Example #1
0
void place_construction( const std::string &desc )
{
    g->refresh_all();
    const inventory &total_inv = g->u.crafting_inventory();

    std::vector<construction *> cons = constructions_by_desc( desc );
    std::map<tripoint, const construction *> valid;
    for( const tripoint &p : g->m.points_in_radius( g->u.pos(), 1 ) ) {
        for( const auto *con : cons ) {
            if( p != g->u.pos() && can_construct( *con, p ) && player_can_build( g->u, total_inv, *con ) ) {
                valid[ p ] = con;
            }
        }
    }

    for( auto &elem : valid ) {
        g->m.drawsq( g->w_terrain, g->u, elem.first, true, false,
                     g->u.pos() + g->u.view_offset );
    }
    wrefresh( g->w_terrain );

    tripoint dirp;
    if( !choose_adjacent( _( "Construct where?" ), dirp ) ) {
        return;
    }

    if( valid.find( dirp ) == valid.end() ) {
        add_msg( m_info, _( "You cannot build there!" ) );
        return;
    }

    const construction &con = *valid.find( dirp )->second;
    g->u.assign_activity( activity_id( "ACT_BUILD" ), con.adjusted_time(), con.id );
    g->u.activity.placement = dirp;
}
Example #2
0
// x, y = choose_adjacent(query_string, x, y)
static int game_choose_adjacent(lua_State *L) {
    const char* parameter1 = (const char*) lua_tostring(L, 1);
    int parameter2 = (int) lua_tonumber(L, 2);
    int parameter3 = (int) lua_tonumber(L, 3);
    bool success = (bool) choose_adjacent(parameter1, parameter2, parameter3);
    if(success) {
        // parameter2 and parameter3 were updated by the call
        lua_pushnumber(L, parameter2);
        lua_pushnumber(L, parameter3);
        return 2; // 2 return values
    } else {
        return 0; // 0 return values
    }
}
Example #3
0
void game::compare(int iCompareX, int iCompareY)
{
    int examx, examy;

    if (iCompareX != -999 && iCompareY != -999) {
        examx = u.posx + iCompareX;
        examy = u.posy + iCompareY;
    } else if (!choose_adjacent(_("Compare where?"), examx, examy)) {
        return;
    }

    std::vector <item> &here = m.i_at(examx, examy);
    typedef std::vector< std::list<item> > pseudo_inventory;
    pseudo_inventory grounditems;
    indexed_invslice grounditems_slice;
    //Filter out items with the same name (keep only one of them)
    //Only the first 10 Items due to numbering 0-9
    std::set<std::string> dups;
    for (size_t i = 0; i < here.size() && grounditems.size() < 10; i++) {
        if (dups.count(here[i].tname()) == 0) {
            grounditems.push_back(std::list<item>(1, here[i]));
            // invlet: '0' ... '9'
            grounditems.back().front().invlet = '0' + grounditems.size() - 1;
            dups.insert(here[i].tname());
        }
    }
    for (size_t a = 0; a < grounditems.size(); a++) {
        // avoid INT_MIN, as it can be confused with "no item at all"
        grounditems_slice.push_back(indexed_invslice::value_type(&grounditems[a], INT_MIN + a + 1));
    }
    static const item_category category_on_ground(
        "GROUND:",
        _("GROUND:"),
        -1000
    );

    u.inv.restack(&u);
    u.inv.sort();
    const indexed_invslice stacks = u.inv.slice_filter();

    inventory_selector inv_s(false, true, _("Compare:"));
    inv_s.make_item_list(grounditems_slice, &category_on_ground);
    inv_s.make_item_list(stacks);
    inv_s.prepare_paging();

    inventory_selector::drop_map prev_droppings;
    while(true) {
        inv_s.display();
        const std::string action = inv_s.ctxt.handle_input();
        const long ch = inv_s.ctxt.get_raw_input().get_first_input();
        const int item_pos = g->u.invlet_to_position(static_cast<char>(ch));
        if (item_pos != INT_MIN) {
            inv_s.set_to_drop(item_pos, 0);
        } else if (ch >= '0' && ch <= '9' && (size_t) (ch - '0') < grounditems_slice.size()) {
            const int ip = ch - '0';
            inv_s.set_drop_count(INT_MIN + 1 + ip, 0, grounditems_slice[ip].first->front());
        } else if (inv_s.handle_movement(action)) {
            // continue with comparison below
        } else if (action == "QUIT") {
            break;
        } else if (action == "RIGHT") {
            inv_s.set_selected_to_drop(0);
        }
        if (inv_s.second_item != NULL) {
            std::vector<iteminfo> vItemLastCh, vItemCh;
            std::string sItemLastCh, sItemCh;
            inv_s.first_item->info(true, &vItemCh);
            sItemCh = inv_s.first_item->tname();
            inv_s.second_item->info(true, &vItemLastCh);
            sItemLastCh = inv_s.second_item->tname();
            draw_item_info(0, (TERMX - VIEW_OFFSET_X * 2) / 2, 0, TERMY - VIEW_OFFSET_Y * 2,
                           sItemLastCh, vItemLastCh, vItemCh, -1, true); //without getch()
            draw_item_info((TERMX - VIEW_OFFSET_X * 2) / 2, (TERMX - VIEW_OFFSET_X * 2) / 2,
                           0, TERMY - VIEW_OFFSET_Y * 2, sItemCh, vItemCh, vItemLastCh);
            inv_s.dropping = prev_droppings;
            inv_s.second_item = NULL;
        } else {
            prev_droppings = inv_s.dropping;
        }
    }
}
void game::place_construction(constructable *con)
{
 refresh_all();
 inventory total_inv = crafting_inventory(&u);

 std::vector<point> valid;
 for (int x = u.posx - 1; x <= u.posx + 1; x++) {
  for (int y = u.posy - 1; y <= u.posy + 1; y++) {
   if (x == u.posx && y == u.posy)
    y++;
   construct test;
   bool place_okay = (test.*(con->able))(this, point(x, y));
   for (int i = 0; i < con->stages.size() && !place_okay; i++) {
    ter_id t = con->stages[i].terrain; furn_id f = con->stages[i].furniture;
    if ((t != t_null || f != f_null) &&
       (m.ter(x, y) == t || t == t_null) &&
       (m.furn(x, y) == f || f == f_null))
     place_okay = true;
   }

   if (place_okay) {
// Make sure we're not trying to continue a construction that we can't finish
    int starting_stage = 0, max_stage = -1;
    for (int i = 0; i < con->stages.size(); i++) {
     ter_id t = con->stages[i].terrain; furn_id f = con->stages[i].furniture;
     if ((t != t_null || f != f_null) &&
        (m.ter(x, y) == t || t == t_null) &&
        (m.furn(x, y) == f || f == f_null))
      starting_stage = i + 1;
    }

    if (starting_stage == con->stages.size() && con->loopstages)
     starting_stage = 0; // Looping stages

    for(int i = starting_stage; i < con->stages.size(); i++) {
     if (player_can_build(u, total_inv, con, i, true, true))
       max_stage = i;
     else
       break;
    }
    if (max_stage >= starting_stage) {
     valid.push_back(point(x, y));
     m.drawsq(w_terrain, u, x, y, true, false);
     wrefresh(w_terrain);
    }
   }
  }
 }
 // snip snip
 if (con->name == _("Move Furniture") ) {
   grab();
   return;
 }
 //
 int dirx, diry;
 if (!choose_adjacent(_("Contruct where?"), dirx, diry))
  return;
 bool point_is_okay = false;
 for (int i = 0; i < valid.size() && !point_is_okay; i++) {
  if (valid[i].x == dirx && valid[i].y == diry)
   point_is_okay = true;
 }
 if (!point_is_okay) {
   add_msg(_("You cannot build there!"));
   return;
 }

// Figure out what stage to start at, and what stage is the maximum
 int starting_stage = 0, max_stage = 0;
 for (int i = 0; i < con->stages.size(); i++) {
  ter_id t = con->stages[i].terrain; furn_id f = con->stages[i].furniture;
  if ((t != t_null || f != f_null) &&
     (m.ter(dirx, diry) == t || t == t_null) &&
     (m.furn(dirx, diry) == f || f == f_null))
   starting_stage = i + 1;
  if (player_can_build(u, total_inv, con, i, true))
   max_stage = i;
 }

 if (starting_stage == con->stages.size() && con->loopstages)
  starting_stage = 0; // Looping stages

 u.assign_activity(this, ACT_BUILD, con->stages[starting_stage].time * 1000, con->id);

 u.moves = 0;
 std::vector<int> stages;
 for (int i = starting_stage; i <= max_stage; i++)
  stages.push_back(i);
 u.activity.values = stages;
 u.activity.placement = point(dirx, diry);
}
void player::activate_mutation( const trait_id &mut )
{
    const mutation_branch &mdata = mut.obj();
    auto &tdata = my_mutations[mut];
    int cost = mdata.cost;
    // You can take yourself halfway to Near Death levels of hunger/thirst.
    // Fatigue can go to Exhausted.
    if ((mdata.hunger && get_hunger() >= 700) || (mdata.thirst && get_thirst() >= 260) ||
      (mdata.fatigue && get_fatigue() >= EXHAUSTED)) {
      // Insufficient Foo to *maintain* operation is handled in player::suffer
        add_msg_if_player(m_warning, _("You feel like using your %s would kill you!"), mdata.name.c_str());
        return;
    }
    if (tdata.powered && tdata.charge > 0) {
        // Already-on units just lose a bit of charge
        tdata.charge--;
    } else {
        // Not-on units, or those with zero charge, have to pay the power cost
        if (mdata.cooldown > 0) {
            tdata.charge = mdata.cooldown - 1;
        }
        if (mdata.hunger){
            mod_hunger(cost);
        }
        if (mdata.thirst){
            mod_thirst(cost);
        }
        if (mdata.fatigue){
            mod_fatigue(cost);
        }
        tdata.powered = true;

        // Handle stat changes from activation
        apply_mods(mut, true);
        recalc_sight_limits();
    }

    if( mut == trait_WEB_WEAVER ) {
        g->m.add_field( pos(), fd_web, 1 );
        add_msg_if_player(_("You start spinning web with your spinnerets!"));
    } else if (mut == "BURROW"){
        if( is_underwater() ) {
            add_msg_if_player(m_info, _("You can't do that while underwater."));
            tdata.powered = false;
            return;
        }
        tripoint dirp;
        if (!choose_adjacent(_("Burrow where?"), dirp)) {
            tdata.powered = false;
            return;
        }

        if( dirp == pos() ) {
            add_msg_if_player(_("You've got places to go and critters to beat."));
            add_msg_if_player(_("Let the lesser folks eat their hearts out."));
            tdata.powered = false;
            return;
        }
        time_duration time_to_do = 0_turns;
        if (g->m.is_bashable(dirp) && g->m.has_flag("SUPPORTS_ROOF", dirp) &&
            g->m.ter(dirp) != t_tree) {
            // Being better-adapted to the task means that skillful Survivors can do it almost twice as fast.
            time_to_do = 30_minutes;
        } else if (g->m.move_cost(dirp) == 2 && g->get_levz() == 0 &&
                   g->m.ter(dirp) != t_dirt && g->m.ter(dirp) != t_grass) {
            time_to_do = 10_minutes;
        } else {
            add_msg_if_player(m_info, _("You can't burrow there."));
            tdata.powered = false;
            return;
        }
        assign_activity( activity_id( "ACT_BURROW" ), to_moves<int>( time_to_do ), -1, 0 );
        activity.placement = dirp;
        add_msg_if_player(_("You tear into the %s with your teeth and claws."),
                          g->m.tername(dirp).c_str());
        tdata.powered = false;
        return; // handled when the activity finishes
    } else if( mut == trait_SLIMESPAWNER ) {
        std::vector<tripoint> valid;
        for( const tripoint &dest : g->m.points_in_radius( pos(), 1 ) ) {
            if (g->is_empty(dest)) {
                valid.push_back( dest );
            }
        }
        // Oops, no room to divide!
        if( valid.empty() ) {
            add_msg_if_player(m_bad, _("You focus, but are too hemmed in to birth a new slimespring!"));
            tdata.powered = false;
            return;
        }
        add_msg_if_player(m_good, _("You focus, and with a pleasant splitting feeling, birth a new slimespring!"));
        int numslime = 1;
        for (int i = 0; i < numslime && !valid.empty(); i++) {
            const tripoint target = random_entry_removed( valid );
            if( monster * const slime = g->summon_mon( mtype_id( "mon_player_blob" ), target ) ) {
                slime->friendly = -1;
            }
        }
        if (one_in(3)) {
            //~ Usual enthusiastic slimespring small voices! :D
            add_msg_if_player(m_good, _("wow! you look just like me! we should look out for each other!"));
        } else if (one_in(2)) {
            //~ Usual enthusiastic slimespring small voices! :D
            add_msg_if_player(m_good, _("come on, big me, let's go!"));
        } else {
            //~ Usual enthusiastic slimespring small voices! :D
            add_msg_if_player(m_good, _("we're a team, we've got this!"));
        }
        tdata.powered = false;
        return;
    } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
        vomit();
        tdata.powered = false;
        return;
    } else if( mut == trait_M_FERTILE ) {
        spores();
        tdata.powered = false;
        return;
    } else if( mut == trait_M_BLOOM ) {
        blossoms();
        tdata.powered = false;
        return;
    } else if( mut == trait_SELFAWARE ) {
        print_health();
        tdata.powered = false;
        return;
    } else if( !mdata.spawn_item.empty() ) {
        item tmpitem( mdata.spawn_item );
        i_add_or_drop( tmpitem );
        add_msg_if_player( _( mdata.spawn_item_message.c_str() ) );
        tdata.powered = false;
        return;
    }
}
Example #6
0
void game::compare(int iCompareX, int iCompareY)
{
 int examx, examy;
 std::vector <item> grounditems;
 int ch = (int)'.';

 if (iCompareX != -999 && iCompareY != -999) {
  examx = u.posx + iCompareX;
  examy = u.posy + iCompareY;
 } else if (!choose_adjacent(_("Compare where?"),examx,examy)) {
     return;
 }

 std::vector <item> here = m.i_at(examx, examy);
 //Filter out items with the same name (keep only one of them)
 std::map <std::string, bool> dups;
 for (int i = 0; i < here.size(); i++) {
  if (!dups[here[i].tname().c_str()]) {
   grounditems.push_back(here[i]);
   dups[here[i].tname().c_str()] = true;
  }
 }
 //Only the first 10 Items due to numbering 0-9
 const int groundsize = (grounditems.size() > 10 ? 10 : grounditems.size());
 u.inv.restack(&u);
 u.inv.sort();

 indexed_invslice stacks = u.inv.slice_filter();

 WINDOW* w_inv = newwin(TERMY-VIEW_OFFSET_Y*2, TERMX-VIEW_OFFSET_X*2, VIEW_OFFSET_Y, VIEW_OFFSET_X);
 int maxitems = TERMY-5-VIEW_OFFSET_Y*2;    // Number of items to show at one time.
 std::vector<int> compare_list; // Count of how many we'll drop from each stack
 bool bFirst = false; // First Item selected
 bool bShowCompare = false;
 char cLastCh = 0;
 compare_list.resize(u.inv.size() + groundsize, 0);
 std::vector<char> weapon_and_armor; // Always single, not counted
 print_inv_statics(this, w_inv, "Compare:", weapon_and_armor);
// Gun, ammo, weapon, armor, food, tool, book, other
 CategoriesVector CATEGORIES;
 std::vector<int> first = find_firsts(stacks, CATEGORIES);
 std::vector<int> firsts;
 if (groundsize > 0) {
  firsts.push_back(0);
 }
 for (int i = 0; i < first.size(); i++) {
  firsts.push_back((first[i] >= 0) ? first[i]+groundsize : -1);
 }
 ch = '.';
 int start = 0, cur_it = 0;
 do {
  if (( ch == '<' || ch == KEY_PPAGE ) && start > 0) {
   for (int i = 1; i < maxitems+4; i++)
    mvwprintz(w_inv, i, 0, c_black, "                                             ");
   start -= maxitems;
   if (start < 0)
    start = 0;
   mvwprintw(w_inv, maxitems + 4, 0, "         ");
  }
  if (( ch == '>' || ch == KEY_NPAGE ) && cur_it < u.inv.size() + groundsize) {
   start = cur_it;
   mvwprintw(w_inv, maxitems + 4, 12, "            ");
   for (int i = 1; i < maxitems+4; i++)
    mvwprintz(w_inv, i, 0, c_black, "                                             ");
  }
  int cur_line = 2;
  int iHeaderOffset = (groundsize > 0) ? 0 : 1;

  for (cur_it = start; cur_it < start + maxitems && cur_line < maxitems+3; cur_it++) {
// Clear the current line;
   mvwprintw(w_inv, cur_line, 0, "                                             ");
// Print category header
   for (int i = iHeaderOffset; i < CATEGORIES.size(); i++) {
    if (cur_it == firsts[i-iHeaderOffset]) {
     mvwprintz(w_inv, cur_line, 0, c_magenta, CATEGORIES[i].name.c_str());
     cur_line++;
    }
   }
   if (cur_it < u.inv.size() + groundsize) {
    char icon = '-';
    if (compare_list[cur_it] == 1)
     icon = '+';
    if (cur_it < groundsize) {
     mvwputch (w_inv, cur_line, 0, c_white, '1'+((cur_it<9) ? cur_it: -1));
     nc_color col = (compare_list[cur_it] == 0 ? c_ltgray : c_white);
     mvwprintz(w_inv, cur_line, 1, col, " %c %s", icon,
               grounditems[cur_it].tname().c_str());
    } else {
     item& it = stacks[cur_it-groundsize].first->front();
     mvwputch (w_inv, cur_line, 0, c_white, it.invlet);
     nc_color col = (compare_list[cur_it] == 0 ? c_ltgray : c_white);
     mvwprintz(w_inv, cur_line, 1, col, " %c %s", icon,
               it.tname().c_str());
     if (stacks[cur_it-groundsize].first->size() > 1)
      wprintz(w_inv, col, " x %d", stacks[cur_it-groundsize].first->size());
     if (it.charges > 0)
      wprintz(w_inv, col, " (%d)", it.charges);
     else if (it.contents.size() == 1 &&
              it.contents[0].charges > 0)
      wprintw(w_inv, " (%d)", it.contents[0].charges);
    }
   }
   cur_line++;
  }
  if (start > 0)
   mvwprintw(w_inv, maxitems + 4, 0, _("< Go Back"));
  if (cur_it < u.inv.size() + groundsize)
   mvwprintw(w_inv, maxitems + 4, 12, _("> More items"));
  wrefresh(w_inv);
  ch = getch();
  if (u.has_item((char)ch)) {
   item& it = u.inv.item_by_letter((char)ch);
   if (it.is_null()) { // Not from inventory
    bool found = false;
    for (int i = 0; i < weapon_and_armor.size() && !found; i++) {
     if (weapon_and_armor[i] == ch) {
      weapon_and_armor.erase(weapon_and_armor.begin() + i);
      found = true;
      bFirst = false;
      print_inv_statics(this, w_inv, "Compare:", weapon_and_armor);
     }
    }
    if (!found) {

     if ( ch == u.weapon.invlet &&
          std::find(unreal_itype_ids.begin(), unreal_itype_ids.end(), u.weapon.type->id) != unreal_itype_ids.end()){
      //Do Bionic stuff here?!
     } else {
      if (!bFirst)
      {
       weapon_and_armor.push_back(ch);
       print_inv_statics(this, w_inv, "Compare:", weapon_and_armor);
       bFirst = true;
       cLastCh = ch;
      } else {
       bShowCompare = true;
      }
     }
    }
   } else {
    int index = -1;
    for (int i = 0; i < stacks.size(); ++i) {
     if (stacks[i].first->front().invlet == it.invlet) {
      index = i;
      break;
     }
    }
    if (index == -1) {
     debugmsg("Inventory got out of sync with inventory slice?");
    }
    if (compare_list[index+groundsize] == 1)
    {
     compare_list[index+groundsize] = 0;
     bFirst = false;
    } else {
     if (!bFirst)
     {
      compare_list[index+groundsize] = 1;
      bFirst = true;
      cLastCh = ch;
     } else {
      bShowCompare = true;
     }
    }
   }
  } else if ((ch >= '1' && ch <= '9' && ch-'1' < groundsize) || (ch == '0' && groundsize == 10)) {
   //Ground Items
   int iZero = 0;
   if (ch == '0') {
    iZero = 10;
   }
   if (compare_list[ch-'1'+iZero] == 1)
   {
    compare_list[ch-'1'+iZero] = 0;
    bFirst = false;
   } else {
    if (!bFirst)
    {
     compare_list[ch-'1'+iZero] = 1;
     bFirst = true;
     cLastCh = ch;
    } else {
     bShowCompare = true;
    }
   }
  }
  if (bShowCompare) {
   std::vector<iteminfo> vItemLastCh, vItemCh;
   std::string sItemLastCh, sItemCh;
   if (cLastCh >= '0' && cLastCh <= '9') {
    int iZero = 0;
    if (cLastCh == '0') {
     iZero = 10;
    }

    grounditems[cLastCh-'1'+iZero].info(true, &vItemLastCh);
    sItemLastCh = grounditems[cLastCh-'1'+iZero].tname();
   } else {
    u.i_at(cLastCh).info(true, &vItemLastCh);
    sItemLastCh = u.i_at(cLastCh).tname();
   }

   if (ch >= '0' && ch <= '9') {
    int iZero = 0;
    if (ch == '0') {
     iZero = 10;
    }

    grounditems[ch-'1'+iZero].info(true, &vItemCh);
    sItemCh = grounditems[ch-'1'+iZero].tname();
   } else {
    item& item = u.i_at((char)ch);
    item.info(true, &vItemCh);
    sItemCh = item.tname();
   }

   compare_split_screen_popup(0, (TERMX-VIEW_OFFSET_X*2)/2, TERMY-VIEW_OFFSET_Y*2, sItemLastCh, vItemLastCh, vItemCh
                              , -1, true);//without getch()
   compare_split_screen_popup((TERMX-VIEW_OFFSET_X*2)/2, (TERMX-VIEW_OFFSET_X*2)/2, TERMY-VIEW_OFFSET_Y*2, sItemCh, vItemCh, vItemLastCh);

   wclear(w_inv);
   print_inv_statics(this, w_inv, "Compare:", weapon_and_armor);
   bShowCompare = false;
  }
 } while (ch != '\n' && ch != KEY_ESCAPE && ch != ' ');
 werase(w_inv);
 delwin(w_inv);
 erase();
 refresh_all();
}
Example #7
0
void player::activate_mutation( const std::string &mut )
{
    const auto &mdata = mutation_branch::get( mut );
    auto &tdata = my_mutations[mut];
    int cost = mdata.cost;
    // You can take yourself halfway to Near Death levels of hunger/thirst.
    // Fatigue can go to Exhausted.
    if ((mdata.hunger && hunger >= 700) || (mdata.thirst && thirst >= 260) ||
      (mdata.fatigue && fatigue >= 575)) {
      // Insufficient Foo to *maintain* operation is handled in player::suffer
        add_msg(m_warning, _("You feel like using your %s would kill you!"), mdata.name.c_str());
        return;
    }
    if (tdata.powered && tdata.charge > 0) {
        // Already-on units just lose a bit of charge
        tdata.charge--;
    } else {
        // Not-on units, or those with zero charge, have to pay the power cost
        if (mdata.cooldown > 0) {
            tdata.charge = mdata.cooldown - 1;
        }
        if (mdata.hunger){
            hunger += cost;
        }
        if (mdata.thirst){
            thirst += cost;
        }
        if (mdata.fatigue){
            fatigue += cost;
        }
        tdata.powered = true;

        // Handle stat changes from activation
        apply_mods(mut, true);
        recalc_sight_limits();
    }

    if( mut == "WEB_WEAVER" ) {
        g->m.add_field(pos(), fd_web, 1, 0);
        add_msg(_("You start spinning web with your spinnerets!"));
    } else if (mut == "BURROW"){
        if (g->u.is_underwater()) {
            add_msg_if_player(m_info, _("You can't do that while underwater."));
            tdata.powered = false;
            return;
        }
        int dirx, diry;
        if (!choose_adjacent(_("Burrow where?"), dirx, diry)) {
            tdata.powered = false;
            return;
        }

        if (dirx == g->u.posx() && diry == g->u.posy()) {
            add_msg_if_player(_("You've got places to go and critters to beat."));
            add_msg_if_player(_("Let the lesser folks eat their hearts out."));
            tdata.powered = false;
            return;
        }
        int turns;
        if (g->m.is_bashable(dirx, diry) && g->m.has_flag("SUPPORTS_ROOF", dirx, diry) &&
            g->m.ter(dirx, diry) != t_tree) {
            // Takes about 100 minutes (not quite two hours) base time.
            // Being better-adapted to the task means that skillful Survivors can do it almost twice as fast.
            turns = (100000 - 5000 * g->u.skillLevel("carpentry"));
        } else if (g->m.move_cost(dirx, diry) == 2 && g->get_levz() == 0 &&
                   g->m.ter(dirx, diry) != t_dirt && g->m.ter(dirx, diry) != t_grass) {
            turns = 18000;
        } else {
            add_msg_if_player(m_info, _("You can't burrow there."));
            tdata.powered = false;
            return;
        }
        g->u.assign_activity(ACT_BURROW, turns, -1, 0);
        g->u.activity.placement = tripoint(dirx, diry,0);
        add_msg_if_player(_("You tear into the %s with your teeth and claws."),
                          g->m.tername(dirx, diry).c_str());
        tdata.powered = false;
        return; // handled when the activity finishes
    } else if (mut == "SLIMESPAWNER") {
        std::vector<tripoint> valid;
        for (int x = posx() - 1; x <= posx() + 1; x++) {
            for (int y = posy() - 1; y <= posy() + 1; y++) {
                tripoint dest(x, y, posz());
                if (g->is_empty(dest)) {
                    valid.push_back( dest );
                }
            }
        }
        // Oops, no room to divide!
        if (valid.size() == 0) {
            add_msg(m_bad, _("You focus, but are too hemmed in to birth a new slimespring!"));
            tdata.powered = false;
            return;
        }
        add_msg(m_good, _("You focus, and with a pleasant splitting feeling, birth a new slimespring!"));
        int numslime = 1;
        for (int i = 0; i < numslime && !valid.empty(); i++) {
            const tripoint target = random_entry_removed( valid );
            if (g->summon_mon("mon_player_blob", target)) {
                monster *slime = g->monster_at( target );
                slime->friendly = -1;
            }
        }
        //~ Usual enthusiastic slimespring small voices! :D
        if (one_in(3)) {
            add_msg(m_good, _("wow! you look just like me! we should look out for each other!"));
        } else if (one_in(2)) {
            add_msg(m_good, _("come on, big me, let's go!"));
        } else {
            add_msg(m_good, _("we're a team, we've got this!"));
        }
        tdata.powered = false;
        return;
    } else if (mut == "SHOUT1") {
        sounds::sound(pos(), 10 + 2 * str_cur, _("You shout loudly!"));
        tdata.powered = false;
        return;
    } else if (mut == "SHOUT2"){
        sounds::sound(pos(), 15 + 3 * str_cur, _("You scream loudly!"));
        tdata.powered = false;
        return;
    } else if (mut == "SHOUT3"){
        sounds::sound(pos(), 20 + 4 * str_cur, _("You let out a piercing howl!"));
        tdata.powered = false;
        return;
    } else if ((mut == "NAUSEA") || (mut == "VOMITOUS") ){
        vomit();
        tdata.powered = false;
        return;
    } else if (mut == "M_FERTILE"){
        spores();
        tdata.powered = false;
        return;
    } else if (mut == "M_BLOOM"){
        blossoms();
        tdata.powered = false;
        return;
    } else if (mut == "VINES3"){
        item newit("vine_30", calendar::turn, false);
        if (!can_pickVolume(newit.volume())) { //Accounts for result_mult
            add_msg(_("You detach a vine but don't have room to carry it, so you drop it."));
            g->m.add_item_or_charges(posx(), posy(), newit);
        } else if (!can_pickWeight(newit.weight(), !OPTIONS["DANGEROUS_PICKUPS"])) {
            add_msg(_("Your freshly-detached vine is too heavy to carry, so you drop it."));
            g->m.add_item_or_charges(posx(), posy(), newit);
        } else {
            inv.assign_empty_invlet(newit);
            newit = i_add(newit);
            add_msg(m_info, "%c - %s", newit.invlet == 0 ? ' ' : newit.invlet, newit.tname().c_str());
        }
        tdata.powered = false;
        return;
    }
}
Example #8
0
// Why put this in a Big Switch?  Why not let bionics have pointers to
// functions, much like monsters and items?
//
// Well, because like diseases, which are also in a Big Switch, bionics don't
// share functions....
void player::activate_bionic(int b)
{
    bionic bio = my_bionics[b];
    int power_cost = bionics[bio.id]->power_cost;
    if ((weapon.type->id == "bio_claws_weapon" && bio.id == "bio_claws_weapon") ||
        (weapon.type->id == "bio_blade_weapon" && bio.id == "bio_blade_weapon")) {
        power_cost = 0;
    }
    if (power_level < power_cost) {
        if (my_bionics[b].powered) {
            add_msg(m_neutral, _("Your %s powers down."), bionics[bio.id]->name.c_str());
            my_bionics[b].powered = false;
        } else {
            add_msg(m_info, _("You cannot power your %s"), bionics[bio.id]->name.c_str());
        }
        return;
    }

    if (my_bionics[b].powered && my_bionics[b].charge > 0) {
        // Already-on units just lose a bit of charge
        my_bionics[b].charge--;
    } else {
        // Not-on units, or those with zero charge, have to pay the power cost
        if (bionics[bio.id]->charge_time > 0) {
            my_bionics[b].powered = true;
            my_bionics[b].charge = bionics[bio.id]->charge_time - 1;
        }
        power_level -= power_cost;
    }

    std::vector<point> traj;
    std::vector<std::string> good;
    std::vector<std::string> bad;
    int dirx, diry;
    item tmp_item;

    if(bio.id == "bio_painkiller") {
        pkill += 6;
        pain -= 2;
        if (pkill > pain) {
            pkill = pain;
        }
    } else if (bio.id == "bio_nanobots") {
        rem_disease("bleed");
        healall(4);
    } else if (bio.id == "bio_night") {
        if (calendar::turn % 5) {
            add_msg(m_neutral, _("Artificial night generator active!"));
        }
    } else if (bio.id == "bio_resonator") {
        g->sound(posx, posy, 30, _("VRRRRMP!"));
        for (int i = posx - 1; i <= posx + 1; i++) {
            for (int j = posy - 1; j <= posy + 1; j++) {
                g->m.bash( i, j, 40 );
                g->m.bash( i, j, 40 ); // Multibash effect, so that doors &c will fall
                g->m.bash( i, j, 40 );
                if (g->m.is_destructable(i, j) && rng(1, 10) >= 4) {
                    g->m.ter_set(i, j, t_rubble);
                }
            }
        }
    } else if (bio.id == "bio_time_freeze") {
        moves += power_level;
        power_level = 0;
        add_msg(m_good, _("Your speed suddenly increases!"));
        if (one_in(3)) {
            add_msg(m_bad, _("Your muscles tear with the strain."));
            apply_damage( nullptr, bp_arm_l, rng( 5, 10 ) );
            apply_damage( nullptr, bp_arm_r, rng( 5, 10 ) );
            apply_damage( nullptr, bp_leg_l, rng( 7, 12 ) );
            apply_damage( nullptr, bp_leg_r, rng( 7, 12 ) );
            apply_damage( nullptr, bp_torso, rng( 5, 15 ) );
        }
        if (one_in(5)) {
            add_disease("teleglow", rng(50, 400));
        }
    } else if (bio.id == "bio_teleport") {
        g->teleport();
        add_disease("teleglow", 300);
    }
    // TODO: More stuff here (and bio_blood_filter)
    else if(bio.id == "bio_blood_anal") {
        WINDOW *w = newwin(20, 40, 3 + ((TERMY > 25) ? (TERMY - 25) / 2 : 0),
                           10 + ((TERMX > 80) ? (TERMX - 80) / 2 : 0));
        draw_border(w);
        if (has_disease("fungus")) {
            bad.push_back(_("Fungal Parasite"));
        }
        if (has_disease("dermatik")) {
            bad.push_back(_("Insect Parasite"));
        }
        if (has_effect("stung")) {
            bad.push_back(_("Stung"));
        }
        if (has_effect("poison")) {
            bad.push_back(_("Poison"));
        }
        if (radiation > 0) {
            bad.push_back(_("Irradiated"));
        }
        if (has_disease("pkill1")) {
            good.push_back(_("Minor Painkiller"));
        }
        if (has_disease("pkill2")) {
            good.push_back(_("Moderate Painkiller"));
        }
        if (has_disease("pkill3")) {
            good.push_back(_("Heavy Painkiller"));
        }
        if (has_disease("pkill_l")) {
            good.push_back(_("Slow-Release Painkiller"));
        }
        if (has_disease("drunk")) {
            good.push_back(_("Alcohol"));
        }
        if (has_disease("cig")) {
            good.push_back(_("Nicotine"));
        }
        if (has_disease("meth")) {
            good.push_back(_("Methamphetamines"));
        }
        if (has_disease("high")) {
            good.push_back(_("Intoxicant: Other"));
        }
        if (has_disease("weed_high")) {
            good.push_back(_("THC Intoxication"));
        }
        if (has_disease("hallu") || has_disease("visuals")) {
            bad.push_back(_("Magic Mushroom"));
        }
        if (has_disease("iodine")) {
            good.push_back(_("Iodine"));
        }
        if (has_disease("datura")) {
            good.push_back(_("Anticholinergic Tropane Alkaloids"));
        }
        if (has_disease("took_xanax")) {
            good.push_back(_("Xanax"));
        }
        if (has_disease("took_prozac")) {
            good.push_back(_("Prozac"));
        }
        if (has_disease("took_flumed")) {
            good.push_back(_("Antihistamines"));
        }
        if (has_disease("adrenaline")) {
            good.push_back(_("Adrenaline Spike"));
        }
        if (has_disease("tapeworm")) {  // This little guy is immune to the blood filter though, as he lives in your bowels.
            good.push_back(_("Intestinal Parasite"));
        }
        if (has_disease("bloodworms")) {
            good.push_back(_("Hemolytic Parasites"));
        }
        if (has_disease("brainworm")) {  // This little guy is immune to the blood filter too, as he lives in your brain.
            good.push_back(_("Intracranial Parasite"));
        }
        if (has_disease("paincysts")) {  // These little guys are immune to the blood filter too, as they live in your muscles.
            good.push_back(_("Intramuscular Parasites"));
        }
        if (has_disease("tetanus")) {  // Tetanus infection.
            good.push_back(_("Clostridium Tetani Infection"));
        }
        if (good.empty() && bad.empty()) {
            mvwprintz(w, 1, 1, c_white, _("No effects."));
        } else {
            for (unsigned line = 1; line < 39 && line <= good.size() + bad.size(); line++) {
                if (line <= bad.size()) {
                    mvwprintz(w, line, 1, c_red, "%s", bad[line - 1].c_str());
                } else {
                    mvwprintz(w, line, 1, c_green, "%s", good[line - 1 - bad.size()].c_str());
                }
            }
        }
        wrefresh(w);
        refresh();
        getch();
        delwin(w);
    } else if(bio.id == "bio_blood_filter") {
        add_msg(m_neutral, _("You activate your blood filtration system."));
        rem_disease("fungus");
        rem_disease("dermatik");
        rem_disease("bloodworms");
        rem_disease("tetanus");
        remove_effect("poison");
        remove_effect("stung");
        rem_disease("pkill1");
        rem_disease("pkill2");
        rem_disease("pkill3");
        rem_disease("pkill_l");
        rem_disease("drunk");
        rem_disease("cig");
        rem_disease("high");
        rem_disease("hallu");
        rem_disease("visuals");
        rem_disease("iodine");
        rem_disease("datura");
        rem_disease("took_xanax");
        rem_disease("took_prozac");
        rem_disease("took_flumed");
        rem_disease("adrenaline");
        rem_disease("meth");
        pkill = 0;
        stim = 0;
    } else if(bio.id == "bio_evap") {
        item water = item("water_clean", 0);
        int humidity = g->weatherGen.get_weather(pos(), calendar::turn).humidity;
        int water_charges = (humidity * 3.0) / 100.0 + 0.5;
        // At 50% relative humidity or more, the player will draw 2 units of water
        // At 16% relative humidity or less, the player will draw 0 units of water
        water.charges = water_charges;
        if (water_charges == 0) {
            add_msg_if_player(m_bad, _("There was not enough moisture in the air from which to draw water!"));
        }
        if (g->handle_liquid(water, true, false)) {
            moves -= 100;
        } else if (query_yn(_("Drink from your hands?"))) {
            inv.push_back(water);
            consume(inv.position_by_type(water.typeId()));
            moves -= 350;
        } else if (water.charges == water_charges && water_charges != 0) {
            power_level += bionics["bio_evap"]->power_cost;
        }
    } else if(bio.id == "bio_lighter") {
        if(!choose_adjacent(_("Start a fire where?"), dirx, diry) ||
           (!g->m.add_field(dirx, diry, fd_fire, 1))) {
            add_msg_if_player(m_info, _("You can't light a fire there."));
            power_level += bionics["bio_lighter"]->power_cost;
        }

    }
    if(bio.id == "bio_leukocyte") {
        add_msg(m_neutral, _("You activate your leukocyte breeder system."));
        g->u.set_healthy(std::min(100, g->u.get_healthy() + 2));
        g->u.mod_healthy_mod(20);
    }
    if(bio.id == "bio_geiger") {
        add_msg(m_info, _("Your radiation level: %d"), radiation);
    }
    if(bio.id == "bio_radscrubber") {
        add_msg(m_neutral, _("You activate your radiation scrubber system."));
        if (radiation > 4) {
            radiation -= 5;
        } else {
            radiation = 0;
        }
    }
    if(bio.id == "bio_adrenaline") {
        add_msg(m_neutral, _("You activate your adrenaline pump."));
        if (has_disease("adrenaline")) {
            add_disease("adrenaline", 50);
        } else {
            add_disease("adrenaline", 200);
        }
    } else if(bio.id == "bio_claws") {
        if (weapon.type->id == "bio_claws_weapon") {
            add_msg(m_neutral, _("You withdraw your claws."));
            weapon = ret_null;
        } else if (weapon.has_flag ("NO_UNWIELD")) {
            add_msg(m_info, _("Deactivate your %s first!"),
                    weapon.tname().c_str());
            power_level += bionics[bio.id]->power_cost;
            return;
        } else if(weapon.type->id != "null") {
            add_msg(m_warning, _("Your claws extend, forcing you to drop your %s."),
                    weapon.tname().c_str());
            g->m.add_item_or_charges(posx, posy, weapon);
            weapon = item("bio_claws_weapon", 0);
            weapon.invlet = '#';
        } else {
            add_msg(m_neutral, _("Your claws extend!"));
            weapon = item("bio_claws_weapon", 0);
            weapon.invlet = '#';
        }
    } else if(bio.id == "bio_blade") {
        if (weapon.type->id == "bio_blade_weapon") {
            add_msg(m_neutral, _("You retract your blade."));
            weapon = ret_null;
        } else if (weapon.has_flag ("NO_UNWIELD")) {
            add_msg(m_info, _("Deactivate your %s first!"),
                    weapon.tname().c_str());
            power_level += bionics[bio.id]->power_cost;
            return;
        } else if(weapon.type->id != "null") {
            add_msg(m_warning, _("Your blade extends, forcing you to drop your %s."),
                    weapon.tname().c_str());
            g->m.add_item_or_charges(posx, posy, weapon);
            weapon = item("bio_blade_weapon", 0);
            weapon.invlet = '#';
        } else {
            add_msg(m_neutral, _("You extend your blade!"));
            weapon = item("bio_blade_weapon", 0);
            weapon.invlet = '#';
        }
    } else if(bio.id == "bio_blaster") {
        tmp_item = weapon;
        weapon = item("bio_blaster_gun", 0);
        g->refresh_all();
        g->plfire(false);
        if(weapon.charges == 1) { // not fired
            power_level += bionics[bio.id]->power_cost;
        }
        weapon = tmp_item;
    } else if (bio.id == "bio_laser") {
        tmp_item = weapon;
        weapon = item("bio_laser_gun", 0);
        g->refresh_all();
        g->plfire(false);
        if(weapon.charges == 1) { // not fired
            power_level += bionics[bio.id]->power_cost;
        }
        weapon = tmp_item;
    } else if(bio.id == "bio_chain_lightning") {
        tmp_item = weapon;
        weapon = item("bio_lightning", 0);
        g->refresh_all();
        g->plfire(false);
        if(weapon.charges == 1) { // not fired
            power_level += bionics[bio.id]->power_cost;
        }
        weapon = tmp_item;
    } else if (bio.id == "bio_emp") {
        if(choose_adjacent(_("Create an EMP where?"), dirx, diry)) {
            g->emp_blast(dirx, diry);
        } else {
            power_level += bionics["bio_emp"]->power_cost;
        }
    } else if (bio.id == "bio_hydraulics") {
        add_msg(m_good, _("Your muscles hiss as hydraulic strength fills them!"));
        // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
        g->sound(posx, posy, 19, _("HISISSS!"));
    } else if (bio.id == "bio_water_extractor") {
        bool extracted = false;
        for (std::vector<item>::iterator it = g->m.i_at(posx, posy).begin();
             it != g->m.i_at(posx, posy).end(); ++it) {
            if (it->type->id == "corpse" ) {
                int avail = 0;
                if ( it->item_vars.find("remaining_water") != it->item_vars.end() ) {
                    avail = atoi ( it->item_vars["remaining_water"].c_str() );
                } else {
                    avail = it->volume() / 2;
                }
                if(avail > 0 && query_yn(_("Extract water from the %s"), it->tname().c_str())) {
                    item water = item("water_clean", 0);
                    if (g->handle_liquid(water, true, true)) {
                        moves -= 100;
                    } else if (query_yn(_("Drink directly from the condenser?"))) {
                        inv.push_back(water);
                        consume(inv.position_by_type(water.typeId()));
                        moves -= 350;
                    }
                    extracted = true;
                    avail--;
                    it->item_vars["remaining_water"] = string_format("%d", avail);
                    break;
                }
            }
        }
        if (!extracted) {
            power_level += bionics["bio_water_extractor"]->power_cost;
        }
    } else if(bio.id == "bio_magnet") {
        for (int i = posx - 10; i <= posx + 10; i++) {
            for (int j = posy - 10; j <= posy + 10; j++) {
                if (g->m.i_at(i, j).size() > 0) {
                    int t; //not sure why map:sees really needs this, but w/e
                    if (g->m.sees(i, j, posx, posy, -1, t)) {
                        traj = line_to(i, j, posx, posy, t);
                    } else {
                        traj = line_to(i, j, posx, posy, 0);
                    }
                }
                traj.insert(traj.begin(), point(i, j));
                for (unsigned k = 0; k < g->m.i_at(i, j).size(); k++) {
                    if (g->m.i_at(i, j)[k].made_of("iron") || g->m.i_at(i, j)[k].made_of("steel")) {
                        tmp_item = g->m.i_at(i, j)[k];
                        g->m.i_rem(i, j, k);
                        std::vector<point>::iterator it;
                        for (it = traj.begin(); it != traj.end(); ++it) {
                            int index = g->mon_at(it->x, it->y);
                            if (index != -1) {
                                g->zombie(index).apply_damage( this, bp_torso, tmp_item.weight() / 225 );
                                g->m.add_item_or_charges(it->x, it->y, tmp_item);
                                break;
                            } else if (it != traj.begin() && g->m.move_cost(it->x, it->y) == 0) {
                                g->m.bash( it->x, it->y, tmp_item.weight() / 225 );
                                if (g->m.move_cost(it->x, it->y) == 0) {
                                    g->m.add_item_or_charges((it - 1)->x, (it - 1)->y, tmp_item);
                                    break;
                                }
                            }
                        }
                        if (it == traj.end()) {
                            g->m.add_item_or_charges(posx, posy, tmp_item);
                        }
                    }
                }
            }
        }
    } else if(bio.id == "bio_lockpick") {
        if(!choose_adjacent(_("Activate your bio lockpick where?"), dirx, diry)) {
            power_level += bionics["bio_lockpick"]->power_cost;
            return;
        }
        ter_id type = g->m.ter(dirx, diry);
        if (type  == t_door_locked || type == t_door_locked_alarm || type == t_door_locked_interior ) {
            moves -= 40;
            std::string door_name = rm_prefix(_("<door_name>door"));
            add_msg_if_player(m_neutral, _("With a satisfying click, the lock on the %s opens."),
                              door_name.c_str());
            g->m.ter_set(dirx, diry, t_door_c);
            // Locked metal doors are the Lab and Bunker entries.  Those need to stay locked.
        } else if(type == t_door_bar_locked) {
            moves -= 40;
            std::string door_name = rm_prefix(_("<door_name>door"));
            add_msg_if_player(m_neutral, _("The %s swings open..."),
                              door_name.c_str()); //Could better copy the messages from lockpick....
            g->m.ter_set(dirx, diry, t_door_bar_o);
        } else if(type == t_chaingate_l) {
            moves -= 40;
            std::string gate_name = rm_prefix (_("<door_name>gate"));
            add_msg_if_player(m_neutral, _("With a satisfying click, the lock on the %s opens."),
                              gate_name.c_str());
            g->m.ter_set(dirx, diry, t_chaingate_c);
        } else if(type == t_door_c) {
            add_msg(m_info, _("That door isn't locked."));
        } else {
            add_msg_if_player(m_neutral, _("You can't unlock that %s."),
                              g->m.tername(dirx, diry).c_str());
        }
    } else if(bio.id == "bio_flashbang") {
        add_msg_if_player(m_neutral, _("You activate your integrated flashbang generator!"));
        g->flashbang(posx, posy, true);
    } else if(bio.id == "bio_shockwave") {
        g->shockwave(posx, posy, 3, 4, 2, 8, true);
        add_msg_if_player(m_neutral, _("You unleash a powerful shockwave!"));
    }
}