File: mon-death.cc

package info (click to toggle)
crawl 2%3A0.7.1-3
  • links: PTS
  • area: main
  • in suites: squeeze
  • size: 30,420 kB
  • ctags: 23,018
  • sloc: cpp: 244,317; ansic: 16,144; perl: 2,214; makefile: 984; python: 488; objc: 250; ruby: 200; sh: 140
file content (389 lines) | stat: -rw-r--r-- 11,078 bytes parent folder | download
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
/*
 *  File:       mon-death.cc
 *  Summary:    Monster death functionality (kraken, uniques, and so-on).
 */

#include "AppHdr.h"
#include "mon-death.h"

#include "areas.h"
#include "database.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-iter.h"
#include "mon-speak.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "random.h"
#include "religion.h"
#include "state.h"
#include "stuff.h"
#include "transform.h"
#include "view.h"

// Pikel and band.
bool mons_is_pikel (monsters* mons)
{
    return (mons->type == MONS_PIKEL
            || (mons->props.exists("original_name")
                && mons->props["original_name"].get_string() == "Pikel"));
}

void pikel_band_neutralise (bool check_tagged)
{
    bool message_made = false;

    for (monster_iterator mi; mi; ++mi)
    {
        if (mi->type == MONS_SLAVE
            && testbits(mi->flags, MF_BAND_MEMBER)
            && mi->props.exists("pikel_band")
            && mi->mname != "freed slave")
        {
            // Don't neutralise band members that are leaving the level with us.
            if (check_tagged && testbits(mi->flags, MF_TAKING_STAIRS))
                continue;

            if (mi->observable() && !message_made)
            {
                if (check_tagged)
                    mprf("With Pikel's spell partly broken, some of the slaves are set free!");
                else
                    mprf("With Pikel's spell broken, the former slaves thank you for their freedom.");

                message_made = true;
            }
            mi->flags |= MF_NAME_DESCRIPTOR | MF_NAME_REPLACE;
            mi->mname = "freed slave";
            mons_pacify(*mi);
        }
    }
}

// Kirke and band
bool mons_is_kirke (monsters* mons)
{
    return (mons->type == MONS_KIRKE
            || (mons->props.exists("original_name")
                && mons->props["original_name"].get_string() == "Kirke"));
}

void hogs_to_humans()
{
    // Simplification: if, in a rare event, another hog which was not created
    // as a part of Kirke's band happens to be on the level, the player can't
    // tell them apart anyway.
    // On the other hand, hogs which left the level are too far away to be
    // affected by the magic of Kirke's death.
    int any = 0, human = 0;

    for (monster_iterator mi; mi; ++mi)
    {
        if (mi->type != MONS_HOG)
            continue;

        // Shapeshifters will stop being a hog when they feel like it.
        if (mi->is_shapeshifter())
            continue;

        const bool could_see = you.can_see(*mi);

        monsters orig;

        if (mi->props.exists(ORIG_MONSTER_KEY))
            // Copy it, since the instance in props will get deleted
            // as soon a **mi is assigned to.
            orig = mi->props[ORIG_MONSTER_KEY].get_monster();
        else
        {
            orig.type     = MONS_HUMAN;
            orig.attitude = mi->attitude;
            define_monster(&orig);
        }

        // Keep at same spot.
        const coord_def pos = mi->pos();
        // Preserve relative HP.
        const float hp
            = (float) mi->hit_points / (float) mi->max_hit_points;
        // Preserve some flags.
        const unsigned long preserve_flags =
            mi->flags & ~(MF_JUST_SUMMONED | MF_WAS_IN_VIEW);
        // Preserve enchantments.
        mon_enchant_list enchantments = mi->enchantments;

        // Restore original monster.
        **mi = orig;

        mi->move_to_pos(pos);
        mi->enchantments = enchantments;
        mi->hit_points   = std::max(1, (int) (mi->max_hit_points * hp));
        mi->flags        = mi->flags | preserve_flags;

        const bool can_see = you.can_see(*mi);

        // A monster changing factions while in the arena messes up
        // arena book-keeping.
        if (!crawl_state.game_is_arena())
        {
            // * A monster's attitude shouldn't downgrade from friendly
            //   or good-neutral because you helped it.  It'd suck to
            //   lose a permanent ally that way.
            //
            // * A monster has to be smart enough to realize that you
            //   helped it.
            if (mi->attitude == ATT_HOSTILE
                && mons_intel(*mi) >= I_NORMAL)
            {
                mi->attitude = ATT_GOOD_NEUTRAL;
                mi->flags   |= MF_WAS_NEUTRAL;
                mons_att_changed(*mi);
            }
        }

        behaviour_event(*mi, ME_EVAL);

        if (could_see && can_see)
        {
            any++;
            if (mi->type == MONS_HUMAN)
                human++;
        }
        else if (could_see && !can_see)
            mpr("The hog vanishes!");
        else if (!could_see && can_see)
            mprf("%s appears from out of thin air!",
                 mi->name(DESC_CAP_A).c_str());
    }

    if (any == 1)
    {
        if (any == human)
            mpr("No longer under Kirke's spell, the hog turns into a human!");
        else
            mpr("No longer under Kirke's spell, the hog returns to its "
                "original form!");
    }
    else if (any > 1)
    {
        if (any == human)
            mpr("No longer under Kirke's spell, all hogs revert to their "
                "human forms!");
        else
            mpr("No longer under Kirke's spell, all hogs revert to their "
                "original forms!");
    }

    // Revert the player as well.
    if (you.attribute[ATTR_TRANSFORMATION] == TRAN_PIG)
        untransform();
}


// Dowan and Duvessa
bool mons_is_dowan (monsters *mons)
{
    return (mons->type == MONS_DOWAN
            || (mons->props.exists("original_name")
                && mons->props["original_name"].get_string() == "Dowan"));
}

bool mons_is_duvessa (monsters *mons)
{
    return (mons->type == MONS_DUVESSA
            || (mons->props.exists("original_name")
                && mons->props["original_name"].get_string() == "Duvessa"));
}

bool mons_is_elven_twin (monsters *mons)
{
    return (mons_is_dowan(mons) || mons_is_duvessa(mons));
}

void elven_twin_died(monsters* twin, bool in_transit, killer_type killer, int killer_index)
{
    // Sometimes, if you pacify one twin near a staircase, they leave
    // in the same turn. Convert, in those instances.
    if (twin->neutral())
    {
        elven_twins_pacify(twin);
        return;
    }

    bool found_duvessa = false;
    bool found_dowan = false;
    monsters *monster;

    for (monster_iterator mi; mi; ++mi)
    {
        if (*mi == twin)
            continue;

        // Don't consider already neutralised monsters.
        if ((*mi)->good_neutral())
            continue;

        if (mons_is_duvessa(*mi))
        {
            monster = *mi;
            found_duvessa = true;
            break;
        }
        else if (mons_is_dowan(*mi))
        {
            monster = *mi;
            found_dowan = true;
            break;
        }
    }

    if (!found_duvessa && !found_dowan)
        return;

    // Okay, let them climb stairs now.
    monster->props["can_climb"] = "yes";
    if (!in_transit)
        monster->props["speech_prefix"] = "twin_died";
    else
        monster->props["speech_prefix"] = "twin_banished";

    // If you've stabbed one of them, the other one is likely asleep still.
    if (monster->asleep())
        behaviour_event(monster, ME_DISTURB, MHITNOT, monster->pos());

    // Will generate strings such as 'Duvessa_Duvessa_dies' or, alternately
    // 'Dowan_Dowan_dies', but as neither will match, these can safely be
    // ignored.
    std::string key = "_" + monster->name(DESC_CAP_THE, true) + "_"
                          + twin->name(DESC_CAP_THE) + "_dies_";

    if (mons_near(monster) && !monster->observable())
        key += "invisible_";
    else if (!mons_near(monster))
        key += "distance_";

    bool i_killed = ((killer == KILL_MON || killer == KILL_MON_MISSILE)
                      && monster->mindex() == killer_index);

    if (i_killed)
    {
        key += "bytwin_";
        monster->props["speech_prefix"] = "twin_ikilled";
    }

    std::string death_message = getSpeakString(key);

    // Check if they can speak or not: they may have been polymorphed.
    if (mons_near(monster) && !death_message.empty() && monster->can_speak())
        mons_speaks_msg(monster, death_message, MSGCH_TALK, silenced(you.pos()));
    else if (monster->can_speak())
        mprf("%s", death_message.c_str());

    if (found_duvessa)
    {
        if (mons_near(monster))
            // Provides its own flavour message.
            monster->go_berserk(true);
        else
            // She'll go berserk the next time she sees you
            monster->flags |= MF_GOING_BERSERK;
    }
    else if (found_dowan)
    {
        if (monster->observable())
        {
            monster->add_ench(ENCH_HASTE);
            simple_monster_message(monster, " seems to find hidden reserves of power!");
        }
        else
            monster->props["dowan_upgrade"] = bool(true);

        monster->spells[0] = SPELL_THROW_ICICLE;
        monster->spells[1] = SPELL_BLINK;
        monster->spells[3] = SPELL_STONE_ARROW;
        monster->spells[4] = SPELL_HASTE;
        // Nothing with 6.
    }
}

// If you pacify one twin, the other also pacifies.
void elven_twins_pacify (monsters *twin)
{
    bool found_duvessa = false;
    bool found_dowan = false;
    monsters *monster;

    for (monster_iterator mi; mi; ++mi)
    {
        if (*mi == twin)
            continue;

        // Don't consider already neutralised monsters.
        if ((*mi)->neutral())
            continue;

        if (mons_is_duvessa(*mi))
        {
            monster = *mi;
            found_duvessa = true;
            break;
        }
        else if (mons_is_dowan(*mi))
        {
            monster = *mi;
            found_dowan = true;
            break;
        }
    }

    if (!found_duvessa && !found_dowan)
        return;

    // This shouldn't happen, but sometimes it does.
    if (monster->neutral())
        return;

    if (you.religion == GOD_ELYVILON)
        gain_piety(random2(monster->max_hit_points / (2 + you.piety / 20)), 2);

    if (mons_near(monster))
        simple_monster_message(monster, " likewise turns neutral.");

    mons_pacify(monster, ATT_NEUTRAL);
}

// And if you attack a pacified elven twin, the other will unpacify.
void elven_twins_unpacify (monsters *twin)
{
    bool found_duvessa = false;
    bool found_dowan = false;
    monsters *monster;

    for (monster_iterator mi; mi; ++mi)
    {
        if (*mi == twin)
            continue;

        // Don't consider already neutralised monsters.
        if (!(*mi)->neutral())
            continue;

        if (mons_is_duvessa(*mi))
        {
            monster = *mi;
            found_duvessa = true;
            break;
        }
        else if (mons_is_dowan(*mi))
        {
            monster = *mi;
            found_dowan = true;
            break;
        }
    }

    if (!found_duvessa && !found_dowan)
        return;

    behaviour_event(monster, ME_WHACK, MHITYOU, you.pos(), false);
}