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/**
* @file
* @brief Movement, open-close door commands, movement effects.
**/
#include <algorithm>
#include <cstring>
#include <string>
#include <sstream>
#include "AppHdr.h"
#include "movement.h"
#include "abyss.h"
#include "art-enum.h"
#include "bloodspatter.h"
#include "cloud.h"
#include "coord.h"
#include "coordit.h"
#include "delay.h"
#include "directn.h"
#include "dungeon.h"
#include "english.h" // walk_verb_to_present
#include "env.h"
#include "fight.h"
#include "fprop.h"
#include "god-abil.h"
#include "god-conduct.h"
#include "god-passive.h"
#include "items.h"
#include "map-knowledge.h"
#include "message.h"
#include "mon-abil.h"
#include "mon-act.h"
#include "mon-behv.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-util.h"
#include "nearby-danger.h"
#include "player.h"
#include "player-reacts.h"
#include "prompt.h"
#include "random.h"
#include "religion.h"
#include "shout.h"
#include "state.h"
#include "stringutil.h"
#include "spl-damage.h"
#include "spl-summoning.h"
#include "target-compass.h"
#include "terrain.h"
#include "traps.h"
#include "travel.h"
#include "travel-open-doors-type.h"
#include "transform.h"
#include "unwind.h"
#include "xom.h" // XOM_CLOUD_TRAIL_TYPE_KEY
// Move a monster to a given location, in preparation for the player moving to
// their current location themselves.
//
// This position is usually the player's current position, but in some cases
// may not be (for instance, if the monster being swapped into cannot occupy
// the player's previous location, it may be pushed elsewhere instead.
//
// Note: This does not apply movement finalisation, relying on the caller to do
// this later themselves!
void player_displace_monster(monster* mons, const coord_def &loc)
{
ASSERT(map_bounds(loc));
ASSERT(monster_habitable_grid(mons, loc));
ASSERT(!monster_at(loc));
// Friendly seekers dissipate when the player swaps into them.
if (loc != you.pos())
mprf("You push %s out of the way.", mons->name(DESC_THE).c_str());
else if (mons_is_seeker(*mons))
{
simple_monster_message(*mons, " dissipates!", false,
MSGCH_MONSTER_DAMAGE, MDAM_DEAD);
monster_die(*mons, KILL_RESET, NON_MONSTER, true);
return;
}
else
mprf("You swap places with %s.", mons->name(DESC_THE).c_str());
mons->move_to(loc, MV_ALLOW_OVERLAP, true);
}
// Check squares adjacent to player for given feature and return how
// many there are. If there's only one, return the dx and dy.
static int _check_adjacent(dungeon_feature_type feat, coord_def& delta)
{
int num = 0;
set<coord_def> doors;
for (adjacent_iterator ai(you.pos(), true); ai; ++ai)
{
if (env.grid(*ai) == feat)
{
// Specialcase doors to take into account gates.
if (feat_is_door(feat))
{
// Already included in a gate, skip this door.
if (doors.count(*ai))
continue;
// Check if it's part of a gate. If so, remember all its doors.
set<coord_def> all_door;
find_connected_identical(*ai, all_door);
doors.insert(begin(all_door), end(all_door));
}
num++;
delta = *ai - you.pos();
}
}
return num;
}
static bool _cancel_barbed_move()
{
if (you.duration[DUR_BARBS] && !you.props.exists(BARBS_MOVE_KEY)
&& !crawl_state.disables[DIS_CONFIRMATIONS])
{
std::string prompt = "The barbs in your skin will harm you if you move.";
prompt += " Continue?";
if (!yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return true;
}
you.props[BARBS_MOVE_KEY] = true;
}
return false;
}
static void _apply_barbs_damage()
{
if (you.duration[DUR_BARBS])
{
mprf(MSGCH_WARN, "The barbed spikes dig painfully into your body "
"as you move.");
ouch(roll_dice(2, you.attribute[ATTR_BARBS_POW]), KILLED_BY_BARBS);
bleed_onto_floor(you.pos(), MONS_PLAYER, 2, false);
// Sometimes decrease duration even when we move.
if (one_chance_in(3))
extract_barbs("The barbed spikes snap loose.");
// But if that failed to end the effect, duration stays the same.
if (you.duration[DUR_BARBS])
you.duration[DUR_BARBS] += (you.time_taken);
}
}
// For effects that should happen whenever the player actively moves with their
// limbs, but NOT if the player blinks/teleports or is otherwise displaced.
void player_did_deliberate_movement()
{
_apply_barbs_damage();
shake_off_sticky_flame();
}
static bool _cancel_ice_move()
{
vector<string> effects;
if (i_feel_safe(false, true, true))
return false;
if (you.duration[DUR_ICY_ARMOUR])
effects.push_back("icy armour");
if (you.duration[DUR_FROZEN_RAMPARTS])
effects.push_back("frozen ramparts");
if (!effects.empty())
{
string prompt = "Your "
+ comma_separated_line(effects.begin(), effects.end())
+ " will break if you move. Continue?";
if (!yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return true;
}
}
return false;
}
bool cancel_harmful_move(bool physically)
{
return physically ? (_cancel_barbed_move() || _cancel_ice_move())
: _cancel_ice_move();
}
void remove_ice_movement()
{
if (you.duration[DUR_ICY_ARMOUR])
{
mprf(MSGCH_DURATION, "Your icy armour cracks and falls away as "
"you move.");
you.duration[DUR_ICY_ARMOUR] = 0;
you.redraw_armour_class = true;
}
if (you.duration[DUR_FROZEN_RAMPARTS])
{
you.duration[DUR_FROZEN_RAMPARTS] = 0;
end_frozen_ramparts();
mprf(MSGCH_DURATION, "The frozen ramparts melt away as you move.");
}
}
static void _mark_potential_pursuers(coord_def new_pos)
{
if (you.attribute[ATTR_SERPENTS_LASH] // too fast!
|| wu_jian_move_triggers_attacks(new_pos) // too cool!
|| crawl_state.game_is_tutorial()) // too new!
{
return;
}
const coord_def orig_pos = you.pos();
for (radius_iterator ri(you.pos(), LOS_NO_TRANS); ri; ++ri)
{
// Only randomize energy for monsters you're moving away from.
if (grid_distance(new_pos, *ri) <= grid_distance(orig_pos, *ri))
continue;
monster* mon = monster_at(*ri);
// No, there is no logic to this ordering (pf):
if (!mon || !mon->can_see(you))
continue;
actor* foe = mon->get_foe();
if (!foe || !foe->is_player())
continue;
crawl_state.potential_pursuers.insert(mon);
}
}
bool apply_cloud_trail(const coord_def old_pos)
{
if (you.duration[DUR_CLOUD_TRAIL])
{
if (cell_is_solid(old_pos))
return false;
else
{
auto cloud = static_cast<cloud_type>(
you.props[XOM_CLOUD_TRAIL_TYPE_KEY].get_int());
ASSERT(cloud != CLOUD_NONE);
place_cloud(cloud, old_pos, random_range(3, 10), &you, 0, -1);
return true;
}
}
return false;
}
bool cancel_confused_move(bool stationary)
{
dungeon_feature_type dangerous = DNGN_FLOOR;
monster *bad_mons = 0;
string bad_suff, bad_adj;
bool penance = false;
bool flight = false;
for (adjacent_iterator ai(you.pos(), false); ai; ++ai)
{
if (!stationary
&& is_feat_dangerous(env.grid(*ai), true)
&& need_expiration_warning(env.grid(*ai))
&& (dangerous == DNGN_FLOOR || env.grid(*ai) == DNGN_LAVA))
{
dangerous = env.grid(*ai);
if (need_expiration_warning(DUR_FLIGHT, env.grid(*ai)))
flight = true;
break;
}
else
{
string suffix, adj;
monster *mons = monster_at(*ai);
if (mons && bad_attack(mons, adj, suffix, penance))
{
bad_mons = mons;
bad_suff = suffix;
bad_adj = adj;
if (penance)
break;
}
}
}
if (dangerous != DNGN_FLOOR || bad_mons)
{
string prompt = "";
prompt += "Are you sure you want to ";
prompt += !stationary ? "stumble around" : "swing wildly";
prompt += " while confused and next to ";
if (dangerous != DNGN_FLOOR)
{
prompt += (dangerous == DNGN_LAVA ? "lava" : "deep water");
prompt += flight ? " while you are losing your buoyancy"
: " while your transformation is expiring";
}
else
{
string name = remove_prepended_the(bad_mons->name(DESC_PLAIN));
if (!starts_with(bad_adj, "your"))
bad_adj = "the " + bad_adj;
prompt += bad_adj + name + bad_suff;
}
prompt += "?";
if (penance)
prompt += " This could place you under penance!";
if (!crawl_state.disables[DIS_CONFIRMATIONS]
&& !yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return true;
}
}
return false;
}
// Opens doors.
// If move is !::origin, it carries a specific direction for the
// door to be opened (eg if you type ctrl + dir).
void open_door_action(coord_def move)
{
ASSERT(!crawl_state.game_is_arena());
ASSERT(!crawl_state.arena_suspended);
if (you.caught())
{
you.struggle_against_net();
you.turn_is_over = true;
return;
}
if (you.confused())
{
canned_msg(MSG_TOO_CONFUSED);
return;
}
coord_def delta;
// The player hasn't picked a direction yet.
if (move.origin())
{
const int num = _check_adjacent(DNGN_CLOSED_DOOR, move)
+ _check_adjacent(DNGN_CLOSED_CLEAR_DOOR, move)
+ _check_adjacent(DNGN_RUNED_DOOR, move)
+ _check_adjacent(DNGN_RUNED_CLEAR_DOOR, move);
if (num == 0)
{
mpr("There's nothing to open nearby.");
return;
}
// If there's only one door to open, don't ask.
if (num == 1 && Options.easy_door)
delta = move;
else
{
delta = prompt_compass_direction();
if (delta.origin())
return;
}
}
else
delta = move;
// We got a valid direction.
const coord_def doorpos = you.pos() + delta;
if (door_vetoed(doorpos))
{
// Allow doors to be locked.
const string door_veto_message = env.markers.property_at(doorpos,
MAT_ANY,
"veto_reason");
if (door_veto_message.empty())
mpr("The door is shut tight!");
else
mpr(door_veto_message);
if (you.confused())
you.turn_is_over = true;
return;
}
const dungeon_feature_type feat = (in_bounds(doorpos) ? env.grid(doorpos)
: DNGN_UNSEEN);
switch (feat)
{
case DNGN_CLOSED_DOOR:
case DNGN_CLOSED_CLEAR_DOOR:
case DNGN_RUNED_DOOR:
case DNGN_RUNED_CLEAR_DOOR:
player_open_door(doorpos);
break;
case DNGN_OPEN_DOOR:
case DNGN_OPEN_CLEAR_DOOR:
{
string door_already_open = "";
if (in_bounds(doorpos))
{
door_already_open = env.markers.property_at(doorpos, MAT_ANY,
"door_verb_already_open");
}
if (!door_already_open.empty())
mpr(door_already_open);
else
mpr("It's already open!");
break;
}
case DNGN_SEALED_DOOR:
case DNGN_SEALED_CLEAR_DOOR:
mpr("That door is sealed shut!"); // should use door noun?
break;
default:
mpr("There isn't anything that you can open there!");
break;
}
}
void close_door_action(coord_def move)
{
if (you.attribute[ATTR_HELD])
{
mprf("You can't close doors while %s.", held_status());
return;
}
if (you.confused())
{
canned_msg(MSG_TOO_CONFUSED);
return;
}
coord_def delta;
if (move.origin())
{
// If there's only one door to close, don't ask.
int num = _check_adjacent(DNGN_OPEN_DOOR, move)
+ _check_adjacent(DNGN_OPEN_CLEAR_DOOR, move);
if (num == 0)
{
if (_check_adjacent(DNGN_BROKEN_DOOR, move)
|| _check_adjacent(DNGN_BROKEN_CLEAR_DOOR, move))
{
mpr("It's broken and can't be closed.");
}
else
mpr("There's nothing to close nearby.");
return;
}
// move got set in _check_adjacent
else if (num == 1 && Options.easy_door)
delta = move;
else
{
delta = prompt_compass_direction();
if (delta.origin())
return;
}
}
else
delta = move;
const coord_def doorpos = you.pos() + delta;
const dungeon_feature_type feat = (in_bounds(doorpos) ? env.grid(doorpos)
: DNGN_UNSEEN);
switch (feat)
{
case DNGN_OPEN_DOOR:
case DNGN_OPEN_CLEAR_DOOR:
player_close_door(doorpos);
break;
case DNGN_CLOSED_DOOR:
case DNGN_CLOSED_CLEAR_DOOR:
case DNGN_RUNED_DOOR:
case DNGN_RUNED_CLEAR_DOOR:
case DNGN_SEALED_DOOR:
case DNGN_SEALED_CLEAR_DOOR:
mpr("It's already closed!");
break;
case DNGN_BROKEN_DOOR:
case DNGN_BROKEN_CLEAR_DOOR:
mpr("It's broken and can't be closed!");
break;
default:
mpr("There isn't anything that you can close there!");
break;
}
}
// Maybe prompt to enter a portal, return true if we should enter the
// portal, false if the user said no at the prompt.
bool prompt_dangerous_portal(dungeon_feature_type ftype)
{
switch (ftype)
{
case DNGN_ENTER_PANDEMONIUM:
case DNGN_ENTER_ZIGGURAT:
return yesno("If you enter this portal you might not be able to return "
"immediately. Continue?", false, 'n');
case DNGN_ENTER_ABYSS:
{
return yesno(make_stringf("If you enter this portal you could be pulled as "
"deep as Abyss:%d and might not be able to return immediately. "
"Continue?", abyss_default_depth(true)).c_str(), false, 'n');
}
default:
return true;
}
}
bool prompt_descent_shortcut(dungeon_feature_type ftype)
{
if (ftype == DNGN_ENTER_DEPTHS && !player_in_branch(BRANCH_SLIME)
|| ftype == DNGN_ENTER_SLIME && !player_in_branch(BRANCH_VAULTS))
{
return yesno("This entrance appears to skip some branches and may be "
"quite dangerous. Continue anyway?", false, 'n');
}
return true;
}
static coord_def _rampage_destination(coord_def move, monster* target)
{
const int dist = min(grid_distance(you.pos(), target->pos()) - 1,
you.rampaging());
return you.pos() + move * dist;
}
/// What can the player rampage towards in the given direction, if anything?
monster* get_rampage_target(coord_def move)
{
if (!you.rampaging())
return nullptr;
// Don't rampage if the player has status effects that should prevent it.
if (you.is_nervous()
|| you.confused()
|| you.cannot_move()
|| you.is_constricted())
{
return nullptr;
}
ASSERT(move.rdist() == 1);
const int tracer_range = you.current_vision;
const coord_def tracer_target = you.pos() + (move * tracer_range);
bolt beam;
beam.range = LOS_RADIUS;
beam.aimed_at_spot = true;
beam.target = tracer_target;
beam.source_name = "you";
beam.source = you.pos();
beam.source_id = MID_PLAYER;
beam.thrower = KILL_YOU;
beam.pierce = true;
beam.affects_nothing = true;
beam.set_is_tracer(true);
beam.fire();
// Iterate the tracer to see if the first visible target is a hostile mons.
for (coord_def p : beam.path_taken)
{
if (!you.see_cell_no_trans(p))
return nullptr;
monster* mon = monster_at(p);
if (!mon
|| fedhas_passthrough(mon)
|| !you.can_see(*mon))
{
// Don't rampage if our tracer path is broken by something we can't
// safely pass through before it reaches a monster.
if (!you.can_pass_through(p) || is_feat_dangerous(env.grid(p)))
return nullptr;
continue;
}
if (mon->wont_attack()
|| mons_is_projectile(*mon)
|| mon->is_firewood()
|| adjacent(you.pos(), mon->pos()))
{
return nullptr;
}
// Do the more expensive fear/mesmerize checks last.
// Messaging for these occurs in the movement code when relevant.
const coord_def dest = _rampage_destination(move, mon);
// Don't rampage if it would take us away from a beholder,
// or toward a fearmonger.
if (you.get_beholder(dest) || you.get_fearmonger(dest))
return nullptr;
return mon;
}
return nullptr;
}
static void _handle_trying_to_move_into_unpassable_terrain(coord_def targ)
{
if (env.grid(targ) == DNGN_OPEN_SEA)
mpr("The ferocious winds and tides of the open sea thwart your progress.");
else if (env.grid(targ) == DNGN_LAVA_SEA)
mpr("The endless sea of lava is not a nice place.");
else if (feat_is_tree(env.grid(targ)) && you_worship(GOD_FEDHAS))
{
if (you.digging)
mpr("You cannot dig through the dense trees.");
else
mpr("You cannot walk through the dense trees.");
}
else if (env.grid(targ) == DNGN_MALIGN_GATEWAY)
mpr("The malign portal rejects you as you step towards it.");
// Why isn't the border permarock?
else if (you.digging && !in_bounds(targ))
mpr("This wall is too hard to dig through.");
else if (you.digging && env.grid(targ) == DNGN_SLIMY_WALL)
mpr("Trying to dig through that would dissolve your mandibles.");
else if (you.digging)
mpr("You can't dig through that.");
else if (you.current_vision == 0)
mpr("You feel something solid in that direction.");
// Show the player the wall they've just bumped into, if they can't see it.
if (you.current_vision == 0)
{
map_cell& knowledge = env.map_knowledge(targ);
if (!knowledge.mapped() || knowledge.changed())
{
dungeon_feature_type newfeat = env.grid(targ);
knowledge.set_feature(newfeat, env.grid_colours(targ), TRAP_UNASSIGNED);
set_terrain_mapped(targ);
}
}
}
// For confused players, adjust a passed movement direction randomly (with
// appropriate warning prompts) and possibly abort entirely if they try to
// stumble into a wall or lava).
// Returns true if movement handling should continue after this point.
static bool _adjust_confused_movement(coord_def& move)
{
if (you.cannot_move())
{
// Don't choose a random location to try to attack into - allows
// abuse, since trying to move (not attack) takes no time, and
// shouldn't. Just force confused trees to use ctrl.
mpr("You cannot move. (Use ctrl+direction or * direction to "
"attack while stationary and confused.)");
return false;
}
if (cancel_confused_move(false))
return false;
if (cancel_harmful_move())
return false;
if (!one_chance_in(3))
{
move.x = random2(3) - 1;
move.y = random2(3) - 1;
if (move.origin())
{
mpr("You're too confused to move!");
you.turn_is_over = true;
crawl_state.cancel_cmd_repeat();
return false;
}
}
const coord_def new_targ = you.pos() + move;
// Test if our new location is somewhere we cannot move, and abort early if so.
if (!in_bounds(new_targ) || !you.can_pass_through(new_targ))
{
mprf("You bump into %s.",
feature_description_at(new_targ, false,
DESC_THE).c_str());
you.turn_is_over = true;
crawl_state.cancel_cmd_repeat();
return false;
}
else if (is_feat_dangerous(env.grid(new_targ)))
{
mprf("You nearly stumble into %s!",
feature_description_at(new_targ, false, DESC_THE).c_str());
you.turn_is_over = true;
crawl_state.cancel_cmd_repeat();
return false;
}
// Otherwise, we're good to attempt stumbling this way.
return true;
}
static string _get_move_verb(bool is_rampage)
{
if (is_rampage)
{
if (you.unrand_equipped(UNRAND_SEVEN_LEAGUE_BOOTS))
return "stride";
else if (you.has_mutation(MUT_ROLLPAGE))
return "roll";
else
return "rampage";
}
return you.airborne() ? "fly"
: you.swimming() ? "swim"
: you.form == transformation::serpent ? "slither"
: you.form != transformation::none ? "walk" // XX
: walk_verb_to_present(lowercase_first(species::walking_verb(you.species)));
}
static bool _cannot_step_into(const coord_def& pos)
{
return !you.can_pass_through(pos)
&& (!you.digging
|| !in_bounds(pos)
|| !feat_is_diggable(env.grid(pos))
|| env.grid(pos) == DNGN_SLIMY_WALL);
}
// Handles the player trying to move/attack/swap into a given location.
// Returns true if handling of further steps should continue after this.
static bool _handle_player_step(const coord_def& targ, int& delay, bool rampaging,
bool& did_move, bool& did_attack, bool& did_open_door)
{
const coord_def initial_pos = you.pos();
monster* mon = monster_at(targ);
coord_def mon_swap_dest;
bool fedhas_move = false;
// First, check for fighting a monster.
if (mon)
{
if (mon->temp_attitude() == ATT_NEUTRAL
&& !mon->has_ench(ENCH_FRENZIED)
&& !you.confused()
&& mon->visible_to(&you))
{
simple_monster_message(*mon, " refuses to make way for you. "
"(Use ctrl+direction or * direction to attack.)");
return false;
}
// Attempt to attack the monster.
if (!mon->wont_attack() || you.confused())
{
if (!fight_melee(&you, mon, rampaging))
{
stop_running();
return false;
}
if (rampaging && mon->alive())
mon->stagger(5);
did_attack = true;
you.turn_is_over = true;
you.berserk_penalty = 0;
return false;
}
else if (fedhas_passthrough(mon))
fedhas_move = true;
// If this is a monster we want to swap with, see if we can.
else
{
if (mon->type == MONS_CLOCKWORK_BEE_INACTIVE)
{
// Spend a turn if we actually charge the bee, but
// abort regardless.
if (clockwork_bee_recharge(you, *mon))
you.turn_is_over = true;
return false;
}
else if (!swap_check(mon, mon_swap_dest))
return false;
}
}
if (feat_is_closed_door(env.grid(targ)))
{
if (Options.travel_open_doors == travel_open_doors_type::open
|| !you.running)
{
open_door_action(targ - you.pos());
// Used to not interrupt travel, even if we didn't 'move' this turn.
// (Technically the player may not have opened the door, due to a
// cancelled prompt, but an interrupt will have already stopped
// travel in that case.)
did_open_door = true;
}
return false;
}
// Now we know we actually want to move *into* this spot, let's see if we can.
// XXX: Liquids the player cannot enter are handled by check_moveto_terrain(),
// which has already been called, so no need to check again.
if (you.cannot_move())
{
canned_msg(MSG_CANNOT_MOVE);
return false;
}
else if (_cannot_step_into(targ))
{
_handle_trying_to_move_into_unpassable_terrain(targ);
you.digging = false;
return false;
}
if (!you.confused())
{
if (you.is_nervous())
{
mpr("You're too terrified to move while being watched!");
return false;
}
// If we're rampaging, we've already determined that the endpoint is at
// an appropriate range, so don't stop for beholders in the middle.
else if (!rampaging)
{
if (monster* beholder = you.get_beholder(targ))
{
mprf("You cannot move away from %s!",
beholder->name(DESC_THE).c_str());
return false;
}
else if (monster* fearmonger = you.get_fearmonger(targ))
{
mprf("You cannot move closer to %s!",
fearmonger->name(DESC_THE).c_str());
return false;
}
}
}
if (!you.attempt_escape()) // false means constricted and did not escape
return false;
if (you.digging)
{
if (!feat_is_solid(env.grid(targ)))
you.digging = false;
else
{
mprf("You dig through %s.", feature_description_at(targ, false,
DESC_THE).c_str());
destroy_wall(targ);
noisy(6, you.pos());
drain_player(15, false, true);
}
}
// Move any swapping monster to our current position.
if (mon)
{
if (fedhas_move)
{
// Moving over plants is slow. We will print a message about it but
// only when moving from open space->plant.
delay += 5;
const monster* current = monster_at(you.pos());
if (!current || !fedhas_passthrough(current))
{
mprf("You %s carefully through the %s.",
_get_move_verb(rampaging).c_str(),
mons_genus(mon->type) == MONS_FUNGUS ? "fungus"
: "plants");
}
}
else
player_displace_monster(mon, mon_swap_dest);
}
const bool running = you_are_delayed() && current_delay()->is_run();
if (running && env.travel_trail.empty())
env.travel_trail.push_back(you.pos());
else if (!running)
clear_travel_trail();
_mark_potential_pursuers(targ);
// XXX: While this is deliberate movement, we specifically don't use
// MV_DELIBERATE here so that rampage does not trigger barbs potentially
// many times in a row. move_player_action() will do this later.
you.move_to(targ, MV_NO_TRAVEL_STOP, true);
// Calculate delay based on the tile we moved *into* (before any traps trigger
// and potentially move us somewhere else).
delay += player_movement_speed();
did_move = true;
if (mon && !fedhas_move)
{
if (mon->type == MONS_SOLAR_EMBER
&& mon->hit_points < mon->max_hit_points)
{
mon->heal(mon->max_hit_points * 3 / 4);
mprf("You weave more energy into your solar ember.");
}
mon->finalise_movement();
}
if (running)
env.travel_trail.push_back(you.pos());
if (you_worship(GOD_WU_JIAN))
did_attack |= wu_jian_post_move_effects(false, initial_pos);
you.finalise_movement();
return true;
}
void move_player_action(coord_def move)
{
ASSERT(!crawl_state.game_is_arena() && !crawl_state.arena_suspended);
ASSERT(!in_bounds(you.pos()) || !cell_is_solid(you.pos())
|| you.wizmode_teleported_into_rock);
// XXX: In theory, it should be impossible to reach this function while this
// statement is untrue. But current bugs with mouse input handling can
// sometimes result in taking an action in the middle of taking another
// action. Simple abort silently in this case, until the more
// fundamental bugs can be fixed.
if (you.turn_is_over)
return;
if (you.running.check_stop_running())
return;
// If stuck in a net, struggle instead of doing anything
if (you.attribute[ATTR_HELD])
{
you.struggle_against_net();
you.turn_is_over = true;
return;
}
// When confused, adjust movement randomly (and maybe abort early)
if (you.confused() && !_adjust_confused_movement(move))
return;
int num_steps = 1;
// If this movement can rampage, check how many steps in total we want to move.
monster* mon_target = get_rampage_target(move);
if (mon_target)
num_steps = min(you.rampaging() + 1, grid_distance(you.pos(), mon_target->pos()));
const bool rampage_attack = mon_target && grid_distance(you.pos(), mon_target->pos()) == num_steps;
// Now, calculate any warnings we want to give the player for each step they will take.
coord_def targ = you.pos();
string move_verb = _get_move_verb(num_steps > 1);
const int end_step = rampage_attack ? num_steps - 2 : num_steps - 1;
for (int i = 0; i < num_steps; ++i)
{
if (you.cannot_move())
break;
targ += move;
// Don't warn about traps or clouds on spaces we will not be entering.
if (_cannot_step_into(targ))
break;
if (monster* mon_at = monster_at(targ))
{
coord_def dummy;
if (you.can_see(*mon_at)
&& !mon_at->wont_attack()
|| !(fedhas_passthrough(mon_at)
|| swap_check(mon_at, dummy, true)))
{
break;
}
}
// Check for moving *over* all spaces but our destination.
// (ie: ignore clouds, since we don't expect to be staying here).
if (i == end_step)
{
if (!check_moveto(targ, move_verb))
return;
}
// At the destination, also warn about clouds and similar.
else if (!check_move_over(targ, move_verb))
return;
}
// Print a message, if rampaging.
if (num_steps > 1)
{
mprf("You %s towards %s!", move_verb.c_str(), mon_target->name(DESC_THE, true).c_str());
// Prevent full-LoS stabbing with Seven League Boots.
if (you.unrand_equipped(UNRAND_SEVEN_LEAGUE_BOOTS))
behaviour_event(mon_target, ME_ALERT, &you, you.pos());
}
// Now, we can assume the player has been fully prompted for any movement,
// so take each step in order (tracking whether we actually moved or attack,
// and how much time it took to move through each space).
const coord_def initial_pos = you.pos();
targ = you.pos();
int delay = 0;
int steps_taken = 0;
bool did_move = false;
bool did_attack = false;
bool did_open_door = false;
for (; steps_taken < num_steps; ++steps_taken)
{
// If we have somehow ended up somewhere other than where we tried
// to move (likely due to a trap), abort any further steps.
if (you.pos() != targ || you.caught())
break;
targ += move;
// If we were rampaging towards a monster we expected to attack, and it
// died or became displaced before we reached it, don't rampage into its space.
if (rampage_attack && steps_taken == num_steps - 1
&& (!mon_target->alive() || mon_target->pos() != targ))
{
break;
}
if (!_handle_player_step(targ, delay, num_steps > 1, did_move, did_attack, did_open_door))
break;
}
// Movement delay is the average of the delay of all steps we took, unless
// we attacked without moving (in which case use the delay already set by
// fight_melee())
if (did_move)
{
delay = div_rand_round(delay, steps_taken);
you.time_taken = div_rand_round(player_speed() * delay, BASELINE_DELAY);
you.turn_is_over = true;
}
if (you.running == RMODE_START)
you.running = RMODE_CONTINUE;
if (player_in_branch(BRANCH_ABYSS))
maybe_shift_abyss_around_player();
if (did_move)
{
player_did_deliberate_movement();
wu_jian_trigger_serpents_lash(false);
if (you.duration[DUR_NO_HOP])
you.duration[DUR_NO_HOP] += you.time_taken;
if (you.duration[DUR_MESMERISM_COOLDOWN])
you.duration[DUR_MESMERISM_COOLDOWN] += you.time_taken;
if (you.unrand_equipped(UNRAND_LIGHTNING_SCALES)
|| num_steps > 1 && !you.has_mutation(MUT_ROLLPAGE))
{
did_god_conduct(DID_HASTY, 1, true);
}
if (!did_attack)
update_acrobat_status();
if (num_steps > 1)
apply_rampage_heal(steps_taken);
}
if (!did_move && !did_attack && !did_open_door)
{
stop_running();
crawl_state.cancel_cmd_repeat();
}
if (you.pos() != initial_pos)
request_autopickup();
}
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