void mdefense::acidsplash( monster &m, Creature *const source,
                           dealt_projectile_attack const *const proj )
{
    // Would be useful to have the attack data here, for cutting vs. bashing etc.
    if( proj != nullptr && proj->dealt_dam.total_damage() <= 0 ) {
        // Projectile didn't penetrate the target, no acid will splash out of it.
        return;
    }
    if( proj != nullptr && !one_in( 3 ) ) {
        return; //Less likely for a projectile to deliver enough force
    }

    size_t num_drops = rng( 4, 6 );
    player const *const foe = dynamic_cast<player *>( source );
    if( proj == nullptr && foe != nullptr ) {
        if( foe->weapon.is_melee( DT_CUT ) || foe->weapon.is_melee( DT_STAB ) ) {
            num_drops += rng( 3, 4 );
        }

        if( foe->unarmed_attack() ) {
            damage_instance const burn {
                DT_ACID, static_cast<float>( rng( 1, 5 ) )
            };

            if( one_in( 2 ) ) {
                source->deal_damage( &m, bp_hand_l, burn );
            } else {
                source->deal_damage( &m, bp_hand_r, burn );
            }

            source->add_msg_if_player( m_bad, _( "Acid covering %s burns your hand!" ),
                                       m.disp_name().c_str() );
        }
    }

    tripoint initial_target = source == nullptr ? m.pos() : source->pos();

    // Don't splatter directly on the `m`, that doesn't work well
    auto pts = closest_tripoints_first( 1, initial_target );
    pts.erase( std::remove( pts.begin(), pts.end(), m.pos() ), pts.end() );

    projectile prj;
    prj.speed = 10;
    prj.range = 4;
    prj.proj_effects.insert( "DRAW_AS_LINE" );
    prj.proj_effects.insert( "NO_DAMAGE_SCALING" );
    prj.impact.add_damage( DT_ACID, rng( 1, 3 ) );
    for( size_t i = 0; i < num_drops; i++ ) {
        const tripoint &target = random_entry( pts );
        projectile_attack( prj, m.pos(), target, { 1200 } );
    }

    if( g->u.sees( m.pos() ) ) {
        add_msg( m_warning, _( "Acid sprays out of %s as it is hit!" ),
                 m.disp_name().c_str() );
    }
}
bool Creature_tracker::update_pos( const monster &critter, const tripoint &new_pos )
{
    const auto old_pos = critter.pos();
    if( critter.is_dead() ) {
        // mon_at ignores dead critters anyway, changing their position in the
        // monsters_by_location map is useless.
        remove_from_location_map( critter );
        return true;
    }

    const int critter_id = mon_at( old_pos );
    const int new_critter_id = mon_at( new_pos );
    if( new_critter_id >= 0 ) {
        auto &othermon = *monsters_list[new_critter_id];
        if( othermon.is_hallucination() ) {
            othermon.die( nullptr );
        } else {
            debugmsg( "update_zombie_pos: wanted to move %s to %d,%d,%d, but new location already has %s",
                      critter.disp_name().c_str(),
                      new_pos.x, new_pos.y, new_pos.z, othermon.disp_name().c_str() );
            return false;
        }
    }

    if( critter_id >= 0 ) {
        if( &critter == monsters_list[critter_id] ) {
            monsters_by_location.erase( old_pos );
            monsters_by_location[new_pos] = critter_id;
            return true;
        } else {
            const auto &othermon = *monsters_list[critter_id];
            debugmsg( "update_zombie_pos: wanted to move %s from old location %d,%d,%d, but it had %s instead",
                      critter.disp_name().c_str(),
                      old_pos.x, old_pos.y, old_pos.z, othermon.disp_name().c_str() );
            return false;
        }
    } else {
        // We're changing the x/y/z coordinates of a zombie that hasn't been added
        // to the game yet. add_zombie() will update monsters_by_location for us.
        debugmsg( "update_zombie_pos: no %s at %d,%d,%d (moving to %d,%d,%d)",
                  critter.disp_name().c_str(),
                  old_pos.x, old_pos.y, old_pos.z, new_pos.x, new_pos.y, new_pos.z );
        // Rebuild cache in case the monster actually IS in the game, just bugged
        rebuild_cache();
        return false;
    }

    return false;
}
bool Creature_tracker::update_pos( const monster &critter, const tripoint &new_pos )
{
    if( critter.is_dead() ) {
        // find ignores dead critters anyway, changing their position in the
        // monsters_by_location map is useless.
        remove_from_location_map( critter );
        return true;
    }

    if( const std::shared_ptr<monster> new_critter_ptr = find( new_pos ) ) {
        auto &othermon = *new_critter_ptr;
        if( othermon.is_hallucination() ) {
            othermon.die( nullptr );
        } else {
            debugmsg( "update_zombie_pos: wanted to move %s to %d,%d,%d, but new location already has %s",
                      critter.disp_name(),
                      new_pos.x, new_pos.y, new_pos.z, othermon.disp_name() );
            return false;
        }
    }

    const auto iter = std::find_if( monsters_list.begin(), monsters_list.end(),
    [&]( const std::shared_ptr<monster> &ptr ) {
        return ptr.get() == &critter;
    } );
    if( iter != monsters_list.end() ) {
        monsters_by_location.erase( critter.pos() );
        monsters_by_location[new_pos] = *iter;
        return true;
    } else {
        const tripoint &old_pos = critter.pos();
        // We're changing the x/y/z coordinates of a zombie that hasn't been added
        // to the game yet. add_zombie() will update monsters_by_location for us.
        debugmsg( "update_zombie_pos: no %s at %d,%d,%d (moving to %d,%d,%d)",
                  critter.disp_name(),
                  old_pos.x, old_pos.y, old_pos.z, new_pos.x, new_pos.y, new_pos.z );
        // Rebuild cache in case the monster actually IS in the game, just bugged
        rebuild_cache();
        return false;
    }
}
Example #4
0
void mdeath::jabberwock( monster &z )
{
    player *ch = dynamic_cast<player*>( z.get_killer() );

    bool vorpal = ch && ch->is_player() &&
                  rl_dist( z.pos(), ch->pos() ) <= 1 &&
                  ch->weapon.has_flag( "DIAMOND" ) &&
                  ch->weapon.volume() > units::from_milliliter( 750 );

    if( vorpal && !ch->weapon.has_technique( matec_id( "VORPAL" ) ) ) {
        if( ch->sees( z ) ) {
            //~ %s is the possessive form of the monster's name
            ch->add_msg_if_player( m_info, _( "As the flames in %s eyes die out, your weapon seems to shine slightly brighter." ),
                                   z.disp_name( true ).c_str() );
        }
        ch->weapon.add_technique( matec_id( "VORPAL" ) );
    }

    mdeath::normal(z);
}