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/**
* @file
* @brief Terrain related functions.
**/
#include "AppHdr.h"
#include "terrain.h"
#include <algorithm>
#include <functional>
#include <sstream>
#include "act-iter.h"
#include "areas.h"
#include "attack.h"
#include "branch.h"
#include "cloud.h"
#include "coord.h"
#include "coordit.h"
#include "dgn-event.h"
#include "dgn-overview.h"
#include "directn.h"
#include "dungeon.h"
#include "env.h"
#include "tile-env.h"
#include "fight.h"
#include "feature.h"
#include "fprop.h"
#include "god-abil.h"
#include "item-prop.h"
#include "items.h"
#include "level-state-type.h"
#include "libutil.h"
#include "losglobal.h"
#include "map-knowledge.h" // set_terrain_visible
#include "mapmark.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-gear.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-util.h"
#include "ouch.h"
#include "player.h"
#include "random.h"
#include "religion.h"
#include "species.h"
#include "spl-damage.h" // ramparts_damage
#include "spl-transloc.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "tileview.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "viewchar.h"
#include "view.h"
static bool _revert_terrain_to(coord_def pos, dungeon_feature_type feat);
actor* actor_at(const coord_def& c)
{
if (!in_bounds(c))
return nullptr;
if (c == you.pos())
return &you;
return monster_at(c);
}
/** Can a malign gateway be placed on this feature?
*/
bool feat_is_malign_gateway_suitable(dungeon_feature_type feat)
{
return feat == DNGN_FLOOR || feat == DNGN_SHALLOW_WATER;
}
/** Is this feature a type of wall?
*/
bool feat_is_wall(dungeon_feature_type feat)
{
return get_feature_def(feat).flags & FFT_WALL;
}
/** Is this feature one of the main stone downstairs of a level?
*/
bool feat_is_stone_stair_down(dungeon_feature_type feat)
{
return feat == DNGN_STONE_STAIRS_DOWN_I
|| feat == DNGN_STONE_STAIRS_DOWN_II
|| feat == DNGN_STONE_STAIRS_DOWN_III;
}
/** Is this feature one of the main stone upstairs of a level?
*/
bool feat_is_stone_stair_up(dungeon_feature_type feat)
{
return feat == DNGN_STONE_STAIRS_UP_I
|| feat == DNGN_STONE_STAIRS_UP_II
|| feat == DNGN_STONE_STAIRS_UP_III;
}
/** Is this feature one of the main stone stairs of a level?
*/
bool feat_is_stone_stair(dungeon_feature_type feat)
{
return feat_is_stone_stair_up(feat) || feat_is_stone_stair_down(feat);
}
/** Is it possible to call this feature a staircase? (purely cosmetic)
*/
bool feat_is_staircase(dungeon_feature_type feat)
{
if (feat_is_stone_stair(feat))
return true;
// All branch entries/exits are staircases, except for Zot, Hell & Vaults.
if (feat == DNGN_ENTER_VAULTS
|| feat == DNGN_EXIT_VAULTS
|| feat == DNGN_ENTER_HELL || feat == DNGN_EXIT_HELL
|| feat_is_hell_subbranch_exit(feat)
|| feat == DNGN_ENTER_ZOT
|| feat == DNGN_EXIT_ZOT)
{
return false;
}
return feat_is_branch_entrance(feat)
|| feat_is_branch_exit(feat)
|| feat == DNGN_ABYSSAL_STAIR;
}
/** Is this the exit from a sub-branch of Hell?
*/
bool feat_is_hell_subbranch_exit(dungeon_feature_type feat)
{
static bool init, cached[NUM_FEATURES+1];
if (!init)
{
for (branch_iterator it; it; ++it)
{
if (is_hell_subbranch(it->id))
cached[it->exit_stairs] = true;
}
init = true;
}
return cached[feat];
}
/**
* Define a memoized function from dungeon_feature_type to bool.
* This macro should be followed by the non-memoized version of the
* function body: see feat_is_branch_entrance below for an example.
*
* @param funcname The name of the function to define.
* @param paramname The name under which the function's single parameter,
* of type dungeon_feature_type, is visible in the function body.
*/
#define FEATFN_MEMOIZED(funcname, paramname) \
static bool _raw_ ## funcname (dungeon_feature_type); \
bool funcname (dungeon_feature_type feat) \
{ \
static int cached[NUM_FEATURES+1] = { 0 }; \
if (!cached[feat]) cached[feat] = _raw_ ## funcname (feat) ? 1 : -1; \
return cached[feat] > 0; \
} \
static bool _raw_ ## funcname (dungeon_feature_type paramname)
/** Is this feature a branch entrance that should show up on ^O?
*/
FEATFN_MEMOIZED(feat_is_branch_entrance, feat)
{
for (branch_iterator it; it; ++it)
{
if (it->entry_stairs == feat
&& is_connected_branch(it->id))
{
return true;
}
}
return false;
}
/** Counterpart to feat_is_branch_entrance.
*/
FEATFN_MEMOIZED(feat_is_branch_exit, feat)
{
for (branch_iterator it; it; ++it)
{
if (it->exit_stairs == feat
&& is_connected_branch(it->id))
{
return true;
}
}
return false;
}
/** Is this feature an entrance to a portal branch?
*/
FEATFN_MEMOIZED(feat_is_portal_entrance, feat)
{
// These are have different rules from normal connected branches, but they
// also have different rules from "portal vaults," and are more similar to
// real branches in some respects.
if (feat == DNGN_ENTER_ABYSS || feat == DNGN_ENTER_PANDEMONIUM)
return false;
for (branch_iterator it; it; ++it)
{
if (it->entry_stairs == feat
&& !is_connected_branch(it->id))
{
return true;
}
}
#if TAG_MAJOR_VERSION == 34
if (feat == DNGN_ENTER_PORTAL_VAULT)
return true;
#endif
return false;
}
/** Counterpart to feat_is_portal_entrance.
*/
FEATFN_MEMOIZED(feat_is_portal_exit, feat)
{
if (feat == DNGN_EXIT_ABYSS || feat == DNGN_EXIT_PANDEMONIUM)
return false;
for (branch_iterator it; it; ++it)
{
if (it->exit_stairs == feat
&& !is_connected_branch(it->id))
{
return true;
}
}
#if TAG_MAJOR_VERSION == 34
if (feat == DNGN_EXIT_PORTAL_VAULT)
return true;
#endif
return false;
}
/** Is this feature a kind of portal?
*/
bool feat_is_portal(dungeon_feature_type feat)
{
return feat == DNGN_MALIGN_GATEWAY
|| feat_is_portal_entrance(feat)
|| feat_is_portal_exit(feat);
}
/** Is this feature a kind of level exit?
*/
bool feat_is_stair(dungeon_feature_type gridc)
{
return feat_is_travelable_stair(gridc) || feat_is_gate(gridc);
}
/** Is this feature a level exit stair with a consistent endpoint?
*/
bool feat_is_travelable_stair(dungeon_feature_type feat)
{
return feat_is_stone_stair(feat)
|| feat_is_escape_hatch(feat)
|| feat_is_branch_entrance(feat)
|| feat_is_branch_exit(feat);
}
/** Is this feature an escape hatch?
*/
bool feat_is_escape_hatch(dungeon_feature_type feat)
{
return feat == DNGN_ESCAPE_HATCH_DOWN
|| feat == DNGN_ESCAPE_HATCH_UP;
}
/** Is this feature a gate?
* XXX: Why does this matter??
*/
bool feat_is_gate(dungeon_feature_type feat)
{
if (feat_is_portal_entrance(feat)
|| feat_is_portal_exit(feat)
|| feat_is_hell_subbranch_exit(feat))
{
return true;
}
switch (feat)
{
case DNGN_ENTER_ABYSS:
case DNGN_EXIT_THROUGH_ABYSS:
case DNGN_EXIT_ABYSS:
case DNGN_ABYSSAL_STAIR:
case DNGN_ENTER_PANDEMONIUM:
case DNGN_EXIT_PANDEMONIUM:
case DNGN_TRANSIT_PANDEMONIUM:
case DNGN_ENTER_VAULTS:
case DNGN_EXIT_VAULTS:
case DNGN_ENTER_ZOT:
case DNGN_EXIT_ZOT:
case DNGN_ENTER_HELL:
case DNGN_EXIT_HELL:
case DNGN_ENTER_DIS:
case DNGN_ENTER_GEHENNA:
case DNGN_ENTER_COCYTUS:
case DNGN_ENTER_TARTARUS:
return true;
default:
return false;
}
}
/** What command do you use to traverse this feature?
*
* @param feat the feature.
* @returns CMD_GO_UPSTAIRS if it's a stair up, CMD_GO_DOWNSTAIRS if it's a
* stair down, and CMD_NO_CMD if it can't be used to move.
*/
command_type feat_stair_direction(dungeon_feature_type feat)
{
if (feat_is_portal_entrance(feat)
|| feat_is_branch_entrance(feat))
{
return CMD_GO_DOWNSTAIRS;
}
if (feat_is_portal_exit(feat)
|| feat_is_branch_exit(feat))
{
return CMD_GO_UPSTAIRS;
}
if (feat_is_altar(feat))
return CMD_GO_DOWNSTAIRS; // arbitrary; consistent with shops
switch (feat)
{
case DNGN_STONE_STAIRS_UP_I:
case DNGN_STONE_STAIRS_UP_II:
case DNGN_STONE_STAIRS_UP_III:
case DNGN_ESCAPE_HATCH_UP:
case DNGN_EXIT_HELL:
return CMD_GO_UPSTAIRS;
case DNGN_STONE_STAIRS_DOWN_I:
case DNGN_STONE_STAIRS_DOWN_II:
case DNGN_STONE_STAIRS_DOWN_III:
case DNGN_ESCAPE_HATCH_DOWN:
case DNGN_ENTER_ABYSS:
case DNGN_EXIT_THROUGH_ABYSS:
case DNGN_EXIT_ABYSS:
case DNGN_ABYSSAL_STAIR:
case DNGN_ENTER_PANDEMONIUM:
case DNGN_EXIT_PANDEMONIUM:
case DNGN_TRANSIT_PANDEMONIUM:
case DNGN_TRANSPORTER:
case DNGN_ENTER_SHOP:
return CMD_GO_DOWNSTAIRS;
default:
return CMD_NO_CMD;
}
}
/** Can you normally see through this feature?
*/
bool feat_is_opaque(dungeon_feature_type feat)
{
return get_feature_def(feat).flags & FFT_OPAQUE;
}
/** Can you move into this feature in normal play?
*/
bool feat_is_solid(dungeon_feature_type feat)
{
return get_feature_def(feat).flags & FFT_SOLID;
}
/** Can you wall jump against this feature? (Wu Jian)?
*/
bool feat_can_wall_jump_against(dungeon_feature_type feat)
{
return feat_is_wall(feat)
|| feat == DNGN_GRATE
|| feat_is_closed_door(feat)
|| feat_is_tree(feat)
|| feat_is_statuelike(feat);
}
/** Can you move into this cell in normal play?
*/
bool cell_is_solid(const coord_def &c)
{
return feat_is_solid(env.grid(c));
}
/** Can spells and other abilities target this cell?
*/
bool cell_is_invalid_target(const coord_def &c)
{
return cell_is_solid(c) && !actor_at(c);
}
/** Can a human stand on this feature without flying?
*/
bool feat_has_solid_floor(dungeon_feature_type feat)
{
return !feat_is_solid(feat) && feat != DNGN_DEEP_WATER
&& feat != DNGN_LAVA;
}
/** Is there enough dry floor on this feature to stand without penalty?
*/
bool feat_has_dry_floor(dungeon_feature_type feat)
{
return feat_has_solid_floor(feat) && !feat_is_water(feat) && feat != DNGN_MUD;
}
/** Is this feature a variety of door?
*/
bool feat_is_door(dungeon_feature_type feat)
{
return feat_is_closed_door(feat) || feat_is_open_door(feat);
}
/** Is this feature a variety of closed door?
*/
bool feat_is_closed_door(dungeon_feature_type feat)
{
return feat == DNGN_CLOSED_DOOR
|| feat == DNGN_CLOSED_CLEAR_DOOR
|| feat_is_runed(feat)
|| feat == DNGN_SEALED_DOOR
|| feat == DNGN_SEALED_CLEAR_DOOR;
}
/** Is this feature a variety of open door?
*/
bool feat_is_open_door(dungeon_feature_type feat)
{
return feat == DNGN_OPEN_DOOR
|| feat == DNGN_OPEN_CLEAR_DOOR
|| feat == DNGN_BROKEN_DOOR
|| feat == DNGN_BROKEN_CLEAR_DOOR;
}
/** Has this feature been sealed by a vault warden?
*/
bool feat_is_sealed(dungeon_feature_type feat)
{
return feat == DNGN_SEALED_STAIRS_DOWN
|| feat == DNGN_SEALED_STAIRS_UP
|| feat == DNGN_SEALED_DOOR
|| feat == DNGN_SEALED_CLEAR_DOOR;
}
/** Is this feature a type of runed door?
*/
bool feat_is_runed(dungeon_feature_type feat)
{
return feat == DNGN_RUNED_DOOR || feat == DNGN_RUNED_CLEAR_DOOR;
}
/** Is the original feature at this position runed, as in a runed door?
*/
bool cell_is_runed(const coord_def &p)
{
// the orig_terrain call will check the actual terrain if there's no change
return feat_is_runed(orig_terrain(p));
}
/** Is this feature a type of statue, i.e., granite or an idol?
*/
bool feat_is_statuelike(dungeon_feature_type feat)
{
return feat == DNGN_ORCISH_IDOL
|| feat == DNGN_GRANITE_STATUE
|| feat == DNGN_METAL_STATUE
|| feat == DNGN_ZOT_STATUE;
}
/** Is this feature permanent, unalterable rock?
*/
bool feat_is_permarock(dungeon_feature_type feat)
{
return feat == DNGN_PERMAROCK_WALL || feat == DNGN_CLEAR_PERMAROCK_WALL;
}
/** Is this feature an open expanse used only as a map border?
*/
bool feat_is_endless(dungeon_feature_type feat)
{
return feat == DNGN_OPEN_SEA || feat == DNGN_LAVA_SEA
|| feat == DNGN_ENDLESS_SALT;
}
/** Can this feature be dug?
*/
bool feat_is_diggable(dungeon_feature_type feat)
{
return feat == DNGN_ROCK_WALL || feat == DNGN_CLEAR_ROCK_WALL
|| feat == DNGN_SLIMY_WALL || feat == DNGN_GRATE
|| feat == DNGN_ORCISH_IDOL || feat == DNGN_GRANITE_STATUE
|| feat == DNGN_PETRIFIED_TREE || feat == DNGN_FRIGID_WALL;
}
/** Is this feature a type of trap?
*
* @param feat the feature.
* @returns true if it's a trap.
*/
bool feat_is_trap(dungeon_feature_type feat)
{
if (!is_valid_feature_type(feat))
return false; // ???
return get_feature_def(feat).flags & FFT_TRAP;
}
/** Is this feature a type of water that is too deep for most creatures to
* wade through?
*/
bool feat_is_deep_water(dungeon_feature_type feat)
{
return feat == DNGN_DEEP_WATER
|| feat == DNGN_OPEN_SEA;
}
/** Is this feature a type of water that is shallow enough to wade through?
*/
bool feat_is_shallow_water(dungeon_feature_type feat)
{
return feat == DNGN_SHALLOW_WATER
|| feat == DNGN_TOXIC_BOG
|| feat == DNGN_MANGROVE;
}
/** Is this feature a type of water, with the concomitant dangers/bonuses?
*/
bool feat_is_water(dungeon_feature_type feat)
{
return feat_is_shallow_water(feat)
|| feat_is_deep_water(feat);
}
/** Is this feature a kind of lava?
*/
bool feat_is_lava(dungeon_feature_type feat)
{
return feat == DNGN_LAVA || feat == DNGN_LAVA_SEA;
}
static const pair<god_type, dungeon_feature_type> _god_altars[] =
{
{ GOD_ZIN, DNGN_ALTAR_ZIN },
{ GOD_SHINING_ONE, DNGN_ALTAR_SHINING_ONE },
{ GOD_KIKUBAAQUDGHA, DNGN_ALTAR_KIKUBAAQUDGHA },
{ GOD_YREDELEMNUL, DNGN_ALTAR_YREDELEMNUL },
{ GOD_XOM, DNGN_ALTAR_XOM },
{ GOD_VEHUMET, DNGN_ALTAR_VEHUMET },
{ GOD_OKAWARU, DNGN_ALTAR_OKAWARU },
{ GOD_MAKHLEB, DNGN_ALTAR_MAKHLEB },
{ GOD_SIF_MUNA, DNGN_ALTAR_SIF_MUNA },
{ GOD_TROG, DNGN_ALTAR_TROG },
{ GOD_NEMELEX_XOBEH, DNGN_ALTAR_NEMELEX_XOBEH },
{ GOD_ELYVILON, DNGN_ALTAR_ELYVILON },
{ GOD_LUGONU, DNGN_ALTAR_LUGONU },
{ GOD_BEOGH, DNGN_ALTAR_BEOGH },
{ GOD_JIYVA, DNGN_ALTAR_JIYVA },
{ GOD_FEDHAS, DNGN_ALTAR_FEDHAS },
{ GOD_CHEIBRIADOS, DNGN_ALTAR_CHEIBRIADOS },
{ GOD_ASHENZARI, DNGN_ALTAR_ASHENZARI },
{ GOD_DITHMENOS, DNGN_ALTAR_DITHMENOS },
{ GOD_GOZAG, DNGN_ALTAR_GOZAG },
{ GOD_QAZLAL, DNGN_ALTAR_QAZLAL },
{ GOD_RU, DNGN_ALTAR_RU },
#if TAG_MAJOR_VERSION == 34
{ GOD_PAKELLAS, DNGN_ALTAR_PAKELLAS },
#endif
{ GOD_USKAYAW, DNGN_ALTAR_USKAYAW },
{ GOD_HEPLIAKLQANA, DNGN_ALTAR_HEPLIAKLQANA },
{ GOD_WU_JIAN, DNGN_ALTAR_WU_JIAN },
{ GOD_IGNIS, DNGN_ALTAR_IGNIS },
{ GOD_ECUMENICAL, DNGN_ALTAR_ECUMENICAL },
};
COMPILE_CHECK(ARRAYSZ(_god_altars) == NUM_GODS );
/** Whose altar is this feature?
*
* @param feat the feature.
* @returns GOD_NO_GOD if not an altar, otherwise the god_type of the god.
*/
god_type feat_altar_god(dungeon_feature_type feat)
{
for (const auto &altar : _god_altars)
if (altar.second == feat)
return altar.first;
return GOD_NO_GOD;
}
/** What feature is the altar of this god?
*
* @param god the god.
* @returns DNGN_FLOOR for an invalid god, the god's altar otherwise.
*/
dungeon_feature_type altar_for_god(god_type god)
{
for (const auto &altar : _god_altars)
if (altar.first == god)
return altar.second;
return DNGN_FLOOR;
}
/** Is this feature an altar to any god?
*/
FEATFN_MEMOIZED(feat_is_altar, grid)
{
return feat_altar_god(grid) != GOD_NO_GOD;
}
/** Is this feature an altar to the player's god?
*
* @param feat the feature.
* @returns true if the player has a god and this is its altar.
*/
bool feat_is_player_altar(dungeon_feature_type grid)
{
return !you_worship(GOD_NO_GOD) && you_worship(feat_altar_god(grid));
}
/** Is this feature a tree?
*/
bool feat_is_tree(dungeon_feature_type feat)
{
return feat == DNGN_TREE || feat == DNGN_MANGROVE
|| feat == DNGN_PETRIFIED_TREE || feat == DNGN_DEMONIC_TREE;
}
/** Is this feature flammable?
*/
bool feat_is_flammable(dungeon_feature_type feat)
{
return feat == DNGN_TREE || feat == DNGN_MANGROVE
|| feat == DNGN_DEMONIC_TREE;
}
/** Is this feature made of metal?
*/
bool feat_is_metal(dungeon_feature_type feat)
{
return feat == DNGN_METAL_WALL || feat == DNGN_GRATE;
}
/** Is this feature ambivalent about whether we're going up or down?
*/
bool feat_is_bidirectional_portal(dungeon_feature_type feat)
{
return get_feature_dchar(feat) == DCHAR_ARCH
&& feat_stair_direction(feat) != CMD_NO_CMD
&& !feat_is_hell_subbranch_exit(feat)
&& feat != DNGN_ENTER_ZOT
&& feat != DNGN_EXIT_ZOT
&& feat != DNGN_ENTER_VAULTS
&& feat != DNGN_EXIT_VAULTS
&& feat != DNGN_EXIT_HELL
&& feat != DNGN_ENTER_HELL;
}
/** Will this stair-like feature stick around after the player stops using it? (In descent mode?)
*/
bool feat_is_descent_exitable(dungeon_feature_type feat)
{
return feat == DNGN_EXIT_DUNGEON
|| feat == DNGN_EXIT_HELL
|| feat == DNGN_EXIT_COCYTUS
|| feat == DNGN_EXIT_GEHENNA
|| feat == DNGN_EXIT_TARTARUS
|| feat == DNGN_EXIT_DIS;
}
/** Is this feature a type of fountain?
*/
bool feat_is_fountain(dungeon_feature_type feat)
{
return feat == DNGN_FOUNTAIN_BLUE
|| feat == DNGN_FOUNTAIN_SPARKLING
|| feat == DNGN_FOUNTAIN_BLOOD
|| feat == DNGN_FOUNTAIN_EYES
|| feat == DNGN_DRY_FOUNTAIN;
}
/** Is this feature a pile of food?
*/
bool feat_is_food(dungeon_feature_type feat)
{
return feat == DNGN_CACHE_OF_FRUIT
|| feat == DNGN_CACHE_OF_MEAT
|| feat == DNGN_CACHE_OF_BAKED_GOODS;
}
/** Is this feature non-solid enough that you can reach past it?
*/
bool feat_is_reachable_past(dungeon_feature_type feat)
{
return !feat_is_opaque(feat)
&& !feat_is_wall(feat)
&& !feat_is_closed_door(feat)
&& feat != DNGN_GRATE;
}
/** Is this feature important to the game?
*
* @param feat the feature.
* @returns true for altars, stairs/portals, and malign gateways (???).
*/
FEATFN_MEMOIZED(feat_is_critical, feat)
{
return feat_stair_direction(feat) != CMD_NO_CMD
|| feat_altar_god(feat) != GOD_NO_GOD
|| feat == DNGN_TRANSPORTER_LANDING
|| feat == DNGN_MALIGN_GATEWAY
|| feat == DNGN_ORB_DAIS;
}
/** Can you use this feature for a map border?
*/
bool feat_is_valid_border(dungeon_feature_type feat)
{
return feat_is_wall(feat)
|| feat_is_tree(feat)
|| feat == DNGN_OPEN_SEA
|| feat == DNGN_LAVA_SEA
|| feat == DNGN_ENDLESS_SALT;
}
/** Can this feature be a mimic?
*
* @param feat the feature
* @param strict if true, disallow features for which being a mimic would be bad in
normal generation; vaults can still use such mimics.
* @returns whether this could make a valid mimic type.
*/
bool feat_is_mimicable(dungeon_feature_type feat, bool strict)
{
if (!strict && feat != DNGN_FLOOR && feat != DNGN_SHALLOW_WATER
&& feat != DNGN_DEEP_WATER)
{
return true;
}
if (feat == DNGN_ENTER_ZIGGURAT)
return false;
if (feat == DNGN_ENTER_SHOP)
return true;
return false;
}
/** Can creatures on this feature be shafted?
*
* @param feat The feature in question.
* @returns Whether creatures standing on this feature can be shafted (by
* magical effects, Formicid digging, etc).
*/
bool feat_is_shaftable(dungeon_feature_type feat)
{
return feat_has_dry_floor(feat)
&& !feat_is_stair(feat)
&& !feat_is_portal(feat);
}
int count_neighbours_with_func(const coord_def& c, bool (*checker)(dungeon_feature_type))
{
int count = 0;
for (adjacent_iterator ai(c); ai; ++ai)
{
if (checker(env.grid(*ai)))
count++;
}
return count;
}
// For internal use by find_connected_identical only.
static void _find_connected_identical(const coord_def &d,
dungeon_feature_type ft,
set<coord_def>& out,
bool known_only)
{
if (env.grid(d) != ft || (known_only && !env.map_knowledge(d).known()))
return;
string prop = env.markers.property_at(d, MAT_ANY, "connected_exclude");
if (!prop.empty())
{
// Don't treat this square as connected to anything. Ignore it.
// Continue the search in other directions.
return;
}
if (out.insert(d).second)
{
_find_connected_identical(coord_def(d.x+1, d.y), ft, out, known_only);
_find_connected_identical(coord_def(d.x-1, d.y), ft, out, known_only);
_find_connected_identical(coord_def(d.x, d.y+1), ft, out, known_only);
_find_connected_identical(coord_def(d.x, d.y-1), ft, out, known_only);
}
}
// Find all connected cells containing ft, starting at d.
void find_connected_identical(const coord_def &d, set<coord_def>& out, bool known_only)
{
string prop = env.markers.property_at(d, MAT_ANY, "connected_exclude");
if (!prop.empty())
out.insert(d);
else
_find_connected_identical(d, env.grid(d), out, known_only);
}
void get_door_description(int door_size, const char** adjective, const char** noun)
{
const char* descriptions[] =
{
"miniscule " , "buggy door",
"" , "door",
"large " , "door",
"" , "gate",
"huge " , "gate",
};
int max_idx = static_cast<int>(ARRAYSZ(descriptions) - 2);
const unsigned int idx = min(door_size*2, max_idx);
*adjective = descriptions[idx];
*noun = descriptions[idx+1];
}
static unique_ptr<map_mask_boolean> _slime_wall_precomputed_neighbour_mask;
static void _precompute_slime_wall_neighbours()
{
map_mask_boolean &mask(*_slime_wall_precomputed_neighbour_mask);
for (rectangle_iterator ri(1); ri; ++ri)
{
if (env.grid(*ri) == DNGN_SLIMY_WALL)
{
for (adjacent_iterator ai(*ri); ai; ++ai)
mask(*ai) = true;
}
}
}
unwind_slime_wall_precomputer::unwind_slime_wall_precomputer(bool docompute)
: did_compute_mask(false)
{
if (!(env.level_state & LSTATE_SLIMY_WALL))
return;
if (docompute && !_slime_wall_precomputed_neighbour_mask)
{
did_compute_mask = true;
_slime_wall_precomputed_neighbour_mask.reset(
new map_mask_boolean(false));
_precompute_slime_wall_neighbours();
}
}
unwind_slime_wall_precomputer::~unwind_slime_wall_precomputer()
{
if (did_compute_mask)
_slime_wall_precomputed_neighbour_mask.reset(nullptr);
}
bool slime_wall_neighbour(const coord_def& c)
{
if (!(env.level_state & LSTATE_SLIMY_WALL))
return false;
if (_slime_wall_precomputed_neighbour_mask)
return (*_slime_wall_precomputed_neighbour_mask)(c);
// Not using count_adjacent_slime_walls because the early return might
// be relevant for performance here. TODO: profile it and find out.
for (adjacent_iterator ai(c); ai; ++ai)
if (env.grid(*ai) == DNGN_SLIMY_WALL)
return true;
return false;
}
int count_adjacent_slime_walls(const coord_def &pos)
{
int count = 0;
for (adjacent_iterator ai(pos); ai; ++ai)
if (env.grid(*ai) == DNGN_SLIMY_WALL)
count++;
return count;
}
int slime_wall_corrosion(actor* act)
{
ASSERT(act);
if (actor_slime_wall_immune(act))
return 0;
return count_adjacent_slime_walls(act->pos()) * 4;
}
// slime wall damage under Jiyva's oozemancy; this should only affect monsters
void slime_wall_damage(actor* act, int delay)
{
ASSERT(act);
if (actor_slime_wall_immune(act))
return;
const int walls = count_adjacent_slime_walls(act->pos());
if (!walls)
return;
const int strength = div_rand_round(3 * walls * delay, BASELINE_DELAY);
const int base_dam = roll_dice(2, strength);
const int dam = resist_adjust_damage(act, BEAM_ACID, base_dam);
if (dam > 0 && you.see_cell_no_trans(act->pos()))
{
const char *verb = act->is_icy() ? "melt" : "burn";
mprf((walls > 1) ? "The walls %s %s!" : "The wall %ss %s!",
verb, act->name(DESC_THE).c_str());
act->hurt(&you, dam, BEAM_ACID);
if (act->alive())
behaviour_event(act->as_monster(), ME_WHACK, &you, you.pos());
}
}
int count_adjacent_icy_walls(const coord_def &pos)
{
int count = 0;
for (adjacent_iterator ai(pos); ai; ++ai)
if (is_icecovered(*ai))
count++;
return count;
}
// Could an actor standing at a given position see a wall next to a given cell?
bool near_visible_wall(coord_def observer_pos, coord_def cell)
{
if (!cell_see_cell(observer_pos, cell, LOS_NO_TRANS))
return false;
for (adjacent_iterator ai(cell); ai; ++ai)
if (feat_is_wall(env.grid(*ai))
&& cell_see_cell(observer_pos, *ai, LOS_NO_TRANS))
{
return true;
}
return false;
}
void feat_splash_noise(dungeon_feature_type feat)
{
if (crawl_state.generating_level)
return;
switch (feat)
{
case DNGN_SHALLOW_WATER:
case DNGN_DEEP_WATER:
mprf(MSGCH_SOUND, "You hear a splash.");
return;
case DNGN_LAVA:
mprf(MSGCH_SOUND, "You hear a sizzling splash.");
return;
default:
return;
}
}
FEATFN_MEMOIZED(feat_suppress_blood, feat)
{
if (feat_is_tree(feat))
return true;
if (feat == DNGN_DRY_FOUNTAIN || feat == DNGN_RUNELIGHT)
return true;
// covers shops and altars
if (feat_stair_direction(feat) != CMD_NO_CMD)
return true;
if (feat == DNGN_MALIGN_GATEWAY)
return true;
if (feat == DNGN_TRAP_SHAFT)
return true;
return false;
}
/** Does this feature destroy any items that fall into it?
*/
bool feat_destroys_items(dungeon_feature_type feat)
{
return feat == DNGN_LAVA;
}
/** Does this feature make items that fall into it permanently inaccessible?
*/
bool feat_eliminates_items(dungeon_feature_type feat)
{
return feat_destroys_items(feat)
// intentionally use the species version rather than the player
// version: switching to an amphibious form doesn't give you access
// to the items.
|| feat == DNGN_DEEP_WATER && !species::likes_water(you.species);
}
static coord_def _dgn_find_nearest_square(
const coord_def &pos,
function<bool (const coord_def &)> acceptable,
function<bool (const coord_def &)> traversable = nullptr)
{
bool visited[GXM][GYM];
memset(&visited, 0, sizeof(visited));
vector<coord_def> points[2];
int iter = 0;
points[iter].push_back(pos);
// TODO: Deduplicate this BFS code (see commit for other two instances).
while (!points[iter].empty())
{
// Iterate each layer of BFS in random order to avoid bias.
shuffle_array(points[iter]);
for (const auto &p : points[iter])
{
if (p != pos && acceptable(p))
return p;
visited[p.x][p.y] = true;
for (adjacent_iterator ai(p); ai; ++ai)
{
const coord_def np = coord_def(ai->x, ai->y);
if (!in_bounds(np) || visited[np.x][np.y])
continue;
if (traversable && !traversable(np))
continue;
points[!iter].push_back(np);
}
}
points[iter].clear();
iter = !iter;
}
return coord_def(0, 0); // Not found.
}
static bool _item_safe_square(const coord_def &pos)
{
const dungeon_feature_type feat = env.grid(pos);
return feat_is_traversable(feat)
&& !feat_is_closed_door(feat)
&& !feat_destroys_items(feat);
}
static bool _item_traversable_square(const coord_def &pos)
{
return !cell_is_solid(pos);
}
static bool _item_visible_square(const coord_def &pos)
{
return _item_safe_square(pos) && you.see_cell(pos) && you.pos() != pos;
}
// Moves an item on the floor to the nearest adjacent floor-space.
static bool _dgn_shift_item(const coord_def &pos, item_def &item,
bool keep_visible)
{
// First try to avoid pushing things through solid features...
coord_def np = _dgn_find_nearest_square(pos,
keep_visible ? _item_visible_square
: _item_safe_square,
_item_traversable_square);
// ... but if we have to, so be it.
if (!in_bounds(np) || np == pos)
np = _dgn_find_nearest_square(pos, _item_safe_square);
if (in_bounds(np) && np != pos)
{
int index = item.index();
move_item_to_grid(&index, np);
return true;
}
return false;
}
static bool _is_feature_shift_target(const coord_def &pos)
{
return env.grid(pos) == DNGN_FLOOR && !dungeon_events.has_listeners_at(pos)
&& !actor_at(pos);
}
// Moves everything at src to dst. This is not a swap operation: src will be
// left with the same feature it started with, and should be overwritten with
// something new. Assumes there are no actors in the destination square.
//
// Things that are moved:
// 1. Dungeon terrain (set to DNGN_UNSEEN)
// 2. Actors (including the player)
// 3. Items
// 4. Clouds
// 5. Terrain properties
// 6. Terrain colours
// 7. Vault (map) mask
// 8. Vault id mask
// 9. Map markers, dungeon listeners, shopping list
//10. Player's knowledge
void dgn_move_entities_at(coord_def src, coord_def dst,
bool move_player,
bool move_monster,
bool move_items)
{
if (!in_bounds(dst) || !in_bounds(src) || src == dst)
return;
move_notable_thing(src, dst);
dungeon_feature_type dfeat = env.grid(src);
if (dfeat == DNGN_ENTER_SHOP)
{
ASSERT(shop_at(src));
env.shop[dst] = env.shop[src];
env.shop[dst].pos = dst;
env.shop.erase(src);
env.grid(src) = DNGN_FLOOR;
}
else if (feat_is_trap(dfeat))
{
ASSERT(trap_at(src));
env.trap[dst] = env.trap[src];
env.trap[dst].pos = dst;
env.trap.erase(src);
env.grid(src) = DNGN_FLOOR;
}
env.grid(dst) = dfeat;
if (move_monster || move_player)
ASSERT(!actor_at(dst));
if (move_monster)
{
if (monster* mon = monster_at(src))
{
mon->move_to(dst, MV_INTERNAL);
if (mon->type == MONS_ELDRITCH_TENTACLE)
{
if (mon->props.exists(BASE_POSITION_KEY))
{
coord_def delta = dst - src;
coord_def base_pos = mon->props[BASE_POSITION_KEY].get_coord();
base_pos += delta;
mon->props[BASE_POSITION_KEY].get_coord() = base_pos;
}
}
}
}
if (move_player && you.pos() == src)
you.shiftto(dst);
if (move_items)
move_item_stack_to_grid(src, dst);
if (cell_is_solid(dst))
{
delete_cloud(src);
delete_cloud(dst); // in case there was already a clear there
}
else
move_cloud(src, dst);
// Move terrain colours and properties.
env.pgrid(dst) = env.pgrid(src);
env.grid_colours(dst) = env.grid_colours(src);
#ifdef USE_TILE
tile_env.bk_fg(dst) = tile_env.bk_fg(src);
tile_env.bk_bg(dst) = tile_env.bk_bg(src);
tile_env.bk_cloud(dst) = tile_env.bk_cloud(src);
#endif
tile_env.flv(dst) = tile_env.flv(src);
// Move vault masks.
env.level_map_mask(dst) = env.level_map_mask(src);
env.level_map_ids(dst) = env.level_map_ids(src);
// Move markers, dungeon listeners and shopping list.
env.markers.move(src, dst);
dungeon_events.move_listeners(src, dst);
shopping_list.move_things(src, dst);
// Move player's knowledge.
env.map_knowledge(dst) = env.map_knowledge(src);
env.map_seen.set(dst, env.map_seen(src));
StashTrack.move_stash(src, dst);
}
static bool _dgn_shift_feature(const coord_def &pos)
{
const dungeon_feature_type dfeat = env.grid(pos);
if (!feat_is_critical(dfeat) && !env.markers.find(pos, MAT_ANY))
return false;
const coord_def dest =
_dgn_find_nearest_square(pos, _is_feature_shift_target);
dgn_move_entities_at(pos, dest, false, false, false);
return true;
}
void dgn_check_terrain_items(const coord_def &pos, bool preserve_items,
bool keep_in_sight)
{
const dungeon_feature_type feat = env.grid(pos);
int item = env.igrid(pos);
while (item != NON_ITEM)
{
const int curr = item;
item = env.item[item].link;
if (!feat_is_solid(feat) && !feat_destroys_items(feat))
continue;
// Game-critical item.
if (preserve_items || env.item[curr].is_critical())
_dgn_shift_item(pos, env.item[curr], keep_in_sight);
else
{
feat_splash_noise(feat);
item_was_destroyed(env.item[curr]);
destroy_item(curr);
}
}
}
static void _dgn_check_terrain_monsters(const coord_def &pos)
{
if (monster* m = monster_at(pos))
m->trigger_movement_effects();
}
// Clear blood or off of terrain that shouldn't have it. Also clear of blood if
// a bloody wall has been dug out and replaced by a floor, or if a bloody floor
// has been replaced by a wall.
static void _dgn_check_terrain_covering(const coord_def &pos,
dungeon_feature_type old_feat,
dungeon_feature_type new_feat)
{
if (!testbits(env.pgrid(pos), FPROP_BLOODY))
return;
if (new_feat == DNGN_UNSEEN)
{
// Caller has already changed the grid, and old_feat is actually
// the new feat.
if (old_feat != DNGN_FLOOR && !feat_is_solid(old_feat))
env.pgrid(pos) &= ~(FPROP_BLOODY);
}
else
{
if (feat_is_solid(old_feat) != feat_is_solid(new_feat)
|| feat_is_water(new_feat) || new_feat == DNGN_LAVA
|| feat_is_critical(new_feat))
{
env.pgrid(pos) &= ~(FPROP_BLOODY);
}
}
}
static void _dgn_check_terrain_player(const coord_def pos)
{
if (crawl_state.generating_level || !crawl_state.need_save)
return; // don't reference player if they don't currently exist
if (pos != you.pos())
return;
if (you.can_pass_through(pos))
you.trigger_movement_effects(MV_NO_TRAVEL_STOP);
else
push_or_teleport_actor_from(pos);
}
static void _current_terrain_changed(coord_def pos,
dungeon_feature_type nfeat,
bool preserve_features,
bool preserve_items,
bool wizmode,
unsigned short flv_nfeat,
unsigned short flv_nfeat_idx)
{
if (env.grid(pos) == nfeat)
return;
// Cannot change the terrain beneath the orb's starting location by any means.
if (env.grid(pos) == DNGN_ORB_DAIS)
return;
// If we're trying to place a wall on top of a monster, push it out of the
// way first.
if (feat_is_wall(nfeat) && monster_at(pos))
push_or_teleport_actor_from(pos);
if (feat_is_trap(nfeat) && env.trap.find(pos) == env.trap.end())
place_specific_trap(pos, trap_type_from_feature(nfeat), 1);
_dgn_check_terrain_covering(pos, env.grid(pos), nfeat);
if (nfeat != DNGN_UNSEEN)
{
if (preserve_features)
_dgn_shift_feature(pos);
env.grid(pos) = nfeat;
tile_env.flv(pos).feat = flv_nfeat;
tile_env.flv(pos).feat_idx = flv_nfeat_idx;
if (is_notable_terrain(nfeat) && you.see_cell(pos))
seen_notable_thing(nfeat, pos);
// Don't destroy a trap which was just placed.
if (!feat_is_trap(nfeat))
destroy_trap(pos);
}
dgn_check_terrain_items(pos, preserve_items);
_dgn_check_terrain_monsters(pos);
if (!wizmode)
_dgn_check_terrain_player(pos);
set_terrain_changed(pos);
// Deal with doors being created by changing features.
tile_init_flavour(pos);
// If we just placed a trap under an actor, trigger it immediately.
if (actor* act = actor_at(pos))
if (feat_is_trap(nfeat))
if (trap_def* ptrap = trap_at(pos))
ptrap->trigger(*act);
}
static void _permanent_terrain_changed(coord_def pos,
dungeon_feature_type nfeat)
{
// XXX: do we ever call this with nfeat == DNGN_UNSEEN?
if (nfeat != DNGN_UNSEEN)
unnotice_feature(level_pos(level_id::current(), pos));
env.level_map_mask(pos) &= ~MMT_MIMIC;
}
/**
* Change a given feature to a new type, cleaning up associated issues
* (monsters/items in walls, blood on water, etc) in the process.
*
* @param pos The location to be changed.
* @param nfeat The feature to be changed to.
* @param preserve_features Whether to shunt the old feature to a nearby loc.
* @param preserve_items Whether to shunt items to a nearby loc, if they
* can't stay in this one.
* @param wizmode Whether this is a wizmode terrain change,
* & shouldn't check whether the player can actually
* exist in the new feature.
*/
void dungeon_terrain_changed(const coord_def &pos,
dungeon_feature_type nfeat,
bool preserve_features,
bool preserve_items,
bool wizmode)
{
// XXX: If there is a temporary terrain change, reverting it will also
// revert this change. This isn't always what we want and doesn't work well
// with us calling _permanent_terrain_changed.
_permanent_terrain_changed(pos, nfeat);
_current_terrain_changed(pos, nfeat, preserve_features, preserve_items,
wizmode, 0, 0);
}
void dungeon_change_base_terrain(coord_def pos, dungeon_feature_type nfeat)
{
bool temp_terrain = false;
for (map_marker* marker : env.markers.get_markers_at(pos))
{
if (marker->get_type() != MAT_TERRAIN_CHANGE)
continue;
map_terrain_change_marker* tmarker =
dynamic_cast<map_terrain_change_marker*>(marker);
tmarker->old_feature = nfeat;
tmarker->flv_old_feature = 0;
tmarker->flv_old_feature_idx = 0;
temp_terrain = true;
}
_permanent_terrain_changed(pos, nfeat);
if (temp_terrain)
return;
_current_terrain_changed(pos, nfeat, false, true, false, 0, 0);
}
static void _announce_swap_real(coord_def orig_pos, coord_def dest_pos)
{
const dungeon_feature_type orig_feat = env.grid(dest_pos);
const string orig_name =
feature_description_at(dest_pos, false,
you.see_cell(orig_pos) ? DESC_THE : DESC_A);
string prep = feat_preposition(orig_feat, false);
string orig_actor, dest_actor;
if (orig_pos == you.pos())
orig_actor = "you";
else if (const monster* m = monster_at(orig_pos))
{
if (you.can_see(*m))
orig_actor = m->name(DESC_THE);
}
if (dest_pos == you.pos())
dest_actor = "you";
else if (const monster* m = monster_at(dest_pos))
{
if (you.can_see(*m))
dest_actor = m->name(DESC_THE);
}
ostringstream str;
str << orig_name << " ";
if (you.see_cell(orig_pos) && !you.see_cell(dest_pos))
{
str << "suddenly disappears";
if (!orig_actor.empty())
str << " from " << prep << " " << orig_actor;
}
else if (!you.see_cell(orig_pos) && you.see_cell(dest_pos))
{
str << "suddenly appears";
if (!dest_actor.empty())
str << " " << prep << " " << dest_actor;
}
else
{
str << "moves";
if (!orig_actor.empty())
str << " from " << prep << " " << orig_actor;
if (!dest_actor.empty())
str << " to " << prep << " " << dest_actor;
}
str << "!";
mpr(str.str());
}
static void _announce_swap(coord_def pos1, coord_def pos2)
{
if (!you.see_cell(pos1) && !you.see_cell(pos2))
return;
const dungeon_feature_type feat1 = env.grid(pos1);
const dungeon_feature_type feat2 = env.grid(pos2);
if (feat1 == feat2)
return;
const bool notable_seen1 = is_notable_terrain(feat1) && you.see_cell(pos1);
const bool notable_seen2 = is_notable_terrain(feat2) && you.see_cell(pos2);
if (notable_seen1 && notable_seen2)
{
_announce_swap_real(pos1, pos2);
_announce_swap_real(pos2, pos1);
}
else if (notable_seen1)
_announce_swap_real(pos2, pos1);
else if (notable_seen2)
_announce_swap_real(pos1, pos2);
else if (you.see_cell(pos2))
_announce_swap_real(pos1, pos2);
else
_announce_swap_real(pos2, pos1);
}
bool swap_features(const coord_def &pos1, const coord_def &pos2,
bool swap_everything, bool announce)
{
ASSERT_IN_BOUNDS(pos1);
ASSERT_IN_BOUNDS(pos2);
ASSERT(pos1 != pos2);
if (is_sanctuary(pos1) || is_sanctuary(pos2))
return false;
const dungeon_feature_type feat1 = env.grid(pos1);
const dungeon_feature_type feat2 = env.grid(pos2);
if (is_notable_terrain(feat1) && !you.see_cell(pos1)
&& env.map_knowledge(pos1).known())
{
return false;
}
if (is_notable_terrain(feat2) && !you.see_cell(pos2)
&& env.map_knowledge(pos2).known())
{
return false;
}
const unsigned short col1 = env.grid_colours(pos1);
const unsigned short col2 = env.grid_colours(pos2);
const terrain_property_t prop1 = env.pgrid(pos1);
const terrain_property_t prop2 = env.pgrid(pos2);
trap_def* trap1 = trap_at(pos1);
trap_def* trap2 = trap_at(pos2);
shop_struct* shop1 = shop_at(pos1);
shop_struct* shop2 = shop_at(pos2);
// Find a temporary holding place for pos1 stuff to be moved to
// before pos2 is moved to pos1.
coord_def temp(-1, -1);
for (int x = X_BOUND_1 + 1; x < X_BOUND_2; x++)
{
for (int y = Y_BOUND_1 + 1; y < Y_BOUND_2; y++)
{
coord_def pos(x, y);
if (pos == pos1 || pos == pos2)
continue;
if (!env.markers.find(pos, MAT_ANY)
&& !is_notable_terrain(env.grid(pos))
&& !cloud_at(pos))
{
temp = pos;
break;
}
}
if (in_bounds(temp))
break;
}
if (!in_bounds(temp))
{
mprf(MSGCH_ERROR, "swap_features(): No boring squares on level?");
return false;
}
// OK, now we guarantee the move.
(void) move_notable_thing(pos1, temp);
env.markers.move(pos1, temp);
dungeon_events.move_listeners(pos1, temp);
env.grid(pos1) = DNGN_UNSEEN;
env.pgrid(pos1) = terrain_property_t{};
(void) move_notable_thing(pos2, pos1);
env.markers.move(pos2, pos1);
dungeon_events.move_listeners(pos2, pos1);
env.pgrid(pos1) = prop2;
env.pgrid(pos2) = prop1;
(void) move_notable_thing(temp, pos2);
env.markers.move(temp, pos2);
dungeon_events.move_listeners(temp, pos2);
// Swap features and colours.
env.grid(pos2) = feat1;
env.grid(pos1) = feat2;
env.grid_colours(pos1) = col2;
env.grid_colours(pos2) = col1;
// Swap traps.
if (trap1 && !trap2)
{
env.trap[pos2] = env.trap[pos1];
env.trap[pos2].pos = pos2;
env.trap.erase(pos1);
}
else if (!trap1 && trap2)
{
env.trap[pos1] = env.trap[pos2];
env.trap[pos1].pos = pos1;
env.trap.erase(pos2);
}
else if (trap1 && trap2)
{
trap_def tmp = env.trap[pos1];
env.trap[pos1] = env.trap[pos2];
env.trap[pos2] = tmp;
env.trap[pos1].pos = pos1;
env.trap[pos2].pos = pos2;
}
// Swap shops.
if (shop1 && !shop2)
{
env.shop[pos2] = env.shop[pos1];
env.shop[pos2].pos = pos2;
env.shop.erase(pos1);
}
else if (!shop1 && shop2)
{
env.shop[pos1] = env.shop[pos2];
env.shop[pos1].pos = pos1;
env.shop.erase(pos2);
}
else if (shop1 && shop2)
{
shop_struct tmp = env.shop[pos1];
env.shop[pos1] = env.shop[pos2];
env.shop[pos2] = tmp;
env.shop[pos1].pos = pos1;
env.shop[pos2].pos = pos2;
}
if (!swap_everything)
{
dgn_check_terrain_items(pos1, false);
_dgn_check_terrain_monsters(pos1);
_dgn_check_terrain_player(pos1);
set_terrain_changed(pos1);
dgn_check_terrain_items(pos2, false);
_dgn_check_terrain_monsters(pos2);
_dgn_check_terrain_player(pos2);
set_terrain_changed(pos2);
if (announce)
_announce_swap(pos1, pos2);
return true;
}
// Swap items.
for (stack_iterator si(pos1); si; ++si)
si->pos = pos1;
for (stack_iterator si(pos2); si; ++si)
si->pos = pos2;
// Swap monsters.
// Note that trapping nets, etc., move together
// with the monster/player, so don't clear them.
const int m1 = env.mgrid(pos1);
const int m2 = env.mgrid(pos2);
env.mgrid(pos1) = m2;
env.mgrid(pos2) = m1;
if (monster_at(pos1))
{
env.mons[env.mgrid(pos1)].set_position(pos1);
env.mons[env.mgrid(pos1)].clear_invalid_constrictions();
}
if (monster_at(pos2))
{
env.mons[env.mgrid(pos2)].set_position(pos2);
env.mons[env.mgrid(pos2)].clear_invalid_constrictions();
}
swap_clouds(pos1, pos2);
if (pos1 == you.pos())
{
you.set_position(pos2);
you.clear_invalid_constrictions();
viewwindow();
update_screen();
}
else if (pos2 == you.pos())
{
you.set_position(pos1);
you.clear_invalid_constrictions();
viewwindow();
update_screen();
}
set_terrain_changed(pos1);
set_terrain_changed(pos2);
if (announce)
_announce_swap(pos1, pos2);
return true;
}
static bool _ok_dest_cell(const actor* orig_actor,
const dungeon_feature_type orig_feat,
const coord_def dest_pos)
{
const dungeon_feature_type dest_feat = env.grid(dest_pos);
if (orig_feat == dest_feat)
return false;
if (is_notable_terrain(dest_feat))
return false;
if (trap_at(dest_pos))
return false;
actor* dest_actor = actor_at(dest_pos);
if (orig_actor && !orig_actor->is_habitable_feat(dest_feat))
return false;
if (dest_actor && !dest_actor->is_habitable_feat(orig_feat))
return false;
return true;
}
bool slide_feature_over(const coord_def &src, coord_def preferred_dest,
bool announce)
{
ASSERT_IN_BOUNDS(src);
const dungeon_feature_type orig_feat = env.grid(src);
const actor* orig_actor = actor_at(src);
if (in_bounds(preferred_dest)
&& _ok_dest_cell(orig_actor, orig_feat, preferred_dest))
{
ASSERT(preferred_dest != src);
}
else
{
int squares = 0;
for (adjacent_iterator ai(src); ai; ++ai)
{
if (_ok_dest_cell(orig_actor, orig_feat, *ai)
&& one_chance_in(++squares))
{
preferred_dest = *ai;
}
}
}
if (!in_bounds(preferred_dest))
return false;
ASSERT(preferred_dest != src);
return swap_features(src, preferred_dest, false, announce);
}
/**
* Apply harmful environmental effects from the current tile terrain to the
* player.
*
* @param entry The terrain type in question.
*/
void fall_into_a_pool(dungeon_feature_type terrain)
{
if (terrain == DNGN_DEEP_WATER && (you.can_water_walk()
|| form_can_swim()))
{
return;
}
mprf("You fall into the %s!",
(terrain == DNGN_LAVA) ? "lava" :
(terrain == DNGN_DEEP_WATER) ? "water"
: "programming rift");
// included in default force_more_message
enable_emergency_flight();
}
typedef map<string, dungeon_feature_type> feat_desc_map;
static feat_desc_map feat_desc_cache;
void init_feat_desc_cache()
{
for (int i = 0; i < NUM_FEATURES; i++)
{
dungeon_feature_type feat = static_cast<dungeon_feature_type>(i);
string desc = feature_description(feat);
lowercase(desc);
if (!feat_desc_cache.count(desc))
feat_desc_cache[desc] = feat;
}
}
dungeon_feature_type feat_by_desc(string desc)
{
lowercase(desc);
#if TAG_MAJOR_VERSION == 34
// hard-coded because all the dry fountain variants match this description,
// and they have a lower enum value, so the first is incorrectly returned
if (desc == "a dry fountain")
return DNGN_DRY_FOUNTAIN;
#endif
return lookup(feat_desc_cache, desc, DNGN_UNSEEN);
}
// If active is true, the player is just stepping onto the feature, with the
// message: "<feature> slides away as you move <prep> it!"
// Else, the actor is already on the feature:
// "<feature> moves from <prep origin> to <prep destination>!"
string feat_preposition(dungeon_feature_type feat, bool active, const actor* who)
{
const bool airborne = !who || who->airborne();
const command_type dir = feat_stair_direction(feat);
if (dir == CMD_NO_CMD)
{
if (feat == DNGN_STONE_ARCH)
return "beside";
else if (feat_is_solid(feat)) // Passwall?
{
if (active)
return "inside";
else
return "around";
}
else if (!airborne)
{
if (feat == DNGN_LAVA || feat_is_water(feat))
{
if (active)
return "into";
else
return "around";
}
else
{
if (active)
return "onto";
else
return "under";
}
}
}
if (dir == CMD_GO_UPSTAIRS && feat_is_escape_hatch(feat))
{
if (active)
return "under";
else
return "above";
}
if (airborne)
{
if (active)
return "over";
else
return "beneath";
}
if (dir == CMD_GO_DOWNSTAIRS
&& (feat_is_staircase(feat) || feat_is_escape_hatch(feat)))
{
if (active)
return "onto";
else
return "beneath";
}
else
return "beside";
}
string stair_climb_verb(dungeon_feature_type feat)
{
ASSERT(feat_stair_direction(feat) != CMD_NO_CMD);
if (feat_is_staircase(feat))
return "climb";
else if (feat_is_escape_hatch(feat))
return "use";
else
return "pass through";
}
/** Find the feature with this name.
*
* @param name The name (not the user-visible one) to be matched.
* @returns DNGN_UNSEEN if name is "", DNGN_FLOOR if the name is for a
* dead/forbidden god, and the first entry in the enum with a
* matching name otherwise.
*/
dungeon_feature_type dungeon_feature_by_name(const string &name)
{
if (name.empty())
return DNGN_UNSEEN;
for (unsigned i = 0; i < NUM_FEATURES; ++i)
{
dungeon_feature_type feat = static_cast<dungeon_feature_type>(i);
if (!is_valid_feature_type(feat))
continue;
if (get_feature_def(feat).vaultname == name)
{
if (feat_is_altar(feat)
&& is_unavailable_god(feat_altar_god(feat)))
{
return DNGN_FLOOR;
}
return feat;
}
}
return DNGN_UNSEEN;
}
/** Find feature names that contain this name.
*
* @param name The string to be matched.
* @returns a list of matching names.
*/
vector<string> dungeon_feature_matches(const string &name)
{
vector<string> matches;
if (name.empty())
return matches;
for (unsigned i = 0; i < NUM_FEATURES; ++i)
{
dungeon_feature_type feat = static_cast<dungeon_feature_type>(i);
if (!is_valid_feature_type(feat))
continue;
const char *featname = get_feature_def(feat).vaultname;
if (strstr(featname, name.c_str()))
matches.emplace_back(featname);
}
return matches;
}
/** Get the lua/wizmode name for a feature.
*
* @param rfeat The feature type to be found.
* @returns nullptr if rfeat is not defined, the vaultname of the corresponding
* feature_def otherwise.
*/
const char *dungeon_feature_name(dungeon_feature_type rfeat)
{
if (!is_valid_feature_type(rfeat))
return nullptr;
return get_feature_def(rfeat).vaultname;
}
void destroy_wall(const coord_def& p)
{
if (!in_bounds(p))
return;
// Blood does not transfer onto floor.
if (is_bloodcovered(p))
env.pgrid(p) &= ~(FPROP_BLOODY);
_revert_terrain_to(p,
env.grid(p) == DNGN_MANGROVE ? DNGN_SHALLOW_WATER : DNGN_FLOOR);
env.level_map_mask(p) |= MMT_TURNED_TO_FLOOR;
}
const char* feat_type_name(dungeon_feature_type feat)
{
if (feat_is_door(feat))
return "door";
if (feat_is_wall(feat))
return "wall";
if (feat == DNGN_GRATE)
return "grate";
if (feat_is_tree(feat))
return "tree";
if (feat_is_statuelike(feat))
return "statue";
if (feat_is_water(feat))
return "water";
if (feat_is_lava(feat))
return "lava";
if (feat_is_altar(feat))
return "altar";
if (feat_is_trap(feat))
return "trap";
if (feat_is_escape_hatch(feat))
return "escape hatch";
if (feat_is_portal(feat) || feat_is_gate(feat))
return "portal";
if (feat_is_travelable_stair(feat))
return "staircase";
if (feat == DNGN_ENTER_SHOP || feat == DNGN_ABANDONED_SHOP)
return "shop";
if (feat_is_fountain(feat))
return "fountain";
if (feat == DNGN_ORB_DAIS)
return "dais";
if (feat == DNGN_UNSEEN)
return "unknown terrain";
return "floor";
}
void set_terrain_changed(const coord_def p)
{
if (cell_is_solid(p))
delete_cloud(p);
if (env.grid(p) == DNGN_SLIMY_WALL)
env.level_state |= LSTATE_SLIMY_WALL;
if (env.grid(p) == DNGN_PASSAGE_OF_GOLUBRIA)
env.level_state |= LSTATE_GOLUBRIA;
else if (env.grid(p) == DNGN_OPEN_DOOR)
{
// Restore colour from door-change markers
for (map_marker *marker : env.markers.get_markers_at(p))
{
if (marker->get_type() == MAT_TERRAIN_CHANGE)
{
map_terrain_change_marker* tmarker =
dynamic_cast<map_terrain_change_marker*>(marker);
if (tmarker->change_type == TERRAIN_CHANGE_DOOR_SEAL
&& tmarker->colour != BLACK)
{
// Restore the unsealed colour.
dgn_set_grid_colour_at(p, tmarker->colour);
break;
}
}
}
}
env.map_knowledge(p).flags |= MAP_CHANGED_FLAG;
dungeon_events.fire_position_event(DET_FEAT_CHANGE, p);
los_terrain_changed(p);
}
/**
* Does this cell count for exploration piety?
*
* Don't count: endless map borders, deep water, lava, and cells explicitly
* marked. (player_view_update_at in view.cc updates the flags)
*/
bool cell_triggers_conduct(const coord_def p)
{
return !(feat_is_endless(env.grid(p))
|| env.grid(p) == DNGN_LAVA
|| env.grid(p) == DNGN_DEEP_WATER
|| env.pgrid(p) & FPROP_SEEN_OR_NOEXP);
}
bool is_boring_terrain(dungeon_feature_type feat)
{
if (!is_notable_terrain(feat))
return true;
// Altars in the temple are boring, as are any you can never use.
if (feat_is_altar(feat) && (player_in_branch(BRANCH_TEMPLE)
|| !player_can_join_god(feat_altar_god(feat), false)))
{
return true;
}
// These were DNGN_ENTER_HELL, but would never be the first you see.
if (feat_is_hell_subbranch_exit(feat))
return true;
// Only note the first entrance to the Abyss/Pan/Hell
// which is found.
if ((feat == DNGN_ENTER_ABYSS || feat == DNGN_ENTER_PANDEMONIUM
|| feat == DNGN_ENTER_HELL)
&& overview_knows_num_portals(feat) > 1)
{
return true;
}
return false;
}
dungeon_feature_type orig_terrain(coord_def pos)
{
const map_marker *mark = env.markers.find(pos, MAT_TERRAIN_CHANGE);
if (!mark)
return env.grid(pos);
const map_terrain_change_marker *terch
= dynamic_cast<const map_terrain_change_marker *>(mark);
ASSERTM(terch, "%s has incorrect class", mark->debug_describe().c_str());
return terch->old_feature;
}
dungeon_feature_type orig_terrain_no_mimic(coord_def pos)
{
if (base_feature_is_mimic_at(pos))
return DNGN_FLOOR;
return orig_terrain(pos);
}
void temp_change_terrain(coord_def pos, dungeon_feature_type newfeat, int dur,
terrain_change_type type, int mid)
{
dungeon_feature_type old_feat = env.grid(pos);
// We can't actually change this, so don't add a map marker that will add
// a confusing 'summoned' to the feature name when examining it.
if (old_feat == DNGN_ORB_DAIS)
return;
tile_flavour old_flv = tile_env.flv(pos);
for (map_marker *marker : env.markers.get_markers_at(pos))
{
if (marker->get_type() == MAT_TERRAIN_CHANGE)
{
map_terrain_change_marker* tmarker =
dynamic_cast<map_terrain_change_marker*>(marker);
// If change type matches, just modify old one; no need to add new one
if (tmarker->change_type == type)
{
if (tmarker->new_feature == newfeat)
{
if (tmarker->duration < dur)
{
tmarker->duration = dur;
tmarker->mon_num = mid;
}
}
else
{
tmarker->new_feature = newfeat;
tmarker->duration = dur;
tmarker->mon_num = mid;
}
// ensure that terrain change happens. Sometimes a terrain
// change marker can get stuck; this allows re-doing such
// cases. Also probably needed by the else case above.
_current_terrain_changed(pos, newfeat, false, true, false,
0, 0);
return;
}
else
{
old_feat = tmarker->old_feature;
old_flv.feat = tmarker->flv_old_feature;
old_flv.feat_idx = tmarker->flv_old_feature_idx;
}
}
}
// If we are trying to change terrain into what it already is, don't actually
// add another marker (unless the current terrain is due to some OTHER marker)
if (env.grid(pos) == newfeat && newfeat == old_feat)
return;
map_terrain_change_marker *marker =
new map_terrain_change_marker(pos, old_feat, newfeat, old_flv.feat,
old_flv.feat_idx, dur, type, mid,
env.grid_colours(pos));
env.markers.add(marker);
env.markers.clear_need_activate();
_current_terrain_changed(pos, newfeat, false, true, false, 0, 0);
}
static bool _revert_terrain_to(coord_def pos, dungeon_feature_type feat)
{
dungeon_feature_type newfeat = feat;
for (map_marker *marker : env.markers.get_markers_at(pos))
{
if (marker->get_type() == MAT_TERRAIN_CHANGE)
{
map_terrain_change_marker* tmarker =
dynamic_cast<map_terrain_change_marker*>(marker);
// Don't revert sealed doors to normal doors if we're trying to
// remove the door altogether
// Same for destroyed trees and slime walls
if ((tmarker->change_type == TERRAIN_CHANGE_DOOR_SEAL
|| tmarker->change_type == TERRAIN_CHANGE_FORESTED
|| tmarker->change_type == TERRAIN_CHANGE_SLIME)
&& newfeat == feat)
{
env.markers.remove(tmarker);
}
else
{
newfeat = tmarker->old_feature;
if (tmarker->new_feature == env.grid(pos))
env.markers.remove(tmarker);
}
}
}
if (env.grid(pos) == DNGN_RUNED_DOOR && newfeat != DNGN_RUNED_DOOR
|| env.grid(pos) == DNGN_RUNED_CLEAR_DOOR
&& newfeat != DNGN_RUNED_CLEAR_DOOR)
{
explored_tracked_feature(env.grid(pos));
}
env.grid(pos) = newfeat;
set_terrain_changed(pos);
tileidx_t old_floortile = tile_env.flv(pos).floor;
tileidx_t old_floor_idx = tile_env.flv(pos).floor_idx;
tile_clear_flavour(pos);
tile_init_flavour(pos);
// respect vault FTILE directives
if (newfeat == DNGN_FLOOR)
{
if (old_floortile)
tile_env.flv(pos).floor = old_floortile;
if (old_floor_idx)
tile_env.flv(pos).floor_idx = old_floor_idx;
}
return true;
}
// If ctype == NUM_TERRAIN_CHANGE_TYPES, will revert *all* terrain changes on
// the given pos.
bool revert_terrain_change(coord_def pos, terrain_change_type ctype)
{
dungeon_feature_type newfeat = DNGN_UNSEEN;
unsigned short newfeat_flv = 0;
unsigned short newfeat_flv_idx = 0;
int colour = BLACK;
for (map_marker *marker : env.markers.get_markers_at(pos))
{
if (marker->get_type() == MAT_TERRAIN_CHANGE)
{
map_terrain_change_marker* tmarker =
dynamic_cast<map_terrain_change_marker*>(marker);
if (tmarker->change_type == ctype || ctype == NUM_TERRAIN_CHANGE_TYPES)
{
if (tmarker->colour != BLACK)
colour = tmarker->colour;
if (!newfeat)
{
newfeat = tmarker->old_feature;
newfeat_flv = tmarker->flv_old_feature;
newfeat_flv_idx = tmarker->flv_old_feature_idx;
}
env.markers.remove(tmarker);
}
else
{
// If we had an old colour, give it to the other marker.
if (colour != BLACK)
tmarker->colour = colour;
colour = BLACK;
newfeat = tmarker->new_feature;
newfeat_flv = 0;
newfeat_flv_idx = 0;
}
}
}
if (newfeat == DNGN_UNSEEN)
return false;
// Don't revert opened sealed doors.
if (feat_is_door(newfeat) && env.grid(pos) == DNGN_OPEN_DOOR)
return false;
if (ctype == TERRAIN_CHANGE_BOG)
env.map_knowledge(pos).set_feature(newfeat, colour);
_current_terrain_changed(pos, newfeat, false, true, false, newfeat_flv,
newfeat_flv_idx);
env.grid_colours(pos) = colour;
return true;
}
bool is_temp_terrain(coord_def pos)
{
for (map_marker *marker : env.markers.get_markers_at(pos))
if (marker->get_type() == MAT_TERRAIN_CHANGE)
return true;
return false;
}
bool plant_forbidden_at(const coord_def &p, bool connectivity_only)
{
// .... Prevent this arrangement by never placing a plant in a way that
// #P## locally disconnects two adjacent cells. We scan clockwise around
// ##.# p looking for maximal contiguous sequences of traversable cells.
// #?## If we find more than one (and they don't join up cyclically),
// reject the configuration so the plant doesn't disconnect floor.
//
// ... We do reject many non-problematic cases, such as this one; dpeg
// #P# suggests doing a connectivity check in ruination after placing
// ... plants, and removing cut-point plants then.
// First traversable index, last consecutive traversable index, and
// the next traversable index after last+1.
int first = -1, last = -1, next = -1;
int passable = 0;
for (int i = 0; i < 8; i++)
{
coord_def q = p + Compass[i];
if (feat_is_traversable(env.grid(q), true))
{
++passable;
if (first < 0)
first = i;
else if (last >= 0 && next < 0)
{
// Found a maybe-disconnected traversable cell. This is only
// acceptable if it might connect up at the end.
if (first == 0)
next = i;
else
return true;
}
}
else
{
if (first >= 0 && last < 0)
last = i - 1;
else if (next >= 0)
return true;
}
}
// ?#. Forbid this arrangement when the ? squares are walls.
// #P# If multiple plants conspire to do something similar, that's
// ##? fine: we just want to avoid the most common occurrences.
// This would be an info leak (that at least one ? is not a wall)
// were it not for the previous check.
return passable <= 1 && !connectivity_only;
}
/*
* Find an adjacent space to displace a stack of items or a creature.
*
* @param pos the starting position to displace from.
* @param push_actor true if the goal is to move an actor, false if items
* @param excluded any spots to rule out a priori. Used for e.g. imprison and
* for multi-space doors.
*
* @return a (possibly empty) vector of positions where displacement is
* possible. If `push_actor` is true but there is no
* actor at the position, will return an empty list.
*/
vector<coord_def> get_push_spaces(const coord_def& pos, bool push_actor,
const vector<coord_def>* excluded)
{
vector<coord_def> results;
actor *act = nullptr;
if (push_actor)
{
act = actor_at(pos);
if (!act || act->is_stationary() || act->resists_dislodge())
return results;
}
dungeon_feature_type starting_feat = env.grid(pos);
vector<coord_def> bad_spots; // used for items
for (adjacent_iterator ai(pos); ai; ++ai)
{
dungeon_feature_type feat = env.grid(*ai);
// Make sure the spot wasn't already vetoed. This is used e.g. for
// imprison, to pre-exclude all the spots where a wall will be.
if (excluded && find(begin(*excluded), end(*excluded), *ai)
!= end(*excluded))
{
continue;
}
// can never push to a solid space
if (feat_is_solid(feat))
continue;
// Extra checks if we're moving a monster instead of an item
if (push_actor)
{
// these should get deep water and lava for cases where they matter
if (actor_at(*ai)
|| !act->can_pass_through(*ai)
|| !act->is_habitable(*ai))
{
continue;
}
results.push_back(*ai);
}
else
{
if (feat_has_solid_floor(feat))
results.push_back(*ai);
else if (starting_feat == DNGN_DEEP_WATER
&& feat == DNGN_DEEP_WATER)
{
// Dispreferentially allow pushing items from deep water to
// deep water. Without this, zin imprison fails over deep
// water if there are items, even if the player can't see
// them.
bad_spots.push_back(*ai);
}
// otherwise, can't position an item on this spot
}
}
if (!results.empty())
return results;
return bad_spots;
}
bool has_push_spaces(const coord_def& pos, bool push_actor,
const vector<coord_def>* excluded)
{
return !get_push_spaces(pos, push_actor, excluded).empty();
}
/**
* Push items from `pos`, splashing them around whatever available spaces
* there are.
* @param pos the source position.
* @param excluded positions that are a priori unavailable.
*
* @return true if any items moved, false otherwise. (Will return false if there
* were no items.)
*/
bool push_items_from(const coord_def& pos, const vector<coord_def>* excluded)
{
vector<coord_def> targets = get_push_spaces(pos, false, excluded);
bool result = false;
if (targets.empty())
return false;
// TODO: splashing is flavorful, but how annoying is it in practice?
while (env.igrid(pos) != NON_ITEM)
result |= move_top_item(pos, targets[random2(targets.size())]);
return result;
}
/**
* Push an actor from `pos` to some available space, if possible.
*
* @param pos the source position.
* @param excluded excluded positions that are a priori unavailable.
* @param random whether to chose the position randomly, or deterministically.
* (Useful for systematically moving a bunch of actors at once, when you
* need to worry about domino effects.)
*
* @return the new coordinates for the actor.
*/
coord_def push_actor_from(const coord_def& pos,
const vector<coord_def>* excluded, bool random)
{
actor* act = actor_at(pos);
if (!act)
return coord_def(0,0);
vector<coord_def> targets = get_push_spaces(pos, true, excluded);
if (targets.empty())
return coord_def(0,0);
const coord_def newpos = random ? targets[random2(targets.size())]
: targets.front();
ASSERT(!newpos.origin());
act->move_to(newpos, MV_INTERNAL);
// The new position of the monster might be used as an additional veto spot
// for other monsters.
return newpos;
}
/**
* Move an actor from 'pos' to some available space, by increasingly forceful
* means. Will first try to push into an adjacent moveable space. If none is
* available, will instead move into the closest habitable space without LOS_RADIUS.
* (Note: there is no guarantee that this isn't on the other side of a wall, but
* since this is usually used to push things OUT of walls, that is acceptable).
* Finally, if this fails, simply teleport the actor at random.
*
* @return the new coordinates for the actor.
*/
coord_def push_or_teleport_actor_from(const coord_def& pos)
{
actor* act = actor_at(pos);
if (!act)
return coord_def(0,0);
if (push_actor_from(pos, nullptr, true).origin())
{
for (distance_iterator di(pos, true, true); di; ++di)
{
if (!actor_at(*di)
&& ((act->is_player()
&& you.can_pass_through(*di)
&& !is_feat_dangerous(env.grid(*di))
&& !testbits(env.pgrid(*di), FPROP_NO_TELE_INTO))
|| act->is_monster() && monster_habitable_grid(act->as_monster(), *di)))
{
act->move_to(*di, MV_INTERNAL);
return act->pos();
}
}
}
return act->pos();
}
/** Close any door at the given position. Handles the grid change, but does not
* mark terrain or do any event handling.
*
* @param dest The location of the door.
*/
void dgn_close_door(const coord_def &dest)
{
if (!feat_is_open_door(env.grid(dest)))
return;
// Yes, this fixes broken doors.
const auto feat = env.grid(dest);
if (feat == DNGN_OPEN_CLEAR_DOOR || feat == DNGN_BROKEN_CLEAR_DOOR)
env.grid(dest) = DNGN_CLOSED_CLEAR_DOOR;
else
env.grid(dest) = DNGN_CLOSED_DOOR;
}
/** Open any door at the given position. Handles the grid change, but does not
* mark terrain or do any event handling.
*
* @param dest The location of the door.
*/
void dgn_open_door(const coord_def &dest)
{
if (!feat_is_closed_door(env.grid(dest)))
return;
if (env.grid(dest) == DNGN_CLOSED_CLEAR_DOOR
|| env.grid(dest) == DNGN_RUNED_CLEAR_DOOR)
{
env.grid(dest) = DNGN_OPEN_CLEAR_DOOR;
}
else
env.grid(dest) = DNGN_OPEN_DOOR;
}
/** Breaks any door at the given position. Handles the grid change, but does not
* mark terrain or do any event handling.
*
* @param dest The location of the door.
*/
void dgn_break_door(const coord_def &dest)
{
if (!feat_is_closed_door(env.grid(dest)))
return;
if (env.grid(dest) == DNGN_CLOSED_CLEAR_DOOR
|| env.grid(dest) == DNGN_RUNED_CLEAR_DOOR)
{
env.grid(dest) = DNGN_BROKEN_CLEAR_DOOR;
}
else
env.grid(dest) = DNGN_BROKEN_DOOR;
}
void ice_wall_damage(monster &mons, int delay)
{
if (!you.duration[DUR_FROZEN_RAMPARTS]
|| !you.see_cell_no_trans(mons.pos())
|| !could_harm_enemy(&you, &mons))
{
return;
}
const int walls = count_adjacent_icy_walls(mons.pos());
if (!walls)
return;
const int pow = you.props[FROZEN_RAMPARTS_POWER_KEY].get_int();
const int undelayed_dam = ramparts_damage(pow).roll();
const int post_ac_dam = mons.apply_ac(undelayed_dam);
const int orig_dam = div_rand_round(delay * post_ac_dam, BASELINE_DELAY);
bolt beam;
beam.flavour = BEAM_COLD;
beam.thrower = KILL_YOU;
int dam = mons_adjust_flavoured(&mons, beam, orig_dam);
mprf("The wall freezes %s%s%s",
you.can_see(mons) ? mons.name(DESC_THE).c_str() : "something",
dam ? "" : " but does no damage",
attack_strength_punctuation(dam).c_str());
if (dam > 0)
{
mons.hurt(&you, dam, BEAM_COLD);
if (mons.alive())
{
behaviour_event(&mons, ME_WHACK, &you);
mons.expose_to_element(BEAM_COLD, orig_dam, &you);
}
}
}
void frigid_walls_damage(int delay)
{
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (mi->wont_attack())
continue;
int wall_count = 0;
for (adjacent_iterator ai(mi->pos()); ai; ++ai)
if (env.grid(*ai) == DNGN_FRIGID_WALL)
++wall_count;
if (wall_count == 0)
continue;
int base_dmg = get_form()->get_special_damage().roll();
const int wall_bonus = (wall_count - 1) * 100 / 6;
base_dmg = div_rand_round(base_dmg * (100 + wall_bonus), 100);
const int post_ac_dam = mi->apply_ac(base_dmg);
const int orig_dam = div_rand_round(delay * post_ac_dam, BASELINE_DELAY);
bolt beam;
beam.flavour = BEAM_COLD;
beam.thrower = KILL_YOU;
int dam = mons_adjust_flavoured(*mi, beam, orig_dam);
mprf("The frigid air chills %s%s%s",
you.can_see(**mi) ? mi->name(DESC_THE).c_str() : "something",
dam ? "" : " but does no damage",
attack_strength_punctuation(dam).c_str());
if (dam > 0)
{
mi->hurt(&you, dam, BEAM_COLD);
if (mi->alive())
{
behaviour_event(*mi, ME_WHACK, &you);
mi->expose_to_element(BEAM_COLD, orig_dam, &you);
}
}
}
}
static bool _feat_is_descent_upstairs(dungeon_feature_type feat)
{
if (feat_is_descent_exitable(feat))
return false;
return feat_is_stone_stair_up(feat)
|| feat_is_branch_exit(feat)
|| feat == DNGN_EXIT_VAULTS
|| feat == DNGN_EXIT_ZOT
|| feat == DNGN_ESCAPE_HATCH_UP;
}
void descent_crumble_stairs()
{
if (!crawl_state.game_is_descent() || env.properties.exists(DESCENT_STAIRS_KEY))
return;
for (rectangle_iterator ri(0); ri; ++ri)
{
dungeon_feature_type original_feat = orig_terrain(*ri);
if (!_feat_is_descent_upstairs(original_feat))
continue;
dungeon_change_base_terrain(*ri, DNGN_FLOOR);
if (you.see_cell(*ri) && !is_temp_terrain(*ri))
mpr("The exit collapses.");
if (env.map_knowledge(*ri).feat() == original_feat)
{
env.map_knowledge(*ri).set_feature(DNGN_FLOOR);
set_terrain_mapped(*ri);
redraw_view_at(*ri);
}
}
env.properties[DESCENT_STAIRS_KEY] = true;
}
static void _descent_reveal_around(coord_def p)
{
force_show_update_at(p);
view_update_at(p);
for (radius_iterator ri(p, you.current_vision, C_SQUARE); ri; ++ri)
{
if (cell_see_cell_nocache(p, *ri))
{
monster* mons = monster_at(*ri);
if (mons)
view_monster_equipment(mons);
force_show_update_at(*ri);
update_item_at(*ri, true);
set_terrain_visible(*ri);
view_update_at(*ri);
}
}
}
void descent_reveal_stairs()
{
// possible this should be in another file.
for (rectangle_iterator ri(0); ri; ++ri)
{
dungeon_feature_type feat = env.grid(*ri);
if (_feat_is_descent_upstairs(feat))
_descent_reveal_around(*ri);
}
}
dungeon_feature_type feat_at_no_mimic(coord_def pos)
{
if (current_feature_is_mimic_at(pos))
return DNGN_FLOOR;
return env.grid(pos);
}
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