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/**
* @file
* @brief Monster abilities.
**/
#include "AppHdr.h"
#include "mon-abil.h"
#include <algorithm>
#include <cmath>
#include <map>
#include <queue>
#include <set>
#include "act-iter.h"
#include "actor.h"
#include "areas.h"
#include "arena.h"
#include "beam.h"
#include "cloud.h"
#include "colour.h"
#include "coordit.h"
#include "database.h"
#include "delay.h"
#include "dgn-overview.h"
#include "directn.h"
#include "dungeon.h"
#include "english.h"
#include "env.h"
#include "fineff.h"
#include "fprop.h"
#include "god-abil.h"
#include "item-prop.h"
#include "libutil.h"
#include "losglobal.h"
#include "map-knowledge.h"
#include "message.h"
#include "mgen-data.h"
#include "mon-act.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-death.h"
#include "mon-pathfind.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-speak.h"
#include "mon-util.h"
#include "notes.h"
#include "ouch.h"
#include "random.h"
#include "religion.h"
#include "spl-damage.h"
#include "spl-summoning.h"
#include "spl-util.h"
#include "state.h"
#include "stringutil.h"
#include "target.h"
#include "teleport.h"
#include "terrain.h"
#include "transform.h"
#include "view.h"
#include "viewchar.h"
#include "viewmap.h"
static bool _slime_split_merge(monster* thing);
// Currently only used for Tiamat.
void draconian_change_colour(monster* drac)
{
if (mons_genus(drac->type) != MONS_DRACONIAN)
return;
drac->base_monster = random_choose(MONS_RED_DRACONIAN,
MONS_WHITE_DRACONIAN,
MONS_BLACK_DRACONIAN,
MONS_GREEN_DRACONIAN,
MONS_PURPLE_DRACONIAN,
MONS_YELLOW_DRACONIAN);
drac->colour = mons_class_colour(drac->base_monster);
// Get rid of the old breath weapon first.
monster_spells oldspells = drac->spells;
drac->spells.clear();
for (const mon_spell_slot &slot : oldspells)
if (!(slot.flags & MON_SPELL_BREATH))
drac->spells.push_back(slot);
drac->spells.push_back(drac_breath(draconian_subspecies(*drac)));
}
void boris_covet_orb(monster* boris)
{
if (boris->type != MONS_BORIS || !player_has_orb())
return;
if (boris->observable())
simple_monster_message(*boris, " is empowered by the presence of the orb!");
boris->add_ench(mon_enchant(ENCH_HASTE, boris, INFINITE_DURATION));
boris->add_ench(mon_enchant(ENCH_EMPOWERED_SPELLS, boris, INFINITE_DURATION));
}
bool ugly_thing_mutate(monster& ugly, bool force)
{
if (!(one_chance_in(9) || force))
return false;
const char* msg = nullptr;
// COLOUR_UNDEF means "pick a random colour".
colour_t new_colour = COLOUR_UNDEF;
for (fair_adjacent_iterator ai(ugly.pos()); ai && !msg; ++ai)
{
const actor* act = actor_at(*ai);
if (!act)
continue;
if (act->is_player() && player_harmful_contamination())
{
msg = " basks in your mutagenic energy and changes!";
break;
}
else if (mons_genus(act->type) == MONS_UGLY_THING)
{
msg = " basks in the mutagenic energy from its kin and changes!";
const colour_t other_colour =
make_low_colour(act->as_monster()->colour);
if (make_low_colour(ugly.colour) != other_colour)
new_colour = other_colour;
break;
}
}
if (force)
msg = " basks in the mutagenic energy and changes!";
if (!msg) // didn't find anything to mutate off of
return false;
simple_monster_message(ugly, msg);
ugly.uglything_mutate(new_colour);
return true;
}
// Returns whether an enchantment should be given to split monsters and inherited on merge.
// TODO: This list is definitely incomplete.
static bool _should_share_ench(enchant_type type)
{
return type != ENCH_HELD
&& type != ENCH_CONSTRICTED
&& type != ENCH_BULLSEYE_TARGET;
}
// Inflict any enchantments the parent slime has on its offspring,
// leaving durations unchanged, I guess. -cao
static void _share_ench_durations(monster* initial_slime, monster* split_off)
{
for (const auto &entry : initial_slime->enchantments)
{
if (_should_share_ench(entry.second.ench))
{
split_off->add_ench(entry.second);
// The newly split slime will also be vengeance marked, so we need
// to increment the total number of monsters the player has to kill
if (entry.second.ench == ENCH_VENGEANCE_TARGET)
you.duration[DUR_BEOGH_SEEKING_VENGEANCE] += 1;
}
}
}
// What to do about any enchantments these two creatures may have?
// For now, we are averaging the durations, weighted by slime size
// or by hit dice, depending on usehd.
void merge_ench_durations(monster& initial, monster& merge_to, bool usehd)
{
int initial_count = usehd ? initial.get_hit_dice() : initial.blob_size;
int merge_to_count = usehd ? merge_to.get_hit_dice() : merge_to.blob_size;
int total_count = initial_count + merge_to_count;
mon_enchant_list &from_ench = initial.enchantments;
for (auto &entry : from_ench)
{
if (!_should_share_ench(entry.second.ench))
continue;
// Does the other creature have this enchantment as well?
const mon_enchant temp = merge_to.get_ench(entry.first);
// If not, use duration 0 for their part of the average.
const bool no_initial = temp.ench == ENCH_NONE;
const int duration = no_initial ? 0 : temp.duration;
entry.second.duration = (entry.second.duration * initial_count
+ duration * merge_to_count)/total_count;
if (!entry.second.duration)
entry.second.duration = 1;
if (no_initial)
merge_to.add_ench(entry.second);
else
merge_to.update_ench(entry.second);
}
for (auto &entry : merge_to.enchantments)
{
if (from_ench.find(entry.first) == from_ench.end()
&& entry.second.duration > 1)
{
entry.second.duration = (merge_to_count * entry.second.duration)
/ total_count;
merge_to.update_ench(entry.second);
}
}
}
// Scale current slymdra HP based on head count.
void slymdra_scale_hp(monster& slymdra)
{
const monsterentry *m_ent = get_monster_data(MONS_SLYMDRA);
const int new_avg_hp = div_rand_round(m_ent->avg_hp_10x * slymdra.get_hit_dice(), m_ent->HD);
const int hp = hit_points(new_avg_hp) + SLYMDRA_HP_PER_HEAD * slymdra.num_heads;
const int diff = slymdra.max_hit_points - hp;
slymdra.max_hit_points -= diff;
slymdra.hit_points = max(1, slymdra.hit_points - diff);
}
// Calculate slime creature hp based on how many are merged.
static void _stats_from_blob_count(monster* slime, float max_per_blob,
float current_per_blob)
{
slime->max_hit_points = (int)(slime->blob_size * max_per_blob);
slime->hit_points = (int)(slime->blob_size * current_per_blob);
}
// Create a new slime creature at 'target', and split 'thing''s hp and
// merge count with the new monster.
// Returns the new slime (nullptr if it fails).
static monster* _do_split(monster* thing, const coord_def & target, bool quiet = false)
{
ASSERT(thing); // XXX: change to monster &thing
ASSERT(thing->alive());
// Create a new slime.
monster_type type = thing->type == MONS_SLYMDRA ? MONS_SLIME_CREATURE
: thing->type;
mgen_data new_slime_data = mgen_data(type,
SAME_ATTITUDE(thing),
target,
thing->foe,
MG_FORCE_PLACE);
// Don't explicitly announce the child slime coming into view if you
// saw the split that created it
if (you.can_see(*thing))
new_slime_data.extra_flags |= MF_WAS_IN_VIEW;
monster *new_slime = create_monster(new_slime_data);
if (!new_slime)
return 0;
if (!quiet && you.can_see(*thing))
{
if (thing->type == MONS_SLYMDRA)
{
mprf("%s separates from %s.", new_slime->name(DESC_A).c_str(),
thing->name(DESC_A).c_str());
}
else
mprf("%s splits.", thing->name(DESC_A).c_str());
}
// Inflict the new slime with any enchantments on the parent.
_share_ench_durations(thing, new_slime);
new_slime->attitude = thing->attitude;
new_slime->behaviour = thing->behaviour;
new_slime->flags = thing->flags;
new_slime->props = thing->props;
new_slime->summoner = thing->summoner;
if (thing->props.exists(BLAME_KEY))
new_slime->props[BLAME_KEY] = thing->props[BLAME_KEY].get_vector();
if (thing->type == MONS_SLYMDRA)
{
new_slime->props.erase(POLY_SET_KEY);
init_poly_set(new_slime);
}
// Lose heads and HP equivalent to those heads
if (thing->type == MONS_SLYMDRA)
{
--thing->num_heads;
const monsterentry *m_ent = get_monster_data(MONS_SLYMDRA);
const int new_avg_hp = div_rand_round(m_ent->avg_hp_10x * thing->get_hit_dice(), m_ent->HD);
const int hp = hit_points(new_avg_hp) + SLYMDRA_HP_PER_HEAD * thing->num_heads;
const int diff = thing->max_hit_points - hp;
thing->max_hit_points -= diff;
thing->hit_points = max(1, thing->hit_points - diff);
}
else
{
int split_off = thing->blob_size / 2;
float max_per_blob = thing->max_hit_points / float(thing->blob_size);
float current_per_blob = thing->hit_points / float(thing->blob_size);
thing->blob_size -= split_off;
new_slime->blob_size = split_off;
new_slime->set_hit_dice(thing->get_experience_level());
_stats_from_blob_count(thing, max_per_blob, current_per_blob);
_stats_from_blob_count(new_slime, max_per_blob, current_per_blob);
}
if (crawl_state.game_is_arena())
arena_split_monster(thing, new_slime);
ASSERT(thing->alive());
ASSERT(new_slime->alive());
return new_slime;
}
// Cause a monster to lose a turn. has_gone should be true if the
// monster has already moved this turn.
static void _lose_turn(monster* mons, bool has_gone)
{
const monsterentry* entry = get_monster_data(mons->type);
// We want to find out if mons will move next time it has a turn
// (assuming for the sake of argument the next delay is 10). If it's
// already going to lose a turn we don't need to do anything.
mons->speed_increment += entry->speed;
if (!mons->has_action_energy())
return;
mons->speed_increment -= entry->speed;
mons->speed_increment -= entry->energy_usage.move;
// So we subtracted some energy above, but if mons hasn't moved yet
// /this turn, that will just cancel its turn in this round of
// world_reacts().
if (!has_gone)
mons->speed_increment -= entry->energy_usage.move;
}
// Actually merge two slime creatures, pooling their hp, etc.
// initial_slime is the one that gets killed off by this process.
static void _do_merge_slimes(monster* initial_slime, monster* merge_to)
{
const string old_name = merge_to->name(DESC_A);
const bool merge_to_was_visible = you.can_see(*merge_to);
// Combine enchantment durations.
merge_ench_durations(*initial_slime, *merge_to);
merge_to->blob_size += initial_slime->blob_size;
merge_to->max_hit_points += initial_slime->max_hit_points;
merge_to->hit_points += initial_slime->hit_points;
// Merge monster flags (mostly so that MF_CREATED_NEUTRAL, etc. are
// passed on if the merged slime subsequently splits. Hopefully
// this won't do anything weird.
merge_to->flags |= initial_slime->flags;
// Transfer duel status over to the merge target.
if (initial_slime->props.exists(OKAWARU_DUEL_CURRENT_KEY))
{
initial_slime->props.erase(OKAWARU_DUEL_CURRENT_KEY);
merge_to->props[OKAWARU_DUEL_TARGET_KEY] = true;
merge_to->props[OKAWARU_DUEL_CURRENT_KEY] = true;
}
// Merging costs the combined slime some energy. The idea is that if 2
// slimes merge you can gain a space by moving away the turn after (maybe
// this is too nice but there will probably be a lot of complaints about
// the damage on higher level slimes). We see if mons has gone already by
// checking its mindex (this works because handle_monsters just iterates
// over env.mons in ascending order).
_lose_turn(merge_to, merge_to->mindex() < initial_slime->mindex());
// Overwrite the state of the slime getting merged into, because it
// might have been resting or something.
merge_to->behaviour = initial_slime->behaviour;
merge_to->foe = initial_slime->foe;
behaviour_event(merge_to, ME_EVAL);
// Messaging cases:
// 1. MT & I were both visible & still are
// 2. MT was visible, I wasn't but now both are
// 3. MT was visible, I wasn't and now both aren't
// 4. MT wasn't visible, I was and now both are
// 5. MT and I weren't visible & still aren't
if (merge_to_was_visible)
{
if (you.can_see(*merge_to))
{
// cases 1 and 2
mprf("Two slime creatures merge to form %s.",
merge_to->name(DESC_A).c_str());
}
else
{
// case 3
mprf("Something merges into %s, and it vanishes!",
old_name.c_str());
}
flash_view_delay(UA_MONSTER, LIGHTGREEN, 150);
}
else if (you.can_see(*initial_slime))
{
// case 4
mprf("%s merges with something you can't see.",
initial_slime->name(DESC_A).c_str());
}
// case 5 (no-op)
// Have to 'kill' the slime doing the merging.
monster_die(*initial_slime, KILL_RESET, NON_MONSTER, true);
}
// Slime creatures can split but not merge under these conditions.
static bool _unoccupied_slime(monster* thing)
{
return thing->asleep() || mons_is_wandering(*thing)
|| thing->foe == MHITNOT;
}
// Slime creatures cannot split or merge under these conditions.
static bool _disabled_merge(monster* thing)
{
return !thing
|| mons_is_fleeing(*thing)
|| mons_is_confused(*thing)
|| thing->paralysed()
|| thing->has_ench(ENCH_FRENZIED);
}
// See if there are any appropriate adjacent slime creatures for 'thing'
// to merge with. If so, carry out the merge.
//
// A slime creature will merge if there is an adjacent slime, merging
// onto that slime would reduce the distance to the original slime's
// target, and there are no empty squares that would also reduce the
// distance to the target.
static bool _slime_merge(monster* thing)
{
if (!thing || _disabled_merge(thing) || _unoccupied_slime(thing))
return false;
int max_slime_merge = 5;
int target_distance = grid_distance(thing->target, thing->pos());
// Check for adjacent slime creatures.
monster* merge_target = nullptr;
for (fair_adjacent_iterator ai(thing->pos()); ai; ++ai)
{
// If this square won't reduce the distance to our target, don't
// look for a potential merge, and don't allow this square to
// prevent a merge if empty.
if (grid_distance(thing->target, *ai) >= target_distance)
continue;
// Don't merge if there is an open square that reduces distance
// to target, even if we found a possible slime to merge with.
if (!actor_at(*ai)
&& monster_habitable_grid(MONS_SLIME_CREATURE, *ai))
{
return false;
}
// Is there a slime creature on this square we can consider
// merging with?
monster* other_thing = monster_at(*ai);
if (!merge_target
&& other_thing
&& other_thing->type == MONS_SLIME_CREATURE
&& other_thing->attitude == thing->attitude
&& other_thing->has_ench(ENCH_CHARM) == thing->has_ench(ENCH_CHARM)
&& other_thing->has_ench(ENCH_HEXED) == thing->has_ench(ENCH_HEXED)
&& other_thing->is_summoned() == thing->is_summoned()
&& !other_thing->is_shapeshifter()
&& other_thing->has_ench(ENCH_FIGMENT) == thing->has_ench(ENCH_FIGMENT)
&& other_thing->is_unrewarding() == thing->is_unrewarding()
&& !_disabled_merge(other_thing))
{
// We can potentially merge if doing so won't take us over
// the merge cap.
int new_blob_count = other_thing->blob_size + thing->blob_size;
if (new_blob_count <= max_slime_merge)
merge_target = other_thing;
}
}
// We found a merge target and didn't find an open square that
// would reduce distance to target, so we can actually merge.
if (merge_target)
{
_do_merge_slimes(thing, merge_target);
return true;
}
// No adjacent slime creatures we could merge with.
return false;
}
static bool _slime_can_spawn(const coord_def target)
{
return monster_habitable_grid(MONS_SLIME_CREATURE, target)
&& !actor_at(target);
}
// See if slime creature 'thing' can split, and carry out the split if
// we can find a square to place the new slime creature on.
static monster *_slime_split(monster* thing, bool force_split, bool quiet = false)
{
if (!thing || thing->blob_size <= 1 || thing->hit_points < 4
|| (coinflip() && !force_split) // Don't make splitting quite so reliable. (jpeg)
|| _disabled_merge(thing))
{
return 0;
}
const coord_def origin = thing->pos();
const actor* foe = thing->get_foe();
const bool has_foe = (foe != nullptr && thing->can_see(*foe));
const coord_def foe_pos = (has_foe ? foe->position : coord_def(0,0));
const int old_dist = (has_foe ? grid_distance(origin, foe_pos) : 0);
if ((has_foe && old_dist > 1) && !force_split)
{
// If we're not already adjacent to the foe, check whether we can
// move any closer. If so, do that rather than splitting.
for (adjacent_iterator ri(origin); ri; ++ri)
{
if (_slime_can_spawn(*ri)
&& grid_distance(*ri, foe_pos) < old_dist)
{
return 0;
}
}
}
// Anywhere we can place an offspring?
for (fair_adjacent_iterator ai(origin); ai; ++ai)
{
// Don't split if this increases the distance to the target.
if (has_foe && grid_distance(*ai, foe_pos) > old_dist
&& !force_split)
{
continue;
}
if (_slime_can_spawn(*ai))
{
// This can fail if placing a new monster fails. That
// probably means we have too many monsters on the level,
// so just return in that case.
return _do_split(thing, *ai, quiet);
}
}
// No free squares.
return 0;
}
// See if a given slime creature can split or merge.
static bool _slime_split_merge(monster* thing)
{
// No merging/splitting shapeshifters.
if (!thing
|| thing->is_shapeshifter()
|| thing->type != MONS_SLIME_CREATURE)
{
return false;
}
if (_slime_split(thing, false))
return true;
return _slime_merge(thing);
}
// Splits and polymorphs merged slime creatures.
bool slime_creature_polymorph(monster& slime, poly_power_type power)
{
ASSERT(slime.type == MONS_SLIME_CREATURE);
if (slime.blob_size > 1 && x_chance_in_y(4, 5))
{
int count = 0;
while (slime.blob_size > 1 && count <= 10)
{
if (monster *splinter = _slime_split(&slime, true))
slime_creature_polymorph(*splinter, power);
else
break;
count++;
}
}
return monster_polymorph(&slime, RANDOM_POLYMORPH_MONSTER, power);
}
int slymdra_split(monster& slymdra, int count, bool quiet)
{
ASSERT(slymdra.type == MONS_SLYMDRA);
int num_splits = 0;
int& fake_heads = slymdra.props[SLYMDRA_FAKE_HEADS_KEY].get_int();
int& real_slimes = slymdra.props[SLYMDRA_SLIMES_EATEN_KEY].get_int();
if (count == -1)
count = slymdra.num_heads - 4;
if (count <= 0 || real_slimes == 0 && fake_heads == 0)
return 0;
for (distance_iterator di(slymdra.pos(), true, true, 2); di; ++di)
{
if (cell_see_cell(slymdra.pos(), *di, LOS_NO_TRANS) && _slime_can_spawn(*di))
{
if (monster* slime = _do_split(&slymdra, *di, quiet))
{
if (real_slimes > 0)
--real_slimes;
else
{
slime->flags |= (MF_NO_REWARD | MF_HARD_RESET);
--fake_heads;
}
// If we've split out as many things as we want or as many as we *can*, return.
if (++num_splits >= count || real_slimes == 0 && fake_heads == 0)
return num_splits;
}
}
}
return num_splits;
}
bool slymdra_polymorph(monster& slymdra, poly_power_type power)
{
ASSERT(slymdra.type == MONS_SLYMDRA);
int count = slymdra_split(slymdra, -1, true);
if (you.can_see(slymdra) && count > 0)
{
if (count == 1)
{
mprf("A slime creature is ejected from %s body as it begins to warp and change.",
slymdra.name(DESC_ITS).c_str());
}
else
{
mprf("%d slime creatures are ejected from %s body as it begins to warp and change.",
count, slymdra.name(DESC_ITS).c_str());
}
}
return monster_polymorph(&slymdra, RANDOM_POLYMORPH_MONSTER, power);
}
static bool _starcursed_split(monster* mon)
{
if (!mon || mon->blob_size <= 1 || mon->type != MONS_STARCURSED_MASS)
return false;
// Anywhere we can place an offspring?
for (fair_adjacent_iterator ai(mon->pos()); ai; ++ai)
{
if (mons_class_can_pass(MONS_STARCURSED_MASS, env.grid(*ai))
&& !actor_at(*ai))
{
return _do_split(mon, *ai);
}
}
// No free squares.
return false;
}
static void _starcursed_scream(monster* mon, actor* target)
{
if (!target || !target->alive())
return;
//Gather the chorus
vector<monster*> chorus;
for (monster_near_iterator mi(target->pos(), LOS_NO_TRANS); mi; ++mi)
{
if (mi->type == MONS_STARCURSED_MASS)
chorus.push_back(*mi);
}
int n = chorus.size();
int dam = 0; int stun = 0;
const char* message = nullptr;
dprf("Chorus size: %d", n);
if (n > 7)
{
message = "A cacophony of accursed wailing tears at your sanity!";
if (coinflip())
stun = 2;
}
else if (n > 4)
{
message = "A deafening chorus of shrieks assaults your mind!";
if (one_chance_in(3))
stun = 1;
}
else if (n > 1)
message = "A chorus of shrieks assaults your mind.";
else
message = "The starcursed mass shrieks in your mind.";
dam = 4 + random2(5) + random2(n * 3 / 2);
if (!target->is_player())
{
if (you.see_cell(target->pos()))
{
mprf(target->as_monster()->friendly() ? MSGCH_FRIEND_SPELL
: MSGCH_MONSTER_SPELL,
"%s writhes in pain as voices assail %s mind.",
target->name(DESC_THE).c_str(),
target->pronoun(PRONOUN_POSSESSIVE).c_str());
}
}
else
mprf(MSGCH_MONSTER_SPELL, "%s", message);
target->hurt(mon, dam, BEAM_MISSILE, KILLED_BY_BEAM, "",
"accursed screaming");
if (stun && target->alive())
target->paralyse(mon, stun, "accursed screaming");
for (monster *voice : chorus)
if (voice->alive())
voice->add_ench(mon_enchant(ENCH_SCREAMED, voice, 1));
}
static bool _will_starcursed_scream(monster* mon)
{
int n = 0;
for (monster_near_iterator mi(mon->pos(), LOS_NO_TRANS); mi; ++mi)
{
if (mi->type != MONS_STARCURSED_MASS)
continue;
// Don't scream if any part of the chorus has a scream timeout
// (This prevents it being staggered into a bunch of mini-screams)
if (mi->has_ench(ENCH_SCREAMED))
return false;
else
n++;
}
return one_chance_in(n);
}
/**
* Can a lost soul revive the given monster, assuming one is nearby?
*
* @param mons The monster potentially being revived.
* @return Whether it's a possible target for lost souls.
*/
static bool _lost_soul_affectable(const monster &mons)
{
// zombies are boring
if (mons_is_zombified(mons))
return false;
// undead can be reknit, naturals ghosted, everyone else is out of luck
if (!(mons.holiness() & (MH_UNDEAD | MH_NATURAL)))
return false;
// already been revived once
if (testbits(mons.flags, MF_SPECTRALISED))
return false;
// just silly
if (mons.type == MONS_LOST_SOUL)
return false;
// for ely, I guess?
if (is_good_god(mons.god))
return false;
if (mons.is_summoned())
return false;
if (!mons_class_gives_xp(mons.type))
return false;
return true;
}
// Is it worth sacrificing ourselves to revive this monster? This is based
// on monster HD, with a lower chance for weaker monsters so long as other
// monsters are present, but always true if there are only as many valid
// targets as nearby lost souls.
static bool _worthy_sacrifice(monster* soul, const monster* target)
{
int count = 0;
for (monster_near_iterator mi(soul, LOS_NO_TRANS); mi; ++mi)
{
if (_lost_soul_affectable(**mi))
++count;
else if (mi->type == MONS_LOST_SOUL)
--count;
}
const int target_hd = target->get_experience_level();
return count <= -1 || target_hd > 9
|| x_chance_in_y(target_hd * target_hd * target_hd, 1200);
}
/**
* Check to see if the given monster can be revived by lost souls (if it's a
* valid target for revivication & if there are any lost souls nearby), and
* revive it if so.
*
* @param mons The monster in question.
* @return Whether the monster was revived/reknitted, or whether it
* remains dead (dying?).
*/
bool lost_soul_revive(monster& mons, killer_type killer)
{
if (killer == KILL_RESET
|| killer == KILL_RESET_KEEP_ITEMS
|| killer == KILL_BANISHED)
{
return false;
}
if (!_lost_soul_affectable(mons))
return false;
for (monster_near_iterator mi(&mons, LOS_NO_TRANS); mi; ++mi)
{
if (mi->type != MONS_LOST_SOUL || !mons_aligned(&mons, *mi))
continue;
if (!_worthy_sacrifice(*mi, &mons))
continue;
// save this before we revive it
const string revivee_name = mons.name(DESC_THE);
const bool was_alive = bool(mons.holiness() & MH_NATURAL);
// In this case the old monster will be replaced by
// a ghostly version, so we should record defeat now.
if (was_alive)
{
record_monster_defeat(&mons, killer);
remove_unique_annotation(&mons);
}
targeter_radius hitfunc(*mi, LOS_SOLID);
flash_view_delay(UA_MONSTER, GREEN, 200, &hitfunc);
mons.heal(mons.max_hit_points);
mons.timeout_enchantments();
coord_def newpos = mi->pos();
if (was_alive)
{
mons.move_to(newpos, MV_INTERNAL);
mons.flags |= (MF_SPECTRALISED | MF_FAKE_UNDEAD);
}
// check if you can see the monster *after* it maybe moved
if (you.can_see(mons))
{
if (!was_alive)
{
mprf("%s sacrifices itself to reknit %s!",
mi->name(DESC_THE).c_str(),
revivee_name.c_str());
}
else
{
mprf("%s assumes the form of %s%s!",
mi->name(DESC_THE).c_str(),
revivee_name.c_str(),
(mi->is_summoned() ? " and becomes anchored to this"
" world" : ""));
}
}
if (mi->alive())
monster_die(**mi, KILL_NON_ACTOR, -1, true);
return true;
}
return false;
}
void treant_release_fauna(monster& mons)
{
// FIXME: this should be a fineff, at least when called from monster_die.
int count = mons.mangrove_pests;
bool created = false;
monster_type fauna_t = one_chance_in(4) ? MONS_RAVEN : MONS_HORNET;
for (int i = 0; i < count; ++i)
{
mgen_data fauna_data(fauna_t, SAME_ATTITUDE(&mons),
mons.pos(), mons.foe);
fauna_data.extra_flags |= MF_WAS_IN_VIEW;
fauna_data.copy_from_parent(&mons);
if (create_monster(fauna_data))
{
created = true;
mons.mangrove_pests--;
}
}
if (created && you.can_see(mons))
{
if (fauna_t == MONS_RAVEN)
{
mprf("Jet-black ravens fly out from beneath %s foliage!",
mons.name(DESC_ITS).c_str());
}
else
{
mprf("Angry insects surge out from beneath %s foliage!",
mons.name(DESC_ITS).c_str());
}
}
}
static bool _adj_to_tree(coord_def p)
{
for (adjacent_iterator ai(p); ai; ++ai)
if (feat_is_tree(env.grid(*ai)))
return true;
return false;
}
static coord_def _find_nearer_tree(coord_def cur_loc, coord_def target)
{
coord_def p = {0, 0};
int seen = 0;
// don't bother teleporting to something that's at the same distance
// from the target as you already are
int closest = grid_distance(cur_loc, target) - 1;
for (distance_iterator di(target); di; ++di)
{
const int dist = grid_distance(target, *di);
if (dist > closest)
break;
if (!cell_see_cell(target, *di, LOS_NO_TRANS) // there might be a better iterator
|| !_adj_to_tree(*di)
|| !monster_habitable_grid(MONS_ELEIONOMA, *di))
{
continue;
}
// XXX: also check for dangerous clouds?
closest = dist;
seen++;
if (x_chance_in_y(1, seen))
p = *di;
}
return p;
}
static void _weeping_skull_cloud_aura(monster* mons)
{
actor *foe = mons->get_foe();
if (!foe || !mons->can_see(*foe))
return;
// Generate list of valid cloud spots.
vector<coord_def> pos;
for (radius_iterator ri(mons->pos(), LOS_NO_TRANS); ri; ++ri)
{
if (grid_distance(mons->pos(), *ri) > 2)
continue;
if (!feat_is_solid(env.grid(*ri)) && !actor_at(*ri) && !cloud_at(*ri))
pos.push_back(*ri);
}
shuffle_array(pos);
int num_clouds = min((int)pos.size(), random_range(1, 3));
for (int i = 0; i < num_clouds; ++i)
place_cloud(CLOUD_MISERY, pos[i], random2(3) + 2, mons);
}
void seismosaurus_egg_hatch(monster* mons)
{
mon_enchant hatch = mons->get_ench(ENCH_HATCHING);
hatch.duration -= 1;
if (hatch.duration == 4)
{
simple_monster_message(*mons, " cracks slightly.");
mons->number = 1;
}
else if (hatch.duration == 2)
{
simple_monster_message(*mons, " shakes eagerly.");
mons->number = 2;
}
// Hatching time!
else if (hatch.duration == 0)
{
simple_monster_message(*mons, " hatches with a roar like a landslide!",
false, MSGCH_MONSTER_SPELL);
const int old_hd = mons->get_experience_level();
change_monster_type(mons, MONS_SEISMOSAURUS, true);
mons->heal(mons->max_hit_points);
mons->set_hit_dice(old_hd);
mon_enchant timer = mons->get_ench(ENCH_SUMMON_TIMER);
timer.duration = random_range(40, 55) * BASELINE_DELAY;
mons->update_ench(timer);
mons->del_ench(ENCH_HATCHING);
// Immediately stomp if anything is in range
mons->speed_increment = 80;
try_mons_cast(*mons, SPELL_SEISMIC_STOMP);
queue_monster_for_action(mons);
// Clean up range indicator
for (distance_iterator di(mons->pos(), false, false, 4); di; ++di)
env.pgrid(*di) &= ~FPROP_SEISMOROCK;
return;
}
mons->update_ench(hatch);
}
// Attempt to merge with any nearby aligned slime creatures
static bool _slymdra_try_merge(monster* mons)
{
int did_merge = 0;
const int old_heads = mons->num_heads;
int new_heads = old_heads;
for (adjacent_iterator ai(mons->pos()); ai; ++ai)
{
if (monster* mon_at = monster_at(*ai))
{
if (mon_at->type == MONS_SLIME_CREATURE
&& mons_aligned(mons, mon_at))
{
const int extra_heads = mon_at->blob_size;
// Don't absorb more heads than we can handle.
if (new_heads + extra_heads > 20)
continue;
if (mon_at->is_unrewarding() || mon_at->is_summoned())
mons->props[SLYMDRA_FAKE_HEADS_KEY].get_int() += extra_heads;
else
mons->props[SLYMDRA_SLIMES_EATEN_KEY].get_int() += extra_heads;
new_heads += extra_heads;
merge_ench_durations(*mon_at, *mons);
monster_die(*mon_at, KILL_RESET, NON_MONSTER);
++did_merge;
}
}
}
if (did_merge > 0)
{
if (you.see_cell(mons->pos()))
{
flash_tile(mons->pos(), LIGHTGREEN);
const int gained_heads = new_heads - old_heads;
const string head_msg = gained_heads == 1 ? "sprouts a new head"
: make_stringf("sprouts %d new heads", gained_heads);
if (did_merge > 1)
{
mprf("%s absorbs %d nearby slime creatures and %s.",
mons->name(DESC_THE).c_str(), did_merge, head_msg.c_str());
}
else
{
mprf("%s absorbs a nearby slime creature and %s.",
mons->name(DESC_THE).c_str(), head_msg.c_str());
}
}
mons->num_heads = new_heads;
slymdra_scale_hp(*mons);
return true;
}
return false;
}
static bool _slymdra_split_or_merge(monster* mons)
{
const actor* foe = mons->get_foe();
if (mons->behaviour == BEH_SEEK
&& foe && mons->see_cell_no_trans(foe->pos()) && coinflip())
{
return _slymdra_try_merge(mons);
}
else if (mons->num_heads > 4
&& (!foe || !mons->see_cell(foe->pos())) && one_chance_in(10))
{
return slymdra_split(*mons, 1);
}
return false;
}
static inline void _mons_cast_abil(monster* mons, bolt &pbolt,
spell_type spell_cast)
{
mons_cast(mons, pbolt, spell_cast, MON_SPELL_NATURAL);
}
bool mon_special_ability(monster* mons)
{
bool used = false;
const monster_type mclass = (mons_genus(mons->type) == MONS_DRACONIAN)
? draconian_subspecies(*mons)
: mons->type;
// Slime creatures can split while out of sight.
if ((!mons->near_foe() || mons->asleep())
&& !(mons->type == MONS_SLIME_CREATURE
|| mons->type == MONS_SLYMDRA))
{
return false;
}
switch (mclass)
{
case MONS_UGLY_THING:
case MONS_VERY_UGLY_THING:
// A (very) ugly thing may mutate if it's next to other ones (or
// next to you if you're contaminated).
used = ugly_thing_mutate(*mons, false);
break;
case MONS_SLIME_CREATURE:
// Slime creatures may split or merge depending on the
// situation.
used = _slime_split_merge(mons);
if (!mons->alive())
return true;
break;
case MONS_SLYMDRA:
used = _slymdra_split_or_merge(mons);
break;
case MONS_BALL_LIGHTNING:
if (mons->attitude == ATT_HOSTILE
&& grid_distance(you.pos(), mons->pos()) <= 2)
{
mons->suicide();
used = true;
break;
}
for (monster_near_iterator targ(mons, LOS_NO_TRANS); targ; ++targ)
{
if (mons_aligned(mons, *targ) || targ->is_firewood()
|| grid_distance(mons->pos(), targ->pos()) > 2
|| !you.see_cell(targ->pos()))
{
continue;
}
mons->suicide();
used = true;
break;
}
break;
case MONS_FOXFIRE:
case MONS_SHOOTING_STAR:
if (mons->attitude == ATT_HOSTILE
&& grid_distance(you.pos(), mons->pos()) == 1)
{
seeker_attack(*mons, you);
used = true;
break;
}
for (monster_near_iterator targ(mons, LOS_NO_TRANS); targ; ++targ)
{
if (mons_aligned(mons, *targ) || targ->is_firewood()
|| grid_distance(mons->pos(), targ->pos()) > 1
|| (mons->friendly() && !you.see_cell(targ->pos())))
{
continue;
}
seeker_attack(*mons, **targ);
used = true;
break;
}
break;
case MONS_STARCURSED_MASS:
if (x_chance_in_y(mons->blob_size,8) && x_chance_in_y(2,3)
&& mons->hit_points >= 8)
{
_starcursed_split(mons), used = true;
}
if (!mons_is_confused(*mons)
&& could_harm(mons, actor_at(mons->target))
&& _will_starcursed_scream(mons)
&& coinflip())
{
_starcursed_scream(mons, actor_at(mons->target));
used = true;
}
break;
case MONS_THORN_HUNTER:
{
// If we would try to move into a briar (that we might have just created
// defensively), let's see if we can shoot our foe through it instead
if (actor_at(mons->pos() + mons->props[MMOV_KEY].get_coord())
&& actor_at(mons->pos() + mons->props[MMOV_KEY].get_coord())->type == MONS_BRIAR_PATCH
&& !one_chance_in(3))
{
actor *foe = mons->get_foe();
if (foe && mons->can_see(*foe))
{
bolt beem = setup_targeting_beam(*mons);
beem.target = foe->pos();
setup_mons_cast(mons, beem, SPELL_THORN_VOLLEY);
targeting_tracer tracer;
fire_tracer(mons, tracer, beem);
if (mons_should_fire(beem, tracer))
{
make_mons_stop_fleeing(mons);
_mons_cast_abil(mons, beem, SPELL_THORN_VOLLEY);
used = true;
}
}
}
// Otherwise, if our foe is approaching us, we might want to raise a
// defensive wall of brambles (use the number of brambles in the area
// as some indication if we've already done this, and shouldn't repeat)
else if (mons->props[FOE_APPROACHING_KEY].get_bool() == true
&& !mons_is_confused(*mons)
&& coinflip())
{
int briar_count = 0;
for (monster_near_iterator mi(mons, LOS_NO_TRANS); mi; ++mi)
{
if (mi->type == MONS_BRIAR_PATCH
&& grid_distance(mons->pos(), mi->pos()) > 3)
{
briar_count++;
}
}
if (briar_count < 4) // Probably no solid wall here
{
bolt beem; // unused
_mons_cast_abil(mons, beem, SPELL_WALL_OF_BRAMBLES);
used = true;
}
}
}
break;
case MONS_WATER_NYMPH:
case MONS_NORRIS:
{
if (!one_chance_in(5))
break;
actor *foe = mons->get_foe();
if (!foe || !mons->can_see(*foe) || feat_is_water(env.grid(foe->pos())))
break;
const coord_def targ = foe->pos();
coord_def spot;
if (!find_habitable_spot_near(targ, MONS_ELECTRIC_EEL, 3, spot)
|| targ.distance_from(spot) >= targ.distance_from(mons->pos()))
{
break;
}
if (mons->move_to(spot, MV_DELIBERATE | MV_TRANSLOCATION, true))
{
simple_monster_message(*mons, " flows with the water.");
mons->finalise_movement();
used = true;
}
}
break;
case MONS_ELEIONOMA:
{
if (!one_chance_in(3))
break;
actor *foe = mons->get_foe();
if (!foe || !mons->can_see(*foe))
break;
const int dist = grid_distance(foe->pos(), mons->pos());
if (dist < 3)
break;
const coord_def target = _find_nearer_tree(mons->pos(), foe->pos());
if (target.origin() || !mons->move_to(target, MV_DELIBERATE | MV_TRANSLOCATION, true))
break;
simple_monster_message(*mons, " flows through the trees.");
mons->finalise_movement();
used = true;
}
break;
case MONS_SHAMBLING_MANGROVE:
{
if (mons->hit_points * 2 < mons->max_hit_points
&& mons->mangrove_pests > 0)
{
treant_release_fauna(*mons);
// Intentionally takes no energy; the creatures are flying free
// on their own time.
}
}
break;
case MONS_WEEPING_SKULL:
_weeping_skull_cloud_aura(mons);
break;
case MONS_CLOCKWORK_BEE_INACTIVE:
{
// Note: the player is not a monster, so this will never happen to them.
monster* summ = monster_by_mid(mons->summoner);
if (summ && adjacent(summ->pos(), mons->pos()) && !summ->incapacitated()
&& summ->has_action_energy() && !one_chance_in(4))
{
if (clockwork_bee_recharge(*summ, *mons))
summ->lose_energy(EUT_MOVE);
}
break;
}
case MONS_NAMELESS_REVENANT:
// If we are engaging the player and have full memories, burn one fairly
// immediately.
if (mons->foe == MHITYOU && mons->can_see(you)
&& mons->props[NOBODY_MEMORIES_KEY].get_vector().size() == NOBODY_MAX_MEMORIES
&& one_chance_in(3))
{
pyrrhic_recollection(*mons);
used = true;
}
break;
default:
break;
}
if (used)
mons->lose_energy(EUT_SPECIAL);
return used;
}
bool egg_is_incubating(const monster& egg)
{
if (!egg.has_ench(ENCH_HATCHING))
return false;
mon_enchant hatch = egg.get_ench(ENCH_HATCHING);
// Check if we're near our 'parent'
const actor* parent = hatch.agent();
if (!parent || !adjacent(parent->pos(), egg.pos()))
return false;
// Finally, check that there are foes sufficiently nearby (and in the
// parent's LoS)
for (monster_near_iterator mi(parent, LOS_NO_TRANS); mi; ++mi)
{
if (!mons_aligned(*mi, &egg) && !mi->is_firewood()
&& grid_distance(egg.pos(), mi->pos()) <= 4)
{
return true;
}
}
return false;
}
struct nobody_recollection
{
int weight;
string key;
vector<pair<spell_type, uint8_t>> spells;
};
const static vector<nobody_recollection> _recollections =
{
{50, "fire", {{SPELL_MARSHLIGHT, 40}, {SPELL_SCORCH, 50}}},
{50, "fire", {{SPELL_PYRE_ARROW, 80}}},
{50, "cold", {{SPELL_OZOCUBUS_REFRIGERATION, 80}}},
{50, "cold", {{SPELL_PERMAFROST_ERUPTION, 80}}},
{50, "poison", {{SPELL_CORROSIVE_BOLT, 80}}},
{50, "poison", {{SPELL_HURL_SLUDGE, 100}}},
{50, "poison", {{SPELL_IRRADIATE, 75}}},
{65, "undead", {{SPELL_BORGNJORS_VILE_CLUTCH, 120}}},
{80, "fear", {{SPELL_CAUSE_FEAR, 120}, {SPELL_GHOSTLY_FIREBALL, 50}}},
{80, "soldiers", {{SPELL_BATTLESPHERE, 120}, {SPELL_BOMBARD, 60}}},
{50, "rockslide", {{SPELL_LRD, 100}}},
{50, "electricity", {{SPELL_ARCJOLT, 80}}},
{75, "xxx", {{SPELL_SUMMON_HORRIBLE_THINGS, 70}}},
{85, "demons", {{SPELL_SUMMON_GREATER_DEMON, 70}}},
{85, "undead", {{SPELL_HAUNT, 70}}},
{110, "vermin", {{SPELL_SUMMON_VERMIN, 70}}},
{180, "soldiers", {{SPELL_HASTE, 75}, {SPELL_MIGHT, 75}}},
};
// Initialize a set of 3 random spellsets for Nobody, guaranteed to all be
// different from each other. (Called upon Nobody spawning or so much time
// passing that they regenerate their memories.)
void initialize_nobody_memories(monster& nobody)
{
CrawlVector& memories = nobody.props[NOBODY_MEMORIES_KEY].get_vector();
memories.clear();
vector<pair<int, int>> weights;
for (size_t i = 0; i < _recollections.size(); ++i)
weights.push_back({i, _recollections[i].weight});
for (int i = 0; i < NOBODY_MAX_MEMORIES; ++i)
{
const int index = *random_choose_weighted(weights);
memories.push_back(index);
weights[index].second = 0;
}
}
bool pyrrhic_recollection(monster& nobody)
{
CrawlVector& memories = nobody.props[NOBODY_MEMORIES_KEY].get_vector();
if (memories.size() <= 0)
return false;
const bool can_see = you.see_cell(nobody.pos());
const bool was_injured = nobody.hit_points < nobody.max_hit_points;
if (can_see)
draw_ring_animation(nobody.pos(), 3, LIGHTCYAN, CYAN, true);
// Change spells
nobody.spells.clear();
const auto& recollection = _recollections[memories[memories.size() - 1].get_int()];
vector<string> spell_names;
for (pair<spell_type, uint8_t> spell : recollection.spells)
{
nobody.spells.push_back({spell.first, spell.second, MON_SPELL_WIZARD});
spell_names.push_back(spell_title(spell.first));
}
nobody.spells.push_back({SPELL_PYRRHIC_RECOLLECTION, 0, MON_SPELL_NATURAL});
nobody.props[CUSTOM_SPELLS_KEY] = true;
memories.pop_back();
if (can_see)
{
mprf(MSGCH_MONSTER_SPELL, "%s ignites a memory of %s%s.",
nobody.name(DESC_THE).c_str(),
comma_separated_line(spell_names.begin(), spell_names.end()).c_str(),
was_injured ? " to re-knit themselves" : "");
string speech = make_stringf("\"We remember... %s...\"",
getSpeakString("nobody_recollection " + recollection.key).c_str());
mons_speaks_msg(&nobody, speech, MSGCH_TALK);
}
// Heal and move.
if (was_injured)
monster_blink(&nobody, true, true);
nobody.heal(nobody.max_hit_points);
// If this was a phantom mirror copy, allow it to revive, but don't wipe out
// its summon timer at the same time, to keep it from having unlimited duration.
mon_enchant summon_timer;
if (nobody.has_ench(ENCH_SUMMON_TIMER))
{
summon_timer = nobody.get_ench(ENCH_SUMMON_TIMER);
nobody.del_ench(ENCH_SUMMON_TIMER, true, false);
}
// Also, manually delete the previous enkindle without effect, in case
// Nobody's taken a big enough hit to go from healthy to dead in one action,
// or we'll immediately wipe out the spells we just gave them.
nobody.del_ench(ENCH_PYRRHIC_RECOLLECTION, true, false);
// XXX: Also save their Haste and Might, since the *point* of that spellset
// is that the effects can linger into other phases. It would really be
// nice if there was a general 'clear *negative* status effects on a monster,
// but we don't have that at the moment.
mon_enchant haste = nobody.get_ench(ENCH_HASTE);
mon_enchant might = nobody.get_ench(ENCH_MIGHT);
nobody.timeout_enchantments();
nobody.add_ench(summon_timer);
nobody.add_ench(haste);
nobody.add_ench(might);
nobody.add_ench(mon_enchant(ENCH_PYRRHIC_RECOLLECTION, &nobody, random_range(300, 500)));
// Don't immediately expire summons (we want them to stick around into the next phase),
// but at least make them time out a bit faster.
for (monster_iterator mi; mi; ++mi)
{
if (mi->was_created_by(nobody))
{
mon_enchant timer = mi->get_ench(ENCH_SUMMON_TIMER);
timer.duration = timer.duration / 3;
mi->update_ench(timer);
}
}
nobody.props[NOBODY_RECOVERY_KEY] = you.elapsed_time + (random_range(300, 500));
// Allow Nobody to wake up if you kill them in their sleep
behaviour_event(&nobody, ME_ALERT);
schedule_avoided_death_fineff(&nobody);
return true;
}
// AoE attack when the player attacks in scarab form
void solar_ember_blast()
{
monster* ember = get_solar_ember();
if (!ember)
return;
if (!ember->has_ench(ENCH_SPELL_CHARGED))
{
simple_monster_message(*ember, " glows brighter.");
ember->add_ench(mon_enchant(ENCH_SPELL_CHARGED, ember, random_range(70, 90)));
you.did_trigger(DID_SOLAR_EMBER);
return;
}
vector<monster*> targs;
for (adjacent_iterator ai(ember->pos()); ai; ++ai)
if (monster* mon = monster_at(*ai))
if (could_harm_enemy(&you, mon) && !mon->is_firewood() && you.see_cell_no_trans(mon->pos()))
targs.push_back(mon);
if (targs.empty())
return;
simple_monster_message(*ember, " blazes with a fierce heat.", false, MSGCH_FRIEND_SPELL);
bolt beam;
beam.flavour = BEAM_FIRE;
dice_def dmg = get_form()->get_special_damage();
for (monster* mon : targs)
{
if (!mon->alive())
continue;
flash_tile(mon->pos(), RED, 0);
const int damage_done = mons_adjust_flavoured(mon, beam, mon->apply_ac(dmg.roll()));
mprf("The solar flare engulfs %s%s.", mon->name(DESC_THE).c_str(),
damage_done ? "" : " but does no damage");
mon->hurt(ember, damage_done, BEAM_FIRE);
}
animation_delay(10, true);
ember->hurt(ember, random_range(7, 10));
ember->del_ench(ENCH_SPELL_CHARGED);
you.did_trigger(DID_SOLAR_EMBER);
}
static bool _make_tesseract_spawn(bool near_player, bool outside_vault = false)
{
mgen_data mg(one_chance_in(6) ? MONS_ORB_GUARDIAN : WANDERING_MONSTER);
mg.place = level_id::current();
mg.place.depth = 7;
mg.flags |= MG_FORBID_BANDS;
mg.extra_flags |= (MF_HARD_RESET | MF_TESSERACT_SPAWN);
mg.foe = MHITYOU;
mg.non_actor_summoner = "a Boundless Tesseract";
mg.proximity = near_player ? PROX_CLOSE_TO_PLAYER
: PROX_AWAY_FROM_PLAYER;
if (outside_vault)
{
int tries = 500;
while (--tries > 0)
{
coord_def pos = random_in_bounds();
if (!monster_habitable_grid(mg.cls, pos))
continue;
const vault_placement *vp = dgn_vault_at(pos);
if (!(vp && vp->map_name_at(pos) == "hall_of_Zot"))
{
mg.pos = pos;
mg.flags |= MG_FORCE_PLACE;
break;
}
}
if (tries <= 0)
return false;
}
return mons_place(mg);
}
void activate_tesseracts()
{
if (you.props.exists(TESSERACT_SPAWN_COUNTER_KEY))
return;
bool did_activate = false;
for (monster_iterator mi; mi; ++mi)
{
if (mi->type != MONS_BOUNDLESS_TESSERACT)
continue;
if (!did_activate)
{
mprf(MSGCH_WARN, "You feel the power of Zot begin to gather its forces!");
take_note(Note(NOTE_TESSERACT_ACTIVATED));
mark_milestone("tesseract.activate", "activated a tesseract");
// Tracked on the player instead of the monster so status lookup is quicker.
you.props[TESSERACT_SPAWN_COUNTER_KEY] = 0;
mi->props[TESSERACT_SPAWN_TIMER_KEY] = you.elapsed_time;
// Remove patrolling from everything but Orb guardians.
for (monster_iterator mi2; mi2; ++mi2)
if (mi2->type != MONS_ORB_GUARDIAN && !mi2->friendly())
mi2->patrol_point.reset();
tesseract_action(**mi);
did_activate = true;
// Spawn several monsters outside the orb vault immediately.
const int num = random_range(4, 7);
for (int i = 0; i < num; ++i)
_make_tesseract_spawn(false, true);
}
behaviour_event(*mi, ME_ALERT);
env.map_knowledge(mi->pos()).set_monster(monster_info(*mi));
set_terrain_seen(mi->pos());
view_update_at(mi->pos());
#ifdef USE_TILE
tiles.update_minimap(mi->pos());
#endif
}
}
void tesseract_action(monster& mon)
{
// Only operate logic on a single tesseract on the floor
if (!mon.props.exists(TESSERACT_SPAWN_TIMER_KEY))
return;
// Handle regular spawning
int& timer = mon.props[TESSERACT_SPAWN_TIMER_KEY].get_int();
int& count = you.props[TESSERACT_SPAWN_COUNTER_KEY].get_int();
// Don't act as if more than 500 turns have passed off-level. (It only runs
// off-level at all to prevent it being correct to return to Zot:4 every
// time you want to rest, and this is hopefully long enough to cover those
// situations.)
if (you.elapsed_time - timer > 5000)
timer = you.elapsed_time - 5000;
// Exit early if it's not yet time to spawn things.
if (you.elapsed_time < timer)
return;
// Count number of both tesseract spawns and remaining non-tesseract
// monsters on the floor.
int spawn_count = 0;
int non_spawn_count = 0;
for (monster_iterator mi; mi; ++mi)
{
if (mi->flags & MF_TESSERACT_SPAWN)
++spawn_count;
else if (!mi->is_summoned() && !mi->is_peripheral() && !mi->wont_attack())
++non_spawn_count;
}
// Cap number of tesseract spawns at 60, and total number of monsters on the
// floor at 100 (which is above the average starting monster count, but not
// the *maximum* starting monster count).
int allowed = min(60 - spawn_count, 100 - spawn_count - non_spawn_count);
// Catch up however many spawns should have happened since the last time
// we activated.
while (you.elapsed_time >= timer && allowed > 0)
{
// Spawn a monster every ~50 turns.
timer += random_range(350, 650);
if (!_make_tesseract_spawn(count >= 50 && coinflip()))
break;
--allowed;
++count;
}
}
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