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#ifndef MONSTER_H
#define MONSTER_H
#include "Globals.h"
#include "Coordinate.h"
#include <string>
#include <map>
namespace data {
class Monster;
#define RANGED_MISSILES (1 << 0)
#define RANGED_POLEARM (1 << 1)
#define RANGED_WAND (1 << 2)
// Number of turns to remember a monster's movement pattern for. This is probably overkill; 6 suffices to find the movement holes for a soldier under good conditions
#define MOVE_MEMORY 20
class Monster {
Monster(const std::string& id);
const std::string& id() const;
unsigned char symbol() const;
unsigned char symbol(unsigned char symbol);
int color() const;
int color(int color);
bool visible() const;
bool visible(bool visible);
int attitude() const;
int attitude(int attitude);
int lastSeen() const;
int lastMoved() const;
Coordinate lastSeenPos() const;
void observed(const Coordinate& in);
int observedTurn() const;
int maxMovesThisTurn() const;
bool called() const;
bool called(bool called);
bool shopkeeper() const;
bool shopkeeper(bool shopkeeper);
bool priest() const;
bool priest(bool priest);
int ranged() const;
const data::Monster* data() const;
const data::Monster* data(const data::Monster* data);
static std::map<std::string, Monster*>& byID();
static std::multimap<int, Monster*>& byLastSeen();
static void parseMessages(const std::string& messages);
// uniquely identifies this monster. if G_UNIQ, will be the monster's own identity,
// either as a typename or a shkname, otherwise will be an integer.
std::string _id;
unsigned char _symbol;
int _color;
bool _visible;
int _attitude;
int _last_seen;
int _last_moved;
int _observed_turn;
int _observed_subturn;
int _movehist[MOVE_MEMORY];
Coordinate _last_seen_pos;
int _ranged;
// has the monster been 'C'alled with its _id? always true for G_UNIQ
bool _called;
bool _shopkeeper;
bool _priest;
const data::Monster* _data;
void index();
void unindex();
void addRanged(int what);
static int _next_id;
// all Monster objects in the game are owned by this map; everyone else just holds pointers
// XXX: Level probably shouldn't be holding pointers. Probably code which uses Level's access should use our maps instead
static std::map<std::string, Monster*> _by_id;
static std::multimap<int, Monster*> _by_last_seen;
static bool removeAdj(std::string& from, const std::string& adj);
static Monster* parseMonster(const std::string& head);
static bool checkPolearm(const std::string& in);
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