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); }
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; }
int player::roll_bash_damage(monster *z, bool crit) { int ret = 0; int stat = str_cur; // Which stat determines damage? int skill = skillLevel("bashing"); // Which skill determines damage? if (unarmed_attack()) skill = skillLevel("unarmed"); if(weapon.typeId() =="style_crane"){ stat = (dex_cur * 2 + str_cur) / 3; } else if(weapon.typeId() == "style_snake"){ stat = int(str_cur + per_cur) / 2; } else if(weapon.typeId() == "style_dragon"){ stat = int(str_cur + int_cur) / 2; } ret = base_damage(true, stat); // 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_attack()) { 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; } ret += rng(mindrunk, maxdrunk); } int bash_dam = int(stat / 2) + weapon.damage_bash(), bash_cap = 5 + stat + skill; if (unarmed_attack()) bash_dam = rng(0, int(stat / 2) + skillLevel("unarmed")); if (crit) { bash_dam *= 1.5; bash_cap *= 2; } if (bash_dam > bash_cap)// Cap for weak characters bash_dam = (bash_cap * 3 + bash_dam) / 4; if (z != NULL && z->has_flag(MF_PLASTIC)) bash_dam /= rng(2, 4); int bash_min = bash_dam / 4; bash_dam = rng(bash_min, bash_dam); if (bash_dam < skill + int(stat / 2)) bash_dam = rng(bash_dam, skill + int(stat / 2)); ret += bash_dam; ret += disease_intensity(DI_DAMAGE_BOOST); // Finally, extra crit effects if (crit) { ret += int(stat / 2); ret += skill; if (z != NULL) ret -= z->armor_bash() / 2; } else if (z != NULL) ret -= z->armor_bash(); return (ret < 0 ? 0 : ret); }
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); }
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; }