Пример #1
0
bool melee_actor::call( monster &z ) const
{
    Creature *target = find_target( z );
    if( target == nullptr ) {
        return false;
    }

    z.mod_moves( -move_cost );

    add_msg( m_debug, "%s attempting to melee_attack %s", z.name().c_str(),
             target->disp_name().c_str() );

    const int acc = accuracy >= 0 ? accuracy : z.type->melee_skill;
    int hitspread = target->deal_melee_attack( &z, dice( acc, 10 ) );

    if( hitspread < 0 ) {
        auto msg_type = target == &g->u ? m_warning : m_info;
        sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
                                 sfx::get_heard_angle( z.pos() ) );
        target->add_msg_player_or_npc( msg_type, miss_msg_u.c_str(), miss_msg_npc.c_str(),
                                       z.name().c_str() );
        return true;
    }

    damage_instance damage = damage_max_instance;

    double multiplier = rng_float( min_mul, max_mul );
    damage.mult_damage( multiplier );

    body_part bp_hit = body_parts.empty() ?
                       target->select_body_part( &z, hitspread ) :
                       *body_parts.pick();

    target->on_hit( &z, bp_hit );
    dealt_damage_instance dealt_damage = target->deal_damage( &z, bp_hit, damage );
    dealt_damage.bp_hit = bp_hit;

    int damage_total = dealt_damage.total_damage();
    add_msg( m_debug, "%s's melee_attack did %d damage", z.name().c_str(), damage_total );
    if( damage_total > 0 ) {
        on_damage( z, *target, dealt_damage );
    } else {
        sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
                                 sfx::get_heard_angle( z.pos() ) );
        target->add_msg_player_or_npc( no_dmg_msg_u.c_str(), no_dmg_msg_npc.c_str(), z.name().c_str(),
                                       body_part_name_accusative( bp_hit ).c_str() );
    }

    return true;
}
Пример #2
0
bool bite_actor::call( monster &z ) const
{
    if( !z.can_act() ) {
        return false;
    }

    Creature *target = z.attack_target();
    if( target == nullptr || !is_adjacent( z, *target ) ) {
        return false;
    }

    z.mod_moves( -move_cost );

    add_msg( m_debug, "%s attempting to bite %s", z.name().c_str(), target->disp_name().c_str() );

    int hitspread = target->deal_melee_attack( &z, z.hit_roll() );

    if( hitspread < 0 ) {
        auto msg_type = target == &g->u ? m_warning : m_info;
        sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
                                 sfx::get_heard_angle( z.pos() ) );
        target->add_msg_player_or_npc( msg_type, _( "The %s lunges at you, but you dodge!" ),
                                       _( "The %s lunges at <npcname>, but they dodge!" ),
                                       z.name().c_str() );
        return true;
    }

    damage_instance damage = damage_max_instance;
    dealt_damage_instance dealt_damage;
    body_part hit;

    double multiplier = rng_float( min_mul, max_mul );
    damage.mult_damage( multiplier );

    target->deal_melee_hit( &z, hitspread, false, damage, dealt_damage );

    hit = dealt_damage.bp_hit;
    int damage_total = dealt_damage.total_damage();
    add_msg( m_debug, "%s's bite did %d damage", z.name().c_str(), damage_total );
    if( damage_total > 0 ) {
        auto msg_type = target == &g->u ? m_bad : m_info;
        //~ 1$s is monster name, 2$s bodypart in accusative
        if( target->is_player() ) {
            sfx::play_variant_sound( "mon_bite", "bite_hit", sfx::get_heard_volume( z.pos() ),
                                     sfx::get_heard_angle( z.pos() ) );
            sfx::do_player_death_hurt( *dynamic_cast<player *>( target ), 0 );
        }
        target->add_msg_player_or_npc( msg_type,
                                       _( "The %1$s bites your %2$s!" ),
                                       _( "The %1$s bites <npcname>'s %2$s!" ),
                                       z.name().c_str(),
                                       body_part_name_accusative( hit ).c_str() );
        if( one_in( no_infection_chance - damage_total ) ) {
            if( target->has_effect( effect_bite, hit ) ) {
                target->add_effect( effect_bite, 400, hit, true );
            } else if( target->has_effect( effect_infected, hit ) ) {
                target->add_effect( effect_infected, 250, hit, true );
            } else {
                target->add_effect( effect_bite, 1, hit, true );
            }
        }
    } else {
        sfx::play_variant_sound( "mon_bite", "bite_miss", sfx::get_heard_volume( z.pos() ),
                                 sfx::get_heard_angle( z.pos() ) );
        target->add_msg_player_or_npc( _( "The %1$s bites your %2$s, but fails to penetrate armor!" ),
                                       _( "The %1$s bites <npcname>'s %2$s, but fails to penetrate armor!" ),
                                       z.name().c_str(),
                                       body_part_name_accusative( hit ).c_str() );
    }

    return true;
}