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npc.cpp
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407 lines (332 loc) · 15 KB
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#include "game.h"
#include "gamedata.h"
#include "rng.hpp"
#include <numeric>
#include <limits>
void Game::CreateCityMons()
{
if (!Globals->CITY_MONSTERS_EXIST) return;
for(const auto r : regions) {
if ((r->type == R_NEXUS) || r->IsStartingCity() || r->town) {
CreateCityMon(r, 100, 1);
}
}
}
void Game::CreateWMons()
{
if (!Globals->WANDERING_MONSTERS_EXIST) return;
GrowWMons(50);
}
void Game::CreateLMons()
{
if (!Globals->LAIR_MONSTERS_EXIST) return;
GrowLMons(50);
}
void Game::GrowWMons(int rate)
{
//
// Now, go through each 8x8 block of the map, and make monsters if
// needed.
//
int level;
for (level = 0; level < regions.numLevels; level++) {
ARegionArray *pArr = regions.pRegionArrays[level];
for (int xsec=0; xsec < pArr->x; xsec+=8) {
for (int ysec=0; ysec < pArr->y; ysec+=16) {
int mons=0;
int wanted=0;
for (int x=0; x < 8; x++) {
if (x+xsec > pArr->x) break;
for (int y=0; y < 16; y+=2) {
if (y+ysec > pArr->y) break;
ARegion *reg = pArr->GetRegion(x+xsec, y+ysec+x%2);
if (reg && reg->zloc == level && !reg->IsGuarded()) {
mons += reg->CountWMons();
/*
* Make sure there is at least one monster type
* enabled for this region
*/
int avail = 0;
int mon = TerrainDefs[reg->type].smallmon;
if (!((mon == -1) ||
(ItemDefs[mon].flags & ItemType::DISABLED)))
avail = 1;
mon = TerrainDefs[reg->type].bigmon;
if (!((mon == -1) ||
(ItemDefs[mon].flags & ItemType::DISABLED)))
avail = 1;
mon = TerrainDefs[reg->type].humanoid;
if (!((mon == -1) ||
(ItemDefs[mon].flags & ItemType::DISABLED)))
avail = 1;
if (avail) {
wanted += TerrainDefs[reg->type].wmonfreq;
}
}
}
}
wanted /= 10;
wanted -= mons;
wanted = (wanted*rate + rng::get_random(100))/100;
// printf("\n\n WANTED WMON at (xsec: %d, ysec: %d) : %d \n\n", xsec, ysec, wanted);
if (wanted > 0) {
// TODO: instead of loop guard need to check how many available regions
// are there and random them
int loop_guard = 1000;
for (int i=0; i < wanted;) {
int x = rng::get_random(8);
int y = rng::get_random(16);
if (y%2 == 1) {
if (y > 0) {
y -= 1;
} else {
y = 0;
}
}
ARegion *reg = pArr->GetRegion(x + xsec, y + ysec + x%2);
if (reg && reg->zloc == level && !reg->IsGuarded() && MakeWMon(reg)) {
i++;
}
// In worst case scenario it will randomly pick same not matching regions
// with potential of infinitie loop (ie dodgy RNG)
loop_guard--;
if (loop_guard == 0) break;
}
}
}
}
}
}
void Game::GrowLMons(int rate)
{
for(const auto r : regions) {
//
// Don't make lmons in guarded regions
//
if (r->IsGuarded()) continue;
for(const auto obj : r->objects) {
if (obj->units.size()) continue;
int montype = ObjectDefs[obj->type].monster;
int grow=!(ObjectDefs[obj->type].flags&ObjectType::NOMONSTERGROWTH);
if ((montype != -1) && grow) {
if (rng::get_random(100) < rate) {
MakeLMon(obj);
}
}
}
}
}
int Game::MakeWMon(ARegion *pReg)
{
if (!Globals->WANDERING_MONSTERS_EXIST) return 0;
if (TerrainDefs[pReg->type].wmonfreq == 0) return 0;
int montype = TerrainDefs[pReg->type].smallmon;
if (rng::get_random(2) && (TerrainDefs[pReg->type].humanoid != -1))
montype = TerrainDefs[pReg->type].humanoid;
if (TerrainDefs[pReg->type].bigmon != -1 && !rng::get_random(8)) {
montype = TerrainDefs[pReg->type].bigmon;
}
if ((montype == -1) || (ItemDefs[montype].flags & ItemType::DISABLED))
return 0;
auto monster = find_monster(ItemDefs[montype].abr, (ItemDefs[montype].type & IT_ILLUSION))->get();
Faction *monfac = GetFaction(factions, monfaction);
Unit *u = GetNewUnit(monfac, 0);
u->MakeWMon(monster.name.c_str(), montype, (monster.number+rng::get_random(monster.number)+1)/2);
u->MoveUnit(pReg->GetDummy());
return(1);
}
void Game::MakeLMon(Object *pObj)
{
if (!Globals->LAIR_MONSTERS_EXIST) return;
if (ObjectDefs[pObj->type].flags & ObjectType::NOMONSTERGROWTH) return;
int montype = ObjectDefs[pObj->type].monster;
if (montype == I_TRENT)
montype = TerrainDefs[pObj->region->type].bigmon;
if (montype == I_CENTAUR)
montype = TerrainDefs[pObj->region->type].humanoid;
if ((montype == -1) || (ItemDefs[montype].flags & ItemType::DISABLED))
return;
auto monster = find_monster(ItemDefs[montype].abr, (ItemDefs[montype].type & IT_ILLUSION))->get();
Faction *monfac = GetFaction(factions, monfaction);
Unit *u = GetNewUnit(monfac, 0);
switch(montype) {
case I_IMP:
u->MakeWMon("Demons", I_IMP, rng::get_random(monster.number + 1));
monster = find_monster(ItemDefs[I_DEMON].abr, (ItemDefs[I_DEMON].type & IT_ILLUSION))->get();
u->items.SetNum(I_DEMON, rng::get_random(monster.number + 1));
monster = find_monster(ItemDefs[I_DEVIL].abr, (ItemDefs[I_DEVIL].type & IT_ILLUSION))->get();
u->items.SetNum(I_DEVIL, rng::get_random(monster.number + 1));
break;
case I_SKELETON:
u->MakeWMon("Undead", I_SKELETON, rng::get_random(monster.number + 1));
monster = find_monster(ItemDefs[I_UNDEAD].abr, (ItemDefs[I_UNDEAD].type & IT_ILLUSION))->get();
u->items.SetNum(I_UNDEAD, rng::get_random(monster.number + 1));
monster = find_monster(ItemDefs[I_LICH].abr, (ItemDefs[I_LICH].type & IT_ILLUSION))->get();
u->items.SetNum(I_LICH, rng::get_random(monster.number + 1));
break;
case I_MAGICIANS:
u->MakeWMon("Evil Mages", I_MAGICIANS, (monster.number + rng::get_random(monster.number) + 1) / 2);
monster = find_monster(ItemDefs[I_SORCERERS].abr, (ItemDefs[I_SORCERERS].type & IT_ILLUSION))->get();
u->items.SetNum(I_SORCERERS, rng::get_random(monster.number + 1));
u->SetFlag(FLAG_BEHIND, 1);
u->guard = GUARD_NONE;
u->MoveUnit(pObj);
u = GetNewUnit(monfac, 0);
monster = find_monster(ItemDefs[I_WARRIORS].abr, (ItemDefs[I_WARRIORS].type & IT_ILLUSION))->get();
u->MakeWMon(monster.name.c_str(), I_WARRIORS, (monster.number + rng::get_random(monster.number) + 1) / 2);
u->guard = GUARD_NONE;
break;
case I_DARKMAGE:
u->MakeWMon("Dark Mages", I_DARKMAGE, (rng::get_random(monster.number) + 1));
monster = find_monster(ItemDefs[I_MAGICIANS].abr, (ItemDefs[I_MAGICIANS].type & IT_ILLUSION))->get();
u->items.SetNum(I_MAGICIANS, (monster.number + rng::get_random(monster.number) + 1) / 2);
monster = find_monster(ItemDefs[I_SORCERERS].abr, (ItemDefs[I_SORCERERS].type & IT_ILLUSION))->get();
u->items.SetNum(I_SORCERERS, rng::get_random(monster.number + 1));
monster = find_monster(ItemDefs[I_DARKMAGE].abr, (ItemDefs[I_DARKMAGE].type & IT_ILLUSION))->get();
u->items.SetNum(I_DARKMAGE, rng::get_random(monster.number + 1));
u->SetFlag(FLAG_BEHIND, 1);
u->guard = GUARD_NONE;
u->MoveUnit(pObj);
u = GetNewUnit(monfac, 0);
monster = find_monster(ItemDefs[I_DROW].abr, (ItemDefs[I_DROW].type & IT_ILLUSION))->get();
u->MakeWMon(monster.name.c_str(), I_DROW, (monster.number + rng::get_random(monster.number) + 1) / 2);
u->guard = GUARD_NONE;
break;
case I_ILLYRTHID:
u->MakeWMon(monster.name.c_str(), I_ILLYRTHID, (monster.number + rng::get_random(monster.number) + 1) / 2);
u->SetFlag(FLAG_BEHIND, 1);
u->guard = GUARD_NONE;
u->MoveUnit(pObj);
u = GetNewUnit(monfac, 0);
monster = find_monster(ItemDefs[I_SKELETON].abr, (ItemDefs[I_SKELETON].type & IT_ILLUSION))->get();
u->MakeWMon("Undead", I_SKELETON, rng::get_random(monster.number + 1));
monster = find_monster(ItemDefs[I_UNDEAD].abr, (ItemDefs[I_UNDEAD].type & IT_ILLUSION))->get();
u->items.SetNum(I_UNDEAD, rng::get_random(monster.number + 1));
u->guard = GUARD_NONE;
break;
case I_STORMGIANT:
if (rng::get_random(3) < 1) {
montype = I_CLOUDGIANT;
monster = find_monster(ItemDefs[montype].abr, (ItemDefs[montype].type & IT_ILLUSION))->get();
}
u->MakeWMon(monster.name.c_str(), montype, (monster.number + rng::get_random(monster.number) + 1) / 2);
break;
default:
u->MakeWMon(monster.name.c_str(), montype, (monster.number + rng::get_random(monster.number) + 1) / 2);
break;
}
u->MoveUnit(pObj);
}
// Helper struct for weapon selection
struct SuitableWeapon {
int index; // Index into WeaponDefs
unsigned int weight;
};
Unit *Game::MakeManUnit(Faction *fac, int mantype, int num, int level, int weaponlevel, int armor, int behind)
{
Unit *u = GetNewUnit(fac);
auto men = find_race(ItemDefs[mantype].abr)->get();
int scomb = men.defaultlevel;
int sxbow = men.defaultlevel;
int slbow = men.defaultlevel;
for (unsigned int i = 0; i < (sizeof(men.skills) / sizeof(men.skills[0])); i++) {
if (!men.skills[i]) continue;
auto pS = FindSkill(men.skills[i]->c_str())->get();
if (pS == FindSkill("COMB")->get()) scomb = men.speciallevel;
if (pS == FindSkill("XBOW")->get()) sxbow = men.speciallevel;
if (pS == FindSkill("LBOW")->get()) slbow = men.speciallevel;
}
int combat_level = scomb;
int sk = lookup_skill("COMB");
if (behind) {
if (slbow >= sxbow) {
sk = lookup_skill("LBOW");
combat_level = slbow;
} else {
sk = lookup_skill("XBOW");
combat_level = sxbow;
}
}
if (combat_level < level) {
weaponlevel += level - combat_level;
}
int weapon_index = -1;
int witem = -1;
while (weapon_index == -1) {
std::vector<SuitableWeapon> suitable_weapons;
for (size_t i = 0; i < WeaponDefs.size(); ++i) {
int current_witem = lookup_item(WeaponDefs[i].abbr);
if (ItemDefs[current_witem].flags & ItemType::DISABLED) continue;
if (current_witem == lookup_item("PICK")) continue;
if (ItemDefs[current_witem].pSkill && ItemDefs[current_witem].pSkill != FindSkill("WEAP")->get().abbr) continue;
bool is_ranged = (WeaponDefs[i].flags & WeaponType::RANGED);
if (is_ranged && !behind) continue;
int weapon_base_skill_idx = lookup_skill(WeaponDefs[i].baseSkill);
int weapon_or_skill_idx = lookup_skill(WeaponDefs[i].orSkill);
bool skill_match = (weapon_base_skill_idx == sk || weapon_or_skill_idx == sk);
bool javelin_case = false;
if (behind && !skill_match && scomb > combat_level) {
if (is_ranged && (weapon_base_skill_idx == lookup_skill("COMB") || weapon_or_skill_idx == lookup_skill("COMB"))) {
skill_match = true;
javelin_case = true;
}
}
if (!skill_match) continue;
int attack = WeaponDefs[i].attackBonus;
int producelevel = ItemDefs[current_witem].pLevel;
if (attack < (producelevel - 1)) attack = producelevel - 1;
bool level_match = false;
unsigned int weight = 1;
if (behind) {
if (attack + (javelin_case ? scomb : combat_level) <= weaponlevel) {
level_match = true;
if (WeaponDefs[i].attackBonus == weaponlevel) {
weight = 5;
}
}
} else {
if (attack == weaponlevel) {
level_match = true;
}
}
if (!level_match) continue;
if (!men.CanUse(current_witem)) continue;
suitable_weapons.push_back({static_cast<int>(i), weight});
}
if (suitable_weapons.empty()) {
weaponlevel++;
continue;
}
std::vector<unsigned int> weights;
weights.reserve(suitable_weapons.size());
for (const auto& sw : suitable_weapons) {
weights.push_back(sw.weight);
}
std::optional<size_t> selected_suitable_index_opt = rng::get_weighted_index(weights);
// If the weighted selection failed, we know that suitable_weapons is not empty, so we can safely pick the first one.
if (selected_suitable_index_opt) weapon_index = suitable_weapons[*selected_suitable_index_opt].index;
else weapon_index = suitable_weapons[0].index;
witem = lookup_item(WeaponDefs[weapon_index].abbr);
}
int final_skill_idx = lookup_skill(WeaponDefs[weapon_index].baseSkill);
if (final_skill_idx != sk && lookup_skill(WeaponDefs[weapon_index].orSkill) != sk) sk = final_skill_idx;
int maxskill = men.defaultlevel;
for (unsigned int i = 0; i < (sizeof(men.skills) / sizeof(men.skills[0])); i++) {
if (men.skills[i] && FindSkill(men.skills[i]->c_str())->get() == FindSkill(SkillDefs[sk].abbr.c_str())->get()) {
maxskill = men.speciallevel;
break;
}
}
if (level > maxskill) level = maxskill;
u->SetMen(mantype, num);
u->items.SetNum(witem, num);
u->SetSkill(sk, level);
if (behind) u->SetFlag(FLAG_BEHIND, 1);
if (armor) {
int ar = I_PLATEARMOR;
if (!men.CanUse(ar)) ar = I_CHAINARMOR;
if (!men.CanUse(ar)) ar = I_LEATHERARMOR;
if (men.CanUse(ar)) u->items.SetNum(ar, num);
}
return u;
}