summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/areas.cc
blob: 76dd02088f741f46a6b5889621427ee93be7ed0e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
/*
 * File:      areas.cc
 * Summary:   Tracking effects that affect areas for durations.
 *            Silence, sanctuary, halos, ...
 */

#include "AppHdr.h"

#include "areas.h"

#include "beam.h"
#include "cloud.h"
#include "coord.h"
#include "coordit.h"
#include "directn.h"
#include "env.h"
#include "fprop.h"
#include "mon-behv.h"
#include "mon-iter.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "monster.h"
#include "player.h"
#include "religion.h"
#include "stuff.h"
#include "terrain.h"
#include "traps.h"
#include "travel.h"

///////////////
// Sanctuary

static void _remove_sanctuary_property(const coord_def& where)
{
    env.pgrid(where) &= ~(FPROP_SANCTUARY_1 | FPROP_SANCTUARY_2);
}

bool remove_sanctuary(bool did_attack)
{
    if (env.sanctuary_time)
        env.sanctuary_time = 0;

    if (!in_bounds(env.sanctuary_pos))
        return (false);

    const int radius = 5;
    bool seen_change = false;
    for (radius_iterator ri(env.sanctuary_pos, radius, C_SQUARE); ri; ++ri)
        if (is_sanctuary(*ri))
        {
            _remove_sanctuary_property(*ri);
            if (you.see_cell(*ri))
                seen_change = true;
        }

    env.sanctuary_pos.set(-1, -1);

    if (did_attack)
    {
        if (seen_change)
            simple_god_message(" revokes the gift of sanctuary.", GOD_ZIN);
        did_god_conduct(DID_FRIEND_DIED, 3);
    }

    // Now that the sanctuary is gone, monsters aren't afraid of it
    // anymore.
    for (monster_iterator mi; mi; ++mi)
        mons_stop_fleeing_from_sanctuary(*mi);

    if (is_resting())
        stop_running();

    return (true);
}

// For the last (radius) counter turns the sanctuary will slowly shrink.
void decrease_sanctuary_radius()
{
    const int radius = 5;

    // For the last (radius-1) turns 33% chance of not decreasing.
    if (env.sanctuary_time < radius && one_chance_in(3))
        return;

    int size = --env.sanctuary_time;
    if (size >= radius)
        return;

    if (you.running && is_sanctuary(you.pos()))
    {
        mpr("The sanctuary starts shrinking.", MSGCH_DURATION);
        stop_running();
    }

    for (radius_iterator ri(env.sanctuary_pos, size+1, C_SQUARE); ri; ++ri)
    {
        int dist = distance(*ri, env.sanctuary_pos);

        // If necessary overwrite sanctuary property.
        if (dist > size*size)
            _remove_sanctuary_property(*ri);
    }

    // Special case for time-out of sanctuary.
    if (!size)
    {
        _remove_sanctuary_property(env.sanctuary_pos);
        if (you.see_cell(env.sanctuary_pos))
            mpr("The sanctuary disappears.", MSGCH_DURATION);
    }
}

void create_sanctuary(const coord_def& center, int time)
{
    env.sanctuary_pos  = center;
    env.sanctuary_time = time;

    // radius could also be influenced by Inv
    // and would then have to be stored globally.
    const int radius      = 5;
    int       blood_count = 0;
    int       trap_count  = 0;
    int       scare_count = 0;
    int       cloud_count = 0;
    monsters *seen_mon    = NULL;

    int shape = random2(4);
    for (radius_iterator ri(center, radius, C_POINTY); ri; ++ri)
    {
        const coord_def pos = *ri;
        const int dist = distance(center, pos);

        if (testbits(env.pgrid(pos), FPROP_BLOODY) && you.see_cell(pos))
            blood_count++;

        if (trap_def* ptrap = find_trap(pos))
        {
            if (!ptrap->is_known())
            {
                ptrap->reveal();
                ++trap_count;
            }
        }

        // forming patterns
        const int x = pos.x - center.x, y = pos.y - center.y;
        bool in_yellow = false;
        switch (shape)
        {
        case 0:                 // outward rays
            in_yellow = (x == 0 || y == 0 || x == y || x == -y);
            break;
        case 1:                 // circles
            in_yellow = (dist >= (radius-1)*(radius-1)
                         && dist <= radius*radius
                         || dist >= (radius/2-1)*(radius/2-1)
                            && dist <= radius*radius/4);
            break;
        case 2:                 // latticed
            in_yellow = (x%2 == 0 || y%2 == 0);
            break;
        case 3:                 // cross-like
            in_yellow = (abs(x)+abs(y) < 5 && x != y && x != -y);
            break;
        default:
            break;
        }

        env.pgrid(pos) |= (in_yellow ? FPROP_SANCTUARY_1
                                     : FPROP_SANCTUARY_2);

        env.pgrid(pos) &= ~(FPROP_BLOODY);

        // Scare all attacking monsters inside sanctuary, and make
        // all friendly monsters inside sanctuary stop attacking and
        // move towards the player.
        if (monsters* mon = monster_at(pos))
        {
            if (mon->friendly())
            {
                mon->foe       = MHITYOU;
                mon->target    = center;
                mon->behaviour = BEH_SEEK;
                behaviour_event(mon, ME_EVAL, MHITYOU);
            }
            else if (!mon->wont_attack())
            {
                if (mons_is_mimic(mon->type))
                {
                    mimic_alert(mon);
                    if (you.can_see(mon))
                    {
                        scare_count++;
                        seen_mon = mon;
                    }
                }
                else if (mons_is_influenced_by_sanctuary(mon))
                {
                    mons_start_fleeing_from_sanctuary(mon);

                    // Check to see that monster is actually fleeing.
                    if (mons_is_fleeing(mon) && you.can_see(mon))
                    {
                        scare_count++;
                        seen_mon = mon;
                    }
                }
            }
        }

        if (!is_harmless_cloud(cloud_type_at(pos)))
        {
            delete_cloud(env.cgrid(pos));
            if (you.see_cell(pos))
                cloud_count++;
        }
    } // radius loop

    // Messaging.
    if (trap_count > 0)
    {
        mpr("By Zin's power hidden traps are revealed to you.",
            MSGCH_GOD);
    }

    if (cloud_count == 1)
    {
        mpr("By Zin's power the foul cloud within the sanctuary is "
            "swept away.", MSGCH_GOD);
    }
    else if (cloud_count > 1)
    {
        mpr("By Zin's power all foul fumes within the sanctuary are "
            "swept away.", MSGCH_GOD);
    }

    if (blood_count > 0)
    {
        mpr("By Zin's power all blood is cleared from the sanctuary.",
            MSGCH_GOD);
    }

    if (scare_count == 1 && seen_mon != NULL)
        simple_monster_message(seen_mon, " turns to flee the light!");
    else if (scare_count > 0)
        mpr("The monsters scatter in all directions!");
}


/////////////
// Silence

bool silenced(const coord_def& p)
{
    // FIXME: implement for monsters
    return (you.duration[DUR_SILENCE] && distance(p, you.pos()) <= 6*6 + 1);
}

/////////////
// Halos

bool actor::haloed() const
{
    return (you.halo_contains(pos()));
}

bool actor::halo_contains(const coord_def &c) const
{
    int r = halo_radius();
    return (r > 0 && (c - pos()).abs() <= r * r && see_cell(c));
}

int player::halo_radius() const
{
    if (you.religion == GOD_SHINING_ONE && you.piety >= piety_breakpoint(0)
        && !you.penance[GOD_SHINING_ONE])
    {
        return (std::min(LOS_RADIUS, you.piety / 20));
    }

    return (0);
}

int monsters::halo_radius() const
{
    // Angels and Daevas are haloed.
    if (holiness() == MH_HOLY)
        return (2);
    else
        return (0);
}

// XXX: This might become too expensive; possibly, keep
//      a mapping of cell -> list of monsters in view of cell
//      and just iterate through that.
std::list<actor*> haloers(const coord_def &c)
{
    std::list<actor*> ret;
    for (radius_iterator ri(c, LOS_RADIUS, false); ri; ++ri)
    {
        actor* a = actor_at(*ri);
        if (a && a->halo_contains(c))
            ret.push_back(a);
    }
    return (ret);
}