void monster::knock_back_from(int x, int y) { if (x == posx() && y == posy()) return; // No effect if( is_hallucination() ) { die( nullptr ); return; } point to(posx(), posy()); if (x < posx()) to.x++; if (x > posx()) to.x--; if (y < posy()) to.y++; if (y > posy()) to.y--; bool u_see = g->u.sees( to ); // First, see if we hit another monster int mondex = g->mon_at(to.x, to.y); if( mondex != -1 && g->zombie( mondex ).is_hallucination() ) { // hallucinations should not affect real monsters. If they interfer, just remove them. g->zombie( mondex ).die( this ); mondex = -1; } if (mondex != -1) { monster *z = &(g->zombie(mondex)); apply_damage( z, bp_torso, z->type->size ); add_effect("stunned", 1); if (type->size > 1 + z->type->size) { z->knock_back_from(posx(), posy()); // Chain reaction! z->apply_damage( this, bp_torso, type->size ); z->add_effect("stunned", 1); } else if (type->size > z->type->size) { z->apply_damage( this, bp_torso, type->size ); z->add_effect("stunned", 1); } z->check_dead_state(); if (u_see) add_msg(_("The %s bounces off a %s!"), name().c_str(), z->name().c_str()); return; } int npcdex = g->npc_at(to.x, to.y); if (npcdex != -1) { npc *p = g->active_npc[npcdex]; apply_damage( p, bp_torso, 3 ); add_effect("stunned", 1); p->deal_damage( this, bp_torso, damage_instance( DT_BASH, type->size ) ); if (u_see) add_msg(_("The %s bounces off %s!"), name().c_str(), p->name.c_str()); p->check_dead_state(); return; } // If we're still in the function at this point, we're actually moving a tile! if (g->m.ter_at(to.x, to.y).has_flag(TFLAG_DEEP_WATER)) { if (g->m.has_flag("LIQUID", to.x, to.y) && can_drown()) { die( nullptr ); if (u_see) { add_msg(_("The %s drowns!"), name().c_str()); } } else if (has_flag(MF_AQUATIC)) { // We swim but we're NOT in water die( nullptr ); if (u_see) { add_msg(_("The %s flops around and dies!"), name().c_str()); } } } if (g->m.move_cost(to.x, to.y) == 0) { // It's some kind of wall. apply_damage( nullptr, bp_torso, type->size ); add_effect("stunned", 2); if (u_see) { add_msg(_("The %s bounces off a %s."), name().c_str(), g->m.tername(to.x, to.y).c_str()); } } else { // It's no wall setpos(to); } check_dead_state(); }
void monster::knock_back_from(int x, int y) { if (x == posx() && y == posy()) return; // No effect point to(posx(), posy()); if (x < posx()) to.x++; if (x > posx()) to.x--; if (y < posy()) to.y++; if (y > posy()) to.y--; bool u_see = g->u_see(to.x, to.y); // First, see if we hit another monster int mondex = g->mon_at(to.x, to.y); if (mondex != -1) { monster *z = &(g->zombie(mondex)); hurt(z->type->size); add_effect("stunned", 1); if (type->size > 1 + z->type->size) { z->knock_back_from(posx(), posy()); // Chain reaction! z->hurt(type->size); z->add_effect("stunned", 1); } else if (type->size > z->type->size) { z->hurt(type->size); z->add_effect("stunned", 1); } if (u_see) g->add_msg(_("The %s bounces off a %s!"), name().c_str(), z->name().c_str()); return; } int npcdex = g->npc_at(to.x, to.y); if (npcdex != -1) { npc *p = g->active_npc[npcdex]; hurt(3); add_effect("stunned", 1); p->hit(this, bp_torso, -1, type->size, 0); if (u_see) g->add_msg(_("The %s bounces off %s!"), name().c_str(), p->name.c_str()); return; } // If we're still in the function at this point, we're actually moving a tile! if (g->m.ter_at(to.x, to.y).has_flag(TFLAG_DEEP_WATER)) { if (g->m.has_flag("LIQUID", to.x, to.y) && can_drown()) { hurt(9999); if (u_see) { g->add_msg(_("The %s drowns!"), name().c_str()); } } else if (has_flag(MF_AQUATIC)) { // We swim but we're NOT in water hurt(9999); if (u_see) { g->add_msg(_("The %s flops around and dies!"), name().c_str()); } } } if (g->m.move_cost(to.x, to.y) == 0) { // It's some kind of wall. hurt(type->size); add_effect("stunned", 2); if (u_see) { g->add_msg(_("The %s bounces off a %s."), name().c_str(), g->m.tername(to.x, to.y).c_str()); } } else { // It's no wall setpos(to); } }
void monster::knock_back_from( const tripoint &p ) { if( p == pos() ) { return; // No effect } if( is_hallucination() ) { die( nullptr ); return; } tripoint to = pos();; if( p.x < posx() ) { to.x++; } if( p.x > posx() ) { to.x--; } if( p.y < posy() ) { to.y++; } if( p.y > posy() ) { to.y--; } bool u_see = g->u.sees( to ); // First, see if we hit another monster if( monster *const z = g->critter_at<monster>( to ) ) { apply_damage( z, bp_torso, z->type->size ); add_effect( effect_stunned, 1 ); if( type->size > 1 + z->type->size ) { z->knock_back_from( pos() ); // Chain reaction! z->apply_damage( this, bp_torso, type->size ); z->add_effect( effect_stunned, 1 ); } else if( type->size > z->type->size ) { z->apply_damage( this, bp_torso, type->size ); z->add_effect( effect_stunned, 1 ); } z->check_dead_state(); if( u_see ) { add_msg( _( "The %1$s bounces off a %2$s!" ), name().c_str(), z->name().c_str() ); } return; } if( npc *const p = g->critter_at<npc>( to ) ) { apply_damage( p, bp_torso, 3 ); add_effect( effect_stunned, 1 ); p->deal_damage( this, bp_torso, damage_instance( DT_BASH, type->size ) ); if( u_see ) { add_msg( _( "The %1$s bounces off %2$s!" ), name().c_str(), p->name.c_str() ); } p->check_dead_state(); return; } // If we're still in the function at this point, we're actually moving a tile! if( g->m.has_flag_ter( TFLAG_DEEP_WATER, to ) ) { if( g->m.has_flag( "LIQUID", to ) && can_drown() ) { die( nullptr ); if( u_see ) { add_msg( _( "The %s drowns!" ), name().c_str() ); } } else if( has_flag( MF_AQUATIC ) ) { // We swim but we're NOT in water die( nullptr ); if( u_see ) { add_msg( _( "The %s flops around and dies!" ), name().c_str() ); } } } if( g->m.impassable( to ) ) { // It's some kind of wall. apply_damage( nullptr, bp_torso, type->size ); add_effect( effect_stunned, 2 ); if( u_see ) { add_msg( _( "The %1$s bounces off a %2$s." ), name().c_str(), g->m.obstacle_name( to ).c_str() ); } } else { // It's no wall setpos( to ); } check_dead_state(); }