/* File: melee2.c */ /* Purpose: Monster spells and movement */ /* * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke * * This software may be copied and distributed for educational, research, and * not for profit purposes provided that this copyright and statement are * included in all such copies. */ /* * This file has several additions to it by Keldon Jones (keldon@umr.edu) * to improve the general quality of the AI (version 0.1.1). */ #include "angband.h" #include "messages.h" #include "quark.h" #define SPEAK_CHANCE 8 #define GRINDNOISE 20 #define FOLLOW_DISTANCE 6 /* * Based on mon_take_hit... all monster attacks on * other monsters should use */ bool_ mon_take_hit_mon(int s_idx, int m_idx, int dam, bool_ *fear, cptr note) { monster_type *m_ptr = &m_list[m_idx], *s_ptr = &m_list[s_idx]; monster_race *r_ptr = race_inf(m_ptr); s32b div, new_exp, new_exp_frac; /* Redraw (later) if needed */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Some mosnters are immune to death */ if (r_ptr->flags7 & RF7_NO_DEATH) return FALSE; /* Wake it up */ m_ptr->csleep = 0; /* Hurt it */ m_ptr->hp -= dam; /* It is dead now... or is it? */ if (m_ptr->hp < 0) { if (((r_ptr->flags1 & RF1_UNIQUE) && (m_ptr->status <= MSTATUS_NEUTRAL_P)) || (m_ptr->mflag & MFLAG_QUEST)) { m_ptr->hp = 1; } else { char m_name[80]; s32b dive = s_ptr->level; if (!dive) dive = 1; /* Extract monster name */ monster_desc(m_name, m_ptr, 0); /* Make a sound */ if ((r_ptr->flags3 & RF3_DEMON) || (r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags2 & RF2_STUPID) || (r_ptr->flags3 & RF3_NONLIVING) || (strchr("Evg", r_ptr->d_char))) { sound(SOUND_N_KILL); } else { sound(SOUND_KILL); } /* Death by Missile/Spell attack */ if (note) { cmonster_msg(TERM_L_RED, "%^s%s", m_name, note); } /* Death by Physical attack -- living monster */ else if (!m_ptr->ml) { /* Do nothing */ } /* Death by Physical attack -- non-living monster */ else if ((r_ptr->flags3 & (RF3_DEMON)) || (r_ptr->flags3 & (RF3_UNDEAD)) || (r_ptr->flags2 & (RF2_STUPID)) || (r_ptr->flags3 & (RF3_NONLIVING)) || (strchr("Evg", r_ptr->d_char))) { cmonster_msg(TERM_L_RED, "%^s is destroyed.", m_name); } else { cmonster_msg(TERM_L_RED, "%^s is killed.", m_name); } dive = r_ptr->mexp * m_ptr->level / dive; if (!dive) dive = 1; /* Monster gains some xp */ monster_gain_exp(s_idx, dive, FALSE); /* Monster lore skill allows gaining xp from pets */ if (get_skill(SKILL_LORE) && (s_ptr->status >= MSTATUS_PET)) { /* Maximum player level */ div = p_ptr->max_plv; /* Give some experience for the kill */ new_exp = ((long)r_ptr->mexp * m_ptr->level) / div; /* Handle fractional experience */ new_exp_frac = ((((long)r_ptr->mexp * m_ptr->level) % div) * 0x10000L / div) + p_ptr->exp_frac; /* Keep track of experience */ if (new_exp_frac >= 0x10000L) { new_exp++; p_ptr->exp_frac = new_exp_frac - 0x10000; } else { p_ptr->exp_frac = new_exp_frac; } /* * Factor the xp by the skill level * Note that a score of 50 in the skill makes the gain be 120% of the exp */ new_exp = new_exp * get_skill_scale(SKILL_LORE, 120) / 100; /* Gain experience */ gain_exp(new_exp); } /* When an Unique dies, it stays dead */ if (r_ptr->flags1 & (RF1_UNIQUE)) { r_ptr->max_num = 0; } /* Generate treasure */ monster_death(m_idx); /* Delete the monster */ delete_monster_idx(m_idx); /* Not afraid */ (*fear) = FALSE; /* Monster is dead */ return (TRUE); } } #ifdef ALLOW_FEAR /* Mega-Hack -- Pain cancels fear */ if (m_ptr->monfear && (dam > 0)) { int tmp = randint(dam); /* Cure a little fear */ if (tmp < m_ptr->monfear) { /* Reduce fear */ m_ptr->monfear -= tmp; } /* Cure all the fear */ else { /* Cure fear */ m_ptr->monfear = 0; /* No more fear */ (*fear) = FALSE; } } /* Sometimes a monster gets scared by damage */ if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR))) { int percentage; /* Percentage of fully healthy */ percentage = (100L * m_ptr->hp) / m_ptr->maxhp; /* * Run (sometimes) if at 10% or less of max hit points, * or (usually) when hit for half its current hit points */ if (((percentage <= 10) && (rand_int(10) < percentage)) || ((dam >= m_ptr->hp) && (rand_int(100) < 80))) { /* Hack -- note fear */ (*fear) = TRUE; /* XXX XXX XXX Hack -- Add some timed fear */ m_ptr->monfear = (randint(10) + (((dam >= m_ptr->hp) && (percentage > 7)) ? 20 : ((11 - percentage) * 5))); } } #endif /* ALLOW_FEAR */ /* Not dead yet */ return (FALSE); } /* * And now for Intelligent monster attacks (including spells). * * Original idea and code by "DRS" (David Reeves Sward). * Major modifications by "BEN" (Ben Harrison). * * Give monsters more intelligent attack/spell selection based on * observations of previous attacks on the player, and/or by allowing * the monster to "cheat" and know the player status. * * Maintain an idea of the player status, and use that information * to occasionally eliminate "ineffective" spell attacks. We could * also eliminate ineffective normal attacks, but there is no reason * for the monster to do this, since he gains no benefit. * Note that MINDLESS monsters are not allowed to use this code. * And non-INTELLIGENT monsters only use it partially effectively. * * Actually learn what the player resists, and use that information * to remove attacks or spells before using them. This will require * much less space, if I am not mistaken. Thus, each monster gets a * set of 32 bit flags, "smart", build from the various "SM_*" flags. * * This has the added advantage that attacks and spells are related. * The "smart_learn" option means that the monster "learns" the flags * that should be set, and "smart_cheat" means that he "knows" them. * So "smart_cheat" means that the "smart" field is always up to date, * while "smart_learn" means that the "smart" field is slowly learned. * Both of them have the same effect on the "choose spell" routine. */ /* * Internal probability routine */ static bool_ int_outof(monster_race *r_ptr, int prob) { /* Non-Smart monsters are half as "smart" */ if (!(r_ptr->flags2 & (RF2_SMART))) prob = prob / 2; /* Roll the dice */ return (rand_int(100) < prob); } /* * Remove the "bad" spells from a spell list */ static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); u32b f4 = (*f4p); u32b f5 = (*f5p); u32b f6 = (*f6p); u32b smart = 0L; /* Too stupid to know anything */ if (r_ptr->flags2 & (RF2_STUPID)) return; /* Must be cheating or learning */ if (!smart_cheat && !smart_learn) return; /* Update acquired knowledge */ if (smart_learn) { /* Hack -- Occasionally forget player status */ if (m_ptr->smart && (rand_int(100) < 1)) m_ptr->smart = 0L; /* Use the memorized flags */ smart = m_ptr->smart; } /* Cheat if requested */ if (smart_cheat) { /* Know basic info */ if (p_ptr->resist_acid) smart |= (SM_RES_ACID); if (p_ptr->oppose_acid) smart |= (SM_OPP_ACID); if (p_ptr->immune_acid) smart |= (SM_IMM_ACID); if (p_ptr->resist_elec) smart |= (SM_RES_ELEC); if (p_ptr->oppose_elec) smart |= (SM_OPP_ELEC); if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC); if (p_ptr->resist_fire) smart |= (SM_RES_FIRE); if (p_ptr->oppose_fire) smart |= (SM_OPP_FIRE); if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE); if (p_ptr->resist_cold) smart |= (SM_RES_COLD); if (p_ptr->oppose_cold) smart |= (SM_OPP_COLD); if (p_ptr->immune_cold) smart |= (SM_IMM_COLD); /* Know poison info */ if (p_ptr->resist_pois) smart |= (SM_RES_POIS); if (p_ptr->oppose_pois) smart |= (SM_OPP_POIS); /* Know special resistances */ if (p_ptr->resist_neth) smart |= (SM_RES_NETH); if (p_ptr->resist_lite) smart |= (SM_RES_LITE); if (p_ptr->resist_dark) smart |= (SM_RES_DARK); if (p_ptr->resist_fear) smart |= (SM_RES_FEAR); if (p_ptr->resist_conf) smart |= (SM_RES_CONF); if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS); if (p_ptr->resist_disen) smart |= (SM_RES_DISEN); if (p_ptr->resist_blind) smart |= (SM_RES_BLIND); if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS); if (p_ptr->resist_sound) smart |= (SM_RES_SOUND); if (p_ptr->resist_shard) smart |= (SM_RES_SHARD); if (p_ptr->reflect) smart |= (SM_IMM_REFLECT); /* Know bizarre "resistances" */ if (p_ptr->free_act) smart |= (SM_IMM_FREE); if (!p_ptr->msp) smart |= (SM_IMM_MANA); } /* Nothing known */ if (!smart) return; if (smart & (SM_IMM_ACID)) { if (int_outof(r_ptr, 100)) f4 &= ~(RF4_BR_ACID); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BA_ACID); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_ACID); } else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID))) { if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID); } else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID))) { if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID); } if (smart & (SM_IMM_ELEC)) { if (int_outof(r_ptr, 100)) f4 &= ~(RF4_BR_ELEC); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BA_ELEC); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_ELEC); } else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC))) { if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC); } else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC))) { if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC); } if (smart & (SM_IMM_FIRE)) { if (int_outof(r_ptr, 100)) f4 &= ~(RF4_BR_FIRE); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BA_FIRE); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_FIRE); } else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE))) { if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE); } else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE))) { if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE); } if (smart & (SM_IMM_COLD)) { if (int_outof(r_ptr, 100)) f4 &= ~(RF4_BR_COLD); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BA_COLD); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_COLD); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_ICEE); } else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD))) { if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE); } else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD))) { if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ICEE); } if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS))) { if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS); if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS); if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BA_NUKE); if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_NUKE); } else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS))) { if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS); if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS); } if (smart & (SM_RES_NETH)) { if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NETH); if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH); if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH); } if (smart & (SM_RES_LITE)) { if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE); } if (smart & (SM_RES_DARK)) { if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK); if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK); } if (smart & (SM_RES_FEAR)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_SCARE); } if (smart & (SM_RES_CONF)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_CONF); if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF); } if (smart & (SM_RES_CHAOS)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_CONF); if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF); if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CHAO); if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO); } if (smart & (SM_RES_DISEN)) { if (int_outof(r_ptr, 100)) f4 &= ~(RF4_BR_DISE); } if (smart & (SM_RES_BLIND)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BLIND); } if (smart & (SM_RES_NEXUS)) { if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU); if (int_outof(r_ptr, 50)) f6 &= ~(RF6_TELE_LEVEL); } if (smart & (SM_RES_SOUND)) { if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN); } if (smart & (SM_RES_SHARD)) { if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SHAR); if (int_outof(r_ptr, 20)) f4 &= ~(RF4_ROCKET); } if (smart & (SM_IMM_REFLECT)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_COLD); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_FIRE); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_ACID); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_ELEC); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_POIS); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_NETH); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_WATE); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_MANA); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_PLAS); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_BO_ICEE); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_MISSILE); if (int_outof(r_ptr, 100)) f4 &= ~(RF4_ARROW_1); if (int_outof(r_ptr, 100)) f4 &= ~(RF4_ARROW_2); if (int_outof(r_ptr, 100)) f4 &= ~(RF4_ARROW_3); if (int_outof(r_ptr, 100)) f4 &= ~(RF4_ARROW_4); } if (smart & (SM_IMM_FREE)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_HOLD); if (int_outof(r_ptr, 100)) f5 &= ~(RF5_SLOW); } if (smart & (SM_IMM_MANA)) { if (int_outof(r_ptr, 100)) f5 &= ~(RF5_DRAIN_MANA); } /* XXX XXX XXX No spells left? */ /* if (!f4 && !f5 && !f6) ... */ (*f4p) = f4; (*f5p) = f5; (*f6p) = f6; } /* * Determine if there is a space near the player in which * a summoned creature can appear */ static bool_ summon_possible(int y1, int x1) { int y, x; /* Start at the player's location, and check 2 grids in each dir */ for (y = y1 - 2; y <= y1 + 2; y++) { for (x = x1 - 2; x <= x1 + 2; x++) { /* Ignore illegal locations */ if (!in_bounds(y, x)) continue; /* Only check a circular area */ if (distance(y1, x1, y, x) > 2) continue; /* Hack: no summon on glyph of warding */ if (cave[y][x].feat == FEAT_GLYPH) continue; if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue; /* Nor on the between */ if (cave[y][x].feat == FEAT_BETWEEN) return (FALSE); /* ...nor on the Pattern */ if ((cave[y][x].feat >= FEAT_PATTERN_START) && (cave[y][x].feat <= FEAT_PATTERN_XTRA2)) continue; /* Require empty floor grid in line of sight */ if (cave_empty_bold(y, x) && los(y1, x1, y, x)) return (TRUE); } } return FALSE; } /* * Determine if a bolt spell will hit the player. * * This is exactly like "projectable", but it will return FALSE if a monster * is in the way. */ static bool_ clean_shot(int y1, int x1, int y2, int x2) { int dist, y, x; /* Start at the initial location */ y = y1, x = x1; /* See "project()" and "projectable()" */ for (dist = 0; dist <= MAX_RANGE; dist++) { /* Never pass through walls */ if (dist && (!cave_sight_bold(y, x) || !cave_floor_bold(y, x))) break; /* Never pass through monsters */ if (dist && cave[y][x].m_idx > 0) { if (is_friend(&m_list[cave[y][x].m_idx]) < 0) break; } /* Check for arrival at "final target" */ if ((x == x2) && (y == y2)) return (TRUE); /* Calculate the new location */ mmove2(&y, &x, y1, x1, y2, x2); } /* Assume obstruction */ return (FALSE); } /* * Cast a bolt at the player * Stop if we hit a monster * Affect monsters and the player */ static void bolt(int m_idx, int typ, int dam_hp) { int flg = PROJECT_STOP | PROJECT_KILL; /* Target the player with a bolt attack */ (void)project(m_idx, 0, p_ptr->py, p_ptr->px, dam_hp, typ, flg); } /* * Return TRUE if a spell is good for hurting the player (directly). */ static bool_ spell_attack(byte spell) { /* All RF4 spells hurt (except for shriek, multiply, summon animal) */ if (spell >= 96 + 3 && spell <= 96 + 31) return (TRUE); /* Various "ball" spells */ if (spell >= 128 && spell <= 128 + 8) return (TRUE); /* "Cause wounds" and "bolt" spells */ if (spell >= 128 + 12 && spell <= 128 + 26) return (TRUE); /* Hand of Doom */ if (spell == 160 + 1) return (TRUE); /* Doesn't hurt */ return (FALSE); } /* * Return TRUE if a spell is good for escaping. */ static bool_ spell_escape(byte spell) { /* Blink or Teleport */ if (spell == 160 + 4 || spell == 160 + 5) return (TRUE); /* Teleport the player away */ if (spell == 160 + 7 || spell == 160 + 8) return (TRUE); /* Isn't good for escaping */ return (FALSE); } /* * Return TRUE if a spell is good for annoying the player. */ static bool_ spell_annoy(byte spell) { /* Shriek */ if (spell == 96 + 0) return (TRUE); /* Brain smash, et al (added curses) */ if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE); /* Scare, confuse, blind, slow, paralyze */ if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE); /* Teleport to */ if (spell == 160 + 6) return (TRUE); /* Darkness, make traps, cause amnesia */ if (spell >= 160 + 9 && spell <= 160 + 11) return (TRUE); /* Doesn't annoy */ return (FALSE); } /* * Return TRUE if a spell summons help. */ static bool_ spell_summon(byte spell) { /* RF4_S_ANIMAL, RF6_S_ANIMALS */ if (spell == 96 + 2 || spell == 160 + 3) return (TRUE); /* All other summon spells */ if (spell >= 160 + 13 && spell <= 160 + 31) return (TRUE); /* Doesn't summon */ return (FALSE); } /* * Return TRUE if a spell is good in a tactical situation. */ static bool_ spell_tactic(byte spell) { /* Blink */ if (spell == 160 + 4) return (TRUE); /* Not good */ return (FALSE); } /* * Return TRUE if a spell hastes. */ static bool_ spell_haste(byte spell) { /* Haste self */ if (spell == 160 + 0) return (TRUE); /* Not a haste spell */ return (FALSE); } /* * Return TRUE if a spell is good for healing. */ static bool_ spell_heal(byte spell) { /* Heal */ if (spell == 160 + 2) return (TRUE); /* No healing */ return (FALSE); } /* * Have a monster choose a spell from a list of "useful" spells. * * Note that this list does NOT include spells that will just hit * other monsters, and the list is restricted when the monster is * "desperate". Should that be the job of this function instead? * * Stupid monsters will just pick a spell randomly. Smart monsters * will choose more "intelligently". * * Use the helper functions above to put spells into categories. * * This function may well be an efficiency bottleneck. */ static int choose_attack_spell(int m_idx, byte spells[], byte num) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); byte escape[96], escape_num = 0; byte attack[96], attack_num = 0; byte summon[96], summon_num = 0; byte tactic[96], tactic_num = 0; byte annoy[96], annoy_num = 0; byte haste[96], haste_num = 0; byte heal[96], heal_num = 0; int i; /* Stupid monsters choose randomly */ if (r_ptr->flags2 & (RF2_STUPID)) { /* Pick at random */ return (spells[rand_int(num)]); } /* Categorize spells */ for (i = 0; i < num; i++) { /* Escape spell? */ if (spell_escape(spells[i])) escape[escape_num++] = spells[i]; /* Attack spell? */ if (spell_attack(spells[i])) attack[attack_num++] = spells[i]; /* Summon spell? */ if (spell_summon(spells[i])) summon[summon_num++] = spells[i]; /* Tactical spell? */ if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i]; /* Annoyance spell? */ if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i]; /* Haste spell? */ if (spell_haste(spells[i])) haste[haste_num++] = spells[i]; /* Heal spell? */ if (spell_heal(spells[i])) heal[heal_num++] = spells[i]; } /*** Try to pick an appropriate spell type ***/ /* Hurt badly or afraid, attempt to flee */ if ((m_ptr->hp < m_ptr->maxhp / 3) || m_ptr->monfear) { /* Choose escape spell if possible */ if (escape_num) return (escape[rand_int(escape_num)]); } /* Still hurt badly, couldn't flee, attempt to heal */ if (m_ptr->hp < m_ptr->maxhp / 3) { /* Choose heal spell if possible */ if (heal_num) return (heal[rand_int(heal_num)]); } /* Player is close and we have attack spells, blink away */ if ((distance(p_ptr->py, p_ptr->px, m_ptr->fy, m_ptr->fx) < 4) && attack_num && (rand_int(100) < 75)) { /* Choose tactical spell */ if (tactic_num) return (tactic[rand_int(tactic_num)]); } /* We're hurt (not badly), try to heal */ if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (rand_int(100) < 75)) { /* Choose heal spell if possible */ if (heal_num) return (heal[rand_int(heal_num)]); } /* Summon if possible (sometimes) */ if (summon_num && (rand_int(100) < 50)) { /* Choose summon spell */ return (summon[rand_int(summon_num)]); } /* Attack spell (most of the time) */ if (attack_num && (rand_int(100) < 85)) { /* Choose attack spell */ return (attack[rand_int(attack_num)]); } /* Try another tactical spell (sometimes) */ if (tactic_num && (rand_int(100) < 50)) { /* Choose tactic spell */ return (tactic[rand_int(tactic_num)]); } /* Haste self if we aren't already somewhat hasted (rarely) */ if (haste_num && (rand_int(100) < (20 + m_ptr->speed - m_ptr->mspeed))) { /* Choose haste spell */ return (haste[rand_int(haste_num)]); } /* Annoy player (most of the time) */ if (annoy_num && (rand_int(100) < 85)) { /* Choose annoyance spell */ return (annoy[rand_int(annoy_num)]); } /* Choose no spell */ return (0); } /* * Cast a breath (or ball) attack at the player * Pass over any monsters that may be in the way * Affect grids, objects, monsters, and the player */ static void breath(int m_idx, int typ, int dam_hp, int rad) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); /* Determine the radius of the blast */ if (rad < 1) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2; /* Target the player with a ball attack */ (void)project(m_idx, rad, p_ptr->py, p_ptr->px, dam_hp, typ, flg); } /* * Monster casts a breath (or ball) attack at another monster. * Pass over any monsters that may be in the way * Affect grids, objects, monsters, and the player */ static void monst_breath_monst(int m_idx, int y, int x, int typ, int dam_hp, int rad) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); /* Determine the radius of the blast */ if (rad < 1) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2; (void)project(m_idx, rad, y, x, dam_hp, typ, flg); } /* * Monster casts a bolt at another monster * Stop if we hit a monster * Affect monsters and the player */ static void monst_bolt_monst(int m_idx, int y, int x, int typ, int dam_hp) { int flg = PROJECT_STOP | PROJECT_KILL; (void)project(m_idx, 0, y, x, dam_hp, typ, flg); } void monster_msg(cptr fmt, ...) { va_list vp; char buf[1024]; /* Begin the Varargs Stuff */ va_start(vp, fmt); /* Format the args, save the length */ (void)vstrnfmt(buf, 1024, fmt, vp); /* End the Varargs Stuff */ va_end(vp); /* Display */ if (disturb_other) msg_print(buf); else { message_add(buf, TERM_WHITE); p_ptr->window |= PW_MESSAGE; } } void cmonster_msg(char a, cptr fmt, ...) { va_list vp; char buf[1024]; /* Begin the Varargs Stuff */ va_start(vp, fmt); /* Format the args, save the length */ (void)vstrnfmt(buf, 1024, fmt, vp); /* End the Varargs Stuff */ va_end(vp); /* Display */ if (disturb_other) cmsg_print(a, buf); else { message_add(buf, a); p_ptr->window |= PW_MESSAGE; } } /* * Monster tries to 'cast a spell' (or breath, etc) * at another monster. */ int monst_spell_monst_spell = -1; static bool_ monst_spell_monst(int m_idx) { int y = 0, x = 0; int i = 1, k, t_idx; int chance, thrown_spell, count = 0; byte spell[96], num = 0; char m_name[80], t_name[80]; char m_poss[80]; char ddesc[80]; int rlev; /* monster level */ monster_type *m_ptr = &m_list[m_idx]; /* Attacker */ monster_race *r_ptr = race_inf(m_ptr); monster_type *t_ptr; /* Putative target */ monster_race *tr_ptr; u32b f4, f5, f6; /* racial spell flags */ bool_ direct = TRUE; bool_ wake_up = FALSE; /* Extract the blind-ness */ bool_ blind = (p_ptr->blind ? TRUE : FALSE); /* Extract the "see-able-ness" */ bool_ seen = (!blind && m_ptr->ml); bool_ see_m; bool_ see_t; bool_ see_either; bool_ see_both; bool_ friendly = FALSE; if (is_friend(m_ptr) > 0) friendly = TRUE; /* Cannot cast spells when confused */ if (m_ptr->confused) return (FALSE); /* Hack -- Extract the spell probability */ chance = (r_ptr->freq_inate + r_ptr->freq_spell) / 2; /* Not allowed to cast spells */ if ((!chance) && (monst_spell_monst_spell == -1)) return (FALSE); if ((rand_int(100) >= chance) && (monst_spell_monst_spell == -1)) return (FALSE); /* Target location */ if (m_ptr->target > -1) { if (m_ptr->target > 0) { i = m_ptr->target; } else return FALSE; } else return FALSE; { t_idx = i; t_ptr = &m_list[t_idx]; tr_ptr = race_inf(t_ptr); /* Hack -- no fighting >100 squares from player */ if (t_ptr->cdis > MAX_RANGE) return FALSE; /* Monster must be projectable */ if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) return FALSE; /* OK -- we-ve got a target */ y = t_ptr->fy; x = t_ptr->fx; /* Extract the monster level */ rlev = ((m_ptr->level >= 1) ? m_ptr->level : 1); /* Extract the racial spell flags */ f4 = r_ptr->flags4; f5 = r_ptr->flags5; f6 = r_ptr->flags6; /* Hack -- allow "desperate" spells */ if ((r_ptr->flags2 & (RF2_SMART)) && (m_ptr->hp < m_ptr->maxhp / 10) && (rand_int(100) < 50)) { /* Require intelligent spells */ f4 &= (RF4_INT_MASK); f5 &= (RF5_INT_MASK); f6 &= (RF6_INT_MASK); /* No spells left */ if ((!f4 && !f5 && !f6) && (monst_spell_monst_spell == -1)) return (FALSE); } /* Extract the "inate" spells */ for (k = 0; k < 32; k++) { if (f4 & (1L << k)) spell[num++] = k + 32 * 3; } /* Extract the "normal" spells */ for (k = 0; k < 32; k++) { if (f5 & (1L << k)) spell[num++] = k + 32 * 4; } /* Extract the "bizarre" spells */ for (k = 0; k < 32; k++) { if (f6 & (1L << k)) spell[num++] = k + 32 * 5; } /* No spells left */ if (!num) return (FALSE); /* Stop if player is dead or gone */ if (!alive || death) return (FALSE); /* Handle "leaving" */ if (p_ptr->leaving) return (FALSE); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0x00); /* Get the monster possessive ("his"/"her"/"its") */ monster_desc(m_poss, m_ptr, 0x22); /* Get the target's name (or "it") */ monster_desc(t_name, t_ptr, 0x00); /* Hack -- Get the "died from" name */ monster_desc(ddesc, m_ptr, 0x88); /* Choose a spell to cast */ thrown_spell = spell[rand_int(num)]; /* Force a spell ? */ if (monst_spell_monst_spell > -1) { thrown_spell = monst_spell_monst_spell; monst_spell_monst_spell = -1; } see_m = seen; see_t = (!blind && t_ptr->ml); see_either = (see_m || see_t); see_both = (see_m && see_t); switch (thrown_spell) { /* RF4_SHRIEK */ case 96 + 0: { if (!direct) break; if (disturb_other) disturb(1, 0); if (!see_m) monster_msg("You hear a shriek."); else monster_msg("%^s shrieks at %s.", m_name, t_name); wake_up = TRUE; break; } /* RF4_MULTIPLY */ case 96 + 1: { break; } /* RF4_S_ANIMAL */ case 96 + 2: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons an animal!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_ANIMAL, TRUE); else count += summon_specific(y, x, rlev, SUMMON_ANIMAL); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF4_ROCKET */ case 96 + 3: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear an explosion!"); else if (blind) monster_msg("%^s shoots something.", m_name); else monster_msg("%^s fires a rocket at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_ROCKET, ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4)), 2); break; } /* RF4_ARROW_1 */ case 96 + 4: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear a strange noise."); else if (blind) monster_msg("%^s makes a strange noise.", m_name); else monster_msg("%^s fires an arrow at %s.", m_name, t_name); sound(SOUND_SHOOT); monst_bolt_monst(m_idx, y, x, GF_ARROW, damroll(1, 6)); break; } /* RF4_ARROW_2 */ case 96 + 5: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear a strange noise."); else if (blind) monster_msg("%^s makes a strange noise.", m_name); else monster_msg("%^s fires an arrow at %s.", m_name, t_name); sound(SOUND_SHOOT); monst_bolt_monst(m_idx, y, x, GF_ARROW, damroll(3, 6)); break; } /* RF4_ARROW_3 */ case 96 + 6: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear a strange noise."); else if (blind) monster_msg("%^s makes a strange noise.", m_name); else monster_msg("%^s fires a missile at %s.", m_name, t_name); sound(SOUND_SHOOT); monst_bolt_monst(m_idx, y, x, GF_ARROW, damroll(5, 6)); break; } /* RF4_ARROW_4 */ case 96 + 7: { if (!see_either) monster_msg("You hear a strange noise."); else if (disturb_other) disturb(1, 0); if (blind) monster_msg("%^s makes a strange noise.", m_name); else monster_msg("%^s fires a missile at %s.", m_name, t_name); sound(SOUND_SHOOT); monst_bolt_monst(m_idx, y, x, GF_ARROW, damroll(7, 6)); break; } /* RF4_BR_ACID */ case 96 + 8: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes acid at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_ACID, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_ELEC */ case 96 + 9: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes lightning at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_ELEC, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_FIRE */ case 96 + 10: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes fire at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_FIRE, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_COLD */ case 96 + 11: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes frost at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_COLD, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_POIS */ case 96 + 12: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes gas at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_POIS, ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_NETH */ case 96 + 13: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes nether at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_NETHER, ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_LITE */ case 96 + 14: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes light at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_LITE, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_DARK */ case 96 + 15: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes darkness at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_DARK, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_CONF */ case 96 + 16: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes confusion at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_CONFUSION, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_SOUN */ case 96 + 17: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes sound at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_SOUND, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_CHAO */ case 96 + 18: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes chaos at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_CHAOS, ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_DISE */ case 96 + 19: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes disenchantment at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_DISENCHANT, ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_NEXU */ case 96 + 20: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes nexus at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_NEXUS, ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_TIME */ case 96 + 21: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes time at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_TIME, ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_INER */ case 96 + 22: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes inertia at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_INERTIA, ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_GRAV */ case 96 + 23: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes gravity at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_GRAVITY, ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_SHAR */ case 96 + 24: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes shards at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_SHARDS, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_PLAS */ case 96 + 25: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes plasma at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_PLASMA, ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_WALL */ case 96 + 26: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes force at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_FORCE, ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_MANA */ case 96 + 27: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes magical energy at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_MANA, ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3)), 0); break; } /* RF4_BA_NUKE */ case 96 + 28: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a ball of radiation at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_NUKE, (rlev + damroll(10, 6)), 2); break; } /* RF4_BR_NUKE */ case 96 + 29: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes toxic waste at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_NUKE, ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3)), 0); break; } /* RF4_BA_CHAO */ case 96 + 30: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear someone mumble frighteningly."); else if (blind) monster_msg("%^s mumbles frighteningly.", m_name); else monster_msg("%^s invokes a raw Chaos upon %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_CHAOS, (rlev * 2) + damroll(10, 10), 4); break; } /* RF4_BR_DISI -> Breathe Disintegration */ case 96 + 31: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg("You hear breathing noise."); else if (blind) monster_msg("%^s breathes.", m_name); else monster_msg("%^s breathes disintegration at %s.", m_name, t_name); sound(SOUND_BREATH); monst_breath_monst(m_idx, y, x, GF_DISINTEGRATE, ((m_ptr->hp / 3) > 300 ? 300 : (m_ptr->hp / 3)), 0); break; } /* RF5_BA_ACID */ case 128 + 0: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts an acid ball at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_ACID, randint(rlev * 3) + 15, 2); break; } /* RF5_BA_ELEC */ case 128 + 1: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a lightning ball at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_ELEC, randint(rlev * 3 / 2) + 8, 2); break; } /* RF5_BA_FIRE */ case 128 + 2: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a fire ball at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_FIRE, randint(rlev * 7 / 2) + 10, 2); break; } /* RF5_BA_COLD */ case 128 + 3: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a frost ball at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_COLD, randint(rlev * 3 / 2) + 10, 2); break; } /* RF5_BA_POIS */ case 128 + 4: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a stinking cloud at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_POIS, damroll(12, 2), 2); break; } /* RF5_BA_NETH */ case 128 + 5: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a nether ball at %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_NETHER, (50 + damroll(10, 10) + rlev), 2); break; } /* RF5_BA_WATE */ case 128 + 6: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble."); else if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s gestures fluidly at %s.", m_name, t_name); monster_msg("%^s is engulfed in a whirlpool.", t_name); monst_breath_monst(m_idx, y, x, GF_WATER, randint(rlev * 5 / 2) + 50, 4); break; } /* RF5_BA_MANA */ case 128 + 7: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble powerfully."); else if (blind) monster_msg("%^s mumbles powerfully.", m_name); else monster_msg("%^s invokes a mana storm upon %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_MANA, (rlev * 5) + damroll(10, 10), 4); break; } /* RF5_BA_DARK */ case 128 + 8: { if (disturb_other) disturb(1, 0); if (!see_either) monster_msg ("You hear someone mumble powerfully."); else if (blind) monster_msg("%^s mumbles powerfully.", m_name); else monster_msg("%^s invokes a darkness storm upon %s.", m_name, t_name); monst_breath_monst(m_idx, y, x, GF_DARK, (rlev * 5) + damroll(10, 10), 4); break; } /* RF5_DRAIN_MANA */ case 128 + 9: { /* Attack power */ int r1 = (randint(rlev) / 2) + 1; if (see_m) { /* Basic message */ monster_msg("%^s draws psychic energy from %s.", m_name, t_name); } /* Heal the monster */ if (m_ptr->hp < m_ptr->maxhp) { if (!(tr_ptr->flags4 || tr_ptr->flags5 || tr_ptr->flags6)) { if (see_both) monster_msg("%^s is unaffected!", t_name); } else { /* Heal */ m_ptr->hp += (6 * r1); if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp; /* Redraw (later) if needed */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Special message */ if (seen) { monster_msg("%^s appears healthier.", m_name); } } } wake_up = TRUE; break; } /* RF5_MIND_BLAST */ case 128 + 10: { if (!direct) break; if (disturb_other) disturb(1, 0); if (!seen) { /* */ } else { monster_msg("%^s gazes intently at %s.", m_name, t_name); } /* Attempt a saving throw */ if ((tr_ptr->flags1 & (RF1_UNIQUE)) || (tr_ptr->flags3 & (RF3_NO_CONF)) || (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10)) { /* Memorize a flag */ if (tr_ptr->flags3 & (RF3_NO_CONF)) { if (seen) tr_ptr->r_flags3 |= (RF3_NO_CONF); } /* No obvious effect */ if (see_t) { monster_msg("%^s is unaffected!", t_name); } } else { bool_ fear; monster_msg("%^s is blasted by psionic energy.", t_name); t_ptr->confused += rand_int(4) + 4; mon_take_hit_mon(m_idx, t_idx, damroll(8, 8), &fear, " collapses, a mindless husk."); } wake_up = TRUE; break; } /* RF5_BRAIN_SMASH */ case 128 + 11: { if (!direct) break; if (disturb_other) disturb(1, 0); if (!seen) { /* */ } else { monster_msg("%^s gazes intently at %s.", m_name, t_name); } /* Attempt a saving throw */ if ((tr_ptr->flags1 & (RF1_UNIQUE)) || (tr_ptr->flags3 & (RF3_NO_CONF)) || (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10)) { /* Memorize a flag */ if (tr_ptr->flags3 & (RF3_NO_CONF)) { if (seen) tr_ptr->r_flags3 |= (RF3_NO_CONF); } /* No obvious effect */ if (see_t) { monster_msg("%^s is unaffected!", t_name); } } else { bool_ fear; if (see_t) { monster_msg("%^s is blasted by psionic energy.", t_name); } t_ptr->confused += rand_int(4) + 4; t_ptr->mspeed -= rand_int(4) + 4; t_ptr->stunned += rand_int(4) + 4; mon_take_hit_mon(m_idx, t_idx, damroll(12, 15), &fear, " collapses, a mindless husk."); } wake_up = TRUE; break; } /* RF5_CAUSE_1 */ case 128 + 12: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s points at %s and curses.", m_name, t_name); if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s resists!", t_name); } else { bool_ fear; mon_take_hit_mon(m_idx, t_idx, damroll(3, 8), &fear, " is destroyed."); } wake_up = TRUE; break; } /* RF5_CAUSE_2 */ case 128 + 13: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s points at %s and curses horribly.", m_name, t_name); if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s resists!", t_name); } else { bool_ fear; mon_take_hit_mon(m_idx, t_idx, damroll(8, 8), &fear, " is destroyed."); } wake_up = TRUE; break; } /* RF5_CAUSE_3 */ case 128 + 14: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s points at %s, incanting terribly!", m_name, t_name); if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s resists!", t_name); } else { bool_ fear; mon_take_hit_mon(m_idx, t_idx, damroll(10, 15), &fear, " is destroyed."); } wake_up = TRUE; break; } /* RF5_CAUSE_4 */ case 128 + 15: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s points at %s, screaming the word 'DIE!'", m_name, t_name); if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s resists!", t_name); } else { bool_ fear; mon_take_hit_mon(m_idx, t_idx, damroll(15, 15), &fear, " is destroyed."); } wake_up = TRUE; break; } /* RF5_BO_ACID */ case 128 + 16: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts an acid bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_ACID, damroll(7, 8) + (rlev / 3)); break; } /* RF5_BO_ELEC */ case 128 + 17: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a lightning bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_ELEC, damroll(4, 8) + (rlev / 3)); break; } /* RF5_BO_FIRE */ case 128 + 18: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a fire bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_FIRE, damroll(9, 8) + (rlev / 3)); break; } /* RF5_BO_COLD */ case 128 + 19: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a frost bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_COLD, damroll(6, 8) + (rlev / 3)); break; } /* RF5_BO_POIS */ case 128 + 20: { /* XXX XXX XXX */ break; } /* RF5_BO_NETH */ case 128 + 21: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a nether bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_NETHER, 30 + damroll(5, 5) + (rlev * 3) / 2); break; } /* RF5_BO_WATE */ case 128 + 22: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a water bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_WATER, damroll(10, 10) + (rlev)); break; } /* RF5_BO_MANA */ case 128 + 23: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a mana bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_MANA, randint(rlev * 7 / 2) + 50); break; } /* RF5_BO_PLAS */ case 128 + 24: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a plasma bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_PLASMA, 10 + damroll(8, 7) + (rlev)); break; } /* RF5_BO_ICEE */ case 128 + 25: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts an ice bolt at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_ICE, damroll(6, 6) + (rlev)); break; } /* RF5_MISSILE */ case 128 + 26: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a magic missile at %s.", m_name, t_name); monst_bolt_monst(m_idx, y, x, GF_MISSILE, damroll(2, 6) + (rlev / 3)); break; } /* RF5_SCARE */ case 128 + 27: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles, and you hear scary noises.", m_name); else monster_msg("%^s casts a fearful illusion at %s.", m_name, t_name); if (tr_ptr->flags3 & RF3_NO_FEAR) { if (see_t) monster_msg("%^s refuses to be frightened.", t_name); } else if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s refuses to be frightened.", t_name); } else { if (!(t_ptr->monfear) && see_t) monster_msg("%^s flees in terror!", t_name); t_ptr->monfear += rand_int(4) + 4; } wake_up = TRUE; break; } /* RF5_BLIND */ case 128 + 28: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s casts a spell, burning %s%s eyes.", m_name, t_name, (!strcmp(t_name, "it") ? "s" : "'s")); if (tr_ptr->flags3 & RF3_NO_CONF) /* Simulate blindness with confusion */ { if (see_t) monster_msg("%^s is unaffected.", t_name); } else if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s is unaffected.", t_name); } else { if (see_t) monster_msg("%^s is blinded!", t_name); t_ptr->confused += 12 + (byte)rand_int(4); } wake_up = TRUE; break; } /* RF5_CONF */ case 128 + 29: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles, and you hear puzzling noises.", m_name); else monster_msg("%^s creates a mesmerising illusion in front of %s.", m_name, t_name); if (tr_ptr->flags3 & RF3_NO_CONF) { if (see_t) monster_msg("%^s disbelieves the feeble spell.", t_name); } else if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s disbelieves the feeble spell.", t_name); } else { if (see_t) monster_msg("%^s seems confused.", t_name); t_ptr->confused += 12 + (byte)rand_int(4); } wake_up = TRUE; break; } /* RF5_SLOW */ case 128 + 30: { if (!direct) break; if (disturb_other) disturb(1, 0); if (!blind && see_either) monster_msg("%^s drains power from %s%s muscles.", m_name, t_name, (!strcmp(t_name, "it") ? "s" : "'s")); if (tr_ptr->flags1 & RF1_UNIQUE) { if (see_t) monster_msg("%^s is unaffected.", t_name); } else if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s is unaffected.", t_name); } else { t_ptr->mspeed -= 10; if (see_t) monster_msg("%^s starts moving slower.", t_name); } wake_up = TRUE; break; } /* RF5_HOLD */ case 128 + 31: { if (!direct) break; if (disturb_other) disturb(1, 0); if (!blind && see_m) monster_msg("%^s stares intently at %s.", m_name, t_name); if ((tr_ptr->flags1 & RF1_UNIQUE) || (tr_ptr->flags3 & RF3_NO_STUN)) { if (see_t) monster_msg("%^s is unaffected.", t_name); } else if (t_ptr->level > randint((rlev - 10) < 1 ? 1 : (rlev - 10)) + 10) { if (see_t) monster_msg("%^s is unaffected.", t_name); } else { t_ptr->stunned += randint(4) + 4; if (see_t) monster_msg("%^s is paralyzed!", t_name); } wake_up = TRUE; break; } /* RF6_HASTE */ case 160 + 0: { if (disturb_other) disturb(1, 0); if (blind || !see_m) { monster_msg("%^s mumbles.", m_name); } else { monster_msg("%^s concentrates on %s body.", m_name, m_poss); } /* Allow quick speed increases to base+10 */ if (m_ptr->mspeed < m_ptr->speed + 10) { if (see_m) monster_msg("%^s starts moving faster.", m_name); m_ptr->mspeed += 10; } /* Allow small speed increases to base+20 */ else if (m_ptr->mspeed < m_ptr->speed + 20) { if (see_m) monster_msg("%^s starts moving faster.", m_name); m_ptr->mspeed += 2; } break; } /* RF6_HAND_DOOM */ case 160 + 1: { if (!direct) break; if (disturb_other) disturb(1, 0); if (!see_m) monster_msg("You hear someone invoke the Hand of Doom!"); else if (!blind) monster_msg("%^s invokes the Hand of Doom on %s.", m_name, t_name); else monster_msg ("You hear someone invoke the Hand of Doom!"); if (tr_ptr->flags1 & RF1_UNIQUE) { if (!blind && see_t) monster_msg("^%s is unaffected!", t_name); } else { if (((m_ptr->level) + randint(20)) > ((t_ptr->level) + 10 + randint(20))) { t_ptr->hp = t_ptr->hp - (((s32b) ((65 + randint(25)) * (t_ptr->hp))) / 100); if (t_ptr->hp < 1) t_ptr->hp = 1; } else { if (see_t) monster_msg("%^s resists!", t_name); } } wake_up = TRUE; break; } /* RF6_HEAL */ case 160 + 2: { if (disturb_other) disturb(1, 0); /* Message */ if (blind || !see_m) { monster_msg("%^s mumbles.", m_name); } else { monster_msg("%^s concentrates on %s wounds.", m_name, m_poss); } /* Heal some */ m_ptr->hp += (rlev * 6); /* Fully healed */ if (m_ptr->hp >= m_ptr->maxhp) { /* Fully healed */ m_ptr->hp = m_ptr->maxhp; /* Message */ if (seen) { monster_msg("%^s looks completely healed!", m_name); } else { monster_msg("%^s sounds completely healed!", m_name); } } /* Partially healed */ else { /* Message */ if (seen) { monster_msg("%^s looks healthier.", m_name); } else { monster_msg("%^s sounds healthier.", m_name); } } /* Redraw (later) if needed */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Cancel fear */ if (m_ptr->monfear) { /* Cancel fear */ m_ptr->monfear = 0; /* Message */ if (see_m) monster_msg("%^s recovers %s courage.", m_name, m_poss); } break; } /* RF6_S_ANIMALS */ case 160 + 3: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons some animals!", m_name); for (k = 0; k < 4; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_ANIMAL, TRUE); else count += summon_specific(y, x, rlev, SUMMON_ANIMAL); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_BLINK */ case 160 + 4: { if (disturb_other) disturb(1, 0); if (see_m) monster_msg("%^s blinks away.", m_name); teleport_away(m_idx, 10); break; } /* RF6_TPORT */ case 160 + 5: { if (dungeon_flags2 & DF2_NO_TELEPORT) break; /* No teleport on special levels */ else { if (disturb_other) disturb(1, 0); if (see_m) monster_msg("%^s teleports away.", m_name); teleport_away(m_idx, MAX_SIGHT * 2 + 5); break; } } /* RF6_TELE_TO */ case 160 + 6: { /* Not implemented */ break; } /* RF6_TELE_AWAY */ case 160 + 7: { if (dungeon_flags2 & DF2_NO_TELEPORT) break; if (!direct) break; else { bool_ resists_tele = FALSE; if (disturb_other) disturb(1, 0); monster_msg("%^s teleports %s away.", m_name, t_name); if (tr_ptr->flags3 & (RF3_RES_TELE)) { if (tr_ptr->flags1 & (RF1_UNIQUE)) { if (see_t) { tr_ptr->r_flags3 |= RF3_RES_TELE; monster_msg("%^s is unaffected!", t_name); } resists_tele = TRUE; } else if (t_ptr->level > randint(100)) { if (see_t) { tr_ptr->r_flags3 |= RF3_RES_TELE; monster_msg("%^s resists!", t_name); } resists_tele = TRUE; } } if (!resists_tele) { teleport_away(t_idx, MAX_SIGHT * 2 + 5); } } break; } /* RF6_TELE_LEVEL */ case 160 + 8: { /* Not implemented */ break; } /* RF6_DARKNESS */ case 160 + 9: { if (!direct) break; if (disturb_other) disturb(1, 0); if (blind) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s gestures in shadow.", m_name); if (seen) monster_msg("%^s is surrounded by darkness.", t_name); (void)project(m_idx, 3, y, x, 0, GF_DARK_WEAK, PROJECT_GRID | PROJECT_KILL); /* Lite up the room */ unlite_room(y, x); break; } /* RF6_TRAPS */ case 160 + 10: { /* Not implemented */ break; } /* RF6_FORGET */ case 160 + 11: { /* Not implemented */ break; } /* RF6_ANIM_DEAD */ case 160 + 12: { break; } /* RF6_S_BUG */ case 160 + 13: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically codes some software bugs.", m_name); for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_BUG, TRUE); else count += summon_specific(y, x, rlev, SUMMON_BUG); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_RNG */ case 160 + 14: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically codes some RNGs.", m_name); for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_RNG, TRUE); else count += summon_specific(y, x, rlev, SUMMON_RNG); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_THUNDERLORD */ case 160 + 15: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons a Thunderlord!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_THUNDERLORD, TRUE); else count += summon_specific(y, x, rlev, SUMMON_THUNDERLORD); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF6_SUMMON_KIN */ case 160 + 16: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1) & RF1_UNIQUE ? "minions" : "kin")); summon_kin_type = r_ptr->d_char; /* Big hack */ for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_KIN, TRUE); else count += summon_specific(y, x, rlev, SUMMON_KIN); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_HI_DEMON */ case 160 + 17: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons greater demons!", m_name); if (blind && count) monster_msg("You hear heavy steps nearby."); if (friendly) summon_specific_friendly(y, x, rlev, SUMMON_HI_DEMON, TRUE); else summon_cyber(); break; } /* RF6_S_MONSTER */ case 160 + 18: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons help!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_NO_UNIQUES, TRUE); else count += summon_specific(y, x, rlev, 0); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF6_S_MONSTERS */ case 160 + 19: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons monsters!", m_name); for (k = 0; k < 8; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_NO_UNIQUES, TRUE); else count += summon_specific(y, x, rlev, 0); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_ANT */ case 160 + 20: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons ants.", m_name); for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_ANT, TRUE); else count += summon_specific(y, x, rlev, SUMMON_ANT); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_SPIDER */ case 160 + 21: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons spiders.", m_name); for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_SPIDER, TRUE); else count += summon_specific(y, x, rlev, SUMMON_SPIDER); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_HOUND */ case 160 + 22: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons hounds.", m_name); for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_HOUND, TRUE); else count += summon_specific(y, x, rlev, SUMMON_HOUND); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_HYDRA */ case 160 + 23: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons hydras.", m_name); for (k = 0; k < 6; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_HYDRA, TRUE); else count += summon_specific(y, x, rlev, SUMMON_HYDRA); } if (blind && count) monster_msg("You hear many things appear nearby."); break; } /* RF6_S_ANGEL */ case 160 + 24: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons an angel!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_ANGEL, TRUE); else count += summon_specific(y, x, rlev, SUMMON_ANGEL); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF6_S_DEMON */ case 160 + 25: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons a demon!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_DEMON, TRUE); else count += summon_specific(y, x, rlev, SUMMON_DEMON); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF6_S_UNDEAD */ case 160 + 26: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons an undead adversary!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_UNDEAD, TRUE); else count += summon_specific(y, x, rlev, SUMMON_UNDEAD); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF6_S_DRAGON */ case 160 + 27: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons a dragon!", m_name); for (k = 0; k < 1; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_DRAGON, TRUE); else count += summon_specific(y, x, rlev, SUMMON_DRAGON); } if (blind && count) monster_msg("You hear something appear nearby."); break; } /* RF6_S_HI_UNDEAD */ case 160 + 28: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons greater undead!", m_name); for (k = 0; k < 8; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_HI_UNDEAD_NO_UNIQUES, TRUE); else count += summon_specific(y, x, rlev, SUMMON_HI_UNDEAD); } if (blind && count) { monster_msg("You hear many creepy things appear nearby."); } break; } /* RF6_S_HI_DRAGON */ case 160 + 29: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons ancient dragons!", m_name); for (k = 0; k < 8; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_HI_DRAGON_NO_UNIQUES, TRUE); else count += summon_specific(y, x, rlev, SUMMON_HI_DRAGON); } if (blind && count) { monster_msg("You hear many powerful things appear nearby."); } break; } /* RF6_S_WRAITH */ case 160 + 30: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons a wraith!", m_name); for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, SUMMON_WRAITH); } if (blind && count) { monster_msg("You hear immortal beings appear nearby."); } break; } /* RF6_S_UNIQUE */ case 160 + 31: { if (disturb_other) disturb(1, 0); if (blind || !see_m) monster_msg("%^s mumbles.", m_name); else monster_msg("%^s magically summons special opponents!", m_name); for (k = 0; k < 8; k++) { if (!friendly) count += summon_specific(y, x, rlev, SUMMON_UNIQUE); } for (k = 0; k < 8; k++) { if (friendly) count += summon_specific_friendly(y, x, rlev, SUMMON_HI_UNDEAD_NO_UNIQUES, TRUE); else count += summon_specific(y, x, rlev, SUMMON_HI_UNDEAD); } if (blind && count) { monster_msg("You hear many powerful things appear nearby."); } break; } } if (wake_up) { t_ptr->csleep = 0; } /* Remember what the monster did, if we saw it */ if (seen) { /* Inate spell */ if (thrown_spell < 32*4) { r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3)); if (r_ptr->r_cast_inate < MAX_UCHAR) r_ptr->r_cast_inate++; } /* Bolt or Ball */ else if (thrown_spell < 32*5) { r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4)); if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; } /* Special spell */ else if (thrown_spell < 32*6) { r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5)); if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; } } /* Always take note of monsters that kill you --- * even accidentally */ if (death && (r_ptr->r_deaths < MAX_SHORT)) { r_ptr->r_deaths++; } /* A spell was cast */ return (TRUE); } /* No enemy found */ return (FALSE); } void curse_equipment(int chance, int heavy_chance) { bool_ changed = FALSE; u32b o1, o2, o3, o4, esp, o5; object_type * o_ptr = &p_ptr->inventory[rand_range(INVEN_WIELD, INVEN_TOTAL - 1)]; if (randint(100) > chance) return; if (!(o_ptr->k_idx)) return; object_flags(o_ptr, &o1, &o2, &o3, &o4, &o5, &esp); /* Extra, biased saving throw for blessed items */ if ((o3 & (TR3_BLESSED)) && (randint(888) > chance)) { char o_name[256]; object_desc(o_name, o_ptr, FALSE, 0); msg_format("Your %s resist%s cursing!", o_name, ((o_ptr->number > 1) ? "" : "s")); /* Hmmm -- can we wear multiple items? If not, this is unnecessary */ return; } if ((randint(100) <= heavy_chance) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name)) { if (!(o3 & TR3_HEAVY_CURSE)) changed = TRUE; o_ptr->art_flags3 |= TR3_HEAVY_CURSE; o_ptr->art_flags3 |= TR3_CURSED; o_ptr->ident |= IDENT_CURSED; } else { if (!(o_ptr->ident & (IDENT_CURSED))) changed = TRUE; o_ptr->art_flags3 |= TR3_CURSED; o_ptr->ident |= IDENT_CURSED; } if (changed) { msg_print("There is a malignant black aura surrounding you..."); if (o_ptr->note) { if (streq(quark_str(o_ptr->note), "uncursed")) { o_ptr->note = 0; } } } } void curse_equipment_dg(int chance, int heavy_chance) { bool_ changed = FALSE; u32b o1, o2, o3, o4, esp, o5; object_type * o_ptr = &p_ptr->inventory[rand_range(INVEN_WIELD, INVEN_TOTAL - 1)]; if (randint(100) > chance) return; if (!(o_ptr->k_idx)) return; object_flags(o_ptr, &o1, &o2, &o3, &o4, &o5, &esp); /* Extra, biased saving throw for blessed items */ if ((o3 & (TR3_BLESSED)) && (randint(888) > chance)) { char o_name[256]; object_desc(o_name, o_ptr, FALSE, 0); msg_format("Your %s resist%s cursing!", o_name, ((o_ptr->number > 1) ? "" : "s")); /* Hmmm -- can we wear multiple items? If not, this is unnecessary */ /* DG -- Yes we can, in the quiver */ return; } if ((randint(100) <= heavy_chance) && (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name)) { if (!(o3 & TR3_HEAVY_CURSE)) changed = TRUE; o_ptr->art_flags3 |= TR3_HEAVY_CURSE; o_ptr->art_flags3 |= TR3_CURSED; o_ptr->art_flags4 |= TR4_DG_CURSE; o_ptr->ident |= IDENT_CURSED; } else { if (!(o_ptr->ident & (IDENT_CURSED))) changed = TRUE; o_ptr->art_flags3 |= TR3_CURSED; o_ptr->art_flags4 |= TR4_DG_CURSE; o_ptr->ident |= IDENT_CURSED; } if (changed) { msg_print("There is a malignant black aura surrounding you..."); if (o_ptr->note) { if (streq(quark_str(o_ptr->note), "uncursed")) { o_ptr->note = 0; } } } } /* * Creatures can cast spells, shoot missiles, and breathe. * * Returns "TRUE" if a spell (or whatever) was (successfully) cast. * * XXX XXX XXX This function could use some work, but remember to * keep it as optimized as possible, while retaining generic code. * * Verify the various "blind-ness" checks in the code. * * XXX XXX XXX Note that several effects should really not be "seen" * if the player is blind. See also "effects.c" for other "mistakes". * * Perhaps monsters should breathe at locations *near* the player, * since this would allow them to inflict "partial" damage. * * Perhaps smart monsters should decline to use "bolt" spells if * there is a monster in the way, unless they wish to kill it. * * Note that, to allow the use of the "track_target" option at some * later time, certain non-optimal things are done in the code below, * including explicit checks against the "direct" variable, which is * currently always true by the time it is checked, but which should * really be set according to an explicit "projectable()" test, and * the use of generic "x,y" locations instead of the player location, * with those values being initialized with the player location. * * It will not be possible to "correctly" handle the case in which a * monster attempts to attack a location which is thought to contain * the player, but which in fact is nowhere near the player, since this * might induce all sorts of messages about the attack itself, and about * the effects of the attack, which the player might or might not be in * a position to observe. Thus, for simplicity, it is probably best to * only allow "faulty" attacks by a monster if one of the important grids * (probably the initial or final grid) is in fact in view of the player. * It may be necessary to actually prevent spell attacks except when the * monster actually has line of sight to the player. Note that a monster * could be left in a bizarre situation after the player ducked behind a * pillar and then teleported away, for example. * * Note that certain spell attacks do not use the "project()" function * but "simulate" it via the "direct" variable, which is always at least * as restrictive as the "project()" function. This is necessary to * prevent "blindness" attacks and such from bending around walls, etc, * and to allow the use of the "track_target" option in the future. * * Note that this function attempts to optimize the use of spells for the * cases in which the monster has no spells, or has spells but cannot use * them, or has spells but they will have no "useful" effect. Note that * this function has been an efficiency bottleneck in the past. * * Note the special "MFLAG_NICE" flag, which prevents a monster from using * any spell attacks until the player has had a single chance to move. */ bool_ make_attack_spell(int m_idx) { int k, chance, thrown_spell, rlev, failrate; byte spell[96], num = 0; u32b f4, f5, f6; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); char m_name[80]; bool_ no_inate = FALSE; int x, y; /* Summon count */ int count = 0; /* Extract the blind-ness */ bool_ blind = (p_ptr->blind ? TRUE : FALSE); /* Extract the "see-able-ness" */ bool_ seen = (!blind && m_ptr->ml); /* Assume "normal" target */ bool_ normal = TRUE; /* Assume "projectable" */ bool_ direct = TRUE; /* Target location */ if (m_ptr->target > -1) { if (!m_ptr->target) { y = p_ptr->py; x = p_ptr->px; } else { return (FALSE); } } else return FALSE; /* Cannot cast spells when confused */ if (m_ptr->confused) return (FALSE); /* Cannot cast spells when nice */ if (m_ptr->mflag & (MFLAG_NICE)) return (FALSE); if (is_friend(m_ptr) >= 0) return (FALSE); /* Cannot attack the player if mortal and player fated to never die by the ... */ if ((r_ptr->flags7 & RF7_MORTAL) && (p_ptr->no_mortal)) return (FALSE); /* Hack -- Extract the spell probability */ chance = (r_ptr->freq_inate + r_ptr->freq_spell) / 2; /* Not allowed to cast spells */ if (!chance) return (FALSE); if (stupid_monsters) { /* Only do spells occasionally */ if (rand_int(100) >= chance) return (FALSE); } else { if (rand_int(100) >= chance) return (FALSE); /* Sometimes forbid inate attacks (breaths) */ if (rand_int(100) >= (chance * 2)) no_inate = TRUE; } /* XXX XXX XXX Handle "track_target" option (?) */ /* Hack -- require projectable player */ if (normal) { /* Check range */ if (m_ptr->cdis > MAX_RANGE) return (FALSE); /* Check path */ if (!projectable(m_ptr->fy, m_ptr->fx, y, x)) return (FALSE); } /* Extract the monster level */ rlev = ((m_ptr->level >= 1) ? m_ptr->level : 1); /* Extract the racial spell flags */ f4 = r_ptr->flags4; f5 = r_ptr->flags5; f6 = r_ptr->flags6; if (!stupid_monsters) { /* Forbid inate attacks sometimes */ if (no_inate) f4 = 0L; } /* Hack -- allow "desperate" spells */ if ((r_ptr->flags2 & (RF2_SMART)) && (m_ptr->hp < m_ptr->maxhp / 10) && (rand_int(100) < 50)) { /* Require intelligent spells */ f4 &= (RF4_INT_MASK); f5 &= (RF5_INT_MASK); f6 &= (RF6_INT_MASK); /* No spells left */ if (!f4 && !f5 && !f6) return (FALSE); } /* Remove the "ineffective" spells */ remove_bad_spells(m_idx, &f4, &f5, &f6); /* No spells left */ if (!f4 && !f5 && !f6) return (FALSE); if (!stupid_monsters) { /* Check for a clean bolt shot */ if ((f4&(RF4_BOLT_MASK) || f5 & (RF5_BOLT_MASK) || f6&(RF6_BOLT_MASK)) && !(r_ptr->flags2 & (RF2_STUPID)) && !clean_shot(m_ptr->fy, m_ptr->fx, y, x)) { /* Remove spells that will only hurt friends */ f4 &= ~(RF4_BOLT_MASK); f5 &= ~(RF5_BOLT_MASK); f6 &= ~(RF6_BOLT_MASK); } /* Check for a possible summon */ if ((f4 & (RF4_SUMMON_MASK) || f5 & (RF5_SUMMON_MASK) || f6 & (RF6_SUMMON_MASK)) && !(r_ptr->flags2 & (RF2_STUPID)) && !(summon_possible(y, x))) { /* Remove summoning spells */ f4 &= ~(RF4_SUMMON_MASK); f5 &= ~(RF5_SUMMON_MASK); f6 &= ~(RF6_SUMMON_MASK); } /* No spells left */ if (!f4 && !f5 && !f6) return (FALSE); } /* Extract the "inate" spells */ for (k = 0; k < 32; k++) { if (f4 & (1L << k)) spell[num++] = k + 32 * 3; } /* Extract the "normal" spells */ for (k = 0; k < 32; k++) { if (f5 & (1L << k)) spell[num++] = k + 32 * 4; } /* Extract the "bizarre" spells */ for (k = 0; k < 32; k++) { if (f6 & (1L << k)) spell[num++] = k + 32 * 5; } /* No spells left */ if (!num) return (FALSE); /* Stop if player is dead or gone */ if (!alive || death) return (FALSE); /* Stop if player is leaving */ if (p_ptr->leaving) return (FALSE); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0x00); if (stupid_monsters) { /* Choose a spell to cast */ thrown_spell = spell[rand_int(num)]; } else { thrown_spell = choose_attack_spell(m_idx, spell, num); /* Abort if no spell was chosen */ if (!thrown_spell) return (FALSE); /* Calculate spell failure rate */ failrate = 25 - (rlev + 3) / 4; /* Hack -- Stupid monsters will never fail (for jellies and such) */ if (r_ptr->flags2 & (RF2_STUPID)) failrate = 0; /* Check for spell failure (inate attacks never fail) */ if ((thrown_spell >= 128) && (rand_int(100) < failrate)) { /* Message */ msg_format("%^s tries to cast a spell, but fails.", m_name); return (TRUE); } } /* Can the player disrupt its puny attempts? */ if ((p_ptr->antimagic_dis >= m_ptr->cdis) && (magik(p_ptr->antimagic)) && (thrown_spell >= 128)) { char m_poss[80]; /* Get monster's possessive noun form ("the Illusionist's") */ monster_desc(m_poss, m_ptr, 0x06); msg_format("Your anti-magic field disrupts %s spell.", m_poss); } else { char m_poss[80]; char ddesc[80]; /* Get the monster possessive ("his"/"her"/"its") */ monster_desc(m_poss, m_ptr, 0x22); /* Hack -- Get the "died from" name */ monster_desc(ddesc, m_ptr, 0x88); /* Cast the spell. */ switch (thrown_spell) { /* RF4_SHRIEK */ case 96 + 0: { if (!direct) break; disturb(1, 0); msg_format("%^s makes a high pitched shriek.", m_name); aggravate_monsters(m_idx); break; } /* RF4_MULTIPLY */ case 96 + 1: { break; } /* RF4_S_ANIMAL */ case 96 + 2: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons an animal!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, SUMMON_ANIMAL); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF4_ROCKET */ case 96 + 3: { disturb(1, 0); if (blind) msg_format("%^s shoots something.", m_name); else msg_format("%^s fires a rocket.", m_name); breath(m_idx, GF_ROCKET, ((m_ptr->hp / 4) > 800 ? 800 : (m_ptr->hp / 4)), 2); update_smart_learn(m_idx, DRS_SHARD); break; } /* RF4_ARROW_1 */ case 96 + 4: { disturb(1, 0); if (blind) msg_format("%^s makes a strange noise.", m_name); else msg_format("%^s fires an arrow.", m_name); bolt(m_idx, GF_ARROW, damroll(1, 6)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF4_ARROW_2 */ case 96 + 5: { disturb(1, 0); if (blind) msg_format("%^s makes a strange noise.", m_name); else msg_format("%^s fires an arrow!", m_name); bolt(m_idx, GF_ARROW, damroll(3, 6)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF4_ARROW_3 */ case 96 + 6: { disturb(1, 0); if (blind) msg_format("%^s makes a strange noise.", m_name); else msg_format("%^s fires a missile.", m_name); bolt(m_idx, GF_ARROW, damroll(5, 6)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF4_ARROW_4 */ case 96 + 7: { disturb(1, 0); if (blind) msg_format("%^s makes a strange noise.", m_name); else msg_format("%^s fires a missile!", m_name); bolt(m_idx, GF_ARROW, damroll(7, 6)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF4_BR_ACID */ case 96 + 8: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes acid.", m_name); breath(m_idx, GF_ACID, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_ACID); break; } /* RF4_BR_ELEC */ case 96 + 9: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes lightning.", m_name); breath(m_idx, GF_ELEC, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_ELEC); break; } /* RF4_BR_FIRE */ case 96 + 10: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes fire.", m_name); breath(m_idx, GF_FIRE, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_FIRE); break; } /* RF4_BR_COLD */ case 96 + 11: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes frost.", m_name); breath(m_idx, GF_COLD, ((m_ptr->hp / 3) > 1600 ? 1600 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_COLD); break; } /* RF4_BR_POIS */ case 96 + 12: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes gas.", m_name); breath(m_idx, GF_POIS, ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_POIS); break; } /* RF4_BR_NETH */ case 96 + 13: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes nether.", m_name); breath(m_idx, GF_NETHER, ((m_ptr->hp / 6) > 550 ? 550 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_NETH); break; } /* RF4_BR_LITE */ case 96 + 14: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes light.", m_name); breath(m_idx, GF_LITE, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_LITE); break; } /* RF4_BR_DARK */ case 96 + 15: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes darkness.", m_name); breath(m_idx, GF_DARK, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_DARK); break; } /* RF4_BR_CONF */ case 96 + 16: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes confusion.", m_name); breath(m_idx, GF_CONFUSION, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_CONF); break; } /* RF4_BR_SOUN */ case 96 + 17: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes sound.", m_name); breath(m_idx, GF_SOUND, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_SOUND); break; } /* RF4_BR_CHAO */ case 96 + 18: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes chaos.", m_name); breath(m_idx, GF_CHAOS, ((m_ptr->hp / 6) > 600 ? 600 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_CHAOS); break; } /* RF4_BR_DISE */ case 96 + 19: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes disenchantment.", m_name); breath(m_idx, GF_DISENCHANT, ((m_ptr->hp / 6) > 500 ? 500 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_DISEN); break; } /* RF4_BR_NEXU */ case 96 + 20: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes nexus.", m_name); breath(m_idx, GF_NEXUS, ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_NEXUS); break; } /* RF4_BR_TIME */ case 96 + 21: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes time.", m_name); breath(m_idx, GF_TIME, ((m_ptr->hp / 3) > 150 ? 150 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_INER */ case 96 + 22: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes inertia.", m_name); breath(m_idx, GF_INERTIA, ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_GRAV */ case 96 + 23: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes gravity.", m_name); breath(m_idx, GF_GRAVITY, ((m_ptr->hp / 3) > 200 ? 200 : (m_ptr->hp / 3)), 0); break; } /* RF4_BR_SHAR */ case 96 + 24: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes shards.", m_name); breath(m_idx, GF_SHARDS, ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6)), 0); update_smart_learn(m_idx, DRS_SHARD); break; } /* RF4_BR_PLAS */ case 96 + 25: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes plasma.", m_name); breath(m_idx, GF_PLASMA, ((m_ptr->hp / 6) > 150 ? 150 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_WALL */ case 96 + 26: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes force.", m_name); breath(m_idx, GF_FORCE, ((m_ptr->hp / 6) > 200 ? 200 : (m_ptr->hp / 6)), 0); break; } /* RF4_BR_MANA */ case 96 + 27: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes magical energy.", m_name); breath(m_idx, GF_MANA, ((m_ptr->hp / 3) > 250 ? 250 : (m_ptr->hp / 3)), 0); break; } /* RF4_BA_NUKE */ case 96 + 28: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a ball of radiation.", m_name); breath(m_idx, GF_NUKE, (rlev + damroll(10, 6)), 2); update_smart_learn(m_idx, DRS_POIS); break; } /* RF4_BR_NUKE */ case 96 + 29: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes toxic waste.", m_name); breath(m_idx, GF_NUKE, ((m_ptr->hp / 3) > 800 ? 800 : (m_ptr->hp / 3)), 0); update_smart_learn(m_idx, DRS_POIS); break; } /* RF4_BA_CHAO */ case 96 + 30: { disturb(1, 0); if (blind) msg_format("%^s mumbles frighteningly.", m_name); else msg_format("%^s invokes a raw chaos.", m_name); breath(m_idx, GF_CHAOS, (rlev * 2) + damroll(10, 10), 4); update_smart_learn(m_idx, DRS_CHAOS); break; } /* RF4_BR_DISI -> Disintegration breath! */ case 96 + 31: { disturb(1, 0); if (blind) msg_format("%^s breathes.", m_name); else msg_format("%^s breathes disintegration.", m_name); breath(m_idx, GF_DISINTEGRATE, ((m_ptr->hp / 3) > 300 ? 300 : (m_ptr->hp / 3)), 0); break; } /* RF5_BA_ACID */ case 128 + 0: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts an acid ball.", m_name); breath(m_idx, GF_ACID, randint(rlev * 3) + 15, 2); update_smart_learn(m_idx, DRS_ACID); break; } /* RF5_BA_ELEC */ case 128 + 1: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a lightning ball.", m_name); breath(m_idx, GF_ELEC, randint(rlev * 3 / 2) + 8, 2); update_smart_learn(m_idx, DRS_ELEC); break; } /* RF5_BA_FIRE */ case 128 + 2: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a fire ball.", m_name); breath(m_idx, GF_FIRE, randint(rlev * 7 / 2) + 10, 2); update_smart_learn(m_idx, DRS_FIRE); break; } /* RF5_BA_COLD */ case 128 + 3: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a frost ball.", m_name); breath(m_idx, GF_COLD, randint(rlev * 3 / 2) + 10, 2); update_smart_learn(m_idx, DRS_COLD); break; } /* RF5_BA_POIS */ case 128 + 4: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a stinking cloud.", m_name); breath(m_idx, GF_POIS, damroll(12, 2), 2); update_smart_learn(m_idx, DRS_POIS); break; } /* RF5_BA_NETH */ case 128 + 5: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a nether ball.", m_name); breath(m_idx, GF_NETHER, (50 + damroll(10, 10) + rlev), 2); update_smart_learn(m_idx, DRS_NETH); break; } /* RF5_BA_WATE */ case 128 + 6: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s gestures fluidly.", m_name); msg_print("You are engulfed in a whirlpool."); breath(m_idx, GF_WATER, randint(rlev * 5 / 2) + 50, 4); break; } /* RF5_BA_MANA */ case 128 + 7: { disturb(1, 0); if (blind) msg_format("%^s mumbles powerfully.", m_name); else msg_format("%^s invokes a mana storm.", m_name); breath(m_idx, GF_MANA, (rlev * 5) + damroll(10, 10), 4); break; } /* RF5_BA_DARK */ case 128 + 8: { disturb(1, 0); if (blind) msg_format("%^s mumbles powerfully.", m_name); else msg_format("%^s invokes a darkness storm.", m_name); breath(m_idx, GF_DARK, (rlev * 5) + damroll(10, 10), 4); update_smart_learn(m_idx, DRS_DARK); break; } /* RF5_DRAIN_MANA */ case 128 + 9: { if (!direct) break; if (p_ptr->csp) { int r1; /* Disturb if legal */ disturb(1, 0); /* Basic message */ msg_format("%^s draws psychic energy from you!", m_name); /* Attack power */ r1 = (randint(rlev) / 2) + 1; /* Full drain */ if (r1 >= p_ptr->csp) { r1 = p_ptr->csp; p_ptr->csp = 0; p_ptr->csp_frac = 0; } /* Partial drain */ else { p_ptr->csp -= r1; } /* Redraw mana */ p_ptr->redraw |= (PR_MANA); /* Window stuff */ p_ptr->window |= (PW_PLAYER); /* Heal the monster */ if (m_ptr->hp < m_ptr->maxhp) { /* Heal */ m_ptr->hp += (6 * r1); if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp; /* Redraw (later) if needed */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Special message */ if (seen) { msg_format("%^s appears healthier.", m_name); } } } update_smart_learn(m_idx, DRS_MANA); break; } /* RF5_MIND_BLAST */ case 128 + 10: { if (!direct) break; disturb(1, 0); if (!seen) { msg_print("You feel something focusing on your mind."); } else { msg_format("%^s gazes deep into your eyes.", m_name); } if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { msg_print("Your mind is blasted by psionic energy."); if (!p_ptr->resist_conf) { (void)set_confused(p_ptr->confused + rand_int(4) + 4); } if ((!p_ptr->resist_chaos) && (randint(3) == 1)) { (void) set_image(p_ptr->image + rand_int(250) + 150); } take_sanity_hit(damroll(8, 8), ddesc); } break; } /* RF5_BRAIN_SMASH */ case 128 + 11: { if (!direct) break; disturb(1, 0); if (!seen) { msg_print("You feel something focusing on your mind."); } else { msg_format("%^s looks deep into your eyes.", m_name); } if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { msg_print("Your mind is blasted by psionic energy."); take_sanity_hit(damroll(12, 15), ddesc); if (!p_ptr->resist_blind) { (void)set_blind(p_ptr->blind + 8 + rand_int(8)); } if (!p_ptr->resist_conf) { (void)set_confused(p_ptr->confused + rand_int(4) + 4); } if (!p_ptr->free_act) { (void)set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4); } (void)set_slow(p_ptr->slow + rand_int(4) + 4); while (rand_int(100) > p_ptr->skill_sav) (void)do_dec_stat(A_INT, STAT_DEC_NORMAL); while (rand_int(100) > p_ptr->skill_sav) (void)do_dec_stat(A_WIS, STAT_DEC_NORMAL); if (!p_ptr->resist_chaos) { (void) set_image(p_ptr->image + rand_int(250) + 150); } } break; } /* RF5_CAUSE_1 */ case 128 + 12: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s points at you and curses.", m_name); if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { curse_equipment(33, 0); take_hit(damroll(3, 8), ddesc); } break; } /* RF5_CAUSE_2 */ case 128 + 13: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s points at you and curses horribly.", m_name); if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { curse_equipment(50, 5); take_hit(damroll(8, 8), ddesc); } break; } /* RF5_CAUSE_3 */ case 128 + 14: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles loudly.", m_name); else msg_format("%^s points at you, incanting terribly!", m_name); if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { curse_equipment(80, 15); take_hit(damroll(10, 15), ddesc); } break; } /* RF5_CAUSE_4 */ case 128 + 15: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s screams the word 'DIE!'", m_name); else msg_format("%^s points at you, screaming the word DIE!", m_name); if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { take_hit(damroll(15, 15), ddesc); (void)set_cut(p_ptr->cut + damroll(10, 10)); } break; } /* RF5_BO_ACID */ case 128 + 16: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a acid bolt.", m_name); bolt(m_idx, GF_ACID, damroll(7, 8) + (rlev / 3)); update_smart_learn(m_idx, DRS_ACID); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_ELEC */ case 128 + 17: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a lightning bolt.", m_name); bolt(m_idx, GF_ELEC, damroll(4, 8) + (rlev / 3)); update_smart_learn(m_idx, DRS_ELEC); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_FIRE */ case 128 + 18: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a fire bolt.", m_name); bolt(m_idx, GF_FIRE, damroll(9, 8) + (rlev / 3)); update_smart_learn(m_idx, DRS_FIRE); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_COLD */ case 128 + 19: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a frost bolt.", m_name); bolt(m_idx, GF_COLD, damroll(6, 8) + (rlev / 3)); update_smart_learn(m_idx, DRS_COLD); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_POIS */ case 128 + 20: { /* XXX XXX XXX */ break; } /* RF5_BO_NETH */ case 128 + 21: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a nether bolt.", m_name); bolt(m_idx, GF_NETHER, 30 + damroll(5, 5) + (rlev * 3) / 2); update_smart_learn(m_idx, DRS_NETH); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_WATE */ case 128 + 22: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a water bolt.", m_name); bolt(m_idx, GF_WATER, damroll(10, 10) + (rlev)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_MANA */ case 128 + 23: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a mana bolt.", m_name); bolt(m_idx, GF_MANA, randint(rlev * 7 / 2) + 50); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_PLAS */ case 128 + 24: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a plasma bolt.", m_name); bolt(m_idx, GF_PLASMA, 10 + damroll(8, 7) + (rlev)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_BO_ICEE */ case 128 + 25: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts an ice bolt.", m_name); bolt(m_idx, GF_ICE, damroll(6, 6) + (rlev)); update_smart_learn(m_idx, DRS_COLD); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_MISSILE */ case 128 + 26: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a magic missile.", m_name); bolt(m_idx, GF_MISSILE, damroll(2, 6) + (rlev / 3)); update_smart_learn(m_idx, DRS_REFLECT); break; } /* RF5_SCARE */ case 128 + 27: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles, and you hear scary noises.", m_name); else msg_format("%^s casts a fearful illusion.", m_name); if (p_ptr->resist_fear) { msg_print("You refuse to be frightened."); } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You refuse to be frightened."); } else { (void)set_afraid(p_ptr->afraid + rand_int(4) + 4); } update_smart_learn(m_idx, DRS_FEAR); break; } /* RF5_BLIND */ case 128 + 28: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s casts a spell, burning your eyes!", m_name); if (p_ptr->resist_blind) { msg_print("You are unaffected!"); } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { (void)set_blind(12 + rand_int(4)); } update_smart_learn(m_idx, DRS_BLIND); break; } /* RF5_CONF */ case 128 + 29: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles, and you hear puzzling noises.", m_name); else msg_format("%^s creates a mesmerizing illusion.", m_name); if (p_ptr->resist_conf) { msg_print("You disbelieve the feeble spell."); } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You disbelieve the feeble spell."); } else { (void)set_confused(p_ptr->confused + rand_int(4) + 4); } update_smart_learn(m_idx, DRS_CONF); break; } /* RF5_SLOW */ case 128 + 30: { if (!direct) break; disturb(1, 0); msg_format("%^s drains power from your muscles!", m_name); if (p_ptr->free_act) { msg_print("You are unaffected!"); } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { (void)set_slow(p_ptr->slow + rand_int(4) + 4); } update_smart_learn(m_idx, DRS_FREE); break; } /* RF5_HOLD */ case 128 + 31: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s stares deep into your eyes!", m_name); if (p_ptr->free_act) { msg_print("You are unaffected!"); } else if (rand_int(100) < p_ptr->skill_sav) { msg_format("You resist the effects!"); } else { (void)set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4); } update_smart_learn(m_idx, DRS_FREE); break; } /* RF6_HASTE */ case 160 + 0: { disturb(1, 0); if (blind) { msg_format("%^s mumbles.", m_name); } else { msg_format("%^s concentrates on %s body.", m_name, m_poss); } /* Allow quick speed increases to base+10 */ if (m_ptr->mspeed < m_ptr->speed + 10) { msg_format("%^s starts moving faster.", m_name); m_ptr->mspeed += 10; } /* Allow small speed increases to base+20 */ else if (m_ptr->mspeed < m_ptr->speed + 20) { msg_format("%^s starts moving faster.", m_name); m_ptr->mspeed += 2; } break; } /* RF6_HAND_DOOM */ case 160 + 1: { disturb(1, 0); msg_format("%^s invokes the Hand of Doom!", m_name); if (rand_int(100) < p_ptr->skill_sav) { msg_format("You resist the effects!"); } else { int dummy = (((s32b) ((65 + randint(25)) * (p_ptr->chp))) / 100); msg_print("Your feel your life fade away!"); take_hit(dummy, m_name); curse_equipment(100, 20); if (p_ptr->chp < 1) p_ptr->chp = 1; } break; } /* RF6_HEAL */ case 160 + 2: { disturb(1, 0); /* Message */ if (blind) { msg_format("%^s mumbles.", m_name); } else { msg_format("%^s concentrates on %s wounds.", m_name, m_poss); } /* Heal some */ m_ptr->hp += (rlev * 6); /* Fully healed */ if (m_ptr->hp >= m_ptr->maxhp) { /* Fully healed */ m_ptr->hp = m_ptr->maxhp; /* Message */ if (seen) { msg_format("%^s looks completely healed!", m_name); } else { msg_format("%^s sounds completely healed!", m_name); } } /* Partially healed */ else { /* Message */ if (seen) { msg_format("%^s looks healthier.", m_name); } else { msg_format("%^s sounds healthier.", m_name); } } /* Redraw (later) if needed */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Cancel fear */ if (m_ptr->monfear) { /* Cancel fear */ m_ptr->monfear = 0; /* Message */ msg_format("%^s recovers %s courage.", m_name, m_poss); } break; } /* RF6_S_ANIMALS */ case 160 + 3: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons some animals!", m_name); for (k = 0; k < 4; k++) { count += summon_specific(y, x, rlev, SUMMON_ANIMAL); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_BLINK */ case 160 + 4: { disturb(1, 0); msg_format("%^s blinks away.", m_name); teleport_away(m_idx, 10); break; } /* RF6_TPORT */ case 160 + 5: { disturb(1, 0); msg_format("%^s teleports away.", m_name); teleport_away(m_idx, MAX_SIGHT * 2 + 5); break; } /* RF6_TELE_TO */ case 160 + 6: { if (!direct) break; disturb(1, 0); msg_format("%^s commands you to return.", m_name); teleport_player_to(m_ptr->fy, m_ptr->fx); break; } /* RF6_TELE_AWAY */ case 160 + 7: { if (!direct) break; disturb(1, 0); msg_format("%^s teleports you away.", m_name); teleport_player(100); break; } /* RF6_TELE_LEVEL */ case 160 + 8: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles strangely.", m_name); else msg_format("%^s gestures at your feet.", m_name); if (p_ptr->resist_nexus) { msg_print("You are unaffected!"); } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else { teleport_player_level(); } update_smart_learn(m_idx, DRS_NEXUS); break; } /* RF6_DARKNESS */ case 160 + 9: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s gestures in shadow.", m_name); (void)unlite_area(0, 3); break; } /* RF6_TRAPS */ case 160 + 10: { if (!direct) break; disturb(1, 0); if (blind) msg_format("%^s mumbles, and then cackles evilly.", m_name); else msg_format("%^s casts a spell and cackles evilly.", m_name); (void)trap_creation(); break; } /* RF6_FORGET */ case 160 + 11: { if (!direct) break; disturb(1, 0); msg_format("%^s tries to blank your mind.", m_name); if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); } else if (lose_all_info()) { msg_print("Your memories fade away."); } break; } /* RF6_ANIM_DEAD */ case 160 + 12: break; /* RF6_S_BUG */ case 160 + 13: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically codes some software bugs.", m_name); for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_BUG); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_RNG */ case 160 + 14: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically codes some RNGs.", m_name); for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_RNG); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_THUNDERLORD */ case 160 + 15: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons a Thunderlord!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, SUMMON_THUNDERLORD); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_SUMMON_KIN */ case 160 + 16: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons %s %s.", m_name, m_poss, ((r_ptr->flags1) & RF1_UNIQUE ? "minions" : "kin")); summon_kin_type = r_ptr->d_char; /* Big hack */ for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_KIN); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_HI_DEMON */ case 160 + 17: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons greater demons!", m_name); if (blind && count) msg_print("You hear heavy steps nearby."); summon_cyber(); break; } /* RF6_S_MONSTER */ case 160 + 18: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons help!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, 0); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_S_MONSTERS */ case 160 + 19: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons monsters!", m_name); for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, 0); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_ANT */ case 160 + 20: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons ants.", m_name); for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_ANT); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_SPIDER */ case 160 + 21: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons spiders.", m_name); for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_SPIDER); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_HOUND */ case 160 + 22: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons hounds.", m_name); for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_HOUND); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_HYDRA */ case 160 + 23: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons hydras.", m_name); for (k = 0; k < 6; k++) { count += summon_specific(y, x, rlev, SUMMON_HYDRA); } if (blind && count) msg_print("You hear many things appear nearby."); break; } /* RF6_S_ANGEL */ case 160 + 24: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons an angel!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, SUMMON_ANGEL); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_S_DEMON */ case 160 + 25: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons a demon!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, SUMMON_DEMON); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_S_UNDEAD */ case 160 + 26: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons an undead adversary!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, SUMMON_UNDEAD); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_S_DRAGON */ case 160 + 27: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons a dragon!", m_name); for (k = 0; k < 1; k++) { count += summon_specific(y, x, rlev, SUMMON_DRAGON); } if (blind && count) msg_print("You hear something appear nearby."); break; } /* RF6_S_HI_UNDEAD */ case 160 + 28: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons greater undead!", m_name); for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, SUMMON_HI_UNDEAD); } if (blind && count) { msg_print("You hear many creepy things appear nearby."); } break; } /* RF6_S_HI_DRAGON */ case 160 + 29: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons ancient dragons!", m_name); for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, SUMMON_HI_DRAGON); } if (blind && count) { msg_print("You hear many powerful things appear nearby."); } break; } /* RF6_S_WRAITH */ case 160 + 30: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons Wraith!", m_name); for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, SUMMON_WRAITH); } if (blind && count) { msg_print("You hear immortal beings appear nearby."); } break; } /* RF6_S_UNIQUE */ case 160 + 31: { disturb(1, 0); if (blind) msg_format("%^s mumbles.", m_name); else msg_format("%^s magically summons special opponents!", m_name); for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, SUMMON_UNIQUE); } for (k = 0; k < 8; k++) { count += summon_specific(y, x, rlev, SUMMON_HI_UNDEAD); } if (blind && count) { msg_print("You hear many powerful things appear nearby."); } break; } } } /* Remember what the monster did to us */ if (seen) { /* Inate spell */ if (thrown_spell < 32*4) { r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3)); if (r_ptr->r_cast_inate < MAX_UCHAR) r_ptr->r_cast_inate++; } /* Bolt or Ball */ else if (thrown_spell < 32*5) { r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4)); if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; } /* Special spell */ else if (thrown_spell < 32*6) { r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5)); if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++; } } /* Always take note of monsters that kill you */ if (death && (r_ptr->r_deaths < MAX_SHORT)) { r_ptr->r_deaths++; } /* A spell was cast */ return (TRUE); } /* * Returns whether a given monster will try to run from the player. * * Monsters will attempt to avoid very powerful players. See below. * * Because this function is called so often, little details are important * for efficiency. Like not using "mod" or "div" when possible. And * attempting to check the conditions in an optimal order. Note that * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result. * * Note that this function is responsible for about one to five percent * of the processor use in normal conditions... */ static int mon_will_run(int m_idx) { monster_type *m_ptr = &m_list[m_idx]; #ifdef ALLOW_TERROR u16b p_lev, m_lev; u16b p_chp, p_mhp; u16b m_chp, m_mhp; u32b p_val, m_val; #endif /* Keep monsters from running too far away */ if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE); /* Friends don't run away */ if (is_friend(m_ptr) >= 0) return (FALSE); /* All "afraid" monsters will run away */ if (m_ptr->monfear) return (TRUE); #ifdef ALLOW_TERROR /* Nearby monsters will not become terrified */ if (m_ptr->cdis <= 5) return (FALSE); /* Examine player power (level) */ p_lev = p_ptr->lev; /* Examine monster power (level plus morale) */ m_lev = m_ptr->level + (m_idx & 0x08) + 25; /* Optimize extreme cases below */ if (m_lev > p_lev + 4) return (FALSE); if (m_lev + 4 <= p_lev) return (TRUE); /* Examine player health */ p_chp = p_ptr->chp; p_mhp = p_ptr->mhp; /* Examine monster health */ m_chp = m_ptr->hp; m_mhp = m_ptr->maxhp; /* Prepare to optimize the calculation */ p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */ m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */ /* Strong players scare strong monsters */ if (p_val * m_mhp > m_val * p_mhp) return (TRUE); #endif /* Assume no terror */ return (FALSE); } /* * Choose the "best" direction for "flowing" * * Note that ghosts and rock-eaters are never allowed to "flow", * since they should move directly towards the player. * * Prefer "non-diagonal" directions, but twiddle them a little * to angle slightly towards the player's actual location. * * Allow very perceptive monsters to track old "spoor" left by * previous locations occupied by the player. This will tend * to have monsters end up either near the player or on a grid * recently occupied by the player (and left via "teleport"). * * Note that if "smell" is turned on, all monsters get vicious. * * Also note that teleporting away from a location will cause * the monsters who were chasing you to converge on that location * as long as you are still near enough to "annoy" them without * being close enough to chase directly. I have no idea what will * happen if you combine "smell" with low "aaf" values. */ /* * Provide a location to flee to, but give the player a wide berth. * * A monster may wish to flee to a location that is behind the player, * but instead of heading directly for it, the monster should "swerve" * around the player so that he has a smaller chance of getting hit. */ static bool_ get_fear_moves_aux(int m_idx, int *yp, int *xp) { int y, x, y1, x1, fy, fx, gy = 0, gx = 0; int when = 0, score = -1; int i; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); /* Monster flowing disabled */ if (!flow_by_sound) return (FALSE); /* Monster location */ fy = m_ptr->fy; fx = m_ptr->fx; /* Desired destination */ y1 = fy - (*yp); x1 = fx - (*xp); /* The player is not currently near the monster grid */ if (cave[fy][fx].when < cave[p_ptr->py][p_ptr->px].when) { /* No reason to attempt flowing */ return (FALSE); } /* Monster is too far away to use flow information */ if (cave[fy][fx].cost > MONSTER_FLOW_DEPTH) return (FALSE); if (cave[fy][fx].cost > r_ptr->aaf) return (FALSE); /* Check nearby grids, diagonals first */ for (i = 7; i >= 0; i--) { int dis, s; /* Get the location */ y = fy + ddy_ddd[i]; x = fx + ddx_ddd[i]; /* Ignore illegal locations */ if (cave[y][x].when == 0) continue; /* Ignore ancient locations */ if (cave[y][x].when < when) continue; /* Calculate distance of this grid from our destination */ dis = distance(y, x, y1, x1); /* Score this grid */ s = 5000 / (dis + 3) - 500 / (cave[y][x].cost + 1); /* No negative scores */ if (s < 0) s = 0; /* Ignore lower scores */ if (s < score) continue; /* Save the score and time */ when = cave[y][x].when; score = s; /* Save the location */ gy = y; gx = x; } /* No legal move (?) */ if (!when) return (FALSE); /* Find deltas */ (*yp) = fy - gy; (*xp) = fx - gx; /* Success */ return (TRUE); } /* * Choose a "safe" location near a monster for it to run toward. * * A location is "safe" if it can be reached quickly and the player * is not able to fire into it (it isn't a "clean shot"). So, this will * cause monsters to "duck" behind walls. Hopefully, monsters will also * try to run towards corridor openings if they are in a room. * * This function may take lots of CPU time if lots of monsters are * fleeing. * * Return TRUE if a safe location is available. */ static bool_ find_safety(int m_idx, int *yp, int *xp) { monster_type *m_ptr = &m_list[m_idx]; int fy = m_ptr->fy; int fx = m_ptr->fx; int y, x, d, dis; int gy = 0, gx = 0, gdis = 0; /* Start with adjacent locations, spread further */ for (d = 1; d < 10; d++) { /* Check nearby locations */ for (y = fy - d; y <= fy + d; y++) { for (x = fx - d; x <= fx + d; x++) { /* Skip illegal locations */ if (!in_bounds(y, x)) continue; /* Skip locations in a wall */ if (!cave_floor_bold(y, x)) continue; /* Check distance */ if (distance(y, x, fy, fx) != d) continue; /* Check for "availability" (if monsters can flow) */ if (flow_by_sound) { /* Ignore grids very far from the player */ if (cave[y][x].when < cave[p_ptr->py][p_ptr->px].when) continue; /* Ignore too-distant grids */ if (cave[y][x].cost > cave[fy][fx].cost + 2 * d) continue; } /* Check for absence of shot */ if (!projectable(y, x, p_ptr->py, p_ptr->px)) { /* Calculate distance from player */ dis = distance(y, x, p_ptr->py, p_ptr->px); /* Remember if further than previous */ if (dis > gdis) { gy = y; gx = x; gdis = dis; } } } } /* Check for success */ if (gdis > 0) { /* Good location */ (*yp) = fy - gy; (*xp) = fx - gx; /* Found safe place */ return (TRUE); } } /* No safe place */ return (FALSE); } /* * Choose a good hiding place near a monster for it to run toward. * * Pack monsters will use this to "ambush" the player and lure him out * of corridors into open space so they can swarm him. * * Return TRUE if a good location is available. */ static bool_ find_hiding(int m_idx, int *yp, int *xp) { monster_type *m_ptr = &m_list[m_idx]; int fy = m_ptr->fy; int fx = m_ptr->fx; int y, x, d, dis; int gy = 0, gx = 0, gdis = 999, min; /* Closest distance to get */ min = distance(p_ptr->py, p_ptr->px, fy, fx) * 3 / 4 + 2; /* Start with adjacent locations, spread further */ for (d = 1; d < 10; d++) { /* Check nearby locations */ for (y = fy - d; y <= fy + d; y++) { for (x = fx - d; x <= fx + d; x++) { /* Skip illegal locations */ if (!in_bounds(y, x)) continue; /* Skip locations in a wall */ if (!cave_floor_bold(y, x)) continue; /* Check distance */ if (distance(y, x, fy, fx) != d) continue; /* Check for hidden, available grid */ if (!player_can_see_bold(y, x) && clean_shot(fy, fx, y, x)) { /* Calculate distance from player */ dis = distance(y, x, p_ptr->py, p_ptr->px); /* Remember if closer than previous */ if (dis < gdis && dis >= min) { gy = y; gx = x; gdis = dis; } } } } /* Check for success */ if (gdis < 999) { /* Good location */ (*yp) = fy - gy; (*xp) = fx - gx; /* Found good place */ return (TRUE); } } /* No good place */ return (FALSE); } /* Find an appropriate corpse */ void find_corpse(monster_type *m_ptr, int *y, int *x) { int k, last = -1; for (k = 0; k < max_o_idx; k++) { object_type *o_ptr = &o_list[k]; monster_race *rt_ptr, *rt2_ptr; if (!o_ptr->k_idx) continue; if (o_ptr->tval != TV_CORPSE) continue; if ((o_ptr->sval != SV_CORPSE_CORPSE) && (o_ptr->sval != SV_CORPSE_SKELETON)) continue; rt_ptr = &r_info[o_ptr->pval2]; /* Cannot incarnate into a higher level monster */ if (rt_ptr->level > m_ptr->level) continue; /* Must be in LOS */ if (!los(m_ptr->fy, m_ptr->fx, o_ptr->iy, o_ptr->ix)) continue; if (last != -1) { rt2_ptr = &r_info[o_list[last].pval2]; if (rt_ptr->level > rt2_ptr->level) last = k; else continue; } else { last = k; } } /* Must be ok now */ if (last != -1) { *y = o_list[last].iy; *x = o_list[last].ix; } } /* * Choose target */ static void get_target_monster(int m_idx) { monster_type *m_ptr = &m_list[m_idx]; int i, t = -1, d = 9999; /* Process the monsters (backwards) */ for (i = m_max - 1; i >= 1; i--) { /* Access the monster */ monster_type *t_ptr = &m_list[i]; /* hack should call the function for ego monsters ... but no_target i not meant to be added by ego and it speeds up the code */ monster_race *rt_ptr = &r_info[t_ptr->r_idx]; int dd; /* Ignore "dead" monsters */ if (!t_ptr->r_idx) continue; if (m_idx == i) continue; /* Cannot be targeted */ if (rt_ptr->flags7 & RF7_NO_TARGET) continue; if (is_enemy(m_ptr, t_ptr) && (los(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx) && ((dd = distance(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) < d))) { t = i; d = dd; } } /* Hack */ if ((is_friend(m_ptr) < 0) && los(m_ptr->fy, m_ptr->fx, p_ptr->py, p_ptr->px) && (distance(m_ptr->fy, m_ptr->fx, p_ptr->py, p_ptr->px) < d)) t = 0; m_ptr->target = t; } /* * Choose "logical" directions for monster movement */ static bool_ get_moves(int m_idx, int *mm) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); int y, ay, x, ax; int move_val = 0; int y2 = p_ptr->py; int x2 = p_ptr->px; bool_ done = FALSE; /* Oups get nearer */ if ((is_friend(m_ptr) > 0) && (m_ptr->cdis > p_ptr->pet_follow_distance)) { y2 = p_ptr->py; x2 = p_ptr->px; } /* Use the target */ else if (!m_ptr->target) { y2 = p_ptr->py; x2 = p_ptr->px; } else if (m_ptr->target > 0) { y2 = m_list[m_ptr->target].fy; x2 = m_list[m_ptr->target].fx; } /* Hack doppleganger confuses monsters(even pets) */ if (doppleganger) { if (magik(70)) { y2 = m_list[doppleganger].fy; x2 = m_list[doppleganger].fx; } } /* A possessor is not interrested in the player, it only wants a corpse */ if (r_ptr->flags7 & RF7_POSSESSOR) { find_corpse(m_ptr, &y2, &x2); } /* Let quests redefine AI */ if (r_ptr->flags7 & RF7_AI_SPECIAL) { if (process_hooks_ret(HOOK_MONSTER_AI, "dd", "(d)", m_idx)) { y2 = process_hooks_return[0].num; x2 = process_hooks_return[1].num; } } if (m_idx == p_ptr->control) { if ((r_ptr->flags7 & RF7_AI_PLAYER) || magik(85)) { if (distance(p_ptr->py, p_ptr->px, m_ptr->fy, m_ptr->fx) < 50) { y2 = m_ptr->fy + ddy[p_ptr->control_dir]; x2 = m_ptr->fx + ddx[p_ptr->control_dir]; } } } /* Extract the "pseudo-direction" */ y = m_ptr->fy - y2; x = m_ptr->fx - x2; /* Tease the player */ if (r_ptr->flags7 & RF7_AI_ANNOY) { if (distance(m_ptr->fy, m_ptr->fx, y2, x2) < 4) { y = -y; x = -x; } } /* Death orbs .. */ if (r_ptr->flags2 & RF2_DEATH_ORB) { if (!los(m_ptr->fy, m_ptr->fx, y2, x2)) { return (FALSE); } } if (!stupid_monsters && (is_friend(m_ptr) < 0)) { int tx = x2, ty = y2; /* * Animal packs try to get the player out of corridors * (...unless they can move through walls -- TY) */ if ((r_ptr->flags1 & RF1_FRIENDS) && (r_ptr->flags3 & RF3_ANIMAL) && !((r_ptr->flags2 & (RF2_PASS_WALL)) || (r_ptr->flags2 & (RF2_KILL_WALL)))) { int i, room = 0; /* Count room grids next to player */ for (i = 0; i < 8; i++) { /* Check grid */ if (cave[ty + ddy_ddd[i]][tx + ddx_ddd[i]].info & (CAVE_ROOM)) { /* One more room grid */ room++; } } /* Not in a room and strong player */ if ((room < 8) && (p_ptr->chp > ((p_ptr->mhp * 3) / 4))) { /* Find hiding place */ if (find_hiding(m_idx, &y, &x)) done = TRUE; } } /* Monster groups try to surround the player */ if (!done && (r_ptr->flags1 & RF1_FRIENDS)) { int i; /* Find an empty square near the target to fill */ for (i = 0; i < 8; i++) { /* Pick squares near target (semi-randomly) */ y2 = ty + ddy_ddd[(m_idx + i) & 7]; x2 = tx + ddx_ddd[(m_idx + i) & 7]; /* Already there? */ if ((m_ptr->fy == y2) && (m_ptr->fx == x2)) { /* Attack the target */ y2 = ty; x2 = tx; break; } /* Ignore filled grids */ if (!cave_empty_bold(y2, x2)) continue; /* Try to fill this hole */ break; } /* Extract the new "pseudo-direction" */ y = m_ptr->fy - y2; x = m_ptr->fx - x2; /* Done */ done = TRUE; } } /* Apply fear if possible and necessary */ if ((stupid_monsters) || (is_friend(m_ptr) > 0)) { if (mon_will_run(m_idx)) { /* XXX XXX Not very "smart" */ y = ( -y), x = ( -x); } } else { if (!done && mon_will_run(m_idx)) { /* Try to find safe place */ if (!find_safety(m_idx, &y, &x)) { /* This is not a very "smart" method XXX XXX */ y = ( -y); x = ( -x); } else { /* Attempt to avoid the player */ if (flow_by_sound) { /* Adjust movement */ (void)get_fear_moves_aux(m_idx, &y, &x); } } } } if (!stupid_monsters) { /* Check for no move */ if (!x && !y) return (FALSE); } /* Extract the "absolute distances" */ ax = ABS(x); ay = ABS(y); /* Do something weird */ if (y < 0) move_val += 8; if (x > 0) move_val += 4; /* Prevent the diamond maneuvre */ if (ay > (ax << 1)) { move_val++; move_val++; } else if (ax > (ay << 1)) { move_val++; } /* Extract some directions */ switch (move_val) { case 0: mm[0] = 9; if (ay > ax) { mm[1] = 8; mm[2] = 6; mm[3] = 7; mm[4] = 3; } else { mm[1] = 6; mm[2] = 8; mm[3] = 3; mm[4] = 7; } break; case 1: case 9: mm[0] = 6; if (y < 0) { mm[1] = 3; mm[2] = 9; mm[3] = 2; mm[4] = 8; } else { mm[1] = 9; mm[2] = 3; mm[3] = 8; mm[4] = 2; } break; case 2: case 6: mm[0] = 8; if (x < 0) { mm[1] = 9; mm[2] = 7; mm[3] = 6; mm[4] = 4; } else { mm[1] = 7; mm[2] = 9; mm[3] = 4; mm[4] = 6; } break; case 4: mm[0] = 7; if (ay > ax) { mm[1] = 8; mm[2] = 4; mm[3] = 9; mm[4] = 1; } else { mm[1] = 4; mm[2] = 8; mm[3] = 1; mm[4] = 9; } break; case 5: case 13: mm[0] = 4; if (y < 0) { mm[1] = 1; mm[2] = 7; mm[3] = 2; mm[4] = 8; } else { mm[1] = 7; mm[2] = 1; mm[3] = 8; mm[4] = 2; } break; case 8: mm[0] = 3; if (ay > ax) { mm[1] = 2; mm[2] = 6; mm[3] = 1; mm[4] = 9; } else { mm[1] = 6; mm[2] = 2; mm[3] = 9; mm[4] = 1; } break; case 10: case 14: mm[0] = 2; if (x < 0) { mm[1] = 3; mm[2] = 1; mm[3] = 6; mm[4] = 4; } else { mm[1] = 1; mm[2] = 3; mm[3] = 4; mm[4] = 6; } break; case 12: mm[0] = 1; if (ay > ax) { mm[1] = 2; mm[2] = 4; mm[3] = 3; mm[4] = 7; } else { mm[1] = 4; mm[2] = 2; mm[3] = 7; mm[4] = 3; } break; } /* Wants to move... */ return (TRUE); } int check_hit2(int power, int level, int ac) { int i, k; /* Percentile dice */ k = rand_int(100); /* Hack -- Always miss or hit */ if (k < 10) return (k < 5); /* Calculate the "attack quality" */ i = (power + (level * 3)); /* Power and Level compete against Armor */ if ((i > 0) && (randint(i) > ((ac * 3) / 4))) return (TRUE); /* Assume miss */ return (FALSE); } /* Monster attacks monster */ static bool_ monst_attack_monst(int m_idx, int t_idx) { monster_type *m_ptr = &m_list[m_idx], *t_ptr = &m_list[t_idx]; monster_race *r_ptr = race_inf(m_ptr); monster_race *tr_ptr = race_inf(t_ptr); int ap_cnt; int ac, rlev, pt; char m_name[80], t_name[80]; char ddesc[80], temp[80]; bool_ blinked = FALSE, touched = FALSE; bool_ explode = FALSE; bool_ fear = FALSE; byte y_saver = t_ptr->fy; byte x_saver = t_ptr->fx; /* Not allowed to attack */ if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE; if (tr_ptr->flags7 & RF7_IM_MELEE) return FALSE; /* Total armor */ ac = t_ptr->ac; /* Extract the effective monster level */ rlev = ((m_ptr->level >= 1) ? m_ptr->level : 1); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0); /* Get the monster name (or "it") */ monster_desc(t_name, t_ptr, 0); /* Get the "died from" information (i.e. "a kobold") */ monster_desc(ddesc, m_ptr, 0x88); /* Assume no blink */ blinked = FALSE; if (!(m_ptr->ml || t_ptr->ml)) { monster_msg("You hear noise."); } /* Scan through all four blows */ for (ap_cnt = 0; ap_cnt < 4; ap_cnt++) { bool_ visible = FALSE; bool_ obvious = FALSE; int power = 0; int damage = 0; cptr act = NULL; /* Extract the attack infomation */ int effect = m_ptr->blow[ap_cnt].effect; int method = m_ptr->blow[ap_cnt].method; int d_dice = m_ptr->blow[ap_cnt].d_dice; int d_side = m_ptr->blow[ap_cnt].d_side; if (t_ptr == m_ptr) /* Paranoia */ { if (wizard) monster_msg("Monster attacking self?"); break; } /* Stop attacking if the target dies! */ if (t_ptr->fx != x_saver || t_ptr->fy != y_saver) break; /* Hack -- no more attacks */ if (!method) break; if (blinked) /* Stop! */ { /* break; */ } /* Extract visibility (before blink) */ if (m_ptr->ml) visible = TRUE; /* Extract the attack "power" */ power = get_attack_power(effect); /* Monster hits*/ if (!effect || check_hit2(power, rlev, ac)) { /* Always disturbing */ if (disturb_other) disturb(1, 0); /* Describe the attack method */ switch (method) { case RBM_HIT: { act = "hits %s."; touched = TRUE; break; } case RBM_TOUCH: { act = "touches %s."; touched = TRUE; break; } case RBM_PUNCH: { act = "punches %s."; touched = TRUE; break; } case RBM_KICK: { act = "kicks %s."; touched = TRUE; break; } case RBM_CLAW: { act = "claws %s."; touched = TRUE; break; } case RBM_BITE: { act = "bites %s."; touched = TRUE; break; } case RBM_STING: { act = "stings %s."; touched = TRUE; break; } case RBM_XXX1: { act = "XXX1's %s."; break; } case RBM_BUTT: { act = "butts %s."; touched = TRUE; break; } case RBM_CRUSH: { act = "crushes %s."; touched = TRUE; break; } case RBM_ENGULF: { act = "engulfs %s."; touched = TRUE; break; } case RBM_CHARGE: { act = "charges %s."; touched = TRUE; break; } case RBM_CRAWL: { act = "crawls on %s."; touched = TRUE; break; } case RBM_DROOL: { act = "drools on %s."; touched = FALSE; break; } case RBM_SPIT: { act = "spits on %s."; touched = FALSE; break; } case RBM_EXPLODE: { act = "explodes."; explode = TRUE; touched = FALSE; break; } case RBM_GAZE: { act = "gazes at %s."; touched = FALSE; break; } case RBM_WAIL: { act = "wails at %s."; touched = FALSE; break; } case RBM_SPORE: { act = "releases spores at %s."; touched = FALSE; break; } case RBM_XXX4: { act = "projects XXX4's at %s."; touched = FALSE; break; } case RBM_BEG: { act = "begs %s for money."; touched = FALSE; t_ptr->csleep = 0; break; } case RBM_INSULT: { act = "insults %s."; touched = FALSE; t_ptr->csleep = 0; break; } case RBM_MOAN: { act = "moans at %s."; touched = FALSE; t_ptr->csleep = 0; break; } case RBM_SHOW: { act = "sings to %s."; touched = FALSE; t_ptr->csleep = 0; break; } } /* Message */ if (act) { strfmt(temp, act, t_name); if (m_ptr->ml || t_ptr->ml) monster_msg("%^s %s", m_name, temp); } /* Hack -- assume all attacks are obvious */ obvious = TRUE; /* Roll out the damage */ damage = damroll(d_dice, d_side); /* Hack need more punch against monsters */ damage *= 3; pt = GF_MISSILE; /* Apply appropriate damage */ switch (effect) { case 0: { damage = 0; pt = 0; break; } case RBE_HURT: case RBE_SANITY: { damage -= (damage * ((ac < 150) ? ac : 150) / 250); break; } case RBE_POISON: case RBE_DISEASE: { pt = GF_POIS; break; } case RBE_UN_BONUS: case RBE_UN_POWER: case RBE_ABOMINATION: { pt = GF_DISENCHANT; break; } case RBE_EAT_FOOD: case RBE_EAT_LITE: { pt = damage = 0; break; } case RBE_EAT_ITEM: case RBE_EAT_GOLD: { pt = damage = 0; if (randint(2) == 1) blinked = TRUE; break; } case RBE_ACID: { pt = GF_ACID; break; } case RBE_ELEC: { pt = GF_ELEC; break; } case RBE_FIRE: { pt = GF_FIRE; break; } case RBE_COLD: { pt = GF_COLD; break; } case RBE_BLIND: { break; } case RBE_HALLU: case RBE_CONFUSE: { pt = GF_CONFUSION; break; } case RBE_TERRIFY: { pt = GF_TURN_ALL; break; } case RBE_PARALYZE: { pt = GF_OLD_SLEEP; /* sort of close... */ break; } case RBE_LOSE_STR: case RBE_LOSE_INT: case RBE_LOSE_WIS: case RBE_LOSE_DEX: case RBE_LOSE_CON: case RBE_LOSE_CHR: case RBE_LOSE_ALL: case RBE_PARASITE: { break; } case RBE_SHATTER: { if (damage > 23) { /* Prevent destruction of quest levels and town */ if (!is_quest(dun_level) && dun_level) earthquake(m_ptr->fy, m_ptr->fx, 8); } break; } case RBE_EXP_10: case RBE_EXP_20: case RBE_EXP_40: case RBE_EXP_80: { pt = GF_NETHER; break; } case RBE_TIME: { pt = GF_TIME; break; } default: { pt = 0; break; } } if (pt) { /* Do damage if not exploding */ if (!explode) { project(m_idx, 0, t_ptr->fy, t_ptr->fx, (pt == GF_OLD_SLEEP ? m_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP); } if (touched) { /* Aura fire */ if ((tr_ptr->flags2 & RF2_AURA_FIRE) && !(r_ptr->flags3 & RF3_IM_FIRE)) { if (m_ptr->ml || t_ptr->ml) { blinked = FALSE; monster_msg("%^s is suddenly very hot!", m_name); if (t_ptr->ml) tr_ptr->r_flags2 |= RF2_AURA_FIRE; } project(t_idx, 0, m_ptr->fy, m_ptr->fx, damroll (1 + ((t_ptr->level) / 26), 1 + ((t_ptr->level) / 17)), GF_FIRE, PROJECT_KILL | PROJECT_STOP); } /* Aura elec */ if ((tr_ptr->flags2 & (RF2_AURA_ELEC)) && !(r_ptr->flags3 & (RF3_IM_ELEC))) { if (m_ptr->ml || t_ptr->ml) { blinked = FALSE; monster_msg("%^s gets zapped!", m_name); if (t_ptr->ml) tr_ptr->r_flags2 |= RF2_AURA_ELEC; } project(t_idx, 0, m_ptr->fy, m_ptr->fx, damroll (1 + ((t_ptr->level) / 26), 1 + ((t_ptr->level) / 17)), GF_ELEC, PROJECT_KILL | PROJECT_STOP); } } } } /* Monster missed player */ else { /* Analyze failed attacks */ switch (method) { case RBM_HIT: case RBM_TOUCH: case RBM_PUNCH: case RBM_KICK: case RBM_CLAW: case RBM_BITE: case RBM_STING: case RBM_XXX1: case RBM_BUTT: case RBM_CRUSH: case RBM_ENGULF: case RBM_CHARGE: { /* Visible monsters */ if (m_ptr->ml) { /* Disturbing */ disturb(1, 0); /* Message */ monster_msg("%^s misses %s.", m_name, t_name); } break; } } } /* Analyze "visible" monsters only */ if (visible) { /* Count "obvious" attacks (and ones that cause damage) */ if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10)) { /* Count attacks of this type */ if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR) { r_ptr->r_blows[ap_cnt]++; } } } } if (explode) { sound(SOUND_EXPLODE); mon_take_hit_mon(m_idx, m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds."); blinked = FALSE; } /* Blink away */ if (blinked) { if (m_ptr->ml) { monster_msg("The thief flees laughing!"); } else { monster_msg("You hear laughter!"); } teleport_away(m_idx, MAX_SIGHT * 2 + 5); } return TRUE; } /* * Hack -- local "player stealth" value (see below) */ static u32b noise = 0L; /* Determine whether the player is invisible to a monster */ static bool_ player_invis(monster_type * m_ptr) { s16b inv, mlv; monster_race *r_ptr = race_inf(m_ptr); inv = p_ptr->invis; mlv = (s16b) m_ptr->level; if (r_ptr->flags3 & RF3_NO_SLEEP) mlv += 10; if (r_ptr->flags3 & RF3_DRAGON) mlv += 20; if (r_ptr->flags3 & RF3_UNDEAD) mlv += 15; if (r_ptr->flags3 & RF3_DEMON) mlv += 15; if (r_ptr->flags3 & RF3_ANIMAL) mlv += 15; if (r_ptr->flags3 & RF3_ORC) mlv -= 15; if (r_ptr->flags3 & RF3_TROLL) mlv -= 10; if (r_ptr->flags2 & RF2_STUPID) mlv /= 2; if (r_ptr->flags2 & RF2_SMART) mlv = (mlv * 5) / 4; if (m_ptr->mflag & MFLAG_QUEST) inv = 0; if (r_ptr->flags2 & RF2_INVISIBLE) inv = 0; if (m_ptr->mflag & MFLAG_CONTROL) inv = 0; if (mlv < 1) mlv = 1; return (inv >= randint(mlv*2)); } /* * Process a monster * * The monster is known to be within 100 grids of the player * * In several cases, we directly update the monster lore * * Note that a monster is only allowed to "reproduce" if there * are a limited number of "reproducing" monsters on the current * level. This should prevent the level from being "swamped" by * reproducing monsters. It also allows a large mass of mice to * prevent a louse from multiplying, but this is a small price to * pay for a simple multiplication method. * * XXX Monster fear is slightly odd, in particular, monsters will * fixate on opening a door even if they cannot open it. Actually, * the same thing happens to normal monsters when they hit a door * * XXX XXX XXX In addition, monsters which *cannot* open or bash * down a door will still stand there trying to open it... * * XXX Technically, need to check for monster in the way * combined with that monster being in a wall (or door?) * * A "direction" of "5" means "pick a random direction". */ static void process_monster(int m_idx, bool_ is_frien) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = race_inf(m_ptr); cave_type *c_ptr = &cave[m_ptr->fy][m_ptr->fx]; int i, d, oy, ox, ny, nx; int mm[8]; monster_type *y_ptr; bool_ do_turn; bool_ do_move; bool_ do_view; bool_ did_open_door; bool_ did_bash_door; bool_ did_take_item; bool_ did_kill_item; bool_ did_move_body; bool_ did_kill_body; bool_ did_pass_wall; bool_ did_kill_wall; bool_ gets_angry = FALSE; bool_ inv; bool_ xxx = FALSE; inv = player_invis(m_ptr); if (r_ptr->flags9 & RF9_DOPPLEGANGER) doppleganger = m_idx; /* Handle "bleeding" */ if (m_ptr->bleeding) { int d = 1 + (m_ptr->maxhp / 50); if (d > m_ptr->bleeding) d = m_ptr->bleeding; /* Exit if the monster dies */ if (mon_take_hit(m_idx, d, &xxx, " bleeds to death.")) return; /* Hack -- Recover from bleeding */ if (m_ptr->bleeding > d) { /* Recover somewhat */ m_ptr->bleeding -= d; } /* Fully recover */ else { /* Recover fully */ m_ptr->bleeding = 0; /* Message if visible */ if (m_ptr->ml) { char m_name[80]; /* Get the monster name */ monster_desc(m_name, m_ptr, 0); /* Dump a message */ msg_format("%^s is no longer bleeding.", m_name); /* Hack -- Update the health bar */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); } } } /* Handle "poisoned" */ if (m_ptr->poisoned) { int d = (m_ptr->poisoned) / 10; if (d < 1) d = 1; /* Exit if the monster dies */ if (mon_take_hit(m_idx, d, &xxx, " dies of poison.")) return; /* Hack -- Recover from bleeding */ if (m_ptr->poisoned > d) { /* Recover somewhat */ m_ptr->poisoned -= d; } /* Fully recover */ else { /* Recover fully */ m_ptr->poisoned = 0; /* Message if visible */ if (m_ptr->ml) { char m_name[80]; /* Get the monster name */ monster_desc(m_name, m_ptr, 0); /* Dump a message */ msg_format("%^s is no longer poisoned.", m_name); /* Hack -- Update the health bar */ if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); } } } /* Handle "sleep" */ if (m_ptr->csleep) { u32b notice = 0; /* Hack -- handle non-aggravation */ if (!p_ptr->aggravate) notice = rand_int(1024); /* Hack -- See if monster "notices" player */ if ((notice * notice * notice) <= noise) { /* Hack -- amount of "waking" */ int d = 1; /* Wake up faster near the player */ if (m_ptr->cdis < 50) d = (100 / m_ptr->cdis); /* Hack -- handle aggravation */ if (p_ptr->aggravate) d = m_ptr->csleep; /* Still asleep */ if (m_ptr->csleep > d) { /* Monster wakes up "a little bit" */ m_ptr->csleep -= d; /* Notice the "not waking up" */ if (m_ptr->ml) { /* Hack -- Count the ignores */ if (r_ptr->r_ignore < MAX_UCHAR) { r_ptr->r_ignore++; } } } /* Just woke up */ else { /* Reset sleep counter */ m_ptr->csleep = 0; /* Notice the "waking up" */ if (m_ptr->ml) { char m_name[80]; /* Acquire the monster name */ monster_desc(m_name, m_ptr, 0); /* Dump a message */ msg_format("%^s wakes up.", m_name); /* Hack -- Count the wakings */ if (r_ptr->r_wake < MAX_UCHAR) { r_ptr->r_wake++; } } } } /* Still sleeping */ if (m_ptr->csleep) return; } /* Handle "stun" */ if (m_ptr->stunned) { int d = 1; /* Make a "saving throw" against stun */ if (rand_int(5000) <= m_ptr->level * m_ptr->level) { /* Recover fully */ d = m_ptr->stunned; } /* Hack -- Recover from stun */ if (m_ptr->stunned > d) { /* Recover somewhat */ m_ptr->stunned -= d; } /* Fully recover */ else { /* Recover fully */ m_ptr->stunned = 0; /* Message if visible */ if (m_ptr->ml) { char m_name[80]; /* Acquire the monster name */ monster_desc(m_name, m_ptr, 0); /* Dump a message */ msg_format("%^s is no longer stunned.", m_name); } } /* Still stunned */ if (m_ptr->stunned) return; } /* Handle confusion */ if (m_ptr->confused) { /* Amount of "boldness" */ int d = randint(m_ptr->level / 10 + 1); /* Still confused */ if (m_ptr->confused > d) { /* Reduce the confusion */ m_ptr->confused -= d; } /* Recovered */ else { /* No longer confused */ m_ptr->confused = 0; /* Message if visible */ if (m_ptr->ml) { char m_name[80]; /* Acquire the monster name */ monster_desc(m_name, m_ptr, 0); /* Dump a message */ msg_format("%^s is no longer confused.", m_name); } } } /* No one wants to be your friend if you're aggravating */ if ((m_ptr->status > MSTATUS_NEUTRAL) && (m_ptr->status < MSTATUS_COMPANION) && (p_ptr->aggravate) && !(r_ptr->flags7 & RF7_PET)) gets_angry = TRUE; /* Paranoia... no friendly uniques outside wizard mode -- TY */ if ((m_ptr->status > MSTATUS_NEUTRAL) && (m_ptr->status < MSTATUS_COMPANION) && !(wizard) && (r_ptr->flags1 & (RF1_UNIQUE)) && !(r_ptr->flags7 & RF7_PET)) gets_angry = TRUE; if (gets_angry) { char m_name[80]; monster_desc(m_name, m_ptr, 0); switch (is_friend(m_ptr)) { case 1: msg_format("%^s suddenly becomes hostile!", m_name); change_side(m_ptr); break; } } /* Handle "fear" */ if (m_ptr->monfear) { /* Amount of "boldness" */ int d = randint(m_ptr->level / 10 + 1); /* Still afraid */ if (m_ptr->monfear > d) { /* Reduce the fear */ m_ptr->monfear -= d; } /* Recover from fear, take note if seen */ else { /* No longer afraid */ m_ptr->monfear = 0; /* Visual note */ if (m_ptr->ml) { char m_name[80]; char m_poss[80]; /* Acquire the monster name/poss */ monster_desc(m_name, m_ptr, 0); monster_desc(m_poss, m_ptr, 0x22); /* Dump a message */ msg_format("%^s recovers %s courage.", m_name, m_poss); } } } /* Get the origin */ oy = m_ptr->fy; ox = m_ptr->fx; /* Attempt to "multiply" if able and allowed */ if ((r_ptr->flags4 & (RF4_MULTIPLY)) && (num_repro < MAX_REPRO)) { if (ai_multiply(m_idx)) return; } if (speak_unique) { if (randint(SPEAK_CHANCE) == 1) { if (player_has_los_bold(oy, ox) && (r_ptr->flags2 & RF2_CAN_SPEAK)) { char m_name[80]; char monmessage[80]; /* Acquire the monster name/poss */ if (m_ptr->ml) monster_desc(m_name, m_ptr, 0); else strcpy(m_name, "It"); /* xtra_line function by Matt Graham--allow uniques to */ /* say "unique" things based on their monster index. */ /* Try for the unique's lines in "monspeak.txt" first. */ /* 0 is SUCCESS, of course.... */ if (!process_hooks(HOOK_MON_SPEAK, "(d,s)", m_idx, m_name)) { if (get_xtra_line("monspeak.txt", m_ptr, monmessage) != 0) { /* Get a message from old defaults if new don't work */ if (is_friend(m_ptr) > 0) get_rnd_line("speakpet.txt", monmessage); else if (m_ptr->monfear) get_rnd_line("monfear.txt", monmessage); else get_rnd_line("bravado.txt", monmessage); } msg_format("%^s %s", m_name, monmessage); } } } } /* Need a new target ? */ if ((m_ptr->target == -1) || magik(10)) get_target_monster(m_idx); /* Attempt to cast a spell */ if (make_attack_spell(m_idx)) return; /* * Attempt to cast a spell at an enemy other than the player * (may slow the game a smidgeon, but I haven't noticed.) */ hack_message_pain_may_silent = TRUE; if (monst_spell_monst(m_idx)) { hack_message_pain_may_silent = FALSE; return; } hack_message_pain_may_silent = FALSE; /* Hack -- Assume no movement */ mm[0] = mm[1] = mm[2] = mm[3] = 0; mm[4] = mm[5] = mm[6] = mm[7] = 0; /* Confused -- 100% random */ if (m_ptr->confused || (inv == TRUE && m_ptr->target == 0)) { /* Try four "random" directions */ mm[0] = mm[1] = mm[2] = mm[3] = 5; } /* 75% random movement */ else if ((r_ptr->flags1 & (RF1_RAND_50)) && (r_ptr->flags1 & (RF1_RAND_25)) && (rand_int(100) < 75)) { /* Memorize flags */ if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50); if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_25); /* Try four "random" directions */ mm[0] = mm[1] = mm[2] = mm[3] = 5; } /* 50% random movement */ else if ((r_ptr->flags1 & (RF1_RAND_50)) && (rand_int(100) < 50)) { /* Memorize flags */ if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50); /* Try four "random" directions */ mm[0] = mm[1] = mm[2] = mm[3] = 5; } /* 25% random movement */ else if ((r_ptr->flags1 & (RF1_RAND_25)) && (rand_int(100) < 25)) { /* Memorize flags */ if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_25); /* Try four "random" directions */ mm[0] = mm[1] = mm[2] = mm[3] = 5; } /* Normal movement */ else { if (stupid_monsters) { /* Logical moves */ get_moves(m_idx, mm); } else { /* Logical moves, may do nothing */ if (!get_moves(m_idx, mm)) return; } } /* Paranoia -- quest code could delete it */ if (!c_ptr->m_idx) return; /* Assume nothing */ do_turn = FALSE; do_move = FALSE; do_view = FALSE; /* Assume nothing */ did_open_door = FALSE; did_bash_door = FALSE; did_take_item = FALSE; did_kill_item = FALSE; did_move_body = FALSE; did_kill_body = FALSE; did_pass_wall = FALSE; did_kill_wall = FALSE; /* Take a zero-terminated array of "directions" */ for (i = 0; mm[i]; i++) { /* Get the direction */ d = mm[i]; /* Hack -- allow "randomized" motion */ if (d == 5) d = ddd[rand_int(8)]; /* Get the destination */ ny = oy + ddy[d]; nx = ox + ddx[d]; /* Access that cave grid */ c_ptr = &cave[ny][nx]; /* Access that cave grid's contents */ y_ptr = &m_list[c_ptr->m_idx]; /* Floor is open? */ if (cave_floor_bold(ny, nx)) { /* Go ahead and move */ do_move = TRUE; } /* Floor is trapped? */ else if (c_ptr->feat == FEAT_MON_TRAP) { /* Go ahead and move */ do_move = TRUE; } /* Hack -- check for Glyph of Warding */ if ((c_ptr->feat == FEAT_GLYPH) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) { /* Assume no move allowed */ do_move = FALSE; /* Break the ward */ if (randint(BREAK_GLYPH) < m_ptr->level) { /* Describe observable breakage */ if (c_ptr->info & CAVE_MARK) { msg_print("The rune of protection is broken!"); } /* Forget the rune */ c_ptr->info &= ~(CAVE_MARK); /* Break the rune */ place_floor_convert_glass(ny, nx); /* Allow movement */ do_move = TRUE; } } /* Hack -- trees are obstacle */ else if ((cave[ny][nx].feat == FEAT_TREES) && (r_ptr->flags9 & RF9_KILL_TREES)) { do_move = TRUE; /* Forget the tree */ c_ptr->info &= ~(CAVE_MARK); /* Notice */ cave_set_feat(ny, nx, FEAT_GRASS); } /* Hack -- player 'in' wall */ else if ((ny == p_ptr->py) && (nx == p_ptr->px)) { do_move = TRUE; } else if (c_ptr->m_idx) { /* Possibly a monster to attack */ do_move = TRUE; } /* Permanent wall */ else if (f_info[c_ptr->feat].flags1 & FF1_PERMANENT) { /* Nothing */ } /* Some monsters can fly */ else if ((f_info[c_ptr->feat].flags1 & FF1_CAN_LEVITATE) && (r_ptr->flags7 & (RF7_CAN_FLY))) { /* Pass through walls/doors/rubble */ do_move = TRUE; } /* Some monsters can fly */ else if ((f_info[c_ptr->feat].flags1 & FF1_CAN_FLY) && (r_ptr->flags7 & (RF7_CAN_FLY))) { /* Pass through trees/... */ do_move = TRUE; } /* Monster moves through walls (and doors) */ else if ((f_info[c_ptr->feat].flags1 & FF1_CAN_PASS) && (r_ptr->flags2 & (RF2_PASS_WALL))) { /* Pass through walls/doors/rubble */ do_move = TRUE; /* Monster went through a wall */ did_pass_wall = TRUE; } /* Monster destroys walls (and doors) */ else if ((f_info[c_ptr->feat].flags1 & FF1_CAN_PASS) && (r_ptr->flags2 & (RF2_KILL_WALL))) { /* Eat through walls/doors/rubble */ do_move = TRUE; /* Monster destroyed a wall */ did_kill_wall = TRUE; if (randint(GRINDNOISE) == 1) { msg_print("There is a grinding sound."); } /* Forget the wall */ c_ptr->info &= ~(CAVE_MARK); /* Notice */ cave_set_feat(ny, nx, FEAT_FLOOR); /* Note changes to viewable region */ if (player_has_los_bold(ny, nx)) do_view = TRUE; } /* Monster moves through walls (and doors) */ else if ((f_info[c_ptr->feat].flags1 & FF1_CAN_PASS) && (r_ptr->flags2 & (RF2_PASS_WALL))) { /* Pass through walls/doors/rubble */ do_move = TRUE; /* Monster went through a wall */ did_pass_wall = TRUE; } /* Monster moves through webs */ else if ((f_info[c_ptr->feat].flags1 & FF1_WEB) && (r_ptr->flags7 & RF7_SPIDER)) { /* Pass through webs */ do_move = TRUE; } /* Handle doors and secret doors */ else if (((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_DOOR_TAIL)) || (c_ptr->feat == FEAT_SECRET)) { bool_ may_bash = TRUE; /* Take a turn */ do_turn = TRUE; if ((r_ptr->flags2 & (RF2_OPEN_DOOR)) && ((is_friend(m_ptr) <= 0) || p_ptr->pet_open_doors)) { /* Closed doors and secret doors */ if ((c_ptr->feat == FEAT_DOOR_HEAD) || (c_ptr->feat == FEAT_SECRET)) { /* The door is open */ did_open_door = TRUE; /* Do not bash the door */ may_bash = FALSE; } /* Locked doors (not jammed) */ else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08) { int k; /* Door power */ k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07); /* Try to unlock it XXX XXX XXX */ if (rand_int(m_ptr->hp / 10) > k) { /* Unlock the door */ cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00); /* Do not bash the door */ may_bash = FALSE; } } } /* Stuck doors -- attempt to bash them down if allowed */ if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && ((is_friend(m_ptr) <= 0) || p_ptr->pet_open_doors)) { int k; /* Door power */ k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07); /* Attempt to Bash XXX XXX XXX */ if (rand_int(m_ptr->hp / 10) > k) { /* Message */ msg_print("You hear a door burst open!"); /* Disturb (sometimes) */ if (disturb_minor) disturb(0, 0); /* The door was bashed open */ did_bash_door = TRUE; /* Hack -- fall into doorway */ do_move = TRUE; } } /* Deal with doors in the way */ if (did_open_door || did_bash_door) { /* It's no longer hidden */ cave[ny][nx].mimic = 0; /* Break down the door */ if (did_bash_door && (rand_int(100) < 50)) { cave_set_feat(ny, nx, FEAT_BROKEN); } /* Open the door */ else { cave_set_feat(ny, nx, FEAT_OPEN); } /* Handle viewable doors */ if (player_has_los_bold(ny, nx)) do_view = TRUE; } } else if (do_move && (c_ptr->feat == FEAT_MINOR_GLYPH) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) { /* Assume no move allowed */ do_move = FALSE; /* Break the ward */ if (randint(BREAK_MINOR_GLYPH) < m_ptr->level) { /* Describe observable breakage */ if (c_ptr->info & CAVE_MARK) { if (ny == p_ptr->py && nx == p_ptr->px) { msg_print("The rune explodes!"); fire_ball(GF_MANA, 0, 2 * ((p_ptr->lev / 2) + damroll(7, 7)), 2); } else msg_print("An explosive rune was disarmed."); } /* Forget the rune */ c_ptr->info &= ~(CAVE_MARK); /* Break the rune */ place_floor_convert_glass(ny, nx); /* Allow movement */ do_move = TRUE; } } /* Hack -- the Between teleport the monsters too */ else if (cave[ny][nx].feat == FEAT_BETWEEN) { nx = cave[ny][nx].special & 255; ny = cave[ny][nx].special >> 8; get_pos_player(10, &ny, &nx); /* Access that cave grid */ c_ptr = &cave[ny][nx]; /* Access that cave grid's contents */ y_ptr = &m_list[c_ptr->m_idx]; if (!(r_ptr->flags3 & RF3_IM_COLD)) { if ((m_ptr->hp - distance(ny, nx, oy, ox)*2) <= 0) { ny = oy + ddy[d]; nx = ox + ddx[d]; do_move = FALSE; } else { m_ptr->hp -= distance(ny, nx, oy, ox) * 2; do_move = TRUE; } } else { do_move = TRUE; } } /* Execute the inscription -- MEGA HACK -- */ if ((c_ptr->inscription) && (c_ptr->inscription != INSCRIP_CHASM)) { if (inscription_info[c_ptr->inscription].when & INSCRIP_EXEC_MONST_WALK) { bool_ t; t = execute_inscription(c_ptr->inscription, ny, nx); if (!t && do_move) { /* Hack -- attack the player even if on the inscription */ if ((ny == p_ptr->py) && (nx == p_ptr->px)) do_move = TRUE; else do_move = FALSE; } } } /* Some monsters never attack */ if (do_move && (ny == p_ptr->py) && (nx == p_ptr->px) && (r_ptr->flags1 & RF1_NEVER_BLOW)) { /* Do not move */ do_move = FALSE; } /* The player is in the way. Attack him. */ if (do_move && (ny == p_ptr->py) && (nx == p_ptr->px)) { /* Do the attack */ (void)make_attack_normal(m_idx, 1); /* Do not move */ do_move = FALSE; /* Took a turn */ do_turn = TRUE; } if ((cave[ny][nx].feat >= FEAT_PATTERN_START) && (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2) && do_turn == FALSE) { do_move = FALSE; } /* A monster is in the way */ if (do_move && c_ptr->m_idx) { monster_race *z_ptr = race_inf(y_ptr); monster_type *m2_ptr = &m_list[c_ptr->m_idx]; /* Assume no movement */ do_move = FALSE; /* Kill weaker monsters */ if ((r_ptr->flags2 & RF2_KILL_BODY) && (r_ptr->mexp > z_ptr->mexp) && (cave_floor_bold(ny, nx)) && /* Friends don't kill friends... */ !((is_friend(m_ptr) > 0) && (is_friend(m2_ptr) > 0)) && /* Uniques aren't faceless monsters in a crowd */ !(z_ptr->flags1 & RF1_UNIQUE) && /* Don't wreck quests */ !(m2_ptr->mflag & (MFLAG_QUEST | MFLAG_QUEST2)) && /* Don't punish summoners for relying on their friends */ (is_friend(m2_ptr) <= 0)) { /* Allow movement */ do_move = TRUE; /* Monster ate another monster */ did_kill_body = TRUE; /* XXX XXX XXX Message */ /* Kill the monster */ delete_monster(ny, nx); /* Hack -- get the empty monster */ y_ptr = &m_list[c_ptr->m_idx]; } /* Attack 'enemies' */ else if (is_enemy(m_ptr, m2_ptr) || m_ptr->confused) { do_move = FALSE; /* attack */ if (m2_ptr->r_idx && (m2_ptr->hp >= 0)) { hack_message_pain_may_silent = TRUE; if (monst_attack_monst(m_idx, c_ptr->m_idx)) { hack_message_pain_may_silent = FALSE; return; } hack_message_pain_may_silent = FALSE; } } /* Push past weaker monsters (unless leaving a wall) */ else if ((r_ptr->flags2 & RF2_MOVE_BODY) && (r_ptr->mexp > z_ptr->mexp) && cave_floor_bold(ny, nx) && (cave_floor_bold(m_ptr->fy, m_ptr->fx))) { /* Allow movement */ do_move = TRUE; /* Monster pushed past another monster */ did_move_body = TRUE; /* XXX XXX XXX Message */ } } /* * Check if monster can cross terrain * This is checked after the normal attacks * to allow monsters to attack an enemy, * even if it can't enter the terrain. */ if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr)) { /* Assume no move allowed */ do_move = FALSE; } /* Some monsters never move */ if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE)) { /* Hack -- memorize lack of attacks */ /* if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_MOVE); */ /* Do not move */ do_move = FALSE; } /* Creature has been allowed move */ if (do_move) { s16b this_o_idx, next_o_idx = 0; /* Take a turn */ do_turn = TRUE; /* Hack -- Update the old location */ cave[oy][ox].m_idx = c_ptr->m_idx; /* Mega-Hack -- move the old monster, if any */ if (c_ptr->m_idx) { /* Move the old monster */ y_ptr->fy = oy; y_ptr->fx = ox; /* Update the old monster */ update_mon(c_ptr->m_idx, TRUE); /* Wake up the moved monster */ m_list[c_ptr->m_idx].csleep = 0; /* * Update monster light -- I'm too lazy to check flags * here, and those ego monster_race functions aren't * re-entrant XXX XXX XXX */ p_ptr->update |= (PU_MON_LITE); } /* Hack -- Update the new location */ c_ptr->m_idx = m_idx; /* Move the monster */ m_ptr->fy = ny; m_ptr->fx = nx; /* Update the monster */ update_mon(m_idx, TRUE); /* Redraw the old grid */ lite_spot(oy, ox); /* Redraw the new grid */ lite_spot(ny, nx); /* Execute the inscription -- MEGA HACK -- */ if (c_ptr->inscription == INSCRIP_CHASM) { if (inscription_info[c_ptr->inscription].when & INSCRIP_EXEC_MONST_WALK) { execute_inscription(c_ptr->inscription, ny, nx); } } /* Possible disturb */ if (m_ptr->ml && (disturb_move || ((m_ptr->mflag & (MFLAG_VIEW)) && disturb_near))) { /* Disturb */ if ((is_friend(m_ptr) < 0) || disturb_pets) disturb(0, 0); } /* Check for monster trap */ if (c_ptr->feat == FEAT_MON_TRAP) { if (mon_hit_trap(m_idx)) return; } else { /* Scan all objects in the grid */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type * o_ptr; /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Skip gold */ if (o_ptr->tval == TV_GOLD) continue; /* Incarnate ? */ if ((o_ptr->tval == TV_CORPSE) && (r_ptr->flags7 & RF7_POSSESSOR) && ((o_ptr->sval == SV_CORPSE_CORPSE) || (o_ptr->sval == SV_CORPSE_SKELETON))) { if (ai_possessor(m_idx, this_o_idx)) return; } /* Take or Kill objects on the floor */ /* rr9: Pets will no longer pick up/destroy items */ if ((((r_ptr->flags2 & (RF2_TAKE_ITEM)) && ((is_friend(m_ptr) <= 0) || p_ptr->pet_pickup_items)) || (r_ptr->flags2 & (RF2_KILL_ITEM))) && (is_friend(m_ptr) <= 0)) { u32b f1, f2, f3, f4, f5, esp; u32b flg3 = 0L; char m_name[80]; char o_name[80]; /* Extract some flags */ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp); /* Acquire the object name */ object_desc(o_name, o_ptr, TRUE, 3); /* Acquire the monster name */ monster_desc(m_name, m_ptr, 0x04); /* React to objects that hurt the monster */ if (f5 & (TR5_KILL_DEMON)) flg3 |= (RF3_DEMON); if (f5 & (TR5_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD); if (f1 & (TR1_SLAY_DRAGON)) flg3 |= (RF3_DRAGON); if (f1 & (TR1_SLAY_TROLL)) flg3 |= (RF3_TROLL); if (f1 & (TR1_SLAY_GIANT)) flg3 |= (RF3_GIANT); if (f1 & (TR1_SLAY_ORC)) flg3 |= (RF3_ORC); if (f1 & (TR1_SLAY_DEMON)) flg3 |= (RF3_DEMON); if (f1 & (TR1_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD); if (f1 & (TR1_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL); if (f1 & (TR1_SLAY_EVIL)) flg3 |= (RF3_EVIL); /* The object cannot be picked up by the monster */ if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (o_ptr->art_name)) { /* Only give a message for "take_item" */ if (r_ptr->flags2 & (RF2_TAKE_ITEM)) { /* Take note */ did_take_item = TRUE; /* Describe observable situations */ if (m_ptr->ml && player_has_los_bold(ny, nx)) { /* Dump a message */ msg_format("%^s tries to pick up %s, but fails.", m_name, o_name); } } } /* Pick up the item */ else if (r_ptr->flags2 & (RF2_TAKE_ITEM)) { /* Take note */ did_take_item = TRUE; /* Describe observable situations */ if (player_has_los_bold(ny, nx)) { /* Dump a message */ msg_format("%^s picks up %s.", m_name, o_name); } /* Option */ if (testing_carry) { /* Excise the object */ excise_object_idx(this_o_idx); /* Forget mark */ o_ptr->marked = FALSE; /* Forget location */ o_ptr->iy = o_ptr->ix = 0; /* Memorize monster */ o_ptr->held_m_idx = m_idx; /* Build a stack */ o_ptr->next_o_idx = m_ptr->hold_o_idx; /* Carry object */ m_ptr->hold_o_idx = this_o_idx; } /* Nope */ else { /* Delete the object */ delete_object_idx(this_o_idx); } } /* Destroy the item */ else { /* Take note */ did_kill_item = TRUE; /* Describe observable situations */ if (player_has_los_bold(ny, nx)) { /* Dump a message */ msg_format("%^s crushes %s.", m_name, o_name); } /* Delete the object */ delete_object_idx(this_o_idx); } } } } /* Update monster light */ if (r_ptr->flags9 & RF9_HAS_LITE) p_ptr->update |= (PU_MON_LITE); } /* Stop when done */ if (do_turn) break; } /* If we haven't done anything, try casting a spell again */ if (!do_turn && !do_move && !m_ptr->monfear && !stupid_monsters && (is_friend(m_ptr) < 0)) { /* Cast spell */ if (make_attack_spell(m_idx)) return; } /* Notice changes in view */ if (do_view) { /* Update some things */ p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MONSTERS | PU_MON_LITE); } /* Learn things from observable monster */ if (m_ptr->ml) { /* Monster opened a door */ if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR); /* Monster bashed a door */ if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR); /* Monster tried to pick something up */ if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM); /* Monster tried to crush something */ if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM); /* Monster pushed past another monster */ if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY); /* Monster ate another monster */ if (did_kill_body) r_ptr->r_flags2 |= (RF2_KILL_BODY); /* Monster passed through a wall */ if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL); /* Monster destroyed a wall */ if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL); } /* Hack -- get "bold" if out of options */ if (!do_turn && !do_move && m_ptr->monfear) { /* No longer afraid */ m_ptr->monfear = 0; /* Message if seen */ if (m_ptr->ml) { char m_name[80]; /* Acquire the monster name */ monster_desc(m_name, m_ptr, 0); /* Dump a message */ msg_format("%^s turns to fight!", m_name); } /* XXX XXX XXX Actually do something now (?) */ } } void summon_maint(int m_idx) { monster_type *m_ptr = &m_list[m_idx]; /* Can you pay? */ if ((s32b)(p_ptr->maintain_sum / 10000) > p_ptr->csp) { char m_name[80]; monster_desc(m_name, m_ptr, 0); msg_format("You lose control of %s.", m_name); /* Well, then, I guess I'm dead. */ delete_monster_idx(m_idx); } else { s32b cl, ml, floor, cost; cl = get_skill_scale(SKILL_SUMMON, 100); ml = m_ptr->level * 10000; /* Floor = 19 * ml / 990 + 8 / 199 This gives a floor of 0.1 at level 1 and a floor of 2 at level 100 Since ml is multiplied by 10000 already, we multiply the 8/199 too */ floor = ml * 19 / 990 + 80000 / 199; cost = (ml / cl - 10000) / 4; if(cost < floor) cost = floor; /* Well, then I'll take my wages from you. */ p_ptr->maintain_sum += cost; } return; } /* * Process all the "live" monsters, once per game turn. * * During each game turn, we scan through the list of all the "live" monsters, * (backwards, so we can excise any "freshly dead" monsters), energizing each * monster, and allowing fully energized monsters to move, attack, pass, etc. * * Note that monsters can never move in the monster array (except when the * "compact_monsters()" function is called by "dungeon()" or "save_player()"). * * This function is responsible for at least half of the processor time * on a normal system with a "normal" amount of monsters and a player doing * normal things. * * When the player is resting, virtually 90% of the processor time is spent * in this function, and its children, "process_monster()" and "make_move()". * * Most of the rest of the time is spent in "update_view()" and "lite_spot()", * especially when the player is running. * * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh" * monsters while they are still being "born". A monster is "fresh" only * during the turn in which it is created, and we use the "hack_m_idx" to * determine if the monster is yet to be processed during the current turn. * * Note the special "MFLAG_NICE" flag, which allows the player to get one * move before any "nasty" monsters get to use their spell attacks. * * Note that when the "knowledge" about the currently tracked monster * changes (flags, attacks, spells), we induce a redraw of the monster * recall window. */ void process_monsters(void) { int i, e; int fx, fy; bool_ test; bool_ is_frien = FALSE; monster_type *m_ptr; monster_race *r_ptr; int old_monster_race_idx; u32b old_r_flags1 = 0L; u32b old_r_flags2 = 0L; u32b old_r_flags3 = 0L; u32b old_r_flags4 = 0L; u32b old_r_flags5 = 0L; u32b old_r_flags6 = 0L; byte old_r_blows0 = 0; byte old_r_blows1 = 0; byte old_r_blows2 = 0; byte old_r_blows3 = 0; byte old_r_cast_inate = 0; byte old_r_cast_spell = 0; /* Check the doppleganger */ if (doppleganger && !(r_info[m_list[doppleganger].r_idx].flags9 & RF9_DOPPLEGANGER)) doppleganger = 0; /* Memorize old race */ old_monster_race_idx = monster_race_idx; /* Acquire knowledge */ if (monster_race_idx) { /* Acquire current monster */ r_ptr = &r_info[monster_race_idx]; /* Memorize flags */ old_r_flags1 = r_ptr->r_flags1; old_r_flags2 = r_ptr->r_flags2; old_r_flags3 = r_ptr->r_flags3; old_r_flags4 = r_ptr->r_flags4; old_r_flags5 = r_ptr->r_flags5; old_r_flags6 = r_ptr->r_flags6; /* Memorize blows */ old_r_blows0 = r_ptr->r_blows[0]; old_r_blows1 = r_ptr->r_blows[1]; old_r_blows2 = r_ptr->r_blows[2]; old_r_blows3 = r_ptr->r_blows[3]; /* Memorize castings */ old_r_cast_inate = r_ptr->r_cast_inate; old_r_cast_spell = r_ptr->r_cast_spell; } /* Hack -- calculate the "player noise" */ noise = (1L << (30 - p_ptr->skill_stl)); /* Process the monsters (backwards) */ for (i = m_max - 1; i >= 1; i--) { /* Access the monster */ m_ptr = &m_list[i]; /* Handle "leaving" */ if (p_ptr->leaving) break; /* Ignore "dead" monsters */ if (!m_ptr->r_idx) continue; /* Calculate "upkeep" for friendly monsters */ if (m_ptr->status == MSTATUS_PET) { total_friends++; total_friend_levels += m_ptr->level; } /* Handle "fresh" monsters */ if (m_ptr->mflag & (MFLAG_BORN)) { /* No longer "fresh" */ m_ptr->mflag &= ~(MFLAG_BORN); /* Skip */ continue; } /* Obtain the energy boost */ e = extract_energy[m_ptr->mspeed]; /* Give this monster some energy */ m_ptr->energy += e; /* Not enough energy to move */ if (m_ptr->energy < 100) continue; /* Use up "some" energy */ m_ptr->energy -= 100; /* Hack -- Require proximity */ if (m_ptr->cdis >= 100) continue; /* Access the race */ r_ptr = race_inf(m_ptr); /* Access the location */ fx = m_ptr->fx; fy = m_ptr->fy; /* Assume no move */ test = FALSE; /* Control monster aint affected by distance */ if (p_ptr->control == i) { test = TRUE; } /* No free upkeep on partial summons just because they're out * of line of sight. */ else if (m_ptr->mflag & MFLAG_PARTIAL) test = TRUE; /* Handle "sensing radius" */ else if (m_ptr->cdis <= r_ptr->aaf) { /* We can "sense" the player */ test = TRUE; } /* Handle "sight" and "aggravation" */ else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(fy, fx) || p_ptr->aggravate)) { /* We can "see" or "feel" the player */ test = TRUE; } /* Hack -- Monsters can "smell" the player from far away */ /* Note that most monsters have "aaf" of "20" or so */ else if (flow_by_sound && (cave[p_ptr->py][p_ptr->px].when == cave[fy][fx].when) && (cave[fy][fx].cost < MONSTER_FLOW_DEPTH) && (cave[fy][fx].cost < r_ptr->aaf)) { /* We can "smell" the player */ test = TRUE; } /* Running away wont save them ! */ if (m_ptr->poisoned || m_ptr->bleeding) test = TRUE; /* Do nothing */ if (!test) continue; /* Save global index */ hack_m_idx = i; if (is_friend(m_ptr) > 0) is_frien = TRUE; /* Process the monster */ process_monster(i, is_frien); /* Hack -- notice death or departure */ if (!alive || death) break; /* If it's still alive and friendly, charge upkeep. */ if (m_ptr->mflag & MFLAG_PARTIAL) summon_maint(i); /* Notice leaving */ if (p_ptr->leaving) break; } /* Reset global index */ hack_m_idx = 0; /* Tracking a monster race (the same one we were before) */ if (monster_race_idx && (monster_race_idx == old_monster_race_idx)) { /* Acquire monster race */ r_ptr = &r_info[monster_race_idx]; /* Check for knowledge change */ if ((old_r_flags1 != r_ptr->r_flags1) || (old_r_flags2 != r_ptr->r_flags2) || (old_r_flags3 != r_ptr->r_flags3) || (old_r_flags4 != r_ptr->r_flags4) || (old_r_flags5 != r_ptr->r_flags5) || (old_r_flags6 != r_ptr->r_flags6) || (old_r_blows0 != r_ptr->r_blows[0]) || (old_r_blows1 != r_ptr->r_blows[1]) || (old_r_blows2 != r_ptr->r_blows[2]) || (old_r_blows3 != r_ptr->r_blows[3]) || (old_r_cast_inate != r_ptr->r_cast_inate) || (old_r_cast_spell != r_ptr->r_cast_spell)) { /* Window stuff */ p_ptr->window |= (PW_MONSTER); } } }