void mdeath::splatter( monster &z ) { const bool gibbable = !z.type->has_flag( MF_NOGIB ); const int max_hp = std::max( z.get_hp_max(), 1 ); const float overflow_damage = std::max( -z.get_hp(), 0 ); const float corpse_damage = 2.5 * overflow_damage / max_hp; bool pulverized = corpse_damage > 5 && overflow_damage > z.get_hp_max(); // make sure that full splatter happens when this is a set death function, not part of normal for( const auto &deathfunction : z.type->dies ) { if( deathfunction == mdeath::splatter ) { pulverized = true; } } const field_id type_blood = z.bloodType(); const field_id type_gib = z.gibType(); if( gibbable ) { const auto area = g->m.points_in_radius( z.pos(), 1 ); int number_of_gibs = std::min( std::floor( corpse_damage ) - 1, 1 + max_hp / 5.0f ); if( pulverized && z.type->size >= MS_MEDIUM ) { number_of_gibs += rng( 1, 6 ); sfx::play_variant_sound( "mon_death", "zombie_gibbed", sfx::get_heard_volume( z.pos() ) ); } for( int i = 0; i < number_of_gibs; ++i ) { g->m.add_splatter( type_gib, random_entry( area ), rng( 1, i + 1 ) ); g->m.add_splatter( type_blood, random_entry( area ) ); } } // 1% of the weight of the monster is the base, with overflow damage as a multiplier int gibbed_weight = rng( 0, round( to_gram( z.get_weight() ) / 100 * ( overflow_damage / max_hp + 1 ) ) ); // limit gibbing to 15% gibbed_weight = std::min( gibbed_weight, to_gram( z.get_weight() ) * 15 / 100 ); if( pulverized && gibbable ) { float overflow_ratio = overflow_damage / max_hp + 1; int gib_distance = round( rng( 2, 4 ) ); for( const auto &entry : *z.type->harvest ) { // only flesh and bones survive. if( entry.type == "flesh" || entry.type == "bone" ) { // the larger the overflow damage, the less you get const int chunk_amt = entry.mass_ratio / overflow_ratio / 10 * to_gram( z.get_weight() ) / to_gram( ( item::find_type( entry.drop ) )->weight ); scatter_chunks( entry.drop, chunk_amt, z, gib_distance, chunk_amt / ( gib_distance - 1 ) ); gibbed_weight -= entry.mass_ratio / overflow_ratio / 20 * to_gram( z.get_weight() ); } } if( gibbed_weight > 0 ) { scatter_chunks( "ruined_chunks", gibbed_weight / to_gram( ( item::find_type( "ruined_chunks" ) ) ->weight ), z, gib_distance, gibbed_weight / to_gram( ( item::find_type( "ruined_chunks" ) )->weight ) / ( gib_distance + 1 ) ); } // add corpse with gib flag item corpse = item::make_corpse( z.type->id, calendar::turn, z.unique_name ); // Set corpse to damage that aligns with being pulped corpse.set_damage( 4000 ); corpse.set_flag( "GIBBED" ); if( z.has_effect( effect_no_ammo ) ) { corpse.set_var( "no_ammo", "no_ammo" ); } g->m.add_item_or_charges( z.pos(), corpse ); } }