void Character::i_rem_keep_contents( const int pos ) { for( auto &content : i_rem( pos ).contents ) { i_add_or_drop( content ); } }
void player::activate_mutation( const trait_id &mut ) { const mutation_branch &mdata = mut.obj(); auto &tdata = my_mutations[mut]; int cost = mdata.cost; // You can take yourself halfway to Near Death levels of hunger/thirst. // Fatigue can go to Exhausted. if ((mdata.hunger && get_hunger() >= 700) || (mdata.thirst && get_thirst() >= 260) || (mdata.fatigue && get_fatigue() >= EXHAUSTED)) { // Insufficient Foo to *maintain* operation is handled in player::suffer add_msg_if_player(m_warning, _("You feel like using your %s would kill you!"), mdata.name.c_str()); return; } if (tdata.powered && tdata.charge > 0) { // Already-on units just lose a bit of charge tdata.charge--; } else { // Not-on units, or those with zero charge, have to pay the power cost if (mdata.cooldown > 0) { tdata.charge = mdata.cooldown - 1; } if (mdata.hunger){ mod_hunger(cost); } if (mdata.thirst){ mod_thirst(cost); } if (mdata.fatigue){ mod_fatigue(cost); } tdata.powered = true; // Handle stat changes from activation apply_mods(mut, true); recalc_sight_limits(); } if( mut == trait_WEB_WEAVER ) { g->m.add_field( pos(), fd_web, 1 ); add_msg_if_player(_("You start spinning web with your spinnerets!")); } else if (mut == "BURROW"){ if( is_underwater() ) { add_msg_if_player(m_info, _("You can't do that while underwater.")); tdata.powered = false; return; } tripoint dirp; if (!choose_adjacent(_("Burrow where?"), dirp)) { tdata.powered = false; return; } if( dirp == pos() ) { add_msg_if_player(_("You've got places to go and critters to beat.")); add_msg_if_player(_("Let the lesser folks eat their hearts out.")); tdata.powered = false; return; } time_duration time_to_do = 0_turns; if (g->m.is_bashable(dirp) && g->m.has_flag("SUPPORTS_ROOF", dirp) && g->m.ter(dirp) != t_tree) { // Being better-adapted to the task means that skillful Survivors can do it almost twice as fast. time_to_do = 30_minutes; } else if (g->m.move_cost(dirp) == 2 && g->get_levz() == 0 && g->m.ter(dirp) != t_dirt && g->m.ter(dirp) != t_grass) { time_to_do = 10_minutes; } else { add_msg_if_player(m_info, _("You can't burrow there.")); tdata.powered = false; return; } assign_activity( activity_id( "ACT_BURROW" ), to_moves<int>( time_to_do ), -1, 0 ); activity.placement = dirp; add_msg_if_player(_("You tear into the %s with your teeth and claws."), g->m.tername(dirp).c_str()); tdata.powered = false; return; // handled when the activity finishes } else if( mut == trait_SLIMESPAWNER ) { std::vector<tripoint> valid; for( const tripoint &dest : g->m.points_in_radius( pos(), 1 ) ) { if (g->is_empty(dest)) { valid.push_back( dest ); } } // Oops, no room to divide! if( valid.empty() ) { add_msg_if_player(m_bad, _("You focus, but are too hemmed in to birth a new slimespring!")); tdata.powered = false; return; } add_msg_if_player(m_good, _("You focus, and with a pleasant splitting feeling, birth a new slimespring!")); 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( mtype_id( "mon_player_blob" ), target ) ) { slime->friendly = -1; } } if (one_in(3)) { //~ Usual enthusiastic slimespring small voices! :D add_msg_if_player(m_good, _("wow! you look just like me! we should look out for each other!")); } else if (one_in(2)) { //~ Usual enthusiastic slimespring small voices! :D add_msg_if_player(m_good, _("come on, big me, let's go!")); } else { //~ Usual enthusiastic slimespring small voices! :D add_msg_if_player(m_good, _("we're a team, we've got this!")); } tdata.powered = false; return; } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) { vomit(); tdata.powered = false; return; } else if( mut == trait_M_FERTILE ) { spores(); tdata.powered = false; return; } else if( mut == trait_M_BLOOM ) { blossoms(); tdata.powered = false; return; } else if( mut == trait_SELFAWARE ) { print_health(); tdata.powered = false; return; } else if( !mdata.spawn_item.empty() ) { item tmpitem( mdata.spawn_item ); i_add_or_drop( tmpitem ); add_msg_if_player( _( mdata.spawn_item_message.c_str() ) ); tdata.powered = false; return; } }