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/*
* File: mon-util.h
* Summary: Misc monster related functions.
* Written by: Linley Henzell
*/
#ifndef MONUTIL_H
#define MONUTIL_H
#include "mon-util.h"
#include "externs.h"
#include "enum.h"
#include "mon-enum.h"
#include "mon_resist_def.h"
#include "player.h"
#include "monster.h"
struct bolt;
// ($pellbinder) (c) D.G.S.E. 1998
struct mon_attack_def
{
mon_attack_type type;
mon_attack_flavour flavour;
int damage;
static mon_attack_def attk(int dam,
mon_attack_type typ = AT_HIT,
mon_attack_flavour flav = AF_PLAIN)
{
mon_attack_def def = { typ, flav, dam };
return (def);
}
};
// Amount of monster->speed_increment used by different actions; defaults
// to 10.
struct mon_energy_usage
{
public:
char move;
char swim;
char attack;
char missile; // Arrows/crossbows/etc
char spell;
char special;
char item; // Using an item (i.e., drinking a potion)
// Percent of monster->speed used when picking up an item; defaults
// to 100%
char pickup_percent;
public:
mon_energy_usage(int mv = 10, int sw = 10, int att = 10, int miss = 10,
int spl = 10, int spc = 10, int itm = 10, int pick = 100)
: move(mv), swim(sw), attack(att), missile(miss),
spell(spl), special(spc), item(itm), pickup_percent(pick)
{
}
static mon_energy_usage attack_cost(int cost, int sw = 10)
{
mon_energy_usage me;
me.attack = cost;
me.swim = sw;
return me;
}
static mon_energy_usage missile_cost(int cost)
{
mon_energy_usage me;
me.missile = cost;
return me;
}
static mon_energy_usage swim_cost (int cost)
{
mon_energy_usage me;
me.swim = cost;
return me;
}
static mon_energy_usage move_cost(int mv, int sw = 10)
{
const mon_energy_usage me(mv, sw);
return me;
}
mon_energy_usage operator | (const mon_energy_usage &o) const
{
return mon_energy_usage( combine(move, o.move),
combine(swim, o.swim),
combine(attack, o.attack),
combine(missile, o.missile),
combine(spell, o.spell),
combine(special, o.special),
combine(item, o.item),
combine(pickup_percent, o.pickup_percent,
100) );
}
private:
char combine(char a, char b, char def = 10) const {
return (b != def? b : a);
}
};
struct monsterentry
{
short mc; // monster number
unsigned char showchar, colour;
const char *name;
uint64_t bitfields;
mon_resist_def resists;
short weight;
// [Obsolete] Experience used to be calculated like this:
// ((((max_hp / 7) + 1) * (mHD * mHD) + 1) * exp_mod) / 10
// ^^^^^^ see below at hpdice
// Note that this may make draining attacks less attractive (LRH)
char exp_mod;
monster_type genus, // "team" the monster plays for
species; // corpse type of the monster
mon_holy_type holiness;
short resist_magic; // (positive is ??)
// max damage in a turn is total of these four?
mon_attack_def attack[4];
// hpdice[4]: [0]=HD [1]=min_hp [2]=rand_hp [3]=add_hp
// min hp = [0]*[1]+[3] & max hp = [0]*([1]+[2])+[3])
// example: the Iron Golem, hpdice={15,7,4,0}
// 15*7 < hp < 15*(7+4),
// 105 < hp < 165
// hp will be around 135 each time.
unsigned hpdice[4];
char AC; // armour class
char ev; // evasion
mon_spellbook_type sec;
corpse_effect_type corpse_thingy;
zombie_size_type zombie_size;
shout_type shouts;
mon_intel_type intel;
habitat_type habitat;
flight_type fly;
char speed; // How quickly speed_increment increases
mon_energy_usage energy_usage; // And how quickly it decreases
mon_itemuse_type gmon_use;
mon_itemeat_type gmon_eat;
size_type size;
};
habitat_type grid2habitat(dungeon_feature_type grid);
dungeon_feature_type habitat2grid(habitat_type ht);
monsterentry *get_monster_data(int p_monsterid);
const mon_resist_def &get_mons_class_resists(int mc);
mon_resist_def get_mons_resists(const monsters *mon);
void init_monsters();
void init_monster_symbols();
monsters *monster_at(const coord_def &pos);
// this is the old moname()
std::string mons_type_name(int type, description_level_type desc);
bool give_monster_proper_name(monsters *mon, bool orcs_only = true);
flight_type mons_class_flies(int mc);
flight_type mons_flies(const monsters *mon, bool randarts = true);
bool mons_class_amphibious(int mc);
bool mons_class_flattens_trees(int mc);
bool mons_amphibious(const monsters *mon);
bool mons_flattens_trees(const monsters *mon);
bool mons_class_wall_shielded(int mc);
bool mons_wall_shielded(const monsters *mon);
mon_itemuse_type mons_class_itemuse(int mc);
mon_itemuse_type mons_itemuse(const monsters *mon);
mon_itemeat_type mons_class_itemeat(int mc);
mon_itemeat_type mons_itemeat(const monsters *mon);
bool mons_sense_invis(const monsters *mon);
int get_shout_noise_level(const shout_type shout);
shout_type mons_shouts(int mclass, bool demon_shout = false);
bool mons_is_ghost_demon(int mc);
bool mons_is_unique(int mc);
bool mons_is_pghost(int mc);
int mons_difficulty(int mtype);
int exper_value(const monsters *monster);
int hit_points(int hit_dice, int min_hp, int rand_hp);
int mons_type_hit_dice( int type );
int mons_resist_turn_undead( const monsters *mon );
bool mons_immune_magic( const monsters *mon );
const char* mons_resist_string(const monsters *mon);
int mons_damage(int mc, int rt);
mon_attack_def mons_attack_spec(const monsters *mon, int attk_number);
corpse_effect_type mons_corpse_effect(int mc);
bool mons_class_flag(int mc, uint64_t bf);
int mons_unusable_items(const monsters *mon);
mon_holy_type mons_class_holiness(int mc);
bool mons_is_mimic( int mc );
bool mons_is_statue( int mc, bool allow_disintegrate = false );
bool mons_is_demon( int mc );
bool mons_is_draconian( int mc );
bool mons_class_wields_two_weapons(int mc);
bool mons_wields_two_weapons(const monsters *m);
bool mons_self_destructs(const monsters *m);
mon_intel_type mons_class_intel(int mc);
mon_intel_type mons_intel(const monsters *mon);
// Use mons_habitat() and mons_primary_habitat() wherever possible,
// since the class variants do not handle zombies correctly.
habitat_type mons_class_habitat(int mc);
habitat_type mons_habitat(const monsters *mon);
habitat_type mons_class_primary_habitat(int mc);
habitat_type mons_primary_habitat(const monsters *mon);
habitat_type mons_class_secondary_habitat(int mc);
habitat_type mons_secondary_habitat(const monsters *mon);
bool intelligent_ally(const monsters *mon);
bool mons_skeleton(int mc);
int mons_weight(int mc);
int mons_class_base_speed(int mc);
int mons_class_zombie_base_speed(int zombie_base_mc);
int mons_base_speed(const monsters *mon);
int mons_real_base_speed(int mc);
bool mons_class_can_regenerate(int mc);
bool mons_can_regenerate(const monsters *mon);
zombie_size_type zombie_class_size(monster_type cs);
int mons_zombie_size(int mc);
monster_type mons_zombie_base(const monsters *mon);
bool mons_class_is_zombified(int mc);
monster_type mons_base_type(const monsters *mon);
bool mons_class_can_leave_corpse(monster_type mc);
bool mons_is_zombified(const monsters *monster);
bool mons_class_can_be_zombified(int mc);
bool mons_can_be_zombified(const monsters *mon);
bool mons_class_can_use_stairs(int mc);
bool mons_can_use_stairs(const monsters *mon);
bool mons_enslaved_body_and_soul(const monsters *mon);
bool mons_enslaved_twisted_soul(const monsters *mon);
bool mons_enslaved_intact_soul(const monsters *mon);
bool mons_enslaved_soul(const monsters *mon);
bool name_zombie(monsters *mon, int mc, const std::string mon_name);
bool name_zombie(monsters *mon, const monsters* orig);
int mons_power(int mclass);
unsigned mons_char(int mc);
char mons_base_char(int mc);
int mons_class_colour(int mc);
int mons_colour(const monsters *mon);
void mons_load_spells(monsters *mon, mon_spellbook_type book);
monster_type royal_jelly_ejectable_monster();
monster_type random_draconian_monster_species();
void define_monster(monsters *mons);
void mons_pacify(monsters *mon, mon_attitude_type att = ATT_GOOD_NEUTRAL);
bool mons_should_fire(struct bolt &beam);
bool ms_direct_nasty(spell_type monspell);
bool ms_useful_fleeing_out_of_sight(const monsters *mon, spell_type monspell);
bool ms_quick_get_away(const monsters *mon, spell_type monspell);
bool ms_waste_of_time(const monsters *mon, spell_type monspell);
bool ms_low_hitpoint_cast(const monsters *mon, spell_type monspell);
bool mons_has_los_ability(monster_type mon_type);
bool mons_has_los_attack(const monsters *mon);
bool mons_has_ranged_spell(const monsters *mon, bool attack_only = false,
bool ench_too = true);
bool mons_has_ranged_attack(const monsters *mon);
bool mons_has_ranged_ability(const monsters *mon);
const char *mons_pronoun(monster_type mon_type, pronoun_type variant,
bool visible = true);
bool mons_aligned(const actor *m1, const actor *m2);
bool mons_atts_aligned(mon_attitude_type fr1, mon_attitude_type fr2);
bool mons_att_wont_attack(mon_attitude_type fr);
mon_attitude_type mons_attitude(const monsters *m);
bool mons_foe_is_mons(const monsters *mons);
bool mons_behaviour_perceptible(const monsters *mon);
bool mons_is_native_in_branch(const monsters *monster,
const branch_type branch = you.where_are_you);
bool mons_is_poisoner(const monsters *mon);
// Whether the monster is temporarily confused (class_too = false)
// or confused at all (class_too = true; temporarily or by class).
bool mons_is_confused(const monsters *m, bool class_too = false);
bool mons_is_wandering(const monsters *m);
bool mons_is_seeking(const monsters *m);
bool mons_is_fleeing(const monsters *m);
bool mons_is_panicking(const monsters *m);
bool mons_is_cornered(const monsters *m);
bool mons_is_lurking(const monsters *m);
bool mons_is_batty(const monsters *m);
bool mons_is_influenced_by_sanctuary(const monsters *m);
bool mons_is_fleeing_sanctuary(const monsters *m);
bool mons_was_seen(const monsters *m);
bool mons_is_known_mimic(const monsters *m);
bool mons_is_unknown_mimic(const monsters *m);
bool mons_is_skeletal(int mc);
bool mons_class_is_slime(int mc);
bool mons_is_slime(const monsters *mon);
bool mons_class_is_plant(int mc);
bool mons_is_plant(const monsters *mon);
bool mons_eats_items(const monsters *mon);
bool mons_eats_corpses(const monsters *mon);
bool mons_eats_food(const monsters *mon);
bool mons_has_lifeforce(const monsters *mon);
monster_type mons_genus(int mc);
monster_type mons_detected_base(monster_type mt);
monster_type mons_species(int mc);
bool mons_looks_stabbable(const monsters *m);
bool mons_looks_distracted(const monsters *m);
void mons_start_fleeing_from_sanctuary(monsters *monster);
void mons_stop_fleeing_from_sanctuary(monsters *monster);
bool mons_landlubbers_in_reach(const monsters *monster);
bool mons_class_is_confusable(int mc);
bool mons_class_is_slowable(int mc);
bool mons_class_is_stationary(int mc);
bool mons_is_stationary(const monsters *mon);
bool mons_is_firewood(const monsters *mon);
bool mons_has_body(const monsters *mon);
int cheibriados_monster_player_speed_delta(const monsters *mon);
bool cheibriados_thinks_mons_is_fast( const monsters *mon );
bool mons_is_projectile(int mc);
bool mons_has_blood(int mc);
bool invalid_monster(const monsters *mon);
bool invalid_monster_type(monster_type mt);
bool invalid_monster_index(int i);
void mons_remove_from_grid(const monsters *mon);
bool monster_shover(const monsters *m);
bool monster_senior(const monsters *first, const monsters *second,
bool fleeing = false);
monster_type draco_subspecies(const monsters *mon);
std::string ugly_thing_colour_name(const monsters *mon);
unsigned char ugly_thing_random_colour();
int str_to_ugly_thing_colour(const std::string &s);
unsigned char random_monster_colour();
int ugly_thing_colour_offset(const unsigned char colour);
std::string draconian_colour_name(monster_type mon_type);
monster_type draconian_colour_by_name(const std::string &colour);
monster_type random_monster_at_grid(const coord_def& p);
monster_type random_monster_at_grid(dungeon_feature_type grid);
void init_mon_name_cache();
monster_type get_monster_by_name(std::string name, bool exact = false);
std::string do_mon_str_replacements(const std::string &msg,
const monsters* monster, int s_type = -1);
mon_body_shape get_mon_shape(const monsters *mon);
mon_body_shape get_mon_shape(const int type);
std::string get_mon_shape_str(const monsters *mon);
std::string get_mon_shape_str(const int type);
std::string get_mon_shape_str(const mon_body_shape shape);
bool mons_class_can_pass(int mc, const dungeon_feature_type grid);
bool mons_can_pass(const monsters *mon, dungeon_feature_type grid);
bool mons_can_open_door(const monsters* mon, const coord_def& pos);
bool mons_can_eat_door(const monsters* mon, const coord_def& pos);
bool mons_can_traverse(const monsters* mon, const coord_def& pos,
bool checktraps = true);
mon_inv_type equip_slot_to_mslot(equipment_type eq);
mon_inv_type item_to_mslot(const item_def &item);
int scan_mon_inv_randarts(const monsters *mon,
artefact_prop_type ra_prop);
bool player_or_mon_in_sanct(const monsters* monster);
int get_dist_to_nearest_monster();
#endif
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