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
|
/*
* File: shout.cc
* Summary: Stealth, noise, shouting.
*/
#include "AppHdr.h"
#include "shout.h"
#include "cluautil.h"
#include "coord.h"
#include "database.h"
#include "dlua.h"
#include "env.h"
#include "ghost.h"
#include "jobs.h"
#include "libutil.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-iter.h"
#include "mon-place.h"
#include "mon-pathfind.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "monster.h"
#include "player.h"
#include "random.h"
#include "skills.h"
#include "state.h"
#include "stuff.h"
#include "areas.h"
#include "hints.h"
#include "view.h"
#include <sstream>
extern int stealth; // defined in main.cc
void handle_monster_shouts(monsters* monster, bool force)
{
if (!force && x_chance_in_y(you.skills[SK_STEALTH], 30))
return;
// Friendly or neutral monsters don't shout.
if (!force && (monster->friendly() || monster->neutral()))
return;
// Get it once, since monster might be S_RANDOM, in which case
// mons_shouts() will return a different value every time.
// Demon lords will insult you as a greeting, but later we'll
// choose a random verb and loudness for them.
shout_type s_type = mons_shouts(monster->type, false);
// Silent monsters can give noiseless "visual shouts" if the
// player can see them, in which case silence isn't checked for.
if (s_type == S_SILENT && !monster->visible_to(&you)
|| s_type != S_SILENT && !player_can_hear(monster->pos()))
{
return;
}
mon_acting mact(monster);
std::string default_msg_key = "";
switch (s_type)
{
case S_SILENT:
// No default message.
break;
case S_SHOUT:
default_msg_key = "__SHOUT";
break;
case S_BARK:
default_msg_key = "__BARK";
break;
case S_SHOUT2:
default_msg_key = "__TWO_SHOUTS";
break;
case S_ROAR:
default_msg_key = "__ROAR";
break;
case S_SCREAM:
default_msg_key = "__SCREAM";
break;
case S_BELLOW:
default_msg_key = "__BELLOW";
break;
case S_TRUMPET:
default_msg_key = "__TRUMPET";
break;
case S_SCREECH:
default_msg_key = "__SCREECH";
break;
case S_BUZZ:
default_msg_key = "__BUZZ";
break;
case S_MOAN:
default_msg_key = "__MOAN";
break;
case S_GURGLE:
default_msg_key = "__GURGLE";
break;
case S_WHINE:
default_msg_key = "__WHINE";
break;
case S_CROAK:
default_msg_key = "__CROAK";
break;
case S_GROWL:
default_msg_key = "__GROWL";
break;
case S_HISS:
default_msg_key = "__HISS";
break;
case S_DEMON_TAUNT:
default_msg_key = "__DEMON_TAUNT";
break;
default:
default_msg_key = "__BUGGY"; // S_LOUD, S_VERY_SOFT, etc. (loudness)
}
// 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(monster->type, true);
std::string msg, suffix;
std::string key = mons_type_name(monster->type, DESC_PLAIN);
// Pandemonium demons have random names, so use "pandemonium lord"
if (monster->type == MONS_PANDEMONIUM_DEMON)
key = "pandemonium lord";
// Search for player ghost shout by the ghost's job.
else if (monster->type == MONS_PLAYER_GHOST)
{
const ghost_demon &ghost = *(monster->ghost);
std::string ghost_job = get_job_name(ghost.job);
key = ghost_job + " player ghost";
default_msg_key = "player ghost";
}
// Tries to find an entry for "name seen" or "name unseen",
// and if no such entry exists then looks simply for "name".
// We don't use "you.can_see(monster)" here since that would return
// false for submerged monsters, but submerged monsters will be forced
// to surface before they shout, thus removing that source of
// non-visibility.
if (you.can_see(monster))
suffix = " seen";
else
suffix = " unseen";
if (monster->props.exists("shout_func"))
{
lua_stack_cleaner clean(dlua);
dlua_chunk &chunk = monster->props["shout_func"];
if (!chunk.load(dlua))
{
push_monster(dlua, monster);
clua_pushcxxstring(dlua, suffix);
dlua.callfn(NULL, 2, 1);
dlua.fnreturns(">s", &msg);
// __NONE means to be silent, and __NEXT or __DEFAULT means to try
// the next method of getting a shout message.
if (msg == "__NONE")
return;
if (msg == "__DEFAULT" || msg == "__NEXT")
msg.clear();
}
else
{
mprf(MSGCH_ERROR,
"Lua shout function for monster '%s' didn't load: %s",
monster->full_name(DESC_PLAIN).c_str(),
dlua.error.c_str());
}
}
if (msg.empty())
msg = getShoutString(key, suffix);
if (msg == "__DEFAULT" || msg == "__NEXT")
msg = getShoutString(default_msg_key, suffix);
else if (msg.empty())
{
char mchar = mons_base_char(monster->type);
// See if there's a shout for all monsters using the
// same glyph/symbol
std::string glyph_key = "'";
// Database keys are case-insensitve.
if (isaupper(mchar))
glyph_key += "cap-";
glyph_key += mchar;
glyph_key += "'";
msg = getShoutString(glyph_key, suffix);
if (msg.empty() || msg == "__DEFAULT")
msg = getShoutString(default_msg_key, suffix);
}
if (default_msg_key == "__BUGGY")
{
msg::streams(MSGCH_SOUND) << "You hear something buggy!"
<< std::endl;
}
else if (s_type == S_SILENT && (msg.empty() || msg == "__NONE"))
{
; // No "visual shout" defined for silent monster, do nothing.
}
else if (msg.empty()) // Still nothing found?
{
msg::streams(MSGCH_DIAGNOSTICS)
<< "No shout entry for default shout type '"
<< default_msg_key << "'" << std::endl;
msg::streams(MSGCH_SOUND) << "You hear something buggy!"
<< std::endl;
}
else if (msg == "__NONE")
{
msg::streams(MSGCH_DIAGNOSTICS)
<< "__NONE returned as shout for non-silent monster '"
<< default_msg_key << "'" << std::endl;
msg::streams(MSGCH_SOUND) << "You hear something buggy!"
<< std::endl;
}
else
{
msg_channel_type channel = MSGCH_TALK;
std::string param = "";
std::string::size_type pos = msg.find(":");
if (pos != std::string::npos)
{
param = msg.substr(0, pos);
msg = msg.substr(pos + 1);
}
if (s_type == S_SILENT || param == "VISUAL")
channel = MSGCH_TALK_VISUAL;
else if (param == "SOUND")
channel = MSGCH_SOUND;
// Monster must come up from being submerged if it wants to shout.
if (monster->submerged())
{
if (!monster->del_ench(ENCH_SUBMERGED))
{
// Couldn't unsubmerge.
return;
}
if (you.can_see(monster))
{
if (monster->type == MONS_AIR_ELEMENTAL)
monster->seen_context = "thin air";
else if (monster->type == MONS_TRAPDOOR_SPIDER)
monster->seen_context = "leaps out";
else if (!monster_habitable_grid(monster, DNGN_FLOOR))
monster->seen_context = "bursts forth shouting";
else
monster->seen_context = "surfaces";
// Give interrupt message before shout message.
handle_seen_interrupt(monster);
}
}
if (channel != MSGCH_TALK_VISUAL || you.can_see(monster))
{
msg = do_mon_str_replacements(msg, monster, s_type);
msg::streams(channel) << msg << std::endl;
// Otherwise it can move away with no feedback.
if (you.can_see(monster))
{
if (!(monster->flags & MF_WAS_IN_VIEW))
handle_seen_interrupt(monster);
seen_monster(monster);
}
}
}
const int noise_level = get_shout_noise_level(s_type);
const bool heard = noisy(noise_level, monster->pos(), monster->mindex());
if (Hints.hints_left && (heard || you.can_see(monster)))
learned_something_new(HINT_MONSTER_SHOUT, monster->pos());
}
void force_monster_shout(monsters* monster)
{
handle_monster_shouts(monster, true);
}
bool check_awaken(monsters* monster)
{
// Monsters put to sleep by ensorcelled hibernation will sleep
// at least one turn.
if (monster->has_ench(ENCH_SLEEPY))
return (false);
// Berserkers aren't really concerned about stealth.
if (you.berserk())
return (true);
// I assume that creatures who can sense invisible are very perceptive.
int mons_perc = 10 + (mons_intel(monster) * 4) + monster->hit_dice
+ mons_sense_invis(monster) * 5;
bool unnatural_stealthy = false; // "stealthy" only because of invisibility?
// Critters that are wandering but still have MHITYOU as their foe are
// still actively on guard for the player, even if they can't see you.
// Give them a large bonus -- handle_behaviour() will nuke 'foe' after
// a while, removing this bonus.
if (mons_is_wandering(monster) && monster->foe == MHITYOU)
mons_perc += 15;
if (!you.visible_to(monster))
{
mons_perc -= 75;
unnatural_stealthy = true;
}
if (monster->asleep())
{
if (monster->holiness() == MH_NATURAL)
{
// Monster is "hibernating"... reduce chance of waking.
if (monster->has_ench(ENCH_SLEEP_WARY))
mons_perc -= 10;
}
else // unnatural creature
{
// Unnatural monsters don't actually "sleep", they just
// haven't noticed an intruder yet... we'll assume that
// they're diligently on guard.
mons_perc += 10;
}
}
// If you've been tagged with Corona or are Glowing, the glow
// makes you extremely unstealthy.
if (you.backlit() && you.visible_to(monster))
mons_perc += 50;
if (mons_perc < 0)
mons_perc = 0;
if (x_chance_in_y(mons_perc + 1, stealth))
return (true); // Oops, the monster wakes up!
const item_def *body_armour = you.slot_item(EQ_BODY_ARMOUR, false);
const int armour_mass = body_armour? item_mass(*body_armour) : 0;
// You didn't wake the monster!
if (!x_chance_in_y(armour_mass, 1000)
&& you.can_see(monster) // to avoid leaking information
&& you.burden_state == BS_UNENCUMBERED
&& !you.attribute[ATTR_SHADOWS]
&& !monster->wont_attack()
&& !mons_class_flag(monster->type, M_NO_EXP_GAIN)
// If invisible, training happens much more rarely.
&& (!unnatural_stealthy && one_chance_in(25) || one_chance_in(100)))
{
exercise(SK_STEALTH, 1);
}
return (false);
}
// Noisy now has a messenging service for giving messages to the
// player is appropriate.
//
// Returns true if the PC heard the noise.
bool noisy(int loudness, const coord_def& where, const char *msg, int who,
bool mermaid)
{
bool ret = false;
if (loudness <= 0)
return (false);
// [ds] Reduce noise propagation for Sprint.
if (crawl_state.game_is_sprint())
loudness = std::max(1, div_rand_round(loudness, 3));
// If the origin is silenced there is no noise.
if (silenced(where))
return (false);
const int dist = loudness * loudness;
const int player_distance = distance( you.pos(), where );
// Message the player.
if (player_distance <= dist && player_can_hear( where ))
{
if (msg)
mpr( msg, MSGCH_SOUND );
you.check_awaken(dist - player_distance);
if (!mermaid)
you.beholders_check_noise(loudness);
ret = true;
}
for (monster_iterator mi; mi; ++mi)
{
if (!mi->alive())
continue;
// Monsters put to sleep by ensorcelled hibernation will sleep
// at least one turn.
if (mi->has_ench(ENCH_SLEEPY))
return (false);
// Monsters arent' affected by their own noise. We don't check
// where == mi->pos() since it might be caused by the
// Projected Noise spell.
if (mi->mindex() == who)
continue;
if (distance(mi->pos(), where) <= dist
&& !silenced(mi->pos()))
{
// If the noise came from the character, any nearby monster
// will be jumping on top of them.
if (where == you.pos())
behaviour_event(*mi, ME_ALERT, MHITYOU, you.pos());
else if (mermaid && mons_primary_habitat(*mi) == HT_WATER
&& !mi->friendly())
{
// Mermaids/sirens call (hostile) aquatic monsters.
behaviour_event(*mi, ME_ALERT, MHITNOT, where);
}
else
behaviour_event(*mi, ME_DISTURB, MHITNOT, where);
}
}
return (ret);
}
bool noisy(int loudness, const coord_def& where, int who,
bool mermaid)
{
return noisy(loudness, where, NULL, who, mermaid);
}
static const char* _player_vampire_smells_blood(int dist)
{
// non-thirsty vampires get no clear indication of how close the
// smell is
if (you.hunger_state >= HS_SATIATED)
return "";
if (dist < 16) // 4*4
return " near-by";
if (you.hunger_state <= HS_NEAR_STARVING && dist > get_los_radius_sq())
return " in the distance";
return "";
}
void blood_smell(int strength, const coord_def& where)
{
const int range = strength * strength;
dprf("blood stain at (%d, %d), range of smell = %d",
where.x, where.y, range);
// Of the player species, only Vampires can smell blood.
if (you.species == SP_VAMPIRE)
{
// Whether they actually do so, depends on their hunger state.
int vamp_strength = strength - 2 * (you.hunger_state - 1);
if (vamp_strength > 0)
{
int vamp_range = vamp_strength * vamp_strength;
const int player_distance = distance(you.pos(), where);
if (player_distance <= vamp_range)
{
dprf("Player smells blood, pos: (%d, %d), dist = %d)",
you.pos().x, you.pos().y, player_distance);
you.check_awaken(range - player_distance);
// Don't message if you can see the square.
if (!you.see_cell(where))
{
mprf("You smell fresh blood%s.",
_player_vampire_smells_blood(player_distance));
}
}
}
}
circle_def c(where, range, C_CIRCLE);
for (monster_iterator mi(&c); mi; ++mi)
{
if (!mons_class_flag(mi->type, M_BLOOD_SCENT))
continue;
// Let sleeping hounds lie.
if (mi->asleep()
&& mons_species(mi->type) != MONS_VAMPIRE
&& mi->type != MONS_SHARK)
{
// 33% chance of sleeping on
// 33% of being disturbed (start BEH_WANDER)
// 33% of being alerted (start BEH_SEEK)
if (!one_chance_in(3))
{
if (coinflip())
{
dprf("disturbing %s (%d, %d)",
mi->name(DESC_PLAIN).c_str(),
mi->pos().x, mi->pos().y);
behaviour_event(*mi, ME_DISTURB, MHITNOT, where);
}
continue;
}
}
dprf("alerting %s (%d, %d)",
mi->name(DESC_PLAIN).c_str(),
mi->pos().x, mi->pos().y);
behaviour_event(*mi, ME_ALERT, MHITNOT, where);
if (mi->type == MONS_SHARK)
{
// Sharks go into a battle frenzy if they smell blood.
monster_pathfind mp;
if (mp.init_pathfind(*mi, where))
{
mon_enchant ench = mi->get_ench(ENCH_BATTLE_FRENZY);
const int dist = 15 - (mi->pos() - where).rdist();
const int dur = random_range(dist, dist*2)
* speed_to_duration(mi->speed);
if (ench.ench != ENCH_NONE)
{
int level = ench.degree;
if (level < 4 && one_chance_in(2*level))
ench.degree++;
ench.duration = std::max(ench.duration, dur);
mi->update_ench(ench);
}
else
{
mi->add_ench(mon_enchant(ENCH_BATTLE_FRENZY, 1,
KC_OTHER, dur));
simple_monster_message(*mi, " is consumed with "
"blood-lust!");
}
}
}
}
}
|