/**
 * True if the square is an untrapped floor square without items.
 */
bool square_canputitem(struct chunk *c, int y, int x) {
	if (!square_isfloor(c, y, x))
		return FALSE;
	if (square_iswarded(c, y, x) || square_isplayertrap(c, y, x))
		return FALSE;
	return !square_object(c, y, x);
}
Exemple #2
0
/* Make traps */
static void project_feature_handler_MAKE_TRAP(project_feature_handler_context_t *context)
{
	const int x = context->x;
	const int y = context->y;

	/* Require an "empty", non-warded floor grid */
	if (!square_isempty(cave, y, x)) return;
	if (square_iswarded(cave, y, x)) return;

	/* Create a trap */
	square_add_trap(cave, y, x);
	context->obvious = true;
}
Exemple #3
0
/**
 * This will push objects off a square.
 *
 * The methodology is to load all objects on the square into a queue. Replace
 * the previous square with a type that does not allow for objects. Drop the
 * objects. Last, put the square back to its original type.
 */
void push_object(int y, int x)
{
	/* Save the original terrain feature */
	struct feature *feat_old = square_feat(cave, y, x);

	struct object *obj = square_object(cave, y, x);

	struct queue *queue = q_new(z_info->floor_size);

	bool glyph = square_iswarded(cave, y, x);

	/* Push all objects on the square, stripped of pile info, into the queue */
	while (obj) {
		struct object *next = obj->next;
		q_push_ptr(queue, obj);

		/* Orphan the object */
		obj->next = NULL;
		obj->prev = NULL;
		obj->iy = 0;
		obj->ix = 0;

		/* Next object */
		obj = next;
	}

	/* Disassociate the objects from the square */
	cave->squares[y][x].obj = NULL;

	/* Set feature to an open door */
	square_force_floor(cave, y, x);
	square_add_door(cave, y, x, false);

	/* Drop objects back onto the floor */
	while (q_len(queue) > 0) {
		/* Take object from the queue */
		obj = q_pop_ptr(queue);

		/* Drop the object */
		drop_near(cave, &obj, 0, y, x, false);
	}

	/* Reset cave feature and rune if needed */
	square_set_feat(cave, y, x, feat_old->fidx);
	if (glyph)
		square_add_ward(cave, y, x);

	q_free(queue);
}
Exemple #4
0
/**
 * Try to break a glyph.
 */
static bool process_monster_glyph(struct chunk *c, struct monster *m_ptr,
								  int nx, int ny)
{
	assert(square_iswarded(c, ny, nx));

	/* Break the ward */
	if (randint1(z_info->glyph_hardness) < m_ptr->race->level) {
		/* Describe observable breakage */
		if (square_ismark(c, ny, nx))
			msg("The rune of protection is broken!");

		/* Forget the rune */
		sqinfo_off(c->squares[ny][nx].info, SQUARE_MARK);

		/* Break the rune */
		square_remove_ward(c, ny, nx);

		return TRUE;
	}

	/* Unbroken ward - can't move */
	return FALSE;
}
Exemple #5
0
/**
 * Try to break a glyph.
 */
static bool process_monster_glyph(struct chunk *c, struct monster *mon,
								  int nx, int ny)
{
	assert(square_iswarded(c, ny, nx));

	/* Break the ward */
	if (randint1(z_info->glyph_hardness) < mon->race->level) {
		/* Describe observable breakage */
		if (square_isseen(c, ny, nx)) {
			msg("The rune of protection is broken!");

			/* Forget the rune */
			square_forget(c, ny, nx);
		}

		/* Break the rune */
		square_remove_ward(c, ny, nx);

		return true;
	}

	/* Unbroken ward - can't move */
	return false;
}
Exemple #6
0
/**
 * Determine if there is a space near the selected spot in which
 * a summoned creature can appear
 */
static bool summon_possible(int y1, int x1)
{
	int y, x;

	/* Start at the location, and check 2 grids in each dir */
	for (y = y1 - 2; y <= y1 + 2; y++) {
		for (x = x1 - 2; x <= x1 + 2; x++) {
			/* Ignore illegal locations */
			if (!square_in_bounds(cave, y, x)) continue;

			/* Only check a circular area */
			if (distance(y1, x1, y, x) > 2) continue;

			/* Hack: no summon on glyph of warding */
			if (square_iswarded(cave, y, x)) continue;

			/* If it's empty floor grid in line of sight, we're good */
			if (square_isempty(cave, y, x) && los(cave, y1, x1, y, x))
				return (true);
		}
	}

	return false;
}
void square_remove_ward(struct chunk *c, int y, int x)
{
	struct trap_kind *rune = lookup_trap("glyph of warding");
	assert(square_iswarded(c, y, x));
	square_remove_trap(c, y, x, TRUE, rune->tidx);
}
Exemple #8
0
/**
 * Process a monster
 *
 * In several cases, we directly update the monster lore
 *
 * Note that a monster is only allowed to "reproduce" if there
 * are a limited number of "reproducing" monsters on the current
 * level.  This should prevent the level from being "swamped" by
 * reproducing monsters.  It also allows a large mass of mice to
 * prevent a louse from multiplying, but this is a small price to
 * pay for a simple multiplication method.
 *
 * XXX Monster fear is slightly odd, in particular, monsters will
 * fixate on opening a door even if they cannot open it.  Actually,
 * the same thing happens to normal monsters when they hit a door
 *
 * In addition, monsters which *cannot* open or bash down a door
 * will still stand there trying to open it...  XXX XXX XXX
 *
 * Technically, need to check for monster in the way combined
 * with that monster being in a wall (or door?) XXX
 */
static void process_monster(struct chunk *c, struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);

	bool did_something = false;

	int i;
	int dir = 0;
	bool stagger = false;
	char m_name[80];

	/* Get the monster name */
	monster_desc(m_name, sizeof(m_name), mon, MDESC_CAPITAL | MDESC_IND_HID);

	/* Try to multiply - this can use up a turn */
	if (process_monster_multiply(c, mon))
		return;

	/* Attempt to cast a spell */
	if (make_attack_spell(mon)) return;

	/* Work out what kind of movement to use - AI or staggered movement */
	if (!process_monster_should_stagger(mon)) {
		if (!get_moves(c, mon, &dir)) return;
	} else {
		stagger = true;
	}

	/* Process moves */
	for (i = 0; i < 5 && !did_something; i++) {
		int oy = mon->fy;
		int ox = mon->fx;

		/* Get the direction (or stagger) */
		int d = (stagger ? ddd[randint0(8)] : side_dirs[dir][i]);

		/* Get the destination */
		int ny = oy + ddy[d];
		int nx = ox + ddx[d];

		/* Check if we can move */
		if (!process_monster_can_move(c, mon, m_name, nx, ny, &did_something))
			continue;

		/* Try to break the glyph if there is one.  This can happen multiple
		 * times per turn because failure does not break the loop */
		if (square_iswarded(c, ny, nx) &&
			!process_monster_glyph(c, mon, nx, ny))
			continue;

		/* The player is in the way. */
		if (square_isplayer(c, ny, nx)) {
			/* Learn about if the monster attacks */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE))
				rf_on(lore->flags, RF_NEVER_BLOW);

			/* Some monsters never attack */
			if (rf_has(mon->race->flags, RF_NEVER_BLOW))
				continue;

			/* Otherwise, attack the player */
			make_attack_normal(mon, player);

			did_something = true;
			break;
		} else {
			/* Some monsters never move */
			if (rf_has(mon->race->flags, RF_NEVER_MOVE)) {
				/* Learn about lack of movement */
				if (mflag_has(mon->mflag, MFLAG_VISIBLE))
					rf_on(lore->flags, RF_NEVER_MOVE);

				return;
			}
		}

		/* A monster is in the way, try to push past/kill */
		if (square_monster(c, ny, nx)) {
			did_something = process_monster_try_push(c, mon, m_name, nx, ny);
		} else {
			/* Otherwise we can just move */
			monster_swap(oy, ox, ny, nx);
			did_something = true;
		}

		/* Scan all objects in the grid, if we reached it */
		if (mon == square_monster(c, ny, nx)) {
			monster_desc(m_name, sizeof(m_name), mon,
						 MDESC_CAPITAL | MDESC_IND_HID);
			process_monster_grab_objects(c, mon, m_name, nx, ny);
		}
	}

	if (did_something) {
		/* Learn about no lack of movement */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE))
			rf_on(lore->flags, RF_NEVER_MOVE);

		/* Possible disturb */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
			mflag_has(mon->mflag, MFLAG_VIEW) && OPT(player, disturb_near))
			disturb(player, 0);		
	}

	/* Hack -- get "bold" if out of options */
	if (!did_something && mon->m_timed[MON_TMD_FEAR])
		mon_clear_timed(mon, MON_TMD_FEAR, MON_TMD_FLG_NOTIFY, false);

	/* If we see an unaware monster do something, become aware of it */
	if (did_something && mflag_has(mon->mflag, MFLAG_UNAWARE))
		become_aware(mon);
}
Exemple #9
0
/**
 * Places a monster (of the specified "type") near the given
 * location.  Return the siummoned monster's level iff a monster was
 * actually summoned.
 *
 * We will attempt to place the monster up to 10 times before giving up.
 *
 * This function takes the "monster level"
 * of the summoning monster as a parameter, and use that, along with
 * the current dungeon level, to help determine the level of the
 * desired monster.  Note that this is an upper bound, and also
 * tends to "prefer" monsters of that level.  Currently, we use
 * the average of the dungeon and monster levels, and then add
 * five to allow slight increases in monster power.
 *
 * Note that we use the new "monster allocation table" creation code
 * to restrict the "get_mon_num()" function to the set of "legal"
 * monsters, making this function much faster and more reliable.
 *
 * Note that this function may not succeed, though this is very rare.
 */
int summon_specific(int y1, int x1, int lev, int type, bool delay, bool call)
{
	int i, x = 0, y = 0;

	struct monster *mon;
	struct monster_race *race;

	/* Look for a location, allow up to 4 squares away */
	for (i = 0; i < 60; ++i) {
		/* Pick a distance */
		int d = (i / 15) + 1;

		/* Pick a location */
		scatter(cave, &y, &x, y1, x1, d, true);

		/* Require "empty" floor grid */
		if (!square_isempty(cave, y, x)) continue;

		/* No summon on glyphs */
		if (square_iswarded(cave, y, x) || square_isdecoyed(cave, y, x)) {
			continue;
		}

		/* Okay */
		break;
	}

	/* Failure */
	if (i == 60) return (0);

	/* Save the "summon" type */
	summon_specific_type = type;

	/* Use the new calling scheme if requested */
	if (call && (type != summon_name_to_idx("UNIQUE")) &&
		(type != summon_name_to_idx("WRAITH"))) {
		return (call_monster(y, x));
	}

	/* Prepare allocation table */
	get_mon_num_prep(summon_specific_okay);

	/* Pick a monster, using the level calculation */
	race = get_mon_num((player->depth + lev) / 2 + 5);

	/* Prepare allocation table */
	get_mon_num_prep(NULL);

	/* Handle failure */
	if (!race) return (0);

	/* Attempt to place the monster (awake, don't allow groups) */
	if (!place_new_monster(cave, y, x, race, false, false, ORIGIN_DROP_SUMMON))
		return (0);

	/* Success, return the level of the monster */
	mon = square_monster(cave, y, x);

	/* If delay, try to let the player act before the summoned monsters,
	 * including slowing down faster monsters for one turn */
	/* XXX should this now be hold monster for a turn? */
	if (delay) {
		mon->energy = 0;
		if (mon->race->speed > player->state.speed)
			mon_inc_timed(mon, MON_TMD_SLOW, 1,	MON_TMD_FLG_NOMESSAGE, false);
	}

	return (mon->race->level);
}
Exemple #10
0
/**
 * Find a grid near the given one for an object to fall on
 *
 * We check several locations to see if we can find a location at which
 * the object can combine, stack, or be placed.  Artifacts will try very
 * hard to be placed, including "teleporting" to a useful grid if needed.
 *
 * If no appropriate grid is found, the given grid is unchanged
 */
static void drop_find_grid(struct object *drop, int *y, int *x)
{
	int best_score = -1;
	int best_y = *y;
	int best_x = *x;
	int i, dy, dx;
	struct object *obj;

	/* Scan local grids */
	for (dy = -3; dy <= 3; dy++) {
		for (dx = -3; dx <= 3; dx++) {
			bool combine = false;
			int dist = (dy * dy) + (dx * dx);
			int ty = *y + dy;
			int tx = *x + dx;
			int num_shown = 0;
			int num_ignored = 0;
			int score;

			/* Lots of reasons to say no */
			if ((dist > 10) ||
				!square_in_bounds_fully(cave, ty, tx) ||
				!los(cave, *y, *x, ty, tx) ||
				!square_isfloor(cave, ty, tx) ||
				square_isplayertrap(cave, ty, tx) ||
				square_iswarded(cave, ty, tx))
				continue;

			/* Analyse the grid for carrying the new object */
			for (obj = square_object(cave, ty, tx); obj; obj = obj->next) {
				/* Check for possible combination */
				if (object_similar(obj, drop, OSTACK_FLOOR))
					combine = true;

				/* Count objects */
				if (!ignore_item_ok(obj))
					num_shown++;
				else
					num_ignored++;
			}
			if (!combine)
				num_shown++;

			/* Disallow if the stack size is too big */
			if ((OPT(player, birth_stacking) && (num_shown > 1)) ||
				((num_shown + num_ignored) > z_info->floor_size &&
				 !floor_get_oldest_ignored(ty, tx)))
				continue;

			/* Score the location based on how close and how full the grid is */
			score = 1000 - (dist + num_shown * 5);

			if ((score < best_score) || ((score == best_score) && one_in_(2)))
				continue;

			best_score = score;
			best_y = ty;
			best_x = tx;
		}
	}

	/* Return if we have a score, otherwise fail or try harder for artifacts */
	if (best_score >= 0) {
		*y = best_y;
		*x = best_x;
		return;
	} else if (!drop->artifact) {
		return;
	}
	for (i = 0; i < 2000; i++) {
		/* Start bouncing from grid to grid, stopping if we find an empty one */
		if (i < 1000) {
			best_y = rand_spread(best_y, 1);
			best_x = rand_spread(best_x, 1);
		} else {
			/* Now go to purely random locations */
			best_y = randint0(cave->height);
			best_x = randint0(cave->width);
		}
		if (square_canputitem(cave, best_y, best_x)) {
			*y = best_y;
			*x = best_x;
			return;
		}
	}
}
Exemple #11
0
/**
 * Attempts to place a monster of the given race at the given location.
 *
 * If `sleep` is true, the monster is placed with its default sleep value,
 * which is given in monster.txt.
 *
 * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP,
 * ORIGIN_DROP_PIT, etc.)
 *
 * To give the player a sporting chance, some especially dangerous
 * monsters are marked as "FORCE_SLEEP" in monster.txt, which will
 * cause them to be placed with low energy. This helps ensure that
 * if such a monster suddenly appears in line-of-sight (due to a
 * summon, for instance), the player gets a chance to move before
 * they do.
 *
 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
 *
 * This is the only function which may place a monster in the dungeon,
 * except for the savefile loading code, which calls place_monster()
 * directly.
 */
static bool place_new_monster_one(struct chunk *c, int y, int x,
								  struct monster_race *race, bool sleep,
								  byte origin)
{
	int i;

	struct monster *mon;
	struct monster monster_body;

	assert(square_in_bounds(c, y, x));
	assert(race && race->name);

	/* Not where monsters already are */
	if (square_monster(c, y, x))
		return false;

	/* Not where the player already is */
	if ((player->py == y) && (player->px == x))
		return false;

	/* Prevent monsters from being placed where they cannot walk, but allow other feature types */
	if (!square_is_monster_walkable(c, y, x))
		return false;

	/* No creation on glyph of warding */
	if (square_iswarded(c, y, x)) return false;

	/* "unique" monsters must be "unique" */
	if (rf_has(race->flags, RF_UNIQUE) && race->cur_num >= race->max_num)
		return (false);

	/* Depth monsters may NOT be created out of depth */
	if (rf_has(race->flags, RF_FORCE_DEPTH) && player->depth < race->level)
		return (false);

	/* Add to level feeling, note uniques for cheaters */
	c->mon_rating += race->level * race->level;

	/* Check out-of-depth-ness */
	if (race->level > c->depth) {
		if (rf_has(race->flags, RF_UNIQUE)) { /* OOD unique */
			if (OPT(player, cheat_hear))
				msg("Deep unique (%s).", race->name);
		} else { /* Normal monsters but OOD */
			if (OPT(player, cheat_hear))
				msg("Deep monster (%s).", race->name);
		}
		/* Boost rating by power per 10 levels OOD */
		c->mon_rating += (race->level - c->depth) * race->level * race->level;
	} else if (rf_has(race->flags, RF_UNIQUE) && OPT(player, cheat_hear))
		msg("Unique (%s).", race->name);

	/* Get local monster */
	mon = &monster_body;

	/* Clean out the monster */
	memset(mon, 0, sizeof(struct monster));

	/* Save the race */
	mon->race = race;

	/* Enforce sleeping if needed */
	if (sleep && race->sleep) {
		int val = race->sleep;
		mon->m_timed[MON_TMD_SLEEP] = ((val * 2) + randint1(val * 10));
	}

	/* Uniques get a fixed amount of HP */
	if (rf_has(race->flags, RF_UNIQUE))
		mon->maxhp = race->avg_hp;
	else {
		mon->maxhp = mon_hp(race, RANDOMISE);
		mon->maxhp = MAX(mon->maxhp, 1);
	}

	/* And start out fully healthy */
	mon->hp = mon->maxhp;

	/* Extract the monster base speed */
	mon->mspeed = race->speed;

	/* Hack -- small racial variety */
	if (!rf_has(race->flags, RF_UNIQUE)) {
		/* Allow some small variation per monster */
		i = turn_energy(race->speed) / 10;
		if (i) mon->mspeed += rand_spread(0, i);
	}

	/* Give a random starting energy */
	mon->energy = (byte)randint0(50);

	/* Force monster to wait for player */
	if (rf_has(race->flags, RF_FORCE_SLEEP))
		mflag_on(mon->mflag, MFLAG_NICE);

	/* Radiate light? */
	if (rf_has(race->flags, RF_HAS_LIGHT))
		player->upkeep->update |= PU_UPDATE_VIEW;

	/* Is this obviously a monster? (Mimics etc. aren't) */
	if (rf_has(race->flags, RF_UNAWARE))
		mflag_on(mon->mflag, MFLAG_CAMOUFLAGE);
	else
		mflag_off(mon->mflag, MFLAG_CAMOUFLAGE);

	/* Set the color if necessary */
	if (rf_has(race->flags, RF_ATTR_RAND))
		mon->attr = randint1(BASIC_COLORS - 1);

	/* Place the monster in the dungeon */
	if (!place_monster(c, y, x, mon, origin))
		return (false);

	/* Success */
	return (true);
}
Exemple #12
0
/**
 * Let an object fall to the ground at or near a location.
 *
 * The initial location is assumed to be "square_in_bounds_fully(cave, )".
 *
 * This function takes a parameter "chance".  This is the percentage
 * chance that the item will "disappear" instead of drop.  If the object
 * has been thrown, then this is the chance of disappearance on contact.
 *
 * This function will produce a description of a drop event under the player
 * when "verbose" is true.
 *
 * We check several locations to see if we can find a location at which
 * the object can combine, stack, or be placed.  Artifacts will try very
 * hard to be placed, including "teleporting" to a useful grid if needed.
 *
 * Objects which fail to be carried by the floor are deleted.  This function
 * attempts to add successfully dropped objects to, and to remove failures
 * from, the object list (as dropped items may or may not be already listed).
 */
void drop_near(struct chunk *c, struct object *dropped, int chance, int y,
			   int x, bool verbose)
{
	int i, k, n, d, s;

	int bs, bn;
	int by, bx;
	int dy, dx;
	int ty, tx;

	struct object *obj;

	char o_name[80];

	bool flag = false;

	/* Only called in the current level */
	assert(c == cave);

	/* Describe object */
	object_desc(o_name, sizeof(o_name), dropped, ODESC_BASE);

	/* Handle normal "breakage" */
	if (!dropped->artifact && (randint0(100) < chance)) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "breaks", "break"));

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Score */
	bs = -1;

	/* Picker */
	bn = 0;

	/* Default */
	by = y;
	bx = x;

	/* Scan local grids */
	for (dy = -3; dy <= 3; dy++) {
		for (dx = -3; dx <= 3; dx++) {
			bool comb = false;

			/* Calculate actual distance */
			d = (dy * dy) + (dx * dx);

			/* Ignore distant grids */
			if (d > 10) continue;

			/* Location */
			ty = y + dy;
			tx = x + dx;

			/* Skip illegal grids */
			if (!square_in_bounds_fully(c, ty, tx)) continue;

			/* Require line of sight */
			if (!los(c, y, x, ty, tx)) continue;

			/* Require floor space */
			if (!square_isfloor(c, ty, tx)) continue;

			/* Require no trap or rune */
			if (square_isplayertrap(c, ty, tx) ||
				square_iswarded(c, ty, tx))
				continue;

			/* No objects */
			k = 0;
			n = 0;

			/* Scan objects in that grid */
			for (obj = square_object(c, ty, tx); obj; obj = obj->next) {
				/* Check for possible combination */
				if (object_similar(obj, dropped, OSTACK_FLOOR))
					comb = true;

				/* Count objects */
				if (!ignore_item_ok(obj))
					k++;
				else
					n++;
			}

			/* Add new object */
			if (!comb) k++;

			/* Option -- disallow stacking */
			if (OPT(birth_no_stacking) && (k > 1)) continue;

			/* Paranoia? */
			if ((k + n) > z_info->floor_size &&
				!floor_get_oldest_ignored(ty, tx)) continue;

			/* Calculate score */
			s = 1000 - (d + k * 5);

			/* Skip bad values */
			if (s < bs) continue;

			/* New best value */
			if (s > bs) bn = 0;

			/* Apply the randomizer to equivalent values */
			if ((++bn >= 2) && (randint0(bn) != 0)) continue;

			/* Keep score */
			bs = s;

			/* Track it */
			by = ty;
			bx = tx;

			/* Okay */
			flag = true;
		}
	}

	/* Handle lack of space */
	if (!flag && !dropped->artifact) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "disappears", "disappear"));

		/* Debug */
		if (player->wizard) msg("Breakage (no floor space).");

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Find a grid */
	for (i = 0; !flag; i++) {
		/* Bounce around */
		if (i < 1000) {
			ty = rand_spread(by, 1);
			tx = rand_spread(bx, 1);
		} else {
			/* Random locations */
			ty = randint0(c->height);
			tx = randint0(c->width);
		}

		/* Require floor space */
		if (!square_canputitem(c, ty, tx)) continue;

		/* Bounce to that location */
		by = ty;
		bx = tx;

		/* Okay */
		flag = true;
	}

	/* Give it to the floor */
	if (!floor_carry(c, by, bx, dropped, false)) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "disappears", "disappear"));

		/* Debug */
		if (player->wizard) msg("Breakage (too many objects).");

		if (dropped->artifact) dropped->artifact->created = false;

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Sound */
	sound(MSG_DROP);

	/* Message when an object falls under the player */
	if (verbose && (c->squares[by][bx].mon < 0))
		/* Check the item still exists and isn't ignored */
		if (c->objects[dropped->oidx] && !ignore_item_ok(dropped))
			msg("You feel something roll beneath your feet.");
}