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engines/ultima/ultima0/views/attack.cpp
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330
engines/ultima/ultima0/views/attack.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima0/views/attack.h"
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#include "ultima/ultima0/data/data.h"
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#include "ultima/ultima0/ultima0.h"
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namespace Ultima {
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namespace Ultima0 {
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namespace Views {
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Attack::Attack() : View("Attack") {
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setBounds(Gfx::TextRect(1, 22, 26, 24));
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}
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bool Attack::msgFocus(const FocusMessage &msg) {
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_mode = WHICH_WEAPON;
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_message = "";
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MetaEngine::setKeybindingMode(KBMODE_MENUS);
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return true;
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}
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bool Attack::msgUnfocus(const UnfocusMessage &msg) {
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MetaEngine::setKeybindingMode(KBMODE_MINIMAL);
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return true;
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}
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void Attack::draw() {
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auto s = getSurface();
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s.clear();
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if (_mode == AMULET) {
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s.writeString(Common::Point(0, 0), "1] Ladder Up");
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s.writeString(Common::Point(0, 1), "2] Ladder Down");
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s.writeString(Common::Point(0, 2), "3] Attack Monster");
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s.writeString(Common::Point(0, 3), "4] Bad Magic");
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return;
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}
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s.writeString(Common::Point(1, 1), "Which Weapon? ");
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if (_mode != WHICH_WEAPON)
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s.writeString(_weapon <= 0 ? "Hands" : OBJECT_INFO[_weapon]._name);
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if (!_message.empty())
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s.writeString(Common::Point(1, 2), _message);
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}
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bool Attack::msgKeypress(const KeypressMessage &msg) {
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if (_mode == WHICH_WEAPON) {
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selectObject(-1);
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return true;
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}
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return false;
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}
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bool Attack::msgAction(const ActionMessage &msg) {
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int objNum;
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switch (_mode) {
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case WHICH_WEAPON:
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// Check for object selection, anything but food
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objNum = -1;
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for (uint i = OB_RAPIER; i < MAX_OBJ; ++i) {
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if (msg._action == OBJECT_INFO[i]._action) {
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objNum = i;
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break;
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}
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}
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selectObject(objNum);
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break;
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case AMULET:
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if (msg._action >= KEYBIND_AMULET1 && msg._action <= KEYBIND_AMULET4) {
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selectMagic(msg._action - KEYBIND_AMULET1);
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}
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break;
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case THROW_SWING:
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if (msg._action == KEYBIND_THROW) {
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_message += "Throw\n";
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attackMissile();
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} else if (msg._action == KEYBIND_SWING) {
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_message += "Swing\n";
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attackWeapon();
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}
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break;
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default:
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break;
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}
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return true;
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}
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void Attack::selectObject(int objNum) {
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auto &player = g_engine->_player;
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_weapon = objNum;
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_damage = (objNum <= 0) ? 0 : OBJECT_INFO[objNum]._maxDamage;
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// Must own an object
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if (player._object[_weapon] == 0) {
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showMessage("Not owned.");
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return;
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}
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// Mages are limited
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if (player._class == 'M' && (objNum == OB_BOW || objNum == OB_RAPIER)) {
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showMessage("Mages can't use that.");
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return;
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}
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// Use an amulet
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if (objNum == OB_AMULET) {
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if (player._class == 'M') {
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// Mages can properly select the magic to use
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_mode = AMULET;
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// Amulet selection requires all four lines
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_bounds = Gfx::TextRect(0, 22, 26, 24);
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redraw();
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} else {
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// Fighters get a random effect
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selectMagic(g_engine->getRandomNumber(3));
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}
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return;
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}
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if (objNum == OB_BOW) {
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attackMissile();
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} else if (objNum == OB_AXE) {
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_mode = THROW_SWING;
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_message += "Throw or Swing ? ";
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redraw();
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} else {
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attackWeapon();
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}
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}
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void Attack::selectMagic(int magicNum) {
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auto &dungeon = g_engine->_dungeon;
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auto &player = g_engine->_player;
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int i;
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// Last charge?
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Common::String msg;
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if (urand() % 5 == 0) {
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msg = "Last charge on this Amulet.\n";
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player._object[OB_AMULET]--;
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}
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switch (magicNum) {
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case 0:
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// Ladder up
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dungeon._map[player._dungeonPos.x][player._dungeonPos.y] = DT_LADDERUP;
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break;
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case 1:
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// Ladder down
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dungeon._map[player._dungeonPos.x][player._dungeonPos.y] = DT_LADDERDN;
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break;
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case 2:
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// Amulet Attack
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attackMissile();
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break;
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case 3:
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// Bad Magic
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switch (urand() % 3) {
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case 0:
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msg += "You have been turned into a Toad.\n";
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for (i = AT_STRENGTH; i <= AT_WISDOM; i++)
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player._attr[i] = 3;
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break;
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case 1:
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msg += "You have been turned into a Lizard Man.\n";
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for (i = AT_HP; i <= AT_WISDOM; i++)
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player._attr[i] = floor(player._attr[i] * 5 / 2);
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break;
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case 2:
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msg += "Backfire !!\n";
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player._attr[AT_HP] = floor(player._attr[AT_HP]) / 2;
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break;
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}
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break;
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}
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if (msg.empty()) {
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timeout();
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} else {
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redraw();
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delaySeconds(1);
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}
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}
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void Attack::attackMissile() {
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const auto &dungeon = g_engine->_dungeon;
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auto &player = g_engine->_player;
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Common::Point c1, c = player._dungeonPos;
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int Dist = -1;
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// A maximum distance of 5
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for (int y = 0; y < 5; y++) {
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c += player._dungeonDir;
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int n = dungeon.findMonster(c); // Monster there ?
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if (n >= 0) {
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c1 = c;
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Dist = n;
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}
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// If wall, or door, stop
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if (!ISDRAWOPEN(dungeon._map[c.x][c.y]))
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break;
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}
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if (Dist < 0) {
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// Hit nothing
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_message += "You missed !!\n";
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_mode = DONE;
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delaySeconds(1);
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} else {
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attackHitMonster(c1);
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}
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}
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void Attack::attackWeapon() {
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const auto &player = g_engine->_player;
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Common::Point c = player._dungeonPos + player._dungeonDir;
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attackHitMonster(c);
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}
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void Attack::attackHitMonster(const Common::Point &c) {
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auto &player = g_engine->_player;
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auto &dungeon = g_engine->_dungeon;
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int n = 0, monNum, damage;
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MonsterEntry *m = nullptr;
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// Is there a monster there ?
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monNum = dungeon.findMonster(c);
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if (monNum >= 0) {
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// Set up a pointer
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m = &dungeon._monsters[monNum];
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n = m->_type;
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}
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// Get weaponry info
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damage = 0;
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if (_weapon >= 0 && _weapon != OB_AMULET)
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damage = OBJECT_INFO[_weapon]._maxDamage;
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if (_weapon == OB_AMULET)
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// Amulet Special Case
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damage = 10 + player._level;
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// If no, or not dexterous
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if (monNum < 0 || player._attr[AT_DEXTERITY] - ((int)urand() % 25) < n + player._level) {
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// Then a miss.
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_message += "\nMissed!";
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_mode = DONE;
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redraw();
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delaySeconds(1);
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return;
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}
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// Scored a hit
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_message += "Hit !!!\n";
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// Calculate HPs lost
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n = 0;
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if (damage > 0)
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n = (urand() % damage);
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n = n + player._attr[AT_STRENGTH] / 5;
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m->_strength = m->_strength - n; // Lose them
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if (m->_strength < 0)
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m->_strength = 0;
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_message += Common::String::format("%s's Hit\nPoints now %d.\n",
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MONSTER_INFO[m->_type]._name, m->_strength);
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// Killed it ?
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if (m->_strength == 0) {
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m->_alive = false; // It has ceased to be
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int gold = (m->_type + player._level); // Amount of gold
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_message += Common::String::format("You get %d pieces of eight.\n", gold);
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player._attr[AT_GOLD] += gold;
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player._hpGain += (m->_type * player._level) / 2; // Calculate Gain
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if (m->_type == player._task) // Check done LB's task
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player._taskCompleted = true;
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}
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_mode = DONE;
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redraw();
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delaySeconds(1);
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}
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void Attack::showMessage(const Common::String &msg) {
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_message = msg;
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_mode = DONE;
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redraw();
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delaySeconds(1);
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}
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void Attack::timeout() {
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close();
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g_events->send("Dungeon", GameMessage("ENDOFTURN"));
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}
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} // namespace Views
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} // namespace Ultima0
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} // namespace Ultima
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