本文整理汇总了C++中monster::has_effect方法的典型用法代码示例。如果您正苦于以下问题:C++ monster::has_effect方法的具体用法?C++ monster::has_effect怎么用?C++ monster::has_effect使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类monster
的用法示例。
在下文中一共展示了monster::has_effect方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: make_mon_corpse
void make_mon_corpse( monster &z, int damageLvl )
{
item corpse = item::make_corpse( z.type->id, calendar::turn, z.unique_name );
corpse.set_damage( damageLvl );
if( z.has_effect( effect_pacified ) && z.type->in_species( ZOMBIE ) ) {
// Pacified corpses have a chance of becoming unpacified when regenerating.
corpse.set_var( "zlave", one_in(2) ? "zlave" : "mutilated" );
}
if( z.has_effect( effect_no_ammo ) ) {
corpse.set_var("no_ammo", "no_ammo");
}
g->m.add_item_or_charges( z.pos(), corpse );
}
示例2: make_mon_corpse
void make_mon_corpse( monster &z, int damageLvl )
{
item corpse = item::make_corpse( z.type->id, calendar::turn, z.unique_name );
// All corpses are at 37 C at time of death
// This may not be true but anything better would be way too complicated
if( z.is_warm() ) {
corpse.set_item_temperature( 310.15 );
}
corpse.set_damage( damageLvl );
if( z.has_effect( effect_pacified ) && z.type->in_species( ZOMBIE ) ) {
// Pacified corpses have a chance of becoming unpacified when regenerating.
corpse.set_var( "zlave", one_in( 2 ) ? "zlave" : "mutilated" );
}
if( z.has_effect( effect_no_ammo ) ) {
corpse.set_var( "no_ammo", "no_ammo" );
}
g->m.add_item_or_charges( z.pos(), corpse );
}
示例3: shoot
void gun_actor::shoot( monster &z, Creature &target ) const
{
// Make sure our ammo isn't weird.
if( z.ammo[ammo_type] > max_ammo ) {
debugmsg( "Generated too much ammo (%d) of type %s for %s in gun_actor::shoot",
z.ammo[ammo_type], ammo_type.c_str(), z.name().c_str() );
z.ammo[ammo_type] = max_ammo;
}
const bool require_targeting = ( require_targeting_player && target.is_player() ) ||
( require_targeting_npc && target.is_npc() ) ||
( require_targeting_monster && target.is_monster() );
const bool not_targeted = require_targeting && !z.has_effect( effect_targeted );
const bool not_laser_locked = require_targeting && laser_lock &&
!target.has_effect( effect_was_laserlocked );
if( not_targeted || not_laser_locked ) {
if( !targeting_sound.empty() ) {
sounds::sound( z.pos(), targeting_volume, _( targeting_sound.c_str() ) );
}
if( not_targeted ) {
z.add_effect( effect_targeted, targeting_timeout );
}
if( not_laser_locked ) {
target.add_effect( effect_laserlocked, 5 );
target.add_effect( effect_was_laserlocked, 5 );
target.add_msg_if_player( m_warning,
_( "You're not sure why you've got a laser dot on you..." ) );
}
z.moves -= targeting_cost;
return;
}
// It takes a while
z.moves -= move_cost;
if( z.ammo[ammo_type] <= 0 && !no_ammo_sound.empty() ) {
sounds::sound( z.pos(), 10, _( no_ammo_sound.c_str() ) );
return;
}
if( g->u.sees( z ) ) {
add_msg( m_warning, _( description.c_str() ) );
}
npc tmp;
tmp.name = _( "The " ) + z.name();
tmp.set_fake( true );
tmp.recoil = 0;
tmp.driving_recoil = 0;
tmp.setpos( z.pos() );
tmp.str_max = fake_str;
tmp.dex_max = fake_dex;
tmp.int_max = fake_int;
tmp.per_max = fake_per;
tmp.str_cur = fake_str;
tmp.dex_cur = fake_dex;
tmp.int_cur = fake_int;
tmp.per_cur = fake_per;
tmp.weapon = item( gun_type, 0 );
tmp.weapon.set_curammo( ammo_type );
tmp.weapon.charges = z.ammo[ammo_type];
if( z.friendly != 0 ) {
tmp.attitude = NPCATT_DEFEND;
} else {
tmp.attitude = NPCATT_KILL;
}
for( const auto &pr : fake_skills ) {
tmp.skillLevel( pr.first ).level( pr.second );
}
const auto distance = rl_dist( z.pos(), target.pos() );
int burst_size = std::min( burst_limit, tmp.weapon.burst_size() );
if( distance > range_no_burst || burst_size < 1 ) {
burst_size = 1;
}
tmp.fire_gun( target.pos(), burst_size );
z.ammo[ammo_type] = tmp.weapon.charges;
if( require_targeting ) {
z.add_effect( effect_targeted, targeting_timeout_extend );
}
if( laser_lock ) {
// To prevent spamming laser locks when the player can tank that stuff somehow
target.add_effect( effect_was_laserlocked, 5 );
}
}
示例4: splatter
void mdeath::splatter( monster &z )
{
const bool gibbable = !z.type->has_flag( MF_NOGIB );
const int max_hp = std::max( z.get_hp_max(), 1 );
const float overflow_damage = std::max( -z.get_hp(), 0 );
const float corpse_damage = 2.5 * overflow_damage / max_hp;
bool pulverized = corpse_damage > 5 && overflow_damage > z.get_hp_max();
// make sure that full splatter happens when this is a set death function, not part of normal
for( const auto &deathfunction : z.type->dies ) {
if( deathfunction == mdeath::splatter ) {
pulverized = true;
}
}
const field_id type_blood = z.bloodType();
const field_id type_gib = z.gibType();
if( gibbable ) {
const auto area = g->m.points_in_radius( z.pos(), 1 );
int number_of_gibs = std::min( std::floor( corpse_damage ) - 1, 1 + max_hp / 5.0f );
if( pulverized && z.type->size >= MS_MEDIUM ) {
number_of_gibs += rng( 1, 6 );
sfx::play_variant_sound( "mon_death", "zombie_gibbed", sfx::get_heard_volume( z.pos() ) );
}
for( int i = 0; i < number_of_gibs; ++i ) {
g->m.add_splatter( type_gib, random_entry( area ), rng( 1, i + 1 ) );
g->m.add_splatter( type_blood, random_entry( area ) );
}
}
// 1% of the weight of the monster is the base, with overflow damage as a multiplier
int gibbed_weight = rng( 0, round( to_gram( z.get_weight() ) / 100 *
( overflow_damage / max_hp + 1 ) ) );
// limit gibbing to 15%
gibbed_weight = std::min( gibbed_weight, to_gram( z.get_weight() ) * 15 / 100 );
if( pulverized && gibbable ) {
float overflow_ratio = overflow_damage / max_hp + 1;
int gib_distance = round( rng( 2, 4 ) );
for( const auto &entry : *z.type->harvest ) {
// only flesh and bones survive.
if( entry.type == "flesh" || entry.type == "bone" ) {
// the larger the overflow damage, the less you get
const int chunk_amt = entry.mass_ratio / overflow_ratio / 10 * to_gram(
z.get_weight() ) / to_gram( ( item::find_type( entry.drop ) )->weight );
scatter_chunks( entry.drop, chunk_amt, z, gib_distance, chunk_amt / ( gib_distance - 1 ) );
gibbed_weight -= entry.mass_ratio / overflow_ratio / 20 * to_gram( z.get_weight() );
}
}
if( gibbed_weight > 0 ) {
scatter_chunks( "ruined_chunks",
gibbed_weight / to_gram( ( item::find_type( "ruined_chunks" ) ) ->weight ), z, gib_distance,
gibbed_weight / to_gram( ( item::find_type( "ruined_chunks" ) )->weight ) / ( gib_distance + 1 ) );
}
// add corpse with gib flag
item corpse = item::make_corpse( z.type->id, calendar::turn, z.unique_name );
// Set corpse to damage that aligns with being pulped
corpse.set_damage( 4000 );
corpse.set_flag( "GIBBED" );
if( z.has_effect( effect_no_ammo ) ) {
corpse.set_var( "no_ammo", "no_ammo" );
}
g->m.add_item_or_charges( z.pos(), corpse );
}
}
示例5: shoot
void gun_actor::shoot( monster &z, Creature &target, const gun_mode_id &mode ) const
{
if( require_sunlight && !g->is_in_sunlight( z.pos() ) ) {
if( one_in( 3 ) && g->u.sees( z ) ) {
add_msg( _( failure_msg ), z.name() );
}
return;
}
const bool require_targeting = ( require_targeting_player && target.is_player() ) ||
( require_targeting_npc && target.is_npc() ) ||
( require_targeting_monster && target.is_monster() );
const bool not_targeted = require_targeting && !z.has_effect( effect_targeted );
const bool not_laser_locked = require_targeting && laser_lock &&
!target.has_effect( effect_was_laserlocked );
if( not_targeted || not_laser_locked ) {
if( targeting_volume > 0 && !targeting_sound.empty() ) {
sounds::sound( z.pos(), targeting_volume, sounds::sound_t::alarm,
_( targeting_sound ) );
}
if( not_targeted ) {
z.add_effect( effect_targeted, time_duration::from_turns( targeting_timeout ) );
}
if( not_laser_locked ) {
target.add_effect( effect_laserlocked, 5_turns );
target.add_effect( effect_was_laserlocked, 5_turns );
target.add_msg_if_player( m_warning,
_( "You're not sure why you've got a laser dot on you..." ) );
}
z.moves -= targeting_cost;
return;
}
z.moves -= move_cost;
item gun( gun_type );
gun.gun_set_mode( mode );
itype_id ammo = ( ammo_type != "null" ) ? ammo_type : gun.ammo_default();
if( ammo != "null" ) {
gun.ammo_set( ammo, z.ammo[ ammo ] );
}
if( !gun.ammo_sufficient() ) {
if( !no_ammo_sound.empty() ) {
sounds::sound( z.pos(), 10, sounds::sound_t::combat, _( no_ammo_sound ) );
}
return;
}
standard_npc tmp( _( "The " ) + z.name(), {}, 8, fake_str, fake_dex, fake_int, fake_per );
tmp.set_fake( true );
tmp.setpos( z.pos() );
tmp.set_attitude( z.friendly ? NPCATT_FOLLOW : NPCATT_KILL );
tmp.recoil = 0; // no need to aim
for( const auto &pr : fake_skills ) {
tmp.set_skill_level( pr.first, pr.second );
}
tmp.weapon = gun;
tmp.i_add( item( "UPS_off", calendar::turn, 1000 ) );
if( g->u.sees( z ) ) {
add_msg( m_warning, _( description ), z.name(), tmp.weapon.tname() );
}
z.ammo[ammo] -= tmp.fire_gun( target.pos(), gun.gun_current_mode().qty );
if( require_targeting ) {
z.add_effect( effect_targeted, time_duration::from_turns( targeting_timeout_extend ) );
}
if( laser_lock ) {
// To prevent spamming laser locks when the player can tank that stuff somehow
target.add_effect( effect_was_laserlocked, 5_turns );
}
}