#include "AppHdr.h"
#include "actor.h"
#include "artefact.h"
#include "env.h"
#include "itemprop.h"
#include "player.h"
#include "random.h"
#include "state.h"
#include "stuff.h"
#include "traps.h"
actor::actor()
: los_no_trans(los_def(coord_def(0,0), opacity_no_trans()))
{
}
actor::~actor()
{
}
bool actor::has_equipped(equipment_type eq, int sub_type) const
{
const item_def *item = slot_item(eq);
return (item && item->sub_type == sub_type);
}
bool actor::will_trigger_shaft() const
{
return (!airborne() && total_weight() > 0 && is_valid_shaft_level());
}
level_id actor::shaft_dest(bool known = false) const
{
return generic_shaft_dest(pos(), known);
}
bool actor::airborne() const
{
return (is_levitating() || (flight_mode() == FL_FLY && !cannot_move()));
}
bool actor::can_wield(const item_def* item, bool ignore_curse,
bool ignore_brand, bool ignore_shield,
bool ignore_transform) const
{
if (item == NULL)
{
// Unarmed combat.
item_def fake;
fake.base_type = OBJ_UNASSIGNED;
return can_wield(fake, ignore_curse, ignore_brand, ignore_transform);
}
else
return can_wield(*item, ignore_curse, ignore_brand, 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
{
return is_habitable_feat(grd(_pos));
}
bool actor::handle_trap()
{
trap_def* trap = find_trap(pos());
if (trap)
trap->trigger(*this);
return (trap != NULL);
}
bool actor::check_res_magic(int power)
{
const int mrs = res_magic();
if (mrs == MAG_IMMUNE)
return (true);
// Evil, evil hack to make weak one hd monsters easier for first level
// characters who have resistable 1st level spells. Six is a very special
// value because mrs = hd * 2 * 3 for most monsters, and the weak, low
// level monsters have been adjusted so that the "3" is typically a 1.
// There are some notable one hd monsters that shouldn't fall under this,
// so we do < 6, instead of <= 6... or checking monster->hit_dice. The
// goal here is to make the first level easier for these classes and give
// them a better shot at getting to level two or three and spells that can
// help them out (or building a level or two of their base skill so they
// aren't resisted as often). - bwr
if (atype() == ACT_MONSTER && mrs < 6 && coinflip())
return (false);
power = stepdown_value(power, 30, 40, 100, 120);
const int mrchance = (100 + mrs) - power;
const int mrch2 = random2(100) + random2(101);
dprf("Power: %d, MR: %d, target: %d, roll: %d",
power, mrs, mrchance, mrch2);
return (mrch2 < mrchance);
}
void actor::set_position(const coord_def &c)
{
position = c;
los.set_center(c);
los_no_trans.set_center(c);
}
bool actor::can_hibernate(bool holi_only) const
{
// Undead, nonliving, and plants don't sleep.
const mon_holy_type holi = holiness();
if (holi == MH_UNDEAD || holi == MH_NONLIVING || holi == MH_PLANT)
return (false);
if (!holi_only)
{
// The monster is berserk or already asleep.
if (berserk() || asleep())
return (false);
// The monster is cold-resistant and can't be hibernated.
if (res_cold() > 0)
return (false);
// The monster has slept recently.
if (atype() == ACT_MONSTER
&& static_cast<const monsters*>(this)->has_ench(ENCH_SLEEP_WARY))
{
return (false);
}
}
return (true);
}
void actor::shield_block_succeeded(actor *foe)
{
item_def *sh = shield();
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->special))
&& unrand_entry->fight_func.melee_effects)
{
unrand_entry->fight_func.melee_effects(sh, this, foe, false);
}
}
int actor::body_weight(bool base) const
{
switch (body_size(PSIZE_BODY, base))
{
case SIZE_TINY:
return (150);
case SIZE_LITTLE:
return (300);
case SIZE_SMALL:
return (425);
case SIZE_MEDIUM:
return (550);
case SIZE_LARGE:
return (1300);
case SIZE_BIG:
return (1500);
case SIZE_GIANT:
return (1800);
case SIZE_HUGE:
return (2200);
default:
mpr("ERROR: invalid body weight");
perror("actor::body_weight(): invalid body weight");
end(0);
return (0);
}
}