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/*
* File: effects.cc
* Summary: Misc stuff.
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include "effects.h"
#include <cstdlib>
#include <string.h>
#include <stdio.h>
#include <algorithm>
#include <queue>
#include <set>
#include <cmath>
#include "externs.h"
#include "options.h"
#include "areas.h"
#include "artefact.h"
#include "beam.h"
#include "cloud.h"
#include "colour.h"
#include "coord.h"
#include "coordit.h"
#include "decks.h"
#include "delay.h"
#include "dgn-shoals.h"
#include "dungeon.h"
#include "directn.h"
#include "dgnevent.h"
#include "env.h"
#include "fight.h"
#include "fprop.h"
#include "food.h"
#include "godpassive.h"
#include "hiscores.h"
#include "invent.h"
#include "it_use2.h"
#include "item_use.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "makeitem.h"
#include "map_knowledge.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-iter.h"
#include "mon-place.h"
#include "mgen_data.h"
#include "mon-pathfind.h"
#include "mon-project.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "mutation.h"
#include "notes.h"
#include "ouch.h"
#include "place.h"
#include "player.h"
#include "player-stats.h"
#include "religion.h"
#include "skills.h"
#include "skills2.h"
#include "spells2.h"
#include "spells3.h"
#include "spl-book.h"
#include "spl-mis.h"
#include "spl-util.h"
#include "stairs.h"
#include "state.h"
#include "stuff.h"
#include "terrain.h"
#include "traps.h"
#include "travel.h"
#include "hints.h"
#include "view.h"
#include "shout.h"
#include "viewchar.h"
#include "xom.h"
int holy_word_player(int pow, int caster, actor *attacker)
{
if (!you.undead_or_demonic())
return (0);
int hploss;
// Holy word won't kill its user.
if (attacker == &you)
hploss = std::max(0, you.hp / 2 - 1);
else
hploss = roll_dice(3, 15) + (random2(pow) / 3);
if (!hploss)
return (0);
mpr("You are blasted by holy energy!");
const char *aux = "holy word";
kill_method_type type = KILLED_BY_MONSTER;
if (invalid_monster_index(caster))
{
type = KILLED_BY_SOMETHING;
if (crawl_state.is_god_acting())
type = KILLED_BY_DIVINE_WRATH;
switch (caster)
{
case HOLY_WORD_SCROLL:
aux = "scroll of holy word";
break;
case HOLY_WORD_ZIN:
aux = "Zin's holy word";
break;
case HOLY_WORD_TSO:
aux = "the Shining One's holy word";
break;
}
}
ouch(hploss, caster, type, aux);
return (1);
}
int holy_word_monsters(coord_def where, int pow, int caster,
actor *attacker)
{
pow = std::min(300, pow);
int retval = 0;
// Is the player in this cell?
if (where == you.pos())
retval = holy_word_player(pow, caster, attacker);
// Is a monster in this cell?
monsters *monster = monster_at(where);
if (monster == NULL)
return (retval);
if (!monster->alive() || !monster->undead_or_demonic())
return (retval);
int hploss;
// Holy word won't kill its user.
if (attacker == monster)
hploss = std::max(0, monster->hit_points / 2 - 1);
else
hploss = roll_dice(3, 15) + (random2(pow) / 3);
if (hploss)
simple_monster_message(monster, " convulses!");
monster->hurt(attacker, hploss, BEAM_MISSILE, false);
if (hploss)
{
retval = 1;
if (monster->alive())
{
// Holy word won't annoy, slow, or frighten its user.
if (attacker != monster)
{
// Currently, holy word annoys the monsters it affects
// because it can kill them, and because hostile
// monsters don't use it.
if (attacker != NULL)
behaviour_event(monster, ME_ANNOY, attacker->mindex());
if (monster->speed_increment >= 25)
monster->speed_increment -= 20;
monster->add_ench(ENCH_FEAR);
}
}
else
monster->hurt(attacker, INSTANT_DEATH);
}
return (retval);
}
int holy_word(int pow, int caster, const coord_def& where, bool silent,
actor *attacker)
{
if (!silent && attacker)
{
mprf("%s %s a Word of immense power!",
attacker->name(DESC_CAP_THE).c_str(),
attacker->conj_verb("speak").c_str());
}
// We could use actor.get_los(), but maybe it's NULL.
los_def los(where);
los.update();
int r = 0;
for (radius_iterator ri(&los); ri; ++ri)
r += holy_word_monsters(*ri, 0, caster, attacker);
return (r);
}
int torment_player(int pow, int caster)
{
ASSERT(!crawl_state.game_is_arena());
UNUSED(pow);
// [dshaligram] Switched to using ouch() instead of dec_hp() so that
// notes can also track torment and activities can be interrupted
// correctly.
int hploss = 0;
if (!player_res_torment(false))
{
// Negative energy resistance can alleviate torment.
hploss = std::max(0, you.hp * (50 - player_prot_life() * 5) / 100 - 1);
}
// Kiku protects you from torment to a degree.
bool kiku_shielding_player =
(you.religion == GOD_KIKUBAAQUDGHA
&& !player_under_penance()
&& you.piety > 80
&& you.gift_timeout == 0); // no protection during pain branding weapon
if (kiku_shielding_player)
{
if (hploss > 0)
{
if (random2(600) < you.piety) // 13.33% to 33.33% chance
{
hploss = 0;
simple_god_message(" shields you from torment!");
}
else if (random2(250) < you.piety) // 24% to 80% chance
{
hploss -= random2(hploss - 1);
simple_god_message(" partially shields you from torment!");
}
}
}
if (!hploss)
{
mpr("You feel a surge of unholy energy.");
return (0);
}
mpr("Your body is wracked with pain!");
const char *aux = "torment";
kill_method_type type = KILLED_BY_MONSTER;
if (invalid_monster_index(caster))
{
type = KILLED_BY_SOMETHING;
if (crawl_state.is_god_acting())
type = KILLED_BY_DIVINE_WRATH;
switch (caster)
{
case TORMENT_CARDS:
case TORMENT_SPELL:
aux = "Symbol of Torment";
break;
case TORMENT_SPWLD:
// XXX: If we ever make any other weapon / randart eligible
// to torment, this will be incorrect.
aux = "Sceptre of Torment";
break;
case TORMENT_SCROLL:
aux = "scroll of torment";
break;
case TORMENT_XOM:
type = KILLED_BY_XOM;
aux = "Xom's torment";
break;
case TORMENT_KIKUBAAQUDGHA:
aux = "Kikubaaqudgha's torment";
break;
}
}
ouch(hploss, caster, type, aux);
return (1);
}
// torment_monsters() is called with power 0 because torment is
// UNRESISTABLE except for having torment resistance! Even if we used
// maximum power of 1000, high level monsters and characters would save
// too often. (GDL)
int torment_monsters(coord_def where, int pow, int caster, actor *attacker)
{
UNUSED(pow);
int retval = 0;
// Is the player in this cell?
if (where == you.pos())
retval = torment_player(0, caster);
// Is a monster in this cell?
monsters *monster = monster_at(where);
if (monster == NULL)
return (retval);
if (!monster->alive() || monster->res_torment())
return (retval);
int hploss = std::max(0, monster->hit_points / 2 - 1);
if (hploss)
{
simple_monster_message(monster, " convulses!");
// Currently, torment doesn't annoy the monsters it affects
// because it can't kill them, and because hostile monsters use
// it. It does alert them, though.
// XXX: attacker isn't passed through "int torment()".
behaviour_event(monster, ME_ALERT,
attacker ? attacker->mindex() : MHITNOT);
}
monster->hurt(NULL, hploss, BEAM_TORMENT_DAMAGE);
if (hploss)
retval = 1;
return (retval);
}
int torment(int caster, const coord_def& where)
{
actor* attacker = NULL;
if (!invalid_monster_index(caster))
attacker = &menv[caster];
else if (caster < 0 && you.turn_is_over && where == you.pos()
&& !(crawl_state.is_god_acting()
&& crawl_state.is_god_retribution()))
{
// Maybe monsters should still consider it your fault if it's
// caused by divine retribution?
attacker = &you;
}
los_def los(where);
los.update();
int r = 0;
for (radius_iterator ri(&los); ri; ++ri)
r += torment_monsters(*ri, 0, caster, attacker);
return (r);
}
void immolation(int pow, int caster, coord_def where, bool known,
actor *attacker)
{
ASSERT(!crawl_state.game_is_arena());
const char *aux = "immolation";
bolt beam;
if (caster < 0)
{
switch (caster)
{
case IMMOLATION_SCROLL:
aux = "scroll of immolation";
break;
case IMMOLATION_SPELL:
aux = "a fiery explosion";
break;
case IMMOLATION_TOME:
aux = "an exploding Tome of Destruction";
break;
}
}
beam.flavour = BEAM_FIRE;
beam.glyph = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def(3, pow);
beam.target = where;
beam.name = "fiery explosion";
beam.colour = RED;
beam.aux_source = aux;
beam.ex_size = 2;
beam.is_explosion = true;
beam.effect_known = known;
beam.affects_items = (caster != IMMOLATION_SCROLL);
if (caster == IMMOLATION_GENERIC)
{
beam.thrower = KILL_MISC;
beam.beam_source = NON_MONSTER;
}
else if (attacker == &you)
{
beam.thrower = KILL_YOU;
beam.beam_source = NON_MONSTER;
}
else
{
beam.thrower = KILL_MON;
beam.beam_source = attacker->mindex();
}
beam.explode();
}
static bool _conduct_electricity_affects_actor(const bolt& beam,
const actor* victim)
{
return (victim->alive() && victim->res_elec() <= 0 && !victim->airborne());
}
static bool _conduct_electricity_damage(bolt &beam, actor* victim,
int &dmg, std::string &dmg_msg)
{
dmg = (10 + random2(15)) / 2;
return (false);
}
static bool _conduct_electricity_aoe(bolt& beam, const coord_def& target)
{
if (feat_is_water(grd(target)))
return (true);
return (false);
}
void conduct_electricity(coord_def where, actor *attacker)
{
bolt beam;
beam.flavour = BEAM_ELECTRICITY;
beam.glyph = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def(1, 15);
beam.target = where;
beam.name = "electric current";
beam.hit_verb = "shocks";
beam.colour = ETC_ELECTRICITY;
beam.aux_source = "arcing electricity";
beam.ex_size = 1;
beam.is_explosion = true;
beam.effect_known = true;
beam.affects_items = false;
beam.aoe_funcs.push_back(_conduct_electricity_aoe);
beam.damage_funcs.push_back(_conduct_electricity_damage);
beam.affect_func = _conduct_electricity_affects_actor;
if (attacker == &you)
{
beam.thrower = KILL_YOU;
beam.beam_source = NON_MONSTER;
}
else
{
beam.thrower = KILL_MON;
beam.beam_source = attacker->mindex();
}
beam.explode(false, true);
}
void cleansing_flame(int pow, int caster, coord_def where,
actor *attacker)
{
ASSERT(!crawl_state.game_is_arena());
const char *aux = "cleansing flame";
bolt beam;
if (caster < 0)
{
switch (caster)
{
case CLEANSING_FLAME_TSO:
aux = "the Shining One's cleansing flame";
break;
}
}
beam.flavour = BEAM_HOLY;
beam.glyph = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def(2, pow);
beam.target = you.pos();
beam.name = "golden flame";
beam.colour = YELLOW;
beam.aux_source = aux;
beam.ex_size = 2;
beam.is_explosion = true;
if (caster == CLEANSING_FLAME_GENERIC || caster == CLEANSING_FLAME_TSO)
{
beam.thrower = KILL_MISC;
beam.beam_source = NON_MONSTER;
}
else if (attacker == &you)
{
beam.thrower = KILL_YOU;
beam.beam_source = NON_MONSTER;
}
else
{
beam.thrower = KILL_MON;
beam.beam_source = attacker->mindex();
}
beam.explode();
}
static std::string _who_banished(const std::string &who)
{
return (who.empty() ? who : " (" + who + ")");
}
void banished(dungeon_feature_type gate_type, const std::string &who)
{
ASSERT(!crawl_state.game_is_arena());
if (gate_type == DNGN_ENTER_ABYSS)
{
mark_milestone("abyss.enter",
"is cast into the Abyss!" + _who_banished(who));
}
else if (gate_type == DNGN_EXIT_ABYSS)
{
mark_milestone("abyss.exit",
"escaped from the Abyss!" + _who_banished(who));
}
std::string cast_into;
switch (gate_type)
{
case DNGN_ENTER_ABYSS:
if (you.level_type == LEVEL_ABYSS)
{
mpr("You feel trapped.");
return;
}
cast_into = "the Abyss";
break;
case DNGN_EXIT_ABYSS:
if (you.level_type != LEVEL_ABYSS)
{
mpr("You feel dizzy for a moment.");
return;
}
break;
case DNGN_ENTER_PANDEMONIUM:
if (you.level_type == LEVEL_PANDEMONIUM)
{
mpr("You feel trapped.");
return;
}
cast_into = "Pandemonium";
break;
case DNGN_TRANSIT_PANDEMONIUM:
if (you.level_type != LEVEL_PANDEMONIUM)
{
banished(DNGN_ENTER_PANDEMONIUM, who);
return;
}
break;
case DNGN_EXIT_PANDEMONIUM:
if (you.level_type != LEVEL_PANDEMONIUM)
{
mpr("You feel dizzy for a moment.");
return;
}
break;
case DNGN_ENTER_LABYRINTH:
if (you.level_type == LEVEL_LABYRINTH)
{
mpr("You feel trapped.");
return;
}
cast_into = "a Labyrinth";
break;
case DNGN_ENTER_HELL:
case DNGN_ENTER_DIS:
case DNGN_ENTER_GEHENNA:
case DNGN_ENTER_COCYTUS:
case DNGN_ENTER_TARTARUS:
if (player_in_hell() || player_in_branch(BRANCH_VESTIBULE_OF_HELL))
{
mpr("You feel dizzy for a moment.");
return;
}
cast_into = "Hell";
break;
default:
mprf(MSGCH_DIAGNOSTICS, "Invalid banished() gateway %d",
static_cast<int>(gate_type));
ASSERT(false);
}
// Now figure out how we got here.
if (crawl_state.is_god_acting())
{
// down_stairs() will take care of setting things.
you.entry_cause = EC_UNKNOWN;
}
else if (who.find("self") != std::string::npos || who == you.your_name
|| who == "you" || who == "You")
{
you.entry_cause = EC_SELF_EXPLICIT;
}
else if (who.find("distortion") != std::string::npos)
{
if (who.find("wield") != std::string::npos)
{
if (who.find("unknowing") != std::string::npos)
you.entry_cause = EC_SELF_ACCIDENT;
else
you.entry_cause = EC_SELF_RISKY;
}
else if (who.find("affixation") != std::string::npos)
you.entry_cause = EC_SELF_ACCIDENT;
else if (who.find("branding") != std::string::npos)
you.entry_cause = EC_SELF_RISKY;
else
you.entry_cause = EC_MONSTER;
}
else if (who == "drawing a card")
you.entry_cause = EC_SELF_RISKY;
else if (who.find("you miscast") != std::string::npos)
you.entry_cause = EC_MISCAST;
else if (who == "wizard command")
you.entry_cause = EC_SELF_EXPLICIT;
else if (who.find("effects of Hell") != std::string::npos)
you.entry_cause = EC_ENVIRONMENT;
else if (who.find("Zot") != std::string::npos)
you.entry_cause = EC_TRAP;
else if (who.find("trap") != std::string::npos)
you.entry_cause = EC_TRAP;
else
you.entry_cause = EC_MONSTER;
if (!crawl_state.is_god_acting())
you.entry_cause_god = GOD_NO_GOD;
if (!cast_into.empty() && you.entry_cause != EC_SELF_EXPLICIT)
{
const std::string what = "Cast into " + cast_into + _who_banished(who);
take_note(Note(NOTE_MESSAGE, 0, 0, what.c_str()), true);
}
down_stairs(gate_type, you.entry_cause); // heh heh
}
bool forget_spell(void)
{
ASSERT(!crawl_state.game_is_arena());
if (!you.spell_no)
return (false);
// find a random spell to forget:
int slot = -1;
int num = 0;
for (int i = 0; i < 25; i++)
{
if (you.spells[i] != SPELL_NO_SPELL)
{
num++;
if (one_chance_in( num ))
slot = i;
}
}
if (slot == -1) // should never happen though
return (false);
mprf("Your knowledge of %s becomes hazy all of a sudden, and you forget "
"the spell!", spell_title(you.spells[slot]));
del_spell_from_memory_by_slot( slot );
return (true);
}
void direct_effect(monsters *source, spell_type spell,
bolt &pbolt, actor *defender)
{
monsters *def = defender->as_monster();
if (def)
{
// annoy the target
behaviour_event(def, ME_ANNOY, source->mindex());
}
int damage_taken = 0;
switch (spell)
{
case SPELL_SMITING:
if (def)
simple_monster_message(def, " is smitten.");
else
mpr("Something smites you!");
pbolt.name = "smiting";
pbolt.flavour = BEAM_MISSILE;
pbolt.aux_source = "by divine providence";
damage_taken = 7 + random2avg(11, 2);
break;
case SPELL_AIRSTRIKE:
// Damage averages 14 for 5HD, 18 for 10HD, 28 for 20HD.
if (def)
simple_monster_message(def, " is struck by the twisting air!");
else
mpr("The air twists around and strikes you!");
pbolt.name = "airstrike";
pbolt.flavour = BEAM_MISSILE;
pbolt.aux_source = "by the air";
damage_taken = 10 + 2 * source->hit_dice;
// Apply "bonus" against flying/levitating characters after AC
// has been checked.
if (defender->flight_mode() != FL_NONE)
{
damage_taken *= 3;
damage_taken /= 2;
}
// Previous method of damage calculation (in line with player
// airstrike) had absurd variance.
damage_taken = random2avg(damage_taken, 3);
damage_taken -= random2(defender->armour_class());
break;
case SPELL_BRAIN_FEED:
if (!def)
{
// lose_stat() must come last {dlb}
if (one_chance_in(3)
&& lose_stat(STAT_INT, 1, source))
{
mpr("Something feeds on your intellect!");
xom_is_stimulated(50);
}
else
mpr("Something tries to feed on your intellect!");
}
break;
case SPELL_HAUNT:
if (!def)
mpr("You feel haunted.");
else
mpr("You sense an evil presence.");
mons_cast_haunt(source);
break;
case SPELL_MISLEAD:
if (!def)
mons_cast_mislead(source);
else
defender->confuse(source, source->hit_dice * 12);
break;
default:
ASSERT(false);
}
// apply damage and handle death, where appropriate {dlb}
if (damage_taken > 0)
{
if (def)
def->hurt(source, damage_taken);
else
ouch(damage_taken, pbolt.beam_source, KILLED_BY_BEAM,
pbolt.aux_source.c_str());
}
}
void random_uselessness(int scroll_slot)
{
ASSERT(!crawl_state.game_is_arena());
int temp_rand = random2(8);
// If this isn't from a scroll, skip the first two possibilities.
if (scroll_slot == -1)
temp_rand = 2 + random2(6);
switch (temp_rand)
{
case 0:
mprf("The dust glows %s!", weird_glowing_colour().c_str());
break;
case 1:
mprf("The scroll reassembles itself in your %s!",
your_hand(true).c_str());
inc_inv_item_quantity(scroll_slot, 1);
break;
case 2:
if (you.weapon())
{
mprf("%s glows %s for a moment.",
you.weapon()->name(DESC_CAP_YOUR).c_str(),
weird_glowing_colour().c_str());
}
else
{
mprf("Your %s glow %s for a moment.",
your_hand(true).c_str(), weird_glowing_colour().c_str());
}
break;
case 3:
if (you.species == SP_MUMMY)
mpr("Your bandages flutter.");
else // if (you.can_smell())
mprf("You smell %s.", weird_smell().c_str());
break;
case 4:
mpr("You experience a momentary feeling of inescapable doom!");
break;
case 5:
temp_rand = random2(3);
if (player_mutation_level(MUT_BEAK) || one_chance_in(3))
mpr("Your brain hurts!");
else if (you.species == SP_MUMMY || coinflip())
mpr("Your ears itch!");
else
mpr("Your nose twitches suddenly!");
break;
case 6:
mpr("You hear the tinkle of a tiny bell.", MSGCH_SOUND);
noisy(2, you.pos());
cast_summon_butterflies(100);
break;
case 7:
mprf(MSGCH_SOUND, "You hear %s.", weird_sound().c_str());
noisy(2, you.pos());
break;
}
}
static armour_type _random_nonbody_armour_type()
{
const armour_type at =
static_cast<armour_type>(
random_choose(ARM_SHIELD, ARM_CLOAK, ARM_HELMET,
ARM_GLOVES, ARM_BOOTS, -1));
return (at);
}
const int max_has_value = 100;
typedef FixedVector<int, max_has_value> has_vector;
static armour_type _pick_wearable_armour(const armour_type arm)
{
armour_type result = arm;
// Some species specific fitting problems.
// FIXME: switch to the cleaner logic in can_wear_armour()
switch (you.species)
{
case SP_OGRE:
case SP_TROLL:
case SP_RED_DRACONIAN:
case SP_WHITE_DRACONIAN:
case SP_GREEN_DRACONIAN:
case SP_YELLOW_DRACONIAN:
case SP_GREY_DRACONIAN:
case SP_BLACK_DRACONIAN:
case SP_PURPLE_DRACONIAN:
case SP_MOTTLED_DRACONIAN:
case SP_PALE_DRACONIAN:
case SP_BASE_DRACONIAN:
case SP_SPRIGGAN:
if (arm == ARM_GLOVES
|| arm == ARM_BOOTS
|| arm == ARM_CENTAUR_BARDING
|| arm == ARM_NAGA_BARDING)
{
result = ARM_ROBE; // no heavy armour
}
else if (arm == ARM_SHIELD)
{
if (you.species == SP_SPRIGGAN)
result = ARM_BUCKLER;
else if (coinflip()) // giant races: 50/50 shield/large shield
result = ARM_LARGE_SHIELD;
}
else if (arm == NUM_ARMOURS)
{
result = ARM_ROBE; // no heavy armour, see below
}
break;
case SP_NAGA:
if (arm == ARM_BOOTS || arm == ARM_CENTAUR_BARDING)
result = ARM_NAGA_BARDING;
break;
case SP_CENTAUR:
if (arm == ARM_BOOTS || arm == ARM_NAGA_BARDING)
result = ARM_CENTAUR_BARDING;
break;
default:
if (arm == ARM_CENTAUR_BARDING || arm == ARM_NAGA_BARDING)
result = ARM_BOOTS;
break;
}
// Mutation specific problems (horns allow caps).
if (result == ARM_BOOTS && !player_has_feet()
|| result == ARM_GLOVES && you.has_claws(false) >= 3)
{
result = NUM_ARMOURS;
}
// Do this here, before acquirement()'s call to can_wear_armour(),
// so that caps will be just as common as helmets for those
// that can't wear helmets.
// We check for the mutation directly to avoid acquirement fiddles
// with vampires.
if (arm == ARM_HELMET
&& (!you_can_wear(EQ_HELMET)
|| you.mutation[MUT_HORNS]
|| you.mutation[MUT_ANTENNAE]))
{
result = coinflip() ? ARM_CAP : ARM_WIZARD_HAT;
}
return (result);
}
static armour_type _acquirement_armour_subtype(bool divine)
{
// Increasing the representation of the non-body armour
// slots here to make up for the fact that there's only
// one type of item for most of them. -- bwr
//
// NUM_ARMOURS is body armour and handled below
armour_type result = NUM_ARMOURS;
if (divine)
{
if (coinflip())
result = _random_nonbody_armour_type();
}
else
{
static const equipment_type armour_slots[] =
{ EQ_SHIELD, EQ_CLOAK, EQ_HELMET, EQ_GLOVES, EQ_BOOTS };
equipment_type picked = EQ_BODY_ARMOUR;
const int num_slots = ARRAYSZ(armour_slots);
// Start count at 1, for body armour (already picked).
for (int i = 0, count = 1; i < num_slots; ++i)
if (you_can_wear(armour_slots[i], true) && one_chance_in(++count))
picked = armour_slots[i];
switch (picked)
{
case EQ_SHIELD:
result = ARM_SHIELD; break;
case EQ_CLOAK:
result = ARM_CLOAK; break;
case EQ_HELMET:
result = ARM_HELMET; break;
case EQ_GLOVES:
result = ARM_GLOVES; break;
case EQ_BOOTS:
result = ARM_BOOTS; break;
default:
case EQ_BODY_ARMOUR:
result = NUM_ARMOURS; break;
}
}
result = _pick_wearable_armour(result);
// Now we'll randomly pick a body armour up to plate mail (light
// only in the case of robes or animal skins). Unlike before, now
// we're only giving out the finished products here, never the
// hides. - bwr
if (result == NUM_ARMOURS || result == ARM_ROBE)
{
// Start with normal base armour.
if (result == ARM_ROBE)
{
// Animal skins don't get egos, so make them less likely.
result = (one_chance_in(4) ? ARM_ANIMAL_SKIN : ARM_ROBE);
// Armour-restricted species get a bonus chance at
// troll/dragon armour. (In total, the chance is almost
// 10%.)
if (one_chance_in(20))
{
result = static_cast<armour_type>(
random_choose_weighted(3, ARM_TROLL_LEATHER_ARMOUR,
3, ARM_STEAM_DRAGON_ARMOUR,
1, ARM_SWAMP_DRAGON_ARMOUR,
1, ARM_DRAGON_ARMOUR,
0));
}
// Non-god acquirement not only has a much better chance, but
// can give high-end ones as well.
if (!divine && one_chance_in(5))
{
result = static_cast<armour_type>(random_choose(
ARM_DRAGON_ARMOUR,
ARM_ICE_DRAGON_ARMOUR,
ARM_STEAM_DRAGON_ARMOUR,
ARM_MOTTLED_DRAGON_ARMOUR,
ARM_STORM_DRAGON_ARMOUR,
ARM_GOLD_DRAGON_ARMOUR,
ARM_SWAMP_DRAGON_ARMOUR,
-1));
}
}
else
{
if (divine)
{
const armour_type armours[] = { ARM_ROBE, ARM_LEATHER_ARMOUR,
ARM_RING_MAIL, ARM_SCALE_MAIL,
ARM_CHAIN_MAIL, ARM_SPLINT_MAIL,
ARM_BANDED_MAIL, ARM_PLATE_MAIL };
result = static_cast<armour_type>(RANDOM_ELEMENT(armours));
if (one_chance_in(10) && you.skills[SK_ARMOUR] >= 10)
result = ARM_CRYSTAL_PLATE_MAIL;
if (one_chance_in(12))
result = ARM_ANIMAL_SKIN;
}
else
{
const armour_type armours[] =
{ ARM_ANIMAL_SKIN, ARM_ROBE, ARM_LEATHER_ARMOUR,
ARM_RING_MAIL, ARM_SCALE_MAIL, ARM_CHAIN_MAIL,
ARM_BANDED_MAIL, ARM_SPLINT_MAIL, ARM_PLATE_MAIL,
ARM_CRYSTAL_PLATE_MAIL };
const int num_arms = ARRAYSZ(armours);
// Weight sub types relative to (armour skill + 3).
// Actually, the AC improvement is not linear, and we
// might also want to take into account Dodging/Stealth
// and Strength, but this is definitely better than the
// random chance above.
// This formula makes sense only for casters.
const int skill = std::min(27, you.skills[SK_ARMOUR] + 3);
int total = 0;
for (int i = 0; i < num_arms; ++i)
{
int weight = std::max(1, 27 - abs(skill - i*3));
weight = weight * weight * weight;
total += weight;
if (x_chance_in_y(weight, total))
result = armours[i];
}
// ... so we override it for heavy meleers, who get 50% plates.
// (Should it be more? A scale mail is wasted acquirement, even
// if it's any but most über randart).
if (random2(you.skills[SK_SPELLCASTING] + you.skills[SK_DODGING])
< random2(you.skills[SK_ARMOUR]) && coinflip())
{
result = one_chance_in(4) ? ARM_CRYSTAL_PLATE_MAIL :
ARM_PLATE_MAIL;
}
}
}
// Everyone can wear things made from hides.
if (one_chance_in(20))
{
result = static_cast<armour_type>(
random_choose_weighted(20, ARM_TROLL_LEATHER_ARMOUR,
20, ARM_STEAM_DRAGON_ARMOUR,
15, ARM_MOTTLED_DRAGON_ARMOUR,
15, ARM_SWAMP_DRAGON_ARMOUR,
10, ARM_DRAGON_ARMOUR,
10, ARM_ICE_DRAGON_ARMOUR,
5, ARM_STORM_DRAGON_ARMOUR,
5, ARM_GOLD_DRAGON_ARMOUR,
0));
}
}
return (result);
}
// If armour acquirement turned up a non-ego non-artefact armour item,
// see whether the player has any unfilled equipment slots. If so,
// hand out a plain (and possibly negatively enchanted) item of that
// type. Otherwise, keep the original armour.
static bool _try_give_plain_armour(item_def &arm)
{
static const equipment_type armour_slots[] =
{ EQ_SHIELD, EQ_CLOAK, EQ_HELMET, EQ_GLOVES, EQ_BOOTS };
equipment_type picked = EQ_BODY_ARMOUR;
const int num_slots = ARRAYSZ(armour_slots);
for (int i = 0, count = 0; i < num_slots; ++i)
{
if (!you_can_wear(armour_slots[i], true))
continue;
if (you.equip[armour_slots[i]] != -1)
continue;
// Consider shield slot filled in some cases.
if (armour_slots[i] == EQ_SHIELD)
{
const item_def* weapon = you.weapon();
// Unarmed fighters don't need shields.
if (!weapon && you.skills[SK_UNARMED_COMBAT] > random2(8))
continue;
// Two-handed weapons and ranged weapons conflict with shields.
if (weapon
&& (hands_reqd(*weapon, you.body_size()) == HANDS_TWO
|| is_range_weapon(*weapon)))
{
continue;
}
}
if (one_chance_in(++count))
picked = armour_slots[i];
}
// All available secondary slots already filled.
if (picked == EQ_BODY_ARMOUR)
return (false);
armour_type result = NUM_ARMOURS;
switch (picked)
{
case EQ_SHIELD:
result = ARM_SHIELD; break;
case EQ_CLOAK:
result = ARM_CLOAK; break;
case EQ_HELMET:
result = ARM_HELMET; break;
case EQ_GLOVES:
result = ARM_GLOVES; break;
case EQ_BOOTS:
result = ARM_BOOTS; break;
default:
return (false);
}
arm.clear();
arm.quantity = 1;
arm.base_type = OBJ_ARMOUR;
arm.sub_type = _pick_wearable_armour(result);
arm.plus = random2(5) - 2;
const int max_ench = armour_max_enchant(arm);
if (arm.plus > max_ench)
arm.plus = max_ench;
else if (arm.plus < -max_ench)
arm.plus = -max_ench;
ASSERT(arm.is_valid());
return (true);
}
// Write results into arguments.
static void _acquirement_determine_food(int& type_wanted, int& quantity,
const has_vector& already_has)
{
// Food is a little less predictable now. - bwr
if (you.species == SP_GHOUL)
type_wanted = one_chance_in(10) ? FOOD_ROYAL_JELLY : FOOD_CHUNK;
else if (you.species == SP_VAMPIRE)
{
// Vampires really don't want any OBJ_FOOD but OBJ_CORPSES
// but it's easier to just give them a potion of blood
// class type is set elsewhere
type_wanted = POT_BLOOD;
}
else if (you.religion == GOD_FEDHAS)
{
// Fedhas worshippers get fruit to use for growth and evolution
type_wanted = one_chance_in(3) ? FOOD_BANANA : FOOD_ORANGE;
}
else
{
// Meat is better than bread (except for herbivores), and
// by choosing it as the default we don't have to worry
// about special cases for carnivorous races (e.g. kobolds)
type_wanted = FOOD_MEAT_RATION;
if (player_mutation_level(MUT_HERBIVOROUS))
type_wanted = FOOD_BREAD_RATION;
// If we have some regular rations, then we're probably more
// interested in faster foods (especially royal jelly)...
// otherwise the regular rations should be a good enough offer.
if (already_has[FOOD_MEAT_RATION]
+ already_has[FOOD_BREAD_RATION] >= 2 || coinflip())
{
type_wanted = one_chance_in(5) ? FOOD_HONEYCOMB
: FOOD_ROYAL_JELLY;
}
}
quantity = 3 + random2(5);
if (type_wanted == FOOD_BANANA || type_wanted == FOOD_ORANGE)
{
quantity = 8 + random2avg(15, 2);
}
// giving more of the lower food value items
else if (type_wanted == FOOD_HONEYCOMB || type_wanted == FOOD_CHUNK)
{
quantity += random2avg(10, 2);
}
else if (type_wanted == POT_BLOOD)
{
// this was above in the vampire block, but gets overwritten by line 1371
// so moving here {due}
quantity = 2 + random2(4);
}
}
static int _acquirement_weapon_subtype(bool divine)
{
// Asking for a weapon is biased towards your skills.
// First pick a skill, weighting towards those you have.
int count = 0;
int skill = SK_FIGHTING;
int best_sk = 0;
for (int i = SK_SHORT_BLADES; i <= SK_CROSSBOWS; i++)
{
if (is_invalid_skill(i))
continue;
// Adding a small constant allows for the occasional
// weapon in an untrained skill.
const int weight = you.skills[i] + 1;
count += weight;
if (you.skills[i] > best_sk)
best_sk = you.skills[i];
if (x_chance_in_y(weight, count))
skill = i;
}
if (you.skills[SK_UNARMED_COMBAT] > best_sk)
best_sk = you.skills[SK_UNARMED_COMBAT];
// Now choose a subtype which uses that skill.
int result = OBJ_RANDOM;
count = 0;
item_def item_considered;
item_considered.base_type = OBJ_WEAPONS;
// Let's guess the percentage of shield use the player did, this is
// based on empirical data where pure-shield MDs get skills like 17 sh 25 m&f
// and pure-shield Spriggans 7 sh 18 m&f.
int shield_sk = you.skills[SK_SHIELDS] * species_skills(SK_SHIELDS, you.species) / 100;
int want_shield = std::min(2 * shield_sk, best_sk) + 10;
int dont_shield = std::max(best_sk - shield_sk, 0) + 10;
// At XL 10, weapons of the handedness you want get weight *2, those of
// opposite handedness 1/2, assuming your shields usage is respectively
// 0% or 100% in the above formula. At skill 25 that's *3.5 .
for (int i = 0; i < NUM_WEAPONS; ++i)
{
int wskill = range_skill(OBJ_WEAPONS, i);
if (wskill == SK_THROWING)
wskill = weapon_skill(OBJ_WEAPONS, i);
if (wskill != skill)
continue;
item_considered.sub_type = i;
// Can't get blessed blades through acquirement, only from TSO
if (is_blessed(item_considered))
continue;
int acqweight = property(item_considered, PWPN_ACQ_WEIGHT);
if (!acqweight)
continue;
// HANDS_DOUBLE > HANDS_TWO
const bool two_handed = hands_reqd(item_considered, you.body_size()) >= HANDS_TWO;
// For non-Trog/Okawaru acquirements, give a boost to high-end items.
if (!divine && !is_range_weapon(item_considered))
{
if (acqweight < 5)
acqweight = 5;
int damage = property(item_considered, PWPN_DAMAGE);
if (!two_handed)
damage = damage * 3 / 2;
damage *= damage * damage;
acqweight *= damage / property(item_considered, PWPN_SPEED);
}
if (two_handed)
acqweight = acqweight * dont_shield / want_shield;
else
acqweight = acqweight * want_shield / dont_shield;
if (!you.seen_weapon[i])
acqweight *= 5; // strong emphasis on type variety, brands go only second
if (x_chance_in_y(acqweight, count += acqweight))
result = i;
}
return (result);
}
static bool _have_item_with_types(object_class_type basetype, int subtype)
{
for (int i = 0; i < ENDOFPACK; i++)
{
const item_def& item = you.inv[i];
if (item.defined()
&& item.base_type == basetype && item.sub_type == subtype)
{
return (true);
}
}
return (false);
}
static missile_type _acquirement_missile_subtype()
{
int count = 0;
int skill = SK_THROWING;
for (int i = SK_SLINGS; i <= SK_THROWING; i++)
{
if (you.skills[i])
{
count += you.skills[i];
if (x_chance_in_y(you.skills[i], count))
skill = i;
}
}
missile_type result = MI_DART;
switch (skill)
{
case SK_SLINGS: result = MI_SLING_BULLET; break;
case SK_BOWS: result = MI_ARROW; break;
case SK_CROSSBOWS: result = MI_BOLT; break;
case SK_THROWING:
// Assuming that blowgun in inventory means that they
// may want needles for it (but darts might also be
// wanted). Maybe expand this... see above comment.
result =
(_have_item_with_types(OBJ_WEAPONS, WPN_BLOWGUN) && coinflip())
? MI_NEEDLE : MI_DART;
break;
default:
break;
}
return (result);
}
static int _acquirement_jewellery_subtype()
{
int result = 0;
// Try ten times to give something the player hasn't seen.
for (int i = 0; i < 10; i++)
{
// 1/3 amulets, 2/3 rings.
result = (one_chance_in(3) ? get_random_amulet_type()
: get_random_ring_type());
// If we haven't seen this yet, we're done.
if (get_ident_type(OBJ_JEWELLERY, result) == ID_UNKNOWN_TYPE)
break;
}
return (result);
}
static int _acquirement_staff_subtype(const has_vector& already_has)
{
int result = random2(STAFF_FIRST_ROD);
// Elemental preferences -- bwr
if (result == STAFF_FIRE || result == STAFF_COLD)
{
if (you.skills[SK_FIRE_MAGIC] > you.skills[SK_ICE_MAGIC])
result = STAFF_FIRE;
if (you.skills[SK_FIRE_MAGIC] < you.skills[SK_ICE_MAGIC])
result = STAFF_COLD;
}
else if (result == STAFF_AIR || result == STAFF_EARTH)
{
if (you.skills[SK_AIR_MAGIC] > you.skills[SK_EARTH_MAGIC])
result = STAFF_AIR;
if (you.skills[SK_AIR_MAGIC] < you.skills[SK_EARTH_MAGIC])
result = STAFF_EARTH;
}
skill_type best_spell_skill = best_skill(SK_SPELLCASTING, NUM_SKILLS - 1);
#define TRY_GIVE(x) { if (!already_has[x]) result = x; }
// If we're going to give out an enhancer staff,
// we should at least bias things towards the
// best spell skill. -- bwr
switch (best_spell_skill)
{
case SK_FIRE_MAGIC: TRY_GIVE(STAFF_FIRE); break;
case SK_ICE_MAGIC: TRY_GIVE(STAFF_COLD); break;
case SK_AIR_MAGIC: TRY_GIVE(STAFF_AIR); break;
case SK_EARTH_MAGIC: TRY_GIVE(STAFF_EARTH); break;
case SK_POISON_MAGIC: TRY_GIVE(STAFF_POISON); break;
case SK_NECROMANCY: TRY_GIVE(STAFF_DEATH); break;
case SK_CONJURATIONS: TRY_GIVE(STAFF_CONJURATION); break;
case SK_ENCHANTMENTS: TRY_GIVE(STAFF_ENCHANTMENT); break;
case SK_SUMMONINGS: TRY_GIVE(STAFF_SUMMONING); break;
#undef TRY_GIVE
case SK_EVOCATIONS:
if (!one_chance_in(4))
result = random_rod_subtype();
break;
default: // Invocations and leftover spell schools.
switch (random2(5))
{
case 0: result = STAFF_WIZARDRY; break;
case 1: result = STAFF_POWER; break;
case 2: result = STAFF_ENERGY; break;
case 3: result = STAFF_CHANNELING; break;
case 4: break; // keep the original random staff
}
break;
}
int spell_skills = 0;
for (int i = SK_SPELLCASTING; i <= SK_POISON_MAGIC; i++)
spell_skills += you.skills[i];
// Increased chance of getting a rod for new or
// non-spellcasters. -- bwr
if (one_chance_in(20)
|| (spell_skills <= 1 // short on spells
&& result < STAFF_FIRST_ROD
&& !one_chance_in(4)))
{
result = coinflip() ? STAFF_STRIKING : random_rod_subtype();
}
return (result);
}
static int _acquirement_misc_subtype()
{
int result = NUM_MISCELLANY;
do
{
result = random2(NUM_MISCELLANY);
}
while (result == MISC_HORN_OF_GERYON
|| result == MISC_RUNE_OF_ZOT
|| result == MISC_CRYSTAL_BALL_OF_FIXATION
|| result == MISC_EMPTY_EBONY_CASKET
|| result == MISC_QUAD_DAMAGE
|| result == MISC_DECK_OF_PUNISHMENT);
return (result);
}
static int _acquirement_wand_subtype()
{
int picked = NUM_WANDS;
int total = 0;
for (int type = 0; type < NUM_WANDS; ++type)
{
int w = 0;
// First, weight according to usefulness.
switch (type)
{
case WAND_HASTING: // each 17.9%, group unknown each 26.3%
case WAND_HEALING:
w = 25; break;
case WAND_TELEPORTATION: // each 10.7%, group unknown each 17.6%
case WAND_INVISIBILITY:
w = 15; break;
case WAND_FIRE: // each 5.7%, group unknown each 9.3%
case WAND_COLD:
case WAND_LIGHTNING:
case WAND_DRAINING:
w = 8; break;
case WAND_DIGGING: // each 3.6%, group unknown each 6.25%
case WAND_FIREBALL:
case WAND_DISINTEGRATION:
case WAND_POLYMORPH_OTHER:
w = 5; break;
case WAND_FLAME: // each 0.7%, group unknown each 1.4%
case WAND_FROST:
case WAND_CONFUSION:
case WAND_PARALYSIS:
case WAND_SLOWING:
case WAND_ENSLAVEMENT:
case WAND_MAGIC_DARTS:
case WAND_RANDOM_EFFECTS:
default:
w = 1; break;
}
// Unknown wands get another huge weight bonus.
if (get_ident_type(OBJ_WANDS, type) == ID_UNKNOWN_TYPE)
w *= 2;
total += w;
if (x_chance_in_y(w, total))
picked = type;
}
return (picked);
}
static int _find_acquirement_subtype(object_class_type class_wanted,
int &quantity, bool divine,
int agent = -1)
{
ASSERT(class_wanted != OBJ_RANDOM);
int type_wanted = OBJ_RANDOM;
// Write down what the player is carrying.
has_vector already_has;
already_has.init(0);
for (int i = 0; i < ENDOFPACK; ++i)
{
const item_def& item = you.inv[i];
if (item.defined() && item.base_type == class_wanted)
{
ASSERT(item.sub_type < max_has_value);
already_has[item.sub_type] += item.quantity;
}
}
bool try_again = (class_wanted == OBJ_JEWELLERY
|| class_wanted == OBJ_STAVES
|| class_wanted == OBJ_MISCELLANY);
int useless_count = 0;
do
{
again:
switch (class_wanted)
{
case OBJ_FOOD:
// set type_wanted and quantity
_acquirement_determine_food(type_wanted, quantity, already_has);
break;
case OBJ_WEAPONS: type_wanted = _acquirement_weapon_subtype(divine); break;
case OBJ_MISSILES: type_wanted = _acquirement_missile_subtype(); break;
case OBJ_ARMOUR: type_wanted = _acquirement_armour_subtype(divine); break;
case OBJ_MISCELLANY: type_wanted = _acquirement_misc_subtype(); break;
case OBJ_WANDS: type_wanted = _acquirement_wand_subtype(); break;
case OBJ_STAVES: type_wanted = _acquirement_staff_subtype(already_has);
break;
case OBJ_JEWELLERY: type_wanted = _acquirement_jewellery_subtype();
break;
default: break; // gold, books
}
item_def dummy;
dummy.base_type = class_wanted;
dummy.sub_type = type_wanted;
dummy.plus = 1; // empty wands would be useless
dummy.flags |= ISFLAG_IDENT_MASK;
if (is_useless_item(dummy, false) && useless_count++ < 200)
goto again;
if (try_again)
{
ASSERT(type_wanted < max_has_value);
if (!already_has[type_wanted])
try_again = false;
if (one_chance_in(200))
try_again = false;
}
}
while (try_again);
return (type_wanted);
}
// The weight of a spell takes into account its disciplines' skill levels
// and the spell difficulty.
static int _spell_weight(spell_type spell)
{
ASSERT(spell != SPELL_NO_SPELL);
int weight = 0;
unsigned int disciplines = get_spell_disciplines(spell);
int count = 0;
for (int i = 0; i <= SPTYP_LAST_EXPONENT; i++)
{
int disc = 1 << i;
if (disciplines & disc)
{
int skill = you.skills[spell_type2skill(disc)];
weight += skill;
count++;
}
}
ASSERT(count > 0);
// Particularly difficult spells _reduce_ the overall weight.
int leveldiff = 5 - spell_difficulty(spell);
return std::max(0, 2 * weight/count + leveldiff);
}
// When randomly picking a book for acquirement, use the sum of the
// weights of all unknown spells in the book.
static int _book_weight(book_type book)
{
ASSERT(book >= 0 && book <= MAX_FIXED_BOOK);
int total_weight = 0;
for (int i = 0; i < SPELLBOOK_SIZE; i++)
{
spell_type stype = which_spell_in_book(book, i);
if (stype == SPELL_NO_SPELL)
continue;
// Skip over spells already seen.
if (you.seen_spell[stype])
continue;
total_weight += _spell_weight(stype);
}
return (total_weight);
}
static bool _is_magic_skill(int skill)
{
return (skill >= SK_SPELLCASTING && skill < SK_INVOCATIONS);
}
static bool _skill_useless_with_god(int skill)
{
switch (you.religion)
{
case GOD_TROG:
return (_is_magic_skill(skill) || skill == SK_INVOCATIONS);
case GOD_ZIN:
case GOD_SHINING_ONE:
case GOD_ELYVILON:
case GOD_FEDHAS:
return (skill == SK_NECROMANCY);
case GOD_XOM:
case GOD_NEMELEX_XOBEH:
return (skill == SK_INVOCATIONS);
default:
return (false);
}
}
static bool _do_book_acquirement(item_def &book, int agent)
{
// items() shouldn't make book a randart for acquirement items.
ASSERT(!is_random_artefact(book));
int level = (you.skills[SK_SPELLCASTING] + 2) / 3;
unsigned int seen_levels = you.attribute[ATTR_RND_LVL_BOOKS];
level = std::max(1, level);
if (agent == GOD_XOM)
level = random_range(1, 9);
else if (seen_levels & (1 << level))
{
// Give a book of a level not seen before, preferably one with
// spells of a low enough level for the player to cast, or the
// lowest aviable level if all levels which the player can cast
// have already been given.
int max_level = std::min(9, you.get_experience_level());
std::vector<int> vec;
for (int i = 1; i <= 9 && (vec.empty() || i <= max_level); i++)
if (!(seen_levels & (1 << i)))
vec.push_back(i);
if (vec.size() > 0)
level = vec[random2(vec.size())];
else
level = -1;
}
int choice = NUM_BOOKS;
bool knows_magic = false;
// Manuals are too useful for Xom, and useless when gifted from Sif Muna.
if (agent != GOD_XOM && agent != GOD_SIF_MUNA)
{
int magic_weights = 0;
int other_weights = 0;
for (int i = 0; i < NUM_SKILLS; i++)
{
if (is_invalid_skill(i))
continue;
int weight = you.skills[i];
// Anyone can get Spellcasting 1. Doesn't prove anything.
if (i == SK_SPELLCASTING && weight >= 1)
weight--;
if (_is_magic_skill(i))
magic_weights += weight;
else
other_weights += weight;
}
// If someone has 25% or more magic skills, never give manuals.
// Otherwise, count magic skills double to bias against manuals
// for magic users.
if (magic_weights * 3 < other_weights
&& x_chance_in_y(other_weights, 2*magic_weights + other_weights))
{
choice = BOOK_MANUAL;
if (magic_weights > 0)
knows_magic = true;
}
}
if (choice == NUM_BOOKS)
{
choice = random_choose_weighted(
30, BOOK_RANDART_THEME,
agent == GOD_SIF_MUNA ? 10 : 40, NUM_BOOKS, // normal books
level == -1 ? 0 : 1, BOOK_RANDART_LEVEL, 0);
}
// Acquired randart books have a chance of being named after the player.
std::string owner = "";
if (agent == AQ_SCROLL && one_chance_in(12)
|| agent == AQ_CARD_GENIE && one_chance_in(6))
{
owner = you.your_name;
}
switch (choice)
{
default:
case NUM_BOOKS:
{
int total_weights = 0;
// Pick a random spellbook according to unknown spells contained.
int weights[MAX_FIXED_BOOK+1];
for (int bk = 0; bk <= MAX_FIXED_BOOK; bk++)
{
if (bk > MAX_NORMAL_BOOK && agent == GOD_SIF_MUNA)
{
weights[bk] = 0;
continue;
}
weights[bk] = _book_weight(static_cast<book_type>(bk));
total_weights += weights[bk];
}
if (total_weights > 0)
{
book.sub_type = choose_random_weighted(weights,
weights + ARRAYSZ(weights));
break;
}
// else intentional fall-through
}
case BOOK_RANDART_THEME:
book.sub_type = BOOK_RANDART_THEME;
if (!make_book_theme_randart(book, 0, 0, 5 + coinflip(), 20,
SPELL_NO_SPELL, owner))
{
return (false);
}
break;
case BOOK_RANDART_LEVEL:
{
book.sub_type = BOOK_RANDART_LEVEL;
int max_spells = 5 + level/3;
if (!make_book_level_randart(book, level, max_spells, owner))
return (false);
break;
}
case BOOK_MANUAL:
{
// The Tome of Destruction is rare enough we won't change this.
if (book.sub_type == BOOK_DESTRUCTION)
return (true);
int weights[NUM_SKILLS];
int total_weights = 0;
for (int i = 0; i < NUM_SKILLS; i++)
{
if (is_invalid_skill(i))
{
weights[i] = 0;
continue;
}
int skill = you.skills[i];
if (skill == 27 || you.species == SP_DEMIGOD && i == SK_INVOCATIONS)
{
weights[i] = 0;
continue;
}
int w = (skill < 12) ? skill + 3
: std::max(0, 25 - skill);
// Give a bonus for some highly sought after skills.
if (i == SK_FIGHTING || i == SK_ARMOUR || i == SK_SPELLCASTING
|| i == SK_INVOCATIONS || i == SK_EVOCATIONS)
{
w += 5;
}
// Greatly reduce the chances of getting a manual for a skill
// you couldn't use unless you switched your religion.
if (_skill_useless_with_god(i))
w /= 2;
// If we don't have any magic skills, make non-magic skills
// more likely.
if (!knows_magic && !_is_magic_skill(i))
w *= 2;
weights[i] = w;
total_weights += w;
}
// Are we too skilled to get any manuals?
if (total_weights == 0)
return _do_book_acquirement(book, agent);
book.sub_type = BOOK_MANUAL;
book.plus = choose_random_weighted(weights, weights + NUM_SKILLS);
// Set number of reads possible before it "crumbles to dust".
book.plus2 = 3 + random2(15);
break;
} // manuals
} // switch book choice
return (true);
}
static int _failed_acquirement(bool quiet)
{
if (!quiet)
mpr("The demon of the infinite void smiles upon you.");
return (NON_ITEM);
}
static int _weapon_brand_quality(int brand, bool range)
{
switch(brand)
{
case SPWPN_SPEED:
return range ? 3 : 5;
case SPWPN_PENETRATION:
return 4;
case SPWPN_ELECTROCUTION:
case SPWPN_DISTORTION:
case SPWPN_HOLY_WRATH:
case SPWPN_REAPING:
return 3;
case SPWPN_CHAOS:
return 2;
default:
return 1;
case SPWPN_NORMAL:
return 0;
case SPWPN_PAIN:
return you.skills[SK_NECROMANCY] / 2;
case SPWPN_VORPAL:
return range ? 5 : 1;
}
}
int acquirement_create_item(object_class_type class_wanted,
int agent, bool quiet,
const coord_def &pos, bool debug)
{
ASSERT(class_wanted != OBJ_RANDOM);
const bool divine = (agent == GOD_OKAWARU || agent == GOD_XOM || agent == GOD_TROG);
int thing_created = NON_ITEM;
int quant = 1;
for (int item_tries = 0; item_tries < 40; item_tries++)
{
int type_wanted = _find_acquirement_subtype(class_wanted, quant, divine, agent);
// Clobber class_wanted for vampires.
if (you.species == SP_VAMPIRE && class_wanted == OBJ_FOOD)
class_wanted = OBJ_POTIONS;
// Don't generate randart books in items(), we do that
// ourselves.
int want_arts = (class_wanted == OBJ_BOOKS ? 0 : 1);
thing_created = items( want_arts, class_wanted, type_wanted, true,
MAKE_GOOD_ITEM, MAKE_ITEM_RANDOM_RACE,
0, 0, agent );
if (thing_created == NON_ITEM)
continue;
item_def &doodad(mitm[thing_created]);
// Not a god, prefer better brands.
if (!divine && !is_artefact(doodad) && doodad.base_type == OBJ_WEAPONS)
{
while(_weapon_brand_quality(get_weapon_brand(doodad),
is_range_weapon(doodad)) < random2(6))
{
reroll_brand(doodad, MAKE_GOOD_ITEM);
}
}
// Try to not generate brands that were already seen, although unlike
// jewelry and books, this is not absolute.
while (!is_artefact(doodad)
&& (doodad.base_type == OBJ_WEAPONS
&& you.seen_weapon[doodad.sub_type] & (1<<get_weapon_brand(doodad))
|| doodad.base_type == OBJ_ARMOUR
&& you.seen_armour[doodad.sub_type] & (1<<get_weapon_brand(doodad)))
&& !one_chance_in(5))
{
reroll_brand(doodad, MAKE_GOOD_ITEM);
}
// For plain armour, try to change the subtype to something
// matching a currently unfilled equipment slot.
if (doodad.base_type == OBJ_ARMOUR && !is_artefact(doodad))
{
const equipment_type eq = get_armour_slot(doodad);
// Don't try to replace an item if it would already fill a
// currently unfilled secondary armour slot.
if (eq == EQ_BODY_ARMOUR || you.equip[eq] != -1)
{
const special_armour_type sparm = get_armour_ego_type(doodad);
bool is_plain = (sparm == SPARM_NORMAL);
bool is_redundant = false;
// If the created item is an ego item, check whether we're
// already wearing an item with this ego in the same slot, and
// whether the enchantment is worse than that of the current
// item. (For armour, only consider items of the same subtype.)
// If so, try filling an unfilled equipment slot after all.
if (!is_plain && agent != GOD_XOM)
{
if (you.equip[eq] != -1
&& (eq != EQ_BODY_ARMOUR
|| doodad.sub_type == you.inv[you.equip[eq]].sub_type)
&& sparm == get_armour_ego_type(you.inv[you.equip[eq]])
&& doodad.plus <= you.inv[you.equip[eq]].plus)
{
// Ego type is cleared later.
is_redundant = true;
}
}
if (is_plain || is_redundant)
{
if (_try_give_plain_armour(doodad))
{
// Make sure the item is plain.
doodad.special = SPARM_NORMAL;
// Okawaru shouldn't hand out negatively enchanted
// plain items.
if (agent == GOD_OKAWARU && doodad.plus < 0)
doodad.plus = 0;
else if (agent == GOD_XOM && doodad.plus > 0)
doodad.plus *= -1;
}
else if (is_plain && agent != GOD_XOM && one_chance_in(3))
{
// If the item is plain and there aren't any
// unfilled slots, we might want to roll again.
destroy_item(thing_created, true);
thing_created = NON_ITEM;
continue;
}
}
}
}
if (doodad.base_type == OBJ_WEAPONS
&& !can_wield(&doodad, false, true)
|| doodad.base_type == OBJ_ARMOUR
&& !can_wear_armour(doodad, false, true))
{
destroy_item(thing_created, true);
thing_created = NON_ITEM;
continue;
}
// Only TSO gifts blessed weapons, and currently not through
// acquirement, but make sure of this anyway.
if (agent != GOD_SHINING_ONE && is_blessed(doodad))
{
destroy_item(thing_created, true);
thing_created = NON_ITEM;
continue;
}
// Trog does not gift the Wrath of Trog, nor weapons of pain
// (which work together with Necromantic magic).
if (agent == GOD_TROG)
{
int brand = get_weapon_brand(doodad);
if (brand == SPWPN_PAIN
|| is_unrandom_artefact(doodad)
&& (doodad.special == UNRAND_TROG
|| doodad.special == UNRAND_WUCAD_MU))
{
destroy_item(thing_created, true);
thing_created = NON_ITEM;
continue;
}
}
// MT - Check: god-gifted weapons and armour shouldn't kill you.
// Except Xom.
if ((agent == GOD_TROG || agent == GOD_OKAWARU)
&& is_artefact(doodad))
{
artefact_properties_t proprt;
artefact_wpn_properties( doodad, proprt );
// Check vs. stats. positive stats will automatically fall
// through. As will negative stats that won't kill you.
if (-proprt[ARTP_STRENGTH] >= you.strength()
|| -proprt[ARTP_INTELLIGENCE] >= you.intel()
|| -proprt[ARTP_DEXTERITY] >= you.dex())
{
// Try again.
destroy_item(thing_created);
thing_created = NON_ITEM;
continue;
}
}
// Sif Muna shouldn't gift Vehumet or Kiku's special books.
// (The spells therein are still fair game for randart books.)
if (agent == GOD_SIF_MUNA
&& doodad.sub_type >= MIN_GOD_ONLY_BOOK
&& doodad.sub_type <= MAX_GOD_ONLY_BOOK)
{
ASSERT(doodad.base_type == OBJ_BOOKS);
// Try again.
destroy_item(thing_created);
thing_created = NON_ITEM;
continue;
}
break;
}
if (thing_created == NON_ITEM)
return _failed_acquirement(quiet);
// Easier to read this way.
item_def& thing(mitm[thing_created]);
ASSERT(thing.is_valid());
if (class_wanted == OBJ_WANDS)
thing.plus = std::max((int) thing.plus, 3 + random2(3));
else if (quant > 1)
thing.quantity = quant;
if (is_blood_potion(thing))
init_stack_blood_potions(thing);
// Remove curse flag from item.
do_uncurse_item(thing);
if (thing.base_type == OBJ_BOOKS)
{
if (!_do_book_acquirement(thing, agent))
{
destroy_item(thing, true);
return _failed_acquirement(quiet);
}
// Don't mark books as seen if only generated for the
// acquirement statistics.
if (!debug)
mark_had_book(thing);
}
else if (thing.base_type == OBJ_JEWELLERY)
{
switch (thing.sub_type)
{
case RING_SLAYING:
// Make sure plus to damage is >= 1.
thing.plus2 = std::max(abs(thing.plus2), 1);
// fall through...
case RING_PROTECTION:
case RING_STRENGTH:
case RING_INTELLIGENCE:
case RING_DEXTERITY:
case RING_EVASION:
// Make sure plus is >= 1.
thing.plus = std::max(abs(thing.plus), 1);
break;
case RING_HUNGER:
case AMU_INACCURACY:
// These are the only truly bad pieces of jewellery.
if (!one_chance_in(9))
make_item_randart(thing);
break;
default:
break;
}
}
else if (thing.base_type == OBJ_WEAPONS
&& !is_unrandom_artefact(thing))
{
// HACK: Make unwieldable weapons wieldable.
// Note: messing with fixed artefacts is probably very bad.
switch (you.species)
{
case SP_DEMONSPAWN:
case SP_MUMMY:
case SP_GHOUL:
case SP_VAMPIRE:
{
int brand = get_weapon_brand(thing);
if (brand == SPWPN_HOLY_WRATH)
{
if (is_random_artefact(thing))
{
// Keep resetting seed until it's good.
for (; brand == SPWPN_HOLY_WRATH;
brand = get_weapon_brand(thing))
{
make_item_randart(thing);
}
}
else
{
set_item_ego_type(thing, OBJ_WEAPONS, SPWPN_VORPAL);
}
}
break;
}
case SP_HALFLING:
case SP_KOBOLD:
case SP_SPRIGGAN:
switch (thing.sub_type)
{
case WPN_LONGBOW:
thing.sub_type = WPN_BOW;
break;
case WPN_GREAT_SWORD:
case WPN_TRIPLE_SWORD:
thing.sub_type = (coinflip() ? WPN_FALCHION : WPN_LONG_SWORD);
break;
case WPN_GREAT_MACE:
case WPN_DIRE_FLAIL:
thing.sub_type = (coinflip() ? WPN_MACE : WPN_FLAIL);
break;
case WPN_BATTLEAXE:
case WPN_EXECUTIONERS_AXE:
thing.sub_type = (coinflip() ? WPN_HAND_AXE : WPN_WAR_AXE);
break;
case WPN_HALBERD:
case WPN_GLAIVE:
case WPN_SCYTHE:
case WPN_BARDICHE:
thing.sub_type = (coinflip() ? WPN_SPEAR : WPN_TRIDENT);
break;
}
break;
default:
break;
}
// These can never get egos, and mundane versions are quite common, so
// guarantee artifact status. Rarity is a bit low to compensate.
if (thing.sub_type == WPN_GIANT_CLUB
|| thing.sub_type == WPN_GIANT_SPIKED_CLUB)
{
if (!one_chance_in(25))
make_item_randart(thing, true);
}
int plusmod = random2(4);
if (agent == GOD_TROG)
{
// More damage, less accuracy.
thing.plus -= plusmod;
thing.plus2 += plusmod;
if (!is_artefact(thing))
thing.plus = std::max(static_cast<int>(thing.plus), 0);
}
else if (agent == GOD_OKAWARU)
{
// More accuracy, less damage.
thing.plus += plusmod;
thing.plus2 -= plusmod;
if (!is_artefact(thing))
thing.plus2 = std::max(static_cast<int>(thing.plus2), 0);
}
}
if (agent > GOD_NO_GOD && agent < NUM_GODS && agent == you.religion)
thing.inscription = "god gift";
// Moving this above the move since it might not exist after falling.
if (thing_created != NON_ITEM && !quiet)
canned_msg(MSG_SOMETHING_APPEARS);
// If a god wants to give you something but the floor doesn't want it,
// it counts as a failed acquirement - no piety, etc cost.
if (feat_destroys_item(grd(pos), thing) && (agent > GOD_NO_GOD) &&
(agent < NUM_GODS))
{
if (agent == GOD_XOM)
simple_god_message(" snickers.", GOD_XOM);
else
return _failed_acquirement(quiet);
}
move_item_to_grid( &thing_created, pos );
if (thing_created != NON_ITEM)
{
ASSERT(mitm[thing_created].is_valid());
}
return (thing_created);
}
bool acquirement(object_class_type class_wanted, int agent,
bool quiet, int* item_index, bool debug)
{
ASSERT(!crawl_state.game_is_arena());
int thing_created = NON_ITEM;
if (item_index == NULL)
item_index = &thing_created;
*item_index = NON_ITEM;
while (class_wanted == OBJ_RANDOM)
{
ASSERT(!quiet);
mesclr();
mpr ("[a] Weapon [b] Armour [c] Jewellery [d] Book");
mprf("[e] Staff [f] Wand [g] Miscellaneous [h] %s [i] Gold",
(you.religion == GOD_FEDHAS ? "Fruit" : "Food "));
mpr("What kind of item would you like to acquire? ", MSGCH_PROMPT);
const int keyin = tolower( get_ch() );
switch (keyin)
{
case 'a': case ')': class_wanted = OBJ_WEAPONS; break;
case 'b': case '[': case ']': class_wanted = OBJ_ARMOUR; break;
case 'c': case '=': case '"': class_wanted = OBJ_JEWELLERY; break;
case 'd': case '+': case ':': class_wanted = OBJ_BOOKS; break;
case 'e': case '\\': case '|': class_wanted = OBJ_STAVES; break;
case 'f': case '/': class_wanted = OBJ_WANDS; break;
case 'g': case '}': case '{': class_wanted = OBJ_MISCELLANY; break;
case 'h': case '%': class_wanted = OBJ_FOOD; break;
case 'i': case '$': class_wanted = OBJ_GOLD; break;
default:
// Lets wizards escape out of accidently choosing acquirement.
if (agent == AQ_WIZMODE)
{
canned_msg(MSG_OK);
return (false);
}
#if defined(USE_UNIX_SIGNALS) && defined(SIGHUP_SAVE) && defined(USE_CURSES)
// If we've gotten a HUP signal then the player will be unable
// to make a selection.
if (crawl_state.seen_hups)
{
mpr("Acquirement interrupted by HUP signal.", MSGCH_ERROR);
you.turn_is_over = false;
return (false);
}
#endif
break;
}
}
*item_index = acquirement_create_item(class_wanted, agent, quiet,
you.pos(), debug);
return (true);
}
bool recharge_wand(int item_slot)
{
do
{
if (item_slot == -1)
{
item_slot = prompt_invent_item( "Charge which item?", MT_INVLIST,
OSEL_RECHARGE, true, true, false );
}
if (prompt_failed(item_slot))
return (false);
item_def &wand = you.inv[ item_slot ];
if (!item_is_rechargeable(wand, true, true))
{
mpr("Choose an item to recharge, or Esc to abort.");
if (Options.auto_list)
more();
// Try again.
item_slot = -1;
continue;
}
// Weapons of electrocution can be "charged", i.e. gain +1 damage.
if (wand.base_type == OBJ_WEAPONS)
{
if (get_weapon_brand(wand) == SPWPN_ELECTROCUTION)
{
// Might fail because of already high enchantment.
if (enchant_weapon( ENCHANT_TO_DAM, false, wand ))
{
you.wield_change = true;
if (!item_ident(wand, ISFLAG_KNOW_TYPE))
set_ident_flags(wand, ISFLAG_KNOW_TYPE);
return (true);
}
return (false);
}
else
canned_msg( MSG_NOTHING_HAPPENS );
}
if (wand.base_type != OBJ_WANDS && !item_is_rod(wand))
return (false);
int charge_gain = 0;
if (wand.base_type == OBJ_WANDS)
{
charge_gain = wand_charge_value(wand.sub_type);
const int new_charges =
std::max<int>(
wand.plus,
std::min(charge_gain * 3,
wand.plus +
1 + random2avg(((charge_gain - 1) * 3) + 1, 3)));
const bool charged = (new_charges > wand.plus);
std::string desc;
if (charged && item_ident(wand, ISFLAG_KNOW_PLUSES))
{
snprintf(info, INFO_SIZE, " and now has %d charge%s",
new_charges, new_charges == 1 ? "" : "s");
desc = info;
}
mprf("%s %s for a moment%s.",
wand.name(DESC_CAP_YOUR).c_str(),
charged ? "glows" : "flickers",
desc.c_str());
// Reinitialise zap counts.
wand.plus = new_charges;
wand.plus2 = (charged ? ZAPCOUNT_RECHARGED : ZAPCOUNT_MAX_CHARGED);
}
else // It's a rod.
{
bool work = false;
if (wand.plus2 < MAX_ROD_CHARGE * ROD_CHARGE_MULT)
{
wand.plus2 += ROD_CHARGE_MULT * random_range(1,2);
if (wand.plus2 > MAX_ROD_CHARGE * ROD_CHARGE_MULT)
wand.plus2 = MAX_ROD_CHARGE * ROD_CHARGE_MULT;
work = true;
}
if (wand.plus < wand.plus2)
{
wand.plus = wand.plus2;
work = true;
}
if (short(wand.props["rod_enchantment"]) < MAX_WPN_ENCHANT)
{
static_cast<short&>(wand.props["rod_enchantment"])
+= random_range(1,2);
if (short(wand.props["rod_enchantment"]) > MAX_WPN_ENCHANT)
wand.props["rod_enchantment"] = short(MAX_WPN_ENCHANT);
work = true;
}
if (!work)
return (false);
mprf("%s glows for a moment.", wand.name(DESC_CAP_YOUR).c_str());
}
you.wield_change = true;
return (true);
}
while (true);
return (false);
}
// Berserking monsters cannot be ordered around.
static bool _follows_orders(monsters* mon)
{
return (mon->friendly() && mon->type != MONS_GIANT_SPORE
&& !mon->berserk());
}
// Sets foe target of friendly monsters.
// If allow_patrol is true, patrolling monsters get MHITNOT instead.
static void _set_friendly_foes(bool allow_patrol = false)
{
for (monster_iterator mi(you.get_los()); mi; ++mi)
{
if (!_follows_orders(*mi))
continue;
mi->foe = (allow_patrol && mi->is_patrolling() ? MHITNOT
: you.pet_target);
}
}
static void _set_allies_patrol_point(bool clear = false)
{
for (monster_iterator mi(you.get_los()); mi; ++mi)
{
if (!_follows_orders(*mi))
continue;
mi->patrol_point = (clear ? coord_def(0, 0) : mi->pos());
if (!clear)
mi->behaviour = BEH_WANDER;
}
}
void yell(bool force)
{
ASSERT(!crawl_state.game_is_arena());
bool targ_prev = false;
int mons_targd = MHITNOT;
dist targ;
const std::string shout_verb = you.shout_verb();
std::string cap_shout = shout_verb;
cap_shout[0] = toupper(cap_shout[0]);
int noise_level = 12; // "shout"
// Tweak volume for different kinds of vocalisation.
if (shout_verb == "roar")
noise_level = 18;
else if (shout_verb == "hiss")
noise_level = 8;
else if (shout_verb == "squeak")
noise_level = 4;
else if (shout_verb == "__NONE")
noise_level = 0;
else if (shout_verb == "yell")
noise_level = 14;
else if (shout_verb == "scream")
noise_level = 16;
if (silenced(you.pos()) || you.cannot_speak())
noise_level = 0;
if (noise_level == 0)
{
if (force)
{
if (shout_verb == "__NONE" || you.paralysed())
{
mprf("You feel a strong urge to %s, but "
"you are unable to make a sound!",
shout_verb == "__NONE" ? "scream"
: shout_verb.c_str());
}
else
{
mprf("You feel a %s rip itself from your throat, "
"but you make no sound!",
shout_verb.c_str());
}
}
else
mpr("You are unable to make a sound!");
return;
}
if (force)
{
mprf("A %s rips itself from your throat!", shout_verb.c_str());
noisy(noise_level, you.pos());
return;
}
mpr("What do you say?", MSGCH_PROMPT);
mprf(" t - %s!", cap_shout.c_str());
if (!you.berserk())
{
std::string previous;
if (!(you.prev_targ == MHITNOT || you.prev_targ == MHITYOU))
{
const monsters *target = &menv[you.prev_targ];
if (target->alive() && you.can_see(target))
{
previous = " p - Attack previous target.";
targ_prev = true;
}
}
mprf("Orders for allies: a - Attack new target.%s", previous.c_str());
mpr( " s - Stop attacking.");
mpr( " w - Wait here. f - Follow me.");
}
mprf(" Anything else - Stay silent%s.",
one_chance_in(20) ? " (and be thought a fool)" : "");
unsigned char keyn = get_ch();
mesclr();
switch (keyn)
{
case '!': // for players using the old keyset
case 't':
mprf(MSGCH_SOUND, "You %s for attention!", shout_verb.c_str());
noisy(noise_level, you.pos());
you.turn_is_over = true;
return;
case 'f':
case 's':
mons_targd = MHITYOU;
if (keyn == 'f')
{
// Don't reset patrol points for 'Stop fighting!'
_set_allies_patrol_point(true);
mpr("Follow me!");
}
else
mpr("Stop fighting!");
break;
case 'w':
mpr("Wait here!");
mons_targd = MHITNOT;
_set_allies_patrol_point();
break;
case 'p':
if (you.berserk())
{
canned_msg(MSG_TOO_BERSERK);
return;
}
if (targ_prev)
{
mons_targd = you.prev_targ;
break;
}
// fall through
case 'a':
if (you.berserk())
{
canned_msg(MSG_TOO_BERSERK);
return;
}
if (env.sanctuary_time > 0)
{
if (!yesno("An ally attacking under your orders might violate "
"sanctuary; order anyway?", false, 'n'))
{
canned_msg(MSG_OK);
return;
}
}
{
direction_chooser_args args;
args.restricts = DIR_TARGET;
args.mode = TARG_HOSTILE;
args.needs_path = false;
args.top_prompt = "Gang up on whom?";
direction(targ, args);
}
if (targ.isCancel)
{
canned_msg(MSG_OK);
return;
}
{
bool cancel = !targ.isValid;
if (!cancel)
{
const monsters* m = monster_at(targ.target);
cancel = (m == NULL || !you.can_see(m));
if (!cancel)
mons_targd = m->mindex();
}
if (cancel)
{
mpr("Yeah, whatever.");
return;
}
}
break;
default:
mpr("Okely-dokely.");
return;
}
you.turn_is_over = true;
you.pet_target = mons_targd;
// Allow patrolling for "Stop fighting!" and "Wait here!"
_set_friendly_foes(keyn == 's' || keyn == 'w');
if (mons_targd != MHITNOT && mons_targd != MHITYOU)
mpr("Attack!");
noisy(10, you.pos());
}
bool forget_inventory(bool quiet)
{
ASSERT(!crawl_state.game_is_arena());
int items_forgotten = 0;
for (int i = 0; i < ENDOFPACK; i++)
{
item_def& item(you.inv[i]);
if (!item.defined() || item_is_equipped(item))
continue;
unsigned long orig_flags = item.flags;
unset_ident_flags(item, ISFLAG_KNOW_CURSE);
// Don't forget times used or uses left for wands or decks.
if (item.base_type != OBJ_WANDS && item.base_type != OBJ_MISCELLANY)
unset_ident_flags(item, ISFLAG_KNOW_PLUSES);
if (!is_artefact(item))
{
switch (item.base_type)
{
case OBJ_WEAPONS:
case OBJ_ARMOUR:
case OBJ_BOOKS:
case OBJ_STAVES:
case OBJ_MISCELLANY:
// Don't forget identity of decks if the player has
// used any of its cards, or knows how many are left.
if (!is_deck(item) || item.plus2 == 0)
unset_ident_flags(item, ISFLAG_KNOW_TYPE);
break;
default:
break;
}
}
// Non-jewellery artefacts can easily be re-identified by
// equipping them.
else if (item.base_type != OBJ_JEWELLERY)
unset_ident_flags(item, ISFLAG_KNOW_TYPE | ISFLAG_KNOW_PROPERTIES);
if (item.flags != orig_flags)
items_forgotten++;
}
if (items_forgotten > 0)
mpr("Wait, did you forget something?");
return (items_forgotten > 0);
}
inline static dungeon_feature_type _vitrified_feature(dungeon_feature_type feat)
{
switch (feat)
{
case DNGN_ROCK_WALL:
return DNGN_CLEAR_ROCK_WALL;
case DNGN_STONE_WALL:
return DNGN_CLEAR_STONE_WALL;
case DNGN_PERMAROCK_WALL:
return DNGN_CLEAR_PERMAROCK_WALL;
default:
return feat;
}
}
// Returns true if there was a visible change.
bool vitrify_area(int radius)
{
if (radius < 2)
return (false);
bool something_happened = false;
for (radius_iterator ri(you.pos(), radius, C_POINTY); ri; ++ri)
{
const dungeon_feature_type grid = grd(*ri);
const dungeon_feature_type newgrid = _vitrified_feature(grid);
if (newgrid != grid)
{
grd(*ri) = newgrid;
set_terrain_changed(ri->x, ri->y);
something_happened = true;
}
}
return (something_happened);
}
static void _hell_effects()
{
if (is_sanctuary(you.pos()))
{
mpr("Zin's power protects you from Hell's scourges!", MSGCH_GOD);
return;
}
int temp_rand = random2(17);
spschool_flag_type which_miscast = SPTYP_RANDOM;
bool summon_instead = false;
monster_type which_beastie = MONS_NO_MONSTER;
mpr((temp_rand == 0) ? "\"You will not leave this place.\"" :
(temp_rand == 1) ? "\"Die, mortal!\"" :
(temp_rand == 2) ? "\"We do not forgive those who trespass against us!\"" :
(temp_rand == 3) ? "\"Trespassers are not welcome here!\"" :
(temp_rand == 4) ? "\"You do not belong in this place!\"" :
(temp_rand == 5) ? "\"Leave now, before it is too late!\"" :
(temp_rand == 6) ? "\"We have you now!\"" :
// plain messages
(temp_rand == 7) ? (you.can_smell()) ? "You smell brimstone."
: "Brimstone rains from above." :
(temp_rand == 8) ? "You feel lost and a long, long way from home..." :
(temp_rand == 9) ? "You shiver with fear." :
// warning
(temp_rand == 10) ? "You feel a terrible foreboding..." :
(temp_rand == 11) ? "Something frightening happens." :
(temp_rand == 12) ? "You sense an ancient evil watching you..." :
(temp_rand == 13) ? "You suddenly feel all small and vulnerable." :
(temp_rand == 14) ? "You sense a hostile presence." :
// sounds
(temp_rand == 15) ? "A gut-wrenching scream fills the air!" :
(temp_rand == 16) ? "You hear words spoken in a strange and terrible language..."
: "You hear diabolical laughter!",
(temp_rand < 7 ? MSGCH_TALK :
temp_rand < 10 ? MSGCH_PLAIN :
temp_rand < 15 ? MSGCH_WARN
: MSGCH_SOUND));
if (temp_rand >= 15)
noisy(15, you.pos());
temp_rand = random2(27);
if (temp_rand > 17) // 9 in 27 odds {dlb}
{
temp_rand = random2(8);
if (temp_rand > 3) // 4 in 8 odds {dlb}
which_miscast = SPTYP_NECROMANCY;
else if (temp_rand > 1) // 2 in 8 odds {dlb}
which_miscast = SPTYP_SUMMONING;
else if (temp_rand > 0) // 1 in 8 odds {dlb}
which_miscast = SPTYP_CONJURATION;
else // 1 in 8 odds {dlb}
which_miscast = SPTYP_ENCHANTMENT;
MiscastEffect(&you, MISC_KNOWN_MISCAST, which_miscast,
4 + random2(6), random2avg(97, 3),
"the effects of Hell");
}
else if (temp_rand > 7) // 10 in 27 odds {dlb}
{
// 60:40 miscast:summon split {dlb}
summon_instead = x_chance_in_y(2, 5);
switch (you.where_are_you)
{
case BRANCH_DIS:
if (summon_instead)
which_beastie = summon_any_demon(DEMON_GREATER);
else
which_miscast = SPTYP_EARTH;
break;
case BRANCH_GEHENNA:
if (summon_instead)
which_beastie = MONS_FIEND;
else
which_miscast = SPTYP_FIRE;
break;
case BRANCH_COCYTUS:
if (summon_instead)
which_beastie = MONS_ICE_FIEND;
else
which_miscast = SPTYP_ICE;
break;
case BRANCH_TARTARUS:
if (summon_instead)
which_beastie = MONS_SHADOW_FIEND;
else
which_miscast = SPTYP_NECROMANCY;
break;
default:
// This is to silence gcc compiler warnings. {dlb}
if (summon_instead)
which_beastie = MONS_FIEND;
else
which_miscast = SPTYP_NECROMANCY;
break;
}
if (summon_instead)
{
create_monster(
mgen_data::hostile_at(which_beastie, "the effects of Hell",
true, 0, 0, you.pos()));
}
else
{
MiscastEffect(&you, MISC_KNOWN_MISCAST, which_miscast,
4 + random2(6), random2avg(97, 3),
"the effects of Hell");
}
}
// NB: No "else" - 8 in 27 odds that nothing happens through
// first chain. {dlb}
// Also note that the following is distinct from and in
// addition to the above chain.
// Try to summon at least one and up to five random monsters. {dlb}
if (one_chance_in(3))
{
mgen_data mg;
mg.pos = you.pos();
mg.foe = MHITYOU;
mg.non_actor_summoner = "the effects of Hell";
create_monster(mg);
for (int i = 0; i < 4; ++i)
if (one_chance_in(3))
create_monster(mg);
}
}
// This function checks whether we can turn a wall into a floor space and
// still keep a corridor-like environment. The wall in position x is a
// a candidate for switching if it's flanked by floor grids to two sides
// and by walls (any type) to the remaining cardinal directions.
//
// . # 2
// #x# or .x. -> 0x1
// . # 3
static bool _feat_is_flanked_by_walls(const coord_def &p)
{
const coord_def adjs[] = { coord_def(p.x-1,p.y),
coord_def(p.x+1,p.y),
coord_def(p.x ,p.y-1),
coord_def(p.x ,p.y+1) };
// paranoia!
for (unsigned int i = 0; i < ARRAYSZ(adjs); ++i)
if (!in_bounds(adjs[i]))
return (false);
return (feat_is_wall(grd(adjs[0])) && feat_is_wall(grd(adjs[1]))
&& feat_has_solid_floor(grd(adjs[2])) && feat_has_solid_floor(grd(adjs[3]))
|| feat_has_solid_floor(grd(adjs[0])) && feat_has_solid_floor(grd(adjs[1]))
&& feat_is_wall(grd(adjs[2])) && feat_is_wall(grd(adjs[3])));
}
// Sometimes if a floor is turned into a wall, a dead-end will be created.
// If this is the case, we need to make sure that it is at least two grids
// deep.
//
// Example: If a wall is built at X (A), two dead-ends are created, a short
// and a long one. The latter is perfectly fine, but the former
// looks a bit odd. If Y is chosen, this looks much better (B).
//
// ####### (A) ####### (B) #######
// ...XY.. ...#... ....#..
// #.##### #.##### #.#####
//
// What this function does is check whether the neighbouring floor grids
// are flanked by walls on both sides, and if so, the grids following that
// also have to be floor flanked by walls.
//
// czd
// a.b -> if (a, b == walls) then (c, d == walls) or return (false)
// #X#
// .
//
// Grid z may be floor or wall, either way we have a corridor of at least
// length 2.
static bool _deadend_check_wall(const coord_def &p)
{
// The grids to the left and right of p are walls. (We already know that
// they are symmetric, so only need to check one side. We also know that
// the other direction, here up/down must then be non-walls.)
if (feat_is_wall(grd[p.x-1][p.y]))
{
// Run the check twice, once in either direction.
for (int i = -1; i <= 1; i++)
{
if (i == 0)
continue;
const coord_def a(p.x-1, p.y+i);
const coord_def b(p.x+1, p.y+i);
const coord_def c(p.x-1, p.y+2*i);
const coord_def d(p.x+1, p.y+2*i);
if (in_bounds(a) && in_bounds(b)
&& feat_is_wall(grd(a)) && feat_is_wall(grd(b))
&& (!in_bounds(c) || !in_bounds(d)
|| !feat_is_wall(grd(c)) || !feat_is_wall(grd(d))))
{
return (false);
}
}
}
else // The grids above and below p are walls.
{
for (int i = -1; i <= 1; i++)
{
if (i == 0)
continue;
const coord_def a(p.x+i , p.y-1);
const coord_def b(p.x+i , p.y+1);
const coord_def c(p.x+2*i, p.y-1);
const coord_def d(p.x+2*i, p.y+1);
if (in_bounds(a) && in_bounds(b)
&& feat_is_wall(grd(a)) && feat_is_wall(grd(b))
&& (!in_bounds(c) || !in_bounds(d)
|| !feat_is_wall(grd(c)) || !feat_is_wall(grd(d))))
{
return (false);
}
}
}
return (true);
}
// Similar to the above, checks whether turning a wall grid into floor
// would create a short "dead-end" of only 1 grid.
//
// In the example below, X would create miniature dead-ends at positions
// a and b, but both Y and Z avoid this, and the resulting mini-mazes
// look much better.
//
// ######## (A) ######## (B) ######## (C) ########
// #.....#. #....a#. #.....#. #.....#.
// #.#YXZ#. #.##.##. #.#.###. #.###.#.
// #.#..... #.#b.... #.#..... #.#.....
//
// In general, if a floor grid horizontally or vertically adjacent to the
// change target has a floor neighbour diagonally adjacent to the change
// target, the next neighbour in the same direction needs to be floor,
// as well.
static bool _deadend_check_floor(const coord_def &p)
{
if (feat_is_wall(grd[p.x-1][p.y]))
{
for (int i = -1; i <= 1; i++)
{
if (i == 0)
continue;
const coord_def a(p.x, p.y+2*i);
if (!in_bounds(a) || feat_has_solid_floor(grd(a)))
continue;
for (int j = -1; j <= 1; j++)
{
if (j == 0)
continue;
const coord_def b(p.x+2*j, p.y+i);
if (!in_bounds(b))
continue;
const coord_def c(p.x+j, p.y+i);
if (feat_has_solid_floor(grd(c)) && !feat_has_solid_floor(grd(b)))
return (false);
}
}
}
else
{
for (int i = -1; i <= 1; i++)
{
if (i == 0)
continue;
const coord_def a(p.x+2*i, p.y);
if (!in_bounds(a) || feat_has_solid_floor(grd(a)))
continue;
for (int j = -1; j <= 1; j++)
{
if (j == 0)
continue;
const coord_def b(p.x+i, p.y+2*j);
if (!in_bounds(b))
continue;
const coord_def c(p.x+i, p.y+j);
if (feat_has_solid_floor(grd(c)) && !feat_has_solid_floor(grd(b)))
return (false);
}
}
}
return (true);
}
// Changes a small portion of a labyrinth by exchanging wall against floor
// grids in such a way that connectivity remains guaranteed.
void change_labyrinth(bool msg)
{
int size = random_range(12, 24); // size of the shifted area (square)
coord_def c1, c2; // upper left, lower right corners of the shifted area
std::vector<coord_def> targets;
// Try 10 times for an area that is little mapped.
for (int tries = 10; tries > 0; --tries)
{
targets.clear();
int x = random_range(LABYRINTH_BORDER, GXM - LABYRINTH_BORDER - size);
int y = random_range(LABYRINTH_BORDER, GYM - LABYRINTH_BORDER - size);
c1 = coord_def(x, y);
c2 = coord_def(x + size, y + size);
int count_known = 0;
for (rectangle_iterator ri(c1, c2); ri; ++ri)
if (is_terrain_seen(*ri))
count_known++;
if (tries > 1 && count_known > size * size / 6)
continue;
// Fill a vector with wall grids that are potential targets for
// swapping against floor, i.e. are flanked by walls to two cardinal
// directions, and by floor on the two remaining sides.
for (rectangle_iterator ri(c1, c2); ri; ++ri)
{
if (is_terrain_seen(*ri) || !feat_is_wall(grd(*ri)))
continue;
// Skip on grids inside vaults so as not to disrupt them.
if (testbits(env.pgrid(*ri), FPROP_VAULT))
continue;
// Make sure we don't accidentally create "ugly" dead-ends.
if (_feat_is_flanked_by_walls(*ri) && _deadend_check_floor(*ri))
targets.push_back(*ri);
}
if (targets.size() >= 8)
break;
}
if (targets.empty())
{
if (msg)
mpr("No unexplored wall grids found!");
return;
}
if (msg)
{
mprf(MSGCH_DIAGNOSTICS, "Changing labyrinth from (%d, %d) to (%d, %d)",
c1.x, c1.y, c2.x, c2.y);
}
if (msg)
{
std::string path_str = "";
mpr("Here's the list of targets: ", MSGCH_DIAGNOSTICS);
for (unsigned int i = 0; i < targets.size(); i++)
{
snprintf(info, INFO_SIZE, "(%d, %d) ", targets[i].x, targets[i].y);
path_str += info;
}
mpr(path_str.c_str(), MSGCH_DIAGNOSTICS);
mprf(MSGCH_DIAGNOSTICS, "-> #targets = %d", targets.size());
}
#ifdef WIZARD
// Remove old highlighted areas to make place for the new ones.
for (rectangle_iterator ri(1); ri; ++ri)
env.pgrid(*ri) &= ~(FPROP_HIGHLIGHT);
#endif
// How many switches we'll be doing.
const int max_targets = random_range(std::min((int) targets.size(), 12),
std::min((int) targets.size(), 45));
// Shuffle the targets, then pick the max_targets first ones.
std::random_shuffle(targets.begin(), targets.end(), random2);
// For each of the chosen wall grids, calculate the path connecting the
// two floor grids to either side, and block off one floor grid on this
// path to close the circle opened by turning the wall into floor.
for (int count = 0; count < max_targets; count++)
{
const coord_def c(targets[count]);
// Maybe not valid anymore...
if (!feat_is_wall(grd(c)) || !_feat_is_flanked_by_walls(c))
continue;
// Use the adjacent floor grids as source and destination.
coord_def src(c.x-1,c.y);
coord_def dst(c.x+1,c.y);
if (!feat_has_solid_floor(grd(src)) || !feat_has_solid_floor(grd(dst)))
{
src = coord_def(c.x, c.y-1);
dst = coord_def(c.x, c.y+1);
}
// Pathfinding from src to dst...
monster_pathfind mp;
bool success = mp.init_pathfind(src, dst, false, msg);
if (!success)
{
if (msg)
{
mpr("Something went badly wrong - no path found!",
MSGCH_DIAGNOSTICS);
}
continue;
}
// Get the actual path.
const std::vector<coord_def> path = mp.backtrack();
// Replace the wall with floor, but preserve the old grid in case
// we find no floor grid to swap with.
// It's better if the change is done now, so the grid can be
// treated as floor rather than a wall, and we don't need any
// special cases.
dungeon_feature_type old_grid = grd(c);
grd(c) = DNGN_FLOOR;
los_terrain_changed(c);
// Add all floor grids meeting a couple of conditions to a vector
// of potential switch points.
std::vector<coord_def> points;
for (unsigned int i = 0; i < path.size(); i++)
{
const coord_def p(path[i]);
// The point must be inside the changed area.
if (p.x < c1.x || p.x > c2.x || p.y < c1.y || p.y > c2.y)
continue;
// Only replace plain floor.
if (grd(p) != DNGN_FLOOR)
continue;
// Don't change any grids we remember.
if (is_terrain_seen(p.x, p.y))
continue;
// We don't want to deal with monsters being shifted around.
if (monster_at(p))
continue;
// Do not pick a grid right next to the original wall.
if (std::abs(p.x-c.x) + std::abs(p.y-c.y) <= 1)
continue;
if (_feat_is_flanked_by_walls(p) && _deadend_check_wall(p))
points.push_back(p);
}
if (points.empty())
{
// Take back the previous change.
grd(c) = old_grid;
los_terrain_changed(c);
continue;
}
// Randomly pick one floor grid from the vector and replace it
// with an adjacent wall type.
const int pick = random_range(0, (int) points.size() - 1);
const coord_def p(points[pick]);
if (msg)
{
mprf(MSGCH_DIAGNOSTICS, "Switch %d (%d, %d) with %d (%d, %d).",
(int) old_grid, c.x, c.y, (int) grd(p), p.x, p.y);
}
#ifdef WIZARD
// Highlight the switched grids.
env.pgrid(c) |= FPROP_HIGHLIGHT;
env.pgrid(p) |= FPROP_HIGHLIGHT;
#endif
// Shift blood some of the time.
if (is_bloodcovered(c))
{
if (one_chance_in(4))
{
int wall_count = 0;
coord_def old_adj(c);
for (adjacent_iterator ai(c); ai; ++ai)
if (feat_is_wall(grd(*ai)) && one_chance_in(++wall_count))
old_adj = *ai;
if (old_adj != c && maybe_bloodify_square(old_adj))
env.pgrid(c) &= (~FPROP_BLOODY);
}
}
else if (one_chance_in(500))
{
// Rarely add blood randomly, accumulating with time...
maybe_bloodify_square(c);
}
// Rather than use old_grid directly, replace with an adjacent
// wall type, preferably stone, rock, or metal.
old_grid = grd[p.x-1][p.y];
if (!feat_is_wall(old_grid))
{
old_grid = grd[p.x][p.y-1];
if (!feat_is_wall(old_grid))
{
if (msg)
{
mprf(MSGCH_DIAGNOSTICS,
"No adjacent walls at pos (%d, %d)?", p.x, p.y);
}
old_grid = DNGN_STONE_WALL;
}
else if (old_grid != DNGN_ROCK_WALL && old_grid != DNGN_STONE_WALL
&& old_grid != DNGN_METAL_WALL && !one_chance_in(3))
{
old_grid = grd[p.x][p.y+1];
}
}
else if (old_grid != DNGN_ROCK_WALL && old_grid != DNGN_STONE_WALL
&& old_grid != DNGN_METAL_WALL && !one_chance_in(3))
{
old_grid = grd[p.x+1][p.y];
}
grd(p) = old_grid;
los_terrain_changed(p);
// Shift blood some of the time.
if (is_bloodcovered(p))
{
if (one_chance_in(4))
{
int floor_count = 0;
coord_def new_adj(p);
for (adjacent_iterator ai(c); ai; ++ai)
if (feat_has_solid_floor(grd(*ai)) && one_chance_in(++floor_count))
new_adj = *ai;
if (new_adj != p && maybe_bloodify_square(new_adj))
env.pgrid(p) &= (~FPROP_BLOODY);
}
}
else if (one_chance_in(100))
{
// Occasionally add blood randomly, accumulating with time...
maybe_bloodify_square(p);
}
}
// The directions are used to randomly decide where to place items that
// have ended up in walls during the switching.
std::vector<coord_def> dirs;
dirs.push_back(coord_def(-1,-1));
dirs.push_back(coord_def( 0,-1));
dirs.push_back(coord_def( 1,-1));
dirs.push_back(coord_def(-1, 0));
dirs.push_back(coord_def( 1, 0));
dirs.push_back(coord_def(-1, 1));
dirs.push_back(coord_def( 0, 1));
dirs.push_back(coord_def( 1, 1));
// Search the entire shifted area for stacks of items now stuck in walls
// and move them to a random adjacent non-wall grid.
for (rectangle_iterator ri(c1, c2); ri; ++ri)
{
if (!feat_is_wall(grd(*ri)) || igrd(*ri) == NON_ITEM)
continue;
if (msg)
{
mprf(MSGCH_DIAGNOSTICS,
"Need to move around some items at pos (%d, %d)...",
ri->x, ri->y);
}
// Search the eight possible directions in random order.
std::random_shuffle(dirs.begin(), dirs.end(), random2);
for (unsigned int i = 0; i < dirs.size(); i++)
{
const coord_def p = *ri + dirs[i];
if (!in_bounds(p))
continue;
if (feat_has_solid_floor(grd(p)))
{
// Once a valid grid is found, move all items from the
// stack onto it.
move_items(*ri, p);
if (msg)
{
mprf(MSGCH_DIAGNOSTICS, "Moved items over to (%d, %d)",
p.x, p.y);
}
break;
}
}
}
// Recheck item coordinates, to make totally sure.
fix_item_coordinates();
// Finally, give the player a clue about what just happened.
const int which = (silenced(you.pos()) ? 2 + random2(2)
: random2(4));
switch (which)
{
case 0: mpr("You hear an odd grinding sound!"); break;
case 1: mpr("You hear the creaking of ancient gears!"); break;
case 2: mpr("The floor suddenly vibrates beneath you!"); break;
case 3: mpr("You feel a sudden draft!"); break;
}
}
static bool _food_item_needs_time_check(item_def &item)
{
if (!item.defined())
return (false);
if (item.base_type != OBJ_CORPSES
&& item.base_type != OBJ_FOOD
&& item.base_type != OBJ_POTIONS)
{
return (false);
}
if (item.base_type == OBJ_CORPSES
&& item.sub_type > CORPSE_SKELETON)
{
return (false);
}
if (item.base_type == OBJ_FOOD && item.sub_type != FOOD_CHUNK)
return (false);
if (item.base_type == OBJ_POTIONS && !is_blood_potion(item))
return (false);
// The object specifically asks not to be checked:
if (item.props.exists(CORPSE_NEVER_DECAYS))
return (false);
return (true);
}
#define ROTTING_WARNED_KEY "rotting_warned"
static void _rot_inventory_food(long time_delta)
{
// Update all of the corpses and food chunks in the player's
// inventory. {should be moved elsewhere - dlb}
bool burden_changed_by_rot = false;
std::vector<char> rotten_items;
int num_chunks = 0;
int num_chunks_gone = 0;
int num_bones = 0;
int num_bones_gone = 0;
int num_corpses = 0;
int num_corpses_rotted = 0;
int num_corpses_gone = 0;
for (int i = 0; i < ENDOFPACK; i++)
{
item_def &item(you.inv[i]);
if (item.quantity < 1)
continue;
if (!_food_item_needs_time_check(item))
continue;
if (item.base_type == OBJ_POTIONS)
{
// Also handles messaging.
if (maybe_coagulate_blood_potions_inv(item))
burden_changed_by_rot = true;
continue;
}
if (item.base_type == OBJ_FOOD)
num_chunks++;
else if (item.sub_type == CORPSE_SKELETON)
num_bones++;
else
num_corpses++;
// Food item timed out -> make it disappear.
if ((time_delta / 20) >= item.special)
{
if (item.base_type == OBJ_FOOD)
{
if (you.equip[EQ_WEAPON] == i)
unwield_item();
// In case time_delta >= 220
if (!item.props.exists(ROTTING_WARNED_KEY))
num_chunks_gone++;
destroy_item(item);
burden_changed_by_rot = true;
continue;
}
// The item is of type carrion.
if (item.sub_type == CORPSE_SKELETON
|| !mons_skeleton(item.plus))
{
if (you.equip[EQ_WEAPON] == i)
unwield_item();
if (item.sub_type == CORPSE_SKELETON)
num_bones_gone++;
else
num_corpses_gone++;
destroy_item(item);
burden_changed_by_rot = true;
continue;
}
turn_corpse_into_skeleton(item);
if (you.equip[EQ_WEAPON] == i)
you.wield_change = true;
burden_changed_by_rot = true;
num_corpses_rotted++;
continue;
}
// If it hasn't disappeared, reduce the rotting timer.
item.special -= (time_delta / 20);
if (food_is_rotten(item)
&& (item.special + (time_delta / 20) > ROTTING_CORPSE))
{
rotten_items.push_back(index_to_letter(i));
if (you.equip[EQ_WEAPON] == i)
you.wield_change = true;
}
}
//mv: messages when chunks/corpses become rotten
if (!rotten_items.empty())
{
std::string msg = "";
// Races that can't smell don't care, and trolls are stupid and
// don't care.
if (you.can_smell() && you.species != SP_TROLL)
{
int temp_rand = 0; // Grr.
int level = player_mutation_level(MUT_SAPROVOROUS);
if (!level && you.species == SP_VAMPIRE)
level = 1;
switch (level)
{
// level 1 and level 2 saprovores, as well as vampires, aren't so touchy
case 1:
case 2:
temp_rand = random2(8);
msg = (temp_rand < 5) ? "You smell something rotten." :
(temp_rand == 5) ? "You smell rotting flesh." :
(temp_rand == 6) ? "You smell decay."
: "There is something rotten in your inventory.";
break;
// level 3 saprovores like it
case 3:
temp_rand = random2(8);
msg = (temp_rand < 5) ? "You smell something rotten." :
(temp_rand == 5) ? "The smell of rotting flesh makes you hungry." :
(temp_rand == 6) ? "You smell decay. Yum-yum."
: "Wow! There is something tasty in your inventory.";
break;
default:
temp_rand = random2(8);
msg = (temp_rand < 5) ? "You smell something rotten." :
(temp_rand == 5) ? "The smell of rotting flesh makes you sick." :
(temp_rand == 6) ? "You smell decay. Yuck!"
: "Ugh! There is something really disgusting in your inventory.";
break;
}
}
else if (Options.list_rotten)
msg = "Something in your inventory has become rotten.";
if (Options.list_rotten)
{
mprf(MSGCH_ROTTEN_MEAT, "%s (slot%s %s)",
msg.c_str(),
rotten_items.size() > 1 ? "s" : "",
comma_separated_line(rotten_items.begin(),
rotten_items.end()).c_str());
}
else if (!msg.empty())
mpr(msg.c_str(), MSGCH_ROTTEN_MEAT);
learned_something_new(HINT_ROTTEN_FOOD);
}
if (burden_changed_by_rot)
{
if ((num_chunks_gone + num_bones_gone + num_corpses_gone
+ num_corpses_rotted) > 0)
{
std::string msg;
if (num_chunks_gone == num_chunks
&& num_bones_gone == num_bones
&& (num_corpses_gone + num_corpses_rotted) == num_corpses)
{
msg = "All of the ";
}
else
msg = "Some of the ";
std::vector<std::string> strs;
if (num_chunks_gone > 0)
strs.push_back("chunks of flesh");
if (num_bones_gone > 0)
strs.push_back("skeletons");
if ((num_corpses_gone + num_corpses_rotted) > 0)
strs.push_back("corpses");
msg += comma_separated_line(strs.begin(), strs.end());
msg += " in your inventory have ";
if (num_corpses_rotted == 0)
msg += "completely ";
else if ((num_chunks_gone + num_bones_gone
+ num_corpses_gone) == 0)
{
msg += "partially ";
}
else
msg += "completely or partially ";
msg += "rotted away.";
mprf(MSGCH_ROTTEN_MEAT, "%s", msg.c_str());
}
burden_change();
}
}
// 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);
}
// 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();
// Every 20 turns, a variety of other effects.
if (! (_div(base_time, 200) > _div(old_time, 200)))
return;
int time_delta = 200;
// Update all of the corpses, food chunks, and potions of blood on
// the floor.
update_corpses(time_delta);
if (crawl_state.game_is_arena())
return;
// Nasty things happen to people who spend too long in Hell.
if (player_in_hell() && coinflip())
_hell_effects();
// Adjust the player's stats if s/he's diseased (or recovering).
if (!you.disease)
{
bool recovery = true;
// The better-fed you are, the faster your stat recovery.
if (you.species == SP_VAMPIRE)
{
if (you.hunger_state == HS_STARVING)
// No stat recovery for starving vampires.
recovery = false;
else if (you.hunger_state <= HS_HUNGRY)
// Halved stat recovery for hungry vampires.
recovery = coinflip();
}
// Slow heal mutation. Applied last.
// Each level reduces your stat recovery by one third.
if (player_mutation_level(MUT_SLOW_HEALING) > 0
&& x_chance_in_y(player_mutation_level(MUT_SLOW_HEALING), 3))
{
recovery = false;
}
// Rate of recovery equals one level of MUT_DETERIORATION.
if (recovery && x_chance_in_y(4, 200))
restore_stat(STAT_RANDOM, 1, false, true);
}
else
{
// If Cheibriados has slowed your biology, disease might
// not actually do anything.
if (one_chance_in(30)
&& !(you.religion == GOD_CHEIBRIADOS
&& you.piety >= piety_breakpoint(0)
&& coinflip()))
{
mpr("Your disease is taking its toll.", MSGCH_WARN);
lose_stat(STAT_RANDOM, 1, false, "disease");
}
}
// Adjust the player's stats if s/he has the deterioration mutation.
if (player_mutation_level(MUT_DETERIORATION)
&& x_chance_in_y(player_mutation_level(MUT_DETERIORATION) * 5 - 1, 200))
{
lose_stat(STAT_RANDOM, 1, false, "deterioration mutation");
}
int added_contamination = 0;
// Account for mutagenic radiation. Invis and haste will give the
// player about .1 points per turn, mutagenic randarts will give
// about 1.5 points on average, so they can corrupt the player
// quite quickly. Wielding one for a short battle is OK, which is
// as things should be. -- GDL
if (you.duration[DUR_INVIS] && x_chance_in_y(6, 10))
added_contamination++;
if (you.duration[DUR_HASTE] && !you.berserk() && x_chance_in_y(6, 10))
added_contamination++;
bool mutagenic_randart = false;
if (const int artefact_glow = scan_artefacts(ARTP_MUTAGENIC))
{
// Reduced randart glow. Note that one randart will contribute
// 2 - 5 units of glow to artefact_glow. A randart with a mutagen
// index of 2 does about 0.58 points of contamination per turn.
// A randart with a mutagen index of 5 does about 0.7 points of
// contamination per turn.
const int mean_glow = 500 + artefact_glow * 40;
const int actual_glow = mean_glow / 2 + random2(mean_glow);
added_contamination += div_rand_round(actual_glow, 1000);
mutagenic_randart = true;
}
// We take off about .5 points per turn.
if (!you.duration[DUR_INVIS] && !you.duration[DUR_HASTE] && coinflip())
added_contamination--;
// Only punish if contamination caused by mutagenic randarts.
// (Haste and invisibility already penalised earlier.)
contaminate_player( added_contamination, mutagenic_randart );
// Only check for badness once every other turn.
if (coinflip())
{
// [ds] Be less harsh with glow mutation; Brent and Mark Mackey note
// that the commented out random2(X) <= MC check was a bug. I've
// uncommented it but dropped the roll sharply from 150. (Brent used
// the original roll of 150 for 4.1.2, but I think players are
// sufficiently used to beta 26's unkindness that we can use a lower
// roll.)
if (is_sanctuary(you.pos())
&& you.magic_contamination > 5
&& x_chance_in_y(you.magic_contamination + 1, 25))
{
mpr("Your body momentarily shudders from a surge of wild "
"energies until Zin's power calms it.", MSGCH_GOD);
}
else if (you.magic_contamination > 5
&& x_chance_in_y(you.magic_contamination + 1, 25))
{
mpr("Your body shudders with the violent release "
"of wild energies!", MSGCH_WARN);
// For particularly violent releases, make a little boom.
// Undead enjoy extra contamination explosion damage because
// the magical contamination has a harder time dissipating
// through non-living flesh. :-)
if (you.magic_contamination > 10 && coinflip())
{
bolt beam;
beam.flavour = BEAM_RANDOM;
beam.glyph = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def(3, you.magic_contamination
* (you.is_undead ? 4 : 2) / 4);
beam.target = you.pos();
beam.name = "magical storm";
beam.beam_source = NON_MONSTER;
beam.aux_source = "a magical explosion";
beam.ex_size = std::max(1, std::min(9,
you.magic_contamination / 15));
beam.ench_power = you.magic_contamination * 5;
beam.is_explosion = true;
beam.explode();
}
// We want to warp the player, not do good stuff!
if (one_chance_in(5))
mutate(RANDOM_MUTATION);
else
give_bad_mutation(true, coinflip());
// we're meaner now, what with explosions and whatnot, but
// we dial down the contamination a little faster if its actually
// mutating you. -- GDL
contaminate_player(-(random2(you.magic_contamination / 4) + 1));
}
}
// Random chance to identify staff in hand based off of Spellcasting
// and an appropriate other spell skill... is 1/20 too fast?
if (you.weapon()
&& you.weapon()->base_type == OBJ_STAVES
&& !item_type_known(*you.weapon())
&& one_chance_in(20))
{
int total_skill = you.skills[SK_SPELLCASTING];
switch (you.weapon()->sub_type)
{
case STAFF_WIZARDRY:
case STAFF_ENERGY:
total_skill += you.skills[SK_SPELLCASTING];
break;
case STAFF_FIRE:
if (you.skills[SK_FIRE_MAGIC] > you.skills[SK_ICE_MAGIC])
total_skill += you.skills[SK_FIRE_MAGIC];
else
total_skill += you.skills[SK_ICE_MAGIC];
break;
case STAFF_COLD:
if (you.skills[SK_ICE_MAGIC] > you.skills[SK_FIRE_MAGIC])
total_skill += you.skills[SK_ICE_MAGIC];
else
total_skill += you.skills[SK_FIRE_MAGIC];
break;
case STAFF_AIR:
if (you.skills[SK_AIR_MAGIC] > you.skills[SK_EARTH_MAGIC])
total_skill += you.skills[SK_AIR_MAGIC];
else
total_skill += you.skills[SK_EARTH_MAGIC];
break;
case STAFF_EARTH:
if (you.skills[SK_EARTH_MAGIC] > you.skills[SK_AIR_MAGIC])
total_skill += you.skills[SK_EARTH_MAGIC];
else
total_skill += you.skills[SK_AIR_MAGIC];
break;
case STAFF_POISON:
total_skill += you.skills[SK_POISON_MAGIC];
break;
case STAFF_DEATH:
total_skill += you.skills[SK_NECROMANCY];
break;
case STAFF_CONJURATION:
total_skill += you.skills[SK_CONJURATIONS];
break;
case STAFF_ENCHANTMENT:
total_skill += you.skills[SK_ENCHANTMENTS];
break;
case STAFF_SUMMONING:
total_skill += you.skills[SK_SUMMONINGS];
break;
}
if (x_chance_in_y(total_skill, 100))
{
item_def& item = *you.weapon();
set_ident_type(OBJ_STAVES, item.sub_type, ID_KNOWN_TYPE);
set_ident_flags(item, ISFLAG_IDENT_MASK);
mprf("You are wielding %s.", item.name(DESC_NOCAP_A).c_str());
more();
you.wield_change = true;
}
}
// Check to see if an upset god wants to do something to the player.
handle_god_time();
if (player_mutation_level(MUT_SCREAM)
&& x_chance_in_y(3 + player_mutation_level(MUT_SCREAM) * 3, 100))
{
yell(true);
}
_rot_inventory_food(time_delta);
// Exercise armour *xor* stealth skill: {dlb}
if (one_chance_in(6) && you.check_train_armour())
{
// Armour trained in check_train_armour
}
// Exercise stealth skill:
else if (you.burden_state == BS_UNENCUMBERED
&& !you.berserk()
&& !you.attribute[ATTR_SHADOWS])
{
const item_def *body_armour = you.slot_item(EQ_BODY_ARMOUR, false);
const int armour_mass = body_armour? item_mass(*body_armour) : 0;
if (!x_chance_in_y(armour_mass, 1000)
// Diminishing returns for stealth training by waiting.
&& you.skills[SK_STEALTH] <= 2 + random2(3)
&& one_chance_in(18))
{
exercise(SK_STEALTH, 1);
}
}
if (you.level_type == LEVEL_LABYRINTH)
{
// Now that the labyrinth can be automapped, apply map rot as
// a counter-measure. (Those mazes sure are easy to forget.)
forget_map(you.species == SP_MINOTAUR ? 25 : 45);
// From time to time change a section of the labyrinth.
if (one_chance_in(10))
change_labyrinth();
}
if (you.religion == GOD_JIYVA && 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 (grd(newpos) != DNGN_FLOOR
&& grd(newpos) != DNGN_SHALLOW_WATER
|| monster_at(newpos)
|| env.cgrid(newpos) != EMPTY_CLOUD);
mgen_data mg(MONS_JELLY, BEH_STRICT_NEUTRAL, 0, 0, 0, newpos,
MHITNOT, 0, GOD_JIYVA);
mg.non_actor_summoner = "Jiyva";
if (create_monster(mg) != -1)
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 (you.religion == GOD_JIYVA && x_chance_in_y(you.piety / 4, MAX_PIETY)
&& !player_under_penance() && one_chance_in(4))
{
jiyva_stat_action();
}
if (you.religion == GOD_JIYVA && one_chance_in(25))
jiyva_eat_offlevel_items();
}
// Move monsters around to fake them walking around while player was
// off-level. Also let them go back to sleep eventually.
static void _catchup_monster_moves(monsters *mon, int turns)
{
// Summoned monsters might have disappeared.
if (!mon->alive())
return;
// Don't move non-land or stationary monsters around.
if (mons_primary_habitat(mon) != HT_LAND
|| mons_is_zombified(mon)
&& mons_class_primary_habitat(mon->base_monster) != HT_LAND
|| mons_is_stationary(mon))
{
return;
}
// Don't shift giant spores since that would disrupt their trail.
if (mon->type == MONS_GIANT_SPORE)
return;
if (mon->type == MONS_ORB_OF_DESTRUCTION)
{
iood_catchup(mon, turns);
return;
}
// Let sleeping monsters lie.
if (mon->asleep() || mon->paralysed())
return;
const int range = (turns * mon->speed) / 10;
const int moves = (range > 50) ? 50 : range;
const bool ranged_attack = (mons_has_ranged_spell(mon, true)
|| mons_has_ranged_attack(mon));
#ifdef DEBUG_DIAGNOSTICS
// probably too annoying even for DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS,
"mon #%d: range %d; "
"pos (%d,%d); targ %d(%d,%d); flags %"PRIx64,
mon->mindex(), range, mon->pos().x, mon->pos().y,
mon->foe, mon->target.x, mon->target.y, mon->flags );
#endif
if (range <= 0)
return;
// After x turns, half of the monsters will have forgotten about the
// player, and a quarter has gone to sleep. A given monster has a
// 95% chance of forgetting the player after 4*x turns, and going to
// sleep after 10*x turns.
int x = 0; // Quiet unitialized variable compiler warning.
switch (mons_intel(mon))
{
case I_HIGH:
x = 1000;
break;
case I_NORMAL:
x = 500;
break;
case I_ANIMAL:
case I_INSECT:
x = 250;
break;
case I_PLANT:
x = 125;
break;
}
bool changed = 0;
for (int i = 0; i < range/x; i++)
{
if (mon->behaviour == BEH_SLEEP)
break;
if (coinflip())
{
changed = 1;
if (coinflip())
mon->behaviour = BEH_SLEEP;
else
{
mon->behaviour = BEH_WANDER;
mon->foe = MHITNOT;
mon->target = random_in_bounds();
}
}
}
if (ranged_attack && !changed)
{
// If we're doing short time movement and the monster has a
// ranged attack (missile or spell), then the monster will
// flee to gain distance if it's "too close", else it will
// just shift its position rather than charge the player. -- bwr
if (grid_distance(mon->pos(), mon->target) < 3)
{
mon->behaviour = BEH_FLEE;
// If the monster is on the target square, fleeing won't
// work.
if (mon->pos() == mon->target)
{
if (in_bounds(env.old_player_pos)
&& env.old_player_pos != mon->pos())
{
// Flee from player's old position if different.
mon->target = env.old_player_pos;
}
else
{
coord_def mshift(random2(3) - 1, random2(3) - 1);
// Bounds check: don't let fleeing monsters try to
// run off the grid.
const coord_def s = mon->target + mshift;
if (!in_bounds_x(s.x))
mshift.x = 0;
if (!in_bounds_y(s.y))
mshift.y = 0;
// Randomise the target so we have a direction to
// flee.
mon->target.x += mshift.x;
mon->target.y += mshift.y;
}
}
dprf("backing off...");
}
else
{
shift_monster(mon, mon->pos());
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "shifted to (%d, %d)",
mon->pos().x, mon->pos().y);
#endif
return;
}
}
coord_def pos(mon->pos());
// Dirt simple movement.
for (int i = 0; i < moves; ++i)
{
coord_def inc(mon->target - pos);
inc = coord_def(sgn(inc.x), sgn(inc.y));
if (mons_is_fleeing(mon))
inc *= -1;
// Bounds check: don't let shifting monsters try to run off the
// grid.
const coord_def s = pos + inc;
if (!in_bounds_x(s.x))
inc.x = 0;
if (!in_bounds_y(s.y))
inc.y = 0;
if (inc.origin())
break;
const coord_def next(pos + inc);
const dungeon_feature_type feat = grd(next);
if (feat_is_solid(feat)
|| monster_at(next)
|| !monster_habitable_grid(mon, feat))
{
break;
}
pos = next;
}
if (!shift_monster(mon, pos))
shift_monster(mon, mon->pos());
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "moved to (%d, %d)", mon->pos().x, mon->pos().y);
#endif
}
//---------------------------------------------------------------
//
// update_level
//
// Update the level when the player returns to it.
//
//---------------------------------------------------------------
void update_level(long elapsedTime)
{
ASSERT(!crawl_state.game_is_arena());
const int turns = elapsedTime / 10;
#ifdef DEBUG_DIAGNOSTICS
int mons_total = 0;
mprf(MSGCH_DIAGNOSTICS, "turns: %d", turns);
#endif
update_corpses(elapsedTime);
shoals_apply_tides(turns, true);
timeout_tombs(turns);
recharge_rods(turns, true);
if (env.sanctuary_time)
{
if (turns >= env.sanctuary_time)
remove_sanctuary();
else
env.sanctuary_time -= turns;
}
dungeon_events.fire_event(
dgn_event(DET_TURN_ELAPSED, coord_def(0, 0), turns * 10));
for (monster_iterator mi; mi; ++mi)
{
#ifdef DEBUG_DIAGNOSTICS
mons_total++;
#endif
// Pacified monsters often leave the level now.
if (mi->pacified() && turns > random2(40) + 21)
{
make_mons_leave_level(*mi);
continue;
}
// Following monsters don't get movement.
if (mi->flags & MF_JUST_SUMMONED)
continue;
// XXX: Allow some spellcasting (like Healing and Teleport)? - bwr
// const bool healthy = (mi->hit_points * 2 > mi->max_hit_points);
// This is the monster healing code, moved here from tag.cc:
if (mons_can_regenerate(*mi))
{
if (monster_descriptor(mi->type, MDSC_REGENERATES)
|| mi->type == MONS_PLAYER_GHOST)
{
mi->heal(turns);
}
else
{
// Set a lower ceiling of 0.1 on the regen rate.
const int regen_rate =
std::max(mons_natural_regen_rate(*mi) * 2, 5);
mi->heal(div_rand_round(turns * regen_rate, 50));
}
}
// Handle nets specially to remove the trapping property of the net.
if (mi->caught())
mi->del_ench(ENCH_HELD, true);
_catchup_monster_moves(*mi, turns);
if (turns >= 10 && mi->alive())
mi->timeout_enchantments(turns / 10);
}
#ifdef DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS, "total monsters on level = %d", mons_total );
#endif
for (int i = 0; i < MAX_CLOUDS; i++)
delete_cloud(i);
}
static void _maybe_restart_fountain_flow(const coord_def& where,
const int tries)
{
dungeon_feature_type grid = grd(where);
if (grid < DNGN_DRY_FOUNTAIN_BLUE || grid > DNGN_DRY_FOUNTAIN_BLOOD)
return;
for (int i = 0; i < tries; ++i)
{
if (!one_chance_in(100))
continue;
// Make it start flowing again.
grd(where) = static_cast<dungeon_feature_type> (grid
- (DNGN_DRY_FOUNTAIN_BLUE - DNGN_FOUNTAIN_BLUE));
if (is_terrain_seen(where))
set_map_knowledge_obj(where, grd(where));
// Clean bloody floor.
if (is_bloodcovered(where))
env.pgrid(where) &= ~(FPROP_BLOODY);
// Chance of cleaning adjacent squares.
for (adjacent_iterator ai(where); ai; ++ai)
if (is_bloodcovered(*ai) && one_chance_in(5))
env.pgrid(*ai) &= ~(FPROP_BLOODY);
break;
}
}
// A comparison struct for use in an stl priority queue.
template<typename T>
struct greater_second
{
// The stl priority queue is a max queue and uses < as the default
// comparison. We want a min queue so we have to use a > operation
// here.
bool operator()(const T & left, const T & right)
{
return (left.second > right.second);
}
};
// Basically we want to break a circle into n_arcs equal sized arcs and find
// out which arc the input point pos falls on.
static int _arc_decomposition(const coord_def & pos, int n_arcs)
{
float theta = atan2((float)pos.y, (float)pos.x);
if (pos.x == 0 && pos.y != 0)
theta = pos.y > 0 ? PI / 2 : -PI / 2;
if (theta < 0)
theta += 2 * PI;
float arc_angle = 2 * PI / n_arcs;
theta += arc_angle / 2.0f;
if (theta >= 2 * PI)
theta -= 2 * PI;
return static_cast<int> (theta / arc_angle);
}
int place_ring(std::vector<coord_def> &ring_points,
const coord_def &origin,
mgen_data prototype,
int n_arcs,
int arc_occupancy,
int &seen_count)
{
std::random_shuffle(ring_points.begin(),
ring_points.end());
int target_amount = ring_points.size();
int spawned_count = 0;
seen_count = 0;
std::vector<int> arc_counts(n_arcs, arc_occupancy);
for (unsigned i = 0;
spawned_count < target_amount && i < ring_points.size();
i++)
{
int direction = _arc_decomposition(ring_points.at(i)
- origin, n_arcs);
if (arc_counts[direction]-- <= 0)
continue;
prototype.pos = ring_points.at(i);
const int mushroom = create_monster(prototype, false);
if (mushroom != -1)
{
spawned_count++;
if (you.see_cell(ring_points.at(i)))
seen_count++;
}
}
return (spawned_count);
}
// Collect lists of points that are within LOS (under the given env map),
// unoccupied, and not solid (walls/statues).
void collect_radius_points(std::vector<std::vector<coord_def> > &radius_points,
const coord_def &origin, const los_base* los)
{
radius_points.clear();
radius_points.resize(LOS_RADIUS);
// Just want to associate a point with a distance here for convenience.
typedef std::pair<coord_def, int> coord_dist;
// Using a priority queue because squares don't make very good circles at
// larger radii. We will visit points in order of increasing euclidean
// distance from the origin (not path distance).
std::priority_queue<coord_dist,
std::vector<coord_dist>,
greater_second<coord_dist> > fringe;
fringe.push(coord_dist(origin, 0));
std::set<int> visited_indices;
int current_r = 1;
int current_thresh = current_r * (current_r + 1);
int max_distance = LOS_RADIUS * LOS_RADIUS + 1;
while (!fringe.empty())
{
coord_dist current = fringe.top();
// We're done here once we hit a point that is farther away from the
// origin than our maximum permissible radius.
if (current.second > max_distance)
break;
fringe.pop();
int idx = current.first.x + current.first.y * X_WIDTH;
if (!visited_indices.insert(idx).second)
continue;
while (current.second > current_thresh)
{
current_r++;
current_thresh = current_r * (current_r + 1);
}
// We don't include radius 0. This is also a good place to check if
// the squares are already occupied since we want to search past
// occupied squares but don't want to consider them valid targets.
if (current.second && !actor_at(current.first))
radius_points[current_r - 1].push_back(current.first);
for (adjacent_iterator i(current.first); i; ++i)
{
coord_dist temp(*i, current.second);
// If the grid is out of LOS, skip it.
if (!los->see_cell(temp.first))
continue;
coord_def local = temp.first - origin;
temp.second = local.abs();
idx = temp.first.x + temp.first.y * X_WIDTH;
if (visited_indices.find(idx) == visited_indices.end()
&& in_bounds(temp.first)
&& !cell_is_solid(temp.first))
{
fringe.push(temp);
}
}
}
}
// Place a partial ring of toadstools around the given corpse. Returns
// the number of mushrooms spawned. A return of 0 indicates no
// mushrooms were placed -> some sort of failure mode was reached.
static int _mushroom_ring(item_def &corpse, int & seen_count,
beh_type toadstool_behavior)
{
// minimum number of mushrooms spawned on a given ring
unsigned min_spawn = 2;
seen_count = 0;
std::vector<std::vector<coord_def> > radius_points;
los_def los(corpse.pos, opc_solid);
collect_radius_points(radius_points, corpse.pos, &los);
// So what we have done so far is collect the set of points at each radius
// reachable from the origin with (somewhat constrained) 8 connectivity,
// now we will choose one of those radii and spawn mushrooms at some
// of the points along it.
int chosen_idx = random2(LOS_RADIUS);
unsigned max_size = 0;
for (unsigned i = 0; i < LOS_RADIUS; ++i)
{
if (radius_points[i].size() >= max_size)
{
max_size = radius_points[i].size();
chosen_idx = i;
}
}
chosen_idx = random2(chosen_idx + 1);
// Not enough valid points?
if (radius_points[chosen_idx].size() < min_spawn)
return (0);
mgen_data temp(MONS_TOADSTOOL,
toadstool_behavior, 0, 0, 0,
coord_def(),
MHITNOT,
MG_FORCE_PLACE,
GOD_NO_GOD,
MONS_NO_MONSTER,
0,
corpse.colour);
float target_arc_len = 2 * sqrtf(2.0f);
int n_arcs = static_cast<int> (ceilf(2 * PI * (chosen_idx + 1)
/ target_arc_len));
int spawned_count = place_ring(radius_points[chosen_idx], corpse.pos, temp,
n_arcs, 1, seen_count);
return (spawned_count);
}
// Try to spawn 'target_count' mushrooms around the position of
// 'corpse'. Returns the number of mushrooms actually spawned.
// Mushrooms radiate outwards from the corpse following bfs with
// 8-connectivity. Could change the expansion pattern by using a
// priority queue for sequencing (priority = distance from origin under
// some metric).
int spawn_corpse_mushrooms(item_def &corpse,
int target_count,
int & seen_targets,
beh_type toadstool_behavior,
bool distance_as_time)
{
seen_targets = 0;
if (target_count == 0)
return (0);
int c_size = 8;
int permutation[] = {0, 1, 2, 3, 4, 5, 6, 7};
int placed_targets = 0;
std::queue<coord_def> fringe;
std::set<int> visited_indices;
// Slight chance of spawning a ring of mushrooms around the corpse (and
// skeletonising it) if the corpse square is unoccupied.
if (!actor_at(corpse.pos) && one_chance_in(100))
{
int ring_seen;
// It's possible no reasonable ring can be found, in that case we'll
// give up and just place a toadstool on top of the corpse (probably).
int res = _mushroom_ring(corpse, ring_seen, toadstool_behavior);
if (res)
{
corpse.special = 0;
if (you.see_cell(corpse.pos))
mpr("A ring of toadstools grows before your very eyes.");
else if (ring_seen > 1)
mpr("Some toadstools grow in a peculiar arc.");
else if (ring_seen > 0)
mpr("A toadstool grows.");
seen_targets = -1;
return (res);
}
}
visited_indices.insert(X_WIDTH * corpse.pos.y + corpse.pos.x);
fringe.push(corpse.pos);
while (!fringe.empty())
{
coord_def current = fringe.front();
fringe.pop();
monsters * monster = monster_at(current);
bool player_occupant = you.pos() == current;
// Is this square occupied by a non mushroom?
if (monster && monster->mons_species() != MONS_TOADSTOOL
|| player_occupant && you.religion != GOD_FEDHAS
|| !is_harmless_cloud(cloud_type_at(current)))
{
continue;
}
if (!monster)
{
const int mushroom = create_monster(
mgen_data(MONS_TOADSTOOL,
toadstool_behavior,
0,
0,
0,
current,
MHITNOT,
MG_FORCE_PLACE,
GOD_NO_GOD,
MONS_NO_MONSTER,
0,
corpse.colour),
false);
if (mushroom != -1)
{
// Going to explicitly override the die-off timer in
// this case (this condition means we got called from
// fedhas_fungal_bloom() or similar, and are creating a
// lot of toadstools at once that should die off
// quickly).
if (distance_as_time)
{
coord_def offset = corpse.pos - current;
int dist = static_cast<int>(sqrtf(offset.abs()) + 0.5);
// Trying a longer base duration...
int time_left = random2(8) + dist * 8 + 8;
time_left *= 10;
mon_enchant temp_en(ENCH_SLOWLY_DYING, 1, KC_OTHER,
time_left);
env.mons[mushroom].update_ench(temp_en);
}
placed_targets++;
if (current == you.pos())
{
mprf("A toadstool grows at your feet.");
current= env.mons[mushroom].pos();
}
else if (you.see_cell(current))
seen_targets++;
}
else
continue;
}
// We're done here if we placed the desired number of mushrooms.
if (placed_targets == target_count)
break;
// Wish adjacent_iterator had a random traversal.
std::random_shuffle(permutation, permutation+c_size);
for (int count = 0; count < c_size; ++count)
{
coord_def temp = current + Compass[permutation[count]];
int index = temp.x + temp.y * X_WIDTH;
if (visited_indices.find(index) == visited_indices.end()
&& in_bounds(temp)
&& mons_class_can_pass(MONS_TOADSTOOL, grd(temp)))
{
visited_indices.insert(index);
fringe.push(temp);
}
}
}
return (placed_targets);
}
int mushroom_prob(item_def & corpse)
{
int low_threshold = 5;
int high_threshold = FRESHEST_CORPSE - 5;
// Expect this many trials over a corpse's lifetime since this function
// is called once for every 10 units of rot_time.
int step_size = 10;
float total_trials = (high_threshold - low_threshold) / step_size;
// Chance of producing no mushrooms (not really because of weight_factor
// below).
float p_failure = 0.5f;
float trial_prob_f = 1 - powf(p_failure, 1.0f / total_trials);
// The chance of producing mushrooms depends on the weight of the
// corpse involved. Humans weigh 550 so we will take that as the
// base factor here.
float weight_factor = item_mass(corpse) / 550.0f;
trial_prob_f *= weight_factor;
int trial_prob = static_cast<int>(100 * trial_prob_f);
return (trial_prob);
}
bool mushroom_spawn_message(int seen_targets, int seen_corpses)
{
if (seen_targets > 0)
{
std::string what = seen_targets > 1 ? "Some toadstools"
: "A toadstool";
std::string where = seen_corpses > 1 ? "nearby corpses" :
seen_corpses == 1 ? "a nearby corpse"
: "the ground";
mprf("%s grow%s from %s.",
what.c_str(), seen_targets > 1 ? "" : "s", where.c_str());
return (true);
}
return (false);
}
// Randomly decide whether or not to spawn a mushroom over the given
// corpse. Assumption: this is called before the rotting away logic in
// update_corpses. Some conditions in this function may set the corpse
// timer to 0, assuming that the corpse will be turned into a
// skeleton/destroyed on this update.
static void _maybe_spawn_mushroom(item_def & corpse, int rot_time)
{
// We won't spawn a mushroom within 10 turns of the corpse's being created
// or rotting away.
int low_threshold = 5;
int high_threshold = FRESHEST_CORPSE - 15;
if (corpse.special < low_threshold || corpse.special > high_threshold)
return;
int spawn_time = (rot_time > corpse.special ? corpse.special : rot_time);
if (spawn_time > high_threshold)
spawn_time = high_threshold;
int step_size = 10;
int current_trials = spawn_time / step_size;
int trial_prob = mushroom_prob(corpse);
int success_count = binomial_generator(current_trials, trial_prob);
int seen_spawns;
spawn_corpse_mushrooms(corpse, success_count, seen_spawns);
mushroom_spawn_message(seen_spawns, you.see_cell(corpse.pos) ? 1 : 0);
}
//---------------------------------------------------------------
//
// update_corpses
//
// Update all of the corpses and food chunks on the floor.
//
//---------------------------------------------------------------
void update_corpses(long elapsedTime)
{
if (elapsedTime <= 0)
return;
const long rot_time = elapsedTime / 20;
for (int c = 0; c < MAX_ITEMS; ++c)
{
item_def &it = mitm[c];
if (!_food_item_needs_time_check(it))
continue;
if (it.base_type == OBJ_POTIONS)
{
maybe_coagulate_blood_potions_floor(c);
continue;
}
if (it.sub_type == CORPSE_BODY)
_maybe_spawn_mushroom(it, rot_time);
if (rot_time >= it.special && !is_being_butchered(it))
{
if (it.base_type == OBJ_FOOD)
destroy_item(c);
else
{
if (it.sub_type == CORPSE_SKELETON
|| !mons_skeleton(it.plus))
{
destroy_item(c);
}
else
turn_corpse_into_skeleton(it);
}
}
else
it.special -= rot_time;
}
int fountain_checks = elapsedTime / 1000;
if (x_chance_in_y(elapsedTime % 1000, 1000))
fountain_checks += 1;
// Dry fountains may start flowing again.
if (fountain_checks > 0)
{
for (rectangle_iterator ri(1); ri; ++ri)
{
if (grd(*ri) >= DNGN_DRY_FOUNTAIN_BLUE
&& grd(*ri) < DNGN_PERMADRY_FOUNTAIN)
{
_maybe_restart_fountain_flow(*ri, fountain_checks);
}
}
}
}
static void _recharge_rod( item_def &rod, long aut, bool in_inv )
{
if (!item_is_rod(rod) || rod.plus >= rod.plus2)
return;
long rate = 4 + short(rod.props["rod_enchantment"]);
rate *= (10 + skill_bump( SK_EVOCATIONS ));
rate *= aut;
rate = div_rand_round( rate, 100 );
if (rate > rod.plus2 - rod.plus) // Prevent overflow
rate = rod.plus2 - rod.plus;
// With this, a +0 rod with no skill gets 1 mana per 25.0 turns
if (rod.plus / ROD_CHARGE_MULT != (rod.plus + rate) / ROD_CHARGE_MULT)
{
if (item_is_equipped( rod, true ))
you.wield_change = true;
}
rod.plus += rate;
if (in_inv && rod.plus == rod.plus2)
{
msg::stream << "Your " << rod.name(DESC_QUALNAME) << " has recharged."
<< std::endl;
if (is_resting())
stop_running();
}
return;
}
void recharge_rods(long aut, bool level_only)
{
if (!level_only)
{
for (int item = 0; item < ENDOFPACK; ++item)
{
_recharge_rod( you.inv[item], aut, true );
}
}
for (int item = 0; item < MAX_ITEMS; ++item)
{
_recharge_rod( mitm[item], aut, false );
}
}
void slime_wall_damage(actor* act, int delay)
{
const int depth = player_in_branch(BRANCH_SLIME_PITS)
? player_branch_depth()
: 1;
int walls = 0;
for (adjacent_iterator ai(act->pos()); ai; ++ai)
if (env.grid(*ai) == DNGN_SLIMY_WALL)
walls++;
if (!walls)
return;
// Up to 1d6 damage per wall per slot.
const int strength = div_rand_round(depth * walls * delay, BASELINE_DELAY);
if (act->atype() == ACT_PLAYER)
{
ASSERT(act == &you);
if (you.religion != GOD_JIYVA || you.penance[GOD_JIYVA])
{
splash_with_acid(strength, true,
(walls > 1) ? "The walls burn you!"
: "The wall burns you!");
}
}
else
{
monsters* mon = act->as_monster();
// Slime native monsters are immune to slime walls.
if (mons_is_slime(mon))
return;
const int dam = resist_adjust_damage(mon, BEAM_ACID, mon->res_acid(),
roll_dice(2, strength));
if (dam > 0 && you.can_see(mon))
{
mprf((walls > 1) ? "The walls burn %s!" : "The wall burns %s!",
mon->name(DESC_NOCAP_THE).c_str());
}
corrode_monster(mon);
mon->hurt(NULL, dam, BEAM_ACID);
}
}
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