/** * @file * @brief Player ghost and random Pandemonium demon handling. **/ #ifndef GHOST_H #define GHOST_H #include "enum.h" #include "itemprop-enum.h" #include "mon-enum.h" class ghost_demon { public: string name; species_type species; job_type job; god_type religion; skill_type best_skill; short best_skill_level; short xl; short max_hp, ev, ac, damage, speed; bool see_invis; brand_type brand; attack_type att_type; attack_flavour att_flav; resists_t resists; bool spellcaster, cycle_colours; colour_t colour; flight_type fly; monster_spells spells; // For some chimera actions, lets us choose as specific part monster_type acting_part; public: ghost_demon(); bool has_spells() const; void reset(); void init_random_demon(); void init_player_ghost(); void init_ugly_thing(bool very_ugly, bool only_mutate = false, colour_t force_colour = BLACK); void init_dancing_weapon(const item_def& weapon, int power); void init_spectral_weapon(const item_def& weapon, int power, int wpn_skill); void init_chimera(monster* mon, monster_type parts[]); bool init_chimera_for_place(monster* mon, level_id place, monster_type chimera_type, coord_def pos); void init_spellforged_servitor(); bool populate_servitor_spells(spell_type* spells, bool primary, skill_type best_skill); void ugly_thing_to_very_ugly_thing(); public: static vector find_ghosts(); private: static int n_extra_ghosts(); static void find_extra_ghosts(vector &ghosts, int n); static void find_transiting_ghosts(vector &gs, int n); static void announce_ghost(const ghost_demon &g); private: void add_spells(); spell_type translate_spell(spell_type playerspell) const; void ugly_thing_add_resistance(bool very_ugly, attack_flavour u_att_flav); void _apply_chimera_part(monster* mon, monster_type part, int partnum); }; bool debug_check_ghosts(); int ghost_level_to_rank(const int xl); extern vector ghosts; #endif