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/**
* @file
* @brief Traps related functions.
**/
#include "AppHdr.h"
#include "traps.h"
#include "trap-def.h"
#include <algorithm>
#include <cmath>
#include "act-iter.h"
#include "areas.h"
#include "bloodspatter.h"
#include "branch.h"
#include "cloud.h"
#include "coordit.h"
#include "delay.h"
#include "describe.h"
#include "directn.h"
#include "dungeon.h"
#include "english.h"
#include "exercise.h"
#include "god-passive.h" // passive_t::avoid_traps
#include "hints.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "mapmark.h"
#include "map-knowledge.h"
#include "mon-enum.h"
#include "mon-tentacle.h"
#include "mon-util.h"
#include "mgen-enum.h"
#include "message.h"
#include "mon-place.h"
#include "mon-transit.h"
#include "nearby-danger.h"
#include "output.h"
#include "prompt.h"
#include "random.h"
#include "religion.h"
#include "shout.h"
#include "spl-miscast.h"
#include "spl-transloc.h"
#include "stash.h"
#include "state.h"
#include "stringutil.h"
#include "teleport.h"
#include "terrain.h"
#include "travel.h"
#include "view.h"
#include "xom.h"
bool trap_def::active() const
{
return type != TRAP_UNASSIGNED;
}
bool trap_def::type_has_ammo() const
{
switch (type)
{
#if TAG_MAJOR_VERSION == 34
case TRAP_DART:
#endif
case TRAP_ARROW: case TRAP_BOLT:
case TRAP_NEEDLE: case TRAP_SPEAR:
return true;
default:
break;
}
return false;
}
void trap_def::destroy(bool known)
{
if (!in_bounds(pos))
die("Trap position out of bounds!");
grd(pos) = DNGN_FLOOR;
if (known)
{
env.map_knowledge(pos).set_feature(DNGN_FLOOR);
StashTrack.update_stash(pos);
}
env.trap.erase(pos);
}
void trap_def::prepare_ammo(int charges)
{
skill_rnd = random2(256);
if (charges)
{
ammo_qty = charges;
return;
}
switch (type)
{
case TRAP_ARROW:
case TRAP_BOLT:
case TRAP_NEEDLE:
ammo_qty = 3 + random2avg(9, 3);
break;
case TRAP_SPEAR:
ammo_qty = 2 + random2avg(6, 3);
break;
case TRAP_GOLUBRIA:
// really, turns until it vanishes
ammo_qty = 30 + random2(20);
break;
case TRAP_TELEPORT:
ammo_qty = 1;
break;
default:
ammo_qty = 0;
break;
}
}
void trap_def::reveal()
{
grd(pos) = category();
}
string trap_def::name(description_level_type desc) const
{
if (type >= NUM_TRAPS)
return "buggy";
string basename = full_trap_name(type);
if (desc == DESC_A)
{
string prefix = "a";
if (is_vowel(basename[0]))
prefix += 'n';
prefix += ' ';
return prefix + basename;
}
else if (desc == DESC_THE)
return string("the ") + basename;
else // everything else
return basename;
}
bool trap_def::is_bad_for_player() const
{
return type == TRAP_ALARM
|| type == TRAP_DISPERSAL
|| type == TRAP_ZOT
|| type == TRAP_NET;
}
bool trap_def::is_safe(actor* act) const
{
if (!act)
act = &you;
// TODO: For now, just assume they're safe; they don't damage outright,
// and the messages get old very quickly
if (category() == DNGN_TRAP_WEB) // && act->is_web_immune()
return true;
#if TAG_MAJOR_VERSION == 34
if (type == TRAP_SHADOW_DORMANT || type == TRAP_SHADOW)
return true;
#endif
if (!act->is_player())
return is_bad_for_player();
// No prompt (teleport traps are ineffective if wearing a -Tele item)
if ((type == TRAP_TELEPORT || type == TRAP_TELEPORT_PERMANENT)
&& you.no_tele(false))
{
return true;
}
if (type == TRAP_GOLUBRIA || type == TRAP_SHAFT)
return true;
#ifdef CLUA_BINDINGS
// Let players specify traps as safe via lua.
if (clua.callbooleanfn(false, "c_trap_is_safe", "s", trap_name(type).c_str()))
return true;
#endif
if (type == TRAP_NEEDLE)
return you.hp > 15;
else if (type == TRAP_ARROW)
return you.hp > 35;
else if (type == TRAP_BOLT)
return you.hp > 45;
else if (type == TRAP_SPEAR)
return you.hp > 40;
else if (type == TRAP_BLADE)
return you.hp > 95;
return false;
}
/**
* Get the item index of the first net on the square.
*
* @param where The location.
* @param trapped If true, the index of the stationary net (trapping a victim)
* is returned.
* @return The item index of the net.
*/
int get_trapping_net(const coord_def& where, bool trapped)
{
for (stack_iterator si(where); si; ++si)
{
if (si->is_type(OBJ_MISSILES, MI_THROWING_NET)
&& (!trapped || item_is_stationary_net(*si)))
{
return si->index();
}
}
return NON_ITEM;
}
/**
* Return a string describing the reason a given actor is ensnared. (Since nets
* & webs use the same status.
*
* @param actor The ensnared actor.
* @return Either 'held in a net' or 'caught in a web'.
*/
const char* held_status(actor *act)
{
act = act ? act : &you;
if (get_trapping_net(act->pos(), true) != NON_ITEM)
return "held in a net";
else
return "caught in a web";
}
// If there are more than one net on this square
// split off one of them for checking/setting values.
static void _maybe_split_nets(item_def &item, const coord_def& where)
{
if (item.quantity == 1)
{
set_net_stationary(item);
return;
}
item_def it;
it.base_type = item.base_type;
it.sub_type = item.sub_type;
it.net_durability = item.net_durability;
it.net_placed = item.net_placed;
it.flags = item.flags;
it.special = item.special;
it.quantity = --item.quantity;
item_colour(it);
item.quantity = 1;
set_net_stationary(item);
copy_item_to_grid(it, where);
}
static void _mark_net_trapping(const coord_def& where)
{
int net = get_trapping_net(where);
if (net == NON_ITEM)
{
net = get_trapping_net(where, false);
if (net != NON_ITEM)
_maybe_split_nets(mitm[net], where);
}
}
/**
* Attempt to trap a monster in a net.
*
* @param mon The monster being trapped.
* @param agent The entity doing the trapping.
* @return Whether the monster was successfully trapped.
*/
bool monster_caught_in_net(monster* mon, actor* agent)
{
if (mon->body_size(PSIZE_BODY) >= SIZE_GIANT)
{
if (you.see_cell(mon->pos()))
{
if (!mon->visible_to(&you))
mpr("The net bounces off something gigantic!");
else
simple_monster_message(*mon, " is too large for the net to hold!");
}
return false;
}
if (mons_class_is_stationary(mon->type))
{
if (you.see_cell(mon->pos()))
{
if (mon->visible_to(&you))
{
mprf("The net is caught on %s!",
mon->name(DESC_THE).c_str());
}
else
mpr("The net is caught on something unseen!");
}
return false;
}
if (mon->is_insubstantial())
{
if (you.can_see(*mon))
{
mprf("The net passes right through %s!",
mon->name(DESC_THE).c_str());
}
return false;
}
if (!mon->caught() && mon->add_ench(ENCH_HELD))
{
if (you.see_cell(mon->pos()))
{
if (!mon->visible_to(&you))
mpr("Something gets caught in the net!");
else
simple_monster_message(*mon, " is caught in the net!");
}
return true;
}
return false;
}
bool player_caught_in_net()
{
if (you.body_size(PSIZE_BODY) >= SIZE_GIANT)
return false;
if (!you.attribute[ATTR_HELD])
{
mpr("You become entangled in the net!");
stop_running();
// Set the attribute after the mpr, otherwise the screen updates
// and we get a glimpse of a web because there isn't a trapping net
// item yet
you.attribute[ATTR_HELD] = 1;
stop_delay(true); // even stair delays
return true;
}
return false;
}
void check_net_will_hold_monster(monster* mons)
{
ASSERT(mons); // XXX: should be monster &mons
if (mons->body_size(PSIZE_BODY) >= SIZE_GIANT)
{
int net = get_trapping_net(mons->pos());
if (net != NON_ITEM)
destroy_item(net);
if (you.see_cell(mons->pos()))
{
if (mons->visible_to(&you))
{
mprf("The net rips apart, and %s comes free!",
mons->name(DESC_THE).c_str());
}
else
mpr("All of a sudden the net rips apart!");
}
}
else if (mons->is_insubstantial())
{
const int net = get_trapping_net(mons->pos());
if (net != NON_ITEM)
free_stationary_net(net);
simple_monster_message(*mons,
" drifts right through the net!");
}
else
mons->add_ench(ENCH_HELD);
}
static bool _player_caught_in_web()
{
if (you.attribute[ATTR_HELD])
return false;
you.attribute[ATTR_HELD] = 1;
you.redraw_armour_class = true;
you.redraw_evasion = true;
you.redraw_quiver = true;
// No longer stop_running() and stop_delay().
return true;
}
vector<coord_def> find_golubria_on_level()
{
vector<coord_def> ret;
for (rectangle_iterator ri(coord_def(0, 0), coord_def(GXM-1, GYM-1)); ri; ++ri)
{
trap_def *trap = trap_at(*ri);
if (trap && trap->type == TRAP_GOLUBRIA)
ret.push_back(*ri);
}
return ret;
}
enum passage_type
{
PASSAGE_FREE, PASSAGE_BLOCKED, PASSAGE_NONE
};
static passage_type _find_other_passage_side(coord_def& to)
{
vector<coord_def> clear_passages;
bool has_blocks = false;
for (coord_def passage : find_golubria_on_level())
{
if (passage != to)
{
if (!actor_at(passage))
clear_passages.push_back(passage);
else
has_blocks = true;
}
}
const int choices = clear_passages.size();
if (choices < 1)
return has_blocks ? PASSAGE_BLOCKED : PASSAGE_NONE;
to = clear_passages[random2(choices)];
return PASSAGE_FREE;
}
void trap_def::trigger(actor& triggerer)
{
const bool you_trigger = triggerer.is_player();
// Out of sight, out of mind.
if (!you.see_cell(pos))
return;
// If set, the trap will be removed at the end of the
// triggering process.
bool trap_destroyed = false, know_trap_destroyed = false;
monster* m = triggerer.as_monster();
// Intelligent monsters native to a branch get a bonus avoiding traps
const bool trig_smart = m
&& mons_is_native_in_branch(*m)
&& mons_intel(*m) >= I_HUMAN;
// Smarter monsters and those native to the level will simply
// side-step known shafts. Unless they are already looking for
// an exit, of course.
if (type == TRAP_SHAFT
&& m
&& (!m->will_trigger_shaft()
|| trig_smart && !mons_is_fleeing(*m) && !m->pacified()))
{
return;
}
// Tentacles aren't real monsters, and shouldn't invoke magic traps.
if (m && mons_is_tentacle_or_tentacle_segment(m->type)
&& category() != DNGN_TRAP_MECHANICAL)
{
return;
}
// Store the position now in case it gets cleared in between.
const coord_def p(pos);
if (type_has_ammo())
shoot_ammo(triggerer, trig_smart || you_trigger);
else switch (type)
{
case TRAP_GOLUBRIA:
{
coord_def to = p;
passage_type search_result = _find_other_passage_side(to);
if (search_result == PASSAGE_FREE)
{
if (you_trigger)
mpr("You enter the passage of Golubria.");
else
simple_monster_message(*m, " enters the passage of Golubria.");
// Should always be true.
bool moved = triggerer.move_to_pos(to);
ASSERT(moved);
place_cloud(CLOUD_TLOC_ENERGY, p, 1 + random2(3), &triggerer);
trap_destroyed = true;
know_trap_destroyed = you_trigger;
}
else if (you_trigger)
{
mprf("This passage %s!", search_result == PASSAGE_BLOCKED ?
"seems to be blocked by something" : "doesn't lead anywhere");
}
break;
}
case TRAP_DISPERSAL:
dprf("Triggered dispersal.");
if (you_trigger)
mprf("You enter %s!", name(DESC_A).c_str());
else
mprf("%s enters %s!", triggerer.name(DESC_THE).c_str(),
name(DESC_A).c_str());
apply_visible_monsters([] (monster& mons) {
return !mons.no_tele() && monster_blink(&mons);
}, pos);
if (!you_trigger && you.see_cell_no_trans(pos))
you.blink();
// Don't chain disperse
triggerer.blink();
break;
case TRAP_TELEPORT:
case TRAP_TELEPORT_PERMANENT:
if (you_trigger)
mprf("You enter %s!", name(DESC_A).c_str());
if (ammo_qty > 0 && !--ammo_qty)
{
// can't use trap_destroyed, as we might recurse into a shaft
// or be banished by a Zot trap
env.map_knowledge(pos).set_feature(DNGN_FLOOR);
mprf("%s disappears.", name(DESC_THE).c_str());
destroy();
}
if (!triggerer.no_tele(true, you_trigger))
triggerer.teleport(true);
break;
case TRAP_ALARM:
// Alarms always mark the player, but not through glass
// The trap gets destroyed to prevent the player from abusing an alarm
// trap found in favorable terrain.
if (!you.see_cell_no_trans(pos))
break;
trap_destroyed = true;
if (you_trigger)
mprf("You set off the alarm!");
else
mprf("%s %s the alarm!", triggerer.name(DESC_THE).c_str(),
mons_intel(*m) >= I_HUMAN ? "pulls" : "sets off");
if (silenced(pos))
{
mprf("%s vibrates slightly, failing to make a sound.",
name(DESC_THE).c_str());
}
else
{
string msg = make_stringf("%s emits a blaring wail!",
name(DESC_THE).c_str());
noisy(40, pos, msg.c_str(), triggerer.mid);
}
you.sentinel_mark(true);
break;
case TRAP_BLADE:
if (you_trigger)
{
const int narrow_miss_rnd = random2(6) + 3;
if (one_chance_in(3))
mpr("You avoid triggering a blade trap.");
else if (random2limit(you.evasion(), 40) + narrow_miss_rnd > 8)
mpr("A huge blade swings just past you!");
else
{
mpr("A huge blade swings out and slices into you!");
const int damage = you.apply_ac(48 + random2avg(29, 2));
string n = name(DESC_A);
ouch(damage, KILLED_BY_TRAP, MID_NOBODY, n.c_str());
bleed_onto_floor(you.pos(), MONS_PLAYER, damage, true);
}
}
else if (m)
{
if (one_chance_in(5) || (trig_smart && coinflip()))
{
// Trap doesn't trigger.
simple_monster_message(*m, " fails to trigger a blade trap.");
}
else if (random2(m->evasion()) > 8
|| (trig_smart && random2(m->evasion()) > 8))
{
if (!simple_monster_message(*m,
" avoids a huge, swinging blade."))
{
mpr("A huge blade swings out!");
}
}
else
{
string msg = "A huge blade swings out";
if (m->visible_to(&you))
{
msg += " and slices into ";
msg += m->name(DESC_THE);
}
msg += "!";
mpr(msg);
int damage_taken = m->apply_ac(10 + random2avg(29, 2));
if (!m->is_summoned())
bleed_onto_floor(m->pos(), m->type, damage_taken, true);
m->hurt(nullptr, damage_taken);
if (m->alive())
print_wounds(*m);
}
}
break;
case TRAP_NET:
{
// Nets need LOF to hit the player, no netting through glass.
if (!you.see_cell_no_trans(pos))
break;
bool triggered = false;
if (you_trigger)
{
if (one_chance_in(3))
mpr("A net swings high above you.");
else
triggered = true;
}
else if (m)
{
if (mons_intel(*m) < I_HUMAN)
{
// Not triggered, trap stays.
simple_monster_message(*m, " fails to trigger a net trap.");
}
else
{
// Triggered, net the player.
triggered = true;
if (!simple_monster_message(*m,
" drops a net on you."))
{
mpr("Something launches a net on you.");
}
}
}
if (triggered)
{
item_def item = generate_trap_item();
copy_item_to_grid(item, you.pos());
if (random2avg(2 * you.evasion(), 2) > 18 + env.absdepth0 / 2)
mpr("A net drops to the ground!");
else
{
mpr("A large net falls onto you!");
if (player_caught_in_net())
{
if (player_in_a_dangerous_place())
xom_is_stimulated(50);
// Mark the item as trapping; after this it's
// safe to update the view.
_mark_net_trapping(you.pos());
}
}
trap_destroyed = true;
}
}
break;
case TRAP_WEB:
if (triggerer.is_web_immune())
{
if (m)
{
if (m->is_insubstantial())
simple_monster_message(*m, " passes through a web.");
else if (mons_genus(m->type) == MONS_JELLY)
simple_monster_message(*m, " oozes through a web.");
// too spammy for spiders, and expected
}
break;
}
if (you_trigger)
{
if (one_chance_in(3))
mpr("You pick your way through the web.");
else
{
mpr("You are caught in the web!");
if (_player_caught_in_web())
{
check_monsters_sense(SENSE_WEB_VIBRATION, 9, you.pos());
if (player_in_a_dangerous_place())
xom_is_stimulated(50);
}
}
}
else if (m)
{
if (one_chance_in(3) || (trig_smart && coinflip()))
simple_monster_message(*m, " evades a web.");
else
{
if (m->visible_to(&you))
simple_monster_message(*m, " is caught in a web!");
else
mpr("A web moves frantically as something is caught in it!");
// If somehow already caught, make it worse.
m->add_ench(ENCH_HELD);
// Don't try to escape the web in the same turn
m->props[NEWLY_TRAPPED_KEY] = true;
// Alert monsters.
check_monsters_sense(SENSE_WEB_VIBRATION, 9, triggerer.position);
}
}
break;
case TRAP_ZOT:
if (you_trigger)
{
mpr("You enter the Zot trap.");
MiscastEffect(&you, nullptr, {miscast_source::zot_trap},
spschool::random, 3, name(DESC_A));
}
else if (m)
{
// Zot traps are out to get *the player*! Hostile monsters
// benefit and friendly monsters suffer. Such is life.
// The old code rehid the trap, but that's pure interface screw
// in 99% of cases - a player can just watch who stepped where
// and mark the trap on an external paper map. Not good.
actor* targ = nullptr;
if (you.see_cell_no_trans(pos))
{
if (m->wont_attack() || crawl_state.game_is_arena())
targ = m;
else if (one_chance_in(5))
targ = &you;
}
// Give the player a chance to figure out what happened
// to their friend.
if (player_can_hear(pos) && !targ)
mprf(MSGCH_SOUND, "You hear a loud \"Zot\"!");
if (targ)
{
mprf("The power of Zot is invoked against %s!",
targ->name(DESC_THE).c_str());
MiscastEffect(targ, nullptr, {miscast_source::zot_trap},
spschool::random, 3, "the power of Zot");
}
}
break;
case TRAP_SHAFT:
// Known shafts don't trigger as traps.
// Allies don't fall through shafts (no herding!)
if (trig_smart || (m && m->wont_attack()) || you_trigger)
break;
// A chance to escape.
if (one_chance_in(4))
break;
{
// keep this for messaging purposes
const bool triggerer_seen = you.can_see(triggerer);
// Fire away!
triggerer.do_shaft();
// Player-used shafts are destroyed
// after one use in down_stairs()
if (!you_trigger)
{
mprf("%s shaft crumbles and collapses.",
triggerer_seen ? "The" : "A");
know_trap_destroyed = true;
trap_destroyed = true;
}
}
break;
#if TAG_MAJOR_VERSION == 34
case TRAP_GAS:
mpr("The gas trap seems to be inoperative.");
trap_destroyed = true;
break;
#endif
case TRAP_PLATE:
dungeon_events.fire_position_event(DET_PRESSURE_PLATE, pos);
break;
#if TAG_MAJOR_VERSION == 34
case TRAP_SHADOW:
case TRAP_SHADOW_DORMANT:
#endif
default:
break;
}
if (you_trigger)
learned_something_new(HINT_SEEN_TRAP, p);
if (trap_destroyed)
destroy(know_trap_destroyed);
}
int trap_def::max_damage(const actor& act)
{
// Trap damage to monsters is a lot smaller, because they are fairly
// stupid and tend to have fewer hp than players -- this choice prevents
// traps from easily killing large monsters.
bool mon = act.is_monster();
switch (type)
{
case TRAP_NEEDLE: return 0;
case TRAP_ARROW: return mon ? 7 : 15;
case TRAP_SPEAR: return mon ? 10 : 26;
case TRAP_BOLT: return mon ? 18 : 40;
case TRAP_BLADE: return mon ? 38 : 76;
default: return 0;
}
return 0;
}
int trap_def::shot_damage(actor& act)
{
const int dam = max_damage(act);
if (!dam)
return 0;
return random2(dam) + 1;
}
int trap_def::to_hit_bonus()
{
switch (type)
{
// To-hit:
case TRAP_ARROW:
return 7;
case TRAP_SPEAR:
return 10;
case TRAP_BOLT:
return 15;
case TRAP_NET:
return 5;
case TRAP_NEEDLE:
return 8;
// Irrelevant:
default:
return 0;
}
}
void destroy_trap(const coord_def& pos)
{
if (trap_def* ptrap = trap_at(pos))
ptrap->destroy();
}
trap_def* trap_at(const coord_def& pos)
{
if (!feat_is_trap(grd(pos)))
return nullptr;
auto it = env.trap.find(pos);
ASSERT(it != env.trap.end());
ASSERT(it->second.pos == pos);
ASSERT(it->second.type != TRAP_UNASSIGNED);
return &it->second;
}
trap_type get_trap_type(const coord_def& pos)
{
if (trap_def* ptrap = trap_at(pos))
return ptrap->type;
return TRAP_UNASSIGNED;
}
/**
* End the ATTR_HELD state & redraw appropriate UI.
*
* Do NOT call without clearing up nets, webs, etc first!
*/
void stop_being_held()
{
you.attribute[ATTR_HELD] = 0;
you.redraw_quiver = true;
you.redraw_evasion = true;
}
/**
* Exit a web that's currently holding you.
*
* @param quiet Whether to squash messages.
*/
void leave_web(bool quiet)
{
const trap_def *trap = trap_at(you.pos());
if (!trap || trap->type != TRAP_WEB)
return;
if (trap->ammo_qty == 1) // temp web from e.g. jumpspider/spidersack
{
if (!quiet)
mpr("The web tears apart.");
destroy_trap(you.pos());
}
else if (!quiet)
mpr("You disentangle yourself.");
stop_being_held();
}
/**
* Let the player attempt to unstick themself from a web.
*/
static void _free_self_from_web()
{
// Check if there's actually a web trap in your tile.
trap_def *trap = trap_at(you.pos());
if (trap && trap->type == TRAP_WEB)
{
// if so, roll a chance to escape the web.
if (x_chance_in_y(3, 10))
{
mpr("You struggle to detach yourself from the web.");
// but you actually accomplished nothing!
return;
}
leave_web();
}
// whether or not there was a web trap there, you're free now.
stop_being_held();
}
void free_self_from_net()
{
const int net = get_trapping_net(you.pos());
if (net == NON_ITEM)
{
// If there's no net, it must be a web.
_free_self_from_web();
return;
}
int hold = mitm[net].net_durability;
dprf("net.net_durability: %d", hold);
const int damage = 1 + random2(4);
hold -= damage;
mitm[net].net_durability = hold;
if (hold < NET_MIN_DURABILITY)
{
mprf("You %s the net and break free!", damage > 3 ? "shred" : "rip");
destroy_item(net);
stop_being_held();
return;
}
if (damage > 3)
mpr("You tear a large gash into the net.");
else
mpr("You struggle against the net.");
}
/**
* Deals with messaging & cleanup for temporary web traps. Does not actually
* delete ENCH_HELD!
*
* @param mons The monster leaving a web.
* @param quiet Whether to suppress messages.
*/
void monster_web_cleanup(const monster &mons, bool quiet)
{
trap_def *trap = trap_at(mons.pos());
if (trap && trap->type == TRAP_WEB)
{
if (trap->ammo_qty == 1)
{
// temp web from e.g. jumpspider/spidersack
if (!quiet)
simple_monster_message(mons, " tears the web.");
destroy_trap(mons.pos());
}
else if (!quiet)
simple_monster_message(mons, " pulls away from the web.");
}
}
void mons_clear_trapping_net(monster* mon)
{
if (!mon->caught())
return;
const int net = get_trapping_net(mon->pos());
if (net != NON_ITEM)
free_stationary_net(net);
mon->del_ench(ENCH_HELD, true);
}
void free_stationary_net(int item_index)
{
item_def &item = mitm[item_index];
if (item.is_type(OBJ_MISSILES, MI_THROWING_NET))
{
const coord_def pos = item.pos;
// Probabilistically mulch net based on damage done, otherwise
// reset damage counter (ie: item.net_durability).
if (x_chance_in_y(-item.net_durability, 9))
destroy_item(item_index);
else
{
item.net_durability = 0;
item.net_placed = false;
}
// Make sure we don't leave a bad trapping net in the stash
// FIXME: may leak info if a monster escapes an out-of-sight net.
StashTrack.update_stash(pos);
StashTrack.unmark_trapping_nets(pos);
}
}
void clear_trapping_net()
{
if (!you.attribute[ATTR_HELD])
return;
if (!in_bounds(you.pos()))
return;
const int net = get_trapping_net(you.pos());
if (net == NON_ITEM)
leave_web(true);
else
free_stationary_net(net);
stop_being_held();
}
item_def trap_def::generate_trap_item()
{
item_def item;
object_class_type base;
int sub;
switch (type)
{
#if TAG_MAJOR_VERSION == 34
case TRAP_DART: base = OBJ_MISSILES; sub = MI_DART; break;
#endif
case TRAP_ARROW: base = OBJ_MISSILES; sub = MI_ARROW; break;
case TRAP_BOLT: base = OBJ_MISSILES; sub = MI_BOLT; break;
case TRAP_SPEAR: base = OBJ_WEAPONS; sub = WPN_SPEAR; break;
case TRAP_NEEDLE: base = OBJ_MISSILES; sub = MI_NEEDLE; break;
case TRAP_NET: base = OBJ_MISSILES; sub = MI_THROWING_NET; break;
default: return item;
}
item.base_type = base;
item.sub_type = sub;
item.quantity = 1;
if (base == OBJ_MISSILES)
{
set_item_ego_type(item, base,
(sub == MI_NEEDLE) ? SPMSL_POISONED : SPMSL_NORMAL);
}
else
set_item_ego_type(item, base, SPWPN_NORMAL);
item_colour(item);
return item;
}
// Shoot a single piece of ammo at the relevant actor.
void trap_def::shoot_ammo(actor& act, bool was_known)
{
if (ammo_qty <= 0)
{
if (was_known && act.is_player())
mpr("The trap is out of ammunition!");
else if (player_can_hear(pos) && you.see_cell(pos))
mpr("You hear a soft click.");
destroy();
return;
}
if (act.is_player())
{
if (one_chance_in(5) || was_known && !one_chance_in(4))
{
mprf("You avoid triggering %s.", name(DESC_A).c_str());
return;
}
}
else if (one_chance_in(5))
{
if (was_known && you.see_cell(pos) && you.can_see(act))
{
mprf("%s avoids triggering %s.", act.name(DESC_THE).c_str(),
name(DESC_A).c_str());
}
return;
}
item_def shot = generate_trap_item();
int trap_hit = 20 + (to_hit_bonus()*2);
trap_hit *= random2(200);
trap_hit /= 100;
if (int defl = act.missile_deflection())
trap_hit = random2(trap_hit / defl);
const int con_block = random2(20 + act.shield_block_penalty());
const int pro_block = act.shield_bonus();
dprf("%s: hit %d EV %d, shield hit %d block %d", name(DESC_PLAIN).c_str(),
trap_hit, act.evasion(), con_block, pro_block);
// Determine whether projectile hits.
if (trap_hit < act.evasion())
{
if (act.is_player())
mprf("%s shoots out and misses you.", shot.name(DESC_A).c_str());
else if (you.see_cell(act.pos()))
{
mprf("%s misses %s!", shot.name(DESC_A).c_str(),
act.name(DESC_THE).c_str());
}
}
else if (pro_block >= con_block
&& you.see_cell(act.pos()))
{
string owner;
if (act.is_player())
owner = "your";
else if (you.can_see(act))
owner = apostrophise(act.name(DESC_THE));
else // "its" sounds abysmal; animals don't use shields
owner = "someone's";
mprf("%s shoots out and hits %s shield.", shot.name(DESC_A).c_str(),
owner.c_str());
act.shield_block_succeeded(0);
}
else // OK, we've been hit.
{
bool poison = type == TRAP_NEEDLE
&& (x_chance_in_y(50 - (3*act.armour_class()) / 2, 100));
int damage_taken = act.apply_ac(shot_damage(act));
if (act.is_player())
{
mprf("%s shoots out and hits you!", shot.name(DESC_A).c_str());
string n = name(DESC_A);
// Needle traps can poison.
if (poison)
poison_player(1 + roll_dice(2, 9), "", n);
ouch(damage_taken, KILLED_BY_TRAP, MID_NOBODY, n.c_str());
}
else
{
if (you.see_cell(act.pos()))
{
mprf("%s hits %s%s!",
shot.name(DESC_A).c_str(),
act.name(DESC_THE).c_str(),
(damage_taken == 0 && !poison) ?
", but does no damage" : "");
}
if (poison)
act.poison(nullptr, 3 + roll_dice(2, 5));
act.hurt(nullptr, damage_taken);
}
}
ammo_qty--;
}
// returns appropriate trap symbol
dungeon_feature_type trap_def::category() const
{
return trap_category(type);
}
dungeon_feature_type trap_category(trap_type type)
{
switch (type)
{
case TRAP_WEB:
return DNGN_TRAP_WEB;
case TRAP_SHAFT:
return DNGN_TRAP_SHAFT;
case TRAP_DISPERSAL:
return DNGN_TRAP_DISPERSAL;
case TRAP_TELEPORT:
case TRAP_TELEPORT_PERMANENT:
return DNGN_TRAP_TELEPORT;
case TRAP_ALARM:
return DNGN_TRAP_ALARM;
case TRAP_ZOT:
return DNGN_TRAP_ZOT;
case TRAP_GOLUBRIA:
return DNGN_PASSAGE_OF_GOLUBRIA;
#if TAG_MAJOR_VERSION == 34
case TRAP_SHADOW:
return DNGN_TRAP_SHADOW;
case TRAP_SHADOW_DORMANT:
return DNGN_TRAP_SHADOW_DORMANT;
#endif
case TRAP_ARROW:
case TRAP_SPEAR:
case TRAP_BLADE:
case TRAP_BOLT:
case TRAP_NEEDLE:
case TRAP_NET:
#if TAG_MAJOR_VERSION == 34
case TRAP_GAS:
case TRAP_DART:
#endif
case TRAP_PLATE:
return DNGN_TRAP_MECHANICAL;
default:
die("placeholder trap type %d used", type);
}
}
/***
* Can a shaft be placed on the current level?
*
* @returns true if such a shaft can be placed.
*/
bool is_valid_shaft_level()
{
// Important: We are sometimes called before the level has been loaded
// or generated, so should not depend on properties of the level itself,
// but only on its level_id.
const level_id place = level_id::current();
if (crawl_state.game_is_sprint())
return false;
if (!is_connected_branch(place))
return false;
const Branch &branch = branches[place.branch];
if (branch.branch_flags & BFLAG_NO_SHAFTS)
return false;
// Don't allow shafts from the bottom of a branch.
return (brdepth[place.branch] - place.depth) >= 1;
}
/***
* Can we force shaft the player from this level?
*
* @returns true if we can.
*/
bool is_valid_shaft_effect_level()
{
const level_id place = level_id::current();
const Branch &branch = branches[place.branch];
// Don't shaft the player when we can't, and also when it would be into a
// dangerous end.
return is_valid_shaft_level()
&& !(branch.branch_flags & BFLAG_DANGEROUS_END
&& brdepth[place.branch] - place.depth == 1);
}
static level_id _generic_shaft_dest(level_pos lpos, bool known = false)
{
level_id lid = lpos.id;
if (!is_connected_branch(lid))
return lid;
int curr_depth = lid.depth;
int max_depth = brdepth[lid.branch];
// Shafts drop you 1/2/3 levels with equal chance.
// 33.3% for 1, 2, 3 from D:3, less before
lid.depth += 1 + random2(min(lid.depth, 3));
if (lid.depth > max_depth)
lid.depth = max_depth;
if (lid.depth == curr_depth)
return lid;
// Only shafts on the level immediately above a dangerous branch
// bottom will take you to that dangerous bottom.
if (branches[lid.branch].branch_flags & BFLAG_DANGEROUS_END
&& lid.depth == max_depth
&& (max_depth - curr_depth) > 1)
{
lid.depth--;
}
return lid;
}
/***
* The player rolled a new tile, see if they deserve to be trapped.
*/
void roll_trap_effects()
{
int trap_rate = trap_rate_for_place();
you.trapped = you.num_turns && !have_passive(passive_t::avoid_traps)
&& (you.trapped || x_chance_in_y(trap_rate, 9 * env.density));
}
/***
* Separate from the previous function so the trap triggers when crawl is in an
* appropriate state
*/
void do_trap_effects()
{
const level_id place = level_id::current();
const Branch &branch = branches[place.branch];
// Try to shaft, teleport, or alarm the player.
int roll = random2(3);
switch (roll)
{
case 0:
// Don't shaft the player when we can't, and also when it would be into a
// dangerous end.
if (is_valid_shaft_level()
&& !(branch.branch_flags & BFLAG_DANGEROUS_END
&& brdepth[place.branch] - place.depth == 1))
{
dprf("Attempting to shaft player.");
you.do_shaft();
}
break;
case 1:
// No alarms on the first 3 floors
if (env.absdepth0 > 3)
{
// Alarm effect alarms are always noisy, even if the player is
// silenced, to avoid "travel only while silenced" behavior.
// XXX: improve messaging to make it clear theres a wail outside of the
// player's silence
mprf("You set off the alarm!");
fake_noisy(40, you.pos());
you.sentinel_mark(true);
}
break;
case 2:
// Teleportitis
you_teleport_now(false, true, "You stumble into a teleport trap!");
break;
}
}
level_id generic_shaft_dest(coord_def pos, bool known = false)
{
return _generic_shaft_dest(level_pos(level_id::current(), pos));
}
/**
* Get the trap effect rate for the current level.
*
* No traps effects occur in either Temple or disconnected branches other than
* Pandemonium. For other branches, this value starts at 1. It is increased for
* deeper levels; by one for every 10 levels of absdepth,
* capping out at max 9.
*
* No traps in tutorial, sprint, and arena.
*
* @return The trap rate for the current level.
*/
int trap_rate_for_place()
{
if (player_in_branch(BRANCH_TEMPLE)
|| (!player_in_connected_branch()
&& !player_in_branch(BRANCH_PANDEMONIUM))
|| crawl_state.game_is_sprint()
|| crawl_state.game_is_tutorial()
|| crawl_state.game_is_arena())
{
return 0;
}
return 1 + env.absdepth0 / 10;
}
/**
* Choose a weighted random trap type for the currently-generated level.
*
* Odds of generating zot traps vary by depth (and are depth-limited). Alarm
* traps also can't be placed before D:4. All other traps are depth-agnostic.
*
* @return A random trap type.
* May be NUM_TRAPS, if no traps were valid.
*/
trap_type random_trap_for_place()
{
// zot traps are Very Special.
// very common in zot...
if (player_in_branch(BRANCH_ZOT) && coinflip())
return TRAP_ZOT;
// and elsewhere, increasingly common with depth
// possible starting at depth 15 (end of D, late lair, lair branches)
// XXX: is there a better way to express this?
if (random2(1 + env.absdepth0) > 14 && one_chance_in(3))
return TRAP_ZOT;
const bool shaft_ok = is_valid_shaft_level();
const bool tele_ok = !crawl_state.game_is_sprint();
const bool alarm_ok = env.absdepth0 > 3;
const pair<trap_type, int> trap_weights[] =
{
{ TRAP_DISPERSAL, tele_ok ? 1 : 0},
{ TRAP_TELEPORT, tele_ok ? 1 : 0},
{ TRAP_SHAFT, shaft_ok ? 1 : 0},
{ TRAP_ALARM, alarm_ok ? 1 : 0},
};
const trap_type *trap = random_choose_weighted(trap_weights);
return trap ? *trap : NUM_TRAPS;
}
/**
* Oldstyle trap algorithm, used for vaults. Very bad. Please remove ASAP.
*/
trap_type random_vault_trap()
{
const int level_number = env.absdepth0;
trap_type type = TRAP_ARROW;
if ((random2(1 + level_number) > 1) && one_chance_in(4))
type = TRAP_NEEDLE;
if (random2(1 + level_number) > 3)
type = TRAP_SPEAR;
if (type == TRAP_ARROW && one_chance_in(15))
type = TRAP_NET;
if (random2(1 + level_number) > 7)
type = TRAP_BOLT;
if (random2(1 + level_number) > 14)
type = TRAP_BLADE;
if (random2(1 + level_number) > 14 && one_chance_in(3)
|| (player_in_branch(BRANCH_ZOT) && coinflip()))
{
type = TRAP_ZOT;
}
if (one_chance_in(20) && is_valid_shaft_level())
type = TRAP_SHAFT;
if (one_chance_in(20) && !crawl_state.game_is_sprint())
type = TRAP_TELEPORT;
if (one_chance_in(40) && level_number > 3)
type = TRAP_ALARM;
return type;
}
int count_traps(trap_type ttyp)
{
int num = 0;
for (const auto& entry : env.trap)
if (entry.second.type == ttyp)
num++;
return num;
}
void place_webs(int num)
{
trap_def ts;
for (int j = 0; j < num; j++)
{
int tries;
// this is hardly ever enough to place many webs, most of the time
// it will fail prematurely. Which is fine.
for (tries = 0; tries < 200; ++tries)
{
ts.pos.x = random2(GXM);
ts.pos.y = random2(GYM);
if (in_bounds(ts.pos)
&& grd(ts.pos) == DNGN_FLOOR
&& !map_masked(ts.pos, MMT_NO_TRAP))
{
// Calculate weight.
int weight = 0;
for (adjacent_iterator ai(ts.pos); ai; ++ai)
{
// Solid wall?
int solid_weight = 0;
// Orthogonals weight three, diagonals 1.
if (cell_is_solid(*ai))
{
solid_weight = (ai->x == ts.pos.x || ai->y == ts.pos.y)
? 3 : 1;
}
weight += solid_weight;
}
// Maximum weight is 4*3+4*1 = 16
// *But* that would imply completely surrounded by rock (no point there)
if (weight <= 16 && x_chance_in_y(weight + 2, 34))
break;
}
}
if (tries >= 200)
break;
ts.type = TRAP_WEB;
ts.prepare_ammo();
ts.reveal();
env.trap[ts.pos] = ts;
}
}
bool ensnare(actor *fly)
{
ASSERT(fly); // XXX: change to actor &fly
if (fly->is_web_immune())
return false;
if (fly->caught())
{
// currently webs are stateless so except for flavour it's a no-op
if (fly->is_player())
mpr("You are even more entangled.");
return false;
}
if (fly->body_size() >= SIZE_GIANT)
{
if (you.can_see(*fly))
mprf("A web harmlessly splats on %s.", fly->name(DESC_THE).c_str());
return false;
}
// If we're over water, an open door, shop, portal, etc, the web will
// fail to attach and you'll be released after a single turn.
if (grd(fly->pos()) == DNGN_FLOOR)
{
place_specific_trap(fly->pos(), TRAP_WEB, 1); // 1 ammo = destroyed on exit (hackish)
if (you.see_cell(fly->pos()))
grd(fly->pos()) = DNGN_TRAP_WEB;
}
if (fly->is_player())
{
if (_player_caught_in_web()) // no fail, returns false if already held
mpr("You are caught in a web!");
}
else
{
simple_monster_message(*fly->as_monster(), " is caught in a web!");
fly->as_monster()->add_ench(ENCH_HELD);
}
// Drowned?
if (!fly->alive())
return true;
check_monsters_sense(SENSE_WEB_VIBRATION, 9, fly->pos());
return true;
}
// Whether this trap type can be placed in vaults by the ^ glphy
bool is_regular_trap(trap_type trap)
{
#if TAG_MAJOR_VERSION == 34
return trap <= TRAP_MAX_REGULAR || trap == TRAP_DISPERSAL;
#else
return trap <= TRAP_MAX_REGULAR;
#endif
}
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