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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-09-03 16:05:09 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-09-03 16:05:09 +0000
commit2c742f802ea5ff493de7f73e7a90b68ac5fd830d (patch)
tree7f42627b6eb0d36344a4653c84365d86e5f195e8 /crawl-ref/source/spells2.cc
parent50bbaa43b8206690ba627957e5c4b816e1aa6ba2 (diff)
downloadcrawl-ref-2c742f802ea5ff493de7f73e7a90b68ac5fd830d.tar.gz
crawl-ref-2c742f802ea5ff493de7f73e7a90b68ac5fd830d.zip
Apply caotto's Feawn evolution update patch in [2841648], with a few
tweaks. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10615 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r--crawl-ref/source/spells2.cc232
1 files changed, 141 insertions, 91 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc
index e2ce66c038..c93aa41ad2 100644
--- a/crawl-ref/source/spells2.cc
+++ b/crawl-ref/source/spells2.cc
@@ -1738,11 +1738,10 @@ int fungal_bloom()
int processed_count = 0;
for (radius_iterator i(you.position, LOS_RADIUS); i; ++i)
{
- // going to ignore squares that are already occupied by non-fungi
+ // Ignore squares that are already occupied by non-fungi.
if (actor_at(*i) && !actor_at(*i)->mons_species() == MONS_TOADSTOOL)
continue;
-
for (stack_iterator j(*i); j; ++j)
{
bool corpse_on_pos = false;
@@ -1773,16 +1772,11 @@ int fungal_bloom()
if (seen_mushrooms > 0)
{
- // We obviously saw some corpses since we only processed squares
+ // We obviously saw some corpses, since we only processed squares
// in LOS.
ASSERT(seen_corpses > 0);
- mprf("%s grow%s from %snearby corpse%s.",
- (seen_mushrooms > 1 ? "Some toadstools"
- : "A toadstool"),
- (seen_mushrooms > 1 ? "s" : ""),
- (seen_corpses > 1) ? "" : "a ",
- (seen_corpses > 1) ? "s" : "");
+ mushroom_spawn_message(seen_mushrooms, seen_corpses);
}
return (processed_count);
@@ -1791,7 +1785,7 @@ int fungal_bloom()
int create_plant(coord_def & target)
{
if (actor_at(target) || !mons_class_can_pass(MONS_PLANT, grd(target)))
- return 0;
+ return (0);
const int plant = create_monster(mgen_data
(MONS_PLANT,
@@ -2092,15 +2086,14 @@ bool prioritise_adjacent(coord_def & target, std::vector<coord_def> & candidates
return (true);
}
-// Create a ring or partial ring around the caster.
-// User is prompted to select a stack of fruit then plants are placed on open
-// squares adjacent to the caster, of course 1 piece of fruit is consumed per
-// plant so a complete ring may not be formed.
-bool plant_ring_from_fruit()
+// Prompt the user to select a stack of fruit from their inventory. The
+// user can optionally select only a partial stack of fruit (the count
+// variable will store the number of fruit the user wants). Return the
+// index of the item selected in the user's inventory, or a negative
+// number if the prompt failed (user canceled or had no fruit).
+int _prompt_for_fruit(int & count, const char * prompt_string)
{
- int possible_count;
- int created_count = 0;
- int rc = prompt_invent_item("Use which fruit?",
+ int rc = prompt_invent_item(prompt_string,
MT_INVLIST,
OSEL_FRUIT,
true,
@@ -2108,10 +2101,36 @@ bool plant_ring_from_fruit()
true,
'\0',
-1,
- &possible_count);
+ &count);
if (prompt_failed(rc))
- return 0;
+ return (rc);
+
+ // Return PROMPT_INAPPROPRIATE if the 'object selected isn't
+ // actually fruit.
+ if (!is_fruit(you.inv[rc]))
+ return (PROMPT_INAPPROPRIATE);
+
+ // Handle it if the user lies about the amount of fruit available.
+ if (count > you.inv[rc].quantity)
+ count = you.inv[rc].quantity;
+
+ return (rc);
+}
+
+// Create a ring or partial ring around the caster. The user is
+// prompted to select a stack of fruit, and then plants are placed on open
+// squares adjacent to the user. Of course, one piece of fruit is
+// consumed per plant, so a complete ring may not be formed.
+bool plant_ring_from_fruit()
+{
+ int possible_count;
+ int created_count = 0;
+ int rc = _prompt_for_fruit(possible_count, "Use which fruit?");
+
+ // Prompt failed?
+ if (rc < 0)
+ return (false);
std::vector<coord_def> adjacent;
@@ -2124,39 +2143,40 @@ bool plant_ring_from_fruit()
}
}
- if ((int) adjacent.size() > possible_count)
+ if ((int)adjacent.size() > possible_count)
{
prioritise_adjacent(you.pos(), adjacent);
}
unsigned target_count =
- (possible_count < (int) adjacent.size()) ? possible_count
- : adjacent.size();
+ (possible_count < (int)adjacent.size()) ? possible_count
+ : adjacent.size();
for (unsigned i = 0; i < target_count; ++i)
+ {
if (create_plant(adjacent[i]))
created_count++;
+ }
dec_inv_item_quantity(rc, created_count);
return (created_count);
}
-
-// Creates a circle of water around the target (radius is approximately 2)
-// Turns normal floor tiles into shallow water and turns (unoccupied) shallow
-// water into deep water.
-// Chance of spawning plants or fungus on unoccupied dry floor tiles outside
-// of the rainfall area
-// Returns the number of plants/fungus created
+// Create a circle of water around the target, with a radius of
+// approximately 2. This turns normal floor tiles into shallow water
+// and turns (unoccupied) shallow water into deep water. There is a
+// chance of spawning plants or fungus on unoccupied dry floor tiles
+// outside of the rainfall area. Return the number of plants/fungi
+// created.
int rain(coord_def & target)
{
int spawned_count = 0;
for (radius_iterator rad(target, LOS_RADIUS, true, true, true); rad; ++rad)
{
- // Adjusting the shape of the rainfall slightly to make it look nicer.
- // I want a threshold of 2.5 on the euclidean distance so a threshold
- // of 6 prior to the sqrt is close enough.
+ // Adjust the shape of the rainfall slightly to make it look
+ // nicer. I want a threshold of 2.5 on the euclidean distance,
+ // so a threshold of 6 prior to the sqrt is close enough.
int rain_thresh = 6;
coord_def local = *rad - target;
@@ -2164,12 +2184,12 @@ int rain(coord_def & target)
if (local.abs() > rain_thresh)
{
- // Maybe spawn a plant on (dry, open) squares that are in LOS but
- // outside the rainfall area.
- // In open space there are 213 squares in LOS, and we are
- // going to drop water on (25-4) of those, so if we want x plants
- // to spawn on average in open space the trial probability should
- // be x/192
+ // Maybe spawn a plant on (dry, open) squares that are in
+ // LOS but outside the rainfall area. In open space, there
+ // are 213 squares in LOS, and we are going to drop water on
+ // (25-4) of those, so if we want x plants to spawn on
+ // average in open space, the trial probability should be
+ // x/192.
if (x_chance_in_y(5, 192)
&& !actor_at(*rad)
&& ftype >= DNGN_FLOOR_MIN
@@ -2187,24 +2207,25 @@ int rain(coord_def & target)
if (plant != -1)
spawned_count++;
}
+
continue;
}
- // Turn regular floor squares only into shallow water
+ // Turn regular floor squares only into shallow water.
if (ftype >= DNGN_FLOOR_MIN && ftype <= DNGN_FLOOR_MAX)
{
grd(*rad) = DNGN_SHALLOW_WATER;
- // Remove blood stains as well
+ // Remove blood stains as well.
env.map(*rad).property &= ~(FPROP_BLOODY);
monsters *mon = monster_at(*rad);
if (mon && mon->has_ench(ENCH_AQUATIC_LAND))
mon->del_ench(ENCH_AQUATIC_LAND);
}
- // We can also turn shallow water into deep water, but we're just going
- // to skip cases where there is something on the shallow water.
- // Destroying items will probably annoy people and insta-killing
- // monsters is clearly out of the question.
+ // We can also turn shallow water into deep water, but we're
+ // just going to skip cases where there is something on the
+ // shallow water. Destroying items will probably be annoying,
+ // and insta-killing monsters is clearly out of the question.
else if (!actor_at(*rad)
&& igrd(*rad) == NON_ITEM
&& ftype == DNGN_SHALLOW_WATER)
@@ -2213,7 +2234,7 @@ int rain(coord_def & target)
}
}
- if (spawned_count>0)
+ if (spawned_count > 0)
{
mprf("%s grow%s in the rain.",
(spawned_count > 1 ? "Some plants" : "A plant"),
@@ -2272,17 +2293,18 @@ struct monster_conversion
bool operator<(const monster_conversion & left,
const monster_conversion & right)
{
- if(left.cost == right.cost)
- return coinflip();
- return left.cost < right.cost;
+ if (left.cost == right.cost)
+ return (coinflip());
+
+ return (left.cost < right.cost);
}
-// Given a monster (well it should be a plant/fungus) see if evolve_flora can
-// upgrade it, and set up a monster_conversion structure for it. Returns true
-// (and fills in possible_monster) if input an be upgraded, and returns false
-// otherwise.
+// Given a monster (which should be a plant/fungus), see if
+// evolve_flora() can upgrade it, and set up a monster_conversion
+// structure for it. Return true (and fill in possible_monster) if the
+// monster can be upgraded, and return false otherwise.
bool _possible_evolution(monsters * input,
- monster_conversion & possible_monster)
+ monster_conversion & possible_monster)
{
int plant_cost = 10;
int toadstool_cost = 1;
@@ -2307,27 +2329,45 @@ bool _possible_evolution(monsters * input,
break;
default:
- return false;
-
+ return (false);
}
- return true;
+ return (true);
}
bool evolve_flora()
{
- int needed_fruit = 2;
+ int rc;
+ int available_count;
+
+ int points_per_fruit = 8;
+ int oklob_cost = 10;
- std::priority_queue<monster_conversion, std::vector<monster_conversion> >
- available_targets;
+ float approx_oklob_rate = float(points_per_fruit)/float(oklob_cost);
+
+ char prompt_string[100];
+ memset(prompt_string,0,100);
+ sprintf(prompt_string,"Use which fruit (%1.1f oklob plants per fruit)?",
+ approx_oklob_rate);
+
+ rc = _prompt_for_fruit(available_count, prompt_string);
+
+ // Prompt failed?
+ if (rc < 0)
+ return (false);
+
+ int points = points_per_fruit * available_count;
+ int starting_points = points;
+
+ std::priority_queue<monster_conversion> available_targets;
- int points = 15;
monster_conversion temp_conversion;
for (radius_iterator rad(you.pos(), LOS_RADIUS, true, true, true);
rad; ++rad)
{
monsters * target = monster_at(*rad);
+
if (!target)
continue;
@@ -2335,20 +2375,12 @@ bool evolve_flora()
available_targets.push(temp_conversion);
}
+ // Nothing available to upgrade.
if (available_targets.empty())
+ {
+ mpr("No flora in sight can be evolved.");
return (false);
-
- int rc;
- int available_count;
-
- rc = prompt_invent_item("Use which fruit (must have at least 2)?",
- MT_INVLIST, OSEL_SOME_FRUIT, true, true, true, '\0', -1,
- &available_count);
-
- if (prompt_failed(rc))
- return (false);
-
- dec_inv_item_quantity(rc, needed_fruit);
+ }
int plants_evolved = 0;
int toadstools_evolved = 0;
@@ -2387,7 +2419,8 @@ bool evolve_flora()
current_plant->attitude = ATT_FRIENDLY;
current_plant->flags |= MF_CREATED_FRIENDLY;
- // Try to remove slowly dying in case we are upgrading a toadstool.
+ // Try to remove slowly dying in case we are upgrading a
+ // toadstool.
current_plant->del_ench(ENCH_SLOWLY_DYING);
// Maybe we can upgrade it again?
@@ -2398,29 +2431,46 @@ bool evolve_flora()
}
}
- // messaging...
- if (plants_evolved > 0)
- {
- mprf("%s can now spit acid.",
- (plants_evolved > 1 ? "Some plants" : "A plant"));
- }
+ // How many pieces of fruit did we use up?
+ int points_used = starting_points - points;
+ int fruit_used = points_used / points_per_fruit;
+ if (points_used % points_per_fruit)
+ fruit_used++;
- if (toadstools_evolved > 0)
+ // The player didn't have enough points to upgrade anything (probably
+ // supplied only one fruit).
+ if (!fruit_used)
{
- const bool plural = toadstools_evolved > 1;
- mprf("%s toadstool%s gain%s stability.",
- (plural ? "Some" : "A"),
- (plural ? "s" : ""),
- (plural ? "" : "s"));
+ mpr("Not enough fruit to cause evolution.");
+ return (false);
}
- if (fungi_evolved > 0)
+ dec_inv_item_quantity(rc, fruit_used);
+
+ // Mention how many plants were used.
+ if (fruit_used > 1)
+ mprf("%d pieces of fruit are consumed!", fruit_used);
+ else
+ mpr("A piece of fruit is consumed!");
+
+ // Messaging for generated plants.
+ if (plants_evolved > 1)
+ mprf("%d plants can now spit acid.", plants_evolved);
+ else if (plants_evolved == 1)
+ mpr("A plant can now spit acid.");
+
+ if (toadstools_evolved > 1)
+ mprf("%d toadstools gained stability.", toadstools_evolved);
+ else if (toadstools_evolved == 1)
+ mpr("A toadstool gained stability.");
+
+ if (fungi_evolved > 1)
{
- const bool plural = fungi_evolved > 1;
- mprf("The fungal %s can now pick up %s mycelia and move.",
- (plural ? "colonies" : "colony"),
- (plural ? "their" : "its"));
+ mprf("%d fungal colonies can now pick up their mycelia and move.",
+ fungi_evolved);
}
+ else if (fungi_evolved == 1)
+ mpr("A fungal colony can now pick up its mycelia and move.");
return (true);
}