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player.cpp
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player.cpp
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#include "player.h"
#include <cctype>
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <iterator>
#include <map>
#include <string>
#include <sstream>
#include <limits>
#include <bitset>
#include <exception>
#include <tuple>
#include "action.h"
#include "activity_handlers.h"
#include "addiction.h"
#include "ammo.h"
#include "avatar.h"
#include "avatar_action.h"
#include "bionics.h"
#include "cata_utility.h"
#include "catacharset.h"
#include "coordinate_conversions.h"
#include "craft_command.h"
#include "creature_tracker.h"
#include "cursesdef.h"
#include "debug.h"
#include "effect.h"
#include "event_bus.h"
#include "fault.h"
#include "filesystem.h"
#include "fungal_effects.h"
#include "game.h"
#include "gun_mode.h"
#include "handle_liquid.h"
#include "input.h"
#include "inventory.h"
#include "item.h"
#include "item_location.h"
#include "itype.h"
#include "iuse_actor.h"
#include "magic.h"
#include "map.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "martialarts.h"
#include "material.h"
#include "memorial_logger.h"
#include "messages.h"
#include "monster.h"
#include "morale.h"
#include "morale_types.h"
#include "mtype.h"
#include "mutation.h"
#include "name.h"
#include "npc.h"
#include "options.h"
#include "output.h"
#include "overlay_ordering.h"
#include "overmapbuffer.h"
#include "pickup.h"
#include "profession.h"
#include "ranged.h"
#include "recipe_dictionary.h"
#include "requirements.h"
#include "skill.h"
#include "sounds.h"
#include "string_formatter.h"
#include "submap.h"
#include "text_snippets.h"
#include "translations.h"
#include "trap.h"
#include "ui.h"
#include "uistate.h"
#include "veh_type.h"
#include "vehicle.h"
#include "vitamin.h"
#include "vpart_position.h"
#include "vpart_range.h"
#include "weather.h"
#include "weather_gen.h"
#include "field.h"
#include "fire.h"
#include "int_id.h"
#include "iuse.h"
#include "lightmap.h"
#include "line.h"
#include "math_defines.h"
#include "omdata.h"
#include "overmap_types.h"
#include "recipe.h"
#include "rng.h"
#include "units.h"
#include "visitable.h"
#include "string_id.h"
#include "colony.h"
#include "enums.h"
#include "flat_set.h"
#include "stomach.h"
const double MAX_RECOIL = 3000;
const mtype_id mon_player_blob( "mon_player_blob" );
const mtype_id mon_shadow_snake( "mon_shadow_snake" );
const skill_id skill_dodge( "dodge" );
const skill_id skill_gun( "gun" );
const skill_id skill_mechanics( "mechanics" );
const skill_id skill_swimming( "swimming" );
const skill_id skill_throw( "throw" );
const skill_id skill_unarmed( "unarmed" );
const efftype_id effect_adrenaline( "adrenaline" );
const efftype_id effect_alarm_clock( "alarm_clock" );
const efftype_id effect_asthma( "asthma" );
const efftype_id effect_attention( "attention" );
const efftype_id effect_bandaged( "bandaged" );
const efftype_id effect_bite( "bite" );
const efftype_id effect_blind( "blind" );
const efftype_id effect_blisters( "blisters" );
const efftype_id effect_bloodworms( "bloodworms" );
const efftype_id effect_boomered( "boomered" );
const efftype_id effect_brainworms( "brainworms" );
const efftype_id effect_cig( "cig" );
const efftype_id effect_cold( "cold" );
const efftype_id effect_common_cold( "common_cold" );
const efftype_id effect_contacts( "contacts" );
const efftype_id effect_controlled( "controlled" );
const efftype_id effect_corroding( "corroding" );
const efftype_id effect_cough_suppress( "cough_suppress" );
const efftype_id effect_darkness( "darkness" );
const efftype_id effect_datura( "datura" );
const efftype_id effect_deaf( "deaf" );
const efftype_id effect_depressants( "depressants" );
const efftype_id effect_dermatik( "dermatik" );
const efftype_id effect_disabled( "disabled" );
const efftype_id effect_disinfected( "disinfected" );
const efftype_id effect_downed( "downed" );
const efftype_id effect_drunk( "drunk" );
const efftype_id effect_earphones( "earphones" );
const efftype_id effect_evil( "evil" );
const efftype_id effect_flu( "flu" );
const efftype_id effect_foodpoison( "foodpoison" );
const efftype_id effect_formication( "formication" );
const efftype_id effect_frostbite( "frostbite" );
const efftype_id effect_frostbite_recovery( "frostbite_recovery" );
const efftype_id effect_fungus( "fungus" );
const efftype_id effect_glowing( "glowing" );
const efftype_id effect_glowy_led( "glowy_led" );
const efftype_id effect_got_checked( "got_checked" );
const efftype_id effect_grabbed( "grabbed" );
const efftype_id effect_grabbing( "grabbing" );
const efftype_id effect_hallu( "hallu" );
const efftype_id effect_happy( "happy" );
const efftype_id effect_hot( "hot" );
const efftype_id effect_infected( "infected" );
const efftype_id effect_iodine( "iodine" );
const efftype_id effect_irradiated( "irradiated" );
const efftype_id effect_jetinjector( "jetinjector" );
const efftype_id effect_lack_sleep( "lack_sleep" );
const efftype_id effect_sleep_deprived( "sleep_deprived" );
const efftype_id effect_lying_down( "lying_down" );
const efftype_id effect_mending( "mending" );
const efftype_id effect_meth( "meth" );
const efftype_id effect_narcosis( "narcosis" );
const efftype_id effect_nausea( "nausea" );
const efftype_id effect_no_sight( "no_sight" );
const efftype_id effect_onfire( "onfire" );
const efftype_id effect_paincysts( "paincysts" );
const efftype_id effect_pkill( "pkill" );
const efftype_id effect_pkill1( "pkill1" );
const efftype_id effect_pkill2( "pkill2" );
const efftype_id effect_pkill3( "pkill3" );
const efftype_id effect_recover( "recover" );
const efftype_id effect_riding( "riding" );
const efftype_id effect_ridden( "ridden" );
const efftype_id effect_sad( "sad" );
const efftype_id effect_shakes( "shakes" );
const efftype_id effect_sleep( "sleep" );
const efftype_id effect_slept_through_alarm( "slept_through_alarm" );
const efftype_id effect_spores( "spores" );
const efftype_id effect_stim( "stim" );
const efftype_id effect_stim_overdose( "stim_overdose" );
const efftype_id effect_stunned( "stunned" );
const efftype_id effect_tapeworm( "tapeworm" );
const efftype_id effect_took_prozac( "took_prozac" );
const efftype_id effect_took_xanax( "took_xanax" );
const efftype_id effect_visuals( "visuals" );
const efftype_id effect_weed_high( "weed_high" );
const efftype_id effect_winded( "winded" );
const efftype_id effect_bleed( "bleed" );
const efftype_id effect_magnesium_supplements( "magnesium" );
const efftype_id effect_harnessed( "harnessed" );
const efftype_id effect_pet( "pet" );
const efftype_id effect_tied( "tied" );
const matype_id style_none( "style_none" );
const matype_id style_kicks( "style_kicks" );
const species_id ROBOT( "ROBOT" );
static const bionic_id bio_ads( "bio_ads" );
static const bionic_id bio_advreactor( "bio_advreactor" );
static const bionic_id bio_armor_arms( "bio_armor_arms" );
static const bionic_id bio_armor_eyes( "bio_armor_eyes" );
static const bionic_id bio_armor_head( "bio_armor_head" );
static const bionic_id bio_armor_legs( "bio_armor_legs" );
static const bionic_id bio_armor_torso( "bio_armor_torso" );
static const bionic_id bio_blaster( "bio_blaster" );
static const bionic_id bio_carbon( "bio_carbon" );
static const bionic_id bio_climate( "bio_climate" );
static const bionic_id bio_cloak( "bio_cloak" );
static const bionic_id bio_cqb( "bio_cqb" );
static const bionic_id bio_dis_acid( "bio_dis_acid" );
static const bionic_id bio_dis_shock( "bio_dis_shock" );
static const bionic_id bio_drain( "bio_drain" );
static const bionic_id bio_earplugs( "bio_earplugs" );
static const bionic_id bio_ears( "bio_ears" );
static const bionic_id bio_eye_optic( "bio_eye_optic" );
static const bionic_id bio_faraday( "bio_faraday" );
static const bionic_id bio_flashlight( "bio_flashlight" );
static const bionic_id bio_tattoo_led( "bio_tattoo_led" );
static const bionic_id bio_glowy( "bio_glowy" );
static const bionic_id bio_geiger( "bio_geiger" );
static const bionic_id bio_gills( "bio_gills" );
static const bionic_id bio_ground_sonar( "bio_ground_sonar" );
static const bionic_id bio_heatsink( "bio_heatsink" );
static const bionic_id bio_itchy( "bio_itchy" );
static const bionic_id bio_jointservo( "bio_jointservo" );
static const bionic_id bio_laser( "bio_laser" );
static const bionic_id bio_leaky( "bio_leaky" );
static const bionic_id bio_lighter( "bio_lighter" );
static const bionic_id bio_membrane( "bio_membrane" );
static const bionic_id bio_memory( "bio_memory" );
static const bionic_id bio_metabolics( "bio_metabolics" );
static const bionic_id bio_noise( "bio_noise" );
static const bionic_id bio_plut_filter( "bio_plut_filter" );
static const bionic_id bio_power_weakness( "bio_power_weakness" );
static const bionic_id bio_reactor( "bio_reactor" );
static const bionic_id bio_recycler( "bio_recycler" );
static const bionic_id bio_shakes( "bio_shakes" );
static const bionic_id bio_sleepy( "bio_sleepy" );
static const bionic_id bn_bio_solar( "bn_bio_solar" );
static const bionic_id bio_soporific( "bio_soporific" );
static const bionic_id bio_spasm( "bio_spasm" );
static const bionic_id bio_speed( "bio_speed" );
static const bionic_id bio_syringe( "bio_syringe" );
static const bionic_id bio_tools( "bio_tools" );
static const bionic_id bio_trip( "bio_trip" );
static const bionic_id bio_uncanny_dodge( "bio_uncanny_dodge" );
static const bionic_id bio_ups( "bio_ups" );
static const bionic_id bio_watch( "bio_watch" );
static const bionic_id bio_synaptic_regen( "bio_synaptic_regen" );
// Aftershock stuff!
static const bionic_id afs_bio_linguistic_coprocessor( "afs_bio_linguistic_coprocessor" );
static const trait_id trait_ACIDBLOOD( "ACIDBLOOD" );
static const trait_id trait_ACIDPROOF( "ACIDPROOF" );
static const trait_id trait_ADDICTIVE( "ADDICTIVE" );
static const trait_id trait_ADRENALINE( "ADRENALINE" );
static const trait_id trait_ALBINO( "ALBINO" );
static const trait_id trait_AMPHIBIAN( "AMPHIBIAN" );
static const trait_id trait_ANTENNAE( "ANTENNAE" );
static const trait_id trait_ANTLERS( "ANTLERS" );
static const trait_id trait_ASTHMA( "ASTHMA" );
static const trait_id trait_BADBACK( "BADBACK" );
static const trait_id trait_BARK( "BARK" );
static const trait_id trait_CANNIBAL( "CANNIBAL" );
static const trait_id trait_CENOBITE( "CENOBITE" );
static const trait_id trait_CEPH_EYES( "CEPH_EYES" );
static const trait_id trait_CF_HAIR( "CF_HAIR" );
static const trait_id trait_CHAOTIC( "CHAOTIC" );
static const trait_id trait_CHAOTIC_BAD( "CHAOTIC_BAD" );
static const trait_id trait_CHEMIMBALANCE( "CHEMIMBALANCE" );
static const trait_id trait_CHITIN_FUR( "CHITIN_FUR" );
static const trait_id trait_CHITIN_FUR2( "CHITIN_FUR2" );
static const trait_id trait_CHITIN_FUR3( "CHITIN_FUR3" );
static const trait_id trait_CHLOROMORPH( "CHLOROMORPH" );
static const trait_id trait_CLUMSY( "CLUMSY" );
static const trait_id trait_COLDBLOOD4( "COLDBLOOD4" );
static const trait_id trait_DEAF( "DEAF" );
static const trait_id trait_DEFT( "DEFT" );
static const trait_id trait_DEBUG_BIONIC_POWER( "DEBUG_BIONIC_POWER" );
static const trait_id trait_DEBUG_CLOAK( "DEBUG_CLOAK" );
static const trait_id trait_DEBUG_HS( "DEBUG_HS" );
static const trait_id trait_DEBUG_LS( "DEBUG_LS" );
static const trait_id trait_DEBUG_NODMG( "DEBUG_NODMG" );
static const trait_id trait_DEBUG_NOTEMP( "DEBUG_NOTEMP" );
static const trait_id trait_DISIMMUNE( "DISIMMUNE" );
static const trait_id trait_DISRESISTANT( "DISRESISTANT" );
static const trait_id trait_DOWN( "DOWN" );
static const trait_id trait_EASYSLEEPER( "EASYSLEEPER" );
static const trait_id trait_EASYSLEEPER2( "EASYSLEEPER2" );
static const trait_id trait_ELECTRORECEPTORS( "ELECTRORECEPTORS" );
static const trait_id trait_EATHEALTH( "EATHEALTH" );
static const trait_id trait_FASTHEALER( "FASTHEALER" );
static const trait_id trait_FASTHEALER2( "FASTHEALER2" );
static const trait_id trait_FASTLEARNER( "FASTLEARNER" );
static const trait_id trait_FASTREADER( "FASTREADER" );
static const trait_id trait_FAT( "FAT" );
static const trait_id trait_FELINE_FUR( "FELINE_FUR" );
static const trait_id trait_FLOWERS( "FLOWERS" );
static const trait_id trait_FRESHWATEROSMOSIS( "FRESHWATEROSMOSIS" );
static const trait_id trait_FUR( "FUR" );
static const trait_id trait_GILLS( "GILLS" );
static const trait_id trait_GILLS_CEPH( "GILLS_CEPH" );
static const trait_id trait_HATES_BOOKS( "HATES_BOOKS" );
static const trait_id trait_HEAVYSLEEPER( "HEAVYSLEEPER" );
static const trait_id trait_HEAVYSLEEPER2( "HEAVYSLEEPER2" );
static const trait_id trait_HOARDER( "HOARDER" );
static const trait_id trait_HOLLOW_BONES( "HOLLOW_BONES" );
static const trait_id trait_HOOVES( "HOOVES" );
static const trait_id trait_HORNS_POINTED( "HORNS_POINTED" );
static const trait_id trait_HUGE( "HUGE" );
static const trait_id trait_HUGE_OK( "HUGE_OK" );
static const trait_id trait_INFIMMUNE( "INFIMMUNE" );
static const trait_id trait_INSOMNIA( "INSOMNIA" );
static const trait_id trait_INT_SLIME( "INT_SLIME" );
static const trait_id trait_JITTERY( "JITTERY" );
static const trait_id trait_LARGE( "LARGE" );
static const trait_id trait_LARGE_OK( "LARGE_OK" );
static const trait_id trait_LEAVES( "LEAVES" );
static const trait_id trait_LEAVES2( "LEAVES2" );
static const trait_id trait_LEAVES3( "LEAVES3" );
static const trait_id trait_LEG_TENTACLES( "LEG_TENTACLES" );
static const trait_id trait_LEG_TENT_BRACE( "LEG_TENT_BRACE" );
static const trait_id trait_LIGHTFUR( "LIGHTFUR" );
static const trait_id trait_LIGHTSTEP( "LIGHTSTEP" );
static const trait_id trait_LIGHT_BONES( "LIGHT_BONES" );
static const trait_id trait_LOVES_BOOKS( "LOVES_BOOKS" );
static const trait_id trait_LUPINE_FUR( "LUPINE_FUR" );
static const trait_id trait_MEMBRANE( "MEMBRANE" );
static const trait_id trait_MOODSWINGS( "MOODSWINGS" );
static const trait_id trait_MOREPAIN( "MORE_PAIN" );
static const trait_id trait_MOREPAIN2( "MORE_PAIN2" );
static const trait_id trait_MOREPAIN3( "MORE_PAIN3" );
static const trait_id trait_MYOPIC( "MYOPIC" );
static const trait_id trait_M_BLOSSOMS( "M_BLOSSOMS" );
static const trait_id trait_M_DEPENDENT( "M_DEPENDENT" );
static const trait_id trait_M_IMMUNE( "M_IMMUNE" );
static const trait_id trait_M_SKIN2( "M_SKIN2" );
static const trait_id trait_M_SKIN3( "M_SKIN3" );
static const trait_id trait_M_SPORES( "M_SPORES" );
static const trait_id trait_NARCOLEPTIC( "NARCOLEPTIC" );
static const trait_id trait_NAUSEA( "NAUSEA" );
static const trait_id trait_NOMAD( "NOMAD" );
static const trait_id trait_NOMAD2( "NOMAD2" );
static const trait_id trait_NOMAD3( "NOMAD3" );
static const trait_id trait_NONADDICTIVE( "NONADDICTIVE" );
static const trait_id trait_NOPAIN( "NOPAIN" );
static const trait_id trait_NO_THIRST( "NO_THIRST" );
static const trait_id trait_PACIFIST( "PACIFIST" );
static const trait_id trait_PADDED_FEET( "PADDED_FEET" );
static const trait_id trait_PAINREC1( "PAINREC1" );
static const trait_id trait_PAINREC2( "PAINREC2" );
static const trait_id trait_PAINREC3( "PAINREC3" );
static const trait_id trait_PAINRESIST( "PAINRESIST" );
static const trait_id trait_PAINRESIST_TROGLO( "PAINRESIST_TROGLO" );
static const trait_id trait_PARAIMMUNE( "PARAIMMUNE" );
static const trait_id trait_PARKOUR( "PARKOUR" );
static const trait_id trait_PAWS( "PAWS" );
static const trait_id trait_PAWS_LARGE( "PAWS_LARGE" );
static const trait_id trait_PER_SLIME( "PER_SLIME" );
static const trait_id trait_PER_SLIME_OK( "PER_SLIME_OK" );
static const trait_id trait_PRED2( "PRED2" );
static const trait_id trait_PRED3( "PRED3" );
static const trait_id trait_PRED4( "PRED4" );
static const trait_id trait_PROF_DICEMASTER( "PROF_DICEMASTER" );
static const trait_id trait_PROF_FOODP( "PROF_FOODP" );
static const trait_id trait_PROF_SKATER( "PROF_SKATER" );
static const trait_id trait_PSYCHOPATH( "PSYCHOPATH" );
static const trait_id trait_PYROMANIA( "PYROMANIA" );
static const trait_id trait_KILLER( "KILLER" );
static const trait_id trait_QUILLS( "QUILLS" );
static const trait_id trait_RADIOACTIVE1( "RADIOACTIVE1" );
static const trait_id trait_RADIOACTIVE2( "RADIOACTIVE2" );
static const trait_id trait_RADIOACTIVE3( "RADIOACTIVE3" );
static const trait_id trait_RADIOGENIC( "RADIOGENIC" );
static const trait_id trait_REGEN( "REGEN" );
static const trait_id trait_REGEN_LIZ( "REGEN_LIZ" );
static const trait_id trait_ROOTS2( "ROOTS2" );
static const trait_id trait_ROOTS3( "ROOTS3" );
static const trait_id trait_SAPIOVORE( "SAPIOVORE" );
static const trait_id trait_SAVANT( "SAVANT" );
static const trait_id trait_SCHIZOPHRENIC( "SCHIZOPHRENIC" );
static const trait_id trait_SEESLEEP( "SEESLEEP" );
static const trait_id trait_SELFAWARE( "SELFAWARE" );
static const trait_id trait_SHARKTEETH( "SHARKTEETH" );
static const trait_id trait_SHELL2( "SHELL2" );
static const trait_id trait_SHOUT1( "SHOUT1" );
static const trait_id trait_SHOUT2( "SHOUT2" );
static const trait_id trait_SHOUT3( "SHOUT3" );
static const trait_id trait_SLEEK_SCALES( "SLEEK_SCALES" );
static const trait_id trait_SLIMESPAWNER( "SLIMESPAWNER" );
static const trait_id trait_SLIMY( "SLIMY" );
static const trait_id trait_SLOWHEALER( "SLOWHEALER" );
static const trait_id trait_SLOWLEARNER( "SLOWLEARNER" );
static const trait_id trait_SLOWREADER( "SLOWREADER" );
static const trait_id trait_SMELLY( "SMELLY" );
static const trait_id trait_SMELLY2( "SMELLY2" );
static const trait_id trait_SORES( "SORES" );
static const trait_id trait_SPINES( "SPINES" );
static const trait_id trait_SPIRITUAL( "SPIRITUAL" );
static const trait_id trait_SQUEAMISH( "SQUEAMISH" );
static const trait_id trait_STRONGSTOMACH( "STRONGSTOMACH" );
static const trait_id trait_SUNBURN( "SUNBURN" );
static const trait_id trait_SUNLIGHT_DEPENDENT( "SUNLIGHT_DEPENDENT" );
static const trait_id trait_TAIL_FIN( "TAIL_FIN" );
static const trait_id trait_THORNS( "THORNS" );
static const trait_id trait_THRESH_SPIDER( "THRESH_SPIDER" );
static const trait_id trait_TOUGH_FEET( "TOUGH_FEET" );
static const trait_id trait_TRANSPIRATION( "TRANSPIRATION" );
static const trait_id trait_TROGLO( "TROGLO" );
static const trait_id trait_TROGLO2( "TROGLO2" );
static const trait_id trait_TROGLO3( "TROGLO3" );
static const trait_id trait_UNSTABLE( "UNSTABLE" );
static const trait_id trait_URSINE_EYE( "URSINE_EYE" );
static const trait_id trait_URSINE_FUR( "URSINE_FUR" );
static const trait_id trait_VISCOUS( "VISCOUS" );
static const trait_id trait_VOMITOUS( "VOMITOUS" );
static const trait_id trait_WATERSLEEP( "WATERSLEEP" );
static const trait_id trait_WEAKSCENT( "WEAKSCENT" );
static const trait_id trait_WEAKSTOMACH( "WEAKSTOMACH" );
static const trait_id trait_WEBBED( "WEBBED" );
static const trait_id trait_WEB_SPINNER( "WEB_SPINNER" );
static const trait_id trait_WEB_WALKER( "WEB_WALKER" );
static const trait_id trait_WEB_WEAVER( "WEB_WEAVER" );
static const trait_id trait_WOOLALLERGY( "WOOLALLERGY" );
stat_mod player::get_pain_penalty() const
{
stat_mod ret;
int pain = get_perceived_pain();
if( pain <= 0 ) {
return ret;
}
int stat_penalty = std::floor( std::pow( pain, 0.8f ) / 10.0f );
bool ceno = has_trait( trait_CENOBITE );
if( !ceno ) {
ret.strength = stat_penalty;
ret.dexterity = stat_penalty;
}
if( !has_trait( trait_INT_SLIME ) ) {
ret.intelligence = 1 + stat_penalty;
} else {
ret.intelligence = 1 + pain / 5;
}
ret.perception = stat_penalty * 2 / 3;
ret.speed = std::pow( pain, 0.7f );
if( ceno ) {
ret.speed /= 2;
}
ret.speed = std::min( ret.speed, 50 );
return ret;
}
player::player() :
next_climate_control_check( calendar::before_time_starts )
, cached_time( calendar::before_time_starts )
{
str_cur = 8;
str_max = 8;
dex_cur = 8;
dex_max = 8;
int_cur = 8;
int_max = 8;
per_cur = 8;
per_max = 8;
dodges_left = 1;
blocks_left = 1;
power_level = 0;
max_power_level = 0;
stamina = 10000; //Temporary value for stamina. It will be reset later from external json option.
stim = 0;
pkill = 0;
radiation = 0;
tank_plut = 0;
reactor_plut = 0;
slow_rad = 0;
cash = 0;
scent = 500;
male = true;
prof = profession::has_initialized() ? profession::generic() :
nullptr; //workaround for a potential structural limitation, see player::create
start_location = start_location_id( "shelter" );
moves = 100;
movecounter = 0;
oxygen = 0;
last_climate_control_ret = false;
in_vehicle = false;
controlling_vehicle = false;
grab_point = tripoint_zero;
hauling = false;
move_mode = PMM_WALK;
style_selected = style_none;
keep_hands_free = false;
focus_pool = 100;
last_item = itype_id( "null" );
sight_max = 9999;
last_batch = 0;
lastconsumed = itype_id( "null" );
next_expected_position = cata::nullopt;
death_drops = true;
empty_traits();
temp_cur.fill( BODYTEMP_NORM );
frostbite_timer.fill( 0 );
temp_conv.fill( BODYTEMP_NORM );
body_wetness.fill( 0 );
nv_cached = false;
volume = 0;
set_value( "THIEF_MODE", "THIEF_ASK" );
for( const auto &v : vitamin::all() ) {
vitamin_levels[ v.first ] = 0;
}
drench_capacity[bp_eyes] = 1;
drench_capacity[bp_mouth] = 1;
drench_capacity[bp_head] = 7;
drench_capacity[bp_leg_l] = 11;
drench_capacity[bp_leg_r] = 11;
drench_capacity[bp_foot_l] = 3;
drench_capacity[bp_foot_r] = 3;
drench_capacity[bp_arm_l] = 10;
drench_capacity[bp_arm_r] = 10;
drench_capacity[bp_hand_l] = 3;
drench_capacity[bp_hand_r] = 3;
drench_capacity[bp_torso] = 40;
recalc_sight_limits();
reset_encumbrance();
ma_styles = {{
style_none, style_kicks
}
};
}
player::~player() = default;
player::player( player && ) = default;
player &player::operator=( player && ) = default;
void player::normalize()
{
Character::normalize();
style_selected = style_none;
recalc_hp();
temp_conv.fill( BODYTEMP_NORM );
stamina = get_stamina_max();
}
void player::process_turn()
{
// Has to happen before reset_stats
clear_miss_reasons();
Character::process_turn();
// If we're actively handling something we can't just drop it on the ground
// in the middle of handling it
if( activity.targets.empty() ) {
drop_invalid_inventory();
}
// Didn't just pick something up
last_item = itype_id( "null" );
if( has_active_bionic( bio_metabolics ) && power_level < max_power_level &&
0.8f < get_kcal_percent() && calendar::once_every( 3_turns ) ) {
// Efficiency is approximately 25%, power output is ~60W
mod_stored_kcal( -1 );
charge_power( 1 );
}
if( has_trait( trait_DEBUG_BIONIC_POWER ) ) {
charge_power( max_power_level );
}
visit_items( [this]( item * e ) {
e->process_artifact( this, pos() );
return VisitResponse::NEXT;
} );
suffer();
// Set our scent towards the norm
int norm_scent = 500;
if( has_trait( trait_WEAKSCENT ) ) {
norm_scent = 300;
}
if( has_trait( trait_SMELLY ) ) {
norm_scent = 800;
}
if( has_trait( trait_SMELLY2 ) ) {
norm_scent = 1200;
}
// Not so much that you don't have a scent
// but that you smell like a plant, rather than
// a human. When was the last time you saw a critter
// attack a bluebell or an apple tree?
if( ( has_trait( trait_FLOWERS ) ) && ( !( has_trait( trait_CHLOROMORPH ) ) ) ) {
norm_scent -= 200;
}
// You *are* a plant. Unless someone hunts triffids by scent,
// you don't smell like prey.
if( has_trait( trait_CHLOROMORPH ) ) {
norm_scent = 0;
}
// Scent increases fast at first, and slows down as it approaches normal levels.
// Estimate it will take about norm_scent * 2 turns to go from 0 - norm_scent / 2
// Without smelly trait this is about 1.5 hrs. Slows down significantly after that.
if( scent < rng( 0, norm_scent ) ) {
scent++;
}
// Unusually high scent decreases steadily until it reaches normal levels.
if( scent > norm_scent ) {
scent--;
}
// We can dodge again! Assuming we can actually move...
if( !in_sleep_state() ) {
blocks_left = get_num_blocks();
dodges_left = get_num_dodges();
} else {
blocks_left = 0;
dodges_left = 0;
}
// auto-learning. This is here because skill-increases happens all over the place:
// SkillLevel::readBook (has no connection to the skill or the player),
// player::read, player::practice, ...
// Check for spontaneous discovery of martial art styles
for( auto &style : autolearn_martialart_types() ) {
const matype_id &ma( style );
if( !has_martialart( ma ) && can_autolearn( ma ) ) {
add_martialart( ma );
add_msg_if_player( m_info, _( "You have learned a new style: %s!" ), ma.obj().name );
}
}
// Update time spent conscious in this overmap tile for the Nomad traits.
if( ( has_trait( trait_NOMAD ) || has_trait( trait_NOMAD2 ) || has_trait( trait_NOMAD3 ) ) &&
!has_effect( effect_sleep ) && !has_effect( effect_narcosis ) ) {
const tripoint ompos = global_omt_location();
const point pos = ompos.xy();
if( overmap_time.find( pos ) == overmap_time.end() ) {
overmap_time[pos] = 1_turns;
} else {
overmap_time[pos] += 1_turns;
}
}
// Decay time spent in other overmap tiles.
if( calendar::once_every( 1_hours ) ) {
const tripoint ompos = global_omt_location();
const time_point now = calendar::turn;
time_duration decay_time = 0_days;
if( has_trait( trait_NOMAD ) ) {
decay_time = 7_days;
} else if( has_trait( trait_NOMAD2 ) ) {
decay_time = 14_days;
} else if( has_trait( trait_NOMAD3 ) ) {
decay_time = 28_days;
}
auto it = overmap_time.begin();
while( it != overmap_time.end() ) {
if( it->first.x == ompos.x && it->first.y == ompos.y ) {
it++;
continue;
}
// Find the amount of time passed since the player touched any of the overmap tile's submaps.
const tripoint tpt = tripoint( it->first, 0 );
const time_point last_touched = overmap_buffer.scent_at( tpt ).creation_time;
const time_duration since_visit = now - last_touched;
// If the player has spent little time in this overmap tile, let it decay after just an hour instead of the usual extended decay time.
const time_duration modified_decay_time = it->second > 5_minutes ? decay_time : 1_hours;
if( since_visit > modified_decay_time ) {
// Reduce the tracked time spent in this overmap tile.
const time_duration decay_amount = std::min( since_visit - modified_decay_time, 1_hours );
const time_duration updated_value = it->second - decay_amount;
if( updated_value <= 0_turns ) {
// We can stop tracking this tile if there's no longer any time recorded there.
it = overmap_time.erase( it );
continue;
} else {
it->second = updated_value;
}
}
it++;
}
}
}
void player::action_taken()
{
nv_cached = false;
}
void player::update_morale()
{
morale->decay( 1_minutes );
apply_persistent_morale();
}
void player::apply_persistent_morale()
{
// Hoarders get a morale penalty if they're not carrying a full inventory.
if( has_trait( trait_HOARDER ) ) {
int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
if( pen > 70 ) {
pen = 70;
}
if( pen <= 0 ) {
pen = 0;
}
if( has_effect( effect_took_xanax ) ) {
pen = pen / 7;
} else if( has_effect( effect_took_prozac ) ) {
pen = pen / 2;
}
if( pen > 0 ) {
add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
}
}
// Nomads get a morale penalty if they stay near the same overmap tiles too long.
if( has_trait( trait_NOMAD ) || has_trait( trait_NOMAD2 ) || has_trait( trait_NOMAD3 ) ) {
const tripoint ompos = global_omt_location();
float total_time = 0;
// Check how long we've stayed in any overmap tile within 5 of us.
const int max_dist = 5;
for( int dx = -max_dist; dx <= max_dist; dx++ ) {
for( int dy = -max_dist; dy <= max_dist; dy++ ) {
const float dist = rl_dist( point_zero, point( dx, dy ) );
if( dist > max_dist ) {
continue;
}
const point pos = ompos.xy() + point( dx, dy );
if( overmap_time.find( pos ) == overmap_time.end() ) {
continue;
}
// Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
total_time += to_moves<float>( overmap_time[pos] ) * ( max_dist - dist ) / max_dist;
}
}
// Characters with higher tiers of Nomad suffer worse morale penalties, faster.
int max_unhappiness;
float min_time, max_time;
if( has_trait( trait_NOMAD ) ) {
max_unhappiness = 20;
min_time = to_moves<float>( 12_hours );
max_time = to_moves<float>( 1_days );
} else if( has_trait( trait_NOMAD2 ) ) {
max_unhappiness = 40;
min_time = to_moves<float>( 4_hours );
max_time = to_moves<float>( 8_hours );
} else { // traid_NOMAD3
max_unhappiness = 60;
min_time = to_moves<float>( 1_hours );
max_time = to_moves<float>( 2_hours );
}
// The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
const float t = ( total_time - min_time ) / ( max_time - min_time );
const int pen = ceil( lerp_clamped( 0, max_unhappiness, t ) );
if( pen > 0 ) {
add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
}
}
if( has_trait( trait_PROF_FOODP ) ) {
// Loosing your face is distressing
if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
} else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
rem_morale( MORALE_PERM_NOFACE );
}
if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
} else {
rem_morale( MORALE_PERM_FPMODE_ON );
}
}
}
/* Here lies the intended effects of body temperature
Assumption 1 : a naked person is comfortable at 19C/66.2F (31C/87.8F at rest).
Assumption 2 : a "lightly clothed" person is comfortable at 13C/55.4F (25C/77F at rest).
Assumption 3 : the player is always running, thus generating more heat.
Assumption 4 : frostbite cannot happen above 0C temperature.*
* In the current model, a naked person can get frostbite at 1C. This isn't true, but it's a compromise with using nice whole numbers.
Here is a list of warmth values and the corresponding temperatures in which the player is comfortable, and in which the player is very cold.
Warmth Temperature (Comfortable) Temperature (Very cold) Notes
0 19C / 66.2F -11C / 12.2F * Naked
10 13C / 55.4F -17C / 1.4F * Lightly clothed
20 7C / 44.6F -23C / -9.4F
30 1C / 33.8F -29C / -20.2F
40 -5C / 23.0F -35C / -31.0F
50 -11C / 12.2F -41C / -41.8F
60 -17C / 1.4F -47C / -52.6F
70 -23C / -9.4F -53C / -63.4F
80 -29C / -20.2F -59C / -74.2F
90 -35C / -31.0F -65C / -85.0F
100 -41C / -41.8F -71C / -95.8F
WIND POWER
Except for the last entry, pressures are sort of made up...
Breeze : 5mph (1015 hPa)
Strong Breeze : 20 mph (1000 hPa)
Moderate Gale : 30 mph (990 hPa)
Storm : 50 mph (970 hPa)
Hurricane : 100 mph (920 hPa)
HURRICANE : 185 mph (880 hPa) [Ref: Hurricane Wilma]
*/
void player::update_bodytemp()
{
if( has_trait( trait_DEBUG_NOTEMP ) ) {
temp_cur.fill( BODYTEMP_NORM );
temp_conv.fill( BODYTEMP_NORM );
return;
}
/* Cache calls to g->get_temperature( player position ), used in several places in function */
const auto player_local_temp = g->weather.get_temperature( pos() );
// NOTE : visit weather.h for some details on the numbers used
// Converts temperature to Celsius/10
int Ctemperature = static_cast<int>( 100 * temp_to_celsius( player_local_temp ) );
const w_point weather = *g->weather.weather_precise;
int vehwindspeed = 0;
if( const optional_vpart_position vp = g->m.veh_at( pos() ) ) {
vehwindspeed = abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
}
const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
bool sheltered = g->is_sheltered( pos() );
double total_windpower = get_local_windpower( g->weather.windspeed + vehwindspeed, cur_om_ter,
pos(),
g->weather.winddirection, sheltered );
// Let's cache this not to check it num_bp times
const bool has_bark = has_trait( trait_BARK );
const bool has_sleep = has_effect( effect_sleep );
const bool has_sleep_state = has_sleep || in_sleep_state();
const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( "rm13_armor_on" ) ||
has_trait( trait_M_SKIN2 ) || has_trait( trait_M_SKIN3 );
const bool has_common_cold = has_effect( effect_common_cold );
const bool has_climate_control = in_climate_control();
const bool use_floor_warmth = can_use_floor_warmth();
const furn_id furn_at_pos = g->m.furn( pos() );
// Temperature norms
// Ambient normal temperature is lower while asleep
const int ambient_norm = has_sleep ? 3100 : 1900;
/**
* Calculations that affect all body parts equally go here, not in the loop
*/
// Hunger / Starvation
// -1000 when about to starve to death
// -1333 when starving with light eater
// -2000 if you managed to get 0 metabolism rate somehow
const float met_rate = metabolic_rate();
const int hunger_warmth = static_cast<int>( 2000 * std::min( met_rate, 1.0f ) - 2000 );
// Give SOME bonus to those living furnaces with extreme metabolism
const int metabolism_warmth = static_cast<int>( std::max( 0.0f, met_rate - 1.0f ) * 1000 );
// Fatigue
// ~-900 when exhausted
const int fatigue_warmth = has_sleep ? 0 : static_cast<int>( std::min( 0.0f,
-1.5f * get_fatigue() ) );
// Sunlight
const int sunlight_warmth = g->is_in_sunlight( pos() ) ? ( g->weather.weather == WEATHER_SUNNY ?
1000 :
500 ) : 0;
const int best_fire = get_heat_radiation( pos(), true );
const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
const int water_temperature =
100 * temp_to_celsius( g->weather.get_cur_weather_gen().get_water_temperature() );
// Correction of body temperature due to traits and mutations
// Lower heat is applied always
const int mutation_heat_low = bodytemp_modifier_traits( false );
const int mutation_heat_high = bodytemp_modifier_traits( true );
// Difference between high and low is the "safe" heat - one we only apply if it's beneficial
const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
const int h_radiation = get_heat_radiation( pos(), false );
// Current temperature and converging temperature calculations
for( const body_part bp : all_body_parts ) {
// Skip eyes
if( bp == bp_eyes ) {
continue;
}
// This adjusts the temperature scale to match the bodytemp scale,
// it needs to be reset every iteration
int adjusted_temp = ( Ctemperature - ambient_norm );
int bp_windpower = total_windpower;
// Represents the fact that the body generates heat when it is cold.
// TODO: : should this increase hunger?
double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
temp_cur[bp] );
// Produces a smooth curve between 30.0 and 60.0.
double homeostasis_adjustement = 30.0 * ( 1.0 + scaled_temperature );
int clothing_warmth_adjustement = static_cast<int>( homeostasis_adjustement * warmth( bp ) );
int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustement * bonus_item_warmth(
bp ) );
// WINDCHILL
bp_windpower = static_cast<int>( static_cast<float>( bp_windpower ) * ( 1 - get_wind_resistance(
bp ) / 100.0 ) );
// Calculate windchill
int windchill = get_local_windchill( player_local_temp,
get_local_humidity( weather.humidity, g->weather.weather,
sheltered ),
bp_windpower );
// If you're standing in water, air temperature is replaced by water temperature. No wind.
const ter_id ter_at_pos = g->m.ter( pos() );
// Convert to 0.01C
if( ( ter_at_pos == t_water_dp || ter_at_pos == t_water_pool || ter_at_pos == t_swater_dp ||
ter_at_pos == t_water_moving_dp ) ||
( ( ter_at_pos == t_water_sh || ter_at_pos == t_swater_sh || ter_at_pos == t_sewage ||
ter_at_pos == t_water_moving_sh ) &&
( bp == bp_foot_l || bp == bp_foot_r || bp == bp_leg_l || bp == bp_leg_r ) ) ) {
adjusted_temp += water_temperature - Ctemperature; // Swap out air temp for water temp.
windchill = 0;
}
// Convergent temperature is affected by ambient temperature,
// clothing warmth, and body wetness.
temp_conv[bp] = BODYTEMP_NORM + adjusted_temp + windchill * 100 + clothing_warmth_adjustement;
// HUNGER / STARVATION
temp_conv[bp] += hunger_warmth;
// FATIGUE
temp_conv[bp] += fatigue_warmth;
// Mutations
temp_conv[bp] += mutation_heat_low;
// DIRECT HEAT SOURCES (generates body heat, helps fight frostbite)
// Bark : lowers blister count to -5; harder to get blisters
int blister_count = ( has_bark ? -5 : 0 ); // If the counter is high, your skin starts to burn
if( frostbite_timer[bp] > 0 ) {
frostbite_timer[bp] -= std::max( 5, h_radiation );
}
// 111F (44C) is a temperature in which proteins break down: https://en.wikipedia.org/wiki/Burn
blister_count += h_radiation - 111 > 0 ? std::max( static_cast<int>( sqrt( h_radiation - 111 ) ),
0 ) : 0;
const bool pyromania = has_trait( trait_PYROMANIA );
// BLISTERS : Skin gets blisters from intense heat exposure.
// Fire protection protects from blisters.
// Heatsinks give near-immunity.
if( blister_count - get_armor_fire( bp ) - ( has_heatsink ? 20 : 0 ) > 0 ) {
add_effect( effect_blisters, 1_turns, bp );
if( pyromania ) {
add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
rem_morale( MORALE_PYROMANIA_NOFIRE );
}
} else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
rem_morale( MORALE_PYROMANIA_NOFIRE );
}
temp_conv[bp] += sunlight_warmth;
// DISEASES
if( bp == bp_head && has_effect( effect_flu ) ) {
temp_conv[bp] += 1500;
}
if( has_common_cold ) {
temp_conv[bp] -= 750;
}
// Loss of blood results in loss of body heat, 1% bodyheat lost per 2% hp lost
temp_conv[bp] -= blood_loss( bp ) * temp_conv[bp] / 200;
// EQUALIZATION
switch( bp ) {
case bp_torso: