1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777
|
/**
* @file
* @brief Functions with decks of cards.
**/
#include "AppHdr.h"
#include "decks.h"
#include <algorithm>
#include <iostream>
#include <iterator>
#include <sstream>
#include <unordered_set>
#include "ability.h"
#include "abyss.h"
#include "artefact.h"
#include "beam.h"
#include "cloud.h"
#include "coordit.h"
#include "dactions.h"
#include "database.h"
#include "describe.h"
#include "directn.h"
#include "dungeon.h"
#include "evoke.h"
#include "ghost.h"
#include "god-passive.h" // passive_t::no_haste
#include "god-wrath.h"
#include "invent.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "mon-cast.h"
#include "mon-clone.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-project.h"
#include "mon-util.h"
#include "mutation.h"
#include "notes.h"
#include "output.h"
#include "prompt.h"
#include "random.h"
#include "religion.h"
#include "spl-clouds.h"
#include "spl-goditem.h"
#include "spl-miscast.h"
#include "spl-monench.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "teleport.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "uncancel.h"
#include "unicode.h"
#include "view.h"
#include "viewchar.h"
#include "xom.h"
using namespace ui;
typedef map<card_type, int> deck_archetype;
deck_archetype deck_of_escape =
{
{ CARD_TOMB, 5 },
{ CARD_EXILE, 3 },
{ CARD_ELIXIR, 5 },
{ CARD_CLOUD, 5 },
{ CARD_VELOCITY, 5 },
};
deck_archetype deck_of_destruction =
{
{ CARD_VITRIOL, 5 },
{ CARD_PAIN, 5 },
{ CARD_ORB, 5 },
{ CARD_DEGEN, 3 },
{ CARD_WILD_MAGIC, 5 },
{ CARD_STORM, 5 },
};
deck_archetype deck_of_summoning =
{
{ CARD_ELEMENTS, 5 },
{ CARD_SUMMON_DEMON, 5 },
{ CARD_SUMMON_WEAPON, 5 },
{ CARD_SUMMON_BEE, 5 },
{ CARD_RANGERS, 5 },
{ CARD_ILLUSION, 5 },
};
deck_archetype deck_of_punishment =
{
{ CARD_WRAITH, 5 },
{ CARD_WRATH, 5 },
{ CARD_SWINE, 5 },
{ CARD_TORMENT, 5 },
};
struct deck_type_data
{
string name;
string flavour;
/// The list of cards this deck contains.
deck_archetype cards;
int deck_max;
};
static map<deck_type, deck_type_data> all_decks =
{
{ DECK_OF_ESCAPE, {
"escape", "which may bring the user to safety or impede their foes.",
deck_of_escape,
13,
} },
{ DECK_OF_DESTRUCTION, {
"destruction", "which hurl death and destruction with wild abandon.",
deck_of_destruction,
26,
} },
{ DECK_OF_SUMMONING, {
"summoning", "depicting a range of weird and wonderful creatures.",
deck_of_summoning,
13,
} },
{ DECK_OF_PUNISHMENT, {
"punishment", "which wreak havoc on the user.", deck_of_punishment,
0, // Not a user deck
} },
};
vector<ability_type> deck_ability = {
ABIL_NEMELEX_DRAW_ESCAPE,
ABIL_NEMELEX_DRAW_DESTRUCTION,
ABIL_NEMELEX_DRAW_SUMMONING,
ABIL_NON_ABILITY,
ABIL_NEMELEX_DRAW_STACK
};
const char* card_name(card_type card)
{
switch (card)
{
case CARD_VELOCITY: return "Velocity";
case CARD_EXILE: return "Exile";
case CARD_ELIXIR: return "the Elixir";
case CARD_TOMB: return "the Tomb";
case CARD_WILD_MAGIC: return "Wild Magic";
case CARD_ELEMENTS: return "the Elements";
case CARD_SUMMON_DEMON: return "the Pentagram";
case CARD_SUMMON_WEAPON: return "the Dance";
case CARD_SUMMON_BEE: return "the Swarm";
case CARD_RANGERS: return "the Rangers";
case CARD_VITRIOL: return "Vitriol";
case CARD_CLOUD: return "the Cloud";
case CARD_STORM: return "the Storm";
case CARD_PAIN: return "Pain";
case CARD_TORMENT: return "Torment";
case CARD_WRATH: return "Wrath";
case CARD_WRAITH: return "the Wraith";
case CARD_SWINE: return "the Swine";
case CARD_ORB: return "the Orb";
case CARD_ILLUSION: return "the Illusion";
case CARD_DEGEN: return "Degeneration";
#if TAG_MAJOR_VERSION == 34
case CARD_FAMINE_REMOVED:
case CARD_SHAFT_REMOVED:
case CARD_STAIRS_REMOVED:
#endif
case NUM_CARDS: return "a buggy card";
}
return "a very buggy card";
}
bool card_is_removed(card_type card)
{
switch (card)
{
#if TAG_MAJOR_VERSION == 34
case CARD_FAMINE_REMOVED:
case CARD_SHAFT_REMOVED:
case CARD_STAIRS_REMOVED:
return true;
#endif
default:
return false;
}
}
card_type name_to_card(string name)
{
for (int i = 0; i < NUM_CARDS; i++)
{
if (card_name(static_cast<card_type>(i)) == name)
return static_cast<card_type>(i);
}
return NUM_CARDS;
}
static const deck_archetype _cards_in_deck(deck_type deck)
{
deck_type_data *deck_data = map_find(all_decks, deck);
if (deck_data)
return deck_data->cards;
#ifdef ASSERTS
die("No cards found for %u", unsigned(deck));
#endif
return {};
}
const string stack_contents()
{
const auto& stack = you.props[NEMELEX_STACK_KEY].get_vector();
string output = "";
output += comma_separated_fn(
reverse_iterator<CrawlVector::const_iterator>(stack.end()),
reverse_iterator<CrawlVector::const_iterator>(stack.begin()),
[](const CrawlStoreValue& card) { return card_name((card_type)card.get_int()); });
if (!stack.empty())
output += ".";
return output;
}
const string stack_top()
{
const auto& stack = you.props[NEMELEX_STACK_KEY].get_vector();
if (stack.empty())
return "none";
else
return card_name((card_type) stack[stack.size() - 1].get_int());
}
const string deck_contents(deck_type deck)
{
if (deck == DECK_STACK)
return "Remaining cards: " + stack_contents();
string output = "It may contain the following cards: ";
// This way of doing things is intended to prevent a card
// that appears in multiple subdecks from showing up twice in the
// output.
set<card_type> cards;
const deck_archetype &pdeck =_cards_in_deck(deck);
for (const auto& cww : pdeck)
cards.insert(cww.first);
output += comma_separated_fn(cards.begin(), cards.end(), card_name);
output += ".";
return output;
}
const string deck_flavour(deck_type deck)
{
if (deck == DECK_STACK)
return "set aside for later.";
deck_type_data* deck_data = map_find(all_decks, deck);
if (deck_data)
return deck_data->flavour;
return "";
}
static card_type _random_card(deck_type deck)
{
const deck_archetype &pdeck = _cards_in_deck(deck);
return *random_choose_weighted(pdeck);
}
int deck_cards(deck_type deck)
{
return deck == DECK_STACK ? you.props[NEMELEX_STACK_KEY].get_vector().size()
: you.props[deck_name(deck)].get_int();
}
bool gift_cards()
{
const int deal = random_range(MIN_GIFT_CARDS, MAX_GIFT_CARDS);
bool dealt_cards = false;
set<deck_type> sufficiency;
for (int i = 0; i < deal; i++)
{
deck_type choice = random_choose_weighted(
3, DECK_OF_DESTRUCTION,
1, DECK_OF_SUMMONING,
1, DECK_OF_ESCAPE);
if (deck_cards(choice) >= all_decks[choice].deck_max)
{
sufficiency.insert(choice);
continue;
}
you.props[deck_name(choice)]++;
dealt_cards = true;
}
if (!dealt_cards)
{
vector<string> deck_names;
for (deck_type deck : sufficiency)
{
const deck_type_data *deck_data = map_find(all_decks, deck);
deck_names.push_back(deck_data ? deck_data->name : "bugginess");
}
mprf(MSGCH_GOD, you.religion,
"%s goes to deal, but finds you have enough %s cards.",
god_name(you.religion).c_str(),
join_strings(deck_names.begin(), deck_names.end(), " and ").c_str());
}
return dealt_cards;
}
void reset_cards()
{
for (int i = FIRST_PLAYER_DECK; i <= LAST_PLAYER_DECK; i++)
you.props[deck_name((deck_type) i)] = 0;
you.props[NEMELEX_STACK_KEY].get_vector().clear();
}
string deck_summary()
{
vector<string> stats;
for (int i = FIRST_PLAYER_DECK; i <= LAST_PLAYER_DECK; i++)
{
int cards = deck_cards((deck_type) i);
const deck_type_data *deck_data = map_find(all_decks, (deck_type) i);
const string name = deck_data ? deck_data->name : "bugginess";
if (cards)
{
stats.push_back(make_stringf("%d %s card%s", cards,
name.c_str(), cards == 1 ? "" : "s"));
}
}
return comma_separated_line(stats.begin(), stats.end());
}
string which_decks(card_type card)
{
vector<string> decks;
string output = "\n";
bool punishment = false;
for (auto &deck_data : all_decks)
{
if (!deck_data.second.cards.count(card))
continue;
if (deck_data.first == DECK_OF_PUNISHMENT)
punishment = true;
else
decks.push_back(deck_data.second.name);
}
if (!decks.empty())
{
output += "It is found in decks of "
+ comma_separated_line(decks.begin(), decks.end());
if (punishment)
output += ", or in Nemelex Xobeh's deck of punishment";
output += ".";
}
else if (punishment)
{
output += "It is only found in Nemelex Xobeh's deck of "
"punishment.";
}
else
output += "It is normally not part of any deck.";
return output;
}
static void _describe_cards(CrawlVector& cards)
{
ASSERT(!cards.empty());
auto scroller = make_shared<Scroller>();
auto vbox = make_shared<Box>(Widget::VERT);
#ifdef USE_TILE_WEB
tiles.json_open_object();
tiles.json_open_array("cards");
#endif
bool seen[NUM_CARDS] = {0};
ostringstream data;
bool first = true;
for (auto& val : cards)
{
card_type card = (card_type) val.get_int();
if (seen[card])
continue;
seen[card] = true;
string name = card_name(card);
string desc = getLongDescription(name + " card");
if (desc.empty())
desc = "No description found.\n";
string decks = which_decks(card);
name = uppercase_first(name);
desc = desc + decks;
auto title_hbox = make_shared<Box>(Widget::HORZ);
#ifdef USE_TILE
auto icon = make_shared<Image>();
icon->set_tile(tile_def(TILEG_NEMELEX_CARD));
title_hbox->add_child(std::move(icon));
#endif
auto title = make_shared<Text>(formatted_string(name, WHITE));
title->set_margin_for_sdl(0, 0, 0, 10);
title_hbox->add_child(std::move(title));
title_hbox->set_cross_alignment(Widget::CENTER);
title_hbox->set_margin_for_crt(first ? 0 : 1, 0);
title_hbox->set_margin_for_sdl(first ? 0 : 20, 0);
vbox->add_child(std::move(title_hbox));
auto text = make_shared<Text>(desc);
text->set_wrap_text(true);
vbox->add_child(std::move(text));
#ifdef USE_TILE_WEB
tiles.json_open_object();
tiles.json_write_string("name", name);
tiles.json_write_string("desc", desc);
tiles.json_close_object();
#endif
first = false;
}
#ifdef USE_TILE_LOCAL
vbox->max_size().width = tiles.get_crt_font()->char_width()*80;
#endif
scroller->set_child(std::move(vbox));
auto popup = make_shared<ui::Popup>(scroller);
bool done = false;
popup->on_keydown_event([&done, &scroller](const KeyEvent& ev) {
done = !scroller->on_event(ev);
return true;
});
#ifdef USE_TILE_WEB
tiles.json_close_array();
tiles.push_ui_layout("describe-cards", 0);
popup->on_layout_pop([](){ tiles.pop_ui_layout(); });
#endif
ui::run_layout(std::move(popup), done);
}
string deck_status(deck_type deck)
{
const string name = deck_name(deck);
const int cards = deck_cards(deck);
ostringstream desc;
desc << chop_string(deck_name(deck), 24)
<< to_string(cards);
return trimmed_string(desc.str());
}
string deck_description(deck_type deck)
{
ostringstream desc;
desc << "A deck of magical cards, ";
desc << deck_flavour(deck) << "\n\n";
desc << deck_contents(deck) << "\n";
if (deck != DECK_STACK)
{
const int cards = deck_cards(deck);
desc << "\n";
if (cards > 1)
desc << make_stringf("It currently has %d cards ", cards);
else if (cards == 1)
desc << "It currently has 1 card ";
else
desc << "It is currently empty ";
desc << make_stringf("and can contain up to %d cards.",
all_decks[deck].deck_max);
desc << "\n";
}
return desc.str();
}
/**
* The deck a given ability uses. Asserts if called on an ability that does not
* use decks.
*
* @param abil the ability
*
* @return the deck
*/
deck_type ability_deck(ability_type abil)
{
auto deck = find(deck_ability.begin(), deck_ability.end(), abil);
ASSERT(deck != deck_ability.end());
return (deck_type) distance(deck_ability.begin(), deck);
}
// This will assert if the player doesn't have the ability to draw from the
// deck passed.
static char _deck_hotkey(deck_type deck)
{
return get_talent(deck_ability[deck], false).hotkey;
}
static deck_type _choose_deck(const string title = "Draw")
{
// TODO: refactor this into a subclass?
ToggleableMenu deck_menu(MF_SINGLESELECT
| MF_NO_WRAP_ROWS | MF_TOGGLE_ACTION
| MF_ARROWS_SELECT | MF_INIT_HOVER);
{
ToggleableMenuEntry* me =
new ToggleableMenuEntry(make_stringf("%s which deck? "
"Cards available", title.c_str()),
"Describe which deck? "
"Cards available",
MEL_TITLE);
deck_menu.set_title(me, true, true);
}
deck_menu.set_tag("deck");
deck_menu.add_toggle_from_command(CMD_MENU_CYCLE_MODE);
deck_menu.add_toggle_from_command(CMD_MENU_CYCLE_MODE_REVERSE);
// help here amounts to describing decks:
deck_menu.add_toggle_from_command(CMD_MENU_HELP);
deck_menu.menu_action = Menu::ACT_EXECUTE;
// XX proper keyhelp
deck_menu.set_more(formatted_string::parse_string(
menu_keyhelp_cmd(CMD_MENU_HELP) + " toggle "
"between deck selection and description."));
int numbers[NUM_DECKS];
for (int i = FIRST_PLAYER_DECK; i <= LAST_PLAYER_DECK; i++)
{
ToggleableMenuEntry* me =
new ToggleableMenuEntry(deck_status(static_cast<deck_type>(i)),
deck_status(static_cast<deck_type>(i)),
MEL_ITEM, 1, _deck_hotkey(static_cast<deck_type>(i)));
numbers[i] = i;
me->data = &numbers[i];
if (!deck_cards((deck_type)i))
me->colour = COL_USELESS;
me->add_tile(tile_def(TILEG_NEMELEX_DECK + i - FIRST_PLAYER_DECK + 1));
deck_menu.add_entry(me);
}
int ret = NUM_DECKS;
deck_menu.on_examine = [](const MenuEntry& sel)
{
int selected = *(static_cast<int*>(sel.data));
describe_deck((deck_type) selected);
return true;
};
deck_menu.on_single_selection = [&ret](const MenuEntry& sel)
{
ASSERT(sel.hotkeys.size() == 1);
ret = *(static_cast<int*>(sel.data));
return false;
};
deck_menu.show(false);
if (!crawl_state.doing_prev_cmd_again)
{
redraw_screen();
update_screen();
}
return (deck_type) ret;
}
/**
* Printed when a deck is exhausted
*
* @return A message to print;
* e.g. "the deck of cards disappears without a trace."
*/
static string _empty_deck_msg()
{
string message = random_choose("disappears without a trace.",
"glows slightly and disappears.",
"glows with a rainbow of weird colours and disappears.");
return "The deck of cards " + message;
}
static void _evoke_deck(deck_type deck, bool dealt = false)
{
ASSERT(deck_cards(deck) > 0);
mprf("You %s a card...", dealt ? "deal" : "draw");
if (deck == DECK_STACK)
{
auto& stack = you.props[NEMELEX_STACK_KEY].get_vector();
card_type card = (card_type) stack[stack.size() - 1].get_int();
stack.pop_back();
card_effect(card, dealt);
}
else
{
--you.props[deck_name(deck)];
card_effect(_random_card(deck), dealt);
}
if (!deck_cards(deck))
mpr(_empty_deck_msg());
}
// Draw one card from a deck, prompting the user for a choice
bool deck_draw(deck_type deck)
{
if (!deck_cards(deck))
{
mpr("That deck is empty!");
return false;
}
_evoke_deck(deck);
return true;
}
spret deck_stack(bool fail)
{
if (crawl_state.is_replaying_keys())
{
crawl_state.cancel_cmd_all("You can't repeat Stack Five.");
return spret::abort;
}
int total_cards = 0;
for (int i = FIRST_PLAYER_DECK; i <= LAST_PLAYER_DECK; ++i)
total_cards += deck_cards((deck_type) i);
if (deck_cards(DECK_STACK) && !yesno("Replace your current stack?",
false, 0))
{
canned_msg(MSG_OK);
return spret::abort;
}
if (!total_cards)
{
mpr("You are out of cards!");
return spret::abort;
}
if (total_cards < 5 && !yesno("You have fewer than five cards, "
"stack them anyway?", false, 0))
{
canned_msg(MSG_OK);
return spret::abort;
}
fail_check();
you.props[NEMELEX_STACK_KEY].get_vector().clear();
run_uncancel(UNC_STACK_FIVE, min(total_cards, 5));
return spret::success;
}
class StackFiveMenu : public Menu
{
virtual bool process_key(int keyin) override;
CrawlVector& draws;
public:
// TODO: is there a sensible way to implement hover / mouse support for
// this?
StackFiveMenu(CrawlVector& d)
: Menu(MF_NOSELECT | MF_UNCANCEL),
draws(d)
{};
};
bool StackFiveMenu::process_key(int keyin)
{
if (keyin == CK_ENTER)
{
formatted_string old_more = more;
set_more(formatted_string::parse_string(
"Are you done? (press y or Y to confirm)"));
if (yesno(nullptr, true, 'n', false, false, true))
return false;
set_more(old_more);
}
else if (keyin == '?')
_describe_cards(draws);
else if (keyin >= '1' && keyin <= '0' + static_cast<int>(draws.size()))
{
const unsigned int i = keyin - '1';
for (unsigned int j = 0; j < items.size(); j++)
if (items[j]->selected())
{
swap(draws[i], draws[j]);
swap(items[i]->text, items[j]->text);
items[j]->colour = LIGHTGREY;
select_item_index(i, 0); // this also updates the item
select_item_index(j, 0);
return true;
}
items[i]->colour = WHITE;
select_item_index(i, 1);
}
else
Menu::process_key(keyin); // intentionally do not return here
return true;
}
static void _draw_stack(int to_stack)
{
// TODO: refactor into its own subclass?
ToggleableMenu deck_menu(MF_SINGLESELECT | MF_UNCANCEL
| MF_NO_WRAP_ROWS | MF_TOGGLE_ACTION
| MF_ARROWS_SELECT | MF_INIT_HOVER);
{
ToggleableMenuEntry* me =
new ToggleableMenuEntry("Draw which deck? "
"Cards available",
"Describe which deck? "
"Cards available",
MEL_TITLE);
deck_menu.set_title(me, true, true);
}
deck_menu.set_tag("deck");
deck_menu.add_toggle_from_command(CMD_MENU_CYCLE_MODE);
deck_menu.add_toggle_from_command(CMD_MENU_CYCLE_MODE_REVERSE);
deck_menu.menu_action = Menu::ACT_EXECUTE;
auto& stack = you.props[NEMELEX_STACK_KEY].get_vector();
if (!stack.empty())
{
string status = "Drawn so far: " + stack_contents();
deck_menu.set_more(formatted_string::parse_string(
status + "\n" +
menu_keyhelp_cmd(CMD_MENU_HELP) + " toggle "
"between deck selection and description."));
}
else
{
deck_menu.set_more(formatted_string::parse_string(
menu_keyhelp_cmd(CMD_MENU_HELP) + " toggle "
"between deck selection and description."));
}
int numbers[NUM_DECKS];
for (int i = FIRST_PLAYER_DECK; i <= LAST_PLAYER_DECK; i++)
{
ToggleableMenuEntry* me =
new ToggleableMenuEntry(deck_status((deck_type)i),
deck_status((deck_type)i),
MEL_ITEM, 1, _deck_hotkey((deck_type)i));
numbers[i] = i;
me->data = &numbers[i];
// TODO: update this if a deck is emptied while in this menu
if (!deck_cards((deck_type)i))
me->colour = COL_USELESS;
me->add_tile(tile_def(TILEG_NEMELEX_DECK + i - FIRST_PLAYER_DECK + 1));
deck_menu.add_entry(me);
}
deck_menu.on_examine = [](const MenuEntry& sel)
{
// what's up with these casts
deck_type selected = (deck_type) *(static_cast<int*>(sel.data));
describe_deck(selected);
return true;
};
deck_menu.on_single_selection = [&deck_menu, &stack, to_stack](const MenuEntry& sel)
{
ASSERT(sel.hotkeys.size() == 1);
deck_type selected = (deck_type) *(static_cast<int*>(sel.data));
// Need non-const access to the selection.
ToggleableMenuEntry* me =
static_cast<ToggleableMenuEntry*>(deck_menu.selected_entries()[0]);
string status;
if (deck_cards(selected))
{
you.props[deck_name(selected)]--;
me->text = deck_status(selected);
me->alt_text = deck_status(selected);
card_type draw = _random_card(selected);
stack.push_back(draw);
}
else
status = "<lightred>That deck is empty!</lightred> ";
if (stack.size() > 0)
status += "Drawn so far: " + stack_contents();
deck_menu.set_more(formatted_string::parse_string(
status + "\n" +
"Press '<w>!</w>' or '<w>?</w>' to toggle "
"between deck selection and description."));
return stack.size() < to_stack;
};
deck_menu.show(false);
}
bool stack_five(int to_stack)
{
auto& stack = you.props[NEMELEX_STACK_KEY].get_vector();
// TODO: this loop makes me sad
while (stack.size() < to_stack)
{
if (crawl_state.seen_hups)
return false;
_draw_stack(to_stack);
}
StackFiveMenu menu(stack);
MenuEntry *const title = new MenuEntry("Select two cards to swap them:", MEL_TITLE);
menu.set_title(title);
for (unsigned int i = 0; i < stack.size(); i++)
{
MenuEntry * const entry =
new MenuEntry(card_name((card_type)stack[i].get_int()),
MEL_ITEM, 1, '1'+i);
entry->add_tile(tile_def(TILEG_NEMELEX_CARD));
menu.add_entry(entry);
}
menu.set_more(formatted_string::parse_string(
"<lightgrey>Press <w>?</w> for the card descriptions"
" or <w>Enter</w> to accept."));
menu.show();
if (crawl_state.seen_hups)
return false;
else
{
std::reverse(stack.begin(), stack.end());
return true;
}
}
// Draw the top four cards of an deck and play them all.
// Return spret::abort if the operation was failed/aborted along the way.
spret deck_deal(bool fail)
{
deck_type choice = _choose_deck("Deal");
if (choice == NUM_DECKS)
return spret::abort;
int num_cards = deck_cards(choice);
if (!num_cards)
{
mpr("That deck is empty!");
return spret::abort;
}
fail_check();
const int num_to_deal = min(num_cards, 4);
for (int i = 0; i < num_to_deal; ++i)
_evoke_deck(choice, true);
return spret::success;
}
// Draw the next three cards, discard two and pick one.
spret deck_triple_draw(bool fail)
{
if (crawl_state.is_replaying_keys())
{
crawl_state.cancel_cmd_all("You can't repeat Triple Draw.");
return spret::abort;
}
deck_type choice = _choose_deck();
if (choice == NUM_DECKS)
return spret::abort;
int num_cards = deck_cards(choice);
if (!num_cards)
{
mpr("That deck is empty!");
return spret::abort;
}
if (num_cards < 3 && !yesno("There's fewer than three cards, "
"still triple draw?", false, 0))
{
canned_msg(MSG_OK);
return spret::abort;
}
fail_check();
if (num_cards == 1)
{
// Only one card to draw, so just draw it.
mpr("There's only one card left!");
_evoke_deck(choice);
return spret::success;
}
const int num_to_draw = min(num_cards, 3);
you.props[deck_name(choice)] = deck_cards(choice) - num_to_draw;
auto& draw = you.props[NEMELEX_TRIPLE_DRAW_KEY].get_vector();
draw.clear();
for (int i = 0; i < num_to_draw; ++i)
draw.push_back(_random_card(choice));
run_uncancel(UNC_DRAW_THREE, 0);
return spret::success;
}
bool draw_three()
{
auto& draws = you.props[NEMELEX_TRIPLE_DRAW_KEY].get_vector();
int selected = -1;
bool need_prompt_redraw = true;
while (true)
{
if (need_prompt_redraw)
{
mpr("You draw... (choose one card, ? for their descriptions)");
for (int i = 0; i < draws.size(); ++i)
{
msg::streams(MSGCH_PROMPT)
<< msg::nocap << (static_cast<char>(i + 'a')) << " - "
<< card_name((card_type)draws[i].get_int()) << endl;
}
need_prompt_redraw = false;
}
const int keyin = toalower(get_ch());
if (crawl_state.seen_hups)
return false;
if (keyin == '?')
{
_describe_cards(draws);
redraw_screen();
update_screen();
need_prompt_redraw = true;
}
else if (keyin >= 'a' && keyin < 'a' + draws.size())
{
selected = keyin - 'a';
break;
}
else
canned_msg(MSG_HUH);
}
card_effect((card_type) draws[selected].get_int());
return true;
}
// This is Nemelex retribution. If deal is true, use the word "deal"
// rather than "draw" (for the Deal Four out-of-cards situation).
void draw_from_deck_of_punishment(bool deal)
{
card_type card = _random_card(DECK_OF_PUNISHMENT);
mprf("You %s a card...", deal ? "deal" : "draw");
card_effect(card, deal, true);
}
static int _get_power_level(int power)
{
int power_level = x_chance_in_y(power, 900) + x_chance_in_y(power, 2700);
// other functions in this file will break if this assertion is violated
ASSERT(power_level >= 0 && power_level <= 2);
dprf("power level: %d", power_level);
return power_level;
}
// Actual card implementations follow.
static void _velocity_card(int power)
{
const int power_level = _get_power_level(power);
bool did_something = false;
if (you.duration[DUR_SLOW] && x_chance_in_y(power_level, 2))
{
you.duration[DUR_SLOW] = 1;
did_something = true;
}
if (!apply_visible_monsters([=](monster& mon)
{
bool affected = false;
if (!mons_invuln_will(mon))
{
const bool hostile = !mon.wont_attack();
const bool haste_immune = (mon.stasis()
|| mons_is_immotile(mon));
bool did_haste = false;
if (hostile)
{
if (x_chance_in_y(1 + power_level, 3))
{
do_slow_monster(mon, &you);
affected = true;
}
}
else //allies
{
if (!haste_immune && x_chance_in_y(power_level, 2))
{
mon.add_ench(ENCH_HASTE);
affected = true;
did_haste = true;
}
}
if (did_haste)
simple_monster_message(mon, " seems to speed up.");
}
return affected;
})
&& !did_something)
{
canned_msg(MSG_NOTHING_HAPPENS);
}
}
static void _exile_card(int power)
{
if (player_in_branch(BRANCH_ABYSS))
{
canned_msg(MSG_NOTHING_HAPPENS);
return;
}
// Calculate how many extra banishments you get.
const int power_level = _get_power_level(power);
int extra_targets = power_level + random2(1 + power_level);
for (int i = 0; i < 1 + extra_targets; ++i)
{
// Pick a random monster nearby to banish.
monster* mon_to_banish = choose_random_nearby_monster();
// Bonus banishments only banish monsters.
if (i != 0 && !mon_to_banish)
continue;
if (!mon_to_banish)
break; // Don't banish anything else.
else
mon_to_banish->banish(&you);
}
}
static monster* _friendly(monster_type mt, int dur)
{
return create_monster(mgen_data(mt, BEH_FRIENDLY, you.pos(), MHITYOU,
MG_AUTOFOE)
.set_summoned(&you, 0, summ_dur(dur)));
}
static void _damaging_card(card_type card, int power,
bool dealt = false)
{
const int power_level = _get_power_level(power);
const char *participle = dealt ? "dealt" : "drawn";
bool done_prompt = false;
string prompt = make_stringf("You have %s %s.", participle,
card_name(card));
dist target;
zap_type ztype = ZAP_DEBUGGING_RAY;
const zap_type painzaps[2] = { ZAP_AGONY, ZAP_BOLT_OF_DRAINING };
const zap_type acidzaps[3] = { ZAP_BREATHE_ACID, ZAP_CORROSIVE_BOLT,
ZAP_CORROSIVE_BOLT };
switch (card)
{
case CARD_VITRIOL:
if (power_level == 2)
{
done_prompt = true;
mpr(prompt);
mpr("You radiate a wave of entropy!");
apply_visible_monsters([](monster& mons)
{
return !mons.wont_attack()
&& mons_is_threatening(mons)
&& coinflip()
&& mons.corrode(&you);
});
}
ztype = acidzaps[power_level];
break;
case CARD_ORB:
ztype = ZAP_IOOD;
break;
case CARD_PAIN:
if (power_level == 2)
{
mpr("You reveal a symbol of torment!");
torment(&you, TORMENT_CARD_PAIN, you.pos());
}
ztype = painzaps[min(power_level, (int)ARRAYSZ(painzaps)-1)];
break;
default:
break;
}
bolt beam;
beam.range = LOS_RADIUS;
direction_chooser_args args;
args.mode = TARG_HOSTILE;
if (!done_prompt)
args.top_prompt = prompt;
// Confirm aborts as they waste the card.
prompt = make_stringf("Aiming: %s", card_name(card));
while (!(spell_direction(target, beam, &args)
&& player_tracer(ZAP_DEBUGGING_RAY, power/6, beam)))
{
if (crawl_state.seen_hups
|| yesno("Really abort (and waste the card)?", false, 0))
{
canned_msg(MSG_OK);
return;
}
args.top_prompt = prompt;
}
if (ztype == ZAP_IOOD)
{
if (power_level == 1)
{
cast_iood(&you, power/6, &beam, 0, 0,
env.mgrid(beam.target), false, false);
}
else
cast_iood_burst(power/6, beam.target);
}
else
zapping(ztype, power/6, beam);
}
static void _elixir_card(int power)
{
int power_level = _get_power_level(power);
you.set_duration(DUR_ELIXIR, 1 + 3 * power_level + random2(3));
mpr("You begin rapidly regenerating health and magic.");
}
// Special case for *your* god, maybe?
static void _godly_wrath()
{
for (int tries = 0; tries < 100; tries++)
{
god_type god = random_god();
// Don't recursively make player draw from the Deck of Punishment.
if (god != GOD_NEMELEX_XOBEH && divine_retribution(god))
return; // Stop once we find a god willing to punish the player.
}
mpr("You somehow manage to escape divine attention...");
}
static void _summon_demon_card(int power)
{
const int power_level = _get_power_level(power);
// one demon (potentially hostile), and one other demonic creature (always
// friendly)
monster_type dct, dct2;
switch (power_level)
{
case 0:
dct = random_demon_by_tier(4);
dct2 = MONS_HELL_HOUND;
break;
case 1:
dct = random_demon_by_tier(3);
dct2 = MONS_RAKSHASA;
break;
default:
dct = random_demon_by_tier(2);
dct2 = MONS_PANDEMONIUM_LORD;
}
// FIXME: The manual testing for message printing is there because
// we can't rely on create_monster() to do it for us. This is
// because if you are completely surrounded by walls, create_monster()
// will never manage to give a position which isn't (-1,-1)
// and thus not print the message.
// This hack appears later in this file as well.
const bool hostile = one_chance_in(power_level + 4);
if (!create_monster(mgen_data(dct, hostile ? BEH_HOSTILE : BEH_FRIENDLY,
you.pos(), MHITYOU, MG_AUTOFOE)
.set_summoned(&you, 0, summ_dur(5 - power_level))))
{
mpr("You see a puff of smoke.");
}
else if (hostile
&& mons_class_flag(dct, M_INVIS)
&& !you.can_see_invisible())
{
mpr("You sense the presence of something unfriendly.");
}
_friendly(dct2, 5 - power_level);
}
static void _elements_card(int power)
{
const int power_level = _get_power_level(power);
const monster_type element_list[][3] =
{
{MONS_RAIJU, MONS_WIND_DRAKE, MONS_SHOCK_SERPENT},
{MONS_BASILISK, MONS_CATOBLEPAS, MONS_WAR_GARGOYLE},
{MONS_FIRE_BAT, MONS_MOLTEN_GARGOYLE, MONS_FIRE_DRAGON},
{MONS_ICE_BEAST, MONS_POLAR_BEAR, MONS_ICE_DRAGON}
};
int start = random2(ARRAYSZ(element_list));
for (int i = 0; i < 3; ++i)
{
_friendly(element_list[start % ARRAYSZ(element_list)][power_level],
power_level + 2);
start++;
}
}
static void _summon_dancing_weapon(int power)
{
const int power_level = _get_power_level(power);
monster *mon =
create_monster(
mgen_data(MONS_DANCING_WEAPON, BEH_FRIENDLY, you.pos(), MHITYOU,
MG_AUTOFOE).set_summoned(&you, 0, summ_dur(power_level + 2)),
false);
if (!mon)
{
mpr("You see a puff of smoke.");
return;
}
// Override the weapon.
ASSERT(mon->weapon() != nullptr);
item_def& wpn(*mon->weapon());
switch (power_level)
{
case 0:
// Wimpy, negative-enchantment weapon.
wpn.plus = random2(3) - 2;
wpn.sub_type = random_choose(WPN_QUARTERSTAFF, WPN_HAND_AXE);
set_item_ego_type(wpn, OBJ_WEAPONS,
random_choose(SPWPN_VENOM, SPWPN_NORMAL));
break;
case 1:
// This is getting good.
wpn.plus = random2(4) - 1;
wpn.sub_type = random_choose(WPN_LONG_SWORD, WPN_TRIDENT);
if (coinflip())
{
set_item_ego_type(wpn, OBJ_WEAPONS,
random_choose(SPWPN_FLAMING, SPWPN_FREEZING));
}
else
set_item_ego_type(wpn, OBJ_WEAPONS, SPWPN_NORMAL);
break;
default:
// Rare and powerful.
wpn.plus = random2(4) + 2;
wpn.sub_type = random_choose(WPN_DEMON_TRIDENT, WPN_EXECUTIONERS_AXE);
set_item_ego_type(wpn, OBJ_WEAPONS,
random_choose(SPWPN_SPEED, SPWPN_ELECTROCUTION));
}
item_colour(wpn); // this is probably not needed
// sometimes give a randart instead
if (one_chance_in(3))
{
make_item_randart(wpn, true);
identify_item(wpn);
}
// Don't leave a trail of weapons behind. (Especially not randarts!)
mon->flags |= MF_HARD_RESET;
ghost_demon newstats;
newstats.init_dancing_weapon(wpn, power / 4);
mon->set_ghost(newstats);
mon->ghost_demon_init();
}
static void _summon_bee(int power)
{
const int power_level = _get_power_level(power);
const int how_many = 1 + random2(3 + (power_level));
for (int i = 0; i < how_many; ++i)
_friendly(MONS_KILLER_BEE, 3);
if (power_level > 0)
_friendly(MONS_QUEEN_BEE, 3);
if (power_level > 1)
{
for (int i = 0; i < 3; ++i)
_friendly(MONS_MELIAI, 3);
}
}
static void _summon_rangers(int power)
{
const int power_level = _get_power_level(power);
const monster_type dctr = MONS_CENTAUR_WARRIOR,
dctr2 = MONS_NAGA_SHARPSHOOTER,
dctr3 = MONS_DEEP_ELF_MASTER_ARCHER;
const monster_type base_choice = power_level == 2 ? dctr2 :
dctr;
monster_type placed_choice = power_level == 2 ? dctr3 :
power_level == 1 ? dctr2 :
dctr;
const bool extra_monster = coinflip();
if (!extra_monster && power_level > 0)
placed_choice = power_level == 2 ? dctr3 : dctr2;
for (int i = 0; i < 1 + extra_monster; ++i)
_friendly(base_choice, 5 - power_level);
_friendly(placed_choice, 5 - power_level);
}
static void _cloud_card(int power)
{
const int power_level = _get_power_level(power);
bool something_happened = false;
cloud_type cloudy = CLOUD_DEBUGGING;
switch (power_level)
{
case 0:
cloudy = CLOUD_MEPHITIC;
break;
case 1:
cloudy = CLOUD_MIASMA;
break;
default:
cloudy = CLOUD_PETRIFY;
}
vector<coord_def> cloud_pos;
for (radius_iterator di(you.pos(), LOS_NO_TRANS); di; ++di)
{
monster *mons = monster_at(*di);
if (!mons || mons->wont_attack() || !mons_is_threatening(*mons))
continue;
for (adjacent_iterator ai(mons->pos(), false); ai; ++ai)
{
// don't place clouds directly on the monsters
if (monster_at(*ai))
continue;
if (!feat_is_solid(env.grid(*ai)) && !cloud_at(*ai))
cloud_pos.push_back(*ai);
}
}
bool cloud_under_player = false;
for (auto pos : cloud_pos)
{
const int cloud_power = 4 + random2avg(power_level * 2, 2);
place_cloud(cloudy, pos, cloud_power, &you);
if (you.see_cell(pos))
something_happened = true;
if (pos == you.pos())
cloud_under_player = true;
}
if (something_happened)
{
mpr("Clouds appear around your foes!");
// Make the player not be immediately affected by clouds that may have
// been created beneath them until they act again.
if (cloud_under_player)
you.duration[DUR_TEMP_CLOUD_IMMUNITY] = 1;
}
else
canned_msg(MSG_NOTHING_HAPPENS);
}
static void _storm_card(int power)
{
const int power_level = _get_power_level(power);
wind_blast(&you, (power_level + 1) * 66, coord_def());
redraw_screen(); // Update monster positions
update_screen();
// 1-3, 4-6, 7-9
const int max_explosions = random_range((power_level * 3) + 1, (power_level + 1) * 3);
// Select targets based on simultaneously running max_explosions reservoir
// samples from the radius iterator over valid targets.
//
// Once the possible targets are drawn, the result is deduplicated into a
// set of targets.
vector<coord_def> target_draws (max_explosions, you.pos());
int valid_targets = 0;
for (radius_iterator ri(you.pos(), LOS_NO_TRANS, true); ri; ++ri)
{
if (grid_distance(*ri, you.pos()) > 3 && !cell_is_solid(*ri))
{
++valid_targets;
for (int i = 0; i < max_explosions; ++i)
{
if (one_chance_in(valid_targets))
target_draws[i] = *ri;
}
}
}
unordered_set<coord_def> targets (target_draws.begin(), target_draws.end());
targets.erase(you.pos());
bool heard = false;
for (auto p : targets)
{
bolt beam;
beam.flavour = BEAM_ELECTRICITY;
beam.is_explosion = true;
beam.glyph = dchar_glyph(DCHAR_FIRED_BURST);
beam.name = "electrical discharge";
beam.aux_source = "the storm";
beam.explode_noise_msg = "You hear a clap of thunder!";
beam.real_flavour = beam.flavour;
beam.colour = LIGHTCYAN;
beam.source_id = MID_PLAYER;
beam.thrower = KILL_YOU;
beam.is_explosion = true;
beam.ex_size = 3;
beam.damage = dice_def(3, 9 + 9 * power_level);
beam.source = p;
beam.target = p;
beam.explode();
heard = heard || player_can_hear(p);
}
// Lots of loud bangs, even if everything is silenced get a message.
// Thunder comes after the animation runs.
if (targets.size() > 0)
{
vector<string> thunder_adjectives = { "mighty",
"violent",
"cataclysmic" };
mprf("You %s %s%s peal%s of thunder!",
heard ? "hear" : "feel",
targets.size() > 1 ? "" : "a ",
thunder_adjectives[power_level].c_str(),
targets.size() > 1 ? "s" : "");
}
}
static void _illusion_card(int power)
{
const int power_level = _get_power_level(power);
monster* mon = get_free_monster();
if (!mon || monster_at(you.pos()))
return;
mon->type = MONS_PLAYER;
mon->behaviour = BEH_SEEK;
mon->attitude = ATT_FRIENDLY;
mon->set_position(you.pos());
mon->mid = MID_PLAYER;
env.mgrid(you.pos()) = mon->mindex();
mons_summon_illusion_from(mon, (actor *)&you, SPELL_NO_SPELL, power_level);
mon->reset();
}
static void _degeneration_card(int power)
{
const int power_level = _get_power_level(power);
if (!apply_visible_monsters([power_level](monster& mons)
{
if (mons.wont_attack() || !mons_is_threatening(mons))
return false;
if (!x_chance_in_y((power_level + 1) * 5 + random2(5),
mons.get_hit_dice()))
{
return false;
}
if (mons.can_polymorph())
{
mons.polymorph(PPT_LESS);
mons.malmutate(&you);
}
else
{
const int daze_time = (5 + 5 * power_level) * BASELINE_DELAY;
mons.add_ench(mon_enchant(ENCH_DAZED, 0, &you, daze_time));
simple_monster_message(mons,
" is dazed by the mutagenic energy.");
}
return true;
}))
{
canned_msg(MSG_NOTHING_HAPPENS);
}
}
static void _wild_magic_card(int power)
{
const int power_level = _get_power_level(power);
int num_affected = 0;
for (radius_iterator di(you.pos(), LOS_NO_TRANS); di; ++di)
{
monster *mons = monster_at(*di);
if (!mons || mons->wont_attack() || !mons_is_threatening(*mons))
continue;
if (x_chance_in_y((power_level + 1) * 5 + random2(5),
mons->get_hit_dice()))
{
// skip summoning and tlocs, only destructive forces
spschool type = random_choose(spschool::conjuration,
spschool::fire,
spschool::ice,
spschool::earth,
spschool::air,
spschool::alchemy,
spschool::hexes,
spschool::necromancy);
miscast_effect(*mons, &you,
{miscast_source::deck}, type,
3 * (power_level + 1), random2(70),
"a card of wild magic");
num_affected++;
}
}
if (num_affected > 0)
{
int mp = 0;
for (int i = 0; i < num_affected; ++i)
mp += random2(5);
mpr("You feel a surge of magic.");
if (mp && you.magic_points < you.max_magic_points)
{
inc_mp(mp);
canned_msg(MSG_GAIN_MAGIC);
}
}
else
canned_msg(MSG_NOTHING_HAPPENS);
}
static void _torment_card()
{
if (you.undead_or_demonic())
holy_word_player(HOLY_WORD_CARD);
else
torment_player(&you, TORMENT_CARDS);
}
// Punishment cards don't have their power adjusted depending on Nemelex piety,
// and are based on experience level instead of invocations skill.
// Max power = 200 * (2700+2500) / 2700 + 243 + 300 = 928
// Min power = 1 * 2501 / 2700 + 1 + 0 = 2
static int _card_power(bool punishment)
{
if (punishment)
return you.experience_level * 18;
int result = you.piety;
result *= you.skill(SK_INVOCATIONS, 100) + 2500;
result /= 2700;
result += you.skill(SK_INVOCATIONS, 9);
result += (you.piety * 3) / 2;
return result;
}
void card_effect(card_type which_card,
bool dealt,
bool punishment, bool tell_card)
{
const char *participle = dealt ? "dealt" : "drawn";
const int power = _card_power(punishment);
dprf("Card power: %d", power);
if (tell_card)
{
// These card types will usually give this message in the targeting
// prompt, and the cases where they don't are handled specially.
if (which_card != CARD_VITRIOL
&& which_card != CARD_PAIN
&& which_card != CARD_ORB)
{
mprf("You have %s %s.", participle, card_name(which_card));
}
}
switch (which_card)
{
case CARD_VELOCITY: _velocity_card(power); break;
case CARD_EXILE: _exile_card(power); break;
case CARD_ELIXIR: _elixir_card(power); break;
case CARD_WRAITH: drain_player(power / 4, false, true); break;
case CARD_WRATH: _godly_wrath(); break;
case CARD_SUMMON_DEMON: _summon_demon_card(power); break;
case CARD_ELEMENTS: _elements_card(power); break;
case CARD_RANGERS: _summon_rangers(power); break;
case CARD_SUMMON_WEAPON: _summon_dancing_weapon(power); break;
case CARD_SUMMON_BEE: _summon_bee(power); break;
case CARD_TORMENT: _torment_card(); break;
case CARD_CLOUD: _cloud_card(power); break;
case CARD_STORM: _storm_card(power); break;
case CARD_ILLUSION: _illusion_card(power); break;
case CARD_DEGEN: _degeneration_card(power); break;
case CARD_WILD_MAGIC: _wild_magic_card(power); break;
case CARD_VITRIOL:
case CARD_PAIN:
case CARD_ORB:
_damaging_card(which_card, power, dealt);
break;
case CARD_TOMB:
cast_tomb(10 + power/20 + random2(power/4), &you, you.mindex(), false);
break;
case CARD_SWINE:
if (transform(roll_dice(10, 10), transformation::pig, true))
you.transform_uncancellable = true;
else
mpr("You feel a momentary urge to oink.");
break;
#if TAG_MAJOR_VERSION == 34
case CARD_FAMINE_REMOVED:
case CARD_SHAFT_REMOVED:
case CARD_STAIRS_REMOVED:
#endif
case NUM_CARDS:
// The compiler will complain if any card remains unhandled.
mprf("You have %s a buggy card!", participle);
break;
}
}
/**
* Return the appropriate name for a known deck of the given type.
*
* @param sub_type The type of deck in question.
* @return A name, e.g. "deck of destruction".
* If the given type isn't a deck, return "deck of bugginess".
*/
string deck_name(deck_type deck)
{
if (deck == DECK_STACK)
return "stacked deck";
const deck_type_data *deck_data = map_find(all_decks, deck);
const string name = deck_data ? deck_data->name : "bugginess";
return "deck of " + name;
}
#if TAG_MAJOR_VERSION == 34
bool is_deck_type(uint8_t sub_type)
{
return (MISC_FIRST_DECK <= sub_type && sub_type <= MISC_LAST_DECK)
|| sub_type == MISC_DECK_OF_ODDITIES
|| sub_type == MISC_DECK_UNKNOWN;
}
bool is_deck(const item_def &item)
{
return item.base_type == OBJ_MISCELLANY
&& is_deck_type(item.sub_type);
}
void reclaim_decks_on_level()
{
for (auto &item : env.item)
if (item.defined() && is_deck(item))
destroy_item(item.index());
}
static void _reclaim_inventory_decks()
{
for (auto &item : you.inv)
if (item.defined() && is_deck(item))
dec_inv_item_quantity(item.link, 1);
}
void reclaim_decks()
{
add_daction(DACT_RECLAIM_DECKS);
_reclaim_inventory_decks();
}
#endif
|