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attack.cpp
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509 lines (443 loc) · 13.1 KB
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#include "field.h"
#include "attack.h"
#include "rng.h"
#include "stringfunc.h"
#include "window.h"
#include "entity.h" // For Stats
#include "item.h"
#include "globals.h" // For FIELDS
#include "game.h"
#include <sstream>
bool load_verbs(std::istream &data, std::string &verb_second,
std::string &verb_third, std::string owner_name);
Attack::Attack()
{
verb_second = "hit";
verb_third = "hits";
weight = 10;
speed = 100;
to_hit = 0;
using_weapon = false;
for (int i = 0; i < DAMAGE_MAX; i++) {
damage[i] = 0;
}
}
Attack::~Attack()
{
}
bool Attack::load_data(std::istream &data, std::string owner_name)
{
std::string ident, junk;
while (ident != "done" && !data.eof()) {
if ( ! (data >> ident) ) {
return false;
}
ident = no_caps(ident);
if (!ident.empty() && ident[0] == '#') { // I'ts a comment
std::getline(data, junk);
} else if (ident == "verb_second:") {
std::getline(data, verb_second);
verb_second = trim(verb_second);
} else if (ident == "verb_third:") {
std::getline(data, verb_third);
verb_third = trim(verb_third);
} else if (ident == "verb:") {
if (!load_verbs(data, verb_second, verb_third, owner_name)) {
return false;
}
} else if (ident == "weight:") {
data >> weight;
std::getline(data, junk);
} else if (ident == "speed:") {
data >> speed;
std::getline(data, junk);
} else if (ident == "to_hit:") {
data >> to_hit;
std::getline(data, junk);
} else if (ident != "done") {
// Check if it's a damage type; TODO: make this less ugly.
// Damage_set::load_data() maybe?
std::string damage_name = ident;
size_t colon = damage_name.find(':');
if (colon != std::string::npos) {
damage_name = damage_name.substr(0, colon);
}
Damage_type type = lookup_damage_type(damage_name);
if (type == DAMAGE_NULL) {
debugmsg("Unknown Attack property '%s' (%s)",
ident.c_str(), owner_name.c_str());
return false;
} else {
data >> damage[type];
}
}
}
return true;
}
void Attack::use_weapon(Item weapon, Stats stats)
{
if (!weapon.is_real()) {
return;
}
using_weapon = true;
speed += weapon.get_base_attack_speed(stats);
to_hit += weapon.get_to_hit();
for (int i = 0; i < DAMAGE_MAX; i++) {
damage[i] += weapon.get_damage( Damage_type(i) );
}
}
void Attack::adjust_with_stats(Stats stats)
{
// Strength is improved with bashing skill
// Dexterity, and a bit of perception, improve piercing skill
// All three improve cutting skill
int stat_bash = stats.strength;
int stat_cut = (stats.strength + stats.dexterity * 2 + stats.perception) / 4;
int stat_pierce = (stats.dexterity * 3 + stats.perception) / 4;
int bash_adjust = ( damage[DAMAGE_BASH] * stat_bash ) / 10;
int cut_adjust = ( damage[DAMAGE_CUT] * stat_cut ) / 10;
int pierce_adjust = ( damage[DAMAGE_PIERCE] * stat_pierce ) / 10;
damage[DAMAGE_BASH] = rng(damage[DAMAGE_BASH], bash_adjust );
damage[DAMAGE_CUT] = rng(damage[DAMAGE_CUT], cut_adjust );
damage[DAMAGE_PIERCE] = rng(damage[DAMAGE_PIERCE], pierce_adjust);
// We randomly reduce dexterity twice here... and then of course to_hit is
// randomly reduced when we roll to hit. So dexterity helps but isn't a HUGE
// impact.
int to_hit_bonus = rng(0, stats.dexterity);
to_hit += rng(0, to_hit_bonus);
}
void Attack::adjust_with_skills(Skill_set skills)
{
// Weapon or not, Melee skill makes the attack faster & more accurate.
// 1 points of melee skill = 2 points speed improvement
int melee = skills.get_level(SKILL_MELEE);
speed -= (speed * melee) / 50;
// 4 points of melee skill = 1 point speed improvement, capped at +5
to_hit += (melee > 20 ? 5 : melee / 4);
// Melee skill between multiples of 5 MAY provide a +1 boost
if (melee < 20 && rng(1, 5) <= (melee % 5)) {
to_hit++;
}
if (!using_weapon) { // Unarmed attack.
int unarmed = skills.get_level(SKILL_UNARMED);
damage[DAMAGE_BASH] += (unarmed > 3 ? 3 : unarmed);
int bash_adjust = damage[DAMAGE_BASH];
if (unarmed > 2) {
bash_adjust = (damage[DAMAGE_BASH] * unarmed) / 2.5;
// If bash_adjust isn't a whole number, round it randomly
int bonus = (damage[DAMAGE_BASH] * unarmed * 10) / 2.5;
bonus = bonus % 10;
if (rng(1, 10) <= bonus) {
bash_adjust++;
}
}
damage[DAMAGE_BASH] = rng(damage[DAMAGE_BASH], bash_adjust);
to_hit += (unarmed > 10 ? 5 : unarmed / 2);
if (unarmed % 2 == 1 && one_in(2)) {
to_hit++; // Odd numbers impact hit bonus too!
}
speed -= (unarmed > 15 ? 30 : unarmed * 2);
return;
}
// Below here, we're using a weapon.
int sk_bash = skills.get_level(SKILL_BASH),
sk_cut = skills.get_level(SKILL_CUT),
sk_pierce = skills.get_level(SKILL_PIERCE);
// Look at damage to determine if skills affect something other than damage
if (damage[DAMAGE_BASH] >= 8 &&
damage[DAMAGE_BASH] >= damage[DAMAGE_CUT] &&
damage[DAMAGE_BASH] >= damage[DAMAGE_PIERCE]) {
speed -= (sk_bash > 10 ? 30 : sk_bash * 3);
} else if (damage[DAMAGE_CUT] >= 8 &&
damage[DAMAGE_CUT] >= damage[DAMAGE_BASH] &&
damage[DAMAGE_CUT] >= damage[DAMAGE_PIERCE]) {
speed -= (sk_cut > 10 ? 20 : sk_pierce * 2);
if (sk_cut > 18) {
to_hit += 3;
} else {
to_hit += sk_cut / 6;
if (rng(0, 6) < sk_cut % 6) {
to_hit++;
}
}
} else if (damage[DAMAGE_PIERCE] >= 8 &&
damage[DAMAGE_PIERCE] >= damage[DAMAGE_BASH] &&
damage[DAMAGE_PIERCE] >= damage[DAMAGE_CUT]) {
speed -= (sk_pierce > 10 ? 30 : sk_pierce * 3);
if (sk_pierce > 18) {
to_hit += 6;
} else {
to_hit += sk_pierce / 3;
if (rng(0, 3) < sk_pierce % 3) {
to_hit++;
}
}
}
// We can up to double our damage!
int bash_adj = (damage[DAMAGE_BASH] * (sk_bash + 1)) / 4;
int cut_adj = (damage[DAMAGE_CUT] * (sk_cut + 1)) / 4;
int pierce_adj = (damage[DAMAGE_PIERCE] * (sk_pierce + 1)) / 4;
// Piercing doesn't get as strong a damage bonus, but a bigger speed bonus
if (pierce_adj > damage[DAMAGE_PIERCE]) {
pierce_adj = (damage[DAMAGE_PIERCE] + pierce_adj) / 2;
}
int final_bash, final_cut, final_pierce;
if (bash_adj < damage[DAMAGE_BASH]) {
if (!one_in(3)) {
final_bash = rng(bash_adj, damage[DAMAGE_BASH]);
}
} else {
final_bash = rng(damage[DAMAGE_BASH], bash_adj );
}
if (cut_adj < damage[DAMAGE_CUT]) {
if (!one_in(3)) {
final_cut = rng(cut_adj, damage[DAMAGE_CUT]);
}
} else {
final_cut = rng(damage[DAMAGE_CUT], cut_adj );
}
if (pierce_adj < damage[DAMAGE_PIERCE]) {
if (!one_in(3)) {
final_pierce = rng(cut_adj, damage[DAMAGE_PIERCE]);
}
} else {
final_pierce = rng(damage[DAMAGE_PIERCE], cut_adj );
}
// Don't do more than double our damage. Skills higher than 7 still matter;
// they give a better chance of that doubling!
if (final_bash > damage[DAMAGE_BASH] * 2) {
damage[DAMAGE_BASH] *= 2;
} else {
damage[DAMAGE_BASH] = final_bash;
}
if (final_cut > damage[DAMAGE_CUT] * 2) {
damage[DAMAGE_CUT] *= 2;
} else {
damage[DAMAGE_CUT] = final_cut;
}
if (final_pierce > damage[DAMAGE_PIERCE] * 2) {
damage[DAMAGE_PIERCE] *= 2;
} else {
damage[DAMAGE_PIERCE] = final_pierce;
}
}
Damage_set Attack::roll_damage(Melee_hit_type hit_type)
{
Damage_set ret;
for (int i = 0; i < DAMAGE_MAX; i++) {
if (hit_type == MELEE_HIT_GRAZE) {
ret.set_damage( Damage_type(i), rng(0, damage[i] * .5) );
} else if (hit_type == MELEE_HIT_CRITICAL) {
Dice dam_dice(damage[i], 2);
ret.set_damage( Damage_type(i), dam_dice.roll() );
} else {
ret.set_damage( Damage_type(i), rng(damage[i] * .5, damage[i]) );
}
}
return ret;
}
int Attack::roll_damage_type(Damage_type type, Melee_hit_type hit_type)
{
Damage_set ret = roll_damage(hit_type);
return ret.get_damage(type);
}
Ranged_attack::Ranged_attack()
{
verb_second = "shoot";
verb_third = "shoots";
weight = 10;
speed = 100;
charge_time = 0;
range = 0;
rounds = 1;
pellets = 1;
for (int i = 0; i < DAMAGE_MAX; i++) {
damage[i] = 0;
armor_divisor[i] = 10;
}
}
Ranged_attack::~Ranged_attack()
{
}
bool Ranged_attack::load_data(std::istream &data, std::string owner_name)
{
std::string ident, junk;
while (ident != "done" && !data.eof()) {
if ( ! (data >> ident) ) {
return false;
}
ident = no_caps(ident);
if (!ident.empty() && ident[0] == '#') { // I'ts a comment
std::getline(data, junk);
} else if (ident == "verb_second:") {
std::getline(data, verb_second);
verb_second = trim(verb_second);
} else if (ident == "verb_third:") {
std::getline(data, verb_third);
verb_third = trim(verb_third);
} else if (ident == "verb:" ) {
if (!load_verbs(data, verb_second, verb_third, owner_name)) {
return false;
}
} else if (ident == "weight:") {
data >> weight;
std::getline(data, junk);
} else if (ident == "speed:") {
data >> speed;
std::getline(data, junk);
} else if (ident == "charge:" || ident == "charge_time:") {
data >> charge_time;
std::getline(data, junk);
} else if (ident == "range:") {
data >> range;
std::getline(data, junk);
} else if (ident == "rounds:") {
data >> rounds;
std::getline(data, junk);
} else if (ident == "pellets:") {
data >> pellets;
std::getline(data, junk);
} else if (ident == "variance:") {
if (!variance.load_data(data, owner_name)) {
return false;
}
} else if (ident == "armor_pierce:") {
std::string damage_name;
data >> damage_name;
Damage_type damtype = lookup_damage_type(damage_name);
if (damtype == DAMAGE_NULL) {
debugmsg("Unknown damage type for Ranged_attack pierce: '%s' (%s)",
damage_name.c_str(), owner_name.c_str());
return false;
}
data >> armor_divisor[damtype];
if (armor_divisor[damtype] == 0) {
armor_divisor[damtype] = 10;
}
} else if (ident == "wake_field:") {
if (!wake_field.load_data(data, owner_name + " " + verb_third)) {
debugmsg("Failed to load wake_field (%s)", owner_name.c_str());
return false;
}
} else if (ident == "target_field:") {
if (!target_field.load_data(data, owner_name + " " + verb_third)) {
debugmsg("Failed to load target_field (%s)", owner_name.c_str());
return false;
}
} else if (ident != "done") {
std::string damage_name = ident;
size_t colon = ident.find(':');
if (colon != std::string::npos) {
damage_name = ident.substr(0, colon);
}
Damage_type type = lookup_damage_type(damage_name);
if (type == DAMAGE_NULL) {
debugmsg("Unknown Attack property '%s' (%s)",
ident.c_str(), owner_name.c_str());
return false;
} else {
data >> damage[type];
}
}
}
return true;
}
int Ranged_attack::roll_variance()
{
return variance.roll();
}
Damage_set Ranged_attack::roll_damage(Ranged_hit_type hit)
{
double min, max;
switch (hit) {
case RANGED_HIT_NULL: // Shouldn't ever happen
min = 1.0;
max = 1.0;
break;
case RANGED_HIT_GRAZE:
min = 0.0;
max = 1.0;
break;
case RANGED_HIT_NORMAL: // Default
min = 0.8;
max = 1.0;
break;
case RANGED_HIT_CRITICAL:
min = 1.0;
max = 2.5;
break;
case RANGED_HIT_HEADSHOT:
min = 3.0;
max = 5.0;
break;
}
Damage_set ret;
for (int i = 0; i < DAMAGE_MAX; i++) {
ret.set_damage( Damage_type(i), rng(damage[i] * min, damage[i] * max) );
}
return ret;
}
Body_part random_body_part_to_hit()
{
int pick = rng(1, 38);
if (pick <= 4) {
return BODY_PART_HEAD;
}
if (pick <= 16) {
return BODY_PART_TORSO;
}
if (pick == 17) {
return BODY_PART_LEFT_HAND;
}
if (pick == 18) {
return BODY_PART_RIGHT_HAND;
}
if (pick <= 22) {
return BODY_PART_LEFT_ARM;
}
if (pick <= 26) {
return BODY_PART_RIGHT_ARM;
}
if (pick == 27) {
return BODY_PART_LEFT_FOOT;
}
if (pick == 28) {
return BODY_PART_RIGHT_FOOT;
}
if (pick <= 33) {
return BODY_PART_LEFT_LEG;
}
return BODY_PART_RIGHT_LEG;
}
bool load_verbs(std::istream &data, std::string &verb_second,
std::string &verb_third, std::string owner_name)
{
std::string verb_line;
std::getline(data, verb_line);
std::istringstream verb_data(verb_line);
std::string tmpword;
std::string tmpverb;
bool reading_second = true;
while (verb_data >> tmpword) {
if (tmpword == "/") {
if (!reading_second) {
debugmsg("Too many / in verb definition (%s)", owner_name.c_str());
return false;
}
reading_second = false;
verb_second = tmpverb;
tmpverb = "";
} else {
if (!tmpverb.empty()) {
tmpverb += " ";
}
tmpverb += tmpword;
}
}
if (reading_second) {
debugmsg("Verb definition has 2nd person, but no 3rd", owner_name.c_str());
return false;
}
verb_third = tmpverb;
return true;
}