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; }
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; }