Ejemplo n.º 1
0
dealt_damage_instance Creature::deal_damage(Creature *source, body_part bp,
        const damage_instance &dam)
{
    if( is_dead_state() ) {
        return dealt_damage_instance();
    }
    int total_damage = 0;
    int total_pain = 0;
    damage_instance d = dam; // copy, since we will mutate in absorb_hit

    dealt_damage_instance dealt_dams;

    absorb_hit(bp, d);

    // Add up all the damage units dealt
    for( const auto &it : d.damage_units ) {
        int cur_damage = 0;
        deal_damage_handle_type( it, bp, cur_damage, total_pain );
        if( cur_damage > 0 ) {
            dealt_dams.dealt_dams[ it.type ] += cur_damage;
            total_damage += cur_damage;
        }
    }

    mod_pain(total_pain);

    apply_damage( source, bp, total_damage );
    return dealt_dams;
}
Ejemplo n.º 2
0
dealt_damage_instance Creature::deal_damage(Creature *source, body_part bp,
        const damage_instance &dam)
{
    if( is_dead_state() ) {
        return dealt_damage_instance();
    }
    int total_damage = 0;
    int total_pain = 0;
    damage_instance d = dam; // copy, since we will mutate in absorb_hit

    std::vector<int> dealt_dams(NUM_DT, 0);

    absorb_hit(bp, d);

    // add up all the damage units dealt
    int cur_damage;
    for (std::vector<damage_unit>::const_iterator it = d.damage_units.begin();
            it != d.damage_units.end(); ++it) {
        cur_damage = 0;
        deal_damage_handle_type(*it, bp, cur_damage, total_pain);
        if (cur_damage > 0) {
            dealt_dams[it->type] += cur_damage;
            total_damage += cur_damage;
        }
    }

    mod_pain(total_pain);
    if( dam.effects.count("NOGIB") ) {
        total_damage = std::min( total_damage, get_hp() + 1 );
    }

    apply_damage(source, bp, total_damage);
    return dealt_damage_instance(dealt_dams);
}
Ejemplo n.º 3
0
void monster::apply_damage(Creature* source, body_part /*bp*/, int dam) {
    if( is_dead_state() ) {
        return;
    }
    hp -= dam;
    if( hp < 1 ) {
        set_killer( source );
    } else if( dam > 0 ) {
        process_trigger( MTRIG_HURT, 1 + int( dam / 3 ) );
    }
}
Ejemplo n.º 4
0
void Creature::process_turn()
{
    if(is_dead_state()) {
        return;
    }

    process_effects();

    // Call this in case any effects have changed our stats
    reset_stats();

    // add an appropriate number of moves
    moves += get_speed();
}
Ejemplo n.º 5
0
void monster::apply_damage(Creature* source, body_part bp, int side, int amount) {
    if (is_dead_state()) return; // don't do any more damage if we're already dead
    hurt(bp, side, amount);
    if (is_dead_state()) die(source);
}
Ejemplo n.º 6
0
void Creature::check_dead_state() {
    if( is_dead_state() ) {
        die( nullptr );
    }
}
Ejemplo n.º 7
0
bool monster::is_dead() const
{
    return dead || is_dead_state();
}