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/**
* @file
* @brief Tracking effects that affect areas for durations.
* Silence, sanctuary, halos, ...
**/
#include "AppHdr.h"
#include "areas.h"
#include "act-iter.h"
#include "artefact.h"
#include "art-enum.h"
#include "cloud.h"
#include "coordit.h"
#include "env.h"
#include "fprop.h"
#include "god-abil.h"
#include "god-conduct.h"
#include "god-passive.h" // passive_t::umbra
#include "libutil.h"
#include "losglobal.h"
#include "message.h"
#include "mon-behv.h"
#include "mutation.h"
#include "religion.h"
#include "stepdown.h"
#include "terrain.h"
#include "traps.h"
#include "travel.h"
/// Bitmasks for area properties that center on actors
enum class areaprop
{
// 0 and 1 were sanctuary, now unused
silence = (1 << 2),
halo = (1 << 3),
liquified = (1 << 4),
// (1 << 5) was actual_liquid, now unused
orb = (1 << 6), ///< The glow of the Orb of Zot
umbra = (1 << 7),
quad = (1 << 8),
disjunction = (1 << 9),
// 10 was lost soul aura, now unused
};
/// Bit field for the area properties
DEF_BITFIELD(areaprops, areaprop);
/// Center of an area effect
struct area_centre
{
area_centre_type type;
coord_def centre;
int radius;
explicit area_centre (area_centre_type t, coord_def c, int r) : type(t), centre(c), radius(r) { }
};
typedef FixedArray<areaprops, GXM, GYM> propgrid_t;
/// The area center cache. Contains centers of all area effects.
static vector<area_centre> _agrid_centres;
static propgrid_t _agrid; ///< The area grid cache
/// \brief Is the area grid cache up-to-date?
/// \details If false, each check for area effects that affect a coordinate
/// would trigger an update of the area grid cache.
static bool _agrid_valid = false;
/// \brief If true, the level has no area effect
static bool no_areas = false;
static void _set_agrid_flag(const coord_def& p, areaprop f)
{
_agrid(p) |= f;
}
static bool _check_agrid_flag(const coord_def& p, areaprop f)
{
return bool(_agrid(p) & f);
}
/// \brief Invalidates the area effect cache
/// \details Invalidates the area effect cache, causing the next request for
/// area effects to re-calculate which locations are covered by halos, etc.
/// If \p recheck_new is false, the cache will only be invalidated if the level
/// had existing area effects.
void invalidate_agrid(bool recheck_new)
{
_agrid_valid = false;
if (recheck_new)
no_areas = false;
}
void areas_actor_moved(const actor* act, const coord_def& oldpos)
{
UNUSED(oldpos);
if (act->alive() &&
(you.entering_level
|| act->halo_radius() > -1 || act->silence_radius() > -1
|| act->liquefying_radius() > -1 || act->umbra_radius() > -1
|| act->demon_silence_radius() > -1))
{
// Not necessarily new, but certainly potentially interesting.
invalidate_agrid(true);
}
}
/// \brief Add some of the actor's area effects to the grid and center caches
/// \param actor The actor
/// \details Adds some but not all of an actor's area effects (e.g. silence)
/// to the area grid (\ref _agrid) and center (\ref _agrid_centres) caches.
/// Sets \ref no_areas to false if the actor generates those area effects.
static void _actor_areas(actor *a)
{
int r;
if ((r = a->silence_radius()) >= 0)
{
_agrid_centres.emplace_back(area_centre_type::silence, a->pos(), r);
for (radius_iterator ri(a->pos(), r, C_SQUARE); ri; ++ri)
_set_agrid_flag(*ri, areaprop::silence);
no_areas = false;
}
if ((r = a->demon_silence_radius()) >= 0)
{
_agrid_centres.emplace_back(area_centre_type::silence, a->pos(), r);
for (radius_iterator ri(a->pos(), r, C_SQUARE, LOS_DEFAULT, true); ri; ++ri)
_set_agrid_flag(*ri, areaprop::silence);
no_areas = false;
}
if ((r = a->halo_radius()) >= 0)
{
_agrid_centres.emplace_back(area_centre_type::halo, a->pos(), r);
for (radius_iterator ri(a->pos(), r, C_SQUARE, LOS_DEFAULT); ri; ++ri)
_set_agrid_flag(*ri, areaprop::halo);
no_areas = false;
}
if ((r = a->liquefying_radius()) >= 0)
{
_agrid_centres.emplace_back(area_centre_type::liquid, a->pos(), r);
for (radius_iterator ri(a->pos(), r, C_SQUARE, LOS_SOLID); ri; ++ri)
{
dungeon_feature_type f = env.grid(*ri);
if (feat_has_solid_floor(f) && !feat_is_water(f))
_set_agrid_flag(*ri, areaprop::liquified);
}
no_areas = false;
}
if ((r = a->umbra_radius()) >= 0)
{
_agrid_centres.emplace_back(area_centre_type::umbra, a->pos(), r);
for (radius_iterator ri(a->pos(), r, C_SQUARE, LOS_DEFAULT); ri; ++ri)
_set_agrid_flag(*ri, areaprop::umbra);
no_areas = false;
}
}
/**
* Update the area grid cache.
*
* Updates the _agrid FixedArray of grid information flags using the
* areaprop types.
*/
static void _update_agrid()
{
// sanitize rng in case this gets indirectly called by the builder.
rng::generator gameplay(rng::GAMEPLAY);
if (no_areas)
{
_agrid_valid = true;
return;
}
_agrid.init(areaprops());
_agrid_centres.clear();
no_areas = true;
_actor_areas(&you);
for (monster_iterator mi; mi; ++mi)
_actor_areas(*mi);
if ((player_has_orb() || you.unrand_equipped(UNRAND_CHARLATANS_ORB))
&& !you.pos().origin())
{
const int r = 2;
_agrid_centres.emplace_back(area_centre_type::orb, you.pos(), r);
for (radius_iterator ri(you.pos(), r, C_SQUARE, LOS_DEFAULT); ri; ++ri)
_set_agrid_flag(*ri, areaprop::orb);
no_areas = false;
}
if (you.duration[DUR_QUAD_DAMAGE])
{
const int r = 2;
_agrid_centres.emplace_back(area_centre_type::quad, you.pos(), r);
for (radius_iterator ri(you.pos(), r, C_SQUARE);
ri; ++ri)
{
if (cell_see_cell(you.pos(), *ri, LOS_DEFAULT))
_set_agrid_flag(*ri, areaprop::quad);
}
no_areas = false;
}
if (you.duration[DUR_DISJUNCTION])
{
const int r = 4;
_agrid_centres.emplace_back(area_centre_type::disjunction,
you.pos(), r);
for (radius_iterator ri(you.pos(), r, C_SQUARE);
ri; ++ri)
{
if (cell_see_cell(you.pos(), *ri, LOS_DEFAULT))
_set_agrid_flag(*ri, areaprop::disjunction);
}
no_areas = false;
}
// TODO: update sanctuary here.
_agrid_valid = true;
}
static area_centre_type _get_first_area(const coord_def& f)
{
areaprops a = _agrid(f);
if (a & areaprop::silence)
return area_centre_type::silence;
if (a & areaprop::halo)
return area_centre_type::halo;
if (a & areaprop::umbra)
return area_centre_type::umbra;
if (a & areaprop::liquified)
return area_centre_type::liquid;
return area_centre_type::none;
}
coord_def find_centre_for(const coord_def& f, area_centre_type at)
{
if (!map_bounds(f))
return coord_def(-1, -1);
if (!_agrid_valid)
_update_agrid();
if (!_agrid(f))
return coord_def(-1, -1);
if (_agrid_centres.empty())
return coord_def(-1, -1);
coord_def possible = coord_def(-1, -1);
int dist = 0;
// Unspecified area type; settle for the first valid one.
// We checked for no aprop a bit ago.
if (at == area_centre_type::none)
at = _get_first_area(f);
// on the off chance that there is an error, assert here
ASSERT(at != area_centre_type::none);
for (const area_centre &a : _agrid_centres)
{
if (a.type != at)
continue;
if (a.centre == f)
return f;
int d = grid_distance(a.centre, f);
if (d <= a.radius && (d <= dist || dist == 0))
{
possible = a.centre;
dist = d;
}
}
return possible;
}
///////////////
// Sanctuary
static void _remove_sanctuary_property(const coord_def& where)
{
env.pgrid(where) &= ~(FPROP_SANCTUARY_1 | FPROP_SANCTUARY_2);
}
bool sanctuary_exists()
{
return env.sanctuary_time > 0;
}
/*
* Remove any sanctuary from the level.
*
* @returns True if we removed an existing sanctuary, false otherwise.
*/
bool remove_sanctuary()
{
if (env.sanctuary_time)
env.sanctuary_time = 0;
if (!sanctuary_exists())
return false;
const int radius = 4;
for (rectangle_iterator ri(env.sanctuary_pos, radius, true); ri; ++ri)
if (is_sanctuary(*ri))
_remove_sanctuary_property(*ri);
env.sanctuary_pos.set(-1, -1);
// Now that the sanctuary is gone, monsters aren't afraid of it
// anymore.
for (monster_iterator mi; mi; ++mi)
mons_stop_fleeing_from_sanctuary(**mi);
if (is_resting())
stop_running();
return true;
}
// For the last (radius) counter turns the sanctuary will slowly shrink.
void decrease_sanctuary_radius()
{
const int radius = 4;
// For the last (radius-1) turns 33% chance of not decreasing.
if (env.sanctuary_time < radius && one_chance_in(3))
return;
int size = --env.sanctuary_time;
if (size >= radius)
return;
if (you.running && is_sanctuary(you.pos()))
{
mprf(MSGCH_DURATION, "The sanctuary starts shrinking.");
stop_running();
}
for (rectangle_iterator ri(env.sanctuary_pos, size+1, true); ri; ++ri)
{
int dist = grid_distance(*ri, env.sanctuary_pos);
// If necessary overwrite sanctuary property.
if (dist > size)
_remove_sanctuary_property(*ri);
}
// Special case for time-out of sanctuary.
if (!size)
{
// XX why doesn't this update env.sanctuary_pos to -1,-1?
_remove_sanctuary_property(env.sanctuary_pos);
if (you.see_cell(env.sanctuary_pos))
mprf(MSGCH_DURATION, "The sanctuary disappears.");
}
}
void create_sanctuary(const coord_def& center, int time)
{
env.sanctuary_pos = center;
env.sanctuary_time = time;
// radius could also be influenced by Inv
// and would then have to be stored globally.
const int radius = 4;
int blood_count = 0;
int scare_count = 0;
int cloud_count = 0;
monster* seen_mon = nullptr;
int shape = random2(4);
for (radius_iterator ri(center, radius, C_SQUARE); ri; ++ri)
{
const coord_def pos = *ri;
const int dist = grid_distance(center, pos);
if (testbits(env.pgrid(pos), FPROP_BLOODY) && you.see_cell(pos))
blood_count++;
// forming patterns
const int x = pos.x - center.x, y = pos.y - center.y;
bool in_yellow = false;
switch (shape)
{
case 0: // outward rays
in_yellow = (x == 0 || y == 0 || x == y || x == -y);
break;
case 1: // circles
in_yellow = (dist == radius
|| dist == radius/2);
break;
case 2: // latticed
in_yellow = (x%2 == 0 || y%2 == 0);
break;
case 3: // cross-like
in_yellow = (abs(x)+abs(y) < 5 && x != y && x != -y);
break;
default:
break;
}
env.pgrid(pos) |= (in_yellow ? FPROP_SANCTUARY_1
: FPROP_SANCTUARY_2);
env.pgrid(pos) &= ~(FPROP_BLOODY);
if (env.grid(pos) == DNGN_FOUNTAIN_BLOOD
|| env.grid(pos) == DNGN_FOUNTAIN_EYES)
{
if (you.see_cell(pos))
blood_count++;
dungeon_terrain_changed(pos, DNGN_FOUNTAIN_BLUE);
}
// Scare all attacking monsters inside sanctuary, and make
// all friendly monsters inside sanctuary stop attacking and
// move towards the player.
if (monster* mon = monster_at(pos))
{
if (mon->friendly())
{
mon->foe = MHITYOU;
mon->target = center;
mon->behaviour = BEH_SEEK;
behaviour_event(mon, ME_EVAL, &you);
}
else if (!mon->wont_attack() && mons_is_influenced_by_sanctuary(*mon))
{
mons_start_fleeing_from_sanctuary(*mon);
// Check to see that monster is actually fleeing.
if (mons_is_fleeing(*mon) && you.can_see(*mon))
{
scare_count++;
seen_mon = mon;
}
}
}
if (!is_harmless_cloud(cloud_type_at(pos)))
{
delete_cloud(pos);
if (you.see_cell(pos))
cloud_count++;
}
} // radius loop
// Messaging.
if (cloud_count == 1)
{
mprf(MSGCH_GOD, "By Zin's power, the foul cloud within the sanctuary "
"is swept away.");
}
else if (cloud_count > 1)
{
mprf(MSGCH_GOD, "By Zin's power, all foul fumes within the sanctuary "
"are swept away.");
}
if (blood_count > 0)
mprf(MSGCH_GOD, "By Zin's power, all blood is cleared from the sanctuary.");
if (scare_count == 1 && seen_mon != nullptr)
simple_monster_message(*seen_mon, " turns to flee the light!");
else if (scare_count > 0)
mpr("The monsters scatter in all directions!");
}
// Range calculation for spells whose radius shrinks over time with remaining
// duration.
// dur starts at 10 (low power) and is capped at 100
// maximal range: 5
// last 6 turns: range 0, hence only the player affected
int shrinking_aoe_range(int dur)
{
if (dur <= 0)
return -1;
dur /= BASELINE_DELAY; // now roughly number of turns
return isqrt(max(0, min(3*(dur - 5)/4, 25)));
}
/////////////
// Silence
int player::silence_radius() const
{
return shrinking_aoe_range(duration[DUR_SILENCE]);
}
int player::demon_silence_radius() const
{
if (you.get_mutation_level(MUT_SILENCE_AURA))
return 1;
return -1;
}
int monster::silence_radius() const
{
if (type == MONS_SILENT_SPECTRE)
return 10;
if (!has_ench(ENCH_SILENCE))
return -1;
const int dur = get_ench(ENCH_SILENCE).duration;
// The below is arbitrarily chosen to make monster decay look reasonable.
const int moddur = BASELINE_DELAY
* max(7, stepdown_value(dur * 10 - 60, 10, 5, 45, 100));
return shrinking_aoe_range(moddur);
}
int monster::demon_silence_radius() const
{
return -1;
}
/// Check if a coordinate is silenced
bool silenced(const coord_def& p)
{
if (!map_bounds(p))
return false;
if (!_agrid_valid)
_update_agrid();
return _check_agrid_flag(p, areaprop::silence);
}
/////////////
// Halos
bool haloed(const coord_def& p)
{
if (!map_bounds(p))
return false;
if (!_agrid_valid)
_update_agrid();
return _check_agrid_flag(p, areaprop::halo);
}
bool actor::haloed() const
{
return ::haloed(pos());
}
int player::halo_radius() const
{
int size = -1;
if (have_passive(passive_t::halo))
{
// The cap is reached at piety 160 = ******.
size = min(piety(), piety_breakpoint(5)) * you.normal_vision
/ piety_breakpoint(5);
}
if (you.unrand_equipped(UNRAND_EOS))
size = max(size, 3);
else if (wearing_ego(OBJ_ARMOUR, SPARM_LIGHT))
size = max(size, 3);
else if (you.props.exists(WU_JIAN_HEAVENLY_STORM_KEY))
size = max(size, 2);
if (you.unrand_equipped(UNRAND_VAINGLORY))
size = max(size, 0);
return size;
}
static int _mons_class_halo_radius(monster_type type)
{
// The values here depend on 1. power, 2. sentience. Thus, high-ranked
// sentient celestials have really big haloes, while holy animals get
// little or none.
switch (type)
{
case MONS_ANGEL:
return 4;
case MONS_CHERUB:
return 4;
case MONS_DAEVA:
return 4;
case MONS_FRAVASHI:
return 4;
case MONS_OPHAN:
return 6;
case MONS_SERAPH:
return 7; // highest rank among sentient ones
case MONS_HOLY_SWINE:
return 1; // only notionally holy
case MONS_MENNAS:
return 2; // ??? Low on grace or what?
default:
return -1;
}
}
int monster::halo_radius() const
{
int size = -1;
item_def* wpn = mslot_item(MSLOT_WEAPON);
if (wpn && is_unrandom_artefact(*wpn, UNRAND_EOS))
size = max(size, 3);
item_def* alt_wpn = mslot_item(MSLOT_ALT_WEAPON);
if (mons_wields_two_weapons(*this) && alt_wpn
&& is_unrandom_artefact(*alt_wpn, UNRAND_EOS))
{
size = max(size, 3);
}
if (wearing_ego(OBJ_ARMOUR, SPARM_LIGHT))
size = max(size, 3);
if (!(holiness() & MH_HOLY))
return size;
return _mons_class_halo_radius(type);
}
//////////////////////
// Leda's Liquefaction
//
int player::liquefying_radius() const
{
return shrinking_aoe_range(duration[DUR_LIQUEFYING]);
}
int monster::liquefying_radius() const
{
if (!has_ench(ENCH_LIQUEFYING))
return -1;
const int dur = get_ench(ENCH_LIQUEFYING).duration;
// The below is arbitrarily chosen to make monster decay look reasonable.
const int moddur = BASELINE_DELAY *
max(7, stepdown_value(dur * 10 - 60, 10, 5, 45, 100));
return shrinking_aoe_range(moddur);
}
bool liquefied(const coord_def& p, bool ledas_only)
{
if (!map_bounds(p))
return false;
if (env.grid(p) == DNGN_MUD && !ledas_only)
return true;
if (!_agrid_valid)
_update_agrid();
if (feat_is_water(env.grid(p)) || feat_is_lava(env.grid(p)))
return false;
return _check_agrid_flag(p, areaprop::liquified);
}
/////////////
// Orb's glow
//
bool orb_haloed(const coord_def& p)
{
if (!map_bounds(p))
return false;
if (!_agrid_valid)
_update_agrid();
return _check_agrid_flag(p, areaprop::orb);
}
/////////////
// Quad damage glow
//
bool quad_haloed(const coord_def& p)
{
if (!map_bounds(p))
return false;
if (!_agrid_valid)
_update_agrid();
return _check_agrid_flag(p, areaprop::quad);
}
/////////////
// Disjunction Glow
//
bool disjunction_haloed(const coord_def& p)
{
if (!map_bounds(p))
return false;
if (!_agrid_valid)
_update_agrid();
return _check_agrid_flag(p, areaprop::disjunction);
}
/////////////
// Umbra
//
bool umbraed(const coord_def& p)
{
if (!map_bounds(p))
return false;
if (!_agrid_valid)
_update_agrid();
return _check_agrid_flag(p, areaprop::umbra);
}
// Whether actor is in an umbra.
bool actor::umbraed() const
{
return ::umbraed(pos());
}
int player::umbra_radius() const
{
int size = -1;
if (have_passive(passive_t::umbra))
{
if (piety() >= piety_breakpoint(4))
size = 4;
else if (piety() >= piety_breakpoint(3))
size = 3;
else
size = 2;
}
if (you.has_mutation(MUT_FOUL_SHADOW))
size = max(size, you.get_mutation_level(MUT_FOUL_SHADOW));
if ((you.unrand_equipped(UNRAND_BRILLIANCE))
|| you.unrand_equipped(UNRAND_SHADOWS))
{
size = max(size, 3);
}
return size;
}
int monster::umbra_radius() const
{
int size = -1;
if (mons_is_ghost_demon(type))
size = ghost_umbra_radius();
item_def* wpn = mslot_item(MSLOT_WEAPON);
if (wpn && is_unrandom_artefact(*wpn, UNRAND_BRILLIANCE))
size = max(size, 3);
item_def* alt_wpn = mslot_item(MSLOT_ALT_WEAPON);
if (mons_wields_two_weapons(*this) && alt_wpn
&& is_unrandom_artefact(*alt_wpn, UNRAND_BRILLIANCE))
{
size = max(size, 3);
}
item_def* ring = mslot_item(MSLOT_JEWELLERY);
if (ring && is_unrandom_artefact(*ring, UNRAND_SHADOWS))
size = max(size, 3);
// Death knights get a small umbra.
if (type == MONS_DEATH_KNIGHT)
size += 3;
if (!(holiness() & MH_UNDEAD))
return size;
// Bound holies get an umbra.
if (type == MONS_BOUND_SOUL)
return _mons_class_halo_radius(base_monster);
switch (type)
{
case MONS_PROFANE_SERVITOR:
return 5; // Very unholy!
default:
return -1;
}
}
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