1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399
|
/**
* @file
* @brief Traps related functions.
**/
#include "AppHdr.h"
#include "traps.h"
#include "trap-def.h"
#include <algorithm>
#include <cmath>
#include "act-iter.h" // buff trap monster finding
#include "areas.h"
#include "art-enum.h"
#include "bloodspatter.h"
#include "branch.h"
#include "cloud.h"
#include "coordit.h"
#include "database.h" // harlequin trap lines
#include "delay.h"
#include "describe.h"
#include "dungeon.h"
#include "english.h"
#include "god-passive.h" // passive_t::avoid_traps
#include "hints.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "mapmark.h"
#include "mon-cast.h" // recall for zot traps
#include "mon-enum.h"
#include "mon-tentacle.h"
#include "mon-util.h"
#include "message.h"
#include "mon-place.h"
#include "nearby-danger.h"
#include "orb.h"
#include "player-notices.h"
#include "random.h"
#include "religion.h"
#include "shout.h"
#include "spl-damage.h" // cancel_polar_vortex
#include "spl-transloc.h"
#include "spl-summoning.h"
#include "stash.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "rltiles/tiledef-gui.h"
#include "teleport.h"
#include "terrain.h"
#include "travel.h"
#include "view.h"
#include "xom.h"
static string _net_immune_reason()
{
if (you.unrand_equipped(UNRAND_SLICK_SLIPPERS))
return "You slip through the net.";
else if (you.is_insubstantial() || you.is_amorphous())
return "The net passes straight through you.";
return "";
}
bool trap_def::active() const
{
return type != TRAP_UNASSIGNED;
}
void trap_def::destroy(bool known)
{
if (!in_bounds(pos))
die("Trap position out of bounds!");
env.grid(pos) = DNGN_FLOOR;
if (known)
{
env.map_knowledge(pos).set_feature(DNGN_FLOOR);
StashTrack.update_stash(pos);
}
env.trap.erase(pos);
}
void trap_def::prepare_ammo(int charges)
{
if (charges)
{
ammo_qty = charges;
return;
}
switch (type)
{
case TRAP_GOLUBRIA:
// really, time until it vanishes
ammo_qty = 10 + random2(10);
break;
case TRAP_TELEPORT:
ammo_qty = 1;
break;
default:
ammo_qty = 0;
break;
}
}
void trap_def::reveal()
{
env.grid(pos) = feature();
}
string trap_def::name(description_level_type desc) const
{
if (type >= NUM_TRAPS)
return "buggy";
string basename = full_trap_name(type);
if (desc == DESC_A)
{
string prefix = "a";
if (is_vowel(basename[0]))
prefix += 'n';
prefix += ' ';
return prefix + basename;
}
else if (desc == DESC_THE)
return string("the ") + basename;
else // everything else
return basename;
}
bool trap_def::is_bad_for_player() const
{
return type == TRAP_ALARM
|| type == TRAP_DISPERSAL
|| type == TRAP_ZOT
|| type == TRAP_NET
|| type == TRAP_PLATE
|| type == TRAP_TYRANT
|| type == TRAP_ARCHMAGE
|| type == TRAP_HARLEQUIN
|| type == TRAP_DEVOURER;
}
bool trap_def::is_safe(actor* act) const
{
if (!act)
act = &you;
// TODO: For now, just assume they're safe; they don't damage outright,
// and the messages get old very quickly
if (type == TRAP_WEB) // && act->is_web_immune()
return true;
#if TAG_MAJOR_VERSION == 34
if (is_removed_trap(type))
return true;
#endif
if (!act->is_player())
return is_bad_for_player();
// No prompt (teleport traps are ineffective if wearing a -Tele item)
if ((type == TRAP_TELEPORT || type == TRAP_TELEPORT_PERMANENT)
&& you.no_tele())
{
return true;
}
if (type == TRAP_GOLUBRIA || type == TRAP_SHAFT)
return true;
if (type == TRAP_NET && !_net_immune_reason().empty())
return true;
// Let players specify traps as safe via lua.
if (clua.callbooleanfn(false, "c_trap_is_safe", "s", trap_name(type).c_str()))
return true;
return false;
}
// When giving AF_CHAOTIC to monsters, skip holy monsters due to potential vamp
// or draining attacks. They also need attacks that aren't already chaos brand.
bool chaos_lace_criteria (monster* mon) {
return mons_has_attacks(*mon) && !(mon->is_peripheral())
&& !(mon->is_holy()) && !(is_good_god(mon->god))
&& (mons_attack_spec(*mon, 0, true).flavour != AF_CHAOTIC);
}
// Used for tyrant's traps, archmage's traps, and harlequin's traps:
// get a buff, look for the two or three highest-HD valid monsters without the
// buff, then give it to each of them. Returns the affected monsters the
// player can see for messaging purposes per-trap afterwards.
static vector<monster*> _find_and_buff_trap_targets(enchant_type enchant,
coord_def pos, int time)
{
vector<monster*> options;
vector<monster*> buffed;
for (monster_near_iterator mi(pos, LOS_NO_TRANS); mi; ++mi)
{
if (!(mi->has_ench(enchant)) && !(mi->wont_attack())
&& !(mi->is_peripheral()))
{
if (enchant == ENCH_MIGHT && mons_has_attacks(**mi))
options.push_back(*mi);
else if (enchant == ENCH_EMPOWERED_SPELLS && mi->antimagic_susceptible())
options.push_back(*mi);
else if (enchant == ENCH_CHAOS_LACE && chaos_lace_criteria(*mi))
options.push_back(*mi);
}
}
shuffle_array(options);
sort(options.begin( ), options.end( ), [](actor* a, actor* b)
{ return a->get_hit_dice() > b->get_hit_dice(); });
if (!(options.empty()))
{
int fuzz = random_range(2, 3);
int cap = (int(options.size()) > fuzz) ? fuzz : options.size();
int affected = 0;
for (monster *mons : options)
{
if (affected < cap)
{
if (enchant == ENCH_CHAOS_LACE && you.see_cell(mons->pos()))
{
flash_tile(mons->pos(), random_choose(RED, BLUE, GREEN,
YELLOW, MAGENTA), 120, TILE_BOLT_CHAOS_BUFF);
}
mons->add_ench(mon_enchant(enchant, nullptr, time));
// Traps effects are established as trap-los centric,
// so don't inform players of monsters out of sight.
if (you.see_cell(mons->pos()))
buffed.push_back(mons);
affected++;
}
}
}
return buffed;
}
/**
* Return a string describing the reason a given actor is ensnared. (Since nets
* & webs use the same status.
*
* @param actor The ensnared actor.
* @return Either 'held in a net' or 'caught in a web'.
*/
const char* held_status(actor *act)
{
act = act ? act : &you;
if (act->caught_by() >= CAUGHT_NET)
return "held in a net";
else
return "caught in a web";
}
vector<coord_def> find_golubria_on_level()
{
vector<coord_def> ret;
for (rectangle_iterator ri(coord_def(0, 0), coord_def(GXM-1, GYM-1)); ri; ++ri)
{
trap_def *trap = trap_at(*ri);
if (trap && trap->type == TRAP_GOLUBRIA)
ret.push_back(*ri);
}
return ret;
}
enum class passage_type
{
free,
blocked,
none,
};
static passage_type _find_other_passage_side(coord_def& to)
{
vector<coord_def> clear_passages;
bool has_blocks = false;
for (coord_def passage : find_golubria_on_level())
{
if (passage != to)
{
if (!actor_at(passage))
clear_passages.push_back(passage);
else
has_blocks = true;
}
}
const int choices = clear_passages.size();
if (choices < 1)
return has_blocks ? passage_type::blocked : passage_type::none;
to = clear_passages[random2(choices)];
return passage_type::free;
}
// Table of possible Zot trap effects as pairs with weights.
// 2/3 are "evil magic", 1/3 are "summons"
static const vector<pair<function<void ()>, int>> zot_effects = {
{ [] { blind_player(random_range(15, 20)); }, 4 },
{ [] { contaminate_player(1500 + random2avg(1800, 2), false); }, 4 },
{ [] { you.paralyse(nullptr, 2 + random2(4), "a Zot trap"); }, 1 },
{ [] { drain_mp(you.magic_points); canned_msg(MSG_MAGIC_DRAIN); }, 2 },
{ [] { you.petrify(nullptr); }, 1 },
{ [] { you.increase_duration(DUR_LOWERED_WL, 5 + random2(15), 20,
"Your willpower is stripped away!"); }, 4 },
{ [] { mons_word_of_recall(nullptr, 2 + random2(3)); }, 3 },
{ [] {
mgen_data mg = mgen_data::hostile_at(RANDOM_DEMON_GREATER,
true, you.pos());
mg.set_summoned(nullptr, MON_SUMM_ZOT);
mg.set_non_actor_summoner("a Zot trap");
mg.extra_flags |= (MF_NO_REWARD | MF_HARD_RESET);
if (create_monster(mg))
mpr("You sense a hostile presence.");
}, 3 },
{ [] {
coord_def pt = find_gateway_location(&you);
if (pt != coord_def(0, 0))
create_malign_gateway(pt, BEH_HOSTILE, "a Zot trap", 150);
}, 1 },
{ [] {
mgen_data mg = mgen_data::hostile_at(MONS_TWISTER,
false, you.pos());
mg.set_summoned(nullptr, MON_SUMM_ZOT, summ_dur(2));
mg.set_non_actor_summoner("a Zot trap");
mg.extra_flags |= (MF_NO_REWARD | MF_HARD_RESET);
if (create_monster(mg))
mpr("A huge vortex of air appears!");
}, 1 },
};
// Zot traps only target the player. This rolls their effect.
static void _zot_trap()
{
mpr("The power of Zot is invoked against you!");
(*random_choose_weighted(zot_effects))();
}
void trap_def::trigger(actor& triggerer)
{
const bool you_trigger = triggerer.is_player();
// Traps require line of sight without blocking translocation effects.
// Requiring LOS prevents monsters from dispersing out of vaults that have
// teleport traps available for the player to utilize. Additionally
// requiring LOS_NO_TRANS prevents vaults that feature monsters with trap
// behind glass from spamming the message log with irrelevant events.
if (!you.see_cell_no_trans(pos))
return;
// If set, the trap will be removed at the end of the
// triggering process.
bool trap_destroyed = false, know_trap_destroyed = false;
monster* m = triggerer.as_monster();
// Tentacles aren't real monsters, and shouldn't invoke traps.
if (m && mons_is_tentacle_or_tentacle_segment(m->type))
return;
// Store the position now in case it gets cleared in between.
const coord_def p(pos);
switch (type)
{
case TRAP_GOLUBRIA:
{
coord_def to = p;
passage_type search_result = _find_other_passage_side(to);
if (search_result == passage_type::free)
{
if (you_trigger)
mpr("You enter the passage of Golubria.");
else
simple_monster_message(*m, " enters the passage of Golubria.");
// Should always be true.
bool moved = triggerer.move_to(to, MV_TRANSLOCATION | MV_GOLUBRIA);
ASSERT(moved);
place_cloud(CLOUD_TLOC_ENERGY, p, 1 + random2(3), &triggerer);
trap_destroyed = true;
know_trap_destroyed = you_trigger;
}
else if (you_trigger)
{
mprf("This passage %s!", search_result == passage_type::blocked ?
"seems to be blocked by something" : "doesn't lead anywhere");
}
break;
}
case TRAP_DISPERSAL:
{
dprf("Triggered dispersal.");
if (you_trigger)
mprf("You enter %s!", name(DESC_A).c_str());
else
mprf("%s enters %s!", triggerer.name(DESC_THE).c_str(),
name(DESC_A).c_str());
for (monster_near_iterator mi(pos, LOS_NO_TRANS); mi; ++mi)
if (!mi->no_tele())
mi->blink();
you.blink();
// Make the trap go dormant briefly.
temp_change_terrain(pos, DNGN_TRAP_DISPERSAL_INACTIVE,
random_range(4, 7) * BASELINE_DELAY);
break;
}
case TRAP_TELEPORT:
case TRAP_TELEPORT_PERMANENT:
if (you_trigger)
mprf("You enter %s!", name(DESC_A).c_str());
if (ammo_qty > 0 && !--ammo_qty)
{
// can't use trap_destroyed, as we might recurse into a shaft
// or be banished by a Zot trap
env.map_knowledge(pos).set_feature(DNGN_FLOOR);
mprf("%s disappears.", name(DESC_THE).c_str());
destroy();
}
if (!triggerer.no_tele())
triggerer.teleport(true);
break;
case TRAP_TYRANT:
{
if (you_trigger)
mpr("You enter a tyrant's trap.");
else
{
mprf("%s %s!", triggerer.name(DESC_THE).c_str(),
mons_intel(*m) >= I_HUMAN ? "invokes a tyrant's trap upon you" :
"sets off a tyrant's trap");
}
int debuff_time = 10 + random2(5);
you.increase_duration(DUR_WEAK, debuff_time, 50);
vector<monster*> buffed_mons = _find_and_buff_trap_targets(ENCH_MIGHT, pos,
debuff_time * 20);
// Subject-verb agreement versus plurality is a pain.
int visible_mons = 0;
for (monster* mon : buffed_mons)
if (you.can_see(*mon))
visible_mons++;
if (buffed_mons.size() == 0)
mpr("Your strength is siphoned away, and you feel your attacks grow feeble!");
else
{
mprf("Your strength is siphoned away as %s grow%s stronger!",
describe_monsters_condensed(buffed_mons).c_str(),
visible_mons > 1 ? "" : "s");
}
break;
}
case TRAP_ARCHMAGE:
{
if (you_trigger)
mpr("You enter an archmage's trap.");
else
{
mprf("%s %s!", triggerer.name(DESC_THE).c_str(),
mons_intel(*m) >= I_HUMAN ? "invokes an archmage's trap upon you" :
"sets off an archmage's trap");
}
int buff_time = 200 + random2(80);
int drain = min(you.magic_points, max(1, you.magic_points / 3));
if (drain > 0)
drain_mp(drain);
vector<monster*> buffed_mons = _find_and_buff_trap_targets(ENCH_EMPOWERED_SPELLS,
pos, buff_time);
if (buffed_mons.size() == 0)
mprf(MSGCH_WARN, "Your power is siphoned away!");
else
{
string m_list = describe_monsters_condensed(buffed_mons);
if (drain == 0)
mprf("The spells of %s are empowered!", m_list.c_str());
else
{
mprf(MSGCH_WARN, "Your power is siphoned away as the spells of %s are empowered!",
m_list.c_str());
}
}
break;
}
case TRAP_HARLEQUIN:
{
if (you_trigger)
mpr("You enter a harlequin's trap.");
int buff_time = 200 + random2(80);
vector<monster*> buffed_mons = _find_and_buff_trap_targets(ENCH_CHAOS_LACE,
pos, buff_time);
if (buffed_mons.size() > 0)
{
// With no player-centric effect, don't keep spamming messages about
// monsters walking on the trap unless it actually does something.
if (!you_trigger)
{
mprf("%s %s!", triggerer.name(DESC_THE).c_str(),
mons_intel(*m) >= I_HUMAN ? "invokes a harlequin's trap" :
"sets off a harlequin's trap");
}
string m_list = describe_monsters_condensed(buffed_mons);
mprf(MSGCH_MONSTER_ENCHANT, "%s the attacks of %s are laced with chaos!",
getMiscString("harlequin_trap_lines").c_str(), m_list.c_str());
// Almost certainly not worth setting up any penance;
// player-triggered Zot traps summoning demons don't either.
if (you_trigger && is_good_god(you.religion))
mprf(MSGCH_GOD, "You feel a twinge of divine disapproval.");
}
else if (!you_trigger)
mprf("%s enters a harlequin's trap.", triggerer.name(DESC_THE).c_str());
break;
}
case TRAP_DEVOURER:
{
if (you_trigger)
mpr("You enter a devourer's trap.");
if (x_chance_in_y(3, 4))
{
if (!you_trigger)
{
mprf("%s %s!", triggerer.name(DESC_THE).c_str(),
mons_intel(*m) >= I_HUMAN ? "invokes an devourer's trap upon you" :
"sets off an devourer's trap");
}
flash_tile(you.pos(), YELLOW, 60, TILE_BOLT_DEFAULT_YELLOW);
you.corrode(nullptr, "The trap's stomach acid", 6);
}
else if (!you_trigger)
mprf("%s enters a devourer's trap.", triggerer.name(DESC_THE).c_str());
break;
}
case TRAP_ALARM:
// Alarms always mark the player, but not through glass
// The trap gets destroyed to prevent the player from abusing an alarm
// trap found in favourable terrain.
if (!you.see_cell_no_trans(pos))
break;
trap_destroyed = true;
if (you_trigger)
mpr("You set off the alarm!");
else
mprf("%s %s the alarm!", triggerer.name(DESC_THE).c_str(),
mons_intel(*m) >= I_HUMAN ? "pulls" : "sets off");
if (silenced(pos))
{
mprf("%s vibrates slightly, failing to make a sound.",
name(DESC_THE).c_str());
}
else
{
string msg = make_stringf("%s emits a blaring wail!",
name(DESC_THE).c_str());
noisy(40, pos, msg.c_str(), triggerer.mid);
}
you.sentinel_mark(true);
break;
case TRAP_NET:
{
// Nets need LOF to hit the player, no netting through glass.
if (!you.see_cell_no_trans(pos))
break;
// Don't try to re-net the player when they're already netted/webbed.
if (you.caught())
break;
bool triggered = you_trigger;
if (m)
{
if (mons_intel(*m) < I_HUMAN || !one_chance_in(3))
{
// Not triggered, trap stays.
simple_monster_message(*m, " fails to trigger a net trap.");
}
else
{
// Triggered, net the player.
triggered = true;
if (!simple_monster_message(*m, " drops a net on you."))
mpr("Something launches a net on you.");
}
}
if (!triggered)
break;
if (you_trigger)
mpr("You trigger a net trap.");
if (random2avg(2 * you.evasion(), 2) > 18 + env.absdepth0 / 2)
{
mpr("You avoid being caught in a net.");
break;
}
if (!you.trap_in_net(false))
{
const string reason = _net_immune_reason();
if (!reason.empty())
mpr(reason);
break;
}
if (player_in_a_dangerous_place())
xom_is_stimulated(50);
break;
}
case TRAP_WEB:
if (triggerer.is_web_immune())
{
if (m)
{
if (m->is_insubstantial())
simple_monster_message(*m, " passes through a web.");
else if (m->is_amorphous())
simple_monster_message(*m, " oozes through a web.");
// too spammy for spiders, and expected
}
break;
}
if (you_trigger)
{
if (one_chance_in(3))
mpr("You pick your way through the web.");
else if (you.trap_in_web())
{
if (ammo_qty == 1)
trap_destroyed = true;
if (player_in_a_dangerous_place())
xom_is_stimulated(50);
}
}
else if (m)
{
if (one_chance_in(3))
simple_monster_message(*m, " evades a web.");
else
{
if (m->trap_in_web())
{
if (!m->visible_to(&you))
mpr("A web moves frantically as something is caught in it!");
// Don't try to escape the web in the same turn
m->props[NEWLY_TRAPPED_KEY] = true;
if (ammo_qty == 1)
trap_destroyed = true;
}
}
}
break;
case TRAP_ZOT:
if (you_trigger)
{
mpr("You enter the Zot trap.");
_zot_trap();
}
else if (m)
{
// Zot traps are out to get *the player*! Hostile monsters
// benefit and friendly monsters bring effects down on
// the player. Such is life.
// Give the player a chance to figure out what happened
if (player_can_hear(pos))
mprf(MSGCH_SOUND, "You hear a loud \"Zot\"!");
if (you.see_cell_no_trans(pos) && one_chance_in(5))
_zot_trap();
}
break;
case TRAP_SHAFT:
// Neither the player nor their allies will fall down known shafts.
if ((m && (m->wont_attack() || !m->will_trigger_shaft())) || you_trigger)
break;
// A chance to escape.
if (one_chance_in(4))
break;
{
// keep this for messaging purposes
const bool triggerer_seen = you.can_see(triggerer);
const bool triggerer_was_invisible_monster = m && m->has_ench(ENCH_INVIS) && !m->friendly();
// Fire away!
triggerer.do_shaft();
// Player-used shafts are destroyed
// after one use in down_stairs()
if (!you_trigger)
{
mprf("%s shaft crumbles and collapses.",
triggerer_seen ? "The" : "A");
know_trap_destroyed = true;
trap_destroyed = true;
// If we shaft an invisible monster reactivate autopickup.
// We need to check for actual invisibility rather than
// whether we can see the monster. There are several edge
// cases where a monster is visible to the player but we
// still need to turn autopickup back on, such as
// TSO's halo or sticky flame.
if (triggerer_was_invisible_monster)
autotoggle_autopickup(false);
}
}
break;
case TRAP_PLATE:
dungeon_events.fire_position_event(DET_PRESSURE_PLATE, pos);
break;
default:
#if TAG_MAJOR_VERSION == 34
if (is_removed_trap(type))
{
mpr("The trap seems to be inoperative.");
trap_destroyed = true;
}
#endif
break;
}
if (trap_destroyed)
destroy(know_trap_destroyed);
}
void destroy_trap(const coord_def& pos)
{
if (trap_def* ptrap = trap_at(pos))
ptrap->destroy();
}
trap_def* trap_at(const coord_def& pos)
{
if (!feat_is_trap(env.grid(pos)))
return nullptr;
auto it = env.trap.find(pos);
ASSERT(it != env.trap.end());
ASSERT(it->second.pos == pos);
ASSERT(it->second.type != TRAP_UNASSIGNED);
return &it->second;
}
trap_type get_trap_type(const coord_def& pos)
{
if (trap_def* ptrap = trap_at(pos))
return ptrap->type;
return TRAP_UNASSIGNED;
}
dungeon_feature_type trap_def::feature() const
{
return trap_feature(type);
}
dungeon_feature_type trap_feature(trap_type type)
{
switch (type)
{
case TRAP_WEB:
return DNGN_TRAP_WEB;
case TRAP_SHAFT:
return DNGN_TRAP_SHAFT;
case TRAP_DISPERSAL:
return DNGN_TRAP_DISPERSAL;
case TRAP_TELEPORT:
return DNGN_TRAP_TELEPORT;
case TRAP_TELEPORT_PERMANENT:
return DNGN_TRAP_TELEPORT_PERMANENT;
case TRAP_TYRANT:
return DNGN_TRAP_TYRANT;
case TRAP_ARCHMAGE:
return DNGN_TRAP_ARCHMAGE;
case TRAP_HARLEQUIN:
return DNGN_TRAP_HARLEQUIN;
case TRAP_DEVOURER:
return DNGN_TRAP_DEVOURER;
case TRAP_ALARM:
return DNGN_TRAP_ALARM;
case TRAP_ZOT:
return DNGN_TRAP_ZOT;
case TRAP_GOLUBRIA:
return DNGN_PASSAGE_OF_GOLUBRIA;
#if TAG_MAJOR_VERSION == 34
case TRAP_SHADOW:
return DNGN_TRAP_SHADOW;
case TRAP_SHADOW_DORMANT:
return DNGN_TRAP_SHADOW_DORMANT;
case TRAP_SPEAR:
return DNGN_TRAP_SPEAR;
case TRAP_BOLT:
return DNGN_TRAP_BOLT;
#endif
case TRAP_NET:
return DNGN_TRAP_NET;
case TRAP_PLATE:
return DNGN_TRAP_PLATE;
#if TAG_MAJOR_VERSION == 34
case TRAP_GAS:
return DNGN_TRAP_MECHANICAL;
#endif
default:
die("placeholder trap type %d used", type);
}
}
trap_type trap_type_from_feature(dungeon_feature_type type)
{
switch (type)
{
case DNGN_TRAP_WEB:
return TRAP_WEB;
case DNGN_TRAP_SHAFT:
return TRAP_SHAFT;
case DNGN_TRAP_DISPERSAL:
return TRAP_DISPERSAL;
case DNGN_TRAP_TELEPORT:
return TRAP_TELEPORT;
case DNGN_TRAP_TELEPORT_PERMANENT:
return TRAP_TELEPORT_PERMANENT;
case DNGN_TRAP_TYRANT:
return TRAP_TYRANT;
case DNGN_TRAP_ARCHMAGE:
return TRAP_ARCHMAGE;
case DNGN_TRAP_HARLEQUIN:
return TRAP_HARLEQUIN;
case DNGN_TRAP_DEVOURER:
return TRAP_DEVOURER;
case DNGN_TRAP_ALARM:
return TRAP_ALARM;
case DNGN_TRAP_ZOT:
return TRAP_ZOT;
case DNGN_PASSAGE_OF_GOLUBRIA:
return TRAP_GOLUBRIA;
case DNGN_TRAP_NET:
return TRAP_NET;
case DNGN_TRAP_PLATE:
return TRAP_PLATE;
default:
return TRAP_UNASSIGNED;
}
}
/***
* Can a shaft be placed on the current level?
*
* @param respect_brflags Whether brflag::no_shafts should be factored in.
* @returns true if such a shaft can be placed.
*/
bool is_valid_shaft_level(bool respect_brflags)
{
// Important: We are sometimes called before the level has been loaded
// or generated, so should not depend on properties of the level itself,
// but only on its level_id.
const level_id place = level_id::current();
if (crawl_state.game_is_sprint())
return false;
if (!is_connected_branch(place))
return false;
const Branch &branch = branches[place.branch];
if (respect_brflags && branch.branch_flags & brflag::no_shafts)
return false;
// Don't allow shafts from the bottom of a branch.
return (brdepth[place.branch] - place.depth) >= 1;
}
static bool& _shafted_in(const Branch &branch)
{
return you.props[make_stringf("shafted_in_%s", branch.abbrevname)].get_bool();
}
/// Mark the player as having been shafted in the current branch.
void set_shafted()
{
_shafted_in(branches[you.where_are_you]) = true;
}
/**
* Can we force shaft the player from this level?
*
* @returns true if we can.
*/
static bool _is_valid_shaft_effect_level()
{
const level_id place = level_id::current();
const Branch &branch = branches[place.branch];
// Don't shaft the player when we can't, or when we already did once this game
// in this branch, or when it would be into a dangerous end.
return is_valid_shaft_level()
&& !_shafted_in(branch)
&& !(branch.branch_flags & brflag::dangerous_end
&& brdepth[place.branch] - place.depth == 1);
}
/***
* The player rolled a new tile, see if they deserve to be trapped.
*/
void roll_trap_effects()
{
int trap_rate = trap_rate_for_place();
you.trapped = you.num_turns
&& env.density > 0 // can happen with builder in debug state
&& (you.trapped || x_chance_in_y(trap_rate, 9 * env.density));
}
static string _malev_msg()
{
return make_stringf("A malevolent force fills %s...",
branches[you.where_are_you].longname);
}
static void _print_malev()
{
mpr(_malev_msg());
}
/**
* Separate from roll_trap_effects so the trap triggers when crawl is in an
* appropriate state
*/
void do_trap_effects()
{
if (crawl_state.game_is_descent())
return;
// Try to shaft, teleport, or alarm the player.
// We figure out which possibilities are allowed before picking which happens
// so that the overall chance of being trapped doesn't depend on which
// possibilities are allowed.
// Teleport effects are allowed everywhere, no need to check
vector<trap_type> available_traps = { TRAP_TELEPORT };
// Don't shaft the player when shafts aren't allowed in the location or when
// it would be into a dangerous end.
if (_is_valid_shaft_effect_level() && you.shaftable())
available_traps.push_back(TRAP_SHAFT);
// No alarms on the first 4 floors
if (env.absdepth0 > 3)
available_traps.push_back(TRAP_ALARM);
switch (*random_iterator(available_traps))
{
case TRAP_SHAFT:
dprf("Attempting to shaft player.");
_print_malev();
if (have_passive(passive_t::avoid_traps))
{
simple_god_message(" reveals a hidden shaft just before you would have fallen in.");
return;
}
if (you.do_shaft())
set_shafted();
break;
case TRAP_ALARM:
// Alarm effect alarms are always noisy, even if the player is
// silenced, to avoid "travel only while silenced" behaviour.
// XXX: improve messaging to make it clear there's a wail outside of the
// player's silence
_print_malev();
if (have_passive(passive_t::avoid_traps))
{
simple_god_message(" reveals an alarm trap just before you would have tripped it.");
return;
}
mpr("With a horrendous wail, an alarm goes off!");
fake_noisy(40, you.pos());
you.sentinel_mark(true);
apply_noises(); // Otherwise the noise from them won't kick in until the end of the turn.
break;
case TRAP_TELEPORT:
{
// XXX: Approximate old chance of triggering on an average floor.
if (!one_chance_in(3) || !hostile_teleport_is_possible())
break;
string msg = make_stringf("%s and a teleportation trap "
"spontaneously manifests!",
_malev_msg().c_str());
if (have_passive(passive_t::avoid_traps))
{
mpr(msg);
simple_god_message(" warns you in time for you to avoid it.");
return;
}
mpr(msg);
hostile_teleport_player();
break;
}
// Other cases shouldn't be possible, but having a default here quiets
// compiler warnings
default:
break;
}
learned_something_new(HINT_MALEVOLENCE);
}
level_id generic_shaft_dest(level_id place)
{
if (!is_connected_branch(place))
return place;
int curr_depth = place.depth;
int max_depth = brdepth[place.branch];
// Shafts drop you 1/2/3 levels with equal chance.
// 33.3% for 1, 2, 3 from D:3, less before
place.depth += 1 + random2(min(place.depth, 3));
// In descent, instead always drop one floor. Too brutal otherwise.
if (crawl_state.game_is_descent())
place.depth = curr_depth + 1;
if (place.depth > max_depth)
place.depth = max_depth;
if (place.depth == curr_depth)
return place;
// Only shafts on the level immediately above a dangerous branch
// bottom will take you to that dangerous bottom.
if (branches[place.branch].branch_flags & brflag::dangerous_end
&& place.depth == max_depth
&& (max_depth - curr_depth) > 1)
{
place.depth--;
}
return place;
}
/**
* Get the trap effect rate for the current level.
*
* No traps effects occur in either Temple or disconnected branches other than
* Pandemonium. For other branches, this value starts at 1. It is increased for
* deeper levels; by one for every 10 levels of absdepth,
* capping out at max 9.
*
* No traps in tutorial, sprint, and arena.
*
* @return The trap rate for the current level.
*/
int trap_rate_for_place()
{
if (player_in_branch(BRANCH_TEMPLE)
|| (!player_in_connected_branch()
&& !player_in_branch(BRANCH_PANDEMONIUM))
|| crawl_state.game_is_sprint()
|| crawl_state.game_is_tutorial()
|| crawl_state.game_is_arena())
{
return 0;
}
return 1 + env.absdepth0 / 10;
}
/**
* Choose a weighted random trap type for the currently-generated level.
*
* Odds of generating zot traps vary by depth (and are depth-limited). Alarm
* traps also can't be placed before D:4. All other traps are depth-agnostic.
*
* @return A random trap type.
* May be NUM_TRAPS, if no traps were valid.
*/
trap_type random_trap_for_place(bool dispersal_ok)
{
// zot traps are Very Special.
// very common in zot...
if (player_in_branch(BRANCH_ZOT) && coinflip())
return TRAP_ZOT;
// and elsewhere, increasingly common with depth
// possible starting at depth 15 (end of D, late lair, lair branches)
// XXX: is there a better way to express this?
if (random2(1 + env.absdepth0) > 14 && one_chance_in(3))
return TRAP_ZOT;
const bool shaft_ok = is_valid_shaft_level() && !player_in_hell();
const bool tele_ok = !crawl_state.game_is_sprint();
const bool alarm_ok = env.absdepth0 > 3;
// Split lesser theme traps across branches to vary up those branches.
// (Most Zot and Tomb trap placement is done by vaults.)
const bool tyrant_ok = player_in_branch(BRANCH_ORC)
|| player_in_branch(BRANCH_SNAKE)
|| player_in_branch(BRANCH_VAULTS);
const bool archmage_ok = player_in_branch(BRANCH_SNAKE)
|| player_in_branch(BRANCH_ELF)
|| player_in_branch(BRANCH_DEPTHS);
const bool harlequin_ok = player_in_branch(BRANCH_DEPTHS)
|| player_in_branch(BRANCH_ZOT)
|| player_in_branch(BRANCH_PANDEMONIUM);
const bool devourer_ok = player_in_branch(BRANCH_SLIME)
|| player_in_branch(BRANCH_PANDEMONIUM);
const pair<trap_type, int> trap_weights[] =
{
{ TRAP_DISPERSAL, dispersal_ok && tele_ok ? 4 : 0},
{ TRAP_TELEPORT, tele_ok ? 5 : 0},
{ TRAP_SHAFT, shaft_ok ? 4 : 0},
{ TRAP_ALARM, alarm_ok ? 5 : 0},
{ TRAP_TYRANT, tyrant_ok ? 3 : 0},
{ TRAP_ARCHMAGE, archmage_ok ? 3 : 0},
{ TRAP_HARLEQUIN, harlequin_ok ? 2 : 0},
{ TRAP_DEVOURER, devourer_ok ? 2 : 0},
};
const trap_type *trap = random_choose_weighted(trap_weights);
return trap ? *trap : NUM_TRAPS;
}
void place_webs(int num)
{
trap_def ts;
for (int j = 0; j < num; j++)
{
int tries;
// this is hardly ever enough to place many webs, most of the time
// it will fail prematurely. Which is fine.
for (tries = 0; tries < 200; ++tries)
{
ts.pos.x = random2(GXM);
ts.pos.y = random2(GYM);
if (in_bounds(ts.pos)
&& env.grid(ts.pos) == DNGN_FLOOR
&& !map_masked(ts.pos, MMT_NO_TRAP))
{
// Calculate weight.
int weight = 0;
for (adjacent_iterator ai(ts.pos); ai; ++ai)
{
// Solid wall?
int solid_weight = 0;
// Orthogonals weight three, diagonals 1.
if (cell_is_solid(*ai))
{
solid_weight = (ai->x == ts.pos.x || ai->y == ts.pos.y)
? 3 : 1;
}
weight += solid_weight;
}
// Maximum weight is 4*3+4*1 = 16
// *But* that would imply completely surrounded by rock (no point there)
if (weight <= 16 && x_chance_in_y(weight + 2, 34))
break;
}
}
if (tries >= 200)
break;
ts.type = TRAP_WEB;
ts.prepare_ammo();
ts.reveal();
env.trap[ts.pos] = ts;
}
}
bool player::trap_in_web()
{
if (is_web_immune() || caught())
return false;
you.attribute[ATTR_HELD] = 1;
you.redraw_armour_class = true;
you.redraw_evasion = true;
quiver::set_needs_redraw();
mpr("You are caught in a web!");
return true;
}
bool monster::trap_in_web()
{
if (is_web_immune() || caught())
return false;
simple_monster_message(*this, " is caught in a web!");
add_ench(ENCH_HELD);
return true;
}
bool player::trap_in_net(bool real, bool quiet)
{
if (!_net_immune_reason().empty() || caught())
return false;
you.attribute[ATTR_HELD] = NET_STARTING_DURABILITY;
you.props[NET_IS_REAL_KEY].get_bool() = real;
you.redraw_armour_class = true;
you.redraw_evasion = true;
quiver::set_needs_redraw();
if (!quiet)
mpr("You become entangled in the net!");
stop_running();
stop_delay(true); // even stair delays
return true;
}
/**
* Attempt to trap a monster in a net.
*
* @param real Whether this net should drop on the ground after the monster
* escapes (or dies).
* @param quiet Whether to silence any messages caused by doing this.
* @return Whether the monster was successfully trapped.
*/
bool monster::trap_in_net(bool real, bool quiet)
{
if (caught())
return false;
if (is_insubstantial() || is_amorphous())
{
if (!quiet && you.can_see(*this))
{
if (is_insubstantial())
mprf("The net passes right through %s!", name(DESC_THE).c_str());
else
mprf("%s effortlessly oozes through the net!", name(DESC_THE).c_str());
}
return false;
}
if (mons_is_tentacle_or_tentacle_segment(type)
|| is_stationary() && !mons_has_attacks(*this))
{
return false;
}
add_ench(mon_enchant(ENCH_HELD, nullptr, 0, NET_STARTING_DURABILITY));
if (!quiet && you.see_cell(pos()))
{
if (!visible_to(&you))
mpr("Something gets caught in the net!");
else
simple_monster_message(*this, " is caught in the net!");
}
props[NET_IS_REAL_KEY].get_bool() = real;
return true;
}
void player::struggle_against_net()
{
if (caught_by() == CAUGHT_WEB)
{
// Roll a chance to escape the web.
if (x_chance_in_y(3, 10))
{
mpr("You struggle to detach yourself from the web.");
return;
}
else
{
mpr("You disentangle yourself.");
stop_being_caught();
return;
}
}
// Handle nets now.
const int damage = random_range(1, 4);
if (damage >= you.attribute[ATTR_HELD])
{
mprf("You %s the net and break free!", damage > 3 ? "shred" : "rip");
stop_being_caught();
return;
}
if (damage > 3)
mpr("You tear a large gash into the net.");
else
mpr("You struggle against the net.");
you.attribute[ATTR_HELD] -= damage;
}
void player::stop_being_caught(bool drop_net)
{
const caught_type ctype = caught_by();
if (ctype >= CAUGHT_NET)
{
props.erase(NET_IS_REAL_KEY);
// Make a fresh net to drop on the ground, with chance proportional to
// how much damage it suffered.
if (ctype == CAUGHT_NET && drop_net
&& x_chance_in_y(you.attribute[ATTR_HELD], 9))
{
// If we're in the middle of moving, drop the net at the player's
// previous position.
drop_net_at(last_move_pos.origin() ? pos() : last_move_pos);
}
}
you.attribute[ATTR_HELD] = 0;
you.redraw_armour_class = true;
you.redraw_evasion = true;
quiver::set_needs_redraw();
}
// Whether this trap type can be placed in vaults by the ^ glyph
bool is_regular_trap(trap_type trap)
{
#if TAG_MAJOR_VERSION == 34
return !is_removed_trap(trap)
&& (trap <= TRAP_MAX_REGULAR || trap == TRAP_DISPERSAL);
#else
return trap <= TRAP_MAX_REGULAR;
#endif
}
#if TAG_MAJOR_VERSION == 34
bool is_removed_trap(trap_type trap)
{
switch (trap)
{
case TRAP_SPEAR:
case TRAP_BOLT:
case TRAP_GAS:
case TRAP_SHADOW:
case TRAP_SHADOW_DORMANT:
return true;
default:
return false;
}
}
#endif
|