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hyperrogue/orbs.cpp

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// Hyperbolic Rogue
// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
// Orb-related routines
bool markOrb(eItem it) {
if(!items[it]) return false;
orbused[it] = true;
return true;
}
bool markEmpathy(eItem it) {
if(!items[itOrbEmpathy]) return false;
if(!markOrb(it)) return false;
markOrb(itOrbEmpathy);
return true;
}
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bool markEmpathy2(eItem it) {
if(items[itOrbEmpathy] < 2) return false;
if(!markOrb2(it)) return false;
markOrb2(itOrbEmpathy);
return true;
}
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bool markOrb2(eItem it) {
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return markOrb(it);
/* if(!items[it]) return false;
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orbused[it] = true;
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return items[it] > 1; */
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}
int fixpower(int qty) {
if(markOrb(itOrbEnergy)) qty = (qty+1)/2;
return qty;
}
void useupOrb(eItem it, int qty) {
items[it] -= fixpower(qty);
if(items[it] < 0) items[it] = 0;
}
void drainOrb(eItem it, int target) {
if(items[it] > target) useupOrb(it, items[it] - target);
}
void empathyMove(cell *c, cell *cto, int dir) {
if(!items[itOrbEmpathy]) return;
if(items[itOrbFire]) {
invismove = false;
if(makeflame(c, 10, false)) markEmpathy(itOrbFire);
}
if(items[itOrbDigging]) {
if(dir != STRONGWIND && earthMove(c, dir))
markEmpathy(itOrbDigging), invismove = false;
}
if(items[itOrbWinter] && isIcyLand(c) && c->wall == waNone) {
invismove = false;
c->wall = waIcewall;
markEmpathy(itOrbWinter);
}
}
bool reduceOrbPower(eItem it, int cap) {
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if(items[it] && (lastorbused[it] || (it == itOrbShield && items[it]>3) || !markOrb(itOrbTime))) {
items[it] -= multi::activePlayers();
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if(isHaunted(cwt.c->land)) survivalist = false;
if(items[it] < 0) items[it] = 0;
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if(items[it] > cap && timerghost) items[it] = cap;
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if(items[it] == 0 && it == itOrbLove)
princess::bringBack();
return true;
}
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if(items[it] > cap && timerghost) items[it] = cap;
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return false;
}
void reduceOrbPowerAlways(eItem it) {
if(items[it]) {
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items[it] -= multi::activePlayers();
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if(items[it] < 0) items[it] = 0;
}
}
void reduceOrbPowers() {
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if(haveMount()) markOrb(itOrbDomination);
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for(int i=0; i<ittypes; i++)
lastorbused[i] = orbused[i], orbused[i] = false;
if(items[itOrbShield]) orbused[itOrbShield] = lastorbused[itOrbShield];
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reduceOrbPower(itOrbTime, cwt.c->land == laCaribbean ? 777 : 150);
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if(invismove && !invisfish) markOrb(itOrbInvis);
reduceOrbPower(itOrbLightning, 777);
reduceOrbPower(itOrbSpeed, 67);
reduceOrbPower(itOrbShield, 77);
reduceOrbPower(itOrbShell, 150);
reduceOrbPower(itOrbFlash, 777);
reduceOrbPower(itOrbWinter, 77);
reduceOrbPower(itOrbFire, 77);
reduceOrbPower(itOrbIllusion, 111);
reduceOrbPower(itOrbDragon, 111);
reduceOrbPower(itOrbPsi, 111);
reduceOrbPower(itOrbInvis, 77);
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reduceOrbPower(itOrbAether, 77);
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reduceOrbPower(itOrbDigging, 100);
reduceOrbPower(itOrbTeleport, 200);
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reduceOrbPower(itOrbSpace, 150);
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reduceOrbPowerAlways(itOrbSafety);
reduceOrbPower(itOrbThorns, 150);
reduceOrbPower(itOrbWater, 150);
reduceOrbPower(itOrbAir, 150);
reduceOrbPower(itOrbFrog, 77);
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reduceOrbPower(itOrbDash, 77);
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reduceOrbPower(itOrbDiscord, 67);
reduceOrbPower(itOrbSummon, 333);
reduceOrbPower(itOrbMatter, 333);
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reduceOrbPower(itOrbFish, 57 + 20 * multi::activePlayers());
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if(!items[itSavedPrincess]) items[itOrbLove] = 0;
reduceOrbPower(itOrbLove, 777);
reduceOrbPower(itOrbStunning, 100);
reduceOrbPower(itOrbLuck, 333);
reduceOrbPower(itOrbUndeath, 77);
reduceOrbPower(itOrbFreedom, 77);
reduceOrbPower(itOrbEmpathy, 77);
markOrb(itOrb37); reduceOrbPower(itOrb37, 333);
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reduceOrbPower(itOrbBeauty, 77);
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reduceOrbPower(itOrbEnergy, 77);
reduceOrbPower(itOrbDomination, 120);
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reduceOrbPower(itOrbSword, 100 + 20 * multi::activePlayers());
reduceOrbPower(itOrbSword2, 100 + 20 * multi::activePlayers());
reduceOrbPower(itOrbStone, 120);
reduceOrbPower(itOrbNature, 120);
reduceOrbPower(itOrbRecall, 77);
reduceOrbPower(itOrbBull, 120);
reduceOrbPower(itOrbHorns, 77);
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if(cwt.c->land != laWildWest)
reduceOrbPower(itRevolver, 6);
whirlwind::calcdirs(cwt.c);
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items[itStrongWind] = !items[itOrbAether] && whirlwind::qdirs == 1 && !euclid;
items[itWarning] = 0;
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}
void flashAlchemist(cell *c) {
if(isAlch(c)) {
if(isAlch(cwt.c))
c->wall = cwt.c->wall;
else
c->wall = eWall(c->wall ^ waFloorB ^ waFloorA);
}
}
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void flashCell(cell *c, eMonster killer, flagtype flags) {
eWall ow = c->wall;
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flashAlchemist(c);
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if((flags & AF_MSG) && c->monst && !isWorm(c) && c->monst != moShadow)
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addMessage(XLAT("%The1 is destroyed by the Flash.", c->monst));
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if(c->monst || isPlayerOn(c)) attackMonster(c, flags, killer);
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if(isIcyLand(c))
HEAT(c) += 2;
if(c->land == laDryForest)
c->landparam += 2;
if(c->wall == waCavewall) c->wall = waCavefloor;
if(c->wall == waDeadTroll) c->wall = waCavefloor;
if(c->wall == waDeadTroll2) c->wall = waNone;
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if(c->wall == waPetrified) c->wall = waNone;
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if(c->wall == waDeadfloor2) c->wall = waDeadfloor;
if(c->wall == waGargoyleFloor) c->wall = waChasm;
if(c->wall == waGargoyleBridge) placeWater(c, c);
if(c->wall == waGargoyle) c->wall = waNone;
if(c->wall == waPlatform) c->wall = waNone;
if(c->wall == waStone) c->wall = waNone;
if(c->wall == waRubble) c->wall = waNone;
if(c->wall == waDeadwall) c->wall = waDeadfloor2;
if(c->wall == waGiantRug) c->wall = waNone;
if(c->wall == waMirror) c->wall = waNone;
if(c->wall == waCloud) c->wall = waNone;
if(c->wall == waDune) c->wall = waNone;
if(c->wall == waSaloon) c->wall = waNone;
if(c->wall == waSandstone) c->wall = waNone;
if(c->wall == waAncientGrave) c->wall = waNone;
if(c->wall == waFreshGrave) c->wall = waNone;
if(c->wall == waColumn) c->wall = waNone;
if(c->wall == waGlass) c->wall = waNone;
if(c->wall == waBigTree || c->wall == waSmallTree) c->wall = waNone;
if(c->wall == waBigStatue) c->wall = waNone;
if(c->wall == waCTree) c->wall = waCIsland2;
if(c->wall == waPalace) c->wall = waRubble;
if(c->wall == waRose) c->wall = waNone;
if(c->wall == waOpenGate || c->wall == waClosedGate) {
eWall w = c->wall;
c->wall = waNone;
for(int i=0; i<c->type; i++) if(c->mov[i] && c->mov[i]->wall == w)
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flashCell(c->mov[i], killer, flags);
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}
if(c->wall == waRed1) c->wall = waNone;
else if(c->wall == waRed2) c->wall = waRed1;
else if(c->wall == waRed3) c->wall = waRed2;
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if(c->wall == waBarrowWall) c->wall = waBarrowDig;
else if(c->wall == waBarrowDig) c->wall = waNone;
if(c->wall != ow && ow) drawParticles(c, winf[ow].color, 16);
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if(hasTimeout(c) && c->wparam < 77) c->wparam = 77;
if(isActivable(c))
activateActiv(c, false);
}
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void activateFlashFrom(cell *cf, eMonster who, flagtype flags) {
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drawFlash(cf);
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playSound(cf, "storm");
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for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
if(c == cf) continue;
for(int t=0; t<c->type; t++)
for(int u=0; u<cf->type; u++)
if(c->mov[t] == cf->mov[u] && c->mov[t] != NULL) {
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flashCell(c, who, flags);
goto nexti;
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}
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nexti: ;
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}
}
bool distanceBound(cell *c1, cell *c2, int d) {
if(!c1 || !c2) return false;
if(d == 0) return c1 == c2;
for(int i=0; i<c2->type; i++)
if(distanceBound(c1, c2->mov[i], d-1)) return true;
return false;
}
void checkFreedom(cell *cf) {
sval++;
static vector<cell*> avcells;
avcells.clear();
avcells.push_back(cf);
cf->aitmp = sval;
for(int i=0; i<size(avcells); i++) {
cell *c = avcells[i];
if(c->cpdist >= 5) return;
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
// todo leader
if(!passable(c2, c, P_ISPLAYER | P_MIRROR | P_LEADER)) continue;
if(eq(c2->aitmp, sval)) continue;
bool monsterhere = false;
for(int j=0; j<c2->type; j++) {
cell *c3 = c2->mov[j];
if(c3 && c3->monst && !isFriendly(c3))
monsterhere = true;
}
if(!monsterhere) {
c2->aitmp = sval;
avcells.push_back(c2);
}
}
}
addMessage(XLAT("Your %1 activates!", itOrbFreedom));
drainOrb(itOrbFreedom);
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for(int i=0; i<numplayers(); i++)
drawBigFlash(playerpos(i));
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for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
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if(c == cf && !shmup::on) continue;
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if(c->cpdist > 5) break;
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flashCell(c, moPlayer, AF_MAGIC);
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}
}
void activateFlash() {
int tk = tkills();
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for(int i=0; i<numplayers(); i++)
drawFlash(playerpos(i));
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addMessage(XLAT("You activate the Flash spell!"));
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playSound(cwt.c, "storm");
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drainOrb(itOrbFlash);
for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
if(c->cpdist > 2) break;
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flashCell(c, moPlayer, AF_MAGIC);
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}
achievement_count("FLASH", tkills(), tk);
}
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bool reflectingBarrierAt(cell *c) {
return
c->wall == waBarrier || c->wall == waCamelot ||
c->wall == waPalace || c->wall == waPlatform ||
c->wall == waTempWall || c->wall == waWarpGate || c->wall == waBarrowDig || c->wall == waBarrowWall;
}
bool reflectingBarrierAt(cellwalker& c, int d) {
if(d >= 3) return true;
if(d <= -3) return true;
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d = c.spin + d + 42;
d%=c.c->type;
if(!c.c->mov[d]) return true;
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return reflectingBarrierAt(c.c->mov[d]);
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// WAS:
// if(c.c->mov[d]->wall == waBarrier) return true;
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// THEN:
// if(c.c->mov[d]->land == laBarrier || c.c->mov[d]->land == laOceanWall ||
// c.c->mov[d]->land == laHauntedWall ||
// c.c->mov[d]->land == laElementalWall) ;
// return false;
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}
void killAdjacentSharks(cell *c) {
for(int i=0; i<c->type; i++) {
cell *c2 = c->mov[i];
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if(!c2) continue;
if(isShark(c2->monst)) {
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c2->ligon = true;
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killMonster(c2, moLightningBolt);
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killAdjacentSharks(c2);
}
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if(isKraken(c2->monst) && isWatery(c2)) {
cell *c3 = kraken::head(c2);
c3->ligon = true;
forCellEx(c4, c3) killMonster(c4, moLightningBolt); // kill-all
forCellEx(c4, c3) if(isWatery(c4)) {
c4->ligon = true;
killAdjacentSharks(c4);
}
}
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}
}
void castLightningBolt(cellwalker lig) {
int bnc = 0;
while(true) {
// printf("at: %p i=%d d=%d\n", lig.c, i, lig.spin);
killAdjacentSharks(lig.c);
if(lig.c->mov[lig.spin] == NULL) break;
cwstep(lig);
cell *c = lig.c;
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eWall ow = c->wall;
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flashAlchemist(c);
if(c->monst == moMetalBeast2 && !c->item) c->item = itFulgurite;
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if(c->monst) attackMonster(c, AF_MAGIC, moLightningBolt);
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if(isIcyLand(c)) HEAT(c) += 2;
if(c->land == laDryForest) c->landparam += 2;
bool first = !c->ligon;
c->ligon = 1;
bool brk = false, spin = false;
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if(c->wall == waGargoyle) brk = true;
if(c->wall == waCavewall) c->wall = waCavefloor, brk = true;
if(c->wall == waDeadTroll) c->wall = waCavefloor, brk = true;
if(c->wall == waDeadTroll2)c->wall = waNone, brk = true;
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if(c->wall == waPetrified) c->wall = waNone, brk = true;
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if(c->wall == waDeadfloor2)c->wall = waDeadfloor;
if(c->wall == waRubble) c->wall = waNone;
if(c->wall == waDeadwall) c->wall = waDeadfloor2, brk = true;
if(c->wall == waGlass) c->wall = waNone, spin = true;
if(c->wall == waDune) c->wall = waNone, brk = true;
if(c->wall == waIcewall) c->wall = waNone, brk = true;
if(c->wall == waAncientGrave) c->wall = waNone, spin = true;
if(c->wall == waFreshGrave) c->wall = waNone, spin = true;
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if(c->wall == waFreshGrave) c->wall = waNone, spin = true;
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if(c->wall == waBigStatue) c->wall = waNone, spin = true;
if(c->wall == waColumn) c->wall = waNone, spin = true;
if(c->wall == waStone) c->wall = waNone, brk = true;
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if(c->wall == waCanopy || c->wall == waTrunk || c->wall == waBigBush || c->wall == waSmallBush) {
makeflame(c, 12, false); brk = true;
}
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if(c->wall == waGrounded) brk = true;
if(c->wall == waFan) spin = true;
if(c->wall == waMetal) c->wall = waCharged, brk = true;
if(c->wall == waSandstone) c->wall = waNone, c->item = itFulgurite, brk = true;
if(c->wall == waCharged && first) {
for(int i=0; i<c->type; i++)
// do not do strange things in horocyclic spires
if(c->mov[i] && c->mov[i]->wall != waCharged) {
cellwalker lig2(c, i);
castLightningBolt(lig2);
}
brk = true;
}
if(c->wall == waBoat && c != cwt.c) c->wall = waSea, spin = true;
if(c->wall == waStrandedBoat && c !=cwt.c) c->wall = waNone, spin = true;
if((c->wall == waNone || c->wall == waSea) && c->land == laLivefjord)
c->wall = eWall(c->wall ^ waSea ^ waNone);
if(c->wall == waRed1) c->wall = waNone;
if(c->wall == waRed2) c->wall = waRed1;
if(c->wall == waRed3) c->wall = waRed2, brk = true;
if(isActivable(c)) activateActiv(c, false);
if(c->wall == waBigTree || c->wall == waSmallTree || c->wall == waVinePlant ||
c->wall == waSaloon) {
makeflame(c, 4, false);
brk = true;
}
if(c->wall == waCTree) makeflame(c, 12, false);
if(c->wall == waRose) makeflame(c, 60, false);
if(cellHalfvine(c) && c->mov[lig.spin] && c->wall == c->mov[lig.spin]->wall) {
destroyHalfvine(c, waPartialFire, 4);
brk = true;
}
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if(c->wall != ow && ow)
drawParticles(c, winf[ow].color, 16);
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if(c == cwt.c) {bnc++; if(bnc > 10) break; }
if(spin) cwspin(lig, hrand(lig.c->type));
if(brk) break;
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if(reflectingBarrierAt(c)) {
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int left = -1;
int right = 1;
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while(!reflectingBarrierAt(lig, left)) left--;
while(!reflectingBarrierAt(lig, right)) right++;
cwspin(lig, right + left);
if(c->wall == waBarrowWall) c->wall = waBarrowDig;
else if(c->wall == waBarrowDig) c->wall = waNone;
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bnc++; if(bnc > 10) break;
}
else {
cwspin(lig, 3);
if(c->type == 7) cwspin(lig, hrand(2));
}
if(c->wall == waCloud) {
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drawParticles(c, winf[ow].color, 16);
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c->wall = waNone;
mirror::createMirages(c, lig.spin, moLightningBolt);
}
if(c->wall == waMirror) {
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drawParticles(c, winf[ow].color, 16);
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c->wall = waNone;
mirror::createMirrors(c, lig.spin, moLightningBolt);
break;
}
}
}
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void castLightningBoltFrom(cell *c) {
for(int i=0; i<c->type; i++) castLightningBolt(cellwalker(c, i));
}
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void activateLightning() {
int tk = tkills();
drawLightning();
addMessage(XLAT("You activate the Lightning spell!"));
for(int i=0; i<size(dcal); i++) if(dcal[i]) dcal[i]->ligon = 0;
drainOrb(itOrbLightning);
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for(int i=0; i<numplayers(); i++)
castLightningBoltFrom(playerpos(i));
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elec::afterOrb = true;
elec::act();
elec::afterOrb = false;
achievement_count("LIGHTNING", tkills(), tk);
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playSound(cwt.c, "storm");
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}
// roCheck: return orb type if successful, 0 otherwise
// roMouse/roKeyboard:
// return orb type if successful, eItem(-1) if do nothing, 0 otherwise
bool haveRangedTarget() {
if(!haveRangedOrb())
return false;
for(int i=0; i<size(dcal); i++) {
cell *c = dcal[i];
if(targetRangedOrb(c, roCheck)) {
return true;
}
}
return false;
}
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void checkmoveO() {
if(multi::players > 1 && multi::activePlayers() == 1)
multi::checklastmove();
if(multi::players == 1) checkmove();
}
int teleportAction() {
// normal teleport
if(shmup::on || numplayers() == 1) return 1;
// multi-player, but all in -- do nothing
else if(numplayers() == multi::activePlayers()) return 0;
// otherwise teleport to the game
else return 2;
}
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void teleportTo(cell *dest) {
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playSound(dest, "other-teleport");
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if(dest->monst) {
cwt.c->monst = dest->monst;
dest->monst = moNone;
}
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if(teleportAction() == 2) {
bool b = multiRevival(dest, NULL);
if(b) {
killFriendlyIvy();
drainOrb(itOrbTeleport);
movecost(cwt.c, dest);
playerMoveEffects(cwt.c, dest);
for(int i=9; i>=0; i--)
setdist(dest, i, NULL);
bfs();
}
return;
}
killFriendlyIvy();
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movecost(cwt.c, dest);
playerMoveEffects(cwt.c, dest);
cwt.c = dest; cwt.spin = hrand(dest->type); flipplayer = !!(hrand(2));
drainOrb(itOrbTeleport);
addMessage(XLAT("You teleport to a new location!"));
mirror::destroy();
for(int i=9; i>=0; i--)
setdist(cwt.c, i, NULL);
bfs();
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items[itOrbSword] = 0;
items[itOrbSword2] = 0;
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if(shmup::on)
shmup::teleported();
else
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checkmoveO();
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}
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void jumpTo(cell *dest, eItem byWhat, int bonuskill = 0, eMonster dashmon = moNone) {
if(byWhat != itStrongWind) playSound(dest, "orb-frog");
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movecost(cwt.c, dest);
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killFriendlyIvy();
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cell *c1 = cwt.c;
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animateMovement(cwt.c, dest, LAYER_SMALL);
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cwt.c = dest;
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forCellIdEx(c2, i, dest) if(c2->cpdist < dest->cpdist) {
cwt.spin = i;
flipplayer = true;
}
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countLocalTreasure();
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items[itOrbSword] = 0;
items[itOrbSword2] = 0;
stabbingAttack(c1, dest, moPlayer, bonuskill);
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playerMoveEffects(c1, dest);
if(cwt.c->item != itOrbYendor && cwt.c->item != itHolyGrail)
collectItem(cwt.c, true);
if(byWhat == itOrbFrog) {
useupOrb(itOrbFrog, 5);
addMessage(XLAT("You jump!"));
}
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if(byWhat == itOrbDash) {
useupOrb(itOrbDash, 5);
addMessage(XLAT("You vault over %the1!", dashmon));
}
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mirror::destroy();
for(int i=9; i>=0; i--)
setdist(cwt.c, i, NULL);
createNoise(1);
if(shmup::on)
shmup::teleported();
else
monstersTurn();
}
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void growIvyTo(cell *dest, cell *src) {
if(dest->monst)
attackMonster(dest, AF_MSG | AF_ORSTUN, moFriendlyIvy);
else {
dest->monst = moFriendlyIvy;
dest->mondir = neighborId(dest, src);
moveEffect(dest, src, moFriendlyIvy);
empathyMove(src, dest, neighborId(src, dest));
}
createNoise(1);
monstersTurn();
}
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void telekinesis(cell *dest) {
int cost = dest->cpdist * dest->cpdist;
if(dest->land == laAlchemist && isAlchAny(dest) && isAlchAny(cwt.c))
dest->wall = cwt.c->wall;
if(dest->land == laPower && cwt.c->land != laPower && dest->item != itOrbFire && dest->item != itOrbLife) {
if(itemclass(dest->item) != IC_ORB)
items[dest->item] ++;
else
items[dest->item] += 2;
addMessage(XLAT("The Orb loses its power as it leaves the Land of Power!"));
dest->item = itNone;
}
if(dest->wall == waGlass) {
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drainOrb(itOrbSpace);
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addMessage(XLAT("Your power is drained by %the1!", dest->wall));
}
moveItem(dest, cwt.c, true);
collectItem(cwt.c, true);
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useupOrb(itOrbSpace, cost);
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createNoise(3);
bfs();
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if(!shmup::on) checkmoveO();
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}
eMonster summonedAt(cell *dest) {
if(dest->monst) return moNone;
if(dest->wall == waVineHalfA || dest->wall == waVineHalfB || dest->wall == waVinePlant)
return moVineSpirit;
if(dest->wall == waCTree)
return moParrot;
if(dest->wall == waLake)
return moGreaterShark;
if(dest->wall == waAncientGrave || dest->wall == waFreshGrave)
return moGhost;
if(dest->wall == waClosePlate || dest->wall == waOpenPlate)
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return dest->land == laPalace ? moPalace : moBat;
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if(dest->wall == waFloorA || dest->wall == waFloorB)
return moSlime;
if(dest->wall == waFloorC || dest->wall == waFloorD)
return moRatling;
if(dest->wall == waCavefloor)
return moTroll;
if(dest->wall == waDeadfloor)
return moEarthElemental;
if(dest->wall == waDeadfloor2)
return moMiner;
if(dest->wall == waMineOpen || dest->wall == waMineMine || dest->wall == waMineUnknown)
return moBomberbird;
if(dest->wall == waTrapdoor)
return dest->land == laPalace ? moFatGuard : moOrangeDog;
if(dest->wall == waSea)
return
isElemental(dest->land) ? moWaterElemental :
dest->land == laLivefjord ? moViking :
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dest->land == laKraken ? moViking :
dest->land == laWarpCoast ? moRatling :
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moPirate;
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if(isReptile(dest->wall))
return moReptile;
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if(dest->wall == waChasm)
return moAirElemental;
if(isFire(dest))
return moFireElemental;
if(dest->wall == waCavewall || dest->wall == waDeadwall)
return moSeep;
if(dest->wall == waRed1 || dest->wall == waRed2 || dest->wall == waRed3)
return moRedTroll;
if(dest->wall == waFrozenLake)
return moFireElemental;
if(dest->wall == waCIsland || dest->wall == waCIsland2)
return moWaterElemental;
if(dest->wall == waRubble || dest->wall == waGargoyleFloor || dest->wall == waGargoyleBridge || dest->wall == waLadder)
return moGargoyle;
if(dest->wall == waStrandedBoat)
return moWaterElemental;
if(dest->wall == waBoat)
return moAirElemental;
if(dest->wall == waStone)
return moEarthElemental;
if(dest->wall == waGiantRug)
return moVizier;
if(dest->wall == waNone) {
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if(dest->land == laBull) return moRagingBull;
if(dest->land == laPrairie) return moAirElemental;
if(dest->land == laZebra) return moAirElemental;
if(dest->land == laMirror) return moAirElemental;
if(dest->land == laMountain) return moAirElemental; // unfortunately Ivies are too large
if(dest->land == laDungeon) return moBat;
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if(dest->land == laIce) return moFireElemental;
if(dest->land == laDesert) return moEarthElemental;
if(dest->land == laJungle) return moWaterElemental;
if(dest->land == laGraveyard) return moZombie;
if(dest->land == laRlyeh || dest->land == laTemple) return moPyroCultist;
if(dest->land == laHell) return moWaterElemental;
if(dest->land == laPower) return moWitchFire;
if(dest->land == laWineyard) return moVineBeast;
if(dest->land == laEmerald) return moMiner;
if(dest->land == laHive) return dest->type == 7 ? moBug1 : moBug0;
if(dest->land == laRedRock) return moRedTroll;
if(dest->land == laOcean) return moEarthElemental;
if(dest->land == laDryForest) return moFireFairy;
if(dest->land == laLivefjord) return moFjordTroll;
if(dest->land == laStorms) return moStormTroll;
if(dest->land == laOvergrown) return moForestTroll;
if(dest->land == laIvoryTower) return moAirElemental;
if(dest->land == laEndorian) return moAirElemental;
if(dest->land == laEAir) return moAirElemental;
if(dest->land == laEWater) return moWaterElemental;
if(dest->land == laEEarth) return moEarthElemental;
if(dest->land == laEFire) return moFireElemental;
if(dest->land == laMotion) return moRunDog;
if(dest->land == laWildWest) return moOutlaw;
if(dest->land == laClearing) return moForestTroll;
if(dest->land == laWhirlwind) return moAirElemental;
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if(dest->land == laWarpCoast) return moRatling;
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if(dest->land == laRose) return moRoseLady;
if(dest->land == laDragon) return moFireElemental;
if(dest->land == laTortoise) return moTortoise;
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if(dest->land == laBurial) return moEarthElemental;
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if(isHaunted(dest->land)) return moGhost;
}
return moNone;
}
void summonAt(cell *dest) {
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playSound(dest, "orb-ranged");
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dest->monst = summonedAt(dest);
dest->stuntime = 3;
if(dest->monst == moPirate || dest->monst == moViking || (dest->monst == moRatling && dest->wall == waSea))
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dest->wall = waBoat, dest->item = itNone;
if(dest->monst == moViking && dest->land == laKraken)
dest->item = itOrbFish;
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if(dest->wall == waStrandedBoat)
dest->wall = waBoat;
else if(dest->monst == moWaterElemental)
placeWater(dest, dest);
if(dest->wall == waStone)
dest->wall = waNone;
if(dest->monst == moFireElemental && isFire(dest))
dest->wall = waNone;
if(dest->monst == moTortoise)
tortoise::emap[dest] = dest;
addMessage(XLAT("You summon %the1!", dest->monst));
moveEffect(dest, dest, dest->monst);
if(hasHitpoints(dest->monst))
dest->hitpoints = palaceHP();
useupOrb(itOrbSummon, 20);
createNoise(2);
bfs();
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checkmoveO();
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}
bool tempWallPossibleAt(cell *dest) {
if(dest->monst || (dest->item && !itemHidden(dest))) return false;
return dest->wall == waChasm || isWatery(dest) || dest->wall == waNone;
}
void tempWallAt(cell *dest) {
if(dest->wall == waChasm)
dest->wall = waTempFloor;
else if(dest->wall == waNone)
dest->wall = waTempWall;
else if(isWatery(dest))
dest->wall = waTempBridge;
int len = (items[itOrbMatter]+1) / 2;
dest->wparam = len;
useupOrb(itOrbMatter, len);
dest->item = itNone; // underwater items are destroyed by this
createNoise(2);
bfs();
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checkmoveO();
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}
void psi_attack(cell *dest) {
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playSound(dest, "other-mind");
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if(isNonliving(dest->monst))
addMessage(XLAT("You destroy %the1 with a mental blast!", dest->monst));
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else if(isDragon(dest->monst) || isKraken(dest->monst))
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addMessage(XLAT("You damage %the1 with a mental blast!", dest->monst));
else
addMessage(XLAT("You kill %the1 with a mental blast!", dest->monst));
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// note: psi attack works with Petrify!
attackMonster(dest, AF_MAGIC, moPlayer);
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useupOrb(itOrbPsi, 30);
createNoise(2);
bfs();
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checkmoveO();
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}
void gun_attack(cell *dest) {
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playSound(dest, "orb-ranged");
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addMessage(XLAT("You shoot %the1!", dest->monst));
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attackMonster(dest, AF_GUN, moNone);
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items[itRevolver] --;
bfs();
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checkmoveO();
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createNoise(5);
monstersTurn();
}
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void checkStunKill(cell *dest) {
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if(isBird(dest->monst)) {
moveEffect(dest, dest, moDeadBird);
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doesFall(dest);
if(isWatery(dest) || dest->wall == waChasm || isFire(dest)) {
addMessage(XLAT("%The1 falls!", dest->monst));
fallMonster(dest);
return;
}
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}
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/* if(!isPermanentFlying(dest->monst) && cellEdgeUnstable(dest)) {
addMessage(XLAT("%The1 falls!", dest->monst));
fallMonster(dest);
} */
}
void stun_attack(cell *dest) {
playSound(dest, "orb-ranged");
addMessage(XLAT("You stun %the1!", dest->monst));
dest->stuntime += 5;
checkStunKill(dest);
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useupOrb(itOrbStunning, 10);
createNoise(3);
bfs();
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checkmoveO();
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}
void placeIllusion(cell *c) {
c->monst = moIllusion;
useupOrb(itOrbIllusion, 5);
addMessage(XLAT("You create an Illusion!"));
bfs();
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checkmoveO();
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}
void blowoff(cell *cf, cell *ct) {
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playSound(ct, "orb-ranged");
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addMessage(XLAT("You blow %the1 away!", cf->monst));
pushMonster(ct, cf);
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if(cf->item == itBabyTortoise && !ct->item)
moveItem(cf, ct, true);
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items[itOrbAir]--;
createNoise(2);
bfs();
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checkmoveO();
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}
void useOrbOfDragon(cell *c) {
makeflame(c, 20, false);
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playSound(c, "fire");
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addMessage(XLAT("You throw fire!"));
useupOrb(itOrbDragon, 5);
createNoise(3);
bfs();
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checkmoveO();
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}
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int monstersnearO(orbAction a, cell *c, cell *nocount, eMonster who, cell *pushto, cell *comefrom) {
// printf("[a = %d] ", a);
if(shmup::on) return 0;
if(a == roCheck && multi::players > 1)
return 1;
else if(a == roMultiCheck) return 0;
else return monstersnear(c, nocount, who, pushto, comefrom);
}
bool isCheck(orbAction a) { return a == roCheck || a == roMultiCheck; }
bool isWeakCheck(orbAction a) { return a == roCheck || a == roMultiCheck || a == roMouse; }
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eItem targetRangedOrb(cell *c, orbAction a) {
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if(!haveRangedOrb()) {
return itNone;
}
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if(rosedist(cwt.c) == 1) {
int r = rosemap[cwt.c];
int r2 = rosemap[c];
if(r2 <= r) {
if(a == roKeyboard || a == roMouseForce )
addMessage(XLAT("Those roses smell too nicely. You can only target cells closer to them!"));
return itNone;
}
}
// (-2) shmup variants
eItem shmupEffect = shmup::targetRangedOrb(a);
if(shmupEffect) return shmupEffect;
// (-1) distance
if(c == cwt.c || isNeighbor(cwt.c, c)) {
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if(!isWeakCheck(a))
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addMessage(XLAT("You cannot target that close!"));
return itNone;
}
if(c->cpdist > 7) {
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if(!isWeakCheck(a))
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addMessage(XLAT("You cannot target that far away!"));
return itNone;
}
// (0-) strong wind
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if(items[itStrongWind] && c->cpdist == 2 && cwt.c == whirlwind::jumpFromWhereTo(c, true) && !monstersnearO(a, c, NULL, moPlayer, NULL, cwt.c)) {
if(!isCheck(a)) jumpTo(c, itStrongWind);
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return itStrongWind;
}
// (0x) control
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if(haveMount() && items[itOrbDomination] && dragon::whichturn != turncount) {
if(!isCheck(a)) {
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dragon::target = c;
dragon::whichturn = turncount;
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addMessage(XLAT("Commanded %the1!", haveMount()));
checkmoveO();
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}
return itOrbDomination;
}
// (0) telekinesis
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if(c->item && !itemHiddenFromSight(c) && !cwt.c->item && items[itOrbSpace] >= fixpower(c->cpdist * c->cpdist) && !cantGetGrimoire(c, !isCheck(a))
&& c->item != itBarrow) {
if(!isCheck(a)) telekinesis(c);
return itOrbSpace;
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}
// (0') air blow
bool nowhereToBlow = false;
if(items[itOrbAir] && isBlowableMonster(c->monst)) {
int d = 0;
for(; d<c->type; d++) if(c->mov[d] && c->mov[d]->cpdist < c->cpdist) break;
if(d<c->type) for(int e=d; e<d+c->type; e++) {
nowhereToBlow = true;
cell *c2 = c->mov[e % c->type];
if(c2 && c2->cpdist > c->cpdist && passable(c2, c, P_BLOW)) {
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if(!isCheck(a)) blowoff(c, c2);
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return itOrbAir;
}
}
}
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// nature
if(items[itOrbNature] && numplayers() == 1 && c->monst != moFriendlyIvy) {
cell *sides[8];
int qsides = 0;
forCellCM(cf, c)
if(cf->monst == moFriendlyIvy) {
if(c->monst) {
if(!canAttack(c, c->monst, cf, moFriendlyIvy, 0)) continue;
if(monstersnear(cwt.c, c, moPlayer, NULL, cwt.c)) continue;
}
else {
if(!passable(c, cf, P_ISPLAYER | P_MONSTER)) continue;
if(strictlyAgainstGravity(c, cf, false, MF_IVY)) continue;
if(monstersnear(cwt.c, NULL, moPlayer, c, cwt.c)) continue;
}
sides[qsides++] = cf;
}
if(qsides > 0) {
if(!isCheck(a)) growIvyTo(c, sides[hrand(qsides)]);
return itOrbNature;
}
}
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// (0'') jump
int jumpstate = 0;
cell *jumpthru = NULL;
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// orb of vaulting
if(!shmup::on && items[itOrbDash] && c->cpdist == 2) {
int i = items[itOrbAether];
if(i) items[itOrbAether] = i-1;
cell *c2 = NULL, *c3 = NULL;
for(int i=0; i<cwt.c->type; i++) {
cell *cc = cwt.c->mov[i];
if(isNeighbor(cc, c)) c3 = c2, c2 = cc;
}
jumpthru = c2;
jumpstate = 10;
if(jumpstate == 10 && c2) jumpstate = 11;
if(jumpstate == 11 && c2->monst) jumpstate = 12;
if(jumpstate == 12 && !c3) jumpstate = 13;
if(jumpstate == 13 && passable(c2, cwt.c, P_ISPLAYER | P_JUMP1 | P_MONSTER)) jumpstate = 14;
if(jumpstate == 14 && passable(c, c2, P_ISPLAYER | P_JUMP2)) jumpstate = 15;
if(jumpstate == 15 && canAttack(cwt.c, moPlayer, c2, c2->monst, 0)) jumpstate = 16;
if(jumpstate == 16 && !monstersnearO(a, c, c2, moPlayer, NULL, cwt.c)) jumpstate = 17;
items[itOrbAether] = i;
if(jumpstate == 17) {
if(!isCheck(a)) {
int k = tkills();
eMonster m = c2->monst;
attackMonster(c2, AF_ORSTUN | AF_MSG, moPlayer);
k = tkills() - k;
jumpTo(c, itOrbDash, k, m);
}
return itOrbDash;
}
}
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if(items[itOrbFrog] && c->cpdist == 2) {
jumpstate = 1;
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int i = items[itOrbAether];
if(i) items[itOrbAether] = i-1;
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for(int i=0; i<cwt.c->type; i++) {
cell *c2 = cwt.c->mov[i];
if(isNeighbor(c2, c)) {
jumpthru = c2;
if(passable(c2, cwt.c, P_ISPLAYER | P_JUMP1)) {
jumpstate = 2;
if(passable(c, c2, P_ISPLAYER | P_JUMP2)) {
jumpstate = 3;
break;
}
}
}
}
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items[itOrbAether] = i;
if(jumpstate == 3 && !monstersnearO(a, c, NULL, moPlayer, NULL, cwt.c)) {
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jumpstate = 4;
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if(!isCheck(a)) jumpTo(c, itOrbFrog);
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return itOrbFrog;
}
}
// (1) switch with an illusion
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if(items[itOrbTeleport] && c->monst == moIllusion && !cwt.c->monst && teleportAction() == 1) {
if(!isCheck(a)) teleportTo(c);
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return itOrbTeleport;
}
// (2) place illusion
if(!shmup::on && items[itOrbIllusion] && c->monst == moNone && c->item == itNone && passable(c, NULL, P_MIRROR)) {
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if(!isCheck(a)) placeIllusion(c);
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return itOrbIllusion;
}
// (3) teleport
if(items[itOrbTeleport] && c->monst == moNone && (c->item == itNone || itemHidden(c)) &&
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passable(c, NULL, P_ISPLAYER | P_TELE) && teleportAction() && shmup::verifyTeleport()) {
if(!isCheck(a)) teleportTo(c);
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return itOrbTeleport;
}
// (4) remove an illusion
if(!shmup::on && items[itOrbIllusion] && c->monst == moIllusion) {
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if(!isCheck(a)) {
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addMessage(XLAT("You take the Illusion away."));
items[itOrbIllusion] += 3; // 100% effective with the Orb of Energy!
c->monst = moNone;
}
return itOrbIllusion;
}
// (4a) colt
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if(!shmup::on && items[itRevolver] && c->monst && canAttack(cwt.c, moPlayer, c, c->monst, AF_GUN)
&& c->pathdist <= GUNRANGE && !monstersnearO(a, cwt.c, c, moPlayer, NULL, cwt.c)) {
if(!isCheck(a)) gun_attack(c);
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return itRevolver;
}
// (5) psi blast (non-shmup variant)
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if(!shmup::on && items[itOrbPsi] && c->monst && (isDragon(c->monst) || !isWorm(c)) && c->monst != moShadow && c->monst != moKrakenH) {
if(!isCheck(a)) psi_attack(c);
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return itOrbPsi;
}
// (5a) summoning
if(items[itOrbSummon] && summonedAt(c)) {
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if(!isCheck(a)) summonAt(c);
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return itOrbSummon;
}
// (5b) matter
if(items[itOrbMatter] && tempWallPossibleAt(c)) {
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if(!isCheck(a)) tempWallAt(c);
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return itOrbMatter;
}
// (5c) stun
if(items[itOrbStunning] && c->monst && !isMultitile(c->monst) && c->stuntime < 3 && !shmup::on) {
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if(!isCheck(a)) stun_attack(c);
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return itOrbStunning;
}
// (6) place fire (non-shmup variant)
if(!shmup::on && items[itOrbDragon] && makeflame(c, 20, true)) {
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if(!isCheck(a)) useOrbOfDragon(c);
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return itOrbDragon;
}
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if(isWeakCheck(a)) return itNone;
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if(nowhereToBlow) {
addMessage(XLAT("Nowhere to blow %the1!", c->monst));
}
else if(jumpstate == 1 && jumpthru && jumpthru->monst) {
addMessage(XLAT("Cannot jump through %the1!", jumpthru->monst));
}
else if(jumpstate == 1 && jumpthru) {
addMessage(XLAT("Cannot jump through %the1!", jumpthru->wall));
}
else if(jumpstate == 2 && c->monst) {
addMessage(XLAT("Cannot jump on %the1!", c->monst));
}
else if(jumpstate == 2 && c->wall) {
addMessage(XLAT("Cannot jump on %the1!", c->wall));
}
else if(jumpstate == 3) {
addMessage(XLAT("%The1 would get you there!", which));
}
else if(items[itOrbAir] && c->monst) {
addMessage(XLAT("%The1 is immune to wind!", c->monst));
}
else if(items[itOrbPsi] && c->monst) {
addMessage(XLAT("%The1 is immune to mental blasts!", c->monst));
}
else if(items[itOrbTeleport] && c->monst) {
addMessage(XLAT("Cannot teleport on a monster!"));
}
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else if(items[itOrbSpace] && c->item == itBarrow)
addMessage(XLAT("%The1 is protected from this kind of magic!", c->item));
else if(c->item && items[itOrbSpace] && !itemHiddenFromSight(c)) {
if(cwt.c->item)
addMessage(XLAT("Cannot use %the1 here!", itOrbSpace));
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addMessage(XLAT("Not enough power for telekinesis!"));
}
else if(items[itOrbIllusion] && c->item)
addMessage(XLAT("Cannot cast illusion on an item!"));
else if(items[itOrbIllusion] && c->monst)
addMessage(XLAT("Cannot cast illusion on a monster!"));
else if(items[itOrbIllusion] && !passable(c, NULL, P_MIRROR))
addMessage(XLAT("Cannot cast illusion here!"));
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else if(items[itOrbTeleport] && teleportAction() == 0) {
addMessage(XLAT("All players are in the game!"));
}
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else if(items[itOrbTeleport] && !passable(c, NULL, P_TELE | P_ISPLAYER)) {
addMessage(XLAT("Cannot teleport here!"));
}
else if(items[itOrbMatter] && !tempWallPossibleAt(c)) {
if(c->monst)
addMessage(XLAT("Cannot create temporary matter on a monster!"));
else if(c->item)
addMessage(XLAT("Cannot create temporary matter on an item!"));
else addMessage(XLAT("Cannot create temporary matter here!"));
}
else if(items[itOrbSummon] && !summonedAt(c)) {
if(c->monst)
addMessage(XLAT("Cannot summon on a monster!"));
else
addMessage(XLAT("No summoning possible here!"));
}
else if(items[itOrbTeleport] && c->item) {
addMessage(XLAT("Cannot teleport on an item!"));
}
else if(items[itOrbDragon] && !makeflame(c, 20, true)) {
addMessage(XLAT("Cannot throw fire there!"));
}
else return eItem(0);
return eItem(-1);
}