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/**
* @file
* @brief Gametime related functions.
**/
#include "AppHdr.h"
#include "timed-effects.h"
#include "abyss.h"
#include "act-iter.h"
#include "areas.h"
#include "beam.h"
#include "cloud.h"
#include "coordit.h"
#include "corpse.h"
#include "database.h"
#include "delay.h"
#include "dgn-shoals.h"
#include "dgn-event.h"
#include "env.h"
#include "exercise.h"
#include "externs.h"
#include "fprop.h"
#include "god-abil.h"
#include "god-passive.h"
#include "items.h"
#include "libutil.h"
#include "mapmark.h"
#include "message.h"
#include "mgen-data.h"
#include "monster.h"
#include "mon-abil.h"
#include "mon-behv.h"
#include "mon-clone.h"
#include "mon-death.h"
#include "mon-pathfind.h"
#include "mon-place.h"
#include "mon-project.h"
#include "mutation.h"
#include "notes.h"
#include "player.h"
#include "player-notices.h"
#include "player-stats.h"
#include "random.h"
#include "religion.h"
#include "skills.h"
#include "shout.h"
#include "state.h"
#include "spl-clouds.h"
#include "spl-miscast.h"
#include "stringutil.h"
#include "tag-version.h"
#include "teleport.h"
#include "terrain.h"
#include "tileview.h"
#ifdef USE_TILE
#include "tile-env.h"
#include "tilepick.h"
#endif
#include "throw.h"
#include "travel.h"
#include "view.h"
#include "viewchar.h"
#include "unwind.h"
static void _apply_contam_over_time()
{
int added_contamination = 0;
// No contam decay within 7 turns of last being contaminated
if (you.elapsed_time - you.attribute[ATTR_LAST_CONTAM] <= 70)
return;
added_contamination -= 20;
// Scaling to turn length
added_contamination = div_rand_round(added_contamination * you.time_taken,
BASELINE_DELAY);
contaminate_player(added_contamination, false);
}
// Bad effects from magic contamination.
static void _magic_contamination_effects()
{
mprf(MSGCH_WARN, "Your body shudders with the violent release "
"of wild energies!");
const bool severe = you.magic_contamination >= 2000;
// The chance of exploding scales with contamination severity.
// Damage scales with player XL. Explosions at 200%+ contam have increased
// radius and damage.
if (x_chance_in_y(min(2000, you.magic_contamination), 3200))
{
bolt beam;
const int pow = severe ? you.experience_level * 3 / 2
: you.experience_level;
zappy(ZAP_CONTAM_EXPLOSION, pow, false, beam);
beam.source = you.pos();
beam.target = you.pos();
beam.source_id = MID_YOU_FAULTLESS;
beam.aux_source = "a magical explosion";
beam.ex_size = severe ? 2 : 1;
// Ignores the player's own AC (it's your body exploding!), but not
// enemies.
beam.ac_rule = ac_type::none;
beam.is_explosion = false;
beam.fire();
beam.damage.num = 4;
beam.ac_rule = ac_type::normal;
beam.is_explosion = true;
beam.explode(true, true);
}
flash_tile(you.pos(), LIGHTBLUE);
// We want to warp the player, not do good stuff!
mutate(one_chance_in(5) ? RANDOM_MUTATION : RANDOM_BAD_MUTATION,
"mutagenic glow");
contaminate_player(-random_range(200, 400) * (severe ? 2 : 1));
}
// Checks if the player should be hit with backlash from magic contamination,
// then actually does so if they should be.
static void _check_contamination_effects(int /*time_delta*/)
{
// 75% chance of a mishap each time this is checked at yellow contam and
// a 100% chance above that.
if (you.magic_contamination >= 2000
|| you.magic_contamination >= 1000 && !one_chance_in(4))
{
if (is_sanctuary(you.pos()))
{
mprf(MSGCH_GOD, "Your body momentarily shudders from a surge of wild "
"energies until Zin's power calms it.");
}
else
_magic_contamination_effects();
}
}
// Exercise armour *xor* stealth skill: {dlb}
static void _wait_practice(int /*time_delta*/)
{
practise_waiting();
}
// Update the abyss speed. This place is unstable and the speed can
// fluctuate. It's not a constant increase.
static void _abyss_speed(int /*time_delta*/)
{
if (!player_in_branch(BRANCH_ABYSS))
return;
if (have_passive(passive_t::slow_abyss) && coinflip())
; // Speed change less often for Chei.
else if (coinflip() && you.abyss_speed < 100)
++you.abyss_speed;
else if (one_chance_in(5) && you.abyss_speed > 0)
--you.abyss_speed;
}
static void _jiyva_effects(int /*time_delta*/)
{
if (have_passive(passive_t::jellies_army) && one_chance_in(10))
{
int total_jellies = 1 + random2(5);
bool success = false;
for (int num_jellies = total_jellies; num_jellies > 0; num_jellies--)
{
// Spread jellies around the level.
coord_def newpos;
do
{
newpos = random_in_bounds();
}
while (env.grid(newpos) != DNGN_FLOOR
&& env.grid(newpos) != DNGN_SHALLOW_WATER
|| monster_at(newpos)
|| cloud_at(newpos)
|| testbits(env.pgrid(newpos), FPROP_NO_JIYVA));
mgen_data mg(MONS_JELLY, BEH_GOOD_NEUTRAL, newpos);
mg.god = GOD_JIYVA;
mg.non_actor_summoner = "Jiyva";
if (create_monster(mg))
success = true;
}
if (success && !silenced(you.pos()))
{
switch (random2(3))
{
case 0:
simple_god_message(" gurgles merrily.");
break;
case 1:
mprf(MSGCH_SOUND, "You hear %s splatter%s.",
total_jellies > 1 ? "a series of" : "a",
total_jellies > 1 ? "s" : "");
break;
case 2:
simple_god_message(" says: Divide and consume!");
break;
}
}
}
if (have_passive(passive_t::jelly_eating) && one_chance_in(25))
jiyva_eat_offlevel_items();
}
static void _evolve(int /*time_delta*/)
{
if (!you.can_safely_mutate())
return;
const bool malignant = you.has_mutation(MUT_DEVOLUTION);
if (!malignant && !you.has_mutation(MUT_EVOLUTION))
return;
if (you.attribute[ATTR_EVOL_XP] > 0)
return;
set_evolution_mut_xp(malignant);
mpr("You feel a genetic drift.");
const mutation_type typ = malignant ? RANDOM_BAD_MUTATION : RANDOM_GOOD_MUTATION;
const char* const reason = malignant ? "hidden defects" : "hidden potential";
if (!mutate(typ, reason, false, false, false, false, MUTCLASS_NORMAL))
return;
int &muts = you.props[EVOLUTION_MUTS_KEY].get_int();
++muts;
if (muts >= 2)
{
muts -= 2;
if (malignant)
delete_mutation(MUT_DEVOLUTION, "hidden defects expressed", false);
else
delete_mutation(MUT_EVOLUTION, "hidden potential expressed", false);
}
more();
}
static bool _multiplicity_clone(monster* mon)
{
coord_def spot = find_newmons_square(mon->type, mon->pos(), 1, 2);
if (!spot.origin())
{
bool obviousness; // dummy argument
monster *clone = clone_mons(mon, true, &obviousness,
mon->attitude, spot);
if (!clone)
return false;
clone->foe = mon->foe;
// No additional gear from these clones, but you can get XP.
clone->mark_summoned(MON_SUMM_MULTIPLICITY);
clone->flags |= (MF_NO_REWARD | MF_HARD_RESET);
clone->add_ench(mon_enchant(ENCH_FIGMENT, nullptr, INFINITE_DURATION));
}
return true;
}
static void _maybe_mortality_summon()
{
// Ensure no non-trivial monsters are around
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (!mi->wont_attack() && !mi->is_firewood()
&& mons_threat_level(**mi, true) > MTHRT_TRIVIAL)
{
return;
}
}
// Summon permaslow reapers at low XL, and scale the number with XL also.
const bool slow = you.experience_level < 14;
int num = 1;
if (slow)
num += x_chance_in_y(max(0, you.experience_level - 10), 10);
else
{
num += div_rand_round(max(0, you.experience_level - 17), 10);
num += div_rand_round(max(0, you.experience_level - 24), 4);
}
bool created = false;
mgen_data mg(MONS_REAPER, BEH_HOSTILE, you.pos(), MHITYOU, MG_AUTOFOE);
mg.set_summoned(nullptr, MON_SUMM_MORTALITY);
mg.extra_flags |= (MF_NO_REWARD | MF_HARD_RESET);
mg.non_actor_summoner = "the Bane of Mortality";
mg.set_range(5, you.current_vision, 3);
for (int i = 0; i < num; ++i)
{
if (monster* mon = create_monster(mg))
{
created = true;
mon->add_ench(mon_enchant(ENCH_WARDING, nullptr, INFINITE_DURATION));
if (slow)
mon->add_ench(mon_enchant(ENCH_SLOW, nullptr, INFINITE_DURATION));
}
}
if (created)
{
mprf("Death has come for you....");
you.props[MORTALITY_TIME_KEY] = you.elapsed_time + random_range(2250, 4500);
}
}
static void _bane_triggers(int /*time_delta*/)
{
if (you.has_bane(BANE_MULTIPLICITY)
&& you.elapsed_time > you.props[MULTIPLICITY_TIME_KEY].get_int()
&& one_chance_in(3))
{
vector<monster*> to_clone;
for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
{
if (!mons_aligned(&you, *mi) && !mi->is_summoned()
&& !mi->is_peripheral() && !mons_is_unique(mi->type)
&& !mi->has_ench(ENCH_FIGMENT)
&& !mi->has_spell(SPELL_ILL_OMEN)
&& !mi->has_attack_flavour(AF_DOOM)
&& !mons_is_immotile(**mi))
{
to_clone.push_back(*mi);
}
}
if (to_clone.empty())
return;
monster* mon = to_clone[random2(to_clone.size())];
bool did_clone = false;
bool seen = false;
const int num = 2 + one_chance_in(3);
for (int i = 0; i < num; ++i)
{
if (_multiplicity_clone(mon))
{
if (you.can_see(*mon))
seen = true;
did_clone = true;
}
}
// Apply cooldown.
if (did_clone)
you.props[MULTIPLICITY_TIME_KEY] = you.elapsed_time + random_range(270, 600);
if (seen)
{
flash_tile(mon->pos(), LIGHTBLUE, 150);
mprf("%s shimmers and splits apart.", mon->name(DESC_THE).c_str());
}
}
if (you.has_bane(BANE_MORTALITY)
&& you.elapsed_time > you.props[MORTALITY_TIME_KEY].get_int()
&& you.hp * 10 <= you.hp_max * 4)
{
_maybe_mortality_summon();
}
}
// Get around C++ dividing integers towards 0.
static int _div(int num, int denom)
{
div_t res = div(num, denom);
return res.rem >= 0 ? res.quot : res.quot - 1;
}
struct timed_effect
{
void (*trigger)(int);
int min_time;
int max_time;
bool arena;
};
// If you add an entry to this list, remember to add a matching entry
// to timed_effect_type in timed-effect-type.h!
static struct timed_effect timed_effects[] =
{
{ rot_corpses, 200, 200, true },
#if TAG_MAJOR_VERSION == 34
{ nullptr, 0, 0, false },
{ nullptr, 0, 0, false },
#endif
{ _check_contamination_effects, 110, 250, false },
#if TAG_MAJOR_VERSION == 34
{ nullptr, 0, 0, false },
#endif
{ handle_god_time, 100, 300, false },
#if TAG_MAJOR_VERSION == 34
{ nullptr, 0, 0, false },
{ nullptr, 0, 0, false },
#endif
{ _wait_practice, 100, 300, false },
#if TAG_MAJOR_VERSION == 34
{ nullptr, 0, 0, false },
#endif
{ _abyss_speed, 100, 300, false },
{ _jiyva_effects, 100, 300, false },
{ _evolve, 100, 300, false },
#if TAG_MAJOR_VERSION == 34
{ nullptr, 0, 0, false },
#endif
{ _bane_triggers, 50, 120, false },
};
// Do various time related actions...
void handle_time()
{
int base_time = you.elapsed_time % 200;
int old_time = base_time - you.time_taken;
// The checks below assume the function is called at least
// once every 50 elapsed time units.
// Every 5 turns, spawn random monsters
if (_div(base_time, 50) > _div(old_time, 50))
{
spawn_random_monsters();
if (player_in_branch(BRANCH_ABYSS))
{
// Ramp up spawn rate dramatically after Abyss:5.
const int chances = you.depth < 5 ? you.depth
: 5 + (you.depth - 5) * 5;
for (int i = 1; i < chances; ++i)
if (x_chance_in_y(i, 5))
spawn_random_monsters();
}
notice_queued_monsters();
}
// Abyss maprot.
if (!crawl_state.game_is_arena() && player_in_branch(BRANCH_ABYSS))
forget_map(true);
// Magic contamination from spells and Orb.
if (!crawl_state.game_is_arena())
_apply_contam_over_time();
for (unsigned int i = 0; i < ARRAYSZ(timed_effects); i++)
{
if (crawl_state.game_is_arena() && !timed_effects[i].arena)
continue;
if (!timed_effects[i].trigger)
{
if (you.next_timer_effect[i] < INT_MAX)
you.next_timer_effect[i] = INT_MAX;
continue;
}
while (you.elapsed_time >= you.next_timer_effect[i])
{
int time_delta = you.elapsed_time - you.last_timer_effect[i];
(timed_effects[i].trigger)(time_delta);
you.last_timer_effect[i] = you.next_timer_effect[i];
you.next_timer_effect[i] =
you.last_timer_effect[i]
+ random_range(timed_effects[i].min_time,
timed_effects[i].max_time);
}
}
}
static void _timeout_enchantment(monster& mon, mon_enchant& ench, int time)
{
if (ench.duration <= time)
mon.del_ench(ench.ench, true);
else
{
ench.duration -= time;
mon.update_ench(ench);
}
}
/**
* Update a monster's enchantments as if a large amount of time had passed.
*
* This directly subtracts a given amount of time from all enchantments
* (without processing any per-tick effects) and then either outright deletes
* any enchantments that have expired, or performs a single tick of them (to
* handle certain types of end effects) if the player is off-level.
*
* Used both when the player returns to a floor after being away for a while,
* or to 'heal' a variety of effects from monsters avoiding death or being
* recalled from another floor.
*
* @param time How many aut to simulate passing.
*/
void monster::timeout_enchantments(int time)
{
if (enchantments.empty())
return;
mon_enchant_list ec = enchantments;
for (auto &entry : ec)
{
if (entry.second.duration >= INFINITE_DURATION)
continue;
switch (entry.first)
{
case ENCH_POISON: case ENCH_CORONA: case ENCH_CONTAM:
case ENCH_STICKY_FLAME: case ENCH_SUMMON_TIMER:
case ENCH_HASTE: case ENCH_MIGHT: case ENCH_FEAR:
case ENCH_CHARM: case ENCH_SLEEP_WARY: case ENCH_SICK:
case ENCH_PARALYSIS:
case ENCH_PETRIFIED: case ENCH_SWIFT: case ENCH_SILENCE:
case ENCH_LOWERED_WL: case ENCH_SOUL_RIPE: case ENCH_ANTIMAGIC:
case ENCH_REGENERATION: case ENCH_STRONG_WILLED:
case ENCH_MIRROR_DAMAGE: case ENCH_LIQUEFYING:
case ENCH_SILVER_CORONA: case ENCH_DAZED:
case ENCH_BREATH_WEAPON: case ENCH_WRETCHED:
case ENCH_SCREAMED: case ENCH_BLIND: case ENCH_WORD_OF_RECALL:
case ENCH_INJURY_BOND: case ENCH_FLAYED: case ENCH_BARBS:
case ENCH_AGILE: case ENCH_FROZEN: case ENCH_VITRIFIED:
case ENCH_SIGN_OF_RUIN: case ENCH_SAP_MAGIC:
case ENCH_CORROSION:
case ENCH_RESISTANCE: case ENCH_HEXED: case ENCH_IDEALISED:
case ENCH_BOUND_SOUL: case ENCH_STILL_WINDS: case ENCH_DRAINED:
case ENCH_ANGUISH: case ENCH_FIRE_VULN: case ENCH_SPELL_CHARGED:
case ENCH_SLOW: case ENCH_WEAK: case ENCH_EMPOWERED_SPELLS:
case ENCH_BOUND: case ENCH_CONCENTRATE_VENOM: case ENCH_TOXIC_RADIANCE:
case ENCH_PAIN_BOND: case ENCH_PYRRHIC_RECOLLECTION:
case ENCH_CLOCKWORK_BEE_CAST:
case ENCH_RIMEBLIGHT: case ENCH_MAGNETISED: case ENCH_TEMPERED:
case ENCH_CHAOS_LACE: case ENCH_VEXED: case ENCH_DEEP_SLEEP:
case ENCH_DROWSY: case ENCH_PARADOX_TOUCHED: case ENCH_DIMINISHED_SPELLS:
case ENCH_ORB_COOLDOWN:
case ENCH_ARMED: case ENCH_AWAKEN_FOREST: case ENCH_BLINKITIS:
case ENCH_CHANGED_APPEARANCE: case ENCH_CHANNEL_SEARING_RAY:
case ENCH_CONSTRICTED: case ENCH_CURSE_OF_AGONY:
case ENCH_DIMENSION_ANCHOR: case ENCH_DOUBLED_VIGOUR: case ENCH_DUMB:
case ENCH_FLIGHT: case ENCH_HATCHING: case ENCH_INSTANT_CLEAVE:
case ENCH_KINETIC_GRAPNEL: case ENCH_MAD: case ENCH_MISDIRECTED:
case ENCH_MUTE: case ENCH_PHALANX_BARRIER: case ENCH_POISON_VULN:
case ENCH_POLAR_VORTEX: case ENCH_POLAR_VORTEX_COOLDOWN:
case ENCH_PORTAL_PACIFIED: case ENCH_PORTAL_TIMER: case ENCH_RECITE_TIMER:
case ENCH_DEFLECT_MISSILES: case ENCH_WARDING: case ENCH_FLOODED:
case ENCH_INNER_FLAME:
case ENCH_ROLLING: case ENCH_MERFOLK_AVATAR_SONG: case ENCH_INFESTATION:
case ENCH_HELD: case ENCH_BULLSEYE_TARGET: case ENCH_FATIGUE:
case ENCH_TIDE: case ENCH_SLOWLY_DYING:
_timeout_enchantment(*this, entry.second, time);
break;
case ENCH_FRENZIED: case ENCH_BERSERK:
_timeout_enchantment(*this, entry.second, time);
if (has_ench(ENCH_FATIGUE))
{
// Removing fatigue will also remove slow, if enough time has passed.
mon_enchant fatigue = get_ench(ENCH_FATIGUE);
_timeout_enchantment(*this, fatigue, time - entry.second.duration);
}
break;
case ENCH_PETRIFYING:
_timeout_enchantment(*this, entry.second, time);
if (has_ench(ENCH_PETRIFIED))
{
mon_enchant petr = get_ench(ENCH_PETRIFIED);
_timeout_enchantment(*this, petr, time - entry.second.duration);
}
break;
case ENCH_INVIS:
if (!mons_class_flag(type, M_INVIS))
_timeout_enchantment(*this, entry.second, time);
break;
case ENCH_CONFUSION:
if (!mons_class_flag(type, M_CONFUSED))
_timeout_enchantment(*this, entry.second, time);
break;
default:
break;
}
if (!alive())
break;
}
}
/**
* Update the level upon the player's return.
*
* @param elapsedTime how long the player was away.
*/
void update_level(int elapsedTime)
{
ASSERT(!crawl_state.game_is_arena());
// Simulate up to 10 turns on the floor, then merely update durations and
// effects for the remaining time.
const int sim_turns = min(10, elapsedTime / 10);
elapsedTime -= sim_turns * 10;
const int quick_turns = (elapsedTime - (sim_turns * 10)) / 10;
delete_all_clouds();
// First, simulate up to 10 turns of monster movement and activity.
simulate_time_passing(sim_turns);
// Then simply time out effects for the remaining time.
rot_corpses(elapsedTime);
shoals_apply_tides(quick_turns, true);
timeout_tombs(elapsedTime);
timeout_terrain_changes(elapsedTime);
if (env.sanctuary_time)
{
// XX this doesn't guarantee that the final FPROP will be removed?
if (quick_turns >= env.sanctuary_time)
remove_sanctuary();
else
env.sanctuary_time -= quick_turns;
}
dungeon_events.fire_event(
dgn_event(DET_TURN_ELAPSED, coord_def(0, 0), (sim_turns + quick_turns) * 10));
for (monster_iterator mi; mi; ++mi)
if (!update_monster(**mi, elapsedTime))
continue;
}
/**
* Update the monster upon the player's return
*
* @param mon The monster to update.
* @param time How many auts since the monster left the player
* @returns Returns nullptr if monster was destroyed by the update;
* Returns the updated monster if it still exists.
*/
monster* update_monster(monster& mon, int time)
{
// Pacified monsters often leave the level now.
if (mon.pacified() && time > random_range(210, 400))
{
make_mons_leave_level(&mon);
return nullptr;
}
mon.heal(div_rand_round(time * mon.off_level_regen_rate(), 1000));
mon.timeout_enchantments(time);
if (mon.type == MONS_SLYMDRA)
slymdra_split(mon, min(div_rand_round(time, 10), mon.num_heads - 4), true);
return &mon;
}
static void _drop_tomb(const coord_def& pos, bool premature, bool zin)
{
int count = 0;
monster* mon = monster_at(pos);
// Don't wander on duty!
if (mon)
mon->behaviour = BEH_SEEK;
bool seen_change = false;
for (adjacent_iterator ai(pos); ai; ++ai)
{
// "Normal" tomb (card or monster spell)
if (!zin && revert_terrain_change(*ai, TERRAIN_CHANGE_TOMB))
{
count++;
if (you.see_cell(*ai))
seen_change = true;
}
// Zin's Imprison.
else if (zin && revert_terrain_change(*ai, TERRAIN_CHANGE_IMPRISON))
{
for (map_marker *mark : env.markers.get_markers_at(*ai))
{
if (mark->property("feature_description")
== "a gleaming silver wall")
{
env.markers.remove(mark);
}
}
env.grid_colours(*ai) = 0;
tile_clear_flavour(*ai);
tile_init_flavour(*ai);
count++;
if (you.see_cell(*ai))
seen_change = true;
}
}
if (count)
{
if (seen_change && !zin)
mprf("The walls disappear%s!", premature ? " prematurely" : "");
else if (seen_change && zin)
{
mprf("Zin %s %s %s.",
(mon) ? "releases"
: "dismisses",
(mon) ? mon->name(DESC_THE).c_str()
: "the silver walls,",
(mon) ? make_stringf("from %s prison",
mon->pronoun(PRONOUN_POSSESSIVE).c_str()).c_str()
: "but there is nothing inside them");
}
else
{
if (!silenced(you.pos()))
mprf(MSGCH_SOUND, "You hear a deep rumble.");
else
mpr("You feel the ground shudder.");
}
}
}
static vector<map_malign_gateway_marker*> _get_malign_gateways()
{
vector<map_malign_gateway_marker*> mm_markers;
for (map_marker *mark : env.markers.get_all(MAT_MALIGN))
{
if (mark->get_type() != MAT_MALIGN)
continue;
map_malign_gateway_marker *mmark = dynamic_cast<map_malign_gateway_marker*>(mark);
mm_markers.push_back(mmark);
}
return mm_markers;
}
int count_malign_gateways()
{
return _get_malign_gateways().size();
}
void timeout_malign_gateways(int duration)
{
// Passing 0 should allow us to just touch the gateway and see
// if it should decay. This, in theory, should resolve the one
// turn delay between it timing out and being recastable. -due
for (map_malign_gateway_marker *mmark : _get_malign_gateways())
{
if (duration)
mmark->duration -= duration;
if (mmark->duration > 0)
{
const int pow = 3 + random2(10);
const int size = 2 + random2(5);
big_cloud(CLOUD_TLOC_ENERGY, 0, mmark->pos, pow, size);
}
else
{
monster* mons = monster_at(mmark->pos);
if (mmark->monster_summoned && !mons)
{
// The marker hangs around until later.
if (env.grid(mmark->pos) == DNGN_MALIGN_GATEWAY)
env.grid(mmark->pos) = DNGN_FLOOR;
env.markers.remove(mmark);
}
else if (!mmark->monster_summoned && !mons)
{
bool is_player = mmark->is_player;
actor* caster = 0;
if (is_player)
caster = &you;
mgen_data mg = mgen_data(MONS_ELDRITCH_TENTACLE,
mmark->behaviour,
mmark->pos,
MHITNOT,
MG_FORCE_PLACE,
mmark->god);
mg.set_summoned(caster, SPELL_MALIGN_GATEWAY, 0, false, false);
if (!is_player)
mg.non_actor_summoner = mmark->summoner_string;
if (monster *tentacle = create_monster(mg))
{
tentacle->flags |= MF_NO_REWARD;
tentacle->add_ench(ENCH_PORTAL_TIMER);
int dur = random2avg(mmark->power, 6);
dur -= random2(4); // sequence point between random calls
dur *= 10;
mon_enchant kduration = mon_enchant(ENCH_PORTAL_PACIFIED,
caster, dur);
tentacle->props[BASE_POSITION_KEY].get_coord()
= tentacle->pos();
tentacle->add_ench(kduration);
mmark->monster_summoned = true;
}
}
}
}
}
void timeout_tombs(int duration)
{
if (!duration)
return;
for (map_marker *mark : env.markers.get_all(MAT_TOMB))
{
if (mark->get_type() != MAT_TOMB)
continue;
map_tomb_marker *cmark = dynamic_cast<map_tomb_marker*>(mark);
cmark->duration -= duration;
// Empty tombs disappear early.
monster* mon_entombed = monster_at(cmark->pos);
bool empty_tomb = !(mon_entombed || you.pos() == cmark->pos);
bool zin = (cmark->source == -GOD_ZIN);
if (cmark->duration <= 0 || empty_tomb)
{
_drop_tomb(cmark->pos, empty_tomb, zin);
monster* mon_src =
!invalid_monster_index(cmark->source) ? &env.mons[cmark->source]
: nullptr;
// A monster's Tomb of Doroklohe spell.
if (mon_src
&& mon_src == mon_entombed)
{
mon_src->lose_energy(EUT_SPELL);
}
env.markers.remove(cmark);
}
}
}
void timeout_binding_sigils()
{
int num_seen = 0;
for (map_marker *mark : env.markers.get_all(MAT_TERRAIN_CHANGE))
{
map_terrain_change_marker *marker =
dynamic_cast<map_terrain_change_marker*>(mark);
if (marker->change_type == TERRAIN_CHANGE_BINDING_SIGIL)
{
if (you.see_cell(marker->pos))
num_seen++;
revert_terrain_change(marker->pos, TERRAIN_CHANGE_BINDING_SIGIL);
}
}
if (num_seen > 1)
mprf(MSGCH_DURATION, "Your binding sigils disappear.");
else if (num_seen > 0)
mprf(MSGCH_DURATION, "Your binding sigil disappears.");
}
void end_terrain_change(terrain_change_type type)
{
for (map_marker *mark : env.markers.get_all(MAT_TERRAIN_CHANGE))
{
map_terrain_change_marker *marker =
dynamic_cast<map_terrain_change_marker*>(mark);
if (marker->change_type == type)
revert_terrain_change(marker->pos, type);
}
}
void end_enkindled_status()
{
mprf(MSGCH_DURATION, "Your flames quiet as the last of your memories are burnt away.");
you.duration[DUR_ENKINDLED] = 0;
you.props.erase(ENKINDLE_CHARGES_KEY);
}
struct terrain_change_reversion
{
coord_def pos;
terrain_change_type type;
bool was_in_los;
};
void timeout_terrain_changes(int duration, bool force)
{
if (!duration && !force)
return;
int num_seen[NUM_TERRAIN_CHANGE_TYPES] = {0};
vector<terrain_change_reversion> revert;
for (map_marker *mark : env.markers.get_all(MAT_TERRAIN_CHANGE))
{
map_terrain_change_marker *marker =
dynamic_cast<map_terrain_change_marker*>(mark);
if (marker->duration != INFINITE_DURATION)
marker->duration -= duration;
if (marker->change_type == TERRAIN_CHANGE_DOOR_SEAL
&& !feat_is_sealed(env.grid(marker->pos)))
{
// TODO: could this be done inside `revert_terrain_change`? The
// two things to test are corrupting sealed doors, and destroying
// sealed doors. See 7aedcd24e1be3ed58fef9542786c1a194e4c07d0 and
// 6c286a4f22bcba4cfcb36053eb066367874be752.
if (marker->duration <= 0)
env.markers.remove(marker); // deletes `marker`
continue;
}
if ((marker->change_type == TERRAIN_CHANGE_BOG
|| marker->change_type == TERRAIN_CHANGE_BINDING_SIGIL)
&& !you.see_cell(marker->pos))
{
marker->duration = 0;
}
actor* src = actor_by_mid(marker->mon_num);
if (marker->duration <= 0
|| (marker->mon_num != 0
&& (!src || !src->alive()
|| (src->is_monster() && src->as_monster()->pacified()))))
{
if (you.see_cell(marker->pos))
num_seen[marker->change_type]++;
revert.push_back({marker->pos, marker->change_type, you.see_cell(marker->pos)});
}
}
// finally, revert the changes and delete the markers
// Sort terrain expiration from near to far, from the player's perspective
// (which results in more intuitive behavior when pushing the player out of walls).
sort(revert.begin(), revert.end(), [](const terrain_change_reversion& a,
const terrain_change_reversion& b)
{
return grid_distance(you.pos(), a.pos) < grid_distance(you.pos(), b.pos);
});
for (const auto &m_pos : revert)
{
revert_terrain_change(m_pos.pos, m_pos.type);
// When multiple tiles are reverting at once, walls reappearing may
// obscure otherwise-unambiguous information about terrain behind them,
// so forcibly redraw anything the player could see at the start of them.
if (m_pos.was_in_los)
{
env.map_knowledge(m_pos.pos).set_feature(env.grid(m_pos.pos));
#ifdef USE_TILE
tile_env.bk_bg(m_pos.pos) = tileidx_feature_base(env.grid(m_pos.pos));
#endif
}
}
if (num_seen[TERRAIN_CHANGE_DOOR_SEAL] > 1)
mpr("The runic seals fade away.");
else if (num_seen[TERRAIN_CHANGE_DOOR_SEAL] > 0)
mpr("The runic seal fades away.");
if (num_seen[TERRAIN_CHANGE_BINDING_SIGIL] > 1)
mprf(MSGCH_DURATION, "Your binding sigils disappear.");
else if (num_seen[TERRAIN_CHANGE_BINDING_SIGIL] > 0)
mprf(MSGCH_DURATION, "Your binding sigil disappears.");
}
////////////////////////////////////////////////////////////////////////////
// Living breathing dungeon stuff.
//
static vector<coord_def> sfx_seeds;
void setup_environment_effects()
{
sfx_seeds.clear();
for (int x = X_BOUND_1; x <= X_BOUND_2; ++x)
{
for (int y = Y_BOUND_1; y <= Y_BOUND_2; ++y)
{
if (!in_bounds(x, y))
continue;
const int grid = env.grid[x][y];
if (grid == DNGN_LAVA
|| (grid == DNGN_SHALLOW_WATER
&& player_in_branch(BRANCH_SWAMP)))
{
const coord_def c(x, y);
sfx_seeds.push_back(c);
}
}
}
dprf("%u environment effect seeds", (unsigned int)sfx_seeds.size());
}
static void apply_environment_effect(const coord_def &c)
{
const dungeon_feature_type grid = env.grid(c);
// Don't apply if if the feature doesn't want it.
if (testbits(env.pgrid(c), FPROP_NO_CLOUD_GEN))
return;
if (grid == DNGN_LAVA)
place_cloud(CLOUD_BLACK_SMOKE, c, random_range(4, 8), 0);
else if (one_chance_in(3) && grid == DNGN_SHALLOW_WATER)
place_cloud(CLOUD_MIST, c, random_range(2, 5), 0);
}
static const int Base_Sfx_Chance = 5;
void run_environment_effects()
{
if (!you.time_taken)
return;
dungeon_events.fire_event(DET_TURN_ELAPSED);
// Each square in sfx_seeds has this chance of doing something special
// per turn.
const int sfx_chance = Base_Sfx_Chance * you.time_taken / 10;
const int nseeds = sfx_seeds.size();
// If there are a large number of seeds, speed things up by fudging the
// numbers.
if (nseeds > 50)
{
int nsels = div_rand_round(sfx_seeds.size() * sfx_chance, 100);
if (one_chance_in(5))
nsels += random2(nsels * 3);
for (int i = 0; i < nsels; ++i)
apply_environment_effect(sfx_seeds[ random2(nseeds) ]);
}
else
{
for (int i = 0; i < nseeds; ++i)
{
if (random2(100) >= sfx_chance)
continue;
apply_environment_effect(sfx_seeds[i]);
}
}
run_corruption_effects(you.time_taken);
shoals_apply_tides(div_rand_round(you.time_taken, BASELINE_DELAY),
false);
timeout_tombs(you.time_taken);
timeout_malign_gateways(you.time_taken);
timeout_terrain_changes(you.time_taken);
run_cloud_spreaders(you.time_taken);
}
// Converts a movement speed to a duration. i.e., answers the
// question: if the monster is so fast, how much time has it spent in
// its last movement?
//
// If speed is 10 (normal), one movement is a duration of 10.
// If speed is 1 (very slow), each movement is a duration of 100.
// If speed is 15 (50% faster than normal), each movement is a duration of
// 6.6667.
int speed_to_duration(int speed)
{
if (speed < 1)
speed = 10;
else if (speed > 100)
speed = 100;
return div_rand_round(100, speed);
}
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