#include #include //#include "item.h" #include "boe.global.h" #include "classes.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 "soundtool.h" #include "boe.town.h" #include "boe.specials.h" #include "boe.graphutil.h" #include "boe.main.h" #include "mathutil.h" #include "dlgutil.h" //extern party_record_type party; //extern current_town_type univ.town; //extern big_tr_type t_d; //extern town_item_list t_i; extern eGameMode overall_mode; extern short which_combat_type; extern short stat_window; extern location center; extern ter_num_t combat_terrain[64][64]; extern location pc_pos[6]; extern short current_pc; extern short pc_last_cast[2][6]; extern short combat_active_pc; extern bool monsters_going,spell_forced; extern WindowPtr mainPtr; extern short store_mage, store_priest; extern short store_mage_lev, store_priest_lev,store_item_spell_level; extern short store_spell_target,pc_casting,current_spell_range; extern effect_pat_type current_pat; //extern short town_size[3]; extern short town_type; //extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x extern short num_targets_left; extern location spell_targets[8]; extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall; extern bool sleep_field,in_scen_debug; extern bool fast_bang; //extern unsigned char misc_i[64][64],sfx[64][64]; extern short store_current_pc; extern short refer_mage[62],refer_priest[62]; //extern location monster_targs[60]; extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x extern cScenario scenario; extern short spell_caster, missile_firer,current_monst_tactic; char create_line[60]; short spell_being_cast; short missile_inv_slot, ammo_inv_slot; short force_wall_position = 10; // 10 -> no force wall bool processing_fields = true; short futzing; m_num_t store_sum_monst; short store_sum_monst_cost; extern cUniverse univ; location out_start_loc(20,23); short hit_chance[51] = {20,30,40,45,50,55,60,65,69,73, 77,81,84,87,90,92,94,96,97,98,99 ,99,99,99,99,99,99,99,99,99,99 ,99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99}; //short s_cost[2][62] = {{1,1,1,1,1,2,15,2,1,3, 2,2,2,2,2,2,4,6,2,2, 3,3,4,3,3,5,5,4,6,4,/ // 4,4,4,4,30,-1,8,5, 5,8,7,5,8,10,5,7, 6,6,7,7,12,10,-1,20, 12,8,20,8,14,10,50,10}, // {1,1,1,2,1,2,2,5,50,1, 2,2,2,2,2,6,8,7,4,3, 3,4,3,3,3,10,6,3,3,7, // 4,5,5,15,8,6,4,4, 5,5,25,8,12,12,10,5, 7,6,6,8,14,20,7,6, 8,7,20,12,8,12,30,8}}; short s_cost[2][62] = {{1,1,1,1,1,2,50,2,1,3, 2,3,2,2,2,2,4,4,2,6, 3,3,5,3,3,5,6,4,6,4, 4,5,4,8,30,-1,8,6, 5,8,8,6,9,10,6,6, 7,6,8,7,12,10,12,20, 12,8,20,10,14,10,50,10}, {1,1,1,2,1,1,3,5,50,1, 2,2,2,2,3,5,8,6,4,2, 3,4,3,3,3,10,5,3,4,6, 5,5,5,15,6,5,5,8, 6,7,25,8,10,12,12,6, 8,7,8,8,14,17,8,7, 10,10,35,10,12,12,30,10}}; short mage_range[80] = {0,6,0,0,7,7,0,14,8,0, 6,8,7,10,0,8,3,8,10,6, 0,0,12,0,10,12,4,10,8,0, 8,12,12,0,10,4,8,8, 0,0,14,0,2,4,10,12, 8,12,6,8,5,8,4,0, 0,0,8,0,4,2,4,6 ,10,8,8,12,8,10,10,10, 10,10,10,10,10,10,10,10,10,10}; short priest_range[62] = {0,0,0,8,0,0,0,0,0,10, 0,0,10,0,6,4,0,6,6,8, 0,0,8,0,10,0,8,0,0,8, 0,10,8,0,6,0,0,0, 0,0,0,9,0,4,0,8, 0,0,10,0,4,8,0,8, 0,4,0,12,0,10,0,0}; short monst_mage_spell[55] = {1,1,1,1,1,1,2,2,2,2, 2,2,3,3,3,3,3,4,4,4, 4,4,4,5,5,5,5,5,4,4, 6,6,6,6,7,7,7,7,7,8, 8,8,8,8,9,9,9,10,10,10, 11,11,11,12,12}; short monst_cleric_spell[55] = {1,1,1,1,1,1,1,1,2,2, 2,2,2,3,3,3,11,11,11,4, 4,4,4,5,5,5,11,11,6,6, 6,6,6,6,7,7,7,7,7,7, 8,8,8,8,8,7,7,7,7,7, 7,9,9,10,10}; short monst_mage_cost[27] = {1,1,1,1,2, 2,2,2,2,4, 2,4,4,3,4, 4,4,5,5,5, 5,6,6,6,7, 7,7}; short monst_mage_area_effect[27] = {0,0,0,0,0, 0,0,0,1,0, 1,1,0,1,0, 0,0,0,1,0, 1,0,0,0,0, 0,0}; short monst_priest_cost[26] = {1,1,1,1,2, 2,2,4,2,3, 3,3,4,4,4, 5,5,5,10,6, 6,10,8,8,8, 8}; short monst_priest_area_effect[26] = {0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,1,0,0, 0,0,0,0,0, 1}; extern short boom_gr[8]; char *d_string[] = {"North", "NorthEast", "East", "SouthEast", "South", "SouthWest", "West", "NorthWest"}; short pc_marked_damage[6]; short monst_marked_damage[60]; location hor_vert_place[14] = {loc(0,0),loc(-1,1),loc(1,1),loc(-2,2),loc(0,2), loc(2,2),loc(0,1),loc(-1,2),loc(1,2),loc(-1,3), loc(1,3),loc(0,3),loc(0,4),loc(0,5)}; location diag_place[14] = {loc(0,0),loc(-1,0),loc(0,1),loc(-1,1),loc(-2,0), loc(0,2),loc(-2,1),loc(-1,2),loc(-2,2),loc(-3,2), loc(-2,3),loc(-3,3),loc(-4,3),loc(-3,4)}; effect_pat_type null_pat = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type single = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type t = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type small_square = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type square = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type open_square = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,1,0,1,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type rad2 = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type rad3 = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,1,1,1,1,1,0,0}, {0,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,0}, {0,0,1,1,1,1,1,0,0}, {0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; effect_pat_type field[8] = {{{{0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0}}}, {{{0,0,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,1,1}, {0,0,0,0,0,0,1,1,0}, {0,0,0,0,0,1,1,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,1,1,0,0,0,0,0}, {0,1,1,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0}}}, {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}, {{{1,0,0,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0}, {0,1,1,0,0,0,0,0,0}, {0,0,1,1,0,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,0,1,1,0,0}, {0,0,0,0,0,0,1,1,0}, {0,0,0,0,0,0,0,1,1}}}, {{{0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}}}, {{{0,0,0,0,0,0,0,1,1}, {0,0,0,0,0,0,1,1,0}, {0,0,0,0,0,1,1,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,1,1,0,0,0,0,0}, {0,1,1,0,0,0,0,0,0}, {1,1,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,0,0}}}, {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}, {{{1,1,0,0,0,0,0,0,0}, {0,1,1,0,0,0,0,0,0}, {0,0,1,1,0,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,1,0,0,0}, {0,0,0,0,0,1,1,0,0}, {0,0,0,0,0,0,1,1,0}, {0,0,0,0,0,0,0,1,1}, {0,0,0,0,0,0,0,0,1}}}}; short last_attacked[6],pc_dir[6],pc_parry[6];//,pc_moves[6]; bool center_on_monst; void start_outdoor_combat(cOutdoors::cCreature encounter,ter_num_t in_which_terrain,short num_walls) { short i,j,how_many,num_tries = 0; GrafPtr old_port; // short low[10] = {15,7,3,3,1,1,1,7,2,1}; // short high[10] = {30,10,5,5,3,2,1,10,4,1}; 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}; rectangle 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); GetPort(&old_port); SetPort(GetWindowPort(mainPtr)); 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++) { univ.town.fields[i][j] = 0; //univ.out.misc_i[i][j] = 0; //univ.out.sfx[i][j] = 0; } univ.town->in_town_rect = town_rect; create_out_combat_terrain((short) in_which_terrain,num_walls,0);//// for (i = 0; i < univ.town->max_monst(); i++) { univ.town.monst[i].number = 0; univ.town.monst[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) univ.party[i].status[j] = 0; } // place monsters, w. friendly monsts landing near PCs for (i = 0; i < univ.town->max_monst(); i++) if (univ.town.monst[i].active > 0) { univ.town.monst[i].target = 6; univ.town.monst[i].cur_loc.x = get_ran(1,15,25); univ.town.monst[i].cur_loc.y = get_ran(1,14,18); if (univ.town.monst[i].attitude == 2) univ.town.monst[i].cur_loc.y += 9; else if ((univ.town.monst[i].mu > 0) || (univ.town.monst[i].cl > 0)) univ.town.monst[i].cur_loc.y -= 4;//max(12,univ.town.monst[i].m_loc.y - 4); num_tries = 0; while (((monst_can_be_there(univ.town.monst[i].cur_loc,i) == false) || (combat_terrain[univ.town.monst[i].cur_loc.x][univ.town.monst[i].cur_loc.y] == 180) || (pc_there(univ.town.monst[i].cur_loc) < 6)) && (num_tries++ < 50)) { univ.town.monst[i].cur_loc.x = get_ran(1,15,25); univ.town.monst[i].cur_loc.y = get_ran(1,14,18); if (univ.town.monst[i].attitude == 2) univ.town.monst[i].cur_loc.y += 9; else if ((univ.town.monst[i].mu > 0) || (univ.town.monst[i].cl > 0)) univ.town.monst[i].cur_loc.y -= 4;//max(12,univ.town.monst[i].m_loc.y - 4); } if (get_blockage(combat_terrain[univ.town.monst[i].cur_loc.x][univ.town.monst[i].cur_loc.y]) > 0) combat_terrain[univ.town.monst[i].cur_loc.x][univ.town.monst[i].cur_loc.y] = combat_terrain[0][0]; } combat_active_pc = 6; spell_caster = 6; missile_firer = 6; for (i = 0; i < univ.town->max_monst(); i++) univ.town.monst[i].target = 6; for (i = 0; i < 6; i++) { pc_parry[i] = 0; last_attacked[i] = univ.town->max_monst() + 10; } for (i = 0; i < NUM_TOWN_ITEMS; i++) univ.town.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); SetPort(old_port); adjust_spell_menus(); //clear_map(); give_help(48,49,0); } bool pc_combat_move(location destination) //// { short dir,monst_hit,s1,s2,i,monst_exist,switch_pc; bool keep_going = true,forced = false,check_f; location monst_loc,store_loc; short spec_num; if (monst_there(destination) > univ.town->max_monst()) keep_going = check_special_terrain(destination,2,current_pc,&spec_num,&check_f); if (check_f == true) 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) { univ.party[current_pc].main_status = MAIN_STATUS_FLED; if (combat_active_pc == current_pc) combat_active_pc = 6; sprintf ((char *) create_line, "Moved: Fled. "); univ.party[current_pc].ap = 0; } else { take_ap(1); sprintf ((char *) create_line, "Moved: Couldn't flee. "); } add_string_to_buf((char *) create_line); return true; } else if ((monst_hit = monst_there(destination)) <= univ.town->max_monst()) { s1 = univ.town.monst[monst_hit].attitude; s2 = (s1 % 2 == 1) ? 2 : fancy_choice_dialog(1045,0); if ((s2 == 2) && (s1 % 2 != 1)) make_town_hostile(); 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 (univ.party[switch_pc].ap == 0) { add_string_to_buf("Move: Can't switch places."); add_string_to_buf(" (other PC has no APs) "); return false; } else univ.party[switch_pc].ap--; add_string_to_buf("Move: Switch places."); store_loc = pc_pos[current_pc]; pc_pos[current_pc] = destination; pc_pos[switch_pc] = store_loc; univ.party[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],univ.party[current_pc].ap); 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 < univ.town->max_monst(); i++) { monst_loc = univ.town.monst[i].cur_loc; monst_exist = univ.town.monst[i].active; s1 = current_pc; if ((monst_exist > 0) && (monst_adjacent(pc_pos[current_pc],i) == true) && (monst_adjacent(destination,i) == false) && (univ.town.monst[i].attitude % 2 == 1) && (univ.town.monst[i].status[11] <= 0) && (univ.town.monst[i].status[12] <= 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 false; } // move if still alive if (univ.party[current_pc].main_status == 1) { pc_dir[current_pc] = set_direction(pc_pos[current_pc],destination); pc_pos[current_pc] = destination; univ.party[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],univ.party[current_pc].ap); } else return false; return true; } else { sprintf ((char *) create_line, "Blocked: %s ",d_string[dir]); add_string_to_buf((char *) create_line); return false; } } return false; } void char_parry() { pc_parry[current_pc] = (univ.party[current_pc].ap / 4) * (2 + stat_adj(current_pc,1) + univ.party[current_pc].skills[8]); univ.party[current_pc].ap = 0; } void char_stand_ready() { pc_parry[current_pc] = 100; univ.party[current_pc].ap = 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; cCreature *which_m; short hit_adj, dam_adj, spec_dam = 0,poison_amt; // slice out bad attacks if (univ.party[who_att].main_status != 1) return; if ((univ.party[who_att].status[11] > 0) || (univ.party[who_att].status[12] > 0)) return; last_attacked[who_att] = target; which_m = &univ.town.monst[target]; for (i = 0; i < 24; i++) if (((univ.party[who_att].items[i].variety == 1) || (univ.party[who_att].items[i].variety == 2)) && (univ.party[who_att].equip[i] == true)) if (weap1 == 24) weap1 = i; else weap2 = i; hit_adj = (-5 * minmax(-8,8,univ.party[who_att].status[1])) + 5 * minmax(-8,8,which_m->status[1]) - stat_adj(who_att,1) * 5 + (get_encumberance(who_att)) * 5; dam_adj = minmax(-8,8,univ.party[who_att].status[1]) - minmax(-8,8,which_m->status[1]) + stat_adj(who_att,0); if ((which_m->status[11] > 0) || (which_m->status[12] > 0)) { hit_adj -= 80; dam_adj += 10; } if ((skill_item = text_pc_has_abil_equip(who_att,37)) < 24) { hit_adj += 5 * (univ.party[who_att].items[skill_item].item_level / 2 + 1); dam_adj += univ.party[who_att].items[skill_item].item_level / 2; } if ((skill_item = text_pc_has_abil_equip(who_att,43)) < 24) { dam_adj += univ.party[who_att].items[skill_item].item_level; hit_adj += univ.party[who_att].items[skill_item].item_level * 2; } void_sanctuary(who_att); store_hp = univ.town.monst[target].health; combat_posing_monster = current_working_monster = who_att; if (weap1 == 24) { sprintf ((char *) create_line, "%s punches. ",(char *) univ.party[who_att].name.c_str());//,hit_adj, dam_adj); add_string_to_buf((char *) create_line); r1 = get_ran(1,1,100) + hit_adj - 20; r1 += 5 * (univ.party[current_pc].status[6] / 3); r2 = get_ran(1,1,4) + dam_adj; if (r1 <= hit_chance[univ.party[who_att].skills[what_skill1]]) { damage_monst(target, who_att, r2, 0,DAMAGE_WEAPON,4); } else { draw_terrain(2); sprintf ((char *) create_line, "%s misses. ",(char *) univ.party[who_att].name.c_str()); add_string_to_buf((char *) create_line); play_sound(2); } } // Don't forget awkward and stat adj. if (weap1 < 24) { what_skill1 = 2 + univ.party[who_att].items[weap1].type; // safety valve if (what_skill1 == 2) what_skill1 = 3; sprintf ((char *) create_line, "%s swings. ",(char *) univ.party[who_att].name.c_str());//,hit_adj, dam_adj); add_string_to_buf((char *) create_line); r1 = get_ran(1,1,100) - 5 + hit_adj - 5 * univ.party[who_att].items[weap1].bonus; r1 += 5 * (univ.party[current_pc].status[6] / 3); if ((weap2 < 24) && (univ.party[who_att].traits[2] == false)) r1 += 25; // race adj. if ((univ.party[who_att].race == 2) && (univ.party[who_att].items[weap1].type == 3)) r1 -= 10; r2 = get_ran(1,1,univ.party[who_att].items[weap1].item_level) + dam_adj + 2 + univ.party[who_att].items[weap1].bonus; if (univ.party[who_att].items[weap1].ability == 12) r2 = (r2 * (10 - univ.party[who_att].items[weap1].ability_strength)) / 10; if (r1 <= hit_chance[univ.party[who_att].skills[what_skill1]]) { spec_dam = calc_spec_dam(univ.party[who_att].items[weap1].ability, univ.party[who_att].items[weap1].ability_strength,which_m); // assassinate r1 = get_ran(1,1,100); if ((univ.party[who_att].level >= which_m->level - 1) && (univ.party[who_att].skills[16] >= which_m->level / 2) && (which_m->spec_skill != 12)) // Can't assassinate splitters if (r1 < hit_chance[max(univ.party[who_att].skills[16] - which_m->level,0)]) { add_string_to_buf(" You assassinate. "); spec_dam += r2; } switch (what_skill1) { case 3: if (univ.party[who_att].items[weap1].item_level < 8) damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,1); else damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,2); break; case 4: damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,4); break; case 5: damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,3); break; } // poison if ((univ.party[who_att].status[0] > 0) && (univ.party[who_att].weap_poisoned == weap1)) { poison_amt = univ.party[who_att].status[0]; if (pc_has_abil_equip(who_att,51) < 24) poison_amt += 2; poison_monst(which_m,poison_amt); univ.party[who_att].status[0] = move_to_zero(univ.party[who_att].status[0]); } if ((univ.party[who_att].items[weap1].ability == 14) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips venom. "); poison_monst(which_m,univ.party[who_att].items[weap1].ability_strength / 2); } if ((univ.party[who_att].items[weap1].ability == 9) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips acid. "); acid_monst(which_m,univ.party[who_att].items[weap1].ability_strength / 2); } if ((univ.party[who_att].items[weap1].ability == 10) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drains life. "); heal_pc(who_att,univ.party[who_att].items[weap1].ability_strength / 2); } } else { draw_terrain(2); sprintf ((char *) create_line, " %s misses. ",(char *) univ.party[who_att].name.c_str()); add_string_to_buf((char *) create_line); if (what_skill1 == 5) play_sound(19); else play_sound(2); } } if ((weap2 < 24) && (which_m->active > 0)) { what_skill2 = 2 + univ.party[who_att].items[weap2].type; // safety valve if (what_skill2 == 2) what_skill2 = 3; sprintf ((char *) create_line, "%s swings. ",(char *) univ.party[who_att].name.c_str());//,hit_adj, dam_adj); add_string_to_buf((char *) create_line); r1 = get_ran(1,1,100) + hit_adj - 5 * univ.party[who_att].items[weap2].bonus; // Ambidextrous? if (univ.party[who_att].traits[2] == false) r1 += 25; r1 += 5 * (univ.party[current_pc].status[6] / 3); r2 = get_ran(1,1,univ.party[who_att].items[weap2].item_level) + dam_adj - 1 + univ.party[who_att].items[weap2].bonus; if (univ.party[who_att].items[weap2].ability == 12) r2 = (r2 * (10 - univ.party[who_att].items[weap2].ability_strength)) / 10; if (r1 <= hit_chance[univ.party[who_att].skills[what_skill2]]) { spec_dam = calc_spec_dam(univ.party[who_att].items[weap2].ability, univ.party[who_att].items[weap2].ability_strength,which_m); switch (what_skill2) { case 3: if (univ.party[who_att].items[weap1].item_level < 8) damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,1); else damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,2); break; case 4: damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,4); break; case 5: damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,3); break; } if ((univ.party[who_att].items[weap2].ability == 14) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips venom. "); poison_monst(which_m,univ.party[who_att].items[weap2].ability_strength / 2); } if ((univ.party[who_att].items[weap2].ability == 9) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drips acid. "); acid_monst(which_m,univ.party[who_att].items[weap2].ability_strength / 2); } if ((univ.party[who_att].items[weap2].ability == 10) && (get_ran(1,0,1) == 1)) { add_string_to_buf(" Blade drains life. "); heal_pc(who_att,univ.party[who_att].items[weap2].ability_strength / 2); } } else { draw_terrain(2); sprintf ((char *) create_line, "%s misses. ",(char *) univ.party[who_att].name.c_str()); add_string_to_buf((char *) create_line); if (what_skill2 == 5) play_sound(19); else play_sound(2); } } univ.party[who_att].status[0] = move_to_zero(univ.party[who_att].status[0]); take_ap(4); if (((univ.town.monst[target].status[10] > 0) || (univ.town.monst[target].spec_skill == 22)) && (store_hp - univ.town.monst[target].health > 0)) { add_string_to_buf(" Shares damage! "); damage_pc(who_att, store_hp - univ.town.monst[target].health, DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0); } combat_posing_monster = current_working_monster = -1; } short calc_spec_dam(short abil,short abil_str,cCreature *monst) //// { short store = 0; switch (abil) { case 1: case 171: store += get_ran(abil_str,1,6); break; case 2: if (monst->m_type == 7) store += 8 * abil_str; break; case 175: if (monst->m_type == 7) store += 25 + 8 * abil_str; break; case 174: if (monst->m_type == 8) store += 20 + 6 * abil_str; break; case 3: if (monst->m_type == 8) store += 6 * abil_str; break; case 4: if (monst->m_type == 1) store += 5 * abil_str; break; case 5: if (monst->m_type == 9) store += 8 * abil_str; break; case 6: if (monst->m_type == 4) store += 4 * abil_str; break; case 7: if (monst->m_type == 5) store += 4 * abil_str; break; case 8: if (monst->m_type == 12) store += 7 * abil_str; break; case 13: scare_monst(monst,abil_str * 10); break; case 173: acid_monst(monst,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 != 41)) { add_string_to_buf(" Target space obstructed. "); return; } if (univ.town.is_antimagic(target.x,target.y)) { add_string_to_buf(" Target in antimagic field."); return; } for (i = 0; i < 8; i++) { if (spell_targets[i] == target) { 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 // 64 - Ice Wall Balls // 65 - Goo Bomb // 66 - Foul vapors // 67 - SLeep cloud // 68 - Acid spray // 69 - Paralyze beam // 70 - mass sleep void do_combat_cast(location target)//// { short adjust,r1,r2,targ_num,s_num,level,bonus = 1,i,item,store_sound = 0; cCreature *cur_monst; bool 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}; m_num_t 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}; eDamageType boom_type[8]; location boom_targ[8]; if (spell_being_cast >= 1000) { spell_being_cast -= 1000; freebie = true; level = store_item_spell_level; level = minmax(2,20,level); } else { level = 1 + univ.party[current_pc].level / 2; bonus = stat_adj(current_pc,2); } 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 == 16) { summon = get_summon_monster(1); } if (spell_being_cast == 26) { summon = get_summon_monster(1); } if (spell_being_cast == 43) { summon = get_summon_monster(2); } if (spell_being_cast == 58) { 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)) { univ.party[current_pc].cur_sp -= s_cost[spell_being_cast / 100][s_num]; cost_taken = true; } if ((cost_taken == false) && (freebie == false) && (s_num == 35)) { univ.party[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 != 41)) add_string_to_buf(" Target space obstructed. "); else if (univ.town.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 8: case 28: case 65: // web spells place_spell_pattern(current_pat,target,1,false,current_pc); break; case 5: case 17: // fire wall spells place_spell_pattern(current_pat,target,5,false,current_pc); break; case 15: case 66: // stink cloud place_spell_pattern(current_pat,target,7,false,current_pc); break; case 25: case 44: case 126: // force walls place_spell_pattern(current_pat,target,4,false,current_pc); break; case 37: case 64: // ice walls place_spell_pattern(current_pat,target,8,false,current_pc); break; case 51: // antimagic place_spell_pattern(current_pat,target,6,false,current_pc); break; case 19: case 67: // sleep clouds place_spell_pattern(current_pat,target,12,false,current_pc); break; case 60: make_quickfire(target.x,target.y); break; case 45: // spray fields r1 = get_ran(1,0,14); place_spell_pattern(current_pat,target,spray_type_array[r1],false,current_pc); break; case 159: // wall of blades place_spell_pattern(current_pat,target,9,false,current_pc); break; case 145: case 119: case 18: // wall dispelling place_spell_pattern(current_pat,target,11,false,current_pc); break; case 42: // Fire barrier play_sound(68); r1 = get_ran(3,2,7); hit_space(target,r1,DAMAGE_FIRE,true,true); univ.town.set_fire_barr(target.x,target.y,true); if (univ.town.is_fire_barr(target.x,target.y)) add_string_to_buf(" You create the barrier. "); else add_string_to_buf(" Failed."); break; case 59: // Force barrier play_sound(68); r1 = get_ran(7,2,7); hit_space(target,r1,DAMAGE_FIRE,true,true); univ.town.set_force_barr(target.x,target.y,true); if (univ.town.is_force_barr(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 157: add_missile(target,9,1,0,0); store_sound = 11; r1 = min(18,(level * 7) / 10 + 2 * bonus); place_spell_pattern(rad2,target,130 + r1,true,current_pc); ashes_loc = target; break; case 1: case 31: r1 = (spell_being_cast == 1) ? 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) ? DAMAGE_MAGIC : DAMAGE_COLD,1,0); break; case 27: // flame arrows add_missile(target,4,1,0,0); r1 = get_ran(2,1,4); boom_type[i] = DAMAGE_FIRE; boom_dam[i] = r1; //hit_space(target,r1,1,1,0); break; case 129: // smite add_missile(target,6,1,0,0); r1 = get_ran(2,1,5); boom_type[i] = DAMAGE_COLD; boom_dam[i] = r1; //hit_space(target,r1,5,1,0); break; case 114: 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,DAMAGE_UNBLOCKABLE,1,0); break; case 11: 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,DAMAGE_FIRE,1,0); break; case 22: case 141: 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 == 141) 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 40: 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(rad2,target,50 + r1,true,current_pc); ashes_loc = target; break; case 48: // kill add_missile(target,9,1,0,0); do_missile_anim(100,pc_pos[current_pc],11); r1 = get_ran(3,0,10) + univ.party[current_pc].level * 2; hit_space(target,40 + r1,DAMAGE_MAGIC,1,0); break; case 61: // death arrows add_missile(target,9,1,0,0); store_sound = 11; r1 = get_ran(3,0,10) + univ.party[current_pc].level + 3 * bonus; boom_type[i] = DAMAGE_MAGIC; boom_dam[i] = r1; //hit_space(target,40 + r1,3,1,0); break; // summoning spells case 35: case 16: case 26: case 43: case 58: case 50: case 63: case 115: case 134: case 143: case 150: add_missile(target,8,1,0,0); do_missile_anim(50,pc_pos[current_pc],61); switch (spell_being_cast) { case 35: // Simulacrum r2 = get_ran(3,1,4) + stat_adj(current_pc,2); if (summon_monster(store_sum_monst,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 16: // summon beast r2 = get_ran(3,1,4) + stat_adj(current_pc,2); if ((summon == 0) || (!summon_monster(summon,target,r2,2))) add_string_to_buf(" Summon failed."); break; case 26: // summon 1 r2 = get_ran(4,1,4) + stat_adj(current_pc,2); if ((summon == 0) || (!summon_monster(summon,target,r2,2))) add_string_to_buf(" Summon failed."); break; case 43: // summon 2 r2 = get_ran(5,1,4) + stat_adj(current_pc,2); if ((summon == 0) || (!summon_monster(summon,target,r2,2))) add_string_to_buf(" Summon failed."); break; case 58: // summon 3 r2 = get_ran(7,1,4) + stat_adj(current_pc,2); if ((summon == 0) || (!summon_monster(summon,target,r2,2))) add_string_to_buf(" Summon failed."); break; case 50: // Daemon r2 = get_ran(5,1,4) + stat_adj(current_pc,2); if (!summon_monster(85,target,r2,2)) add_string_to_buf(" Summon failed."); break; case 63: // Rat! r1 = get_ran(3,1,4); if (!summon_monster(80,target,r1,2)) add_string_to_buf(" Summon failed."); break; case 115: // summon spirit r2 = get_ran(2,1,5) + stat_adj(current_pc,2); if (summon_monster(125,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 134: // s to s r1 = get_ran(1,0,7); r2 = get_ran(2,1,5) + stat_adj(current_pc,2); if (summon_monster((r1 == 1) ? 100 : 99,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 143: // host r2 = get_ran(2,1,4) + stat_adj(current_pc,2); if (summon_monster((i == 0) ? 126 : 125,target,r2,2) == false) add_string_to_buf(" Summon failed."); break; case 150: // guardian r2 = get_ran(6,1,4) + stat_adj(current_pc,2); 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 > univ.town->max_monst()) add_string_to_buf(" Nobody there "); else { cur_monst = &univ.town.monst[targ_num]; if ((cur_monst->attitude % 2 != 1) && (spell_being_cast != 7) && (spell_being_cast != 34)) make_town_hostile(); store_sound = (spell_being_cast >= 50) ? 24 : 25; switch (spell_being_cast) { case 68: // spray acid store_m_type = 0; acid_monst(cur_monst,level); break; case 69: // paralyze store_m_type = 9; charm_monst(cur_monst,0,12,500); break; case 7: // monster info store_m_type = -1; play_sound(52); univ.party.m_noted[cur_monst->number] = true; adjust_monst_menu(); display_monst(0,cur_monst,0); break; case 34: // Capture soul store_m_type = 15; record_monst(cur_monst); break; case 52: // Mindduel! store_m_type = -1; if ((cur_monst->mu == 0) && (cur_monst->cl == 0)) add_string_to_buf(" Can't duel: no magic."); else { item = pc_has_abil(current_pc,159); if (item >= 24) add_string_to_buf(" You need a smoky crystal. "); else { remove_charge(current_pc,item); do_mindduel(current_pc,cur_monst); } } break; case 117: // charm store_m_type = 14; charm_monst(cur_monst,-1 * (bonus + univ.party[current_pc].level / 8),0,0); break; case 118: // disease store_m_type = 0; r1 = get_ran(1,0,1); disease_monst(cur_monst,2 + r1 + bonus); break; case 62: store_m_type = 14; cur_monst->health += 20; store_sound = 55; break; case 13: store_m_type = 14; dumbfound_monst(cur_monst,1 + bonus / 3); store_sound = 53; break; case 4: store_m_type = 11; scare_monst(cur_monst,get_ran(2 + bonus,1,6)); store_sound = 54; break; case 24: store_m_type = 11; scare_monst(cur_monst,get_ran(min(20,univ.party[current_pc].level / 2 + bonus),1, ((spell_being_cast == 24) ? 8 : 6))); store_sound = 54; break; case 12: store_m_type = 11; r1 = get_ran(1,0,1); slow_monst(cur_monst,2 + r1 + bonus); break; case 10: case 36: store_m_type = (spell_being_cast == 36) ? 4 : 11; poison_monst(cur_monst,2 + bonus / 2); store_sound = 55; break; case 49: // Paralysis store_m_type = 9; charm_monst(cur_monst,-10,12,1000); break; case 30: store_m_type = 11; poison_monst(cur_monst,4 + bonus / 2); store_sound = 55; break; case 46: store_m_type = 11; poison_monst(cur_monst,8 + bonus / 2); store_sound = 55; break; case 109: // stumble store_m_type = 8; curse_monst(cur_monst,4 + bonus); break; case 112: store_m_type = 8; curse_monst(cur_monst,2 + bonus); break; case 122: store_m_type = 8; curse_monst(cur_monst,2 + univ.party[current_pc].level / 2); break; case 103: case 132: if (cur_monst->m_type != 8) { 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->level / 2) + 3)]) add_string_to_buf(" Monster resisted. "); else { r1 = get_ran((spell_being_cast == 103) ? 2 : 6, 1, 14); hit_space(cur_monst->cur_loc,r1,DAMAGE_UNBLOCKABLE,0,current_pc); } break; case 155: if (cur_monst->m_type != 7) { add_string_to_buf(" Not a demon. "); store_m_type = -1; break; } r1 = get_ran(1,1,100); if (r1 > hit_chance[minmax(0,19,level * 4 - cur_monst->level + 10)]) add_string_to_buf(" Demon resisted. "); else { r1 = get_ran(8 + bonus * 2, 1, 11); //if (PSD[4][0] == 3) // anama // r1 += 25; //play_sound(53); hit_space(cur_monst->cur_loc,r1,DAMAGE_UNBLOCKABLE,0,current_pc); } break; } if (store_m_type >= 0) add_missile(target,store_m_type,1, 14 * (cur_monst->x_width - 1),18 * (cur_monst->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() { short i; for (i = 0; i < 6; i++) if (pc_marked_damage[i] > 0) { damage_pc(i,pc_marked_damage[i],DAMAGE_MARKED,MONSTER_TYPE_UNKNOWN,0); pc_marked_damage[i] = 0; } for (i = 0; i < univ.town->max_monst(); i++) if (monst_marked_damage[i] > 0) { damage_monst(i, current_pc, monst_marked_damage[i], 0, DAMAGE_MARKED,0); // was 9 rather than 10; probably a mistake 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 ((univ.party[current_pc].equip[i] == true) && (univ.party[current_pc].items[i].variety == 6)) thrown = i; if ((univ.party[current_pc].equip[i] == true) && (univ.party[current_pc].items[i].variety == 4)) bow = i; if ((univ.party[current_pc].equip[i] == true) && (univ.party[current_pc].items[i].variety == 5)) arrow = i; if ((univ.party[current_pc].equip[i] == true) && (univ.party[current_pc].items[i].variety == 23)) crossbow = i; if ((univ.party[current_pc].equip[i] == true) && (univ.party[current_pc].items[i].variety == 24)) bolts = i; if ((univ.party[current_pc].equip[i] == true) && (univ.party[current_pc].items[i].variety == 25)) 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; 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; cCreature *cur_monst; bool exploding = false; missile_firer = current_pc; skill = (overall_mode == MODE_FIRING) ? univ.party[missile_firer].skills[7] : univ.party[missile_firer].skills[6]; range = (overall_mode == MODE_FIRING) ? 12 : 8; dam = univ.party[missile_firer].items[ammo_inv_slot].item_level; dam_bonus = univ.party[missile_firer].items[ammo_inv_slot].bonus + minmax(-8,8,univ.party[missile_firer].status[1]); hit_bonus = (overall_mode == MODE_FIRING) ? univ.party[missile_firer].items[missile_inv_slot].bonus : 0; hit_bonus += stat_adj(missile_firer,1) - can_see(pc_pos[missile_firer],target,0) + minmax(-8,8,univ.party[missile_firer].status[1]); if ((skill_item = pc_has_abil_equip(missile_firer,41)) < 24) { hit_bonus += univ.party[missile_firer].items[skill_item].ability_strength / 2; dam_bonus += univ.party[missile_firer].items[skill_item].ability_strength / 2; } // race adj. if (univ.party[missile_firer].race == 1) hit_bonus += 2; if (univ.party[missile_firer].items[ammo_inv_slot].ability == 172) exploding = true; if (dist(pc_pos[missile_firer],target) > range) add_string_to_buf(" Out of range."); else if (can_see(pc_pos[missile_firer],target,0) >= 5) add_string_to_buf(" Can't see target. "); else { // First, some missiles do special things if (exploding) { take_ap((overall_mode == MODE_FIRING) ? 3 : 2); add_string_to_buf(" The arrow explodes! "); run_a_missile(pc_pos[missile_firer],target,2,1,5, 0,0,100); //start_missile_anim(); //add_missile(target,2,1, 0, 0); //do_missile_anim(100,pc_pos[missile_firer], 5); place_spell_pattern(rad2,target, 50 + univ.party[missile_firer].items[ammo_inv_slot].ability_strength * 2,true,missile_firer); do_explosion_anim(5,0); //end_missile_anim(); handle_marked_damage(); } else { combat_posing_monster = current_working_monster = missile_firer; draw_terrain(2); void_sanctuary(missile_firer); //play_sound((overall_mode == MODE_FIRING) ? 12 : 14); take_ap((overall_mode == MODE_FIRING) ? 3 : 2); missile_firer = missile_firer; r1 = get_ran(1,1,100) - 5 * hit_bonus - 10; r1 += 5 * (univ.party[missile_firer].status[6] / 3); r2 = get_ran(1,1,dam) + dam_bonus; sprintf ((char *) create_line, "%s fires.",(char *) univ.party[missile_firer].name.c_str()); // debug add_string_to_buf((char *) create_line); if (overall_mode == MODE_THROWING) { switch (univ.party[missile_firer].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; } } else if (overall_mode == MODE_FIRING || overall_mode == MODE_FANCY_TARGET) m_type = (univ.party[missile_firer].items[ammo_inv_slot].is_magic() == true) ? 4 : 3; run_a_missile(pc_pos[missile_firer],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)) < univ.town->max_monst()) { cur_monst = &univ.town.monst[targ_monst]; spec_dam = calc_spec_dam(univ.party[missile_firer].items[ammo_inv_slot].ability, univ.party[missile_firer].items[ammo_inv_slot].ability_strength,cur_monst); if (univ.party[missile_firer].items[ammo_inv_slot].ability == 176) { ASB(" There is a flash of light."); cur_monst->health += r2; } else damage_monst(targ_monst, missile_firer, r2, spec_dam, DAMAGE_WEAPON,13); //if (univ.party[missile_firer].items[ammo_inv_slot].ability == 33) // hit_space(cur_monst->m_loc,get_ran(3,1,6),1,1,1); // poison if ((univ.party[missile_firer].status[0] > 0) && (univ.party[missile_firer].weap_poisoned == ammo_inv_slot)) { poison_amt = univ.party[missile_firer].status[0]; if (pc_has_abil_equip(missile_firer,51) < 24) poison_amt++; poison_monst(cur_monst,poison_amt); } } // else if((targ_monst = pc_there(target)) < 6 && univ.party[current_pc].items[ammo_inv_slot].ability == 176){ // ASB(" There is a flash of light."); // heal_pc(targ_monst,r2); // } else hit_space(target,r2,DAMAGE_WEAPON,1,0); } if (univ.party[missile_firer].items[ammo_inv_slot].variety != 25) { if (univ.party[missile_firer].items[ammo_inv_slot].ability != 170) univ.party[missile_firer].items[ammo_inv_slot].charges--; else univ.party[missile_firer].items[ammo_inv_slot].charges = 1; if ((pc_has_abil_equip(missile_firer,11) < 24) && (univ.party[missile_firer].items[ammo_inv_slot].ability != 170)) univ.party[missile_firer].items[ammo_inv_slot].charges--; if (univ.party[missile_firer].items[ammo_inv_slot].charges <= 0) take_item(missile_firer,ammo_inv_slot); } } if(!exploding){ combat_posing_monster = current_working_monster = -1; univ.party[missile_firer].status[0] = move_to_zero(univ.party[missile_firer].status[0]); } 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 bool combat_next_step() { bool 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(); to_return = true; // Safety valve if (party_toast() == true) return true; } pick_next_pc(); if (current_pc != store_pc) to_return = true; center = pc_pos[current_pc]; //if (ensure_redraw == true) // draw_terrain(0); adjust_spell_menus(); // In case running monsters affected active PC... /* if (univ.party[current_pc].status[3] < 0) this_pc_hasted = false; if ((univ.party[current_pc].main_status != 1) || ((univ.party[current_pc].status[3] < 0) && (univ.party.age % 2 == 0))) pick_next_pc(); center = pc_pos[current_pc]; */ if ((combat_active_pc == 6) && (current_pc != store_pc)) { sprintf((char *)create_line, "Active: %s (#%d, %d ap.) ", univ.party[current_pc].name.c_str(),current_pc + 1,univ.party[current_pc].ap); add_string_to_buf((char *)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 bool pick_next_pc() { bool 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)) univ.party[current_pc].ap = 0; // Find next PC with moves while ((univ.party[current_pc].ap <= 0) && (current_pc < 6)) { current_pc++; if ((combat_active_pc < 6) && (combat_active_pc != current_pc)) univ.party[current_pc].ap = 0; } // If run out of PC's, return to start and try again if (current_pc == 6) { current_pc = 0; while ((univ.party[current_pc].ap <= 0) && (current_pc < 6)) { current_pc++; if ((combat_active_pc < 6) && (combat_active_pc != current_pc)) univ.party[current_pc].ap = 0; } if (current_pc == 6) { store = true; current_pc = 0; } } return store; } void combat_run_monst() { short i,item,item_level; bool update_stat = false; monsters_going = true; do_monster_turn(); monsters_going = false; process_fields(); univ.party.light_level = move_to_zero(univ.party.light_level); if ((which_combat_type == 1) && (univ.town->lighting_type == 2)) univ.party.light_level = max (0,univ.party.light_level - 9); if (univ.town->lighting_type == 3) univ.party.light_level = 0; PSD[SDF_PARTY_DETECT_LIFE] = move_to_zero(PSD[SDF_PARTY_DETECT_LIFE]); PSD[SDF_PARTY_FIREWALK] = move_to_zero(PSD[SDF_PARTY_FIREWALK]); // decrease monster present counter PSD[SDF_HOSTILES_PRESENT] = move_to_zero(PSD[SDF_HOSTILES_PRESENT]); dump_gold(1); univ.party.age++; if (univ.party.age % 4 == 0) for (i = 0; i < 6; i++) { if ((univ.party[i].status[1] != 0) || (univ.party[i].status[3] != 0)) update_stat = true; univ.party[i].status[1] = move_to_zero(univ.party[i].status[1]); univ.party[i].status[3] = move_to_zero(univ.party[i].status[3]); PSD[SDF_PARTY_STEALTHY] = move_to_zero(PSD[SDF_PARTY_STEALTHY]); if ((item = pc_has_abil_equip(i,50)) < 24) { update_stat = true; heal_pc(i,get_ran(1,0,univ.party[i].items[item].item_level + 1)); } } for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) { if ((univ.party[i].status[4] != 0) || (univ.party[i].status[5] != 0) || (univ.party[i].status[8] != 0)|| (univ.party[i].status[10] != 0) || (univ.party[i].status[11] != 0)|| (univ.party[i].status[12] != 0)) update_stat = true; univ.party[i].status[4] = move_to_zero(univ.party[i].status[4]); univ.party[i].status[5] = move_to_zero(univ.party[i].status[5]); univ.party[i].status[8] = move_to_zero(univ.party[i].status[8]); univ.party[i].status[10] = move_to_zero(univ.party[i].status[10]); univ.party[i].status[11] = move_to_zero(univ.party[i].status[11]); univ.party[i].status[12] = move_to_zero(univ.party[i].status[12]); // Do special items if (((item_level = get_prot_level(i,47)) > 0) && (get_ran(1,0,10) == 5)) { update_stat = true; univ.party[i].status[3] += item_level / 2; add_string_to_buf("An item hastes you!"); } if ((item_level = get_prot_level(i,46)) > 0) { if (get_ran(1,0,10) == 5) { update_stat = true; univ.party[i].status[1] += item_level / 2; add_string_to_buf("An item blesses you!"); } } } special_increase_age(); push_things(); if (univ.party.age % 2 == 0) do_poison(); if (univ.party.age % 3 == 0) handle_disease(); handle_acid(); if (update_stat == true) put_pc_screen(); } void do_monster_turn() { bool acted_yet, had_monst = false,printed_poison = false,printed_disease = false,printed_acid = false; bool redraw_not_yet_done = true; location targ_space,move_targ,l; short i,j,k,num_monst, target,r1,move_target; cCreature *cur_monst; bool 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 = univ.town->max_monst(); if (overall_mode < MODE_COMBAT) which_combat_type = 1; for (i = 0; i < num_monst; i++) { // Give monsters ap's, check activity cur_monst = &univ.town.monst[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 += (PSD[SDF_PARTY_STEALTHY] > 0) ? 45 : 0; r1 += can_see(cur_monst->cur_loc,closest_pc_loc(cur_monst->cur_loc),0) * 10; if (r1 < 50) cur_monst->active = 2; for (j = 0; j < univ.town->max_monst(); j++) if (monst_near(j,cur_monst->cur_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 < univ.town->max_monst(); j++) if ((univ.town.monst[j].active > 0) && (univ.town.monst[j].attitude % 2 != 1) && (dist(cur_monst->cur_loc,univ.town.monst[j].cur_loc) <= 6) && (can_see(cur_monst->cur_loc,univ.town.monst[j].cur_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 < univ.town->max_monst(); j++) if ((univ.town.monst[j].active > 0) && (univ.town.monst[j].attitude % 2 == 1) && (dist(cur_monst->cur_loc,univ.town.monst[j].cur_loc) <= 6) && (can_see(cur_monst->cur_loc,univ.town.monst[j].cur_loc,0) < 5)) { cur_monst->active = 2; cur_monst->mobility = 1; } } // End of seeing if monsters see others cur_monst->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) PSD[SDF_HOSTILES_PRESENT] = 30; // Give monster its action points cur_monst->ap = cur_monst->speed; if (is_town()) cur_monst->ap = max(1,cur_monst->ap / 3); if (univ.party.age % 2 == 0) if (cur_monst->status[3] < 0) cur_monst->ap = 0; if (cur_monst->ap > 0) { // adjust for webs cur_monst->ap = max(0,cur_monst->ap - cur_monst->status[6] / 2); if (cur_monst->ap == 0) cur_monst->status[6] = max(0,cur_monst->status[6] - 2); } if (cur_monst->status[3] > 0) cur_monst->ap *= 2; } if ((cur_monst->status[11] > 0) || (cur_monst->status[12] > 0)) cur_monst->ap = 0; if (in_scen_debug == true) cur_monst->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->ap = 0; monst_spell_note(cur_monst->number,17); } cur_monst->summoned = 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 = &univ.town.monst[i]; for (j = 0; j < 6; j++) if ((univ.party[j].main_status == 1) && (monst_adjacent(pc_pos[j],i) == true)) pc_adj[j] = true; else pc_adj[j] = false; while ((cur_monst->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 = univ.town.monst[target - 100].cur_loc; univ.town.monst[i].target = target; } else { if (univ.town.monst[i].target < 6) targ_space = univ.town.p_loc; else if (univ.town.monst[i].target != 6) targ_space = univ.town.monst[univ.town.monst[i].target - 100].cur_loc; } // sprintf((char *)create_line," %d targets %d.",i,target); // add_string_to_buf((char *) create_line); if ((univ.town.monst[i].target < 0) || ((univ.town.monst[i].target > 5) && (univ.town.monst[i].target < 100))) univ.town.monst[i].target = 6; target = univ.town.monst[i].target; // 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->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->picture_num > 0) && ((target != 6) || (cur_monst->attitude % 2 == 1)) && (party_can_see_monst(i) == true) ) { center_on_monst = true; center = cur_monst->cur_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->ap > 1) && (futzing == 0)) { l = closest_pc_loc(cur_monst->cur_loc); if (((cur_monst->mu > 0) || (cur_monst->cl > 0)) && (dist(cur_monst->cur_loc,l) < 5) && (monst_adjacent(l,i) == false)) current_monst_tactic = 1; // this means flee if ( (((cur_monst->spec_skill > 0) && (cur_monst->spec_skill < 4)) || (cur_monst->spec_skill == 20)) && // Archer? (dist(cur_monst->cur_loc,targ_space) < 6) && (monst_adjacent(targ_space,i) == false)) current_monst_tactic = 1; // this means flee } // flee if ((univ.town.monst[i].target != 6) && (((cur_monst->morale <= 0) && (cur_monst->spec_skill != 13) && (cur_monst->m_type != 8)) || (current_monst_tactic == 1))) { if (cur_monst->morale < 0) cur_monst->morale++; if (cur_monst->health > 50) cur_monst->morale++; r1 = get_ran(1,1,6); if (r1 == 3) cur_monst->morale++; short targ = univ.town.monst[i].target; if (targ < 6 && (univ.party[targ].main_status == 1) && (cur_monst->mobility == 1)) { acted_yet = flee_party (i,cur_monst->cur_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 // sprintf((char *)create_line,"%d: %d %d %d",i,cur_monst->breath,cur_monst->mu,cur_monst->cl); // add_string_to_buf((char *)create_line); // Breathe (fire) if ( (cur_monst->breath > 0) && (get_ran(1,1,8) < 4) && (acted_yet == false)) { //print_nums(cur_monst->breath,cur_monst->breath_type,dist(cur_monst->m_loc,targ_space) ); if ((target != 6) && (dist(cur_monst->cur_loc,targ_space) <= 8)) { acted_yet = monst_breathe(cur_monst,targ_space,cur_monst->breath_type); had_monst = true; acted_yet = true; take_m_ap(4,cur_monst); } } // Mage spell if ((cur_monst->mu > 0) && (get_ran(1,1,10) < ((cur_monst->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->level > 9)) && (dist(cur_monst->cur_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->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->level > 9)) && (dist(cur_monst->cur_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->spec_skill] > 0) // breathing gas short range && (get_ran(1,1,8) < abil_odds[cur_monst->spec_skill]) && (acted_yet == false)) { // Don't fire when adjacent, unless non-gaze magical attack if (((monst_adjacent(targ_space,i) == false) || ((cur_monst->spec_skill > 7) && (cur_monst->spec_skill != 20) && (cur_monst->spec_skill != 33))) // missile range && (dist(cur_monst->cur_loc,targ_space) <= abil_range[cur_monst->spec_skill])) { print_monst_name(cur_monst->number); monst_fire_missile(i/*,cur_monst->skill*/,cur_monst->status[1], cur_monst->spec_skill,cur_monst->cur_loc,target); // Vapors don't count as action if ((cur_monst->spec_skill == 11) || (cur_monst->spec_skill == 7) || (cur_monst->spec_skill == 20)) take_m_ap(2,cur_monst); else if (cur_monst->spec_skill == 10) take_m_ap(1,cur_monst); else take_m_ap(3,cur_monst); had_monst = true; acted_yet = true; } } } // Special attacks // Attack pc if ((univ.town.monst[i].target < 6) && (univ.party[univ.town.monst[i].target].main_status == 1) && (monst_adjacent(targ_space,i) == true) && (cur_monst->attitude % 2 == 1) && (acted_yet == false)) { monster_attack_pc(i,univ.town.monst[i].target); take_m_ap(4,cur_monst); acted_yet = true; had_monst = true; } // Attack monst if ((univ.town.monst[i].target >= 100) && (univ.town.monst[univ.town.monst[i].target - 100].active > 0) && (monst_adjacent(targ_space,i) == true) && (cur_monst->attitude > 0) && (acted_yet == false)) { monster_attack_monster(i,univ.town.monst[i].target - 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(mDownMask,0); FlushEvents(keyDownMask,0); } if (overall_mode == MODE_COMBAT) { if ((acted_yet == false) && (cur_monst->mobility == 1)) { // move monst move_target = (univ.town.monst[i].target != 6) ? univ.town.monst[i].target : closest_pc(cur_monst->cur_loc); if (monst_hate_spot(i,&move_targ) == true) // First, maybe move out of dangerous space seek_party (i,cur_monst->cur_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 (univ.party[move_target].main_status == 1) { seek_party (i,cur_monst->cur_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 (univ.town.monst[move_target - 100].active > 0) { seek_party (i,cur_monst->cur_loc,univ.town.monst[move_target - 100].cur_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->mobility == 0)) { // 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 ((univ.party[k].main_status == 1) && (monst_adjacent(pc_pos[k],i) == false) && (pc_adj[k] == true) && (cur_monst->attitude % 2 == 1) && (cur_monst->active > 0) && (univ.party[k].status[8] == 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->cur_loc,targ_space,0) < 5)) { //// if ((cur_monst->radiate_1 == 1) && (get_ran(1,1,100) < cur_monst->radiate_2)) place_spell_pattern(square,cur_monst->cur_loc,5,false,7); if ((cur_monst->radiate_1 == 2) && (get_ran(1,1,100) < cur_monst->radiate_2)) place_spell_pattern(square,cur_monst->cur_loc,8,false,7); if ((cur_monst->radiate_1 == 3) && (get_ran(1,1,100) < cur_monst->radiate_2)) place_spell_pattern(square,cur_monst->cur_loc,4,false,7); if ((cur_monst->radiate_1 == 4) && (get_ran(1,1,100) < cur_monst->radiate_2)) place_spell_pattern(square,cur_monst->cur_loc,6,false,7); if ((cur_monst->radiate_1 == 5) && (get_ran(1,1,100) < cur_monst->radiate_2)) place_spell_pattern(square,cur_monst->cur_loc,12,false,7); if ((cur_monst->radiate_1 == 6) && (get_ran(1,1,100) < cur_monst->radiate_2)) place_spell_pattern(square,cur_monst->cur_loc,7,false,7); if ((cur_monst->radiate_1 == 10) && (get_ran(1,1,100) < 5)){ if (summon_monster(cur_monst->radiate_2, cur_monst->cur_loc,130,cur_monst->attitude) == true) {monst_spell_note(cur_monst->number,33); play_sound(61);} } if ((cur_monst->radiate_1 == 11) && (get_ran(1,1,100) < 20)){ if (summon_monster(cur_monst->radiate_2, cur_monst->cur_loc,130,cur_monst->attitude) == true) {monst_spell_note(cur_monst->number,33); play_sound(61);} } if ((cur_monst->radiate_1 == 12) && (get_ran(1,1,100) < 50)){ if (summon_monster(cur_monst->radiate_2, cur_monst->cur_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->ap == 0) && (is_combat()) && (cur_monst->picture_num > 0) && (party_can_see_monst(i) == true)) { center = cur_monst->cur_loc; draw_terrain(0); } // If monster dead, take away actions if (cur_monst->active == 0) cur_monst->ap = 0; //if ((futzing == 1) && (get_ran(1,0,1) == 0)) // If monster's just pissing around, give up // cur_monst->ap = 0; if (futzing > 1) // If monster's just pissing around, give up cur_monst->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 = &univ.town.monst[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->status[13] > 0) { // Acid if (printed_acid == false) { add_string_to_buf("Acid: "); printed_acid = true; } r1 = get_ran(cur_monst->status[13],1,6); damage_monst(i, 6,r1, 0, DAMAGE_MAGIC,0); cur_monst->status[13]--; } if (cur_monst->status[11] == 1) monst_spell_note(cur_monst->number,29); cur_monst->status[11] = move_to_zero(cur_monst->status[11]); cur_monst->status[12] = move_to_zero(cur_monst->status[12]); if (univ.party.age % 2 == 0) { cur_monst->status[1] = move_to_zero(cur_monst->status[1]); cur_monst->status[3] = move_to_zero(cur_monst->status[3]); cur_monst->status[6] = move_to_zero(cur_monst->status[6]); if (cur_monst->status[2] > 0) { // Poison if (printed_poison == false) { add_string_to_buf("Poisoned monsters: "); printed_poison = true; } r1 = get_ran(cur_monst->status[2],1,6); damage_monst(i, 6, r1, 0, DAMAGE_POISON,0); cur_monst->status[2]--; } if (cur_monst->status[7] > 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: poison_monst(cur_monst, 2);break; case 3: slow_monst(cur_monst,2); break; case 4: curse_monst(cur_monst,2); break; case 5: scare_monst(cur_monst,10); break; } if (get_ran(1,1,6) < 4) cur_monst->status[7]--; } } if (univ.party.age % 4 == 0) { if (cur_monst->mp < cur_monst->max_mp) cur_monst->mp += 2; cur_monst->status[9] = move_to_zero(cur_monst->status[9]); } } // end take care of monsters } // If in town, need to restore center if (overall_mode < MODE_COMBAT) center = univ.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) { cCreature *attacker; short r1,r2,i,store_hp,sound_type = 0; eDamageType dam_type = DAMAGE_WEAPON; attacker = &univ.town.monst[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->spec_skill != 11) frame_space(attacker->cur_loc,0,attacker->x_width,attacker->y_width); frame_space(pc_pos[target],1,1,1); } if ((attacker->a[0] != 0) || (attacker->a[2] != 0)) print_monst_attacks(attacker->number,target); // Check sanctuary if (univ.party[target].status[8] > 0) { r1 = get_ran(1,1,100); if (r1 > hit_chance[attacker->level / 2]) { add_string_to_buf(" Can't find target! "); } return; } for (i = 0; i < 3; i++) { if ((attacker->a[i] > 0) && (univ.party[target].main_status == 1)) { // sprintf ((char *) create_line, " Attacks %s.",(char *) univ.party[target].name); // add_string_to_buf((char *) create_line); // Attack roll r1 = get_ran(1,1,100) - 5 * min(8,attacker->status[1]) + 5 * univ.party[target].status[1] + 5 * stat_adj(target,1) - 15; r1 += 5 * (attacker->status[6] / 3); if (pc_parry[target] < 100) r1 += 5 * pc_parry[target]; // Damage roll r2 = get_ran(attacker->a[i] / 100 + 1,1,attacker->a[i] % 100) + min(8,attacker->status[1]) - univ.party[target].status[1] + 1; if (univ.difficulty_adjust() > 2) r2 = r2 * 2; if (univ.difficulty_adjust() == 2) r2 = (r2 * 3) / 2; if ((univ.party[target].status[11] > 0) || (univ.party[target].status[12] > 0)) { r1 -= 80; r2 = r2 * 2; } draw_terrain(2); // Check if hit, and do effects if (r1 <= hit_chance[(attacker->skill + 4) / 2]) { if (attacker->m_type == MONSTER_TYPE_UNDEAD) dam_type = DAMAGE_UNDEAD; if (attacker->m_type == MONSTER_TYPE_DEMON) dam_type = DAMAGE_DEMON; store_hp = univ.party[target].cur_health; sound_type = get_monst_sound(attacker,i); dam_type += DAMAGE_MARKED; if (damage_pc(target,r2,dam_type, attacker->m_type,sound_type) && (store_hp - univ.party[target].cur_health > 0)) { damaged_message(store_hp - univ.party[target].cur_health, (i > 0) ? attacker->a23_type : attacker->a1_type); if (univ.party[target].status[10] > 0) { add_string_to_buf(" Shares damage! "); damage_monst(who_att, 6, store_hp - univ.party[target].cur_health, 0, DAMAGE_MAGIC,0); } if ((attacker->poison > 0) && (i == 0)) { poison_pc(target,attacker->poison); } // Gremlin if ((attacker->spec_skill == 21) && (get_ran(1,0,2) < 2)) { add_string_to_buf(" Steals food! "); print_buf(); play_sound(26); univ.party.food = (long) max(0, (short) (univ.party.food) - get_ran(1,0,10) - 10); put_pc_screen(); } // Disease if (((attacker->spec_skill == 25)) && (get_ran(1,0,2) < 2)) { add_string_to_buf(" Causes disease! "); print_buf(); disease_pc(target,(attacker->spec_skill == 25) ? 6 : 2); } // Petrification touch if ((attacker->spec_skill == 30) && (pc_has_abil_equip(target,49) == 24) && (get_ran(1,0,20) + univ.party[target].level / 4 + univ.party[target].status[1]) <= 14) { add_string_to_buf(" Petrifying touch!"); print_buf(); kill_pc(target,MAIN_STATUS_STONE); // 4 being the stoned (petrified, duh!) status } // Undead xp drain if (((attacker->spec_skill == 16) || (attacker->spec_skill == 17)) && (pc_has_abil_equip(target,48) == 24)) { add_string_to_buf(" Drains life! "); drain_pc(target,(attacker->level * 3) / 2); put_pc_screen(); } // Undead slow if ((attacker->spec_skill == 18) && (get_ran(1,0,8) < 6) && (pc_has_abil_equip(target,48) == 24)) { add_string_to_buf(" Stuns! "); slow_pc(target,2); put_pc_screen(); } // Dumbfound target if (attacker->spec_skill == 24) { add_string_to_buf(" Dumbfounds! "); dumbfound_pc(target,2); put_pc_screen(); } // Web target if (attacker->spec_skill == 27) { add_string_to_buf(" Webs! "); web_pc(target,5); put_pc_screen(); } // Sleep target if (attacker->spec_skill == 28) { add_string_to_buf(" Sleeps! "); sleep_pc(target,6,STATUS_ASLEEP,-15); put_pc_screen(); } // Paralyze target if (attacker->spec_skill == 29) { add_string_to_buf(" Paralysis touch! "); sleep_pc(target,500,STATUS_PARALYZED,-5); put_pc_screen(); } // Acid touch if (attacker->spec_skill == 31) { add_string_to_buf(" Acid touch! "); acid_pc(target,(attacker->level > 20) ? 4 : 2); } // Freezing touch if (((attacker->spec_skill == 15) || (attacker->spec_skill == 17)) && (get_ran(1,0,8) < 6) && (pc_has_abil_equip(target,48) == 24)) { add_string_to_buf(" Freezing touch!"); r1 = get_ran(3,1,10); damage_pc(target,r1,DAMAGE_COLD,MONSTER_TYPE_UNKNOWN,0); } // Killing touch if (attacker->spec_skill == 35) { add_string_to_buf(" Killing touch!"); r1 = get_ran(20,1,10); damage_pc(target,r1,DAMAGE_UNBLOCKABLE,MONSTER_TYPE_UNKNOWN,0); } } } else { sprintf ((char *) create_line, " Misses."); add_string_to_buf((char *) create_line); play_sound(2); } combat_posing_monster = -1; draw_terrain(2); combat_posing_monster = 100 + who_att; } if (univ.party[target].main_status != 1) i = 3; } } void monster_attack_monster(short who_att,short attackee) { cCreature *attacker,*target; short r1,r2,i,store_hp,sound_type = 0; eDamageType dam_type = DAMAGE_WEAPON; attacker = &univ.town.monst[who_att]; target = &univ.town.monst[attackee]; // Draw attacker frames if ((is_combat()) && ((center_on_monst == true) || (monsters_going == false))) { if (attacker->spec_skill != 11) frame_space(attacker->cur_loc,0,attacker->x_width,attacker->y_width); frame_space(target->cur_loc,1,1,1); } if ((attacker->a[1] != 0) || (attacker->a[0] != 0)) print_monst_attacks(attacker->number,100 + attackee); for (i = 0; i < 3; i++) { if ((attacker->a[i] > 0) && (target->active != 0)) { // sprintf ((char *) create_line, " Attacks %s.",(char *) univ.party[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(1,1,100) - 5 * min(10,attacker->status[1]) + 5 * target->status[1] - 15; r1 += 5 * (attacker->status[6] / 3); // Damage roll r2 = get_ran(attacker->a[i] / 100 + 1,1,attacker->a[i] % 100) + min(10,attacker->status[1]) - target->status[1] + 2; if ((target->status[11] > 0) || (target->status[12] > 0)) { r1 -= 80; r2 = r2 * 2; } draw_terrain(2); // Check if hit, and do effects if (r1 <= hit_chance[(attacker->skill + 4) / 2]) { if (attacker->m_type == MONSTER_TYPE_DEMON) dam_type = DAMAGE_DEMON; if (attacker->m_type == MONSTER_TYPE_UNDEAD) dam_type = DAMAGE_UNDEAD; store_hp = target->health; sound_type = get_monst_sound(attacker,i); dam_type += DAMAGE_MARKED; if (damage_monst(attackee,7,r2,0,dam_type,sound_type) == true) { damaged_message(store_hp - target->health, (i > 0) ? attacker->a23_type : attacker->a1_type); if ((attacker->poison > 0) && (i == 0)) { poison_monst(target,attacker->poison); } // Undead slow if ((attacker->spec_skill == 18) && (get_ran(1,0,8) < 6)) { add_string_to_buf(" Stuns! "); slow_monst(target,2); } // Web target if (attacker->spec_skill == 27) { add_string_to_buf(" Webs! "); web_monst(target,4); } // Sleep target if (attacker->spec_skill == 28) { add_string_to_buf(" Sleeps! "); charm_monst(target,-15,11,6); } // Dumbfound target if (attacker->spec_skill == 24) { add_string_to_buf(" Dumbfounds! "); dumbfound_monst(target,2); } // Paralyze target if (attacker->spec_skill == 29) { add_string_to_buf(" Paralysis touch! "); charm_monst(target,-5,12,500); } // Acid touch if (attacker->spec_skill == 31) { add_string_to_buf(" Acid touch! "); acid_monst(target,3); } // Freezing touch if (((attacker->spec_skill == 15) || (attacker->spec_skill == 17)) && (get_ran(1,0,8) < 6)) { add_string_to_buf(" Freezing touch!"); r1 = get_ran(3,1,10); damage_monst(attackee,7,r1,0,DAMAGE_COLD,0); } // Death touch if ((attacker->spec_skill == 35) && (get_ran(1,0,8) < 6)) { add_string_to_buf(" Killing touch!"); r1 = get_ran(20,1,10); damage_monst(attackee,7,r1,0,DAMAGE_UNBLOCKABLE,0); } } } else { sprintf ((char *) create_line, " Misses."); add_string_to_buf((char *) create_line); play_sound(2); } combat_posing_monster = -1; draw_terrain(2); combat_posing_monster = 100 + who_att; } if (target->active == 0) i = 3; } } void monst_fire_missile(short m_num,short bless,short level,location source,short target) //short target; // 100 + - monster is target { cCreature *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 == 6) return; if (target >= 100) { targ_space = univ.town.monst[target - 100].cur_loc; if (univ.town.monst[target - 100].active == 0) return; } else { targ_space = (is_combat()) ? pc_pos[target] : univ.town.p_loc; if (univ.party[target].main_status != 1) return; } if (target >= 100) m_target = &univ.town.monst[target - 100]; if (((overall_mode >= MODE_COMBAT) && (overall_mode <= MODE_TALKING)) && (center_on_monst == true)) { frame_space(source,0,univ.town.monst[m_num].x_width,univ.town.monst[m_num].y_width); if (target >= 100) frame_space(targ_space,1,m_target->x_width,m_target->y_width); else frame_space(targ_space,1,1,1); } draw_terrain(2); if (level == 32) { // sleep cloud ASB("Creature breathes."); run_a_missile(source,targ_space,0,0,44, 0,0,100); place_spell_pattern(rad2,targ_space,12,false,7); } else if (level == 14) { // vapors //play_sound(44); if (target < 100) { // on PC sprintf ((char *) create_line, " Breathes on %s. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) 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 == 19) { // webs //play_sound(14); if (target < 100) { // on PC sprintf ((char *) create_line, " Throws web at %s. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) 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 == 23) { // paral play_sound(51); if (target < 100) { // on PC sprintf ((char *) create_line, " Fires ray at %s. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); sleep_pc(target,100,STATUS_PARALYZED,0); } else { // on monst add_string_to_buf(" Shoots a ray."); charm_monst(m_target,0,12,100); } //run_a_missile(source,targ_space,8,0,14, // 0,0,100); //web_space(targ_space.x,targ_space.y); } else if (level == 8) { // petrify //play_sound(43); run_a_missile(source,targ_space,14,0,43,0,0,100); if (target < 100) { // on PC sprintf ((char *) create_line, " Gazes at %s. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); r1 = get_ran(1,0,20) + univ.party[target].level / 4 + univ.party[target].status[1]; if (pc_has_abil_equip(target,49) < 24) r1 = 20; if (r1 > 14) { sprintf ((char *) create_line, " %s resists. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); } else { sprintf ((char *) create_line, " %s is turned to stone. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); kill_pc(target,MAIN_STATUS_STONE); } } else { monst_spell_note(m_target->number,9); r1 = get_ran(1,0,20) + m_target->level / 4 + m_target->status[1]; if ((r1 > 14) || (m_target->immunities & 2)) monst_spell_note(m_target->number,10); else { monst_spell_note(m_target->number,8); kill_monst(m_target,7); } } } else if (level == 9) { /// Drain sp if (target < 100) { // pc // modify target is target has no sp if (univ.party[target].cur_sp < 4) { for (i = 0; i < 8; i++) { j = get_ran(1,0,5); if ((univ.party[j].main_status == 1) && (univ.party[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 ((char *) create_line, " Drains %s. ",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); univ.party[target].cur_sp = univ.party[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->mp >= 4) m_target->mp = m_target->mp / 2; else m_target->skill = 1; } } else if (level == 10) { // 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 ((char *) create_line, " Hits %s with heat ray.",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); damage_pc(target,r1,DAMAGE_FIRE,MONSTER_TYPE_UNKNOWN,0); } else { // on monst add_string_to_buf(" Fires heat ray."); damage_monst(target - 100,7,r1,0,DAMAGE_FIRE,0); } do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); } else if (level == 33) { // acid spit run_a_missile(source,targ_space,0,1,64, 0,0,100); //play_sound(64); if (target < 100) { // pc sprintf ((char *) create_line, " Spits acid on %s.",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); acid_pc(target,6); } else { // on monst add_string_to_buf(" Spits acid."); acid_monst(m_target,6); } } else if (target < 100) { // missile on PC switch (level) { case 1: case 2: case 20: run_a_missile(source,targ_space,3,1,12,0,0,100); sprintf ((char *) create_line, " Shoots at %s.",(char *) univ.party[target].name.c_str()); break; case 3: run_a_missile(source,targ_space,5,1,14,0,0,100); sprintf ((char *) create_line, " Throws spear at %s.",(char *) univ.party[target].name.c_str()); break; case 7: run_a_missile(source,targ_space,7,1,14,0,0,100); sprintf ((char *) create_line, " Throws razordisk at %s.",(char *) univ.party[target].name.c_str()); break; case 34: run_a_missile(source,targ_space,5,1,14,0,0,100); sprintf ((char *) create_line, " Fires spines at %s.",(char *) univ.party[target].name.c_str()); break; default: run_a_missile(source,targ_space,12,1,14,0,0,100); sprintf ((char *) create_line, " Throws rock at %s.",(char *) univ.party[target].name.c_str()); break; } add_string_to_buf((char *) create_line); // Check sanctuary if (univ.party[target].status[8] > 0) { r1 = get_ran(1,1,100); if (r1 > hit_chance[level]) { add_string_to_buf(" Can't find target! "); } return; } r1 = get_ran(1,1,100) - 5 * min(10,bless) + 5 * univ.party[target].status[1] - 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]) { // sprintf ((char *) create_line, " Hits %s.",(char *) univ.party[target].name); // add_string_to_buf((char *) create_line); if (damage_pc(target,r2,DAMAGE_WEAPON,MONSTER_TYPE_UNKNOWN,13) == true) { } } else { sprintf ((char *) create_line, " Misses %s.",(char *) univ.party[target].name.c_str()); add_string_to_buf((char *) create_line); } } else { // missile on monst switch (level) { case 1: case 2: case 20: run_a_missile(source,targ_space,3,1,12,0,0,100); monst_spell_note(m_target->number,12); break; case 3: run_a_missile(source,targ_space,5,1,14,0,0,100); monst_spell_note(m_target->number,13); break; case 7: run_a_missile(source,targ_space,7,1,14,0,0,100); monst_spell_note(m_target->number,15); break; case 34: run_a_missile(source,targ_space,5,1,14,0,0,100); monst_spell_note(m_target->number,32); break; default: run_a_missile(source,targ_space,12,1,14,0,0,100); monst_spell_note(m_target->number,14); break; } r1 = get_ran(1,1,100) - 5 * min(10,bless) + 5 * m_target->status[1] - 5 * (can_see(source, m_target->cur_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); damage_monst(target - 100,7,r2,0,DAMAGE_WEAPON,13); } else { monst_spell_note(m_target->number,18); } } } bool monst_breathe(cCreature *caster,location targ_space,short dam_type)//// //dam_type; // 0 - fire 1 - cold 2 - magic { short level,missile_t[4] = {13,6,8,8}; eDamageType type[4] = {DAMAGE_FIRE, DAMAGE_COLD, DAMAGE_MAGIC, DAMAGE_UNBLOCKABLE}; location l; draw_terrain(2); if ((is_combat()) && (center_on_monst == true)) { frame_space(caster->cur_loc,0,caster->x_width,caster->y_width); } //if (dam_type < 2) l = caster->cur_loc; if ((caster->direction < 4) && (caster->x_width > 1)) l.x++; dam_type = caster->breath_type; run_a_missile(l,targ_space,missile_t[dam_type],0,44,0,0,100); // play_sound(44); //else play_sound(64); level = caster->breath; //if (level > 10) // play_sound(5); monst_breathe_note(caster->number); level = get_ran(caster->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; } bool monst_cast_mage(cCreature *caster,short targ)//// { short r1,j,spell,i,level,target_levels,friend_levels_near,x; bool acted = false; location target,vict_loc,ashes_loc,l; cCreature *affected; 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}, {2,10,11,7}, {2,13,12,13}, {2,13,12,13}, {18,20,19,18}, {18,24,19,24}, {18,26,19,27}}; if (univ.town.is_antimagic(caster->cur_loc.x,caster->cur_loc.y)) { return false; } // is target dead? if ((targ < 6) && (univ.party[targ].main_status != 1)) return false; if ((targ >= 100) && (univ.town.monst[targ - 100].active == 0)) return false; level = max(1,caster->mu - caster->status[9]) - 1; target = find_fireball_loc(caster->cur_loc,1,(caster->attitude % 2 == 1) ? 0 : 1,&target_levels); friend_levels_near = (caster->attitude % 2 != 1) ? count_levels(caster->cur_loc,3) : -1 * count_levels(caster->cur_loc,3); if ((caster->health * 4 < caster->m_health) && (get_ran(1,0,10) < 9)) spell = emer_spells[level][3]; else if ((((caster->status[3] < 0) && (get_ran(1,0,10) < 7)) || ((caster->status[3] == 0) && (get_ran(1,0,10) < 5))) && (emer_spells[level][0] != 0)) spell = emer_spells[level][0]; else if ((friend_levels_near <= -10) && (get_ran(1,0,10) < 7) && (emer_spells[level][1] != 0)) spell = emer_spells[level][1]; else if ((target_levels > 50) && (get_ran(1,0,10) < 7) && (emer_spells[level][2] != 0)) 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->status[3] > 0) && ((spell == 2) || (spell == 18))) spell = emer_spells[level][3]; // Anything prventing 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] : univ.town.p_loc; if (is_town()) vict_loc = target = univ.town.p_loc; } if (targ >= 100) vict_loc = univ.town.monst[targ - 100].cur_loc; if ((targ == 6) && (univ.town.is_antimagic(target.x,target.y))) return false; // check antimagic if (is_combat()) if ((targ < 6) && (univ.town.is_antimagic(pc_pos[targ].x,pc_pos[targ].y))) return false; if (is_town()) if ((targ < 6) && (univ.town.is_antimagic(univ.town.p_loc.x,univ.town.p_loc.y))) return false; if ((targ >= 100) && (univ.town.is_antimagic(univ.town.monst[targ - 100].cur_loc.x, univ.town.monst[targ - 100].cur_loc.y))) return false; // How about shockwave? Good idea? if ((spell == 27) && (caster->attitude % 2 != 1)) spell = 26; if ((spell == 27) && (caster->attitude % 2 == 1) && (count_levels(caster->cur_loc,10) < 45)) spell = 26; // sprintf((char *)create_line,"m att %d trg %d trg2 x%dy%d spl %d mp %d tl:%d ",caster->attitude,targ, // (short)target.x,(short)target.y,spell,caster->mp,target_levels); // add_string_to_buf((char *) create_line); l = caster->cur_loc; if ((caster->direction < 4) && (caster->x_width > 1)) l.x++; if (caster->mp >= monst_mage_cost[spell - 1]) { monst_cast_spell_note(caster->number,spell,0); acted = true; caster->mp -= monst_mage_cost[spell - 1]; draw_terrain(2); switch (spell) { case 1: // spark run_a_missile(l,vict_loc,6,1,11,0,0,80); r1 = get_ran(2,1,4); damage_target(targ,r1,DAMAGE_FIRE); break; case 2: // minor haste play_sound(25); caster->status[3] += 2; break; case 3: // strength play_sound(25); caster->status[1] += 3; break; case 4: // 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 5: // flame run_a_missile(l,vict_loc,2,1,11,0,0,80); start_missile_anim(); r1 = get_ran(caster->level,1,4); damage_target(targ,r1,DAMAGE_FIRE); break; case 6: // minor poison run_a_missile(l,vict_loc,11,0,25,0,0,80); if (targ < 6) poison_pc(targ,2 + get_ran(1,0,1)); else poison_monst(&univ.town.monst[targ - 100],2 + get_ran(1,0,1)); break; case 7: // slow run_a_missile(l,vict_loc,15,0,25,0,0,80); if (targ < 6) slow_pc(targ,2 + caster->level / 2); else slow_monst(&univ.town.monst[targ - 100],2 + caster->level / 2); break; case 8: // dumbfound run_a_missile(l,vict_loc,14,0,25,0,0,80); if (targ < 6) dumbfound_pc(targ,2); else dumbfound_monst(&univ.town.monst[targ - 100],2); break; case 9: // scloud run_a_missile(l,target,0,0,25,0,0,80); place_spell_pattern(square,target,7,false,7); break; case 10: // 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->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); break; case 11: // conflagration run_a_missile(l,target,13,1,25,0,0,80); place_spell_pattern(rad2,target,5,false,7); break; case 12: // fireball r1 = 1 + (caster->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 13: case 20: case 26:// summon play_sound(25); if (spell == 13) { r1 = get_summon_monster(1); if (r1 == 0) break; j = get_ran(2,1,3) + 1; } if (spell == 20) { r1 = get_summon_monster(2); if (r1 == 0) break; j = get_ran(2,1,2) + 1; } if (spell == 26) { r1 = get_summon_monster(3); if (r1 == 0) break; j = get_ran(1,2,3); } FlushAndPause(12); // 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->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude) == false) { add_string_to_buf(" Summon failed."); i = j;} } break; case 14: // web play_sound(25); place_spell_pattern(rad2,target,1,false,7); break; case 15: // poison run_a_missile(l,vict_loc,11,0,25,0,0,80); x = get_ran(1,0,3); if (targ < 6) poison_pc(targ,4 + x); else poison_monst(&univ.town.monst[targ - 100],4 + x); break; case 16: // ice bolt run_a_missile(l,vict_loc,6,1,11,0,0,80); r1 = get_ran(5 + (caster->level / 5),1,8); start_missile_anim(); damage_target(targ,r1,DAMAGE_COLD); break; case 17: // slow gp play_sound(25); if (caster->attitude % 2 == 1) for (i = 0; i < 6; i++) if (pc_near(i,caster->cur_loc,8)) slow_pc(i,2 + caster->level / 4); for (i = 0; i < univ.town->max_monst(); i++) { if ((univ.town.monst[i].active != 0) && (((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude % 2 != 1)) || ((univ.town.monst[i].attitude % 2 != 1) && (caster->attitude % 2 == 1)) || ((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude != univ.town.monst[i].attitude))) && (dist(caster->cur_loc,univ.town.monst[i].cur_loc) <= 7)) slow_monst(&univ.town.monst[i],2 + caster->level / 4); } break; case 18: // major haste play_sound(25); for (i = 0; i < univ.town->max_monst(); i++) if ((monst_near(i,caster->cur_loc,8,0)) && (caster->attitude == univ.town.monst[i].attitude)) { affected = &univ.town.monst[i]; affected->status[3] += 3; } play_sound(4); break; case 19: // firestorm run_a_missile(l,target,2,1,11,0,0,80); r1 = 1 + (caster->level * 3) / 4 + 3; if (r1 > 29) r1 = 29; start_missile_anim(); place_spell_pattern(rad2,target,50 + r1,true,7); ashes_loc = target; break; case 21: // shockstorm run_a_missile(l,target,6,1,11,0,0,80); place_spell_pattern(rad2,target,4,false,7); break; case 22: // m. poison run_a_missile(l,vict_loc,11,1,11,0,0,80); x = get_ran(1,1,2); if (targ < 6) poison_pc(targ,6 + x); else poison_monst(&univ.town.monst[targ - 100],6 + x); break; case 23: // 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,DAMAGE_MAGIC); break; case 24: // daemon x = get_ran(3,1,4); play_sound(25); play_sound(-61); FlushAndPause(12); // gives sound time to end summon_monster(85,caster->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); break; case 25: // major bless play_sound(25); for (i = 0; i < univ.town->max_monst(); i++) if ((monst_near(i,caster->cur_loc,8,0)) && (caster->attitude == univ.town.monst[i].attitude)) { affected = &univ.town.monst[i]; affected->health += get_ran(2,1,10); r1 = get_ran(3,1,4); affected->status[1] = min(8,affected->status[1] + r1); affected->status[6] = 0; if (affected->status[3] < 0) affected->status[3] = 0; affected->morale += get_ran(3,1,10); } play_sound(4); break; case 27: // shockwave do_shockwave(caster->cur_loc); break; } } else caster->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; } bool monst_cast_priest(cCreature *caster,short targ) { short r1,r2,spell,i,x,level,target_levels,friend_levels_near; bool acted = false; location target,vict_loc,l; cCreature *affected; 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}}; location ashes_loc; if ((targ < 6) && (univ.party[targ].main_status != 1)) return false; if ((targ >= 100) && (univ.town.monst[targ - 100].active == 0)) return false; if (univ.town.is_antimagic(caster->cur_loc.x,caster->cur_loc.y)) { return false; } level = max(1,caster->cl - caster->status[9]) - 1; target = find_fireball_loc(caster->cur_loc,1,(caster->attitude % 2 == 1) ? 0 : 1,&target_levels); friend_levels_near = (caster->attitude % 2 != 1) ? count_levels(caster->cur_loc,3) : -1 * count_levels(caster->cur_loc,3); if ((caster->health * 4 < caster->m_health) && (get_ran(1,0,10) < 9)) spell = emer_spells[level][3]; else if ((caster->status[3] < 0) && (get_ran(1,0,10) < 7) && (emer_spells[level][0] != 0)) spell = emer_spells[level][0]; else if ((friend_levels_near <= -10) && (get_ran(1,0,10) < 7) && (emer_spells[level][1] != 0)) spell = emer_spells[level][1]; else if ((target_levels > 50 < 0) && (get_ran(1,0,10) < 7) && (emer_spells[level][2] != 0)) 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()) ? univ.town.p_loc : pc_pos[targ]; if (targ >= 100) vict_loc = univ.town.monst[targ - 100].cur_loc; if ((targ == 6) && (univ.town.is_antimagic(target.x,target.y))) return false; if ((targ < 6) && (univ.town.is_antimagic(pc_pos[targ].x,pc_pos[targ].y))) return false; if ((targ >= 100) && (univ.town.is_antimagic(univ.town.monst[targ - 100].cur_loc.x, univ.town.monst[targ - 100].cur_loc.y))) return false; // sprintf((char *)create_line,"p att %d trg %d trg2 x%dy%d spl %d mp %d",caster->attitude,targ, // (short)target.x,(short)target.y,spell,caster->mp); // add_string_to_buf((char *) create_line); // snuff heals if unwounded if ((caster->health == caster->m_health) && ((spell == 17) || (spell == 20))) spell--; l = caster->cur_loc; if ((caster->direction < 4) && (caster->x_width > 1)) l.x++; if (caster->mp >= monst_priest_cost[spell - 1]) { monst_cast_spell_note(caster->number,spell,1); acted = true; caster->mp -= monst_priest_cost[spell - 1]; draw_terrain(2); switch (spell) { case 3: // 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,DAMAGE_UNBLOCKABLE); break; case 4: // stumble play_sound(24); place_spell_pattern(single,vict_loc,1,false,7); break; case 1: case 5: // Blesses play_sound(24); caster->status[1] = min(8,caster->status[1] + (spell == 1) ? 3 : 5); play_sound(4); break; case 6: // curse run_a_missile(l,vict_loc,8,0,24,0,0,80); x = get_ran(1,0,1); if (targ < 6) curse_pc(targ,2 + x); else curse_monst(&univ.town.monst[targ - 100],2 + x); break; case 7: // 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,DAMAGE_MAGIC); break; case 8: case 22: // summon spirit,summon guardian play_sound(24); play_sound(-61); x = get_ran(3,1,4); summon_monster(((spell == 8) ? 125 : 122),caster->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); break; case 9: // disease run_a_missile(l,vict_loc,11,0,24,0,0,80); x = get_ran(1,0,2); if (targ < 6) disease_pc(targ,2 + x); else disease_monst(&univ.town.monst[targ - 100],2 + x); break; case 11: // holy scourge run_a_missile(l,vict_loc,15,0,24,0,0,80); if (targ < 6) { r1 = get_ran(1,0,2); slow_pc(targ,2 + r1); r1 = get_ran(1,0,2); curse_pc(targ,3 + r1); } else { r1 = get_ran(1,0,2); slow_monst(&univ.town.monst[targ - 100],r1); r1 = get_ran(1,0,2); curse_monst(&univ.town.monst[targ - 100],r1); } break; case 12: // 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,DAMAGE_COLD); break; case 14: // 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->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); } break; case 15: // martyr's shield play_sound(24); caster->status[10] = min(10,caster->status[10] + 5); break; case 19: // summon host play_sound(24); x = get_ran(3,1,4) + 1; play_sound(-61); summon_monster(126,caster->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude); for (i = 0; i < 4; i++) { play_sound(-61); if (summon_monster(125,caster->cur_loc, ((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude) == false) i = 4; } break; case 13: case 23: // holy scourge,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->cur_loc,8)) { if (spell == 13) curse_pc(i,2 + r1); if (spell == 23) disease_pc(i,2 + r2); } for (i = 0; i < univ.town->max_monst(); i++) { if ((univ.town.monst[i].active != 0) && (((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude % 2 != 1)) || ((univ.town.monst[i].attitude % 2 != 1) && (caster->attitude % 2 == 1)) || ((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude != univ.town.monst[i].attitude))) && (dist(caster->cur_loc,univ.town.monst[i].cur_loc) <= 7)) { if (spell == 13) curse_monst(&univ.town.monst[i],2 + r1); if (spell == 23) disease_monst(&univ.town.monst[i],2 + r2); } } break; case 2: case 10: case 17: case 20: // heals play_sound(24); switch(spell) { case 2: r1 = get_ran(2,1,4) + 2; break; case 10: r1 = get_ran(3,1,6); break; case 17: r1 = get_ran(5,1,6) + 3; break; case 20: r1 = 50; break; } caster->health = min(caster->health + r1, caster->m_health); break; case 16: case 24:// bless all,revive all play_sound(24); r1 = get_ran(2,1,4); r2 = get_ran(3,1,6); for (i = 0; i < univ.town->max_monst(); i++) if ((monst_near(i,caster->cur_loc,8,0)) && (caster->attitude == univ.town.monst[i].attitude)) { affected = &univ.town.monst[i]; if (spell == 16) affected->status[1] = min(8,affected->status[1] + r1); if (spell == 24) affected->health += r1; } play_sound(4); break; case 18: // Flamestrike run_a_missile(l,target,2,0,11,0,0,80); r1 = 2 + caster->level / 2 + 2; start_missile_anim(); place_spell_pattern(square,target,50 + r1,true,7); ashes_loc = target; break; case 21: // 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,DAMAGE_MAGIC); if (targ < 6) { slow_pc(targ,6); poison_pc(targ,5 + r2); } else { slow_monst(&univ.town.monst[targ - 100],6); poison_monst(&univ.town.monst[targ - 100],5 + r2); } break; case 25: // avatar play_sound(24); monst_spell_note(caster->number,26); caster->health = caster->m_health; caster->status[1] = 8; caster->status[2] = 0; caster->status[3] = 8; caster->status[6] = 0; caster->status[7] = 0; caster->status[9] = 0; caster->status[10] = 8; break; case 26: // divine thud run_a_missile(l,target,9,0,11,0,0,80); r1 = (caster->level * 3) / 4 + 5; if (r1 > 29) r1 = 29; start_missile_anim(); place_spell_pattern(rad2,target,130 + r1,true,7 ); ashes_loc = target; break; } } else caster->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,eDamageType type) { if (target == 6) return; if (target < 6) damage_pc(target,dam,type,MONSTER_TYPE_UNKNOWN,0); else damage_monst(target - 100, 7, dam, 0, type,0); } // target = find_fireball_loc(caster->m_loc,1,(caster->attitude == 1) ? 0 : 1,&target_levels); 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(120,0); short cur_lev,level_max = 10; for (check_loc.x = 1; check_loc.x < univ.town->max_dim() - 1; check_loc.x ++) for (check_loc.y = 1; check_loc.y < univ.town->max_dim() - 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(120,120); for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) 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 < univ.town->max_monst(); i++) if (monst_near(i,where,radius,0) == true) { if (univ.town.monst[i].attitude % 2 == 1) store = store - univ.town.monst[i].level; else store = store + univ.town.monst[i].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,univ.town.p_loc) <= radius) && (can_see(where,univ.town.p_loc,2) < 5)) store += 20; return store; } bool pc_near(short pc_num,location where,short radius) { // Assuming not looking if (overall_mode >= MODE_COMBAT) { if ((univ.party[pc_num].main_status == 1) && (vdist(pc_pos[pc_num],where) <= radius)) return true; else return false; } if ((univ.party[pc_num].main_status == 1) && (vdist(univ.town.p_loc,where) <= radius)) return true; else return false; } /*short pc_there(where) location where; { short i; for (i = 0; i < 6; i++) if ((univ.party[i].main_status == 1) && (pc_pos[i].x == where.x) && (pc_pos[i].y == where.y)) return i; return 6; } */ bool monst_near(short m_num,location where,short radius,short active) //short active; // 0 - any monst 1 - monster need be active { if ((univ.town.monst[m_num].active != 0) && (vdist(univ.town.monst[m_num].cur_loc,where) <= radius) && ((active == 0) || (univ.town.monst[m_num].active == 2)) ) return true; else return false; } void fireball_space(location loc,short dam) { place_spell_pattern(square,loc,50 + dam,false,7); } void place_spell_pattern(effect_pat_type pat,location center,short type,bool prep_for_anim,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, supporess look checks and go fast { short i,j,r1,k = 0; unsigned char effect; location spot_hit; location s_loc; rectangle active; cCreature *which_m; bool monster_hit = false; if (type > 0) modify_pattern(&pat,type); active = univ.town->in_town_rect; // eliminate barriers that can't be seen for (i = minmax(active.left + 1,active.right - 1,center.x - 4); i <= minmax(active.left + 1,active.right - 1,center.x + 4); i++) for (j = minmax(active.top + 1,active.bottom - 1,center.y - 4); j <= minmax(active.top + 1,active.bottom - 1,center.y + 4); j++) { s_loc.x = i; s_loc.y = j; if (can_see(center,s_loc,0) == 5) 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,univ.town->max_dim() - 1,center.x - 4); i <= minmax(0,univ.town->max_dim() - 1,center.x + 4); i++) for (j = minmax(0,univ.town->max_dim() - 1,center.y - 4); j <= minmax(0,univ.town->max_dim() - 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: univ.town.set_fire_barr(i,j,true); break; case 3: univ.town.set_force_barr(i,j,true); 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,univ.town->max_dim() - 1,center.x - 4); i <= minmax(0,univ.town->max_dim() - 1,center.x + 4); i++) for (j = minmax(0,univ.town->max_dim() - 1,center.y - 4); j <= minmax(0,univ.town->max_dim() - 1,center.y + 4); j++) { spot_hit.x = i; spot_hit.y = j; if ((get_obscurity(i,j) < 5) && (univ.party[k].main_status == 1) && (((is_combat()) && (pc_pos[k] == spot_hit)) || ((is_town()) && (univ.town.p_loc == spot_hit)))) { effect = pat.pattern[i - center.x + 4][j - center.y + 4]; switch (effect) { case 4: r1 = get_ran(2,1,6); damage_pc(k,r1,DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0); break; case 5: r1 = get_ran(1,1,6) + 1; damage_pc(k,r1,DAMAGE_FIRE,MONSTER_TYPE_UNKNOWN,0); break; case 8: r1 = get_ran(2,1,6); damage_pc(k,r1,DAMAGE_COLD,MONSTER_TYPE_UNKNOWN,0); break; case 9: r1 = get_ran(4,1,8); damage_pc(k,r1,DAMAGE_WEAPON,MONSTER_TYPE_UNKNOWN,0); break; default: if ((effect >= 50) && (effect < 80)) { r1 = get_ran(effect - 50,1,6); damage_pc(k,r1,DAMAGE_FIRE,MONSTER_TYPE_UNKNOWN,0); } if ((effect >= 90) && (effect < 120)) { r1 = get_ran(effect - 90,1,6); damage_pc(k,r1,DAMAGE_COLD,MONSTER_TYPE_UNKNOWN,0); } if ((effect >= 130) && (effect < 160)) { r1 = get_ran(effect - 130,1,6); damage_pc(k,r1,DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0); } break; } } } fast_bang = 0; // Damage to monsters for (k = 0; k < univ.town->max_monst(); k++) if ((univ.town.monst[k].active > 0) && (dist(center,univ.town.monst[k].cur_loc) <= 5)) { monster_hit = false; // First actually make barriers, then draw them, then inflict damaging effects. for (i = minmax(0,univ.town->max_dim() - 1,center.x - 4); i <= minmax(0,univ.town->max_dim() - 1,center.x + 4); i++) for (j = minmax(0,univ.town->max_dim() - 1,center.y - 4); j <= minmax(0,univ.town->max_dim() - 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: which_m = &univ.town.monst[k]; web_monst(which_m,3); break; case 4: r1 = get_ran(3,1,6); damage_monst(k, who_hit, r1,0, DAMAGE_MAGIC,0); break; case 5: r1 = get_ran(2,1,6); which_m = &univ.town.monst[k]; if (which_m->spec_skill == 22) break; damage_monst(k, who_hit, r1,0, DAMAGE_FIRE,0); break; case 7: which_m = &univ.town.monst[k]; curse_monst(which_m,get_ran(1,1,2)); break; case 8: which_m = &univ.town.monst[k]; r1 = get_ran(3,1,6); if (which_m->spec_skill == 23) break; damage_monst(k, who_hit, r1,0, DAMAGE_COLD,0); break; case 9: r1 = get_ran(6,1,8); damage_monst(k, who_hit, r1,0, DAMAGE_WEAPON,0); break; case 12: which_m = &univ.town.monst[k]; charm_monst(which_m,0,11,3); break; default: if ((effect >= 50) && (effect < 80)) { r1 = get_ran(effect - 50,1,6); damage_monst(k,who_hit, r1,0,DAMAGE_FIRE,0); } if ((effect >= 90) && (effect < 120)) { r1 = get_ran(effect - 90,1,6); damage_monst(k,who_hit, r1,0, DAMAGE_COLD,0); } if ((effect >= 130) && (effect < 160)) { r1 = get_ran(effect - 130,1,6); damage_monst(k,who_hit, r1,0, DAMAGE_MAGIC ,0); } } } } } } void handle_item_spell(location loc,short num) { // switch (num) { // case 82: // Pyhrrus // place_spell_pattern(rad2,loc,9,false,6); // break; // } } 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) && (univ.party[i].main_status == 1)) damage_pc(i, get_ran(2 + dist(target,pc_pos[i]) / 2, 1, 6), DAMAGE_UNBLOCKABLE,MONSTER_TYPE_UNKNOWN,0); for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active != 0) && (dist(target,univ.town.monst[i].cur_loc) > 0) && (dist(target,univ.town.monst[i].cur_loc) < 11) && (can_see(target,univ.town.monst[i].cur_loc,0) < 5)) damage_monst(i, current_pc, get_ran(2 + dist(target,univ.town.monst[i].cur_loc) / 2 , 1, 6), 0, DAMAGE_UNBLOCKABLE,0); do_explosion_anim(5,0); end_missile_anim(); handle_marked_damage(); } void radius_damage(location target,short radius, short dam, eDamageType type)//// { short i; if (is_town()) { for (i = 0; i < 6; i++) if ((dist(target,univ.town.p_loc) > 0) && (dist(target,univ.town.p_loc) <= radius) && (univ.party[i].main_status == 1)) damage_pc(i, dam, type,MONSTER_TYPE_UNKNOWN,0); for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active != 0) && (dist(target,univ.town.monst[i].cur_loc) > 0) && (dist(target,univ.town.monst[i].cur_loc) <= radius) && (can_see(target,univ.town.monst[i].cur_loc,0) < 5)) damage_monst(i, current_pc, dam, 0, type,0); return; } start_missile_anim(); for (i = 0; i < 6; i++) if ((dist(target,pc_pos[i]) > 0) && (dist(target,pc_pos[i]) <= radius) && (univ.party[i].main_status == 1)) damage_pc(i, dam, type,MONSTER_TYPE_UNKNOWN,0); for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active != 0) && (dist(target,univ.town.monst[i].cur_loc) > 0) && (dist(target,univ.town.monst[i].cur_loc) <= radius) && (can_see(target,univ.town.monst[i].cur_loc,0) < 5)) damage_monst(i, current_pc, dam, 0, type,0); 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,eDamageType type,short report,short hit_all) { //short store_active[T_M],i; //for (i = 0; i < T_M; i++) { // store_active[i] = univ.town.monst[i].active; // univ.town.monst[i].active = 0; // } hit_space(target, dam,type, report, 10 + hit_all); //for (i = 0; i < T_M; i++) // univ.town.monst[i].active = store_active[i]; } void hit_space(location target,short dam,eDamageType 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; bool stop_hitting = false,hit_monsters = true; // sprintf ((char *) create_line, " %d %d. ",target.x,target.y); // add_string_to_buf((char *) create_line); 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 ((univ.town.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 < univ.town->max_monst(); i++) if ((hit_monsters == true) && (univ.town.monst[i].active != 0) && (stop_hitting == false)) if (monst_on_space(target,i)) { if (processing_fields == true) damage_monst(i, 6, dam, 0, type,0); else damage_monst(i, (monsters_going == true) ? 7 : current_pc, dam, 0, type,0); stop_hitting = (hit_all == 1) ? false : true; } if (overall_mode >= MODE_COMBAT) for (i = 0; i < 6; i++) if ((univ.party[i].main_status == 1) && (stop_hitting == false)) if (pc_pos[i] == target) { damage_pc(i,dam,type,MONSTER_TYPE_UNKNOWN,0); stop_hitting = (hit_all == 1) ? false : true; } if (overall_mode < MODE_COMBAT) if (target == univ.town.p_loc) { fast_bang = 1; hit_party(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; bool some_poison = false; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (univ.party[i].status[2] > 0) some_poison = true; if (some_poison == true) { add_string_to_buf("Poison: "); for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (univ.party[i].status[2] > 0) { r1 = get_ran(univ.party[i].status[2],1,6); damage_pc(i,r1,DAMAGE_POISON,MONSTER_TYPE_UNKNOWN,0); if (get_ran(1,0,8) < 6) univ.party[i].status[2] = move_to_zero(univ.party[i].status[2]); if (get_ran(1,0,8) < 6) if (univ.party[i].traits[6] == true) univ.party[i].status[2] = move_to_zero(univ.party[i].status[2]); } put_pc_screen(); //if (overall_mode < 10) // boom_space(univ.univ.party.p_loc,overall_mode,2,r1); } } void handle_disease() { short i,r1 = 0; bool disease = false; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (univ.party[i].status[7] > 0) disease = true; if (disease == true) { add_string_to_buf("Disease: "); for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (univ.party[i].status[7] > 0) { r1 = get_ran(1,1,10); switch (r1) { case 1: case 2: poison_pc(i,2); break; case 3: case 4: slow_pc(i,2); break; case 5: drain_pc(i,5); break; case 6: case 7: curse_pc(i,3); break; case 8: dumbfound_pc(i,3); break; case 9: case 10: sprintf ((char *) create_line, " %s unaffected. ", (char *) univ.party[i].name.c_str()); add_string_to_buf((char *) create_line); break; } r1 = get_ran(1,0,7); if (univ.party[i].traits[6] == true) r1 -= 2; if ((get_ran(1,0,7) <= 0) || (pc_has_abil_equip(i,67) < 24)) univ.party[i].status[7] = move_to_zero(univ.party[i].status[7]); } put_pc_screen(); } } void handle_acid() { short i,r1 = 0; bool some_acid = false; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (univ.party[i].status[13] > 0) some_acid = true; if (some_acid == true) { add_string_to_buf("Acid: "); for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (univ.party[i].status[13] > 0) { r1 = get_ran(univ.party[i].status[13],1,6); damage_pc(i,r1,DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0); univ.party[i].status[13] = move_to_zero(univ.party[i].status[13]); } if (overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,3,r1,8); } } bool no_pcs_left() { short i = 0; while (i < 6) { if (univ.party[i].main_status == 1) return false; i++; } return true; } bool hit_end_c_button() { bool end_ok = true; if (which_combat_type == 0) { end_ok = out_monst_all_dead(); } // if (univ.party[0].extra[7] > 0) // end_ok = true; if (end_ok == true) end_combat(); return end_ok; } bool out_monst_all_dead() { short i; for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 == 1)) { //print_nums(5555,i,univ.town.monst[i].number); //print_nums(5555,univ.town.monst[i].m_loc.x,univ.town.monst[i].m_loc.y); return false; } return true; } void end_combat() { short i; for (i = 0; i < 6; i++) { if (univ.party[i].main_status == MAIN_STATUS_FLED) univ.party[i].main_status = MAIN_STATUS_ALIVE; univ.party[i].status[0] = 0; univ.party[i].status[1] = 0; univ.party[i].status[3] = 0; } if (which_combat_type == 0) { overall_mode = MODE_OUTDOORS; } combat_active_pc = 6; current_pc = store_current_pc; if (univ.party[current_pc].main_status != 1) current_pc = first_active_pc(); put_item_screen(stat_window,0); draw_buttons(0); } bool 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]; cCreature *which_m; cMonster get_monst; if (univ.town.is_antimagic(pc_pos[current_pc].x,pc_pos[current_pc].y)) { add_string_to_buf(" Not in antimagic field."); return false; } store_sp = univ.party[current_pc].cur_sp; if (univ.party[current_pc].cur_sp == 0) add_string_to_buf("Cast: No spell points. "); else if (univ.party[current_pc].skills[9] == 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 == 35) { store_sum_monst = pick_trapped_monst(); if (store_sum_monst == 0) return false; get_monst = scenario.scen_monsters[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 = stat_adj(current_pc,2); 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 54: univ.party[current_pc].cur_sp -= s_cost[0][spell_num]; add_string_to_buf(" The ground shakes. "); do_shockwave(pc_pos[current_pc]); break; case 2: case 21: case 3: case 14: case 29: // target = select_pc(11,0); target = store_spell_target; if (target < 6) { univ.party[current_pc].cur_sp -= s_cost[0][spell_num]; play_sound(4); switch (spell_num) { case 14: sprintf ((char *) c_line, " %s receives venom. ", (char *) univ.party[target].name.c_str()); poison_weapon(target,3 + bonus,1); store_m_type = 11; break; case 3: sprintf ((char *) c_line, " %s stronger. ", (char *) univ.party[target].name.c_str()); univ.party[target].status[1] = univ.party[target].status[1] + 3; store_m_type = 8; break; case 29: sprintf ((char *) c_line, " %s resistant. ", (char *) univ.party[target].name.c_str()); univ.party[target].status[5] = univ.party[target].status[5] + 5 + bonus; store_m_type = 15; break; default: i = (spell_num == 2) ? 2 : max(2,univ.party[current_pc].level / 2 + bonus); univ.party[target].status[3] = min(8, univ.party[target].status[3] + i); sprintf ((char *) c_line, " %s hasted. ", (char *) univ.party[target].name.c_str()); store_m_type = 8; break; } add_string_to_buf((char *) c_line); add_missile(pc_pos[target],store_m_type,0,0,0); } break; case 39: case 55: store_sound = 25; univ.party[current_pc].cur_sp -= s_cost[0][spell_num]; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) { univ.party[i].status[3] = min(8, univ.party[i].status[3] + ((spell_num == 39) ? 1 + univ.party[current_pc].level / 8 + bonus : 3 + bonus)); if (spell_num == 55) { poison_weapon(i,2,1); univ.party[i].status[1] += 4; 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 == 39) sprintf ((char *) c_line, " Party hasted. "); else sprintf ((char *) c_line, " Party blessed! "); add_string_to_buf((char *) c_line); break; case 32: case 47: case 56: // affect monsters in area spells univ.party[current_pc].cur_sp -= s_cost[0][spell_num]; store_sound = 25; if (spell_num == 47) store_sound = 54; switch (spell_num) { case 32: sprintf ((char *) c_line, " Enemy slowed: "); break; case 49: sprintf ((char *) c_line, " Enemy ravaged: ");break; case 47: sprintf ((char *) c_line, " Enemy scared: ");break; case 56: sprintf ((char *) c_line, " Enemy paralyzed: ");break; } add_string_to_buf((char *) c_line); for (i = 0; i < univ.town->max_monst(); i++) { if ((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 == 1) && (dist(pc_pos[current_pc],univ.town.monst[i].cur_loc) <= mage_range[spell_num]) && (can_see(pc_pos[current_pc],univ.town.monst[i].cur_loc,0) < 5)) { which_m = &univ.town.monst[i]; switch (spell_num) { case 47: r1 = get_ran(univ.party[current_pc].level / 3,1,8); scare_monst(which_m,r1); store_m_type = 10; break; case 32: case 49: slow_monst(which_m,5 + bonus); if (spell_num == 49) curse_monst(which_m,3 + bonus); store_m_type = 8; break; case 56: charm_monst(which_m,15,12,1000); store_m_type = 15; break; } num_opp++; add_missile(univ.town.monst[i].cur_loc,store_m_type,0, 14 * (which_m->x_width - 1),18 * (which_m->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 == univ.party[current_pc].cur_sp) return false; else return true; } bool 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]; cCreature *which_m; 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 (univ.town.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 = univ.party[current_pc].cur_sp; if (spell_num >= 70) return false; bonus = stat_adj(current_pc,2); combat_posing_monster = current_working_monster = current_pc; if (univ.party[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 0: case 10: // target = select_pc(11,0); target = store_spell_target; if (target < 6) { store_sound = 4; univ.party[current_pc].cur_sp -= s_cost[1][spell_num]; univ.party[target].status[1] += (spell_num == 0) ? 2 : max(2,(univ.party[current_pc].level * 3) / 4 + 1 + bonus); sprintf ((char *) c_line, " %s blessed. ", (char *) univ.party[target].name.c_str()); add_string_to_buf((char *) c_line); add_missile(pc_pos[target],8,0,0,0); } break; case 38: univ.party[current_pc].cur_sp -= s_cost[1][spell_num]; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) { univ.party[i].status[1] += univ.party[current_pc].level / 3; add_missile(pc_pos[i],8,0,0,0); } sprintf ((char *) c_line, " Party blessed. "); add_string_to_buf((char *) c_line); store_sound = 4; break; case 58: univ.party[current_pc].cur_sp -= s_cost[1][spell_num]; sprintf ((char *) c_line, " %s is an avatar! ", (char *) univ.party[current_pc].name.c_str()); add_string_to_buf((char *) c_line); heal_pc(current_pc,200); cure_pc(current_pc,8); univ.party[current_pc].status[1] = 8; univ.party[current_pc].status[3] = 8; univ.party[current_pc].status[4] = 3; univ.party[current_pc].status[5] = 8; univ.party[current_pc].status[6] = 0; univ.party[current_pc].status[7] = 0; univ.party[current_pc].status[9] = 0; univ.party[current_pc].status[10] = 8; break; case 31: case 51: case 53: univ.party[current_pc].cur_sp -= s_cost[1][spell_num]; store_sound = 24; for (i = 0; i < univ.town->max_monst(); i++) { if ((univ.town.monst[i].active != 0) &&(univ.town.monst[i].attitude % 2 == 1) && (dist(pc_pos[current_pc],univ.town.monst[i].cur_loc) <= priest_range[spell_num])) { which_m = &univ.town.monst[i]; switch (spell_num) { case 31: curse_monst(which_m,3 + bonus); store_m_type = 8; break; case 51: charm_monst(which_m,28 - bonus,0,0); store_m_type = 14; break; case 53: disease_monst(which_m,3 + bonus); store_m_type = 0; break; } num_opp++; add_missile(univ.town.monst[i].cur_loc,store_m_type,0, 14 * (which_m->x_width - 1),18 * (which_m->y_width - 1)); } } break; case 52: univ.party[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 == univ.party[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 ((char *) create_line, " Target spell. "); add_string_to_buf((char *) 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 19: current_pat = small_square; break; case 18: case 22: case 141: case 126: case 15: case 119: current_pat = square; break; case 17: case 40: case 44: case 28: case 51: case 157: case 145: case 64: case 67: current_pat = rad2; break; case 153: case 65: case 66: current_pat = rad3; break; case 25: case 37: case 159: 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(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 ((char *) 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((char *) 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 129: // smite num_targets_left = minmax(1,8,univ.party[current_pc].level / 4 + stat_adj(current_pc,2) / 2); break; case 134: // sticks to snakes num_targets_left = univ.party[current_pc].level / 5 + stat_adj(current_pc,2) / 2; break; case 143: // summon host num_targets_left = 5; break; case 27: // flame arrows num_targets_left = univ.party[current_pc].level / 4 + stat_adj(current_pc,2) / 2; break; case 36: // venom arrows num_targets_left = univ.party[current_pc].level / 5 + stat_adj(current_pc,2) / 2; break; case 61: case 49: // paralysis, death arrows num_targets_left = univ.party[current_pc].level / 8 + stat_adj(current_pc,2) / 3; break; case 45: // spray fields num_targets_left = univ.party[current_pc].level / 5 + stat_adj(current_pc,2) / 2; current_pat = t; break; case 26: // summon 1 num_targets_left = minmax(1,7,univ.party[current_pc].level / 4 + stat_adj(current_pc,2) / 2); break; case 43: // summon 2 num_targets_left = minmax(1,6,univ.party[current_pc].level / 6 + stat_adj(current_pc,2) / 2); break; case 58: // summon 3 num_targets_left = minmax(1,5,univ.party[current_pc].level / 8 + stat_adj(current_pc,2) / 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]; rectangle r; if (is_out()) return; if (quickfire) { //// r = univ.town->in_town_rect; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) qf[i][j] = (univ.town.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 (univ.town.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 < univ.town->max_monst(); i++) if (univ.town.monst[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 < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_force_wall(i,j)) { r1 = get_ran(3,1,6); loc.x = i; loc.y = j; hit_pcs_in_space(loc,r1,DAMAGE_MAGIC,1,1); r1 = get_ran(1,1,6); if (r1 == 2) univ.town.set_force_wall(i,j,false); else { force_wall = true; } } } if (fire_wall) { fire_wall = false; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_fire_wall(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(2,1,6) + 1; hit_pcs_in_space(loc,r1,DAMAGE_FIRE,1,1); r1 = get_ran(1,1,4); if (r1 == 2) univ.town.set_fire_wall(i,j,false); else { fire_wall = true; } } } if (antimagic) { antimagic = false; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_antimagic(i,j)) { r1 = get_ran(1,1,8); if (r1 == 2) univ.town.set_antimagic(i,j,false); else antimagic = true; } } if (scloud) { scloud = false; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_scloud(i,j)) { r1 = get_ran(1,1,4); if (r1 == 2) univ.town.set_scloud(i,j,false); else { scloud_space(i,j); scloud = true; } } } if (sleep_field) { sleep_field = false; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_sleep_cloud(i,j)) { r1 = get_ran(1,1,4); if (r1 == 2) univ.town.set_sleep_cloud(i,j,false); else { sleep_cloud_space(i,j); sleep_field = true; } } } if (ice_wall) { ice_wall = false; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_ice_wall(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(3,1,6); hit_pcs_in_space(loc,r1,DAMAGE_COLD,1,1); r1 = get_ran(1,1,6); if (r1 == 1) univ.town.set_ice_wall(i,j,false); else { ice_wall = true; } } } if (blade_wall) { blade_wall = false; for (i = 0; i < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_blade_wall(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(6,1,8); hit_pcs_in_space(loc,r1,DAMAGE_WEAPON,1,1); r1 = get_ran(1,1,5); if (r1 == 1) univ.town.set_blade_wall(i,j,false); 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 < univ.town->max_dim(); i++) for (j = 0; j < univ.town->max_dim(); j++) if (univ.town.is_quickfire(i,j)) { loc.x = i; loc.y = j; r1 = get_ran(2,1,8); hit_pcs_in_space(loc,r1,DAMAGE_FIRE,1,1); } } monsters_going = false; } void scloud_space(short m,short n) { location target; //cPopulation::cCreature; 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 (univ.party[i].main_status == 1) if (pc_pos[i] == target) { curse_pc(i,get_ran(1,1,2)); } if (overall_mode < MODE_COMBAT) if (target == univ.town.p_loc) { for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) curse_pc(i,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 (univ.party[i].main_status == 1) if (pc_pos[i] == target) { web_pc(i,3); } if (overall_mode < MODE_COMBAT) if (target == univ.town.p_loc) { for (i = 0; i < 6; i++) web_pc(i,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 (univ.party[i].main_status == 1) if (pc_pos[i] == target) { sleep_pc(i,3,STATUS_ASLEEP,0); } if (overall_mode < MODE_COMBAT) if (target == univ.town.p_loc) { for (i = 0; i < 6; i++) sleep_pc(i,3,STATUS_ASLEEP,0); } } void take_m_ap(short num,cCreature *monst) { monst->ap = max(0,monst->ap - num); } void add_new_action(short pc_num) { if (pc_num < 6) univ.party[pc_num].ap++; } short get_monst_sound(cCreature *attacker,short which_att) { short type,strength; type = (which_att == 0) ? attacker->a1_type : attacker->a23_type; strength = attacker->a[which_att]; switch (type) { case 3: return 11; break; case 4: return 4; break; case 1: return 9; break; case 2: return 10; break; default: if (attacker->m_type == 0) { if (strength > 9) return 3; else return 2; } if ((attacker->m_type == 0) ||(attacker->m_type == 6) ||(attacker->m_type == 9) ){ return 2; } if (attacker->m_type == 4) return 1; if (attacker->m_type == 5) return 4; return 0; break; } return 0; }