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monster.cc
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/**
* @file
* @brief Monsters class methods
**/
#include "AppHdr.h"
#include <algorithm>
#include <functional>
#include <queue>
#include "act-iter.h"
#include "areas.h"
#include "artefact.h"
#include "art-enum.h"
#include "attitude-change.h"
#include "bloodspatter.h"
#include "branch.h"
#include "cloud.h"
#include "colour.h"
#include "coordit.h"
#include "database.h"
#include "dgn-event.h"
#include "dgn-overview.h"
#include "directn.h"
#include "english.h"
#include "env.h"
#include "fight.h"
#include "fineff.h"
#include "fprop.h"
#include "ghost.h"
#include "god-abil.h"
#include "god-conduct.h"
#include "god-item.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "libutil.h"
#include "makeitem.h"
#include "message.h"
#include "misc.h"
#include "mon-abil.h"
#include "mon-act.h"
#include "mon-behv.h"
#include "mon-book.h"
#include "mon-cast.h"
#include "mon-clone.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-tentacle.h"
#include "mon-transit.h"
#include "religion.h"
#include "rot.h"
#include "spl-monench.h"
#include "spl-summoning.h"
#include "spl-util.h"
#include "state.h"
#include "stringutil.h"
#include "teleport.h"
#include "terrain.h"
#ifdef USE_TILE
#include "tilepick.h"
#include "tileview.h"
#endif
#include "traps.h"
#include "view.h"
#include "xom.h"
monster::monster()
: hit_points(0), max_hit_points(0),
speed(0), speed_increment(0), target(), firing_pos(),
patrol_point(), travel_target(MTRAV_NONE), inv(NON_ITEM), spells(),
attitude(ATT_HOSTILE), behaviour(BEH_WANDER), foe(MHITYOU),
enchantments(), flags(), xp_tracking(XP_NON_VAULT), experience(0),
base_monster(MONS_NO_MONSTER), number(0), colour(COLOUR_INHERIT),
foe_memory(0), god(GOD_NO_GOD), ghost(), seen_context(SC_NONE),
client_id(0), hit_dice(0)
{
type = MONS_NO_MONSTER;
travel_path.clear();
props.clear();
if (crawl_state.game_is_arena())
foe = MHITNOT;
shield_blocks = 0;
constricting = 0;
clear_constricted();
went_unseen_this_turn = false;
unseen_pos = coord_def(0, 0);
}
// Empty destructor to keep unique_ptr happy with incomplete ghost_demon type.
monster::~monster()
{
}
monster::monster(const monster& mon)
{
constricting = 0;
init_with(mon);
}
monster &monster::operator = (const monster& mon)
{
if (this != &mon)
init_with(mon);
return *this;
}
void monster::reset()
{
mname.clear();
enchantments.clear();
ench_cache.reset();
ench_countdown = 0;
inv.init(NON_ITEM);
spells.clear();
mid = 0;
flags = MF_NO_FLAGS;
experience = 0;
type = MONS_NO_MONSTER;
base_monster = MONS_NO_MONSTER;
hit_points = 0;
max_hit_points = 0;
hit_dice = 0;
speed_increment = 0;
attitude = ATT_HOSTILE;
behaviour = BEH_SLEEP;
foe = MHITNOT;
summoner = 0;
number = 0;
damage_friendly = 0;
damage_total = 0;
shield_blocks = 0;
foe_memory = 0;
god = GOD_NO_GOD;
went_unseen_this_turn = false;
unseen_pos = coord_def(0, 0);
mons_remove_from_grid(*this);
target.reset();
position.reset();
firing_pos.reset();
patrol_point.reset();
travel_target = MTRAV_NONE;
travel_path.clear();
ghost.reset(nullptr);
seen_context = SC_NONE;
props.clear();
clear_constricted();
// no actual in-game monster should be reset while still constricting
ASSERT(!constricting);
client_id = 0;
// Just for completeness.
speed = 0;
colour = COLOUR_INHERIT;
}
void monster::init_with(const monster& mon)
{
reset();
mid = mon.mid;
mname = mon.mname;
type = mon.type;
base_monster = mon.base_monster;
hit_points = mon.hit_points;
max_hit_points = mon.max_hit_points;
hit_dice = mon.hit_dice;
speed = mon.speed;
speed_increment = mon.speed_increment;
position = mon.position;
target = mon.target;
firing_pos = mon.firing_pos;
patrol_point = mon.patrol_point;
travel_target = mon.travel_target;
travel_path = mon.travel_path;
inv = mon.inv;
spells = mon.spells;
attitude = mon.attitude;
behaviour = mon.behaviour;
foe = mon.foe;
enchantments = mon.enchantments;
ench_cache = mon.ench_cache;
flags = mon.flags;
experience = mon.experience;
number = mon.number;
colour = mon.colour;
summoner = mon.summoner;
foe_memory = mon.foe_memory;
god = mon.god;
props = mon.props;
damage_friendly = mon.damage_friendly;
damage_total = mon.damage_total;
xp_tracking = mon.xp_tracking;
if (mon.ghost)
ghost.reset(new ghost_demon(*mon.ghost));
else
ghost.reset(nullptr);
}
uint32_t monster::last_client_id = 0;
uint32_t monster::get_client_id() const
{
return client_id;
}
void monster::reset_client_id()
{
client_id = 0;
}
void monster::ensure_has_client_id()
{
if (client_id == 0)
client_id = ++last_client_id;
}
mon_attitude_type monster::temp_attitude() const
{
if (has_ench(ENCH_HEXED))
{
actor *agent = monster_by_mid(get_ench(ENCH_HEXED).source);
if (agent)
{
ASSERT(agent->is_monster());
return agent->as_monster()->attitude;
}
return ATT_HOSTILE; // ???
}
if (has_ench(ENCH_CHARM) || has_ench(ENCH_FRIENDLY_BRIBED))
return ATT_FRIENDLY;
else if (has_ench(ENCH_NEUTRAL_BRIBED))
return ATT_GOOD_NEUTRAL; // ???
else
return attitude;
}
bool monster::swimming() const
{
const dungeon_feature_type grid = grd(pos());
return feat_is_watery(grid) && mons_primary_habitat(*this) == HT_WATER;
}
bool monster::submerged() const
{
// FIXME, switch to 4.1's MF_SUBMERGED system which is much cleaner.
// Can't find any reference to MF_SUBMERGED anywhere. Don't know what
// this means. - abrahamwl
return has_ench(ENCH_SUBMERGED);
}
bool monster::extra_balanced_at(const coord_def p) const
{
const dungeon_feature_type grid = grd(p);
return (mons_genus(type) == MONS_DRACONIAN
&& draco_or_demonspawn_subspecies(*this) == MONS_GREY_DRACONIAN)
|| grid == DNGN_SHALLOW_WATER
&& (mons_genus(type) == MONS_NAGA // tails, not feet
|| mons_genus(type) == MONS_SALAMANDER
|| body_size(PSIZE_BODY) >= SIZE_LARGE);
}
bool monster::extra_balanced() const
{
return extra_balanced_at(pos());
}
/**
* Monster floundering conditions.
*
* Floundering reduces movement speed and can cause the monster to fumble
* its attacks. It can be caused by water or by Leda's liquefaction.
*
* @param p Coordinates of position to check.
* @return Whether the monster would be floundering at p.
*/
bool monster::floundering_at(const coord_def p) const
{
const dungeon_feature_type grid = grd(p);
return (liquefied(p)
|| (feat_is_water(grid)
// Can't use monster_habitable_grid() because that'll return
// true for non-water monsters in shallow water.
&& mons_primary_habitat(*this) != HT_WATER
// Use real_amphibious to detect giant non-water monsters in
// deep water, who flounder despite being treated as amphibious.
&& mons_habitat(*this, true) != HT_AMPHIBIOUS
&& !extra_balanced_at(p)))
&& ground_level();
}
bool monster::floundering() const
{
return floundering_at(pos());
}
bool monster::can_pass_through_feat(dungeon_feature_type grid) const
{
return mons_class_can_pass(mons_base_type(*this), grid);
}
bool monster::is_habitable_feat(dungeon_feature_type actual_grid) const
{
return monster_habitable_grid(this, actual_grid);
}
bool monster::can_drown() const
{
// Presumably a electric eel in lava or a lavafish in deep water could
// drown, but that should never happen, so this simple check should
// be enough.
switch (mons_primary_habitat(*this))
{
case HT_WATER:
case HT_LAVA:
case HT_AMPHIBIOUS:
return false;
default:
break;
}
return !is_unbreathing();
}
size_type monster::body_size(size_part_type /* psize */, bool /* base */) const
{
monster_info mi(this, MILEV_NAME);
return mi.body_size();
}
brand_type monster::damage_brand(int which_attack)
{
const item_def *mweap = weapon(which_attack);
if (!mweap)
{
if (mons_is_ghost_demon(type))
return ghost->brand;
return SPWPN_NORMAL;
}
return !is_range_weapon(*mweap) ? static_cast<brand_type>(get_weapon_brand(*mweap))
: SPWPN_NORMAL;
}
int monster::damage_type(int which_attack)
{
const item_def *mweap = weapon(which_attack);
if (!mweap)
{
const mon_attack_def atk = mons_attack_spec(*this, which_attack);
return (atk.type == AT_CLAW) ? DVORP_CLAWING :
(atk.type == AT_TENTACLE_SLAP) ? DVORP_TENTACLE
: DVORP_CRUSHING;
}
return get_vorpal_type(*mweap);
}
/**
* Return the delay caused by attacking with weapon and projectile.
*
* @param projectile The projectile to be fired/thrown, if any.
* @return The time taken by an attack with the monster's weapon
* and the given projectile, in aut.
*/
random_var monster::attack_delay(const item_def *projectile,
bool /*rescale*/) const
{
const item_def* weap = weapon();
const bool use_unarmed =
(projectile) ? is_launched(this, weap, *projectile) != launch_retval::LAUNCHED
: !weap;
if (use_unarmed || !weap)
return random_var(10);
random_var delay(property(*weap, PWPN_SPEED));
if (get_weapon_brand(*weap) == SPWPN_SPEED)
delay = div_rand_round(delay * 2, 3);
return (random_var(10) + delay) / 2;
}
int monster::has_claws(bool allow_tran) const
{
for (int i = 0; i < MAX_NUM_ATTACKS; i++)
{
const mon_attack_def atk = mons_attack_spec(*this, i);
if (atk.type == AT_CLAW)
{
// Some better criteria would be better.
if (body_size() < SIZE_LARGE || atk.damage < 15)
return 1;
return 3;
}
}
return 0;
}
item_def *monster::missiles() const
{
return inv[MSLOT_MISSILE] != NON_ITEM ? &mitm[inv[MSLOT_MISSILE]] : nullptr;
}
item_def *monster::launcher() const
{
item_def *weap = mslot_item(MSLOT_WEAPON);
if (weap && is_range_weapon(*weap))
return weap;
weap = mslot_item(MSLOT_ALT_WEAPON);
return weap && is_range_weapon(*weap) ? weap : nullptr;
}
// Does not check whether the monster can dual-wield - that is the
// caller's responsibility.
static int _mons_offhand_weapon_index(const monster* m)
{
return m->inv[MSLOT_ALT_WEAPON];
}
item_def *monster::weapon(int which_attack) const
{
const mon_attack_def attk = mons_attack_spec(*this, which_attack);
if (attk.type != AT_HIT && attk.type != AT_WEAP_ONLY)
return nullptr;
// Even/odd attacks use main/offhand weapon.
if (which_attack > 1)
which_attack &= 1;
// This randomly picks one of the wielded weapons for monsters that can use
// two weapons. Not ideal, but better than nothing. fight.cc does it right,
// for various values of right.
int weap = inv[MSLOT_WEAPON];
if (which_attack && mons_wields_two_weapons(*this))
{
const int offhand = _mons_offhand_weapon_index(this);
if (offhand != NON_ITEM
&& (weap == NON_ITEM || which_attack == 1 || coinflip()))
{
weap = offhand;
}
}
return weap == NON_ITEM ? nullptr : &mitm[weap];
}
/**
* Find a monster's melee weapon, if any.
*
* Finds melee weapons carried in the primary or aux slot; if the monster has
* both (dual-wielding), choose one with a coinflip.
*
* @return A melee weapon that the monster is holding, or null.
*/
item_def *monster::melee_weapon() const
{
item_def* first_weapon = mslot_item(MSLOT_WEAPON);
item_def* second_weapon = mslot_item(MSLOT_ALT_WEAPON);
const bool primary_is_melee = first_weapon
&& is_melee_weapon(*first_weapon);
const bool secondary_is_melee = second_weapon
&& is_melee_weapon(*second_weapon);
if (primary_is_melee && secondary_is_melee)
return random_choose(first_weapon, second_weapon);
if (primary_is_melee)
return first_weapon;
if (secondary_is_melee)
return second_weapon;
return nullptr;
}
// Give hands required to wield weapon.
hands_reqd_type monster::hands_reqd(const item_def &item, bool base) const
{
if (mons_genus(type) == MONS_FORMICID)
return HANDS_ONE;
return actor::hands_reqd(item, base);
}
bool monster::can_wield(const item_def& item, bool ignore_curse,
bool ignore_brand, bool ignore_shield,
bool ignore_transform) const
{
// Monsters can only wield weapons or go unarmed (OBJ_UNASSIGNED
// means unarmed).
if (item.base_type != OBJ_WEAPONS && item.base_type != OBJ_UNASSIGNED)
return false;
// These *are* weapons, so they can't wield another weapon or
// unwield themselves.
if (mons_class_is_animated_weapon(type))
return false;
// MF_HARD_RESET means that all items the monster is carrying will
// disappear when it does, so it can't accept new items or give up
// the ones it has.
if (flags & MF_HARD_RESET)
return false;
// Summoned items can only be held by summoned monsters.
if ((item.flags & ISFLAG_SUMMONED) && !is_summoned())
return false;
item_def* weap1 = nullptr;
if (inv[MSLOT_WEAPON] != NON_ITEM)
weap1 = &mitm[inv[MSLOT_WEAPON]];
int avail_slots = 1;
item_def* weap2 = nullptr;
if (mons_wields_two_weapons(*this))
{
if (!weap1 || hands_reqd(*weap1) != HANDS_TWO)
avail_slots = 2;
const int offhand = _mons_offhand_weapon_index(this);
if (offhand != NON_ITEM)
weap2 = &mitm[offhand];
}
// If we're already wielding it, then of course we can wield it.
if (&item == weap1 || &item == weap2)
return true;
// Barehanded needs two hands.
const bool two_handed = item.base_type == OBJ_UNASSIGNED
|| hands_reqd(item) == HANDS_TWO;
item_def* _shield = nullptr;
if (inv[MSLOT_SHIELD] != NON_ITEM)
{
ASSERT(!(weap1 && weap2));
if (two_handed && !ignore_shield)
return false;
_shield = &mitm[inv[MSLOT_SHIELD]];
}
if (!ignore_curse)
{
int num_cursed = 0;
if (weap1 && weap1->cursed())
num_cursed++;
if (weap2 && weap2->cursed())
num_cursed++;
if (_shield && _shield->cursed())
num_cursed++;
if (two_handed && num_cursed > 0 || num_cursed >= avail_slots)
return false;
}
return could_wield(item, ignore_brand, ignore_transform);
}
/**
* Checks whether the monster could ever wield the given item, regardless of
* what they're currently wielding or any other state.
*
* @param item The item to wield.
* @param ignore_brand Whether to disregard the item's brand.
* @return Whether the monster could potentially wield the
* item.
*/
bool monster::could_wield(const item_def &item, bool ignore_brand,
bool /* ignore_transform */, bool /* quiet */) const
{
ASSERT(item.defined());
// These *are* weapons, so they can't wield another weapon.
if (mons_class_is_animated_weapon(type))
return false;
// Monsters can't use unrandarts with special effects.
if (is_special_unrandom_artefact(item) && !crawl_state.game_is_arena())
return false;
// Wimpy monsters (e.g. kobolds, goblins) can't use halberds, etc.
if (is_weapon(item) && !is_weapon_wieldable(item, body_size()))
return false;
if (!ignore_brand)
{
// Undead and demonic monsters and monsters that are
// gifts/worshippers of Yredelemnul won't use holy weapons.
if ((undead_or_demonic() || god == GOD_YREDELEMNUL)
&& is_holy_item(item))
{
return false;
}
// Holy monsters that aren't gifts/worshippers of chaotic gods
// and monsters that are gifts/worshippers of good gods won't
// use potentially evil weapons.
if (((is_holy() && !is_chaotic_god(god))
|| is_good_god(god))
&& is_potentially_evil_item(item))
{
return false;
}
// Holy monsters and monsters that are gifts/worshippers of good
// gods won't use evil weapons.
if ((is_holy() || is_good_god(god)) && is_evil_item(item))
return false;
// Monsters that are gifts/worshippers of Fedhas won't use
// corpse-violating weapons.
if (god == GOD_FEDHAS && is_corpse_violating_item(item))
return false;
// Monsters that are gifts/worshippers of Zin won't use unclean
// weapons.
if (god == GOD_ZIN && is_unclean_item(item))
return false;
// Holy monsters that aren't gifts/worshippers of chaotic gods
// and monsters that are gifts/worshippers of good gods won't
// use chaotic weapons.
if (((is_holy() && !is_chaotic_god(god)) || is_good_god(god))
&& is_chaotic_item(item))
{
return false;
}
}
return true;
}
bool monster::can_throw_large_rocks() const
{
monster_type species = mons_species(false); // zombies can't
return species == MONS_STONE_GIANT
|| species == MONS_CYCLOPS
|| species == MONS_OGRE;
}
bool monster::can_speak()
{
if (has_ench(ENCH_MUTE))
return false;
// Priest and wizard monsters can always speak.
if (is_priest() || is_actual_spellcaster())
return true;
// Silent or non-sentient monsters can't use the original speech.
if (mons_intel(*this) < I_HUMAN || !mons_can_shout(type))
return false;
// Does it have the proper vocal equipment?
return mon_shape_is_humanoid(get_mon_shape(*this));
}
bool monster::is_silenced() const
{
return silenced(pos())
|| has_ench(ENCH_MUTE)
|| has_ench(ENCH_WATER_HOLD)
&& !res_water_drowning();
}
bool monster::search_slots(function<bool (const mon_spell_slot &)> func) const
{
return any_of(begin(spells), end(spells), func);
}
bool monster::search_spells(function<bool (spell_type)> func) const
{
return search_slots([&] (const mon_spell_slot &s)
{ return func(s.spell); });
}
bool monster::has_spell_of_type(spschool_flag_type discipline) const
{
return search_spells(bind(spell_typematch, placeholders::_1, discipline));
}
void monster::bind_melee_flags()
{
// Bind fighter / dual-wielder / archer flags from the base type.
// Alas, we don't know if the mon is zombified at the moment, if it
// is, the flags (other than dual-wielder) will be removed later.
if (mons_class_flag(type, M_FIGHTER))
flags |= MF_FIGHTER;
if (mons_class_flag(type, M_TWO_WEAPONS))
flags |= MF_TWO_WEAPONS;
if (mons_class_flag(type, M_ARCHER))
flags |= MF_ARCHER;
}
void monster::bind_spell_flags()
{
if (!mons_is_ghost_demon(type) && mons_has_ranged_spell(*this))
flags |= MF_SEEN_RANGED;
}
static bool _needs_ranged_attack(const monster* mon)
{
// Prevent monsters that have conjurations from grabbing missiles.
if (mon->has_spell_of_type(SPTYP_CONJURATION))
return false;
// Same for summonings, but make an exception for friendlies.
if (!mon->friendly() && mon->has_spell_of_type(SPTYP_SUMMONING))
return false;
// Blademasters don't want to throw stuff.
if (mon->type == MONS_DEEP_ELF_BLADEMASTER)
return false;
return true;
}
bool monster::can_use_missile(const item_def &item) const
{
// Don't allow monsters to pick up missiles without the corresponding
// launcher. The opposite is okay, and sufficient wandering will
// hopefully take the monster to a stack of appropriate missiles.
if (!_needs_ranged_attack(this))
return false;
if (item.base_type == OBJ_WEAPONS
|| item.base_type == OBJ_MISSILES && !has_launcher(item))
{
return is_throwable(this, item);
}
if (item.base_type != OBJ_MISSILES)
return false;
// Stones are allowed even without launcher.
if (item.sub_type == MI_STONE)
return true;
item_def *launch;
for (int i = MSLOT_WEAPON; i <= MSLOT_ALT_WEAPON; ++i)
{
launch = mslot_item(static_cast<mon_inv_type>(i));
if (launch && item.launched_by(*launch))
return true;
}
// No fitting launcher in inventory.
return false;
}
/**
* Does this monster have any interest in using the given wand? (Will they
* pick it up?)
*
* Based purely on monster HD & wand type for now. Higher-HD monsters are less
* inclined to bother with wands, especially the weaker ones.
*
* @param item The wand in question.
* @return Whether the monster will bother picking up the wand.
*/
bool monster::likes_wand(const item_def &item) const
{
ASSERT(item.base_type == OBJ_WANDS);
// kind of a hack
// assumptions:
// bad wands are value 48, so won't be used past hd 4
// mediocre wands are value 24; won't be used past hd 8
// good wands are value 15; won't be used past hd 9
// best wands are value 9; won't be used past hd 10
// better implementations welcome
return wand_charge_value(item.sub_type) + get_hit_dice() * 6 <= 72;
}
void monster::equip_weapon(item_def &item, bool msg)
{
if (msg)
{
const string str = " wields " +
item.name(DESC_A, false, false, true, false,
ISFLAG_CURSED) + ".";
msg = simple_monster_message(*this, str.c_str());
}
const int brand = get_weapon_brand(item);
if (msg)
{
bool message_given = true;
switch (brand)
{
case SPWPN_FLAMING:
mpr("It bursts into flame!");
break;
case SPWPN_FREEZING:
mpr(is_range_weapon(item) ? "It is covered in frost."
: "It glows with a cold blue light!");
break;
case SPWPN_HOLY_WRATH:
mpr("It softly glows with a divine radiance!");
break;
case SPWPN_ELECTROCUTION:
mprf(MSGCH_SOUND, "You hear the crackle of electricity.");
break;
case SPWPN_VENOM:
mpr("It begins to drip with poison!");
break;
case SPWPN_DRAINING:
mpr("You sense an unholy aura.");
break;
case SPWPN_DISTORTION:
mpr("Its appearance distorts for a moment.");
break;
case SPWPN_CHAOS:
mpr("It is briefly surrounded by a scintillating aura of "
"random colours.");
break;
case SPWPN_PENETRATION:
{
bool plural = true;
string hand = hand_name(true, &plural);
mprf("%s %s briefly %s through it before %s manages to get a "
"firm grip on it.",
pronoun(PRONOUN_POSSESSIVE).c_str(),
hand.c_str(),
// Not conj_verb: the monster isn't the subject.
conjugate_verb("pass", plural).c_str(),
pronoun(PRONOUN_SUBJECTIVE).c_str());
}
break;
case SPWPN_REAPING:
mpr("It is briefly surrounded by shifting shadows.");
break;
case SPWPN_ACID:
mprf("It begins to drip corrosive slime!");
break;
default:
// A ranged weapon without special message is known to be unbranded.
if (brand != SPWPN_NORMAL || !is_range_weapon(item))
message_given = false;
}
if (message_given)
{
if (is_artefact(item) && !is_unrandom_artefact(item))
artefact_learn_prop(item, ARTP_BRAND);
else
set_ident_flags(item, ISFLAG_KNOW_TYPE);
}
}
}
/**
* What AC bonus does the monster get from the given item?
*
* @param calc_unid Whether to include properties unknown (to the player)
* in the calculated result.
* @return The AC provided by wearing the given item.
*/
int monster::armour_bonus(const item_def &item, bool calc_unid) const
{
ASSERT(!is_shield(item));
int armour_ac = property(item, PARM_AC);
// For consistency with players, we should multiply this by 1 + (skill/22),
// where skill may be HD.
if (!calc_unid && !item_ident(item, ISFLAG_KNOW_PLUSES))
return armour_ac;
const int armour_plus = item.plus;
ASSERT(abs(armour_plus) < 30); // sanity check
return armour_ac + armour_plus;
}
void monster::equip_armour(item_def &item, bool msg)
{
if (msg)
{
const string str = " wears " +
item.name(DESC_A) + ".";
simple_monster_message(*this, str.c_str());
}
}
void monster::equip_jewellery(item_def &item, bool msg)
{
ASSERT(item.base_type == OBJ_JEWELLERY);
if (msg)
{
const string str = " puts on " +
item.name(DESC_A) + ".";
simple_monster_message(*this, str.c_str());
}
}
void monster::equip(item_def &item, bool msg)
{
switch (item.base_type)
{
case OBJ_WEAPONS:
case OBJ_STAVES:
equip_weapon(item, msg);
break;
case OBJ_ARMOUR:
equip_armour(item, msg);
break;
case OBJ_JEWELLERY:
equip_jewellery(item, msg);
break;
default:
break;
}
}
void monster::unequip_weapon(item_def &item, bool msg)
{
if (msg)
{
const string str = " unwields " +
item.name(DESC_A, false, false, true, false,
ISFLAG_CURSED) + ".";
msg = simple_monster_message(*this, str.c_str());
}
const int brand = get_weapon_brand(item);
if (msg && brand != SPWPN_NORMAL)
{
bool message_given = true;
switch (brand)
{
case SPWPN_FLAMING:
mpr("It stops flaming.");
break;
case SPWPN_HOLY_WRATH:
mpr("It stops glowing.");
break;
case SPWPN_ELECTROCUTION:
mpr("It stops crackling.");
break;
case SPWPN_VENOM:
mpr("It stops dripping with poison.");
break;
case SPWPN_DISTORTION:
mpr("Its appearance distorts for a moment.");
break;
default:
message_given = false;
}
if (message_given)
{
if (is_artefact(item) && !is_unrandom_artefact(item))
artefact_learn_prop(item, ARTP_BRAND);
else
set_ident_flags(item, ISFLAG_KNOW_TYPE);
}
}
monster *spectral_weapon = find_spectral_weapon(this);
if (spectral_weapon)
end_spectral_weapon(spectral_weapon, false);
}
void monster::unequip_armour(item_def &item, bool msg)
{
if (msg)
{
const string str = " takes off " +
item.name(DESC_A) + ".";
simple_monster_message(*this, str.c_str());
}
}
void monster::unequip_jewellery(item_def &item, bool msg)
{
ASSERT(item.base_type == OBJ_JEWELLERY);