/* * File: mon-speak.cc * Summary: Functions to handle speaking monsters */ #include "AppHdr.h" #include "mon-speak.h" #include #include #include #include #include "externs.h" #include "beam.h" #include "cluautil.h" #include "database.h" #include "debug.h" #include "dlua.h" #include "ghost.h" #include "message.h" #include "mon-util.h" #include "jobs.h" #include "player.h" #include "religion.h" #include "state.h" #include "stuff.h" #include "areas.h" #include "view.h" // Try the exact key lookup along with the entire prefix list. // If that fails, start ignoring hostile/religion/silence, in that order, // first skipping hostile, then hostile *and* religion, then all three. static std::string __try_exact_string(const std::vector &prefixes, const std::string &key, bool ignore_hostile = false, bool ignore_related = false, bool ignore_religion = false, bool ignore_silenced = false) { bool hostile = false; bool related = false; bool religion = false; bool silenced = false; std::string prefix = ""; std::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] == "evil god") { if (ignore_religion) continue; religion = 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 (religion) // skip hostile and religion msg = __try_exact_string(prefixes, key, true, false, true); else // skip hostile and related msg = __try_exact_string(prefixes, key, true, true); } else if (religion) // skip hostile, related and religion msg = __try_exact_string(prefixes, key, 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); } return msg; } static bool _invalid_msg(const std::string &msg, bool no_player, bool no_foe, bool no_foe_name, bool no_god, bool unseen) { if (no_player && (msg.find("@player") != std::string::npos || msg.find("@Player") != std::string::npos || msg.find(":You") != std::string::npos)) { return (true); } if (no_player) { std::vector lines = split_string("\n", msg); for (unsigned int i = 0; i < lines.size(); i++) { if (starts_with(lines[i], "You") || ends_with(lines[i], "you.")) { return (true); } } } if (no_foe && (msg.find("@foe") != std::string::npos || msg.find("@Foe") != std::string::npos || msg.find("foe@") != std::string::npos || msg.find("@species") != std::string::npos)) { return (true); } if (no_god && (msg.find("_god@") != std::string::npos || msg.find("@god_") != std::string::npos)) { return (true); } if (no_foe_name && msg.find("@foe_name@") != std::string::npos) return (true); if (unseen && msg.find("VISUAL") != std::string::npos) return (true); return (false); } static std::string _try_exact_string(const std::vector &prefixes, const std::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_silenced = false) { std::string msg; for (int tries = 0; tries < 10; tries++) { msg = __try_exact_string(prefixes, key, ignore_hostile, ignore_related, ignore_religion, 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 std::string __get_speak_string(const std::vector &prefixes, const std::string &key, const monsters *monster, bool no_player, bool no_foe, bool no_foe_name, bool no_god, bool unseen) { std::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(); std::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 std::string _get_speak_string(const std::vector &prefixes, std::string key, const monsters *monster, bool no_player, bool no_foe, bool no_foe_name, bool no_god, bool unseen) { int duration = 1; if (monster->hit_points <= 0) key += " killed"; else if ((monster->flags & MF_BANISHED) && you.level_type != LEVEL_ABYSS) key += " banished"; else if (monster->is_summoned(&duration) && duration <= 0) key += " unsummoned"; std::string msg; for (int tries = 0; tries < 10; tries++) { msg = __get_speak_string(prefixes, key, monster, 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); } // Player ghosts with different classes can potentially speak different // things. static std::string _player_ghost_speak_str(const monsters *monster, const std::vector prefixes) { const ghost_demon &ghost = *(monster->ghost); std::string ghost_class = get_class_name(ghost.job); std::string prefix = ""; for (int i = 0, size = prefixes.size(); i < size; i++) { prefix += prefixes[i]; prefix += " "; } // first try together with class name std::string msg = getSpeakString(prefix + ghost_class + " player ghost"); // else try without class name if (msg.empty() || msg == "__NEXT") msg = getSpeakString(prefix + "player ghost"); return msg; } // Returns true if the monster did speak, false otherwise. // Maybe monsters will speak! void maybe_mons_speaks (monsters *monster) { #define MON_SPEAK_CHANCE 21 if (monster->is_patrolling() || mons_is_wandering(monster) || monster->attitude == ATT_NEUTRAL) { // 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. ; } else if ((mons_class_flag(monster->type, M_SPEAKS) || !monster->mname.empty()) && one_chance_in(MON_SPEAK_CHANCE)) { mons_speaks(monster); } else if (monster->type == MONS_CRAZY_YIUF && one_chance_in(MON_SPEAK_CHANCE / 3)) { // Yiuf gets an extra chance to speak! mons_speaks(monster); } else if (get_mon_shape(monster) >= 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. int chance = MON_SPEAK_CHANCE * 4; // Band members are a lot less likely to speak, since there's // a lot of them. Except for uniques. if (testbits(monster->flags, MF_BAND_MEMBER) && !mons_is_unique(monster->type)) chance *= 10; // However, confused and fleeing monsters are more interesting. if (mons_is_fleeing(monster)) chance /= 2; if (monster->has_ench(ENCH_CONFUSION)) chance /= 2; if (one_chance_in(chance)) mons_speaks(monster); } // Okay then, don't speak. } // Returns true if something is said. bool mons_speaks(monsters *monster) { ASSERT(!invalid_monster_type(monster->type)); // Monsters always talk on death, even if invisible/silenced/etc. int duration = 1; const bool force_speak = !monster->alive() || (monster->flags & MF_BANISHED) && you.level_type != LEVEL_ABYSS || (monster->is_summoned(&duration) && duration <= 0) || crawl_state.prev_cmd == CMD_LOOK_AROUND; // Wizard testing const bool unseen = !you.can_see(monster); const bool confused = monster->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). Use // get_monster_data(monster->type) to bypass mon_shouts() // replacing S_RANDOM with a random value. if (silenced(monster->pos()) && get_monster_data(monster->type)->shouts != S_SILENT) { if (!one_chance_in(3)) return (false); } // Berserk monsters just want your hide. if (monster->berserk()) return (false); // Monsters in a battle frenzy are likewise occupied. if (monster->has_ench(ENCH_BATTLE_FRENZY) && !one_chance_in(3)) return (false); // Charmed monsters aren't too expressive. if (monster->has_ench(ENCH_CHARM) && !one_chance_in(3)) return (false); } std::vector prefixes; if (monster->neutral()) { if (!force_speak && coinflip()) // Neutrals speak half as often. return (false); prefixes.push_back("neutral"); } else if (monster->friendly() && !crawl_state.arena) prefixes.push_back("friendly"); else prefixes.push_back("hostile"); if (mons_is_fleeing(monster)) prefixes.push_back("fleeing"); bool silence = silenced(you.pos()); if (silenced(monster->pos())) { silence = true; prefixes.push_back("silenced"); } if (confused) prefixes.push_back("confused"); // Allows monster speech to be altered slightly on-the-fly. if (monster->props.exists("speech_prefix")) prefixes.push_back(monster->props["speech_prefix"].get_string()); const actor* foe = (!crawl_state.arena && monster->wont_attack() && invalid_monster_index(monster->foe)) ? &you : monster->get_foe(); const monsters* m_foe = (foe && foe->atype() == ACT_MONSTER) ? dynamic_cast(foe) : NULL; // animals only look at the current player form, smart monsters at the // actual player genus if (!foe || foe->atype() == ACT_PLAYER) { if (is_player_same_species(monster->type, mons_intel(monster) <= I_ANIMAL)) { prefixes.push_back("related"); // maybe overkill for Beogh? } } else { if (mons_genus(monster->mons_species()) == mons_genus(foe->mons_species())) { prefixes.push_back("related"); } } const god_type god = foe ? foe->deity() : crawl_state.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 a Hill Orc, so might have odd // results in wizard mode.) Don't count charmed or summoned orcs. if (you.religion == GOD_BEOGH && mons_genus(monster->type) == MONS_ORC && !monster->has_ench(ENCH_CHARM) && !monster->is_summoned()) { if (monster->god == GOD_BEOGH) prefixes.push_back("beogh"); else prefixes.push_back("unbeliever"); } else { if (is_good_god(god)) prefixes.push_back("good god"); else if (is_evil_god(god)) prefixes.push_back("evil god"); else if (god == GOD_XOM) prefixes.push_back("Xom"); } #ifdef DEBUG_MONSPEAK { std::string prefix; const int size = prefixes.size(); for (int i = 0; i < size; i++) { prefix += prefixes[i]; prefix += " "; } mprf(MSGCH_DIAGNOSTICS, "monster speech lookup for %s: prefix = %s", monster->name(DESC_PLAIN).c_str(), prefix.c_str()); } #endif const bool no_foe = (foe == NULL); const bool no_player = crawl_state.arena || (!monster->wont_attack() && (!foe || foe->atype() != ACT_PLAYER)); const bool mon_foe = (m_foe != NULL); 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)); std::string msg; // First, try its exact name. if (monster->type == MONS_PLAYER_GHOST) { // Player ghosts are treated differently. msg = _player_ghost_speak_str(monster, prefixes); } else if (monster->type == MONS_PANDEMONIUM_DEMON) { // Pandemonium demons have randomly generated names, so use // "pandemonium lord" instead. msg = _get_speak_string(prefixes, "pandemonium lord", monster, no_player, no_foe, no_foe_name, no_god, unseen); } else { if (monster->props.exists("speech_func")) { #ifdef DEBUG_MONSPEAK mpr("Trying Lua function for monster speech", MSGCH_DIAGNOSTICS); #endif lua_stack_cleaner clean(dlua); dlua_chunk &chunk = monster->props["speech_func"]; if (!chunk.load(dlua)) { push_monster(dlua, monster); dlua.callfn(NULL, 1, 1); dlua.fnreturns(">s", &msg); // __NONE means to be silent, and __NEXT means to try the next // method of getting a speech message. if (msg == "__NONE") { #ifdef DEBUG_MONSPEAK mpr("result: \"__NONE\"!", MSGCH_DIAGNOSTICS); #endif return (false); } if (msg == "__NEXT") msg.clear(); } else { mprf(MSGCH_ERROR, "Lua speech function for monster '%s' didn't load: %s", monster->full_name(DESC_PLAIN).c_str(), dlua.error.c_str()); } } if (msg.empty() && monster->props.exists("speech_key")) { msg = _get_speak_string(prefixes, monster->props["speech_key"].get_string(), monster, 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 monter type capable of using its // old speech? if (!monster->mname.empty() && monster->can_speak() && msg.empty()) { msg = _get_speak_string(prefixes, monster->name(DESC_PLAIN), monster, no_player, no_foe, no_foe_name, no_god, unseen); } if (msg.empty()) { msg = _get_speak_string(prefixes, monster->base_name(DESC_PLAIN), monster, 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(monster->type) != monster->type) { msg = _get_speak_string(prefixes, mons_type_name(mons_genus(monster->type), DESC_PLAIN), monster, 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 mpr("result: \"__NONE\"!", MSGCH_DIAGNOSTICS); #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(monster)) 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") { std::string key = "'"; // Database keys are case-insensitve. if (isupper(mons_char(monster->type))) key += "cap-"; key += mons_char(monster->type); key += "'"; msg = _get_speak_string(prefixes, key, monster, no_player, no_foe, no_foe_name, no_god, unseen); } if (msg == "__NONE") { #ifdef DEBUG_MONSPEAK mpr("result: \"__NONE\"!", MSGCH_DIAGNOSTICS); #endif return (false); } // Monster symbol didn't work, try monster shape. Since we're // dealing with just the monster shape, change the prefix to // include info on if the monster's intelligence is at odds with // its shape. mon_body_shape shape = get_mon_shape(monster); mon_intel_type intel = mons_intel(monster); if (shape >= MON_SHAPE_HUMANOID && shape <= MON_SHAPE_NAGA && intel < I_NORMAL) { prefixes.insert(prefixes.begin(), "stupid"); } else if (shape >= MON_SHAPE_QUADRUPED && shape <= MON_SHAPE_FISH) { if (mons_char(monster->type) == 'w') { if (intel > I_INSECT) prefixes.insert(prefixes.begin(), "smart"); else if (intel < I_INSECT) prefixes.insert(prefixes.begin(), "stupid"); } else { if (intel > I_ANIMAL) prefixes.insert(prefixes.begin(), "smart"); else if (intel < I_ANIMAL) prefixes.insert(prefixes.begin(), "stupid"); } } else if (shape >= MON_SHAPE_INSECT && shape <= MON_SHAPE_SNAIL) { if (intel > I_INSECT) prefixes.insert(prefixes.begin(), "smart"); else if (intel < I_INSECT) prefixes.insert(prefixes.begin(), "stupid"); } else if (shape >= MON_SHAPE_PLANT && shape <= MON_SHAPE_BLOB && intel > I_PLANT) { prefixes.insert(prefixes.begin(), "smart"); } if (msg.empty() || msg == "__NEXT") { msg = _get_speak_string(prefixes, get_mon_shape_str(shape), monster, no_player, no_foe, no_foe_name, no_god, unseen); } if (msg == "__NONE") { #ifdef DEBUG_MONSPEAK mpr("result: \"__NONE\"!", MSGCH_DIAGNOSTICS); #endif return (false); } // If we failed to get a message with a winged or tailed humanoid, // or a naga or centaur, try moving closer to plain humanoid. if ((msg.empty() || msg == "__NEXT") && shape > MON_SHAPE_HUMANOID && shape <= MON_SHAPE_NAGA) { // 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) { shape = MON_SHAPE_HUMANOID_TAILED; msg = _get_speak_string(prefixes, get_mon_shape_str(shape), monster, 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") { shape = MON_SHAPE_HUMANOID_WINGED; std::string msg2; msg2 = _get_speak_string(prefixes, get_mon_shape_str(shape), monster, no_player, no_foe, no_foe_name, no_god, unseen); if (msg == "__NONE" && msg2 == "__NONE") { #ifdef DEBUG_MONSPEAK mpr("result: \"__NONE\"!", MSGCH_DIAGNOSTICS); #endif return (false); } if (msg2 == "__NONE") msg2 = ""; msg = msg2; } } // if (shape == MON_SHAPE_HUMANOID_WINGED_TAILED) if (msg.empty() || msg == "__NONE" || msg == "__NEXT") { shape = MON_SHAPE_HUMANOID; msg = _get_speak_string(prefixes, get_mon_shape_str(shape), monster, no_player, no_foe, no_foe_name, no_god, unseen); } } if (msg.empty() || msg == "__NONE") { #ifdef DEBUG_MONSPEAK mprf(MSGCH_DIAGNOSTICS, "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 '" << monster->name(DESC_PLAIN) << "'" << std::endl; return (false); } if (foe == NULL) msg = replace_all(msg, "__YOU_RESIST", "__NOTHING_HAPPENS"); else if (foe->atype() == ACT_MONSTER) { if (you.can_see(foe)) msg = replace_all(msg, "__YOU_RESIST", "@The_monster@ resists."); else msg = replace_all(msg, "__YOU_RESIST", "__NOTHING_HAPPENS"); } return (mons_speaks_msg(monster, msg, MSGCH_TALK, silence)); } bool mons_speaks_msg(monsters *monster, const std::string &msg, const msg_channel_type def_chan, const bool silence) { if (!mons_near(monster)) return (false); mon_acting mact(monster); // We have a speech string, now parse and act on it. const std::string _msg = do_mon_str_replacements(msg, monster); const std::vector lines = split_string("\n", _msg); bool noticed = false; // Any messages actually printed? for (int i = 0, size = lines.size(); i < size; ++i) { std::string line = lines[i]; // 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 accomodate 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; std::string param = ""; std::string::size_type pos = line.find(":"); if (pos != std::string::npos) param = line.substr(0, pos); if (!param.empty()) { bool match = true; if (param == "DANGER") msg_type = MSGCH_DANGER; else if (param == "WARN" && !silence || param == "VISUAL WARN") msg_type = MSGCH_WARN; else if (param == "SOUND") msg_type = MSGCH_SOUND; else if (param == "VISUAL") msg_type = MSGCH_TALK_VISUAL; else if (param == "SPELL" && !silence || param == "VISUAL SPELL") { msg_type = monster->friendly() ? MSGCH_FRIEND_SPELL : MSGCH_MONSTER_SPELL; } else if (param == "ENCHANT" && !silence || param == "VISUAL ENCHANT") { msg_type = monster->friendly() ? MSGCH_FRIEND_ENCHANT : MSGCH_MONSTER_ENCHANT; } else if (param == "PLAIN") msg_type = MSGCH_PLAIN; else match = false; if (match) line = line.substr(pos + 1); } const bool old_noticed = noticed; noticed = true; // Only one case is different. // Except for VISUAL, none of the above influence these. if (line == "__YOU_RESIST" && (!silence || param == "VISUAL")) canned_msg( MSG_YOU_RESIST ); else if (line == "__NOTHING_HAPPENS" && (!silence || param == "VISUAL")) canned_msg( MSG_NOTHING_HAPPENS ); else if (line == "__MORE" && (!silence || param == "VISUAL")) more(); else if (msg_type == MSGCH_TALK_VISUAL && !you.can_see(monster)) noticed = old_noticed; else { if (you.can_see(monster)) handle_seen_interrupt(monster); mpr(line.c_str(), msg_type); } } return (noticed); }