summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/transform.cc
blob: ad8e8545ca7fe05281f716a60522f68aae2feab7 (plain) (blame)
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
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
/*
 *  File:       transform.cc
 *  Summary:    Misc function related to player transformations.
 *  Written by: Linley Henzell
 */

#include "AppHdr.h"

#include "transform.h"

#include <stdio.h>
#include <string.h>

#include "externs.h"

#include "artefact.h"
#include "delay.h"
#include "invent.h"
#include "it_use2.h"
#include "item_use.h"
#include "itemprop.h"
#include "items.h"
#include "output.h"
#include "player.h"
#include "random.h"
#include "skills2.h"
#include "state.h"
#include "stuff.h"
#include "traps.h"
#include "xom.h"

static void _extra_hp(int amount_extra);

bool transformation_can_wield(transformation_type trans)
{
    return (trans == TRAN_NONE
            || trans == TRAN_STATUE
            || trans == TRAN_LICH);
}

bool transform_allows_wearing_item(const item_def& item)
{
    return (
        transform_allows_wearing_item(item,
                                      static_cast<transformation_type>(
                                          you.attribute[ATTR_TRANSFORMATION])));
}

bool transform_allows_wearing_item(const item_def& item,
                                   transformation_type transform)
{
    bool rc = true;

    if (item.base_type == OBJ_JEWELLERY)
    {
        // Everything but bats can wear all jewellery; bats and pigs can
        // only wear amulets.
        if ((transform == TRAN_BAT || transform == TRAN_PIG)
             && !jewellery_is_amulet(item))
        {
            rc = false;
        }
    }
    else
    {
        // It's not jewellery, and it's worn, so it must be armour.
        const equipment_type eqslot = get_armour_slot(item);
        const bool is_soft_helmet   = is_helmet(item) && !is_hard_helmet(item);

        switch (transform)
        {
        // Some forms can wear everything.
        case TRAN_NONE:
        case TRAN_LICH:
            rc = true;
            break;

        // Some can't wear anything.
        case TRAN_DRAGON:
        case TRAN_BAT:
        case TRAN_PIG:
            rc = false;
            break;

        // And some need more complicated logic.
        case TRAN_SPIDER:
            rc = is_soft_helmet;
            break;

        case TRAN_BLADE_HANDS:
            rc = (eqslot != EQ_SHIELD && eqslot != EQ_GLOVES);
            break;

        case TRAN_STATUE:
            rc = (eqslot == EQ_CLOAK || eqslot == EQ_HELMET);
            break;

        case TRAN_ICE_BEAST:
            rc = (eqslot == EQ_CLOAK || is_soft_helmet);
            break;

        default:                // Bug-catcher.
            mprf(MSGCH_ERROR, "Unknown transformation type %d in "
                 "transform_allows_wearing_item",
                 you.attribute[ATTR_TRANSFORMATION]);
            break;
        }
    }

    return (rc);
}

static std::set<equipment_type>
_init_equipment_removal(transformation_type trans)
{
    std::set<equipment_type> result;
    if (!transformation_can_wield(trans) && you.weapon())
        result.insert(EQ_WEAPON);

    // Liches can't wield holy weapons.
    if (trans == TRAN_LICH
        && you.weapon()
        && get_weapon_brand(*you.weapon()) == SPWPN_HOLY_WRATH)
    {
        result.insert(EQ_WEAPON);
    }

    for (int i = EQ_WEAPON + 1; i < NUM_EQUIP; ++i)
    {
        const equipment_type eq = static_cast<equipment_type>(i);
        const item_def *pitem = you.slot_item(eq);
        if (pitem && !transform_allows_wearing_item(*pitem, trans))
            result.insert(eq);
    }
    return (result);
}

static void _unwear_equipment_slot(equipment_type eqslot)
{
    const int slot = you.equip[eqslot];
    item_def *item = you.slot_item(eqslot);
    if (item == NULL)
        return;

    if (eqslot == EQ_WEAPON)
    {
        unwield_item(!you.berserk());
        canned_msg(MSG_EMPTY_HANDED);
        you.attribute[ATTR_WEAPON_SWAP_INTERRUPTED] = slot + 1;
    }
    else if (item->base_type == OBJ_JEWELLERY)
        jewellery_remove_effects(*item, false);
    else
        unwear_armour(slot);
}

static void _remove_equipment(const std::set<equipment_type>& removed,
                              bool meld = true, bool mutation = false)
{
    // Meld items into you in (reverse) order. (std::set is a sorted container)
    std::set<equipment_type>::const_iterator iter;
    for (iter = removed.begin(); iter != removed.end(); ++iter)
    {
        const equipment_type e = *iter;
        item_def *equip = you.slot_item(e);
        if (equip == NULL)
            continue;

        bool unequip = (e == EQ_WEAPON || !meld);

        mprf("%s %s%s %s", equip->name(DESC_CAP_YOUR).c_str(),
             unequip ? "fall" : "meld",
             equip->quantity > 1 ? "" : "s",
             unequip ? "away!" : "into your body.");

        _unwear_equipment_slot(e);

        if (unequip)
        {
            you.equip[e] = -1;

            if (mutation)
            {
                // A mutation made us not only lose an equipment slot
                // but actually removed a worn item: Funny!
                xom_is_stimulated(is_artefact(*equip) ? 255 : 128);
            }
        }
    }
}

// FIXME: merge this with you_can_wear(), can_wear_armour(), etc.
bool _mutations_prevent_wearing(const item_def& item)
{
    const equipment_type eqslot = get_armour_slot(item);

    if (is_hard_helmet(item)
        && (player_mutation_level(MUT_HORNS)
            || player_mutation_level(MUT_BEAK)))
    {
        return (true);
    }

    // Barding is excepted here.
    if (item.sub_type == ARM_BOOTS
        && (player_mutation_level(MUT_HOOVES)
            || player_mutation_level(MUT_TALONS)))
    {
        return (true);
    }

    if (eqslot == EQ_GLOVES && player_mutation_level(MUT_CLAWS) >= 3)
        return (true);

    return (false);
}

static void _rewear_equipment_slot(equipment_type e)
{
    if (e == EQ_WEAPON)         // shouldn't happen
        return;

    if (you.equip[e] == -1)
        return;

    item_def& item = you.inv[you.equip[e]];

    if (item.base_type == OBJ_JEWELLERY)
        jewellery_wear_effects(item);
    else
    {
        // In case the player was mutated during the transformation,
        // check whether the equipment is still wearable.
        bool force_remove = _mutations_prevent_wearing(item);

        // If you switched weapons during the transformation, make
        // sure you can still wear your shield.
        // (This is only possible with Statue Form.)
        if (e == EQ_SHIELD && you.weapon()
            && is_shield_incompatible(*you.weapon(), &item))
        {
            force_remove = true;
        }

        if (force_remove)
        {
            mprf("%s is pushed off your body!",
                 item.name(DESC_CAP_YOUR).c_str());
            you.equip[e] = -1;
        }
        else
            armour_wear_effects(you.equip[e]);
    }
}

static void _unmeld_equipment(const std::set<equipment_type>& melded)
{
    // Unmeld items in order.
    std::set<equipment_type>::const_iterator iter;
    for (iter = melded.begin(); iter != melded.end(); ++iter)
    {
        const equipment_type e = *iter;
        if (e == EQ_WEAPON || you.equip[e] == -1)
            continue;

        _rewear_equipment_slot(e);
    }
}

void unmeld_one_equip(equipment_type eq)
{
    std::set<equipment_type> e;
    e.insert(eq);
    _unmeld_equipment(e);
}

void remove_one_equip(equipment_type eq, bool meld, bool mutation)
{
    std::set<equipment_type> r;
    r.insert(eq);
    _remove_equipment(r, meld, mutation);
}

static bool _tran_may_meld_cursed(int transformation)
{
    switch (transformation)
    {
    case TRAN_BAT:
        // Vampires of sufficient level may transform into bats even
        // with cursed gear.
        if (you.species == SP_VAMPIRE && you.experience_level >= 10)
            return (true);
        // intentional fall-through
    case TRAN_SPIDER:
        return (false);
    default:
        return (true);
    }
}

// Returns true if any piece of equipment that has to be removed is cursed.
// Useful for keeping low level transformations from being too useful.
static bool _check_for_cursed_equipment(const std::set<equipment_type> &remove,
                                        const int trans, bool quiet = false)
{
    std::set<equipment_type>::const_iterator iter;
    for (iter = remove.begin(); iter != remove.end(); ++iter)
    {
        const equipment_type e = *iter;
        if (you.equip[e] == -1)
            continue;

        const item_def& item = you.inv[ you.equip[e] ];
        if (item.cursed())
        {
            if (e != EQ_WEAPON && _tran_may_meld_cursed(trans))
                continue;

            // Wielding a cursed non-weapon/non-staff won't hinder
            // transformations.
            if (e == EQ_WEAPON && item.base_type != OBJ_WEAPONS
                && item.base_type != OBJ_STAVES)
            {
                continue;
            }

            if (!quiet)
            {
                mpr( "Your cursed equipment won't allow you to complete the "
                     "transformation." );
            }

            return (true);
        }
    }
    return (false);
}

// Count the stat boosts yielded by all items to be removed, and count
// future losses (caused by the transformation) like a current stat boost,
// as well. If the sum of all boosts of a stat is equal to or greater than
// the current stat, give a message and return true.
bool check_transformation_stat_loss(const std::set<equipment_type> &remove,
                                    bool quiet, int str_loss, int dex_loss,
                                    int int_loss)
{
    // Initialise with additional losses, if any.
    int prop_str = str_loss;
    int prop_dex = dex_loss;
    int prop_int = int_loss;

    // Might is very much temporary and might run out at any point during
    // your transformation, possibly resulting in stat loss caused by a
    // combination of an unequipping (and/or stat lowering) transformation
    // and Might running out at an inopportune moment.
    if (you.duration[DUR_MIGHT])
        prop_str += 5;
    if (you.duration[DUR_BRILLIANCE])
        prop_int += 5;
    if (you.duration[DUR_AGILITY])
        prop_dex += 5;

    if (prop_str >= you.strength
        || prop_int >= you.intel
        || prop_dex >= you.dex)
    {
        if (!quiet)
        {
            mpr("This transformation would result in fatal stat loss!",
                MSGCH_WARN);
        }
        return (true);
    }

    // Check over all items to be removed or melded.
    std::set<equipment_type>::const_iterator iter;
    for (iter = remove.begin(); iter != remove.end(); ++iter)
    {
        equipment_type e = *iter;
        if (you.equip[e] == -1)
            continue;

        const item_def& item = you.inv[you.equip[e]];

        // There are no stat-boosting non-weapons/non-staves.
        if (e == EQ_WEAPON
            && item.base_type != OBJ_WEAPONS && item.base_type != OBJ_STAVES)
        {
            continue;
        }

        // Currently, the only non-artefacts which have stat-changing
        // effects are rings.
        if (item.base_type == OBJ_JEWELLERY)
        {
            if (!item_ident(item, ISFLAG_KNOW_PLUSES))
                continue;

            switch (item.sub_type)
            {
            case RING_STRENGTH:     prop_str += item.plus; break;
            case RING_DEXTERITY:    prop_dex += item.plus; break;
            case RING_INTELLIGENCE: prop_int += item.plus; break;
            default:                                       break;
            }
        }
        else if (item.base_type == OBJ_ARMOUR)
        {
            switch (get_armour_ego_type( item ))
            {
            case SPARM_STRENGTH:     prop_str += 3; break;
            case SPARM_DEXTERITY:    prop_dex += 3; break;
            case SPARM_INTELLIGENCE: prop_int += 3; break;
            default:                                break;
            }
        }

        if (is_artefact(item))
        {
            prop_str += artefact_known_wpn_property(item, ARTP_STRENGTH);
            prop_int += artefact_known_wpn_property(item, ARTP_INTELLIGENCE);
            prop_dex += artefact_known_wpn_property(item, ARTP_DEXTERITY);
        }

        // Since there might be multiple items whose effects cancel each other
        // out while worn, if at any point in the order of checking this list
        // (which is the same order as when removing items) one of your stats
        // would reach 0, return true.
        if (prop_str >= you.strength
            || prop_int >= you.intel
            || prop_dex >= you.dex)
        {
            if (!quiet)
            {
                mpr("This transformation would result in fatal stat loss!",
                    MSGCH_WARN);
            }
            return (true);
        }
    }

    return (false);
}

// Returns true if the player got prompted by an inscription warning and
// chose to opt out.
bool _check_transformation_inscription_warning(
            const std::set<equipment_type> &remove)
{
    // Check over all items to be removed or melded.
    std::set<equipment_type>::const_iterator iter;
    for (iter = remove.begin(); iter != remove.end(); ++iter)
    {
        equipment_type e = *iter;
        if (you.equip[e] == -1)
            continue;

        const item_def& item = you.inv[you.equip[e]];

        operation_types op = OPER_WEAR;
        if (e == EQ_WEAPON)
            op = OPER_WIELD;
        else if (item.base_type == OBJ_JEWELLERY)
            op = OPER_PUTON;

        if (!check_old_item_warning(item, op))
            return (true);
    }

    return (false);
}

// FIXME: Switch to 4.1 transforms handling.
size_type transform_size(int psize)
{
    return you.transform_size(psize);
}

size_type player::transform_size(int psize) const
{
    const int transform = attribute[ATTR_TRANSFORMATION];
    switch (transform)
    {
    case TRAN_SPIDER:
    case TRAN_BAT:
        return SIZE_TINY;
    case TRAN_PIG:
        return SIZE_SMALL;
    case TRAN_ICE_BEAST:
        return SIZE_LARGE;
    case TRAN_DRAGON:
        return SIZE_HUGE;
    default:
        return SIZE_CHARACTER;
    }
}

void transformation_expiration_warning()
{
    if (you.duration[DUR_TRANSFORMATION]
            <= get_expiration_threshold(DUR_TRANSFORMATION))
    {
        mpr("You have a feeling this form won't last long.");
    }
}

static bool _abort_or_fizzle(bool just_check)
{
    if (!just_check && you.turn_is_over)
    {
        canned_msg(MSG_SPELL_FIZZLES);
        return (true); // pay the necessary costs
    }
    return (false); // SPRET_ABORT
}

// Transforms you into the specified form. If force is true, checks for
// inscription warnings are skipped, and the transformation fails silently
// (if it fails). If just_check is true the transformation doesn't actually
// happen, but the method returns whether it would be successful.
bool transform(int pow, transformation_type which_trans, bool force,
               bool just_check)
{
    if (!force && crawl_state.is_god_acting())
        force = true;

    if (!force && you.transform_uncancellable)
    {
        // Jiyva's wrath-induced transformation is blocking the attempt.
        // May need to be updated if transform_uncancellable is used for
        // other uses.
        return (false);
    }

    if (you.species == SP_MERFOLK && you.swimming()
        && which_trans != TRAN_DRAGON && which_trans != TRAN_BAT)
    {
        // This might be overkill, but it's okay because obviously
        // whatever magical ability that lets them walk on land is
        // removed when they're in water (in this case, their natural
        // form is completely over-riding any other... goes well with
        // the forced transform when entering water)... but merfolk can
        // transform into flying forms.
        if (!force)
            mpr("You cannot transform out of your normal form while in water.");
        return (false);
    }

    // This must occur before the untransform() and the is_undead check.
    if (you.attribute[ATTR_TRANSFORMATION]
        == static_cast<unsigned>(which_trans))
    {
        if (you.duration[DUR_TRANSFORMATION] < 100 * BASELINE_DELAY)
        {
            if (just_check)
                return (true);

            if (which_trans==TRAN_PIG)
                mpr("You feel you'll be a pig longer.");
            else
                mpr("You extend your transformation's duration.");
            you.increase_duration(DUR_TRANSFORMATION, random2(pow), 100);

            return (true);
        }
        else
        {
            if (!force && which_trans!=TRAN_PIG)
                mpr("You cannot extend your transformation any further!");
            return (false);
        }
    }

    // The actual transformation may still fail later (e.g. due to cursed
    // equipment). Ideally, untransforming should cost a turn but nothing
    // else (as does the "End Transformation" ability). As it is, you
    // pay with mana and hunger if you already untransformed.
    if (!just_check && you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE)
    {
        bool skip_wielding = false;
        switch (which_trans)
        {
        case TRAN_STATUE:
        case TRAN_LICH:
            break;
        default:
            skip_wielding = true;
            break;
        }
        // Skip wielding weapon if it gets unwielded again right away.
        untransform(skip_wielding);
    }

    // Catch some conditions which prevent transformation.
    if (you.is_undead
        && (you.species != SP_VAMPIRE
            || which_trans != TRAN_BAT && you.hunger_state <= HS_SATIATED))
    {
        if (!force)
            mpr("Your unliving flesh cannot be transformed in this way.");
        return (_abort_or_fizzle(just_check));
    }

    if (which_trans == TRAN_LICH && you.duration[DUR_DEATHS_DOOR])
    {
        if (!force)
        {
            mpr("The transformation conflicts with an enchantment "
                "already in effect.");
        }
        return (_abort_or_fizzle(just_check));
    }

    std::set<equipment_type> rem_stuff = _init_equipment_removal(which_trans);

    if (which_trans != TRAN_PIG
        && _check_for_cursed_equipment(rem_stuff, which_trans, force))
    {
        return (_abort_or_fizzle(just_check));
    }

    int str = 0, dex = 0, symbol = '@', colour = LIGHTGREY, xhp = 0, dur = 0;
    const char* tran_name = "buggy";
    const char* msg = "You transform into something buggy!";
    switch (which_trans)
    {
    case TRAN_SPIDER:
        tran_name = "spider";
        dex       = 5;
        symbol    = 's';
        colour    = BROWN;
        dur       = std::min(10 + random2(pow) + random2(pow), 60);
        msg       = "You turn into a venomous arachnid creature.";
        break;

    case TRAN_BLADE_HANDS:
        tran_name = "Blade Hands";
        dur       = std::min(10 + random2(pow), 100);
        msg       = "Your hands turn into razor-sharp scythe blades.";
        break;

    case TRAN_STATUE:
        tran_name = "statue";
        str       = 2;
        dex       = -2;
        xhp       = 15;
        symbol    = '8';
        colour    = LIGHTGREY;
        dur       = std::min(20 + random2(pow) + random2(pow), 100);
        if (player_genus(GENPC_DWARVEN) && one_chance_in(10))
            msg = "You inwardly fear your resemblance to a lawn ornament.";
        else
            msg = "You turn into a living statue of rough stone.";
        break;

    case TRAN_ICE_BEAST:
        tran_name = "ice beast";
        xhp       = 12;
        symbol    = 'I';
        colour    = WHITE;
        dur       = std::min(30 + random2(pow) + random2(pow), 100);
        msg       = "You turn into a creature of crystalline ice.";
        break;

    case TRAN_DRAGON:
        tran_name = "dragon";
        str       = 10;
        xhp       = 16;
        symbol    = 'D';
        colour    = GREEN;
        dur       = std::min(20 + random2(pow) + random2(pow), 100);
        if (you.species == SP_MERFOLK && you.swimming())
        {
            msg = "You fly out of the water as you turn into "
                  "a fearsome dragon!";
        }
        else
            msg = "You turn into a fearsome dragon!";
        break;

    case TRAN_LICH:
        tran_name = "lich";
        str       = 3;
        symbol    = 'L';
        colour    = LIGHTGREY;
        dur       = std::min(20 + random2(pow) + random2(pow), 100);
        msg       = "Your body is suffused with negative energy!";
        break;

    case TRAN_BAT:
        tran_name = "bat";
        str       = -5;
        dex       = 5;
        symbol    = 'b';
        colour    = (you.species == SP_VAMPIRE ? DARKGREY : LIGHTGREY);
        dur       = std::min(20 + random2(pow) + random2(pow), 100);
        if (you.species == SP_VAMPIRE)
            msg = "You turn into a vampire bat.";
        else
            msg = "You turn into a bat.";
        break;

    case TRAN_PIG:
        tran_name = "pig";
        symbol    = 'h';
        colour    = RED;
        dur       = pow;
        msg       = "You have been turned into a pig!";
        you.transform_uncancellable = true;
        break;

    case TRAN_NONE:
    case NUM_TRANSFORMATIONS:
        break;
    }

    if (check_transformation_stat_loss(rem_stuff, force || which_trans == TRAN_PIG,
                                       std::max(-str, 0), std::max(-dex,0)))
    {   // would have died to stat loss
        if (which_trans == TRAN_PIG)
        {   // no easy way around this!
            mpr("A dreadful feeling locks you in place!");
            if (you.duration[DUR_PARALYSIS]<10 * BASELINE_DELAY)
                you.duration[DUR_PARALYSIS]=10 * BASELINE_DELAY;
        }
        return (_abort_or_fizzle(just_check));
    }

    // If we're just pretending return now.
    if (just_check)
        return (true);

    if (!force && _check_transformation_inscription_warning(rem_stuff))
        return (_abort_or_fizzle(just_check));

    // All checks done, transformation will take place now.
    you.redraw_evasion      = true;
    you.redraw_armour_class = true;
    you.wield_change        = true;

    // Most transformations conflict with stone skin.
    if (which_trans != TRAN_NONE
        && which_trans != TRAN_BLADE_HANDS
        && which_trans != TRAN_STATUE)
    {
        you.duration[DUR_STONESKIN] = 0;
    }

    // Give the transformation message.
    mpr(msg);

    _remove_equipment(rem_stuff);

    // Update your status.
    you.attribute[ATTR_TRANSFORMATION] = which_trans;
    you.set_duration(DUR_TRANSFORMATION, dur);
    you.symbol = symbol;
    you.colour = colour;

    burden_change();

    if (str)
    {
        modify_stat(STAT_STRENGTH, str, true,
                    make_stringf("gaining the %s transformation",
                                 tran_name).c_str());
    }

    if (dex)
    {
        modify_stat(STAT_DEXTERITY, dex, true,
                    make_stringf("gaining the %s transformation",
                                 tran_name).c_str());
    }

    if (xhp)
        _extra_hp(xhp);

    // Extra effects
    switch (which_trans)
    {
    case TRAN_STATUE:
        if (you.duration[DUR_STONEMAIL] || you.duration[DUR_STONESKIN])
            mpr("Your new body merges with your stone armour.");
        break;

    case TRAN_ICE_BEAST:
        if (you.duration[DUR_ICY_ARMOUR])
            mpr("Your new body merges with your icy armour.");
        break;

    case TRAN_DRAGON:
        if (you.attribute[ATTR_HELD])
        {
            mpr("The net rips apart!");
            you.attribute[ATTR_HELD] = 0;
            int net = get_trapping_net(you.pos());
            if (net != NON_ITEM)
                destroy_item(net);
        }
        break;

    case TRAN_LICH:
        // undead cannot regenerate -- bwr
        if (you.duration[DUR_REGENERATION])
        {
            mpr("You stop regenerating.", MSGCH_DURATION);
            you.duration[DUR_REGENERATION] = 0;
        }

        // silently removed since undead automatically resist poison -- bwr
        you.duration[DUR_RESIST_POISON] = 0;

        you.is_undead = US_UNDEAD;
        you.hunger_state = HS_SATIATED;  // no hunger effects while transformed
        set_redraw_status(REDRAW_HUNGER);
        break;

    default:
        break;
    }

    // This only has an effect if the transformation happens passively,
    // for example if Xom decides to transform you while you're busy
    // running around or butchering corpses.
    stop_delay();

    if (you.species != SP_VAMPIRE || which_trans != TRAN_BAT)
        transformation_expiration_warning();

    return (true);
}

bool transform_can_butcher_barehanded(transformation_type tt)
{
    return (tt == TRAN_BLADE_HANDS || tt == TRAN_DRAGON || tt == TRAN_ICE_BEAST);
}

void untransform(bool skip_wielding)
{
    const flight_type old_flight = you.flight_mode();

    you.redraw_evasion      = true;
    you.redraw_armour_class = true;
    you.wield_change        = true;

    you.symbol = '@';
    you.colour = LIGHTGREY;

    // Must be unset first or else infinite loops might result. -- bwr
    const transformation_type old_form =
        static_cast<transformation_type>(you.attribute[ ATTR_TRANSFORMATION ]);

    // We may have to unmeld a couple of equipment types.
    std::set<equipment_type> melded = _init_equipment_removal(old_form);

    you.attribute[ATTR_TRANSFORMATION] = TRAN_NONE;
    you.duration[DUR_TRANSFORMATION]   = 0;

    burden_change();

    int hp_downscale = 10;

    switch (old_form)
    {
    case TRAN_SPIDER:
        mpr("Your transformation has ended.", MSGCH_DURATION);
        modify_stat( STAT_DEXTERITY, -5, true,
                     "losing the spider transformation" );
        break;

    case TRAN_BAT:
        mpr("Your transformation has ended.", MSGCH_DURATION);
        modify_stat( STAT_DEXTERITY, -5, true,
                     "losing the bat transformation" );
        modify_stat( STAT_STRENGTH, 5, true,
                     "losing the bat transformation" );
        break;

    case TRAN_BLADE_HANDS:
        mpr( "Your hands revert to their normal proportions.", MSGCH_DURATION );
        you.wield_change = true;
        break;

    case TRAN_STATUE:
        mpr( "You revert to your normal fleshy form.", MSGCH_DURATION );
        modify_stat( STAT_DEXTERITY, 2, true,
                     "losing the statue transformation" );
        modify_stat( STAT_STRENGTH, -2, true,
                     "losing the statue transformation");

        // Note: if the core goes down, the combined effect soon disappears,
        // but the reverse isn't true. -- bwr
        if (you.duration[DUR_STONEMAIL])
            you.duration[DUR_STONEMAIL] = 1;

        if (you.duration[DUR_STONESKIN])
            you.duration[DUR_STONESKIN] = 1;

        hp_downscale = 15;
        break;

    case TRAN_ICE_BEAST:
        mpr( "You warm up again.", MSGCH_DURATION );

        // Note: if the core goes down, the combined effect soon disappears,
        // but the reverse isn't true. -- bwr
        if (you.duration[DUR_ICY_ARMOUR])
            you.duration[DUR_ICY_ARMOUR] = 1;

        hp_downscale = 12;
        break;

    case TRAN_DRAGON:
        mpr( "Your transformation has ended.", MSGCH_DURATION );
        modify_stat(STAT_STRENGTH, -10, true,
                    "losing the dragon transformation" );
        hp_downscale = 16;
        break;

    case TRAN_LICH:
        mpr( "You feel yourself come back to life.", MSGCH_DURATION );
        modify_stat(STAT_STRENGTH, -3, true,
                    "losing the lich transformation" );
        you.is_undead = US_ALIVE;
        break;

    case TRAN_PIG:
        mpr( "Your transformation has ended.", MSGCH_DURATION );
        break;

    default:
        break;
    }

    _unmeld_equipment(melded);

    // Re-check terrain now that be may no longer be flying.
    if (old_flight && you.flight_mode() == FL_NONE)
        move_player_to_grid(you.pos(), false, true, true);

    if (transform_can_butcher_barehanded(old_form))
        stop_butcher_delay();

    // If nagas wear boots while transformed, they fall off again afterwards:
    // I don't believe this is currently possible, and if it is we
    // probably need something better to cover all possibilities.  -bwr

    // Removed barding check, no transformed creatures can wear barding
    // anyway.
    // *coughs* Ahem, blade hands... -- jpeg
    if (you.species == SP_NAGA || you.species == SP_CENTAUR)
    {
        const int arm = you.equip[EQ_BOOTS];

        if (arm != -1 && you.inv[arm].sub_type == ARM_BOOTS)
            remove_one_equip(EQ_BOOTS);
    }

    if (hp_downscale != 10 && you.hp != you.hp_max)
    {
        you.hp = you.hp * 10 / hp_downscale;
        if (you.hp < 1)
            you.hp = 1;
        else if (you.hp > you.hp_max)
            you.hp = you.hp_max;
    }
    calc_hp();

    if (!skip_wielding)
        handle_interrupted_swap(true, false, true);

    you.turn_is_over = true;
    if (you.transform_uncancellable)
        you.transform_uncancellable = false;
}

// XXX: This whole system is a mess as it still relies on special
// cases to handle a large number of things (see wear_armour()) -- bwr
bool can_equip( equipment_type use_which, bool ignore_temporary )
{
    if (use_which == EQ_HELMET
        && (player_mutation_level(MUT_HORNS)
            || player_mutation_level(MUT_BEAK)))
    {
        return (false);
    }

    if (use_which == EQ_BOOTS && !player_has_feet())
        return (false);

    if (use_which == EQ_GLOVES && you.has_claws(false) >= 3)
        return (false);

    if (!ignore_temporary)
    {
        switch (you.attribute[ATTR_TRANSFORMATION])
        {
        case TRAN_NONE:
        case TRAN_LICH:
            return (true);

        case TRAN_BLADE_HANDS:
            return (use_which != EQ_WEAPON
                    && use_which != EQ_GLOVES
                    && use_which != EQ_SHIELD);

        case TRAN_STATUE:
            return (use_which == EQ_WEAPON
                    || use_which == EQ_CLOAK
                    || use_which == EQ_HELMET);

        case TRAN_ICE_BEAST:
            return (use_which == EQ_CLOAK);

        default:
            return (false);
        }
    }

    return (true);
}

void _extra_hp(int amount_extra) // must also set in calc_hp
{
    calc_hp();

    you.hp *= amount_extra;
    you.hp /= 10;

    deflate_hp(you.hp_max, false);
}

// Used to mark transformations which override species/mutation intrinsics.
// If phys_scales is true then we're checking to see if the form keeps
// the physical (AC/EV) properties from scales... the special intrinsic
// features (resistances, etc.) are lost in those forms however.
bool transform_changed_physiology( bool phys_scales )
{
    return (you.attribute[ATTR_TRANSFORMATION] != TRAN_NONE
            && you.attribute[ATTR_TRANSFORMATION] != TRAN_BLADE_HANDS
            && (!phys_scales
                || (you.attribute[ATTR_TRANSFORMATION] != TRAN_LICH
                    && you.attribute[ATTR_TRANSFORMATION] != TRAN_STATUE)));
}