File: shout.cc

package info (click to toggle)
crawl 2%3A0.34.0-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 100,188 kB
  • sloc: cpp: 363,709; ansic: 27,765; javascript: 9,516; python: 8,463; perl: 3,293; java: 3,132; xml: 2,380; makefile: 1,835; sh: 611; objc: 250; cs: 15; sed: 9; lisp: 3
file content (1303 lines) | stat: -rw-r--r-- 41,002 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
/**
 * @file
 * @brief Stealth, noise, shouting.
**/

#include "AppHdr.h"

#include "shout.h"

#include <sstream>

#include "act-iter.h"
#include "areas.h"
#include "art-enum.h"
#include "artefact.h"
#include "branch.h"
#include "database.h"
#include "directn.h"
#include "english.h"
#include "env.h"
#include "exercise.h"
#include "ghost.h"
#include "god-passive.h"
#include "hints.h"
#include "item-status-flag-type.h"
#include "jobs.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "prompt.h"
#include "religion.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "view.h"
#include "viewchar.h"

static noise_grid _noise_grid;
static void _monster_apply_noise(monster *mons,
                                 const coord_def &apparent_source,
                                 int noise_intensity_millis);

/// By default, what database lookup key corresponds to each shout type?
static const map<shout_type, string> default_msg_keys = {
    { S_SILENT,         "" },
    { S_SHOUT,          "__SHOUT" },
    { S_BARK,           "__BARK" },
    { S_HOWL,           "__HOWL" },
    { S_SHOUT2,         "__TWO_SHOUTS" },
    { S_ROAR,           "__ROAR" },
    { S_SCREAM,         "__SCREAM" },
    { S_BELLOW,         "__BELLOW" },
    { S_BLEAT,          "__BLEAT" },
    { S_TRUMPET,        "__TRUMPET" },
    { S_SCREECH,        "__SCREECH" },
    { S_BUZZ,           "__BUZZ" },
    { S_MOAN,           "__MOAN" },
    { S_GURGLE,         "__GURGLE" },
    { S_CROAK,          "__CROAK" },
    { S_GROWL,          "__GROWL" },
    { S_HISS,           "__HISS" },
    { S_SKITTER,        "__SKITTER" },
    { S_FAINT_SKITTER,  "__FAINT_SKITTER" },
    { S_DEMON_TAUNT,    "__DEMON_TAUNT" },
    { S_CHERUB,         "__CHERUB" },
    { S_SQUEAL,         "__SQUEAL" },
    { S_LOUD_ROAR,      "__LOUD_ROAR" },
    { S_RUSTLE,         "__RUSTLE" },
    { S_SQUEAK,         "__SQUEAK" },
    { S_CAW,            "__CAW" },
    { S_LAUGH,          "__LAUGH" },
};

/**
 * What's the appropriate DB lookup key for a given monster's shouts?
 *
 * @param mons      The monster in question.
 * @return          A name for the monster; e.g. "orc", "Kirke", "pandemonium
 *                  lord", "Fire Elementalist player ghost".
 */
static string _shout_key(const monster &mons)
{
    // Pandemonium demons have random names, so use "pandemonium lord"
    if (mons.type == MONS_PANDEMONIUM_LORD)
        return "pandemonium lord";

    // Search for player ghost shout by the ghost's job.
    if (mons.type == MONS_PLAYER_GHOST)
    {
        const ghost_demon &ghost = *(mons.ghost);
        const string ghost_job         = get_job_name(ghost.job);
        return ghost_job + " player ghost";
    }

    // everything else just goes by name.
    return mons_type_name(mons.type, DESC_PLAIN);
}

/**
 * Let a monster consider whether or not it wants to shout, and, if so, shout.
 *
 * @param mon       The monster in question.
 */
void monster_consider_shouting(monster &mon)
{
    if (one_chance_in(5))
        return;

    // Friendly or neutral monsters don't shout.
    // XXX: redundant with one of two uses (mon-behv.cc)
    if (mon.friendly() || mon.neutral())
        return;

    monster_attempt_shout(mon);
}

/**
 * If it's at all possible for a monster to shout, have it do so.
 *
 * @param mon       The monster in question.
 * @return          Whether a shout occurred.
 */
bool monster_attempt_shout(monster &mon)
{
    if (mon.cannot_act() || mon.asleep() || mon.has_ench(ENCH_DUMB))
        return false;

    const shout_type shout = mons_shouts(mon.type, false);

    // Silent monsters can give noiseless "visual shouts" if the
    // player can see them, in which case silence isn't checked for.
    // Muted & silenced monsters can't shout at all.
    if (shout == S_SILENT && !mon.visible_to(&you)
        || shout != S_SILENT && mon.is_silenced())
    {
        return false;
    }

    monster_shout(mon, shout);
    return true;
}


/**
 * Have a monster perform a specific shout.
 *
 * @param mons      The monster in question.
 * @param shout    The shout_type to use.
 */
void monster_shout(monster &mons, int shout)
{
    shout_type s_type = static_cast<shout_type>(shout);
    mon_acting mact(&mons);

    // less specific, more specific.
    const string default_msg_key
        = mons.type == MONS_PLAYER_GHOST ?
                 "player ghost" :
                 lookup(default_msg_keys, s_type, "__BUGGY");
    const string key = _shout_key(mons);

    // Now that we have the message key, get a random verb and noise level
    // for pandemonium lords.
    if (s_type == S_DEMON_TAUNT)
        s_type = mons_shouts(mons.type, true);

    // Tries to find an entry for "name seen" or "name unseen",
    // and if no such entry exists then looks simply for "name".
    const bool seen = you.can_see(mons);
    const string suffix = seen ? " seen" : " unseen";
    string message = getShoutString(key, suffix);

    if (message == "__DEFAULT" || message == "__NEXT")
        message = getShoutString(default_msg_key, suffix);
    else if (message.empty())
    {
        char mchar = mons_base_char(mons.type);

        // See if there's a shout for all monsters using the
        // same glyph/symbol
        string glyph_key = "'";

        // Database keys are case-insensitive.
        if (isaupper(mchar))
            glyph_key += "cap-";

        glyph_key += mchar;
        glyph_key += "'";
        message = getShoutString(glyph_key, suffix);

        if (message.empty() || message == "__DEFAULT")
            message = getShoutString(default_msg_key, suffix);
    }

    if (default_msg_key == "__BUGGY")
    {
        msg::streams(MSGCH_SOUND) << "You hear something buggy!"
                                  << endl;
    }
    else if (s_type == S_SILENT && (message.empty() || message == "__NONE"))
        ; // No "visual shout" defined for silent monster, do nothing.
    else if (message.empty()) // Still nothing found?
    {
        msg::streams(MSGCH_DIAGNOSTICS)
            << "No shout entry for default shout type '"
            << default_msg_key << "'" << endl;

        msg::streams(MSGCH_SOUND) << "You hear something buggy!"
                                  << endl;
    }
    else if (message == "__NONE")
    {
        msg::streams(MSGCH_DIAGNOSTICS)
            << "__NONE returned as shout for non-silent monster '"
            << default_msg_key << "'" << endl;
        msg::streams(MSGCH_SOUND) << "You hear something buggy!"
                                  << endl;
    }
    else if (s_type == S_SILENT || !silenced(you.pos()))
    {
        msg_channel_type channel = MSGCH_TALK;
        if (s_type == S_SILENT)
            channel = MSGCH_TALK_VISUAL;

        strip_channel_prefix(message, channel);

        if (channel != MSGCH_TALK_VISUAL || seen)
        {
            message = do_mon_str_replacements(message, mons, s_type);
            msg::streams(channel) << message << endl;
        }
    }

    const int  noise_level = get_shout_noise_level(s_type);
    const bool heard       = noisy(noise_level, mons.pos(), mons.mid);

    if (crawl_state.game_is_hints() && (heard || you.can_see(mons)))
        learned_something_new(HINT_MONSTER_SHOUT, mons.pos());
}

int monster_perception(monster* mons)
{
    if (!you.visible_to(mons))
        return 5;

    return monster_perception(mons->get_hit_dice(), mons_intel(*mons), mons->asleep());
}

int monster_perception(int HD, mon_intel_type intel, bool is_asleep)
{
    // Intelligent monsters are better at noticing the player, and those who are
    // awake are significantly moreso.
    static const int intel_factor[] = {15, 20, 30};
    const int perc_mult = intel_factor[intel] + (!is_asleep ? 15 : 0);
    const int perc = (5 + HD * 3 / 2) * perc_mult / 20;

    // Very low HD enemies still have a minimum perception.
    return max(12, perc);
}

bool check_awaken(monster* mons, int stealth)
{
    // Usually redundant because we iterate over player LOS.
    // Maybe can be removed now that xray_vision is gone?
    if (!mons->see_cell(you.pos()))
        return false;

    // Monsters forcibly put to sleep should never wake up of their own accord
    // until it wears off.
    if (mons_is_deep_asleep(*mons))
        return false;

    // Berserkers aren't really concerned about stealth.
    if (you.berserk())
        return true;

    // If you've sacrificed stealth, you always alert monsters.
    if (you.get_mutation_level(MUT_NO_STEALTH))
        return true;


    int mons_perc = monster_perception(mons);

    if (x_chance_in_y(mons_perc, stealth))
        return true; // Oops, the monster wakes up!

    // You didn't wake the monster!
    if (you.can_see(*mons) // to avoid leaking information
        && !mons->wont_attack()
        && !mons->neutral() // include pacified monsters
        && mons_class_gives_xp(mons->type))
    {
        practise_sneaking();
    }

    return false;
}

void item_noise(const item_def &item, actor &act, string msg, int loudness)
{
    // TODO: messaging for cases where act != you. (This doesn't come up right
    // now.)
    if (is_unrandom_artefact(item))
    {
        // "Your Singing Sword" sounds disrespectful
        // (as if there could be more than one!)
        msg = replace_all(msg, "@Your_weapon@", "@The_weapon@");
        msg = replace_all(msg, "@your_weapon@", "@the_weapon@");
    }

    // Set appropriate channel (will usually be TALK).
    msg_channel_type channel = MSGCH_TALK;

    string param;
    const string::size_type pos = msg.find(":");

    if (pos != string::npos)
        param = msg.substr(0, pos);

    if (!param.empty())
    {
        bool match = true;

        if (param == "DANGER")
            channel = MSGCH_DANGER;
        else if (param == "WARN")
            channel = MSGCH_WARN;
        else if (param == "SOUND")
            channel = MSGCH_SOUND;
        else if (param == "PLAIN")
            channel = MSGCH_PLAIN;
        else if (param == "SPELL")
            channel = MSGCH_FRIEND_SPELL;
        else if (param == "ENCHANT")
            channel = MSGCH_FRIEND_ENCHANT;
        else if (param == "VISUAL")
            channel = MSGCH_TALK_VISUAL;
        else if (param != "TALK")
            match = false;

        if (match)
            msg = msg.substr(pos + 1);
    }

    if (msg.empty()) // give default noises
    {
        channel = MSGCH_SOUND;
        msg = "You hear a strange noise.";
    }

    // Replace weapon references. Can't use DESC_THE because that includes
    // pluses etc. and we want just the basename.
    msg = replace_all(msg, "@The_weapon@", "The @weapon@");
    msg = replace_all(msg, "@the_weapon@", "the @weapon@");
    msg = replace_all(msg, "@Your_weapon@", "Your @weapon@");
    msg = replace_all(msg, "@your_weapon@", "your @weapon@");
    msg = replace_all(msg, "@weapon@", item.name(DESC_BASENAME));

    // replace references to player name and god
    msg = replace_all(msg, "@player_name@", you.your_name);
    msg = replace_all(msg, "@player_god@",
                      you_worship(GOD_NO_GOD) ? "atheism"
                      : god_name(you.religion, coinflip()));
    msg = replace_all(msg, "@player_genus@",
                species::name(you.species, species::SPNAME_GENUS));
    msg = replace_all(msg, "@a_player_genus@",
                article_a(species::name(you.species, species::SPNAME_GENUS)));
    msg = replace_all(msg, "@player_genus_plural@",
                pluralise(species::name(you.species, species::SPNAME_GENUS)));

    msg = maybe_pick_random_substring(msg);
    msg = maybe_capitalise_substring(msg);

    mprf(channel, "%s", msg.c_str());

    if (channel != MSGCH_TALK_VISUAL)
        noisy(loudness, act.pos());
}

// TODO: Let artefacts besides weapons generate noise.
void noisy_equipment(const item_def &weapon)
{
    if (silenced(you.pos()) || !one_chance_in(20))
        return;

    string msg;

    if (is_unrandom_artefact(weapon))
    {
        string name = weapon.name(DESC_QUALNAME, false, true, false, false);
        msg = getSpeakString(name);
        if (msg == "NONE")
            return;
    }

    if (msg.empty())
        msg = getSpeakString("noisy weapon");

    item_noise(weapon, you, msg, 20);
}

// Berserking monsters cannot be ordered around.
static bool _follows_orders(monster* mon)
{
    return mon->friendly()
           && !mon->berserk_or_frenzied()
           && !mon->is_peripheral()
           && !mon->has_ench(ENCH_HAUNTING)
           && !mon->has_ench(ENCH_VEXED);
}

// Sets foe target of friendly monsters.
// If allow_patrol is true, patrolling monsters get MHITNOT instead.
static void _set_friendly_foes(bool allow_patrol = false)
{
    for (monster_near_iterator mi(you.pos()); mi; ++mi)
    {
        if (!_follows_orders(*mi))
            continue;
        if (you.pet_target != MHITNOT && mi->behaviour == BEH_WITHDRAW)
        {
            mi->behaviour = BEH_SEEK;
            mi->patrol_point = coord_def(0, 0);
        }
        mi->foe = (allow_patrol && mi->is_patrolling() ? int{MHITNOT}
                                                       : you.pet_target);
    }
}

static void _set_allies_patrol_point(bool clear = false)
{
    for (monster_near_iterator mi(you.pos()); mi; ++mi)
    {
        if (!_follows_orders(*mi))
            continue;
        mi->patrol_point = (clear ? coord_def(0, 0) : mi->pos());
        if (!clear)
            mi->behaviour = BEH_WANDER;
        else
            mi->behaviour = BEH_SEEK;
        mi->travel_path.clear();
    }
}

static void _set_allies_withdraw(const coord_def &target)
{
    coord_def delta = target - you.pos();
    float mult = float(LOS_DEFAULT_RANGE * 3) / (float)max(abs(delta.x), abs(delta.y));
    coord_def rally_point = clamp_in_bounds(coord_def(delta.x * mult, delta.y * mult) + you.pos());

    for (monster_near_iterator mi(you.pos()); mi; ++mi)
    {
        if (!_follows_orders(*mi))
            continue;
        if (mons_class_flag(mi->type, M_STATIONARY))
            continue;
        mi->behaviour = BEH_WITHDRAW;
        mi->target = clamp_in_bounds(target);
        mi->patrol_point = rally_point;
        mi->foe = MHITNOT;

        mi->props.erase(LAST_POS_KEY);
        mi->props.erase(BLOCKED_DEADLINE_KEY);
    }
}

/// Prompt the player to issue orders. Returns the key pressed.
static int _issue_orders_prompt()
{
    mprf(MSGCH_PROMPT, "What are your orders?");
    if (!you.cannot_speak())
    {
        string cap_shout = you.shout_verb(false);
        cap_shout[0] = toupper_safe(cap_shout[0]);
        mprf(" t - %s!", cap_shout.c_str());
    }

    if (!you.berserk() && !you.confused())
    {
        mpr("Orders for allies: a - Attack new target.");
        mpr("                   r - Retreat!             s - Stop attacking.");
        mpr("                   g - Guard the area.      f - Follow me.");
    }
    mpr(" Anything else - Cancel.");

    flush_prev_message(); // buffer doesn't get flushed otherwise

    const int keyn = get_ch();
    clear_messages();
    return keyn;
}

/// If the monster is invisible, can at least one of your allies see them?
static bool _allies_can_see(const monster &mon)
{
    if (!mon.invisible())
        return true; // XXX: even if we have no allies?
    for (monster_near_iterator mi(you.pos()); mi; ++mi)
        if (_follows_orders(*mi) && mi->can_see_invisible())
            return true;
    return false;
}

/**
 * Issue the order specified by the given key.
 *
 * @param keyn              The key the player just pressed.
 * @param mons_targd[out]   Who the player's allies should be targeting as a
 *                          result of this command.
 * @return                  Whether a command actually executed (and the value
 *                          of mons_targd should be used).
 */
static bool _issue_order(int keyn, int &mons_targd)
{
    if (you.berserk() || you.confused())
    {
        canned_msg(MSG_OK);
        return false;
    }

    switch (keyn)
    {
        case 'f':
        case 's':
            mons_targd = MHITYOU;
            if (keyn == 'f')
            {
                // Don't reset patrol points for 'Stop fighting!'
                _set_allies_patrol_point(true);
                mpr("Follow me!");
            }
            else
                mpr("Stop fighting!");
            break;

        case 'g':
            mpr("Guard this area!");
            mons_targd = MHITNOT;
            _set_allies_patrol_point();
            break;

        case 'a':
        {
            direction_chooser_args args;
            args.restricts = DIR_TARGET;
            args.mode = TARG_HOSTILE;
            args.needs_path = false;
            args.top_prompt = "Gang up on whom?";
            dist targ;
            direction(targ, args);

            if (targ.isCancel)
            {
                canned_msg(MSG_OK);
                return false;
            }

            if (!targ.isValid)
            {
                canned_msg(MSG_NOTHING_THERE);
                return false;
            }

            const monster* m = monster_at(targ.target);
            if (!m || !you.can_see(*m))
            {
                canned_msg(MSG_NOTHING_THERE);
                return false;
            }

            if (!_allies_can_see(*m))
            {
                mprf("%s is invisible, and you have no allies that can see %s.",
                     m->name(DESC_THE).c_str(),
                     m->pronoun(PRONOUN_OBJECTIVE).c_str());
                return false;
            }

            mons_targd = m->mindex();
        }
            break;

        case 'r':
        {
            direction_chooser_args args;
            args.restricts = DIR_TARGET;
            args.mode = TARG_NON_ACTOR;
            args.needs_path = false;
            args.top_prompt = "Retreat in which direction?";
            dist targ;
            direction(targ, args);

            if (targ.isCancel)
            {
                canned_msg(MSG_OK);
                return false;
            }

            if (targ.isValid)
            {
                mpr("Fall back!");
                mons_targd = MHITNOT;
            }

            _set_allies_withdraw(targ.target);
        }
            break;

        default:
            canned_msg(MSG_OK);
            return false;
    }

    return true;
}

static string _allies_who_cant_see_invis()
{
    // We assume that at least some of your allies can see the target, since we
    // forbid giving attack orders for a target none of your allies can see.
    monster *non_sinv_ally = nullptr;
    for (monster_near_iterator mi(you.pos()); mi; ++mi)
    {
        if (!_follows_orders(*mi) || mi->can_see_invisible())
            continue;
        if (non_sinv_ally)
            return "some of your allies";
        non_sinv_ally = *mi;
    }

    if (non_sinv_ally)
        return non_sinv_ally->name(DESC_YOUR);
    return "";
}

static void _check_unseen_target(int mindex)
{
    const monster &target = env.mons[mindex];
    if (!target.invisible())
        return;

    const string allies = _allies_who_cant_see_invis();
    if (allies.empty())
        return;
    mprf("%s is invisible, and %s can't see %s.",
         target.name(DESC_THE).c_str(),
         allies.c_str(),
         target.pronoun(PRONOUN_OBJECTIVE).c_str());
}

/**
 * Prompt the player to either change their allies' orders or to shout.
 *
 * XXX: it'd be nice if shouting was a separate command.
 * XXX: this should maybe be in another file.
 */
void issue_orders()
{
    ASSERT(!crawl_state.game_is_arena());

    if (you.cannot_speak() && you.berserk())
    {
        mpr("You're too berserk to give orders, and you can't shout!");
        return;
    }

    const int keyn = _issue_orders_prompt();
    if (keyn == '!' || keyn == 't') // '!' for [very] old keyset
    {
        yell();
        you.turn_is_over = true;
        return;
    }

    int mons_targd = MHITNOT; // XXX: just use you.pet_target directly?
    if (!_issue_order(keyn, mons_targd))
        return;

    you.turn_is_over = true;
    you.pet_target = mons_targd;
    // Allow patrolling for "Stop fighting!"
    _set_friendly_foes(keyn == 's');

    if (mons_targd != MHITNOT && mons_targd != MHITYOU)
    {
        mpr("Attack!");
        _check_unseen_target(mons_targd);
    }
}

/**
 * Make the player yell, either at a monster, themselves, or at nothing in particular.
 *
 * @target     The target to yell at; may be null.
 */
void yell(const actor* target)
{
    ASSERT(!crawl_state.game_is_arena());

    const string shout_verb = you.shout_verb(target != nullptr);
    const int noise_level = you.shout_volume();

    if (you.cannot_speak())
    {
        if (target)
        {
            if (silenced(you.pos()))
            {
                mprf("You feel %s rip itself from your throat, "
                     "but you make no sound!",
                     article_a(shout_verb).c_str());
            }
            else
            {
                mprf("You feel a strong urge to %s, but "
                     "you are unable to make a sound!",
                     shout_verb.c_str());
            }
        }
        else
            mpr("You are unable to make a sound!");

        return;
    }

    if (target)
    {
        mprf("You %s%s at %s!",
             shout_verb.c_str(),
             you.duration[DUR_RECITE] ? " your recitation" : "",
             target && target->is_player() ? "yourself"
                                           : target->name(DESC_THE).c_str());
    }
    else
    {
        const char *fugue_suff = you.duration[DUR_FUGUE] ?
            ", and the damned howl along" : "";
        mprf(MSGCH_SOUND, "You %s%s%s!",
             shout_verb.c_str(),
             you.berserk() ? " wildly" : " for attention",
             fugue_suff);
    }

    noisy(noise_level, you.pos());
}

void apply_noises()
{
    // [ds] This copying isn't awesome, but we cannot otherwise handle
    // the case where one set of noises wakes up monsters who then let
    // out yips of their own, modifying _noise_grid while it is in the
    // middle of propagate_noise().
    if (_noise_grid.dirty())
    {
        noise_grid copy = _noise_grid;
        // Reset the main grid.
        _noise_grid.reset();
        copy.propagate_noise();
    }
}

// noisy() has a messaging service for giving messages to the player
// as appropriate.
bool noisy(int original_loudness, const coord_def& where,
           const char *msg, mid_t who, bool fake_noise)
{
    ASSERT_IN_BOUNDS(where);

    if (original_loudness <= 0)
        return false;

    // high ambient noise makes sounds harder to hear
    const int ambient = ambient_noise();
    const int loudness =
        ambient < 0 ? original_loudness + random2avg(abs(ambient), 3)
                    : original_loudness - random2avg(abs(ambient), 3);

    int adj_loudness = loudness;
    if (you.see_cell(where))
    {
        if (have_passive(passive_t::dampen_noise))
            adj_loudness = div_rand_round(adj_loudness, 2);
        if (you.unrand_equipped(UNRAND_THIEF))
            adj_loudness = div_rand_round(adj_loudness, 2);
    }

    dprf(DIAG_NOISE, "Noise %d (orig: %d; ambient: %d) at pos(%d,%d)",
         adj_loudness, original_loudness, ambient, where.x, where.y);

    if (adj_loudness <= 0)
        return false;

    // If the origin is silenced there is no noise, unless we're
    // faking it.
    if (silenced(where) && !fake_noise)
        return false;

    // [ds] Reduce noise propagation for Sprint.
    const int scaled_loudness =
        crawl_state.game_is_sprint()? max(1, div_rand_round(adj_loudness, 2))
                                    : adj_loudness;

    // The multiplier converts to milli-auns which are used internally
    // by noise propagation.
    const int multiplier = 1000;

    // Add +1 to scaled_loudness so that all squares adjacent to a
    // sound of loudness 1 will hear the sound.
    const string noise_msg(msg ? msg : "");
    _noise_grid.register_noise(
        noise_t(where, noise_msg, (scaled_loudness + 1) * multiplier, who,
                fake_noise));

    // Some users of noisy() want an immediate answer to whether the
    // player heard the noise. The deferred noise system also means
    // that soft noises can be drowned out by loud noises. For both
    // these reasons, use the simple old noise system to check if the
    // player heard the noise:
    const int dist = loudness;
    const int player_distance = grid_distance(you.pos(), where);

    // Message the player.
    if (player_distance <= dist && player_can_hear(where))
    {
        if (msg && !fake_noise)
            mprf(MSGCH_SOUND, "%s", msg);
        return true;
    }
    return false;
}

bool noisy(int loudness, const coord_def& where, mid_t who)
{
    return noisy(loudness, where, nullptr, who);
}

// This fakes noise even through silence.
bool fake_noisy(int loudness, const coord_def& where)
{
    return noisy(loudness, where, nullptr, MID_NOBODY, true);
}

//////////////////////////////////////////////////////////////////////////////
// noise machinery

// Currently noise attenuation depends solely on the feature in question.
// Permarock walls are assumed to completely kill noise.
static int _noise_attenuation_millis(const coord_def &pos)
{
    const dungeon_feature_type feat = env.grid(pos);

    if (feat_is_permarock(feat))
        return NOISE_ATTENUATION_COMPLETE;

    return BASE_NOISE_ATTENUATION_MILLIS *
            (feat_is_wall(feat)        ? 12 :
             feat_is_closed_door(feat) ?  8 :
             feat_is_tree(feat)        ?  3 :
             feat_is_statuelike(feat)  ?  2 :
                                          1);
}

noise_cell::noise_cell()
    : neighbour_delta(0, 0), noise_id(-1), noise_intensity_millis(0),
      noise_travel_distance(0)
{
}

bool noise_cell::can_apply_noise(int _noise_intensity_millis) const
{
    return noise_intensity_millis < _noise_intensity_millis;
}

bool noise_cell::apply_noise(int _noise_intensity_millis,
                             int _noise_id,
                             int _noise_travel_distance,
                             const coord_def &_neighbour_delta)
{
    if (can_apply_noise(_noise_intensity_millis))
    {
        noise_id = _noise_id;
        noise_intensity_millis = _noise_intensity_millis;
        noise_travel_distance = _noise_travel_distance;
        neighbour_delta = _neighbour_delta;
        return true;
    }
    return false;
}

int noise_cell::turn_angle(const coord_def &next_delta) const
{
    if (neighbour_delta.origin())
        return 0;

    // Going in reverse?
    if (next_delta.x == -neighbour_delta.x
        && next_delta.y == -neighbour_delta.y)
    {
        return 4;
    }

    const int xdiff = abs(neighbour_delta.x - next_delta.x);
    const int ydiff = abs(neighbour_delta.y - next_delta.y);
    return xdiff + ydiff;
}

noise_grid::noise_grid()
    : cells(), noises(), affected_actor_count(0)
{
}

void noise_grid::reset()
{
    cells.init(noise_cell());
    noises.clear();
    affected_actor_count = 0;
}

void noise_grid::register_noise(const noise_t &noise)
{
    noise_cell &target_cell(cells(noise.noise_source));
    if (target_cell.can_apply_noise(noise.noise_intensity_millis))
    {
        const int noise_index = noises.size();
        noises.push_back(noise);
        noises[noise_index].noise_id = noise_index;
        cells(noise.noise_source).apply_noise(noise.noise_intensity_millis,
                                              noise_index,
                                              0,
                                              coord_def(0, 0));
    }
}

void noise_grid::propagate_noise()
{
    if (noises.empty())
        return;

#ifdef DEBUG_NOISE_PROPAGATION
    dprf(DIAG_NOISE, "noise_grid: %u noises to apply",
         (unsigned int)noises.size());
#endif
    vector<coord_def> noise_perimeter[2];
    int circ_index = 0;

    for (const noise_t &noise : noises)
        noise_perimeter[circ_index].push_back(noise.noise_source);

    int travel_distance = 0;
    while (!noise_perimeter[circ_index].empty())
    {
        const vector<coord_def> &perimeter(noise_perimeter[circ_index]);
        vector<coord_def> &next_perimeter(noise_perimeter[!circ_index]);
        ++travel_distance;
        for (const coord_def &p : perimeter)
        {
            const noise_cell &cell(cells(p));

            if (!cell.silent())
            {
                apply_noise_effects(p,
                                    cell.noise_intensity_millis,
                                    noises[cell.noise_id]);

                const int attenuation = _noise_attenuation_millis(p);
                // If the base noise attenuation kills the noise, go no farther:
                if (noise_is_audible(cell.noise_intensity_millis - attenuation))
                {
                    // [ds] Not using adjacent iterator which has
                    // unnecessary overhead for the tight loop here.
                    for (int xi = -1; xi <= 1; ++xi)
                    {
                        for (int yi = -1; yi <= 1; ++yi)
                        {
                            if (xi || yi)
                            {
                                const coord_def next_position(p.x + xi,
                                                              p.y + yi);
                                if (in_bounds(next_position))
                                {
                                    if (propagate_noise_to_neighbour(
                                            attenuation,
                                            travel_distance,
                                            cell, p,
                                            next_position))
                                    {
                                        next_perimeter.push_back(next_position);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        noise_perimeter[circ_index].clear();
        circ_index = !circ_index;
    }

#ifdef DEBUG_NOISE_PROPAGATION
    if (affected_actor_count)
    {
        mprf(MSGCH_WARN, "Writing noise grid with %d noise sources",
             (int) noises.size());
        dump_noise_grid("noise-grid.html");
    }
#endif
}

bool noise_grid::propagate_noise_to_neighbour(int base_attenuation,
                                              int travel_distance,
                                              const noise_cell &cell,
                                              const coord_def &current_pos,
                                              const coord_def &next_pos)
{
    noise_cell &neighbour(cells(next_pos));
    if (!neighbour.can_apply_noise(cell.noise_intensity_millis
                                   - base_attenuation))
    {
        return false;
    }

    const int noise_turn_angle = cell.turn_angle(next_pos - current_pos);
    const int turn_attenuation =
        noise_turn_angle? (base_attenuation * (100 + noise_turn_angle * 25)
                           / 100)
        : base_attenuation;
    const int attenuated_noise_intensity =
        cell.noise_intensity_millis - turn_attenuation;
    if (noise_is_audible(attenuated_noise_intensity))
    {
        const int neighbour_old_distance = neighbour.noise_travel_distance;
        if (neighbour.apply_noise(attenuated_noise_intensity,
                                  cell.noise_id,
                                  travel_distance,
                                  next_pos - current_pos))
            // Return true only if we hadn't already registered this
            // cell as a neighbour (presumably with a lower volume).
            return neighbour_old_distance != travel_distance;
    }
    return false;
}

void noise_grid::apply_noise_effects(const coord_def &pos,
                                     int noise_intensity_millis,
                                     const noise_t &noise)
{
    // Real noises don't have any effect in silenced squares.
    if (silenced(pos) && !noise.fake_noise)
        return;

    if (you.pos() == pos)
    {
        // This stores noise heard at the player's position for
        // display in the HUD. A more interesting (and much more complicated)
        // way of doing this might be to sample from the noise grid at
        // selected distances from the player. Dealing with terrain is a bit
        // nightmarish for this alternative, though, so I'm going to keep it
        // simple.
        you.los_noise_level = max(you.los_noise_level, noise_intensity_millis);
    }

    if (monster *mons = monster_at(pos))
    {
        if (mons->alive()
            && !mons_is_deep_asleep(*mons)
            && mons->mid != noise.noise_producer_mid)
        {
            const coord_def perceived_position =
                noise_perceived_position(mons, pos, noise);
            _monster_apply_noise(mons, perceived_position,
                                 noise_intensity_millis);
            ++affected_actor_count;
        }
    }
}

// Given an actor at affected_pos and a given noise, calculates where
// the actor might think the noise originated.
//
// [ds] Let's keep this brutally simple, since the player will
// probably not notice even if we get very clever:
//
//  - If the cells can see each other, return the actual source position.
//
//  - If the cells cannot see each other, calculate a noise source as follows:
//
//    Calculate a noise centroid between the noise source and the observer,
//    weighted to the noise source if the noise has travelled in a straight line,
//    weighted toward the observer the more the noise has deviated from a
//    straight line.
//
//    Fuzz the centroid by the extra distance the noise has travelled over
//    the straight line distance. This is where the observer will think the
//    noise originated.
//
//    Thus, if the noise has travelled in a straight line, the observer
//    will know the exact origin, 100% of the time, even if the
//    observer is all the way across the level.
coord_def noise_grid::noise_perceived_position(actor *act,
                                               const coord_def &affected_pos,
                                               const noise_t &noise) const
{
    const int noise_travel_distance = cells(affected_pos).noise_travel_distance;
    if (!noise_travel_distance)
        return noise.noise_source;

    const int cell_grid_distance =
        grid_distance(affected_pos, noise.noise_source);

    if (cell_grid_distance <= LOS_RADIUS)
    {
        if (act->see_cell(noise.noise_source))
            return noise.noise_source;
    }

    const int extra_distance_covered =
        noise_travel_distance - cell_grid_distance;

    const int source_weight = 200;
    const int target_weight =
        extra_distance_covered?
        75 * extra_distance_covered / cell_grid_distance
        : 0;

    const coord_def noise_centroid =
        target_weight?
        (noise.noise_source * source_weight + affected_pos * target_weight)
        / (source_weight + target_weight)
        : noise.noise_source;

    const int fuzz = extra_distance_covered;
    coord_def fuzz_rnd;
    fuzz_rnd.x = random_range(-fuzz, fuzz, 2);
    fuzz_rnd.y = random_range(-fuzz, fuzz, 2);
    const coord_def perceived_point =
        fuzz?
        noise_centroid + fuzz_rnd
        : noise_centroid;

    const coord_def final_perceived_point =
        !in_bounds(perceived_point)?
        clamp_in_bounds(perceived_point)
        : perceived_point;

#ifdef DEBUG_NOISE_PROPAGATION
    dprf(DIAG_NOISE, "[NOISE] Noise perceived by %s at (%d,%d) "
         "centroid (%d,%d) source (%d,%d) "
         "heard at (%d,%d), distance: %d (travelled %d)",
         act->name(DESC_PLAIN, true).c_str(),
         final_perceived_point.x, final_perceived_point.y,
         noise_centroid.x, noise_centroid.y,
         noise.noise_source.x, noise.noise_source.y,
         affected_pos.x, affected_pos.y,
         cell_grid_distance, noise_travel_distance);
#endif
    return final_perceived_point;
}

#ifdef DEBUG_NOISE_PROPAGATION

#include <cmath>

// Return HTML RGB triple given a hue and assuming chroma of 0.86 (220)
static string _hue_rgb(int hue)
{
    const int chroma = 220;
    const double hue2 = hue / 60.0;
    const int x = chroma * (1.0 - fabs(hue2 - floor(hue2 / 2) * 2 - 1));
    int red = 0, green = 0, blue = 0;
    if (hue2 < 1)
        red = chroma, green = x;
    else if (hue2 < 2)
        red = x, green = chroma;
    else if (hue2 < 3)
        green = chroma, blue = x;
    else if (hue2 < 4)
        green = x, blue = chroma;
    else
        red = x, blue = chroma;
    // Other hues are not generated, so skip them.
    return make_stringf("%02x%02x%02x", red, green, blue);
}

static string _noise_intensity_styles()
{
    // Hi-intensity sound will be red (HSV 0), low intensity blue (HSV 240).
    const int hi_hue = 0;
    const int lo_hue = 240;
    const int huespan = lo_hue - hi_hue;

    const int max_intensity = 25;
    string styles;
    for (int intensity = 1; intensity <= max_intensity; ++intensity)
    {
        const int hue = lo_hue - intensity * huespan / max_intensity;
        styles += make_stringf(".i%d { background: #%s }\n",
                               intensity, _hue_rgb(hue).c_str());

    }
    return styles;
}

static void _write_noise_grid_css(FILE *outf)
{
    fprintf(outf,
            "<style type='text/css'>\n"
            "body { font-family: monospace; padding: 0; margin: 0; "
            "line-height: 100%% }\n"
            "%s\n"
            "</style>",
            _noise_intensity_styles().c_str());
}

void noise_grid::write_cell(FILE *outf, coord_def p, int ch) const
{
    const int intensity = min(25, cells(p).noise_intensity_millis / 1000);
    if (intensity)
        fprintf(outf, "<span class='i%d'>&#%d;</span>", intensity, ch);
    else
        fprintf(outf, "<span>&#%d;</span>", ch);
}

void noise_grid::write_noise_grid(FILE *outf) const
{
    // Duplicate the screenshot() trick.
    FixedVector<char32_t, NUM_DCHAR_TYPES> char_table_bk;
    char_table_bk = Options.char_table;

    init_char_table(CSET_ASCII);
    init_show_table();

    fprintf(outf, "<div>\n");
    // Write the whole map out without checking for mappedness. Handy
    // for debugging level-generation issues.
    for (int y = 0; y < GYM; ++y)
    {
        for (int x = 0; x < GXM; ++x)
        {
            coord_def p(x, y);
            if (you.pos() == coord_def(x, y))
                write_cell(outf, p, '@');
            else
                write_cell(outf, p, get_feature_def(env.grid[x][y]).symbol());
        }
        fprintf(outf, "<br>\n");
    }
    fprintf(outf, "</div>\n");
}

void noise_grid::dump_noise_grid(const string &filename) const
{
    FILE *outf = fopen_u(filename.c_str(), "w");
    fprintf(outf, "<!DOCTYPE html><html><head>");
    _write_noise_grid_css(outf);
    fprintf(outf, "</head>\n<body>\n");
    write_noise_grid(outf);
    fprintf(outf, "</body></html>\n");
    fclose(outf);
}
#endif

static void _monster_apply_noise(monster *mons,
                                 const coord_def &apparent_source,
                                 int noise_intensity_millis)
{
#ifdef DEBUG_NOISE_PROPAGATION
    dprf(DIAG_NOISE, "[NOISE] Actor %s (%d,%d) perceives noise (%d) "
         "from (%d,%d), real source (%d,%d), distance: %d, noise travelled: %d",
         act->name(DESC_PLAIN, true).c_str(),
         act->pos().x, act->pos().y,
         noise_intensity_millis,
         apparent_source.x, apparent_source.y,
         noise.noise_source.x, noise.noise_source.y,
         grid_distance(act->pos(), noise.noise_source),
         noise_travel_distance);
#else
    UNUSED(noise_intensity_millis);
#endif

    // If the perceived noise came from within the player's LOS, any
    // monster that hears it will have a chance to guess that the
    // noise was triggered by the player, depending on how close it was to
    // the player. This happens independently of actual noise source.
    //
    // The probability is calculated as p(x) = (-90/R)x + 100, which is
    // linear from p(0) = 100 to p(R) = 10. This replaces a version that
    // was 100% from 0 to 3, and 0% outward.
    //
    // behaviour around the old breakpoint for R=8: p(3) = 66, p(4) = 55.

    const int player_distance = grid_distance(apparent_source, you.pos());
    const int alert_prob = max(player_distance * -90 / LOS_RADIUS + 100, 0);

    if (x_chance_in_y(alert_prob, 100))
        behaviour_event(mons, ME_ALERT, &you, apparent_source); // shout + set you as foe
    else
        behaviour_event(mons, ME_DISTURB, 0, apparent_source); // wake
}