File: actor.h

package info (click to toggle)
crawl 2%3A0.34.0-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 100,188 kB
  • sloc: cpp: 363,709; ansic: 27,765; javascript: 9,516; python: 8,463; perl: 3,293; java: 3,132; xml: 2,380; makefile: 1,835; sh: 611; objc: 250; cs: 15; sed: 9; lisp: 3
file content (437 lines) | stat: -rw-r--r-- 18,032 bytes parent folder | download | duplicates (2)
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
#pragma once

#include <vector>

#include "artefact-prop-type.h"
#include "beam-type.h"
#include "caught-type.h"
#include "conduct-type.h"
#include "constrict-type.h"
#include "energy-use-type.h"
#include "god-type.h"
#include "item-prop-enum.h"
#include "kill-method-type.h"
#include "mon-holy-type.h"
#include "movement-type.h"
#include "random-var.h"
#include "ouch.h"
#include "pronoun-type.h"
#include "size-part-type.h"
#include "size-type.h"
#include "stat-type.h"

using std::vector;

struct bolt;

class actor
{
public:
    virtual ~actor();

    monster_type type;
    mid_t        mid;
    virtual int       mindex() const = 0;

    virtual bool is_player() const = 0;
    bool is_monster() const { return !is_player(); }
    virtual monster* as_monster() = 0;
    virtual player* as_player() = 0;
    virtual const monster* as_monster() const = 0;
    virtual const player* as_player() const = 0;

    virtual kill_category kill_alignment() const = 0;
    virtual god_type  deity() const = 0;

    virtual bool      alive() const = 0;
    virtual bool      alive_or_reviving() const = 0;

    // Should return false for perma-summoned things.
    virtual bool is_summoned() const = 0;
    virtual bool was_created_by(int summon_type) const = 0;
    virtual bool was_created_by(const actor& summoner,
                                int summon_type = SPELL_NO_SPELL) const = 0;

    virtual bool is_firewood() const = 0;
    virtual bool is_peripheral() const = 0;

    virtual bool move_to(const coord_def& newpos, movement_type flags = MV_DEFAULT,
                         bool defer_finalisation = false) = 0;
    virtual void finalise_movement(const actor* to_blame = nullptr) = 0;
    void trigger_movement_effects(movement_type mvflags = MV_DEFAULT,
                                  const actor* to_blame = nullptr);
    void clear_deferred_move();

    virtual void set_position(const coord_def &c);
    const coord_def& pos() const { return position; }

    virtual void self_destruct() { }

    // Blink the actor to the destination. c should be a
    // valid target, though the method returns false
    // if the blink fails.
    virtual bool blink_to(const coord_def &c, bool quiet = false) = 0;

    virtual bool      swimming() const = 0;
    virtual bool      floundering() const = 0;

    // Returns true if the actor is exceptionally well balanced.
    virtual bool      extra_balanced() const = 0;

    virtual int       get_hit_dice() const = 0;
    virtual int       get_experience_level() const = 0;

    virtual bool can_pass_through_feat(dungeon_feature_type grid) const = 0;
    virtual bool can_pass_through(int x, int y) const;
    virtual bool can_pass_through(const coord_def &c) const;
    virtual bool can_burrow() const = 0;

    virtual bool is_habitable_feat(dungeon_feature_type actual_grid) const = 0;
    virtual bool is_habitable(const coord_def &pos) const;

    virtual size_type body_size(size_part_type psize = PSIZE_TORSO,
                                bool base = false) const = 0;

    virtual item_def *weapon(int which_attack = -1) const = 0;
    const item_def *primary_weapon() const
    {
        return weapon(0);
    }
    virtual item_def *offhand_weapon() const { return nullptr; }
    virtual random_var attack_delay(const item_def *projectile = nullptr) const = 0;
    virtual random_var melee_attack_delay() const = 0;
    virtual int has_claws(bool allow_tran = true) const = 0;
    virtual item_def *shield() const = 0;
    virtual item_def *offhand_item() const = 0;
    virtual item_def *body_armour() const = 0;
    virtual int wearing(object_class_type obj_type, int sub_type,
                        bool count_plus = 0, bool check_attuned = false) const = 0;
    virtual int wearing_ego(object_class_type obj_type, int ego) const = 0;
    int wearing_jewellery(int sub_type) const;
    virtual int scan_artefacts(artefact_prop_type which_property,
                               vector<const item_def *> *matches = nullptr) const = 0;
    virtual bool unrand_equipped(int unrand_index, bool include_melded = false) const = 0;

    virtual hands_reqd_type hands_reqd(const item_def &item,
                                       bool base = false) const;

    virtual string name(description_level_type type,
                        bool force_visible = false,
                        bool force_article = false) const = 0;
    virtual string pronoun(pronoun_type which_pronoun,
                           bool force_visible = false) const = 0;
    virtual string conj_verb(const string &verb) const = 0;
    virtual string hand_name(bool plural, bool *can_plural = nullptr) const = 0;
    virtual string foot_name(bool plural, bool *can_plural = nullptr) const = 0;
    virtual string arm_name(bool plural, bool *can_plural = nullptr) const = 0;

    virtual bool fumbles_attack() = 0;

    virtual void attacking(actor *other) = 0;
    virtual bool can_go_berserk() const = 0;
    virtual bool go_berserk(bool intentional, bool potion = false) = 0;
    virtual bool berserk() const = 0;
    virtual bool can_see_invisible() const = 0;
    virtual bool invisible() const = 0;
    virtual bool nightvision() const = 0;
    virtual int reach_range(bool include_weapon = true) const = 0;

    // Would looker be able to see the actor when in LOS?
    virtual bool visible_to(const actor *looker) const = 0;

    // Is the given cell within LOS of the actor?
    virtual bool see_cell(const coord_def &c) const;
    virtual bool see_cell_no_trans(const coord_def &c) const;

    // Can the actor actually see the target?
    virtual bool can_see(const actor &target) const;

    // Visibility as required by messaging. In usual play:
    //   Does the player know what's happening to the actor?
    bool observable() const;

    virtual bool is_icy() const = 0;
    virtual bool is_fiery() const = 0;
    virtual bool is_skeletal() const = 0;
    virtual bool can_mutate() const = 0;
    virtual bool can_safely_mutate(bool temp = true) const = 0;
    virtual bool can_polymorph() const = 0;
    virtual bool has_blood(bool temp = true) const = 0;
    virtual bool has_bones(bool temp = true) const = 0;
    virtual bool is_stationary() const = 0;
    virtual bool malmutate(const actor* source, const string &reason = "") = 0;
    virtual bool polymorph(int dur) = 0;
    virtual bool doom(int amount) = 0;
    virtual bool drain(const actor *agent, bool quiet = false,
                       int pow = 3) = 0;
    virtual int  hurt(const actor *attacker, int amount,
                      beam_type flavour = BEAM_MISSILE,
                      kill_method_type kill_type = KILLED_BY_MONSTER,
                      string source = "",
                      string aux = "",
                      bool cleanup_dead = true,
                      bool attacker_effects = true) = 0;
    virtual bool heal(int amount) = 0;
    virtual void banish(const actor *agent, const string &who = "",
                        bool force = false) = 0;
    virtual void blink(bool ignore_stasis = false) = 0;
    virtual void teleport(bool right_now = false,
                          bool wizard_tele = false) = 0;
    virtual bool poison(actor *attacker, int amount = 1, bool force = false) = 0;
    virtual bool sicken(int amount) = 0;
    virtual void paralyse(const actor *attacker, int strength,
                          string source = "") = 0;
    virtual void petrify(const actor *attacker, bool force = false) = 0;
    virtual bool fully_petrify(bool quiet = false) = 0;
    virtual bool vex(const actor* who, int dur, string source = "", string special_msg = "") = 0;
    virtual void slow_down(actor *attacker, int strength) = 0;
    virtual void confuse(actor *attacker, int strength) = 0;
    virtual void put_to_sleep(actor *attacker, int duration,
                              bool hibernate = false) = 0;
    virtual void weaken(const actor *attacker, int pow) = 0;
    virtual void diminish(const actor *attacker, int pow) = 0;
    virtual bool strip_willpower(actor *attacker, int dur,
                                 bool quiet = false) = 0;
    virtual bool drain_magic(actor *attacker, int pow) = 0;
    virtual void daze(int duration) = 0;
    virtual void vitrify(const actor *attacker, int duration, bool quiet = false) = 0;
    virtual bool floodify(const actor *attacker, int duration, const char* substance = "water") = 0;
    virtual void expose_to_element(beam_type element, int strength = 0,
                                   const actor* source = nullptr,
                                   bool slow_cold_blood = true) = 0;
    virtual void splash_with_acid(actor *evildoer) = 0;
    virtual bool corrode(const actor* source = nullptr,
                         const char* corrosion_msg = "the acid",
                         int amount = 4) = 0;
    virtual bool resists_dislodge(string /*event*/ = "") const { return false; };

    virtual bool can_hibernate(bool holi_only = false,
                               bool intrinsic_only = false) const;
    virtual bool can_sleep(bool holi_only = false) const;
    virtual int beam_resists(bolt &beam, int hurted, bool doEffects,
                             string source = "") = 0;
    virtual bool can_feel_fear(bool include_unknown) const = 0;

    virtual int  skill(skill_type sk, int scale = 1, bool real = false,
                       bool temp = true) const = 0;
    int  skill_rdiv(skill_type sk, int mult = 1, int div = 1) const;

    virtual int heads() const = 0;

    virtual int stat_hp() const = 0;
    virtual int stat_maxhp() const = 0;

    virtual int stealth () const = 0;

    virtual bool can_throw_large_rocks() const = 0;

    virtual int armour_class() const = 0;
    virtual int gdr_perc(bool random = true) const = 0;
    int apply_ac(int damage, int max_damage = 0,
                 ac_type ac_rule = ac_type::normal,
                 bool for_real = true) const;
    virtual int evasion(bool ignore_temporary = false,
                        const actor *attacker = nullptr) const = 0;
    virtual bool shielded() const = 0;
    virtual int shield_block_limit() const;
    bool shield_exhausted() const;
    virtual int shield_bonus() const = 0;
    virtual int shield_bypass_ability(int tohit) const = 0;
    virtual void shield_block_succeeded(actor *attacker);
    virtual int missile_repulsion() const = 0;

    virtual monster_type mons_species(bool zombie_base = false) const = 0;

    virtual mon_holy_type holiness(bool temp = true, bool incl_form = true) const = 0;
    virtual bool undead_or_demonic(bool temp = true) const = 0;
    virtual bool holy_wrath_susceptible() const;
    virtual bool is_holy() const = 0;
    virtual bool is_nonliving(bool temp = true, bool incl_form = true) const = 0;
    virtual bool evil() const;
    virtual int  how_chaotic(bool check_spells_god = false) const = 0;
    virtual bool is_unbreathing() const = 0;
    virtual bool is_insubstantial() const = 0;
    virtual bool is_amorphous() const = 0;
    virtual int res_corr() const = 0;
    virtual bool res_damnation() const = 0;
    virtual int res_fire() const = 0;
    virtual int res_steam() const = 0;
    virtual int res_cold() const = 0;
    virtual int res_elec() const = 0;
    virtual int res_poison(bool temp = true) const = 0;
    virtual bool res_miasma(bool temp = true) const = 0;
    virtual bool res_water_drowning() const = 0;
    virtual bool res_sticky_flame() const = 0;
    virtual int res_holy_energy() const = 0;
    virtual int res_foul_flame() const = 0;
    virtual int res_negative_energy(bool intrinsic_only = false) const = 0;
    virtual bool res_torment() const = 0;
    virtual bool res_polar_vortex() const = 0;
    virtual bool res_petrify(bool temp = true) const = 0;
    virtual bool res_constrict() const = 0;
    virtual int res_blind() const = 0;
    int get_res(int res) const;
    virtual int willpower() const = 0;
    virtual int check_willpower(const actor* source, int power) const;
    virtual bool no_tele(bool blink = false, bool temp = true) const = 0;
    virtual int inaccuracy() const;
    int inaccuracy_penalty() const;
    virtual int slaying(bool throwing = false, bool random = true) const = 0;
    virtual bool antimagic_susceptible() const = 0;

    bool has_notele_item(vector<const item_def *> *matches = nullptr) const;
    virtual bool stasis() const = 0;
    virtual bool cloud_immune(bool items = true) const;
    virtual int  angry(bool items = true) const;
    virtual bool clarity(bool items = true) const;
    virtual bool faith(bool items = true) const;
    virtual int archmagi(bool items = true) const;
    virtual bool no_cast(bool items = true) const;
    virtual bool reflection(bool items = true) const;
    virtual int extra_harm(bool items = true) const;
    virtual bool sunder_is_ready() const = 0;

    virtual bool rmut_from_item() const;
    virtual bool evokable_invis() const;

    // Return an int so we know whether an item is the sole source.
    virtual int equip_flight() const;
    virtual int spirit_shield(bool items = true) const;
    virtual int rampaging() const;

    virtual bool is_banished() const = 0;
    virtual bool is_web_immune() const = 0;
    virtual bool is_binding_sigil_immune() const = 0;
    virtual bool airborne() const = 0;

    virtual bool is_dragonkind() const;
    virtual int  dragon_level() const;

    virtual bool paralysed() const = 0;
    virtual bool cannot_move() const = 0;
    virtual bool cannot_act() const = 0;
    virtual bool helpless() const = 0;
    virtual bool confused() const = 0;
    virtual bool asleep() const { return false; }
    virtual bool is_silenced() const = 0;

    virtual bool caught() const = 0;
    caught_type  caught_by() const;
    virtual void struggle_against_net() = 0;
    virtual bool trap_in_web() = 0;
    virtual bool trap_in_net(bool real, bool quiet = false) = 0;
    virtual void stop_being_caught(bool drop_net = false) = 0;

    // self_halo: include own halo (actually if self_halo = false
    //            and has a halo, returns false; so if you have a
    //            halo you're not affected by others' halos for this
    //            purpose)
    virtual bool backlit(bool self_halo = true, bool temp = true) const = 0;
    virtual bool umbra() const = 0;
    // Within any actor's halo?
    virtual bool haloed() const;
    // Within an umbra?
    virtual bool umbraed() const;
    // Halo radius.
    virtual int halo_radius() const = 0;
    // Silence radius.
    virtual int silence_radius() const = 0;
    // Demonspawn silence radius
    virtual int demon_silence_radius() const = 0;
    // Liquefying radius.
    virtual int liquefying_radius() const = 0;
    virtual int umbra_radius() const = 0;

    virtual bool petrifying() const = 0;
    virtual bool petrified() const = 0;

    virtual bool liquefied_ground() const = 0;

    virtual bool handle_trap();

    virtual void god_conduct(conduct_type /*thing_done*/, int /*level*/) { }

    virtual bool incapacitated() const
    {
        return cannot_act()
            || asleep()
            || confused()
            || caught();
    }

    virtual bool wont_attack() const = 0;
    virtual mon_attitude_type temp_attitude() const = 0;
    virtual mon_attitude_type real_attitude() const = 0;

    virtual bool has_spell(spell_type spell) const = 0;

    virtual bool     will_trigger_shaft() const;
    virtual level_id shaft_dest() const;
    virtual bool     do_shaft() = 0;

    coord_def position;

    CrawlHashTable props;

    int shield_blocks;                 // Count of shield blocks this round.
    bool triggered_spectral;           // Triggered spectral weapon this round

    // Constriction stuff:

    mid_t constricted_by;
    constrict_type constricted_type;
    int escape_attempts;

    // mids of all actors we are constricting.
    // Freed and set to nullptr when empty.
    vector<mid_t> *constricting;

    // Volatile state related to movement finalisation (should not be serialised)
    bool move_needs_finalisation;
    coord_def last_move_pos;
    movement_type last_move_flags;

    void start_constricting(actor &whom, constrict_type type, int duration = 0);

    void stop_constricting(mid_t whom, bool intentional = false,
                           bool quiet = false, const string& escape_verb = "");
    void stop_constricting_all(bool intentional = false, bool quiet = false);
    void stop_directly_constricting_all(bool entangling_only = false);
    void stop_being_constricted(bool quiet = false, const string& escape_verb = "");

    virtual bool attempt_escape() = 0;

    bool can_constrict(const actor &defender, constrict_type typ) const;
    bool has_invalid_constrictor(bool move = false) const;
    void clear_invalid_constrictions(bool move = false);
    void handle_constriction();
    bool is_constricted() const;
    bool is_constricting() const;
    bool is_constricting(const actor &victim) const;
    int num_constricting(constrict_type type = CONSTRICT_MELEE) const;
    virtual bool has_usable_tentacle() const = 0;
    virtual int constriction_damage(constrict_type typ) const = 0;

    // Be careful using this, as it doesn't keep the constrictor in sync.
    virtual void clear_constricted();

    string describe_props() const;

    string resist_margin_phrase(int margin) const;

    void collide(coord_def newpos, const actor *agent, int damage);
    bool knockback(const actor &cause, int dist, int pow, string source_name,
                   coord_def source = coord_def());
    coord_def stumble_pos(coord_def targ) const;
    bool stumble_away_from(coord_def targ, string src = "");

    static const actor *ensure_valid_actor(const actor *act);
    static actor *ensure_valid_actor(actor *act);

private:
    void constriction_damage_defender(actor &defender);
    void end_constriction(mid_t whom, bool intentional, bool quiet,
                          const string& escape_verb = "");
};

bool actor_slime_wall_immune(const actor *actor);