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#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);
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