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/**
* @file
* @brief Misc monster related functions.
**/
#include "AppHdr.h"
#include "mon-util.h"
#include <algorithm>
#include <cmath>
#include <sstream>
#include "act-iter.h"
#include "areas.h"
#include "artefact.h"
#include "attitude-change.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 "tile-env.h"
#include "errors.h"
#include "fight.h"
#include "files.h"
#include "fprop.h"
#include "ghost.h"
#include "god-abil.h"
#include "god-companions.h"
#include "god-item.h"
#include "god-passive.h"
#include "item-name.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "mapmark.h"
#include "message.h"
#include "misc.h"
#include "mgen-data.h"
#include "mon-abil.h"
#include "mon-behv.h"
#include "mon-book.h"
#include "mon-cast.h"
#include "mon-death.h"
#include "mon-explode.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-tentacle.h"
#include "mon-util.h"
#include "mutant-beast.h"
#include "notes.h"
#include "options.h"
#include "random.h"
#include "religion.h"
#include "showsymb.h"
#include "skills.h"
#include "species.h"
#include "spl-util.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "rltiles/tiledef-player.h"
#include "tilepick.h"
#include "tileview.h"
#include "timed-effects.h"
#include "transform.h"
#include "traps.h"
#include "unicode.h"
#include "unwind.h"
static FixedVector < int, NUM_MONSTERS > mon_entry;
struct mon_display
{
char32_t glyph;
colour_t colour;
mon_display(unsigned gly = 0, unsigned col = 0)
: glyph(gly), colour(col) { }
};
static mon_display monster_symbols[NUM_MONSTERS];
#include "mon-spell.h"
#include "mon-data.h"
#define MONDATASIZE ARRAYSZ(mondata)
static bool _give_apostle_proper_name(monster& mon, apostle_type type);
static int _mons_exp(monster_type mclass);
// Macro that saves some typing, nothing more.
#define smc get_monster_data(mc)
// ASSERT(smc) was getting really old
#define ASSERT_smc() \
do { \
if (!get_monster_data(mc)) \
die("bogus mc (no monster data): %s (%d)", \
mons_type_name(mc, DESC_PLAIN).c_str(), mc); \
} while (false)
/* ******************** BEGIN PUBLIC FUNCTIONS ******************** */
bool monster_class_flies(monster_type mc)
{
return mons_class_flag(mc, M_FLIES);
}
bool monster_inherently_flies(const monster &mons)
{
// check both so spectral humans and zombified dragons both fly
return monster_class_flies(mons.type)
|| monster_class_flies(mons_base_type(mons))
|| mons_is_draconian_job(mons.type)
&& monster_class_flies(draconian_subspecies(mons))
|| mons_is_ghost_demon(mons.type) && mons.ghost && mons.ghost->flies
|| mons.has_facet(BF_BAT);
}
dungeon_feature_type preferred_feature_type(monster_type mt)
{
const habitat_type ht = mons_class_habitat(mt);
if (ht & HT_DRY_LAND)
return DNGN_FLOOR;
if (ht & HT_LAVA)
return DNGN_LAVA;
if (ht & HT_DEEP_WATER)
return DNGN_DEEP_WATER;
// Nothing should have none of these habitats, but we need to return something.
return DNGN_FLOOR;
}
typedef map<string, monster_type> mon_name_map;
static mon_name_map Mon_Name_Cache;
void init_mon_name_cache()
{
if (!Mon_Name_Cache.empty())
return;
for (const monsterentry &me : mondata)
{
const int mtype = me.mc;
const monster_type mon = monster_type(mtype);
// Deal sensibly with duplicate entries; refuse or allow the
// insert, depending on which should take precedence. Some
// uniques of multiple forms can get away with this, though.
if (mon == MONS_BAI_SUZHEN_DRAGON
|| mon != MONS_SERPENT_OF_HELL
&& mons_species(mon) == MONS_SERPENT_OF_HELL)
{
continue;
}
string name = me.name;
lowercase(name);
if (Mon_Name_Cache.count(name))
die("Un-handled duplicate monster name: %s", name.c_str());
Mon_Name_Cache[name] = mon;
}
}
static const char *_mon_entry_name(size_t idx)
{
return mondata[idx].name;
}
monster_type get_monster_by_name(string name, bool substring)
{
if (name.empty())
return MONS_PROGRAM_BUG;
lowercase(name);
if (!substring)
{
if (monster_type *mc = map_find(Mon_Name_Cache, name))
return *mc;
return MONS_PROGRAM_BUG;
}
size_t idx = find_earliest_match(name, (size_t) 0, ARRAYSZ(mondata),
always_true<size_t>, _mon_entry_name);
return idx == ARRAYSZ(mondata) ? MONS_PROGRAM_BUG
: (monster_type) mondata[idx].mc;
}
void init_monsters()
{
// First, fill static array with dummy values. {dlb}
mon_entry.init(-1);
// Next, fill static array with location of entry in mondata[]. {dlb}:
for (unsigned int i = 0; i < MONDATASIZE; ++i)
mon_entry[mondata[i].mc] = i;
// Finally, monsters yet with dummy entries point to TTTSNB(tm). {dlb}:
for (int &entry : mon_entry)
if (entry == -1)
entry = mon_entry[MONS_PROGRAM_BUG];
init_monster_symbols();
}
void init_monster_symbols()
{
map<unsigned, monster_type> base_mons;
for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
{
mon_display &md = monster_symbols[mc];
if (const monsterentry *me = get_monster_data(mc))
{
md.glyph = me->basechar;
md.colour = me->colour;
auto it = base_mons.find(md.glyph);
if (it == base_mons.end() || it->first == MONS_PROGRAM_BUG)
base_mons[md.glyph] = mc;
}
}
// Let those follow the feature settings, unless specifically overridden.
monster_symbols[MONS_ANIMATED_TREE].glyph = get_feat_symbol(DNGN_TREE);
// Validate all glyphs, even those which didn't come from an override.
for (monster_type i = MONS_PROGRAM_BUG; i < NUM_MONSTERS; ++i)
if (wcwidth(monster_symbols[i].glyph) != 1)
monster_symbols[i].glyph = mons_base_char(i);
}
void set_resist(resists_t &all, mon_resist_flags res, int lev)
{
if (res > MR_LAST_MULTI)
{
ASSERT_RANGE(lev, 0, 2);
if (lev)
all |= res;
else
all &= ~res;
return;
}
ASSERT_RANGE(lev, -3, 5);
all = (all & ~(res * 7)) | (res * (lev & 7));
}
int get_mons_class_ac(monster_type mc)
{
const monsterentry *me = get_monster_data(mc);
return me ? me->AC : get_monster_data(MONS_PROGRAM_BUG)->AC;
}
int get_mons_class_ev(monster_type mc)
{
const monsterentry *me = get_monster_data(mc);
return me ? me->ev : get_monster_data(MONS_PROGRAM_BUG)->ev;
}
static resists_t _apply_holiness_resists(resists_t resists, mon_holy_type mh)
{
// Undead and non-living beings get full poison resistance.
if (mh & (MH_UNDEAD | MH_NONLIVING))
resists = (resists & ~(MR_RES_POISON * 7)) | (MR_RES_POISON * 3);
// Everything but natural creatures and plants have full rNeg. Set here for
// the benefit of the monster_info constructor. If you change this, also
// change monster::res_negative_energy.
if (!(mh & (MH_NATURAL | MH_PLANT)))
resists = (resists & ~(MR_RES_NEG * 7)) | (MR_RES_NEG * 3);
if (mh & (MH_UNDEAD | MH_DEMONIC | MH_PLANT | MH_NONLIVING))
resists |= MR_RES_TORMENT;
return resists;
}
/**
* What special resistances does the given mutant beast facet provide?
*
* @param facet The beast_facet in question, e.g. BF_FIRE.
* @return A bitfield of resists corresponding to the given facet;
* e.g. MR_RES_FIRE for BF_FIRE.
*/
static resists_t _beast_facet_resists(beast_facet facet)
{
static const map<beast_facet, resists_t> resists = {
{ BF_STING, MR_RES_POISON },
{ BF_FIRE, MR_RES_FIRE },
{ BF_SHOCK, MR_RES_ELEC },
{ BF_OX, MR_RES_COLD },
};
return lookup(resists, facet, 0);
}
resists_t get_mons_class_resists(monster_type mc)
{
const monsterentry *me = get_monster_data(mc);
const resists_t resists = me ? me->resists
: get_monster_data(MONS_PROGRAM_BUG)->resists;
// Don't apply fake holiness resists.
if (mons_is_sensed(mc))
return resists;
// Assumes that, when a monster's holiness differs from other monsters
// of the same type, that only adds resistances, never removes them.
// Currently the only such case is MF_FAKE_UNDEAD.
return _apply_holiness_resists(resists, mons_class_holiness(mc));
}
/// All resists intrinsic to a monster, excluding enchants, equip, etc.
resists_t get_mons_resists(const monster& m)
{
const monster& mon = get_tentacle_head(m);
resists_t resists = get_mons_class_resists(mon.type);
if (mons_is_ghost_demon(mon.type))
resists |= mon.ghost->resists;
if (mons_genus(mon.type) == MONS_DRACONIAN && mon.type != MONS_DRACONIAN
|| mon.type == MONS_TIAMAT)
{
monster_type subspecies = draconian_subspecies(mon);
if (subspecies != mon.type)
resists |= get_mons_class_resists(subspecies);
}
if (mon.props.exists(MUTANT_BEAST_FACETS))
for (auto facet : mon.props[MUTANT_BEAST_FACETS].get_vector())
resists |= _beast_facet_resists((beast_facet)facet.get_int());
// This is set from here in case they're undead due to the
// MF_FAKE_UNDEAD flag. See the comment in get_mons_class_resists.
return _apply_holiness_resists(resists, mon.holiness());
}
int get_mons_resist(const monster& mon, mon_resist_flags res)
{
return get_resist(get_mons_resists(mon), res);
}
// Returns true if the monster successfully resists this attempt to poison it.
bool monster_resists_this_poison(const monster& mons, bool force)
{
const int res = mons.res_poison();
if (res >= 3)
return true;
if (!force && res >= 1 && x_chance_in_y(2, 3))
return true;
return false;
}
monster* monster_at(const coord_def &pos)
{
if (!in_bounds(pos))
return nullptr;
const int mindex = env.mgrid(pos);
if (mindex == NON_MONSTER)
return nullptr;
ASSERT(mindex <= MAX_MONSTERS);
return &env.mons[mindex];
}
/// Are any of the bits set?
bool mons_class_flag(monster_type mc, monclass_flags_t bits)
{
const monsterentry * const me = get_monster_data(mc);
return me && (me->bitfields & bits);
}
int monster::wearing(object_class_type obj_type, int sub_type,
bool count_plus, bool) const
{
int ret = 0;
const item_def *item = 0;
if (!alive())
return 0;
switch (obj_type)
{
case OBJ_WEAPONS:
case OBJ_STAVES:
{
const mon_inv_type end = mons_wields_two_weapons(*this)
? MSLOT_ALT_WEAPON : MSLOT_WEAPON;
for (int i = MSLOT_WEAPON; i <= end; i = i + 1)
{
item = mslot_item((mon_inv_type) i);
if (item && item->base_type == obj_type
&& item->sub_type == sub_type)
{
ret++;
}
}
}
break;
case OBJ_ARMOUR:
item = mslot_item(MSLOT_SHIELD);
if (item && item->is_type(OBJ_ARMOUR, sub_type))
ret++;
item = mslot_item(MSLOT_ARMOUR);
if (item && item->is_type(OBJ_ARMOUR, sub_type))
ret++;
break;
case OBJ_JEWELLERY:
item = mslot_item(MSLOT_JEWELLERY);
if (item && item->is_type(OBJ_JEWELLERY, sub_type))
{
if (count_plus)
ret += item->plus;
else
ret++;
}
break;
default:
die("invalid object type %d for monster::wearing()", obj_type);
}
return ret;
}
int monster::wearing_ego(object_class_type obj_type, int special) const
{
int ret = 0;
const item_def *item = 0;
if (!alive())
return 0;
switch (obj_type)
{
case OBJ_WEAPONS:
{
const mon_inv_type end = mons_wields_two_weapons(*this)
? MSLOT_ALT_WEAPON : MSLOT_WEAPON;
for (int i = MSLOT_WEAPON; i <= end; i++)
{
item = mslot_item((mon_inv_type) i);
if (item && item->base_type == OBJ_WEAPONS
&& get_weapon_brand(*item) == special)
{
ret++;
}
}
}
break;
case OBJ_ARMOUR:
item = mslot_item(MSLOT_SHIELD);
if (item && item->base_type == OBJ_ARMOUR
&& get_armour_ego_type(*item) == special)
{
ret++;
}
item = mslot_item(MSLOT_ARMOUR);
if (item && item->base_type == OBJ_ARMOUR
&& get_armour_ego_type(*item) == special)
{
ret++;
}
break;
case OBJ_JEWELLERY:
case OBJ_STAVES:
// No egos.
break;
default:
die("invalid object type %d for monster::wearing_ego()", obj_type);
}
return ret;
}
int monster::scan_artefacts(artefact_prop_type ra_prop,
vector<const item_def *> *matches) const
{
UNUSED(matches); //TODO: implement this when it will be required somewhere
if (!alive())
return 0;
int ret = 0;
if (mons_itemuse(*this) >= MONUSE_STARTING_EQUIPMENT)
{
const int weap = inv[MSLOT_WEAPON];
const int second = inv[MSLOT_ALT_WEAPON]; // Two-headed ogres, etc.
const int armour = inv[MSLOT_ARMOUR];
const int shld = inv[MSLOT_SHIELD];
const int jewellery = inv[MSLOT_JEWELLERY];
if (weap != NON_ITEM && env.item[weap].base_type == OBJ_WEAPONS
&& is_artefact(env.item[weap]))
{
ret += artefact_property(env.item[weap], ra_prop);
}
if (second != NON_ITEM && env.item[second].base_type == OBJ_WEAPONS
&& is_artefact(env.item[second]) && mons_wields_two_weapons(*this))
{
ret += artefact_property(env.item[second], ra_prop);
}
if (armour != NON_ITEM && env.item[armour].base_type == OBJ_ARMOUR
&& is_artefact(env.item[armour]))
{
ret += artefact_property(env.item[armour], ra_prop);
}
if (shld != NON_ITEM && env.item[shld].base_type == OBJ_ARMOUR
&& is_artefact(env.item[shld]))
{
ret += artefact_property(env.item[shld], ra_prop);
}
// XXX: Because monster armour slots are awkward, Wiglaf wears his hat
// in the jewelry slot. Since it is always an artefact, this should
// mostly work out fine, but I'd be happy for a better solution in
// future.
if (jewellery != NON_ITEM && is_artefact(env.item[jewellery]))
ret += artefact_property(env.item[jewellery], ra_prop);
}
return ret;
}
mon_holy_type holiness_by_name(string name)
{
lowercase(name);
for (const auto bit : mon_holy_type::range())
{
if (name == holiness_name(bit))
return bit;
}
return MH_NONE;
}
const char * holiness_name(mon_holy_type_flags which_holiness)
{
switch (which_holiness)
{
case MH_HOLY:
return "holy";
case MH_NATURAL:
return "natural";
case MH_UNDEAD:
return "undead";
case MH_DEMONIC:
return "demonic";
case MH_NONLIVING:
return "nonliving";
case MH_PLANT:
return "plant";
default:
return "bug";
}
}
/// Hack for demonspawn monsters. TODO: de-bitfieldify!
const char * single_holiness_description(mon_holy_type holiness)
{
for (const auto bit : mon_holy_type::range())
{
if (!(holiness & bit))
continue;
if (bit == MH_NATURAL && holiness != MH_NATURAL)
continue;
return holiness_name(bit);
}
return "eggplant";
}
string holiness_description(mon_holy_type holiness)
{
string description = "";
for (const auto bit : mon_holy_type::range())
{
if (holiness & bit)
{
if (!description.empty())
description += ",";
description += holiness_name(bit);
}
}
return description;
}
mon_holy_type mons_class_holiness(monster_type mc)
{
ASSERT_smc();
return smc->holiness;
}
const char* intelligence_description(mon_intel_type intel)
{
switch (intel)
{
case I_BRAINLESS: return "Mindless";
case I_ANIMAL: return "Animal";
case I_HUMAN: return "Human";
default: return "Eggplantelligent";
}
}
bool mons_class_is_stationary(monster_type mc)
{
return mons_class_flag(mc, M_STATIONARY);
}
bool mons_class_is_draconic(monster_type mc)
{
switch (mons_genus(mc))
{
case MONS_DRAGON:
case MONS_DRAKE:
case MONS_DRACONIAN:
case MONS_WYRMHOLE:
return true;
default:
return false;
}
}
/**
* Can killing this class of monster ever reward xp?
*
* This answers whether any agent could receive XP for killing a monster of
* this class. Monsters that fail this have M_NO_EXP_GAIN set.
* @param mc The monster type
* @param indirect If true this will count monsters that are parts of a parent
* monster as xp rewarding even if the parts themselves don't
* reward xp (e.g. tentacles).
* @returns True if killing a monster of this class could reward xp, false
* otherwise.
*/
bool mons_class_gives_xp(monster_type mc, bool indirect)
{
return !mons_class_flag(mc, M_NO_EXP_GAIN)
|| (indirect && mons_is_tentacle_or_tentacle_segment(mc));
}
/**
* Can killing this monster reward xp to the given actor?
*
* This answers whether the player or a monster could ever receive XP for
* killing the monster, assuming an appropriate kill_type.
* @param mon The monster.
* @param agent The actor who would be responsible for the kill.
* @returns True if killing the monster will reward the agent with xp, false
* otherwise.
*/
bool mons_gives_xp(const monster& victim, const actor& agent)
{
const bool mon_killed_friend
= agent.is_monster() && mons_aligned(&victim, &agent);
return !victim.is_summoned() // no summons
&& mons_class_gives_xp(victim.type) // class must reward xp
&& (!testbits(victim.flags, MF_WAS_NEUTRAL) // no neutral monsters
|| victim.has_ench(ENCH_MAD)) // ...except frenzied ones
&& !testbits(victim.flags, MF_NO_REWARD) // no reward for no_reward
&& !testbits(victim.flags, MF_TESSERACT_SPAWN)
&& !mon_killed_friend;
}
bool mons_class_is_threatening(monster_type mo)
{
return !mons_class_flag(mo, M_NO_THREAT);
}
bool mons_is_threatening(const monster& mons)
{
return mons_class_is_threatening(mons.type) || mons_is_active_ballisto(mons);
}
bool mons_class_is_fragile(monster_type mc)
{
return mons_class_flag(mc, M_FRAGILE);
}
bool mons_is_fragile(const monster& mons)
{
return mons_class_is_fragile(mons.type);
}
/**
* Is this an active ballistomycete?
*
* @param mon The monster
* @returns True if the monster is an active ballistomycete, false otherwise.
*/
bool mons_is_active_ballisto(const monster& mon)
{
return mon.type == MONS_BALLISTOMYCETE && mon.ballisto_activity;
}
/**
* Is this monster class firewood?
*
* Firewood monsters are harmless stationary monsters than don't give xp. These
* are worthless obstacles: not to be attacked by default, but may be cut down
* to get to target even if coaligned.
* @param mc The monster type
* @returns True if the monster class is firewood, false otherwise.
*/
bool mons_class_is_firewood(monster_type mc)
{
return mons_class_is_stationary(mc)
&& !mons_class_is_test(mc)
&& mons_class_flag(mc, M_NO_THREAT)
&& !mons_is_tentacle_or_tentacle_segment(mc);
}
/**
* Is this a test monster? Mainly used for exempting these from various checks
* like firewood, etc.
*/
bool mons_class_is_test(monster_type mc)
{
return mc == MONS_TEST_SPAWNER || mc == MONS_TEST_STATUE
|| mc == MONS_TEST_BLOB;
}
// Is this type of monster generally angered by the player attacking them?
// Note: Partially duplicates logic of monster::angered_by_attacks(), but
// should match it outside of exceptions for instances of a monster.
bool mons_class_angered_by_attacks(monster_type mc)
{
return !mons_is_avatar(mc)
&& !mons_class_is_zombified(mc)
&& !((mons_class_holiness(mc) & MH_NONLIVING)
&& mons_class_intel(mc) == I_BRAINLESS);
}
// "body" in a purely grammatical sense.
bool mons_has_body(const monster& mon)
{
if (mon.type == MONS_WEEPING_SKULL
|| mon.type == MONS_LAUGHING_SKULL
|| mons_species(mon.type) == MONS_CURSE_SKULL // including Murray
|| mon.type == MONS_CURSE_TOE
|| mon.type == MONS_DEATH_COB
|| mon.type == MONS_ARMOUR_ECHO
|| mons_class_is_animated_weapon(mon.type)
|| mons_is_tentacle_or_tentacle_segment(mon.type))
{
return false;
}
switch (mons_base_char(mon.type))
{
case 'P':
case 'v':
case 'G':
case '*':
case 'J':
return false;
}
return true;
}
// Difference in speed between monster and the player for Cheibriados'
// purposes. This is the speed difference disregarding the player's
// slow status.
int cheibriados_monster_player_speed_delta(const monster& mon)
{
// Ignore the Slow effect.
unwind_var<int> ignore_slow(you.duration[DUR_SLOW], 0);
const int pspeed = 1000 / (player_movement_speed() * player_speed());
dprf("Your delay: %d, your speed: %d, mon speed: %d",
player_movement_speed(), pspeed, mon.speed);
return mon.speed - pspeed;
}
bool cheibriados_thinks_mons_is_fast(const monster& mon)
{
return mons_base_speed(mon) >= 10;
}
bool mons_is_projectile(monster_type mc)
{
return mons_class_flag(mc, M_PROJECTILE);
}
bool mons_is_projectile(const monster& mon)
{
return mons_is_projectile(mon.type);
}
bool mons_is_seeker(monster_type mc)
{
return mc == MONS_FOXFIRE || mc == MONS_SHOOTING_STAR;
}
bool mons_is_seeker(const monster& mon)
{
return mon.type == MONS_FOXFIRE || mon.type == MONS_SHOOTING_STAR;
}
cloud_type seeker_trail_type(const monster& mon)
{
if (mon.type == MONS_FOXFIRE)
return CLOUD_FLAME;
else
return CLOUD_MAGIC_TRAIL;
}
bool mons_has_blood(monster_type mc)
{
return mons_class_flag(mc, M_COLD_BLOOD)
|| mons_class_flag(mc, M_WARM_BLOOD);
}
bool mons_is_sensed(monster_type mc)
{
return mc == MONS_SENSED
|| mc == MONS_SENSED_FRIENDLY
|| mc == MONS_SENSED_TRIVIAL
|| mc == MONS_SENSED_EASY
|| mc == MONS_SENSED_TOUGH
|| mc == MONS_SENSED_NASTY;
}
bool mons_offers_beogh_conversion(const monster& mon)
{
return mons_genus(mon.type) == MONS_ORC
&& mon.is_priest() && mon.god == GOD_BEOGH;
}
bool mons_offers_beogh_conversion_now(const monster& mon)
{
// Do the expensive LOS check last.
return mons_offers_beogh_conversion(mon)
// Only try to convert atheists...
&& you.religion == GOD_NO_GOD
//...who aren't facing Beogh's wrath
&& !you.penance[GOD_BEOGH]
&& !you.has_mutation(MUT_FORLORN)
&& you.hp * 3 / 2 <= you.hp_max
&& !mon.is_summoned() && !mon.friendly()
&& !mon.is_silenced()
&& !mons_is_confused(mon) && mons_is_seeking(mon)
&& mon.foe == MHITYOU && !mons_is_immotile(mon)
&& you.can_see(mon);
}
// Monsters considered as "slime" for Jiyva.
bool mons_class_is_slime(monster_type mc)
{
return mons_genus(mc) == MONS_JELLY
|| mons_genus(mc) == MONS_FLOATING_EYE
|| mons_genus(mc) == MONS_GLOWING_ORANGE_BRAIN;
}
bool mons_is_slime(const monster& mon)
{
return mons_class_is_slime(mon.type);
}
bool herd_monster(const monster& mon)
{
return mons_class_flag(mon.type, M_HERD);
}
// Plant or fungus or really anything with
// permanent plant holiness
bool mons_class_is_plant(monster_type mc)
{
return bool(mons_class_holiness(mc) & MH_PLANT);
}
bool mons_is_plant(const monster& mon)
{
return mons_class_is_plant(mon.type);
}
bool mons_eats_items(const monster& mon)
{
return mons_is_slime(mon) && have_passive(passive_t::jelly_eating);
}
/* Is the actor susceptible to vampirism?
*
* Undead actors and summoned, temporary, or ghostified monsters are all not
* susceptible.
* @param act The actor.
* @param only_known Only include information known to the player.
* @returns True if the actor is susceptible to vampirism, false otherwise.
*/
bool actor_is_susceptible_to_vampirism(const actor& act, bool only_known)
{
if (!(act.holiness() & (MH_NATURAL | MH_PLANT)))
return false;
if (act.is_player())
return true;
const monster *mon = act.as_monster();
// Don't leak phantom mirror info.
if (act.is_summoned() && (!only_known
|| !mon->has_ench(ENCH_PHANTOM_MIRROR)
|| mon->friendly()))
{
return false;
}
// Don't allow HP draining from firewood.
return !mon->is_firewood();
}
bool invalid_monster(const monster* mon)
{
return !mon || invalid_monster_type(mon->type);
}
bool invalid_monster_type(monster_type mt)
{
return mt < 0 || mt >= NUM_MONSTERS
|| mon_entry[mt] == mon_entry[MONS_PROGRAM_BUG];
}
bool invalid_monster_index(int i)
{
return i < 0 || i >= MAX_MONSTERS;
}
bool mons_is_statue(monster_type mc)
{
return mc == MONS_ORANGE_STATUE
|| mc == MONS_OBSIDIAN_STATUE
|| mc == MONS_ICE_STATUE
|| mc == MONS_ROXANNE;
}
/**
* The mimic [(cackles|chortles...) and ]vanishes in[ a puff of smoke]!
*
* @param pos The mimic's location.
* @param name The mimic's name.
*/
static void _mimic_vanish(const coord_def& pos, const string& name)
{
const bool can_place_smoke = !cloud_at(pos);
if (can_place_smoke)
place_cloud(CLOUD_BLACK_SMOKE, pos, 2 + random2(2), nullptr);
if (!you.see_cell(pos))
return;
const char* const smoke_str = can_place_smoke ? " in a puff of smoke" : "";
const bool can_cackle = !silenced(pos) && !silenced(you.pos());
const string cackle = can_cackle ? getSpeakString("_laughs_") + " and " : "";
mprf("The %s mimic %svanishes%s!",
name.c_str(), cackle.c_str(), smoke_str);
interrupt_activity(activity_interrupt::mimic);
}
/**
* Clean up a "feature" that a mimic was pretending to be.
*
* @param pos The location of the 'feature'.
*/
static void _destroy_mimic_feature(const coord_def &pos)
{
#if TAG_MAJOR_VERSION == 34
const dungeon_feature_type feat = env.grid(pos);
#endif
unnotice_feature(level_pos(level_id::current(), pos));
env.grid(pos) = DNGN_FLOOR;
env.level_map_mask(pos) &= ~MMT_MIMIC;
set_terrain_changed(pos);
remove_markers_and_listeners_at(pos);
#if TAG_MAJOR_VERSION == 34
if (feat_is_door(feat))
env.level_map_mask(pos) |= MMT_WAS_DOOR_MIMIC;
#endif
}
void discover_mimic(const coord_def& pos)
{
item_def* item = item_mimic_at(pos);
const bool feature_mimic = !item && current_feature_is_mimic_at(pos);
// Is there really a mimic here?
if (!item && !feature_mimic)
return;
const dungeon_feature_type feat = env.grid(pos);
// If the feature has been destroyed, don't create a floor mimic.
if (feature_mimic && !feat_is_mimicable(feat, false))
{
env.level_map_mask(pos) &= ~MMT_MIMIC;
return;
}
const string name = feature_mimic ? "the " + string(feat_type_name(feat))
: item->name(DESC_THE, false, false,
false, true);
const bool plural = feature_mimic ? false : item->quantity > 1;
if (you.see_cell(pos))
mprf("%s %s a mimic!", name.c_str(), plural ? "are" : "is");
const string shortname = feature_mimic ? feat_type_name(feat)
: item->name(DESC_BASENAME);
if (item)
destroy_item(item->index(), true);
else
_destroy_mimic_feature(pos);
_mimic_vanish(pos, shortname);
// Just in case there's another one.
if (mimic_at(pos))
discover_mimic(pos);
}
void discover_shifter(monster& shifter)
{
shifter.flags |= MF_KNOWN_SHIFTER;
}
bool mons_is_demon(monster_type mc)
{
return mons_class_holiness(mc) & MH_DEMONIC
&& (mons_demon_tier(mc) != 0 && mc != MONS_ANTAEUS
|| mons_species(mc) == MONS_RAKSHASA);
}
int mons_demon_tier(monster_type mc)
{
switch (mons_base_char(mc))
{
case 'C':
if (mc != MONS_ANTAEUS)
return 0;
// intentional fall-through for Antaeus
case '&':
return -1;
case '1':
return 1;
case '2':
return 2;
case '3':
return 3;
case '4':
return 4;
case '5':
return 5;
default:
return 0;
}
}
// Beware; returns false for Tiamat!
bool mons_is_draconian(monster_type mc)
{
return mc >= MONS_FIRST_DRACONIAN && mc <= MONS_LAST_DRACONIAN;
}
bool mons_is_base_draconian(monster_type mc)
{
return mc >= MONS_FIRST_DRACONIAN && mc <= MONS_LAST_BASE_DRACONIAN;
}
bool mons_class_is_peripheral(monster_type mc)
{
return mons_is_projectile(mc)
|| mons_is_avatar(mc)
|| mons_class_flag(mc, M_PERIPHERAL)
|| mons_class_is_firewood(mc);
}
size_type mons_class_body_size(monster_type mc)
{
// Should pass base_type to get the right size for derived undead.
// For normal monsters, base_type is set to type in the constructor.
const monsterentry *e = get_monster_data(mc);
return e ? e->size : SIZE_MEDIUM;
}
int max_corpse_chunks(monster_type mc)
{
switch (mons_class_body_size(mc))
{
case SIZE_TINY:
return 1;
case SIZE_LITTLE:
return 2;
case SIZE_SMALL:
return 3;
case SIZE_MEDIUM:
return 4;
case SIZE_LARGE:
return 9;
case SIZE_GIANT:
return 12;
default:
return 0;
}
}
int derived_undead_avg_hp(monster_type mtype, int hd, int scale)
{
static const map<monster_type, int> hp_per_hd_by_type = {
{ MONS_BOUND_SOUL, 100 },
{ MONS_ZOMBIE, 85 },
{ MONS_SPECTRAL_THING, 60 },
{ MONS_DRAUGR, 55 },
// Simulacra aren't tough, but you can create piles of them. - bwr
{ MONS_SIMULACRUM, 30 },
};
const int* hp_per_hd = map_find(hp_per_hd_by_type, mtype);
ASSERT(hp_per_hd);
return *hp_per_hd * hd * scale / 10;
}
monster_type mons_genus(monster_type mc)
{
if (mc == RANDOM_DRACONIAN || mc == RANDOM_BASE_DRACONIAN
|| mc == RANDOM_NONBASE_DRACONIAN
|| (mc == MONS_PLAYER_ILLUSION && species::is_draconian(you.species)))
{
return MONS_DRACONIAN;
}
if (mc == MONS_NO_MONSTER)
return MONS_NO_MONSTER;
ASSERT_smc();
return smc->genus;
}
monster_type mons_species(monster_type mc)
{
const monsterentry *me = get_monster_data(mc);
return me ? me->species : MONS_PROGRAM_BUG;
}
monster_type draconian_subspecies(monster_type type, monster_type base)
{
const monster_type species = mons_species(type);
if (species == MONS_DRACONIAN && type != species)
return base;
return species;
}
monster_type draconian_subspecies(const monster& mon)
{
ASSERT(mons_genus(mon.type) == MONS_DRACONIAN);
if (mon.type == MONS_PLAYER_ILLUSION
&& mons_genus(mon.type) == MONS_DRACONIAN)
{
return species::to_mons_species(mon.ghost->species);
}
return draconian_subspecies(mon.type, mon.base_monster);
}
monster_type mons_detected_base(monster_type mc)
{
return mons_genus(mc);
}
/** Does a monster of this type behold opponents like a siren?
*/
bool mons_is_siren_beholder(monster_type mc)
{
return mc == MONS_MERFOLK_SIREN || mc == MONS_MERFOLK_AVATAR;
}
/** Does this monster behold opponents like a siren?
* Ignores any disabilities, checking only the monster's type.
*/
bool mons_is_siren_beholder(const monster& mons)
{
return mons_is_siren_beholder(mons.type);
}
int get_shout_noise_level(const shout_type shout)
{
switch (shout)
{
case S_SILENT:
return 0;
case S_HISS:
case S_SKITTER:
case S_FAINT_SKITTER:
case S_VERY_SOFT:
return 4;
case S_SOFT:
return 6;
case S_LOUD:
return 10;
case S_LOUD_ROAR:
case S_VERY_LOUD:
return 12;
default:
return 8;
}
}
// Only beasts and chaos spawns use S_RANDOM for noise type.
// Pandemonium lords can also get here, but this is mostly used for the
// "says" verb used for insults.
static bool _shout_fits_monster(monster_type mc, int shout)
{
if (shout == NUM_SHOUTS || shout >= NUM_LOUDNESS || shout == S_SILENT)
return false;
// Chaos spawns can do anything but demon taunts, since they're
// not coherent enough to actually say words.
if (mc == MONS_CHAOS_SPAWN)
return shout != S_DEMON_TAUNT;
// For Pandemonium lords, almost everything is fair game. It's only
// used for the shouting verb ("say", "bellow", "roar", etc.) anyway.
if (mc != MONS_SIN_BEAST && mc != MONS_MUTANT_BEAST)
return true;
switch (shout)
{
// Bees, books, cherubs and two-headed ogres never fit.
case S_SHOUT2:
case S_BUZZ:
case S_CHERUB:
case S_RUSTLE:
// The beast cannot speak.
case S_DEMON_TAUNT:
return false;
default:
return true;
}
}
// If demon_shout is true, we're trying to find a random verb and
// loudness for a Pandemonium lord trying to shout.
shout_type mons_shouts(monster_type mc, bool demon_shout)
{
ASSERT_smc();
shout_type u = smc->shouts;
// Pandemonium lords use this to get the noises.
if (u == S_RANDOM || demon_shout && u == S_DEMON_TAUNT)
{
const int max_shout = (u == S_RANDOM ? NUM_SHOUTS : NUM_LOUDNESS);
do
{
u = static_cast<shout_type>(random2(max_shout));
}
while (!_shout_fits_monster(mc, u));
}
return u;
}
/// Is the given monster type ever capable of shouting?
bool mons_can_shout(monster_type mc)
{
// don't use mons_shouts() to avoid S_RANDOM randomization.
ASSERT_smc();
return smc->shouts != S_SILENT;
}
bool mons_is_ghost_demon(monster_type mc)
{
return mons_class_flag(mc, M_GHOST_DEMON);
}
bool mons_is_pghost(monster_type mc)
{
return mc == MONS_PLAYER_GHOST || mc == MONS_PLAYER_ILLUSION;
}
/**
* What mutant beast tier does the given XL (base HD) correspond to?
*
* If the given value is between tiers, choose the higher possibility.
*
* @param xl The XL (HD) of the mutant beast in question.
* @return The corresponding mutant beast tier (e.g. BT_MATURE).
*/
int mutant_beast_tier(int xl)
{
for (int bt = BT_FIRST; bt < NUM_BEAST_TIERS; ++bt)
if (xl <= beast_tiers[bt])
return bt;
return BT_NONE; // buggy
}
/**
* Is the provided monster_type a draconian job type? (Not just any draconian,
* but specifically one with a job! Or the job itself, depending how you think
* about it.)
*
* @param mc The monster type in question.
* @return Whether that monster type is a draconian job.
**/
bool mons_is_draconian_job(monster_type mc)
{
return mc >= MONS_FIRST_NONBASE_DRACONIAN
&& mc <= MONS_LAST_NONBASE_DRACONIAN;
}
bool mons_is_unique(monster_type mc)
{
return mons_class_flag(mc, M_UNIQUE);
}
bool mons_is_or_was_unique(const monster& mon)
{
return mons_is_unique(mon.type)
|| mon.props.exists(ORIGINAL_TYPE_KEY)
&& mons_is_unique((monster_type) mon.props[ORIGINAL_TYPE_KEY].get_int());
}
bool mons_is_the(monster_type mc)
{
return mons_class_flag(mc, M_NAME_THE);
}
/**
* Is the given type one of Hepliaklqana's granted ancestors?
*
* @param mc The type of monster in question.
* @return Whether that monster is a player ancestor.
*/
bool mons_is_hepliaklqana_ancestor(monster_type mc)
{
return mons_class_flag(mc, M_ANCESTOR);
}
/**
* How well does this monster resist blinding?
*
* @param mc The class of monster in question.
* @return 1 if the monster resists dark/physical forms of blindness,
* 2 if the monster additionally resists light-based blinding,
* 0 otherwise.
*/
int mons_res_blind(monster_type mc)
{
// Unblindable / non-visual monsters are immune to sources of blindness
// outside of divine acts or Enfeeble.
if (mons_class_flag(mc, M_UNBLINDABLE))
return 2;
const mon_holy_type holiness = mons_class_holiness(mc);
// No visual systems to disrupt.
if (holiness & (MH_NONLIVING | MH_PLANT))
return 2;
// Undead can be blinded by light.
if (holiness & (MH_UNDEAD))
return 1;
return 0;
}
/**
* Can this type of monster survive in deep water?
*
* @param type The monster type in question.
* @param base The base type of the monster. (For e.g. draconians.)
* @return Whether monsters of this type can survive falling into deep
* water.
*
* XXX: Duplicates monster::res_water_drowning().
*/
bool mons_resists_drowning(monster_type type, monster_type base)
{
const habitat_type ht = mons_habitat_type(type, base, true);
const bool lives_in_deep_water = (ht & HT_DEEP_WATER) == HT_DEEP_WATER;
return mons_is_unbreathing(type) || lives_in_deep_water;
}
char32_t mons_char(monster_type mc)
{
if (Options.mon_glyph_overrides.count(mc)
&& Options.mon_glyph_overrides[mc].ch)
{
return Options.mon_glyph_overrides[mc].ch;
}
else
return monster_symbols[mc].glyph;
}
char mons_base_char(monster_type mc)
{
const monsterentry *me = get_monster_data(mc);
return me ? me->basechar : 0;
}
mon_itemuse_type mons_class_itemuse(monster_type mc)
{
ASSERT_smc();
return smc->gmon_use;
}
mon_itemuse_type mons_itemuse(const monster& mon)
{
if (mon.type == MONS_BOUND_SOUL)
return mons_class_itemuse(mons_zombie_base(mon));
return mons_class_itemuse(mon.type);
}
int mons_class_colour(monster_type mc)
{
ASSERT_smc();
// Player monster is a dummy monster used only for display purposes, so
// it's ok to override it here.
if (mc == MONS_PLAYER
&& Options.mon_glyph_overrides.count(MONS_PLAYER)
&& Options.mon_glyph_overrides[MONS_PLAYER].col)
{
return Options.mon_glyph_overrides[MONS_PLAYER].col;
}
else
return monster_symbols[mc].colour;
}
bool mons_class_can_regenerate(monster_type mc)
{
return !mons_class_flag(mc, M_NO_REGEN);
}
bool mons_can_regenerate(const monster& m)
{
const monster& mon = get_tentacle_head(m);
if (testbits(mon.flags, MF_NO_REGEN))
return false;
return mons_class_can_regenerate(mon.type);
}
bool mons_class_fast_regen(monster_type mc)
{
return mons_class_flag(mc, M_FAST_REGEN);
}
int mons_class_regen_amount(monster_type mc)
{
switch (mc)
{
case MONS_PARGHIT: return 27;
case MONS_DEMONIC_CRAWLER:
case MONS_COLOSSAL_AMOEBA:
case MONS_PROTEAN_PROGENITOR:
case MONS_ASPIRING_FLESH: return 6;
case MONS_SLYMDRA:
case MONS_MARTYRED_SHADE: return 4;
case MONS_BOUNDLESS_TESSERACT: return 10;
default: return 1;
}
}
/**
* Do monsters of the given type ever leave a hide?
*
* @param mc The class of monster in question.
* @return Whether the monster has a chance of dropping a hide when
* butchered.
*/
bool mons_class_leaves_hide(monster_type mc)
{
return hide_for_monster(mc) != NUM_ARMOURS;
}
bool mons_class_leaves_wand(monster_type mc)
{
return mc == MONS_ELEIONOMA || mc == MONS_FENSTRIDER_WITCH;
}
bool mons_class_leaves_organ(monster_type mc)
{
return mons_class_leaves_hide(mc) || mons_class_leaves_wand(mc);
}
int mons_zombie_size(monster_type mc)
{
mc = mons_species(mc);
if (!mons_class_can_be_zombified(mc))
return Z_NOZOMBIE;
ASSERT_smc();
return smc->size > SIZE_MEDIUM ? Z_BIG : Z_SMALL;
}
monster_type mons_zombie_base(const monster& mon)
{
return mon.base_monster;
}
bool mons_class_is_zombified(monster_type mc)
{
return mc == MONS_ZOMBIE
|| mc == MONS_DRAUGR
|| mc == MONS_SIMULACRUM
|| mc == MONS_SPECTRAL_THING
|| mc == MONS_BOUND_SOUL;
}
bool mons_class_is_animated_weapon(monster_type type)
{
return type == MONS_DANCING_WEAPON || type == MONS_SPECTRAL_WEAPON;
}
bool mons_class_is_remnant(monster_type mc)
{
return mons_class_flag(mc, M_REMNANT);
}
bool mons_class_is_animated_object(monster_type type)
{
return mons_class_is_animated_weapon(type)
|| type == MONS_ARMOUR_ECHO
|| type == MONS_HAUNTED_ARMOUR;
}
bool mons_is_zombified(const monster& mon)
{
return mons_class_is_zombified(mon.type);
}
monster_type mons_base_type(const monster& mon)
{
if (mons_class_is_zombified(mon.type))
return mons_zombie_base(mon);
return mon.type;
}
bool mons_class_can_leave_corpse(monster_type mc)
{
ASSERT_smc();
return smc->leaves_corpse;
}
bool mons_class_can_be_zombified(monster_type mzc)
{
monster_type mc = mons_species(mzc);
ASSERT_smc();
return !invalid_monster_type(mc)
&& !mons_class_flag(mzc, M_NO_ZOMBIE)
&& !mons_class_flag(mzc, M_INSUBSTANTIAL)
&& !mons_is_tentacle_or_tentacle_segment(mzc)
&& (mons_class_holiness(mzc) & MH_NATURAL
|| mons_class_can_leave_corpse(mc))
&& smc->attack[0].damage; // i.e. has_attack
}
bool mons_can_be_zombified(const monster& mon)
{
return mons_class_can_be_zombified(mon.type)
&& !mon.is_summoned()
&& !mon.has_ench(ENCH_SOUL_RIPE)
&& mons_has_attacks(mon, true);
}
bool mons_class_can_be_spectralised(monster_type mzc, bool divine)
{
monster_type mc = mons_species(mzc);
ASSERT_smc();
return mons_class_holiness(mzc) & (MH_NATURAL | MH_DEMONIC | MH_HOLY)
&& mc != MONS_PANDEMONIUM_LORD
&& mzc != MONS_ORC_APOSTLE
&& (divine || smc->attack[0].type != AT_NONE); // i.e. has_attack
}
// Does this monster have a soul that can be used for necromancy (Death
// Channel, Simulacrum, Yredelemnul's Bind Soul)? For Bind Soul, allow
// monsters with no attacks if they have some spells to use.
// When called from Bind Soul's targeting interface, take into account only
// known effects.
bool mons_can_be_spectralised(const monster& mon, bool divine, bool only_known)
{
return mons_class_can_be_spectralised(mon.type, divine)
&& (!mon.is_summoned()
|| only_known && mon.has_ench(ENCH_PHANTOM_MIRROR)
&& mon.mons_species() != MONS_PLAYER_ILLUSION)
&& !mons_is_tentacle_or_tentacle_segment(mon.type)
&& (!testbits(mon.flags, MF_NO_REWARD)
|| mon.props.exists(KIKU_WRETCH_KEY))
&& (mons_has_attacks(mon, true)
|| divine && mon.has_spells());
}
bool mons_class_can_use_stairs(monster_type mc)
{
return (!mons_class_is_zombified(mc) || mc == MONS_BOUND_SOUL)
&& !mons_is_tentacle_or_tentacle_segment(mc)
&& !mons_is_seeker(mc)
&& mc != MONS_SILENT_SPECTRE
&& mc != MONS_GERYON
&& mc != MONS_ROYAL_JELLY
&& mc != MONS_BALL_LIGHTNING;
}
bool mons_class_can_use_transporter(monster_type mc)
{
return !mons_is_tentacle_or_tentacle_segment(mc);
}
bool mons_can_use_stairs(const monster& mon, dungeon_feature_type stair)
{
if (!mons_class_can_use_stairs(mon.type))
return false;
// Summons can't use stairs. (And neither can animated zombies)
if (mon.is_summoned())
return false;
if (mon.has_ench(ENCH_FRIENDLY_BRIBED)
&& (feat_is_branch_entrance(stair) || feat_is_branch_exit(stair)))
{
return false;
}
// Don't let the pieces of Blorkula individually follow the player between floors
if (mon.type == MONS_VAMPIRE_BAT
&& mon.props.exists(BLORKULA_REVIVAL_TIMER_KEY))
{
return false;
}
if (mon.type == MONS_ORB_GUARDIAN && !player_on_orb_run())
return false;
// If this is the entrance to a portal vault (or another region of Pandemonium)
// only friendly monsters can traverse this.
if (!mon.friendly()
&& (feat_is_portal_entrance(stair) || stair == DNGN_TRANSIT_PANDEMONIUM
|| stair == DNGN_ENTER_PANDEMONIUM))
{
return false;
}
// Everything else is fine
return true;
}
void name_zombie_from_class(monster& mon, monster_type mc, const string& mon_name)
{
mon.mname = mon_name;
// For the Royal Jelly: treat Royal Jelly as a replacement name to
// avoid mentions of "Royal Jelly the spectral jelly".
if (mc == MONS_ROYAL_JELLY)
{
mon.mname = "Royal Jelly";
mon.flags |= MF_NAME_REPLACE;
}
// Also for the Lernaean hydra: treat Lernaean as an adjective to
// avoid mentions of "Lernaean hydra the X-headed hydra zombie".
else if (mc == MONS_LERNAEAN_HYDRA)
{
mon.mname = "Lernaean";
mon.flags |= MF_NAME_ADJECTIVE;
}
// Also for the Enchantress: treat Enchantress as an adjective to
// avoid mentions of "Enchantress the spriggan zombie".
else if (mc == MONS_ENCHANTRESS)
{
mon.mname = "Enchantress";
mon.flags |= MF_NAME_ADJECTIVE;
}
else if (mons_species(mc) == MONS_SERPENT_OF_HELL)
mon.mname = "";
if (starts_with(mon.mname, "shaped "))
mon.flags |= MF_NAME_SUFFIX;
// It's unlikely there's a desc for "Duvessa the elf zombie", but
// we still want to allow it if overridden.
if (!mon.props.exists(DBNAME_KEY))
mon.props[DBNAME_KEY] = mons_class_name(mon.type);
}
void name_zombie_from_mon(monster& mon, const monster& orig)
{
if (!mons_is_unique(orig.type) && orig.mname.empty())
return;
string name;
monster_flags_t orig_mon_flags = orig.flags;
if (!orig.mname.empty())
{
if (!(orig.flags & MF_NAME_NOCORPSE))
name = orig.mname;
else
// Remove all the monster's name flags, since it lost its name.
orig_mon_flags &= ~MF_ALL_NAMES;
}
else
name = mons_type_name(orig.type, DESC_PLAIN);
name_zombie_from_class(mon, orig.type, name);
mon.flags |= orig_mon_flags & (MF_NAME_SUFFIX
| MF_NAME_ADJECTIVE
| MF_NAME_DESCRIPTOR);
}
// Derived undead deal 80% of the damage of the base form.
static int _downscale_zombie_damage(int damage)
{
return max(1, 4 * damage / 5);
}
// Do not include AF_PLAIN, we want that to be overwritten for spectrals
// and simulacra
static const set<attack_flavour> allowed_zombie_af = {
AF_REACH,
AF_CRUSH,
AF_TRAMPLE,
AF_DRAG,
AF_DOOM,
};
static mon_attack_def _downscale_zombie_attack(const monster& mons,
mon_attack_def attk)
{
switch (attk.type)
{
case AT_STING: case AT_SPORE:
case AT_TOUCH: case AT_ENGULF:
attk.type = AT_HIT;
break;
default:
break;
}
attk.damage = _downscale_zombie_damage(attk.damage);
if (allowed_zombie_af.count(attk.flavour))
return attk;
// overwrite all other AFs
if (mons.type == MONS_SIMULACRUM)
attk.flavour = AF_COLD;
else if (mons.mons_species() == MONS_SPECTRAL_THING)
attk.flavour = AF_DRAIN;
else
attk.flavour = AF_PLAIN;
return attk;
}
/**
* What attack does the given mutant beast facet provide?
*
* @param facet The facet in question; e.g. BF_STING.
* @param tier The tier of the mutant beast; e.g.
* @return The attack corresponding to the given facet; e.g. BT_LARVAL
* { AT_STING, AF_REACH_STING, 10 }. Scales with HD.
* For facets that don't provide an attack, is { }.
*/
static mon_attack_def _mutant_beast_facet_attack(int facet, int tier)
{
const int dam = tier * 5;
switch (facet)
{
case BF_STING:
return { AT_STING, AF_REACH_STING, dam };
case BF_OX:
return { AT_TRAMPLE, AF_TRAMPLE, dam };
case BF_WEIRD:
return { AT_CONSTRICT, AF_CRUSH, dam * 2 / 5};
default:
return { };
}
}
/**
* Get the attack type, attack flavour and damage for the given attack of a
* mutant beast.
*
* @param mon The monster in question.
* @param attk_number Which attack number to get.
* @return A mon_attack_def for the specified attack.
*/
static mon_attack_def _mutant_beast_attack(const monster &mon, int attk_number)
{
const int tier = mutant_beast_tier(mon.get_experience_level());
if (attk_number == 0)
return { AT_HIT, AF_PLAIN, tier * 7 + 5 };
if (!mon.props.exists(MUTANT_BEAST_FACETS))
return { };
int cur_attk = 1;
for (auto facet : mon.props[MUTANT_BEAST_FACETS].get_vector())
{
const mon_attack_def atk = _mutant_beast_facet_attack(facet.get_int(),
tier);
if (atk.type == AT_NONE)
continue;
if (cur_attk == attk_number)
return atk;
++cur_attk;
}
return { };
}
/**
* Get the attack type, attack flavour and damage for the given attack of an
* ancestor granted by Hepliaklqana_ancestor_attack.
*
* @param mon The monster in question.
* @param attk_number Which attack number to get.
* @return A mon_attack_def for the specified attack.
*/
static mon_attack_def _hepliaklqana_ancestor_attack(const monster &mon,
int attk_number)
{
if (attk_number != 0)
return { };
const int HD = mon.get_experience_level();
const int dam = HD + 3; // 4 at 1 HD, 21 at 18 HD (max)
// battlemages do double base melee damage (+25-50% including their weapon)
const int dam_mult = mon.type == MONS_ANCESTOR_BATTLEMAGE ? 2 : 1;
return { AT_HIT, AF_PLAIN, dam * dam_mult };
}
/** Get the attack type, attack flavour and damage for a monster attack.
*
* @param mon The monster to look at.
* @param attk_number Which attack number to get.
* @param base_flavour If true, attack flavours that are randomised on every attack
* will have their base flavour returned instead of one of the
* random flavours.
* @return A mon_attack_def for the specified attack.
*/
mon_attack_def mons_attack_spec(const monster& m, int attk_number,
bool base_flavour)
{
monster_type mc = m.type;
const monster& mon = get_tentacle_head(m);
const bool zombified = mons_is_zombified(mon);
const int max_attacks = m.has_hydra_multi_attack()
? m.heads() + (m.type == MONS_DRAUGR)
: MAX_NUM_ATTACKS;
if (attk_number < 0 || attk_number >= max_attacks)
attk_number = 0;
if (mons_is_ghost_demon(mc))
{
if (attk_number == 0 && mon.ghost)
{
return { mon.ghost->att_type, mon.ghost->att_flav,
mon.ghost->damage };
}
return { AT_NONE, AF_PLAIN, 0 };
}
else if (mc == MONS_MUTANT_BEAST)
return _mutant_beast_attack(mon, attk_number);
else if (mons_is_hepliaklqana_ancestor(mc))
return _hepliaklqana_ancestor_attack(mon, attk_number);
if (zombified && mc != MONS_KRAKEN_TENTACLE)
mc = mons_zombie_base(mon);
ASSERT_smc();
mon_attack_def attk = smc->attack[attk_number];
if (m.type == MONS_DRAUGR)
{
if (attk_number == 0)
{
attk.flavour = AF_DOOM;
attk.type = AT_HIT;
attk.damage = 5 + mon.get_hit_dice() * 4 / 3;
}
else
attk = smc->attack[attk_number - 1];
}
if (mon.has_hydra_multi_attack() && attk_number > 0)
{
if (attk_number > mon.heads() + (mon.type == MONS_DRAUGR))
return { AT_NONE, AF_PLAIN, 0 };
attk_number = 0;
attk = smc->attack[0];
}
if (attk_number == 0)
{
if (mon.type == MONS_PLAYER_SHADOW)
{
if (mon.props.exists(DITH_SHADOW_ATTACK_KEY))
{
attk.damage = mon.props[DITH_SHADOW_ATTACK_KEY].get_int();
if (mon.mslot_item(MSLOT_WEAPON)
&& mon.mslot_item(MSLOT_WEAPON)->sub_type == WPN_QUICK_BLADE)
{
attk.damage = attk.damage * 3 / 4;
}
}
}
// summoning miscast monster; hd scaled with miscast severity
if (mon.type == MONS_NAMELESS)
attk.damage = mon.get_hit_dice() * 2;
if (mon.type == MONS_SOUL_WISP)
attk.damage = 2 + mon.get_hit_dice();
if (mon.type == MONS_HAUNTED_ARMOUR)
attk.damage = 5 + (mon.get_hit_dice() * 3 / 4);
// Boulder beetles get double attack damage and a normal 'hit' attack.
if (mon.has_ench(ENCH_ROLLING))
{
attk.type = AT_HIT;
attk.damage *= 2;
}
}
// Give Coglin player shadows a second attack for their second weapon
else if (attk_number == 1 && mon.type == MONS_PLAYER_SHADOW
&& you.has_mutation(MUT_WIELD_OFFHAND))
{
attk.type = AT_HIT;
if (mon.props.exists(DITH_SHADOW_ATTACK_KEY))
{
attk.damage = mon.props[DITH_SHADOW_ATTACK_KEY].get_int();
if (mon.mslot_item(MSLOT_ALT_WEAPON)
&& mon.mslot_item(MSLOT_ALT_WEAPON)->sub_type == WPN_QUICK_BLADE)
{
attk.damage = attk.damage * 3 / 4;
}
}
}
else if (mons_species(mon.type) == MONS_DRACONIAN
&& mon.type != MONS_DRACONIAN
&& attk.type == AT_NONE
&& smc->attack[attk_number - 1].type != AT_NONE)
{
// Nonbase draconians inherit aux attacks from their base type.
// Implicit assumption: base draconian types only get one aux
// attack, and it's in their second attack slot.
// If that changes this code will need to be changed.
const monsterentry* mbase =
get_monster_data (draconian_subspecies(mon));
ASSERT(mbase);
return mbase->attack[1];
}
if (mon.type == MONS_ARMOUR_ECHO)
{
item_def *def = mon.get_defining_object();
if (def)
{
ASSERT(def->base_type == OBJ_ARMOUR);
const int typ = def->sub_type;
const int ac = armour_prop(typ, PARM_AC);
attk.damage = ac + ac * ac / 2;
}
}
else if (mon.type == MONS_SHADOW_PUPPET)
{
if (attk_number == 2)
attk.damage = 2 + m.get_hit_dice() * 1 / 3;
else
attk.damage = 2 + (m.get_hit_dice() * 3 / 2);
}
else if (mon.type == MONS_ERYTHROSPITE)
attk.damage = 3 + m.get_experience_level() * 10 / 9;
// Vampires get a bite aux in addition to normal attacks.
if (mon.has_ench(ENCH_VAMPIRE_THRALL)
&& attk.type == AT_NONE
&& smc->attack[attk_number - 1].type != AT_NONE)
{
attk.type = AT_BITE;
attk.flavour = AF_VAMPIRIC;
attk.damage = 5 + mon.get_experience_level() * 5 / 4;
}
if (!base_flavour)
{
// TODO: randomization here is not the greatest way of doing any of
// these...
if (attk.type == AT_RANDOM)
{
attk.type = random_choose(AT_BITE, AT_STING, AT_SPORE, AT_TOUCH,
AT_PECK, AT_HEADBUTT, AT_PUNCH, AT_KICK,
AT_TENTACLE_SLAP, AT_TAIL_SLAP, AT_GORE,
AT_TRUNK_SLAP);
}
if (attk.type == AT_CHERUB)
attk.type = random_choose(AT_HEADBUTT, AT_BITE, AT_PECK, AT_GORE);
}
// Slime creature attacks are multiplied by the number merged.
if (mon.type == MONS_SLIME_CREATURE && mon.blob_size > 1)
attk.damage *= mon.blob_size;
return zombified ? _downscale_zombie_attack(mon, attk) : attk;
}
static int _mons_damage(monster_type mc, int rt)
{
if (rt < 0 || rt > 3)
rt = 0;
ASSERT_smc();
return smc->attack[rt].damage;
}
string mon_attack_name_short(attack_type attack)
{
switch (attack)
{
case AT_SPORE: return "spore";
case AT_TENTACLE_SLAP: return "tentacle";
case AT_TAIL_SLAP: return "tail";
case AT_TRUNK_SLAP: return "trunk";
case AT_POUNCE: return "pounce";
case AT_CHERUB:
case AT_RANDOM: return "hit"; // eh
default:
return mon_attack_name(attack, false);
}
}
/**
* A short description of the given monster attack type.
*
* @param attack The attack to be described; e.g. AT_HIT, AT_SPORE.
* @param with_object Is the description being used with an object/target?
* True results in e.g. "pounce on"; false, just "pounce".
* Optional parameter, default true.
* @return A short description; e.g. "hit", "release spores at".
*/
string mon_attack_name(attack_type attack, bool with_object)
{
static const char *attack_types[] =
{
"hit", // including weapon attacks
"bite",
"sting",
// spore
"release spores at",
"touch",
"engulf",
"claw",
"peck",
"headbutt",
"punch",
"kick",
"tentacle-slap",
"tail-slap",
"gore",
"constrict",
"trample",
"trunk-slap",
#if TAG_MAJOR_VERSION == 34
"snap closed at",
"splash",
#endif
"pounce on",
#if TAG_MAJOR_VERSION == 34
"sting",
#endif
"hit, bite, peck, or gore", // AT_CHERUB
#if TAG_MAJOR_VERSION == 34
"hit", // AT_SHOOT
#endif
"hit", // AT_WEAP_ONLY,
"hit or gore", // AT_RANDOM
};
COMPILE_CHECK(ARRAYSZ(attack_types) == NUM_ATTACK_TYPES - AT_FIRST_ATTACK);
const int verb_index = attack - AT_FIRST_ATTACK;
ASSERT(verb_index < (int)ARRAYSZ(attack_types));
if (with_object)
return attack_types[verb_index];
else
{
return replace_all(replace_all(attack_types[verb_index], " at", ""),
" on", "");
}
}
/**
* Does this monster attack flavour trigger even if the base attack does no
* damage?
*
* @param flavour The attack flavour in question; e.g. AF_COLD.
* @return Whether the flavour attack triggers on a successful hit
* regardless of damage done.
*/
bool flavour_triggers_damageless(attack_flavour flavour)
{
return flavour == AF_CRUSH
|| flavour == AF_FLOOD
|| flavour == AF_PAIN
|| flavour == AF_PURE_FIRE
|| flavour == AF_AIRSTRIKE
|| flavour == AF_SHADOWSTAB
|| flavour == AF_DROWN
|| flavour == AF_CORRODE
|| flavour == AF_DIM;
}
/**
* How much special damage does the given attack flavour do for an attack from
* a monster of the given hit dice?
*
* Various effects (e.g. acid) currently go through more complex codepaths. :(
*
* @param flavour The attack flavour in question; e.g. AF_FIRE.
* @param HD The HD to calculate damage for.
* @param random Whether to roll damage, or (if false) just return
* the top of the range.
* @return The damage that the given attack flavour does, before
* resists and other effects are applied.
*/
int flavour_damage(attack_flavour flavour, int HD, bool random)
{
switch (flavour)
{
case AF_FIRE:
if (random)
return HD + random2(HD);
return HD * 2;
case AF_COLD:
if (random)
return HD + random2(HD*2);
return HD * 3;
case AF_ELEC:
if (random)
return HD + random2(HD/2);
return HD * 3 / 2;
case AF_PURE_FIRE:
if (random)
return HD * 3 / 2 + random2(HD);
return HD * 5 / 2;
case AF_DROWN:
if (random)
return HD * 3 / 4 + random2(HD * 3 / 4);
return HD * 3 / 2;
// Note: This value is only used for displaying monster damage with xv
// and is a lie against non-player targets.
// Actual attacks call actor->splash_with_acid() directly.
case AF_ACID:
case AF_REACH_TONGUE:
if (random)
return roll_dice(4, 3);
return 12;
// Just show max damage: this number's only used for display.
case AF_AIRSTRIKE:
return pow(HD + 1, 1.2) * 12 / 6;
case AF_REACH_CLEAVE_UGLY:
return HD * 3;
default:
return 0;
}
}
/**
* Does a monster attacking with this flavour reach as if using a polearm?
*
* @param flavour The attack flavour in question; e.g. AF_COLD.
* @return Whether the flavour grants inherent reach.
*/
bool flavour_has_reach(attack_flavour flavour)
{
switch (flavour)
{
case AF_REACH:
case AF_REACH_STING:
case AF_REACH_TONGUE:
case AF_RIFT:
case AF_REACH_CLEAVE_UGLY:
return true;
default:
return false;
}
}
bool flavour_has_mobility(attack_flavour flavour)
{
return flavour == AF_SWOOP || flavour == AF_FLANK;
}
bool mons_invuln_will(const monster& mon)
{
return get_monster_data(mon.type)->willpower == WILL_INVULN;
}
bool mons_has_skeleton(monster_type mc)
{
return !mons_class_flag(mc, M_NO_SKELETON);
}
/**
* Given an average max HP value for a given monster type, what should a given
* monster have?
*
* @param avg_hp The mean hp.
* @param scale A scale that the input avg_hp are multiplied by.
* @return A max HP value; no more than +-33% from the given average,
* and within about +-10% of the average 95% of the time.
* This value is not multiplied by the scale - it's an actual
* hp value, regardless of the scale on the input.
* If avg_hp is nonzero, always returns at least 1.
*/
int hit_points(int avg_hp, int scale)
{
if (!avg_hp)
return 0;
const int min_perc = 33;
const int hp_variance = div_rand_round(avg_hp * min_perc, 100);
const int min_hp = avg_hp - hp_variance;
const int hp = min_hp + random2avg(hp_variance * 2, 8);
return max(1, div_rand_round(hp, scale));
}
// This function returns the standard number of hit dice for a type of
// monster, not a particular monster's current hit dice. - bwr
int mons_class_hit_dice(monster_type mc)
{
const monsterentry *me = get_monster_data(mc);
return me ? me->HD : 0;
}
/**
* What base WL does a monster of the given type have?
*
* @param type The monster type in question.
* @param base The base type of the monster. (For e.g. draconians.)
* @return The WL of a normal monster of that type.
*/
int mons_class_willpower(monster_type type, monster_type base)
{
const monster_type base_type =
base != MONS_NO_MONSTER && mons_is_draconian(type)
? draconian_subspecies(type, base)
: type;
int type_wl = (get_monster_data(base_type))->willpower;
if (mons_is_draconian_job(type))
type_wl += 20;
// Negative values get multiplied with monster hit dice.
if (type_wl >= 0)
return type_wl;
return mons_class_hit_dice(base_type) * -type_wl * 4 / 3;
}
/**
* Can a monster of the given type see invisible creatures?
*
* @param type The monster type in question.
* @param base The base type of the monster. (For e.g. draconians.)
* @return Whether a normal monster of that type can see invisible
* things.
*/
bool mons_class_sees_invis(monster_type type, monster_type base)
{
if (mons_class_flag(type, M_SEE_INVIS))
return true;
if (base != MONS_NO_MONSTER && mons_is_draconian(type)
&& mons_class_flag(draconian_subspecies(type, base), M_SEE_INVIS))
{
return true;
}
return false;
}
/**
* What's the average hp for a given type of monster?
*
* @param mc The type of monster in question.
* @return The average hp for that monster; rounds down.
*/
int mons_avg_hp(monster_type mc, int scale)
{
const monsterentry* me = get_monster_data(mc);
if (!me)
return 0;
return me->avg_hp_10x * scale / 10;
}
/**
* What's the maximum hp for a given type of monster?
*
* @param mc The type of monster in question.
* @return The maximum hp for that monster; rounds down.
*/
int mons_max_hp(monster_type mc)
{
const monsterentry* me = get_monster_data(mc);
if (!me)
return 0;
// TODO: merge the 133% with their use in hit_points()
return me->avg_hp_10x * 133 / 1000;
}
static int _mons_exp_is_multiplier(monster_type mc)
{
ASSERT_smc();
return smc->exp_is_mult;
}
// Calculate xp for complicated, highly variable monsters using the supplied
// multiplier. Takes into account speed, HD, spells, and melee damage.
static int _calc_exp_with_multiplier(const monster& mon, int exp_mult)
{
const int speed = mons_base_speed(mon);
const int hd = mon.get_experience_level();
const bool spellcaster = mon.has_spells();
// scale with HD nonlinearly (gross)
int hd_factor = hd * (25 + hd) / 25;
int diff = 100;
// bonus difficulty for casting "strong" spells
if (spellcaster)
{
int spell_danger = 0;
for (const mon_spell_slot &slot : mon.spells)
{
if (spell_difficulty(slot.spell) > 4)
spell_danger += slot.freq;
}
diff += spell_danger / 2;
}
// speed and melee damage
if (speed > 0)
{
// Only normal+ speed monsters get a bonus for having high melee
// damage.
if (speed >= 10)
{
int max_melee = 0;
for (int i = 0; i < 4; ++i)
max_melee += _mons_damage(mon.type, i);
if (max_melee > 30)
diff += (max_melee / ((speed == 10) ? 4 : 2));
}
diff *= speed;
diff /= 10;
}
// Clamp difficulty mod to somewhat sane values (currently 50-250%).
diff = max(min(diff, 250), 50);
return exp_mult * hd_factor * diff / 100;
}
/**
* How much XP will the given monster give out by dying?
*
* @param mon The monster in question.
* @param real If false, calculate XP for the given monster's type instead of
* this monster's specific stats.
* @param legacy If set, use higher XP values for high-XP monsters to emulate
* historical (pre-2eadbcd) behaviour.
* @return How much XP this monster is worth.
*/
int exp_value(const monster& mon, bool real, bool legacy)
{
// Specially defined by vaults eg. for sprint
if (mon.exp > 0)
return mon.exp;
int x_val = 0;
// These four are the original arguments.
const monster_type mc = mon.type;
int maxhp = mon.max_hit_points;
// pghosts and pillusions have no reasonable base values, and you can look
// up the exact value anyway. Especially for pillusions.
if (real || mon.type == MONS_PLAYER_GHOST || mon.type == MONS_PLAYER_ILLUSION)
{
// Monsters with extra health are much harder, but the xp value
// shouldn't depend on whether it was boosted at the moment of death.
if (mon.has_ench(ENCH_BERSERK))
maxhp = (maxhp * 2 + 1) / 3;
if (mon.has_ench(ENCH_DOUBLED_VIGOUR))
maxhp = maxhp / 2;
}
else
{
const monsterentry *m = get_monster_data(mons_base_type(mon));
ASSERT(m);
maxhp = mons_max_hp(mc);
}
// Hacks to make merged slime creatures not worth so much exp. We will
// calculate the experience we would get for 1 blob, and then just
// multiply it so that exp is linear with blobs merged. -cao
if (mon.type == MONS_SLIME_CREATURE && mon.blob_size > 1)
maxhp /= mon.blob_size;
// Early out for no XP monsters.
if (!mons_class_gives_xp(mc))
return 0;
// Derived undead will reference the base monster, with a divisor
const bool zombified = mons_is_zombified(mon);
// Start with the monster's base xp
if (zombified)
x_val = _mons_exp(mon.base_monster) / 4;
else
x_val = _mons_exp(mc);
int avg_hp = mons_avg_hp(mc);
// More complex calculation for special (highly variable) monsters
if (_mons_exp_is_multiplier(mc))
x_val = _calc_exp_with_multiplier(mon, x_val);
// Scale weakly by the monster's actual max hp as a percentage of average
// max hp. This randomizes exp values slightly. Derived undead and
// special monsters skip this.
else if (avg_hp > 0 && !zombified)
{
x_val = x_val * 4 + x_val * maxhp / avg_hp;
x_val /= 5;
}
// Scale starcursed mass exp by what percentage of the whole it
// represents.
if (mon.type == MONS_STARCURSED_MASS)
x_val = (x_val * mon.blob_size) / 12;
// Slime creature exp hack part 2: Scale exp back up by the number of
// blobs merged. -cao
if (mon.type == MONS_SLIME_CREATURE && mon.blob_size > 1)
x_val *= mon.blob_size;
// Give real XP for all real slime creatures eaten.
if (mon.type == MONS_SLYMDRA && mon.props.exists(SLYMDRA_SLIMES_EATEN_KEY))
x_val += mon.props[SLYMDRA_SLIMES_EATEN_KEY].get_int() * 236;
if (mon.has_ench(ENCH_FIGMENT))
x_val /= 3;
// Legacy code used for Gozag bribe and tension calculations.
// XXX: remove this.
if (x_val > 750 && legacy)
x_val = 750 + (x_val - 750) * 2;
// Guarantee the value is within limits.
if (x_val <= 0)
x_val = 1;
return x_val;
}
static monster_type _random_mons_between(monster_type min, monster_type max)
{
monster_type mc = MONS_PROGRAM_BUG;
do // skip removed monsters
{
mc = static_cast<monster_type>(random_range(min, max));
}
while (mons_is_removed(mc));
return mc;
}
monster_type random_draconian_monster_species()
{
return _random_mons_between(MONS_FIRST_BASE_DRACONIAN,
MONS_LAST_SPAWNED_DRACONIAN);
}
monster_type random_draconian_job()
{
return _random_mons_between(MONS_FIRST_NONBASE_DRACONIAN,
MONS_LAST_NONBASE_DRACONIAN);
}
static const pair<monster_type, monster_type> _draconian_combos[] =
{
{ MONS_DRACONIAN_STORMCALLER, MONS_WHITE_DRACONIAN },
{ MONS_DRACONIAN_MONK, MONS_GREEN_DRACONIAN },
{ MONS_DRACONIAN_SHIFTER, MONS_PURPLE_DRACONIAN },
{ MONS_DRACONIAN_ANNIHILATOR, MONS_YELLOW_DRACONIAN },
{ MONS_DRACONIAN_KNIGHT, MONS_BLACK_DRACONIAN },
{ MONS_DRACONIAN_SCORCHER, MONS_RED_DRACONIAN },
#if TAG_MAJOR_VERSION == 34
{ MONS_PROGRAM_BUG, MONS_PROGRAM_BUG }, // MONS_MOTTLED_DRACONIAN
#endif
};
// Should have exactly one job per randomly-spawning draconian colour.
COMPILE_CHECK(ARRAYSZ(_draconian_combos) == MONS_LAST_SPAWNED_DRACONIAN
- MONS_FIRST_BASE_DRACONIAN + 1);
monster_type draconian_colour_for_job(monster_type job)
{
for (auto &drac : _draconian_combos)
if (drac.first == job)
return drac.second;
return MONS_PROGRAM_BUG;
}
monster_type draconian_job_for_colour(monster_type colour)
{
for (auto &drac : _draconian_combos)
if (drac.second == colour)
return drac.first;
// Doesn't normally spawn, but should still return a random job.
if (colour > MONS_LAST_SPAWNED_DRACONIAN
&& colour <= MONS_LAST_BASE_DRACONIAN)
{
return random_draconian_job();
}
return MONS_PROGRAM_BUG;
}
static mon_spellbook_type _get_mc_spellbook(const monster_type mon_type)
{
return static_cast<mon_spellbook_type>(get_monster_data(mon_type)->sec);
}
mon_spellbook_type get_spellbook(const monster_info &mon)
{
// special case for vault monsters: if they have a custom book,
// treat it as MST_GHOST
if (mon.props.exists(CUSTOM_SPELLS_KEY))
return MST_GHOST;
return _get_mc_spellbook(mon.type);
}
// Get a list of unique spells from a monster's preset spellbooks
// or in the case of ghosts their actual spells.
// If flags is non-zero, it returns only spells that match those flags.
vector<mon_spell_slot> get_unique_spells(const monster_info &mi,
mon_spell_slot_flags flags)
{
vector<mon_spell_slot> slots;
if (!mi.has_spells())
return slots;
// No entry for MST_GHOST
COMPILE_CHECK(ARRAYSZ(mspell_list) == NUM_MSTYPES - 1);
const mon_spellbook_type book = get_spellbook(mi);
// TODO: should we build an index to speed this reverse lookup?
unsigned int msidx;
for (msidx = 0; msidx < ARRAYSZ(mspell_list); ++msidx)
if (mspell_list[msidx].type == book)
break;
if (mons_genus(mi.type) == MONS_DRACONIAN)
{
const mon_spell_slot breath =
drac_breath(mi.draconian_subspecies());
if (breath.spell != SPELL_NO_SPELL
&& (flags == MON_SPELL_NO_FLAGS || (breath.flags & flags)))
{
slots.push_back(breath);
}
}
// No other spells (e.g. drac and/or wand); quit right away.
if (book == MST_NO_SPELLS)
return slots;
if (book != MST_GHOST)
ASSERT(msidx < ARRAYSZ(mspell_list));
for (const mon_spell_slot &slot : (book == MST_GHOST
? mi.spells
: mspell_list[msidx].spells))
{
if (flags != MON_SPELL_NO_FLAGS && !(slot.flags & flags))
continue;
if (none_of(slots.begin(), slots.end(),
[&](const mon_spell_slot& oldslot)
{
return oldslot.spell == slot.spell;
}))
{
slots.push_back(slot);
}
}
return slots;
}
mon_spell_slot drac_breath(monster_type drac_type)
{
spell_type sp;
switch (drac_type)
{
case MONS_BLACK_DRACONIAN: sp = SPELL_LIGHTNING_BOLT; break;
case MONS_YELLOW_DRACONIAN: sp = SPELL_SPIT_ACID; break;
case MONS_GREEN_DRACONIAN: sp = SPELL_POISONOUS_CLOUD; break;
case MONS_PURPLE_DRACONIAN: sp = SPELL_QUICKSILVER_BOLT; break;
case MONS_RED_DRACONIAN: sp = SPELL_SEARING_BREATH; break;
case MONS_WHITE_DRACONIAN: sp = SPELL_COLD_BREATH; break;
case MONS_DRACONIAN:
case MONS_GREY_DRACONIAN: sp = SPELL_NO_SPELL; break;
case MONS_PALE_DRACONIAN: sp = SPELL_STEAM_BALL; break;
default:
die("Invalid draconian subrace: %d", drac_type);
}
mon_spell_slot slot;
slot.spell = sp;
slot.freq = 62;
slot.flags = MON_SPELL_NATURAL | MON_SPELL_BREATH;
return slot;
}
void mons_load_spells(monster& mon)
{
const mon_spellbook_type book = _get_mc_spellbook(mon.type);
if (book == MST_GHOST)
return mon.load_ghost_spells();
mon.spells.clear();
if (mons_genus(mon.type) == MONS_DRACONIAN)
{
mon_spell_slot breath = drac_breath(draconian_subspecies(mon));
if (breath.spell != SPELL_NO_SPELL)
mon.spells.push_back(breath);
}
if (book == MST_NO_SPELLS)
return;
dprf(DIAG_MONPLACE, "%s: loading spellbook #%d",
mon.name(DESC_PLAIN, true).c_str(), static_cast<int>(book));
for (const mon_spellbook &spbook : mspell_list)
if (spbook.type == book)
{
mon.spells.insert(mon.spells.end(),
spbook.spells.begin(), spbook.spells.end());
break;
}
}
// Never hand out DARKGREY as a monster colour, even if it is randomly
// chosen.
colour_t random_monster_colour()
{
colour_t col = DARKGREY;
while (col == DARKGREY)
col = random_colour();
return col;
}
// Generate a shiny, new and unscarred monster.
void define_monster(monster& mons, bool friendly)
{
monster_type mcls = mons.type;
ASSERT(!mons_class_is_zombified(mcls)); // should have called define_zombie
monster_type monbase = mons.base_monster;
const monsterentry *m = get_monster_data(mcls);
int col = mons_class_colour(mcls);
int hd = mons_class_hit_dice(mcls);
int hp = 0;
mons.mname.clear();
// misc
mons.god = GOD_NO_GOD;
switch (mcls)
{
case MONS_SLIME_CREATURE:
// Slime creatures start off as only single un-merged blobs.
mons.blob_size = 1;
break;
case MONS_HYDRA:
// Hydras start off with 4 to 8 heads.
mons.num_heads = random_range(4, 8);
break;
case MONS_LERNAEAN_HYDRA:
// The Lernaean hydra starts off with 27 heads.
mons.num_heads = 27;
break;
case MONS_SLYMDRA:
mons.num_heads = random_range(3, 5);
break;
case MONS_TIAMAT:
// Initialise to a random draconian type.
draconian_change_colour(&mons);
monbase = mons.base_monster;
col = mons.colour;
break;
case MONS_STARCURSED_MASS:
mons.blob_size = 12;
break;
// Randomize starting speed burst clock
case MONS_SIXFIRHY:
case MONS_JIANGSHI:
mons.move_spurt = random2(360);
break;
case MONS_SHAMBLING_MANGROVE:
mons.mangrove_pests = x_chance_in_y(3, 5) ? random_range(2, 3) : 0;
break;
default:
break;
}
if (mons_is_draconian_job(mcls))
monbase = draconian_colour_for_job(mcls);
if (col == COLOUR_UNDEF) // but never give out darkgrey to monsters
col = random_monster_colour();
// Some calculations.
if (hp == 0)
hp = hit_points(m->avg_hp_10x);
const int hp_max = hp;
// So let it be written, so let it be done.
mons.set_hit_dice(hd);
mons.hit_points = hp;
mons.max_hit_points = hp_max;
mons.speed_increment = 70;
if (mons.base_monster == MONS_NO_MONSTER
|| mons.base_monster == MONS_PROGRAM_BUG) // latter is zombie gen
{
mons.base_monster = monbase;
}
mons.flags = MF_NO_FLAGS;
mons.colour = col;
mons.bind_melee_flags();
mons_load_spells(mons);
// Reset monster enchantments.
mons.enchantments.clear();
mons.ench_cache.reset();
mons.ench_countdown = 0;
switch (mcls)
{
case MONS_PANDEMONIUM_LORD:
{
ghost_demon ghost;
ghost.init_pandemonium_lord(friendly);
mons.set_ghost(ghost);
mons.ghost_demon_init();
mons.bind_melee_flags();
break;
}
case MONS_ORC_APOSTLE:
{
ghost_demon ghost;
// Pull type and power from props, if they have been set
apostle_type type = mons.props.exists(APOSTLE_TYPE_KEY)
? static_cast<apostle_type>(mons.props[APOSTLE_TYPE_KEY].get_int())
: APOSTLE_WARRIOR;
int pow = mons.props.exists(APOSTLE_POWER_KEY)
? mons.props[APOSTLE_POWER_KEY].get_int()
: 50;
ghost.init_orc_apostle(type, pow);
mons.set_ghost(ghost);
mons.ghost_demon_init();
mons.props[MON_GENDER_KEY] = random_choose(GENDER_MALE,
GENDER_FEMALE,
GENDER_NEUTRAL);
if (type == APOSTLE_WIZARD)
mons.flags |= MF_CAUTIOUS;
// Choose tile based on apostle class
if (type == APOSTLE_WIZARD)
mons.props[TILE_NUM_KEY].get_short() = 0;
else if (type == APOSTLE_PRIEST)
mons.props[TILE_NUM_KEY].get_short() = 100;
else
mons.props[TILE_NUM_KEY].get_short() = 200;
_give_apostle_proper_name(mons, type);
// Reroll our name until it is different from all player apostle names,
// to try and lessen possible confusion if they end up with two that
// have identical names.
while (!apostle_has_unique_name(mons))
_give_apostle_proper_name(mons, type);
break;
}
case MONS_PLAYER_GHOST:
{
if (define_ghost_from_bones(mons))
break;
dprf("No ghosts found in bones, falling back on mirrored player");
// intentional fallthrough -- fall back on mirroring the player
}
case MONS_PLAYER_ILLUSION:
{
ghost_demon ghost;
ghost.init_player_ghost();
if (mcls == MONS_PLAYER_GHOST)
{
// still don't allow undead ghosts, even mirrored
if (you.undead_state(false) != US_ALIVE)
ghost.species = SP_HUMAN;
mons.props[MIRRORED_GHOST_KEY] = true;
}
mons.set_ghost(ghost);
mons.ghost_init(!mons.props.exists(FAKE_MON_KEY));
break;
}
case MONS_UGLY_THING:
case MONS_VERY_UGLY_THING:
{
ghost_demon ghost;
ghost.init_ugly_thing(mcls == MONS_VERY_UGLY_THING);
mons.set_ghost(ghost);
mons.uglything_init();
break;
}
// Load with dummy values so certain monster properties can be queried
// before placement without crashing (proper setup is done later here)
case MONS_DANCING_WEAPON:
case MONS_SPECTRAL_WEAPON:
case MONS_INUGAMI:
case MONS_PLATINUM_PARAGON:
{
ghost_demon ghost;
ghost.barebones_init();
mons.set_ghost(ghost);
break;
}
case MONS_NAMELESS_REVENANT:
initialize_nobody_memories(mons);
break;
default:
break;
}
mons.calc_speed();
// When all is said and done, this monster had better have some hit
// points, or it will be dead on arrival
ASSERT(mons.hit_points > 0);
ASSERT(mons.max_hit_points > 0);
}
static const char *ugly_colour_names[] =
{
"red", "brown", "green", "cyan", "purple", "white"
};
string ugly_thing_colour_name(colour_t colour)
{
int colour_offset = ugly_thing_colour_offset(colour);
if (colour_offset == -1)
return "buggy";
return ugly_colour_names[colour_offset];
}
static const colour_t ugly_colour_values[] =
{
RED, BROWN, GREEN, CYAN, MAGENTA, LIGHTGREY
};
colour_t ugly_thing_random_colour()
{
return RANDOM_ELEMENT(ugly_colour_values);
}
int str_to_ugly_thing_colour(const string &s)
{
COMPILE_CHECK(ARRAYSZ(ugly_colour_values) == ARRAYSZ(ugly_colour_names));
for (int i = 0, size = ARRAYSZ(ugly_colour_values); i < size; ++i)
if (s == ugly_colour_names[i])
return ugly_colour_values[i];
return BLACK;
}
int ugly_thing_colour_offset(colour_t colour)
{
for (unsigned i = 0; i < ARRAYSZ(ugly_colour_values); ++i)
{
if (make_low_colour(colour) == ugly_colour_values[i])
return i;
}
return -1;
}
void ugly_thing_apply_uniform_band_colour(mgen_data &mg,
const monster_type *band_monsters, size_t num_monsters_in_band)
{
// Verify that the whole band is ugly.
for (size_t i = 0; i < num_monsters_in_band; i++)
{
if (!(band_monsters[i] == MONS_UGLY_THING
|| band_monsters[i] == MONS_VERY_UGLY_THING))
{
return;
}
}
// Apply a uniform colour to a fully-ugly band.
if (ugly_thing_colour_offset(mg.colour) == -1)
mg.colour = ugly_thing_random_colour();
}
static const char *drac_colour_names[] =
{
"black",
#if TAG_MAJOR_VERSION == 34
"",
#endif
"yellow", "green", "purple", "red", "white", "grey", "pale"
};
string draconian_colour_name(monster_type mon_type)
{
COMPILE_CHECK(ARRAYSZ(drac_colour_names) ==
MONS_LAST_BASE_DRACONIAN - MONS_DRACONIAN);
if (!mons_is_base_draconian(mon_type) || mon_type == MONS_DRACONIAN)
return "buggy";
return drac_colour_names[mon_type - MONS_FIRST_BASE_DRACONIAN];
}
monster_type draconian_colour_by_name(const string &name)
{
COMPILE_CHECK(ARRAYSZ(drac_colour_names)
== (MONS_LAST_BASE_DRACONIAN - MONS_DRACONIAN));
for (unsigned i = 0; i < ARRAYSZ(drac_colour_names); ++i)
{
if (name == drac_colour_names[i])
return static_cast<monster_type>(i + MONS_FIRST_BASE_DRACONIAN);
}
return MONS_PROGRAM_BUG;
}
string mons_type_name(monster_type mc, description_level_type desc)
{
string result;
if (!mons_is_unique(mc))
{
switch (desc)
{
case DESC_THE: result = "the "; break;
case DESC_A: result = "a "; break;
case DESC_PLAIN: default: break;
}
}
else if (mons_is_the(mc))
result = "the ";
switch (mc)
{
case RANDOM_MONSTER:
result += "random monster";
return result;
case RANDOM_DRACONIAN:
result += "random draconian";
return result;
case RANDOM_BASE_DRACONIAN:
result += "random base draconian";
return result;
case RANDOM_NONBASE_DRACONIAN:
result += "random nonbase draconian";
return result;
case WANDERING_MONSTER:
result += "wandering monster";
return result;
default: ;
}
const monsterentry *me = get_monster_data(mc);
if (me == nullptr)
{
result += make_stringf("invalid monster_type %d", mc);
return result;
}
result += me->name;
// Vowel fix: Change 'a orc' to 'an orc'..
if (result.length() >= 3
&& (result[0] == 'a' || result[0] == 'A')
&& result[1] == ' '
&& is_vowel(result[2])
// XXX: Hack
&& !starts_with(&result[2], "one-"))
{
result.insert(1, "n");
}
return result;
}
static string _get_proper_monster_name(const monster& mon)
{
const monsterentry *me = mon.find_monsterentry();
if (!me)
return "";
string name = getRandMonNameString(me->name);
if (name.empty())
name = getRandMonNameString(get_monster_data(mons_genus(mon.type))->name);
name = do_mon_name_replacements(name);
return name;
}
// Names a monster (will rename it if it already had a name)
bool give_monster_proper_name(monster& mon)
{
mon.mname = _get_proper_monster_name(mon);
if (!mon.props.exists(DBNAME_KEY))
mon.props[DBNAME_KEY] = mons_class_name(mon.type);
return mon.is_named();
}
// Names an orc apostle (will rename it if it already had a name)
static bool _give_apostle_proper_name(monster& mon, apostle_type type)
{
string apostle_key = "orc apostle " + apostle_type_names[type] + " name";
string name = getRandMonNameString(apostle_key);
name = do_mon_name_replacements(name);
mon.mname = name;
// XXX: The rest of this is duplicated from give_monster_proper_name().
if (!mon.props.exists(DBNAME_KEY))
mon.props[DBNAME_KEY] = mons_class_name(mon.type);
return mon.is_named();
}
// See mons_init for initialization of mon_entry array.
monsterentry *get_monster_data(monster_type mc)
{
if (mc >= 0 && mc < NUM_MONSTERS)
return &mondata[mon_entry[mc]];
else
return nullptr;
}
static int _mons_exp(monster_type mc)
{
ASSERT_smc();
return smc->exp;
}
int mons_class_base_speed(monster_type mc)
{
ASSERT_smc();
return smc->speed;
}
mon_energy_usage mons_class_energy(monster_type mc)
{
ASSERT_smc();
return smc->energy_usage;
}
mon_energy_usage mons_energy(const monster& mon)
{
mon_energy_usage meu = mons_class_energy(mons_base_type(mon));
if (mon.ghost)
meu.move = meu.swim = mon.ghost->move_energy;
if (mon.has_ench(ENCH_FIRE_CHAMPION))
meu.move = meu.move * 2 / 3;
return meu;
}
int mons_class_zombie_base_speed(monster_type zombie_base_mc, bool slow)
{
// Draugr and spectrals are both speed 10.
int penalty = slow ? 2 : 0;
return max(3, mons_class_base_speed(zombie_base_mc) - penalty);
}
/**
* What's this monster's base speed, before temporary effects are applied?
*
* @param mon The monster in question.
* @return The speed of the monster.
*/
int mons_base_speed(const monster& mon)
{
if (mon.ghost)
return mon.ghost->speed;
if (mon.props.exists(MON_SPEED_KEY))
return mon.props[MON_SPEED_KEY];
if (mon.mons_species() == MONS_SPECTRAL_THING
|| mon.mons_species() == MONS_DRAUGR)
{
return mons_class_base_speed(mons_zombie_base(mon));
}
return mons_is_zombified(mon) ? mons_class_zombie_base_speed(mons_zombie_base(mon), true)
: mons_class_base_speed(mon.type);
}
mon_intel_type mons_class_intel(monster_type mc)
{
ASSERT_smc();
return smc->intel;
}
mon_intel_type mons_intel(const monster& m)
{
const monster& mon = get_tentacle_head(m);
if (mon.type == MONS_BOUND_SOUL)
return mons_class_intel(mons_zombie_base(mon));
return mons_class_intel(mon.type);
}
// What habitats can this monster effectively occupy?
// If core_only is true (defaults to false), ignore flight and large size, and
// consider only 'native' habitat.
habitat_type mons_class_habitat(monster_type mc, bool core_only)
{
const monsterentry *me = get_monster_data(mc);
habitat_type ht = (me ? me->habitat : HT_LAND);
if (!core_only)
{
// XXX: No class equivalent of monster::body_size(PSIZE_BODY)!
size_type st = (me ? me->size : SIZE_GIANT);
if (ht == HT_LAND && st >= SIZE_GIANT)
ht = HT_AMPHIBIOUS;
if (me && monster_class_flies(mc))
ht = (habitat_type)(ht | HT_FLYER);
}
return ht;
}
habitat_type mons_habitat_type(monster_type t, monster_type base_t,
bool core_only)
{
return mons_class_habitat(fixup_zombie_type(t, base_t),
core_only);
}
habitat_type mons_habitat(const monster& mon, bool core_only)
{
const monster_type type = mons_is_draconian_job(mon.type)
? draconian_subspecies(mon) : mon.type;
habitat_type ret = mons_habitat_type(type, mons_base_type(mon), core_only);
// This includes item-based and temporary flight, which mons_class_habitat cannot!
if (!core_only && mon.airborne())
ret = (habitat_type)(ret | HT_FLYER);
return ret;
}
int mons_power(monster_type mc)
{
// For now, just return monster hit dice.
ASSERT_smc();
return mons_class_hit_dice(mc);
}
/// Are two actors 'aligned'? (Will they refuse to attack each-other?)
bool mons_aligned(const actor *m1, const actor *m2)
{
if (!m1 || !m2)
return true;
if (mons_is_projectile(m1->type) || mons_is_projectile(m2->type))
return true; // they won't directly attack each-other, anyway
return mons_atts_aligned(m1->temp_attitude(), m2->temp_attitude());
}
bool mons_atts_aligned(mon_attitude_type fr1, mon_attitude_type fr2)
{
if (mons_att_wont_attack(fr1) && mons_att_wont_attack(fr2))
return true;
return fr1 == fr2;
}
bool mons_class_wields_two_weapons(monster_type mc)
{
return mons_class_flag(mc, M_TWO_WEAPONS);
}
bool mons_wields_two_weapons(const monster& mon)
{
if (testbits(mon.flags, MF_TWO_WEAPONS))
return true;
return mons_class_wields_two_weapons(mons_base_type(mon));
}
// When this monster reaches its target, does it do impact damage
// and then cease to exist?
bool mons_destroyed_on_impact(const monster& m)
{
return mons_is_projectile(m) || mons_is_seeker(m);
}
// When this monster reaches its target, does it explode and then
// cease to exist?
bool mons_blows_up(const monster& m)
{
return mon_explodes_on_death(m.type) && m.type != MONS_BENNU;
}
// When this monster reaches its target, does it cease to exist?
bool mons_self_destructs(const monster& m)
{
return mons_blows_up(m) || mons_destroyed_on_impact(m);
}
/// Does this monster trigger your attractitis? (Random.)
bool should_attract_mons(const monster &m)
{
return x_chance_in_y(you.get_mutation_level(MUT_INITIALLY_ATTRACTIVE), 3)
&& grid_distance(you.pos(), m.pos()) > 2
&& !m.is_peripheral()
&& !m.no_tele();
}
bool mons_att_wont_attack(mon_attitude_type fr)
{
return fr == ATT_FRIENDLY || fr == ATT_GOOD_NEUTRAL || fr == ATT_MARIONETTE;
}
mon_attitude_type mons_attitude(const monster& m)
{
return m.temp_attitude();
}
bool mons_is_confused(const monster& m, bool class_too)
{
return (m.has_ench(ENCH_CONFUSION) || m.has_ench(ENCH_MAD) || m.sleepwalking())
&& (class_too || !mons_class_flag(m.type, M_CONFUSED));
}
bool mons_is_wandering(const monster& m)
{
return m.behaviour == BEH_WANDER || m.behaviour == BEH_BATTY;
}
bool mons_is_seeking(const monster& m)
{
return m.behaviour == BEH_SEEK;
}
bool mons_is_unbreathing(monster_type mc)
{
return bool(mons_class_holiness(mc) & (MH_UNDEAD | MH_NONLIVING
| MH_PLANT));
}
// Either running in fear, or trapped and unable to do so (but still wishing to)
bool mons_is_fleeing(const monster& m)
{
return m.behaviour == BEH_FLEE || mons_is_cornered(m);
}
// Can be either an orderly withdrawal (from which the monster can stop at will)
// or running in fear (from which they cannot)
bool mons_is_retreating(const monster& m)
{
return m.behaviour == BEH_RETREAT || mons_is_fleeing(m);
}
bool mons_is_cornered(const monster& m)
{
return m.behaviour == BEH_CORNERED;
}
bool mons_is_influenced_by_sanctuary(const monster& m)
{
return !m.wont_attack() && !m.is_stationary();
}
bool mons_is_fleeing_sanctuary(const monster& m)
{
return sanctuary_exists()
&& (m.flags & MF_FLEEING_FROM_SANCTUARY)
&& mons_is_influenced_by_sanctuary(m);
}
// Monster was just put to sleep and should not awaken for any reason until the
// next player action.
bool mons_just_slept(const monster& m)
{
return bool(m.flags & MF_JUST_SLEPT);
}
// Monster has an enchanted sleep effect and should not awaken from noise or
// automatic stealth checks until it is over (but directly harming them will
// still do it).
bool mons_is_deep_asleep(const monster& m)
{
return mons_just_slept(m) || m.has_ench(ENCH_DEEP_SLEEP);
}
// Moving body parts, turning oklob flowers and so on counts as motile here.
// So does preparing resurrect, struggling against a net, etc.
bool mons_is_immotile(const monster& mons)
{
return mons.is_firewood()
|| mons.petrified()
|| mons.asleep()
|| mons.paralysed();
}
bool mons_is_batty(const monster& m)
{
return mons_class_flag(m.type, M_BATTY) || m.has_facet(BF_BAT);
}
bool mons_is_removed(monster_type mc)
{
return mc != MONS_PROGRAM_BUG && mons_species(mc) == MONS_PROGRAM_BUG;
}
bool mons_looks_distracted(const monster& m)
{
return m.foe != MHITYOU && m.behaviour != BEH_BATTY && !m.friendly();
}
void mons_start_fleeing_from_sanctuary(monster& mons)
{
mons.flags |= MF_FLEEING_FROM_SANCTUARY;
mons.target = env.sanctuary_pos;
// If the monster is on top of the center of the santuary, don't let it
// freeze in place.
if (mons.pos() == mons.target)
mons.target += (mons.target - you.pos()).sgn();
mons.behaviour = BEH_FLEE;
mons.foe = MHITYOU;
}
void mons_stop_fleeing_from_sanctuary(monster& mons)
{
const bool had_flag {mons.flags & MF_FLEEING_FROM_SANCTUARY};
mons.flags &= (~MF_FLEEING_FROM_SANCTUARY);
if (had_flag)
behaviour_event(&mons, ME_EVAL, &you);
}
void mons_pacify(monster& mon, mon_attitude_type att, bool no_xp)
{
// If the _real_ (non-charmed) attitude is already that or better,
// don't degrade it.
if (mon.attitude >= att)
return;
// Must be done before attitude change, so that proper targets are affected
if (mon.type == MONS_FLAYED_GHOST)
end_flayed_effect(&mon);
// Make the monster permanently neutral.
mon.attitude = att;
mon.flags |= MF_WAS_NEUTRAL;
if (!testbits(mon.flags, MF_PACIFIED) // Don't allow repeatedly pacifying.
&& !no_xp
&& !mon.is_summoned()
&& !testbits(mon.flags, MF_NO_REWARD))
{
// Give the player full XP.
gain_exp(exp_value(mon));
}
mon.flags |= MF_PACIFIED;
if (mon.type == MONS_GERYON)
{
simple_monster_message(mon,
make_stringf(" discards %s horn.",
mon.pronoun(PRONOUN_POSSESSIVE).c_str()).c_str());
monster_drop_things(&mon, false, item_is_horn_of_geryon);
}
// End constriction.
mon.stop_constricting_all();
mon.stop_being_constricted();
// Cancel fleeing and such.
mon.behaviour = BEH_WANDER;
// Remove haunting, which would otherwise cause monster to continue attacking
mon.del_ench(ENCH_HAUNTING, true, true);
// Remove level annotation.
mon.props[NO_ANNOTATE_KEY] = true;
remove_unique_annotation(&mon);
// Make the monster begin leaving the level.
behaviour_event(&mon, ME_EVAL);
if (mons_is_mons_class(&mon, MONS_PIKEL))
pikel_band_neutralise();
if (mons_is_elven_twin(&mon))
elven_twins_pacify(&mon);
if (mons_is_mons_class(&mon, MONS_KIRKE))
hogs_to_humans();
if (mon.type == MONS_VAULT_WARDEN)
timeout_terrain_changes(0, true);
mons_att_changed(&mon);
}
static bool _mons_should_fire_beneficial(const bolt &beam,
const targeting_tracer &tracer)
{
// Should monster heal other, haste other or might other be able to
// target the player? Saying no for now. -cao
if (beam.target == you.pos())
return false;
// Assuming all beneficial beams are enchantments if a foe is in
// the path the beam will definitely hit them so we shouldn't fire
// in that case.
if (tracer.friend_info.count == 0
|| tracer.foe_info.count != 0)
{
return false;
}
return true;
}
static bool _beneficial_beam_flavour(beam_type flavour)
{
switch (flavour)
{
case BEAM_HASTE:
case BEAM_HEALING:
case BEAM_DOUBLE_VIGOUR:
case BEAM_INVISIBILITY:
case BEAM_MIGHT:
case BEAM_AGILITY:
case BEAM_RESISTANCE:
case BEAM_CONCENTRATE_VENOM:
return true;
default:
return false;
}
}
bool mons_should_fire(const bolt& beam, const targeting_tracer &tracer,
bool ignore_good_idea)
{
dprf("tracer: foes %d (pow: %d), friends %d (pow: %d), "
"foe_ratio: %d",
tracer.foe_info.count, tracer.foe_info.power,
tracer.friend_info.count, tracer.friend_info.power,
beam.foe_ratio);
// Use different evaluation criteria if the beam is a beneficial
// enchantment (haste other).
if (_beneficial_beam_flavour(beam.flavour))
return _mons_should_fire_beneficial(beam, tracer);
if (ignore_good_idea)
return true;
// After this point, safety/self-interest checks only.
return tracer.good_to_fire(beam.foe_ratio) >= ai_action::good();
}
/**
* Is a given spell capable of offensive action (including summoning something
* that might be)?
*
* This is only used for some monster AI logic, and so even if it's a bit of an
* approximation in some cases, it's hopefully good enough.
*
* @param spell The spell in question.
* @param needs_lof Whether the spell is allowed to need direct line of fire
* or not.
*/
bool is_offensive_spell(spell_type spell, maybe_bool needs_lof)
{
const spell_flags flags = get_spell_flags(spell);
// These are not offensive spells.
if (flags & (spflag::escape | spflag::helpful | spflag::selfench))
return false;
// Assume that spflag::target and untagged spells both ignore line of
// fire, while spflag::dir_or_target requires it (regardless of whether it
// penetrates or not).
if (needs_lof == true && !(flags & (spflag::dir_or_target)))
return false;
else if (needs_lof == false && (flags & (spflag::dir_or_target)))
return false;
return true;
}
// Returns true if the monster has an ability that can affect the target
// anywhere in LOS_DEFAULT; i.e., even through glass.
bool mons_has_los_ability(monster_type mon_type)
{
return mons_is_siren_beholder(mon_type)
|| mon_type == MONS_STARCURSED_MASS;
}
/**
* What gender are monsters of the given class?
*
* Used for pronoun selection.
*
* @param mc The type of monster in question
* @return GENDER_NEUTER, _NEUTRAL, _FEMALE, or _MALE.
*/
gender_type mons_class_gender(monster_type mc)
{
const bool female = mons_class_flag(mc, M_FEMALE);
const bool male = mons_class_flag(mc, M_MALE);
const bool neutral = mons_class_flag(mc, M_GENDER_NEUTRAL);
ASSERT(male + female + neutral <= 1);
return male ? GENDER_MALE :
female ? GENDER_FEMALE :
neutral ? GENDER_NEUTRAL :
GENDER_NEUTER;
}
// Use of variant (upper-/lowercase is irrelevant here):
// PRONOUN_SUBJECTIVE : _She_ is tap dancing.
// PRONOUN_POSSESSIVE : _Its_ sword explodes!
// PRONOUN_REFLEXIVE : The wizard mumbles to _herself_.
// PRONOUN_OBJECTIVE : You miss _him_.
const char *mons_pronoun(monster_type mon_type, pronoun_type variant,
bool visible)
{
const gender_type gender = !visible ? GENDER_NEUTER
: mons_class_gender(mon_type);
return decline_pronoun(gender, variant);
}
// XXX: this is awful and should not exist
static const spell_type smitey_spells[] = {
SPELL_SMITING,
SPELL_BECKONING_GALE,
SPELL_AIRSTRIKE,
SPELL_SYMBOL_OF_TORMENT,
SPELL_CALL_DOWN_DAMNATION,
SPELL_CALL_DOWN_LIGHTNING,
SPELL_FIRE_STORM,
SPELL_SHATTER,
SPELL_POLAR_VORTEX, // dubious
SPELL_GLACIATE, // dubious
SPELL_OZOCUBUS_REFRIGERATION,
SPELL_MASS_CONFUSION,
SPELL_ENTROPIC_WEAVE,
SPELL_GRAVE_CLAW,
SPELL_AWAKEN_FLESH,
};
/**
* Does the given monster have spells that can damage without requiring LOF?
*
* Smitey (smite, airstrike), full-LOS (torment, refrigeration)...
*
* @param mon The monster in question.
* @return Whether the given monster has 'smitey' effects.
*/
bool _mons_has_smite_attack(const monster* mons)
{
return any_of(begin(smitey_spells), end(smitey_spells),
[=] (spell_type sp) { return mons->has_spell(sp); });
}
/**
* Is the given monster smart and pushy enough to displace other
* monsters?
*
* A shover should not cause damage to the shovee by
* displacing it, so monsters that trail clouds of badness are
* ineligible. The shover should also benefit from shoving, so monsters
* that can smite/torment are ineligible.
*
* @param m The monster in question.
* @return Whether that monster is ever allowed to 'push' other monsters.
*/
bool monster_shover(const monster& m)
{
// Efreet and fire elementals are disqualified because they leave behind
// clouds of flame. Curse toes are disqualified because they trail
// clouds of miasma.
if (mons_genus(m.type) == MONS_EFREET || m.type == MONS_FIRE_ELEMENTAL
|| m.type == MONS_CURSE_TOE)
{
return false;
}
// Allow the ember to push back to its scarab
if (m.type == MONS_SOLAR_EMBER)
return true;
// Monsters too stupid to use stairs (e.g. non-spectral zombified undead)
// are also disqualified.
// However, summons *can* push past pals & cause trouble.
// XXX: redundant with intelligence check?
if (!mons_can_use_stairs(m) && !m.is_summoned())
return false;
// Geryon really profits from *not* pushing past sin beasts.
if (m.type == MONS_GERYON)
return false;
// Likewise, Robin and her mob.
if (m.type == MONS_ROBIN)
return false;
// no mindless creatures pushing, aside from jellies, which just kind of ooze.
return mons_intel(m) > I_BRAINLESS || mons_genus(m.type) == MONS_JELLY;
}
/**
* Is the first monster considered 'senior' to the second; that is, can it
* 'push' (swap with) the latter?
*
* Generally, this is true if m1 and m2 are related, and m1 is higher up the
* totem pole than m2.
*
* Not guaranteed to be transitive or symmetric, though it probably should be.
*
* @param m1 The potentially senior monster.
* @param m2 The potentially junior monster.
* @param fleeing Whether the first monster is running away; relevant for
* smiters pushing melee monsters out of the way.
* @return Whether m1 can push m2.
*/
bool monster_senior(const monster& m1, const monster& m2, bool fleeing)
{
// A sun scarab's ember can push past anything to get back to it.
if (m1.type == MONS_SOLAR_EMBER)
return true;
// Monsters can always swap with their own phalanx beetle (to keep from
// being stuck behind it in hallways forever.)
if (m2.type == MONS_PHALANX_BEETLE && m1.mid == m2.summoner)
return true;
// non-fleeing smiters won't push past anything.
if (_mons_has_smite_attack(&m1) && !fleeing)
return false;
// Fannar's ice beasts can push past Fannar, who benefits from this.
if (m1.type == MONS_ICE_BEAST && m2.type == MONS_FANNAR)
return true;
// Special-case spectral things to push past things that summon them
// (revenants, ghost crabs).
// XXX: unify this logic with Fannar's & Geryon's? (summon-buddies?)
if (m1.type == MONS_SPECTRAL_THING
&& (m2.type == MONS_REVENANT_SOULMONGER || m2.type == MONS_GHOST_CRAB))
{
return true;
}
// Let warrior apostles push through other apostles, but (importantly)
// NOT let wizards displace warriors to move into melee range
if (m1.type == MONS_ORC_APOSTLE && m2.type == MONS_ORC_APOSTLE)
{
if (m1.props[APOSTLE_TYPE_KEY].get_int() == APOSTLE_WARRIOR)
{
return m2.props[APOSTLE_TYPE_KEY].get_int() != APOSTLE_WARRIOR
|| m2.get_hit_dice() < m1.get_hit_dice();
}
if (m2.props[APOSTLE_TYPE_KEY].get_int() == APOSTLE_WARRIOR)
{
return m1.props[APOSTLE_TYPE_KEY].get_int() == APOSTLE_WARRIOR
&& m2.get_hit_dice() < m1.get_hit_dice();
}
}
// Band leaders can displace followers regardless of type considerations.
if (m1.is_band_leader_of(m2))
return true;
// And prevent followers to displace the leader to avoid constant swapping.
// -cao
else if (m1.is_band_follower_of(m2))
return false;
// Monsters smart enough to use stairs can push past monsters too stupid
// to use stairs (so that e.g. non-zombified or spectral zombified undead
// can push past non-spectral zombified undead).
if (mons_class_can_use_stairs(m1.type)
&& !mons_class_can_use_stairs(m2.type))
{
return true;
}
// This check assumes that demonicness is always carried at the monster type
// level; this is because a full holiness check in such an often-called
// function is costly.
const bool related = mons_genus(m1.type) == mons_genus(m2.type)
|| ( mons_class_holiness(m1.type) & MH_DEMONIC
&& mons_class_holiness(m2.type) & MH_DEMONIC);
// Let all related monsters (all demons are 'related') push past ones that
// are weaker at all. Unrelated ones have to be quite a bit stronger, to
// reduce excessive swapping and because HD correlates only weakly with
// monster strength - but still give a small chance for slightly-higher
// HD monsters to swap, to discourage ratscumming.
const int hd1 = m1.get_hit_dice();
const int hd2 = m2.get_hit_dice();
return related && fleeing
|| related && hd1 > hd2
|| hd1 > hd2 + min(5, random2(11));
}
// XXX: This is very redundant with habitat_is_compatible and is barely used
// outside of creature merging checks, and should be refactored out.
bool mons_class_can_pass(monster_type mc, dungeon_feature_type grid)
{
// Malign portal *only* passable by eldritch horrors
if (grid == DNGN_MALIGN_GATEWAY)
{
return mc == MONS_ELDRITCH_TENTACLE
|| mc == MONS_ELDRITCH_TENTACLE_SEGMENT;
}
// Wall monsters can move on most solid features
if (mons_class_habitat(mc) & HT_WALLS_ONLY)
{
// See the comment in habitat_is_compatible().
if (feat_is_wall(grid) && !feat_is_permarock(grid) ||
feat_is_statuelike(grid))
{
return true;
}
}
return !feat_is_solid(grid);
}
static bool _mons_can_open_doors(const monster* mon)
{
return mons_itemuse(*mon) >= MONUSE_OPEN_DOORS;
}
// Some functions that check whether a monster can open/eat/pass a
// given door. These all return false if there's no closed door there.
bool mons_can_open_door(const monster& mon, const coord_def& pos)
{
if (!_mons_can_open_doors(&mon))
return false;
// Creatures allied with the player can't open doors.
// (to prevent sabotaging the player accidentally.)
//
// Blood for Blood gets an exception since they filter in continuously over
// time and otherwise get stuck behind doors in places like Vaults regularly.
if (mon.friendly()
&& (!mons_is_blood_for_blood_orc(mon)
|| env.grid(pos) == DNGN_SEALED_DOOR ))
{
return false;
}
if (env.markers.property_at(pos, MAT_ANY, "door_restrict") == "veto")
return false;
return true;
}
bool mons_can_eat_door(const monster& mon, const coord_def& pos)
{
if (env.markers.property_at(pos, MAT_ANY, "door_restrict") == "veto")
return false;
return mons_eats_items(mon)
|| mons_class_flag(mons_base_type(mon), M_EAT_DOORS);
}
bool mons_can_destroy_door(const monster& mon, const coord_def& pos)
{
if (!mons_class_flag(mons_base_type(mon), M_CRASH_DOORS))
return false;
if (env.markers.property_at(pos, MAT_ANY, "door_restrict") == "veto")
return false;
return true;
}
static bool _mons_can_pass_door(const monster* mon, const coord_def& pos)
{
return mon->can_pass_through_feat(DNGN_FLOOR)
&& (mons_can_open_door(*mon, pos)
|| mons_can_eat_door(*mon, pos)
|| mons_can_destroy_door(*mon, pos)
|| mon->can_pass_through_feat(DNGN_CLOSED_DOOR));
}
bool mons_can_traverse(const monster& mon, const coord_def& p,
bool only_in_sight, bool checktraps)
{
// Friendly summons should avoid pathing out of the player's sight
// (especially as attempting this may make them ignore valid, but longer
// paths).
if (only_in_sight && !you.see_cell_no_trans(p))
return false;
if (cell_is_runed(p))
return false;
// Includes sealed doors.
if (feat_is_closed_door(env.grid(p)) && _mons_can_pass_door(&mon, p))
return true;
if (!mon.is_habitable(p))
return false;
return !checktraps || mon.is_trap_safe(p);
}
void mons_remove_from_grid(const monster& mon)
{
const coord_def pos = mon.pos();
if (map_bounds(pos) && env.mgrid(pos) == mon.mindex())
env.mgrid(pos) = NON_MONSTER;
}
mon_inv_type equip_slot_to_mslot(equipment_slot eq)
{
switch (eq)
{
case SLOT_WEAPON: return MSLOT_WEAPON;
case SLOT_BODY_ARMOUR: return MSLOT_ARMOUR;
case SLOT_OFFHAND: return MSLOT_SHIELD;
case SLOT_RING:
case SLOT_AMULET: return MSLOT_JEWELLERY;
default: return NUM_MONSTER_SLOTS;
}
}
mon_inv_type item_to_mslot(const item_def &item)
{
switch (item.base_type)
{
case OBJ_WEAPONS:
case OBJ_STAVES:
#if TAG_MAJOR_VERSION == 34
case OBJ_RODS:
#endif
return MSLOT_WEAPON;
case OBJ_MISSILES:
return MSLOT_MISSILE;
case OBJ_ARMOUR:
return equip_slot_to_mslot(get_armour_slot(item));
case OBJ_JEWELLERY:
return MSLOT_JEWELLERY;
case OBJ_WANDS:
return MSLOT_WAND;
case OBJ_BOOKS:
case OBJ_TALISMANS:
case OBJ_MISCELLANY:
return MSLOT_MISCELLANY;
case OBJ_GOLD:
return MSLOT_GOLD;
default:
return NUM_MONSTER_SLOTS;
}
}
monster_type royal_jelly_ejectable_monster()
{
return random_choose(MONS_ACID_BLOB,
MONS_AZURE_JELLY,
MONS_ROCKSLIME,
MONS_VOID_OOZE,
MONS_STAR_JELLY);
}
// Replaces @foe_god@ and @god_is@ with foe's god name.
//
// Atheists get "You"/"you", and worshippers of nameless gods get "Your
// god"/"your god".
static string _replace_god_name(god_type god, bool need_verb = false,
bool capital = false)
{
string result;
if (god == GOD_NO_GOD)
result = capital ? "You" : "you";
else if (god == GOD_NAMELESS)
result = capital ? "Your god" : "your god";
else
{
const string godname = god_name(god, false);
result = capital ? uppercase_first(godname) : godname;
}
if (need_verb)
{
result += ' ';
result += conjugate_verb("be", god == GOD_NO_GOD);
}
return result;
}
static bool _is_any_god(god_type god)
{
UNUSED(god);
return true;
}
static string _random_class_of_god_name(bool (*class_of_god)(god_type god))
{
string result;
god_type some_god;
do
{
some_god = random_god();
}
while (!class_of_god(some_god));
const string godname = god_name(some_god, false);
result = godname;
return result;
}
static bool _is_any_skill(skill_type skill)
{
UNUSED(skill);
return true;
}
static string _random_class_of_skill_name(bool (*class_of_skill)(skill_type skill))
{
string result;
skill_type some_skill;
do
{
some_skill = random_skill();
}
while (!class_of_skill(some_skill));
const string skillname = skill_name(some_skill);
result = skillname;
return result;
}
// part_class should be a body_part_class_flags value.
string random_body_part_name(bool plural, int part_class)
{
vector<bool> plural_parts;
vector<string> body_parts;
if (part_class & BPART_INTERNAL)
{
plural_parts.push_back(false);
body_parts.push_back("soul");
plural_parts.push_back(true);
body_parts.push_back("sinews");
if (you.has_blood())
{
plural_parts.push_back(false);
body_parts.push_back("blood");
}
if (you.has_bones())
{
plural_parts.push_back(true);
body_parts.push_back("bones");
}
}
if (part_class & BPART_EXTERNAL)
{
if (!you.get_mutation_level(MUT_FORMLESS))
{
plural_parts.push_back(false);
body_parts.push_back("head");
}
string hands;
if (you.get_mutation_level(MUT_MISSING_HAND))
{
hands = you.hand_name(false);
plural_parts.push_back(false);
}
else
{
hands = you.hand_name(true);
plural_parts.push_back(true);
}
body_parts.push_back(hands);
string arms = you.arm_name(true);
plural_parts.push_back(true);
body_parts.push_back(arms);
if (player_has_feet())
{
string feet = you.foot_name(true);
plural_parts.push_back(true);
body_parts.push_back(feet);
}
if (you.has_tail())
{
plural_parts.push_back(false);
body_parts.push_back("tail");
}
if (player_has_ears())
{
plural_parts.push_back(true);
body_parts.push_back("ears");
}
string eyes;
if (you.get_mutation_level(MUT_MISSING_EYE))
{
plural_parts.push_back(false);
eyes = "eye";
}
else
{
plural_parts.push_back(true);
eyes = "eyes";
}
body_parts.push_back(eyes);
plural_parts.push_back(false);
body_parts.push_back("mouth");
if (player_has_hair())
{
plural_parts.push_back(false);
body_parts.push_back("hair");
}
string flesh;
if (you.petrified())
{
plural_parts.push_back(false);
flesh = "stone";
}
else if (!get_form()->flesh_equivalent.empty())
{
plural_parts.push_back(false);
flesh = get_form()->flesh_equivalent;
}
else
{
string skin = species::skin_name(you.species);
// Check plurality as the species::skin_name() comment suggests.
plural_parts.push_back(ends_with(skin, "s"));
flesh = skin;
}
body_parts.push_back(flesh);
}
int which_part;
do
{
which_part = random2(body_parts.size());
}
while (plural_parts[which_part] != plural);
return body_parts[which_part];
}
static string _get_species_insult(const string &species, const string &type)
{
string insult;
string lookup;
// Get species genus.
if (!species.empty())
{
lookup = "insult ";
lookup += species;
lookup += " ";
lookup += type;
insult = getSpeakString(lowercase(lookup));
}
if (insult.empty()) // Species too specific?
{
lookup = "insult general ";
lookup += type;
insult = getSpeakString(lookup);
}
return insult;
}
// From should be of the form "prefix @tag@". Replaces all substrings
// of the form "prefix @tag@" with to, and all strings of the form
// "prefix @tag/alt@" with either to (if nonempty) or "prefix alt".
static string _replace_speech_tag(string msg, string from, const string &to)
{
if (from.empty())
return msg;
msg = replace_all(msg, from, to);
// Change the @ to a / for the next search
from[from.size() - 1] = '/';
// @tag/alternative@
size_t pos = 0;
while ((pos = msg.find(from, pos)) != string::npos)
{
// beginning of tag
const size_t at_pos = msg.find('@', pos);
// beginning of alternative
const size_t alt_pos = pos + from.size();
// end of tag (one-past-the-end of alternative)
const size_t alt_end = msg.find('@', alt_pos);
// unclosed @tag/alt, or "from" has no @: leave it alone.
if (alt_end == string::npos || at_pos == string::npos)
break;
if (to.empty())
{
// Replace only the @...@ part.
msg.replace(at_pos, alt_end - at_pos + 1,
msg.substr(alt_pos, alt_end - alt_pos));
pos = at_pos + (alt_end - alt_pos);
}
else
{
// Replace the whole from string, up to the second @
msg.replace(pos, alt_end - pos + 1, to);
pos += to.size();
}
}
return msg;
}
// Replaces the "@foo@" strings in monster shout and monster speak
// definitions.
string do_mon_str_replacements(const string& in_msg, const monster& mons,
int s_type)
{
string msg = in_msg;
const actor* foe = (mons.wont_attack()
&& invalid_monster_index(mons.foe)) ?
&you : mons.get_foe();
if (s_type < 0 || s_type >= NUM_LOUDNESS || s_type == NUM_SHOUTS)
s_type = mons_shouts(mons.type);
msg = maybe_pick_random_substring(msg);
// FIXME: Handle player_genus in case it was not generalised to foe_genus.
msg = replace_all(msg, "@a_player_genus@",
article_a(species::name(you.species, species::SPNAME_GENUS)));
msg = replace_all(msg, "@player_genus@",
species::name(you.species, species::SPNAME_GENUS));
msg = replace_all(msg, "@player_genus_plural@",
pluralise(species::name(you.species, species::SPNAME_GENUS)));
string foe_genus;
if (foe == nullptr)
;
else if (foe->is_player())
{
foe_genus = species::name(you.species, species::SPNAME_GENUS);
msg = _replace_speech_tag(msg, " @to_foe@", "");
msg = _replace_speech_tag(msg, " @at_foe@", "");
msg = _replace_speech_tag(msg, " @to_foe@", "");
msg = _replace_speech_tag(msg, " @at_foe@", "");
msg = replace_all(msg, "@player_only@", "");
msg = replace_all(msg, " @foe,@", ",");
msg = replace_all(msg, "@player", "@foe");
msg = replace_all(msg, "@Player", "@Foe");
msg = replace_all(msg, "@foe_possessive@", "your");
msg = replace_all(msg, "@foe@", "you");
msg = replace_all(msg, "@Foe@", "You");
msg = replace_all(msg, "@foe_name@", you.your_name);
msg = replace_all(msg, "@foe_species@", species::name(you.species));
msg = replace_all(msg, "@foe_genus@", foe_genus);
msg = replace_all(msg, "@Foe_genus@", uppercase_first(foe_genus));
msg = replace_all(msg, "@foe_genus_plural@",
pluralise(foe_genus));
}
else
{
string foe_name;
const monster* m_foe = foe->as_monster();
if (m_foe->attitude == ATT_FRIENDLY
&& !mons_is_unique(m_foe->type)
&& !crawl_state.game_is_arena())
{
foe_name = foe->name(DESC_YOUR);
const string::size_type pos = foe_name.find("'");
if (pos != string::npos)
foe_name = foe_name.substr(0, pos);
}
else
foe_name = foe->name(DESC_THE);
string prep = "at";
if (s_type == S_SILENT || s_type == S_SHOUT || s_type == S_NORMAL_VOLUME)
prep = "to";
msg = replace_all(msg, "@says@ @to_foe@", "@says@ " + prep + " @foe@");
msg = _replace_speech_tag(msg, " @to_foe@", " to @foe@");
msg = _replace_speech_tag(msg, " @at_foe@", " at @foe@");
msg = replace_all(msg, "@foe,@", "@foe@,");
msg = replace_all(msg, "@foe_possessive@", "@foe@'s");
msg = replace_all(msg, "@foe@", foe_name);
msg = replace_all(msg, "@Foe@", uppercase_first(foe_name));
if (m_foe->is_named())
msg = replace_all(msg, "@foe_name@", foe->name(DESC_PLAIN, true));
string species = mons_type_name(mons_species(m_foe->type), DESC_PLAIN);
msg = replace_all(msg, "@foe_species@", species);
foe_genus = mons_type_name(mons_genus(m_foe->type), DESC_PLAIN);
msg = replace_all(msg, "@foe_genus@", foe_genus);
msg = replace_all(msg, "@Foe_genus@", uppercase_first(foe_genus));
msg = replace_all(msg, "@foe_genus_plural@", pluralise(foe_genus));
}
description_level_type nocap = DESC_THE, cap = DESC_THE;
if (mons.is_named() && you.can_see(mons))
{
const string name = mons.name(DESC_THE);
msg = replace_all(msg, "@the_something@", name);
msg = replace_all(msg, "@The_something@", name);
msg = replace_all(msg, "@the_monster@", name);
msg = replace_all(msg, "@The_monster@", name);
msg = replace_all(msg, "@the_something_possessive@",
apostrophise(name));
msg = replace_all(msg, "@The_something_possessive@",
apostrophise(name));
msg = replace_all(msg, "@the_monster_possessive@",
apostrophise(name));
msg = replace_all(msg, "@The_monster_possessive@",
apostrophise(name));
}
else if (mons.attitude == ATT_FRIENDLY
&& !mons_is_unique(mons.type)
&& !crawl_state.game_is_arena()
&& you.can_see(mons))
{
nocap = DESC_PLAIN;
cap = DESC_PLAIN;
msg = replace_all(msg, "@the_something@", "your @the_something@");
msg = replace_all(msg, "@The_something@", "Your @the_something@");
msg = replace_all(msg, "@the_monster@", "your @the_monster@");
msg = replace_all(msg, "@The_monster@", "Your @the_monster@");
msg = replace_all(msg, "@the_something_possessive@",
"your @the_something_possessive@");
msg = replace_all(msg, "@The_something_possessive@",
"Your @the_something_possessive@");
msg = replace_all(msg, "@the_monster_possessive@",
"your @the_monster_possessive@");
msg = replace_all(msg, "@The_monster_possessive@",
"Your @the_monster_possessive@");
}
// XXX: Shouldn't be able to see 'fake' monsters
if (you.see_cell(mons.pos()) && mons.mid != MID_NOBODY)
{
dungeon_feature_type feat = env.grid(mons.pos());
if (feat_is_solid(feat) || feat >= NUM_FEATURES)
msg = replace_all(msg, "@surface@", "buggy surface");
else if (feat == DNGN_LAVA)
msg = replace_all(msg, "@surface@", "lava");
else if (feat_is_water(feat))
msg = replace_all(msg, "@surface@", "water");
else if (feat_is_altar(feat))
msg = replace_all(msg, "@surface@", "altar");
else
msg = replace_all(msg, "@surface@", "ground");
msg = replace_all(msg, "@feature@", raw_feature_description(mons.pos()));
}
else
{
msg = replace_all(msg, "@surface@", "buggy unseen surface");
msg = replace_all(msg, "@feature@", "buggy unseen feature");
}
string something = mons.name(DESC_PLAIN);
msg = replace_all(msg, "@something@", something);
msg = replace_all(msg, "@a_something@", mons.name(DESC_A));
msg = replace_all(msg, "@the_something@", mons.name(nocap));
msg = replace_all(msg, "@the_something_possessive@",
apostrophise(mons.name(nocap)));
something[0] = toupper_safe(something[0]);
msg = replace_all(msg, "@Something@", something);
msg = replace_all(msg, "@A_something@", mons.name(DESC_A));
msg = replace_all(msg, "@The_something@", mons.name(cap));
msg = replace_all(msg, "@The_something_possessive@",
apostrophise(mons.name(cap)));
// Player name.
msg = replace_all(msg, "@player_name@", you.your_name);
msg = replace_all(msg, "@player_name_possessive@",
apostrophise(you.your_name));
string plain = mons.name(DESC_PLAIN);
msg = replace_all(msg, "@monster@", plain);
msg = replace_all(msg, "@a_monster@", mons.name(DESC_A));
msg = replace_all(msg, "@the_monster@", mons.name(nocap));
msg = replace_all(msg, "@the_monster_possessive@",
apostrophise(mons.name(nocap)));
plain[0] = toupper_safe(plain[0]);
msg = replace_all(msg, "@Monster@", plain);
msg = replace_all(msg, "@A_monster@", mons.name(DESC_A));
msg = replace_all(msg, "@The_monster@", mons.name(cap));
msg = replace_all(msg, "@The_monster_possessive@",
apostrophise(mons.name(cap)));
string subj_or_poss;
subj_or_poss = mons.pronoun(PRONOUN_SUBJECTIVE);
msg = replace_all(msg, "@subjective@", subj_or_poss);
subj_or_poss[0] = toupper_safe(subj_or_poss[0]);
msg = replace_all(msg, "@Subjective@", subj_or_poss);
subj_or_poss = mons.pronoun(PRONOUN_POSSESSIVE);
msg = replace_all(msg, "@possessive@", subj_or_poss);
subj_or_poss[0] = toupper_safe(subj_or_poss[0]);
msg = replace_all(msg, "@Possessive@", subj_or_poss);
msg = replace_all(msg, "@reflexive@",
mons.pronoun(PRONOUN_REFLEXIVE));
msg = replace_all(msg, "@objective@",
mons.pronoun(PRONOUN_OBJECTIVE));
// Body parts.
bool can_plural = false;
string part_str = mons.hand_name(false, &can_plural);
msg = replace_all(msg, "@hand@", part_str);
msg = replace_all(msg, "@Hand@", uppercase_first(part_str));
if (!can_plural)
part_str = "NO PLURAL HANDS";
else
part_str = mons.hand_name(true);
msg = replace_all(msg, "@hands@", part_str);
msg = replace_all(msg, "@Hands@", uppercase_first(part_str));
can_plural = false;
part_str = mons.arm_name(false, &can_plural);
msg = replace_all(msg, "@arm@", part_str);
msg = replace_all(msg, "@Arm@", uppercase_first(part_str));
if (!can_plural)
part_str = "NO PLURAL ARMS";
else
part_str = mons.arm_name(true);
msg = replace_all(msg, "@arms@", part_str);
msg = replace_all(msg, "@Arms@", uppercase_first(part_str));
can_plural = false;
part_str = mons.foot_name(false, &can_plural);
msg = replace_all(msg, "@foot@", part_str);
msg = replace_all(msg, "@Foot@", uppercase_first(part_str));
if (!can_plural)
part_str = "NO PLURAL FEET";
else
part_str = mons.foot_name(true);
msg = replace_all(msg, "@feet@", part_str);
msg = replace_all(msg, "@Feet@", uppercase_first(part_str));
if (foe != nullptr)
{
const god_type god = foe->deity();
// Replace with "you are" for atheists.
msg = replace_all(msg, "@god_is@",
_replace_god_name(god, true, false));
msg = replace_all(msg, "@God_is@", _replace_god_name(god, true, true));
// No verb needed.
msg = replace_all(msg, "@foe_god@",
_replace_god_name(god, false, false));
msg = replace_all(msg, "@Foe_god@",
_replace_god_name(god, false, true));
}
// The monster's god, not the player's. Atheists get
// "NO GOD"/"NO GOD"/"NO_GOD"/"NO_GOD", and worshippers of nameless
// gods get "a god"/"its god/my God/My God".
//
// XXX: Crawl currently has no first-person possessive pronoun;
// if it gets one, it should be used for the last two entries.
if (mons.god == GOD_NO_GOD)
{
msg = replace_all(msg, "@a_God@", "NO GOD");
msg = replace_all(msg, "@A_God@", "NO GOD");
msg = replace_all(msg, "@possessive_God@", "NO GOD");
msg = replace_all(msg, "@Possessive_God@", "NO GOD");
msg = replace_all(msg, "@my_God@", "NO GOD");
msg = replace_all(msg, "@My_God@", "NO GOD");
}
else if (mons.god == GOD_NAMELESS)
{
msg = replace_all(msg, "@a_God@", "a god");
msg = replace_all(msg, "@A_God@", "A god");
const string possessive = mons.pronoun(PRONOUN_POSSESSIVE) + " god";
msg = replace_all(msg, "@possessive_God@", possessive);
msg = replace_all(msg, "@Possessive_God@", uppercase_first(possessive));
msg = replace_all(msg, "@my_God@", "my God");
msg = replace_all(msg, "@My_God@", "My God");
}
else
{
const string godname = god_name(mons.god);
const string godcap = uppercase_first(godname);
msg = replace_all(msg, "@a_God@", godname);
msg = replace_all(msg, "@A_God@", godcap);
msg = replace_all(msg, "@possessive_God@", godname);
msg = replace_all(msg, "@Possessive_God@", godcap);
msg = replace_all(msg, "@my_God@", godname);
msg = replace_all(msg, "@My_God@", godcap);
}
// For randomly generated names.
msg = replace_all_func(msg, "@RANDGEN@", make_name_randgen);
if (msg.find("@random_god") != string::npos)
{
msg = replace_all(msg, "@random_god@",
_random_class_of_god_name(_is_any_god));
msg = replace_all(msg, "@random_god_chaotic@",
_random_class_of_god_name(is_chaotic_god));
msg = replace_all(msg, "@random_god_evil@",
_random_class_of_god_name(is_evil_god));
msg = replace_all(msg, "@random_god_good@",
_random_class_of_god_name(is_good_god));
}
if (msg.find("@random_skill") != string::npos)
{
msg = replace_all(msg, "@random_skill@",
_random_class_of_skill_name(_is_any_skill));
msg = replace_all(msg, "@random_skill_magic@",
_random_class_of_skill_name(is_magic_skill));
msg = replace_all(msg, "@random_skill_mundane@",
_random_class_of_skill_name(is_mundane_skill));
}
if (msg.find("@random_body_part") != string::npos)
{
msg = replace_all(msg, "@random_body_part_any_singular@",
random_body_part_name(false, BPART_ANY));
msg = replace_all(msg, "@random_body_part_internal_singular@",
random_body_part_name(false, BPART_INTERNAL));
msg = replace_all(msg, "@random_body_part_external_singular@",
random_body_part_name(false, BPART_EXTERNAL));
msg = replace_all(msg, "@random_body_part_any_plural@",
random_body_part_name(true, BPART_ANY));
msg = replace_all(msg, "@random_body_part_internal_plural@",
random_body_part_name(true, BPART_INTERNAL));
msg = replace_all(msg, "@random_body_part_external_plural@",
random_body_part_name(true, BPART_EXTERNAL));
}
// Replace with species specific insults.
if (msg.find("@species_insult_") != string::npos)
{
msg = replace_all(msg, "@species_insult_adj1@",
_get_species_insult(foe_genus, "adj1"));
msg = replace_all(msg, "@species_insult_adj2@",
_get_species_insult(foe_genus, "adj2"));
msg = replace_all(msg, "@species_insult_noun@",
_get_species_insult(foe_genus, "noun"));
}
static const char * sound_list[] =
{
"says", // actually S_SILENT
"shouts",
"barks",
"howls",
"shouts",
"roars",
"screams",
"bellows",
"bleats",
"trumpets",
"screeches",
"buzzes",
"moans",
"gurgles",
"croaks",
"growls",
"hisses",
"skitters",
"skitters faintly",
"sneers", // S_DEMON_TAUNT
"says", // S_CHERUB -- they just speak normally.
"squeals",
"roars",
"rustles", // dubious
"squeaks",
"buggily says", // NUM_SHOUTS
"breathes", // S_VERY_SOFT
"whispers", // S_SOFT
"says", // S_NORMAL_VOLUME
"shouts", // S_LOUD
"screams", // S_VERY_LOUD
"caws",
"laughs",
};
COMPILE_CHECK(ARRAYSZ(sound_list) == NUM_LOUDNESS);
if (s_type < 0 || s_type >= NUM_LOUDNESS || s_type == NUM_SHOUTS)
{
mprf(MSGCH_DIAGNOSTICS, "Invalid @says@ type.");
msg = replace_all(msg, "@says@", "buggily says");
}
else
msg = replace_all(msg, "@says@", sound_list[s_type]);
msg = maybe_capitalise_substring(msg);
return msg;
}
// This should take a small subset of what do_mon_str_replacements() does.
string do_mon_name_replacements(const string& in_name)
{
string name = in_name;
// For randomly generated names.
name = replace_all_func(name, "@RANDGEN@", make_name_randgen);
if (name.find("@random_god") != string::npos)
{
name = replace_all(name, "@random_god@",
_random_class_of_god_name(_is_any_god));
name = replace_all(name, "@random_god_chaotic@",
_random_class_of_god_name(is_chaotic_god));
name = replace_all(name, "@random_god_evil@",
_random_class_of_god_name(is_evil_god));
name = replace_all(name, "@random_god_good@",
_random_class_of_god_name(is_good_god));
}
if (name.find("@random_skill") != string::npos)
{
name = replace_all(name, "@random_skill@",
_random_class_of_skill_name(_is_any_skill));
name = replace_all(name, "@random_skill_magic@",
_random_class_of_skill_name(is_magic_skill));
name = replace_all(name, "@random_skill_mundane@",
_random_class_of_skill_name(is_mundane_skill));
}
return name;
}
/**
* Get the monster body shape of the given monster.
* @param mon The monster in question.
* @return The mon_body_shape type of this monster.
*/
mon_body_shape get_mon_shape(const monster& mon)
{
monster_type base_type;
if (mons_is_pghost(mon.type))
base_type = species::to_mons_species(mon.ghost->species);
else if (mons_is_zombified(mon))
base_type = mon.base_monster;
else
base_type = mon.type;
return get_mon_shape(base_type);
}
/**
* Get the monster body shape of the given monster type.
* @param mc The monster type in question.
* @return The mon_body_shape type of this monster type.
*/
mon_body_shape get_mon_shape(const monster_type mc)
{
if (mc == MONS_CHAOS_SPAWN)
{
return static_cast<mon_body_shape>(random_range(MON_SHAPE_HUMANOID,
MON_SHAPE_MISC));
}
ASSERT_smc();
return smc->shape;
}
/**
* What's the normal tile for a given monster type?
*
* @param mc The monster type in question.
* @return The tile for that monster, or TILEP_MONS_PROGRAM_BUG for mons
* with variable tiles (e.g. merfolk, hydras, slime creatures).
*/
tileidx_t get_mon_base_tile(monster_type mc)
{
ASSERT_smc();
return smc->tile.base;
}
/**
* How should a given monster type's tile vary?
*
* @param mc The monster type in question.
* @return An enum describing how display of the monster should vary
* (by individual monster instance, or whether they're in water,
* etc)
*/
mon_type_tile_variation get_mon_tile_variation(monster_type mc)
{
ASSERT_smc();
return smc->tile.variation;
}
/**
* What's the normal tile for corpses of a given monster type?
*
* @param mc The monster type in question.
* @return The tile for that monster's corpse; may be varied slightly
* further in some special cases (ugly things, klowns).
*/
tileidx_t get_mon_base_corpse_tile(monster_type mc)
{
ASSERT_smc();
return smc->corpse_tile;
}
/**
* Get a DB lookup string for the given monster body shape.
* @param mon The monster body shape type in question.
* @return A DB lookup string for the monster body shape.
*/
string get_mon_shape_str(const mon_body_shape shape)
{
ASSERT_RANGE(shape, MON_SHAPE_HUMANOID, MON_SHAPE_MISC + 1);
static const char *shape_names[] =
{
"bug", "humanoid", "winged humanoid", "tailed humanoid",
"winged tailed humanoid", "centaur", "naga",
"quadruped", "tailless quadruped", "winged quadruped",
"bat", "bird", "snake", "fish", "insect", "winged insect",
"arachnid", "centipede", "snail", "plant", "fungus", "orb",
"blob", "misc"
};
COMPILE_CHECK(ARRAYSZ(shape_names) == MON_SHAPE_MISC + 1);
return shape_names[shape];
}
/** Is this body shape partially humanoid (i.e. does it at least have a
* humanoid upper body)?
* @param shape The body shape in question.
* @returns Whether this body shape is partially humanoid.
*/
bool mon_shape_is_humanoid(mon_body_shape shape)
{
return shape >= MON_SHAPE_FIRST_HUMANOID
&& shape <= MON_SHAPE_LAST_HUMANOID;
}
int get_dist_to_nearest_monster()
{
int minRange = LOS_RADIUS + 1;
for (radius_iterator ri(you.pos(), LOS_NO_TRANS, true); ri; ++ri)
{
const monster* mon = monster_at(*ri);
if (mon == nullptr)
continue;
if (!mon->visible_to(&you))
continue;
// Plants/fungi don't count.
if ((!mons_is_threatening(*mon) || mon->wont_attack())
&& !mons_class_is_test(mon->type))
{
continue;
}
int dist = grid_distance(you.pos(), *ri);
if (dist < minRange)
minRange = dist;
}
return minRange;
}
bool monster_nearby()
{
for (radius_iterator ri(you.pos(), LOS_DEFAULT); ri; ++ri)
if (monster_at(*ri))
return true;
return false;
}
actor *actor_by_mid(mid_t m, bool require_valid)
{
if (m == MID_PLAYER)
return &you;
return monster_by_mid(m, require_valid);
}
monster *monster_by_mid(mid_t m, bool require_valid)
{
if (!require_valid)
{
if (m == MID_ANON_FRIEND)
return &env.mons[ANON_FRIENDLY_MONSTER];
if (m == MID_YOU_FAULTLESS)
return &env.mons[YOU_FAULTLESS];
}
if (unsigned short *mc = map_find(env.mid_cache, m))
return &env.mons[*mc];
return 0;
}
monster *cached_monster_copy_by_mid(mid_t m)
{
for (size_t i = 0; i < env.final_effect_monster_cache.size(); ++i)
{
if (env.final_effect_monster_cache[i].mid == m)
return &env.final_effect_monster_cache[i];
}
return nullptr;
}
void init_anon()
{
monster &mon = env.mons[ANON_FRIENDLY_MONSTER];
mon.reset();
mon.type = MONS_PROGRAM_BUG;
mon.mid = MID_ANON_FRIEND;
mon.attitude = ATT_FRIENDLY;
mon.hit_points = mon.max_hit_points = 1000;
monster &yf = env.mons[YOU_FAULTLESS];
yf.reset();
yf.type = MONS_PROGRAM_BUG;
yf.mid = MID_YOU_FAULTLESS;
yf.attitude = ATT_FRIENDLY; // higher than this, actually
yf.hit_points = mon.max_hit_points = 1000;
}
actor *find_agent(mid_t m, kill_category kc)
{
actor *agent = actor_by_mid(m);
if (agent)
return agent;
switch (kc)
{
case KC_YOU:
// shouldn't happen, there ought to be a valid mid
return &you;
case KC_FRIENDLY:
return &env.mons[ANON_FRIENDLY_MONSTER];
case KC_OTHER:
// currently hostile dead/gone monsters are no different from env
return 0;
case KC_NCATEGORIES:
default:
die("invalid kill category");
}
}
const char* mons_class_name(monster_type mc)
{
// Usually, all invalids return "program bug", but since it has value of 0,
// it's good to tell them apart in error messages.
if (invalid_monster_type(mc) && mc != MONS_PROGRAM_BUG)
return "INVALID";
return get_monster_data(mc)->name;
}
mon_threat_level_type mons_threat_level(const monster &mon, bool real)
{
const monster& threat = get_tentacle_head(mon);
if (threat.props.exists(KIKU_WRETCH_KEY))
return MTHRT_TRIVIAL; // ignores 'real', sorry...
const double factor = sqrt(exp_needed(you.experience_level) / 30.0);
const int tension = exp_value(threat, real, true) / (1 + factor);
if (tension <= 1)
{
// Conjurators use melee to conserve mana, MDFis switch plates...
return MTHRT_TRIVIAL;
}
else if (tension <= 5)
{
// An easy fight but not ignorable.
return MTHRT_EASY;
}
else if (tension <= 32)
{
// Hard but reasonable.
return MTHRT_TOUGH;
}
else
{
// Check all wands/jewels several times, wear brown pants...
return MTHRT_NASTY;
}
}
bool mons_foe_is_marked(const monster& mon)
{
if (mon.foe == MHITYOU)
{
return (you.duration[DUR_SENTINEL_MARK]
|| testbits(mon.flags, MF_APOSTLE_BAND))
&& in_bounds(you.pos());
}
else
return false;
}
void debug_mondata()
{
string fails;
for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
{
if (invalid_monster_type(mc))
continue;
const char* name = mons_class_name(mc);
if (!name)
{
fails += make_stringf("Monster %d has no name\n", mc);
continue;
}
const monsterentry *md = get_monster_data(mc);
int WL = md->willpower;
if (WL < 0)
WL = md->HD * -WL * 4 / 3;
if (md->willpower > 200 && md->willpower != WILL_INVULN)
fails += make_stringf("%s has WL %d > 200\n", name, WL);
if (get_resist(md->resists, MR_RES_POISON) == 2)
fails += make_stringf("%s has rPois++\n", name);
if (get_resist(md->resists, MR_RES_ELEC) == 2)
fails += make_stringf("%s has rElec++\n", name);
// Tests below apply only to real monsters.
if (md->bitfields & M_CANT_SPAWN)
continue;
if (!md->HD && md->basechar != 'Z') // derived undead...
fails += make_stringf("%s has 0 HD: %d\n", name, md->HD);
if (md->avg_hp_10x <= 0 && md->basechar != 'Z')
fails += make_stringf("%s has <= 0 HP: %d", name, md->avg_hp_10x);
if (md->basechar == ' ')
fails += make_stringf("%s has an empty glyph\n", name);
if (md->AC < 0 && !mons_is_draconian_job(mc))
fails += make_stringf("%s has negative AC\n", name);
if (md->ev < 0 && !mons_is_draconian_job(mc))
fails += make_stringf("%s has negative EV\n", name);
if (md->exp < 0)
fails += make_stringf("%s has negative xp\n", name);
if (md->speed < 0)
fails += make_stringf("%s has 0 speed\n", name);
else if (md->speed == 0 && !mons_class_is_firewood(mc))
fails += make_stringf("%s has 0 speed\n", name);
const bool male = mons_class_flag(mc, M_MALE);
const bool female = mons_class_flag(mc, M_FEMALE);
const bool neutral = mons_class_flag(mc, M_GENDER_NEUTRAL);
if (male + female + neutral > 1)
fails += make_stringf("%s has too many genders\n", name);
if (md->shape == MON_SHAPE_BUGGY)
fails += make_stringf("%s has no defined shape\n", name);
const bool has_corpse_tile = md->corpse_tile
&& md->corpse_tile != TILE_ERROR;
if (md->species != mc)
{
if (has_corpse_tile)
{
fails +=
make_stringf("%s isn't a species but has a corpse tile\n",
name);
}
}
else if (!md->leaves_corpse)
{
if (has_corpse_tile)
{
fails += make_stringf("%s has a corpse tile & no corpse\n",
name);
}
}
else if (!has_corpse_tile)
fails += make_stringf("%s has a corpse but no corpse tile\n", name);
}
dump_test_fails(fails, "mon-data");
}
/**
* Iterate over mspell_list (mon-spell.h) and look for anything that seems
* incorrect. Dump the output to a text file & print its location to the
* console.
*/
void debug_monspells()
{
string fails;
// first, build a map from spellbooks to the first monster that uses them
// (zero-initialised, where 0 == MONS_PROGRAM_BUG).
monster_type mon_book_map[NUM_MSTYPES] = { };
for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
{
if (!invalid_monster_type(mc))
{
mon_spellbook_type mon_book = _get_mc_spellbook(mc);
if (mon_book < ARRAYSZ(mon_book_map) && !mon_book_map[mon_book])
mon_book_map[mon_book] = mc;
}
}
// then, check every spellbook for errors.
for (const mon_spellbook &spbook : mspell_list)
{
string book_name;
const monster_type sample_mons = mon_book_map[spbook.type];
if (!sample_mons)
{
string spells;
if (spbook.spells.empty())
spells = "no spells";
else
for (const mon_spell_slot &spslot : spbook.spells)
if (is_valid_spell(spslot.spell))
spells += make_stringf(",%s", spell_title(spslot.spell));
fails += make_stringf("Book #%d is unused (%s)\n", spbook.type,
spells.c_str());
book_name = make_stringf("#%d", spbook.type);
}
else
{
const char * const mons_name = get_monster_data(sample_mons)->name;
book_name = mons_name;
}
const char * const bknm = book_name.c_str();
if (!spbook.spells.size())
fails += make_stringf("Empty book %s\n", bknm);
for (const mon_spell_slot &spslot : spbook.spells)
{
string spell_name;
if (!is_valid_spell(spslot.spell))
{
fails += make_stringf("Book %s contains invalid spell %d\n",
bknm, spslot.spell);
spell_name = to_string(spslot.spell);
}
else
spell_name = spell_title(spslot.spell);
// TODO: export this value somewhere
const int max_freq = 200;
if (spslot.freq > max_freq)
{
fails += make_stringf("Spellbook %s has spell %s at freq %d "
"(greater than max freq %d)\n",
bknm, spell_name.c_str(),
spslot.freq, max_freq);
}
mon_spell_slot_flag category = MON_SPELL_NO_FLAGS;
for (const auto flag : mon_spell_slot_flags::range())
{
if (!(spslot.flags & flag))
continue;
if (flag >= MON_SPELL_FIRST_CATEGORY
&& flag <= MON_SPELL_LAST_CATEGORY)
{
if (category == MON_SPELL_NO_FLAGS)
category = flag;
else
{
fails += make_stringf("Spellbook %s has spell %s in "
"multiple categories (%d and %d)\n",
bknm, spell_name.c_str(),
category, flag);
}
}
COMPILE_CHECK(MON_SPELL_NOISY > MON_SPELL_LAST_CATEGORY);
if (flag == MON_SPELL_NOISY
&& category && !(category & MON_SPELL_INNATE_MASK))
{
fails += make_stringf("Spellbook %s has spell %s marked "
"MON_SPELL_NOISY redundantly\n",
bknm, spell_name.c_str());
}
}
if (category == MON_SPELL_NO_FLAGS)
{
fails += make_stringf("Spellbook %s has spell %s with no "
"category\n", bknm, spell_name.c_str());
}
}
}
dump_test_fails(fails, "mon-spell");
}
// Used when clearing level data, to ensure any additional reset quirks
// are handled properly.
void reset_all_monsters()
{
for (auto &mons : menv_real)
{
// The monsters here have already been saved or discarded, so this
// is the only place when a constricting monster can legitimately
// be reset. Thus, clear constriction manually.
if (!invalid_monster(&mons))
{
delete mons.constricting;
mons.constricting = nullptr;
}
mons.reset();
}
env.mid_cache.clear();
}
bool mons_is_recallable(const actor* caller, const monster& targ)
{
// For player, only recall friendly monsters
if (caller == &you)
{
if (!targ.friendly())
return false;
}
// Monster recall requires same attitude and at least normal intelligence
else if (mons_intel(targ) < I_HUMAN
|| (!caller && targ.friendly())
|| (caller && !mons_aligned(&targ, caller->as_monster()))
|| targ.type == MONS_PLAYER_GHOST)
{
return false;
}
return targ.alive()
&& !mons_class_is_stationary(targ.type)
&& !targ.is_peripheral()
&& mons_class_is_threatening(targ.type);
}
bool mons_stores_tracking_data(const monster& mons)
{
return mons.type == MONS_THORN_HUNTER
|| mons.type == MONS_MERFOLK_AVATAR
|| mons.type == MONS_BOULDER_BEETLE;
}
bool mons_is_beast(monster_type mc)
{
if (!(mons_class_holiness(mc) & MH_NATURAL)
|| mons_class_intel(mc) != I_ANIMAL)
{
return false;
}
else if (mons_genus(mc) == MONS_UGLY_THING
|| mc == MONS_ICE_BEAST
|| mc == MONS_SKY_BEAST
|| mc == MONS_BUTTERFLY)
{
return false;
}
else
return true;
}
bool mons_is_avatar(monster_type mc)
{
return mons_class_flag(mc, M_AVATAR);
}
bool mons_is_wrath_avatar(const monster &mon)
{
return mon.type == MONS_GOD_WRATH_AVATAR;
}
bool mons_is_player_shadow(const monster& mon)
{
return mon.type == MONS_PLAYER_SHADOW
&& mon.attitude == ATT_FRIENDLY; // hostile shadows are god wrath
}
// Zero-damage attacks with special effects (constriction, drowning, pure fire,
// etc.) aren't counted by default, since this is used to decide whether the
// monster can go berserk or be weakened, both of which require an attack with
// non-zero base damage.
bool mons_has_attacks(const monster& mon, bool allow_damageless)
{
const mon_attack_def attk = mons_attack_spec(mon, 0);
return attk.type != AT_NONE
&& (attk.type != AT_WEAP_ONLY || mon.weapon(0))
&& (allow_damageless
|| attk.damage > 0
|| (attk.type == AT_WEAP_ONLY && mon.weapon(0)));
}
// The default suitable() function for choose_random_nearby_monster().
bool choose_any_monster(const monster& mon)
{
return !mons_is_projectile(mon.type);
}
// Pick a random monster within line of sight of the player which matches a
// given criteria and return it.
//
// suitable() should return true for any monsters we want to be eligable.
monster* choose_random_nearby_monster(bool (*suitable)(const monster& mon))
{
int weight = 0;
monster* chosen = nullptr;
for (radius_iterator ri(you.pos(), LOS_NO_TRANS); ri; ++ri)
{
monster* mon = monster_at(*ri);
if (!mon || !suitable(*mon))
continue;
if (one_chance_in(++weight))
chosen = mon;
}
return chosen;
}
// Pick a random monster on the current floor which matches a given criteria and
// return it.
//
// suitable() should return true for any monsters we want to be eligable.
monster* choose_random_monster_on_level(bool (*suitable)(const monster& mon))
{
int weight = 0;
monster* chosen = nullptr;
for (monster_iterator mi; mi; ++mi)
{
if (!suitable(**mi))
continue;
if (one_chance_in(++weight))
chosen = *mi;
}
return chosen;
}
int spell_freq_for_hd(int hd)
{
return hd + 50;
}
void normalize_spell_freq(monster_spells &spells, int total_freq)
{
// Not using std::accumulate because slot.freq is only a uint8_t.
unsigned int total_given_freq = 0;
for (const auto &slot : spells)
total_given_freq += slot.freq;
if (total_given_freq > 0)
{
for (auto &slot : spells)
slot.freq = total_freq * slot.freq / total_given_freq;
}
else
{
const size_t numspells = spells.size();
for (auto &slot : spells)
slot.freq = total_freq / numspells;
}
}
/// Rounded to player-visible approximations, how hurt is this monster?
mon_dam_level_type mons_get_damage_level(const monster& mons)
{
if (mons.hit_points <= mons.max_hit_points / 5)
return MDAM_ALMOST_DEAD;
else if (mons.hit_points <= mons.max_hit_points * 2 / 5)
return MDAM_SEVERELY_DAMAGED;
else if (mons.hit_points <= mons.max_hit_points * 3 / 5)
return MDAM_HEAVILY_DAMAGED;
else if (mons.hit_points <= mons.max_hit_points * 4 / 5)
return MDAM_MODERATELY_DAMAGED;
else if (mons.hit_points < mons.max_hit_points)
return MDAM_LIGHTLY_DAMAGED;
else
return MDAM_OKAY;
}
string get_damage_level_string(mon_holy_type holi, mon_dam_level_type mdam)
{
ostringstream ss;
switch (mdam)
{
case MDAM_ALMOST_DEAD:
ss << "almost";
ss << (wounded_damaged(holi) ? " destroyed" : " dead");
return ss.str();
case MDAM_SEVERELY_DAMAGED:
ss << "severely";
break;
case MDAM_HEAVILY_DAMAGED:
ss << "heavily";
break;
case MDAM_MODERATELY_DAMAGED:
ss << "moderately";
break;
case MDAM_LIGHTLY_DAMAGED:
ss << "lightly";
break;
case MDAM_OKAY:
default:
ss << "not";
break;
}
ss << (wounded_damaged(holi) ? " damaged" : " wounded");
return ss.str();
}
void print_wounds(const monster& mons)
{
if (!mons.alive() || mons.hit_points == mons.max_hit_points)
return;
mon_dam_level_type dam_level = mons_get_damage_level(mons);
string desc = get_damage_level_string(mons.holiness(), dam_level);
desc.insert(0, " is ");
desc += ".";
simple_monster_message(mons, desc.c_str(), false, MSGCH_MONSTER_DAMAGE,
dam_level);
}
// (true == 'damaged') [constructs, undead, etc.]
// and (false == 'wounded') [living creatures, etc.] {dlb}
bool wounded_damaged(mon_holy_type holi)
{
// this schema needs to be abstracted into real categories {dlb}:
return bool(holi & (MH_UNDEAD | MH_NONLIVING | MH_PLANT));
}
// Is this monster interesting enough to make notes about?
bool mons_is_notable(const monster& mons)
{
if (crawl_state.game_is_arena())
return false;
// (Ex-)Unique monsters are always interesting
if (mons_is_or_was_unique(mons))
return true;
// If it's never going to attack us, then not interesting
if (mons.friendly())
return false;
// tentacles aren't real monsters.
if (mons_is_tentacle_or_tentacle_segment(mons.type))
return false;
// Hostile ghosts and illusions are always interesting.
if (mons.type == MONS_PLAYER_GHOST
|| mons.type == MONS_PLAYER_ILLUSION
|| mons.type == MONS_PANDEMONIUM_LORD)
{
return true;
}
// Jellies are never interesting to Jiyva.
if (mons.type == MONS_JELLY && have_passive(passive_t::jellies_army))
return false;
if (mons_threat_level(mons) == MTHRT_NASTY)
return true;
const auto &nm = Options.note_monsters;
// Don't waste time on moname() if user isn't using this option
if (!nm.empty())
{
const string iname = mons_type_name(mons.type, DESC_A);
return any_of(begin(nm), end(nm), [&](const text_pattern &pat) -> bool
{ return pat.matches(iname); });
}
return false;
}
/**
* Set up fields for mutant beasts that vary by tier & facets (that is, that
* vary between individual beasts).
*
* @param mons The beast to be initialized.
* @param HD The beast's HD. If 0, default to mon-data's version.
* @param beast_facets The beast's facets (e.g. fire, bat).
* If empty, chooses two distinct facets at random.
*/
void init_mutant_beast(monster &mons, short HD, vector<int> beast_facets)
{
if (!HD)
HD = mons.get_experience_level();
// MUTANT_BEAST_TIER is to make it visible for mon-info
mons.props[MUTANT_BEAST_TIER] = HD;
if (beast_facets.empty())
{
vector<int> available_facets;
for (int f = BF_FIRST; f <= BF_LAST; ++f)
available_facets.insert(available_facets.end(), f);
ASSERT(available_facets.size() >= 2);
shuffle_array(available_facets);
beast_facets.push_back(available_facets[0]);
beast_facets.push_back(available_facets[1]);
ASSERT(beast_facets.size() == 2);
ASSERT(beast_facets[0] != beast_facets[1]);
}
for (auto facet : beast_facets)
{
mons.props[MUTANT_BEAST_FACETS].get_vector().push_back(facet);
switch (facet)
{
case BF_BAT:
mons.props[MON_SPEED_KEY] = mons.speed * 2;
mons.calc_speed();
break;
case BF_FIRE:
mons.spells.emplace_back(SPELL_FIRE_BREATH, 60,
MON_SPELL_NATURAL | MON_SPELL_BREATH);
mons.props[CUSTOM_SPELLS_KEY] = true;
break;
case BF_SHOCK:
mons.spells.emplace_back(SPELL_BLINKBOLT, 60,
MON_SPELL_NATURAL);
mons.props[CUSTOM_SPELLS_KEY] = true;
break;
default:
break;
}
}
}
/**
* If a monster needs to charge up to cast a spell (by 'casting' the spell
* repeatedly), how many charges does it need until it can actually set the
* spell off?
*
* @param m The type of monster in question.
* @return The required number of charges.
*/
int max_mons_charge(monster_type m)
{
switch (m)
{
case MONS_ORB_SPIDER:
return 1;
default:
return 0;
}
}
// Deal out damage to nearby pain-bonded monsters based on the distance between them.
void radiate_pain_bond(const monster& mon, int damage, const monster* original_target)
{
for (actor_near_iterator ai(mon.pos(), LOS_NO_TRANS); ai; ++ai)
{
if (!ai->is_monster())
continue;
monster* target = ai->as_monster();
if (&mon == target) // no self-sharing
continue;
// Only other pain-bonded monsters are affected.
if (!target->has_ench(ENCH_PAIN_BOND))
continue;
int distance = target->pos().distance_from(mon.pos());
if (distance > 3)
continue;
damage = max(0, div_rand_round(damage * (4 - distance), 5));
if (damage > 0)
{
behaviour_event(target, ME_ANNOY, &you, you.pos());
// save any potential cleanup of the original target for later
// (in `monster::hurt`).
if (target == original_target)
damage = target->hurt(&you, damage, BEAM_SHARED_PAIN, KILLED_BY_MONSTER, "", "", false);
else
damage = target->hurt(&you, damage, BEAM_SHARED_PAIN);
if (damage > 0)
radiate_pain_bond(*target, damage, original_target);
}
}
}
// When a monster explodes violently, add some spice
void throw_monster_bits(const monster& mon)
{
for (actor_near_iterator ai(mon.pos(), LOS_NO_TRANS); ai; ++ai)
{
if (!ai->is_monster())
continue;
monster* target = ai->as_monster();
if (&mon == target) // can't throw chunks of something at itself.
continue;
int distance = target->pos().distance_from(mon.pos());
if (!one_chance_in(distance + 4)) // generally gonna miss
continue;
int damage = 1 + random2(mon.get_hit_dice());
mprf("%s is hit by a flying piece of %s!",
target->name(DESC_THE, false).c_str(),
mon.name(DESC_THE, false).c_str());
// Because someone will get a kick out of this some day.
if (mons_class_flag(mons_base_type(mon), M_ACID_SPLASH))
target->corrode(&you, "a flying bit");
behaviour_event(target, ME_ANNOY, &you, you.pos());
target->hurt(&you, damage);
}
}
/// Add an ancestor spell to the given list.
static void _add_ancestor_spell(monster_spells &spells, spell_type spell)
{
spells.emplace_back(spell, 25, MON_SPELL_WIZARD);
}
/**
* Set the correct spells for a given ancestor, corresponding to their HD and
* type.
*
* @param ancestor The ancestor in question.
* @param notify Whether to print messages if anything changes.
*/
void set_ancestor_spells(monster &ancestor, bool notify)
{
ASSERT(mons_is_hepliaklqana_ancestor(ancestor.type));
vector<spell_type> old_spells;
for (auto spellslot : ancestor.spells)
old_spells.emplace_back(spellslot.spell);
ancestor.spells = {};
const int HD = ancestor.get_experience_level();
switch (ancestor.type)
{
case MONS_ANCESTOR_BATTLEMAGE:
_add_ancestor_spell(ancestor.spells, HD >= 10 ?
SPELL_BOLT_OF_MAGMA :
SPELL_THROW_FROST);
_add_ancestor_spell(ancestor.spells, HD >= 16 ?
SPELL_LEHUDIBS_CRYSTAL_SPEAR :
SPELL_STONE_ARROW);
break;
case MONS_ANCESTOR_HEXER:
_add_ancestor_spell(ancestor.spells, HD >= 10 ? SPELL_PARALYSE
: SPELL_SLOW);
_add_ancestor_spell(ancestor.spells, HD >= 13 ? SPELL_MASS_CONFUSION
: SPELL_CONFUSE);
break;
default:
break;
}
if (HD >= 13)
ancestor.spells.emplace_back(SPELL_HASTE, 25, MON_SPELL_WIZARD);
if (ancestor.spells.size())
ancestor.props[CUSTOM_SPELLS_KEY] = true;
if (!notify)
return;
for (auto spellslot : ancestor.spells)
{
if (find(old_spells.begin(), old_spells.end(), spellslot.spell)
== old_spells.end())
{
mprf("%s regains %s memory of %s.",
ancestor.name(DESC_YOUR, true).c_str(),
ancestor.pronoun(PRONOUN_POSSESSIVE, true).c_str(),
spell_title(spellslot.spell));
}
}
}
static bool _apply_to_monsters(monster_func f, radius_iterator&& ri)
{
bool affected_any = false;
for (; ri; ri++)
{
monster* mons = monster_at(*ri);
if (!invalid_monster(mons))
affected_any = f(*mons) || affected_any;
}
return affected_any;
}
bool apply_monsters_around_square(monster_func f, const coord_def& where,
int radius)
{
return _apply_to_monsters(f, radius_iterator(where, radius, C_SQUARE,
LOS_NO_TRANS, true));
}
bool apply_visible_monsters(monster_func f, const coord_def& where, los_type los)
{
return _apply_to_monsters(f, radius_iterator(where, los, true));
}
int touch_of_beogh_hp_mult(const monster& mon)
{
const int pow = mon.props.exists(APOSTLE_POWER_KEY)
? mon.props[APOSTLE_POWER_KEY].get_int() : 0;
return 100 + (min(50, pow * 2 / 3));
}
/**
* Should all projectiles and beams originating from a particular agent pass
* through a given actor harmless, regardless of whether they are ordinarily
* penetrating?
*
* @param agent The source of the projectile.
* Maybe be nullptr, the projectile has a non-actor source.
* @param target The target in question
* @param announce If true, prints a message stating how the target
* avoided being hit.
* @return Whether the given agent can shoot through this actor.
*/
bool shoot_through_actor(const actor* agent, const actor* target, bool announce)
{
if (!target)
return true;
// Projectiles can be shot through by anyone.
const monster* mon = target->as_monster();
if (mon && mons_is_projectile(*mon))
return true;
// But all the other checks require an aligned agent.
if (!agent || !mons_aligned(agent, mon))
return false;
// Certain special allies can freely shoot through the player.
if (target->is_player())
{
if (agent->is_monster()
&& (mons_is_hepliaklqana_ancestor(agent->type)
|| mons_is_player_shadow(*agent->as_monster())
|| agent->real_attitude() == ATT_MARIONETTE
|| agent->type == MONS_PLATINUM_PARAGON))
{
return true;
}
}
else
{
if (mons_is_avatar(target->type) || target->type == MONS_SHOOTING_STAR)
return true;
if ((agent->is_player() && have_passive(passive_t::shoot_through_plants)
|| agent->is_monster() && agent->deity() == GOD_FEDHAS)
&& mons_class_is_plant(target->type))
{
if (announce && you.can_see(*target))
{
simple_god_message(
make_stringf(" protects %s plant from harm.",
agent->is_player() ? "your" : "a").c_str(),
false, GOD_FEDHAS);
}
return true;
}
if (agent->is_player() && mons_is_hepliaklqana_ancestor(target->type))
{
// TODO: this message does not work very well for all sorts of attacks
// should this be a god message?
if (announce && you.can_see(*target))
mprf("%s avoids your attack.", target->name(DESC_THE).c_str());
return true;
}
if (agent->is_player()
&& will_have_passive(passive_t::shadow_attacks)
&& mons_is_player_shadow(*mon))
{
return true;
}
if (agent->is_player() && testbits(mon->flags, MF_DEMONIC_GUARDIAN))
{
if (announce && you.can_see(*mon))
mpr("Your demonic guardian avoids your attack.");
return true;
}
if (agent->is_player() && mon->type == MONS_HAUNTED_ARMOUR)
return true;
}
return false;
}
/**
* Would it ever be possible for any hostile action by a given agent to do any
* harm whatsoever to a given target? This includes damage, debuffs, or anything
* else we would consider negative.
*
* Note: This does not imply that the agent *currently* possesses the means to
* inflict that harm (ie: it can return true for an agent with no attacks, or
* only spells the target resists fully). Rather, think of it as 'the target is
* not naturally invulnerable to all offensive actions by the agent in question'.
*
* This includes all cases covered by shoot_through_actor(), but also some
* additional ones (such as Jivya's jelly protection), where a target cannot be
* harmed, but still blocks fire.
*
* @param agent The source of the action. May be nullptr, if the action
* has a non-actor source (or possibly a dead actor).
* @param target The actor that is the target of the action.
* @param announce_important If true, prints a message stating how the target
* avoids harm (in cases where this avoidance is
* unusual).
* @param announce_mundane If true, prints a message stating how the target
* avoids harm (in cases where this avoidance is
* frequent, such as Ancestors avoiding player
* attacks).
* @return Whether the monster could theoretically be harmed by this agent.
*/
bool could_harm(const actor* agent, const actor* target, bool announce_important,
bool announce_mundane)
{
if (!target)
return false;
// If we can fire through them, we definitely can't harm them.
if (shoot_through_actor(agent, target, announce_mundane))
return false;
// Players in Sanctuaries cannot harm anything.
if (agent && agent->is_player() && (is_sanctuary(you.pos())))
{
if (announce_important)
{
string msg = make_stringf("The Sanctuary denies your attempt to harm %s.",
target->name(DESC_THE).c_str());
god_speaks(GOD_ZIN, msg.c_str());
}
return false;
}
// Actors in Sanctuaries cannot be harmed by anything.
if (is_sanctuary(target->pos()))
{
if (announce_important && you.see_cell(target->pos()))
{
string msg = make_stringf("The Sanctuary protects %s from harm.",
target->name(DESC_THE).c_str());
god_speaks(GOD_ZIN, msg.c_str());
}
return false;
}
if (agent && agent->is_player()
&& have_passive(passive_t::neutral_slimes)
&& mons_class_is_slime(target->type)
&& target->wont_attack())
{
if (announce_mundane && you.can_see(*target))
simple_god_message(" protects your slime from harm.", false, GOD_JIYVA);
return false;
}
return true;
}
// As above, but specifically only returns true if the target is an *enemy*
// that the agent could harm (while always returning false for allies).
bool could_harm_enemy(const actor* agent, const actor* target,
bool announce_important, bool announce_mundane)
{
if (mons_aligned(agent, target))
return false;
return could_harm(agent, target, announce_important, announce_mundane);
}
/**
* Returns the maximum distance this type of monster is allowed to be from its
* creator. It will refuse to move further away than this under its own power,
* and if circumstances cause it to exceed this, it will abandon other plans to
* return to this range instead.
*/
int mons_leash_range(monster_type mc)
{
switch (mc)
{
case MONS_RENDING_BLADE:
case MONS_SOLAR_EMBER:
case MONS_PHALANX_BEETLE: return 1;
case MONS_HAUNTED_ARMOUR: return 2;
default: return 0; // No leashing
}
}
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