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/**
* @file
* @brief Code to clone existing monsters and to create player illusions.
**/
#include "AppHdr.h"
#include "mon-clone.h"
#include "act-iter.h"
#include "arena.h"
#include "artefact.h"
#include "coordit.h"
#include "env.h"
#include "god-abil.h"
#include "items.h"
#include "message.h"
#include "mgen-data.h"
#include "mon-behv.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-tentacle.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "transform.h"
#include "view.h"
static string _monster_clone_id_for(monster* mons)
{
return make_stringf("%s%d",
mons->name(DESC_PLAIN, true).c_str(),
you.num_turns);
}
static bool _monster_clone_exists(monster* mons)
{
if (!mons->props.exists(CLONE_PRIMARY_KEY))
return false;
const string clone_id = mons->props[CLONE_PRIMARY_KEY].get_string();
for (monster_iterator mi; mi; ++mi)
{
monster* thing(*mi);
if (thing->props.exists(CLONE_REPLICA_KEY)
&& thing->props[CLONE_REPLICA_KEY].get_string() == clone_id)
{
return true;
}
}
return false;
}
static bool _mons_is_illusion_cloneable(monster* mons)
{
return !mons->is_peripheral()
&& mons->type != MONS_BOUNDLESS_TESSERACT
&& !mons->is_illusion()
&& !_monster_clone_exists(mons);
}
static bool _player_is_illusion_cloneable()
{
for (monster_iterator mi; mi; ++mi)
{
if (mi->type == MONS_PLAYER_ILLUSION && mi->mname == you.your_name)
return false;
}
return true;
}
bool actor_is_illusion_cloneable(actor *target)
{
if (target->is_player())
return _player_is_illusion_cloneable();
else
return _mons_is_illusion_cloneable(target->as_monster());
}
static void _mons_summon_monster_illusion(monster* caster,
monster* foe)
{
// If the monster's clone is still kicking around, don't clone it again.
if (!_mons_is_illusion_cloneable(foe))
return;
bool cloning_visible = false;
// If a charmed caster creates a clone from a regular hostile,
// the clone should still be friendly.
if (monster *clone = clone_mons(foe, true, &cloning_visible,
caster->friendly() ?
ATT_FRIENDLY : caster->attitude))
{
const string clone_id = _monster_clone_id_for(foe);
clone->props[CLONE_REPLICA_KEY] = clone_id;
foe->props[CLONE_PRIMARY_KEY] = clone_id;
mons_add_blame(clone,
"woven by " + caster->name(DESC_THE));
if (!clone->has_ench(ENCH_SUMMON_TIMER))
clone->mark_summoned(MON_SUMM_CLONE, summ_dur(6), true, true);
// If isn't very ambiguous if a monster makes a hostile clone out of a
// friendly monster, so don't try to hide it.
if (!foe->friendly())
clone->add_ench(ENCH_PHANTOM_MIRROR);
clone->summoner = caster->mid;
// Discard unsuitable enchantments.
clone->del_ench(ENCH_CHARM);
clone->del_ench(ENCH_STICKY_FLAME);
clone->del_ench(ENCH_CONTAM);
clone->del_ench(ENCH_CORONA);
clone->del_ench(ENCH_SILVER_CORONA);
clone->del_ench(ENCH_HEXED);
behaviour_event(clone, ME_ALERT, 0, caster->pos());
if (cloning_visible)
{
if (!you.can_see(*caster))
{
mprf("%s seems to step out of %s!",
foe->name(DESC_THE).c_str(),
foe->pronoun(PRONOUN_REFLEXIVE).c_str());
}
else
mprf("%s seems to draw %s out of %s!",
caster->name(DESC_THE).c_str(),
foe->name(DESC_THE).c_str(),
foe->pronoun(PRONOUN_REFLEXIVE).c_str());
}
}
}
// [ds] Not *all* appropriate enchantments are mapped -- only things
// that are (presumably) internal to the body, like haste and
// poisoning, and specifically not external effects like corona and
// sticky flame.
static enchant_type _player_duration_to_mons_enchantment(duration_type dur)
{
switch (dur)
{
case DUR_BARBS: return ENCH_BARBS;
case DUR_BERSERK: return ENCH_BERSERK;
case DUR_BRILLIANCE: return ENCH_EMPOWERED_SPELLS;
case DUR_BLIND: return ENCH_BLIND;
case DUR_CONF: return ENCH_CONFUSION;
case DUR_CORROSION: return ENCH_CORROSION;
case DUR_DIMENSION_ANCHOR: return ENCH_DIMENSION_ANCHOR;
case DUR_FIRE_VULN: return ENCH_FIRE_VULN;
case DUR_FROZEN: return ENCH_FROZEN;
case DUR_HASTE: return ENCH_HASTE;
case DUR_INVIS: return ENCH_INVIS;
case DUR_LOWERED_WL: return ENCH_LOWERED_WL;
case DUR_MIGHT: return ENCH_MIGHT;
case DUR_NO_MOMENTUM: return ENCH_BOUND;
case DUR_PARALYSIS: return ENCH_PARALYSIS;
case DUR_PETRIFYING: return ENCH_PETRIFYING;
case DUR_PETRIFIED: return ENCH_PETRIFIED;
case DUR_POISONING: return ENCH_POISON;
case DUR_POISON_VULN: return ENCH_POISON_VULN;
case DUR_RESISTANCE: return ENCH_RESISTANCE;
case DUR_SAP_MAGIC: return ENCH_SAP_MAGIC;
case DUR_SIGN_OF_RUIN: return ENCH_SIGN_OF_RUIN;
case DUR_SLOW: return ENCH_SLOW;
case DUR_STICKY_FLAME: return ENCH_STICKY_FLAME;
case DUR_SWIFTNESS: return ENCH_SWIFT;
case DUR_TOXIC_RADIANCE: return ENCH_TOXIC_RADIANCE;
case DUR_TROGS_HAND:
case DUR_ENLIGHTENED: return ENCH_STRONG_WILLED;
case DUR_VITRIFIED: return ENCH_VITRIFIED;
case DUR_WEAK: return ENCH_WEAK;
default: return ENCH_NONE;
}
}
static void _mons_load_player_enchantments(monster* creator, monster* target)
{
for (int i = 0; i < NUM_DURATIONS; ++i)
{
if (you.duration[i] > 0)
{
const duration_type dur(static_cast<duration_type>(i));
const enchant_type ench =
_player_duration_to_mons_enchantment(dur);
if (ench == ENCH_NONE)
continue;
target->add_ench(mon_enchant(ench,
creator,
you.duration[i]));
}
}
}
int mons_summon_illusion_from(monster* mons, actor *foe,
spell_type spell_cast, int card_power, bool xom)
{
if (foe->is_player())
{
int dur = 6;
if (xom)
dur = 2;
else if (card_power >= 0)
{
// card effect
dur = 2 + random2(card_power);
}
if (monster *clone = create_monster(
mgen_data(MONS_PLAYER_ILLUSION, SAME_ATTITUDE(mons),
mons->pos(), mons->foe)
.set_summoned(mons, spell_cast, summ_dur(dur))))
{
if (card_power >= 0)
mpr("Suddenly you stand beside yourself.");
else
mprf(MSGCH_WARN, "There is a horrible, sudden wrenching feeling in your soul!");
get_monster_data(MONS_PLAYER_ILLUSION)->holiness = you.holiness();
_mons_load_player_enchantments(mons, clone);
return 1;
}
else if (card_power >= 0)
{
mpr("You see a puff of smoke.");
return 0;
}
}
else
{
monster* mfoe = foe->as_monster();
_mons_summon_monster_illusion(mons, mfoe);
}
return 1;
}
bool mons_clonable(const monster* mon, bool needs_adjacent)
{
// No uniques or inugami. Also, figuring out the name for the clone
// of a named monster isn't worth it, and duplicate battlespheres
// with the same owner cause problems with the spell.
if (mons_is_unique(mon->type)
|| mon->type == MONS_INUGAMI
|| mon->is_named()
|| mon->is_peripheral())
{
return false;
}
if (needs_adjacent)
{
// Is there space for the clone?
bool square_found = false;
for (adjacent_iterator ai(mon->pos()); ai; ++ai)
{
if (in_bounds(*ai)
&& !actor_at(*ai)
&& monster_habitable_grid(mon, *ai))
{
square_found = true;
break;
}
}
if (!square_found)
return false;
}
return true;
}
/*
* @param orig The original monster to clone.
* @param quiet If true, suppress messages
* @param obvious If true, player can see the orig & cloned monster
* @return Returns the cloned monster
*/
monster* clone_mons(const monster* orig, bool quiet, bool* obvious)
{
// Pass temp_attitude to handle charmed monsters cloning monsters
return clone_mons(orig, quiet, obvious, orig->temp_attitude());
}
/**
* @param orig The original monster to clone.
* @param quiet If true, suppress messages
* @param obvious If true, player can see the orig & cloned monster
* @param mon_att The attitude to set for the cloned monster
* @param place If set, place it somewhere instead of near the source
* @return Returns the cloned monster
*/
monster* clone_mons(const monster* orig, bool quiet, bool* obvious,
mon_attitude_type mon_att, coord_def place)
{
// Is there an open slot in env.mons?
monster* mons = get_free_monster();
coord_def pos(0, 0);
if (!mons)
return nullptr;
if (place.origin())
{
for (fair_adjacent_iterator ai(orig->pos()); ai; ++ai)
{
if (in_bounds(*ai)
&& !actor_at(*ai)
&& monster_habitable_grid(orig, *ai))
{
pos = *ai;
break;
}
}
if (!in_bounds(pos))
return nullptr;
}
else
pos = place;
ASSERT(!actor_at(pos));
*mons = *orig;
mons->set_new_monster_id();
mons->move_to(pos, MV_INTERNAL);
mons->attitude = mon_att;
// The monster copy constructor doesn't copy constriction, so no need to
// worry about that. We do need to worry about the enchantment associated
// with temporary constriction, though.
if (mons->has_ench(ENCH_CONSTRICTED))
mons->del_ench(ENCH_CONSTRICTED);
// Don't copy death triggers - phantom royal jellies should not open the
// Slime vaults on death.
if (mons->props.exists(MONSTER_DIES_LUA_KEY))
mons->props.erase(MONSTER_DIES_LUA_KEY);
// Clear all duel-related keys from clones.
if (mons->props.exists(OKAWARU_DUEL_TARGET_KEY))
{
mons->props.erase(OKAWARU_DUEL_TARGET_KEY);
mons->props.erase(OKAWARU_DUEL_CURRENT_KEY);
mons->props.erase(OKAWARU_DUEL_ABANDONED_KEY);
}
// Clear the base for tentacles, if any.
if (mons->props.exists(BASE_POSITION_KEY))
mons->props.erase(BASE_POSITION_KEY);
// Don't display non-functional bullseye targets
if (mons->has_ench(ENCH_BULLSEYE_TARGET))
mons->del_ench(ENCH_BULLSEYE_TARGET);
// Remove Beogh's Touch from an apostle of Beogh may get very confused when they die
if (mons->has_ench(ENCH_TOUCH_OF_BEOGH))
mons->del_ench(ENCH_TOUCH_OF_BEOGH);
if (mons->has_ench(ENCH_VENGEANCE_TARGET))
you.duration[DUR_BEOGH_SEEKING_VENGEANCE] += 1;
// Duplicate objects, or unequip them if they can't be duplicated.
for (mon_inv_iterator ii(*mons); ii; ++ii)
{
const int old_index = ii->index();
const int new_index = get_mitm_slot(0);
if (new_index == NON_ITEM)
{
mons->unequip(ii.slot(), false, true);
continue;
}
mons->inv[ii.slot()] = new_index;
env.item[new_index] = env.item[old_index];
env.item[new_index].set_holding_monster(*mons);
}
bool _obvious;
if (obvious == nullptr)
obvious = &_obvious;
*obvious = false;
if (you.can_see(*orig) && you.can_see(*mons))
{
if (!quiet)
simple_monster_message(*orig, " is duplicated!");
*obvious = true;
}
if (crawl_state.game_is_arena())
arena_placed_monster(mons);
return mons;
}
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