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/**
* @file
* @brief Misc function related to player transformations.
**/
#include "AppHdr.h"
#include "transform.h"
#include <cstdio>
#include <cstring>
#include "ability.h"
#include "artefact.h"
#include "art-enum.h"
#include "database.h"
#include "delay.h"
#include "describe.h"
#include "english.h"
#include "env.h"
#include "equipment-slot.h"
#include "god-abil.h"
#include "god-item.h"
#include "god-passive.h" // passive_t::resist_polymorph
#include "invent.h" // check_old_item_warning
#include "item-use.h"
#include "item-name.h"
#include "item-prop.h"
#include "items.h"
#include "message.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-speak.h"
#include "mutation.h"
#include "output.h"
#include "player-equip.h"
#include "player-stats.h"
#include "prompt.h"
#include "religion.h"
#include "shout.h"
#include "skills.h"
#include "spl-cast.h"
#include "spl-zap.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "timed-effects.h"
#include "traps.h"
#include "xom.h"
// List of valid monsters newly seen this turn for a sphinx to tell a riddle to.
vector<monster*> riddle_targs;
#define HAS_USED_DRAGON_TALISMAN_KEY "used_dragon_talisman"
// transform slot enums into flags
constexpr int SLOTF(equipment_slot s) {
return 1 << s;
}
static constexpr int EQF_NONE = 0;
// Weapons and offhand items
static constexpr int EQF_HELD = SLOTF(SLOT_WEAPON) | SLOTF(SLOT_OFFHAND)
| SLOTF(SLOT_WEAPON_OR_OFFHAND);
// auxen
static constexpr int EQF_AUXES = SLOTF(SLOT_GLOVES) | SLOTF(SLOT_BOOTS)
| SLOTF(SLOT_BARDING)
| SLOTF(SLOT_CLOAK) | SLOTF(SLOT_HELMET);
// core body slots (statue form)
static constexpr int EQF_STATUE = SLOTF(SLOT_GLOVES) | SLOTF(SLOT_BOOTS)
| SLOTF(SLOT_BARDING)
| SLOTF(SLOT_BODY_ARMOUR);
// everything you can (W)ear
static constexpr int EQF_WEAR = EQF_AUXES | SLOTF(SLOT_BODY_ARMOUR)
| SLOTF(SLOT_OFFHAND) | SLOTF(SLOT_WEAPON_OR_OFFHAND);
// everything but jewellery
static constexpr int EQF_PHYSICAL = EQF_HELD | EQF_WEAR;
// just rings
static constexpr int EQF_RINGS = SLOTF(SLOT_RING);
// all jewellery
static constexpr int EQF_JEWELLERY = EQF_RINGS | SLOTF(SLOT_AMULET);
// everything
static constexpr int EQF_ALL = EQF_PHYSICAL | EQF_JEWELLERY;
string Form::melding_description(bool itemized) const
{
vector<string> tags;
if (!itemized)
{
// this is a bit rough and ready...
if (blocked_slots == EQF_ALL)
return "Your equipment is entirely melded.";
else if (blocked_slots == EQF_PHYSICAL
&& !(you.has_mutation(MUT_NO_ARMOUR) && you.has_mutation(MUT_NO_GRASPING)))
{
return "Your weapons and armour are melded.";
}
else
{
for (int i = SLOT_WEAPON; i < SLOT_GIZMO; ++i)
{
equipment_slot slot = static_cast<equipment_slot>(i);
if (testbits(blocked_slots, SLOTF(slot))
&& you.equipment.num_slots[slot] > 0)
{
tags.emplace_back(lowercase_string(equip_slot_name(slot)));
}
}
if (!tags.empty())
{
if (testbits(blocked_slots, EQF_AUXES))
return "Your auxiliary armour is melded.";
else if (tags.size() > 5)
return "Your equipment is almost entirely melded";
else
{
return make_stringf("Your %s %s melded.",
comma_separated_line(tags.begin(), tags.end()).c_str(),
tags.size() > 1 ? "are" : "is");
}
}
}
// Nothing melded (for this player, anyway).
return "";
}
if (blocked_slots == EQF_ALL)
tags.emplace_back("All Equipment");
else if (blocked_slots == EQF_PHYSICAL)
tags.emplace_back("All Weapons and Armour");
else
{
for (int i = SLOT_WEAPON; i < SLOT_GIZMO; ++i)
{
equipment_slot slot = static_cast<equipment_slot>(i);
if (testbits(blocked_slots, SLOTF(slot)))
tags.emplace_back(equip_slot_name(slot));
}
}
return comma_separated_line(tags.begin(), tags.end(), ", ");
}
static const FormAttackVerbs DEFAULT_VERBS = FormAttackVerbs(nullptr, nullptr,
nullptr, nullptr);
static const FormAttackVerbs ANIMAL_VERBS = FormAttackVerbs("hit", "bite",
"maul", "maul");
// Class form_entry and the formdata array
#include "form-data.h"
static const form_entry &_find_form_entry(transformation form)
{
for (const form_entry &entry : formdata)
if (entry.tran == form)
return entry;
die("No formdata entry found for form %d", static_cast<int>(form));
}
Form::Form(const form_entry &fe)
: short_name(fe.short_name), wiz_name(fe.wiz_name),
min_skill(fe.min_skill), max_skill(fe.max_skill),
str_mod(fe.str_mod), dex_mod(fe.dex_mod), base_move_speed(fe.move_speed),
blocked_slots(fe.blocked_slots), size(fe.size),
can_cast(fe.can_cast),
uc_colour(fe.uc_colour), uc_attack_verbs(fe.uc_attack_verbs),
changes_anatomy(fe.changes_anatomy),
changes_substance(fe.changes_substance),
holiness(fe.holiness),
has_blood(fe.has_blood), has_hair(fe.has_hair),
has_bones(fe.has_bones), has_feet(fe.has_feet),
has_ears(fe.has_ears),
shout_verb(fe.shout_verb),
shout_volume_modifier(fe.shout_volume_modifier),
hand_name(fe.hand_name), foot_name(fe.foot_name),
flesh_equivalent(fe.flesh_equivalent),
special_dice_name(fe.special_dice_name),
long_name(fe.long_name), description(fe.description),
resists(fe.resists), ac(fe.ac), ev(fe.ev), body_ac_mult(fe.body_ac_mult),
unarmed_bonus_dam(fe.unarmed_bonus_dam),
fakemuts(fe.fakemuts), badmuts(fe.badmuts),
can_fly(fe.can_fly), can_swim(fe.can_swim), offhand_punch(fe.offhand_punch),
uc_brand(fe.uc_brand), uc_attack(fe.uc_attack),
prayer_action(fe.prayer_action), equivalent_mons(fe.equivalent_mons),
hp_mod(fe.hp_mod), special_dice(fe.special_dice)
{ }
Form::Form(transformation tran)
: Form(_find_form_entry(tran))
{ }
/**
* Is the given equipment slot blocked by this form?
*
* @param slot The equipment slot in question.
* @return True if this slot is fully blocked by this form.
*/
bool Form::slot_is_blocked(equipment_slot slot) const
{
ASSERT_RANGE(slot, 0, NUM_EQUIP_SLOTS);
return (1 << slot) & blocked_slots;
}
/**
* Get the (capped) skill level the player has with this form.
*
* @param scale A scaling factor to avoid integer rounding issues.
* @return The 'level' of the form.
*/
int Form::get_level(int scale) const
{
return min(you.skill(SK_SHAPESHIFTING, scale), max_skill * scale);
}
/**
* Get a verbose description for the form.
*
* @param past_tense Whether the description should be in past or present
* tense.
* @return A description for the form.
*/
string Form::get_description(bool past_tense) const
{
return make_stringf("You %s %s",
past_tense ? "were" : "are",
get_transform_description().c_str());
}
/**
* Get a message for transforming into this form, based on your current
* situation (e.g. in water...)
*
* @return The message for turning into this form.
*/
string Form::transform_message() const
{
return make_stringf("You turn into %s", get_transform_description().c_str());
}
/**
* Get a message for untransforming from this form.
*
* @return "Your transform has ended."
*/
string Form::get_untransform_message() const
{
return "Your transformation has ended.";
}
int Form::scaling_value(const FormScaling &sc, bool random,
int level, int scale) const
{
if (sc.xl_based)
{
const int s = sc.scaling * you.experience_level * scale;
if (random)
return sc.base * scale + div_rand_round(s, 27);
return sc.base * scale + s / 27;
}
if (max_skill == min_skill)
return sc.base * scale;
const int lvl = level == -1 ? get_level(scale) : level * scale;
const int over_min = lvl - min_skill * scale; // may be negative
const int denom = max_skill - min_skill;
if (random)
return sc.base * scale + div_rand_round(over_min * sc.scaling, denom);
return sc.base * scale + over_min * sc.scaling / denom;
}
int Form::divided_scaling(const FormScaling &sc, bool random,
int level, int scale) const
{
const int scaled_val = scaling_value(sc, random, level, scale);
if (random)
return div_rand_round(scaled_val, scale);
return scaled_val / scale;
}
/**
* What AC bonus does the player get while in this form?
*
* @param level The shapeshifting skill level to calculate this bonus for.
* (Default is -1, meaning 'Use the player's current skill')
*
* @return The AC bonus currently granted by the form, multiplied by 100 to
* allow for pseudo-decimal flexibility (& to match
* player::armour_class())
*/
int Form::get_ac_bonus(int skill) const
{
return max(0, scaling_value(ac, false, skill, 100));
}
int Form::ev_bonus(int skill) const
{
return max(0, scaling_value(ev, false, skill, 1));
}
/**
* What percentile modifier to base body armour AC does the player get while
* in this form?
*
* @param level The shapeshifting skill level to calculate this bonus for.
* (Default is -1, meaning 'Use the player's current skill')
*
* @return A percentile bonus/penalty to base body armour AC. (ie: 0 is
* equivalent to 'no change', while '20' is '+20% body armour AC' and
* '-20' is '-20% body armour AC')
*/
int Form::get_body_ac_mult(int skill) const
{
return max(-100, scaling_value(body_ac_mult, false, skill, 1));
}
int Form::get_base_unarmed_damage(bool random, int skill) const
{
// All forms start with base 3 UC damage.
return 3 + max(0, divided_scaling(unarmed_bonus_dam, random, skill, 100));
}
bool Form::can_offhand_punch() const
{
if (offhand_punch == FC_ENABLE)
return true;
else if (offhand_punch == FC_FORBID)
return false;
else
return can_wield();
}
/// `force_talisman` means to calculate HP as if we were in a talisman form (i.e. with penalties with insufficient Shapeshifting skill),
/// without checking whether we actually are.
int Form::mult_hp(int base_hp, bool force_talisman, int skill) const
{
const int scale = 100;
const int lvl = skill == -1 ? get_level(scale) : skill * scale;
// Only penalize if you're in a talisman/bauble form with insufficient skill.
// (Flux form gets double the HP penalty per level, since its min skill is so low.)
const int shortfall = (min_skill * scale - lvl)
* (you.form == transformation::flux ? 2 : 1);
const bool should_downscale = force_talisman
|| you.default_form == you.form
|| you.form == transformation::flux;
if (shortfall <= 0 || !should_downscale)
return hp_mod * base_hp / 100;
// -10% hp per skill level short, down to -90%
const int penalty = min(shortfall, 9 * scale);
return base_hp * hp_mod * (10 * scale - penalty) / (scale * 100 * 10);
}
/**
* What is the damage of some form-specific specify ability or passive used
* by this form (eg: Blinkbolt damage for Storm or contam damage for Flux)?
*
* @param random Whether to randomly divide power or round down.
* @param skill Shapeshifting skill to use (default of -1 to use the
* player's current skill with this form).
*
* @return The damage dice used by this form's special action.
*/
dice_def Form::get_special_damage(bool random, int skill) const
{
if (skill == -1)
skill = get_level(1);
if (special_dice)
return (*special_dice)(skill, random);
else
return dice_def();
}
/**
* (freeze)
*/
static string _brand_suffix(brand_type brand)
{
if (brand == SPWPN_NORMAL)
return "";
return make_stringf(" (%s)", brand_type_name(brand, true));
}
/**
* What name should be used for the player's means of unarmed attack while
* in this form?
*
* (E.g. for display in the top-right of the UI.)
*
* @param The player's UC weapon when not in a form (claws, etc)
* @return A string describing the form's UC attack 'weapon'.
*/
string Form::get_uc_attack_name(string default_name) const
{
const string brand_suffix = _brand_suffix(get_uc_brand());
if (uc_attack.empty())
return default_name + brand_suffix;
return uc_attack + brand_suffix;
}
/**
* How many levels of resistance against fire does this form provide?
*/
int Form::res_fire() const
{
return get_resist(resists, MR_RES_FIRE);
}
/**
* How many levels of resistance against cold does this form provide?
*/
int Form::res_cold() const
{
return get_resist(resists, MR_RES_COLD);
}
/**
* How many levels of resistance against negative energy does this form give?
*/
int Form::res_neg() const
{
return get_resist(resists, MR_RES_NEG);
}
/**
* Does this form provide resistance to electricity?
*/
bool Form::res_elec() const
{
return get_resist(resists, MR_RES_ELEC);
}
/**
* How many levels of resistance against poison does this form give?
*/
int Form::res_pois() const
{
return get_resist(resists, MR_RES_POISON);
}
/**
* Does this form provide resistance to miasma?
*/
bool Form::res_miasma() const
{
return get_resist(resists, MR_RES_MIASMA);
}
/**
* Does this form provide resistance against acid?
*/
bool Form::res_corr() const
{
return get_resist(resists, MR_RES_CORR);
}
/**
* Does this form provide resistance to petrification?
*/
bool Form::res_petrify() const
{
return get_resist(resists, MR_RES_PETRIFY);
}
/**
* Does this form enable flight?
*
* @return Whether this form allows flight for characters which don't already
* have access to it.
*/
bool Form::enables_flight() const
{
return can_fly == FC_ENABLE;
}
/**
* Does this form disable flight?
*
* @return Whether flight is always impossible while in this form.
*/
bool Form::forbids_flight() const
{
return can_fly == FC_FORBID;
}
/**
* Can the player fly, if in this form?
*
* DOES consider player state besides form.
* @return Whether the player will be able to fly in this form.
*/
bool Form::player_can_fly() const
{
return !forbids_flight()
&& (enables_flight()
|| you.racial_permanent_flight()); // XX other cases??
}
/**
* Can the player swim, if in this form?
*
* DOES consider player state besides form.
* @return Whether the player will be able to swim in this form.
*/
bool Form::player_can_swim() const
{
// XX this is kind of a mess w.r.t. player::can_swim
const size_type player_size = size == SIZE_CHARACTER ?
you.body_size(PSIZE_BODY, true) :
size;
return can_swim == FC_ENABLE
|| species::can_swim(you.species)
&& can_swim != FC_FORBID
|| player_size >= SIZE_GIANT;
}
/**
* What message should be printed when the player prays at an altar?
* To be inserted into "You %s the altar of foo."
*
* If the form has a valid custom action, print that; otherwise, default to the
* 'flying' or species-specific actions, as appropriate.
*
* @return An action to be printed when the player prays at an altar.
* E.g., "perch on", "crawl onto", "sway towards", etc.
*/
string Form::player_prayer_action() const
{
// If the form is naturally flying & specifies an action, use that.
if (can_fly == FC_ENABLE && !prayer_action.empty())
return prayer_action;
// Otherwise, if you're flying, use the generic flying action.
// XXX: if we ever get a default-permaflying species again that wants to
// have a separate verb, we'll want to check for that right here.
if (you.airborne())
return "hover solemnly before";
// Otherwise, if you have a verb, use that...
if (!prayer_action.empty())
return prayer_action;
// Finally, default to your species' verb.
return species::prayer_action(you.species);
}
vector<pair<string, string>> Form::get_fakemuts() const
{
return fakemuts;
}
vector<pair<string, string>> Form::get_bad_fakemuts() const
{
return badmuts;
}
class FormNone : public Form
{
private:
FormNone() : Form(transformation::none) { }
DISALLOW_COPY_AND_ASSIGN(FormNone);
public:
static const FormNone &instance() { static FormNone inst; return inst; }
/**
* Get a string describing the form you're turning into. (If not the same
* as the one used to describe this form in @.
*/
string get_transform_description() const override { return "your old self."; }
};
class FormSpider : public Form
{
private:
FormSpider() : Form(transformation::spider) { }
DISALLOW_COPY_AND_ASSIGN(FormSpider);
public:
static const FormSpider &instance() { static FormSpider inst; return inst; }
int get_web_chance(int skill = -1) const override
{
return divided_scaling(FormScaling().Base(20).Scaling(20), false, skill, 100);
}
};
class FormFlux : public Form
{
private:
FormFlux() : Form(transformation::flux) { }
DISALLOW_COPY_AND_ASSIGN(FormFlux);
public:
static const FormFlux &instance() { static FormFlux inst; return inst; }
string get_description(bool past_tense) const override
{
return make_stringf("You %s overflowing with transmutational energy.",
past_tense ? "were" : "are");
}
string transform_message() const override
{
return "Your body destabilises.";
}
string get_untransform_message() const override
{
return "Your body stabilises again.";
}
};
class FormBlade : public Form
{
private:
FormBlade() : Form(transformation::blade_hands) { }
DISALLOW_COPY_AND_ASSIGN(FormBlade);
public:
static const FormBlade &instance() { static FormBlade inst; return inst; }
/**
* % screen description
*/
string get_long_name() const override
{
return you.base_hand_name(true, true);
}
/**
* @ description
*/
string get_description(bool past_tense) const override
{
return make_stringf("You %s blades for %s.",
past_tense ? "had" : "have",
blade_parts().c_str());
}
/**
* Get a message for transforming into this form.
*/
string transform_message() const override
{
const bool singular = you.arm_count() == 1;
// XXX: a little ugly
return make_stringf("Your %s turn%s into%s razor-sharp scythe blade%s.",
blade_parts().c_str(), singular ? "s" : "",
singular ? " a" : "", singular ? "" : "s");
}
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override
{
const bool singular = you.arm_count() == 1;
// XXX: a little ugly
return make_stringf("Your %s revert%s to %s normal proportions.",
blade_parts().c_str(), singular ? "s" : "",
singular ? "its" : "their");
}
/**
* Get the name displayed in the UI for the form's unarmed-combat 'weapon'.
*/
string get_uc_attack_name(string /*default_name*/) const override
{
return "Blade " + blade_parts(true);
}
};
class FormStatue : public Form
{
private:
FormStatue() : Form(transformation::statue) { }
DISALLOW_COPY_AND_ASSIGN(FormStatue);
public:
static const FormStatue &instance() { static FormStatue inst; return inst; }
/**
* Get a message for transforming into this form.
*/
string transform_message() const override
{
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_DEEP_DWARF && one_chance_in(10))
return "You inwardly fear your resemblance to a lawn ornament.";
#endif
return Form::transform_message();
}
/**
* Get a string describing the form you're turning into. (If not the same
* as the one used to describe this form in @.
*/
string get_transform_description() const override
{
return "a living statue of rough stone.";
}
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override
{
return "You revert to your normal fleshy form.";
}
/**
* Get the name displayed in the UI for the form's unarmed-combat 'weapon'.
*/
string get_uc_attack_name(string /*default_name*/) const override
{
// there's special casing in base_hand_name to get "fists"
string hand = you.base_hand_name(true, true);
return make_stringf("Stone %s", hand.c_str());
}
};
class FormSerpent : public Form
{
private:
FormSerpent() : Form(transformation::serpent) { }
DISALLOW_COPY_AND_ASSIGN(FormSerpent);
public:
static const FormSerpent &instance() { static FormSerpent inst; return inst; }
vector<pair<string, string>> get_fakemuts() const override
{
// Don't claim felids can wear two hats
if (you.has_mutation(MUT_NO_ARMOUR))
return vector<pair<string, string>>({fakemuts[0]});
return fakemuts;
}
};
class FormDragon : public Form
{
private:
FormDragon() : Form(transformation::dragon) { }
DISALLOW_COPY_AND_ASSIGN(FormDragon);
public:
static const FormDragon &instance() { static FormDragon inst; return inst; }
/**
* Get an monster type corresponding to the transformation.
*
* (Used for console player glyphs.)
*
* @return A monster type corresponding to the player in this form.
*/
monster_type get_equivalent_mons() const override
{
return species::dragon_form(you.species);
}
string get_transform_description() const override
{
if (species::is_draconian(you.species))
{
return make_stringf("a fearsome %s!",
mons_class_name(get_equivalent_mons()));
}
else
return description;
}
/**
* The AC bonus of the form, multiplied by 100 to match
* player::armour_class().
*/
int get_ac_bonus(int skill = -1) const override
{
const int normal = Form::get_ac_bonus(skill);
if (!species::is_draconian(you.species))
return normal;
return normal - 600;
}
/**
* How many levels of resistance against fire does this form provide?
*/
int res_fire() const override
{
switch (species::dragon_form(you.species))
{
case MONS_GOLDEN_DRAGON:
return 1;
default:
return 0;
}
}
/**
* How many levels of resistance against cold does this form provide?
*/
int res_cold() const override
{
switch (species::dragon_form(you.species))
{
case MONS_GOLDEN_DRAGON:
return 1;
default:
return 0;
}
}
dice_def get_special_damage(bool random = true, int skill = -1) const override
{
ability_type abil = species::draconian_breath(you.species);
spell_type spell = abil == ABIL_NON_ABILITY ? SPELL_GOLDEN_BREATH
: draconian_breath_to_spell(abil);
const zap_type zap = spell_to_zap(spell);
if (spell == SPELL_COMBUSTION_BREATH)
return combustion_breath_damage(draconian_breath_power(skill), random);
else
return zap_damage(zap, draconian_breath_power(skill), false, random);
}
};
class FormDeath : public Form
{
private:
FormDeath() : Form(transformation::death) { }
DISALLOW_COPY_AND_ASSIGN(FormDeath);
public:
static const FormDeath &instance() { static FormDeath inst; return inst; }
/**
* Get a message for transforming into this form.
*/
string transform_message() const override
{
return "Your flesh twists and warps into a mockery of life!";
}
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override
{
return "You feel yourself come back to life.";
}
int will_bonus() const override { return WL_PIP; }
};
class FormBat : public Form
{
private:
FormBat() : Form(transformation::bat) { }
DISALLOW_COPY_AND_ASSIGN(FormBat);
public:
static const FormBat &instance() { static FormBat inst; return inst; }
string get_untransform_message() const override { return "You feel less batty."; }
};
class FormPig : public Form
{
private:
FormPig() : Form(transformation::pig) { }
DISALLOW_COPY_AND_ASSIGN(FormPig);
public:
static const FormPig &instance() { static FormPig inst; return inst; }
string get_untransform_message() const override { return "You feel less porcine."; }
};
#if TAG_MAJOR_VERSION == 34
class FormAppendage : public Form
{
private:
FormAppendage() : Form(transformation::appendage) { }
DISALLOW_COPY_AND_ASSIGN(FormAppendage);
public:
static const FormAppendage &instance()
{
static FormAppendage inst;
return inst;
}
};
#endif
class FormTree : public Form
{
private:
FormTree() : Form(transformation::tree) { }
DISALLOW_COPY_AND_ASSIGN(FormTree);
public:
static const FormTree &instance() { static FormTree inst; return inst; }
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override { return "You feel less wooden."; }
};
#if TAG_MAJOR_VERSION == 34
class FormPorcupine : public Form
{
private:
FormPorcupine() : Form(transformation::porcupine) { }
DISALLOW_COPY_AND_ASSIGN(FormPorcupine);
public:
static const FormPorcupine &instance()
{
static FormPorcupine inst;
return inst;
}
};
#endif
class FormWisp : public Form
{
private:
FormWisp() : Form(transformation::wisp) { }
DISALLOW_COPY_AND_ASSIGN(FormWisp);
public:
static const FormWisp &instance() { static FormWisp inst; return inst; }
string get_untransform_message() const override { return "You condense into your normal self."; }
};
#if TAG_MAJOR_VERSION == 34
class FormJelly : public Form
{
private:
FormJelly() : Form(transformation::jelly) { }
DISALLOW_COPY_AND_ASSIGN(FormJelly);
public:
static const FormJelly &instance() { static FormJelly inst; return inst; }
};
#endif
class FormFungus : public Form
{
private:
FormFungus() : Form(transformation::fungus) { }
DISALLOW_COPY_AND_ASSIGN(FormFungus);
public:
static const FormFungus &instance() { static FormFungus inst; return inst; }
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override { return "You stop sporulating."; }
};
#if TAG_MAJOR_VERSION == 34
class FormShadow : public Form
{
private:
FormShadow() : Form(transformation::shadow) { }
DISALLOW_COPY_AND_ASSIGN(FormShadow);
public:
static const FormShadow &instance() { static FormShadow inst; return inst; }
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override
{
if (you.invisible())
return "You feel less shadowy.";
return "You emerge from the shadows.";
}
};
#endif
class FormStorm : public Form
{
private:
FormStorm() : Form(transformation::storm) { }
DISALLOW_COPY_AND_ASSIGN(FormStorm);
public:
static const FormStorm &instance() { static FormStorm inst; return inst; }
/**
* Get the name displayed in the UI for the form's unarmed-combat 'weapon'.
*/
string get_uc_attack_name(string /*default_name*/) const override
{
// there's special casing in base_hand_name to get "fists"
string hand = you.base_hand_name(true, true);
return make_stringf("Storm %s", hand.c_str());
}
};
class FormQuill : public Form
{
private:
FormQuill() : Form(transformation::quill) { }
DISALLOW_COPY_AND_ASSIGN(FormQuill);
public:
static const FormQuill &instance() { static FormQuill inst; return inst; }
string transform_message() const override
{
return "Sharp quills grow all over your body.";
}
string get_untransform_message() const override
{
return "Your quills recede back into your body.";
}
};
class FormMaw : public Form
{
private:
FormMaw() : Form(transformation::maw) { }
DISALLOW_COPY_AND_ASSIGN(FormMaw);
public:
static const FormMaw &instance() { static FormMaw inst; return inst; }
int get_aux_damage(bool random, int skill) const override
{
return divided_scaling(FormScaling().Base(10).Scaling(8), random, skill, 100);
}
};
#if TAG_MAJOR_VERSION == 34
class FormHydra : public Form
{
private:
FormHydra() : Form(transformation::hydra) { }
DISALLOW_COPY_AND_ASSIGN(FormHydra);
public:
static const FormHydra &instance() { static FormHydra inst; return inst; }
};
#endif
class FormSlaughter : public Form
{
private:
FormSlaughter() : Form(transformation::slaughter) { }
DISALLOW_COPY_AND_ASSIGN(FormSlaughter);
public:
static const FormSlaughter &instance() { static FormSlaughter inst; return inst; }
/**
* Get a message for untransforming from this form.
*/
string get_untransform_message() const override
{
return "Makhleb calls their payment due...";
}
/**
* % screen description
*/
string get_long_name() const override
{
const int boost = you.props[MAKHLEB_SLAUGHTER_BOOST_KEY].get_int();
return make_stringf("vessel of slaughter (+%d%% damage done)", boost);
}
};
class FormVampire : public Form
{
private:
FormVampire() : Form(transformation::vampire) { }
DISALLOW_COPY_AND_ASSIGN(FormVampire);
public:
static const FormVampire &instance() { static FormVampire inst; return inst; }
int get_vamp_chance(int skill = -1) const override
{
if (skill == -1)
skill = get_level(1);
return 100 - (1000 / (skill + 10));
}
};
class FormBatswarm : public Form
{
private:
FormBatswarm() : Form(transformation::bat_swarm) { }
DISALLOW_COPY_AND_ASSIGN(FormBatswarm);
public:
static const FormBatswarm &instance() { static FormBatswarm inst; return inst; }
};
class FormRimeYak : public Form
{
private:
FormRimeYak() : Form(transformation::rime_yak) { }
DISALLOW_COPY_AND_ASSIGN(FormRimeYak);
public:
static const FormRimeYak &instance() { static FormRimeYak inst; return inst; }
};
class FormHive : public Form
{
private:
FormHive() : Form(transformation::hive) { }
DISALLOW_COPY_AND_ASSIGN(FormHive);
public:
static const FormHive &instance() { static FormHive inst; return inst; }
int regen_bonus(int skill = -1) const override
{
return max(0, scaling_value(FormScaling().Base(160).Scaling(120), false, skill));
}
int mp_regen_bonus(int skill = -1) const override
{
return max(0, scaling_value(FormScaling().Base(60).Scaling(40), false, skill));
}
// Number of bees created (x10)
int get_effect_size(int skill = -1) const override
{
return max(10, scaling_value(FormScaling().Base(32).Scaling(23), false, skill));
}
};
class FormWater : public Form
{
private:
FormWater() : Form(transformation::aqua) { }
DISALLOW_COPY_AND_ASSIGN(FormWater);
public:
static const FormWater &instance() { static FormWater inst; return inst; }
string get_description(bool past_tense) const override
{
return make_stringf("Your body %s made of elemental water.",
past_tense ? "was" : "is");
}
string transform_message() const override
{
return "Your body transforms into elemental water.";
}
string get_untransform_message() const override
{
return "Your body returns to its normal shape and substance.";
}
};
class FormSphinx : public Form
{
private:
FormSphinx() : Form(transformation::sphinx) { }
DISALLOW_COPY_AND_ASSIGN(FormSphinx);
public:
static const FormSphinx &instance() { static FormSphinx inst; return inst; }
int will_bonus() const override { return WL_PIP; }
};
class FormWerewolf : public Form
{
private:
FormWerewolf() : Form(transformation::werewolf) { }
DISALLOW_COPY_AND_ASSIGN(FormWerewolf);
public:
static const FormWerewolf &instance() { static FormWerewolf inst; return inst; }
int will_bonus() const override { return -WL_PIP; }
int regen_bonus(int /*skill*/ = -1) const override { return REGEN_PIP; }
// Amount of slaying gained per kill (multiplied by 10). 50% more for initial kill.
int get_werefury_kill_bonus(int skill = -1) const override
{
return divided_scaling(FormScaling().Base(12).Scaling(10), false, skill);
}
virtual int get_takedown_multiplier(int skill = -1) const override
{
return divided_scaling(FormScaling().Base(75).Scaling(50), false, skill);
}
virtual int get_howl_power(int skill = -1) const override
{
return divided_scaling(FormScaling().Base(80).Scaling(40), false, skill);
}
};
class FormWalkingScroll : public Form
{
private:
FormWalkingScroll() : Form(transformation::walking_scroll) { }
DISALLOW_COPY_AND_ASSIGN(FormWalkingScroll);
public:
static const FormWalkingScroll &instance() { static FormWalkingScroll inst; return inst; }
int max_mp_bonus(int skill = -1) const override
{
return scaling_value(FormScaling().Base(4).Scaling(5), false, skill);
}
};
class FormFortressCrab : public Form
{
private:
FormFortressCrab() : Form(transformation::fortress_crab) { }
DISALLOW_COPY_AND_ASSIGN(FormFortressCrab);
public:
static const FormFortressCrab &instance() { static FormFortressCrab inst; return inst; }
// Number of clouds placed
int get_effect_size(int skill = -1) const override
{
return scaling_value(FormScaling().Base(9).Scaling(16), false, skill);
}
};
class FormSunScarab : public Form
{
private:
FormSunScarab() : Form(transformation::sun_scarab) { }
DISALLOW_COPY_AND_ASSIGN(FormSunScarab);
public:
static const FormSunScarab &instance() { static FormSunScarab inst; return inst; }
};
class FormMedusa : public Form
{
private:
FormMedusa() : Form(transformation::medusa) { }
DISALLOW_COPY_AND_ASSIGN(FormMedusa);
public:
static const FormMedusa &instance() { static FormMedusa inst; return inst; }
string transform_message() const override
{
return "A mane of stinging tendrils grows from your head.";
}
string get_untransform_message() const override
{
return "Your tendrils shrivel away.";
}
string get_description(bool past_tense) const override
{
return make_stringf("You %s a mane of long, stinging tendrils on your head.",
past_tense ? "had" : "have");
}
// Number of monsters affected by tendrils per attack (multiplied by 10,
// so that it can start at 2.5)
int get_effect_size(int skill = -1) const override
{
return scaling_value(FormScaling().Base(25).Scaling(15), false, skill);
}
// Chance of lithotoxin petrification.
int get_effect_chance(int skill = -1) const override
{
return scaling_value(FormScaling().Base(55).Scaling(15), false, skill);
}
};
static const Form* forms[] =
{
&FormNone::instance(),
&FormSpider::instance(),
&FormBlade::instance(),
&FormStatue::instance(),
&FormSerpent::instance(),
&FormDragon::instance(),
&FormDeath::instance(),
&FormBat::instance(),
&FormPig::instance(),
#if TAG_MAJOR_VERSION == 34
&FormAppendage::instance(),
#endif
&FormTree::instance(),
#if TAG_MAJOR_VERSION == 34
&FormPorcupine::instance(),
#endif
&FormWisp::instance(),
#if TAG_MAJOR_VERSION == 34
&FormJelly::instance(),
#endif
&FormFungus::instance(),
#if TAG_MAJOR_VERSION == 34
&FormShadow::instance(),
&FormHydra::instance(),
#endif
&FormStorm::instance(),
&FormQuill::instance(),
&FormMaw::instance(),
&FormFlux::instance(),
&FormSlaughter::instance(),
&FormVampire::instance(),
&FormBatswarm::instance(),
&FormRimeYak::instance(),
&FormHive::instance(),
&FormWater::instance(),
&FormSphinx::instance(),
&FormWerewolf::instance(),
&FormWalkingScroll::instance(),
&FormFortressCrab::instance(),
&FormSunScarab::instance(),
&FormMedusa::instance(),
};
const Form* get_form(transformation xform)
{
COMPILE_CHECK(ARRAYSZ(forms) == NUM_TRANSFORMS);
const int form = static_cast<int>(xform);
ASSERT_RANGE(form, 0, NUM_TRANSFORMS);
return forms[form];
}
const Form* cur_form(bool temp)
{
if (temp)
return get_form();
return get_form(you.default_form);
}
/**
* Get the wizmode name of a form.
*
* @param form The form in question.
* @return The form's casual, wizmode name.
*/
const char* transform_name(transformation form)
{
return get_form(form)->wiz_name.c_str();
}
/**
* Can the player (w)ield weapons when in the given form?
*
* @param form The form in question.
* @return Whether the player can wield items when in that form.
*/
bool form_can_wield(transformation form)
{
return get_form(form)->can_wield();
}
/**
* Can the player (W)ear armour when in the given form?
*
* @param form The form in question.
* @return Whether the player can wear armour when in that form.
*/
bool form_can_wear(transformation form)
{
return !testbits(get_form(form)->blocked_slots, EQF_WEAR);
}
/**
* Can the player fly, if in this form?
*
* DOES consider player state besides form.
* @param form The form in question.
* @return Whether the player will be able to fly in this form.
*/
bool form_can_fly(transformation form)
{
return get_form(form)->player_can_fly();
}
/**
* Can the player swim, if in this form?
*
* (Swimming = traversing deep & shallow water without penalties; includes
* swimming (snake form) and wading forms (giants - currently just dragon form,
* which normally flies anyway...))
*
* DOES consider player state besides form.
* @param form The form in question.
* @return Whether the player will be able to swim in this form.
*/
bool form_can_swim(transformation form)
{
return get_form(form)->player_can_swim();
}
// Used to mark transformations which change the basic matter the player is
// made up of (ie: statue/storm form)
bool form_changes_substance(transformation form)
{
return get_form(form)->changes_substance;
}
// Used to mark forms which have a significantly different body plan and
// thus suppress most anatomy-based mutations.
bool form_changes_anatomy(transformation form)
{
return get_form(form)->changes_anatomy;
}
/**
* Does this form have blood?
*
* @param form The form in question.
* @return Whether the form has blood (can bleed, sublime, etc.).
*/
bool form_has_blood(transformation form)
{
form_capability result = get_form(form)->has_blood;
if (result == FC_ENABLE)
return true;
else if (result == FC_FORBID)
return false;
else
return species::has_blood(you.species);
}
/**
* Does this form have hair?
*
* @param form The form in question.
* @return Whether the form has hair.
*/
bool form_has_hair(transformation form)
{
form_capability result = get_form(form)->has_hair;
if (result == FC_ENABLE)
return true;
else if (result == FC_FORBID)
return false;
else
return species::has_hair(you.species);
}
/**
* Does this form have bones?
*
* @param form The form in question.
* @return Whether the form has bones.
*/
bool form_has_bones(transformation form)
{
form_capability result = get_form(form)->has_bones;
if (result == FC_ENABLE)
return true;
else if (result == FC_FORBID)
return false;
else
return species::has_bones(you.species);
}
/**
* Does this form have feet?
*
* @param form The form in question.
* @return Whether the form has feet.
*/
bool form_has_feet(transformation form)
{
form_capability result = get_form(form)->has_feet;
if (result == FC_ENABLE)
return true;
else if (result == FC_FORBID)
return false;
else
return species::has_feet(you.species);
}
/**
* Does this form have ears?
*
* @param form The form in question.
* @return Whether the form has ears.
*/
bool form_has_ears(transformation form)
{
form_capability result = get_form(form)->has_ears;
if (result == FC_ENABLE)
return true;
else if (result == FC_FORBID)
return false;
else
return species::has_ears(you.species);
}
/**
* Get an monster type corresponding to the player's current form.
*
* (Used for console player glyphs.)
*
* @return A monster type corresponding to the player in the form.
*/
monster_type transform_mons()
{
return get_form()->get_equivalent_mons();
}
/**
* What is the name of the player parts that will become blades?
*/
string blade_parts(bool terse)
{
// there's special casing in base_hand_name to use "blade" everywhere, so
// use the non-temp name
string str = you.base_hand_name(true, false);
// creatures with paws (aka felids) have four paws, but only two of them
// turn into blades.
if (!terse && you.has_mutation(MUT_PAWS, false))
str = "front " + str;
else if (!terse && you.arm_count() > 2)
str = "main " + str; // Op have four main tentacles
return str;
}
// Checks whether the player would be flying in a given form (possibly caused by
// using a given talisman).
static bool _flying_in_new_form(transformation which_trans, const item_def* talisman)
{
if (get_form(which_trans)->forbids_flight())
return false;
// sources of permanent flight besides equipment
if (you.racial_permanent_flight())
return true;
// tempflight (e.g. from potion) enabled, no need for equip check
if (you.duration[DUR_FLIGHT])
return true;
// We know for sure this can't get melded or fall off.
if (which_trans != transformation::none && talisman && is_artefact(*talisman)
&& artefact_property(*talisman, ARTP_FLY))
{
return true;
}
// At this point, check the player's gear to see if anything they have can
// theoretically grant flight (whether currently melded or not).
bool has_flight_item = false;
for (player_equip_entry& entry : you.equipment.items)
{
if (entry.is_overflow)
continue;
if (item_grants_flight(entry.get_item()))
{
has_flight_item = true;
break;
}
}
// If there's no relevant item, we can abort before doing a full melding sim.
if (!has_flight_item)
return false;
// Finally, test actually transforming to see if there will be equip sources
// left. This is a bit heavyweight, but should only be called when a player
// tries to evoke a talisman (or a monster tries to polymorph you) and only
// while it is possible that this could return true.
//
// It would be nice to have a simpler way to do this, but overflow items and
// items which grant equipment slots can cause effects that are hard to
// predict without actually simulating them.
unwind_var<player_equip_set> unwind_eq(you.equipment);
unwind_var<item_def> unwind_talisman(you.active_talisman);
unwind_var<transformation> unwind_default_form(you.default_form);
unwind_var<transformation> unwind_form(you.form);
you.default_form = which_trans;
you.form = which_trans;
if (talisman)
you.active_talisman = *talisman;
else
you.active_talisman.clear();
you.equipment.unmeld_all_equipment(true);
you.equipment.meld_equipment(get_form(which_trans)->blocked_slots, true);
// Pretend incompatible items fell away.
vector<item_def*> forced_remove = you.equipment.get_forced_removal_list();
for (item_def* item : forced_remove)
you.equipment.remove(*item);
you.equipment.update();
return you.equip_flight();
}
/**
* Check if it'd be lethal for the player to enter a form in a given terrain.
*
* In addition to checking whether the feature is dangerous for the form
* itself (form_likes_*), the function checks to see if the player is safe
* due to flying or similar effects.
*
* @param which_trans The form being checked.
* @param feat The dungeon feature to be checked for danger.
* @param talisman The talisman by which the player is entering this
* form. (Can be nullptr if untransforming, or no
* talisman is involved - polymorph, etc.)
* @return If the feat is lethal for the player in the form.
*/
bool feat_dangerous_for_form(transformation which_trans,
dungeon_feature_type feat,
const item_def* talisman)
{
// Only these terrain are potentially dangerous.
if (feat != DNGN_DEEP_WATER && feat != DNGN_LAVA)
return false;
// Check for swimming first (since _flying_in_new_form is potentially
// heavyweight if it has do a melding sim).
if (feat == DNGN_DEEP_WATER && (you.can_water_walk() || form_can_swim(which_trans)))
return false;
// Beyond this, we require flight.
return !form_can_fly(which_trans) && !_flying_in_new_form(which_trans, talisman);
}
/**
* Checks if it would be unsafe for the player to transform into a specific form
* at the present time (and prints an appropriate message, if so)
*/
bool transforming_is_unsafe(transformation which_trans)
{
if (feat_dangerous_for_form(transformation::none, env.grid(you.pos())))
{
mprf(MSGCH_PROMPT, "%s right now would cause you to %s!",
which_trans == transformation::none ? "Untransforming" : "Transforming",
env.grid(you.pos()) == DNGN_LAVA ? "burn" : "drown");
return true;
}
// Now check if there are any items that would break if we changed form in
// this way.
unwind_var<player_equip_set> unwind_eq(you.equipment);
unwind_var<transformation> unwind_default_form(you.default_form);
unwind_var<transformation> unwind_form(you.form);
you.default_form = which_trans;
you.form = which_trans;
you.equipment.unmeld_all_equipment(true);
you.equipment.meld_equipment(get_form(which_trans)->blocked_slots, true);
// Pretend incompatible items fell away.
vector<item_def*> forced_remove = you.equipment.get_forced_removal_list(true);
for (item_def* item : forced_remove)
{
// Now see if any of them would break if they did so.
if (item->cursed()
|| (is_artefact(*item) && artefact_property(*item, ARTP_FRAGILE)))
{
mprf(MSGCH_PROMPT, "%s right now would shatter %s!",
which_trans == transformation::none ? "Untransforming" : "Transforming",
item->name(DESC_YOUR).c_str());
return true;
}
}
return false;
}
/**
* Is the player alive enough to become the given form?
*
* All undead can use Vessel of Slaughter; vampires also can also use their
* batform ability.
*
* @param which_trans The transformation which the player is undergoing
* (default you.form).
* @return True if the player is not blocked from entering the
* given form by their undead race; false otherwise.
*/
bool lifeless_prevents_form(transformation which_trans)
{
if (!you.undead_state(false)) // intentionally don't pass temp in here
return false; // not undead!
if (which_trans == transformation::none)
return false; // everything can become itself
if (which_trans == transformation::slaughter)
return false; // Godly power can transcend such things as unlife
return true;
}
/**
* Is the player unable to enter the given form? If so, why?
*/
string cant_transform_reason(transformation which_trans,
bool involuntary, bool temp)
{
if (!involuntary && you.has_mutation(MUT_NO_FORMS))
return "You have sacrificed the ability to change form!";
// the undead cannot enter most forms.
if (lifeless_prevents_form(which_trans))
return "Your unliving flesh cannot be transformed in this way.";
if (SP_GARGOYLE == you.species && which_trans == transformation::statue)
return "You're already a statue.";
if (!temp)
return "";
if (you.transform_uncancellable && which_trans != transformation::slaughter)
return "You are stuck in your current form!";
if (which_trans == transformation::death && you.duration[DUR_DEATHS_DOOR])
return "You cannot mock death while in death's door.";
return "";
}
bool check_transform_into(transformation which_trans, bool involuntary,
const item_def* talisman)
{
const string reason = cant_transform_reason(which_trans, involuntary, true);
if (!reason.empty())
{
if (!involuntary)
mpr(reason);
return false;
}
// XXX: This is left out of cant_transform_reason because it can involve
// melding and unwinding the player's entire inventory, which feels a
// bit heavyweight for item_is_useless()
const auto feat = env.grid(you.pos());
if (feat_dangerous_for_form(which_trans, feat, talisman))
{
if (!involuntary)
{
mprf("Transforming right now would cause you to %s!",
feat == DNGN_DEEP_WATER ? "drown" : "burn");
}
return false;
}
return true;
}
static void _print_death_brand_changes(item_def *weapon, bool entering_death)
{
if (!weapon
|| get_weapon_brand(*weapon) != SPWPN_HOLY_WRATH
|| you.undead_or_demonic(false))
{
return;
}
if (entering_death)
{
mprf("%s goes dull and lifeless in your grasp.",
weapon->name(DESC_YOUR).c_str());
}
else
{
mprf("%s softly glows with a divine radiance!",
uppercase_first(weapon->name(DESC_YOUR)).c_str());
}
}
/// Form-specific special effects. Should be in a class?
static void _on_enter_form(transformation which_trans)
{
// Extra effects
switch (which_trans)
{
case transformation::tree:
mpr("Your roots penetrate the ground.");
if (you.duration[DUR_TELEPORT])
{
you.duration[DUR_TELEPORT] = 0;
mpr("You feel strangely stable.");
}
you.duration[DUR_FLIGHT] = 0;
if (you.attribute[ATTR_HELD])
{
const trap_def *trap = trap_at(you.pos());
if (trap && trap->type == TRAP_WEB)
{
leave_web(true);
if (trap_at(you.pos()))
mpr("Your branches slip out of the web.");
else
mpr("Your branches shred the web that entangled you.");
}
}
// Fall through to dragon form to leave nets.
case transformation::dragon:
if (you.attribute[ATTR_HELD])
{
int net = get_trapping_net(you.pos());
if (net != NON_ITEM)
{
mpr("The net rips apart!");
destroy_item(net);
stop_being_held();
}
}
// The first time the player becomes a dragon, given them a charge of
// their breath weapon so they can actually use them.
if (!you.props.exists(HAS_USED_DRAGON_TALISMAN_KEY)
&& !species::is_draconian(you.species))
{
gain_draconian_breath_uses(1);
you.props[HAS_USED_DRAGON_TALISMAN_KEY] = true;
}
break;
case transformation::death:
you.redraw_status_lights = true;
_print_death_brand_changes(you.weapon(), true);
_print_death_brand_changes(you.offhand_weapon(), true);
break;
case transformation::maw:
if (have_passive(passive_t::goldify_corpses))
{
mprf(MSGCH_WARN, "Gozag's golden gift will leave your new mouth "
"with nothing to eat.");
}
break;
case transformation::sun_scarab:
sun_scarab_spawn_ember(true);
break;
default:
break;
}
}
void set_form(transformation which_trans, int dur, bool scale_hp)
{
you.form = which_trans;
you.duration[DUR_TRANSFORMATION] = max(1, dur * BASELINE_DELAY);
update_player_symbol();
const int str_mod = get_form(which_trans)->str_mod;
const int dex_mod = get_form(which_trans)->dex_mod;
if (str_mod)
notify_stat_change(STAT_STR, str_mod, true);
if (dex_mod)
notify_stat_change(STAT_DEX, dex_mod, true);
calc_hp(scale_hp);
calc_mp();
you.redraw_evasion = true;
you.redraw_armour_class = true;
you.wield_change = true;
quiver::set_needs_redraw();
}
static void _enter_form(int dur, transformation which_trans, bool using_talisman = true)
{
const bool was_flying = you.airborne();
// Give the transformation message.
// (Vampire bat swarm ability skips this part.)
if (!(you.form == transformation::vampire || you.form == transformation::bat_swarm)
&& !(which_trans == transformation::vampire || which_trans == transformation::bat_swarm))
{
mpr(get_form(which_trans)->transform_message());
}
// If we're wielding a two-hander, shift it into the crab two-hander slot
// *before* melding gear (or it will be caught be melding offhand)
if (which_trans == transformation::fortress_crab)
you.equipment.shift_twohander_to_slot(SLOT_TWOHANDER_ONLY);
// Update your status.
// Order matters here, take stuff off (and handle attendant HP and stat
// changes) before adjusting the player to be transformed.
you.equipment.meld_equipment(get_form(which_trans)->blocked_slots, false);
set_form(which_trans, dur, !using_talisman);
if (you.digging && form_changes_anatomy(which_trans))
{
mpr("Your mandibles meld away.");
you.digging = false;
}
_on_enter_form(which_trans);
// Stop constricting, if appropriate. In principle, we could be switching
// from one form that allows constricting to another, but that seems too
// rare to justify the complexity. The confusion of changing forms makes
// you lose your grip, or something.
you.stop_directly_constricting_all(false);
// Stop being constricted if we are now too large, or are now immune.
if (you.get_constrict_type() == CONSTRICT_MELEE)
{
actor* const constrictor = actor_by_mid(you.constricted_by);
ASSERT(constrictor);
if (you.body_size(PSIZE_BODY) > constrictor->body_size(PSIZE_BODY)
|| you.res_constrict())
{
you.stop_being_constricted();
}
}
// If we are no longer living, end an effect that afflicts only the living
if (you.duration[DUR_FLAYED] && !(you.holiness() & MH_NATURAL))
{
// Heal a little extra if we gained max hp from this transformation
const int dam = you.props[FLAY_DAMAGE_KEY].get_int();
const int mult_dam = get_form(which_trans)->mult_hp(dam);
if (mult_dam > dam)
you.heal(mult_dam - dam);
heal_flayed_effect(&you);
}
// This only has an effect if the transformation happens passively,
// for example if Xom decides to transform you while you're busy
// running around.
// If you're turned into a tree, you stop taking stairs.
stop_delay(which_trans == transformation::tree);
if (crawl_state.which_god_acting() == GOD_XOM)
you.transform_uncancellable = true;
// Stop emergency flight if it's activated and this form can fly
if (you.props[EMERGENCY_FLIGHT_KEY]
&& form_can_fly()
&& you.airborne())
{
you.props.erase(EMERGENCY_FLIGHT_KEY);
}
// Update merfolk swimming for the form change.
if (you.has_innate_mutation(MUT_MERTAIL))
merfolk_check_swimming(env.grid(you.pos()), false);
// In the case where we didn't actually meld any gear (but possibly used
// a new artefact talisman or were forcibly polymorphed away from one),
// refresh equipment properties.
you.equipment.update();
if (is_artefact(you.active_talisman))
equip_artefact_effect(you.active_talisman, nullptr, false);
// Update flight status now (won't actually land the player if we're still flying).
if (was_flying)
land_player();
// Update skill boosts for the current state of equipment melds
// Must happen before the HP check!
ash_check_bondage();
if (you.hp <= 0)
{
ouch(0, KILLED_BY_FRAILTY, MID_NOBODY,
make_stringf("gaining the %s transformation",
transform_name(which_trans)).c_str());
}
}
/**
* Attempts to transform the player into the specified form.
*
* If the player is already in that form, attempt to refresh its duration and
* power.
*
* @param dur The duration of the transformation (0 if the
* transformation should be permanent.)
* @param which_trans The form which the player should become.
* @param involuntary Checks for inscription warnings are skipped, and
* failure is silent.
* @param using_talisman True if this transformation was caused by the player
* evoking a talisman.
* @return If the player was transformed, or if they were
* already in the given form, returns true.
* Otherwise, false.
*/
bool transform(int dur, transformation which_trans, bool involuntary,
bool using_talisman)
{
// Zin's protection.
if (have_passive(passive_t::resist_polymorph)
&& x_chance_in_y(you.piety, piety_breakpoint(5))
&& which_trans != transformation::none)
{
simple_god_message(" protects your body from unnatural transformation!");
return false;
}
if (!involuntary && crawl_state.is_god_acting())
involuntary = true;
if (!check_transform_into(which_trans, involuntary,
using_talisman ? &you.active_talisman : nullptr))
{
return false;
}
// If swapping to a different talisman of the same type, make sure to
// activate properties of the new one.
if (you.form == which_trans && is_artefact(you.active_talisman))
{
you.equipment.update();
equip_artefact_effect(you.active_talisman, nullptr, false);
return true;
}
// Vampire should shift in and out of bat swarm without reverting to fully untransformed in the middle
if (you.form != transformation::none
&& !((you.form == transformation::vampire || you.form == transformation::bat_swarm)
&& (which_trans == transformation::vampire || which_trans == transformation::bat_swarm)))
{
untransform(true, !using_talisman, !using_talisman, which_trans);
}
_enter_form(dur, which_trans, using_talisman);
return true;
}
/**
* End the player's transformation and return them to having no
* form.
* @param skip_move If true, skip any move that was in progress before
* the transformation ended.
* @param scale_hp Whether keep the player's HP percentage the same if
* their max HP changes. (Should be false for
* talisman-related shapeshifting, to prevent exploits
* such as instantly healing via entering a -90% HP form
* and then leaving it again immediately.)
* @param preserve_equipment True if incompatible equipment should be melded
* instead of being unequipped (such as when
* entering a temporary form from a talisman that
* gave additional equipment slotsshifting).
* @param new_form If this untransform is being done in the process of
* entering a new form, what form is that?
*/
void untransform(bool skip_move, bool scale_hp, bool preserve_equipment,
transformation new_form)
{
// Skip if there's nothing that needs doing.
if (you.form == transformation::none)
return;
const transformation old_form = you.form;
const bool was_flying = you.airborne();
if (!form_can_wield(old_form))
you.received_weapon_warning = false;
const string message = get_form(old_form)->get_untransform_message();
if (!message.empty())
mprf(MSGCH_DURATION, "%s", message.c_str());
set_form(transformation::none, 0, scale_hp);
const int str_mod = get_form(old_form)->str_mod;
const int dex_mod = get_form(old_form)->dex_mod;
if (str_mod)
notify_stat_change(STAT_STR, -str_mod, true);
if (dex_mod)
notify_stat_change(STAT_DEX, -dex_mod, true);
// This will keep merfolk boots melded, if mertail is currently active.
you.equipment.unmeld_all_equipment();
if (old_form == transformation::fortress_crab)
you.equipment.shift_twohander_to_slot(SLOT_OFFHAND);
// Update regarding talisman properties, just in case we didn't actually
// meld or unmeld anything.
you.equipment.update();
if (old_form == transformation::death)
{
_print_death_brand_changes(you.weapon(), false);
_print_death_brand_changes(you.offhand_weapon(), false);
}
else if (old_form == transformation::sun_scarab)
{
if (monster* ember = get_solar_ember())
{
monster_die(*ember, KILL_RESET, NON_MONSTER);
mprf(MSGCH_DURATION, "Your tiny sun winks out.");
}
}
else if (old_form == transformation::rime_yak)
{
you.duration[DUR_RIME_YAK_AURA] = 0;
end_terrain_change(TERRAIN_CHANGE_RIME_YAK);
}
else if (old_form == transformation::werewolf)
you.duration[DUR_WEREFURY] = 0;
// If the player is no longer be eligible to equip some of the items that
// they were wearing (possibly due to losing slots from their default form
// changing), calculate that now. If they're outright exiting the form,
// make them fall off. If they're entering a temporary form, meld them.
// If they're returning back to the form that granted those slots in the
// first place, do nothing.
vector<item_def*> forced_remove = you.equipment.get_forced_removal_list(true);
if (preserve_equipment && new_form != you.default_form)
you.equipment.meld_equipment(forced_remove);
else if (!preserve_equipment)
{
for (item_def* item : forced_remove)
{
mprf("%s falls away%s!", item->name(DESC_YOUR).c_str(),
item->cursed() ? ", shattering the curse!" : "");
unequip_item(*item, false);
}
}
// Update skill boosts for the current state of equipment melds
// Must happen before the HP check!
ash_check_bondage();
// Not necessary for proper functioning, but printing a message feels appropriate.
if (get_form(old_form)->forbids_flight() && you.airborne())
float_player();
if (!skip_move)
{
// Activate emergency flight, if we have to.
if (is_feat_dangerous(env.grid(you.pos())))
enable_emergency_flight();
// Update merfolk swimming for the form change.
if (you.has_innate_mutation(MUT_MERTAIL))
merfolk_check_swimming(env.grid(you.pos()), false);
}
#ifdef USE_TILE
if (you.has_innate_mutation(MUT_MERTAIL))
init_player_doll();
#endif
if (you.hp <= 0)
{
ouch(0, KILLED_BY_FRAILTY, MID_NOBODY,
make_stringf("losing the %s form",
transform_name(old_form)).c_str());
}
// Stop being constricted if we are now too large.
if (you.get_constrict_type() == CONSTRICT_MELEE)
{
actor* const constrictor = actor_by_mid(you.constricted_by);
if (you.body_size(PSIZE_BODY) > constrictor->body_size(PSIZE_BODY))
you.stop_being_constricted();
}
// Called so that artprop flight on talismans specifically ends properly.
// (Won't land the player if anything else is keeping them afloat.)
if (was_flying)
land_player();
you.turn_is_over = true;
if (you.transform_uncancellable)
you.transform_uncancellable = false;
if (old_form == transformation::slaughter)
makhleb_enter_crucible_of_flesh(15);
if (old_form == transformation::sphinx)
riddle_targs.clear();
}
void return_to_default_form(bool new_form)
{
if (you.default_form == transformation::none)
untransform(false, false);
else
{
// Forcibly break out of forced forms at this point (since this should
// only be called in situations where those should end and transform()
// will refuse to do that on its own)
if (you.transform_uncancellable)
untransform(true, false, !new_form, you.default_form);
transform(0, you.default_form, true, new_form);
}
ASSERT(you.form == you.default_form);
}
/**
* Update whether a merfolk should be swimming.
*
* Idempotent, so can be called after position/transformation change without
* redundantly checking conditions.
*
* @param old_grid The feature type that the player was previously on.
* @param stepped Whether the player is performing a normal walking move.
*/
void merfolk_check_swimming(dungeon_feature_type old_grid, bool stepped)
{
const dungeon_feature_type grid = env.grid(you.pos());
if (you.ground_level()
&& feat_is_water(grid)
&& you.has_mutation(MUT_MERTAIL))
{
merfolk_start_swimming(stepped);
}
else
merfolk_stop_swimming();
// Flying above water grants evasion, so redraw even if not transforming.
if (feat_is_water(grid) || feat_is_water(old_grid))
you.redraw_evasion = true;
}
void merfolk_start_swimming(bool stepped)
{
if (you.fishtail)
return;
if (stepped)
mpr("Your legs become a tail as you enter the water.");
else
mpr("Your legs become a tail as you dive into the water.");
if (you.invisible())
mpr("...but don't expect to remain undetected.");
you.fishtail = true;
you.redraw_evasion = true;
// Don't meld boots if we're in a form that already melded them.
if (!get_form()->slot_is_blocked(SLOT_BOOTS))
{
you.equipment.meld_equipment(1 << SLOT_BOOTS);
ash_check_bondage();
}
#ifdef USE_TILE
init_player_doll();
#endif
}
void merfolk_stop_swimming()
{
if (!you.fishtail)
return;
you.fishtail = false;
you.redraw_evasion = true;
// Don't unmeld boots if we're in a form that would meld them on its own.
if (!get_form()->slot_is_blocked(SLOT_BOOTS))
{
you.equipment.unmeld_slot(SLOT_BOOTS);
ash_check_bondage();
}
#ifdef USE_TILE
init_player_doll();
#endif
}
void unset_default_form()
{
you.default_form = transformation::none;
set_default_form(transformation::none, nullptr);
}
void set_default_form(transformation t, const item_def *source)
{
item_def talisman = you.active_talisman;
you.active_talisman.clear();
if (is_artefact(talisman))
{
// We need to remove any artifact properties before running the unequip
// effects so that max health and magic are updated properly
you.equipment.update();
unequip_artefact_effect(talisman, nullptr, false);
}
item_skills(talisman, you.skills_to_hide);
if (source)
{
you.active_talisman = *source; // iffy
// XXX: Make the copied talisman not appear to be in the player's
// inventory, so that examining it via the mutation menu won't display
// unusable button prompts to set skill target.
you.active_talisman.pos = coord_def();
item_skills(you.active_talisman, you.skills_to_show);
}
// This has to be done after checking item skills, otherwise the new active
// talisman might count as a useless item (the you.form != you.default_form
// check in cannot_evoke_item_reason)
you.default_form = t;
}
transformation form_for_talisman(const item_def &talisman)
{
for (int i = 0; i < NUM_TRANSFORMS; i++)
if (formdata[i].talisman == talisman.sub_type)
return static_cast<transformation>(i);
return transformation::none;
}
void clear_form_info_on_exit()
{
for (const form_entry &entry : formdata)
delete entry.special_dice;
}
void sphinx_notice_riddle_target(monster* mon)
{
if (!mon->is_peripheral() && !mons_aligned(&you, mon))
riddle_targs.push_back(mon);
}
static int _riddle_score(const monster& mon)
{
return mons_intel(mon) + (mons_is_unique(mon.type) ? 3 : 0);
}
void sphinx_check_riddle()
{
if (you.form != transformation::sphinx)
return;
bool unique_found = false;
vector<monster*> valid_targs;
for (monster* mon : riddle_targs)
{
if (mon->alive() && you.see_cell_no_trans(mon->pos()))
{
valid_targs.push_back(mon);
if (mons_is_unique(mon->type))
unique_found = true;
}
}
riddle_targs.clear();
// Be more likely to ask a riddle the more monsters we see at once, but always
// ask one to any unique we see. They look more interesting!
if (!unique_found && !x_chance_in_y(valid_targs.size(), valid_targs.size() + 5))
return;
// Pick the best candidate to pose a riddle to, favoring uniques and then
// monsters with human intelligence. (But don't ignore the pseudo-shoutitits
// against animals altogether.)
monster* best_mon = valid_targs[0];
for (monster* mon : valid_targs)
if (_riddle_score(*mon) > _riddle_score(*best_mon))
best_mon = mon;
// Tiny chance to do something other than make noise.
if (one_chance_in(20))
{
string msg = getShoutString("Sphinx riddle success");
msg = do_mon_str_replacements(msg, *best_mon, S_SILENT);
mpr(msg);
if (coinflip())
best_mon->vex(&you, random_range(5, 8));
else
best_mon->confuse(&you, 10);
}
else
{
// Check if a monster would have a specific reaction first, to skip
// messages about them ignoring you.
string mon_msg = getSpeakString(best_mon->name(DESC_PLAIN) + " riddle");
string msg = getShoutString(mon_msg.empty() ? "Sphinx riddle failure"
: "Sphinx riddle failure acknowledged");
msg = do_mon_str_replacements(msg, *best_mon, S_SILENT);
mpr(msg);
if (!mon_msg.empty())
mons_speaks_msg(best_mon, mon_msg, MSGCH_TALK);
}
noisy(you.shout_volume(), you.pos(), MID_PLAYER);
}
void sun_scarab_spawn_ember(bool first_time)
{
// Don't let the player cheat the revival timer by exiting and reentering
// the form.
if (first_time && you.props.exists(SOLAR_EMBER_REVIVAL_KEY))
return;
mgen_data mg(MONS_SOLAR_EMBER, BEH_COPY, you.pos(), MHITYOU, MG_AUTOFOE);
mg.set_summoned(&you, MON_SUMM_SUN_SCARAB, 0, false)
.set_range(1);
if (monster* mon = create_monster(mg))
{
you.props[SOLAR_EMBER_MID_KEY].get_int() = mon->mid;
mprf(MSGCH_DURATION, first_time ? "A tiny sun coalesces beside you."
: "You reconstitute your solar ember.");
you.props.erase(SOLAR_EMBER_REVIVAL_KEY);
}
}
monster* get_solar_ember()
{
if (!you.props.exists(SOLAR_EMBER_MID_KEY))
return nullptr;
return monster_by_mid(you.props[SOLAR_EMBER_MID_KEY].get_int());
}
bool maw_growl_check(const monster* mon)
{
// Only growl at things that look edible. (Alas, they still look edible for
// Gozag worshippers, even if you are doomed to suffer the curse of Midas.)
if (mons_class_can_leave_corpse(mons_species(mon->type))
&& !mon->is_summoned()
&& !(mon->flags & MF_HARD_RESET)
&& one_chance_in(7))
{
mprf("Your maw growls hungrily at %s.", mon->name(DESC_THE).c_str());
noisy(you.shout_volume(), you.pos(), MID_PLAYER);
return true;
}
return false;
}
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