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)); } }
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 ); } } } }
// 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)); } }
// 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) ); } }
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 ); } } } }