void monster::hit_player(game *g, player &p, bool can_grab) { moves -= 100; if (type->melee_dice == 0) // We don't attack, so just return { return; } add_effect(ME_HIT_BY_PLAYER, 3); // Make us a valid target for a few turns if (has_flag(MF_HIT_AND_RUN)) { add_effect(ME_RUN, 4); } bool is_npc = p.is_npc(); bool u_see = (!is_npc || g->u_see(p.posx, p.posy)); std::string you = (is_npc ? p.name : "you"); std::string You = (is_npc ? p.name : "You"); std::string your = (is_npc ? p.name + "'s" : "your"); std::string Your = (is_npc ? p.name + "'s" : "Your"); body_part bphit; int side = rng(0, 1); int dam = hit(g, p, bphit), cut = type->melee_cut, stab = 0; technique_id tech = p.pick_defensive_technique(g, this, NULL); p.perform_defensive_technique(tech, g, this, NULL, bphit, side, dam, cut, stab); //110*e^(-.3*[melee skill of monster]) = % chance to miss. *100 to track .01%'s //Returns ~80% at 1, drops quickly to 33% at 4, then slowly to 5% at 10 and 1% at 16 if (rng(0, 10000) < 11000 * exp(-.3 * type->melee_skill)) { g->add_msg("The %s misses.", name().c_str()); } else { //Reduce player's ability to dodge by monster's ability to hit int dodge_ii = p.dodge(g) - rng(0, type->melee_skill); if (dodge_ii < 0) { dodge_ii = 0; } // 100/(1+99*e^(-.6*[dodge() return modified by monster's skill])) = % chance to dodge // *100 to track .01%'s // 1% minimum, scales slowly to 16% at 5, then rapidly to 80% at 10, // then returns less with each additional point, reaching 99% at 16 if (rng(0, 10000) < 10000/(1 + 99 * exp(-.6 * dodge_ii))) { g->add_msg("%s dodge the %s.", You.c_str(), name().c_str()); p.practice(g->turn, "dodge", type->melee_skill * 2); //Better monster = more skill gained } //Successful hit with damage else if (dam > 0) { p.practice(g->turn, "dodge", type->melee_skill); if (u_see && tech != TEC_BLOCK) { g->add_msg("The %s hits %s %s.", name().c_str(), your.c_str(), body_part_name(bphit, side).c_str()); } // Attempt defensive moves if (!is_npc) { if (g->u.activity.type == ACT_RELOAD) { g->add_msg("You stop reloading."); } else if (g->u.activity.type == ACT_READ) { g->add_msg("You stop reading."); } else if (g->u.activity.type == ACT_CRAFT || g->u.activity.type == ACT_LONGCRAFT) { g->add_msg("You stop crafting."); g->u.activity.type = ACT_NULL; } } if (p.has_active_bionic("bio_ods")) { if (u_see) { g->add_msg("%s offensive defense system shocks it!", Your.c_str()); } if (hurt(rng(10, 40))) die(g); } if (p.encumb(bphit) == 0 &&(p.has_trait(PF_SPINES) || p.has_trait(PF_QUILLS))) { int spine = rng(1, (p.has_trait(PF_QUILLS) ? 20 : 8)); g->add_msg("%s %s puncture it!", Your.c_str(), (g->u.has_trait(PF_QUILLS) ? "quills" : "spines")); if (hurt(spine)) die(g); } if (dam + cut <= 0) { return; // Defensive technique canceled damage. } //Hurt the player dam = p.hit(g, bphit, side, dam, cut); //Monster effects if (dam > 0 && has_flag(MF_VENOM)) { if (!is_npc) { g->add_msg("You're poisoned!"); } p.add_disease("poison", 30); } else if (dam > 0 && has_flag(MF_BADVENOM)) { if (!is_npc) { g->add_msg("You feel poison flood your body, wracking you with pain..."); } p.add_disease("badpoison", 40); } if (has_flag(MF_BLEED) && dam > 6 && cut > 0) { if (!is_npc) { g->add_msg("You're Bleeding!"); } p.add_disease("bleed", 60); } //Same as monster's chance to not miss if (can_grab && has_flag(MF_GRABS) && (rng(0, 10000) > 11000 * exp(-.3 * type->melee_skill))) { if (!is_npc) { g->add_msg("The %s grabs you!", name().c_str()); } if (p.weapon.has_technique(TEC_BREAK, &p) && dice(p.dex_cur + p.skillLevel("melee"), 12) > dice(type->melee_dice, 10)) { if (!is_npc) { g->add_msg("You break the grab!"); } } else hit_player(g, p, false); //We grabed, so hit them again } //Counter-attack? if (tech == TEC_COUNTER && !is_npc) { g->add_msg("Counter-attack!"); // A counterattack is a free action to avoid stunlocking the player. int player_moves = p.moves; hurt( p.hit_mon(g, this) ); p.moves = player_moves; } } } // if dam > 0 if (is_npc) { if (p.hp_cur[hp_head] <= 0 || p.hp_cur[hp_torso] <= 0) { npc* tmp = dynamic_cast<npc*>(&p); tmp->die(g); int index = g->npc_at(p.posx, p.posy); if (index != -1 && index < g->active_npc.size()) { g->active_npc.erase(g->active_npc.begin() + index); } plans.clear(); } } // Adjust anger/morale of same-species monsters, if appropriate int anger_adjust = 0, morale_adjust = 0; for (int i = 0; i < type->anger.size(); i++) { if (type->anger[i] == MTRIG_FRIEND_ATTACKED) { anger_adjust += 15; } } for (int i = 0; i < type->placate.size(); i++) { if (type->placate[i] == MTRIG_FRIEND_ATTACKED) { anger_adjust -= 15; } } for (int i = 0; i < type->fear.size(); i++) { if (type->fear[i] == MTRIG_FRIEND_ATTACKED) { morale_adjust -= 15; } } if (anger_adjust != 0 && morale_adjust != 0) { for (int i = 0; i < g->z.size(); i++) { g->z[i].morale += morale_adjust; g->z[i].anger += anger_adjust; } } }
void monster::hit_player(game *g, player &p, bool can_grab) { moves -= 100; if (type->melee_dice == 0) // We don't attack, so just return { return; } add_effect(ME_HIT_BY_PLAYER, 3); // Make us a valid target for a few turns if (has_flag(MF_HIT_AND_RUN)) { add_effect(ME_RUN, 4); } bool is_npc = p.is_npc(); bool u_see = (!is_npc || g->u_see(p.posx, p.posy)); std::string you = (is_npc ? p.name : "you"); std::string You = (is_npc ? p.name : "You"); std::string your = (is_npc ? p.name + "'s" : "your"); std::string Your = (is_npc ? p.name + "'s" : "Your"); body_part bphit; int dam = hit(g, p, bphit), cut = type->melee_cut, stab = 0; int side = random_side(bphit); //110*e^(-.3*[melee skill of monster]) = % chance to miss. *100 to track .01%'s //Returns ~80% at 1, drops quickly to 33% at 4, then slowly to 5% at 10 and 1% at 16 if (rng(0, 10000) < 11000 * exp(-.3 * type->melee_skill)) { if (u_see) { g->add_msg(_("The %s misses."), name().c_str()); } } else { if (!g->u.uncanny_dodge()) { //Reduce player's ability to dodge by monster's ability to hit int dodge_ii = p.dodge(g) - rng(0, type->melee_skill); if (dodge_ii < 0) { dodge_ii = 0; } // 100/(1+99*e^(-.6*[dodge() return modified by monster's skill])) = % chance to dodge // *100 to track .01%'s // 1% minimum, scales slowly to 16% at 5, then rapidly to 80% at 10, // then returns less with each additional point, reaching 99% at 16 if (rng(0, 10000) < 10000/(1 + 99 * exp(-.6 * dodge_ii))) { if (is_npc) { if(u_see) { g->add_msg(_("%1$s dodges the %2$s."), p.name.c_str(), name().c_str()); } } else { g->add_msg(_("You dodge the %s."), name().c_str()); } p.practice(g->turn, "dodge", type->melee_skill * 2); //Better monster = more skill gained } //Successful hit with damage else if (dam > 0) { p.practice(g->turn, "dodge", type->melee_skill); if(!p.block_hit(g, this, NULL, bphit, side, dam, cut, stab) && u_see) { if (is_npc) { if( u_see ) { g->add_msg(_("The %1$s hits %2$s's %3$s."), name().c_str(), p.name.c_str(), body_part_name(bphit, side).c_str()); } } else { g->add_msg(_("The %1$s hits your %2$s."), name().c_str(), body_part_name(bphit, side).c_str()); } } // Attempt defensive moves if (!is_npc) { if (g->u.activity.type == ACT_RELOAD) { g->add_msg(_("You stop reloading.")); } else if (g->u.activity.type == ACT_READ) { g->add_msg(_("You stop reading.")); } else if (g->u.activity.type == ACT_CRAFT || g->u.activity.type == ACT_LONGCRAFT) { g->add_msg(_("You stop crafting.")); g->u.activity.type = ACT_NULL; } } if (p.has_active_bionic("bio_ods")) { if (!is_npc) { g->add_msg(_("Your offensive defense system shocks it!"), p.name.c_str()); } else if (u_see) { g->add_msg(_("%s's offensive defense system shocks it!"), p.name.c_str()); } hurt(rng(10, 40)); } if (p.encumb(bphit) == 0 &&(p.has_trait("SPINES") || p.has_trait("QUILLS"))) { int spine = rng(1, (p.has_trait("QUILLS") ? 20 : 8)); if (is_npc) { if( u_see ) { g->add_msg(_("%1$s's %2$s puncture it!"), p.name.c_str(), (g->u.has_trait("QUILLS") ? _("quills") : _("spines"))); } } else { g->add_msg(_("Your %s puncture it!"), (g->u.has_trait("QUILLS") ? _("quills") : _("spines"))); } hurt(spine); } if (dam + cut <= 0) { return; // Defensive technique canceled damage. } //Hallucinations don't actually hurt the player, but do produce the message if(is_hallucination()) { //~14% chance of vanishing after hitting the player if(one_in(7)) { die(g); return; } } else { //Hurt the player dam = p.hit(g, bphit, side, dam, cut); //Monster effects if (dam > 0 && has_flag(MF_VENOM)) { g->add_msg_if_player(&p, _("You're poisoned!")); p.add_disease("poison", 30); } else if (dam > 0 && has_flag(MF_BADVENOM)) { g->add_msg_if_player(&p, _("You feel poison flood your body, wracking you with pain...")); p.add_disease("badpoison", 40); } else if (dam > 0 && has_flag(MF_PARALYZE)) { g->add_msg_if_player(&p, _("You feel poison enter your body!")); p.add_disease("paralyzepoison", 100, false, 1, 20, 100); } if (has_flag(MF_BLEED) && dam > 6 && cut > 0) { g->add_msg_if_player(&p, _("You're Bleeding!")); p.add_disease("bleed", 60, false, 1, 3, 120, 1, bphit, side, true); } //Same as monster's chance to not miss if (can_grab && has_flag(MF_GRABS) && (rng(0, 10000) > 11000 * exp(-.3 * type->melee_skill))) { g->add_msg(_("The %s grabs you!"), name().c_str()); if (p.has_grab_break_tec() && dice(p.dex_cur + p.skillLevel("melee"), 12) > dice(type->melee_dice, 10)) { g->add_msg_if_player(&p, _("You break the grab!")); } else { hit_player(g, p, false); //We grabed, so hit them again } } } // TODO: readd with counter mechanic } } } // if dam > 0 if (is_npc) { if (p.hp_cur[hp_head] <= 0 || p.hp_cur[hp_torso] <= 0) { npc* tmp = dynamic_cast<npc*>(&p); tmp->die(g); int index = g->npc_at(p.posx, p.posy); if (index != -1 && index < g->active_npc.size()) { g->active_npc.erase(g->active_npc.begin() + index); } plans.clear(); } } // Adjust anger/morale of same-species monsters, if appropriate int anger_adjust = 0, morale_adjust = 0; if (type->has_anger_trigger(MTRIG_FRIEND_ATTACKED)){ anger_adjust += 15; } if (type->has_fear_trigger(MTRIG_FRIEND_ATTACKED)){ morale_adjust -= 15; } if (type->has_placate_trigger(MTRIG_FRIEND_ATTACKED)){ anger_adjust -= 15; } if (anger_adjust != 0 && morale_adjust != 0) { for (int i = 0; i < g->num_zombies(); i++) { g->zombie(i).morale += morale_adjust; g->zombie(i).anger += anger_adjust; } } }
void monster::hit_player(game *g, player &p, bool can_grab) { if (type->melee_dice == 0) // We don't attack, so just return return; add_effect(ME_HIT_BY_PLAYER, 3); // Make us a valid target for a few turns if (has_flag(MF_HIT_AND_RUN)) add_effect(ME_RUN, 4); bool is_npc = p.is_npc(); int junk; bool u_see = (!is_npc || g->u_see(p.posx, p.posy, junk)); std::string you = (is_npc ? p.name : "you"); std::string You = (is_npc ? p.name : "You"); std::string your = (is_npc ? p.name + "'s" : "your"); std::string Your = (is_npc ? p.name + "'s" : "Your"); body_part bphit; int side = rng(0, 1); int dam = hit(g, p, bphit), cut = type->melee_cut, stab = 0; technique_id tech = p.pick_defensive_technique(g, this, NULL); p.perform_defensive_technique(tech, g, this, NULL, bphit, side, dam, cut, stab); if (dam == 0 && u_see) g->add_msg("The %s misses %s.", name().c_str(), you.c_str()); else if (dam > 0) { if (u_see && tech != TEC_BLOCK) g->add_msg("The %s hits %s %s.", name().c_str(), your.c_str(), body_part_name(bphit, side).c_str()); // Attempt defensive moves if (!is_npc) { if (g->u.activity.type == ACT_RELOAD) g->add_msg("You stop reloading."); else if (g->u.activity.type == ACT_READ) g->add_msg("You stop reading."); else if (g->u.activity.type == ACT_CRAFT) g->add_msg("You stop crafting."); g->u.activity.type = ACT_NULL; } if (p.has_active_bionic(bio_ods)) { if (u_see) g->add_msg("%s offensive defense system shocks it!", Your.c_str()); hurt(rng(10, 40)); } if (p.encumb(bphit) == 0 && (p.has_trait(PF_SPINES) || p.has_trait(PF_QUILLS))) { int spine = rng(1, (p.has_trait(PF_QUILLS) ? 20 : 8)); g->add_msg("%s %s puncture it!", Your.c_str(), (g->u.has_trait(PF_QUILLS) ? "quills" : "spines")); hurt(spine); } if (dam + cut <= 0) return; // Defensive technique canceled damage. p.hit(g, bphit, side, dam, cut); if (has_flag(MF_VENOM)) { if (!is_npc) g->add_msg("You're poisoned!"); p.add_disease(DI_POISON, 30, g); } else if (has_flag(MF_BADVENOM)) { if (!is_npc) g->add_msg("You feel poison flood your body, wracking you with pain..."); p.add_disease(DI_BADPOISON, 40, g); } if (has_flag(MF_BLEED) && dam > 6 && cut > 0) { if (!is_npc) g->add_msg("You're Bleeding!"); p.add_disease(DI_BLEED, 30, g); } if (can_grab && has_flag(MF_GRABS) && dice(type->melee_dice, 10) > dice(p.dodge(g), 10)) { if (!is_npc) g->add_msg("The %s grabs you!", name().c_str()); if (p.weapon.has_technique(TEC_BREAK, &p) && dice(p.dex_cur + p.skillLevel("melee").level(), 12) > dice(type->melee_dice, 10)){ if (!is_npc) g->add_msg("You break the grab!"); } else hit_player(g, p, false); } if (tech == TEC_COUNTER && !is_npc) { g->add_msg("Counter-attack!"); hurt( p.hit_mon(g, this) ); } } // if dam > 0 if (is_npc) { if (p.hp_cur[hp_head] <= 0 || p.hp_cur[hp_torso] <= 0) { npc* tmp = dynamic_cast<npc*>(&p); tmp->die(g); int index = g->npc_at(p.posx, p.posy); if (index != -1 && index < g->active_npc.size()) g->active_npc.erase(g->active_npc.begin() + index); plans.clear(); } } // Adjust anger/morale of same-species monsters, if appropriate int anger_adjust = 0, morale_adjust = 0; for (unsigned int i = 0; i < type->anger.size(); i++) { if (type->anger[i] == MTRIG_FRIEND_ATTACKED) anger_adjust += 15; } for (unsigned int i = 0; i < type->placate.size(); i++) { if (type->placate[i] == MTRIG_FRIEND_ATTACKED) anger_adjust -= 15; } for (unsigned int i = 0; i < type->fear.size(); i++) { if (type->fear[i] == MTRIG_FRIEND_ATTACKED) morale_adjust -= 15; } if (anger_adjust != 0 && morale_adjust != 0) { for (unsigned int i = 0; i < g->z.size(); i++) { g->z[i].morale += morale_adjust; g->z[i].anger += anger_adjust; } } }
void player::hit_player(game *g, player &p, bool allow_grab) { bool is_u = (this == &(g->u)); // Affects how we'll display messages if (is_u && p.is_npc()) { npc* npcPtr = dynamic_cast<npc*>(&p); npcPtr->make_angry(); } std::string You = (is_u ? "You" : name); std::string Your = (is_u ? "Your" : name + "'s"); std::string your = (is_u ? "your" : (male ? "his" : "her")); std::string verb = "hit"; // Divide their dodge roll by 2 if this is a grab int target_dodge = (allow_grab ? p.dodge_roll(g) : p.dodge_roll(g) / 2); int hit_value = hit_roll() - target_dodge; bool missed = (hit_roll() <= 0); int move_cost = attack_speed(*this, missed); if (missed) { int stumble_pen = stumble(*this); if (is_u) { // Only display messages if this is the player if (weapon.has_technique(TEC_FEINT, this)) g->add_msg("You feint."); else if (stumble_pen >= 60) g->add_msg("You miss and stumble with the momentum."); else if (stumble_pen >= 10) g->add_msg("You swing wildly and miss."); else g->add_msg("You miss."); } melee_practice(*this, false, unarmed_attack(), weapon.is_bashing_weapon(), weapon.is_cutting_weapon(), (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB))); move_cost += stumble_pen; if (weapon.has_technique(TEC_FEINT, this)) move_cost = rng(move_cost / 3, move_cost); moves -= move_cost; return; } moves -= move_cost; body_part bp_hit; int side = rng(0, 1); hit_value += rng(-10, 10); if (hit_value >= 30) bp_hit = bp_eyes; else if (hit_value >= 20) bp_hit = bp_head; else if (hit_value >= 10) bp_hit = bp_torso; else if (one_in(4)) bp_hit = bp_legs; else bp_hit = bp_arms; std::string target = (p.is_npc() ? p.name + "'s " : "your "); target += body_part_name(bp_hit, side); bool critical_hit = scored_crit(target_dodge); int bash_dam = roll_bash_damage(NULL, critical_hit); int cut_dam = roll_cut_damage(NULL, critical_hit); int stab_dam = roll_stab_damage(NULL, critical_hit); technique_id tech_def = p.pick_defensive_technique(g, NULL, this); p.perform_defensive_technique(tech_def, g, NULL, this, bp_hit, side, bash_dam, cut_dam, stab_dam); if (bash_dam + cut_dam + stab_dam <= 0) return; // Defensive technique canceled our attack! if (critical_hit) // Crits cancel out Toad Style's armor boost p.rem_disease(DI_ARMOR_BOOST); int pain = 0; // Boost to pain; required for perform_technique // Moves lost to getting your weapon stuck int stuck_penalty = roll_stuck_penalty(NULL, (stab_dam >= cut_dam)); if (weapon.is_style()) stuck_penalty = 0; // Pick one or more special attacks technique_id technique = pick_technique(g, NULL, &p, critical_hit, allow_grab); // Handles effects as well; not done in melee_affect_* perform_technique(technique, g, NULL, &p, bash_dam, cut_dam, stab_dam, pain); p.pain += pain; // Mutation-based attacks perform_special_attacks(g, NULL, &p, bash_dam, cut_dam, stab_dam); // Handles speed penalties to monster & us, etc melee_special_effects(g, NULL, &p, critical_hit, bash_dam, cut_dam, stab_dam); // Make a rather quiet sound, to alert any nearby monsters if (weapon.typeId() != "style_ninjutsu") // Ninjutsu is silent! g->sound(posx, posy, 8, ""); p.hit(g, bp_hit, side, bash_dam, (cut_dam > stab_dam ? cut_dam : stab_dam)); verb = melee_verb(technique, your, *this, bash_dam, cut_dam, stab_dam); int dam = bash_dam + (cut_dam > stab_dam ? cut_dam : stab_dam); hit_message(g, You.c_str(), verb.c_str(), target.c_str(), dam, critical_hit); bool bashing = (bash_dam >= 10 && !unarmed_attack()); bool cutting = (cut_dam >= 10 && cut_dam >= stab_dam); bool stabbing = (stab_dam >= 10 && stab_dam >= cut_dam); melee_practice(*this, true, unarmed_attack(), bashing, cutting, stabbing); if (dam >= 5 && has_artifact_with(AEP_SAP_LIFE)) healall( rng(dam / 10, dam / 5) ); if (allow_grab && technique == TEC_GRAB) { // Move our weapon to a temp slot, if it's not unarmed if (p.weapon.has_technique(TEC_BREAK, &p) && dice(p.dex_cur + p.skillLevel("melee"), 12) > dice(dex_cur + skillLevel("melee"), 10)) { if (is_u) g->add_msg("%s break%s the grab!", target.c_str(), (p.is_npc() ? "s" : "")); } else if (!unarmed_attack()) { item tmpweap = remove_weapon(); hit_player(g, p, false); // False means a second grab isn't allowed weapon = tmpweap; } else hit_player(g, p, false); // False means a second grab isn't allowed } if (tech_def == TEC_COUNTER) { if (!p.is_npc()) g->add_msg("Counter-attack!"); p.hit_player(g, *this); } }
void monster::hit_player(game *g, player &p) { if (type->melee_dice == 0) // We don't attack, so just return return; bool is_npc = p.is_npc(); int junk; bool u_see = (!is_npc || g->u_see(p.posx, p.posy, junk)); std::string you = (is_npc ? p.name : "you"); std::string your = (is_npc ? p.name + "'s" : "your"); std::string Your = (is_npc ? p.name + "'s" : "Your"); body_part bphit; int side = rng(0, 1); int dam = hit(p, bphit); if (dam == 0 && u_see) g->add_msg("The %s misses %s.", name().c_str(), you.c_str()); else if (dam > 0) { if (u_see) g->add_msg("The %s hits %s %s.", name().c_str(), your.c_str(), body_part_name(bphit, side).c_str()); if (!is_npc) { if (g->u.activity.type == ACT_RELOAD) g->add_msg("You stop reloading."); else if (g->u.activity.type == ACT_READ) g->add_msg("You stop reading."); else if (g->u.activity.type == ACT_CRAFT) g->add_msg("You stop crafting."); g->u.activity.type = ACT_NULL; } if (p.has_active_bionic(bio_ods)) { if (u_see) g->add_msg("%s offensive defense system shocks it!", Your.c_str()); hurt(rng(10, 40)); } if (p.encumb(bphit) == 0 && (p.has_trait(PF_SPINES) || p.has_trait(PF_QUILLS))) { int spine = rng(1, (p.has_trait(PF_QUILLS) ? 20 : 8)); g->add_msg("%s %s puncture it!", Your.c_str(), (g->u.has_trait(PF_QUILLS) ? "quills" : "spines")); hurt(spine); } p.hit(g, bphit, side, dam, type->melee_cut); if (has_flag(MF_VENOM)) { if (!is_npc) g->add_msg("You're poisoned!"); p.add_disease(DI_POISON, 30, g); } else if (has_flag(MF_BADVENOM)) { if (!is_npc) g->add_msg("You feel poison flood your body, wracking you with pain..."); p.add_disease(DI_BADPOISON, 40, g); } } if (is_npc) { if (p.hp_cur[hp_head] <= 0 || p.hp_cur[hp_torso] <= 0) { npc* tmp = dynamic_cast<npc*>(&p); tmp->die(g); int index = g->npc_at(p.posx, p.posy); g->active_npc.erase(g->active_npc.begin() + index); plans.clear(); } } }