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
|
/* File: mon-clone.cc
* Summary: Code to clone existing monsters and to create player illusions.
*/
#include "AppHdr.h"
#include "arena.h"
#include "artefact.h"
#include "coord.h"
#include "directn.h"
#include "externs.h"
#include "env.h"
#include "items.h"
#include "libutil.h"
#include "mgen_data.h"
#include "monster.h"
#include "mon-behv.h"
#include "mon-clone.h"
#include "mon-enum.h"
#include "mon-iter.h"
#include "mon-place.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "player.h"
#include "random.h"
#include "terrain.h"
#include "transform.h"
#include "view.h"
const std::string clone_master_key = "mcloneorig";
const std::string clone_slave_key = "mclonedupe";
static std::string _monster_clone_id_for(monsters *mons)
{
return make_stringf("%s%d",
mons->name(DESC_PLAIN, true).c_str(),
you.num_turns);
}
static bool _monster_clone_exists(monsters *mons)
{
if (!mons->props.exists(clone_master_key))
return (false);
const std::string clone_id = mons->props[clone_master_key].get_string();
for (monster_iterator mi; mi; ++mi)
{
monsters *thing(*mi);
if (thing->props.exists(clone_slave_key)
&& thing->props[clone_slave_key].get_string() == clone_id)
return (true);
}
return (false);
}
bool mons_is_illusion(monsters *mons)
{
return (mons->type == MONS_PLAYER_ILLUSION
|| mons->type == MONS_MARA_FAKE
|| mons->props.exists(clone_slave_key));
}
bool mons_is_illusion_cloneable(monsters *mons)
{
return (!mons_is_illusion(mons) && !_monster_clone_exists(mons));
}
bool player_is_illusion_cloneable()
{
for (monster_iterator mi; mi; ++mi)
{
if (mi->type == MONS_PLAYER_ILLUSION && mi->mname == you.your_name)
return (false);
}
return (true);
}
bool actor_is_illusion_cloneable(actor *target)
{
if (target->atype() == ACT_PLAYER)
{
ASSERT(target == &you);
return player_is_illusion_cloneable();
}
else
{
return mons_is_illusion_cloneable(target->as_monster());
}
}
static void _mons_summon_monster_illusion(monsters *caster,
monsters *foe)
{
// If the monster's clone is still kicking around, don't clone it again.
if (!mons_is_illusion_cloneable(foe))
return;
// [ds] Bind the original target's attitude before calling
// clone_mons, since clone_mons also updates arena bookkeeping.
//
// If an enslaved caster creates a clone from a regular hostile,
// the clone should still be friendly:
const mon_attitude_type clone_att =
caster->friendly() ? ATT_FRIENDLY : caster->attitude;
unwind_var<mon_attitude_type> att(foe->attitude, clone_att);
bool cloning_visible = false;
const int clone_idx = clone_mons(foe, true, &cloning_visible);
if (clone_idx != NON_MONSTER)
{
const std::string clone_id = _monster_clone_id_for(foe);
monsters *clone = &menv[clone_idx];
clone->props[clone_slave_key] = clone_id;
foe->props[clone_master_key] = clone_id;
mons_add_blame(clone,
"woven by " + caster->name(DESC_NOCAP_THE));
if (!clone->has_ench(ENCH_ABJ))
clone->mark_summoned(6, true, MON_SUMM_CLONE);
// Discard unsuitable enchantments.
clone->del_ench(ENCH_CHARM);
clone->del_ench(ENCH_STICKY_FLAME);
clone->del_ench(ENCH_CORONA);
behaviour_event(clone, ME_ALERT, MHITNOT, caster->pos());
if (cloning_visible)
{
if (!you.can_see(caster))
mprf("%s seems to step out of %s!",
foe->name(DESC_CAP_THE).c_str(),
foe->pronoun(PRONOUN_REFLEXIVE).c_str());
else
mprf("%s seems to draw %s out of %s!",
caster->name(DESC_CAP_THE).c_str(),
foe->name(DESC_NOCAP_THE).c_str(),
foe->pronoun(PRONOUN_REFLEXIVE).c_str());
}
}
}
static void _init_player_illusion_properties(monsterentry *me)
{
me->holiness = you.holiness();
// [ds] If we're cloning the player, use their base holiness, not
// the effects of their Necromutation spell. This is important
// since Necromutation users presumably also have Dispel Undead
// available to them. :P
if (transform_changed_physiology() && me->holiness == MH_UNDEAD)
me->holiness = MH_NATURAL;
}
// [ds] Not *all* appropriate enchantments are mapped -- only things
// that are (presumably) internal to the body, like haste and
// poisoning, and specifically not external effects like corona and
// sticky flame.
enchant_type player_duration_to_mons_enchantment(duration_type dur)
{
switch (dur)
{
case DUR_INVIS: return ENCH_INVIS;
case DUR_CONF: return ENCH_CONFUSION;
case DUR_PARALYSIS: return ENCH_PARALYSIS;
case DUR_SLOW: return ENCH_SLOW;
case DUR_HASTE: return ENCH_HASTE;
case DUR_MIGHT: return ENCH_MIGHT;
case DUR_BERSERKER: return ENCH_BERSERK;
case DUR_POISONING: return ENCH_POISON;
case DUR_SWIFTNESS: return ENCH_SWIFT;
default: return ENCH_NONE;
}
}
static void _mons_load_player_enchantments(monsters *creator, monsters *target)
{
for (int i = 0; i < NUM_DURATIONS; ++i)
{
if (you.duration[i] > 0)
{
const duration_type dur(static_cast<duration_type>(i));
const enchant_type ench =
player_duration_to_mons_enchantment(dur);
if (ench == ENCH_NONE)
continue;
target->add_ench(mon_enchant(ench,
0,
creator->kill_alignment(),
you.duration[i]));
}
}
}
void mons_summon_illusion_from(monsters *monster, actor *foe,
spell_type spell_cast)
{
if (foe->atype() == ACT_PLAYER)
{
ASSERT(foe == &you);
const int midx =
create_monster(
mgen_data(MONS_PLAYER_ILLUSION, SAME_ATTITUDE(monster), monster,
6, spell_cast, monster->pos(), monster->foe, 0));
if (midx != -1)
{
mpr("There is a horrible, sudden wrenching feeling in your soul!",
MSGCH_WARN);
monsters *clone = &menv[midx];
// Change type from player ghost.
clone->type = MONS_PLAYER_ILLUSION;
_init_player_illusion_properties(
get_monster_data(MONS_PLAYER_ILLUSION));
_mons_load_player_enchantments(monster, clone);
}
}
else
{
monsters *mfoe = foe->as_monster();
_mons_summon_monster_illusion(monster, mfoe);
}
}
bool mons_clonable(const monsters* mon, bool needs_adjacent)
{
// No uniques or ghost demon monsters. Also, figuring out the name
// for the clone of a named monster isn't worth it.
if (mons_is_unique(mon->type)
|| mons_is_ghost_demon(mon->type)
|| mon->is_named())
{
return (false);
}
if (needs_adjacent)
{
// Is there space for the clone?
bool square_found = false;
for (int i = 0; i < 8; i++)
{
const coord_def p = mon->pos() + Compass[i];
if (in_bounds(p)
&& !actor_at(p)
&& monster_habitable_grid(mon, grd(p)))
{
square_found = true;
break;
}
}
if (!square_found)
return (false);
}
// Is the monster carrying an artefact?
for (int i = 0; i < NUM_MONSTER_SLOTS; i++)
{
const int index = mon->inv[i];
if (index == NON_ITEM)
continue;
if (is_artefact(mitm[index]))
return (false);
}
return (true);
}
int clone_mons(const monsters* orig, bool quiet, bool* obvious,
coord_def pos)
{
// Is there an open slot in menv?
monsters* mons = get_free_monster();
if (!mons)
return (NON_MONSTER);
if (!in_bounds(pos))
{
// Find an adjacent square.
int squares = 0;
for (int i = 0; i < 8; i++)
{
const coord_def p = orig->pos() + Compass[i];
if (in_bounds(p)
&& !actor_at(p)
&& monster_habitable_grid(orig, grd(p)))
{
if (one_chance_in(++squares))
pos = p;
}
}
if (squares == 0)
return (NON_MONSTER);
}
ASSERT( !actor_at(pos) );
*mons = *orig;
mons->set_position(pos);
mgrd(pos) = mons->mindex();
// Duplicate objects, or unequip them if they can't be duplicated.
for (int i = 0; i < NUM_MONSTER_SLOTS; i++)
{
const int old_index = orig->inv[i];
if (old_index == NON_ITEM)
continue;
const int new_index = get_item_slot(0);
if (new_index == NON_ITEM)
{
mons->unequip(mitm[old_index], i, 0, true);
mons->inv[i] = NON_ITEM;
continue;
}
mons->inv[i] = new_index;
mitm[new_index] = mitm[old_index];
mitm[new_index].set_holding_monster(mons->mindex());
}
bool _obvious;
if (obvious == NULL)
obvious = &_obvious;
*obvious = false;
if (you.can_see(orig) && you.can_see(mons))
{
if (!quiet)
simple_monster_message(orig, " is duplicated!");
*obvious = true;
}
mark_interesting_monst(mons, mons->behaviour);
if (you.can_see(mons))
{
handle_seen_interrupt(mons);
viewwindow();
}
if (crawl_state.game_is_arena())
arena_placed_monster(mons);
return (mons->mindex());
}
|