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/**
* @file
* @brief functions used during combat
*/
#include "AppHdr.h"
#include "fight.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "act-iter.h"
#include "areas.h" // silenced
#include "art-enum.h"
#include "chardump.h"
#include "coord.h"
#include "coordit.h"
#include "delay.h"
#include "english.h"
#include "env.h"
#include "fineff.h"
#include "fprop.h"
#include "god-passive.h" // passive_t::shadow_attacks
#include "hints.h"
#include "invent.h"
#include "item-prop.h"
#include "item-use.h"
#include "losglobal.h"
#include "melee-attack.h"
#include "message.h"
#include "misc.h"
#include "mon-abil.h"
#include "mon-behv.h"
#include "mon-cast.h"
#include "mon-explode.h" // monster_explodes
#include "mon-place.h"
#include "mon-util.h"
#include "options.h"
#include "ouch.h"
#include "player.h"
#include "prompt.h"
#include "quiver.h"
#include "random-var.h"
#include "religion.h"
#include "shopping.h"
#include "spl-damage.h" // safe_discharge
#include "spl-summoning.h"
#include "state.h"
#include "stringutil.h"
#include "target.h"
#include "terrain.h"
#include "throw.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
/**
* What are the odds of an HD-checking confusion effect (e.g. Confusing Touch,
* Fungus Form, SPWPN_CHAOS maybe) to confuse a monster of the given HD?
*
* @param HD The current hit dice (level) of the monster to confuse.
* @return A percentage chance (0-100) of confusing that monster.
* (Except it tops out at 80%.)
*/
int melee_confuse_chance(int HD)
{
return max(80 * (24 - HD) / 24, 0);
}
/**
* What is the player's to-hit for aux attacks, before randomization?
*/
int aux_to_hit()
{
int to_hit = 1300
+ you.dex() * 75
+ you.skill(SK_FIGHTING, 30);
to_hit /= 100;
if (you.get_mutation_level(MUT_EYEBALLS))
to_hit += 2 * you.get_mutation_level(MUT_EYEBALLS) + 1;
if (you.duration[DUR_VERTIGO])
to_hit -= 5;
to_hit += you.slaying();
return to_hit;
}
static double _to_hit_hit_chance(const monster_info& mi, attack &atk, bool melee,
int to_land, bool is_aux = false)
{
if (to_land >= AUTOMATIC_HIT)
return 1.0;
const double AUTO_MISS_CHANCE = is_aux ? 0 : 2.5;
const double AUTO_HIT_CHANCE = is_aux ? 3.3333 : 2.5;
int ev = mi.ev + (!melee && mi.is(MB_DEFLECT_MSL) ? DEFLECT_MISSILES_EV_BONUS : 0);
if (ev <= 0)
return 1 - AUTO_MISS_CHANCE / 200.0;
int hits = 0;
for (int rolled_mhit = 0; rolled_mhit < to_land; rolled_mhit++)
{
// Apply post-roll manipulations:
int adjusted_mhit = rolled_mhit + atk.post_roll_to_hit_modifiers(rolled_mhit, false);
// But the above will bail out because there's no defender in the attack object,
// so we reproduce any possibly relevant effects here:
adjusted_mhit += mi.lighting_modifiers();
// And this duplicates ranged_attack::post_roll_to_hit_modifiers().
if (!melee && mi.is(MB_BULLSEYE_TARGET))
{
adjusted_mhit += calc_spell_power(SPELL_DIMENSIONAL_BULLSEYE)
/ 2 / BULLSEYE_TO_HIT_DIV;
}
// Now count the hit if it's above target ev
if (adjusted_mhit >= ev)
hits++;
}
double hit_chance = ((double)hits) / to_land;
// Apply Bayes Theorem to account for auto hit and miss.
hit_chance = hit_chance * (1 - AUTO_MISS_CHANCE / 200.0)
+ (1 - hit_chance) * AUTO_HIT_CHANCE / 200.0;
return hit_chance;
}
static bool _to_hit_is_invisible(const monster_info& mi)
{
// Replicates player->visible_to(defender)
if (mi.attitude == ATT_FRIENDLY)
return false;
if (mi.has_trivial_ench(ENCH_BLIND))
return true;
return you.invisible() && !mi.can_see_invisible() && !you.in_water();
}
static double _to_hit_shield_chance(const monster_info& mi,
bool melee, int to_land, bool penetrating)
{
// Duplicates more logic that is defined in attack::attack_shield_blocked, and
// melee_attack and ranged_attack classes, for real attacks, and also
// monster::shield_bonus (since it's randomised and loses some resolution
// through division, it's more accurate to use floating point math here.)
// Guaranteed hits should ignore the shield as well
if (to_land >= AUTOMATIC_HIT)
return 0;
// Shield bonus is -100 if incapacitated or the roll is too low, resolve
// that first. Monster can only block at all if shield_class > 2.
if (mi.incapacitated() || mi.sh <= 2)
return 0;
// There is also a check for a ranged attacker to ignore a shield, but we can't call
// the same function because it needs a real defender; instead we simply pass in
// penetration (since we might want to set it another way for e.g. spells)
if (!melee && !player_omnireflects() && penetrating)
return 0;
// Main check
const int con_block = you.shield_bypass_ability(to_land);
// This is an approximation of the average result of shield_bonus, which
// looks odd due to how integer rounding affects the result for different
// values of sh. It's a sequence of fractions looking like:
// 1/3, 2/4, 4/5, 6/6, 9/7, 12/8, 16/9, 20/10 ... (for sh starting from 3)
const int pro_mult = (mi.sh - 1) / 2;
double pro_block = (double)(pro_mult * (mi.sh - pro_mult - 1)) / (double)mi.sh;
// Slightly inaccurate for very low shield values as the chance should be
// zero below a certain sh, due to integer division in attack_shield_blocked.
if (_to_hit_is_invisible(mi))
pro_block /= 3.0;
// Shield exhaustion would be checked at this point but it's only meaningful
// for multiple hits, so for basic hit chance we assume no exhaustion.
// Final average
return min(1.0, max(0.0, pro_block / (double)con_block));
}
/**
* Return the odds of a provided attack hitting a defender defined as a
* monster_info, rounded to the nearest percent.
*
* @return To-hit percent between 0 and 100 (inclusive).
*/
int to_hit_pct(const monster_info& mi, attack &atk, bool melee,
bool penetrating, int distance)
{
const int to_land = atk.calc_pre_roll_to_hit(false);
const double hit_chance = _to_hit_hit_chance(mi, atk, melee, to_land);
const double shield_chance = _to_hit_shield_chance(mi, melee, to_land, penetrating);
const int blind_miss_chance = player_blind_miss_chance(distance);
return (int)(hit_chance * (1.0 - shield_chance) * 100 * (100 - blind_miss_chance) / 100);
}
/**
* Return the odds of the player hitting a defender defined as a
* monster_info with an auxiliary melee attack, rounded to the nearest percent.
*/
int to_hit_pct_aux(const monster_info& mi, attack &atk)
{
const int to_land = aux_to_hit();
const double hit_chance = _to_hit_hit_chance(mi, atk, true, to_land, true);
const double shield_chance = _to_hit_shield_chance(mi, true, to_land, false);
const int blind_miss_chance = player_blind_miss_chance(1);
return (int)(hit_chance * (1.0 - shield_chance) * 100 * (100 - blind_miss_chance) / 100);
}
/**
* Return the base to-hit bonus that a monster with the given HD gets.
* @param hd The hit dice (level) of the monster.
* @param skilled Does the monster have bonus to-hit from the fighter or archer flag?
*
* @return A base to-hit value, before equipment, statuses, etc.
*/
int mon_to_hit_base(int hd, bool skilled)
{
const int hd_mult = skilled ? 5 : 3;
return 18 + hd * hd_mult / 2;
}
int mon_shield_bypass(int hd)
{
return 15 + hd * 2 / 3;
}
/**
* Return the odds of a monster attack with the given to-hit bonus hitting the given ev (scaled by 100),
* rounded to the nearest percent.
*
* TODO: deduplicate with to_hit_pct().
*
* @return To-hit percent between 0 and 100 (inclusive).
*/
int mon_to_hit_pct(int to_land, int scaled_ev)
{
if (to_land >= AUTOMATIC_HIT)
return 100;
if (scaled_ev <= 0)
return 100 - MIN_HIT_MISS_PERCENTAGE / 2;
++to_land; // per calc_to_hit()
const int ev = scaled_ev/100;
// EV is random-rounded, so the actual value might be either ev or ev+1.
// We repeat the calculation below once for each case
int hits_lower = 0;
for (int ev1 = 0; ev1 < ev; ev1++)
for (int ev2 = 0; ev2 < ev; ev2++)
hits_lower += max(0, to_land - (ev1 + ev2));
double hit_chance_lower = ((double)hits_lower) / (to_land * ev * ev);
int hits_upper = 0;
for (int ev1 = 0; ev1 < ev+1; ev1++)
for (int ev2 = 0; ev2 < ev+1; ev2++)
hits_upper += max(0, to_land - (ev1 + ev2));
double hit_chance_upper = ((double)hits_upper) / (to_land * (ev+1) * (ev+1));
double hit_chance = ((100 - (scaled_ev % 100)) * hit_chance_lower + (scaled_ev % 100) * hit_chance_upper) / 100;
// Apply Bayes Theorem to account for auto hit and miss.
hit_chance = hit_chance * (1 - MIN_HIT_MISS_PERCENTAGE / 200.0)
+ (1 - hit_chance) * MIN_HIT_MISS_PERCENTAGE / 200.0;
return (int)(hit_chance*100);
}
int mon_beat_sh_pct(int bypass, int scaled_sh)
{
if (scaled_sh <= 0)
return 100;
int sh = scaled_sh/100;
// SH is random-rounded, so the actual value might be either sh or sh+1.
// We repeat the calculation below once for each case
sh *= 2; // per shield_bonus()
int hits_lower = 0;
for (int sh1 = 0; sh1 < sh; sh1++)
{
for (int sh2 = 0; sh2 < sh; sh2++)
{
int adj_sh = (sh1 + sh2) / (3*2) - 1;
hits_lower += max(0, bypass - adj_sh);
}
}
const int denom_lower = sh * sh * bypass;
double hit_chance_lower = ((double)hits_lower * 100) / denom_lower;
sh += 2; // since we already multiplied by 2
int hits_upper = 0;
for (int sh1 = 0; sh1 < sh; sh1++)
{
for (int sh2 = 0; sh2 < sh; sh2++)
{
int adj_sh = (sh1 + sh2) / (3*2) - 1;
hits_upper += max(0, bypass - adj_sh);
}
}
const int denom_upper = sh * sh * bypass;
double hit_chance_upper = ((double)hits_upper * 100) / denom_upper;
double hit_chance = ((100 - (scaled_sh % 100)) * hit_chance_lower + (scaled_sh % 100) * hit_chance_upper) / 100;
return (int)hit_chance;
}
/**
* Switch from a bad weapon to melee.
*
* This function assumes some weapon is being wielded.
* @return whether a swap did occur.
*/
static bool _autoswitch_to_melee()
{
// It's not a good idea to quietly replace an attack action with one that
// takes 5 times as long. Even prompting would be better.
if (you.has_mutation(MUT_SLOW_WIELD))
return false;
item_def* weapon = you.weapon();
bool penance;
if (!weapon
// don't autoswitch from a weapon that needs a warning
|| is_melee_weapon(*weapon)
&& !needs_handle_warning(*weapon, OPER_ATTACK, penance))
{
return false;
}
// Only try autoswapping if weapon is in slot a or b
int item_slot;
if (weapon->link == letter_to_index('a'))
item_slot = letter_to_index('b');
else if (weapon->link == letter_to_index('b'))
item_slot = letter_to_index('a');
else
return false;
// don't autoswitch to a weapon that needs a warning, or to a non-weapon
if (!you.inv[item_slot].defined()
|| !is_melee_weapon(you.inv[item_slot])
|| needs_handle_warning(you.inv[item_slot], OPER_ATTACK, penance))
{
return false;
}
// auto_switch handles the item slots itself
return auto_wield();
}
static bool _can_shoot_with(const item_def *weapon)
{
// TODO: dedup elsewhere.
return weapon
&& is_range_weapon(*weapon)
&& !you.attribute[ATTR_HELD]
&& !you.berserk();
}
static void _do_medusa_stinger()
{
vector<monster*> targs;
for (monster_near_iterator mi(&you, LOS_NO_TRANS); mi; ++mi)
{
if (mi->temp_attitude() == ATT_HOSTILE && !mi->is_firewood()
&& grid_distance(you.pos(), mi->pos()) <= 2)
{
targs.push_back(*mi);
}
}
if (targs.empty())
return;
shuffle_array(targs);
int num = min(div_rand_round(get_form()->get_effect_size(), 10), (int)targs.size());
for (int i = 0; i < num; ++i)
{
melee_attack sting(&you, targs[i]);
sting.player_do_aux_attack(UNAT_MEDUSA_STINGER);
}
you.did_trigger(DID_MEDUSA_STINGER);
}
/**
* Handle melee combat between attacker and defender.
*
* Combat effects should generally not go here, unless intended to be once per
* complete attack action (including all of a monster's multiple attacks). This
* is merely a wrapper function which is used to start combat.
*
* @param[in] attacker,defender The (non-null) participants in the attack.
* Either may be killed as a result of the attack.
* @param is_rampage Is this an attack caused by rampaging? Adjusts damage of
* the attack based on movement speed and possibly staggers
* the target. (Only effect for player attackers)
* @param[out] did_hit If non-null, receives true if the attack hit the
* defender, and false otherwise.
* @param simu Is this a simulated attack? Disables a few problematic
* effects such as blood spatter and distortion teleports.
*
* @return Whether the attack took time (i.e. wasn't cancelled).
*/
bool fight_melee(actor *attacker, actor *defender, bool is_rampage,
bool *did_hit, bool simu)
{
ASSERT(attacker); // XXX: change to actor &attacker
ASSERT(defender); // XXX: change to actor &defender
// A dead defender would result in us returning true without actually
// taking an action. But allow just passing our turn if we try to attack a
// monster mid-revival (since they're still actually supposed to be there).
if (!defender->alive())
{
if (defender->alive_or_reviving())
{
// Still consume energy so we don't cause an infinite loop
if (monster* mon = attacker->as_monster())
mon->lose_energy(EUT_ATTACK);
return true;
}
else
{
die("%s trying to attack a dead %s", attacker->name(DESC_THE).c_str(),
defender->name(DESC_THE).c_str());
}
}
if (defender->is_player())
{
ASSERT(!crawl_state.game_is_arena());
// Friendly and good neutral monsters won't attack unless confused.
if (attacker->as_monster()->wont_attack()
&& !mons_is_confused(*attacker->as_monster())
&& !attacker->as_monster()->has_ench(ENCH_FRENZIED))
{
return false;
}
// In case the monster hasn't noticed you, bumping into it will
// change that.
behaviour_event(attacker->as_monster(), ME_ALERT, defender);
}
else if (attacker->is_player())
{
ASSERT(!crawl_state.game_is_arena());
// Can't damage orbs this way.
if (mons_is_projectile(defender->type) && !you.confused())
{
you.turn_is_over = false;
return false;
}
if (!simu && you.weapon() && !you.confused())
{
if (Options.auto_switch && _autoswitch_to_melee())
return true; // Is this right? We did take time, but we didn't melee
if (_can_shoot_with(you.weapon()) && !you.duration[DUR_CONFUSING_TOUCH])
{
if (do_player_ranged_attack(defender->pos()))
{
you.time_taken = you.attack_delay().roll();
you.turn_is_over = true;
return true;
}
else
return false;
}
}
melee_attack attk(&you, defender);
if (simu)
attk.simu = true;
// We're trying to hit a monster, break out of travel/explore now.
interrupt_activity(activity_interrupt::hit_monster,
defender->as_monster());
// Check if the player is fighting with something unsuitable,
// or someone unsuitable.
if (you.can_see(*defender) && !simu && !wielded_weapon_check())
{
you.turn_is_over = false;
return false;
}
// Rampage attacks happen at movement speed, so proportionally lower the
// damage of an attack which would otherwise have been slower than this.
if (is_rampage)
{
const int attack_delay = you.attack_delay().roll() * BASELINE_DELAY;
const int move_delay = player_movement_speed() * player_speed();
if (attack_delay > move_delay)
attk.dmg_mult = (move_delay * 100 / attack_delay) - 100;
}
const bool success = attk.launch_attack_set();
if (attk.cancel_attack)
you.turn_is_over = false;
else
you.time_taken = you.melee_attack_delay().roll();
if (!success)
return !attk.cancel_attack;
if (did_hit)
*did_hit = attk.did_hit;
count_action(CACT_ATTACK, ATTACK_NORMAL);
return true;
}
// If execution gets here, attacker != Player, so we can safely continue
// with processing the number of attacks a monster has without worrying
// about unpredictable or weird results from players.
// Spectral weapons should only attack when triggered by their summoner,
// which is handled via spectral_weapon_fineff. But if they bump into a
// valid attack target during their subsequent wanderings, they will still
// attempt to attack it via this method, which they should not.
if (attacker->as_monster()->type == MONS_SPECTRAL_WEAPON)
{
// Still consume energy so we don't cause an infinite loop
attacker->as_monster()->lose_energy(EUT_ATTACK);
return false;
}
melee_attack attk(attacker, defender);
attk.simu = simu;
attk.launch_attack_set();
if (did_hit)
*did_hit = attk.did_hit;
if (!attacker->alive())
return true;
// Lose energy for the attack.
int energy = attacker->as_monster()->action_energy(EUT_ATTACK);
int delay = attacker->attack_delay().roll();
dprf(DIAG_COMBAT, "Attack delay %d, multiplier %1.1f", delay, energy * 0.1);
ASSERT(energy > 0);
ASSERT(delay > 0);
attacker->as_monster()->speed_increment -= div_rand_round(energy * delay, 10);
// Here, rather than in melee_attack, so that it only triggers on attack
// actions, rather than additional times for bonus attacks (ie: from Autumn Katana)
if (attacker->as_monster()->type == MONS_PLATINUM_PARAGON)
paragon_charge_up(*attacker->as_monster());
return true;
}
/**
* Tracks that the player made an attack attempt this turn. This will prevent
* various status effects from losing duration that turn, as well as potentially
* trigger follow-up actions like Dith shadow mimic.
*
* Calling this is normally handled by melee_attack::launch_attack_set(), but
* certain special attacks like Whirlwind will need to call this manually
* afterward (so that each attack of the set still counts as a single attack action).
*
* @param trigger_effects Whether to trigger post-attack effects like shadow
* mimic or paragon.
* @param maintain_statuses Whether to maintain durations like Werefury or
* Detonation Catalyst. (Typically false only if this
* attack was entirely against firewood or friendly
* targets.)
* @param primary_target The primary target of an attack action, if any.
* (It may already be dead at this point, or may never
* have existed for things like WJC Whirlwind).
*/
void player_attempted_attack(bool trigger_effects, bool maintain_statuses,
actor* primary_target)
{
// Berserking can be extended even by attacking firewood. (Other things cannot.)
you.apply_berserk_penalty = false;
you.berserk_penalty = 0;
if (maintain_statuses)
you.attempted_attack = true;
if (!trigger_effects)
return;
you.attribute[ATTR_SUNDERING_CHARGE]++;
if (will_have_passive(passive_t::shadow_attacks))
dithmenos_shadow_melee(primary_target);
if (you.duration[DUR_PARAGON_ACTIVE] && !you.triggers_done[DID_PARAGON])
paragon_attack_trigger();
if (you.form == transformation::sun_scarab && !you.triggers_done[DID_SOLAR_EMBER])
solar_ember_blast();
if (you.form == transformation::medusa && !you.triggers_done[DID_MEDUSA_STINGER])
_do_medusa_stinger();
if (you.has_mutation(MUT_WARMUP_STRIKES) && !you.triggers_done[DID_REV_UP])
you.rev_up(you.melee_attack_delay().roll());
}
/**
* What is the best stab type that could be applied against a given monster
* right now? (Ignoring the player's own potential incapacitation.)
*
* Note that while all of these stab types map to only two tiers of mechnical
* power, the specific type is still noted in the action count section of
* character dumps.
*
* @param victim The monster being sized up by the player.
* @return The best (most damaging) kind of stab available against this
* monser, or STAB_NO_STAB if none is available.
*/
stab_type find_player_stab_type(const monster &victim)
{
// No stabbing monsters that cannot fight (e.g. plants) or monsters
// the attacker can't see (either due to invisibility or being behind
// opaque clouds).
if (victim.is_firewood())
return STAB_NO_STAB;
if (!you.can_see(victim))
return STAB_NO_STAB;
// sleeping
if (victim.asleep())
return STAB_SLEEPING;
// paralysed
if (victim.paralysed())
return STAB_PARALYSED;
// petrified
if (victim.petrified())
return STAB_PETRIFIED;
// petrifying
if (victim.petrifying())
return STAB_PETRIFYING;
// held in a net
if (victim.caught())
return STAB_HELD_IN_NET;
// invisible
if (!you.visible_to(&victim))
{
if (victim.has_ench(ENCH_BLIND))
return STAB_BLIND;
else
return STAB_INVISIBLE;
}
// fleeing
if (mons_is_fleeing(victim))
return STAB_FLEEING;
// allies
if (victim.friendly())
return STAB_ALLY;
// confused (but not perma-confused)
if (mons_is_confused(victim, false))
return STAB_CONFUSED;
// Distracted
if (mons_looks_distracted(victim))
return STAB_DISTRACTED;
return STAB_NO_STAB;
}
/**
* What bonus does this type of stab give the player when attacking?
*
* @param The type of stab in question; e.g. STAB_SLEEPING.
* @return The bonus the stab gives. Note that this is used as a divisor for
* damage, so the larger the value we return here, the less bonus
* damage will be done.
*/
int stab_bonus_denom(stab_type stab)
{
// XXX: if we don't get rid of this logic, turn it into a static array.
switch (stab)
{
case STAB_NO_STAB:
case NUM_STABS:
return 0;
case STAB_SLEEPING:
case STAB_PARALYSED:
case STAB_PETRIFIED:
return 1;
default:
return 4;
}
}
static bool _is_boolean_resist(beam_type flavour)
{
switch (flavour)
{
case BEAM_ELECTRICITY:
case BEAM_MIASMA:
case BEAM_STICKY_FLAME:
case BEAM_WATER: // water asphyxiation damage,
// bypassed by being water inhabitant.
case BEAM_POISON:
return true;
default:
return false;
}
}
// Gets the percentage of the total damage of this damage flavour that can
// be resisted.
static inline int _get_resistible_fraction(beam_type flavour)
{
switch (flavour)
{
case BEAM_WATER:
case BEAM_ICE:
case BEAM_THUNDER:
case BEAM_LAVA:
return 50;
case BEAM_POISON_ARROW:
case BEAM_MERCURY:
return 70;
default:
return 100;
}
}
// Converts a beam flavour into the 'basic' flavour that checks that resist.
beam_type get_beam_resist_type(beam_type flavour)
{
switch (flavour)
{
// Note that Steam is *not* here, even if it also effectively checks
// rF, since rSteam on its own is a thing actors can have.
case BEAM_FIRE:
case BEAM_LAVA:
return BEAM_FIRE;
case BEAM_COLD:
case BEAM_ICE:
return BEAM_COLD;
case BEAM_ELECTRICITY:
case BEAM_THUNDER:
case BEAM_STUN_BOLT:
return BEAM_ELECTRICITY;
case BEAM_NEG:
case BEAM_PAIN:
case BEAM_MALIGN_OFFERING:
case BEAM_VAMPIRIC_DRAINING:
return BEAM_NEG;
case BEAM_POISON:
case BEAM_POISON_ARROW:
case BEAM_MERCURY:
return BEAM_POISON;
// Entirely for Qazlal's elemental adaptation passive, counting for
// 'physical damage'.
case BEAM_MISSILE:
case BEAM_MMISSILE:
case BEAM_FRAG:
case BEAM_CRYSTALLISING:
case BEAM_SEISMIC:
case BEAM_BOLAS:
case BEAM_AIR:
return BEAM_MISSILE;
default:
return flavour;
}
}
static int _beam_to_resist(const actor* defender, beam_type flavour)
{
switch (flavour)
{
case BEAM_FIRE:
return defender->res_fire();
case BEAM_DAMNATION:
return defender->res_damnation();
case BEAM_STEAM:
return defender->res_steam();
case BEAM_COLD:
return defender->res_cold();
case BEAM_WATER:
return defender->res_water_drowning();
case BEAM_ELECTRICITY:
return defender->res_elec();
case BEAM_NEG:
return defender->res_negative_energy();
case BEAM_ACID:
return defender->res_corr();
case BEAM_POISON:
return defender->res_poison();
case BEAM_HOLY:
return defender->res_holy_energy();
case BEAM_FOUL_FLAME:
return defender->res_foul_flame();
default:
return 0;
}
}
/**
* Adjusts damage for elemental resists, electricity and poison.
*
* For players, damage is reduced to 1/2, 1/3, or 1/5 if res has values 1, 2,
* or 3, respectively. "Boolean" resists (rElec, rPois) reduce damage to 1/3.
* rN is a special case that reduces damage to 1/2, 1/4, 0 instead.
*
* For monsters, damage is reduced to 1/2, 1/5, and 0 for 1/2/3 resistance.
* "Boolean" resists give 1/3, 1/6, 0 instead.
*
* @param defender The victim of the attack.
* @param flavour The type of attack having its damage adjusted.
* (Does not necessarily imply the attack is a beam.)
* @param rawdamage The base damage, to be adjusted by resistance.
* @return The amount of damage done, after resists are applied.
*/
int resist_adjust_damage(const actor* defender, beam_type flavour, int rawdamage)
{
const beam_type base_flavour = get_beam_resist_type(flavour);
const int res = _beam_to_resist(defender, base_flavour);
if (!res)
return rawdamage;
const bool is_mon = defender->is_monster();
const int resistible_fraction = _get_resistible_fraction(flavour);
int resistible = rawdamage * resistible_fraction / 100;
const int irresistible = rawdamage - resistible;
if (res > 0)
{
const bool immune_at_3_res = is_mon
|| base_flavour == BEAM_NEG
|| base_flavour == BEAM_POISON
|| flavour == BEAM_HOLY
|| flavour == BEAM_FOUL_FLAME;
if (immune_at_3_res && res >= 3 || res > 3)
resistible = 0;
else
{
// Is this a resist that claims to be boolean for damage purposes?
const int bonus_res = (_is_boolean_resist(base_flavour) ? 1 : 0);
// Monster resistances are stronger than player versions.
if (is_mon)
resistible /= 1 + bonus_res + res * res;
else if (base_flavour == BEAM_NEG)
resistible /= res * 2;
else
resistible /= (3 * res + 1) / 2 + bonus_res;
}
}
else if (res < 0)
resistible = resistible * 15 / 10;
return max(resistible + irresistible, 0);
}
// Reduce damage by AC.
// In most cases, we want AC to mostly stop weak attacks completely but affect
// strong ones less, but the regular formula is too hard to apply well to cases
// when damage is spread into many small chunks.
//
// Every point of damage is processed independently. Every point of AC has
// an independent 1/81 chance of blocking that damage.
//
// AC 20 stops 22% of damage, AC 40 -- 39%, AC 80 -- 63%.
int apply_chunked_AC(int dam, int ac)
{
double chance = pow(80.0/81, ac);
uint64_t cr = chance * (((uint64_t)1) << 32);
int hurt = 0;
for (int i = 0; i < dam; i++)
if (rng::get_uint32() < cr)
hurt++;
return hurt;
}
///////////////////////////////////////////////////////////////////////////
static bool _weapon_is_bad(const item_def *weapon, bool &penance)
{
if (!weapon)
return false;
return needs_handle_warning(*weapon, OPER_ATTACK, penance)
|| !is_melee_weapon(*weapon) && !_can_shoot_with(weapon);
}
/// If we have an off-hand weapon, will it attack when we fire/swing our main weapon?
static bool _rangedness_matches(const item_def *weapon, const item_def *offhand)
{
if (!offhand)
return true;
return (!weapon || is_melee_weapon(*weapon)) == is_melee_weapon(*offhand);
}
static string _describe_weapons(const item_def *weapon,
const item_def *offhand)
{
if (!weapon && !offhand)
return "nothing";
if (!weapon)
return offhand->name(DESC_YOUR).c_str();
if (!offhand)
return weapon->name(DESC_YOUR).c_str();
return make_stringf("%s and %s",
weapon->name(DESC_YOUR).c_str(),
offhand->name(DESC_YOUR).c_str());
}
static bool _missing_weapon(const item_def *weapon, const item_def *offhand)
{
if (weapon || offhand) // TODO: maybe should warn for untrained UC here..?
return false;
// OK, we're unarmed. Is that... a bad thing?
// Don't pester the player if they're using UC, in treeform,
// or if they don't have any melee weapons yet.
return !you.skill(SK_UNARMED_COMBAT)
&& you.form != transformation::tree
&& any_of(you.inv.begin(), you.inv.end(),
[](item_def &it) {
return is_melee_weapon(it) && can_equip_item(it);
});
}
bool wielded_weapon_check(string attack_verb)
{
const item_def *weapon = you.weapon();
const item_def *offhand = you.offhand_weapon();
if (you.received_weapon_warning || you.confused())
return true;
bool penance = false;
const bool primary_bad = _weapon_is_bad(weapon, penance);
// Important: check rangedness_matches *before* checking weapon_is_bad
// for the offhand, so that we don't incorrectly claim you'll get penance
// for a weapon that won't even attack!
const bool offhand_bad = !_rangedness_matches(weapon, offhand)
|| _weapon_is_bad(offhand, penance);
if (!primary_bad && !offhand_bad && !_missing_weapon(weapon, offhand))
return true;
string wpn_desc = _describe_weapons(weapon, offhand);
string prompt;
prompt = make_stringf("Really %s while wielding %s?",
attack_verb.size() ? attack_verb.c_str() : "attack",
wpn_desc.c_str());
if (penance)
prompt += " This could place you under penance!";
const bool result = yesno(prompt.c_str(), true, 'n');
if (!result)
canned_msg(MSG_OK);
learned_something_new(HINT_WIELD_WEAPON); // for hints mode Rangers
// Don't warn again if you decide to continue your attack.
if (result)
you.received_weapon_warning = true;
return result;
}
bool player_unrand_bad_attempt(const item_def &weapon,
const actor *defender,
bool check_only)
{
const monster* defending_monster = defender ? defender->as_monster() :
nullptr;
if (is_unrandom_artefact(weapon, UNRAND_VARIABILITY)
|| is_unrandom_artefact(weapon, UNRAND_SINGING_SWORD)
&& !silenced(you.pos()))
{
targeter_radius hitfunc(&you, LOS_NO_TRANS);
return stop_attack_prompt(hitfunc, "attack",
nullptr, nullptr, defending_monster,
check_only);
}
if (is_unrandom_artefact(weapon, UNRAND_TORMENT))
{
targeter_radius hitfunc(&you, LOS_NO_TRANS);
return stop_attack_prompt(hitfunc, "attack",
[] (const actor *m)
{
return !m->res_torment();
},
nullptr, defending_monster,
check_only);
}
if (!defender)
return false;
return player_unrand_bad_target(weapon, *defender, check_only);
}
bool player_unrand_bad_attempt(const item_def *weapon,
const item_def *offhand,
const actor *defender,
bool check_only)
{
return weapon && ::player_unrand_bad_attempt(*weapon, defender, check_only)
|| offhand && ::player_unrand_bad_attempt(*offhand, defender, check_only);
}
bool player_unrand_bad_target(const item_def &weapon,
const actor &defender,
bool check_only)
{
const monster* defending_monster = defender.as_monster();
if (is_unrandom_artefact(weapon, UNRAND_DEVASTATOR))
{
targeter_smite hitfunc(&you, LOS_RADIUS, 1, 1);
hitfunc.set_aim(defender.pos());
return stop_attack_prompt(hitfunc, "attack near",
nullptr, nullptr, defending_monster,
check_only);
}
if (is_unrandom_artefact(weapon, UNRAND_ARC_BLADE))
{
if (you.pos().distance_from(defender.pos()) <= 1)
return !safe_discharge(you.pos(), check_only, true, true);
return !safe_discharge(defender.pos(), check_only, false, true);
}
return false;
}
bool player_unrand_bad_target(const item_def *weapon,
const item_def *offhand,
const actor &defender,
bool check_only)
{
return weapon && ::player_unrand_bad_target(*weapon, defender, check_only)
|| offhand && ::player_unrand_bad_target(*offhand, defender, check_only);
}
/**
* Should the given attacker cleave into the given victim with an axe or axe-
* like weapon?
*
* @param attacker The creature doing the cleaving.
* @param defender The potential cleave-ee.
* @return True if the attack should try to cleave into the defender.
*/
bool should_cleave_into(const actor &attacker, const actor &defender)
{
if (could_harm_enemy(&attacker, &defender))
return true;
// The player should only cleave into neutrals if they're frenzied.
if (attacker.is_player()
&& mons_attitude(*defender.as_monster()) == ATT_NEUTRAL)
{
return defender.as_monster()->has_ench(ENCH_FRENZIED);
}
// The defender is either immune to the attack's efforts or not an enemy.
return false;
}
bool _monster_has_reachcleave(const actor &attacker)
{
if (attacker.is_monster()
&& attacker.as_monster()->has_attack_flavour(AF_REACH_CLEAVE_UGLY))
{
return true;
}
return false;
}
/**
* Force cleave attacks. Used for melee actions that don't have targets, e.g.
* attacking empty space (otherwise, cleaving is handled in melee_attack).
*
* @param target the nominal target of the original attack.
* @return whether there were cleave targets relative to the player and `target`.
*/
bool force_player_cleave(coord_def target)
{
list<actor*> cleave_targets;
get_cleave_targets(you, target, cleave_targets);
if (item_def* offhand_weapon = you.offhand_weapon())
get_cleave_targets(you, target, cleave_targets, -1, false, offhand_weapon);
if (!cleave_targets.empty())
{
// Rift is too funky and hence gets no special treatment.
const int range = you.reach_range();
targeter_cleave hitfunc(&you, target, range);
if (stop_attack_prompt(hitfunc, "attack"))
return true;
melee_attack atk(&you, nullptr);
atk.launch_attack_set();
count_action(CACT_ATTACK, ATTACK_NORMAL);
return true;
}
return false;
}
bool attack_cleaves(const actor &attacker, const item_def *weap)
{
if (attacker.is_player()
&& (you.form == transformation::storm || you.duration[DUR_CLEAVE]))
{
return true;
}
else if (attacker.is_monster()
&& (attacker.as_monster()->has_ench(ENCH_INSTANT_CLEAVE)
|| _monster_has_reachcleave(attacker)))
{
return true;
}
return weap && weapon_cleaves(*weap);
}
bool weapon_cleaves(const item_def &weap)
{
return item_attack_skill(weap) == SK_AXES
|| is_unrandom_artefact(weap, UNRAND_LOCHABER_AXE);
}
int weapon_hits_per_swing(const item_def &weap)
{
if (!weap.is_type(OBJ_WEAPONS, WPN_QUICK_BLADE))
return 1;
if (is_unrandom_artefact(weap, UNRAND_GYRE))
return 4;
return 2;
}
bool weapon_multihits(const item_def *weap)
{
return weap && weapon_hits_per_swing(*weap) > 1;
}
/**
* List potential cleave targets (adjacent hostile creatures), including the
* defender itself.
*
* @param attacker[in] The attacking creature.
* @param def[in] The location of the targeted defender, or (0,0) if
* there isn't one.
* @param targets[out] A list to be populated with targets.
* @param which_attack The attack_number (default -1, which uses the default weapon).
* @param force_cleaving Force the current attack to count as if it cleaves,
* even if it otherwise would not (ie: for Inugami instant
* cleave).
* @param weapon The weapon being used to make this attack.
* @param reach_bonus Bonus radius to be added to this calculation.
*/
void get_cleave_targets(const actor &attacker, const coord_def& def,
list<actor*> &targets, int which_attack,
bool force_cleaving, const item_def *weapon,
int reach_bonus)
{
// Prevent scanning invalid coordinates if the attacker dies partway through
// a cleave (due to hitting explosive creatures, or perhaps other things)
if (!attacker.alive())
return;
if (!def.origin() && actor_at(def))
targets.push_back(actor_at(def));
const item_def* weap = weapon ? weapon : attacker.weapon(which_attack);
if (!force_cleaving && !attack_cleaves(attacker, weap))
return;
const coord_def atk = attacker.pos();
// Players in aqua form specifically do not get enormous cleaving, but
// monsters with natural reach cleave for their while reach.
const int cleave_radius = (attacker.is_monster() ? attacker.reach_range()
: weap ? weapon_reach(*weap) : 1) + reach_bonus;
for (distance_iterator di(atk, true, true, cleave_radius); di; ++di)
{
if (*di == def) continue; // no double jeopardy
actor *target = actor_at(*di);
if (!target || !should_cleave_into(attacker, *target))
continue;
if (di.radius() > 1 && !can_reach_attack_between(atk, *di, cleave_radius))
continue;
targets.push_back(target);
}
}
/**
* What skill is required to reach mindelay with a weapon? May be >27.
* @param weapon The weapon to be considered.
* @returns The level of the relevant skill you must reach.
*/
int weapon_min_delay_skill(const item_def &weapon)
{
const int speed = property(weapon, PWPN_SPEED);
const int mindelay = weapon_min_delay(weapon, false);
return (speed - mindelay) * 2;
}
/**
* How fast will this weapon get from your skill training?
*
* @param weapon the weapon to be considered.
* @param check_speed whether to take it into account if the weapon has the
* speed brand.
* @return How many aut the fastest possible attack with this weapon would take.
*/
int weapon_min_delay(const item_def &weapon, bool check_speed)
{
const int base = property(weapon, PWPN_SPEED);
if (is_unrandom_artefact(weapon, UNRAND_WOODCUTTERS_AXE))
return base;
int min_delay = base/2;
// Short blades can get up to at least unarmed speed.
if (item_attack_skill(weapon) == SK_SHORT_BLADES && min_delay > 5)
min_delay = 5;
// All weapons have min delay 7 or better
if (min_delay > 7)
min_delay = 7;
// ...except crossbows...
if (is_crossbow(weapon) && min_delay < 10)
min_delay = 10;
// ... and unless it would take more than skill 27 to get there.
// Round up the reduction from skill, so that min delay is rounded down.
min_delay = max(min_delay, base - (MAX_SKILL_LEVEL + 1)/2);
if (check_speed)
min_delay = weapon_adjust_delay(weapon, min_delay, false);
// never go faster than speed 3 (ie 3.33 attacks per round)
if (min_delay < 3)
min_delay = 3;
return min_delay;
}
/// Adjust delay based on weapon brand.
int weapon_adjust_delay(const item_def &weapon, int base, bool random)
{
const brand_type brand = get_weapon_brand(weapon);
if (brand == SPWPN_SPEED)
return random ? div_rand_round(base * 2, 3) : (base * 2) / 3;
if (brand == SPWPN_HEAVY)
return random ? div_rand_round(base * 3, 2) : (base * 3) / 2;
return base;
}
int mons_weapon_damage_rating(const item_def &launcher)
{
return property(launcher, PWPN_DAMAGE) + launcher.plus;
}
bool bad_attack(const monster *mon, string& adj, string& suffix,
bool& would_cause_penance, coord_def attack_pos)
{
ASSERT(mon); // XXX: change to const monster &mon
ASSERT(!crawl_state.game_is_arena());
if (!you.can_see(*mon))
return false;
// If we cannot hurt them anyway, don't bother warning as if we could.
if (!could_harm(&you, mon))
return false;
if (attack_pos == coord_def(0, 0))
attack_pos = you.pos();
adj.clear();
suffix.clear();
would_cause_penance = false;
if (mon->friendly())
{
// There's not really any harm in attacking your own spectral weapon.
// It won't share damage, and it'll go away anyway.
if (mon->type == MONS_SPECTRAL_WEAPON)
return false;
if (god_hates_attacking_friend(you.religion, *mon))
would_cause_penance = true;
// Mostly don't warn for peripheral summons, unless attacking them would
// cause problems: explosions, penance, etc.
if (mon->was_created_by(you) && mon->is_peripheral()
&& !monster_explodes(*mon) && !would_cause_penance)
{
return false;
}
if (would_cause_penance)
{
adj = "your ally ";
monster_info mi(mon, MILEV_NAME);
if (!mi.is(MB_NAME_UNQUALIFIED))
adj += "the ";
}
else
{
adj = "your ";
monster_info mi(mon, MILEV_NAME);
if (mi.is(MB_NAME_UNQUALIFIED))
adj += "ally ";
}
return true;
}
if (mon->neutral()
&& (is_good_god(you.religion)
|| you_worship(GOD_BEOGH) && mons_genus(mon->type) == MONS_ORC)
&& !mon->has_ench(ENCH_FRENZIED))
{
adj += "neutral ";
if (you_worship(GOD_SHINING_ONE) || you_worship(GOD_ELYVILON)
|| you_worship(GOD_BEOGH))
{
would_cause_penance = true;
}
}
else if (mon->wont_attack())
{
adj += "non-hostile ";
if (you_worship(GOD_SHINING_ONE) || you_worship(GOD_ELYVILON))
would_cause_penance = true;
}
return !adj.empty() || !suffix.empty();
}
bool stop_attack_prompt(const monster* mon, bool beam_attack,
coord_def beam_target, bool *prompted,
coord_def attack_pos, bool check_only)
{
ASSERT(mon); // XXX: change to const monster &mon
bool penance = false;
if (prompted)
*prompted = false;
if (crawl_state.disables[DIS_CONFIRMATIONS])
return false;
// The player is ordinarily given a different prompt before this if confused,
// but if we're merely testing if this attack *could* be bad, we should do
// the full check anyway.
if ((you.confused() && !check_only) || !you.can_see(*mon))
return false;
string adj, suffix;
if (!bad_attack(mon, adj, suffix, penance, attack_pos))
return false;
// We have already determined this attack *would* prompt, so stop here
if (check_only)
return true;
// Listed in the form: "your rat", "Blorkula the orcula".
// No "your the Royal Jelly" nor "the the Royal Jelly".
string mon_name = remove_prepended_the(mon->name(DESC_PLAIN));
if (!starts_with(adj, "your"))
adj = "the " + adj;
mon_name = adj + mon_name;
string verb;
if (beam_attack)
{
verb = "fire ";
if (beam_target == mon->pos())
verb += "at ";
else
{
verb += "in " + apostrophise(mon_name) + " direction";
mon_name = "";
}
}
else
verb = "attack ";
const string prompt = make_stringf("Really %s%s%s?%s",
verb.c_str(), mon_name.c_str(), suffix.c_str(),
penance ? " This attack would place you under penance!" : "");
if (prompted)
*prompted = true;
if (yesno(prompt.c_str(), false, 'n'))
return false;
else
{
canned_msg(MSG_OK);
return true;
}
}
bool stop_attack_prompt(targeter &hitfunc, const char* verb,
function<bool(const actor *victim)> affects,
bool *prompted, const monster *defender,
bool check_only)
{
if (crawl_state.disables[DIS_CONFIRMATIONS])
return false;
if (crawl_state.which_god_acting() == GOD_XOM)
return false;
// The player is ordinarily given a different prompt before this if confused,
// but if we're merely testing if this attack *could* be bad, we should do
// the full check anyway.
if (you.confused() && !check_only)
return false;
attacked_monster_list victims;
bool defender_ok = true;
for (distance_iterator di(hitfunc.origin, false, true, LOS_RADIUS); di; ++di)
{
if (hitfunc.is_affected(*di) <= AFF_NO)
continue;
const monster* mon = monster_at(*di);
if (!mon || !you.can_see(*mon))
continue;
if (affects && !affects(mon))
continue;
string adj, suffix;
bool penance = false;
if (bad_attack(mon, adj, suffix, penance))
{
victims.add(*mon, std::move(adj), std::move(suffix), penance);
if (defender && defender == mon)
defender_ok = false;
}
}
if (victims.empty())
return false;
// We have already determined that this attack *would* prompt, so stop here
if (check_only)
return true;
// Listed in the form: "your rat", "Blorkula the orcula".
string mon_name = victims.describe();
const bool penance = victims.penance();
const string prompt = make_stringf("Really %s%s %s%s?%s",
verb, defender_ok ? " near" : "", mon_name.c_str(),
victims.suffix(),
penance ? " This attack would place you under penance!" : "");
if (prompted)
*prompted = true;
if (yesno(prompt.c_str(), false, 'n'))
return false;
else
{
canned_msg(MSG_OK);
return true;
}
}
string stop_summoning_reason(resists_t resists, monclass_flags_t flags)
{
if (get_resist(resists, MR_RES_POISON) <= 0
&& you.duration[DUR_TOXIC_RADIANCE])
{
return "emitting a toxic aura";
}
if (you.duration[DUR_NOXIOUS_BOG] && !(flags & M_FLIES))
return "spewing a noxious bog";
if (you.duration[DUR_VORTEX])
return "in the middle of a polar vortex";
if (you.duration[DUR_FUSILLADE])
return "raining down reagents";
return "";
}
bool warn_about_bad_targets(spell_type spell, vector<coord_def> targets,
function<bool(const monster&)> should_ignore,
const char* msg)
{
return warn_about_bad_targets(spell_title(spell), targets, should_ignore, msg);
}
bool warn_about_bad_targets(const char* source_name, vector<coord_def> targets,
function<bool(const monster&)> should_ignore,
const char* msg)
{
vector<const monster*> bad_targets;
for (coord_def p : targets)
{
const monster* mon = monster_at(p);
if (!mon)
continue;
if (should_ignore && should_ignore(*mon))
continue;
// If we've already found and marked this target as bad, don't include
// it a second time (or it will produce a confusing prompt).
if (find(bad_targets.begin(), bad_targets.end(), mon) != bad_targets.end())
continue;
string adj, suffix;
bool penance;
if (bad_attack(mon, adj, suffix, penance, you.pos()))
bad_targets.push_back(mon);
}
if (bad_targets.empty())
return false;
const monster* ex_mon = bad_targets.back();
string adj, suffix;
bool penance;
bad_attack(ex_mon, adj, suffix, penance, you.pos());
const string and_more = bad_targets.size() > 1 ?
make_stringf(" (and %zu other bad targets)",
bad_targets.size() - 1) : "";
const string prompt = make_stringf("%s might hit %s%s. %s",
source_name,
ex_mon->name(DESC_THE).c_str(),
and_more.c_str(),
msg);
if (!yesno(prompt.c_str(), false, 'n'))
{
canned_msg(MSG_OK);
return true;
}
return false;
}
/**
* Does the player have a hostile duration up that would/could cause
* a summon to be abjured? If so, prompt the player as to whether they
* want to continue to create their summon. Note that this prompt is never a
* penance prompt, because we don't cause penance when monsters enter line of
* sight when OTR is active, regardless of how they entered LOS.
*
* @param resists What does the summon resist?
* @param flags What relevant flags does the summon have? (e.g. flight)
* @param verb The verb to be used in the prompt.
* @return True if the player wants to abort.
*/
bool stop_summoning_prompt(resists_t resists, monclass_flags_t flags,
string verb)
{
if (crawl_state.disables[DIS_CONFIRMATIONS]
|| crawl_state.which_god_acting() == GOD_XOM)
{
return false;
}
const string noun = stop_summoning_reason(resists, flags);
if (noun.empty())
return false;
string prompt = make_stringf("Really %s while %s?",
verb.c_str(), noun.c_str());
if (yesno(prompt.c_str(), false, 'n'))
return false;
canned_msg(MSG_OK);
return true;
}
bool can_reach_attack_between(coord_def source, coord_def target, int range)
{
// The foe should be on the map (not stepped from time).
if (!in_bounds(target))
return false;
const coord_def delta(target - source);
const int grid_distance(delta.rdist());
// Unrand only - Rift is smite-targeted and up to 3 range.
if (range >= 3)
{
return cell_see_cell(source, target, LOS_NO_TRANS)
&& grid_distance > 1 && grid_distance <= range;
}
const coord_def first_middle(source + delta / 2);
const coord_def second_middle(target - delta / 2);
return grid_distance == range
// And with no dungeon furniture in the way of the reaching attack.
&& (feat_is_reachable_past(env.grid(first_middle))
|| feat_is_reachable_past(env.grid(second_middle)));
}
dice_def spines_damage(monster_type mon)
{
if (mon == MONS_CACTUS_GIANT)
return dice_def(5, 8);
return dice_def(5, 4);
}
int archer_bonus_damage(int hd)
{
return hd * 4 / 3;
}
/**
* Do weapons that use the given skill use strength or dex to increase damage?
*/
bool weapon_uses_strength(skill_type wpn_skill)
{
switch (wpn_skill)
{
case SK_LONG_BLADES:
case SK_SHORT_BLADES:
case SK_RANGED_WEAPONS:
return false;
default:
return true;
}
}
/**
* Apply the player's attributes to multiply damage dealt with the given weapon skill.
*/
int stat_modify_damage(int damage, skill_type wpn_skill)
{
// At 10 strength, damage is multiplied by 1.0
// Each point of strength over 10 increases this by 0.025 (2.5%),
// strength below 10 reduces the multiplied by the same amount.
// Minimum multiplier is 0.01 (1%) (reached at -30 str).
// Ranged weapons and short/long blades use dex instead.
const bool use_str = weapon_uses_strength(wpn_skill);
const int attr = use_str ? you.strength() : you.dex();
damage *= max(1.0, 75 + 2.5 * attr);
damage /= 100;
return damage;
}
int apply_weapon_skill(int damage, skill_type wpn_skill, bool random)
{
const int sklvl = you.skill(wpn_skill, 100);
damage *= 2500 + maybe_random2(sklvl + 1, random);
damage /= 2500;
return damage;
}
int apply_fighting_skill(int damage, bool aux, bool random)
{
const int base = aux? 40 : 30;
const int sklvl = you.skill(SK_FIGHTING, 100);
damage *= base * 100 + maybe_random2(sklvl + 1, random);
damage /= base * 100;
return damage;
}
int throwing_base_damage_bonus(const item_def &proj, bool random)
{
// Stones get half bonus; everything else gets full bonus.
int damage_mult = min(4, property(proj, PWPN_DAMAGE));
if (random)
return div_rand_round(you.skill_rdiv(SK_THROWING) * damage_mult, 4);
return (you.skill(SK_THROWING) * damage_mult) / 4;
}
int brand_adjust_weapon_damage(int base_dam, int brand, bool random)
{
if (brand != SPWPN_HEAVY)
return base_dam;
if (random)
return div_rand_round(base_dam * 9, 5);
return base_dam * 9 / 5;
}
int resonance_damage_mod(int dam, bool random)
{
if (you.wearing_ego(OBJ_ARMOUR, SPARM_RESONANCE))
{
dam = random ? div_rand_round(dam * (100 + you.skill_rdiv(SK_FORGECRAFT, 3, 2)), 100)
: dam * (100 + you.skill(SK_FORGECRAFT, 3) / 2) / 100;
}
return dam;
}
int unarmed_base_damage(bool random)
{
int damage = get_form()->get_base_unarmed_damage(random);
if (you.has_usable_claws())
damage += you.has_claws() * 2;
if (you.form_uses_xl())
{
damage += random ? div_rand_round(you.experience_level, 3)
: you.experience_level / 3;
}
return damage;
}
int unarmed_base_damage_bonus(bool random)
{
if (you.form_uses_xl())
return 0;
if (random)
return you.skill_rdiv(SK_UNARMED_COMBAT);
return you.skill(SK_UNARMED_COMBAT);
}
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