1 /**
2 * @file
3 * @brief Player related functions.
4 **/
5
6
7 #pragma once
8
9 #include <chrono>
10 #include <list>
11 #include <memory>
12 #include <vector>
13
14 #include "actor.h"
15 #include "attribute-type.h"
16 #include "beam.h"
17 #include "bitary.h"
18 #include "book-type.h"
19 #include "caction-type.h"
20 #include "daction-type.h"
21 #include "duration-type.h"
22 #include "equipment-type.h"
23 #include "flush-reason-type.h"
24 #include "game-chapter.h"
25 #include "kill-method-type.h"
26 #include "kills.h"
27 #include "maybe-bool.h"
28 #include "mon-holy-type.h"
29 #include "mutation-type.h"
30 #include "place-info.h"
31 #include "quiver.h"
32 #include "religion-enum.h"
33 #include "skill-menu-state.h"
34 #include "species.h"
35 #include "stat-type.h"
36 #include "timed-effect-type.h"
37 #include "transformation.h"
38 #include "uncancellable-type.h"
39 #include "unique-creature-list-type.h"
40 #include "unique-item-status-type.h"
41
42 #define ICY_ARMOUR_KEY "ozocubu's_armour_pow"
43 #define TRANSFORM_POW_KEY "transform_pow"
44 #define BARBS_MOVE_KEY "moved_with_barbs_status"
45 #define HORROR_PENALTY_KEY "horror_penalty"
46 #define POWERED_BY_DEATH_KEY "powered_by_death_strength"
47 #define WEREBLOOD_KEY "wereblood_bonus"
48 #define FORCE_MAPPABLE_KEY "force_mappable"
49 #define MANA_REGEN_AMULET_ACTIVE "mana_regen_amulet_active"
50 #define SAP_MAGIC_KEY "sap_magic_amount"
51 #define TEMP_WATERWALK_KEY "temp_waterwalk"
52 #define EMERGENCY_FLIGHT_KEY "emergency_flight"
53 #define PARALYSED_BY_KEY "paralysed_by"
54 #define PETRIFIED_BY_KEY "petrified_by"
55 #define FROZEN_RAMPARTS_KEY "frozen_ramparts_position"
56 #define PALENTONGA_CURL_KEY "palentonga_curl"
57
58 // display/messaging breakpoints for penalties from Ru's MUT_HORROR
59 #define HORROR_LVL_EXTREME 3
60 #define HORROR_LVL_OVERWHELMING 5
61
62 #define SEVERE_CONTAM_LEVEL 3
63
64 /// Maximum stat value
65 static const int MAX_STAT_VALUE = 125;
66 /// The standard unit of regen; one level in artifact inscriptions
67 static const int REGEN_PIP = 100;
68 /// The standard unit of WL; one level in %/@ screens
69 static const int WL_PIP = 40;
70 /// The standard unit of stealth; one level in %/@ screens
71 static const int STEALTH_PIP = 50;
72
73 /// The minimum aut cost for a player move (before haste)
74 static const int FASTEST_PLAYER_MOVE_SPEED = 6;
75 // relevant for swiftness, etc
76
77 // Min delay for thrown projectiles.
78 static const int FASTEST_PLAYER_THROWING_SPEED = 7;
79
80 class targeter;
81 class Delay;
82
83 int player_stealth();
84
85 enum class mutation_activity_type; // in mutation.h
86
87 /// used for you.train[] & for rendering skill tiles (tileidx_skill)
88 enum training_status
89 {
90 TRAINING_DISABLED = 0,
91 TRAINING_ENABLED,
92 TRAINING_FOCUSED,
93 NUM_TRAINING_STATUSES,
94 // the below are only used for display purposes, not training.
95 TRAINING_MASTERED,
96 TRAINING_INACTIVE, ///< enabled but not used (in auto mode)
97 };
98
99 // needed for assert in is_player()
100 #ifdef DEBUG_GLOBALS
101 #define you (*real_you)
102 #endif
103 extern player you;
104
105 typedef FixedVector<int, NUM_DURATIONS> durations_t;
106 class player : public actor
107 {
108 public:
109 // ---------------
110 // Character save chunk data:
111 // None of this is really necessary, except for some complicated
112 // hacks with player_save_info. Should only be used in tags.cc or
113 // player_save_info::operator=(player).
114 // ---------------
115 string chr_species_name;
116 string chr_class_name;
117 string chr_god_name;
118
119 // ---------------
120 // Permanent data:
121 // ---------------
122 string your_name;
123 species_type species;
124 job_type char_class;
125
126 // This field is here even in non-WIZARD compiles, since the
127 // player might have been playing previously under wiz mode.
128 bool wizard; // true if player has entered wiz mode.
129 bool explore; // true if player has entered explore mode.
130 bool suppress_wizard;
131 time_t birth_time; // start time of game
132
133 // ----------------
134 // Long-term state:
135 // ----------------
136 int elapsed_time; // total amount of elapsed time in the game
137 int elapsed_time_at_last_input; // used for elapsed_time delta display
138
139 int hp;
140 int hp_max;
141 int hp_max_adj_temp; // temporary max HP loss (draining)
142 int hp_max_adj_perm; // base HPs from background (and permanent loss)
143
144 int magic_points;
145 int max_magic_points;
146 int mp_max_adj; // max MP loss (ability costs, tutorial bonus)
147
148 FixedVector<int8_t, NUM_STATS> stat_loss;
149 FixedVector<int8_t, NUM_STATS> base_stats;
150
151 uint8_t max_level;
152 int hit_points_regeneration;
153 int magic_points_regeneration;
154 unsigned int experience;
155 unsigned int total_experience; // 10 * amount of xp put into skills, used
156 // only for skill_cost_level
157 int experience_level;
158 int gold;
159 int zigs_completed, zig_max;
160
161 FixedVector<int8_t, NUM_EQUIP> equip;
162 FixedBitVector<NUM_EQUIP> melded;
163 // Whether these are unrands that we should run the _*_world_reacts func for
164 FixedBitVector<NUM_EQUIP> unrand_reacts;
165 // True if the slot has an item that activates when worn with max hp (regen
166 // items, acrobat amulet) and max hp has been reached while wearing it;
167 // false otherwise.
168 FixedBitVector<NUM_EQUIP> activated;
169
170 FixedArray<int, NUM_OBJECT_CLASSES, MAX_SUBTYPES> force_autopickup;
171
172 // PC's symbol (usually @) and colour.
173 monster_type symbol;
174 transformation form;
175
176 FixedVector< item_def, ENDOFPACK > inv;
177 FixedBitVector<NUM_RUNE_TYPES> runes;
178 int obtainable_runes; // can be != 15 in Sprint
179
180 FixedBitVector<NUM_SPELLS> spell_library;
181 FixedBitVector<NUM_SPELLS> hidden_spells;
182 FixedVector<spell_type, MAX_KNOWN_SPELLS> spells;
183 set<spell_type> old_vehumet_gifts, vehumet_gifts;
184
185 uint8_t spell_no;
186 game_chapter chapter;
187 bool royal_jelly_dead;
188 bool transform_uncancellable;
189 bool fishtail; // Merfolk fishtail transformation
190 bool vampire_alive;
191
192 unsigned short pet_target;
193
194 durations_t duration;
195 bool apply_berserk_penalty; // Whether to apply the berserk penalty at
196 // end of the turn.
197 int berserk_penalty; // The penalty for moving while berserk
198
199 FixedVector<int, NUM_ATTRIBUTES> attribute;
200 FixedVector<uint8_t, quiver::NUM_LAUNCHERS> quiver; // default items for quiver
201 FixedVector<int, NUM_TIMERS> last_timer_effect;
202 FixedVector<int, NUM_TIMERS> next_timer_effect;
203
204 bool pending_revival;
205 int lives;
206 int deaths;
207
208 FixedVector<uint8_t, NUM_SKILLS> skills; ///< skill level
209 FixedVector<training_status, NUM_SKILLS> train; ///< see enum def
210 FixedVector<training_status, NUM_SKILLS> train_alt; ///< config of other mode
211 FixedVector<unsigned int, NUM_SKILLS> training; ///< percentage of XP used
212 FixedBitVector<NUM_SKILLS> can_currently_train; ///< Is training this skill allowed?
213 FixedBitVector<NUM_SKILLS> should_show_skill; ///< Is this skill shown by default?
214 FixedVector<unsigned int, NUM_SKILLS> skill_points;
215 FixedVector<unsigned int, NUM_SKILLS> training_targets; ///< Training targets, scaled by 10 (so [0,270]). 0 means no target.
216 int experience_pool; ///< XP waiting to be applied.
217
218 /// track skill points gained by crosstraining
219 FixedVector<unsigned int, NUM_SKILLS> ct_skill_points;
220 FixedVector<uint8_t, NUM_SKILLS> skill_order;
221
222 /// manuals
223 FixedVector<unsigned int, NUM_SKILLS> skill_manual_points;
224
225
226 bool auto_training;
227 list<skill_type> exercises; ///< recent practise events
228 list<skill_type> exercises_all; ///< also include events for disabled skills
229 set<skill_type> skills_to_hide; ///< need to check if it should still be shown in the skill menu
230 set<skill_type> skills_to_show; ///< we can un-hide in the skill menu
231
232 // Skill menu states
233 skill_menu_state skill_menu_do;
234 skill_menu_state skill_menu_view;
235
236 int skill_cost_level;
237 int exp_available; // xp pool, scaled by 10 from you.experience
238
239 FixedVector<int, NUM_GODS> exp_docked;
240 FixedVector<int, NUM_GODS> exp_docked_total; // XP-based wrath
241
242 FixedArray<uint32_t, 6, MAX_SUBTYPES> item_description;
243 FixedVector<unique_item_status_type, MAX_UNRANDARTS> unique_items;
244 unique_creature_list unique_creatures;
245
246 KillMaster kills;
247
248 branch_type where_are_you;
249 int depth;
250
251 god_type religion;
252 string jiyva_second_name; // Random second name of Jiyva
253 uint8_t piety;
254 uint8_t piety_hysteresis; // amount of stored-up docking
255 uint8_t gift_timeout;
256 uint8_t saved_good_god_piety; // for if you "switch" between E/Z/1 by abandoning one first
257 god_type previous_good_god;
258 FixedVector<uint8_t, NUM_GODS> penance;
259 FixedVector<uint8_t, NUM_GODS> worshipped;
260 FixedVector<short, NUM_GODS> num_current_gifts;
261 FixedVector<short, NUM_GODS> num_total_gifts;
262 FixedBitVector< NUM_GODS> one_time_ability_used;
263 FixedVector<uint8_t, NUM_GODS> piety_max;
264
265 FixedVector<uint8_t, NUM_MUTATIONS> mutation;
266 FixedVector<uint8_t, NUM_MUTATIONS> innate_mutation;
267 FixedVector<uint8_t, NUM_MUTATIONS> temp_mutation;
268 FixedVector<uint8_t, NUM_MUTATIONS> sacrifices;
269
270 FixedVector<uint8_t, NUM_ABILITIES> sacrifice_piety;
271
272 struct demon_trait
273 {
274 int level_gained;
275 mutation_type mutation;
276 };
277
278 vector<demon_trait> demonic_traits;
279
280 int magic_contamination;
281
282 FixedVector<uint32_t, NUM_WEAPONS> seen_weapon;
283 FixedVector<uint32_t, NUM_ARMOURS> seen_armour;
284 FixedBitVector<NUM_MISCELLANY> seen_misc;
285 uint8_t octopus_king_rings;
286
287 uint8_t normal_vision; // how far the species gets to see
288 uint8_t current_vision; // current sight radius (cells)
289
real_time()290 int real_time() { return real_time_ms.count() / 1000; }
291 chrono::milliseconds real_time_ms; // real time played
292 chrono::milliseconds real_time_delta; // real time since last command
293
294 int num_turns; // number of turns taken
295 int exploration; // levels explored (16.16 bit real number)
296
297 int last_view_update; // what turn was the view last updated?
298
299 // Warning: these two are quite different.
300 //
301 // The spell table is an index to a specific spell slot (you.spells).
302 // The ability table lists the ability (ABIL_*) which prefers that letter.
303 //
304 // In other words, the spell table contains hard links and the ability
305 // table contains soft links.
306 FixedVector<int, 52> spell_letter_table; // ref to spell by slot
307 FixedVector<ability_type, 52> ability_letter_table; // ref to abil by enum
308
309 // Maps without allow_dup that have been already used.
310 set<string> uniq_map_tags;
311 set<string> uniq_map_names;
312 set<string> uniq_map_tags_abyss;
313 set<string> uniq_map_names_abyss;
314 // All maps, by level.
315 map<level_id, vector<string> > vault_list;
316
317 PlaceInfo global_info;
318
319 LevelXPInfo global_xp_info;
320
321 quiver::ammo_history m_quiver_history;
322
323 quiver::action_cycler quiver_action;
324 quiver::launcher_action_cycler launcher_action;
325
326 // monsters mesmerising player; should be protected, but needs to be saved
327 // and restored.
328 vector<mid_t> beholders;
329
330 // monsters causing fear to the player; see above
331 vector<mid_t> fearmongers;
332
333 // Delayed level actions. This array is never trimmed, as usually D:1 won't
334 // be loaded again until the very end.
335 vector<daction_type> dactions;
336
337 // Path back from portal levels.
338 vector<level_pos> level_stack;
339
340 // The player's knowledge about item types.
341 id_arr type_ids;
342
343 // The version the save was last played with.
344 string prev_save_version;
345
346 // The biggest assigned monster id so far.
347 mid_t last_mid;
348
349 // Count of various types of actions made.
350 map<pair<caction_type, int>, FixedVector<int, 27> > action_count;
351
352 // Which branches have been noted to have been left during this game.
353 FixedBitVector<NUM_BRANCHES> branches_left;
354
355 // For now, only control the speed of abyss morphing.
356 int abyss_speed;
357
358 // Prompts or actions the player must answer before continuing.
359 // A stack -- back() is the first to go.
360 vector<pair<uncancellable_type, int> > uncancel;
361
362 // A list of allies awaiting an active recall
363 vector<mid_t> recall_list;
364
365 // Hash seed for deterministic stuff.
366 uint64_t game_seed;
367 bool fully_seeded; // true on all games started since 0.23 seeding changes
368 bool deterministic_levelgen; // true if a game was started with incremental
369 // or full pregen.
370
371 // -------------------
372 // Non-saved UI state:
373 // -------------------
374 unsigned short prev_targ;
375 coord_def prev_grd_targ;
376 // Examining spell library spells for Sif Muna's ability
377 bool divine_exegesis;
378
379 // Coordinates of last travel target; note that this is never used by
380 // travel itself, only by the level-map to remember the last travel target.
381 short travel_x, travel_y;
382 level_id travel_z;
383
384 runrest running; // Nonzero if running/traveling.
385 bool travel_ally_pace;
386
387 bool received_weapon_warning;
388 bool received_noskill_warning;
389 bool wizmode_teleported_into_rock;
390
391 // This should really be unique_ptr, but that causes issues since files.cc
392 // uses the default constructor of `player`.
393 vector<shared_ptr<Delay>> delay_queue; // pending actions
394
395 chrono::time_point<chrono::system_clock> last_keypress_time;
396
397 bool wizard_vision;
398 map<skill_type, int8_t> skill_boost; // Skill bonuses.
399 bool digging;
400
401 // The last spell cast by the player.
402 spell_type last_cast_spell;
403 map<int,int> last_pickup;
404 int last_unequip;
405
406 // ---------------------------
407 // Volatile (same-turn) state:
408 // ---------------------------
409 bool turn_is_over; // player has performed a timed action
410
411 // If true, player is headed to the Abyss.
412 bool banished;
413 string banished_by;
414 int banished_power;
415
416 // If true, player has triggered a trap effect by exploring.
417 bool trapped;
418
419 // Did the player trigger their spectral weapon this turn?
420 bool triggered_spectral;
421
422 // TODO burn this API with fire
423 bool wield_change; // redraw weapon
424 bool gear_change; // redraw equip bar
425 bool redraw_quiver; // redraw quiver
426 bool redraw_noise;
427
428 bool redraw_title;
429 bool redraw_hit_points;
430 bool redraw_magic_points;
431 FixedVector<bool, NUM_STATS> redraw_stats;
432 bool redraw_experience;
433 bool redraw_armour_class;
434 bool redraw_evasion;
435 bool redraw_status_lights;
436
437 colour_t flash_colour;
438 targeter *flash_where;
439
440 int time_taken;
441
442 // the loudest noise level the player has experienced in los this turn
443 int los_noise_level;
444 int los_noise_last_turn;
445
446 // Set when the character is going to a new level, to guard against levgen
447 // failures
448 dungeon_feature_type transit_stair;
449 bool entering_level;
450
451 int escaped_death_cause;
452 string escaped_death_aux;
453
454 int turn_damage; // cumulative damage per turn
455 mid_t damage_source; // death source of last damage done to player
456 int source_damage; // cumulative damage for you.damage_source
457
458 // When other levels are loaded (e.g. viewing), is the player on this level?
459 bool on_current_level;
460
461 // View code clears and needs new data in places where we can't announce
462 // the portal right away; delay the announcements then.
463 int seen_portals;
464
465 // Number of viewport refreshes.
466 unsigned int frame_no;
467
468
469 // ---------------------
470 // The save file itself.
471 // ---------------------
472 package *save;
473
474 protected:
475 FixedVector<PlaceInfo, NUM_BRANCHES> branch_info;
476 map<level_id, LevelXPInfo> level_xp_info;
477
478 public:
479 player();
480 virtual ~player();
481
482 void init_skills();
483
484 // Set player position without updating view geometry.
485 void set_position(const coord_def &c) override;
486 // Low-level move the player. Use this instead of changing pos directly.
487 void moveto(const coord_def &c, bool clear_net = true) override;
488 bool move_to_pos(const coord_def &c, bool clear_net = true,
489 bool /*force*/ = false) override;
490 // Move the player during an abyss shift.
491 void shiftto(const coord_def &c);
492 bool blink_to(const coord_def& c, bool quiet = false) override;
493
494 void set_level_visited(const level_id &level);
495 bool level_visited(const level_id &level);
496
497 int stat(stat_type stat, bool nonneg = true) const;
498 int strength(bool nonneg = true) const;
499 int intel(bool nonneg = true) const;
500 int dex(bool nonneg = true) const;
501 int max_stat(stat_type stat, bool base = false) const;
502 int max_strength() const;
503 int max_intel() const;
504 int max_dex() const;
505
506 bool in_water() const;
507 bool in_liquid() const;
508 bool can_swim(bool permanently = false) const;
509 bool can_water_walk() const;
510 int visible_igrd(const coord_def&) const;
511 bool is_banished() const override;
512 bool is_sufficiently_rested() const; // Up to rest_wait_percent HP and MP.
513 bool is_web_immune() const override;
514 bool cannot_speak() const;
515 bool invisible() const override;
516 bool can_see_invisible(bool calc_unid = true) const override;
517 bool innate_sinv() const;
518 bool visible_to(const actor *looker) const override;
519 bool can_see(const actor& a) const override;
520 undead_state_type undead_state(bool temp = true) const;
521 bool nightvision() const override;
522 reach_type reach_range() const override;
523 bool see_cell(const coord_def& p) const override;
524
525 // Is c in view but behind a transparent wall?
526 bool trans_wall_blocking(const coord_def &c) const;
527
528 bool is_icy() const override;
529 bool is_fiery() const override;
530 bool is_skeletal() const override;
531
532 bool tengu_flight() const;
533 int heads() const override;
534
535 bool spellcasting_unholy() const;
536
537 // Dealing with beholders. Implemented in behold.cc.
538 void add_beholder(const monster& mon, bool axe = false);
539 bool beheld() const;
540 bool beheld_by(const monster& mon) const;
541 monster* get_beholder(const coord_def &pos) const;
542 monster* get_any_beholder() const;
543 void remove_beholder(const monster& mon);
544 void clear_beholders();
545 void update_beholders();
546 void update_beholder(const monster* mon);
547 bool possible_beholder(const monster* mon) const;
548
549 // Dealing with fearmongers. Implemented in fearmonger.cc.
550 bool add_fearmonger(const monster* mon);
551 bool afraid() const;
552 bool afraid_of(const monster* mon) const;
553 monster* get_fearmonger(const coord_def &pos) const;
554 monster* get_any_fearmonger() const;
555 void remove_fearmonger(const monster* mon);
556 void clear_fearmongers();
557 void update_fearmongers();
558 void update_fearmonger(const monster* mon);
559
560 bool made_nervous_by(const monster *mons);
561 bool is_nervous();
562
563 kill_category kill_alignment() const override;
564
565 bool has_spell(spell_type spell) const override;
566
567 string shout_verb(bool directed = false) const;
568 int shout_volume() const;
569
570 item_def *slot_item(equipment_type eq, bool include_melded=false) const
571 override;
572
573 int base_ac_from(const item_def &armour, int scale = 1) const;
574
575 int inaccuracy() const override;
576
577 // actor
578 int mindex() const override;
579 int get_hit_dice() const override;
580 int get_experience_level() const override;
581 int get_max_xl() const;
is_player()582 bool is_player() const override
583 {
584 #ifndef DEBUG_GLOBALS
585 ASSERT(this == (actor*)&you); // there can be only one
586 #endif
587 return true;
588 }
as_monster()589 monster* as_monster() override { return nullptr; }
as_player()590 player* as_player() override { return this; }
as_monster()591 const monster* as_monster() const override { return nullptr; }
as_player()592 const player* as_player() const override { return this; }
593
594 god_type deity() const override;
595 bool alive() const override;
596 bool is_summoned(int* duration = nullptr,
597 int* summon_type = nullptr) const override;
is_perm_summoned()598 bool is_perm_summoned() const override { return false; };
599
600 bool swimming() const override;
601 bool submerged() const override;
602 bool floundering() const override;
603 bool extra_balanced() const override;
604 bool shove(const char* feat_name = "") override;
605 bool can_pass_through_feat(dungeon_feature_type grid) const override;
606 bool can_burrow() const override;
607 bool is_habitable_feat(dungeon_feature_type actual_grid) const
608 override;
609 size_type body_size(size_part_type psize = PSIZE_TORSO,
610 bool base = false) const override;
611 brand_type damage_brand(int which_attack = -1) override;
612 int damage_type(int which_attack = -1) override;
613 random_var attack_delay(const item_def *projectile = nullptr,
614 bool rescale = true) const override;
615 int constriction_damage(bool direct) const override;
constriction_does_damage(bool)616 bool constriction_does_damage(bool /* direct */) const override
617 { return true; };
618
619 int has_claws(bool allow_tran = true) const override;
620 bool has_usable_claws(bool allow_tran = true) const;
621 int has_talons(bool allow_tran = true) const;
622 bool has_usable_talons(bool allow_tran = true) const;
623 int has_hooves(bool allow_tran = true) const;
624 bool has_usable_hooves(bool allow_tran = true) const;
625 int has_fangs(bool allow_tran = true) const;
626 int has_usable_fangs(bool allow_tran = true) const;
627 bool has_tail(bool allow_tran = true) const;
628 bool has_usable_offhand() const;
629 int has_pseudopods(bool allow_tran = true) const;
630 int has_usable_pseudopods(bool allow_tran = true) const;
631 int has_tentacles(bool allow_tran = true) const;
632 int has_usable_tentacles(bool allow_tran = true) const;
633
634 // Information about player mutations. Implemented in mutation.cc
635 int get_base_mutation_level(mutation_type mut, bool innate=true, bool temp=true, bool normal=true) const;
636 int get_mutation_level(mutation_type mut, bool check_form=true) const;
637 int get_mutation_level(mutation_type mut, mutation_activity_type minact) const;
638 int get_innate_mutation_level(mutation_type mut) const;
639 int get_temp_mutation_level(mutation_type mut) const;
640
641 int get_training_target(const skill_type sk) const;
642 bool set_training_target(const skill_type sk, const double target, bool announce=false);
643 bool set_training_target(const skill_type sk, const int target, bool announce=false);
644 void clear_training_targets();
645
646 bool has_temporary_mutation(mutation_type mut) const;
647 bool has_innate_mutation(mutation_type mut) const;
648 bool has_mutation(mutation_type mut, bool check_form=true) const;
649
650 int how_mutated(bool innate=false, bool levels=false, bool temp=true) const;
651
652 int wearing(equipment_type slot, int sub_type, bool calc_unid = true) const
653 override;
654 int wearing_ego(equipment_type slot, int type, bool calc_unid = true) const
655 override;
656 int scan_artefacts(artefact_prop_type which_property,
657 bool calc_unid = true,
658 vector<const item_def *> *matches = nullptr) const override;
659
660 item_def *weapon(int which_attack = -1) const override;
661 item_def *shield() const override;
662
663 hands_reqd_type hands_reqd(const item_def &item,
664 bool base = false) const override;
665
666 bool can_wield(const item_def &item,
667 bool ignore_curse = false,
668 bool ignore_brand = false,
669 bool ignore_shield = false,
670 bool ignore_transform = false) const override;
671 bool could_wield(const item_def &item,
672 bool ignore_brand = false,
673 bool ignore_transform = false,
674 bool quiet = true) const override;
675
676 bool wear_barding() const;
677
678 string name(description_level_type type, bool force_visible = false,
679 bool force_article = false) const override;
680 string pronoun(pronoun_type pro, bool force_visible = false) const override;
681 string conj_verb(const string &verb) const override;
682 string base_hand_name(bool plural, bool temp, bool *can_plural=nullptr) const;
683 string hand_name(bool plural, bool *can_plural = nullptr) const override;
684 string hands_verb(const string &plural_verb) const;
685 string hands_act(const string &plural_verb, const string &object) const;
686 string foot_name(bool plural, bool *can_plural = nullptr) const override;
687 string arm_name(bool plural, bool *can_plural = nullptr) const override;
688 int arm_count() const;
689 string unarmed_attack_name() const;
690
691 bool fumbles_attack() override;
692 bool fights_well_unarmed(int heavy_armour_penalty) override;
693
694 void attacking(actor *other, bool ranged = false) override;
695 bool can_go_berserk() const override;
696 bool can_go_berserk(bool intentional, bool potion = false,
697 bool quiet = false, string *reason = nullptr,
698 bool temp = true) const;
699 bool go_berserk(bool intentional, bool potion = false) override;
700 bool berserk() const override;
701 bool can_mutate() const override;
702 bool can_safely_mutate(bool temp = true) const override;
703 bool is_lifeless_undead(bool temp = true) const;
704 bool can_polymorph() const override;
705 bool can_bleed(bool allow_tran = true) const override;
706 bool can_drink(bool temp = true) const;
707 bool is_stationary() const override;
708 bool malmutate(const string &reason) override;
709 bool polymorph(int pow, bool allow_immobile = true) override;
710 void backlight();
711 void banish(const actor* /*agent*/, const string &who = "", const int power = 0,
712 bool force = false) override;
713 void blink() override;
714 void teleport(bool right_now = false,
715 bool wizard_tele = false) override;
716 void drain_stat(stat_type stat, int amount) override;
717
718 void expose_to_element(beam_type element, int strength = 0,
719 bool slow_cold_blood = true) override;
720 void god_conduct(conduct_type thing_done, int level) override;
721
722 bool poison(actor *agent, int amount = 1, bool force = false) override;
723 bool sicken(int amount) override;
724 void paralyse(const actor *, int str, string source = "") override;
725 void petrify(const actor *, bool force = false) override;
726 bool fully_petrify(bool quiet = false) override;
727 void slow_down(actor *, int str) override;
728 void confuse(actor *, int strength) override;
729 void weaken(actor *attacker, int pow) override;
730 bool heal(int amount) override;
731 bool drain(const actor *, bool quiet = false, int pow = 3) override;
732 void splash_with_acid(const actor* evildoer, int acid_strength,
733 bool allow_corrosion = true,
734 const char* hurt_msg = nullptr) override;
735 bool corrode_equipment(const char* corrosion_source = "the acid",
736 int degree = 1) override;
737 void sentinel_mark(bool trap = false);
738 int hurt(const actor *attacker, int amount,
739 beam_type flavour = BEAM_MISSILE,
740 kill_method_type kill_type = KILLED_BY_MONSTER,
741 string source = "",
742 string aux = "",
743 bool cleanup_dead = true,
744 bool attacker_effects = true) override;
745
wont_attack()746 bool wont_attack() const override { return true; };
temp_attitude()747 mon_attitude_type temp_attitude() const override { return ATT_FRIENDLY; };
real_attitude()748 mon_attitude_type real_attitude() const override { return ATT_FRIENDLY; };
749
750 monster_type mons_species(bool zombie_base = false) const override;
751
752 mon_holy_type holiness(bool temp = true) const override;
753 bool undead_or_demonic(bool temp = true) const override;
754 bool is_holy() const override;
755 bool is_nonliving(bool temp = true) const override;
756 int how_chaotic(bool check_spells_god) const override;
757 bool is_unbreathing() const override;
758 bool is_insubstantial() const override;
759 int res_acid(bool calc_unid = true) const override;
res_damnation()760 bool res_damnation() const override { return false; };
761 int res_fire() const override;
762 int res_steam() const override;
763 int res_cold() const override;
764 int res_elec() const override;
765 int res_poison(bool temp = true) const override;
766 bool res_miasma(bool temp = true) const override;
767 int res_water_drowning() const override;
768 bool res_sticky_flame() const override;
769 int res_holy_energy() const override;
770 int res_negative_energy(bool intrinsic_only = false) const override;
771 bool res_torment() const override;
772 bool res_polar_vortex() const override;
773 bool res_petrify(bool temp = true) const override;
774 int res_constrict() const override;
775 int willpower(bool /*calc_unid*/ = true) const override;
776 bool no_tele(bool calc_unid = true, bool /*permit_id*/ = true,
777 bool blink = false) const override;
778 string no_tele_reason(bool calc_unid = true, bool blink = false) const;
779 bool no_tele_print_reason(bool calc_unid = true, bool blink = false) const;
780 bool antimagic_susceptible() const override;
781
782 bool res_corr(bool calc_unid = true, bool temp = true) const override;
783 bool clarity(bool calc_unid = true, bool items = true) const override;
784 bool stasis() const override;
785 bool cloud_immune(bool calc_unid = true, bool items = true) const override;
786
787 bool airborne() const override;
788 bool permanent_flight(bool include_equip = true) const;
789 bool racial_permanent_flight() const;
790 int get_noise_perception(bool adjusted = true) const;
791 bool is_dragonkind() const override;
792
793 bool paralysed() const override;
794 bool cannot_move() const override;
795 bool cannot_act() const override;
796 bool confused() const override;
797 bool caught() const override;
798 bool backlit(bool self_halo = true) const override;
799 bool umbra() const override;
800 int halo_radius() const override;
801 int silence_radius() const override;
802 int demon_silence_radius() const override;
803 int liquefying_radius() const override;
804 int umbra_radius() const override;
805 bool petrifying() const override;
806 bool petrified() const override;
807 bool liquefied_ground() const override;
incapacitated()808 bool incapacitated() const override
809 {
810 return actor::incapacitated() || duration[DUR_CLUMSY];
811 }
812 bool immune_to_hex(const spell_type hex) const;
813
814 bool asleep() const override;
815 void put_to_sleep(actor *, int power = 0, bool hibernate = false) override;
816 void awaken();
817 void check_awaken(int disturbance) override;
818 int beam_resists(bolt &beam, int hurted, bool doEffects, string source)
819 override;
820 bool can_feel_fear(bool include_unknown) const override;
821
822 bool can_throw_large_rocks() const override;
823 bool can_smell() const;
824 bool can_sleep(bool holi_only = false) const override;
825
826 int racial_ac(bool temp) const;
827 int base_ac(int scale) const;
828 int armour_class(bool /*calc_unid*/ = true) const override;
829 int gdr_perc() const override;
830 int evasion(ev_ignore_type evit = ev_ignore::none,
831 const actor *attacker = nullptr) const override;
832
stat_hp()833 int stat_hp() const override { return hp; }
stat_maxhp()834 int stat_maxhp() const override { return hp_max; }
stealth()835 int stealth() const override { return player_stealth(); }
836
837 bool shielded() const override;
838 int shield_bonus() const override;
839 int shield_block_penalty() const override;
840 int shield_bypass_ability(int tohit) const override;
841 void shield_block_succeeded() override;
842 bool missile_repulsion() const override;
843
844 // Combat-related adjusted penalty calculation methods
845 int unadjusted_body_armour_penalty() const override;
846 int adjusted_body_armour_penalty(int scale = 1) const override;
847 int adjusted_shield_penalty(int scale = 1) const override;
848 float get_shield_skill_to_offset_penalty(const item_def &item);
849 int armour_tohit_penalty(bool random_factor, int scale = 1) const override;
850 int shield_tohit_penalty(bool random_factor, int scale = 1) const override;
851
852 bool wearing_light_armour(bool with_skill = false) const;
853 int skill(skill_type skill, int scale = 1, bool real = false,
854 bool temp = true) const override;
855
856 bool do_shaft() override;
857
858 bool can_do_shaft_ability(bool quiet = false) const;
859 bool do_shaft_ability();
860
861 bool can_potion_heal();
862 int scale_potion_healing(int healing_amount);
863
864 void apply_location_effects(const coord_def &oldpos,
865 killer_type killer = KILL_NONE,
866 int killernum = -1) override;
867
868 void be_agile(int pow);
869
870 ////////////////////////////////////////////////////////////////
871
872 PlaceInfo& get_place_info() const ; // Current place info
873 PlaceInfo& get_place_info(branch_type branch) const;
874 void clear_place_info();
875
876 LevelXPInfo& get_level_xp_info();
877 LevelXPInfo& get_level_xp_info(const level_id &lev);
878
879 void goto_place(const level_id &level);
880
881 void set_place_info(PlaceInfo info);
882 // Returns copies of the PlaceInfo; modifying the vector won't
883 // modify the player object.
884 vector<PlaceInfo> get_all_place_info(bool visited_only = false,
885 bool dungeon_only = false) const;
886
887 void set_level_xp_info(LevelXPInfo &xp_info);
888 vector<LevelXPInfo> get_all_xp_info(bool must_have_kills = false) const;
889
890 bool did_escape_death() const;
891 void reset_escaped_death();
892
893 void add_gold(int delta);
894 void del_gold(int delta);
895 void set_gold(int amount);
896
897 void increase_duration(duration_type dur, int turns, int cap = 0,
898 const char* msg = nullptr);
899 void set_duration(duration_type dur, int turns, int cap = 0,
900 const char *msg = nullptr);
901
902 bool attempt_escape(int attempts = 1);
903 int usable_tentacles() const;
904 bool has_usable_tentacle() const override;
905
906 bool form_uses_xl() const;
907
908 bool clear_far_engulf(bool force = false) override;
909
910 int armour_class_with_one_sub(item_def sub) const;
911
912 int armour_class_with_one_removal(item_def sub) const;
913
914 int ac_changes_from_mutations() const;
915 vector<const item_def *> get_armour_items() const;
916 vector<const item_def *> get_armour_items_one_sub(const item_def& sub) const;
917 vector<const item_def *> get_armour_items_one_removal(const item_def& sub) const;
918 int base_ac_with_specific_items(int scale,
919 vector<const item_def *> armour_items) const;
920 int armour_class_with_specific_items(
921 vector<const item_def *> items) const;
922
923 protected:
924 void _removed_beholder(bool quiet = false);
925 bool _possible_beholder(const monster* mon) const;
926
927 void _removed_fearmonger(bool quiet = false);
928 bool _possible_fearmonger(const monster* mon) const;
929
930 };
931 COMPILE_CHECK((int) SP_UNKNOWN_BRAND < 8*sizeof(you.seen_weapon[0]));
932 COMPILE_CHECK((int) SP_UNKNOWN_BRAND < 8*sizeof(you.seen_armour[0]));
933
934 class monster;
935 struct item_def;
936
937 // Helper. Use move_player_to_grid or player::apply_location_effects instead.
938 void moveto_location_effects(dungeon_feature_type old_feat,
939 bool stepped=false, const coord_def& old_pos=coord_def());
940
941 bool check_moveto(const coord_def& p, const string &move_verb = "step",
942 bool physically = true);
943 bool check_moveto_terrain(const coord_def& p, const string &move_verb,
944 const string &msg = "", bool *prompted = nullptr);
945 bool check_moveto_cloud(const coord_def& p, const string &move_verb = "step",
946 bool *prompted = nullptr);
947 bool check_moveto_exclusions(const vector<coord_def> &areas,
948 const string &move_verb = "step",
949 bool *prompted = nullptr);
950 bool check_moveto_exclusion(const coord_def& p,
951 const string &move_verb = "step",
952 bool *prompted = nullptr);
953 bool check_moveto_trap(const coord_def& p, const string &move_verb = "step",
954 bool *prompted = nullptr);
955
956 bool swap_check(monster* mons, coord_def &loc, bool quiet = false);
957
958 void move_player_to_grid(const coord_def& p, bool stepped);
959
960 bool is_map_persistent();
961 bool player_in_connected_branch();
962 bool player_in_hell(bool vestibule=false);
963 bool player_in_starting_abyss();
964
player_in_branch(int branch)965 static inline bool player_in_branch(int branch)
966 {
967 return you.where_are_you == branch;
968 }
969
970 bool berserk_check_wielded_weapon();
971 bool player_equip_unrand(int unrand_index, bool include_melded = false);
972 bool player_can_hear(const coord_def& p, int hear_distance = 999);
973
974 bool player_is_shapechanged();
975
976 void update_acrobat_status();
977
978 bool is_effectively_light_armour(const item_def *item);
979 bool player_effectively_in_light_armour();
980
981 int player_shield_racial_factor();
982 int player_armour_shield_spell_penalty();
983
984 int player_movement_speed();
985
986 int player_icemail_armour_class();
987 int player_condensation_shield_class();
988 int sanguine_armour_bonus();
989
990 int player_wizardry(spell_type spell);
991
992 int player_prot_life(bool calc_unid = true, bool temp = true,
993 bool items = true);
994
995 bool regeneration_is_inhibited();
996 int player_regen();
997 int player_mp_regen();
998
999 int player_res_cold(bool calc_unid = true, bool temp = true,
1000 bool items = true);
1001 int player_res_acid(bool calc_unid = true, bool items = true);
1002
1003 bool player_kiku_res_torment();
1004
1005 bool player_likes_water(bool permanently = false);
1006
1007 int player_res_electricity(bool calc_unid = true, bool temp = true,
1008 bool items = true);
1009
1010 int player_res_fire(bool calc_unid = true, bool temp = true,
1011 bool items = true);
1012 int player_res_sticky_flame();
1013 int player_res_steam(bool calc_unid = true, bool temp = true,
1014 bool items = true);
1015
1016 int player_res_poison(bool calc_unid = true, bool temp = true,
1017 bool items = true);
1018 int player_willpower(bool calc_unid = true, bool temp = true);
1019
1020 int player_shield_class();
1021 int player_displayed_shield_class();
1022 bool player_omnireflects();
1023
1024 int player_spec_air();
1025 int player_spec_cold();
1026 int player_spec_conj();
1027 int player_spec_death();
1028 int player_spec_earth();
1029 int player_spec_fire();
1030 int player_spec_hex();
1031 int player_spec_poison();
1032 int player_spec_summ();
1033
1034 int player_adjust_evoc_power(const int power, int enhancers = 0);
1035
1036 int player_speed();
1037
1038 int player_spell_levels();
1039 int player_total_spell_levels();
1040
1041 int player_teleport(bool calc_unid = true);
1042
1043 int player_monster_detect_radius();
1044
1045 int slaying_bonus(bool ranged = false);
1046
1047 unsigned int exp_needed(int lev, int exp_apt = -99);
1048 bool will_gain_life(int lev);
1049
1050 bool dur_expiring(duration_type dur);
1051 void display_char_status();
1052
1053 void forget_map(bool rot = false);
1054
1055 int get_exp_progress();
1056 unsigned int gain_exp(unsigned int exp_gained);
1057 void apply_exp();
1058
1059 int xp_to_level_diff(int xp, int scale=1);
1060
1061 void level_change(bool skip_attribute_increase = false);
1062 void adjust_level(int diff, bool just_xp = false);
1063
1064 bool is_player_same_genus(const monster_type mon);
1065 monster_type player_mons(bool transform = true);
1066 void update_player_symbol();
1067 void update_vision_range();
1068
1069 maybe_bool you_can_wear(equipment_type eq, bool temp = false);
1070 bool player_has_feet(bool temp = true, bool include_mutations = true);
1071
1072 bool enough_hp(int minimum, bool suppress_msg, bool abort_macros = true);
1073 bool enough_mp(int minimum, bool suppress_msg, bool abort_macros = true);
1074
1075 void calc_hp(bool scale = false, bool set = false);
1076 void calc_mp(bool scale = false);
1077
1078 void dec_hp(int hp_loss, bool fatal, const char *aux = nullptr);
1079 void drain_mp(int mp_loss);
1080 void pay_hp(int cost);
1081 void pay_mp(int cost);
1082
1083 void inc_mp(int mp_gain, bool silent = false);
1084 void inc_hp(int hp_gain, bool silent = false);
1085 void refund_mp(int cost);
1086 void refund_hp(int cost);
1087 void flush_mp();
1088 void flush_hp();
1089 void finalize_mp_cost(bool addl_hp_cost = false);
1090
1091 void drain_hp(int hp_loss);
1092 // Undrain the player's HP and return excess HP if any.
1093 int undrain_hp(int hp_recovered);
1094 int player_drained();
1095 void rot_mp(int mp_loss);
1096
1097 void inc_max_hp(int hp_gain);
1098 void dec_max_hp(int hp_loss);
1099
1100 void set_hp(int new_amount);
1101
1102 int get_real_hp(bool trans, bool drained = true);
1103 int get_real_mp(bool include_items);
1104
1105 int get_contamination_level();
1106 bool player_severe_contamination();
1107 string describe_contamination(int level);
1108
1109 bool sanguine_armour_valid();
1110 void activate_sanguine_armour();
1111
1112 void refresh_weapon_protection();
1113
1114 void set_mp(int new_amount);
1115
1116 bool player_regenerates_hp();
1117 bool player_regenerates_mp();
1118
1119 void print_potion_heal_message();
1120
1121 void contaminate_player(int change, bool controlled = false, bool msg = true);
1122
1123 bool confuse_player(int amount, bool quiet = false, bool force = false);
1124
1125 bool poison_player(int amount, string source, string source_aux = "",
1126 bool force = false);
1127 void paralyse_player(string source, int amount = 0);
1128 void handle_player_poison(int delay);
1129 void reduce_player_poison(int amount);
1130 int get_player_poisoning();
1131 bool poison_is_lethal();
1132 int poison_survival();
1133
1134 bool miasma_player(actor *who, string source_aux = "");
1135
1136 bool napalm_player(int amount, string source, string source_aux = "");
1137 void dec_napalm_player(int delay);
1138
1139 bool spell_slow_player(int pow);
1140 bool slow_player(int turns);
1141 void dec_slow_player(int delay);
1142 void dec_berserk_recovery_player(int delay);
1143
1144 bool haste_player(int turns, bool rageext = false);
1145 void dec_haste_player(int delay);
1146 void dec_elixir_player(int delay);
1147 void dec_ambrosia_player(int delay);
1148 void dec_channel_player(int delay);
1149 void dec_frozen_ramparts(int delay);
1150 bool invis_allowed(bool quiet = false, string *fail_reason = nullptr);
1151 bool flight_allowed(bool quiet = false, string *fail_reason = nullptr);
1152 void fly_player(int pow, bool already_flying = false);
1153 void float_player();
1154 bool land_player(bool quiet = false);
1155 void player_open_door(coord_def doorpos);
1156 void player_close_door(coord_def doorpos);
1157
1158 void player_end_berserk();
1159
1160 void handle_player_drowning(int delay);
1161
1162 // Determines if the given grid is dangerous for the player to enter.
1163 bool is_feat_dangerous(dungeon_feature_type feat, bool permanently = false,
1164 bool ignore_flight = false);
1165 void enable_emergency_flight();
1166
1167 int count_worn_ego(int which_ego);
1168 bool need_expiration_warning(duration_type dur, dungeon_feature_type feat);
1169 bool need_expiration_warning(dungeon_feature_type feat);
1170 bool need_expiration_warning(duration_type dur, coord_def p = you.pos());
1171 bool need_expiration_warning(coord_def p = you.pos());
1172
1173 bool player_has_orb();
1174 bool player_on_orb_run();
1175