summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/abyss.cc
diff options
context:
space:
mode:
authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-03-18 07:05:07 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-03-18 07:05:07 +0000
commit3fdf3ab24ea63ecde6537ea122e2ab1cd6b8d4f1 (patch)
treea838b57e94a87f84fcdbf3e551b365aec922259d /crawl-ref/source/abyss.cc
parentde11c27378236139089c48ecfb0b66457cc0d67c (diff)
downloadcrawl-ref-3fdf3ab24ea63ecde6537ea122e2ab1cd6b8d4f1.tar.gz
crawl-ref-3fdf3ab24ea63ecde6537ea122e2ab1cd6b8d4f1.zip
Banished uniques (including ghosts) will now be sent to the Abyss. Banished
non-uniques may also get the Abyss treatment if they clear a HD roll. Crawl tries very hard not to lose banished monsters, preserving them across Abyss shifts and teleports, and saving them on the transit list when the player escapes the Abyss. Breaks savefile compatibility. Toned down Vehumet and wizardry boosts a touch. Fixed bugginess where player could get aux unarmed attacks on a monster that just teleported away (by weapon of distortion). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1052 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/abyss.cc')
-rw-r--r--crawl-ref/source/abyss.cc63
1 files changed, 36 insertions, 27 deletions
diff --git a/crawl-ref/source/abyss.cc b/crawl-ref/source/abyss.cc
index ac82243fff..eb00207c74 100644
--- a/crawl-ref/source/abyss.cc
+++ b/crawl-ref/source/abyss.cc
@@ -21,6 +21,7 @@
#include "cloud.h"
#include "misc.h"
#include "monplace.h"
+#include "mtransit.h"
#include "dungeon.h"
#include "items.h"
#include "lev-pand.h"
@@ -190,35 +191,27 @@ static void generate_area(unsigned char gx1, unsigned char gy1,
}
}
+static void abyss_lose_monster(monsters &mons)
+{
+ if (mons.needs_transit())
+ mons.set_transit( level_id(LEVEL_ABYSS) );
+
+ mons.reset();
+}
void area_shift(void)
/*******************/
{
for (unsigned int i = 0; i < MAX_MONSTERS; i++)
{
- if (menv[i].type == -1)
- {
+ monsters &m = menv[i];
+
+ if (!m.alive())
continue;
- }
// remove non-nearby monsters
- if (menv[i].x < you.x_pos - 10
- || menv[i].x >= you.x_pos + 11
- || menv[i].y < you.y_pos - 10 || menv[i].y >= you.y_pos + 11)
- {
- menv[i].type = -1;
-
- mgrd[menv[i].x][menv[i].y] = NON_MONSTER;
-
- for (unsigned int j = 0; j < NUM_MONSTER_SLOTS; j++)
- {
- if (menv[i].inv[j] != NON_ITEM)
- {
- destroy_item( menv[i].inv[j] );
- menv[i].inv[j] = NON_ITEM;
- }
- }
- }
+ if (grid_distance(m.x, m.y, you.x_pos, you.y_pos) > 10)
+ abyss_lose_monster(m);
}
for (int i = 5; i < (GXM - 5); i++)
@@ -226,17 +219,17 @@ void area_shift(void)
for (int j = 5; j < (GYM - 5); j++)
{
// don't modify terrain by player
- if (i >= you.x_pos - 10 && i < you.x_pos + 11
- && j >= you.y_pos - 10 && j < you.y_pos + 11)
- {
+ if (grid_distance(i, j, you.x_pos, you.y_pos) <= 10)
continue;
- }
// nuke terrain otherwise
grd[i][j] = DNGN_UNSEEN;
// nuke items
destroy_item_stack( i, j );
+
+ if (mgrd[i][j] != NON_MONSTER)
+ abyss_lose_monster( menv[ mgrd[i][j] ] );
}
}
@@ -298,8 +291,20 @@ void area_shift(void)
mons_place( RANDOM_MONSTER, BEH_HOSTILE, MHITNOT, false, 1, 1,
LEVEL_ABYSS, PROX_AWAY_FROM_PLAYER ); // PROX_ANYWHERE?
}
+
+ // And allow monsters in transit another chance to return.
+ place_transiting_monsters();
}
+void save_abyss_uniques()
+{
+ for (int i = 0; i < MAX_MONSTERS; ++i)
+ {
+ monsters &m = menv[i];
+ if (m.alive() && m.needs_transit())
+ m.set_transit( level_id(LEVEL_ABYSS) );
+ }
+}
void abyss_teleport( bool new_area )
/**********************************/
@@ -336,6 +341,12 @@ void abyss_teleport( bool new_area )
init_pandemonium(); // get new monsters
set_colours_from_monsters(); // and new colours
+ for (i = 0; i < MAX_MONSTERS; i++)
+ {
+ if (menv[i].alive())
+ abyss_lose_monster(menv[i]);
+ }
+
// Orbs and fixed artefacts are marked as "lost in the abyss"
for (k = 0; k < MAX_ITEMS; k++)
{
@@ -356,9 +367,6 @@ void abyss_teleport( bool new_area )
}
}
- for (i = 0; i < MAX_MONSTERS; i++)
- menv[i].type = -1;
-
for (i = 0; i < MAX_CLOUDS; i++)
delete_cloud( i );
@@ -384,4 +392,5 @@ void abyss_teleport( bool new_area )
if ( one_chance_in(5) )
grd[you.x_pos + 1][you.y_pos] = DNGN_ALTAR_LUCY;
+ place_transiting_monsters();
}