Пример #1
0
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;
    }
}
Пример #2
0
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;
    }
}
Пример #3
0
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;
}