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/**
* @file
* @brief Zot clock functions.
**/
#include "AppHdr.h"
#include "zot.h"
#include "activity-interrupt-type.h" // for zot clock key
#include "branch.h" // for zot clock key
#include "coordit.h" // rectangle_iterator
#include "database.h" // getSpeakString
#include "delay.h" // interrupt_activity
#include "god-passive.h"
#include "items.h" // stack_iterator
#include "item-prop.h"
#include "item-status-flag-type.h" // ISFLAG_MIMIC
#include "message.h"
#include "notes.h" // NOTE_MESSAGE
#include "options.h" // UA_PICKUP, more_gem_info
#include "state.h"
#include "stringutil.h" // make_stringf
#include "view.h" // flash_view_delay
#if TAG_MAJOR_VERSION == 34
static int _old_zot_clock(const string& branch_name) {
// The old clock was measured in turns (deca-auts), not aut.
static const string OLD_KEY = "ZOT_CLOCK";
if (!you.props.exists(OLD_KEY))
return -1;
CrawlHashTable &branch_clock = you.props[OLD_KEY];
if (!branch_clock.exists(branch_name))
return -1;
return branch_clock[branch_name].get_int();
}
#endif
// Returns -1 if the player hasn't been in this branch before.
static int& _zot_clock_for(branch_type br)
{
CrawlHashTable &branch_clock = you.props["ZOT_AUTS"];
const string branch_name = is_hell_branch(br) ? "Hells" : branches[br].abbrevname;
// When entering a new branch, start with an empty clock.
// (You'll get the usual time when you finish entering.)
if (!branch_clock.exists(branch_name))
{
#if TAG_MAJOR_VERSION == 34
// The old clock was measured in turns (deca-auts), not aut.
const int old_clock = _old_zot_clock(branch_name);
if (old_clock != -1)
branch_clock[branch_name].get_int() = old_clock;
else
#endif
branch_clock[branch_name].get_int() = -1;
}
return branch_clock[branch_name].get_int();
}
static int& _zot_clock()
{
return _zot_clock_for(you.where_are_you);
}
static bool _zot_clock_active_in(branch_type br)
{
return br != BRANCH_ABYSS && !zot_immune() && !crawl_state.game_is_sprint();
}
// Is the zot clock running, or is it paused or stopped altogether?
bool zot_clock_active()
{
return _zot_clock_active_in(you.where_are_you);
}
// Has the player stopped the zot clock?
bool zot_immune()
{
return player_has_orb() || you.zigs_completed;
}
int turns_until_zot_in(branch_type br)
{
const int aut = (MAX_ZOT_CLOCK - _zot_clock_for(br));
if (have_passive(passive_t::slow_zot))
return aut * 3 / (2 * BASELINE_DELAY);
return aut / BASELINE_DELAY;
}
// How many turns (deca-auts) does the player have until Zot finds them?
int turns_until_zot()
{
return turns_until_zot_in(you.where_are_you);
}
static int _zot_lifespan_div()
{
return you.has_mutation(MUT_SHORT_LIFESPAN) ? 10 : 1;
}
// A scale from 0 to 3 of how much danger the player is in of
// reaching the end of the zot clock. 0 is no danger, 3 is almost dead.
int bezotting_level_in(branch_type br)
{
if (!_zot_clock_active_in(br))
return 0;
const int remaining_turns = turns_until_zot_in(br) * _zot_lifespan_div();
if (remaining_turns < 100)
return 3;
if (remaining_turns < 500)
return 2;
if (remaining_turns < 1000)
return 1;
return 0;
}
// A scale from 0 to 4 of how much danger the player is in of
// reaching the end of the zot clock in their current branch.
int bezotting_level()
{
return bezotting_level_in(you.where_are_you);
}
// If the player was in the given branch, would they see warnings for
// nearing the end of the zot clock?
bool bezotted_in(branch_type br)
{
return bezotting_level_in(br) > 0;
}
// Is the player seeing warnings about nearing the end of the zot clock?
bool bezotted()
{
return bezotted_in(you.where_are_you);
}
bool should_fear_zot()
{
return bezotted();
}
// Decrease the zot clock when the player enters a new level.
void decr_zot_clock(bool extra_life)
{
if (!zot_clock_active())
return;
int &zot = _zot_clock();
const int div = _zot_lifespan_div();
if (zot == -1)
{
// new branch
zot = MAX_ZOT_CLOCK - ZOT_CLOCK_PER_FLOOR / div;
}
else
{
// old branch, new floor
if (bezotted())
{
if (extra_life)
mpr("As you die, Zot loses track of you.");
else
mpr("As you enter the new level, Zot loses track of you.");
}
zot = max(0, zot - ZOT_CLOCK_PER_FLOOR / div);
}
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_METEORAN)
update_vision_range();
#endif
}
static int _added_zot_time()
{
if (have_passive(passive_t::slow_zot))
return div_rand_round(you.time_taken * 2, 3);
return you.time_taken;
}
void incr_zot_clock()
{
if (!zot_clock_active())
return;
const int old_lvl = bezotting_level();
_zot_clock() += _added_zot_time();
if (!bezotted())
return;
if (_zot_clock() >= MAX_ZOT_CLOCK)
{
mpr("Zot's power touches on you...");
// Use your 'base' MHP (excluding forms, berserk, artefacts...)
// to calculate loss, so that Dragon Form doesn't penalize extra HP
// and players in unskilled talisman forms don't lose less HP.
// TODO: also ignore ATTR_DIVINE_VIGOUR.
const int mhp = get_real_hp(false, false);
// However, use your current hp_max to set the max loss, so that you
// can't go below 1 MHP ever.
const int loss = min(3 + mhp / 6, you.hp_max - 1);
// Take the note before decrementing max HP, so the notes have cause
// before effect. Not sure if this should use current or base MHP.
take_note(Note(NOTE_ZOT_TOUCHED, you.hp_max, you.hp_max - loss));
dec_max_hp(loss);
interrupt_activity(activity_interrupt::force);
set_turns_until_zot(you.has_mutation(MUT_SHORT_LIFESPAN) ? 200 : 1000);
}
const int lvl = bezotting_level();
if (old_lvl >= lvl)
return;
switch (lvl)
{
case 1:
mpr("You have lingered too long. Zot senses you. "
"Dive deeper or flee this branch before you suffer!");
break;
case 2:
mpr("Zot draws nearer. "
"Dive deeper or flee this branch before you suffer!");
break;
case 3:
mpr("Zot has nearly found you. Suffering is imminent. "
"Descend or flee this branch!");
break;
}
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_METEORAN)
update_vision_range();
#endif
take_note(Note(NOTE_MESSAGE, 0, 0, "Glimpsed the power of Zot."));
interrupt_activity(activity_interrupt::force);
}
void set_turns_until_zot(int turns_left)
{
if (turns_left < 0 || turns_left > MAX_ZOT_CLOCK / BASELINE_DELAY)
return;
int &clock = _zot_clock();
clock = MAX_ZOT_CLOCK - turns_left * BASELINE_DELAY;
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_METEORAN)
update_vision_range();
#endif
}
bool gem_clock_active()
{
return !player_has_orb()
&& !crawl_state.game_is_sprint()
&& !crawl_state.game_is_descent();
}
/// Destroy all gems on the current floor. Note that there may be multiple, if
/// mimics are involved.
static void _shatter_floor_gem(gem_type gem, bool quiet = false)
{
for (rectangle_iterator ri(0); ri; ++ri)
{
for (stack_iterator si(*ri); si; ++si)
{
if (!si->is_type(OBJ_GEMS, gem))
continue;
const bool was_mimic = si->flags & ISFLAG_MIMIC;
item_was_destroyed(*si);
destroy_item(si.index());
you.gems_shattered.set(gem);
if (quiet || !you.see_cell(*ri))
continue;
if (was_mimic)
{
mprf("The power of Zot manifests... and reveals the %s gem was"
" a mimic! It cackles and vanishes.", gem_adj(gem));
continue;
}
mprf("With a frightful flash, the power of Zot shatters the %s"
" gem into ten thousand fragments!", gem_adj(gem));
// Using UA_PICKUP here is dubious.
flash_view_delay(UA_PICKUP, MAGENTA, 100);
flash_view_delay(UA_PICKUP, LIGHTMAGENTA, 100);
}
}
}
int gem_time_left(int gem_int)
{
gem_type gem = static_cast<gem_type>(gem_int);
ASSERT_RANGE(gem, 0, NUM_GEM_TYPES);
return gem_time_limit(gem) - you.gem_time_spent[gem];
}
void print_gem_warnings(int gem_int, int old_time_taken)
{
if (!Options.more_gem_info)
return;
gem_type gem = static_cast<gem_type>(gem_int);
if (gem == NUM_GEM_TYPES)
return;
ASSERT_RANGE(gem, 0, NUM_GEM_TYPES);
if (!gem_clock_active() || !you.gems_found[gem] || you.gems_shattered[gem])
return;
const int time_taken = you.gem_time_spent[gem];
const int limit = gem_time_limit(gem);
if (old_time_taken + 2700 < limit && time_taken + 2700 >= limit)
{
mprf("If you linger in this branch much longer, the power of Zot will "
"shatter your %s gem.", gem_adj(gem));
}
if (old_time_taken + 1000 < limit && time_taken + 1000 >= limit)
{
mprf("Zot senses the otherworldly energies of your %s gem, and will "
"surely shatter it if you linger in this branch any longer!",
gem_adj(gem));
}
}
void incr_gem_clock()
{
if (!gem_clock_active())
return;
const branch_type br = you.where_are_you;
const gem_type gem = gem_for_branch(br);
if (gem == NUM_GEM_TYPES || you.gems_shattered[gem])
return;
int &time_taken = you.gem_time_spent[gem];
const int limit = gem_time_limit(gem);
if (time_taken >= limit)
return; // already lost...
const int old_time_taken = time_taken;
time_taken += you.time_taken;
print_gem_warnings(gem, old_time_taken);
if (time_taken < limit)
return;
// lose it!
if (you.gems_found[gem])
{
take_note(Note(NOTE_GEM_LOST, gem));
mark_milestone("gem.lost", make_stringf("lost the %s gem!",
gem_adj(gem)));
you.gems_shattered.set(gem);
if (Options.more_gem_info)
{
mprf("With a frightful flash, the power of Zot shatters your %s gem "
"into ten thousand fragments!", gem_adj(gem));
// Using UA_PICKUP here is dubious.
flash_view_delay(UA_PICKUP, MAGENTA, 100);
flash_view_delay(UA_PICKUP, LIGHTMAGENTA, 100);
}
return;
}
// OK, maybe it was on the level somewhere?
_shatter_floor_gem(gem);
// If not, we'll clean it up when we load the appropriate level.
}
void maybe_break_floor_gem()
{
const gem_type gem = gem_for_branch(you.where_are_you);
if (gem != NUM_GEM_TYPES
&& !you.gems_shattered[gem]
&& (crawl_state.game_is_descent() // No descent gems :(
|| gem_time_left(gem) <= 0))
{
_shatter_floor_gem(gem, true);
}
}
string gem_status()
{
if (!Options.more_gem_info)
return "";
const gem_type gem = gem_for_branch(you.where_are_you);
if (gem == NUM_GEM_TYPES
|| !you.gems_found[gem]
|| you.gems_shattered[gem]
|| !gem_clock_active())
{
return "";
}
const int time_left = gem_time_left(gem);
const int turns_left = (time_left + 9) / 10; // round up
return make_stringf("If you linger in this branch for another %d turns, "
"the power of Zot will shatter your %s gem.\n",
turns_left, gem_adj(gem));
}
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