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/*
 *  File:       monplace.h
 *  Summary:    Functions used when placing monsters in the dungeon.
 *  Written by: Linley Henzell
 *
 *  Modified for Crawl Reference by $Author$ on $Date$
 *
 *  Change History (most recent first):
 *
 *               <1>     -/--/--        LRH             Created
 */


#ifndef MONPLACE_H
#define MONPLACE_H

#include "enum.h"
#include "dungeon.h"
#include "FixVec.h"

enum band_type
{
    BAND_NO_BAND                = 0,
    BAND_KOBOLDS                = 1,
    BAND_ORCS,
    BAND_ORC_WARRIOR,
    BAND_ORC_KNIGHT,
    BAND_KILLER_BEES,           // 5
    BAND_FLYING_SKULLS,
    BAND_SLIME_CREATURES,
    BAND_YAKS,
    BAND_UGLY_THINGS,
    BAND_HELL_HOUNDS,           // 10
    BAND_JACKALS,
    BAND_HELL_KNIGHTS,
    BAND_ORC_HIGH_PRIEST,
    BAND_GNOLLS,                // 14
    BAND_BUMBLEBEES             = 16,
    BAND_CENTAURS,
    BAND_YAKTAURS,
    BAND_INSUBSTANTIAL_WISPS,
    BAND_OGRE_MAGE,             // 20
    BAND_DEATH_YAKS,
    BAND_NECROMANCER,
    BAND_BALRUG,
    BAND_CACODEMON,
    BAND_EXECUTIONER,           // 25
    BAND_HELLWING,
    BAND_DEEP_ELF_FIGHTER,
    BAND_DEEP_ELF_KNIGHT,
    BAND_DEEP_ELF_HIGH_PRIEST,
    BAND_KOBOLD_DEMONOLOGIST,   // 30
    BAND_NAGAS,
    BAND_WAR_DOGS,
    BAND_GREY_RATS,
    BAND_GREEN_RATS,
    BAND_ORANGE_RATS,           // 35
    BAND_SHEEP,
    BAND_GHOULS,
    BAND_DEEP_TROLLS,
    BAND_HOGS,
    BAND_HELL_HOGS,             // 40
    BAND_GIANT_MOSQUITOES,
    BAND_BOGGARTS,
    BAND_BLINK_FROGS,
    BAND_SKELETAL_WARRIORS,     // 44
    BAND_DRACONIAN,             // 45
    BAND_PANDEMONIUM_DEMON,
    NUM_BANDS                   // always last
};

enum demon_class_type
{
    DEMON_LESSER,                      //    0: Class V
    DEMON_COMMON,                      //    1: Class II-IV
    DEMON_GREATER,                     //    2: Class I
    DEMON_RANDOM                       //    any of the above
};

enum dragon_class_type
{
    DRAGON_LIZARD,
    DRAGON_DRACONIAN,
    DRAGON_DRAGON
};

enum proximity_type   // proximity to player to create monster
{
    PROX_ANYWHERE,
    PROX_CLOSE_TO_PLAYER,
    PROX_AWAY_FROM_PLAYER,
    PROX_NEAR_STAIRS
};

enum mgen_flag_type
{
    MG_PERMIT_BANDS = 0x1,
    MG_FORCE_PLACE  = 0x2,
    MG_FORCE_BEH    = 0x4,
    MG_PLAYER_MADE  = 0x8
};

// A structure with all the data needed to whip up a new monster.
struct mgen_data
{
    // Monster type.
    monster_type cls;

    // If the monster is zombie-like, or a specialised draconian, this
    // is the base monster that the monster is based on - should be
    // set to MONS_PROGRAM_BUG when not used.
    monster_type base_type;

    // Determines the behaviour of the monster after it is generated. This
    // behaviour is an unholy combination of monster attitude
    // (friendly, hostile) and monster initial state (asleep, wandering).
    // XXX: Could use splitting up these aspects.
    beh_type     behaviour;

    // For summoned monsters, this is a measure of how long the summon will
    // hang around, on a scale of 1-6, 6 being longest. Use 0 for monsters
    // that aren't summoned.
    int          abjuration_duration;

    // Where the monster will be created.
    coord_def    pos;

    // The monster's foe, i.e. which monster it will want to attack. foe
    // may be an index into the monster array (0 - (MAX_MONSTERS-1)), or
    // it may be MHITYOU to indicate that the monster wants to attack the
    // player, or MHITNOT, to indicate that the monster has no foe and is
    // just wandering around.
    int          foe;

    // Generation flags from mgen_flag_type.
    unsigned     flags;

    // The number of hydra heads or manticore attack volleys. Note:
    // in older version this field was used for both this and for base_type.
    int          number;

    // The colour of the monster
    int          colour;

    // A measure of how powerful the generated monster should be (for
    // randomly chosen monsters), usually equal to the absolute depth
    // that the player is in the dungeon.
    int          power;

    // How close to or far from the player the monster should be created.
    // Is usually used only when the initial position (pos) is unspecified.
    proximity_type proximity;

    // What place we're in, or pretending to be in, usually the place
    // the player is actually in.
    level_area_type level_type;

    // Some predefined vaults (aka maps) include flags to suppress random
    // generation of monsters. When generating monsters, this is a mask of
    // map flags to honour (such as MMT_NO_MONS to specify that we shouldn't
    // randomly generate a monster inside a map that doesn't want it). These
    // map flags are usually respected only when a dungeon level is being
    // constructed, since at future points vault information may no longer
    // be available (vault metadata is not preserved across game saves).
    unsigned        map_mask;

    mgen_data(monster_type mt = RANDOM_MONSTER,
              beh_type beh = BEH_HOSTILE,
              int abj = 0,
              const coord_def &p = coord_def(-1, -1),
              int mfoe = MHITNOT,
              unsigned monflags = 0,
              monster_type base = MONS_PROGRAM_BUG,
              int monnumber = 0,
              int moncolour = BLACK,
              int monpower = you.your_level,
              proximity_type prox = PROX_ANYWHERE,
              level_area_type ltype = you.level_type)
        
        : cls(mt), base_type(base), behaviour(beh),
          abjuration_duration(abj), pos(p), foe(mfoe), flags(monflags),
          number(monnumber), colour(moncolour), power(monpower),
          proximity(prox), level_type(ltype), map_mask(0)
    {
    }

    bool permit_bands() const { return (flags & MG_PERMIT_BANDS); }
    bool force_place() const { return (flags & MG_FORCE_PLACE); }

    // Is there a valid position set on this struct that we want to use
    // when placing the monster?
    bool use_position() const { return in_bounds(pos); }

    bool summoned() const { return (abjuration_duration > 0); }

    static mgen_data sleeper_at(monster_type what,
                                const coord_def &where)
    {
        return mgen_data(what, BEH_SLEEP, 0, where);
    }

    static mgen_data hostile_at(monster_type what,
                                const coord_def &where)
    {
        return mgen_data(what, BEH_HOSTILE, 0, where);
    }
 
    static mgen_data alert_hostile_at(monster_type what,
                                      const coord_def &where,
                                      int abj_deg = 0)
    {
        return mgen_data(what, BEH_HOSTILE, abj_deg, where, MHITYOU);
    }   
};

// last updated 13mar2001 {gdl}
/* ***********************************************************************
 * called from: acr - lev-pand - monplace - dungeon
 *
 * Usage:
 * mon_type     WANDERING_MONSTER, RANDOM_MONSTER, or monster type
 * behaviour     standard behaviours (BEH_ENSLAVED, etc)
 * target       MHITYOU, MHITNOT, or monster id
 * extra        various things like skeleton/zombie types, colours, etc
 * summoned     monster is summoned?
 * px           placement x
 * py           placement y
 * level_type   LEVEL_DUNGEON, LEVEL_ABYSS, LEVEL_PANDEMONIUM.
 *              LEVEL_DUNGEON will generate appropriate power monsters
 * proximity    0 = no extra restrictions on monster placement
 *              1 = try to place the monster near the player
 *              2 = don't place the monster near the player
 *              3 = place the monster near stairs (regardless of player pos)
 * *********************************************************************** */

int mons_place( mgen_data mg );

/* int mons_place( int mon_type, beh_type behaviour, int target, bool summoned, */
/*                 int px, int py, int level_type = LEVEL_DUNGEON, */
/*                 proximity_type proximity = PROX_ANYWHERE, */
/*                 int extra = MONS_PROGRAM_BUG, */
/*                 int dur = 0, bool permit_bands = false ); */

int create_monster( mgen_data mg );

// last updated 12may2000 {dlb}
/* ***********************************************************************
 * called from: acr - debug - decks - effects - fight - it_use3 - item_use -
 *              items - monstuff - mstuff2 - religion - spell - spells -
 *              spells2 - spells3 - spells4
 * *********************************************************************** */
/* int create_monster( int cls, int dur, beh_type beha, int cr_x, int cr_y, */
/*                     int hitting, int zsec, bool permit_bands = false, */
/*                     bool force_place = false, bool force_behaviour = false, */
/*                     bool player_made = false ); */

class level_id;
monster_type pick_random_monster(const level_id &place,
                                 int power,
                                 int &lev_mons);

bool player_angers_monster(monsters *mon);

// last updated 12may2000 {dlb}
/* ***********************************************************************
 * called from: misc - monplace - spells3
 * *********************************************************************** */
bool empty_surrounds( int emx, int emy, dungeon_feature_type spc_wanted,
                      int radius,
                      bool allow_centre, FixedVector<char, 2>& empty );


// last updated 12may2000 {dlb}
/* ***********************************************************************
 * called from: ability - acr - items - maps - mstuff2 - spell - spells
 * *********************************************************************** */
monster_type summon_any_demon( demon_class_type demon_class );


// last update 13mar2001 {gdl}
/* ***********************************************************************
 * called from: dungeon monplace
 *
 * This isn't really meant to be a public function.  It is a low level
 * monster placement function used by dungeon building routines and
 * mons_place().  If you need to put a monster somewhere,  use mons_place().
 * Summoned creatures can be created with create_monster().
 * *********************************************************************** */
int place_monster( mgen_data mg );

    // int &id, int mon_type, int power, beh_type behaviour,
    //                 int target, bool summoned, int px, int py, bool allow_bands,
    //                 proximity_type proximity = PROX_ANYWHERE,
    //                 int extra = MONS_PROGRAM_BUG, int dur = 0,
    //                 unsigned mmask = 0 );

monster_type rand_dragon( dragon_class_type type );
bool drac_colour_incompatible(int drac, int colour);

/* ***********************************************************************
 * called from: monplace monstuff
 * *********************************************************************** */
void mark_interesting_monst(monsters* monster,
                            beh_type behaviour = BEH_SLEEP);

bool grid_compatible(dungeon_feature_type grid_wanted,
                     dungeon_feature_type actual_grid,
                     bool generation = false);
bool monster_habitable_grid(const monsters *m,
                            dungeon_feature_type actual_grid);
bool monster_habitable_grid(int monster_class,
                            dungeon_feature_type actual_grid,
                            int flies = -1,
                            bool paralysed = false);
bool monster_can_submerge(const monsters *mons, dungeon_feature_type grid);
coord_def find_newmons_square(int mons_class, const coord_def &p);
coord_def find_newmons_square_contiguous(monster_type mons_class,
                                         const coord_def &start,
                                         int maxdistance = 3);

void spawn_random_monsters();

#endif  // MONPLACE_H