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#pragma once
#include <functional>
#include <vector>
#include "actor.h"
#include "beh-type.h"
#include "enchant-type.h"
#include "kill-method-type.h"
#include "mon-ench.h"
#include "mon-poly.h"
#include "montravel-target-type.h"
#include "potion-type.h"
#include "seen-context-type.h"
#include "spl-util.h"
#include "xp-tracking-type.h"
using std::vector;
#define TIDE_CALL_TURN "tide-call-turn"
#define MAX_DAMAGE_COUNTER 10000
#define ZOMBIE_BASE_AC_KEY "zombie_base_ac"
#define ZOMBIE_BASE_EV_KEY "zombie_base_ev"
#define MON_SPEED_KEY "speed"
#define CUSTOM_SPELLS_KEY "custom_spells"
#define CUSTOM_SPELL_LIST_KEY "custom_spell_list"
#define SEEN_SPELLS_KEY "seen_spells"
#define KNOWN_MAX_HP_KEY "known_max_hp"
#define VAULT_HD_KEY "vault_hd"
#define FAKE_BLINK_KEY "fake_blink"
#define CEREBOV_DISARMED_KEY "cerebov_disarmed"
#define TENTACLE_LORD_HITS "tentacle_lord_hits_key"
/// has a given hound already used up its howl?
#define OBLIVION_HOUND_HOWLED_KEY "doom_hound_howled"
#define KIKU_WRETCH_KEY "kiku_wretch"
#define MONSTER_DOOM_KEY "doom_amount"
#define DROPPER_MID_KEY "dropper_mid"
#define MAP_KEY "map"
typedef map<enchant_type, mon_enchant> mon_enchant_list;
struct monsterentry;
class monster : public actor
{
public:
monster();
monster(const monster& other);
~monster();
monster& operator = (const monster& other);
void reset();
public:
// Possibly some of these should be moved into the hash table
string mname;
int hit_points;
int max_hit_points;
int exp;
int speed;
int speed_increment;
coord_def target;
coord_def firing_pos;
coord_def patrol_point;
mutable montravel_target_type travel_target;
vector<coord_def> travel_path;
FixedVector<short, NUM_MONSTER_SLOTS> inv;
monster_spells spells;
mon_attitude_type attitude;
beh_type behaviour;
unsigned short foe;
int8_t ench_countdown;
mon_enchant_list enchantments;
FixedBitVector<NUM_ENCHANTMENTS> ench_cache;
monster_flags_t flags; // bitfield of boolean flags
xp_tracking_type xp_tracking;
monster_type base_monster; // zombie base monster, draconian colour
union
{
// These must all be the same size!
unsigned int number; ///< General purpose number variable
int blob_size; ///< num of slimes/masses in this one
int num_heads; ///< Hydra-like head number
int ballisto_activity; ///< How active is this ballistomycete?
int spore_cooldown; ///< Can this make ballistos (if 0)
int mangrove_pests; ///< num of animals in shambling mangrove
int prism_charge; ///< Turns this prism has existed
int battlecharge; ///< Charges of battlesphere
int move_spurt; ///< Sixfirhy/jiangshi/kraken black magic
int steps_remaining; ///< Foxfire remaining moves
int blazeheart_heat; ///< Number of checks before golem cools
mid_t tentacle_connect;///< mid of monster this tentacle is
// connected to: for segments, this is the
// tentacle; for tentacles, the head.
};
int colour;
mid_t summoner;
int foe_memory; // how long to 'remember' foe x,y
// once they go out of sight.
god_type god; // What god the monster worships, if
// any.
unique_ptr<ghost_demon> ghost; // Ghost information.
int damage_friendly; // Damage taken by a player-related source
// (used for XP calculations)
int damage_total;
uint32_t client_id; // for ID of monster_info between turns
static uint32_t last_client_id;
bool revealed_this_turn;
coord_def revealed_at_pos;
level_id origin_level;
public:
void set_new_monster_id();
uint32_t get_client_id() const;
void reset_client_id();
void ensure_has_client_id();
void set_hit_dice(int new_hd);
mon_attitude_type temp_attitude() const override;
mon_attitude_type real_attitude() const override { return attitude; }
// Returns true if the monster is named with a proper name, or is
// a player ghost.
bool is_named() const;
// Does this monster have a base name, i.e. is base_name() != name().
// See base_name() for details.
bool has_base_name() const;
const monsterentry *find_monsterentry() const;
void mark_summoned(int summon_type = 0, int longevity = 0,
bool mark_items_summoned = true,
bool make_abjurable = false);
bool is_summoned() const override;
bool was_created_by(int summon_type) const override;
bool was_created_by(const actor& summoner,
int summon_type = SPELL_NO_SPELL) const override;
bool is_abjurable() const;
bool is_unrewarding() const;
bool is_firewood() const override;
bool is_peripheral() const override;
bool has_action_energy() const;
void drain_action_energy();
bool matches_player_speed() const;
int player_speed_energy() const;
void check_redraw(const coord_def &oldpos) const;
void self_destruct() override;
void set_position(const coord_def &c) override;
bool blink_to(const coord_def& c, bool quiet = false) override;
bool blink_to(const coord_def& c, bool quiet, bool jump);
bool move_to(const coord_def& newpos, movement_type flags = MV_DEFAULT,
bool defer_finalisation = false) override;
void finalise_movement(const actor* to_blame = nullptr) override;
bool swap_with(monster* other, movement_type mvflags = MV_DEFAULT,
bool defer_finalisation = false);
kill_category kill_alignment() const override;
int foe_distance() const;
bool needs_berserk(bool check_spells = true, bool ignore_distance = false) const;
// Has a hydra-like variable number of attacks based on num_heads.
bool has_hydra_multi_attack() const;
int heads() const override;
// Has the 'priest' flag.
bool is_priest() const;
// Has the 'fighter' flag.
bool is_fighter() const;
// Has the 'archer' flag.
bool is_archer() const;
// Is an actual wizard-type spellcaster (it can be silenced, Trog
// will dislike it, etc.).
bool is_actual_spellcaster() const;
// Has ENCH_SHAPESHIFTER or ENCH_GLOWING_SHAPESHIFTER.
bool is_shapeshifter() const;
int threat_range(bool include_lof_requiring = true, bool include_lof_ignoring = true) const;
#ifdef DEBUG_ENCH_CACHE_DIAGNOSTICS
bool has_ench(enchant_type ench) const; // same but validated
#else
bool has_ench(enchant_type ench) const { return ench_cache[ench]; }
#endif
bool has_ench(enchant_type ench, enchant_type ench2) const;
mon_enchant get_ench(enchant_type ench,
enchant_type ench2 = ENCH_NONE) const;
bool add_ench(const mon_enchant &, bool stack_duration = true);
void update_ench(const mon_enchant &);
bool del_ench(enchant_type ench, bool quiet = false, bool effect = true);
bool lose_ench_duration(const mon_enchant &e, int levels);
void lose_energy(energy_use_type et, int div = 1, int mult = 1);
int energy_cost(energy_use_type et, int div = 1, int mult = 1) const;
void scale_hp(int num, int den);
void react_to_damage(const actor *oppressor, int damage, beam_type flavour,
kill_method_type ktype);
void apply_enchantments();
void timeout_enchantments(int time = 100000);
bool is_travelling() const;
bool is_patrolling() const;
bool needs_abyss_transit() const;
void set_transit(const level_id &destination);
bool is_trap_safe(const coord_def& where) const;
bool is_location_safe(const coord_def &place);
bool find_place_to_live(bool near_player = false, bool force_near = false);
bool find_home_near_place(const coord_def &c);
bool find_home_near_player();
bool find_home_anywhere();
// The map that placed this monster.
bool has_originating_map() const;
string originating_map() const;
void set_originating_map(const string &);
void set_ghost(const ghost_demon &ghost);
void ghost_init(bool need_pos = true);
void ghost_demon_init();
void uglything_init(bool only_mutate = false);
void uglything_mutate(colour_t force_colour = COLOUR_UNDEF);
void destroy_inventory();
void load_ghost_spells();
brand_type ghost_brand() const;
bool has_ghost_brand() const;
int ghost_umbra_radius() const;
actor *get_foe() const;
// actor interface
int mindex() const override;
int get_hit_dice() const override;
int get_experience_level() const override;
god_type deity() const override;
bool alive() const override;
bool alive_or_reviving() const override;
bool defined() const { return alive(); }
bool swimming() const override;
bool swimming(bool energy_cost) const;
bool can_drown() const;
bool floundering_at(const coord_def p) const;
bool floundering() const override;
bool extra_balanced_at(const coord_def p) const;
bool extra_balanced() const override;
bool can_pass_through_feat(dungeon_feature_type grid) const override;
bool can_burrow() const override;
bool can_burrow_through(const coord_def& pos) const;
bool can_flatten_tree_at(const coord_def& pos) const;
bool is_habitable_feat(dungeon_feature_type feat) const override;
bool is_habitable(const coord_def &_pos) const override;
size_type body_size(size_part_type psize = PSIZE_TORSO,
bool base = false) const override;
brand_type damage_brand(int which_attack) const;
vorpal_damage_type damage_type(int which_attack = -1) const;
random_var attack_delay(const item_def *projectile = nullptr) const override;
random_var melee_attack_delay() const override;
int has_claws(bool allow_tran = true) const override;
int wearing(object_class_type obj_type, int sub_type,
bool count_plus = 0, bool check_attuned = false) const override;
int wearing_ego(object_class_type obj_type, int ego) const override;
int scan_artefacts(artefact_prop_type which_property,
vector<const item_def *> *_unused_matches = nullptr) const
override;
bool unrand_equipped(int unrand_index, bool include_melded = false) const override;
item_def *mslot_item(mon_inv_type sl) const;
item_def *weapon(int which_attack = -1) const override;
item_def *launcher() const;
item_def *melee_weapon() const;
item_def *missiles() const;
item_def *shield() const override;
item_def *offhand_item() const override;
item_def *body_armour() const override;
item_def *get_defining_object() const;
hands_reqd_type hands_reqd(const item_def &item,
bool base = false) const override;
bool could_wield(const item_def &item) const;
void wield_melee_weapon(maybe_bool msg = maybe_bool::maybe);
void swap_weapons(maybe_bool msg = maybe_bool::maybe);
bool pickup_item(item_def &item, bool msg, bool force);
bool drop_item(mon_inv_type eslot, bool msg);
bool do_unequip_effects(item_def &item, bool msg, bool force = false);
bool unequip(mon_inv_type slot, bool msg, bool force = false);
void steal_item_from_player();
item_def* take_item(int steal_what, mon_inv_type mslot,
bool is_stolen = false);
item_def* disarm();
bool can_use_missile(const item_def &item) const;
bool likes_wand(const item_def &item) const;
string name(description_level_type type, bool force_visible = false,
bool force_article = false) const override;
// Base name of the monster, bypassing any mname setting. For an orc priest
// named Arbolt, name() will return "Arbolt", but base_name() will return
// "orc priest".
string base_name(description_level_type type,
bool force_visible = false) const;
// Full name of the monster. For an orc priest named Arbolt, full_name()
// will return "Arbolt the orc priest".
string full_name(description_level_type type) const;
string pronoun(pronoun_type pro, bool force_visible = false) const override;
bool pronoun_plurality(bool force_visible = false) const;
string conj_verb(const string &verb) const override;
string hand_name(bool plural, bool *can_plural = nullptr) const override;
string foot_name(bool plural, bool *can_plural = nullptr) const override;
string arm_name(bool plural, bool *can_plural = nullptr) const override;
string blood_name() const;
bool fumbles_attack() override;
int skill(skill_type skill, int scale = 1, bool real = false,
bool temp = true) const override;
void attacking(actor *other) override;
bool can_go_frenzy() const;
bool can_go_berserk() const override;
bool go_berserk(bool intentional, bool potion = false) override;
bool go_frenzy(actor *source);
bool berserk() const override;
bool berserk_or_frenzied() const;
bool can_mutate() const override;
bool can_safely_mutate(bool temp = true) const override;
bool can_polymorph() const override;
bool has_blood(bool temp = true) const override;
bool has_bones(bool temp = true) const override;
bool is_stationary() const override;
bool malmutate(const actor* source, const string& reason = "") override;
bool polymorph(int dur) override;
bool polymorph(poly_power_type power = PPT_SAME);
bool doom(int amount) override;
void banish(const actor *agent, const string &who = "",
bool force = false) override;
void expose_to_element(beam_type element, int strength = 0,
const actor* source = nullptr,
bool slow_cold_blood = true) override;
monster_type mons_species(bool zombie_base = false) const override;
mon_holy_type holiness(bool /*temp*/ = true, bool /*incl_form*/ = true) const override;
bool undead_or_demonic(bool /*temp*/ = true) const override;
bool evil() const override;
bool is_holy() const override;
bool is_nonliving(bool /*temp*/ = true, bool /*incl_form*/ = true) const override;
int how_unclean(bool check_god = true) const;
int known_chaos(bool check_spells_god = false) const;
int how_chaotic(bool check_spells_god = false) const override;
bool is_unbreathing() const override;
bool is_insubstantial() const override;
bool is_amorphous() const override;
bool res_damnation() const override;
int res_fire() const override;
int res_steam() const override;
int res_cold() const override;
int res_elec() const override;
int res_poison(bool temp = true) const override;
bool res_miasma(bool /*temp*/ = true) const override;
bool res_water_drowning() const override;
bool res_sticky_flame() const override;
int res_holy_energy() const override;
int res_foul_flame() const override;
int res_negative_energy(bool intrinsic_only = false) const override;
bool res_torment() const override;
int res_corr() const override;
bool res_polar_vortex() const override;
bool res_petrify(bool /*temp*/ = true) const override;
bool res_constrict() const override;
int res_blind() const override;
resists_t all_resists() const;
int willpower() const override;
bool no_tele(bool blink = false, bool /*temp*/ = true) const override;
int slaying(bool throwing = false, bool random = true) const override;
bool antimagic_susceptible() const override;
bool clarity(bool items = true) const override;
bool stasis() const override;
bool cloud_immune(bool items = true) const override;
bool damage_immune(const actor* source = nullptr) const;
bool sunder_is_ready() const override;
bool airborne() const override;
bool is_banished() const override;
bool is_web_immune() const override;
bool is_binding_sigil_immune() const override;
bool invisible() const override;
bool can_see_invisible() const override;
bool visible_to(const actor *looker) const override;
bool near_foe() const;
int reach_range(bool include_weapon = true) const override;
bool nightvision() const override;
bool is_icy() const override;
bool is_fiery() const override;
bool is_skeletal() const override;
bool is_spiny() const;
bool paralysed() const override;
bool cannot_move() const override;
bool cannot_act() const override;
bool helpless() const override;
bool confused() const override;
bool confused_by_you() const;
bool asleep() const override;
bool sleepwalking() const;
bool unswappable() const;
bool backlit(bool self_halo = true, bool /*temp*/ = true) const override;
bool umbra() const override;
int halo_radius() const override;
int silence_radius() const override;
int demon_silence_radius() const override;
int liquefying_radius() const override;
int umbra_radius() const override;
bool petrified() const override;
bool petrifying() const override;
bool liquefied_ground() const override;
int natural_regen_rate() const;
int off_level_regen_rate() const;
bool can_feel_fear(bool include_unknown) const override;
bool caught() const override;
void struggle_against_net() override;
bool trap_in_web() override;
bool trap_in_net(bool real, bool quiet = false) override;
void stop_being_caught(bool drop_net = false) override;
bool friendly() const;
bool neutral() const;
bool good_neutral() const;
bool wont_attack() const override;
bool pacified() const;
bool has_spells() const;
bool has_spell(spell_type spell) const override;
mon_spell_slot_flags spell_slot_flags(spell_type spell) const;
bool has_unclean_spell() const;
bool has_chaotic_spell() const;
bool immune_to_silence() const;
bool has_attack_flavour(int flavour) const;
bool has_damage_type(int dam_type);
int constriction_damage(constrict_type typ) const override;
bool can_throw_large_rocks() const override;
bool can_speak();
bool is_silenced() const override;
int base_armour_class() const;
int armour_class() const override;
int gdr_perc(bool) const override { return 0; }
int base_evasion() const;
int evasion(bool ignore_temporary = false,
const actor* /*attacker*/ = nullptr) const override;
bool poison(actor *agent, int amount = 1, bool force = false) override;
bool sicken(int strength) override;
void paralyse(const actor *, int str, string source = "") override;
void petrify(const actor *, bool force = false) override;
bool fully_petrify(bool quiet = false) override;
bool vex(const actor* who, int dur, string source = "", string special_msg = "") override;
void slow_down(actor *, int str) override;
void confuse(actor *, int strength) override;
bool drain(const actor *, bool quiet = false, int pow = 3) override;
void splash_with_acid(actor *evildoer) override;
bool corrode(const actor* source = nullptr,
const char* corrision_msg = "the acid",
int amount = 4) override;
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) override;
bool heal(int amount) override;
void blame_damage(const actor *attacker, int amount);
void blink(bool ignore_stasis = false) override;
void teleport(bool right_now = false,
bool wizard_tele = false) override;
void suicide(int hp_target = -1);
void put_to_sleep(actor *attacker, int duration = 0, bool hibernate = false)
override;
void weaken(const actor *attacker, int pow) override;
void diminish(const actor *attacker, int pow) override;
bool strip_willpower(actor *attacker, int dur, bool quiet = false) override;
bool drain_magic(actor *attacker, int pow) override;
void daze(int duration) override;
void vitrify(const actor *attacker, int duration, bool quiet = false) override;
bool floodify(const actor *attacker, int duration, const char* substance = "water") override;
void stagger(int energy_loss);
int beam_resists(bolt &beam, int hurted, bool doEffects, string source = "")
override;
int stat_hp() const override { return hit_points; }
int stat_maxhp() const override { return max_hit_points; }
int stealth() const override { return 0; }
bool shielded() const override;
int shield_class() const;
int shield_bonus() const override;
void shield_block_succeeded(actor *attacker) override;
int shield_bypass_ability(int tohit) const override;
int missile_repulsion() const override;
bool is_player() const override { return false; }
monster* as_monster() override { return this; }
player* as_player() override { return nullptr; }
const monster* as_monster() const override { return this; }
const player* as_player() const override { return nullptr; }
string describe_enchantments() const;
int action_energy(energy_use_type et) const;
bool do_shaft() override;
bool has_spell_of_type(spschool discipline) const;
void bind_melee_flags();
void calc_speed();
bool attempt_escape() override;
void catch_breath();
bool has_usable_tentacle() const override;
bool is_child_tentacle() const;
bool is_child_tentacle_of(const monster* mons) const;
bool is_child_monster() const;
bool is_parent_monster_of(const monster* mons) const;
bool is_child_tentacle_segment() const;
bool is_illusion() const;
bool is_divine_companion() const;
bool is_dragonkind() const override;
int dragon_level() const override;
bool is_jumpy() const;
int spell_hd(spell_type spell = SPELL_NO_SPELL) const;
void remove_summons(bool check_attitude = false);
virtual void clear_constricted() override;
bool search_slots(function<bool (const mon_spell_slot &)> func) const;
bool has_facet(int facet) const;
bool angered_by_attacks() const;
bool is_band_follower_of(const monster& leader) const;
bool is_band_leader_of(const monster& follower) const;
monster* get_band_leader() const;
void set_band_leader(const monster& leader);
private:
int hit_dice;
private:
bool pickup(item_def &item, mon_inv_type slot, bool msg);
void pickup_message(const item_def &item);
bool pickup_wand(item_def &item, bool msg, bool force = false);
bool pickup_scroll(item_def &item, bool msg);
bool pickup_potion(item_def &item, bool msg, bool force = false);
bool pickup_gold(item_def &item, bool msg);
bool pickup_launcher(item_def &launcher, bool msg, bool force = false);
bool pickup_melee_weapon(item_def &item, bool msg);
bool pickup_weapon(item_def &item, bool msg, bool force);
bool pickup_armour(item_def &item, bool msg, bool force);
bool pickup_jewellery(item_def &item, bool msg, bool force);
bool pickup_misc(item_def &item, bool msg, bool force);
bool pickup_missile(item_def &item, bool msg, bool force);
void equip_message(item_def &item);
void equip_weapon_message(item_def &item);
void equip_armour_message(item_def &item);
void equip_jewellery_message(item_def &item);
void unequip_weapon(item_def &item, bool msg);
void unequip_armour(item_def &item, bool msg);
void unequip_jewellery(item_def &item, bool msg);
void init_with(const monster& mons);
int armour_bonus(const item_def &item) const;
bool decay_enchantment(enchant_type en, bool decay_degree = false);
bool wants_weapon(const item_def &item) const;
bool wants_armour(const item_def &item) const;
bool wants_jewellery(const item_def &item) const;
void lose_pickup_energy();
bool check_set_valid_home(const coord_def &place,
coord_def &chosen,
int &nvalid) const;
bool search_spells(function<bool (spell_type)> func) const;
bool is_cloud_safe(const coord_def &place) const;
void add_enchantment_effect(const mon_enchant &me, bool quiet = false);
void remove_enchantment_effect(const mon_enchant &me, bool quiet = false);
void apply_enchantment(const mon_enchant &me);
};
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