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#include "AppHdr.h"
#include "actor.h"
#include <cmath>
#include <sstream>
#include "act-iter.h"
#include "areas.h"
#include "art-enum.h"
#include "attack.h"
#include "chardump.h"
#include "delay.h"
#include "directn.h"
#include "env.h"
#include "fight.h" // apply_chunked_ac
#include "fprop.h"
#include "god-passive.h"
#include "item-prop.h"
#include "los.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-death.h"
#include "mon-util.h"
#include "religion.h"
#include "spl-damage.h"
#include "stepdown.h"
#include "stringutil.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
actor::~actor()
{
if (constricting)
delete constricting;
}
bool actor::will_trigger_shaft() const
{
return is_valid_shaft_level()
// let's pretend that they always make their saving roll
&& !(is_monster()
&& (mons_is_elven_twin(static_cast<const monster* >(this))
|| as_monster()->type == MONS_ORC_APOSTLE));
}
level_id actor::shaft_dest() const
{
return generic_shaft_dest(level_id::current());
}
// Give hands required to wield weapon.
hands_reqd_type actor::hands_reqd(const item_def &item, bool base) const
{
return basic_hands_reqd(item, body_size(PSIZE_TORSO, base));
}
bool actor::can_pass_through(int x, int y) const
{
return can_pass_through_feat(env.grid[x][y]);
}
bool actor::can_pass_through(const coord_def &c) const
{
return can_pass_through_feat(env.grid(c));
}
bool actor::is_habitable(const coord_def &_pos) const
{
return is_habitable_feat(env.grid(_pos));
}
bool actor::is_dragonkind() const {
return mons_class_is_draconic(mons_species());
}
int actor::dragon_level() const {
if (!is_dragonkind())
return 0;
return min(get_experience_level(), 18);
}
bool actor::handle_trap()
{
trap_def* trap = trap_at(pos());
if (trap)
trap->trigger(*this);
return trap != nullptr;
}
int actor::skill_rdiv(skill_type sk, int mult, int div) const
{
return div_rand_round(skill(sk, mult * 256), div * 256);
}
int actor::wearing_jewellery(int sub_type) const
{
return wearing(OBJ_JEWELLERY, sub_type,
jewellery_type_has_pluses(sub_type),
sub_type == AMU_REGENERATION || sub_type == AMU_MANA_REGENERATION);
}
int actor::check_willpower(const actor* source, int power) const
{
int wl = willpower();
if (wl == WILL_INVULN)
return 100;
if (source)
wl = apply_willpower_bypass(*source, wl);
// Marionettes get better hex success against friends to avoid hex casts
// often being wasted with normal monster spellpower.
if (source && source->is_monster()
&& source->as_monster()->attitude == ATT_MARIONETTE
&& mons_atts_aligned(source->real_attitude(), temp_attitude()))
{
wl /= 2;
}
const int adj_pow = ench_power_stepdown(power);
const int wlchance = (100 + wl) - adj_pow;
int wlch2 = random2(100);
wlch2 += random2(101);
dprf("Power: %d (%d pre-stepdown), WL: %d, target: %d, roll: %d",
adj_pow, power, wl, wlchance, wlch2);
return wlchance - wlch2;
}
void actor::set_position(const coord_def &c)
{
const coord_def oldpos = position;
position = c;
los_actor_moved(this, oldpos);
areas_actor_moved(this, oldpos);
}
bool actor::can_hibernate(bool holi_only, bool intrinsic_only) const
{
// Undead, nonliving, and plants don't sleep. If the monster is
// berserk or already asleep, it doesn't sleep either.
if (!can_sleep(holi_only))
return false;
if (!holi_only)
{
// The monster is cold-resistant and can't be hibernated.
if (intrinsic_only && is_monster()
? get_mons_resist(*as_monster(), MR_RES_COLD) > 0
: res_cold() > 0)
{
return false;
}
// The monster has slept recently.
if (is_monster() && !intrinsic_only
&& static_cast<const monster* >(this)->has_ench(ENCH_SLEEP_WARY))
{
return false;
}
}
return true;
}
bool actor::can_sleep(bool holi_only) const
{
const mon_holy_type holi = holiness();
if (holi & (MH_UNDEAD | MH_NONLIVING | MH_PLANT))
return false;
if (!holi_only)
return !(berserk() || clarity() || asleep());
return true;
}
void actor::shield_block_succeeded(actor *attacker)
{
item_def *sh = shield();
const unrandart_entry *unrand_entry;
if (sh
&& sh->base_type == OBJ_ARMOUR
&& get_armour_slot(*sh) == SLOT_OFFHAND
&& is_artefact(*sh)
&& is_unrandom_artefact(*sh)
&& (unrand_entry = get_unrand_entry(sh->unrand_idx))
&& unrand_entry->melee_effects)
{
unrand_entry->melee_effects(sh, this, attacker, false, 0);
}
}
int actor::get_res(int res) const
{
switch (res)
{
case MR_RES_ELEC: return res_elec();
case MR_RES_POISON: return res_poison();
case MR_RES_FIRE: return res_fire();
case MR_RES_COLD: return res_cold();
case MR_RES_NEG: return res_negative_energy();
case MR_RES_MIASMA: return res_miasma();
case MR_RES_CORR: return res_corr();
case MR_RES_TORMENT: return res_torment();
case MR_RES_PETRIFY: return res_petrify();
case MR_RES_DAMNATION: return res_damnation();
case MR_RES_STEAM: return res_steam();
default:
ASSERT(false);
return -1;
}
}
/// How many levels of penalties does this actor have from inaccuracy-conferring effects?
int actor::inaccuracy() const
{
return unrand_equipped(UNRAND_AIR);
}
/// How great are the penalties to this actor's to-hit from any inaccuracy effects they have?
int actor::inaccuracy_penalty() const
{
return inaccuracy() * 5;
}
bool actor::cloud_immune(bool items) const
{
return items && unrand_equipped(UNRAND_RCLOUDS);
}
bool actor::holy_wrath_susceptible() const
{
return res_holy_energy() < 0;
}
// This is a bit confusing. This is not the function that determines whether or
// not an actor is capable of teleporting, only whether they are specifically
// under the influence of the "notele" effect. See actor::no_tele() for a
// superset of this function.
bool actor::has_notele_item(vector<const item_def *> *matches) const
{
return scan_artefacts(ARTP_PREVENT_TELEPORTATION, matches);
}
int actor::angry(bool items) const
{
int anger = 0;
if (!items)
return anger;
return anger + 20 * wearing_ego(OBJ_ARMOUR, SPARM_RAGE)
+ scan_artefacts(ARTP_ANGRY);
}
bool actor::clarity(bool items) const
{
return items && scan_artefacts(ARTP_CLARITY);
}
bool actor::faith(bool items) const
{
return items && wearing_jewellery(AMU_FAITH);
}
int actor::archmagi(bool items) const
{
return items ? wearing_ego(OBJ_ARMOUR, SPARM_ARCHMAGI)
+ scan_artefacts(ARTP_ARCHMAGI) : 0;
}
bool actor::no_cast(bool items) const
{
return items && scan_artefacts(ARTP_PREVENT_SPELLCASTING);
}
bool actor::reflection(bool items) const
{
return items &&
(wearing_jewellery(AMU_REFLECTION)
|| wearing_ego(OBJ_ARMOUR, SPARM_REFLECTION));
}
int actor::extra_harm(bool items) const
{
if (!items)
return 0;
int harm = wearing_ego(OBJ_ARMOUR, SPARM_HARM) + scan_artefacts(ARTP_HARM);
return harm > 2 ? 2 : harm;
}
bool actor::rmut_from_item() const
{
return scan_artefacts(ARTP_RMUT);
}
bool actor::evokable_invis() const
{
return wearing_ego(OBJ_ARMOUR, SPARM_INVISIBILITY)
|| scan_artefacts(ARTP_INVISIBLE);
}
// Return an int so we know whether an item is the sole source.
int actor::equip_flight() const
{
// For the player, this is cached on ATTR_PERM_FLIGHT
return wearing_jewellery(RING_FLIGHT)
+ wearing_ego(OBJ_ARMOUR, SPARM_FLYING)
+ scan_artefacts(ARTP_FLY);
}
int actor::spirit_shield(bool items) const
{
int ss = 0;
if (items)
{
ss += wearing_ego(OBJ_ARMOUR, SPARM_SPIRIT_SHIELD);
ss += wearing_jewellery(AMU_GUARDIAN_SPIRIT);
}
if (is_player())
ss += you.get_mutation_level(MUT_MANA_SHIELD);
return ss;
}
int actor::rampaging() const
{
return wearing_ego(OBJ_ARMOUR, SPARM_RAMPAGING)
+ scan_artefacts(ARTP_RAMPAGING);
}
int actor::apply_ac(int damage, int max_damage, ac_type ac_rule, bool for_real) const
{
int ac = max(armour_class(), 0);
int gdr = gdr_perc();
int saved = 0;
switch (ac_rule)
{
case ac_type::none:
return damage;
case ac_type::proportional:
saved = damage - apply_chunked_AC(damage, ac);
return max(damage - saved, 0);
case ac_type::normal:
saved = random2(1 + ac);
break;
case ac_type::half:
saved = random2(1 + ac) / 2;
ac /= 2;
break;
case ac_type::triple:
saved = random2(1 + ac);
saved += random2(1 + ac);
saved += random2(1 + ac);
ac *= 3;
break;
default:
die("invalid AC rule");
}
// We only support GDR for normal melee attacks at the moment.
// EVIL HACK: other callers of this function always pass 0 for max_damage,
// hence disabling GDR. This is very silly! We should do this better!
if (ac_rule == ac_type::normal)
saved = max(saved, min(gdr * max_damage / 100, div_rand_round(ac, 2)));
if (for_real && (damage > 0) && is_player())
{
const item_def *armour = body_armour();
if (armour)
count_action(CACT_ARMOUR, armour->sub_type);
else
count_action(CACT_ARMOUR, -1); // unarmoured subtype
}
return max(damage - saved, 0);
}
int actor::shield_block_limit() const
{
const item_def *sh = shield();
if (!sh)
return 1;
return ::shield_block_limit(*sh);
}
bool actor::shield_exhausted() const
{
return shield_blocks >= shield_block_limit();
}
bool actor_slime_wall_immune(const actor *act)
{
return act->is_player() && (have_passive(passive_t::slime_wall_immune)
|| act->as_player()->form == transformation::jelly)
|| act->res_corr() >= 3
|| act->is_monster() && mons_is_slime(*act->as_monster());
}
caught_type actor::caught_by() const
{
if (!caught())
return CAUGHT_NONE;
if (props.exists(NET_IS_REAL_KEY))
{
if (props[NET_IS_REAL_KEY].get_bool())
return CAUGHT_NET;
else
return CAUGHT_NET_NODROP;
}
return CAUGHT_WEB;
}
void actor::clear_constricted()
{
constricted_by = 0;
constricted_type = CONSTRICT_NONE;
escape_attempts = 0;
}
// End my constriction of the target, but don't yet update my constricting list
// so as not to invalidate iteration.
void actor::end_constriction(mid_t whom, bool intentional, bool quiet,
const string& escape_verb)
{
actor *const constrictee = actor_by_mid(whom);
if (!constrictee)
return;
const constrict_type ctype = constrictee->constricted_type;
constrictee->clear_constricted();
if (!quiet && alive() && constrictee->alive()
&& (you.see_cell(pos()) || you.see_cell(constrictee->pos())))
{
string attacker_desc;
const string verb = intentional ? "release" : "lose";
bool force_plural = true;
if (ctype == CONSTRICT_BVC)
attacker_desc = "The zombie hands";
else if (ctype == CONSTRICT_ROOTS)
attacker_desc = "The roots";
else if (ctype == CONSTRICT_ENTANGLE)
attacker_desc = "The vines";
else
{
force_plural = false;
attacker_desc = name(DESC_THE);
}
// Print a different message when breaking free of constriction via
// blinking or similar
if (!escape_verb.empty())
{
mprf("%s %s free of %s!",
constrictee->name(DESC_THE).c_str(), escape_verb.c_str(),
lowercase(attacker_desc).c_str());
}
else
{
mprf("%s %s %s grip on %s.",
attacker_desc.c_str(),
force_plural ? verb.c_str()
: conj_verb(verb).c_str(),
force_plural ? "their" : pronoun(PRONOUN_POSSESSIVE).c_str(),
constrictee->name(DESC_THE).c_str());
}
}
}
void actor::stop_constricting(mid_t whom, bool intentional, bool quiet,
const string& escape_verb)
{
if (!constricting)
return;
for (int i = constricting->size() - 1; i >= 0; --i)
{
if ((*constricting)[i] == whom)
{
end_constriction(whom, intentional, quiet, escape_verb);
constricting->erase(constricting->begin() + i);
if (constricting->empty())
{
delete constricting;
constricting = nullptr;
}
return;
}
}
}
/**
* Stop constricting all defenders, regardless of type of constriction.
*
* @param intentional True if this was intentional, which affects the language
* in any message.
* @param quiet If True, don't display a message.
*/
void actor::stop_constricting_all(bool intentional, bool quiet)
{
if (!constricting)
return;
for (const auto &entry : *constricting)
end_constriction(entry, intentional, quiet);
delete constricting;
constricting = nullptr;
}
static bool _invalid_constricting_map_entry(const actor *constrictee)
{
return !constrictee
|| !constrictee->alive()
|| !constrictee->is_constricted();
}
/**
* Stop directly constricting all defenders.
*
* @param intentional If true, only end entangling brand constriction.
*/
void actor::stop_directly_constricting_all(bool entangling_only)
{
if (!constricting)
return;
for (int i = constricting->size() - 1; i >= 0; --i)
{
const actor * const constrictee = actor_by_mid((*constricting)[i]);
if (_invalid_constricting_map_entry(constrictee)
|| ((!entangling_only && constrictee->constricted_type == CONSTRICT_MELEE)
|| constrictee->constricted_type == CONSTRICT_ENTANGLE))
{
end_constriction((*constricting)[i], false, false);
constricting->erase(constricting->begin() + i);
}
}
if (constricting->empty())
{
delete constricting;
constricting = nullptr;
}
}
void actor::stop_being_constricted(bool quiet, const string& escape_verb)
{
// Make sure we are actually being constricted.
actor* const constrictor = actor_by_mid(constricted_by);
if (constrictor)
constrictor->stop_constricting(mid, false, quiet, escape_verb);
// In case the actor no longer exists.
clear_constricted();
}
/**
* Does the actor have an constrictor that's now invalid? Checks validity based
* on the type of constriction being done to the actor.
*
* @param move True if we are checking after the actor has moved.
* @returns True if the constrictor is defined yet invalid, false
* otherwise.
*/
bool actor::has_invalid_constrictor(bool move) const
{
if (!is_constricted())
return false;
const actor* const attacker = actor_by_mid(constricted_by, true);
if (!attacker || !attacker->alive())
return true;
// Direct constriction (e.g. by nagas and octopode players or AT_CONSTRICT)
// must happen with aux range. Entangling brand constriction gets to add
// the polearm range on top of that.
if (constricted_type == CONSTRICT_MELEE)
return grid_distance(attacker->pos(), pos()) > attacker->reach_range(false);
else if (constricted_type == CONSTRICT_ENTANGLE)
return grid_distance(attacker->pos(), pos()) > attacker->reach_range();
// Indirect constriction requires the defender not to move.
return move
// Constriction doesn't work out of LOS, to avoid sauciness.
|| !attacker->see_cell(pos())
|| !feat_has_solid_floor(env.grid(pos()));
}
/**
* Clear any constrictions that are no longer valid.
*
* @param movement True if we are clearing invalid constrictions after
* the actor has moved, false otherwise.
*/
void actor::clear_invalid_constrictions(bool move)
{
if (has_invalid_constrictor(move))
stop_being_constricted();
if (!constricting)
return;
const coord_def last_pos = last_move_pos.origin() ? pos() : last_move_pos;
for (int i = constricting->size() - 1; i >= 0; --i)
{
const actor * const constrictee = actor_by_mid((*constricting)[i]);
if (_invalid_constricting_map_entry(constrictee)
|| constrictee->has_invalid_constrictor()
// Break melee constriction that is still otherwise valid if we
// moved further away from our target than we previously were.
|| ((constrictee->constricted_type == CONSTRICT_MELEE
|| constrictee->constricted_type == CONSTRICT_ENTANGLE)
&& grid_distance(last_pos, constrictee->pos())
< grid_distance(pos(), constrictee->pos()))
)
{
stop_constricting((*constricting)[i], false, false);
}
}
}
void actor::start_constricting(actor &whom, constrict_type ctype, int duration)
{
if (!constricting)
constricting = new vector<mid_t>;
ASSERT(!is_constricting(whom));
ASSERT(!whom.is_constricted());
constricting->push_back(whom.mid);
whom.constricted_by = mid;
whom.constricted_type = ctype;
if (whom.is_player())
you.redraw_evasion = true;
if (duration > 0)
{
if (whom.is_player())
you.duration[DUR_CONSTRICTED] = duration * BASELINE_DELAY;
else
whom.as_monster()->add_ench(mon_enchant(ENCH_CONSTRICTED, this, duration * BASELINE_DELAY));
}
}
int actor::num_constricting(constrict_type ctype) const
{
if (!constricting)
return 0;
int count = 0;
for (mid_t entry : *constricting)
{
const actor* constrictee = actor_by_mid(entry);
if (constrictee && constrictee->constricted_type == ctype)
++count;
}
return count;
}
bool actor::is_constricting() const
{
return constricting && !constricting->empty();
}
bool actor::is_constricting(const actor &victim) const
{
return is_constricting()
&& find(constricting->begin(), constricting->end(), victim.mid)
!= constricting->end();
}
bool actor::is_constricted() const
{
return constricted_by;
}
bool actor::can_constrict(const actor &defender, constrict_type typ) const
{
if (defender.is_constricted() || defender.res_constrict())
return false;
if (typ == CONSTRICT_MELEE)
{
return can_see(defender)
&& !confused()
&& body_size(PSIZE_BODY) >= defender.body_size(PSIZE_BODY)
&& grid_distance(pos(), defender.pos()) <= reach_range(false)
&& (!num_constricting(CONSTRICT_MELEE) || has_usable_tentacle());
}
else if (typ == CONSTRICT_ENTANGLE)
{
return grid_distance(pos(), defender.pos()) <= reach_range()
&& !num_constricting(CONSTRICT_ENTANGLE);
}
if (!see_cell_no_trans(defender.pos()))
return false;
return feat_has_solid_floor(env.grid(defender.pos()));
}
#ifdef DEBUG_DIAGNOSTICS
# define DIAG_ONLY(x) x
#else
# define DIAG_ONLY(x) (void)0
#endif
/*
* Damage the defender with constriction damage.
* (The exact damage formula depends on the type of constriction applied,
* whether physical or magical)
*
* @param defender The defender being constricted.
*/
void actor::constriction_damage_defender(actor &defender)
{
const auto typ = defender.constricted_type;
int damage = constriction_damage(typ);
DIAG_ONLY(const int basedam = damage);
damage = defender.apply_ac(damage, 0, ac_type::half);
DIAG_ONLY(const int acdam = damage);
damage = timescale_damage(this, damage);
DIAG_ONLY(const int timescale_dam = damage);
string exclamations;
if (damage <= 0 && is_player()
&& you.can_see(defender))
{
exclamations = ", but do no damage.";
}
else
exclamations = attack_strength_punctuation(damage);
if (is_player() || you.can_see(*this))
{
string attacker_desc;
bool force_plural = true;
switch (typ)
{
case CONSTRICT_BVC:
attacker_desc = "The zombie hands";
break;
case CONSTRICT_ROOTS:
attacker_desc = "The grasping roots";
break;
case CONSTRICT_ENTANGLE:
attacker_desc = "The vines";
break;
default:
force_plural = false;
if (is_player())
attacker_desc = "You";
else
attacker_desc = name(DESC_THE);
break;
}
mprf("%s %s %s%s%s", attacker_desc.c_str(),
force_plural ? "constrict"
: conj_verb("constrict").c_str(),
defender.name(DESC_THE).c_str(),
#ifdef DEBUG_DIAGNOSTICS
make_stringf(" for %d", damage).c_str(),
#else
"",
#endif
exclamations.c_str());
}
else if (you.can_see(defender) || defender.is_player())
{
mprf("%s %s constricted%s%s",
defender.name(DESC_THE).c_str(),
defender.conj_verb("are").c_str(),
#ifdef DEBUG_DIAGNOSTICS
make_stringf(" for %d", damage).c_str(),
#else
"",
#endif
exclamations.c_str());
}
damage = defender.hurt(this, damage, BEAM_MISSILE, KILLED_BY_CONSTRICTION, "",
"", false);
DIAG_ONLY(const int infdam = damage);
dprf("constrict at: %s df: %s base %d ac %d tsc %d inf %d",
name(DESC_PLAIN, true).c_str(),
defender.name(DESC_PLAIN, true).c_str(),
basedam, acdam, timescale_dam, infdam);
if (defender.is_monster()
&& defender.type != MONS_NO_MONSTER // already dead and reset
&& defender.as_monster()->hit_points < 1)
{
monster_die(*defender.as_monster(), this);
}
}
// Deal damage over time
void actor::handle_constriction()
{
if (is_sanctuary(pos()))
stop_constricting_all(true);
// Constriction should have stopped the moment the actors became
// non-adjacent; but disabling constriction by hand in every single place
// is too error-prone.
clear_invalid_constrictions();
if (!constricting)
return;
// need to make a copy, since constriction_damage_defender can
// unpredictably invalidate constricting
vector<mid_t> tmp_constricting = *constricting;
for (auto &i : tmp_constricting)
{
actor* const defender = actor_by_mid(i);
if (defender && defender->alive())
constriction_damage_defender(*defender);
}
clear_invalid_constrictions();
}
string actor::describe_props() const
{
ostringstream oss;
if (props.size() == 0)
return "";
for (auto i = props.begin(); i != props.end(); ++i)
{
if (i != props.begin())
oss << ", ";
oss << string(i->first) << ": ";
CrawlStoreValue val = i->second;
switch (val.get_type())
{
case SV_BOOL:
oss << val.get_bool();
break;
case SV_BYTE:
oss << val.get_byte();
break;
case SV_SHORT:
oss << val.get_short();
break;
case SV_INT:
oss << val.get_int();
break;
case SV_FLOAT:
oss << val.get_float();
break;
case SV_STR:
oss << val.get_string();
break;
case SV_COORD:
{
coord_def coord = val.get_coord();
oss << "(" << coord.x << ", " << coord.y << ")";
break;
}
case SV_MONST:
{
monster mon = val.get_monster();
oss << mon.name(DESC_PLAIN) << "(" << mon.mid << ")";
break;
}
case SV_INT64:
oss << val.get_int64();
break;
default:
oss << "???";
break;
}
}
return oss.str();
}
string actor::resist_margin_phrase(int margin) const
{
if (willpower() == WILL_INVULN)
return " " + conj_verb("are") + " unaffected.";
static const string resist_messages[][2] =
{
{ " barely %s.", "resist" },
{ " %s to resist.", "struggle" },
{ " %s with significant effort.", "resist" },
{ " %s with some effort.", "resist" },
{ " easily %s.", "resist" },
{ " %s with almost no effort.", "resist" },
};
const int index = max(0, min((int)ARRAYSZ(resist_messages) - 1,
((margin + 45) / 15)));
return make_stringf(resist_messages[index][0].c_str(),
conj_verb(resist_messages[index][1]).c_str());
}
void actor::collide(coord_def newpos, const actor *agent, int damage)
{
actor *other = actor_at(newpos);
// TODO: should the first of these check agent?
const bool immune = !could_harm(agent, this);
const bool immune_other = other ? !could_harm(agent, other)
: false;
ASSERT(this != other);
ASSERT(alive());
if (mons_is_projectile(type)
|| other && mons_is_projectile(other->type))
{
return;
}
if (is_monster() && !immune)
behaviour_event(as_monster(), ME_WHACK, agent);
const int dam = apply_ac(damage);
if (other && other->alive())
{
const int damother = other->apply_ac(damage);
if (you.can_see(*this) || you.can_see(*other))
{
mprf("%s %s with %s%s",
name(DESC_THE).c_str(),
conj_verb("collide").c_str(),
other->name(DESC_THE).c_str(),
attack_strength_punctuation((dam + damother) / 2).c_str());
// OK, now do the messaging for protected monsters.
if (immune)
could_harm(agent, this, true, true);
if (immune_other)
could_harm(agent, other, true, true);
}
if (other->is_monster() && !immune_other)
behaviour_event(other->as_monster(), ME_WHACK, agent);
const string thisname = name(DESC_A, true);
const string othername = other->name(DESC_A, true);
if (other->alive() && !immune_other)
{
other->hurt(agent, damother, BEAM_MISSILE, KILLED_BY_COLLISION,
othername, thisname);
if (damother && other->is_monster())
print_wounds(*other->as_monster());
}
if (alive() && !immune)
{
hurt(agent, dam, BEAM_MISSILE, KILLED_BY_COLLISION,
thisname, othername);
if (dam && is_monster())
print_wounds(*as_monster());
}
return;
}
if (you.can_see(*this))
{
if (!can_pass_through_feat(env.grid(newpos)))
{
mprf("%s %s into %s%s",
name(DESC_THE).c_str(), conj_verb("slam").c_str(),
env.map_knowledge(newpos).known()
? feature_description_at(newpos, false, DESC_THE)
.c_str()
: "something",
attack_strength_punctuation(dam).c_str());
}
else
{
mprf("%s violently %s moving%s",
name(DESC_THE).c_str(), conj_verb("stop").c_str(),
attack_strength_punctuation(dam).c_str());
}
if (immune)
could_harm(agent, this, true, true); // messaging
}
if (!immune)
{
hurt(agent, dam, BEAM_MISSILE, KILLED_BY_COLLISION,
"", feature_description_at(newpos));
if (dam && is_monster())
print_wounds(*as_monster());
}
}
/**
* @brief Attempts to knock this actor away from a specific tile,
* using repeated one-tile knockbacks. Any LOS requirements
* must be checked by the calling function.
* @param cause The actor responsible for the knockback.
* @param dist How far back to try to push this actor.
* @param dmg Amount of (pre-AC) damage to apply to us (and anything we hit) if
* we collide with something.
* @param source_name The name of the thing that's pushing this actor.
* @param source_pos The position to be knocked back from. (Defaults to cause.pos())
* @returns True if this actor is moved from their initial position; false otherwise.
*/
bool actor::knockback(const actor &cause, int dist, int dmg, string source_name, coord_def source_pos)
{
if (is_stationary() || resists_dislodge("being knocked back"))
return false;
const coord_def source = source_pos.origin() ? cause.pos() : source_pos;
const coord_def oldpos = pos();
if (source == oldpos)
return false;
ray_def ray;
fallback_ray(source, oldpos, ray);
while (ray.pos() != oldpos)
ray.advance();
coord_def newpos = oldpos;
for (int dist_travelled = 0; dist_travelled < dist; ++dist_travelled)
{
const ray_def oldray(ray);
ray.advance();
newpos = ray.pos();
if (newpos == oldray.pos() || actor_at(newpos)
|| !in_bounds(newpos) || !is_habitable(newpos))
{
ray = oldray;
break;
}
move_to(newpos, MV_DEFAULT, true);
}
if (newpos == oldpos)
return false;
if (you.can_see(*this))
{
mprf("%s %s knocked back%s%s.",
name(DESC_THE).c_str(),
conj_verb("are").c_str(),
!source_name.empty() ? " by the " : "",
source_name.c_str());
}
if (dmg > 0 && pos() != newpos)
collide(newpos, &cause, dmg);
// Stun the monster briefly so that it doesn't look as though it wasn't
// knocked back at all
if (is_monster())
as_monster()->speed_increment -= random2(6) + 4;
finalise_movement();
return true;
}
coord_def actor::stumble_pos(coord_def targ) const
{
if (is_stationary() || resists_dislodge("") || targ == pos())
return coord_def();
const coord_def oldpos = pos();
ray_def ray;
fallback_ray(oldpos, targ, ray);
if (!ray.advance()) // !?
return coord_def();
const coord_def back_dir = oldpos - ray.pos();
const coord_def newpos = oldpos + back_dir;
if (!adjacent(newpos, oldpos)) // !?
return coord_def();
if (!in_bounds(newpos) || !is_habitable(newpos))
return coord_def();
const actor* other = actor_at(newpos);
if (other && can_see(*other))
return coord_def();
return newpos;
}
// Returns true if this actor actually moved.
bool actor::stumble_away_from(coord_def targ, string src)
{
const coord_def newpos = stumble_pos(targ);
if (newpos.origin()
|| actor_at(newpos)
|| resists_dislodge("being knocked back"))
{
return false;
}
if (is_player() && !src.empty())
mprf("%s sends you backwards.", uppercase_first(src).c_str());
else if (you.can_see(*this) && !src.empty())
mprf("%s is knocked back by %s.", name(DESC_THE).c_str(), src.c_str());
move_to(newpos);
return true;
}
/// Is this creature despised by the so-called 'good gods'?
bool actor::evil() const
{
return bool(holiness() & (MH_UNDEAD | MH_DEMONIC));
}
// Triggers post-movement effects for this actor as if they had just moved into
// their current location by some means.
//
// Prefer using ::finalise_movement() wherever possible. This should ideally be
// used only for situations where that is not practical, such as moving a
// monster between floors.
void actor::trigger_movement_effects(movement_type mvflags, const actor* to_blame)
{
move_needs_finalisation = true;
last_move_pos = pos();
last_move_flags = mvflags;
finalise_movement(to_blame);
}
void actor::clear_deferred_move()
{
move_needs_finalisation = false;
last_move_pos = coord_def();
last_move_flags = MV_DEFAULT;
}
/**
* Ensures that `act` is valid if possible. If this isn't possible,
* return nullptr. This will convert YOU_FAULTLESS into `you`.
*
* @param act the actor to validate.
*
* @return an actor that is either the player or passes `!invalid_monster`, or
* otherwise `nullptr`.
*/
/* static */ const actor *actor::ensure_valid_actor(const actor *act)
{
if (!act)
return nullptr;
if (act->is_player())
return act;
const monster *mon = act->as_monster();
if (mon->mid == MID_YOU_FAULTLESS)
return &you;
if (invalid_monster(mon))
return nullptr;
return mon;
}
/// @copydoc actor::ensure_valid_actor(const actor *act)
/* static */ actor *actor::ensure_valid_actor(actor *act)
{
// Defer to the other function. Since it returns only act, nullptr, or you,
// none of which points to a const object, the const_cast here is safe.
return const_cast<actor *>(ensure_valid_actor(static_cast<const actor *>(act)));
}
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