Пример #1
0
void game::hit_monster_with_flags(monster &z, unsigned int effects)
{
 if (effects & mfb(AMMO_FLAME)) {

  if (z.made_of(VEGGY) || z.made_of(COTTON) || z.made_of(WOOL) ||
      z.made_of(PAPER) || z.made_of(WOOD))
   z.add_effect(ME_ONFIRE, rng(8, 20));
  else if (z.made_of(FLESH))
   z.add_effect(ME_ONFIRE, rng(5, 10));
 } else if (effects & mfb(AMMO_INCENDIARY)) {

  if (z.made_of(VEGGY) || z.made_of(COTTON) || z.made_of(WOOL) ||
      z.made_of(PAPER) || z.made_of(WOOD))
   z.add_effect(ME_ONFIRE, rng(2, 6));
  else if (z.made_of(FLESH) && one_in(4))
   z.add_effect(ME_ONFIRE, rng(1, 4));

 }
}
Пример #2
0
void mdeath::normal( monster &z )
{
    if( z.no_corpse_quiet ) {
        return;
    }

    if( z.type->in_species( ZOMBIE ) ) {
        sfx::play_variant_sound( "mon_death", "zombie_death", sfx::get_heard_volume( z.pos() ) );
    }

    if( g->u.sees( z ) ) {
        //Currently it is possible to get multiple messages that a monster died.
        add_msg( m_good, _( "The %s dies!" ), z.name().c_str() );
    }

    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;
    const bool pulverized = corpse_damage > 5 && overflow_damage > z.get_hp_max();

    z.bleed(); // leave some blood if we have to

    if( !pulverized ) {
        make_mon_corpse( z, int( std::floor( corpse_damage ) ) );
    }

    // Limit chunking to flesh, veggy and insect creatures until other kinds are supported.
    const std::vector<material_id> gib_mats = {{
        material_id( "flesh" ), material_id( "hflesh" ),
        material_id( "veggy" ), material_id( "iflesh" ),
        material_id( "bone" )
    }};
    const bool gibbable = !z.type->has_flag( MF_NOGIB ) &&
        std::any_of( gib_mats.begin(), gib_mats.end(), [&z]( const material_id &gm ) {
            return z.made_of( gm );
        } );

    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 ) );
        }
    }

    const int num_chunks = z.type->get_meat_chunks_count();

    if( pulverized && gibbable ) {
        const itype_id meat = z.type->get_meat_itype();
        const item chunk( meat );
        for( int i = 0; i < num_chunks; i++ ) {
            tripoint tarp( z.pos() + point( rng( -3, 3 ), rng( -3, 3 ) ) );
            const auto traj = line_to( z.pos(), tarp );

            for( size_t j = 0; j < traj.size(); j++ ) {
                tarp = traj[j];
                if( one_in( 2 ) && type_blood != fd_null ) {
                    g->m.add_splatter( type_blood, tarp );
                } else {
                    g->m.add_splatter( type_gib, tarp, rng( 1, j + 1 ) );
                }
                if( g->m.impassable( tarp ) ) {
                    g->m.bash( tarp, 3 );
                    if( g->m.impassable( tarp ) ) {
                        // Target is obstacle, not destroyed by bashing,
                        // stop trajectory in front of it, if this is the first
                        // point (e.g. wall adjacent to monster) , make it invalid.
                        if( j > 0 ) {
                            tarp = traj[j - 1];
                        } else {
                            tarp = tripoint_min;
                        }
                        break;
                    }
                }
            }

            if( tarp != tripoint_min ) {
                g->m.add_item_or_charges( tarp, chunk );
            }
        }
    }
}
Пример #3
0
// MATERIALS-TODO: use fire resistance
void game::hit_monster_with_flags(monster &z, unsigned int effects)
{
 if (effects & mfb(AMMO_FLAME)) {

  if (z.made_of("veggy") || z.made_of("cotton") || z.made_of("wool") ||
      z.made_of("paper") || z.made_of("wood"))
   z.add_effect(ME_ONFIRE, rng(8, 20));
  else if (z.made_of("flesh"))
   z.add_effect(ME_ONFIRE, rng(5, 10));
 } else if (effects & mfb(AMMO_INCENDIARY)) {

  if (z.made_of("veggy") || z.made_of("cotton") || z.made_of("wool") ||
      z.made_of("paper") || z.made_of("wood"))
   z.add_effect(ME_ONFIRE, rng(2, 6));
  else if (z.made_of("flesh") && one_in(4))
   z.add_effect(ME_ONFIRE, rng(1, 4));

 } else if (effects & mfb(AMMO_IGNITE)) {

   if (z.made_of("veggy") || z.made_of("cotton") || z.made_of("wool") ||
      z.made_of("paper") || z.made_of("wood"))
      z.add_effect(ME_ONFIRE, rng(6, 6));
   else if (z.made_of("flesh"))
   z.add_effect(ME_ONFIRE, rng(10, 10));

 }
}
Пример #4
0
// MATERIALS-TODO: use fire resistance
void game::hit_monster_with_flags(monster &z, const std::set<std::string> &effects)
{
 if (effects.count("FLAME")) {

  if (z.made_of("veggy") || z.made_of("cotton") || z.made_of("wool") ||
      z.made_of("paper") || z.made_of("wood"))
   z.add_effect(ME_ONFIRE, rng(8, 20));
  else if (z.made_of("flesh"))
   z.add_effect(ME_ONFIRE, rng(5, 10));
 } else if (effects.count("INCENDIARY")) {

  if (z.made_of("veggy") || z.made_of("cotton") || z.made_of("wool") ||
      z.made_of("paper") || z.made_of("wood"))
   z.add_effect(ME_ONFIRE, rng(2, 6));
  else if (z.made_of("flesh") && one_in(4))
   z.add_effect(ME_ONFIRE, rng(1, 4));

 } else if (effects.count("IGNITE")) {

   if (z.made_of("veggy") || z.made_of("cotton") || z.made_of("wool") ||
      z.made_of("paper") || z.made_of("wood"))
      z.add_effect(ME_ONFIRE, rng(6, 6));
   else if (z.made_of("flesh"))
   z.add_effect(ME_ONFIRE, rng(10, 10));

 }
 if (effects.count("BOUNCE")) {
     z.add_effect(ME_BOUNCED, 1);
 }
 int stun_strength = 0;
 if (effects.count("BEANBAG")) {
     stun_strength = 4;
 }
 if (effects.count("LARGE_BEANBAG")) {
     stun_strength = 16;
 }
 if( stun_strength > 0 ) {
     switch( z.type->size )
     {
     case MS_TINY:
         stun_strength *= 4;
         break;
     case MS_SMALL:
         stun_strength *= 2;
         break;
     case MS_MEDIUM:
     default:
         break;
     case MS_LARGE:
         stun_strength /= 2;
         break;
     case MS_HUGE:
         stun_strength /= 4;
         break;
     }
     z.add_effect( ME_STUNNED, rng(stun_strength / 2, stun_strength) );
 }
}
Пример #5
0
void mdeath::splatter( monster &z )
{
    // Limit chunking to flesh, veggy and insect creatures until other kinds are supported.
    const std::vector<material_id> gib_mats = {{
            material_id( "flesh" ), material_id( "hflesh" ),
            material_id( "veggy" ), material_id( "iflesh" ),
            material_id( "bone" )
        }
    };
    const bool gibbable = !z.type->has_flag( MF_NOGIB ) &&
    std::any_of( gib_mats.begin(), gib_mats.end(), [&z]( const material_id & gm ) {
        return z.made_of( gm );
    } );

    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 ) );
        }
    }

    int num_chunks = rng( 0, z.type->get_meat_chunks_count() / 4 );
    num_chunks = std::min( num_chunks, 10 );

    if( pulverized && gibbable ) {
        const itype_id meat = z.type->get_meat_itype();
        const item chunk( meat );
        for( int i = 0; i < num_chunks; i++ ) {
            bool drop_chunks = true;
            tripoint tarp( z.pos() + point( rng( -3, 3 ), rng( -3, 3 ) ) );
            const auto traj = line_to( z.pos(), tarp );

            for( size_t j = 0; j < traj.size(); j++ ) {
                tarp = traj[j];
                if( one_in( 2 ) && type_blood != fd_null ) {
                    g->m.add_splatter( type_blood, tarp );
                } else {
                    g->m.add_splatter( type_gib, tarp, rng( 1, j + 1 ) );
                }
                if( g->m.impassable( tarp ) ) {
                    g->m.bash( tarp, 3 );
                    if( g->m.impassable( tarp ) ) {
                        // Target is obstacle, not destroyed by bashing,
                        // stop trajectory in front of it, if this is the first
                        // point (e.g. wall adjacent to monster), don't drop anything on it
                        if( j > 0 ) {
                            tarp = traj[j - 1];
                        } else {
                            drop_chunks = false;
                        }
                        break;
                    }
                }
            }

            if( drop_chunks ) {
                g->m.add_item_or_charges( tarp, chunk );
            }
        }
    }
}