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mon-poly.cc
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mon-poly.cc
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/**
* @file
* @brief Misc monster poly/mimic functions.
**/
#include "AppHdr.h"
#include "mon-poly.h"
#include "artefact.h"
#include "art-enum.h"
#include "attitude-change.h"
#include "delay.h"
#include "describe.h"
#include "dgn-overview.h"
#include "dungeon.h"
#include "fineff.h"
#include "god-conduct.h"
#include "hints.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "level-state-type.h"
#include "libutil.h"
#include "message.h"
#include "mon-death.h"
#include "mon-gear.h"
#include "mon-place.h"
#include "mon-tentacle.h"
#include "notes.h"
#include "religion.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "traps.h"
#include "xom.h"
bool feature_mimic_at(const coord_def &c)
{
return map_masked(c, MMT_MIMIC);
}
item_def* item_mimic_at(const coord_def &c)
{
for (stack_iterator si(c); si; ++si)
if (si->flags & ISFLAG_MIMIC)
return &*si;
return nullptr;
}
bool mimic_at(const coord_def &c)
{
return feature_mimic_at(c) || item_mimic_at(c);
}
void monster_drop_things(monster* mons,
bool mark_item_origins,
bool (*suitable)(const item_def& item))
{
// Drop weapons and missiles last (i.e., on top), so others pick up.
for (int i = NUM_MONSTER_SLOTS - 1; i >= 0; --i)
{
int item = mons->inv[i];
if (item == NON_ITEM || !suitable(env.item[item]))
continue;
if (testbits(env.item[item].flags, ISFLAG_SUMMONED))
{
item_was_destroyed(env.item[item]);
destroy_item(item);
mons->inv[i] = NON_ITEM;
continue;
}
if (mark_item_origins && env.item[item].defined())
origin_set_monster(env.item[item], mons);
env.item[item].props[DROPPER_MID_KEY].get_int() = mons->mid;
if (env.item[item].props.exists("autoinscribe"))
{
add_inscription(env.item[item],
env.item[item].props["autoinscribe"].get_string());
env.item[item].props.erase("autoinscribe");
}
// If a monster is swimming, the items are ALREADY underwater.
move_item_to_grid(&item, mons->pos(), mons->swimming());
mons->inv[i] = NON_ITEM;
}
}
static bool _valid_type_morph(const monster* mons, monster_type new_mclass)
{
// Shapeshifters cannot polymorph into glowing shapeshifters or
// vice versa.
if ((new_mclass == MONS_GLOWING_SHAPESHIFTER
&& mons->has_ench(ENCH_SHAPESHIFTER))
|| (new_mclass == MONS_SHAPESHIFTER
&& mons->has_ench(ENCH_GLOWING_SHAPESHIFTER)))
{
return false;
}
// Various inappropriate polymorph targets.
if ( new_mclass == MONS_PROGRAM_BUG
|| new_mclass == MONS_NO_MONSTER
|| mons_class_flag(new_mclass, M_UNFINISHED) // no unfinished monsters
|| mons_class_flag(new_mclass, M_CANT_SPAWN) // no dummy monsters
|| mons_class_flag(new_mclass, M_NO_POLY_TO) // explicitly disallowed
|| mons_class_flag(new_mclass, M_UNIQUE) // no uniques
|| !mons_class_gives_xp(new_mclass) // no tentacle parts or
// harmless things
|| !(mons_class_holiness(new_mclass) & mons_class_holiness(mons->type))
// normally holiness just needs to overlap, but we don't want
// shapeshifters to become demons
|| mons->is_shapeshifter() && !(mons_class_holiness(new_mclass) & MH_NATURAL)
|| !mons_class_is_threatening(new_mclass)
// 'morph targets are _always_ "base" classes, not derived ones.
|| new_mclass != mons_species(new_mclass)
|| new_mclass == mons_species(mons->type)
// They act as separate polymorph classes on their own.
|| mons_class_is_zombified(new_mclass)
// These require manual setting of the ghost demon struct to
// indicate their characteristics, which we currently aren't
// smart enough to handle.
|| mons_is_ghost_demon(new_mclass)
// Other poly-unsuitable things.
|| mons_is_statue(new_mclass)
|| mons_is_projectile(new_mclass)
// The spell on Prince Ribbit can't be broken so easily.
|| (new_mclass == MONS_HUMAN
&& (mons->type == MONS_PRINCE_RIBBIT
|| mons->mname == "Prince Ribbit")))
{
return false;
}
return true;
}
static bool _valid_morph(monster* mons, monster_type new_mclass)
{
if (!_valid_type_morph(mons, new_mclass))
return false;
// [hm] Lower base draconian chances since there are nine of them,
// and they shouldn't each count for a full chance.
if (mons_genus(new_mclass) == MONS_DRACONIAN
&& new_mclass != MONS_DRACONIAN
&& !one_chance_in(9))
{
return false;
}
// Determine if the monster is happy on current tile.
return monster_habitable_grid(new_mclass, env.grid(mons->pos()));
}
static bool _is_poly_power_unsuitable(poly_power_type power,
int src_pow, int tgt_pow, int relax)
{
switch (power)
{
case PPT_LESS:
return tgt_pow > src_pow - 3 + relax * 3 / 2
|| (power == PPT_LESS && tgt_pow < src_pow - relax / 2);
case PPT_MORE:
return tgt_pow < src_pow + 2 - relax
|| (power == PPT_MORE && tgt_pow > src_pow + relax);
default:
case PPT_SAME:
return tgt_pow < src_pow - relax
|| tgt_pow > src_pow + relax * 3 / 2;
}
}
static bool _jiyva_slime_target(monster_type targetc)
{
return you_worship(GOD_JIYVA)
&& (targetc == MONS_ENDOPLASM
|| targetc == MONS_JELLY
|| targetc == MONS_SLIME_CREATURE
|| targetc == MONS_ACID_BLOB
|| targetc == MONS_AZURE_JELLY);
}
void change_monster_type(monster* mons, monster_type targetc)
{
ASSERT(mons); // XXX: change to monster &mons
bool could_see = you.can_see(*mons);
bool slimified = _jiyva_slime_target(targetc);
// Quietly remove the old monster's invisibility before transforming
// it. If we don't do this, it'll stay invisible even after losing
// the invisibility enchantment below.
mons->del_ench(ENCH_INVIS, false, false);
// Remove replacement tile, since it probably doesn't work for the
// new monster.
mons->props.erase(MONSTER_TILE_NAME_KEY);
mons->props.erase(MONSTER_TILE_KEY);
// Even if the monster transforms from one type that can behold the
// player into a different type which can also behold the player,
// the polymorph disrupts the beholding process. Do this before
// changing mons->type, since unbeholding can only happen while
// the monster is still a siren/merfolk avatar.
you.remove_beholder(*mons);
you.remove_fearmonger(mons);
if (mons_is_tentacle_head(mons_base_type(*mons)))
destroy_tentacles(mons);
// trj spills out jellies when polied, as if he'd been hit for mhp.
if (mons->type == MONS_ROYAL_JELLY)
{
simple_monster_message(*mons, "'s form twists and warps, and jellies "
"spill out!");
trj_spawn_fineff::schedule(nullptr, mons, mons->pos(),
mons->hit_points);
}
// Inform listeners that the original monster is gone.
fire_monster_death_event(mons, KILL_MISC, true);
// the actual polymorphing:
auto flags =
mons->flags & ~(MF_SEEN | MF_ATT_CHANGE_ATTEMPT
| MF_WAS_IN_VIEW | MF_BAND_MEMBER | MF_KNOWN_SHIFTER
| MF_MELEE_MASK);
flags |= MF_POLYMORPHED;
string name;
// Preserve the names of uniques and named monsters.
if (mons->type == MONS_ROYAL_JELLY
|| mons->mname == "shaped Royal Jelly")
{
name = "shaped Royal Jelly";
flags |= MF_NAME_SUFFIX;
}
else if (mons->type == MONS_LERNAEAN_HYDRA
|| mons->mname == "shaped Lernaean hydra")
{
name = "shaped Lernaean hydra";
flags |= MF_NAME_SUFFIX;
}
else if (mons->mons_species() == MONS_SERPENT_OF_HELL
|| mons->mname == "shaped Serpent of Hell")
{
name = "shaped Serpent of Hell";
flags |= MF_NAME_SUFFIX;
}
else if (!mons->mname.empty())
{
if (flags & MF_NAME_MASK)
{
// Remove the replacement name from the new monster
flags = flags & ~(MF_NAME_MASK | MF_NAME_DESCRIPTOR
| MF_NAME_DEFINITE | MF_NAME_SPECIES
| MF_NAME_ZOMBIE | MF_NAME_NOCORPSE);
}
else
name = mons->mname;
}
else if (mons_is_unique(mons->type))
{
name = mons->name(DESC_PLAIN, true);
// "Blork the orc" and similar.
const size_t the_pos = name.find(" the ");
if (the_pos != string::npos)
name = name.substr(0, the_pos);
}
const god_type old_god = mons->god;
const int old_hp = mons->hit_points;
const int old_hp_max = mons->max_hit_points;
const bool old_mon_caught = mons->caught();
const char old_ench_countdown = mons->ench_countdown;
const bool old_mon_unique = mons_is_or_was_unique(*mons);
if (!mons->props.exists(ORIGINAL_TYPE_KEY))
{
const monster_type type = mons_is_draconian_job(mons->type)
? draconian_subspecies(*mons)
: mons->type;
mons->props[ORIGINAL_TYPE_KEY].get_int() = type;
if (mons->mons_species() == MONS_HYDRA)
mons->props[OLD_HEADS_KEY].get_int() = mons->num_heads;
}
mon_enchant abj = mons->get_ench(ENCH_ABJ);
mon_enchant fabj = mons->get_ench(ENCH_FAKE_ABJURATION);
mon_enchant charm = mons->get_ench(ENCH_CHARM);
mon_enchant shifter = mons->get_ench(ENCH_GLOWING_SHAPESHIFTER,
ENCH_SHAPESHIFTER);
mon_enchant sub = mons->get_ench(ENCH_SUBMERGED);
mon_enchant summon = mons->get_ench(ENCH_SUMMON);
mon_enchant tp = mons->get_ench(ENCH_TP);
mon_enchant vines = mons->get_ench(ENCH_AWAKEN_VINES);
mon_enchant forest = mons->get_ench(ENCH_AWAKEN_FOREST);
mon_enchant hexed = mons->get_ench(ENCH_HEXED);
mon_enchant insanity = mons->get_ench(ENCH_INSANE);
mons->number = 0;
// Note: define_monster(*) will clear out all enchantments! - bwr
if (!slimified && mons_is_zombified(*mons))
define_zombie(mons, targetc, mons->type);
else
{
mons->type = targetc;
mons->base_monster = MONS_NO_MONSTER;
define_monster(*mons);
}
mons->mname = name;
mons->props[NO_ANNOTATE_KEY] = slimified && old_mon_unique;
mons->props.erase(DBNAME_KEY);
// Forget seen spells, since they are likely to have changed.
mons->props.erase(SEEN_SPELLS_KEY);
mons->flags = flags;
// Line above might clear melee and/or spell flags; restore.
mons->bind_melee_flags();
mons->bind_spell_flags();
// Forget various speech/shout Lua functions.
mons->props.erase(SPEECH_PREFIX_KEY);
// Make sure we have a god if we've been polymorphed into a priest.
mons->god = (mons->is_priest() && old_god == GOD_NO_GOD) ? GOD_NAMELESS
: old_god;
mons->add_ench(abj);
mons->add_ench(fabj);
mons->add_ench(charm);
mons->add_ench(shifter);
mons->add_ench(sub);
mons->add_ench(summon);
mons->add_ench(tp);
mons->add_ench(vines);
mons->add_ench(forest);
mons->add_ench(hexed);
mons->add_ench(insanity);
// Allows for handling of submerged monsters which polymorph into
// monsters that can't submerge on this square.
if (mons->has_ench(ENCH_SUBMERGED)
&& !monster_can_submerge(mons, env.grid(mons->pos())))
{
mons->del_ench(ENCH_SUBMERGED);
}
mons->ench_countdown = old_ench_countdown;
if (mons_class_flag(mons->type, M_INVIS))
mons->add_ench(ENCH_INVIS);
mons->hit_points = mons->max_hit_points * old_hp / old_hp_max
+ random2(mons->max_hit_points);
mons->hit_points = min(mons->max_hit_points, mons->hit_points);
// Don't kill it.
mons->hit_points = max(mons->hit_points, 1);
mons->speed_increment = 67 + random2(6);
monster_drop_things(mons);
// If new monster is visible to player, then we've seen it.
if (you.can_see(*mons))
{
seen_monster(mons);
// If the player saw both the beginning and end results of a
// shifter changing, then s/he knows it must be a shifter.
if (could_see && shifter.ench != ENCH_NONE)
discover_shifter(*mons);
}
// generate a new polymorph set
mons->props.erase(POLY_SET_KEY);
init_poly_set(mons);
if (old_mon_caught)
check_net_will_hold_monster(mons);
// Even if the new form can constrict, it might be with a different
// body part. Likewise, the new form might be too large for its
// current constrictor. Rather than trying to handle these as special
// cases, just stop the constriction entirely. The usual message about
// evaporating and reforming justifies this behaviour.
mons->stop_constricting_all();
mons->stop_being_constricted();
mons->clear_far_engulf(true);
}
// Is the new monster able to live in *any* habitat that the original
// monster could?
// NOTE: this doesn't check for item-based flight, so if we
// poly an item-using flying monster into a non-item-using,
// non-flying monster, they could be in trouble. Not much way
// around this and it's a very very niche case.
// Also assumes the monster is not a derived (zombie etc) monster.
static bool _habitat_matches(bool orig_flies, habitat_type orig_hab,
monster_type new_type)
{
if (monster_class_flies(new_type))
return true;
if (orig_flies)
return false;
const habitat_type new_hab = mons_habitat_type(new_type, new_type, false);
switch (orig_hab)
{
case HT_AMPHIBIOUS:
case HT_AMPHIBIOUS_LAVA:
return new_hab == orig_hab;
case HT_WATER:
return new_hab == orig_hab || new_hab == HT_AMPHIBIOUS;
case HT_LAVA:
return new_hab == orig_hab || new_hab == HT_AMPHIBIOUS_LAVA;
case HT_LAND:
return new_hab == orig_hab
|| new_hab == HT_AMPHIBIOUS
|| new_hab == HT_AMPHIBIOUS_LAVA;
case NUM_HABITATS:
break;
}
return false; // should never happen
}
void init_poly_set(monster *mons)
{
rng::subgenerator poly_rng;
if (mons->props.exists(POLY_SET_KEY))
return;
const int orig_tier = mons_demon_tier(mons->type);
if (orig_tier == -1)
{
// panlords & hell lords get poly immunity. why? unclear to me
// TODO: allow polying panlords into other random panlords, ha
return;
}
const int orig_hd = mons_power(mons->type);
const bool orig_flies = monster_inherently_flies(*mons);
const habitat_type orig_hab
= mons_habitat_type(mons->type, mons_base_type(*mons), false);
map<monster_type, int> weights;
for (monster_type mt = MONS_0; mt < NUM_MONSTERS; ++mt)
{
if (invalid_monster_type(mt))
continue; // no polying into bugs
const monster_type species = mons_species(mt);
if (weights.find(species) != weights.end())
continue; // already saw this one
if (!_valid_type_morph(mons, species))
continue; // no polying into statues, same species, etc
if (!_habitat_matches(orig_flies, orig_hab, species))
continue;
// OK, we're good. Let's look at weights.
const int new_tier = mons_demon_tier(species);
const int new_hd = mons_power(species);
// make HD upgrades less likely.
const int hd_delta = abs(orig_hd - new_hd) * (new_hd > orig_hd ? 2 : 1);
const int tier_delta = abs(orig_tier - new_tier);
const int total_delta = hd_delta + tier_delta;
const int max_delta = 8;
if (total_delta > max_delta)
continue;
// halve weight for each HD of difference and each demon tier level apart
const int weight = 1 << (max_delta - total_delta) ;
weights[species] = weight;
}
CrawlVector &set = mons->props[POLY_SET_KEY];
for (int i = 0; i < 3; i++)
{
if (weights.size() <= 0)
return; // can't choose any more
const monster_type *chosen = random_choose_weighted<map<monster_type,int>>(weights);
ASSERT(chosen);
set.push_back(*chosen);
weights.erase(*chosen);
}
}
static monster_type _poly_from_set(monster *mons)
{
if (!mons->props.exists(POLY_SET_KEY))
return MONS_NO_MONSTER;
const CrawlVector &set = mons->props[POLY_SET_KEY];
if (set.size() <= 0)
return MONS_NO_MONSTER;
return (monster_type)set[random2(set.size())].get_int();
}
// If targetc == RANDOM_MONSTER, then relpower indicates the desired
// power of the new monster, relative to the current monster.
// Relaxation still takes effect when needed, no matter what relpower
// says.
bool monster_polymorph(monster* mons, monster_type targetc,
poly_power_type power)
{
// Don't attempt to polymorph a monster that is busy using the stairs.
if (mons->flags & MF_TAKING_STAIRS)
return false;
ASSERT(!(mons->flags & MF_BANISHED) || player_in_branch(BRANCH_ABYSS));
int source_power, target_power, relax;
int source_tier, target_tier;
int tries = 1000;
// Used to be mons_power, but that just returns hit_dice
// for the monster class. By using the current hit dice
// the player gets the opportunity to use draining more
// effectively against shapeshifters. - bwr
source_power = mons->get_hit_dice();
source_tier = mons_demon_tier(mons->type);
// There's not a single valid target on the '&' demon tier, so unless we
// make one, let's ban this outright.
if (source_tier == -1)
{
return simple_monster_message(*mons,
"'s appearance momentarily alters.");
}
relax = 1;
if (targetc == RANDOM_MONSTER)
{
do
{
// Pick a monster species that's guaranteed happy at this grid.
targetc = random_monster_at_grid(mons->pos(), true);
target_power = mons_power(targetc);
// Can't compare tiers in valid_morph, since we want to affect only
// random polymorphs, and not absolutely, too.
target_tier = mons_demon_tier(targetc);
if (one_chance_in(200))
relax++;
if (relax > 50)
return simple_monster_message(*mons, " shudders.");
}
while (tries-- && (!_valid_morph(mons, targetc)
|| source_tier != target_tier && !x_chance_in_y(relax, 200)
|| _is_poly_power_unsuitable(power, source_power,
target_power, relax)));
}
if (targetc == RANDOM_POLYMORPH_MONSTER)
targetc = _poly_from_set(mons);
bool could_see = you.can_see(*mons);
bool need_note = could_see && mons_is_notable(*mons);
string old_name_a = mons->full_name(DESC_A);
string old_name_the = mons->full_name(DESC_THE);
monster_type oldc = mons->type;
if (targetc == RANDOM_TOUGHER_MONSTER)
{
vector<monster_type> target_types;
for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
{
const monsterentry *me = get_monster_data(mc);
const int delta = me->HD - mons->get_hit_dice();
if (delta != 1)
continue;
if (!_valid_morph(mons, mc))
continue;
target_types.push_back(mc);
}
if (target_types.empty())
return false;
targetc = target_types[random2(target_types.size())];
}
if (power != PPT_SLIME && !_valid_morph(mons, targetc))
return simple_monster_message(*mons, " looks momentarily different.");
change_monster_type(mons, targetc);
bool can_see = you.can_see(*mons);
// Messaging
bool player_messaged = true;
if (could_see)
{
string verb = "";
string obj = can_see ? mons_type_name(targetc, DESC_A)
: "something you cannot see";
if (oldc == MONS_OGRE && targetc == MONS_TWO_HEADED_OGRE)
{
verb = "grows a second head";
obj = "";
}
else if (mons->is_shapeshifter())
verb = "changes into ";
else if (_jiyva_slime_target(targetc))
verb = "quivers uncontrollably and liquefies into ";
else
verb = "evaporates and reforms as ";
mprf("%s %s%s!", old_name_the.c_str(), verb.c_str(), obj.c_str());
}
else if (can_see)
{
mprf("%s appears out of thin air!", mons->name(DESC_A).c_str());
autotoggle_autopickup(false);
}
else
player_messaged = false;
if (need_note || could_see && can_see && mons_is_notable(*mons))
{
string new_name = can_see ? mons->full_name(DESC_A)
: "something unseen";
take_note(Note(NOTE_POLY_MONSTER, 0, 0, old_name_a, new_name));
if (can_see)
mons->flags |= MF_SEEN;
}
// Xom likes watching monsters being polymorphed.
if (can_see)
{
xom_is_stimulated(mons->is_shapeshifter() ? 12 :
power == PPT_LESS || mons->friendly() ? 25 :
power == PPT_SAME ? 50
: 100);
}
return player_messaged;
}
bool mon_can_be_slimified(const monster* mons)
{
const mon_holy_type holi = mons->holiness();
return !mons->is_insubstantial()
&& !mons_is_tentacle_or_tentacle_segment(mons->type)
&& (holi & (MH_UNDEAD | MH_NATURAL) && !mons_is_slime(*mons));
}
void slimify_monster(monster* mon)
{
monster_type target = MONS_JELLY;
const int x = mon->get_hit_dice() + random_choose(1, -1) * random2(5);
if (x < 3)
target = MONS_ENDOPLASM;
else if (x >= 3 && x < 5)
target = MONS_JELLY;
else if (x >= 5 && x <= 11)
target = MONS_SLIME_CREATURE;
else
{
if (coinflip())
target = MONS_ACID_BLOB;
else
target = MONS_AZURE_JELLY;
}
if (feat_is_water(env.grid(mon->pos()))) // Pick something amphibious.
target = (x < 7) ? MONS_JELLY : MONS_SLIME_CREATURE;
// Bail out if jellies can't live here.
if (!monster_habitable_grid(target, env.grid(mon->pos())))
{
simple_monster_message(*mon, " quivers momentarily.");
return;
}
record_monster_defeat(mon, KILL_SLIMIFIED);
remove_unique_annotation(mon);
monster_polymorph(mon, target, PPT_SLIME);
mon->attitude = ATT_GOOD_NEUTRAL;
mons_make_god_gift(*mon, GOD_JIYVA);
// Don't want shape-shifters to shift into non-slimes.
mon->del_ench(ENCH_GLOWING_SHAPESHIFTER);
mon->del_ench(ENCH_SHAPESHIFTER);
mons_att_changed(mon);
}
void seen_monster(monster* mons)
{
set_unique_annotation(mons);
// id equipment (do this every time we see them, it may have changed)
view_monster_equipment(mons);
item_def* weapon = mons->weapon();
if (weapon && is_range_weapon(*weapon))
mons->flags |= MF_SEEN_RANGED;
// Monster was viewed this turn
mons->flags |= MF_WAS_IN_VIEW;
if (mons->flags & MF_SEEN)
return;
// First time we've seen this particular monster.
mons->flags |= MF_SEEN;
if (crawl_state.game_is_hints())
hints_monster_seen(*mons);
if (mons_is_notable(*mons))
{
string name = mons->name(DESC_A, true);
if (mons->type == MONS_PLAYER_GHOST)
{
name += make_stringf(" (%s)",
short_ghost_description(mons, true).c_str());
}
take_note(Note(NOTE_SEEN_MONSTER, mons->type, 0, name));
}
if (player_equip_unrand(UNRAND_WYRMBANE))
{
const item_def *wyrmbane = you.weapon();
if (wyrmbane && mons->dragon_level() > wyrmbane->plus)
mprf("<green>Wyrmbane glows as a worthy foe approaches.</green>");
}
// attempt any god conversions on first sight
do_conversions(mons);
if (!(mons->flags & MF_TSO_SEEN))
{
if (mons_gives_xp(*mons, you) && !crawl_state.game_is_arena())
{
did_god_conduct(DID_SEE_MONSTER, mons->get_experience_level(),
true, mons);
}
mons->flags |= MF_TSO_SEEN;
}
if (mons_allows_beogh(*mons))
env.level_state |= LSTATE_BEOGH;
}