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/**
* @file
* @brief Throwing and launching stuff.
**/
#pragma once
#include <string>
#include "enum.h"
#include "quiver.h"
#include "ranged-attack.h"
// TODO: this whole thing is a mess
enum fire_type
{
FIRE_NONE = 0x0000,
FIRE_DART = 0x0001,
FIRE_STONE = 0x0002,
FIRE_JAVELIN = 0x0004,
FIRE_ROCK = 0x0008,
FIRE_NET = 0x0010,
FIRE_BOOMERANG = 0x0020,
FIRE_THROWING = FIRE_DART | FIRE_STONE | FIRE_JAVELIN | FIRE_ROCK
| FIRE_NET | FIRE_BOOMERANG,
FIRE_LAUNCHER = 0x0040,
FIRE_INSCRIBED = 0x1000, // Only used for _get_fire_order
FIRE_SPELL = 0x2000, // TODO: more fine-grained
FIRE_EVOKABLE = 0x4000,
FIRE_ABILITY = 0x8000
};
struct bolt;
class dist;
// A simple wrapper around the beams used to fire ranged attacks.
struct ranged_attack_beam
{
bolt beam;
ranged_attack atk;
ranged_attack_beam(actor& agent, item_def& item);
ranged_attack_beam(actor& agent, item_def& item, bolt& beam);
void fire();
private:
void initialise_beam(actor &agent, item_def &item);
};
bool is_penetrating_attack(const item_def& weapon);
bool fire_warn_if_impossible(bool silent, item_def *weapon);
shared_ptr<quiver::action> get_ammo_to_shoot(int item, dist &target, bool teleport = false);
void untargeted_fire(quiver::action &a);
void fire_item_no_quiver(dist *target=nullptr);
void aim_player_ranged_attack(quiver::action &a);
bool do_player_ranged_attack(const coord_def& targ, item_def* thrown_projectile = nullptr,
bool auto_abort = false);
bool mons_throw(monster* mons, ranged_attack_beam& beam, bool teleport = false,
bool was_redirected = false);
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