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/**
* @file
* @brief Functions related to clouds.
*
* Creating a cloud module so all the cloud stuff can be isolated.
**/
#include "AppHdr.h"
#include "cloud.h"
#include <algorithm>
#include "areas.h"
#include "art-enum.h"
#include "colour.h"
#include "coordit.h"
#include "dungeon.h"
#include "english.h"
#include "god-conduct.h"
#include "god-passive.h"
#include "level-state-type.h"
#include "libutil.h" // testbits
#include "los.h"
#include "mapmark.h"
#include "map-knowledge.h"
#include "melee-attack.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-clone.h"
#include "mon-death.h"
#include "mon-place.h"
#include "nearby-danger.h" // Compass (for random_walk, CloudGenerator)
#include "player-stats.h"
#include "religion.h"
#include "shout.h"
#include "spl-clouds.h" // explode_blastmotes_at
#include "spl-damage.h" // dazzle_target
#include "spl-util.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "rltiles/tiledef-main.h"
#include "traps.h"
#include "unwind.h"
#include "xom.h"
cloud_struct* cloud_at(coord_def pos)
{
return map_find(env.cloud, pos);
}
/// damage = base + random2avg(random, random/15 + 1)
struct cloud_damage
{
int base; ///< Flat damage on every hit, pre-defenses.
int random; ///< Damage rolled on hit.
bool extra_player_dam; //< HACK: does 4+random2(8) extra damage to players.
// Yes, we really hate players, damn their guts.
};
/// Damage for most damaging clouds.
static const cloud_damage NORMAL_CLOUD_DAM = { 6, 16, true };
// 6+r2a(16,2) for monsters, 10+r2a(23,2) for players
/// A portrait of a cloud_type.
struct cloud_data
{
/// A (relatively) short name for the cloud. May be referenced from lua.
const char* terse_name;
/// Another name for the cloud. If nullptr, defaults to terse name.
const char* verbose_name;
/// The colour of the cloud in console.
colour_t colour;
/// Info for calculating cloud tiles.
cloud_tile_info tile_info;
/// The associated "beam" (effect) for this cloud type.
beam_type beam_effect;
/// How much damage the cloud does before defenses & resists.
cloud_damage damage;
/// Do multiple squares of this cloud block LOS?
bool opaque;
};
/// A map from cloud_type to cloud_data.
static const cloud_data clouds[] = {
// CLOUD_NONE,
{ "?", "?", // terse, verbose name
},
// CLOUD_FIRE,
{ "flame", "blazing flames", // terse, verbose name
COLOUR_UNDEF, // colour
{ TILE_CLOUD_FIRE, CTVARY_DUR }, // tile
BEAM_FIRE, // beam_effect
NORMAL_CLOUD_DAM, // base, random damage
},
// CLOUD_MEPHITIC,
{ "noxious fumes", nullptr, // terse, verbose name
GREEN, // colour
{ TILE_CLOUD_MEPHITIC, CTVARY_DUR }, // tile
BEAM_MEPHITIC, // beam_effect
},
// CLOUD_COLD,
{ "freezing vapour", "freezing vapours", // terse, verbose name
COLOUR_UNDEF, // colour
{ TILE_CLOUD_COLD, CTVARY_DUR }, // tile
BEAM_COLD, // beam_effect
NORMAL_CLOUD_DAM, // base, random damage
},
// CLOUD_POISON,
{ "poison gas", nullptr, // terse, verbose name
LIGHTGREEN, // colour
{ TILE_CLOUD_POISON, CTVARY_DUR }, // tile
BEAM_POISON, // beam_effect
{0, 10}, // base, random damage
},
// CLOUD_BLACK_SMOKE,
{ "black smoke", nullptr, // terse, verbose name
DARKGREY, // colour
{ TILE_CLOUD_BLACK_SMOKE, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_GREY_SMOKE,
{ "grey smoke", nullptr, // terse, verbose name
LIGHTGREY, // colour
{ TILE_CLOUD_GREY_SMOKE, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_BLUE_SMOKE,
{ "blue smoke", nullptr, // terse, verbose name
LIGHTBLUE, // colour
{ TILE_CLOUD_BLUE_SMOKE, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_PURPLE_SMOKE,
{ "purple smoke", nullptr, // terse, verbose name
MAGENTA, // colour
{ TILE_CLOUD_TLOC_ENERGY, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_TLOC_ENERGY,
{ "translocational energy", nullptr, // terse, verbose name
MAGENTA, // colour
{ TILE_CLOUD_TLOC_ENERGY, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_FOREST_FIRE,
{ "spreading flames", "a forest fire", // terse, verbose name
COLOUR_UNDEF, // colour
{ TILE_CLOUD_FOREST_FIRE }, // tile
BEAM_FIRE, // beam_effect
NORMAL_CLOUD_DAM, // base, random damage
},
// CLOUD_STEAM,
{ "steam", "a cloud of scalding steam", // terse, verbose name
LIGHTGREY, // colour
{ TILE_CLOUD_GREY_SMOKE, CTVARY_NONE }, // tile
BEAM_STEAM, // beam_effect
{0, 16}, // base, random damage
true, // opacity
},
#if TAG_MAJOR_VERSION == 34
// CLOUD_GLOOM,
{ "gloom", "thick gloom", // terse, verbose name
MAGENTA, // colour
{ TILE_CLOUD_GLOOM }, // tile
},
#endif
// CLOUD_INK,
{ "ink", nullptr, // terse, verbose name
DARKGREY, // colour
{ TILE_CLOUD_INK }, // tile
BEAM_NONE, {}, // beam_effect & damage
true, // opacity
},
// CLOUD_PETRIFY,
{ "calcifying dust", nullptr, // terse, verbose name
WHITE, // colour
{ TILE_CLOUD_PETRIFY, CTVARY_DUR }, // tile
BEAM_PETRIFYING_CLOUD, {}, // beam_effect & damage
true, // opacity
},
// CLOUD_HOLY,
{ "blessed fire", nullptr, // terse, verbose name
ETC_HOLY, // colour
{ TILE_CLOUD_YELLOW_SMOKE }, // tile
BEAM_HOLY, // beam_effect
{4, 12, true}, // base, random damage
true, // opacity
},
// CLOUD_MIASMA,
{ "foul pestilence", "dark miasma", // terse, verbose name
DARKGREY, // colour
{ TILE_CLOUD_MIASMA, CTVARY_DUR }, // tile
BEAM_MIASMA, // beam_effect
{ 0, 12 }, // base, random damage
},
// CLOUD_MIST,
{ "thin mist", nullptr, // terse, verbose name
ETC_MIST, // colour
{ TILE_CLOUD_MIST, CTVARY_NONE }, // tile
},
// CLOUD_CHAOS,
{ "seething chaos", nullptr, // terse, verbose name
ETC_RANDOM, // colour
{ TILE_CLOUD_CHAOS, CTVARY_RANDOM }, // tile
BEAM_CHAOS, // beam_effect
},
// CLOUD_RAIN,
{ "rain", "the rain", // terse, verbose name
ETC_MIST, // colour
{ TILE_CLOUD_RAIN, CTVARY_RANDOM }, // tile
BEAM_NONE, // unused
{ 0, 9 }, // base, random damage
// but only for fiery mons
},
// CLOUD_MUTAGENIC,
{ "mutagenic fog", nullptr, // terse, verbose name
ETC_MUTAGENIC, // colour
{ TILE_ERROR, CTVARY_NONE }, // tile
},
// CLOUD_MAGIC_TRAIL,
{ "magical condensation", nullptr, // terse, verbose name
ETC_MAGIC, // colour
{ TILE_CLOUD_MAGIC_TRAIL, CTVARY_DUR }, // tile
},
// CLOUD_VORTEX,
{ "whirling frost", nullptr, // terse, verbose name
ETC_VORTEX, // colour
{ TILE_ERROR }, // tile
},
// CLOUD_DUST,
{ "sparse dust", nullptr, // terse, verbose name
ETC_EARTH, // colour
{ TILE_CLOUD_DUST, CTVARY_DUR }, // tile
},
// CLOUD_SPECTRAL,
{ "spectral mist", nullptr, // terse, verbose name
ETC_ELECTRICITY, // colour
{ TILE_CLOUD_SPECTRAL, CTVARY_DUR }, // tile
BEAM_NONE, // beam_effect
{ 4, 15 }, // base, random damage
},
// CLOUD_ACID,
{ "acidic fog", nullptr, // terse, verbose name
YELLOW, // colour
{ TILE_CLOUD_ACID, CTVARY_DUR }, // dur
BEAM_ACID, // beam_effect
{ 8, 22, true }, // base, random damage
},
// CLOUD_STORM,
{ "thunder", "a thunderstorm", // terse, verbose name
ETC_DARK, // colour
{ TILE_CLOUD_STORM, CTVARY_RANDOM }, // tile
BEAM_ELECTRICITY, // beam_effect
{ 23, 27 },
},
// CLOUD_MISERY,
{ "excruciating misery", nullptr, // terse, verbose name
ETC_INCARNADINE, // colour
{ TILE_CLOUD_MISERY, CTVARY_DUR }, // tile
},
// CLOUD_FLUFFY,
{ "white fluffiness", nullptr, // terse, verbose name
WHITE, // colour
{ TILE_CLOUD_WHITE_SMOKE, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_XOM_TRAIL,
{ "magical condensation", nullptr, // terse, verbose name
ETC_RANDOM, // colour
{ TILE_CLOUD_MAGIC_TRAIL, CTVARY_DUR }, // tile
// TODO: another tile?
},
// CLOUD_SALT,
{ "salt", nullptr, // terse, verbose name
ETC_AIR, // colour
{ TILE_CLOUD_WHITE_SMOKE, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
// CLOUD_GOLD_DUST,
{ "golden dust", nullptr, // terse, verbose name
ETC_HOLY, // colour
{ TILE_CLOUD_GOLD_DUST, CTVARY_DUR }, // tile
BEAM_NONE, {}, // beam & damage
true, // opacity
},
#if TAG_MAJOR_VERSION == 34
// CLOUD_EMBERS,
{ "smouldering embers", "embers",
ETC_SMOKE,
{ TILE_CLOUD_BLACK_SMOKE, CTVARY_NONE },
},
#endif
// CLOUD_FLAME,
{ "wisps of flame", nullptr, // terse, verbose name
ETC_FIRE, // colour
{ TILE_CLOUD_FLAME, CTVARY_RANDOM }, // tile
},
// CLOUD_ALCOHOL,
{ "alcoholic mist", nullptr, // terse, verbose name
ETC_DARK, // colour
{ TILE_CLOUD_DEGENERATION, CTVARY_NONE }, // tile
BEAM_NONE, {}, // beam & damage
false, // opacity
},
// CLOUD_BLASTMOTES,
{ "blastmotes", "volatile sparks", // terse, verbose name
ETC_SMOKE, // colour
{ TILE_CLOUD_BLASTMOTES, CTVARY_RANDOM }, // tile
},
// CLOUD_ELECTRICITY,
{ "sparks", nullptr, // terse, verbose name
ETC_ELECTRICITY, // colour
{ TILE_CLOUD_ELECTRICITY, CTVARY_RANDOM }, // tile
},
// CLOUD_FAINT_MIASMA,
{ "faint pestilence", nullptr, // terse, verbose name
DARKGREY, // colour
{ TILE_CLOUD_FAINT_MIASMA, CTVARY_RANDOM }, // tile
},
// CLOUD_MAGNETISED_DUST,
{ "magnetised fragments", nullptr, // terse, verbose name
ETC_ELECTRICITY, // colour
{ TILE_CLOUD_MAGNETISED_DUST, CTVARY_RANDOM }, // tile
},
// CLOUD_BATS,
{ "bats", nullptr, // terse, verbose name
ETC_DARK, // colour
{ TILE_CLOUD_BATS, CTVARY_DUR }, // tile
BEAM_BAT_CLOUD,
{ 4, 11, true },
},
// CLOUD_RUST,
{ "rust", nullptr, // terse, verbose name
BROWN, // colour
{ TILE_CLOUD_RUST, CTVARY_DUR }, // tile
BEAM_ACID, // beam_effect
{ 2, 3, false }, // base, random damage
},
};
COMPILE_CHECK(ARRAYSZ(clouds) == NUM_CLOUD_TYPES);
static int _actor_cloud_damage(const actor *act, const cloud_struct &cloud,
bool maximum_damage);
static int _actual_spread_rate(cloud_type type, int spread_rate)
{
if (spread_rate >= 0)
return spread_rate;
switch (type)
{
#if TAG_MAJOR_VERSION == 34
case CLOUD_GLOOM:
return 50;
#endif
case CLOUD_STEAM:
case CLOUD_GREY_SMOKE:
case CLOUD_BLACK_SMOKE:
case CLOUD_PURPLE_SMOKE:
case CLOUD_BLUE_SMOKE:
case CLOUD_FLUFFY:
return 22;
case CLOUD_RAIN:
case CLOUD_INK:
return 11;
default:
return 0;
}
}
static beam_type _cloud2beam(cloud_type flavour)
{
if (flavour == CLOUD_RANDOM)
return BEAM_RANDOM;
return clouds[flavour].beam_effect;
}
#ifdef ASSERTS
static bool _killer_whose_match(kill_category whose, killer_type killer)
{
switch (whose)
{
case KC_YOU:
return killer == KILL_YOU_MISSILE || killer == KILL_YOU_CONF;
case KC_FRIENDLY:
return killer == KILL_MON_MISSILE || killer == KILL_YOU_CONF
|| killer == KILL_MON;
case KC_OTHER:
return killer == KILL_MON_MISSILE
|| killer == KILL_NON_ACTOR || killer == KILL_MON;
case KC_NCATEGORIES:
die("kill category not matching killer type");
}
return false;
}
#endif
/*
* The LOS may have changed based on cloud changes at position `p`.
*
* @param p The position that may have changed.
* @param t The cloud type now there; CLOUD_NONE if there is no cloud there now.
* @param old The cloud type that was there; CLOUD_NONE if the was none.
*/
static void _los_cloud_changed(const coord_def& p, const cloud_type t, const cloud_type old)
{
if (is_opaque_cloud(t) || is_opaque_cloud(old))
los_terrain_changed(p);
}
cloud_struct::cloud_struct(coord_def p, cloud_type c, int d, int spread,
kill_category kc, killer_type kt, mid_t src,
int excl)
: pos(p), type(c), decay(d), spread_rate(spread), whose(kc), killer(kt),
source(src), excl_rad(excl)
{
ASSERT(_killer_whose_match(whose, killer));
if (type == CLOUD_RANDOM_SMOKE)
type = random_smoke_type();
}
static int _spread_cloud(const cloud_struct &cloud)
{
const int spreadch = cloud.decay > 30 ? 80 :
cloud.decay > 20 ? 50 :
30;
int extra_decay = 0;
for (adjacent_iterator ai(cloud.pos); ai; ++ai)
{
if (random2(100) >= spreadch)
continue;
if (!in_bounds(*ai)
|| cloud_at(*ai)
|| cell_is_solid(*ai)
|| is_sanctuary(*ai) && !is_harmless_cloud(cloud.type))
{
continue;
}
if (cloud.type == CLOUD_INK && !feat_is_water(env.grid(*ai)))
continue;
int newdecay = cloud.decay / 2 + 1;
if (newdecay >= cloud.decay)
newdecay = cloud.decay - 1;
env.cloud[*ai] = cloud;
env.cloud[*ai].pos = *ai;
env.cloud[*ai].decay = newdecay;
_los_cloud_changed(env.cloud[*ai].pos, env.cloud[*ai].type, CLOUD_NONE);
extra_decay += 8;
}
return extra_decay;
}
static void _spread_fire(const cloud_struct &cloud)
{
int make_flames = one_chance_in(5);
for (adjacent_iterator ai(cloud.pos); ai; ++ai)
{
if (!in_bounds(*ai)
|| cloud_at(*ai)
|| is_sanctuary(*ai))
{
continue;
}
// burning trees produce flames all around
if (!cell_is_solid(*ai) && make_flames)
{
env.cloud[*ai] = cloud;
env.cloud[*ai].type = CLOUD_FIRE;
env.cloud[*ai].pos = *ai;
env.cloud[*ai].decay = cloud.decay / 2 + 1;
}
// forest fire doesn't spread in all directions at once,
// every neighbouring square gets a separate roll
if (!feat_is_flammable(env.grid(*ai)) || is_temp_terrain(*ai)
|| x_chance_in_y(19, 20))
{
continue;
}
if (env.markers.property_at(*ai, MAT_ANY, "veto_destroy") == "veto")
continue;
if (you.see_cell(*ai))
mpr("The forest fire spreads!");
destroy_wall(*ai);
env.cloud[*ai] = cloud;
env.cloud[*ai].pos = *ai;
env.cloud[*ai].decay = random2(30) + 25;
}
}
static void _cloud_interacts_with_terrain(const cloud_struct &cloud)
{
if (cloud.type != CLOUD_FIRE && cloud.type != CLOUD_FOREST_FIRE)
return;
for (adjacent_iterator ai(cloud.pos); ai; ++ai)
{
const coord_def p(*ai);
if (in_bounds(p)
&& feat_is_water(env.grid(p))
&& !cell_is_solid(p)
&& !cloud_at(p)
&& one_chance_in(14))
{
const cloud_type old = cloud_type_at(p);
env.cloud[p] = cloud_struct(p, CLOUD_STEAM, 2 + random2(5),
11, cloud.whose, cloud.killer,
cloud.source, -1);
_los_cloud_changed(p, env.cloud[p].type, old);
}
}
}
/**
* How fast should a given cloud fade away this turn?
*
* @param cloud_idx The cloud in question.
* @return The rate at which the cloud's "decay" should decrease
* this turn.
*/
static int _cloud_dissipation_rate(const cloud_struct &cloud)
{
int dissipate = you.time_taken;
// Player-created non-opaque clouds vanish instantly when outside LOS.
// (Opaque clouds don't to prevent cloud suicide.)
if ((cloud.source == MID_PLAYER || cloud.source == MID_YOU_FAULTLESS)
&& !you.see_cell_no_trans(cloud.pos)
&& !is_opaque_cloud(cloud.type))
{
return cloud.decay;
}
// Ink cloud shouldn't appear outside of water.
if (cloud.type == CLOUD_INK && !feat_is_water(env.grid(cloud.pos)))
return cloud.decay;
return dissipate;
}
static void _dissipate_cloud(cloud_struct& cloud)
{
// Apply calculated rate to the actual cloud.
cloud.decay -= _cloud_dissipation_rate(cloud);
if (cloud.type == CLOUD_FOREST_FIRE)
_spread_fire(cloud);
else if (x_chance_in_y(cloud.spread_rate, 100))
{
cloud.spread_rate -= div_rand_round(cloud.spread_rate, 10);
cloud.decay -= _spread_cloud(cloud);
}
// Faint miasma becomes proper miasma after the first tick (regardless of
// duration), but will not spawn beneath the player.
// XXX: This is currently very player-centric, but the player is also the
// only possible source of this at present.
if (cloud.type == CLOUD_FAINT_MIASMA)
{
if (cloud.decay > 1)
cloud.decay = 1;
else if (cloud.pos != you.pos())
{
cloud.decay = random_range(50, 90);
cloud.type = CLOUD_MIASMA;
}
else
delete_cloud(cloud.pos);
}
// Check for total dissipation and handle accordingly.
if (cloud.decay < 1 && cloud.type != CLOUD_FAINT_MIASMA)
delete_cloud(cloud.pos);
}
static void _handle_spectral_cloud(const cloud_struct& cloud)
{
if (actor_at(cloud.pos) || !actor_by_mid(cloud.source))
return;
int countn = 0;
for (distance_iterator di(cloud.pos, false, false, 2); di; ++di)
{
if (monster_at(*di) && monster_at(*di)->type == MONS_SPECTRAL_THING)
countn++;
}
int rate[5] = {650, 175, 45, 20, 0};
int chance = rate[(min(4, countn))];
if (!x_chance_in_y(chance, you.time_taken * 600))
return;
monster_type basetype =
random_choose_weighted(4, MONS_ANACONDA,
6, MONS_HYDRA,
3, MONS_SNAPPING_TURTLE,
2, MONS_ALLIGATOR_SNAPPING_TURTLE,
100, RANDOM_MONSTER);
monster* agent = monster_by_mid(cloud.source);
create_monster(mgen_data(MONS_SPECTRAL_THING,
(cloud.whose == KC_OTHER ?
BEH_HOSTILE :
BEH_FRIENDLY), cloud.pos,
(agent ? agent->foe : short{MHITYOU}),
MG_FORCE_PLACE)
.set_base(basetype)
.set_summoned(actor_by_mid(cloud.source),
SPELL_SPECTRAL_CLOUD, summ_dur(1)));
}
void manage_clouds()
{
// We can't iterate over env.cloud directly because _dissipate_cloud
// will remove this cloud and invalidate our iterator.
vector<cloud_struct *> cloud_ptrs;
for (auto& entry : env.cloud)
cloud_ptrs.push_back(&entry.second);
for (auto ptr : cloud_ptrs)
{
cloud_struct& cloud = *ptr;
#ifdef ASSERTS
if (cell_is_solid(cloud.pos))
{
die("cloud %s in %s at (%d,%d)", cloud_type_name(cloud.type).c_str(),
dungeon_feature_name(env.grid(cloud.pos)), cloud.pos.x, cloud.pos.y);
}
#endif
if (cloud.type == CLOUD_SPECTRAL)
_handle_spectral_cloud(cloud);
_cloud_interacts_with_terrain(cloud);
_dissipate_cloud(cloud);
}
update_cloud_knowledge();
}
static void _maybe_leave_water(const coord_def pos)
{
ASSERT_IN_BOUNDS(pos);
// Rain clouds can occasionally leave shallow water.
if (env.grid(pos) != DNGN_FLOOR || !one_chance_in(5))
return;
if (you.pos() == pos && you.ground_level())
mpr("The rain has left you waist-deep in water!");
temp_change_terrain(pos, DNGN_SHALLOW_WATER,
random_range(500, 1000),
TERRAIN_CHANGE_FLOOD);
}
void delete_cloud(coord_def p)
{
if (!cloud_at(p))
return;
const cloud_type type = cloud_at(p)->type;
env.cloud.erase(p);
if (type == CLOUD_RAIN)
_maybe_leave_water(p);
_los_cloud_changed(p, CLOUD_NONE, type);
}
void delete_all_clouds()
{
// We can't iterate over env.cloud directly because delete_cloud
// will remove this cloud and invalidate our iterator.
vector<coord_def> cloud_locs;
for (auto& entry : env.cloud)
cloud_locs.push_back(entry.first);
for (auto pos : cloud_locs)
delete_cloud(pos);
}
// The current use of this function is for shifting in the abyss, so
// that clouds get moved along with the rest of the map.
void move_cloud(coord_def src, coord_def newpos)
{
if (!cloud_at(src))
return;
ASSERT(!cell_is_solid(newpos));
const cloud_type old = cloud_type_at(newpos);
env.cloud[newpos] = env.cloud[src];
env.cloud.erase(src);
env.cloud[newpos].pos = newpos;
_los_cloud_changed(src, CLOUD_NONE, env.cloud[newpos].type);
_los_cloud_changed(newpos, env.cloud[newpos].type, old);
}
void swap_clouds(coord_def p1, coord_def p2)
{
if (p1 == p2)
return;
if (!cloud_at(p1))
{
move_cloud(p2, p1);
return;
}
else if (!cloud_at(p2))
{
move_cloud(p1, p2);
return;
}
cloud_struct temp = env.cloud[p1];
env.cloud[p1] = env.cloud[p2];
env.cloud[p2] = temp;
env.cloud[p1].pos = p1;
env.cloud[p2].pos = p2;
_los_cloud_changed(p1, env.cloud[p1].type, env.cloud[p2].type);
_los_cloud_changed(p2, env.cloud[p2].type, env.cloud[p1].type);
}
// Places a cloud with the given stats assuming one doesn't already
// exist at that point.
void check_place_cloud(cloud_type cl_type, const coord_def& p, int lifetime,
const actor *agent, int spread_rate, int excl_rad)
{
if (!in_bounds(p) || cloud_at(p))
return;
place_cloud(cl_type, p, lifetime, agent, spread_rate, excl_rad);
}
bool cloud_is_stronger(cloud_type ct, const cloud_struct& cloud)
{
return (is_harmless_cloud(cloud.type) && !is_opaque_cloud(cloud.type))
|| cloud.type == CLOUD_STEAM
|| ct == CLOUD_VORTEX; // soon gone
}
/*
* Places a cloud with the given stats. Will overwrite an old cloud under some
* circumstances.
*
* @param cl_type The type of cloud to place.
* @param ctarget The location of the cloud.
* @param cl_range How many turns the cloud will take to decay.
* @param agent Any agent that may have caused the cloud. If this is the
* player, god conducts are applied.
* @param spread_rate How quickly the cloud spreads.
* @param excl_rad How large of an exclusion radius to make around the
* cloud.
* @param do_conducts If true, apply any relevant god conducts for flame
* placement.
*/
void place_cloud(cloud_type cl_type, const coord_def& ctarget, int cl_range,
const actor *agent, int spread_rate, int excl_rad,
bool do_conducts)
{
if (is_sanctuary(ctarget) && !is_harmless_cloud(cl_type))
return;
if (cl_type == CLOUD_INK && !feat_is_water(env.grid(ctarget)))
return;
if (env.level_state & LSTATE_STILL_WINDS
&& cl_type != CLOUD_VORTEX
&& cl_type != CLOUD_INK)
{
return;
}
const monster * const mons = monster_at(ctarget);
ASSERT(!cell_is_solid(ctarget));
god_conduct_trigger conducts[3];
kill_category whose = KC_OTHER;
killer_type killer = KILL_NON_ACTOR;
mid_t source = MID_NOBODY;
if (agent && agent->is_player())
{
if (do_conducts
&& mons && mons->alive()
&& !actor_cloud_immune(*mons, cl_type))
{
set_attack_conducts(conducts, *mons, you.can_see(*mons));
}
whose = KC_YOU;
killer = KILL_YOU_MISSILE;
source = MID_PLAYER;
}
else if (agent && agent->is_monster())
{
if (agent->as_monster()->friendly())
whose = KC_FRIENDLY;
else
whose = KC_OTHER;
killer = KILL_MON_MISSILE;
source = agent->mid;
}
// There's already a cloud here. See if we can overwrite it.
// (Clouds can overwrite weaker cloud types OR clouds of the same type with
// less remaining duration)
const cloud_struct *cloud = cloud_at(ctarget);
if (cloud && (!cloud_is_stronger(cl_type, *cloud)
&& (cloud->type != cl_type || cloud->decay > cl_range * 10)))
{
return;
}
// If the old cloud was opaque, may need to recalculate los. It *is*
// possible to overwrite an opaque cloud with a non-opaque one; OOD will do
// this.
const cloud_type old = cloud ? cloud->type : CLOUD_NONE;
env.cloud[ctarget] = cloud_struct(ctarget, cl_type, cl_range * 10,
_actual_spread_rate(cl_type, spread_rate), whose, killer, source,
excl_rad);
_los_cloud_changed(ctarget, env.cloud[ctarget].type, old);
}
bool is_opaque_cloud(cloud_type ctype)
{
return ctype >= CLOUD_NONE && ctype < NUM_CLOUD_TYPES
&& clouds[ctype].opaque;
}
cloud_type cloud_type_at(const coord_def &c)
{
return cloud_at(c) ? cloud_at(c)->type : CLOUD_NONE;
}
bool cloud_is_yours_at(const coord_def &c)
{
return cloud_at(c) ? YOU_KILL(cloud_at(c)->killer) : false;
}
cloud_type random_smoke_type()
{
return random_choose(CLOUD_GREY_SMOKE, CLOUD_BLUE_SMOKE,
CLOUD_BLACK_SMOKE, CLOUD_PURPLE_SMOKE);
}
// Returns true if the cloud type has negative side effects beyond
// plain damage and inventory destruction effects.
static bool _cloud_has_negative_side_effects(cloud_type cloud)
{
switch (cloud)
{
case CLOUD_MEPHITIC:
case CLOUD_MIASMA:
case CLOUD_MUTAGENIC:
case CLOUD_ALCOHOL:
case CLOUD_CHAOS:
case CLOUD_PETRIFY:
case CLOUD_ACID:
case CLOUD_MISERY:
case CLOUD_BLASTMOTES:
case CLOUD_BATS:
case CLOUD_RUST:
return true;
default:
return false;
}
}
static int _cloud_damage_calc(int size, int n_average, int extra,
bool maximum_damage)
{
return maximum_damage?
extra + size - 1
: random2avg(size, n_average) + extra;
}
static int _base_dam(const cloud_damage &dam, bool vs_player)
{
if (vs_player && dam.extra_player_dam)
return dam.base + 4;
return dam.base;
}
static int _rand_dam(const cloud_damage &dam, bool vs_player)
{
if (vs_player && dam.extra_player_dam)
return dam.random + 7;
return dam.random;
}
// Calculates the base damage that the cloud does to an actor without
// considering resistances and time spent in the cloud.
static int _cloud_base_damage(const actor *act,
cloud_type flavour,
bool maximum_damage)
{
const cloud_damage &dam = clouds[flavour].damage;
const bool vs_player = act->is_player();
const int random_dam = _rand_dam(dam, vs_player)
// Replicate the old acid_splash damage. Boy we hate players, huh?
+ (flavour == CLOUD_ACID && vs_player ? 12 : 0);
const int base_dam = _base_dam(dam, vs_player);
const int trials = dam.random/15 + 1;
return _cloud_damage_calc(random_dam, trials, base_dam, maximum_damage);
}
/**
* Is the given actor immune to cloud damage and other negative side effects
* (other than opaque clouds + invis) from all clouds of the given type?
*/
bool actor_cloud_immune(const actor &act, cloud_type type)
{
// Cloud immunity doesn't prevent Blastmote explosions.
if (type == CLOUD_BLASTMOTES
&& (act.is_player() || act.res_fire() < 3))
{
return false;
}
// Qazlalites and scarfwearers get immunity to clouds.
// and the Cloud Mage too!
if (is_harmless_cloud(type) || act.cloud_immune())
return true;
switch (type)
{
case CLOUD_FIRE:
case CLOUD_FOREST_FIRE:
if (!act.is_player())
return act.res_fire() >= 3;
return you.unrand_equipped(UNRAND_SALAMANDER)
#if TAG_MAJOR_VERSION == 34
|| you.has_mutation(MUT_FLAME_CLOUD_IMMUNITY)
#endif
|| you.unrand_equipped(UNRAND_FIRESTARTER)
|| you.has_mutation(MUT_IGNITE_BLOOD);
case CLOUD_HOLY:
return act.res_holy_energy() >= 3;
case CLOUD_COLD:
if (!act.is_player())
return act.res_cold() >= 3;
return you.unrand_equipped(UNRAND_FROSTBITE)
#if TAG_MAJOR_VERSION == 34
|| you.has_mutation(MUT_FREEZING_CLOUD_IMMUNITY)
#endif
;
case CLOUD_MEPHITIC:
return act.res_poison() > 0 || act.clarity();
case CLOUD_POISON:
return act.res_poison() > 0;
case CLOUD_STEAM:
return act.res_steam() > 0;
case CLOUD_MIASMA:
return act.res_miasma();
case CLOUD_PETRIFY:
return act.res_petrify();
case CLOUD_SPECTRAL:
return bool(act.holiness() & MH_UNDEAD)
|| act.is_player()
&& have_passive(passive_t::r_spectral_mist);
case CLOUD_ACID:
return act.res_corr() > 0;
case CLOUD_STORM:
return act.res_elec() >= 3;
case CLOUD_MISERY:
return act.res_negative_energy() >= 3;
case CLOUD_VORTEX:
return act.res_polar_vortex();
case CLOUD_RAIN:
return !act.is_fiery();
case CLOUD_BATS:
return bool(act.holiness() & MH_UNDEAD);
case CLOUD_RUST:
return act.is_player() && you.form == transformation::fortress_crab;
default:
return false;
}
}
// Returns true if the actor is immune to cloud damage and other negative
// side effects of the given cloud (other than opaque clouds + invis).
//
// Note that actor_cloud_immune may be false even if the actor will
// not be harmed by the cloud. The cloud may have positive
// side-effects on the actor.
bool actor_cloud_immune(const actor &act, const cloud_struct &cloud)
{
if (actor_cloud_immune(act, cloud.type))
return true;
const bool player = act.is_player();
if (!player && never_harm_monster(&you, act.as_monster())
&& (cloud.whose == KC_YOU || cloud.whose == KC_FRIENDLY)
&& (act.as_monster()->friendly() || act.as_monster()->neutral())
&& (cloud.whose == KC_YOU || cloud.whose == KC_FRIENDLY))
{
return true;
}
if (!player && have_passive(passive_t::cloud_immunity)
&& act.was_created_by(MON_SUMM_AID))
{
return true;
}
return false;
}
// Returns a numeric resistance value for the actor's resistance to
// the cloud's effects. If the actor is immune to the cloud's damage,
// returns WILL_INVULN.
static int _actor_cloud_resist(const actor *act, const cloud_struct &cloud)
{
if (actor_cloud_immune(*act, cloud))
return WILL_INVULN;
switch (cloud.type)
{
case CLOUD_RAIN:
return act->is_fiery() ? 0 : WILL_INVULN;
case CLOUD_FIRE:
case CLOUD_FOREST_FIRE:
return act->res_fire();
case CLOUD_HOLY:
return act->res_holy_energy();
case CLOUD_COLD:
return act->res_cold();
case CLOUD_PETRIFY:
return act->res_petrify();
case CLOUD_ACID:
return act->res_corr();
case CLOUD_STORM:
return act->res_elec();
case CLOUD_MISERY:
return act->res_negative_energy();
default:
return 0;
}
}
static bool _mephitic_cloud_roll(const monster* mons)
{
return mons->get_hit_dice() >= MEPH_HD_CAP ? one_chance_in(50)
: !x_chance_in_y(mons->get_hit_dice(), MEPH_HD_CAP);
}
// Applies cloud messages and side-effects and returns true if the
// cloud had a side-effect. This function does not check for cloud immunity.
// ... but it's only called if the actor isn't immune
static bool _actor_apply_cloud_side_effects(actor *act,
const cloud_struct &cloud,
int final_damage)
{
ASSERT(act); // XXX: change to actor &act
const bool player = act->is_player();
monster *mons = !player? act->as_monster() : nullptr;
switch (cloud.type)
{
case CLOUD_FIRE:
case CLOUD_STEAM:
if (player)
maybe_melt_player_enchantments(BEAM_FIRE, final_damage);
break;
case CLOUD_MEPHITIC:
{
if (player)
{
if (1 + random2(27) >= you.experience_level)
{
mpr("You choke on the stench!");
// effectively one or two turns, since it will be
// decremented right away
confuse_player(random_range(2, 3));
return true;
}
}
else
{
bolt beam;
beam.flavour = BEAM_CONFUSION;
beam.thrower = cloud.killer;
if (cloud.whose == KC_FRIENDLY)
beam.source_id = MID_ANON_FRIEND;
if (_mephitic_cloud_roll(mons))
{
beam.apply_enchantment_to_monster(mons);
return true;
}
}
break;
}
case CLOUD_PETRIFY:
{
if (player)
{
if (random2(55) - 13 >= you.experience_level)
{
you.petrify(cloud.agent());
return true;
}
}
else
{
bolt beam;
beam.flavour = BEAM_PETRIFY;
beam.thrower = cloud.killer;
if (cloud.whose == KC_FRIENDLY)
beam.source_id = MID_ANON_FRIEND;
beam.apply_enchantment_to_monster(mons);
return true;
}
break;
}
case CLOUD_POISON:
if (player)
{
const actor* agent = cloud.agent();
poison_player(5 + roll_dice(3, 8), agent ? agent->name(DESC_A) : "",
cloud.cloud_name());
}
else
poison_monster(mons, cloud.agent());
return true;
case CLOUD_MIASMA:
if (player)
return miasma_player(cloud.agent(), cloud.cloud_name());
else
return miasma_monster(mons, cloud.agent());
case CLOUD_MUTAGENIC:
if (player)
{
mpr("The mutagenic energy flows into you.");
// It's possible that you got trampled into the mutagenic cloud
// and it's not your fault... so we'll say it's not intentional.
// (it's quite bad in any case, so players won't scum, probably.)
contaminate_player(1300 + random2(1250), false);
// min 2 turns to yellow, max 4
return true;
}
else if (coinflip() && mons->malmutate(cloud.agent(), "mutagenic cloud"))
{
if (you_worship(GOD_ZIN) && cloud.whose == KC_YOU)
did_god_conduct(DID_DELIBERATE_MUTATING, 5 + random2(3));
return true;
}
return false;
case CLOUD_ALCOHOL:
if (player && (coinflip()))
{
mpr("You feel dizzy.");
you.increase_duration(DUR_VERTIGO, random_range(7, 11), 50);
return true;
}
return false;
case CLOUD_CHAOS:
if (coinflip())
{
chaos_affects_actor(act, cloud.agent());
return true;
}
break;
case CLOUD_ACID:
if (!one_chance_in(3))
act->corrode(cloud.agent());
return true;
case CLOUD_RUST:
act->corrode(cloud.agent(), "the rust", 1);
act->weaken(cloud.agent(), 1);
return true;
case CLOUD_MISERY:
{
int dam = 0;
actor* agent = cloud.agent();
// Take 10% of player max hp per tick and 15% for monsters.
if (act->is_player())
dam = max(1, div_rand_round(get_real_hp(true, false), 10));
else
{
monster* mon = act->as_monster();
dam = max(1, div_rand_round(mon->max_hit_points * 3, 20));
}
dam = resist_adjust_damage(act, BEAM_NEG, dam);
dam = timescale_damage(act, dam);
if (dam > 0)
{
act->hurt(agent, dam, BEAM_NEG, KILLED_BY_CLOUD, "", cloud.cloud_name(true));
if (cloud.whose == KC_YOU)
did_god_conduct(DID_EVIL, 5 + random2(3));
}
return true;
}
break;
case CLOUD_BLASTMOTES:
if (act->props.exists(BLASTMOTE_IMMUNE_KEY))
return false;
explode_blastmotes_at(cloud.pos);
return true;
case CLOUD_BATS:
// Don't build up more sleep while already asleep.
if (act->asleep())
break;
if (act->is_player())
{
if (!you.can_sleep())
break;
you.duration[DUR_DROWSY] += random_range(30, 45) * you.time_taken / 10;
if (you.duration[DUR_DROWSY] >= 100)
{
you.duration[DUR_DROWSY] = 0;
you.put_to_sleep(cloud.agent(), random_range(3, 5) * BASELINE_DELAY);
}
}
else
{
monster* mon = act->as_monster();
mon->add_ench(mon_enchant(ENCH_DROWSY, 0, cloud.agent(), random_range(25, 40)));
if (mon->get_ench(ENCH_DROWSY).duration >= 100)
{
mon->del_ench(ENCH_DROWSY);
simple_monster_message(*mon, " falls asleep!");
mon->put_to_sleep(cloud.agent(), random_range(3, 5) * BASELINE_DELAY);
}
}
break;
default:
break;
}
return false;
}
static int _actor_cloud_base_damage(const actor *act,
const cloud_struct &cloud,
int resist,
bool maximum_damage)
{
if (actor_cloud_immune(*act, cloud))
return 0;
const int cloud_raw_base_damage =
_cloud_base_damage(act, cloud.type, maximum_damage);
const int cloud_base_damage = (resist == WILL_INVULN ?
0 : cloud_raw_base_damage);
return cloud_base_damage;
}
static int _cloud_damage_output(const actor *actor,
beam_type flavour,
int base_damage,
bool maximum_damage = false)
{
if (maximum_damage)
return resist_adjust_damage(actor, flavour, base_damage);
int dam = actor->apply_ac(base_damage);
dam = resist_adjust_damage(actor, flavour, dam);
return max(0, dam);
}
/**
* How much damage will this cloud do to the given actor?
*
* @param act The actor in question.
* @param cloud The cloud in question.
* @param maximum_damage Whether to return the maximum possible damage.
*/
static int _actor_cloud_damage(const actor *act,
const cloud_struct &cloud,
bool maximum_damage)
{
const int resist = _actor_cloud_resist(act, cloud);
const int cloud_base_damage = _actor_cloud_base_damage(act, cloud,
resist,
maximum_damage);
int final_damage = cloud_base_damage;
switch (cloud.type)
{
case CLOUD_FIRE:
case CLOUD_FOREST_FIRE:
case CLOUD_HOLY:
case CLOUD_COLD:
case CLOUD_STEAM:
case CLOUD_SPECTRAL:
case CLOUD_ACID:
case CLOUD_STORM:
case CLOUD_RUST:
final_damage =
_cloud_damage_output(act, _cloud2beam(cloud.type),
cloud_base_damage,
maximum_damage);
break;
default:
break;
}
return timescale_damage(act, final_damage);
}
static void _actor_apply_cloud(actor *act, cloud_struct &cloud)
{
const bool player = act->is_player();
monster *mons = act->as_monster();
if (mons && !mons->alive())
return;
if (actor_cloud_immune(*act, cloud))
return;
const int resist = _actor_cloud_resist(act, cloud);
const int cloud_max_base_damage =
_actor_cloud_base_damage(act, cloud, resist, true);
const int final_damage = _actor_cloud_damage(act, cloud, false);
if ((player || final_damage > 0
|| _cloud_has_negative_side_effects(cloud.type))
&& cloud.type != CLOUD_BLASTMOTES) // no effect over time
{
cloud.announce_actor_engulfed(act);
}
if (player && cloud_max_base_damage > 0 && resist > 0)
canned_msg(MSG_YOU_RESIST);
const beam_type cloud_flavour = _cloud2beam(cloud.type);
if (cloud_flavour != BEAM_NONE)
act->expose_to_element(cloud_flavour, 7, cloud.agent());
const bool side_effects =
_actor_apply_cloud_side_effects(act, cloud, final_damage);
if (!player && (side_effects || final_damage > 0))
behaviour_event(mons, ME_DISTURB, 0, act->pos());
if (final_damage)
{
actor *oppressor = cloud.agent();
const string oppr_name =
oppressor ? " "+apostrophise(oppressor->name(DESC_THE))
: "";
dprf("%s %s %d damage from%s cloud: %s.",
act->name(DESC_THE).c_str(),
act->conj_verb("take").c_str(),
final_damage,
oppr_name.c_str(),
cloud.cloud_name().c_str());
act->hurt(oppressor, final_damage, cloud_flavour,
KILLED_BY_CLOUD, "", cloud.cloud_name(true));
}
}
// Applies damage and side effects for an actor in a cloud and returns
// the damage dealt.
void actor_apply_cloud(actor *act)
{
cloud_struct* cl = cloud_at(act->pos());
if (!cl)
return;
cloud_struct &cloud = *cl;
if (cloud.type == CLOUD_STORM)
{
// Rain always falls in a storm...
cloud.type = CLOUD_RAIN;
_actor_apply_cloud(act, cloud);
cloud.type = CLOUD_STORM;
// But lightning, eh, it's a tossup.
if (coinflip())
return;
}
_actor_apply_cloud(act, cloud);
}
// Describe cloud damage in the form "3-18". If vs_player is set,
// extra anti-player damage is included.
string desc_cloud_damage(cloud_type cl_type, bool vs_player)
{
const cloud_damage &dam_info = clouds[cl_type].damage;
const int base = _base_dam(dam_info, vs_player);
const int rand = _rand_dam(dam_info, vs_player);
if (rand == 0)
{
if (base == 0)
return "";
return make_stringf("%d", base);
}
return make_stringf("%d-%d", base, base + rand - 1);
}
static bool _cloud_is_harmful(actor *act, cloud_struct &cloud,
int maximum_negligible_damage)
{
return !actor_cloud_immune(*act, cloud)
&& (_cloud_has_negative_side_effects(cloud.type)
|| (_actor_cloud_damage(act, cloud, true) >
maximum_negligible_damage));
}
/**
* Is this cloud type dangerous to you?
*
* @param type the type of cloud to look at.
* @param accept_temp_resistances whether to look at resistances from your form
* or durations; items and gods are used regardless of this parameter's value.
* @param yours whether to treat this cloud as being made by you.
*/
bool is_damaging_cloud(cloud_type type, bool accept_temp_resistances, bool yours)
{
// If you're immune to clouds, then no clouds are damaging. Bing bong so
// simple!
// Except Blastmotes will still explode!
if (you.cloud_immune()
&& (type != CLOUD_BLASTMOTES || you.props.exists(BLASTMOTE_IMMUNE_KEY)))
{
return false;
}
// A nasty hack; map_knowledge doesn't preserve whom the cloud belongs to.
if (type == CLOUD_VORTEX)
return !you.duration[DUR_VORTEX] && !you.duration[DUR_VORTEX_COOLDOWN];
if (accept_temp_resistances)
{
cloud_struct cloud;
cloud.type = type;
cloud.decay = 100;
if (yours)
cloud.set_killer(KILL_YOU);
return _cloud_is_harmful(&you, cloud, 0);
}
else
{
// [ds] Yes, this is an ugly kludge: temporarily hide
// durations and transforms.
unwind_var<durations_t> old_durations(you.duration);
unwind_var<transformation> old_form(you.form, you.default_form);
you.duration.init(0);
return is_damaging_cloud(type, true, yours);
}
}
bool cloud_damages_over_time(cloud_type type, bool accept_temp_resistances, bool yours)
{
return type != CLOUD_BLASTMOTES
&& is_damaging_cloud(type, accept_temp_resistances, yours);
}
/**
* Will the given monster refuse to walk into the given cloud?
*
* @param mons The monster in question.
* @param cloud The cloud in question.
* @param extra_careful Whether the monster could suffer any harm from the
* cloud at all, even if it would normally be brave
* enough (based on e.g. hp) to enter the cloud.
* @return Whether the monster is NOT ok to enter the cloud.
*/
static bool _mons_avoids_cloud(const monster* mons, const cloud_struct& cloud,
bool extra_careful)
{
// clouds you're immune to are inherently safe.
if (actor_cloud_immune(*mons, cloud))
return false;
// harmless clouds, likewise.
if (is_harmless_cloud(cloud.type))
return false;
// Berserk monsters are less careful and will blindly plow through any
// dangerous cloud, just to kill you. {due}
// Fleeing monsters are heedless and will make very poor life choices.
if (!extra_careful && (mons->berserk_or_frenzied() || mons_is_fleeing(*mons)))
return false;
switch (cloud.type)
{
case CLOUD_BLASTMOTES:
// As with traps, make friendly monsters not walk into blastmotes.
return mons->attitude == ATT_FRIENDLY
// Hack: try to avoid penance.
|| mons->attitude == ATT_GOOD_NEUTRAL;
case CLOUD_RAIN:
return !mons->is_fiery() || !extra_careful;
default:
{
if (extra_careful)
return true;
// calc damage here instead of using _cloud_base_damage() so we can
// set our own # of trials, to try to make the AI more consistent
// XXX: add a param instead?
const cloud_damage &dam_info = clouds[cloud.type].damage;
const int base_damage = _cloud_damage_calc(dam_info.random,
max(1, dam_info.random / 9),
dam_info.base, false);
// Add in an arbitrary proxy for poison damage from poison/miasma clouds.
const int bonus_dam = cloud.type == CLOUD_POISON ? roll_dice(3, 4)
: cloud.type == CLOUD_MIASMA ? roll_dice(3, 5) : 0;
const int damage = resist_adjust_damage(mons,
clouds[cloud.type].beam_effect,
base_damage + bonus_dam);
const int hp_threshold = damage * 3;
// intelligent monsters want a larger margin of safety
const int safety_mult = (mons_intel(*mons) > I_ANIMAL) ? 2 : 1;
// dare we risk the damage?
const bool hp_ok = mons->hit_points > safety_mult * hp_threshold;
// dare we risk the status effects?
const bool sfx_ok = cloud.type != CLOUD_MEPHITIC
|| x_chance_in_y(mons->get_hit_dice() - 1, 5);
if (hp_ok && sfx_ok)
return false;
break;
}
}
// Exceedingly dumb creatures will wander into harmful clouds.
if (mons_intel(*mons) == I_BRAINLESS && !extra_careful)
return false;
// If we get here, the cloud is potentially harmful.
return true;
}
// Like the above, but allow a monster to move from one damaging cloud
// to another, even if they're of different types.
bool mons_avoids_cloud(const monster* mons, coord_def pos, bool placement)
{
if (!cloud_at(pos))
return false;
// Is the target cloud okay?
if (!_mons_avoids_cloud(mons, *cloud_at(pos), placement))
return false;
// If we're already in a cloud that we'd want to avoid then moving
// from one to the other is okay.
if (!in_bounds(mons->pos()) || mons->pos() == pos)
return true;
if (!cloud_at(mons->pos()))
return true;
return !_mons_avoids_cloud(mons, *cloud_at(mons->pos()), true);
}
bool is_harmless_cloud(cloud_type type)
{
return clouds[type].beam_effect == BEAM_NONE
&& clouds[type].damage.base == 0
&& clouds[type].damage.random == 0
&& !_cloud_has_negative_side_effects(type)
&& type != CLOUD_VORTEX;
}
string cloud_type_name(cloud_type type, bool terse)
{
if (type <= CLOUD_NONE || type >= NUM_CLOUD_TYPES)
return "buggy goodness";
ASSERT(clouds[type].terse_name);
if (terse || clouds[type].verbose_name == nullptr)
return clouds[type].terse_name;
return clouds[type].verbose_name;
}
cloud_type cloud_name_to_type(const string &name)
{
const string lower_name = lowercase_string(name);
if (lower_name == "random")
return CLOUD_RANDOM;
else if (lower_name == "debugging")
return CLOUD_DEBUGGING;
for (int i = CLOUD_NONE; i < CLOUD_RANDOM; i++)
if (cloud_type_name(static_cast<cloud_type>(i)) == lower_name)
return static_cast<cloud_type>(i);
return CLOUD_NONE;
}
coord_def random_walk(coord_def start, int dist)
{
ASSERT(in_bounds(start));
ASSERT(dist >= 1);
int moves_left = dist;
coord_def pos = start;
while (moves_left-- > 0)
{
int okay_dirs = 0;
int dir = -1;
for (int j = 0; j < 8; j++)
{
const coord_def new_pos = pos + Compass[j];
if (in_bounds(new_pos) && !feat_is_solid(env.grid(new_pos))
&& one_chance_in(++okay_dirs))
{
dir = j;
}
}
if (okay_dirs == 0)
break;
if (one_chance_in(++okay_dirs))
continue;
pos += Compass[dir];
}
return pos;
}
////////////////////////////////////////////////////////////////////////
// cloud_struct
kill_category cloud_struct::killer_to_whose(killer_type _killer)
{
switch (_killer)
{
case KILL_YOU:
case KILL_YOU_MISSILE:
case KILL_YOU_CONF:
return KC_YOU;
case KILL_MON:
case KILL_MON_MISSILE:
case KILL_NON_ACTOR:
return KC_OTHER;
default:
die("invalid killer type");
}
return KC_OTHER;
}
killer_type cloud_struct::whose_to_killer(kill_category _whose)
{
switch (_whose)
{
case KC_YOU: return KILL_YOU_MISSILE;
case KC_FRIENDLY: return KILL_MON_MISSILE;
case KC_OTHER: return KILL_NON_ACTOR;
case KC_NCATEGORIES: die("invalid kill category");
}
return KILL_NONE;
}
void cloud_struct::set_whose(kill_category _whose)
{
whose = _whose;
killer = whose_to_killer(whose);
}
void cloud_struct::set_killer(killer_type _killer)
{
killer = _killer;
whose = killer_to_whose(killer);
switch (killer)
{
case KILL_YOU:
killer = KILL_YOU_MISSILE;
break;
case KILL_MON:
killer = KILL_MON_MISSILE;
break;
default:
break;
}
}
actor *cloud_struct::agent() const
{
return find_agent(source, whose);
}
string cloud_struct::cloud_name(bool terse) const
{
return cloud_type_name(type, terse);
}
void cloud_struct::announce_actor_engulfed(const actor *act,
bool beneficial) const
{
ASSERT(act); // XXX: change to const actor &act
if (!you.can_see(*act))
return;
if (type == CLOUD_RAIN)
{
mprf("%s %s in the rain.",
act->name(DESC_THE).c_str(),
act->conj_verb(silenced(act->pos())?
"steam" : "sizzle").c_str());
}
else if (type == CLOUD_BATS)
{
mprf("%s %s %s.",
act->name(DESC_THE).c_str(),
(act->conj_verb("are") + " swarmed by").c_str(),
cloud_name().c_str());
}
else
{
mprf("%s %s in %s.",
act->name(DESC_THE).c_str(),
beneficial ? act->conj_verb("bask").c_str()
: (act->conj_verb("are") + " engulfed").c_str(),
cloud_name().c_str());
return;
}
}
/**
* What colour is the given cloud?
*
* @param cloudno The cloud in question.
* @return An appropriate colour for the cloud.
* May vary from call to call (randomized for some cloud
* types).
*/
colour_t get_cloud_colour(const cloud_struct &cloud)
{
// if we have the colour in data, use that.
if (clouds[cloud.type].colour)
return clouds[cloud.type].colour;
// weird clouds
switch (cloud.type)
{
case CLOUD_FIRE:
case CLOUD_FOREST_FIRE:
if (cloud.decay <= 20)
return RED;
if (cloud.decay <= 40)
return LIGHTRED;
// total weight 16
return random_choose_weighted(9, YELLOW,
4, RED,
3, LIGHTRED);
case CLOUD_COLD:
if (cloud.decay <= 20)
return BLUE;
if (cloud.decay <= 40)
return LIGHTBLUE;
// total weight 16
return random_choose_weighted(9, WHITE,
4, BLUE,
3, LIGHTBLUE);
break;
default:
return LIGHTGREY;
}
}
coord_def get_cloud_originator(const coord_def& pos)
{
const cloud_struct* cloud = cloud_at(pos);
if (!cloud)
return coord_def();
const actor *agent = actor_by_mid(cloud->source);
if (!agent)
return coord_def();
return agent->pos();
}
void remove_vortex_clouds(mid_t whose)
{
// Needed to clean up after the end of tornado cooldown, so we can again
// assume all "raging winds" clouds are harmful. This is needed only
// because map_knowledge doesn't preserve the knowledge about whom the
// cloud belongs to. If this changes, please remove this function. For
// example, this approach doesn't work if we ever make Tornado a monster
// spell (excluding immobile and mindless casters).
// XXX: this comment seems impossibly out of date? ^
// We can't iterate over env.cloud directly because delete_cloud
// will remove this cloud and invalidate our iterator.
vector<coord_def> vortices;
for (auto& entry : env.cloud)
if (entry.second.type == CLOUD_VORTEX && entry.second.source == whose)
vortices.push_back(entry.first);
for (auto pos : vortices)
delete_cloud(pos);
}
static void _spread_cloud(coord_def pos, cloud_type type, int radius, int pow,
int &remaining, int ratio = 10,
mid_t agent_mid = 0, kill_category kcat = KC_OTHER)
{
bolt beam;
beam.target = pos;
beam.use_target_as_pos = true;
explosion_map exp_map;
exp_map.init(INT_MAX);
beam.determine_affected_cells(exp_map, coord_def(), 0,
radius, true, true);
coord_def centre(9,9);
for (distance_iterator di(pos, true, false); di; ++di)
{
if (di.radius() > radius)
return;
if ((exp_map(*di - pos + centre) < INT_MAX) && !cloud_at(*di)
&& (di.radius() < radius || x_chance_in_y(ratio, 100)))
{
place_cloud(type, *di, pow + random2(pow), nullptr);
--remaining;
// Setting this way since the agent of the cloud may be dead before
// cloud is placed, so no agent exists to pass to place_cloud (though
// proper blame should still be assigned)
if (cloud_struct* cloud = cloud_at(*di))
{
cloud->source = agent_mid;
cloud->whose = kcat;
}
}
// Placed all clouds for this spreader
if (remaining == 0)
return;
}
}
void run_cloud_spreaders(int dur)
{
if (!dur)
return;
for (map_marker *marker : env.markers.get_all(MAT_CLOUD_SPREADER))
{
map_cloud_spreader_marker * const mark
= dynamic_cast<map_cloud_spreader_marker*>(marker);
mark->speed_increment += dur;
int rad = min(mark->speed_increment / mark->speed, mark->max_rad - 1) + 1;
int ratio = (mark->speed_increment - ((rad - 1) * mark->speed))
* 100 / mark->speed;
if (ratio == 0)
{
rad--;
ratio = 100;
}
_spread_cloud(mark->pos, mark->ctype, rad, mark->duration,
mark->remaining, ratio, mark->agent_mid, mark->kcat);
if ((rad >= mark->max_rad && ratio >= 100) || mark->remaining == 0)
{
env.markers.remove(mark);
break;
}
}
}
const cloud_tile_info& cloud_type_tile_info(cloud_type type)
{
return clouds[type].tile_info;
}
/// Knock out clouds & set the still winds level flag; also message.
void start_still_winds()
{
delete_all_clouds();
env.level_state |= LSTATE_STILL_WINDS;
mprf(MSGCH_WARN, "%s", "The air becomes perfectly still.");
}
void end_still_winds()
{
env.level_state &= ~LSTATE_STILL_WINDS;
mpr("The air resumes its normal movements.");
}
/**
* Surround a monster with clouds of a certain type (excepting squares with an
* allied monster). This also deletes the same cloud if it's on top of the
* monster (which will happen as they walk around).
*/
void surround_actor_with_cloud(const actor* a, cloud_type cloud)
{
const coord_def pos = a->pos();
const cloud_struct* overhead = cloud_at(pos);
if (overhead && overhead->type == cloud)
delete_cloud(pos);
for (adjacent_iterator ai(pos); ai; ++ai)
{
const cloud_struct* existing = cloud_at(*ai);
// dprf("surround_actor_with_cloud x:%d y:%d solid:%d cloud_at:%s",
// ai->x, ai->y, cell_is_solid(*ai), existing ? "y" : "n");
if (cell_is_solid(*ai))
continue;
if (existing && existing->type != cloud)
continue;
const monster* mons = monster_at(*ai);
if (mons && mons->alive() && mons_aligned(a, mons))
continue;
place_cloud(cloud, *ai, 2 + random2(6), a);
}
}
bool cloud_is_removed(cloud_type cloud)
{
switch (cloud)
{
#if TAG_MAJOR_VERSION == 34
case CLOUD_GLOOM:
case CLOUD_EMBERS:
return true;
#endif
default:
return false;
}
}
static bool _is_chaos_polyable(const actor &defender)
{
if (!defender.can_safely_mutate())
return false; // no polymorphing undead
const monster* mon = defender.as_monster();
if (!mon)
return true;
return !mon->is_firewood() && !mons_invuln_will(*mon);
}
static bool _is_chaos_slowable(const actor &defender)
{
return !defender.is_firewood() && !defender.stasis();
}
struct chaos_effect
{
string name;
int chance;
function<bool(const actor& def)> valid;
beam_type flavour;
function<bool(actor* victim, actor* source)> misc_effect;
};
// TODO: Unite this with _chaos_beam_flavour in beam.cc.
// For now, update that when you update this.
static const vector<chaos_effect> chaos_effects = {
{
"clone", 1, [](const actor &d) {
return d.is_monster() && mons_clonable(d.as_monster(), true);
},
BEAM_NONE, [](actor* victim, actor* /*source*/) {
ASSERT(victim->is_monster());
monster *clone = clone_mons(victim->as_monster());
if (!clone)
return false;
const bool obvious_effect = you.can_see(*victim) && you.can_see(*clone);
if (one_chance_in(3))
clone->attitude = coinflip() ? ATT_FRIENDLY : ATT_NEUTRAL;
// The player shouldn't get new permanent followers from cloning.
if (clone->attitude == ATT_FRIENDLY && !clone->is_summoned())
clone->mark_summoned(MON_SUMM_CLONE, summ_dur(6));
else
clone->flags |= (MF_NO_REWARD | MF_HARD_RESET);
// Monsters being cloned is interesting.
xom_is_stimulated(clone->friendly() ? 12 : 25);
return obvious_effect;
},
},
{
"polymorph", 2, _is_chaos_polyable, BEAM_POLYMORPH,
},
{
"rage", 5, [](const actor &victim) {
return victim.can_go_berserk() && !victim.clarity();
}, BEAM_NONE, [](actor* victim, actor* source) {
if (victim->is_monster())
{
monster* mon = victim->as_monster();
ASSERT(mon);
if (mon->can_go_frenzy()) {
mon->go_frenzy(source);
}
}
else
victim->go_berserk(false);
return you.can_see(*victim);
},
},
{ "hasting", 12, _is_chaos_slowable, BEAM_HASTE },
{ "mighting", 12, [](const actor &victim) {
return !victim.is_monster()
|| (mons_has_attacks(*(victim.as_monster()))
&& !victim.as_monster()->has_ench(ENCH_MIGHT));
}, BEAM_MIGHT },
{ "resistance", 10, [](const actor &victim) {
return victim.res_fire() < 3 && victim.res_cold() < 3 &&
victim.res_elec() < 3 && victim.res_poison() < 3 &&
victim.res_corr() < 3; }, BEAM_RESISTANCE, },
{ "slowing", 10, _is_chaos_slowable, BEAM_SLOW },
{ "confusing", 12, [](const actor &victim) {
return !victim.clarity() && !victim.is_peripheral(); },
BEAM_CONFUSION },
{ "weakening", 10, [](const actor & victim) {
return !victim.is_monster()
|| mons_has_attacks(*(victim.as_monster()));
}, BEAM_WEAKNESS, },
{ "will-halving", 10, [](const actor &victim) {
return !victim.is_monster()
|| mons_invuln_will(*(victim.as_monster()));
}, BEAM_VULNERABILITY, },
{ "blinking", 3, nullptr, BEAM_BLINK },
{ "corroding", 5, [](const actor &victim) {
return victim.res_corr() < 3; },
BEAM_NONE, [](actor* victim, actor* source) {
victim->corrode(source);
return you.can_see(*victim);
},
},
{ "vitrifying", 5, nullptr, BEAM_VITRIFY, },
{ "ensnaring", 3, [](const actor &victim) {
return !victim.is_web_immune(); },
BEAM_NONE, [](actor* victim, actor* /*source*/) {
ensnare(victim);
return you.can_see(*victim);
},
},
{
"minipara", 3, _is_chaos_slowable, BEAM_NONE,
[](actor* victim, actor* source) {
victim->paralyse(source, 1);
return you.can_see(*victim);
},
},
{
"sleep", 3, [](const actor &victim) {
return victim.can_sleep();
}, BEAM_SLEEP,
},
{
"petrify", 3, [](const actor &victim) {
return _is_chaos_slowable(victim) && !victim.res_petrify();
}, BEAM_PETRIFY,
},
{
"blinding", 5, [](const actor &victim) {
return victim.can_be_dazzled();
}, BEAM_NONE, [](actor* victim, actor* source) {
if (victim->is_player())
blind_player(random_range(7, 12), ETC_RANDOM);
else
dazzle_target(victim, source, 149);
return you.can_see(*victim);
},
},
};
// Applies a debuff-style random chaos effect to an actor. This may have a source,
// in the case of chaos weapons, or no source in the case of some clouds.
//
// Returns true if the effect was obvious to the player.
bool chaos_affects_actor(actor* victim, actor* source)
{
ASSERT(victim);
bool obvious_effect = false;
vector<pair<const chaos_effect&, int>> weights;
for (const chaos_effect &effect : chaos_effects)
if (!effect.valid || effect.valid(*victim))
weights.push_back({effect, effect.chance});
const chaos_effect &effect = *random_choose_weighted(weights);
#ifdef NOTE_DEBUG_CHAOS_EFFECTS
take_note(Note(NOTE_MESSAGE, 0, 0, "CHAOS effect: " + effect.name), true);
#endif
if (effect.misc_effect && effect.misc_effect(victim, source))
obvious_effect = true;
bolt beam;
beam.flavour = effect.flavour;
beam.no_saving_throw = true;
if (beam.flavour != BEAM_NONE)
{
if (victim->is_player() && have_passive(passive_t::no_haste)
&& beam.flavour == BEAM_HASTE)
{
simple_god_message(" protects you from inadvertent hurry.");
return true;
}
beam.glyph = 0;
beam.range = 0;
beam.colour = BLACK;
beam.effect_known = false;
beam.thrower =
source && source->is_player() ? KILL_YOU
: source && source->as_monster()->confused_by_you() ? KILL_YOU_CONF
: KILL_MON;
if (beam.thrower == KILL_YOU || (source && source->as_monster()->friendly()))
beam.attitude = ATT_FRIENDLY;
beam.source_id = source ? source->mid : MID_NOBODY;
beam.source = victim->pos();
beam.target = victim->pos();
beam.ench_power = 100;
const bool you_could_see = you.can_see(*victim);
beam.fire();
if (you_could_see)
{
obvious_effect = beam.obvious_effect;
if (!victim->wont_attack() &&
(beam.flavour == BEAM_HASTE || beam.flavour == BEAM_MIGHT))
{
xom_is_stimulated(12);
}
}
}
return obvious_effect;
}
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