File: mgen-data.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 (285 lines) | stat: -rw-r--r-- 10,138 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
#pragma once

#include "beh-type.h"
#include "coord.h"
#include "god-type.h"
#include "mgen-enum.h"
#include "mon-enum.h"
#include "mon-flags.h"
#include "mon-util.h"
#include "player.h"
#include "seen-context-type.h"
#include "xp-tracking-type.h"

// Hash key for passing a weapon to be given to
// a dancing weapon.
#define TUKIMA_WEAPON "tukima-weapon"
#define TUKIMA_POWER "tukima-power"

#define MGEN_NUM_HEADS "num_heads"
#define MGEN_BLOB_SIZE "blob_size"
#define MGEN_TENTACLE_CONNECT "tentacle_connect"

// A structure with all the data needed to whip up a new monster.
struct mgen_data
{
    // Monster type.
    monster_type    cls;

    // Determines the behaviour of the monster after it is generated. This
    // behaviour is an unholy combination of monster attitude
    // (friendly, hostile) and monster initial state (asleep, wandering).
    // XXX: Could use splitting up these aspects.
    beh_type        behaviour;

    // Who summoned this monster?  Important to know for death accounting
    // and the summon cap. nullptr is no summoner.
    const actor*    summoner;

    // For summoned monsters, this is a measure of how long the summon will
    // hang around, measured in aut. Use 0 for monsters that aren't summoned
    // or those which are summoned but do not expire on their.
    int             summon_duration;

    // For summoned monsters this is their type of summoning, either the
    // spell which summoned them or one of the values of the enumeration
    // mon_summon_type in mon-enum.h.
    int             summon_type;

    // The center point around which the monster will be created.
    coord_def       pos;

    // Used to control where the monster will be randomly placed, relative to
    // the center point. At first, place_monster() will attempt to find a valid
    // spot within range_preferred tiles of pos. If none can be found, it will
    // expand its search up to range_max tiles of pos before giving up. If
    // range_min is non-negative, it will exclude tiles which are within that
    // distance of pos.
    int range_preferred = 2;
    int range_max = 0;
    int range_min = -1;

    // The monster's foe, i.e. which monster it will want to attack. foe
    // may be an index into the monster array (0 - (MAX_MONSTERS-1)), or
    // it may be MHITYOU to indicate that the monster wants to attack the
    // player, or MHITNOT, to indicate that the monster has no foe and is
    // just wandering around.
    unsigned short  foe;

    // Generation flags.
    mgen_flags      flags;

    // What god the monster worships, if any. Used for monsters that
    // are god gifts, to indicate which god sent them, and by priest
    // monsters, to indicate whose priest they are.
    god_type        god;

    // If the monster is zombie-like, or a specialised draconian, this
    // is the base monster that the monster is based on - should be
    // set to MONS_NO_MONSTER when not used.
    monster_type    base_type;

    // The colour of the monster, or COLOUR_UNDEF for col:any
    int             colour;

    // How close to or far from the player the monster should be created.
    // Is usually used only when the initial position (pos) is unspecified.
    proximity_type  proximity;

    // What place we're in, or pretending to be in, usually the place
    // the player is actually in.
    level_id        place;

    int             hd;
    int             hp;
    int             exp;

    // These flags will be appended to the monster's flags after placement.
    monster_flags_t extra_flags;

    string          mname;

    // This is used to account for non-actor summoners. Blasted by an Ice
    // Fiend ... summoned by the effects of Hell.
    string          non_actor_summoner;

    // This simply stores the initial shape-shifter type.
    monster_type    initial_shifter;

    // Some predefined vaults (aka maps) include flags to suppress random
    // generation of monsters. When generating monsters, this is a mask of
    // map flags to honour (such as MMT_NO_MONS to specify that we shouldn't
    // randomly generate a monster inside a map that doesn't want it). These
    // map flags are usually respected only when a dungeon level is being
    // constructed, since at future points vault information may no longer
    // be available (vault metadata is not preserved across game saves).
    unsigned        map_mask = 0;

    // This can eventually be used to store relevant information.
    CrawlHashTable  props;

    // What class of XP is this for LevelXPInfo tracking purposes.
    xp_tracking_type xp_tracking;

    seen_context_type announce_type;

    mgen_data(monster_type mt = RANDOM_MONSTER,
              beh_type beh = BEH_HOSTILE,
              const coord_def &p = coord_def(-1, -1),
              unsigned short mfoe = MHITNOT,
              mgen_flags genflags = MG_NONE,
              god_type which_god = GOD_NO_GOD)

        : cls(mt), behaviour(beh), summoner(nullptr), summon_duration(0),
          summon_type(0), pos(p), foe(mfoe), flags(genflags), god(which_god),
          base_type(MONS_NO_MONSTER), colour(COLOUR_INHERIT),
          proximity(PROX_ANYWHERE), place(level_id::current()), hd(0), hp(0),
          exp(0), extra_flags(MF_NO_FLAGS), mname(""), non_actor_summoner(""),
          initial_shifter(RANDOM_MONSTER), xp_tracking(XP_NON_VAULT),
          announce_type(SC_NONE)
    { }

    mgen_data &set_non_actor_summoner(string nas)
    {
        non_actor_summoner = nas;
        return *this;
    }

    mgen_data &set_place(level_id _place)
    {
        place = _place;
        return *this;
    }

    mgen_data &set_prox(proximity_type prox)
    {
        proximity = prox;
        return *this;
    }

    mgen_data &set_col(int col)
    {
        colour = col;
        return *this;
    }

    mgen_data &set_base(monster_type base)
    {
        base_type = base;
        return *this;
    }

    mgen_data &set_range(int preferred_range, int max_range = 0, int min_range = -1)
    {
        range_preferred = preferred_range;
        if (max_range > 0)
            range_max = max_range;
        if (min_range >= 0)
            range_min = min_range;
        return *this;
    }

    mgen_data &set_summoned(const actor* _summoner, int _summon_type,
                            int duration = 0, bool abjurable = true,
                            bool dependent = true)
    {
        // Hijack any summons created by player shadows or marionettes to belong
        // to the player (your shadow is too emphemeral to keep them from
        // poofing and marionette is a one-shot effect)
        if (_summoner && _summoner->is_monster()
            && (mons_is_player_shadow(*_summoner->as_monster())
                || _summoner->real_attitude() == ATT_MARIONETTE))
        {
            // Summons that would appear around a marionette caster appear
            // around the player instead. (All bets are off it any more custom
            // placement is used.)
            if (pos == _summoner->pos()
                && _summoner->real_attitude() == ATT_MARIONETTE)
            {
                pos = you.pos();
            }

            summoner = &you;
            behaviour = BEH_FRIENDLY;

        }
        else
            summoner = _summoner;
        summon_duration = duration;
        summon_type = _summon_type;

        if (_summoner && _summoner->temp_attitude() == ATT_HOSTILE
            && you.has_bane(BANE_HUNTED) && pos == _summoner->pos()
            && you.see_cell_no_trans(_summoner->pos()))
        {
            pos = you.pos();
            set_range(1, range_max);
            summon_duration = summon_duration * 5 / 2;
        }

        // It doesn't make sense to have an abjurable summon with no duration.
        if (duration == 0)
            abjurable = false;

        if (abjurable)
            extra_flags |= MF_ACTUAL_SUMMON;
        else
            extra_flags &= ~MF_ACTUAL_SUMMON;

        if (!dependent)
            extra_flags |= MF_PERSISTS;
        else
            extra_flags &= ~MF_PERSISTS;

        return *this;
    }

    // Mark this monster as copying the summon/charm status of another monster.
    // (For instance, to ensure that you can't get permanently friendly
    // monsters by charming certain things.)
    mgen_data &copy_from_parent(const actor* mon)
    {
        // XXX: Otherwise charmed monsters will produce unrewarding children since
        //      they were 'created friendly'.
        behaviour = BEH_HOSTILE;
        summoner = mon;
        flags |= MG_COPY_PARENT;
        return *this;
    }

    bool permit_bands() const
    {
        // The permit flag is set but the forbid flag is not.
        return (flags & (MG_PERMIT_BANDS|MG_FORBID_BANDS)) == MG_PERMIT_BANDS;
    }

    bool force_place() const        { return bool(flags & MG_FORCE_PLACE); }
    bool needs_patrol_point() const { return bool(flags & MG_PATROLLING); }

    // Is there a valid position set on this struct that we want to use
    // when placing the monster?
    bool use_position() const { return in_bounds(pos); };

    // XXX: The summoner field is used in normal band placement to temporarily
    //      designate a band member's leader, so we need to rule that out.
    bool is_summoned() const { return summon_type != SPELL_NO_SPELL
                                      || summon_duration > 0
                                      || (summoner != nullptr && !(flags & (MG_BAND_MINION | MG_COPY_PARENT))); }

    static mgen_data sleeper_at(monster_type what,
                                const coord_def &where,
                                mgen_flags genflags = MG_NONE)
    {
        return mgen_data(what, BEH_SLEEP, where, MHITNOT, genflags);
    }

    static mgen_data hostile_at(monster_type mt,
                                bool alert = false,
                                const coord_def &p = coord_def(-1, -1),
                                god_type god = GOD_NO_GOD)

    {
        return mgen_data(mt, BEH_HOSTILE, p, alert ? MHITYOU : MHITNOT,
                         MG_NONE, god);
    }
};