Files
oboe/Win32/Blades of Exile/boe.combat.cpp
Chokboyz a98e69763a Classic Blades of Exile :
- Minor adjustements to some random checks (aligned code for to-hit chances, assassinate and lockpicking).
- Fixed a potential buffer overflow of the "delayed specials" queue that could happened with the massive use of stairway nodes in a node chain. Cleaned the handling of "town entry/exit" nodes in general.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@161 4ebdad44-0ea0-11de-aab3-ff745001d230
2011-02-05 15:29:39 +00:00

4541 lines
162 KiB
C++

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