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actor.h
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#ifndef ACTOR_H
#define ACTOR_H
#include "itemprop-enum.h"
#include "random-var.h"
#include "ouch.h"
#define CLING_KEY "clinging" // 'is creature clinging' property key
enum ev_ignore_bit
{
EV_IGNORE_NONE = 0,
EV_IGNORE_HELPLESS = 1<<0,
EV_IGNORE_PHASESHIFT = 1<<1,
EV_IGNORE_UNIDED = 1<<2,
};
DEF_BITFIELD(ev_ignore_type, ev_ignore_bit);
struct bolt;
class actor
{
public:
virtual ~actor();
monster_type type;
mid_t mid;
virtual int mindex() const = 0;
virtual bool is_player() const = 0;
bool is_monster() const { return !is_player(); }
virtual monster* as_monster() = 0;
virtual player* as_player() = 0;
virtual const monster* as_monster() const = 0;
virtual const player* as_player() const = 0;
virtual kill_category kill_alignment() const = 0;
virtual god_type deity() const = 0;
virtual bool alive() const = 0;
// Should return false for perma-summoned things.
virtual bool is_summoned(int* duration = nullptr,
int* summon_type = nullptr) const = 0;
virtual bool is_perm_summoned() const = 0;
// [ds] Low-level moveto() - moves the actor without updating relevant
// grids, such as mgrd.
virtual void moveto(const coord_def &c, bool clear_net = true) = 0;
// High-level actor movement. If in doubt, use this. Returns false if the
// actor cannot be moved to the target, possibly because it is already
// occupied.
virtual bool move_to_pos(const coord_def &c, bool clear_net = true,
bool force = false) = 0;
virtual void apply_location_effects(const coord_def &oldpos,
killer_type killer = KILL_NONE,
int killernum = -1) = 0;
virtual void set_position(const coord_def &c);
const coord_def& pos() const { return position; }
virtual void self_destruct() { }
// Blink the actor to the destination. c should be a
// valid target, though the method returns false
// if the blink fails.
virtual bool blink_to(const coord_def &c, bool quiet = false) = 0;
virtual bool swimming() const = 0;
virtual bool submerged() const = 0;
virtual bool floundering() const = 0;
// Returns true if the actor is exceptionally well balanced.
virtual bool extra_balanced() const = 0;
virtual int get_hit_dice() const = 0;
virtual int get_experience_level() const = 0;
virtual bool shove(const char* feat_name = "") = 0;
virtual bool can_pass_through_feat(dungeon_feature_type grid) const = 0;
virtual bool can_pass_through(int x, int y) const;
virtual bool can_pass_through(const coord_def &c) const;
virtual bool is_habitable_feat(dungeon_feature_type actual_grid) const = 0;
bool is_habitable(const coord_def &pos) const;
virtual size_type body_size(size_part_type psize = PSIZE_TORSO,
bool base = false) const = 0;
virtual brand_type damage_brand(int which_attack = -1) = 0;
virtual int damage_type(int which_attack = -1) = 0;
virtual item_def *weapon(int which_attack = -1) const = 0;
const item_def *primary_weapon() const
{
return weapon(0);
}
virtual random_var attack_delay(const item_def *weapon,
const item_def *projectile = nullptr,
bool random = true, bool scaled = true,
bool shield = true)
const = 0;
virtual int has_claws(bool allow_tran = true) const = 0;
virtual item_def *shield() const = 0;
virtual item_def *slot_item(equipment_type eq,
bool include_melded=false) const = 0;
virtual int wearing(equipment_type slot, int sub_type,
bool calc_unid = true) const = 0;
virtual int wearing_ego(equipment_type slot, int sub_type,
bool calc_unid = true) const = 0;
virtual int scan_artefacts(artefact_prop_type which_property,
bool calc_unid = true,
vector<item_def> *matches = nullptr) const = 0;
virtual hands_reqd_type hands_reqd(const item_def &item) const;
bool can_wield(const item_def* item,
bool ignore_curse = false,
bool ignore_brand = false,
bool ignore_shield = false,
bool ignore_transform = false) const;
virtual bool can_wield(const item_def &item,
bool ignore_curse = false,
bool ignore_brand = false,
bool ignore_shield = false,
bool ignore_transform = false) const = 0;
virtual bool could_wield(const item_def &item,
bool ignore_brand = false,
bool ignore_transform = false,
bool quiet = true) const = 0;
virtual void make_hungry(int nutrition, bool silent = true)
{
}
virtual void lose_energy(energy_use_type, int div = 1, int mult = 1)
{
}
virtual void gain_energy(energy_use_type, int div = 1, int mult = 1)
{
}
virtual string name(description_level_type type,
bool force_visible = false,
bool force_article = false) const = 0;
virtual string pronoun(pronoun_type which_pronoun,
bool force_visible = false) const = 0;
virtual string conj_verb(const string &verb) const = 0;
virtual string hand_name(bool plural, bool *can_plural = nullptr) const = 0;
virtual string foot_name(bool plural, bool *can_plural = nullptr) const = 0;
virtual string arm_name(bool plural, bool *can_plural = nullptr) const = 0;
virtual bool fumbles_attack() = 0;
virtual bool fights_well_unarmed(int heavy_armour_penalty)
{
return true;
}
// Returns true if the actor has no way to attack (plants, statues).
// (statues have only indirect attacks).
virtual bool cannot_fight() const = 0;
virtual void attacking(actor *other, bool ranged = false) = 0;
virtual bool can_go_berserk() const = 0;
virtual bool go_berserk(bool intentional, bool potion = false) = 0;
virtual bool berserk() const = 0;
virtual bool can_see_invisible() const = 0;
virtual bool invisible() const = 0;
virtual bool nightvision() const = 0;
virtual reach_type reach_range() const = 0;
// Would looker be able to see the actor when in LOS?
virtual bool visible_to(const actor *looker) const = 0;
// Is the given cell within LOS of the actor?
virtual bool see_cell(const coord_def &c) const;
virtual bool see_cell_no_trans(const coord_def &c) const;
// Can the actor actually see the target?
virtual bool can_see(const actor &target) const;
// Visibility as required by messaging. In usual play:
// Does the player know what's happening to the actor?
bool observable() const;
virtual bool is_icy() const = 0;
virtual bool is_fiery() const = 0;
virtual bool is_skeletal() const = 0;
virtual bool can_mutate() const = 0;
virtual bool can_safely_mutate(bool temp = true) const = 0;
virtual bool can_polymorph() const = 0;
virtual bool can_bleed(bool allow_tran = true) const = 0;
virtual bool is_stationary() const = 0;
virtual bool malmutate(const string &reason) = 0;
virtual bool polymorph(int pow) = 0;
virtual bool drain_exp(actor *agent, bool quiet = false, int pow = 15) = 0;
virtual bool rot(actor *agent, int amount, bool quiet = false,
bool no_cleanup = false) = 0;
virtual 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) = 0;
virtual bool heal(int amount, bool max_too = false) = 0;
virtual void banish(actor *agent, const string &who = "") = 0;
virtual void blink() = 0;
virtual void teleport(bool right_now = false,
bool wizard_tele = false) = 0;
virtual bool poison(actor *attacker, int amount = 1, bool force = false) = 0;
virtual bool sicken(int amount) = 0;
virtual void paralyse(actor *attacker, int strength, string source = "") = 0;
virtual void petrify(actor *attacker, bool force = false) = 0;
virtual bool fully_petrify(actor *foe, bool quiet = false) = 0;
virtual void slow_down(actor *attacker, int strength) = 0;
virtual void confuse(actor *attacker, int strength) = 0;
virtual void put_to_sleep(actor *attacker, int strength,
bool hibernate = false) = 0;
virtual void weaken(actor *attacker, int pow) = 0;
virtual void expose_to_element(beam_type element, int strength = 0,
bool slow_cold_blood = true) = 0;
virtual void drain_stat(stat_type stat, int amount) { }
virtual void splash_with_acid(const actor* evildoer, int acid_strength = -1,
bool allow_corrosion = true,
const char* hurt_msg = nullptr) = 0;
virtual void corrode_equipment(const char* corrosion_source = "the acid",
int degree = 1) = 0;
virtual bool can_hibernate(bool holi_only = false,
bool intrinsic_only = false) const;
virtual bool can_sleep(bool holi_only = false) const;
virtual void check_awaken(int disturbance) = 0;
virtual int beam_resists(bolt &beam, int hurted, bool doEffects,
string source = "") = 0;
virtual int skill(skill_type sk, int scale = 1,
bool real = false, bool drained = true) const = 0;
int skill_rdiv(skill_type sk, int mult = 1, int div = 1) const;
#define TORPOR_SLOWED_KEY "torpor_slowed"
bool torpor_slowed() const;
virtual int heads() const = 0;
virtual int stat_hp() const = 0;
virtual int stat_maxhp() const = 0;
virtual int stealth () const = 0;
virtual bool can_throw_large_rocks() const = 0;
virtual int armour_class(bool calc_unid = true) const = 0;
virtual int gdr_perc() const = 0;
int apply_ac(int damage, int max_damage = 0, ac_type ac_rule = AC_NORMAL,
int stab_bypass = 0) const;
virtual int evasion(ev_ignore_type ign = EV_IGNORE_NONE,
const actor *attacker = nullptr) const = 0;
virtual bool shielded() const = 0;
virtual int shield_bonus() const = 0;
virtual int shield_block_penalty() const = 0;
virtual int shield_bypass_ability(int tohit) const = 0;
virtual void shield_block_succeeded(actor *foe);
virtual int missile_deflection() const = 0; // 1 = RMsl, 2 = DMsl
virtual void ablate_deflection() = 0;
// Combat-related virtual class methods
virtual int unadjusted_body_armour_penalty() const = 0;
virtual int adjusted_body_armour_penalty(int scale = 1) const = 0;
virtual int adjusted_shield_penalty(int scale) const = 0;
virtual int armour_tohit_penalty(bool random_factor, int scale = 1) const = 0;
virtual int shield_tohit_penalty(bool random_factor, int scale = 1) const = 0;
virtual monster_type mons_species(bool zombie_base = false) const = 0;
virtual mon_holy_type holiness(bool temp = true) const = 0;
virtual bool undead_or_demonic() const = 0;
virtual bool holy_wrath_susceptible() const = 0;
virtual bool is_holy(bool spells = true) const = 0;
virtual bool is_unholy(bool spells = true) const = 0;
virtual bool is_evil(bool spells = true) const = 0;
virtual int how_chaotic(bool check_spells_god = false) const = 0;
virtual bool is_artificial(bool temp = true) const = 0;
virtual bool is_unbreathing() const = 0;
virtual bool is_insubstantial() const = 0;
virtual int res_acid(bool calc_unid = true) const = 0;
virtual bool res_hellfire() const = 0;
virtual int res_fire() const = 0;
virtual int res_steam() const = 0;
virtual int res_cold() const = 0;
virtual int res_elec() const = 0;
virtual int res_poison(bool temp = true) const = 0;
virtual int res_rotting(bool temp = true) const = 0;
virtual int res_water_drowning() const = 0;
virtual bool res_sticky_flame() const = 0;
virtual int res_holy_energy(const actor *attacker) const = 0;
virtual int res_negative_energy(bool intrinsic_only = false) const = 0;
virtual bool res_torment() const = 0;
virtual bool res_wind() const = 0;
virtual bool res_petrify(bool temp = true) const = 0;
virtual int res_constrict() const = 0;
virtual int res_magic() const = 0;
virtual int check_res_magic(int power);
virtual bool no_tele(bool calc_unid = true, bool permit_id = true,
bool blink = false) const = 0;
virtual int inaccuracy() const;
virtual bool antimagic_susceptible() const = 0;
virtual bool gourmand(bool calc_unid = true, bool items = true) const;
virtual bool res_corr(bool calc_unid = true, bool items = true) const;
bool has_notele_item(bool calc_unid = true,
vector<item_def> *matches = nullptr) const;
virtual bool stasis(bool calc_unid = true, bool items = true) const;
virtual bool run(bool calc_unid = true, bool items = true) const;
virtual bool angry(bool calc_unid = true, bool items = true) const;
virtual bool clarity(bool calc_unid = true, bool items = true) const;
virtual bool faith(bool calc_unid = true, bool items = true) const;
virtual bool warding(bool calc_unid = true, bool items = true) const;
virtual int archmagi(bool calc_unid = true, bool items = true) const;
virtual bool no_cast(bool calc_unid = true, bool items = true) const;
virtual bool rmut_from_item(bool calc_unid = true) const;
virtual bool evokable_berserk(bool calc_unid = true) const;
virtual bool evokable_invis(bool calc_unid = true) const;
// Return an int so we know whether an item is the sole source.
virtual int evokable_flight(bool calc_unid = true) const;
virtual int spirit_shield(bool calc_unid = true, bool items = true) const;
virtual bool is_wall_clinging() const;
virtual bool is_banished() const = 0;
virtual bool can_cling_to_walls() const = 0;
virtual bool can_cling_to(const coord_def& p) const;
virtual bool check_clinging(bool stepped, bool door = false);
virtual void clear_clinging();
virtual bool is_web_immune() const = 0;
virtual bool airborne() const = 0;
virtual bool ground_level() const;
virtual bool stand_on_solid_ground() const;
virtual bool paralysed() const = 0;
virtual bool cannot_move() const = 0;
virtual bool cannot_act() const = 0;
virtual bool confused() const = 0;
virtual bool caught() const = 0;
virtual bool asleep() const { return false; }
// self_halo: include own halo (actually if self_halo = false
// and has a halo, returns false; so if you have a
// halo you're not affected by others' halos for this
// purpose)
virtual bool backlit(bool self_halo = true) const = 0;
virtual bool umbra() const = 0;
// Within any actor's halo?
virtual bool haloed() const;
// Within an umbra?
virtual bool umbraed() const;
#if TAG_MAJOR_VERSION == 34
// Being heated by a heat aura?
virtual bool heated() const;
#endif
// Halo radius.
virtual int halo_radius() const = 0;
// Silence radius.
virtual int silence_radius() const = 0;
// Liquefying radius.
virtual int liquefying_radius() const = 0;
virtual int umbra_radius() const = 0;
#if TAG_MAJOR_VERSION == 34
virtual int heat_radius() const = 0;
#endif
virtual bool glows_naturally() const { return false; };
virtual bool petrifying() const = 0;
virtual bool petrified() const = 0;
virtual bool liquefied_ground() const = 0;
virtual bool handle_trap();
virtual void god_conduct(conduct_type thing_done, int level) { }
virtual bool incapacitated() const
{
return cannot_move()
|| asleep()
|| confused()
|| caught()
|| petrifying();
}
virtual bool wont_attack() const = 0;
virtual mon_attitude_type temp_attitude() const = 0;
virtual bool has_spell(spell_type spell) const = 0;
virtual bool will_trigger_shaft() const;
virtual level_id shaft_dest(bool known) const;
virtual bool do_shaft() = 0;
coord_def position;
CrawlHashTable props;
int shield_blocks; // Count of shield blocks this round.
// Constriction stuff:
// What is holding us? Not necessarily a monster.
held_type held;
mid_t constricted_by;
int escape_attempts;
// Map from mid to duration.
typedef map<mid_t, int> constricting_t;
// Freed and set to nullptr when empty.
constricting_t *constricting;
void start_constricting(actor &whom, int duration = 0);
void stop_constricting(mid_t whom, bool intentional = false,
bool quiet = false);
void stop_constricting_all(bool intentional = false, bool quiet = false);
void stop_being_constricted(bool quiet = false);
bool can_constrict(actor* defender);
void clear_far_constrictions();
void accum_has_constricted();
void handle_constriction();
bool is_constricted() const;
bool is_constricting() const;
int num_constricting() const;
virtual bool has_usable_tentacle() const = 0;
virtual int constriction_damage() const = 0;
virtual bool clear_far_engulf() = 0;
// Be careful using this, as it doesn't keep the constrictor in sync.
void clear_constricted();
string describe_props() const;
string resist_margin_phrase(int margin) const;
void collide(coord_def newpos, const actor *agent, int pow);
private:
void end_constriction(mid_t whom, bool intentional, bool quiet);
};
bool actor_slime_wall_immune(const actor *actor);
#endif