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/*
* File: attack.cc
* Summary: Methods of the attack class, generalized functions which may
* be overloaded by inheriting classes.
* Written by: Robert Burnham
*/
#include "AppHdr.h"
#include "attack.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <functional>
#include "art-enum.h"
#include "chardump.h"
#include "delay.h"
#include "english.h"
#include "env.h"
#include "exercise.h"
#include "fight.h"
#include "fineff.h"
#include "god-abil.h"
#include "god-conduct.h"
#include "god-passive.h" // passive_t::no_haste
#include "item-name.h"
#include "item-prop.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-clone.h"
#include "mon-death.h"
#include "mutation.h"
#include "nearby-danger.h"
#include "pronoun-type.h"
#include "religion.h"
#include "shout.h"
#include "skills.h"
#include "spl-damage.h"
#include "spl-selfench.h"
#include "spl-summoning.h"
#include "spl-util.h"
#include "state.h"
#include "stepdown.h"
#include "stringutil.h"
#include "tag-version.h"
#include "transform.h"
#include "xom.h"
/*
**************************************************
* BEGIN PUBLIC FUNCTIONS *
**************************************************
*/
attack::attack(actor *attk, actor *defn, actor *blame)
: attacker(attk), defender(defn), responsible(blame ? blame : attk),
attack_occurred(false), cancel_attack(false), did_hit(false),
needs_message(false), attacker_visible(false), defender_visible(false),
perceived_attack(false), obvious_effect(false), to_hit(0),
damage_done(0), special_damage(0), aux_damage(0),
special_damage_flavour(BEAM_NONE),
stab_attempt(false), stab_bonus(0), ev_margin(0), weapon(nullptr),
damage_brand(SPWPN_NORMAL), wpn_skill(SK_UNARMED_COMBAT),
art_props(0), unrand_entry(nullptr),
attacker_to_hit_penalty(0), attack_verb("bug"), verb_degree(),
no_damage_message(), special_damage_message(), aux_attack(), aux_verb(),
defender_shield(nullptr), simu(false),
aux_source(""), kill_type(KILLED_BY_MONSTER)
{
// No effective code should execute, we'll call init_attack again from
// the child class, since initializing an attack will vary based the within
// type of attack actually being made (melee, ranged, etc.)
}
bool attack::handle_phase_attempted()
{
return true;
}
bool attack::handle_phase_blocked()
{
damage_done = 0;
if (attacker->is_player())
behaviour_event(defender->as_monster(), ME_WHACK, attacker);
// Use up a charge of Divine Shield, if active.
if (defender->is_player())
tso_expend_divine_shield_charge();
return true;
}
bool attack::handle_phase_damaged()
{
// We have to check in_bounds() because removed kraken tentacles are
// temporarily returned to existence (without a position) when they
// react to damage.
if (defender->has_blood()
&& !defender->is_summoned()
&& in_bounds(defender->pos())
&& !simu)
{
int blood = damage_done;
if (blood > defender->stat_hp())
blood = defender->stat_hp();
if (blood)
blood_fineff::schedule(defender, defender->pos(), blood);
}
announce_hit();
// Inflict stored damage
damage_done = inflict_damage(damage_done);
// TODO: Unify these, added here so we can get rid of player_attack
if (attacker->is_player())
{
if (damage_done)
player_exercise_combat_skills();
}
else
{
if (!mons_attack_effects())
return false;
}
// It's okay if a monster took lethal damage, but we should stop
// the combat if it was already reset (e.g. a spectral weapon that
// took damage and then noticed that its caster is gone).
return defender->is_player() || !invalid_monster(defender->as_monster());
}
bool attack::handle_phase_killed()
{
monster* mon = defender->as_monster();
if (!invalid_monster(mon))
{
// Was this a reflected missile from the player?
if (responsible->mid == MID_YOU_FAULTLESS)
monster_die(*mon, KILL_YOU_MISSILE, YOU_FAULTLESS);
else
monster_die(*mon, attacker);
}
return true;
}
bool attack::handle_phase_end()
{
maybe_trigger_fugue_wail(defender->pos());
return true;
}
/**
* Calculate the to-hit for an attacker before the main die roll.
*
* @param random If false, calculate average to-hit deterministically.
*/
int attack::calc_pre_roll_to_hit(bool random)
{
if (using_weapon()
&& (is_unrandom_artefact(*weapon, UNRAND_WOE)
|| is_unrandom_artefact(*weapon, UNRAND_SNIPER)))
{
return AUTOMATIC_HIT;
}
int mhit;
// This if statement is temporary, it should be removed when the
// implementation of a more universal (and elegant) to-hit calculation
// is designed. The actual code is copied from the old mons_to_hit and
// player_to_hit methods.
if (stat_source().is_player())
{
mhit = 15 + (you.dex() / 2);
// fighting contribution
mhit += maybe_random2_div(you.skill(SK_FIGHTING, 100), 100, random);
// weapon skill contribution
if (using_weapon())
{
if (wpn_skill != SK_FIGHTING)
{
if (you.skill(wpn_skill) < 1 && player_in_a_dangerous_place() && random)
xom_is_stimulated(10); // Xom thinks that is mildly amusing.
mhit += maybe_random2_div(you.skill(wpn_skill, 100), 100,
random);
}
}
else if (you.form_uses_xl())
mhit += maybe_random2_div(you.experience_level * 100, 100, random);
else
{
// UC gets extra acc to compensate for lack of weapon enchantment.
if (wpn_skill == SK_UNARMED_COMBAT)
mhit += 6;
mhit += maybe_random2_div(you.skill(wpn_skill, 100), 100,
random);
}
// weapon bonus contribution
if (using_weapon())
{
if (weapon->base_type == OBJ_WEAPONS)
{
mhit += weapon->plus;
mhit += property(*weapon, PWPN_HIT);
}
else if (weapon->base_type == OBJ_STAVES)
mhit += property(*weapon, PWPN_HIT);
}
// slaying bonus
mhit += slaying_bonus(wpn_skill == SK_THROWING, random);
// vertigo penalty
if (you.duration[DUR_VERTIGO])
mhit -= 5;
// mutation
if (you.get_mutation_level(MUT_EYEBALLS))
mhit += 2 * you.get_mutation_level(MUT_EYEBALLS) + 1;
}
else // Monster to-hit.
{
mhit = calc_mon_to_hit_base();
if (using_weapon())
mhit += weapon->plus + property(*weapon, PWPN_HIT);
const int jewellery = attacker->as_monster()->inv[MSLOT_JEWELLERY];
if (jewellery != NON_ITEM
&& env.item[jewellery].is_type(OBJ_JEWELLERY, RING_SLAYING))
{
mhit += env.item[jewellery].plus;
}
mhit += attacker->scan_artefacts(ARTP_SLAYING);
}
return mhit;
}
/**
* Calculate to-hit modifiers for an attacker that apply after the player's roll.
*
* @param mhit The post-roll player's to-hit value.
*/
int attack::post_roll_to_hit_modifiers(int mhit, bool /*random*/)
{
int modifiers = 0;
// Penalties for both players and monsters:
modifiers -= attacker->inaccuracy_penalty();
if (attacker->confused())
modifiers += CONFUSION_TO_HIT_MALUS;
// If no defender, we're calculating to-hit for debug-display
// purposes, so don't drop down to defender code below
if (defender == nullptr)
return modifiers;
if (!defender->visible_to(attacker))
{
if (attacker->is_player())
modifiers -= 6;
else
modifiers -= mhit * 35 / 100;
}
else
{
// This can only help if you're visible!
const int how_transparent = you.get_mutation_level(MUT_TRANSLUCENT_SKIN);
if (defender->is_player() && how_transparent)
modifiers += TRANSLUCENT_SKIN_TO_HIT_MALUS * how_transparent;
// defender backlight bonus and umbra penalty.
if (defender->backlit(false))
modifiers += BACKLIGHT_TO_HIT_BONUS;
if (!attacker->nightvision() && defender->umbra())
modifiers += UMBRA_TO_HIT_MALUS;
}
return modifiers;
}
/**
* Calculate the to-hit for an attacker
*
* @param random If false, calculate average to-hit deterministically.
*/
int attack::calc_to_hit(bool random)
{
int mhit = calc_pre_roll_to_hit(random);
if (mhit == AUTOMATIC_HIT)
return AUTOMATIC_HIT;
// hit roll
const actor &src = stat_source();
if (src.is_player())
mhit = maybe_random2(mhit, random);
mhit += post_roll_to_hit_modifiers(mhit, random);
// We already did this roll for players.
if (!src.is_player())
mhit = maybe_random2(mhit + 1, random);
dprf(DIAG_COMBAT, "%s: to-hit: %d",
attacker->name(DESC_PLAIN).c_str(), mhit);
return mhit;
}
/* Returns an actor's name
*
* Takes into account actor visibility/invisibility and the type of description
* to be used (capitalization, possessiveness, etc.)
*/
string attack::actor_name(const actor *a, description_level_type desc,
bool actor_visible)
{
return actor_visible ? a->name(desc) : anon_name(desc);
}
/* Returns an actor's pronoun
*
* Takes into account actor visibility
*/
string attack::actor_pronoun(const actor *a, pronoun_type pron,
bool actor_visible)
{
return actor_visible ? a->pronoun(pron) : anon_pronoun(pron);
}
/* Returns an anonymous actor's name
*
* Given the actor visible or invisible, returns the
* appropriate possessive pronoun.
*/
string attack::anon_name(description_level_type desc)
{
switch (desc)
{
case DESC_NONE:
return "";
case DESC_YOUR:
case DESC_ITS:
return "something's";
case DESC_THE:
case DESC_A:
case DESC_PLAIN:
default:
return "something";
}
}
/* Returns an anonymous actor's pronoun
*
* Given invisibility (whether out of LOS or just invisible), returns the
* appropriate possessive, inflexive, capitalised pronoun.
*/
string attack::anon_pronoun(pronoun_type pron)
{
return decline_pronoun(GENDER_NEUTER, pron);
}
/* Initializes an attack, setting up base variables and values
*
* Does not make any changes to any actors, items, or the environment,
* in case the attack is cancelled or otherwise fails. Only initializations
* that are universal to all types of attacks should go into this method,
* any initialization properties that are specific to one attack or another
* should go into their respective init_attack.
*
* Although this method will get overloaded by the derived class, we are
* calling it from attack::attack(), before the overloading has taken place.
*/
void attack::init_attack(skill_type unarmed_skill, int attack_number)
{
ASSERT(attacker);
wpn_skill = weapon ? item_attack_skill(*weapon) : unarmed_skill;
if (attacker->is_player() && you.form_uses_xl())
wpn_skill = SK_FIGHTING; // for stabbing, mostly
to_hit = calc_to_hit(true);
defender_shield = defender ? defender->shield() : defender_shield;
unrand_entry = nullptr;
if (weapon && weapon->base_type == OBJ_WEAPONS && is_artefact(*weapon))
{
artefact_properties(*weapon, art_props);
if (is_unrandom_artefact(*weapon))
unrand_entry = get_unrand_entry(weapon->unrand_idx);
}
attacker_visible = attacker->observable();
defender_visible = defender && defender->observable();
needs_message = (attacker_visible || defender_visible);
if (attacker->is_monster())
{
mon_attack_def mon_attk = mons_attack_spec(*attacker->as_monster(),
attack_number,
false);
attk_type = mon_attk.type;
attk_flavour = mon_attk.flavour;
// Don't scale damage for YOU_FAULTLESS etc.
if (attacker->get_experience_level() == 0)
attk_damage = mon_attk.damage;
else
{
attk_damage = div_rand_round(mon_attk.damage
* attacker->get_hit_dice(),
attacker->get_experience_level());
}
if (attk_type == AT_WEAP_ONLY)
{
int weap = attacker->as_monster()->inv[MSLOT_WEAPON];
if (weap == NON_ITEM || is_range_weapon(env.item[weap]))
attk_type = AT_NONE;
else
attk_type = AT_HIT;
}
else if (attk_type == AT_TRUNK_SLAP && attacker->type == MONS_SKELETON)
{
// Elephant trunks have no bones inside.
attk_type = AT_NONE;
}
}
else
{
attk_type = AT_HIT;
attk_flavour = AF_PLAIN;
}
}
void attack::alert_defender()
{
// Allow monster attacks to draw the ire of the defender. Player
// attacks are handled elsewhere.
if (perceived_attack
&& defender->is_monster()
&& attacker->is_monster()
&& attacker->alive() && defender->alive()
&& (defender->as_monster()->foe == MHITNOT || one_chance_in(3)))
{
behaviour_event(defender->as_monster(), ME_WHACK, attacker);
}
// If an enemy attacked a friend, set the pet target if it isn't set
// already, but not if sanctuary is in effect (pet target must be
// set explicitly by the player during sanctuary).
if (perceived_attack && attacker->alive()
&& (defender->is_player() || defender->as_monster()->friendly())
&& !attacker->is_player()
&& !crawl_state.game_is_arena()
&& !attacker->as_monster()->wont_attack())
{
if (defender->is_player())
{
interrupt_activity(activity_interrupt::monster_attacks,
attacker->as_monster());
}
if (you.pet_target == MHITNOT && env.sanctuary_time <= 0)
you.pet_target = attacker->mindex();
}
}
bool attack::distortion_affects_defender()
{
enum disto_effect
{
SMALL_DMG,
BIG_DMG,
BANISH,
BLINK,
NONE
};
const disto_effect choice = random_choose_weighted(35, SMALL_DMG,
25, BIG_DMG,
5, BANISH,
20, BLINK,
15, NONE);
if (simu && !(choice == SMALL_DMG || choice == BIG_DMG))
return false;
switch (choice)
{
case SMALL_DMG:
special_damage += 1 + random2avg(7, 2);
special_damage_message = make_stringf("Space warps around %s%s",
defender_name(false).c_str(),
attack_strength_punctuation(special_damage).c_str());
break;
case BIG_DMG:
special_damage += 3 + random2avg(24, 2);
special_damage_message =
make_stringf("Space warps horribly around %s%s",
defender_name(false).c_str(),
attack_strength_punctuation(special_damage).c_str());
break;
case BLINK:
if (defender_visible)
obvious_effect = true;
if (!defender->no_tele())
blink_fineff::schedule(defender);
break;
case BANISH:
if (defender_visible)
obvious_effect = true;
defender->banish(attacker, attacker->name(DESC_PLAIN, true),
attacker->get_experience_level());
return true;
case NONE:
// Do nothing
break;
}
return false;
}
void attack::antimagic_affects_defender(int pow)
{
obvious_effect =
enchant_actor_with_flavour(defender, attacker, BEAM_DRAIN_MAGIC, pow);
}
void attack::pain_affects_defender()
{
actor &user = stat_source();
if (!one_chance_in(user.skill_rdiv(SK_NECROMANCY) + 1))
{
special_damage += resist_adjust_damage(defender, BEAM_NEG,
random2(1 + user.skill_rdiv(SK_NECROMANCY)));
if (special_damage && defender_visible)
{
special_damage_message =
make_stringf("%s %s in agony%s",
defender->name(DESC_THE).c_str(),
defender->conj_verb("writhe").c_str(),
attack_strength_punctuation(special_damage).c_str());
}
}
}
struct chaos_attack_type
{
attack_flavour flavour;
brand_type brand;
int chance;
function<bool(const actor& def)> valid;
};
// Chaos melee attacks randomly choose a brand from here, with brands that
// definitely won't affect the target being invalid. Chaos itself should
// always be a valid option, triggering a more unpredictable chaos_effect
// instead of a normal attack brand when selected.
static const vector<chaos_attack_type> chaos_types = {
{ AF_FIRE, SPWPN_FLAMING, 10,
[](const actor &d) { return d.is_player() || d.res_fire() < 3; } },
{ AF_COLD, SPWPN_FREEZING, 10,
[](const actor &d) { return d.is_player() || d.res_cold() < 3; } },
{ AF_ELEC, SPWPN_ELECTROCUTION, 10,
[](const actor &d) { return d.is_player() || d.res_elec() <= 0; } },
{ AF_POISON, SPWPN_VENOM, 10,
[](const actor &d) {
return !(d.holiness() & (MH_UNDEAD | MH_NONLIVING)); } },
{ AF_CHAOTIC, SPWPN_CHAOS, 13,
nullptr },
{ AF_DRAIN, SPWPN_DRAINING, 5,
[](const actor &d) { return d.res_negative_energy() < 3; } },
{ AF_VAMPIRIC, SPWPN_VAMPIRISM, 5,
[](const actor &d) {
return actor_is_susceptible_to_vampirism(d); } },
{ AF_HOLY, SPWPN_HOLY_WRATH, 5,
[](const actor &d) { return d.holy_wrath_susceptible(); } },
{ AF_ANTIMAGIC, SPWPN_ANTIMAGIC, 5,
[](const actor &d) { return d.antimagic_susceptible(); } },
{ AF_FOUL_FLAME, SPWPN_FOUL_FLAME, 2,
[](const actor &d) { return d.res_foul_flame() < 3; } },
};
brand_type attack::random_chaos_brand()
{
vector<pair<brand_type, int>> weights;
for (const chaos_attack_type &choice : chaos_types)
if (!choice.valid || choice.valid(*defender))
{
// Don't use vampiric brand if the attacker is at full health.
if (choice.brand != SPWPN_VAMPIRISM
|| attacker->stat_hp() != attacker->stat_maxhp())
{
weights.push_back({choice.brand, choice.chance});
}
}
ASSERT(!weights.empty());
brand_type brand = *random_choose_weighted(weights);
#ifdef NOTE_DEBUG_CHAOS_BRAND
string brand_name = "CHAOS brand: ";
switch (brand)
{
case SPWPN_FLAMING: brand_name += "flaming"; break;
case SPWPN_FREEZING: brand_name += "freezing"; break;
case SPWPN_ELECTROCUTION: brand_name += "electrocution"; break;
case SPWPN_VENOM: brand_name += "venom"; break;
case SPWPN_CHAOS: brand_name += "chaos"; break;
case SPWPN_DRAINING: brand_name += "draining"; break;
case SPWPN_VAMPIRISM: brand_name += "vampirism"; break;
case SPWPN_HOLY_WRATH: brand_name += "holy wrath"; break;
case SPWPN_ANTIMAGIC: brand_name += "antimagic"; break;
case SPWPN_FOUL_FLAME: brand_name += "foul flame"; break;
default: brand_name += "BUGGY"; break;
}
// Pretty much duplicated by the chaos effect note,
// which will be much more informative.
if (brand != SPWPN_CHAOS)
take_note(Note(NOTE_MESSAGE, 0, 0, brand_name), true);
#endif
return brand;
}
attack_flavour attack::random_chaos_attack_flavour()
{
vector<pair<attack_flavour, int>> weights;
for (const chaos_attack_type &choice : chaos_types)
if (!choice.valid || choice.valid(*defender))
{
// Again, don't use vampiric brand if the attacker is at full hp.
if (choice.brand != SPWPN_VAMPIRISM
|| attacker->stat_hp() != attacker->stat_maxhp())
{
weights.push_back({choice.flavour, choice.chance});
}
}
ASSERT(!weights.empty());
return *random_choose_weighted(weights);
}
void attack::drain_defender()
{
if (defender->is_monster() && coinflip())
return;
if (!(defender->holiness() & (MH_NATURAL | MH_PLANT)))
return;
special_damage = resist_adjust_damage(defender, BEAM_NEG,
(1 + random2(damage_done)) / 2);
if (defender->drain(attacker, true, 1 + damage_done))
{
if (defender->is_player())
obvious_effect = true;
else if (defender_visible)
{
special_damage_message =
make_stringf(
"%s %s %s%s",
atk_name(DESC_THE).c_str(),
attacker->conj_verb("drain").c_str(),
defender_name(true).c_str(),
attack_strength_punctuation(special_damage).c_str());
}
}
}
void attack::drain_defender_speed()
{
if (needs_message)
{
mprf("%s %s %s vigour!",
atk_name(DESC_THE).c_str(),
attacker->conj_verb("drain").c_str(),
def_name(DESC_ITS).c_str());
}
defender->slow_down(attacker, 5 + random2(7));
}
int attack::inflict_damage(int dam, beam_type flavour, bool clean)
{
if (flavour == NUM_BEAMS)
flavour = special_damage_flavour;
// Auxes temporarily clear damage_brand so we don't need to check
if (damage_brand == SPWPN_REAPING
|| damage_brand == SPWPN_CHAOS && one_chance_in(100)
|| attacker->is_player() && you.unrand_equipped(UNRAND_SKULL_OF_ZONGULDROK))
{
defender->props[REAPING_DAMAGE_KEY].get_int() += dam;
// With two reapers of different friendliness, the most recent one
// gets the spectral.
defender->props[REAPER_KEY].get_int() = attacker->mid;
}
return defender->hurt(responsible, dam, flavour, kill_type,
"", aux_source.c_str(), clean);
}
/* If debug, return formatted damage done
*
*/
string attack::debug_damage_number()
{
#ifdef DEBUG_DIAGNOSTICS
return make_stringf(" for %d", damage_done);
#else
return "";
#endif
}
/* Returns standard attack punctuation
*
* Used in player / monster (both primary and aux) attacks
*/
string attack_strength_punctuation(int dmg)
{
if (dmg < HIT_WEAK)
return ".";
else if (dmg < HIT_MED)
return "!";
else if (dmg < HIT_STRONG)
return "!!";
else
return string(3 + (int) log2(dmg / HIT_STRONG), '!');
}
/* Returns evasion adverb
*
*/
string attack::evasion_margin_adverb()
{
return (ev_margin <= -20) ? " completely" :
(ev_margin <= -12) ? "" :
(ev_margin <= -6) ? " closely"
: " barely";
}
void attack::stab_message()
{
defender->props[HELPLESS_KEY] = true;
switch (stab_bonus)
{
case 4: // confused/fleeing/distracted
if (!one_chance_in(3))
{
mprf("You catch %s completely off-guard!",
defender->name(DESC_THE).c_str());
}
else
{
mprf("You %s %s from behind!",
you.has_mutation(MUT_PAWS) ? "pounce on" : "strike",
defender->name(DESC_THE).c_str());
}
break;
case 1:
if (you.has_mutation(MUT_PAWS) && coinflip())
{
mprf("You pounce on the unaware %s!",
defender->name(DESC_PLAIN).c_str());
break;
}
mprf("%s fails to defend %s.",
defender->name(DESC_THE).c_str(),
defender->pronoun(PRONOUN_REFLEXIVE).c_str());
break;
}
defender->props.erase(HELPLESS_KEY);
}
/* Returns the attacker's name
*
* Helper method to easily access the attacker's name
*/
string attack::atk_name(description_level_type desc)
{
return actor_name(attacker, desc, attacker_visible);
}
/* Returns the defender's name
*
* Helper method to easily access the defender's name
*/
string attack::def_name(description_level_type desc)
{
return actor_name(defender, desc, defender_visible);
}
/* TODO: Remove this!
* Removing it may not really be practical, in retrospect. Its only used
* below, in calc_elemental_brand_damage, which is called for both frost and
* flame brands for both players and monsters.
*/
string attack::defender_name(bool allow_reflexive)
{
if (allow_reflexive && attacker == defender)
return actor_pronoun(attacker, PRONOUN_REFLEXIVE, attacker_visible);
else
return def_name(DESC_THE);
}
int attack::player_apply_misc_modifiers(int damage)
{
return damage;
}
/**
* Get the damage bonus from a weapon's enchantment.
*/
int attack::get_weapon_plus()
{
if (weapon->base_type == OBJ_STAVES
#if TAG_MAJOR_VERSION == 34
|| weapon->sub_type == WPN_BLOWGUN
|| weapon->base_type == OBJ_RODS
#endif
)
{
return 0;
}
return weapon->plus;
}
static int _core_apply_slaying(int damage, int plus)
{
// +0 is random2(1) (which is 0)
if (plus >= 0)
return damage + random2(1 + plus);
else
return damage - random2(1 - plus);
}
// Slaying and weapon enchantment. Apply this for slaying even if not
// using a weapon to attack.
int attack::player_apply_slaying_bonuses(int damage, bool aux)
{
int damage_plus = 0;
if (!aux && using_weapon())
damage_plus = get_weapon_plus();
const bool throwing = !weapon && wpn_skill == SK_THROWING;
const bool ranged = throwing
|| (weapon && is_range_weapon(*weapon)
&& using_weapon());
damage_plus += slaying_bonus(throwing);
damage_plus -= you.corrosion_amount();
// XXX: should this also trigger on auxes?
if (!aux && !ranged)
damage_plus += you.infusion_amount() * 4;
return _core_apply_slaying(damage, damage_plus);
}
int attack::player_apply_final_multipliers(int damage, bool /*aux*/)
{
// Spectral weapons deal "only" 70% of the damage that their
// owner would, matching cleaving.
if (attacker->type == MONS_SPECTRAL_WEAPON)
damage = div_rand_round(damage * 7, 10);
return damage;
}
int attack::apply_rev_penalty(int damage) const
{
if (!attacker->is_player()
|| !you.has_mutation(MUT_WARMUP_STRIKES)
|| you.rev_percent() >= FULL_REV_PERCENT)
{
return damage;
}
// 2/3rds at 0 rev, 100% at full rev
return div_rand_round(damage * 2 * FULL_REV_PERCENT
+ damage * you.rev_percent(),
3 * FULL_REV_PERCENT);
}
int attack::player_apply_postac_multipliers(int damage)
{
return damage;
}
void attack::player_exercise_combat_skills()
{
}
/* Returns attacker base unarmed damage
*
* Scales for current mutations and unarmed effects
* TODO: Complete symmetry for base_unarmed damage
* between monsters and players.
*/
int attack::calc_base_unarmed_damage() const
{
// Should only get here if we're not wielding something that's a weapon.
// If there's a non-weapon in hand, it has no base damage.
if (weapon)
return 0;
if (!attacker->is_player())
return 0;
const int dam = unarmed_base_damage(true) + unarmed_base_damage_bonus(true);
return dam > 0 ? dam : 0;
}
int attack::adjusted_weapon_damage() const
{
return brand_adjust_weapon_damage(weapon_damage(), damage_brand, true);
}
int attack::calc_damage()
{
if (stat_source().is_monster())
{
int damage = 0;
int damage_max = 0;
if (using_weapon() || wpn_skill == SK_THROWING)
{
damage_max = adjusted_weapon_damage();
damage += random2(damage_max);
int wpn_damage_plus = 0;
if (weapon) // can be 0 for throwing projectiles
wpn_damage_plus = get_weapon_plus();
const int jewellery = attacker->as_monster()->inv[MSLOT_JEWELLERY];
if (jewellery != NON_ITEM
&& env.item[jewellery].is_type(OBJ_JEWELLERY, RING_SLAYING))
{
wpn_damage_plus += env.item[jewellery].plus;
}
wpn_damage_plus += attacker->scan_artefacts(ARTP_SLAYING);
damage = _core_apply_slaying(damage, wpn_damage_plus);
}
damage_max += attk_damage;
damage += 1 + random2(attk_damage);
damage = apply_damage_modifiers(damage);
set_attack_verb(damage);
return apply_defender_ac(damage, damage_max);
}
else
{
int potential_damage, damage;
potential_damage = using_weapon() || wpn_skill == SK_THROWING
? adjusted_weapon_damage() : calc_base_unarmed_damage();
potential_damage = stat_modify_damage(potential_damage, wpn_skill, using_weapon());
damage = random2(potential_damage+1);
if (using_weapon())
damage = apply_weapon_skill(damage, wpn_skill, true);
damage = apply_fighting_skill(damage, false, true);
damage = player_apply_misc_modifiers(damage);
damage = player_apply_slaying_bonuses(damage, false);
damage = player_stab(damage);
// A failed stab may have awakened monsters, but that could have
// caused the defender to cease to exist (spectral weapons with
// missing summoners; or pacified monsters on a stair). FIXME:
// The correct thing to do would be either to delay the call to
// alert_nearby_monsters (currently in player_stab) until later
// in the attack; or to avoid removing monsters in handle_behaviour.
if (!defender->alive())
return 0;
damage = player_apply_final_multipliers(damage);
damage = apply_defender_ac(damage);
damage = player_apply_postac_multipliers(damage);
damage = max(0, damage);
set_attack_verb(damage);
return damage;
}
return 0;
}
int attack::test_hit(int to_land, int ev, bool randomise_ev)
{
int margin = AUTOMATIC_HIT;
if (defender->is_player() && you.duration[DUR_AUTODODGE])
return -1000;
if (randomise_ev)
ev = random2avg(2*ev, 2);
if (to_land >= AUTOMATIC_HIT)
return true;
if (x_chance_in_y(MIN_HIT_MISS_PERCENTAGE, 100))
margin = (random2(2) ? 1 : -1) * AUTOMATIC_HIT;
else
margin = to_land - ev;
if (attacker->is_player() && you.duration[DUR_BLIND])
{
const int distance = you.pos().distance_from(defender->pos());
if (x_chance_in_y(player_blind_miss_chance(distance), 100))
margin = -1;
}
#ifdef DEBUG_DIAGNOSTICS
dprf(DIAG_COMBAT, "to hit: %d; ev: %d; result: %s (%d)",
to_hit, ev, (margin >= 0) ? "hit" : "miss", margin);
#endif
return margin;
}
int attack::apply_defender_ac(int damage, int damage_max, ac_type ac_rule) const
{
ASSERT(defender);
int after_ac = defender->apply_ac(damage, damage_max, ac_rule);
dprf(DIAG_COMBAT, "AC: att: %s, def: %s, ac: %d, gdr: %d, dam: %d -> %d",
attacker->name(DESC_PLAIN, true).c_str(),
defender->name(DESC_PLAIN, true).c_str(),
defender->armour_class(),
defender->gdr_perc(),
damage,
after_ac);
return after_ac;
}
/* Determine whether a block occurred
*
* No blocks if defender is incapacitated, would be nice to eventually expand
* this method to handle partial blocks as well as full blocks (although this
* would serve as a nerf to shields and - while more realistic - may not be a
* good mechanic for shields.
*
* Returns (block_occurred)
*/
bool attack::attack_shield_blocked(bool verbose)
{
if (defender == attacker || to_hit >= AUTOMATIC_HIT)
return false; // You can't block your own attacks!
// Divine Shield blocks are guaranteed, no matter what.
if (defender->incapacitated()
&& !(defender->is_player() && you.duration[DUR_DIVINE_SHIELD]))
{
return false;
}
const int con_block = random2(attacker->shield_bypass_ability(to_hit));
int pro_block = defender->shield_bonus();
if (!attacker->visible_to(defender))
pro_block /= 3;
dprf(DIAG_COMBAT, "Defender: %s, Pro-block: %d, Con-block: %d",
def_name(DESC_PLAIN).c_str(), pro_block, con_block);
if (pro_block >= con_block && !defender->shield_exhausted()
|| defender->is_player() && you.duration[DUR_DIVINE_SHIELD])
{
perceived_attack = true;
if (ignores_shield(verbose))
return false;
if (needs_message && verbose)
{
mprf("%s %s %s attack.",
defender_name(false).c_str(),
defender->conj_verb("block").c_str(),
attacker == defender ? "its own"
: atk_name(DESC_ITS).c_str());
}
defender->shield_block_succeeded(attacker);
return true;
}
return false;
}
bool attack::apply_poison_damage_brand()
{
if (!one_chance_in(4))
{
int old_poison;
if (defender->is_player())
old_poison = you.duration[DUR_POISONING];
else
{
old_poison =
(defender->as_monster()->get_ench(ENCH_POISON)).degree;
}
defender->poison(attacker, 6 + random2(8) + random2(damage_done * 3 / 2));
if (defender->is_player()
&& old_poison < you.duration[DUR_POISONING]
|| !defender->is_player()
&& old_poison <
(defender->as_monster()->get_ench(ENCH_POISON)).degree)
{
return true;
}
}
return false;
}
bool attack::apply_damage_brand(const char *what)
{
int brand = 0;
bool ret = false;
special_damage = 0;
obvious_effect = false;
brand = damage_brand == SPWPN_CHAOS ? random_chaos_brand() : damage_brand;
if (brand != SPWPN_FLAMING && brand != SPWPN_FREEZING
&& brand != SPWPN_ELECTROCUTION && brand != SPWPN_VAMPIRISM
&& brand != SPWPN_PROTECTION && !defender->alive())
{
// Most brands have no extra effects on just killed enemies, and the
// effect would be often inappropriate.
return false;
}
if (!damage_done
&& (brand == SPWPN_FLAMING || brand == SPWPN_FREEZING
|| brand == SPWPN_HOLY_WRATH || brand == SPWPN_FOUL_FLAME
|| brand == SPWPN_ANTIMAGIC || brand == SPWPN_VAMPIRISM))
{
// These brands require some regular damage to function.
return false;
}
switch (brand)
{
case SPWPN_PROTECTION:
if (attacker->is_player() && !defender->is_firewood())
refresh_weapon_protection();
break;
case SPWPN_FLAMING:
calc_elemental_brand_damage(BEAM_FIRE,
defender->is_icy() ? "melt" : "burn",
what);
defender->expose_to_element(BEAM_FIRE, 2);
if (defender->is_player())
maybe_melt_player_enchantments(BEAM_FIRE, special_damage);
break;
case SPWPN_FREEZING:
calc_elemental_brand_damage(BEAM_COLD, "freeze", what);
defender->expose_to_element(BEAM_COLD, 2, attacker);
break;
case SPWPN_HOLY_WRATH:
if (attacker->undead_or_demonic())
break; // No holy wrath for thee!
if (defender->holy_wrath_susceptible())
special_damage = 1 + (random2(damage_done * 15) / 10);
if (special_damage && defender_visible)
{
special_damage_message =
make_stringf(
"%s %s%s",
defender_name(false).c_str(),
defender->conj_verb("convulse").c_str(),
attack_strength_punctuation(special_damage).c_str());
}
break;
case SPWPN_FOUL_FLAME:
{
if (attacker->is_holy())
break; // No foul flame for thee!
const int rff = defender->res_foul_flame();
if (rff < 0)
special_damage = 1 + (random2(damage_done) * 1.5);
else if (rff < 3)
special_damage = 1 + (random2(damage_done) / (rff + 1));
if (defender_visible && special_damage)
{
special_damage_message =
make_stringf(
"%s %s%s",
defender_name(false).c_str(),
defender->conj_verb("convulse").c_str(),
attack_strength_punctuation(special_damage).c_str());
}
break;
}
case SPWPN_ELECTROCUTION:
if (defender->res_elec() > 0)
break;
else if (one_chance_in(4))
{
special_damage = 8 + random2(13);
const string punctuation =
attack_strength_punctuation(special_damage);
special_damage_message =
defender->is_player()
? make_stringf("You are electrocuted%s", punctuation.c_str())
: make_stringf("Lightning courses through %s%s",
defender->name(DESC_THE).c_str(),
punctuation.c_str());
special_damage_flavour = BEAM_ELECTRICITY;
defender->expose_to_element(BEAM_ELECTRICITY, 2);
}
break;
case SPWPN_VENOM:
obvious_effect = apply_poison_damage_brand();
break;
case SPWPN_DRAINING:
drain_defender();
break;
case SPWPN_VAMPIRISM:
{
if (!weapon
|| damage_done < 1
|| !actor_is_susceptible_to_vampirism(*defender)
|| attacker->stat_hp() == attacker->stat_maxhp()
|| attacker->is_player() && you.duration[DUR_DEATHS_DOOR]
|| x_chance_in_y(2, 5)
&& !is_unrandom_artefact(*weapon, UNRAND_LEECH))
{
break;
}
int hp_boost = is_unrandom_artefact(*weapon, UNRAND_VAMPIRES_TOOTH)
? damage_done : 1 + random2(damage_done);
hp_boost = resist_adjust_damage(defender, BEAM_NEG, hp_boost);
if (hp_boost)
{
obvious_effect = true;
if (attacker->is_player())
canned_msg(MSG_GAIN_HEALTH);
else if (attacker_visible)
{
if (defender->is_player())
{
mprf("%s draws strength from your wounds!",
attacker->name(DESC_THE).c_str());
}
else
{
mprf("%s is healed.",
attacker->name(DESC_THE).c_str());
}
}
dprf(DIAG_COMBAT, "Vampiric Healing: damage %d, healed %d",
damage_done, hp_boost);
attacker->heal(hp_boost);
}
break;
}
case SPWPN_PAIN:
if (attacker->is_player() && you_worship(GOD_TROG)
|| !attacker->is_player() && attacker->as_monster()->god == GOD_TROG)
{
break;
}
pain_affects_defender();
break;
case SPWPN_DISTORTION:
ret = distortion_affects_defender();
break;
case SPWPN_CONFUSE:
{
// If a monster with a chaos weapon gets this brand, act like
// AF_CONFUSE.
if (attacker->is_monster())
{
if (one_chance_in(3))
{
defender->confuse(attacker,
1 + random2(3+attacker->get_hit_dice()));
}
break;
}
// Also used for players in fungus form.
if (attacker->is_player()
&& you.form == transformation::fungus
&& !you.duration[DUR_CONFUSING_TOUCH]
&& defender->is_unbreathing())
{
break;
}
// Declaring these just to pass to the enchant function.
bolt beam_temp;
beam_temp.thrower = attacker->is_player() ? KILL_YOU : KILL_MON;
beam_temp.flavour = BEAM_CONFUSION;
beam_temp.source_id = attacker->mid;
if (attacker->is_player() && damage_brand == SPWPN_CONFUSE
&& you.duration[DUR_CONFUSING_TOUCH])
{
beam_temp.ench_power = you.props[CONFUSING_TOUCH_KEY].get_int();
int margin;
monster* mon = defender->as_monster();
if (beam_temp.try_enchant_monster(mon, margin) == MON_AFFECTED)
{
you.duration[DUR_CONFUSING_TOUCH] = 0;
obvious_effect = false;
}
else if (!ench_flavour_affects_monster(attacker, beam_temp.flavour, mon)
|| mons_invuln_will(*mon))
{
mprf("%s is completely immune to your confusing touch!",
mon->name(DESC_THE).c_str());
you.duration[DUR_CONFUSING_TOUCH] = 1;
}
}
else if (!x_chance_in_y(melee_confuse_chance(defender->get_hit_dice()),
100)
|| defender->as_monster()->clarity())
{
beam_temp.apply_enchantment_to_monster(defender->as_monster());
obvious_effect = beam_temp.obvious_effect;
break;
}
break;
}
case SPWPN_CHAOS:
obvious_effect = chaos_affects_actor(defender, attacker);
break;
case SPWPN_ANTIMAGIC:
antimagic_affects_defender(damage_done * 8);
break;
case SPWPN_ACID:
defender->splash_with_acid(attacker);
break;
default:
if (using_weapon() && is_unrandom_artefact(*weapon, UNRAND_DAMNATION))
attacker->god_conduct(DID_EVIL, 2 + random2(3));
break;
}
if (damage_brand == SPWPN_CHAOS)
{
if (responsible->is_player())
did_god_conduct(DID_CHAOS, 2 + random2(3));
}
if (!obvious_effect)
obvious_effect = !special_damage_message.empty();
if (needs_message && !special_damage_message.empty())
{
mpr(special_damage_message);
special_damage_message.clear();
}
// Preserve Nessos's brand stacking in a hacky way -- but to be fair, it
// was always a bit of a hack.
if (attacker->type == MONS_NESSOS && weapon && is_range_weapon(*weapon))
apply_poison_damage_brand();
if (special_damage > 0)
inflict_damage(special_damage, special_damage_flavour);
return ret;
}
/* Calculates special damage, prints appropriate combat text
*
* Applies a particular damage brand to the current attack, the setup and
* calculation of base damage and other effects varies based on the type
* of attack, but the calculation of elemental damage should be consistent.
*/
void attack::calc_elemental_brand_damage(beam_type flavour,
const char *verb,
const char *what)
{
special_damage = resist_adjust_damage(defender, flavour,
random2(damage_done) / 2 + 1);
if (needs_message && special_damage > 0 && verb)
{
// XXX: assumes "what" is singular
special_damage_message = make_stringf(
"%s %s %s%s%s",
what ? what : atk_name(DESC_THE).c_str(),
what ? conjugate_verb(verb, false).c_str()
: attacker->conj_verb(verb).c_str(),
// Don't allow reflexive if the subject wasn't the attacker.
defender_name(!what).c_str(),
flavour == BEAM_FIRE && defender->res_fire() < 0
|| flavour == BEAM_COLD && defender->res_cold() < 0 ? " terribly"
: "",
attack_strength_punctuation(special_damage).c_str());
}
}
int attack::player_stab_weapon_bonus(int damage)
{
int stab_skill = you.skill(wpn_skill, 50) + you.skill(SK_STEALTH, 50);
if (player_good_stab())
{
// We might be unarmed if we're using the hood of the Assassin.
const bool extra_good = using_weapon() && weapon->sub_type == WPN_DAGGER;
int bonus = you.dex() * (stab_skill + 100) / (extra_good ? 500 : 1000);
bonus = stepdown_value(bonus, 10, 10, 30, 30);
damage += bonus;
damage *= 10 + div_rand_round(stab_skill, 100 * stab_bonus);
damage /= 10;
}
// There's both a flat and multiplicative component to
// stab bonus damage.
damage *= 12 + div_rand_round(stab_skill, 100 * stab_bonus);
damage /= 12;
// The flat component is loosely based on the old stab_bypass bonus.
// Essentially, it's an extra quarter-point of damage for every
// point of weapon + stealth skill, divided by stab_bonus - that is,
// quartered again if the target isn't sleeping, paralysed, or petrified.
damage += random2(div_rand_round(stab_skill, 200 * stab_bonus));
return damage;
}
int attack::player_stab(int damage)
{
// The stabbing message looks better here:
if (stab_attempt)
{
// Construct reasonable message.
stab_message();
practise_stabbing();
}
else
{
stab_bonus = 0;
// Ok.. if you didn't backstab, you wake up the neighborhood.
// I can live with that.
alert_nearby_monsters();
}
if (stab_bonus)
{
// Let's make sure we have some damage to work with...
damage = max(1, damage);
damage = player_stab_weapon_bonus(damage);
}
return damage;
}
/* Check for stab and prepare combat for stab-values
*
* Grant an automatic stab if paralysed or sleeping (with highest damage value)
* stab_bonus is used as the divisor in damage calculations, so lower values
* will yield higher damage. Normal stab chance is (stab_skill + dex + 1 / roll)
* This averages out to about 1/3 chance for a non extended-endgame stabber.
*/
void attack::player_stab_check()
{
// Stabbing monsters is unchivalric, and disabled under TSO!
// (And also requires more finesse than just stumbling into a monster.)
// Water form also cannot stab from a distance.
if (you.confused() || have_passive(passive_t::no_stabbing)
|| you.form == transformation::aqua && !adjacent(you.pos(), defender->pos()))
{
stab_attempt = false;
stab_bonus = 0;
return;
}
const stab_type orig_st = find_player_stab_type(*defender->as_monster());
stab_type st = orig_st;
// Find stab type is also used for displaying information about monsters,
// so upgrade the stab type for !stab and the Spriggan's Knife here
if (using_weapon()
&& is_unrandom_artefact(*weapon, UNRAND_SPRIGGANS_KNIFE)
&& st != STAB_NO_STAB
&& coinflip())
{
st = STAB_SLEEPING;
}
stab_attempt = st != STAB_NO_STAB;
stab_bonus = stab_bonus_denom(st);
// See if we need to roll against dexterity / stabbing.
if (stab_attempt && stab_bonus > 1)
{
stab_attempt = x_chance_in_y(you.skill_rdiv(wpn_skill, 1, 2)
+ you.skill_rdiv(SK_STEALTH, 1, 2)
+ you.dex() + 1,
100);
}
if (stab_attempt)
count_action(CACT_STAB, orig_st);
}
void attack::handle_noise(const coord_def & pos)
{
// Successful stabs make no noise.
if (stab_attempt)
return;
// Shadow attacks are silent.
if (attacker->type == MONS_PLAYER_SHADOW)
return;
int loudness = damage_done / 4;
// All non-stab attacks make some noise.
loudness = max(1, loudness);
// Cap noise at shouting volume.
loudness = min(12, loudness);
noisy(loudness, pos, attacker->mid);
}
actor &attack::stat_source() const
{
if (attacker->type != MONS_SPECTRAL_WEAPON)
return *attacker;
const mid_t summoner_mid = attacker->as_monster()->summoner;
if (summoner_mid == MID_NOBODY)
return *attacker;
actor* summoner = actor_by_mid(attacker->as_monster()->summoner);
if (!summoner || !summoner->alive())
return *attacker;
return *summoner;
}
void attack::maybe_trigger_jinxbite()
{
if (attacker->is_player() && you.duration[DUR_JINXBITE])
jinxbite_fineff::schedule(defender);
}
void attack::maybe_trigger_fugue_wail(const coord_def pos)
{
if (attacker->is_player() && you.duration[DUR_FUGUE]
&& (you.props[FUGUE_KEY].get_int() == FUGUE_MAX_STACKS))
{
do_fugue_wail(pos);
}
}
void attack::maybe_trigger_autodazzler()
{
if (defender->is_player() && you.wearing_ego(OBJ_GIZMOS, SPGIZMO_AUTODAZZLE)
&& one_chance_in(20))
{
bolt proj;
zappy(ZAP_AUTODAZZLE, you.get_experience_level(), false, proj);
proj.target = attacker->pos();
proj.source = you.pos();
proj.range = LOS_RADIUS;
proj.source_id = MID_PLAYER;
proj.draw_delay = 5;
proj.attitude = ATT_FRIENDLY;
proj.thrower = KILL_YOU_MISSILE;
targeting_tracer tracer;
// Make sure the beam path is clear
proj.fire(tracer);
if (tracer.friend_info.count == 0)
{
mpr("Your autodazzler retaliates!");
proj.fire();
}
}
}
bool attack::paragon_defends_player()
{
if (defender->is_player() && paragon_defense_bonus_active()
&& one_chance_in(3))
{
mprf("Your paragon deflects %s attack away from you.",
attacker->name(DESC_ITS).c_str());
return true;
}
return false;
}
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