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fight.cc
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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 "areas.h" // silenced
#include "art-enum.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-behv.h"
#include "mon-cast.h"
#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 += slaying_bonus();
return to_hit;
}
static double _to_hit_to_land(attack &atk)
{
int to_land = atk.calc_pre_roll_to_hit(false);
if (to_land >= AUTOMATIC_HIT)
return 1;
return to_land;
}
static double _to_hit_hit_chance(const monster_info& mi, attack &atk, bool melee,
int to_land, bool is_aux = false)
{
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_REPEL_MSL) ? REPEL_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
// attack_melee and attack_ranged classes, for real attacks.
// Attack first checks for incapacitation, this is handled with a shield bonus
// of -100 (or if they have no shield) so we can resolve this here.
if (mi.shield_bonus == -100)
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);
const int pro_block = _to_hit_is_invisible(mi) ? mi.shield_bonus : mi.shield_bonus / 3;
// There is also a check for shield exhausted but we have no way of accounting for
// this (and we assume not)
// Final average
return min(1.0, max(0.0, (double)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 = _to_hit_to_land(atk);
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()
{
bool penance;
if (!you.weapon()
// don't autoswitch from a weapon that needs a warning
|| is_melee_weapon(*you.weapon())
&& !needs_handle_warning(*you.weapon(), OPER_ATTACK, penance))
{
return false;
}
// don't autoswitch if a or b is not selected
int item_slot;
if (you.equip[EQ_WEAPON] == letter_to_index('a'))
item_slot = letter_to_index('b');
else if (you.equip[EQ_WEAPON] == 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 bool _autofire_at(actor *defender)
{
if (!_can_shoot_with(you.weapon()) || you.duration[DUR_CONFUSING_TOUCH])
return false;
dist t;
t.target = defender->pos();
shared_ptr<quiver::action> ract = quiver::find_ammo_action();
ract->set_target(t);
throw_it(*ract);
return true;
}
/**
* Handle melee combat between attacker and defender.
*
* Works using the new fight rewrite. For a monster attacking, this method
* loops through all their available attacks, instantiating a new melee_attack
* for each attack. Combat effects should not go here, if at all possible. 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[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 *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.
ASSERT(defender->alive());
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 (!simu && _autofire_at(defender))
return true;
}
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.weapon()))
{
you.turn_is_over = false;
return false;
}
const bool success = attk.launch_attack_set();
if (attk.cancel_attack)
you.turn_is_over = false;
else
you.time_taken = you.attack_delay().roll();
if (!success)
return !attk.cancel_attack;
if (did_hit)
*did_hit = attk.did_hit;
if (!simu && will_have_passive(passive_t::shadow_attacks))
dithmenos_shadow_melee(defender);
// Executioner state doesn't wear off so long as you keep attacking.
if (you.duration[DUR_EXECUTION])
you.duration[DUR_EXECUTION] += you.time_taken;
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;
}
const int nrounds = attacker->as_monster()->has_hydra_multi_attack()
? attacker->heads() + MAX_NUM_ATTACKS - 1
: MAX_NUM_ATTACKS;
coord_def pos = defender->pos();
// Melee combat, tell attacker to wield its melee weapon.
attacker->as_monster()->wield_melee_weapon();
int effective_attack_number = 0;
int attack_number;
for (attack_number = 0; attack_number < nrounds && attacker->alive();
++attack_number, ++effective_attack_number)
{
if (!attacker->alive())
return false;
// Monster went away?
if (!defender->alive()
|| defender->pos() != pos
|| defender->is_banished())
{
if (attacker == defender
|| !attacker->as_monster()->has_multitargeting())
{
break;
}
// Hydras can try and pick up a new monster to attack to
// finish out their round. -cao
bool end = true;
for (adjacent_iterator i(attacker->pos()); i; ++i)
{
if (*i == you.pos()
&& !mons_aligned(attacker, &you))
{
attacker->as_monster()->foe = MHITYOU;
attacker->as_monster()->target = you.pos();
defender = &you;
end = false;
break;
}
monster* mons = monster_at(*i);
if (mons && !mons_aligned(attacker, mons))
{
defender = mons;
end = false;
pos = mons->pos();
break;
}
}
// No adjacent hostiles.
if (end)
break;
}
melee_attack melee_attk(attacker, defender, attack_number,
effective_attack_number);
melee_attk.simu = simu;
// If the attack fails out, keep effective_attack_number up to
// date so that we don't cause excess energy loss in monsters
if (!melee_attk.attack())
effective_attack_number = melee_attk.effective_attack_number;
else if (did_hit && !(*did_hit))
*did_hit = melee_attk.did_hit;
fire_final_effects();
}
return true;
}
/**
* If the given attacker attacks the given defender right now, what kind of
* extra-damage "stab" attack can the attacker perform, if any?
*
* @param attacker The attacker; may be null.
* @param defender The defender.
* @param actual True if we're actually committing to a stab, false if we're
* just checking for display purposes.
* @return The best (most damaging) kind of stab available to the
* attacker against this defender, or STAB_NO_STAB.
*/
stab_type find_stab_type(const actor *attacker,
const actor &defender,
bool actual)
{
const monster* def = defender.as_monster();
// Stabbing monsters is unchivalric, and disabled under TSO!
// When just checking for display purposes, still indicate when monsters
// are sleeping/paralysed etc.
if (actual && attacker && attacker->is_player()
&& def && have_passive(passive_t::no_stabbing))
{
return STAB_NO_STAB;
}
// 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 (def && mons_is_firewood(*def))
return STAB_NO_STAB;
if (attacker && !attacker->can_see(defender))
return STAB_NO_STAB;
// Can't stab these
if (def && def->type == MONS_SPECTRAL_WEAPON)
return STAB_NO_STAB;
// sleeping
if (defender.asleep())
return STAB_SLEEPING;
// paralysed
if (defender.paralysed())
return STAB_PARALYSED;
// petrified
if (defender.petrified())
return STAB_PETRIFIED;
// petrifying
if (def && def->petrifying())
return STAB_PETRIFYING;
// held in a net
if (def && def->caught())
return STAB_HELD_IN_NET;
// invisible
if (attacker && !attacker->visible_to(&defender))
return STAB_INVISIBLE;
// fleeing
if (def && mons_is_fleeing(*def))
return STAB_FLEEING;
// allies
if (def && def->friendly())
return STAB_ALLY;
// confused (but not perma-confused)
if (def && mons_is_confused(*def, false))
return STAB_CONFUSED;
// Distracted (but not batty); this only applies to players.
if (attacker && attacker->is_player()
&& def && def->foe != MHITYOU
&& def->behaviour != BEH_BATTY)
{
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:
case BEAM_POISON_ARROW:
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:
return 70;
default:
return 100;
}
}
static int _beam_to_resist(const actor* defender, beam_type flavour)
{
switch (flavour)
{
case BEAM_FIRE:
case BEAM_LAVA:
return defender->res_fire();
case BEAM_DAMNATION:
return defender->res_damnation();
case BEAM_STEAM:
return defender->res_steam();
case BEAM_COLD:
case BEAM_ICE:
return defender->res_cold();
case BEAM_WATER:
return defender->res_water_drowning();
case BEAM_ELECTRICITY:
case BEAM_THUNDER:
case BEAM_STUN_BOLT:
return defender->res_elec();
case BEAM_NEG:
case BEAM_PAIN:
case BEAM_MALIGN_OFFERING:
case BEAM_VAMPIRIC_DRAINING:
return defender->res_negative_energy();
case BEAM_ACID:
return defender->res_acid();
case BEAM_POISON:
case BEAM_POISON_ARROW:
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 int res = _beam_to_resist(defender, 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
|| flavour == BEAM_NEG
|| flavour == BEAM_PAIN
|| flavour == BEAM_MALIGN_OFFERING
|| flavour == BEAM_VAMPIRIC_DRAINING
|| flavour == BEAM_HOLY
|| flavour == BEAM_FOUL_FLAME
|| flavour == BEAM_POISON
// just the resistible part
|| flavour == BEAM_POISON_ARROW;
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(flavour) ? 1 : 0);
// Monster resistances are stronger than player versions.
if (is_mon)
resistible /= 1 + bonus_res + res * res;
else if (flavour == BEAM_NEG
|| flavour == BEAM_PAIN
|| flavour == BEAM_MALIGN_OFFERING
|| flavour == BEAM_VAMPIRIC_DRAINING)
{
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_wield(&it);
});
}
bool wielded_weapon_check(const item_def *weapon, string attack_verb)
{
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)
{
if (is_unrandom_artefact(weapon, UNRAND_DEVASTATOR))
{
targeter_smite hitfunc(&you, 1, 1, 1, false);
hitfunc.set_aim(defender->pos());
return stop_attack_prompt(hitfunc, "attack",
[](const actor *act)
{
return !god_protects(act->as_monster());
}, nullptr, defender->as_monster(),
check_only);
}
else 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",
[](const actor *act)
{
return !god_protects(act->as_monster());
}, nullptr, defender->as_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()
&& !god_protects(m->as_monster());
},
nullptr, defender->as_monster(),
check_only);
}
if (is_unrandom_artefact(weapon, UNRAND_ARC_BLADE))
{
vector<const actor *> exclude;
return !safe_discharge(defender->pos(), exclude, check_only);
}
if (is_unrandom_artefact(weapon, UNRAND_POWER))
{
targeter_beam hitfunc(&you, 4, ZAP_SWORD_BEAM, 100, 0, 0);
hitfunc.beam.aimed_at_spot = false;
hitfunc.set_aim(defender->pos());
return stop_attack_prompt(hitfunc, "attack",
[](const actor *act)
{
return !god_protects(act->as_monster());
}, nullptr, defender->as_monster(),
check_only);
}
return false;
}
/**
* 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 defender is an enemy of the defender; false
* otherwise.
*/
bool dont_harm(const actor &attacker, const actor &defender)
{
if (mons_aligned(&attacker, &defender))
return true;