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#ifndef MGEN_DATA_H
#define MGEN_DATA_H
#include "mgen_enum.h"
#include "player.h"
// A structure with all the data needed to whip up a new monster.
struct mgen_data
{
// Monster type.
monster_type cls;
// 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;
// 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, if and when it goes in. NULL is no summoner.
actor* summoner;
// For summoned monsters, this is a measure of how long the summon will
// hang around, on a scale of 1-6, 6 being longest. Use 0 for monsters
// that aren't summoned.
int abjuration_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-util.h.
int summon_type;
// Where the monster will be created.
coord_def pos;
// A grid feature to prefer when finding a place to create monsters.
// For instance, using DNGN_FLOOR when placing flying monsters or
// merfolk in the Shoals will force them to appear on land.
// preferred_grid_feature will be ignored if it is incompatible with
// the monster's native habitat (for instance, if trying to place
// a big fish with preferred_grid_feature DNGN_FLOOR).
dungeon_feature_type preferred_grid_feature;
// 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 from mgen_flag_type.
unsigned 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;
// The number of hydra heads, the number of manticore attack volleys,
// or the number of merged slime creatures.
//
// Note: in older versions this field was used for both this and for
// base_type.
int number;
// The colour of the monster.
int colour;
// A measure of how powerful the generated monster should be (for
// randomly chosen monsters), usually equal to the absolute depth
// that the player is in the dungeon.
int power;
// 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_area_type level_type;
// 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;
// XXX: Also rather hackish.
int hd;
int hp;
// These flags will be appended to the monster's flags after placement.
// These flags are MF_XXX, rather than MG_XXX flags.
uint64_t extra_flags;
// XXX: Rather hackish.
std::string mname;
// This is used to account for non-actor summoners. Blasted by an Ice
// Fiend ... summoned by the effects of Hell.
std::string non_actor_summoner;
// This can eventually be used to store relevant information.
CrawlHashTable props;
mgen_data(monster_type mt = RANDOM_MONSTER,
beh_type beh = BEH_HOSTILE,
actor* sner = 0,
int abj = 0,
int st = 0,
const coord_def &p = coord_def(-1, -1),
unsigned short mfoe = MHITNOT,
uint64_t monflags = 0,
god_type which_god = GOD_NO_GOD,
monster_type base = MONS_NO_MONSTER,
int monnumber = 0,
int moncolour = BLACK,
int monpower = you.absdepth0,
proximity_type prox = PROX_ANYWHERE,
level_area_type ltype = you.level_type,
int mhd = 0, int mhp = 0,
uint64_t mflags = 0,
std::string monname = "",
std::string nas = "")
: cls(mt), base_type(base), behaviour(beh), summoner(sner),
abjuration_duration(abj), summon_type(st), pos(p),
preferred_grid_feature(DNGN_UNSEEN), foe(mfoe), flags(monflags),
god(which_god), number(monnumber), colour(moncolour),
power(monpower), proximity(prox), level_type(ltype), map_mask(0),
hd(mhd), hp(mhp), extra_flags(mflags), mname(monname),
non_actor_summoner(nas), props()
{
ASSERT(summon_type == 0 || (abj >= 1 && abj <= 6)
|| mt == MONS_BALL_LIGHTNING || mt == MONS_ORB_OF_DESTRUCTION);
}
bool permit_bands() const { return (flags & MG_PERMIT_BANDS); }
bool force_place() const { return (flags & MG_FORCE_PLACE); }
bool needs_patrol_point() const { return (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;
bool summoned() const { return (abjuration_duration > 0); }
static mgen_data sleeper_at(monster_type what,
const coord_def &where,
unsigned nflags = 0)
{
return mgen_data(what, BEH_SLEEP, 0, 0, 0, where, MHITNOT, nflags);
}
static mgen_data hostile_at(monster_type mt,
std::string nsummoner,
bool alert = false,
int abj = 0,
int st = 0,
const coord_def &p = coord_def(-1, -1),
unsigned monflags = 0,
god_type ngod = GOD_NO_GOD,
monster_type base = MONS_NO_MONSTER)
{
return mgen_data(mt, BEH_HOSTILE, 0, abj, st, p,
alert ? MHITYOU : MHITNOT,
monflags, ngod, base, 0, BLACK, you.absdepth0,
PROX_ANYWHERE, you.level_type, 0, 0, 0, "", nsummoner);
}
};
#endif
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