void weather_effect::glare( bool snowglare )
{
    season_type season = season_of_year( calendar::turn );
    if( is_player_outside() && g->is_in_sunlight( g->u.pos() ) && !g->u.in_sleep_state() &&
        !g->u.worn_with_flag( "SUN_GLASSES" ) && !g->u.is_blind() && !snowglare &&
        !g->u.has_bionic( bionic_id( "bio_sunglasses" ) ) ) {
        if( !g->u.has_effect( effect_glare ) ) {
            if( g->u.has_trait( trait_CEPH_VISION ) ) {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 4_turns );
            } else {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 2_turns );
            }
        } else {
            if( g->u.has_trait( trait_CEPH_VISION ) ) {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 2_turns );
            } else {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 1_turns );
            }
        }
    }
    if( is_player_outside() && !g->u.in_sleep_state() && season == WINTER &&
        !g->u.worn_with_flag( "SUN_GLASSES" ) && !g->u.is_blind() && snowglare &&
        !g->u.has_bionic( bionic_id( "bio_sunglasses" ) ) ) {
        if( !g->u.has_effect( effect_snow_glare ) ) {
            if( g->u.has_trait( trait_CEPH_VISION ) ) {
                g->u.add_env_effect( effect_snow_glare, bp_eyes, 2, 4_turns );
            } else {
                g->u.add_env_effect( effect_snow_glare, bp_eyes, 2, 2_turns );
            }
        } else {
            if( g->u.has_trait( trait_CEPH_VISION ) ) {
                g->u.add_env_effect( effect_snow_glare, bp_eyes, 2, 2_turns );
            } else {
                g->u.add_env_effect( effect_snow_glare, bp_eyes, 2, 1_turns );
            }
        }
    }
}
Esempio n. 2
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/**
 * Glare.
 * Causes glare effect to player's eyes if they are not wearing applicable eye protection.
 */
void weather_effect::glare()
{
    if( is_player_outside() && g->is_in_sunlight( g->u.pos() ) && !g->u.in_sleep_state() &&
        !g->u.worn_with_flag( "SUN_GLASSES" ) && !g->u.is_blind() &&
        !g->u.has_bionic( bionic_id( "bio_sunglasses" ) ) ) {
        if( !g->u.has_effect( effect_glare ) ) {
            if( g->u.has_trait( trait_CEPH_VISION ) ) {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 4_turns );
            } else {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 2_turns );
            }
        } else {
            if( g->u.has_trait( trait_CEPH_VISION ) ) {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 2_turns );
            } else {
                g->u.add_env_effect( effect_glare, bp_eyes, 2, 1_turns );
            }
        }
    }
}
/**
 * Acid rain.
 * Causes major pain. Damages non acid-proof mobs. Very wet (acid).
 */
void weather_effect::acid()
{
    if( calendar::once_every( 2_turns ) && is_player_outside() ) {
        if( g->u.weapon.has_flag( "RAIN_PROTECT" ) && one_in( 4 ) ) {
            add_msg( _( "Your umbrella protects you from the acid rain." ) );
        } else {
            if( g->u.worn_with_flag( "RAINPROOF" ) && one_in( 2 ) ) {
                add_msg( _( "Your clothing protects you from the acid rain." ) );
            } else {
                bool has_helmet = false;
                if( g->u.is_wearing_power_armor( &has_helmet ) && ( has_helmet || !one_in( 2 ) ) ) {
                    add_msg( _( "Your power armor protects you from the acid rain." ) );
                } else {
                    add_msg( m_bad, _( "The acid rain burns!" ) );
                    if( one_in( 2 ) && ( g->u.get_pain() < 100 ) ) {
                        g->u.mod_pain( rng( 1, 5 ) );
                    }
                }
            }
        }
    }
    generic_very_wet( true );
}
/**
 * Acid drizzle.
 * Causes minor pain only.
 */
void weather_effect::light_acid()
{
    generic_wet( true );
    if( calendar::once_every( 1_minutes ) && is_player_outside() ) {
        if( g->u.weapon.has_flag( "RAIN_PROTECT" ) && !one_in( 3 ) ) {
            add_msg( _( "Your %s protects you from the acidic drizzle." ), g->u.weapon.tname() );
        } else {
            if( g->u.worn_with_flag( "RAINPROOF" ) && !one_in( 4 ) ) {
                add_msg( _( "Your clothing protects you from the acidic drizzle." ) );
            } else {
                bool has_helmet = false;
                if( g->u.is_wearing_power_armor( &has_helmet ) && ( has_helmet || !one_in( 4 ) ) ) {
                    add_msg( _( "Your power armor protects you from the acidic drizzle." ) );
                } else {
                    add_msg( m_warning, _( "The acid rain stings, but is mostly harmless for now..." ) );
                    if( one_in( 10 ) && ( g->u.get_pain() < 10 ) ) {
                        g->u.mod_pain( 1 );
                    }
                }
            }
        }
    }
}
/**
 * Main routine for wet effects caused by weather.
 * Drenching the player is applied after checks against worn and held items.
 *
 * The warmth of armor is considered when determining how much drench happens per tick.
 *
 * Note that this is not the only place where drenching can happen.
 * For example, moving or swimming into water tiles will also cause drenching.
 * @see fill_water_collectors
 * @see map::decay_fields_and_scent
 * @see player::drench
 */
void wet_player( int amount )
{
    if( !is_player_outside() ||
        g->u.has_trait( trait_FEATHERS ) ||
        g->u.weapon.has_flag( "RAIN_PROTECT" ) ||
        ( !one_in( 50 ) && g->u.worn_with_flag( "RAINPROOF" ) ) ) {
        return;
    }

    if( rng( 0, 100 - amount + g->u.warmth( bp_torso ) * 4 / 5 + g->u.warmth( bp_head ) / 5 ) > 10 ) {
        // Thick clothing slows down (but doesn't cap) soaking
        return;
    }

    const auto &wet = g->u.body_wetness;
    const auto &capacity = g->u.drench_capacity;
    body_part_set drenched_parts{ { bp_torso, bp_arm_l, bp_arm_r, bp_head } };
    if( wet[bp_torso] * 100 >= capacity[bp_torso] * 50 ) {
        // Once upper body is 50%+ drenched, start soaking the legs too
        drenched_parts |= { { bp_leg_l, bp_leg_r } };
    }

    g->u.drench( amount, drenched_parts, false );
}