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avatar_action.cpp
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avatar_action.cpp
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#include "avatar_action.h"
#include <algorithm>
#include <climits>
#include <cstdlib>
#include <map>
#include <memory>
#include <ostream>
#include <set>
#include <string>
#include <utility>
#include <vector>
#include "action.h"
#include "activity_actor_definitions.h"
#include "avatar.h"
#include "avatar_functions.h"
#include "bodypart.h"
#include "calendar.h"
#include "character.h"
#include "character_functions.h"
#include "character_martial_arts.h"
#include "character_turn.h"
#include "creature.h"
#include "cursesdef.h"
#include "debug.h"
#include "enums.h"
#include "game.h"
#include "game_constants.h"
#include "game_inventory.h"
#include "gun_mode.h"
#include "int_id.h"
#include "inventory.h"
#include "item.h"
#include "item_functions.h"
#include "item_contents.h"
#include "item_location.h"
#include "iuse_actor.h"
#include "itype.h"
#include "line.h"
#include "map.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "math_defines.h"
#include "messages.h"
#include "monster.h"
#include "mtype.h"
#include "npc.h"
#include "options.h"
#include "output.h"
#include "player_activity.h"
#include "projectile.h"
#include "ranged.h"
#include "ret_val.h"
#include "rng.h"
#include "string_formatter.h"
#include "translations.h"
#include "type_id.h"
#include "value_ptr.h"
#include "veh_type.h"
#include "vehicle.h"
#include "vpart_position.h"
class player;
static const efftype_id effect_amigara( "amigara" );
static const efftype_id effect_glowing( "glowing" );
static const efftype_id effect_harnessed( "harnessed" );
static const efftype_id effect_onfire( "onfire" );
static const efftype_id effect_pet( "pet" );
static const efftype_id effect_relax_gas( "relax_gas" );
static const efftype_id effect_ridden( "ridden" );
static const efftype_id effect_stunned( "stunned" );
static const itype_id itype_grass( "grass" );
static const itype_id itype_swim_fins( "swim_fins" );
static const itype_id itype_underbrush( "underbrush" );
static const skill_id skill_swimming( "swimming" );
static const trait_id trait_BURROW( "BURROW" );
static const trait_id trait_GRAZER( "GRAZER" );
static const trait_id trait_RUMINANT( "RUMINANT" );
static const trait_id trait_SHELL2( "SHELL2" );
static const std::string flag_ALLOWS_REMOTE_USE( "ALLOWS_REMOTE_USE" );
static const std::string flag_DIG_TOOL( "DIG_TOOL" );
static const std::string flag_NO_UNWIELD( "NO_UNWIELD" );
static const std::string flag_RAMP_END( "RAMP_END" );
static const std::string flag_SWIMMABLE( "SWIMMABLE" );
#define dbg(x) DebugLog((x), DC::SDL)
bool can_fire_turret( avatar &you, const map &m, const turret_data &turret );
bool avatar_action::move( avatar &you, map &m, const tripoint &d )
{
if( ( !g->check_safe_mode_allowed() ) || you.has_active_mutation( trait_SHELL2 ) ) {
if( you.has_active_mutation( trait_SHELL2 ) ) {
add_msg( m_warning, _( "You can't move while in your shell. Deactivate it to go mobile." ) );
}
return false;
}
const bool is_riding = you.is_mounted();
tripoint dest_loc;
if( d.z == 0 && you.has_effect( effect_stunned ) ) {
dest_loc.x = rng( you.posx() - 1, you.posx() + 1 );
dest_loc.y = rng( you.posy() - 1, you.posy() + 1 );
dest_loc.z = you.posz();
} else {
dest_loc.x = you.posx() + d.x;
dest_loc.y = you.posy() + d.y;
dest_loc.z = you.posz() + d.z;
}
if( dest_loc == you.pos() ) {
// Well that sure was easy
return true;
}
bool via_ramp = false;
if( m.has_flag( TFLAG_RAMP_UP, dest_loc ) ) {
dest_loc.z += 1;
via_ramp = true;
} else if( m.has_flag( TFLAG_RAMP_DOWN, dest_loc ) ) {
dest_loc.z -= 1;
via_ramp = true;
}
if( m.has_flag( TFLAG_MINEABLE, dest_loc ) && g->mostseen == 0 &&
get_option<bool>( "AUTO_FEATURES" ) && get_option<bool>( "AUTO_MINING" ) &&
!m.veh_at( dest_loc ) && !you.is_underwater() && !you.has_effect( effect_stunned ) &&
!is_riding ) {
item &digging_tool = you.primary_weapon();
if( digging_tool.has_flag( flag_DIG_TOOL ) ) {
if( digging_tool.type->can_use( "JACKHAMMER" ) && digging_tool.ammo_sufficient() ) {
you.invoke_item( &digging_tool, "JACKHAMMER", dest_loc );
// don't move into the tile until done mining
you.defer_move( dest_loc );
return true;
} else if( digging_tool.type->can_use( "PICKAXE" ) ) {
you.invoke_item( &digging_tool, "PICKAXE", dest_loc );
// don't move into the tile until done mining
you.defer_move( dest_loc );
return true;
}
}
if( you.has_trait( trait_BURROW ) ) {
item burrowing_item( itype_id( "fake_burrowing" ) );
you.invoke_item( &burrowing_item, "BURROW", dest_loc );
// don't move into the tile until done mining
you.defer_move( dest_loc );
return true;
}
}
// If the player is *attempting to* move on the X axis, update facing direction of their sprite to match.
point new_d( dest_loc.xy() + point( -you.posx(), -you.posy() ) );
if( !tile_iso ) {
if( new_d.x > 0 ) {
you.facing = FD_RIGHT;
if( is_riding ) {
you.mounted_creature->facing = FD_RIGHT;
}
} else if( new_d.x < 0 ) {
you.facing = FD_LEFT;
if( is_riding ) {
you.mounted_creature->facing = FD_LEFT;
}
}
} else {
//
// iso:
//
// right key => +x -y FD_RIGHT
// left key => -x +y FD_LEFT
// up key => +x +y ______
// down key => -x -y ______
// y: left-up key => __ +y FD_LEFT
// u: right-up key => +x __ FD_RIGHT
// b: left-down key => -x __ FD_LEFT
// n: right-down key => __ -y FD_RIGHT
//
// right key => +x -y FD_RIGHT
// u: right-up key => +x __ FD_RIGHT
// n: right-down key => __ -y FD_RIGHT
// up key => +x +y ______
// down key => -x -y ______
// left key => -x +y FD_LEFT
// y: left-up key => __ +y FD_LEFT
// b: left-down key => -x __ FD_LEFT
//
// right key => +x +y FD_RIGHT
// u: right-up key => +x __ FD_RIGHT
// n: right-down key => __ +y FD_RIGHT
// up key => +x -y ______
// left key => -x -y FD_LEFT
// b: left-down key => -x __ FD_LEFT
// y: left-up key => __ -y FD_LEFT
// down key => -x +y ______
//
if( new_d.x >= 0 && new_d.y >= 0 ) {
you.facing = FD_RIGHT;
if( is_riding ) {
auto mons = you.mounted_creature.get();
mons->facing = FD_RIGHT;
}
}
if( new_d.y <= 0 && new_d.x <= 0 ) {
you.facing = FD_LEFT;
if( is_riding ) {
auto mons = you.mounted_creature.get();
mons->facing = FD_LEFT;
}
}
}
if( you.has_effect( effect_amigara ) ) {
int curdist = INT_MAX;
int newdist = INT_MAX;
const tripoint minp = tripoint( 0, 0, you.posz() );
const tripoint maxp = tripoint( MAPSIZE_X, MAPSIZE_Y, you.posz() );
for( const tripoint &pt : m.points_in_rectangle( minp, maxp ) ) {
if( m.ter( pt ) == t_fault ) {
int dist = rl_dist( pt, you.pos() );
if( dist < curdist ) {
curdist = dist;
}
dist = rl_dist( pt, dest_loc );
if( dist < newdist ) {
newdist = dist;
}
}
}
if( newdist > curdist ) {
add_msg( m_info, _( "You cannot pull yourself away from the faultline…" ) );
return false;
}
}
dbg( DL::Debug ) << "game:plmove: From " << you.pos() << " to " << dest_loc;
// Check if our movement is actually an attack on a monster or npc
// Are we displacing a monster?
bool attacking = false;
if( g->critter_at( dest_loc ) ) {
attacking = true;
}
if( !you.move_effects( attacking ) ) {
you.moves -= 100;
return false;
}
if( m.obstructed_by_vehicle_rotation( you.pos(), dest_loc ) ) {
add_msg( _( "You can't walk through that vehicle's wall." ) );
return false;
}
if( monster *const mon_ptr = g->critter_at<monster>( dest_loc, true ) ) {
monster &critter = *mon_ptr;
if( critter.friendly == 0 &&
!critter.has_effect( effect_pet ) ) {
if( you.is_auto_moving() ) {
add_msg( m_warning, _( "Monster in the way. Auto-move canceled." ) );
add_msg( m_info, _( "Move into the monster to attack." ) );
you.clear_destination();
return false;
} else {
}
if( you.has_effect( effect_relax_gas ) ) {
if( one_in( 8 ) ) {
add_msg( m_good, _( "Your willpower asserts itself, and so do you!" ) );
} else {
you.moves -= rng( 2, 8 ) * 10;
add_msg( m_bad, _( "You're too pacified to strike anything…" ) );
return false;
}
}
you.melee_attack( critter, true );
if( critter.is_hallucination() ) {
critter.die( &you );
}
g->draw_hit_mon( dest_loc, critter, critter.is_dead() );
return false;
} else if( critter.has_flag( MF_IMMOBILE ) || critter.has_effect( effect_harnessed ) ||
critter.has_effect( effect_ridden ) ) {
add_msg( m_info, _( "You can't displace your %s." ), critter.name() );
return false;
}
// Successful displacing is handled (much) later
}
// If not a monster, maybe there's an NPC there
if( npc *const np_ = g->critter_at<npc>( dest_loc ) ) {
npc &np = *np_;
if( you.is_auto_moving() ) {
add_msg( _( "NPC in the way, Auto-move canceled." ) );
add_msg( m_info, _( "Move into the NPC to interact or attack." ) );
you.clear_destination();
return false;
}
if( !np.is_enemy() ) {
g->npc_menu( np );
return false;
}
you.melee_attack( np, true );
np.make_angry();
return false;
}
// GRAB: pre-action checking.
int dpart = -1;
const optional_vpart_position vp0 = m.veh_at( you.pos() );
vehicle *const veh0 = veh_pointer_or_null( vp0 );
const optional_vpart_position vp1 = m.veh_at( dest_loc );
vehicle *const veh1 = veh_pointer_or_null( vp1 );
bool veh_closed_door = false;
bool outside_vehicle = ( veh0 == nullptr || veh0 != veh1 );
if( veh1 != nullptr ) {
dpart = veh1->next_part_to_open( vp1->part_index(), outside_vehicle );
veh_closed_door = dpart >= 0 && !veh1->part( dpart ).open;
}
if( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) {
if( veh1 == nullptr ) {
if( query_yn( _( "Dive from moving vehicle?" ) ) ) {
g->moving_vehicle_dismount( dest_loc );
}
return false;
} else if( veh1 != veh0 ) {
add_msg( m_info, _( "There is another vehicle in the way." ) );
return false;
} else if( !vp1.part_with_feature( "BOARDABLE", true ) ) {
add_msg( m_info, _( "That part of the vehicle is currently unsafe." ) );
return false;
}
}
bool toSwimmable = m.has_flag( flag_SWIMMABLE, dest_loc );
bool toDeepWater = m.has_flag( TFLAG_DEEP_WATER, dest_loc );
bool fromSwimmable = m.has_flag( flag_SWIMMABLE, you.pos() );
bool fromDeepWater = m.has_flag( TFLAG_DEEP_WATER, you.pos() );
bool fromBoat = veh0 != nullptr && veh0->is_in_water();
bool toBoat = veh1 != nullptr && veh1->is_in_water();
if( is_riding ) {
if( !you.check_mount_will_move( dest_loc ) ) {
if( you.is_auto_moving() ) {
you.clear_destination();
}
you.moves -= 20;
return false;
}
}
// Dive into water!
if( toSwimmable && toDeepWater && !toBoat ) {
// Requires confirmation if we were on dry land previously
if( is_riding ) {
auto mon = you.mounted_creature.get();
if( !mon->swims() || mon->get_size() < you.get_size() + 2 ) {
add_msg( m_warning, _( "The %s cannot swim while it is carrying you!" ), mon->get_name() );
return false;
}
}
if( ( fromSwimmable && fromDeepWater && !fromBoat ) || query_yn( _( "Dive into the water?" ) ) ) {
if( ( !fromDeepWater || fromBoat ) && you.swim_speed() < 500 ) {
add_msg( _( "You start swimming." ) );
add_msg( m_info, _( "%s to dive underwater." ),
press_x( ACTION_MOVE_DOWN ) );
}
avatar_action::swim( get_map(), get_avatar(), dest_loc );
}
g->on_move_effects();
return true;
}
//Wooden Fence Gate (or equivalently walkable doors):
// open it if we are walking
// vault over it if we are running
if( m.passable_ter_furn( dest_loc )
&& you.movement_mode_is( CMM_WALK )
&& m.open_door( dest_loc, !m.is_outside( you.pos() ) ) ) {
you.moves -= 100;
// if auto-move is on, continue moving next turn
if( you.is_auto_moving() ) {
you.defer_move( dest_loc );
}
return true;
}
if( g->walk_move( dest_loc, via_ramp ) ) {
return true;
}
if( veh_closed_door ) {
if( !veh1->handle_potential_theft( you ) ) {
return true;
} else {
if( outside_vehicle ) {
veh1->open_all_at( dpart );
} else {
veh1->open( dpart );
add_msg( _( "You open the %1$s's %2$s." ), veh1->name,
veh1->part_info( dpart ).name() );
}
}
you.moves -= 100;
// if auto-move is on, continue moving next turn
if( you.is_auto_moving() ) {
you.defer_move( dest_loc );
}
return true;
}
if( m.furn( dest_loc ) != f_safe_c && m.open_door( dest_loc, !m.is_outside( you.pos() ) ) ) {
you.moves -= 100;
// if auto-move is on, continue moving next turn
if( you.is_auto_moving() ) {
you.defer_move( dest_loc );
}
return true;
}
// Invalid move
const bool waste_moves = you.is_blind() || you.has_effect( effect_stunned );
if( waste_moves || dest_loc.z != you.posz() ) {
add_msg( _( "You bump into the %s!" ), m.obstacle_name( dest_loc ) );
// Only lose movement if we're blind
if( waste_moves ) {
you.moves -= 100;
}
} else if( m.ter( dest_loc ) == t_door_locked || m.ter( dest_loc ) == t_door_locked_peep ||
m.ter( dest_loc ) == t_door_locked_alarm || m.ter( dest_loc ) == t_door_locked_interior ) {
// Don't drain move points for learning something you could learn just by looking
add_msg( _( "That door is locked!" ) );
} else if( m.ter( dest_loc ) == t_door_bar_locked ) {
add_msg( _( "You rattle the bars but the door is locked!" ) );
}
return false;
}
bool avatar_action::ramp_move( avatar &you, map &m, const tripoint &dest_loc )
{
if( dest_loc.z != you.posz() ) {
// No recursive ramp_moves
return false;
}
// We're moving onto a tile with no support, check if it has a ramp below
if( !m.has_floor_or_support( dest_loc ) ) {
tripoint below( dest_loc.xy(), dest_loc.z - 1 );
if( m.has_flag( TFLAG_RAMP, below ) ) {
// But we're moving onto one from above
const tripoint dp = dest_loc - you.pos();
move( you, m, tripoint( dp.xy(), -1 ) );
// No penalty for misaligned stairs here
// Also cheaper than climbing up
return true;
}
return false;
}
if( !m.has_flag( TFLAG_RAMP, you.pos() ) ||
m.passable( dest_loc ) ) {
return false;
}
// Try to find an aligned end of the ramp that will make our climb faster
// Basically, finish walking on the stairs instead of pulling self up by hand
bool aligned_ramps = false;
for( const tripoint &pt : m.points_in_radius( you.pos(), 1 ) ) {
if( rl_dist( pt, dest_loc ) < 2 && m.has_flag( flag_RAMP_END, pt ) ) {
aligned_ramps = true;
break;
}
}
const tripoint above_u( you.posx(), you.posy(), you.posz() + 1 );
if( m.has_floor_or_support( above_u ) ) {
add_msg( m_warning, _( "You can't climb here - there's a ceiling above." ) );
return false;
}
const tripoint dp = dest_loc - you.pos();
const tripoint old_pos = you.pos();
move( you, m, tripoint( dp.xy(), 1 ) );
// We can't just take the result of the above function here
if( you.pos() != old_pos ) {
you.moves -= 50 + ( aligned_ramps ? 0 : 50 );
}
return true;
}
void avatar_action::swim( map &m, avatar &you, const tripoint &p )
{
if( !m.has_flag( flag_SWIMMABLE, p ) ) {
debugmsg( "Tried to swim in %s!", m.tername( p ) );
return;
}
if( you.has_effect( effect_onfire ) ) {
add_msg( _( "The water puts out the flames!" ) );
you.remove_effect( effect_onfire );
if( you.is_mounted() ) {
monster *mon = you.mounted_creature.get();
if( mon->has_effect( effect_onfire ) ) {
mon->remove_effect( effect_onfire );
}
}
}
if( you.has_effect( effect_glowing ) ) {
add_msg( _( "The water washes off the glowing goo!" ) );
you.remove_effect( effect_glowing );
}
int movecost = you.swim_speed();
you.practice( skill_swimming, you.is_underwater() ? 2 : 1 );
if( movecost >= 500 ) {
if( !you.is_underwater() &&
!( you.shoe_type_count( itype_swim_fins ) == 2 ||
( you.shoe_type_count( itype_swim_fins ) == 1 && one_in( 2 ) ) ) ) {
add_msg( m_bad, _( "You sink like a rock!" ) );
you.set_underwater( true );
///\EFFECT_STR increases breath-holding capacity while sinking
you.oxygen = 30 + 2 * you.str_cur;
}
}
if( you.oxygen <= 5 && you.is_underwater() ) {
if( movecost < 500 ) {
popup( _( "You need to breathe! (%s to surface.)" ), press_x( ACTION_MOVE_UP ) );
} else {
popup( _( "You need to breathe but you can't swim! Get to dry land, quick!" ) );
}
}
bool diagonal = ( p.x != you.posx() && p.y != you.posy() );
if( you.in_vehicle ) {
m.unboard_vehicle( you.pos() );
}
if( you.is_mounted() && m.veh_at( you.pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
add_msg( m_warning, _( "You cannot board a vehicle while mounted." ) );
return;
}
if( const auto vp = m.veh_at( p ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
if( !vp->vehicle().handle_potential_theft( you ) ) {
return;
}
}
you.setpos( p );
g->update_map( you );
cata_event_dispatch::avatar_moves( you, m, p );
if( m.veh_at( you.pos() ).part_with_feature( VPFLAG_BOARDABLE, true ) ) {
m.board_vehicle( you.pos(), &you );
}
you.moves -= ( movecost > 200 ? 200 : movecost ) * ( trigdist && diagonal ? M_SQRT2 : 1 );
you.inv.rust_iron_items();
if( !you.is_mounted() ) {
you.burn_move_stamina( movecost );
}
body_part_set drenchFlags{ {
bp_leg_l, bp_leg_r, bp_torso, bp_arm_l,
bp_arm_r, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r
}
};
if( you.is_underwater() ) {
drenchFlags |= { { bp_head, bp_eyes, bp_mouth, bp_hand_l, bp_hand_r } };
}
you.drench( 100, drenchFlags, true );
}
static float rate_critter( const Creature &c )
{
const npc *np = dynamic_cast<const npc *>( &c );
if( np != nullptr ) {
return npc_ai::wielded_value( *np );
}
const monster *m = dynamic_cast<const monster *>( &c );
return m->type->difficulty;
}
void avatar_action::autoattack( avatar &you, map &m )
{
int reach = you.primary_weapon().reach_range( you );
std::vector<Creature *> critters = ranged::targetable_creatures( you, reach );
critters.erase( std::remove_if( critters.begin(), critters.end(), []( const Creature * c ) {
if( !c->is_npc() ) {
return false;
}
return !dynamic_cast<const npc *>( c )->is_enemy();
} ), critters.end() );
if( critters.empty() ) {
add_msg( m_info, _( "No hostile creature in reach. Waiting a turn." ) );
if( g->check_safe_mode_allowed() ) {
character_funcs::do_pause( you );
}
return;
}
Creature &best = **std::max_element( critters.begin(), critters.end(),
[]( const Creature * l, const Creature * r ) {
return rate_critter( *l ) > rate_critter( *r );
} );
const tripoint diff = best.pos() - you.pos();
if( std::abs( diff.x ) <= 1 && std::abs( diff.y ) <= 1 && diff.z == 0 ) {
move( you, m, tripoint( diff.xy(), 0 ) );
return;
}
you.reach_attack( best.pos() );
}
bool avatar_action::can_fire_weapon( avatar &you, const map &m, const item &weapon )
{
if( !weapon.is_gun() ) {
debugmsg( "Expected item to be a gun" );
return false;
}
if( you.has_effect( effect_relax_gas ) ) {
if( one_in( 5 ) ) {
add_msg( m_good, _( "Your eyes steel, and you raise your weapon!" ) );
} else {
you.moves -= rng( 2, 5 ) * 10;
add_msg( m_bad, _( "You can't fire your weapon, it's too heavy…" ) );
return false;
}
}
std::vector<std::string> messages;
const gun_mode &mode = weapon.gun_current_mode();
bool check_common = ranged::gunmode_checks_common( you, m, messages, mode );
bool check_weapon = ranged::gunmode_checks_weapon( you, m, messages, mode );
bool can_use_mode = check_common && check_weapon;
if( can_use_mode ) {
return true;
}
for( const std::string &message : messages ) {
add_msg( m_info, message );
}
return false;
}
/**
* Checks if the turret is valid and if the player meets certain conditions for manually firing it.
* @param turret Turret to check.
* @return True if all conditions are true, otherwise false.
*/
bool can_fire_turret( avatar &you, const map &m, const turret_data &turret )
{
const item &weapon = *turret.base();
if( !weapon.is_gun() ) {
debugmsg( "Expected turret base to be a gun." );
return false;
}
switch( turret.query() ) {
case turret_data::status::no_ammo:
add_msg( m_bad, _( "The %s is out of ammo." ), turret.name() );
return false;
case turret_data::status::no_power:
add_msg( m_bad, _( "The %s is not powered." ), turret.name() );
return false;
case turret_data::status::ready:
break;
default:
debugmsg( "Unknown turret status" );
return false;
}
if( you.has_effect( effect_relax_gas ) ) {
if( one_in( 5 ) ) {
add_msg( m_good, _( "Your eyes steel, and you aim your weapon!" ) );
} else {
you.moves -= rng( 2, 5 ) * 10;
add_msg( m_bad, _( "You are too pacified to aim the turret…" ) );
return false;
}
}
std::vector<std::string> messages;
for( const std::pair<const gun_mode_id, gun_mode> &mode_map : weapon.gun_all_modes() ) {
bool can_use_mode = ranged::gunmode_checks_common( you, m, messages, mode_map.second );
if( can_use_mode ) {
return true;
}
}
for( const std::string &message : messages ) {
add_msg( m_info, message );
}
return false;
}
void avatar_action::fire_wielded_weapon( avatar &you )
{
item &weapon = you.primary_weapon();
if( weapon.is_gunmod() ) {
add_msg( m_info,
_( "The %s must be attached to a gun, it can not be fired separately." ),
weapon.tname() );
return;
} else if( !weapon.is_gun() ) {
return;
} else if( weapon.ammo_data() && weapon.type->gun &&
!weapon.ammo_types().count( weapon.ammo_data()->ammo->type ) ) {
std::string ammoname = weapon.ammo_current()->nname( 1 );
add_msg( m_info, _( "The %s can't be fired while loaded with incompatible ammunition %s" ),
weapon.tname(), ammoname );
return;
}
you.assign_activity( aim_activity_actor::use_wielded(), false );
}
void avatar_action::fire_ranged_mutation( avatar &you, const item &fake_gun )
{
you.assign_activity( aim_activity_actor::use_mutation( fake_gun ), false );
}
void avatar_action::fire_ranged_bionic( avatar &you, const item &fake_gun,
const units::energy &cost_per_shot )
{
you.assign_activity( aim_activity_actor::use_bionic( fake_gun, cost_per_shot ), false );
}
void avatar_action::fire_turret_manual( avatar &you, map &m, turret_data &turret )
{
if( !can_fire_turret( you, m, turret ) ) {
return;
}
g->temp_exit_fullscreen();
target_handler::trajectory trajectory = target_handler::mode_turret_manual( you, turret );
if( !trajectory.empty() ) {
turret.fire( you, trajectory.back() );
}
g->reenter_fullscreen();
}
void avatar_action::mend( avatar &you, item_location loc )
{
if( !loc ) {
if( you.is_armed() ) {
loc = item_location( you, &you.primary_weapon() );
} else {
add_msg( m_info, _( "You're not wielding anything." ) );
return;
}
}
if( you.has_item( *loc ) ) {
avatar_funcs::mend_item( you, item_location( loc ) );
}
}
bool avatar_action::eat_here( avatar &you )
{
map &here = get_map();
if( ( you.has_active_mutation( trait_RUMINANT ) || you.has_active_mutation( trait_GRAZER ) ) &&
( here.ter( you.pos() ) == t_underbrush || here.ter( you.pos() ) == t_shrub ) ) {
item food( itype_underbrush, calendar::turn, 1 );
if( you.get_stored_kcal() > you.max_stored_kcal() -
food.get_comestible()->default_nutrition.kcal ) {
add_msg( _( "You're too full to eat the leaves from the %s." ), here.ter( you.pos() )->name() );
return true;
} else {
you.moves -= 400;
here.ter_set( you.pos(), t_grass );
add_msg( _( "You eat the underbrush." ) );
you.eat( food );
return true;
}
}
if( you.has_active_mutation( trait_GRAZER ) && ( here.ter( you.pos() ) == t_grass ||
here.ter( you.pos() ) == t_grass_long || here.ter( you.pos() ) == t_grass_tall ) ) {
item food( item( itype_grass, calendar::turn, 1 ) );
if( you.get_stored_kcal() > you.max_stored_kcal() -
food.get_comestible()->default_nutrition.kcal ) {
add_msg( _( "You're too full to graze." ) );
return true;
} else {
you.moves -= 400;
add_msg( _( "You eat the grass." ) );
you.eat( food );
if( here.ter( you.pos() ) == t_grass_tall ) {
here.ter_set( you.pos(), t_grass_long );
} else if( here.ter( you.pos() ) == t_grass_long ) {
here.ter_set( you.pos(), t_grass );
} else {
here.ter_set( you.pos(), t_dirt );
}
return true;
}
}
if( you.has_active_mutation( trait_GRAZER ) ) {
if( here.ter( you.pos() ) == t_grass_golf ) {
add_msg( _( "This grass is too short to graze." ) );
return true;
} else if( here.ter( you.pos() ) == t_grass_dead ) {
add_msg( _( "This grass is dead and too mangled for you to graze." ) );
return true;
} else if( here.ter( you.pos() ) == t_grass_white ) {
add_msg( _( "This grass is tainted with paint and thus inedible." ) );
return true;
}
}
return false;
}
void avatar_action::eat( avatar &you )
{
item_location loc = game_menus::inv::consume( you );
avatar_action::eat( you, loc );
}
void avatar_action::eat( avatar &you, item_location loc )
{
if( !loc ) {
you.cancel_activity();
add_msg( _( "Never mind." ) );
return;
}
item *it = loc.get_item();
if( loc.where() == item_location::type::character ) {
you.consume( loc );
} else if( you.consume_item( *it ) ) {
if( it->is_food_container() || !you.can_consume_as_is( *it ) ) {
it->remove_item( it->contents.front() );
add_msg( _( "You leave the empty %s." ), it->tname() );
} else {
loc.remove_item();
}
}
if( g->u.get_value( "THIEF_MODE_KEEP" ) != "YES" ) {
g->u.set_value( "THIEF_MODE", "THIEF_ASK" );
}
}
void avatar_action::plthrow( avatar &you, item_location loc,
const std::optional<tripoint> &blind_throw_from_pos )
{
if( you.has_active_mutation( trait_SHELL2 ) ) {
add_msg( m_info, _( "You can't effectively throw while you're in your shell." ) );
return;
}
if( you.is_mounted() ) {
monster *mons = get_player_character().mounted_creature.get();
if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
if( !mons->check_mech_powered() ) {
add_msg( m_bad, _( "Your %s refuses to move as its batteries have been drained." ),
mons->get_name() );
return;
}
}
}
if( !loc ) {
loc = game_menus::inv::titled_menu( you, _( "Throw item" ),
_( "You don't have any items to throw." ) );
}
if( !loc ) {
add_msg( _( "Never mind." ) );
return;
}
// make a copy and get the original.
// the copy is thrown and has its and the originals charges set appropiately
// or deleted from inventory if its charges(1) or not stackable.
item thrown = *loc.get_item();
int range = you.throw_range( thrown );
if( range < 0 ) {
add_msg( m_info, _( "You don't have that item." ) );
return;
} else if( range == 0 ) {
add_msg( m_info, _( "That is too heavy to throw." ) );
return;
}
if( you.is_wielding( *loc ) && loc->has_flag( flag_NO_UNWIELD ) ) {
// pos == -1 is the weapon, NO_UNWIELD is used for bio_claws_weapon
add_msg( m_info, _( "That's part of your body, you can't throw that!" ) );
return;
}
if( you.has_effect( effect_relax_gas ) ) {
if( one_in( 5 ) ) {
add_msg( m_good, _( "You concentrate mightily, and your body obeys!" ) );
} else {
you.moves -= rng( 2, 5 ) * 10;
add_msg( m_bad, _( "You can't muster up the effort to throw anything…" ) );
return;
}
}
// if you're wearing the item you need to be able to take it off
if( you.is_wearing( loc->typeId() ) ) {
ret_val<bool> ret = you.can_takeoff( *loc );
if( !ret.success() ) {
add_msg( m_info, "%s", ret.c_str() );
return;
}
}
// you must wield the item to throw it
// But only if you don't have enough free hands
const auto &wielded = you.wielded_items();
int required_arms = std::accumulate( wielded.begin(), wielded.end(), 0,
[&you]( int acc, const item * it ) {
return acc + ( it->is_two_handed( you ) ? 2 : 1 );
} );
if( !you.is_wielding( *loc ) &&
( you.get_working_arm_count() < required_arms ) ) {
if( !you.wield( *loc ) ) {
add_msg( m_info, _( "You do not have enough free hands to throw %s without wielding it." ),
loc->tname() );
return;
}
loc = item_location( you, &you.primary_weapon() );
}
throw_activity_actor actor( loc, blind_throw_from_pos );
you.assign_activity( actor, false );
}
static void make_active( item_location loc )
{
map &here = get_map();
switch( loc.where() ) {
case item_location::type::map:
here.make_active( loc );
break;
case item_location::type::vehicle:
here.veh_at( loc.position() )->vehicle().make_active( loc );
break;
default:
break;
}
}
static void update_lum( item_location loc, bool add )
{
switch( loc.where() ) {
case item_location::type::map:
get_map().update_lum( loc, add );
break;
default:
break;
}
}
void avatar_action::use_item( avatar &you )
{
item_location loc;
avatar_action::use_item( you, loc );
}
void avatar_action::use_item( avatar &you, item_location &loc )
{
// Some items may be used without being picked up first
bool use_in_place = false;
if( !loc ) {
loc = game_menus::inv::use( you );
if( !loc ) {
add_msg( _( "Never mind." ) );
return;
}
if( loc->has_flag( flag_ALLOWS_REMOTE_USE ) ) {
use_in_place = true;
} else {
const int obtain_cost = loc.obtain_cost( you );
loc = loc.obtain( you );
if( !loc ) {
debugmsg( "Failed to obtain target item" );
return;
}
// TODO: the following comment is inaccurate and this mechanic needs to be rexamined
// This method only handles items in the inventory, so refund the obtain cost.
you.mod_moves( obtain_cost );
}
}