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combat.cc
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combat.cc
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/*
* combat.h - Combat scheduling.
*
* Copyright (C) 2000-2013 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "actors.h"
#include "combat.h"
#include "combat_opts.h"
#include "gamewin.h"
#include "gameclk.h"
#include "gamemap.h"
#include "paths.h"
#include "Astar.h"
#include "actions.h"
#include "items.h"
#include "effects.h"
#include "Audio.h"
#include "ready.h"
#include "game.h"
#include "monstinf.h"
#include "ucmachine.h"
#include "game.h"
#include "Gump_manager.h"
#include "spellbook.h"
#include "animate.h"
#include "ucsched.h"
#include "ucscriptop.h"
#include "cheat.h"
#include "ammoinf.h"
#include "weaponinf.h"
#include "ready.h"
#include "usefuns.h"
#ifndef UNDER_EMBEDDED_CE
using std::cout;
using std::endl;
using std::rand;
#endif
using std::list;
unsigned long Combat_schedule::battle_time = static_cast<unsigned long>(-30000);
unsigned long Combat_schedule::battle_end_time = 0;
bool Combat::paused = false;
int Combat::difficulty = 0;
Combat::Mode Combat::mode = Combat::original;
bool Combat::show_hits = false;
bool Combat::charmed_more_difficult = false;
extern bool combat_trace;
const unsigned int dex_to_attack = 30;
static inline bool not_in_melee_range(
const Weapon_info *winf, // 0 for monsters or natural weaponry.
int dist,
int reach
) {
if (!winf)
return dist > reach;
return (winf->get_uses() == Weapon_info::ranged) || (dist > reach);
}
/*
* Is a given ammo shape in a given family.
*/
bool In_ammo_family(int shnum, int family) {
if (shnum == family)
return true;
Ammo_info *ainf = ShapeID::get_info(shnum).get_ammo_info();
return (ainf != 0 && ainf->get_family_shape() == family);
}
/*
* Start music if battle has recently started.
*/
void Combat_schedule::start_battle(
) {
if (started_battle)
return;
// But only if Avatar is main char.
if (gwin->get_camera_actor() != gwin->get_main_actor())
return;
unsigned long curtime = Game::get_ticks();
// If this is the avatar, and it has been at least .5 minute since last
// start, then change music. This allows the danger music to be heard.
if (npc == gwin->get_main_actor() && curtime - battle_time >= 30000 &&
(opponents.size() || (npc->get_target() && npc->get_target()->as_actor()))) {
Audio::get_ptr()->start_music_combat((rand() % 2) ?
CSAttacked1 : CSAttacked2, 0);
battle_time = curtime;
battle_end_time = curtime - 1;
}
started_battle = true;
}
/*
* This (static) method is called when a monster dies. It checks to
* see if there are still hostile NPC's around. If not, it plays
* 'victory' music.
*/
void Combat_schedule::monster_died(
) {
if (battle_end_time >= battle_time)// Battle raging?
return; // No, it's over.
Actor_vector nearby; // Get all nearby NPC's.
gwin->get_nearby_npcs(nearby);
for (Actor_vector::const_iterator it = nearby.begin();
it != nearby.end(); ++it) {
Actor *actor = *it;
if (!actor->is_dead() &&
actor->get_attack_mode() != Actor::flee &&
actor->get_effective_alignment() >= Actor::evil)
return; // Still possible enemies.
}
battle_end_time = Game::get_ticks();
// Figure #seconds battle lasted.
unsigned long len = (battle_end_time - battle_time) / 1000;
bool hard = len > 15u && (rand() % 60u < len);
Audio::get_ptr()->start_music_combat(hard ? CSBattle_Over
: CSVictory, 0);
}
/*
* This (static) method is called to stop attacking a given NPC.
* This can happen because the NPC died, fell asleep or became
* invisible.
*/
void Combat_schedule::stop_attacking_npc(
Game_object *npc
) {
Actor_vector nearby; // Get all nearby NPC's.
gwin->get_nearby_npcs(nearby);
for (Actor_vector::const_iterator it = nearby.begin();
it != nearby.end(); ++it) {
Actor *actor = *it;
if (actor->get_target() == npc)
actor->set_target(0);
}
}
/*
* This (static) method is called to stop attacking a given NPC.
* This can happen because the NPC died or fell asleep.
*/
void Combat_schedule::stop_attacking_invisible(
Game_object *npc
) {
Actor_vector nearby; // Get all nearby NPC's.
gwin->get_nearby_npcs(nearby);
for (Actor_vector::const_iterator it = nearby.begin();
it != nearby.end(); ++it) {
Actor *actor = *it;
if (actor->get_target() == npc && !actor->can_see_invisible())
actor->set_target(0);
}
}
/*
* Can a given shape teleport? summon? turn invisible?
*/
static bool Can_teleport(
Actor *npc
) {
if (npc->get_flag(Obj_flags::no_spell_casting))
return false;
return npc->get_info().can_teleport();
}
static bool Can_summon(
Actor *npc
) {
if (npc->get_flag(Obj_flags::no_spell_casting))
return false;
return npc->get_info().can_summon();
}
static bool Can_be_invisible(
Actor *npc
) {
if (npc->get_flag(Obj_flags::no_spell_casting))
return false;
return npc->get_info().can_be_invisible();
}
/*
* Certain monsters (wisps, mages) can teleport during battle.
*/
bool Combat_schedule::teleport(
) {
Game_object *trg = npc->get_target(); // Want to get close to targ.
if (!trg)
return false;
unsigned int curtime = SDL_GetTicks();
if (curtime < teleport_time)
return false;
teleport_time = curtime + 2000 + rand() % 2000;
Tile_coord dest = trg->get_tile();
dest.tx += 4 - rand() % 8;
dest.ty += 4 - rand() % 8;
dest = Map_chunk::find_spot(dest, 3, npc, 1);
if (dest.tx == -1)
return false; // No spot found.
Tile_coord src = npc->get_tile();
if (dest.distance(src) > 7 && rand() % 2 != 0)
return false; // Got to give Avatar a chance to
// get away.
// Create fire-field where he was.
src.tz = npc->get_chunk()->get_highest_blocked(src.tz,
src.tx % c_tiles_per_chunk, src.ty % c_tiles_per_chunk);
if (src.tz < 0)
src.tz = 0;
eman->add_effect(new Fire_field_effect(src));
int sfx = Audio::game_sfx(43);
Audio::get_ptr()->play_sound_effect(sfx, npc); // The weird noise.
npc->move(dest.tx, dest.ty, dest.tz);
// Show the stars.
eman->add_effect(new Sprites_effect(7, npc, 0, 0, 0, 0));
return true;
}
/*
* Some monsters can do the "summon" spell.
*/
bool Combat_schedule::summon(
) {
#if 0 // ++++Testing
unsigned int curtime = SDL_GetTicks();
if (curtime < summon_time)
return false;
// Not again for 30-40 seconds.
summon_time = curtime + 30000 + rand() % 10000;
#endif
ucmachine->call_usecode(SummonSpellUsecode,
npc, Usecode_machine::double_click);
npc->start_std(); // Back into queue.
return true;
}
/*
* Some can turn invisible.
*/
bool Combat_schedule::be_invisible(
) {
#if 0 // ++++ Testing.
unsigned int curtime = SDL_GetTicks();
if (curtime < invisible_time)
return false;
// Not again for 40-60 seconds.
invisible_time = curtime + 40000 + rand() % 20000;
if (npc->get_flag(Obj_flags::invisible))
return false; // Also don't to it again for a while.
#endif
new Object_sfx(npc, Audio::game_sfx(44));
gwin->get_effects()->add_effect(
new Sprites_effect(12, npc, 0, 0, 0, 0, 0, -1));
npc->set_flag(Obj_flags::invisible);
npc->add_dirty();
npc->start_std(); // Back into queue.
return true;
}
/*
* Off-screen?
*/
inline bool Off_screen(
Game_window *gwin,
Game_object *npc
) {
// See if off screen.
Tile_coord t = npc->get_tile();
Rectangle screen = gwin->get_win_tile_rect().enlarge(2);
return (!screen.has_world_point(t.tx, t.ty));
}
bool Combat_schedule::is_enemy(
int align, int other
) {
switch (align) {
case Actor::good:
return other == Actor::evil
|| other == Actor::chaotic;
case Actor::evil:
return other == Actor::good
|| other == Actor::chaotic;
case Actor::neutral:
return false;
case Actor::chaotic:
return other == Actor::evil
|| other == Actor::good;
}
return true; // This should never happen.
}
/*
* Find nearby opponents in the 9 surrounding chunks.
*/
void Combat_schedule::find_opponents(
) {
opponents.clear();
Game_window *gwin = Game_window::get_instance();
Actor_vector nearby, sleeping; // Get all nearby NPC's.
gwin->get_nearby_npcs(nearby);
Actor *avatar = gwin->get_main_actor();
nearby.push_back(avatar); // Incl. Avatar!
bool charmed_avatar = Combat::charmed_more_difficult &&
avatar->get_effective_alignment() != Actor::good;
// See if we're a party member.
bool in_party = npc->is_in_party() || npc == avatar;
int npc_align = npc->get_effective_alignment();
bool see_invisible = npc->can_see_invisible();
for (Actor_vector::const_iterator it = nearby.begin();
it != nearby.end(); ++it) {
Actor *actor = *it;
if (actor->is_dead() || (!see_invisible && actor->get_flag(Obj_flags::invisible)))
continue; // Dead or invisible.
if (is_enemy(npc_align, actor->get_effective_alignment())) {
if (actor->get_flag(Obj_flags::asleep)) {
// sleeping
sleeping.push_back(actor);
if (combat_trace)
cout << npc->get_name() << " pushed back(asleep,1) " << actor->get_name() << endl;
} else {
opponents.push_back(actor);
if (combat_trace)
cout << npc->get_name() << " pushed back(1) " << actor->get_name() << endl;
}
} else if (in_party) { // Attacking party member?
Game_object *t = actor->get_target();
if (!t)
continue;
// Is actor attacking a party member?
if ((t->get_flag(Obj_flags::in_party) || t == avatar) &&
t->as_actor() && is_enemy(npc_align, t->as_actor()->get_effective_alignment())) {
opponents.push_back(actor);
if (combat_trace)
cout << npc->get_name() << " pushed back(2) " << actor->get_name() << endl;
}
int oppressor = actor->get_oppressor();
if (oppressor < 0)
continue;
Actor *oppr = gwin->get_npc(oppressor);
// Is actor being attacked by a party member?
if ((oppr->get_flag(Obj_flags::in_party) || oppr == avatar) &&
is_enemy(npc_align, oppr->get_effective_alignment())) {
opponents.push_back(actor);
if (combat_trace)
cout << npc->get_name() << " pushed back(3) " << actor->get_name() << endl;
}
}
}
// None found? Use Avatar's if same effective alignment
if (opponents.empty() && in_party &&
avatar->get_effective_alignment() == npc_align) {
Game_object *opp = avatar->get_target();
Actor *oppnpc = opp ? opp->as_actor() : 0;
if (oppnpc && oppnpc != npc
&& oppnpc->get_schedule_type() == Schedule::combat) {
opponents.push_back(oppnpc);
if (combat_trace)
cout << npc->get_name() << " pushed back (4) " << oppnpc->get_name() << endl;
}
}
// Still none? Try the sleeping/unconscious foes.
if (opponents.empty() && !sleeping.empty()
&& (npc != avatar || charmed_avatar)) {
opponents.insert(opponents.begin(), sleeping.begin(), sleeping.end());
if (combat_trace)
cout << npc->get_name() << " pushed back asleep opponents" << endl;
}
}
/*
* Find 'protected' party member's attackers.
*
* Output: ->attacker in opponents, or opponents.end() if not found.
*/
list<Actor *>::iterator Combat_schedule::find_protected_attacker(
) {
if (!npc->is_in_party()) // Not in party?
return opponents.end();
Game_window *gwin = Game_window::get_instance();
Actor *party[9]; // Get entire party, including Avatar.
int cnt = gwin->get_party(party, 1);
Actor *prot_actor = 0;
for (int i = 0; i < cnt; i++)
if (party[i]->is_combat_protected()) {
prot_actor = party[i];
break;
}
if (!prot_actor) // Not found?
return opponents.end();
// Find closest attacker.
int dist, best_dist = 4 * c_tiles_per_chunk;
list<Actor *>::iterator best_opp = opponents.end();
for (list<Actor *>::iterator it = opponents.begin();
it != opponents.end(); ++it) {
Actor *opp = *it;
if (opp->get_target() == prot_actor &&
(dist = npc->distance(opp)) < best_dist) {
best_dist = dist;
best_opp = it;
}
}
if (best_opp == opponents.end())
return opponents.end();
if (failures < 5 && yelled && rand() % 2 && npc != prot_actor) {
if (npc->is_goblin())
npc->say(goblin_will_help);
else if (can_yell)
npc->say(first_will_help, last_will_help);
}
return best_opp;
}
/*
* Find a foe.
*
* Output: Opponent that was found.
*/
Game_object *Combat_schedule::find_foe(
int mode // Mode to use.
) {
if (combat_trace) {
cout << "'" << npc->get_name() << "' is looking for a foe" <<
endl;
}
int new_align = npc->get_effective_alignment();
if (new_align != alignment) {
// Alignment changed.
opponents.clear();
alignment = new_align;
}
Actor *avatar = gwin->get_main_actor();
bool charmed_avatar = Combat::charmed_more_difficult &&
avatar->get_effective_alignment() != Actor::good;
// Remove any that died.
for (list<Actor *>::iterator it = opponents.begin();
it != opponents.end();) {
if ((*it)->is_dead() ||
(npc == avatar && !charmed_avatar && (*it)->get_flag(Obj_flags::asleep)))
it = opponents.erase(it);
else
++it;
}
if (opponents.empty()) { // No more from last scan?
find_opponents(); // Find all nearby.
if (practice_target) // For dueling.
return practice_target;
}
list<Actor *>::iterator new_opp_link = opponents.end();
switch (static_cast<Actor::Attack_mode>(mode)) {
case Actor::weakest: {
int str, least_str = 100;
for (list<Actor *>::iterator it = opponents.begin();
it != opponents.end(); ++it) {
Actor *opp = *it;
str = opp->get_property(Actor::strength);
if (str < least_str) {
least_str = str;
new_opp_link = it;
}
}
break;
}
case Actor::strongest: {
int str, best_str = -100;
for (list<Actor *>::iterator it = opponents.begin();
it != opponents.end(); ++it) {
Actor *opp = *it;
str = opp->get_property(Actor::strength);
if (str > best_str) {
best_str = str;
new_opp_link = it;
}
}
break;
}
case Actor::nearest: {
int best_dist = 4 * c_tiles_per_chunk;
for (list<Actor *>::iterator it = opponents.begin();
it != opponents.end(); ++it) {
Actor *opp = *it;
int dist = npc->distance(opp);
if (opp->get_attack_mode() == Actor::flee)
dist += 16; // Avoid fleeing.
if (dist < best_dist) {
best_dist = dist;
new_opp_link = it;
}
}
break;
}
case Actor::protect:
new_opp_link = find_protected_attacker();
if (new_opp_link != opponents.end())
break; // Found one.
// FALL THROUGH to 'random'.
case Actor::random:
default: // Default to random.
if (!opponents.empty())
new_opp_link = opponents.begin();
break;
}
Actor *new_opponent;
if (new_opp_link == opponents.end())
new_opponent = 0;
else {
new_opponent = *new_opp_link;
opponents.erase(new_opp_link);
}
return new_opponent;
}
/*
* Find a foe.
*
* Output: Opponent that was found.
*/
inline Game_object *Combat_schedule::find_foe(
) {
if (npc->get_attack_mode() == Actor::manual)
return 0; // Find it yourself.
return find_foe(static_cast<int>(npc->get_attack_mode()));
}
/*
* Handle the 'approach' state.
*/
void Combat_schedule::approach_foe(
bool for_projectile // Want to attack with projectile.
// FOR NOW: Called as last resort,
// and we try to reach target.
) {
int points;
Weapon_info *winf = npc->get_weapon(points, weapon_shape, weapon);
int dist = for_projectile ? 1 : winf ? winf->get_range() : 3;
Game_object *opponent = npc->get_target();
// Find opponent.
if (!opponent && !(opponent = find_foe())) {
failures++;
npc->start(200, 400); // Try again in 2/5 sec.
return; // No one left to fight.
}
npc->set_target(opponent);
Actor::Attack_mode mode = npc->get_attack_mode();
Game_window *gwin = Game_window::get_instance();
// Time to run?
Monster_info *minf = npc->get_info().get_monster_info();
if ((!minf || !minf->cant_die()) &&
(mode == Actor::flee ||
(mode != Actor::berserk &&
(npc->get_type_flags()&MOVE_ALL) != 0 &&
npc != gwin->get_main_actor() &&
npc->get_property(Actor::health) < 3))) {
run_away();
return;
}
if (rand() % 4 == 0 && Can_teleport(npc) && // Try 1/4 to teleport.
teleport()) {
start_battle();
npc->start_std();
return;
}
PathFinder *path = new Astar();
// Try this for now:
Monster_pathfinder_client cost(npc, dist, opponent);
Tile_coord pos = npc->get_tile();
if (!path->NewPath(pos, opponent->get_tile(), &cost)) {
// Failed? Try nearest opponent.
failures++;
bool retry_ok = false;
if (npc->get_attack_mode() != Actor::manual) {
Game_object *closest = find_foe(Actor::nearest);
if (!closest) {
// No one nearby.
if (combat_trace)
cout << npc->get_name() << " has no opponents nearby."
<< endl;
npc->set_target(0);
retry_ok = false;
} else if (closest != opponent) {
opponent = closest;
npc->set_target(opponent);
Monster_pathfinder_client cost(npc, dist,
opponent);
retry_ok = (opponent != 0 && path->NewPath(
pos, opponent->get_tile(), &cost));
}
}
if (!retry_ok) {
delete path; // Really failed. Try again in
// after wandering.
// Just try to walk towards opponent.
Tile_coord pos = npc->get_tile();
Tile_coord topos = opponent->get_tile();
int dirx = topos.tx > pos.tx ? 2
: (topos.tx < pos.tx ? -2 : (rand() % 3 - 1));
int diry = topos.ty > pos.ty ? 2
: (topos.ty < pos.ty ? -2 : (rand() % 3 - 1));
pos.tx += dirx * (1 + rand() % 4);
pos.ty += diry * (1 + rand() % 4);
npc->walk_to_tile(pos, 2 * gwin->get_std_delay(),
500 + rand() % 500);
failures++;
return;
}
}
failures = 0; // Clear count. We succeeded.
start_battle(); // Music if first time.
if (combat_trace) {
cout << npc->get_name() << " is pursuing " << opponent->get_name()
<< endl;
}
// First time (or 256th), visible?
if (!yelled && gwin->add_dirty(npc)) {
yelled++;
if (can_yell && rand() % 2) { // Half the time.
if (npc->is_goblin()) // Goblin?
npc->say(goblin_to_battle);
else if (can_yell)
npc->say(first_to_battle, last_to_battle);
}
}
int extra_delay = 0;
// Walk there, & check half-way.
npc->set_action(new Approach_actor_action(path, opponent,
for_projectile));
// Start walking. Delay a bit if
// opponent is off-screen.
npc->start(gwin->get_std_delay(), extra_delay +
(Off_screen(gwin, opponent) ?
5 * gwin->get_std_delay() : gwin->get_std_delay()));
}
/*
* Check for a useful weapon at a given ready-spot.
*/
static Game_object *Get_usable_weapon(
Actor *npc,
int index // Ready-spot to check.
) {
Game_object *bobj = npc->get_readied(index);
if (!bobj)
return 0;
Shape_info &info = bobj->get_info();
Weapon_info *winf = info.get_weapon_info();
if (!winf)
return 0; // Not a weapon.
Game_object *aobj; // Check ranged first.
int need_ammo = npc->get_weapon_ammo(bobj->get_shapenum(),
winf->get_ammo_consumed(), winf->get_projectile(),
true, &aobj);
if (need_ammo) {
if (!aobj) // Try melee.
need_ammo = npc->get_weapon_ammo(bobj->get_shapenum(),
winf->get_ammo_consumed(), winf->get_projectile(),
false, &aobj);
if (need_ammo && !aobj)
return 0;
}
if (info.get_ready_type() == both_hands &&
npc->get_readied(rhand) != 0)
return 0; // Needs two free hands.
return bobj;
}
/*
* Swap weapon with the one in the belt.
*
* Output: 1 if successful.
*/
static int Swap_weapons(
Actor *npc
) {
int index = belt;
Game_object *bobj = Get_usable_weapon(npc, index);
if (!bobj) {
index = back_2h;
bobj = Get_usable_weapon(npc, index);
if (!bobj) {
// Do thorough search for NPC's.
if (!npc->is_in_party())
return npc->ready_best_weapon();
else
return 0;
}
}
Game_object *oldweap = npc->get_readied(lhand);
if (oldweap)
npc->remove(oldweap);
npc->remove(bobj);
npc->add(bobj, 1); // Should go into weapon hand.
if (oldweap) // Put old where new one was.
npc->add_readied(oldweap, index, 1, 1);
return 1;
}
/*
* Begin a strike at the opponent.
*/
void Combat_schedule::start_strike(
) {
Game_object *opponent = npc->get_target();
bool check_lof = !no_blocking;
// Get difference in lift.
Weapon_info *winf = weapon_shape >= 0 ?
ShapeID::get_info(weapon_shape).get_weapon_info() : 0;
int dist = npc->distance(opponent);
int reach;
if (!winf) {
Monster_info *minf = npc->get_info().get_monster_info();
reach = minf ? minf->get_reach() : Monster_info::get_default()->get_reach();
} else
reach = winf->get_range();
bool ranged = not_in_melee_range(winf, dist, reach);
// Out of range?
if (!spellbook && npc->get_effective_range(winf, reach) < dist) {
state = approach;
approach_foe(); // Get a path.
return;
} else if (spellbook || ranged) {
bool weapon_dead = false;
if (spellbook)
weapon_dead = !spellbook->can_do_spell(npc);
else if (winf) {
// See if we can fire spell/projectile.
Game_object *ammo = 0;
int need_ammo = npc->get_weapon_ammo(weapon_shape,
winf->get_ammo_consumed(), winf->get_projectile(),
ranged, &ammo);
if (need_ammo && !ammo && !npc->ready_ammo())
weapon_dead = true;
}
if (weapon_dead) {
// Out of ammo/reagents/charges.
if (npc->get_schedule_type() != Schedule::duel) {
// Look in pack for ammo.
if (Swap_weapons(npc))
Combat_schedule::set_weapon();
else
set_hand_to_hand();
}
if (!npc->get_info().has_strange_movement())
npc->change_frame(npc->get_dir_framenum(
Actor::standing));
state = approach;
npc->set_target(0);
npc->start(200, 500);
return;
}
state = fire; // Clear to go.
} else {
check_lof = (reach > 1);
state = strike;
}
// At this point, we're within range, with state set.
if (check_lof &&
!Fast_pathfinder_client::is_straight_path(npc, opponent)) {
state = approach;
approach_foe(true); // Try to get adjacent.
return;
}
if (!started_battle)
start_battle(); // Play music if first time.
// Some battle cries. Guessing at where to do it, and how often.
if (yelled && !(rand() % 20)) {
if (npc->is_goblin())
npc->say(first_goblin_taunt, last_goblin_taunt);
else if (can_yell)
npc->say(first_taunt, last_taunt);
}
if (combat_trace) {
cout << npc->get_name() << " attacks " << opponent->get_name() << endl;
}
int dir = npc->get_direction(opponent);
signed char frames[12]; // Get frames to show.
int cnt = npc->get_attack_frames(weapon_shape, ranged, dir, frames);
if (cnt)
npc->set_action(new Frames_actor_action(frames, cnt, gwin->get_std_delay()));
npc->start(); // Get back into time queue.
int sfx = -1; // Play sfx.
if (winf)
sfx = winf->get_sfx();
if (sfx < 0 || !winf) {
Monster_info *minf = ShapeID::get_info(
npc->get_shapenum()).get_monster_info();
if (minf)
sfx = minf->get_hitsfx();
}
if (sfx >= 0) {
int delay = ranged ? cnt : cnt / 2;
new Object_sfx(npc, sfx, delay * gwin->get_std_delay());
}
dex_points -= dex_to_attack;
}
/*
* This static method causes the NPC to attack a given target/tile
* using the given weapon shape as weapon. This does not add
* an attack animation; rather, it is the actual strike attempt.
*
* This function is called from (a) an intrinsic, (b) a script opcode
* or (c) the combat schedule.
*
* Output: Returns false the attack cannot be realized (no ammo,
* out of range, etc.) or if a melee attack misses, true otherwise.
*/
bool Combat_schedule::attack_target(
Game_object *attacker, // Who/what is attacking.
Game_object *target, // Who/what is being attacked.
Tile_coord const &tile, // What tile is under fire, if no target.
int weapon, // What is being used as weapon.
// or < 0 for none.
bool combat // We got here from combat schedule.
) {
// Bail out if no attacker or if no target and no valid tile.
if (!attacker || (!target && tile.tx == -1))
return false;
// Do not proceed if target is dead.
Actor *att = attacker->as_actor();
if (att && att->is_dead())
return false;
bool flash_mouse = !combat && att && gwin->get_main_actor() == att
&& att->get_attack_mode() != Actor::manual;
Shape_info &info = ShapeID::get_info(weapon);
const Weapon_info *winf = weapon >= 0 ? info.get_weapon_info() : 0;
int reach;
int family = -1; // Ammo, is needed, is the weapon itself.
int proj = -1; // This is what we will use as projectile sprite.
if (!winf) {
Monster_info *minf = attacker->get_info().get_monster_info();
reach = minf ? minf->get_reach() : Monster_info::get_default()->get_reach();
} else {
reach = winf->get_range();
proj = winf->get_projectile();
family = winf->get_ammo_consumed();
}
int dist = target ? attacker->distance(target) : attacker->distance(tile);
bool ranged = not_in_melee_range(winf, dist, reach);
// Out of range?
if (attacker->get_effective_range(winf, reach) < dist) {
// We are out of range.
if (flash_mouse)
Mouse::mouse->flash_shape(Mouse::outofrange);
return false;
}
// See if we need ammo.
Game_object *ammo = 0;
int need_ammo = attacker->get_weapon_ammo(weapon, family,
proj, ranged, &ammo);
if (need_ammo && !ammo) {
if (flash_mouse)
Mouse::mouse->flash_shape(Mouse::outofammo);
// We don't have ammo, so bail out.
return false;
}
// proj == -3 means use weapon shape for projectile sprite.
if (proj == -3)
proj = weapon;
const Ammo_info *ainf;
int basesprite;
if (need_ammo && family >= 0) {
// ammo should be nonzero here.
ainf = ammo->get_info().get_ammo_info();
basesprite = ammo->get_shapenum();
} else {
ainf = info.get_ammo_info();
basesprite = weapon;
}
if (ainf) {
int sprite = ainf->get_sprite_shape();
if (sprite == -3)
proj = basesprite;
else if (sprite != -1 && sprite != ainf->get_family_shape())
proj = sprite;
} else
ainf = Ammo_info::get_default(); // So we don't need to keep checking.
// By now, proj should be >=0 or -1 for none.
assert(proj >= -1);
if (!winf) // So we don't have to keep checking.
winf = Weapon_info::get_default();
if (need_ammo) {
// We should only ever get here for containers and NPCs.
// Also, ammo should never be zero in this branch.
bool need_new_weapon = false;
bool ready = att ? att->find_readied(ammo) >= 0 : false;
// Time to use up ammo.
if (winf->uses_charges()) {
if (ammo->get_info().has_quality())
ammo->set_quality(ammo->get_quality() - need_ammo);
if (winf->delete_depleted() &&
(!ammo->get_quality() || !ammo->get_info().has_quality())) {
// Call unready usecode if needed.
if (att)
att->remove(ammo);
ammo->remove_this();
need_new_weapon = true;
}
} else {
int quant = ammo->get_quantity();
// Call unready usecode if needed.
if (att && quant == need_ammo)
att->remove(ammo);
ammo->modify_quantity(-need_ammo, &need_new_weapon);
}
if (att && need_new_weapon && ready) {
// Readied weapon was depleted; we need a new one.
if (winf->returns() || ainf->returns()) {
// Weapon will return, so wait for it.
if (combat) {
// We got here due to combat schedule.
Combat_schedule *sched =
dynamic_cast<Combat_schedule *>(att->get_schedule());
if (sched) // May not need this check.
sched->set_state(wait_return);
}
}
// Try readying ammo first.
else if (att && !att->ready_ammo()) {
// Need new weapon.
att->ready_best_weapon();
// Tell schedule about it.
att->get_schedule()->set_weapon(true);
}
}
}
Actor *trg = target ? target->as_actor() : 0;
bool trg_party = trg ? trg->is_in_party() : false;
bool att_party = att ? att->is_in_party() : false;
int attval = att ? att->get_effective_prop(static_cast<int>(Actor::combat)) : 0;
// These two give the correct statistics:
attval += (winf->lucky() ? 3 : 0);
attval += (ainf->lucky() ? 3 : 0);
int bias = trg_party ? Combat::difficulty :
(att_party ? -Combat::difficulty : 0);
attval += 2 * bias; // Apply all bias to the attack value.
if (ranged) {
int uses = winf->get_uses();
attval += 6;
// This seems reasonably close to how the originals do it,
// although the error bands of the statistics are too wide here.
if (uses == Weapon_info::poor_thrown)
attval -= dist;
else if (uses == Weapon_info::good_thrown)
attval -= dist / 2;
// We need to pass the attack value here to guard against
// the possibility of the attacker's combat be lowered
// (e.g., due to being paralyzed) while the projectile is
// in flight and before it hits.
Projectile_effect *projectile;
if (target)
projectile = new Projectile_effect(attacker, target, weapon,