forked from CleverRaven/Cataclysm-DDA
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creature.cpp
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/
creature.cpp
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#include "creature.h"
#include <cstdlib>
#include <algorithm>
#include <map>
#include <array>
#include <memory>
#include "anatomy.h"
#include "avatar.h"
#include "debug.h"
#include "effect.h"
#include "field.h"
#include "game.h"
#include "map.h"
#include "messages.h"
#include "monster.h"
#include "mtype.h"
#include "npc.h"
#include "output.h"
#include "projectile.h"
#include "rng.h"
#include "translations.h"
#include "vehicle.h"
#include "vpart_position.h"
#include "calendar.h"
#include "color.h"
#include "cursesdef.h"
#include "damage.h"
#include "enums.h"
#include "game_constants.h"
#include "int_id.h"
#include "lightmap.h"
#include "line.h"
#include "mapdata.h"
#include "optional.h"
#include "player.h"
#include "string_id.h"
#include "point.h"
const efftype_id effect_blind( "blind" );
const efftype_id effect_bounced( "bounced" );
const efftype_id effect_downed( "downed" );
const efftype_id effect_onfire( "onfire" );
const efftype_id effect_sap( "sap" );
const efftype_id effect_sleep( "sleep" );
const efftype_id effect_stunned( "stunned" );
const efftype_id effect_zapped( "zapped" );
const efftype_id effect_lying_down( "lying_down" );
const efftype_id effect_no_sight( "no_sight" );
const efftype_id effect_riding( "riding" );
const efftype_id effect_ridden( "ridden" );
const efftype_id effect_tied( "tied" );
const std::map<std::string, m_size> Creature::size_map = {
{"TINY", MS_TINY}, {"SMALL", MS_SMALL}, {"MEDIUM", MS_MEDIUM},
{"LARGE", MS_LARGE}, {"HUGE", MS_HUGE}
};
const std::set<material_id> Creature::cmat_flesh{
material_id( "flesh" ), material_id( "iflesh" )
};
const std::set<material_id> Creature::cmat_fleshnveg{
material_id( "flesh" ), material_id( "iflesh" ), material_id( "veggy" )
};
const std::set<material_id> Creature::cmat_flammable{
material_id( "paper" ), material_id( "powder" ), material_id( "wood" ),
material_id( "cotton" ), material_id( "wool" )
};
const std::set<material_id> Creature::cmat_flameres{
material_id( "stone" ), material_id( "kevlar" ), material_id( "steel" )
};
Creature::Creature()
{
moves = 0;
pain = 0;
killer = nullptr;
speed_base = 100;
underwater = false;
Creature::reset_bonuses();
fake = false;
}
Creature::~Creature() = default;
std::vector<std::string> Creature::get_grammatical_genders() const
{
// Returning empty list means we use the language-specified default
return {};
}
void Creature::normalize()
{
}
void Creature::reset()
{
reset_bonuses();
reset_stats();
}
void Creature::bleed() const
{
g->m.add_splatter( bloodType(), pos() );
}
void Creature::reset_bonuses()
{
num_blocks = 1;
num_dodges = 1;
num_blocks_bonus = 0;
num_dodges_bonus = 0;
armor_bash_bonus = 0;
armor_cut_bonus = 0;
speed_bonus = 0;
dodge_bonus = 0;
block_bonus = 0;
hit_bonus = 0;
bash_bonus = 0;
cut_bonus = 0;
bash_mult = 1.0f;
cut_mult = 1.0f;
melee_quiet = false;
grab_resist = 0;
throw_resist = 0;
}
void Creature::process_turn()
{
if( is_dead_state() ) {
return;
}
reset_bonuses();
process_effects();
// Call this in case any effects have changed our stats
reset_stats();
// add an appropriate number of moves
moves += get_speed();
}
// MF_DIGS or MF_CAN_DIG and diggable terrain
bool Creature::digging() const
{
return false;
}
bool Creature::is_dangerous_fields( const field &fld ) const
{
// Else check each field to see if it's dangerous to us
for( auto &dfield : fld ) {
if( is_dangerous_field( dfield.second ) ) {
return true;
}
}
// No fields were found to be dangerous, so the field set isn't dangerous
return false;
}
bool Creature::is_dangerous_field( const field_entry &entry ) const
{
// If it's dangerous and we're not immune return true, else return false
return entry.is_dangerous() && !is_immune_field( entry.get_field_type() );
}
bool Creature::sees( const Creature &critter ) const
{
if( critter.is_hallucination() ) {
// hallucinations are imaginations of the player character, npcs or monsters don't hallucinate.
// Invisible hallucinations would be pretty useless (nobody would see them at all), therefor
// the player will see them always.
return is_player();
}
if( !fov_3d && !debug_mode && posz() != critter.posz() ) {
return false;
}
// Creatures always see themselves (simplifies drawing).
if( this == &critter ) {
return true;
}
// This check is ridiculously expensive so defer it to after everything else.
auto visible = []( const player * p ) {
return p == nullptr || !p->is_invisible();
};
const player *p = critter.as_player();
const int wanted_range = rl_dist( pos(), critter.pos() );
if( wanted_range <= 1 &&
( posz() == critter.posz() || g->m.valid_move( pos(), critter.pos(), false, true ) ) ) {
return visible( p );
} else if( ( wanted_range > 1 && critter.digging() ) || ( critter.has_flag( MF_INVISIBLE ) ) ||
( critter.has_flag( MF_NIGHT_INVISIBILITY ) && g->m.light_at( critter.pos() ) <= LL_LOW ) ||
( critter.is_underwater() && !is_underwater() && g->m.is_divable( critter.pos() ) ) ||
( g->m.has_flag_ter_or_furn( TFLAG_HIDE_PLACE, critter.pos() ) &&
!( abs( posx() - critter.posx() ) <= 1 && abs( posy() - critter.posy() ) <= 1 &&
abs( posz() - critter.posz() ) <= 1 ) ) ) {
return false;
}
if( p != nullptr ) {
if( p->movement_mode_is( PMM_CROUCH ) ) {
const int coverage = g->m.obstacle_coverage( pos(), critter.pos() );
if( coverage < 30 ) {
return sees( critter.pos(), critter.is_player() ) && visible( p );
}
float size_modifier = 1.0;
switch( p->get_size() ) {
case MS_TINY:
size_modifier = 2.0;
break;
case MS_SMALL:
size_modifier = 1.4;
break;
case MS_MEDIUM:
break;
case MS_LARGE:
size_modifier = 0.6;
break;
case MS_HUGE:
size_modifier = 0.15;
break;
}
const int vision_modifier = 30 - 0.5 * coverage * size_modifier;
if( vision_modifier > 1 ) {
return sees( critter.pos(), critter.is_player(), vision_modifier ) && visible( p );
}
return false;
}
}
return sees( critter.pos(), p != nullptr ) && visible( p );
}
bool Creature::sees( const tripoint &t, bool is_player, int range_mod ) const
{
if( !fov_3d && posz() != t.z ) {
return false;
}
const int range_cur = sight_range( g->m.ambient_light_at( t ) );
const int range_day = sight_range( DAYLIGHT_LEVEL );
const int range_night = sight_range( 0 );
const int range_max = std::max( range_day, range_night );
const int range_min = std::min( range_cur, range_max );
const int wanted_range = rl_dist( pos(), t );
if( wanted_range <= range_min ||
( wanted_range <= range_max &&
g->m.ambient_light_at( t ) > g->natural_light_level( t.z ) ) ) {
int range = 0;
if( g->m.ambient_light_at( t ) > g->natural_light_level( t.z ) ) {
range = wanted_range;
} else {
range = range_min;
}
if( has_effect( effect_no_sight ) ) {
range = 1;
}
if( range_mod > 0 ) {
range = std::min( range, range_mod );
}
if( is_player ) {
// Special case monster -> player visibility, forcing it to be symmetric with player vision.
const float player_visibility_factor = g->u.visibility() / 100.0f;
int adj_range = std::floor( range * player_visibility_factor );
return adj_range >= wanted_range &&
g->m.get_cache_ref( pos().z ).seen_cache[pos().x][pos().y] > LIGHT_TRANSPARENCY_SOLID;
} else {
return g->m.sees( pos(), t, range );
}
} else {
return false;
}
}
// Helper function to check if potential area of effect of a weapon overlaps vehicle
// Maybe TODO: If this is too slow, precalculate a bounding box and clip the tested area to it
static bool overlaps_vehicle( const std::set<tripoint> &veh_area, const tripoint &pos,
const int area )
{
tripoint tmp = pos;
int &x = tmp.x;
int &y = tmp.y;
for( x = pos.x - area; x < pos.x + area; x++ ) {
for( y = pos.y - area; y < pos.y + area; y++ ) {
if( veh_area.count( tmp ) > 0 ) {
return true;
}
}
}
return false;
}
Creature *Creature::auto_find_hostile_target( int range, int &boo_hoo, int area )
{
Creature *target = nullptr;
player &u = g->u; // Could easily protect something that isn't the player
constexpr int hostile_adj = 2; // Priority bonus for hostile targets
const int iff_dist = ( range + area ) * 3 / 2 + 6; // iff check triggers at this distance
int iff_hangle = 15 + area; // iff safety margin (degrees). less accuracy, more paranoia
float best_target_rating = -1.0f; // bigger is better
int u_angle = 0; // player angle relative to turret
boo_hoo = 0; // how many targets were passed due to IFF. Tragically.
bool self_area_iff = false; // Need to check if the target is near the vehicle we're a part of
bool area_iff = false; // Need to check distance from target to player
bool angle_iff = true; // Need to check if player is in a cone between us and target
int pldist = rl_dist( pos(), g->u.pos() );
vehicle *in_veh = is_fake() ? veh_pointer_or_null( g->m.veh_at( pos() ) ) : nullptr;
if( pldist < iff_dist && sees( g->u ) ) {
area_iff = area > 0;
angle_iff = true;
// Player inside vehicle won't be hit by shots from the roof,
// so we can fire "through" them just fine.
const optional_vpart_position vp = g->m.veh_at( u.pos() );
if( in_veh && veh_pointer_or_null( vp ) == in_veh && vp->is_inside() ) {
angle_iff = false; // No angle IFF, but possibly area IFF
} else if( pldist < 3 ) {
iff_hangle = ( pldist == 2 ? 30 : 60 ); // granularity increases with proximity
}
u_angle = coord_to_angle( pos(), u.pos() );
}
if( area > 0 && in_veh != nullptr ) {
self_area_iff = true;
}
std::vector<Creature *> targets = g->get_creatures_if( [&]( const Creature & critter ) {
if( critter.is_monster() ) {
// friendly to the player, not a target for us
return static_cast<const monster *>( &critter )->friendly == 0;
}
if( critter.is_npc() ) {
// friendly to the player, not a target for us
return static_cast<const npc *>( &critter )->get_attitude() == NPCATT_KILL;
}
// TODO: what about g->u?
return false;
} );
for( auto &m : targets ) {
if( !sees( *m ) ) {
// can't see nor sense it
if( is_fake() && in_veh ) {
// If turret in the vehicle then
// Hack: trying yo avoid turret LOS blocking by frames bug by trying to see target from vehicle boundary
// Or turret wallhack for turret's car
// TODO: to visibility checking another way, probably using 3D FOV
std::vector<tripoint> path_to_target = line_to( pos(), m->pos() );
path_to_target.insert( path_to_target.begin(), pos() );
// Getting point on vehicle boundaries and on line between target and turret
bool continueFlag = true;
do {
const optional_vpart_position vp = g->m.veh_at( path_to_target.back() );
vehicle *const veh = vp ? &vp->vehicle() : nullptr;
if( in_veh == veh ) {
continueFlag = false;
} else {
path_to_target.pop_back();
}
} while( continueFlag );
tripoint oldPos = pos();
setpos( path_to_target.back() ); //Temporary moving targeting npc on vehicle boundary postion
bool seesFromVehBound = sees( *m ); // And look from there
setpos( oldPos );
if( !seesFromVehBound ) {
continue;
}
} else {
continue;
}
}
int dist = rl_dist( pos(), m->pos() ) + 1; // rl_dist can be 0
if( dist > range + 1 || dist < area ) {
// Too near or too far
continue;
}
// Prioritize big, armed and hostile stuff
float mon_rating = m->power_rating();
float target_rating = mon_rating / dist;
if( mon_rating + hostile_adj <= 0 ) {
// We wouldn't attack it even if it was hostile
continue;
}
if( in_veh != nullptr && veh_pointer_or_null( g->m.veh_at( m->pos() ) ) == in_veh ) {
// No shooting stuff on vehicle we're a part of
continue;
}
if( area_iff && rl_dist( u.pos(), m->pos() ) <= area ) {
// Player in AoE
boo_hoo++;
continue;
}
// Hostility check can be expensive, but we need to inform the player of boo_hoo
// only when the target is actually "hostile enough"
bool maybe_boo = false;
if( angle_iff ) {
int tangle = coord_to_angle( pos(), m->pos() );
int diff = abs( u_angle - tangle );
// Player is in the angle and not too far behind the target
if( ( diff + iff_hangle > 360 || diff < iff_hangle ) &&
( dist * 3 / 2 + 6 > pldist ) ) {
maybe_boo = true;
}
}
if( !maybe_boo && ( ( mon_rating + hostile_adj ) / dist <= best_target_rating ) ) {
// "Would we skip the target even if it was hostile?"
// Helps avoid (possibly expensive) attitude calculation
continue;
}
if( m->attitude_to( u ) == A_HOSTILE ) {
target_rating = ( mon_rating + hostile_adj ) / dist;
if( maybe_boo ) {
boo_hoo++;
continue;
}
}
if( target_rating <= best_target_rating || target_rating <= 0 ) {
continue; // Handle this late so that boo_hoo++ can happen
}
// Expensive check for proximity to vehicle
if( self_area_iff && overlaps_vehicle( in_veh->get_points(), m->pos(), area ) ) {
continue;
}
target = m;
best_target_rating = target_rating;
}
return target;
}
/*
* Damage-related functions
*/
static int size_melee_penalty( m_size target_size )
{
switch( target_size ) {
case MS_TINY:
return 30;
case MS_SMALL:
return 15;
case MS_MEDIUM:
return 0;
case MS_LARGE:
return -10;
case MS_HUGE:
return -20;
}
debugmsg( "Invalid target size %d", target_size );
return 0;
}
int Creature::deal_melee_attack( Creature *source, int hitroll )
{
int hit_spread = hitroll - dodge_roll() - size_melee_penalty( get_size() );
// If attacker missed call targets on_dodge event
if( hit_spread <= 0 && source != nullptr && !source->is_hallucination() ) {
on_dodge( source, source->get_melee() );
}
return hit_spread;
}
void Creature::deal_melee_hit( Creature *source, int hit_spread, bool critical_hit,
const damage_instance &dam, dealt_damage_instance &dealt_dam )
{
if( source == nullptr || source->is_hallucination() ) {
dealt_dam.bp_hit = get_random_body_part();
return;
}
// If carrying a rider, there is a chance the hits may hit rider instead.
if( has_effect( effect_ridden ) ) {
// big mounts and small player = big shield for player.
if( one_in( std::max( 2, get_size() - g->u.get_size() ) ) ) {
g->u.deal_melee_hit( source, hit_spread, critical_hit, dam, dealt_dam );
return;
}
}
damage_instance d = dam; // copy, since we will mutate in block_hit
body_part bp_hit = select_body_part( source, hit_spread );
block_hit( source, bp_hit, d );
// Bashing critical
if( critical_hit && !is_immune_effect( effect_stunned ) ) {
if( d.type_damage( DT_BASH ) * hit_spread > get_hp_max() ) {
add_effect( effect_stunned, 1_turns ); // 1 turn is enough
}
}
// Stabbing effects
int stab_moves = rng( d.type_damage( DT_STAB ) / 2,
d.type_damage( DT_STAB ) * 1.5 );
if( critical_hit ) {
stab_moves *= 1.5;
}
if( stab_moves >= 150 && !is_immune_effect( effect_downed ) ) {
if( is_player() ) {
source->add_msg_if_npc( m_bad, _( "<npcname> forces you to the ground!" ) );
} else {
source->add_msg_player_or_npc( m_good, _( "You force %s to the ground!" ),
_( "<npcname> forces %s to the ground!" ),
disp_name() );
}
add_effect( effect_downed, 1_turns );
mod_moves( -stab_moves / 2 );
} else {
mod_moves( -stab_moves );
}
on_hit( source, bp_hit ); // trigger on-gethit events
dealt_dam = deal_damage( source, bp_hit, d );
dealt_dam.bp_hit = bp_hit;
}
/**
* Attempts to harm a creature with a projectile.
*
* @param source Pointer to the creature who shot the projectile.
* @param attack A structure describing the attack and its results.
* @param print_messages enables message printing by default.
*/
void Creature::deal_projectile_attack( Creature *source, dealt_projectile_attack &attack,
bool print_messages )
{
const bool magic = attack.proj.proj_effects.count( "magic" ) > 0;
const double missed_by = attack.missed_by;
if( missed_by >= 1.0 && !magic ) {
// Total miss
return;
}
// If carrying a rider, there is a chance the hits may hit rider instead.
if( has_effect( effect_ridden ) ) {
// big mounts and small player = big shield for player.
if( one_in( std::max( 2, get_size() - g->u.get_size() ) ) ) {
g->u.deal_projectile_attack( source, attack, print_messages );
return;
}
}
const projectile &proj = attack.proj;
dealt_damage_instance &dealt_dam = attack.dealt_dam;
const auto &proj_effects = proj.proj_effects;
const bool u_see_this = g->u.sees( *this );
const int avoid_roll = dodge_roll();
// Do dice(10, speed) instead of dice(speed, 10) because speed could potentially be > 10000
const int diff_roll = dice( 10, proj.speed );
// Partial dodge, capped at [0.0, 1.0], added to missed_by
const double dodge_rescaled = avoid_roll / static_cast<double>( diff_roll );
const double goodhit = missed_by + std::max( 0.0, std::min( 1.0, dodge_rescaled ) ) ;
if( goodhit >= 1.0 && !magic ) {
attack.missed_by = 1.0; // Arbitrary value
if( !print_messages ) {
return;
}
// "Avoid" rather than "dodge", because it includes removing self from the line of fire
// rather than just Matrix-style bullet dodging
if( source != nullptr && g->u.sees( *source ) ) {
add_msg_player_or_npc(
m_warning,
_( "You avoid %s projectile!" ),
_( "<npcname> avoids %s projectile." ),
source->disp_name( true ) );
} else {
add_msg_player_or_npc(
m_warning,
_( "You avoid an incoming projectile!" ),
_( "<npcname> avoids an incoming projectile." ) );
}
return;
}
// Bounce applies whether it does damage or not.
if( proj.proj_effects.count( "BOUNCE" ) ) {
add_effect( effect_bounced, 1_turns );
}
body_part bp_hit;
double hit_value = missed_by + rng_float( -0.5, 0.5 );
// Headshots considered elsewhere
if( hit_value <= 0.4 || magic ) {
bp_hit = bp_torso;
} else if( one_in( 4 ) ) {
if( one_in( 2 ) ) {
bp_hit = bp_leg_l;
} else {
bp_hit = bp_leg_r;
}
} else {
if( one_in( 2 ) ) {
bp_hit = bp_arm_l;
} else {
bp_hit = bp_arm_r;
}
}
double damage_mult = 1.0;
std::string message;
game_message_type gmtSCTcolor = m_neutral;
if( magic ) {
damage_mult *= rng_float( 0.9, 1.1 );
} else if( goodhit < accuracy_headshot ) {
message = _( "Headshot!" );
gmtSCTcolor = m_headshot;
damage_mult *= rng_float( 1.95, 2.05 );
bp_hit = bp_head; // headshot hits the head, of course
} else if( goodhit < accuracy_critical ) {
message = _( "Critical!" );
gmtSCTcolor = m_critical;
damage_mult *= rng_float( 1.5, 2.0 );
} else if( goodhit < accuracy_goodhit ) {
message = _( "Good hit!" );
gmtSCTcolor = m_good;
damage_mult *= rng_float( 1, 1.5 );
} else if( goodhit < accuracy_standard ) {
damage_mult *= rng_float( 0.5, 1 );
} else if( goodhit < accuracy_grazing ) {
message = _( "Grazing hit." );
gmtSCTcolor = m_grazing;
damage_mult *= rng_float( 0, .25 );
}
if( print_messages && source != nullptr && !message.empty() ) {
source->add_msg_if_player( m_good, message );
}
attack.missed_by = goodhit;
// copy it, since we're mutating
damage_instance impact = proj.impact;
if( damage_mult > 0.0f && proj_effects.count( "NO_DAMAGE_SCALING" ) ) {
damage_mult = 1.0f;
}
impact.mult_damage( damage_mult );
if( proj_effects.count( "NOGIB" ) > 0 ) {
float dmg_ratio = static_cast<float>( impact.total_damage() ) / get_hp_max( player::bp_to_hp(
bp_hit ) );
if( dmg_ratio > 1.25f ) {
impact.mult_damage( 1.0f / dmg_ratio );
}
}
dealt_dam = deal_damage( source, bp_hit, impact );
dealt_dam.bp_hit = bp_hit;
// Apply ammo effects to target.
if( proj.proj_effects.count( "TANGLE" ) ) {
monster *z = dynamic_cast<monster *>( this );
player *n = dynamic_cast<player *>( this );
// if its a tameable animal, its a good way to catch them if they are running away, like them ranchers do!
// we assume immediate success, then certain monster types immediately break free in monster.cpp move_effects()
if( z ) {
if( !proj.get_drop().is_null() ) {
z->add_effect( effect_tied, 1_turns, num_bp, true );
z->tied_item = proj.get_drop();
} else {
add_msg( m_debug, "projectile with TANGLE effect, but no drop item specified" );
}
} else if( n && !is_immune_effect( effect_downed ) ) {
// no tied up effect for people yet, just down them and stun them, its close enough to the desired effect.
// we can assume a person knows how to untangle their legs eventually and not panic like an animal.
add_effect( effect_downed, 1_turns );
// stunned to simulate staggering around and stumbling trying to get the entangled thing off of them.
add_effect( effect_stunned, rng( 3_turns, 8_turns ) );
}
}
if( proj.proj_effects.count( "FLAME" ) ) {
if( made_of( material_id( "veggy" ) ) || made_of_any( cmat_flammable ) ) {
add_effect( effect_onfire, rng( 8_turns, 20_turns ), bp_hit );
} else if( made_of_any( cmat_flesh ) ) {
add_effect( effect_onfire, rng( 5_turns, 10_turns ), bp_hit );
}
} else if( proj.proj_effects.count( "INCENDIARY" ) ) {
if( made_of( material_id( "veggy" ) ) || made_of_any( cmat_flammable ) ) {
add_effect( effect_onfire, rng( 2_turns, 6_turns ), bp_hit );
} else if( made_of_any( cmat_flesh ) && one_in( 4 ) ) {
add_effect( effect_onfire, rng( 1_turns, 4_turns ), bp_hit );
}
} else if( proj.proj_effects.count( "IGNITE" ) ) {
if( made_of( material_id( "veggy" ) ) || made_of_any( cmat_flammable ) ) {
add_effect( effect_onfire, 6_turns, bp_hit );
} else if( made_of_any( cmat_flesh ) ) {
add_effect( effect_onfire, 10_turns, bp_hit );
}
}
if( bp_hit == bp_head && proj_effects.count( "BLINDS_EYES" ) ) {
// TODO: Change this to require bp_eyes
add_env_effect( effect_blind, bp_eyes, 5, rng( 3_turns, 10_turns ) );
}
if( proj_effects.count( "APPLY_SAP" ) ) {
add_effect( effect_sap, 1_turns * dealt_dam.total_damage() );
}
int stun_strength = 0;
if( proj.proj_effects.count( "BEANBAG" ) ) {
stun_strength = 4;
}
if( proj.proj_effects.count( "LARGE_BEANBAG" ) ) {
stun_strength = 16;
}
if( stun_strength > 0 ) {
switch( get_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;
}
add_effect( effect_stunned, 1_turns * rng( stun_strength / 2, stun_strength ) );
}
if( u_see_this && print_messages ) {
if( damage_mult == 0 ) {
if( source != nullptr ) {
add_msg( source->is_player() ? _( "You miss!" ) : _( "The shot misses!" ) );
}
} else if( dealt_dam.total_damage() == 0 ) {
//~ 1$ - monster name, 2$ - character's bodypart or monster's skin/armor
add_msg( _( "The shot reflects off %1$s %2$s!" ), disp_name( true ),
is_monster() ?
skin_name() :
body_part_name_accusative( bp_hit ) );
} else if( is_player() ) {
//monster hits player ranged
//~ Hit message. 1$s is bodypart name in accusative. 2$d is damage value.
add_msg_if_player( m_bad, _( "You were hit in the %1$s for %2$d damage." ),
body_part_name_accusative( bp_hit ),
dealt_dam.total_damage() );
} else if( source != nullptr ) {
if( source->is_player() ) {
//player hits monster ranged
SCT.add( posx(), posy(),
direction_from( 0, 0, posx() - source->posx(), posy() - source->posy() ),
get_hp_bar( dealt_dam.total_damage(), get_hp_max(), true ).first,
m_good, message, gmtSCTcolor );
if( get_hp() > 0 ) {
SCT.add( posx(), posy(),
direction_from( 0, 0, posx() - source->posx(),
posy() - source->posy() ),
get_hp_bar( get_hp(), get_hp_max(), true ).first, m_good,
//~ "hit points", used in scrolling combat text
_( "hp" ), m_neutral, "hp" );
} else {
SCT.removeCreatureHP();
}
add_msg( m_good, _( "You hit %s for %d damage." ),
disp_name(), dealt_dam.total_damage() );
} else if( u_see_this ) {
//~ 1$ - shooter, 2$ - target
add_msg( _( "%1$s shoots %2$s." ),
source->disp_name(), disp_name() );
}
}
}
check_dead_state();
attack.hit_critter = this;
attack.missed_by = goodhit;
}
dealt_damage_instance Creature::deal_damage( Creature *source, body_part bp,
const damage_instance &dam )
{
if( is_dead_state() ) {
return dealt_damage_instance();
}
int total_damage = 0;
int total_pain = 0;
damage_instance d = dam; // copy, since we will mutate in absorb_hit
dealt_damage_instance dealt_dams;
absorb_hit( bp, d );
// Add up all the damage units dealt
for( const auto &it : d.damage_units ) {
int cur_damage = 0;
deal_damage_handle_type( it, bp, cur_damage, total_pain );
if( cur_damage > 0 ) {
dealt_dams.dealt_dams[ it.type ] += cur_damage;
total_damage += cur_damage;
}
}
mod_pain( total_pain );
apply_damage( source, bp, total_damage );
return dealt_dams;
}
void Creature::deal_damage_handle_type( const damage_unit &du, body_part bp, int &damage,
int &pain )
{
// Handles ACIDPROOF, electric immunity etc.
if( is_immune_damage( du.type ) ) {
return;
}
// Apply damage multiplier from skill, critical hits or grazes after all other modifications.
const int adjusted_damage = du.amount * du.damage_multiplier;
if( adjusted_damage <= 0 ) {
return;
}
float div = 4.0f;
switch( du.type ) {
case DT_BASH:
// Bashing damage is less painful
div = 5.0f;
break;
case DT_HEAT:
// heat damage sets us on fire sometimes
if( rng( 0, 100 ) < adjusted_damage ) {
add_effect( effect_onfire, rng( 1_turns, 3_turns ), bp );
}
break;
case DT_ELECTRIC:
// Electrical damage adds a major speed/dex debuff
add_effect( effect_zapped, 1_turns * std::max( adjusted_damage, 2 ) );
break;
case DT_ACID:
// Acid damage and acid burns are more painful
div = 3.0f;
break;
default:
break;
}
on_damage_of_type( adjusted_damage, du.type, bp );
damage += adjusted_damage;
pain += roll_remainder( adjusted_damage / div );
}
/*
* State check functions
*/
bool Creature::is_warm() const
{
return true;
}
bool Creature::is_fake() const
{
return fake;
}
void Creature::set_fake( const bool fake_value )
{
fake = fake_value;
}
void Creature::add_effect( const efftype_id &eff_id, const time_duration dur, body_part bp,
bool permanent, int intensity, bool force, bool deferred )
{
// Check our innate immunity
if( !force && is_immune_effect( eff_id ) ) {
return;
}
if( eff_id == efftype_id( "knockdown" ) && ( has_effect( effect_ridden ) ||
has_effect( effect_riding ) ) ) {
g->u.forced_dismount();
}
if( !eff_id.is_valid() ) {
debugmsg( "Invalid effect, ID: %s", eff_id.c_str() );
return;
}
const effect_type &type = eff_id.obj();
// Mutate to a main (HP'd) body_part if necessary.
if( type.get_main_parts() ) {
bp = mutate_to_main_part( bp );
}
bool found = false;
// Check if we already have it
auto matching_map = effects->find( eff_id );
if( matching_map != effects->end() ) {
auto &bodyparts = matching_map->second;
auto found_effect = bodyparts.find( bp );
if( found_effect != bodyparts.end() ) {
found = true;
effect &e = found_effect->second;
const int prev_int = e.get_intensity();
// If we do, mod the duration, factoring in the mod value
e.mod_duration( dur * e.get_dur_add_perc() / 100 );
// Limit to max duration
if( e.get_max_duration() > 0_turns && e.get_duration() > e.get_max_duration() ) {
e.set_duration( e.get_max_duration() );
}
// Adding a permanent effect makes it permanent
if( e.is_permanent() ) {
e.pause_effect();
}
// int_dur_factor overrides all other intensity settings
// ...but it's handled in set_duration, so explicitly do nothing here
if( e.get_int_dur_factor() > 0_turns ) {
// Set intensity if value is given
} else if( intensity > 0 ) {
e.set_intensity( intensity );
// Else intensity uses the type'd step size if it already exists
} else if( e.get_int_add_val() != 0 ) {
e.mod_intensity( e.get_int_add_val() );
}
// Bound intensity by [1, max intensity]
if( e.get_intensity() < 1 ) {
add_msg( m_debug, "Bad intensity, ID: %s", e.get_id().c_str() );
e.set_intensity( 1 );
} else if( e.get_intensity() > e.get_max_intensity() ) {
e.set_intensity( e.get_max_intensity() );
}
if( e.get_intensity() != prev_int ) {
on_effect_int_change( eff_id, e.get_intensity(), bp );
}
}
}
if( !found ) {
// If we don't already have it then add a new one
// Then check if the effect is blocked by another
for( auto &elem : *effects ) {
for( auto &_effect_it : elem.second ) {
for( const auto &blocked_effect : _effect_it.second.get_blocks_effects() ) {
if( blocked_effect == eff_id ) {
// The effect is blocked by another, return
return;
}
}
}
}
// Now we can make the new effect for application
effect e( &type, dur, bp, permanent, intensity, calendar::turn );
// Bound to max duration
if( e.get_max_duration() > 0_turns && e.get_duration() > e.get_max_duration() ) {
e.set_duration( e.get_max_duration() );
}
// Force intensity if it is duration based
if( e.get_int_dur_factor() != 0_turns ) {
// + 1 here so that the lowest is intensity 1, not 0
e.set_intensity( e.get_duration() / e.get_int_dur_factor() + 1 );
}
// Bound new effect intensity by [1, max intensity]
if( e.get_intensity() < 1 ) {
add_msg( m_debug, "Bad intensity, ID: %s", e.get_id().c_str() );
e.set_intensity( 1 );
} else if( e.get_intensity() > e.get_max_intensity() ) {
e.set_intensity( e.get_max_intensity() );
}
( *effects )[eff_id][bp] = e;
if( is_player() ) {
if( !type.get_apply_message().empty() ) {
add_msg( type.gain_game_message_type(), _( type.get_apply_message() ) );
}
if( !type.get_apply_memorial_log().empty() ) {