git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5564 c06c8d41-db1a-0410-9941-cceddc491573
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bool summon_specific_demon(monster_type mon, int pow, bool god_gift = false);
if (create_monster(mgen_data(mon,friendly ? BEH_FRIENDLY :charmed ? BEH_CHARMED : BEH_HOSTILE,dur, you.pos(),friendly ? you.pet_target : MHITYOU,god_gift ? MF_GOD_GIFT : 0)) != -1)
for (int i = 0; i < how_many; ++i)
success = true;
monster_type mon = summon_any_demon(dct);if (create_monster(mgen_data(mon,friendly ? BEH_FRIENDLY :charmed ? BEH_CHARMED : BEH_HOSTILE,dur, you.pos(),friendly ? you.pet_target : MHITYOU,god_gift ? MF_GOD_GIFT : 0)) != -1){success = true;
for (int i = 0; i < how_many; ++i){if (_summon_demon_wrapper(pow, god_gift, DEMON_LESSER,std::min(2 + (random2(pow) / 4), 6),random2(pow) > 3, false)){success = true;}}
default:break;}if (summon_general_creature(pow, false, mon, BEH_FRIENDLY,hostile, -1, false)){success = true;
mprf("You are momentarily dazzled by a brilliant %s light.",(mon == MONS_DAEVA) ? "golden": "white");
unsigned short hitting = (beha == BEH_FRIENDLY) ? you.pet_target : MHITYOU;
bool cast_summon_dragon(int pow, bool god_gift){// Removed the chance of multiple dragons... one should be more// than enough, and if it isn't, the player can cast again...// especially since these aren't on the Abjuration plan... they'll// last until they die (maybe that should be changed, but this is// a very high level spell so it might be okay). -- bwr
case MONS_ANGEL:msg = "You open a gate to Zin's realm!";break;
success = true;mprf("A dragon appears.%s",friendly ? "" : " It doesn't look very happy.");}elsecanned_msg(MSG_NOTHING_HAPPENS);
case MONS_DAEVA:msg = "You are momentarily dazzled by a brilliant golden light.";break;
return (success);}bool summon_minor_demon(int pow, bool god_gift){return _summon_demon_wrapper(pow, god_gift, DEMON_LESSER,std::min(2 + (random2(pow) / 4), 6),random2(pow) > 3, false, 1);}
default:{msg = "A demon appears!";break;}}
bool summon_specific_demon(monster_type mon, int pow, bool god_gift){bool success = false;
int monster =create_monster(mgen_data(mon, beha, dur,you.pos(), hitting,god_gift ? MF_GOD_GIFT : 0));
const bool friendly = (random2(pow) > 3);
monsters *summon = &menv[monster];if (mon == MONS_ANGEL || mon == MONS_DAEVA)summon->flags |= MF_ATT_CHANGE_ATTEMPT;
mprf("A demon appears!%s",friendly ? "" : " It doesn't look very happy.");
summon_general_creature(you.experience_level * 4, false,summon_any_demon(DEMON_COMMON),BEH_FRIENDLY);
summon_demon(you.experience_level * 4);
summon_general_creature(20 + you.skills[SK_INVOCATIONS] * 3, false,static_cast<monster_type>(MONS_NEQOXEC + random2(5)),BEH_FRIENDLY, true);
summon_specific_demon(static_cast<monster_type>(MONS_NEQOXEC + random2(5)),20 + you.skills[SK_INVOCATIONS] * 3, true);
summon_general_creature(20 + you.skills[SK_INVOCATIONS] * 3, false,static_cast<monster_type>(MONS_EXECUTIONER + random2(5)),BEH_FRIENDLY, true);
summon_specific_demon(static_cast<monster_type>(MONS_EXECUTIONER + random2(5)),20 + you.skills[SK_INVOCATIONS] * 3, true);