コード例 #1
0
ファイル: melee.cpp プロジェクト: StoicDwarf/Cataclysm-DDA
int player::dodge(game *g)
{
 if (has_disease(DI_SLEEP) || has_disease(DI_LYING_DOWN))
  return 0;
 if (activity.type != ACT_NULL)
  return 0;
 int ret = 4 + (dex_cur / 2);
 ret += skillLevel("dodge");
 ret += disease_intensity(DI_DODGE_BOOST);
 ret -= (encumb(bp_legs) / 2) + encumb(bp_torso);
 ret += int(current_speed(g) / 150);
 if (has_trait(PF_TAIL_LONG))
  ret += 4;
 if (has_trait(PF_TAIL_FLUFFY))
  ret += 8;
 if (has_trait(PF_WHISKERS))
  ret += 1;
 if (has_trait(PF_WINGS_BAT))
  ret -= 3;
 if (str_max >= 16)
  ret--; // Penalty if we're hyuuge
 else if (str_max <= 5)
  ret++; // Bonus if we're small
 if (dodges_left <= 0) { // We already dodged this turn
  if (rng(1, skillLevel("dodge") + dex_cur + 15) <= skillLevel("dodge") + dex_cur)
   ret = rng(0, ret);
  else
   ret = 0;
 }
 dodges_left--;
// If we're over our cap, average it with our cap
 if (ret > int(dex_cur / 2) + skillLevel("dodge") * 2)
  ret = ( ret + int(dex_cur / 2) + skillLevel("dodge") * 2 ) / 2;
 return ret;
}
コード例 #2
0
ファイル: melee.cpp プロジェクト: EpicMan/Cataclysm
int player::dodge()
{
 if (has_disease(DI_SLEEP) || has_disease(DI_LYING_DOWN))
  return 0;
 if (activity.type != ACT_NULL)
  return 0;
 int ret = 4 + (dex_cur / 2);
 ret += sklevel[sk_dodge];
 ret -= (encumb(bp_legs) / 2) + encumb(bp_torso);
 ret += int(current_speed() / 150);
 if (str_max >= 16)
  ret--; // Penalty if we're hyuuge
 else if (str_max <= 5)
  ret++; // Bonus if we're small
 if (!can_dodge) { // We already dodged this turn
  if (rng(1, sklevel[sk_dodge] + dex_cur + 15) <= sklevel[sk_dodge] + dex_cur)
   ret = rng(0, ret);
  else
   ret = 0;
 }
 can_dodge = false;
 if (ret > int(dex_cur / 2) + sklevel[sk_dodge] * 2)
  ret = int(dex_cur / 2) + sklevel[sk_dodge] * 2;
 return ret;
}
コード例 #3
0
ファイル: ranged.cpp プロジェクト: 9600bauds/Cataclysm-DDA
// utility functions for projectile_attack
double player::get_weapon_dispersion(item *weapon) {
    int weapon_skill_level = 0;
    if(weapon->is_gunmod()) {
      it_gunmod* firing = dynamic_cast<it_gunmod *>(weapon->type);
      weapon_skill_level = skillLevel(firing->skill_used);
    } else {
      it_gun* firing = dynamic_cast<it_gun *>(weapon->type);
      weapon_skill_level = skillLevel(firing->skill_used);
    }
    double dispersion = 0.; // Measured in quarter-degrees.
    // Up to 0.75 degrees for each skill point < 8.
    if (weapon_skill_level < 8) {
        dispersion += rng(0, 3 * (8 - weapon_skill_level));
    }
    // Up to 0.25 deg per each skill point < 9.
    if (skillLevel("gun") < 9) {
        dispersion += rng(0, 9 - skillLevel("gun"));
    }

    dispersion += rng(0, ranged_dex_mod());
    dispersion += rng(0, ranged_per_mod());

    dispersion += rng(0, 2 * encumb(bp_arms)) + rng(0, 4 * encumb(bp_eyes));

    dispersion += rng(0, weapon->curammo->dispersion);
    // item::dispersion() doesn't support gunmods.
    dispersion += rng(0, weapon->dispersion());
    int adj_recoil = recoil + driving_recoil;
    dispersion += rng(int(adj_recoil / 4), adj_recoil);

    // this is what the total bonus USED to look like
    // rng(0,x) on each term in the sum
    // 3 * skill + skill + 2 * dex + 2 * per
    // - 2*p.encumb(bp_arms) - 4*p.encumb(bp_eyes) - 5/8 * recoil

    // old targeting bionic suddenly went from 0.8 to 0.65 when LONG_RANGE was
    // crossed, so increasing range by 1 would actually increase accuracy by a
    // lot. This is kind of a compromise
    if (has_bionic("bio_targeting"))
        dispersion *= 0.75;
    if ((is_underwater() && !weapon->has_flag("UNDERWATER_GUN")) || // Range is effectively four times longer when shooting unflagged guns underwater.
            (!is_underwater() && weapon->has_flag("UNDERWATER_GUN"))) { // Range is effectively four times longer when shooting flagged guns out of water.
        dispersion *= 4;
    }

    if (dispersion < 0) { return 0; }
    return dispersion;
}
コード例 #4
0
ファイル: melee.cpp プロジェクト: Azrael/Cataclysm
int player::dodge()
{
// If this function is called, it should be assumed that we're exercising
//  the dodge skill.
 if (has_disease(DI_SLEEP) || has_disease(DI_LYING_DOWN))
  return 0;
 practice(sk_dodge, 5);
 int ret = 4 + (dex_cur / 2);
 ret += sklevel[sk_dodge];
 ret -= (encumb(bp_legs) / 2) + encumb(bp_torso);
 ret += int(current_speed() / 150);
 if (str_max >= 16)
  ret--; // Penalty if we're hyuuge
 else if (str_max <= 5)
  ret++; // Bonus if we're small
 if (!can_dodge) // We already dodged this turn
  ret = rng(0, ret);
 can_dodge = false;
 return ret;
}
コード例 #5
0
ファイル: melee.cpp プロジェクト: Azrael/Cataclysm
int player::hit_roll()
{
 int numdice = base_to_hit() + weapon.type->m_to_hit;
 int sides = 10 - encumb(bp_torso);
 int best_bonus = 0;
 if (sides < 2)
  sides = 2;

// Are we unarmed?
 if (unarmed_attack()) {
  best_bonus = sklevel[sk_unarmed];
  if (sklevel[sk_unarmed] > 4)
   best_bonus += sklevel[sk_unarmed] - 2; // Extra bonus for high levels
 }

// Using a bashing weapon?
 if (weapon.is_bashing_weapon()) {
  int bash_bonus = int(sklevel[sk_bashing] / 3);
  if (bash_bonus > best_bonus)
   best_bonus = bash_bonus;
 }

// Using a cutting weapon?
 if (weapon.is_cutting_weapon()) {
  int cut_bonus = int(sklevel[sk_cutting] / 2);
  if (cut_bonus > best_bonus)
   best_bonus = cut_bonus;
 }

// Using a spear?
 if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB)) {
  int stab_bonus = int(sklevel[sk_stabbing] / 2);
  if (stab_bonus > best_bonus)
   best_bonus = stab_bonus;
 }

 numdice += best_bonus;
 if (has_trait(PF_DRUNKEN)) {
  if (unarmed_attack())
   numdice += rng(0, 1) + int(disease_level(DI_DRUNK) / 300);
  else
   numdice += int(disease_level(DI_DRUNK) / 400);
 }

 if (numdice < 1) {
  numdice = 1;
  sides = 8;
 }

 return dice(numdice, sides);
}
コード例 #6
0
ファイル: melee.cpp プロジェクト: LastDawn/Cataclysm-DDA
int player::dodge(game *g)
//Returns 1/2*DEX + dodge skill level + static bonuses from mutations
//Return numbers range from around 4 (starting player, no boosts) to 29 (20 DEX, 10 dodge, +9 mutations)
{
    //If we're asleep or busy we can't dodge
    if (has_disease(DI_SLEEP) || has_disease(DI_LYING_DOWN)) {return 0;}
    if (activity.type != ACT_NULL) {return 0;}

    int ret = (dex_cur / 2);
    ret += skillLevel("dodge");
    ret += disease_intensity(DI_DODGE_BOOST);
    ret -= (encumb(bp_legs) / 2) + encumb(bp_torso);
    ret += int(current_speed(g) / 150); //Faster = small dodge advantage

    //Mutations
    if (has_trait(PF_TAIL_LONG)) {ret += 4;}
    if (has_trait(PF_TAIL_FLUFFY)) {ret += 8;}
    if (has_trait(PF_WHISKERS)) {ret += 1;}
    if (has_trait(PF_WINGS_BAT)) {ret -= 3;}

    if (str_max >= 16) {ret--;} // Penalty if we're huge
    else if (str_max <= 5) {ret++;} // Bonus if we're small

    if (dodges_left <= 0) // We already dodged this turn
    {
        if (rng(0, skillLevel("dodge") + dex_cur + 15) <= skillLevel("dodge") + dex_cur)
        {
            ret = rng(ret/2, ret); //Penalize multiple dodges per turn
        }
        else
        {
            ret = 0;
        }
    }
    dodges_left--;
    return ret;
}
コード例 #7
0
ファイル: npc.cpp プロジェクト: donhayes/Cataclysm
bool npc::wear_if_wanted(item it)
{
 if (!it.is_armor())
  return false;

 it_armor* armor = dynamic_cast<it_armor*>(it.type);
 int max_encumb[num_bp] = {2, 3, 3, 4, 3, 3, 3, 2};
 bool encumb_ok = true;
 for (int i = 0; i < num_bp && encumb_ok; i++) {
  if (armor->covers & mfb(i) && encumb(body_part(i)) + armor->encumber >
       max_encumb[i])
   encumb_ok = false;
 }
 if (encumb_ok) {
  worn.push_back(it);
  return true;
 }
// Otherwise, maybe we should take off one or more items and replace them
 std::vector<int> removal;
 for (int i = 0; i < worn.size(); i++) {
  for (int j = 0; j < num_bp; j++) {
   if (armor->covers & mfb(j) &&
       dynamic_cast<it_armor*>(worn[i].type)->covers & mfb(j)) {
    removal.push_back(i);
    j = num_bp;
   }
  }
 }
 for (int i = 0; i < removal.size(); i++) {
  if (true) {
//  if (worn[removal[i]].value_to(this) < it.value_to(this)) {
   inv.push_back(worn[removal[i]]);
   worn.push_back(it);
   return true;
  }
 }
 return false;
} 
コード例 #8
0
ファイル: melee.cpp プロジェクト: Azrael/Cataclysm
int player::hit_mon(game *g, monster *z)
{
 bool is_u = (this == &(g->u));	// Affects how we'll display messages
 int j;
 bool can_see = (is_u || g->u_see(posx, posy, j));
 std::string You  = (is_u ? "You"  : name);
 std::string Your = (is_u ? "Your" : name + "'s");
 std::string your = (is_u ? "your" : (male ? "his" : "her"));

// Types of combat (may overlap!)
 bool unarmed  = unarmed_attack(), bashing = weapon.is_bashing_weapon(),
      cutting  = weapon.is_cutting_weapon(),
      stabbing = (weapon.has_weapon_flag(WF_SPEAR) ||
                  weapon.has_weapon_flag(WF_STAB));

// Recoil penalty
 if (recoil <= 30)
  recoil += 6;
// Movement cost
 moves -= weapon.attack_time() + 20 * encumb(bp_torso);
// Different sizes affect your chance to hit
 if (hit_roll() < z->dodge_roll()) {// A miss!
  stumble(g);
  return 0;
 }
 if (z->has_flag(MF_SHOCK) && !wearing_something_on(bp_hands) &&
     (unarmed || weapon.conductive())) {
  if (is_u)
   g->add_msg("The %s's electric body shocks you!", z->name().c_str());
  hurtall(rng(1, 3));
 }
// For very high hit rolls, we crit!
 bool critical_hit = (hit_roll() >= 50 + 10 * z->dodge_roll());
 int dam = base_damage(true);
 int cutting_penalty = 0; // Moves lost from getting a cutting weapon stuck

// Drunken Master damage bonuses
 if (has_trait(PF_DRUNKEN) && has_disease(DI_DRUNK)) {
// Remember, a single drink gives 600 levels of DI_DRUNK
  if (unarmed)
   dam += disease_level(DI_DRUNK) / 250;
  else
   dam += disease_level(DI_DRUNK) / 400;
 }

 if (unarmed) { // Unarmed bonuses
  dam += rng(0, sklevel[sk_unarmed]);
  if (has_trait(PF_TALONS) && z->type->armor - sklevel[sk_unarmed] < 10) {
   int z_armor = (z->type->armor - sklevel[sk_unarmed]);
   if (z_armor < 0)
    z_armor = 0;
   dam += 10 - z_armor;
  }
 } else if (rng(1, 45 - dex_cur) < 2 * sklevel[sk_unarmed] &&
            rng(1, 65 - dex_cur) < 2 * sklevel[sk_unarmed]   ) {
// If we're not unarmed, there's still a possibility of getting in a bonus
// unarmed attack.
  if (is_u || can_see) {
   switch (rng(1, 4)) {
    case 1: g->add_msg("%s kick%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 2: g->add_msg("%s headbutt%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 3: g->add_msg("%s elbow%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 4: g->add_msg("%s knee%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
   }
  }
  dam += rng(1, sklevel[sk_unarmed]);
  practice(sk_unarmed, 2);
 }
// Melee skill bonus
 dam += rng(0, sklevel[sk_melee]);
// Bashing damage bonus
 int bash_dam = weapon.type->melee_dam,
     bash_cap = 5 + str_cur + sklevel[sk_bashing];
 if (bash_dam > bash_cap)// Cap for weak characters
  bash_dam = (bash_cap * 3 + bash_dam) / 4;
 if (bashing)
  bash_dam += rng(0, sklevel[sk_bashing]) * sqrt(str_cur);
 int bash_min = bash_dam / 4;
 if (bash_min < sklevel[sk_bashing] * 2)
  bash_min = sklevel[sk_bashing] * 2;
 dam += rng(bash_dam / 4, bash_dam);
// Take some moves away from the target; at this point it's skill & bash damage
 z->moves -= rng(0, dam * 2);
// Spears treat cutting damage specially.
 if (weapon.has_weapon_flag(WF_SPEAR) &&
     weapon.type->melee_cut > z->type->armor - int(sklevel[sk_stabbing])) {
  int z_armor = z->type->armor - int(sklevel[sk_stabbing]);
  dam += int(weapon.type->melee_cut / 5);
  int minstab = sklevel[sk_stabbing] *  8 + weapon.type->melee_cut * 2,
      maxstab = sklevel[sk_stabbing] * 20 + weapon.type->melee_cut * 4;
  int monster_penalty = rng(minstab, maxstab);
  if (monster_penalty >= 150)
   g->add_msg("You force the %s to the ground!", z->name().c_str());
  else if (monster_penalty >= 80)
   g->add_msg("The %s is skewered and flinches!", z->name().c_str());
  z->moves -= monster_penalty;
  cutting_penalty = weapon.type->melee_cut * 4 + z_armor * 8 -
                    dice(sklevel[sk_stabbing], 10);
  practice(sk_stabbing, 2);
// Cutting damage bonus
 } else if (weapon.type->melee_cut >
            z->type->armor - int(sklevel[sk_cutting] / 2)) {
  int z_armor = z->type->armor - int(sklevel[sk_cutting] / 2);
  if (z_armor < 0)
   z_armor = 0;
  dam += weapon.type->melee_cut - z_armor;
  cutting_penalty = weapon.type->melee_cut * 3 + z_armor * 8 -
                    dice(sklevel[sk_cutting], 10);
 }
 if (weapon.has_weapon_flag(WF_MESSY)) { // e.g. chainsaws
  cutting_penalty /= 6; // Harder to get stuck
  for (int x = z->posx - 1; x <= z->posx + 1; x++) {
   for (int y = z->posy - 1; y <= z->posy + 1; y++) {
    if (!one_in(3)) {
     if (g->m.field_at(x, y).type == fd_blood &&
         g->m.field_at(x, y).density < 3)
      g->m.field_at(x, y).density++;
     else
      g->m.add_field(g, x, y, fd_blood, 1);
    }
   }
  }
 }

// Bonus attacks!

 bool shock_them = (!z->has_flag(MF_SHOCK) && has_bionic(bio_shock) &&
                    power_level >= 2 && unarmed && one_in(3));
 bool drain_them = (has_bionic(bio_heat_absorb) && power_level >= 1 &&
                    !is_armed() && z->has_flag(MF_WARM));
 bool  bite_them = (has_trait(PF_FANGS) && z->armor() < 18 &&
                    one_in(20 - dex_cur - sklevel[sk_unarmed]));
 bool  peck_them = (has_trait(PF_BEAK)  && z->armor() < 16 &&
                    one_in(15 - dex_cur - sklevel[sk_unarmed]));
 if (drain_them)
  power_level--;
 drain_them &= one_in(2);	// Only works half the time

// Critical hit effects
 if (critical_hit) {
  bool headshot = (!z->has_flag(MF_NOHEAD) && !one_in(3));
// Second chance for shock_them, drain_them, bite_them and peck_them
  shock_them = (shock_them || (!z->has_flag(MF_SHOCK) && has_bionic(bio_shock)&&
                               power_level >= 2 && unarmed && !one_in(3)));
  drain_them = (drain_them || (has_bionic(bio_heat_absorb) && !is_armed() &&
                               power_level >= 1 && z->has_flag(MF_WARM) &&
                               !one_in(3)));
  bite_them  = ( bite_them || (has_trait(PF_FANGS) && z->armor() < 18 &&
                               one_in(5)));
  peck_them  = ( peck_them || (has_trait(PF_BEAK)  && z->armor() < 16 &&
                               one_in(4)));

  if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB)) {
   dam += weapon.type->melee_cut;
   dam += weapon.type->melee_cut * double(sklevel[sk_stabbing] / 10);
   practice(sk_stabbing, 5);
  }

  if (unarmed) {
   dam += rng(2, 6) * sklevel[sk_unarmed];
   if (sklevel[sk_unarmed] > 5)
    dam += 4 * (sklevel[sk_unarmed - 3]);
   z->moves -= dam;	// Stunning blow
   if (weapon.type->id == itm_bio_claws) {
    if (sklevel[sk_cutting] >= 3)
     dam += 5;
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s claws pierce the %s's skull!", Your.c_str(),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s claws stab straight through the %s!", Your.c_str(),
                z->name().c_str());
   } else if (has_trait(PF_TALONS)) {
    dam += 2;
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s talons tear the %s's head open!", Your.c_str(),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s bur%s %s talons into the %s!", You.c_str(),(is_u?"y":"ies"),
                your.c_str(), z->name().c_str());
   } else {
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s crush%s the %s's skull in a single blow!", 
                You.c_str(), (is_u ? "" : "es"), z->name().c_str());
    else if (can_see)
     g->add_msg("%s deliver%s a crushing punch!",You.c_str(),(is_u ? "" : "s"));
   }
   if (z->hp > 0 && rng(1, 5) < sklevel[sk_unarmed])
    z->add_effect(ME_STUNNED, 1 + sklevel[sk_unarmed]);
  } else {	// Not unarmed
   if (bashing) {
    dam += 8 + (str_cur / 2);
    int turns_stunned = int(dam / 20) + int(sklevel[sk_bashing] / 2);
    if (turns_stunned > 6)
     turns_stunned = 6;
    z->add_effect(ME_STUNNED, turns_stunned);
   }
   if (cutting) {
    double cut_multiplier = double(sklevel[sk_cutting] / 12);
    if (cut_multiplier > 1.5)
     cut_multiplier = 1.5;
    dam += cut_multiplier * weapon.type->melee_cut;
    headshot &= z->hp < dam;
    if (stabbing) {
     if (headshot && can_see)
      g->add_msg("%s %s stabs through the %s's skull!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
     else if (can_see)
      g->add_msg("%s stab %s %s through the %s!", You.c_str(), your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
    } else {
     if (headshot && can_see)
      g->add_msg("%s %s slices the %s's head off!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
     else
      g->add_msg("%s %s cuts the %s deeply!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
    }
   } else {	// Not cutting, probably bashing
    headshot &= z->hp < dam;
    if (headshot && can_see)
     g->add_msg("%s crush%s the %s's skull!", You.c_str(), (is_u ? "" : "es"),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s crush%s the %s's body!", You.c_str(), (is_u ? "" : "es"),
                z->name().c_str());
   }
  }	// End of not-unarmed
 }	// End of critical hit

 if (shock_them) {
  power_level -= 2;
  if (can_see)
   g->add_msg("%s shock%s the %s!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  int shock = rng(2, 5);
  dam += shock * rng(1, 3);
  z->moves -= shock * 180;
 }
 if (drain_them) {
  charge_power(rng(0, 4));
  if (can_see)
   g->add_msg("%s drain%s the %s's body heat!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  dam += rng(4, 10);
  z->moves -= rng(80, 120);
 }
 if (bite_them) {
  if (can_see)
   g->add_msg("%s sink %s fangs into the %s!", You.c_str(), your.c_str(),
              z->name().c_str());
  dam += 18 - z->armor();
 }
 if (peck_them) {
  if (can_see)
   g->add_msg("%s peck%s the %s viciously!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  dam += 16 - z->armor();
 }

// Make a rather quiet sound, to alert any nearby monsters
 g->sound(posx, posy, 8, "");

// Glass weapons shatter sometimes
 if (weapon.made_of(GLASS) &&
     rng(0, weapon.volume() + 8) < weapon.volume() + str_cur) {
  if (can_see)
   g->add_msg("%s %s shatters!", Your.c_str(), weapon.tname(g).c_str());
  g->sound(posx, posy, 16, "");
// Dump its contents on the ground
  for (int i = 0; i < weapon.contents.size(); i++)
   g->m.add_item(posx, posy, weapon.contents[i]);
  hit(g, bp_arms, 1, 0, rng(0, weapon.volume() * 2));// Take damage
  if (weapon.is_two_handed(this))// Hurt left arm too, if it was big
   hit(g, bp_arms, 0, 0, rng(0, weapon.volume()));
  dam += rng(0, 5 + int(weapon.volume() * 1.5));// Hurt the monster extra
  remove_weapon();
 }

 if (dam <= 0) {
  if (is_u)
   g->add_msg("You hit the %s, but do no damage.", z->name().c_str());
  else if (can_see)
   g->add_msg("%s's %s hits the %s, but does no damage.", You.c_str(),
              weapon.tname(g).c_str(), z->name().c_str());
  practice(sk_melee, rng(2, 5));
  if (unarmed)
   practice(sk_unarmed, 2);
  if (bashing)
   practice(sk_bashing, 2);
  if (cutting)
   practice(sk_cutting, 2);
  if (stabbing)
   practice(sk_stabbing, 2);
  return 0;
 }
 if (is_u)
  g->add_msg("You hit the %s for %d damage.", z->name().c_str(), dam);
 else if (can_see)
  g->add_msg("%s hits the %s with %s %s.", You.c_str(), z->name().c_str(),
             (male ? "his" : "her"),
             (weapon.type->id == 0 ? "fists" : weapon.tname(g).c_str()));
 practice(sk_melee, rng(5, 10));
 if (unarmed)
  practice(sk_unarmed, rng(5, 10));
 if (bashing)
  practice(sk_bashing, rng(5, 10));
 if (cutting)
  practice(sk_cutting, rng(5, 10));
 if (stabbing)
  practice(sk_stabbing, rng(5, 10));

// Penalize the player if their cutting weapon got stuck
 if (!unarmed && dam < z->hp && cutting_penalty > dice(str_cur * 2, 20)) {
  if (is_u)
   g->add_msg("Your %s gets stuck in the %s, pulling it out of your hands!",
              weapon.tname().c_str(), z->type->name.c_str());
  z->add_item(remove_weapon());
  if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB))
   z->speed *= .7;
  else
   z->speed *= .85;
 } else {
  if (dam >= z->hp) {
   cutting_penalty /= 2;
   cutting_penalty -= rng(sklevel[sk_cutting], sklevel[sk_cutting] * 2 + 2);
  }
  if (cutting_penalty > 0)
   moves -= cutting_penalty;
  if (cutting_penalty >= 50 && is_u)
   g->add_msg("Your %s gets stuck in the %s, but you yank it free.",
              weapon.tname().c_str(), z->type->name.c_str());
  if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB))
   z->speed *= .9;
 }

 return dam;
}
コード例 #9
0
ファイル: melee.cpp プロジェクト: StoicDwarf/Cataclysm-DDA
int player::hit_roll()
{
 int stat = dex_cur;
// Some martial arts use something else to determine hits!
 if(weapon.typeId() == "style_tiger"){
   stat = (str_cur * 2 + dex_cur) / 3;
 } else if(weapon.typeId() == "style_leopard"){
   stat = (per_cur + int_cur + dex_cur * 2) / 4;
 } else if(weapon.typeId() == "style_snake"){
   stat = (per_cur + dex_cur) / 2;
 }
 int numdice = base_to_hit(stat) + weapon.type->m_to_hit +
               disease_intensity(DI_ATTACK_BOOST);
 int sides = 10 - encumb(bp_torso);
 int best_bonus = 0;
 if (sides < 2)
  sides = 2;

// Are we unarmed?
 if (unarmed_attack()) {
  best_bonus = skillLevel("unarmed");
  if (skillLevel("unarmed") > 4)
   best_bonus += skillLevel("unarmed") - 4; // Extra bonus for high levels
 }

// Using a bashing weapon?
 if (weapon.is_bashing_weapon()) {
  int bash_bonus = int(skillLevel("bashing") / 3);
  if (bash_bonus > best_bonus)
   best_bonus = bash_bonus;
 }

// Using a cutting weapon?
 if (weapon.is_cutting_weapon()) {
  int cut_bonus = int(skillLevel("cutting") / 2);
  if (cut_bonus > best_bonus)
   best_bonus = cut_bonus;
 }

// Using a spear?
 if (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB)) {
  int stab_bonus = int(skillLevel("stabbing") / 2);
  if (stab_bonus > best_bonus)
   best_bonus = stab_bonus;
 }

 numdice += best_bonus; // Use whichever bonus is best.

// Drunken master makes us hit better
 if (has_trait(PF_DRUNKEN)) {
  if (unarmed_attack())
   numdice += int(disease_level(DI_DRUNK) / 300);
  else
   numdice += int(disease_level(DI_DRUNK) / 400);
 }

 if (numdice < 1) {
  numdice = 1;
  sides = 8 - encumb(bp_torso);
 }

 return dice(numdice, sides);
}
コード例 #10
0
ファイル: melee.cpp プロジェクト: EpicMan/Cataclysm
bool player::hit_player(player &p, body_part &bp, int &hitdam, int &hitcut)
{
// TODO: Add bionics and other bonus (e.g. heat drain, shock, etc)
 if (!is_npc() && p.is_npc()) {
  npc *foe = dynamic_cast<npc*>(&p);
  foe->make_angry();
 }
// Movement cost
 moves -= weapon.attack_time() + 20 * encumb(bp_torso);
 bool unarmed = unarmed_attack(), bashing = weapon.is_bashing_weapon(),
      cutting = weapon.is_cutting_weapon();
 int hitit = hit_roll() - p.dodge_roll();
 if (hitit < 0) {	// They dodged
  practice(sk_melee, rng(2, 4));
  if (unarmed)
   practice(sk_unarmed, 3);
  if (bashing)
   practice(sk_bashing, 1);
  if (cutting)
   practice(sk_cutting, 2);
  return false;
 }

 if (hitit >= 15)
  bp = bp_eyes;
 else if (hitit >= 12)
  bp = bp_mouth;
 else if (hitit >= 10)
  bp = bp_head;
 else if (hitit >= 6)
  bp = bp_torso;
 else if (hitit >= 2)
  bp = bp_arms;
 else
  bp = bp_legs;
 
 hitdam = base_damage();

 if (unarmed) {// Unarmed bonuses
  hitdam += rng(0, sklevel[sk_unarmed]);
  if (sklevel[sk_unarmed] >= 5)
   hitdam += rng(sklevel[sk_unarmed], 3 * sklevel[sk_unarmed]);
  if (has_trait(PF_TALONS))
   hitcut += 10;
  if (sklevel[sk_unarmed] >= 8 &&
      (one_in(3) || rng(5, 20) < sklevel[sk_unarmed]))
   hitdam *= rng(2, 3);
 }
// Weapon adds (melee_dam / 4) to (melee_dam)
 hitdam += rng(weapon.damage_bash() / 4, weapon.damage_bash());
 if (bashing)
  hitdam += rng(0, sklevel[sk_bashing]) * sqrt(double(str_cur));

 hitdam += int(pow(1.5, double(sklevel[sk_melee])));
 hitcut = weapon.damage_cut();
 if (hitcut > 0)
  hitcut += int(sklevel[sk_cutting] / 3);
 if (hitdam < 0) hitdam = 0;
 if (hitdam > 0 || hitcut > 0) { // Practicing
  practice(sk_melee, rng(5, 10));
  if (unarmed)
   practice(sk_unarmed, rng(5, 10));
  if (bashing)
   practice(sk_bashing, rng(5, 10));
  if (cutting)
   practice(sk_cutting, rng(5, 10));
 } else { // Less practice if we missed
  practice(sk_melee, rng(2, 5));
  if (unarmed)
   practice(sk_unarmed, 2);
  if (bashing)
   practice(sk_bashing, 2);
  if (cutting)
   practice(sk_cutting, 3);
 }
 return true;
}
コード例 #11
0
ファイル: melee.cpp プロジェクト: tung/Cataclysm
int player::hit_mon(game *g, monster *z)
{
 bool is_u = (this == &(g->u));	// Affects how we'll display messages
 if (is_u)
  z->add_effect(ME_HIT_BY_PLAYER, 100); // Flag as attacked by us
 int j;
 bool can_see = (is_u || g->u_see(posx, posy, j));
 std::string You  = (is_u ? "You"  : name);
 std::string Your = (is_u ? "Your" : name + "'s");
 std::string your = (is_u ? "your" : (male ? "his" : "her"));

// Types of combat (may overlap!)
 bool unarmed  = unarmed_attack(),
      bashing  = weapon.is_bashing_weapon(),
      cutting  = weapon.is_cutting_weapon(),
      stabbing = (weapon.has_flag(IF_SPEAR) ||
                  weapon.has_flag(IF_STAB)    );

 bool can_poison = false;

// Recoil penalty
 if (recoil <= 30)
  recoil += 6;
// Movement cost
 int move_cost = weapon.attack_time() + 20 * encumb(bp_torso);
 if (has_trait(PF_LIGHT_BONES))
  move_cost *= .9;
 if (has_trait(PF_HOLLOW_BONES))
  move_cost *= .8;
 moves -= move_cost;
// Different sizes affect your chance to hit
 if (hit_roll() < z->dodge_roll() ||
     one_in(4 + dex_cur + weapon.type->m_to_hit)) {// A miss!
  stumble(g);
  return 0;
 }
// For very high hit rolls, we crit!
 bool critical_hit = scored_crit(z->dodge_roll());
 int dam = base_damage(true);
 int cutting_penalty = 0; // Moves lost from getting a cutting weapon stuck

// Drunken Master damage bonuses
 if (has_trait(PF_DRUNKEN) && has_disease(DI_DRUNK)) {
// Remember, a single drink gives 600 levels of DI_DRUNK
  int mindrunk, maxdrunk;
  if (unarmed) {
   mindrunk = disease_level(DI_DRUNK) / 600;
   maxdrunk = disease_level(DI_DRUNK) / 250;
  } else {
   mindrunk = disease_level(DI_DRUNK) / 900;
   maxdrunk = disease_level(DI_DRUNK) / 400;
  }
  dam += rng(mindrunk, maxdrunk);
 }

 if (unarmed) { // Unarmed bonuses
  dam += rng(0, sklevel[sk_unarmed]);
  if (has_trait(PF_NAILS) && z->armor_cut() == 0 &&
      !wearing_something_on(bp_hands)) {
   dam++;
   if (one_in(2))
    can_poison = true;
  }
  if (has_trait(PF_CLAWS) && z->armor_cut() < 6 &&
      !wearing_something_on(bp_hands)) {
   dam += 6;
   if (one_in(2))
    can_poison = true;
  }
  if (has_trait(PF_TALONS) && z->armor_cut() - sklevel[sk_unarmed] < 10) {
   int z_armor = (z->armor_cut() - sklevel[sk_unarmed]);
   if (z_armor < 0)
    z_armor = 0;
   dam += 10 - z_armor;
   if (one_in(2))
    can_poison = true;
  }
  if (has_trait(PF_THORNS) && z->armor_cut() < 4 &&
      !wearing_something_on(bp_hands)) {
   dam += 4 - z->armor_cut();
   if (one_in(2))
    can_poison = true;
  }
  if (has_trait(PF_SLIME_HANDS) && !z->has_flag(MF_ACIDPROOF) &&
      !wearing_something_on(bp_hands)) {
   dam += rng(4, 6);
   can_poison = true;
  }
 }

 if (rng(1, 45 - dex_cur) < 2 * sklevel[sk_unarmed] &&
     rng(1, 65 - dex_cur) < 2 * sklevel[sk_unarmed]   ) {
// Bonus unarmed attack!
  if (is_u || can_see) {
   switch (rng(1, 2)) {
    case 1: g->add_msg("%s elbow%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 2: g->add_msg("%s knee%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
   }
  }
  if (sklevel[sk_unarmed] >= 4)
   dam += rng(1, sklevel[sk_unarmed] / 2);
  else
   dam++;
  practice(sk_unarmed, 2);
 }
// Melee skill bonus
 dam += rng(0, sklevel[sk_melee]);
// Bashing damage bonus
 int bash_dam = weapon.damage_bash() - z->armor_bash(),
     bash_cap = 5 + str_cur + sklevel[sk_bashing];
 if (bash_dam > bash_cap)// Cap for weak characters
  bash_dam = (bash_cap * 3 + bash_dam) / 4;
 if (bashing)
  bash_dam += rng(0, sklevel[sk_bashing] + sqrt(double(str_cur)));
 if (z->has_flag(MF_PLASTIC))
  bash_dam /= rng(2, 4);
 int bash_min = bash_dam / 4;
 if (bash_min < sklevel[sk_bashing] )
  bash_min = sklevel[sk_bashing];
 dam += rng(bash_min, bash_dam);
// Take some moves away from the target; at this point it's skill & bash damage
 z->moves -= rng(0, dam * 2);

// Spears treat cutting damage specially.
 if (weapon.has_flag(IF_SPEAR) &&
     weapon.damage_cut() > z->armor_cut() - int(sklevel[sk_stabbing])) {
  int z_armor = z->armor_cut() - int(sklevel[sk_stabbing]);
  dam += int(weapon.damage_cut() / 5);
  int minstab = sklevel[sk_stabbing] *  5 + weapon.volume() * 2,
      maxstab = sklevel[sk_stabbing] * 15 + weapon.volume() * 4;
  int monster_penalty = rng(minstab, maxstab);
  if (monster_penalty >= 150)
   g->add_msg("You force the %s to the ground!", z->name().c_str());
  else if (monster_penalty >= 50)
   g->add_msg("The %s is skewered and flinches!", z->name().c_str());
  z->moves -= monster_penalty;
  cutting_penalty = weapon.damage_cut() * 4 + z_armor * 8 -
                    dice(sklevel[sk_stabbing], 10);
  practice(sk_stabbing, 2);

// Cutting damage bonus
 } else if (weapon.damage_cut() >
            z->armor_cut() - int(sklevel[sk_cutting] / 2)) {

  int z_armor = z->armor_cut() - int(sklevel[sk_cutting] / 2);
  if (z_armor < 0)
   z_armor = 0;
  dam += weapon.damage_cut() - z_armor;
  cutting_penalty = weapon.damage_cut() * 3 + z_armor * 8 -
                    dice(sklevel[sk_cutting], 10);
 }

 if (weapon.has_flag(IF_MESSY)) { // e.g. chainsaws
  cutting_penalty /= 6; // Harder to get stuck
  for (int x = z->posx - 1; x <= z->posx + 1; x++) {
   for (int y = z->posy - 1; y <= z->posy + 1; y++) {
    if (!one_in(3)) {
     if (g->m.field_at(x, y).type == fd_blood &&
         g->m.field_at(x, y).density < 3)
      g->m.field_at(x, y).density++;
     else
      g->m.add_field(g, x, y, fd_blood, 1);
    }
   }
  }
 }


// Critical hit effects
 if (critical_hit) {
  bool headshot = (!z->has_flag(MF_NOHEAD) && !one_in(3));

  if (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB)) {
   dam += weapon.damage_cut();
   dam += weapon.damage_cut() * double(sklevel[sk_stabbing] / 10);
   practice(sk_stabbing, 5);
  }

  if (unarmed) {
   dam += rng(1, 4) * sklevel[sk_unarmed];
   z->moves -= dam;	// Stunning blow

   if (weapon.type->id == itm_bio_claws) {
    if (sklevel[sk_cutting] >= 3)
     dam += 5;
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s claws pierce the %s's skull!", Your.c_str(),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s claws stab straight through the %s!", Your.c_str(),
                z->name().c_str());
   } else if (has_trait(PF_TALONS)) {
    dam += 2;
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s talons tear the %s's head open!", Your.c_str(),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s bur%s %s talons into the %s!", You.c_str(),(is_u?"y":"ies"),
                your.c_str(), z->name().c_str());
   } else {
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s crush%s the %s's skull in a single blow!", 
                You.c_str(), (is_u ? "" : "es"), z->name().c_str());
    else if (can_see)
     g->add_msg("%s deliver%s a crushing punch!",You.c_str(),(is_u ? "" : "s"));
   }
   if (z->hp > 0 && rng(1, 5) < sklevel[sk_unarmed])
    z->add_effect(ME_STUNNED, 1 + sklevel[sk_unarmed]);

  } else {	// Not unarmed

   if (bashing) {
    dam += (str_cur / 2);
    int turns_stunned = int(dam / 20) + rng(0, int(sklevel[sk_bashing] / 2));
    if (turns_stunned > 6)
     turns_stunned = 6;
    z->add_effect(ME_STUNNED, turns_stunned);
   }
   if (cutting || stabbing) {
    double cut_multiplier;
    if (cutting)
     cut_multiplier = double(sklevel[sk_cutting]  / 12);
    else
     cut_multiplier = double(sklevel[sk_stabbing] /  5);
    if (cut_multiplier > 1.5)
     cut_multiplier = 1.5;
    dam += cut_multiplier * weapon.damage_cut();
    headshot &= z->hp < dam;

    if (stabbing) {
     if (headshot && can_see)
      g->add_msg("%s %s stabs through the %s's skull!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
     else if (can_see)
      g->add_msg("%s stab %s %s through the %s!", You.c_str(), your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
    } else {
     if (headshot && can_see)
      g->add_msg("%s %s slices the %s's head off!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
     else
      g->add_msg("%s %s cuts the %s deeply!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
    }
   } else if (bashing) {
    headshot &= z->hp < dam;
    if (headshot && can_see)
     g->add_msg("%s crush%s the %s's skull!", You.c_str(), (is_u ? "" : "es"),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s crush%s the %s's body!", You.c_str(), (is_u ? "" : "es"),
                z->name().c_str());
   }
  }	// End of not-unarmed
 }	// End of critical hit

// Bonus attacks!
 bool shock_them = (has_bionic(bio_shock) && power_level >= 2 && unarmed &&
                    one_in(3));
 bool drain_them = (has_bionic(bio_heat_absorb) && power_level >= 1 &&
                    !is_armed() && z->has_flag(MF_WARM));
 if (drain_them)
  power_level--;
 drain_them &= one_in(2);	// Only works half the time

 std::vector<special_attack> special_attacks = mutation_attacks(z);

 if (shock_them) {
  power_level -= 2;
  if (can_see)
   g->add_msg("%s shock%s the %s!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  int shock = rng(2, 5);
  dam += shock * rng(1, 3);
  z->moves -= shock * 180;
 }
 if (drain_them) {
  charge_power(rng(0, 4));
  if (can_see)
   g->add_msg("%s drain%s the %s's body heat!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  dam += rng(4, 10);
  z->moves -= rng(80, 120);
 }

 for (int i = 0; i < special_attacks.size(); i++) {
  int spec_dam = 0;
  spec_dam += special_attacks[i].bash;
  if (special_attacks[i].cut > z->armor_cut())
   spec_dam += special_attacks[i].cut - z->armor_cut();
  if (special_attacks[i].stab > z->armor_cut() * .8)
   spec_dam += special_attacks[i].stab - z->armor_cut() * .8;

  if (!can_poison && one_in(2) &&
      (special_attacks[i].cut > z->armor_cut() ||
       special_attacks[i].stab > z->armor_cut() * .8))
   can_poison = true;

  if (spec_dam > 0) {
   g->add_msg( special_attacks[i].text.c_str() );
   dam += spec_dam;
  }
 }

 if (can_poison && has_trait(PF_POISONOUS)) {
   if (is_u)
    g->add_msg("You poison the %s!", z->name().c_str());
   z->add_effect(ME_POISONED, 6);
  }

// Make a rather quiet sound, to alert any nearby monsters
 g->sound(posx, posy, 8, "");

// Glass weapons shatter sometimes
 if (weapon.made_of(GLASS) &&
     rng(0, weapon.volume() + 8) < weapon.volume() + str_cur) {
  if (can_see)
   g->add_msg("%s %s shatters!", Your.c_str(), weapon.tname(g).c_str());
  g->sound(posx, posy, 16, "");
// Dump its contents on the ground
  for (int i = 0; i < weapon.contents.size(); i++)
   g->m.add_item(posx, posy, weapon.contents[i]);
  hit(g, bp_arms, 1, 0, rng(0, weapon.volume() * 2));// Take damage
  if (weapon.is_two_handed(this))// Hurt left arm too, if it was big
   hit(g, bp_arms, 0, 0, rng(0, weapon.volume()));
  dam += rng(0, 5 + int(weapon.volume() * 1.5));// Hurt the monster extra
  remove_weapon();
 }

 if (dam <= 0) {
  if (is_u)
   g->add_msg("You hit the %s, but do no damage.", z->name().c_str());
  else if (can_see)
   g->add_msg("%s's %s hits the %s, but does no damage.", You.c_str(),
              weapon.tname(g).c_str(), z->name().c_str());
  practice(sk_melee, rng(2, 5));
  if (unarmed)
   practice(sk_unarmed, 2);
  if (bashing)
   practice(sk_bashing, 2);
  if (cutting)
   practice(sk_cutting, 2);
  if (stabbing)
   practice(sk_stabbing, 2);
  return 0;
 }
 if (is_u)
  g->add_msg("You hit the %s for %d damage.", z->name().c_str(), dam);
 else if (can_see)
  g->add_msg("%s hits the %s with %s %s.", You.c_str(), z->name().c_str(),
             (male ? "his" : "her"),
             (weapon.type->id == 0 ? "fists" : weapon.tname(g).c_str()));
 practice(sk_melee, rng(5, 10));
 if (unarmed)
  practice(sk_unarmed, rng(5, 10));
 if (bashing)
  practice(sk_bashing, rng(5, 10));
 if (cutting)
  practice(sk_cutting, rng(5, 10));
 if (stabbing)
  practice(sk_stabbing, rng(5, 10));

// Penalize the player if their cutting weapon got stuck
 if (!unarmed && dam < z->hp && cutting_penalty > dice(str_cur * 2, 20)) {
  if (is_u)
   g->add_msg("Your %s gets stuck in the %s, pulling it out of your hands!",
              weapon.tname().c_str(), z->type->name.c_str());
  z->add_item(remove_weapon());
  if (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB))
   z->speed *= .7;
  else
   z->speed *= .85;
 } else {
  if (dam >= z->hp) {
   cutting_penalty /= 2;
   cutting_penalty -= rng(sklevel[sk_cutting], sklevel[sk_cutting] * 2 + 2);
  }
  if (cutting_penalty > 0)
   moves -= cutting_penalty;
  if (cutting_penalty >= 50 && is_u)
   g->add_msg("Your %s gets stuck in the %s, but you yank it free.",
              weapon.tname().c_str(), z->type->name.c_str());
  if (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB))
   z->speed *= .9;
 }

 return dam;
}