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/**
* @file
* @brief Functions for handling player mutations.
**/
#include "AppHdr.h"
#include "mutation.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <sstream>
#include "act-iter.h"
#include "art-enum.h"
#include "ability.h"
#include "areas.h"
#include "cio.h"
#include "coordit.h"
#include "dactions.h"
#include "database.h" // getLongDescription
#include "delay.h"
#include "describe.h"
#include "english.h"
#include "env.h"
#include "god-abil.h"
#include "god-passive.h"
#include "hints.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "melee-attack.h" // mut_aux_attack_desc
#include "menu.h"
#include "message.h"
#include "mon-place.h"
#include "notes.h"
#include "output.h"
#include "player-stats.h"
#include "religion.h"
#include "skills.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "transform.h"
#include "unicode.h"
#include "view.h"
#include "xom.h"
using namespace ui;
static string _future_mutation_description(mutation_type mut, int levels);
struct body_facet_def
{
equipment_slot slot;
mutation_type mut;
};
struct facet_def
{
int tier;
mutation_type muts[3];
int when[3];
};
struct demon_mutation_info
{
mutation_type mut;
int when;
int facet;
demon_mutation_info(mutation_type m, int w, int f)
: mut(m), when(w), facet(f) { }
};
enum class mutflag
{
good = 1 << 0, // used by benemut etc
bad = 1 << 1, // used by malmut etc
jiyva = 1 << 2, // jiyva-only muts
makhleb = 1 << 3, // makhleb capstone marks
// Flags controlling how mutations are suppressed by various forms, as well
// as which a given species is allowed to mutate naturally.
need_blood = 1 << 4, // requires the player to have blood
need_bones = 1 << 5, // requires the player to have bones
need_hands = 1 << 6, // requires the player to have hands (or similar limbs)
need_feet = 1 << 7, // requires the player to have feet
substance = 1 << 8, // supressed if the player's substance changes
// (ie: a gargoyle becoming a wisp, but NOT death form)
anatomy = 1 << 9, // suppressed if the player's shape/body-plan changes
// (ie: most full body transformations)
scales = 1 << 10, // conflicts with other scales mutations
// (implies substance and anatomy)
last = scales
};
DEF_BITFIELD(mutflags, mutflag, 10);
COMPILE_CHECK(mutflags::exponent(mutflags::last_exponent) == mutflag::last);
#include "mutation-data.h"
#include "bane-data.h"
// XXX: Any normal mutation which removes a slot should be in this list, whether
// or not it is actually part of a demonspawn facet, as this is used in
// code which protects against mutations shattering cursed equipment, as
// well as preventing multiple different mutations that affect the same
// slot coexisting.
static const body_facet_def _body_facets[] =
{
{ SLOT_HELMET, MUT_HORNS },
{ SLOT_HELMET, MUT_ANTENNAE },
{ SLOT_HELMET, MUT_BEAK },
{ SLOT_GLOVES, MUT_CLAWS },
{ SLOT_GLOVES, MUT_DEMONIC_TOUCH },
{ SLOT_BOOTS, MUT_HOOVES },
{ SLOT_BOOTS, MUT_TALONS },
{ SLOT_CLOAK, MUT_WEAKNESS_STINGER }
};
vector<mutation_type> get_removed_mutations()
{
static vector<mutation_type> removed_mutations =
{
#if TAG_MAJOR_VERSION == 34
MUT_ROUGH_BLACK_SCALES,
MUT_BREATHE_FLAMES,
MUT_BREATHE_POISON,
MUT_CARNIVOROUS,
MUT_CLING,
MUT_CONSERVE_POTIONS,
MUT_CONSERVE_SCROLLS,
MUT_EXOSKELETON,
MUT_FAST_METABOLISM,
MUT_FLEXIBLE_WEAK,
MUT_FOOD_JELLY,
MUT_FUMES,
MUT_HERBIVOROUS,
MUT_JUMP,
MUT_SAPROVOROUS,
MUT_SLOW_METABOLISM,
MUT_STRONG_STIFF,
MUT_SUSTAIN_ATTRIBUTES,
MUT_TELEPORT_CONTROL,
MUT_TRAMPLE_RESISTANCE,
MUT_MUMMY_RESTORATION,
MUT_NO_CHARM_MAGIC,
MUT_MIASMA_IMMUNITY,
MUT_BLURRY_VISION,
MUT_BLINK,
MUT_UNBREATHING,
MUT_GOURMAND,
MUT_AWKWARD_TONGUE,
MUT_NOISE_DAMPENING,
MUT_BERSERK,
MUT_STOCHASTIC_TORMENT_RESISTANCE,
MUT_ROLL,
MUT_CURL,
MUT_NO_CHARM_MAGIC,
MUT_NO_TRANSMUTATION_MAGIC,
MUT_VAMPIRISM,
#endif
};
return removed_mutations;
}
struct mutation_conflict
{
mutation_type mut1;
mutation_type mut2;
bool is_inverse;
// Gets which of these two mutations conflicts with a given mutation (or
// MUT_NON_MUTATION if neither do).
mutation_type get_conflict(mutation_type mut) const
{
if (mut == mut1)
return mut2;
else if (mut == mut2)
return mut1;
else
return MUT_NON_MUTATION;
}
};
/**
* Conflicting mutation pairs. Entries are symmetric (so if A conflicts
* with B, B conflicts with A in the same way).
*
* There are two types of conflict, indicated by the is_inverse member:
* -If true, this pair of mutations are considered 'inverse' of each other.
* (eg: Dex + 2 and Dex - 2, or rF+ and rF-). Attempting to gain one while
* having levels of the other will subtract a level of the existing mutation
* instead. (If one of the two mutations are transient, they are allowed to
* coexist.)
*
* -If false, this part of mutations is considered semantically incompatible
* (eg: having hooves for feet and also talons for feet). Neither is more
* or less than the other, but it makes no sense (either mechanically or
* flavor-wise) for them to coexist. Attempting to gain one while having the
* other will fail outright.
*/
static const mutation_conflict mut_conflicts[] =
{
{ MUT_STRONG, MUT_WEAK, true},
{ MUT_CLEVER, MUT_DOPEY, true},
{ MUT_AGILE, MUT_CLUMSY, true},
{ MUT_ROBUST, MUT_FRAIL, true},
{ MUT_HIGH_MAGIC, MUT_LOW_MAGIC, true},
{ MUT_WILD_MAGIC, MUT_SUBDUED_MAGIC, true},
{ MUT_REGENERATION, MUT_INHIBITED_REGENERATION, true},
{ MUT_FAST, MUT_SLOW, true},
{ MUT_HEAT_RESISTANCE, MUT_HEAT_VULNERABILITY, true},
{ MUT_COLD_RESISTANCE, MUT_COLD_VULNERABILITY, true},
{ MUT_SHOCK_RESISTANCE, MUT_SHOCK_VULNERABILITY, true},
{ MUT_STRONG_WILLED, MUT_WEAK_WILLED, true},
{ MUT_MUTATION_RESISTANCE, MUT_DEVOLUTION, true},
{ MUT_EVOLUTION, MUT_DEVOLUTION, true},
{ MUT_MUTATION_RESISTANCE, MUT_EVOLUTION, true},
{ MUT_FANGS, MUT_BEAK, false},
{ MUT_ANTENNAE, MUT_HORNS, false},
{ MUT_BEAK, MUT_HORNS, false},
{ MUT_BEAK, MUT_ANTENNAE, false},
{ MUT_HOOVES, MUT_TALONS, false},
{ MUT_HOOVES, MUT_MERTAIL, false},
{ MUT_TALONS, MUT_MERTAIL, false},
{ MUT_CLAWS, MUT_DEMONIC_TOUCH, false},
{ MUT_STINGER, MUT_WEAKNESS_STINGER, false},
{ MUT_STINGER, MUT_MERTAIL, false},
{ MUT_TRANSLUCENT_SKIN, MUT_CAMOUFLAGE, false},
{ MUT_ANTIMAGIC_BITE, MUT_ACIDIC_BITE, false},
{ MUT_HP_CASTING, MUT_HIGH_MAGIC, false},
{ MUT_HP_CASTING, MUT_LOW_MAGIC, false},
{ MUT_HP_CASTING, MUT_EFFICIENT_MAGIC, false},
{ MUT_ROLLPAGE, MUT_INHIBITED_REGENERATION, false},
#if TAG_MAJOR_VERSION == 34
{ MUT_NO_REGENERATION, MUT_INHIBITED_REGENERATION, false},
{ MUT_NO_REGENERATION, MUT_REGENERATION, false},
#endif
};
static int _mut_weight(const mutation_def &mut, mutflag flag)
{
switch (flag)
{
case mutflag::jiyva:
return 1;
case mutflag::good:
case mutflag::bad:
default:
return mut.weight;
}
}
static int mut_index[NUM_MUTATIONS];
static int category_mut_index[MUT_NON_MUTATION - CATEGORY_MUTATIONS];
static map<mutflag, int> total_weight;
static int bane_index[NUM_BANES];
static const mutation_def& _get_mutation_def(mutation_type mut)
{
ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
ASSERT(mut_index[mut] != -1);
return mut_data[mut_index[mut]];
}
static bool _mut_has_flag(const mutation_def &mut, mutflag flag)
{
return bool(mut.flags & flag);
}
static bool _mut_has_flag(mutation_type mut, mutflag flag)
{
return bool(_get_mutation_def(mut).flags & flag);
}
void init_mut_index()
{
total_weight.clear();
for (int i = 0; i < NUM_MUTATIONS; ++i)
mut_index[i] = -1;
for (unsigned int i = 0; i < ARRAYSZ(mut_data); ++i)
{
const mutation_type mut = mut_data[i].mutation;
ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
ASSERT(mut_index[mut] == -1);
mut_index[mut] = i;
for (const auto flag : mutflags::range())
{
if (_mut_has_flag(mut_data[i], flag))
total_weight[flag] += _mut_weight(mut_data[i], flag);
}
}
// Add dummy data for removed mutations
vector<mutation_type> removed_muts = get_removed_mutations();
for (unsigned int i = 0; i < removed_muts.size(); ++i)
mut_index[removed_muts[i]] = ARRAYSZ(mut_data) - 1;
// this is all a bit silly but ok
for (int i = 0; i < MUT_NON_MUTATION - CATEGORY_MUTATIONS; ++i)
category_mut_index[i] = -1;
for (unsigned int i = 0; i < ARRAYSZ(category_mut_data); ++i)
{
const mutation_type mut = category_mut_data[i].mutation;
ASSERT_RANGE(mut, CATEGORY_MUTATIONS, MUT_NON_MUTATION);
ASSERT(category_mut_index[mut-CATEGORY_MUTATIONS] == -1);
category_mut_index[mut-CATEGORY_MUTATIONS] = i;
}
for (int i = 0; i < NUM_BANES; ++i)
bane_index[i] = -1;
for (unsigned int i = 0; i < ARRAYSZ(bane_data); ++i)
bane_index[bane_data[i].type] = i;
}
/*
* Get the max number of possible levels for mutation `mut`. This is typically 1 or 3.
*
* @return the mutation cap.
*/
int get_mutation_cap(mutation_type mut)
{
return _get_mutation_def(mut).levels;
}
static const mutation_category_def& _get_category_mutation_def(mutation_type mut)
{
ASSERT_RANGE(mut, CATEGORY_MUTATIONS, MUT_NON_MUTATION);
ASSERT(category_mut_index[mut-CATEGORY_MUTATIONS] != -1);
return category_mut_data[category_mut_index[mut-CATEGORY_MUTATIONS]];
}
static bool _is_valid_mutation(mutation_type mut)
{
return mut >= 0 && mut < NUM_MUTATIONS && mut_index[mut] != -1;
}
bool is_bad_mutation(mutation_type mut)
{
return _mut_has_flag(mut_data[mut_index[mut]], mutflag::bad);
}
bool is_good_mutation(mutation_type mut)
{
return _mut_has_flag(mut_data[mut_index[mut]], mutflag::good);
}
bool is_body_facet(mutation_type mut)
{
return any_of(begin(_body_facets), end(_body_facets),
[=](const body_facet_def &facet)
{ return facet.mut == mut; });
}
static string _suppressedmut(string desc, bool terse=false)
{
return terse ? "(" + desc + ")" : "<darkgrey>((" + desc + "))</darkgrey>";
}
static string _innatemut(string desc, bool terse=false)
{
return terse ? desc : "<lightblue>" + desc + "</lightblue>";
}
static string _formmut(string desc, bool terse=false)
{
return terse ? desc : "<green>" + desc + "</green>";
}
static string _badmut(string desc, bool terse=false)
{
return terse ? desc : "<lightred>" + desc + "</lightred>";
}
static pair<string, string> _annotate_form_based(pair<string, string> desc, bool suppressed)
{
if (suppressed)
return {_suppressedmut(desc.first, true), _suppressedmut(desc.second, false)};
return {_innatemut(desc.first, true), _innatemut(desc.second, false)};
}
tileidx_t get_mutation_tile(mutation_type mut)
{
return _get_mutation_def(mut).tile;
}
/*
* Does the player have mutation `mut` with at least one temporary level?
*
* Reminder: temporary mutations can coexist with innate or normal mutations.
*/
bool player::has_temporary_mutation(mutation_type mut) const
{
return you.temp_mutation[mut] > 0;
}
/*
* Does the player have mutation `mut` with at least one innate level?
*
* Reminder: innate mutations can coexist with temporary or normal mutations.
*/
bool player::has_innate_mutation(mutation_type mut) const
{
return you.innate_mutation[mut] > 0;
}
/*
* How much of mutation `mut` does the player have? This ignores form changes.
* If all three bool arguments are false, this should always return 0.
*
* @param temp include temporary mutation levels. defaults to true.
* @param innate include innate mutation levels. defaults to true.
* @param normal include normal (non-temp, non-innate) mutation levels. defaults to true.
*
* @return the total levels of the mutation.
*/
int player::get_base_mutation_level(mutation_type mut, bool innate, bool temp, bool normal) const
{
ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
// you.mutation stores the total levels of all mutations
int level = you.mutation[mut];
if (!temp)
level -= you.temp_mutation[mut];
if (!innate)
level -= you.innate_mutation[mut];
if (!normal)
level -= (you.mutation[mut] - (you.temp_mutation[mut] + you.innate_mutation[mut]));
ASSERT(level >= 0);
return level;
}
/*
* How much of mutation `mut` does the player have innately?
*
*/
int player::get_innate_mutation_level(mutation_type mut) const
{
ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
return you.innate_mutation[mut];
}
/*
* How much of mutation `mut` does the player have temporarily?
*
*/
int player::get_temp_mutation_level(mutation_type mut) const
{
ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
return you.temp_mutation[mut];
}
/*
* Get the current player mutation level for `mut`, possibly accounting for
* mutation suppression due to transformations or circumstance.
*
* @param mut The mutation to check
* @param active_only Whether to count only fully active mutations. Defaults to true.
*
* @return A mutation level; 0 if the mutation doesn't exist or is suppressed.
*/
int player::get_mutation_level(mutation_type mut, bool active_only) const
{
ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
if (const int level = get_base_mutation_level(mut, true, true))
{
if (level == 0)
return 0;
if (!active_only || mut_is_compatible(mut))
return level;
}
return 0;
}
/*
* Does the player have mutation `mut` at the moment?
*/
bool player::has_mutation(mutation_type mut, bool active_only) const
{
return get_mutation_level(mut, active_only) > 0;
}
bool player::has_bane(bane_type bane) const
{
return you.banes[bane] > 0;
}
/*
* Test the validity of the player mutation structures, using ASSERTs.
* Will crash on a failure.
*
* @debug_msg whether to output diagnostic `dprf`s in the process.
*/
void validate_mutations(bool debug_msg)
{
if (debug_msg)
dprf("Validating player mutations");
int total_temp = 0;
for (int i = 0; i < NUM_MUTATIONS; i++)
{
mutation_type mut = static_cast<mutation_type>(i);
if (debug_msg && you.mutation[mut] > 0)
{
dprf("mutation %s: total %d innate %d temp %d",
mutation_name(mut), you.mutation[mut],
you.innate_mutation[mut], you.temp_mutation[mut]);
}
ASSERT(you.get_base_mutation_level(mut) == you.mutation[mut]);
ASSERT(you.mutation[i] >= you.innate_mutation[mut] + you.temp_mutation[mut]);
total_temp += you.temp_mutation[mut];
const mutation_def& mdef = _get_mutation_def(mut);
ASSERT(you.mutation[mut] <= mdef.levels);
// reconstruct what the innate mutations should be based on Ds mutation schedule
// TODO generalize to all innate muts
if (you.species == SP_DEMONSPAWN)
{
bool is_trait = false;
int trait_level = 0;
// If the player has sacrificed xp, use the pre-sac xl; sac xp
// doesn't remove Ds mutations.
// You can still trick wizmode into crashing here.
const int check_xl = (you.get_mutation_level(MUT_INEXPERIENCED)
&& you.max_level <= you.get_experience_level() + 2)
? you.max_level
: you.get_experience_level();
for (player::demon_trait trait : you.demonic_traits)
{
if (trait.mutation == mut)
{
is_trait = true;
if (check_xl >= trait.level_gained)
trait_level += 1;
}
}
if (debug_msg && is_trait)
{
dprf("scheduled innate for %s: %d, actual %d", mutation_name(mut),
trait_level, you.innate_mutation[mut]);
}
if (is_trait)
ASSERT(you.innate_mutation[mut] == trait_level);
}
}
ASSERT(total_temp == you.attribute[ATTR_TEMP_MUTATIONS]);
// #define DEBUG_MUTATIONS
#ifdef DEBUG_MUTATIONS
if (debug_msg)
{
auto removed_v = get_removed_mutations();
unordered_set<mutation_type, hash<int>> removed(removed_v.begin(), removed_v.end());
vector<string> no_desc;
for (int i = 0; i < NUM_MUTATIONS; i++)
{
mutation_type mut = static_cast<mutation_type>(i);
if (removed.count(mut))
continue;
const string name = mutation_name(mut);
string lookup = getLongDescription(name + " mutation");
if (lookup.empty())
no_desc.push_back(name);
}
dprf("Mutations with no description: %s",
join_strings(no_desc.begin(), no_desc.end(), ", ").c_str());
}
#endif
}
static string _terse_mut_name(mutation_type mut)
{
const int current_level = you.get_mutation_level(mut);
const int base_level = you.get_base_mutation_level(mut);
const bool lowered = current_level < base_level;
const int temp_levels = you.get_base_mutation_level(mut, false, true, false); // only temp levels
const int ordinary_levels = you.get_base_mutation_level(mut, true, false, true); // excluding temp levels
const int max_levels = mutation_max_levels(mut);
string current = mutation_name(mut);
if (max_levels > 1)
{
// add on any numeric levels
ostringstream ostr;
ostr << " ";
if (ordinary_levels == 0) // only temporary levels are present
ostr << temp_levels;
else
{
// at least some non-temporary levels
ostr << ordinary_levels;
if (temp_levels)
ostr << "[+" << temp_levels << "]";
}
current += ostr.str();
}
// bracket the whole thing
if (ordinary_levels == 0)
current = "[" + current + "]";
if (!current.empty())
{
if (current_level == 0) // suppressed by form
current = "(" + current + ")";
if (lowered)
current = "<darkgrey>" + current + "</darkgrey>";
}
return current;
}
static vector<pair<string,string>> _get_form_fakemuts()
{
vector<pair<string,string>> result;
const auto *form = get_form(you.form);
ASSERT(form);
// The terse name for your transformation is not included in the normal
// mutation list, but is used as an identifier for the mutation menu.
result.push_back({"--transformation--", "<lightgreen>" + form->get_description() + "</lightgreen>"});
vector<pair<string,string>> form_fakemuts = form->get_fakemuts();
for (const auto &p : form_fakemuts)
result.push_back({p.first, _formmut(p.second)});
if (you.form == transformation::dragon)
{
if (!species::is_draconian(you.species)
|| you.species == SP_BASE_DRACONIAN) // ugh
{
result.push_back({ "golden breath", _formmut("You can breathe a blast of fire, cold, and poison.")});
}
else if (species::draconian_breath(you.species) != ABIL_NON_ABILITY)
result.push_back({ "", _formmut("Your breath weapon is enhanced in this form.")});
}
// form-based flying can't be stopped, so don't print amphibiousness
if (form->player_can_fly())
result.push_back({"flying", _formmut("You are flying.")});
// n.b. this could cause issues for non-dragon giant forms if they exist
else if (form->player_can_swim() && !species::can_swim(you.species))
result.push_back({"amphibious", _formmut("You are amphibious.")});
const int hp_mod = form->mult_hp(10);
if (hp_mod > 10)
{
result.push_back({"boosted hp",
_formmut(make_stringf("Your maximum health is %sincreased.",
hp_mod < 13 ? "" : "greatly "))});
} // see badmuts section below for max health reduction
// Bad effects
// Try to put all `_badmut`s together.
if (hp_mod < 10)
{
result.push_back({"reduced hp",
_badmut(make_stringf("Your maximum health is decreased%s.",
form->underskilled() ? ", since you lack skill for your form"
: ""))});
}
if (!form->can_cast)
result.push_back({"no casting", _badmut("You cannot cast spells.")});
vector<pair<string,string>> form_badmuts = form->get_bad_fakemuts();
for (const auto &p : form_badmuts)
result.push_back({p.first, _badmut(p.second)});
// Note: serpent form suppresses any innate cold-bloodedness
if (you.form == transformation::serpent)
{
// XXX Hacky suppression with rC+
if (you.res_cold())
{
result.push_back({"(cold-blooded)",
"<darkgray>((You are cold-blooded and may be slowed by cold attacks.))</darkgray>"});
}
else
{
result.push_back({"cold-blooded",
_badmut("You are cold-blooded and may be slowed by cold attacks.")});
}
}
if (you.form == transformation::blade
&& you_can_wear(SLOT_BODY_ARMOUR, false) != false)
{
const int penalty_percent = form->get_body_ac_mult();
if (penalty_percent < 0)
{
result.push_back({"blade armour",
_badmut(make_stringf("Your body armour is %s at protecting you.",
penalty_percent <= -45 ? "much less effective"
: penalty_percent < -20 ? "less effective"
: "slightly less effective"
))});
}
}
if (!form->can_wield() && !you.has_mutation(MUT_NO_GRASPING))
{
// same as MUT_NO_GRASPING
result.push_back({"", _badmut("You are incapable of wielding weapons or throwing items.")});
}
// XX say something about AC? Best would be to compare it to AC without
// the form, but I'm not sure if that's possible
// AC is currently dealt with via the `A!` "form properties" screen.
// XX better synchronizing with various base armour/eq possibilities
if (!you.has_mutation(MUT_NO_ARMOUR))
{
const string melding_desc = form->melding_description(false);
if (!melding_desc.empty())
result.push_back({"", _badmut(melding_desc)});
}
return result;
}
static vector<pair<string, string>> _get_fakemuts()
{
vector<pair<string, string>> result;
// non-permanent and form-based stuff
if (you.form != transformation::none)
{
vector<pair<string, string>> form_fakemuts = _get_form_fakemuts();
result.insert(result.end(), form_fakemuts.begin(), form_fakemuts.end());
}
// divine effects
if (you.can_water_walk())
{
result.push_back({"walk on water",
have_passive(passive_t::water_walk)
? _formmut("You can walk on water.")
: _formmut("You can walk on water until reaching land.")});
}
if (you.props.exists(ORCIFICATION_LEVEL_KEY))
{
result.push_back({"",
you.props[ORCIFICATION_LEVEL_KEY].get_int() == 1
? _formmut("Your facial features look somewhat orcish.")
: _formmut("Your facial features are unmistakably orcish.")});
}
if (have_passive(passive_t::frail)
|| player_under_penance(GOD_HEPLIAKLQANA))
{
// XX message is probably wrong for penance?
result.push_back({"reduced essence",
_badmut("Your life essence is reduced to manifest your ancestor. (-10% HP)")});
}
// Innate abilities which haven't been implemented as mutations yet.
vector<string> short_fakemut = species::fake_mutations(you.species, true);
vector<string> long_fakemut = species::fake_mutations(you.species, false);
for (size_t i = 0; i < long_fakemut.size(); ++i)
{
if (species::is_draconian(you.species))
{
result.push_back(_annotate_form_based({short_fakemut[i], long_fakemut[i]},
form_changes_anatomy() && you.form != transformation::dragon));
}
else
{
result.push_back({_innatemut(short_fakemut[i], true),
_innatemut(long_fakemut[i], false)});
}
}
if (you.racial_ac(false) > 0)
{
const int ac = you.racial_ac(false) / 100;
// XX generalize this code somehow?
const string scale_clause = string(species::scale_type(you.species))
+ " scales are hard";
string ac_str = make_stringf("Your %s. (AC +%d)", you.species == SP_NAGA
? "serpentine skin is tough"
: scale_clause.c_str(),
ac);
result.push_back(_annotate_form_based({"AC +" + to_string(ac), ac_str},
(form_changes_anatomy() || form_changes_substance())
&& !(species::is_draconian(you.species)
&& you.form == transformation::dragon)));
}
// player::can_swim includes other cases, e.g. extra-balanced species that
// are not truly amphibious. Mertail has its own description that implies
// amphibiousness.
if (species::can_swim(you.species) && !you.has_innate_mutation(MUT_MERTAIL))
{
result.push_back(_annotate_form_based({"amphibious", "You are amphibious."},
!form_can_swim()));
}
if (species::arm_count(you.species) > 2)
{
const bool rings_melded = get_form()->slot_is_blocked(SLOT_RING);
const int arms = you.arm_count();
result.push_back(_annotate_form_based(
{
make_stringf("%d rings", arms),
make_stringf("You can wear up to %s rings at the same time.",
number_in_words(arms).c_str())
}, rings_melded));
}
// in the terse list, this adj + a minimal size-derived desc covers the
// same ground as the detailed size-derived desc; so no need for the size
// itself in the long form.
const char* size_adjective = get_size_adj(you.body_size(PSIZE_BODY), true);
if (size_adjective)
result.push_back({size_adjective, ""});
// XX is there a cleaner approach?
pair<string, string> armour_mut;
pair<string, string> weapon_mut;
switch (you.body_size(PSIZE_TORSO, true))
{
case SIZE_LITTLE:
armour_mut = {"unfitting armour",
_innatemut("You are too small for most types of armour.")};
weapon_mut = {"no large weapons",
_innatemut("You are very small and have problems with some larger weapons.")};
break;
case SIZE_SMALL:
weapon_mut = {"no large weapons",
_innatemut("You are small and have problems with some larger weapons.")};
break;
case SIZE_LARGE:
armour_mut = {"unfitting armour",
_innatemut("You are too large for most types of armour.")};
break;
default: // no giant species
break;
}
// Could move this into species-data, but then the hack that assumes
// _dragon_abil should get called on all draconian fake muts would break.
if (species::is_draconian(you.species))
{
armour_mut = {"unfitting armour",
_innatemut("You cannot fit into any form of body armour or wear helmets.")};
}
if (!weapon_mut.first.empty() && !you.has_mutation(MUT_NO_GRASPING))
result.push_back(weapon_mut);
if (!armour_mut.first.empty() && !you.has_mutation(MUT_NO_ARMOUR))
result.push_back(armour_mut);
if (player_res_poison(false, false, false, false) == 3)
result.push_back({"", _innatemut("You are immune to poison.")});
return result;
}
static vector<mutation_type> _get_ordered_mutations()
{
vector<mutation_type> muts;
// First add (non-removable) inborn abilities and demon powers.
for (int i = 0; i < NUM_MUTATIONS; i++)
{
mutation_type mut = static_cast<mutation_type>(i);
if (you.has_innate_mutation(mut))
muts.push_back(mut);
}
// Now add removable mutations.
for (int i = 0; i < NUM_MUTATIONS; i++)
{
mutation_type mut = static_cast<mutation_type>(i);
if (you.get_base_mutation_level(mut, false, false, true) > 0
&& !you.has_innate_mutation(mut)
&& !you.has_temporary_mutation(mut))
{
muts.push_back(mut);
}
}
//Finally, temporary mutations.
for (int i = 0; i < NUM_MUTATIONS; i++)
{
mutation_type mut = static_cast<mutation_type>(i);
if (you.has_temporary_mutation(mut))
muts.push_back(mut);
}
return muts;
}
static vector<bane_type> _get_active_banes()
{
vector<bane_type> banes;
for (int i = 0; i < NUM_BANES; ++i)
if (you.banes[i])
banes.push_back(static_cast<bane_type>(i));
return banes;
}
static vector<string> _get_mutations_descs(bool terse)
{
vector<pair<string, string>> fakemuts = _get_fakemuts();
vector<string> result;
for (const auto& p : fakemuts)
{
const string& mut = terse ? p.first : p.second;
if (!mut.empty() && mut != "--transformation--")
result.push_back(mut);
}
for (mutation_type mut : _get_ordered_mutations())
{
result.push_back(terse ? _terse_mut_name(mut)
: mutation_desc(mut, -1, true,
you.sacrifices[mut] != 0));
}
return result;
}
string terse_mutation_list()
{
const vector<string> mutations = _get_mutations_descs(true);
if (mutations.empty())
return "no striking features";
else
{
return comma_separated_line(mutations.begin(), mutations.end(),
", ", ", ");
}
}
string describe_mutations(bool drop_title)
{
#ifdef DEBUG
#ifndef USE_TILE_LOCAL
validate_mutations(!crawl_state.smallterm);
#else
validate_mutations(true);
#endif
#endif
string result;
if (!drop_title)
{
result += "<white>";
result += "Innate Abilities, Weirdness & Mutations";
result += "</white>\n\n";
}
const vector<string> mutations = _get_mutations_descs(false);
if (mutations.empty())
result += "You are rather mundane.\n";
else
result += join_strings(mutations.begin(), mutations.end(), "\n");
return result;
}
static bool _has_suppressed_muts()
{
for (int i = 0; i < NUM_MUTATIONS; ++i)
{
mutation_type mut = static_cast<mutation_type>(i);
if (!you.get_base_mutation_level(mut))
continue;
if (!mut_is_compatible(mut))
return true;
}
return false;
}
static bool _has_transient_muts()
{
for (int i = 0; i < NUM_MUTATIONS; ++i)
if (you.has_temporary_mutation(static_cast<mutation_type>(i)))
return true;
return false;
}
static bool _fakemut_has_description(string fakemut_name)
{
const string key = make_stringf("%s mutation", fakemut_name.c_str());
string lookup = getLongDescription(key);
return !lookup.empty();
}
enum mutation_entry_type
{
MUT_ENTRY_MUTATION,
MUT_ENTRY_FAKEMUT,
MUT_ENTRY_TALISMAN,
MUT_ENTRY_BANE,
};
class MutationMenu : public Menu
{
private:
vector<pair<string, string>> fakemuts;
vector<mutation_type> muts;
vector<bane_type> banes;
bool has_future_muts;
public:
MutationMenu()
: Menu(MF_SINGLESELECT | MF_ANYPRINTABLE | MF_ALLOW_FORMATTING
| MF_ARROWS_SELECT),
fakemuts(_get_fakemuts()),
muts( _get_ordered_mutations()),
banes(_get_active_banes())
{
set_highlighter(nullptr);
set_title(new MenuEntry("Innate Abilities, Weirdness & Mutations",
MEL_TITLE));
menu_action = ACT_EXAMINE;
update_muts();
update_more();
}
private:
void update_muts()
{
menu_letter hotkey;
for (auto &fakemut : fakemuts)
{
// Skip fakemuts that are terse-only.
if (fakemut.second.empty())
continue;
MenuEntry* me;
// Special-case the transformation fakemut to put an item popup
// behind it, so the player can examine form details and artprops
if (fakemut.first == "--transformation--"
&& ((you.form == you.default_form && you.active_talisman())
|| you.form == transformation::flux))
{
me = new MenuEntry(fakemut.second, MEL_ITEM, MUT_ENTRY_TALISMAN, hotkey);
++hotkey;
}
// Add a full clickable entry if there's a long description for this
// fakemut, and a non-clickable one otherwise.
else if (_fakemut_has_description(fakemut.first))
{
me = new MenuEntry(fakemut.second, MEL_ITEM, MUT_ENTRY_FAKEMUT, hotkey);
me->data = &fakemut.first;
++hotkey;
}
else
{
me = new MenuEntry(fakemut.second, MEL_ITEM, MUT_ENTRY_FAKEMUT, 0);
me->indent_no_hotkeys = !muts.empty();
}
add_entry(me);
}
for (mutation_type &mut : muts)
{
const string desc = mutation_desc(mut, -1, true,
you.sacrifices[mut] != 0);
MenuEntry* me = new MenuEntry(desc, MEL_ITEM, MUT_ENTRY_MUTATION, hotkey);
++hotkey;
me->data = &mut;
#ifdef USE_TILE
const tileidx_t tile = get_mutation_tile(mut);
if (tile != 0)
me->add_tile(tile_def(tile + you.get_mutation_level(mut, false) - 1));
#endif
add_entry(me);
}
const vector<level_up_mutation> &xl_muts = get_species_def(you.species).level_up_mutations;
has_future_muts = false;
if (!xl_muts.empty())
{
vector<pair<mutation_type, int>> gained_muts;
for (auto& mut : get_species_def(you.species).level_up_mutations)
{
if (you.experience_level < mut.xp_level)
{
// Tally how many levels of this mutation we will have by the
// time we gain this instance of it (so that mutations
// scheduled to be gotten progressively will name each step
// correctly).
gained_muts.emplace_back(mut.mut, mut.mut_level);
int mut_lv = 0;
for (auto& gained_mut : gained_muts)
if (gained_mut.first == mut.mut)
mut_lv += gained_mut.second;
string mut_desc = _future_mutation_description(mut.mut, mut_lv);
#ifndef USE_TILE
chop_string(mut_desc, crawl_view.termsz.x - 15, false);
#endif
const string desc = make_stringf("<darkgrey>[%s]</darkgrey> XL %d",
mut_desc.c_str(),
mut.xp_level);
MenuEntry* me = new MenuEntry(desc, MEL_ITEM, MUT_ENTRY_MUTATION, hotkey);
++hotkey;
// XXX: Ugh...
me->data = (void*)&mut.mut;
add_entry(me);
has_future_muts = true;
}
}
}
for (bane_type &bane : banes)
{
const string desc = make_stringf("<lightmagenta>%s [%.1f]</lightmagenta>",
bane_desc(bane).c_str(), (float)xl_to_remove_bane(bane) / 10.0f);
MenuEntry* me = new MenuEntry(desc, MEL_ITEM, MUT_ENTRY_BANE, hotkey);
++hotkey;
me->data = &bane;
add_entry(me);
}
if (items.empty())
{
add_entry(new MenuEntry("You are rather mundane.",
MEL_ITEM, 1, 0));
}
}
void update_more()
{
string extra = "";
// TODO: also handle suppressed fakemuts
if (_has_suppressed_muts())
extra += "<darkgrey>()</darkgrey>: Suppressed.\n";
if (_has_transient_muts())
extra += "<magenta>[]</magenta>: Transient mutations.\n";
if (has_future_muts)
extra += "<darkgrey>[]</darkgrey>: Gained at a future XL.\n";
set_more(extra);
}
bool examine_index(int i) override
{
ASSERT(i >= 0 && i < static_cast<int>(items.size()));
if (items[i]->data)
{
// XXX: Sinful hack: mutation entry type is encoded in the quantity
// field (which is otherwise unused)
if (items[i]->quantity == MUT_ENTRY_MUTATION)
{
// XX don't use C casts
const mutation_type mut = *((mutation_type*)(items[i]->data));
describe_mutation(mut);
}
else if (items[i]->quantity == MUT_ENTRY_BANE)
{
const bane_type bane = *((bane_type*)(items[i]->data));
describe_bane(bane);
}
else if (items[i]->quantity == MUT_ENTRY_FAKEMUT)
{
const string* mut = (string*)(items[i]->data);
describe_info inf;
inf.title = uppercase_first(*mut).c_str();
const string key = make_stringf("%s mutation", mut->c_str());
string lookup = getLongDescription(key);
hint_replace_cmds(lookup);
inf.body << lookup;
show_description(inf);
}
}
else if (items[i]->quantity == MUT_ENTRY_TALISMAN)
{
if (you.form == you.default_form && you.active_talisman())
describe_item_popup(*you.active_talisman());
else if (you.form == transformation::flux)
{
item_def bauble;
bauble.base_type = OBJ_BAUBLES;
bauble.sub_type = BAUBLE_FLUX;
bauble.quantity = 1;
describe_item_popup(bauble);
}
}
return true;
}
};
void display_mutations()
{
#ifdef DEBUG
validate_mutations(true);
#endif
MutationMenu mut_menu;
mut_menu.show();
}
static int _calc_mutation_amusement_value(mutation_type which_mutation)
{
int amusement = 12 * (11 - _get_mutation_def(which_mutation).weight);
if (is_good_mutation(which_mutation))
amusement /= 2;
else if (is_bad_mutation(which_mutation))
amusement *= 2;
// currently is only ever one of these, but maybe that'll change?
return amusement;
}
static bool _accept_mutation(mutation_type mutat, bool temp)
{
if (!_is_valid_mutation(mutat))
return false;
if (!mut_is_compatible(mutat, true))
return false;
// Devolution gives out permanent badmuts, so we don't want to give it as
// a temporary mut. Stat mutations are too boring to have a relevant effect
// on this timescale, too.
if (temp
&& (mutat == MUT_DEVOLUTION
|| mutat == MUT_WEAK
|| mutat == MUT_CLUMSY
|| mutat == MUT_DOPEY))
{
return false;
}
const mutation_def& mdef = _get_mutation_def(mutat);
if (you.get_base_mutation_level(mutat) >= mdef.levels)
return false;
// don't let random good mutations cause stat 0. Note: various code paths,
// including jiyva-specific muts, and innate muts, don't include this check!
if (_mut_has_flag(mdef, mutflag::good) && mutation_causes_stat_zero(mutat))
return false;
return true;
}
static mutation_type _get_mut_with_flag(mutflag flag)
{
const int tweight = lookup(total_weight, flag, 0);
ASSERT(tweight);
int cweight = random2(tweight);
for (const mutation_def &mutdef : mut_data)
{
if (!_mut_has_flag(mutdef, flag))
continue;
cweight -= _mut_weight(mutdef, flag);
if (cweight >= 0)
continue;
return mutdef.mutation;
}
die("Error while selecting mutations");
}
static mutation_type _get_random_slime_mutation()
{
return _get_mut_with_flag(mutflag::jiyva);
}
bool is_slime_mutation(mutation_type mut)
{
return _mut_has_flag(mut_data[mut_index[mut]], mutflag::jiyva);
}
bool is_makhleb_mark(mutation_type mut)
{
return _mut_has_flag(mut_data[mut_index[mut]], mutflag::makhleb);
}
static mutation_type _get_random_mutation(mutation_type mutclass,
mutation_permanence_class perm)
{
mutflag mt;
switch (mutclass)
{
case RANDOM_MUTATION:
// maintain an arbitrary ratio of good to bad muts to allow easier
// weight changes within categories - 60% good seems to be about
// where things are right now
mt = x_chance_in_y(3, 5) ? mutflag::good : mutflag::bad;
break;
case RANDOM_XOM_MUTATION:
// similar to random mutation, but slightly less likely to be good!
mt = coinflip() ? mutflag::good : mutflag::bad;
break;
case RANDOM_BAD_MUTATION:
case RANDOM_CORRUPT_MUTATION:
mt = mutflag::bad;
break;
case RANDOM_GOOD_MUTATION:
mt = mutflag::good;
break;
default:
die("invalid mutation class: %d", mutclass);
}
for (int attempt = 0; attempt < 100; ++attempt)
{
mutation_type mut = _get_mut_with_flag(mt);
if (_accept_mutation(mut, perm == MUTCLASS_TEMPORARY))
return mut;
}
return NUM_MUTATIONS;
}
/**
* Does the player have a mutation that conflicts with the given mutation?
*
* @param mut A mutation. (E.g. MUT_INHIBITED_REGENERATION, ...)
* @param innate_only Whether to only check innate mutations (from e.g. race)
* @return The level of the conflicting mutation.
* E.g., if MUT_INHIBITED_REGENERATION is passed in and the
* player has 2 levels of MUT_REGENERATION, 2 will be
* returned.
*
* No guarantee is offered on ordering if there are
* multiple conflicting mutations with different levels.
*/
int mut_check_conflict(mutation_type mut, bool innate_only)
{
for (const mutation_conflict& conflict : mut_conflicts)
{
mutation_type confl_mut = conflict.get_conflict(mut);
if (confl_mut == MUT_NON_MUTATION)
continue;
const int level = you.get_base_mutation_level(confl_mut, true, !innate_only, !innate_only);
if (level)
return level;
}
return 0;
}
static void _maybe_remove_equipment(mutation_type mut)
{
vector<item_def*> to_remove = you.equipment.get_forced_removal_list();
for (item_def* item : to_remove)
{
if (mut == MUT_MISSING_HAND)
{
mprf("You can no longer %s %s!",
item->base_type == OBJ_JEWELLERY ? "wear" : "hold",
item->name(DESC_YOUR).c_str());
}
else
{
if (item_is_melded(*item))
{
mprf("%s is forced from your body%s!",
item->name(DESC_YOUR).c_str(),
item->cursed() ? ", shattering the curse!" : "");
}
else
{
mprf("%s falls away%s!", item->name(DESC_YOUR).c_str(),
item->cursed() ? ", shattering the curse!" : "");
}
// A mutation made us not only lose an equipment slot
// but actually removed a worn item: Funny!
xom_is_stimulated(is_artefact(*item) ? 200 : 100);
}
unequip_item(*item, false);
}
// Update slot counts, even if no item was changed.
you.equipment.update();
}
// Tries to give you the mutation by deleting a conflicting
// one, or clears out conflicting mutations if we should give
// you the mutation anyway.
// Return:
// 1 if we should stop processing (success);
// 0 if we should continue processing;
// -1 if we should stop processing (failure).
static int _handle_conflicting_mutations(mutation_type mutation,
bool override,
const string &reason,
bool temp = false)
{
// If we have one of the pair, delete all levels of the other,
// and continue processing.
for (const mutation_conflict& conflict : mut_conflicts)
{
const mutation_type confl_mut = conflict.get_conflict(mutation);
if (confl_mut == MUT_NON_MUTATION || you.get_base_mutation_level(confl_mut) == 0)
continue;
const bool innate_only = you.get_base_mutation_level(confl_mut, true, false, false)
== you.get_base_mutation_level(confl_mut);
// We can never delete innate mutations this way, so if there are no
// non-innate mutations (and we're not trying to apply to temporary
// invertable mutation, which is allowed), immediately fail.
if (innate_only && !conflict.is_inverse && !temp)
{
dprf("Delete mutation failed: %s conflicting with innate mutation %s.",
mutation_name(mutation), mutation_name(confl_mut));
return -1;
}
// Check if at least one level of the conflicting mutation is temporary.
const bool temp_b = you.has_temporary_mutation(confl_mut);
// If these are fundamentally incompatible mutations, fail unless
// this is a forced mutation. But if it is, delete all levels of
// the conflicting mutation instead, and continue on.
if (!conflict.is_inverse)
{
if (!override)
return -1;
else
{
while (_delete_single_mutation_level(confl_mut, reason, true));
return 0;
}
}
// For inverse mutations, delete one level of the conflicting
// mutation and stop there.
//
// Temporary mutations can co-exist with things they would
// ordinarily conflict with. But if both mutations are temporary,
// mark the older one for deletion.
if ((temp || temp_b) && !(temp && temp_b))
return 0; // Allow conflicting transient mutations.
else
{
_delete_single_mutation_level(confl_mut, reason, true);
return 1; // Nothing more to do.
}
}
return 0;
}
static equipment_slot _eq_type_for_mut(mutation_type mutat)
{
if (!is_body_facet(mutat))
return SLOT_UNUSED;
for (const body_facet_def &facet : _body_facets)
if (mutat == facet.mut)
return facet.slot;
return SLOT_UNUSED;
}
// Make Ashenzari suppress mutations that would shatter your cursed item.
static bool _ashenzari_blocks(mutation_type mutat)
{
if (GOD_ASHENZARI != you.religion)
return false;
if (!is_body_facet(mutat))
return false;
// Temporarily give the player this mutation, then test if doing so would
// remove a cursed item.
you.mutation[mutat] += 1;
item_def* cursed_item = nullptr;
vector<item_def*> items = you.equipment.get_forced_removal_list();
for (item_def* item : items)
{
if (item->cursed())
{
cursed_item = item;
break;
}
}
// Remember to remove it again!
you.mutation[mutat] -= 1;
if (!cursed_item)
return false;
const string msg = make_stringf(" prevents a mutation which would have shattered %s.",
cursed_item->name(DESC_YOUR).c_str());
simple_god_message(msg.c_str());
return true;
}
/// Do you have an existing mutation in the same body slot? (E.g., gloves, helmet...)
static bool _body_facet_blocks(mutation_type mutat)
{
const equipment_slot eq_type = _eq_type_for_mut(mutat);
if (eq_type == SLOT_UNUSED)
return false;
for (const body_facet_def &facet : _body_facets)
{
if (eq_type == facet.slot
&& mutat != facet.mut
&& you.get_base_mutation_level(facet.mut))
{
return true;
}
}
return false;
}
static bool _exoskeleton_incompatible(mutation_type mutat)
{
// Coglins attack with and wear aux armour on their exoskeleton-limbs,
// not their fleshy, mutation-prone hands. Disable mutations that would
// make no sense in this scheme.
switch (mutat)
{
case MUT_HOOVES:
case MUT_CLAWS:
case MUT_TALONS:
return true;
default:
return false;
}
}
// Is this mutation allowed to bypass normal suppression rules in dragon form?
static bool _draconian_dragon_form_exception(mutation_type mut)
{
if (you.form == transformation::dragon)
{
if (mut == MUT_ARMOURED_TAIL)
return true;
monster_type drag = species::dragon_form(you.species);
if (mut == MUT_SHOCK_RESISTANCE && drag == MONS_STORM_DRAGON)
return true;
if ((mut == MUT_ACIDIC_BITE || mut == MUT_ACID_RESISTANCE) && drag == MONS_ACID_DRAGON)
return true;
if (mut == MUT_STINGER && drag == MONS_SWAMP_DRAGON)
return true;
if (mut == MUT_STEAM_RESISTANCE && drag == MONS_STEAM_DRAGON)
return true;
if (mut == MUT_IRON_FUSED_SCALES && drag == MONS_IRON_DRAGON)
return true;
}
return false;
}
/**
* Is a given mutation compatible with the player's current (or base) state?
*
* This includes physiological conflicts with the player's species, as well as
* mutations suppressed by forms or even current location (ie: Teleportitis
* being inactive in the Abyss, or Nimble Swimmer only being active over water)
*
* @param mut The mutation to check.
* @param base_only Whether to consider only the player's untransformed
* state, without any other temporary effects.
*
* @return Whether the given mutation is compatible.
*
* (Mutations incompatible with the player's base form should never be
* given, while mutations merely incompatible with their current
* status should be suppressed.)
*/
bool mut_is_compatible(mutation_type mut, bool base_only)
{
const mutation_def& def = _get_mutation_def(mut);
// Suppress all general 'anatomy' mutations in most full-body forms (except
// for allowing draconians to keep species mutations in dragon form).
if (!base_only && _mut_has_flag(def, mutflag::anatomy) && form_changes_anatomy()
&& !_draconian_dragon_form_exception(mut))
{
return false;
}
// Likewise suppress 'substance' mutations in substance-changing forms, like
// statue form.
if (!base_only && _mut_has_flag(def, mutflag::substance) && form_changes_substance())
return false;
// Basic physiological conflicts (applies to some forms and also species)
if (_mut_has_flag(def, mutflag::need_blood) && !you.has_blood(!base_only))
return false;
if (_mut_has_flag(def, mutflag::need_bones) && !you.has_bones(!base_only))
return false;
if (_mut_has_flag(def, mutflag::need_hands)
&& (you.has_mutation(MUT_TENTACLE_ARMS)
|| (!base_only && you.form == transformation::eel_hands)))
{
return false;
}
if (_mut_has_flag(def, mutflag::need_feet) && !player_has_feet(!base_only, false))
return false;
if (base_only && _mut_has_flag(def, mutflag::scales))
{
// No extra scales for demonspawn already scheduled to get a different kind.
if (you.species == SP_DEMONSPAWN)
{
return any_of(begin(you.demonic_traits), end(you.demonic_traits),
[=](const player::demon_trait &t) {
return _mut_has_flag(t.mutation, mutflag::scales);});
}
// No extra scales for draconians.
if (species::is_draconian(you.species))
return true;
}
// Mutation-specific cases that do not depend on forms:
if (base_only)
{
// Only species that already have tails can get this one. For merfolk it
// would only work in the water, so skip it.
if (mut == MUT_STINGER && !you.has_tail(false))
return false;
// Need tentacles to grow something on them.
if (mut == MUT_TENTACLE_SPIKE && !you.has_innate_mutation(MUT_TENTACLE_ARMS))
return false;
// To get upgraded spit poison, you must have it innately
if (mut == MUT_SPIT_POISON && !you.has_innate_mutation(MUT_SPIT_POISON))
return false;
// Only Draconians (and gargoyles) can get wings.
if (mut == MUT_BIG_WINGS
&& !species::is_draconian(you.species) && you.species != SP_GARGOYLE)
{
return false;
}
// Only species that have innate tough skin can mutate more.
if (mut == MUT_TOUGH_SKIN && !you.has_innate_mutation(MUT_TOUGH_SKIN))
return false;
// Only species that have innate fur can mutate more.
if (mut == MUT_SHAGGY_FUR && !you.has_innate_mutation(MUT_SHAGGY_FUR))
return false;
// Formicids have stasis and so prevent mutations that would do nothing.
if (mut == MUT_TELEPORTITIS && you.stasis())
return false;
if (mut == MUT_ACUTE_VISION && you.innate_sinv())
return false;
// Already immune.
if (mut == MUT_POISON_RESISTANCE && you.is_nonliving(!base_only, !base_only))
return false;
// We can't use is_useless_skill() here, since species that can still wear
// body armour can sacrifice armour skill with Ru.
if ((mut == MUT_DEFORMED || mut == MUT_STURDY_FRAME)
&& species_apt(SK_ARMOUR) == UNUSABLE_SKILL)
{
return false;
}
// Mutations of the same slot conflict
if (_body_facet_blocks(mut))
return false;
if (you.species == SP_COGLIN && _exoskeleton_incompatible(mut))
return false;
// All remaining conflicts concern temporary status only
return true;
}
// Makhleb's marks are only active while worshipping (but you stay branded forever).
if (_mut_has_flag(def, mutflag::makhleb) && !you_worship(GOD_MAKHLEB))
return false;
if (mut == MUT_TELEPORTITIS && (base_only ? you.stasis() : you.no_tele(false) || player_in_branch(BRANCH_ABYSS)))
return false;
if (mut == MUT_SPATIAL_ENTANGLEMENT && you.stasis())
return false;
if (mut == MUT_DEMONIC_GUARDIAN && you.allies_forbidden())
return false;
if (mut == MUT_TIME_WARPED_BLOOD && you_worship(GOD_CHEIBRIADOS))
return false;
if (mut == MUT_NIMBLE_SWIMMER && !feat_is_water(env.grid(you.pos())))
return false;
return true;
}
static const char* _stat_mut_desc(mutation_type mut, bool gain)
{
stat_type stat = STAT_STR;
bool positive = gain;
switch (mut)
{
case MUT_WEAK:
positive = !positive;
case MUT_STRONG:
stat = STAT_STR;
break;
case MUT_DOPEY:
positive = !positive;
case MUT_CLEVER:
stat = STAT_INT;
break;
case MUT_CLUMSY:
positive = !positive;
case MUT_AGILE:
stat = STAT_DEX;
break;
default:
die("invalid stat mutation: %d", mut);
}
return stat_desc(stat, positive ? SD_INCREASE : SD_DECREASE);
}
/**
* Do a resistance check for the given mutation permanence class.
* Does not include divine intervention!
*
* @param mutclass The type of mutation that is checking resistance
* @param beneficial Is the mutation beneficial?
*
* @return True if a mutation is successfully resisted, false otherwise.
**/
static bool _resist_mutation(mutation_permanence_class mutclass,
bool beneficial)
{
if (you.get_mutation_level(MUT_MUTATION_RESISTANCE) == 3)
return true;
const int mut_resist_chance = mutclass == MUTCLASS_TEMPORARY ? 2 : 3;
if (you.get_mutation_level(MUT_MUTATION_RESISTANCE)
&& !one_chance_in(mut_resist_chance))
{
return true;
}
// To be nice, beneficial mutations go through removable sources of rMut.
if (you.rmut_from_item() && !beneficial
&& !one_chance_in(mut_resist_chance))
{
return true;
}
return false;
}
/*
* Try to mutate the player, along with associated bookkeeping. This accepts mutation categories as well as particular mutations.
*
* In many cases this will produce only 1 level of mutation at a time, but it may mutate more than one level if the mutation category is corrupt.
*
* If the player is at the mutation cap, this may fail.
* 1. If mutclass is innate, this will attempt to replace temporary and normal mutations (in that order) and will fail if this isn't possible (e.g. there are only innate levels).
* 2. Otherwise, this will fail. This means that a temporary mutation can block a permanent mutation of the same type in some circumstances.
*
* If the mutation conflicts with an existing one it may fail. See `_handle_conflicting_mutations`.
*
* If the player is undead, this may drain max HP instead. Draining count as success.
*
* @param which_mutation the mutation to use.
* @param reason the explanation for how the player got mutated.
* @param failMsg whether to do any messaging if this fails.
* @param force_mutation whether to override mutation protection and the like.
* @param god_gift is this a god gift? Entails overriding mutation resistance if not forced.
* @param mutclass is the mutation temporary, regular, or permanent (innate)? permanent entails force_mutation.
*
* @return whether the mutation succeeded.
*/
bool mutate(mutation_type which_mutation, const string &reason, bool failMsg,
bool force_mutation, bool god_gift, bool beneficial,
mutation_permanence_class mutclass)
{
if (which_mutation == RANDOM_BAD_MUTATION
&& mutclass == MUTCLASS_NORMAL
&& crawl_state.disables[DIS_AFFLICTIONS])
{
return true; // no fallbacks
}
god_gift |= crawl_state.is_god_acting();
if (mutclass == MUTCLASS_INNATE)
force_mutation = true;
mutation_type mutat = which_mutation;
if (!force_mutation)
{
// God gifts override all sources of mutation resistance other
// than divine protection.
if (!god_gift && _resist_mutation(mutclass, beneficial))
{
if (failMsg)
mprf(MSGCH_MUTATION, "You feel odd for a moment.");
return false;
}
// Zin's protection.
if (have_passive(passive_t::resist_mutation)
&& x_chance_in_y(you.piety(), piety_breakpoint(5)))
{
simple_god_message(" protects your body from mutation!");
return false;
}
}
// Undead bodies don't mutate, they fall apart. -- bwr
if (!you.can_safely_mutate())
{
switch (mutclass)
{
case MUTCLASS_TEMPORARY:
if (coinflip())
return false;
// fallthrough to normal mut
case MUTCLASS_NORMAL:
mprf(MSGCH_MUTATION, "Your body decomposes!");
drain_player(30, false, true, true);
return true;
case MUTCLASS_INNATE:
// You can't miss out on innate mutations just because you're
// temporarily undead.
break;
default:
die("bad fall through");
return false;
}
}
if (mutclass == MUTCLASS_NORMAL
&& (which_mutation == RANDOM_MUTATION
|| which_mutation == RANDOM_XOM_MUTATION)
&& x_chance_in_y(you.how_mutated(), 15))
{
// God gifts override mutation loss due to being heavily
// mutated.
if (!one_chance_in(3) && !god_gift && !force_mutation)
return false;
else
return delete_mutation(RANDOM_MUTATION, reason, failMsg,
force_mutation, false);
}
mutat = concretize_mut(which_mutation, mutclass);
if (!_is_valid_mutation(mutat))
return false;
// [Cha] don't allow teleportitis in sprint
if (mutat == MUT_TELEPORTITIS && crawl_state.game_is_sprint())
return false;
if (!mut_is_compatible(mutat, true))
return false;
if (mutclass != MUTCLASS_INNATE && _ashenzari_blocks(mutat))
return false;
const mutation_def& mdef = _get_mutation_def(mutat);
bool gain_msg = true;
if (mutclass == MUTCLASS_INNATE)
{
// are there any non-innate instances to replace? Prioritize temporary mutations over normal.
// Temporarily decrement the mutation value so it can be silently regained in the while loop below.
if (you.mutation[mutat] > you.innate_mutation[mutat])
{
if (you.temp_mutation[mutat] > 0)
{
you.temp_mutation[mutat]--;
you.attribute[ATTR_TEMP_MUTATIONS]--;
if (you.attribute[ATTR_TEMP_MUTATIONS] == 0)
you.attribute[ATTR_TEMP_MUT_KILLS] = 0;
}
you.mutation[mutat]--;
mprf(MSGCH_MUTATION, "Your %s mutation feels more permanent.",
mutation_name(mutat));
take_note(Note(NOTE_PERM_MUTATION, mutat,
you.get_base_mutation_level(mutat), reason.c_str()));
gain_msg = false;
}
}
if (you.mutation[mutat] >= mdef.levels)
return false;
// God gifts and forced mutations clear away conflicting mutations.
int rc = _handle_conflicting_mutations(mutat, god_gift || force_mutation,
reason,
mutclass == MUTCLASS_TEMPORARY);
if (rc == 1)
return true;
if (rc == -1)
return false;
ASSERT(rc == 0);
#ifdef USE_TILE_LOCAL
const unsigned int old_talents = your_talents().size();
#endif
const int levels = (which_mutation == RANDOM_CORRUPT_MUTATION
? min(2, mdef.levels - you.get_base_mutation_level(mutat))
: 1);
ASSERT(levels > 0); //TODO: is > too strong?
int count = levels;
while (count-- > 0)
{
// no fail condition past this point, so it is safe to do bookkeeping
you.mutation[mutat]++;
if (mutclass == MUTCLASS_TEMPORARY)
{
// do book-keeping for temporary mutations
you.temp_mutation[mutat]++;
you.attribute[ATTR_TEMP_MUTATIONS]++;
}
else if (mutclass == MUTCLASS_INNATE)
you.innate_mutation[mutat]++;
const int cur_base_level = you.get_base_mutation_level(mutat);
// More than three messages, need to give them by hand.
switch (mutat)
{
case MUT_STRONG: case MUT_AGILE: case MUT_CLEVER:
case MUT_WEAK: case MUT_CLUMSY: case MUT_DOPEY:
mprf(MSGCH_MUTATION, "You feel %s.", _stat_mut_desc(mutat, true));
gain_msg = false;
break;
case MUT_LARGE_BONE_PLATES:
{
const string arms = pluralise(species::arm_name(you.species));
mprf(MSGCH_MUTATION, "%s",
replace_all(mdef.gain[cur_base_level - 1], "arms",
arms).c_str());
gain_msg = false;
}
break;
case MUT_MISSING_HAND:
{
// n.b. we cannot use the built in pluralisation, because at
// this point the mut has already applied, and hand_name takes
// it into account.
const string hands = pluralise(you.hand_name(false));
mprf(MSGCH_MUTATION, "%s",
replace_all(mdef.gain[cur_base_level - 1], "hands",
hands).c_str());
gain_msg = false;
}
break;
case MUT_SPIT_POISON:
// Breathe poison replaces spit poison (so it takes the slot).
if (cur_base_level >= 2)
for (int i = 0; i < 52; ++i)
if (you.ability_letter_table[i] == ABIL_SPIT_POISON)
you.ability_letter_table[i] = ABIL_BREATHE_POISON;
break;
default:
break;
}
// For all those scale mutations.
you.redraw_armour_class = true;
notify_stat_change();
if (gain_msg)
mprf(MSGCH_MUTATION, "%s", mdef.gain[cur_base_level - 1]);
// Do post-mutation effects.
switch (mutat)
{
case MUT_FRAIL:
case MUT_ROBUST:
case MUT_RUGGED_BROWN_SCALES:
calc_hp();
break;
case MUT_LOW_MAGIC:
case MUT_HIGH_MAGIC:
calc_mp();
break;
case MUT_PASSIVE_MAPPING:
add_daction(DACT_REAUTOMAP);
break;
case MUT_ACUTE_VISION:
// We might have to turn autopickup back on again.
autotoggle_autopickup(false);
break;
case MUT_NIGHTSTALKER:
update_vision_range();
break;
case MUT_BIG_WINGS:
#ifdef USE_TILE
init_player_doll();
#endif
break;
case MUT_SILENCE_AURA:
case MUT_FOUL_SHADOW:
invalidate_agrid(true);
break;
case MUT_EVOLUTION:
case MUT_DEVOLUTION:
if (cur_base_level == 1)
{
you.props[EVOLUTION_MUTS_KEY] = 0;
set_evolution_mut_xp(mutat == MUT_DEVOLUTION);
}
break;
default:
break;
}
_maybe_remove_equipment(mutat);
ash_check_bondage();
xom_is_stimulated(_calc_mutation_amusement_value(mutat));
if (mutclass != MUTCLASS_TEMPORARY)
{
take_note(Note(NOTE_GET_MUTATION, mutat, cur_base_level,
reason.c_str()));
}
else
{
// only do this once regardless of how many levels got added
you.attribute[ATTR_TEMP_MUT_KILLS] =
max(you.attribute[ATTR_TEMP_MUT_KILLS], random_range(4, 7));
}
if (you.hp <= 0)
{
ouch(0, KILLED_BY_FRAILTY, MID_NOBODY,
make_stringf("gaining the %s mutation",
mutation_name(mutat)).c_str());
}
}
#ifdef USE_TILE_LOCAL
if (your_talents().size() != old_talents)
{
tiles.layout_statcol();
redraw_screen();
update_screen();
}
#endif
#ifdef DEBUG
if (mutclass != MUTCLASS_INNATE) // taken care of in perma_mutate. Skipping this here avoids validation issues in doing repairs.
validate_mutations(false);
#endif
return true;
}
/**
* If the given mutation is a 'random' type (e.g. RANDOM_GOOD_MUTATION),
* turn it into a specific appropriate mut (e.g. MUT_HORNS). Otherwise, return
* the given mut as-is.
*/
mutation_type concretize_mut(mutation_type mut,
mutation_permanence_class mutclass)
{
switch (mut)
{
case RANDOM_MUTATION:
case RANDOM_GOOD_MUTATION:
case RANDOM_BAD_MUTATION:
case RANDOM_CORRUPT_MUTATION:
case RANDOM_XOM_MUTATION:
return _get_random_mutation(mut, mutclass);
case RANDOM_SLIME_MUTATION:
return _get_random_slime_mutation();
default:
return mut;
}
}
/**
* Delete a single mutation level of fixed type `mutat`.
* If `transient` is set, allow deleting temporary mutations, and prioritize them.
* Note that if `transient` is true and there are no temporary mutations, this can delete non-temp mutations.
* If `transient` is false, and there are only temp mutations, this will fail; otherwise it will delete a non-temp mutation.
*
* @mutat the mutation to delete
* @reason why is it being deleted
* @transient whether to allow (and prioritize) deletion of temporary mutations
*
* @return whether a mutation was deleted.
*/
bool _delete_single_mutation_level(mutation_type mutat,
const string &reason,
bool transient)
{
// are there some non-innate mutations to delete?
if (you.get_base_mutation_level(mutat, false, true, true) == 0)
return false;
bool was_transient = false;
if (you.has_temporary_mutation(mutat))
{
if (transient)
was_transient = true;
else if (you.get_base_mutation_level(mutat, false, false, true) == 0) // there are only temporary mutations to delete
return false;
// fall through: there is a non-temporary mutation level that can be deleted.
}
const mutation_def& mdef = _get_mutation_def(mutat);
bool lose_msg = true;
you.mutation[mutat]--;
switch (mutat)
{
case MUT_STRONG: case MUT_AGILE: case MUT_CLEVER:
case MUT_WEAK: case MUT_CLUMSY: case MUT_DOPEY:
mprf(MSGCH_MUTATION, "You feel %s.", _stat_mut_desc(mutat, false));
lose_msg = false;
break;
case MUT_SPIT_POISON:
// Breathe poison replaces spit poison (so it takes the slot).
if (you.mutation[mutat] < 2)
for (int i = 0; i < 52; ++i)
if (you.ability_letter_table[i] == ABIL_SPIT_POISON)
you.ability_letter_table[i] = ABIL_BREATHE_POISON;
break;
case MUT_NIGHTSTALKER:
update_vision_range();
break;
case MUT_BIG_WINGS:
land_player();
#ifdef USE_TILE
init_player_doll();
#endif
break;
case MUT_HORNS:
case MUT_ANTENNAE:
case MUT_BEAK:
case MUT_CLAWS:
case MUT_HOOVES:
case MUT_TALONS:
// Recheck Ashenzari bondage in case our available slots changed.
ash_check_bondage();
break;
case MUT_SILENCE_AURA:
case MUT_FOUL_SHADOW:
invalidate_agrid(true);
break;
case MUT_EVOLUTION:
case MUT_DEVOLUTION:
if (!you.mutation[mutat])
you.props[EVOLUTION_MUTS_KEY] = 0;
break;
default:
break;
}
// For all those scale mutations.
you.redraw_armour_class = true;
notify_stat_change();
you.equipment.update();
if (lose_msg)
mprf(MSGCH_MUTATION, "%s", mdef.lose[you.mutation[mutat]]);
// Do post-mutation effects.
if (mutat == MUT_FRAIL || mutat == MUT_ROBUST
|| mutat == MUT_RUGGED_BROWN_SCALES)
{
calc_hp();
}
if (mutat == MUT_LOW_MAGIC || mutat == MUT_HIGH_MAGIC)
calc_mp();
if (was_transient)
{
--you.temp_mutation[mutat];
--you.attribute[ATTR_TEMP_MUTATIONS];
}
else
take_note(Note(NOTE_LOSE_MUTATION, mutat, you.mutation[mutat], reason));
if (you.hp <= 0)
{
ouch(0, KILLED_BY_FRAILTY, MID_NOBODY,
make_stringf("losing the %s mutation", mutation_name(mutat)).c_str());
}
return true;
}
/// Returns the mutflag corresponding to a given class of random mutations, or 0.
static mutflag _mutflag_for_random_type(mutation_type mut_type)
{
switch (mut_type)
{
case RANDOM_GOOD_MUTATION:
return mutflag::good;
case RANDOM_BAD_MUTATION:
case RANDOM_CORRUPT_MUTATION:
return mutflag::bad;
case RANDOM_SLIME_MUTATION:
return mutflag::jiyva;
case RANDOM_MUTATION:
case RANDOM_XOM_MUTATION:
default:
return (mutflag)0;
}
}
/**
* Given a type of 'random mutation' (eg RANDOM_XOM_MUTATION), return a mutation of that type that
* we can delete from the player, or else NUM_MUTATIONS.
*/
static mutation_type _concretize_mut_deletion(mutation_type mut_type)
{
switch (mut_type)
{
case RANDOM_MUTATION:
case RANDOM_GOOD_MUTATION:
case RANDOM_BAD_MUTATION:
case RANDOM_CORRUPT_MUTATION:
case RANDOM_XOM_MUTATION:
case RANDOM_SLIME_MUTATION:
break;
default:
return mut_type;
}
const mutflag mf = _mutflag_for_random_type(mut_type);
int seen = 0;
mutation_type chosen = NUM_MUTATIONS;
for (const mutation_def &mutdef : mut_data)
{
if (mf != (mutflag)0 && !_mut_has_flag(mutdef, mf))
continue;
// Check whether we have a non-innate, permanent level of this mut
if (you.get_base_mutation_level(mutdef.mutation, false, false) == 0)
continue;
++seen;
if (one_chance_in(seen))
chosen = mutdef.mutation;
}
return chosen;
}
/*
* Delete a mutation level, accepting random mutation types and checking mutation resistance.
* This will not delete temporary or innate mutations.
*
* @param which_mutation a mutation, including random
* @param reason the reason for deletion
* @param failMsg whether to message the player on failure
* @param force_mutation whether to try to override mut resistance & undeadness
* @param god_gift is the mutation a god gift & thus ignores mut resistance?
* @return true iff a mutation was deleted.
*/
bool delete_mutation(mutation_type which_mutation, const string &reason,
bool failMsg,
bool force_mutation, bool god_gift)
{
god_gift |= crawl_state.is_god_acting();
if (!force_mutation)
{
if (!god_gift)
{
if (you.get_mutation_level(MUT_MUTATION_RESISTANCE) > 1
&& (you.get_mutation_level(MUT_MUTATION_RESISTANCE) == 3
|| coinflip()))
{
if (failMsg)
mprf(MSGCH_MUTATION, "You feel rather odd for a moment.");
return false;
}
}
if (!you.can_safely_mutate())
return false;
}
const mutation_type mutat = _concretize_mut_deletion(which_mutation);
if (mutat == NUM_MUTATIONS)
return false;
return _delete_single_mutation_level(mutat, reason, false); // won't delete temp mutations
}
/*
* Delete all (non-innate) mutations.
*
* If you really need to delete innate mutations as well, have a look at `change_species_to` in species.cc.
* Changing species to human, for example, is a safe way to clear innate mutations entirely. For a
* demonspawn, you could also use wizmode code to set the level to 1.
*
* @return Whether the function found mutations to delete.
*/
bool delete_all_mutations(const string &reason)
{
bool found = false;
for (int i = 0; i < NUM_MUTATIONS; ++i)
{
while (_delete_single_mutation_level(static_cast<mutation_type>(i), reason, true))
found = true;
}
ASSERT(you.attribute[ATTR_TEMP_MUTATIONS] == 0);
ASSERT(you.how_mutated(true, false, false, true) == 0);
you.attribute[ATTR_TEMP_MUT_KILLS] = 0;
return found;
}
/*
* Delete all temporary mutations.
*
* @return Whether the function found mutations to delete.
*/
bool delete_all_temp_mutations(const string &reason)
{
bool found = false;
for (int i = 0; i < NUM_MUTATIONS; ++i)
{
while (you.has_temporary_mutation(static_cast<mutation_type>(i)))
if (_delete_single_mutation_level(static_cast<mutation_type>(i), reason, true))
found = true;
}
// the rest of the bookkeeping is handled in _delete_single_mutation_level
you.attribute[ATTR_TEMP_MUT_KILLS] = 0;
return found;
}
/*
* Delete a single level of a random temporary mutation.
* This function does not itself do XP-related bookkeeping; see `temp_mutation_wanes()`.
*
* @return Whether the function found a mutation to delete.
*/
bool delete_temp_mutation()
{
if (you.attribute[ATTR_TEMP_MUTATIONS] > 0)
{
mutation_type mutat = NUM_MUTATIONS;
int count = 0;
for (int i = 0; i < NUM_MUTATIONS; i++)
if (you.has_temporary_mutation(static_cast<mutation_type>(i)) && one_chance_in(++count))
mutat = static_cast<mutation_type>(i);
#if TAG_MAJOR_VERSION == 34
// We had a brief period (between 0.14-a0-1589-g48c4fed and
// 0.14-a0-1604-g40af2d8) where we corrupted attributes in transferred
// games.
if (mutat == NUM_MUTATIONS)
{
mprf(MSGCH_ERROR, "Found no temp mutations, clearing.");
you.attribute[ATTR_TEMP_MUTATIONS] = 0;
return false;
}
#else
ASSERTM(mutat != NUM_MUTATIONS, "Found no temp mutations, expected %d",
you.attribute[ATTR_TEMP_MUTATIONS]);
#endif
if (_delete_single_mutation_level(mutat, "temp mutation expiry", true))
return true;
}
return false;
}
/// Attempt to look up a description of this mutation in the database.
/// Not to be confused with mutation_desc().
string get_mutation_desc(mutation_type mut)
{
const char* const name = mutation_name(mut);
const string key = make_stringf("%s mutation", name);
string lookup = getLongDescription(key);
hint_replace_cmds(lookup);
ostringstream desc;
desc << lookup;
if (lookup.empty()) // Nothing found?
desc << mutation_desc(mut, -1, false) << "\n";
desc << mut_aux_attack_desc(mut);
string mut_tags = get_mutation_tags(mut);
if (!mut_tags.empty())
{
mut_tags = "Category: " + mut_tags;
const int spacing = 80 - formatted_string::parse_string(mut_tags).width();
desc << "\n" << string(spacing, ' ') << mut_tags;
}
// TODO: consider adding other fun facts here
// _get_mutation_def(mut).form_based
// type of mutation (species, etc)
// if we tracked it: source (per level, I guess?)
// gain/loss messages (to clarify to players when they get a
// confusing message)
const string quote = getQuoteString(key);
if (!quote.empty())
desc << "\n_________________\n\n<darkgrey>" << quote << "</darkgrey>";
return desc.str();
}
static void _add_mut_tag(vector<string>& tags, string str, bool disabled)
{
const string colour = disabled ? "red" : "darkgrey";
tags.push_back(make_stringf("<%s>%s</%s>", colour.c_str(), str.c_str(), colour.c_str()));
}
string get_mutation_tags(mutation_type mut)
{
vector<string> tags;
const mutation_def& def = _get_mutation_def(mut);
const bool disabled = you.has_mutation(mut, false) && !mut_is_compatible(mut);
if (_mut_has_flag(def, mutflag::anatomy))
{
_add_mut_tag(tags, "Anatomy", disabled && form_changes_anatomy()
&& !_draconian_dragon_form_exception(mut));
}
if (_mut_has_flag(def, mutflag::substance))
_add_mut_tag(tags, "Substance", disabled && form_changes_substance());
if (_mut_has_flag(def, mutflag::need_blood))
_add_mut_tag(tags, "Blood", disabled && !you.has_blood());
if (_mut_has_flag(def, mutflag::need_bones))
_add_mut_tag(tags, "Bones", disabled && !you.has_bones());
if (_mut_has_flag(def, mutflag::need_hands))
_add_mut_tag(tags, "Hands", disabled && you.form == transformation::eel_hands);
if (tags.empty())
return "";
return make_stringf("[%s]", comma_separated_line(tags.begin(), tags.end(), ", ").c_str());
}
const char* mutation_name(mutation_type mut, bool allow_category)
{
if (allow_category && mut >= CATEGORY_MUTATIONS && mut < MUT_NON_MUTATION)
return _get_category_mutation_def(mut).short_desc;
// note -- this can produce crashes if fed invalid mutations, e.g. if allow_category is false and mut is a category mutation
if (!_is_valid_mutation(mut))
return nullptr;
return _get_mutation_def(mut).short_desc;
}
const char* category_mutation_name(mutation_type mut)
{
if (mut < CATEGORY_MUTATIONS || mut >= MUT_NON_MUTATION)
return nullptr;
return _get_category_mutation_def(mut).short_desc;
}
/*
* Given some name, return a mutation type. Tries to match the short description as found in `mutation-data.h`.
* If `partial_matches` is set, it will fill the vector with any partial matches it finds. If there is exactly one,
* will return this mutation, otherwise, will fail.
*
* @param allow_category whether to include category mutation types (e.g. RANDOM_GOOD)
* @param partial_matches an optional pointer to a vector, in case the consumer wants to do something
* with the partial match results (e.g. show them to the user). If this is `nullptr`,
* will accept only exact matches.
*
* @return the mutation type if successful, otherwise NUM_MUTATIONS if it can't find a single match.
*/
mutation_type mutation_from_name(string name, bool allow_category, vector<mutation_type> *partial_matches)
{
mutation_type mutat = NUM_MUTATIONS;
string spec = lowercase_string(name);
if (allow_category)
{
for (int i = CATEGORY_MUTATIONS; i < MUT_NON_MUTATION; ++i)
{
mutation_type mut = static_cast<mutation_type>(i);
const char* mut_name_c = category_mutation_name(mut);
if (!mut_name_c)
continue;
const string mut_name = lowercase_string(mut_name_c);
if (spec == mut_name)
return mut; // note, won't fully populate partial_matches
if (partial_matches && strstr(mut_name.c_str(), spec.c_str()))
partial_matches->push_back(mut);
}
}
for (int i = 0; i < NUM_MUTATIONS; ++i)
{
mutation_type mut = static_cast<mutation_type>(i);
const char *mut_name_c = mutation_name(mut);
if (!mut_name_c)
continue;
const string mut_name = lowercase_string(mut_name_c);
if (spec == mut_name)
{
mutat = mut;
break;
}
if (partial_matches && strstr(mut_name.c_str(), spec.c_str()))
partial_matches->push_back(mut);
}
// If only one matching mutation, use that.
if (partial_matches && mutat == NUM_MUTATIONS && partial_matches->size() == 1)
mutat = (*partial_matches)[0];
return mutat;
}
/**
* A summary of what the next level of a mutation does.
*
* @param mut The mutation_type in question; e.g. MUT_FRAIL.
* @return The mutation's description, helpfully trimmed.
* e.g. "you are frail (-10% HP)".
*/
string mut_upgrade_summary(mutation_type mut)
{
if (!_is_valid_mutation(mut))
return "";
string mut_desc =
lowercase_first(mutation_desc(mut, you.mutation[mut] + 1));
strip_suffix(mut_desc, ".");
return mut_desc;
}
int mutation_max_levels(mutation_type mut)
{
if (!_is_valid_mutation(mut))
return 0;
return _get_mutation_def(mut).levels;
}
/// Return a string describing the mutation.
/// If colour is true, also add the colour annotation.
/// Not to be confused with get_mutation_desc().
string mutation_desc(mutation_type mut, int level, bool colour,
bool is_sacrifice)
{
// Ignore the player's forms, etc.
const bool ignore_player = (level != -1);
const bool active = mut_is_compatible(mut);
const bool temporary = you.has_temporary_mutation(mut);
// level == -1 means using the player's current level of this mutation
if (level == -1)
level = you.get_base_mutation_level(mut);
string result;
const mutation_def& mdef = _get_mutation_def(mut);
if (mut == MUT_ICEMAIL)
{
ostringstream ostr;
ostr << mdef.have[0] << player_icemail_armour_class() << ")";
result = ostr.str();
}
else if (mut == MUT_CONDENSATION_SHIELD)
{
ostringstream ostr;
ostr << mdef.have[0] << player_condensation_shield_class() << ")";
result = ostr.str();
}
else if (mut == MUT_SANGUINE_ARMOUR)
{
ostringstream ostr;
ostr << mdef.have[level - 1] << sanguine_armour_bonus() / 100 << ")";
result = ostr.str();
}
else if (mut == MUT_STONE_BODY)
{
ostringstream ostr;
ostr << mdef.have[0] << stone_body_armour_bonus() / 100 << ")";
result = ostr.str();
}
else if (mut == MUT_PROTEAN_GRACE)
{
ostringstream ostr;
int num = protean_grace_amount();
ostr << mdef.have[0] << num << " EV, Slay +" << num << ")";
result = ostr.str();
}
else if (mut == MUT_MP_WANDS && you.has_mutation(MUT_HP_CASTING))
result = "You expend health (3 HP) to strengthen your wands.";
else if (!ignore_player && mut == MUT_TENTACLE_ARMS)
{
const string num_tentacles = number_in_words(you.has_tentacles(false));
result = make_stringf(
"You have tentacles for arms and can constrict up to %s enemies at once.",
num_tentacles.c_str());
}
else if (!ignore_player && you.has_innate_mutation(MUT_PAWS) && mut == MUT_CLAWS)
result = "You have sharp claws."; // XX ugly override
else if (result.empty() && level > 0)
result = mdef.have[level - 1];
if (!ignore_player && !active)
result = "(" + result + ")";
if (temporary)
result = "[" + result + "]";
if (colour)
{
const char* colourname = (is_bad_mutation(mut) ? "red" : "lightgrey");
const bool permanent = you.has_innate_mutation(mut);
if (permanent)
{
const bool demonspawn = (you.species == SP_DEMONSPAWN);
const bool extra = you.get_base_mutation_level(mut, false, true, true) > 0;
if (!active || (mut == MUT_COLD_BLOODED && player_res_cold(false) > 0))
colourname = "darkgrey";
else if (is_sacrifice)
colourname = "lightred";
else if (extra)
colourname = demonspawn ? "lightcyan" : "cyan";
else
colourname = demonspawn ? "cyan" : "lightblue";
}
else if (!active)
colourname = "darkgrey";
else if (is_slime_mutation(mut))
colourname = "lightgreen";
else if (temporary)
colourname = (you.get_base_mutation_level(mut, true, false, true) > 0) ?
"lightmagenta" : "magenta";
// Build the result
ostringstream ostr;
ostr << '<' << colourname << '>' << result
<< "</" << colourname << '>';
result = ostr.str();
}
return result;
}
// Get a description for a mutation the player will gain at a future XL,
// reworded slightly to sound like they do not currently have it.
static string _future_mutation_description(mutation_type mut_type, int levels)
{
levels += you.innate_mutation[mut_type];
string mut_desc = mutation_desc(mut_type, levels);
// If we have a custom message defined for this future mutation, use it.
const char* const* future_desc = _get_mutation_def(mut_type).will_gain;
if (future_desc[levels - 1] != NULL)
return string(future_desc[levels - 1]);
// Otherwise do some simple string replacements to cover common cases.
mut_desc = replace_all(mut_desc, " can ", " will be able to ");
mut_desc = replace_all(mut_desc, " have ", " will have ");
mut_desc = replace_all(mut_desc, " are ", " will be ");
mut_desc = replace_all(mut_desc, " is ", " will be ");
return mut_desc;
}
// The "when" numbers indicate the range of times in which the mutation tries
// to place itself; it will be approximately placed between when% and
// (when + 100)% of the way through the mutations. For example, you should
// usually get all your body slot mutations in the first 2/3 of your
// mutations and you should usually only start your tier 3 facet in the second
// half of your mutations. See _order_ds_mutations() for details.
static const facet_def _demon_facets[] =
{
// Body Slot facets
{ 0, { MUT_CLAWS, MUT_CLAWS, MUT_CLAWS },
{ -33, -33, -33 } },
{ 0, { MUT_HORNS, MUT_HORNS, MUT_HORNS },
{ -33, -33, -33 } },
{ 0, { MUT_ANTENNAE, MUT_ANTENNAE, MUT_ANTENNAE },
{ -33, -33, -33 } },
{ 0, { MUT_HOOVES, MUT_HOOVES, MUT_HOOVES },
{ -33, -33, -33 } },
{ 0, { MUT_WEAKNESS_STINGER, MUT_WEAKNESS_STINGER, MUT_WEAKNESS_STINGER },
{ -33, -33, -33 } },
{ 0, { MUT_DEMONIC_TOUCH, MUT_DEMONIC_TOUCH, MUT_DEMONIC_TOUCH },
{ -33, -33, -33 } },
// Scale mutations
{ 1, { MUT_DISTORTION_FIELD, MUT_DISTORTION_FIELD, MUT_DISTORTION_FIELD },
{ -33, -33, 0 } },
{ 1, { MUT_ICY_BLUE_SCALES, MUT_ICY_BLUE_SCALES, MUT_ICY_BLUE_SCALES },
{ -33, -33, 0 } },
{ 1, { MUT_LARGE_BONE_PLATES, MUT_LARGE_BONE_PLATES, MUT_LARGE_BONE_PLATES },
{ -33, -33, 0 } },
{ 1, { MUT_MOLTEN_SCALES, MUT_MOLTEN_SCALES, MUT_MOLTEN_SCALES },
{ -33, -33, 0 } },
{ 1, { MUT_RUGGED_BROWN_SCALES, MUT_RUGGED_BROWN_SCALES,
MUT_RUGGED_BROWN_SCALES },
{ -33, -33, 0 } },
{ 1, { MUT_SLIMY_GREEN_SCALES, MUT_SLIMY_GREEN_SCALES, MUT_SLIMY_GREEN_SCALES },
{ -33, -33, 0 } },
{ 1, { MUT_THIN_METALLIC_SCALES, MUT_THIN_METALLIC_SCALES,
MUT_THIN_METALLIC_SCALES },
{ -33, -33, 0 } },
{ 1, { MUT_THIN_SKELETAL_STRUCTURE, MUT_THIN_SKELETAL_STRUCTURE,
MUT_THIN_SKELETAL_STRUCTURE },
{ -33, -33, 0 } },
{ 1, { MUT_YELLOW_SCALES, MUT_YELLOW_SCALES, MUT_YELLOW_SCALES },
{ -33, -33, 0 } },
{ 1, { MUT_STURDY_FRAME, MUT_STURDY_FRAME, MUT_STURDY_FRAME },
{ -33, -33, 0 } },
{ 1, { MUT_SANGUINE_ARMOUR, MUT_SANGUINE_ARMOUR, MUT_SANGUINE_ARMOUR },
{ -33, -33, 0 } },
{ 1, { MUT_BIG_BRAIN, MUT_BIG_BRAIN, MUT_BIG_BRAIN },
{ -33, -33, 0 } },
{ 1, { MUT_SHARP_SCALES, MUT_SHARP_SCALES, MUT_SHARP_SCALES },
{ -33, -33, 0 } },
// Tier 2 facets
{ 2, { MUT_IGNITE_BLOOD, MUT_IGNITE_BLOOD, MUT_IGNITE_BLOOD },
{ -33, 0, 0 } },
{ 2, { MUT_CONDENSATION_SHIELD, MUT_ICEMAIL, MUT_ICEMAIL },
{ -33, 0, 0 } },
{ 2, { MUT_DEMONIC_MAGIC, MUT_DEMONIC_MAGIC, MUT_DEMONIC_MAGIC },
{ -33, 0, 0 } },
{ 2, { MUT_POWERED_BY_DEATH, MUT_POWERED_BY_DEATH, MUT_POWERED_BY_DEATH },
{ -33, 0, 0 } },
{ 2, { MUT_DEMONIC_GUARDIAN, MUT_DEMONIC_GUARDIAN, MUT_DEMONIC_GUARDIAN },
{ -33, 0, 0 } },
{ 2, { MUT_SPINY, MUT_SPINY, MUT_SPINY },
{ -33, 0, 0 } },
{ 2, { MUT_POWERED_BY_PAIN, MUT_POWERED_BY_PAIN, MUT_POWERED_BY_PAIN },
{ -33, 0, 0 } },
{ 2, { MUT_FOUL_STENCH, MUT_FOUL_STENCH, MUT_FOUL_STENCH },
{ -33, 0, 0 } },
{ 2, { MUT_MANA_REGENERATION, MUT_MANA_SHIELD, MUT_MANA_LINK },
{ -33, 0, 0 } },
{ 2, { MUT_FOUL_SHADOW, MUT_FOUL_SHADOW, MUT_FOUL_SHADOW },
{ -33, 0, 0 } },
// Tier 3 facets
{ 3, { MUT_DEMONIC_WILL, MUT_TORMENT_RESISTANCE, MUT_HURL_DAMNATION },
{ 50, 50, 50 } },
{ 3, { MUT_ROBUST, MUT_ROBUST, MUT_ROBUST },
{ 50, 50, 50 } },
{ 3, { MUT_HEX_ENHANCER, MUT_BLACK_MARK, MUT_SILENCE_AURA },
{ 50, 50, 50 } },
{ 3, { MUT_AUGMENTATION, MUT_AUGMENTATION, MUT_AUGMENTATION },
{ 50, 50, 50 } },
{ 3, { MUT_CORRUPTING_PRESENCE, MUT_CORRUPTING_PRESENCE, MUT_WORD_OF_CHAOS },
{ 50, 50, 50 } },
};
static bool _works_at_tier(const facet_def& facet, int tier)
{
return facet.tier == tier;
}
typedef decltype(facet_def().muts) mut_array_t;
static bool _slot_is_unique(const mut_array_t &mut,
set<const facet_def *> facets_used)
{
set<equipment_slot> slots;
// find the equipment slot(s) used by mut
for (const body_facet_def &facet : _body_facets)
{
for (mutation_type slotmut : mut)
if (facet.mut == slotmut)
slots.insert(facet.slot);
}
if (slots.empty())
return true;
for (const facet_def *used : facets_used)
{
for (const body_facet_def &facet : _body_facets)
if (facet.mut == used->muts[0] && slots.count(facet.slot))
return false;
}
return true;
}
static vector<demon_mutation_info> _select_ds_mutations()
{
int ct_of_tier[] = { 1, 1, 2, 1 };
// 1 in 10 chance to create a monstrous set
if (one_chance_in(10))
{
ct_of_tier[0] = 3;
ct_of_tier[1] = 0;
}
try_again:
vector<demon_mutation_info> ret;
ret.clear();
int absfacet = 0;
int elemental = 0;
int cloud_producing = 0;
int retaliation = 0;
set<const facet_def *> facets_used;
for (int tier = ARRAYSZ(ct_of_tier) - 1; tier >= 0; --tier)
{
for (int nfacet = 0; nfacet < ct_of_tier[tier]; ++nfacet)
{
const facet_def* next_facet;
do
{
next_facet = &RANDOM_ELEMENT(_demon_facets);
}
while (!_works_at_tier(*next_facet, tier)
|| facets_used.count(next_facet)
|| !_slot_is_unique(next_facet->muts, facets_used));
facets_used.insert(next_facet);
for (int i = 0; i < 3; ++i)
{
mutation_type m = next_facet->muts[i];
ret.emplace_back(m, next_facet->when[i], absfacet);
if (i==0)
{
if (m == MUT_CONDENSATION_SHIELD || m == MUT_IGNITE_BLOOD)
elemental++;
if (m == MUT_FOUL_STENCH || m == MUT_IGNITE_BLOOD)
cloud_producing++;
if (m == MUT_SPINY
|| m == MUT_FOUL_STENCH
|| m == MUT_FOUL_SHADOW)
{
retaliation++;
}
}
}
++absfacet;
}
}
if (elemental > 1)
goto try_again;
if (cloud_producing > 1)
goto try_again;
if (retaliation > 1)
goto try_again;
return ret;
}
static vector<mutation_type>
_order_ds_mutations(vector<demon_mutation_info> muts)
{
vector<mutation_type> out;
vector<int> times;
FixedVector<int, 1000> time_slots;
time_slots.init(-1);
for (unsigned int i = 0; i < muts.size(); i++)
{
int first = max(0, muts[i].when);
int last = min(100, muts[i].when + 100);
int k;
do
{
k = 10 * first + random2(10 * (last - first));
}
while (time_slots[k] >= 0);
time_slots[k] = i;
times.push_back(k);
// Don't reorder mutations within a facet.
for (unsigned int j = i; j > 0; j--)
{
if (muts[j].facet == muts[j-1].facet && times[j] < times[j-1])
{
int earlier = times[j];
int later = times[j-1];
time_slots[earlier] = j-1;
time_slots[later] = j;
times[j-1] = earlier;
times[j] = later;
}
else
break;
}
}
for (int time = 0; time < 1000; time++)
if (time_slots[time] >= 0)
out.push_back(muts[time_slots[time]].mut);
return out;
}
static vector<player::demon_trait>
_schedule_ds_mutations(vector<mutation_type> muts)
{
list<mutation_type> muts_left(muts.begin(), muts.end());
list<int> slots_left;
vector<player::demon_trait> out;
for (int level = 2; level <= 27; ++level)
slots_left.push_back(level);
while (!muts_left.empty())
{
if (out.empty() // always give a mutation at XL 2
|| x_chance_in_y(muts_left.size(), slots_left.size()))
{
player::demon_trait dt;
dt.level_gained = slots_left.front();
dt.mutation = muts_left.front();
dprf("Demonspawn will gain %s at level %d",
_get_mutation_def(dt.mutation).short_desc, dt.level_gained);
out.push_back(dt);
muts_left.pop_front();
}
slots_left.pop_front();
}
return out;
}
void roll_demonspawn_mutations()
{
// intentionally create the subgenerator either way, so that this has the
// same impact on the current main rng for all chars.
rng::subgenerator ds_rng;
if (you.species != SP_DEMONSPAWN)
return;
you.demonic_traits = _schedule_ds_mutations(
_order_ds_mutations(
_select_ds_mutations()));
}
bool perma_mutate(mutation_type which_mut, int how_much, const string &reason)
{
ASSERT(_is_valid_mutation(which_mut));
ASSERT(!mut_check_conflict(which_mut, true));
int cap = get_mutation_cap(which_mut);
how_much = min(how_much, cap);
int rc = 1;
// clear out conflicting mutations
int count = 0;
while (rc == 1 && ++count < 100)
rc = _handle_conflicting_mutations(which_mut, true, reason);
ASSERT(rc == 0);
int levels = 0;
while (how_much-- > 0)
{
dprf("Perma Mutate %s: cap %d, total %d, innate %d", mutation_name(which_mut), cap,
you.get_base_mutation_level(which_mut), you.get_innate_mutation_level(which_mut));
if (you.get_base_mutation_level(which_mut, true, false, false) < cap
&& !mutate(which_mut, reason, false, true, false, false, MUTCLASS_INNATE))
{
dprf("Innate mutation failed.");
break;
}
levels++;
}
#ifdef DEBUG
// don't validate permamutate directly on level regain; this is so that wizmode level change
// functions can work correctly.
if (you.experience_level >= you.max_level)
validate_mutations(false);
#endif
return levels > 0;
}
bool temp_mutate(mutation_type which_mut, const string &reason)
{
return mutate(which_mut, reason, false, false, false, false, MUTCLASS_TEMPORARY);
}
bool temp_mutation_wanes()
{
const int starting_tmuts = you.attribute[ATTR_TEMP_MUTATIONS];
if (starting_tmuts == 0)
return false;
const int num_remove = min(starting_tmuts, random_range(2, 3));
mprf(MSGCH_DURATION, "You feel the corruption within you wane %s.",
(num_remove >= starting_tmuts ? "completely" : "somewhat"));
for (int i = 0; i < num_remove; ++i)
delete_temp_mutation(); // chooses randomly
if (you.attribute[ATTR_TEMP_MUTATIONS] > 0)
you.attribute[ATTR_TEMP_MUT_KILLS] = random_range(4, 7);
else
you.attribute[ATTR_TEMP_MUT_KILLS] = 0;
ASSERT(you.attribute[ATTR_TEMP_MUTATIONS] < starting_tmuts);
return true;
}
// Returns the number of *distinct* types of temporary mutations the player currently has.
int temp_mutation_count()
{
int count = 0;
for (int i = 0; i < NUM_MUTATIONS && count < you.attribute[ATTR_TEMP_MUTATIONS]; ++i)
if (you.temp_mutation[i] > 0)
++count;
return count;
}
/**
* How mutated is the player?
*
* @param normal Whether to count normal mutations (default true).
* @param silver Whether to count innate mutations that affect silver vulnerability (default false).
* @param all_innate Whether to count all innate mutations (default false). Includes and supercedes \c silver.
* @param temp Whether to count temporary mutations (default false).
* @param levels Whether to add up mutation levels, as opposed to just counting number of mutations (default true).
*
* @return Either the number of matching mutations, or the sum of their levels, depending on \c levels.
*/
int player::how_mutated(bool normal, bool silver, bool all_innate, bool temp, bool levels) const
{
int result = 0;
for (int i = 0; i < NUM_MUTATIONS; ++i)
{
if (you.mutation[i])
{
// Infernal Marks should count for silver vulnerability despite
// being permanent mutations.
const bool innate = all_innate
|| silver
&& (is_makhleb_mark(static_cast<mutation_type>(i))
|| you.species == SP_DEMONSPAWN);
int mut_level = get_base_mutation_level(static_cast<mutation_type>(i),
innate, temp, normal);
// Ru sacrifices count as innate mutations, but should not make
// demonspawn extra-vulnerable to silver.
if (silver && !all_innate && mut_level > 0)
mut_level -= you.sacrifices[i];
if (levels)
result += mut_level;
else if (mut_level > 0)
result++;
}
}
ASSERT(result >= 0);
return result;
}
bool player::has_any_mutations() const
{
return how_mutated(true, true, true, true, true) > 0;
}
// Primary function to handle demonic guardians.
// Guardian tier is partially based on player experience level. This should
// allow players to get the mutation early without it going totally out of
// control.
void check_demonic_guardian()
{
// Players hated by all monsters don't get guardians, so that they aren't
// swarmed by hostile executioners whenever things get rough.
if (you.allies_forbidden())
return;
const int mutlevel = you.get_mutation_level(MUT_DEMONIC_GUARDIAN);
if (you.duration[DUR_DEMONIC_GUARDIAN] == 0)
{
monster_type mt;
int guardian_str = mutlevel + div_rand_round(you.experience_level - 9, 9);
switch (guardian_str)
{
case 1:
mt = random_choose(MONS_WHITE_IMP, MONS_UFETUBUS,
MONS_IRON_IMP, MONS_SHADOW_IMP);
break;
case 2:
mt = random_choose(MONS_ORANGE_DEMON, MONS_ICE_DEVIL,
MONS_RUST_DEVIL, MONS_HELLWING);
break;
case 3:
mt = random_choose(MONS_SOUL_EATER, MONS_SMOKE_DEMON,
MONS_SIXFIRHY, MONS_SUN_DEMON);
break;
case 4:
mt = random_choose(MONS_BALRUG, MONS_CACODEMON, MONS_SIN_BEAST,
MONS_ZYKZYL);
break;
case 5:
mt = random_choose(MONS_EXECUTIONER, MONS_HELL_SENTINEL,
MONS_BRIMSTONE_FIEND);
break;
default:
die("Invalid demonic guardian level: %d", mutlevel);
}
monster *guardian = create_monster(
mgen_data(mt, BEH_FRIENDLY, you.pos(), MHITYOU,
MG_FORCE_BEH | MG_AUTOFOE).set_summoned(&you, 0, summ_dur(2)));
if (!guardian)
return;
guardian->flags |= MF_NO_REWARD;
guardian->flags |= MF_DEMONIC_GUARDIAN;
// no more guardians for mutlevel+1 to mutlevel+20 turns
you.duration[DUR_DEMONIC_GUARDIAN] = 10*(mutlevel + random2(20));
mpr("A demonic guardian appears!");
}
}
/**
* Update the map knowledge based on any monster detection sources the player
* has.
*/
void check_monster_detect()
{
int radius = player_monster_detect_radius();
if (radius <= 0)
return;
for (radius_iterator ri(you.pos(), radius, C_SQUARE); ri; ++ri)
{
monster* mon = monster_at(*ri);
map_cell& cell = env.map_knowledge(*ri);
if (!mon)
{
if (cell.detected_monster())
cell.clear_monster();
continue;
}
if (mon->is_firewood())
continue;
// [ds] If the PC remembers the correct monster at this
// square, don't trample it with MONS_SENSED. Forgetting
// legitimate monster memory affects travel, which can
// path around mimics correctly only if it can actually
// *see* them in monster memory -- overwriting the mimic
// with MONS_SENSED causes travel to bounce back and
// forth, since every time it leaves LOS of the mimic, the
// mimic is forgotten (replaced by MONS_SENSED).
// XXX: since mimics were changed, is this safe to remove now?
const monster_type remembered_monster = cell.monster();
if (remembered_monster == mon->type)
continue;
const monster_type mc = mon->friendly() ? MONS_SENSED_FRIENDLY
: have_passive(passive_t::detect_montier)
? ash_monster_tier(mon)
: MONS_SENSED;
env.map_knowledge(*ri).set_detected_monster(mc);
// Don't bother warning the player (or interrupting autoexplore) about
// friendly monsters or those known to be easy, or those recently
// warned about
if (mc == MONS_SENSED_TRIVIAL || mc == MONS_SENSED_EASY
|| mc == MONS_SENSED_FRIENDLY || mon->wont_attack()
|| testbits(mon->flags, MF_SENSED))
{
continue;
}
for (radius_iterator ri2(mon->pos(), 2, C_SQUARE); ri2; ++ri2)
{
if (you.see_cell(*ri2))
{
mon->flags |= MF_SENSED;
interrupt_activity(activity_interrupt::sense_monster);
break;
}
}
}
}
int augmentation_amount()
{
int amount = 0;
const int level = you.get_mutation_level(MUT_AUGMENTATION);
for (int i = 0; i < level; ++i)
{
if (you.hp >= ((i + level) * you.hp_max) / (2 * level))
amount++;
}
return amount;
}
void reset_powered_by_death_duration()
{
const int pbd_dur = random_range(2, 5);
you.set_duration(DUR_POWERED_BY_DEATH, pbd_dur);
}
/// How much XP is required for your next [d]evolution mutation?
static int _evolution_mut_xp(bool malignant)
{
int xp = exp_needed(you.experience_level + 1)
- exp_needed(you.experience_level);
if (malignant)
return xp / 4;
return xp;
}
/// Update you.attribute[ATTR_EVOL_XP].
void set_evolution_mut_xp(bool malignant)
{
// Intentionally erase any 'excess' XP to avoid this triggering
// too quickly in the early game after big XP gains.
you.attribute[ATTR_EVOL_XP] = _evolution_mut_xp(malignant);
dprf("setting evol XP to %d", you.attribute[ATTR_EVOL_XP]);
}
int protean_grace_amount()
{
return min(you.how_mutated(true, false, false, true, false) - 1, 7);
}
const string bane_name(bane_type bane, bool dbkey)
{
string short_name = bane_data[bane_index[bane]].name;
if (dbkey)
{
if (starts_with(short_name, "the"))
short_name = short_name.substr(4, short_name.length());
return lowercase(short_name);
}
else
return make_stringf("Bane of %s", short_name.c_str());
}
int bane_base_duration(bane_type bane)
{
return bane_data[bane_index[bane]].duration;
}
const string bane_desc(bane_type bane)
{
if (bane == BANE_DILETTANTE && you.banes[bane])
{
CrawlVector& vec = you.props[DILETTANTE_SKILL_KEY].get_vector();
return make_stringf("Your skill with %s, %s, and %s is reduced.",
skill_name(static_cast<skill_type>(vec[0].get_int())),
skill_name(static_cast<skill_type>(vec[1].get_int())),
skill_name(static_cast<skill_type>(vec[2].get_int())));
}
return bane_data[bane_index[bane]].description;
}
/*
* Given some name, return a bane type. Tries to match the short description as found in `bane-data.h`.
* If `partial_matches` is set, it will fill the vector with any partial matches it finds. If there is exactly one,
* will return this bane, otherwise, will fail.
*
* @param partial_matches an optional pointer to a vector, in case the consumer wants to do something
* with the partial match results (e.g. show them to the user). If this is `nullptr`,
* will accept only exact matches.
*
* @return the bane type if successful, otherwise NUM_BANES if it can't find a single match.
*/
bane_type bane_from_name(string name, vector<bane_type> *partial_matches)
{
bane_type bane = NUM_BANES;
string spec = lowercase_string(name);
for (int i = 0; i < NUM_BANES; ++i)
{
bane_type ban = static_cast<bane_type>(i);
const string ban_name_c = bane_name(ban, true);
if (ban_name_c.empty())
continue;
const string ban_name = lowercase_string(ban_name_c);
if (spec == ban_name)
{
bane = ban;
break;
}
if (partial_matches && strstr(ban_name.c_str(), spec.c_str()))
partial_matches->push_back(ban);
}
// If only one matching bane, use that.
if (partial_matches && bane == NUM_BANES && partial_matches->size() == 1)
return (*partial_matches)[0];
return bane;
}
static bool _bane_is_compatible(bane_type bane)
{
#if TAG_MAJOR_VERSION == 34
if (bane == BANE_RECKLESS_REMOVED)
return false;
#endif
return true;
}
static bool _skill_sorter(const pair<skill_type, int>& a,
const pair<skill_type, int>& b)
{
return a.second > b.second;
}
// Select skills to penalize by the Bane of the Dilettante.
// We select the highest weapon skill and the 2 highest 'magic' skills
// (including invocations and evocations, but not spellcasting).
static void _init_bane_dilettante()
{
CrawlVector& sk = you.props[DILETTANTE_SKILL_KEY].get_vector();
sk.clear();
vector<pair<skill_type, int>> wp_skills;
for (skill_type skill = SK_FIRST_WEAPON; skill <= SK_LAST_WEAPON; ++skill)
{
if (is_removed_skill(skill))
continue;
wp_skills.push_back({skill, you.skill(skill, 100, true, false)});
}
wp_skills.push_back({SK_UNARMED_COMBAT, you.skill(SK_UNARMED_COMBAT, 100, true, false)});
vector<pair<skill_type, int>> mag_skills;
for (skill_type skill = SK_FIRST_MAGIC_SCHOOL; skill <= SK_LAST_MAGIC; ++skill)
{
if (is_removed_skill(skill))
continue;
mag_skills.push_back({skill, you.skill(skill, 100, true, false)});
}
mag_skills.push_back({SK_EVOCATIONS, you.skill(SK_EVOCATIONS, 100, true, false)});
mag_skills.push_back({SK_INVOCATIONS, you.skill(SK_INVOCATIONS, 100, true, false)});
shuffle_array(wp_skills);
shuffle_array(mag_skills);
sort(wp_skills.begin(), wp_skills.end(), _skill_sorter);
sort(mag_skills.begin(), mag_skills.end(), _skill_sorter);
sk.push_back(wp_skills[0].first);
sk.push_back(mag_skills[0].first);
sk.push_back(mag_skills[1].first);
}
/**
* Give the player a bane. If the player already suffers from the bane in
* question, extend its duration.
*
* @param bane The type of bane to give. If NUM_BANES, give an entirely
* random bane that the player does not already have.
* @param reason The source of this bane (for note-taking)
* @param duration The duration (in XP-units) this bane will last. If 0, use
* the default duration for this type of bane.
* @param mult A multiplier to the base duration this bane will last, as a
* percentage. Defaults to 100.
*
* @return Whether a bane was successfully added.
*/
bool add_bane(bane_type bane, string reason, int duration, int mult)
{
if (bane == NUM_BANES)
{
vector<bane_type> candidates;
for (int i = 0; i < NUM_BANES; ++i)
if (you.banes[i] == 0 && _bane_is_compatible(static_cast<bane_type>(i)))
candidates.push_back(static_cast<bane_type>(i));
if (candidates.empty())
{
mprf("You are already as afflicted as possible.");
return false;
}
bane = candidates[random2(candidates.size())];
}
if (duration == 0)
duration = bane_data[bane_index[bane]].duration;
duration = duration * mult / 100;
if (you.banes[bane] == 0)
mprf(MSGCH_WARN, "You are stricken with the %s.", bane_name(bane).c_str());
else
mprf(MSGCH_WARN, "Your %s grows stronger.", bane_name(bane).c_str());
you.banes[bane] += duration;
// Choose which skills to penalty
if (bane == BANE_DILETTANTE)
_init_bane_dilettante();
take_note(Note(NOTE_GET_BANE, bane, 0, reason));
return true;
}
void remove_bane(bane_type bane)
{
mprf(MSGCH_RECOVERY, "The %s upon you is lifted.", bane_name(bane).c_str());
you.banes[bane] = 0;
if (bane == BANE_MORTALITY)
add_daction(DACT_BANE_MORTALITY_CLEANUP);
take_note(Note(NOTE_LOSE_BANE, bane));
}
// Calculate how many XLs worth of XP it would take for the player to remove a
// specified bane. If they do not have the bane, this is calculated as if they
// had it for its default duration (as affected by mult)
int xl_to_remove_bane(bane_type bane, int mult)
{
int progress = 0;
int you_skill_cost_level = you.skill_cost_level;
int you_xp = you.total_experience;
const int cost_factor =
(you.has_mutation(MUT_ACCURSED) || you.undead_state() != US_ALIVE) ? 2
: 1;
const int amount = you.banes[bane] > 0 ? you.banes[bane]
: bane_data[bane_index[bane]].duration * mult / 100;
const int bane_xp = amount * cost_factor;
while (progress < bane_xp)
{
const int next_level = skill_cost_needed(you_skill_cost_level + 1);
// max xp that can be added (or subtracted) in one pass of the loop
int max_xp = abs(next_level - you_xp);
const int cost = calc_skill_cost(you_skill_cost_level);
// Maximum number of points to transfer in one go.
// It's max_xp/cost rounded up.
const int max_skp = max((max_xp + cost - 1) / cost, 1);
skill_diff delta;
delta.skill_points = min<int>(abs((bane_xp - progress)),
max_skp);
delta.experience = delta.skill_points * cost;
progress += delta.skill_points;
you_xp += delta.experience;
you_skill_cost_level = calc_skill_cost_level(you_xp, you_skill_cost_level);
}
const int xp_diff = you_xp - you.total_experience;
const int level_diff = xp_to_level_diff(xp_diff / 10, 10);
return level_diff;
}
bool skill_has_dilettante_penalty(skill_type skill)
{
if (!you.has_bane(BANE_DILETTANTE))
return false;
CrawlVector& sk = you.props[DILETTANTE_SKILL_KEY].get_vector();
for (int i = 0; i < sk.size(); ++i)
if (sk[i].get_int() == skill)
return true;
return false;
}
// Potentially apply one of several banes that have a chance to affect any new
// monster the player encounters.
void maybe_apply_bane_to_monster(monster& mons)
{
if (mons.is_peripheral()
|| mons.is_summoned()
|| mons.attitude != ATT_HOSTILE
|| mons.temp_attitude() != ATT_HOSTILE)
{
return;
}
if (you.has_bane(BANE_PARADOX) && !mons.has_spell(SPELL_MANIFOLD_ASSAULT)
&& mons_has_attacks(mons)
&& one_chance_in(7))
{
simple_monster_message(mons, " is touched by paradox!");
mons.add_ench(mon_enchant(ENCH_PARADOX_TOUCHED, nullptr, INFINITE_DURATION));
}
// Give this one out to entire groups at once, since it does surprisingly
// little to be given to just one monster in an entire group, on average.
if (you.has_bane(BANE_WARDING) && one_chance_in(6))
{
mons.add_ench(mon_enchant(ENCH_WARDING, nullptr, INFINITE_DURATION));
// Cap the magnitude of number of things affects in extremely dense
// situations, preferring
int max_affected = 8;
for (distance_iterator di(mons.pos(), true, true, LOS_RADIUS); di; ++di)
{
if (!mons.see_cell_no_trans(*di))
continue;
if (monster* mon2 = monster_at(*di))
{
if (!testbits(mon2->flags, MF_SEEN) && !mon2->is_peripheral()
&& mon2->attitude == ATT_HOSTILE)
{
mon2->add_ench(mon_enchant(ENCH_WARDING, nullptr, INFINITE_DURATION));
if (--max_affected == 0)
break;
}
}
}
}
}
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