示例#1
0
int player::hit_mon(game *g, monster *z)
{
 bool is_u = (this == &(g->u));	// Affects how we'll display messages
 int j;
 bool can_see = (is_u || g->u_see(posx, posy, j));
 std::string You  = (is_u ? "You"  : name);
 std::string Your = (is_u ? "Your" : name + "'s");
 std::string your = (is_u ? "your" : (male ? "his" : "her"));

// Types of combat (may overlap!)
 bool unarmed  = unarmed_attack(), bashing = weapon.is_bashing_weapon(),
      cutting  = weapon.is_cutting_weapon(),
      stabbing = (weapon.has_weapon_flag(WF_SPEAR) ||
                  weapon.has_weapon_flag(WF_STAB));

// Recoil penalty
 if (recoil <= 30)
  recoil += 6;
// Movement cost
 moves -= weapon.attack_time() + 20 * encumb(bp_torso);
// Different sizes affect your chance to hit
 if (hit_roll() < z->dodge_roll()) {// A miss!
  stumble(g);
  return 0;
 }
 if (z->has_flag(MF_SHOCK) && !wearing_something_on(bp_hands) &&
     (unarmed || weapon.conductive())) {
  if (is_u)
   g->add_msg("The %s's electric body shocks you!", z->name().c_str());
  hurtall(rng(1, 3));
 }
// For very high hit rolls, we crit!
 bool critical_hit = (hit_roll() >= 50 + 10 * z->dodge_roll());
 int dam = base_damage(true);
 int cutting_penalty = 0; // Moves lost from getting a cutting weapon stuck

// Drunken Master damage bonuses
 if (has_trait(PF_DRUNKEN) && has_disease(DI_DRUNK)) {
// Remember, a single drink gives 600 levels of DI_DRUNK
  if (unarmed)
   dam += disease_level(DI_DRUNK) / 250;
  else
   dam += disease_level(DI_DRUNK) / 400;
 }

 if (unarmed) { // Unarmed bonuses
  dam += rng(0, sklevel[sk_unarmed]);
  if (has_trait(PF_TALONS) && z->type->armor - sklevel[sk_unarmed] < 10) {
   int z_armor = (z->type->armor - sklevel[sk_unarmed]);
   if (z_armor < 0)
    z_armor = 0;
   dam += 10 - z_armor;
  }
 } else if (rng(1, 45 - dex_cur) < 2 * sklevel[sk_unarmed] &&
            rng(1, 65 - dex_cur) < 2 * sklevel[sk_unarmed]   ) {
// If we're not unarmed, there's still a possibility of getting in a bonus
// unarmed attack.
  if (is_u || can_see) {
   switch (rng(1, 4)) {
    case 1: g->add_msg("%s kick%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 2: g->add_msg("%s headbutt%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 3: g->add_msg("%s elbow%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
    case 4: g->add_msg("%s knee%s the %s!", You.c_str(), (is_u ? "" : "s"),
                       z->name().c_str()); break;
   }
  }
  dam += rng(1, sklevel[sk_unarmed]);
  practice(sk_unarmed, 2);
 }
// Melee skill bonus
 dam += rng(0, sklevel[sk_melee]);
// Bashing damage bonus
 int bash_dam = weapon.type->melee_dam,
     bash_cap = 5 + str_cur + sklevel[sk_bashing];
 if (bash_dam > bash_cap)// Cap for weak characters
  bash_dam = (bash_cap * 3 + bash_dam) / 4;
 if (bashing)
  bash_dam += rng(0, sklevel[sk_bashing]) * sqrt(str_cur);
 int bash_min = bash_dam / 4;
 if (bash_min < sklevel[sk_bashing] * 2)
  bash_min = sklevel[sk_bashing] * 2;
 dam += rng(bash_dam / 4, bash_dam);
// Take some moves away from the target; at this point it's skill & bash damage
 z->moves -= rng(0, dam * 2);
// Spears treat cutting damage specially.
 if (weapon.has_weapon_flag(WF_SPEAR) &&
     weapon.type->melee_cut > z->type->armor - int(sklevel[sk_stabbing])) {
  int z_armor = z->type->armor - int(sklevel[sk_stabbing]);
  dam += int(weapon.type->melee_cut / 5);
  int minstab = sklevel[sk_stabbing] *  8 + weapon.type->melee_cut * 2,
      maxstab = sklevel[sk_stabbing] * 20 + weapon.type->melee_cut * 4;
  int monster_penalty = rng(minstab, maxstab);
  if (monster_penalty >= 150)
   g->add_msg("You force the %s to the ground!", z->name().c_str());
  else if (monster_penalty >= 80)
   g->add_msg("The %s is skewered and flinches!", z->name().c_str());
  z->moves -= monster_penalty;
  cutting_penalty = weapon.type->melee_cut * 4 + z_armor * 8 -
                    dice(sklevel[sk_stabbing], 10);
  practice(sk_stabbing, 2);
// Cutting damage bonus
 } else if (weapon.type->melee_cut >
            z->type->armor - int(sklevel[sk_cutting] / 2)) {
  int z_armor = z->type->armor - int(sklevel[sk_cutting] / 2);
  if (z_armor < 0)
   z_armor = 0;
  dam += weapon.type->melee_cut - z_armor;
  cutting_penalty = weapon.type->melee_cut * 3 + z_armor * 8 -
                    dice(sklevel[sk_cutting], 10);
 }
 if (weapon.has_weapon_flag(WF_MESSY)) { // e.g. chainsaws
  cutting_penalty /= 6; // Harder to get stuck
  for (int x = z->posx - 1; x <= z->posx + 1; x++) {
   for (int y = z->posy - 1; y <= z->posy + 1; y++) {
    if (!one_in(3)) {
     if (g->m.field_at(x, y).type == fd_blood &&
         g->m.field_at(x, y).density < 3)
      g->m.field_at(x, y).density++;
     else
      g->m.add_field(g, x, y, fd_blood, 1);
    }
   }
  }
 }

// Bonus attacks!

 bool shock_them = (!z->has_flag(MF_SHOCK) && has_bionic(bio_shock) &&
                    power_level >= 2 && unarmed && one_in(3));
 bool drain_them = (has_bionic(bio_heat_absorb) && power_level >= 1 &&
                    !is_armed() && z->has_flag(MF_WARM));
 bool  bite_them = (has_trait(PF_FANGS) && z->armor() < 18 &&
                    one_in(20 - dex_cur - sklevel[sk_unarmed]));
 bool  peck_them = (has_trait(PF_BEAK)  && z->armor() < 16 &&
                    one_in(15 - dex_cur - sklevel[sk_unarmed]));
 if (drain_them)
  power_level--;
 drain_them &= one_in(2);	// Only works half the time

// Critical hit effects
 if (critical_hit) {
  bool headshot = (!z->has_flag(MF_NOHEAD) && !one_in(3));
// Second chance for shock_them, drain_them, bite_them and peck_them
  shock_them = (shock_them || (!z->has_flag(MF_SHOCK) && has_bionic(bio_shock)&&
                               power_level >= 2 && unarmed && !one_in(3)));
  drain_them = (drain_them || (has_bionic(bio_heat_absorb) && !is_armed() &&
                               power_level >= 1 && z->has_flag(MF_WARM) &&
                               !one_in(3)));
  bite_them  = ( bite_them || (has_trait(PF_FANGS) && z->armor() < 18 &&
                               one_in(5)));
  peck_them  = ( peck_them || (has_trait(PF_BEAK)  && z->armor() < 16 &&
                               one_in(4)));

  if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB)) {
   dam += weapon.type->melee_cut;
   dam += weapon.type->melee_cut * double(sklevel[sk_stabbing] / 10);
   practice(sk_stabbing, 5);
  }

  if (unarmed) {
   dam += rng(2, 6) * sklevel[sk_unarmed];
   if (sklevel[sk_unarmed] > 5)
    dam += 4 * (sklevel[sk_unarmed - 3]);
   z->moves -= dam;	// Stunning blow
   if (weapon.type->id == itm_bio_claws) {
    if (sklevel[sk_cutting] >= 3)
     dam += 5;
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s claws pierce the %s's skull!", Your.c_str(),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s claws stab straight through the %s!", Your.c_str(),
                z->name().c_str());
   } else if (has_trait(PF_TALONS)) {
    dam += 2;
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s talons tear the %s's head open!", Your.c_str(),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s bur%s %s talons into the %s!", You.c_str(),(is_u?"y":"ies"),
                your.c_str(), z->name().c_str());
   } else {
    headshot &= z->hp < dam && one_in(2);
    if (headshot && can_see)
     g->add_msg("%s crush%s the %s's skull in a single blow!", 
                You.c_str(), (is_u ? "" : "es"), z->name().c_str());
    else if (can_see)
     g->add_msg("%s deliver%s a crushing punch!",You.c_str(),(is_u ? "" : "s"));
   }
   if (z->hp > 0 && rng(1, 5) < sklevel[sk_unarmed])
    z->add_effect(ME_STUNNED, 1 + sklevel[sk_unarmed]);
  } else {	// Not unarmed
   if (bashing) {
    dam += 8 + (str_cur / 2);
    int turns_stunned = int(dam / 20) + int(sklevel[sk_bashing] / 2);
    if (turns_stunned > 6)
     turns_stunned = 6;
    z->add_effect(ME_STUNNED, turns_stunned);
   }
   if (cutting) {
    double cut_multiplier = double(sklevel[sk_cutting] / 12);
    if (cut_multiplier > 1.5)
     cut_multiplier = 1.5;
    dam += cut_multiplier * weapon.type->melee_cut;
    headshot &= z->hp < dam;
    if (stabbing) {
     if (headshot && can_see)
      g->add_msg("%s %s stabs through the %s's skull!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
     else if (can_see)
      g->add_msg("%s stab %s %s through the %s!", You.c_str(), your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
    } else {
     if (headshot && can_see)
      g->add_msg("%s %s slices the %s's head off!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
     else
      g->add_msg("%s %s cuts the %s deeply!", Your.c_str(),
                 weapon.tname(g).c_str(), z->name().c_str());
    }
   } else {	// Not cutting, probably bashing
    headshot &= z->hp < dam;
    if (headshot && can_see)
     g->add_msg("%s crush%s the %s's skull!", You.c_str(), (is_u ? "" : "es"),
                z->name().c_str());
    else if (can_see)
     g->add_msg("%s crush%s the %s's body!", You.c_str(), (is_u ? "" : "es"),
                z->name().c_str());
   }
  }	// End of not-unarmed
 }	// End of critical hit

 if (shock_them) {
  power_level -= 2;
  if (can_see)
   g->add_msg("%s shock%s the %s!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  int shock = rng(2, 5);
  dam += shock * rng(1, 3);
  z->moves -= shock * 180;
 }
 if (drain_them) {
  charge_power(rng(0, 4));
  if (can_see)
   g->add_msg("%s drain%s the %s's body heat!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  dam += rng(4, 10);
  z->moves -= rng(80, 120);
 }
 if (bite_them) {
  if (can_see)
   g->add_msg("%s sink %s fangs into the %s!", You.c_str(), your.c_str(),
              z->name().c_str());
  dam += 18 - z->armor();
 }
 if (peck_them) {
  if (can_see)
   g->add_msg("%s peck%s the %s viciously!", You.c_str(), (is_u ? "" : "s"),
              z->name().c_str());
  dam += 16 - z->armor();
 }

// Make a rather quiet sound, to alert any nearby monsters
 g->sound(posx, posy, 8, "");

// Glass weapons shatter sometimes
 if (weapon.made_of(GLASS) &&
     rng(0, weapon.volume() + 8) < weapon.volume() + str_cur) {
  if (can_see)
   g->add_msg("%s %s shatters!", Your.c_str(), weapon.tname(g).c_str());
  g->sound(posx, posy, 16, "");
// Dump its contents on the ground
  for (int i = 0; i < weapon.contents.size(); i++)
   g->m.add_item(posx, posy, weapon.contents[i]);
  hit(g, bp_arms, 1, 0, rng(0, weapon.volume() * 2));// Take damage
  if (weapon.is_two_handed(this))// Hurt left arm too, if it was big
   hit(g, bp_arms, 0, 0, rng(0, weapon.volume()));
  dam += rng(0, 5 + int(weapon.volume() * 1.5));// Hurt the monster extra
  remove_weapon();
 }

 if (dam <= 0) {
  if (is_u)
   g->add_msg("You hit the %s, but do no damage.", z->name().c_str());
  else if (can_see)
   g->add_msg("%s's %s hits the %s, but does no damage.", You.c_str(),
              weapon.tname(g).c_str(), z->name().c_str());
  practice(sk_melee, rng(2, 5));
  if (unarmed)
   practice(sk_unarmed, 2);
  if (bashing)
   practice(sk_bashing, 2);
  if (cutting)
   practice(sk_cutting, 2);
  if (stabbing)
   practice(sk_stabbing, 2);
  return 0;
 }
 if (is_u)
  g->add_msg("You hit the %s for %d damage.", z->name().c_str(), dam);
 else if (can_see)
  g->add_msg("%s hits the %s with %s %s.", You.c_str(), z->name().c_str(),
             (male ? "his" : "her"),
             (weapon.type->id == 0 ? "fists" : weapon.tname(g).c_str()));
 practice(sk_melee, rng(5, 10));
 if (unarmed)
  practice(sk_unarmed, rng(5, 10));
 if (bashing)
  practice(sk_bashing, rng(5, 10));
 if (cutting)
  practice(sk_cutting, rng(5, 10));
 if (stabbing)
  practice(sk_stabbing, rng(5, 10));

// Penalize the player if their cutting weapon got stuck
 if (!unarmed && dam < z->hp && cutting_penalty > dice(str_cur * 2, 20)) {
  if (is_u)
   g->add_msg("Your %s gets stuck in the %s, pulling it out of your hands!",
              weapon.tname().c_str(), z->type->name.c_str());
  z->add_item(remove_weapon());
  if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB))
   z->speed *= .7;
  else
   z->speed *= .85;
 } else {
  if (dam >= z->hp) {
   cutting_penalty /= 2;
   cutting_penalty -= rng(sklevel[sk_cutting], sklevel[sk_cutting] * 2 + 2);
  }
  if (cutting_penalty > 0)
   moves -= cutting_penalty;
  if (cutting_penalty >= 50 && is_u)
   g->add_msg("Your %s gets stuck in the %s, but you yank it free.",
              weapon.tname().c_str(), z->type->name.c_str());
  if (weapon.has_weapon_flag(WF_SPEAR) || weapon.has_weapon_flag(WF_STAB))
   z->speed *= .9;
 }

 return dam;
}
示例#2
0
void player::melee_special_effects(game *g, monster *z, player *p, bool crit,
                                   int &bash_dam, int &cut_dam, int &stab_dam)
{
 if (z == NULL && p == NULL)
  return;
 bool mon = (z != NULL);
 int junk;
 bool is_u = (!is_npc());
 bool can_see = (is_u || g->u_see(posx, posy, junk));
 std::string You = (is_u ? "You" : name);
 std::string Your = (is_u ? "Your" : name + "'s");
 std::string your = (is_u ? "your" : name + "'s");
 std::string target = (mon ? "the " + z->name() :
                       (p->is_npc() ? p->name : "you"));
 std::string target_possessive = (mon ? "the " + z->name() + "'s" :
                                  (p->is_npc() ? p->name + "'s" : your));
 int tarposx = (mon ? z->posx : p->posx), tarposy = (mon ? z->posy : p->posy);

// Bashing effecs
 if (mon)
  z->moves -= rng(0, bash_dam * 2);
 else
  p->moves -= rng(0, bash_dam * 2);

// Bashing crit
 if (crit && !unarmed_attack()) {
  int turns_stunned = int(bash_dam / 20) + rng(0, int(skillLevel("bashing") / 2));
  if (turns_stunned > 6)
   turns_stunned = 6;
  if (turns_stunned > 0) {
   if (mon)
    z->add_effect(ME_STUNNED, turns_stunned);
   else
    p->add_disease(DI_STUNNED, 1 + turns_stunned / 2, g);
  }
 }

// Stabbing effects
 int stab_moves = rng(stab_dam / 2, stab_dam * 1.5);
 if (crit)
  stab_moves *= 1.5;
 if (stab_moves >= 150) {
  if (can_see)
   g->add_msg("%s force%s the %s to the ground!", You.c_str(),
              (is_u ? "" : "s"), target.c_str());
  if (mon) {
   z->add_effect(ME_DOWNED, 1);
   z->moves -= stab_moves / 2;
  } else {
   p->add_disease(DI_DOWNED, 1, g);
   p->moves -= stab_moves / 2;
  }
 } else if (mon)
  z->moves -= stab_moves;
 else
  p->moves -= stab_moves;

// Bonus attacks!
 bool shock_them = (has_bionic("bio_shock") && power_level >= 2 &&
                    unarmed_attack() && (!mon || !z->has_flag(MF_ELECTRIC)) &&
                    one_in(3));

 bool drain_them = (has_bionic("bio_heat_absorb") && power_level >= 1 &&
                    !is_armed() && (!mon || z->has_flag(MF_WARM)));

 if (drain_them)
  power_level--;
 drain_them &= one_in(2);	// Only works half the time

 if (shock_them) {
  power_level -= 2;
  int shock = rng(2, 5);
  if (mon) {
   z->hurt( shock * rng(1, 3) );
   z->moves -= shock * 180;
   if (can_see)
    g->add_msg("%s shock%s %s!", You.c_str(), (is_u ? "" : "s"),
               target.c_str());
  } else {
   p->hurt(g, bp_torso, 0, shock * rng(1, 3));
   p->moves -= shock * 80;
  }
 }

 if (drain_them) {
  charge_power(rng(0, 4));
  if (can_see)
   g->add_msg("%s drain%s %s body heat!", You.c_str(), (is_u ? "" : "s"),
               target_possessive.c_str());
  if (mon) {
   z->moves -= rng(80, 120);
   z->speed -= rng(4, 6);
  } else
   p->moves -= rng(80, 120);
 }

 bool conductive = !wearing_something_on(bp_hands) && weapon.conductive();

 if (mon && z->has_flag(MF_ELECTRIC) && conductive) {
  hurtall(rng(0, 1));
  moves -= rng(0, 50);
  if (is_u)
   g->add_msg("Contact with the %s shocks you!", z->name().c_str());
 }

// Glass weapons shatter sometimes
 if (weapon.made_of(GLASS) &&
     rng(0, weapon.volume() + 8) < weapon.volume() + str_cur) {
  if (can_see)
   g->add_msg("%s %s shatters!", Your.c_str(), weapon.tname(g).c_str());
  g->sound(posx, posy, 16, "");
// Dump its contents on the ground
  for (int i = 0; i < weapon.contents.size(); i++)
   g->m.add_item(posx, posy, weapon.contents[i]);
  hit(g, bp_arms, 1, 0, rng(0, weapon.volume() * 2));// Take damage
  if (weapon.is_two_handed(this))// Hurt left arm too, if it was big
   hit(g, bp_arms, 0, 0, rng(0, weapon.volume()));
  cut_dam += rng(0, 5 + int(weapon.volume() * 1.5));// Hurt the monster extra
  remove_weapon();
 }

// Getting your weapon stuck
 int cutting_penalty = roll_stuck_penalty(z, stab_dam > cut_dam);
 if (weapon.has_flag(IF_MESSY)) { // e.g. chainsaws
  cutting_penalty /= 6; // Harder to get stuck
  for (int x = tarposx - 1; x <= tarposx + 1; x++) {
   for (int y = tarposy - 1; y <= tarposy + 1; y++) {
    if (!one_in(3)) {
     if (g->m.field_at(x, y).type == fd_blood &&
         g->m.field_at(x, y).density < 3)
      g->m.field_at(x, y).density++;
     else
      g->m.add_field(g, x, y, fd_blood, 1);
    }
   }
  }
 }
 if (!unarmed_attack() && cutting_penalty > dice(str_cur * 2, 20)) {
  if (is_u)
   g->add_msg("Your %s gets stuck in %s, pulling it out of your hands!",
              weapon.tname().c_str(), target.c_str());
  if (mon) {
   if (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB))
    z->speed *= .7;
   else
    z->speed *= .85;
   z->add_item(remove_weapon());
  } else
   g->m.add_item(posx, posy, remove_weapon());
 } else {
  if (mon && (cut_dam >= z->hp || stab_dam >= z->hp)) {
   cutting_penalty /= 2;
   cutting_penalty -= rng(skillLevel("cutting"), skillLevel("cutting") * 2 + 2);
  }
  if (cutting_penalty > 0)
   moves -= cutting_penalty;
  if (cutting_penalty >= 50 && is_u)
   g->add_msg("Your %s gets stuck in %s, but you yank it free.",
              weapon.tname().c_str(), target.c_str());
  if (mon && (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB)))
   z->speed *= .9;
 }

// Finally, some special effects for martial arts
 if(weapon.typeId() == "style_karate"){
   dodges_left++;
   blocks_left += 2;
 } else if(weapon.typeId() == "style_aikido"){
   bash_dam /= 2;
 } else if(weapon.typeId() == "style_capoeira"){
   add_disease(DI_DODGE_BOOST, 2, g, 2);
 } else if(weapon.typeId() == "style_muay_thai"){
   if ((mon && z->type->size >= MS_LARGE) || (!mon && p->str_max >= 12))
    bash_dam += rng((mon ? z->type->size : (p->str_max - 8) / 4),
                    3 * (mon ? z->type->size : (p->str_max - 8) / 4));
 } else if(weapon.typeId() == "style_tiger"){
   add_disease(DI_DAMAGE_BOOST, 2, g, 2, 10);
 } else if(weapon.typeId() == "style_centipede"){
   add_disease(DI_SPEED_BOOST, 2, g, 4, 40);
 } else if(weapon.typeId() == "style_venom_snake"){
   if (has_disease(DI_VIPER_COMBO)) {
    if (disease_intensity(DI_VIPER_COMBO) == 1) {
     if (is_u)
      g->add_msg("Snakebite!");
     int dambuf = bash_dam;
     bash_dam = stab_dam;
     stab_dam = dambuf;
     add_disease(DI_VIPER_COMBO, 2, g, 1, 2); // Upgrade to Viper Strike
    } else if (disease_intensity(DI_VIPER_COMBO) == 2) {
     if (hp_cur[hp_arm_l] >= hp_max[hp_arm_l] * .75 &&
         hp_cur[hp_arm_r] >= hp_max[hp_arm_r] * .75   ) {
      if (is_u)
       g->add_msg("Viper STRIKE!");
      bash_dam *= 3;
     } else if (is_u)
      g->add_msg("Your injured arms prevent a viper strike!");
     rem_disease(DI_VIPER_COMBO);
    }
   } else if (crit) {
    if (is_u)
     g->add_msg("Tail whip!  Viper Combo Intiated!");
    bash_dam += 5;
    add_disease(DI_VIPER_COMBO, 2, g, 1, 2);
   }
 } else if(weapon.typeId() == "style_scorpion"){
   if (crit) {
    if (!is_npc())
     g->add_msg("Stinger Strike!");
    if (mon) {
     z->add_effect(ME_STUNNED, 3);
     int zposx = z->posx, zposy = z->posy;
     z->knock_back_from(g, posx, posy);
     if (z->posx != zposx || z->posy != zposy)
      z->knock_back_from(g, posx, posy); // Knock a 2nd time if the first worked
    } else {
     p->add_disease(DI_STUNNED, 2, g);
     int pposx = p->posx, pposy = p->posy;
     p->knock_back_from(g, posx, posy);
     if (p->posx != pposx || p->posy != pposy)
      p->knock_back_from(g, posx, posy); // Knock a 2nd time if the first worked
    }
   }
 } else if(weapon.typeId() == "style_zui_quan"){
   dodges_left = 50; // Basically, unlimited.
 }
}