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/*
* File: abyss.cc
* Summary: Misc abyss specific functions.
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include "abyss.h"
#include <cstdlib>
#include <algorithm>
#include "areas.h"
#include "artefact.h"
#include "cloud.h"
#include "colour.h"
#include "coordit.h"
#include "los.h"
#include "makeitem.h"
#include "mapmark.h"
#include "maps.h"
#include "message.h"
#include "misc.h"
#include "mon-iter.h"
#include "mon-util.h"
#include "mon-place.h"
#include "mgen_data.h"
#include "coord.h"
#include "mon-transit.h"
#include "player.h"
#include "dungeon.h"
#include "itemprop.h"
#include "items.h"
#include "l_defs.h"
#include "lev-pand.h"
#include "los.h"
#include "random.h"
#include "religion.h"
#include "shopping.h"
#include "showsymb.h"
#include "sprint.h"
#include "state.h"
#include "stuff.h"
#include "env.h"
#include "spells3.h"
#include "terrain.h"
#ifdef USE_TILE
#include "tiledef-dngn.h"
#include "tileview.h"
#endif
#include "traps.h"
#include "travel.h"
#include "view.h"
#include "xom.h"
const int ABYSSAL_RUNE_MAX_ROLL = 200;
// If not_seen is true, don't place the feature where it can be seen from
// the centre.
static bool _place_feature_near(const coord_def ¢re,
int radius,
dungeon_feature_type candidate,
dungeon_feature_type replacement,
int tries, bool not_seen = false)
{
const int radius2 = radius * radius + 1;
for (int i = 0; i < tries; ++i)
{
const coord_def &cp =
centre + coord_def(random_range(-radius, radius),
random_range(-radius, radius));
if (cp == centre || (cp - centre).abs() > radius2 || !in_bounds(cp))
continue;
if (not_seen && cell_see_cell(cp, centre))
continue;
if (grd(cp) == candidate)
{
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "Placing %s at (%d,%d)",
dungeon_feature_name(replacement),
cp.x, cp.y);
#endif
grd(cp) = replacement;
return (true);
}
}
return (false);
}
//#define DEBUG_ABYSS
// Returns a feature suitable for use in the proto-Abyss level.
static dungeon_feature_type _abyss_proto_feature()
{
return static_cast<dungeon_feature_type>(
random_choose_weighted(3000, DNGN_FLOOR,
600, DNGN_ROCK_WALL,
300, DNGN_STONE_WALL,
100, DNGN_METAL_WALL,
1, DNGN_CLOSED_DOOR,
0));
}
// Generate the initial (proto) Abyss level. The proto Abyss is where
// the player lands when they arrive in the Abyss from elsewhere.
// _generate_area generates all other Abyss areas.
void generate_abyss()
{
env.level_build_method += " abyss";
env.level_layout_type = "abyss";
#ifdef DEBUG_ABYSS
mprf(MSGCH_DIAGNOSTICS,
"generate_abyss(); turn_on_level: %d", env.turns_on_level);
#endif
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
grd(*ri) = _abyss_proto_feature();
// If we're starting out in the Abyss, make sure the starting grid is
// an altar to Lugonu and there's an exit near-by.
// Otherwise, we start out on floor and there's a chance there's an
// altar near-by.
if (you.char_direction == GDT_GAME_START)
{
grd(ABYSS_CENTRE) = DNGN_ALTAR_LUGONU;
_place_feature_near( ABYSS_CENTRE, LOS_RADIUS + 2,
DNGN_FLOOR, DNGN_EXIT_ABYSS, 50, true );
}
else
{
grd(ABYSS_CENTRE) = DNGN_FLOOR;
if (one_chance_in(5))
{
_place_feature_near( ABYSS_CENTRE, LOS_RADIUS,
DNGN_FLOOR, DNGN_ALTAR_LUGONU, 50 );
}
}
}
// Returns the roll to use to check if we want to create an abyssal rune.
static int _abyssal_rune_roll()
{
if (you.attribute[ATTR_ABYSSAL_RUNES])
return (-1);
// The longer the player's hung around in the Abyss, the more
// likely the rune. Never generate a new rune if the player
// already found one, but make the Abyssal rune eligible for
// generation again if the player loses it.
// If the player leaves the Abyss turns_on_level resets to 0. So
// hang in there if you want your Abyssal rune fix quick. :P
// Worshippers of Lugonu with decent piety will attract the rune
// to themselves.
// In general, the base chance of an abyssal rune is 1/200 for
// every item roll (the item roll is 1/200 for every floor square
// in the abyss). Once the player has spent more than 500 turns on
// level, the abyss rune chance increases linearly every 228 turns
// up to a maximum of 34/200 (17%) per item roll after ~8000
// turns.
// For Lugonu worshippers, the base chance of an abyssal rune is 1
// in 200 as for other players, but the rune chance increases
// linearly after 50 turns on the level, up to the same 34/200
// (17%) chance after ~2000 turns.
const bool lugonu_favoured =
(you.religion == GOD_LUGONU && !player_under_penance()
&& you.piety > 120);
const int cutoff = lugonu_favoured ? 50 : 500;
const int scale = lugonu_favoured ? 57 : 228;
const int odds =
std::min(1 + std::max((env.turns_on_level - cutoff) / scale, 0), 34);
#ifdef DEBUG_ABYSS
mprf(MSGCH_DIAGNOSTICS, "Abyssal rune odds: %d in %d (%.2f%%)",
odds, ABYSSAL_RUNE_MAX_ROLL, odds * 100.0 / ABYSSAL_RUNE_MAX_ROLL);
#endif
return (odds);
}
static void _abyss_create_room(const map_mask &abyss_genlevel_mask)
{
const int largest_room_dimension = 10;
// Pick the corners
const coord_def tl(
random_range(MAPGEN_BORDER,
GXM - 1 - (MAPGEN_BORDER + largest_room_dimension)),
random_range(MAPGEN_BORDER,
GYM - 1 - (MAPGEN_BORDER + largest_room_dimension)));
const coord_def roomsize(random_range(1, largest_room_dimension),
random_range(1, largest_room_dimension));
const coord_def br = tl + roomsize;
// Check if the room is taken.
for (rectangle_iterator ri(tl, br); ri; ++ri)
if (!abyss_genlevel_mask(*ri))
return;
// Make the room.
for (rectangle_iterator ri(tl, br); ri; ++ri)
grd(*ri) = DNGN_FLOOR;
}
static void _abyss_create_rooms(const map_mask &abyss_genlevel_mask,
int rooms_to_do)
{
for (int i = 0; i < rooms_to_do; ++i)
{
if (one_chance_in(100))
break;
_abyss_create_room(abyss_genlevel_mask);
}
}
static void _abyss_erase_stairs_from(const vault_placement *vp)
{
for (vault_place_iterator vi(*vp); vi; ++vi)
{
const coord_def p(*vi);
const dungeon_feature_type feat(grd(p));
if (feat_is_stair(feat)
&& feat != DNGN_EXIT_ABYSS
&& feat != DNGN_ENTER_PORTAL_VAULT)
{
grd(p) = DNGN_FLOOR;
}
}
}
static bool _abyss_place_map(const map_def *mdef,
bool clobber,
bool make_no_exits = false,
const coord_def &where = INVALID_COORD,
int rune_subst = -1)
{
const bool did_place = dgn_safe_place_map(mdef, clobber, make_no_exits,
where, rune_subst);
if (did_place)
_abyss_erase_stairs_from(env.level_vaults[env.level_vaults.size() - 1]);
return (did_place);
}
static bool _abyss_place_vault_tagged(const map_mask &abyss_genlevel_mask,
const std::string &tag,
int rune_subst = -1)
{
const map_def *map = random_map_for_tag(tag, false, true);
if (map)
{
unwind_vault_placement_mask vaultmask(&abyss_genlevel_mask);
return (_abyss_place_map(map, false, false, INVALID_COORD,
rune_subst));
}
return (false);
}
static bool _abyss_place_rune_vault(const map_mask &abyss_genlevel_mask)
{
return _abyss_place_vault_tagged(abyss_genlevel_mask, "abyss_rune");
}
static bool _abyss_place_rune(const map_mask &abyss_genlevel_mask,
bool use_vaults)
{
// Use a rune vault if there's one.
if (use_vaults && _abyss_place_rune_vault(abyss_genlevel_mask))
return (true);
coord_def chosen_spot;
int places_found = 0;
// Pick a random spot to drop the rune. We specifically do not use
// random_in_bounds and similar, because we may be dealing with a
// non-rectangular region, and we want to place the rune fairly.
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
{
const coord_def p(*ri);
if (abyss_genlevel_mask(p)
&& grd(p) == DNGN_FLOOR && igrd(p) == NON_ITEM
&& one_chance_in(++places_found))
{
chosen_spot = p;
}
}
if (places_found)
{
dprf("Placing abyssal rune at (%d,%d)", chosen_spot.x, chosen_spot.y);
int thing_created = items(1, OBJ_MISCELLANY,
MISC_RUNE_OF_ZOT, true,
DEPTH_ABYSS, 0);
if (thing_created != NON_ITEM)
{
mitm[thing_created].plus = RUNE_ABYSSAL;
item_colour(mitm[thing_created]);
}
move_item_to_grid( &thing_created, chosen_spot );
return (thing_created != NON_ITEM);
}
return (false);
}
// Returns true if items can be generated on the given square.
static bool _abyss_square_accepts_items(const map_mask &abyss_genlevel_mask,
coord_def p)
{
return (abyss_genlevel_mask(p)
&& grd(p) == DNGN_FLOOR
&& igrd(p) == NON_ITEM
&& unforbidden(p, MMT_VAULT));
}
static int _abyss_create_items(const map_mask &abyss_genlevel_mask,
bool placed_abyssal_rune,
bool use_vaults)
{
// During game start, number and level of items mustn't be higher than
// that on level 1. Abyss in sprint games has no items.
int num_items = 150, items_level = DEPTH_ABYSS;
int items_placed = 0;
if (crawl_state.game_is_sprint())
{
num_items = 0;
items_level = 0;
}
else if (you.char_direction == GDT_GAME_START)
{
num_items = 3 + roll_dice( 3, 11 );
items_level = 0;
}
const int abyssal_rune_roll = _abyssal_rune_roll();
bool should_place_abyssal_rune = false;
std::vector<coord_def> chosen_item_places;
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
{
if (_abyss_square_accepts_items(abyss_genlevel_mask, *ri))
{
if (items_placed < num_items && one_chance_in(200))
{
// [ds] Don't place abyssal rune in this loop to avoid
// biasing rune placement toward the north-west of the
// abyss level. Instead, make a note of whether we
// decided to place the abyssal rune at all, and if we
// did, place it randomly somewhere in the map at the
// end of the item-gen pass. We may as a result create
// (num_items + 1) items instead of num_items, which
// is acceptable.
if (!placed_abyssal_rune && !should_place_abyssal_rune
&& abyssal_rune_roll != -1
&& you.char_direction != GDT_GAME_START
&& x_chance_in_y(abyssal_rune_roll, ABYSSAL_RUNE_MAX_ROLL))
{
should_place_abyssal_rune = true;
}
chosen_item_places.push_back(*ri);
}
}
}
if (!placed_abyssal_rune && should_place_abyssal_rune)
{
if (_abyss_place_rune(abyss_genlevel_mask, use_vaults))
++items_placed;
}
for (int i = 0, size = chosen_item_places.size(); i < size; ++i)
{
const coord_def place(chosen_item_places[i]);
if (_abyss_square_accepts_items(abyss_genlevel_mask, place))
{
int thing_created = items(1, OBJ_RANDOM, OBJ_RANDOM,
true, items_level, 250);
move_item_to_grid( &thing_created, place );
if (thing_created != NON_ITEM)
items_placed++;
}
}
return (items_placed);
}
static std::vector<dungeon_feature_type> _abyss_pick_terrain_elements()
{
std::vector<dungeon_feature_type> terrain_elements;
const int n_terrain_elements = 5;
// Generate level composition vector.
for (int i = 0; i < n_terrain_elements; i++)
{
// Weights are in hundredths of a percentage; i.e. 5073 =
// 50.73%, 16 = 0.16%, etc.
terrain_elements.push_back(
static_cast<dungeon_feature_type>(
random_choose_weighted(5073, DNGN_ROCK_WALL,
2008, DNGN_STONE_WALL,
914, DNGN_METAL_WALL,
722, DNGN_LAVA,
666, DNGN_SHALLOW_WATER,
601, DNGN_DEEP_WATER,
16, DNGN_CLOSED_DOOR,
0)));
}
return (terrain_elements);
}
// Returns N so that the chance of placing an abyss exit on any given
// square is 1 in N.
static int _abyss_exit_chance()
{
int exit_chance = 7500;
if (crawl_state.game_is_sprint())
{
exit_chance = sprint_modify_abyss_exit_chance(exit_chance);
}
return exit_chance;
}
static bool _abyss_check_place_feat(coord_def p,
const int feat_chance,
int *feats_wanted,
bool *use_map,
dungeon_feature_type which_feat,
const map_mask &abyss_genlevel_mask)
{
if (!which_feat)
return (false);
const bool place_feat = feat_chance && one_chance_in(feat_chance);
if (place_feat && feats_wanted)
++*feats_wanted;
// There's no longer a need to check for features under items,
// since we're working on fresh grids that are guaranteed
// item-free.
if (place_feat || (feats_wanted && *feats_wanted > 0))
{
dprf("Placing abyss feature: %s.", dungeon_feature_name(which_feat));
// When placing Abyss exits, try to use a vault if we have one.
if (which_feat == DNGN_EXIT_ABYSS
&& use_map && *use_map
&& _abyss_place_vault_tagged(abyss_genlevel_mask, "abyss_exit",
which_feat))
{
*use_map = false;
}
else
{
grd(p) = which_feat;
}
if (feats_wanted)
--*feats_wanted;
return (true);
}
return (false);
}
static dungeon_feature_type _abyss_pick_altar()
{
dungeon_feature_type altar = DNGN_UNSEEN;
// Lugonu has a flat 50% chance of corrupting the altar.
if (coinflip())
return DNGN_ALTAR_LUGONU;
do
{
altar = static_cast<dungeon_feature_type>(
DNGN_ALTAR_FIRST_GOD + random2(NUM_GODS - 1));
}
while (is_good_god(feat_altar_god(altar))
|| is_unavailable_god(feat_altar_god(altar)));
return (altar);
}
static void _abyss_apply_terrain(const map_mask &abyss_genlevel_mask)
{
const std::vector<dungeon_feature_type> terrain_elements =
_abyss_pick_terrain_elements();
if (one_chance_in(3))
_abyss_create_rooms(abyss_genlevel_mask, random_range(1, 10));
const int exit_chance = _abyss_exit_chance();
// Except for the altar on the starting position, don't place any
// altars.
const int altar_chance =
you.char_direction != GDT_GAME_START? 10000 : 0;
const int n_terrain_elements = terrain_elements.size();
int exits_wanted = 0;
int altars_wanted = 0;
bool use_abyss_exit_map = true;
const int floor_density = random_range(30, 95);
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
{
const coord_def p(*ri);
if (!abyss_genlevel_mask(p) || !unforbidden(p, MMT_VAULT))
continue;
if (x_chance_in_y(floor_density, 100))
grd(p) = DNGN_FLOOR;
else if (grd(p) == DNGN_UNSEEN)
grd(p) = terrain_elements[random2(n_terrain_elements)];
// Place abyss exits, stone arches, and altars to liven up the scene:
(_abyss_check_place_feat(p, exit_chance,
&exits_wanted,
&use_abyss_exit_map,
DNGN_EXIT_ABYSS,
abyss_genlevel_mask)
||
_abyss_check_place_feat(p, altar_chance,
&altars_wanted,
NULL,
_abyss_pick_altar(),
abyss_genlevel_mask)
||
_abyss_check_place_feat(p, 10000, NULL, NULL,
DNGN_STONE_ARCH,
abyss_genlevel_mask));
}
}
static int _abyss_place_vaults(const map_mask &abyss_genlevel_mask)
{
unwind_vault_placement_mask vaultmask(&abyss_genlevel_mask);
int vaults_placed = 0;
const int maxvaults = 4;
for (int i = 0; i < maxvaults; ++i)
{
const map_def *map = random_map_for_tag("abyss", false, true);
if (!map)
break;
if (_abyss_place_map(map, false, false)
&& !one_chance_in(2 + (++vaults_placed)))
{
break;
}
}
return (vaults_placed);
}
static void _generate_area(const map_mask &abyss_genlevel_mask,
bool use_vaults)
{
// Any rune on the floor prevents the abyssal rune from being generated.
const bool placed_abyssal_rune =
find_floor_item(OBJ_MISCELLANY, MISC_RUNE_OF_ZOT);
#ifdef DEBUG_ABYSS
mprf(MSGCH_DIAGNOSTICS,
"_generate_area(). turns_on_level: %d, rune_on_floor: %s",
env.turns_on_level, placed_abyssal_rune? "yes" : "no");
#endif
// Nuke map knowledge.
env.map_knowledge.init(map_cell());
_abyss_apply_terrain(abyss_genlevel_mask);
if (use_vaults)
_abyss_place_vaults(abyss_genlevel_mask);
_abyss_create_items(abyss_genlevel_mask, placed_abyssal_rune, use_vaults);
generate_random_blood_spatter_on_level(&abyss_genlevel_mask);
setup_environment_effects();
}
class xom_abyss_feature_amusement_check
{
private:
int exit_was_near;
int rune_was_near;
private:
int abyss_exit_nearness() const
{
int nearness = INFINITE_DISTANCE;
// is_terrain_known() doesn't work on unmappable levels because
// mapping flags are not set on such levels.
for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri)
if (grd(*ri) == DNGN_EXIT_ABYSS && get_screen_glyph(*ri) != ' ')
nearness = std::min(nearness, grid_distance(you.pos(), *ri));
return (nearness);
}
int abyss_rune_nearness() const
{
int nearness = INFINITE_DISTANCE;
// See above comment about is_terrain_known().
for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri)
{
if (get_screen_glyph(*ri) != ' ')
{
for (stack_iterator si(*ri); si; ++si)
if (item_is_rune(*si, RUNE_ABYSSAL))
nearness = std::min(nearness,
grid_distance(you.pos(),*ri));
}
}
return (nearness);
}
public:
xom_abyss_feature_amusement_check()
{
exit_was_near = abyss_exit_nearness();
rune_was_near = abyss_rune_nearness();
}
// If the player was almost to the exit when it disappeared, Xom
// is extremely amused. He's also extremely amused if the player
// winds up right next to an exit when there wasn't one there
// before. The same applies to Abyssal runes.
~xom_abyss_feature_amusement_check()
{
// Update known terrain
viewwindow();
const int exit_is_near = abyss_exit_nearness();
const int rune_is_near = abyss_rune_nearness();
if (exit_was_near < INFINITE_DISTANCE
&& exit_is_near == INFINITE_DISTANCE
|| rune_was_near < INFINITE_DISTANCE
&& rune_is_near == INFINITE_DISTANCE
&& you.attribute[ATTR_ABYSSAL_RUNES] == 0)
{
xom_is_stimulated(255, "Xom snickers loudly.", true);
}
if (rune_was_near == INFINITE_DISTANCE
&& rune_is_near < INFINITE_DISTANCE
&& you.attribute[ATTR_ABYSSAL_RUNES] == 0
|| exit_was_near == INFINITE_DISTANCE
&& exit_is_near < INFINITE_DISTANCE)
{
xom_is_stimulated(255);
}
}
};
static void _abyss_lose_monster(monsters &mons)
{
if (mons.needs_transit())
mons.set_transit( level_id(LEVEL_ABYSS) );
mons.destroy_inventory();
mons.reset();
}
// If a sanctuary exists and is in LOS, moves it to keep it in the
// same place relative to the player's location after a shift. If the
// sanctuary is not in player LOS, removes it.
static void _abyss_move_sanctuary(const coord_def abyss_shift_start_centre,
const coord_def abyss_shift_end_centre)
{
if (env.sanctuary_time > 0 && in_bounds(env.sanctuary_pos))
{
if (you.see_cell(env.sanctuary_pos))
env.sanctuary_pos += (abyss_shift_end_centre -
abyss_shift_start_centre);
else
remove_sanctuary(false);
}
}
// Deletes everything on the level at the given position.
// Things that are wiped:
// 1. Dungeon terrain (set to DNGN_UNSEEN)
// 2. Monsters (the player is unaffected)
// 3. Items
// 4. Clouds
// 5. Terrain properties
// 6. Terrain colours
// 7. Vault (map) mask
// 8. Vault id mask
// 9. Map markers
static void _abyss_wipe_square_at(coord_def p)
{
// Nuke terrain.
destroy_shop_at(p);
destroy_trap(p);
grd(p) = DNGN_UNSEEN;
// Nuke items.
#ifdef DEBUG_ABYSS
if (igrd(p) != NON_ITEM)
mprf(MSGCH_DIAGNOSTICS, "Nuke item stack at (%d, %d)", p.x, p.y);
#endif
lose_item_stack(p);
// Nuke monster.
if (monsters *mon = monster_at(p))
_abyss_lose_monster(*mon);
// Delete cloud.
delete_cloud_at(p);
env.pgrid(p) = 0;
env.grid_colours(p) = 0;
env.level_map_mask(p) = 0;
env.level_map_ids(p) = INVALID_MAP_INDEX;
// Look for Lua markers on this square that are listening for
// non-positional events, (such as bazaar portals listening for
// turncount changes) and detach them manually from the dungeon
// event dispatcher.
const std::vector<map_marker *> markers = env.markers.get_markers_at(p);
for (int i = 0, size = markers.size(); i < size; ++i)
{
if (markers[i]->get_type() == MAT_LUA_MARKER)
dungeon_events.remove_listener(
dynamic_cast<map_lua_marker*>(markers[i]));
}
env.markers.remove_markers_at(p);
dungeon_events.clear_listeners_at(p);
}
// Removes monsters, clouds, dungeon features, and items from the
// level, torching all squares for which the supplied mask is false.
static void _abyss_wipe_unmasked_area(const map_mask &abyss_preserve_mask)
{
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
if (!abyss_preserve_mask(*ri))
_abyss_wipe_square_at(*ri);
}
// Moves everything at src to dst.
static void _abyss_move_entities_at(coord_def src, coord_def dst)
{
dgn_move_entities_at(src, dst, true, true, true);
}
// Move all vaults within the mask by the specified delta.
static void _abyss_move_masked_vaults_by_delta(const map_mask &mask,
const coord_def delta)
{
std::set<int> vault_indexes;
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
{
const int vi = env.level_map_ids(*ri);
if (vi != INVALID_MAP_INDEX)
vault_indexes.insert(vi);
}
for (std::set<int>::const_iterator i = vault_indexes.begin();
i != vault_indexes.end(); ++i)
{
vault_placement &vp(*env.level_vaults[*i]);
const coord_def oldp = vp.pos;
vp.pos += delta;
dprf("Moved vault (%s) from (%d,%d)-(%d,%d)",
vp.map.name.c_str(), oldp.x, oldp.y, vp.pos.x, vp.pos.y);
}
}
// Moves the player, monsters, terrain and items in the square (circle
// in movement distance) around the player with the given radius to
// the square centred on target_centre.
//
// Assumes:
// a) target can be truncated if not fully in bounds
// b) source and target areas may overlap
//
static void _abyss_move_entities(coord_def target_centre,
map_mask *shift_area_mask)
{
const coord_def source_centre = you.pos();
const coord_def delta = (target_centre - source_centre).sgn();
// When moving a region, walk backward to handle overlapping
// ranges correctly.
coord_def direction = -delta;
if (!direction.x)
direction.x = 1;
if (!direction.y)
direction.y = 1;
coord_def start(MAPGEN_BORDER, MAPGEN_BORDER);
coord_def end(GXM - 1 - MAPGEN_BORDER, GYM - 1 - MAPGEN_BORDER);
if (direction.x == -1)
std::swap(start.x, end.x);
if (direction.y == -1)
std::swap(start.y, end.y);
end += direction;
for (int y = start.y; y != end.y; y += direction.y)
{
for (int x = start.x; x != end.x; x += direction.x)
{
const coord_def src(x, y);
if (!(*shift_area_mask)(src))
continue;
(*shift_area_mask)(src) = false;
const coord_def dst = src - source_centre + target_centre;
if (map_bounds_with_margin(dst, MAPGEN_BORDER))
{
(*shift_area_mask)(dst) = true;
// Wipe the dstination clean before dropping things on it.
_abyss_wipe_square_at(dst);
_abyss_move_entities_at(src, dst);
}
else
{
// Wipe the source clean even if the dst is not in bounds.
_abyss_wipe_square_at(src);
}
}
}
_abyss_move_masked_vaults_by_delta(*shift_area_mask,
target_centre - source_centre);
}
static void _abyss_expand_mask_to_cover_vault(map_mask *mask,
int map_index)
{
dprf("Expanding mask to cover vault %d (nvaults: %d)",
map_index, env.level_vaults.size());
const vault_placement &vp = *env.level_vaults[map_index];
for (vault_place_iterator vpi(vp); vpi; ++vpi)
(*mask)(*vpi) = true;
}
// Identifies the smallest movement circle around the given source that can
// be shifted without breaking up any vaults.
static void _abyss_identify_area_to_shift(coord_def source, int radius,
map_mask *mask)
{
mask->init(false);
std::set<int> affected_vault_indexes;
for (radius_iterator ri(source, radius, C_SQUARE); ri; ++ri)
{
if (!map_bounds_with_margin(*ri, MAPGEN_BORDER))
continue;
(*mask)(*ri) = true;
const int map_index = env.level_map_ids(*ri);
if (map_index != INVALID_MAP_INDEX)
affected_vault_indexes.insert(map_index);
}
for (std::set<int>::const_iterator i = affected_vault_indexes.begin();
i != affected_vault_indexes.end(); ++i)
_abyss_expand_mask_to_cover_vault(mask, *i);
}
static void _abyss_invert_mask(map_mask *mask)
{
for (rectangle_iterator ri(0); ri; ++ri)
(*mask)(*ri) = !(*mask)(*ri);
}
// Moves everything in the given radius around the player (where radius=0 =>
// only the player) to another part of the level, centred on target_centre.
// Everything not in the given radius is wiped to DNGN_UNSEEN and the provided
// map_mask is set to true for all wiped squares.
//
// Things that are moved:
// 1. Dungeon terrain
// 2. Actors (player + monsters)
// 3. Items
// 4. Clouds
// 5. Terrain properties
// 6. Terrain colours
// 7. Vaults
// 8. Vault (map) mask
// 9. Vault id mask
// 10. Map markers
//
// After the shift, any vaults that are no longer referenced in the id
// mask will be discarded. If those vaults had any unique tags or
// names, the tag/name will NOT be unregistered.
//
// Assumes:
// a) radius >= LOS_RADIUS
// b) All points in the source and target areas are in bounds.
static void _abyss_shift_level_contents_around_player(
int radius,
coord_def target_centre,
map_mask &abyss_destruction_mask)
{
const coord_def source_centre = you.pos();
ASSERT(radius >= LOS_RADIUS);
ASSERT(map_bounds_with_margin(source_centre, radius));
ASSERT(map_bounds_with_margin(target_centre, radius));
_abyss_identify_area_to_shift(source_centre, radius,
&abyss_destruction_mask);
// Shift sanctuary centre if it's close.
_abyss_move_sanctuary(you.pos(), target_centre);
// Zap everything except the area we're shifting, so that there's
// nothing in the way of moving stuff.
_abyss_wipe_unmasked_area(abyss_destruction_mask);
// Move stuff to its new home. This will also move the player.
_abyss_move_entities(target_centre, &abyss_destruction_mask);
// [ds] Rezap everything except the shifted area. NOTE: the old
// code did not do this, leaving a repeated swatch of Abyss behind
// at the old location for every shift; discussions between Linley
// and dpeg on ##crawl confirm that this (repeated swatch of
// terrain left behind) was not intentional.
_abyss_wipe_unmasked_area(abyss_destruction_mask);
// So far we've used the mask to track the portions of the level we're
// preserving. The inverse of the mask represents the area to be filled
// with brand new abyss:
_abyss_invert_mask(&abyss_destruction_mask);
// Update env.level_vaults to discard any vaults that are no longer in
// the picture.
dgn_erase_unused_vault_placements();
}
static void _abyss_generate_monsters(int nmonsters)
{
mgen_data mons;
mons.level_type = LEVEL_ABYSS;
mons.proximity = PROX_AWAY_FROM_PLAYER;
for (int mcount = 0; mcount < nmonsters; mcount++)
mons_place(mons);
}
void abyss_area_shift(void)
{
#ifdef DEBUG_ABYSS
mprf(MSGCH_DIAGNOSTICS, "area_shift() - player at pos (%d, %d)",
you.pos().x, you.pos().y);
#endif
{
xom_abyss_feature_amusement_check xomcheck;
// Use a map mask to track the areas that the shift destroys and
// that must be regenerated by _generate_area.
map_mask abyss_genlevel_mask;
_abyss_shift_level_contents_around_player(
ABYSS_AREA_SHIFT_RADIUS, ABYSS_CENTRE, abyss_genlevel_mask);
_generate_area(abyss_genlevel_mask, true);
// Update LOS at player's new abyssal vacation retreat.
los_changed();
}
// Place some monsters to keep the abyss party going.
_abyss_generate_monsters(15);
// And allow monsters in transit another chance to return.
place_transiting_monsters();
place_transiting_items();
}
void save_abyss_uniques()
{
for (monster_iterator mi; mi; ++mi)
if (mi->needs_transit())
mi->set_transit(level_id(LEVEL_ABYSS));
}
static void _abyss_generate_new_area()
{
remove_sanctuary(false);
// Get new monsters and colours.
init_pandemonium();
#ifdef USE_TILE
tile_init_flavour();
#endif
map_mask abyss_genlevel_mask(false);
_abyss_wipe_unmasked_area(abyss_genlevel_mask);
dgn_erase_unused_vault_placements();
ASSERT( env.cloud_no == 0 );
you.moveto(ABYSS_CENTRE);
abyss_genlevel_mask.init(true);
_generate_area(abyss_genlevel_mask, true);
grd(you.pos()) = DNGN_FLOOR;
if (one_chance_in(5))
{
_place_feature_near( you.pos(), LOS_RADIUS,
DNGN_FLOOR, DNGN_ALTAR_LUGONU, 50 );
}
los_changed();
place_transiting_monsters();
place_transiting_items();
}
static bool _abyss_teleport_within_level()
{
// Try to find a good spot within the shift zone.
for (int i = 0; i < 100; i++)
{
const coord_def newspot =
dgn_random_point_in_margin(MAPGEN_BORDER
+ ABYSS_AREA_SHIFT_RADIUS
+ 1);
if ((grd(newspot) == DNGN_FLOOR
|| grd(newspot) == DNGN_SHALLOW_WATER)
&& !monster_at(newspot)
&& env.cgrid(newspot) == EMPTY_CLOUD)
{
#ifdef DEBUG_ABYSS
mprf(MSGCH_DIAGNOSTICS,
"Abyss same-area teleport to (%d,%d).",
newspot.x, newspot.y);
#endif
you.moveto(newspot);
return (true);
}
}
return (false);
}
void abyss_teleport( bool new_area )
{
xom_abyss_feature_amusement_check xomcheck;
if (!new_area && _abyss_teleport_within_level())
return;
#ifdef DEBUG_ABYSS
mpr("New area Abyss teleport.", MSGCH_DIAGNOSTICS);
#endif
// Teleport to a new area of the abyss.
_abyss_generate_new_area();
}
//////////////////////////////////////////////////////////////////////////////
// Abyss effects in other levels, courtesy Lugonu.
struct corrupt_env
{
int rock_colour, floor_colour;
corrupt_env(): rock_colour(BLACK), floor_colour(BLACK) { }
};
static void _place_corruption_seed(const coord_def &pos, int duration)
{
env.markers.add(new map_corruption_marker(pos, duration));
}
static void _initialise_level_corrupt_seeds(int power)
{
const int low = power * 40 / 100, high = power * 140 / 100;
const int nseeds = random_range(-1, std::min(2 + power / 110, 4), 2);
const int aux_seed_radius = 4;
dprf("Placing %d corruption seeds (power: %d)", nseeds, power);
// The corruption centreed on the player is free.
_place_corruption_seed(you.pos(), high + 300);
for (int i = 0; i < nseeds; ++i)
{
coord_def where;
int tries = 100;
while (tries-- > 0)
{
where = dgn_random_point_from(you.pos(), aux_seed_radius, 2);
if (grd(where) == DNGN_FLOOR
&& !env.markers.find(where, MAT_ANY))
{
break;
}
where.reset();
}
if (!where.origin())
_place_corruption_seed(where, random_range(low, high, 2) + 300);
}
}
// Create a corruption spawn at the given position. Returns false if further
// monsters should not be placed near this spot (overcrowding), true if
// more monsters can fit in.
static bool _spawn_corrupted_servant_near(const coord_def &pos)
{
const beh_type beh =
one_chance_in(2 + you.skills[SK_INVOCATIONS] / 4) ? BEH_HOSTILE
: BEH_NEUTRAL;
// [ds] No longer summon hostiles -- don't create the monster if
// it would be hostile.
if (beh == BEH_HOSTILE)
return (true);
// Thirty tries for a place.
for (int i = 0; i < 30; ++i)
{
const int offsetX = random2avg(4, 3) + random2(3);
const int offsetY = random2avg(4, 3) + random2(3);
const coord_def p( pos.x + (coinflip()? offsetX : -offsetX),
pos.y + (coinflip()? offsetY : -offsetY) );
if (!in_bounds(p) || actor_at(p)
|| !feat_compatible(DNGN_FLOOR, grd(p)))
{
continue;
}
// Got a place, summon the beast.
monster_type mons = pick_random_monster(level_id(LEVEL_ABYSS));
if (invalid_monster_type(mons))
return (false);
mgen_data mg(mons, beh, 0, 5, 0, p);
mg.non_actor_summoner = "Lugonu's corruption";
const int mid = create_monster(mg);
return !invalid_monster_index(mid);
}
return (false);
}
static void _apply_corruption_effect(map_marker *marker, int duration)
{
if (!duration)
return;
map_corruption_marker *cmark = dynamic_cast<map_corruption_marker*>(marker);
if (cmark->duration < 1)
return;
const coord_def centre = cmark->pos;
const int neffects = std::max(div_rand_round(duration, 5), 1);
for (int i = 0; i < neffects; ++i)
{
if (x_chance_in_y(cmark->duration, 4000)
&& !_spawn_corrupted_servant_near(cmark->pos))
{
break;
}
}
cmark->duration -= duration;
}
void run_corruption_effects(int duration)
{
std::vector<map_marker*> markers =
env.markers.get_all(MAT_CORRUPTION_NEXUS);
for (int i = 0, size = markers.size(); i < size; ++i)
{
map_marker *mark = markers[i];
if (mark->get_type() != MAT_CORRUPTION_NEXUS)
continue;
_apply_corruption_effect(mark, duration);
}
}
static bool _is_grid_corruptible(const coord_def &c)
{
if (c == you.pos())
return (false);
const dungeon_feature_type feat = grd(c);
// Stairs and portals cannot be corrupted.
if (feat_stair_direction(feat) != CMD_NO_CMD)
return (false);
switch (feat)
{
case DNGN_PERMAROCK_WALL:
case DNGN_CLEAR_PERMAROCK_WALL:
return (false);
case DNGN_METAL_WALL:
case DNGN_GREEN_CRYSTAL_WALL:
return (one_chance_in(4));
case DNGN_STONE_WALL:
case DNGN_CLEAR_STONE_WALL:
return (one_chance_in(3));
case DNGN_ROCK_WALL:
case DNGN_CLEAR_ROCK_WALL:
return (!one_chance_in(3));
default:
return (true);
}
}
// Returns true if the square has <= 4 traversable neighbours.
static bool _is_crowded_square(const coord_def &c)
{
int neighbours = 0;
for (int xi = -1; xi <= 1; ++xi)
for (int yi = -1; yi <= 1; ++yi)
{
if (!xi && !yi)
continue;
const coord_def n(c.x + xi, c.y + yi);
if (!in_bounds(n) || !feat_is_traversable(grd(n)))
continue;
if (++neighbours > 4)
return (false);
}
return (true);
}
// Returns true if the square has all opaque neighbours.
static bool _is_sealed_square(const coord_def &c)
{
for (adjacent_iterator ai(c); ai; ++ai)
if ( !feat_is_opaque(grd(*ai)) )
return (false);
return (true);
}
static void _corrupt_square(const corrupt_env &cenv, const coord_def &c)
{
// To prevent the destruction of, say, branch entries.
bool preserve_feat = true;
dungeon_feature_type feat = DNGN_UNSEEN;
if (feat_altar_god(grd(c)) != GOD_NO_GOD)
{
// altars may be safely overwritten, ha!
preserve_feat = false;
if (!one_chance_in(3))
feat = DNGN_ALTAR_LUGONU;
}
else
feat = _abyss_proto_feature();
if (feat_is_trap(feat, true)
|| feat == DNGN_SECRET_DOOR
|| feat == DNGN_UNSEEN
|| (feat_is_traversable(grd(c)) && !feat_is_traversable(feat)
&& coinflip()))
{
feat = DNGN_FLOOR;
}
if (feat_is_traversable(grd(c)) && !feat_is_traversable(feat)
&& _is_crowded_square(c))
{
return;
}
if (!feat_is_traversable(grd(c)) && feat_is_traversable(feat)
&& _is_sealed_square(c))
{
return;
}
if (feat == DNGN_EXIT_ABYSS)
feat = DNGN_ENTER_ABYSS;
dungeon_terrain_changed(c, feat, true, preserve_feat, true);
if (feat == DNGN_ROCK_WALL)
env.grid_colours(c) = cenv.rock_colour;
else if (feat == DNGN_FLOOR)
env.grid_colours(c) = cenv.floor_colour;
#ifdef USE_TILE
if (feat == DNGN_ROCK_WALL)
{
env.tile_flv(c).wall = TILE_WALL_UNDEAD
+ random2(tile_dngn_count(TILE_WALL_UNDEAD));
}
else if (feat == DNGN_FLOOR)
{
env.tile_flv(c).floor = TILE_FLOOR_NERVES
+ random2(tile_dngn_count(TILE_FLOOR_NERVES));
}
#endif
}
static void _corrupt_level_features(const corrupt_env &cenv)
{
std::vector<coord_def> corrupt_seeds;
std::vector<map_marker*> corrupt_markers =
env.markers.get_all(MAT_CORRUPTION_NEXUS);
for (int i = 0, size = corrupt_markers.size(); i < size; ++i)
corrupt_seeds.push_back(corrupt_markers[i]->pos);
for (rectangle_iterator ri(MAPGEN_BORDER); ri; ++ri)
{
int idistance2 = GXM * GXM + GYM * GYM;
for (int i = 0, size = corrupt_seeds.size(); i < size; ++i)
{
const int idist2 = (*ri - corrupt_seeds[i]).abs();
if (idist2 < idistance2)
idistance2 = idist2;
}
const int ground_zero_radius2 = 7;
// Corruption odds are 100% within about 2 squares, decaying to 30%
// at LOS range (radius 8). Even if the corruption roll is made,
// the feature still gets a chance to resist if it's a wall.
const int corrupt_perc_chance =
idistance2 <= ground_zero_radius2 ? 100 :
std::max(1, 100 - (idistance2 - ground_zero_radius2) * 70 / 57);
if (random2(100) < corrupt_perc_chance && _is_grid_corruptible(*ri))
_corrupt_square(cenv, *ri);
}
}
static bool _is_level_corrupted()
{
if (player_in_level_area(LEVEL_ABYSS))
return (true);
return (!!env.markers.find(MAT_CORRUPTION_NEXUS));
}
bool is_level_incorruptible()
{
if (_is_level_corrupted())
{
mpr("This place is already infused with evil and corruption.");
return (true);
}
return (false);
}
static void _corrupt_choose_colours(corrupt_env *cenv)
{
int colour = BLACK;
do
colour = random_uncommon_colour();
while (colour == env.rock_colour || colour == LIGHTGREY || colour == WHITE);
cenv->rock_colour = colour;
do
colour = random_uncommon_colour();
while (colour == env.floor_colour || colour == LIGHTGREY
|| colour == WHITE);
cenv->floor_colour = colour;
}
bool lugonu_corrupt_level(int power)
{
if (is_level_incorruptible())
return (false);
mpr("Lugonu's Hand of Corruption reaches out!", MSGCH_GOD);
flash_view(MAGENTA);
_initialise_level_corrupt_seeds(power);
corrupt_env cenv;
_corrupt_choose_colours(&cenv);
_corrupt_level_features(cenv);
run_corruption_effects(300);
#ifndef USE_TILE
// Allow extra time for the flash to linger.
delay(1000);
#endif
return (true);
}
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