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/**
* @file
* @brief Functions to handle speaking monsters
**/
#include "AppHdr.h"
#include "mon-speak.h"
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "areas.h"
#include "branch.h"
#include "database.h"
#include "ghost.h"
#include "libutil.h"
#include "message.h"
#include "mon-death.h"
#include "monster.h"
#include "mon-util.h"
#include "religion.h"
#include "skills.h"
#include "state.h"
#include "stringutil.h"
#include "view.h"
// Try the exact key lookup along with the entire prefix list.
// If that fails, start ignoring hostile/religion/branch/silence, in that order,
// first skipping hostile, then hostile *and* religion, then hostile, religion
// *and* branch, then finally all five.
static string __try_exact_string(const vector<string> &prefixes,
const string &key,
bool ignore_hostile = false,
bool ignore_related = false,
bool ignore_religion = false,
bool ignore_branch = false,
bool ignore_silenced = false)
{
bool hostile = false;
bool related = false;
bool religion = false;
bool branch = false;
bool silenced = false;
string prefix = "";
string msg = "";
const int size = prefixes.size();
for (int i = 0; i < size; i++)
{
if (prefixes[i] == "hostile")
{
if (ignore_hostile)
continue;
hostile = true;
}
else if (prefixes[i] == "related")
{
if (ignore_related)
continue;
related = true;
}
else if (prefixes[i] == "silenced")
{
if (ignore_silenced)
continue;
silenced = true;
}
else if (prefixes[i] == "Beogh" || prefixes[i] == "good god"
|| prefixes[i] == "No God"
|| (str_to_god(prefixes[i]) != GOD_NO_GOD
&& prefixes[i] != "random"))
{
if (ignore_religion)
continue;
religion = true;
}
else if (branch_by_abbrevname(prefixes[i]) != NUM_BRANCHES)
{
if (ignore_branch)
continue;
branch = true;
}
prefix += prefixes[i];
prefix += " ";
}
msg = getSpeakString(prefix + key);
if (msg.empty())
{
if (hostile) // skip hostile
msg = __try_exact_string(prefixes, key, true);
else if (related)
{
if (branch) // skip hostile and branch
msg = __try_exact_string(prefixes, key, true, false, false, true);
else if (religion) // skip hostile and religion
{
msg = __try_exact_string(prefixes, key, true, false, true,
ignore_branch);
}
else // skip hostile and related
msg = __try_exact_string(prefixes, key, true, true);
}
else if (religion) // skip hostile, related and religion
{
if (branch && coinflip()) // skip hostile, related and branch
msg = __try_exact_string(prefixes, key, true, true, false, true);
else // skip hostile, related and religion
msg = __try_exact_string(prefixes, key, true, true, true);
}
else if (branch) // skip hostile, related, religion and branch
msg = __try_exact_string(prefixes, key, true, true, true, true);
// 50% use non-verbal monster speech,
// 50% try for more general silenced monster message instead
else if (silenced && coinflip()) // skip all
msg = __try_exact_string(prefixes, key, true, true, true, true, true);
}
return msg;
}
static bool _invalid_msg(const string &msg, bool no_player, bool no_foe,
bool no_foe_name, bool no_god, bool unseen)
{
if (no_player
&& (msg.find("@player") != string::npos
|| msg.find("@Player") != string::npos
|| msg.find(":You") != string::npos))
{
return true;
}
if (no_player)
{
for (const string &line : split_string("\n", msg))
if (starts_with(line, "You") || ends_with(line, "you."))
return true;
}
if (no_foe && (msg.find("@foe") != string::npos
|| msg.find("@Foe") != string::npos
|| msg.find("foe@") != string::npos
|| msg.find("@species") != string::npos))
{
return true;
}
if (no_god && (msg.find("_god@") != string::npos
|| msg.find("@god_") != string::npos))
{
return true;
}
if (no_foe_name && msg.find("@foe_name@") != string::npos)
return true;
if (unseen && msg.find("VISUAL") != string::npos)
return true;
return false;
}
static string _try_exact_string(const vector<string> &prefixes,
const string &key,
bool no_player, bool no_foe,
bool no_foe_name, bool no_god,
bool unseen,
bool ignore_hostile = false,
bool ignore_related = false,
bool ignore_religion = false,
bool ignore_branch = false,
bool ignore_silenced = false)
{
string msg;
for (int tries = 0; tries < 10; tries++)
{
msg =
__try_exact_string(prefixes, key, ignore_hostile, ignore_related,
ignore_religion, ignore_branch, ignore_silenced);
// If the first message was non-empty and discarded then discard
// all subsequent empty messages, so as to not replace an
// invalid non-empty message with an empty one.
if (msg.empty())
{
if (tries == 0)
return msg;
else
{
tries--;
continue;
}
}
if (_invalid_msg(msg, no_player, no_foe, no_foe_name, no_god, unseen))
{
msg = "";
continue;
}
break;
}
return msg;
}
static string __get_speak_string(const vector<string> &prefixes,
const string &key,
const monster* mons,
bool no_player, bool no_foe,
bool no_foe_name, bool no_god,
bool unseen)
{
string msg = _try_exact_string(prefixes, key, no_player, no_foe,
no_foe_name, no_god, unseen);
if (!msg.empty())
return msg;
// Combinations of prefixes by threes
const int size = prefixes.size();
string prefix = "";
if (size >= 3)
{
for (int i = 0; i < (size - 2); i++)
for (int j = i + 1; j < (size - 1); j++)
for (int k = j + 1; k < size; k++)
{
prefix = prefixes[i] + " ";
prefix += prefixes[j] + " ";
prefix += prefixes[k] + " ";
msg = getSpeakString("default " + prefix + key);
if (!msg.empty())
return msg;
}
}
// Combinations of prefixes by twos
if (size >= 2)
{
for (int i = 0; i < (size - 1); i++)
for (int j = i + 1; j < size; j++)
{
prefix = prefixes[i] + " ";
prefix += prefixes[j] + " ";
msg = getSpeakString("default " + prefix + key);
if (!msg.empty())
return msg;
}
}
// Prefixes singly
if (size >= 1)
{
for (int i = 0; i < size; i++)
{
prefix = prefixes[i] + " ";
msg = getSpeakString("default " + prefix + key);
if (!msg.empty())
return msg;
}
}
// No prefixes
msg = getSpeakString("default " + key);
return msg;
}
static string _get_speak_string(const vector<string> &prefixes,
string key,
const monster* mons,
bool no_player, bool no_foe,
bool no_foe_name, bool no_god,
bool unseen)
{
int duration = 1;
if (mons->hit_points <= 0)
{
//separate death/permadeath lines for resurrection monsters
if (mons_is_mons_class(mons, MONS_NATASHA)
&& !mons_felid_can_revive(mons)
|| mons->type == MONS_BENNU
&& !mons_bennu_can_revive(mons))
{
key += " permanently";
}
key += " killed";
}
else if ((mons->flags & MF_BANISHED) && !player_in_branch(BRANCH_ABYSS))
key += " banished";
else if (mons->is_summoned(&duration) && duration <= 0)
key += " unsummoned";
string msg;
for (int tries = 0; tries < 10; tries++)
{
msg =
__get_speak_string(prefixes, key, mons, no_player, no_foe,
no_foe_name, no_god, unseen);
// If the first message was non-empty and discarded then discard
// all subsequent empty messages, so as to not replace an
// invalid non-empty message with an empty one.
if (msg.empty())
{
if (tries == 0)
return msg;
else
{
tries--;
continue;
}
}
if (_invalid_msg(msg, no_player, no_foe, no_foe_name, no_god, unseen))
{
msg = "";
continue;
}
break;
}
return msg;
}
/**
* Rolls a chance for a monster to speak, and calls mons_speaks as necessary.
*
* @param mons The monster in question.
*/
void maybe_mons_speaks(monster* mons)
{
// Very fast wandering/patrolling monsters might, in one monster turn,
// move into the player's LOS and then back out (or the player
// might move into their LOS and the monster move back out before
// the player's view has a chance to update) so prevent them
// from speaking.
if (mons->is_patrolling() || mons_is_wandering(*mons))
return;
// per ef44f8a14, this seems to be handled elsewhere?
if (mons->attitude == ATT_NEUTRAL)
return;
// too annoying for a permanent companion without more thought put into it
if (mons_is_hepliaklqana_ancestor(mons->type))
return;
int chance = 21; // this is a very old number; no idea why it was chosen
// allies stick around longer, so should probably have longer to say
// their piece; no need for them to chatter as much.
if (mons->wont_attack())
chance *= 15;
else if (!mons_is_unique(mons->type)
&& testbits(mons->flags, MF_BAND_MEMBER))
{
// Band members are a lot less likely to speak, since there's
// a lot of them. Except for uniques.
chance *= 10;
}
// Confused and fleeing monsters are more interesting.
if (mons_is_fleeing(*mons))
chance /= 2;
if (mons->has_ench(ENCH_CONFUSION))
chance /= 2;
if ((mons_class_flag(mons->type, M_SPEAKS)
|| !mons->mname.empty())
&& one_chance_in(chance))
{
mons_speaks(mons);
}
else if ((mons->type == MONS_CRAZY_YIUF || mons->type == MONS_DONALD)
&& one_chance_in(7))
{
// Yiuf gets an extra chance to speak!
// So does Donald.
mons_speaks(mons);
}
else if (get_mon_shape(*mons) >= MON_SHAPE_QUADRUPED)
{
// Non-humanoid-ish monsters have a low chance of speaking
// without the M_SPEAKS flag, to give the dungeon some
// atmosphere/flavour.
if (one_chance_in(chance * 4))
mons_speaks(mons);
}
// Okay then, don't speak.
}
// Returns true if something is said.
bool mons_speaks(monster* mons)
{
ASSERT(mons); // XXX: change to monster &mons
ASSERT(!invalid_monster_type(mons->type));
// Natasha's death lines aren't physical speech.
if ((mons->asleep() || mons->cannot_act() || mons->flags & MF_EXPLODE_KILL)
&& !(mons->type == MONS_NATASHA && !mons->alive()))
{
return false;
}
// Monsters talk on death even if invisible/silenced/etc.
int duration = 1;
const bool force_speak = !mons->alive()
|| (mons->flags & MF_BANISHED) && !player_in_branch(BRANCH_ABYSS)
|| (mons->is_summoned(&duration) && duration <= 0)
|| crawl_state.prev_cmd == CMD_LOOK_AROUND; // Wizard testing
const bool unseen = !you.can_see(*mons);
const bool confused = mons->confused();
if (!force_speak)
{
// Invisible monster tries to remain unnoticed. Unless they're
// confused, since then they're too confused to realise they
// should stay silent, but only if the player can see them, so as
// to not have to deal with cases of speaking monsters which the
// player can't see.
if (unseen && !confused)
return false;
// Silenced monsters only "speak" 1/3 as often as non-silenced,
// unless they're normally silent (S_SILENT).
if (mons->is_silenced() && mons_can_shout(mons->type)
&& !one_chance_in(3))
{
return false;
}
// Berserk monsters just want your hide.
if (mons->berserk_or_insane())
return false;
// Charmed monsters aren't too expressive.
if (mons->has_ench(ENCH_CHARM) && !one_chance_in(3))
return false;
}
vector<string> prefixes;
if (mons->neutral())
{
if (!force_speak && coinflip()) // Neutrals speak half as often.
return false;
prefixes.emplace_back("neutral");
}
else if (mons->friendly() && !crawl_state.game_is_arena())
prefixes.emplace_back("friendly");
else
prefixes.emplace_back("hostile");
if (mons_is_fleeing(*mons))
prefixes.emplace_back("fleeing");
bool silence = silenced(you.pos());
if (silenced(mons->pos()) || mons->has_ench(ENCH_MUTE))
{
silence = true;
prefixes.emplace_back("silenced");
}
if (confused)
prefixes.emplace_back("confused");
// Allows monster speech to be altered slightly on-the-fly.
if (mons->props.exists("speech_prefix"))
prefixes.push_back(mons->props["speech_prefix"].get_string());
const actor* foe = (!crawl_state.game_is_arena() && mons->wont_attack()
&& invalid_monster_index(mons->foe)) ?
&you : mons->get_foe();
const monster* m_foe = foe ? foe->as_monster() : nullptr;
if (!foe || foe->is_player() || mons->wont_attack())
{
// Animals only look at the current player form, smart monsters at the
// actual player genus.
if (is_player_same_genus(mons->type))
prefixes.emplace_back("related"); // maybe overkill for Beogh?
}
else
{
if (mons_genus(mons->mons_species()) ==
mons_genus(foe->mons_species()))
{
prefixes.emplace_back("related");
}
}
const god_type god = foe ? foe->deity() :
crawl_state.game_is_arena() ? GOD_NO_GOD
: you.religion;
// Add Beogh to list of prefixes for orcs (hostile and friendly) if you
// worship Beogh. (This assumes your being an orc, so might have odd
// results in wizard mode.) Don't count charmed or summoned orcs.
if (you_worship(GOD_BEOGH) && mons_genus(mons->type) == MONS_ORC)
{
if (!mons->has_ench(ENCH_CHARM) && !mons->is_summoned())
{
if (mons->god == GOD_BEOGH)
prefixes.emplace_back("Beogh");
else
prefixes.emplace_back("unbeliever");
}
}
else if (mons->type == MONS_PLAYER_GHOST)
{
// Use the *ghost's* religion, to get speech about its god. Only
// sometimes, though, so we can get skill-based messages as well.
if (coinflip())
prefixes.push_back(god_name(mons->ghost->religion));
}
else
{
// Include our current god's name, too. This means that uniques
// can have speech that is tailored to your specific god.
if (is_good_god(god) && coinflip())
prefixes.emplace_back("good god");
else
prefixes.push_back(god_name(you.religion));
}
// Include our current branch, too. It can make speech vary by branch for
// uniques and other monsters! Specifically, Donald.
prefixes.emplace_back(branches[you.where_are_you].abbrevname);
// Include a prefix for the orb run.
if (player_has_orb())
prefixes.emplace_back("orb");
#ifdef DEBUG_MONSPEAK
{
string prefix;
const int size = prefixes.size();
for (int i = 0; i < size; i++)
{
prefix += prefixes[i];
prefix += " ";
}
dprf(DIAG_SPEECH, "monster speech lookup for %s: prefix = %s",
mons->name(DESC_PLAIN).c_str(), prefix.c_str());
}
#endif
const bool no_foe = (foe == nullptr);
const bool no_player = crawl_state.game_is_arena()
|| (!mons->wont_attack()
&& (!foe || !foe->is_player()));
const bool mon_foe = (m_foe != nullptr);
const bool no_god = no_foe || (mon_foe && foe->deity() == GOD_NO_GOD);
const bool named_foe = !no_foe && (!mon_foe || (m_foe->is_named()
&& m_foe->type != MONS_ROYAL_JELLY));
const bool no_foe_name = !named_foe
|| (mon_foe && (m_foe->flags & MF_NAME_MASK));
string msg;
// First, try its exact name.
if (mons->type == MONS_PLAYER_GHOST)
{
if (one_chance_in(5))
{
const ghost_demon &ghost = *(mons->ghost);
string ghost_skill = skill_name(ghost.best_skill);
vector<string> with_skill = prefixes;
with_skill.push_back(ghost_skill);
msg = _get_speak_string(with_skill, "player ghost", mons,
no_player, no_foe, no_foe_name, no_god,
unseen);
}
if (msg.empty())
{
msg = _get_speak_string(prefixes, "player ghost", mons,
no_player, no_foe, no_foe_name, no_god,
unseen);
}
}
else if (mons->type == MONS_PANDEMONIUM_LORD)
{
// Pandemonium demons have randomly generated names, so use
// "pandemonium lord" instead.
msg = _get_speak_string(prefixes, "pandemonium lord", mons,
no_player, no_foe, no_foe_name, no_god,
unseen);
}
else
{
if (msg.empty() && mons->props.exists("dbname"))
{
msg = _get_speak_string(prefixes,
mons->props["dbname"].get_string(),
mons, no_player, no_foe, no_foe_name,
no_god, unseen);
if (msg.empty())
{
// Try again without the prefixes if the key is empty. Vaults
// *really* want monsters to use the key specified, rather than
// the key with prefixes.
vector<string> faux_prefixes;
msg = _get_speak_string(faux_prefixes,
mons->props["dbname"].get_string(),
mons, no_player, no_foe, no_foe_name,
no_god, unseen);
}
}
// If the monster was originally a unique which has been polymorphed
// into a non-unique, is its current monster type capable of using its
// old speech?
if (!mons->mname.empty() && mons->can_speak() && msg.empty())
{
msg = _get_speak_string(prefixes, mons->name(DESC_PLAIN),
mons, no_player, no_foe, no_foe_name,
no_god, unseen);
}
if (msg.empty())
{
msg = _get_speak_string(prefixes, mons->base_name(DESC_PLAIN),
mons, no_player, no_foe, no_foe_name,
no_god, unseen);
}
}
// The exact name brought no results, try monster genus.
if ((msg.empty() || msg == "__NEXT")
&& mons_genus(mons->type) != mons->type)
{
msg = _get_speak_string(prefixes,
mons_type_name(mons_genus(mons->type), DESC_PLAIN),
mons, no_player, no_foe, no_foe_name, no_god,
unseen);
}
// __NONE means to be silent, and __NEXT means to try the next,
// less exact method of describing the monster to find a speech
// string.
if (msg == "__NONE")
{
#ifdef DEBUG_MONSPEAK
dprf(DIAG_SPEECH, "result: \"__NONE\"!");
#endif
return false;
}
// Now that we're not dealing with a specific monster name, include
// whether or not it can move in the prefix.
if (mons->is_stationary())
prefixes.insert(prefixes.begin(), "stationary");
// Names for the exact monster name and its genus have failed,
// so try the monster's glyph/symbol.
if (msg.empty() || msg == "__NEXT")
{
string key = "'";
// Database keys are case-insensitve.
if (isaupper(mons_base_char(mons->type)))
key += "cap-";
key += mons_base_char(mons->type);
key += "'";
msg = _get_speak_string(prefixes, key, mons, no_player, no_foe,
no_foe_name, no_god, unseen);
}
if (msg == "__NONE")
{
#ifdef DEBUG_MONSPEAK
dprf(DIAG_SPEECH, "result: \"__NONE\"!");
#endif
return false;
}
if (mons_intel(*mons) < I_HUMAN)
prefixes.insert(prefixes.begin(), "stupid");
const mon_body_shape shape = get_mon_shape(*mons);
if (msg.empty() || msg == "__NEXT")
{
msg = _get_speak_string(prefixes, get_mon_shape_str(shape), mons,
no_player, no_foe, no_foe_name, no_god,
unseen);
}
if (msg == "__NONE")
{
#ifdef DEBUG_MONSPEAK
dprf(DIAG_SPEECH, "result: \"__NONE\"!");
#endif
return false;
}
// If we failed to get a message with a partial/hybrid humanoid, try moving
// closer to plain humanoid.
if ((msg.empty() || msg == "__NEXT") && mon_shape_is_humanoid(shape)
&& shape != MON_SHAPE_HUMANOID)
{
// If a humanoid monster has both wings and a tail, try removing
// one and then the other to see if we get any results.
if (shape == MON_SHAPE_HUMANOID_WINGED_TAILED)
{
msg = _get_speak_string(prefixes,
get_mon_shape_str(MON_SHAPE_HUMANOID_TAILED),
mons, no_player, no_foe, no_foe_name,
no_god, unseen);
// Only be silent if both tailed and winged return __NONE.
if (msg.empty() || msg == "__NONE" || msg == "__NEXT")
{
string msg2;
msg2 = _get_speak_string(prefixes,
get_mon_shape_str(MON_SHAPE_HUMANOID_WINGED),
mons, no_player, no_foe,
no_foe_name, no_god, unseen);
if (msg == "__NONE" && msg2 == "__NONE")
{
#ifdef DEBUG_MONSPEAK
dprf(DIAG_SPEECH, "result: \"__NONE\"!");
#endif
return false;
}
if (msg2 == "__NONE")
msg2 = "";
msg = msg2;
}
}
if (msg.empty() || msg == "__NONE" || msg == "__NEXT")
{
msg = _get_speak_string(prefixes,
get_mon_shape_str(MON_SHAPE_HUMANOID),
mons, no_player, no_foe, no_foe_name,
no_god, unseen);
}
}
if (msg.empty() || msg == "__NONE")
{
#ifdef DEBUG_MONSPEAK
dprf(DIAG_SPEECH, "final result: %s!",
(msg.empty() ? "empty" : "\"__NONE\""));
#endif
return false;
}
if (msg == "__NEXT")
{
msg::streams(MSGCH_DIAGNOSTICS)
<< "__NEXT used by shape-based speech string for monster '"
<< mons->name(DESC_PLAIN) << "'" << endl;
return false;
}
return mons_speaks_msg(mons, msg, MSGCH_TALK, silence);
}
bool mons_speaks_msg(monster* mons, const string &msg,
const msg_channel_type def_chan, bool silence)
{
if (!you.see_cell(mons->pos()))
return false;
mon_acting mact(mons);
// We have a speech string, now parse and act on it.
const string _msg = do_mon_str_replacements(msg, *mons);
const vector<string> lines = split_string("\n", _msg);
bool noticed = false; // Any messages actually printed?
if (mons->has_ench(ENCH_MUTE))
silence = true;
for (string line : lines)
{
// This function is a little bit of a problem for the message
// channels since some of the messages it generates are "fake"
// warning to scare the player. In order to accommodate this
// intent, we're falsely categorizing various things in the
// function as spells and danger warning... everything else
// just goes into the talk channel -- bwr
// [jpeg] Added MSGCH_TALK_VISUAL for silent "chatter".
msg_channel_type msg_type = def_chan;
if (strip_channel_prefix(line, msg_type, silence))
{
if (msg_type == MSGCH_MONSTER_SPELL && mons->friendly())
msg_type = MSGCH_FRIEND_SPELL;
if (msg_type == MSGCH_MONSTER_ENCHANT && mons->friendly())
msg_type = MSGCH_FRIEND_ENCHANT;
if (line.empty())
continue;
}
const bool old_noticed = noticed;
noticed = true; // Only one case is different.
// Except for VISUAL, none of the above influence these.
if (msg_type == MSGCH_TALK_VISUAL)
silence = false;
if (msg_type == MSGCH_TALK_VISUAL && !you.can_see(*mons))
noticed = old_noticed;
else
{
if (you.can_see(*mons))
handle_seen_interrupt(mons);
mprf(msg_type, "%s", line.c_str());
}
}
return noticed;
}
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