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monster.h
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monster.h
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#pragma once
#ifndef CATA_SRC_MONSTER_H
#define CATA_SRC_MONSTER_H
#include <bitset>
#include <climits>
#include <cstddef>
#include <functional>
#include <iosfwd>
#include <map>
#include <new>
#include <set>
#include <utility>
#include <vector>
#include "calendar.h"
#include "character_id.h"
#include "color.h"
#include "compatibility.h"
#include "creature.h"
#include "damage.h"
#include "enums.h"
#include "optional.h"
#include "point.h"
#include "type_id.h"
#include "units_fwd.h"
#include "value_ptr.h"
#include "weakpoint.h"
class Character;
class JsonObject;
class JsonOut;
class effect;
class effect_source;
class item;
namespace catacurses
{
class window;
} // namespace catacurses
struct dealt_projectile_attack;
struct pathfinding_settings;
struct trap;
enum class mon_trigger : int;
class mon_special_attack
{
public:
int cooldown = 0;
bool enabled = true;
void serialize( JsonOut &json ) const;
// deserialize inline in monster::load due to backwards/forwards compatibility concerns
};
enum monster_attitude {
MATT_NULL = 0,
MATT_FRIEND,
MATT_FPASSIVE,
MATT_FLEE,
MATT_IGNORE,
MATT_FOLLOW,
MATT_ATTACK,
NUM_MONSTER_ATTITUDES
};
enum monster_effect_cache_fields {
MOVEMENT_IMPAIRED = 0,
FLEEING,
VISION_IMPAIRED,
NUM_MEFF
};
enum monster_horde_attraction {
MHA_NULL = 0,
MHA_ALWAYS,
MHA_LARGE,
MHA_OUTDOORS,
MHA_OUTDOORS_AND_LARGE,
MHA_NEVER,
NUM_MONSTER_HORDE_ATTRACTION
};
class monster : public Creature
{
friend class editmap;
public:
monster();
explicit monster( const mtype_id &id );
monster( const mtype_id &id, const tripoint &pos );
monster( const monster & );
monster( monster && ) noexcept( map_is_noexcept );
~monster() override;
monster &operator=( const monster & );
monster &operator=( monster && ) noexcept( string_is_noexcept );
bool is_monster() const override {
return true;
}
monster *as_monster() override {
return this;
}
const monster *as_monster() const override {
return this;
}
mfaction_id get_monster_faction() const override {
return faction.id();
}
void poly( const mtype_id &id );
bool can_upgrade() const;
void hasten_upgrade();
int get_upgrade_time() const;
void allow_upgrade();
void try_upgrade( bool pin_time );
void try_reproduce();
void try_biosignature();
void refill_udders();
void spawn( const tripoint &p );
void spawn( const tripoint_abs_ms &loc );
std::vector<material_id> get_absorb_material() const;
creature_size get_size() const override;
units::mass get_weight() const override;
units::mass weight_capacity() const override;
units::volume get_volume() const;
int get_hp( const bodypart_id & ) const override;
int get_hp() const override;
int get_hp_max( const bodypart_id & ) const override;
int get_hp_max() const override;
int hp_percentage() const override;
int get_eff_per() const override;
float get_mountable_weight_ratio() const;
static std::string speed_description( float mon_speed_rating,
bool immobile = false,
speed_description_id speed_desc = speed_description_id::NULL_ID() );
// Access
std::string get_name() const override;
std::string name( unsigned int quantity = 1 ) const; // Returns the monster's formal name
std::string name_with_armor() const; // Name, with whatever our armor is called
// the creature-class versions of the above
std::string disp_name( bool possessive = false, bool capitalize_first = false ) const override;
std::string skin_name() const override;
void get_HP_Bar( nc_color &color, std::string &text ) const;
std::pair<std::string, nc_color> get_attitude() const;
int print_info( const catacurses::window &w, int vStart, int vLines, int column ) const override;
// Information on how our symbol should appear
nc_color basic_symbol_color() const override;
nc_color symbol_color() const override;
const std::string &symbol() const override;
bool is_symbol_highlighted() const override;
nc_color color_with_effects() const; // Color with fire, beartrapped, etc.
std::string extended_description() const override;
// Inverts color if inv==true
bool has_flag( m_flag f ) const override; // Returns true if f is set (see mtype.h)
bool can_see() const; // MF_SEES and no MF_BLIND
bool can_hear() const; // MF_HEARS and no MF_DEAF
bool can_submerge() const; // MF_AQUATIC or swims() or MF_NO_BREATH, and not MF_ELECTRONIC
bool can_drown() const; // MF_AQUATIC or swims() or MF_NO_BREATHE or flies()
bool can_climb() const; // climbs() or flies()
bool digging() const override; // digs() or can_dig() and diggable terrain
bool can_dig() const;
bool digs() const;
bool flies() const;
bool climbs() const;
bool swims() const;
// Returns false if the monster is stunned, has 0 moves or otherwise wouldn't act this turn
bool can_act() const;
int sight_range( int light_level ) const override;
bool made_of( const material_id &m ) const override; // Returns true if it's made of m
bool made_of_any( const std::set<material_id> &ms ) const override;
bool made_of( phase_id p ) const; // Returns true if its phase is p
bool shearable() const;
bool avoid_trap( const tripoint &pos, const trap &tr ) const override;
void serialize( JsonOut &json ) const;
void deserialize( const JsonObject &data );
void deserialize( const JsonObject &data, const tripoint_abs_sm &submap_loc );
// Performs any necessary coordinate updates due to map shift.
void shift( const point &sm_shift );
void set_patrol_route( const std::vector<point> &patrol_pts_rel_ms );
/**
* Checks whether we can move to/through p. This does not account for bashing.
*
* This is used in pathfinding and ONLY checks the terrain. It ignores players
* and monsters, which might only block this tile temporarily.
* will_move_to() checks for impassable terrain etc
* can_reach_to() checks for z-level difference.
* can_move_to() is a wrapper for both of them.
*/
bool can_move_to( const tripoint &p ) const;
bool can_reach_to( const tripoint &p ) const;
bool will_move_to( const tripoint &p ) const;
bool will_reach( const point &p ); // Do we have plans to get to (x, y)?
int turns_to_reach( const point &p ); // How long will it take?
// Returns true if the monster has a current goal
bool has_dest() const;
// Returns point at the end of the monster's current plans
tripoint_abs_ms get_dest() const;
// Returns the creature at the end of plans (if hostile)
Creature *attack_target();
// Go towards p using the monster's pathfinding settings.
void set_dest( const tripoint_abs_ms &p );
// Reset our plans, we've become aimless.
void unset_dest();
// Returns true if the monster has no plans.
bool is_wandering() const;
/**
* Set p as wander destination.
*
* This will cause the monster to slowly move towards the destination,
* unless there is an overriding smell or plan.
*
* @param p Destination of monster's wanderings
* @param f The priority of the destination, as well as how long we should
* wander towards there.
*/
void wander_to( const tripoint_abs_ms &p, int f );
// How good of a target is given creature (checks for visibility)
float rate_target( Creature &c, float best, bool smart = false ) const;
void plan();
void move(); // Actual movement
void footsteps( const tripoint &p ); // noise made by movement
void shove_vehicle( const tripoint &remote_destination,
const tripoint &nearby_destination ); // shove vehicles out of the way
// check if the given square could drown a drownable monster
bool is_aquatic_danger( const tripoint &at_pos );
// check if a monster at a position will drown and kill it if necessary
// returns true if the monster dies
// chance is the one_in( chance ) that the monster will drown
bool die_if_drowning( const tripoint &at_pos, int chance = 1 );
tripoint scent_move();
int calc_movecost( const tripoint &f, const tripoint &t ) const;
int calc_climb_cost( const tripoint &f, const tripoint &t ) const;
bool is_immune_field( const field_type_id &fid ) const override;
/**
* Attempt to move to p.
*
* If there's something blocking the movement, such as infinite move
* costs at the target, an existing NPC or monster, this function simply
* aborts and does nothing.
*
* @param p Destination of movement
* @param force If this is set to true, the movement will happen even if
* there's currently something, else than a creature, blocking the destination.
* @param step_on_critter If this is set to true, the movement will happen even if
* there's currently a creature blocking the destination.
*
* @param stagger_adjustment is a multiplier for move cost to compensate for staggering.
*
* @return true if movement successful, false otherwise
*/
bool move_to( const tripoint &p, bool force = false, bool step_on_critter = false,
float stagger_adjustment = 1.0 );
/**
* Attack any enemies at the given location.
*
* Attacks only if there is a creature at the given location towards
* we are hostile.
*
* @return true if something was attacked, false otherwise
*/
bool attack_at( const tripoint &p );
/**
* Try to smash/bash/destroy your way through the terrain at p.
*
* @return true if we destroyed something, false otherwise.
*/
bool bash_at( const tripoint &p );
/**
* Try to push away whatever occupies p, then step in.
* May recurse and try to make the creature at p push further.
*
* @param p Location of pushed object
* @param boost A bonus on the roll to represent a horde pushing from behind
* @param depth Number of recursions so far
*
* @return True if we managed to push something and took its place, false otherwise.
*/
bool push_to( const tripoint &p, int boost, size_t depth );
/** Returns innate monster bash skill, without calculating additional from helpers */
int bash_skill();
int bash_estimate();
/** Returns ability of monster and any cooperative helpers to
* bash the designated target. **/
int group_bash_skill( const tripoint &target );
void stumble();
void knock_back_to( const tripoint &to ) override;
// Combat
bool is_fleeing( Character &u ) const;
monster_attitude attitude( const Character *u = nullptr ) const; // See the enum above
Attitude attitude_to( const Creature &other ) const override;
void process_triggers(); // Process things that anger/scare us
bool is_underwater() const override;
bool is_on_ground() const override;
bool is_warm() const override;
bool in_species( const species_id &spec ) const override;
bool has_weapon() const override;
bool is_dead_state() const override; // check if we should be dead or not
bool is_elec_immune() const override;
bool is_immune_effect( const efftype_id & ) const override;
bool is_immune_damage( damage_type ) const override;
void make_bleed( const effect_source &source, const bodypart_id &bp, time_duration duration,
int intensity = 1, bool permanent = false, bool force = false, bool defferred = false ) override;
const weakpoint *absorb_hit( const weakpoint_attack &attack, const bodypart_id &bp,
damage_instance &dam ) override;
// The monster's skill in hitting a weakpoint
float weakpoint_skill() const;
bool block_hit( Creature *source, bodypart_id &bp_hit, damage_instance &d ) override;
bool melee_attack( Creature &target );
bool melee_attack( Creature &target, float accuracy );
void melee_attack( Creature &p, bool ) = delete;
void deal_projectile_attack( Creature *source, dealt_projectile_attack &attack,
bool print_messages = true,
const weakpoint_attack &wp_attack = weakpoint_attack() ) override;
void deal_damage_handle_type( const effect_source &source, const damage_unit &du, bodypart_id bp,
int &damage, int &pain ) override;
void apply_damage( Creature *source, bodypart_id bp, int dam,
bool bypass_med = false ) override;
// create gibs/meat chunks/blood etc all over the place, does not kill, can be called on a dead monster.
void explode();
// Let the monster die and let its body explode into gibs
void die_in_explosion( Creature *source );
void heal_bp( bodypart_id bp, int dam ) override;
/**
* Flat addition to the monsters @ref hp. If `overheal` is true, this is not capped by max hp.
* Returns actually healed hp.
*/
int heal( int delta_hp, bool overheal = false );
/**
* Directly set the current @ref hp of the monster (not capped at the maximal hp).
* You might want to use @ref heal / @ref apply_damage or @ref deal_damage instead.
*/
void set_hp( int hp );
/** Processes monster-specific effects before calling Creature::process_effects(). */
void process_effects() override;
/** Returns true if the monster has its movement impaired */
bool movement_impaired();
/** Processes effects which may prevent the monster from moving (bear traps, crushed, etc.).
* Returns false if movement is stopped. */
bool move_effects( bool attacking ) override;
/** Returns a std::string containing effects for descriptions */
std::string get_effect_status() const;
float power_rating() const override;
float speed_rating() const override;
int get_worn_armor_val( damage_type dt ) const;
int get_armor_cut( bodypart_id bp ) const override; // Natural armor, plus any worn armor
int get_armor_bash( bodypart_id bp ) const override; // Natural armor, plus any worn armor
int get_armor_bullet( bodypart_id bp ) const override; // Natural armor, plus any worn armor
int get_armor_type( damage_type dt, bodypart_id bp ) const override;
float get_hit_base() const override;
float get_dodge_base() const override;
float get_dodge() const override; // Natural dodge, or 0 if we're occupied
float get_melee() const override; // For determining attack skill when awarding dodge practice.
float hit_roll() const override; // For the purposes of comparing to player::dodge_roll()
float dodge_roll() const override; // For the purposes of comparing to player::hit_roll()
bool can_attack_high() const override; // Can we attack upper limbs?
int get_grab_strength() const; // intensity of grabbed effect
monster_horde_attraction get_horde_attraction();
void set_horde_attraction( monster_horde_attraction mha );
bool will_join_horde( int size );
/** Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) */
float fall_damage_mod() const override;
/** Deals falling/collision damage with terrain/creature at pos */
int impact( int force, const tripoint &pos ) override;
bool has_grab_break_tec() const override;
float stability_roll() const override;
// We just dodged an attack from something
void on_dodge( Creature *source, float difficulty ) override;
// Something hit us (possibly null source)
void on_hit( Creature *source, bodypart_id bp_hit,
float difficulty = INT_MIN, dealt_projectile_attack const *proj = nullptr ) override;
/** Resets a given special to its monster type cooldown value */
void reset_special( const std::string &special_name );
/** Resets a given special to a value between 0 and its monster type cooldown value. */
void reset_special_rng( const std::string &special_name );
/** Sets a given special to the given value */
void set_special( const std::string &special_name, int time );
/** Sets the enabled flag for the given special to false */
void disable_special( const std::string &special_name );
/** Test whether the monster has the specified special regardless of readiness. */
bool has_special( const std::string &special_name ) const;
/** Test whether the specified special is ready. */
bool special_available( const std::string &special_name ) const;
void process_turn() override;
/** Resets the value of all bonus fields to 0, clears special effect flags. */
void reset_bonuses() override;
/** Resets stats, and applies effects in an idempotent manner */
void reset_stats() override;
void die( Creature *killer ) override; //this is the die from Creature, it calls kill_mo
void drop_items_on_death( item *corpse );
//spawn monster's inventory without killing it
void generate_inventory( bool disableDrops = true );
// Other
/**
* Makes this monster into a fungus version
* Returns false if no such monster exists
* Returns true if monster is immune or if it got fungalized
*/
bool make_fungus();
void make_friendly();
/** Makes this monster an ally of the given monster. */
void make_ally( const monster &z );
// Add an item to inventory
void add_item( const item &it );
// check mech power levels and modify it.
bool use_mech_power( int amt );
bool check_mech_powered() const;
int mech_str_addition() const;
/**
* Makes monster react to heard sound
*
* @param source Location of the sound source
* @param vol Volume at the center of the sound source
* @param distance Distance to sound source (currently just rl_dist)
*/
void hear_sound( const tripoint &source, int vol, int distance, bool provocative );
bool is_hallucination() const override; // true if the monster isn't actually real
bool is_electrical() const override; // true if the monster produces electric radiation
field_type_id bloodType() const override;
field_type_id gibType() const override;
using Creature::add_msg_if_npc;
void add_msg_if_npc( const std::string &msg ) const override;
void add_msg_if_npc( const game_message_params ¶ms, const std::string &msg ) const override;
using Creature::add_msg_debug_if_npc;
void add_msg_debug_if_npc( debugmode::debug_filter type, const std::string &msg ) const override;
using Creature::add_msg_player_or_npc;
void add_msg_player_or_npc( const std::string &player_msg,
const std::string &npc_msg ) const override;
void add_msg_player_or_npc( const game_message_params ¶ms, const std::string &player_msg,
const std::string &npc_msg ) const override;
using Creature::add_msg_debug_player_or_npc;
void add_msg_debug_player_or_npc( debugmode::debug_filter type, const std::string &player_msg,
const std::string &npc_msg ) const override;
tripoint_abs_ms wander_pos; // Wander destination - Just try to move in that direction
bool provocative_sound = false; // Are we wandering toward something we think is alive?
int wandf = 0; // Urge to is_wandering - Increased by sound, decrements each move
std::vector<item> inv; // Inventory
Character *mounted_player = nullptr; // player that is mounting this creature
character_id mounted_player_id; // id of player that is mounting this creature ( for save/load )
character_id dragged_foe_id; // id of character being dragged by the monster
cata::value_ptr<item> tied_item; // item used to tie the monster
cata::value_ptr<item> tack_item; // item representing saddle and reins and such
cata::value_ptr<item> armor_item; // item of armor the monster may be wearing
cata::value_ptr<item> storage_item; // storage item for monster carrying items
cata::value_ptr<item> battery_item; // item to power mechs
units::mass get_carried_weight() const;
units::volume get_carried_volume() const;
void move_special_item_to_inv( cata::value_ptr<item> &it );
// DEFINING VALUES
int friendly = 0;
int anger = 0;
int morale = 0;
// Our faction (species, for most monsters)
mfaction_id faction;
// If we're related to a mission
std::set<int> mission_ids;
// Names of mission monsters fused with this monster
std::vector<std::string> mission_fused;
const mtype *type;
// If true, don't spawn loot items as part of death.
bool no_extra_death_drops = false;
// If true, monster dies quietly and leaves no corpse.
bool no_corpse_quiet = false;
// Turned to false for simulating monsters during distant missions so they don't drop in sight.
bool death_drops = true;
// If true, sound and message is suppressed for monster death.
bool quiet_death = false;
bool is_dead() const;
bool made_footstep = false;
//if we are a nemesis monster from the 'hunted' trait
bool is_nemesis() const;
// If we're unique
std::string unique_name;
// Player given nickname
std::string nickname;
bool hallucination = false;
// abstract for a fish monster representing a hidden stock of population in that area.
int fish_population = 1;
short ignoring = 0;
cata::optional<time_point> lastseen_turn;
// Stair data.
int staircount = 0;
// Ammunition if we use a gun.
std::map<itype_id, int> ammo;
/**
* Convert this monster into an item (see @ref mtype::revert_to_itype).
* Only useful for robots and the like, the monster must have at least
* a non-empty item id as revert_to_itype.
*/
item to_item() const;
/**
* Initialize values like speed / hp from data of an item.
* This applies to robotic monsters that are spawned by invoking an item (e.g. turret),
* and to reviving monsters that spawn from a corpse.
*/
void init_from_item( item &itm );
/**
* Do some cleanup and caching as monster is being unloaded from map.
*/
void on_unload();
/**
* Retroactively update monster.
* Call this after a preexisting monster has been placed on map.
* Don't call for monsters that have been freshly created, it may cause
* the monster to upgrade itself into another monster type.
*/
void on_load();
const pathfinding_settings &get_pathfinding_settings() const override;
std::set<tripoint> get_path_avoid() const override;
// summoned monsters via spells
void set_summon_time( const time_duration &length );
// handles removing the monster if the timer runs out
void decrement_summon_timer();
private:
void process_trigger( mon_trigger trig, int amount );
void process_trigger( mon_trigger trig, const std::function<int()> &amount_func );
private:
int hp = 0;
std::map<std::string, mon_special_attack> special_attacks;
cata::optional<tripoint_abs_ms> goal;
bool dead = false;
/** Normal upgrades **/
int next_upgrade_time();
bool upgrades = false;
int upgrade_time = 0;
bool reproduces = false;
cata::optional<time_point> baby_timer;
bool biosignatures = false;
cata::optional<time_point> biosig_timer;
time_point udder_timer;
monster_horde_attraction horde_attraction = MHA_NULL;
/** Found path. Note: Not used by monsters that don't pathfind! **/
std::vector<tripoint> path;
/** patrol points for monsters that can pathfind and have a patrol route! **/
std::vector<tripoint_abs_ms> patrol_route;
int next_patrol_point = -1;
std::bitset<NUM_MEFF> effect_cache;
cata::optional<time_point> lifespan_end = cata::nullopt;
int turns_since_target = 0;
Character *find_dragged_foe();
void nursebot_operate( Character *dragged_foe );
protected:
void store( JsonOut &json ) const;
void load( const JsonObject &data );
void load( const JsonObject &data, const tripoint_abs_sm &submap_loc );
void on_move( const tripoint_abs_ms &old_pos ) override;
/** Processes monster-specific effects of an effect. */
void process_one_effect( effect &it, bool is_new ) override;
};
#endif // CATA_SRC_MONSTER_H