// This must be called when any of the following change: // - effects // - bionics // - traits // - underwater // - clothes // With the exception of clothes, all changes to these character attributes must // occur through a function in this class which calls this function. Clothes are // typically added/removed with wear() and takeoff(), but direct access to the // 'wears' vector is still allowed due to refactor exhaustion. void Character::recalc_sight_limits() { sight_max = 9999; sight_boost = 0; sight_boost_cap = 0; // Set sight_max. if (has_effect("blind")) { sight_max = 0; } else if (has_effect("in_pit") || (has_effect("boomered") && (!(has_trait("PER_SLIME_OK")))) || (underwater && !has_bionic("bio_membrane") && !has_trait("MEMBRANE") && !worn_with_flag("SWIM_GOGGLES") && !has_trait("CEPH_EYES") && !has_trait("PER_SLIME_OK") ) ) { sight_max = 1; } else if (has_active_mutation("SHELL2")) { // You can kinda see out a bit. sight_max = 2; } else if ( (has_trait("MYOPIC") || has_trait("URSINE_EYE")) && !is_wearing("glasses_eye") && !is_wearing("glasses_monocle") && !is_wearing("glasses_bifocal") && !has_effect("contacts")) { sight_max = 4; } else if (has_trait("PER_SLIME")) { sight_max = 6; } // Set sight_boost and sight_boost_cap, based on night vision. // (A player will never have more than one night vision trait.) sight_boost_cap = 12; // Debug-only NV, by vache's request if (has_trait("DEBUG_NIGHTVISION")) { sight_boost = 59; sight_boost_cap = 59; } else if (has_nv() || is_wearing("rm13_armor_on") || has_active_mutation("NIGHTVISION3") || has_active_mutation("ELFA_FNV") || (has_active_mutation("CEPH_VISION")) ) { // Yes, I'm breaking the cap. I doubt the reality bubble shrinks at night. // BIRD_EYE represents excellent fine-detail vision so I think it works. if (has_trait("BIRD_EYE")) { sight_boost_cap = 13; } sight_boost = sight_boost_cap; } else if (has_active_mutation("ELFA_NV")) { sight_boost = 6; // Elf-a and Bird eyes shouldn't coexist } else if (has_active_mutation("NIGHTVISION2") || has_active_mutation("FEL_NV") || has_active_mutation("URSINE_EYE")) { if (has_trait("BIRD_EYE")) { sight_boost = 5; } else { sight_boost = 4; } } else if (has_active_mutation("NIGHTVISION")) { if (has_trait("BIRD_EYE")) { sight_boost = 2; } else { sight_boost = 1; } } }
int Character::volume_capacity() const { int ret = 2; // A small bonus (the overflow) for (auto &i : worn) { ret += i.get_storage(); } if (has_bionic("bio_storage")) { ret += 8; } if (has_trait("SHELL")) { ret += 16; } if (has_trait("SHELL2") && !has_active_mutation("SHELL2")) { ret += 24; } if (has_trait("PACKMULE")) { ret = int(ret * 1.4); } if (has_trait("DISORGANIZED")) { ret = int(ret * 0.6); } if (ret < 2) { ret = 2; } return ret; }
int player::stomach_capacity() const { if( has_trait( trait_id( "GIZZARD" ) ) ) { return 0; } if( has_active_mutation( trait_id( "HIBERNATE" ) ) ) { return -620; } if( has_trait( trait_id( "GOURMAND" ) ) || has_trait( trait_id( "HIBERNATE" ) ) ) { return -60; } return -20; }
int Character::volume_capacity() const { int ret = 0; for (auto &i : worn) { ret += i.get_storage(); } if (has_bionic("bio_storage")) { ret += 8; } if (has_trait("SHELL")) { ret += 16; } if (has_trait("SHELL2") && !has_active_mutation("SHELL2")) { ret += 24; } if (has_trait("PACKMULE")) { ret = int(ret * 1.4); } if (has_trait("DISORGANIZED")) { ret = int(ret * 0.6); } ret = std::max(ret, 0); return ret; }
void Character::reset_stats() { // Bionic buffs if (has_active_bionic("bio_hydraulics")) mod_str_bonus(20); if (has_bionic("bio_eye_enhancer")) mod_per_bonus(2); if (has_bionic("bio_str_enhancer")) mod_str_bonus(2); if (has_bionic("bio_int_enhancer")) mod_int_bonus(2); if (has_bionic("bio_dex_enhancer")) mod_dex_bonus(2); // Trait / mutation buffs if (has_trait("THICK_SCALES")) { mod_dex_bonus(-2); } if (has_trait("CHITIN2") || has_trait("CHITIN3") || has_trait("CHITIN_FUR3")) { mod_dex_bonus(-1); } if (has_trait("BIRD_EYE")) { mod_per_bonus(4); } if (has_trait("INSECT_ARMS")) { mod_dex_bonus(-2); } if (has_trait("WEBBED")) { mod_dex_bonus(-1); } if (has_trait("ARACHNID_ARMS")) { mod_dex_bonus(-4); } if (has_trait("ARM_TENTACLES") || has_trait("ARM_TENTACLES_4") || has_trait("ARM_TENTACLES_8")) { mod_dex_bonus(1); } // Dodge-related effects if (has_trait("TAIL_LONG")) { mod_dodge_bonus(2); } if (has_trait("TAIL_CATTLE")) { mod_dodge_bonus(1); } if (has_trait("TAIL_RAT")) { mod_dodge_bonus(2); } if (has_trait("TAIL_THICK") && !(has_active_mutation("TAIL_THICK")) ) { mod_dodge_bonus(1); } if (has_trait("TAIL_RAPTOR")) { mod_dodge_bonus(3); } if (has_trait("TAIL_FLUFFY")) { mod_dodge_bonus(4); } if (has_trait("WINGS_BAT")) { mod_dodge_bonus(-3); } if (has_trait("WINGS_BUTTERFLY")) { mod_dodge_bonus(-4); } ///\EFFECT_STR_MAX above 15 decreases Dodge bonus by 1 (NEGATIVE) if (str_max >= 16) {mod_dodge_bonus(-1);} // Penalty if we're huge ///\EFFECT_STR_MAX below 6 increases Dodge bonus by 1 else if (str_max <= 5) {mod_dodge_bonus(1);} // Bonus if we're small nv_cached = false; // Reset our stats to normal levels // Any persistent buffs/debuffs will take place in effects, // player::suffer(), etc. // repopulate the stat fields str_cur = str_max + get_str_bonus(); dex_cur = dex_max + get_dex_bonus(); per_cur = per_max + get_per_bonus(); int_cur = int_max + get_int_bonus(); // Floor for our stats. No stat changes should occur after this! if( dex_cur < 0 ) { dex_cur = 0; } if( str_cur < 0 ) { str_cur = 0; } if( per_cur < 0 ) { per_cur = 0; } if( int_cur < 0 ) { int_cur = 0; } // Does nothing! TODO: Remove Creature::reset_stats(); }
// This must be called when any of the following change: // - effects // - bionics // - traits // - underwater // - clothes // With the exception of clothes, all changes to these character attributes must // occur through a function in this class which calls this function. Clothes are // typically added/removed with wear() and takeoff(), but direct access to the // 'wears' vector is still allowed due to refactor exhaustion. void Character::recalc_sight_limits() { sight_max = 9999; vision_mode_cache.reset(); // Set sight_max. if (has_effect("blind") || worn_with_flag("BLIND") || has_active_bionic("bio_blindfold")) { sight_max = 0; } else if( has_effect("boomered") && (!(has_trait("PER_SLIME_OK"))) ) { sight_max = 1; vision_mode_cache.set( BOOMERED ); } else if (has_effect("in_pit") || (underwater && !has_bionic("bio_membrane") && !has_trait("MEMBRANE") && !worn_with_flag("SWIM_GOGGLES") && !has_trait("CEPH_EYES") && !has_trait("PER_SLIME_OK") ) ) { sight_max = 1; } else if (has_active_mutation("SHELL2")) { // You can kinda see out a bit. sight_max = 2; } else if ( (has_trait("MYOPIC") || has_trait("URSINE_EYE")) && !is_wearing("glasses_eye") && !is_wearing("glasses_monocle") && !is_wearing("glasses_bifocal") && !has_effect("contacts")) { sight_max = 4; } else if (has_trait("PER_SLIME")) { sight_max = 6; } else if( has_effect( "darkness" ) ) { vision_mode_cache.set( DARKNESS ); sight_max = 10; } // Debug-only NV, by vache's request if( has_trait("DEBUG_NIGHTVISION") ) { vision_mode_cache.set( DEBUG_NIGHTVISION ); } if( has_nv() ) { vision_mode_cache.set( NV_GOGGLES ); } if( has_active_mutation("NIGHTVISION3") || is_wearing("rm13_armor_on") ) { vision_mode_cache.set( NIGHTVISION_3 ); } if( has_active_mutation("ELFA_FNV") ) { vision_mode_cache.set( FULL_ELFA_VISION ); } if( has_active_mutation("CEPH_VISION") ) { vision_mode_cache.set( CEPH_VISION ); } if (has_active_mutation("ELFA_NV")) { vision_mode_cache.set( ELFA_VISION ); } if( has_active_mutation("NIGHTVISION2") ) { vision_mode_cache.set( NIGHTVISION_2 ); } if( has_active_mutation("FEL_NV") ) { vision_mode_cache.set( FELINE_VISION ); } if( has_active_mutation("URSINE_EYE") ) { vision_mode_cache.set( URSINE_VISION ); } if (has_active_mutation("NIGHTVISION")) { vision_mode_cache.set(NIGHTVISION_1); } if( has_trait("BIRD_EYE") ) { vision_mode_cache.set( BIRD_EYE); } }
void Character::reset_stats() { Creature::reset_stats(); // Bionic buffs if (has_active_bionic("bio_hydraulics")) mod_str_bonus(20); if (has_bionic("bio_eye_enhancer")) mod_per_bonus(2); if (has_bionic("bio_str_enhancer")) mod_str_bonus(2); if (has_bionic("bio_int_enhancer")) mod_int_bonus(2); if (has_bionic("bio_dex_enhancer")) mod_dex_bonus(2); // Trait / mutation buffs if (has_trait("THICK_SCALES")) { mod_dex_bonus(-2); } if (has_trait("CHITIN2") || has_trait("CHITIN3") || has_trait("CHITIN_FUR3")) { mod_dex_bonus(-1); } if (has_trait("BIRD_EYE")) { mod_per_bonus(4); } if (has_trait("INSECT_ARMS")) { mod_dex_bonus(-2); } if (has_trait("WEBBED")) { mod_dex_bonus(-1); } if (has_trait("ARACHNID_ARMS")) { mod_dex_bonus(-4); } if (has_trait("ARM_TENTACLES") || has_trait("ARM_TENTACLES_4") || has_trait("ARM_TENTACLES_8")) { mod_dex_bonus(1); } // Dodge-related effects if (has_trait("TAIL_LONG")) { mod_dodge_bonus(2); } if (has_trait("TAIL_CATTLE")) { mod_dodge_bonus(1); } if (has_trait("TAIL_RAT")) { mod_dodge_bonus(2); } if (has_trait("TAIL_THICK") && !(has_active_mutation("TAIL_THICK")) ) { mod_dodge_bonus(1); } if (has_trait("TAIL_RAPTOR")) { mod_dodge_bonus(3); } if (has_trait("TAIL_FLUFFY")) { mod_dodge_bonus(4); } if (has_trait("WINGS_BAT")) { mod_dodge_bonus(-3); } if (has_trait("WINGS_BUTTERFLY")) { mod_dodge_bonus(-4); } if (str_max >= 16) {mod_dodge_bonus(-1);} // Penalty if we're huge else if (str_max <= 5) {mod_dodge_bonus(1);} // Bonus if we're small nv_cached = false; }
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 ); }
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; }
ret_val<edible_rating> player::will_eat( const item &food, bool interactive ) const { const auto ret = can_eat( food ); if( !ret.success() ) { if( interactive ) { add_msg_if_player( m_info, "%s", ret.c_str() ); } return ret; } std::vector<ret_val<edible_rating>> consequences; const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) { consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) ); }; const bool saprophage = has_trait( trait_id( "SAPROPHAGE" ) ); const auto &comest = food.type->comestible; if( food.rotten() ) { const bool saprovore = has_trait( trait_id( "SAPROVORE" ) ); if( !saprophage && !saprovore ) { add_consequence( _( "This is rotten and smells awful!" ), ROTTEN ); } } const bool carnivore = has_trait( trait_id( "CARNIVORE" ) ); if( food.has_flag( "CANNIBALISM" ) && !has_trait_flag( "CANNIBAL" ) ) { add_consequence( _( "The thought of eating human flesh makes you feel sick." ), CANNIBALISM ); } const bool edible = comest->comesttype == "FOOD" || food.has_flag( "USE_EAT_VERB" ); if( edible && has_effect( effect_nausea ) ) { add_consequence( _( "You still feel nauseous and will probably puke it all up again." ), NAUSEA ); } if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( "ALLERGEN_JUNK" ) && !food.has_flag( "CARNIVORE_OK" ) ) ) { add_consequence( _( "Your stomach won't be happy (allergy)." ), ALLERGY ); } if( saprophage && edible && food.rotten() && !food.has_flag( "FERTILIZER" ) ) { // Note: We're allowing all non-solid "food". This includes drugs // Hard-coding fertilizer for now - should be a separate flag later //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person. //~ Semantic difference, but greatly facilitates people being proud of their character. add_consequence( _( "Your stomach won't be happy (not rotten enough)." ), ALLERGY_WEAK ); } const int nutr = nutrition_for( food ); const int quench = comest->quench; const int temp_hunger = get_hunger() - nutr; const int temp_thirst = get_thirst() - quench; if( !has_active_mutation( trait_id( "EATHEALTH" ) ) && !has_active_mutation( trait_id( "HIBERNATE" ) ) && !has_trait( trait_id( "SLIMESPAWNER" ) ) ) { if( get_hunger() < 0 && nutr >= 5 && !has_active_mutation( trait_id( "GOURMAND" ) ) ) { add_consequence( _( "You're full already and will be forcing yourself to eat." ), TOO_FULL ); } else if( ( ( nutr > 0 && temp_hunger < stomach_capacity() ) || ( comest->quench > 0 && temp_thirst < stomach_capacity() ) ) && !food.has_infinite_charges() ) { add_consequence( _( "You will not be able to finish it all." ), TOO_FULL ); } } if( !consequences.empty() ) { if( !interactive ) { return consequences.front(); } std::ostringstream req; for( const auto &elem : consequences ) { req << elem.str() << std::endl; } const bool eat_verb = food.has_flag( "USE_EAT_VERB" ); if( eat_verb || comest->comesttype == "FOOD" ) { req << string_format( _( "Eat your %s anyway?" ), food.tname().c_str() ); } else if( !eat_verb && comest->comesttype == "DRINK" ) { req << string_format( _( "Drink your %s anyway?" ), food.tname().c_str() ); } else { req << string_format( _( "Consume your %s anyway?" ), food.tname().c_str() ); } if( !query_yn( req.str() ) ) { return consequences.front(); } } // All checks ended, it's edible (or we're pretending it is) return ret_val<edible_rating>::make_success(); }
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 ); }
edible_rating player::can_eat( const item &food, bool interactive, bool force ) const { if( is_npc() || force ) { // Just to be sure interactive = false; } const std::string &itname = food.tname(); // Helper to avoid ton of `if( interactive )` // Prints if interactive is true, does nothing otherwise const auto maybe_print = [interactive, &itname] ( game_message_type type, const char *str ) { if( interactive ) { add_msg( type, str, itname.c_str() ); } }; // As above, but for queries // Asks if interactive and not force // Always true if force // Never true otherwise const auto maybe_query = [force, interactive, &itname, this]( const char *str ) { if( force ) { return true; } else if( !interactive ) { return false; } return query_yn( str, itname.c_str() ); }; const auto comest = food.type->comestible.get(); if( comest == nullptr ) { maybe_print( m_info, _( "That doesn't look edible." ) ); return INEDIBLE; } if( comest->tool != "null" ) { bool has = has_amount( comest->tool, 1 ); if( item::count_by_charges( comest->tool ) ) { has = has_charges( comest->tool, 1 ); } if( !has ) { if( interactive ) { add_msg_if_player( m_info, _( "You need a %s to consume that!" ), item::nname( comest->tool ).c_str() ); } return NO_TOOL; } } if( is_underwater() ) { maybe_print( m_info, _( "You can't do that while underwater." ) ); return INEDIBLE; } // For all those folks who loved eating marloss berries. D:< mwuhahaha if( has_trait( "M_DEPENDENT" ) && food.type->id != "mycus_fruit" ) { maybe_print( m_info, _( "We can't eat that. It's not right for us." ) ); return INEDIBLE_MUTATION; } const bool drinkable = comest->comesttype == "DRINK" && !food.has_flag( "USE_EAT_VERB" ); // Here's why PROBOSCIS is such a negative trait. if( has_trait( "PROBOSCIS" ) && !drinkable ) { maybe_print( m_info, _( "Ugh, you can't drink that!" ) ); return INEDIBLE_MUTATION; } int capacity = stomach_capacity(); // TODO: Move this cache to a structure and pass it around // to speed up checking entire inventory for edibles const bool gourmand = has_trait( "GOURMAND" ); const bool hibernate = has_active_mutation( "HIBERNATE" ); const bool eathealth = has_trait( "EATHEALTH" ); const bool slimespawner = has_trait( "SLIMESPAWNER" ); const int nutr = nutrition_for( food.type ); const int quench = comest->quench; bool spoiled = food.rotten(); const int temp_hunger = get_hunger() - nutr; const int temp_thirst = get_thirst() - quench; const bool overeating = get_hunger() < 0 && nutr >= 5 && !gourmand && !eathealth && !slimespawner && !hibernate; if( interactive && hibernate && ( get_hunger() >= -60 && get_thirst() >= -60 ) && ( temp_hunger < -60 || temp_thirst < -60 ) ) { if( !maybe_query( _( "You're adequately fueled. Prepare for hibernation?" ) ) ) { return TOO_FULL; } } const bool carnivore = has_trait( "CARNIVORE" ); if( carnivore && nutr > 0 && food.has_any_flag( carnivore_blacklist ) && !food.has_flag( "CARNIVORE_OK" ) ) { maybe_print( m_info, _( "Eww. Inedible plant stuff!" ) ); return INEDIBLE_MUTATION; } if( ( has_trait( "HERBIVORE" ) || has_trait( "RUMINANT" ) ) && food.has_any_flag( herbivore_blacklist ) ) { // Like non-cannibal, but more strict! maybe_print( m_info, _( "The thought of eating that makes you feel sick. You decide not to." ) ); return INEDIBLE_MUTATION; } if( food.has_flag( "CANNIBALISM" ) ) { if( !has_trait_flag( "CANNIBAL" ) && !maybe_query( _( "The thought of eating that makes you feel sick. Really do it?" ) ) ) { return CANNIBALISM; } } if( is_allergic( food ) && !maybe_query( _( "Really eat that %s? Your stomach won't be happy." ) ) ) { return ALLERGY; } if( carnivore && food.has_flag( "ALLERGEN_JUNK" ) && !food.has_flag( "CARNIVORE_OK" ) && !maybe_query( _( "Really eat that %s? Your stomach won't be happy." ) ) ) { return ALLERGY; } const bool saprophage = has_trait( "SAPROPHAGE" ); // The item is solid food const bool chew = comest->comesttype == "FOOD" || food.has_flag( "USE_EAT_VERB" ); if( spoiled ) { if( !saprophage && !has_trait( "SAPROVORE" ) && !maybe_query( _( "This %s smells awful! Eat it?" ) ) ) { return ROTTEN; } } else if( saprophage && chew && !food.has_flag( "FERTILIZER" ) && !maybe_query( _( "Really eat that %s? Your stomach won't be happy." ) ) ) { // Note: We're allowing all non-solid "food". This includes drugs // Hardcoding fertilizer for now - should be a separate flag later //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person. //~ Semantic difference, but greatly facilitates people being proud of their character. maybe_print( m_info, _( "It's too fresh, let it age a little first." ) ); return ROTTEN; } // Print at most one of those bool overfull = false; if( overeating ) { overfull = !maybe_query( _( "You're full. Force yourself to eat?" ) ); } else if( ( ( nutr > 0 && temp_hunger < capacity ) || ( comest->quench > 0 && temp_thirst < capacity ) ) && !eathealth && !slimespawner ) { overfull = !maybe_query( _( "You will not be able to finish it all. Consume it?" ) ); } if( overfull ) { return TOO_FULL; } // All checks ended, it's edible (or we're pretending it is) return EDIBLE; }