// Helper function which adds an new enemy while checking // for bad places bool new_enemy(int &ex, int &ey) { // Add a new enemy ENEMY e; e.clear(); // Check for bad places int x = RAND(0, MAP_W-1); int y = RAND(0, MAP_H-1); int counter = 0; while((!can_teleport(x, y) || is_player_close(x,y)) && counter < 10000) { x = RAND(0, MAP_W-1); y = RAND(0, MAP_H-1); counter++; } if(counter >= 10000) return false; e.x = x; e.y = y; ex = x; ey = y; e.tx = e.x; e.ty = e.y; e.type = RAND(0,2); e.alive = true; enemylist.push_back(e); return true; }
void stealamulet(struct monst *mtmp) { struct obj *otmp = NULL; int real = 0, fake = 0; /* select the artifact to steal */ if (u.uhave.amulet) { real = AMULET_OF_YENDOR; fake = FAKE_AMULET_OF_YENDOR; } else if (u.uhave.questart) { for (otmp = invent; otmp; otmp = otmp->nobj) if (is_quest_artifact(otmp)) break; if (!otmp) return; /* should we panic instead? */ } else if (u.uhave.bell) { real = BELL_OF_OPENING; fake = BELL; } else if (u.uhave.book) { real = SPE_BOOK_OF_THE_DEAD; } else if (u.uhave.menorah) { real = CANDELABRUM_OF_INVOCATION; } else return; /* you have nothing of special interest */ if (!otmp) { /* If we get here, real and fake have been set up. */ for (otmp = invent; otmp; otmp = otmp->nobj) if (otmp->otyp == real || (otmp->otyp == fake && !mtmp->iswiz)) break; } if (otmp) { /* we have something to snatch */ if (otmp->owornmask) remove_worn_item(otmp, TRUE); freeinv(otmp); /* mpickobj wont merge otmp because none of the above things to steal are mergable */ mpickobj(mtmp, otmp); /* may merge and free otmp */ pline("%s stole %s!", Monnam(mtmp), doname(otmp)); if (can_teleport(mtmp->data) && !tele_restrict(mtmp)) rloc(mtmp, FALSE); } }
boolean supernatural_ability_available(int spid) { switch (spid) { case SPID_PRAY: return TRUE; case SPID_TURN: /* 3.4.3 doturn: "Knights & Priest(esse)s only please" */ return Role_if(PM_PRIEST) || Role_if(PM_KNIGHT); case SPID_RLOC: return Teleportation && (u.ulevel >= (Role_if(PM_WIZARD) ? 8 : 12) || can_teleport(youmonst.data)); case SPID_JUMP: return Jumping; case SPID_MONS: return has_polyform_ability(youmonst.data, NULL); default: impossible("Unknown supernatural ability %d", spid); return FALSE; } }
int dotele(void) { struct trap *trap; trap = t_at(level, u.ux, u.uy); if (trap && (!trap->tseen || trap->ttyp != TELEP_TRAP)) trap = 0; if (trap) { if (trap->once) { pline("This is a vault teleport, usable once only."); if (yn("Jump in?") == 'n') trap = 0; else { deltrap(level, trap); newsym(u.ux, u.uy); } } if (trap) pline("You %s onto the teleportation trap.", locomotion(youmonst.data, "jump")); } if (!trap) { boolean castit = FALSE; int sp_no = 0, energy = 0; if (!Teleportation || (u.ulevel < (Role_if(PM_WIZARD) ? 8 : 12) && !can_teleport(youmonst.data))) { /* Try to use teleport away spell. */ if (objects[SPE_TELEPORT_AWAY].oc_name_known && !Confusion) for (sp_no = 0; sp_no < MAXSPELL; sp_no++) if (spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY) { castit = TRUE; break; } if (!wizard) { if (!castit) { if (!Teleportation) pline("You don't know that spell."); else pline("You are not able to teleport at will."); return 0; } } } if (u.uhunger <= 100 || ACURR(A_STR) < 6) { if (!wizard) { pline("You lack the strength %s.", castit ? "for a teleport spell" : "to teleport"); return 1; } } energy = objects[SPE_TELEPORT_AWAY].oc_level * 7 / 2 - 2; if (u.uen <= energy) { if (wizard) energy = u.uen; else { pline("You lack the energy %s.", castit ? "for a teleport spell" : "to teleport"); return 1; } } if (check_capacity("Your concentration falters from carrying so much.")) return 1; if (castit) { exercise(A_WIS, TRUE); if (spelleffects(sp_no, TRUE)) return 1; else if (!wizard) return 0; } else { u.uen -= energy; iflags.botl = 1; } } if (next_to_u()) { if (trap && trap->once) vault_tele(); else tele(); next_to_u(); } else { pline("You shudder for a moment."); return 0; } if (!trap) morehungry(100); return 1; }
/* 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; }