Files
oboe/osx/boe.combat.cpp
Celtic Minstrel 6af129c277 - Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine.
- Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter).
- Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp
- Added a templated get function to cOutdoors::cWandering.
In the dialog engine:
- Important fields are now initialized to default values, as they should be.
- The absence of required attributes is now recognized as an error
- Added stack element to the DTD; no code support yet
- Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added.
- Likewise with the def-key attribute on other clickable items besides buttons (which already had it)
- Updated stylesheet to fall back on the fore attribute when colour is unspecified
- When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested.
Unfortunately, the dialog engine is still unstable.

git-svn-id: http://openexile.googlecode.com/svn/trunk@100 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-28 17:18:24 +00:00

4794 lines
150 KiB
C++

#include <Carbon/Carbon.h>
#include <cstdio>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.monster.h"
#include "boe.graphics.h"
#include "boe.locutils.h"
#include "boe.newgraph.h"
#include "boe.infodlg.h"
#include "boe.fields.h"
#include "boe.text.h"
#include "boe.items.h"
#include "boe.party.h"
#include "boe.combat.h"
#include "soundtool.h"
#include "boe.town.h"
#include "boe.specials.h"
#include "boe.graphutil.h"
#include "boe.main.h"
#include "mathutil.h"
#include "dlgutil.h"
//extern party_record_type party;
//extern current_town_type univ.town;
//extern big_tr_type t_d;
//extern town_item_list t_i;
extern eGameMode overall_mode;
extern short which_combat_type;
extern short stat_window;
extern location center;
extern ter_num_t combat_terrain[64][64];
extern location pc_pos[6];
extern short current_pc;
extern short pc_last_cast[2][6];
extern short combat_active_pc;
extern bool monsters_going,spell_forced;
extern WindowPtr mainPtr;
extern short store_mage, store_priest;
extern short store_mage_lev, store_priest_lev,store_item_spell_level;
extern short store_spell_target,pc_casting,current_spell_range;
extern effect_pat_type current_pat;
//extern short town_size[3];
extern short town_type;
//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern short num_targets_left;
extern location spell_targets[8];
extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern bool sleep_field,in_scen_debug;
extern bool fast_bang;
//extern unsigned char misc_i[64][64],sfx[64][64];
extern short store_current_pc;
extern short refer_mage[62],refer_priest[62];
//extern location monster_targs[60];
extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
extern cScenario scenario;
extern short spell_caster, missile_firer,current_monst_tactic;
char create_line[60];
short spell_being_cast;
short missile_inv_slot, ammo_inv_slot;
short force_wall_position = 10; // 10 -> no force wall
bool processing_fields = true;
short futzing;
m_num_t store_sum_monst;
short store_sum_monst_cost;
extern cUniverse univ;
location out_start_loc(20,23);
short hit_chance[51] = {20,30,40,45,50,55,60,65,69,73,
77,81,84,87,90,92,94,96,97,98,99
,99,99,99,99,99,99,99,99,99,99
,99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99};
//short s_cost[2][62] = {{1,1,1,1,1,2,15,2,1,3, 2,2,2,2,2,2,4,6,2,2, 3,3,4,3,3,5,5,4,6,4,/
// 4,4,4,4,30,-1,8,5, 5,8,7,5,8,10,5,7, 6,6,7,7,12,10,-1,20, 12,8,20,8,14,10,50,10},
// {1,1,1,2,1,2,2,5,50,1, 2,2,2,2,2,6,8,7,4,3, 3,4,3,3,3,10,6,3,3,7,
// 4,5,5,15,8,6,4,4, 5,5,25,8,12,12,10,5, 7,6,6,8,14,20,7,6, 8,7,20,12,8,12,30,8}};
short s_cost[2][62] = {{1,1,1,1,1,2,50,2,1,3, 2,3,2,2,2,2,4,4,2,6, 3,3,5,3,3,5,6,4,6,4,
4,5,4,8,30,-1,8,6, 5,8,8,6,9,10,6,6, 7,6,8,7,12,10,12,20, 12,8,20,10,14,10,50,10},
{1,1,1,2,1,1,3,5,50,1, 2,2,2,2,3,5,8,6,4,2, 3,4,3,3,3,10,5,3,4,6,
5,5,5,15,6,5,5,8, 6,7,25,8,10,12,12,6, 8,7,8,8,14,17,8,7, 10,10,35,10,12,12,30,10}};
short mage_range[80] = {0,6,0,0,7,7,0,14,8,0, 6,8,7,10,0,8,3,8,10,6, 0,0,12,0,10,12,4,10,8,0,
8,12,12,0,10,4,8,8, 0,0,14,0,2,4,10,12, 8,12,6,8,5,8,4,0, 0,0,8,0,4,2,4,6
,10,8,8,12,8,10,10,10, 10,10,10,10,10,10,10,10,10,10};
short priest_range[62] = {0,0,0,8,0,0,0,0,0,10, 0,0,10,0,6,4,0,6,6,8, 0,0,8,0,10,0,8,0,0,8,
0,10,8,0,6,0,0,0, 0,0,0,9,0,4,0,8, 0,0,10,0,4,8,0,8, 0,4,0,12,0,10,0,0};
short monst_mage_spell[55] = {1,1,1,1,1,1,2,2,2,2,
2,2,3,3,3,3,3,4,4,4,
4,4,4,5,5,5,5,5,4,4,
6,6,6,6,7,7,7,7,7,8,
8,8,8,8,9,9,9,10,10,10,
11,11,11,12,12};
short monst_cleric_spell[55] = {1,1,1,1,1,1,1,1,2,2,
2,2,2,3,3,3,11,11,11,4,
4,4,4,5,5,5,11,11,6,6,
6,6,6,6,7,7,7,7,7,7,
8,8,8,8,8,7,7,7,7,7,
7,9,9,10,10};
short monst_mage_cost[27] = {1,1,1,1,2, 2,2,2,2,4, 2,4,4,3,4, 4,4,5,5,5, 5,6,6,6,7, 7,7};
short monst_mage_area_effect[27] = {0,0,0,0,0, 0,0,0,1,0, 1,1,0,1,0, 0,0,0,1,0, 1,0,0,0,0, 0,0};
short monst_priest_cost[26] = {1,1,1,1,2, 2,2,4,2,3, 3,3,4,4,4, 5,5,5,10,6, 6,10,8,8,8, 8};
short monst_priest_area_effect[26] = {0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,1,0,0, 0,0,0,0,0, 1};
extern short boom_gr[8];
char *d_string[] = {"North", "NorthEast", "East", "SouthEast", "South", "SouthWest", "West", "NorthWest"};
short pc_marked_damage[6];
short monst_marked_damage[60];
location hor_vert_place[14] = {loc(0,0),loc(-1,1),loc(1,1),loc(-2,2),loc(0,2),
loc(2,2),loc(0,1),loc(-1,2),loc(1,2),loc(-1,3),
loc(1,3),loc(0,3),loc(0,4),loc(0,5)};
location diag_place[14] = {loc(0,0),loc(-1,0),loc(0,1),loc(-1,1),loc(-2,0),
loc(0,2),loc(-2,1),loc(-1,2),loc(-2,2),loc(-3,2),
loc(-2,3),loc(-3,3),loc(-4,3),loc(-3,4)};
effect_pat_type null_pat = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type single = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type t = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type small_square = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type square = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type open_square = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,1,0,1,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type rad2 = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,1,1,1,1,1,0,0},
{0,0,1,1,1,1,1,0,0},
{0,0,1,1,1,1,1,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type rad3 = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,1,1,1,1,1,0,0},
{0,1,1,1,1,1,1,1,0},
{0,1,1,1,1,1,1,1,0},
{0,1,1,1,1,1,1,1,0},
{0,0,1,1,1,1,1,0,0},
{0,0,0,1,1,1,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
effect_pat_type field[8] = {{{{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,1,1,0,0,0}}},
{{{0,0,0,0,0,0,0,0,1},
{0,0,0,0,0,0,0,1,1},
{0,0,0,0,0,0,1,1,0},
{0,0,0,0,0,1,1,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,1,1,0,0,0,0,0},
{0,1,1,0,0,0,0,0,0},
{1,1,0,0,0,0,0,0,0}}},
{{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}},
{{{1,0,0,0,0,0,0,0,0},
{1,1,0,0,0,0,0,0,0},
{0,1,1,0,0,0,0,0,0},
{0,0,1,1,0,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,0,1,1,0,0},
{0,0,0,0,0,0,1,1,0},
{0,0,0,0,0,0,0,1,1}}},
{{{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,1,1,0,0,0,0}}},
{{{0,0,0,0,0,0,0,1,1},
{0,0,0,0,0,0,1,1,0},
{0,0,0,0,0,1,1,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,1,1,0,0,0,0,0},
{0,1,1,0,0,0,0,0,0},
{1,1,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0}}},
{{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}},
{{{1,1,0,0,0,0,0,0,0},
{0,1,1,0,0,0,0,0,0},
{0,0,1,1,0,0,0,0,0},
{0,0,0,1,1,0,0,0,0},
{0,0,0,0,1,1,0,0,0},
{0,0,0,0,0,1,1,0,0},
{0,0,0,0,0,0,1,1,0},
{0,0,0,0,0,0,0,1,1},
{0,0,0,0,0,0,0,0,1}}}};
short last_attacked[6],pc_dir[6],pc_parry[6];//,pc_moves[6];
bool center_on_monst;
void start_outdoor_combat(cOutdoors::cCreature encounter,ter_num_t in_which_terrain,short num_walls)
{
short i,j,how_many,num_tries = 0;
GrafPtr old_port;
// short low[10] = {15,7,3,3,1,1,1,7,2,1};
// short high[10] = {30,10,5,5,3,2,1,10,4,1};
short low[10] = {15,7,4,3,2,1,1,7,2,1};
short high[10] = {30,10,6,5,3,2,1,10,4,1};
rectangle town_rect(0,0,47,47);
short nums[10];
for (i = 0; i < 7; i++)
nums[i] = get_ran(1,low[i],high[i]);
for (i = 0; i < 3; i++)
nums[i + 7] = get_ran(1,low[i + 7],high[i + 7]);
notify_out_combat_began(encounter.what_monst,nums);
print_buf();
play_sound(23);
GetPort(&old_port);
SetPort(GetWindowPort(mainPtr));
which_combat_type = 0;
town_type = 1;
overall_mode = MODE_COMBAT;
// Basically, in outdoor combat, we create kind of a 48x48 town for
// the combat to take place in
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
univ.town.fields[i][j] = 0;
//univ.out.misc_i[i][j] = 0;
//univ.out.sfx[i][j] = 0;
}
univ.town->in_town_rect = town_rect;
create_out_combat_terrain((short) in_which_terrain,num_walls,0);////
for (i = 0; i < univ.town->max_monst(); i++) {
univ.town.monst[i].number = 0;
univ.town.monst[i].active = 0;
}
for (i = 0; i < 7; i++) {
how_many = nums[i];
if (encounter.what_monst.monst[i] != 0)
for (j = 0; j < how_many; j++)
set_up_monst(0,encounter.what_monst.monst[i]);
}
for (i = 0; i < 3; i++) {
how_many = nums[i + 7];
if (encounter.what_monst.friendly[i] != 0)
for (j = 0; j < how_many; j++)
set_up_monst(1,encounter.what_monst.friendly[i]);
}
// place PCs
pc_pos[0] = out_start_loc;
update_explored(pc_pos[0]);
if (get_blockage(combat_terrain[pc_pos[0].x][pc_pos[0].y]) > 0)
combat_terrain[pc_pos[0].x][pc_pos[0].y] = combat_terrain[0][0];
for (i = 1; i < 6; i++) {
pc_pos[i] = pc_pos[0];
pc_pos[i].x = pc_pos[i].x + hor_vert_place[i].x;
pc_pos[i].y = pc_pos[i].y + hor_vert_place[i].y;
if (get_blockage(combat_terrain[pc_pos[i].x][pc_pos[i].y]) > 0)
combat_terrain[pc_pos[i].x][pc_pos[i].y] = combat_terrain[0][0];
update_explored(pc_pos[i]);
for (j = 0; j < 6; j++)
if (j != 2)
univ.party[i].status[j] = 0;
}
// place monsters, w. friendly monsts landing near PCs
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].active > 0) {
univ.town.monst[i].target = 6;
univ.town.monst[i].cur_loc.x = get_ran(1,15,25);
univ.town.monst[i].cur_loc.y = get_ran(1,14,18);
if (univ.town.monst[i].attitude == 2)
univ.town.monst[i].cur_loc.y += 9;
else if ((univ.town.monst[i].mu > 0) || (univ.town.monst[i].cl > 0))
univ.town.monst[i].cur_loc.y -= 4;//max(12,univ.town.monst[i].m_loc.y - 4);
num_tries = 0;
while (((monst_can_be_there(univ.town.monst[i].cur_loc,i) == false) ||
(combat_terrain[univ.town.monst[i].cur_loc.x][univ.town.monst[i].cur_loc.y] == 180) ||
(pc_there(univ.town.monst[i].cur_loc) < 6)) &&
(num_tries++ < 50)) {
univ.town.monst[i].cur_loc.x = get_ran(1,15,25);
univ.town.monst[i].cur_loc.y = get_ran(1,14,18);
if (univ.town.monst[i].attitude == 2)
univ.town.monst[i].cur_loc.y += 9;
else if ((univ.town.monst[i].mu > 0) || (univ.town.monst[i].cl > 0))
univ.town.monst[i].cur_loc.y -= 4;//max(12,univ.town.monst[i].m_loc.y - 4);
}
if (get_blockage(combat_terrain[univ.town.monst[i].cur_loc.x][univ.town.monst[i].cur_loc.y]) > 0)
combat_terrain[univ.town.monst[i].cur_loc.x][univ.town.monst[i].cur_loc.y] = combat_terrain[0][0];
}
combat_active_pc = 6;
spell_caster = 6; missile_firer = 6;
for (i = 0; i < univ.town->max_monst(); i++)
univ.town.monst[i].target = 6;
for (i = 0; i < 6; i++) {
pc_parry[i] = 0;
last_attacked[i] = univ.town->max_monst() + 10;
}
for (i = 0; i < NUM_TOWN_ITEMS; i++)
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
store_current_pc = current_pc;
current_pc = 0;
set_pc_moves();
pick_next_pc();
center = pc_pos[current_pc];
draw_buttons(0);
put_pc_screen();
set_stat_window(current_pc);
SetPort(old_port);
adjust_spell_menus();
//clear_map();
give_help(48,49,0);
}
bool pc_combat_move(location destination) ////
{
short dir,monst_hit,s1,s2,i,monst_exist,switch_pc;
bool keep_going = true,forced = false,check_f;
location monst_loc,store_loc;
short spec_num;
if (monst_there(destination) > univ.town->max_monst())
keep_going = check_special_terrain(destination,2,current_pc,&spec_num,&check_f);
if (check_f == true)
forced = true;
if (spec_num == 50)
forced = true;
if (keep_going == true) {
dir = set_direction(pc_pos[current_pc], destination);
if ((loc_off_act_area(destination) == true) && (which_combat_type == 1)) {
add_string_to_buf("Move: Can't leave town during combat.");
print_buf();
return true;
}
else if ((combat_terrain[destination.x][destination.y] == 90) && (which_combat_type == 0)) {
if (get_ran(1,1,10) < 3) {
univ.party[current_pc].main_status = MAIN_STATUS_FLED;
if (combat_active_pc == current_pc)
combat_active_pc = 6;
sprintf ((char *) create_line, "Moved: Fled. ");
univ.party[current_pc].ap = 0;
}
else {
take_ap(1);
sprintf ((char *) create_line, "Moved: Couldn't flee. ");
}
add_string_to_buf((char *) create_line);
return true;
}
else if ((monst_hit = monst_there(destination)) <= univ.town->max_monst()) {
s1 = univ.town.monst[monst_hit].attitude;
s2 = (s1 % 2 == 1) ? 2 : fancy_choice_dialog(1045,0);
if ((s2 == 2) && (s1 % 2 != 1))
make_town_hostile();
if (s2 == 2) {
last_attacked[current_pc] = monst_hit;
pc_attack(current_pc,monst_hit);
return true;
}
}
else if ((switch_pc = pc_there(destination)) < 6) {
if (univ.party[switch_pc].ap == 0) {
add_string_to_buf("Move: Can't switch places.");
add_string_to_buf(" (other PC has no APs) ");
return false;
}
else univ.party[switch_pc].ap--;
add_string_to_buf("Move: Switch places.");
store_loc = pc_pos[current_pc];
pc_pos[current_pc] = destination;
pc_pos[switch_pc] = store_loc;
univ.party[current_pc].direction = dir;
take_ap(1);
check_special_terrain(store_loc,2,switch_pc,&spec_num,&check_f);
move_sound(combat_terrain[destination.x][destination.y],univ.party[current_pc].ap);
return true;
}
else if ((forced == true)
|| ((impassable(combat_terrain[destination.x][destination.y]) == false) && (pc_there(destination) == 6))) {
// monsters get back-shots
for (i = 0; i < univ.town->max_monst(); i++) {
monst_loc = univ.town.monst[i].cur_loc;
monst_exist = univ.town.monst[i].active;
s1 = current_pc;
if ((monst_exist > 0) && (monst_adjacent(pc_pos[current_pc],i) == true)
&& (monst_adjacent(destination,i) == false) &&
(univ.town.monst[i].attitude % 2 == 1) &&
(univ.town.monst[i].status[11] <= 0) &&
(univ.town.monst[i].status[12] <= 0)) {
combat_posing_monster = current_working_monster = 100 + i;
monster_attack_pc(i,current_pc);
combat_posing_monster = current_working_monster = -1;
draw_terrain(0);
}
if (s1 != current_pc)
return false;
}
// move if still alive
if (univ.party[current_pc].main_status == 1) {
pc_dir[current_pc] = set_direction(pc_pos[current_pc],destination);
pc_pos[current_pc] = destination;
univ.party[current_pc].direction = dir;
take_ap(1);
sprintf ((char *) create_line, "Moved: %s ",d_string[dir]);
add_string_to_buf((char *) create_line);
move_sound(combat_terrain[destination.x][destination.y],univ.party[current_pc].ap);
}
else return false;
return true;
}
else {
sprintf ((char *) create_line, "Blocked: %s ",d_string[dir]);
add_string_to_buf((char *) create_line);
return false;
}
}
return false;
}
void char_parry()
{
pc_parry[current_pc] = (univ.party[current_pc].ap / 4) *
(2 + stat_adj(current_pc,1) + univ.party[current_pc].skills[8]);
univ.party[current_pc].ap = 0;
}
void char_stand_ready()
{
pc_parry[current_pc] = 100;
univ.party[current_pc].ap = 0;
}
void pc_attack(short who_att,short target)////
{
short r1,r2,what_skill1 = 1, what_skill2 = 1, weap1 = 24, weap2 = 24,i,store_hp,skill_item;
cCreature *which_m;
short hit_adj, dam_adj, spec_dam = 0,poison_amt;
// slice out bad attacks
if (univ.party[who_att].main_status != 1)
return;
if ((univ.party[who_att].status[11] > 0) || (univ.party[who_att].status[12] > 0))
return;
last_attacked[who_att] = target;
which_m = &univ.town.monst[target];
for (i = 0; i < 24; i++)
if (((univ.party[who_att].items[i].variety == 1) || (univ.party[who_att].items[i].variety == 2)) &&
(univ.party[who_att].equip[i] == true))
if (weap1 == 24)
weap1 = i;
else weap2 = i;
hit_adj = (-5 * minmax(-8,8,univ.party[who_att].status[1])) + 5 * minmax(-8,8,which_m->status[1])
- stat_adj(who_att,1) * 5 + (get_encumberance(who_att)) * 5;
dam_adj = minmax(-8,8,univ.party[who_att].status[1]) - minmax(-8,8,which_m->status[1])
+ stat_adj(who_att,0);
if ((which_m->status[11] > 0) || (which_m->status[12] > 0)) {
hit_adj -= 80;
dam_adj += 10;
}
if ((skill_item = text_pc_has_abil_equip(who_att,37)) < 24) {
hit_adj += 5 * (univ.party[who_att].items[skill_item].item_level / 2 + 1);
dam_adj += univ.party[who_att].items[skill_item].item_level / 2;
}
if ((skill_item = text_pc_has_abil_equip(who_att,43)) < 24) {
dam_adj += univ.party[who_att].items[skill_item].item_level;
hit_adj += univ.party[who_att].items[skill_item].item_level * 2;
}
void_sanctuary(who_att);
store_hp = univ.town.monst[target].health;
combat_posing_monster = current_working_monster = who_att;
if (weap1 == 24) {
sprintf ((char *) create_line, "%s punches. ",(char *) univ.party[who_att].name.c_str());//,hit_adj, dam_adj);
add_string_to_buf((char *) create_line);
r1 = get_ran(1,1,100) + hit_adj - 20;
r1 += 5 * (univ.party[current_pc].status[6] / 3);
r2 = get_ran(1,1,4) + dam_adj;
if (r1 <= hit_chance[univ.party[who_att].skills[what_skill1]]) {
damage_monst(target, who_att, r2, 0,DAMAGE_WEAPON,4);
}
else {
draw_terrain(2);
sprintf ((char *) create_line, "%s misses. ",(char *) univ.party[who_att].name.c_str());
add_string_to_buf((char *) create_line);
play_sound(2);
}
}
// Don't forget awkward and stat adj.
if (weap1 < 24) {
what_skill1 = 2 + univ.party[who_att].items[weap1].type;
// safety valve
if (what_skill1 == 2)
what_skill1 = 3;
sprintf ((char *) create_line, "%s swings. ",(char *) univ.party[who_att].name.c_str());//,hit_adj, dam_adj);
add_string_to_buf((char *) create_line);
r1 = get_ran(1,1,100) - 5 + hit_adj
- 5 * univ.party[who_att].items[weap1].bonus;
r1 += 5 * (univ.party[current_pc].status[6] / 3);
if ((weap2 < 24) && (univ.party[who_att].traits[2] == false))
r1 += 25;
// race adj.
if ((univ.party[who_att].race == 2) && (univ.party[who_att].items[weap1].type == 3))
r1 -= 10;
r2 = get_ran(1,1,univ.party[who_att].items[weap1].item_level) + dam_adj + 2 + univ.party[who_att].items[weap1].bonus;
if (univ.party[who_att].items[weap1].ability == 12)
r2 = (r2 * (10 - univ.party[who_att].items[weap1].ability_strength)) / 10;
if (r1 <= hit_chance[univ.party[who_att].skills[what_skill1]]) {
spec_dam = calc_spec_dam(univ.party[who_att].items[weap1].ability,
univ.party[who_att].items[weap1].ability_strength,which_m);
// assassinate
r1 = get_ran(1,1,100);
if ((univ.party[who_att].level >= which_m->level - 1)
&& (univ.party[who_att].skills[16] >= which_m->level / 2)
&& (which_m->spec_skill != 12)) // Can't assassinate splitters
if (r1 < hit_chance[max(univ.party[who_att].skills[16] - which_m->level,0)]) {
add_string_to_buf(" You assassinate. ");
spec_dam += r2;
}
switch (what_skill1) {
case 3:
if (univ.party[who_att].items[weap1].item_level < 8)
damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,1);
else damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,2);
break;
case 4:
damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,4);
break;
case 5:
damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,3);
break;
}
// poison
if ((univ.party[who_att].status[0] > 0) && (univ.party[who_att].weap_poisoned == weap1)) {
poison_amt = univ.party[who_att].status[0];
if (pc_has_abil_equip(who_att,51) < 24)
poison_amt += 2;
poison_monst(which_m,poison_amt);
univ.party[who_att].status[0] = move_to_zero(univ.party[who_att].status[0]);
}
if ((univ.party[who_att].items[weap1].ability == 14) && (get_ran(1,0,1) == 1)) {
add_string_to_buf(" Blade drips venom. ");
poison_monst(which_m,univ.party[who_att].items[weap1].ability_strength / 2);
}
if ((univ.party[who_att].items[weap1].ability == 9) && (get_ran(1,0,1) == 1)) {
add_string_to_buf(" Blade drips acid. ");
acid_monst(which_m,univ.party[who_att].items[weap1].ability_strength / 2);
}
if ((univ.party[who_att].items[weap1].ability == 10) && (get_ran(1,0,1) == 1)) {
add_string_to_buf(" Blade drains life. ");
heal_pc(who_att,univ.party[who_att].items[weap1].ability_strength / 2);
}
}
else {
draw_terrain(2);
sprintf ((char *) create_line, " %s misses. ",(char *) univ.party[who_att].name.c_str());
add_string_to_buf((char *) create_line);
if (what_skill1 == 5)
play_sound(19);
else play_sound(2);
}
}
if ((weap2 < 24) && (which_m->active > 0)) {
what_skill2 = 2 + univ.party[who_att].items[weap2].type;
// safety valve
if (what_skill2 == 2)
what_skill2 = 3;
sprintf ((char *) create_line, "%s swings. ",(char *) univ.party[who_att].name.c_str());//,hit_adj, dam_adj);
add_string_to_buf((char *) create_line);
r1 = get_ran(1,1,100) + hit_adj - 5 * univ.party[who_att].items[weap2].bonus;
// Ambidextrous?
if (univ.party[who_att].traits[2] == false)
r1 += 25;
r1 += 5 * (univ.party[current_pc].status[6] / 3);
r2 = get_ran(1,1,univ.party[who_att].items[weap2].item_level) + dam_adj - 1 + univ.party[who_att].items[weap2].bonus;
if (univ.party[who_att].items[weap2].ability == 12)
r2 = (r2 * (10 - univ.party[who_att].items[weap2].ability_strength)) / 10;
if (r1 <= hit_chance[univ.party[who_att].skills[what_skill2]]) {
spec_dam = calc_spec_dam(univ.party[who_att].items[weap2].ability,
univ.party[who_att].items[weap2].ability_strength,which_m);
switch (what_skill2) {
case 3:
if (univ.party[who_att].items[weap1].item_level < 8)
damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,1);
else damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,2);
break;
case 4:
damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,4);
break;
case 5:
damage_monst(target, who_att, r2, spec_dam, DAMAGE_WEAPON,3);
break;
}
if ((univ.party[who_att].items[weap2].ability == 14) && (get_ran(1,0,1) == 1)) {
add_string_to_buf(" Blade drips venom. ");
poison_monst(which_m,univ.party[who_att].items[weap2].ability_strength / 2);
}
if ((univ.party[who_att].items[weap2].ability == 9) && (get_ran(1,0,1) == 1)) {
add_string_to_buf(" Blade drips acid. ");
acid_monst(which_m,univ.party[who_att].items[weap2].ability_strength / 2);
}
if ((univ.party[who_att].items[weap2].ability == 10) && (get_ran(1,0,1) == 1)) {
add_string_to_buf(" Blade drains life. ");
heal_pc(who_att,univ.party[who_att].items[weap2].ability_strength / 2);
}
}
else {
draw_terrain(2);
sprintf ((char *) create_line, "%s misses. ",(char *) univ.party[who_att].name.c_str());
add_string_to_buf((char *) create_line);
if (what_skill2 == 5)
play_sound(19);
else play_sound(2);
}
}
univ.party[who_att].status[0] = move_to_zero(univ.party[who_att].status[0]);
take_ap(4);
if (((univ.town.monst[target].status[10] > 0) || (univ.town.monst[target].spec_skill == 22))
&& (store_hp - univ.town.monst[target].health > 0)) {
add_string_to_buf(" Shares damage! ");
damage_pc(who_att, store_hp - univ.town.monst[target].health, DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0);
}
combat_posing_monster = current_working_monster = -1;
}
short calc_spec_dam(short abil,short abil_str,cCreature *monst) ////
{
short store = 0;
switch (abil) {
case 1: case 171:
store += get_ran(abil_str,1,6);
break;
case 2:
if (monst->m_type == 7)
store += 8 * abil_str;
break;
case 175:
if (monst->m_type == 7)
store += 25 + 8 * abil_str;
break;
case 174:
if (monst->m_type == 8)
store += 20 + 6 * abil_str;
break;
case 3:
if (monst->m_type == 8)
store += 6 * abil_str;
break;
case 4:
if (monst->m_type == 1)
store += 5 * abil_str;
break;
case 5:
if (monst->m_type == 9)
store += 8 * abil_str;
break;
case 6:
if (monst->m_type == 4)
store += 4 * abil_str;
break;
case 7:
if (monst->m_type == 5)
store += 4 * abil_str;
break;
case 8:
if (monst->m_type == 12)
store += 7 * abil_str;
break;
case 13:
scare_monst(monst,abil_str * 10);
break;
case 173:
acid_monst(monst,abil_str);
break;
}
return store;
}
void place_target(location target)
{
short i;
if (num_targets_left > 0) {
if (loc_off_act_area(target) == true) {
add_string_to_buf(" Space not in town. ");
return;
}
if (can_see(pc_pos[current_pc],target,0) > 4) {
add_string_to_buf(" Can't see target. ");
return;
}
if (dist(pc_pos[current_pc],target) > ((spell_being_cast >= 100) ? priest_range[spell_being_cast - 100] : mage_range[spell_being_cast])) {
add_string_to_buf(" Target out of range.");
return;
}
if ((get_obscurity(target.x,target.y) == 5) && (spell_being_cast != 41)) {
add_string_to_buf(" Target space obstructed. ");
return;
}
if (univ.town.is_antimagic(target.x,target.y)) {
add_string_to_buf(" Target in antimagic field.");
return;
}
for (i = 0; i < 8; i++) {
if (spell_targets[i] == target) {
add_string_to_buf(" Target removed.");
num_targets_left++;
spell_targets[i].x = 120;
play_sound(-1);
return;
}
}
for (i = 0; i < 8; i++)
if (spell_targets[i].x == 120) {
add_string_to_buf(" Target added.");
spell_targets[i] = target;
num_targets_left--;
play_sound(0);
i = 8;
}
}
if (num_targets_left == 0) {
do_combat_cast(spell_targets[0]);
overall_mode = MODE_COMBAT;
}
}
// Special spells:
// 62 - Carrunos
// 63 - Summon Rat
// 64 - Ice Wall Balls
// 65 - Goo Bomb
// 66 - Foul vapors
// 67 - SLeep cloud
// 68 - Acid spray
// 69 - Paralyze beam
// 70 - mass sleep
void do_combat_cast(location target)////
{
short adjust,r1,r2,targ_num,s_num,level,bonus = 1,i,item,store_sound = 0;
cCreature *cur_monst;
bool freebie = false,ap_taken = false,cost_taken = false;
short num_targets = 1,store_m_type = 2;
short spray_type_array[15] = {1,1,1,4,4,5,5,5,6,6,7,7,8,8,9};
m_num_t summon;
location ashes_loc;
// to wedge in animations, have to kludge like crazy
short boom_dam[8] = {0,0,0,0,0,0,0,0};
eDamageType boom_type[8];
location boom_targ[8];
if (spell_being_cast >= 1000) {
spell_being_cast -= 1000;
freebie = true;
level = store_item_spell_level;
level = minmax(2,20,level);
}
else {
level = 1 + univ.party[current_pc].level / 2;
bonus = stat_adj(current_pc,2);
}
force_wall_position = 10;
s_num = spell_being_cast % 100;
void_sanctuary(current_pc);
if (overall_mode == MODE_SPELL_TARGET) {
spell_targets[0] = target;
}
else {
num_targets = 8;
}
spell_caster = current_pc;
// assign monster summoned, if summoning
if (spell_being_cast == 16) {
summon = get_summon_monster(1);
}
if (spell_being_cast == 26) {
summon = get_summon_monster(1);
}
if (spell_being_cast == 43) {
summon = get_summon_monster(2);
}
if (spell_being_cast == 58) {
summon = get_summon_monster(3);
}
combat_posing_monster = current_working_monster = current_pc;
for (i = 0; i < num_targets; i++)
if (spell_targets[i].x != 120) {
target = spell_targets[i];
spell_targets[i].x = 120; // nullify target as it is used
if ((cost_taken == false) && (freebie == false) && (s_num != 52) && (s_num != 35)) {
univ.party[current_pc].cur_sp -= s_cost[spell_being_cast / 100][s_num];
cost_taken = true;
}
if ((cost_taken == false) && (freebie == false) && (s_num == 35)) {
univ.party[current_pc].cur_sp -= store_sum_monst_cost;
cost_taken = true;
}
if ((adjust = can_see(pc_pos[current_pc],target,0)) > 4) {
add_string_to_buf(" Can't see target. ");
}
else if (loc_off_act_area(target) == true) {
add_string_to_buf(" Space not in town. ");
}
else if (dist(pc_pos[current_pc],target) > ((spell_being_cast >= 100) ? priest_range[spell_being_cast - 100] : mage_range[spell_being_cast]))
add_string_to_buf(" Target out of range.");
else if ((get_obscurity(target.x,target.y) == 5) && (spell_being_cast != 41))
add_string_to_buf(" Target space obstructed. ");
else if (univ.town.is_antimagic(target.x,target.y))
add_string_to_buf(" Target in antimagic field.");
else {
if (ap_taken == false) {
if (freebie == false)
take_ap(5);
ap_taken = true;
draw_terrain(2);
}
boom_targ[i] = target;
switch (spell_being_cast) {
case 8: case 28: case 65: // web spells
place_spell_pattern(current_pat,target,1,false,current_pc);
break;
case 5: case 17: // fire wall spells
place_spell_pattern(current_pat,target,5,false,current_pc);
break;
case 15: case 66: // stink cloud
place_spell_pattern(current_pat,target,7,false,current_pc);
break;
case 25: case 44: case 126: // force walls
place_spell_pattern(current_pat,target,4,false,current_pc);
break;
case 37: case 64: // ice walls
place_spell_pattern(current_pat,target,8,false,current_pc);
break;
case 51: // antimagic
place_spell_pattern(current_pat,target,6,false,current_pc);
break;
case 19: case 67: // sleep clouds
place_spell_pattern(current_pat,target,12,false,current_pc);
break;
case 60:
make_quickfire(target.x,target.y);
break;
case 45: // spray fields
r1 = get_ran(1,0,14);
place_spell_pattern(current_pat,target,spray_type_array[r1],false,current_pc);
break;
case 159: // wall of blades
place_spell_pattern(current_pat,target,9,false,current_pc);
break;
case 145: case 119: case 18: // wall dispelling
place_spell_pattern(current_pat,target,11,false,current_pc);
break;
case 42: // Fire barrier
play_sound(68);
r1 = get_ran(3,2,7);
hit_space(target,r1,DAMAGE_FIRE,true,true);
univ.town.set_fire_barr(target.x,target.y,true);
if (univ.town.is_fire_barr(target.x,target.y))
add_string_to_buf(" You create the barrier. ");
else add_string_to_buf(" Failed.");
break;
case 59: // Force barrier
play_sound(68);
r1 = get_ran(7,2,7);
hit_space(target,r1,DAMAGE_FIRE,true,true);
univ.town.set_force_barr(target.x,target.y,true);
if (univ.town.is_force_barr(target.x,target.y))
add_string_to_buf(" You create the barrier. ");
else add_string_to_buf(" Failed.");
break;
default: // spells which involve animations
start_missile_anim();
switch (spell_being_cast) {
case 157:
add_missile(target,9,1,0,0);
store_sound = 11;
r1 = min(18,(level * 7) / 10 + 2 * bonus);
place_spell_pattern(rad2,target,130 + r1,true,current_pc);
ashes_loc = target;
break;
case 1: case 31:
r1 = (spell_being_cast == 1) ? get_ran(2,1,4) : get_ran(min(20,level + bonus),1,4);
add_missile(target,6,1,0,0);
do_missile_anim(100,pc_pos[current_pc],11);
hit_space(target,r1,(spell_being_cast == 1) ? DAMAGE_MAGIC : DAMAGE_COLD,1,0);
break;
case 27: // flame arrows
add_missile(target,4,1,0,0);
r1 = get_ran(2,1,4);
boom_type[i] = DAMAGE_FIRE;
boom_dam[i] = r1;
//hit_space(target,r1,1,1,0);
break;
case 129: // smite
add_missile(target,6,1,0,0);
r1 = get_ran(2,1,5);
boom_type[i] = DAMAGE_COLD;
boom_dam[i] = r1;
//hit_space(target,r1,5,1,0);
break;
case 114:
r1 = get_ran(min(7,2 + bonus + level / 2),1,4);
add_missile(target,14,1,0,0);
do_missile_anim(100,pc_pos[current_pc],24);
hit_space(target,r1,DAMAGE_UNBLOCKABLE,1,0);
break;
case 11:
r1 = get_ran(min(10,1 + level / 3 + bonus),1,6);
add_missile(target,2,1,0,0);
do_missile_anim(100,pc_pos[current_pc],11);
hit_space(target,r1,DAMAGE_FIRE,1,0);
break;
case 22: case 141:
r1 = min(9,1 + (level * 2) / 3 + bonus) + 1;
add_missile(target,2,1,0,0);
store_sound = 11;
//do_missile_anim(100,pc_pos[current_pc],11);
if (spell_being_cast == 141)
r1 = (r1 * 14) / 10;
else if (r1 > 10) r1 = (r1 * 8) / 10;
if (r1 <= 0) r1 = 1;
place_spell_pattern(square,target,50 + r1,true,current_pc);
ashes_loc = target;
break;
case 40:
add_missile(target,2,1,0,0);
store_sound = 11;
//do_missile_anim(100,pc_pos[current_pc],11);
r1 = min(12,1 + (level * 2) / 3 + bonus) + 2;
if (r1 > 20)
r1 = (r1 * 8) / 10;
place_spell_pattern(rad2,target,50 + r1,true,current_pc);
ashes_loc = target;
break;
case 48: // kill
add_missile(target,9,1,0,0);
do_missile_anim(100,pc_pos[current_pc],11);
r1 = get_ran(3,0,10) + univ.party[current_pc].level * 2;
hit_space(target,40 + r1,DAMAGE_MAGIC,1,0);
break;
case 61: // death arrows
add_missile(target,9,1,0,0);
store_sound = 11;
r1 = get_ran(3,0,10) + univ.party[current_pc].level + 3 * bonus;
boom_type[i] = DAMAGE_MAGIC;
boom_dam[i] = r1;
//hit_space(target,40 + r1,3,1,0);
break;
// summoning spells
case 35: case 16: case 26: case 43: case 58: case 50:
case 63: case 115: case 134: case 143: case 150:
add_missile(target,8,1,0,0);
do_missile_anim(50,pc_pos[current_pc],61);
switch (spell_being_cast) {
case 35: // Simulacrum
r2 = get_ran(3,1,4) + stat_adj(current_pc,2);
if (summon_monster(store_sum_monst,target,r2,2) == false)
add_string_to_buf(" Summon failed.");
break;
case 16: // summon beast
r2 = get_ran(3,1,4) + stat_adj(current_pc,2);
if ((summon == 0) || (!summon_monster(summon,target,r2,2)))
add_string_to_buf(" Summon failed.");
break;
case 26: // summon 1
r2 = get_ran(4,1,4) + stat_adj(current_pc,2);
if ((summon == 0) || (!summon_monster(summon,target,r2,2)))
add_string_to_buf(" Summon failed.");
break;
case 43: // summon 2
r2 = get_ran(5,1,4) + stat_adj(current_pc,2);
if ((summon == 0) || (!summon_monster(summon,target,r2,2)))
add_string_to_buf(" Summon failed.");
break;
case 58: // summon 3
r2 = get_ran(7,1,4) + stat_adj(current_pc,2);
if ((summon == 0) || (!summon_monster(summon,target,r2,2)))
add_string_to_buf(" Summon failed.");
break;
case 50: // Daemon
r2 = get_ran(5,1,4) + stat_adj(current_pc,2);
if (!summon_monster(85,target,r2,2))
add_string_to_buf(" Summon failed.");
break;
case 63: // Rat!
r1 = get_ran(3,1,4);
if (!summon_monster(80,target,r1,2))
add_string_to_buf(" Summon failed.");
break;
case 115: // summon spirit
r2 = get_ran(2,1,5) + stat_adj(current_pc,2);
if (summon_monster(125,target,r2,2) == false)
add_string_to_buf(" Summon failed.");
break;
case 134: // s to s
r1 = get_ran(1,0,7);
r2 = get_ran(2,1,5) + stat_adj(current_pc,2);
if (summon_monster((r1 == 1) ? 100 : 99,target,r2,2) == false)
add_string_to_buf(" Summon failed.");
break;
case 143: // host
r2 = get_ran(2,1,4) + stat_adj(current_pc,2);
if (summon_monster((i == 0) ? 126 : 125,target,r2,2) == false)
add_string_to_buf(" Summon failed.");
break;
case 150: // guardian
r2 = get_ran(6,1,4) + stat_adj(current_pc,2);
if (summon_monster(122,target,r2,2) == false)
add_string_to_buf(" Summon failed.");
break;
}
break;
default:
targ_num = monst_there(target);
if (targ_num > univ.town->max_monst())
add_string_to_buf(" Nobody there ");
else {
cur_monst = &univ.town.monst[targ_num];
if ((cur_monst->attitude % 2 != 1) && (spell_being_cast != 7)
&& (spell_being_cast != 34))
make_town_hostile();
store_sound = (spell_being_cast >= 50) ? 24 : 25;
switch (spell_being_cast) {
case 68: // spray acid
store_m_type = 0;
acid_monst(cur_monst,level);
break;
case 69: // paralyze
store_m_type = 9;
charm_monst(cur_monst,0,12,500);
break;
case 7: // monster info
store_m_type = -1;
play_sound(52);
univ.party.m_noted[cur_monst->number] = true;
adjust_monst_menu();
display_monst(0,cur_monst,0);
break;
case 34: // Capture soul
store_m_type = 15;
record_monst(cur_monst);
break;
case 52: // Mindduel!
store_m_type = -1;
if ((cur_monst->mu == 0) && (cur_monst->cl == 0))
add_string_to_buf(" Can't duel: no magic.");
else {
item = pc_has_abil(current_pc,159);
if (item >= 24)
add_string_to_buf(" You need a smoky crystal. ");
else {
remove_charge(current_pc,item);
do_mindduel(current_pc,cur_monst);
}
}
break;
case 117: // charm
store_m_type = 14;
charm_monst(cur_monst,-1 * (bonus + univ.party[current_pc].level / 8),0,0);
break;
case 118: // disease
store_m_type = 0;
r1 = get_ran(1,0,1);
disease_monst(cur_monst,2 + r1 + bonus);
break;
case 62:
store_m_type = 14;
cur_monst->health += 20;
store_sound = 55;
break;
case 13:
store_m_type = 14;
dumbfound_monst(cur_monst,1 + bonus / 3);
store_sound = 53;
break;
case 4:
store_m_type = 11;
scare_monst(cur_monst,get_ran(2 + bonus,1,6));
store_sound = 54;
break;
case 24:
store_m_type = 11;
scare_monst(cur_monst,get_ran(min(20,univ.party[current_pc].level / 2 + bonus),1,
((spell_being_cast == 24) ? 8 : 6)));
store_sound = 54;
break;
case 12:
store_m_type = 11;
r1 = get_ran(1,0,1);
slow_monst(cur_monst,2 + r1 + bonus);
break;
case 10: case 36:
store_m_type = (spell_being_cast == 36) ? 4 : 11;
poison_monst(cur_monst,2 + bonus / 2);
store_sound = 55;
break;
case 49: // Paralysis
store_m_type = 9;
charm_monst(cur_monst,-10,12,1000);
break;
case 30:
store_m_type = 11;
poison_monst(cur_monst,4 + bonus / 2);
store_sound = 55;
break;
case 46:
store_m_type = 11;
poison_monst(cur_monst,8 + bonus / 2);
store_sound = 55;
break;
case 109: // stumble
store_m_type = 8;
curse_monst(cur_monst,4 + bonus);
break;
case 112:
store_m_type = 8;
curse_monst(cur_monst,2 + bonus);
break;
case 122:
store_m_type = 8;
curse_monst(cur_monst,2 + univ.party[current_pc].level / 2);
break;
case 103: case 132:
if (cur_monst->m_type != 8) {
add_string_to_buf(" Not undead. ");
store_m_type = -1;
break;
}
store_m_type = 8;
r1 = get_ran(1,0,90);
if (r1 > hit_chance[minmax(0,19,bonus * 2 + level * 4 - (cur_monst->level / 2) + 3)])
add_string_to_buf(" Monster resisted. ");
else {
r1 = get_ran((spell_being_cast == 103) ? 2 : 6, 1, 14);
hit_space(cur_monst->cur_loc,r1,DAMAGE_UNBLOCKABLE,0,current_pc);
}
break;
case 155:
if (cur_monst->m_type != 7) {
add_string_to_buf(" Not a demon. ");
store_m_type = -1;
break;
}
r1 = get_ran(1,1,100);
if (r1 > hit_chance[minmax(0,19,level * 4 - cur_monst->level + 10)])
add_string_to_buf(" Demon resisted. ");
else {
r1 = get_ran(8 + bonus * 2, 1, 11);
//if (PSD[4][0] == 3) // anama
// r1 += 25;
//play_sound(53);
hit_space(cur_monst->cur_loc,r1,DAMAGE_UNBLOCKABLE,0,current_pc);
}
break;
}
if (store_m_type >= 0)
add_missile(target,store_m_type,1,
14 * (cur_monst->x_width - 1),18 * (cur_monst->y_width - 1));
}
break;
}
}
}
}
do_missile_anim((num_targets > 1) ? 35 : 60,pc_pos[current_pc],store_sound);
// process mass damage
for (i = 0; i < 8; i++)
if (boom_dam[i] > 0)
hit_space(boom_targ[i],boom_dam[i],boom_type[i],1,0);
if (ashes_loc.x > 0)
make_sfx(ashes_loc.x,ashes_loc.y,6);
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
combat_posing_monster = current_working_monster = -1;
print_buf();
}
void handle_marked_damage()
{
short i;
for (i = 0; i < 6; i++)
if (pc_marked_damage[i] > 0)
{
damage_pc(i,pc_marked_damage[i],DAMAGE_MARKED,MONSTER_TYPE_UNKNOWN,0);
pc_marked_damage[i] = 0;
}
for (i = 0; i < univ.town->max_monst(); i++)
if (monst_marked_damage[i] > 0)
{
damage_monst(i, current_pc, monst_marked_damage[i], 0, DAMAGE_MARKED,0); // was 9 rather than 10; probably a mistake
monst_marked_damage[i] = 0;
}
}
void load_missile() ////
{
short i,bow = 24,arrow = 24,thrown = 24,crossbow = 24,bolts = 24,no_ammo = 24;
for (i = 0; i < 24; i++) {
if ((univ.party[current_pc].equip[i] == true) &&
(univ.party[current_pc].items[i].variety == 6))
thrown = i;
if ((univ.party[current_pc].equip[i] == true) &&
(univ.party[current_pc].items[i].variety == 4))
bow = i;
if ((univ.party[current_pc].equip[i] == true) &&
(univ.party[current_pc].items[i].variety == 5))
arrow = i;
if ((univ.party[current_pc].equip[i] == true) &&
(univ.party[current_pc].items[i].variety == 23))
crossbow = i;
if ((univ.party[current_pc].equip[i] == true) &&
(univ.party[current_pc].items[i].variety == 24))
bolts = i;
if ((univ.party[current_pc].equip[i] == true) &&
(univ.party[current_pc].items[i].variety == 25))
no_ammo = i;
}
if (thrown < 24) {
ammo_inv_slot = thrown;
add_string_to_buf("Throw: Select a target. ");
add_string_to_buf(" (Hit 's' to cancel.)");
overall_mode = MODE_THROWING;
current_spell_range = 8;
current_pat = single;
}
else if (((bolts < 24) && (bow < 24)) || ((arrow < 24) && (crossbow < 24))) {
add_string_to_buf("Fire: Wrong ammunition. ");
}
else if ((arrow == 24) && (bow < 24)) {
add_string_to_buf("Fire: Equip some arrows. ");
}
else if ((arrow < 24) && (bow < 24)) {
missile_inv_slot = bow;
ammo_inv_slot = arrow;
overall_mode = MODE_FIRING;
add_string_to_buf("Fire: Select a target. ");
add_string_to_buf(" (Hit 's' to cancel.)");
current_spell_range = 12;
current_pat = single;
}
else if ((bolts < 24) && (crossbow < 24)) {
missile_inv_slot = crossbow;
ammo_inv_slot = bolts;
overall_mode = MODE_FIRING;
add_string_to_buf("Fire: Select a target. ");
add_string_to_buf(" (Hit 's' to cancel.)");
current_spell_range = 12;
current_pat = single;
}
else if (no_ammo < 24) {
missile_inv_slot = no_ammo;
ammo_inv_slot = no_ammo;
overall_mode = MODE_FIRING;
add_string_to_buf("Fire: Select a target. ");
add_string_to_buf(" (Hit 's' to cancel.)");
current_spell_range = 12;
current_pat = single;
}
else add_string_to_buf("Fire: Equip a missile. ");
}
void fire_missile(location target) {
short r1, r2, skill, dam, dam_bonus, hit_bonus, range, targ_monst, spec_dam = 0,poison_amt = 0;
short skill_item,m_type = 0;
cCreature *cur_monst;
bool exploding = false;
missile_firer = current_pc;
skill = (overall_mode == MODE_FIRING) ? univ.party[missile_firer].skills[7] : univ.party[missile_firer].skills[6];
range = (overall_mode == MODE_FIRING) ? 12 : 8;
dam = univ.party[missile_firer].items[ammo_inv_slot].item_level;
dam_bonus = univ.party[missile_firer].items[ammo_inv_slot].bonus + minmax(-8,8,univ.party[missile_firer].status[1]);
hit_bonus = (overall_mode == MODE_FIRING) ? univ.party[missile_firer].items[missile_inv_slot].bonus : 0;
hit_bonus += stat_adj(missile_firer,1) - can_see(pc_pos[missile_firer],target,0)
+ minmax(-8,8,univ.party[missile_firer].status[1]);
if ((skill_item = pc_has_abil_equip(missile_firer,41)) < 24) {
hit_bonus += univ.party[missile_firer].items[skill_item].ability_strength / 2;
dam_bonus += univ.party[missile_firer].items[skill_item].ability_strength / 2;
}
// race adj.
if (univ.party[missile_firer].race == 1)
hit_bonus += 2;
if (univ.party[missile_firer].items[ammo_inv_slot].ability == 172)
exploding = true;
if (dist(pc_pos[missile_firer],target) > range)
add_string_to_buf(" Out of range.");
else if (can_see(pc_pos[missile_firer],target,0) >= 5)
add_string_to_buf(" Can't see target. ");
else {
// First, some missiles do special things
if (exploding) {
take_ap((overall_mode == MODE_FIRING) ? 3 : 2);
add_string_to_buf(" The arrow explodes! ");
run_a_missile(pc_pos[missile_firer],target,2,1,5,
0,0,100);
//start_missile_anim();
//add_missile(target,2,1, 0, 0);
//do_missile_anim(100,pc_pos[missile_firer], 5);
place_spell_pattern(rad2,target,
50 + univ.party[missile_firer].items[ammo_inv_slot].ability_strength * 2,true,missile_firer);
do_explosion_anim(5,0);
//end_missile_anim();
handle_marked_damage();
} else {
combat_posing_monster = current_working_monster = missile_firer;
draw_terrain(2);
void_sanctuary(missile_firer);
//play_sound((overall_mode == MODE_FIRING) ? 12 : 14);
take_ap((overall_mode == MODE_FIRING) ? 3 : 2);
missile_firer = missile_firer;
r1 = get_ran(1,1,100) - 5 * hit_bonus - 10;
r1 += 5 * (univ.party[missile_firer].status[6] / 3);
r2 = get_ran(1,1,dam) + dam_bonus;
sprintf ((char *) create_line, "%s fires.",(char *) univ.party[missile_firer].name.c_str()); // debug
add_string_to_buf((char *) create_line);
if (overall_mode == MODE_THROWING) {
switch (univ.party[missile_firer].items[ammo_inv_slot].item_level) {
case 7:
m_type = 10;
break;
case 4:
m_type = 1;
break;
case 8:
m_type = 5;
break;
case 9:
m_type = 7;
break;
default:
m_type = 10;
break;
}
} else if (overall_mode == MODE_FIRING || overall_mode == MODE_FANCY_TARGET)
m_type = (univ.party[missile_firer].items[ammo_inv_slot].is_magic() == true) ? 4 : 3;
run_a_missile(pc_pos[missile_firer],target,m_type,1,(overall_mode == MODE_FIRING) ? 12 : 14,
0,0,100);
if (r1 > hit_chance[skill])
add_string_to_buf(" Missed.");
else if ((targ_monst = monst_there(target)) < univ.town->max_monst()) {
cur_monst = &univ.town.monst[targ_monst];
spec_dam = calc_spec_dam(univ.party[missile_firer].items[ammo_inv_slot].ability,
univ.party[missile_firer].items[ammo_inv_slot].ability_strength,cur_monst);
if (univ.party[missile_firer].items[ammo_inv_slot].ability == 176) {
ASB(" There is a flash of light.");
cur_monst->health += r2;
}
else damage_monst(targ_monst, missile_firer, r2, spec_dam, DAMAGE_WEAPON,13);
//if (univ.party[missile_firer].items[ammo_inv_slot].ability == 33)
// hit_space(cur_monst->m_loc,get_ran(3,1,6),1,1,1);
// poison
if ((univ.party[missile_firer].status[0] > 0) && (univ.party[missile_firer].weap_poisoned == ammo_inv_slot)) {
poison_amt = univ.party[missile_firer].status[0];
if (pc_has_abil_equip(missile_firer,51) < 24)
poison_amt++;
poison_monst(cur_monst,poison_amt);
}
}
// else if((targ_monst = pc_there(target)) < 6 && univ.party[current_pc].items[ammo_inv_slot].ability == 176){
// ASB(" There is a flash of light.");
// heal_pc(targ_monst,r2);
// }
else hit_space(target,r2,DAMAGE_WEAPON,1,0);
}
if (univ.party[missile_firer].items[ammo_inv_slot].variety != 25) {
if (univ.party[missile_firer].items[ammo_inv_slot].ability != 170)
univ.party[missile_firer].items[ammo_inv_slot].charges--;
else univ.party[missile_firer].items[ammo_inv_slot].charges = 1;
if ((pc_has_abil_equip(missile_firer,11) < 24) && (univ.party[missile_firer].items[ammo_inv_slot].ability != 170))
univ.party[missile_firer].items[ammo_inv_slot].charges--;
if (univ.party[missile_firer].items[ammo_inv_slot].charges <= 0)
take_item(missile_firer,ammo_inv_slot);
}
}
if(!exploding){
combat_posing_monster = current_working_monster = -1;
univ.party[missile_firer].status[0] = move_to_zero(univ.party[missile_firer].status[0]);
}
print_buf();
}
// Select next active PC and, if necessary, run monsters
// if monsters go or PC switches (i.e. if need redraw above), return true
bool combat_next_step()
{
bool to_return = false;
short store_pc; // will print current pc name is active pc changes
store_pc = current_pc;
while (pick_next_pc() == true) {
combat_run_monst();
set_pc_moves();
to_return = true;
// Safety valve
if (party_toast() == true)
return true;
}
pick_next_pc();
if (current_pc != store_pc)
to_return = true;
center = pc_pos[current_pc];
//if (ensure_redraw == true)
// draw_terrain(0);
adjust_spell_menus();
// In case running monsters affected active PC...
/* if (univ.party[current_pc].status[3] < 0)
this_pc_hasted = false;
if ((univ.party[current_pc].main_status != 1) ||
((univ.party[current_pc].status[3] < 0) && (univ.party.age % 2 == 0)))
pick_next_pc();
center = pc_pos[current_pc]; */
if ((combat_active_pc == 6) && (current_pc != store_pc)) {
sprintf((char *)create_line, "Active: %s (#%d, %d ap.) ",
univ.party[current_pc].name.c_str(),current_pc + 1,univ.party[current_pc].ap);
add_string_to_buf((char *)create_line);
print_buf();
}
if ((current_pc != store_pc) || (to_return == true)) {
put_pc_screen();
set_stat_window(current_pc);
}
return to_return;
}
// Find next active PC, return true is monsters need running, and run monsters is slow spells
// active
bool pick_next_pc()
{
bool store = false;
if (current_pc == 6)
current_pc = 0;
// If current pc isn't active, fry its moves
if ((combat_active_pc < 6) && (combat_active_pc != current_pc))
univ.party[current_pc].ap = 0;
// Find next PC with moves
while ((univ.party[current_pc].ap <= 0) && (current_pc < 6)) {
current_pc++;
if ((combat_active_pc < 6) && (combat_active_pc != current_pc))
univ.party[current_pc].ap = 0;
}
// If run out of PC's, return to start and try again
if (current_pc == 6) {
current_pc = 0;
while ((univ.party[current_pc].ap <= 0) && (current_pc < 6)) {
current_pc++;
if ((combat_active_pc < 6) && (combat_active_pc != current_pc))
univ.party[current_pc].ap = 0;
}
if (current_pc == 6) {
store = true;
current_pc = 0;
}
}
return store;
}
void combat_run_monst()
{
short i,item,item_level;
bool update_stat = false;
monsters_going = true;
do_monster_turn();
monsters_going = false;
process_fields();
univ.party.light_level = move_to_zero(univ.party.light_level);
if ((which_combat_type == 1) && (univ.town->lighting_type == 2))
univ.party.light_level = max (0,univ.party.light_level - 9);
if (univ.town->lighting_type == 3)
univ.party.light_level = 0;
PSD[SDF_PARTY_DETECT_LIFE] = move_to_zero(PSD[SDF_PARTY_DETECT_LIFE]);
PSD[SDF_PARTY_FIREWALK] = move_to_zero(PSD[SDF_PARTY_FIREWALK]);
// decrease monster present counter
PSD[SDF_HOSTILES_PRESENT] = move_to_zero(PSD[SDF_HOSTILES_PRESENT]);
dump_gold(1);
univ.party.age++;
if (univ.party.age % 4 == 0)
for (i = 0; i < 6; i++) {
if ((univ.party[i].status[1] != 0) || (univ.party[i].status[3] != 0))
update_stat = true;
univ.party[i].status[1] = move_to_zero(univ.party[i].status[1]);
univ.party[i].status[3] = move_to_zero(univ.party[i].status[3]);
PSD[SDF_PARTY_STEALTHY] = move_to_zero(PSD[SDF_PARTY_STEALTHY]);
if ((item = pc_has_abil_equip(i,50)) < 24) {
update_stat = true;
heal_pc(i,get_ran(1,0,univ.party[i].items[item].item_level + 1));
}
}
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
if ((univ.party[i].status[4] != 0) || (univ.party[i].status[5] != 0)
|| (univ.party[i].status[8] != 0)|| (univ.party[i].status[10] != 0)
|| (univ.party[i].status[11] != 0)|| (univ.party[i].status[12] != 0))
update_stat = true;
univ.party[i].status[4] = move_to_zero(univ.party[i].status[4]);
univ.party[i].status[5] = move_to_zero(univ.party[i].status[5]);
univ.party[i].status[8] = move_to_zero(univ.party[i].status[8]);
univ.party[i].status[10] = move_to_zero(univ.party[i].status[10]);
univ.party[i].status[11] = move_to_zero(univ.party[i].status[11]);
univ.party[i].status[12] = move_to_zero(univ.party[i].status[12]);
// Do special items
if (((item_level = get_prot_level(i,47)) > 0)
&& (get_ran(1,0,10) == 5)) {
update_stat = true;
univ.party[i].status[3] += item_level / 2;
add_string_to_buf("An item hastes you!");
}
if ((item_level = get_prot_level(i,46)) > 0) {
if (get_ran(1,0,10) == 5) {
update_stat = true;
univ.party[i].status[1] += item_level / 2;
add_string_to_buf("An item blesses you!");
}
}
}
special_increase_age();
push_things();
if (univ.party.age % 2 == 0)
do_poison();
if (univ.party.age % 3 == 0)
handle_disease();
handle_acid();
if (update_stat == true)
put_pc_screen();
}
void do_monster_turn()
{
bool acted_yet, had_monst = false,printed_poison = false,printed_disease = false,printed_acid = false;
bool redraw_not_yet_done = true;
location targ_space,move_targ,l;
short i,j,k,num_monst, target,r1,move_target;
cCreature *cur_monst;
bool pc_adj[6];
short abil_range[40] = {0,6,8,8,10, 10,10,8,6,8, 6,0,0,0,6, 0,0,0,0,4, 10,0,0,6,0,
0,0,0,0,0, 0,0,8,6,9, 0,0,0,0,0};
short abil_odds[40] = {0,5,7,6,6, 5,5,6,6,6, 6,0,0,0,4, 0,0,0,0,4, 8,0,0,7,0,
0,0,0,0,0, 0,0,7,5,6, 0,0,0,0,0};
monsters_going = true; // This affects how graphics are drawn.
num_monst = univ.town->max_monst();
if (overall_mode < MODE_COMBAT)
which_combat_type = 1;
for (i = 0; i < num_monst; i++) { // Give monsters ap's, check activity
cur_monst = &univ.town.monst[i];
// See if hostile monster notices party, during combat
if ((cur_monst->active == 1) && (cur_monst->attitude % 2 == 1) && (overall_mode == MODE_COMBAT)) {
r1 = get_ran(1,1,100); // Check if see PCs first
r1 += (PSD[SDF_PARTY_STEALTHY] > 0) ? 45 : 0;
r1 += can_see(cur_monst->cur_loc,closest_pc_loc(cur_monst->cur_loc),0) * 10;
if (r1 < 50)
cur_monst->active = 2;
for (j = 0; j < univ.town->max_monst(); j++)
if (monst_near(j,cur_monst->cur_loc,5,1) == true) {
cur_monst->active = 2;
}
}
if ((cur_monst->active == 1) && (cur_monst->attitude % 2 == 1)) {
// Now it looks for PC-friendly monsters
// dist check is for efficiency
for (j = 0; j < univ.town->max_monst(); j++)
if ((univ.town.monst[j].active > 0) &&
(univ.town.monst[j].attitude % 2 != 1) &&
(dist(cur_monst->cur_loc,univ.town.monst[j].cur_loc) <= 6) &&
(can_see(cur_monst->cur_loc,univ.town.monst[j].cur_loc,0) < 5))
cur_monst->active = 2;
}
// See if friendly, fighting monster see hostile monster. If so, make mobile
// dist check is for efficiency
if ((cur_monst->active == 1) && (cur_monst->attitude == 2)) {
for (j = 0; j < univ.town->max_monst(); j++)
if ((univ.town.monst[j].active > 0) && (univ.town.monst[j].attitude % 2 == 1) &&
(dist(cur_monst->cur_loc,univ.town.monst[j].cur_loc) <= 6)
&& (can_see(cur_monst->cur_loc,univ.town.monst[j].cur_loc,0) < 5)) {
cur_monst->active = 2;
cur_monst->mobility = 1;
}
}
// End of seeing if monsters see others
cur_monst->ap = 0;
if (cur_monst->active == 2) { // Begin action loop for angry, active monsters
// First note that hostile monsters are around.
if (cur_monst->attitude % 2 == 1)
PSD[SDF_HOSTILES_PRESENT] = 30;
// Give monster its action points
cur_monst->ap = cur_monst->speed;
if (is_town())
cur_monst->ap = max(1,cur_monst->ap / 3);
if (univ.party.age % 2 == 0)
if (cur_monst->status[3] < 0)
cur_monst->ap = 0;
if (cur_monst->ap > 0) { // adjust for webs
cur_monst->ap = max(0,cur_monst->ap - cur_monst->status[6] / 2);
if (cur_monst->ap == 0)
cur_monst->status[6] = max(0,cur_monst->status[6] - 2);
}
if (cur_monst->status[3] > 0)
cur_monst->ap *= 2;
}
if ((cur_monst->status[11] > 0) || (cur_monst->status[12] > 0))
cur_monst->ap = 0;
if (in_scen_debug == true)
cur_monst->ap = 0;
center_on_monst = false;
// Now take care of summoned monsters
if (cur_monst->active > 0) {
if ((cur_monst->summoned % 100) == 1) {
cur_monst->active = 0;
cur_monst->ap = 0;
monst_spell_note(cur_monst->number,17);
}
cur_monst->summoned = move_to_zero(cur_monst->summoned);
}
}
for (i = 0; i < num_monst; i++) { // Begin main monster loop, do monster actions
// If party dead, no point
if (party_toast() == true)
return;
futzing = 0; // assume monster is fresh
cur_monst = &univ.town.monst[i];
for (j = 0; j < 6; j++)
if ((univ.party[j].main_status == 1) && (monst_adjacent(pc_pos[j],i) == true))
pc_adj[j] = true;
else pc_adj[j] = false;
while ((cur_monst->ap > 0) && (cur_monst->active > 0)) { // Spend each action point
if (is_combat()) { // Pick target. If in town, target already picked
// in do_monsters
target = monst_pick_target(i);
target = switch_target_to_adjacent(i,target);
if (target < 6)
targ_space = pc_pos[target];
else if (target != 6)
targ_space = univ.town.monst[target - 100].cur_loc;
univ.town.monst[i].target = target;
}
else {
if (univ.town.monst[i].target < 6)
targ_space = univ.town.p_loc;
else if (univ.town.monst[i].target != 6)
targ_space = univ.town.monst[univ.town.monst[i].target - 100].cur_loc;
}
// sprintf((char *)create_line," %d targets %d.",i,target);
// add_string_to_buf((char *) create_line);
if ((univ.town.monst[i].target < 0) || ((univ.town.monst[i].target > 5) &&
(univ.town.monst[i].target < 100)))
univ.town.monst[i].target = 6;
target = univ.town.monst[i].target;
// Now if in town and monster about to attack, do a redraw, so we see monster
// in right place
if ((target != 6) && (is_town() == true) && (redraw_not_yet_done == true)
&& (party_can_see_monst(i) == true)) {
draw_terrain(0);
redraw_not_yet_done = false;
}
// Draw w. monster in center, if can see
if ((cur_monst->ap > 0) && (is_combat() == true)
// First make sure it has a target and is close, if not, don't bother
&& (cur_monst->attitude > 0) && (cur_monst->picture_num > 0)
&& ((target != 6) || (cur_monst->attitude % 2 == 1))
&& (party_can_see_monst(i) == true) ) {
center_on_monst = true;
center = cur_monst->cur_loc;
draw_terrain(0);
pause((PSD[SDF_GAME_SPEED] == 3) ? 9 : PSD[SDF_GAME_SPEED]);
}
combat_posing_monster = current_working_monster = 100 + i;
acted_yet = false;
// Now the monster, if evil, looks at the situation and maybe picks a tactic.
// This only happens when there is >1 a.p. left, and tends to involve
// running to a nice position.
current_monst_tactic = 0;
if ((target != 6) && (cur_monst->ap > 1) && (futzing == 0)) {
l = closest_pc_loc(cur_monst->cur_loc);
if (((cur_monst->mu > 0) || (cur_monst->cl > 0)) &&
(dist(cur_monst->cur_loc,l) < 5) && (monst_adjacent(l,i) == false))
current_monst_tactic = 1; // this means flee
if ( (((cur_monst->spec_skill > 0) && (cur_monst->spec_skill < 4))
|| (cur_monst->spec_skill == 20)) && // Archer?
(dist(cur_monst->cur_loc,targ_space) < 6) &&
(monst_adjacent(targ_space,i) == false))
current_monst_tactic = 1; // this means flee
}
// flee
if ((univ.town.monst[i].target != 6) && (((cur_monst->morale <= 0)
&& (cur_monst->spec_skill != 13) && (cur_monst->m_type != 8))
|| (current_monst_tactic == 1))) {
if (cur_monst->morale < 0)
cur_monst->morale++;
if (cur_monst->health > 50)
cur_monst->morale++;
r1 = get_ran(1,1,6);
if (r1 == 3)
cur_monst->morale++;
short targ = univ.town.monst[i].target;
if (targ < 6 && (univ.party[targ].main_status == 1) && (cur_monst->mobility == 1)) {
acted_yet = flee_party (i,cur_monst->cur_loc,targ_space);
if (acted_yet == true) take_m_ap(1,cur_monst);
}
}
if ((target != 6) && (cur_monst->attitude > 0)
&& (monst_can_see(i,targ_space) == true)
&& (can_see_monst(targ_space,i) == true)) { // Begin spec. attacks
// sprintf((char *)create_line,"%d: %d %d %d",i,cur_monst->breath,cur_monst->mu,cur_monst->cl);
// add_string_to_buf((char *)create_line);
// Breathe (fire)
if ( (cur_monst->breath > 0)
&& (get_ran(1,1,8) < 4) && (acted_yet == false)) {
//print_nums(cur_monst->breath,cur_monst->breath_type,dist(cur_monst->m_loc,targ_space) );
if ((target != 6)
&& (dist(cur_monst->cur_loc,targ_space) <= 8)) {
acted_yet = monst_breathe(cur_monst,targ_space,cur_monst->breath_type);
had_monst = true;
acted_yet = true;
take_m_ap(4,cur_monst);
}
}
// Mage spell
if ((cur_monst->mu > 0) && (get_ran(1,1,10) < ((cur_monst->cl > 0) ? 6 : 9) )
&& (acted_yet == false)) {
if (((monst_adjacent(targ_space,i) == false) || (get_ran(1,0,2) < 2) || (cur_monst->number >= 160)
|| (cur_monst->level > 9))
&& (dist(cur_monst->cur_loc,targ_space) <= 10)) {
acted_yet = monst_cast_mage(cur_monst,target);
had_monst = true;
acted_yet = true;
take_m_ap(5,cur_monst);
}
}
// Priest spell
if ((cur_monst->cl > 0) && (get_ran(1,1,8) < 7) && (acted_yet == false)) {
if (((monst_adjacent(targ_space,i) == false) || (get_ran(1,0,2) < 2) || (cur_monst->level > 9))
&& (dist(cur_monst->cur_loc,targ_space) <= 10)) {
acted_yet = monst_cast_priest(cur_monst,target);
had_monst = true;
acted_yet = true;
take_m_ap(4,cur_monst);
}
}
// Missile
if ((abil_range[cur_monst->spec_skill] > 0) // breathing gas short range
&& (get_ran(1,1,8) < abil_odds[cur_monst->spec_skill]) && (acted_yet == false)) {
// Don't fire when adjacent, unless non-gaze magical attack
if (((monst_adjacent(targ_space,i) == false) ||
((cur_monst->spec_skill > 7) && (cur_monst->spec_skill != 20)
&& (cur_monst->spec_skill != 33)))
// missile range
&& (dist(cur_monst->cur_loc,targ_space) <= abil_range[cur_monst->spec_skill])) {
print_monst_name(cur_monst->number);
monst_fire_missile(i/*,cur_monst->skill*/,cur_monst->status[1],
cur_monst->spec_skill,cur_monst->cur_loc,target);
// Vapors don't count as action
if ((cur_monst->spec_skill == 11) || (cur_monst->spec_skill == 7) ||
(cur_monst->spec_skill == 20))
take_m_ap(2,cur_monst);
else if (cur_monst->spec_skill == 10)
take_m_ap(1,cur_monst);
else take_m_ap(3,cur_monst);
had_monst = true;
acted_yet = true;
}
}
} // Special attacks
// Attack pc
if ((univ.town.monst[i].target < 6) && (univ.party[univ.town.monst[i].target].main_status == 1)
&& (monst_adjacent(targ_space,i) == true) && (cur_monst->attitude % 2 == 1)
&& (acted_yet == false)) {
monster_attack_pc(i,univ.town.monst[i].target);
take_m_ap(4,cur_monst);
acted_yet = true;
had_monst = true;
}
// Attack monst
if ((univ.town.monst[i].target >= 100) && (univ.town.monst[univ.town.monst[i].target - 100].active > 0)
&& (monst_adjacent(targ_space,i) == true) && (cur_monst->attitude > 0)
&& (acted_yet == false)) {
monster_attack_monster(i,univ.town.monst[i].target - 100);
take_m_ap(4,cur_monst);
acted_yet = true;
had_monst = true;
}
if (acted_yet == true) {
print_buf();
if (j == 0)
pause(8);
FlushEvents(mDownMask,0);
FlushEvents(keyDownMask,0);
}
if (overall_mode == MODE_COMBAT) {
if ((acted_yet == false) && (cur_monst->mobility == 1)) { // move monst
move_target = (univ.town.monst[i].target != 6) ? univ.town.monst[i].target : closest_pc(cur_monst->cur_loc);
if (monst_hate_spot(i,&move_targ) == true) // First, maybe move out of dangerous space
seek_party (i,cur_monst->cur_loc,move_targ);
else { // spot is OK, so go nuts
if ((cur_monst->attitude % 2 == 1) && (move_target < 6)) // Monsters seeking party do so
if (univ.party[move_target].main_status == 1) {
seek_party (i,cur_monst->cur_loc,pc_pos[move_target]);
for (k = 0; k < 6; k++)
if ((pc_parry[k] > 99) && (monst_adjacent(pc_pos[k],i) == true)
&& (cur_monst->active > 0)) {
pc_parry[k] = 0;
pc_attack(k,i);
}
}
if (move_target >= 100) // Monsters seeking monsters do so
if (univ.town.monst[move_target - 100].active > 0) {
seek_party (i,cur_monst->cur_loc,univ.town.monst[move_target - 100].cur_loc);
for (k = 0; k < 6; k++)
if ((pc_parry[k] > 99) && (monst_adjacent(pc_pos[k],i) == true)
&& (cur_monst->active > 0) && (cur_monst->attitude % 2 == 1)) {
pc_parry[k] = 0;
pc_attack(k,i);
}
}
if (cur_monst->attitude == 0) {
acted_yet = rand_move (i);
futzing++;
}
}
take_m_ap(1,cur_monst);
}
if ((acted_yet == false) && (cur_monst->mobility == 0)) { // drain action points
take_m_ap(1,cur_monst);
futzing++;
}
}
else if (acted_yet == false) {
take_m_ap(1,cur_monst);
futzing++;
}
// pcs attack any fleeing monsters
if ((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING))
for (k = 0; k < 6; k++)
if ((univ.party[k].main_status == 1) && (monst_adjacent(pc_pos[k],i) == false)
&& (pc_adj[k] == true) && (cur_monst->attitude % 2 == 1) && (cur_monst->active > 0) &&
(univ.party[k].status[8] == 0)) {
combat_posing_monster = current_working_monster = k;
pc_attack(k,i);
combat_posing_monster = current_working_monster = 100 + i;
pc_adj[k] = false;
}
// Place fields for monsters that create them. Only done when monst sees foe
if ((target != 6) && (can_see(cur_monst->cur_loc,targ_space,0) < 5)) { ////
if ((cur_monst->radiate_1 == 1) && (get_ran(1,1,100) < cur_monst->radiate_2))
place_spell_pattern(square,cur_monst->cur_loc,5,false,7);
if ((cur_monst->radiate_1 == 2) && (get_ran(1,1,100) < cur_monst->radiate_2))
place_spell_pattern(square,cur_monst->cur_loc,8,false,7);
if ((cur_monst->radiate_1 == 3) && (get_ran(1,1,100) < cur_monst->radiate_2))
place_spell_pattern(square,cur_monst->cur_loc,4,false,7);
if ((cur_monst->radiate_1 == 4) && (get_ran(1,1,100) < cur_monst->radiate_2))
place_spell_pattern(square,cur_monst->cur_loc,6,false,7);
if ((cur_monst->radiate_1 == 5) && (get_ran(1,1,100) < cur_monst->radiate_2))
place_spell_pattern(square,cur_monst->cur_loc,12,false,7);
if ((cur_monst->radiate_1 == 6) && (get_ran(1,1,100) < cur_monst->radiate_2))
place_spell_pattern(square,cur_monst->cur_loc,7,false,7);
if ((cur_monst->radiate_1 == 10) && (get_ran(1,1,100) < 5)){
if (summon_monster(cur_monst->radiate_2,
cur_monst->cur_loc,130,cur_monst->attitude) == true)
{monst_spell_note(cur_monst->number,33); play_sound(61);}
}
if ((cur_monst->radiate_1 == 11) && (get_ran(1,1,100) < 20)){
if (summon_monster(cur_monst->radiate_2,
cur_monst->cur_loc,130,cur_monst->attitude) == true)
{monst_spell_note(cur_monst->number,33); play_sound(61);}
}
if ((cur_monst->radiate_1 == 12) && (get_ran(1,1,100) < 50)){
if (summon_monster(cur_monst->radiate_2,
cur_monst->cur_loc,130,cur_monst->attitude) == true)
{monst_spell_note(cur_monst->number,33); play_sound(61);}
}
}
combat_posing_monster = current_working_monster = -1;
// Redraw monster after it goes
if ((cur_monst->attitude > 0) && (cur_monst->active > 0) && (cur_monst->ap == 0)
&& (is_combat()) && (cur_monst->picture_num > 0) && (party_can_see_monst(i) == true)) {
center = cur_monst->cur_loc;
draw_terrain(0);
}
// If monster dead, take away actions
if (cur_monst->active == 0)
cur_monst->ap = 0;
//if ((futzing == 1) && (get_ran(1,0,1) == 0)) // If monster's just pissing around, give up
// cur_monst->ap = 0;
if (futzing > 1) // If monster's just pissing around, give up
cur_monst->ap = 0;
} // End of monster action loop
}
for (i = 0; i < num_monst; i++) { // Begin monster time stuff loop
// If party dead, no point
if (party_toast() == true)
return;
cur_monst = &univ.town.monst[i];
if ((cur_monst->active < 0) || (cur_monst->active > 2))
cur_monst->active = 0; // clean up
if (cur_monst->active != 0) { // Take care of monster effects
if (cur_monst->status[13] > 0) { // Acid
if (printed_acid == false) {
add_string_to_buf("Acid: ");
printed_acid = true;
}
r1 = get_ran(cur_monst->status[13],1,6);
damage_monst(i, 6,r1, 0, DAMAGE_MAGIC,0);
cur_monst->status[13]--;
}
if (cur_monst->status[11] == 1)
monst_spell_note(cur_monst->number,29);
cur_monst->status[11] = move_to_zero(cur_monst->status[11]);
cur_monst->status[12] = move_to_zero(cur_monst->status[12]);
if (univ.party.age % 2 == 0) {
cur_monst->status[1] = move_to_zero(cur_monst->status[1]);
cur_monst->status[3] = move_to_zero(cur_monst->status[3]);
cur_monst->status[6] = move_to_zero(cur_monst->status[6]);
if (cur_monst->status[2] > 0) { // Poison
if (printed_poison == false) {
add_string_to_buf("Poisoned monsters: ");
printed_poison = true;
}
r1 = get_ran(cur_monst->status[2],1,6);
damage_monst(i, 6, r1, 0, DAMAGE_POISON,0);
cur_monst->status[2]--;
}
if (cur_monst->status[7] > 0) { // Disease
if (printed_disease == false) {
add_string_to_buf("Diseased monsters: ");
printed_disease = true;
}
k = get_ran(1,1,5);
switch (k) {
case 1: case 2: poison_monst(cur_monst, 2);break;
case 3: slow_monst(cur_monst,2); break;
case 4: curse_monst(cur_monst,2); break;
case 5: scare_monst(cur_monst,10); break;
}
if (get_ran(1,1,6) < 4)
cur_monst->status[7]--;
}
}
if (univ.party.age % 4 == 0) {
if (cur_monst->mp < cur_monst->max_mp)
cur_monst->mp += 2;
cur_monst->status[9] = move_to_zero(cur_monst->status[9]);
}
} // end take care of monsters
}
// If in town, need to restore center
if (overall_mode < MODE_COMBAT)
center = univ.town.p_loc;
if (had_monst == true)
put_pc_screen();
for (i = 0; i < 6; i++)
pc_parry[i] = 0;
monsters_going = false;
}
void monster_attack_pc(short who_att,short target)
{
cCreature *attacker;
short r1,r2,i,store_hp,sound_type = 0;
eDamageType dam_type = DAMAGE_WEAPON;
attacker = &univ.town.monst[who_att];
// A peaceful monster won't attack
if (attacker->attitude % 2 != 1)
return;
// Draw attacker frames
if ((is_combat())
&& ((center_on_monst == true) || (monsters_going == false))) {
if (attacker->spec_skill != 11)
frame_space(attacker->cur_loc,0,attacker->x_width,attacker->y_width);
frame_space(pc_pos[target],1,1,1);
}
if ((attacker->a[0] != 0) || (attacker->a[2] != 0))
print_monst_attacks(attacker->number,target);
// Check sanctuary
if (univ.party[target].status[8] > 0) {
r1 = get_ran(1,1,100);
if (r1 > hit_chance[attacker->level / 2]) {
add_string_to_buf(" Can't find target! ");
}
return;
}
for (i = 0; i < 3; i++) {
if ((attacker->a[i] > 0) && (univ.party[target].main_status == 1)) {
// sprintf ((char *) create_line, " Attacks %s.",(char *) univ.party[target].name);
// add_string_to_buf((char *) create_line);
// Attack roll
r1 = get_ran(1,1,100) - 5 * min(8,attacker->status[1]) + 5 * univ.party[target].status[1]
+ 5 * stat_adj(target,1) - 15;
r1 += 5 * (attacker->status[6] / 3);
if (pc_parry[target] < 100)
r1 += 5 * pc_parry[target];
// Damage roll
r2 = get_ran(attacker->a[i] / 100 + 1,1,attacker->a[i] % 100)
+ min(8,attacker->status[1]) - univ.party[target].status[1] + 1;
if (univ.difficulty_adjust() > 2)
r2 = r2 * 2;
if (univ.difficulty_adjust() == 2)
r2 = (r2 * 3) / 2;
if ((univ.party[target].status[11] > 0) || (univ.party[target].status[12] > 0)) {
r1 -= 80;
r2 = r2 * 2;
}
draw_terrain(2);
// Check if hit, and do effects
if (r1 <= hit_chance[(attacker->skill + 4) / 2]) {
if (attacker->m_type == MONSTER_TYPE_UNDEAD)
dam_type = DAMAGE_UNDEAD;
if (attacker->m_type == MONSTER_TYPE_DEMON)
dam_type = DAMAGE_DEMON;
store_hp = univ.party[target].cur_health;
sound_type = get_monst_sound(attacker,i);
dam_type += DAMAGE_MARKED;
if (damage_pc(target,r2,dam_type,
attacker->m_type,sound_type) &&
(store_hp - univ.party[target].cur_health > 0)) {
damaged_message(store_hp - univ.party[target].cur_health,
(i > 0) ? attacker->a23_type : attacker->a1_type);
if (univ.party[target].status[10] > 0) {
add_string_to_buf(" Shares damage! ");
damage_monst(who_att, 6, store_hp - univ.party[target].cur_health, 0, DAMAGE_MAGIC,0);
}
if ((attacker->poison > 0) && (i == 0)) {
poison_pc(target,attacker->poison);
}
// Gremlin
if ((attacker->spec_skill == 21) && (get_ran(1,0,2) < 2)) {
add_string_to_buf(" Steals food! ");
print_buf();
play_sound(26);
univ.party.food = (long) max(0, (short) (univ.party.food) - get_ran(1,0,10) - 10);
put_pc_screen();
}
// Disease
if (((attacker->spec_skill == 25))
&& (get_ran(1,0,2) < 2)) {
add_string_to_buf(" Causes disease! ");
print_buf();
disease_pc(target,(attacker->spec_skill == 25) ? 6 : 2);
}
// Petrification touch
if ((attacker->spec_skill == 30)
&& (pc_has_abil_equip(target,49) == 24)
&& (get_ran(1,0,20) + univ.party[target].level / 4 + univ.party[target].status[1]) <= 14)
{
add_string_to_buf(" Petrifying touch!");
print_buf();
kill_pc(target,MAIN_STATUS_STONE); // 4 being the stoned (petrified, duh!) status
}
// Undead xp drain
if (((attacker->spec_skill == 16) || (attacker->spec_skill == 17))
&& (pc_has_abil_equip(target,48) == 24)) {
add_string_to_buf(" Drains life! ");
drain_pc(target,(attacker->level * 3) / 2);
put_pc_screen();
}
// Undead slow
if ((attacker->spec_skill == 18) && (get_ran(1,0,8) < 6) && (pc_has_abil_equip(target,48) == 24)) {
add_string_to_buf(" Stuns! ");
slow_pc(target,2);
put_pc_screen();
}
// Dumbfound target
if (attacker->spec_skill == 24) {
add_string_to_buf(" Dumbfounds! ");
dumbfound_pc(target,2);
put_pc_screen();
}
// Web target
if (attacker->spec_skill == 27) {
add_string_to_buf(" Webs! ");
web_pc(target,5);
put_pc_screen();
}
// Sleep target
if (attacker->spec_skill == 28) {
add_string_to_buf(" Sleeps! ");
sleep_pc(target,6,STATUS_ASLEEP,-15);
put_pc_screen();
}
// Paralyze target
if (attacker->spec_skill == 29) {
add_string_to_buf(" Paralysis touch! ");
sleep_pc(target,500,STATUS_PARALYZED,-5);
put_pc_screen();
}
// Acid touch
if (attacker->spec_skill == 31) {
add_string_to_buf(" Acid touch! ");
acid_pc(target,(attacker->level > 20) ? 4 : 2);
}
// Freezing touch
if (((attacker->spec_skill == 15) || (attacker->spec_skill == 17))
&& (get_ran(1,0,8) < 6) && (pc_has_abil_equip(target,48) == 24)) {
add_string_to_buf(" Freezing touch!");
r1 = get_ran(3,1,10);
damage_pc(target,r1,DAMAGE_COLD,MONSTER_TYPE_UNKNOWN,0);
}
// Killing touch
if (attacker->spec_skill == 35)
{
add_string_to_buf(" Killing touch!");
r1 = get_ran(20,1,10);
damage_pc(target,r1,DAMAGE_UNBLOCKABLE,MONSTER_TYPE_UNKNOWN,0);
}
}
}
else {
sprintf ((char *) create_line, " Misses.");
add_string_to_buf((char *) create_line);
play_sound(2);
}
combat_posing_monster = -1;
draw_terrain(2);
combat_posing_monster = 100 + who_att;
}
if (univ.party[target].main_status != 1)
i = 3;
}
}
void monster_attack_monster(short who_att,short attackee)
{
cCreature *attacker,*target;
short r1,r2,i,store_hp,sound_type = 0;
eDamageType dam_type = DAMAGE_WEAPON;
attacker = &univ.town.monst[who_att];
target = &univ.town.monst[attackee];
// Draw attacker frames
if ((is_combat())
&& ((center_on_monst == true) || (monsters_going == false))) {
if (attacker->spec_skill != 11)
frame_space(attacker->cur_loc,0,attacker->x_width,attacker->y_width);
frame_space(target->cur_loc,1,1,1);
}
if ((attacker->a[1] != 0) || (attacker->a[0] != 0))
print_monst_attacks(attacker->number,100 + attackee);
for (i = 0; i < 3; i++) {
if ((attacker->a[i] > 0) && (target->active != 0)) {
// sprintf ((char *) create_line, " Attacks %s.",(char *) univ.party[target].name);
// add_string_to_buf((char *) create_line);
// if friendly to party, make able to attack
if (target->attitude == 0)
target->attitude = 2;
// Attack roll
r1 = get_ran(1,1,100) - 5 * min(10,attacker->status[1])
+ 5 * target->status[1] - 15;
r1 += 5 * (attacker->status[6] / 3);
// Damage roll
r2 = get_ran(attacker->a[i] / 100 + 1,1,attacker->a[i] % 100)
+ min(10,attacker->status[1]) - target->status[1] + 2;
if ((target->status[11] > 0) || (target->status[12] > 0)) {
r1 -= 80;
r2 = r2 * 2;
}
draw_terrain(2);
// Check if hit, and do effects
if (r1 <= hit_chance[(attacker->skill + 4) / 2]) {
if (attacker->m_type == MONSTER_TYPE_DEMON)
dam_type = DAMAGE_DEMON;
if (attacker->m_type == MONSTER_TYPE_UNDEAD)
dam_type = DAMAGE_UNDEAD;
store_hp = target->health;
sound_type = get_monst_sound(attacker,i);
dam_type += DAMAGE_MARKED;
if (damage_monst(attackee,7,r2,0,dam_type,sound_type) == true) {
damaged_message(store_hp - target->health,
(i > 0) ? attacker->a23_type : attacker->a1_type);
if ((attacker->poison > 0) && (i == 0)) {
poison_monst(target,attacker->poison);
}
// Undead slow
if ((attacker->spec_skill == 18) && (get_ran(1,0,8) < 6)) {
add_string_to_buf(" Stuns! ");
slow_monst(target,2);
}
// Web target
if (attacker->spec_skill == 27) {
add_string_to_buf(" Webs! ");
web_monst(target,4);
}
// Sleep target
if (attacker->spec_skill == 28) {
add_string_to_buf(" Sleeps! ");
charm_monst(target,-15,11,6);
}
// Dumbfound target
if (attacker->spec_skill == 24) {
add_string_to_buf(" Dumbfounds! ");
dumbfound_monst(target,2);
}
// Paralyze target
if (attacker->spec_skill == 29) {
add_string_to_buf(" Paralysis touch! ");
charm_monst(target,-5,12,500);
}
// Acid touch
if (attacker->spec_skill == 31) {
add_string_to_buf(" Acid touch! ");
acid_monst(target,3);
}
// Freezing touch
if (((attacker->spec_skill == 15) || (attacker->spec_skill == 17))
&& (get_ran(1,0,8) < 6)) {
add_string_to_buf(" Freezing touch!");
r1 = get_ran(3,1,10);
damage_monst(attackee,7,r1,0,DAMAGE_COLD,0);
}
// Death touch
if ((attacker->spec_skill == 35)
&& (get_ran(1,0,8) < 6)) {
add_string_to_buf(" Killing touch!");
r1 = get_ran(20,1,10);
damage_monst(attackee,7,r1,0,DAMAGE_UNBLOCKABLE,0);
}
}
}
else {
sprintf ((char *) create_line, " Misses.");
add_string_to_buf((char *) create_line);
play_sound(2);
}
combat_posing_monster = -1;
draw_terrain(2);
combat_posing_monster = 100 + who_att;
}
if (target->active == 0)
i = 3;
}
}
void monst_fire_missile(short m_num,short bless,short level,location source,short target)
//short target; // 100 + - monster is target
{
cCreature *m_target;
short r1,r2,dam[40] = {0,1,2,3,4, 6,8,7,0,0, 0,0,0,0,0, 0,0,0,0,0,
8,0,0,0,0, 0,0,0,0,0, 0,0,0,0,6, 0,0,0,0,0},i,j;
location targ_space;
if (target == 6)
return;
if (target >= 100) {
targ_space = univ.town.monst[target - 100].cur_loc;
if (univ.town.monst[target - 100].active == 0)
return;
}
else {
targ_space = (is_combat()) ? pc_pos[target] : univ.town.p_loc;
if (univ.party[target].main_status != 1)
return;
}
if (target >= 100)
m_target = &univ.town.monst[target - 100];
if (((overall_mode >= MODE_COMBAT) && (overall_mode <= MODE_TALKING)) && (center_on_monst == true)) {
frame_space(source,0,univ.town.monst[m_num].x_width,univ.town.monst[m_num].y_width);
if (target >= 100)
frame_space(targ_space,1,m_target->x_width,m_target->y_width);
else frame_space(targ_space,1,1,1);
}
draw_terrain(2);
if (level == 32) { // sleep cloud
ASB("Creature breathes.");
run_a_missile(source,targ_space,0,0,44,
0,0,100);
place_spell_pattern(rad2,targ_space,12,false,7);
}
else if (level == 14) { // vapors
//play_sound(44);
if (target < 100) { // on PC
sprintf ((char *) create_line, " Breathes on %s. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
}
else { // on monst
add_string_to_buf(" Breathes vapors.");
}
run_a_missile(source,targ_space,12,0,44,
0,0,100);
scloud_space(targ_space.x,targ_space.y);
}
else if (level == 19) { // webs
//play_sound(14);
if (target < 100) { // on PC
sprintf ((char *) create_line, " Throws web at %s. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
}
else { // on monst
add_string_to_buf(" Throws web.");
}
run_a_missile(source,targ_space,8,0,14,
0,0,100);
web_space(targ_space.x,targ_space.y);
}
else if (level == 23) { // paral
play_sound(51);
if (target < 100) { // on PC
sprintf ((char *) create_line, " Fires ray at %s. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
sleep_pc(target,100,STATUS_PARALYZED,0);
}
else { // on monst
add_string_to_buf(" Shoots a ray.");
charm_monst(m_target,0,12,100);
}
//run_a_missile(source,targ_space,8,0,14,
// 0,0,100);
//web_space(targ_space.x,targ_space.y);
}
else if (level == 8) { // petrify
//play_sound(43);
run_a_missile(source,targ_space,14,0,43,0,0,100);
if (target < 100) { // on PC
sprintf ((char *) create_line, " Gazes at %s. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
r1 = get_ran(1,0,20) + univ.party[target].level / 4 + univ.party[target].status[1];
if (pc_has_abil_equip(target,49) < 24)
r1 = 20;
if (r1 > 14) {
sprintf ((char *) create_line, " %s resists. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
}
else {
sprintf ((char *) create_line, " %s is turned to stone. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
kill_pc(target,MAIN_STATUS_STONE);
}
}
else {
monst_spell_note(m_target->number,9);
r1 = get_ran(1,0,20) + m_target->level / 4 + m_target->status[1];
if ((r1 > 14) || (m_target->immunities & 2))
monst_spell_note(m_target->number,10);
else {
monst_spell_note(m_target->number,8);
kill_monst(m_target,7);
}
}
}
else if (level == 9) { /// Drain sp
if (target < 100) { // pc
// modify target is target has no sp
if (univ.party[target].cur_sp < 4) {
for (i = 0; i < 8; i++) {
j = get_ran(1,0,5);
if ((univ.party[j].main_status == 1) && (univ.party[j].cur_sp > 4) &&
(can_see(source,pc_pos[j],0) < 5) && (dist(source,pc_pos[j]) <= 8)) {
target = j;
i = 8;
targ_space = pc_pos[target];
}
}
}
run_a_missile(source,targ_space,8,0,43,0,0,100);
sprintf ((char *) create_line, " Drains %s. ",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
univ.party[target].cur_sp = univ.party[target].cur_sp / 2;
}
else { // on monst
run_a_missile(source,targ_space,8,0,43,0,0,100);
monst_spell_note(m_target->number,11);
if (m_target->mp >= 4)
m_target->mp = m_target->mp / 2;
else m_target->skill = 1;
}
}
else if (level == 10) { // heat ray
run_a_missile(source,targ_space,13,0,51,
0,0,100);
r1 = get_ran(7,1,6);
start_missile_anim();
if (target < 100) { // pc
sprintf ((char *) create_line, " Hits %s with heat ray.",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
damage_pc(target,r1,DAMAGE_FIRE,MONSTER_TYPE_UNKNOWN,0);
}
else { // on monst
add_string_to_buf(" Fires heat ray.");
damage_monst(target - 100,7,r1,0,DAMAGE_FIRE,0);
}
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
}
else if (level == 33) { // acid spit
run_a_missile(source,targ_space,0,1,64,
0,0,100);
//play_sound(64);
if (target < 100) { // pc
sprintf ((char *) create_line, " Spits acid on %s.",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
acid_pc(target,6);
}
else { // on monst
add_string_to_buf(" Spits acid.");
acid_monst(m_target,6);
}
}
else if (target < 100) { // missile on PC
switch (level) {
case 1: case 2: case 20:
run_a_missile(source,targ_space,3,1,12,0,0,100);
sprintf ((char *) create_line, " Shoots at %s.",(char *) univ.party[target].name.c_str());
break;
case 3:
run_a_missile(source,targ_space,5,1,14,0,0,100);
sprintf ((char *) create_line, " Throws spear at %s.",(char *) univ.party[target].name.c_str());
break;
case 7:
run_a_missile(source,targ_space,7,1,14,0,0,100);
sprintf ((char *) create_line, " Throws razordisk at %s.",(char *) univ.party[target].name.c_str());
break;
case 34:
run_a_missile(source,targ_space,5,1,14,0,0,100);
sprintf ((char *) create_line, " Fires spines at %s.",(char *) univ.party[target].name.c_str());
break;
default:
run_a_missile(source,targ_space,12,1,14,0,0,100);
sprintf ((char *) create_line, " Throws rock at %s.",(char *) univ.party[target].name.c_str());
break;
}
add_string_to_buf((char *) create_line);
// Check sanctuary
if (univ.party[target].status[8] > 0) {
r1 = get_ran(1,1,100);
if (r1 > hit_chance[level]) {
add_string_to_buf(" Can't find target! ");
}
return;
}
r1 = get_ran(1,1,100) - 5 * min(10,bless) + 5 * univ.party[target].status[1]
- 5 * (can_see(source, pc_pos[target],0));
if (pc_parry[target] < 100)
r1 += 5 * pc_parry[target];
r2 = get_ran(dam[level],1,7) + min(10,bless);
if (r1 <= hit_chance[dam[level] * 2]) {
// sprintf ((char *) create_line, " Hits %s.",(char *) univ.party[target].name);
// add_string_to_buf((char *) create_line);
if (damage_pc(target,r2,DAMAGE_WEAPON,MONSTER_TYPE_UNKNOWN,13) == true) {
}
}
else {
sprintf ((char *) create_line, " Misses %s.",(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) create_line);
}
}
else { // missile on monst
switch (level) {
case 1: case 2: case 20:
run_a_missile(source,targ_space,3,1,12,0,0,100);
monst_spell_note(m_target->number,12);
break;
case 3:
run_a_missile(source,targ_space,5,1,14,0,0,100);
monst_spell_note(m_target->number,13);
break;
case 7:
run_a_missile(source,targ_space,7,1,14,0,0,100);
monst_spell_note(m_target->number,15);
break;
case 34:
run_a_missile(source,targ_space,5,1,14,0,0,100);
monst_spell_note(m_target->number,32);
break;
default:
run_a_missile(source,targ_space,12,1,14,0,0,100);
monst_spell_note(m_target->number,14);
break;
}
r1 = get_ran(1,1,100) - 5 * min(10,bless) + 5 * m_target->status[1]
- 5 * (can_see(source, m_target->cur_loc,0));
r2 = get_ran(dam[level],1,7) + min(10,bless);
if (r1 <= hit_chance[dam[level] * 2]) {
// monst_spell_note(m_target->number,16);
damage_monst(target - 100,7,r2,0,DAMAGE_WEAPON,13);
}
else {
monst_spell_note(m_target->number,18);
}
}
}
bool monst_breathe(cCreature *caster,location targ_space,short dam_type)////
//dam_type; // 0 - fire 1 - cold 2 - magic
{
short level,missile_t[4] = {13,6,8,8};
eDamageType type[4] = {DAMAGE_FIRE, DAMAGE_COLD, DAMAGE_MAGIC, DAMAGE_UNBLOCKABLE};
location l;
draw_terrain(2);
if ((is_combat()) && (center_on_monst == true)) {
frame_space(caster->cur_loc,0,caster->x_width,caster->y_width);
}
//if (dam_type < 2)
l = caster->cur_loc;
if ((caster->direction < 4) &&
(caster->x_width > 1))
l.x++;
dam_type = caster->breath_type;
run_a_missile(l,targ_space,missile_t[dam_type],0,44,0,0,100);
// play_sound(44);
//else play_sound(64);
level = caster->breath;
//if (level > 10)
// play_sound(5);
monst_breathe_note(caster->number);
level = get_ran(caster->breath,1,8);
if (overall_mode < MODE_COMBAT)
level = level / 3;
start_missile_anim();
hit_space(targ_space,level,type[dam_type],1,1);
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
return true;
}
bool monst_cast_mage(cCreature *caster,short targ)////
{
short r1,j,spell,i,level,target_levels,friend_levels_near,x;
bool acted = false;
location target,vict_loc,ashes_loc,l;
cCreature *affected;
short caster_array[7][18] = {{1,1,1,2,2, 2,1,3,4,4, 1,1,1,2,2, 2,3,4},
{5,5,5,6,7, 8,9,10,11,11, 2,2,2,5,7, 10,10,5},
{5,5,2,9,11, 12,12,12,14,13, 13,12,12,2,2, 2,2,2},
{15,15,16,17,17, 5,12,12,13,13, 17,17,16,17,16, 2,2,2},
{15,18,19,19,20, 20,21,21,16,17, 18,18,18,18,19, 19,19,20},
{23,23,22,22,21, 21,20,24,19,18, 18,18,18,18,18, 23,23,19},
{23,23,24,25,26, 27,19,22,19,18, 18,18,18,18,26, 24,24,23}};
short emer_spells[7][4] = {{2,0,0,5},
{2,10,11,7},
{2,13,12,13},
{2,13,12,13},
{18,20,19,18},
{18,24,19,24},
{18,26,19,27}};
if (univ.town.is_antimagic(caster->cur_loc.x,caster->cur_loc.y)) {
return false;
}
// is target dead?
if ((targ < 6) && (univ.party[targ].main_status != 1))
return false;
if ((targ >= 100) && (univ.town.monst[targ - 100].active == 0))
return false;
level = max(1,caster->mu - caster->status[9]) - 1;
target = find_fireball_loc(caster->cur_loc,1,(caster->attitude % 2 == 1) ? 0 : 1,&target_levels);
friend_levels_near = (caster->attitude % 2 != 1) ? count_levels(caster->cur_loc,3) : -1 * count_levels(caster->cur_loc,3);
if ((caster->health * 4 < caster->m_health) && (get_ran(1,0,10) < 9))
spell = emer_spells[level][3];
else if ((((caster->status[3] < 0) && (get_ran(1,0,10) < 7)) ||
((caster->status[3] == 0) && (get_ran(1,0,10) < 5))) && (emer_spells[level][0] != 0))
spell = emer_spells[level][0];
else if ((friend_levels_near <= -10) && (get_ran(1,0,10) < 7) && (emer_spells[level][1] != 0))
spell = emer_spells[level][1];
else if ((target_levels > 50) && (get_ran(1,0,10) < 7) && (emer_spells[level][2] != 0))
spell = emer_spells[level][2];
else {
r1 = get_ran(1,0,17);
spell = caster_array[level][r1];
}
// Hastes happen often now, but don't cast them redundantly
if ((caster->status[3] > 0) && ((spell == 2) || (spell == 18)))
spell = emer_spells[level][3];
// Anything prventing spell?
if ((target.x > 64) && (monst_mage_area_effect[spell - 1] > 0)) {
r1 = get_ran(1,0,9);
spell = caster_array[level][r1];
if ((target.x > 64) && (monst_mage_area_effect[spell - 1] > 0))
return false;
}
if (monst_mage_area_effect[spell - 1] > 0) {
targ = 6;
}
if (targ < 6) {
vict_loc = (is_combat()) ? pc_pos[targ] : univ.town.p_loc;
if (is_town())
vict_loc = target = univ.town.p_loc;
}
if (targ >= 100)
vict_loc = univ.town.monst[targ - 100].cur_loc;
if ((targ == 6) && (univ.town.is_antimagic(target.x,target.y)))
return false;
// check antimagic
if (is_combat())
if ((targ < 6) && (univ.town.is_antimagic(pc_pos[targ].x,pc_pos[targ].y)))
return false;
if (is_town())
if ((targ < 6) && (univ.town.is_antimagic(univ.town.p_loc.x,univ.town.p_loc.y)))
return false;
if ((targ >= 100) && (univ.town.is_antimagic(univ.town.monst[targ - 100].cur_loc.x,
univ.town.monst[targ - 100].cur_loc.y)))
return false;
// How about shockwave? Good idea?
if ((spell == 27) && (caster->attitude % 2 != 1))
spell = 26;
if ((spell == 27) && (caster->attitude % 2 == 1) && (count_levels(caster->cur_loc,10) < 45))
spell = 26;
// sprintf((char *)create_line,"m att %d trg %d trg2 x%dy%d spl %d mp %d tl:%d ",caster->attitude,targ,
// (short)target.x,(short)target.y,spell,caster->mp,target_levels);
// add_string_to_buf((char *) create_line);
l = caster->cur_loc;
if ((caster->direction < 4) && (caster->x_width > 1))
l.x++;
if (caster->mp >= monst_mage_cost[spell - 1]) {
monst_cast_spell_note(caster->number,spell,0);
acted = true;
caster->mp -= monst_mage_cost[spell - 1];
draw_terrain(2);
switch (spell) {
case 1: // spark
run_a_missile(l,vict_loc,6,1,11,0,0,80);
r1 = get_ran(2,1,4);
damage_target(targ,r1,DAMAGE_FIRE);
break;
case 2: // minor haste
play_sound(25);
caster->status[3] += 2;
break;
case 3: // strength
play_sound(25);
caster->status[1] += 3;
break;
case 4: // flame cloud
run_a_missile(l,vict_loc,2,1,11,0,0,80);
place_spell_pattern(single,vict_loc,5,false,7);
break;
case 5: // flame
run_a_missile(l,vict_loc,2,1,11,0,0,80);
start_missile_anim();
r1 = get_ran(caster->level,1,4);
damage_target(targ,r1,DAMAGE_FIRE);
break;
case 6: // minor poison
run_a_missile(l,vict_loc,11,0,25,0,0,80);
if (targ < 6)
poison_pc(targ,2 + get_ran(1,0,1));
else poison_monst(&univ.town.monst[targ - 100],2 + get_ran(1,0,1));
break;
case 7: // slow
run_a_missile(l,vict_loc,15,0,25,0,0,80);
if (targ < 6)
slow_pc(targ,2 + caster->level / 2);
else slow_monst(&univ.town.monst[targ - 100],2 + caster->level / 2);
break;
case 8: // dumbfound
run_a_missile(l,vict_loc,14,0,25,0,0,80);
if (targ < 6)
dumbfound_pc(targ,2);
else dumbfound_monst(&univ.town.monst[targ - 100],2);
break;
case 9: // scloud
run_a_missile(l,target,0,0,25,0,0,80);
place_spell_pattern(square,target,7,false,7);
break;
case 10: // summon beast
r1 = get_summon_monster(1);
if (r1 == 0)
break;
x = get_ran(3,1,4);
//Delay(12,&dummy); // gives sound time to end
play_sound(25);
play_sound(-61);
summon_monster(r1,caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude);
break;
case 11: // conflagration
run_a_missile(l,target,13,1,25,0,0,80);
place_spell_pattern(rad2,target,5,false,7);
break;
case 12: // fireball
r1 = 1 + (caster->level * 3) / 4;
if (r1 > 29) r1 = 29;
run_a_missile(l,target,2,1,11,0,0,80);
start_missile_anim();
place_spell_pattern(square,target,50 + r1,true,7);
ashes_loc = target;
break;
case 13: case 20: case 26:// summon
play_sound(25);
if (spell == 13) {
r1 = get_summon_monster(1);
if (r1 == 0)
break;
j = get_ran(2,1,3) + 1;
}
if (spell == 20) {
r1 = get_summon_monster(2);
if (r1 == 0)
break;
j = get_ran(2,1,2) + 1;
}
if (spell == 26) {
r1 = get_summon_monster(3);
if (r1 == 0)
break;
j = get_ran(1,2,3);
}
FlushAndPause(12); // gives sound time to end
x = get_ran(4,1,4);
for (i = 0; i < j; i++){
play_sound(-61);
if (summon_monster(r1,caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude) == false) {
add_string_to_buf(" Summon failed."); i = j;}
}
break;
case 14: // web
play_sound(25);
place_spell_pattern(rad2,target,1,false,7);
break;
case 15: // poison
run_a_missile(l,vict_loc,11,0,25,0,0,80);
x = get_ran(1,0,3);
if (targ < 6)
poison_pc(targ,4 + x);
else poison_monst(&univ.town.monst[targ - 100],4 + x);
break;
case 16: // ice bolt
run_a_missile(l,vict_loc,6,1,11,0,0,80);
r1 = get_ran(5 + (caster->level / 5),1,8);
start_missile_anim();
damage_target(targ,r1,DAMAGE_COLD);
break;
case 17: // slow gp
play_sound(25);
if (caster->attitude % 2 == 1)
for (i = 0; i < 6; i++)
if (pc_near(i,caster->cur_loc,8))
slow_pc(i,2 + caster->level / 4);
for (i = 0; i < univ.town->max_monst(); i++) {
if ((univ.town.monst[i].active != 0) &&
(((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude % 2 != 1)) ||
((univ.town.monst[i].attitude % 2 != 1) && (caster->attitude % 2 == 1)) ||
((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude != univ.town.monst[i].attitude)))
&& (dist(caster->cur_loc,univ.town.monst[i].cur_loc) <= 7))
slow_monst(&univ.town.monst[i],2 + caster->level / 4);
}
break;
case 18: // major haste
play_sound(25);
for (i = 0; i < univ.town->max_monst(); i++)
if ((monst_near(i,caster->cur_loc,8,0)) &&
(caster->attitude == univ.town.monst[i].attitude)) {
affected = &univ.town.monst[i];
affected->status[3] += 3;
}
play_sound(4);
break;
case 19: // firestorm
run_a_missile(l,target,2,1,11,0,0,80);
r1 = 1 + (caster->level * 3) / 4 + 3;
if (r1 > 29) r1 = 29;
start_missile_anim();
place_spell_pattern(rad2,target,50 + r1,true,7);
ashes_loc = target;
break;
case 21: // shockstorm
run_a_missile(l,target,6,1,11,0,0,80);
place_spell_pattern(rad2,target,4,false,7);
break;
case 22: // m. poison
run_a_missile(l,vict_loc,11,1,11,0,0,80);
x = get_ran(1,1,2);
if (targ < 6)
poison_pc(targ,6 + x);
else poison_monst(&univ.town.monst[targ - 100],6 + x);
break;
case 23: // kill!!!
run_a_missile(l,vict_loc,9,1,11,0,0,80);
r1 = 35 + get_ran(3,1,10);
start_missile_anim();
damage_target(targ,r1,DAMAGE_MAGIC);
break;
case 24: // daemon
x = get_ran(3,1,4);
play_sound(25);
play_sound(-61);
FlushAndPause(12); // gives sound time to end
summon_monster(85,caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude);
break;
case 25: // major bless
play_sound(25);
for (i = 0; i < univ.town->max_monst(); i++)
if ((monst_near(i,caster->cur_loc,8,0)) &&
(caster->attitude == univ.town.monst[i].attitude)) {
affected = &univ.town.monst[i];
affected->health += get_ran(2,1,10);
r1 = get_ran(3,1,4);
affected->status[1] = min(8,affected->status[1] + r1);
affected->status[6] = 0;
if (affected->status[3] < 0)
affected->status[3] = 0;
affected->morale += get_ran(3,1,10);
}
play_sound(4);
break;
case 27: // shockwave
do_shockwave(caster->cur_loc);
break;
}
}
else caster->mp++;
if (ashes_loc.x > 0)
make_sfx(ashes_loc.x,ashes_loc.y,6);
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
return acted;
}
bool monst_cast_priest(cCreature *caster,short targ)
{
short r1,r2,spell,i,x,level,target_levels,friend_levels_near;
bool acted = false;
location target,vict_loc,l;
cCreature *affected;
short caster_array[7][10] = {{1,1,1,1,3,3,3,4,4,4},
{5,5,6,6,7,7,8,8,8,9},
{9,6,6,8,11,12,12,5,5,12},
{12,12,13,13,14,9,9,14,14,15},
{19,18,13,19,15,18,18,19,16,18},
{22,18,16,19,18,18,21,22,23,23},
{26,26,25,24,26,22,24,22,26,25}};
short emer_spells[7][4] = {{0,1,0,2},
{0,8,0,2},
{0,8,0,10},
{0,14,0,10},
{0,19,18,17},
{0,19,18,20},
{25,25,26,24}};
location ashes_loc;
if ((targ < 6) && (univ.party[targ].main_status != 1))
return false;
if ((targ >= 100) && (univ.town.monst[targ - 100].active == 0))
return false;
if (univ.town.is_antimagic(caster->cur_loc.x,caster->cur_loc.y)) {
return false;
}
level = max(1,caster->cl - caster->status[9]) - 1;
target = find_fireball_loc(caster->cur_loc,1,(caster->attitude % 2 == 1) ? 0 : 1,&target_levels);
friend_levels_near = (caster->attitude % 2 != 1) ? count_levels(caster->cur_loc,3) : -1 * count_levels(caster->cur_loc,3);
if ((caster->health * 4 < caster->m_health) && (get_ran(1,0,10) < 9))
spell = emer_spells[level][3];
else if ((caster->status[3] < 0) && (get_ran(1,0,10) < 7) && (emer_spells[level][0] != 0))
spell = emer_spells[level][0];
else if ((friend_levels_near <= -10) && (get_ran(1,0,10) < 7) && (emer_spells[level][1] != 0))
spell = emer_spells[level][1];
else if ((target_levels > 50 < 0) && (get_ran(1,0,10) < 7) && (emer_spells[level][2] != 0))
spell = emer_spells[level][2];
else {
r1 = get_ran(1,0,9);
spell = caster_array[level][r1];
}
// Anything preventing spell?
if ((target.x > 64) && (monst_priest_area_effect[spell - 1] > 0)) {
r1 = get_ran(1,0,9);
spell = caster_array[level][r1];
if ((target.x > 64) && (monst_priest_area_effect[spell - 1] > 0))
return false;
}
if (monst_priest_area_effect[spell - 1] > 0)
targ = 6;
if (targ < 6)
vict_loc = (is_town()) ? univ.town.p_loc : pc_pos[targ];
if (targ >= 100)
vict_loc = univ.town.monst[targ - 100].cur_loc;
if ((targ == 6) && (univ.town.is_antimagic(target.x,target.y)))
return false;
if ((targ < 6) && (univ.town.is_antimagic(pc_pos[targ].x,pc_pos[targ].y)))
return false;
if ((targ >= 100) && (univ.town.is_antimagic(univ.town.monst[targ - 100].cur_loc.x,
univ.town.monst[targ - 100].cur_loc.y)))
return false;
// sprintf((char *)create_line,"p att %d trg %d trg2 x%dy%d spl %d mp %d",caster->attitude,targ,
// (short)target.x,(short)target.y,spell,caster->mp);
// add_string_to_buf((char *) create_line);
// snuff heals if unwounded
if ((caster->health == caster->m_health) &&
((spell == 17) || (spell == 20)))
spell--;
l = caster->cur_loc;
if ((caster->direction < 4) && (caster->x_width > 1))
l.x++;
if (caster->mp >= monst_priest_cost[spell - 1]) {
monst_cast_spell_note(caster->number,spell,1);
acted = true;
caster->mp -= monst_priest_cost[spell - 1];
draw_terrain(2);
switch (spell) {
case 3: // wrack
run_a_missile(l,vict_loc,8,0,24,0,0,80);
r1 = get_ran(2,1,4);
start_missile_anim();
damage_target(targ,r1,DAMAGE_UNBLOCKABLE);
break;
case 4: // stumble
play_sound(24);
place_spell_pattern(single,vict_loc,1,false,7);
break;
case 1: case 5: // Blesses
play_sound(24);
caster->status[1] = min(8,caster->status[1] + (spell == 1) ? 3 : 5);
play_sound(4);
break;
case 6: // curse
run_a_missile(l,vict_loc,8,0,24,0,0,80);
x = get_ran(1,0,1);
if (targ < 6)
curse_pc(targ,2 + x);
else curse_monst(&univ.town.monst[targ - 100],2 + x);
break;
case 7: // wound
run_a_missile(l,vict_loc,8,0,24,0,0,80);
r1 = get_ran(2,1,6) + 2;
start_missile_anim();
damage_target(targ,r1,DAMAGE_MAGIC);
break;
case 8: case 22: // summon spirit,summon guardian
play_sound(24);
play_sound(-61);
x = get_ran(3,1,4);
summon_monster(((spell == 8) ? 125 : 122),caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude);
break;
case 9: // disease
run_a_missile(l,vict_loc,11,0,24,0,0,80);
x = get_ran(1,0,2);
if (targ < 6)
disease_pc(targ,2 + x);
else disease_monst(&univ.town.monst[targ - 100],2 + x);
break;
case 11: // holy scourge
run_a_missile(l,vict_loc,15,0,24,0,0,80);
if (targ < 6) {
r1 = get_ran(1,0,2);
slow_pc(targ,2 + r1);
r1 = get_ran(1,0,2);
curse_pc(targ,3 + r1);
}
else {
r1 = get_ran(1,0,2);
slow_monst(&univ.town.monst[targ - 100],r1);
r1 = get_ran(1,0,2);
curse_monst(&univ.town.monst[targ - 100],r1);
}
break;
case 12: // smite
run_a_missile(l,vict_loc,6,0,24,0,0,80);
r1 = get_ran(4,1,6) + 2;
start_missile_anim();
damage_target(targ,r1,DAMAGE_COLD);
break;
case 14: // sticks to snakes
play_sound(24);
r1 = get_ran(1,1,4) + 2;
for (i = 0; i < r1; i++) {
play_sound(-61);
r2 = get_ran(1,0,7);
x = get_ran(3,1,4);
summon_monster((r2 == 1) ? 100 : 99,caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude);
}
break;
case 15: // martyr's shield
play_sound(24);
caster->status[10] = min(10,caster->status[10] + 5);
break;
case 19: // summon host
play_sound(24);
x = get_ran(3,1,4) + 1;
play_sound(-61);
summon_monster(126,caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude);
for (i = 0; i < 4; i++) {
play_sound(-61);
if (summon_monster(125,caster->cur_loc,
((caster->attitude % 2 != 1) ? 0 : 100) + x,caster->attitude) == false)
i = 4;
}
break;
case 13: case 23: // holy scourge,curse all,pestilence
play_sound(24);
r1 = get_ran(2,0,2);
r2 = get_ran(1,0,2);
if (caster->attitude % 2 == 1)
for (i = 0; i < 6; i++)
if (pc_near(i,caster->cur_loc,8)) {
if (spell == 13)
curse_pc(i,2 + r1);
if (spell == 23)
disease_pc(i,2 + r2);
}
for (i = 0; i < univ.town->max_monst(); i++) {
if ((univ.town.monst[i].active != 0) &&
(((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude % 2 != 1)) ||
((univ.town.monst[i].attitude % 2 != 1) && (caster->attitude % 2 == 1)) ||
((univ.town.monst[i].attitude % 2 == 1) && (caster->attitude != univ.town.monst[i].attitude)))
&& (dist(caster->cur_loc,univ.town.monst[i].cur_loc) <= 7)) {
if (spell == 13)
curse_monst(&univ.town.monst[i],2 + r1);
if (spell == 23)
disease_monst(&univ.town.monst[i],2 + r2);
}
}
break;
case 2: case 10: case 17: case 20: // heals
play_sound(24);
switch(spell) {
case 2: r1 = get_ran(2,1,4) + 2; break;
case 10: r1 = get_ran(3,1,6); break;
case 17: r1 = get_ran(5,1,6) + 3; break;
case 20: r1 = 50; break;
}
caster->health = min(caster->health + r1, caster->m_health);
break;
case 16: case 24:// bless all,revive all
play_sound(24);
r1 = get_ran(2,1,4); r2 = get_ran(3,1,6);
for (i = 0; i < univ.town->max_monst(); i++)
if ((monst_near(i,caster->cur_loc,8,0)) &&
(caster->attitude == univ.town.monst[i].attitude)) {
affected = &univ.town.monst[i];
if (spell == 16)
affected->status[1] = min(8,affected->status[1] + r1);
if (spell == 24)
affected->health += r1;
}
play_sound(4);
break;
case 18: // Flamestrike
run_a_missile(l,target,2,0,11,0,0,80);
r1 = 2 + caster->level / 2 + 2;
start_missile_anim();
place_spell_pattern(square,target,50 + r1,true,7);
ashes_loc = target;
break;
case 21: // holy ravaging
run_a_missile(l,vict_loc,14,0,53,0,0,80);
r1 = get_ran(4,1,8);
r2 = get_ran(1,0,2);
damage_target(targ,r1,DAMAGE_MAGIC);
if (targ < 6) {
slow_pc(targ,6);
poison_pc(targ,5 + r2);
}
else {
slow_monst(&univ.town.monst[targ - 100],6);
poison_monst(&univ.town.monst[targ - 100],5 + r2);
}
break;
case 25: // avatar
play_sound(24);
monst_spell_note(caster->number,26);
caster->health = caster->m_health;
caster->status[1] = 8;
caster->status[2] = 0;
caster->status[3] = 8;
caster->status[6] = 0;
caster->status[7] = 0;
caster->status[9] = 0;
caster->status[10] = 8;
break;
case 26: // divine thud
run_a_missile(l,target,9,0,11,0,0,80);
r1 = (caster->level * 3) / 4 + 5;
if (r1 > 29) r1 = 29;
start_missile_anim();
place_spell_pattern(rad2,target,130 + r1,true,7 );
ashes_loc = target;
break;
}
}
else caster->mp++;
if (ashes_loc.x > 0)
make_sfx(ashes_loc.x,ashes_loc.y,6);
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
return acted;
}
void damage_target(short target,short dam,eDamageType type)
{
if (target == 6) return;
if (target < 6)
damage_pc(target,dam,type,MONSTER_TYPE_UNKNOWN,0);
else damage_monst(target - 100, 7, dam, 0, type,0);
}
// target = find_fireball_loc(caster->m_loc,1,(caster->attitude == 1) ? 0 : 1,&target_levels);
location find_fireball_loc(location where,short radius,short mode,short *m)
//short mode; // 0 - hostile casting 1 - friendly casting
{
location check_loc,cast_loc(120,0);
short cur_lev,level_max = 10;
for (check_loc.x = 1; check_loc.x < univ.town->max_dim() - 1; check_loc.x ++)
for (check_loc.y = 1; check_loc.y < univ.town->max_dim() - 1; check_loc.y ++)
if ((dist(where,check_loc) <= 8) && (can_see(where,check_loc,2) < 5) && (get_obscurity(check_loc.x,check_loc.y) < 5)) {
{
cur_lev = count_levels(check_loc,radius);
if (mode == 1)
cur_lev = cur_lev * -1;
if ( ((cur_lev > level_max) || ((cur_lev == level_max) && (get_ran(1,0,1) == 0)))
&& (dist(where,check_loc) > radius)) {
level_max = cur_lev;
cast_loc = check_loc;
}
}
}
*m = level_max;
return cast_loc;
}
location closest_pc_loc(location where)
{
short i;
location pc_where(120,120);
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if ((dist(where,pc_pos[i])) < (dist(where,pc_where)))
pc_where = pc_pos[i];
return pc_where;
}
short count_levels(location where,short radius)
{
short i,store = 0;
for (i = 0; i < univ.town->max_monst(); i++)
if (monst_near(i,where,radius,0) == true) {
if (univ.town.monst[i].attitude % 2 == 1)
store = store - univ.town.monst[i].level;
else store = store + univ.town.monst[i].level;
}
if (is_combat()) {
for (i = 0; i < 6; i++)
if (pc_near(i,where,radius) == true)
store = store + 10;
}
if (is_town())
if ((vdist(where,univ.town.p_loc) <= radius) && (can_see(where,univ.town.p_loc,2) < 5))
store += 20;
return store;
}
bool pc_near(short pc_num,location where,short radius)
{
// Assuming not looking
if (overall_mode >= MODE_COMBAT) {
if ((univ.party[pc_num].main_status == 1) && (vdist(pc_pos[pc_num],where) <= radius))
return true;
else return false;
}
if ((univ.party[pc_num].main_status == 1) && (vdist(univ.town.p_loc,where) <= radius))
return true;
else return false;
}
/*short pc_there(where)
location where;
{
short i;
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (pc_pos[i].x == where.x) && (pc_pos[i].y == where.y))
return i;
return 6;
} */
bool monst_near(short m_num,location where,short radius,short active)
//short active; // 0 - any monst 1 - monster need be active
{
if ((univ.town.monst[m_num].active != 0) && (vdist(univ.town.monst[m_num].cur_loc,where) <= radius)
&& ((active == 0) || (univ.town.monst[m_num].active == 2)) )
return true;
else return false;
}
void fireball_space(location loc,short dam)
{
place_spell_pattern(square,loc,50 + dam,false,7);
}
void place_spell_pattern(effect_pat_type pat,location center,short type,bool prep_for_anim,short who_hit)
//type; // 0 - take codes in pattern, OW make all nonzero this type
// Types 0 - Null 1 - web 2 - fire barrier 3 - force barrier 4 - force wall 5 - fire wall
// 6 - anti-magic field 7 - stink cloud 8 - ice wall 9 - blade wall 10 - quickfire
// 11 - dispel 12 - sleep field
// 50 + i - 80 : id6 fire damage 90 + i - 120 : id6 cold damage 130 + i - 160 : id6 magic dam.
// if prep for anim is true, supporess look checks and go fast
{
short i,j,r1,k = 0;
unsigned char effect;
location spot_hit;
location s_loc;
rectangle active;
cCreature *which_m;
bool monster_hit = false;
if (type > 0)
modify_pattern(&pat,type);
active = univ.town->in_town_rect;
// eliminate barriers that can't be seen
for (i = minmax(active.left + 1,active.right - 1,center.x - 4);
i <= minmax(active.left + 1,active.right - 1,center.x + 4); i++)
for (j = minmax(active.top + 1,active.bottom - 1,center.y - 4);
j <= minmax(active.top + 1,active.bottom - 1,center.y + 4); j++) {
s_loc.x = i; s_loc.y = j;
if (can_see(center,s_loc,0) == 5)
pat.pattern[i - center.x + 4][j - center.y + 4] = 0;
}
// First actually make barriers, then draw them, then inflict damaging effects.
for (i = minmax(0,univ.town->max_dim() - 1,center.x - 4); i <= minmax(0,univ.town->max_dim() - 1,center.x + 4); i++)
for (j = minmax(0,univ.town->max_dim() - 1,center.y - 4); j <= minmax(0,univ.town->max_dim() - 1,center.y + 4); j++)
if (get_obscurity(i,j) < 5) {
effect = pat.pattern[i - center.x + 4][j - center.y + 4];
switch (effect) {
case 1: web_space(i,j); break;
case 2: univ.town.set_fire_barr(i,j,true); break;
case 3: univ.town.set_force_barr(i,j,true); break;
case 4:
make_force_wall(i,j); break;
case 5: make_fire_wall(i,j); break;
case 6: make_antimagic(i,j); break;
case 7: scloud_space(i,j); break;
case 8: make_ice_wall(i,j); break;
case 9: make_blade_wall(i,j); break;
case 10:
make_quickfire(i,j);
break;
case 11:
dispel_fields(i,j,0);
break;
case 12: sleep_cloud_space(i,j); break;
}
}
draw_terrain(0);
if (is_town()) // now make things move faster if in town
fast_bang = 2;
// Damage to pcs
for (k = 0; k < 6; k++)
for (i = minmax(0,univ.town->max_dim() - 1,center.x - 4); i <= minmax(0,univ.town->max_dim() - 1,center.x + 4); i++)
for (j = minmax(0,univ.town->max_dim() - 1,center.y - 4); j <= minmax(0,univ.town->max_dim() - 1,center.y + 4); j++) {
spot_hit.x = i;
spot_hit.y = j;
if ((get_obscurity(i,j) < 5) && (univ.party[k].main_status == 1)
&& (((is_combat()) && (pc_pos[k] == spot_hit)) ||
((is_town()) && (univ.town.p_loc == spot_hit)))) {
effect = pat.pattern[i - center.x + 4][j - center.y + 4];
switch (effect) {
case 4:
r1 = get_ran(2,1,6);
damage_pc(k,r1,DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0);
break;
case 5:
r1 = get_ran(1,1,6) + 1;
damage_pc(k,r1,DAMAGE_FIRE,MONSTER_TYPE_UNKNOWN,0);
break;
case 8:
r1 = get_ran(2,1,6);
damage_pc(k,r1,DAMAGE_COLD,MONSTER_TYPE_UNKNOWN,0);
break;
case 9:
r1 = get_ran(4,1,8);
damage_pc(k,r1,DAMAGE_WEAPON,MONSTER_TYPE_UNKNOWN,0);
break;
default:
if ((effect >= 50) && (effect < 80)) {
r1 = get_ran(effect - 50,1,6);
damage_pc(k,r1,DAMAGE_FIRE,MONSTER_TYPE_UNKNOWN,0);
}
if ((effect >= 90) && (effect < 120)) {
r1 = get_ran(effect - 90,1,6);
damage_pc(k,r1,DAMAGE_COLD,MONSTER_TYPE_UNKNOWN,0);
}
if ((effect >= 130) && (effect < 160)) {
r1 = get_ran(effect - 130,1,6);
damage_pc(k,r1,DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0);
}
break;
}
}
}
fast_bang = 0;
// Damage to monsters
for (k = 0; k < univ.town->max_monst(); k++)
if ((univ.town.monst[k].active > 0) && (dist(center,univ.town.monst[k].cur_loc) <= 5)) {
monster_hit = false;
// First actually make barriers, then draw them, then inflict damaging effects.
for (i = minmax(0,univ.town->max_dim() - 1,center.x - 4); i <= minmax(0,univ.town->max_dim() - 1,center.x + 4); i++)
for (j = minmax(0,univ.town->max_dim() - 1,center.y - 4); j <= minmax(0,univ.town->max_dim() - 1,center.y + 4); j++) {
spot_hit.x = i;
spot_hit.y = j;
if ((monster_hit == false) && (get_obscurity(i,j) < 5) && (monst_on_space(spot_hit,k) > 0)) {
if (pat.pattern[i - center.x + 4][j - center.y + 4] > 0)
monster_hit = true;
effect = pat.pattern[i - center.x + 4][j - center.y + 4];
switch (effect) {
case 1:
which_m = &univ.town.monst[k];
web_monst(which_m,3);
break;
case 4:
r1 = get_ran(3,1,6);
damage_monst(k, who_hit, r1,0, DAMAGE_MAGIC,0);
break;
case 5:
r1 = get_ran(2,1,6);
which_m = &univ.town.monst[k];
if (which_m->spec_skill == 22)
break;
damage_monst(k, who_hit, r1,0, DAMAGE_FIRE,0);
break;
case 7:
which_m = &univ.town.monst[k];
curse_monst(which_m,get_ran(1,1,2));
break;
case 8:
which_m = &univ.town.monst[k];
r1 = get_ran(3,1,6);
if (which_m->spec_skill == 23)
break;
damage_monst(k, who_hit, r1,0, DAMAGE_COLD,0);
break;
case 9:
r1 = get_ran(6,1,8);
damage_monst(k, who_hit, r1,0, DAMAGE_WEAPON,0);
break;
case 12:
which_m = &univ.town.monst[k];
charm_monst(which_m,0,11,3);
break;
default:
if ((effect >= 50) && (effect < 80)) {
r1 = get_ran(effect - 50,1,6);
damage_monst(k,who_hit, r1,0,DAMAGE_FIRE,0);
}
if ((effect >= 90) && (effect < 120)) {
r1 = get_ran(effect - 90,1,6);
damage_monst(k,who_hit, r1,0, DAMAGE_COLD,0);
}
if ((effect >= 130) && (effect < 160)) {
r1 = get_ran(effect - 130,1,6);
damage_monst(k,who_hit, r1,0, DAMAGE_MAGIC ,0);
}
}
}
}
}
}
void handle_item_spell(location loc,short num)
{
// switch (num) {
// case 82: // Pyhrrus
// place_spell_pattern(rad2,loc,9,false,6);
// break;
// }
}
void modify_pattern(effect_pat_type *pat,short type)
{
short i,j;
for (i = 0; i < 9; i++)
for (j = 0; j < 9; j++)
if (pat->pattern[i][j] > 0)
pat->pattern[i][j] = type;
}
void do_shockwave(location target)
{
short i;
start_missile_anim();
for (i = 0; i < 6; i++)
if ((dist(target,pc_pos[i]) > 0) && (dist(target,pc_pos[i]) < 11)
&& (univ.party[i].main_status == 1))
damage_pc(i, get_ran(2 + dist(target,pc_pos[i]) / 2, 1, 6), DAMAGE_UNBLOCKABLE,MONSTER_TYPE_UNKNOWN,0);
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active != 0) && (dist(target,univ.town.monst[i].cur_loc) > 0)
&& (dist(target,univ.town.monst[i].cur_loc) < 11)
&& (can_see(target,univ.town.monst[i].cur_loc,0) < 5))
damage_monst(i, current_pc, get_ran(2 + dist(target,univ.town.monst[i].cur_loc) / 2 , 1, 6), 0, DAMAGE_UNBLOCKABLE,0);
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
}
void radius_damage(location target,short radius, short dam, eDamageType type)////
{
short i;
if (is_town()) {
for (i = 0; i < 6; i++)
if ((dist(target,univ.town.p_loc) > 0) && (dist(target,univ.town.p_loc) <= radius)
&& (univ.party[i].main_status == 1))
damage_pc(i, dam, type,MONSTER_TYPE_UNKNOWN,0);
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active != 0) && (dist(target,univ.town.monst[i].cur_loc) > 0)
&& (dist(target,univ.town.monst[i].cur_loc) <= radius)
&& (can_see(target,univ.town.monst[i].cur_loc,0) < 5))
damage_monst(i, current_pc, dam, 0, type,0);
return;
}
start_missile_anim();
for (i = 0; i < 6; i++)
if ((dist(target,pc_pos[i]) > 0) && (dist(target,pc_pos[i]) <= radius)
&& (univ.party[i].main_status == 1))
damage_pc(i, dam, type,MONSTER_TYPE_UNKNOWN,0);
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active != 0) && (dist(target,univ.town.monst[i].cur_loc) > 0)
&& (dist(target,univ.town.monst[i].cur_loc) <= radius)
&& (can_see(target,univ.town.monst[i].cur_loc,0) < 5))
damage_monst(i, current_pc, dam, 0, type,0);
do_explosion_anim(5,0);
end_missile_anim();
handle_marked_damage();
}
// Slightly kludgy way to only damage PCs in space)
void hit_pcs_in_space(location target,short dam,eDamageType type,short report,short hit_all)
{
//short store_active[T_M],i;
//for (i = 0; i < T_M; i++) {
// store_active[i] = univ.town.monst[i].active;
// univ.town.monst[i].active = 0;
// }
hit_space(target, dam,type, report, 10 + hit_all);
//for (i = 0; i < T_M; i++)
// univ.town.monst[i].active = store_active[i];
}
void hit_space(location target,short dam,eDamageType type,short report,short hit_all)
//type; // 0 - weapon 1 - fire 2 - poison 3 - general magic 4 - unblockable 5 - cold
// 6 - demon 7 - undead
//short report; // 0 - no 1 - print result
//hit_all; // 0 - nail top thing 1 - hit all in space + 10 ... no monsters
{
short i;
bool stop_hitting = false,hit_monsters = true;
// sprintf ((char *) create_line, " %d %d. ",target.x,target.y);
// add_string_to_buf((char *) create_line);
if ((target.x < 0) || (target.x > 63) || (target.y < 0) || (target.y > 63))
return;
if (hit_all >= 10) {
hit_monsters = false;
hit_all -= 10;
}
if ((univ.town.is_antimagic(target.x,target.y)) && ((type == 1) || (type == 3) || (type == 5))) {
return;
}
if (dam <= 0) {
add_string_to_buf(" No damage.");
return;
}
for (i = 0; i < univ.town->max_monst(); i++)
if ((hit_monsters == true) && (univ.town.monst[i].active != 0) && (stop_hitting == false))
if (monst_on_space(target,i)) {
if (processing_fields == true)
damage_monst(i, 6, dam, 0, type,0);
else damage_monst(i, (monsters_going == true) ? 7 : current_pc, dam, 0, type,0);
stop_hitting = (hit_all == 1) ? false : true;
}
if (overall_mode >= MODE_COMBAT)
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (stop_hitting == false))
if (pc_pos[i] == target) {
damage_pc(i,dam,type,MONSTER_TYPE_UNKNOWN,0);
stop_hitting = (hit_all == 1) ? false : true;
}
if (overall_mode < MODE_COMBAT)
if (target == univ.town.p_loc) {
fast_bang = 1;
hit_party(dam,type);
fast_bang = 0;
stop_hitting = (hit_all == 1) ? false : true;
}
if ((report == 1) && (hit_all == 0) && (stop_hitting == false))
add_string_to_buf(" Missed.");
}
void do_poison()
{
short i,r1 = 0;
bool some_poison = false;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (univ.party[i].status[2] > 0)
some_poison = true;
if (some_poison == true) {
add_string_to_buf("Poison: ");
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (univ.party[i].status[2] > 0) {
r1 = get_ran(univ.party[i].status[2],1,6);
damage_pc(i,r1,DAMAGE_POISON,MONSTER_TYPE_UNKNOWN,0);
if (get_ran(1,0,8) < 6)
univ.party[i].status[2] = move_to_zero(univ.party[i].status[2]);
if (get_ran(1,0,8) < 6)
if (univ.party[i].traits[6] == true)
univ.party[i].status[2] = move_to_zero(univ.party[i].status[2]);
}
put_pc_screen();
//if (overall_mode < 10)
// boom_space(univ.univ.party.p_loc,overall_mode,2,r1);
}
}
void handle_disease()
{
short i,r1 = 0;
bool disease = false;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (univ.party[i].status[7] > 0)
disease = true;
if (disease == true) {
add_string_to_buf("Disease: ");
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (univ.party[i].status[7] > 0) {
r1 = get_ran(1,1,10);
switch (r1) {
case 1: case 2:
poison_pc(i,2);
break;
case 3: case 4:
slow_pc(i,2);
break;
case 5:
drain_pc(i,5);
break;
case 6: case 7:
curse_pc(i,3);
break;
case 8:
dumbfound_pc(i,3);
break;
case 9: case 10:
sprintf ((char *) create_line, " %s unaffected. ",
(char *) univ.party[i].name.c_str());
add_string_to_buf((char *) create_line);
break;
}
r1 = get_ran(1,0,7);
if (univ.party[i].traits[6] == true)
r1 -= 2;
if ((get_ran(1,0,7) <= 0) || (pc_has_abil_equip(i,67) < 24))
univ.party[i].status[7] = move_to_zero(univ.party[i].status[7]);
}
put_pc_screen();
}
}
void handle_acid()
{
short i,r1 = 0;
bool some_acid = false;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (univ.party[i].status[13] > 0)
some_acid = true;
if (some_acid == true) {
add_string_to_buf("Acid: ");
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (univ.party[i].status[13] > 0) {
r1 = get_ran(univ.party[i].status[13],1,6);
damage_pc(i,r1,DAMAGE_MAGIC,MONSTER_TYPE_UNKNOWN,0);
univ.party[i].status[13] = move_to_zero(univ.party[i].status[13]);
}
if (overall_mode < MODE_COMBAT)
boom_space(univ.party.p_loc,overall_mode,3,r1,8);
}
}
bool no_pcs_left()
{
short i = 0;
while (i < 6) {
if (univ.party[i].main_status == 1)
return false;
i++;
}
return true;
}
bool hit_end_c_button()
{
bool end_ok = true;
if (which_combat_type == 0) {
end_ok = out_monst_all_dead();
}
// if (univ.party[0].extra[7] > 0)
// end_ok = true;
if (end_ok == true)
end_combat();
return end_ok;
}
bool out_monst_all_dead()
{
short i;
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 == 1)) {
//print_nums(5555,i,univ.town.monst[i].number);
//print_nums(5555,univ.town.monst[i].m_loc.x,univ.town.monst[i].m_loc.y);
return false;
}
return true;
}
void end_combat()
{
short i;
for (i = 0; i < 6; i++) {
if (univ.party[i].main_status == MAIN_STATUS_FLED)
univ.party[i].main_status = MAIN_STATUS_ALIVE;
univ.party[i].status[0] = 0;
univ.party[i].status[1] = 0;
univ.party[i].status[3] = 0;
}
if (which_combat_type == 0) {
overall_mode = MODE_OUTDOORS;
}
combat_active_pc = 6;
current_pc = store_current_pc;
if (univ.party[current_pc].main_status != 1)
current_pc = first_active_pc();
put_item_screen(stat_window,0);
draw_buttons(0);
}
bool combat_cast_mage_spell()
{
short spell_num,target,i,store_sp,bonus = 1,r1,store_sound = 0,store_m_type = 0,num_opp = 0;
char c_line[60];
cCreature *which_m;
cMonster get_monst;
if (univ.town.is_antimagic(pc_pos[current_pc].x,pc_pos[current_pc].y)) {
add_string_to_buf(" Not in antimagic field.");
return false;
}
store_sp = univ.party[current_pc].cur_sp;
if (univ.party[current_pc].cur_sp == 0)
add_string_to_buf("Cast: No spell points. ");
else if (univ.party[current_pc].skills[9] == 0)
add_string_to_buf("Cast: No mage skill. ");
else if (get_encumberance(current_pc) > 1) {
add_string_to_buf("Cast: Too encumbered. ");
take_ap(6);
give_help(40,0,0);
return true;
}
else {
if (spell_forced == false)
spell_num = pick_spell(current_pc,0,2);
else {
if (repeat_cast_ok(0) == false)
return false;
spell_num = pc_last_cast[0][current_pc];
}
if (spell_num == 35) {
store_sum_monst = pick_trapped_monst();
if (store_sum_monst == 0)
return false;
get_monst = scenario.scen_monsters[store_sum_monst];
if (store_sp < get_monst.level) {
add_string_to_buf("Cast: Not enough spell points. ");
return false;
}
store_sum_monst_cost = get_monst.level;
}
bonus = stat_adj(current_pc,2);
combat_posing_monster = current_working_monster = current_pc;
if (spell_num >= 70)
return false;
if (spell_num < 70) {
print_spell_cast(spell_num,0);
if (refer_mage[spell_num] == 0) {
take_ap(6);
draw_terrain(2);
do_mage_spell(current_pc,spell_num);
combat_posing_monster = current_working_monster = -1;
}
else if (refer_mage[spell_num] == 2) {
start_spell_targeting(spell_num);
}
else if (refer_mage[spell_num] == 3) {
start_fancy_spell_targeting(spell_num);
}
else {
start_missile_anim();
take_ap(6);
draw_terrain(2);
switch (spell_num) {
case 54:
univ.party[current_pc].cur_sp -= s_cost[0][spell_num];
add_string_to_buf(" The ground shakes. ");
do_shockwave(pc_pos[current_pc]);
break;
case 2: case 21: case 3: case 14: case 29:
// target = select_pc(11,0);
target = store_spell_target;
if (target < 6) {
univ.party[current_pc].cur_sp -= s_cost[0][spell_num];
play_sound(4);
switch (spell_num) {
case 14:
sprintf ((char *) c_line, " %s receives venom. ",
(char *) univ.party[target].name.c_str());
poison_weapon(target,3 + bonus,1);
store_m_type = 11;
break;
case 3:
sprintf ((char *) c_line, " %s stronger. ",
(char *) univ.party[target].name.c_str());
univ.party[target].status[1] = univ.party[target].status[1] + 3;
store_m_type = 8;
break;
case 29:
sprintf ((char *) c_line, " %s resistant. ",
(char *) univ.party[target].name.c_str());
univ.party[target].status[5] = univ.party[target].status[5] + 5 + bonus;
store_m_type = 15;
break;
default:
i = (spell_num == 2) ? 2 : max(2,univ.party[current_pc].level / 2 + bonus);
univ.party[target].status[3] = min(8,
univ.party[target].status[3] + i);
sprintf ((char *) c_line, " %s hasted. ",
(char *) univ.party[target].name.c_str());
store_m_type = 8;
break;
}
add_string_to_buf((char *) c_line);
add_missile(pc_pos[target],store_m_type,0,0,0);
}
break;
case 39: case 55:
store_sound = 25;
univ.party[current_pc].cur_sp -= s_cost[0][spell_num];
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
univ.party[i].status[3] = min(8,
univ.party[i].status[3] + ((spell_num == 39) ? 1 + univ.party[current_pc].level / 8 + bonus : 3 + bonus));
if (spell_num == 55) {
poison_weapon(i,2,1);
univ.party[i].status[1] += 4;
add_missile(pc_pos[i],14,0,0,0);
}
else add_missile(pc_pos[i],8,0,0,0);
}
//play_sound(4);
if (spell_num == 39)
sprintf ((char *) c_line, " Party hasted. ");
else
sprintf ((char *) c_line, " Party blessed! ");
add_string_to_buf((char *) c_line);
break;
case 32: case 47: case 56: // affect monsters in area spells
univ.party[current_pc].cur_sp -= s_cost[0][spell_num];
store_sound = 25;
if (spell_num == 47)
store_sound = 54;
switch (spell_num) {
case 32: sprintf ((char *) c_line, " Enemy slowed: "); break;
case 49: sprintf ((char *) c_line, " Enemy ravaged: ");break;
case 47: sprintf ((char *) c_line, " Enemy scared: ");break;
case 56: sprintf ((char *) c_line, " Enemy paralyzed: ");break;
}
add_string_to_buf((char *) c_line);
for (i = 0; i < univ.town->max_monst(); i++) {
if ((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 == 1)
&& (dist(pc_pos[current_pc],univ.town.monst[i].cur_loc) <= mage_range[spell_num])
&& (can_see(pc_pos[current_pc],univ.town.monst[i].cur_loc,0) < 5)) {
which_m = &univ.town.monst[i];
switch (spell_num) {
case 47:
r1 = get_ran(univ.party[current_pc].level / 3,1,8);
scare_monst(which_m,r1);
store_m_type = 10;
break;
case 32: case 49:
slow_monst(which_m,5 + bonus);
if (spell_num == 49)
curse_monst(which_m,3 + bonus);
store_m_type = 8;
break;
case 56:
charm_monst(which_m,15,12,1000);
store_m_type = 15;
break;
}
num_opp++;
add_missile(univ.town.monst[i].cur_loc,store_m_type,0,
14 * (which_m->x_width - 1),18 * (which_m->y_width - 1));
}
}
break;
}
}
if (num_opp < 10)
do_missile_anim((num_opp < 5) ? 50 : 25,pc_pos[current_pc],store_sound);
else play_sound(store_sound);
end_missile_anim();
put_pc_screen();
}
}
combat_posing_monster = current_working_monster = -1;
// Did anything actually get cast?
if (store_sp == univ.party[current_pc].cur_sp)
return false;
else return true;
}
bool combat_cast_priest_spell()
{
short spell_num,target,i,store_sp,bonus,store_sound = 0,store_m_type = 0,num_opp = 0;
char c_line[60];
cCreature *which_m;
effect_pat_type protect_pat = {{{0,4,4,4,4,4,4,4,0},
{4,8,8,8,8,8,8,8,4},
{4,8,9,9,9,9,9,8,4},
{4,8,9,6,6,6,9,8,4},
{4,8,9,6,6,6,9,8,4},
{4,8,9,6,6,6,9,8,4},
{4,8,9,9,9,9,9,8,4},
{4,8,8,8,8,8,8,8,4},
{0,4,4,4,4,4,4,4,0}}};
if (univ.town.is_antimagic(pc_pos[current_pc].x,pc_pos[current_pc].y)) {
add_string_to_buf(" Not in antimagic field.");
return false;
}
if (spell_forced == false)
spell_num = pick_spell(current_pc,1,2);
else {
if (repeat_cast_ok(1) == false)
return false;
spell_num = pc_last_cast[1][current_pc];
}
store_sp = univ.party[current_pc].cur_sp;
if (spell_num >= 70)
return false;
bonus = stat_adj(current_pc,2);
combat_posing_monster = current_working_monster = current_pc;
if (univ.party[current_pc].cur_sp == 0)
add_string_to_buf("Cast: No spell points. ");
else if (spell_num < 70) {
print_spell_cast(spell_num,1);
if (refer_priest[spell_num] == 0) {
take_ap(5);
draw_terrain(2);
do_priest_spell(current_pc,spell_num);
}
else if (refer_priest[spell_num] == 2) {
start_spell_targeting(100 + spell_num);
}
else if (refer_priest[spell_num] == 3) {
start_fancy_spell_targeting(100 + spell_num);
}
else {
start_missile_anim();
take_ap(5);
draw_terrain(2);
switch (spell_num) {
case 0: case 10:
// target = select_pc(11,0);
target = store_spell_target;
if (target < 6) {
store_sound = 4;
univ.party[current_pc].cur_sp -= s_cost[1][spell_num];
univ.party[target].status[1] += (spell_num == 0) ? 2 :
max(2,(univ.party[current_pc].level * 3) / 4 + 1 + bonus);
sprintf ((char *) c_line, " %s blessed. ",
(char *) univ.party[target].name.c_str());
add_string_to_buf((char *) c_line);
add_missile(pc_pos[target],8,0,0,0);
}
break;
case 38:
univ.party[current_pc].cur_sp -= s_cost[1][spell_num];
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
univ.party[i].status[1] += univ.party[current_pc].level / 3;
add_missile(pc_pos[i],8,0,0,0);
}
sprintf ((char *) c_line, " Party blessed. ");
add_string_to_buf((char *) c_line);
store_sound = 4;
break;
case 58:
univ.party[current_pc].cur_sp -= s_cost[1][spell_num];
sprintf ((char *) c_line, " %s is an avatar! ",
(char *) univ.party[current_pc].name.c_str());
add_string_to_buf((char *) c_line);
heal_pc(current_pc,200);
cure_pc(current_pc,8);
univ.party[current_pc].status[1] = 8;
univ.party[current_pc].status[3] = 8;
univ.party[current_pc].status[4] = 3;
univ.party[current_pc].status[5] = 8;
univ.party[current_pc].status[6] = 0;
univ.party[current_pc].status[7] = 0;
univ.party[current_pc].status[9] = 0;
univ.party[current_pc].status[10] = 8;
break;
case 31: case 51: case 53:
univ.party[current_pc].cur_sp -= s_cost[1][spell_num];
store_sound = 24;
for (i = 0; i < univ.town->max_monst(); i++) {
if ((univ.town.monst[i].active != 0) &&(univ.town.monst[i].attitude % 2 == 1) &&
(dist(pc_pos[current_pc],univ.town.monst[i].cur_loc) <= priest_range[spell_num])) {
which_m = &univ.town.monst[i];
switch (spell_num) {
case 31:
curse_monst(which_m,3 + bonus);
store_m_type = 8;
break;
case 51:
charm_monst(which_m,28 - bonus,0,0);
store_m_type = 14;
break;
case 53:
disease_monst(which_m,3 + bonus);
store_m_type = 0;
break;
}
num_opp++;
add_missile(univ.town.monst[i].cur_loc,store_m_type,0,
14 * (which_m->x_width - 1),18 * (which_m->y_width - 1));
}
}
break;
case 52:
univ.party[current_pc].cur_sp -= s_cost[1][spell_num];
play_sound(24);
add_string_to_buf(" Protective field created.");
place_spell_pattern(protect_pat,pc_pos[current_pc],0,false,6);
break;
}
}
if (num_opp < 10)
do_missile_anim((num_opp < 5) ? 50 : 25,pc_pos[current_pc],store_sound);
else play_sound(store_sound);
end_missile_anim();
put_pc_screen();
}
combat_posing_monster = current_working_monster = -1;
// Did anything actually get cast?
if (store_sp == univ.party[current_pc].cur_sp)
return false;
else return true;
}
void start_spell_targeting(short num)
{
// First, remember what spell was cast.
spell_being_cast = num;
// Then, is num >= 1000, it's a freebie, so remove the 1000
if (num >= 1000)
num -= 1000;
sprintf ((char *) create_line, " Target spell. ");
add_string_to_buf((char *) create_line);
if (num < 100)
add_string_to_buf(" (Hit 'm' to cancel.)");
else add_string_to_buf(" (Hit 'p' to cancel.)");
overall_mode = MODE_SPELL_TARGET;
current_spell_range = (num >= 100) ? priest_range[num - 100] : mage_range[num];
current_pat = single;
switch (num) { // Different spells have different messages and diff. target shapes
case 19:
current_pat = small_square;
break;
case 18: case 22: case 141: case 126: case 15: case 119:
current_pat = square;
break;
case 17: case 40: case 44: case 28: case 51: case 157: case 145: case 64: case 67:
current_pat = rad2;
break;
case 153: case 65: case 66:
current_pat = rad3;
break;
case 25: case 37: case 159:
add_string_to_buf(" (Hit space to rotate.)");
force_wall_position = 0;
current_pat = field[0];
break;
}
}
void start_fancy_spell_targeting(short num)
{
short i;
location null_loc(120,0);
// First, remember what spell was cast.
spell_being_cast = num;
// Then, is num >= 1000, it's a freebie, so remove the 1000
if (num >= 1000)
num -= 1000;
for (i = 0; i < 8; i++)
spell_targets[i] = null_loc;
sprintf ((char *) create_line, " Target spell. ");
if (num < 100)
add_string_to_buf(" (Hit 'm' to cancel.)");
else add_string_to_buf(" (Hit 'p' to cancel.)");
add_string_to_buf(" (Hit space to cast.)");
add_string_to_buf((char *) create_line);
overall_mode = MODE_FANCY_TARGET;
current_pat = single;
current_spell_range = (num >= 100) ? priest_range[num - 100] : mage_range[num];
switch (num) { // Assign special targeting shapes and number of targets
case 129: // smite
num_targets_left = minmax(1,8,univ.party[current_pc].level / 4 + stat_adj(current_pc,2) / 2);
break;
case 134: // sticks to snakes
num_targets_left = univ.party[current_pc].level / 5 + stat_adj(current_pc,2) / 2;
break;
case 143: // summon host
num_targets_left = 5;
break;
case 27: // flame arrows
num_targets_left = univ.party[current_pc].level / 4 + stat_adj(current_pc,2) / 2;
break;
case 36: // venom arrows
num_targets_left = univ.party[current_pc].level / 5 + stat_adj(current_pc,2) / 2;
break;
case 61: case 49: // paralysis, death arrows
num_targets_left = univ.party[current_pc].level / 8 + stat_adj(current_pc,2) / 3;
break;
case 45: // spray fields
num_targets_left = univ.party[current_pc].level / 5 + stat_adj(current_pc,2) / 2;
current_pat = t;
break;
case 26: // summon 1
num_targets_left = minmax(1,7,univ.party[current_pc].level / 4 + stat_adj(current_pc,2) / 2);
break;
case 43: // summon 2
num_targets_left = minmax(1,6,univ.party[current_pc].level / 6 + stat_adj(current_pc,2) / 2);
break;
case 58: // summon 3
num_targets_left = minmax(1,5,univ.party[current_pc].level / 8 + stat_adj(current_pc,2) / 2);
break;
}
num_targets_left = minmax(1,8,num_targets_left);
}
void spell_cast_hit_return()
{
if (force_wall_position < 10) {
force_wall_position = (force_wall_position + 1) % 8;
current_pat = field[force_wall_position];
}
}
void process_fields()
{
short i,j,k,r1;
location loc;
char qf[64][64];
rectangle r;
if (is_out())
return;
if (quickfire) { ////
r = univ.town->in_town_rect;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
qf[i][j] = (univ.town.is_quickfire(i,j)) ? 2 : 0;
for (k = 0; k < ((is_combat()) ? 4 : 1); k++) {
for (i = r.left + 1; i < r.right ; i++)
for (j = r.top + 1; j < r.bottom ; j++)
if (univ.town.is_quickfire(i,j) > 0) {
r1 = get_ran(1,1,8);
if (r1 != 1) {
qf[i - 1][j] = 1;
qf[i + 1][j] = 1;
qf[i][j + 1] = 1;
qf[i][j - 1] = 1;
}
}
for (i = r.left + 1; i < r.right ; i++)
for (j = r.top + 1; j < r.bottom ; j++)
if (qf[i][j] > 0) {
make_quickfire(i,j);
}
}
}
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].active > 0)
monst_inflict_fields(i);
// First fry PCs, then call to handle damage to monsters
processing_fields = true; // this, in hit_space, makes damage considered to come from whole party
if (force_wall) {
force_wall = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_force_wall(i,j)) {
r1 = get_ran(3,1,6);
loc.x = i; loc.y = j;
hit_pcs_in_space(loc,r1,DAMAGE_MAGIC,1,1);
r1 = get_ran(1,1,6);
if (r1 == 2)
univ.town.set_force_wall(i,j,false);
else {
force_wall = true;
}
}
}
if (fire_wall) {
fire_wall = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_fire_wall(i,j)) {
loc.x = i; loc.y = j;
r1 = get_ran(2,1,6) + 1;
hit_pcs_in_space(loc,r1,DAMAGE_FIRE,1,1);
r1 = get_ran(1,1,4);
if (r1 == 2)
univ.town.set_fire_wall(i,j,false);
else {
fire_wall = true;
}
}
}
if (antimagic) {
antimagic = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_antimagic(i,j)) {
r1 = get_ran(1,1,8);
if (r1 == 2)
univ.town.set_antimagic(i,j,false);
else antimagic = true;
}
}
if (scloud) {
scloud = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_scloud(i,j)) {
r1 = get_ran(1,1,4);
if (r1 == 2)
univ.town.set_scloud(i,j,false);
else {
scloud_space(i,j);
scloud = true;
}
}
}
if (sleep_field) {
sleep_field = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_sleep_cloud(i,j)) {
r1 = get_ran(1,1,4);
if (r1 == 2)
univ.town.set_sleep_cloud(i,j,false);
else {
sleep_cloud_space(i,j);
sleep_field = true;
}
}
}
if (ice_wall) {
ice_wall = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_ice_wall(i,j)) {
loc.x = i; loc.y = j;
r1 = get_ran(3,1,6);
hit_pcs_in_space(loc,r1,DAMAGE_COLD,1,1);
r1 = get_ran(1,1,6);
if (r1 == 1)
univ.town.set_ice_wall(i,j,false);
else {
ice_wall = true;
}
}
}
if (blade_wall) {
blade_wall = false;
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_blade_wall(i,j)) {
loc.x = i; loc.y = j;
r1 = get_ran(6,1,8);
hit_pcs_in_space(loc,r1,DAMAGE_WEAPON,1,1);
r1 = get_ran(1,1,5);
if (r1 == 1)
univ.town.set_blade_wall(i,j,false);
else {
blade_wall = true;
}
}
}
processing_fields = false;
monsters_going = true; // this changes who the damage is considered to come from
// in hit_space
if (quickfire) {
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (univ.town.is_quickfire(i,j)) {
loc.x = i; loc.y = j;
r1 = get_ran(2,1,8);
hit_pcs_in_space(loc,r1,DAMAGE_FIRE,1,1);
}
}
monsters_going = false;
}
void scloud_space(short m,short n)
{
location target;
//cPopulation::cCreature;
short i;
target.x = (char) m;
target.y = (char) n;
make_scloud(m,n);
if (overall_mode >= MODE_COMBAT)
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (pc_pos[i] == target) {
curse_pc(i,get_ran(1,1,2));
}
if (overall_mode < MODE_COMBAT)
if (target == univ.town.p_loc) {
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
curse_pc(i,get_ran(1,1,2));
}
}
void web_space(short m,short n)
{
location target;
short i;
target.x = (char) m;
target.y = (char) n;
make_web(m,n);
if (overall_mode >= MODE_COMBAT)
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (pc_pos[i] == target) {
web_pc(i,3);
}
if (overall_mode < MODE_COMBAT)
if (target == univ.town.p_loc) {
for (i = 0; i < 6; i++)
web_pc(i,3);
}
}
void sleep_cloud_space(short m,short n)
{
location target;
short i;
target.x = (char) m;
target.y = (char) n;
make_sleep_cloud(m,n);
if (overall_mode >= MODE_COMBAT)
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (pc_pos[i] == target) {
sleep_pc(i,3,STATUS_ASLEEP,0);
}
if (overall_mode < MODE_COMBAT)
if (target == univ.town.p_loc) {
for (i = 0; i < 6; i++)
sleep_pc(i,3,STATUS_ASLEEP,0);
}
}
void take_m_ap(short num,cCreature *monst)
{
monst->ap = max(0,monst->ap - num);
}
void add_new_action(short pc_num)
{
if (pc_num < 6)
univ.party[pc_num].ap++;
}
short get_monst_sound(cCreature *attacker,short which_att) {
short type,strength;
type = (which_att == 0) ? attacker->a1_type : attacker->a23_type;
strength = attacker->a[which_att];
switch (type) {
case 3:
return 11;
break;
case 4:
return 4;
break;
case 1:
return 9;
break;
case 2:
return 10;
break;
default:
if (attacker->m_type == 0) {
if (strength > 9)
return 3;
else return 2;
}
if ((attacker->m_type == 0) ||(attacker->m_type == 6) ||(attacker->m_type == 9) ){
return 2;
}
if (attacker->m_type == 4)
return 1;
if (attacker->m_type == 5)
return 4;
return 0;
break;
}
return 0;
}