void add_item( player &p, item &it, inventory_location loc ) { switch( loc ) { case GROUND: g->m.add_item( p.pos(), it ); break; case INVENTORY: p.i_add( it ); break; case WORN: p.wear_item( it ); break; case WIELDED_OR_WORN: if( p.weapon.is_null() ) { p.wield( it ); } else { // since we can only wield one item, wear the item instead p.wear_item( it ); } break; default: FAIL( "unimplemented" ); break; } }
void move_item( player &p, int pos, inventory_location from, inventory_location to ) { switch( from ) { case GROUND: switch( to ) { case GROUND: default: FAIL( "unimplemented" ); break; case INVENTORY: pick_up_from_feet( p, pos ); break; case WORN: wear_from_feet( p, pos ); break; case WIELDED_OR_WORN: if( p.weapon.is_null() ) { wield_from_feet( p, pos ); } else { // since we can only wield one item, wear the item instead wear_from_feet( p, pos ); } break; } break; case INVENTORY: switch( to ) { case GROUND: drop_at_feet( p, pos ); break; case INVENTORY: default: FAIL( "unimplemented" ); break; case WORN: p.wear( pos, false ); break; case WIELDED_OR_WORN: if( p.weapon.is_null() ) { p.wield( p.i_at( pos ) ); } else { // since we can only wield one item, wear the item instead p.wear( pos, false ); } break; } break; case WORN: switch( to ) { case GROUND: drop_at_feet( p, -2 - pos ); break; case INVENTORY: p.takeoff( -2 - pos ); break; case WORN: case WIELDED_OR_WORN: default: FAIL( "unimplemented" ); break; } break; case WIELDED_OR_WORN: switch( to ) { case GROUND: drop_at_feet( p, -1 - pos ); if( pos == 0 && !p.worn.empty() ) { // wield the first worn item p.wield( p.i_at( -2 ) ); } break; case INVENTORY: if( pos == 0 ) { p.i_add( p.i_rem( -1 ) ); } else { p.takeoff( -1 - pos ); } if( pos == 0 && !p.worn.empty() ) { // wield the first worn item p.wield( p.i_at( -2 ) ); } break; case WORN: case WIELDED_OR_WORN: default: FAIL( "unimplemented" ); break; } break; default: FAIL( "unimplemented" ); break; } }
void game::fire(player &p, int tarx, int tary, std::vector<point> &trajectory, bool burst) { item ammotmp; item* gunmod = p.weapon.active_gunmod(); it_ammo *curammo = NULL; item *weapon = NULL; if (p.weapon.has_flag("CHARGE")) { // It's a charger gun, so make up a type // Charges maxes out at 8. int charges = p.weapon.num_charges(); it_ammo *tmpammo = dynamic_cast<it_ammo*>(itypes["charge_shot"]); tmpammo->damage = charges * charges; tmpammo->pierce = (charges >= 4 ? (charges - 3) * 2.5 : 0); tmpammo->range = 5 + charges * 5; if (charges <= 4) tmpammo->dispersion = 14 - charges * 2; else // 5, 12, 21, 32 tmpammo->dispersion = charges * (charges - 4); tmpammo->recoil = tmpammo->dispersion * .8; if (charges == 8) { tmpammo->ammo_effects.insert("EXPLOSIVE_BIG"); } else if (charges >= 6) { tmpammo->ammo_effects.insert("EXPLOSIVE"); } if (charges >= 5){ tmpammo->ammo_effects.insert("FLAME"); } else if (charges >= 4) { tmpammo->ammo_effects.insert("INCENDIARY"); } if (gunmod != NULL) { weapon = gunmod; } else { weapon = &p.weapon; } curammo = tmpammo; weapon->curammo = tmpammo; weapon->active = false; weapon->charges = 0; } else if (gunmod != NULL) { weapon = gunmod; curammo = weapon->curammo; } else {// Just a normal gun. If we're here, we know curammo is valid. curammo = p.weapon.curammo; weapon = &p.weapon; } ammotmp = item(curammo, 0); ammotmp.charges = 1; if (!weapon->is_gun() && !weapon->is_gunmod()) { debugmsg("%s tried to fire a non-gun (%s).", p.name.c_str(), weapon->tname().c_str()); return; } bool is_bolt = false; std::set<std::string> *effects = &curammo->ammo_effects; // Bolts and arrows are silent if (curammo->type == "bolt" || curammo->type == "arrow") is_bolt = true; int x = p.posx, y = p.posy; // Have to use the gun, gunmods don't have a type it_gun* firing = dynamic_cast<it_gun*>(p.weapon.type); if (p.has_trait(PF_TRIGGERHAPPY) && one_in(30)) burst = true; if (burst && weapon->burst_size() < 2) burst = false; // Can't burst fire a semi-auto // Use different amounts of time depending on the type of gun and our skill if (!effects->count("BOUNCE")) { p.moves -= time_to_fire(p, firing); } // Decide how many shots to fire int num_shots = 1; if (burst) num_shots = weapon->burst_size(); if (num_shots > weapon->num_charges() && !weapon->has_flag("CHARGE")) num_shots = weapon->num_charges(); if (num_shots == 0) debugmsg("game::fire() - num_shots = 0!"); // Set up a timespec for use in the nanosleep function below timespec ts; ts.tv_sec = 0; ts.tv_nsec = BULLET_SPEED; // Use up some ammunition int trange = rl_dist(p.posx, p.posy, tarx, tary); if (trange < int(firing->volume / 3) && firing->ammo != "shot") trange = int(firing->volume / 3); else if (p.has_bionic("bio_targeting")) { if (trange > LONG_RANGE) trange = int(trange * .65); else trange = int(trange * .8); } if (firing->skill_used == Skill::skill("rifle") && trange > LONG_RANGE) trange = LONG_RANGE + .6 * (trange - LONG_RANGE); std::string message = ""; bool missed = false; int tart; const bool debug_retarget = false; // this will inevitably be needed const bool wildly_spraying = false; // stub for now. later, rng based on stress/skill/etc at the start, int weaponrange = p.weapon.range(); // this is expensive, let's cache. todo: figure out if we need p.weapon.range(&p); for (int curshot = 0; curshot < num_shots; curshot++) { // Burst-fire weapons allow us to pick a new target after killing the first if ( curshot > 0 && (mon_at(tarx, tary) == -1 || z[mon_at(tarx, tary)].hp <= 0) ) { std::vector<point> new_targets; new_targets.clear(); if ( debug_retarget == true ) { mvprintz(curshot,5,c_red,"[%d] %s: retarget: mon_at(%d,%d)",curshot,p.name.c_str(),tarx,tary); if(mon_at(tarx, tary) == -1) { printz(c_red, " = -1"); } else { printz(c_red, ".hp=%d", z[mon_at(tarx, tary)].hp ); } } for ( int radius = 0; /* range from last target, not shooter! */ radius <= 2 + p.skillLevel("gun") && /* more skill: wider burst area? */ radius <= weaponrange && /* this seems redundant */ ( new_targets.empty() || /* got target? stop looking. However this breaks random selection, aka, wildly spraying, so: */ wildly_spraying == true ); /* lets set this based on rng && stress or whatever elsewhere */ radius++ ) { /* iterate from last target's position: makes sense for burst fire.*/ for (std::vector<monster>::iterator it = z.begin(); it != z.end(); it++) { int nt_range_to_me = rl_dist(p.posx, p.posy, it->posx, it->posy); int dummy; if (nt_range_to_me == 0 || nt_range_to_me > weaponrange || !pl_sees(&p, &(*it), dummy)) { /* reject out of range and unseen targets as well as MY FACE */ continue; } int nt_range_to_lt = rl_dist(tarx,tary,it->posx,it->posy); /* debug*/ if ( debug_retarget && nt_range_to_lt <= 5 ) printz(c_red, " r:%d/l:%d/m:%d ..", radius, nt_range_to_lt, nt_range_to_me ); if (nt_range_to_lt != radius) { continue; /* we're spiralling outward, catch you next iteration (maybe) */ } if (it->hp >0 && it->friendly == 0) { new_targets.push_back(point(it->posx, it->posy)); /* oh you're not dead and I don't like you. Hello! */ } } } if ( new_targets.empty() == false ) { /* new victim! or last victim moved */ int target_picked = rng(0, new_targets.size() - 1); /* 1 victim list unless wildly spraying */ tarx = new_targets[target_picked].x; tary = new_targets[target_picked].y; if (m.sees(p.posx, p.posy, tarx, tary, 0, tart)) { trajectory = line_to(p.posx, p.posy, tarx, tary, tart); } else { trajectory = line_to(p.posx, p.posy, tarx, tary, 0); } /* debug */ if (debug_retarget) printz(c_ltgreen, " NEW:(%d:%d,%d) %d,%d (%s)[%d] hp: %d", target_picked, new_targets[target_picked].x, new_targets[target_picked].y, tarx, tary, z[mon_at(tarx, tary)].name().c_str(), mon_at(tarx, tary), z[mon_at(tarx, tary)].hp); } else if ( ( !p.has_trait(PF_TRIGGERHAPPY) || /* double tap. TRIPLE TAP! wait, no... */ one_in(3) /* on second though...everyone double-taps at times. */ ) && ( p.skillLevel("gun") >= 7 || /* unless trained */ one_in(7 - p.skillLevel("gun")) /* ...sometimes */ ) ) { return; // No targets, so return } else if (debug_retarget) { printz(c_red, " new targets.empty()!"); } } else if (debug_retarget) { mvprintz(curshot,5,c_red,"[%d] %s: target == mon_at(%d,%d)[%d] %s hp %d",curshot, p.name.c_str(), tarx ,tary, mon_at(tarx, tary), z[mon_at(tarx, tary)].name().c_str(), z[mon_at(tarx, tary)].hp); } // Drop a shell casing if appropriate. itype_id casing_type = "null"; if( curammo->type == "shot" ) casing_type = "shot_hull"; else if( curammo->type == "9mm" ) casing_type = "9mm_casing"; else if( curammo->type == "22" ) casing_type = "22_casing"; else if( curammo->type == "38" ) casing_type = "38_casing"; else if( curammo->type == "40" ) casing_type = "40_casing"; else if( curammo->type == "44" ) casing_type = "44_casing"; else if( curammo->type == "45" ) casing_type = "45_casing"; else if( curammo->type == "454" ) casing_type = "454_casing"; else if( curammo->type == "500" ) casing_type = "500_casing"; else if( curammo->type == "57" ) casing_type = "57mm_casing"; else if( curammo->type == "46" ) casing_type = "46mm_casing"; else if( curammo->type == "762" ) casing_type = "762_casing"; else if( curammo->type == "223" ) casing_type = "223_casing"; else if( curammo->type == "3006" ) casing_type = "3006_casing"; else if( curammo->type == "308" ) casing_type = "308_casing"; else if( curammo->type == "40mm" ) casing_type = "40mm_casing"; if (casing_type != "null") { item casing; casing.make(itypes[casing_type]); // Casing needs a charges of 1 to stack properly with other casings. casing.charges = 1; if( weapon->has_gunmod("brass_catcher") != -1 ) { p.i_add( casing ); } else { int x = p.posx - 1 + rng(0, 2); int y = p.posy - 1 + rng(0, 2); m.add_item_or_charges(x, y, casing); } } // Use up a round (or 100) if (weapon->has_flag("FIRE_100")) weapon->charges -= 100; else weapon->charges--; if (firing->skill_used != Skill::skill("archery") && firing->skill_used != Skill::skill("throw")) { // Current guns have a durability between 5 and 9. // Misfire chance is between 1/64 and 1/1024. if (one_in(2 << firing->durability)) { add_msg_player_or_npc( &p, _("Your weapon misfires!"), _("<npcname>'s weapon misfires!") ); return; } } make_gun_sound_effect(this, p, burst, weapon); int trange = calculate_range(p, tarx, tary); double missed_by = calculate_missed_by(p, trange, weapon); // Calculate a penalty based on the monster's speed double monster_speed_penalty = 1.; int target_index = mon_at(tarx, tary); if (target_index != -1) { monster_speed_penalty = double(z[target_index].speed) / 80.; if (monster_speed_penalty < 1.) monster_speed_penalty = 1.; } if (curshot > 0) { if (recoil_add(p) % 2 == 1) p.recoil++; p.recoil += recoil_add(p) / 2; } else p.recoil += recoil_add(p); if (missed_by >= 1.) { // We missed D: // Shoot a random nearby space? int mtarx = tarx + rng(0 - int(sqrt(double(missed_by))), int(sqrt(double(missed_by)))); int mtary = tary + rng(0 - int(sqrt(double(missed_by))), int(sqrt(double(missed_by)))); if (m.sees(p.posx, p.posy, x, y, -1, tart)) trajectory = line_to(p.posx, p.posy, mtarx, mtary, tart); else trajectory = line_to(p.posx, p.posy, mtarx, mtary, 0); missed = true; if (!burst) { add_msg_player_or_npc( &p, _("You miss!"), _("<npcname> misses!") ); } } else if (missed_by >= .8 / monster_speed_penalty) { // Hit the space, but not necessarily the monster there missed = true; if (!burst) { add_msg_player_or_npc( &p, _("You barely miss!"), _("<npcname> barely misses!") ); } } int dam = weapon->gun_damage(); int tx = trajectory[0].x; int ty = trajectory[0].y; int px = trajectory[0].x; int py = trajectory[0].y; for (int i = 0; i < trajectory.size() && (dam > 0 || (effects->count("FLAME"))); i++) { px = tx; py = ty; tx = trajectory[i].x; ty = trajectory[i].y; // Drawing the bullet uses player u, and not player p, because it's drawn // relative to YOUR position, which may not be the gunman's position. if (u_see(tx, ty)) { if (i > 0) { m.drawsq(w_terrain, u, trajectory[i-1].x, trajectory[i-1].y, false, true, u.posx + u.view_offset_x, u.posy + u.view_offset_y); } char bullet = '*'; if (effects->count("FLAME")) bullet = '#'; mvwputch(w_terrain, ty + VIEWY - u.posy - u.view_offset_y, tx + VIEWX - u.posx - u.view_offset_x, c_red, bullet); wrefresh(w_terrain); if (&p == &u) nanosleep(&ts, NULL); } if (dam <= 0 && !(effects->count("FLAME"))) { // Ran out of momentum. ammo_effects(this, tx, ty, *effects); if (is_bolt && !(effects->count("IGNITE")) && !(effects->count("EXPLOSIVE")) && ((curammo->m1 == "wood" && !one_in(4)) || (curammo->m1 != "wood" && !one_in(15)))) m.add_item_or_charges(tx, ty, ammotmp); if (weapon->num_charges() == 0) weapon->curammo = NULL; return; } // If there's a monster in the path of our bullet, and either our aim was true, // OR it's not the monster we were aiming at and we were lucky enough to hit it int mondex = mon_at(tx, ty); // If we shot us a monster... if (mondex != -1 && (!z[mondex].has_flag(MF_DIGS) || rl_dist(p.posx, p.posy, z[mondex].posx, z[mondex].posy) <= 1) && ((!missed && i == trajectory.size() - 1) || one_in((5 - int(z[mondex].type->size))))) { double goodhit = missed_by; if (i < trajectory.size() - 1) // Unintentional hit goodhit = double(rand() / (RAND_MAX + 1.0)) / 2; // Penalize for the monster's speed if (z[mondex].speed > 80) goodhit *= double( double(z[mondex].speed) / 80.); std::vector<point> blood_traj = trajectory; blood_traj.insert(blood_traj.begin(), point(p.posx, p.posy)); splatter(this, blood_traj, dam, &z[mondex]); shoot_monster(this, p, z[mondex], dam, goodhit, weapon); } else if ((!missed || one_in(3)) && (npc_at(tx, ty) != -1 || (u.posx == tx && u.posy == ty))) { double goodhit = missed_by; if (i < trajectory.size() - 1) // Unintentional hit goodhit = double(rand() / (RAND_MAX + 1.0)) / 2; player *h; if (u.posx == tx && u.posy == ty) h = &u; else h = active_npc[npc_at(tx, ty)]; if (h->power_level >= 10 && h->uncanny_dodge()) { h->power_level -= 7; // dodging bullets costs extra } else { std::vector<point> blood_traj = trajectory; blood_traj.insert(blood_traj.begin(), point(p.posx, p.posy)); splatter(this, blood_traj, dam); shoot_player(this, p, h, dam, goodhit); } } else m.shoot(this, tx, ty, dam, i == trajectory.size() - 1, *effects); } // Done with the trajectory! ammo_effects(this, tx, ty, *effects); if (effects->count("BOUNCE")) { for (int i = 0; i < z.size(); i++) { // search for monsters in radius 4 around impact site if (rl_dist(z[i].posx, z[i].posy, tx, ty) <= 4) { // don't hit targets that have already been hit if (!z[i].has_effect(ME_BOUNCED) && !z[i].dead) { add_msg(_("The attack bounced to %s!"), z[i].name().c_str()); trajectory = line_to(tx, ty, z[i].posx, z[i].posy, 0); if (weapon->charges > 0) fire(p, z[i].posx, z[i].posy, trajectory, false); break; } } } } if (m.move_cost(tx, ty) == 0) { tx = px; ty = py; } if (is_bolt && !(effects->count("IGNITE")) && !(effects->count("EXPLOSIVE")) && ((curammo->m1 == "wood" && !one_in(5)) || (curammo->m1 != "wood" && !one_in(15)) )) m.add_item_or_charges(tx, ty, ammotmp); } if (weapon->num_charges() == 0) weapon->curammo = NULL; }