smite run_a_missile(l,vict_loc,6,0,24,0,0,80); r1 = get_ran(4,1,6) + 2; start_missile_anim(); damage_target(targ,r1,5); break; case SPELL_MONST_PRIEST_STICKS_TO_SNAKES: // sticks to snakes play_sound(24); r1 = get_ran(1,1,4) + 2; for (i = 0; i < r1; i++) { play_sound(-61); r2 = get_ran(1,0,7); x = get_ran(3,1,4); summon_monster((r2 == 1) ? 100 : 99,caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); } break; case SPELL_MONST_PRIEST_MARTYRS_SHIELD: // martyr's shield play_sound(24); caster->m_d.status[STATUS_MARTYRS_SHIELD] = min(10,caster->m_d.status[STATUS_MARTYRS_SHIELD] + 5); break; case SPELL_MONST_PRIEST_SUMMON_HOST: // summon host play_sound(24); x = get_ran(3,1,4) + 1; play_sound(-61); summon_monster(126,caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); for (i = 0; i < 4; i++) { play_sound(-61); if (summon_monster(125,caster->m_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude) == false) i = 4; } break; case SPELL_MONST_PRIEST_CURSE_ALL: case SPELL_MONST_PRIEST_PESTILENCE: // curse all,pestilence play_sound(24); r1 = get_ran(2,0,2); r2 = get_ran(1,0,2); if (caster->attitude % 2 == 1) for (i = 0; i < 6; i++) if (pc_near(i,caster->m_loc,8)) { if (spell == SPELL_MONST_PRIEST_CURSE_ALL) adven[i].curse(2 + r1); if (spell == SPELL_MONST_PRIEST_PESTILENCE) adven[i].disease(2 + r2); } for (i = 0; i < T_M; i++) { if ((c_town.monst.dudes[i].active != 0) && (((c_town.monst.dudes[i].attitude % 2 == 1) && (caster->attitude % 2 != 1)) || ((c_town.monst.dudes[i].attitude % 2 != 1) && (caster->attitude % 2 == 1)) || ((c_town.monst.dudes[i].attitude % 2 == 1) && (caster->attitude != c_town.monst.dudes[i].attitude))) && (dist(caster->m_loc,c_town.monst.dudes[i].m_loc) <= 7)) { if (spell == SPELL_MONST_PRIEST_CURSE_ALL) c_town.monst.dudes[i].curse(2 + r1); if (spell == SPELL_MONST_PRIEST_PESTILENCE) c_town.monst.dudes[i].disease(2 + r2); } } break; case SPELL_MONST_PRIEST_LIGHT_HEAL: case SPELL_MONST_PRIEST_HEAL: case SPELL_MONST_PRIEST_MAJOR_HEAL: case SPELL_MONST_PRIEST_REVIVE_SELF: // heals play_sound(24); switch(spell) { case SPELL_MONST_PRIEST_LIGHT_HEAL: r1 = get_ran(2,1,4) + 2; break; case SPELL_MONST_PRIEST_HEAL: r1 = get_ran(3,1,6); break; case SPELL_MONST_PRIEST_MAJOR_HEAL: r1 = get_ran(5,1,6) + 3; break; case SPELL_MONST_PRIEST_REVIVE_SELF: r1 = 50; break; } caster->m_d.health = min(caster->m_d.health + r1, caster->m_d.m_health); break; case SPELL_MONST_PRIEST_BLESS_ALL: case SPELL_MONST_PRIEST_REVIVE_ALL:// bless all,revive all play_sound(24); r1 = get_ran(2,1,4); r2 = get_ran(3,1,6);// <= shouldn't it be the "revive all" roll ? for (i = 0; i < T_M; i++) if ((monst_near(i,caster->m_loc,8,0)) && (caster->attitude == c_town.monst.dudes[i].attitude)) { affected = &c_town.monst.dudes[i]; if (spell == SPELL_MONST_PRIEST_BLESS_ALL) affected->m_d.status[STATUS_BLESS_CURSE] = min(8,affected->m_d.status[STATUS_BLESS_CURSE] + r1); if (spell == SPELL_MONST_PRIEST_REVIVE_ALL) affected->m_d.health += r1; //<= here } play_sound(4); break; case SPELL_MONST_PRIEST_FLAMESTRIKE: // Flamestrike run_a_missile(l,target,2,0,11,0,0,80); r1 = 2 + caster->m_d.level / 2 + 2; start_missile_anim(); place_spell_pattern(square,target,50 + r1,true,7); ashes_loc = target; break; case SPELL_MONST_PRIEST_UNHOLY_RAVAGING: // holy ravaging run_a_missile(l,vict_loc,14,0,53,0,0,80); r1 = get_ran(4,1,8); r2 = get_ran(1,0,2); damage_target(targ,r1,3); if (targ < 6) { adven[targ].slow(6); adven[targ].poison(5 + r2); } else { c_town.monst.dudes[targ - 100].slow(6); c_town.monst.dudes[targ - 100].poison(5 + r2); } break; case SPELL_MONST_PRIEST_AVATAR: // avatar play_sound(24); monst_spell_note(caster->number,26); caster->m_d.health = caster->m_d.m_health; caster->m_d.status[STATUS_BLESS_CURSE] = 8; caster->m_d.status[STATUS_POISON] = 0; caster->m_d.status[STATUS_HASTE_SLOW] = 8; caster->m_d.status[STATUS_WEBS] = 0; caster->m_d.status[STATUS_DISEASE] = 0; caster->m_d.status[STATUS_DUMB] = 0; caster->m_d.status[STATUS_MARTYRS_SHIELD] = 8; break; case SPELL_MONST_PRIEST_DIVINE_THUD: // divine thud run_a_missile(l,target,9,0,11,0,0,80); r1 = (caster->m_d.level * 3) / 4 + 5; if (r1 > 29) r1 = 29; start_missile_anim(); place_spell_pattern(radius2,target,130 + r1,true,7 ); ashes_loc = target; break; } } else caster->m_d.mp++; if (ashes_loc.x > 0) make_sfx(ashes_loc.x,ashes_loc.y,6); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); return acted; } void damage_target(short target,short dam,short type) { if (target == INVALID_PC) return; if (target < NUM_OF_PCS) adven[target].damage(dam,type,-1); else damage_monst(target - 100, 7, dam, 0, type); } location find_fireball_loc(location where,short radius,short mode,short *m) //short mode; // 0 - hostile casting 1 - friendly casting { location check_loc,cast_loc = location(120,0); short cur_lev,level_max = 10; for (check_loc.x = 1; check_loc.x < town_size[town_type] - 1; check_loc.x ++) for (check_loc.y = 1; check_loc.y < town_size[town_type] - 1; check_loc.y ++) if ((dist(where,check_loc) <= 8) && (can_see(where,check_loc,2) < 5) && (get_obscurity(check_loc.x,check_loc.y) < 5)) { { cur_lev = count_levels(check_loc,radius); if (mode == 1) cur_lev = cur_lev * -1; if ( ((cur_lev > level_max) || ((cur_lev == level_max) && (get_ran(1,0,1) == 0))) && (dist(where,check_loc) > radius)) { level_max = cur_lev; cast_loc = check_loc; } } } *m = level_max; return cast_loc; } location closest_pc_loc(location where) { short i; location pc_where = location(120,120); for (i = 0; i < 6; i++) if (adven[i].isAlive()) if ((dist(where,pc_pos[i])) < (dist(where,pc_where))) pc_where = pc_pos[i]; return pc_where; } short count_levels(location where,short radius) { short i,store = 0; for (i = 0; i < T_M; i++) if (monst_near(i,where,radius,0) == true) { if (c_town.monst.dudes[i].attitude % 2 == 1) store = store - c_town.monst.dudes[i].m_d.level; else store = store + c_town.monst.dudes[i].m_d.level; } if (is_combat()) { for (i = 0; i < 6; i++) if (pc_near(i,where,radius) == true) store = store + 10; } if (is_town()) if ((vdist(where,c_town.p_loc) <= radius) && (can_see(where,c_town.p_loc,2) < 5)) store += 20; return store; } Boolean pc_near(short pc_num,location where,short radius) { // Assuming not looking if (overall_mode >= MODE_COMBAT) { if ((adven[pc_num].isAlive()) && (vdist(pc_pos[pc_num],where) <= radius)) return true; else return false; } if ((adven[pc_num].isAlive()) && (vdist(c_town.p_loc,where) <= radius)) return true; else return false; } Boolean monst_near(short m_num,location where,short radius,short active) //short active; // 0 - any monst 1 - monster need be active { if ((c_town.monst.dudes[m_num].active != 0) && (vdist(c_town.monst.dudes[m_num].m_loc,where) <= radius) && ((active == 0) || (c_town.monst.dudes[m_num].active == 2)) ) return true; else return false; } void place_spell_pattern(effect_pat_type pat,location center,short type,Boolean,short who_hit) //type; // 0 - take codes in pattern, OW make all nonzero this type // Types 0 - Null 1 - web 2 - fire barrier 3 - force barrier 4 - force wall 5 - fire wall // 6 - anti-magic field 7 - stink cloud 8 - ice wall 9 - blade wall 10 - quickfire // 11 - dispel 12 - sleep field // 50 + i - 80 : id6 fire damage 90 + i - 120 : id6 cold damage 130 + i - 160 : id6 magic dam. // if prep for anim is true, suppress look checks and go fast { short i,j,r1,k; unsigned char effect; location spot_hit; location s_loc; RECT active; creature_data_type *which_m; Boolean monster_hit = false; if (type > 0) modify_pattern(&pat,type); active = c_town.town.in_town_rect.rect32();; // eliminate barriers that can't be seen for (i = minmax(active.left + 1,active.right - 1,(long)center.x - 4); i <= minmax(active.left + 1,active.right - 1,(long)center.x + 4); i++) for (j = minmax(active.top + 1,active.bottom - 1,(long)center.y - 4); j <= minmax(active.top + 1,active.bottom - 1,(long)center.y + 4); j++) { s_loc.x = i; s_loc.y = j; if (can_see(center,s_loc,0) > 4) pat.pattern[i - center.x + 4][j - center.y + 4] = 0; } // First actually make barriers, then draw them, then inflict damaging effects. for (i = minmax(0,town_size[town_type] - 1,center.x - 4); i <= minmax(0,town_size[town_type] - 1,center.x + 4); i++) for (j = minmax(0,town_size[town_type] - 1,center.y - 4); j <= minmax(0,town_size[town_type] - 1,center.y + 4); j++) if (get_obscurity(i,j) < 5) { effect = pat.pattern[i - center.x + 4][j - center.y + 4]; switch (effect) { case 1: web_space(i,j); break; case 2: make_fire_barrier(i,j); break; case 3: make_force_barrier(i,j); break; case 4: make_force_wall(i,j); break; case 5: make_fire_wall(i,j); break; case 6: make_antimagic(i,j); break; case 7: scloud_space(i,j); break; case 8: make_ice_wall(i,j); break; case 9: make_blade_wall(i,j); break; case 10: make_quickfire(i,j); break; case 11: dispel_fields(i,j,0); break; case 12: sleep_cloud_space(i,j); break; } } draw_terrain(0); if (is_town()) // now make things move faster if in town fast_bang = 2; // Damage to pcs for (k = 0; k < 6; k++) for (i = minmax(0,town_size[town_type] - 1,center.x - 4); i <= minmax(0,town_size[town_type] - 1,center.x + 4); i++) for (j = minmax(0,town_size[town_type] - 1,center.y - 4); j <= minmax(0,town_size[town_type] - 1,center.y + 4); j++) { spot_hit.x = i; spot_hit.y = j; if ((get_obscurity(i,j) < 5) && (adven[k].isAlive()) && (((is_combat()) &&(same_point(pc_pos[k],spot_hit) == true)) || ((is_town()) && (same_point(c_town.p_loc,spot_hit) == true)))) { effect = pat.pattern[i - center.x + 4][j - center.y + 4]; switch (effect) { case 4://force wall r1 = get_ran(2,1,6); adven[k].damage(r1,3,-1); break; case 5://fire wall r1 = get_ran(1,1,6) + 1; adven[k].damage(r1,1,-1); break; case 8://ice wall r1 = get_ran(2,1,6); adven[k].damage(r1,5,-1); break; case 9://blade wall r1 = get_ran(4,1,8); adven[k].damage(r1,0,-1); break; default: if ((effect >= 50) && (effect < 80)) { r1 = get_ran(effect - 50,1,6); adven[k].damage(r1,1,-1); } if ((effect >= 90) && (effect < 120)) { r1 = get_ran(effect - 90,1,6); adven[k].damage(r1,5,-1); } if ((effect >= 130) && (effect < 160)) { r1 = get_ran(effect - 130,1,6); adven[k].damage(r1,3,-1); } break; } } } fast_bang = 0; // Damage to monsters for (k = 0; k < T_M; k++) if ((c_town.monst.dudes[k].active > 0) && (dist(center,c_town.monst.dudes[k].m_loc) <= 5)) { monster_hit = false; // First actually make barriers, then draw them, then inflict damaging effects. for (i = minmax(0,town_size[town_type] - 1,center.x - 4); i <= minmax(0,town_size[town_type] - 1,center.x + 4); i++) for (j = minmax(0,town_size[town_type] - 1,center.y - 4); j <= minmax(0,town_size[town_type] - 1,center.y + 4); j++) { spot_hit.x = i; spot_hit.y = j; if ((monster_hit == false) && (get_obscurity(i,j) < 5) && (monst_on_space(spot_hit,k) > 0)) { if (pat.pattern[i - center.x + 4][j - center.y + 4] > 0) monster_hit = true; effect = pat.pattern[i - center.x + 4][j - center.y + 4]; switch (effect) { case 1://web which_m = &c_town.monst.dudes[k]; which_m->web(3); break; case 4://force wall r1 = get_ran(3,1,6); which_m = &c_town.monst.dudes[k]; if (which_m->m_d.radiate_1 == MONSTER_RADIATE_SHOCK_FIELDS) break; damage_monst(k, who_hit, r1,0, 3); break; case 5://fire wall r1 = get_ran(2,1,6); which_m = &c_town.monst.dudes[k]; //if (which_m->m_d.spec_skill == MONSTER_PERMANENT_MARTYRS_SHIELD)//old exile 3 leftover if (which_m->m_d.radiate_1 == MONSTER_RADIATE_FIRE_FIELDS) break; damage_monst(k, who_hit, r1,0, 1); break; case 7://stink cloud which_m = &c_town.monst.dudes[k]; if (which_m->m_d.radiate_1 == MONSTER_RADIATE_STINKING_CLOUDS) break; which_m->curse(get_ran(1,1,2)); break; case 8://ice wall which_m = &c_town.monst.dudes[k]; r1 = get_ran(3,1,6); //if (which_m->m_d.spec_skill == MONSTER_PARALYSIS_RAY)//old exile 3 leftover if (which_m->m_d.radiate_1 == MONSTER_RADIATE_ICE_FIELDS) break; damage_monst(k, who_hit, r1,0, 5); break; case 9://blade wall r1 = get_ran(6,1,8); damage_monst(k, who_hit, r1,0, 0); break; case 12://sleep field which_m = &c_town.monst.dudes[k]; if (which_m->m_d.radiate_1 == MONSTER_RADIATE_SLEEP_FIELDS) break; which_m->charm(0,11,3); break; default: if ((effect >= 50) && (effect < 80)) { r1 = get_ran(effect - 50,1,6); damage_monst(k,who_hit, r1,0,1); } if ((effect >= 90) && (effect < 120)) { r1 = get_ran(effect - 90,1,6); damage_monst(k,who_hit, r1,0, 5); } if ((effect >= 130) && (effect < 160)) { r1 = get_ran(effect - 130,1,6); damage_monst(k,who_hit, r1,0, 3 ); } } } } } } void modify_pattern(effect_pat_type *pat,short type) { short i,j; for (i = 0; i < 9; i++) for (j = 0; j < 9; j++) if (pat->pattern[i][j] > 0) pat->pattern[i][j] = type; } void do_shockwave(location target) { short i; start_missile_anim(); for (i = 0; i < 6; i++) if ((dist(target,pc_pos[i]) > 0) && (dist(target,pc_pos[i]) < 11) && (adven[i].isAlive())) adven[i].damage(get_ran(2 + dist(target,pc_pos[i]) / 2, 1, 6), 4,-1); for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active != 0) && (dist(target,c_town.monst.dudes[i].m_loc) > 0) && (dist(target,c_town.monst.dudes[i].m_loc) < 11) && (can_see(target,c_town.monst.dudes[i].m_loc,0) < 5)) damage_monst(i, current_pc, get_ran(2 + dist(target,c_town.monst.dudes[i].m_loc) / 2 , 1, 6), 0, 4); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); } void radius_damage(location target,short radius, short dam, short type)//// { short i; if (is_town()) { for (i = 0; i < 6; i++) if ((dist(target,c_town.p_loc) > 0) && (dist(target,c_town.p_loc) <= radius) && (adven[i].isAlive())) adven[i].damage(dam, type,-1); for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active != 0) && (dist(target,c_town.monst.dudes[i].m_loc) > 0) && (dist(target,c_town.monst.dudes[i].m_loc) <= radius) && (can_see(target,c_town.monst.dudes[i].m_loc,0) < 5)) damage_monst(i, current_pc, dam, 0, type); return; } start_missile_anim(); for (i = 0; i < 6; i++) if ((dist(target,pc_pos[i]) > 0) && (dist(target,pc_pos[i]) <= radius) && (adven[i].isAlive())) adven[i].damage(dam, type,-1); for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active != 0) && (dist(target,c_town.monst.dudes[i].m_loc) > 0) && (dist(target,c_town.monst.dudes[i].m_loc) <= radius) && (can_see(target,c_town.monst.dudes[i].m_loc,0) < 5)) damage_monst(i, current_pc, dam, 0, type); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); } // Slightly kludgy way to only damage PCs in space) void hit_pcs_in_space(location target,short dam,short type,short report,short hit_all) { hit_space(target, dam,type, report, 10 + hit_all); } void hit_space(location target,short dam,short type,short report,short hit_all) //type; // 0 - weapon 1 - fire 2 - poison 3 - general magic 4 - unblockable 5 - cold // 6 - demon 7 - undead //short report; // 0 - no 1 - print result //hit_all; // 0 - nail top thing 1 - hit all in space + 10 ... no monsters { short i; Boolean stop_hitting = false,hit_monsters = true; if ((target.x < 0) || (target.x > 63) || (target.y < 0) || (target.y > 63)) return; if (hit_all >= 10) { hit_monsters = false; hit_all -= 10; } if ((is_antimagic(target.x,target.y)) && ((type == 1) || (type == 3) || (type == 5))) { return; } if (dam <= 0) { add_string_to_buf(" No damage."); return; } for (i = 0; i < T_M; i++) if ((hit_monsters == true) && (c_town.monst.dudes[i].active != 0) && (stop_hitting == false)) if (monst_on_space(target,i)) { if (processing_fields == true) damage_monst(i, 6, dam, 0, type); else damage_monst(i, (monsters_going == true) ? 7 : current_pc, dam, 0, type); stop_hitting = (hit_all == 1) ? false : true; } if (overall_mode >= MODE_COMBAT) for (i = 0; i < NUM_OF_PCS; i++) if ((adven[i].isAlive()) && (stop_hitting == false)) if (same_point(pc_pos[i],target) == true) { adven[i].damage(dam,type,-1); stop_hitting = (hit_all == 1) ? false : true; } if (overall_mode < MODE_COMBAT) if (same_point(target,c_town.p_loc) == true) { fast_bang = 1; adven.damage(dam,type); fast_bang = 0; stop_hitting = (hit_all == 1) ? false : true; } if ((report == 1) && (hit_all == 0) && (stop_hitting == false)) add_string_to_buf(" Missed."); } void do_poison() { short i,r1 = 0; Boolean some_poison = false; for (i = 0; i < 6; i++) if (adven[i].isAlive()) if (adven[i].status[STATUS_POISON] > 0) some_poison = true; if (some_poison == true) { add_string_to_buf("Poison: "); for (i = 0; i < 6; i++) if (adven[i].isAlive()) if (adven[i].status[STATUS_POISON] > 0) { r1 = get_ran(adven[i].status[STATUS_POISON],1,6); adven[i].damage(r1,2,-1); if (get_ran(1,0,8) < 6) move_to_zero(adven[i].status[STATUS_POISON]); if (get_ran(1,0,8) < 6) if (adven[i].traits[TRAIT_GOOD_CONST] == true) move_to_zero(adven[i].status[STATUS_POISON]); } put_pc_screen(); } } void handle_disease() { short i,r1 = 0; Boolean disease = false; for (i = 0; i < 6; i++) if (adven[i].isAlive()) if (adven[i].status[STATUS_DISEASE] > 0) disease = true; if (disease == true) { add_string_to_buf("Disease: "); for (i = 0; i < NUM_OF_PCS; i++) if (adven[i].isAlive()) if (adven[i].status[STATUS_DISEASE] > 0) { r1 = get_ran(1,1,10); switch (r1) { case 1: case 2: adven[i].poison(2); break; case 3: case 4: adven[i].slow(2); break; case 5: adven[i].drainXP(5); break; case 6: case 7: adven[i].curse(3); break; case 8: adven[i].dumbfound(3); break; case 9: case 10: sprintf ( create_line, " %s unaffected. ", adven[i].name); add_string_to_buf(create_line); break; } r1 = get_ran(1,0,7); if (adven[i].traits[TRAIT_GOOD_CONST] == true) r1 -= 2; if ((r1 <= 0) || (adven[i].hasAbilEquip(ITEM_PROTECT_FROM_DISEASE) < 24)) move_to_zero(adven[i].status[STATUS_DISEASE]); } put_pc_screen(); } } void handle_acid() { short i,r1 = 0; Boolean some_acid = false; for (i = 0; i < NUM_OF_PCS; i++) if (adven[i].isAlive()) if (adven[i].status[STATUS_ACID] > 0) some_acid = true; if (some_acid == true) { add_string_to_buf("Acid: "); for (i = 0; i < NUM_OF_PCS; i++) if (adven[i].isAlive()) if (adven[i].status[STATUS_ACID] > 0) { r1 = get_ran(adven[i].status[STATUS_ACID],1,6); adven[i].damage(r1,3,-1); move_to_zero(adven[i].status[STATUS_ACID]); } if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,3,r1,8); } } Boolean no_pcs_left() { short i = 0; while (i < 6) { if (adven[i].isAlive()) return false; i++; } return true; } Boolean hit_end_c_button() { Boolean end_ok = true; if (which_combat_type == 0) { end_ok = out_monst_all_dead(); } if (end_ok == true) end_combat(); return end_ok; } Boolean out_monst_all_dead() { short i; for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active > 0) && (c_town.monst.dudes[i].attitude % 2 == 1)) return false; return true; } void end_combat() { short i; for (i = 0; i < 6; i++) { if (adven[i].main_status == MAIN_STATUS_FLED) adven[i].main_status = MAIN_STATUS_ALIVE; adven[i].status[STATUS_POISONED_WEAPON] = 0; adven[i].status[STATUS_BLESS_CURSE] = 0; adven[i].status[STATUS_HASTE_SLOW] = 0; } if (which_combat_type == 0) { overall_mode = MODE_OUTDOORS; } combat_active_pc = 6; current_pc = store_current_pc; if (adven[current_pc].isAlive() == false) current_pc = first_active_pc(); put_item_screen(stat_window,0); draw_buttons(0); } Boolean combat_cast_mage_spell() { short spell_num,target,i,store_sp,bonus = 1,r1,store_sound = 0,store_m_type = 0,num_opp = 0; char c_line[60]; creature_data_type *which_m; monster_record_type get_monst; // 0 - refer 1 - do in combat immed. 2 - need targeting 3 - need fancy targeting short refer_mage[62] = {0,2,1,1,2,2,0,2,2,0, 2,2,2,2,1,2,2,2,2,2, 0,1,2,0,2,2,3,3,2,1, 2,2,1,0,2,2,3,2, 0,1,2,0,2,3,2,3, 2,1,2,3,2,2,2,0, 1,1,1,0,3,2,2,3}; if (is_antimagic(pc_pos[current_pc].x,pc_pos[current_pc].y)) { add_string_to_buf(" Not in antimagic field."); return false; } store_sp = adven[current_pc].cur_sp; if (adven[current_pc].cur_sp == 0) add_string_to_buf("Cast: No spell points. "); else if (adven[current_pc].skills[SKILL_MAGE_SPELLS] == 0) add_string_to_buf("Cast: No mage skill. "); else if (get_encumberance(current_pc) > 1) { add_string_to_buf("Cast: Too encumbered. "); take_ap(6); give_help(40,0,0); return true; } else { if (spell_forced == false) spell_num = pick_spell(current_pc,0,2); else { if (repeat_cast_ok(0) == false) return false; spell_num = pc_last_cast[0][current_pc]; } if (spell_num == SPELL_MAGE_SIMULACRUM) { store_sum_monst = pick_trapped_monst(); if (store_sum_monst == 0) return false; get_monst = return_monster_template(store_sum_monst); if (store_sp < get_monst.level) { add_string_to_buf("Cast: Not enough spell points. "); return false; } store_sum_monst_cost = get_monst.level; } bonus = adven[current_pc].statAdj(SKILL_INTELLIGENCE); combat_posing_monster = current_working_monster = current_pc; if (spell_num >= 70) return false; if (spell_num < 70) { print_spell_cast(spell_num,0); if (refer_mage[spell_num] == 0) { take_ap(6); draw_terrain(2); do_mage_spell(current_pc,spell_num); combat_posing_monster = current_working_monster = -1; } else if (refer_mage[spell_num] == 2) { start_spell_targeting(spell_num); } else if (refer_mage[spell_num] == 3) { start_fancy_spell_targeting(spell_num); } else { start_missile_anim(); take_ap(6); draw_terrain(2); switch (spell_num) { case SPELL_MAGE_SHOCKWAVE: adven[current_pc].cur_sp -= s_cost[0][spell_num]; add_string_to_buf(" The ground shakes. "); do_shockwave(pc_pos[current_pc]); break; case SPELL_MAGE_MINOR_HASTE: case SPELL_MAGE_HASTE: case SPELL_MAGE_STRENGTH: case SPELL_MAGE_ENVENOM: case SPELL_MAGE_RESIST_MAGIC: target = store_spell_target; if (target < 6) { adven[current_pc].cur_sp -= s_cost[0][spell_num]; play_sound(4); switch (spell_num) { case SPELL_MAGE_ENVENOM: sprintf (c_line, " %s receives venom. ", adven[target].name); poison_weapon(target,3 + bonus,1); store_m_type = 11; break; case SPELL_MAGE_STRENGTH: sprintf (c_line, " %s stronger. ", adven[target].name); adven[target].status[STATUS_BLESS_CURSE] = adven[target].status[STATUS_BLESS_CURSE] + 3; // !!! no cap !!! store_m_type = 8; break; case SPELL_MAGE_RESIST_MAGIC: sprintf (c_line, " %s resistant. ", adven[target].name); adven[target].status[STATUS_MAGIC_RESISTANCE] = adven[target].status[STATUS_MAGIC_RESISTANCE] + 5 + bonus; // !!! no cap !!! store_m_type = 15; break; default: i = (spell_num == SPELL_MAGE_MINOR_HASTE) ? 2 : max(2,adven[current_pc].level / 2 + bonus); adven[target].status[STATUS_HASTE_SLOW] = min(8,adven[target].status[STATUS_HASTE_SLOW] + i); sprintf (c_line, " %s hasted. ", adven[target].name); store_m_type = 8; break; } add_string_to_buf(c_line); add_missile(pc_pos[target],store_m_type,0,0,0); } break; case SPELL_MAGE_MAJOR_HASTE: case SPELL_MAGE_MAJOR_BLESSING: store_sound = 25; adven[current_pc].cur_sp -= s_cost[0][spell_num]; for (i = 0; i < 6; i++) if (adven[i].isAlive()) { adven[i].status[STATUS_HASTE_SLOW] = min(8, adven[i].status[STATUS_HASTE_SLOW] + ((spell_num == SPELL_MAGE_MAJOR_HASTE) ? 1 + adven[current_pc].level / 8 + bonus : 3 + bonus)); if (spell_num == SPELL_MAGE_MAJOR_BLESSING) { poison_weapon(i,2,1); adven[i].status[STATUS_BLESS_CURSE ] += 4; // !!! no cap !!! add_missile(pc_pos[i],14,0,0,0); } else add_missile(pc_pos[i],8,0,0,0); } //play_sound(4); if (spell_num == SPELL_MAGE_MAJOR_HASTE) sprintf (c_line, " Party hasted. "); else sprintf (c_line, " Party blessed! "); add_string_to_buf(c_line); break; case SPELL_MAGE_SLOW_GROUP: case SPELL_MAGE_GROUP_FEAR: case SPELL_MAGE_MASS_PARALYSIS: // affect monsters in area spells adven[current_pc].cur_sp -= s_cost[0][spell_num]; store_sound = 25; if (spell_num == SPELL_MAGE_GROUP_FEAR) store_sound = 54; switch (spell_num) { case SPELL_MAGE_SLOW_GROUP: sprintf (c_line, " Enemy slowed: "); break; //case 49: sprintf (c_line, " Enemy ravaged: ");break; //apparently 49 is an old "Ravage enemy" spell case SPELL_MAGE_GROUP_FEAR: sprintf (c_line, " Enemy scared: ");break; case SPELL_MAGE_MASS_PARALYSIS: sprintf (c_line, " Enemy paralyzed: ");break; } add_string_to_buf((char *) c_line); for (i = 0; i < T_M; i++) { if ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 == 1) && (dist(pc_pos[current_pc],c_town.monst.dudes[i].m_loc) <= mage_range[spell_num]) && (can_see(pc_pos[current_pc],c_town.monst.dudes[i].m_loc,0) < 5)) { which_m = &c_town.monst.dudes[i]; switch (spell_num) { case SPELL_MAGE_GROUP_FEAR: r1 = get_ran(adven[current_pc].level / 3,1,8); which_m->scare(r1); store_m_type = 10; break; case SPELL_MAGE_SLOW_GROUP: //case 49: which_m->slow(5 + bonus); /*if (spell_num == 49) which_m->curse(3 + bonus);*/ store_m_type = 8; break; case SPELL_MAGE_MASS_PARALYSIS: which_m->charm(5,12,1000); store_m_type = 15; break; } num_opp++; add_missile(c_town.monst.dudes[i].m_loc,store_m_type,0, 14 * (which_m->m_d.x_width - 1),18 * (which_m->m_d.y_width - 1)); } } break; } } if (num_opp < 10) do_missile_anim((num_opp < 5) ? 50 : 25,pc_pos[current_pc],store_sound); else play_sound(store_sound); end_missile_anim(); put_pc_screen(); } } combat_posing_monster = current_working_monster = -1; // Did anything actually get cast? if (store_sp == adven[current_pc].cur_sp) return false; else return true; } Boolean combat_cast_priest_spell() { short spell_num,target,i,store_sp,bonus,store_sound = 0,store_m_type = 0,num_opp = 0; char c_line[60]; creature_data_type *which_m; // 0 - refer 1 - do in combat immed. 2 - need targeting 3 - need fancy targeting short refer_priest[62] = {1,0,0,2,0,0,0,0,0,2, 1,0,2,0,2,2,0,2,3,0, 0,0,2,0,0,0,2,0,0,3, 0,1,2,0,3,0,0,0, 1,0,0,2,0,3,0,2, 0,0,0,0,2,1,1,1, 0,2,0,2,1,2,0,0}; effect_pat_type protect_pat = {{{0,4,4,4,4,4,4,4,0}, {4,8,8,8,8,8,8,8,4}, {4,8,9,9,9,9,9,8,4}, {4,8,9,6,6,6,9,8,4}, {4,8,9,6,6,6,9,8,4}, {4,8,9,6,6,6,9,8,4}, {4,8,9,9,9,9,9,8,4}, {4,8,8,8,8,8,8,8,4}, {0,4,4,4,4,4,4,4,0}}}; if (is_antimagic(pc_pos[current_pc].x,pc_pos[current_pc].y)) { add_string_to_buf(" Not in antimagic field."); return false; } if (spell_forced == false) spell_num = pick_spell(current_pc,1,2); else { if (repeat_cast_ok(1) == false) return false; spell_num = pc_last_cast[1][current_pc]; } store_sp = adven[current_pc].cur_sp; if (spell_num >= 70) return false; bonus = adven[current_pc].statAdj(SKILL_INTELLIGENCE); combat_posing_monster = current_working_monster = current_pc; if (adven[current_pc].cur_sp == 0) add_string_to_buf("Cast: No spell points. "); else if (spell_num < 70) { print_spell_cast(spell_num,1); if (refer_priest[spell_num] == 0) { take_ap(5); draw_terrain(2); do_priest_spell(current_pc,spell_num); } else if (refer_priest[spell_num] == 2) { start_spell_targeting(100 + spell_num); } else if (refer_priest[spell_num] == 3) { start_fancy_spell_targeting(100 + spell_num); } else { start_missile_anim(); take_ap(5); draw_terrain(2); switch (spell_num) { case SPELL_PRIEST_MINOR_BLESS: case SPELL_PRIEST_BLESS: // target = select_pc(11,0); target = store_spell_target; if (target < 6) { store_sound = 4; adven[current_pc].cur_sp -= s_cost[1][spell_num]; adven[target].status[STATUS_BLESS_CURSE] += (spell_num == SPELL_PRIEST_MINOR_BLESS) ? 2 : max(2,(adven[current_pc].level * 3) / 4 + 1 + bonus); sprintf (c_line, " %s blessed. ", adven[target].name); add_string_to_buf(c_line); add_missile(pc_pos[target],8,0,0,0); } break; case SPELL_PRIEST_BLESS_PARTY: adven[current_pc].cur_sp -= s_cost[1][spell_num]; for (i = 0; i < 6; i++) if (adven[i].isAlive()) { adven[i].status[STATUS_BLESS_CURSE] += adven[current_pc].level / 3; add_missile(pc_pos[i],8,0,0,0); } sprintf (c_line, " Party blessed. "); add_string_to_buf(c_line); store_sound = 4; break; case SPELL_PRIEST_AVATAR: adven[current_pc].cur_sp -= s_cost[1][spell_num]; sprintf (c_line, " %s is an avatar! ", adven[current_pc].name); add_string_to_buf(c_line); adven[current_pc].heal(200); adven[current_pc].cure(8); adven[current_pc].status[STATUS_BLESS_CURSE ] = 8; adven[current_pc].status[STATUS_HASTE_SLOW] = 8; adven[current_pc].status[STATUS_INVULNERABLE] = 3; adven[current_pc].status[STATUS_MAGIC_RESISTANCE] = 8; adven[current_pc].status[STATUS_WEBS] = 0; adven[current_pc].status[STATUS_DISEASE] = 0; adven[current_pc].status[STATUS_DUMB] = 0; adven[current_pc].status[STATUS_MARTYRS_SHIELD] = 8; break; case SPELL_PRIEST_CURSE_ALL: case SPELL_PRIEST_MASS_CHARM: case SPELL_PRIEST_PESTILENCE: //mass affecting spells adven[current_pc].cur_sp -= s_cost[1][spell_num]; store_sound = 24; for (i = 0; i < T_M; i++) { if ((c_town.monst.dudes[i].active != 0) &&(c_town.monst.dudes[i].attitude % 2 == 1) && (dist(pc_pos[current_pc],c_town.monst.dudes[i].m_loc) <= priest_range[spell_num])) { which_m = &c_town.monst.dudes[i]; switch (spell_num) { case SPELL_PRIEST_CURSE_ALL: which_m->curse(3 + bonus); store_m_type = 8; break; case SPELL_PRIEST_MASS_CHARM: which_m->charm(28 - bonus,0,0); store_m_type = 14; break; case SPELL_PRIEST_PESTILENCE: which_m->disease(3 + bonus); store_m_type = 0; break; } num_opp++; add_missile(c_town.monst.dudes[i].m_loc,store_m_type,0, 14 * (which_m->m_d.x_width - 1),18 * (which_m->m_d.y_width - 1)); } } break; case SPELL_PRIEST_PROTECTIVE_CIRCLE: adven[current_pc].cur_sp -= s_cost[1][spell_num]; play_sound(24); add_string_to_buf(" Protective field created."); place_spell_pattern(protect_pat,pc_pos[current_pc],0,false,6); break; } } if (num_opp < 10) do_missile_anim((num_opp < 5) ? 50 : 25,pc_pos[current_pc],store_sound); else play_sound(store_sound); end_missile_anim(); put_pc_screen(); } combat_posing_monster = current_working_monster = -1; // Did anything actually get cast? if (store_sp == adven[current_pc].cur_sp) return false; else return true; } void start_spell_targeting(short num) { // First, remember what spell was cast. spell_being_cast = num; // Then, is num >= 1000, it's a freebie, so remove the 1000 if (num >= 1000) num -= 1000; sprintf (create_line, " Target spell. "); add_string_to_buf(create_line); if (num < 100) add_string_to_buf(" (Hit 'm' to cancel.)"); else add_string_to_buf(" (Hit 'p' to cancel.)"); overall_mode = MODE_SPELL_TARGET; current_spell_range = (num >= 100) ? priest_range[num - 100] : mage_range[num]; current_pat = single; switch (num) { // Different spells have different messages and diff. target shapes case SPELL_MAGE_SLEEP_CLOUD: current_pat = small_square; break; case SPELL_MAGE_DISPEL_FIELDS: case SPELL_MAGE_FIREBALL: case 100 + SPELL_PRIEST_FLAMESTRIKE : case 100 + SPELL_PRIEST_FORCEFIELD : case SPELL_MAGE_STINKING_CLOUD: //case 100 + SPELL_PRIEST_AWAKEN: current_pat = square; break; case SPELL_MAGE_CONFLAGRATION: case SPELL_MAGE_FIRE_STORM: case SPELL_MAGE_SHOCKSTORM: case SPELL_MAGE_WEB: case SPELL_MAGE_ANTIMAGIC_CLOUD: case 100 + SPELL_PRIEST_DIVINE_THUD: case 100 + SPELL_PRIEST_DISPEL_FIELDS: case SPELL_ITEMS_ICE_WALL_BALLS: //case 67: <= old ball style sleep bomb current_pat = radius2; break; case 100 + SPELL_PRIEST_PESTILENCE: case SPELL_ITEMS_GOO_BOMB: case SPELL_ITEMS_FOUL_VAPORS: current_pat = radius3; break; case SPELL_MAGE_WALL_OF_FORCE: case SPELL_MAGE_WALL_OF_ICE: case 100 + SPELL_PRIEST_WALL_OF_BLADES: add_string_to_buf(" (Hit space to rotate.)"); force_wall_position = 0; current_pat = field[0]; break; } } void start_fancy_spell_targeting(short num) { short i; location null_loc = location(120,0); // First, remember what spell was cast. spell_being_cast = num; // Then, is num >= 1000, it's a freebie, so remove the 1000 if (num >= 1000) num -= 1000; for (i = 0; i < 8; i++) spell_targets[i] = null_loc; sprintf (create_line, " Target spell. "); if (num < 100) add_string_to_buf(" (Hit 'm' to cancel.)"); else add_string_to_buf(" (Hit 'p' to cancel.)"); add_string_to_buf(" (Hit space to cast.)"); add_string_to_buf(create_line); overall_mode = MODE_FANCY_TARGET; current_pat = single; current_spell_range = (num >= 100) ? priest_range[num - 100] : mage_range[num]; switch (num) { // Assign special targeting shapes and number of targets case 100 + SPELL_PRIEST_SMITE: // smite num_targets_left = minmax(1,8,adven[current_pc].level / 4 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2); break; case 100 + SPELL_PRIEST_STICKS_TO_SNAKES: // sticks to snakes num_targets_left = adven[current_pc].level / 5 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2; break; case 100 + SPELL_PRIEST_SUMMON_HOST: // summon host num_targets_left = 5; break; case SPELL_MAGE_FLAME_ARROWS: // flame arrows num_targets_left = adven[current_pc].level / 4 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2; break; case SPELL_MAGE_VENOM_ARROWS: // venom arrows num_targets_left = adven[current_pc].level / 5 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2; break; case SPELL_MAGE_DEATH_ARROWS: case SPELL_MAGE_PARALYSIS: // death arrows, paralysis num_targets_left = adven[current_pc].level / 8 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 3; break; case SPELL_MAGE_SPRAY_FIELDS: // spray fields num_targets_left = adven[current_pc].level / 5 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2; current_pat = t; break; case SPELL_MAGE_WEAK_SUMMONING: // summon 1 num_targets_left = minmax(1,7,adven[current_pc].level / 4 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2); break; case SPELL_MAGE_SUMMONING: // summon 2 num_targets_left = minmax(1,6,adven[current_pc].level / 6 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2); break; case SPELL_MAGE_MAJOR_SUMMON: // summon 3 num_targets_left = minmax(1,5,adven[current_pc].level / 8 + adven[current_pc].statAdj(SKILL_INTELLIGENCE) / 2); break; } num_targets_left = minmax(1,8,num_targets_left); } void spell_cast_hit_return() { if (force_wall_position < 10) { force_wall_position = (force_wall_position + 1) % 8; current_pat = field[force_wall_position]; } } void process_fields() { short i,j,k,r1; location loc; char qf[64][64]; RECT r; if (is_out()) return; if (quickfire) { r = c_town.town.in_town_rect.rect32(); for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) qf[i][j] = (is_quickfire(i,j)) ? 2 : 0; for (k = 0; k < ((is_combat()) ? 4 : 1); k++) { for (i = r.left + 1; i < r.right ; i++) for (j = r.top + 1; j < r.bottom ; j++) if (is_quickfire(i,j) > 0) { r1 = get_ran(1,1,8); if (r1 != 1) { qf[i - 1][j] = 1; qf[i + 1][j] = 1; qf[i][j + 1] = 1; qf[i][j - 1] = 1; } } for (i = r.left + 1; i < r.right ; i++) for (j = r.top + 1; j < r.bottom ; j++) if (qf[i][j] > 0) { make_quickfire(i,j); } } } for (i = 0; i < T_M; i++) if (c_town.monst.dudes[i].active > 0) monst_inflict_fields(i); // First fry PCs, then call to handle damage to monsters processing_fields = true; // this, in hit_space, makes damage considered to come from whole party if (force_wall) { force_wall = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_force_wall(i,j)) { r1 = get_ran(3,1,6); loc.x = i; loc.y = j; hit_pcs_in_space(loc,r1,3,1,1); r1 = get_ran(1,1,6); if (r1 == 2) take_force_wall(i,j); else { force_wall = true; } } } if (fire_wall) { fire_wall = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_fire_wall(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(2,1,6) + 1; hit_pcs_in_space(loc,r1,1,1,1); r1 = get_ran(1,1,4); if (r1 == 2) take_fire_wall(i,j); else { fire_wall = true; } } } if (antimagic) { antimagic = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_antimagic(i,j)) { r1 = get_ran(1,1,8); if (r1 == 2) take_antimagic(i,j); else antimagic = true; } } if (scloud) { scloud = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_scloud(i,j)) { r1 = get_ran(1,1,4); if (r1 == 2) take_scloud(i,j); else { scloud_space(i,j); scloud = true; } } } if (sleep_field) { sleep_field = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_sleep_cloud(i,j)) { r1 = get_ran(1,1,4); if (r1 == 2) take_sleep_cloud(i,j); else { sleep_cloud_space(i,j); sleep_field = true; } } } if (ice_wall) { ice_wall = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_ice_wall(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(3,1,6); hit_pcs_in_space(loc,r1,5,1,1); r1 = get_ran(1,1,6); if (r1 == 1) take_ice_wall(i,j); else { ice_wall = true; } } } if (blade_wall) { blade_wall = false; for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_blade_wall(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(6,1,8); hit_pcs_in_space(loc,r1,0,1,1); r1 = get_ran(1,1,5); if (r1 == 1) take_blade_wall(i,j); else { blade_wall = true; } } } processing_fields = false; monsters_going = true; // this changes who the damage is considered to come from // in hit_space if (quickfire) { for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) if (is_quickfire(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(2,1,8); hit_pcs_in_space(loc,r1,1,1,1); } } monsters_going = false; } void scloud_space(short m,short n) { location target; short i; target.x = (char) m; target.y = (char) n; make_scloud(m,n); if (overall_mode >= MODE_COMBAT) for (i = 0; i < 6; i++) if (adven[i].isAlive()) if (same_point(pc_pos[i],target) == true) { adven[i].curse(get_ran(1,1,2)); } if (overall_mode < MODE_COMBAT) if (same_point(target,c_town.p_loc) == true) { for (i = 0; i < 6; i++) adven[i].curse(get_ran(1,1,2)); } } void web_space(short m,short n) { location target; short i; target.x = (char) m; target.y = (char) n; make_web(m,n); if (overall_mode >= MODE_COMBAT) for (i = 0; i < 6; i++) if (adven[i].isAlive()) if (same_point(pc_pos[i],target) == true) { adven[i].web(3); } if (overall_mode < MODE_COMBAT) if (same_point(target,c_town.p_loc) == true) { for (i = 0; i < 6; i++) adven[i].web(3); } } void sleep_cloud_space(short m,short n) { location target; short i; target.x = (char) m; target.y = (char) n; make_sleep_cloud(m,n); if (overall_mode >= MODE_COMBAT) for (i = 0; i < 6; i++) if (adven[i].isAlive()) if (same_point(pc_pos[i],target) == true) { adven[i].sleep(3,11,0); } if (overall_mode < MODE_COMBAT) if (same_point(target,c_town.p_loc) == true) { for (i = 0; i < 6; i++) adven[i].sleep(3,11,0); } } void take_m_ap(short num,creature_data_type *monst) { monst->m_d.ap = max(0,monst->m_d.ap - num); } short get_monst_sound(creature_data_type *attacker,short which_att) { short type,strength; type = (which_att == 0) ? attacker->m_d.a1_type : attacker->m_d.a23_type; strength = attacker->m_d.a[which_att]; switch (type) { case MONSTER_ATTACK_SLIMES: return 11; break; case MONSTER_ATTACK_PUNCHES: return 4; break; case MONSTER_ATTACK_CLAWS: return 9; break; case MONSTER_ATTACK_BITES: return 10; break; default: if (attacker->m_d.m_type == MONSTER_TYPE_HUMAN) { if (strength > 9) return 3; else return 2; } if ((attacker->m_d.m_type == MONSTER_TYPE_HUMAN) ||(attacker->m_d.m_type == MONSTER_TYPE_HUMANOID) ||(attacker->m_d.m_type == MONSTER_TYPE_GIANT) ){ return 2; } if (attacker->m_d.m_type == MONSTER_TYPE_MAGE) return 1; if (attacker->m_d.m_type == MONSTER_TYPE_PRIEST) return 4; return 0; break; } return 0; }