Example #1
0
void monster::process_effects()
{
    for( auto effect_it = effects.begin(); effect_it != effects.end(); ++effect_it ) {
        std::string id = effect_it->second.get_id();
        if (id == "nasty_poisoned") {
            mod_speed_bonus( -rng(3, 5) );
            apply_damage( nullptr, bp_torso, rng( 3, 6 ) );
        } if (id == "poisoned") {
            mod_speed_bonus( -rng(0, 3) );
            apply_damage( nullptr, bp_torso, rng( 1, 3 ) );

        // MATERIALS-TODO: use fire resistance
        } else if (id == "onfire") {
            if (made_of("flesh") || made_of("iflesh"))
                apply_damage( nullptr, bp_torso, rng( 3, 8 ) );
            if (made_of("veggy"))
                apply_damage( nullptr, bp_torso, rng( 10, 20 ) );
            if (made_of("paper") || made_of("powder") || made_of("wood") || made_of("cotton") ||
                made_of("wool"))
                apply_damage( nullptr, bp_torso, rng( 15, 40 ) );
        }
    }

    Creature::process_effects();
}
Example #2
0
void Character::mod_stat( const std::string &stat, int modifier )
{
    if( stat == "str" ) {
        mod_str_bonus( modifier );
    } else if( stat == "dex" ) {
        mod_dex_bonus( modifier );
    } else if( stat == "per" ) {
        mod_per_bonus( modifier );
    } else if( stat == "int" ) {
        mod_int_bonus( modifier );
    } else if( stat == "healthy" ) {
        mod_healthy( modifier );
    } else if( stat == "hunger" ) {
        mod_hunger( modifier );
    } else if( stat == "speed" ) {
        mod_speed_bonus( modifier );
    } else if( stat == "dodge" ) {
        mod_dodge_bonus( modifier );
    } else if( stat == "block" ) {
        mod_block_bonus( modifier );
    } else if( stat == "hit" ) {
        mod_hit_bonus( modifier );
    } else if( stat == "bash" ) {
        mod_bash_bonus( modifier );
    } else if( stat == "cut" ) {
        mod_cut_bonus( modifier );
    } else if( stat == "pain" ) {
        mod_pain( modifier );
    } else if( stat == "moves" ) {
        mod_moves( modifier );
    } else {
        Creature::mod_stat( stat, modifier );
    }
}
Example #3
0
void Creature::mod_stat( std::string stat, int modifier )
{
    if( stat == "str" ) {
        mod_str_bonus( modifier );
    } else if( stat == "dex" ) {
        mod_dex_bonus( modifier );
    } else if( stat == "per" ) {
        mod_per_bonus( modifier );
    } else if( stat == "int" ) {
        mod_int_bonus( modifier );
    } else if( stat == "speed" ) {
        mod_speed_bonus( modifier );
    } else if( stat == "dodge" ) {
        mod_dodge_bonus( modifier );
    } else if( stat == "block" ) {
        mod_block_bonus( modifier );
    } else if( stat == "hit" ) {
        mod_hit_bonus( modifier );
    } else if( stat == "bash" ) {
        mod_bash_bonus( modifier );
    } else if( stat == "cut" ) {
        mod_cut_bonus( modifier );
    } else if( stat == "pain" ) {
        mod_pain( modifier );
    } else if( stat == "moves" ) {
        mod_moves( modifier );
    } else {
        add_msg( "Tried to modify a nonexistent stat %s.", stat.c_str() );
    }
}
Example #4
0
void monster::process_effects()
{
    for( auto effect_it = effects.begin(); effect_it != effects.end(); ++effect_it ) {
        std::string id = effect_it->second.get_id();
        if (id == "nasty_poisoned") {
            mod_speed_bonus( -rng(3, 5) );
            apply_damage( nullptr, bp_torso, rng( 3, 6 ) );
        } if (id == "poisoned") {
            mod_speed_bonus( -rng(0, 3) );
            apply_damage( nullptr, bp_torso, rng( 1, 3 ) );

        // MATERIALS-TODO: use fire resistance
        } else if (id == "onfire") {
            if (made_of("flesh") || made_of("iflesh"))
                apply_damage( nullptr, bp_torso, rng( 3, 8 ) );
            if (made_of("veggy"))
                apply_damage( nullptr, bp_torso, rng( 10, 20 ) );
            if (made_of("paper") || made_of("powder") || made_of("wood") || made_of("cotton") ||
                made_of("wool"))
                apply_damage( nullptr, bp_torso, rng( 15, 40 ) );
        }
    }

    //If this monster has the ability to heal in combat, do it now.
    if( has_flag( MF_REGENERATES_50 ) ) {
        if( hp < type->hp ) {
            if( one_in( 2 ) && g->u.sees( this ) ) {
                add_msg( m_warning, _( "The %s is visibly regenerating!" ), name().c_str() );
            }
            hp += 50;
            if( hp > type->hp ) {
                hp = type->hp;
            }
        }
    }
    if( has_flag( MF_REGENERATES_10 ) ) {
        if( hp < type->hp ) {
            if( one_in( 2 ) && g->u.sees( this ) ) {
                add_msg( m_warning, _( "The %s seems a little healthier." ), name().c_str() );
            }
            hp += 10;
            if( hp > type->hp ) {
                hp = type->hp;
            }
        }
    }

    //Monster will regen morale and aggression if it is on max HP
    //It regens more morale and aggression if is currently fleeing.
    if( has_flag( MF_REGENMORALE ) && hp >= type->hp ) {
        if( is_fleeing( g->u ) ) {
            morale = type->morale;
            anger = type->agro;
        }
        if( morale <= type->morale ) {
            morale += 1;
        }
        if( anger <= type->agro ) {
            anger += 1;
        }
        if( morale < 0 ) {
            morale += 5;
        }
        if( anger < 0 ) {
            anger += 5;
        }
    }

    // If this critter dies in sunlight, check & assess damage.
    if( has_flag( MF_SUNDEATH ) && g->is_in_sunlight( posx(), posy() ) ) {
        if( g->u.sees( this ) ) {
            add_msg( m_good, _( "The %s burns horribly in the sunlight!" ), name().c_str() );
        }
        hp -= 100;
        if( hp < 0 ) {
            hp = 0;
        }
    }

    Creature::process_effects();
}
Example #5
0
void monster::process_effects()
{
    // Monster only effects
    int mod = 1;
    for( auto &elem : effects ) {
        for( auto &_effect_it : elem.second ) {
            auto &it = _effect_it.second;
            // Monsters don't get trait-based reduction, but they do get effect based reduction
            bool reduced = has_effect(it.get_resist_effect());

            mod_speed_bonus(it.get_mod("SPEED", reduced));

            int val = it.get_mod("HURT", reduced);
            if (val > 0) {
                if(it.activated(calendar::turn, "HURT", val, reduced, mod)) {
                    apply_damage(nullptr, bp_torso, val);
                }
            }

            std::string id = _effect_it.second.get_id();
            // MATERIALS-TODO: use fire resistance
            if (id == "onfire") {
                if (made_of("flesh") || made_of("iflesh"))
                    apply_damage( nullptr, bp_torso, rng( 3, 8 ) );
                if (made_of("veggy"))
                    apply_damage( nullptr, bp_torso, rng( 10, 20 ) );
                if (made_of("paper") || made_of("powder") || made_of("wood") || made_of("cotton") ||
                    made_of("wool"))
                    apply_damage( nullptr, bp_torso, rng( 15, 40 ) );
            }
        }
    }

    //If this monster has the ability to heal in combat, do it now.
    if( has_flag( MF_REGENERATES_50 ) ) {
        if( hp < type->hp ) {
            if( one_in( 2 ) && g->u.sees( *this ) ) {
                add_msg( m_warning, _( "The %s is visibly regenerating!" ), name().c_str() );
            }
            hp += 50;
            if( hp > type->hp ) {
                hp = type->hp;
            }
        }
    }
    if( has_flag( MF_REGENERATES_10 ) ) {
        if( hp < type->hp ) {
            if( one_in( 2 ) && g->u.sees( *this ) ) {
                add_msg( m_warning, _( "The %s seems a little healthier." ), name().c_str() );
            }
            hp += 10;
            if( hp > type->hp ) {
                hp = type->hp;
            }
        }
    }

    //Monster will regen morale and aggression if it is on max HP
    //It regens more morale and aggression if is currently fleeing.
    if( has_flag( MF_REGENMORALE ) && hp >= type->hp ) {
        if( is_fleeing( g->u ) ) {
            morale = type->morale;
            anger = type->agro;
        }
        if( morale <= type->morale ) {
            morale += 1;
        }
        if( anger <= type->agro ) {
            anger += 1;
        }
        if( morale < 0 ) {
            morale += 5;
        }
        if( anger < 0 ) {
            anger += 5;
        }
    }

    // If this critter dies in sunlight, check & assess damage.
    if( has_flag( MF_SUNDEATH ) && g->is_in_sunlight( posx(), posy() ) ) {
        if( g->u.sees( *this ) ) {
            add_msg( m_good, _( "The %s burns horribly in the sunlight!" ), name().c_str() );
        }
        apply_damage( nullptr, bp_torso, 100 );
        if( hp < 0 ) {
            hp = 0;
        }
    }

    Creature::process_effects();
}