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body.cpp
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body.cpp
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#include "stdafx.h"
#include "body.h"
#include "attack.h"
#include "attack_type.h"
#include "attack_level.h"
#include "creature.h"
#include "lasting_effect.h"
#include "game.h"
#include "statistics.h"
#include "creature_attributes.h"
#include "item_factory.h"
#include "position.h"
#include "player_message.h"
#include "view_object.h"
#include "item_type.h"
#include "effect.h"
#include "item.h"
#include "game_time.h"
#include "animation_id.h"
#include "item_types.h"
#include "health_type.h"
#include "game_event.h"
#include "effect_type.h"
#include "resource_id.h"
#include "content_factory.h"
static double getDefaultWeight(Body::Size size) {
switch (size) {
case Body::Size::HUGE: return 1000;
case Body::Size::LARGE: return 90;
case Body::Size::MEDIUM: return 45;
case Body::Size::SMALL: return 20;
}
}
template <class Archive>
void Body::serializeImpl(Archive& ar, const unsigned int version) {
ar(OPTION(xhumanoid), OPTION(size), OPTION(weight), OPTION(bodyParts), OPTION(injuredBodyParts), OPTION(lostBodyParts));
ar(OPTION(material), OPTION(health), OPTION(minionFood), NAMED(deathSound), OPTION(intrinsicAttacks), OPTION(minPushSize));
ar(OPTION(noHealth), OPTION(fallsApart), OPTION(drops), OPTION(canCapture), OPTION(xCanPickUpItems), OPTION(droppedPartUpgrade));
ar(OPTION(corpseIngredientType), OPTION(canBeRevived), OPTION(overrideDiningFurniture), OPTION(ambientSound));
}
template <class Archive>
void Body::serialize(Archive& ar1, const unsigned int v) {
serializeImpl(ar1, v);
}
SERIALIZABLE(Body)
SERIALIZATION_CONSTRUCTOR_IMPL(Body)
static int getDefaultIntrinsicDamage(Body::Size size) {
switch (size) {
case Body::Size::HUGE: return 8;
case Body::Size::LARGE: return 5;
case Body::Size::MEDIUM: return 3;
case Body::Size::SMALL: return 1;
}
}
Body::Body(bool humanoid, BodyMaterialId m, Size size) : xhumanoid(humanoid), size(size),
weight(getDefaultWeight(size)), material(m),
deathSound(humanoid ? SoundId("HUMANOID_DEATH") : SoundId("BEAST_DEATH")),
minPushSize(Size((int)size + 1)) {
if (humanoid)
setHumanoidBodyParts(getDefaultIntrinsicDamage(size));
}
Body Body::humanoid(BodyMaterialId m, Size s) {
return Body(true, m, s);
}
Body Body::humanoid(Size s) {
return humanoid(BodyMaterialId("FLESH"), s);
}
Body Body::nonHumanoid(BodyMaterialId m, Size s) {
return Body(false, m, s);
}
Body Body::nonHumanoid(Size s) {
return nonHumanoid(BodyMaterialId("FLESH"), s);
}
Body Body::humanoidSpirit(Size s) {
return Body(true, BodyMaterialId("SPIRIT"), s);
}
Body Body::nonHumanoidSpirit(Size s) {
return Body(false, BodyMaterialId("SPIRIT"), s);
}
void Body::addWithoutUpdatingPermanentEffects(BodyPart part, int cnt) {
bodyParts[part] += cnt;
}
void Body::setWeight(double w) {
weight = w;
}
void Body::setSize(BodySize s) {
size = s;
}
void Body::setBodyParts(const EnumMap<BodyPart, int>& p) {
bodyParts = p;
bodyParts[BodyPart::TORSO] = 1;
bodyParts[BodyPart::BACK] = 1;
}
void Body::initializeIntrinsicAttack(const ContentFactory* factory) {
for (auto bodyPart : ENUM_ALL(BodyPart))
for (auto& attack : intrinsicAttacks[bodyPart])
attack.initializeItem(factory);
}
void Body::addIntrinsicAttack(BodyPart part, IntrinsicAttack attack) {
if (!numGood(part)) {
part = BodyPart::TORSO;
CHECK(numGood(part));
}
intrinsicAttacks[part].push_back(std::move(attack));
}
void Body::setMinPushSize(Body::Size size) {
minPushSize = size;
}
void Body::setHumanoid(bool h) {
xhumanoid = h;
}
vector<pair<Item*, double>> Body::chooseRandomWeapon(vector<Item*> weapons, vector<double> multipliers) const {
vector<pair<Item*, double>> ret;
for (auto part : ENUM_ALL(BodyPart))
for (auto& attack : intrinsicAttacks[part])
if (numGood(part) > 0 && !attack.isExtraAttack && weapons.size() < multipliers.size())
weapons.push_back(attack.item.get());
weapons = Random.permutation(weapons);
for (auto i : All(weapons))
if (i < multipliers.size())
ret.push_back({weapons[i], multipliers[i]});
for (auto part : ENUM_ALL(BodyPart))
for (auto& attack : intrinsicAttacks[part])
if (numGood(part) > 0 && attack.isExtraAttack)
ret.push_back({attack.item.get(), 1});
return ret;
}
Item* Body::chooseFirstWeapon() const {
for (auto part : ENUM_ALL(BodyPart))
for (auto& attack : intrinsicAttacks[part])
if (numGood(part) > 0 && attack.active)
return attack.item.get();
return nullptr;
}
EnumMap<BodyPart, vector<IntrinsicAttack>>& Body::getIntrinsicAttacks() {
return intrinsicAttacks;
}
const EnumMap<BodyPart, vector<IntrinsicAttack>>& Body::getIntrinsicAttacks() const {
return intrinsicAttacks;
}
void Body::setHumanoidBodyParts(int intrinsicDamage) {
setBodyParts({{BodyPart::LEG, 2}, {BodyPart::ARM, 2}, {BodyPart::HEAD, 1}, {BodyPart::BACK, 1},
{BodyPart::TORSO, 1}});
addIntrinsicAttack(BodyPart::ARM, IntrinsicAttack(ItemType::fists(intrinsicDamage)));
addIntrinsicAttack(BodyPart::LEG, IntrinsicAttack(ItemType::legs(intrinsicDamage)));
}
void Body::setHorseBodyParts(int intrinsicDamage) {
setBodyParts({{BodyPart::LEG, 4}, {BodyPart::HEAD, 1}, {BodyPart::BACK, 1},
{BodyPart::TORSO, 1}});
addIntrinsicAttack(BodyPart::HEAD, IntrinsicAttack(ItemType::fangs(intrinsicDamage), true));
addIntrinsicAttack(BodyPart::LEG, IntrinsicAttack(ItemType::legs(intrinsicDamage), true));
}
void Body::setBirdBodyParts(int intrinsicDamage) {
setBodyParts({{BodyPart::LEG, 2}, {BodyPart::WING, 2}, {BodyPart::HEAD, 1}, {BodyPart::BACK, 1},
{BodyPart::TORSO, 1}});
addIntrinsicAttack(BodyPart::HEAD, IntrinsicAttack(ItemType::beak(intrinsicDamage)));
}
void Body::setDeathSound(optional<SoundId> s) {
deathSound = s;
}
bool Body::canHeal(HealthType type, const ContentFactory* factory) const {
return health < 1 && hasHealth(type, factory);
}
bool Body::hasAnyHealth(const ContentFactory* factory) const {
return !noHealth && !!factory->bodyMaterials.at(material).healthType;
}
FurnitureType Body::getDiningFurniture() const {
if (overrideDiningFurniture)
return *overrideDiningFurniture;
if (isHumanoid())
return FurnitureType("DINING_TABLE");
else
return FurnitureType("HAYPILE");
}
const char* Body::getDeathDescription(const ContentFactory* factory) const {
return factory->bodyMaterials.at(material).deathDescription.data();
}
bool Body::hasHealth(HealthType type, const ContentFactory* factory) const {
return !noHealth && factory->bodyMaterials.at(material).healthType == type;
}
bool Body::isPartDamaged(BodyPart part, double damage, const ContentFactory* factory) const {
double strength = [&] {
switch (part) {
case BodyPart::WING: return 0.3;
case BodyPart::ARM: return 0.6;
case BodyPart::LEG:
case BodyPart::HEAD: return 0.8;
case BodyPart::BACK:
case BodyPart::TORSO: return 1.5;
}
}();
if (!hasAnyHealth(factory))
return Random.chance(damage / strength);
if (factory->bodyMaterials.at(material).canLoseBodyParts)
return damage >= strength;
else
return false;
}
BodyPart Body::armOrWing() const {
if (numGood(BodyPart::ARM) == 0)
return BodyPart::WING;
if (numGood(BodyPart::WING) == 0)
return BodyPart::ARM;
return Random.choose({ BodyPart::WING, BodyPart::ARM }, {1, 1});
}
bool Body::isCritical(BodyPart part, const ContentFactory* factory) const {
return contains({BodyPart::TORSO}, part)
|| (part == BodyPart::HEAD && numGood(part) == 0 && factory->bodyMaterials.at(material).losingHeadsMeansDeath);
}
int Body::numBodyParts(BodyPart part) const {
return bodyParts[part];
}
int Body::numLost(BodyPart part) const {
return lostBodyParts[part];
}
bool Body::fallsApartDueToLostBodyParts(const ContentFactory* factory) const {
if (fallsApart && !hasAnyHealth(factory)) {
return getBodyPartHealth() < 0.1;
} else
return false;
}
int Body::numInjured(BodyPart part) const {
return injuredBodyParts[part];
}
int Body::numGood(BodyPart part) const {
return numBodyParts(part) - numInjured(part);
}
void Body::clearInjured(BodyPart part, int count) {
injuredBodyParts[part] = max(0, injuredBodyParts[part] - count);
}
void Body::clearLost(BodyPart part, int count) {
count = min(lostBodyParts[part], count);
bodyParts[part] += count;
lostBodyParts[part] -= count;
}
optional<BodyPart> Body::getAnyGoodBodyPart() const {
vector<BodyPart> good;
for (auto part : ENUM_ALL(BodyPart))
if (numGood(part) > 0)
good.push_back(part);
if (good.empty())
return none;
return Random.choose(good);
}
optional<BodyPart> Body::getBodyPart(const ContentFactory* factory) const {
vector<BodyPart> allowed {BodyPart::LEG, BodyPart::ARM, BodyPart::WING};
if (getBodyPartHealth() < 0.4 || !factory->bodyMaterials.at(material).losingHeadsMeansDeath)
allowed.push_back(BodyPart::HEAD);
if (allowed.empty() || getBodyPartHealth() < 0.4)
allowed.push_back(BodyPart::TORSO);
for (auto part : Random.permutation(allowed))
if (numGood(part))
return part;
return none;
}
bool Body::healBodyParts(Creature* creature, int max) {
bool result = false;
auto updateEffects = [&] (BodyPart part, int count) {
switch (part) {
case BodyPart::LEG:
creature->removePermanentEffect(LastingEffect::COLLAPSED, count);
break;
case BodyPart::WING:
creature->addPermanentEffect(LastingEffect::FLYING, count);
break;
case BodyPart::HEAD:
if (numGood(BodyPart::HEAD) == 1)
creature->removePermanentEffect(LastingEffect::BLIND, count);
break;
default:
break;
}
};
for (BodyPart part : ENUM_ALL(BodyPart)) {
if (int count = numInjured(part)) {
result = true;
count = min(max, count);
creature->you(MsgType::YOUR,
string(getName(part)) + (count > 1 ? "s are" : " is") + " in better shape");
clearInjured(part, count);
updateEffects(part, count);
max -= count;
if (max <= 0)
break;
}
if (int count = numLost(part)) {
result = true;
count = min(max, count);
creature->you(MsgType::YOUR, string(getName(part)) + (count > 1 ? "s grow back!" : " grows back!"));
clearLost(part, count);
updateEffects(part, count);
max -= count;
if (max <= 0)
break;
}
}
return result;
}
static void setBodyPartUpgrade(Item* item, BodyPart part, Effect upgrade, const ContentFactory* f) {
item->modViewObject().setModifier(ViewObject::Modifier::AURA);
auto name = upgrade.getName(f);
auto desc = upgrade.getDescription(f);
item->setUpgradeInfo(ItemUpgradeInfo{ItemUpgradeType::BODY_PART, Effect(Effects::Description{desc, Effect(Effects::Name{name,
Effect(Effects::Chain{{Effect(Effects::AddBodyPart{part, 1}), std::move(upgrade)}})})})});
item->setResourceId(none);
}
static Effect getDefaultBodyPartUpgrade() {
return Effect(Effects::Description("Increase either damage or defense by 1", Effect(Effects::ChooseRandom({
Effect(Effects::IncreaseAttr{AttrType("DAMAGE"), 1}),
Effect(Effects::IncreaseAttr{AttrType("DEFENSE"), 1})
}))));
}
bool Body::injureBodyPart(Creature* creature, BodyPart part, bool drop) {
auto game = creature->getGame();
auto factory = game->getContentFactory();
if (bodyParts[part] == 0 || (!drop && injuredBodyParts[part] == bodyParts[part]))
return false;
if (drop) {
if (contains({BodyPart::LEG, BodyPart::ARM, BodyPart::WING}, part))
game->getStatistics().add(StatId::CHOPPED_LIMB);
else if (part == BodyPart::HEAD)
game->getStatistics().add(StatId::CHOPPED_HEAD);
if (auto item = getBodyPartItem(creature->getAttributes().getName().bare(), part, factory)) {
if (material == BodyMaterialId("FLESH") && game->effectFlags.count("abomination_upgrades")) {
auto upgrade = droppedPartUpgrade.value_or_f(&getDefaultBodyPartUpgrade);
setBodyPartUpgrade(item.get(), part, std::move(upgrade), factory);
droppedPartUpgrade = none;
}
creature->getPosition().dropItem(std::move(item));
}
if (looseBodyPart(part, factory))
return true;
} else if (injureBodyPart(part, factory))
return true;
switch (part) {
case BodyPart::HEAD:
if (numGood(BodyPart::HEAD) == 0)
creature->addPermanentEffect(LastingEffect::BLIND);
break;
case BodyPart::LEG:
creature->addPermanentEffect(LastingEffect::COLLAPSED);
break;
case BodyPart::ARM:
// Drop the weapon anyway even if the other arm is still ok.
creature->dropWeapon();
break;
case BodyPart::WING:
creature->removePermanentEffect(LastingEffect::FLYING);
break;
default: break;
}
creature->dropUnsupportedEquipment();
return false;
}
template <typename T>
void consumeBodyAttr(T& mine, const T& his, vector<string>& adjectives, const string& adj) {
if (mine < his) {
mine = his;
if (!adj.empty())
adjectives.push_back(adj);
}
}
void Body::addBodyPart(BodyPart parts, int count) {
CHECK(count > 0);
bodyParts[parts] += count;
}
void Body::consumeBodyParts(Creature* c, Body& other, vector<string>& adjectives) {
auto factory = c->getGame()->getContentFactory();
for (BodyPart part : ENUM_ALL(BodyPart)) {
int cnt = other.bodyParts[part] - bodyParts[part];
if (cnt > 0) {
string what = getPlural(getName(part), cnt);
c->verb("grow", "grows", what);
c->addPersonalEvent(c->getName().the() + " grows "_s + what);
bodyParts[part] = other.bodyParts[part];
}
if (!other.intrinsicAttacks[part].empty())
intrinsicAttacks[part].clear();
for (auto& attack : other.intrinsicAttacks[part]) {
c->verb("develop", "develops", "a " + attack.item->getNameAndModifiers(factory) +
" attack");
c->addPersonalEvent(c->getName().the() + " develops a " + attack.item->getNameAndModifiers(factory) + " attack");
intrinsicAttacks[part].push_back(std::move(attack));
}
other.intrinsicAttacks[part].clear();
}
if (other.isHumanoid() && !isHumanoid() && numBodyParts(BodyPart::ARM) >= 2 &&
numBodyParts(BodyPart::LEG) >= 2 && numBodyParts(BodyPart::HEAD) >= 1) {
c->you(MsgType::BECOME, "a humanoid");
c->addPersonalEvent(c->getName().the() + " turns into a humanoid");
xhumanoid = true;
}
consumeBodyAttr(size, other.size, adjectives, "larger");
}
BodyMaterialId Body::getMaterial() const {
return material;
}
bool Body::looseBodyPart(BodyPart part, const ContentFactory* factory) {
if (bodyParts[part] > 0) {
--bodyParts[part];
++lostBodyParts[part];
if (injuredBodyParts[part] > bodyParts[part])
--injuredBodyParts[part];
}
return isCritical(part, factory);
}
bool Body::injureBodyPart(BodyPart part, const ContentFactory* factory) {
if (injuredBodyParts[part] < bodyParts[part])
++injuredBodyParts[part];
return isCritical(part, factory);
}
const char* getName(Body::Size s) {
switch (s) {
case Body::Size::SMALL: return "small";
case Body::Size::MEDIUM: return "medium";
case Body::Size::LARGE: return "large";
case Body::Size::HUGE: return "huge";
}
}
string Body::getMaterialAndSizeAdjectives(const ContentFactory* factory) const {
return string(getName(size)) + " and made of " + factory->bodyMaterials.at(material).name;
}
string Body::getDescription(const ContentFactory* factory) const {
vector<string> ret;
bool anyLimbs = false;
vector<BodyPart> listParts = {BodyPart::ARM, BodyPart::LEG, BodyPart::WING};
for (BodyPart part : listParts)
if (int num = numBodyParts(part)) {
ret.push_back(getPluralText(getName(part), num));
anyLimbs = true;
}
if (xhumanoid) {
bool noArms = numBodyParts(BodyPart::ARM) == 0;
bool noLegs = numBodyParts(BodyPart::LEG) == 0;
if (noArms && noLegs)
ret.push_back("no limbs");
else if (noArms)
ret.push_back("no arms");
else if (noLegs)
ret.push_back("no legs");
}
else if (!anyLimbs)
ret.push_back("no limbs");
auto numHeads = numBodyParts(BodyPart::HEAD);
if (numHeads == 0)
ret.push_back("no "_s + getName(BodyPart::HEAD));
else if (numHeads > 1)
ret.push_back(getPluralText(getName(BodyPart::HEAD), numHeads));
string limbDescription = ret.size() > 0 ? " with " + combine(ret) : "";
return getMaterialAndSizeAdjectives(factory) + limbDescription + ".";
}
bool Body::isHumanoid() const {
return xhumanoid;
}
bool Body::canPickUpItems() const {
return xCanPickUpItems || isHumanoid();
}
static int numCorpseItems(Body::Size size) {
switch (size) {
case Body::Size::LARGE: return Random.get(30, 50);
case Body::Size::HUGE: return Random.get(80, 120);
case Body::Size::MEDIUM: return Random.get(15, 30);
case Body::Size::SMALL: return Random.get(1, 8);
}
}
PItem Body::getBodyPartItem(const string& name, BodyPart part, const ContentFactory* factory) const {
if (material == BodyMaterialId("FLESH") || material == BodyMaterialId("UNDEAD_FLESH"))
return ItemType::severedLimb(name, part, weight / 8, isFarmAnimal() ? ItemClass::FOOD : ItemClass::CORPSE, factory);
if (auto& t = factory->bodyMaterials.at(material).bodyPartItem)
return t->get(factory);
return nullptr;
}
static bool bodyPartCanBeDropped(BodyPart part) {
switch (part) {
case BodyPart::ARM:
case BodyPart::LEG:
case BodyPart::HEAD:
case BodyPart::WING:
return true;
case BodyPart::TORSO:
case BodyPart::BACK:
return false;
}
}
vector<PItem> Body::getCorpseItems(const string& name, Creature::Id id, bool instantlyRotten, const ContentFactory* factory,
Game* game) const {
vector<PItem> ret = [&] {
if (material == BodyMaterialId("FLESH") || material == BodyMaterialId("UNDEAD_FLESH"))
return makeVec(
ItemType::corpse(name + " corpse", name + " skeleton", weight, factory, instantlyRotten,
minionFood ? ItemClass::FOOD : ItemClass::CORPSE,
CorpseInfo {id, !corpseIngredientType && canBeRevived && material != BodyMaterialId("UNDEAD_FLESH"),
numBodyParts(BodyPart::HEAD) > 0, false},
corpseIngredientType));
if (auto& t = factory->bodyMaterials.at(material).bodyPartItem)
return t->get(numCorpseItems(size), factory);
return vector<PItem>();
}();
if (!drops.empty())
if (auto item = Random.choose(drops))
ret.push_back(item->get(factory));
if (game && droppedPartUpgrade && game->effectFlags.count("abomination_upgrades"))
for (auto part : Random.permutation<BodyPart>())
if (numGood(part) > 0 && bodyPartCanBeDropped(part))
if (auto item = getBodyPartItem(name, part, game->getContentFactory())) {
setBodyPartUpgrade(item.get(), part, std::move(*droppedPartUpgrade), factory);
ret.push_back(std::move(item));
break;
}
return ret;
}
void Body::affectPosition(Position position) {
if (material == BodyMaterialId("FIRE"))
position.fireDamage(10, nullptr);
}
static void youHit(const Creature* c, BodyPart part, const Attack& attack, const ContentFactory* factory) {
if (auto& elem = factory->attrInfo.at(attack.damageType).bodyPartInjury)
c->you(MsgType::YOUR, getName(part) + " "_s + *elem + "!");
else
switch (part) {
case BodyPart::BACK:
switch (attack.type) {
case AttackType::SHOOT: c->you(MsgType::ARE, "shot in the back!"); break;
case AttackType::BITE: c->you(MsgType::ARE, "bitten in the neck!"); break;
case AttackType::CUT: c->you(MsgType::YOUR, "throat is cut!"); break;
case AttackType::CRUSH: c->you(MsgType::YOUR, "spine is crushed!"); break;
case AttackType::HIT: c->you(MsgType::YOUR, "neck is broken!"); break;
case AttackType::STAB: c->you(MsgType::ARE, "stabbed in the "_s +
Random.choose("back"_s, "neck"_s)); break;
case AttackType::SPELL: c->you(MsgType::ARE, "ripped to pieces!"); break;
}
break;
case BodyPart::HEAD:
switch (attack.type) {
case AttackType::SHOOT: c->you(MsgType::ARE, "shot in the " +
Random.choose("eye"_s, "neck"_s, "forehead"_s) + "!"); break;
case AttackType::BITE: c->you(MsgType::YOUR, "head is bitten off!"); break;
case AttackType::CUT: c->you(MsgType::YOUR, "head is chopped off!"); break;
case AttackType::CRUSH: c->you(MsgType::YOUR, "skull is shattered!"); break;
case AttackType::HIT: c->you(MsgType::YOUR, "neck is broken!"); break;
case AttackType::STAB: c->you(MsgType::ARE, "stabbed in the eye!"); break;
case AttackType::SPELL: c->you(MsgType::YOUR, "head is ripped to pieces!"); break;
}
break;
case BodyPart::TORSO:
switch (attack.type) {
case AttackType::SHOOT: c->you(MsgType::ARE, "shot in the heart!"); break;
case AttackType::BITE: c->you(MsgType::YOUR, "internal organs are ripped out!"); break;
case AttackType::CUT: c->you(MsgType::ARE, "cut in half!"); break;
case AttackType::STAB: c->you(MsgType::ARE, "stabbed in the " +
Random.choose("stomach"_s, "heart"_s) + "!"); break;
case AttackType::CRUSH: c->you(MsgType::YOUR, "ribs and internal organs are crushed!"); break;
case AttackType::HIT: c->you(MsgType::YOUR, "stomach receives a deadly blow!"); break;
case AttackType::SPELL: c->you(MsgType::ARE, "ripped to pieces!"); break;
}
break;
case BodyPart::ARM:
switch (attack.type) {
case AttackType::SHOOT: c->you(MsgType::ARE, "shot in the arm!"); break;
case AttackType::BITE: c->you(MsgType::YOUR, "arm is bitten off!"); break;
case AttackType::CUT: c->you(MsgType::YOUR, "arm is chopped off!"); break;
case AttackType::STAB: c->you(MsgType::ARE, "stabbed in the arm!"); break;
case AttackType::CRUSH: c->you(MsgType::YOUR, "arm is smashed!"); break;
case AttackType::HIT: c->you(MsgType::YOUR, "arm is broken!"); break;
case AttackType::SPELL: c->you(MsgType::YOUR, "arm is ripped to pieces!"); break;
}
break;
case BodyPart::WING:
switch (attack.type) {
case AttackType::SHOOT: c->you(MsgType::ARE, "shot in the wing!"); break;
case AttackType::BITE: c->you(MsgType::YOUR, "wing is bitten off!"); break;
case AttackType::CUT: c->you(MsgType::YOUR, "wing is chopped off!"); break;
case AttackType::STAB: c->you(MsgType::ARE, "stabbed in the wing!"); break;
case AttackType::CRUSH: c->you(MsgType::YOUR, "wing is smashed!"); break;
case AttackType::HIT: c->you(MsgType::YOUR, "wing is broken!"); break;
case AttackType::SPELL: c->you(MsgType::YOUR, "wing is ripped to pieces!"); break;
}
break;
case BodyPart::LEG:
switch (attack.type) {
case AttackType::SHOOT: c->you(MsgType::ARE, "shot in the leg!"); break;
case AttackType::BITE: c->you(MsgType::YOUR, "leg is bitten off!"); break;
case AttackType::CUT: c->you(MsgType::YOUR, "leg is cut off!"); break;
case AttackType::STAB: c->you(MsgType::YOUR, "stabbed in the leg!"); break;
case AttackType::CRUSH: c->you(MsgType::YOUR, "knee is crushed!"); break;
case AttackType::HIT: c->you(MsgType::YOUR, "leg is broken!"); break;
case AttackType::SPELL: c->you(MsgType::YOUR, "leg is ripped to pieces!"); break;
}
break;
}
}
Body::DamageResult Body::takeDamage(const Attack& attack, Creature* creature, double damage) {
PROFILE;
bleed(creature, damage);
auto factory = creature->getGame()->getContentFactory();
if (auto part = getBodyPart(factory))
if (isPartDamaged(*part, damage, factory)) {
youHit(creature, *part, attack, factory);
if (injureBodyPart(creature, *part,
contains({AttackType::CUT, AttackType::BITE}, attack.type) && bodyPartCanBeDropped(*part))) {
creature->you(MsgType::DIE, "");
creature->dieWithAttacker(attack.attacker);
return Body::KILLED;
}
creature->addEffect(BuffId("BLEEDING"), 50_visible);
if (health <= 0)
health = 0.1;
creature->updateViewObject(factory);
return Body::HURT;
}
if (health <= 0) {
creature->you(MsgType::ARE, "critically wounded");
creature->you(MsgType::DIE, "");
creature->dieWithAttacker(attack.attacker);
return Body::KILLED;
} else
if (health < 0.5) {
creature->you(MsgType::ARE, "critically wounded");
return Body::HURT;
} else {
if (hasAnyHealth(factory))
creature->you(MsgType::ARE, "wounded");
else if (attack.effect.empty()) {
creature->you(MsgType::ARE, "not hurt");
return Body::NOT_HURT;
}
return Body::HURT;
}
}
void Body::getBadAdjectives(vector<AdjectiveInfo>& ret) const {
if (health < 1)
ret.push_back({"Wounded", ""});
for (BodyPart part : ENUM_ALL(BodyPart))
if (int num = numInjured(part))
ret.push_back({getPlural(string("Injured ") + getName(part), num), ""});
for (BodyPart part : ENUM_ALL(BodyPart))
if (int num = numLost(part))
ret.push_back({getPlural(string("Lost ") + getName(part), num), ""});
}
BodySize Body::getSize() const {
return size;
}
bool Body::tick(const Creature* c) {
if (fallsApartDueToLostBodyParts(c->getGame()->getContentFactory())) {
c->you(MsgType::FALL, "apart");
return true;
}
return false;
}
double Body::getBodyPartHealth() const {
int gone = 0;
int total = 0;
for (auto part : ENUM_ALL(BodyPart)) {
gone += injuredBodyParts[part] + lostBodyParts[part];
total += bodyParts[part] + lostBodyParts[part];
}
return 1 - double(gone) / double(total);
}
void Body::updateViewObject(ViewObject& obj, const ContentFactory* factory) const {
if (hasAnyHealth(factory))
obj.setAttribute(ViewObject::Attribute::HEALTH, health);
else
obj.setAttribute(ViewObject::Attribute::HEALTH, getBodyPartHealth());
obj.setModifier(ViewObjectModifier::HEALTH_BAR);
if (hasHealth(HealthType::SPIRIT, factory))
obj.setModifier(ViewObject::Modifier::SPIRIT_DAMAGE);
}
bool Body::heal(Creature* c, double amount) {
if (health < 1) {
health = min(1., health + amount);
auto factory = c->getGame()->getContentFactory();
updateViewObject(c->modViewObject(), factory);
if (health >= 1) {
health = 1;
return true;
}
}
return false;
}
bool Body::isIntrinsicallyAffected(LastingOrBuff l, const ContentFactory* factory) const {
auto ret = factory->bodyMaterials.at(material).intrinsicallyAffected.count(l);
if (l == LastingEffect::FLYING)
ret = ret || numGood(BodyPart::WING) >= 2;
return ret;
}
bool Body::isImmuneTo(LastingOrBuff l, const ContentFactory* factory) const {
auto ret = factory->bodyMaterials.at(material).immuneTo.count(l);
if (isOneOf(l, LastingEffect::RAGE, LastingEffect::PANIC, LastingEffect::TELEPATHY, LastingEffect::INSANITY))
ret = ret || !hasBrain(factory);
return ret;
}
void Body::bleed(Creature* c, double amount) {
auto factory = c->getGame()->getContentFactory();
if (hasAnyHealth(factory)) {
health -= amount;
c->updateViewObject(factory);
if (c->getStatus().contains(CreatureStatus::LEADER))
if (auto game = c->getGame())
game->addEvent(EventInfo::LeaderWounded{c});
}
}
bool Body::canWade() const {
switch (size) {
case Size::LARGE:
case Size::HUGE: return true;
default: return false;
}
}
bool Body::isKilledByBoulder(const ContentFactory* factory) const {
return factory->bodyMaterials.at(material).killedByBoulder;
}
bool Body::isFarmAnimal() const {
return minionFood;
}
bool Body::canCopulateWith(const ContentFactory* factory) const {
return isHumanoid() && factory->bodyMaterials.at(material).canCopulate;
}
bool Body::canConsume() const {
return true;
}
bool Body::isWounded() const {
return health < 1;
}
bool Body::isSeriouslyWounded() const {
return health < 0.5;
}
double Body::getHealth() const {
return health;
}
bool Body::hasBrain(const ContentFactory* factory) const {
return factory->bodyMaterials.at(material).hasBrain;
}
bool Body::burnsIntrinsically(const ContentFactory* factory) const {
return factory->bodyMaterials.at(material).flamable;
}
bool Body::canPush(const Body& other) {
return int(size) >= int(other.minPushSize);
}
bool Body::canPerformRituals(const ContentFactory* factory) const {
return xhumanoid && !isImmuneTo(LastingEffect::TIED_UP, factory);
}
void Body::setCanBeCaptured(bool value) {
canCapture = value;
}
bool Body::canBeCaptured(const ContentFactory* factory) const {
return hasAnyHealth(factory) && (!!canCapture ? *canCapture : !isImmuneTo(LastingEffect::TIED_UP, factory));
}
bool Body::isUndead(const ContentFactory* factory) const {
return factory->bodyMaterials.at(material).undead;
}
vector<AttackLevel> Body::getAttackLevels() const {
if (isHumanoid() && !numGood(BodyPart::ARM))
return {AttackLevel::LOW};
switch (size) {
case Body::Size::SMALL: return {AttackLevel::LOW};
case Body::Size::MEDIUM: return {AttackLevel::LOW, AttackLevel::MIDDLE};
case Body::Size::LARGE: return {AttackLevel::LOW, AttackLevel::MIDDLE, AttackLevel::HIGH};
case Body::Size::HUGE: return {AttackLevel::MIDDLE, AttackLevel::HIGH};
}
}
double Body::getDeathSoundPitch() const {
switch (size) {
case Body::Size::HUGE: return 0.6;
case Body::Size::LARGE: return 0.9;
case Body::Size::MEDIUM: return 1.3;
case Body::Size::SMALL: return 3.0;
}
}
optional<Sound> Body::getDeathSound() const {
if (!deathSound)
return none;
else
return Sound(*deathSound).setPitch(getDeathSoundPitch());
}
optional<Sound> Body::rollAmbientSound() const {
if (ambientSound && Random.chance(ambientSound->first))
return ambientSound->second;
return none;
}
optional<AnimationId> Body::getDeathAnimation(const ContentFactory* factory) const {
if (isHumanoid() && hasAnyHealth(factory))
return AnimationId::DEATH;
else
return none;
}
double Body::getBoulderDamage() const {
switch (size) {
case Body::Size::HUGE: return 1;
case Body::Size::LARGE: return 0.3;
case Body::Size::MEDIUM: return 0.15;
case Body::Size::SMALL: return 0;
}
}
int Body::getCarryLimit() const {
switch (size) {
case Body::Size::HUGE: return 200;
case Body::Size::LARGE: return 80;
case Body::Size::MEDIUM: return 60;
case Body::Size::SMALL: return 6;
}
}
#include "pretty_archive.h"
RICH_ENUM(BodyType,
Humanoid,
HumanoidLike,
Bird,
FourLegged,
NonHumanoid
);
struct BodyTypeReader {
static Body* body;
void serialize(PrettyInputArchive& ar1, unsigned v) {
BodyType type;
BodySize size;
ar1(type, size);
body->setWeight(getDefaultWeight(size));
body->setSize(size);
body->setMinPushSize(BodySize((int)size + 1));
switch (type) {
case BodyType::Humanoid:
body->setHumanoidBodyParts(getDefaultIntrinsicDamage(size));
body->setDeathSound(SoundId("HUMANOID_DEATH"));
body->setHumanoid(true);
break;
case BodyType::HumanoidLike:
body->setHumanoidBodyParts(getDefaultIntrinsicDamage(size));
body->setDeathSound(SoundId("BEAST_DEATH"));
break;
case BodyType::Bird:
body->setBirdBodyParts(getDefaultIntrinsicDamage(size));
body->setDeathSound(SoundId("BEAST_DEATH"));
break;
case BodyType::FourLegged:
body->setHorseBodyParts(getDefaultIntrinsicDamage(size));
body->setDeathSound(SoundId("BEAST_DEATH"));
break;
default:
body->setDeathSound(SoundId("BEAST_DEATH"));
break;
}
}
};
Body* BodyTypeReader::body = nullptr;
template <>
void Body::serialize(PrettyInputArchive& ar1, unsigned v) {
BodyTypeReader type;
BodyTypeReader::body = this;
ar1(NAMED(type));
serializeImpl(ar1, v);
EnumMap<BodyPart, int> addBodyPart;
ar1(OPTION(addBodyPart));
ar1(endInput());
for (auto part : ENUM_ALL(BodyPart)) {
bodyParts[part] += addBodyPart[part];
if (bodyParts[part] == 0 && !intrinsicAttacks[part].empty())
ar1.error("Creature has an intrinsic attack attached to non-existent body part"_s);
}
}