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avatar_action.cpp
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#include "avatar_action.h"
#include <stdlib.h>
#include <algorithm>
#include <functional>
#include <memory>
#include <ostream>
#include <set>
#include <string>
#include <utility>
#include <vector>
#include "action.h"
#include "avatar.h"
#include "creature.h"
#include "game.h"
#include "input.h"
#include "item.h"
#include "itype.h"
#include "line.h"
#include "map.h"
#include "mapdata.h"
#include "map_iterator.h"
#include "messages.h"
#include "monster.h"
#include "npc.h"
#include "options.h"
#include "output.h"
#include "projectile.h"
#include "ranged.h"
#include "translations.h"
#include "type_id.h"
#include "veh_type.h"
#include "vehicle.h"
#include "vpart_position.h"
#include "bodypart.h"
#include "cursesdef.h"
#include "debug.h"
#include "enums.h"
#include "game_constants.h"
#include "gun_mode.h"
#include "int_id.h"
#include "inventory.h"
#include "item_location.h"
#include "mtype.h"
#include "player_activity.h"
#include "ret_val.h"
#include "rng.h"
#define dbg(x) DebugLog((x),D_SDL) << __FILE__ << ":" << __LINE__ << ": "
static const trait_id trait_BURROW( "BURROW" );
static const trait_id trait_SHELL2( "SHELL2" );
static const efftype_id effect_amigara( "amigara" );
static const efftype_id effect_glowing( "glowing" );
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_stunned( "stunned" );
static const efftype_id effect_harnessed( "harnessed" );
static const fault_id fault_gun_clogged( "fault_gun_clogged" );
bool avatar_action::move( avatar &you, map &m, int dx, int dy, int dz )
{
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;
}
tripoint dest_loc;
if( dz == 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 {
if( tile_iso && use_tiles && !you.has_destination() ) {
rotate_direction_cw( dx, dy );
}
dest_loc.x = you.posx() + dx;
dest_loc.y = you.posy() + dy;
dest_loc.z = you.posz() + dz;
}
if( dest_loc == you.pos() ) {
// Well that sure was easy
return 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 ) &&
!you.is_mounted() ) {
if( you.weapon.has_flag( "DIG_TOOL" ) ) {
if( you.weapon.type->can_use( "JACKHAMMER" ) && you.weapon.ammo_sufficient() ) {
you.invoke_item( &you.weapon, "JACKHAMMER", dest_loc );
you.defer_move( dest_loc ); // don't move into the tile until done mining
return true;
} else if( you.weapon.type->can_use( "PICKAXE" ) ) {
you.invoke_item( &you.weapon, "PICKAXE", dest_loc );
you.defer_move( dest_loc ); // don't move into the tile until done mining
return true;
}
}
if( you.has_trait( trait_BURROW ) ) {
item burrowing_item( itype_id( "fake_burrowing" ) );
you.invoke_item( &burrowing_item, "BURROW", dest_loc );
you.defer_move( dest_loc ); // don't move into the tile until done mining
return true;
}
}
// by this point we're either walking, running, crouching, or attacking, so update the activity level to match
if( you.movement_mode_is( PMM_WALK ) ) {
you.increase_activity_level( LIGHT_EXERCISE );
} else if( you.movement_mode_is( PMM_CROUCH ) ) {
you.increase_activity_level( MODERATE_EXERCISE );
} else {
you.increase_activity_level( ACTIVE_EXERCISE );
}
// If the player is *attempting to* move on the X axis, update facing direction of their sprite to match.
int new_dx = dest_loc.x - you.posx();
int new_dy = dest_loc.y - you.posy();
if( ! tile_iso ) {
if( new_dx > 0 ) {
you.facing = FD_RIGHT;
if( you.is_mounted() ) {
you.mounted_creature->facing = FD_RIGHT;
}
} else if( new_dx < 0 ) {
you.facing = FD_LEFT;
if( you.is_mounted() ) {
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_dx >= 0 && new_dy >= 0 ) {
you.facing = FD_RIGHT;
if( you.is_mounted() ) {
auto mons = you.mounted_creature.get();
mons->facing = FD_RIGHT;
}
}
if( new_dy <= 0 && new_dx <= 0 ) {
you.facing = FD_LEFT;
if( you.is_mounted() ) {
auto mons = you.mounted_creature.get();
mons->facing = FD_LEFT;
}
}
}
if( dz == 0 && ramp_move( you, m, dest_loc ) ) {
// TODO: Make it work nice with automove (if it doesn't do so already?)
return false;
}
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( D_PEDANTIC_INFO ) << "game:plmove: From (" <<
you.posx() << "," << you.posy() << "," << you.posz() << ") to (" <<
dest_loc.x << "," << dest_loc.y << "," << dest_loc.z << ")";
if( g->disable_robot( dest_loc ) ) {
return false;
}
// 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( 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.has_destination() ) {
add_msg( m_warning, _( "Monster in the way. Auto-move canceled." ) );
add_msg( m_info, _( "Click directly on monster to attack." ) );
you.clear_destination();
return false;
} else {
// fighting is hard work!
you.increase_activity_level( EXTRA_EXERCISE );
}
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 ) ) {
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.has_destination() ) {
add_msg( _( "NPC in the way, Auto-move canceled." ) );
add_msg( m_info, _( "Click directly on NPC to attack." ) );
you.clear_destination();
return false;
}
if( !np.is_enemy() ) {
g->npc_menu( np );
return false;
}
you.melee_attack( np, true );
// fighting is hard work!
you.increase_activity_level( EXTRA_EXERCISE );
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->parts[dpart].open;
}
if( veh0 != nullptr && 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( "SWIMMABLE", dest_loc );
bool toDeepWater = m.has_flag( TFLAG_DEEP_WATER, dest_loc );
bool fromSwimmable = m.has_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( toSwimmable && toDeepWater && !toBoat ) { // Dive into water!
// Requires confirmation if we were on dry land previously
if( you.is_mounted() ) {
auto mon = you.mounted_creature.get();
if( !mon->has_flag( MF_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( g->m, g->u, 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( PMM_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.has_destination() ) {
you.defer_move( dest_loc );
}
return true;
}
if( g->walk_move( dest_loc ) ) {
return true;
}
if( g->phasing_move( dest_loc ) ) {
return true;
}
if( veh_closed_door ) {
if( !veh1->handle_potential_theft( dynamic_cast<player &>( 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.has_destination() ) {
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.has_destination() ) {
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( "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( "SWIMMABLE", p ) ) {
dbg( D_ERROR ) << "game:plswim: Tried to swim in "
<< m.tername( 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_id( "swimming" ), you.is_underwater() ? 2 : 1 );
if( movecost >= 500 ) {
if( !you.is_underwater() && !( you.shoe_type_count( "swim_fins" ) == 2 ||
( you.shoe_type_count( "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( dynamic_cast<player &>( you ) ) ) {
return;
}
}
you.setpos( p );
g->update_map( you );
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 ? 1.41 : 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 np->weapon_value( np->weapon );
}
const monster *m = dynamic_cast<const monster *>( &c );
return m->type->difficulty;
}
void avatar_action::autoattack( avatar &you, map &m )
{
int reach = you.weapon.reach_range( you );
auto critters = you.get_hostile_creatures( reach );
if( critters.empty() ) {
add_msg( m_info, _( "No hostile creature in reach. Waiting a turn." ) );
if( g->check_safe_mode_allowed() ) {
you.pause();
}
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( abs( diff.x ) <= 1 && abs( diff.y ) <= 1 && diff.z == 0 ) {
move( you, m, tripoint( diff.xy(), 0 ) );
return;
}
you.reach_attack( best.pos() );
}
// TODO: Move data/functions related to targeting out of game class
bool avatar_action::fire_check( avatar &you, const map &m, const targeting_data &args )
{
// TODO: Make this check not needed
if( args.relevant == nullptr ) {
debugmsg( "Can't plfire_check a null" );
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..." ) );
// break a possible loop when aiming
if( you.activity ) {
you.cancel_activity();
}
return false;
}
}
item &weapon = *args.relevant;
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 false;
}
auto gun = weapon.gun_current_mode();
// check that a valid mode was returned and we are able to use it
if( !( gun && you.can_use( *gun ) ) ) {
add_msg( m_info, _( "You can no longer fire." ) );
return false;
}
const optional_vpart_position vp = m.veh_at( you.pos() );
if( vp && vp->vehicle().player_in_control( you ) && gun->is_two_handed( you ) ) {
add_msg( m_info, _( "You need a free arm to drive!" ) );
return false;
}
if( !weapon.is_gun() ) {
// The weapon itself isn't a gun, this weapon is not fireable.
return false;
}
if( weapon.faults.count( fault_gun_clogged ) ) {
add_msg( m_info, _( "Your %s is too clogged with blackpowder fouling to fire." ), gun->tname() );
return false;
}
if( gun->has_flag( "FIRE_TWOHAND" ) && ( !you.has_two_arms() ||
you.worn_with_flag( "RESTRICT_HANDS" ) ) ) {
add_msg( m_info, _( "You need two free hands to fire your %s." ), gun->tname() );
return false;
}
// Skip certain checks if we are directly firing a vehicle turret
if( args.mode != TARGET_MODE_TURRET_MANUAL ) {
if( !gun->ammo_sufficient() && !gun->has_flag( "RELOAD_AND_SHOOT" ) ) {
if( !gun->ammo_remaining() ) {
add_msg( m_info, _( "You need to reload!" ) );
} else {
add_msg( m_info, _( "Your %s needs %i charges to fire!" ),
gun->tname(), gun->ammo_required() );
}
return false;
}
if( gun->get_gun_ups_drain() > 0 ) {
const int ups_drain = gun->get_gun_ups_drain();
const int adv_ups_drain = std::max( 1, ups_drain * 3 / 5 );
bool is_mech_weapon = false;
if( you.is_mounted() ) {
auto mons = g->u.mounted_creature.get();
if( !mons->type->mech_weapon.empty() ) {
is_mech_weapon = true;
}
}
if( !is_mech_weapon ) {
if( !( you.has_charges( "UPS_off", ups_drain ) ||
you.has_charges( "adv_UPS_off", adv_ups_drain ) ||
( you.has_active_bionic( bionic_id( "bio_ups" ) ) && you.power_level >= ups_drain ) ) ) {
add_msg( m_info,
_( "You need a UPS with at least %d charges or an advanced UPS with at least %d charges to fire that!" ),
ups_drain, adv_ups_drain );
return false;
}
} else {
if( !you.has_charges( "UPS", ups_drain ) ) {
add_msg( m_info, _( "Your mech has an empty battery, its weapon will not fire." ) );
return false;
}
}
}
if( gun->has_flag( "MOUNTED_GUN" ) ) {
const bool v_mountable = static_cast<bool>( m.veh_at( you.pos() ).part_with_feature( "MOUNTABLE",
true ) );
bool t_mountable = m.has_flag_ter_or_furn( "MOUNTABLE", you.pos() );
if( !t_mountable && !v_mountable ) {
add_msg( m_info,
_( "You must stand near acceptable terrain or furniture to use this weapon. A table, a mound of dirt, a broken window, etc." ) );
return false;
}
}
}
return true;
}
bool avatar_action::fire( avatar &you, map &m )
{
targeting_data args = you.get_targeting_data();
if( !args.relevant ) {
// args missing a valid weapon, this shouldn't happen.
debugmsg( "Player tried to fire a null weapon." );
return false;
}
// If we were wielding this weapon when we started aiming, make sure we still are.
bool lost_weapon = ( args.held && &you.weapon != args.relevant );
bool failed_check = !avatar_action::fire_check( you, m, args );
if( lost_weapon || failed_check ) {
you.cancel_activity();
return false;
}
int reload_time = 0;
gun_mode gun = args.relevant->gun_current_mode();
// bows take more energy to fire than guns.
you.weapon.is_gun() ? you.increase_activity_level( LIGHT_EXERCISE ) : you.increase_activity_level(
MODERATE_EXERCISE );
// TODO: move handling "RELOAD_AND_SHOOT" flagged guns to a separate function.
if( gun->has_flag( "RELOAD_AND_SHOOT" ) ) {
if( !gun->ammo_remaining() ) {
item::reload_option opt =
you.ammo_location &&
gun->can_reload_with( you.ammo_location->typeId() ) ?
item::reload_option( &you, args.relevant, args.relevant, you.ammo_location ) :
you.select_ammo( *gun );
if( !opt ) {
// Menu canceled
return false;
}
reload_time += opt.moves();
if( !gun->reload( you, std::move( opt.ammo ), 1 ) ) {
// Reload not allowed
return false;
}
// Burn 0.2% max base stamina x the strength required to fire.
you.mod_stat( "stamina", gun->get_min_str() * static_cast<int>( 0.002f *
get_option<int>( "PLAYER_MAX_STAMINA" ) ) );
// At low stamina levels, firing starts getting slow.
int sta_percent = ( 100 * you.stamina ) / you.get_stamina_max();
reload_time += ( sta_percent < 25 ) ? ( ( 25 - sta_percent ) * 2 ) : 0;
// Update targeting data to include ammo's range bonus
args.range = gun.target->gun_range( &you );
args.ammo = gun->ammo_data();
you.set_targeting_data( args );
g->refresh_all();
}
}
g->temp_exit_fullscreen();
m.draw( g->w_terrain, you.pos() );
std::vector<tripoint> trajectory = target_handler().target_ui( you, args );
if( trajectory.empty() ) {
bool not_aiming = you.activity.id() != activity_id( "ACT_AIM" );
if( not_aiming && gun->has_flag( "RELOAD_AND_SHOOT" ) ) {
const auto previous_moves = you.moves;
g->unload( *gun );
// Give back time for unloading as essentially nothing has been done.
// Note that reload_time has not been applied either.
you.moves = previous_moves;
}
g->reenter_fullscreen();
return false;
}
g->draw_ter(); // Recenter our view
wrefresh( g->w_terrain );
g->draw_panels();
int shots = 0;
you.moves -= reload_time;
// TODO: add check for TRIGGERHAPPY
if( args.pre_fire ) {
args.pre_fire( shots );
}
shots = you.fire_gun( trajectory.back(), gun.qty, *gun );
if( args.post_fire ) {
args.post_fire( shots );
}
if( shots && args.power_cost ) {
you.charge_power( -args.power_cost * shots );
}
g->reenter_fullscreen();
return shots != 0;
}
bool avatar_action::fire( avatar &you, map &m, item &weapon, int bp_cost )
{
// TODO: bionic power cost of firing should be derived from a value of the relevant weapon.
gun_mode gun = weapon.gun_current_mode();
// gun can be null if the item is an unattached gunmod
if( !gun ) {
add_msg( m_info, _( "The %s can't be fired in its current state." ), weapon.tname() );
return false;
} else if( weapon.ammo_data() && !weapon.ammo_types().count( weapon.ammo_data()->ammo->type ) ) {
add_msg( m_info, _( "The %s can't be fired while loaded with incompatible ammunition %s" ),
weapon.tname(), weapon.ammo_current() );
return false;
}
targeting_data args = {
TARGET_MODE_FIRE, &weapon, gun.target->gun_range( &you ),
bp_cost, &you.weapon == &weapon, gun->ammo_data(),
target_callback(), target_callback(),
firing_callback(), firing_callback()
};
you.set_targeting_data( args );
return avatar_action::fire( you, m );
}
void avatar_action::plthrow( avatar &you, int pos,
const cata::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() ) {
auto mons = g->u.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( pos == INT_MIN ) {
pos = g->inv_for_all( _( "Throw item" ), _( "You don't have any items to throw." ) );
g->refresh_all();
}
if( pos == INT_MIN ) {
add_msg( _( "Never mind." ) );
return;
}
item thrown = you.i_at( pos );
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( pos == -1 && thrown.has_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( pos < -1 ) {
auto ret = you.can_takeoff( you.i_at( pos ) );
if( !ret.success() ) {
add_msg( m_info, "%s", ret.c_str() );
return;
}
}
// you must wield the item to throw it
if( pos != -1 ) {
you.i_rem( pos );
if( !you.wield( thrown ) ) {
// We have to remove the item before checking for wield because it
// can invalidate our pos index. Which means we have to add it
// back if the player changed their mind about unwielding their
// current item
you.i_add( thrown );
return;
}
}
// Shift our position to our "peeking" position, so that the UI
// for picking a throw point lets us target the location we couldn't
// otherwise see.
const tripoint original_player_position = you.pos();
if( blind_throw_from_pos ) {
you.setpos( *blind_throw_from_pos );
g->draw_ter();
}
g->temp_exit_fullscreen();
g->m.draw( g->w_terrain, you.pos() );
const target_mode throwing_target_mode = blind_throw_from_pos ? TARGET_MODE_THROW_BLIND :
TARGET_MODE_THROW;
// target_ui() sets x and y, or returns empty vector if we canceled (by pressing Esc)
std::vector<tripoint> trajectory = target_handler().target_ui( you, throwing_target_mode, &thrown,
range );
// If we previously shifted our position, put ourselves back now that we've picked our target.
if( blind_throw_from_pos ) {
you.setpos( original_player_position );
}
if( trajectory.empty() ) {
return;
}
if( thrown.count_by_charges() && thrown.charges > 1 ) {
you.i_at( -1 ).charges--;
thrown.charges = 1;
} else {
you.i_rem( -1 );
}
you.throw_item( trajectory.back(), thrown, blind_throw_from_pos );
g->reenter_fullscreen();
}