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/**
* @file
* @brief Throwing and launching stuff.
**/
#include "AppHdr.h"
#include "throw.h"
#include <cmath>
#include <sstream>
#include "art-enum.h"
#include "artefact.h"
#include "chardump.h"
#include "command.h"
#include "coordit.h"
#include "describe.h"
#include "directn.h"
#include "english.h"
#include "env.h"
#include "exercise.h"
#include "fight.h"
#include "god-conduct.h"
#include "god-passive.h" // passive_t::shadow_attacks
#include "hints.h"
#include "invent.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "item-use.h"
#include "los.h" // fallback_ray
#include "macro.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "output.h"
#include "prompt.h"
#include "ranged-attack.h"
#include "religion.h"
#include "shout.h"
#include "showsymb.h"
#include "skills.h"
#include "sound.h"
#include "spl-summoning.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "viewchar.h"
#include "view.h"
static shared_ptr<quiver::action> _fire_prompt_for_item();
static int _get_dart_chance(const int hd);
static bool _thrown_object_destroyed(const item_def &item);
bool is_penetrating_attack(const actor& attacker, const item_def* weapon,
const item_def& projectile)
{
return is_throwable(&attacker, projectile)
&& projectile.is_type(OBJ_MISSILES, MI_JAVELIN)
|| weapon
&& (get_weapon_brand(*weapon) == SPWPN_PENETRATION
|| is_unrandom_artefact(*weapon, UNRAND_STORM_BOW));
}
class fire_target_behaviour : public targeting_behaviour
{
public:
fire_target_behaviour(quiver::action &a)
: action(a),
need_redraw(false)
{
set_prompt();
need_redraw = false; // XX simplify
if (!targeted())
needs_path = false;
}
// targeting_behaviour API
virtual bool should_redraw() const override { return need_redraw; }
virtual void clear_redraw() override { need_redraw = false; }
virtual void update_top_prompt(string* p_top_prompt) override;
virtual vector<string> get_monster_desc(const monster_info& mi) override;
bool targeted() override;
string get_error() override
{
if (you.confused())
return "You are confused and cannot control your aim.";
else
return targeting_behaviour::get_error();
}
public:
item_def* active_item();
private:
void display_help();
void set_prompt();
quiver::action &action;
string prompt;
string internal_prompt;
bool need_redraw;
};
// This function handles a default "just looking" targeter for untargeted
// spells/actions that don't have something custom
// Maybe should be a method of action, it's in throw.cc for historical reasons;
// could be moved out of here if fire_target_behaviour is exposed.
void untargeted_fire(quiver::action &a)
{
if (!a.is_enabled())
{
// should this happen for targeted actions too?
a.target.isValid = false;
// trigger() is called for messaging in action_cycler::do_target
return;
}
fire_target_behaviour beh(a);
direction_chooser_args args;
args.mode = TARG_HOSTILE;
args.behaviour = &beh;
args.default_place = you.pos();
direction(a.target, args);
}
void fire_target_behaviour::update_top_prompt(string* p_top_prompt)
{
*p_top_prompt = internal_prompt;
}
item_def* fire_target_behaviour::active_item()
{
const int slot = action.get_item();
if (slot == -1)
return nullptr;
else
return &you.inv[slot];
}
bool fire_target_behaviour::targeted()
{
return action.is_targeted();
}
void fire_target_behaviour::set_prompt()
{
string old_prompt = internal_prompt; // Keep for comparison at the end.
internal_prompt.clear();
ostringstream msg;
if (action == quiver::action())
internal_prompt = "No action selected";
else
{
// TODO: might be nice to use colors here, but there's a wonky interaction
// with the direction targeter's colors that would need to be fixed
internal_prompt = action.quiver_description().tostring();
if (!targeted())
{
internal_prompt = make_stringf("Non-targeted %s",
lowercase_first(internal_prompt).c_str());
}
}
// Write it out.
internal_prompt += msg.str();
// Never unset need_redraw here, because we might have cleared the
// screen or something else which demands a redraw.
if (internal_prompt != old_prompt)
need_redraw = true;
}
void fire_target_behaviour::display_help()
{
show_targeting_help();
redraw_screen();
update_screen();
need_redraw = true;
set_prompt();
}
vector<string> fire_target_behaviour::get_monster_desc(const monster_info& mi)
{
vector<string> descs;
item_def* item = active_item();
const item_def *launcher = action.get_launcher();
const bool ranged = launcher && is_range_weapon(*launcher);
if (!targeted() || !(ranged || (item && item->base_type == OBJ_MISSILES)))
return descs;
ostringstream result;
describe_to_hit(mi, result, ranged ? launcher : item);
descs.emplace_back(result.str());
if (get_ammo_brand(*item) == SPMSL_SILVER && mi.is(MB_CHAOTIC))
descs.emplace_back("chaotic");
if (item->is_type(OBJ_MISSILES, MI_THROWING_NET) && mi.net_immune())
descs.emplace_back("immune to nets");
// Display the chance for a dart of para/confuse/sleep/frenzy
// to affect monster
if (item->is_type(OBJ_MISSILES, MI_DART))
{
special_missile_type brand = get_ammo_brand(*item);
if (brand == SPMSL_FRENZY || brand == SPMSL_BLINDING)
{
int chance = _get_dart_chance(mi.hd);
bool immune = brand == SPMSL_FRENZY && !mi.can_go_frenzy;
if (mi.holi & (MH_UNDEAD | MH_NONLIVING))
immune = true;
string verb = brand == SPMSL_FRENZY ? "frenzy" : "blind";
string chance_string = immune ? "immune" :
make_stringf("chance to %s on hit: %d%%",
verb.c_str(), chance);
descs.emplace_back(chance_string);
}
}
return descs;
}
/**
* Chance for a dart fired by the player to affect a monster of a particular
* hit dice, given the player's throwing skill.
*
* @param hd The monster's hit dice.
* @return The percentage chance for the player to affect the monster,
* rounded down.
*
* This chance is rolled in ranged_attack::dart_check using this formula for
* success:
* if hd < 15, fixed 3% chance to succeed regardless of roll
* else, or if the 3% chance fails,
* succeed if 2 + random2(4 + (2/3)*(throwing + stealth) ) >= hd
*/
static int _get_dart_chance(const int hd)
{
const int pow = (2 * (you.skill_rdiv(SK_THROWING)
+ you.skill_rdiv(SK_STEALTH))) / 3;
int chance = 10000 - 10000 * (hd - 2) / (4 + pow);
chance = min(max(chance, 0), 10000);
if (hd < 15)
{
chance *= 97;
chance /= 100;
chance += 300; // 3% chance to ignore HD and affect enemy anyway
}
return chance / 100;
}
// Bring up an inventory screen and have user choose an item.
// Returns an item slot, or -1 on abort/failure
// On failure, returns error text, if any.
// TODO: consolidate with menu code in quiver.cc?
static shared_ptr<quiver::action> _fire_prompt_for_item()
{
if (inv_count() < 1)
return nullptr;
// should this sound happen for `f` too? Not sure what the intent is
#ifdef USE_SOUND
parse_sound(FIRE_PROMPT_SOUND);
#endif
const bool fireables = any_items_of_type(OSEL_QUIVER_ACTION);
if (!fireables)
{
// TODO: right now disabled but valid items don't trigger this;
// possibly they should get a similar message? They all do print a
// more specific message if you try to use them, and some have a
// prompt or the like (e.g. scroll of fear).
mpr("You have nothing you can fire or use right now.");
return make_shared<quiver::action>(); // hack: prevent "Ok, then."
}
// does it actually make sense that felid can't toss things?
const bool can_throw = !you.has_mutation(MUT_NO_GRASPING)
&& !fire_warn_if_impossible(true, you.weapon()); // forms
int slot = -1;
const string title = make_stringf(
"<lightgray>Fire%s/use which item?%s</lightgray>",
(can_throw ? "/throw" : ""),
(can_throw ? " ([<w>*</w>] to toss any item)" : ""));
const string alt_title =
"<lightgray>Toss away which item?</lightgray>";
int selector = fireables ? OSEL_QUIVER_ACTION : OSEL_ANY;
// TODO: the output api here is awkward
// TODO: it would be nice if items with disabled actions got grayed out
slot = prompt_invent_item(
title.c_str(),
menu_type::invlist,
selector, OPER_FIRE,
invprompt_flag::no_warning // warning handled in quiver
| invprompt_flag::hide_known,
'\0',
can_throw ? alt_title.c_str() : nullptr,
&selector);
if (slot == -1)
return nullptr;
return selector == OSEL_ANY && can_throw
? quiver::ammo_to_action(slot, true) // throw/toss only
: quiver::slot_to_action(slot, false); // use
}
// Returns true if warning is given.
bool fire_warn_if_impossible(bool silent, item_def *weapon)
{
// If you can't wield it, you can't throw it.
if (!form_can_wield())
{
if (!silent)
canned_msg(MSG_PRESENT_FORM);
return true;
}
if (you.attribute[ATTR_HELD])
{
if (!weapon || !is_range_weapon(*weapon))
{
if (!silent)
mprf("You cannot throw/fire anything while %s.", held_status());
return true;
}
else
#if TAG_MAJOR_VERSION == 34
if (weapon->sub_type != WPN_BLOWGUN)
#endif
{
if (!silent)
{
mprf("You cannot shoot with your %s while %s.",
weapon->name(DESC_BASENAME).c_str(), held_status());
}
return true;
}
// Else shooting is possible.
}
if (you.berserk())
{
if (!silent)
canned_msg(MSG_TOO_BERSERK);
return true;
}
// firing under confusion is allowed, but will be random
return false;
}
class ammo_only_action_cycler : public quiver::action_cycler
{
public:
// TODO: this could be much fancier, and perhaps allow reselecting an item
// once you are already in this interface. As it is, this class exists to
// keep the general quiver ui from appearing under fire_item_no_quiver.
// Possibly refactor most of fire_item_no_quiver into this class?
ammo_only_action_cycler()
: quiver::action_cycler::action_cycler()
{
}
string fire_key_hints() const override
{
return "";
}
bool targeter_handles_key(command_type) const override
{
return false;
}
};
// Basically does what throwing used to do: throw/fire an item without changing
// the quiver.
// TODO: move to quiver.cc?
void fire_item_no_quiver(dist *target)
{
dist targ_local;
if (!target)
target = &targ_local;
if (you.berserk())
{
canned_msg(MSG_TOO_BERSERK);
return;
}
if (inv_count() < 1)
{
canned_msg(MSG_NOTHING_CARRIED);
return;
}
// first find an action
auto a = _fire_prompt_for_item();
// handles slot == -1
if (!a || !a->is_valid())
{
string warn;
if (a && a->get_item() >= 0
&& !quiver::toss_validate_item(a->get_item(), &warn))
{
mpr(warn);
}
else if (!a)
canned_msg(MSG_OK);
return;
}
// This is kind of inelegant, but the following has two effects:
// * For interactive targeting, use the action_cycler interface, which is
// more general (though right now this generality is mostly unused).
// * Ensure that the regular fire history isn't affected by this call.
ammo_only_action_cycler q;
q.set(a);
if (target->needs_targeting())
q.target();
else
q.get()->trigger(*target);
if (target->isCancel)
canned_msg(MSG_OK);
}
static string _ammo_name(const item_def &item, item_def const *launcher)
{
if (launcher && is_unrandom_artefact(*launcher, UNRAND_DAMNATION))
return "a damnation bolt";
if (is_artefact(item))
return "the " + item.name(DESC_PLAIN);
return article_a(item.name(DESC_PLAIN), true);
}
static bool _returning(const item_def &item)
{
return item.is_type(OBJ_MISSILES, MI_BOOMERANG);
}
static void _setup_missile_beam(const actor *agent, bolt &beam,
item_def &item, item_def const *launcher)
{
const auto cglyph = get_item_glyph(item);
beam.glyph = cglyph.ch;
beam.colour = cglyph.col;
beam.was_missile = true;
if (agent->is_player())
{
beam.attitude = ATT_FRIENDLY;
beam.thrower = KILL_YOU_MISSILE;
}
else
{
const monster* mon = agent->as_monster();
beam.attitude = mons_attitude(*mon);
beam.thrower = KILL_MON_MISSILE;
}
beam.range = you.current_vision;
beam.source_id = agent->mid;
beam.launcher = launcher;
beam.item = &item;
beam.source = agent->pos();
beam.flavour = BEAM_MISSILE;
beam.pierce = is_penetrating_attack(*agent, launcher, item);
beam.aux_source.clear();
beam.name = item.name(DESC_PLAIN, false, false, false);
const unrandart_entry* entry = launcher && is_unrandom_artefact(*launcher)
? get_unrand_entry(launcher->unrand_idx) : nullptr;
if (entry && entry->launch)
{
entry->launch(&beam);
return;
}
if (item.base_type == OBJ_MISSILES
&& get_ammo_brand(item) == SPMSL_EXPLODING)
{
bolt *expl = new bolt(beam);
expl->is_explosion = true;
expl->damage = dice_def(2, 5);
expl->ex_size = 1;
if (beam.flavour == BEAM_MISSILE)
{
expl->flavour = BEAM_FRAG;
expl->name += " fragments";
const string short_name =
item.name(DESC_BASENAME, true, false, false, false);
expl->name = replace_all(expl->name, item.name(DESC_PLAIN),
short_name);
}
expl->name = "explosion of " + expl->name;
beam.special_explosion = expl;
}
}
static void _handle_cannon_fx(actor &act, const item_def &weapon, coord_def targ)
{
if (!weapon.is_type(OBJ_WEAPONS, WPN_HAND_CANNON))
return;
// blast smoke
for (fair_adjacent_iterator ai(act.pos()); ai; ++ai)
{
if (!in_bounds(*ai)
|| cell_is_solid(*ai)
|| cloud_at(*ai))
{
continue;
}
place_cloud(CLOUD_MAGIC_TRAIL, *ai, random_range(3, 6), &act);
break;
}
if (!is_unrandom_artefact(weapon, UNRAND_MULE))
return;
// knock back
if (coinflip())
act.stumble_away_from(targ, "Mule's kick");
}
static void _throw_noise(actor* act, const item_def &ammo)
{
ASSERT(act); // XXX: change to actor &act
if (is_throwable(act, ammo))
return;
const item_def* launcher = act->weapon();
if (launcher == nullptr || !is_range_weapon(*launcher))
return; // moooom, players are tossing their weapons again
const char* msg = nullptr;
int noise = 5;
// XXX: move both messages into item-prop.cc?
switch (launcher->sub_type)
{
case WPN_SLING:
msg = "You hear a sling whirr.";
break;
case WPN_SHORTBOW:
case WPN_ORCBOW:
case WPN_LONGBOW:
msg = "You hear a bow twang.";
break;
case WPN_ARBALEST:
msg = "You hear a crossbow thunk.";
break;
case WPN_TRIPLE_CROSSBOW:
msg = "You hear a triple crossbow go thunk-thunk-thunk.";
break;
case WPN_HAND_CANNON:
noise *= 2;
msg = "You hear a hand cannon's boom.";
break;
default:
die("Invalid launcher '%s'",
launcher->name(DESC_PLAIN).c_str());
return;
}
if (act->is_player() || you.can_see(*act))
msg = nullptr;
noisy(noise, act->pos(), msg, act->mid);
}
static void _player_shoot(bolt &pbolt, item_def &item, item_def const *launcher);
// throw_it - handles player throwing/firing only. Monster throwing is handled
// in mons_throw().
// called only from ammo_action::trigger; this could probably be further
// refactored to be a method of quiver::ammo_action.
void throw_it(quiver::action &a)
{
const item_def *primary = a.get_launcher();
const item_def *offhand = you.offhand_weapon();
const item_def *launcher = primary;
const item_def *alt_launcher = offhand;
if (primary && offhand && is_range_weapon(*offhand) && coinflip())
{
launcher = offhand;
alt_launcher = primary;
}
// launchers have get_item set to the launcher. But, if we are tossing
// the launcher itself, get_launcher() will be nullptr.
// XX can this api be simplified now that projectiles and launchers are
// completely distinct?
const int ammo_slot = launcher ? -1 : a.get_item();
if (you.confused())
{
do
{
a.target.target.x = you.pos().x + random2(13) - 6;
a.target.target.y = you.pos().y + random2(13) - 6;
} while (a.target.target == you.pos());
a.target.isValid = true;
a.target.cmd_result = CMD_FIRE;
}
else
{
// non-confused interactive or non-interactive firing
fire_target_behaviour beh(a);
direction_chooser_args args;
args.behaviour = &beh;
args.mode = TARG_HOSTILE;
args.self = confirm_prompt_type::cancel;
direction(a.target, args);
}
if (!a.target.isValid || a.target.isCancel)
return;
bolt pbolt;
pbolt.set_target(a.target);
item_def fake_proj;
item_def& thrown = fake_proj;
if (launcher)
populate_fake_projectile(*launcher, fake_proj);
else
thrown = you.inv[ammo_slot];
ASSERT(thrown.defined());
// Figure out if we're thrown or launched.
const bool is_thrown = is_throwable(&you, thrown);
// Make a copy of the item.
item_def item = thrown;
item.quantity = 1;
if (ammo_slot != -1)
item.slot = index_to_letter(item.link);
_setup_missile_beam(&you, pbolt, item, launcher);
// Don't trace at all when confused.
// Give the player a chance to be warned about helpless targets when using
// Portaled Projectile, but obviously don't trace a path.
bool aimed_at_foe = false;
if (!you.confused())
{
// Set values absurdly high to make sure the tracer will
// complain if we're attempting to fire through allies.
pbolt.damage = dice_def(1, 100);
// Init tracer variables.
player_beam_tracer tracer;
pbolt.overshoot_prompt = false;
pbolt.fire(tracer);
pbolt.hit = 0;
pbolt.damage = dice_def();
if (pbolt.friendly_past_target)
pbolt.aimed_at_spot = true;
if (tracer.has_hit_foe())
aimed_at_foe = true; // dubious
if (cancel_beam_prompt(pbolt, tracer))
{
you.turn_is_over = false;
return;
}
// Warn about Mule potentially knocking the player back into a trap.
if (launcher && is_unrandom_artefact(*launcher, UNRAND_MULE))
{
const coord_def back = you.stumble_pos(a.target.target);
if (!back.origin()
&& back != you.pos()
&& !check_moveto(back, "potentially stumble back", false))
{
you.turn_is_over = false;
return;
}
}
}
// Now start real firing!
origin_set_unknown(item);
// Even though direction is allowed, we're throwing so we
// want to use tx, ty to make the missile fly to map edge.
pbolt.set_target(a.target);
you.time_taken = you.attack_delay(&item).roll();
_player_shoot(pbolt, item, launcher);
if (ammo_slot != -1 && (pbolt.item_mulches || !_returning(item)))
dec_inv_item_quantity(ammo_slot, 1);
if (launcher && alt_launcher && is_range_weapon(*alt_launcher))
{
item_def alt_fake_proj;
populate_fake_projectile(*alt_launcher, alt_fake_proj);
bolt alt_pbolt;
alt_pbolt.set_target(a.target);
if (pbolt.friendly_past_target)
alt_pbolt.aimed_at_spot = true;
_setup_missile_beam(&you, alt_pbolt, alt_fake_proj, alt_launcher);
_player_shoot(alt_pbolt, alt_fake_proj, alt_launcher);
}
// ...any monster nearby can see that something has been thrown, even
// if it didn't make any noise.
alert_nearby_monsters();
you.turn_is_over = true;
if (aimed_at_foe && launcher && you.has_mutation(MUT_WARMUP_STRIKES))
you.rev_up(you.time_taken);
if ((launcher || is_thrown)
&& will_have_passive(passive_t::shadow_attacks)
&& item.base_type == OBJ_MISSILES
&& item.sub_type != MI_DART
&& item.sub_type != MI_THROWING_NET)
{
dithmenos_shadow_shoot(a.target, item);
}
if (aimed_at_foe && launcher && you.duration[DUR_PARAGON_ACTIVE])
paragon_attack_trigger();
}
// Once the player has committed to a target, shoot/throw/toss at it.
static void _player_shoot(bolt &pbolt, item_def &item, item_def const *launcher)
{
const int bow_brand = launcher ? get_weapon_brand(*launcher) : SPWPN_NORMAL;
const int ammo_brand = get_ammo_brand(item);
const bool returning = _returning(item);
const bool is_thrown = is_throwable(&you, item);
const bool tossing = !launcher && !is_thrown;
if (launcher)
{
practise_launching(*launcher);
if (is_unrandom_artefact(*launcher)
&& get_unrand_entry(launcher->unrand_idx)->type_name)
{
count_action(CACT_FIRE, launcher->unrand_idx);
}
else
count_action(CACT_FIRE, launcher->sub_type);
}
else if (is_thrown)
{
practise_throwing((missile_type)item.sub_type);
count_action(CACT_THROW, item.sub_type, OBJ_MISSILES);
}
// Create message.
mprf("You %s %s%s.",
is_thrown ? "throw" : launcher ? "shoot" : "toss away",
_ammo_name(item, launcher).c_str(),
you.current_vision == 0 ? " into the darkness" : "");
// Ensure we're firing a 'missile'-type beam.
pbolt.pierce = false;
pbolt.set_is_tracer(false);
pbolt.loudness = item.base_type == OBJ_MISSILES
? ammo_type_damage(item.sub_type) / 3
: 0; // Maybe not accurate, but reflects the damage.
// Mark this item as thrown if it's a missile, so that we'll pick it up
// when we walk over it.
if (item.base_type == OBJ_MISSILES)
item.flags |= ISFLAG_THROWN;
pbolt.item_mulches = !tossing && _thrown_object_destroyed(item);
pbolt.drop_item = !pbolt.item_mulches && !returning;
pbolt.hit = 0;
if (crawl_state.game_is_hints())
Hints.hints_throw_counter++;
const coord_def target = pbolt.target;
// XXX: Firing via beam will never hit a target outside our vision range,
// so create the ranged_attack manually when bumping into something
// during the start of Primordial Nightfall
if (you.current_vision == 0)
{
monster* mon = monster_at(target);
if (mon && mon->alive())
{
ranged_attack attk(&you, mon, launcher, pbolt.item, false, &you, false);
attk.attack();
}
}
else
pbolt.fire();
if (bow_brand == SPWPN_CHAOS || ammo_brand == SPMSL_CHAOS)
did_god_conduct(DID_CHAOS, 2 + random2(3), bow_brand == SPWPN_CHAOS);
if (bow_brand == SPWPN_SPEED)
did_god_conduct(DID_HASTY, 1, true);
if (ammo_brand == SPMSL_FRENZY)
did_god_conduct(DID_HASTY, 6 + random2(3), true);
if (returning && !pbolt.item_mulches)
{
// Fire beam in reverse.
pbolt.setup_retrace();
viewwindow();
update_screen();
pbolt.fire();
}
_throw_noise(&you, item);
if (launcher)
_handle_cannon_fx(you, *launcher, target);
if (pbolt.special_explosion != nullptr)
delete pbolt.special_explosion;
}
void setup_monster_throw_beam(monster* mons, bolt &beam)
{
beam.range = you.current_vision;
beam.source_id = mons->mid;
beam.glyph = dchar_glyph(DCHAR_FIRED_MISSILE);
beam.flavour = BEAM_MISSILE;
beam.thrower = KILL_MON_MISSILE;
beam.aux_source.clear();
beam.pierce = false;
}
bool mons_throw(monster* mons, bolt &beam, bool teleport)
{
ASSERT(beam.item);
const item_def &missile = *beam.item;
ASSERT(missile.base_type == OBJ_MISSILES);
// Energy is already deducted for the spell cast, if using portal projectile
// FIXME: should it use this delay and not the spell delay?
if (!teleport)
{
const int energy = mons->action_energy(EUT_MISSILE);
const int delay = mons->attack_delay(&missile).roll();
ASSERT(energy > 0);
ASSERT(delay > 0);
mons->speed_increment -= div_rand_round(energy * delay, 10);
}
// Dropping item copy, since the launched item might be different.
item_def item = missile;
item.quantity = 1;
item_def *launcher = nullptr;
if (!is_throwable(mons, item))
launcher = mons->weapon(0);
_setup_missile_beam(mons, beam, item, launcher);
beam.aimed_at_spot |= _returning(item);
// Avoid overshooting and potentially hitting the player.
// Piercing beams' tracers already account for this.
beam.aimed_at_spot |= mons->temp_attitude() == ATT_FRIENDLY
&& !beam.pierce;
if (beam.name.empty())
beam.name = item.name(DESC_PLAIN, false, false, false);
const bool thrown = is_throwable(mons, missile);
if (mons->observable())
{
mpr(make_stringf("%s%s %s %s.",
mons->name(DESC_THE).c_str(),
teleport ? " magically" : "",
thrown ? "throws" : "shoots",
article_a(beam.name).c_str()).c_str());
}
_throw_noise(mons, item);
beam.drop_item = item.sub_type == MI_THROWING_NET;
// Redraw the screen before firing, in case the monster just
// came into view and the screen hasn't been updated yet.
viewwindow();
update_screen();
const coord_def target = beam.target;
if (teleport)
{
beam.use_target_as_pos = true;
beam.affect_cell();
beam.affect_endpoint();
}
else
beam.fire();
if (beam.drop_item && dec_mitm_item_quantity(mons->inv[MSLOT_MISSILE], 1, false))
mons->inv[MSLOT_MISSILE] = NON_ITEM;
if (beam.special_explosion != nullptr)
delete beam.special_explosion;
// dubious...
if (mons->alive() && mons->weapon())
_handle_cannon_fx(*mons, *(mons->weapon()), target);
return true;
}
static bool _thrown_object_destroyed(const item_def &item)
{
if (item.base_type != OBJ_MISSILES)
return false;
if (ammo_always_destroyed(item))
return true;
if (ammo_never_destroyed(item))
return false;
const int base_chance = ammo_type_destroy_chance(item.sub_type);
const int brand = get_ammo_brand(item);
// Inflate by 2 to avoid rounding errors.
const int mult = 2;
int chance = base_chance * mult;
if (brand == SPMSL_CURARE)
chance /= 2;
dprf("mulch chance: %d in %d", mult, chance);
return x_chance_in_y(mult, chance);
}
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