const std::function<bool( const item & )> recipe::get_component_filter() const
{
    const item result = create_result();

    // Disallow crafting of non-perishables with rotten components
    // Make an exception for seeds
    // TODO: move seed extraction recipes to uncraft
    std::function<bool( const item & )> rotten_filter = return_true<item>;
    if( result.is_food() && !result.goes_bad() && !has_flag( "ALLOW_ROTTEN" ) ) {
        rotten_filter = []( const item & component ) {
            return !component.rotten();
        };
    }

    // If the result is made hot, we can allow frozen components.
    // EDIBLE_FROZEN components ( e.g. flour, chocolate ) are allowed as well
    // Otherwise forbid them
    std::function<bool( const item & )> frozen_filter = return_true<item>;
    if( result.is_food() && !hot_result() ) {
        frozen_filter = []( const item & component ) {
            return !component.has_flag( "FROZEN" ) || component.has_flag( "EDIBLE_FROZEN" );
        };
    }

    return [ rotten_filter, frozen_filter ]( const item & component ) {
        return is_crafting_component( component ) && rotten_filter( component ) &&
               frozen_filter( component );
    };
}
Example #2
0
void finalize_crafted_item( item &newit, float used_age_tally, int used_age_count )
{
    if( newit.is_food() ) {
        set_item_food( newit );
    }
    if( used_age_count > 0 && newit.goes_bad() ) {
        set_item_spoilage( newit, used_age_tally, used_age_count );
    }
}
Example #3
0
/*static*/ bool inventory::has_category(const item& it, item_cat cat, const player& u) {
    switch (cat)
    {
    case IC_COMESTIBLE: // food
        if (it.is_food(&u) || it.is_food_container(&u))
        {
             return true;
        }
        break;
    case IC_AMMO: // ammo
        if (it.is_ammo() || it.is_ammo_container())
        {
             return true;
        }
        break;
    case IC_ARMOR: // armour
        if (it.is_armor())
        {
             return true;
        }
        break;
    case IC_BOOK: // books
        if (it.is_book())
        {
             return true;
        }
        break;
    case IC_TOOL: // tools
        if (it.is_tool())
        {
             return true;
        }
        break;
    case IC_CONTAINER: // containers for liquid handling
        if (it.is_tool() || it.is_gun())
        {
            if (it.ammo_type() == "gasoline")
            {
                return true;
            }
        }
        else
        {
            if (it.is_container())
            {
                return true;
            }
        }
        break;
    }
    return false;
}
Example #4
0
hint_rating player::rate_action_eat( const item &it ) const
{
    if( !it.is_food_container( this ) && !it.is_food( this ) ) {
        return HINT_CANT;
    }

    const auto rating = can_eat( it );
    if( rating == EDIBLE ) {
        return HINT_GOOD;
    } else if( rating == INEDIBLE || rating == INEDIBLE_MUTATION ) {
        return HINT_CANT;
    }

    return HINT_IFFY;
}
Example #5
0
int npc::value(item &it)
{
 int ret = it.price() / 50;
 skill best = best_skill();
 if (best != sk_unarmed) {
  int weapon_val = it.weapon_value(sklevel) - weapon.weapon_value(sklevel);
  if (weapon_val > 0)
   ret += weapon_val;
 }

 if (it.is_food()) {
  it_comest* comest = dynamic_cast<it_comest*>(it.type);
  if (comest->nutr > 0 || comest->quench > 0)
   ret++;
  if (hunger > 40)
   ret += (comest->nutr + hunger - 40) / 6;
  if (thirst > 40)
   ret += (comest->quench + thirst - 40) / 4;
 }

 if (it.is_ammo()) {
  it_ammo* ammo = dynamic_cast<it_ammo*>(it.type);
  it_gun* gun;
  if (weapon.is_gun()) {
   gun = dynamic_cast<it_gun*>(weapon.type);
   if (ammo->type == gun->ammo)
    ret += 14;
  }
  for (int i = 0; i < inv.size(); i++) {
   if (inv[i].is_gun()) {
    gun = dynamic_cast<it_gun*>(inv[i].type);
    if (ammo->type == gun->ammo)
     ret += 6;
   }
  }
 }

 if (it.is_book()) {
  it_book* book = dynamic_cast<it_book*>(it.type);
  if (book->intel <= int_cur) {
   ret += book->fun;
   if (sklevel[book->type] < book->level && sklevel[book->type] >= book->req)
    ret += book->level * 3;
  }
 }

// TODO: Sometimes we want more than one tool?  Also we don't want EVERY tool.
 if (it.is_tool() && !has_amount(itype_id(it.type->id), 1)) {
  ret += 8;
 }

// TODO: Artifact hunting from relevant factions
// ALSO TODO: Bionics hunting from relevant factions
 if (fac_has_job(FACJOB_DRUGS) && it.is_food() &&
     (dynamic_cast<it_comest*>(it.type))->addict >= 5)
  ret += 10;
 if (fac_has_job(FACJOB_DOCTORS) && it.type->id >= itm_bandages &&
     it.type->id <= itm_prozac)
  ret += 10;
 if (fac_has_value(FACVAL_BOOKS) && it.is_book())
  ret += 14;
 if (fac_has_job(FACJOB_SCAVENGE)) { // Computed last for _reasons_.
  ret += 6;
  ret *= 1.3;
 }
 return ret;
}
Example #6
0
bool player::eat( item &food, bool force )
{
    if( !food.is_food() ) {
        return false;
    }
    // Check if it's rotten before eating!
    food.calc_rot( global_square_location() );
    const auto ret = force ? can_eat( food ) : will_eat( food, is_player() );
    if( !ret.success() ) {
        return false;
    }

    if( food.type->has_use() ) {
        if( food.type->invoke( *this, food, pos() ) <= 0 ) {
            return false;
        }
    }

    // Note: the block below assumes we decided to eat it
    // No coming back from here

    const bool hibernate = has_active_mutation( trait_id( "HIBERNATE" ) );
    const int nutr = nutrition_for( food );
    const int quench = food.type->comestible->quench;
    const bool spoiled = food.rotten();

    // The item is solid food
    const bool chew = food.type->comestible->comesttype == "FOOD" || food.has_flag( "USE_EAT_VERB" );
    // This item is a drink and not a solid food (and not a thick soup)
    const bool drinkable = !chew && food.type->comestible->comesttype == "DRINK";
    // If neither of the above is true then it's a drug and shouldn't get mealtime penalty/bonus

    if( hibernate &&
        ( get_hunger() > -60 && get_thirst() > -60 ) &&
        ( get_hunger() - nutr < -60 || get_thirst() - quench < -60 ) ) {
        add_memorial_log( pgettext( "memorial_male", "Began preparing for hibernation." ),
                          pgettext( "memorial_female", "Began preparing for hibernation." ) );
        add_msg_if_player(
            _( "You've begun stockpiling calories and liquid for hibernation.  You get the feeling that you should prepare for bed, just in case, but...you're hungry again, and you could eat a whole week's worth of food RIGHT NOW." ) );
    }

    const bool will_vomit = get_hunger() < 0 && nutr >= 5 && !has_trait( trait_id( "GOURMAND" ) ) &&
                            !hibernate &&
                            !has_trait( trait_id( "SLIMESPAWNER" ) ) && !has_trait( trait_id( "EATHEALTH" ) ) &&
                            rng( -200, 0 ) > get_hunger() - nutr;
    const bool saprophage = has_trait( trait_id( "SAPROPHAGE" ) );
    if( spoiled && !saprophage ) {
        add_msg_if_player( m_bad, _( "Ick, this %s doesn't taste so good..." ), food.tname().c_str() );
        if( !has_trait( trait_id( "SAPROVORE" ) ) && !has_trait( trait_id( "EATDEAD" ) ) &&
            ( !has_bionic( bio_digestion ) || one_in( 3 ) ) ) {
            add_effect( effect_foodpoison, rng( 60, ( nutr + 1 ) * 60 ) );
        }
        consume_effects( food );
    } else if( spoiled && saprophage ) {
        add_msg_if_player( m_good, _( "Mmm, this %s tastes delicious..." ), food.tname().c_str() );
        consume_effects( food );
    } else {
        consume_effects( food );
    }

    const bool amorphous = has_trait( trait_id( "AMORPHOUS" ) );
    int mealtime = 250;
    if( drinkable || chew ) {
        // Those bonuses/penalties only apply to food
        // Not to smoking weed or applying bandages!
        if( has_trait( trait_id( "MOUTH_TENTACLES" ) )  || has_trait( trait_id( "MANDIBLES" ) ) ) {
            mealtime /= 2;
        } else if( has_trait( trait_id( "GOURMAND" ) ) ) {
            // Don't stack those two - that would be 25 moves per item
            mealtime -= 100;
        }

        if( has_trait( trait_id( "BEAK_HUM" ) ) && !drinkable ) {
            mealtime += 200; // Much better than PROBOSCIS but still optimized for fluids
        } else if( has_trait( trait_id( "SABER_TEETH" ) ) ) {
            mealtime += 250; // They get In The Way
        }

        if( amorphous ) {
            mealtime *= 1.1;
            // Minor speed penalty for having to flow around it
            // rather than just grab & munch
        }
    }

    moves -= mealtime;

    // If it's poisonous... poison us.
    // TODO: Move this to a flag
    if( food.poison > 0 && !has_trait( trait_id( "EATPOISON" ) ) &&
        !has_trait( trait_id( "EATDEAD" ) ) ) {
        if( food.poison >= rng( 2, 4 ) ) {
            add_effect( effect_poison, food.poison * 100 );
        }

        add_effect( effect_foodpoison, food.poison * 300 );
    }

    if( amorphous ) {
        add_msg_player_or_npc( _( "You assimilate your %s." ), _( "<npcname> assimilates a %s." ),
                               food.tname().c_str() );
    } else if( drinkable ) {
        add_msg_player_or_npc( _( "You drink your %s." ), _( "<npcname> drinks a %s." ),
                               food.tname().c_str() );
    } else if( chew ) {
        add_msg_player_or_npc( _( "You eat your %s." ), _( "<npcname> eats a %s." ),
                               food.tname().c_str() );
    }

    if( item::find_type( food.type->comestible->tool )->tool ) {
        // Tools like lighters get used
        use_charges( food.type->comestible->tool, 1 );
    }

    if( has_bionic( bio_ethanol ) && food.type->can_use( "ALCOHOL" ) ) {
        charge_power( rng( 50, 200 ) );
    }
    if( has_bionic( bio_ethanol ) && food.type->can_use( "ALCOHOL_WEAK" ) ) {
        charge_power( rng( 25, 100 ) );
    }
    if( has_bionic( bio_ethanol ) && food.type->can_use( "ALCOHOL_STRONG" ) ) {
        charge_power( rng( 75, 300 ) );
    }

    if( food.has_flag( "CANNIBALISM" ) ) {
        // Sapiovores don't recognize humans as the same species.
        // But let them possibly feel cool about eating sapient stuff - treat like psycho
        const bool cannibal = has_trait( trait_id( "CANNIBAL" ) );
        const bool psycho = has_trait( trait_id( "PSYCHOPATH" ) ) || has_trait( trait_id( "SAPIOVORE" ) );
        const bool spiritual = has_trait( trait_id( "SPIRITUAL" ) );
        if( cannibal && psycho && spiritual ) {
            add_msg_if_player( m_good,
                               _( "You feast upon the human flesh, and in doing so, devour their spirit." ) );
            // You're not really consuming anything special; you just think you are.
            add_morale( MORALE_CANNIBAL, 25, 300 );
        } else if( cannibal && psycho ) {
            add_msg_if_player( m_good, _( "You feast upon the human flesh." ) );
            add_morale( MORALE_CANNIBAL, 15, 200 );
        } else if( cannibal && spiritual ) {
            add_msg_if_player( m_good, _( "You consume the sacred human flesh." ) );
            // Boosted because you understand the philosophical implications of your actions, and YOU LIKE THEM.
            add_morale( MORALE_CANNIBAL, 15, 200 );
        } else if( cannibal ) {
            add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
            add_morale( MORALE_CANNIBAL, 10, 50 );
        } else if( psycho && spiritual ) {
            add_msg_if_player( _( "You greedily devour the taboo meat." ) );
            // Small bonus for violating a taboo.
            add_morale( MORALE_CANNIBAL, 5, 50 );
        } else if( psycho ) {
            add_msg_if_player( _( "Meh. You've eaten worse." ) );
        } else if( spiritual ) {
            add_msg_if_player( m_bad,
                               _( "This is probably going to count against you if there's still an afterlife." ) );
            add_morale( MORALE_CANNIBAL, -60, -400, 600, 300 );
        } else {
            add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
            add_morale( MORALE_CANNIBAL, -60, -400, 600, 300 );
        }
    }

    // Allergy check
    const auto allergy = allergy_type( food );
    if( allergy != MORALE_NULL ) {
        add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
        add_morale( allergy, -75, -400, 300, 240 );
    }
    // Carnivores CAN eat junk food, but they won't like it much.
    // Pizza-scraping happens in consume_effects.
    if( has_trait( trait_id( "CARNIVORE" ) ) && food.has_flag( "ALLERGEN_JUNK" ) &&
        !food.has_flag( "CARNIVORE_OK" ) ) {
        add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
        add_morale( MORALE_NO_DIGEST, -25, -125, 300, 240 );
    }
    if( !spoiled && chew && has_trait( trait_id( "SAPROPHAGE" ) ) ) {
        // It's OK to *drink* things that haven't rotted.  Alternative is to ban water.  D:
        add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
        add_morale( MORALE_NO_DIGEST, -75, -400, 300, 240 );
    }
    if( food.has_flag( "URSINE_HONEY" ) && ( !crossed_threshold() ||
            has_trait( trait_id( "THRESH_URSINE" ) ) ) &&
        mutation_category_level["MUTCAT_URSINE"] > 40 ) {
        //Need at least 5 bear mutations for effect to show, to filter out mutations in common with other mutcats
        int honey_fun = has_trait( trait_id( "THRESH_URSINE" ) ) ?
                        std::min( mutation_category_level["MUTCAT_URSINE"] / 8, 20 ) :
                        mutation_category_level["MUTCAT_URSINE"] / 12;
        if( honey_fun < 10 ) {
            add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
        } else {
            add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
        }
        add_morale( MORALE_HONEY, honey_fun, 100 );
    }

    if( will_vomit ) {
        vomit();
    }

    // chance to become parasitised
    if( !( has_bionic( bio_digestion ) || has_trait( trait_id( "PARAIMMUNE" ) ) ) ) {
        if( food.type->comestible->parasites > 0 && one_in( food.type->comestible->parasites ) ) {
            switch( rng( 0, 3 ) ) {
                case 0:
                    if( !has_trait( trait_id( "EATHEALTH" ) ) ) {
                        add_effect( effect_tapeworm, 1, num_bp, true );
                    }
                    break;
                case 1:
                    if( !has_trait( trait_id( "ACIDBLOOD" ) ) ) {
                        add_effect( effect_bloodworms, 1, num_bp, true );
                    }
                    break;
                case 2:
                    add_effect( effect_brainworms, 1, num_bp, true );
                    break;
                case 3:
                    add_effect( effect_paincysts, 1, num_bp, true );
            }
        }
    }

    for( const auto &v : this->vitamins_from( food ) ) {
        auto qty = has_effect( effect_tapeworm ) ? v.second / 2 : v.second;

        // can never develop hypervitaminosis from consuming food
        vitamin_mod( v.first, qty );
    }

    food.mod_charges( -1 );
    return true;
}
Example #7
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 );
}