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avatar.h
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#pragma once
#ifndef AVATAR_H
#define AVATAR_H
#include <stddef.h>
#include <iosfwd>
#include <string>
#include <unordered_set>
#include <vector>
#include "enums.h"
#include "player.h"
#include "magic_teleporter_list.h"
#include "calendar.h"
#include "item.h"
#include "map_memory.h"
#include "pldata.h"
#include "point.h"
class JsonIn;
class JsonObject;
class JsonOut;
class mission;
class npc;
namespace debug_menu
{
class mission_debug;
} // namespace debug_menu
struct points_left;
class avatar : public player
{
public:
avatar();
void store( JsonOut &json ) const;
void load( JsonObject &data );
void serialize( JsonOut &json ) const override;
void deserialize( JsonIn &jsin ) override;
void serialize_map_memory( JsonOut &jsout ) const;
void deserialize_map_memory( JsonIn &jsin );
// newcharacter.cpp
bool create( character_type type, const std::string &tempname = "" );
void randomize( bool random_scenario, points_left &points, bool play_now = false );
bool load_template( const std::string &template_name, points_left &points );
bool is_avatar() const override {
return true;
}
avatar *as_avatar() override {
return this;
}
const avatar *as_avatar() const override {
return this;
}
void toggle_map_memory();
bool should_show_map_memory();
/** Memorizes a given tile in tiles mode; finalize_tile_memory needs to be called after it */
void memorize_tile( const tripoint &pos, const std::string &ter, int subtile,
int rotation );
/** Returns last stored map tile in given location in tiles mode */
memorized_terrain_tile get_memorized_tile( const tripoint &p ) const;
/** Memorizes a given tile in curses mode; finalize_terrain_memory_curses needs to be called after it */
void memorize_symbol( const tripoint &pos, int symbol );
/** Returns last stored map tile in given location in curses mode */
int get_memorized_symbol( const tripoint &p ) const;
/** Returns the amount of tiles survivor can remember. */
size_t max_memorized_tiles() const;
void clear_memorized_tile( const tripoint &pos );
/** Provides the window and detailed morale data */
void disp_morale();
/** Uses morale and other factors to return the player's focus target goto value */
int calc_focus_equilibrium() const;
/** Calculates actual focus gain/loss value from focus equilibrium*/
int calc_focus_change() const;
/** Uses calc_focus_change to update the player's current focus */
void update_mental_focus();
/** Resets stats, and applies effects in an idempotent manner */
void reset_stats() override;
std::vector<mission *> get_active_missions() const;
std::vector<mission *> get_completed_missions() const;
std::vector<mission *> get_failed_missions() const;
/**
* Returns the mission that is currently active. Returns null if mission is active.
*/
mission *get_active_mission() const;
/**
* Returns the target of the active mission or @ref overmap::invalid_tripoint if there is
* no active mission.
*/
tripoint get_active_mission_target() const;
/**
* Set which mission is active. The mission must be listed in @ref active_missions.
*/
void set_active_mission( mission &cur_mission );
/**
* Called when a mission has been assigned to the player.
*/
void on_mission_assignment( mission &new_mission );
/**
* Called when a mission has been completed or failed. Either way it's finished.
* Check @ref mission::has_failed to see which case it is.
*/
void on_mission_finished( mission &cur_mission );
/**
* Helper function for player::read.
*
* @param book Book to read
* @param reasons Starting with g->u, for each player/NPC who cannot read, a message will be pushed back here.
* @returns nullptr, if neither the player nor his followers can read to the player, otherwise the player/NPC
* who can read and can read the fastest
*/
const player *get_book_reader( const item &book, std::vector<std::string> &reasons ) const;
/**
* Helper function for get_book_reader
* @warning This function assumes that the everyone is able to read
*
* @param book The book being read
* @param reader the player/NPC who's reading to the caller
* @param learner if not nullptr, assume that the caller and reader read at a pace that isn't too fast for him
*/
int time_to_read( const item &book, const player &reader, const player *learner = nullptr ) const;
/** Handles reading effects and returns true if activity started */
bool read( int inventory_position, bool continuous = false );
/** Completes book reading action. **/
void do_read( item &book );
/** Note that we've read a book at least once. **/
bool has_identified( const std::string &item_id ) const override;
hint_rating rate_action_read( const item &it ) const;
void wake_up();
// Grab furniture / vehicle
void grab( object_type grab_type, const tripoint &grab_point = tripoint_zero );
object_type get_grab_type() const;
/** Handles player vomiting effects */
void vomit();
/**
* Try to steal an item from the NPC's inventory. May result in fail attempt, when NPC not notices you,
* notices your steal attempt and getting angry with you, and you successfully stealing the item.
* @param target Target NPC to steal from
*/
void steal( npc &target );
teleporter_list translocators;
int get_str_base() const override;
int get_dex_base() const override;
int get_int_base() const override;
int get_per_base() const override;
void upgrade_stat_prompt( const Character::stat &stat_name );
// how many points are available to upgrade via STK
int free_upgrade_points() const;
// how much "kill xp" you have
int kill_xp() const;
faction *get_faction() const override;
private:
map_memory player_map_memory;
bool show_map_memory;
/** Used in max_memorized_tiles to cache memory capacity. **/
mutable time_point current_map_memory_turn = calendar::before_time_starts;
mutable size_t current_map_memory_capacity = 0;
friend class debug_menu::mission_debug;
/**
* Missions that the player has accepted and that are not finished (one
* way or the other).
*/
std::vector<mission *> active_missions;
/**
* Missions that the player has successfully completed.
*/
std::vector<mission *> completed_missions;
/**
* Missions that have failed while being assigned to the player.
*/
std::vector<mission *> failed_missions;
/**
* The currently active mission, or null if no mission is currently in progress.
*/
mission *active_mission;
// Items the player has identified.
std::unordered_set<std::string> items_identified;
object_type grab_type;
// these are the stat upgrades from stats through kills
int str_upgrade = 0;
int dex_upgrade = 0;
int int_upgrade = 0;
int per_upgrade = 0;
};
#endif