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/**
* @file
* @brief player methods dealing with mesmerisation.
**/
#include "AppHdr.h"
#include "mpr.h"
#include "player.h"
#include "areas.h"
#include "coord.h"
#include "env.h"
#include "fprop.h"
#include "monster.h"
#include "mon-util.h"
#include "state.h"
// Add a monster to the list of fearmongers.
bool player::add_fearmonger(const monster* mon)
{
ASSERT(mon); // XXX: change to const monster &mon
if (!duration[DUR_AFRAID])
{
set_duration(DUR_AFRAID, 7, 12);
fearmongers.push_back(mon->mid);
mprf(MSGCH_WARN, "You are terrified of %s!",
mon->name(DESC_THE).c_str());
}
else
{
increase_duration(DUR_AFRAID, 5, 12);
if (!afraid_of(mon))
fearmongers.push_back(mon->mid);
}
return true;
}
// Whether player is afraid.
bool player::afraid() const
{
ASSERT((duration[DUR_AFRAID] > 0) == !fearmongers.empty());
return duration[DUR_AFRAID] > 0;
}
// Whether player is afraid of the given monster.
bool player::afraid_of(const monster* mon) const
{
return find(begin(fearmongers), end(fearmongers), mon->mid)
!= end(fearmongers);
}
// Checks whether a fearmonger keeps you from moving to
// target, and returns one if it exists.
monster* player::get_fearmonger(const coord_def &target) const
{
for (mid_t monger : fearmongers)
{
monster* mon = monster_by_mid(monger);
// The monster may have died.
if (!mon)
continue;
const int olddist = grid_distance(pos(), mon->pos());
const int newdist = grid_distance(target, mon->pos());
if (olddist > newdist)
return mon;
}
return nullptr;
}
monster* player::get_any_fearmonger() const
{
if (!fearmongers.empty())
return monster_by_mid(fearmongers[0]);
else
return nullptr;
}
// Removes a monster from the list of fearmongers if present.
void player::remove_fearmonger(const monster* mon)
{
for (unsigned int i = 0; i < fearmongers.size(); i++)
if (fearmongers[i] == mon->mid)
{
fearmongers.erase(fearmongers.begin() + i);
_removed_fearmonger();
return;
}
}
// Clear the list of fearmongers. Doesn't message.
void player::clear_fearmongers()
{
fearmongers.clear();
duration[DUR_AFRAID] = 0;
}
// Update all fearmongers' status after changes.
void player::update_fearmongers()
{
if (!afraid())
return;
bool removed = false;
for (int i = fearmongers.size() - 1; i >= 0; i--)
{
const monster* mon = monster_by_mid(fearmongers[i]);
if (!_possible_fearmonger(mon))
{
fearmongers.erase(fearmongers.begin() + i);
removed = true;
// If that was the last one, clear the duration before
// printing any subsequent messages, or a --more-- can
// crash (#6547).
_removed_fearmonger(true);
}
}
if (removed)
_removed_fearmonger();
}
// Update a single fearmonger.
void player::update_fearmonger(const monster* mon)
{
if (_possible_fearmonger(mon))
return;
for (unsigned int i = 0; i < fearmongers.size(); i++)
if (fearmongers[i] == mon->mid)
{
fearmongers.erase(fearmongers.begin() + i);
// Do this dance to clear the duration before printing messages
// (#8844), but still print all messages in the right order.
_removed_fearmonger(true);
_removed_fearmonger();
return;
}
}
// Helper function that resets the duration and messages if the player
// is no longer afraid.
void player::_removed_fearmonger(bool quiet)
{
if (fearmongers.empty())
{
duration[DUR_AFRAID] = 0;
if (!quiet)
mprf(MSGCH_DURATION, "You are no longer terrified.");
}
}
// Helper function that checks whether the given monster is a possible
// fearmonger.
bool player::_possible_fearmonger(const monster* mon) const
{
if (crawl_state.game_is_arena())
return false;
return mon && mon->alive()
&& see_cell(mon->pos())
&& !mon->confused() && !mon->asleep()
&& !mon->cannot_act() && !mon->wont_attack()
&& !mon->pacified() && !mon->berserk_or_frenzied()
&& !mons_is_fleeing(*mon)
&& !is_sanctuary(pos());
}
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