示例#1
0
/**
 * Check if a monster should stagger or not.  Always stagger when confused,
 * but also deal with random movement for RAND_25 and _50 monsters.
 */
static bool monster_turn_should_stagger(struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);
	int chance = 0;

	/* Increase chance of being erratic for every level of confusion */
	int conf_level = monster_effect_level(mon, MON_TMD_CONF);
	while (conf_level) {
		int accuracy = 100 - chance;
		accuracy *= (100 - CONF_ERRATIC_CHANCE);
		accuracy /= 100;
		chance = 100 - accuracy;
		conf_level--;
	}

	/* RAND_25 and RAND_50 are cumulative */
	if (rf_has(mon->race->flags, RF_RAND_25)) {
		chance += 25;
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_RAND_25);
	}

	if (rf_has(mon->race->flags, RF_RAND_50)) {
		chance += 50;
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_RAND_50);
	}

	return randint0(100) < chance;
}
示例#2
0
/**
 * Try to push past / kill another monster.  Returns true on success.
 */
static bool monster_turn_try_push(struct chunk *c, struct monster *mon,
									 const char *m_name, int nx, int ny)
{
	struct monster *mon1 = square_monster(c, ny, nx);
	struct monster_lore *lore = get_lore(mon->race);

	/* Kill weaker monsters */
	int kill_ok = rf_has(mon->race->flags, RF_KILL_BODY);

	/* Move weaker monsters if they can swap places */
	/* (not in a wall) */
	int move_ok = (rf_has(mon->race->flags, RF_MOVE_BODY) &&
				   square_ispassable(c, mon->fy, mon->fx));

	if (compare_monsters(mon, mon1) > 0) {
		/* Learn about pushing and shoving */
		if (monster_is_visible(mon)) {
			rf_on(lore->flags, RF_KILL_BODY);
			rf_on(lore->flags, RF_MOVE_BODY);
		}

		if (kill_ok || move_ok) {
			/* Get the names of the monsters involved */
			char n_name[80];
			monster_desc(n_name, sizeof(n_name), mon1, MDESC_IND_HID);

			/* Reveal mimics */
			if (monster_is_mimicking(mon1))
				become_aware(mon1);

			/* Note if visible */
			if (monster_is_visible(mon) && monster_is_in_view(mon))
				msg("%s %s %s.", m_name,
					kill_ok ? "tramples over" : "pushes past", n_name);

			/* Monster ate another monster */
			if (kill_ok)
				delete_monster(ny, nx);

			monster_swap(mon->fy, mon->fx, ny, nx);
			return true;
		} 
	}

	return false;
}
示例#3
0
/**
 * True if the player's current target is in LOS.
 */
bool target_sighted(void)
{
	return target_okay() &&
			panel_contains(target.grid.y, target.grid.x) &&
			 /* either the target is a grid and is visible, or it is a monster
			  * that is visible */
		((!target.midx && square_isseen(cave, target.grid)) ||
		 (target.midx && monster_is_visible(cave_monster(cave, target.midx))));
}
示例#4
0
/**
 * Attempt to reproduce, if possible.  All monsters are checked here for
 * lore purposes, the unfit fail.
 */
static bool monster_turn_multiply(struct chunk *c, struct monster *mon)
{
	int k = 0, y, x;

	struct monster_lore *lore = get_lore(mon->race);

	/* Too many breeders on the level already */
	if (num_repro >= z_info->repro_monster_max) return false;

	/* Count the adjacent monsters */
	for (y = mon->fy - 1; y <= mon->fy + 1; y++)
		for (x = mon->fx - 1; x <= mon->fx + 1; x++)
			if (c->squares[y][x].mon > 0) k++;

	/* Multiply slower in crowded areas */
	if ((k < 4) && (k == 0 || one_in_(k * z_info->repro_monster_rate))) {
		/* Successful breeding attempt, learn about that now */
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_MULTIPLY);

		/* Leave now if not a breeder */
		if (!rf_has(mon->race->flags, RF_MULTIPLY))
			return false;

		/* Try to multiply */
		if (multiply_monster(c, mon)) {
			/* Make a sound */
			if (monster_is_visible(mon))
				sound(MSG_MULTIPLY);

			/* Multiplying takes energy */
			return true;
		}
	}

	return false;
}
示例#5
0
/**
 * Called from project() to affect the player
 *
 * Called for projections with the PROJECT_PLAY flag set, which includes
 * bolt, beam, ball and breath effects.
 *
 * \param src is the origin of the effect
 * \param r is the distance from the centre of the effect
 * \param y the coordinates of the grid being handled
 * \param x the coordinates of the grid being handled
 * \param dam is the "damage" from the effect at distance r from the centre
 * \param typ is the projection (PROJ_) type
 * \return whether the effects were obvious
 *
 * If "r" is non-zero, then the blast was centered elsewhere; the damage
 * is reduced in project() before being passed in here.  This can happen if a
 * monster breathes at the player and hits a wall instead.
 *
 * We assume the player is aware of some effect, and always return "true".
 */
bool project_p(struct source origin, int r, int y, int x, int dam, int typ)
{
	bool blind = (player->timed[TMD_BLIND] ? true : false);
	bool seen = !blind;
	bool obvious = true;

	/* Monster or trap name (for damage) */
	char killer[80];

	project_player_handler_f player_handler = player_handlers[typ];
	project_player_handler_context_t context = {
		origin,
		r,
		y,
		x,
		dam,
		typ,
		obvious,
	};

	/* No player here */
	if (!square_isplayer(cave, y, x)) {
		return false;
	}

	switch (origin.what) {
		case SRC_PLAYER:
			/* Never affect projector */
			return false;

		case SRC_MONSTER: {
			struct monster *mon = cave_monster(cave, origin.which.monster);

			/* Check it is visible */
			if (!monster_is_visible(mon))
				seen = false;

			/* Get the monster's real name */
			monster_desc(killer, sizeof(killer), mon, MDESC_DIED_FROM);

			break;
		}

		case SRC_TRAP: {
			struct trap *trap = origin.which.trap;

			/* Get the trap name */
			strnfmt(killer, sizeof(killer), "a %s", trap->kind->desc);

			break;
		}

		case SRC_OBJECT: {
			struct object *obj = origin.which.object;
			object_desc(killer, sizeof(killer), obj, ODESC_PREFIX | ODESC_BASE);
			break;
		}

		case SRC_NONE: {
			/* Assume the caller has set the killer variable */
			break;
		}
	}

	/* Let player know what is going on */
	if (!seen) {
		msg("You are hit by %s!", projections[typ].blind_desc);
	}

	/* Adjust damage for resistance, immunity or vulnerability, and apply it */
	dam = adjust_dam(player,
						typ,
						dam,
						RANDOMISE,
					 player->state.el_info[typ].res_level,
					 true);
	if (dam) {
		take_hit(player, dam, killer);
	}

	/* Handle side effects */
	if (player_handler != NULL && player->is_dead == false) {
		player_handler(&context);
	}

	/* Disturb */
	disturb(player, 1);

	/* Return "Anything seen?" */
	return context.obvious;
}
示例#6
0
文件: cave-map.c 项目: lhz/angband
/**
 * This function takes a grid location (x, y) and extracts information the
 * player is allowed to know about it, filling in the grid_data structure
 * passed in 'g'.
 *
 * The information filled in is as follows:
 *  - g->f_idx is filled in with the terrain's feature type, or FEAT_NONE
 *    if the player doesn't know anything about the grid.  The function
 *    makes use of the "mimic" field in terrain in order to allow one
 *    feature to look like another (hiding secret doors, invisible traps,
 *    etc).  This will return the terrain type the player "Knows" about,
 *    not necessarily the real terrain.
 *  - g->m_idx is set to the monster index, or 0 if there is none (or the
 *    player doesn't know it).
 *  - g->first_kind is set to the object_kind of the first object in a grid
 *    that the player knows about, or NULL for no objects.
 *  - g->muliple_objects is true if there is more than one object in the
 *    grid that the player knows and cares about (to facilitate any special
 *    floor stack symbol that might be used).
 *  - g->in_view is true if the player can currently see the grid - this can
 *    be used to indicate field-of-view, such as through the 
 *    OPT(player, view_bright_light) option.
 *  - g->lighting is set to indicate the lighting level for the grid:
 *    LIGHTING_DARK for unlit grids, LIGHTING_LIT for inherently light
 *    grids (lit rooms, etc), LIGHTING_TORCH for grids lit by the player's
 *    light source, and LIGHTING_LOS for grids in the player's line of sight.
 *    Note that lighting is always LIGHTING_LIT for known "interesting" grids
 *    like walls.
 *  - g->is_player is true if the player is on the given grid.
 *  - g->hallucinate is true if the player is hallucinating something "strange"
 *    for this grid - this should pick a random monster to show if the m_idx
 *    is non-zero, and a random object if first_kind is non-zero.
 * 
 * NOTES:
 * This is called pretty frequently, whenever a grid on the map display
 * needs updating, so don't overcomplicate it.
 *
 * Terrain is remembered separately from objects and monsters, so can be
 * shown even when the player can't "see" it.  This leads to things like
 * doors out of the player's view still change from closed to open and so on.
 *
 * TODO:
 * Hallucination is currently disabled (it was a display-level hack before,
 * and we need it to be a knowledge-level hack).  The idea is that objects
 * may turn into different objects, monsters into different monsters, and
 * terrain may be objects, monsters, or stay the same.
 */
void map_info(unsigned y, unsigned x, struct grid_data *g)
{
	struct object *obj;

	assert(x < (unsigned) cave->width);
	assert(y < (unsigned) cave->height);

	/* Default "clear" values, others will be set later where appropriate. */
	g->first_kind = NULL;
	g->trap = NULL;
	g->multiple_objects = false;
	g->lighting = LIGHTING_DARK;
	g->unseen_object = false;
	g->unseen_money = false;

	/* Use real feature (remove later) */
	g->f_idx = cave->squares[y][x].feat;
	if (f_info[g->f_idx].mimic)
		g->f_idx = lookup_feat(f_info[g->f_idx].mimic);

	g->in_view = (square_isseen(cave, y, x)) ? true : false;
	g->is_player = (cave->squares[y][x].mon < 0) ? true : false;
	g->m_idx = (g->is_player) ? 0 : cave->squares[y][x].mon;
	g->hallucinate = player->timed[TMD_IMAGE] ? true : false;

	if (g->in_view) {
		g->lighting = LIGHTING_LOS;

		if (!square_isglow(cave, y, x) && OPT(player, view_yellow_light))
			g->lighting = LIGHTING_TORCH;

		/* Remember seen feature */
		square_memorize(cave, y, x);
	} else if (!square_isknown(cave, y, x)) {
		g->f_idx = FEAT_NONE;
	} else if (square_isglow(cave, y, x)) {
		g->lighting = LIGHTING_LIT;
	}

	/* Use known feature */
	g->f_idx = player->cave->squares[y][x].feat;
	if (f_info[g->f_idx].mimic)
		g->f_idx = lookup_feat(f_info[g->f_idx].mimic);

    /* There is a trap in this square */
    if (square_istrap(cave, y, x) && square_isknown(cave, y, x)) {
		struct trap *trap = cave->squares[y][x].trap;

		/* Scan the square trap list */
		while (trap) {
			if (trf_has(trap->flags, TRF_TRAP) ||
				trf_has(trap->flags, TRF_RUNE)) {
				/* Accept the trap - only if not disabled, maybe we need
				 * a special graphic for this */
				if (!trap->timeout) {
					g->trap = trap;
					break;
				}
			}
			trap = trap->next;
		}
    }

	/* Objects */
	for (obj = square_object(player->cave, y, x); obj; obj = obj->next) {
		if (obj->kind == unknown_gold_kind) {
			g->unseen_money = true;
		} else if (obj->kind == unknown_item_kind) {
			g->unseen_object = true;
		} else if (ignore_known_item_ok(obj)) {
			/* Item stays hidden */
		} else if (!g->first_kind) {
			g->first_kind = obj->kind;
		} else {
			g->multiple_objects = true;
			break;
		}
	}

	/* Monsters */
	if (g->m_idx > 0) {
		/* If the monster isn't "visible", make sure we don't list it.*/
		struct monster *mon = cave_monster(cave, g->m_idx);
		if (!monster_is_visible(mon)) g->m_idx = 0;
	}

	/* Rare random hallucination on non-outer walls */
	if (g->hallucinate && g->m_idx == 0 && g->first_kind == 0) {
		if (one_in_(128) && (int) g->f_idx != FEAT_PERM)
			g->m_idx = 1;
		else if (one_in_(128) && (int) g->f_idx != FEAT_PERM)
			/* if hallucinating, we just need first_kind to not be NULL */
			g->first_kind = k_info;
		else
			g->hallucinate = false;
	}

	assert((int) g->f_idx <= FEAT_PASS_RUBBLE);
	if (!g->hallucinate)
		assert((int)g->m_idx < cave->mon_max);
	/* All other g fields are 'flags', mostly booleans. */
}
示例#7
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns true if the monster is able to move through the grid.
 */
static bool monster_turn_can_move(struct chunk *c, struct monster *mon,
		const char *m_name, int nx, int ny, bool *did_something)
{
	struct monster_lore *lore = get_lore(mon->race);

	/* Dangerous terrain in the way */
	if (monster_hates_grid(c, mon, ny, nx)) {
		return false;
	}

	/* Floor is open? */
	if (square_ispassable(c, ny, nx)) {
		return true;
	}

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx)) {
		return false;
	}

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (monster_is_visible(mon)) {
		rf_on(lore->flags, RF_PASS_WALL);
		rf_on(lore->flags, RF_KILL_WALL);
	}

	/* Monster may be able to deal with walls and doors */
	if (rf_has(mon->race->flags, RF_PASS_WALL)) {
		return true;
	} else if (rf_has(mon->race->flags, RF_KILL_WALL)) {
		/* Remove the wall */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (square_isview(c, ny, nx))
			player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

		return true;
	} else if (square_iscloseddoor(c, ny, nx) ||
			   square_issecretdoor(c, ny, nx)) {
		bool can_open = rf_has(mon->race->flags, RF_OPEN_DOOR);
		bool can_bash = rf_has(mon->race->flags, RF_BASH_DOOR);
		bool will_bash = false;

		/* Take a turn */
		*did_something = true;

		/* Learn about door abilities */
		if (monster_is_visible(mon)) {
			rf_on(lore->flags, RF_OPEN_DOOR);
			rf_on(lore->flags, RF_BASH_DOOR);
		}

		/* If creature can open or bash doors, make a choice */
		if (can_open) {
			/* Sometimes bash anyway (impatient) */
			if (can_bash) {
				will_bash = one_in_(2) ? true : false;
			}
		} else if (can_bash) {
			/* Only choice */
			will_bash = true;
		} else {
			/* Door is an insurmountable obstacle */
			return false;
		}

		/* Now outcome depends on type of door */
		if (square_islockeddoor(c, ny, nx)) {
			/* Locked door -- test monster strength against door strength */
			int k = square_door_power(c, ny, nx);
			if (randint0(mon->hp / 10) > k) {
				if (will_bash) {
					msg("%s slams against the door.", m_name);
				} else {
					msg("%s fiddles with the lock.", m_name);
				}

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Closed or secret door -- always open or bash */
			if (square_isview(c, ny, nx))
				player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

			if (will_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return true;
			} else {
				square_open_door(c, ny, nx);
			}
		}
	}

	return false;
}
示例#8
0
/**
 * Process a monster's turn
 *
 * 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 monster_turn(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;
	bool tracking = 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 (monster_turn_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 (!monster_turn_should_stagger(mon)) {
		if (!get_move(c, mon, &dir, &tracking)) 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];

		/* Tracking monsters have their best direction, don't change */
		if ((i > 0) && !stagger && !square_isview(c, oy, ox) && tracking) {
			break;
		}

		/* Check if we can move */
		if (!monster_turn_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) &&
			!monster_turn_glyph(c, mon, nx, ny))
			continue;

		/* Break a decoy if there is one */
		if (square_isdecoyed(c, ny, nx)) {
			/* Learn about if the monster attacks */
			if (monster_is_visible(mon))
				rf_on(lore->flags, RF_NEVER_BLOW);

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

			/* Wait a minute... */
			square_destroy_decoy(c, ny, nx);
			did_something = true;
			break;
		}

		/* The player is in the way. */
		if (square_isplayer(c, ny, nx)) {
			/* Learn about if the monster attacks */
			if (monster_is_visible(mon))
				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 (monster_is_visible(mon))
					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 = monster_turn_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);
			monster_turn_grab_objects(c, mon, m_name, nx, ny);
		}
	}

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

		/* Possible disturb */
		if (monster_is_visible(mon) && monster_is_in_view(mon) && 
			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 && monster_is_camouflaged(mon))
		become_aware(mon);
}
示例#9
0
/**
 * Grab all objects from the grid.
 */
void monster_turn_grab_objects(struct chunk *c, struct monster *mon,
		const char *m_name, int nx, int ny)
{
	struct monster_lore *lore = get_lore(mon->race);
	struct object *obj;
	bool visible = monster_is_visible(mon);

	/* Learn about item pickup behavior */
	for (obj = square_object(c, ny, nx); obj; obj = obj->next) {
		if (!tval_is_money(obj) && visible) {
			rf_on(lore->flags, RF_TAKE_ITEM);
			rf_on(lore->flags, RF_KILL_ITEM);
			break;
		}
	}

	/* Abort if can't pickup/kill */
	if (!rf_has(mon->race->flags, RF_TAKE_ITEM) &&
		!rf_has(mon->race->flags, RF_KILL_ITEM)) {
		return;
	}

	/* Take or kill objects on the floor */
	obj = square_object(c, ny, nx);
	while (obj) {
		char o_name[80];
		bool safe = obj->artifact ? true : false;
		struct object *next = obj->next;

		/* Skip gold */
		if (tval_is_money(obj)) {
			obj = next;
			continue;
		}

		/* Skip mimicked objects */
		if (obj->mimicking_m_idx) {
			obj = next;
			continue;
		}

		/* Get the object name */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* React to objects that hurt the monster */
		if (react_to_slay(obj, mon))
			safe = true;

		/* Try to pick up, or crush */
		if (safe) {
			/* Only give a message for "take_item" */
			if (rf_has(mon->race->flags, RF_TAKE_ITEM) && visible &&
				square_isview(c, ny, nx) && !ignore_item_ok(obj)) {
				/* Dump a message */
				msg("%s tries to pick up %s, but fails.", m_name, o_name);
			}
		} else if (rf_has(mon->race->flags, RF_TAKE_ITEM)) {
			/* Describe observable situations */
			if (square_isseen(c, ny, nx) && !ignore_item_ok(obj))
				msg("%s picks up %s.", m_name, o_name);

			/* Carry the object */
			square_excise_object(c, ny, nx, obj);
			monster_carry(c, mon, obj);
			square_note_spot(c, ny, nx);
			square_light_spot(c, ny, nx);
		} else {
			/* Describe observable situations */
			if (square_isseen(c, ny, nx) && !ignore_item_ok(obj))
				msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name);

			/* Delete the object */
			square_excise_object(c, ny, nx, obj);
			delist_object(c, obj);
			object_delete(&obj);
			square_note_spot(c, ny, nx);
			square_light_spot(c, ny, nx);
		}

		/* Next object */
		obj = next;
	}
}
示例#10
0
/**
 * Monster is recognisably a monster to the player
 */
bool monster_is_obvious(const struct monster *mon)
{
	return monster_is_visible(mon) && !monster_is_camouflaged(mon);
}