Files
nethack/src/mcastu.c
Pasi Kallinen 3917f5493d More mcastu code reorg
Instead of using two separate functions with switch-cases for
wizard and clerical spell lists, define the spell lists
as arrays and use a single function to pick a spell
from the lists.

Adds levels to the monster spells, using the switch-case values,
with some minor fudging.
2026-04-01 13:17:09 +03:00

1015 lines
32 KiB
C

/* NetHack 3.7 mcastu.c $NHDT-Date: 1770949988 2026/02/12 18:33:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.111 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#define MCASTU_ENUM
enum mcast_spells {
#include "mcastu.h"
};
#undef MCASTU_ENUM
struct _mcast_data {
int level;
int flags;
};
#define MCASTU_INIT
static struct _mcast_data mcast_data[] = {
#include "mcastu.h"
};
#undef MCASTU_INIT
/* spell lists for specific monster casters */
/* the spells in the list should be in ascending level order */
static int mon_cleric_spells[] = {
MCAST_OPEN_WOUNDS, MCAST_CURE_SELF, MCAST_CONFUSE_YOU, MCAST_PARALYZE,
MCAST_BLIND_YOU, MCAST_INSECTS, MCAST_CURSE_ITEMS, MCAST_LIGHTNING,
MCAST_FIRE_PILLAR, MCAST_GEYSER
};
static int mon_wizard_spells[] = {
MCAST_PSI_BOLT, MCAST_CURE_SELF, MCAST_HASTE_SELF, MCAST_STUN_YOU,
MCAST_DISAPPEAR, MCAST_WEAKEN_YOU, MCAST_DESTRY_ARMR, MCAST_CURSE_ITEMS,
MCAST_AGGRAVATION, MCAST_SUMMON_MONS, MCAST_CLONE_WIZ, MCAST_DEATH_TOUCH
};
staticfn void cursetxt(struct monst *, boolean);
staticfn int choose_monster_spell(struct monst *, int);
staticfn int m_cure_self(struct monst *, int);
staticfn void mcast_death_touch(struct monst *);
staticfn void mcast_clone_wiz(struct monst *);
staticfn void mcast_summon_mons(struct monst *);
staticfn void mcast_destroy_armor(void);
staticfn void mcast_weaken_you(struct monst *, int);
staticfn void mcast_disappear(struct monst *);
staticfn void mcast_stun_you(int);
staticfn int mcast_geyser(int);
staticfn int mcast_fire_pillar(struct monst *, int);
staticfn int mcast_lightning(struct monst *, int);
staticfn int mcast_psi_bolt(int);
staticfn int mcast_open_wounds(int);
staticfn void mcast_insects(struct monst *);
staticfn void mcast_blind_you(void);
staticfn int mcast_paralyze(struct monst *);
staticfn void mcast_confuse_you(struct monst *);
staticfn void mcast_spell(struct monst *, int, int);
staticfn boolean is_undirected_spell(int);
staticfn boolean spell_would_be_useless(struct monst *, int);
/* feedback when frustrated monster couldn't cast a spell */
staticfn void
cursetxt(struct monst *mtmp, boolean undirected)
{
if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my)) {
const char *point_msg; /* spellcasting monsters are impolite */
if (undirected)
point_msg = "all around, then curses";
else if ((Invis && !perceives(mtmp->data)
&& (mtmp->mux != u.ux || mtmp->muy != u.uy))
|| is_obj_mappear(&gy.youmonst, STRANGE_OBJECT)
|| u.uundetected)
point_msg = "and curses in your general direction";
else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy))
point_msg = "and curses at your displaced image";
else
point_msg = "at you, then curses";
pline_mon(mtmp, "%s points %s.", Monnam(mtmp), point_msg);
} else if ((!(svm.moves % 4) || !rn2(4))) {
if (!Deaf)
Norep("You hear a mumbled curse."); /* Deaf-aware */
}
}
/* choose a spell for monster to cast */
staticfn int
choose_monster_spell(struct monst *mtmp, int adtyp)
{
int *list = NULL;
int i, spellval, len = 0;
int maxlev;
/* which spell list to use? */
if (adtyp == AD_SPEL) {
list = mon_wizard_spells;
len = SIZE(mon_wizard_spells);
} else if (adtyp == AD_CLRC) {
list = mon_cleric_spells;
len = SIZE(mon_cleric_spells);
}
if (!list || len < 1)
return MCAST_PSI_BOLT;
/* max spell level in this monster spell list */
maxlev = mcast_data[list[len - 1]].level;
/* which level spell to cast? */
spellval = rn2(mtmp->m_lev);
if (spellval > maxlev && rn2(maxlev))
spellval = rn2(maxlev);
/* find the highest spell in the list we could cast */
for (i = len-1; i >= 0; i--)
if (mcast_data[list[i]].level <= spellval
&& !spell_would_be_useless(mtmp, list[i]))
return list[i];
/* or return the first spell in the list */
return list[0];
}
/* return values:
* 1: successful spell
* 0: unsuccessful spell
*/
int
castmu(
struct monst *mtmp, /* caster */
struct attack *mattk, /* caster's current attack */
boolean thinks_it_foundyou, /* might be mistaken if displaced */
boolean foundyou) /* knows hero's precise location */
{
int dmg, ml = mtmp->m_lev;
int ret;
int spellnum = 0;
/* Three cases:
* -- monster is attacking you. Search for a useful spell.
* -- monster thinks it's attacking you. Search for a useful spell,
* without checking for undirected. If the spell found is directed,
* it fails with cursetxt() and loss of mspec_used.
* -- monster isn't trying to attack. Select a spell once. Don't keep
* searching; if that spell is not useful (or if it's directed),
* return and do something else.
* Since most spells are directed, this means that a monster that isn't
* attacking casts spells only a small portion of the time that an
* attacking monster does.
*/
if ((mattk->adtyp == AD_SPEL || mattk->adtyp == AD_CLRC) && ml) {
int cnt = 40;
do {
spellnum = choose_monster_spell(mtmp, mattk->adtyp);
/* not trying to attack? don't allow directed spells */
if (!thinks_it_foundyou) {
if (!is_undirected_spell(spellnum)
|| spell_would_be_useless(mtmp, spellnum)) {
if (foundyou)
impossible(
"spellcasting monster found you and doesn't know it?");
return M_ATTK_MISS;
}
break;
}
} while (--cnt > 0
&& spell_would_be_useless(mtmp, spellnum));
if (cnt == 0)
return M_ATTK_MISS;
}
/* monster unable to cast spells? */
if (mtmp->mcan || mtmp->mspec_used || !ml
|| m_seenres(mtmp, cvt_adtyp_to_mseenres(mattk->adtyp))) {
cursetxt(mtmp, is_undirected_spell(spellnum));
return M_ATTK_MISS;
}
debugpline3("castmu:%s,lvl:%i,spell:%i", noit_Monnam(mtmp), ml, spellnum);
if (mattk->adtyp == AD_SPEL || mattk->adtyp == AD_CLRC) {
/* monst->m_lev is unsigned (uchar), monst->mspec_used is int */
mtmp->mspec_used = (int) ((mtmp->m_lev < 8) ? (10 - mtmp->m_lev) : 2);
}
/* Monster can cast spells, but is casting a directed spell at the
* wrong place? If so, give a message, and return.
* Do this *after* penalizing mspec_used.
*
* FIXME?
* Shouldn't wall of lava have a case similar to wall of water?
* And should cold damage hit water or lava instead of missing
* even when the caster has targeted the wrong spot? Likewise
* for fire mis-aimed at ice.
*/
if (!foundyou && thinks_it_foundyou
&& !is_undirected_spell(spellnum)) {
pline_mon(mtmp, "%s casts a spell at %s!",
canseemon(mtmp) ? Monnam(mtmp) : "Something",
is_waterwall(mtmp->mux, mtmp->muy) ? "empty water"
: "thin air");
return M_ATTK_MISS;
}
nomul(0);
if (rn2(ml * 10) < (mtmp->mconf ? 100 : 20)) { /* fumbled attack */
Soundeffect(se_air_crackles, 60);
if (canseemon(mtmp) && !Deaf) {
set_msg_xy(mtmp->mx, mtmp->my);
pline_The("air crackles around %s.", mon_nam(mtmp));
}
return M_ATTK_MISS;
}
if (canspotmon(mtmp) || !is_undirected_spell(spellnum)) {
pline_mon(mtmp, "%s casts a spell%s!",
canspotmon(mtmp) ? Monnam(mtmp) : "Something",
is_undirected_spell(spellnum) ? ""
: (Invis && !perceives(mtmp->data)
&& !u_at(mtmp->mux, mtmp->muy))
? " at a spot near you"
: (Displaced && !u_at(mtmp->mux, mtmp->muy))
? " at your displaced image"
: " at you");
}
/*
* As these are spells, the damage is related to the level
* of the monster casting the spell.
*/
if (!foundyou) {
dmg = 0;
if (mattk->adtyp != AD_SPEL && mattk->adtyp != AD_CLRC) {
impossible(
"%s casting non-hand-to-hand version of hand-to-hand spell %d?",
Monnam(mtmp), mattk->adtyp);
return M_ATTK_MISS;
}
} else if (mattk->damd)
dmg = d((int) ((ml / 2) + mattk->damn), (int) mattk->damd);
else
dmg = d((int) ((ml / 2) + 1), 6);
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
ret = M_ATTK_HIT;
/*
* FIXME: none of these hit the steed when hero is riding, nor do
* they inflict damage on carried items.
*/
switch (mattk->adtyp) {
case AD_FIRE:
pline("You're enveloped in flames.");
if (Fire_resistance) {
shieldeff(u.ux, u.uy);
pline("But you resist the effects.");
monstseesu(M_SEEN_FIRE);
dmg = 0;
} else {
monstunseesu(M_SEEN_FIRE);
}
burn_away_slime();
/* burn up flammable items on the floor, melt ice terrain */
mon_spell_hits_spot(mtmp, AD_FIRE, u.ux, u.uy);
break;
case AD_COLD:
pline("You're covered in frost.");
if (Cold_resistance) {
shieldeff(u.ux, u.uy);
pline("But you resist the effects.");
monstseesu(M_SEEN_COLD);
dmg = 0;
} else {
monstunseesu(M_SEEN_COLD);
}
/* freeze water or lava terrain */
/* FIXME: mon_spell_hits_spot() uses zap_over_floor(); unlike with
* fire, it does not target susceptible floor items with cold */
mon_spell_hits_spot(mtmp, AD_COLD, u.ux, u.uy);
break;
case AD_MAGM:
You("are hit by a shower of missiles!");
if (Antimagic) {
shieldeff(u.ux, u.uy);
pline_The("missiles bounce off!");
monstseesu(M_SEEN_MAGR);
dmg = 0;
} else {
dmg = d((int) mtmp->m_lev / 2 + 1, 6);
monstunseesu(M_SEEN_MAGR);
}
/* shower of magic missiles scuffs an engraving */
mon_spell_hits_spot(mtmp, AD_MAGM, u.ux, u.uy);
break;
case AD_SPEL: /* wizard spell */
case AD_CLRC: /* clerical spell */
mcast_spell(mtmp, dmg, spellnum);
dmg = 0; /* done by the spell casting functions */
break;
} /* switch */
if (dmg)
mdamageu(mtmp, dmg);
return ret;
}
staticfn int
m_cure_self(struct monst *mtmp, int dmg)
{
if (mtmp->mhp < mtmp->mhpmax) {
if (canseemon(mtmp))
pline_mon(mtmp, "%s looks better.", Monnam(mtmp));
/* note: player healing does 6d4; this used to do 1d8 */
healmon(mtmp, d(3, 6), 0);
dmg = 0;
}
return dmg;
}
/* unlike the finger of death spell which behaves like a wand of death,
this monster spell only attacks the hero */
void
touch_of_death(struct monst *mtmp)
{
char kbuf[BUFSZ];
int dmg = 50 + d(8, 6);
int drain = dmg / 2;
/* if we get here, we know that hero isn't magic resistant and isn't
poly'd into an undead or demon */
You_feel("drained...");
(void) death_inflicted_by(kbuf, "the touch of death", mtmp);
if (Upolyd) {
u.mh = 0;
rehumanize(); /* fatal iff Unchanging */
} else if (drain >= u.uhpmax) {
svk.killer.format = KILLED_BY;
Strcpy(svk.killer.name, kbuf);
done(DIED);
} else {
/* HP manipulation similar to poisoned(attrib.c) */
int olduhp = u.uhp,
uhpmin = minuhpmax(3),
newuhpmax = u.uhpmax - drain;
setuhpmax(max(newuhpmax, uhpmin), FALSE);
dmg = adjuhploss(dmg, olduhp); /* reduce pending damage if uhp has
* already been reduced due to drop
* in uhpmax */
losehp(dmg, kbuf, KILLED_BY);
}
svk.killer.name[0] = '\0'; /* not killed if we get here... */
}
/* give a reason for death by some monster spells */
char *
death_inflicted_by(
char *outbuf, /* assumed big enough; pm_names are short */
const char *deathreason, /* cause of death */
struct monst *mtmp) /* monster who caused it */
{
Strcpy(outbuf, deathreason);
if (mtmp) {
struct permonst *mptr = mtmp->data,
*champtr = (ismnum(mtmp->cham)) ? &mons[mtmp->cham] : mptr;
const char *realnm = pmname(champtr, Mgender(mtmp)),
*fakenm = pmname(mptr, Mgender(mtmp));
/* greatly simplified extract from done_in_by(), primarily for
reason for death due to 'touch of death' spell; if mtmp is
shape changed, it won't be a vampshifter or mimic since they
can't cast spells */
if (!type_is_pname(champtr) && !the_unique_pm(mptr))
realnm = an(realnm);
Sprintf(eos(outbuf), " inflicted by %s%s",
the_unique_pm(mptr) ? "the " : "", realnm);
if (champtr != mptr)
Sprintf(eos(outbuf), " imitating %s", an(fakenm));
}
return outbuf;
}
/*
* Monster wizard and cleric spellcasting functions.
*/
staticfn void
mcast_death_touch(struct monst *mtmp)
{
pline("Oh no, %s's using the touch of death!", mhe(mtmp));
if (nonliving(gy.youmonst.data) || is_demon(gy.youmonst.data)) {
You("seem no deader than before.");
} else if (!Antimagic && rn2(mtmp->m_lev) > 12) {
if (Hallucination) {
You("have an out of body experience.");
} else {
touch_of_death(mtmp);
}
monstunseesu(M_SEEN_MAGR);
} else {
if (Antimagic) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
}
pline("Lucky for you, it didn't work!");
}
}
staticfn void
mcast_clone_wiz(struct monst *mtmp)
{
if (mtmp->iswiz && svc.context.no_of_wizards == 1) {
pline("Double Trouble...");
clonewiz();
} else
impossible("bad wizard cloning?");
}
staticfn void
mcast_summon_mons(struct monst *mtmp)
{
int count = nasty(mtmp);
if (!count) {
; /* nothing was created? */
} else if (mtmp->iswiz) {
SetVoice(mtmp, 0, 80, 0);
verbalize("Destroy the thief, my pet%s!", plur(count));
} else {
boolean one = (count == 1);
const char *mappear = one ? "A monster appears"
: "Monsters appear";
/* messages not quite right if plural monsters created but
only a single monster is seen */
if (Invis && !perceives(mtmp->data)
&& (mtmp->mux != u.ux || mtmp->muy != u.uy))
pline("%s %s a spot near you!", mappear,
one ? "at" : "around");
else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy))
pline("%s %s your displaced image!", mappear,
one ? "by" : "around");
else
pline("%s from nowhere!", mappear);
}
}
staticfn void
mcast_destroy_armor(void)
{
if (Antimagic) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
pline("A field of force surrounds you!");
} else if (!destroy_arm()) {
Your("skin itches.");
} else {
/* monsters only realize you aren't magic-protected if armor is
actually destroyed */
monstunseesu(M_SEEN_MAGR);
}
}
staticfn void
mcast_weaken_you(struct monst *mtmp, int dmg)
{
if (Antimagic) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
You_feel("momentarily weakened.");
} else {
char kbuf[BUFSZ];
You("suddenly feel weaker!");
dmg = mtmp->m_lev - 6;
if (dmg < 1) /* paranoia since only chosen when m_lev is high */
dmg = 1;
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
losestr(rnd(dmg),
death_inflicted_by(kbuf, "strength loss", mtmp),
KILLED_BY);
svk.killer.name[0] = '\0'; /* not killed if we get here... */
monstunseesu(M_SEEN_MAGR);
}
}
staticfn void
mcast_disappear(struct monst *mtmp)
{
if (!mtmp->minvis && !mtmp->invis_blkd) {
if (canseemon(mtmp))
pline_mon(mtmp, "%s suddenly %s!", Monnam(mtmp),
!See_invisible ? "disappears" : "becomes transparent");
mon_set_minvis(mtmp, FALSE);
if (cansee(mtmp->mx, mtmp->my) && !canspotmon(mtmp))
map_invisible(mtmp->mx, mtmp->my);
} else
impossible("no reason for monster to cast disappear spell?");
}
staticfn void
mcast_stun_you(int dmg)
{
if (Antimagic || Free_action) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
if (!Stunned)
You_feel("momentarily disoriented.");
make_stunned(1L, FALSE);
} else {
You(Stunned ? "struggle to keep your balance." : "reel...");
dmg = d(ACURR(A_DEX) < 12 ? 6 : 4, 4);
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
make_stunned((HStun & TIMEOUT) + (long) dmg, FALSE);
monstunseesu(M_SEEN_MAGR);
}
}
staticfn int
mcast_geyser(int dmg)
{
/* this is physical damage (force not heat),
* not magical damage or fire damage
*/
pline("A sudden geyser slams into you from nowhere!");
dmg = d(8, 6);
if (Half_physical_damage)
dmg = (dmg + 1) / 2;
#if 0 /* since inventory items aren't affected, don't include this */
/* make floor items wet */
water_damage_chain(level.objects[u.ux][u.uy], TRUE);
#endif
return dmg;
}
staticfn int
mcast_fire_pillar(struct monst *mtmp, int dmg)
{
int orig_dmg;
pline("A pillar of fire strikes all around you!");
orig_dmg = dmg = d(8, 6);
if (Fire_resistance) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_FIRE);
dmg = 0;
} else {
monstunseesu(M_SEEN_FIRE);
}
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
burn_away_slime();
(void) burnarmor(&gy.youmonst);
/* item destruction dmg */
(void) destroy_items(&gy.youmonst, AD_FIRE, orig_dmg);
ignite_items(gi.invent);
/* burn up flammable items on the floor, melt ice terrain */
mon_spell_hits_spot(mtmp, AD_FIRE, u.ux, u.uy);
return dmg;
}
staticfn int
mcast_lightning(struct monst *mtmp, int dmg)
{
int orig_dmg;
boolean reflects;
Soundeffect(se_bolt_of_lightning, 80);
pline("A bolt of lightning strikes down at you from above!");
reflects = ureflects("It bounces off your %s%s.", "");
orig_dmg = dmg = d(8, 6);
if (reflects || Shock_resistance) {
shieldeff(u.ux, u.uy);
dmg = 0;
if (reflects) {
monstseesu(M_SEEN_REFL);
return dmg;
}
monstunseesu(M_SEEN_REFL);
monstseesu(M_SEEN_ELEC);
} else {
monstunseesu(M_SEEN_ELEC | M_SEEN_REFL);
}
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
(void) destroy_items(&gy.youmonst, AD_ELEC, orig_dmg);
/* lightning might destroy iron bars if hero is on such a spot;
reflection protects terrain here [execution won't get here due
to 'if (reflects) break' above] but hero resistance doesn't;
do this before maybe blinding the hero via flashburn() */
mon_spell_hits_spot(mtmp, AD_ELEC, u.ux, u.uy);
/* blind hero; no effect if already blind */
(void) flashburn((long) rnd(100), TRUE);
return dmg;
}
staticfn int
mcast_psi_bolt(int dmg)
{
/* prior to 3.4.0 Antimagic was setting the damage to 1--this
made the spell virtually harmless to players with magic res. */
if (Antimagic) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
dmg = (dmg + 1) / 2;
} else {
monstunseesu(M_SEEN_MAGR);
}
if (dmg <= 5)
You("get a slight %sache.", body_part(HEAD));
else if (dmg <= 10)
Your("brain is on fire!");
else if (dmg <= 20)
Your("%s suddenly aches painfully!", body_part(HEAD));
else
Your("%s suddenly aches very painfully!", body_part(HEAD));
return dmg;
}
staticfn int
mcast_open_wounds(int dmg)
{
if (Antimagic) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
dmg = (dmg + 1) / 2;
} else {
monstunseesu(M_SEEN_MAGR);
}
if (dmg <= 5)
Your("skin itches badly for a moment.");
else if (dmg <= 10)
pline("Wounds appear on your body!");
else if (dmg <= 20)
pline("Severe wounds appear on your body!");
else
Your("body is covered with painful wounds!");
return dmg;
}
staticfn void
mcast_insects(struct monst *mtmp)
{
/* Try for insects, and if there are none
left, go for (sticks to) snakes. -3. */
struct permonst *pm = mkclass(S_ANT, 0);
struct monst *mtmp2 = (struct monst *) 0;
char whatbuf[QBUFSZ], let = (pm ? S_ANT : S_SNAKE);
boolean success = FALSE, seecaster;
int i, quan, oldseen, newseen;
coord bypos;
const char *fmt, *what;
oldseen = monster_census(TRUE);
quan = (mtmp->m_lev < 2) ? 1 : rnd((int) mtmp->m_lev / 2);
if (quan < 3)
quan = 3;
for (i = 0; i <= quan; i++) {
if (!enexto(&bypos, mtmp->mux, mtmp->muy, mtmp->data))
return;
if ((pm = mkclass(let, 0)) != 0
&& (mtmp2 = makemon(pm, bypos.x, bypos.y, MM_ANGRY | MM_NOMSG))
!= 0) {
success = TRUE;
mtmp2->msleeping = mtmp2->mpeaceful = mtmp2->mtame = 0;
set_malign(mtmp2);
}
}
newseen = monster_census(TRUE);
/* not canspotmon() which includes unseen things sensed via warning */
seecaster = canseemon(mtmp) || tp_sensemon(mtmp) || Detect_monsters;
what = (let == S_SNAKE) ? "snakes" : "insects";
if (Hallucination)
what = makeplural(bogusmon(whatbuf, (char *) 0));
fmt = 0;
if (!seecaster) {
if (newseen <= oldseen || Unaware) {
/* unseen caster fails or summons unseen critters,
or unconscious hero ("You dream that you hear...") */
You_hear("someone summoning %s.", what);
} else {
char *arg;
if (what != whatbuf)
what = strcpy(whatbuf, what);
/* unseen caster summoned seen critter(s) */
arg = (newseen == oldseen + 1) ? an(makesingular(what))
: whatbuf;
if (!Deaf) {
Soundeffect(se_someone_summoning, 100);
You_hear("someone summoning something, and %s %s.", arg,
vtense(arg, "appear"));
} else {
pline("%s %s.", upstart(arg), vtense(arg, "appear"));
}
}
/* seen caster, possibly producing unseen--or just one--critters;
hero is told what the caster is doing and doesn't necessarily
observe complete accuracy of that caster's results (in other
words, no need to fuss with visibility or singularization;
player is told what's happening even if hero is unconscious) */
} else if (!success) {
fmt = "%s casts at a clump of sticks, but nothing happens.%s";
what = "";
} else if (let == S_SNAKE) {
fmt = "%s transforms a clump of sticks into %s!";
} else if (Invis && !perceives(mtmp->data)
&& (mtmp->mux != u.ux || mtmp->muy != u.uy)) {
fmt = "%s summons %s around a spot near you!";
} else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) {
fmt = "%s summons %s around your displaced image!";
} else {
fmt = "%s summons %s!";
}
if (fmt) {
DISABLE_WARNING_FORMAT_NONLITERAL;
pline_mon(mtmp, fmt, Monnam(mtmp), what);
RESTORE_WARNING_FORMAT_NONLITERAL;
}
}
staticfn void
mcast_blind_you(void)
{
/* note: resists_blnd() doesn't apply here */
if (!Blinded) {
int num_eyes = eyecount(gy.youmonst.data);
pline("Scales cover your %s!", (num_eyes == 1)
? body_part(EYE)
: makeplural(body_part(EYE)));
make_blinded(Half_spell_damage ? 100L : 200L, FALSE);
if (!Blind)
Your1(vision_clears);
} else
impossible("no reason for monster to cast blindness spell?");
}
staticfn int
mcast_paralyze(struct monst *mtmp)
{
int dmg = 0;
if (Antimagic || Free_action) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
if (gm.multi >= 0)
You("stiffen briefly.");
dmg = 1; /* to produce nomul(-1), not actual damage */
} else {
if (gm.multi >= 0)
You("are frozen in place!");
dmg = 4 + (int) mtmp->m_lev;
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
monstunseesu(M_SEEN_MAGR);
}
nomul(-dmg);
gm.multi_reason = "paralyzed by a monster";
gn.nomovemsg = 0;
return dmg;
}
staticfn void
mcast_confuse_you(struct monst *mtmp)
{
if (Antimagic) {
shieldeff(u.ux, u.uy);
monstseesu(M_SEEN_MAGR);
You_feel("momentarily dizzy.");
} else {
boolean oldprop = !!Confusion;
int dmg = (int) mtmp->m_lev;
if (Half_spell_damage)
dmg = (dmg + 1) / 2;
make_confused(HConfusion + dmg, TRUE);
if (Hallucination)
You_feel("%s!", oldprop ? "trippier" : "trippy");
else
You_feel("%sconfused!", oldprop ? "more " : "");
monstunseesu(M_SEEN_MAGR);
}
}
/*
If dmg is zero, then the monster is not casting at you.
If the monster is intentionally not casting at you, we have previously
called spell_would_be_useless() and spellnum should always be a valid
undirected spell.
If you modify either of these, be sure to change is_undirected_spell()
and spell_would_be_useless().
*/
staticfn void
mcast_spell(struct monst *mtmp, int dmg, int spellnum)
{
if (dmg < 0) {
impossible("monster cast spell (%d) with negative dmg (%d)?",
spellnum, dmg);
return;
}
if (dmg == 0 && !is_undirected_spell(spellnum)) {
impossible("cast directed wizard spell (%d) with dmg=0?", spellnum);
return;
}
switch (spellnum) {
case MCAST_DEATH_TOUCH:
mcast_death_touch(mtmp);
dmg = 0;
break;
case MCAST_CLONE_WIZ:
mcast_clone_wiz(mtmp);
dmg = 0;
break;
case MCAST_SUMMON_MONS:
mcast_summon_mons(mtmp);
dmg = 0;
break;
case MCAST_AGGRAVATION:
You_feel("that monsters are aware of your presence.");
aggravate();
dmg = 0;
break;
case MCAST_CURSE_ITEMS:
You_feel("as if you need some help.");
rndcurse();
dmg = 0;
break;
case MCAST_DESTRY_ARMR:
mcast_destroy_armor();
dmg = 0;
break;
case MCAST_WEAKEN_YOU: /* drain strength */
mcast_weaken_you(mtmp, dmg);
dmg = 0;
break;
case MCAST_DISAPPEAR: /* makes self invisible */
mcast_disappear(mtmp);
dmg = 0;
break;
case MCAST_STUN_YOU:
mcast_stun_you(dmg);
dmg = 0;
break;
case MCAST_HASTE_SELF:
mon_adjust_speed(mtmp, 1, (struct obj *) 0);
dmg = 0;
break;
case MCAST_CURE_SELF:
dmg = m_cure_self(mtmp, dmg);
break;
case MCAST_PSI_BOLT:
dmg = mcast_psi_bolt(dmg);
break;
case MCAST_GEYSER:
dmg = mcast_geyser(dmg);
break;
case MCAST_FIRE_PILLAR:
dmg = mcast_fire_pillar(mtmp, dmg);
break;
case MCAST_LIGHTNING:
dmg = mcast_lightning(mtmp, dmg);
break;
case MCAST_INSECTS:
mcast_insects(mtmp);
dmg = 0;
break;
case MCAST_BLIND_YOU:
mcast_blind_you();
dmg = 0;
break;
case MCAST_PARALYZE:
dmg = mcast_paralyze(mtmp);
break;
case MCAST_CONFUSE_YOU:
mcast_confuse_you(mtmp);
dmg = 0;
break;
case MCAST_OPEN_WOUNDS:
dmg = mcast_open_wounds(dmg);
break;
default:
impossible("mcastu: invalid magic spell (%d)", spellnum);
dmg = 0;
break;
}
if (dmg)
mdamageu(mtmp, dmg);
}
staticfn boolean
is_undirected_spell(int spellnum)
{
if ((mcast_data[spellnum].flags & MCF_INDIRECT) != 0)
return TRUE;
return FALSE;
}
/* Some spells are useless under some circumstances. */
staticfn boolean
spell_would_be_useless(struct monst *mtmp, int spellnum)
{
/* Some spells don't require the player to really be there and can be cast
* by the monster when you're invisible, yet still shouldn't be cast when
* the monster doesn't even think you're there.
* This check isn't quite right because it always uses your real position.
* We really want something like "if the monster could see mux, muy".
*/
/* spell is only cast by hostile monsters */
if ((mcast_data[spellnum].flags & MCF_HOSTILE) != 0) {
if (mtmp->mpeaceful)
return TRUE;
}
/* spell needs the monster to see hero */
if ((mcast_data[spellnum].flags & MCF_SIGHT) != 0) {
boolean mcouldseeu = couldsee(mtmp->mx, mtmp->my);
if (!mcouldseeu)
return TRUE;
}
switch (spellnum) {
case MCAST_DEATH_TOUCH:
if ((Antimagic || Hallucination) && !rn2(2))
return TRUE;
break;
case MCAST_GEYSER:
if (!rn2(5))
return TRUE;
break;
case MCAST_CLONE_WIZ:
/* only the Wizard is allowed to clone himself */
if (!mtmp->iswiz || svc.context.no_of_wizards > 1)
return TRUE;
break;
case MCAST_AGGRAVATION:
/* aggravation (global wakeup) when everyone is already active */
/* if nothing needs to be awakened then this spell is useless
but caster might not realize that [chance to pick it then
must be very small otherwise caller's many retry attempts
will eventually end up picking it too often] */
if (!has_aggravatables(mtmp))
return rn2(100) ? TRUE : FALSE;
break;
case MCAST_HASTE_SELF:
/* haste self when already fast */
if (mtmp->permspeed == MFAST)
return TRUE;
break;
case MCAST_DISAPPEAR:
/* invisibility when already invisible */
if (mtmp->minvis || mtmp->invis_blkd)
return TRUE;
/* peaceful monster won't cast invisibility if you can't see
invisible,
same as when monsters drink potions of invisibility. This doesn't
really make a lot of sense, but lets the player avoid hitting
peaceful monsters by mistake */
if (mtmp->mpeaceful && !See_invisible)
return TRUE;
break;
case MCAST_CURE_SELF:
/* healing when already healed */
if (mtmp->mhp == mtmp->mhpmax)
return TRUE;
break;
case MCAST_BLIND_YOU:
if (Blinded)
return TRUE;
break;
default:
break;
}
return FALSE;
}
/* monster uses spell (ranged) */
int
buzzmu(struct monst *mtmp, struct attack *mattk)
{
/* don't print constant stream of curse messages for 'normal'
spellcasting monsters at range */
if (!BZ_VALID_ADTYP(mattk->adtyp))
return M_ATTK_MISS;
if (mtmp->mcan || m_seenres(mtmp, cvt_adtyp_to_mseenres(mattk->adtyp))) {
cursetxt(mtmp, FALSE);
return M_ATTK_MISS;
}
if (lined_up(mtmp) && rn2(3)) {
nomul(0);
if (canseemon(mtmp))
pline_mon(mtmp, "%s zaps you with a %s!", Monnam(mtmp),
flash_str(BZ_OFS_AD(mattk->adtyp), FALSE));
gb.buzzer = mtmp;
buzz(BZ_M_SPELL(BZ_OFS_AD(mattk->adtyp)), (int) mattk->damn,
mtmp->mx, mtmp->my, sgn(gt.tbx), sgn(gt.tby));
gb.buzzer = 0;
return M_ATTK_HIT;
}
return M_ATTK_MISS;
}
/*mcastu.c*/