Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Battle fixes #3160

Merged
merged 5 commits into from
Dec 23, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 3 additions & 1 deletion src/enemyai.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -312,7 +312,9 @@ void SelectEnemyAiActionRpgRtCompat(Game_Enemy& source, bool emulate_bugs) {

if (max_prio) {
for (auto& pr: prios) {
pr = std::max<int>(0, pr - max_prio + 10);
if (pr > 0) {
pr = std::max<int>(0, pr - max_prio + 10);
}
}
}

Expand Down
130 changes: 91 additions & 39 deletions src/game_interpreter_battle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@
#include "game_system.h"
#include "game_variables.h"
#include <lcf/reader_util.h>
#include "main_data.h"
#include "output.h"
#include "player.h"
#include "game_map.h"
Expand Down Expand Up @@ -68,46 +69,71 @@ bool Game_Interpreter_Battle::AreConditionsMet(const lcf::rpg::TroopPageConditio
if (condition.flags.turn && !Game_Battle::CheckTurns(Game_Battle::GetTurn(), condition.turn_b, condition.turn_a))
return false;

if (condition.flags.turn_enemy) {
const auto& enemy = (*Main_Data::game_enemyparty)[condition.turn_enemy_id];
if (source && source != &enemy)
if (Player::IsRPG2k3Commands() && condition.flags.turn_enemy) {
const auto* enemy = Main_Data::game_enemyparty->GetEnemy(condition.turn_enemy_id);
if (!enemy) {
Output::Warning("AreConditionsMet: Invalid enemy ID {}", condition.turn_enemy_id);
return false;
if (!Game_Battle::CheckTurns(enemy.GetBattleTurn(), condition.turn_enemy_b, condition.turn_enemy_a))
}

if (source && source != enemy)
return false;
if (!Game_Battle::CheckTurns(enemy->GetBattleTurn(), condition.turn_enemy_b, condition.turn_enemy_a))
return false;
}

if (condition.flags.turn_actor) {
if (Player::IsRPG2k3Commands() && condition.flags.turn_actor) {
const auto* actor = Main_Data::game_actors->GetActor(condition.turn_actor_id);
if (!actor) {
Output::Warning("AreConditionsMet: Invalid actor ID {}", condition.turn_actor_id);
return false;
}

if (source && source != actor)
return false;
if (!Game_Battle::CheckTurns(actor->GetBattleTurn(), condition.turn_actor_b, condition.turn_actor_a))
return false;
}

if (condition.flags.fatigue) {
if (Player::IsRPG2k3Commands() && condition.flags.fatigue) {
int fatigue = Main_Data::game_party->GetFatigue();
if (fatigue < condition.fatigue_min || fatigue > condition.fatigue_max)
return false;
}

if (condition.flags.enemy_hp) {
Game_Battler& enemy = (*Main_Data::game_enemyparty)[condition.enemy_id];
int result = 100 * enemy.GetHp() / enemy.GetMaxHp();
const auto* enemy = Main_Data::game_enemyparty->GetEnemy(condition.enemy_id);
if (!enemy) {
Output::Warning("AreConditionsMet: Invalid enemy ID {}", condition.enemy_id);
return false;
}

int result = 100 * enemy->GetHp() / enemy->GetMaxHp();
if (result < condition.enemy_hp_min || result > condition.enemy_hp_max)
return false;
}

if (condition.flags.actor_hp) {
Game_Actor* actor = Main_Data::game_actors->GetActor(condition.actor_id);
const auto* actor = Main_Data::game_actors->GetActor(condition.actor_id);
if (!actor) {
Output::Warning("AreConditionsMet: Invalid actor ID {}", condition.actor_id);
return false;
}

int result = 100 * actor->GetHp() / actor->GetMaxHp();
if (result < condition.actor_hp_min || result > condition.actor_hp_max)
return false;
}

if (condition.flags.command_actor) {
if (Player::IsRPG2k3Commands() && condition.flags.command_actor) {
if (!source)
return false;
const auto* actor = Main_Data::game_actors->GetActor(condition.command_actor_id);
if (!actor) {
Output::Warning("AreConditionsMet: Invalid actor ID {}", condition.command_actor_id);
return false;
}

if (source != actor)
return false;
if (condition.command_id != actor->GetLastBattleAction())
Expand Down Expand Up @@ -246,6 +272,11 @@ bool Game_Interpreter_Battle::CommandForceFlee(lcf::rpg::EventCommand const& com
case 2:
if (!check || Game_Battle::GetBattleCondition() != lcf::rpg::System::BattleCondition_surround) {
auto* enemy = Main_Data::game_enemyparty->GetEnemy(com.parameters[1]);
if (!enemy) {
Output::Warning("ForceFlee: Invalid enemy ID {}", com.parameters[1]);
return true;
}

if (enemy->Exists()) {
enemy->SetHidden(true);
enemy->SetDeathTimer();
Expand Down Expand Up @@ -285,13 +316,17 @@ bool Game_Interpreter_Battle::CommandEnableCombo(lcf::rpg::EventCommand const& c
}

bool Game_Interpreter_Battle::CommandChangeMonsterHP(lcf::rpg::EventCommand const& com) {
int id = com.parameters[0];
Game_Enemy& enemy = (*Main_Data::game_enemyparty)[id];
auto* enemy = Main_Data::game_enemyparty->GetEnemy(com.parameters[0]);
if (!enemy) {
Output::Warning("ChangeMonsterHP: Invalid enemy ID {}", com.parameters[0]);
return true;
}

bool lose = com.parameters[1] > 0;
bool lethal = com.parameters[4] > 0;
int hp = enemy.GetHp();
int hp = enemy->GetHp();

if (enemy.IsDead())
if (enemy->IsDead())
return true;

int change = 0;
Expand All @@ -311,26 +346,30 @@ bool Game_Interpreter_Battle::CommandChangeMonsterHP(lcf::rpg::EventCommand cons
change = -change;
}

enemy.ChangeHp(change, lethal);
enemy->ChangeHp(change, lethal);

auto& scene = Scene::instance;
if (scene) {
scene->OnEventHpChanged(&enemy, change);
scene->OnEventHpChanged(enemy, change);
}

if (enemy.IsDead()) {
if (enemy->IsDead()) {
Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_EnemyKill));
enemy.SetDeathTimer();
enemy->SetDeathTimer();
}

return true;
}

bool Game_Interpreter_Battle::CommandChangeMonsterMP(lcf::rpg::EventCommand const& com) {
int id = com.parameters[0];
Game_Enemy& enemy = (*Main_Data::game_enemyparty)[id];
auto* enemy = Main_Data::game_enemyparty->GetEnemy(com.parameters[0]);
if (!enemy) {
Output::Warning("ChangeMonsterMP: Invalid enemy ID {}", com.parameters[0]);
return true;
}

bool lose = com.parameters[1] > 0;
int sp = enemy.GetSp();
int sp = enemy->GetSp();

int change = 0;
switch (com.parameters[2]) {
Expand All @@ -347,27 +386,37 @@ bool Game_Interpreter_Battle::CommandChangeMonsterMP(lcf::rpg::EventCommand cons

sp += change;

enemy.SetSp(sp);
enemy->SetSp(sp);

return true;
}

bool Game_Interpreter_Battle::CommandChangeMonsterCondition(lcf::rpg::EventCommand const& com) {
Game_Enemy& enemy = (*Main_Data::game_enemyparty)[com.parameters[0]];
auto* enemy = Main_Data::game_enemyparty->GetEnemy(com.parameters[0]);
if (!enemy) {
Output::Warning("ChangeMonsterCondition: Invalid enemy ID {}", com.parameters[0]);
return true;
}

bool remove = com.parameters[1] > 0;
int state_id = com.parameters[2];
if (remove) {
// RPG_RT BUG: Monster dissapears immediately and doesn't animate death
enemy.RemoveState(state_id, false);
enemy->RemoveState(state_id, false);
} else {
enemy.AddState(state_id, true);
enemy->AddState(state_id, true);
}
return true;
}

bool Game_Interpreter_Battle::CommandShowHiddenMonster(lcf::rpg::EventCommand const& com) {
Game_Enemy& enemy = (*Main_Data::game_enemyparty)[com.parameters[0]];
enemy.SetHidden(false);
auto* enemy = Main_Data::game_enemyparty->GetEnemy(com.parameters[0]);
if (!enemy) {
Output::Warning("ShowHiddenMonster: Invalid enemy ID {}", com.parameters[0]);
return true;
}

enemy->SetHidden(false);
return true;
}

Expand Down Expand Up @@ -482,32 +531,35 @@ bool Game_Interpreter_Battle::CommandConditionalBranchBattle(lcf::rpg::EventComm
break;
case 2: {
// Hero can act
Game_Actor* actor = Main_Data::game_actors->GetActor(com.parameters[1]);
const auto* actor = Main_Data::game_actors->GetActor(com.parameters[1]);

if (!actor) {
Output::Warning("ConditionalBranchBattle: Invalid actor ID {}", com.parameters[1]);
// Use Else Branch
SetSubcommandIndex(com.indent, 1);
SkipToNextConditional({Cmd::ElseBranch_B, Cmd::EndBranch_B}, com.indent);
return true;
} else {
result = actor->CanAct();
}

result = actor->CanAct();
break;
}
case 3:
case 3: {
// Monster can act
if (com.parameters[1] < Main_Data::game_enemyparty->GetBattlerCount()) {
result = (*Main_Data::game_enemyparty)[com.parameters[1]].CanAct();
const auto* enemy = Main_Data::game_enemyparty->GetEnemy(com.parameters[1]);

if (!enemy) {
Output::Warning("ConditionalBranchBattle: Invalid enemy ID {}", com.parameters[1]);
} else {
result = enemy->CanAct();
}
break;
}
case 4:
// Monster is the current target
result = (targets_single_enemy && target_enemy_index == com.parameters[1]);
if (Player::IsRPG2k3Commands()) {
result = (targets_single_enemy && target_enemy_index == com.parameters[1]);
}
break;
case 5: {
// Hero uses the ... command
if (current_actor_id == com.parameters[1]) {
if (Player::IsRPG2k3Commands() && current_actor_id == com.parameters[1]) {
auto *actor = Main_Data::game_actors->GetActor(current_actor_id);
if (actor) {
result = actor->GetLastBattleAction() == com.parameters[2];
Expand Down
1 change: 1 addition & 0 deletions src/game_interpreter_battle.h
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@
#include "system.h"
#include "game_interpreter.h"

class Game_Enemy;
class Game_Event;
class Game_CommonEvent;

Expand Down
2 changes: 1 addition & 1 deletion src/scene_battle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -143,7 +143,7 @@ void Scene_Battle::InitEscapeChance() {
int avg_actor_agi = Main_Data::game_party->GetAverageAgility();

int base_chance = Utils::RoundTo<int>(100.0 * static_cast<double>(avg_enemy_agi) / static_cast<double>(avg_actor_agi));
this->escape_chance = Utils::Clamp(150 - base_chance, 64, 100);
this->escape_chance = Utils::Clamp(150 - base_chance, 0, 100);
}

bool Scene_Battle::TryEscape() {
Expand Down
4 changes: 4 additions & 0 deletions src/scene_battle_rpg2k.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1828,6 +1828,10 @@ void Scene_Battle_Rpg2k::CreateEnemyActions() {
}

for (auto* enemy : Main_Data::game_enemyparty->GetEnemies()) {
if (enemy->IsHidden()) {
continue;
}

if (!EnemyAi::SetStateRestrictedAction(*enemy)) {
if (enemy->GetEnemyAi() == -1) {
enemyai_algos[default_enemyai_algo]->SetEnemyAiAction(*enemy);
Expand Down