Пример #1
0
/*
 * Is (x,y) a good position of mtmp?  If mtmp is NULL, then is (x,y) good
 * for an object?
 *
 * This function will only look at mtmp->mdat, so makemon, mplayer, etc can
 * call it to generate new monster positions with fake monster structures.
 */
boolean goodpos(struct level *lev, int x, int y, struct monst *mtmp, unsigned gpflags)
{
	const struct permonst *mdat = NULL;
	boolean ignorewater = ((gpflags & MM_IGNOREWATER) != 0);

	if (!isok(x, y)) return FALSE;

	/* in many cases, we're trying to create a new monster, which
	 * can't go on top of the player or any existing monster.
	 * however, occasionally we are relocating engravings or objects,
	 * which could be co-located and thus get restricted a bit too much.
	 * oh well.
	 */
	if (mtmp != &youmonst && x == u.ux && y == u.uy
			&& (!u.usteed || mtmp != u.usteed))
		return FALSE;

	if (mtmp) {
	    struct monst *mtmp2 = m_at(lev, x,y);

	    /* Be careful with long worms.  A monster may be placed back in
	     * its own location.  Normally, if m_at() returns the same monster
	     * that we're trying to place, the monster is being placed in its
	     * own location.  However, that is not correct for worm segments,
	     * because all the segments of the worm return the same m_at().
	     * Actually we overdo the check a little bit--a worm can't be placed
	     * in its own location, period.  If we just checked for mtmp->mx
	     * != x || mtmp->my != y, we'd miss the case where we're called
	     * to place the worm segment and the worm's head is at x,y.
	     */
	    if (mtmp2 && (mtmp2 != mtmp || mtmp->wormno))
		return FALSE;

	    mdat = mtmp->data;
	    if (is_pool(lev, x,y) && !ignorewater) {
		if (mtmp == &youmonst)
			return !!(HLevitation || Flying || Wwalking ||
					Swimming || Amphibious);
		else	return (is_flyer(mdat) || is_swimmer(mdat) ||
							is_clinger(mdat));
	    } else if (mdat->mlet == S_EEL && rn2(13) && !ignorewater) {
		return FALSE;
	    } else if (is_lava(lev, x,y)) {
		if (mtmp == &youmonst)
		    return !!HLevitation;
		else
		    return is_flyer(mdat) || likes_lava(mdat);
	    }
	    if (passes_walls(mdat) && may_passwall(lev, x,y)) return TRUE;
	}
	if (!ACCESSIBLE(lev->locations[x][y].typ)) {
		if (!(is_pool(lev, x,y) && ignorewater)) return FALSE;
	}

	if (closed_door(lev, x, y) && (!mdat || !amorphous(mdat)))
		return FALSE;
	if (sobj_at(BOULDER, lev, x, y) && (!mdat || !throws_rocks(mdat)))
		return FALSE;
	return TRUE;
}
Пример #2
0
/*
 * Simple-minded "can it be here?" routine
 */
static boolean e_survives_at(struct entity *etmp, int x, int y)
{
	if (noncorporeal(etmp->edata))
		return TRUE;
	if (is_pool(level, x, y))
		return (boolean)((is_u(etmp) &&
				(Wwalking || Amphibious || Swimming ||
				Flying || Levitation)) ||
			is_swimmer(etmp->edata) || is_flyer(etmp->edata) ||
			is_floater(etmp->edata));
	/* must force call to lava_effects in e_died if is_u */
	if (is_lava(level, x, y))
		return (boolean)((is_u(etmp) && (Levitation || Flying)) ||
			    likes_lava(etmp->edata) || is_flyer(etmp->edata));
	if (is_db_wall(x, y))
		return((boolean)(is_u(etmp) ? Passes_walls :
			passes_walls(etmp->edata)));
	return TRUE;
}
Пример #3
0
/* true iff the type of monster pass through iron bars */
boolean
passes_bars(const struct permonst * mptr)
{
    return (boolean) (passes_walls(mptr) || amorphous(mptr) || is_whirly(mptr)
                      || verysmall(mptr) || (slithy(mptr) && !bigmonst(mptr)));
}
Пример #4
0
/*
 * These are never directly affected by a bridge or portcullis.
 */
static boolean automiss(struct entity *etmp)
{
	return (boolean)((is_u(etmp) ? Passes_walls :
			passes_walls(etmp->edata)) || noncorporeal(etmp->edata));
}
Пример #5
0
/*
 * Move for priests and shopkeepers.  Called from shk_move() and pri_move().
 * Valid returns are  1: moved  0: didn't  -1: let m_move do it  -2: died.
 */
int
move_special(struct monst *mtmp, boolean in_his_shop, schar appr,
             boolean uondoor, boolean avoid, xchar omx, xchar omy, xchar gx,
             xchar gy)
{
    xchar nx, ny, nix, niy;
    schar i;
    schar chcnt, cnt;
    coord poss[9];
    long info[9];
    long allowflags;
    struct obj *ib = NULL;

    if (omx == gx && omy == gy)
        return 0;
    if (mtmp->mconf) {
        avoid = FALSE;
        appr = 0;
    }

    nix = omx;
    niy = omy;
    if (mtmp->isshk)
        allowflags = ALLOW_SSM;
    else
        allowflags = ALLOW_SSM | ALLOW_SANCT;
    if (passes_walls(mtmp->data))
        allowflags |= (ALLOW_ROCK | ALLOW_WALL);
    if (throws_rocks(mtmp->data))
        allowflags |= ALLOW_ROCK;
    if (tunnels(mtmp->data))
        allowflags |= ALLOW_DIG;
    if (!nohands(mtmp->data) && !verysmall(mtmp->data)) {
        allowflags |= OPENDOOR;
        if (m_carrying(mtmp, SKELETON_KEY))
            allowflags |= BUSTDOOR;
    }
    if (is_giant(mtmp->data))
        allowflags |= BUSTDOOR;
    cnt = mfndpos(mtmp, poss, info, allowflags);

    if (mtmp->isshk && avoid && uondoor) {    /* perhaps we cannot avoid him */
        for (i = 0; i < cnt; i++)
            if (!(info[i] & NOTONL))
                goto pick_move;
        avoid = FALSE;
    }
#define GDIST(x,y)      (dist2(x,y,gx,gy))
pick_move:
    chcnt = 0;
    for (i = 0; i < cnt; i++) {
        nx = poss[i].x;
        ny = poss[i].y;
        if (IS_ROOM(level->locations[nx][ny].typ) ||
            (mtmp->isshk && (!in_his_shop || ESHK(mtmp)->following))) {
            if (avoid && (info[i] & NOTONL))
                continue;
            if ((!appr && !rn2(++chcnt)) ||
                (appr && GDIST(nx, ny) < GDIST(nix, niy))) {
                nix = nx;
                niy = ny;
            }
        }
    }
    if (mtmp->ispriest && avoid && nix == omx && niy == omy &&
        onlineu(omx, omy)) {
        /* might as well move closer as long it's going to stay lined up */
        avoid = FALSE;
        goto pick_move;
    }

    if (nix != omx || niy != omy) {
        remove_monster(level, omx, omy);
        place_monster(mtmp, nix, niy);
        newsym(nix, niy);
        if (mtmp->isshk && !in_his_shop && inhishop(mtmp))
            check_special_room(FALSE);
        if (ib) {
            if (cansee(mtmp->mx, mtmp->my))
                pline("%s picks up %s.", Monnam(mtmp),
                      distant_name(ib, doname));
            obj_extract_self(ib);
            mpickobj(mtmp, ib);
        }
        return 1;
    }
    return 0;
}
Пример #6
0
/* Returns an object slot mask giving all the reasons why the given
   player/monster might have the given property, limited by "reasons", an object
   slot mask (W_EQUIP, INTRINSIC, and ANY_PROPERTY are the most likely values
   here, but you can specify slots individually if you like). */
unsigned
m_has_property(const struct monst *mon, enum youprop property,
               unsigned reasons, boolean even_if_blocked)
{
    unsigned rv = 0;
    struct obj *otmp;

    /* The general case for equipment */
    rv |= mworn_extrinsic(mon, property);

    if (mon == &youmonst) {
        /* Intrinsics */
        if (u.uintrinsic[property] & TIMEOUT)
            rv |= W_MASK(os_timeout);
        rv |= u.uintrinsic[property] & (INTRINSIC | I_SPECIAL);

        /* Birth options */
        if (property == BLINDED && flags.permablind)
            rv |= W_MASK(os_birthopt);
        if (property == HALLUC && flags.permahallu)
            rv |= W_MASK(os_birthopt);
        if (property == UNCHANGING && flags.polyinit_mnum != -1)
            rv |= W_MASK(os_birthopt);

    } else {
        /* Monster tempraries are boolean flags.

           TODO: Monsters with no eyes are not considered blind. This doesn't
           make much sense. However, changing it would be a major balance
           change (due to Elbereth), and so it has been left alone for now. */
        if (property == BLINDED && (!mon->mcansee || mon->mblinded))
            rv |= W_MASK(os_timeout);
        if (property == FAST && mon->mspeed == MFAST)
            rv |= (mon->permspeed == FAST ?
                   W_MASK(os_polyform) : W_MASK(os_outside));
        if (property == INVIS && mon->perminvis && !pm_invisible(mon->data))
            rv |= W_MASK(os_outside);
        if (property == STUNNED && mon->mstun)
            rv |= W_MASK(os_timeout);
        if (property == CONFUSION && mon->mconf)
            rv |= W_MASK(os_timeout);
    }


    /* Polyform / monster intrinsic */
    /* TODO: Change the monster data code into something that doesn't require a
       giant switch statement or ternary chain to get useful information from
       it. We use a ternary chain here because it cuts down on repetitive code
       and so is easier to read. */
    if (property == FIRE_RES     ? resists_fire(mon)                     :
        property == COLD_RES     ? resists_cold(mon)                     :
        property == SLEEP_RES    ? resists_sleep(mon)                    :
        property == DISINT_RES   ? resists_disint(mon)                   :
        property == SHOCK_RES    ? resists_elec(mon)                     :
        property == POISON_RES   ? resists_poison(mon)                   :
        property == DRAIN_RES    ? resists_drli(mon)                     :
        property == SICK_RES     ? mon->data->mlet == S_FUNGUS ||
                                   mon->data == &mons[PM_GHOUL]          :
        property == ANTIMAGIC    ? resists_magm(mon)                     :
        property == ACID_RES     ? resists_acid(mon)                     :
        property == STONE_RES    ? resists_ston(mon)                     :
        property == STUNNED      ? u.umonnum == PM_STALKER ||
                                   mon->data->mlet == S_BAT              :
        property == BLINDED      ? !haseyes(mon->data)                   :
        property == HALLUC       ? Upolyd && dmgtype(mon->data, AD_HALU) :
        property == SEE_INVIS    ? perceives(mon->data)                  :
        property == TELEPAT      ? telepathic(mon->data)                 :
        property == INFRAVISION  ? infravision(mon->data)                :
        /* Note: This one assumes that there's no way to permanently turn
           visible when you're in stalker form (i.e. mummy wrappings only). */
        property == INVIS        ? pm_invisible(mon->data)               :
        property == TELEPORT     ? can_teleport(mon->data)               :
        property == LEVITATION   ? is_floater(mon->data)                 :
        property == FLYING       ? is_flyer(mon->data)                   :
        property == SWIMMING     ? is_swimmer(mon->data)                 :
        property == PASSES_WALLS ? passes_walls(mon->data)               :
        property == REGENERATION ? regenerates(mon->data)                :
        property == REFLECTING   ? mon->data == &mons[PM_SILVER_DRAGON]  :
        property == TELEPORT_CONTROL  ? control_teleport(mon->data)      :
        property == MAGICAL_BREATHING ? amphibious(mon->data)            :
        0)
        rv |= W_MASK(os_polyform);

    if (mon == &youmonst) {
        /* External circumstances */
        if (property == BLINDED && u_helpless(hm_unconscious))
            rv |= W_MASK(os_circumstance);

        /* Riding */
        if (property == FLYING && u.usteed && is_flyer(u.usteed->data))
            rv |= W_MASK(os_saddle);
        if (property == SWIMMING && u.usteed && is_swimmer(u.usteed->data))
            rv |= W_MASK(os_saddle);
    }

    /* Overrides */
    if (!even_if_blocked) {
        if (property == BLINDED) {
            for (otmp = m_minvent(mon); otmp; otmp = otmp->nobj)
                if (otmp->oartifact == ART_EYES_OF_THE_OVERWORLD &&
                    otmp->owornmask & W_MASK(os_tool))
                    rv &= (unsigned)(W_MASK(os_circumstance) |
                                     W_MASK(os_birthopt));
        }

        if (property == WWALKING && Is_waterlevel(m_mz(mon)))
            rv &= (unsigned)(W_MASK(os_birthopt));
        if (mworn_blocked(mon, property))
            rv &= (unsigned)(W_MASK(os_birthopt));
    }

    return rv & reasons;
}