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#include "AppHdr.h"
#include "branch.h"
#include "branch-data.h"
#include "item-name.h"
#include "player.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "travel.h"
FixedVector<level_id, NUM_BRANCHES> brentry;
FixedVector<int, NUM_BRANCHES> brdepth;
FixedVector<int, NUM_BRANCHES> branch_bribe;
branch_type root_branch;
/// A save-compat ordering for branches.
static const branch_type logical_branch_order[] = {
BRANCH_DUNGEON,
BRANCH_TEMPLE,
BRANCH_LAIR,
BRANCH_SWAMP,
BRANCH_SHOALS,
BRANCH_SNAKE,
BRANCH_SPIDER,
BRANCH_SLIME,
BRANCH_ORC,
BRANCH_ELF,
#if TAG_MAJOR_VERSION == 34
BRANCH_DWARF,
#endif
BRANCH_VAULTS,
#if TAG_MAJOR_VERSION == 34
BRANCH_BLADE,
BRANCH_FOREST,
#endif
BRANCH_CRYPT,
BRANCH_TOMB,
BRANCH_DEPTHS,
BRANCH_VESTIBULE,
BRANCH_DIS,
BRANCH_GEHENNA,
BRANCH_COCYTUS,
BRANCH_TARTARUS,
BRANCH_ZOT,
BRANCH_ABYSS,
BRANCH_PANDEMONIUM,
BRANCH_ZIGGURAT,
#if TAG_MAJOR_VERSION == 34
BRANCH_LABYRINTH,
#endif
BRANCH_BAZAAR,
BRANCH_TROVE,
BRANCH_SEWER,
BRANCH_OSSUARY,
BRANCH_BAILEY,
BRANCH_ICE_CAVE,
BRANCH_VOLCANO,
BRANCH_WIZLAB,
BRANCH_DESOLATION,
BRANCH_GAUNTLET,
BRANCH_ARENA,
BRANCH_CRUCIBLE,
BRANCH_NECROPOLIS,
};
COMPILE_CHECK(ARRAYSZ(logical_branch_order) == NUM_BRANCHES);
/// Branches ordered loosely by challenge level.
static const branch_type danger_branch_order[] = {
BRANCH_TEMPLE,
BRANCH_BAZAAR,
BRANCH_TROVE,
BRANCH_ARENA,
BRANCH_DUNGEON,
BRANCH_SEWER,
BRANCH_OSSUARY,
BRANCH_BAILEY,
BRANCH_LAIR,
BRANCH_NECROPOLIS,
BRANCH_GAUNTLET,
BRANCH_ICE_CAVE,
BRANCH_VOLCANO,
BRANCH_ORC,
BRANCH_SWAMP,
BRANCH_SHOALS,
BRANCH_SNAKE,
BRANCH_SPIDER,
BRANCH_VAULTS,
BRANCH_ELF,
BRANCH_CRYPT,
BRANCH_DESOLATION,
BRANCH_ABYSS,
BRANCH_CRUCIBLE,
BRANCH_WIZLAB,
BRANCH_SLIME,
BRANCH_DEPTHS,
BRANCH_VESTIBULE,
BRANCH_ZOT,
BRANCH_PANDEMONIUM,
BRANCH_TARTARUS,
BRANCH_GEHENNA,
BRANCH_COCYTUS,
BRANCH_DIS,
BRANCH_TOMB,
BRANCH_ZIGGURAT,
#if TAG_MAJOR_VERSION == 34
BRANCH_DWARF,
BRANCH_BLADE,
BRANCH_FOREST,
BRANCH_LABYRINTH,
#endif
};
COMPILE_CHECK(ARRAYSZ(danger_branch_order) == NUM_BRANCHES);
static const int number_of_branch_swap_pairs = 2;
static const branch_type swap_branches[number_of_branch_swap_pairs][2] =
{
{BRANCH_SHOALS, BRANCH_SWAMP},
{BRANCH_SPIDER, BRANCH_SNAKE}
};
branch_iterator::branch_iterator(branch_iterator_type type) :
iter_type(type), i(0)
{
}
const branch_type* branch_iterator::branch_order() const
{
if (iter_type == branch_iterator_type::danger)
return danger_branch_order;
return logical_branch_order;
}
branch_iterator::operator bool() const
{
return i < NUM_BRANCHES;
}
const Branch* branch_iterator::operator*() const
{
if (i < NUM_BRANCHES)
return &branches[branch_order()[i]];
else
return nullptr;
}
const Branch* branch_iterator::operator->() const
{
return **this;
}
branch_iterator& branch_iterator::operator++()
{
i++;
return *this;
}
branch_iterator branch_iterator::operator++(int)
{
branch_iterator copy = *this;
++(*this);
return copy;
}
vector<branch_type> random_choose_disabled_branches()
{
// You will get one of Shoals/Swamp and one of Spider/Snake.
// This way you get one "water" branch and one "poison" branch.
vector<branch_type> disabled_branch;
for (int i=0; i < number_of_branch_swap_pairs; i++)
disabled_branch.push_back(swap_branches[i][random_choose(0,1)]);
// Descent mode disables some other branches for dungeon structure reasons
if (crawl_state.game_is_descent())
{
disabled_branch.push_back(BRANCH_TEMPLE);
disabled_branch.push_back(BRANCH_TOMB);
you.props[DESCENT_WATER_BRANCH_KEY] = random_choose(BRANCH_SWAMP, BRANCH_SHOALS);
you.props[DESCENT_POIS_BRANCH_KEY] = random_choose(BRANCH_SPIDER, BRANCH_SNAKE);
}
return disabled_branch;
}
const Branch& your_branch()
{
return branches[you.where_are_you];
}
bool at_branch_bottom()
{
return brdepth[you.where_are_you] == you.depth;
}
level_id current_level_parent()
{
// Never called from X[], we don't have to support levels you're not on.
if (!you.level_stack.empty())
return you.level_stack.back().id;
return find_up_level(level_id::current());
}
bool is_hell_subbranch(branch_type branch)
{
return branch >= BRANCH_FIRST_HELL
&& branch <= BRANCH_LAST_HELL
&& branch != BRANCH_VESTIBULE; // XX not needed?
}
bool is_hell_branch(branch_type branch)
{
return is_hell_subbranch(branch) || branch == BRANCH_VESTIBULE;
}
bool is_random_subbranch(branch_type branch)
{
for (int i=0; i < number_of_branch_swap_pairs; i++)
{
for (int j=0; j < 2; j++)
{
if (branch == swap_branches[i][j])
return true;
}
}
return false;
}
bool is_connected_branch(const Branch *branch)
{
return !testbits(branch->branch_flags, brflag::no_x_level_travel);
}
bool is_connected_branch(branch_type branch)
{
ASSERT_RANGE(branch, 0, NUM_BRANCHES);
return is_connected_branch(&branches[branch]);
}
bool is_connected_branch(level_id place)
{
return is_connected_branch(place.branch);
}
bool branch_has_rune(branch_type branch)
{
return !branches[branch].runes.empty();
}
branch_type branch_by_abbrevname(const string &branch, branch_type err)
{
for (branch_iterator it; it; ++it)
if (it->abbrevname && it->abbrevname == branch)
return it->id;
return err;
}
branch_type branch_by_shortname(const string &branch)
{
for (branch_iterator it; it; ++it)
if (it->shortname && it->shortname == branch)
return it->id;
return NUM_BRANCHES;
}
int ambient_noise(branch_type branch)
{
switch (branches[branch].ambient_noise)
{
case branch_noise::normal:
return 0;
case branch_noise::quiet:
return -BRANCH_NOISE_AMOUNT;
case branch_noise::loud:
return BRANCH_NOISE_AMOUNT;
default:
die("Invalid noise level!");
};
}
branch_type get_branch_at(const coord_def& pos)
{
return level_id::current().get_next_level_id(pos).branch;
}
bool branch_is_unfinished(branch_type branch)
{
#if TAG_MAJOR_VERSION == 34
if (branch == BRANCH_DWARF
|| branch == BRANCH_FOREST
|| branch == BRANCH_BLADE
|| branch == BRANCH_LABYRINTH)
{
return true;
}
#else
UNUSED(branch);
#endif
return false;
}
branch_type parent_branch(branch_type branch)
{
if (brentry[branch].is_valid())
return brentry[branch].branch;
// If it's not in the game, use the default parent.
return branches[branch].parent_branch;
}
vector<branch_type> descent_parents(branch_type branch)
{
return branches[branch].descent_parents;
}
/**
* Describe the ambient noise level in this branch.
*
* @param branch The branch in question.
* @returns A string describing how noisy or quiet the branch is.
*/
string branch_noise_desc(branch_type br)
{
string desc;
const int noise = ambient_noise(br);
if (noise != 0)
{
desc = "This branch is ";
if (noise > 0)
desc += "noisy: sounds don't travel as far here.";
else
desc += "unnaturally silent: sounds travel farther here.";
}
return desc;
}
/**
* Write a description of the rune(s), if any, this branch contains.
*
* @param br the branch in question
* @param remaining_only whether to only mention a rune if the player
* hasn't picked it up yet.
* @returns a string mentioning all applicable runes.
*/
string branch_rune_desc(branch_type br, bool remaining_only)
{
string desc;
vector<string> rune_names;
for (rune_type rune : branches[br].runes)
if (!(remaining_only && you.runes[rune]))
rune_names.push_back(rune_type_name(rune));
if (!rune_names.empty())
{
desc = make_stringf("This branch contains the %s rune%s of Zot.",
comma_separated_line(begin(rune_names),
end(rune_names)).c_str(),
rune_names.size() > 1 ? "s" : "");
}
return desc;
}
branch_type rune_location(rune_type rune)
{
for (const auto& br : branches)
if (find(br.runes.begin(), br.runes.end(), rune) != br.runes.end())
return br.id;
return NUM_BRANCHES;
}
static const string VAULTS_LOCKED_KEY = "LOCKED_VAULTS_ENTRANCE";
bool vaults_is_locked()
{
return you.props.exists(VAULTS_LOCKED_KEY);
}
void lock_vaults()
{
you.props[VAULTS_LOCKED_KEY] = true;
}
void unlock_vaults()
{
you.props.erase(VAULTS_LOCKED_KEY);
}
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