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actor.cc
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#include "AppHdr.h"
#include "actor.h"
#include <sstream>
#include "act-iter.h"
#include "areas.h"
#include "art-enum.h"
#include "attack.h"
#include "chardump.h"
#include "directn.h"
#include "env.h"
#include "fight.h" // apply_chunked_ac
#include "fprop.h"
#include "god-passive.h"
#include "item-prop.h"
#include "los.h"
#include "mon-behv.h"
#include "mon-death.h"
#include "religion.h"
#include "stepdown.h"
#include "stringutil.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
actor::~actor()
{
if (constricting)
delete constricting;
}
bool actor::will_trigger_shaft() const
{
return is_valid_shaft_level()
// let's pretend that they always make their saving roll
&& !(is_monster()
&& mons_is_elven_twin(static_cast<const monster* >(this)));
}
level_id actor::shaft_dest(bool known = false) const
{
return generic_shaft_dest(pos(), known);
}
/**
* Check if the actor is on the ground (or in water).
*/
bool actor::ground_level() const
{
return !airborne() && !is_wall_clinging();
}
bool actor::stand_on_solid_ground() const
{
return ground_level() && feat_has_solid_floor(grd(pos()))
&& !feat_is_water(grd(pos()));
}
// Give hands required to wield weapon.
hands_reqd_type actor::hands_reqd(const item_def &item, bool base) const
{
return basic_hands_reqd(item, body_size(PSIZE_TORSO, base));
}
/**
* Wrapper around the virtual actor::can_wield(const item_def&,bool,bool,bool,bool) const overload.
* @param item May be nullptr, in which case a dummy item will be passed in.
*/
bool actor::can_wield(const item_def* item, bool ignore_curse,
bool ignore_brand, bool ignore_shield,
bool ignore_transform) const
{
if (item == nullptr)
{
// Unarmed combat.
item_def fake;
fake.base_type = OBJ_UNASSIGNED;
return can_wield(fake, ignore_curse, ignore_brand, ignore_shield, ignore_transform);
}
else
return can_wield(*item, ignore_curse, ignore_brand, ignore_shield, ignore_transform);
}
bool actor::can_pass_through(int x, int y) const
{
return can_pass_through_feat(grd[x][y]);
}
bool actor::can_pass_through(const coord_def &c) const
{
return can_pass_through_feat(grd(c));
}
bool actor::is_habitable(const coord_def &_pos) const
{
if (can_cling_to(_pos))
return true;
return is_habitable_feat(grd(_pos));
}
bool actor::handle_trap()
{
trap_def* trap = trap_at(pos());
if (trap)
trap->trigger(*this);
return trap != nullptr;
}
int actor::skill_rdiv(skill_type sk, int mult, int div) const
{
return div_rand_round(skill(sk, mult * 256), div * 256);
}
int actor::check_res_magic(int power)
{
const int mrs = res_magic();
if (mrs == MAG_IMMUNE)
return 100;
const int adj_pow = ench_power_stepdown(power);
const int mrchance = (100 + mrs) - adj_pow;
const int mrch2 = random2(100) + random2(101);
dprf("Power: %d (%d pre-stepdown), MR: %d, target: %d, roll: %d",
adj_pow, power, mrs, mrchance, mrch2);
return mrchance - mrch2;
}
void actor::set_position(const coord_def &c)
{
const coord_def oldpos = position;
position = c;
los_actor_moved(this, oldpos);
areas_actor_moved(this, oldpos);
}
bool actor::can_hibernate(bool holi_only, bool intrinsic_only) const
{
// Undead, nonliving, and plants don't sleep. If the monster is
// berserk or already asleep, it doesn't sleep either.
if (!can_sleep(holi_only))
return false;
if (!holi_only)
{
// The monster is cold-resistant and can't be hibernated.
if (intrinsic_only && is_monster()
? get_mons_resist(*as_monster(), MR_RES_COLD) > 0
: res_cold() > 0)
{
return false;
}
// The monster has slept recently.
if (is_monster() && !intrinsic_only
&& static_cast<const monster* >(this)->has_ench(ENCH_SLEEP_WARY))
{
return false;
}
}
return true;
}
bool actor::can_sleep(bool holi_only) const
{
const mon_holy_type holi = holiness();
if (holi & (MH_UNDEAD | MH_NONLIVING | MH_PLANT))
return false;
if (!holi_only)
return !(berserk() || clarity() || asleep());
return true;
}
void actor::shield_block_succeeded(actor *foe)
{
item_def *sh = shield();
const unrandart_entry *unrand_entry;
if (sh
&& sh->base_type == OBJ_ARMOUR
&& get_armour_slot(*sh) == EQ_SHIELD
&& is_artefact(*sh)
&& is_unrandom_artefact(*sh)
&& (unrand_entry = get_unrand_entry(sh->unrand_idx))
&& unrand_entry->melee_effects)
{
unrand_entry->melee_effects(sh, this, foe, false, 0);
}
}
int actor::inaccuracy() const
{
return wearing(EQ_AMULET, AMU_INACCURACY);
}
bool actor::gourmand(bool calc_unid, bool items) const
{
return items && wearing(EQ_AMULET, AMU_THE_GOURMAND, calc_unid);
}
bool actor::res_corr(bool calc_unid, bool items) const
{
return items && (wearing(EQ_RINGS, RING_RESIST_CORROSION, calc_unid)
|| wearing(EQ_BODY_ARMOUR, ARM_ACID_DRAGON_ARMOUR, calc_unid)
|| scan_artefacts(ARTP_RCORR, calc_unid));
}
bool actor::cloud_immune(bool calc_unid, bool items) const
{
return items && (wearing_ego(EQ_CLOAK, SPARM_CLOUD_IMMUNE, calc_unid));
}
bool actor::holy_wrath_susceptible() const
{
return res_holy_energy() < 0;
}
// This is a bit confusing. This is not the function that determines whether or
// not an actor is capable of teleporting, only whether they are specifically
// under the influence of the "notele" effect. See actor::no_tele() for a
// superset of this function.
bool actor::has_notele_item(bool calc_unid, vector<item_def> *matches) const
{
return scan_artefacts(ARTP_PREVENT_TELEPORTATION, calc_unid, matches);
}
// permaswift effects like boots of running and lightning scales
bool actor::run(bool calc_unid, bool items) const
{
return items && wearing_ego(EQ_BOOTS, SPARM_RUNNING, calc_unid);
}
bool actor::angry(bool calc_unid, bool items) const
{
return items && scan_artefacts(ARTP_ANGRY, calc_unid);
}
bool actor::clarity(bool calc_unid, bool items) const
{
return items && scan_artefacts(ARTP_CLARITY, calc_unid);
}
bool actor::faith(bool calc_unid, bool items) const
{
return items && wearing(EQ_AMULET, AMU_FAITH, calc_unid);
}
int actor::archmagi(bool calc_unid, bool items) const
{
if (!items)
return 0;
return wearing_ego(EQ_ALL_ARMOUR, SPARM_ARCHMAGI, calc_unid);
}
/**
* Indicates if the actor has an active evocations enhancer.
*
* @param calc_unid Whether to identify unknown items that enhance evocations.
* @param items Whether to count item powers.
* @return The number of levels of evocations enhancement this actor has.
*/
int actor::spec_evoke(bool calc_unid, bool items) const
{
return 0;
}
bool actor::no_cast(bool calc_unid, bool items) const
{
return items && scan_artefacts(ARTP_PREVENT_SPELLCASTING, calc_unid);
}
bool actor::reflection(bool calc_unid, bool items) const
{
return items && wearing(EQ_AMULET, AMU_REFLECTION, calc_unid);
}
bool actor::extra_harm(bool calc_unid, bool items) const
{
return items && wearing(EQ_AMULET, AMU_HARM, calc_unid);
}
bool actor::rmut_from_item(bool calc_unid) const
{
return scan_artefacts(ARTP_RMUT, calc_unid);
}
bool actor::evokable_berserk(bool calc_unid) const
{
return wearing(EQ_AMULET, AMU_RAGE, calc_unid)
|| scan_artefacts(ARTP_BERSERK, calc_unid);
}
int actor::evokable_invis(bool calc_unid) const
{
return wearing_ego(EQ_CLOAK, SPARM_INVISIBILITY, calc_unid)
+ scan_artefacts(ARTP_INVISIBLE, calc_unid);
}
// Return an int so we know whether an item is the sole source.
int actor::evokable_flight(bool calc_unid) const
{
if (is_player() && get_form()->forbids_flight())
return 0;
return wearing(EQ_RINGS, RING_FLIGHT, calc_unid)
+ wearing_ego(EQ_ALL_ARMOUR, SPARM_FLYING, calc_unid)
+ scan_artefacts(ARTP_FLY, calc_unid);
}
int actor::spirit_shield(bool calc_unid, bool items) const
{
int ss = 0;
if (items)
{
ss += wearing_ego(EQ_ALL_ARMOUR, SPARM_SPIRIT_SHIELD, calc_unid);
ss += wearing(EQ_AMULET, AMU_GUARDIAN_SPIRIT, calc_unid);
}
if (is_player())
ss += you.get_mutation_level(MUT_MANA_SHIELD);
return ss;
}
int actor::apply_ac(int damage, int max_damage, ac_type ac_rule,
int stab_bypass, bool for_real) const
{
int ac = max(armour_class() - stab_bypass, 0);
int gdr = gdr_perc();
int saved = 0;
switch (ac_rule)
{
case AC_NONE:
return damage; // no GDR, too
case AC_PROPORTIONAL:
ASSERT(stab_bypass == 0);
saved = damage - apply_chunked_AC(damage, ac);
saved = max(saved, div_rand_round(max_damage * gdr, 100));
return max(damage - saved, 0);
case AC_NORMAL:
saved = random2(1 + ac);
break;
case AC_HALF:
saved = random2(1 + ac) / 2;
ac /= 2;
gdr /= 2;
break;
case AC_TRIPLE:
saved = random2(1 + ac) + random2(1 + ac) + random2(1 + ac);
ac *= 3;
// apply GDR only twice rather than thrice, that's probably still waaay
// too good. 50% gives 75% rather than 100%, too.
gdr = 100 - gdr * gdr / 100;
break;
default:
die("invalid AC rule");
}
saved = max(saved, min(gdr * max_damage / 100, ac / 2));
if (for_real && (damage > 0) && (saved >= damage) && is_player())
{
const item_def *body_armour = slot_item(EQ_BODY_ARMOUR);
if (body_armour)
count_action(CACT_ARMOUR, body_armour->sub_type);
else
count_action(CACT_ARMOUR, -1); // unarmoured subtype
}
return max(damage - saved, 0);
}
bool actor_slime_wall_immune(const actor *act)
{
return act->is_player() && have_passive(passive_t::slime_wall_immune)
|| act->res_acid() == 3
|| act->is_monster() && mons_is_slime(*act->as_monster());
}
/**
* Accessor method to the clinging member.
*
* @return The value of clinging.
*/
bool actor::is_wall_clinging() const
{
return props.exists(CLING_KEY) && props[CLING_KEY].get_bool();
}
/**
* Check a cell to see if actor can keep clinging if it moves to it.
*
* @param p Coordinates of the cell checked.
* @return Whether the actor can cling.
*/
bool actor::can_cling_to(const coord_def& p) const
{
if (!is_wall_clinging() || !can_pass_through_feat(grd(p)))
return false;
return cell_can_cling_to(pos(), p);
}
/**
* Update the clinging status of an actor.
*
* It checks adjacent orthogonal walls to see if the actor can cling to them.
* If actor has fallen from the wall (wall dug or actor changed form), print a
* message and apply location effects.
*
* @param stepped Whether the actor has taken a step.
* @return the new clinging status.
*/
bool actor::check_clinging(bool stepped, bool door)
{
bool was_clinging = is_wall_clinging();
bool clinging = can_cling_to_walls() && cell_is_clingable(pos())
&& !airborne();
if (can_cling_to_walls())
props[CLING_KEY] = clinging;
else if (props.exists(CLING_KEY))
props.erase(CLING_KEY);
if (!stepped && was_clinging && !clinging)
{
if (you.can_see(*this))
{
mprf("%s %s off the %s.", name(DESC_THE).c_str(),
conj_verb("fall").c_str(),
door ? "door" : "wall");
}
apply_location_effects(pos());
}
return clinging;
}
void actor::clear_clinging()
{
if (props.exists(CLING_KEY))
props[CLING_KEY] = false;
}
void actor::clear_constricted()
{
constricted_by = 0;
escape_attempts = 0;
}
// End my constriction of i->first, but don't yet update my constricting map,
// so as not to invalidate i.
void actor::end_constriction(mid_t whom, bool intentional, bool quiet)
{
actor *const constrictee = actor_by_mid(whom);
if (!constrictee)
return;
constrictee->clear_constricted();
monster * const mons = monster_by_mid(whom);
bool roots = constrictee->is_player() && you.duration[DUR_GRASPING_ROOTS]
|| mons && mons->has_ench(ENCH_GRASPING_ROOTS);
bool vile_clutch = mons && mons->has_ench(ENCH_VILE_CLUTCH);
if (!quiet && alive() && constrictee->alive()
&& (you.see_cell(pos()) || you.see_cell(constrictee->pos())))
{
string attacker_desc;
const string verb = intentional ? "release" : "lose";
bool force_plural = false;
if (vile_clutch)
{
attacker_desc = "The zombie hands";
force_plural = true;
}
else if (roots)
{
attacker_desc = "The roots";
force_plural = true;
}
else
attacker_desc = name(DESC_THE);
mprf("%s %s %s grip on %s.",
attacker_desc.c_str(),
force_plural ? verb.c_str()
: conj_verb(verb).c_str(),
force_plural ? "their" : pronoun(PRONOUN_POSSESSIVE).c_str(),
constrictee->name(DESC_THE).c_str());
}
if (vile_clutch)
mons->del_ench(ENCH_VILE_CLUTCH);
else if (roots)
{
if (mons)
mons->del_ench(ENCH_GRASPING_ROOTS);
else
you.duration[DUR_GRASPING_ROOTS] = 0;
}
if (constrictee->is_player())
you.redraw_evasion = true;
}
void actor::stop_constricting(mid_t whom, bool intentional, bool quiet)
{
if (!constricting)
return;
auto i = constricting->find(whom);
if (i != constricting->end())
{
end_constriction(whom, intentional, quiet);
constricting->erase(i);
if (constricting->empty())
{
delete constricting;
constricting = nullptr;
}
}
}
/**
* Stop constricting all defenders, regardless of type of constriction.
*
* @param intentional True if this was intentional, which affects the language
* in any message.
* @param quiet If True, don't display a message.
*/
void actor::stop_constricting_all(bool intentional, bool quiet)
{
if (!constricting)
return;
for (const auto &entry : *constricting)
end_constriction(entry.first, intentional, quiet);
delete constricting;
constricting = nullptr;
}
static bool _invalid_constricting_map_entry(const actor *constrictee)
{
return !constrictee || !constrictee->is_constricted();
}
/**
* Stop directly constricting all defenders.
*
* @param intentional True if this was intentional, which affects the language
* in any message.
* @param quiet If True, don't display a message.
*/
void actor::stop_directly_constricting_all(bool intentional, bool quiet)
{
if (!constricting)
return;
vector<mid_t> need_cleared;
for (const auto &entry : *constricting)
{
const actor * const constrictee = actor_by_mid(entry.first);
if (_invalid_constricting_map_entry(constrictee)
|| constrictee->is_directly_constricted())
{
need_cleared.push_back(entry.first);
}
}
for (auto whom : need_cleared)
{
end_constriction(whom, intentional, quiet);
constricting->erase(whom);
}
if (constricting->empty())
{
delete constricting;
constricting = nullptr;
}
}
void actor::stop_being_constricted(bool quiet)
{
// Make sure we are actually being constricted.
actor* const constrictor = actor_by_mid(constricted_by);
if (constrictor)
constrictor->stop_constricting(mid, false, quiet);
// In case the actor no longer exists.
clear_constricted();
}
/**
* Does the actor have an constrictor that's now invalid? Checks validity based
* on the type of constriction being done to the actor.
*
* @param move True if we are checking after the actor has moved.
* @returns True if the constrictor is defined yet invalid, false
* otherwise.
*/
bool actor::has_invalid_constrictor(bool move) const
{
if (!is_constricted())
return false;
const actor* const attacker = actor_by_mid(constricted_by);
if (!attacker)
return true;
// Direct constriction (e.g. by nagas and octopode players or AT_CONSTRICT)
// must happen between adjacent squares.
if (is_directly_constricted())
return !adjacent(attacker->pos(), pos());
// Indirect constriction requires the defender not to move.
return move
// Indirect constriction requires reachable ground.
|| !feat_has_solid_floor(grd(pos()))
// Constriction doesn't work out of LOS.
|| !attacker->see_cell(pos());
}
/**
* Clear any constrictions that are no longer valid.
*
* @param movement True if we are clearing invalid constrictions after
* the actor has moved, false otherwise.
*/
void actor::clear_invalid_constrictions(bool move)
{
if (has_invalid_constrictor(move))
stop_being_constricted();
if (!constricting)
return;
vector<mid_t> need_cleared;
for (const auto &entry : *constricting)
{
const actor * const constrictee = actor_by_mid(entry.first);
if (_invalid_constricting_map_entry(constrictee)
|| constrictee->has_invalid_constrictor())
{
need_cleared.push_back(entry.first);
}
}
for (auto whom : need_cleared)
stop_constricting(whom, false, false);
}
void actor::start_constricting(actor &whom, int dur)
{
if (!constricting)
constricting = new constricting_t();
ASSERT(constricting->find(whom.mid) == constricting->end());
(*constricting)[whom.mid] = dur;
whom.constricted_by = mid;
if (whom.is_player())
you.redraw_evasion = true;
}
int actor::num_constricting() const
{
return constricting ? constricting->size() : 0;
}
bool actor::is_constricting() const
{
return constricting && !constricting->empty();
}
bool actor::is_constricted() const
{
return constricted_by;
}
bool actor::is_directly_constricted() const
{
return is_constricted()
&& (is_player() && !you.duration[DUR_GRASPING_ROOTS]
|| is_monster()
&& !as_monster()->has_ench(ENCH_VILE_CLUTCH)
&& !as_monster()->has_ench(ENCH_GRASPING_ROOTS));
}
void actor::accum_has_constricted()
{
if (!constricting)
return;
for (auto &entry : *constricting)
entry.second += you.time_taken;
}
bool actor::can_constrict(const actor* defender, bool direct) const
{
ASSERT(defender); // XXX: change to actor &defender
if (direct)
{
return (!is_constricting() || has_usable_tentacle())
&& !defender->is_constricted()
&& can_see(*defender)
&& !confused()
&& body_size(PSIZE_BODY) >= defender->body_size(PSIZE_BODY)
&& defender->res_constrict() < 3
&& adjacent(pos(), defender->pos());
}
return can_see(*defender)
&& !defender->is_constricted()
&& defender->res_constrict() < 3
// All current indrect forms of constriction require reachable ground.
&& feat_has_solid_floor(grd(defender->pos()));
}
#ifdef DEBUG_DIAGNOSTICS
# define DIAG_ONLY(x) x
#else
# define DIAG_ONLY(x) (void)0
#endif
/*
* Damage the defender with constriction damage. Longer duration gives more
* damage, but with a 50 aut step-down. Direct constriction uses strength-based
* base damage that is modified by XL, whereas indirect, spell-based
* constriction uses spellpower.
*
* @param defender The defender being constricted.
* @param duration How long the defender has been constricted in AUT.
*/
void actor::constriction_damage_defender(actor &defender, int duration)
{
const bool direct = defender.is_directly_constricted();
const bool vile_clutch = !direct && defender.as_monster()
&& defender.as_monster()->has_ench(ENCH_VILE_CLUTCH);
int damage = constriction_damage(direct);
DIAG_ONLY(const int basedam = damage);
damage += div_rand_round(damage * stepdown((float)duration, 50.0),
BASELINE_DELAY * 5);
if (is_player() && direct)
damage = div_rand_round(damage * (27 + 2 * you.experience_level), 81);
DIAG_ONLY(const int durdam = damage);
damage -= random2(1 + (defender.armour_class() / 2));
DIAG_ONLY(const int acdam = damage);
damage = timescale_damage(this, damage);
DIAG_ONLY(const int timescale_dam = damage);
damage = defender.hurt(this, damage, BEAM_MISSILE, KILLED_BY_MONSTER, "",
"", false);
DIAG_ONLY(const int infdam = damage);
string exclamations;
if (damage <= 0 && is_player()
&& you.can_see(defender))
{
exclamations = ", but do no damage.";
}
else
exclamations = attack_strength_punctuation(damage);
if (is_player() || you.can_see(*this))
{
string attacker_desc;
bool force_plural = false;
if (vile_clutch)
{
attacker_desc = "The zombie hands";
force_plural = true;
}
else if (!direct)
{
attacker_desc = "The grasping roots";
force_plural = true;
}
else if (is_player())
attacker_desc = "You";
else
attacker_desc = name(DESC_THE);
mprf("%s %s %s%s%s", attacker_desc.c_str(),
force_plural ? "constrict"
: conj_verb("constrict").c_str(),
defender.name(DESC_THE).c_str(),
#ifdef DEBUG_DIAGNOSTICS
make_stringf(" for %d", damage).c_str(),
#else
"",
#endif
exclamations.c_str());
}
else if (you.can_see(defender) || defender.is_player())
{
mprf("%s %s constricted%s%s",
defender.name(DESC_THE).c_str(),
defender.conj_verb("are").c_str(),
#ifdef DEBUG_DIAGNOSTICS
make_stringf(" for %d", damage).c_str(),
#else
"",
#endif
exclamations.c_str());
}
dprf("constrict at: %s df: %s base %d dur %d ac %d tsc %d inf %d",
name(DESC_PLAIN, true).c_str(),
defender.name(DESC_PLAIN, true).c_str(),
basedam, durdam, acdam, timescale_dam, infdam);
if (defender.is_monster() && defender.as_monster()->hit_points < 1)
monster_die(*defender.as_monster(), this);
}
// Deal damage over time
void actor::handle_constriction()
{
if (is_sanctuary(pos()))
stop_constricting_all(true);
// Constriction should have stopped the moment the actors became
// non-adjacent; but disabling constriction by hand in every single place
// is too error-prone.
clear_invalid_constrictions();
if (!constricting)
return;
// need to make a copy, since constriction_damage_defender can
// unpredictably invalidate constricting
constricting_t tmp_constricting = *constricting;
for (auto &i : tmp_constricting)
{
actor* const defender = actor_by_mid(i.first);
const int duration = i.second;
if (defender)
constriction_damage_defender(*defender, duration);
}
clear_invalid_constrictions();
}
string actor::describe_props() const
{
ostringstream oss;
if (props.size() == 0)
return "";
for (auto i = props.begin(); i != props.end(); ++i)
{
if (i != props.begin())
oss << ", ";
oss << string(i->first) << ": ";
CrawlStoreValue val = i->second;
switch (val.get_type())
{
case SV_BOOL:
oss << val.get_bool();
break;
case SV_BYTE:
oss << val.get_byte();
break;
case SV_SHORT:
oss << val.get_short();
break;
case SV_INT:
oss << val.get_int();
break;
case SV_FLOAT:
oss << val.get_float();
break;
case SV_STR:
oss << val.get_string();
break;
case SV_COORD:
{
coord_def coord = val.get_coord();
oss << "(" << coord.x << ", " << coord.y << ")";
break;
}
case SV_MONST:
{
monster mon = val.get_monster();
oss << mon.name(DESC_PLAIN) << "(" << mon.mid << ")";
break;
}
case SV_INT64:
oss << val.get_int64();
break;
default:
oss << "???";
break;
}
}
return oss.str();
}
/**
* Is the actor currently being slowed by a torpor snail?
*/
bool actor::torpor_slowed() const
{
if (!props.exists(TORPOR_SLOWED_KEY) || is_sanctuary(pos())
|| is_stationary()
|| stasis())
{
return false;
}
for (monster_near_iterator ri(pos(), LOS_SOLID_SEE); ri; ++ri)
{
const monster *mons = *ri;
if (mons && mons->type == MONS_TORPOR_SNAIL
&& !is_sanctuary(mons->pos())
&& !mons_aligned(mons, this))
{
return true;
}
}
return false;
}
string actor::resist_margin_phrase(int margin) const
{
if (res_magic() == MAG_IMMUNE)
return " " + conj_verb("are") + " unaffected.";
static const string resist_messages[][2] =
{
{ " barely %s.", "resist" },
{ " %s to resist.", "struggle" },
{ " %s with significant effort.", "resist" },
{ " %s with some effort.", "resist" },
{ " easily %s.", "resist" },
{ " %s with almost no effort.", "resist" },
};
const int index = max(0, min((int)ARRAYSZ(resist_messages) - 1,
((margin + 45) / 15)));
return make_stringf(resist_messages[index][0].c_str(),
conj_verb(resist_messages[index][1]).c_str());
}
void actor::collide(coord_def newpos, const actor *agent, int pow)
{
actor *other = actor_at(newpos);
ASSERT(this != other);
ASSERT(alive());
if (is_insubstantial()
|| mons_is_projectile(type)
|| other && mons_is_projectile(other->type))
{
return;
}
if (is_monster())
behaviour_event(as_monster(), ME_WHACK, agent);
dice_def damage(2, 1 + pow / 10);
if (other && other->alive())
{
if (other->is_monster())
behaviour_event(other->as_monster(), ME_WHACK, agent);
if (you.can_see(*this) || you.can_see(*other))
{
mprf("%s %s with %s!",
name(DESC_THE).c_str(),
conj_verb("collide").c_str(),
other->name(DESC_THE).c_str());