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scummvm/devtools/create_ultima/files/ultima6/scripts/u6/actor.lua
T
PushmePullyu cf736c2f36 ULTIMA: NUVIE: Fix thrown weapon placement condition
When attacking with spear, throwing axe or dagger:

Only prevent placement on map tiles that are either impassable water
or ethereal void (unless an object is already present).

Fixes thrown weapons not being placed on passable water (e.g. shore).
2024-02-17 13:10:46 -10:00

3769 lines
108 KiB
Lua

--io.stderr:write("actor.lua get here\n")
--Worktypes
WT_NOTHING = 0x0 --do nothing
WT_FOLLOW = 0x1 --follow avatar (in party)
WT_PLAYER = 0x2 --player mode
WT_FRONT = 0x3 --combat front
WT_REAR = 0x4 --combat rear
WT_FLANK = 0x5 --combat flank
WT_BERSERK = 0x6 --combat berserk
WT_RETREAT = 0x7 --combat retreat
WT_ASSAULT = 0x8 --combat assault
WT_FLEE = 0x9 --run away from party
WT_LIKE = 0xa --like the party. eg dog
WT_UNFRIENDLY = 0xb --wander around but attack if any party member gets too close.
WT_WANDER_NEAR_PLAYER = 0xc --guards use this.
WT_TANGLE = 0xd --tangle vine
WT_STATIONARY = 0xe --stationary attack
WT_GUARD_WALK_EAST_WEST = 0xf
WT_GUARD_WALK_NORTH_SOUTH = 0x10
--11
WT_GUARD_ARREST_PLAYER = 0x12
WT_UNK_13 = 0x13 --FIXME I think this is repel undead
WT_WALK_TO_LOCATION = 0x86
WT_FACE_NORTH = 0x87
WT_FACE_EAST = 0x88
WT_FACE_SOUTH = 0x89
WT_FACE_WEST = 0x8a
WT_WALK_NORTH_SOUTH = 0x8b
WT_WALK_EAST_WEST = 0x8c
WT_WALK_SOUTH_NORTH = 0x8d
WT_WALK_WEST_EAST = 0x8e
WT_WANDER_AROUND = 0x8f
WT_WORK = 0x90
WT_SLEEP = 0x91
WT_UNK_94 = 0x94
WT_PLAY_LUTE = 0x95
WT_BEG = 0x96
WT_BELL_RINGER = 0x98
WT_BRAWLING = 0x99
WT_MOUSE = 0x9a
WT_ATTACK_PARTY = 0x9b
wt_rear_max_monster = nil
wt_rear_min_monster = nil
wt_rear_max_party = nil
wt_rear_min_party = nil
combat_avg_x, combat_avg_y, party_avg_x, party_avg_y = -1, -1, -1, -1
wt_front_target_actor = nil
wt_num_monsters_near = 0
g_time_stopped = false
g_update_volcano = false;
--Actor stats table
--[objnum] = {str,dex,int,hp,dmg,alignment,can talk,drops blood,?,?,?,lives in water,flies-immune to tremor,repel undead,poisonous,strength_based,double dmg from fire,immune to magic (fire only),immune to poison,undead and immune to death spells,immune to sleep spell,{spell table},{weapon table},{armor table},{treasure table},exp_related see actor_hit()}
actor_tbl = {
--Acid Slug
[364] = {5, 5, 2, 10, 1, ALIGNMENT_CHAOTIC, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, {}, {}, {}, {}, 0},
--Alligator
[429] = {20, 10, 3, 30, 10, ALIGNMENT_CHAOTIC, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, {}, {}, {}, {}, 6},
--Ant, Giant
[427] = {16, 15, 2, 10, 8, ALIGNMENT_CHAOTIC, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, {}, {}, {}, {}, 3},
--Avatar
[410] = {25, 25, 25, 30, 4, ALIGNMENT_GOOD, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Bat, Giant
[344] = {5, 25, 4, 5, 6, ALIGNMENT_CHAOTIC, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Peasant
[384] = {8, 8, 9, 6, 3, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {38,34}, {185}, {}, 0},
--Bird
[356] = {1, 28, 4, 3, 1, ALIGNMENT_NEUTRAL, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
----Child
[381] = {8, 8, 9, 6, 2, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Corpser
[357] = {17, 6, 3, 40, 15, ALIGNMENT_CHAOTIC, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, {}, {}, {}, {}, 0},
--Cow
[428] = {14, 7, 5, 10, 3, ALIGNMENT_NEUTRAL, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {}, {}, {129}, 0},
--Cyclops
[424] = {27, 8, 7, 40, 20, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {44,33,34}, {20,3,13}, {98}, 4},
--Daemon
[367] = {35, 26, 31, 100, 20, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, {17,128,34,80}, {}, {}, {}, 10},
--Deer
[350] = {11, 18, 5, 8, 2, ALIGNMENT_NEUTRAL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {129}, 0},
--Dog
[349] = {5, 16, 8, 6, 3, ALIGNMENT_NEUTRAL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Dragon
[411] = {40, 35, 27, 150, 30, ALIGNMENT_EVIL, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, {34,83,68,96,119}, {}, {}, {98,88,88}, 12},
--Drake
[369] = {22, 22, 13, 50, 10, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, {34,68}, {}, {}, {88,88}, 4},
--Woman
[387] = {10, 14, 15, 8, 4, ALIGNMENT_NEUTRAL, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {38}, {185}, {88}, 0},
--Farmer
[385] = {15, 15, 10, 8, 4, ALIGNMENT_NEUTRAL, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {105,101}, {17}, {88}, 0},
--Fighter
[376] = {20, 17, 11, 20, 6, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {43,42}, {21,10,3,22}, {88,88}, 0},
--Gargoyle, Winged
[362] = {15, 32, 33, 50, 6, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, {68,65,69}, {46,41,47,49}, {18,1}, {58}, 5},
--Gargoyle, Worker
[363] = {25, 19, 8, 30, 15, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {34,49,37}, {1,9,18,20}, {}, 10},
--Gazer
[355] = {2, 10, 21, 20, 1, ALIGNMENT_EVIL, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, {20,68,80}, {}, {}, {}, 0},
--Ghost
[352] = {1, 10, 9, 20, 12, ALIGNMENT_EVIL, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, {128,99}, {}, {}, {}, 0},
--Gremlin
[353] = {2, 26, 7, 5, 1, ALIGNMENT_CHAOTIC, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Guard
[382] = {9, 30, 9, 100, 8, ALIGNMENT_EVIL, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {42,47}, {22,10,3}, {88}, 0},
--Headless
[370] = {19, 13, 8, 20, 12, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {34,36}, {17,9}, {88}, 2},
--Horse
[430] = {22, 27, 7, 15, 3, ALIGNMENT_NEUTRAL, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Horse with rider
[431] = {22, 27, 7, 15, 3, ALIGNMENT_NEUTRAL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Hydrae
[374] = {26, 11, 2, 50, 15, ALIGNMENT_CHAOTIC, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, {69,96,98,68}, {}, {}, {}, 0},
--Insects
[343] = {1, 40, 1, 1, 1, ALIGNMENT_CHAOTIC, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, {}, {}, {}, {}, 0},
--Jester
[383] = {14, 16, 12, 8, 4, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {38,33}, {17}, {88}, 0},
--Lord British
[409] = {30, 30, 30, 255, 255, ALIGNMENT_GOOD, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {}, {}, {}, 30},
--Musician
[386] = {12, 16, 14, 8, 4, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {41,33,43}, {19,1,9}, {88,158}, 0},
--Mage
[378] = {10, 14, 22, 30, 4, ALIGNMENT_EVIL, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {17,34,20,49,68,80,69,83}, {38}, {17,1}, {58,98,88}, 0},
--Merchant
[380] = {12, 12, 18, 8, 4, ALIGNMENT_EVIL, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {38,43}, {17,1}, {88}, 0},
--Mimic
[98] = {22, 9, 8, 30, 15, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, {18,80}, {}, {}, {98,98}, 5},
--Mongbat
[372] = {20, 27, 13, 30, 20, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, {}, {38,43,36,37}, {9,17,18}, {98,88}, 4},
--Mouse
[354] = {2, 25, 3, 5, 2, ALIGNMENT_NEUTRAL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Rabbit
[359] = {3, 9, 3, 5, 2, ALIGNMENT_NEUTRAL, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Rat, Giant
[342] = {5, 13, 4, 8, 6, ALIGNMENT_CHAOTIC, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, {}, {}, {}, {}, 0},
--Reaper
[347] = {21, 20, 16, 30, 20, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, {17,80,66,68}, {}, {}, {58,88}, 4},
--Rot Worm
[360] = {3, 17, 2, 5, 2, ALIGNMENT_CHAOTIC, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, {}, {}, {}, {}, 0},
--Scorpion, Giant
[426] = {13, 13, 3, 20, 8, ALIGNMENT_CHAOTIC, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, {}, {}, {}, {}, 3},
--Sea Serpent
[346] = {17, 17, 9, 70, 30, ALIGNMENT_EVIL, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, {34,83,51}, {}, {}, {}, 2},
--Sheep
[348] = {5, 10, 4, 6, 2, ALIGNMENT_NEUTRAL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {129}, 0},
--Ship
[412] = {30, 30, 30, 30, 30, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 30},
--Silver Serpent
[413] = {60, 21, 8, 200, 60, ALIGNMENT_CHAOTIC, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 15},
--Skeleton
[368] = {10, 14, 7, 20, 6, ALIGNMENT_EVIL, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, {}, {43,36,37,41,38}, {9,1}, {88}, 0},
--Slime
[375] = {6, 6, 2, 15, 4, ALIGNMENT_CHAOTIC, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, {}, {}, {}, {}, 0},
--Snake
[358] = {3, 7, 6, 5, 2, ALIGNMENT_CHAOTIC, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 1},
--Spider, Giant
[361] = {9, 11, 4, 10, 8, ALIGNMENT_CHAOTIC, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, {89}, {}, {}, {129}, 0},
--Squid, Giant
[345] = {24, 20, 8, 50, 20, ALIGNMENT_EVIL, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, {17,68}, {}, {}, {}, 0},
--Swashbuckler
[377] = {15, 18, 12, 15, 4, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {43,41,33}, {19,1,9}, {88,88}, 0},
--Tangle Vine
[366] = {20, 25, 1, 30, 1, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, {}, {}, {}, {}, 4},
--Troll
[371] = {18, 14, 9, 15, 6, ALIGNMENT_EVIL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {37,36,43,41,34}, {9,18,1,19}, {98,88,88}, 4},
--Villager
[379] = {11, 12, 12, 8, 4, ALIGNMENT_CHAOTIC, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, {}, {43,33}, {17}, {88}, 0},
--Wisp
[373] = {1, 40, 20, 40, 1, ALIGNMENT_CHAOTIC, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, {20,69,129}, {}, {}, {}, 0},
--Wolf
[351] = {8, 16, 8, 8, 4, ALIGNMENT_CHAOTIC, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--TV Flower
[365] = {20, 5, 1, 30, 1, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, {20}, {}, {}, {}, 4},
--Skiff
[414] = {20, 20, 20, 20, 20, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 20},
--Raft
[415] = {10, 10, 10, 10, 10, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 10},
--Balloon
[423] = {10, 10, 10, 10, 10, ALIGNMENT_CHAOTIC, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 10},
--Cat
[388] = {4, 18, 8, 6, 2, ALIGNMENT_NEUTRAL, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0},
--Sinjen (Yew Stocks guy)
[263] = {11, 12, 12, 8, 4, ALIGNMENT_CHAOTIC, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, {}, {}, {}, {}, 0}
}
monster_inv_food = { 129, 133, 128 } --portion of meat, ham, loaf of bread
function actor_put_to_sleep(actor)
if actor.obj_n == 431 then --horse with rider
Actor.use(actor) --dismount from horse
end
if actor.actor_num ~= 0 then
actor.asleep = true
if actor.in_party == true then
party_update_leader()
end
end
end
function actor_can_turn_invisible(obj_n)
if obj_n < 0x1aa and obj_n ~= 0x19b and obj_n ~= 0x176 and obj_n ~= 0x19d and obj_n ~= 0x177 then --giant scorpion, dragon, hydra, silver serpent, slime
return true
end
return false
end
-- returns true if defender loses the check
function actor_int_check(defender, attacker)
if is_god_mode_enabled() then
if defender.in_party then
return true
end
if attacker.in_party then
return false
end
end
if (math.floor(actor_int_adj(attacker) / 2) + 15) - actor_int_adj(defender) > math.random(1, 30) then
return true -- defender lost
end
return false
-- if((actor1_int_adj / 2 + 15) - actor2_int_adj > random(1,30))
--return
end
function subtract_movement_pts(actor, pts)
if actor.obj_n == 0x1af then pts = math.floor(pts / 2) end --if horse with rider
--fixme check with the original there are two timers that are checked but never seem to be used.
if pts < 1 then pts = 1 end
actor.mpts = actor.mpts - pts
if g_avatar_died == true then
actor_avatar_death()
end
end
function actor_move(actor, direction, flag)
----dgb("actor_move("..actor.name..", "..direction_string(direction)..", "..flag..") actor("..actor.x..","..actor.y..")\n");
local x,y,z = actor.x, actor.y, actor.z
if direction == DIR_NORTH then y = y - 1 end
if direction == DIR_SOUTH then y = y + 1 end
if direction == DIR_EAST then x = x + 1 end
if direction == DIR_WEST then x = x - 1 end
actor.direction = direction
local did_move = Actor.move(actor, x, y, z)
--actor.direction = direction
if did_move then
if actor.obj_n == 0x177 then slime_update_frames() end
subtract_map_movement_pts(actor)
----dgb("actor_move() did move actor("..actor.x..","..actor.y..")\n");
end
return did_move and 1 or 0
end
function actor_move_diagonal(actor, x_direction, y_direction)
local x,y,z = actor.x, actor.y, actor.z
local direction
if y_direction == DIR_NORTH then
y = y - 1
direction = x_direction == DIR_EAST and DIR_NORTHEAST or DIR_NORTHWEST
end
if y_direction == DIR_SOUTH then
y = y + 1
direction = x_direction == DIR_EAST and DIR_SOUTHEAST or DIR_SOUTHWEST
end
if x_direction == DIR_EAST then
x = x + 1
direction = y_direction == DIR_NORTH and DIR_NORTHEAST or DIR_SOUTHEAST
end
if x_direction == DIR_WEST then
x = x - 1
direction = y_direction == DIR_NORTH and DIR_NORTHWEST or DIR_SOUTHWEST
end
----dgb("actor_move_diagonal("..actor.name..", "..direction_string(direction)..")\n");
actor.direction = y_direction
local did_move = Actor.move(actor, x, y, z)
if did_move then
----dgb("did move\n");
if actor.obj_n == 0x177 then slime_update_frames() end
subtract_map_movement_pts(actor)
--dgb("set dir = "..direction_string(direction).." y_dir ="..direction_string(y_direction).." ")
end
return did_move and 1 or 0
end
function actor_map_dmg(actor, map_x, map_y, map_z)
local obj_n = actor.obj_n
local actor_type = actor_tbl[obj_n]
if actor.alive == false or actor.hit_flag == true then
return
end
if obj_n ~= 0x1a7 and obj_n ~= 0x19e and obj_n ~= 0x19f and obj_n ~= 0x19c --balloon, skiff, raft, ship, immune to map dmg
and (actor_type == nil or actor_type[13] == 0) and actor.protected == false and actor.in_vehicle == false then
local map_tile = map_get_dmg_tile_num(map_x, map_y, map_z)
if map_tile ~= nil then
actor_tile_dmg(actor, map_tile)
if map_tile == 732 then
local trap_obj = map_get_obj(map_x, map_y, map_z, 0xad) --trap
if trap_obj ~= nil then
trap_obj.invisible = false
end
end
end
end
end
function actor_tile_dmg(actor, map_tile)
if is_god_mode_enabled() and actor.in_party then
return
end
local obj_n = actor.obj_n
local actor_type = actor_tbl[actor.obj_n]
local dmg = 0
local random = math.random
if map_tile ~= nil then
actor.hit_flag = true
if map_tile == 564 then
--web
if obj_n ~= 0x169 then --giant spider
local str = actor_str_adj(actor)
if str < random(1, 0x1e) then
actor.paralyzed = true
print("`"..actor.name.." is stuck in a web!\n")
end
end
elseif (map_tile >= 2 and map_tile <= 5) or map_tile == 1165 then --swamp tiles or poison field.
--poison
local swamp_boots = Actor.inv_get_readied_obj_n(actor, 7) == 0x1c --swamp boots
if swamp_boots == false or map_tile == 1165 then
if (actor_type == nil or actor_type[19] == 0) and actor.poisoned == false then --19 immune to poison
actor.poisoned = true
print(actor.name.." poisoned!\n")
hit_anim(actor.x, actor.y)
end
end
elseif (map_tile >= 220 and map_tile <= 223) or map_tile == 890 or map_tile == 1124 or map_tile == 1125 or map_tile == 1130 or map_tile == 1131 or map_tile == 1164 or map_tile == 1193 then
--fire
if map_tile == 1164 then
dmg = random(1, 0x1e)
else
dmg = random(1, 8)
end
if actor_type ~= nil and actor_type[17] == 1 then --double damage from fire
dmg = dmg * 2
end
actor_hit(actor, dmg, nil)
elseif map_tile == 732 or map_tile == 1010 then
--trap, log saw
actor_hit(actor, random(1, 0x1e), nil)
elseif (map_tile >= 1458 and map_tile <= 1463) then
if obj_n ~= 0x16e then --tangle vine
actor_hit(actor, random(1, 8), nil)
end
elseif map_tile == 562 or map_tile == 731 then
--force field, spikes
actor_hit(actor, random(1, 8), nil)
elseif map_tile == 1167 then
--sleepfield
if (actor_type == nil or actor_type[21] == 0) and actor.asleep == false then --21 immune to sleep spell
actor_put_to_sleep(actor)
end
end
end
end
function actor_get_max_magic_points(actor)
local obj_n = actor.base_obj_n
if obj_n == 410 then --avatar
return actor.int * 2
end
if obj_n == 378 then --mage
return actor.int
end
if obj_n == 377 or obj_n == 386 then --swashbuckler, musician
return math.floor(actor.int/2)
end
return 0
end
function actor_str_adj(actor)
local str = actor.str
if actor.cursed == false then return str end
if str <= 3 then
return 1
end
return str - 3
end
function actor_dex_adj(actor)
local dex = actor.dex
if actor.cursed == true then
if dex <= 3 then
dex = 1
else
dex = dex - 3
end
end
if g_time_stopped == true or actor.asleep == true then
dex = 1
end
return dex
end
function actor_int_adj(actor)
local int = actor.int
if actor.cursed == true then
int = int - 3
end
if int < 1 then int = 1 end
return int
end
--
-- actor_combat_hit_check(attacker, foe, weapon_obj)
--
function actor_combat_hit_check(attacker, foe, weapon_obj)
if foe == nil then return false end
if is_god_mode_enabled() and attacker.in_party then
return true
end
if foe.luatype ~= "actor" or weapon_obj.obj_n == 48 then --48 glass sword
--dgb(foe.luatype)
return true
end
local use_str = false
local obj_n = weapon_obj.obj_n
if weapon_obj == attacker then
if actor_tbl[obj_n][16] == 1 then --actor uses strength
use_str = true
end
else
if obj_n == 4 or obj_n == 34 or obj_n == 39 or obj_n == 44 then --spiked helm, club, mace, two-handed hammer
use_str = true
end
end
local attack_role
if use_str then
attack_role = actor_str_adj(attacker)
else
attack_role = actor_dex_adj(attacker)
end
local foe_dex = actor_dex_adj(foe)
local roll = math.random(1,30)
--dgb("foe_dex = "..foe_dex.." attack_role = "..attack_role.." random(1,30) = "..roll.."\n\n")
if math.floor((foe_dex + 30 - attack_role) / 2) >= roll then
return false
end
return true
end
--
-- actor_init(actor)
--
function actor_init(actor, alignment)
local actor_base = actor_tbl[actor.obj_n]
if actor_base ~= nil then
actor.str = actor_randomise_stat(actor_base[1])
actor.dex = actor_randomise_stat(actor_base[2])
actor.int = actor_randomise_stat(actor_base[3])
local hp = actor_randomise_stat(actor_base[4])
actor.hp = hp
actor.level = math.floor((hp + 29) / 30)
actor.align = actor_base[6]
else
actor.str = 10
actor.dex = 10
actor.int = 10
actor.hp = 30
actor.level = 1
--actor.status = 32
end
if alignment ~= nil and alignment ~= ALIGNMENT_DEFAULT then
actor.align = alignment
end
actor.wt = 8
actor.combat_mode = 8
actor.magic = actor_get_max_magic_points(actor)
actor.mpts = actor.dex
actor.exp = 100
if actor.obj_n == 0x16d then --tangle vine pod. Add tangle vines.
local actor_x = actor.x
local actor_y = actor.y
local actor_z = actor.z
local a
if map_can_put(actor_x + 1, actor_y, actor_z) then
a = Actor.new(0x16e, actor_x + 1, actor_y, actor_z, actor.align, WT_TANGLE)
if a ~= nil then a.direction = DIR_EAST end
end
if map_can_put(actor_x - 1, actor_y, actor_z) then
a = Actor.new(0x16e, actor_x - 1, actor_y, actor_z, actor.align, WT_TANGLE)
if a ~= nil then a.direction = DIR_WEST end
end
if map_can_put(actor_x, actor_y + 1, actor_z) then
a = Actor.new(0x16e, actor_x, actor_y + 1, actor_z, actor.align, WT_TANGLE)
if a ~= nil then a.direction = DIR_SOUTH end
end
if map_can_put(actor_x, actor_y - 1, actor_z) then
a = Actor.new(0x16e, actor_x, actor_y - 1, actor_z, actor.align, WT_TANGLE)
if a ~= nil then a.direction = DIR_NORTH end
end
end
if actor_base ~= nil then
local obj,i,v,j,qty,chance,chest
--add spells
for i,v in ipairs(actor_base[22]) do
obj = Obj.new(336) --charge
obj.quality = v
obj.qty = 1
obj.status = 56
Actor.inv_add_obj(actor, obj)
end
--actor weapon
chance = 2
for i,v in ipairs(actor_base[23]) do
if math.random(1,chance) == 1 then
if v >= 36 and v <= 38 then --spear, throwing axe, dagger
qty = math.random(6, 12)
else
qty = 1
end
for j=1,qty do
obj = Obj.new(v)
obj.status = 57
if v == 90 then
obj.qty = 1
else
obj.qty = 0
end
Actor.inv_add_obj(actor, obj)
Actor.inv_ready_obj(actor, obj)
if v == 41 or v == 54 then --bow, magic bow
obj = Obj.new(55) --arrow
obj.status = 49
obj.qty = math.random(12, 24)
Actor.inv_add_obj(actor, obj)
elseif v == 42 or v == 50 then --crossbow, triple crossbow
obj = Obj.new(56) --bolt
obj.status = 49
obj.qty = math.random(12, 24)
Actor.inv_add_obj(actor, obj)
end
end
end
chance = chance * 2
end
-- actor armor
chance = 2
for i,v in ipairs(actor_base[24]) do
if math.random(1,chance) == 1 then
obj = Obj.new(v)
obj.status = 57
obj.qty = 1
obj.status = 56
Actor.inv_add_obj(actor, obj)
Actor.inv_ready_obj(actor, obj)
end
chance = chance * 2
end
--actor treasure
chance = 2
for i,v in ipairs(actor_base[25]) do
if math.random(1,chance) == 1 then
if v == 98 then --chest
chest = Obj.new(v)
chest.frame_n = 1
chest.status = 41
chest.qty = math.random(1, 100)
Actor.inv_add_obj(actor, chest)
if math.random(0, 1) == 1 then
obj = Obj.new(337) --effect
obj.status = 41
obj.qty = 1
obj.quality = 22
Obj.moveToCont(obj, chest)
end
if math.random(0, 3) ~= 0 then
obj = Obj.new(88) --gold coin
obj.status = 41
obj.qty = math.random(1, 100)
Obj.moveToCont(obj, chest)
end
if math.random(0, 3) ~= 0 then
obj = Obj.new(monster_inv_food[math.random(1, 3)])
obj.status = 41
obj.qty = math.random(1, 10)
Obj.moveToCont(obj, chest)
end
if math.random(0, 3) == 0 then
obj = Obj.new(90) --torch
obj.status = 41
obj.qty = math.random(1, 6)
Obj.moveToCont(obj, chest)
end
if math.random(0, 10) == 0 then
obj = Obj.new(77) --gem
obj.status = 41
obj.qty = math.random(1, 4)
Obj.moveToCont(obj, chest)
end
elseif v == 58 then --spell
if math.random(0, 3) ~= 0 and actor.obj_n ~= 362 then --Gargoyle
obj = Obj.new(88)
obj.status = 49
obj.qty = math.random(1, 100)
Actor.inv_add_obj(actor, obj)
end
if math.random(0, 3) == 0 then
obj = Obj.new(monster_inv_food[math.random(1, 3)])
obj.status = 49
obj.qty = math.random(1, 100)
Actor.inv_add_obj(actor, obj)
end
if math.random(0, 3) == 0 then
obj = Obj.new(275) --potion
obj.frame_n = math.random(0, 7) --random potion type
obj.status = 49
obj.qty = 1
Actor.inv_add_obj(actor, obj)
end
elseif v == 88 then --gold coin
obj = Obj.new(v)
obj.status = 49
obj.qty = math.random(1,30) + math.random(1, 30)
Actor.inv_add_obj(actor, obj)
else
obj = Obj.new(v)
obj.quality = 49
obj.qty = 1
Actor.inv_add_obj(actor, obj)
end
end
chance = chance * 2
end
end
end
-- [objectnum] = range
g_range_weapon_tbl = {
[40] = 2, -- morning star
[47] = 2, -- halberd
[38] = 3, -- dagger
[83] = 5, -- flask of oil
[33] = 4, -- sling
[37] = 3, -- throwing axe
[36] = 4, -- spear
[41] = 5, -- bow
[42] = 7, -- crossbow
[57] = 7, -- spellbook
[336] = 5, -- charge
[49] = 5, -- boomerang
[50] = 7, -- triple crossbow
[412] = 5, -- ship
[91] = 4, -- Zu Ylem
[54] = 7, -- magic bow
[79] = 7, -- lightning wand
[80] = 7, -- fire wand
}
local projectile_weapon_tbl =
{
--obj_n = {tile_num, initial_tile_rotation, speed, rotation_amount}
[33] = {398, 0, 2, 0}, -- sling
[36] = {547, 45,3, 0}, -- spear
[37] = {548, 0, 2, 10}, -- throwing axe
[38] = {549, 0, 2, 10}, -- dagger
[41] = {566, 90,4, 0}, -- bow
[42] = {567, 90,4, 0}, -- crossbow
[49] = {560, 0, 4, 10}, -- boomerang
[83] = {601, 0, 2, 0}, -- flask of oil
[50] = {567, 90,4, 0}, -- triple crossbow
[412] = {399, 0,2, 0}, -- ship
[91] = {612, 0, 2, 10}, -- Zu Ylem
[54] = {566, 90,4, 0}, -- magic bow
[79] = {392, 0, 2, 0}, -- lightning wand
[80] = {393, 0, 2, 0}, -- fire wand
}
weapon_dmg_tbl = {
[4] = 4, --spiked helm
[33] = 6, --sling
[34] = 8, --club
[35] = 8, --main gauche
[36] = 10, --spear
[37] = 10, --throwing axe
[38] = 6, --dagger
[39] = 15, --mace
[40] = 15, --morning star
[41] = 10, --bow
[42] = 12, --crossbow
[43] = 15, --sword
[44] = 20, --two-handed hammer
[45] = 20, --two-handed axe
[46] = 20, --two-handed sword
[47] = 30, --halberd
[49] = 8, --boomerang
[50] = 12, --triple crossbow
[48] = 255, --glass sword
[13] = 4, --spiked shield
[221] = 90, --cannon
[83] = 4, --flask of oil
[54] = 20, --magic bow
[109] = 2, --rolling pin
[100] = 6, --scythe
[101] = 4, --pitchfork
[103] = 4, --pick
[104] = 4, --shovel
[105] = 4, --hoe
[113] = 4, --cleaver
[114] = 4, --knife
[141] = 4, --decorative sword
[412] = 30, --ship
[91] = 0, --Zu Ylem
[78] = 4, --staff
[79] = 30, --lightning wand
[80] = 20, --fire wand
}
armour_tbl =
{
[1] = 1, --leather helm
[2] = 2, --chain coif
[3] = 3, --iron helm
[4] = 3, --spiked helm
[5] = 2, --winged helm
[6] = 2, --brass helm
[7] = 3, --Gargoyle Helm
[8] = 5, --magic helm
[9] = 2, --wooden shield
[10] = 3, --curved heater
[11] = 3, --winged shield
[12] = 3, --kite shield
[13] = 2, --spiked shield
[14] = 2, --black shield
[15] = 4, --door shield
[16] = 5, --magic shield
[17] = 1, --cloth armour
[18] = 2, --leather armor
[19] = 3, --ring mail
[20] = 4, --scale mail
[21] = 5, --chain mail
[22] = 7, --plate mail
[23] = 10, --magic armour
[35] = 1, --main gauche
[24] = 2, --spiked collar
[256] = 5, --protection ring
}
function get_weapon_dmg(weapon_obj_n)
local dmg = weapon_dmg_tbl[weapon_obj_n]
if dmg == nil and actor_tbl[weapon_obj_n] ~= nil then
dmg = actor_tbl[weapon_obj_n][5]
end
return dmg
end
function actor_get_ac(actor)
local ac = 0
local obj
for obj in actor_inventory(actor) do
if obj.readied then
local armour = armour_tbl[obj.obj_n]
if armour ~= nil then
ac = ac + armour
end
end
end
if actor.cursed == true then
ac = ac - 3
end
if actor.protected == true then
ac = ac + 3
end
return ac
end
function actor_select_obj_from_tbl(actor, obj_list_tbl)
local obj
local selected_obj = nil
local random = math.random
for obj in actor_inventory(actor) do
if obj_list_tbl[obj.obj_n] ~= nil then
if selected_obj == nil or random(0, 1) == 0 then
selected_obj = obj
end
end
end
return selected_obj
end
function acid_slug_dissolve_item(target_actor)
local acid_slug_items = { [0x2] = 1,
[0x3] = 1,
[0x4] = 1,
[0x5] = 1,
[0x7] = 1,
[0x0A] = 1,
[0x0B] = 1,
[0x0C] = 1,
[0x0D] = 1,
[0x0F] = 1,
[0x13] = 1,
[0x14] = 1,
[0x15] = 1,
[0x16] = 1,
[0x23] = 1,
[0x26] = 1,
[0x2B] = 1,
[0x71] = 1,
[0x72] = 1 }
local obj = actor_select_obj_from_tbl(target_actor, acid_slug_items)
if obj ~= nil then
play_sfx(SFX_SLUG_DISSOLVE, true)
print("A slug dissolves "..target_actor.name.."'s "..obj.name.."!\n")
Actor.inv_remove_obj(target_actor, obj)
obj = nil
end
end
function gremlin_steal_item(target_actor)
local gremlin_items = { [0x80] = 1,
[0x81] = 1,
[0x82] = 1,
[0x83] = 1,
[0x84] = 1,
[0x85] = 1,
[0x87] = 1,
[0xD1] = 1,
[0xD2] = 1,
[0xD3] = 1 }
local obj = actor_select_obj_from_tbl(target_actor, gremlin_items)
if obj ~= nil then
play_sfx(SFX_FAILURE, true)
print("`"..target_actor.name.." has been robbed!\n")
Actor.inv_remove_obj(target_actor, obj)
obj = nil
end
end
function actor_take_hit(attacker, defender, max_dmg)
if attacker.obj_n == 357 then --corpser
attacker.frame_n = 1 --reveal corpser.
end
if max_dmg == -1 then
max_dmg = 1
elseif max_dmg > 1 and max_dmg ~= 255 then
max_dmg = math.random(1, max_dmg)
end
local ac
local defender_type = defender.luatype
if defender_type == "actor" then
ac = actor_get_ac(defender)
if max_dmg ~= 255 and ac > 0 then
max_dmg = max_dmg - math.random(1, ac)
end
--dgb("\nac = "..ac.."\n")
else
ac = 0 --object
end
if is_god_mode_enabled() then
if defender_type == "actor" and defender.in_party then
-- print("`"..defender.name.." grazed.\n")
return
elseif attacker.in_party then
max_dmg = 255
end
end
if max_dmg > 0 then
if defender_type == "actor" and defender.wt > 1 and defender.wt < 16 then
--FIXME defender now targets attacker. I think.
end
local exp_gained = actor_hit(defender, max_dmg, attacker)
attacker.exp = attacker.exp + exp_gained
else
print("`"..defender.name.." grazed.\n")
end
if defender_type == "actor" then
actor_yell_for_help(attacker, defender, max_dmg)
local defender_obj_n = defender.obj_n
if defender.alive == true
or defender_obj_n == 0x1a7 --balloon
or defender_obj_n == 0x19e --skiff
or defender_obj_n == 0x19f --raft
or defender_obj_n == 0x19c then --ship
local attacker_obj_n = attacker.obj_n
if attacker_obj_n == 0x165 then --corpser
play_sfx(SFX_CORPSER_DRAGGED_UNDER, true)
print("`"..defender.name.." dragged under!\n")
defender.corpser_flag = true
if defender.in_party == true then
party_update_leader()
end
end
if attacker_obj_n == 0x16c then --acid slug
acid_slug_dissolve_item(defender)
end
if attacker_obj_n == 0x161 then --gremlin
gremlin_steal_item(defender)
end
local actor_type = actor_tbl[attacker_obj_n]
if actor_type ~= nil and actor_type[15] == 1 and math.random(0, 3) == 0 and defender.actor_num ~= 0 then --actor is poisonous, don't poison vehicles.
defender.poisoned = true
print("`"..defender.name.." poisoned!\n")
end
if max_dmg > 0 then
actor_hit_msg(defender)
end
else
print("`"..defender.name.." killed!\n")
--FIXME do party roster change. maybe
end
end
end
function actor_hit(defender, max_dmg, attacker, no_hit_anim)
local defender_obj_n = defender.obj_n
local exp_gained = 0
if defender_obj_n == 0x1a7 then -- balloon.
return 0
end
if defender.luatype == "actor" then
if is_god_mode_enabled() then
if defender.in_party then
return 0
else
max_dmg = 255
end
end
--actor logic here
defender.hit_flag = true
if no_hit_anim == nil then
hit_anim(defender.x, defender.y)
end
if defender_obj_n == 409 then --lord british
defender.hp = 0xff
elseif defender_obj_n == 414 or defender_obj_n == 415 then --skiff, raft
-- hit random party member.
local num_in_party = party_get_size()
local party_member_num = 0
if num_in_party > 1 then
party_member_num = math.random(0, num_in_party - 1)
end
local rand_party_member = party_get_member(party_member_num)
actor_hit(rand_party_member, max_dmg, attacker, true)
actor_hit_msg(rand_party_member)
else
-- actor hit logic here
if max_dmg >= defender.hp then
if defender.hp ~= 0 then
if defender.in_party == true then player_subtract_karma(5) end --allowing your party to die is bad karma.
defender.hp = 0
-- defender.alive = false -- This doesn't work. The variable is get only
if alignment_is_evil(defender.align) then
local actor_base = actor_tbl[defender.obj_n]
if actor_base ~= nil then
--exp = (base_str + base_dex + base_int + base_hp + base_dmg + base_exp_gain) / 4
exp_gained = math.floor((actor_base[1] + actor_base[2] + actor_base[3] + actor_base[4] + actor_base[5] + actor_base[26]) / 4)
end
end
defender.visible = true
if defender.obj_n == 412 and defender.actor_num == 0 then --handle ship destruction
Actor.unlink_surrounding_objs(defender, true) --unlink ship front/back and make objects temporary.
defender.base_obj_n = 0x19f --raft
--try to toss raft out from center of the ship.
if actor_move(defender, DIR_NORTH, 1) == 0 then
if actor_move(defender, DIR_SOUTH, 1) == 0 then
if actor_move(defender, DIR_EAST, 1) == 0 then
actor_move(defender, DIR_WEST, 1)
end
end
end
defender.hp = 10
--defender.mpts = 1
party_move(defender.x, defender.y, defender.z)
else
actor_dead(defender)
defender.wt = WT_NOTHING
if defender.in_party == true and defender.in_vehicle == false then
party_update_leader()
end
end
end
else
defender.hp = defender.hp - max_dmg
if defender.wt == WT_FLEE then --flee
defender.wt = WT_ASSAULT --assault
end
if defender_obj_n == 375 then --slime
slime_divide(defender)
end
end
end
else
--object logic here
if defender_obj_n == 0x16e then -- tangle vine
--FIXME do something with tangle vine. -- I think the message is all that needed added
print("\nTangle vine killed!\n") -- The pod doesn't have this text in the original for some reason
elseif defender.stackable == false and defender.qty ~= 0 then
hit_anim(defender.x, defender.y)
if (defender_obj_n < 0x129 or defender_obj_n > 0x12c or defender.frame_n < 0xc) --check frame_n for door objects
and (defender_obj_n ~= 0x62 or defender.frame_n ~= 3) then --don't attack open chests
if defender.qty <= max_dmg then
print("\n`"..defender.name .. " broken!\n")
local child
for child in container_objs(defender) do -- look through container for effect object.
if child.obj_n == 0x151 then --effect
if attacker ~= nil then
actor_use_effect(attacker, child)
end
break
else
Obj.moveToMap(child, defender.x, defender.y, defender.z)
end
end
if defender_obj_n == 0x7b then --mirror
play_sfx(SFX_BROKEN_GLASS)
defender.frame_n = 2
player_subtract_karma(10)
else
map_remove_obj(defender)
end
else
defender.qty = defender.qty - max_dmg
end
end
end
end
return exp_gained
end
function actor_hit_msg(actor)
if actor.obj_n == 0x1a7 then return end --balloon
local hp = actor.hp
if hp == 0 then return end
local di = math.floor((hp * 4) / actor.max_hp)
local s
if di < 4 then
s = "\n`"..actor.name.." "
end
if di == 0 then
s = s.."critical!\n"
local wt = actor.wt
if actor_int_adj(actor) >= 5 and wt ~= WT_BERSERK and wt ~= WT_STATIONARY and wt > WT_FRONT then
actor.wt = WT_RETREAT
end
elseif di < 4 then
if di == 1 then
s = s.."heavily "
elseif di == 2 then
s = s.."lightly "
elseif di == 3 then
s = s.."barely "
end
s = s.."wounded.\n"
end
if s ~= nil then
print(s)
end
end
function actor_dead(actor)
local actor_base = actor_tbl[actor.obj_n]
if actor_base ~= nil then
if actor.obj_n == 0x163 then --gazer
Actor.new(0x157, actor.x, actor.y, actor.z) --insect
end
if actor_base[9] == 1 then --fades away. magical creature.
Actor.fade_out(actor, 20) --FIXME make fade speed configurable.
end
end
local in_vehicle = actor.in_vehicle
if in_vehicle == false and actor_base ~= nil and actor_base[8] == 1 or actor.obj_n == 0x187 or actor.obj_n == 0x188 then --farmer, musician
--add some blood.
--dgb("\nAdding Blood\n")
local blood_obj = Obj.new(0x152, math.random(0,2))
blood_obj.temporary = true
Obj.moveToMap(blood_obj, actor.x, actor.y, actor.z)
end
if actor.actor_num ~= 1 then --avatar
local create_body = true
if in_vehicle == true then
create_body = false -- don't drop body when party member dies on raft.
end
if actor_is_readiable_obj(actor) then
local animated_obj = Obj.new(actor.obj_n)
Obj.moveToMap(animated_obj, actor.x, actor.y, actor.z)
end
if actor.obj_n == 431 then --horse with rider
Actor.new(430, actor.x, actor.y, actor.z, ALIGNMENT_NEUTRAL, 12) --horse, wt wander
end
Actor.kill(actor, create_body)
else
actor.hp = 0 -- hackish way of making the Avatar not extinguish his torch
g_avatar_died = true
end
if actor.obj_n == 0x177 then
slime_update_frames()
end
end
function slime_divide(slime)
local random = math.random
local from_x, from_y, from_z = slime.x, slime.y, slime.z
local i
for i=1,8 do
local new_x = random(1, 2) + from_x - 1
local new_y = random(1, 2) + from_y - 1
if map_can_put(new_x, new_y, from_z) then
Actor.clone(slime, new_x, new_y, from_z)
slime_update_frames()
print("Slime divides!\n")
return
end
end
end
--[[
function bitor(x, y)
local p = 1
while p < x do p = p + p end
while p < y do p = p + p end
local z = 0
repeat
if p <= x or p <= y then
z = z + p
if p <= x then
x = x - p
end
if p <= y then y = y - p end
end
p = p * 0.5
until p < 1
return z
end
--]]
function slime_update_frames()
local i, j
local pow = math.pow
for i=1,0xff do
local actor = Actor.get(i)
if actor.obj_n == 0x177 and actor.alive then --slime
local new_frame_n = 0;
local idx = 0
for j = 1,8,2 do
local tmp_actor = map_get_actor(actor.x + movement_offset_x_tbl[j], actor.y + movement_offset_y_tbl[j], actor.z)
if tmp_actor ~= nil and tmp_actor.obj_n == 0x177 and tmp_actor.alive then
new_frame_n = new_frame_n + pow(2,idx)
end
idx = idx + 1
end
actor.frame_n = new_frame_n
end
end
end
function combat_range_check_target(actor_attacking)
if actor_attacking.wt > 1 and actor_attacking.wt < 0x10 then
--[[ FIXME
target = actor_attacking.target_obj
if target ~= actor_attacking then
if target.obj_n ~= 0 and target.alive == true and target.asleep == false and target.paralysed == false and target.corpser_flag == false then
if abs(actor_attacking.x - target.x) < 2 then
if abs(actor_attacking.y - target.y) < 2 and (time_stop_spell_timer == 0 or target.in_party == true) then
return false
end
end
end
end
--]]
end
return true
end
--check for arrows or bolts if attacking with a bow or crossbow
function out_of_ammo(attacker, weapon, print_message)
local weapon_obj_n = weapon.obj_n
if (weapon_obj_n == 41 or weapon_obj_n == 54) and Actor.inv_has_obj_n(attacker, 55) == false then --bow, magic bow, arrows
if(print_message) then
print("Out of arrows!\n")
end
return true --no arrows, bail out
end
if (weapon_obj_n == 42 or weapon_obj_n == 50) and Actor.inv_has_obj_n(attacker, 56) == false then --crossbow, triple crossbow, bolts
if(print_message) then
print("Out of bolts!\n")
end
return true --no bolts, bail out
end
return false
end
--
-- actor_attack(attacker, target, weapon)
--
function actor_attack(attacker, target_x, target_y, target_z, weapon, foe)
local random = math.random
local weapon_obj_n = weapon.obj_n
local weapon_quality = weapon.quality
if foe ~= nil and foe.actor_num == attacker.actor_num then
print("\n"..attacker.name.." is try to attack itself. Report me!\n") -- this shouldn't happen
return
end
if foe == nil then
foe = map_get_obj(target_x, target_y, target_z);
end
--dgb("\nactor_attack()\nrange = " .. get_attack_range(attacker.x,attacker.y, target_x, target_y).." weapon range="..get_weapon_range(weapon_obj_n))
if weapon_obj_n ~= attacker.obj_n then
--dgb("\nweapon = "..weapon.name.."obj_n = "..weapon_obj_n.."\n")
end
if Actor.get_range(attacker, target_x, target_y) > get_weapon_range(weapon_obj_n) then
return
end
--check for arrows or bolts if attacking with a bow or crossbow
if (out_of_ammo(attacker, weapon, false) == true) then
return --no arrows or bolts, bail out
end
local x_diff = target_x - attacker.x
local y_diff = target_y - attacker.y
local attacker_direction
if abs(x_diff) <= abs(y_diff) then
attacker_direction = (y_diff >= 0) and DIR_SOUTH or DIR_NORTH
else
attacker_direction = (x_diff >= 0) and DIR_EAST or DIR_WEST
end
local actor_obj_n = attacker.obj_n
--[[
if actor_obj_n == 0x19c then --ship
if(((*(&objlist_npc_movement_flags + actor_attacking) & 6 xor attacker_direction) & 2) == 0)
{
attacker_direction = attacker_direction xor 2;
}
else
{
attacker_direction = *(objlist_npc_movement_flags + actor_attacking) & 7;
}
end
--]]
if attacker.obj_n ~= 412 and actor_obj_n ~= 413 then --don't change direction for ship, silver serpent.
attacker.direction = attacker_direction
end
if actor_obj_n >= 0x170 and actor_obj_n <= 0x174 then -- skeleton, mongbat
local frame_n = attacker.frame_n
attacker.frame_n = (frame_n - (frame_n % 4)) + 2
end
local is_range_weapon = false
if weapon_obj_n ~= 40 and weapon_obj_n ~= 47 then -- morning star, halberd
if abs(x_diff) > 1 or abs(y_diff) > 1 or projectile_weapon_tbl[weapon_obj_n] ~= nil then
is_range_weapon = true
if combat_range_check_target(attacker) == false then return 1 end
end
end
local dmg = get_weapon_dmg(weapon_obj_n)
if dmg == nil then
dmg = 1
end
--FIXME run unknown func sub_1EABC here.
local player_loc = player_get_location()
if weapon_obj_n == 0x150 or weapon_obj_n == 0x39 then --charge, spellbook
if weapon_quality == 0x81 and actor_obj_n == 0x175 then -- special wisp magic (wisp teleport), wisp
if toss_actor(attacker, player_loc.x, player_loc.y, player_loc.z) == true then
print("Wisp teleports!\n")
end
return
end
local spell_retcode = 0
magic_cast_spell(weapon_quality, attacker, {x = target_x, y = target_y, z = target_z})
if weapon_quality == 0x50 and spell_retcode == 0xfe then
print("`"..foe.name .. " is charmed.\n")
elseif weapon_quality == 0x45 and spell_retcode == 0 then
print("`"..foe.name .. " is paralyzed.\n")
end
return
end
--weapon here.
local hit_actor = actor_combat_hit_check(attacker, foe, weapon)
local num_bolts
local coll_tiles
if is_range_weapon == true then
-- Get new target coordinates if the attack roll failed
-- This is done before collision checking, which means even blocked targets can cause a miss
-- Attacks on empty tiles alway hit
if hit_actor == false and foe ~= nil then
target_x = target_x + random(0, 2) - 1
target_y = target_y + random(0, 2) - 1
end
if weapon_obj_n == 0x32 then --triple crossbow
num_bolts = Actor.inv_get_obj_total_qty(attacker, 0x38)
if num_bolts > 3 then num_bolts = 3 end
else
num_bolts = 1
end
-- Handle collision checking, projectile animation,
-- ammo removal/placement on map and certain special effects
coll_tiles = combat_range_weapon_1D5F9(attacker, target_x, target_y, target_z, weapon, num_bolts)
-- For each projectile, coll_tiles now contains the new target tile
-- coordinates after collision checking and the foe on that tile (or nil if no actor/obj)
-- For convenience:
foe = coll_tiles[1].foe
-- If the first attack was a miss, do another attack roll
-- It is possible to roll against the same target that was missed on the previous try a second time
if hit_actor == false then
hit_actor = actor_combat_hit_check(attacker, foe, weapon)
end
else --standard weapon
if actor_find_max_xy_distance(attacker, player_loc.x, player_loc.y) < 6 then
--play_sound_effect(0x11, 0);
play_sfx(SFX_ATTACK_SWING, true)
end
end
if weapon_obj_n == 0x32 then --triple crossbow
local i
-- Do attack roll for the extra projectiles and deal damage to each target hit
for i=1,num_bolts do
if i > 1 then
foe = coll_tiles[i].foe
hit_actor = actor_combat_hit_check(attacker, foe, weapon)
end
if hit_actor == true then
if foe ~= nil and foe.obj_n ~= attacker.obj_n then actor_take_hit(attacker, foe, dmg) end
if g_avatar_died == true then --TODO: Is this really needed?
return
end
end
end
return
else --not triple crossbow
if hit_actor == true and foe ~= nil and attacker.obj_n ~= foe.obj_n then
local actor_base = actor_tbl[foe.obj_n]
if actor_base ~= nil and actor_base[14] == 1 -- takes half dmg
and weapon_obj_n ~= 0x30 and weapon_obj_n ~= 0x32 and weapon_obj_n ~= 0x36 then --glass sword, triple crossbow, magic bow
dmg = math.floor((dmg + 1) / 2)
end
if weapon_obj_n ~= 0x5b then --Zu Ylem
actor_take_hit(attacker, foe, dmg)
end
if weapon_obj_n == 0x30 then
print("Thy sword hath shattered!\n")
Actor.inv_remove_obj(attacker, weapon)
end
end
if weapon_obj_n == 0x31 then --boomerang
if attacker.x ~= 0 and attacker.y ~= 0 then --hack to stop return projectile if the avatar has died
projectile(projectile_weapon_tbl[weapon_obj_n][1], coll_tiles[1].x, coll_tiles[1].y, attacker.x, attacker.y, projectile_weapon_tbl[weapon_obj_n][3], projectile_weapon_tbl[weapon_obj_n][4])
end
end
end
end
function combat_range_weapon_1D5F9(attacker, target_x, target_y, target_z, weapon, num_bolts)
-- Handles projectiles:
-- 1. Collision checking
-- 2. Animation
-- 3. Ammo removal
-- 4. Placement on map (throwing weapons)
-- 5. Zu Ylem sleep effect
-- Returns new target tiles/foes after collision checking (The original used globals for this)
local weapon_obj_n = weapon.obj_n
local random = math.random
local coll_tiles = {} --collision tile and foe for each projectile
local pre_coll_tiles = {} --tile traversed before the collision occurred for each projectile
local foe
local targets
--set up targets table
if weapon_obj_n == 0x32 then --triple crossbow
local index = ((target_y - attacker.y + 5) * 11) + (target_x - attacker.x + 5) + 1
targets = {
{x=target_x,
y=target_y,
z=target_z},
{x=target_x + movement_offset_x_tbl[g_projectile_offset_tbl[1][index]+1],
y=target_y + movement_offset_y_tbl[g_projectile_offset_tbl[1][index]+1],
z=target_z},
{x=target_x + movement_offset_x_tbl[g_projectile_offset_tbl[2][index]+1],
y=target_y + movement_offset_y_tbl[g_projectile_offset_tbl[2][index]+1],
z=target_z}
}
else --not triple crossbow
targets = {
{x=target_x,
y=target_y,
z=target_z}
}
end
-- Collision checking
-- Sets up two tables:
-- coll_tiles: New target tile and foe for each projectile after collision check
-- pre_coll_tiles: Tile traversed before each collision (used for animation and thrown weapon placement)
for i=1,num_bolts do
targ = targets[i]
local coll_x, coll_y, pre_coll_x, pre_coll_y = map_line_hit_check(attacker.x, attacker.y, targ.x, targ.y, targ.z)
foe = map_get_actor(coll_x, coll_y, targ.z)
if foe == nil then foe = map_get_obj(coll_x, coll_y , targ.z) end
table.insert(coll_tiles, {x = coll_x, y = coll_y, z = targ.z, foe = foe})
table.insert(pre_coll_tiles, {x = pre_coll_x, y = pre_coll_y, z = targ.z})
end
-- Projectile animation
-- TODO: Animation currently does its own collision checking. This should only be done once.
if weapon_obj_n == 0x32 then --triple crossbow
projectile_anim_multi(projectile_weapon_tbl[weapon_obj_n][1], attacker.x, attacker.y, coll_tiles, projectile_weapon_tbl[weapon_obj_n][3], 0, projectile_weapon_tbl[weapon_obj_n][2])
else
projectile(projectile_weapon_tbl[weapon_obj_n][1], attacker.x, attacker.y, coll_tiles[1].x, coll_tiles[1].y, projectile_weapon_tbl[weapon_obj_n][3], projectile_weapon_tbl[weapon_obj_n][4])
end
if weapon_obj_n == 0x5b then
--Zu Ylem
if foe ~= nil and foe.obj_n ~= 0 then
Actor.inv_remove_obj_qty(attacker, 0x5b, 1)
spell_put_actor_to_sleep(attacker, foe)
end
elseif weapon_obj_n == 0x4f or weapon_obj_n == 0x50 then
--lightning wand, fire wand
if random(1, 100) == 37 then
Actor.inv_remove_obj(attacker, weapon)
print("A wand has vanished!\n")
end
elseif weapon_obj_n == 0x53 then
--flask of oil
Actor.inv_remove_obj_qty(attacker, 0x53, 1)
if map_is_water(pre_coll_tiles[1].x, pre_coll_tiles[1].y, pre_coll_tiles[1].z, true) == false then
local obj = Obj.new(317); --fire field
obj.temporary = true
Obj.moveToMap(obj, pre_coll_tiles[1].x, pre_coll_tiles[1].y, pre_coll_tiles[1].z)
end
elseif weapon_obj_n == 0x24 or weapon_obj_n == 0x25 or weapon_obj_n == 0x26 then
--spear, throwing axe, dagger
-- Only remove thrown weapon from attacker if distance to target is > 1,
-- else just skip handling and keep the item
if abs(coll_tiles[1].x - attacker.x) > 1 or abs(coll_tiles[1].y - attacker.y) > 1 then
--remove unreadied throwing weapons from inventory first so weapon stays readied
local removal_candidate = nil
for inv_obj in actor_inventory(attacker) do
if inv_obj.obj_n == weapon_obj_n then
removal_candidate = inv_obj
if removal_candidate.readied ~= true then
break
end
end
end
if removal_candidate ~= nil then
Actor.inv_remove_obj(attacker, removal_candidate)
local function can_place_at(x, y, z)
-- Helper function to check if thrown weapon can be placed at target coordinates
local dest_tile_num = map_get_tile_num(x, y, z, true)
-- Tile flags: water and impassable
local bool is_impassable_water = tile_get_flag(dest_tile_num, 1, 0) and tile_get_flag(dest_tile_num, 1, 1)
-- Ethereal void tile
local bool is_ethereal_void = dest_tile_num >= 252 and dest_tile_num <= 255
-- Do not place on impassable water or ethereal void
-- unless there already is an object at the destination
-- (passable water is OK, e.g. shore tiles)
return not ((is_impassable_water or is_ethereal_void) and map_get_obj(x, y, z) == nil)
end
-- Do not place thrown weapon if target is an actor
if (coll_tiles[1].foe == mil or coll_tiles[1].foe.luatype ~= "actor")
and can_place_at(pre_coll_tiles[1].x, pre_coll_tiles[1].y, pre_coll_tiles[1].z) then
local obj = Obj.new(weapon_obj_n);
obj.ok_to_take = true
obj.temporary = true
Obj.moveToMap(obj, pre_coll_tiles[1].x, pre_coll_tiles[1].y, pre_coll_tiles[1].z)
end
end
end
elseif weapon_obj_n == 0x29 or weapon_obj_n == 0x2a or weapon_obj_n == 0x32 or weapon_obj_n == 0x36 then
--bow, crossbow, triple crossbow, magic bow
local projectile_obj = nil
if weapon_obj_n == 0x29 or weapon_obj_n == 0x36 then --bow, magic bow
projectile_obj = 0x37 --arrow
else
projectile_obj = 0x38 --bolt
end
local qty = 1
if weapon_obj_n == 0x32 then -- triple crossbow
qty = 3
end
Actor.inv_remove_obj_qty(attacker, projectile_obj, qty)
end
return coll_tiles --original always returns 1
end
--
-- actor_get_weapon()
--
function actor_get_weapon(attacker, foe)
if foe == nil then return nil end
local in_party = attacker.in_party
local range = Actor.get_range(attacker, foe.x, foe.y)
--dgb("range = "..range.."\n")
local max_dmg = 0
local obj, weapon
for obj in actor_inventory(attacker) do
if obj.obj_n == 336 and timer_get(TIMER_STORM) == 0 and math.random(0,3) == 0 and math.random(0, obj.quality) < 16 then --charge (spell)
--dgb("magic object quality = "..obj.quality.."\n");
return obj
else
if in_party == false or obj.readied == true then
local dmg = get_weapon_dmg(obj.obj_n)
if dmg ~= nil and dmg > max_dmg and get_weapon_range(obj.obj_n) >= range then
max_dmg = dmg
weapon = obj
end
end
end
end
if weapon == nil then --attack with bare hands.
weapon = attacker
end
--dgb("weapon: "..weapon.name.." dmg="..get_weapon_dmg(weapon.obj_n).."\n")
return weapon
end
--
-- actor_calculate_avg_coords()
--
function actor_calculate_avg_coords()
local n = 0
local avg_x = 0
local avg_y = 0
local player_loc = player_get_location()
local player_x = player_loc.x
local player_y = player_loc.y
local player = Actor.get_player_actor()
local player_dir = player.direction
local actor
for actor in party_members() do
if actor.wt ~= WT_FLANK and actor.wt ~= WT_BERSERK then
n = n + 1
avg_x = avg_x + actor.x
avg_y = avg_y + actor.y
end
end
if n > 0 then
party_avg_x = math.floor(avg_x / n)
party_avg_y = math.floor(avg_y / n)
else
party_avg_x = player_x
party_avg_y = player_y
end
n = 0
avg_x = 0
avg_y = 0
local i
for i=0,0xff do
actor = Actor.get(i)
if actor.obj_n ~= 0 and actor.alive then
if (actor.align == ALIGNMENT_EVIL or actor.align == ALIGNMENT_CHAOTIC) then
if actor.wt ~= WT_RETREAT or (abs(actor.x - player_x) <= 5 and abs(actor.y - player_y) <= 5) then
if abs(actor.x - player_x) < 0x18 and abs(actor.y - player_y) < 0x18 then
n = n + 1
avg_x = avg_x + actor.x
avg_y = avg_y + actor.y
end
end
end
end
end
wt_num_monsters_near = n
if n > 0 then
combat_avg_x = math.floor((avg_x + n / 2) / n)
combat_avg_y = math.floor((avg_y + n / 2) / n)
wt_rear_max_monster = nil
wt_rear_min_monster = nil
--wt_rear_max_party = nil
--wt_rear_min_party = nil
local tmp_x = combat_avg_x - party_avg_x
local tmp_y = combat_avg_y - party_avg_y
wt_front_target_actor = nil
local min_m_pos = 0
local max_m_pos = 0
local min_p_pos = 0
local max_p_pos = 0
--var_16 = 0x8000
local var_A
for i=0,0xff do
actor = Actor.get(i)
if actor.obj_n ~= 0 and actor.alive and (actor.wt == WT_FRONT or actor.wt == WT_PLAYER) then
--var_C = ((actor.x - party_avg_x) * tmp_x) + ((actor.y - party_avg_y) * tmp_y)
var_A = ((actor.x - party_avg_x) * tmp_y) - ((actor.y - party_avg_y) * tmp_x)
-- --dgb("ok "..actor.name.."\n")
if actor.in_party == false then
if wt_front_target_actor == nil then wt_front_target_actor = actor end
if var_A > max_m_pos then max_m_pos, wt_rear_max_monster = var_A, actor end
if var_A < min_m_pos then min_m_pos, wt_rear_min_monster = var_A, actor end
else
--dgb("yup var_A["..i.."] = "..var_A.."\n")
if var_A > max_p_pos then
--dgb("var_A > max_p_pos\n")
max_p_pos, wt_rear_max_party = var_A, actor
end
if var_A < min_p_pos then
--dgb("var_A < min_p_pos\n")
min_p_pos, wt_rear_min_party = var_A, actor
end
--if var_C > var_16 then var_16, unk_3DEAD = var_C, actor end
end
end
end
--FIXME I'm not really sure what the original does when these aren't set
if wt_rear_max_party == nil then wt_rear_max_party = player end
if wt_rear_min_party == nil then wt_rear_min_party = player end
else
--this is used by party members when in combat_front worktype.
combat_avg_x = player_x + movement_offset_x_tbl[(player_dir*2) + 1]
combat_avg_y = player_y + movement_offset_y_tbl[(player_dir*2) + 1]
end
if combat_avg_x == party_avg_x and combat_avg_y == party_avg_y then
combat_avg_x = combat_avg_x + movement_offset_x_tbl[(player_dir*2) + 1]
combat_avg_y = combat_avg_y + movement_offset_y_tbl[(player_dir*2) + 1]
end
--dgb("PartyAvg("..party_avg_x..","..party_avg_y..") CombatAvg("..combat_avg_x..","..combat_avg_y..") Player("..player_x..","..player_y..") Dir = "..player_dir.." numMonsters = "..wt_num_monsters_near.."\n")
end
--[[
function trace (event, line)
local s = debug.getinfo(2).name
if s == nil then
s = "Unk"
end
--io.stderr:write(s .. ":" .. line.."\n")
end
debug.sethook(trace, "l")
--]]
--
-- actor_update_all()
--
function actor_update_all()
--dgb("actor_update_all()\n")
if g_avatar_died == true then
actor_avatar_death()
return
end
g_time_stopped = is_time_stopped()
actor_calculate_avg_coords()
local actor
local selected_actor
repeat
selected_actor = nil
local di = 0
local dex_6 = 1
repeat
local player_loc = player_get_location()
local var_C = (player_loc.x - 16) - (player_loc.x - 16) % 8
local var_A = (player_loc.y - 16) - (player_loc.y - 16) % 8
for actor in party_members() do
if actor.wt == WT_FOLLOW and actor.mpts < 0 then
actor.mpts = 0
end
end
local player_z = player_loc.z
for i=0,0xff do
local actor = Actor.get(i)
if actor.obj_n ~= 0 and actor.z == player_z and actor.mpts > 0 and actor.paralyzed == false and actor.asleep == false and actor.wt ~= WT_NOTHING and actor.alive == true then
if abs(actor.x - var_C) > 0x27 or abs(actor.y - var_A) > 0x27 then
if actor.wt >= 0x83 and actor.wt <= 0x86 then
--move actor to schedule location if it isn't on screen
local sched_loc = actor.sched_loc
if map_is_on_screen(sched_loc.x, sched_loc.y, sched_loc.z) == false then
Actor.move(actor, sched_loc.x, sched_loc.y, sched_loc.z)
actor_wt_walk_to_location(actor) --this will cancel the pathfinder and set the new worktype
subtract_movement_pts(actor, 10)
----dgb("\nActor SCHEDULE TELEPORT "..actor.actor_num.." to ("..sched_loc.x..","..sched_loc.y..","..sched_loc.z..")\n")
end
end
else
if actor.wt ~= WT_FOLLOW then
if actor.wt == 0x80 then
-- actor_set_worktype_from_schedule(actor)
actor.wt = actor.sched_wt
end
local dx = (actor.mpts * dex_6) - actor.dex * di
if actor.mpts >= actor.dex or dx > 0 or dx == 0 and actor.dex > dex_6 then
selected_actor = actor
di = actor.mpts
dex_6 = actor.dex
end
if actor.mpts >= actor.dex then
break
end
end
end
end
end
if di <= 0 then
advance_time(1)
end
until di > 0
if selected_actor.corpser_flag == true then
actor_corpser_regurgitation(selected_actor)
end
if selected_actor.corpser_flag == false then
if selected_actor.wt ~= WT_PLAYER and selected_actor.wt ~= WT_FOLLOW then
--dgb("perform_worktype("..selected_actor.name.."("..selected_actor.actor_num..") dex = "..selected_actor.dex.." mpts = "..selected_actor.mpts..").\n")
perform_worktype(selected_actor)
--sub_1C34A() --update map window??
if selected_actor.wt > 1 and selected_actor.wt < 0x10 then
--FIXME targetting?? do *(&objlist_ptr_unk_18f1 + actor_num) = actor_num
end
end
--sub_4726()
end
until selected_actor.obj_n ~= 0 and selected_actor.wt == WT_PLAYER and selected_actor.corpser_flag == false
if selected_actor ~= nil then --swap player to next party member with 'command' combat worktype.
local old_player = Actor.get_player_actor()
player_set_actor(selected_actor)
old_player.wt = WT_PLAYER --reset worktype to player as it gets changed to follow in Player::set_actor() :-(
end
if g_update_volcano == true then
local obj = find_volcano_near_player()
if obj ~= nil then
if obj.obj_n == 307 then --volcano
play_sfx(SFX_EARTH_QUAKE, false)
quake_start(1,200)
else
local temp_fumarole = Obj.new(obj) --duplicate the fumarole object so we can explode it.
explode_obj(temp_fumarole)
end
end
g_update_volcano = false
end
display_prompt(true)
end
function advance_time(num_turns)
local teleport = num_turns >= 60
--dgb("advance_time("..num_turns..")")
local time_stop_timer = timer_get(TIMER_TIME_STOP)
if time_stop_timer ~= 0 then
if time_stop_timer > num_turns then
timer_set(TIMER_TIME_STOP, time_stop_timer - num_turns)
return
end
timer_set(TIMER_TIME_STOP, 0)
end
timer_update_all(num_turns)
--update keg timer. explode kegs.
if g_keg_timer > 0 then
g_keg_timer = g_keg_timer - num_turns
if g_keg_timer <= 0 then
explode_keg()
g_keg_timer = 0
end
end
local random = math.random
local cloak_readied = false
local i
for i=0,0xff do
local actor = Actor.get(i)
if actor.obj_n ~= 0 then
if actor.mpts >= 0 then
m = actor.dex
else
m = actor.mpts + actor.dex
end
actor.mpts = m
if actor.wt == WT_FOLLOW and actor.corpser_flag == true then
actor_corpser_regurgitation(actor) --hack the original does this in party_move() but we don't have that in script yet.
end
if actor.in_party == true then
local obj
for obj in actor_inventory(actor) do
if obj.readied == true then
local obj_n = obj.obj_n
local obj_name = nil
if obj_n == 0x5a and obj.frame_n == 1 then --lit torch
if random(0, 1) == 0 then
if obj.qty > num_turns then
obj.qty = obj.qty - num_turns
else
--print("A torch burned out.\n")
Actor.inv_unready_obj(actor, obj)
end
end
elseif obj_n == 0x102 then --invisibility ring
if random(0, 1000) == 429 then
local two_rings = (Actor.inv_get_readied_obj_n(actor, 5) == 0x102
and Actor.inv_get_readied_obj_n(actor, 6) == 0x102)
if two_rings == false then
actor.visible = true
end
obj_name = "ring"
end
elseif obj_n == 0x101 then -- regeneration ring
--FIXME the original increments a counter here.
local hp = actor.hp + num_turns
local max_hp = actor.max_hp
if hp > max_hp then
hp = max_hp
end
actor.hp = hp
if random(0, 1000) == 734 then
obj_name = "ring"
end
elseif obj_n == 0x51 then --storm cloak
if random(0, 1000) == 588 then
obj_name = "cloak"
timer_set(TIMER_STORM, 0)
else
cloak_readied = true
end
end
if obj_name ~= nil then
Actor.inv_remove_obj(actor, obj)
print("A "..obj_name.." has vanished!\n")
end
end
end
end
local j
for j=1,num_turns do
actor_update_flags(actor)
end
actor_map_dmg(actor, actor.x, actor.y, actor.z)
actor.hit_flag = false
end
end
if cloak_readied == true then
timer_set(TIMER_STORM, 1)
end
local minute = clock_get_minute()
clock_inc(num_turns)
if minute + num_turns >= 60 then
update_actor_schedules(teleport)
--update magic points
local party_actor
for party_actor in party_members() do
local max_magic = actor_get_max_magic_points(party_actor)
if max_magic ~= 0 then -- Avatar, Mage, Swashbuckler, Musician
local magic_pts = party_actor.magic + party_actor.level
if magic_pts > max_magic then
magic_pts = max_magic
end
party_actor.magic = magic_pts
end
end
player_dec_alcohol(1)
end
if g_avatar_died == true then
actor_avatar_death()
end
if random(0,7) == 0 then
g_update_volcano = true
end
end
function actor_update_flags(actor)
local random = math.random
if actor.alive then
local var_8 = 0 --FIXME get proper value for var_8.
if actor.visible == false and var_8 == 0 and random(0, 0x3f) == 0
and Actor.inv_get_readied_obj_n(actor, 5) ~= 0x102 --invisibility rings
and Actor.inv_get_readied_obj_n(actor, 6) ~= 0x102 then
if actor_int_adj(actor) <= random(1, 0x1e) then
actor.visible = true
end
end
if actor.protected == true and random(0, 0x3f) == 0 then
if actor_int_adj(actor) <= random(1, 0x1e) then
actor.protected = false
end
end
if actor.cursed == true and random(0, 15) == 0 then
if actor_int_adj(actor) >= random(1, 0x1e) then
actor.cursed = false
end
end
if actor.charmed == true and random(0, 7) == 0 then
if actor_int_adj(actor) >= random(1, 0x1e) then
actor_remove_charm(actor)
end
end
if actor.paralyzed == true and random(0, 3) == 0 then
if actor_str_adj(actor) >= random(1, 0x1e) then
actor.paralyzed = false
party_update_leader()
end
end
if actor.asleep == true and actor.wt ~= WT_SLEEP and random(0, 15) == 0 then
actor.asleep = false
actor.hit_flag = true
actor.frame_n = actor.old_frame_n
if actor.in_party == true then
party_update_leader()
end
end
if actor.poisoned == true and actor.protected == false and random(0, 7) == 0 then
if map_is_on_screen(actor.x, actor.y, actor.z) == true then
actor_hit(actor, 1)
else -- don't show the animation or play the sfx
actor_hit(actor, 1, nil, true)
end
end
end
end
function actor_corpser_regurgitation(actor)
--dgb("actor_corpser_regurgitation("..actor.name..")\n");
if actor.corpser_flag == false then return end
if actor.wt == WT_PLAYER then
print("\n"..actor.name..":\nARGH!\n")
end
local random = math.random
local val = random(1, 0x1e)
if val < actor_str_adj(actor) then
play_sfx(SFX_CORPSER_REGURGITATE, true)
print("`"..actor.name.." regurgitated!\n")
actor.corpser_flag = false
if actor.in_party == true then
party_update_leader()
end
else
actor_hit(actor, random(1, 0xf))
actor.mpts = 0
end
end
function actor_remove_charm(actor)
if actor.charmed == true then
actor.charmed = false;
actor.align = actor.old_align
if actor.in_party == true then
actor.align = ALIGNMENT_GOOD
end
party_update_leader()
--[[ FIXME need to add functions to check for combat_mode and solo_mode
if party_in_combat_mode() then
actor.wt = combat_mode
else
if solo_mode() then
actor.wt = WT_NOTHING
else
actor.wt = WT_FOLLOW
end
end
--]]
return true
end
return false
end
function actor_yell_for_help(attacking_actor, defending_actor, dmg)
if defending_actor.hp == 0 then
return
end
if defending_actor.luatype == "actor" and defending_actor.align == ALIGNMENT_NEUTRAL and defending_actor.in_party == false then
local actor_base = actor_tbl[defending_actor.obj_n]
if attacking_actor.wt == WT_PLAYER and actor_base ~= nil then
if actor_base[7] ~= 0 and dmg > 0 then --[7] == can_talk
print("`"..defending_actor.name.." yells for help!\n")
activate_city_guards()
end
end
if defending_actor.wt >= 0x80 then
if attacking_actor.wt == WT_PLAYER then
if defending_actor.obj_n == 0x188 then -- musician
defending_actor.frame_n = defending_actor.old_frame_n
end
defending_actor.wt = WT_ATTACK_PARTY
end
else
if attacking_actor.align ~= ALIGNMENT_GOOD then
defending_actor.align = ALIGNMENT_GOOD
else
defending_actor.align = ALIGNMENT_CHAOTIC
end
if defending_actor.temp == true then
defending_actor.wt = WT_ASSAULT
end
end
end
end
function can_get_obj_override(obj) --meat, ribs, dead animal. These are toptile objects and need an override check.
if obj.obj_n == 209 or obj.obj_n == 210 or obj.obj_n == 211 then
return true
end
return false
end
function actor_get_obj(actor, obj)
if obj.getable == false then
print("\n\nNot possible.")
return false
end
if Actor.can_carry_obj_weight(actor, obj) == false then
print("\n\nThe total is too heavy.")
return false
end
local player_loc = player_get_location()
local i
local caught_stealing = false
if player_loc.z == 0 and obj.ok_to_take == false then --stealing logic only applies to surface level.
player_subtract_karma(1)
play_sfx(SFX_FAILURE, true)
for i=1,202 do --perm actors
local actor = Actor.get(i)
if actor.alive == true and actor.z == player_loc.z and actor.in_party == false and actor.align == ALIGNMENT_NEUTRAL and actor.asleep == false then
if actor_find_max_xy_distance(actor, player_loc.x, player_loc.y) < 0x6 then
print("\n\n\"Stop Thief!!!\"\n")
activate_city_guards()
caught_stealing = true
break
end
end
end
if caught_stealing == false then
print("\n\nStealing!!!\n")
end
end
obj.ok_to_take = true
Obj.moveToInv(obj, actor.actor_num)
subtract_movement_pts(actor, 3)
return true
end
function activate_city_guards()
--dgb("activate_city_guards()")
local i
local player_loc = player_get_location()
player_subtract_karma(5)
for i=1,0xff do
local actor = Actor.get(i)
if actor.alive == true and actor.z == player_loc.z and actor.in_party == false and actor.align == ALIGNMENT_NEUTRAL then
if actor.obj_n == 0x17e then -- guard
if actor_find_max_xy_distance(actor, player_loc.x, player_loc.y) < 0x20 then
actor.wt = WT_GUARD_ARREST_PLAYER
end
else
if actor.wt ~= WT_STATIONARY
and actor.wt ~= WT_NOTHING
and actor.wt ~= WT_PLAYER
and actor.paralyzed == false
and actor.asleep == false
and actor.corpser_flag == false then
if actor_find_max_xy_distance(actor, player_loc.x, player_loc.y) < 0x6 then
if actor.wt < 0x80 then
actor.wt = WT_UNK_13
else
if actor.wt > 0x86 then
if actor.obj_n == 0x188 then
actor.frame_n = actor.old_frame_n
end
actor.wt = WT_ATTACK_PARTY
end
end
end
end
end
end
end
end
function actor_catch_up_to_party(actor)
local target_actor = nil
local actor_x = actor.x
local actor_y = actor.y
local var_2 = 0x32
local party_actor
local random = math.random
for party_actor in party_members() do
if party_actor.alive == true and actor_ok_to_attack(actor, party_actor) == true then
local party_actor_x = party_actor.x
local party_actor_y = party_actor.y
local var_4 = (party_actor_x - actor_x) * (party_actor_x - actor_x) + (party_actor_y - actor_y) * (party_actor_y - actor_y)
if var_4 < var_2 or var_4 == var_2 and random(0, 1) ~= 0 then
var_2 = var_4
target_actor = party_actor
end
end
end
if target_actor == nil then
actor_move_towards_loc(actor, party_avg_x, party_avg_y)
return false
end
actor_move_towards_loc(actor, target_actor.x, target_actor.y)
if abs(target_actor.x - actor.x) > 1 or abs(target_actor.y - actor.y) > 1 then
return false
end
return true --reached party
end
function caught_by_guard(actor)
local lord_british = Actor.get(6)
--FIXME we don't want people going to jail before they answer the copy protection questions.
--if (objlist_talk_flags[5] & 0x80) == 0 then
-- actor.wt = 0x81
-- return
--end
Actor.show_portrait(actor)
print("\n\"Thou art under arrest!\"\n\n\"Wilt thou come quietly?\"\n\n:")
local var_6 = input_select("yn", false)
actor.wt = 0x81
Actor.hide_portrait()
if var_6 == "Y" then
print("es\n\nThe guard strikes thee unconscious!\n\nThou dost awaken to...\n")
--sub_2ACA1()
fade_out()
if party_is_in_combat_mode() then
party_set_combat_mode(false)
end
player_move(0xe7, 0xba, 0, true)
local cur_hour = clock_get_hour()
while cur_hour ~= 8 do
advance_time(60)
cur_hour = clock_get_hour()
--FIXME need to pause and update screen so player can see the sun-moon display move.
end
for party_actor in party_members() do
for var_4 in actor_inventory(party_actor, true) do -- recursively search containers in inventory.
--if((*(var_4 + objlist_obj_flags) & 0x18) == 0 || sub_CC5E(var_4, *(di + objlist_party_roster)) == 0)
-- break
if var_4.obj_n == 0x3f then --lockpick
Actor.inv_remove_obj(party_actor, var_4)
end
if var_4.obj_n == 0x40 and var_4.quality == 9 then --key
local obj = map_get_obj(0xeb, 0xb7, 0, 0xb1) --desk
if obj ~= nil then
Obj.moveToCont(var_4, obj)
end
end
end
end
local obj = map_get_obj(0xe7, 0xb8, 0, 0x12c) --steal door
if obj ~= nil then
obj.frame_n = 9 --close and lock door.
end
fade_in()
--[[
word_31D08 = 1
sub_E5F2()
music_play_song()
ax = sub_46DC()
--]]
else
print("o\n\n\"Then defend thyself, rogue!\"\n")
activate_city_guards()
actor.wt = WT_ASSAULT
actor.align = ALIGNMENT_EVIL
local i
for i=1,0xff do
local a = Actor.get(i)
if a.wt == WT_GUARD_ARREST_PLAYER then
a.wt = WT_ASSAULT
a.align = ALIGNMENT_EVIL
end
end
end
return
end
local tangle_vine_frame_n_tbl = {
1, 3, 1, 4,
5, 0, 4, 0,
1, 2, 1, 5,
2, 0, 3, 0
}
function move_tanglevine(actor, new_direction)
local actor_x = actor.x
local actor_y = actor.y
local old_direction = actor.direction
if new_direction ~= direction_reverse(old_direction) then
if actor_move(actor, new_direction, 1) ~= 0 then
local player_loc = player_get_location()
local tangle_obj = Obj.new(0x16e) --tanglevine
tangle_obj.frame_n = tangle_vine_frame_n_tbl[old_direction * 4 + new_direction + 1]
tangle_obj.status = 0x20
tangle_obj.quality = 0 --actor.id_n
Obj.moveToMap(tangle_obj, actor_x, actor_y, player_loc.z)
actor.frame_n = tangle_vine_frame_n_tbl[new_direction * 4 + math.random(0, 3) + 1]
return true
end
end
return false
end
function actor_wt_front(actor)
--dgb("actor_wt_front("..actor.name..")\n")
if actor_wt_front_1FB6E(actor) ~= 0 then
if actor.in_party == true then
actor_wt_attack(actor)
else
if actor_find_max_xy_distance(actor, party_avg_x, party_avg_y) >= 8 then
subtract_movement_pts(actor, 5)
else
if actor ~= wt_front_target_actor then
actor_wt_attack(actor)
else
if math.random(0, 7) ~= 0 then
actor_wt_attack(actor)
else
actor_move_towards_loc(actor, party_avg_x, party_avg_y)
end
end
end
end
return
end
return
end
function actor_wt_front_1FB6E(actor)
--dgb("actor_wt_front_1FB6E()\n")
if (wt_num_monsters_near == 0 or wt_front_target_actor == nil) and actor.in_party == false then
subtract_movement_pts(actor, 5)
return 1
end
local player_loc = player_get_location()
local centre_x,centre_y,diff_x,diff_y,var_1E,var_24,var_14,var_12,var_20,var_1C,var_10,target_x,target_y,var_E
local actor_x = actor.x
local actor_y = actor.y
if actor.in_party == false then
centre_x = party_avg_x
centre_y = party_avg_y
diff_x = wt_front_target_actor.x - centre_x
diff_y = wt_front_target_actor.y - centre_y
else
centre_x = player_loc.x
centre_y = player_loc.y
diff_x = combat_avg_x - centre_x
diff_y = combat_avg_y - centre_y
end
--dgb("actor_wt_front_1FB6E() actor = ("..actor_x..","..actor_y..") centre = ("..centre_x..","..centre_y..") player = ("..player_loc.x..","..player_loc.y..")\n")
var_1E = (actor_x - centre_x) * diff_y - (actor_y - centre_y) * diff_x
if var_1E <= 0 then
var_24 = 0
else
var_24 = 1
end
if var_1E == 0 then
var_24 = math.random(0, 1)
end
if diff_y <= 0 then
var_14 = -1
else
var_14 = 1
end
if diff_x <= 0 then
var_12 = 1
else
var_12 = -1
end
if var_24 == 0 then
var_14 = -var_14
var_12 = -var_12
end
local tmp_actor
if actor.in_party == true then
tmp_actor = Actor.get_player_actor()
else
tmp_actor = wt_front_target_actor
end
--dgb("tmp_actor = "..tmp_actor.name.." at ("..tmp_actor.x..","..tmp_actor.y..")\n")
var_20 = (tmp_actor.x - centre_x) * diff_x + (tmp_actor.y - centre_y) * diff_y
if actor.in_party == true then
var_20 = var_20 + abs(diff_x) + abs(diff_y)
end
var_1C = diff_x * diff_x + diff_y * diff_y
if var_1C == 0 then
var_1C = 1
end
--dgb("getting target var_20 = "..var_20.." diff_x = "..diff_x.." diff_y = "..diff_y.." var_1C = "..var_1C.."\n")
target_x = math.floor((var_20 * diff_x) / var_1C) + centre_x
target_y = math.floor((var_20 * diff_y) / var_1C) + centre_y
unk_30A72 = 0
local chunk_x = player_loc.x - 16
chunk_x = chunk_x - (chunk_x % 8)
local chunk_y = player_loc.y - 16
chunk_y = chunk_y - (chunk_y % 8)
local found_actor = false
repeat
if target_x < chunk_x or chunk_x + 0x27 < target_x or target_y < chunk_y or chunk_y + 0x27 < target_y or (actor_x == target_x and actor_y == target_y) then
unk_30A72 = 1
--dgb("combat_front returned. too far away. actor=("..actor_x..","..actor_y..") target=("..target_x..","..target_y..") chunk=("..chunk_x..","..chunk_y..")\n")
return 1
end
if map_get_actor(target_x, target_y, player_loc.z) ~= nil then
found_actor = true
else
found_actor = false
end
if found_actor then
var_10 = (target_x + var_14 - centre_x) * diff_x + (target_y - centre_y) * diff_y
var_E = (target_x - centre_x) * diff_x + (target_y + var_12 - centre_y) * diff_y
if abs(var_10 - var_20) >= abs(var_E - var_20) then
target_y = target_y + var_12
else
target_x = target_x + var_14
end
end
until found_actor == false
local mpts = actor.mpts
if actor_move_towards_loc(actor, target_x, target_y) ~= 0 then
if actor.in_party == false or actor.x == target_x and actor.y == target_y then
return 0
end
if wt_num_monsters_near == 0 then
actor.mpts = mpts
end
if actor_move_towards_loc(actor, target_x, target_y) ~= 0 then
return 0
end
else
actor.mpts = mpts
end
actor_wt_attack(actor)
return 0
end
function actor_wt_rear(actor)
--dgb("actor_wt_rear()\n")
local var_C = 0
local player_loc = player_get_location()
local var_2,var_4,avg_y,avg_x,dx,ax,avg_x_diff, avg_y_diff
if actor.in_party == false then
if wt_num_monsters_near == 0 then subtract_movement_pts(actor, 5) return end
var_4 = wt_rear_min_monster
var_2 = wt_rear_max_monster
if var_4 == nil then var_4 = actor end
if var_2 == nil then var_2 = actor end
avg_x = combat_avg_x
avg_y = combat_avg_y
avg_x_diff = party_avg_x - combat_avg_x
avg_y_diff = party_avg_y - combat_avg_y
else
if wt_num_monsters_near == 0 then actor_move_towards_loc(actor, player_loc.x, player_loc.y) return end
var_4 = wt_rear_max_party
var_2 = wt_rear_min_party
avg_x = party_avg_x
avg_y = party_avg_y
avg_x_diff = combat_avg_x - party_avg_x
avg_y_diff = combat_avg_y - party_avg_y
end
local var_10 = 0x7fff
local align = actor.align
local i, var_12
for i=0,0xff do
local a = Actor.get(i)
if a.alive and a.wt == WT_FRONT and a.align == align then
var_12 = (a.x - avg_x) * avg_x_diff + (a.y - avg_y) * avg_y_diff
if var_12 < var_10 then var_10 = var_12 end
end
end
var_12 = (actor.x - avg_x) * avg_x_diff + (actor.y - avg_y) * avg_y_diff
local mpts = actor.mpts
local var_C
if actor.in_party == false or actor_find_max_xy_distance(actor, player_loc.x, player_loc.y) <= 3 then
if var_12 < var_10 then
var_12 = (actor.x - avg_x) * avg_y_diff - (actor.y - avg_y) * avg_x_diff
dx = (var_4.x - avg_x) * avg_y_diff
if dx - (var_4.y - avg_y) * avg_x_diff >= var_12 then
dx = (var_2.x - avg_x) * avg_y_diff
ax = (var_2.y - avg_y) * avg_x_diff
if dx - ax <= var_12 then
var_C = 1
else
ax = (actor_move_towards_loc(actor, actor.x + avg_y_diff, actor.y - avg_x_diff) and -1 or 0) + 1
var_C = ax
end
else
ax = (actor_move_towards_loc(actor, actor.x - avg_y_diff, actor.y + avg_x_diff) and -1 or 0) + 1
var_C = ax
end
else
ax = (actor_move_towards_loc(actor, actor.x - avg_x_diff, actor.y - avg_y_diff) and -1 or 0) + 1
var_C = ax
end
else
ax = (actor_move_towards_loc(actor, player_loc.x, player_loc.y) and -1 or 0) + 1
var_C = ax
end
if var_C ~= 0 then
actor.mpts = mpts
actor_wt_attack(actor)
end
end
function actor_wt_flank(actor)
local player_loc = player_get_location()
local player_x = player_loc.x
local player_y = player_loc.y
local random = math.random
local abs = abs
if wt_num_monsters_near == 0 or actor.in_party == false and actor_find_max_xy_distance(actor, player_x, player_y) > 7 then
if actor.in_party == true and actor_find_max_xy_distance(actor, player_x, player_y) > 2 then
local mpts = actor.mpts
actor_move_towards_loc(actor, player_x, player_y)
actor.mpts = mpts
end
subtract_movement_pts(actor, 5)
return
end
local actor_align = actor.align
local actor_x = actor.x
local actor_y = actor.y
local tmp_x = combat_avg_x - party_avg_x
local tmp_y = combat_avg_y - party_avg_y
local var_20 = (actor_x - party_avg_x) * tmp_y - (actor_y - party_avg_y) * tmp_x
local var_1E, var_10, var_E
if var_20 <= 0 then
var_1E = 0
else
var_1E = 1
end
if var_20 == 0 then
var_1E = random(0, 1)
end
if var_1E == 0 then
var_10 = -tmp_y
var_E = tmp_x
var_20 = -var_20
else
var_10 = tmp_y
var_E = -tmp_x
end
local var_1A = -0x8000
local target_actor = nil
local i, tmp_actor
for i=1,0xff do
tmp_actor = Actor.get(i)
if tmp_actor ~= nil
and tmp_actor.alive == true
and tmp_actor.align ~= actor_align
and actor_ok_to_attack(actor, tmp_actor) == true
and (actor_align ~= ALIGNMENT_GOOD or alignment_is_evil(tmp_actor.align) == true)
and (actor_align ~= ALIGNMENT_EVIL or tmp_actor.align == ALIGNMENT_GOOD or tmp_actor.align == ALIGNMENT_CHAOTIC) then
local target_x = tmp_actor.x
local target_y = tmp_actor.y
if (tmp_actor.wt ~= WT_RETREAT and tmp_actor.wt ~= WT_FLEE and tmp_actor.wt ~= WT_MOUSE or player_x - 5 <= target_x and player_x + 5 >= target_x and player_y - 5 <= target_y and player_y + 5 >= target_y)
and (abs(target_x - player_x) <= 7 and abs(target_y - player_y) <= 7 or abs(target_x - actor_x) <= 5 and abs(target_y - actor_y) <= 5) then
local var_1C = (target_x - party_avg_x) * tmp_y - (target_y - party_avg_y) * tmp_x
if var_1E == 0 then
var_1C = -var_1C
end
if var_1C > var_1A then
var_1A = var_1C
target_actor = tmp_actor
end
end
end
end
if target_actor == nil then
actor_move_towards_player(actor)
return
end
g_obj = target_actor
tmp_x = target_actor.x
tmp_y = target_actor.y
local should_move_actor = false
local weapon_obj = actor_get_weapon(actor, target_actor)
local weapon_range = get_weapon_range(weapon_obj.obj_n)
local attack_range = Actor.get_range(actor, tmp_x, tmp_y)
if attack_range < 9 and attack_range <= weapon_range then
if map_can_reach_point(actor_x, actor_y, tmp_x, tmp_y, actor.z) == false then
if random(0, 1) == 0 then
tmp_x = target_actor.y - actor_y + actor_x
tmp_y = actor_y - target_actor.x - actor_x
else
tmp_x = actor_x - target_actor.y - actor_y
tmp_y = target_actor.x - actor_x + actor_y
end
should_move_actor = true
else
actor_attack(actor, tmp_x, tmp_y, actor.z, weapon_obj, target_actor)
subtract_movement_pts(actor, 10)
end
else
if var_10 <= 0 then
if var_10 < 0 then
tmp_x = tmp_x - 1
end
else
tmp_x = tmp_x + 1
end
if var_E <= 0 then
if var_E < 0 then
tmp_y = tmp_y - 1
end
else
tmp_y = tmp_y + 1
end
should_move_actor = true
end
if should_move_actor == true then
local mpts = actor.mpts
if actor_move_towards_loc(actor, tmp_x, tmp_y) == 0 then
actor.mpts = mpts
actor_wt_attack(actor)
end
end
return
end
function actor_wt_berserk(actor)
local target_actor = nil
local alignment = actor.align
local actor_x = actor.x
local actor_y = actor.y
local max_stats = 0
local i
for i=1,0xff do
local tmp_actor = Actor.get(i)
if tmp_actor ~= nil
and tmp_actor.alive == true
and tmp_actor.actor_num ~= actor.actor_num
and actor_find_max_xy_distance(tmp_actor, actor_x, actor_y) <= 8
and actor_ok_to_attack(actor, tmp_actor) == true
and (alignment ~= ALIGNMENT_GOOD or tmp_actor.align == ALIGNMENT_EVIL)
and (alignment ~= ALIGNMENT_EVIL or tmp_actor.align == ALIGNMENT_GOOD)
and (alignment ~= ALIGNMENT_CHAOTIC or (tmp_actor.align ~= ALIGNMENT_CHAOTIC and tmp_actor.align ~= ALIGNMENT_NEUTRAL)) then
local combined_stats = tmp_actor.str + tmp_actor.dex + tmp_actor.int
if combined_stats > max_stats then
max_stats = combined_stats
target_actor = tmp_actor
end
end
end
if target_actor == nil then
actor_wt_attack(actor)
subtract_movement_pts(actor, 5)
return
end
local target_x = target_actor.x
local target_y = target_actor.y
local weapon_obj = actor_get_weapon(actor, target_actor)
local weapon_range = get_weapon_range(weapon_obj.obj_n)
local attack_range = Actor.get_range(actor, target_x, target_y)
if attack_range < 9 and attack_range <= weapon_range then
--g_obj = target_actor
if map_can_reach_point(actor_x, actor_y, target_x, target_y, actor.z) == false then
if math.random(0, 1) == 0 then
target_x = target_actor.y - actor_y + actor_x
target_y = actor_y - target_actor.x - actor_x
else
target_x = actor_x - target_actor.y - actor_y
target_y = target_actor.x - actor_x + actor_y
end
else
actor_attack(actor, target_x, target_y, actor.z, weapon_obj, target_actor)
subtract_movement_pts(actor, 15)
return
end
end
local mpts = actor.mpts
if actor_move_towards_loc(actor, target_x, target_y) == 0 then
actor.mpts= mpts
actor_wt_attack(actor)
end
subtract_movement_pts(actor, 5)
return
end
function actor_wt_guard_arrest_player(actor)
if actor_catch_up_to_party(actor) == true then
caught_by_guard(actor)
end
end
function actor_wt_combat_tanglevine(actor)
local random = math.random
local di
local abs = abs
local target = actor_find_target(actor)
if target ~= nil then
local target_x = target.x
local target_y = target.y
local actor_x = actor.x
local actor_y = actor.y
if abs(target_x - actor_x) < 2 and abs(target_y - actor_y) < 2 and random(0, 1) ~= 0 then
actor_attack(actor, target_x, target_y, actor.z, actor, target)
subtract_movement_pts(actor, 10)
return
end
if abs(target_x - actor_x) < 5 and abs(target_y - actor_y) < 5 and random(0, 3) == 0 then
target_x = target_x - actor_x
target_y = target_y - actor_y
if abs(target_x) <= abs(target_y) then
di = (target_y <= 0) and DIR_NORTH or DIR_SOUTH
if move_tanglevine(actor, di) == 0 then
di = (target_x <= 0) and DIR_WEST or DIR_EAST
move_tanglevine(actor, di)
return
end
else
di = (target_x <= 0) and DIR_WEST or DIR_EAST
if move_tanglevine(actor, di) == 0 then
di = (target_y <= 0) and DIR_NORTH or DIR_SOUTH
move_tanglevine(actor, di)
return
end
end
end
end
if random(0, 3) == 0 then
di = random(0, 3) --random direction north south east west
if actor.direction == di then
di = direction_reverse(di)
end
move_tanglevine(actor, di)
else
actor.mpts = 0
end
return
end
function actor_wt_combat_stationary(actor)
local rand = math.random
local align = actor.align
if align == ALIGNMENT_NEUTRAL then
subtract_movement_pts(actor, 5)
return
end
local i
for i=1,0x10 do
local target_x = rand(0, 8) + actor.x - 4
local target_y = rand(0, 8) + actor.y - 4
-- local g_obj = sub_1D351(actor, target_x, target_y)
local target_actor = map_get_actor(target_x, target_y, actor.z)
if target_actor ~= nil and actor_ok_to_attack(actor, target_actor) == true and target_actor.alive == true and target_actor.align ~= align and target_actor.align ~= ALIGNMENT_NEUTRAL then
actor_attack(actor, target_x, target_y, actor.z, actor_get_weapon(actor, target_actor), target_actor)
subtract_movement_pts(actor, 10)
return
end
end
subtract_movement_pts(actor, 5)
return
end
function actor_wt_walk_straight(actor)
if math.random(0, 1) == 0 then subtract_movement_pts(actor, 5) return end
local wt = actor.wt
local sched = actor.sched_loc
local dir
if wt < WT_WALK_NORTH_SOUTH or actor.x ~= sched.x or actor.y ~= sched.y then
dir = actor.direction
else
if wt == WT_WALK_NORTH_SOUTH then dir = DIR_NORTH end
if wt == WT_WALK_EAST_WEST then dir = DIR_EAST end
if wt == WT_WALK_SOUTH_NORTH then dir = DIR_SOUTH end
if wt == WT_WALK_WEST_EAST then dir = DIR_WEST end
actor.direction = dir
end
local mpts = actor.mpts
if actor_move(actor, dir, 1) == 0 then
dir = direction_reverse(dir)
actor.mpts = mpts
actor_move(actor, dir, 1)
actor.direction = dir
end
end
function actor_wt_wander_around(actor)
local rand = math.random
if rand(0, 7) ~= 0 then subtract_movement_pts(actor, 5) return end
local random_wander_range = function ()
local i = 0
while rand(0, 1) ~= 0 do i = i + 1 end
if rand(0, 1) ~= 0 then i = -i end
return i
end
local abs=abs
local sched = actor.sched_loc
local sched_x_offset = actor.x - sched.x;
local sched_y_offset = actor.y - sched.y;
local direction
if abs(sched_y_offset) - abs(sched_x_offset) >= random_wander_range() then
direction = (random_wander_range() <= sched_y_offset) and DIR_NORTH or DIR_SOUTH
else
direction = (random_wander_range() <= sched_x_offset) and DIR_WEST or DIR_EAST
end
actor.direction = direction
actor_move(actor, direction, 1)
return
end
function actor_move_towards_player(actor)
local rand = math.random
if actor.wt ~= WT_STATIONARY then
if actor.in_party == true then
local player_loc = player_get_location()
local x,y = player_loc.x, player_loc.y
if actor.x ~= x and actor.y ~= y and rand(0, 3) == 0 then
actor_move_towards_loc(actor, x, y)
return
end
end
if rand(0, 7) == 0 then
actor_move(actor, rand(0, 3), 1)
return
end
end
subtract_movement_pts(actor, 5)
end
function actor_wt_attack(actor)
--dgb("actor_wt_attack()\n");
g_obj = actor_find_target(actor)
if g_obj ~= nil then
--dgb("target at ("..g_obj.x..","..g_obj.y..")\n")
end
local weapon_obj = actor_get_weapon(actor, g_obj)
if g_obj ~= nil then
local target_x = g_obj.x
local target_y = g_obj.y
local actor_x = actor.x
local actor_y = actor.y
local weapon_range = get_weapon_range(weapon_obj.obj_n)
if abs(target_x - actor_x) < 8 and abs(target_y - actor_y) < 8 and
Actor.get_range(actor, target_x, target_y) <= weapon_range then
if sub_1D59F(actor, target_x, target_y, weapon_range, 0) == true then
actor_attack(actor, g_obj.x, g_obj.y, g_obj.z, weapon_obj, g_obj)
subtract_movement_pts(actor, 10)
return
end
if math.random(0, 1) == 0 then
target_x = g_obj.y - actor_y + actor_x
target_y = actor_y - g_obj.x - actor_x
else
target_x = actor_x - g_obj.y - actor_y
target_y = g_obj.x - actor_x + actor_y
end
actor_move_towards_loc(actor, target_x, target_y)
return
end
if actor.wt ~= 3 then actor_move_towards_loc(actor, target_x, target_y) return end
subtract_movement_pts(actor, 5)
return
end
if actor.wt ~= 3 then actor_move_towards_player(actor) return end
subtract_movement_pts(actor, 5)
end
function actor_wt_timid(actor)
local player_loc = player_get_location()
if actor_find_max_xy_distance(actor, player_loc.x, player_loc.y) > 7 then
actor.mpts = 0
return
end
local target = actor_find_target(actor)
if target == nil then
actor_move_towards_player(actor)
return
end
local diff_x = target.x - actor.x
local diff_y = target.y - actor.y
local var_4
if actor.wt ~= WT_RETREAT then
var_4 = 3
else
var_4 = 8
end
if abs(diff_x) < var_4 and abs(diff_y) < var_4 then
local var_2 = actor.mpts
if actor_move_towards_loc(actor, actor.x - diff_x, actor.y - diff_y) == 0 then
--original logic -- actor.mpts = var_2
if actor.wt ~= WT_MOUSE and actor.wt ~= WT_FLEE then
actor.mpts = var_2 --moved here.
actor_wt_attack(actor)
end
end
else
if actor.align == ALIGNMENT_GOOD and actor.wt ~= WT_FLEE and actor.wt ~= WT_MOUSE then
actor_move_towards_loc(actor, party_avg_x, party_avg_y)
else
actor_move_towards_player(actor)
end
end
if actor.wt == WT_RETREAT then
if math.random(0, 3) == 0 then
if actor.level > actor.hp then
actor.hp = actor.hp + 1
end
if math.floor((actor.hp * 4) / actor.level) > 0 then
actor.wt = actor.combat_mode
end
end
end
end
function actor_wt_like(actor)
local actor_x = actor.x
local actor_y = actor.y
local party_actor
local random = math.random
for party_actor in party_members() do
if abs(party_actor.x - actor_x) < 3 and abs(party_actor.y - actor_y) < 3 then
if random(0, 1) == 0 then
actor_move_towards_loc(actor, party_avg_x, party_avg_y)
return
end
break
end
end
if random(0, 1) == 0 then
subtract_movement_pts(actor, 5)
else
if random(0, 1) == 0 then
if random(0, 1) == 0 then
actor_y = actor_y - 10
else
actor_y = actor_y + 10
end
else
if random(0, 1) == 0 then
actor_x = actor_x - 10
else
actor_x = actor_x + 10
end
end
actor_move_towards_loc(actor, actor_x, actor_y)
end
return
end
function actor_wt_unfriendly(actor)
local actor_x = actor.x
local actor_y = actor.y
local party_actor
local random = math.random
for party_actor in party_members() do
if abs(party_actor.x - actor_x) < 3 and abs(party_actor.y - actor_y) < 3 then
if random(0, 7) == 0 then
actor.wt = WT_ASSAULT
actor_wt_attack(actor)
return
end
break
end
end
if random(0, 1) == 0 then
subtract_movement_pts(actor, 5)
else
if random(0, 1) == 0 then
if random(0, 1) == 0 then
actor_y = actor_y - 10
else
actor_y = actor_y + 10
end
else
if random(0, 1) == 0 then
actor_x = actor_x - 10
else
actor_x = actor_x + 10
end
end
actor_move_towards_loc(actor, actor_x, actor_y)
end
return
end
function actor_wt_walk_to_location(actor)
Actor.walk_path(actor)
if Actor.is_at_scheduled_location(actor) then
actor.wt = actor.sched_wt
if actor.wt == WT_SLEEP then
-- add extinguish light source code if actors with a light source actually go to sleep
actor_wt_sleep(actor)
end
end
subtract_movement_pts(actor, 5) --FIXME what's the movement cost for pathfinding?
end
function actor_wt_sleep(actor)
--dgb("actor_wt_sleep("..actor.name..") at "..actor.x..","..actor.y..","..actor.z.."\n")
local obj = map_get_obj(actor.x, actor.y, actor.z, 0xa3) --bed
if obj ~= nil then
if obj.frame_n == 1 or obj.frame_n == 5 then --horizontal bed
actor.obj_n = 0x92 -- person sleeping
actor.frame_n = 0
else
if obj.frame_n == 7 or obj.frame_n == 10 then --vertical bed
actor.obj_n = 0x92 -- person sleeping
actor.frame_n = 1
end
end
end
end
function actor_wt_beg(actor)
local player_loc = player_get_location()
if actor.z == player_loc.z and abs(actor.x - player_loc.x) < 5 or abs(actor.y - player_loc.y) < 5 then
if actor_catch_up_to_party(actor) == true then
actor.wt = WT_WORK
Actor.talk(actor)
end
else
actor_wt_wander_around(actor)
end
end
function actor_wt_brawling(actor)
if math.random(0, 3) == 0 then
local target = actor_find_target(actor)
local player_loc = player_get_location()
if target ~= nil and actor_find_max_xy_distance(target, player_loc.x, player_loc.y) < 5 then
if actor_find_max_xy_distance(actor, target.x, target.y) < 2 then
hit_anim(target.x, target.y)
actor_move_towards_loc(actor, player_loc.x, player_loc.y)
else
actor_move_towards_loc(actor, target.x, target.y)
end
return
end
end
actor_wt_wander_around(actor)
end
wt_tbl = {
[WT_NOTHING] = {"WT_NOTHING", perform_worktype},
[WT_FRONT] = {"WT_FRONT", actor_wt_front},
[WT_REAR] = {"WT_REAR", actor_wt_rear},
[WT_FLANK] = {"WT_FLANK", actor_wt_flank},
[WT_BERSERK] = {"WT_BERSERK", actor_wt_berserk},
[WT_RETREAT] = {"WT_RETREAT", actor_wt_timid},
[WT_ASSAULT] = {"WT_ASSAULT", actor_wt_attack},
[WT_FLEE] = {"WT_FLEE", actor_wt_timid},
[WT_LIKE] = {"WT_LIKE", actor_wt_like},
[WT_UNFRIENDLY] = {"WT_UNFRIENDLY", actor_wt_unfriendly},
[WT_WANDER_NEAR_PLAYER] = {"WT_WANDER_NEAR_PLAYER", actor_move_towards_player},
[WT_TANGLE] = {"WT_TANGLE", actor_wt_combat_tanglevine},
[WT_STATIONARY] = {"WT_STATIONARY", actor_wt_combat_stationary},
[WT_GUARD_WALK_EAST_WEST] = {"WT_GUARD_WALK_EAST_WEST", actor_wt_walk_straight},
[WT_GUARD_WALK_NORTH_SOUTH] = {"WT_GUARD_WALK_NORTH_SOUTH", actor_wt_walk_straight},
--11
[WT_GUARD_ARREST_PLAYER] = {"WT_GUARD_ARREST_PLAYER", actor_wt_guard_arrest_player},
[WT_UNK_13] = {"WT_UNK_13", actor_wt_timid},
[WT_WALK_TO_LOCATION] = {"WT_WALK_TO_LOCATION", actor_wt_walk_to_location},
[WT_WALK_NORTH_SOUTH] = {"WT_WALK_NORTH_SOUTH", actor_wt_walk_straight},
[WT_WALK_EAST_WEST] = {"WT_WALK_EAST_WEST", actor_wt_walk_straight},
[WT_WALK_SOUTH_NORTH] = {"WT_WALK_SOUTH_NORTH", actor_wt_walk_straight},
[WT_WALK_WEST_EAST] = {"WT_WALK_WEST_EAST", actor_wt_walk_straight},
[WT_WANDER_AROUND] = {"WT_WANDER_AROUND", actor_move_towards_player},
[WT_WORK] = {"WT_WORK", actor_wt_wander_around},
[WT_UNK_94] = {"WT_UNK_94", actor_wt_wander_around},
[WT_BEG] = {"WT_BEG", actor_wt_beg},
[WT_ATTACK_PARTY] = {"WT_ATTACK_PARTY", actor_wt_attack},
[WT_BRAWLING] = {"WT_BRAWLING", actor_wt_brawling},
[WT_MOUSE] = {"WT_MOUSE", actor_wt_timid}
--[WT_] = {"WT_", actor_wt_rear}
}
function actor_ok_to_attack(actor, target_actor)
if target_actor.visible == false and (target_actor.in_party == false or actor.in_party == false) then return false end
if target_actor.z ~= actor.z then return false end
if target_actor.obj_n == 0x165 and target_actor.frame_n == 0 then return false end --corpser underground
if target_actor.corpser_flag == true then return false end
--FIXME need to check tileflag3 bit 4 is not set. The Ignore flag.
return true
end
function actor_find_target(actor)
local target_actor = nil
local align = actor.align
local actor_x = actor.x
local actor_y = actor.y
local var_2 = 0x7fff
local i
local player_loc = player_get_location()
local player_x = player_loc.x
local player_y = player_loc.y
for i=0,0xff do
local tmp_actor = Actor.get(i)
if tmp_actor.obj_n ~= 0 and tmp_actor.alive == true and tmp_actor.actor_num ~= actor.actor_num and actor_ok_to_attack(actor, tmp_actor) == true then
if actor.wt == WT_FLEE or
actor.wt == WT_MOUSE or
actor.wt == WT_UNK_13 or
actor.wt == WT_RETREAT or
actor.wt == WT_BRAWLING or
(align ~= ALIGNMENT_NEUTRAL or actor.wt == WT_ATTACK_PARTY and tmp_actor.align == ALIGNMENT_GOOD) and
(align ~= ALIGNMENT_CHAOTIC or tmp_actor.align ~= ALIGNMENT_CHAOTIC) and
tmp_actor.align ~= ALIGNMENT_NEUTRAL and
(align ~= ALIGNMENT_GOOD or alignment_is_evil(tmp_actor.align) == true) and
(align ~= ALIGNMENT_EVIL or tmp_actor.align == ALIGNMENT_GOOD or tmp_actor.align == ALIGNMENT_CHAOTIC) then
local target_x = tmp_actor.x
local target_y = tmp_actor.y
if actor_find_max_xy_distance(actor, target_x, target_y) <= 8 and (tmp_actor.wt ~= WT_RETREAT or abs(target_x - player_x) <= 5 and abs(target_y - player_y) <= 5) then
local var_6 = (target_x - actor_x)^2 + (target_y - actor_y)^2
if var_6 < var_2 or var_6 == var_2 and math.random(0, 1) ~= 0 then
var_2 = var_6
target_actor = tmp_actor
end
end
end
end
end
return target_actor
end
--FIXME this is a line of sight check for combat.
function sub_1D59F(actor, target_x, target_y, weapon_obj)
return map_can_reach_point(actor.x, actor.y, target_x, target_y, actor.z)
end
function perform_worktype(actor)
if g_time_stopped == true then
actor.mpts = 0
return
end
if wt_tbl[actor.wt] == nil then
subtract_movement_pts(actor, 5)
return
end
--dgb("wt = "..wt_tbl[actor.wt][1].."\n")
if actor.mpts > 0 then
local func = wt_tbl[actor.wt][2]
func(actor)
end
if actor.mpts == 0 then subtract_movement_pts(actor, 0xa) end
end
function spell_put_actor_to_sleep(attacker, foe)
--dgb("spell_put_actor_to_sleep("..attacker.name..",foe)\n")
local actor_base = actor_tbl[foe.obj_n]
if actor_base == nil or actor_base[21] == 0 then -- 21 is immune to sleep
if actor_int_check(foe, attacker) == false then
hit_anim(foe.x, foe.y)
actor_put_to_sleep(foe)
return 0xfe
else
return 1
end
end
return 2
end
function spell_poison_actor(attacker, foe)
local actor_base = actor_tbl[foe.obj_n]
if actor_base == nil or actor_base[19] == 1 or foe.actor_num == 0 then return 2 end --immune to poison
if math.floor((math.floor(actor_str_adj(foe) / 2) + 0x1e - actor_int_adj(attacker)) / 2) <= math.random(1, 0x1e) then
foe.poisoned = true
hit_anim(foe.x, foe.y)
return -1
end
return 1
end
function spell_take_fire_dmg(attacker, foe)
local actor_base = actor_tbl[foe.obj_n]
if actor_base == nil or actor_base[18] == 1 then return end --immune to magic
local dmg = math.random(1, 0x14)
if actor_base == nil or actor_base[17] == 1 then dmg = dmg * 2 end --double dmg from fire
local exp = actor_hit(foe, dmg)
if exp ~= 0 then
attacker.exp = attacker.exp + exp
end
actor_yell_for_help(attacker, foe, 1)
actor_hit_msg(foe)
end
function spell_charm_actor(attacker, foe)
if actor_int_check(foe, attacker) == true then return false end
if foe.charmed == true then
actor_remove_charm(foe)
else
foe.charmed = true
foe.old_align = foe.align
foe.align = attacker.align
hit_anim(foe.x, foe.y)
print("\n"..foe.name.." is charmed.\n")
if foe.in_party == true then
party_update_leader()
end
end
return true
end
function spell_kill_actor(attacker, foe)
local actor_base = actor_tbl[foe.obj_n]
if actor_base ~= nil and actor_base[20] == 1 then return 2 end --immune to corp spells
if actor_int_check(foe, attacker) == true then return 1 end
local exp = actor_hit(foe, foe.hp)
if exp ~= 0 then
attacker.exp = attacker.exp + exp
end
actor_yell_for_help(attacker, foe, 1)
actor_hit_msg(foe)
return -1
end
function spell_hit_actor(attacker, foe, spell_num)
if actor_int_check(foe, attacker) == true then return false end
local random = math.random
local dmg = 0
if spell_num == 5 then
dmg = random(1, 0xa)
elseif spell_num == 0x62 then
dmg = random(1, 0x1e)
elseif spell_num == 0x32 then
dmg = foe.hp - 1
end
print("\n")
local exp = actor_hit(foe, dmg)
if exp ~= 0 then
attacker.exp = attacker.exp + exp
end
actor_hit_msg(foe)
actor_yell_for_help(attacker, foe, 1)
return true
end
function actor_use_effect(actor, effect)
local random = math.random
local effect_type = random(0, 3)
Obj.removeFromEngine(effect) -- moved here so it won't be seen in chest
if effect_type == 0 then
print("Acid!\n")
actor_hit(actor, random(1, 0x14))
elseif effect_type == 1 then
print("Poison!\n")
actor.poisoned = true
hit_anim(actor.x, actor.y)
elseif effect_type == 2 then
print("Bomb!\n")
local hit_items = explosion(0x17e, actor.x, actor.y)
for k,v in pairs(hit_items) do
if v.luatype == "actor" then
actor_hit(v, random(1, 0x14))
end
end
elseif effect_type == 3 then
print("Gas!\n")
local hit_items = explosion(0x17c, actor.x, actor.y)
for k,v in pairs(hit_items) do
if v.luatype == "actor" then
v.poisoned = true
hit_anim(v.x, v.y)
end
end
end
end
function actor_resurrect(actor)
local karma = player_get_karma()
if karma < 98 then
actor.exp = math.floor((actor.exp * karma) / 100)
end
end
function get_LB_to_throne()
local cur_hour = clock_get_hour()
-- LB is on throne at 8-12 and 14-18
while cur_hour < 8 or cur_hour > 17 or (cur_hour > 11 and cur_hour < 14) do
advance_time(60)
cur_hour = clock_get_hour()
end
end
function actor_avatar_death()
--FIXME the hit tile is displayed constantly while the death tune is playing.
g_avatar_died = false -- before get_LB_to_throne()
local avatar = Actor.get(1)
if avatar.obj_n == 431 then --horse with rider
Actor.use(avatar) --dismount from horse
end
avatar.asleep = true --we do this so it looks like the avatar is dead.
print("\nAn unending darkness engulfs thee...\n\n")
play_sfx(SFX_AVATAR_DEATH, true)
fade_out()
print("A voice in the darkness intones, \"KAL LOR!\"\n")
play_sfx(SFX_KAL_LOR, true)
avatar.asleep = false
party_dismount_from_horses();
if g_armageddon == false then
party_resurrect_dead_members()
end
--unready inventory objects.
for obj in actor_inventory(avatar) do
if obj.readied and obj.obj_n ~= 76 then -- don't display message for amulet of submission
Actor.inv_unready_obj(avatar, obj)
end
end
party_heal() -- need to heal before player_move
party_update_leader()
player_move(0x133, 0x160, 0, true)
party_exit_vehicle(0x133, 0x160, 0)
get_LB_to_throne()
for i=0,0xff do
local actor = Actor.get(i)
actor.mpts = 0
if actor.temp == false and actor.wt == WT_ATTACK_PARTY then
actor.wt = WT_WALK_TO_LOCATION
end
end
avatar.mpts=1
actor_resurrect(avatar)
party_set_combat_mode(false)
party_set_party_mode()
fade_in()
end
--io.stderr:write("actor.lua loaded\n")