示例#1
0
// footsteps will determine how loud a monster's normal movement is
// and create a sound in the monsters location when they move
void monster::footsteps(int x, int y)
{
    if (made_footstep)
        return;
    if (has_flag(MF_FLIES))
        return; // Flying monsters don't have footsteps!
    made_footstep = true;
    int volume = 6; // same as player's footsteps
    if (digging())
        volume = 10;
    switch (type->size) {
    case MS_TINY:
        return; // No sound for the tinies
    case MS_SMALL:
        volume /= 3;
        break;
    case MS_MEDIUM:
        break;
    case MS_LARGE:
        volume *= 1.5;
        break;
    case MS_HUGE:
        volume *= 2;
        break;
    default:
        break;
    }
    int dist = rl_dist(x, y, g->u.posx, g->u.posy);
    g->add_footstep(x, y, volume, dist, this);
    return;
}
示例#2
0
// footsteps will determine how loud a monster's normal movement is
// and create a sound in the monsters location when they move
void monster::footsteps( const tripoint &p )
{
    if( made_footstep ) {
        return;
    }
    if( has_flag( MF_FLIES ) ) {
        return;    // Flying monsters don't have footsteps!
    }
    made_footstep = true;
    int volume = 6; // same as player's footsteps
    if( digging() ) {
        volume = 10;
    }
    switch( type->size ) {
        case MS_TINY:
            return; // No sound for the tinies
        case MS_SMALL:
            volume /= 3;
            break;
        case MS_MEDIUM:
            break;
        case MS_LARGE:
            volume *= 1.5;
            break;
        case MS_HUGE:
            volume *= 2;
            break;
        default:
            break;
    }
    int dist = rl_dist( p, g->u.pos() );
    sounds::add_footstep( p, volume, dist, this );
    return;
}
示例#3
0
int monster::hit(game *g, player &p, body_part &bp_hit) {
 int ret = 0;
 int highest_hit = 0;

    //If the player is knocked down or the monster can fly, any body part is a valid target
    if(p.is_on_ground() || has_flag(MF_FLIES)){
        highest_hit = 20;
    }
    else {
 switch (type->size) {
 case MS_TINY:
  highest_hit = 3;
 break;
 case MS_SMALL:
  highest_hit = 12;
 break;
 case MS_MEDIUM:
  highest_hit = 20;
 break;
 case MS_LARGE:
  highest_hit = 28;
 break;
 case MS_HUGE:
  highest_hit = 35;
 break;
 }
         if (digging()){
  highest_hit -= 8;
         }
        if (highest_hit <= 1){
  highest_hit = 2;
        }
    }

    if (highest_hit > 20){
  highest_hit = 20;
    }


 int bp_rand = rng(0, highest_hit - 1);
    if (bp_rand <=  2){
  bp_hit = bp_legs;
    } else if (bp_rand <= 10){
  bp_hit = bp_torso;
    } else if (bp_rand <= 14){
  bp_hit = bp_arms;
    } else if (bp_rand <= 16){
  bp_hit = bp_mouth;
    } else if (bp_rand == 17){
  bp_hit = bp_eyes;
    } else{
  bp_hit = bp_head;
    }
 ret += dice(type->melee_dice, type->melee_sides);
 return ret;
}
示例#4
0
int monster::calc_movecost( const tripoint &f, const tripoint &t ) const
{
    int movecost = 0;
    float diag_mult = ( trigdist && f.x != t.x && f.y != t.y ) ? 1.41 : 1;

    // Digging and flying monsters ignore terrain cost
    if( has_flag( MF_FLIES ) || ( digging() && g->m.has_flag( "DIGGABLE", t ) ) ) {
        movecost = 100 * diag_mult;
        // Swimming monsters move super fast in water
    } else if( has_flag( MF_SWIMS ) ) {
        if( g->m.has_flag( "SWIMMABLE", f ) ) {
            movecost += 25;
        } else {
            movecost += 50 * g->m.move_cost( f );
        }
        if( g->m.has_flag( "SWIMMABLE", t ) ) {
            movecost += 25;
        } else {
            movecost += 50 * g->m.move_cost( t );
        }
        movecost *= diag_mult;
    } else if( can_submerge() ) {
        // No-breathe monsters have to walk underwater slowly
        if( g->m.has_flag( "SWIMMABLE", f ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( f );
        }
        if( g->m.has_flag( "SWIMMABLE", t ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( t );
        }
        movecost *= diag_mult / 2;
    } else if( has_flag(MF_CLIMBS) ) {
        if( g->m.has_flag( "CLIMBABLE", f ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( f );
        }
        if( g->m.has_flag( "CLIMBABLE", t ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( t );
        }
        movecost *= diag_mult / 2;
    } else {
        // All others use the same calculation as the player
        movecost = ( g->m.combined_movecost( f, t ) );
    }

    return movecost;
}
示例#5
0
int monster::calc_movecost( const tripoint &f, const tripoint &t ) const
{
    int movecost = 0;

    const int source_cost = g->m.move_cost( f );
    const int dest_cost = g->m.move_cost( t );
    // Digging and flying monsters ignore terrain cost
    if( has_flag( MF_FLIES ) || ( digging() && g->m.has_flag( "DIGGABLE", t ) ) ) {
        movecost = 100;
        // Swimming monsters move super fast in water
    } else if( has_flag( MF_SWIMS ) ) {
        if( g->m.has_flag( "SWIMMABLE", f ) ) {
            movecost += 25;
        } else {
            movecost += 50 * g->m.move_cost( f );
        }
        if( g->m.has_flag( "SWIMMABLE", t ) ) {
            movecost += 25;
        } else {
            movecost += 50 * g->m.move_cost( t );
        }
    } else if( can_submerge() ) {
        // No-breathe monsters have to walk underwater slowly
        if( g->m.has_flag( "SWIMMABLE", f ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( f );
        }
        if( g->m.has_flag( "SWIMMABLE", t ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( t );
        }
        movecost /= 2;
    } else if( has_flag( MF_CLIMBS ) ) {
        if( g->m.has_flag( "CLIMBABLE", f ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( f );
        }
        if( g->m.has_flag( "CLIMBABLE", t ) ) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost( t );
        }
        movecost /= 2;
    } else {
        movecost = ( ( 50 * source_cost ) + ( 50 * dest_cost ) ) / 2.0;
    }

    return movecost;
}
示例#6
0
int monster::calc_movecost(int x1, int y1, int x2, int y2)
{
    int movecost = 0;
    float diag_mult = (trigdist && x1 != x2 && y1 != y2) ? 1.41 : 1;

    // Digging and flying monsters ignore terrain cost
    if (has_flag(MF_FLIES) || (digging() && g->m.has_flag("DIGGABLE", x2, y2))) {
        movecost = 100 * diag_mult;
        // Swimming monsters move super fast in water
    } else if (has_flag(MF_SWIMS)) {
        if (g->m.has_flag("SWIMMABLE", x1, y1)) {
            movecost += 25;
        } else {
            movecost += 50 * g->m.move_cost(x1, y1);
        }
        if (g->m.has_flag("SWIMMABLE", x2, y2)) {
            movecost += 25;
        } else {
            movecost += 50 * g->m.move_cost(x2, y2);
        }
        movecost *= diag_mult;
        // No-breathe monsters have to walk underwater slowly
    } else if (can_submerge()) {
        if (g->m.has_flag("SWIMMABLE", x1, y1)) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost(x1, y1);
        }
        if (g->m.has_flag("SWIMMABLE", x2, y2)) {
            movecost += 150;
        } else {
            movecost += 50 * g->m.move_cost(x2, y2);
        }
        movecost *= diag_mult / 2;
        // All others use the same calculation as the player
    } else {
        movecost = (g->m.combined_movecost(x1, y1, x2, y2));
    }

    return movecost;
}
示例#7
0
int monster::move_to(int x, int y, bool force)
{
    // Make sure that we can move there, unless force is true.
    if(!force) if(!g->is_empty(x, y) || !can_move_to(x, y)) {
            return 0;
        }

    if (has_effect("beartrap")) {
        moves = 0;
        return 0;
    }

    if (plans.size() > 0) {
        plans.erase(plans.begin());
    }

    if (!force) {
        moves -= calc_movecost(posx(), posy(), x, y);
    }

    //Check for moving into/out of water
    bool was_water = g->m.is_divable(posx(), posy());
    bool will_be_water = g->m.is_divable(x, y);

    if(was_water && !will_be_water && g->u_see(x, y)) {
        //Use more dramatic messages for swimming monsters
        g->add_msg(_("A %s %s from the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("leaps") : _("emerges"),
                   g->m.tername(posx(), posy()).c_str());
    } else if(!was_water && will_be_water && g->u_see(x, y)) {
        g->add_msg(_("A %s %s into the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("dives") : _("sinks"),
                   g->m.tername(x, y).c_str());
    }

    setpos(x, y);
    footsteps(x, y);
    if(is_hallucination()) {
        //Hallucinations don't do any of the stuff after this point
        return 1;
    }
    if (type->size != MS_TINY && g->m.has_flag("SHARP", posx(), posy()) && !one_in(4)) {
        hurt(rng(2, 3));
    }
    if (type->size != MS_TINY && g->m.has_flag("ROUGH", posx(), posy()) && one_in(6)) {
        hurt(rng(1, 2));
    }
    if (!digging() && !has_flag(MF_FLIES) &&
            g->m.tr_at(posx(), posy()) != tr_null) { // Monster stepped on a trap!
        trap* tr = g->traps[g->m.tr_at(posx(), posy())];
        if (dice(3, type->sk_dodge + 1) < dice(3, tr->avoidance)) {
            trapfuncm f;
            (f.*(tr->actm))(this, posx(), posy());
        }
    }
    // Diggers turn the dirt into dirtmound
    if (digging()) {
        int factor = 0;
        switch (type->size) {
        case MS_TINY:
            factor = 100;
            break;
        case MS_SMALL:
            factor = 30;
            break;
        case MS_MEDIUM:
            factor = 6;
            break;
        case MS_LARGE:
            factor = 3;
            break;
        case MS_HUGE:
            factor = 1;
            break;
        }
        if (has_flag(MF_VERMIN)) {
            factor *= 100;
        }
        if (one_in(factor)) {
            g->m.ter_set(posx(), posy(), t_dirtmound);
        }
    }
    // Acid trail monsters leave... a trail of acid
    if (has_flag(MF_ACIDTRAIL)) {
        g->m.add_field(posx(), posy(), fd_acid, 3);
    }

    if (has_flag(MF_SLUDGETRAIL)) {
        for (int dx = -1; dx <= 1; dx++) {
            for (int dy = -1; dy <= 1; dy++) {
                const int fstr = 3 - (abs(dx) + abs(dy));
                if (fstr >= 2) {
                    g->m.add_field(posx() + dx, posy() + dy, fd_sludge, fstr);
                }
            }
        }
    }

    return 1;
}
示例#8
0
int monster::move_to(int x, int y, bool force)
{
    // Make sure that we can move there, unless force is true.
    if(!force) if(!g->is_empty(x, y) || !can_move_to(x, y)) {
        return 0;
    }

    if (!plans.empty()) {
        plans.erase(plans.begin());
    }

    if (!force) {
        moves -= calc_movecost(posx(), posy(), x, y);
    }

    //Check for moving into/out of water
    bool was_water = g->m.is_divable(posx(), posy());
    bool will_be_water = !has_flag( MF_FLIES ) && can_submerge() && g->m.is_divable(x, y);

    if(was_water && !will_be_water && g->u.sees(x, y)) {
        //Use more dramatic messages for swimming monsters
        add_msg(m_warning, _("A %s %s from the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("leaps") : _("emerges"),
                   g->m.tername(posx(), posy()).c_str());
    } else if(!was_water && will_be_water && g->u.sees(x, y)) {
        add_msg(m_warning, _("A %s %s into the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("dives") : _("sinks"),
                   g->m.tername(x, y).c_str());
    }

    setpos(x, y);
    footsteps(x, y);
    underwater = will_be_water;
    if(is_hallucination()) {
        //Hallucinations don't do any of the stuff after this point
        return 1;
    }
    if (type->size != MS_TINY && g->m.has_flag("SHARP", posx(), posy()) && !one_in(4)) {
        apply_damage( nullptr, bp_torso, rng( 2, 3 ) );
    }
    if (type->size != MS_TINY && g->m.has_flag("ROUGH", posx(), posy()) && one_in(6)) {
        apply_damage( nullptr, bp_torso, rng( 1, 2 ) );
    }
    if (g->m.has_flag("UNSTABLE", x, y)) {
        add_effect("bouldering", 1, num_bp, true);
    } else if (has_effect("bouldering")) {
        remove_effect("bouldering");
    }
    if (!digging() && !has_flag(MF_FLIES) &&
          g->m.tr_at(posx(), posy()) != tr_null) { // Monster stepped on a trap!
        trap* tr = traplist[g->m.tr_at(posx(), posy())];
        if (dice(3, type->sk_dodge + 1) < dice(3, tr->get_avoidance())) {
            tr->trigger(this, posx(), posy());
        }
    }
    if( !will_be_water && ( has_flag(MF_DIGS) || has_flag(MF_CAN_DIG) ) ) {
        underwater = g->m.has_flag("DIGGABLE", posx(), posy() );
    }
    // Diggers turn the dirt into dirtmound
    if (digging()){
        int factor = 0;
        switch (type->size) {
        case MS_TINY:
            factor = 100;
            break;
        case MS_SMALL:
            factor = 30;
            break;
        case MS_MEDIUM:
            factor = 6;
            break;
        case MS_LARGE:
            factor = 3;
            break;
        case MS_HUGE:
            factor = 1;
            break;
        }
        if (has_flag(MF_VERMIN)) {
            factor *= 100;
        }
        if (one_in(factor)) {
            g->m.ter_set(posx(), posy(), t_dirtmound);
        }
    }
    // Acid trail monsters leave... a trail of acid
    if (has_flag(MF_ACIDTRAIL)){
        g->m.add_field(posx(), posy(), fd_acid, 3);
    }

    if (has_flag(MF_SLUDGETRAIL)) {
        for (int dx = -1; dx <= 1; dx++) {
            for (int dy = -1; dy <= 1; dy++) {
                const int fstr = 3 - (abs(dx) + abs(dy));
                if (fstr >= 2) {
                    g->m.add_field(posx() + dx, posy() + dy, fd_sludge, fstr);
                }
            }
        }
    }
    if (has_flag(MF_LEAKSGAS)){
        if (one_in(6)){
        g->m.add_field(posx() + rng(-1,1), posy() + rng(-1, 1), fd_toxic_gas, 3);
        }
    }

    return 1;
}
示例#9
0
bool monster::move_to( const tripoint &p, bool force, const float stagger_adjustment )
{
    const bool digs = digging();
    const bool flies = has_flag( MF_FLIES );
    const bool on_ground = !digs && !flies;
    const bool climbs = has_flag( MF_CLIMBS ) && g->m.has_flag( TFLAG_NO_FLOOR, p );
    // Allows climbing monsters to move on terrain with movecost <= 0
    Creature *critter = g->critter_at( p, is_hallucination() );
    if( g->m.has_flag( "CLIMBABLE", p ) ) {
        if( g->m.impassable( p ) && critter == nullptr ) {
            if( flies ) {
                moves -= 100;
                force = true;
                if( g->u.sees( *this ) ) {
                    add_msg( _( "The %1$s flies over the %2$s." ), name().c_str(),
                             g->m.has_flag_furn( "CLIMBABLE", p ) ? g->m.furnname( p ).c_str() :
                             g->m.tername( p ).c_str() );
                }
            } else if( has_flag( MF_CLIMBS ) ) {
                moves -= 150;
                force = true;
                if( g->u.sees( *this ) ) {
                    add_msg( _( "The %1$s climbs over the %2$s." ), name().c_str(),
                             g->m.has_flag_furn( "CLIMBABLE", p ) ? g->m.furnname( p ).c_str() :
                             g->m.tername( p ).c_str() );
                }
            }
        }
    }

    if( critter != nullptr && !force ) {
        return false;
    }

    // Make sure that we can move there, unless force is true.
    if( !force && !can_move_to( p ) ) {
        return false;
    }

    if( !force ) {
        // This adjustment is to make it so that monster movement speed relative to the player
        // is consistent even if the monster stumbles,
        // and the same regardless of the distance measurement mode.
        const int cost = stagger_adjustment *
                         ( float )( climbs ? calc_climb_cost( pos(), p ) :
                                    calc_movecost( pos(), p ) );

        if( cost > 0 ) {
            moves -= cost;
        } else {
            return false;
        }
    }

    //Check for moving into/out of water
    bool was_water = g->m.is_divable( pos() );
    bool will_be_water = on_ground && can_submerge() && g->m.is_divable( p );

    if( was_water && !will_be_water && g->u.sees( p ) ) {
        //Use more dramatic messages for swimming monsters
        add_msg( m_warning, _( "A %1$s %2$s from the %3$s!" ), name().c_str(),
                 has_flag( MF_SWIMS ) || has_flag( MF_AQUATIC ) ? _( "leaps" ) : _( "emerges" ),
                 g->m.tername( pos() ).c_str() );
    } else if( !was_water && will_be_water && g->u.sees( p ) ) {
        add_msg( m_warning, _( "A %1$s %2$s into the %3$s!" ), name().c_str(),
                 has_flag( MF_SWIMS ) || has_flag( MF_AQUATIC ) ? _( "dives" ) : _( "sinks" ),
                 g->m.tername( p ).c_str() );
    }

    setpos( p );
    footsteps( p );
    underwater = will_be_water;
    if( is_hallucination() ) {
        //Hallucinations don't do any of the stuff after this point
        return true;
    }
    // TODO: Make tanks stop taking damage from rubble, because it's just silly
    if( type->size != MS_TINY && on_ground ) {
        if( g->m.has_flag( "SHARP", pos() ) && !one_in( 4 ) ) {
            apply_damage( nullptr, bp_torso, rng( 1, 10 ) );
        }
        if( g->m.has_flag( "ROUGH", pos() ) && one_in( 6 ) ) {
            apply_damage( nullptr, bp_torso, rng( 1, 2 ) );
        }

    }

    if( g->m.has_flag( "UNSTABLE", p ) && on_ground ) {
        add_effect( effect_bouldering, 1, num_bp, true );
    } else if( has_effect( effect_bouldering ) ) {
        remove_effect( effect_bouldering );
    }
    g->m.creature_on_trap( *this );
    if( !will_be_water && ( has_flag( MF_DIGS ) || has_flag( MF_CAN_DIG ) ) ) {
        underwater = g->m.has_flag( "DIGGABLE", pos() );
    }
    // Diggers turn the dirt into dirtmound
    if( digging() ) {
        int factor = 0;
        switch( type->size ) {
            case MS_TINY:
                factor = 100;
                break;
            case MS_SMALL:
                factor = 30;
                break;
            case MS_MEDIUM:
                factor = 6;
                break;
            case MS_LARGE:
                factor = 3;
                break;
            case MS_HUGE:
                factor = 1;
                break;
        }
        if( one_in( factor ) ) {
            g->m.ter_set( pos(), t_dirtmound );
        }
    }
    // Acid trail monsters leave... a trail of acid
    if( has_flag( MF_ACIDTRAIL ) ) {
        g->m.add_field( pos(), fd_acid, 3, 0 );
    }

    if( has_flag( MF_SLUDGETRAIL ) ) {
        for( const tripoint &sludge_p : g->m.points_in_radius( pos(), 1 ) ) {
            const int fstr = 3 - ( abs( sludge_p.x - posx() ) + abs( sludge_p.y - posy() ) );
            if( fstr >= 2 ) {
                g->m.add_field( sludge_p, fd_sludge, fstr, 0 );
            }
        }
    }

    return true;
}
示例#10
0
int monster::sight_range( const int light_level ) const
{
    // Non-aquatic monsters can't see much when submerged
    if( !can_see() || ( underwater && !has_flag( MF_SWIMS ) && !has_flag( MF_AQUATIC ) && !digging() ) ) {
        return 1;
    }

    int range = ( light_level * type->vision_day ) +
                ( ( DAYLIGHT_LEVEL - light_level ) * type->vision_night );
    range /= DAYLIGHT_LEVEL;

    return range;
}