Esempio n. 1
0
std::list<item> player::consume_items( const comp_selection<item_comp> &is, int batch )
{
    std::list<item> ret;

    if( has_trait( trait_DEBUG_HS ) ) {
        return ret;
    }

    item_comp selected_comp = is.comp;

    const tripoint &loc = pos();
    const bool by_charges = ( item::count_by_charges( selected_comp.type ) && selected_comp.count > 0 );
    // Count given to use_amount/use_charges, changed by those functions!
    long real_count = ( selected_comp.count > 0 ) ? selected_comp.count * batch : abs(
                          selected_comp.count );
    // First try to get everything from the map, than (remaining amount) from player
    if( is.use_from & use_from_map ) {
        if( by_charges ) {
            std::list<item> tmp = g->m.use_charges( loc, PICKUP_RANGE, selected_comp.type, real_count );
            ret.splice( ret.end(), tmp );
        } else {
            std::list<item> tmp = g->m.use_amount( loc, PICKUP_RANGE, selected_comp.type,
                                                   real_count );
            remove_ammo( tmp, *this );
            ret.splice( ret.end(), tmp );
        }
    }
    if( is.use_from & use_from_player ) {
        if( by_charges ) {
            std::list<item> tmp = use_charges( selected_comp.type, real_count );
            ret.splice( ret.end(), tmp );
        } else {
            std::list<item> tmp = use_amount( selected_comp.type, real_count );
            remove_ammo( tmp, *this );
            ret.splice( ret.end(), tmp );
        }
    }
    // condense those items into one
    if( by_charges && ret.size() > 1 ) {
        std::list<item>::iterator b = ret.begin();
        b++;
        while( ret.size() > 1 ) {
            ret.front().charges += b->charges;
            b = ret.erase( b );
        }
    }
    lastconsumed = selected_comp.type;
    empty_buckets( *this );
    return ret;
}
Esempio n. 2
0
/* we use this if we selected the tool earlier */
void player::consume_tools( const comp_selection<tool_comp> &tool, int batch )
{
    if( has_trait( trait_DEBUG_HS ) ) {
        return;
    }

    if( tool.use_from & use_from_player ) {
        use_charges( tool.comp.type, tool.comp.count * batch );
    }
    if( tool.use_from & use_from_map ) {
        long quantity = tool.comp.count * batch;
        g->m.use_charges( pos(), PICKUP_RANGE, tool.comp.type, quantity );
    }

    // else, use_from_none (or cancel), so we don't use up any tools;
}
Esempio n. 3
0
void player::fire_gun(int tarx, int tary, bool burst) {
    item ammotmp;
    item* gunmod = weapon.active_gunmod();
    it_ammo *curammo = NULL;
    item *used_weapon = NULL;

    if (weapon.has_flag("CHARGE")) { // It's a charger gun, so make up a type
        // Charges maxes out at 8.
        int charges = weapon.num_charges();
        it_ammo *tmpammo = dynamic_cast<it_ammo*>(itypes["charge_shot"]);

        tmpammo->damage = charges * charges;
        tmpammo->pierce = (charges >= 4 ? (charges - 3) * 2.5 : 0);
        if (charges <= 4)
            tmpammo->dispersion = 14 - charges * 2;
        else // 5, 12, 21, 32
            tmpammo->dispersion = charges * (charges - 4);
        tmpammo->recoil = tmpammo->dispersion * .8;
        tmpammo->ammo_effects.clear(); // Reset effects.
        if (charges == 8) { tmpammo->ammo_effects.insert("EXPLOSIVE_BIG"); }
        else if (charges >= 6) { tmpammo->ammo_effects.insert("EXPLOSIVE"); }

        if (charges >= 5){ tmpammo->ammo_effects.insert("FLAME"); }
        else if (charges >= 4) { tmpammo->ammo_effects.insert("INCENDIARY"); }

        if (gunmod != NULL) { // TODO: range calculation in case of active gunmod.
            used_weapon = gunmod;
        } else {
            used_weapon = &weapon;
        }

        curammo = tmpammo;
        used_weapon->curammo = tmpammo;
    } else if (gunmod != NULL) {
        used_weapon = gunmod;
        curammo = used_weapon->curammo;
    } else {// Just a normal gun. If we're here, we know curammo is valid.
        curammo = weapon.curammo;
        used_weapon = &weapon;
    }

    ammotmp = item(curammo, 0);
    ammotmp.charges = 1;

    if (!used_weapon->is_gun() && !used_weapon->is_gunmod()) {
        debugmsg("%s tried to fire a non-gun (%s).", name.c_str(),
                                                    used_weapon->tname().c_str());
        return;
    }

    projectile proj; // damage will be set later
    proj.aoe_size = 0;
    proj.ammo = curammo;
    proj.speed = 1000;

    std::set<std::string> *curammo_effects = &curammo->ammo_effects;
    if(gunmod == NULL){
        std::set<std::string> *gun_effects = &dynamic_cast<it_gun*>(used_weapon->type)->ammo_effects;
        proj.proj_effects.insert(gun_effects->begin(),gun_effects->end());
    }
    proj.proj_effects.insert(curammo_effects->begin(),curammo_effects->end());

    proj.wide = (curammo->phase == LIQUID ||
            proj.proj_effects.count("SHOT") || proj.proj_effects.count("BOUNCE"));
    proj.drops = (curammo->type == "bolt" || curammo->type == "arrow");

    //int x = xpos(), y = ypos();
    // Have to use the gun, gunmods don't have a type
    it_gun* firing = dynamic_cast<it_gun*>(weapon.type);
    if (has_trait("TRIGGERHAPPY") && one_in(30))
        burst = true;
    if (burst && used_weapon->burst_size() < 2)
        burst = false; // Can't burst fire a semi-auto

    // Use different amounts of time depending on the type of gun and our skill
    if (!proj.proj_effects.count("BOUNCE")) {
        moves -= time_to_fire(*this, firing);
    }
    // Decide how many shots to fire
    int num_shots = 1;
    if (burst)
        num_shots = used_weapon->burst_size();
    if (num_shots > used_weapon->num_charges() && !used_weapon->has_flag("CHARGE") && !used_weapon->has_flag("NO_AMMO"))
        num_shots = used_weapon->num_charges();

    if (num_shots == 0)
        debugmsg("game::fire() - num_shots = 0!");

    int ups_drain = 0;
    int adv_ups_drain = 0;
    if (weapon.has_flag("USE_UPS")) {
        ups_drain = 5;
        adv_ups_drain = 3;
    } else if (weapon.has_flag("USE_UPS_20")) {
        ups_drain = 20;
        adv_ups_drain = 12;
    } else if (weapon.has_flag("USE_UPS_40")) {
        ups_drain = 40;
        adv_ups_drain = 24;
    }

    // cap our maximum burst size by the amount of UPS power left
    if (ups_drain > 0 || adv_ups_drain > 0)
    while (!(has_charges("UPS_off", ups_drain*num_shots) ||
                has_charges("UPS_on", ups_drain*num_shots) ||
                has_charges("adv_UPS_off", adv_ups_drain*num_shots) ||
                has_charges("adv_UPS_on", adv_ups_drain*num_shots))) {
        num_shots--;
    }

    const bool debug_retarget = false;  // this will inevitably be needed
    //const bool wildly_spraying = false; // stub for now. later, rng based on stress/skill/etc at the start,
    int weaponrange = weapon.range(); // this is expensive, let's cache. todo: figure out if we need weapon.range(&p);

    for (int curshot = 0; curshot < num_shots; curshot++) {
        // Burst-fire weapons allow us to pick a new target after killing the first
        int zid = g->mon_at(tarx, tary);
        if ( curshot > 0 && (zid == -1 || g->zombie(zid).hp <= 0) ) {
            std::vector<point> new_targets;
            new_targets.clear();

            if ( debug_retarget == true ) {
                mvprintz(curshot,5,c_red,"[%d] %s: retarget: mon_at(%d,%d)",curshot,name.c_str(),tarx,tary);
                if(zid == -1) {
                    printz(c_red, " = -1");
                } else {
                    printz(c_red, ".hp=%d", g->zombie(zid).hp);
                }
            }

            for (unsigned long int i = 0; i < g->num_zombies(); i++) {
                monster &z = g->zombie(i);
                int dummy;
                // search for monsters in radius
                if (rl_dist(z.posx(), z.posy(), tarx, tary) <= std::min(2 + skillLevel("gun"), weaponrange) &&
                        rl_dist(xpos(),ypos(),z.xpos(),z.ypos()) <= weaponrange &&
                        sees(&z, dummy) ) {
                    if (!z.is_dead_state())
                        new_targets.push_back(point(z.xpos(), z.ypos())); // oh you're not dead and I don't like you. Hello!
                }
            }

            if ( new_targets.empty() == false ) {    /* new victim! or last victim moved */
                int target_picked = rng(0, new_targets.size() - 1); /* 1 victim list unless wildly spraying */
                tarx = new_targets[target_picked].x;
                tary = new_targets[target_picked].y;
                zid = g->mon_at(tarx, tary);

                /* debug */ if (debug_retarget) printz(c_ltgreen, " NEW:(%d:%d,%d) %d,%d (%s)[%d] hp: %d",
                    target_picked, new_targets[target_picked].x, new_targets[target_picked].y,
                    tarx, tary, g->zombie(zid).name().c_str(), zid, g->zombie(zid).hp);

            } else if (
                (
                    !has_trait("TRIGGERHAPPY") ||   /* double ta TRIPLE TAP! wait, no... */
                    one_in(3)                          /* on second though...everyone double-taps at times. */
                ) && (
                    skillLevel("gun") >= 7 ||        /* unless trained */
                    one_in(7 - skillLevel("gun"))    /* ...sometimes */
                ) ) {
                return;                               // No targets, so return
            } else if (debug_retarget) {
                printz(c_red, " new targets.empty()!");
            }
        } else if (debug_retarget) {
            const int zid = g->mon_at(tarx, tary);
            mvprintz(curshot,5,c_red,"[%d] %s: target == mon_at(%d,%d)[%d] %s hp %d",curshot, name.c_str(), tarx ,tary,
            zid,
            g->zombie(zid).name().c_str(),
            g->zombie(zid).hp);
        }

        // Drop a shell casing if appropriate.
        itype_id casing_type = curammo->casing;
        if (casing_type != "NULL" && !casing_type.empty()) {
            item casing;
            casing.make(itypes[casing_type]);
            // Casing needs a charges of 1 to stack properly with other casings.
            casing.charges = 1;
            if( used_weapon->has_gunmod("brass_catcher") != -1 ) {
                i_add( casing );
            } else {
                int x = 0;
                int y = 0;
                int count = 0;
                do {
                    x = xpos() - 1 + rng(0, 2);
                    y = ypos() - 1 + rng(0, 2);
                    count++;
                    // Try not to drop the casing on a wall if at all possible.
                } while( g->m.move_cost( x, y ) == 0 && count < 10 );
                g->m.add_item_or_charges(x, y, casing);
            }
        }

        // Use up a round (or 100)
        if (used_weapon->has_flag("FIRE_100")) {
            used_weapon->charges -= 100;
        } else if (used_weapon->has_flag("FIRE_50")) {
            used_weapon->charges -= 50;
        } else if (used_weapon->has_flag("CHARGE")) {
            used_weapon->active = false;
            used_weapon->charges = 0;
        } else if (!used_weapon->has_flag("NO_AMMO")) {
            used_weapon->charges--;
        }

        // Drain UPS power
        if (has_charges("adv_UPS_off", adv_ups_drain)) {
            use_charges("adv_UPS_off", adv_ups_drain);
        } else if (has_charges("adv_UPS_on", adv_ups_drain)) {
            use_charges("adv_UPS_on", adv_ups_drain);
        } else if (has_charges("UPS_off", ups_drain)) {
            use_charges("UPS_off", ups_drain);
        } else if (has_charges("UPS_on", ups_drain)) {
            use_charges("UPS_on", ups_drain);
        }

        if (firing->skill_used != Skill::skill("archery") &&
            firing->skill_used != Skill::skill("throw")) {
            // Current guns have a durability between 5 and 9.
            // Misfire chance is between 1/64 and 1/1024.
            if (is_underwater() && !weapon.has_flag("WATERPROOF_GUN") && one_in(firing->durability)) {
                g->add_msg_player_or_npc(this, _("Your weapon misfires with a wet click!"),
                                         _("<npcname>'s weapon misfires with a wet click!") );
                return;
            } else if (one_in(2 << firing->durability)) {
                g->add_msg_player_or_npc(this, _("Your weapon misfires!"),
                                         _("<npcname>'s weapon misfires!") );
                return;
            }
        }

        make_gun_sound_effect(*this, burst, used_weapon);

        double total_dispersion = get_weapon_dispersion(used_weapon);
        //debugmsg("%f",total_dispersion);
        int range = rl_dist(xpos(), ypos(), tarx, tary);
        // penalties for point-blank
        if (range < (firing->volume/3) && firing->ammo != "shot")
            total_dispersion *= double(firing->volume/3) / double(range);

        // rifle has less range penalty past LONG_RANGE
        if (firing->skill_used == Skill::skill("rifle") && range > LONG_RANGE)
            total_dispersion *= 1 - 0.4*double(range - LONG_RANGE) / double(range);

        if (curshot > 0) {
            if (recoil_add(*this) % 2 == 1) {
                recoil++;
            }
            recoil += recoil_add(*this) / 2;
        } else {
            recoil += recoil_add(*this);
        }

        int mtarx = tarx;
        int mtary = tary;

        int adjusted_damage = used_weapon->gun_damage();

        proj.impact = damage_instance::physical(0,adjusted_damage,0);

        double missed_by = projectile_attack(proj, mtarx, mtary, total_dispersion);
        if (missed_by <= .1) { // TODO: check head existence for headshot
            practice(g->turn, firing->skill_used, 5);
            lifetime_stats()->headshots++;
        } else if (missed_by <= .2) {
            practice(g->turn, firing->skill_used, 3);
        } else if (missed_by <= .4) {
            practice(g->turn, firing->skill_used, 2);
        } else if (missed_by <= .6) {
            practice(g->turn, firing->skill_used, 1);
        }

    }

    if (used_weapon->num_charges() == 0) {
        used_weapon->curammo = NULL;
    }

}
Esempio n. 4
0
bool player::uninstall_bionic(bionic_id b_id)
{
    // malfunctioning bionics don't have associated items and get a difficulty of 12
    int difficulty = 12;
    if( item_controller->has_template(b_id) > 0) {
        const it_bionic *type = dynamic_cast<it_bionic *> (item_controller->find_template(b_id));
        difficulty = type->difficulty;
    }

    if (!has_bionic(b_id)) {
        popup(_("You don't have this bionic installed."));
        return false;
    }
    if (!(inv.has_items_with_quality("CUT", 1, 1) && has_amount("1st_aid", 1))) {
        popup(_("Removing bionics requires a cutting tool and a first aid kit."));
        return false;
    }

    if ( b_id == "bio_blaster" ) {
        popup(_("Removing your Fusion Blaster Arm would leave you with a useless stump."));
        return false;
    }

    // removal of bionics adds +2 difficulty over installation
    int chance_of_success = bionic_manip_cos(int_cur,
                            skillLevel("electronics"),
                            skillLevel("firstaid"),
                            skillLevel("mechanics"),
                            difficulty + 2);

    if (!query_yn(_("WARNING: %i percent chance of SEVERE bodily damage! Remove anyway?"),
                  100 - chance_of_success)) {
        return false;
    }

    use_charges("1st_aid", 1);

    practice( "electronics", int((100 - chance_of_success) * 1.5) );
    practice( "firstaid", int((100 - chance_of_success) * 1.0) );
    practice( "mechanics", int((100 - chance_of_success) * 0.5) );

    int success = chance_of_success - rng(1, 100);

    if (success > 0) {
        add_memorial_log(pgettext("memorial_male", "Removed bionic: %s."),
                         pgettext("memorial_female", "Removed bionic: %s."),
                         bionics[b_id]->name.c_str());
        // until bionics can be flagged as non-removable
        add_msg(m_neutral, _("You jiggle your parts back into their familiar places."));
        add_msg(m_good, _("Successfully removed %s."), bionics[b_id]->name.c_str());
        remove_bionic(b_id);
        g->m.spawn_item(posx, posy, "burnt_out_bionic", 1);
    } else {
        add_memorial_log(pgettext("memorial_male", "Removed bionic: %s."),
                         pgettext("memorial_female", "Removed bionic: %s."),
                         bionics[b_id]->name.c_str());
        bionics_uninstall_failure(this);
    }
    g->refresh_all();
    return true;
}
Esempio n. 5
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;
}