// 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, game *g) { bionic bio = my_bionics[b]; int power_cost = bionics[bio.id].power_cost; if (weapon.type->id == itm_bio_claws && bio.id == bio_claws) power_cost = 0; if (power_level < power_cost) { if (my_bionics[b].powered) { g->add_msg("Your %s powers down.", bionics[bio.id].name.c_str()); my_bionics[b].powered = false; } else g->add_msg("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; } power_level -= power_cost; } std::string junk; std::vector<point> traj; std::vector<std::string> good; std::vector<std::string> bad; WINDOW* w; int dirx, diry, t, index; unsigned int l; item tmp_item; switch (bio.id) { case bio_painkiller: pkill += 6; pain -= 2; if (pkill > pain) pkill = pain; break; case bio_nanobots: healall(4); break; case 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, junk); g->m.bash(i, j, 40, junk); // Multibash effect, so that doors &c will fall g->m.bash(i, j, 40, junk); if (g->m.is_destructable(i, j) && rng(1, 10) >= 4) g->m.ter(i, j) = t_rubble; } } break; case bio_time_freeze: moves += 100 * power_level; power_level = 0; g->add_msg("Your speed suddenly increases!"); if (one_in(3)) { g->add_msg("Your muscles tear with the strain."); hurt(g, bp_arms, 0, rng(5, 10)); hurt(g, bp_arms, 1, rng(5, 10)); hurt(g, bp_legs, 0, rng(7, 12)); hurt(g, bp_legs, 1, rng(7, 12)); hurt(g, bp_torso, 0, rng(5, 15)); } if (one_in(5)) add_disease(DI_TELEGLOW, rng(50, 400), g); break; case bio_teleport: g->teleport(); add_disease(DI_TELEGLOW, 300, g); break; // TODO: More stuff here (and bio_blood_filter) case bio_blood_anal: w = newwin(20, 40, 3, 10); wborder(w, LINE_XOXO, LINE_XOXO, LINE_OXOX, LINE_OXOX, LINE_OXXO, LINE_OOXX, LINE_XXOO, LINE_XOOX ); if (has_disease(DI_FUNGUS)) bad.push_back("Fungal Parasite"); if (has_disease(DI_DERMATIK)) bad.push_back("Insect Parasite"); if (has_disease(DI_POISON)) bad.push_back("Poison"); if (radiation > 0) bad.push_back("Irradiated"); if (has_disease(DI_PKILL1)) good.push_back("Minor Painkiller"); if (has_disease(DI_PKILL2)) good.push_back("Moderate Painkiller"); if (has_disease(DI_PKILL3)) good.push_back("Heavy Painkiller"); if (has_disease(DI_PKILL_L)) good.push_back("Slow-Release Painkiller"); if (has_disease(DI_DRUNK)) good.push_back("Alcohol"); if (has_disease(DI_CIG)) good.push_back("Nicotine"); if (has_disease(DI_HIGH)) good.push_back("Intoxicant: Other"); if (has_disease(DI_TOOK_PROZAC)) good.push_back("Prozac"); if (has_disease(DI_TOOK_FLUMED)) good.push_back("Antihistamines"); if (has_disease(DI_ADRENALINE)) good.push_back("Adrenaline Spike"); if (good.size() == 0 && bad.size() == 0) mvwprintz(w, 1, 1, c_white, "No effects."); else { for (unsigned int line = 1; line < 39 && line <= good.size() + bad.size(); line++) { if (line <= bad.size()) mvwprintz(w, line, 1, c_red, bad[line - 1].c_str()); else mvwprintz(w, line, 1, c_green, good[line - 1 - bad.size()].c_str()); } } wrefresh(w); refresh(); getch(); delwin(w); break; case bio_blood_filter: rem_disease(DI_FUNGUS); rem_disease(DI_POISON); rem_disease(DI_PKILL1); rem_disease(DI_PKILL2); rem_disease(DI_PKILL3); rem_disease(DI_PKILL_L); rem_disease(DI_DRUNK); rem_disease(DI_CIG); rem_disease(DI_HIGH); rem_disease(DI_TOOK_PROZAC); rem_disease(DI_TOOK_FLUMED); rem_disease(DI_ADRENALINE); break; case bio_evap: if (query_yn("Drink directly? Otherwise you will need a container.")) { tmp_item = item(g->itypes[itm_water], 0); thirst -= 50; if (has_trait(PF_GOURMAND) && thirst < -60) { g->add_msg("You can't finish it all!"); thirst = -60; } else if (!has_trait(PF_GOURMAND) && thirst < -20) { g->add_msg("You can't finish it all!"); thirst = -20; } } else { t = g->inv("Choose a container:"); if (i_at(t).type == 0) { g->add_msg("You don't have that item!"); power_level += bionics[bio_evap].power_cost; } else if (!i_at(t).is_container()) { g->add_msg("That %s isn't a container!", i_at(t).tname().c_str()); power_level += bionics[bio_evap].power_cost; } else { it_container *cont = dynamic_cast<it_container*>(i_at(t).type); if (i_at(t).volume_contained() + 1 > cont->contains) { g->add_msg("There's no space left in your %s.", i_at(t).tname().c_str()); power_level += bionics[bio_evap].power_cost; } else if (!(cont->flags & con_wtight)) { g->add_msg("Your %s isn't watertight!", i_at(t).tname().c_str()); power_level += bionics[bio_evap].power_cost; } else { g->add_msg("You pour water into your %s.", i_at(t).tname().c_str()); i_at(t).put_in(item(g->itypes[itm_water], 0)); } } } break; case bio_lighter: g->draw(); mvprintw(0, 0, "Torch in which direction?"); get_direction(g, dirx, diry, input()); if (dirx == -2) { g->add_msg("Invalid direction."); power_level += bionics[bio_lighter].power_cost; return; } dirx += posx; diry += posy; if (!g->m.add_field(g, dirx, diry, fd_fire, 1)) // Unsuccessful. g->add_msg("You can't light a fire there."); break; case bio_claws: if (weapon.type->id == itm_bio_claws) { g->add_msg("You withdraw your claws."); weapon = ret_null; } else if (weapon.type->id != 0) { g->add_msg("Your claws extend, forcing you to drop your %s.", weapon.tname().c_str()); g->m.add_item(posx, posy, weapon); weapon = item(g->itypes[itm_bio_claws], 0); weapon.invlet = '#'; } else { g->add_msg("Your claws extend!"); weapon = item(g->itypes[itm_bio_claws], 0); weapon.invlet = '#'; } break; case bio_blaster: tmp_item = weapon; weapon = item(g->itypes[itm_bio_blaster], 0); weapon.curammo = dynamic_cast<it_ammo*>(g->itypes[itm_bio_fusion]); weapon.charges = 1; g->refresh_all(); g->plfire(false); weapon = tmp_item; break; case bio_laser: tmp_item = weapon; weapon = item(g->itypes[itm_v29], 0); weapon.curammo = dynamic_cast<it_ammo*>(g->itypes[itm_laser_pack]); weapon.charges = 1; g->refresh_all(); g->plfire(false); weapon = tmp_item; break; case bio_emp: g->draw(); mvprintw(0, 0, "Fire EMP in which direction?"); get_direction(g, dirx, diry, input()); if (dirx == -2) { g->add_msg("Invalid direction."); power_level += bionics[bio_emp].power_cost; return; } dirx += posx; diry += posy; g->emp_blast(dirx, diry); break; case bio_hydraulics: g->add_msg("Your muscles hiss as hydraulic strength fills them!"); break; case bio_water_extractor: for (unsigned int i = 0; i < g->m.i_at(posx, posy).size(); i++) { item tmp = g->m.i_at(posx, posy)[i]; if (tmp.type->id == itm_corpse && query_yn("Extract water from the %s", tmp.tname().c_str())) { i = g->m.i_at(posx, posy).size() + 1; // Loop is finished t = g->inv("Choose a container:"); if (i_at(t).type == 0) { g->add_msg("You don't have that item!"); power_level += bionics[bio_water_extractor].power_cost; } else if (!i_at(t).is_container()) { g->add_msg("That %s isn't a container!", i_at(t).tname().c_str()); power_level += bionics[bio_water_extractor].power_cost; } else { it_container *cont = dynamic_cast<it_container*>(i_at(t).type); if (i_at(t).volume_contained() + 1 > cont->contains) { g->add_msg("There's no space left in your %s.", i_at(t).tname().c_str()); power_level += bionics[bio_water_extractor].power_cost; } else { g->add_msg("You pour water into your %s.", i_at(t).tname().c_str()); i_at(t).put_in(item(g->itypes[itm_water], 0)); } } } if (i == g->m.i_at(posx, posy).size() - 1) // We never chose a corpse power_level += bionics[bio_water_extractor].power_cost; } break; case 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) { 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 int 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); for (l = 0; l < traj.size(); l++) { index = g->mon_at(traj[l].x, traj[l].y); if (index != -1) { if (g->z[index].hurt(tmp_item.weight() * 2)) g->kill_mon(index, true); g->m.add_item(traj[l].x, traj[l].y, tmp_item); l = traj.size() + 1; } else if (l > 0 && g->m.move_cost(traj[l].x, traj[l].y) == 0) { g->m.bash(traj[l].x, traj[l].y, tmp_item.weight() * 2, junk); g->sound(traj[l].x, traj[l].y, 12, junk); if (g->m.move_cost(traj[l].x, traj[l].y) == 0) { g->m.add_item(traj[l - 1].x, traj[l - 1].y, tmp_item); l = traj.size() + 1; } } } if (l == traj.size()) g->m.add_item(posx, posy, tmp_item); } } } } break; case bio_lockpick: g->draw(); mvprintw(0, 0, "Unlock in which direction?"); get_direction(g, dirx, diry, input()); if (dirx == -2) { g->add_msg("Invalid direction."); power_level += bionics[bio_lockpick].power_cost; return; } dirx += posx; diry += posy; if (g->m.ter(dirx, diry) == t_door_locked) { moves -= 40; g->add_msg("You unlock the door."); g->m.ter(dirx, diry) = t_door_c; } else g->add_msg("You can't unlock that %s.", g->m.tername(dirx, diry).c_str()); break; // Unused enums added for completeness. default: break; } }
void player::hit_player(game *g, player &p, bool allow_grab) { bool is_u = (this == &(g->u)); // Affects how we'll display messages if (is_u && p.is_npc()) { npc* npcPtr = dynamic_cast<npc*>(&p); npcPtr->make_angry(); } std::string You = (is_u ? "You" : name); std::string Your = (is_u ? "Your" : name + "'s"); std::string your = (is_u ? "your" : (male ? "his" : "her")); std::string verb = "hit"; // Divide their dodge roll by 2 if this is a grab int target_dodge = (allow_grab ? p.dodge_roll(g) : p.dodge_roll(g) / 2); int hit_value = hit_roll() - target_dodge; bool missed = (hit_roll() <= 0); int move_cost = attack_speed(*this, missed); if (missed) { int stumble_pen = stumble(*this); if (is_u) { // Only display messages if this is the player if (weapon.has_technique(TEC_FEINT, this)) g->add_msg("You feint."); else if (stumble_pen >= 60) g->add_msg("You miss and stumble with the momentum."); else if (stumble_pen >= 10) g->add_msg("You swing wildly and miss."); else g->add_msg("You miss."); } melee_practice(*this, false, unarmed_attack(), weapon.is_bashing_weapon(), weapon.is_cutting_weapon(), (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB))); move_cost += stumble_pen; if (weapon.has_technique(TEC_FEINT, this)) move_cost = rng(move_cost / 3, move_cost); moves -= move_cost; return; } moves -= move_cost; body_part bp_hit; int side = rng(0, 1); hit_value += rng(-10, 10); if (hit_value >= 30) bp_hit = bp_eyes; else if (hit_value >= 20) bp_hit = bp_head; else if (hit_value >= 10) bp_hit = bp_torso; else if (one_in(4)) bp_hit = bp_legs; else bp_hit = bp_arms; std::string target = (p.is_npc() ? p.name + "'s " : "your "); target += body_part_name(bp_hit, side); bool critical_hit = scored_crit(target_dodge); int bash_dam = roll_bash_damage(NULL, critical_hit); int cut_dam = roll_cut_damage(NULL, critical_hit); int stab_dam = roll_stab_damage(NULL, critical_hit); technique_id tech_def = p.pick_defensive_technique(g, NULL, this); p.perform_defensive_technique(tech_def, g, NULL, this, bp_hit, side, bash_dam, cut_dam, stab_dam); if (bash_dam + cut_dam + stab_dam <= 0) return; // Defensive technique canceled our attack! if (critical_hit) // Crits cancel out Toad Style's armor boost p.rem_disease(DI_ARMOR_BOOST); int pain = 0; // Boost to pain; required for perform_technique // Moves lost to getting your weapon stuck int stuck_penalty = roll_stuck_penalty(NULL, (stab_dam >= cut_dam)); if (weapon.is_style()) stuck_penalty = 0; // Pick one or more special attacks technique_id technique = pick_technique(g, NULL, &p, critical_hit, allow_grab); // Handles effects as well; not done in melee_affect_* perform_technique(technique, g, NULL, &p, bash_dam, cut_dam, stab_dam, pain); p.pain += pain; // Mutation-based attacks perform_special_attacks(g, NULL, &p, bash_dam, cut_dam, stab_dam); // Handles speed penalties to monster & us, etc melee_special_effects(g, NULL, &p, critical_hit, bash_dam, cut_dam, stab_dam); // Make a rather quiet sound, to alert any nearby monsters if (weapon.typeId() != "style_ninjutsu") // Ninjutsu is silent! g->sound(posx, posy, 8, ""); p.hit(g, bp_hit, side, bash_dam, (cut_dam > stab_dam ? cut_dam : stab_dam)); verb = melee_verb(technique, your, *this, bash_dam, cut_dam, stab_dam); int dam = bash_dam + (cut_dam > stab_dam ? cut_dam : stab_dam); hit_message(g, You.c_str(), verb.c_str(), target.c_str(), dam, critical_hit); bool bashing = (bash_dam >= 10 && !unarmed_attack()); bool cutting = (cut_dam >= 10 && cut_dam >= stab_dam); bool stabbing = (stab_dam >= 10 && stab_dam >= cut_dam); melee_practice(*this, true, unarmed_attack(), bashing, cutting, stabbing); if (dam >= 5 && has_artifact_with(AEP_SAP_LIFE)) healall( rng(dam / 10, dam / 5) ); if (allow_grab && technique == TEC_GRAB) { // Move our weapon to a temp slot, if it's not unarmed if (p.weapon.has_technique(TEC_BREAK, &p) && dice(p.dex_cur + p.skillLevel("melee"), 12) > dice(dex_cur + skillLevel("melee"), 10)) { if (is_u) g->add_msg("%s break%s the grab!", target.c_str(), (p.is_npc() ? "s" : "")); } else if (!unarmed_attack()) { item tmpweap = remove_weapon(); hit_player(g, p, false); // False means a second grab isn't allowed weapon = tmpweap; } else hit_player(g, p, false); // False means a second grab isn't allowed } if (tech_def == TEC_COUNTER) { if (!p.is_npc()) g->add_msg("Counter-attack!"); p.hit_player(g, *this); } }
int player::hit_mon(game *g, monster *z, bool allow_grab) // defaults to true { bool is_u = (this == &(g->u)); // Affects how we'll display messages if (is_u) z->add_effect(ME_HIT_BY_PLAYER, 100); // Flag as attacked by us std::string You = (is_u ? "You" : name); std::string Your = (is_u ? "Your" : name + "'s"); std::string your = (is_u ? "your" : (male ? "his" : "her")); std::string verb = "hit"; std::string target = "the " + z->name(); // If !allow_grab, then we already grabbed them--meaning their dodge is hampered int mondodge = (allow_grab ? z->dodge_roll() : z->dodge_roll() / 3); bool missed = (hit_roll() < mondodge || one_in(4 + dex_cur + weapon.type->m_to_hit)); int move_cost = attack_speed(*this, missed); if (missed) { int stumble_pen = stumble(*this); if (is_u) { // Only display messages if this is the player if (weapon.has_technique(TEC_FEINT, this)) g->add_msg("You feint."); else if (stumble_pen >= 60) g->add_msg("You miss and stumble with the momentum."); else if (stumble_pen >= 10) g->add_msg("You swing wildly and miss."); else g->add_msg("You miss."); } melee_practice(*this, false, unarmed_attack(), weapon.is_bashing_weapon(), weapon.is_cutting_weapon(), (weapon.has_flag(IF_SPEAR) || weapon.has_flag(IF_STAB))); move_cost += stumble_pen; if (weapon.has_technique(TEC_FEINT, this)) move_cost = rng(move_cost / 3, move_cost); moves -= move_cost; return 0; } moves -= move_cost; bool critical_hit = scored_crit(mondodge); int bash_dam = roll_bash_damage(z, critical_hit); int cut_dam = roll_cut_damage(z, critical_hit); int stab_dam = roll_stab_damage(z, critical_hit); int pain = 0; // Boost to pain; required for perform_technique // Moves lost to getting your weapon stuck int stuck_penalty = roll_stuck_penalty(z, (stab_dam >= cut_dam)); if (weapon.is_style()) stuck_penalty = 0; // Pick one or more special attacks technique_id technique = pick_technique(g, z, NULL, critical_hit, allow_grab); // Handles effects as well; not done in melee_affect_* perform_technique(technique, g, z, NULL, bash_dam, cut_dam, stab_dam, pain); z->speed -= int(pain / 2); // Mutation-based attacks perform_special_attacks(g, z, NULL, bash_dam, cut_dam, stab_dam); // Handles speed penalties to monster & us, etc melee_special_effects(g, z, NULL, critical_hit, bash_dam, cut_dam, stab_dam); // Make a rather quiet sound, to alert any nearby monsters if (weapon.typeId() != "style_ninjutsu") // Ninjutsu is silent! g->sound(posx, posy, 8, ""); verb = melee_verb(technique, your, *this, bash_dam, cut_dam, stab_dam); int dam = bash_dam + (cut_dam > stab_dam ? cut_dam : stab_dam); hit_message(g, You.c_str(), verb.c_str(), target.c_str(), dam, critical_hit); bool bashing = (bash_dam >= 10 && !unarmed_attack()); bool cutting = (cut_dam >= 10 && cut_dam >= stab_dam); bool stabbing = (stab_dam >= 10 && stab_dam >= cut_dam); melee_practice(*this, true, unarmed_attack(), bashing, cutting, stabbing); if (allow_grab && technique == TEC_GRAB) { // Move our weapon to a temp slot, if it's not unarmed if (!unarmed_attack()) { item tmpweap = remove_weapon(); dam += hit_mon(g, z, false); // False means a second grab isn't allowed weapon = tmpweap; } else dam += hit_mon(g, z, false); // False means a second grab isn't allowed } if (dam >= 5 && has_artifact_with(AEP_SAP_LIFE)) healall( rng(dam / 10, dam / 5) ); return dam; }
// 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!")); } }
void player::consume_effects( const item &food ) { if( !food.is_comestible() ) { debugmsg( "called player::consume_effects with non-comestible" ); return; } const auto &comest = *food.type->comestible; const int capacity = stomach_capacity(); if( has_trait( trait_id( "THRESH_PLANT" ) ) && food.type->can_use( "PLANTBLECH" ) ) { // Just keep nutrition capped, to prevent vomiting cap_nutrition_thirst( *this, capacity, true, true ); return; } if( ( has_trait( trait_id( "HERBIVORE" ) ) || has_trait( trait_id( "RUMINANT" ) ) ) && food.has_any_flag( herbivore_blacklist ) ) { // No good can come of this. return; } // Rotten food causes health loss const float relative_rot = food.get_relative_rot(); if( relative_rot > 1.0f && !has_trait( trait_id( "SAPROPHAGE" ) ) && !has_trait( trait_id( "SAPROVORE" ) ) && !has_bionic( bio_digestion ) ) { const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f ); // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten" // But always round down int h_loss = -rottedness * comest.nutr; mod_healthy_mod( h_loss, -200 ); add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness ); } const auto nutr = nutrition_for( food ); mod_hunger( -nutr ); mod_thirst( -comest.quench ); mod_stomach_food( nutr ); mod_stomach_water( comest.quench ); if( comest.healthy != 0 ) { // Effectively no cap on health modifiers from food mod_healthy_mod( comest.healthy, ( comest.healthy >= 0 ) ? 200 : -200 ); } if( comest.stim != 0 && ( abs( stim ) < ( abs( comest.stim ) * 3 ) || sgn( stim ) != sgn( comest.stim ) ) ) { if( comest.stim < 0 ) { stim = std::max( comest.stim * 3, stim + comest.stim ); } else { stim = std::min( comest.stim * 3, stim + comest.stim ); } } add_addiction( comest.add, comest.addict ); if( addiction_craving( comest.add ) != MORALE_NULL ) { rem_morale( addiction_craving( comest.add ) ); } // Morale is in minutes int morale_time = HOURS( 2 ) / MINUTES( 1 ); if( food.has_flag( "HOT" ) && food.has_flag( "EATEN_HOT" ) ) { morale_time = HOURS( 3 ) / MINUTES( 1 ); int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) ); add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 ); } std::pair<int, int> fun = fun_for( food ); if( fun.first < 0 ) { add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false, food.type ); } else if( fun.first > 0 ) { add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false, food.type ); } const bool hibernate = has_active_mutation( trait_id( "HIBERNATE" ) ); if( hibernate ) { if( ( nutr > 0 && get_hunger() < -60 ) || ( comest.quench > 0 && get_thirst() < -60 ) ) { //Tell the player what's going on add_msg_if_player( _( "You gorge yourself, preparing to hibernate." ) ); if( one_in( 2 ) ) { //50% chance of the food tiring you mod_fatigue( nutr ); } } if( ( nutr > 0 && get_hunger() < -200 ) || ( comest.quench > 0 && get_thirst() < -200 ) ) { //Hibernation should cut burn to 60/day add_msg_if_player( _( "You feel stocked for a day or two. Got your bed all ready and secured?" ) ); if( one_in( 2 ) ) { //And another 50%, intended cumulative mod_fatigue( nutr ); } } if( ( nutr > 0 && get_hunger() < -400 ) || ( comest.quench > 0 && get_thirst() < -400 ) ) { add_msg_if_player( _( "Mmm. You can still fit some more in...but maybe you should get comfortable and sleep." ) ); if( !one_in( 3 ) ) { //Third check, this one at 66% mod_fatigue( nutr ); } } if( ( nutr > 0 && get_hunger() < -600 ) || ( comest.quench > 0 && get_thirst() < -600 ) ) { add_msg_if_player( _( "That filled a hole! Time for bed..." ) ); // At this point, you're done. Schlaf gut. mod_fatigue( nutr ); } } // Moved here and changed a bit - it was too complex // Incredibly minor stuff like this shouldn't require complexity if( !is_npc() && has_trait( trait_id( "SLIMESPAWNER" ) ) && ( get_hunger() < capacity + 40 || get_thirst() < capacity + 40 ) ) { add_msg_if_player( m_mixed, _( "You feel as though you're going to split open! In a good way?" ) ); mod_pain( 5 ); std::vector<tripoint> valid; for( const tripoint &dest : g->m.points_in_radius( pos(), 1 ) ) { if( g->is_empty( dest ) ) { valid.push_back( dest ); } } 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( mon_player_blob, target ) ) { slime->friendly = -1; } } mod_hunger( 40 ); mod_thirst( 40 ); //~slimespawns have *small voices* which may be the Nice equivalent //~of the Rat King's ALL CAPS invective. Probably shared-brain telepathy. add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) ); } // Last thing that happens before capping hunger if( get_hunger() < capacity && has_trait( trait_id( "EATHEALTH" ) ) ) { int excess_food = capacity - get_hunger(); add_msg_player_or_npc( _( "You feel the %s filling you out." ), _( "<npcname> looks better after eating the %s." ), food.tname().c_str() ); // Guaranteed 1 HP healing, no matter what. You're welcome. ;-) if( excess_food <= 5 ) { healall( 1 ); } else { // Straight conversion, except it's divided amongst all your body parts. healall( excess_food /= 5 ); } // Note: We want this here to prevent "you can't finish this" messages set_hunger( capacity ); } cap_nutrition_thirst( *this, capacity, nutr > 0, comest.quench > 0 ); }
void player::consume_effects( item &food, bool rotten ) { if( !food.is_food() ) { debugmsg( "called player::consume_effects with non-comestible" ); return; } const auto comest = food.type->comestible.get(); const int capacity = stomach_capacity(); if( has_trait( "THRESH_PLANT" ) && food.type->can_use( "PLANTBLECH" ) ) { // Just keep nutrition capped, to prevent vomiting cap_nutrition_thirst( *this, capacity, true, true ); return; } if( ( has_trait( "HERBIVORE" ) || has_trait( "RUMINANT" ) ) && food.has_any_flag( herbivore_blacklist ) ) { // No good can come of this. return; } float factor = 1.0f; float hunger_factor = 1.0f; bool unhealthy_allowed = true; if( has_trait( "GIZZARD" ) ) { factor *= 0.6f; } if( has_trait( "CARNIVORE" ) && food.has_flag( "CARNIVORE_OK" ) ) { // At least partially edible if( food.has_any_flag( carnivore_blacklist ) ) { // Other things are in it, we only get partial benefits add_msg_if_player( _( "You pick out the edible parts and throw away the rest." ) ); factor *= 0.5f; } else { // Carnivores don't get unhealthy off pure meat diets unhealthy_allowed = false; } } // Saprophages get full nutrition from rotting food if( rotten && !has_trait( "SAPROPHAGE" ) ) { // everyone else only gets a portion of the nutrition hunger_factor *= rng_float( 0, 1 ); // and takes a health penalty if they aren't adapted if( !has_trait( "SAPROVORE" ) && !has_bionic( "bio_digestion" ) ) { mod_healthy_mod( -30, -200 ); } } // Bio-digestion gives extra nutrition if( has_bionic( "bio_digestion" ) ) { hunger_factor += rng_float( 0, 1 ); } const auto nutr = nutrition_for( food.type ); mod_hunger( -nutr * factor * hunger_factor ); mod_thirst( -comest->quench * factor ); mod_stomach_food( nutr * factor * hunger_factor ); mod_stomach_water( comest->quench * factor ); if( unhealthy_allowed || comest->healthy > 0 ) { // Effectively no cap on health modifiers from food mod_healthy_mod( comest->healthy, ( comest->healthy >= 0 ) ? 200 : -200 ); } if( comest->stim != 0 && ( abs( stim ) < ( abs( comest->stim ) * 3 ) || sgn( stim ) != sgn( comest->stim ) ) ) { if( comest->stim < 0 ) { stim = std::max( comest->stim * 3, stim + comest->stim ); } else { stim = std::min( comest->stim * 3, stim + comest->stim ); } } add_addiction( comest->add, comest->addict ); if( addiction_craving( comest->add ) != MORALE_NULL ) { rem_morale( addiction_craving( comest->add ) ); } if( food.has_flag( "HOT" ) && food.has_flag( "EATEN_HOT" ) ) { add_morale( MORALE_FOOD_HOT, 5, 10 ); } auto fun = comest->fun; if( food.has_flag( "COLD" ) && food.has_flag( "EATEN_COLD" ) && fun > 0 ) { if( fun > 0 ) { add_morale( MORALE_FOOD_GOOD, fun * 3, fun * 3, 60, 30, false, food.type ); } else { fun = 1; } } const bool gourmand = has_trait( "GOURMAND" ); const bool hibernate = has_active_mutation( "HIBERNATE" ); if( gourmand ) { if( fun < -2 ) { add_morale( MORALE_FOOD_BAD, fun * 0.5, fun, 60, 30, false, food.type ); } else if( fun > 0 ) { add_morale( MORALE_FOOD_GOOD, fun * 3, fun * 6, 60, 30, false, food.type ); } } else if( fun < 0 ) { add_morale( MORALE_FOOD_BAD, fun, fun * 6, 60, 30, false, food.type ); } else if( fun > 0 ) { add_morale( MORALE_FOOD_GOOD, fun, fun * 4, 60, 30, false, food.type ); } if( hibernate ) { if( ( nutr > 0 && get_hunger() < -60 ) || ( comest->quench > 0 && get_thirst() < -60 ) ) { //Tell the player what's going on add_msg_if_player( _( "You gorge yourself, preparing to hibernate." ) ); if( one_in( 2 ) ) { //50% chance of the food tiring you mod_fatigue( nutr ); } } if( ( nutr > 0 && get_hunger() < -200 ) || ( comest->quench > 0 && get_thirst() < -200 ) ) { //Hibernation should cut burn to 60/day add_msg_if_player( _( "You feel stocked for a day or two. Got your bed all ready and secured?" ) ); if( one_in( 2 ) ) { //And another 50%, intended cumulative mod_fatigue( nutr ); } } if( ( nutr > 0 && get_hunger() < -400 ) || ( comest->quench > 0 && get_thirst() < -400 ) ) { add_msg_if_player( _( "Mmm. You can still fit some more in...but maybe you should get comfortable and sleep." ) ); if( !one_in( 3 ) ) { //Third check, this one at 66% mod_fatigue( nutr ); } } if( ( nutr > 0 && get_hunger() < -600 ) || ( comest->quench > 0 && get_thirst() < -600 ) ) { add_msg_if_player( _( "That filled a hole! Time for bed..." ) ); // At this point, you're done. Schlaf gut. mod_fatigue( nutr ); } } // Moved here and changed a bit - it was too complex // Incredibly minor stuff like this shouldn't require complexity if( !is_npc() && has_trait( "SLIMESPAWNER" ) && ( get_hunger() < capacity + 40 || get_thirst() < capacity + 40 ) ) { add_msg_if_player( m_mixed, _( "You feel as though you're going to split open! In a good way?" ) ); mod_pain( 5 ); std::vector<tripoint> valid; for( const tripoint &dest : g->m.points_in_radius( pos(), 1 ) ) { if( g->is_empty( dest ) ) { valid.push_back( dest ); } } 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; } } mod_hunger( 40 ); mod_thirst( 40 ); //~slimespawns have *small voices* which may be the Nice equivalent //~of the Rat King's ALL CAPS invective. Probably shared-brain telepathy. add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) ); } // Last thing that happens before capping hunger if( get_hunger() < capacity && has_trait( "EATHEALTH" ) ) { int excess_food = capacity - get_hunger(); add_msg_player_or_npc( _( "You feel the %s filling you out." ), _( "<npcname> looks better after eating the %s." ), food.tname().c_str() ); // Guaranteed 1 HP healing, no matter what. You're welcome. ;-) if( excess_food <= 5 ) { healall( 1 ); } else { // Straight conversion, except it's divided amongst all your body parts. healall( excess_food /= 5 ); } // Note: We want this here to prevent "you can't finish this" messages set_hunger( capacity ); } cap_nutrition_thirst( *this, capacity, nutr > 0, comest->quench > 0 ); }