entities without definitions in script will be removed from game; it is now possible...
[k8-i-v-a-n.git] / src / game / char.cpp
blob946ee00c60402fb9ec034b1c8838f316cbb42357
1 /*
3 * Iter Vehemens ad Necem (IVAN)
4 * Copyright (C) Timo Kiviluoto
5 * Released under the GNU General
6 * Public License
8 * See LICENSING which should be included
9 * along with this file for more details
12 /* Compiled through charset.cpp */
13 #include <time.h>
14 #include <sys/stat.h>
15 #include <sys/types.h>
16 #include <unistd.h>
20 * 0: up-left
21 * 1: up
22 * 2: up-right
23 * 3: left
24 * 4: right
25 * 5: down-left
26 * 6: down
27 * 7: down-right
28 * 8: stand still
30 enum {
31 MDIR_UP_LEFT,
32 MDIR_UP,
33 MDIR_UP_RIGHT,
34 MDIR_LEFT,
35 MDIR_RIGHT,
36 MDIR_DOWN_LEFT,
37 MDIR_DOWN,
38 MDIR_DOWN_RIGHT,
39 MDIR_STAND
43 /* These statedata structs contain functions and values used for handling
44 * states. Remember to update them. All normal states must have
45 * PrintBeginMessage and PrintEndMessage functions and a Description string.
46 * BeginHandler, EndHandler, Handler (called each tick) and IsAllowed are
47 * optional, enter zero if the state doesn't need one. If the SECRET flag
48 * is set, Description is not shown in the panel without magical means.
49 * You can also set some source (SRC_*) and duration (DUR_*) flags, which
50 * control whether the state can be randomly activated in certain situations.
51 * These flags can be found in ivandef.h. RANDOMIZABLE sets all source
52 * & duration flags at once. */
53 struct statedata {
54 const char *Description;
55 int Flags;
56 void (character::*PrintBeginMessage) () const;
57 void (character::*PrintEndMessage) () const;
58 void (character::*BeginHandler) ();
59 void (character::*EndHandler) ();
60 void (character::*Handler) ();
61 truth (character::*IsAllowed) () const;
62 void (character::*SituationDangerModifier) (double &) const;
66 //WARNING! state count and state order MUST be synced with "define.dat"
67 const statedata StateData[STATES] =
70 "Polymorphed",
71 NO_FLAGS,
75 &character::EndPolymorph,
79 }, {
80 "Hasted",
81 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
82 &character::PrintBeginHasteMessage,
83 &character::PrintEndHasteMessage,
89 }, {
90 "Slowed",
91 RANDOMIZABLE&~SRC_GOOD,
92 &character::PrintBeginSlowMessage,
93 &character::PrintEndSlowMessage,
99 }, {
100 "PolyControl",
101 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL|SRC_GOOD),
102 &character::PrintBeginPolymorphControlMessage,
103 &character::PrintEndPolymorphControlMessage,
109 }, {
110 "LifeSaved",
111 SECRET,
112 &character::PrintBeginLifeSaveMessage,
113 &character::PrintEndLifeSaveMessage,
119 }, {
120 "Lycanthropy",
121 SECRET|SRC_FOUNTAIN|SRC_CONFUSE_READ|DUR_FLAGS,
122 &character::PrintBeginLycanthropyMessage,
123 &character::PrintEndLycanthropyMessage,
126 &character::LycanthropyHandler,
128 &character::LycanthropySituationDangerModifier
129 }, {
130 "Invisible",
131 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
132 &character::PrintBeginInvisibilityMessage,
133 &character::PrintEndInvisibilityMessage,
134 &character::BeginInvisibility,
135 &character::EndInvisibility,
139 }, {
140 "Infravision",
141 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
142 &character::PrintBeginInfraVisionMessage,
143 &character::PrintEndInfraVisionMessage,
144 &character::BeginInfraVision,
145 &character::EndInfraVision,
149 }, {
150 "ESP",
151 RANDOMIZABLE&~SRC_EVIL,
152 &character::PrintBeginESPMessage,
153 &character::PrintEndESPMessage,
154 &character::BeginESP,
155 &character::EndESP,
159 }, {
160 "Poisoned",
161 DUR_TEMPORARY,
162 &character::PrintBeginPoisonedMessage,
163 &character::PrintEndPoisonedMessage,
166 &character::PoisonedHandler,
167 &character::CanBePoisoned,
168 &character::PoisonedSituationDangerModifier
169 }, {
170 "Teleporting",
171 SECRET|(RANDOMIZABLE&~(SRC_MUSHROOM|SRC_GOOD)),
172 &character::PrintBeginTeleportMessage,
173 &character::PrintEndTeleportMessage,
176 &character::TeleportHandler,
179 }, {
180 "Polymorphing",
181 SECRET|(RANDOMIZABLE&~(SRC_MUSHROOM|SRC_GOOD)),
182 &character::PrintBeginPolymorphMessage,
183 &character::PrintEndPolymorphMessage,
186 &character::PolymorphHandler,
188 &character::PolymorphingSituationDangerModifier
189 }, {
190 "TeleControl",
191 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
192 &character::PrintBeginTeleportControlMessage,
193 &character::PrintEndTeleportControlMessage,
199 }, {
200 "Panicked",
201 NO_FLAGS,
202 &character::PrintBeginPanicMessage,
203 &character::PrintEndPanicMessage,
204 &character::BeginPanic,
205 &character::EndPanic,
207 &character::CanPanic,
208 &character::PanicSituationDangerModifier
209 }, {
210 "Confused",
211 SECRET|(RANDOMIZABLE&~(DUR_PERMANENT|SRC_GOOD)),
212 &character::PrintBeginConfuseMessage,
213 &character::PrintEndConfuseMessage,
217 &character::CanBeConfused,
218 &character::ConfusedSituationDangerModifier
219 }, {
220 "Parasitized",
221 SECRET|(RANDOMIZABLE&~DUR_TEMPORARY),
222 &character::PrintBeginParasitizedMessage,
223 &character::PrintEndParasitizedMessage,
226 &character::ParasitizedHandler,
227 &character::CanBeParasitized,
228 &character::ParasitizedSituationDangerModifier
229 }, {
230 "Searching",
231 NO_FLAGS,
232 &character::PrintBeginSearchingMessage,
233 &character::PrintEndSearchingMessage,
236 &character::SearchingHandler,
239 }, {
240 "GasImmunity",
241 SECRET|(RANDOMIZABLE&~(SRC_GOOD|SRC_EVIL)),
242 &character::PrintBeginGasImmunityMessage,
243 &character::PrintEndGasImmunityMessage,
249 }, {
250 "Levitating",
251 RANDOMIZABLE&~SRC_EVIL,
252 &character::PrintBeginLevitationMessage,
253 &character::PrintEndLevitationMessage,
255 &character::EndLevitation,
259 }, {
260 "Leprosy",
261 SECRET|(RANDOMIZABLE&~DUR_TEMPORARY),
262 &character::PrintBeginLeprosyMessage,
263 &character::PrintEndLeprosyMessage,
264 &character::BeginLeprosy,
265 &character::EndLeprosy,
266 &character::LeprosyHandler,
268 &character::LeprosySituationDangerModifier
269 }, {
270 "Hiccups",
271 SRC_FOUNTAIN|SRC_CONFUSE_READ|DUR_FLAGS,
272 &character::PrintBeginHiccupsMessage,
273 &character::PrintEndHiccupsMessage,
276 &character::HiccupsHandler,
278 &character::HiccupsSituationDangerModifier
279 }, {
280 "Vampirism",
281 DUR_FLAGS, //perhaps no fountain, no secret and no confuse read either: SECRET|SRC_FOUNTAIN|SRC_CONFUSE_READ|
282 &character::PrintBeginVampirismMessage,
283 &character::PrintEndVampirismMessage,
286 &character::VampirismHandler,
288 &character::VampirismSituationDangerModifier
289 }, {
290 "Swimming",
291 SECRET,
292 &character::PrintBeginSwimmingMessage,
293 &character::PrintEndSwimmingMessage,
294 &character::BeginSwimming, &character::EndSwimming,
298 }, {
299 "Detecting",
300 SECRET|(RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL)),
301 &character::PrintBeginDetectMessage,
302 &character::PrintEndDetectMessage,
305 &character::DetectHandler,
308 }, {
309 "Ethereal",
310 NO_FLAGS,
311 &character::PrintBeginEtherealityMessage,
312 &character::PrintEndEtherealityMessage,
313 &character::BeginEthereality, &character::EndEthereality,
317 }, {
318 "Fearless",
319 RANDOMIZABLE&~SRC_EVIL,
320 &character::PrintBeginFearlessMessage,
321 &character::PrintEndFearlessMessage,
322 &character::BeginFearless,
323 &character::EndFearless,
327 }, {
328 "PolymorphLocked",
329 SECRET,
330 &character::PrintBeginPolymorphLockMessage,
331 &character::PrintEndPolymorphLockMessage,
334 &character::PolymorphLockHandler,
337 }, {
338 "Regenerating",
339 SECRET|(RANDOMIZABLE&~SRC_EVIL),
340 &character::PrintBeginRegenerationMessage,
341 &character::PrintEndRegenerationMessage,
347 }, {
348 "DiseaseImmunity",
349 SECRET|(RANDOMIZABLE&~SRC_EVIL),
350 &character::PrintBeginDiseaseImmunityMessage,
351 &character::PrintEndDiseaseImmunityMessage,
357 }, {
358 "TeleportLocked",
359 SECRET,
360 &character::PrintBeginTeleportLockMessage,
361 &character::PrintEndTeleportLockMessage,
364 &character::TeleportLockHandler,
371 characterprototype::characterprototype (const characterprototype *Base, characterspawner Spawner,
372 charactercloner Cloner, cchar *ClassID)
373 : Base(Base),
374 Spawner(Spawner),
375 Cloner(Cloner),
376 ClassID(ClassID)
378 Index = protocontainer<character>::Add(this);
382 void character::CreateInitialEquipment (int SpecialFlags) { AddToInventory(DataBase->Inventory, SpecialFlags); }
383 void character::EditAP (sLong What) { AP = Limit<sLong>(AP+What, -12000, 1200); }
384 int character::GetRandomStepperBodyPart () const { return TORSO_INDEX; }
385 void character::GainIntrinsic (sLong What) { BeginTemporaryState(What, PERMANENT); }
386 truth character::IsUsingArms () const { return GetAttackStyle() & USE_ARMS; }
387 truth character::IsUsingLegs () const { return GetAttackStyle() & USE_LEGS; }
388 truth character::IsUsingHead () const { return GetAttackStyle() & USE_HEAD; }
389 void character::CalculateAllowedWeaponSkillCategories () { AllowedWeaponSkillCategories = MARTIAL_SKILL_CATEGORIES; }
390 festring character::GetBeVerb () const { return IsPlayer() ? CONST_S("are") : CONST_S("is"); }
391 void character::SetEndurance (int What) { BaseExperience[ENDURANCE] = What * EXP_MULTIPLIER; }
392 void character::SetPerception (int What) { BaseExperience[PERCEPTION] = What * EXP_MULTIPLIER; }
393 void character::SetIntelligence (int What) { BaseExperience[INTELLIGENCE] = What * EXP_MULTIPLIER; }
394 void character::SetWisdom (int What) { BaseExperience[WISDOM] = What * EXP_MULTIPLIER; }
395 void character::SetWillPower (int What) { BaseExperience[WILL_POWER] = What * EXP_MULTIPLIER; }
396 void character::SetCharisma (int What) { BaseExperience[CHARISMA] = What * EXP_MULTIPLIER; }
397 void character::SetMana (int What) { BaseExperience[MANA] = What * EXP_MULTIPLIER; }
398 truth character::IsOnGround () const { return MotherEntity && MotherEntity->IsOnGround(); }
399 truth character::LeftOversAreUnique () const { return GetArticleMode() || AssignedName.GetSize(); }
400 truth character::HomeDataIsValid () const { return (HomeData && HomeData->Level == GetLSquareUnder()->GetLevelIndex() && HomeData->Dungeon == GetLSquareUnder()->GetDungeonIndex()); }
401 void character::SetHomePos (v2 Pos) { HomeData->Pos = Pos; }
402 cchar *character::FirstPersonUnarmedHitVerb () const { return "hit"; }
403 cchar *character::FirstPersonCriticalUnarmedHitVerb () const { return "critically hit"; }
404 cchar *character::ThirdPersonUnarmedHitVerb () const { return "hits"; }
405 cchar *character::ThirdPersonCriticalUnarmedHitVerb () const { return "critically hits"; }
406 cchar *character::FirstPersonKickVerb () const { return "kick"; }
407 cchar *character::FirstPersonCriticalKickVerb () const { return "critically kick"; }
408 cchar *character::ThirdPersonKickVerb () const { return "kicks"; }
409 cchar *character::ThirdPersonCriticalKickVerb () const { return "critically kicks"; }
410 cchar *character::FirstPersonBiteVerb () const { return "bite"; }
411 cchar *character::FirstPersonCriticalBiteVerb () const { return "critically bite"; }
412 cchar *character::ThirdPersonBiteVerb () const { return "bites"; }
413 cchar *character::ThirdPersonCriticalBiteVerb () const { return "critically bites"; }
414 cchar *character::UnarmedHitNoun () const { return "attack"; }
415 cchar *character::KickNoun () const { return "kick"; }
416 cchar *character::BiteNoun () const { return "attack"; }
417 cchar *character::GetEquipmentName (int) const { return ""; }
418 const std::list<feuLong> &character::GetOriginalBodyPartID (int I) const { return OriginalBodyPartID[I]; }
419 square *character::GetNeighbourSquare (int I) const { return GetSquareUnder()->GetNeighbourSquare(I); }
420 lsquare *character::GetNeighbourLSquare (int I) const { return static_cast<lsquare *>(GetSquareUnder())->GetNeighbourLSquare(I); }
421 wsquare *character::GetNeighbourWSquare (int I) const { return static_cast<wsquare *>(GetSquareUnder())->GetNeighbourWSquare(I); }
422 god *character::GetMasterGod () const { return game::GetGod(GetConfig()); }
423 col16 character::GetBodyPartColorA (int, truth) const { return GetSkinColor(); }
424 col16 character::GetBodyPartColorB (int, truth) const { return GetTorsoMainColor(); }
425 col16 character::GetBodyPartColorC (int, truth) const { return GetBeltColor(); } // sorry...
426 col16 character::GetBodyPartColorD (int, truth) const { return GetTorsoSpecialColor(); }
427 int character::GetRandomApplyBodyPart () const { return TORSO_INDEX; }
428 truth character::IsPet () const { return GetTeam()->GetID() == PLAYER_TEAM; }
429 character* character::GetLeader () const { return GetTeam()->GetLeader(); }
430 festring character::GetZombieDescription () const { return " of "+GetName(INDEFINITE); }
431 truth character::BodyPartCanBeSevered (int I) const { return I; }
432 truth character::HasBeenSeen () const { return DataBase->Flags & HAS_BEEN_SEEN; }
433 truth character::IsTemporary () const { return GetTorso()->GetLifeExpectancy(); }
434 cchar *character::GetNormalDeathMessage () const { return "killed @k"; }
437 truth character::IsHomeLevel (level *lvl) const {
438 if (!lvl) return false;
439 // check level homes
440 const fearray<festring> &hlist = DataBase->HomeLevel;
441 if (hlist.Size == 0) return false;
442 // has "*"?
443 for (uInt f = 0; f < hlist.Size; ++f) { if (hlist[f] == "*") return true; }
444 // taken from unique characters code
445 cfestring *tag = lvl->GetLevelScript()->GetTag();
446 if (!tag) return false; // not a possible home level
447 // check for home level
448 for (uInt f = 0; f < hlist.Size; ++f) { if (hlist[f] == *tag) return true; }
449 return false;
453 truth character::MustBeRemovedFromBone () const {
454 if (IsUnique() && !CanBeGenerated()) return true;
455 // check level homes
456 const fearray<festring> &hlist = DataBase->HomeLevel;
457 if (hlist.Size == 0) return false;
458 // has "*"?
459 for (uInt f = 0; f < hlist.Size; ++f) { if (hlist[f] == "*") return true; }
460 // taken from unique characters code
461 if (!IsEnabled() || GetTeam()->GetID() != DataBase->NaturalTeam) return true;
462 return IsHomeLevel(GetLevel());
466 int character::GetMoveType () const {// return (!StateIsActivated(LEVITATION) ? DataBase->MoveType : DataBase->MoveType | FLY); }
467 return
468 (!StateIsActivated(LEVITATION) ? DataBase->MoveType : DataBase->MoveType|FLY)|
469 (!StateIsActivated(ETHEREAL_MOVING) ? DataBase->MoveType : DataBase->MoveType|ETHEREAL)|
470 (!StateIsActivated(SWIMMING) ? DataBase->MoveType : DataBase->MoveType|WALK|SWIM)|
476 int characterdatabase::*ExpPtr[ATTRIBUTES] = {
477 &characterdatabase::DefaultEndurance,
478 &characterdatabase::DefaultPerception,
479 &characterdatabase::DefaultIntelligence,
480 &characterdatabase::DefaultWisdom,
481 &characterdatabase::DefaultWillPower,
482 &characterdatabase::DefaultCharisma,
483 &characterdatabase::DefaultMana,
484 &characterdatabase::DefaultArmStrength,
485 &characterdatabase::DefaultLegStrength,
486 &characterdatabase::DefaultDexterity,
487 &characterdatabase::DefaultAgility
491 contentscript<item> characterdatabase::*EquipmentDataPtr[EQUIPMENT_DATAS] = {
492 &characterdatabase::Helmet,
493 &characterdatabase::Amulet,
494 &characterdatabase::Cloak,
495 &characterdatabase::BodyArmor,
496 &characterdatabase::Belt,
497 &characterdatabase::RightWielded,
498 &characterdatabase::LeftWielded,
499 &characterdatabase::RightRing,
500 &characterdatabase::LeftRing,
501 &characterdatabase::RightGauntlet,
502 &characterdatabase::LeftGauntlet,
503 &characterdatabase::RightBoot,
504 &characterdatabase::LeftBoot
508 character::character (ccharacter &Char) :
509 entity(Char), id(Char), NP(Char.NP), AP(Char.AP),
510 TemporaryState(Char.TemporaryState&~POLYMORPHED),
511 Team(Char.Team), GoingTo(ERROR_V2), Money(0),
512 AssignedName(Char.AssignedName), Action(0),
513 DataBase(Char.DataBase), MotherEntity(0),
514 PolymorphBackup(0), EquipmentState(0), SquareUnder(0),
515 AllowedWeaponSkillCategories(Char.AllowedWeaponSkillCategories),
516 BodyParts(Char.BodyParts),
517 RegenerationCounter(Char.RegenerationCounter),
518 SquaresUnder(Char.SquaresUnder), LastAcidMsgMin(0),
519 Stamina(Char.Stamina), MaxStamina(Char.MaxStamina),
520 BlocksSinceLastTurn(0), GenerationDanger(Char.GenerationDanger),
521 CommandFlags(Char.CommandFlags), WarnFlags(0),
522 ScienceTalks(Char.ScienceTalks), TrapData(0), CounterToMindWormHatch(0)
524 int c;
525 Flags &= ~C_PLAYER;
526 Flags |= C_INITIALIZING|C_IN_NO_MSG_MODE;
527 Stack = new stack(0, this, HIDDEN);
528 for (c = 0; c < STATES; ++c) TemporaryStateCounter[c] = Char.TemporaryStateCounter[c];
529 if (Team) Team->Add(this);
530 for (c = 0; c < BASE_ATTRIBUTES; ++c) BaseExperience[c] = Char.BaseExperience[c];
531 BodyPartSlot = new bodypartslot[BodyParts];
532 OriginalBodyPartID = new std::list<feuLong>[BodyParts];
533 CWeaponSkill = new cweaponskill[AllowedWeaponSkillCategories];
534 SquareUnder = new square *[SquaresUnder];
535 if (SquaresUnder == 1) *SquareUnder = 0; else memset(SquareUnder, 0, SquaresUnder*sizeof(square *));
536 for (c = 0; c < BodyParts; ++c) {
537 BodyPartSlot[c].SetMaster(this);
538 bodypart *CharBodyPart = Char.GetBodyPart(c);
539 OriginalBodyPartID[c] = Char.OriginalBodyPartID[c];
540 if (CharBodyPart) {
541 bodypart *BodyPart = static_cast<bodypart *>(CharBodyPart->Duplicate());
542 SetBodyPart(c, BodyPart);
543 BodyPart->CalculateEmitation();
546 for (c = 0; c < AllowedWeaponSkillCategories; ++c) CWeaponSkill[c] = Char.CWeaponSkill[c];
547 HomeData = Char.HomeData ? new homedata(*Char.HomeData) : 0;
548 ID = game::CreateNewCharacterID(this);
552 character::character () :
553 entity(HAS_BE), NP(50000), AP(0), TemporaryState(0), Team(0),
554 GoingTo(ERROR_V2), Money(0), Action(0), MotherEntity(0),
555 PolymorphBackup(0), EquipmentState(0), SquareUnder(0),
556 RegenerationCounter(0), HomeData(0), LastAcidMsgMin(0),
557 BlocksSinceLastTurn(0), GenerationDanger(DEFAULT_GENERATION_DANGER),
558 WarnFlags(0), ScienceTalks(0), TrapData(0), CounterToMindWormHatch(0)
560 Stack = new stack(0, this, HIDDEN);
564 character::~character () {
565 if (Action) delete Action;
566 if (Team) Team->Remove(this);
567 delete Stack;
568 for (int c = 0; c < BodyParts; ++c) delete GetBodyPart(c);
569 delete [] BodyPartSlot;
570 delete [] OriginalBodyPartID;
571 delete PolymorphBackup;
572 delete [] SquareUnder;
573 delete [] CWeaponSkill;
574 delete HomeData;
575 deleteList(TrapData);
576 game::RemoveCharacterID(ID);
580 void character::Hunger () {
581 auto bst = GetBurdenState();
582 if (bst == OVER_LOADED || bst == STRESSED) {
583 EditNP(-8);
584 EditExperience(LEG_STRENGTH, 150, 1 << 2);
585 EditExperience(AGILITY, -50, 1 << 2);
586 } else if (bst == BURDENED) {
587 EditNP(-2);
588 EditExperience(LEG_STRENGTH, 75, 1 << 1);
589 EditExperience(AGILITY, -25, 1 << 1);
590 } else if (bst == UNBURDENED) {
591 EditNP(-1);
594 auto hst = GetHungerState();
595 if (hst == STARVING) {
596 EditExperience(ARM_STRENGTH, -75, 1 << 3);
597 EditExperience(LEG_STRENGTH, -75, 1 << 3);
598 } else if (hst == VERY_HUNGRY) {
599 EditExperience(ARM_STRENGTH, -50, 1 << 2);
600 EditExperience(LEG_STRENGTH, -50, 1 << 2);
601 } else if (hst == HUNGRY) {
602 EditExperience(ARM_STRENGTH, -25, 1 << 1);
603 EditExperience(LEG_STRENGTH, -25, 1 << 1);
604 } else if (hst == SATIATED) {
605 EditExperience(AGILITY, -25, 1 << 1);
606 } else if (hst == BLOATED) {
607 EditExperience(AGILITY, -50, 1 << 2);
608 } else if (hst == OVER_FED) {
609 EditExperience(AGILITY, -75, 1 << 3);
612 CheckStarvationDeath(CONST_S("starved to death"));
616 int character::TakeHit (character *Enemy, item *Weapon, bodypart *EnemyBodyPart, v2 HitPos, double Damage,
617 double ToHitValue, int Success, int Type, int GivenDir, truth Critical, truth ForceHit)
619 //FIXME: args
620 game::ClearEventData();
621 game::mActor = Enemy;
622 game::mResult = DID_NO_DAMAGE;
623 if (game::RunOnCharEvent(this, CONST_S("take_hit"))) { game::ClearEventData(); return game::mResult; }
624 game::ClearEventData();
625 int Dir = Type == BITE_ATTACK ? YOURSELF : GivenDir;
626 double DodgeValue = GetDodgeValue();
627 if (!Enemy->IsPlayer() && GetAttackWisdomLimit() != NO_LIMIT) Enemy->EditExperience(WISDOM, 75, 1 << 13);
628 if (!Enemy->CanBeSeenBy(this)) ToHitValue *= 2;
629 if (!CanBeSeenBy(Enemy)) DodgeValue *= 2;
630 if (Enemy->StateIsActivated(CONFUSED)) ToHitValue *= 0.75;
632 switch (Enemy->GetTirednessState()) {
633 case FAINTING:
634 ToHitValue *= 0.50;
635 case EXHAUSTED:
636 ToHitValue *= 0.75;
638 switch (GetTirednessState()) {
639 case FAINTING:
640 DodgeValue *= 0.50;
641 case EXHAUSTED:
642 DodgeValue *= 0.75;
645 if (!ForceHit) {
646 if (!IsRetreating()) SetGoingTo(Enemy->GetPos());
647 else SetGoingTo(GetPos()-((Enemy->GetPos()-GetPos())<<4));
648 if (!Enemy->IsRetreating()) Enemy->SetGoingTo(GetPos());
649 else Enemy->SetGoingTo(Enemy->GetPos()-((GetPos()-Enemy->GetPos())<<4));
652 /* Effectively, the average chance to hit is 100% / (DV/THV + 1). */
653 if (RAND() % int(100+ToHitValue/DodgeValue*(100+Success)) < 100 && !Critical && !ForceHit) {
654 Enemy->AddMissMessage(this);
655 EditExperience(AGILITY, 150, 1 << 7);
656 EditExperience(PERCEPTION, 75, 1 << 7);
657 if (Enemy->CanBeSeenByPlayer())
658 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
659 else
660 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
661 return HAS_DODGED;
664 int TrueDamage = int(Damage*(100+Success)/100)+(RAND()%3 ? 1 : 0);
665 if (Critical) {
666 TrueDamage += TrueDamage >> 1;
667 ++TrueDamage;
670 int BodyPart = ChooseBodyPartToReceiveHit(ToHitValue, DodgeValue);
671 if (Critical) {
672 if (Type == UNARMED_ATTACK) Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonCriticalUnarmedHitVerb(), Enemy->ThirdPersonCriticalUnarmedHitVerb(), BodyPart);
673 else if (Type == WEAPON_ATTACK) Enemy->AddWeaponHitMessage(this, Weapon, BodyPart, true);
674 else if (Type == KICK_ATTACK) Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonCriticalKickVerb(), Enemy->ThirdPersonCriticalKickVerb(), BodyPart);
675 else if (Type == BITE_ATTACK) Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonCriticalBiteVerb(), Enemy->ThirdPersonCriticalBiteVerb(), BodyPart);
676 } else {
677 if (Type == UNARMED_ATTACK) Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonUnarmedHitVerb(), Enemy->ThirdPersonUnarmedHitVerb(), BodyPart);
678 else if (Type == WEAPON_ATTACK) Enemy->AddWeaponHitMessage(this, Weapon, BodyPart, false);
679 else if (Type == KICK_ATTACK) Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonKickVerb(), Enemy->ThirdPersonKickVerb(), BodyPart);
680 else if (Type == BITE_ATTACK) Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonBiteVerb(), Enemy->ThirdPersonBiteVerb(), BodyPart);
683 if (!Critical && TrueDamage && Enemy->AttackIsBlockable(Type)) {
684 TrueDamage = CheckForBlock(Enemy, Weapon, ToHitValue, TrueDamage, Success, Type);
685 if (!TrueDamage || (Weapon && !Weapon->Exists())) {
686 if (Enemy->CanBeSeenByPlayer())
687 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
688 else
689 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
690 return HAS_BLOCKED;
694 int WeaponSkillHits = CalculateWeaponSkillHits(Enemy);
695 int DoneDamage = ReceiveBodyPartDamage(Enemy, TrueDamage, PHYSICAL_DAMAGE, BodyPart, Dir, false, Critical, true, Type == BITE_ATTACK && Enemy->BiteCapturesBodyPart());
696 truth Succeeded = (GetBodyPart(BodyPart) && HitEffect(Enemy, Weapon, HitPos, Type, BodyPart, Dir, !DoneDamage, Critical, DoneDamage)) || DoneDamage;
697 if (Succeeded) Enemy->WeaponSkillHit(Weapon, Type, WeaponSkillHits);
699 if (Weapon) {
700 if (Weapon->Exists() && DoneDamage < TrueDamage) Weapon->ReceiveDamage(Enemy, TrueDamage-DoneDamage, PHYSICAL_DAMAGE);
701 if (Weapon->Exists() && DoneDamage && SpillsBlood() && GetBodyPart(BodyPart) &&
702 (GetBodyPart(BodyPart)->IsAlive() || GetBodyPart(BodyPart)->GetMainMaterial()->IsLiquid()))
703 Weapon->SpillFluid(0, CreateBlood(15+RAND()%15));
706 if (Enemy->AttackIsBlockable(Type)) SpecialBodyDefenceEffect(Enemy, EnemyBodyPart, Type);
708 if (!Succeeded) {
709 if (Enemy->CanBeSeenByPlayer())
710 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
711 else
712 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
714 return DID_NO_DAMAGE;
717 if (CheckDeath(GetNormalDeathMessage(), Enemy, Enemy->IsPlayer() ? FORCE_MSG : 0)) return HAS_DIED;
719 if (Enemy->CanBeSeenByPlayer())
720 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
721 else
722 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
724 return HAS_HIT;
728 struct svpriorityelement {
729 svpriorityelement (int BodyPart, int StrengthValue) : BodyPart(BodyPart), StrengthValue(StrengthValue) {}
730 bool operator < (const svpriorityelement &AnotherPair) const { return StrengthValue > AnotherPair.StrengthValue; }
731 int BodyPart;
732 int StrengthValue;
736 int character::ChooseBodyPartToReceiveHit (double ToHitValue, double DodgeValue) {
737 if (BodyParts == 1) return 0;
738 std::priority_queue<svpriorityelement> SVQueue;
739 for (int c = 0; c < BodyParts; ++c) {
740 bodypart *BodyPart = GetBodyPart(c);
741 if (BodyPart && (BodyPart->GetHP() != 1 || BodyPart->CanBeSevered(PHYSICAL_DAMAGE)))
742 SVQueue.push(svpriorityelement(c, ModifyBodyPartHitPreference(c, BodyPart->GetStrengthValue()+BodyPart->GetHP())));
744 while (SVQueue.size()) {
745 svpriorityelement E = SVQueue.top();
746 int ToHitPercentage = int(GLOBAL_WEAK_BODYPART_HIT_MODIFIER*ToHitValue*GetBodyPart(E.BodyPart)->GetBodyPartVolume()/(DodgeValue*GetBodyVolume()));
747 ToHitPercentage = ModifyBodyPartToHitChance(E.BodyPart, ToHitPercentage);
748 if (ToHitPercentage < 1) ToHitPercentage = 1;
749 else if (ToHitPercentage > 95) ToHitPercentage = 95;
750 if (ToHitPercentage > RAND()%100) return E.BodyPart;
751 SVQueue.pop();
753 return 0;
757 void character::Be () {
758 if (game::ForceJumpToPlayerBe()) {
759 if (!IsPlayer()) return;
760 game::SetForceJumpToPlayerBe(false);
761 } else {
762 truth ForceBe = HP != MaxHP || AllowSpoil();
763 for (int c = 0; c < BodyParts; ++c) {
764 bodypart *BodyPart = GetBodyPart(c);
765 if (BodyPart && (ForceBe || BodyPart->NeedsBe())) BodyPart->Be();
767 HandleStates();
768 if (!IsEnabled()) return;
769 if (GetTeam() == PLAYER->GetTeam()) {
770 for (int c = 0; c < AllowedWeaponSkillCategories; ++c) {
771 if (CWeaponSkill[c].Tick() && IsPlayer()) CWeaponSkill[c].AddLevelDownMessage(c);
773 SWeaponSkillTick();
775 if (IsPlayer()) {
776 if (GetHungerState() == STARVING && !(RAND()%50)) LoseConsciousness(250+RAND_N(250), true);
777 if (!Action || Action->AllowFoodConsumption()) Hunger();
779 if (Stamina != MaxStamina) RegenerateStamina();
780 if (HP != MaxHP || StateIsActivated(REGENERATION)) Regenerate();
781 if (Action && AP >= 1000) ActionAutoTermination();
782 if (Action && AP >= 1000) {
783 Action->Handle();
784 if (!IsEnabled()) return;
785 } else {
786 EditAP(GetStateAPGain(100));
789 if (AP >= 1000) {
790 SpecialTurnHandler();
791 BlocksSinceLastTurn = 0;
792 if (IsPlayer()) {
793 static int Timer = 0;
795 if (ivanconfig::GetAutoSaveInterval() && !GetAction() && ++Timer >= ivanconfig::GetAutoSaveInterval()) {
796 //fprintf(stderr, "autosaving..."); fflush(stderr);
797 game::Save(game::GetAutoSaveFileName());
798 //fprintf(stderr, "done\n"); fflush(stderr);
799 Timer = 0;
801 game::CalculateNextDanger();
802 if (!StateIsActivated(POLYMORPHED)) game::UpdatePlayerAttributeAverage();
803 if (!game::IsInWilderness()) Search(GetAttribute(PERCEPTION));
804 if (!Action) {
805 GetPlayerCommand();
806 } else {
807 if (Action->ShowEnvironment()) {
808 static int Counter = 0;
809 if (++Counter == 10) {
810 game::DrawEverything();
811 Counter = 0;
814 msgsystem::ThyMessagesAreNowOld();
815 if (Action->IsVoluntary() && READ_KEY()) Action->Terminate(false);
817 } else {
818 if (!Action && !game::IsInWilderness()) GetAICommand();
824 void character::Move (v2 MoveTo, truth TeleportMove, truth Run) {
825 if (!IsEnabled()) return;
826 /* Test whether the player is stuck to something */
827 if (!TeleportMove && !TryToUnStickTraps(MoveTo-GetPos())) return;
828 if (Run && !IsPlayer() && TorsoIsAlive() &&
829 (Stamina <= 10000/Max(GetAttribute(LEG_STRENGTH), 1) || (!StateIsActivated(PANIC) && Stamina < MaxStamina>>2))) {
830 Run = false;
832 RemoveTraps();
833 if (GetBurdenState() != OVER_LOADED || TeleportMove) {
834 lsquare *OldSquareUnder[MAX_SQUARES_UNDER];
836 if (!game::IsInWilderness()) {
837 if (IsPlayer()) {
838 // idiotic code!
839 area *ca = GetSquareUnder()->GetArea();
841 for (int f = 0; f < MDIR_STAND; ++f) {
842 v2 np = GetPos()+game::GetMoveVector(f);
844 if (np.X >= 0 && np.Y >= 0 && np.X < ca->GetXSize() && np.Y < ca->GetYSize()) {
845 lsquare *sq = static_cast<lsquare *>(ca->GetSquare(np.X, np.Y));
847 sq->SetGoSeen(true);
852 for (int c = 0; c < GetSquaresUnder(); ++c) OldSquareUnder[c] = GetLSquareUnder(c);
854 Remove();
855 PutTo(MoveTo);
856 if (!TeleportMove) {
857 /* Multitiled creatures should behave differently, maybe? */
858 if (Run) {
859 int ED = GetSquareUnder()->GetEntryDifficulty(), Base = 10000;
861 EditAP(-GetMoveAPRequirement(ED)>>1);
862 EditNP(-24*ED);
863 EditExperience(AGILITY, 125, ED<<7);
864 if (IsPlayer()) {
865 auto hst = GetHungerState();
866 if (hst == SATIATED) Base = 11000;
867 else if (hst == BLOATED) Base = 12500;
868 else if (hst == OVER_FED) Base = 15000;
870 EditStamina(-Base/Max(GetAttribute(LEG_STRENGTH), 1), true);
871 } else {
872 int ED = GetSquareUnder()->GetEntryDifficulty();
874 EditAP(-GetMoveAPRequirement(ED));
875 EditNP(-12*ED);
876 EditExperience(AGILITY, 75, ED<<7);
879 if (IsPlayer()) ShowNewPosInfo();
880 if (IsPlayer() && !game::IsInWilderness()) GetStackUnder()->SetSteppedOn(true);
881 if (!game::IsInWilderness()) SignalStepFrom(OldSquareUnder);
882 } else {
883 if (IsPlayer()) {
884 cchar *CrawlVerb = StateIsActivated(LEVITATION) ? "float" : "crawl";
886 ADD_MESSAGE("You try very hard to %s forward. But your load is too heavy.", CrawlVerb);
888 EditAP(-1000);
893 void character::GetAICommand () {
894 SeekLeader(GetLeader());
895 if (FollowLeader(GetLeader())) return;
896 if (CheckForEnemies(true, true, true)) return;
897 if (CheckForUsefulItemsOnGround()) return;
898 if (CheckForDoors()) return;
899 if (CheckSadism()) return;
900 if (MoveRandomly()) return;
901 EditAP(-1000);
905 truth character::MoveTowardsTarget (truth Run) {
906 v2 MoveTo[3];
907 v2 TPos;
908 v2 Pos = GetPos();
910 if (!Route.empty()) {
911 TPos = Route.back();
912 Route.pop_back();
913 } else TPos = GoingTo;
915 MoveTo[0] = v2(0, 0);
916 MoveTo[1] = v2(0, 0);
917 MoveTo[2] = v2(0, 0);
919 if (TPos.X < Pos.X) {
920 if (TPos.Y < Pos.Y) {
921 MoveTo[0] = v2(-1, -1);
922 MoveTo[1] = v2(-1, 0);
923 MoveTo[2] = v2( 0, -1);
924 } else if (TPos.Y == Pos.Y) {
925 MoveTo[0] = v2(-1, 0);
926 MoveTo[1] = v2(-1, -1);
927 MoveTo[2] = v2(-1, 1);
928 } else if (TPos.Y > Pos.Y) {
929 MoveTo[0] = v2(-1, 1);
930 MoveTo[1] = v2(-1, 0);
931 MoveTo[2] = v2( 0, 1);
933 } else if (TPos.X == Pos.X) {
934 if (TPos.Y < Pos.Y) {
935 MoveTo[0] = v2( 0, -1);
936 MoveTo[1] = v2(-1, -1);
937 MoveTo[2] = v2( 1, -1);
938 } else if (TPos.Y == Pos.Y) {
939 TerminateGoingTo();
940 return false;
941 } else if (TPos.Y > Pos.Y) {
942 MoveTo[0] = v2( 0, 1);
943 MoveTo[1] = v2(-1, 1);
944 MoveTo[2] = v2( 1, 1);
946 } else if (TPos.X > Pos.X) {
947 if (TPos.Y < Pos.Y) {
948 MoveTo[0] = v2(1, -1);
949 MoveTo[1] = v2(1, 0);
950 MoveTo[2] = v2(0, -1);
951 } else if (TPos.Y == Pos.Y) {
952 MoveTo[0] = v2(1, 0);
953 MoveTo[1] = v2(1, -1);
954 MoveTo[2] = v2(1, 1);
955 } else if (TPos.Y > Pos.Y) {
956 MoveTo[0] = v2(1, 1);
957 MoveTo[1] = v2(1, 0);
958 MoveTo[2] = v2(0, 1);
962 v2 ModifiedMoveTo = ApplyStateModification(MoveTo[0]);
964 if (TryMove(ModifiedMoveTo, true, Run)) return true;
966 int L = (Pos-TPos).GetManhattanLength();
968 if (RAND()&1) Swap(MoveTo[1], MoveTo[2]);
970 if (Pos.IsAdjacent(TPos)) {
971 TerminateGoingTo();
972 return false;
975 if ((Pos+MoveTo[1]-TPos).GetManhattanLength() <= L && TryMove(ApplyStateModification(MoveTo[1]), true, Run)) return true;
976 if ((Pos+MoveTo[2]-TPos).GetManhattanLength() <= L && TryMove(ApplyStateModification(MoveTo[2]), true, Run)) return true;
977 Illegal.insert(Pos+ModifiedMoveTo);
978 if (CreateRoute()) return true;
979 return false;
983 int character::CalculateNewSquaresUnder (lsquare **NewSquare, v2 Pos) const {
984 if (GetLevel()->IsValidPos(Pos)) {
985 *NewSquare = GetNearLSquare(Pos);
986 return 1;
988 return 0;
992 truth character::TryMove (v2 MoveVector, truth Important, truth Run) {
993 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
994 character *Pet[MAX_SQUARES_UNDER];
995 character *Neutral[MAX_SQUARES_UNDER];
996 character *Hostile[MAX_SQUARES_UNDER];
997 v2 PetPos[MAX_SQUARES_UNDER];
998 v2 NeutralPos[MAX_SQUARES_UNDER];
999 v2 HostilePos[MAX_SQUARES_UNDER];
1000 v2 MoveTo = GetPos()+MoveVector;
1001 int Direction = game::GetDirectionForVector(MoveVector);
1002 if (Direction == DIR_ERROR) ABORT("Direction fault.");
1003 if (!game::IsInWilderness()) {
1004 int Squares = CalculateNewSquaresUnder(MoveToSquare, MoveTo);
1005 if (Squares) {
1006 int Pets = 0;
1007 int Neutrals = 0;
1008 int Hostiles = 0;
1009 for (int c = 0; c < Squares; ++c) {
1010 character* Char = MoveToSquare[c]->GetCharacter();
1011 if (Char && Char != this) {
1012 v2 Pos = MoveToSquare[c]->GetPos();
1013 if (IsAlly(Char)) {
1014 Pet[Pets] = Char;
1015 PetPos[Pets++] = Pos;
1016 } else if (Char->GetRelation(this) != HOSTILE) {
1017 Neutral[Neutrals] = Char;
1018 NeutralPos[Neutrals++] = Pos;
1019 } else {
1020 Hostile[Hostiles] = Char;
1021 HostilePos[Hostiles++] = Pos;
1026 if (Hostiles == 1) return Hit(Hostile[0], HostilePos[0], Direction);
1027 if (Hostiles) {
1028 int Index = RAND() % Hostiles;
1029 return Hit(Hostile[Index], HostilePos[Index], Direction);
1032 if (Neutrals == 1) {
1033 if (!IsPlayer() && !Pets && Important && CanMoveOn(MoveToSquare[0]))
1034 return HandleCharacterBlockingTheWay(Neutral[0], NeutralPos[0], Direction);
1035 else
1036 return IsPlayer() && Hit(Neutral[0], NeutralPos[0], Direction);
1037 } else if (Neutrals) {
1038 if (IsPlayer()) {
1039 int Index = RAND() % Neutrals;
1040 return Hit(Neutral[Index], NeutralPos[Index], Direction);
1042 return false;
1045 if (!IsPlayer()) {
1046 for (int c = 0; c < Squares; ++c) if (MoveToSquare[c]->IsScary(this)) return false;
1049 if (Pets == 1) {
1050 if (IsPlayer() && !ivanconfig::GetBeNice() && Pet[0]->IsMasochist() && HasSadistAttackMode() &&
1051 game::TruthQuestion("Do you want to punish " + Pet[0]->GetObjectPronoun() + "?"))
1052 return Hit(Pet[0], PetPos[0], Direction, SADIST_HIT);
1053 else
1054 return (Important && (CanMoveOn(MoveToSquare[0]) ||
1055 (IsPlayer() && game::GoThroughWallsCheatIsActive())) && Displace(Pet[0]));
1056 } else if (Pets) return false;
1058 if ((CanMove() && CanMoveOn(MoveToSquare[0])) || ((game::GoThroughWallsCheatIsActive() && IsPlayer()))) {
1059 Move(MoveTo, false, Run);
1060 if (IsEnabled() && GetPos() == GoingTo) TerminateGoingTo();
1061 return true;
1062 } else {
1063 for (int c = 0; c < Squares; ++c) {
1064 olterrain *Terrain = MoveToSquare[c]->GetOLTerrain();
1065 if (Terrain && Terrain->CanBeOpened()) {
1066 if (CanOpen()) {
1067 if (Terrain->IsLocked()) {
1068 if (IsPlayer()) {
1069 /*k8*/
1070 if (ivanconfig::GetKickDownDoors()) {
1071 if (game::TruthQuestion(CONST_S("Locked! Do you want to kick ")+Terrain->GetName(DEFINITE)+"?", true, game::GetMoveCommandKeyBetweenPoints(PLAYER->GetPos(), MoveToSquare[0]->GetPos()))) {
1072 Kick(MoveToSquare[c], Direction);
1073 return true;
1074 } else {
1075 return false;
1078 /*k8*/
1079 ADD_MESSAGE("The %s is locked.", Terrain->GetNameSingular().CStr()); /* not sure if this is better than "the door is locked", but I guess it _might_ be slighltly better */
1080 return false;
1081 } else if (Important && CheckKick()) {
1082 room *Room = MoveToSquare[c]->GetRoom();
1083 if (!Room || Room->AllowKick(this, MoveToSquare[c])) {
1084 int HP = Terrain->GetHP();
1085 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s kicks %s.", CHAR_NAME(DEFINITE), Terrain->CHAR_NAME(DEFINITE));
1086 Kick(MoveToSquare[c], Direction);
1087 olterrain *NewTerrain = MoveToSquare[c]->GetOLTerrain();
1088 if (NewTerrain == Terrain && Terrain->GetHP() == HP) { // BUG!
1089 Illegal.insert(MoveTo);
1090 CreateRoute();
1092 return true;
1095 } else { /* if (Terrain->IsLocked()) */
1096 /*if(!IsPlayer() || game::TruthQuestion(CONST_S("Do you want to open ")+Terrain->GetName(DEFINITE)+"?", false, game::GetMoveCommandKeyBetweenPoints(PLAYER->GetPos(), MoveToSquare[0]->GetPos()))) return MoveToSquare[c]->Open(this);*/
1097 /* Non-players always try to open it */
1098 if (!IsPlayer()) return MoveToSquare[c]->Open(this);
1099 if (game::TruthQuestion(CONST_S("Do you want to open ")+Terrain->GetName(DEFINITE)+"?", false, game::GetMoveCommandKeyBetweenPoints(PLAYER->GetPos(), MoveToSquare[0]->GetPos()))) {
1100 return MoveToSquare[c]->Open(this);
1102 return false;
1103 } /* if (Terrain->IsLocked()) */
1104 } else { /* if (CanOpen()) */
1105 if (IsPlayer()) {
1106 ADD_MESSAGE("This monster type cannot open doors.");
1107 return false;
1109 if (Important) {
1110 Illegal.insert(MoveTo);
1111 return CreateRoute();
1113 } /* if (CanOpen()) */
1114 } /* if (Terrain && Terrain->CanBeOpened()) */
1115 } /* for */
1116 } /* if */
1117 return false;
1118 } else {
1119 if (IsPlayer() && !IsStuck() && GetLevel()->IsOnGround() && game::TruthQuestion(CONST_S("Do you want to leave ")+game::GetCurrentDungeon()->GetLevelDescription(game::GetCurrentLevelIndex())+"?")) {
1120 if (HasPetrussNut() && !HasGoldenEagleShirt()) {
1121 game::TextScreen(CONST_S("An undead and sinister voice greets you as you leave the city behind:\n\n\"MoRtAl! ThOu HaSt SlAuGtHeReD pEtRuS aNd PlEaSeD mE!\nfRoM tHiS dAy On, ThOu ArT tHe DeArEsT sErVaNt Of AlL eViL!\"\n\nYou are victorious!"));
1122 game::GetCurrentArea()->SendNewDrawRequest();
1123 game::DrawEverything();
1124 ShowAdventureInfo();
1125 festring Msg = CONST_S("killed Petrus and became the Avatar of Chaos");
1126 PLAYER->AddScoreEntry(Msg, 3, false);
1127 game::End(Msg);
1128 return true;
1130 if (game::TryTravel(WORLD_MAP, WORLD_MAP, game::GetCurrentDungeonIndex())) return true;
1132 return false;
1134 } else {
1135 /** No multitile support */
1136 if (CanMove() && GetArea()->IsValidPos(MoveTo) && (CanMoveOn(GetNearWSquare(MoveTo)) || game::GoThroughWallsCheatIsActive())) {
1137 if (!game::GoThroughWallsCheatIsActive()) {
1138 charactervector &V = game::GetWorldMap()->GetPlayerGroup();
1139 truth Discard = false;
1140 for (uInt c = 0; c < V.size(); ++c) {
1141 if (!V[c]->CanMoveOn(GetNearWSquare(MoveTo))) {
1142 if (!Discard) {
1143 ADD_MESSAGE("One or more of your team members cannot cross this terrain.");
1144 if (!game::TruthQuestion("Discard them?")) return false;
1145 Discard = true;
1147 if (Discard) delete V[c];
1148 V.erase(V.begin() + c--);
1152 Move(MoveTo, false);
1153 return true;
1154 } else {
1155 return false;
1161 void character::CreateCorpse (lsquare *Square) {
1162 if (!BodyPartsDisappearWhenSevered() && !game::AllBodyPartsVanish()) {
1163 corpse *Corpse = corpse::Spawn(0, NO_MATERIALS);
1164 Corpse->SetDeceased(this);
1165 Square->AddItem(Corpse);
1166 Disable();
1167 } else {
1168 SendToHell();
1173 void character::Die (ccharacter *Killer, cfestring &Msg, feuLong DeathFlags) {
1174 /* Note: This function musn't delete any objects, since one of these may be
1175 the one currently processed by pool::Be()! */
1176 if (!IsEnabled()) return;
1177 game::ClearEventData();
1178 game::mActor = Killer;
1179 if (game::RunOnCharEvent(this, CONST_S("die"))) { game::ClearEventData(); RemoveTraps(); return; }
1180 game::ClearEventData();
1181 RemoveTraps();
1182 if (IsPlayer()) {
1183 ADD_MESSAGE("You die.");
1184 game::DrawEverything();
1185 if (game::TruthQuestion(CONST_S("Do you want to save screenshot?"), REQUIRES_ANSWER)) {
1186 festring dir;
1187 #ifdef LOCAL_SAVES
1188 dir << ivanconfig::GetMyDir() << "/save";
1189 mkdir(dir.CStr(), 0755);
1190 #else
1191 dir << getenv("HOME") << "/.ivan-save";
1192 mkdir(dir.CStr(), 0755);
1193 #endif
1194 dir << "/deathshots";
1195 mkdir(dir.CStr(), 0755);
1196 festring timestr;
1197 time_t t = time(NULL);
1198 struct tm *ts = localtime(&t);
1199 if (ts) {
1200 timestr << (int)(ts->tm_year%100);
1201 int t = ts->tm_mon+1;
1202 if (t < 10) timestr << '0'; timestr << t;
1203 t = ts->tm_mday; if (t < 10) timestr << '0'; timestr << t;
1204 timestr << '_';
1205 t = ts->tm_hour; if (t < 10) timestr << '0'; timestr << t;
1206 t = ts->tm_min; if (t < 10) timestr << '0'; timestr << t;
1207 t = ts->tm_sec; if (t < 10) timestr << '0'; timestr << t;
1208 } else {
1209 timestr = "heh";
1211 #if defined(HAVE_IMLIB2) || defined(HAVE_LIBPNG)
1212 festring ext = ".png";
1213 #else
1214 festring ext = ".bmp";
1215 #endif
1216 festring fname = dir+"/deathshot_"+timestr;
1217 if (inputfile::fileExists(fname+ext)) {
1218 for (int f = 0; f < 1000; f++) {
1219 char buf[16];
1220 sprintf(buf, "%03d", f);
1221 festring fn = fname+buf;
1222 if (!inputfile::fileExists(fn+ext)) {
1223 fname = fn;
1224 break;
1228 fname << ext;
1229 fprintf(stderr, "deathshot: %s\n", fname.CStr());
1230 #if defined(HAVE_IMLIB2) || defined(HAVE_LIBPNG)
1231 DOUBLE_BUFFER->SavePNG(fname);
1232 #else
1233 DOUBLE_BUFFER->SaveBMP(fname);
1234 #endif
1236 if (game::WizardModeIsActive()) {
1237 game::DrawEverything();
1238 if (!game::TruthQuestion(CONST_S("Do you want to do this, cheater?"), REQUIRES_ANSWER)) {
1239 RestoreBodyParts();
1240 ResetSpoiling();
1241 RestoreHP();
1242 RestoreStamina();
1243 ResetStates();
1244 SetNP(SATIATED_LEVEL);
1245 SendNewDrawRequest();
1246 return;
1249 } else if (CanBeSeenByPlayer() && !(DeathFlags & DISALLOW_MSG)) {
1250 ProcessAndAddMessage(GetDeathMessage());
1251 } else if (DeathFlags & FORCE_MSG) {
1252 ADD_MESSAGE("You sense the death of something.");
1255 if (!(DeathFlags & FORBID_REINCARNATION)) {
1256 if (StateIsActivated(LIFE_SAVED) && CanMoveOn(!game::IsInWilderness() ? GetSquareUnder() : PLAYER->GetSquareUnder())) {
1257 SaveLife();
1258 return;
1260 if (SpecialSaveLife()) return;
1261 } else if (StateIsActivated(LIFE_SAVED)) {
1262 RemoveLifeSavers();
1265 Flags |= C_IN_NO_MSG_MODE;
1266 character *Ghost = 0;
1267 if (IsPlayer()) {
1268 game::RemoveSaves();
1269 if (!game::IsInWilderness()) {
1270 Ghost = game::CreateGhost();
1271 Ghost->Disable();
1275 square *SquareUnder[MAX_SQUARES_UNDER];
1276 memset(SquareUnder, 0, sizeof(SquareUnder));
1277 Disable();
1278 if (IsPlayer() || !game::IsInWilderness()) {
1279 for (int c = 0; c < SquaresUnder; ++c) SquareUnder[c] = GetSquareUnder(c);
1280 Remove();
1281 } else {
1282 charactervector& V = game::GetWorldMap()->GetPlayerGroup();
1283 V.erase(std::find(V.begin(), V.end(), this));
1285 //lsquare **LSquareUnder = reinterpret_cast<lsquare **>(SquareUnder); /* warning; wtf? */
1286 lsquare *LSquareUnder[MAX_SQUARES_UNDER];
1287 memmove(LSquareUnder, SquareUnder, sizeof(SquareUnder));
1289 if (!game::IsInWilderness()) {
1290 if (!StateIsActivated(POLYMORPHED)) {
1291 if (!IsPlayer() && !IsTemporary() && !Msg.IsEmpty()) game::SignalDeath(this, Killer, Msg);
1292 if (!(DeathFlags & DISALLOW_CORPSE)) CreateCorpse(LSquareUnder[0]); else SendToHell();
1293 } else {
1294 if (!IsPlayer() && !IsTemporary() && !Msg.IsEmpty()) game::SignalDeath(GetPolymorphBackup(), Killer, Msg);
1295 GetPolymorphBackup()->CreateCorpse(LSquareUnder[0]);
1296 GetPolymorphBackup()->Flags &= ~C_POLYMORPHED;
1297 SetPolymorphBackup(0);
1298 SendToHell();
1300 } else {
1301 if (!IsPlayer() && !IsTemporary() && !Msg.IsEmpty()) game::SignalDeath(this, Killer, Msg);
1302 SendToHell();
1305 if (IsPlayer()) {
1306 if (!game::IsInWilderness()) {
1307 for (int c = 0; c < GetSquaresUnder(); ++c) LSquareUnder[c]->SetTemporaryEmitation(GetEmitation());
1309 ShowAdventureInfo();
1310 if (!game::IsInWilderness()) {
1311 for(int c = 0; c < GetSquaresUnder(); ++c) LSquareUnder[c]->SetTemporaryEmitation(0);
1315 if (!game::IsInWilderness()) {
1316 if (GetSquaresUnder() == 1) {
1317 stack *StackUnder = LSquareUnder[0]->GetStack();
1318 GetStack()->MoveItemsTo(StackUnder);
1319 doforbodypartswithparam<stack*>()(this, &bodypart::DropEquipment, StackUnder);
1320 } else {
1321 while (GetStack()->GetItems()) GetStack()->GetBottom()->MoveTo(LSquareUnder[RAND_N(GetSquaresUnder())]->GetStack());
1322 for (int c = 0; c < BodyParts; ++c) {
1323 bodypart *BodyPart = GetBodyPart(c);
1324 if (BodyPart) BodyPart->DropEquipment(LSquareUnder[RAND_N(GetSquaresUnder())]->GetStack());
1329 if (GetTeam()->GetLeader() == this) GetTeam()->SetLeader(0);
1331 Flags &= ~C_IN_NO_MSG_MODE;
1333 if (IsPlayer()) {
1334 AddScoreEntry(Msg);
1335 if (!game::IsInWilderness()) {
1336 Ghost->PutTo(LSquareUnder[0]->GetPos());
1337 Ghost->Enable();
1338 game::CreateBone();
1340 game::TextScreen(CONST_S("Unfortunately you died."), ZERO_V2, WHITE, true, true, &game::ShowDeathSmiley);
1341 game::End(Msg);
1346 void character::AddMissMessage (ccharacter *Enemy) const {
1347 festring Msg;
1348 if (Enemy->IsPlayer()) Msg = GetDescription(DEFINITE)+" misses you!";
1349 else if (IsPlayer()) Msg = CONST_S("You miss ")+Enemy->GetDescription(DEFINITE)+'!';
1350 else if (CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer()) Msg = GetDescription(DEFINITE)+" misses "+Enemy->GetDescription(DEFINITE)+'!';
1351 else return;
1352 ADD_MESSAGE("%s", Msg.CStr());
1356 void character::AddBlockMessage (ccharacter *Enemy, citem *Blocker, cfestring &HitNoun, truth Partial) const {
1357 festring Msg;
1358 festring BlockVerb = (Partial ? " to partially block the " : " to block the ")+HitNoun;
1359 if (IsPlayer()) {
1360 Msg << "You manage" << BlockVerb << " with your " << Blocker->GetName(UNARTICLED) << '!';
1361 } else if (Enemy->IsPlayer() || Enemy->CanBeSeenByPlayer()) {
1362 if (CanBeSeenByPlayer())
1363 Msg << GetName(DEFINITE) << " manages" << BlockVerb << " with " << GetPossessivePronoun() << ' ' << Blocker->GetName(UNARTICLED) << '!';
1364 else
1365 Msg << "Something manages" << BlockVerb << " with something!";
1366 } else {
1367 return;
1369 ADD_MESSAGE("%s", Msg.CStr());
1373 void character::AddPrimitiveHitMessage (ccharacter *Enemy, cfestring &FirstPersonHitVerb,
1374 cfestring &ThirdPersonHitVerb, int BodyPart) const
1376 festring Msg;
1377 festring BodyPartDescription;
1378 if (BodyPart && (Enemy->CanBeSeenByPlayer() || Enemy->IsPlayer()))
1379 BodyPartDescription << " in the " << Enemy->GetBodyPartName(BodyPart);
1380 if (Enemy->IsPlayer())
1381 Msg << GetDescription(DEFINITE) << ' ' << ThirdPersonHitVerb << " you" << BodyPartDescription << '!';
1382 else if (IsPlayer())
1383 Msg << "You " << FirstPersonHitVerb << ' ' << Enemy->GetDescription(DEFINITE) << BodyPartDescription << '!';
1384 else if (CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer())
1385 Msg << GetDescription(DEFINITE) << ' ' << ThirdPersonHitVerb << ' ' << Enemy->GetDescription(DEFINITE) + BodyPartDescription << '!';
1386 else
1387 return;
1388 ADD_MESSAGE("%s", Msg.CStr());
1392 cchar *const HitVerb[] = { "strike", "slash", "stab" };
1393 cchar *const HitVerb3rdPersonEnd[] = { "s", "es", "s" };
1396 void character::AddWeaponHitMessage (ccharacter *Enemy, citem *Weapon, int BodyPart, truth Critical) const {
1397 festring Msg;
1398 festring BodyPartDescription;
1400 if (BodyPart && (Enemy->CanBeSeenByPlayer() || Enemy->IsPlayer()))
1401 BodyPartDescription << " in the " << Enemy->GetBodyPartName(BodyPart);
1403 int FittingTypes = 0;
1404 int DamageFlags = Weapon->GetDamageFlags();
1405 int DamageType = 0;
1407 for (int c = 0; c < DAMAGE_TYPES; ++c) {
1408 if (1 << c & DamageFlags) {
1409 if (!FittingTypes || !RAND_N(FittingTypes+1)) DamageType = c;
1410 ++FittingTypes;
1414 if (!FittingTypes) ABORT("No damage flags specified for %s!", Weapon->CHAR_NAME(UNARTICLED));
1416 festring NewHitVerb = Critical ? " critically " : " ";
1417 NewHitVerb << HitVerb[DamageType];
1418 cchar *const E = HitVerb3rdPersonEnd[DamageType];
1420 if (Enemy->IsPlayer()) {
1421 Msg << GetDescription(DEFINITE) << NewHitVerb << E << " you" << BodyPartDescription;
1422 if (CanBeSeenByPlayer()) Msg << " with " << GetPossessivePronoun() << ' ' << Weapon->GetName(UNARTICLED);
1423 Msg << '!';
1424 } else if (IsPlayer()) {
1425 Msg << "You" << NewHitVerb << ' ' << Enemy->GetDescription(DEFINITE) << BodyPartDescription << '!';
1426 } else if(CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer()) {
1427 Msg << GetDescription(DEFINITE) << NewHitVerb << E << ' ' << Enemy->GetDescription(DEFINITE) << BodyPartDescription;
1428 if (CanBeSeenByPlayer()) Msg << " with " << GetPossessivePronoun() << ' ' << Weapon->GetName(UNARTICLED);
1429 Msg << '!';
1430 } else {
1431 return;
1433 ADD_MESSAGE("%s", Msg.CStr());
1437 item *character::GeneralFindItem (ItemCheckerCB chk) const {
1438 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
1439 item *it = *i;
1440 if (it && chk(it)) return it;
1442 return 0;
1446 static truth isEncryptedScroll (item *i) { return i->IsEncryptedScroll(); }
1447 truth character::HasEncryptedScroll () const {
1448 if (GeneralFindItem(::isEncryptedScroll)) return true;
1449 return combineequipmentpredicates()(this, &item::IsEncryptedScroll, 1);
1453 static truth isElpuriHead (item *i) { return i->IsHeadOfElpuri(); }
1454 truth character::HasHeadOfElpuri () const {
1455 if (GeneralFindItem(::isElpuriHead)) return true;
1456 return combineequipmentpredicates()(this, &item::IsHeadOfElpuri, 1);
1460 static truth isPetrussNut (item *i) { return i->IsPetrussNut(); }
1461 truth character::HasPetrussNut () const {
1462 if (GeneralFindItem(::isPetrussNut)) return true;
1463 return combineequipmentpredicates()(this, &item::IsPetrussNut, 1);
1467 static truth isGoldenEagleShirt (item *i) { return i->IsGoldenEagleShirt(); }
1468 truth character::HasGoldenEagleShirt () const {
1469 if (GeneralFindItem(::isGoldenEagleShirt)) return true;
1470 return combineequipmentpredicates()(this, &item::IsGoldenEagleShirt, 1);
1474 static truth isShadowVeil (item *i) { return i->IsShadowVeil(); }
1475 truth character::HasShadowVeil () const {
1476 if (GeneralFindItem(::isShadowVeil)) return true;
1477 return combineequipmentpredicates()(this, &item::IsShadowVeil, 1);
1481 static truth isLostRubyFlamingSword (item *i) { return i->IsLostRubyFlamingSword(); }
1482 truth character::HasLostRubyFlamingSword () const {
1483 if (GeneralFindItem(::isLostRubyFlamingSword)) return true;
1484 return combineequipmentpredicates()(this, &item::IsLostRubyFlamingSword, 1);
1488 truth character::HasOmmelBlood () const {
1489 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i)
1490 if (i->IsKleinBottle() && i->GetSecondaryMaterial() && i->GetSecondaryMaterial()->GetConfig() == OMMEL_BLOOD) return true;
1492 for (int c = 0; c < GetEquipments(); ++c) {
1493 item *Item = GetEquipment(c);
1495 if (Item && Item->IsKleinBottle() && Item->GetSecondaryMaterial() && Item->GetSecondaryMaterial()->GetConfig() == OMMEL_BLOOD) return true;
1497 return false; //combineequipmentpredicates()(this, &item::IsKleinBottle, 1);
1501 truth character::HasCurdledBlood () const {
1502 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i)
1503 if (i->IsKleinBottle() && i->GetSecondaryMaterial() && i->GetSecondaryMaterial()->GetConfig() == CURDLED_OMMEL_BLOOD) return true;
1505 for (int c = 0; c < GetEquipments(); ++c) {
1506 item *Item = GetEquipment(c);
1508 if (Item && Item->IsKleinBottle() && Item->GetSecondaryMaterial() && Item->GetSecondaryMaterial()->GetConfig() == CURDLED_OMMEL_BLOOD) return true;
1510 return false; //combineequipmentpredicates()(this, &item::IsKleinBottle, 1);
1514 truth character::CurdleOmmelBlood () const {
1515 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
1516 if (i->IsKleinBottle() && i->GetSecondaryMaterial() && i->GetSecondaryMaterial()->GetConfig() == OMMEL_BLOOD) {
1517 i->ChangeSecondaryMaterial(MAKE_MATERIAL(CURDLED_OMMEL_BLOOD));
1518 return true;
1522 for (int c = 0; c < GetEquipments(); ++c) {
1523 item *Item = GetEquipment(c);
1525 if (Item && Item->IsKleinBottle() && Item->GetSecondaryMaterial() && Item->GetSecondaryMaterial()->GetConfig() == OMMEL_BLOOD) {
1526 Item->ChangeSecondaryMaterial(MAKE_MATERIAL(CURDLED_OMMEL_BLOOD));
1527 return true;
1530 return false; //combineequipmentpredicates()(this, &item::IsKleinBottle, 1);
1534 truth character::RemoveCurdledOmmelBlood () {
1535 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
1536 if (i->IsKleinBottle() && i->GetSecondaryMaterial() && i->GetSecondaryMaterial()->GetConfig() == CURDLED_OMMEL_BLOOD) {
1537 (*i)->RemoveFromSlot();
1538 (*i)->SendToHell();
1539 return true;
1543 for (int c = 0; c < GetEquipments(); ++c) {
1544 item *Item = GetEquipment(c);
1546 if (Item && Item->IsKleinBottle() && Item->GetSecondaryMaterial() && Item->GetSecondaryMaterial()->GetConfig() == CURDLED_OMMEL_BLOOD) {
1547 Item->RemoveFromSlot();
1548 Item->SendToHell();
1549 return true;
1552 return false;
1556 int character::GeneralRemoveItem (ItemCheckerCB chk, truth allItems) {
1557 truth done;
1558 int cnt = 0;
1559 // inventory
1560 do {
1561 done = true;
1562 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
1563 item *Item = *i;
1564 if (Item && chk(Item)) {
1565 Item->RemoveFromSlot();
1566 Item->SendToHell();
1567 cnt++;
1568 if (!allItems) return cnt;
1569 done = false;
1570 break;
1573 } while (!done);
1574 // equipments
1575 do {
1576 done = true;
1577 for (int c = 0; c < GetEquipments(); ++c) {
1578 item *Item = GetEquipment(c);
1579 if (Item && chk(Item)) {
1580 Item->RemoveFromSlot();
1581 Item->SendToHell();
1582 cnt++;
1583 if (!allItems) return cnt;
1584 done = false;
1585 break;
1588 } while (!done);
1589 return cnt;
1593 //static truth isEncryptedScroll (item *i) { return i->IsEncryptedScroll(); }
1594 truth character::RemoveEncryptedScroll () { return GeneralRemoveItem(::isEncryptedScroll) != 0; }
1597 static truth isMondedrPass (item *i) { return i->IsMondedrPass(); }
1598 truth character::RemoveMondedrPass () { return GeneralRemoveItem(::isMondedrPass) != 0; }
1601 static truth isRingOfThieves (item *i) { return i->IsRingOfThieves(); }
1602 truth character::RemoveRingOfThieves () { return GeneralRemoveItem(::isRingOfThieves) != 0; }
1605 truth character::RemoveShadowVeil () { return (GeneralRemoveItem(::isShadowVeil) != 0); }
1608 truth character::ReadItem (item *ToBeRead) {
1609 if (!ToBeRead->CanBeRead(this)) {
1610 if (IsPlayer()) ADD_MESSAGE("You can't read this.");
1611 return false;
1613 if (!GetLSquareUnder()->IsDark() || game::GetSeeWholeMapCheatMode()) {
1614 if (StateIsActivated(CONFUSED) && !(RAND()&7)) {
1615 if (!ToBeRead->IsDestroyable(this)) {
1616 ADD_MESSAGE("You read some words of %s and understand exactly nothing.", ToBeRead->CHAR_NAME(DEFINITE));
1617 } else {
1618 ADD_MESSAGE("%s is very confusing. Or perhaps you are just too confused?", ToBeRead->CHAR_NAME(DEFINITE));
1619 ActivateRandomState(SRC_CONFUSE_READ, 1000+RAND()%1500);
1620 ToBeRead->RemoveFromSlot();
1621 ToBeRead->SendToHell();
1623 EditAP(-1000);
1624 return true;
1626 if (ToBeRead->Read(this)) {
1627 if (!game::WizardModeIsActive()) {
1628 /* This AP is used to take the stuff out of backpack */
1629 DexterityAction(5);
1631 return true;
1633 return false;
1635 if (IsPlayer()) ADD_MESSAGE("It's too dark here to read.");
1636 return false;
1640 void character::CalculateBurdenState () {
1641 int OldBurdenState = BurdenState;
1642 sLong SumOfMasses = GetCarriedWeight();
1643 sLong CarryingStrengthUnits = sLong(GetCarryingStrength())*2500;
1644 if (SumOfMasses > (CarryingStrengthUnits << 1) + CarryingStrengthUnits) BurdenState = OVER_LOADED;
1645 else if (SumOfMasses > CarryingStrengthUnits << 1) BurdenState = STRESSED;
1646 else if (SumOfMasses > CarryingStrengthUnits) BurdenState = BURDENED;
1647 else BurdenState = UNBURDENED;
1648 if (!IsInitializing() && BurdenState != OldBurdenState) CalculateBattleInfo();
1652 void character::Save (outputfile &SaveFile) const {
1653 SaveFile << (uShort)GetType();
1654 Stack->Save(SaveFile);
1655 SaveFile << ID;
1656 for (int c = 0; c < BASE_ATTRIBUTES; ++c) SaveFile << BaseExperience[c];
1658 SaveFile << ExpModifierMap;
1659 SaveFile << NP << AP << Stamina << GenerationDanger << ScienceTalks << CounterToMindWormHatch;
1660 SaveFile << TemporaryState << EquipmentState << Money << GoingTo << RegenerationCounter << Route << Illegal;
1661 SaveFile << CurrentSweatMaterial;
1662 SaveFile.Put(!!IsEnabled());
1663 SaveFile << HomeData << BlocksSinceLastTurn << CommandFlags;
1664 SaveFile << WarnFlags << (uShort)Flags;
1666 for (int c = 0; c < BodyParts; ++c) SaveFile << BodyPartSlot[c] << OriginalBodyPartID[c];
1668 SaveLinkedList(SaveFile, TrapData);
1669 SaveFile << Action;
1671 for (int c = 0; c < STATES; ++c) SaveFile << TemporaryStateCounter[c];
1673 if (GetTeam()) {
1674 SaveFile.Put(true);
1675 SaveFile << Team->GetID(); // feuLong
1676 } else {
1677 SaveFile.Put(false);
1680 if (GetTeam() && GetTeam()->GetLeader() == this) SaveFile.Put(true); else SaveFile.Put(false);
1682 SaveFile << AssignedName << PolymorphBackup;
1684 for (int c = 0; c < AllowedWeaponSkillCategories; ++c) SaveFile << CWeaponSkill[c];
1686 SaveFile << (uShort)GetConfig();
1690 void character::Load (inputfile &SaveFile) {
1691 LoadSquaresUnder();
1692 Stack->Load(SaveFile);
1693 SaveFile >> ID;
1694 game::AddCharacterID(this, ID);
1696 for (int c = 0; c < BASE_ATTRIBUTES; ++c) SaveFile >> BaseExperience[c];
1698 SaveFile >> ExpModifierMap;
1699 SaveFile >> NP >> AP >> Stamina >> GenerationDanger >> ScienceTalks >> CounterToMindWormHatch;
1700 SaveFile >> TemporaryState >> EquipmentState >> Money >> GoingTo >> RegenerationCounter >> Route >> Illegal;
1701 SaveFile >> CurrentSweatMaterial;
1703 if (!SaveFile.Get()) Disable();
1705 SaveFile >> HomeData >> BlocksSinceLastTurn >> CommandFlags;
1706 SaveFile >> WarnFlags;
1707 WarnFlags &= ~WARNED;
1708 Flags |= ReadType(uShort, SaveFile) & ~ENTITY_FLAGS;
1710 for (int c = 0; c < BodyParts; ++c) {
1711 SaveFile >> BodyPartSlot[c] >> OriginalBodyPartID[c];
1712 item *BodyPart = *BodyPartSlot[c];
1713 if (BodyPart) BodyPart->Disable();
1716 LoadLinkedList(SaveFile, TrapData);
1717 SaveFile >> Action;
1719 if (Action) Action->SetActor(this);
1721 for (int c = 0; c < STATES; ++c) SaveFile >> TemporaryStateCounter[c];
1723 if (SaveFile.Get()) SetTeam(game::GetTeam(ReadType(feuLong, SaveFile)));
1725 if (SaveFile.Get()) GetTeam()->SetLeader(this);
1727 SaveFile >> AssignedName >> PolymorphBackup;
1729 for (int c = 0; c < AllowedWeaponSkillCategories; ++c) SaveFile >> CWeaponSkill[c];
1731 databasecreator<character>::InstallDataBase(this, ReadType(uShort, SaveFile));
1733 if (IsEnabled() && !game::IsInWilderness()) {
1734 for (int c = 1; c < GetSquaresUnder(); ++c) GetSquareUnder(c)->SetCharacter(this);
1738 const fearray<festring> &lt = GetLevelTags();
1739 if (lt.Size > 1) {
1740 fprintf(stderr, "====\n");
1741 for (uInt f = 0; f < lt.Size; ++f) fprintf(stderr, " %u: [%s]\n", f, lt[f].CStr());
1747 truth character::Engrave (cfestring &What) {
1748 GetLSquareUnder()->Engrave(What);
1749 return true;
1752 truth character::MoveRandomly () {
1753 if (!IsEnabled()) return false;
1754 for (int c = 0; c < 10; ++c) {
1755 v2 ToTry = game::GetMoveVector(RAND()&7);
1756 if (GetLevel()->IsValidPos(GetPos()+ToTry)) {
1757 lsquare *Square = GetNearLSquare(GetPos()+ToTry);
1758 if (!Square->IsDangerous(this) && !Square->IsScary(this) && TryMove(ToTry, false, false)) return true;
1761 return false;
1765 truth character::TestForPickup (item *ToBeTested) const {
1766 if (MakesBurdened(ToBeTested->GetWeight()+GetCarriedWeight())) return false;
1767 return true;
1771 void character::AddScoreEntry (cfestring &Description, double Multiplier, truth AddEndLevel) const {
1772 if (!game::WizardModeIsReallyActive()) {
1773 highscore HScore;
1774 if (!HScore.CheckVersion()) {
1775 if (game::Menu(0, v2(RES.X >> 1, RES.Y >> 1), CONST_S("The highscore version doesn't match.\rDo you want to erase previous records and start a new file?\rNote, if you answer no, the score of your current game will be lost!\r"), CONST_S("Yes\rNo\r"), LIGHT_GRAY)) return;
1776 HScore.Clear();
1778 festring Desc = game::GetPlayerName();
1779 Desc << ", " << Description;
1780 if (AddEndLevel) Desc << " in "+(game::IsInWilderness() ? "the world map" : game::GetCurrentDungeon()->GetLevelDescription(game::GetCurrentLevelIndex()));
1781 HScore.Add(sLong(game::GetScore()*Multiplier), Desc);
1782 HScore.Save();
1787 truth character::CheckDeath (cfestring &Msg, ccharacter *Murderer, feuLong DeathFlags) {
1788 if (!IsEnabled()) return true;
1789 if (game::IsSumoWrestling() && IsDead()) {
1790 game::EndSumoWrestling(!!IsPlayer());
1791 return true;
1793 if (DeathFlags & FORCE_DEATH || IsDead()) {
1794 if (Murderer && Murderer->IsPlayer() && GetTeam()->GetKillEvilness()) game::DoEvilDeed(GetTeam()->GetKillEvilness());
1795 festring SpecifierMsg;
1796 int SpecifierParts = 0;
1797 if (GetPolymorphBackup()) {
1798 SpecifierMsg << " polymorphed into ";
1799 id::AddName(SpecifierMsg, INDEFINITE);
1800 ++SpecifierParts;
1802 if (!(DeathFlags & IGNORE_TRAPS) && IsStuck()) {
1803 if (SpecifierParts++) SpecifierMsg << " and";
1804 SpecifierMsg << " caught in " << GetTrapDescription();
1806 if (GetAction() && !(DeathFlags & IGNORE_UNCONSCIOUSNESS && GetAction()->IsUnconsciousness())) {
1807 festring ActionMsg = GetAction()->GetDeathExplanation();
1808 if (!ActionMsg.IsEmpty()) {
1809 if (SpecifierParts > 1) {
1810 SpecifierMsg = ActionMsg << ',' << SpecifierMsg;
1811 } else {
1812 if (SpecifierParts) SpecifierMsg << " and";
1813 SpecifierMsg << ActionMsg;
1815 ++SpecifierParts;
1818 festring NewMsg = Msg;
1819 if (Murderer == this) {
1820 SEARCH_N_REPLACE(NewMsg, "@bkp", CONST_S("by ") + GetPossessivePronoun(false) + " own");
1821 SEARCH_N_REPLACE(NewMsg, "@bk", CONST_S("by ") + GetObjectPronoun(false) + "self");
1822 SEARCH_N_REPLACE(NewMsg, "@k", GetObjectPronoun(false) + "self");
1823 } else {
1824 SEARCH_N_REPLACE(NewMsg, "@bkp", CONST_S("by ") + Murderer->GetName(INDEFINITE) + "'s");
1825 SEARCH_N_REPLACE(NewMsg, "@bk", CONST_S("by ") + Murderer->GetName(INDEFINITE));
1826 SEARCH_N_REPLACE(NewMsg, "@k", CONST_S("by ") + Murderer->GetName(INDEFINITE));
1828 if (SpecifierParts) NewMsg << " while" << SpecifierMsg;
1829 if (IsPlayer() && game::WizardModeIsActive()) ADD_MESSAGE("Death message: %s. Score: %d.", NewMsg.CStr(), game::GetScore());
1830 Die(Murderer, NewMsg, DeathFlags);
1831 return true;
1833 return false;
1837 truth character::CheckStarvationDeath (cfestring &Msg) {
1838 if (GetNP() < 1 && UsesNutrition()) return CheckDeath(Msg, 0, FORCE_DEATH);
1839 return false;
1843 void character::ThrowItem (int Direction, item *ToBeThrown) {
1844 if (Direction > 7) ABORT("Throw in TOO odd direction...");
1845 ToBeThrown->Fly(this, Direction, GetAttribute(ARM_STRENGTH));
1849 void character::HasBeenHitByItem (character *Thrower, item *Thingy, int Damage, double ToHitValue, int Direction) {
1850 if (IsPlayer()) ADD_MESSAGE("%s hits you.", Thingy->CHAR_NAME(DEFINITE));
1851 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s hits %s.", Thingy->CHAR_NAME(DEFINITE), CHAR_NAME(DEFINITE));
1852 int BodyPart = ChooseBodyPartToReceiveHit(ToHitValue, DodgeValue);
1853 int WeaponSkillHits = Thrower ? CalculateWeaponSkillHits(Thrower) : 0;
1854 int DoneDamage = ReceiveBodyPartDamage(Thrower, Damage, PHYSICAL_DAMAGE, BodyPart, Direction);
1855 truth Succeeded = (GetBodyPart(BodyPart) && HitEffect(Thrower, Thingy, Thingy->GetPos(), THROW_ATTACK, BodyPart, Direction, !DoneDamage, false, DoneDamage)) || DoneDamage;
1856 if (Succeeded && Thrower) Thrower->WeaponSkillHit(Thingy, THROW_ATTACK, WeaponSkillHits);
1857 festring DeathMsg = CONST_S("killed by a flying ")+Thingy->GetName(UNARTICLED);
1858 if (CheckDeath(DeathMsg, Thrower)) return;
1859 if (Thrower) {
1860 if (Thrower->CanBeSeenByPlayer())
1861 DeActivateVoluntaryAction(CONST_S("The attack of ")+Thrower->GetName(DEFINITE)+CONST_S(" interrupts you."));
1862 else
1863 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
1864 } else {
1865 DeActivateVoluntaryAction(CONST_S("The hit interrupts you."));
1870 truth character::DodgesFlyingItem (item *Item, double ToHitValue) {
1871 return !Item->EffectIsGood() && RAND() % int(100+ToHitValue/DodgeValue*100) < 100;
1875 void character::GetPlayerCommand () {
1876 command *cmd;
1877 truth HasActed = false;
1878 while (!HasActed) {
1879 game::DrawEverything();
1880 if (game::GetDangerFound() && !StateIsActivated(FEARLESS)) {
1881 if (game::GetDangerFound() > 500.) {
1882 if (game::GetCausePanicFlag()) {
1883 game::SetCausePanicFlag(false);
1884 BeginTemporaryState(PANIC, 500+RAND_N(500));
1886 game::AskForEscPress(CONST_S("You are horrified by your situation!"));
1887 } else if (ivanconfig::GetWarnAboutDanger()) {
1888 if (game::GetDangerFound() > 50.) game::AskForEscPress(CONST_S("You sense great danger!"));
1889 else game::AskForEscPress(CONST_S("You sense danger!"));
1891 game::SetDangerFound(0);
1893 game::SetIsInGetCommand(true);
1894 int Key = GET_KEY();
1895 game::SetIsInGetCommand(false);
1896 if (Key != '+' && Key != '-' && Key != 'M') msgsystem::ThyMessagesAreNowOld(); // gum
1897 truth ValidKeyPressed = false;
1899 for (int c = 0; c < DIRECTION_COMMAND_KEYS; ++c) {
1900 if (Key == game::GetMoveCommandKey(c)) {
1901 HasActed = TryMove(ApplyStateModification(game::GetMoveVector(c)), true, game::PlayerIsRunning());
1902 ValidKeyPressed = true;
1906 if (!ValidKeyPressed) {
1907 for (int c = 0; (cmd = commandsystem::GetCommand(c)); ++c) {
1908 /* k8 */
1909 /* Numpad aliases for most commonly used commands */
1910 if (Key == KEY_DEL && cmd->GetName() == "Eat") Key = cmd->GetKey();
1911 if (Key == KEY_INS && cmd->GetName() == "PickUp") Key = cmd->GetKey();
1912 if (Key == KEY_PLUS && cmd->GetName() == "EquipmentScreen") Key = cmd->GetKey();
1913 /* k8 */
1914 if (Key == cmd->GetKey()) {
1915 if (game::IsInWilderness() && !commandsystem::GetCommand(c)->IsUsableInWilderness()) {
1916 ADD_MESSAGE("This function cannot be used while in wilderness.");
1917 } else if (!game::WizardModeIsActive() && commandsystem::GetCommand(c)->IsWizardModeFunction()) {
1918 ADD_MESSAGE("Activate wizardmode to use this function.");
1919 } else {
1920 HasActed = commandsystem::GetCommand(c)->GetLinkedFunction()(this);
1922 ValidKeyPressed = true;
1923 break;
1927 if (!ValidKeyPressed) ADD_MESSAGE("Unknown key. Press '?' for a list of commands.");
1929 game::IncreaseTurn();
1933 void character::Vomit (v2 Pos, int Amount, truth ShowMsg) {
1934 if (!CanVomit()) return;
1935 if (ShowMsg) {
1936 if (IsPlayer()) ADD_MESSAGE("You vomit.");
1937 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s vomits.", CHAR_NAME(DEFINITE));
1939 if (VomittingIsUnhealthy()) {
1940 EditExperience(ARM_STRENGTH, -75, 1 << 9);
1941 EditExperience(LEG_STRENGTH, -75, 1 << 9);
1943 if (IsPlayer()) {
1944 EditNP(-2500-RAND()%2501);
1945 CheckStarvationDeath(CONST_S("vomited himself to death"));
1947 if (StateIsActivated(PARASITIZED) && !(RAND() & 7)) {
1948 if (IsPlayer()) ADD_MESSAGE("You notice a dead broad tapeworm among your former stomach contents.");
1949 DeActivateTemporaryState(PARASITIZED);
1951 if (!game::IsInWilderness()) {
1952 GetNearLSquare(Pos)->ReceiveVomit(this, liquid::Spawn(GetVomitMaterial(), sLong(sqrt(GetBodyVolume())*Amount/1000)));
1957 truth character::Polymorph (character *NewForm, int Counter) {
1958 if (!IsPolymorphable() || (!IsPlayer() && game::IsInWilderness())) {
1959 delete NewForm;
1960 return false;
1962 RemoveTraps();
1963 if (GetAction()) GetAction()->Terminate(false);
1964 NewForm->SetAssignedName("");
1965 if (IsPlayer())
1966 ADD_MESSAGE("Your body glows in a crimson light. You transform into %s!", NewForm->CHAR_NAME(INDEFINITE));
1967 else if (CanBeSeenByPlayer())
1968 ADD_MESSAGE("%s glows in a crimson light and %s transforms into %s!", CHAR_NAME(DEFINITE), GetPersonalPronoun().CStr(), NewForm->CHAR_NAME(INDEFINITE));
1970 Flags |= C_IN_NO_MSG_MODE;
1971 NewForm->Flags |= C_IN_NO_MSG_MODE;
1972 NewForm->ChangeTeam(GetTeam());
1973 NewForm->GenerationDanger = GenerationDanger;
1974 NewForm->mOnEvents = this->mOnEvents;
1976 if (GetTeam()->GetLeader() == this) GetTeam()->SetLeader(NewForm);
1978 v2 Pos = GetPos();
1979 Remove();
1980 NewForm->PutToOrNear(Pos);
1981 NewForm->SetAssignedName(GetAssignedName());
1982 NewForm->ActivateTemporaryState(POLYMORPHED);
1983 NewForm->SetTemporaryStateCounter(POLYMORPHED, Counter);
1985 if (TemporaryStateIsActivated(POLYMORPHED)) {
1986 NewForm->SetPolymorphBackup(GetPolymorphBackup());
1987 SetPolymorphBackup(0);
1988 SendToHell();
1989 } else {
1990 NewForm->SetPolymorphBackup(this);
1991 Flags |= C_POLYMORPHED;
1992 Disable();
1995 GetStack()->MoveItemsTo(NewForm->GetStack());
1996 NewForm->SetMoney(GetMoney());
1997 DonateEquipmentTo(NewForm);
1998 Flags &= ~C_IN_NO_MSG_MODE;
1999 NewForm->Flags &= ~C_IN_NO_MSG_MODE;
2000 NewForm->CalculateAll();
2002 if (IsPlayer()) {
2003 Flags &= ~C_PLAYER;
2004 game::SetPlayer(NewForm);
2005 game::SendLOSUpdateRequest();
2006 UpdateESPLOS();
2009 NewForm->TestWalkability();
2010 return true;
2014 void character::BeKicked (character *Kicker, item *Boot, bodypart *Leg, v2 HitPos, double KickDamage,
2015 double ToHitValue, int Success, int Direction, truth Critical, truth ForceHit)
2017 //FIXME: other args
2018 game::ClearEventData();
2019 game::mActor = Kicker;
2020 if (game::RunOnCharEvent(this, CONST_S("before_be_kicked"))) { game::ClearEventData(); return; }
2021 game::ClearEventData();
2022 game::mActor = 0;
2023 auto hitres = (TakeHit(Kicker, Boot, Leg, HitPos, KickDamage, ToHitValue, Success, KICK_ATTACK, Direction, Critical, ForceHit));
2024 if (hitres == HAS_HIT || hitres == HAS_BLOCKED || hitres == DID_NO_DAMAGE) {
2025 if (IsEnabled() && !CheckBalance(KickDamage)) {
2026 if (IsPlayer()) ADD_MESSAGE("The kick throws you off balance.");
2027 else if (Kicker->IsPlayer()) ADD_MESSAGE("The kick throws %s off balance.", CHAR_DESCRIPTION(DEFINITE));
2028 v2 FallToPos = GetPos()+game::GetMoveVector(Direction);
2029 FallTo(Kicker, FallToPos);
2035 /* Return true if still in balance */
2036 truth character::CheckBalance (double KickDamage) {
2037 return !CanMove() || IsStuck() || !KickDamage || (!IsFlying() && KickDamage*5 < RAND()%GetSize());
2041 void character::FallTo (character *GuiltyGuy, v2 Where) {
2042 EditAP(-500);
2043 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
2044 int Squares = CalculateNewSquaresUnder(MoveToSquare, Where);
2045 if (Squares) {
2046 truth NoRoom = false;
2047 for (int c = 0; c < Squares; ++c) {
2048 olterrain *Terrain = MoveToSquare[c]->GetOLTerrain();
2049 if (Terrain && !CanMoveOn(Terrain)) { NoRoom = true; break; }
2051 if (NoRoom) {
2052 if (HasHead()) {
2053 if (IsPlayer()) ADD_MESSAGE("You hit your head on the wall.");
2054 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s hits %s head on the wall.", CHAR_NAME(DEFINITE), GetPossessivePronoun().CStr());
2056 ReceiveDamage(GuiltyGuy, 1+RAND()%5, PHYSICAL_DAMAGE, HEAD);
2057 CheckDeath(CONST_S("killed by hitting a wall due to being kicked @bk"), GuiltyGuy);
2058 } else {
2059 if (IsFreeForMe(MoveToSquare[0])) Move(Where, true);
2060 // Place code that handles characters bouncing to each other here
2066 truth character::CheckCannibalism (cmaterial *What) const {
2067 return GetTorso()->GetMainMaterial()->IsSameAs(What);
2071 void character::StandIdleAI () {
2072 SeekLeader(GetLeader());
2073 if (CheckForEnemies(true, true, true)) return;
2074 if (CheckForUsefulItemsOnGround()) return;
2075 if (FollowLeader(GetLeader())) return;
2076 if (CheckForDoors()) return;
2077 if (MoveTowardsHomePos()) return;
2078 if (CheckSadism()) return;
2079 EditAP(-1000);
2083 truth character::LoseConsciousness (int Counter, truth HungerFaint) {
2084 if (!AllowUnconsciousness()) return false;
2085 action *Action = GetAction();
2086 if (Action) {
2087 if (HungerFaint && !Action->AllowUnconsciousness()) return false;
2088 if (Action->IsUnconsciousness()) {
2089 static_cast<unconsciousness *>(Action)->RaiseCounterTo(Counter);
2090 return true;
2092 Action->Terminate(false);
2094 if (IsPlayer()) ADD_MESSAGE("You lose consciousness.");
2095 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s loses consciousness.", CHAR_NAME(DEFINITE));
2096 unconsciousness *Unconsciousness = unconsciousness::Spawn(this);
2097 Unconsciousness->SetCounter(Counter);
2098 SetAction(Unconsciousness);
2099 return true;
2103 void character::DeActivateVoluntaryAction (cfestring &Reason) {
2104 if (GetAction() && GetAction()->IsVoluntary()) {
2105 if (IsPlayer()) {
2106 if (Reason.GetSize()) ADD_MESSAGE("%s", Reason.CStr());
2107 if (game::TruthQuestion(CONST_S("Continue ")+GetAction()->GetDescription()+"?")) GetAction()->ActivateInDNDMode();
2108 else GetAction()->Terminate(false);
2109 } else {
2110 GetAction()->Terminate(false);
2116 void character::ActionAutoTermination () {
2117 if (!GetAction() || !GetAction()->IsVoluntary() || GetAction()->InDNDMode()) return;
2118 v2 Pos = GetPos();
2119 for (int c = 0; c < game::GetTeams(); ++c) {
2120 if (GetTeam()->GetRelation(game::GetTeam(c)) == HOSTILE) {
2121 for (std::list<character *>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
2122 character *ch = *i;
2123 if (ch->IsEnabled() && ch->CanBeSeenBy(this, false, true) && (ch->CanMove() || ch->GetPos().IsAdjacent(Pos)) && ch->CanAttack()) {
2124 if (IsPlayer()) {
2125 ADD_MESSAGE("%s seems to be hostile.", ch->CHAR_NAME(DEFINITE));
2126 if (game::TruthQuestion(CONST_S("Continue ")+GetAction()->GetDescription()+"?")) GetAction()->ActivateInDNDMode();
2127 else GetAction()->Terminate(false);
2128 } else {
2129 GetAction()->Terminate(false);
2131 return;
2139 truth character::CheckForEnemies (truth CheckDoors, truth CheckGround, truth MayMoveRandomly, truth RunTowardsTarget) {
2140 if (!IsEnabled()) return false;
2141 truth HostileCharsNear = false;
2142 character *NearestChar = 0;
2143 sLong NearestDistance = 0x7FFFFFFF;
2144 v2 Pos = GetPos();
2145 for (int c = 0; c < game::GetTeams(); ++c) {
2146 if (GetTeam()->GetRelation(game::GetTeam(c)) == HOSTILE) {
2147 for (std::list<character*>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
2148 character *ch = *i;
2149 if (ch->IsEnabled() && GetAttribute(WISDOM) < ch->GetAttackWisdomLimit()) {
2150 sLong ThisDistance = Max<sLong>(abs(ch->GetPos().X - Pos.X), abs(ch->GetPos().Y - Pos.Y));
2151 if (ThisDistance <= GetLOSRangeSquare()) HostileCharsNear = true;
2152 if ((ThisDistance < NearestDistance || (ThisDistance == NearestDistance && !(RAND() % 3))) &&
2153 ch->CanBeSeenBy(this, false, IsGoingSomeWhere()) &&
2154 (!IsGoingSomeWhere() || HasClearRouteTo(ch->GetPos()))) {
2155 NearestChar = ch;
2156 NearestDistance = ThisDistance;
2163 if (NearestChar) {
2164 if (GetAttribute(INTELLIGENCE) >= 10 || IsSpy()) game::CallForAttention(GetPos(), 100);
2165 if (SpecialEnemySightedReaction(NearestChar)) return true;
2166 if (IsExtraCoward() && !StateIsActivated(PANIC) && NearestChar->GetRelativeDanger(this) >= 0.5 && !StateIsActivated(FEARLESS)) {
2167 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s sees %s.", CHAR_NAME(DEFINITE), NearestChar->CHAR_DESCRIPTION(DEFINITE));
2168 BeginTemporaryState(PANIC, 500+RAND()%500);
2170 if (!IsRetreating()) {
2171 if (CheckGround && NearestDistance > 2 && CheckForUsefulItemsOnGround(false)) return true;
2172 SetGoingTo(NearestChar->GetPos());
2173 } else {
2174 SetGoingTo(Pos-((NearestChar->GetPos()-Pos)<<4));
2176 return MoveTowardsTarget(true);
2177 } else {
2178 character *Leader = GetLeader();
2179 if (Leader == this) Leader = 0;
2180 if (!Leader && IsGoingSomeWhere()) {
2181 if (!MoveTowardsTarget(RunTowardsTarget)) {
2182 TerminateGoingTo();
2183 return false;
2184 } else {
2185 if (!IsEnabled()) return true;
2186 if (GetPos() == GoingTo) TerminateGoingTo();
2187 return true;
2189 } else {
2190 if ((!Leader || (Leader && !IsGoingSomeWhere())) && HostileCharsNear) {
2191 if (CheckDoors && CheckForDoors()) return true;
2192 if (CheckGround && CheckForUsefulItemsOnGround()) return true;
2193 if (MayMoveRandomly && MoveRandomly()) return true; // one has heard that an enemy is near but doesn't know where
2195 return false;
2201 truth character::CheckForDoors () {
2202 if (!CanOpen() || !IsEnabled()) return false;
2203 for (int d = 0; d < GetNeighbourSquares(); ++d) {
2204 lsquare *Square = GetNeighbourLSquare(d);
2205 if (Square && Square->GetOLTerrain() && Square->GetOLTerrain()->Open(this)) return true;
2207 return false;
2211 truth character::CheckForUsefulItemsOnGround (truth CheckFood) {
2212 if (StateIsActivated(PANIC) || !IsEnabled()) return false;
2213 itemvector ItemVector;
2214 GetStackUnder()->FillItemVector(ItemVector);
2215 for (uInt c = 0; c < ItemVector.size(); ++c) {
2216 if (ItemVector[c]->CanBeSeenBy(this) && ItemVector[c]->IsPickable(this)) {
2217 if (!(CommandFlags & DONT_CHANGE_EQUIPMENT) && TryToEquip(ItemVector[c])) return true;
2218 if (CheckFood && UsesNutrition() && !CheckIfSatiated() && TryToConsume(ItemVector[c])) return true;
2219 if (IsRangedAttacker() && (ItemVector[c])->GetThrowItemTypes() && TryToAddToInventory(ItemVector[c])) return true;
2222 return false;
2226 truth character::TryToAddToInventory (item *Item) {
2227 if (!(GetBurdenState() > STRESSED) || !CanUseEquipment() || Item->GetSquaresUnder() != 1) return false;
2228 room *Room = GetRoom();
2229 if (!Room || Room->PickupItem(this, Item, 1)) {
2230 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s picks up %s from the ground.", CHAR_NAME(DEFINITE), Item->CHAR_NAME(INDEFINITE));
2231 Item->MoveTo(GetStack());
2232 DexterityAction(5);
2233 return true;
2235 return false;
2239 truth character::CheckInventoryForItemToThrow (item *ToBeChecked) {
2240 return (ToBeChecked->GetThrowItemTypes() & GetWhatThrowItemTypesToThrow()) ? true : false; //hehe
2244 truth character::CheckThrowItemOpportunity () {
2245 if (!IsRangedAttacker() || !CanThrow() || !IsHumanoid() || !IsSmall() || !IsEnabled()) return false; // total gum
2246 //fprintf(stderr, "character::CheckThrowItemOpportunity...\n");
2247 // Steps:
2248 // (1) - Acquire target as nearest enemy
2249 // (2) - Check that this enemy is in range, and is in appropriate direction; no friendly fire!
2250 // (3) - check inventory for throwing weapon, select this weapon
2251 // (4) - throw item in direction where the enemy is
2253 //Check the visible area for hostiles
2254 int ThrowDirection = 0;
2255 int TargetFound = 0;
2256 v2 Pos = GetPos();
2257 v2 TestPos;
2258 int RangeMax = GetLOSRange();
2259 int CandidateDirections[7] = {0, 0, 0, 0, 0, 0, 0};
2260 int HostileFound = 0;
2261 item *ToBeThrown = 0;
2262 level *Level = GetLevel();
2264 for (int r = 1; r <= RangeMax; ++r) {
2265 for (int dir = 0; dir < MDIR_STAND; ++dir) {
2267 switch (dir) {
2268 case 0: TestPos = v2(Pos.X-r, Pos.Y-r); break;
2269 case 1: TestPos = v2(Pos.X, Pos.Y-r); break;
2270 case 2: TestPos = v2(Pos.X+r, Pos.Y-r); break;
2271 case 3: TestPos = v2(Pos.X-r, Pos.Y); break;
2272 case 4: TestPos = v2(Pos.X+r, Pos.Y); break;
2273 case 5: TestPos = v2(Pos.X-r, Pos.Y+r); break;
2274 case 6: TestPos = v2(Pos.X, Pos.Y+r); break;
2275 case 7: TestPos = v2(Pos.X+r, Pos.Y+r); break;
2277 if (Level->IsValidPos(TestPos)) {
2278 square *TestSquare = GetNearSquare(TestPos);
2279 character *Dude = TestSquare->GetCharacter();
2281 if (Dude && Dude->IsEnabled() && Dude->CanBeSeenBy(this, false, true)) {
2282 if (GetRelation(Dude) != HOSTILE) CandidateDirections[dir] = BLOCKED;
2283 else if (GetRelation(Dude) == HOSTILE && CandidateDirections[dir] != BLOCKED) {
2284 //then load this candidate position direction into the vector of possible throw directions
2285 CandidateDirections[dir] = SUCCESS;
2286 HostileFound = 1;
2293 if (HostileFound) {
2294 for (int dir = 0; dir < MDIR_STAND; ++dir) {
2295 if (CandidateDirections[dir] == SUCCESS && !TargetFound) {
2296 ThrowDirection = dir;
2297 TargetFound = 1;
2298 break;
2301 if (!TargetFound) return false;
2302 } else {
2303 return false;
2305 //fprintf(stderr, "throw: has target.\n");
2306 // check inventory for throwing weapon
2307 itemvector ItemVector;
2308 GetStack()->FillItemVector(ItemVector);
2309 for (uInt c = 0; c < ItemVector.size(); ++c) {
2310 if (ItemVector[c]->IsThrowingWeapon()) {
2311 ToBeThrown = ItemVector[c];
2312 break;
2315 if (!ToBeThrown) return false;
2316 //fprintf(stderr, "throw: has throwing weapon.\n");
2317 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s throws %s.", CHAR_NAME(DEFINITE), ToBeThrown->CHAR_NAME(INDEFINITE));
2318 ThrowItem(ThrowDirection, ToBeThrown);
2319 EditExperience(ARM_STRENGTH, 75, 1<<8);
2320 EditExperience(DEXTERITY, 75, 1<<8);
2321 EditExperience(PERCEPTION, 75, 1<<8);
2322 EditNP(-50);
2323 DexterityAction(5);
2324 TerminateGoingTo();
2325 return true;
2329 truth character::CheckAIZapOpportunity () {
2330 if (/*!IsRangedAttacker() || */ !CanZap() || !IsHumanoid() || !IsSmall() || !IsEnabled()) return false; // total gum
2331 // Steps:
2332 // (1) - Acquire target as nearest enemy
2333 // (2) - Check that this enemy is in range, and is in appropriate direction; no friendly fire!
2334 // (3) - check inventory for zappable item
2335 // (4) - zap item in direction where the enemy is
2336 //Check the rest of the visible area for hostiles
2337 v2 Pos = GetPos();
2338 v2 TestPos;
2339 int SensibleRange = 5;
2340 int RangeMax = GetLOSRange();
2341 if (RangeMax < SensibleRange) SensibleRange = RangeMax;
2342 int CandidateDirections[7] = {0, 0, 0, 0, 0, 0, 0};
2343 int HostileFound = 0;
2344 int ZapDirection = 0;
2345 int TargetFound = 0;
2346 item *ToBeZapped = 0;
2347 level *Level = GetLevel();
2349 for (int r = 2; r <= SensibleRange; ++r) {
2350 for (int dir = 0; dir < MDIR_STAND; ++dir) {
2351 switch (dir) {
2352 case 0: TestPos = v2(Pos.X-r, Pos.Y-r); break;
2353 case 1: TestPos = v2(Pos.X, Pos.Y-r); break;
2354 case 2: TestPos = v2(Pos.X+r, Pos.Y-r); break;
2355 case 3: TestPos = v2(Pos.X-r, Pos.Y); break;
2356 case 4: TestPos = v2(Pos.X+r, Pos.Y); break;
2357 case 5: TestPos = v2(Pos.X-r, Pos.Y+r); break;
2358 case 6: TestPos = v2(Pos.X, Pos.Y+r); break;
2359 case 7: TestPos = v2(Pos.X+r, Pos.Y+r); break;
2361 if (Level->IsValidPos(TestPos)) {
2362 square *TestSquare = GetNearSquare(TestPos);
2363 character *Dude = TestSquare->GetCharacter();
2365 if (Dude && Dude->IsEnabled() && Dude->CanBeSeenBy(this, false, true)) {
2366 if (GetRelation(Dude) != HOSTILE) CandidateDirections[dir] = BLOCKED;
2367 else if (GetRelation(Dude) == HOSTILE && CandidateDirections[dir] != BLOCKED) {
2368 //then load this candidate position direction into the vector of possible zap directions
2369 CandidateDirections[dir] = SUCCESS;
2370 HostileFound = 1;
2377 if (HostileFound) {
2378 for (int dir = 0; dir < MDIR_STAND; ++dir) {
2379 if (CandidateDirections[dir] == SUCCESS && !TargetFound) {
2380 ZapDirection = dir;
2381 TargetFound = 1;
2382 break;
2385 if (!TargetFound) return false;
2386 } else {
2387 return false;
2389 // check inventory for zappable item
2390 itemvector ItemVector;
2391 GetStack()->FillItemVector(ItemVector);
2392 for (unsigned int c = 0; c < ItemVector.size(); ++c) {
2393 if (ItemVector[c]->GetMinCharges() > 0 && ItemVector[c]->GetPrice()) {
2394 // bald-faced gum solution for choosing zappables that have shots left.
2395 // MinCharges needs to be replaced. Empty wands have zero price!
2396 ToBeZapped = ItemVector[c];
2397 break;
2400 if (!ToBeZapped) return false;
2401 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s zaps %s.", CHAR_NAME(DEFINITE), ToBeZapped->CHAR_NAME(INDEFINITE));
2402 if (ToBeZapped->Zap(this, GetPos(), ZapDirection)) {
2403 EditAP(-100000/APBonus(GetAttribute(PERCEPTION)));
2404 return true;
2405 } else {
2406 return false;
2408 TerminateGoingTo();
2409 return true;
2413 truth character::FollowLeader (character *Leader) {
2414 if (!Leader || Leader == this || !IsEnabled()) return false;
2415 if ((CommandFlags&FOLLOW_LEADER) && Leader->CanBeSeenBy(this) && Leader->SquareUnderCanBeSeenBy(this, true)) {
2416 v2 Distance = GetPos()-GoingTo;
2417 if (abs(Distance.X) <= 2 && abs(Distance.Y) <= 2) return false;
2418 return MoveTowardsTarget(false);
2420 if (IsGoingSomeWhere()) {
2421 if (!MoveTowardsTarget(true)) {
2422 TerminateGoingTo();
2423 return false;
2425 return true;
2427 return false;
2431 void character::SeekLeader (ccharacter *Leader) {
2432 if (Leader && Leader != this) {
2433 if (Leader->CanBeSeenBy(this) && (Leader->SquareUnderCanBeSeenBy(this, true) || !IsGoingSomeWhere())) {
2434 if (CommandFlags&FOLLOW_LEADER) SetGoingTo(Leader->GetPos());
2435 } else if (!IsGoingSomeWhere()) {
2436 team *Team = GetTeam();
2437 for (std::list<character *>::const_iterator i = Team->GetMember().begin(); i != Team->GetMember().end(); ++i) {
2438 character *ch = *i;
2439 if (ch->IsEnabled() && ch->GetID() != GetID() &&
2440 (CommandFlags & FOLLOW_LEADER) == (ch->CommandFlags & FOLLOW_LEADER) && ch->CanBeSeenBy(this)) {
2441 v2 Pos = ch->GetPos();
2442 v2 Distance = GetPos()-Pos;
2443 if (abs(Distance.X) > 2 && abs(Distance.Y) > 2) {
2444 SetGoingTo(Pos);
2445 break;
2454 int character::GetMoveEase () const {
2455 if (BurdenState == OVER_LOADED || BurdenState == STRESSED) return 50;
2456 if (BurdenState == BURDENED) return 75;
2457 if (BurdenState == UNBURDENED) return 100;
2458 return 666;
2462 int character::GetLOSRange () const {
2463 if (!game::IsInWilderness()) return GetAttribute(PERCEPTION)*GetLevel()->GetLOSModifier()/48;
2464 return 3;
2468 truth character::Displace (character *Who, truth Forced) {
2469 if (GetBurdenState() == OVER_LOADED) {
2470 if (IsPlayer()) {
2471 cchar *CrawlVerb = StateIsActivated(LEVITATION) ? "float" : "crawl";
2472 ADD_MESSAGE("You try very hard to %s forward. But your load is too heavy.", CrawlVerb);
2473 EditAP(-1000);
2474 return true;
2476 return false;
2479 double Danger = GetRelativeDanger(Who);
2480 int PriorityDifference = Limit(GetDisplacePriority()-Who->GetDisplacePriority(), -31, 31);
2482 if (IsPlayer()) ++PriorityDifference;
2483 else if (Who->IsPlayer()) --PriorityDifference;
2485 if (PriorityDifference >= 0) Danger *= 1 << PriorityDifference;
2486 else Danger /= 1 << -PriorityDifference;
2488 if (IsSmall() && Who->IsSmall() &&
2489 (Forced || Danger > 1.0 || !(Who->IsPlayer() || Who->IsBadPath(GetPos()))) &&
2490 !IsStuck() && !Who->IsStuck() && (!Who->GetAction() || Who->GetAction()->TryDisplace()) &&
2491 CanMove() && Who->CanMove() && Who->CanMoveOn(GetLSquareUnder())) {
2492 if (IsPlayer()) ADD_MESSAGE("You displace %s!", Who->CHAR_DESCRIPTION(DEFINITE));
2493 else if (Who->IsPlayer()) ADD_MESSAGE("%s displaces you!", CHAR_DESCRIPTION(DEFINITE));
2494 else if (CanBeSeenByPlayer() || Who->CanBeSeenByPlayer()) ADD_MESSAGE("%s displaces %s!", CHAR_DESCRIPTION(DEFINITE), Who->CHAR_DESCRIPTION(DEFINITE));
2495 lsquare *OldSquareUnder1[MAX_SQUARES_UNDER];
2496 lsquare *OldSquareUnder2[MAX_SQUARES_UNDER];
2497 for (int c = 0; c < GetSquaresUnder(); ++c) OldSquareUnder1[c] = GetLSquareUnder(c);
2498 for (int c = 0; c < Who->GetSquaresUnder(); ++c) OldSquareUnder2[c] = Who->GetLSquareUnder(c);
2499 v2 Pos = GetPos();
2500 v2 WhoPos = Who->GetPos();
2501 Remove();
2502 Who->Remove();
2503 PutTo(WhoPos);
2504 Who->PutTo(Pos);
2505 EditAP(-GetMoveAPRequirement(GetSquareUnder()->GetEntryDifficulty()) - 500);
2506 EditNP(-12*GetSquareUnder()->GetEntryDifficulty());
2507 EditExperience(AGILITY, 75, GetSquareUnder()->GetEntryDifficulty() << 7);
2508 if (IsPlayer()) ShowNewPosInfo();
2509 if (Who->IsPlayer()) Who->ShowNewPosInfo();
2510 SignalStepFrom(OldSquareUnder1);
2511 Who->SignalStepFrom(OldSquareUnder2);
2512 return true;
2513 } else {
2514 if (IsPlayer()) {
2515 ADD_MESSAGE("%s resists!", Who->CHAR_DESCRIPTION(DEFINITE));
2516 EditAP(-1000);
2517 return true;
2519 return false;
2524 void character::SetNP (sLong What) {
2525 int OldState = GetHungerState();
2526 NP = What;
2527 if (IsPlayer()) {
2528 int NewState = GetHungerState();
2529 if (NewState == STARVING && OldState > STARVING) DeActivateVoluntaryAction(CONST_S("You are getting really hungry."));
2530 else if (NewState == VERY_HUNGRY && OldState > VERY_HUNGRY) DeActivateVoluntaryAction(CONST_S("You are getting very hungry."));
2531 else if (NewState == HUNGRY && OldState > HUNGRY) DeActivateVoluntaryAction(CONST_S("You are getting hungry."));
2536 void character::ShowNewPosInfo () const {
2537 msgsystem::EnterBigMessageMode();
2538 v2 Pos = GetPos();
2540 if (ivanconfig::GetAutoCenterMap()) {
2541 game::UpdateCameraX();
2542 game::UpdateCameraY();
2543 } else {
2544 if (Pos.X < game::GetCamera().X+3 || Pos.X >= game::GetCamera().X+game::GetScreenXSize()-3) game::UpdateCameraX();
2545 if (Pos.Y < game::GetCamera().Y+3 || Pos.Y >= game::GetCamera().Y+game::GetScreenYSize()-3) game::UpdateCameraY();
2548 game::SendLOSUpdateRequest();
2549 game::DrawEverythingNoBlit();
2550 UpdateESPLOS();
2552 if (!game::IsInWilderness()) {
2553 if (GetLSquareUnder()->IsDark() && !game::GetSeeWholeMapCheatMode()) ADD_MESSAGE("It's dark in here!");
2555 GetLSquareUnder()->ShowSmokeMessage();
2556 itemvectorvector PileVector;
2557 GetStackUnder()->Pile(PileVector, this, CENTER);
2559 if (PileVector.size()) {
2560 truth Feel = !GetLSquareUnder()->IsTransparent() || GetLSquareUnder()->IsDark();
2562 if (PileVector.size() == 1) {
2563 if (Feel) {
2564 ADD_MESSAGE("You feel %s lying here.", PileVector[0][0]->GetName(INDEFINITE, PileVector[0].size()).CStr());
2565 } else {
2566 if (ivanconfig::GetShowFullItemDesc() && PileVector[0][0]->AllowDetailedDescription()) {
2567 festring text;
2569 PileVector[0][0]->AddInventoryEntry(PLAYER, text, PileVector[0].size(), true);
2570 //fprintf(stderr, "invdsc : [%s]\n", text.CStr());
2571 ADD_MESSAGE("%s %s lying here.", text.CStr(), PileVector[0].size() == 1 ? "is" : "are");
2572 } else {
2573 ADD_MESSAGE("%s %s lying here.", PileVector[0][0]->GetName(INDEFINITE, PileVector[0].size()).CStr(), PileVector[0].size() == 1 ? "is" : "are");
2576 fprintf(stderr, "description: [%s]\n", PileVector[0][0]->GetDescription(INDEFINITE).CStr());
2577 fprintf(stderr, "strength : [%s]\n", PileVector[0][0]->GetStrengthValueDescription());
2578 fprintf(stderr, "basetohit : [%s]\n", PileVector[0][0]->GetBaseToHitValueDescription());
2579 fprintf(stderr, "baseblock : [%s]\n", PileVector[0][0]->GetBaseBlockValueDescription());
2580 fprintf(stderr, "extdsc : [%s]\n", PileVector[0][0]->GetExtendedDescription().CStr());
2583 } else {
2584 int Items = 0;
2585 for (uInt c = 0; c < PileVector.size(); ++c) {
2586 if ((Items += PileVector[c].size()) > 3) break;
2588 if (Items > 3) {
2589 if (Feel) ADD_MESSAGE("You feel several items lying here.");
2590 else ADD_MESSAGE("Several items are lying here.");
2591 } else if (Items) {
2592 if (Feel) ADD_MESSAGE("You feel a few items lying here.");
2593 else ADD_MESSAGE("A few items are lying here.");
2598 festring SideItems;
2599 GetLSquareUnder()->GetSideItemDescription(SideItems);
2601 if (!SideItems.IsEmpty()) ADD_MESSAGE("There is %s.", SideItems.CStr());
2603 if (GetLSquareUnder()->HasEngravings()) {
2604 if (CanRead()) ADD_MESSAGE("Something has been engraved here: \"%s\"", GetLSquareUnder()->GetEngraved());
2605 else ADD_MESSAGE("Something has been engraved here.");
2609 msgsystem::LeaveBigMessageMode();
2613 void character::Hostility (character *Enemy) {
2614 if (Enemy == this || !Enemy || !Team || !Enemy->Team) return;
2615 if (Enemy->IsMasochist() && GetRelation(Enemy) == FRIEND) return;
2616 if (!IsAlly(Enemy)) {
2617 GetTeam()->Hostility(Enemy->GetTeam());
2618 } else if (IsPlayer() && !Enemy->IsPlayer()) {
2619 // I believe both may be players due to polymorph feature...
2620 if (Enemy->CanBeSeenByPlayer()) ADD_MESSAGE("%s becomes enraged.", Enemy->CHAR_NAME(DEFINITE));
2621 Enemy->ChangeTeam(game::GetTeam(BETRAYED_TEAM));
2626 stack *character::GetGiftStack () const {
2627 if (GetLSquareUnder()->GetRoomIndex() && !GetLSquareUnder()->GetRoom()->AllowDropGifts()) return GetStack();
2628 return GetStackUnder();
2632 truth character::MoveRandomlyInRoom () {
2633 for (int c = 0; c < 10; ++c) {
2634 v2 ToTry = game::GetMoveVector(RAND()&7);
2635 if (GetLevel()->IsValidPos(GetPos()+ToTry)) {
2636 lsquare *Square = GetNearLSquare(GetPos()+ToTry);
2637 if (!Square->IsDangerous(this) && !Square->IsScary(this) &&
2638 (!Square->GetOLTerrain() || !Square->GetOLTerrain()->IsDoor()) &&
2639 TryMove(ToTry, false, false)) return true;
2642 return false;
2646 //#define dirlogf(...) do { fprintf(stderr, __VA_ARGS__); } while (0)
2647 #define dirlogf(...) ((void)0)
2650 static const int revDir[MDIR_STAND] = { MDIR_DOWN_RIGHT, MDIR_DOWN, MDIR_DOWN_LEFT, MDIR_RIGHT, MDIR_LEFT, MDIR_UP_RIGHT, MDIR_UP, MDIR_UP_LEFT };
2651 static const bool orthoDir[MDIR_STAND] = { false, true, false, true, true, false, true, false };
2654 // only for ortho moveDir
2655 static inline truth IsDirExcluded (int moveDir, int dir) {
2656 if (moveDir == dir) return true;
2657 switch (moveDir) {
2658 case MDIR_UP: return (dir == MDIR_UP_LEFT || dir == MDIR_UP_RIGHT);
2659 case MDIR_LEFT: return (dir == MDIR_UP_LEFT || dir == MDIR_DOWN_LEFT);
2660 case MDIR_RIGHT: return (dir == MDIR_UP_RIGHT || dir == MDIR_DOWN_RIGHT);
2661 case MDIR_DOWN: return (dir == MDIR_DOWN_LEFT || dir == MDIR_DOWN_RIGHT);
2663 return false;
2667 truth character::IsPassableSquare (int x, int y) const {
2668 if (x >= 0 && y >= 0) {
2669 area *ca = GetSquareUnder()->GetArea();
2670 lsquare *sq;
2672 if (x >= ca->GetXSize() || y >= ca->GetYSize()) return false;
2673 sq = static_cast<lsquare *>(ca->GetSquare(x, y));
2674 return sq && CanMoveOn(sq);
2676 return false;
2680 void character::CountPossibleMoveDirs (cv2 pos, int *odirs, int *ndirs, int exclideDir) const {
2681 if (odirs) *odirs = 0;
2682 if (ndirs) *ndirs = 0;
2683 for (int f = 0; f < MDIR_STAND; ++f) {
2684 if (!IsDirExcluded(exclideDir, f)) {
2685 if (IsPassableSquare(pos+game::GetMoveVector(f))) {
2686 if (orthoDir[f]) {
2687 if (odirs) ++(*odirs);
2688 } else {
2689 if (ndirs) ++(*ndirs);
2698 * in corridor (for orto-dirs):
2699 * count dirs excluding ortho-dir we going:
2700 * if there is one or less ortho-dirs and one or less non-ortho-dirs, we are in corridor
2702 // only for ortho-dirs
2703 truth character::IsInCorridor (int x, int y, int moveDir) const {
2704 int od = 0, nd = 0;
2706 dirlogf("IsInCorridor(%d,%d,%d)\n", x, y, moveDir);
2707 // reverse moveDir
2708 moveDir = (moveDir >= 0 && moveDir < MDIR_STAND ? revDir[moveDir] : -1);
2709 dirlogf(" reversedDir: %d\n", moveDir);
2710 CountPossibleMoveDirs(v2(x, y), &od, &nd, moveDir);
2711 dirlogf(" possibleDirs: (%d:%d)\n", od, nd);
2712 dirlogf(" IsInCorridor: %s\n", ((od <= 1 && nd <= 1) ? "yes" : "no"));
2713 return (od <= 1 && nd <= 1);
2717 cv2 character::GetDiagonalForDirs (int moveDir, int newDir) const {
2718 switch (moveDir) {
2719 case MDIR_UP:
2720 switch (newDir) {
2721 case MDIR_LEFT: return game::GetMoveVector(MDIR_UP_LEFT);
2722 case MDIR_RIGHT: return game::GetMoveVector(MDIR_UP_RIGHT);
2724 break;
2725 case MDIR_DOWN:
2726 switch (newDir) {
2727 case MDIR_LEFT: return game::GetMoveVector(MDIR_DOWN_LEFT);
2728 case MDIR_RIGHT: return game::GetMoveVector(MDIR_DOWN_RIGHT);
2730 break;
2731 case MDIR_LEFT:
2732 switch (newDir) {
2733 case MDIR_UP: return game::GetMoveVector(MDIR_UP_LEFT);
2734 case MDIR_DOWN: return game::GetMoveVector(MDIR_DOWN_LEFT);
2736 break;
2737 case MDIR_RIGHT:
2738 switch (newDir) {
2739 case MDIR_UP: return game::GetMoveVector(MDIR_UP_RIGHT);
2740 case MDIR_DOWN: return game::GetMoveVector(MDIR_DOWN_RIGHT);
2742 break;
2744 ABORT("wtf in character::GetDiagonalForDirs()");
2748 truth character::IsInTunnelDeadEnd () const {
2749 int od, nd;
2751 CountPossibleMoveDirs(GetPos(), &od, &nd, -1);
2752 return (od <= 1 && nd == 0);
2757 * try to walk in the given dir
2758 * can do two steps without a turn and still in corridor?
2759 * yes:
2760 * just go
2761 * no:
2762 * go in non-ortho dir, set prevdir to last ortho-dir from corridor tracing
2764 // only for ortho-dirs; assume that the char is in corridor
2765 int character::CheckCorridorMove (v2 &moveVector, cv2 pos, int moveDir, truth *markAsTurn) const {
2766 v2 ps1(pos+(moveVector = game::GetMoveVector(moveDir)));
2768 if (markAsTurn) *markAsTurn = true;
2770 if (IsPassableSquare(ps1)) {
2771 // we can do first step in the given dir
2772 // check if we will be in corridor after it
2773 dirlogf("CheckCorridorMove: can do first step\n");
2774 if (IsInCorridor(ps1, moveDir)) {
2775 // check second step
2776 v2 ps2(ps1+moveVector);
2777 dirlogf("CheckCorridorMove: still in corridor after the first step\n");
2778 if (IsPassableSquare(ps2)) {
2779 // can do second step
2780 dirlogf("CheckCorridorMove: can do second step\n");
2781 return moveDir;
2782 } else {
2783 // can't do second step; but we still in corridor, so we should make a turn
2784 int newDir = -1; // direction to turn
2785 for (int f = 0; f < MDIR_STAND; ++f) {
2786 if (f != moveDir && orthoDir[f] && f != revDir[moveDir] && IsPassableSquare(ps1+game::GetMoveVector(f))) {
2787 newDir = f;
2788 break;
2791 dirlogf("CheckCorridorMove: can't do second step; moveDir=%d; newDir=%d\n", moveDir, newDir);
2792 if (newDir < 0) {
2793 // dead end, will stop
2794 //ABORT("wtd in character::CheckCorridorMove()");
2795 return moveDir;
2797 // we should do diagonal move
2798 moveVector = GetDiagonalForDirs(moveDir, newDir);
2799 // if this is 'one-tile-turn', we should not change the direction to newDir
2800 if (IsPassableSquare(ps1+game::GetMoveVector(newDir)+game::GetMoveVector(moveDir))) {
2801 // yes, this is 'one-tile-turn'
2802 dirlogf("CheckCorridorMove: one-tile-turn, don't change dir\n");
2803 /* 'g'o bug:
2805 * ####.######
2806 * ####*......
2807 * ..@..######
2808 * ######
2810 * 'g'o right: should stop at '*', but it just goes right
2812 if (markAsTurn) *markAsTurn = IsInCorridor(ps1+game::GetMoveVector(newDir), newDir);
2813 newDir = moveDir;
2815 return newDir;
2818 dirlogf("CheckCorridorMove: can do one or two steps; move forward\n");
2819 // can do one or two steps: check for T-junction
2820 // we should stop if we have more than two open dirs, or one of open dirs is not moveDir
2821 int dcount = 0;
2822 for (int f = 0; f < MDIR_STAND; ++f) {
2823 if (f == revDir[moveDir]) continue; // skip "reverse dir" check
2824 v2 ps2(pos+game::GetMoveVector(f));
2825 if (IsPassableSquare(ps2)) {
2826 ++dcount;
2827 if (dcount > 2) return -1; // more than two open dirs, stop
2828 if (f != moveDir) return -1; // one of open dirs is not moveDir
2831 // just move forward
2832 return moveDir;
2834 dirlogf("CheckCorridorMove: dead end\n");
2835 // can't go, assume invalid direction
2836 return -1;
2840 truth character::IsDangerousSquare (v2 pos) const {
2841 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
2842 auto Squares = CalculateNewSquaresUnder(MoveToSquare, pos);
2843 for (decltype(Squares) c = 0; c < Squares; ++c) {
2844 lsquare *Square = MoveToSquare[c];
2845 // check if someone is standing at the square
2846 if (Square->GetCharacter() && GetTeam() != Square->GetCharacter()->GetTeam() && Square->GetCharacter()->CanBeSeenBy(this)) return true;
2847 if (Square->IsDangerous(this)) {
2848 if (IsPlayer() && Square->HasBeenSeen()) return true;
2849 if (Square->CanBeSeenBy(this)) return true;
2852 return false;
2856 void character::MarkAdjacentItemsAsSeen (v2 pos) {
2857 lsquare *sqlist[MAX_SQUARES_UNDER];
2858 for (int d = 0; d < MDIR_STAND; ++d) {
2859 auto np = pos+game::GetMoveVector(d);
2860 if (!IsPassableSquare(np)) continue;
2861 auto sqcount = CalculateNewSquaresUnder(sqlist, np);
2862 for (int n = 0; n < sqcount; ++n) {
2863 lsquare *sq = sqlist[n];
2864 if ((IsPlayer() && sq->HasBeenSeen()) || sq->CanBeSeenBy(this)) {
2865 sq->GetStack()->SetSteppedOn(true);
2872 void character::GoOn (go *Go, truth FirstStep) {
2873 dirlogf("=== character::GoOn; dir=%d; pos=(%d,%d) ===\n", Go->GetDirection(), GetPos().X, GetPos().Y);
2874 if (FirstStep) {
2875 dirlogf("FirstStep\n");
2876 mPrevMoveDir = Go->GetDirection();
2877 Go->SetIsWalkingInOpen(!IsInCorridor(Go->GetDirection()));
2880 v2 MoveVector = ApplyStateModification(game::GetMoveVector(Go->GetDirection()));
2881 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
2882 lsquare *MoveToSquare2[MAX_SQUARES_UNDER];
2883 int Squares = CalculateNewSquaresUnder(MoveToSquare, GetPos()+MoveVector);
2884 int moveDir = game::MoveVectorToDirection(MoveVector);
2886 if (Squares == 0 || !CanMoveOn(MoveToSquare[0])) {
2887 dirlogf("just can't move\n");
2888 Go->Terminate(false);
2889 return;
2892 if (FirstStep) {
2893 // first step: mark all adjacent items as seen
2894 MarkAdjacentItemsAsSeen(GetPos());
2895 } else {
2896 // not a first step
2898 // check for corridor<->open place
2899 if (!Go->GetPrevWasTurn() && Go->IsWalkingInOpen() != !IsInCorridor(GetPos(), moveDir)) {
2900 dirlogf("moved to/from open place\n");
2901 Go->Terminate(false);
2902 return;
2905 // check for room change
2906 uInt OldRoomIndex = GetLSquareUnder()->GetRoomIndex();
2907 uInt CurrentRoomIndex = MoveToSquare[0]->GetRoomIndex();
2908 if (OldRoomIndex && (CurrentRoomIndex != OldRoomIndex)) {
2909 // room about to be changed, stop here
2910 dirlogf("room about to be changed\n");
2911 Go->Terminate(false);
2912 return;
2915 // stop near a dangerous square
2916 if (IsDangerousSquare(GetPos()+MoveVector)) {
2917 dirlogf("sense the danger\n");
2918 Go->Terminate(false);
2919 return;
2923 // if the state modified the direction, move and stop
2924 if (moveDir != Go->GetDirection()) {
2925 dirlogf("move affected by state\n");
2926 if (TryMove(MoveVector, true, game::PlayerIsRunning())) {
2927 game::DrawEverything();
2928 if (ivanconfig::GetGoingDelay()) DELAY(ivanconfig::GetGoingDelay());
2930 Go->Terminate(false);
2931 return;
2934 truth doStop = false, markAsTurn = false;
2935 if (!FirstStep) {
2936 // continuous walking
2937 if (Go->IsWalkingInOpen() || !orthoDir[moveDir]) {
2938 // walking in open space or diagonal walking
2939 v2 newPos(GetPos()+MoveVector);
2940 int ood, ond, nod, nnd;
2942 * open: stop if # of possible dirs in next step != # of possible dirs in current step
2943 * (or next step is in corridor)
2945 dirlogf("open walking\n");
2946 if (IsInCorridor(newPos, moveDir)) {
2947 // trying to enter the corridor, stop right here
2948 dirlogf("entering the corridor\n");
2949 Go->Terminate(false);
2950 return;
2952 CountPossibleMoveDirs(GetPos(), &ood, &ond);
2953 CountPossibleMoveDirs(newPos, &nod, &nnd);
2954 if (ood != nod || ond != nnd) {
2955 // # of directions to walk to changed, stop right here
2956 dirlogf("# of directions changed from (%d:%d) to (%d:%d)\n", ood, ond, nod, nnd);
2957 //Go->Terminate(false);
2958 //return;
2959 doStop = true;
2961 // ok, we can do this move
2962 } else {
2963 // ortho-walking thru the corridor
2964 int newDir = CheckCorridorMove(MoveVector, GetPos(), moveDir, &markAsTurn);
2965 if (newDir < 0) {
2966 // ah, something weird; stop right here
2967 Go->Terminate(false);
2968 return;
2970 Go->SetDirection(newDir); // perform possible turn
2973 // stop near the dangerous square
2974 for (int mdv = 0; mdv < MDIR_STAND; ++mdv) {
2975 if (IsDangerousSquare(GetPos()+MoveVector+game::GetMoveVector(mdv))) {
2976 dirlogf(" danger!\n");
2977 Go->Terminate(false);
2978 return;
2983 // now try to perform the move
2984 dirlogf("trying to make the move\n");
2986 square *BeginSquare = GetSquareUnder();
2987 uInt OldRoomIndex = GetLSquareUnder()->GetRoomIndex();
2988 uInt CurrentRoomIndex = MoveToSquare[0]->GetRoomIndex();
2990 // stop on the square with something interesting
2991 if (!doStop) {
2992 // idiotic code!
2993 area *ca = GetSquareUnder()->GetArea();
2994 v2 npos = GetPos()+MoveVector;
2995 for (int f = 0; f < MDIR_STAND; ++f) {
2996 v2 np = npos+game::GetMoveVector(f);
2997 if (np.X >= 0 && np.Y >= 0 && np.X < ca->GetXSize() && np.Y < ca->GetYSize()) {
2998 lsquare *sq = static_cast<lsquare *>(ca->GetSquare(np.X, np.Y));
2999 if (IsPlayer() && !sq->HasBeenSeen()) continue;
3000 //if (!sq->CanBeSeenBy(this)) continue;
3001 olterrain *terra = sq->GetOLTerrain();
3002 if (terra) {
3003 dirlogf("** OK terra at %d; door: %s; seen: %s\n", f, (terra->IsDoor() ? "yes" : "no"), (sq->IsGoSeen() ? "yes" : "no"));
3004 if (terra->IsDoor()) {
3005 if (ivanconfig::GetStopOnSeenDoors() || !sq->IsGoSeen()) {
3006 dirlogf(" *** stop near the door\n");
3007 doStop = true;
3008 break;
3015 // check items
3016 if (!doStop) {
3017 for (int c = 0; c < Squares; ++c) {
3018 lsquare *Square = MoveToSquare[c];
3019 if (IsPlayer()) {
3020 if (!Square->HasBeenSeen()) continue;
3021 } else {
3022 if (!Square->CanBeSeenBy(this)) continue;
3024 if (Square->GetStack()->HasSomethingFunny(this, ivanconfig::GetStopOnCorpses(), ivanconfig::GetStopOnSeenItems())) {
3025 dirlogf(" stepped near something interesting\n");
3026 doStop = true;
3027 break;
3032 // check items in adjacent squares too, so diagonal move won't miss any
3033 if (!doStop) {
3034 for (int f = 0; f < MDIR_STAND && !doStop; ++f) {
3035 v2 np = game::GetMoveVector(f);
3036 if (np == MoveVector) continue; // this will be checked on the next move
3037 if (!IsPassableSquare(GetPos()+np)) continue;
3038 int sq2 = CalculateNewSquaresUnder(MoveToSquare2, GetPos()+np);
3039 for (int c = 0; c < sq2; ++c) {
3040 lsquare *Square = MoveToSquare2[c];
3041 if (IsPlayer()) {
3042 if (!Square->HasBeenSeen()) continue;
3043 } else {
3044 if (!Square->CanBeSeenBy(this)) continue;
3046 if (Square->GetStack()->HasSomethingFunny(this, ivanconfig::GetStopOnCorpses(), ivanconfig::GetStopOnSeenItems())) {
3047 dirlogf(" stepped near something interesting\n");
3048 // stop
3049 Go->Terminate(false);
3050 return;
3057 Go->SetPrevWasTurn(markAsTurn && MoveVector.X && MoveVector.Y); // diagonal move?
3059 truth moveOk = TryMove(MoveVector, true, game::PlayerIsRunning());
3061 if (!moveOk || BeginSquare == GetSquareUnder() || (CurrentRoomIndex && (OldRoomIndex != CurrentRoomIndex))) {
3062 dirlogf(" stopped\n");
3063 if (moveOk) {
3064 game::DrawEverything();
3065 if (ivanconfig::GetGoingDelay()) DELAY(ivanconfig::GetGoingDelay());
3067 Go->Terminate(false);
3068 return;
3071 if (FirstStep) {
3072 mPrevMoveDir = Go->GetDirection();
3073 Go->SetIsWalkingInOpen(!IsInCorridor(moveDir));
3076 game::DrawEverything();
3077 if (ivanconfig::GetGoingDelay()) DELAY(ivanconfig::GetGoingDelay());
3078 if (doStop) Go->Terminate(false);
3082 void character::SetTeam (team *What) {
3083 Team = What;
3084 What->Add(this);
3088 void character::ChangeTeam (team *What) {
3089 if (Team) Team->Remove(this);
3090 Team = What;
3091 SendNewDrawRequest();
3092 if (Team) Team->Add(this);
3096 truth character::ChangeRandomAttribute (int HowMuch) {
3097 for (int c = 0; c < 50; ++c) {
3098 int AttribID = RAND()%ATTRIBUTES;
3099 if (EditAttribute(AttribID, HowMuch)) return true;
3101 return false;
3105 int character::RandomizeReply (sLong &Said, int Replies) {
3106 truth NotSaid = false;
3107 for (int c = 0; c < Replies; ++c) {
3108 if (!(Said & (1 << c))) {
3109 NotSaid = true;
3110 break;
3113 if (!NotSaid) Said = 0;
3114 sLong ToSay;
3115 while (Said & 1 << (ToSay = RAND() % Replies));
3116 Said |= 1 << ToSay;
3117 return ToSay;
3121 void character::DisplayInfo (festring &Msg) {
3122 if (IsPlayer()) {
3123 Msg << " You are " << GetStandVerb() << " here.";
3124 } else {
3125 Msg << ' ' << GetName(INDEFINITE).CapitalizeCopy() << " is " << GetStandVerb() << " here. " << GetPersonalPronoun().CapitalizeCopy();
3126 cchar *Separator1 = GetAction() ? "," : " and";
3127 cchar *Separator2 = " and";
3128 if (GetTeam() == PLAYER->GetTeam()) {
3129 Msg << " is tame";
3130 } else {
3131 int Relation = GetRelation(PLAYER);
3132 if (Relation == HOSTILE) Msg << " is hostile";
3133 else if (Relation == UNCARING) {
3134 Msg << " does not care about you";
3135 Separator1 = Separator2 = " and is";
3136 } else {
3137 Msg << " is friendly";
3140 if (StateIsActivated(PANIC)) {
3141 Msg << Separator1 << " panicked";
3142 Separator2 = " and";
3144 if (GetAction()) Msg << Separator2 << ' ' << GetAction()->GetDescription();
3145 Msg << '.';
3150 void character::TestWalkability () {
3151 if (!IsEnabled()) return;
3152 square *SquareUnder = !game::IsInWilderness() ? GetSquareUnder() : PLAYER->GetSquareUnder();
3153 if (SquareUnder->IsFatalToStay() && !CanMoveOn(SquareUnder)) {
3154 truth Alive = false;
3155 if (!game::IsInWilderness() || IsPlayer()) {
3156 for (int d = 0; d < GetNeighbourSquares(); ++d) {
3157 square *Square = GetNeighbourSquare(d);
3158 if (Square && CanMoveOn(Square) && IsFreeForMe(Square)) {
3159 if (IsPlayer()) ADD_MESSAGE("%s.", SquareUnder->SurviveMessage(this));
3160 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s.", CHAR_NAME(DEFINITE), SquareUnder->MonsterSurviveMessage(this));
3161 Move(Square->GetPos(), true); // actually, this shouldn't be a teleport move
3162 SquareUnder->SurviveEffect(this);
3163 Alive = true;
3164 break;
3168 if (!Alive) {
3169 if (IsPlayer()) {
3170 Remove();
3171 SendToHell();
3172 festring DeathMsg = festring(SquareUnder->DeathMessage(this));
3173 game::AskForEscPress(DeathMsg+".");
3174 festring Msg = SquareUnder->ScoreEntry(this);
3175 PLAYER->AddScoreEntry(Msg);
3176 game::End(Msg);
3177 } else {
3178 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s.", CHAR_NAME(DEFINITE), SquareUnder->MonsterDeathVerb(this));
3179 Die(0, SquareUnder->ScoreEntry(this), DISALLOW_MSG);
3186 int character::GetSize () const {
3187 if (GetTorso()->GetSize() < 1) {
3188 fprintf(stderr, "WARNING: character::GetSize() is %d for %s!\n", GetTorso()->GetSize(), GetNameSingular().CStr());
3189 return 1;
3191 return GetTorso()->GetSize();
3195 void character::SetMainMaterial (material *NewMaterial, int SpecialFlags) {
3196 NewMaterial->SetVolume(GetBodyPart(0)->GetMainMaterial()->GetVolume());
3197 GetBodyPart(0)->SetMainMaterial(NewMaterial, SpecialFlags);
3198 for (int c = 1; c < BodyParts; ++c) {
3199 NewMaterial = NewMaterial->SpawnMore(GetBodyPart(c)->GetMainMaterial()->GetVolume());
3200 GetBodyPart(c)->SetMainMaterial(NewMaterial, SpecialFlags);
3205 void character::ChangeMainMaterial (material *NewMaterial, int SpecialFlags) {
3206 NewMaterial->SetVolume(GetBodyPart(0)->GetMainMaterial()->GetVolume());
3207 GetBodyPart(0)->ChangeMainMaterial(NewMaterial, SpecialFlags);
3208 for (int c = 1; c < BodyParts; ++c) {
3209 NewMaterial = NewMaterial->SpawnMore(GetBodyPart(c)->GetMainMaterial()->GetVolume());
3210 GetBodyPart(c)->ChangeMainMaterial(NewMaterial, SpecialFlags);
3215 void character::SetSecondaryMaterial (material *, int) {
3216 ABORT("Illegal character::SetSecondaryMaterial call!");
3220 void character::ChangeSecondaryMaterial (material *, int) {
3221 ABORT("Illegal character::ChangeSecondaryMaterial call!");
3225 void character::TeleportRandomly (truth Intentional) {
3226 v2 TelePos = ERROR_V2;
3227 if (StateIsActivated(TELEPORT_LOCK)) { ADD_MESSAGE("You flicker for a second."); return; }
3228 if (StateIsActivated(TELEPORT_CONTROL)) {
3229 if (IsPlayer()) {
3230 v2 Input = game::PositionQuestion(CONST_S("Where do you wish to teleport? [direction keys move cursor, space accepts]"), GetPos(), &game::TeleportHandler, 0, false);
3231 if (Input == ERROR_V2) Input = GetPos(); // esc pressed
3232 lsquare *Square = GetNearLSquare(Input);
3233 if (CanMoveOn(Square) || game::GoThroughWallsCheatIsActive()) {
3234 if (Square->GetPos() == GetPos()) {
3235 ADD_MESSAGE("You disappear and reappear.");
3236 return;
3238 if (IsFreeForMe(Square)) {
3239 if ((Input-GetPos()).GetLengthSquare() <= GetTeleportRangeSquare()) {
3240 EditExperience(INTELLIGENCE, 100, 1 << 10);
3241 TelePos = Input;
3242 } else {
3243 ADD_MESSAGE("You cannot concentrate yourself enough to control a teleport that far.");
3245 } else {
3246 character *C = Square->GetCharacter();
3247 if (C) ADD_MESSAGE("For a moment you feel very much like %s.", C->CHAR_NAME(INDEFINITE));
3248 else ADD_MESSAGE("You feel that something weird has happened, but can't really tell what exactly.");
3250 } else {
3251 ADD_MESSAGE("You feel like having been hit by something really hard from the inside.");
3253 } else if (!Intentional) {
3254 if (IsGoingSomeWhere() && GetLevel()->IsValidPos(GoingTo)) {
3255 v2 Where = GetLevel()->GetNearestFreeSquare(this, GoingTo);
3256 if (Where != ERROR_V2 && (Where-GetPos()).GetLengthSquare() <= GetTeleportRangeSquare()) {
3257 EditExperience(INTELLIGENCE, 100, 1 << 10);
3258 Where = TelePos;
3264 if (IsPlayer()) {
3265 ADD_MESSAGE("A rainbow-colored whirlpool twists the existence around you. You are sucked through a tunnel piercing a myriad of surreal universes. Luckily you return to this dimension in one piece.");
3268 //if (TelePos != ERROR_V2) Move(TelePos, true);
3269 //else Move(GetLevel()->GetRandomSquare(this), true);
3270 //if (!IsPlayer() && CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", CHAR_NAME(INDEFINITE));
3271 //if (GetAction() && GetAction()->IsVoluntary()) GetAction()->Terminate(false);
3273 if (TelePos == ERROR_V2) TelePos = GetLevel()->GetRandomSquare(this);
3275 room *PossibleRoom = game::GetCurrentLevel()->GetLSquare(TelePos)->GetRoom();
3277 if (!PossibleRoom) {
3278 //if it's outside of a room
3279 if (TelePos != ERROR_V2) Move(TelePos, true); else Move(GetLevel()->GetRandomSquare(this), true);
3280 if (!IsPlayer() && CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", CHAR_NAME(INDEFINITE));
3281 if (GetAction() && GetAction()->IsVoluntary()) GetAction()->Terminate(false);
3282 } else if (PossibleRoom && PossibleRoom->IsOKToTeleportInto()) {
3283 // If it's inside of a room, check whether a ward is active that might impede the player
3284 if (TelePos != ERROR_V2) Move(TelePos, true); else Move(GetLevel()->GetRandomSquare(this), true);
3285 if (!IsPlayer() && CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", CHAR_NAME(INDEFINITE));
3286 if (GetAction() && GetAction()->IsVoluntary()) GetAction()->Terminate(false);
3287 } else {
3288 if (IsPlayer()){
3289 ADD_MESSAGE("A mighty force blasts you back to where you were standing. A ward prevents you from teleporting.");
3291 game::GetCurrentLevel()->Explosion(this, CONST_S("killed by an explosion triggered when attempting to teleport into room protected by a ward"), PLAYER->GetPos(), 300 >> 3, false);
3293 beamdata Beam
3295 this,
3296 CONST_S("killed by an explosion triggered when attempting to teleport into room protected by a ward"),
3297 YOURSELF,
3298 3 // or 0 ?
3300 lsquare* Square = GetNearLSquare(GetPos());
3301 Square->DrawParticles(RED);
3302 Square->FireBall(Beam);*/
3307 void character::DoDetecting () {
3308 material *TempMaterial;
3310 for (;;) {
3311 festring Temp = game::DefaultQuestion(CONST_S("What material do you want to detect?"), game::GetDefaultDetectMaterial());
3312 TempMaterial = protosystem::CreateMaterial(Temp);
3313 if (TempMaterial) break;
3314 game::DrawEverythingNoBlit();
3317 level *Level = GetLevel();
3318 int Squares = Level->DetectMaterial(TempMaterial);
3320 if (Squares > GetAttribute(INTELLIGENCE) * (25+RAND()%51)) {
3321 ADD_MESSAGE("An enormous burst of geographical information overwhelms your consciousness. Your mind cannot cope with it and your memories blur.");
3322 Level->BlurMemory();
3323 BeginTemporaryState(CONFUSED, 1000 + RAND() % 1000);
3324 EditExperience(INTELLIGENCE, -100, 1 << 12);
3325 } else if (!Squares) {
3326 ADD_MESSAGE("You feel a sudden urge to imagine the dark void of a starless night sky.");
3327 EditExperience(INTELLIGENCE, 200, 1 << 12);
3328 } else {
3329 ADD_MESSAGE("You feel attracted to all things made of %s.", TempMaterial->GetName(false, false).CStr());
3330 game::PositionQuestion(CONST_S("Detecting material [direction keys move cursor, space exits]"), GetPos(), 0, 0, false);
3331 EditExperience(INTELLIGENCE, 300, 1 << 12);
3334 delete TempMaterial;
3335 Level->CalculateLuminances();
3336 game::SendLOSUpdateRequest();
3340 void character::RestoreHP () {
3341 doforbodyparts()(this, &bodypart::FastRestoreHP);
3342 HP = MaxHP;
3346 void character::RestoreLivingHP () {
3347 HP = 0;
3348 for (int c = 0; c < BodyParts; ++c) {
3349 bodypart *BodyPart = GetBodyPart(c);
3350 if (BodyPart && BodyPart->CanRegenerate()) {
3351 BodyPart->FastRestoreHP();
3352 HP += BodyPart->GetHP();
3358 truth character::AllowDamageTypeBloodSpill (int Type) {
3359 if ((Type&0xFFF) == PHYSICAL_DAMAGE) return true;
3360 if ((Type&0xFFF) == SOUND) return true;
3361 if ((Type&0xFFF) == ENERGY) return true;
3363 if ((Type&0xFFF) == ACID) return false;
3364 if ((Type&0xFFF) == FIRE) return false;
3365 if ((Type&0xFFF) == DRAIN) return false;
3366 if ((Type&0xFFF) == POISON) return false;
3367 if ((Type&0xFFF) == ELECTRICITY) return false;
3368 if ((Type&0xFFF) == MUSTARD_GAS_DAMAGE) return false;
3369 if ((Type&0xFFF) == PSI) return false;
3371 ABORT("Unknown blood effect destroyed the dungeon!");
3372 return false;
3376 /* Returns truly done damage */
3377 int character::ReceiveBodyPartDamage (character *Damager, int Damage, int Type, int BodyPartIndex,
3378 int Direction, truth PenetrateResistance, truth Critical, truth ShowNoDamageMsg, truth CaptureBodyPart)
3380 bodypart *BodyPart = GetBodyPart(BodyPartIndex);
3381 if (!Damager || Damager->AttackMayDamageArmor()) BodyPart->DamageArmor(Damager, Damage, Type);
3382 if (!PenetrateResistance) {
3383 Damage -= (BodyPart->GetTotalResistance(Type)>>1)+RAND()%((BodyPart->GetTotalResistance(Type)>>1)+1);
3385 if (int(Damage) < 1) {
3386 if (Critical) {
3387 Damage = 1;
3388 } else {
3389 if (ShowNoDamageMsg) {
3390 if (IsPlayer()) ADD_MESSAGE("You are not hurt.");
3391 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s is not hurt.", GetPersonalPronoun().CStr());
3393 return 0;
3397 if (Critical && AllowDamageTypeBloodSpill(Type) && !game::IsInWilderness()) {
3398 BodyPart->SpillBlood(2+(RAND()&1));
3399 for (int d = 0; d < GetNeighbourSquares(); ++d) {
3400 lsquare *Square = GetNeighbourLSquare(d);
3401 if (Square && Square->IsFlyable()) BodyPart->SpillBlood(1, Square->GetPos());
3405 if (BodyPart->ReceiveDamage(Damager, Damage, Type, Direction) && BodyPartCanBeSevered(BodyPartIndex)) {
3406 if (DamageTypeDestroysBodyPart(Type)) {
3407 if (IsPlayer()) ADD_MESSAGE("Your %s is destroyed!", BodyPart->GetBodyPartName().CStr());
3408 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s is destroyed!", GetPossessivePronoun().CStr(), BodyPart->GetBodyPartName().CStr());
3409 GetBodyPart(BodyPartIndex)->DropEquipment();
3410 item *Severed = SevereBodyPart(BodyPartIndex);
3411 if (Severed) Severed->DestroyBodyPart(!game::IsInWilderness() ? GetStackUnder() : GetStack());
3412 SendNewDrawRequest();
3413 if (IsPlayer()) game::AskForEscPress(CONST_S("Bodypart destroyed!"));
3414 } else {
3415 if (IsPlayer()) ADD_MESSAGE("Your %s is severed off!", BodyPart->GetBodyPartName().CStr());
3416 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s is severed off!", GetPossessivePronoun().CStr(), BodyPart->GetBodyPartName().CStr());
3417 item *Severed = SevereBodyPart(BodyPartIndex);
3418 SendNewDrawRequest();
3419 if (Severed) {
3420 if (CaptureBodyPart) {
3421 Damager->GetLSquareUnder()->AddItem(Severed);
3422 } else if (!game::IsInWilderness()) {
3423 /** No multi-tile humanoid support! */
3424 GetStackUnder()->AddItem(Severed);
3425 if (Direction != YOURSELF) Severed->Fly(0, Direction, Damage);
3426 } else {
3427 GetStack()->AddItem(Severed);
3429 Severed->DropEquipment();
3430 } else if (IsPlayer() || CanBeSeenByPlayer()) {
3431 ADD_MESSAGE("It vanishes.");
3433 if (IsPlayer()) game::AskForEscPress(CONST_S("Bodypart severed!"));
3435 if (CanPanicFromSeveredBodyPart() && RAND()%100 < GetPanicLevel() && !StateIsActivated(PANIC) && !IsDead() && !StateIsActivated(FEARLESS)) {
3436 BeginTemporaryState(PANIC, 1000+RAND()%1001);
3438 SpecialBodyPartSeverReaction();
3441 if (!IsDead()) CheckPanic(500);
3443 return Damage;
3447 /* Returns 0 if bodypart disappears */
3448 item *character::SevereBodyPart (int BodyPartIndex, truth ForceDisappearance, stack *EquipmentDropStack) {
3449 bodypart *BodyPart = GetBodyPart(BodyPartIndex);
3450 if (StateIsActivated(LEPROSY)) BodyPart->GetMainMaterial()->SetIsInfectedByLeprosy(true);
3451 if (ForceDisappearance || BodyPartsDisappearWhenSevered() || StateIsActivated(POLYMORPHED) || game::AllBodyPartsVanish()) {
3452 BodyPart->DropEquipment(EquipmentDropStack);
3453 BodyPart->RemoveFromSlot();
3454 CalculateAttributeBonuses();
3455 CalculateBattleInfo();
3456 BodyPart->SendToHell();
3457 SignalPossibleTransparencyChange();
3458 RemoveTraps(BodyPartIndex);
3459 return 0;
3461 BodyPart->SetOwnerDescription("of " + GetName(INDEFINITE));
3462 BodyPart->SetIsUnique(LeftOversAreUnique());
3463 UpdateBodyPartPicture(BodyPartIndex, true);
3464 BodyPart->RemoveFromSlot();
3465 BodyPart->RandomizePosition();
3466 CalculateAttributeBonuses();
3467 CalculateBattleInfo();
3468 BodyPart->Enable();
3469 SignalPossibleTransparencyChange();
3470 RemoveTraps(BodyPartIndex);
3471 return BodyPart;
3475 /* The second int is actually TargetFlags, which is not used here, but seems to be used in humanoid::ReceiveDamage.
3476 * Returns true if the character really receives damage */
3477 truth character::ReceiveDamage (character *Damager, int Damage, int Type, int, int Direction,
3478 truth, truth PenetrateArmor, truth Critical, truth ShowMsg)
3480 truth Affected = ReceiveBodyPartDamage(Damager, Damage, Type, 0, Direction, PenetrateArmor, Critical, ShowMsg);
3481 if (DamageTypeAffectsInventory(Type)) {
3482 for (int c = 0; c < GetEquipments(); ++c) {
3483 item *Equipment = GetEquipment(c);
3484 if (Equipment) Equipment->ReceiveDamage(Damager, Damage, Type);
3486 GetStack()->ReceiveDamage(Damager, Damage, Type);
3488 return Affected;
3492 festring character::GetDescription (int Case) const {
3493 if (IsPlayer()) return CONST_S("you");
3494 if (CanBeSeenByPlayer()) return GetName(Case);
3495 return CONST_S("something");
3499 festring character::GetPersonalPronoun (truth PlayersView) const {
3500 if (IsPlayer() && PlayersView) return CONST_S("you");
3501 if (GetSex() == UNDEFINED || (PlayersView && !CanBeSeenByPlayer() && !game::GetSeeWholeMapCheatMode())) return CONST_S("it");
3502 if (GetSex() == MALE) return CONST_S("he");
3503 return CONST_S("she");
3507 festring character::GetPossessivePronoun (truth PlayersView) const {
3508 if (IsPlayer() && PlayersView) return CONST_S("your");
3509 if (GetSex() == UNDEFINED || (PlayersView && !CanBeSeenByPlayer() && !game::GetSeeWholeMapCheatMode())) return CONST_S("its");
3510 if (GetSex() == MALE) return CONST_S("his");
3511 return CONST_S("her");
3515 festring character::GetObjectPronoun (truth PlayersView) const {
3516 if (IsPlayer() && PlayersView) return CONST_S("you");
3517 if (GetSex() == UNDEFINED || (PlayersView && !CanBeSeenByPlayer() && !game::GetSeeWholeMapCheatMode())) return CONST_S("it");
3518 if (GetSex() == MALE) return CONST_S("him");
3519 return CONST_S("her");
3523 void character::AddName (festring &String, int Case) const {
3524 if (AssignedName.IsEmpty()) {
3525 id::AddName(String, Case);
3526 } else if (!(Case & PLURAL)) {
3527 if (!ShowClassDescription()) {
3528 String << AssignedName;
3529 } else {
3530 String << AssignedName << ' ';
3531 id::AddName(String, (Case|ARTICLE_BIT)&~INDEFINE_BIT);
3533 } else {
3534 id::AddName(String, Case);
3535 String << " named " << AssignedName;
3540 int character::GetHungerState () const {
3541 if (!UsesNutrition()) return NOT_HUNGRY;
3542 if (GetNP() > OVER_FED_LEVEL) return OVER_FED;
3543 if (GetNP() > BLOATED_LEVEL) return BLOATED;
3544 if (GetNP() > SATIATED_LEVEL) return SATIATED;
3545 if (GetNP() > NOT_HUNGER_LEVEL) return NOT_HUNGRY;
3546 if (GetNP() > HUNGER_LEVEL) return HUNGRY;
3547 if (GetNP() > VERY_HUNGER_LEVEL) return VERY_HUNGRY;
3548 return STARVING;
3552 truth character::CanConsume (material *Material) const {
3553 return GetConsumeFlags() & Material->GetConsumeType();
3557 void character::SetTemporaryStateCounter (sLong State, int What) {
3558 for (int c = 0; c < STATES; ++c) {
3559 if ((1 << c) & State) TemporaryStateCounter[c] = What;
3564 void character::EditTemporaryStateCounter (sLong State, int What) {
3565 for (int c = 0; c < STATES; ++c) {
3566 if ((1 << c) & State) TemporaryStateCounter[c] += What;
3571 int character::GetTemporaryStateCounter (sLong State) const {
3572 for (int c = 0; c < STATES; ++c) {
3573 if ((1 << c) & State) return TemporaryStateCounter[c];
3575 ABORT("Illegal GetTemporaryStateCounter request!");
3576 return 0;
3580 truth character::CheckKick () const {
3581 if (!CanKick()) {
3582 if (IsPlayer()) ADD_MESSAGE("This race can't kick.");
3583 return false;
3585 return true;
3589 int character::GetResistance (int Type) const {
3590 if ((Type&0xFFF) == PHYSICAL_DAMAGE) return 0;
3591 if ((Type&0xFFF) == DRAIN) return 0;
3592 if ((Type&0xFFF) == MUSTARD_GAS_DAMAGE) return 0;
3593 if ((Type&0xFFF) == PSI) return 0;
3595 if ((Type&0xFFF) == ENERGY) return GetEnergyResistance();
3596 if ((Type&0xFFF) == FIRE) return GetFireResistance();
3597 if ((Type&0xFFF) == POISON) return GetPoisonResistance();
3598 if ((Type&0xFFF) == ELECTRICITY) return GetElectricityResistance();
3599 if ((Type&0xFFF) == ACID) return GetAcidResistance();
3600 if ((Type&0xFFF) == SOUND) return GetSoundResistance();
3602 ABORT("Resistance lack detected!");
3603 return 0;
3607 void character::Regenerate () {
3608 if (HP == MaxHP) {
3609 if (StateIsActivated(REGENERATION) && !(RAND()%3000)) {
3610 bodypart *NewBodyPart = GenerateRandomBodyPart();
3611 if (!NewBodyPart) return;
3612 NewBodyPart->SetHP(1);
3613 if (IsPlayer()) ADD_MESSAGE("You grow a new %s.", NewBodyPart->GetBodyPartName().CStr());
3614 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s grows a new %s.", CHAR_NAME(DEFINITE), NewBodyPart->GetBodyPartName().CStr());
3616 return;
3618 sLong RegenerationBonus = 0;
3619 truth NoHealableBodyParts = true;
3620 for (int c = 0; c < BodyParts; ++c) {
3621 bodypart *BodyPart = GetBodyPart(c);
3622 if (BodyPart && BodyPart->CanRegenerate()) {
3623 RegenerationBonus += BodyPart->GetMaxHP();
3624 if (NoHealableBodyParts && BodyPart->GetHP() < BodyPart->GetMaxHP()) NoHealableBodyParts = false;
3627 if (!RegenerationBonus || NoHealableBodyParts) return;
3628 RegenerationBonus *= (50+GetAttribute(ENDURANCE));
3630 if (Action && Action->IsRest()) {
3631 if (SquaresUnder == 1) RegenerationBonus *= GetSquareUnder()->GetRestModifier() << 1;
3632 else {
3633 int Lowest = GetSquareUnder(0)->GetRestModifier();
3634 for (int c = 1; c < GetSquaresUnder(); ++c) {
3635 int Mod = GetSquareUnder(c)->GetRestModifier();
3636 if (Mod < Lowest) Lowest = Mod;
3638 RegenerationBonus *= Lowest << 1;
3642 RegenerationCounter += RegenerationBonus;
3644 while (RegenerationCounter > 1250000) {
3645 bodypart *BodyPart = HealHitPoint();
3646 if (!BodyPart) break;
3647 EditNP(-Max(7500/MaxHP, 1));
3648 RegenerationCounter -= 1250000;
3649 int HP = BodyPart->GetHP();
3650 EditExperience(ENDURANCE, Min(1000*BodyPart->GetMaxHP()/(HP*HP), 300), 1000);
3655 void character::PrintInfo () const {
3656 felist Info(CONST_S("Information about ")+GetName(DEFINITE));
3657 for (int c = 0; c < GetEquipments(); ++c) {
3658 item *Equipment = GetEquipment(c);
3659 if ((EquipmentEasilyRecognized(c) || game::WizardModeIsActive()) && Equipment) {
3660 int ImageKey = game::AddToItemDrawVector(itemvector(1, Equipment));
3661 Info.AddEntry(festring(GetEquipmentName(c))+": "+Equipment->GetName(INDEFINITE), LIGHT_GRAY, 0, ImageKey, true);
3664 if (Info.IsEmpty()) {
3665 ADD_MESSAGE("There's nothing special to tell about %s.", CHAR_NAME(DEFINITE));
3666 } else {
3667 game::SetStandardListAttributes(Info);
3668 Info.SetEntryDrawer(game::ItemEntryDrawer);
3669 Info.Draw();
3671 game::ClearItemDrawVector();
3675 truth character::TryToRiseFromTheDead () {
3676 for (int c = 0; c < BodyParts; ++c) {
3677 bodypart *BodyPart = GetBodyPart(c);
3678 if (BodyPart) {
3679 BodyPart->ResetSpoiling();
3680 if (BodyPart->CanRegenerate() || BodyPart->GetHP() < 1) BodyPart->SetHP(1);
3683 ResetStates();
3684 return true;
3688 truth character::RaiseTheDead (character *) {
3689 truth Useful = false;
3690 for (int c = 0; c < BodyParts; ++c) {
3691 bodypart *BodyPart = GetBodyPart(c);
3692 if (!BodyPart && CanCreateBodyPart(c)) {
3693 CreateBodyPart(c)->SetHP(1);
3694 if (IsPlayer()) ADD_MESSAGE("Suddenly you grow a new %s.", GetBodyPartName(c).CStr());
3695 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s grows a new %s.", CHAR_NAME(DEFINITE), GetBodyPartName(c).CStr());
3696 Useful = true;
3697 } else if (BodyPart && BodyPart->CanRegenerate() && BodyPart->GetHP() < 1) {
3698 BodyPart->SetHP(1);
3701 if (!Useful) {
3702 if (IsPlayer()) ADD_MESSAGE("You shudder.");
3703 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s shudders.", CHAR_NAME(DEFINITE));
3705 return Useful;
3709 void character::SetSize (int Size) {
3710 for (int c = 0; c < BodyParts; ++c) {
3711 bodypart *BodyPart = GetBodyPart(c);
3712 if (BodyPart) BodyPart->SetSize(GetBodyPartSize(c, Size));
3717 sLong character::GetBodyPartSize (int I, int TotalSize) const {
3718 if (I == TORSO_INDEX) return TotalSize;
3719 ABORT("Weird bodypart size request for a character!");
3720 return 0;
3724 sLong character::GetBodyPartVolume (int I) const {
3725 if (I == TORSO_INDEX) return GetTotalVolume();
3726 ABORT("Weird bodypart volume request for a character!");
3727 return 0;
3731 void character::CreateBodyParts (int SpecialFlags) {
3732 for (int c = 0; c < BodyParts; ++c) if (CanCreateBodyPart(c)) CreateBodyPart(c, SpecialFlags);
3736 void character::RestoreBodyParts () {
3737 for (int c = 0; c < BodyParts; ++c) if (!GetBodyPart(c) && CanCreateBodyPart(c)) CreateBodyPart(c);
3741 void character::UpdatePictures () {
3742 if (!PictureUpdatesAreForbidden()) for (int c = 0; c < BodyParts; ++c) UpdateBodyPartPicture(c, false);
3746 bodypart *character::MakeBodyPart (int I) const {
3747 if (I == TORSO_INDEX) return normaltorso::Spawn(0, NO_MATERIALS);
3748 ABORT("Weird bodypart to make for a character!");
3749 return 0;
3753 bodypart *character::CreateBodyPart (int I, int SpecialFlags) {
3754 bodypart *BodyPart = MakeBodyPart(I);
3755 material *Material = CreateBodyPartMaterial(I, GetBodyPartVolume(I));
3756 BodyPart->InitMaterials(Material, false);
3757 BodyPart->SetSize(GetBodyPartSize(I, GetTotalSize()));
3758 BodyPart->SetBloodMaterial(GetBloodMaterial());
3759 BodyPart->SetNormalMaterial(Material->GetConfig());
3760 BodyPart->SetHP(1);
3761 SetBodyPart(I, BodyPart);
3762 BodyPart->InitSpecialAttributes();
3763 if (!(SpecialFlags & NO_PIC_UPDATE)) UpdateBodyPartPicture(I, false);
3764 if (!IsInitializing()) {
3765 CalculateBattleInfo();
3766 SendNewDrawRequest();
3767 SignalPossibleTransparencyChange();
3769 return BodyPart;
3773 v2 character::GetBodyPartBitmapPos (int I, truth) const {
3774 if (I == TORSO_INDEX) return GetTorsoBitmapPos();
3775 ABORT("Weird bodypart BitmapPos request for a character!");
3776 return v2();
3780 void character::UpdateBodyPartPicture (int I, truth Severed) {
3781 bodypart *BP = GetBodyPart(I);
3782 if (BP) {
3783 BP->SetBitmapPos(GetBodyPartBitmapPos(I, Severed));
3784 BP->GetMainMaterial()->SetSkinColor(GetBodyPartColorA(I, Severed));
3785 BP->GetMainMaterial()->SetSkinColorIsSparkling(GetBodyPartSparkleFlags(I) & SPARKLING_A);
3786 BP->SetMaterialColorB(GetBodyPartColorB(I, Severed));
3787 BP->SetMaterialColorC(GetBodyPartColorC(I, Severed));
3788 BP->SetMaterialColorD(GetBodyPartColorD(I, Severed));
3789 BP->SetSparkleFlags(GetBodyPartSparkleFlags(I));
3790 BP->SetSpecialFlags(GetSpecialBodyPartFlags(I));
3791 BP->SetWobbleData(GetBodyPartWobbleData(I));
3792 BP->UpdatePictures();
3797 void character::LoadDataBaseStats () {
3798 for (int c = 0; c < BASE_ATTRIBUTES; ++c) {
3799 BaseExperience[c] = DataBase->NaturalExperience[c];
3800 if (BaseExperience[c]) LimitRef(BaseExperience[c], MIN_EXP, MAX_EXP);
3802 SetMoney(GetDefaultMoney());
3803 SetInitialSweatMaterial(GetSweatMaterial());
3804 const fearray<sLong> &Skills = GetKnownCWeaponSkills();
3805 if (Skills.Size) {
3806 const fearray<sLong> &Hits = GetCWeaponSkillHits();
3807 if (Hits.Size == 1) {
3808 for (uInt c = 0; c < Skills.Size; ++c) {
3809 if (Skills[c] < AllowedWeaponSkillCategories) CWeaponSkill[Skills[c]].AddHit(Hits[0]*100);
3811 } else if (Hits.Size == Skills.Size) {
3812 for (uInt c = 0; c < Skills.Size; ++c) {
3813 if (Skills[c] < AllowedWeaponSkillCategories) CWeaponSkill[Skills[c]].AddHit(Hits[c]*100);
3815 } else {
3816 ABORT("Illegal weapon skill hit array size detected!");
3822 character *characterprototype::SpawnAndLoad (inputfile &SaveFile) const {
3823 character *Char = Spawner(0, LOAD);
3824 Char->Load(SaveFile);
3825 Char->CalculateAll();
3826 return Char;
3830 void character::Initialize (int NewConfig, int SpecialFlags) {
3831 Flags |= C_INITIALIZING|C_IN_NO_MSG_MODE;
3832 CalculateBodyParts();
3833 CalculateAllowedWeaponSkillCategories();
3834 CalculateSquaresUnder();
3835 BodyPartSlot = new bodypartslot[BodyParts];
3836 OriginalBodyPartID = new std::list<feuLong>[BodyParts];
3837 CWeaponSkill = new cweaponskill[AllowedWeaponSkillCategories];
3838 SquareUnder = new square*[SquaresUnder];
3840 if (SquaresUnder == 1) *SquareUnder = 0; else memset(SquareUnder, 0, SquaresUnder*sizeof(square *));
3842 for (int c = 0; c < BodyParts; ++c) BodyPartSlot[c].SetMaster(this);
3844 if (!(SpecialFlags & LOAD)) {
3845 ID = game::CreateNewCharacterID(this);
3846 databasecreator<character>::InstallDataBase(this, NewConfig);
3847 LoadDataBaseStats();
3848 TemporaryState |= GetClassStates();
3849 if (TemporaryState) {
3850 for (int c = 0; c < STATES; ++c) if (TemporaryState & (1 << c)) TemporaryStateCounter[c] = PERMANENT;
3853 CreateBodyParts(SpecialFlags | NO_PIC_UPDATE);
3854 InitSpecialAttributes();
3855 CommandFlags = GetDefaultCommandFlags();
3857 if (GetAttribute(INTELLIGENCE, false) < 8) CommandFlags &= ~DONT_CONSUME_ANYTHING_VALUABLE; // gum
3858 if (!GetDefaultName().IsEmpty()) SetAssignedName(GetDefaultName());
3861 if (!(SpecialFlags & LOAD)) PostConstruct();
3863 if (!(SpecialFlags & LOAD)) {
3864 if (!(SpecialFlags & NO_EQUIPMENT)) CreateInitialEquipment((SpecialFlags & NO_EQUIPMENT_PIC_UPDATE) >> 1);
3865 if (!(SpecialFlags & NO_PIC_UPDATE)) UpdatePictures();
3866 CalculateAll();
3867 RestoreHP();
3868 RestoreStamina();
3871 Flags &= ~(C_INITIALIZING|C_IN_NO_MSG_MODE);
3875 truth character::TeleportNear (character *Caller) {
3876 v2 Where = GetLevel()->GetNearestFreeSquare(this, Caller->GetPos());
3877 if (Where == ERROR_V2) return false;
3878 Move(Where, true);
3879 return true;
3883 void character::ReceiveHeal (sLong Amount) {
3884 int c;
3885 for (c = 0; c < Amount / 10; ++c) if (!HealHitPoint()) break;
3886 Amount -= c*10;
3887 if (RAND()%10 < Amount) HealHitPoint();
3888 if (Amount >= 250 || RAND()%250 < Amount) {
3889 bodypart *NewBodyPart = GenerateRandomBodyPart();
3890 if (!NewBodyPart) return;
3891 NewBodyPart->SetHP(1);
3892 if (IsPlayer()) ADD_MESSAGE("You grow a new %s.", NewBodyPart->GetBodyPartName().CStr());
3893 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s grows a new %s.", CHAR_NAME(DEFINITE), NewBodyPart->GetBodyPartName().CStr());
3898 void character::AddHealingLiquidConsumeEndMessage () const {
3899 if (IsPlayer()) ADD_MESSAGE("You feel better.");
3900 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks healthier.", CHAR_NAME(DEFINITE));
3904 void character::ReceiveSchoolFood (sLong SizeOfEffect) {
3905 SizeOfEffect += RAND()%SizeOfEffect;
3906 if (SizeOfEffect >= 250) VomitAtRandomDirection(SizeOfEffect);
3907 if (!(RAND() % 3) && SizeOfEffect >= 500 && EditAttribute(ENDURANCE, SizeOfEffect/500)) {
3908 if (IsPlayer()) ADD_MESSAGE("You gain a little bit of toughness for surviving this stuff.");
3909 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks tougher.", CHAR_NAME(DEFINITE));
3911 BeginTemporaryState(POISONED, (SizeOfEffect>>1));
3915 void character::AddSchoolFoodConsumeEndMessage () const {
3916 if (IsPlayer()) ADD_MESSAGE("Yuck! This stuff tasted like vomit and old mousepads.");
3920 void character::AddSchoolFoodHitMessage () const {
3921 if (IsPlayer()) ADD_MESSAGE("Yuck! This stuff feels like vomit and old mousepads.");
3925 void character::ReceiveNutrition (sLong SizeOfEffect) {
3926 EditNP(SizeOfEffect);
3930 void character::ReceiveOmmelUrine (sLong Amount) {
3931 EditExperience(ARM_STRENGTH, 500, Amount<<4);
3932 EditExperience(LEG_STRENGTH, 500, Amount<<4);
3933 if (IsPlayer()) game::DoEvilDeed(Amount/25);
3937 void character::ReceiveOmmelCerumen (sLong Amount) {
3938 EditExperience(INTELLIGENCE, 500, Amount << 5);
3939 EditExperience(WISDOM, 500, Amount << 5);
3940 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3944 void character::ReceiveOmmelSweat (sLong Amount) {
3945 EditExperience(AGILITY, 500, Amount << 4);
3946 EditExperience(DEXTERITY, 500, Amount << 4);
3947 RestoreStamina();
3948 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3952 void character::ReceiveOmmelTears (sLong Amount) {
3953 EditExperience(PERCEPTION, 500, Amount << 4);
3954 EditExperience(CHARISMA, 500, Amount << 4);
3955 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3959 void character::ReceiveOmmelSnot (sLong Amount) {
3960 EditExperience(ENDURANCE, 500, Amount << 5);
3961 RestoreLivingHP();
3962 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3966 void character::ReceiveOmmelBone (sLong Amount) {
3967 EditExperience(ARM_STRENGTH, 500, Amount << 6);
3968 EditExperience(LEG_STRENGTH, 500, Amount << 6);
3969 EditExperience(DEXTERITY, 500, Amount << 6);
3970 EditExperience(AGILITY, 500, Amount << 6);
3971 EditExperience(ENDURANCE, 500, Amount << 6);
3972 EditExperience(PERCEPTION, 500, Amount << 6);
3973 EditExperience(INTELLIGENCE, 500, Amount << 6);
3974 EditExperience(WISDOM, 500, Amount << 6);
3975 EditExperience(CHARISMA, 500, Amount << 6);
3976 RestoreLivingHP();
3977 RestoreStamina();
3978 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3982 void character::AddOmmelConsumeEndMessage () const {
3983 if (IsPlayer()) ADD_MESSAGE("You feel a primitive force coursing through your veins.");
3984 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks more powerful.", CHAR_NAME(DEFINITE));
3988 void character::ReceivePepsi (sLong Amount) {
3989 ReceiveDamage(0, Amount / 100, POISON, TORSO);
3990 EditExperience(PERCEPTION, Amount, 1 << 14);
3991 if (CheckDeath(CONST_S("was poisoned by pepsi"), 0)) return;
3992 if (IsPlayer()) game::DoEvilDeed(Amount / 10);
3996 void character::AddPepsiConsumeEndMessage () const {
3997 if (IsPlayer()) ADD_MESSAGE("Urgh. You feel your guruism fading away.");
3998 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks very lame.", CHAR_NAME(DEFINITE));
4002 void character::ReceiveDarkness (sLong Amount) {
4003 EditExperience(INTELLIGENCE, -Amount / 5, 1 << 13);
4004 EditExperience(WISDOM, -Amount / 5, 1 << 13);
4005 EditExperience(CHARISMA, -Amount / 5, 1 << 13);
4006 if (IsPlayer()) game::DoEvilDeed(int(Amount / 50));
4010 void character::AddFrogFleshConsumeEndMessage () const {
4011 if (IsPlayer()) ADD_MESSAGE("Arg. You feel the fate of a navastater placed upon you...");
4012 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks like a navastater.", CHAR_NAME(DEFINITE));
4016 void character::ReceiveKoboldFlesh (sLong) {
4017 /* As it is commonly known, the possibility of fainting per 500 cubic
4018 centimeters of kobold flesh is exactly 5%. */
4019 if (!(RAND() % 20)) {
4020 if (IsPlayer()) ADD_MESSAGE("You lose control of your legs and fall down.");
4021 LoseConsciousness(250 + RAND_N(250));
4026 void character::AddKoboldFleshConsumeEndMessage () const {
4027 if (IsPlayer()) ADD_MESSAGE("This stuff tasted really funny.");
4031 void character::AddKoboldFleshHitMessage () const {
4032 if (IsPlayer()) ADD_MESSAGE("You feel very funny.");
4036 void character::AddBoneConsumeEndMessage () const {
4037 if (IsPlayer()) ADD_MESSAGE("You feel like a hippie.");
4038 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s barks happily.", CHAR_NAME(DEFINITE)); // this suspects that nobody except dogs can eat bones
4041 truth character::RawEditAttribute (double &Experience, int Amount) const {
4042 /* Check if the attribute is disabled for creature */
4043 if (!Experience) return false;
4044 if ((Amount < 0 && Experience < 2 * EXP_MULTIPLIER) || (Amount > 0 && Experience > 999 * EXP_MULTIPLIER)) return false;
4045 Experience += Amount * EXP_MULTIPLIER;
4046 LimitRef<double>(Experience, MIN_EXP, MAX_EXP);
4047 return true;
4051 void character::DrawPanel (truth AnimationDraw) const {
4052 if (AnimationDraw) { DrawStats(true); return; }
4053 igraph::BlitBackGround(v2(19 + (game::GetScreenXSize() << 4), 0), v2(RES.X - 19 - (game::GetScreenXSize() << 4), RES.Y));
4054 igraph::BlitBackGround(v2(16, 45 + (game::GetScreenYSize() << 4)), v2(game::GetScreenXSize() << 4, 9));
4055 FONT->Printf(DOUBLE_BUFFER, v2(16, 45 + (game::GetScreenYSize() << 4)), WHITE, "%s", GetPanelName().CStr());
4056 game::UpdateAttributeMemory();
4057 int PanelPosX = RES.X - 96;
4058 int PanelPosY = DrawStats(false);
4059 PrintAttribute("End", ENDURANCE, PanelPosX, PanelPosY++);
4060 PrintAttribute("Per", PERCEPTION, PanelPosX, PanelPosY++);
4061 PrintAttribute("Int", INTELLIGENCE, PanelPosX, PanelPosY++);
4062 PrintAttribute("Wis", WISDOM, PanelPosX, PanelPosY++);
4063 PrintAttribute("Wil", WILL_POWER, PanelPosX, PanelPosY++);
4064 PrintAttribute("Cha", CHARISMA, PanelPosX, PanelPosY++);
4065 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Siz %d", GetSize());
4066 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), IsInBadCondition() ? RED : WHITE, "HP %d/%d", GetHP(), GetMaxHP());
4067 ++PanelPosY;
4068 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Gold: %d", GetMoney());
4069 ++PanelPosY;
4071 if (game::IsInWilderness())
4072 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Worldmap");
4073 else
4074 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", game::GetCurrentDungeon()->GetShortLevelDescription(game::GetCurrentLevelIndex()).CapitalizeCopy().CStr());
4076 ivantime Time;
4077 game::GetTime(Time);
4078 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Day %d", Time.Day);
4079 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Time %d:%s%d", Time.Hour, Time.Min < 10 ? "0" : "", Time.Min);
4080 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Turn %d", game::GetTurn());
4082 ++PanelPosY;
4084 if (GetAction()) {
4085 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", festring(GetAction()->GetDescription()).CapitalizeCopy().CStr());
4088 //printf("========= STATES =========\n");
4089 for (int c = 0; c < STATES; ++c) {
4090 //printf(" %d: %s (%s)\n", c, StateData[c].Description, (StateIsActivated(1<<c) ? "TAN" : "ona"));
4091 if (!(StateData[c].Flags & SECRET) && StateIsActivated(1 << c) && (1 << c != HASTE || !StateIsActivated(SLOW)) && (1 << c != SLOW || !StateIsActivated(HASTE))) {
4092 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), (1 << c) & EquipmentState || TemporaryStateCounter[c] >= PERMANENT ? BLUE : WHITE, "%s", StateData[c].Description);
4096 auto hst = GetHungerState();
4097 if (hst == STARVING) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Starving");
4098 else if (hst == VERY_HUNGRY) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Very hungry");
4099 else if (hst == HUNGRY) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), ORANGE, "Hungry");
4100 else if (hst == SATIATED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Satiated");
4101 else if (hst == BLOATED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Bloated");
4102 else if (hst == OVER_FED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Overfed!");
4104 auto bst = GetBurdenState();
4105 if (bst == OVER_LOADED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Overload!");
4106 else if (bst == STRESSED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), ORANGE, "Stressed");
4107 else if (bst == BURDENED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), BLUE, "Burdened");
4109 auto trst = GetTirednessState();
4110 if (trst == FAINTING) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Fainting");
4111 else if (trst == EXHAUSTED) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), ORANGE, "Exhausted");
4113 if (game::PlayerIsRunning()) {
4114 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", GetRunDescriptionLine(0));
4115 cchar *SecondLine = GetRunDescriptionLine(1);
4116 if (strlen(SecondLine)) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", SecondLine);
4121 void character::CalculateDodgeValue () {
4122 DodgeValue = 0.05 * GetMoveEase() * GetAttribute(AGILITY) / sqrt(GetSize());
4123 if (IsFlying()) DodgeValue *= 2;
4124 if (DodgeValue < 1) DodgeValue = 1;
4128 truth character::DamageTypeAffectsInventory (int Type) {
4129 if ((Type&0xFFF) == SOUND) return true;
4130 if ((Type&0xFFF) == ENERGY) return true;
4131 if ((Type&0xFFF) == ACID) return true;
4132 if ((Type&0xFFF) == FIRE) return true;
4133 if ((Type&0xFFF) == ELECTRICITY) return true;
4135 if ((Type&0xFFF) == PHYSICAL_DAMAGE) return false;
4136 if ((Type&0xFFF) == POISON) return false;
4137 if ((Type&0xFFF) == DRAIN) return false;
4138 if ((Type&0xFFF) == MUSTARD_GAS_DAMAGE) return false;
4139 if ((Type&0xFFF) == PSI) return false;
4141 ABORT("Unknown reaping effect destroyed dungeon!");
4142 return false;
4146 int character::CheckForBlockWithArm (character *Enemy, item *Weapon, arm *Arm,
4147 double WeaponToHitValue, int Damage, int Success, int Type)
4149 int BlockStrength = Arm->GetBlockCapability();
4150 double BlockValue = Arm->GetBlockValue();
4151 if (BlockStrength && BlockValue) {
4152 item *Blocker = Arm->GetWielded();
4153 if (RAND() % int(100+WeaponToHitValue/BlockValue/(1<<BlocksSinceLastTurn)*(100+Success)) < 100) {
4154 int NewDamage = BlockStrength < Damage ? Damage-BlockStrength : 0;
4155 if (Type == UNARMED_ATTACK) AddBlockMessage(Enemy, Blocker, Enemy->UnarmedHitNoun(), NewDamage);
4156 else if (Type == WEAPON_ATTACK) AddBlockMessage(Enemy, Blocker, "attack", NewDamage);
4157 else if (Type == KICK_ATTACK) AddBlockMessage(Enemy, Blocker, Enemy->KickNoun(), NewDamage);
4158 else if (Type == BITE_ATTACK) AddBlockMessage(Enemy, Blocker, Enemy->BiteNoun(), NewDamage);
4159 sLong Weight = Blocker->GetWeight();
4160 sLong StrExp = Limit(15 * Weight / 200, 75, 300);
4161 sLong DexExp = Weight ? Limit(75000 / Weight, 75, 300) : 300;
4162 Arm->EditExperience(ARM_STRENGTH, StrExp, 1 << 8);
4163 Arm->EditExperience(DEXTERITY, DexExp, 1 << 8);
4164 EditStamina(-10000 / GetAttribute(ARM_STRENGTH), false);
4165 if (Arm->TwoHandWieldIsActive()) {
4166 arm *PairArm = Arm->GetPairArm();
4167 PairArm->EditExperience(ARM_STRENGTH, StrExp, 1 << 8);
4168 PairArm->EditExperience(DEXTERITY, DexExp, 1 << 8);
4170 Blocker->WeaponSkillHit(Enemy->CalculateWeaponSkillHits(this));
4171 Blocker->ReceiveDamage(this, Damage, PHYSICAL_DAMAGE);
4172 Blocker->BlockEffect(this, Enemy, Weapon, Type);
4173 if (Weapon) Weapon->ReceiveDamage(Enemy, Damage - NewDamage, PHYSICAL_DAMAGE);
4174 if (BlocksSinceLastTurn < 16) ++BlocksSinceLastTurn;
4175 return NewDamage;
4178 return Damage;
4182 sLong character::GetStateAPGain (sLong BaseAPGain) const {
4183 if (!StateIsActivated(HASTE) == !StateIsActivated(SLOW)) return BaseAPGain;
4184 if (StateIsActivated(HASTE)) return (BaseAPGain * 5) >> 2;
4185 return (BaseAPGain << 2) / 5;
4189 void character::SignalEquipmentAdd (int EquipmentIndex) {
4190 item *Equipment = GetEquipment(EquipmentIndex);
4191 if (Equipment->IsInCorrectSlot(EquipmentIndex)) {
4192 sLong AddedStates = Equipment->GetGearStates();
4193 if (AddedStates) {
4194 for (int c = 0; c < STATES; ++c) {
4195 if (AddedStates & (1 << c)) {
4196 if (!StateIsActivated(1 << c)) {
4197 if (!IsInNoMsgMode()) (this->*StateData[c].PrintBeginMessage)();
4198 EquipmentState |= 1 << c;
4199 if (StateData[c].BeginHandler) (this->*StateData[c].BeginHandler)();
4200 } else {
4201 EquipmentState |= 1 << c;
4207 if (!IsInitializing() && Equipment->IsInCorrectSlot(EquipmentIndex)) ApplyEquipmentAttributeBonuses(Equipment);
4211 void character::SignalEquipmentRemoval (int, citem *Item) {
4212 CalculateEquipmentState();
4213 if (CalculateAttributeBonuses()) CheckDeath(festring("lost ")+GetPossessivePronoun(false)+" vital "+Item->GetName(INDEFINITE));
4217 void character::CalculateEquipmentState () {
4218 sLong Back = EquipmentState;
4219 EquipmentState = 0;
4220 for (int c = 0; c < GetEquipments(); ++c) {
4221 item *Equipment = GetEquipment(c);
4222 if (Equipment && Equipment->IsInCorrectSlot(c)) EquipmentState |= Equipment->GetGearStates();
4224 for (int c = 0; c < STATES; ++c) {
4225 if (Back & (1 << c) && !StateIsActivated(1 << c)) {
4226 if (StateData[c].EndHandler) {
4227 (this->*StateData[c].EndHandler)();
4228 if (!IsEnabled()) return;
4230 if (!IsInNoMsgMode()) (this->*StateData[c].PrintEndMessage)();
4236 /* Counter = duration in ticks */
4237 void character::BeginTemporaryState (sLong State, int Counter) {
4238 if (!Counter) return;
4239 int Index;
4240 if (State == POLYMORPHED) ABORT("No Polymorphing with BeginTemporaryState!");
4241 for (Index = 0; Index < STATES; ++Index) if (1 << Index == State) break;
4242 if (Index == STATES) ABORT("BeginTemporaryState works only when State == 2^n!");
4243 if (TemporaryStateIsActivated(State)) {
4244 int OldCounter = GetTemporaryStateCounter(State);
4245 if (OldCounter != PERMANENT) EditTemporaryStateCounter(State, Max(Counter, 50-OldCounter));
4246 } else if (StateData[Index].IsAllowed == 0 || (this->*StateData[Index].IsAllowed)()) {
4247 SetTemporaryStateCounter(State, Max(Counter, 50));
4248 if (!EquipmentStateIsActivated(State)) {
4249 if (!IsInNoMsgMode()) (this->*StateData[Index].PrintBeginMessage)();
4250 ActivateTemporaryState(State);
4251 if (StateData[Index].BeginHandler) (this->*StateData[Index].BeginHandler)();
4252 } else {
4253 ActivateTemporaryState(State);
4259 void character::HandleStates () {
4260 if (!TemporaryState && !EquipmentState) return;
4261 for (int c = 0; c < STATES; ++c) {
4262 if (TemporaryState & (1 << c) && TemporaryStateCounter[c] != PERMANENT) {
4263 if (!--TemporaryStateCounter[c]) {
4264 TemporaryState &= ~(1 << c);
4265 if (!(EquipmentState & (1 << c))) {
4266 if (StateData[c].EndHandler) {
4267 (this->*StateData[c].EndHandler)();
4268 if (!IsEnabled()) return;
4270 if (!TemporaryStateCounter[c]) (this->*StateData[c].PrintEndMessage)();
4274 if (StateIsActivated(1 << c)) {
4275 if (StateData[c].Handler) (this->*StateData[c].Handler)();
4277 if (!IsEnabled()) return;
4282 void character::PrintBeginPolymorphControlMessage () const {
4283 if (IsPlayer()) ADD_MESSAGE("You feel your mind has total control over your body.");
4287 void character::PrintEndPolymorphControlMessage () const {
4288 if (IsPlayer()) ADD_MESSAGE("You are somehow uncertain of your willpower.");
4292 void character::PrintBeginLifeSaveMessage () const {
4293 if (IsPlayer()) ADD_MESSAGE("You hear Hell's gates being locked just now.");
4297 void character::PrintEndLifeSaveMessage () const {
4298 if (IsPlayer()) ADD_MESSAGE("You feel the Afterlife is welcoming you once again.");
4302 void character::PrintBeginLycanthropyMessage () const {
4303 if (IsPlayer()) ADD_MESSAGE("You suddenly notice you've always loved full moons.");
4307 void character::PrintEndLycanthropyMessage () const {
4308 if (IsPlayer()) ADD_MESSAGE("You feel the wolf inside you has had enough of your bad habits.");
4312 void character::PrintBeginVampirismMessage () const {
4313 if (IsPlayer()) ADD_MESSAGE("You suddenly decide you have always hated garlic.");
4317 void character::PrintEndVampirismMessage () const {
4318 if (IsPlayer()) ADD_MESSAGE("You recall your delight of the morning sunshine back in New Attnam. You are a vampire no longer.");
4322 void character::PrintBeginInvisibilityMessage () const {
4323 if ((PLAYER->StateIsActivated(INFRA_VISION) && IsWarm()) || (PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5)) {
4324 if (IsPlayer()) ADD_MESSAGE("You seem somehow transparent.");
4325 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s seems somehow transparent.", CHAR_NAME(DEFINITE));
4326 } else {
4327 if (IsPlayer()) ADD_MESSAGE("You fade away.");
4328 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s disappears!", CHAR_NAME(DEFINITE));
4333 void character::PrintEndInvisibilityMessage () const {
4334 if ((PLAYER->StateIsActivated(INFRA_VISION) && IsWarm()) || (PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5)) {
4335 if (IsPlayer()) ADD_MESSAGE("Your notice your transparency has ended.");
4336 else if (CanBeSeenByPlayer()) ADD_MESSAGE("The appearance of %s seems far more solid now.", CHAR_NAME(INDEFINITE));
4337 } else {
4338 if (IsPlayer()) ADD_MESSAGE("You reappear.");
4339 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s appears from nowhere!", CHAR_NAME(INDEFINITE));
4344 void character::PrintBeginInfraVisionMessage () const {
4345 if (IsPlayer()) {
4346 if (StateIsActivated(INVISIBLE) && IsWarm() && !(StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5))
4347 ADD_MESSAGE("You reappear.");
4348 else
4349 ADD_MESSAGE("You feel your perception being magically altered.");
4354 void character::PrintEndInfraVisionMessage () const {
4355 if (IsPlayer()) {
4356 if (StateIsActivated(INVISIBLE) && IsWarm() && !(StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5))
4357 ADD_MESSAGE("You disappear.");
4358 else
4359 ADD_MESSAGE("You feel your perception returning to normal.");
4364 void character::PrintBeginESPMessage () const {
4365 if (IsPlayer()) ADD_MESSAGE("You suddenly feel like being only a tiny part of a great network of intelligent minds.");
4369 void character::PrintEndESPMessage () const {
4370 if (IsPlayer()) ADD_MESSAGE("You are filled with desire to be just yourself from now on.");
4374 void character::PrintBeginHasteMessage () const {
4375 if (IsPlayer()) ADD_MESSAGE("Time slows down to a crawl.");
4376 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks faster!", CHAR_NAME(DEFINITE));
4380 void character::PrintEndHasteMessage () const {
4381 if (IsPlayer()) ADD_MESSAGE("Everything seems to move much faster now.");
4382 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks slower!", CHAR_NAME(DEFINITE));
4386 void character::PrintBeginSlowMessage () const {
4387 if (IsPlayer()) ADD_MESSAGE("Everything seems to move much faster now.");
4388 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks slower!", CHAR_NAME(DEFINITE));
4392 void character::PrintEndSlowMessage () const {
4393 if (IsPlayer()) ADD_MESSAGE("Time slows down to a crawl.");
4394 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks faster!", CHAR_NAME(DEFINITE));
4398 void character::EndPolymorph () {
4399 ForceEndPolymorph();
4403 character *character::ForceEndPolymorph () {
4404 if (IsPlayer()) {
4405 ADD_MESSAGE("You return to your true form.");
4406 } else if (game::IsInWilderness()) {
4407 ActivateTemporaryState(POLYMORPHED);
4408 SetTemporaryStateCounter(POLYMORPHED, 10);
4409 return this; // fast gum solution, state ends when the player enters a dungeon
4411 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s returns to %s true form.", CHAR_NAME(DEFINITE), GetPossessivePronoun().CStr());
4412 RemoveTraps();
4413 if (GetAction()) GetAction()->Terminate(false);
4414 v2 Pos = GetPos();
4415 SendToHell();
4416 Remove();
4417 character *Char = GetPolymorphBackup();
4418 Flags |= C_IN_NO_MSG_MODE;
4419 Char->Flags |= C_IN_NO_MSG_MODE;
4420 Char->PutToOrNear(Pos);
4421 Char->ChangeTeam(GetTeam());
4422 if (GetTeam()->GetLeader() == this) GetTeam()->SetLeader(Char);
4423 SetPolymorphBackup(0);
4424 Char->Enable();
4425 Char->Flags &= ~C_POLYMORPHED;
4426 GetStack()->MoveItemsTo(Char->GetStack());
4427 DonateEquipmentTo(Char);
4428 Char->SetMoney(GetMoney());
4429 Flags &= ~C_IN_NO_MSG_MODE;
4430 Char->Flags &= ~C_IN_NO_MSG_MODE;
4431 Char->CalculateAll();
4432 Char->SetAssignedName(GetAssignedName());
4433 if (IsPlayer()) {
4434 Flags &= ~C_PLAYER;
4435 game::SetPlayer(Char);
4436 game::SendLOSUpdateRequest();
4437 UpdateESPLOS();
4439 Char->TestWalkability();
4440 return Char;
4444 void character::LycanthropyHandler () {
4445 if (StateIsActivated(POLYMORPH_LOCK)) return;
4446 if (GetType() == werewolfwolf::ProtoType.GetIndex()) return;
4447 if (!(RAND() % 2000)) {
4448 if (StateIsActivated(POLYMORPH_CONTROL) && (IsPlayer() ? !game::TruthQuestion(CONST_S("Do you wish to change into a werewolf?")) : false)) return;
4449 Polymorph(werewolfwolf::Spawn(), 1000 + RAND() % 2000);
4454 void character::SaveLife () {
4455 if (TemporaryStateIsActivated(LIFE_SAVED)) {
4456 if (IsPlayer())
4457 ADD_MESSAGE("But wait! You glow briefly red and seem to be in a better shape!");
4458 else if (CanBeSeenByPlayer())
4459 ADD_MESSAGE("But wait, suddenly %s glows briefly red and seems to be in a better shape!", GetPersonalPronoun().CStr());
4460 DeActivateTemporaryState(LIFE_SAVED);
4461 } else {
4462 item *LifeSaver = 0;
4463 for (int c = 0; c < GetEquipments(); ++c) {
4464 item *Equipment = GetEquipment(c);
4465 if (Equipment && Equipment->IsInCorrectSlot(c) && Equipment->GetGearStates() & LIFE_SAVED) LifeSaver = Equipment;
4467 if (!LifeSaver) ABORT("The Universe can only kill you once!");
4468 if (IsPlayer())
4469 ADD_MESSAGE("But wait! Your %s glows briefly red and disappears and you seem to be in a better shape!", LifeSaver->CHAR_NAME(UNARTICLED));
4470 else if (CanBeSeenByPlayer())
4471 ADD_MESSAGE("But wait, suddenly %s %s glows briefly red and disappears and %s seems to be in a better shape!", GetPossessivePronoun().CStr(), LifeSaver->CHAR_NAME(UNARTICLED), GetPersonalPronoun().CStr());
4472 LifeSaver->RemoveFromSlot();
4473 LifeSaver->SendToHell();
4476 if (IsPlayer()) game::AskForEscPress(CONST_S("Life saved!"));
4478 RestoreBodyParts();
4479 ResetSpoiling();
4480 RestoreHP();
4481 RestoreStamina();
4482 ResetStates();
4484 if (GetNP() < SATIATED_LEVEL) SetNP(SATIATED_LEVEL);
4486 SendNewDrawRequest();
4488 if (GetAction()) GetAction()->Terminate(false);
4492 character *character::PolymorphRandomly (int MinDanger, int MaxDanger, int Time) {
4493 character *NewForm = 0;
4494 if (StateIsActivated(POLYMORPH_LOCK)) { ADD_MESSAGE("You feel uncertain about your body for a moment."); return NewForm; }
4495 if (StateIsActivated(POLYMORPH_CONTROL)) {
4496 if (IsPlayer()) {
4497 if (!GetNewFormForPolymorphWithControl(NewForm)) return NewForm;
4498 } else {
4499 NewForm = protosystem::CreateMonster(MinDanger*10, MaxDanger*10, NO_EQUIPMENT);
4501 } else {
4502 NewForm = protosystem::CreateMonster(MinDanger, MaxDanger, NO_EQUIPMENT);
4504 Polymorph(NewForm, Time);
4505 return NewForm;
4509 /* In reality, the reading takes Time / (Intelligence * 10) turns */
4510 void character::StartReading (item *Item, sLong Time) {
4511 study *Read = study::Spawn(this);
4512 Read->SetLiteratureID(Item->GetID());
4513 if (game::WizardModeIsActive()) Time = 1;
4514 Read->SetCounter(Time);
4515 SetAction(Read);
4516 if (IsPlayer()) ADD_MESSAGE("You start reading %s.", Item->CHAR_NAME(DEFINITE));
4517 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s starts reading %s.", CHAR_NAME(DEFINITE), Item->CHAR_NAME(DEFINITE));
4521 /* Call when one makes something with his/her/its hands.
4522 * Difficulty of 5 takes about one turn, so it's the most common to use. */
4523 void character::DexterityAction (int Difficulty) {
4524 EditAP(-20000 * Difficulty / APBonus(GetAttribute(DEXTERITY)));
4525 EditExperience(DEXTERITY, Difficulty * 15, 1 << 7);
4529 /* If Theoretically != false, range is not a factor. */
4530 truth character::CanBeSeenByPlayer (truth Theoretically, truth IgnoreESP) const {
4531 if (IsEnabled() && !game::IsGenerating() && (Theoretically || GetSquareUnder())) {
4532 truth MayBeESPSeen = PLAYER->IsEnabled() && !IgnoreESP && PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5;
4533 truth MayBeInfraSeen = PLAYER->IsEnabled() && PLAYER->StateIsActivated(INFRA_VISION) && IsWarm();
4534 truth Visible = !StateIsActivated(INVISIBLE) || MayBeESPSeen || MayBeInfraSeen;
4535 if (game::IsInWilderness()) return Visible;
4536 if (MayBeESPSeen && (Theoretically || GetDistanceSquareFrom(PLAYER) <= PLAYER->GetESPRangeSquare())) return true;
4537 if (!Visible) return false;
4538 return (Theoretically || SquareUnderCanBeSeenByPlayer(MayBeInfraSeen));
4540 return false;
4544 truth character::CanBeSeenBy (ccharacter *Who, truth Theoretically, truth IgnoreESP) const {
4545 if (Who->IsPlayer()) return CanBeSeenByPlayer(Theoretically, IgnoreESP);
4546 if (IsEnabled() && !game::IsGenerating() && (Theoretically || GetSquareUnder())) {
4547 truth MayBeESPSeen = Who->IsEnabled() && !IgnoreESP && Who->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5;
4548 truth MayBeInfraSeen = Who->IsEnabled() && Who->StateIsActivated(INFRA_VISION) && IsWarm();
4549 truth Visible = !StateIsActivated(INVISIBLE) || MayBeESPSeen || MayBeInfraSeen;
4550 if (game::IsInWilderness()) return Visible;
4551 if (MayBeESPSeen && (Theoretically || GetDistanceSquareFrom(Who) <= Who->GetESPRangeSquare())) return true;
4552 if (!Visible) return false;
4553 return (Theoretically || SquareUnderCanBeSeenBy(Who, MayBeInfraSeen));
4555 return false;
4559 truth character::SquareUnderCanBeSeenByPlayer (truth IgnoreDarkness) const {
4560 if (!GetSquareUnder()) return false;
4561 int S1 = SquaresUnder, S2 = PLAYER->SquaresUnder;
4562 if (S1 == 1 && S2 == 1) {
4563 if (GetSquareUnder()->CanBeSeenByPlayer(IgnoreDarkness)) return true;
4564 if (IgnoreDarkness) {
4565 int LOSRangeSquare = PLAYER->GetLOSRangeSquare();
4566 if ((GetPos() - PLAYER->GetPos()).GetLengthSquare() <= LOSRangeSquare) {
4567 eyecontroller::Map = GetLevel()->GetMap();
4568 return mapmath<eyecontroller>::DoLine(PLAYER->GetPos().X, PLAYER->GetPos().Y, GetPos().X, GetPos().Y, SKIP_FIRST);
4571 return false;
4572 } else {
4573 for (int c1 = 0; c1 < S1; ++c1) {
4574 lsquare *Square = GetLSquareUnder(c1);
4575 if (Square->CanBeSeenByPlayer(IgnoreDarkness)) return true;
4576 else if (IgnoreDarkness) {
4577 v2 Pos = Square->GetPos();
4578 int LOSRangeSquare = PLAYER->GetLOSRangeSquare();
4579 for (int c2 = 0; c2 < S2; ++c2) {
4580 v2 PlayerPos = PLAYER->GetPos(c2);
4581 if ((Pos-PlayerPos).GetLengthSquare() <= LOSRangeSquare) {
4582 eyecontroller::Map = GetLevel()->GetMap();
4583 if (mapmath<eyecontroller>::DoLine(PlayerPos.X, PlayerPos.Y, Pos.X, Pos.Y, SKIP_FIRST)) return true;
4588 return false;
4593 truth character::SquareUnderCanBeSeenBy (ccharacter *Who, truth IgnoreDarkness) const {
4594 int S1 = SquaresUnder, S2 = Who->SquaresUnder;
4595 int LOSRangeSquare = Who->GetLOSRangeSquare();
4596 if (S1 == 1 && S2 == 1) return GetSquareUnder()->CanBeSeenFrom(Who->GetPos(), LOSRangeSquare, IgnoreDarkness);
4597 for (int c1 = 0; c1 < S1; ++c1) {
4598 lsquare *Square = GetLSquareUnder(c1);
4599 for (int c2 = 0; c2 < S2; ++c2) if (Square->CanBeSeenFrom(Who->GetPos(c2), LOSRangeSquare, IgnoreDarkness)) return true;
4601 return false;
4605 int character::GetDistanceSquareFrom (ccharacter *Who) const {
4606 int S1 = SquaresUnder, S2 = Who->SquaresUnder;
4607 if (S1 == 1 && S2 == 1) return (GetPos() - Who->GetPos()).GetLengthSquare();
4608 v2 MinDist(0x7FFF, 0x7FFF);
4609 int MinLength = 0xFFFF;
4610 for (int c1 = 0; c1 < S1; ++c1) {
4611 for (int c2 = 0; c2 < S2; ++c2) {
4612 v2 Dist = GetPos(c1)-Who->GetPos(c2);
4613 if (Dist.X < 0) Dist.X = -Dist.X;
4614 if (Dist.Y < 0) Dist.Y = -Dist.Y;
4615 if (Dist.X <= MinDist.X && Dist.Y <= MinDist.Y) {
4616 MinDist = Dist;
4617 MinLength = Dist.GetLengthSquare();
4618 } else if (Dist.X < MinDist.X || Dist.Y < MinDist.Y) {
4619 int Length = Dist.GetLengthSquare();
4620 if (Length < MinLength) {
4621 MinDist = Dist;
4622 MinLength = Length;
4627 return MinLength;
4631 void character::AttachBodyPart (bodypart *BodyPart) {
4632 SetBodyPart(BodyPart->GetBodyPartIndex(), BodyPart);
4633 if (!AllowSpoil()) BodyPart->ResetSpoiling();
4634 BodyPart->ResetPosition();
4635 BodyPart->UpdatePictures();
4636 CalculateAttributeBonuses();
4637 CalculateBattleInfo();
4638 SendNewDrawRequest();
4639 SignalPossibleTransparencyChange();
4643 /* Returns true if the character has all bodyparts, false if not. */
4644 truth character::HasAllBodyParts () const {
4645 for (int c = 0; c < BodyParts; ++c) if (!GetBodyPart(c) && CanCreateBodyPart(c)) return false;
4646 return true;
4650 bodypart *character::GenerateRandomBodyPart () {
4651 int NeededBodyPart[MAX_BODYPARTS];
4652 int Index = 0;
4653 for (int c = 0; c < BodyParts; ++c) if (!GetBodyPart(c) && CanCreateBodyPart(c)) NeededBodyPart[Index++] = c;
4654 return Index ? CreateBodyPart(NeededBodyPart[RAND() % Index]) : 0;
4658 /* Searches the character's Stack and if it find some bodyparts there that are the character's
4659 * old bodyparts returns a stackiterator to one of them (choosen in random).
4660 * If no fitting bodyparts are found the function returns 0 */
4661 bodypart *character::FindRandomOwnBodyPart (truth AllowNonLiving) const {
4662 itemvector LostAndFound;
4663 for (int c = 0; c < BodyParts; ++c) {
4664 if (!GetBodyPart(c)) {
4665 for (std::list<feuLong>::iterator i = OriginalBodyPartID[c].begin(); i != OriginalBodyPartID[c].end(); ++i) {
4666 bodypart *Found = static_cast<bodypart *>(SearchForItem(*i));
4667 if (Found && (AllowNonLiving || Found->CanRegenerate())) LostAndFound.push_back(Found);
4671 if (LostAndFound.empty()) return 0;
4672 return static_cast<bodypart *>(LostAndFound[RAND() % LostAndFound.size()]);
4676 void character::PrintBeginPoisonedMessage () const {
4677 if (IsPlayer()) ADD_MESSAGE("You seem to be very ill.");
4678 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks very ill.", CHAR_NAME(DEFINITE));
4682 void character::PrintEndPoisonedMessage () const {
4683 if (IsPlayer()) ADD_MESSAGE("You feel better again.");
4684 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks better.", CHAR_NAME(DEFINITE));
4688 void character::PoisonedHandler () {
4689 if (!(RAND() % 100)) VomitAtRandomDirection(500 + RAND_N(250));
4690 int Damage = 0;
4691 for (int Used = 0; Used < GetTemporaryStateCounter(POISONED); Used += 100) if (!(RAND() % 100)) ++Damage;
4692 if (Damage) {
4693 ReceiveDamage(0, Damage, POISON, ALL, 8, false, false, false, false);
4694 CheckDeath(CONST_S("died of acute poisoning"), 0);
4699 truth character::IsWarm () const {
4700 return combinebodypartpredicates()(this, &bodypart::IsWarm, 1);
4704 truth character::IsWarmBlooded() const
4706 return combinebodypartpredicates()(this, &bodypart::IsWarmBlooded, 1);
4710 void character::BeginInvisibility () {
4711 UpdatePictures();
4712 SendNewDrawRequest();
4713 SignalPossibleTransparencyChange();
4717 void character::BeginInfraVision () {
4718 if (IsPlayer()) GetArea()->SendNewDrawRequest();
4722 void character::BeginESP () {
4723 if (IsPlayer()) GetArea()->SendNewDrawRequest();
4727 void character::EndInvisibility () {
4728 UpdatePictures();
4729 SendNewDrawRequest();
4730 SignalPossibleTransparencyChange();
4734 void character::EndInfraVision () {
4735 if (IsPlayer() && IsEnabled()) GetArea()->SendNewDrawRequest();
4739 void character::EndESP () {
4740 if (IsPlayer() && IsEnabled()) GetArea()->SendNewDrawRequest();
4744 void character::Draw (blitdata &BlitData) const {
4745 col24 L = BlitData.Luminance;
4746 if (PLAYER->IsEnabled() &&
4747 ((PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5 &&
4748 (PLAYER->GetPos() - GetPos()).GetLengthSquare() <= PLAYER->GetESPRangeSquare()) ||
4749 (PLAYER->StateIsActivated(INFRA_VISION) && IsWarm())))
4750 BlitData.Luminance = ivanconfig::GetContrastLuminance();
4752 DrawBodyParts(BlitData);
4753 BlitData.Luminance = ivanconfig::GetContrastLuminance();
4754 BlitData.Src.Y = 16;
4755 cint SquareIndex = BlitData.CustomData & SQUARE_INDEX_MASK;
4757 if (GetTeam() == PLAYER->GetTeam() && !IsPlayer() && SquareIndex == GetTameSymbolSquareIndex()) {
4758 BlitData.Src.X = 32;
4759 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4762 if (IsFlying() && SquareIndex == GetFlySymbolSquareIndex()) {
4763 BlitData.Src.X = 128;
4764 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4767 if (IsSwimming() && SquareIndex == GetSwimmingSymbolSquareIndex()) {
4768 BlitData.Src.X = 240;
4769 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4772 if (GetAction() && GetAction()->IsUnconsciousness() && SquareIndex == GetUnconsciousSymbolSquareIndex()) {
4773 BlitData.Src.X = 224;
4774 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4777 BlitData.Src.X = BlitData.Src.Y = 0;
4778 BlitData.Luminance = L;
4782 void character::DrawBodyParts (blitdata &BlitData) const {
4783 GetTorso()->Draw(BlitData);
4787 void character::PrintBeginTeleportMessage () const {
4788 if (IsPlayer()) ADD_MESSAGE("You feel jumpy.");
4792 void character::PrintEndTeleportMessage () const {
4793 if (IsPlayer()) ADD_MESSAGE("You suddenly realize you've always preferred walking to jumping.");
4797 void character::PrintBeginDetectMessage () const {
4798 if (IsPlayer()) ADD_MESSAGE("You feel curious about your surroundings.");
4802 void character::PrintEndDetectMessage () const {
4803 if (IsPlayer()) ADD_MESSAGE("You decide to rely on your intuition from now on.");
4807 void character::TeleportHandler () {
4808 if (!(RAND() % 1500) && !game::IsInWilderness()) {
4809 if (IsPlayer()) ADD_MESSAGE("You feel an urgent spatial relocation is now appropriate.");
4810 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s disappears.", CHAR_NAME(DEFINITE));
4811 TeleportRandomly();
4816 void character::DetectHandler () {
4817 if (IsPlayer()) {
4818 //the AI can't be asked position questions! So only the player can hav this state really :/ a bit daft of me
4819 if (!(RAND()%3000) && !game::IsInWilderness()) {
4820 ADD_MESSAGE("Your mind wanders in search of something.");
4821 DoDetecting(); //in fact, who knows what would happen if a dark frog had the detecting state?
4827 void character::PrintBeginPolymorphMessage () const {
4828 if (IsPlayer()) ADD_MESSAGE("An uncomfortable uncertainty of who you really are overwhelms you.");
4832 void character::PrintEndPolymorphMessage () const {
4833 if (IsPlayer()) ADD_MESSAGE("You feel you are you and no one else.");
4837 void character::PolymorphHandler () {
4838 if (!(RAND() % 1500)) PolymorphRandomly(1, 999999, 200 + RAND() % 800);
4841 void character::PrintBeginTeleportControlMessage () const {
4842 if (IsPlayer()) ADD_MESSAGE("You feel very controlled.");
4846 void character::PrintEndTeleportControlMessage () const {
4847 if (IsPlayer()) ADD_MESSAGE("You feel your control slipping.");
4851 void character::DisplayStethoscopeInfo (character *) const {
4852 felist Info(CONST_S("Information about ") + GetDescription(DEFINITE));
4853 AddSpecialStethoscopeInfo(Info);
4854 Info.AddEntry(CONST_S("Endurance: ") + GetAttribute(ENDURANCE), LIGHT_GRAY);
4855 Info.AddEntry(CONST_S("Perception: ") + GetAttribute(PERCEPTION), LIGHT_GRAY);
4856 Info.AddEntry(CONST_S("Intelligence: ") + GetAttribute(INTELLIGENCE), LIGHT_GRAY);
4857 Info.AddEntry(CONST_S("Wisdom: ") + GetAttribute(WISDOM), LIGHT_GRAY);
4858 //Info.AddEntry(CONST_S("Willpower: ") + GetAttribute(WILL_POWER), LIGHT_GRAY);
4859 Info.AddEntry(CONST_S("Charisma: ") + GetAttribute(CHARISMA), LIGHT_GRAY);
4860 Info.AddEntry(CONST_S("HP: ") + GetHP() + "/" + GetMaxHP(), IsInBadCondition() ? RED : LIGHT_GRAY);
4861 if (GetAction()) Info.AddEntry(festring(GetAction()->GetDescription()).CapitalizeCopy(), LIGHT_GRAY);
4862 for (int c = 0; c < STATES; ++c) {
4863 if (StateIsActivated(1 << c) && (1 << c != HASTE || !StateIsActivated(SLOW)) && (1 << c != SLOW || !StateIsActivated(HASTE)))
4864 Info.AddEntry(StateData[c].Description, LIGHT_GRAY);
4866 switch (GetTirednessState()) {
4867 case FAINTING: Info.AddEntry("Fainting", RED); break;
4868 case EXHAUSTED: Info.AddEntry("Exhausted", LIGHT_GRAY); break;
4870 game::SetStandardListAttributes(Info);
4871 Info.Draw();
4875 truth character::CanUseStethoscope (truth PrintReason) const {
4876 if (PrintReason) ADD_MESSAGE("This type of monster can't use a stethoscope.");
4877 return false;
4881 /* Effect used by at least Sophos.
4882 * NOTICE: Doesn't check for death! */
4883 void character::TeleportSomePartsAway (int NumberToTeleport) {
4884 if (StateIsActivated(TELEPORT_LOCK)) {
4885 if (IsPlayer()) ADD_MESSAGE("You feel very itchy for a moment.");
4886 return;
4888 for (int c = 0; c < NumberToTeleport; ++c) {
4889 int RandomBodyPart = GetRandomNonVitalBodyPart();
4890 if (RandomBodyPart == NONE_INDEX) {
4891 for (; c < NumberToTeleport; ++c) {
4892 GetTorso()->SetHP((GetTorso()->GetHP() << 2) / 5);
4893 sLong TorsosVolume = GetTorso()->GetMainMaterial()->GetVolume() / 10;
4894 if (!TorsosVolume) break;
4895 sLong Amount = (RAND() % TorsosVolume)+1;
4896 item *Lump = GetTorso()->GetMainMaterial()->CreateNaturalForm(Amount);
4897 GetTorso()->GetMainMaterial()->EditVolume(-Amount);
4898 Lump->MoveTo(GetNearLSquare(GetLevel()->GetRandomSquare())->GetStack());
4899 if (IsPlayer()) ADD_MESSAGE("Parts of you teleport away.");
4900 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Parts of %s teleport away.", CHAR_NAME(DEFINITE));
4902 } else {
4903 item *SeveredBodyPart = SevereBodyPart(RandomBodyPart);
4904 if (SeveredBodyPart) {
4905 GetNearLSquare(GetLevel()->GetRandomSquare())->AddItem(SeveredBodyPart);
4906 SeveredBodyPart->DropEquipment();
4907 if (IsPlayer()) ADD_MESSAGE("Your %s teleports away.", GetBodyPartName(RandomBodyPart).CStr());
4908 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s teleports away.", GetPossessivePronoun().CStr(), GetBodyPartName(RandomBodyPart).CStr());
4909 } else {
4910 if (IsPlayer()) ADD_MESSAGE("Your %s disappears.", GetBodyPartName(RandomBodyPart).CStr());
4911 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s disappears.", GetPossessivePronoun().CStr(), GetBodyPartName(RandomBodyPart).CStr());
4918 /* Returns an index of a random bodypart that is not vital. If no non-vital bodypart is found returns NONE_INDEX */
4919 int character::GetRandomNonVitalBodyPart () const {
4920 int OKBodyPart[MAX_BODYPARTS];
4921 int OKBodyParts = 0;
4922 for (int c = 0; c < BodyParts; ++c) if (GetBodyPart(c) && !BodyPartIsVital(c)) OKBodyPart[OKBodyParts++] = c;
4923 return OKBodyParts ? OKBodyPart[RAND() % OKBodyParts] : NONE_INDEX;
4927 void character::CalculateVolumeAndWeight () {
4928 Volume = Stack->GetVolume();
4929 Weight = Stack->GetWeight();
4930 BodyVolume = 0;
4931 CarriedWeight = Weight;
4932 for (int c = 0; c < BodyParts; ++c) {
4933 bodypart *BodyPart = GetBodyPart(c);
4934 if (BodyPart) {
4935 BodyVolume += BodyPart->GetBodyPartVolume();
4936 Volume += BodyPart->GetVolume();
4937 CarriedWeight += BodyPart->GetCarriedWeight();
4938 Weight += BodyPart->GetWeight();
4944 void character::SignalVolumeAndWeightChange () {
4945 if (!IsInitializing()) {
4946 CalculateVolumeAndWeight();
4947 if (IsEnabled()) CalculateBurdenState();
4948 if (MotherEntity) MotherEntity->SignalVolumeAndWeightChange();
4953 void character::SignalEmitationIncrease (col24 EmitationUpdate) {
4954 if (game::CompareLights(EmitationUpdate, Emitation) > 0) {
4955 game::CombineLights(Emitation, EmitationUpdate);
4956 if (MotherEntity) MotherEntity->SignalEmitationIncrease(EmitationUpdate);
4957 else if (SquareUnder[0] && !game::IsInWilderness()) {
4958 for(int c = 0; c < GetSquaresUnder(); ++c) GetLSquareUnder()->SignalEmitationIncrease(EmitationUpdate);
4964 void character::SignalEmitationDecrease (col24 EmitationUpdate) {
4965 if (game::CompareLights(EmitationUpdate, Emitation) >= 0 && Emitation) {
4966 col24 Backup = Emitation;
4967 CalculateEmitation();
4968 if (Backup != Emitation) {
4969 if (MotherEntity) MotherEntity->SignalEmitationDecrease(EmitationUpdate);
4970 else if (SquareUnder[0] && !game::IsInWilderness()) {
4971 for (int c = 0; c < GetSquaresUnder(); ++c) GetLSquareUnder(c)->SignalEmitationDecrease(EmitationUpdate);
4978 void character::CalculateEmitation () {
4979 Emitation = GetBaseEmitation();
4980 for (int c = 0; c < BodyParts; ++c) {
4981 bodypart *BodyPart = GetBodyPart(c);
4982 if (BodyPart) game::CombineLights(Emitation, BodyPart->GetEmitation());
4984 game::CombineLights(Emitation, Stack->GetEmitation());
4988 void character::CalculateAll () {
4989 Flags |= C_INITIALIZING;
4990 CalculateAttributeBonuses();
4991 CalculateVolumeAndWeight();
4992 CalculateEmitation();
4993 CalculateBodyPartMaxHPs(0);
4994 CalculateMaxStamina();
4995 CalculateBurdenState();
4996 CalculateBattleInfo();
4997 Flags &= ~C_INITIALIZING;
5001 void character::CalculateHP () {
5002 HP = sumbodypartproperties()(this, &bodypart::GetHP);
5006 void character::CalculateMaxHP () {
5007 MaxHP = sumbodypartproperties()(this, &bodypart::GetMaxHP);
5011 void character::CalculateBodyPartMaxHPs (feuLong Flags) {
5012 doforbodypartswithparam<feuLong>()(this, &bodypart::CalculateMaxHP, Flags);
5013 CalculateMaxHP();
5014 CalculateHP();
5018 truth character::EditAttribute (int Identifier, int Value) {
5019 if (Identifier == ENDURANCE && UseMaterialAttributes()) return false;
5020 if (RawEditAttribute(BaseExperience[Identifier], Value)) {
5021 if (!IsInitializing()) {
5022 if (Identifier == LEG_STRENGTH) CalculateBurdenState();
5023 else if (Identifier == ENDURANCE) CalculateBodyPartMaxHPs();
5024 else if (IsPlayer() && Identifier == PERCEPTION) game::SendLOSUpdateRequest();
5025 else if (IsPlayerKind() && (Identifier == INTELLIGENCE || Identifier == WISDOM || Identifier == CHARISMA)) UpdatePictures();
5026 CalculateBattleInfo();
5028 return true;
5030 return false;
5034 truth character::ActivateRandomState (int Flags, int Time, sLong Seed) {
5035 femath::SaveSeed();
5036 if (Seed) femath::SetSeed(Seed);
5037 sLong ToBeActivated = GetRandomState(Flags|DUR_TEMPORARY);
5038 femath::LoadSeed();
5039 if (!ToBeActivated) return false;
5040 BeginTemporaryState(ToBeActivated, Time);
5041 return true;
5045 truth character::GainRandomIntrinsic (int Flags) {
5046 sLong ToBeActivated = GetRandomState(Flags|DUR_PERMANENT);
5047 if (!ToBeActivated) return false;
5048 GainIntrinsic(ToBeActivated);
5049 return true;
5053 /* Returns 0 if state not found */
5054 sLong character::GetRandomState (int Flags) const {
5055 sLong OKStates[STATES];
5056 int NumberOfOKStates = 0;
5057 for (int c = 0; c < STATES; ++c) {
5058 if (StateData[c].Flags & Flags & DUR_FLAGS && StateData[c].Flags & Flags & SRC_FLAGS) OKStates[NumberOfOKStates++] = 1 << c;
5060 return NumberOfOKStates ? OKStates[RAND() % NumberOfOKStates] : 0;
5064 int characterprototype::CreateSpecialConfigurations (characterdatabase **TempConfig, int Configs, int Level) {
5065 if (Level == 0 && TempConfig[0]->CreateDivineConfigurations) {
5066 Configs = databasecreator<character>::CreateDivineConfigurations(this, TempConfig, Configs);
5068 if (Level == 1 && TempConfig[0]->CreateUndeadConfigurations) {
5069 for (int c = 1; c < protocontainer<character>::GetSize(); ++c) {
5070 const character::prototype *Proto = protocontainer<character>::GetProto(c);
5071 if (!Proto) continue; // missing character
5072 const character::database *const *CharacterConfigData = Proto->GetConfigData();
5073 if (!CharacterConfigData) ABORT("No database entry for character <%s>!", Proto->GetClassID());
5074 const character::database*const* End = CharacterConfigData+Proto->GetConfigSize();
5075 for (++CharacterConfigData; CharacterConfigData != End; ++CharacterConfigData) {
5076 const character::database *CharacterDataBase = *CharacterConfigData;
5077 if (CharacterDataBase->UndeadVersions) {
5078 character::database* ConfigDataBase = new character::database(**TempConfig);
5079 festring ucfgname = "undead ";
5080 ucfgname << CharacterDataBase->CfgStrName;
5081 ConfigDataBase->InitDefaults(this, (c << 8) | CharacterDataBase->Config, ucfgname);
5082 ConfigDataBase->PostFix << "of ";
5083 if (CharacterDataBase->Adjective.GetSize()) {
5084 if (CharacterDataBase->UsesLongAdjectiveArticle) ConfigDataBase->PostFix << "an ";
5085 else ConfigDataBase->PostFix << "a ";
5086 ConfigDataBase->PostFix << CharacterDataBase->Adjective << ' ';
5087 } else {
5088 if (CharacterDataBase->UsesLongArticle) ConfigDataBase->PostFix << "an ";
5089 else ConfigDataBase->PostFix << "a ";
5091 ConfigDataBase->PostFix << CharacterDataBase->NameSingular;
5092 if (CharacterDataBase->PostFix.GetSize()) ConfigDataBase->PostFix << ' ' << CharacterDataBase->PostFix;
5093 int P1 = TempConfig[0]->UndeadAttributeModifier;
5094 int P2 = TempConfig[0]->UndeadVolumeModifier;
5095 int c2;
5096 for (c2 = 0; c2 < ATTRIBUTES; ++c2) ConfigDataBase->*ExpPtr[c2] = CharacterDataBase->*ExpPtr[c2] * P1 / 100;
5097 for (c2 = 0; c2 < EQUIPMENT_DATAS; ++c2) ConfigDataBase->*EquipmentDataPtr[c2] = contentscript<item>();
5098 ConfigDataBase->DefaultIntelligence = 5;
5099 ConfigDataBase->DefaultWisdom = 5;
5100 ConfigDataBase->DefaultCharisma = 5;
5101 ConfigDataBase->TotalSize = CharacterDataBase->TotalSize;
5102 ConfigDataBase->Sex = CharacterDataBase->Sex;
5103 ConfigDataBase->AttributeBonus = CharacterDataBase->AttributeBonus;
5104 ConfigDataBase->TotalVolume = CharacterDataBase->TotalVolume * P2 / 100;
5105 if (TempConfig[0]->UndeadCopyMaterials) {
5106 ConfigDataBase->HeadBitmapPos = CharacterDataBase->HeadBitmapPos;
5107 ConfigDataBase->HairColor = CharacterDataBase->HairColor;
5108 ConfigDataBase->EyeColor = CharacterDataBase->EyeColor;
5109 ConfigDataBase->CapColor = CharacterDataBase->CapColor;
5110 ConfigDataBase->FleshMaterial = CharacterDataBase->FleshMaterial;
5111 ConfigDataBase->BloodMaterial = CharacterDataBase->BloodMaterial;
5112 ConfigDataBase->VomitMaterial = CharacterDataBase->VomitMaterial;
5113 ConfigDataBase->SweatMaterial = CharacterDataBase->SweatMaterial;
5115 ConfigDataBase->KnownCWeaponSkills = CharacterDataBase->KnownCWeaponSkills;
5116 ConfigDataBase->CWeaponSkillHits = CharacterDataBase->CWeaponSkillHits;
5117 ConfigDataBase->PostProcess();
5118 TempConfig[Configs++] = ConfigDataBase;
5123 if (Level == 0 && TempConfig[0]->CreateGolemMaterialConfigurations) {
5124 for (int c = 1; c < protocontainer<material>::GetSize(); ++c) {
5125 const material::prototype* Proto = protocontainer<material>::GetProto(c);
5126 if (!Proto) continue; // missing matherial
5127 const material::database*const* MaterialConfigData = Proto->GetConfigData();
5128 const material::database*const* End = MaterialConfigData + Proto->GetConfigSize();
5129 for (++MaterialConfigData; MaterialConfigData != End; ++MaterialConfigData) {
5130 const material::database* MaterialDataBase = *MaterialConfigData;
5131 if (MaterialDataBase->CategoryFlags & IS_GOLEM_MATERIAL) {
5132 character::database* ConfigDataBase = new character::database(**TempConfig);
5133 festring gcfgname;
5134 gcfgname << MaterialDataBase->CfgStrName;
5135 gcfgname << " golem";
5136 ConfigDataBase->InitDefaults(this, MaterialDataBase->Config, gcfgname);
5137 ConfigDataBase->Adjective = MaterialDataBase->NameStem;
5138 ConfigDataBase->UsesLongAdjectiveArticle = MaterialDataBase->NameFlags & USE_AN;
5139 ConfigDataBase->AttachedGod = MaterialDataBase->AttachedGod;
5140 TempConfig[Configs++] = ConfigDataBase;
5145 return Configs;
5149 double character::GetTimeToDie (ccharacter *Enemy, int Damage, double ToHitValue, truth AttackIsBlockable, truth UseMaxHP) const {
5150 double DodgeValue = GetDodgeValue();
5151 if (!Enemy->CanBeSeenBy(this, true)) ToHitValue *= 2;
5152 if (!CanBeSeenBy(Enemy, true)) DodgeValue *= 2;
5153 double MinHits = 1000;
5154 truth First = true;
5155 for (int c = 0; c < BodyParts; ++c) {
5156 if (BodyPartIsVital(c) && GetBodyPart(c)) {
5157 double Hits = GetBodyPart(c)->GetTimeToDie(Damage, ToHitValue, DodgeValue, AttackIsBlockable, UseMaxHP);
5158 if (First) { MinHits = Hits; First = false; } else MinHits = 1/(1/MinHits+1/Hits);
5161 return MinHits;
5165 double character::GetRelativeDanger (ccharacter *Enemy, truth UseMaxHP) const {
5166 double Danger = Enemy->GetTimeToKill(this, UseMaxHP)/GetTimeToKill(Enemy, UseMaxHP);
5167 int EnemyAP = Enemy->GetMoveAPRequirement(1);
5168 int ThisAP = GetMoveAPRequirement(1);
5169 if (EnemyAP > ThisAP) Danger *= 1.25; else if (ThisAP > EnemyAP) Danger *= 0.80;
5170 if (!Enemy->CanBeSeenBy(this, true)) Danger *= (Enemy->IsPlayer() ? 0.2 : 0.5);
5171 if (!CanBeSeenBy(Enemy, true)) Danger *= (IsPlayer() ? 5.0 : 2.0);
5172 if (GetAttribute(INTELLIGENCE) < 10 && !IsPlayer()) Danger *= 0.80;
5173 if (Enemy->GetAttribute(INTELLIGENCE) < 10 && !Enemy->IsPlayer()) Danger *= 1.25;
5174 return Limit(Danger, 0.001, 1000.0);
5178 festring character::GetBodyPartName (int I, truth Articled) const {
5179 if (I == TORSO_INDEX) return Articled ? CONST_S("a torso") : CONST_S("torso");
5180 ABORT("Illegal character bodypart name request!");
5181 return "";
5185 item *character::SearchForItem (feuLong ID) const {
5186 item *Equipment = findequipment<feuLong>()(this, &item::HasID, ID);
5187 if (Equipment) return Equipment;
5188 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (i->GetID() == ID) return *i;
5189 return 0;
5193 truth character::ContentsCanBeSeenBy (ccharacter *Viewer) const {
5194 return (Viewer == this);
5198 truth character::HitEffect (character *Enemy, item* Weapon, v2 HitPos, int Type, int BodyPartIndex,
5199 int Direction, truth BlockedByArmour, truth Critical, int DoneDamage)
5201 if (Weapon) return Weapon->HitEffect(this, Enemy, HitPos, BodyPartIndex, Direction, BlockedByArmour);
5202 if (Type == UNARMED_ATTACK) return Enemy->SpecialUnarmedEffect(this, HitPos, BodyPartIndex, Direction, BlockedByArmour);
5203 if (Type == KICK_ATTACK) return Enemy->SpecialKickEffect(this, HitPos, BodyPartIndex, Direction, BlockedByArmour);
5204 if (Type == BITE_ATTACK) return Enemy->SpecialBiteEffect(this, HitPos, BodyPartIndex, Direction, BlockedByArmour, Critical, DoneDamage);
5205 return false;
5209 void character::WeaponSkillHit (item *Weapon, int Type, int Hits) {
5210 int Category;
5211 if (Type == UNARMED_ATTACK) Category = UNARMED;
5212 else if (Type == WEAPON_ATTACK) { Weapon->WeaponSkillHit(Hits); return; }
5213 else if (Type == KICK_ATTACK) Category = KICK;
5214 else if (Type == BITE_ATTACK) Category = BITE;
5215 else if (Type == THROW_ATTACK) { if (!IsHumanoid()) return; Category = Weapon->GetWeaponCategory(); }
5216 else { ABORT("Illegal Type %d passed to character::WeaponSkillHit()!", Type); return; }
5217 if (GetCWeaponSkill(Category)->AddHit(Hits)) {
5218 CalculateBattleInfo();
5219 if (IsPlayer()) GetCWeaponSkill(Category)->AddLevelUpMessage(Category);
5224 /* Returns 0 if character cannot be duplicated */
5225 character *character::Duplicate (feuLong Flags) {
5226 if (!(Flags & IGNORE_PROHIBITIONS) && !CanBeCloned()) return 0;
5227 character *Char = GetProtoType()->Clone(this);
5228 if (Flags & MIRROR_IMAGE) {
5229 DuplicateEquipment(Char, Flags & ~IGNORE_PROHIBITIONS);
5230 Char->SetLifeExpectancy(Flags >> LE_BASE_SHIFT & LE_BASE_RANGE, Flags >> LE_RAND_SHIFT & LE_RAND_RANGE);
5232 Char->CalculateAll();
5233 Char->CalculateEmitation();
5234 Char->UpdatePictures();
5235 Char->Flags &= ~(C_INITIALIZING|C_IN_NO_MSG_MODE);
5236 return Char;
5240 truth character::TryToEquip (item *Item) {
5241 if (!Item->AllowEquip() || !CanUseEquipment() || GetAttribute(WISDOM) >= Item->GetWearWisdomLimit() || Item->GetSquaresUnder() != 1) {
5242 return false;
5245 for (int e = 0; e < GetEquipments(); ++e) {
5246 if (GetBodyPartOfEquipment(e) && EquipmentIsAllowed(e)) {
5247 sorter Sorter = EquipmentSorter(e);
5248 if ((Sorter == 0 || (Item->*Sorter)(this)) &&
5249 ((e != RIGHT_WIELDED_INDEX && e != LEFT_WIELDED_INDEX) ||
5250 Item->IsWeapon(this) || Item->IsShield(this)) && AllowEquipment(Item, e))
5252 item *OldEquipment = GetEquipment(e);
5253 if (BoundToUse(OldEquipment, e)) continue;
5254 lsquare *LSquareUnder = GetLSquareUnder();
5255 stack *StackUnder = LSquareUnder->GetStack();
5256 msgsystem::DisableMessages();
5257 Flags |= C_PICTURE_UPDATES_FORBIDDEN;
5258 LSquareUnder->Freeze();
5259 StackUnder->Freeze();
5260 double Danger = GetRelativeDanger(PLAYER);
5261 if (OldEquipment) OldEquipment->RemoveFromSlot();
5262 Item->RemoveFromSlot();
5263 SetEquipment(e, Item);
5264 double NewDanger = GetRelativeDanger(PLAYER);
5265 Item->RemoveFromSlot();
5266 StackUnder->AddItem(Item);
5267 if (OldEquipment) SetEquipment(e, OldEquipment);
5268 msgsystem::EnableMessages();
5269 Flags &= ~C_PICTURE_UPDATES_FORBIDDEN;
5270 LSquareUnder->UnFreeze();
5271 StackUnder->UnFreeze();
5272 if (OldEquipment) {
5273 if (NewDanger > Danger || BoundToUse(Item, e)) {
5274 room *Room = GetRoom();
5275 if (!Room || Room->PickupItem(this, Item, 1)) {
5276 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s drops %s %s and equips %s instead.", CHAR_NAME(DEFINITE), CHAR_POSSESSIVE_PRONOUN, OldEquipment->CHAR_NAME(UNARTICLED), Item->CHAR_NAME(INDEFINITE));
5277 if (Room) Room->DropItem(this, OldEquipment, 1);
5278 OldEquipment->MoveTo(StackUnder);
5279 Item->RemoveFromSlot();
5280 SetEquipment(e, Item);
5281 DexterityAction(5);
5282 return true;
5285 } else {
5286 if (NewDanger > Danger || (NewDanger == Danger && e != RIGHT_WIELDED_INDEX && e != LEFT_WIELDED_INDEX) || BoundToUse(Item, e)) {
5287 room *Room = GetRoom();
5288 if (!Room || Room->PickupItem(this, Item, 1)) {
5289 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s picks up and equips %s.", CHAR_NAME(DEFINITE), Item->CHAR_NAME(INDEFINITE));
5290 Item->RemoveFromSlot();
5291 SetEquipment(e, Item);
5292 DexterityAction(5);
5293 return true;
5300 return false;
5304 truth character::TryToConsume (item *Item) {
5305 return Item->CanBeEatenByAI(this) && ConsumeItem(Item, Item->GetConsumeMaterial(this)->GetConsumeVerb());
5309 void character::UpdateESPLOS () const {
5310 if (StateIsActivated(ESP) && !game::IsInWilderness()) {
5311 for (int c = 0; c < game::GetTeams(); ++c) {
5312 for (std::list<character *>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
5313 const character *ch = *i;
5314 if (ch->IsEnabled()) ch->SendNewDrawRequest();
5321 int character::GetCWeaponSkillLevel (citem *Item) const {
5322 if (Item->GetWeaponCategory() < GetAllowedWeaponSkillCategories()) return GetCWeaponSkill(Item->GetWeaponCategory())->GetLevel();
5323 return 0;
5327 void character::PrintBeginPanicMessage () const {
5328 if (IsPlayer()) ADD_MESSAGE("You panic!");
5329 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s panics.", CHAR_NAME(DEFINITE));
5333 void character::PrintEndPanicMessage () const {
5334 if (IsPlayer()) ADD_MESSAGE("You finally calm down.");
5335 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s calms down.", CHAR_NAME(DEFINITE));
5339 void character::CheckPanic (int Ticks) {
5340 if (GetPanicLevel() > 1 && !StateIsActivated(PANIC) && GetHP()*100 < RAND()%(GetPanicLevel()*GetMaxHP()<<1) && !StateIsActivated(FEARLESS)) {
5341 BeginTemporaryState(PANIC, ((Ticks * 3) >> 2) + RAND() % ((Ticks >> 1) + 1)); // 25% randomness to ticks...
5346 /* returns 0 if fails else the newly created character */
5347 character *character::DuplicateToNearestSquare (character *Cloner, feuLong Flags) {
5348 character *NewlyCreated = Duplicate(Flags);
5349 if (!NewlyCreated) return 0;
5350 if (Flags & CHANGE_TEAM && Cloner) NewlyCreated->ChangeTeam(Cloner->GetTeam());
5351 NewlyCreated->PutNear(GetPos());
5352 return NewlyCreated;
5356 void character::SignalSpoil (material *m) {
5357 if (GetMotherEntity()) GetMotherEntity()->SignalSpoil(m);
5358 else Disappear(0, "spoil", &item::IsVeryCloseToSpoiling);
5362 truth character::CanHeal () const {
5363 for (int c = 0; c < BodyParts; ++c) {
5364 bodypart *BodyPart = GetBodyPart(c);
5365 if (BodyPart && BodyPart->CanRegenerate() && BodyPart->GetHP() < BodyPart->GetMaxHP()) return true;
5367 return false;
5371 int character::GetRelation (ccharacter *Who) const {
5372 return GetTeam()->GetRelation(Who->GetTeam());
5376 truth (item::*AffectTest[BASE_ATTRIBUTES])() const = {
5377 &item::AffectsEndurance,
5378 &item::AffectsPerception,
5379 &item::AffectsIntelligence,
5380 &item::AffectsWisdom,
5381 &item::AffectsWillPower,
5382 &item::AffectsCharisma,
5383 &item::AffectsMana
5387 /* Returns nonzero if endurance has decreased and death may occur */
5388 truth character::CalculateAttributeBonuses () {
5389 doforbodyparts()(this, &bodypart::CalculateAttributeBonuses);
5390 int BackupBonus[BASE_ATTRIBUTES];
5391 int BackupCarryingBonus = CarryingBonus;
5392 CarryingBonus = 0;
5393 int c1;
5394 for (c1 = 0; c1 < BASE_ATTRIBUTES; ++c1) {
5395 BackupBonus[c1] = AttributeBonus[c1];
5396 AttributeBonus[c1] = 0;
5398 for (c1 = 0; c1 < GetEquipments(); ++c1) {
5399 item *Equipment = GetEquipment(c1);
5400 if (!Equipment || !Equipment->IsInCorrectSlot(c1)) continue;
5401 for (int c2 = 0; c2 < BASE_ATTRIBUTES; ++c2) {
5402 if ((Equipment->*AffectTest[c2])()) AttributeBonus[c2] += Equipment->GetEnchantment();
5404 if (Equipment->AffectsCarryingCapacity()) CarryingBonus += Equipment->GetCarryingBonus();
5407 ApplySpecialAttributeBonuses();
5409 if (IsPlayer() && !IsInitializing() && AttributeBonus[PERCEPTION] != BackupBonus[PERCEPTION]) game::SendLOSUpdateRequest();
5410 if (IsPlayer() && !IsInitializing() && AttributeBonus[INTELLIGENCE] != BackupBonus[INTELLIGENCE]) UpdateESPLOS();
5412 if (!IsInitializing() && CarryingBonus != BackupCarryingBonus) CalculateBurdenState();
5414 if (!IsInitializing() && AttributeBonus[ENDURANCE] != BackupBonus[ENDURANCE]) {
5415 CalculateBodyPartMaxHPs();
5416 CalculateMaxStamina();
5417 return AttributeBonus[ENDURANCE] < BackupBonus[ENDURANCE];
5420 return false;
5424 void character::ApplyEquipmentAttributeBonuses (item *Equipment) {
5425 if (Equipment->AffectsEndurance()) {
5426 AttributeBonus[ENDURANCE] += Equipment->GetEnchantment();
5427 CalculateBodyPartMaxHPs();
5428 CalculateMaxStamina();
5430 if (Equipment->AffectsPerception()) {
5431 AttributeBonus[PERCEPTION] += Equipment->GetEnchantment();
5432 if (IsPlayer()) game::SendLOSUpdateRequest();
5434 if (Equipment->AffectsIntelligence()) {
5435 AttributeBonus[INTELLIGENCE] += Equipment->GetEnchantment();
5436 if (IsPlayer()) UpdateESPLOS();
5438 if (Equipment->AffectsWisdom()) AttributeBonus[WISDOM] += Equipment->GetEnchantment();
5439 if (Equipment->AffectsWillPower()) AttributeBonus[WILL_POWER] += Equipment->GetEnchantment();
5440 if (Equipment->AffectsCharisma()) AttributeBonus[CHARISMA] += Equipment->GetEnchantment();
5441 if (Equipment->AffectsMana()) AttributeBonus[MANA] += Equipment->GetEnchantment();
5442 if (Equipment->AffectsCarryingCapacity()) {
5443 CarryingBonus += Equipment->GetCarryingBonus();
5444 CalculateBurdenState();
5449 void character::ReceiveAntidote (sLong Amount) {
5450 if (StateIsActivated(POISONED)) {
5451 if (GetTemporaryStateCounter(POISONED) > Amount) {
5452 EditTemporaryStateCounter(POISONED, -Amount);
5453 Amount = 0;
5454 } else {
5455 if (IsPlayer()) ADD_MESSAGE("Aaaah... You feel much better.");
5456 Amount -= GetTemporaryStateCounter(POISONED);
5457 DeActivateTemporaryState(POISONED);
5460 if ((Amount >= 100 || RAND_N(100) < Amount) && StateIsActivated(PARASITIZED)) {
5461 if (IsPlayer()) ADD_MESSAGE("Something in your belly didn't seem to like this stuff.");
5462 DeActivateTemporaryState(PARASITIZED);
5463 Amount -= Min(100, Amount);
5465 if ((Amount >= 100 || RAND_N(100) < Amount) && StateIsActivated(LEPROSY)) {
5466 if (IsPlayer()) ADD_MESSAGE("You are not falling to pieces anymore.");
5467 DeActivateTemporaryState(LEPROSY);
5468 Amount -= Min(100, Amount);
5473 void character::AddAntidoteConsumeEndMessage () const {
5474 if (StateIsActivated(POISONED)) {
5475 // true only if the antidote didn't cure the poison completely
5476 if (IsPlayer()) ADD_MESSAGE("Your body processes the poison in your veins with rapid speed.");
5481 truth character::IsDead () const {
5482 for (int c = 0; c < BodyParts; ++c) {
5483 bodypart *BodyPart = GetBodyPart(c);
5484 if (BodyPartIsVital(c) && (!BodyPart || BodyPart->GetHP() < 1)) return true;
5486 return false;
5490 void character::SignalSpoilLevelChange (material *m) {
5491 if (GetMotherEntity()) GetMotherEntity()->SignalSpoilLevelChange(m); else UpdatePictures();
5495 void character::AddOriginalBodyPartID (int I, feuLong What) {
5496 if (std::find(OriginalBodyPartID[I].begin(), OriginalBodyPartID[I].end(), What) == OriginalBodyPartID[I].end()) {
5497 OriginalBodyPartID[I].push_back(What);
5498 if (OriginalBodyPartID[I].size() > 100) OriginalBodyPartID[I].erase(OriginalBodyPartID[I].begin());
5503 void character::AddToInventory (const fearray<contentscript<item> > &ItemArray, int SpecialFlags) {
5504 for (uInt c1 = 0; c1 < ItemArray.Size; ++c1) {
5505 if (ItemArray[c1].IsValid()) {
5506 const interval *TimesPtr = ItemArray[c1].GetTimes();
5507 int Times = TimesPtr ? TimesPtr->Randomize() : 1;
5508 for (int c2 = 0; c2 < Times; ++c2) {
5509 item *Item = ItemArray[c1].Instantiate(SpecialFlags);
5510 if (Item) {
5511 Stack->AddItem(Item);
5512 Item->SpecialGenerationHandler();
5520 truth character::HasHadBodyPart (citem *Item) const {
5521 for (int c = 0; c < BodyParts; ++c)
5522 if (std::find(OriginalBodyPartID[c].begin(), OriginalBodyPartID[c].end(), Item->GetID()) != OriginalBodyPartID[c].end())
5523 return true;
5524 return GetPolymorphBackup() && GetPolymorphBackup()->HasHadBodyPart(Item);
5528 festring &character::ProcessMessage (festring &Msg) const {
5529 SEARCH_N_REPLACE(Msg, "@nu", GetName(UNARTICLED));
5530 SEARCH_N_REPLACE(Msg, "@ni", GetName(INDEFINITE));
5531 SEARCH_N_REPLACE(Msg, "@nd", GetName(DEFINITE));
5532 SEARCH_N_REPLACE(Msg, "@du", GetDescription(UNARTICLED));
5533 SEARCH_N_REPLACE(Msg, "@di", GetDescription(INDEFINITE));
5534 SEARCH_N_REPLACE(Msg, "@dd", GetDescription(DEFINITE));
5535 SEARCH_N_REPLACE(Msg, "@pp", GetPersonalPronoun());
5536 SEARCH_N_REPLACE(Msg, "@sp", GetPossessivePronoun());
5537 SEARCH_N_REPLACE(Msg, "@op", GetObjectPronoun());
5538 SEARCH_N_REPLACE(Msg, "@Nu", GetName(UNARTICLED).CapitalizeCopy());
5539 SEARCH_N_REPLACE(Msg, "@Ni", GetName(INDEFINITE).CapitalizeCopy());
5540 SEARCH_N_REPLACE(Msg, "@Nd", GetName(DEFINITE).CapitalizeCopy());
5541 SEARCH_N_REPLACE(Msg, "@Du", GetDescription(UNARTICLED).CapitalizeCopy());
5542 SEARCH_N_REPLACE(Msg, "@Di", GetDescription(INDEFINITE).CapitalizeCopy());
5543 SEARCH_N_REPLACE(Msg, "@Dd", GetDescription(DEFINITE).CapitalizeCopy());
5544 SEARCH_N_REPLACE(Msg, "@Pp", GetPersonalPronoun().CapitalizeCopy());
5545 SEARCH_N_REPLACE(Msg, "@Sp", GetPossessivePronoun().CapitalizeCopy());
5546 SEARCH_N_REPLACE(Msg, "@Op", GetObjectPronoun().CapitalizeCopy());
5547 SEARCH_N_REPLACE(Msg, "@Gd", GetMasterGod()->GetName());
5548 return Msg;
5552 void character::ProcessAndAddMessage (festring Msg) const {
5553 ADD_MESSAGE("%s", ProcessMessage(Msg).CStr());
5557 void character::BeTalkedTo () {
5558 static sLong Said;
5559 if (GetRelation(PLAYER) == HOSTILE)
5560 ProcessAndAddMessage(GetHostileReplies()[RandomizeReply(Said, GetHostileReplies().Size)]);
5561 else
5562 ProcessAndAddMessage(GetFriendlyReplies()[RandomizeReply(Said, GetFriendlyReplies().Size)]);
5566 truth character::CheckZap () {
5567 if (!CanZap()) {
5568 ADD_MESSAGE("This monster type can't zap.");
5569 return false;
5571 return true;
5575 void character::DamageAllItems (character *Damager, int Damage, int Type) {
5576 GetStack()->ReceiveDamage(Damager, Damage, Type);
5577 for (int c = 0; c < GetEquipments(); ++c) {
5578 item *Equipment = GetEquipment(c);
5579 if (Equipment) Equipment->ReceiveDamage(Damager, Damage, Type);
5584 truth character::Equips (citem *Item) const {
5585 return combineequipmentpredicateswithparam<feuLong>()(this, &item::HasID, Item->GetID(), 1);
5589 void character::PrintBeginConfuseMessage () const {
5590 if (IsPlayer()) ADD_MESSAGE("You feel quite happy.");
5594 void character::PrintEndConfuseMessage () const {
5595 if (IsPlayer()) ADD_MESSAGE("The world is boring again.");
5599 v2 character::ApplyStateModification (v2 TryDirection) const {
5600 if (!StateIsActivated(CONFUSED) || RAND() & 15 || game::IsInWilderness()) return TryDirection;
5601 v2 To = GetLevel()->GetFreeAdjacentSquare(this, GetPos(), true);
5602 if (To == ERROR_V2) return TryDirection;
5603 To -= GetPos();
5604 if (To != TryDirection && IsPlayer()) ADD_MESSAGE("Whoa! You somehow don't manage to walk straight.");
5605 return To;
5609 void character::AddConfuseHitMessage () const {
5610 if (IsPlayer()) ADD_MESSAGE("This stuff is confusing.");
5614 item *character::SelectFromPossessions (cfestring &Topic, sorter Sorter) {
5615 itemvector ReturnVector;
5616 SelectFromPossessions(ReturnVector, Topic, NO_MULTI_SELECT, Sorter);
5617 return !ReturnVector.empty() ? ReturnVector[0] : 0;
5621 truth character::SelectFromPossessions (itemvector &ReturnVector, cfestring &Topic, int Flags, sorter Sorter) {
5622 felist List(Topic);
5623 truth InventoryPossible = GetStack()->SortedItems(this, Sorter);
5624 if (InventoryPossible) List.AddEntry(CONST_S("choose from inventory"), LIGHT_GRAY, 20, game::AddToItemDrawVector(itemvector()));
5625 truth Any = false;
5626 itemvector Item;
5627 festring Entry;
5628 int c;
5629 for (c = 0; c < BodyParts; ++c) {
5630 bodypart *BodyPart = GetBodyPart(c);
5631 if (BodyPart && (Sorter == 0 || (BodyPart->*Sorter)(this))) {
5632 Item.push_back(BodyPart);
5633 Entry.Empty();
5634 BodyPart->AddName(Entry, UNARTICLED);
5635 int ImageKey = game::AddToItemDrawVector(itemvector(1, BodyPart));
5636 List.AddEntry(Entry, LIGHT_GRAY, 20, ImageKey, true);
5637 Any = true;
5640 for (c = 0; c < GetEquipments(); ++c) {
5641 item *Equipment = GetEquipment(c);
5642 if (Equipment && (Sorter == 0 || (Equipment->*Sorter)(this))) {
5643 Item.push_back(Equipment);
5644 Entry = GetEquipmentName(c);
5645 Entry << ':';
5646 Entry.Resize(20);
5647 Equipment->AddInventoryEntry(this, Entry, 1, true);
5648 AddSpecialEquipmentInfo(Entry, c);
5649 int ImageKey = game::AddToItemDrawVector(itemvector(1, Equipment));
5650 List.AddEntry(Entry, LIGHT_GRAY, 20, ImageKey, true);
5651 Any = true;
5654 if (Any) {
5655 game::SetStandardListAttributes(List);
5656 List.SetFlags(SELECTABLE|DRAW_BACKGROUND_AFTERWARDS);
5657 List.SetEntryDrawer(game::ItemEntryDrawer);
5658 game::DrawEverythingNoBlit();
5659 int Chosen = List.Draw();
5660 game::ClearItemDrawVector();
5661 if (Chosen != ESCAPED) {
5662 if ((InventoryPossible && !Chosen) || Chosen & FELIST_ERROR_BIT) {
5663 GetStack()->DrawContents(ReturnVector, this, Topic, Flags, Sorter);
5664 } else {
5665 ReturnVector.push_back(Item[InventoryPossible ? Chosen - 1 : Chosen]);
5666 if (Flags & SELECT_PAIR && ReturnVector[0]->HandleInPairs()) {
5667 item *PairEquipment = GetPairEquipment(ReturnVector[0]->GetEquipmentIndex());
5668 if (PairEquipment && PairEquipment->CanBePiledWith(ReturnVector[0], this)) ReturnVector.push_back(PairEquipment);
5672 } else {
5673 if (!GetStack()->SortedItems(this, Sorter)) return false;
5674 game::ClearItemDrawVector();
5675 GetStack()->DrawContents(ReturnVector, this, Topic, Flags, Sorter);
5677 return true;
5681 truth character::EquipsSomething (sorter Sorter) {
5682 for (int c = 0; c < GetEquipments(); ++c) {
5683 item *Equipment = GetEquipment(c);
5684 if (Equipment && (Sorter == 0 || (Equipment->*Sorter)(this))) return true;
5686 return false;
5690 material *character::CreateBodyPartMaterial (int, sLong Volume) const {
5691 return MAKE_MATERIAL(GetFleshMaterial(), Volume);
5695 truth character::CheckTalk () {
5696 if (!CanTalk()) {
5697 ADD_MESSAGE("This monster does not know the art of talking.");
5698 return false;
5700 return true;
5704 truth character::MoveTowardsHomePos () {
5705 if (HomeDataIsValid() && IsEnabled()) {
5706 SetGoingTo(HomeData->Pos);
5707 return MoveTowardsTarget(false) || (!GetPos().IsAdjacent(HomeData->Pos) && MoveRandomly());
5709 return false;
5713 int character::TryToChangeEquipment (stack *MainStack, stack *SecStack, int Chosen) {
5714 if (!GetBodyPartOfEquipment(Chosen)) {
5715 ADD_MESSAGE("Bodypart missing!");
5716 return 0;
5719 item *OldEquipment = GetEquipment(Chosen);
5720 if (!IsPlayer() && BoundToUse(OldEquipment, Chosen)) {
5721 ADD_MESSAGE("%s refuses to unequip %s.", CHAR_DESCRIPTION(DEFINITE), OldEquipment->CHAR_NAME(DEFINITE));
5722 return 0;
5724 if (OldEquipment) OldEquipment->MoveTo(MainStack);
5726 sorter Sorter = EquipmentSorter(Chosen);
5727 if (!MainStack->SortedItems(this, Sorter) && (!SecStack || !SecStack->SortedItems(this, Sorter))) {
5728 ADD_MESSAGE("You haven't got any item that could be used for this purpose.");
5729 return 0;
5732 game::DrawEverythingNoBlit();
5733 itemvector ItemVector;
5734 int Return = MainStack->DrawContents(ItemVector, SecStack, this,
5735 CONST_S("Choose ")+GetEquipmentName(Chosen)+':',
5736 (SecStack ? CONST_S("Items in your inventory") : CONST_S("")),
5737 (SecStack ? festring(CONST_S("Items in ")+GetPossessivePronoun()+" inventory") : CONST_S("")),
5738 (SecStack ? festring(GetDescription(DEFINITE)+" is "+GetVerbalBurdenState()) : CONST_S("")),
5739 GetVerbalBurdenStateColor(),
5740 NONE_AS_CHOICE|NO_MULTI_SELECT|SELECT_PAIR|SKIP_FIRST_IF_NO_OLD|SELECT_MOST_RECENT,
5741 Sorter, OldEquipment);
5742 if (Return == ESCAPED) {
5743 if (OldEquipment) {
5744 OldEquipment->RemoveFromSlot();
5745 SetEquipment(Chosen, OldEquipment);
5747 return 0;
5750 item *Item = (ItemVector.empty() ? 0 : ItemVector[0]);
5751 int otherChosen = -1;
5753 if (Item) {
5754 if (!IsPlayer() && !AllowEquipment(Item, Chosen)) {
5755 ADD_MESSAGE("%s refuses to equip %s.", CHAR_DESCRIPTION(DEFINITE), Item->CHAR_NAME(DEFINITE));
5756 return 0;
5758 if (ItemVector[0]->HandleInPairs() && ItemVector.size() > 1) {
5759 switch (Chosen) {
5760 case RIGHT_GAUNTLET_INDEX: otherChosen = LEFT_GAUNTLET_INDEX; break;
5761 case LEFT_GAUNTLET_INDEX: otherChosen = RIGHT_GAUNTLET_INDEX; break;
5762 case RIGHT_BOOT_INDEX: otherChosen = LEFT_BOOT_INDEX; break;
5763 case LEFT_BOOT_INDEX: otherChosen = RIGHT_BOOT_INDEX; break;
5764 default: break;
5766 if (otherChosen != -1) {
5767 if (GetBodyPartOfEquipment(otherChosen)) {
5768 if (!game::TruthQuestion("Do you want to wear both items?", NO)) otherChosen = -1;
5769 } else {
5770 otherChosen = -1;
5774 // wear/wield first item
5775 Item->RemoveFromSlot();
5776 SetEquipment(Chosen, Item);
5777 if (CheckIfEquipmentIsNotUsable(Chosen)) { Item->MoveTo(MainStack); Item = 0; otherChosen = -1; } // small bug?
5778 // wear/wield possible second item
5779 if (Item && otherChosen != -1 && ItemVector[0]->HandleInPairs() && ItemVector.size() > 1 && GetBodyPartOfEquipment(otherChosen)) {
5780 item *otherOld = GetEquipment(otherChosen);
5781 if (otherOld && !IsPlayer() && BoundToUse(otherOld, otherChosen)) {
5782 ADD_MESSAGE("%s refuses to unequip %s.", CHAR_DESCRIPTION(DEFINITE), otherOld->CHAR_NAME(DEFINITE));
5783 otherChosen = -1;
5784 } else if (otherOld) {
5785 otherOld->MoveTo(MainStack);
5787 if (otherChosen != -1) {
5788 ItemVector[1]->RemoveFromSlot();
5789 SetEquipment(otherChosen, ItemVector[1]);
5790 if (CheckIfEquipmentIsNotUsable(otherChosen)) { ItemVector[1]->MoveTo(MainStack); otherChosen = -1; } // small bug?
5795 return (Item != OldEquipment ? (otherChosen != -1 ? 2 : 1) : 0);
5799 void character::PrintBeginParasitizedMessage () const {
5800 if (IsPlayer()) ADD_MESSAGE("You feel you are no longer alone.");
5804 void character::PrintEndParasitizedMessage () const {
5805 if (IsPlayer()) ADD_MESSAGE("A feeling of long welcome emptiness overwhelms you.");
5809 void character::ParasitizedHandler () {
5810 EditNP(-5);
5811 if (!(RAND() % 250)) {
5812 if (IsPlayer()) ADD_MESSAGE("Ugh. You feel something violently carving its way through your intestines.");
5813 ReceiveDamage(0, 1, POISON, TORSO, 8, false, false, false, false);
5814 CheckDeath(CONST_S("killed by a vile parasite"), 0);
5819 truth character::CanFollow () const {
5820 return CanMove() && !StateIsActivated(PANIC) && !IsStuck();
5824 festring character::GetKillName () const {
5825 if (!GetPolymorphBackup()) return GetName(INDEFINITE);
5826 festring KillName;
5827 GetPolymorphBackup()->AddName(KillName, INDEFINITE);
5828 KillName << " polymorphed into ";
5829 id::AddName(KillName, INDEFINITE);
5830 return KillName;
5834 festring character::GetPanelName () const {
5835 festring Name;
5836 Name << AssignedName << " the " << game::GetVerbalPlayerAlignment() << ' ';
5837 id::AddName(Name, UNARTICLED);
5838 return Name;
5842 sLong character::GetMoveAPRequirement (int Difficulty) const {
5843 return (!StateIsActivated(PANIC) ? 10000000 : 8000000) * Difficulty / (APBonus(GetAttribute(AGILITY)) * GetMoveEase());
5847 bodypart *character::HealHitPoint() {
5848 int NeedHeal = 0, NeedHealIndex[MAX_BODYPARTS];
5849 for (int c = 0; c < BodyParts; ++c) {
5850 bodypart *BodyPart = GetBodyPart(c);
5851 if (BodyPart && BodyPart->CanRegenerate() && BodyPart->GetHP() < BodyPart->GetMaxHP()) NeedHealIndex[NeedHeal++] = c;
5853 if (NeedHeal) {
5854 bodypart *BodyPart = GetBodyPart(NeedHealIndex[RAND() % NeedHeal]);
5855 BodyPart->IncreaseHP();
5856 ++HP;
5857 return BodyPart;
5859 return 0;
5863 void character::CreateHomeData () {
5864 HomeData = new homedata;
5865 lsquare *Square = GetLSquareUnder();
5866 HomeData->Pos = Square->GetPos();
5867 HomeData->Dungeon = Square->GetDungeonIndex();
5868 HomeData->Level = Square->GetLevelIndex();
5869 HomeData->Room = Square->GetRoomIndex();
5873 room *character::GetHomeRoom() const {
5874 if (HomeDataIsValid() && HomeData->Room) return GetLevel()->GetRoom(HomeData->Room);
5875 return 0;
5879 void character::RemoveHomeData () {
5880 delete HomeData;
5881 HomeData = 0;
5885 void character::AddESPConsumeMessage () const {
5886 if (IsPlayer()) ADD_MESSAGE("You feel a strange mental activity.");
5890 void character::SetBodyPart (int I, bodypart *What) {
5891 BodyPartSlot[I].PutInItem(What);
5892 if (What) {
5893 What->SignalPossibleUsabilityChange();
5894 What->Disable();
5895 AddOriginalBodyPartID(I, What->GetID());
5896 if (What->GetMainMaterial()->IsInfectedByLeprosy()) GainIntrinsic(LEPROSY);
5897 else if (StateIsActivated(LEPROSY)) What->GetMainMaterial()->SetIsInfectedByLeprosy(true);
5902 truth character::ConsumeItem (item *Item, cfestring &ConsumeVerb) {
5903 if (IsPlayer() && HasHadBodyPart(Item) && !game::TruthQuestion(CONST_S("Are you sure? You may be able to put it back..."))) {
5904 return false;
5906 if (Item->IsOnGround() && GetRoom() && !GetRoom()->ConsumeItem(this, Item, 1)) {
5907 return false;
5909 if (IsPlayer()) ADD_MESSAGE("You begin %s %s.", ConsumeVerb.CStr(), Item->CHAR_NAME(DEFINITE));
5910 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s begins %s %s.", CHAR_NAME(DEFINITE), ConsumeVerb.CStr(), Item->CHAR_NAME(DEFINITE));
5911 consume *Consume = consume::Spawn(this);
5912 Consume->SetDescription(ConsumeVerb);
5913 Consume->SetConsumingID(Item->GetID());
5914 SetAction(Consume);
5915 DexterityAction(5);
5916 return true;
5920 truth character::CheckThrow () const {
5921 if (!CanThrow()) {
5922 ADD_MESSAGE("This monster type cannot throw.");
5923 return false;
5925 return true;
5929 void character::GetHitByExplosion (const explosion *Explosion, int Damage) {
5930 int DamageDirection = GetPos() == Explosion->Pos ? RANDOM_DIR : game::CalculateRoughDirection(GetPos() - Explosion->Pos);
5931 if (!IsPet() && Explosion->Terrorist && Explosion->Terrorist->IsPet()) Explosion->Terrorist->Hostility(this);
5932 GetTorso()->SpillBlood((8 - Explosion->Size + RAND() % (8 - Explosion->Size)) >> 1);
5933 if (DamageDirection == RANDOM_DIR) DamageDirection = RAND()&7;
5934 v2 SpillPos = GetPos() + game::GetMoveVector(DamageDirection);
5935 if (SquareUnder[0] && GetArea()->IsValidPos(SpillPos)) GetTorso()->SpillBlood((8-Explosion->Size+RAND()%(8-Explosion->Size))>>1, SpillPos);
5936 if (IsPlayer()) ADD_MESSAGE("You are hit by the explosion!");
5937 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s is hit by the explosion.", CHAR_NAME(DEFINITE));
5938 truth WasUnconscious = GetAction() && GetAction()->IsUnconsciousness();
5939 ReceiveDamage(Explosion->Terrorist, Damage >> 1, FIRE, ALL, DamageDirection, true, false, false, false);
5940 if (IsEnabled()) {
5941 ReceiveDamage(Explosion->Terrorist, Damage >> 1, PHYSICAL_DAMAGE, ALL, DamageDirection, true, false, false, false);
5942 CheckDeath(Explosion->DeathMsg, Explosion->Terrorist, !WasUnconscious ? IGNORE_UNCONSCIOUSNESS : 0);
5947 void character::SortAllItems (const sortdata &SortData) {
5948 GetStack()->SortAllItems(SortData);
5949 doforequipmentswithparam<const sortdata&>()(this, &item::SortAllItems, SortData);
5953 void character::PrintBeginSearchingMessage () const {
5954 if (IsPlayer()) ADD_MESSAGE("You feel you can now notice even the very smallest details around you.");
5958 void character::PrintEndSearchingMessage () const {
5959 if (IsPlayer()) ADD_MESSAGE("You feel less perceptive.");
5963 void character::SearchingHandler () {
5964 if (!game::IsInWilderness()) Search(15);
5968 void character::Search (int Perception) {
5969 for (int d = 0; d < GetExtendedNeighbourSquares(); ++d) {
5970 lsquare *LSquare = GetNeighbourLSquare(d);
5971 if (LSquare) LSquare->GetStack()->Search(this, Min(Perception, 200));
5976 // surprisingly returns 0 if fails
5977 character *character::GetRandomNeighbour (int RelationFlags) const {
5978 character *Chars[MAX_NEIGHBOUR_SQUARES];
5979 int Index = 0;
5980 for (int d = 0; d < GetNeighbourSquares(); ++d) {
5981 lsquare *LSquare = GetNeighbourLSquare(d);
5982 if (LSquare) {
5983 character *Char = LSquare->GetCharacter();
5984 if (Char && (GetRelation(Char) & RelationFlags)) Chars[Index++] = Char;
5987 return Index ? Chars[RAND() % Index] : 0;
5991 void character::ResetStates () {
5992 for (int c = 0; c < STATES; ++c) {
5993 if (1 << c != POLYMORPHED && TemporaryStateIsActivated(1 << c) && TemporaryStateCounter[c] != PERMANENT) {
5994 TemporaryState &= ~(1 << c);
5995 if (StateData[c].EndHandler) {
5996 (this->*StateData[c].EndHandler)();
5997 if (!IsEnabled())return;
6004 void characterdatabase::InitDefaults (const characterprototype *NewProtoType, int NewConfig, cfestring &acfgstrname) {
6005 IsAbstract = false;
6006 ProtoType = NewProtoType;
6007 Config = NewConfig;
6008 CfgStrName = acfgstrname;
6009 Alias.Clear();
6013 void character::PrintBeginGasImmunityMessage () const {
6014 if (IsPlayer()) ADD_MESSAGE("All smells fade away.");
6018 void character::PrintEndGasImmunityMessage () const {
6019 if (IsPlayer()) ADD_MESSAGE("Yuck! The world smells bad again.");
6023 void character::ShowAdventureInfo () const {
6024 static const char *lists[4][4] = {
6025 { "Show massacre history",
6026 "Show inventory",
6027 "Show message history",
6028 NULL },
6029 { "Show inventory",
6030 "Show message history",
6031 NULL,
6032 NULL },
6033 { "Show message history",
6034 NULL,
6035 NULL,
6036 NULL },
6037 { "Show massacre history",
6038 "Show message history",
6039 NULL,
6040 NULL }
6042 // massacre, inventory, messages
6043 static const int nums[4][3] = {
6044 { 0, 1, 2},
6045 {-1, 0, 1},
6046 {-1,-1, 0},
6047 { 0,-1, 0}
6049 int idx = 0;
6050 if (GetStack()->GetItems()) {
6051 idx = game::MassacreListsEmpty() ? 1 : 0;
6052 } else {
6053 idx = game::MassacreListsEmpty() ? 2 : 3;
6055 int sel = -1;
6056 for (;;) {
6057 sel = game::ListSelectorArray(sel, CONST_S("Do you want to see some funny history?"), lists[idx]);
6058 if (sel < 0) break;
6059 if (sel == nums[idx][0] && !game::MassacreListsEmpty()) {
6060 game::DisplayMassacreLists();
6062 if (sel == nums[idx][1] && GetStack()->GetItems()) {
6063 GetStack()->DrawContents(this, CONST_S("Your inventory"), NO_SELECT);
6064 for(stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) i->DrawContents(this);
6065 doforequipmentswithparam<ccharacter *>()(this, &item::DrawContents, this);
6067 if (sel == nums[idx][2]) {
6068 msgsystem::DrawMessageHistory();
6074 truth character::EditAllAttributes (int Amount) {
6075 if (!Amount) return true;
6076 int c;
6077 truth MayEditMore = false;
6078 for (c = 0; c < BodyParts; ++c) {
6079 bodypart *BodyPart = GetBodyPart(c);
6080 if (BodyPart && BodyPart->EditAllAttributes(Amount)) MayEditMore = true;
6082 for (c = 0; c < BASE_ATTRIBUTES; ++c) {
6083 if (BaseExperience[c]) {
6084 BaseExperience[c] += Amount * EXP_MULTIPLIER;
6085 LimitRef(BaseExperience[c], MIN_EXP, MAX_EXP);
6086 if ((Amount < 0 && BaseExperience[c] != MIN_EXP) || (Amount > 0 && BaseExperience[c] != MAX_EXP)) MayEditMore = true;
6089 CalculateAll();
6090 RestoreHP();
6091 RestoreStamina();
6092 if (IsPlayer()) {
6093 game::SendLOSUpdateRequest();
6094 UpdateESPLOS();
6096 if (IsPlayerKind()) UpdatePictures();
6097 return MayEditMore;
6101 #ifdef WIZARD
6102 void character::AddAttributeInfo (festring &Entry) const {
6103 Entry.Resize(57);
6104 Entry << GetAttribute(ENDURANCE);
6105 Entry.Resize(60);
6106 Entry << GetAttribute(PERCEPTION);
6107 Entry.Resize(63);
6108 Entry << GetAttribute(INTELLIGENCE);
6109 Entry.Resize(66);
6110 Entry << GetAttribute(WISDOM);
6111 Entry.Resize(69);
6112 Entry << GetAttribute(CHARISMA);
6113 Entry.Resize(72);
6114 Entry << GetAttribute(MANA);
6118 void character::AddDefenceInfo (felist &List) const {
6119 festring Entry;
6120 for (int c = 0; c < BodyParts; ++c) {
6121 bodypart *BodyPart = GetBodyPart(c);
6122 if (BodyPart) {
6123 Entry = CONST_S(" ");
6124 BodyPart->AddName(Entry, UNARTICLED);
6125 Entry.Resize(60);
6126 Entry << BodyPart->GetMaxHP();
6127 Entry.Resize(70);
6128 Entry << BodyPart->GetTotalResistance(PHYSICAL_DAMAGE);
6129 List.AddEntry(Entry, LIGHT_GRAY);
6135 void character::DetachBodyPart () {
6136 ADD_MESSAGE("You haven't got any extra bodyparts.");
6138 #endif
6141 void character::ReceiveHolyBanana (sLong Amount) {
6142 Amount <<= 1;
6143 EditExperience(ARM_STRENGTH, Amount, 1 << 13);
6144 EditExperience(LEG_STRENGTH, Amount, 1 << 13);
6145 EditExperience(DEXTERITY, Amount, 1 << 13);
6146 EditExperience(AGILITY, Amount, 1 << 13);
6147 EditExperience(ENDURANCE, Amount, 1 << 13);
6148 EditExperience(PERCEPTION, Amount, 1 << 13);
6149 EditExperience(INTELLIGENCE, Amount, 1 << 13);
6150 EditExperience(WISDOM, Amount, 1 << 13);
6151 EditExperience(CHARISMA, Amount, 1 << 13);
6152 RestoreLivingHP();
6156 void character::AddHolyBananaConsumeEndMessage () const {
6157 if (IsPlayer()) ADD_MESSAGE("You feel a mysterious strengthening fire coursing through your body.");
6158 else if (CanBeSeenByPlayer()) ADD_MESSAGE("For a moment %s is surrounded by a swirling fire aura.", CHAR_NAME(DEFINITE));
6162 void character::ReceiveHolyMango (sLong Amount) {
6163 Amount <<= 1;
6164 EditExperience(ARM_STRENGTH, Amount, 1 << 13);
6165 EditExperience(LEG_STRENGTH, Amount, 1 << 13);
6166 EditExperience(DEXTERITY, Amount, 1 << 13);
6167 EditExperience(AGILITY, Amount, 1 << 13);
6168 EditExperience(ENDURANCE, Amount, 1 << 13);
6169 EditExperience(PERCEPTION, Amount, 1 << 13);
6170 EditExperience(INTELLIGENCE, Amount, 1 << 13);
6171 EditExperience(WISDOM, Amount, 1 << 13);
6172 EditExperience(CHARISMA, Amount, 1 << 13);
6173 RestoreLivingHP();
6177 void character::AddHolyMangoConsumeEndMessage () const {
6178 if (IsPlayer()) ADD_MESSAGE("You feel a mysterious strengthening fire coursing through your body.");
6179 else if (CanBeSeenByPlayer()) ADD_MESSAGE("For a moment %s is surrounded by a swirling fire aura.", CHAR_NAME(DEFINITE));
6183 truth character::PreProcessForBone () {
6184 if (IsPet() && IsEnabled()) {
6185 Die(0, CONST_S(""), FORBID_REINCARNATION);
6186 return true;
6188 if (GetAction()) GetAction()->Terminate(false);
6189 if (TemporaryStateIsActivated(POLYMORPHED)) {
6190 character *PolymorphBackup = GetPolymorphBackup();
6191 EndPolymorph();
6192 PolymorphBackup->PreProcessForBone();
6193 return true;
6195 if (MustBeRemovedFromBone()) return false;
6196 if (IsUnique() && !CanBeGenerated()) game::SignalQuestMonsterFound();
6197 RestoreLivingHP();
6198 ResetStates();
6199 RemoveTraps();
6200 GetStack()->PreProcessForBone();
6201 doforequipments()(this, &item::PreProcessForBone);
6202 doforbodyparts()(this, &bodypart::PreProcessForBone);
6203 game::RemoveCharacterID(ID);
6204 ID = -ID;
6205 game::AddCharacterID(this, ID);
6206 return true;
6210 truth character::PostProcessForBone (double &DangerSum, int& Enemies) {
6211 if (PostProcessForBone()) {
6212 if (GetRelation(PLAYER) == HOSTILE) {
6213 double Danger = GetRelativeDanger(PLAYER, true);
6214 if (Danger > 99.0) game::SetTooGreatDangerFound(true);
6215 else if (!IsUnique() && !IgnoreDanger()) {
6216 DangerSum += Danger;
6217 ++Enemies;
6220 return true;
6222 return false;
6226 truth character::PostProcessForBone () {
6227 feuLong NewID = game::CreateNewCharacterID(this);
6228 game::GetBoneCharacterIDMap().insert(std::make_pair(-ID, NewID));
6229 game::RemoveCharacterID(ID);
6230 ID = NewID;
6231 if (IsUnique() && CanBeGenerated()) {
6232 if (DataBase->Flags & HAS_BEEN_GENERATED) return false;
6233 SignalGeneration();
6235 GetStack()->PostProcessForBone();
6236 doforequipments()(this, &item::PostProcessForBone);
6237 doforbodyparts()(this, &bodypart::PostProcessForBone);
6238 return true;
6242 void character::FinalProcessForBone () {
6243 Flags &= ~C_PLAYER;
6244 GetStack()->FinalProcessForBone();
6245 doforequipments()(this, &item::FinalProcessForBone);
6246 int c;
6247 for (c = 0; c < BodyParts; ++c) {
6248 for (std::list<feuLong>::iterator i = OriginalBodyPartID[c].begin(); i != OriginalBodyPartID[c].end();) {
6249 boneidmap::iterator BI = game::GetBoneItemIDMap().find(*i);
6250 if (BI == game::GetBoneItemIDMap().end()) {
6251 std::list<feuLong>::iterator Dirt = i++;
6252 OriginalBodyPartID[c].erase(Dirt);
6253 } else {
6254 *i = BI->second;
6255 ++i;
6262 void character::SetSoulID (feuLong What) {
6263 if (GetPolymorphBackup()) GetPolymorphBackup()->SetSoulID(What);
6267 truth character::SearchForItem (citem *Item) const {
6268 if (combineequipmentpredicateswithparam<feuLong>()(this, &item::HasID, Item->GetID(), 1)) return true;
6269 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (*i == Item) return true;
6270 return false;
6274 item *character::SearchForItem (const sweaponskill *SWeaponSkill) const {
6275 for (int c = 0; c < GetEquipments(); ++c) {
6276 item *Equipment = GetEquipment(c);
6277 if (Equipment && SWeaponSkill->IsSkillOf(Equipment)) return Equipment;
6279 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (SWeaponSkill->IsSkillOf(*i)) return *i;
6280 return 0;
6284 void character::PutNear (v2 Pos) {
6285 v2 NewPos = game::GetCurrentLevel()->GetNearestFreeSquare(this, Pos, false);
6286 if (NewPos == ERROR_V2) {
6287 do { NewPos = game::GetCurrentLevel()->GetRandomSquare(this); } while(NewPos == Pos);
6289 PutTo(NewPos);
6293 void character::PutToOrNear (v2 Pos) {
6294 if (game::IsInWilderness() || (CanMoveOn(game::GetCurrentLevel()->GetLSquare(Pos)) && IsFreeForMe(game::GetCurrentLevel()->GetLSquare(Pos))))
6295 PutTo(Pos);
6296 else
6297 PutNear(Pos);
6301 void character::PutTo (v2 Pos) {
6302 SquareUnder[0] = game::GetCurrentArea()->GetSquare(Pos);
6303 SquareUnder[0]->AddCharacter(this);
6307 void character::Remove () {
6308 SquareUnder[0]->RemoveCharacter();
6309 SquareUnder[0] = 0;
6313 void character::SendNewDrawRequest () const {
6314 for (int c = 0; c < SquaresUnder; ++c) {
6315 square *Square = GetSquareUnder(c);
6316 if (Square) Square->SendNewDrawRequest();
6321 truth character::IsOver (v2 Pos) const {
6322 for (int c = 0; c < SquaresUnder; ++c) {
6323 square *Square = GetSquareUnder(c);
6324 if (Square && Square->GetPos() == Pos) return true;
6326 return false;
6330 truth character::CanTheoreticallyMoveOn (const lsquare *LSquare) const { return GetMoveType() & LSquare->GetTheoreticalWalkability(); }
6331 truth character::CanMoveOn (const lsquare *LSquare) const { return GetMoveType() & LSquare->GetWalkability(); }
6332 truth character::CanMoveOn (const square *Square) const { return GetMoveType() & Square->GetSquareWalkability(); }
6333 truth character::CanMoveOn (const olterrain *OLTerrain) const { return GetMoveType() & OLTerrain->GetWalkability(); }
6334 truth character::CanMoveOn (const oterrain *OTerrain) const { return GetMoveType() & OTerrain->GetWalkability(); }
6335 truth character::IsFreeForMe(square *Square) const { return !Square->GetCharacter() || Square->GetCharacter() == this; }
6336 void character::LoadSquaresUnder () { SquareUnder[0] = game::GetSquareInLoad(); }
6338 truth character::AttackAdjacentEnemyAI () {
6339 if (!IsEnabled()) return false;
6340 character *Char[MAX_NEIGHBOUR_SQUARES];
6341 v2 Pos[MAX_NEIGHBOUR_SQUARES];
6342 int Dir[MAX_NEIGHBOUR_SQUARES];
6343 int Index = 0;
6344 for (int d = 0; d < GetNeighbourSquares(); ++d) {
6345 square *Square = GetNeighbourSquare(d);
6346 if (Square) {
6347 character *Enemy = Square->GetCharacter();
6348 if (Enemy && (GetRelation(Enemy) == HOSTILE || StateIsActivated(CONFUSED))) {
6349 Dir[Index] = d;
6350 Pos[Index] = Square->GetPos();
6351 Char[Index++] = Enemy;
6355 if (Index) {
6356 int ChosenIndex = RAND() % Index;
6357 Hit(Char[ChosenIndex], Pos[ChosenIndex], Dir[ChosenIndex]);
6358 return true;
6360 return false;
6364 void character::SignalStepFrom (lsquare **OldSquareUnder) {
6365 int c;
6366 lsquare *NewSquareUnder[MAX_SQUARES_UNDER];
6367 for (c = 0; c < GetSquaresUnder(); ++c) NewSquareUnder[c] = GetLSquareUnder(c);
6368 for (c = 0; c < GetSquaresUnder(); ++c) {
6369 if (IsEnabled() && GetLSquareUnder(c) == NewSquareUnder[c]) NewSquareUnder[c]->StepOn(this, OldSquareUnder);
6374 int character::GetSumOfAttributes () const {
6375 return GetAttribute(ENDURANCE) + GetAttribute(PERCEPTION) + GetAttribute(INTELLIGENCE) + GetAttribute(WISDOM) + GetAttribute(CHARISMA) + GetAttribute(ARM_STRENGTH) + GetAttribute(AGILITY);
6379 void character::IntelligenceAction (int Difficulty) {
6380 EditAP(-20000 * Difficulty / APBonus(GetAttribute(INTELLIGENCE)));
6381 EditExperience(INTELLIGENCE, Difficulty * 15, 1 << 7);
6385 struct walkabilitycontroller {
6386 static truth Handler (int x, int y) {
6387 return x >= 0 && y >= 0 && x < LevelXSize && y < LevelYSize && Map[x][y]->GetTheoreticalWalkability() & MoveType;
6389 static lsquare ***Map;
6390 static int LevelXSize, LevelYSize;
6391 static int MoveType;
6395 lsquare ***walkabilitycontroller::Map;
6396 int walkabilitycontroller::LevelXSize, walkabilitycontroller::LevelYSize;
6397 int walkabilitycontroller::MoveType;
6400 truth character::CreateRoute () {
6401 Route.clear();
6402 if (GetAttribute(INTELLIGENCE) >= 10 && !StateIsActivated(CONFUSED)) {
6403 v2 Pos = GetPos();
6404 walkabilitycontroller::Map = GetLevel()->GetMap();
6405 walkabilitycontroller::LevelXSize = GetLevel()->GetXSize();
6406 walkabilitycontroller::LevelYSize = GetLevel()->GetYSize();
6407 walkabilitycontroller::MoveType = GetMoveType();
6408 node *Node;
6409 for (int c = 0; c < game::GetTeams(); ++c)
6410 for (std::list<character *>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
6411 character *Char = *i;
6412 if (Char->IsEnabled() && !Char->Route.empty() && (Char->GetMoveType()&GetMoveType()) == Char->GetMoveType()) {
6413 v2 CharGoingTo = Char->Route[0];
6414 v2 iPos = Char->Route.back();
6415 if ((GoingTo-CharGoingTo).GetLengthSquare() <= 100 && (Pos - iPos).GetLengthSquare() <= 100 &&
6416 mapmath<walkabilitycontroller>::DoLine(CharGoingTo.X, CharGoingTo.Y, GoingTo.X, GoingTo.Y, SKIP_FIRST) &&
6417 mapmath<walkabilitycontroller>::DoLine(Pos.X, Pos.Y, iPos.X, iPos.Y, SKIP_FIRST)) {
6418 if (!Illegal.empty() && Illegal.find(Char->Route.back()) != Illegal.end()) continue;
6419 Node = GetLevel()->FindRoute(CharGoingTo, GoingTo, Illegal, GetMoveType());
6420 if (Node) { while(Node->Last) { Route.push_back(Node->Pos); Node = Node->Last; } }
6421 else { Route.clear(); continue; }
6422 Route.insert(Route.end(), Char->Route.begin(), Char->Route.end());
6423 Node = GetLevel()->FindRoute(Pos, iPos, Illegal, GetMoveType());
6424 if (Node) { while (Node->Last) { Route.push_back(Node->Pos); Node = Node->Last; } }
6425 else { Route.clear(); continue; }
6426 IntelligenceAction(1);
6427 return true;
6431 Node = GetLevel()->FindRoute(Pos, GoingTo, Illegal, GetMoveType());
6432 if (Node) { while(Node->Last) { Route.push_back(Node->Pos); Node = Node->Last; } }
6433 else TerminateGoingTo();
6434 IntelligenceAction(5);
6435 return true;
6437 return false;
6441 void character::SetGoingTo (v2 What) {
6442 if (GoingTo != What) {
6443 GoingTo = What;
6444 Route.clear();
6445 Illegal.clear();
6450 void character::TerminateGoingTo () {
6451 GoingTo = ERROR_V2;
6452 Route.clear();
6453 Illegal.clear();
6457 truth character::CheckForFood (int Radius) {
6458 if (StateIsActivated(PANIC) || !UsesNutrition() || !IsEnabled()) return false;
6459 v2 Pos = GetPos();
6460 int x, y;
6461 for (int r = 1; r <= Radius; ++r) {
6462 x = Pos.X-r;
6463 if (x >= 0) {
6464 for (y = Pos.Y-r; y <= Pos.Y+r; ++y) if (CheckForFoodInSquare(v2(x, y))) return true;
6466 x = Pos.X+r;
6467 if (x < GetLevel()->GetXSize()) {
6468 for (y = Pos.Y-r; y <= Pos.Y+r; ++y) if (CheckForFoodInSquare(v2(x, y))) return true;
6470 y = Pos.Y-r;
6471 if (y >= 0) {
6472 for (x = Pos.X-r; x <= Pos.X+r; ++x) if (CheckForFoodInSquare(v2(x, y))) return true;
6474 y = Pos.Y+r;
6475 if (y < GetLevel()->GetYSize()) {
6476 for (x = Pos.X-r; x <= Pos.X+r; ++x) if (CheckForFoodInSquare(v2(x, y))) return true;
6479 return false;
6483 truth character::CheckForFoodInSquare (v2 Pos) {
6484 level *Level = GetLevel();
6485 if (Level->IsValidPos(Pos)) {
6486 lsquare *Square = Level->GetLSquare(Pos);
6487 stack *Stack = Square->GetStack();
6488 if (Stack->GetItems()) {
6489 for (stackiterator i = Stack->GetBottom(); i.HasItem(); ++i) {
6490 if (i->IsPickable(this) && i->CanBeSeenBy(this) && i->CanBeEatenByAI(this) && (!Square->GetRoomIndex() || Square->GetRoom()->AllowFoodSearch())) {
6491 SetGoingTo(Pos);
6492 return MoveTowardsTarget(false);
6497 return false;
6501 void character::SetConfig (int NewConfig, int SpecialFlags) {
6502 databasecreator<character>::InstallDataBase(this, NewConfig);
6503 CalculateAll();
6504 CheckIfSeen();
6505 if (!(SpecialFlags & NO_PIC_UPDATE)) UpdatePictures();
6509 truth character::IsOver (citem *Item) const {
6510 for (int c1 = 0; c1 < Item->GetSquaresUnder(); ++c1)
6511 for (int c2 = 0; c2 < SquaresUnder; ++c2)
6512 if (Item->GetPos(c1) == GetPos(c2)) return true;
6513 return false;
6517 truth character::CheckConsume (cfestring &Verb) const {
6518 if (!UsesNutrition()) {
6519 if (IsPlayer()) ADD_MESSAGE("In this form you can't and don't need to %s.", Verb.CStr());
6520 return false;
6522 return true;
6526 void character::PutTo (lsquare *To) {
6527 PutTo(To->GetPos());
6531 double character::RandomizeBabyExperience (double SumE) {
6532 if (!SumE) return 0;
6533 double E = (SumE / 4) - (SumE / 32) + (double(RAND()) / MAX_RAND) * (SumE / 16 + 1);
6534 return Limit(E, MIN_EXP, MAX_EXP);
6538 liquid *character::CreateBlood (sLong Volume) const {
6539 return liquid::Spawn(GetBloodMaterial(), Volume);
6543 void character::SpillFluid (character *Spiller, liquid *Liquid, int SquareIndex) {
6544 sLong ReserveVolume = Liquid->GetVolume() >> 1;
6545 Liquid->EditVolume(-ReserveVolume);
6546 GetStack()->SpillFluid(Spiller, Liquid, sLong(Liquid->GetVolume() * sqrt(double(GetStack()->GetVolume()) / GetVolume())));
6547 Liquid->EditVolume(ReserveVolume);
6548 int c;
6549 sLong Modifier[MAX_BODYPARTS], ModifierSum = 0;
6550 for (c = 0; c < BodyParts; ++c) {
6551 if (GetBodyPart(c)) {
6552 Modifier[c] = sLong(sqrt(GetBodyPart(c)->GetVolume()));
6553 if (Modifier[c]) Modifier[c] *= 1 + (RAND() & 3);
6554 ModifierSum += Modifier[c];
6555 } else {
6556 Modifier[c] = 0;
6559 for (c = 1; c < GetBodyParts(); ++c) {
6560 if (GetBodyPart(c) && IsEnabled())
6561 GetBodyPart(c)->SpillFluid(Spiller, Liquid->SpawnMoreLiquid(Liquid->GetVolume() * Modifier[c] / ModifierSum), SquareIndex);
6563 if (IsEnabled()) {
6564 Liquid->SetVolume(Liquid->GetVolume() * Modifier[TORSO_INDEX] / ModifierSum);
6565 GetTorso()->SpillFluid(Spiller, Liquid, SquareIndex);
6570 void character::StayOn (liquid *Liquid) {
6571 Liquid->TouchEffect(this, TORSO_INDEX);
6575 truth character::IsAlly (ccharacter *Char) const {
6576 return Char->GetTeam()->GetID() == GetTeam()->GetID();
6580 void character::ResetSpoiling () {
6581 doforbodyparts()(this, &bodypart::ResetSpoiling);
6585 item *character::SearchForItem (ccharacter *Char, sorter Sorter) const {
6586 item *Equipment = findequipment<ccharacter *>()(this, Sorter, Char);
6587 if (Equipment) return Equipment;
6588 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (((*i)->*Sorter)(Char)) return *i;
6589 return 0;
6593 truth character::DetectMaterial (cmaterial *Material) const {
6594 return GetStack()->DetectMaterial(Material) ||
6595 combinebodypartpredicateswithparam<cmaterial*>()(this, &bodypart::DetectMaterial, Material, 1) ||
6596 combineequipmentpredicateswithparam<cmaterial*>()(this, &item::DetectMaterial, Material, 1);
6600 truth character::DamageTypeDestroysBodyPart (int Type) {
6601 return (Type&0xFFF) != PHYSICAL_DAMAGE;
6605 truth character::CheckIfTooScaredToHit (ccharacter *Enemy) const {
6606 if (IsPlayer() && StateIsActivated(PANIC)) {
6607 for (int d = 0; d < GetNeighbourSquares(); ++d) {
6608 square *Square = GetNeighbourSquare(d);
6609 if (Square) {
6610 if(CanMoveOn(Square) && (!Square->GetCharacter() || Square->GetCharacter()->IsPet())) {
6611 ADD_MESSAGE("You are too scared to attack %s.", Enemy->CHAR_DESCRIPTION(DEFINITE));
6612 return true;
6617 return false;
6621 void character::PrintBeginLevitationMessage () const {
6622 if (!IsFlying()) {
6623 if (IsPlayer()) ADD_MESSAGE("You rise into the air like a small hot-air balloon.");
6624 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s begins to float.", CHAR_NAME(DEFINITE));
6629 void character::PrintEndLevitationMessage () const {
6630 if (!IsFlying()) {
6631 if (IsPlayer()) ADD_MESSAGE("You descend gently onto the ground.");
6632 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s drops onto the ground.", CHAR_NAME(DEFINITE));
6637 truth character::IsLimbIndex (int I) {
6638 switch (I) {
6639 case RIGHT_ARM_INDEX:
6640 case LEFT_ARM_INDEX:
6641 case RIGHT_LEG_INDEX:
6642 case LEFT_LEG_INDEX:
6643 return true;
6645 return false;
6649 void character::EditExperience (int Identifier, double Value, double Speed) {
6650 if (!AllowExperience() || (Identifier == ENDURANCE && UseMaterialAttributes())) return;
6651 int Change = RawEditExperience(BaseExperience[Identifier], GetNaturalExperience(Identifier), Value, Speed);
6652 if (!Change) return;
6653 cchar *PlayerMsg = 0, *NPCMsg = 0;
6654 switch (Identifier) {
6655 case ENDURANCE:
6656 if (Change > 0) {
6657 PlayerMsg = "You feel tougher than anything!";
6658 if (IsPet()) NPCMsg = "Suddenly %s looks tougher.";
6659 } else {
6660 PlayerMsg = "You feel less healthy.";
6661 if (IsPet()) NPCMsg = "Suddenly %s looks less healthy.";
6663 CalculateBodyPartMaxHPs();
6664 CalculateMaxStamina();
6665 break;
6666 case PERCEPTION:
6667 if (IsPlayer()) {
6668 if (Change > 0) {
6669 PlayerMsg = "You now see the world in much better detail than before.";
6670 } else {
6671 PlayerMsg = "You feel very guru.";
6672 game::GetGod(VALPURUS)->AdjustRelation(100);
6674 game::SendLOSUpdateRequest();
6676 break;
6677 case INTELLIGENCE:
6678 if (IsPlayer()) {
6679 if (Change > 0) PlayerMsg = "Suddenly the inner structure of the Multiverse around you looks quite simple.";
6680 else PlayerMsg = "It surely is hard to think today.";
6681 UpdateESPLOS();
6683 if (IsPlayerKind()) UpdatePictures();
6684 break;
6685 case WISDOM:
6686 if (IsPlayer()) {
6687 if (Change > 0) PlayerMsg = "You feel your life experience increasing all the time.";
6688 else PlayerMsg = "You feel like having done something unwise.";
6690 if (IsPlayerKind()) UpdatePictures();
6691 break;
6692 case CHARISMA:
6693 if (Change > 0) {
6694 PlayerMsg = "You feel very confident of your social skills.";
6695 if (IsPet()) {
6696 if (GetAttribute(CHARISMA) <= 15) NPCMsg = "%s looks less ugly.";
6697 else NPCMsg = "%s looks more attractive.";
6699 } else {
6700 PlayerMsg = "You feel somehow disliked.";
6701 if (IsPet()) {
6702 if (GetAttribute(CHARISMA) < 15) NPCMsg = "%s looks more ugly.";
6703 else NPCMsg = "%s looks less attractive.";
6706 if (IsPlayerKind()) UpdatePictures();
6707 break;
6708 case MANA:
6709 if (Change > 0) {
6710 PlayerMsg = "You feel magical forces coursing through your body!";
6711 NPCMsg = "You notice an odd glow around %s.";
6712 } else {
6713 PlayerMsg = "You feel your magical abilities withering slowly.";
6714 NPCMsg = "You notice strange vibrations in the air around %s. But they disappear rapidly.";
6716 break;
6719 if (IsPlayer()) ADD_MESSAGE("%s", PlayerMsg);
6720 else if (NPCMsg && CanBeSeenByPlayer()) ADD_MESSAGE(NPCMsg, CHAR_NAME(DEFINITE));
6722 CalculateBattleInfo();
6726 int character::RawEditExperience (double &Exp, double NaturalExp, double Value, double Speed) const {
6727 double OldExp = Exp;
6728 if (Speed < 0) {
6729 Speed = -Speed;
6730 Value = -Value;
6732 if(!OldExp || !Value || (Value > 0 && OldExp >= NaturalExp * (100 + Value) / 100) ||
6733 (Value < 0 && OldExp <= NaturalExp * (100 + Value) / 100)) return 0;
6734 if (!IsPlayer()) Speed *= 1.5;
6735 Exp += (NaturalExp * (100 + Value) - 100 * OldExp) * Speed * EXP_DIVISOR;
6736 LimitRef(Exp, MIN_EXP, MAX_EXP);
6737 int NewA = int(Exp * EXP_DIVISOR);
6738 int OldA = int(OldExp * EXP_DIVISOR);
6739 int Delta = NewA - OldA;
6740 if (Delta > 0) Exp = Max(Exp, (NewA + 0.05) * EXP_MULTIPLIER);
6741 else if (Delta < 0) Exp = Min(Exp, (NewA + 0.95) * EXP_MULTIPLIER);
6742 LimitRef(Exp, MIN_EXP, MAX_EXP);
6743 return Delta;
6747 int character::GetAttribute (int Identifier, truth AllowBonus) const {
6748 int A = int(BaseExperience[Identifier] * EXP_DIVISOR);
6749 if (AllowBonus && Identifier == INTELLIGENCE && BrainsHurt()) return Max((A + AttributeBonus[INTELLIGENCE]) / 3, 1);
6750 return A && AllowBonus ? Max(A + AttributeBonus[Identifier], 1) : A;
6754 void characterdatabase::PostProcess () {
6755 double AM = (100 + AttributeBonus) * EXP_MULTIPLIER / 100;
6756 for (int c = 0; c < ATTRIBUTES; ++c) NaturalExperience[c] = this->*ExpPtr[c] * AM;
6760 void character::EditDealExperience (sLong Price) {
6761 EditExperience(CHARISMA, sqrt(Price) / 5, 1 << 9);
6765 void character::PrintBeginLeprosyMessage () const {
6766 if (IsPlayer()) ADD_MESSAGE("You feel you're falling in pieces.");
6770 void character::PrintEndLeprosyMessage () const {
6771 if (IsPlayer()) ADD_MESSAGE("You feel your limbs are stuck in place tightly."); // CHANGE OR DIE
6775 void character::TryToInfectWithLeprosy (ccharacter *Infector) {
6776 if (!IsImmuneToLeprosy() &&
6777 ((GetRelation(Infector) == HOSTILE && !RAND_N(50 * GetAttribute(ENDURANCE))) ||
6778 !RAND_N(500 * GetAttribute(ENDURANCE)))) GainIntrinsic(LEPROSY);
6782 void character::SignalGeneration () {
6783 const_cast<database *>(DataBase)->Flags |= HAS_BEEN_GENERATED;
6787 void character::CheckIfSeen () {
6788 if (IsPlayer() || CanBeSeenByPlayer()) SignalSeen();
6792 void character::SignalSeen () {
6793 if (!(WarnFlags & WARNED) && GetRelation(PLAYER) == HOSTILE && !StateIsActivated(FEARLESS)) {
6794 double Danger = GetRelativeDanger(PLAYER);
6795 if (Danger > 5.0) {
6796 game::SetDangerFound(Max(game::GetDangerFound(), Danger));
6797 if (Danger > 500.0 && !(WarnFlags & HAS_CAUSED_PANIC)) {
6798 WarnFlags |= HAS_CAUSED_PANIC;
6799 game::SetCausePanicFlag(true);
6801 WarnFlags |= WARNED;
6804 const_cast<database *>(DataBase)->Flags |= HAS_BEEN_SEEN;
6808 int character::GetPolymorphIntelligenceRequirement () const {
6809 if (DataBase->PolymorphIntelligenceRequirement == DEPENDS_ON_ATTRIBUTES) return Max(GetAttributeAverage() - 5, 0);
6810 return DataBase->PolymorphIntelligenceRequirement;
6814 void character::RemoveAllItems () {
6815 GetStack()->Clean();
6816 for (int c = 0; c < GetEquipments(); ++c) {
6817 item *Equipment = GetEquipment(c);
6818 if (Equipment) {
6819 Equipment->RemoveFromSlot();
6820 Equipment->SendToHell();
6826 int character::CalculateWeaponSkillHits (ccharacter *Enemy) const {
6827 if (Enemy->IsPlayer()) {
6828 configid ConfigID(GetType(), GetConfig());
6829 const dangerid& DangerID = game::GetDangerMap().find(ConfigID)->second;
6830 return Min(int(DangerID.EquippedDanger * 2000), 1000);
6832 return Min(int(GetRelativeDanger(Enemy, true) * 2000), 1000);
6836 truth character::CanUseEquipment (int I) const {
6837 return CanUseEquipment() && I < GetEquipments() && GetBodyPartOfEquipment(I) && EquipmentIsAllowed(I);
6841 /* Target mustn't have any equipment */
6842 void character::DonateEquipmentTo (character *Character) {
6843 if (IsPlayer()) {
6844 feuLong *EquipmentMemory = game::GetEquipmentMemory();
6845 for (int c = 0; c < MAX_EQUIPMENT_SLOTS; ++c) {
6846 item *Item = GetEquipment(c);
6847 if (Item) {
6848 if (Character->CanUseEquipment(c)) {
6849 Item->RemoveFromSlot();
6850 Character->SetEquipment(c, Item);
6851 } else {
6852 EquipmentMemory[c] = Item->GetID();
6853 Item->MoveTo(Character->GetStack());
6855 } else if (CanUseEquipment(c)) {
6856 EquipmentMemory[c] = 0;
6857 } else if (EquipmentMemory[c] && Character->CanUseEquipment(c)) {
6858 for (stackiterator i = Character->GetStack()->GetBottom(); i.HasItem(); ++i) {
6859 if (i->GetID() == EquipmentMemory[c]) {
6860 item *Item = *i;
6861 Item->RemoveFromSlot();
6862 Character->SetEquipment(c, Item);
6863 break;
6866 EquipmentMemory[c] = 0;
6869 } else {
6870 for (int c = 0; c < GetEquipments(); ++c) {
6871 item *Item = GetEquipment(c);
6872 if (Item) {
6873 if (Character->CanUseEquipment(c)) {
6874 Item->RemoveFromSlot();
6875 Character->SetEquipment(c, Item);
6876 } else {
6877 Item->MoveTo(Character->GetStackUnder());
6885 void character::ReceivePeaSoup (sLong) {
6886 if (!game::IsInWilderness()) {
6887 lsquare *Square = GetLSquareUnder();
6888 if (Square->IsFlyable()) Square->AddSmoke(gas::Spawn(FART, 250));
6893 void character::AddPeaSoupConsumeEndMessage () const {
6894 if (IsPlayer()) {
6895 if (CanHear()) ADD_MESSAGE("Mmmh! The soup is very tasty. You hear a small puff.");
6896 else ADD_MESSAGE("Mmmh! The soup is very tasty.");
6897 } else if (CanBeSeenByPlayer() && PLAYER->CanHear()) {
6898 // change someday
6899 ADD_MESSAGE("You hear a small puff.");
6904 void character::CalculateMaxStamina () {
6905 MaxStamina = TorsoIsAlive() ? GetAttribute(ENDURANCE) * 10000 : 0;
6909 void character::EditStamina (int Amount, truth CanCauseUnconsciousness) {
6910 if (!TorsoIsAlive()) return;
6911 int UnconsciousnessStamina = MaxStamina >> 3;
6912 if (!CanCauseUnconsciousness && Amount < 0) {
6913 if (Stamina > UnconsciousnessStamina) {
6914 Stamina += Amount;
6915 if (Stamina < UnconsciousnessStamina) Stamina = UnconsciousnessStamina;
6917 return;
6919 int OldStamina = Stamina;
6920 Stamina += Amount;
6921 if (Stamina > MaxStamina) {
6922 Stamina = MaxStamina;
6923 } else if (Stamina < 0) {
6924 Stamina = 0;
6925 LoseConsciousness(250 + RAND_N(250));
6926 } else if (IsPlayer()) {
6927 if (OldStamina >= MaxStamina >> 2 && Stamina < MaxStamina >> 2) {
6928 ADD_MESSAGE("You are getting a little tired.");
6929 } else if(OldStamina >= UnconsciousnessStamina && Stamina < UnconsciousnessStamina) {
6930 ADD_MESSAGE("You are seriously out of breath!");
6931 game::SetPlayerIsRunning(false);
6934 if (IsPlayer() && StateIsActivated(PANIC) && GetTirednessState() != FAINTING) game::SetPlayerIsRunning(true);
6938 void character::RegenerateStamina () {
6939 if (GetTirednessState() != UNTIRED) {
6940 EditExperience(ENDURANCE, 50, 1);
6941 if (Sweats() && TorsoIsAlive() && !RAND_N(30) && !game::IsInWilderness()) {
6942 // Sweat amount proportional to endurance also
6943 //sLong Volume = sLong(0.05 * sqrt(GetBodyVolume()));
6944 sLong Volume = long(0.05*sqrt(GetBodyVolume()*GetAttribute(ENDURANCE)/10));
6945 if (GetTirednessState() == FAINTING) Volume <<= 1;
6946 for (int c = 0; c < SquaresUnder; ++c) GetLSquareUnder(c)->SpillFluid(0, CreateSweat(Volume), false, false);
6949 int Bonus = 1;
6950 if (Action) {
6951 if (Action->IsRest()) {
6952 if (SquaresUnder == 1) {
6953 Bonus = GetSquareUnder()->GetRestModifier() << 1;
6954 } else {
6955 int Lowest = GetSquareUnder(0)->GetRestModifier();
6956 for (int c = 1; c < GetSquaresUnder(); ++c) {
6957 int Mod = GetSquareUnder(c)->GetRestModifier();
6958 if (Mod < Lowest) Lowest = Mod;
6960 Bonus = Lowest << 1;
6962 } else if (Action->IsUnconsciousness()) Bonus = 2;
6964 int Plus1 = 100;
6965 auto bst = GetBurdenState();
6966 if (bst == OVER_LOADED) Plus1 = 25;
6967 else if (bst == STRESSED) Plus1 = 50;
6968 else if (bst == BURDENED) Plus1 = 75;
6969 int Plus2 = 100;
6970 if (IsPlayer()) {
6971 auto hst = GetHungerState();
6972 if (hst == STARVING) Plus2 = 25;
6973 else if (hst == VERY_HUNGRY) Plus2 = 50;
6974 else if (hst == HUNGRY) Plus2 = 75;
6976 Stamina += Plus1 * Plus2 * Bonus / 1000;
6977 if (Stamina > MaxStamina) Stamina = MaxStamina;
6978 if (IsPlayer() && StateIsActivated(PANIC) && GetTirednessState() != FAINTING) game::SetPlayerIsRunning(true);
6982 void character::BeginPanic () {
6983 if (IsPlayer() && GetTirednessState() != FAINTING) game::SetPlayerIsRunning(true);
6984 DeActivateVoluntaryAction();
6988 void character::EndPanic () {
6989 if (IsPlayer()) game::SetPlayerIsRunning(false);
6993 int character::GetTirednessState () const {
6994 if (Stamina >= MaxStamina >> 2) return UNTIRED;
6995 if (Stamina >= MaxStamina >> 3) return EXHAUSTED;
6996 return FAINTING;
7000 void character::ReceiveBlackUnicorn (sLong Amount) {
7001 if (!(RAND() % 160)) game::DoEvilDeed(Amount / 50);
7002 BeginTemporaryState(TELEPORT, Amount / 100);
7003 for (int c = 0; c < STATES; ++c) {
7004 if (StateData[c].Flags & DUR_TEMPORARY) {
7005 BeginTemporaryState(1 << c, Amount / 100);
7006 if (!IsEnabled()) return;
7007 } else if (StateData[c].Flags & DUR_PERMANENT) {
7008 GainIntrinsic(1 << c);
7009 if (!IsEnabled()) return;
7015 void character::ReceiveGrayUnicorn (sLong Amount) {
7016 if (!(RAND() % 80)) game::DoEvilDeed(Amount / 50);
7017 BeginTemporaryState(TELEPORT, Amount / 100);
7018 for (int c = 0; c < STATES; ++c) {
7019 if (1 << c != TELEPORT) {
7020 DecreaseStateCounter(1 << c, -Amount / 100);
7021 if (!IsEnabled()) return;
7027 void character::ReceiveWhiteUnicorn (sLong Amount) {
7028 if (!(RAND() % 40)) game::DoEvilDeed(Amount / 50);
7029 BeginTemporaryState(TELEPORT, Amount / 100);
7030 DecreaseStateCounter(LYCANTHROPY, -Amount / 100);
7031 DecreaseStateCounter(POISONED, -Amount / 100);
7032 DecreaseStateCounter(PARASITIZED, -Amount / 100);
7033 DecreaseStateCounter(LEPROSY, -Amount / 100);
7034 DecreaseStateCounter(VAMPIRISM, -Amount / 100);
7038 /* Counter should be negative. Removes intrinsics. */
7039 void character::DecreaseStateCounter (sLong State, int Counter) {
7040 int Index;
7041 for (Index = 0; Index < STATES; ++Index) if (1 << Index == State) break;
7042 if (Index == STATES) ABORT("DecreaseTemporaryStateCounter works only when State == 2^n!");
7043 if (TemporaryState & State) {
7044 if (TemporaryStateCounter[Index] == PERMANENT || (TemporaryStateCounter[Index] += Counter) <= 0) {
7045 TemporaryState &= ~State;
7046 if (!(EquipmentState & State)) {
7047 if (StateData[Index].EndHandler) {
7048 (this->*StateData[Index].EndHandler)();
7049 if (!IsEnabled()) return;
7051 (this->*StateData[Index].PrintEndMessage)();
7058 truth character::IsImmuneToLeprosy () const {
7059 return (DataBase->IsImmuneToLeprosy || UseMaterialAttributes() || StateIsActivated(DISEASE_IMMUNITY));
7063 void character::LeprosyHandler () {
7064 EditExperience(ARM_STRENGTH, -25, 1 << 1);
7065 EditExperience(LEG_STRENGTH, -25, 1 << 1);
7066 EditExperience(DEXTERITY, -25, 1 << 1);
7067 EditExperience(AGILITY, -25, 1 << 1);
7068 EditExperience(ENDURANCE, -25, 1 << 1);
7069 EditExperience(CHARISMA, -25, 1 << 1);
7070 CheckDeath(CONST_S("killed by leprosy"));
7074 bodypart *character::SearchForOriginalBodyPart (int I) const {
7075 for (stackiterator i1 = GetStackUnder()->GetBottom(); i1.HasItem(); ++i1) {
7076 for (std::list<feuLong>::iterator i2 = OriginalBodyPartID[I].begin(); i2 != OriginalBodyPartID[I].end(); ++i2)
7077 if (i1->GetID() == *i2) return static_cast<bodypart*>(*i1);
7079 return 0;
7083 void character::SetLifeExpectancy (int Base, int RandPlus) {
7084 int c;
7085 for (c = 0; c < BodyParts; ++c) {
7086 bodypart *BodyPart = GetBodyPart(c);
7087 if (BodyPart) BodyPart->SetLifeExpectancy(Base, RandPlus);
7089 for (c = 0; c < GetEquipments(); ++c) {
7090 item *Equipment = GetEquipment(c);
7091 if (Equipment) Equipment->SetLifeExpectancy(Base, RandPlus);
7096 /* Receiver should be a fresh duplicate of this */
7097 void character::DuplicateEquipment (character *Receiver, feuLong Flags) {
7098 for (int c = 0; c < GetEquipments(); ++c) {
7099 item *Equipment = GetEquipment(c);
7100 if (Equipment) {
7101 item *Duplicate = Equipment->Duplicate(Flags);
7102 Receiver->SetEquipment(c, Duplicate);
7108 void character::Disappear (corpse *Corpse, cchar *Verb, truth (item::*ClosePredicate)() const) {
7109 truth TorsoDisappeared = false;
7110 truth CanBeSeen = Corpse ? Corpse->CanBeSeenByPlayer() : IsPlayer() || CanBeSeenByPlayer();
7111 int c;
7112 if ((GetTorso()->*ClosePredicate)()) {
7113 if (CanBeSeen) {
7114 if (Corpse) ADD_MESSAGE("%s %ss.", Corpse->CHAR_NAME(DEFINITE), Verb);
7115 else if (IsPlayer()) ADD_MESSAGE("You %s.", Verb);
7116 else ADD_MESSAGE("%s %ss.", CHAR_NAME(DEFINITE), Verb);
7118 TorsoDisappeared = true;
7119 for (c = 0; c < GetEquipments(); ++c) {
7120 item *Equipment = GetEquipment(c);
7121 if (Equipment && (Equipment->*ClosePredicate)()) {
7122 Equipment->RemoveFromSlot();
7123 Equipment->SendToHell();
7126 itemvector ItemVector;
7127 GetStack()->FillItemVector(ItemVector);
7128 for (uInt c = 0; c < ItemVector.size(); ++c) {
7129 if (ItemVector[c] && (ItemVector[c]->*ClosePredicate)()) {
7130 ItemVector[c]->RemoveFromSlot();
7131 ItemVector[c]->SendToHell();
7135 for (c = 1; c < GetBodyParts(); ++c) {
7136 bodypart *BodyPart = GetBodyPart(c);
7137 if (BodyPart) {
7138 if ((BodyPart->*ClosePredicate)()) {
7139 if (!TorsoDisappeared && CanBeSeen) {
7140 if(IsPlayer()) ADD_MESSAGE("Your %s %ss.", GetBodyPartName(c).CStr(), Verb);
7141 else ADD_MESSAGE("The %s of %s %ss.", GetBodyPartName(c).CStr(), CHAR_NAME(DEFINITE), Verb);
7143 BodyPart->DropEquipment();
7144 item *BodyPart = SevereBodyPart(c);
7145 if (BodyPart) BodyPart->SendToHell();
7146 } else if (TorsoDisappeared) {
7147 BodyPart->DropEquipment();
7148 item *BodyPart = SevereBodyPart(c);
7149 if (BodyPart) {
7150 if (Corpse) Corpse->GetSlot()->AddFriendItem(BodyPart);
7151 else if (!game::IsInWilderness()) GetStackUnder()->AddItem(BodyPart);
7152 else BodyPart->SendToHell();
7157 if (TorsoDisappeared) {
7158 if (Corpse) {
7159 Corpse->RemoveFromSlot();
7160 Corpse->SendToHell();
7161 } else {
7162 CheckDeath(festring(Verb) + "ed", 0, FORCE_DEATH|DISALLOW_CORPSE|DISALLOW_MSG);
7164 } else {
7165 CheckDeath(festring(Verb) + "ed", 0, DISALLOW_MSG);
7170 void character::SignalDisappearance () {
7171 if (GetMotherEntity()) GetMotherEntity()->SignalDisappearance();
7172 else Disappear(0, "disappear", &item::IsVeryCloseToDisappearance);
7176 truth character::HornOfFearWorks () const {
7177 return CanHear() && GetPanicLevel() > RAND()%33 && !StateIsActivated(FEARLESS);
7181 void character::BeginLeprosy () {
7182 doforbodypartswithparam<truth>()(this, &bodypart::SetIsInfectedByLeprosy, true);
7186 void character::EndLeprosy () {
7187 doforbodypartswithparam<truth>()(this, &bodypart::SetIsInfectedByLeprosy, false);
7191 truth character::IsSameAs (ccharacter *What) const {
7192 return What->GetType() == GetType() && What->GetConfig() == GetConfig();
7196 feuLong character::GetCommandFlags () const {
7197 return !StateIsActivated(PANIC) ? CommandFlags : CommandFlags|FLEE_FROM_ENEMIES;
7201 feuLong character::GetConstantCommandFlags () const {
7202 return !StateIsActivated(PANIC) ? DataBase->ConstantCommandFlags : DataBase->ConstantCommandFlags|FLEE_FROM_ENEMIES;
7206 feuLong character::GetPossibleCommandFlags () const {
7207 int Int = GetAttribute(INTELLIGENCE);
7208 feuLong Flags = ALL_COMMAND_FLAGS;
7209 if (!CanMove() || Int < 4) Flags &= ~FOLLOW_LEADER;
7210 if (!CanMove() || Int < 6) Flags &= ~FLEE_FROM_ENEMIES;
7211 if (!CanUseEquipment() || Int < 8) Flags &= ~DONT_CHANGE_EQUIPMENT;
7212 if (!UsesNutrition() || Int < 8) Flags &= ~DONT_CONSUME_ANYTHING_VALUABLE;
7213 return Flags;
7217 truth character::IsRetreating () const {
7218 return StateIsActivated(PANIC) || (CommandFlags & FLEE_FROM_ENEMIES && IsPet());
7222 truth character::ChatMenu () {
7223 if (GetAction() && !GetAction()->CanBeTalkedTo()) {
7224 ADD_MESSAGE("%s is silent.", CHAR_DESCRIPTION(DEFINITE));
7225 PLAYER->EditAP(-200);
7226 return true;
7228 feuLong ManagementFlags = GetManagementFlags();
7229 if (ManagementFlags == CHAT_IDLY || !IsPet()) return ChatIdly();
7230 static cchar *const ChatMenuEntry[CHAT_MENU_ENTRIES] = {
7231 "Change equipment",
7232 "Take items",
7233 "Give items",
7234 "Issue commands",
7235 "Chat idly",
7237 static const petmanagementfunction PMF[CHAT_MENU_ENTRIES] = {
7238 &character::ChangePetEquipment,
7239 &character::TakePetItems,
7240 &character::GivePetItems,
7241 &character::IssuePetCommands,
7242 &character::ChatIdly
7244 felist List(CONST_S("Choose action:"));
7245 game::SetStandardListAttributes(List);
7246 List.AddFlags(SELECTABLE);
7247 int c, i;
7248 for (c = 0; c < CHAT_MENU_ENTRIES; ++c) if (1 << c & ManagementFlags) List.AddEntry(ChatMenuEntry[c], LIGHT_GRAY);
7249 int Chosen = List.Draw();
7250 if (Chosen & FELIST_ERROR_BIT) return false;
7251 for (c = 0, i = 0; c < CHAT_MENU_ENTRIES; ++c) {
7252 if (1 << c & ManagementFlags && i++ == Chosen) return (this->*PMF[c])();
7254 return false; // dummy
7258 truth character::ChangePetEquipment () {
7259 if (EquipmentScreen(PLAYER->GetStack(), GetStack())) {
7260 DexterityAction(3);
7261 return true;
7263 return false;
7267 truth character::TakePetItems () {
7268 truth Success = false;
7269 stack::SetSelected(0);
7270 for (;;) {
7271 itemvector ToTake;
7272 game::DrawEverythingNoBlit();
7273 GetStack()->DrawContents(
7274 ToTake,
7276 PLAYER,
7277 CONST_S("What do you want to take from ") + CHAR_DESCRIPTION(DEFINITE) + '?',
7278 CONST_S(""),
7279 CONST_S(""),
7280 GetDescription(DEFINITE) + " is " + GetVerbalBurdenState(),
7281 GetVerbalBurdenStateColor(),
7282 REMEMBER_SELECTED);
7283 if (ToTake.empty()) break;
7284 for (uInt c = 0; c < ToTake.size(); ++c) ToTake[c]->MoveTo(PLAYER->GetStack());
7285 ADD_MESSAGE("You take %s.", ToTake[0]->GetName(DEFINITE, ToTake.size()).CStr());
7286 Success = true;
7288 if (Success) {
7289 DexterityAction(2);
7290 PLAYER->DexterityAction(2);
7292 return Success;
7296 truth character::GivePetItems () {
7297 truth Success = false;
7298 stack::SetSelected(0);
7299 for (;;) {
7300 itemvector ToGive;
7301 game::DrawEverythingNoBlit();
7302 PLAYER->GetStack()->DrawContents(
7303 ToGive,
7305 this,
7306 CONST_S("What do you want to give to ") + CHAR_DESCRIPTION(DEFINITE) + '?',
7307 CONST_S(""),
7308 CONST_S(""),
7309 GetDescription(DEFINITE) + " is " + GetVerbalBurdenState(),
7310 GetVerbalBurdenStateColor(),
7311 REMEMBER_SELECTED);
7312 if (ToGive.empty()) break;
7313 for (uInt c = 0; c < ToGive.size(); ++c) ToGive[c]->MoveTo(GetStack());
7314 ADD_MESSAGE("You give %s to %s.", ToGive[0]->GetName(DEFINITE, ToGive.size()).CStr(), CHAR_DESCRIPTION(DEFINITE));
7315 Success = true;
7317 if (Success) {
7318 DexterityAction(2);
7319 PLAYER->DexterityAction(2);
7321 return Success;
7325 truth character::IssuePetCommands () {
7326 if (!IsConscious()) {
7327 ADD_MESSAGE("%s is unconscious.", CHAR_DESCRIPTION(DEFINITE));
7328 return false;
7330 feuLong PossibleC = GetPossibleCommandFlags();
7331 if (!PossibleC) {
7332 ADD_MESSAGE("%s cannot be commanded.", CHAR_DESCRIPTION(DEFINITE));
7333 return false;
7335 feuLong OldC = GetCommandFlags();
7336 feuLong NewC = OldC, VaryFlags = 0;
7337 game::CommandScreen(CONST_S("Issue commands to ")+GetDescription(DEFINITE), PossibleC, GetConstantCommandFlags(), VaryFlags, NewC);
7338 if (NewC == OldC) return false;
7339 SetCommandFlags(NewC);
7340 PLAYER->EditAP(-500);
7341 PLAYER->EditExperience(CHARISMA, 25, 1 << 7);
7342 return true;
7346 truth character::ChatIdly () {
7347 if (!TryToTalkAboutScience()) {
7348 BeTalkedTo();
7349 PLAYER->EditExperience(CHARISMA, 75, 1 << 7);
7351 PLAYER->EditAP(-1000);
7352 return true;
7356 int character::HasSomethingToEquipAt (int chosen, truth equippedIsTrue) {
7357 if (!GetBodyPartOfEquipment(chosen)) return 0;
7359 item *oldEquipment = GetEquipment(chosen);
7360 if (!IsPlayer() && oldEquipment && BoundToUse(oldEquipment, chosen)) return 0;
7362 stack *mainStack = GetStack();
7363 sorter Sorter = EquipmentSorter(chosen);
7364 auto count = mainStack->SortedItemsCount(this, Sorter);
7366 if (equippedIsTrue && oldEquipment) ++count;
7368 return count;
7372 // returns 0, 1 or pickup time
7373 feuLong character::HasSomethingToEquipAtRecentTime (int chosen, truth equippedIsTrue) {
7374 if (!GetBodyPartOfEquipment(chosen)) return 0;
7376 item *oldEquipment = GetEquipment(chosen);
7377 if (!IsPlayer() && oldEquipment && BoundToUse(oldEquipment, chosen)) return 0;
7379 stack *mainStack = GetStack();
7380 sorter Sorter = EquipmentSorter(chosen);
7381 feuLong highestTime = mainStack->SortedItemsRecentTime(this, Sorter);
7383 if (equippedIsTrue && oldEquipment && oldEquipment->pickupTime > highestTime) highestTime = oldEquipment->pickupTime;
7385 return highestTime;
7389 truth character::EquipmentScreen (stack *MainStack, stack *SecStack) {
7390 if (!CanUseEquipment()) {
7391 ADD_MESSAGE("%s cannot use equipment.", CHAR_DESCRIPTION(DEFINITE));
7392 return false;
7394 int Chosen = 0;
7395 truth EquipmentChanged = false;
7396 felist List(CONST_S("Equipment menu [ESC exits]"));
7397 festring Entry;
7398 for (;;) {
7399 List.Empty();
7400 List.EmptyDescription();
7401 if (!IsPlayer()) {
7402 List.AddDescription(CONST_S(""));
7403 List.AddDescription(festring(GetDescription(DEFINITE) + " is " + GetVerbalBurdenState()).CapitalizeCopy(), GetVerbalBurdenStateColor());
7404 } else {
7405 int totalWeight = 0;
7406 for (int c = 0; c < GetEquipments(); ++c) {
7407 item *Equipment = GetEquipment(c);
7408 totalWeight += (Equipment ? Equipment->GetWeight() : 0);
7410 festring Total("Total weight: ");
7411 Total << totalWeight;
7412 Total << "g";
7413 List.AddDescription(CONST_S(""));
7414 List.AddDescription(Total);
7416 int firstEmpty = -1, firstNonEmpty = -1, selected = -1;
7417 feuLong selPickTime = 1;
7418 feuLong armPickTime = 0;
7419 int armFirst = -1;
7420 //truth selectedIsEmpty = false;
7421 for (int c = 0; c < GetEquipments(); ++c) {
7422 truth isArm = (c == 5 || c == 6);
7423 //int bpidx = (GetBodyPartOfEquipment(c) ? GetBodyPartOfEquipment(c)->GetBodyPartIndex() : -1);
7424 truth equippable = !!GetBodyPartOfEquipment(c);
7425 Entry = GetEquipmentName(c);
7426 Entry << ':';
7427 Entry.Resize(20);
7428 item *Equipment = GetEquipment(c);
7429 feuLong pickTm = (equippable ? HasSomethingToEquipAtRecentTime(c, false) : 0);
7430 int availEquipCount = (equippable ? HasSomethingToEquipAt(c, false) : 0);
7431 if (pickTm > 1 && game::GetTick()-pickTm > game::PickTimeout) pickTm = 0;
7432 //fprintf(stderr, "c=%d; equippable=%d; availcount=%d; pickTm=%u; tick=%u\n", c, (int)equippable, availEquipCount, pickTm, game::GetTick());
7433 if (Equipment) {
7434 Equipment->AddInventoryEntry(this, Entry, 1, true);
7435 AddSpecialEquipmentInfo(Entry, c);
7436 int ImageKey = game::AddToItemDrawVector(itemvector(1, Equipment));
7437 if (firstNonEmpty < 0 && equippable && !isArm && availEquipCount > 0) firstNonEmpty = c;
7438 if (equippable) {
7439 if (availEquipCount > 0 && isArm && armPickTime < pickTm) { armFirst = c; armPickTime = pickTm; }
7440 if (selPickTime < pickTm && equippable && !isArm) { selected = c; selPickTime = pickTm; }
7442 List.AddEntry(Entry, (availEquipCount ? ORANGE : LIGHT_GRAY), 20, ImageKey, true);
7443 } else {
7444 truth canUse = !!GetBodyPartOfEquipment(c);
7445 Entry << (canUse ? "-" : "can't use");
7446 col16 color = RED;
7447 if (canUse && availEquipCount > 0) {
7448 if (firstEmpty < 0 && equippable && !isArm && availEquipCount > 0) firstEmpty = c;
7449 if (equippable && isArm && armFirst < 0) armFirst = c;
7450 switch (availEquipCount) {
7451 case 0: color = RED; break;
7452 case 1: color = LIGHT_GRAY; break;
7453 default: color = ORANGE; break;
7456 if (color != RED && equippable) {
7457 if (pickTm > selPickTime && !isArm) { selected = c; selPickTime = pickTm; }
7459 List.AddEntry(Entry, color, 20, game::AddToItemDrawVector(itemvector()));
7462 game::DrawEverythingNoBlit();
7463 game::SetStandardListAttributes(List);
7465 //fprintf(stderr, " selected=%d; firstEmpty=%d; firstNonEmpty=%d; armFirst=%d; armPickTime=%u\n", selected, firstEmpty, firstNonEmpty, armFirst, armPickTime);
7466 if (selected < 0) {
7467 if (armPickTime > 0) selected = armFirst;
7468 else if (firstEmpty >= 0) selected = firstEmpty;
7469 else if (firstNonEmpty >= 0) selected = firstNonEmpty;
7471 if (selected >= 0) List.SetSelected(selected);
7473 List.SetFlags(SELECTABLE|DRAW_BACKGROUND_AFTERWARDS);
7474 List.SetEntryDrawer(game::ItemEntryDrawer);
7475 Chosen = List.Draw();
7476 game::ClearItemDrawVector();
7477 if (Chosen >= GetEquipments()) break;
7478 EquipmentChanged = TryToChangeEquipment(MainStack, SecStack, Chosen);
7480 if (EquipmentChanged) DexterityAction(5);
7481 return EquipmentChanged;
7485 feuLong character::GetManagementFlags () const {
7486 feuLong Flags = ALL_MANAGEMENT_FLAGS;
7487 if (!CanUseEquipment() || !AllowPlayerToChangeEquipment()) Flags &= ~CHANGE_EQUIPMENT;
7488 if (!GetStack()->GetItems()) Flags &= ~TAKE_ITEMS;
7489 if (!WillCarryItems()) Flags &= ~GIVE_ITEMS;
7490 if (!GetPossibleCommandFlags()) Flags &= ~ISSUE_COMMANDS;
7491 return Flags;
7495 cchar *VerbalBurdenState[] = { "overloaded", "stressed", "burdened", "unburdened" };
7496 col16 VerbalBurdenStateColor[] = { RED, BLUE, BLUE, WHITE };
7498 cchar *character::GetVerbalBurdenState () const { return VerbalBurdenState[BurdenState]; }
7499 col16 character::GetVerbalBurdenStateColor () const { return VerbalBurdenStateColor[BurdenState]; }
7500 int character::GetAttributeAverage () const { return GetSumOfAttributes()/7; }
7502 cfestring &character::GetStandVerb() const {
7503 if (ForceCustomStandVerb()) return DataBase->StandVerb;
7504 static festring Hovering = "hovering";
7505 static festring Swimming = "swimming";
7506 if (StateIsActivated(LEVITATION)) return Hovering;
7507 if (IsSwimming()) return Swimming;
7508 return DataBase->StandVerb;
7512 truth character::CheckApply () const {
7513 if (!CanApply()) {
7514 ADD_MESSAGE("This monster type cannot apply.");
7515 return false;
7517 return true;
7521 void character::EndLevitation () {
7522 if (!IsFlying() && GetSquareUnder()) {
7523 if (!game::IsInWilderness()) SignalStepFrom(0);
7524 if (game::IsInWilderness() || !GetLSquareUnder()->IsFreezed()) TestWalkability();
7529 truth character::CanMove () const {
7530 return !IsRooted() || StateIsActivated(LEVITATION);
7534 void character::CalculateEnchantments () {
7535 doforequipments()(this, &item::CalculateEnchantment);
7536 GetStack()->CalculateEnchantments();
7540 truth character::GetNewFormForPolymorphWithControl (character *&NewForm) {
7541 if (StateIsActivated(POLYMORPH_LOCK)) { ADD_MESSAGE("You feel uncertain about your body for a moment."); return false; }
7542 festring Topic, Temp;
7543 NewForm = 0;
7544 while (!NewForm) {
7545 festring Temp = game::DefaultQuestion(CONST_S("What do you want to become? [press '?' for a list]"), game::GetDefaultPolymorphTo(), &game::PolymorphControlKeyHandler);
7546 NewForm = protosystem::CreateMonster(Temp);
7547 if (NewForm) {
7548 if (NewForm->IsSameAs(this)) {
7549 delete NewForm;
7550 ADD_MESSAGE("You choose not to polymorph.");
7551 NewForm = this;
7552 return false;
7554 if (PolymorphBackup && NewForm->IsSameAs(PolymorphBackup)) {
7555 delete NewForm;
7556 NewForm = ForceEndPolymorph();
7557 return false;
7559 if (NewForm->GetPolymorphIntelligenceRequirement() > GetAttribute(INTELLIGENCE) && !game::WizardModeIsActive()) {
7560 ADD_MESSAGE("You feel your mind isn't yet powerful enough to call forth the form of %s.", NewForm->CHAR_NAME(INDEFINITE));
7561 delete NewForm;
7562 NewForm = 0;
7563 } else {
7564 NewForm->RemoveAllItems();
7568 return true;
7572 liquid *character::CreateSweat(sLong Volume) const {
7573 //return liquid::Spawn(GetSweatMaterial(), Volume);
7574 return liquid::Spawn(GetCurrentSweatMaterial(), Volume);
7578 truth character::TeleportRandomItem (truth TryToHinderVisibility) {
7579 if (IsImmuneToItemTeleport() || StateIsActivated(TELEPORT_LOCK)) return false;
7580 itemvector ItemVector;
7581 std::vector<sLong> PossibilityVector;
7582 int TotalPossibility = 0;
7583 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
7584 ItemVector.push_back(*i);
7585 int Possibility = i->GetTeleportPriority();
7586 if (TryToHinderVisibility) Possibility += i->GetHinderVisibilityBonus(this);
7587 PossibilityVector.push_back(Possibility);
7588 TotalPossibility += Possibility;
7590 for (int c = 0; c < GetEquipments(); ++c) {
7591 item *Equipment = GetEquipment(c);
7592 if (Equipment) {
7593 ItemVector.push_back(Equipment);
7594 int Possibility = Equipment->GetTeleportPriority();
7595 if (TryToHinderVisibility) Possibility += Equipment->GetHinderVisibilityBonus(this);
7596 PossibilityVector.push_back(Possibility <<= 1);
7597 TotalPossibility += Possibility;
7600 if (!TotalPossibility) return false;
7601 int Chosen = femath::WeightedRand(PossibilityVector, TotalPossibility);
7602 item *Item = ItemVector[Chosen];
7603 truth Equipped = PLAYER->Equips(Item);
7604 truth Seen = Item->CanBeSeenByPlayer();
7605 Item->RemoveFromSlot();
7606 if (Seen) ADD_MESSAGE("%s disappears.", Item->CHAR_NAME(DEFINITE));
7607 if (Equipped) game::AskForEscPress(CONST_S("Equipment lost!"));
7608 v2 Pos = GetPos();
7609 int Range = Item->GetEmitation() && TryToHinderVisibility ? 25 : 5;
7610 rect Border(Pos + v2(-Range, -Range), Pos + v2(Range, Range));
7611 Pos = GetLevel()->GetRandomSquare(this, 0, &Border);
7612 if (Pos == ERROR_V2) Pos = GetLevel()->GetRandomSquare();
7613 GetNearLSquare(Pos)->GetStack()->AddItem(Item);
7614 if (Item->CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", Item->CHAR_NAME(INDEFINITE));
7615 return true;
7619 truth character::HasClearRouteTo (v2 Pos) const {
7620 pathcontroller::Map = GetLevel()->GetMap();
7621 pathcontroller::Character = this;
7622 v2 ThisPos = GetPos();
7623 return mapmath<pathcontroller>::DoLine(ThisPos.X, ThisPos.Y, Pos.X, Pos.Y, SKIP_FIRST);
7627 truth character::IsTransparent () const {
7628 return !IsEnormous() || GetTorso()->GetMainMaterial()->IsTransparent() || StateIsActivated(INVISIBLE);
7632 void character::SignalPossibleTransparencyChange () {
7633 if (!game::IsInWilderness()) {
7634 for (int c = 0; c < SquaresUnder; ++c) {
7635 lsquare *Square = GetLSquareUnder(c);
7636 if (Square) Square->SignalPossibleTransparencyChange();
7642 int character::GetCursorData () const {
7643 int Bad = 0;
7644 int Color = (game::PlayerIsRunning() ? BLUE_CURSOR : DARK_CURSOR);
7645 for (int c = 0; c < BodyParts; ++c) {
7646 bodypart *BodyPart = GetBodyPart(c);
7647 if (BodyPart && BodyPart->IsUsable()) {
7648 int ConditionColorIndex = BodyPart->GetConditionColorIndex();
7649 if ((BodyPartIsVital(c) && !ConditionColorIndex) || (ConditionColorIndex <= 1 && ++Bad == 2)) return Color|CURSOR_FLASH;
7650 } else if (++Bad == 2) {
7651 return Color|CURSOR_FLASH;
7654 Color = (game::PlayerIsRunning() ? YELLOW_CURSOR : RED_CURSOR);
7655 return (Bad ? Color|CURSOR_FLASH : Color);
7659 void character::TryToName () {
7660 if (!IsPet()) ADD_MESSAGE("%s refuses to let YOU decide what %s's called.", CHAR_NAME(DEFINITE), CHAR_PERSONAL_PRONOUN);
7661 else if (IsPlayer()) ADD_MESSAGE("You can't rename yourself.");
7662 else if (!IsNameable()) ADD_MESSAGE("%s refuses to be called anything else but %s.", CHAR_NAME(DEFINITE), CHAR_NAME(DEFINITE));
7663 else {
7664 festring Topic = CONST_S("What name will you give to ")+GetName(DEFINITE)+'?';
7665 festring Name = game::StringQuestion(Topic, WHITE, 0, 80, true);
7666 if (Name.GetSize()) SetAssignedName(Name);
7671 double character::GetSituationDanger (ccharacter *Enemy, v2 ThisPos, v2 EnemyPos, truth SeesEnemy) const {
7672 double Danger;
7673 if (IgnoreDanger() && !IsPlayer()) {
7674 if (Enemy->IgnoreDanger() && !Enemy->IsPlayer()) {
7675 Danger = double(GetHP())*GetHPRequirementForGeneration()/(Enemy->GetHP()*Enemy->GetHPRequirementForGeneration());
7677 else {
7678 Danger = 0.25*GetHPRequirementForGeneration()/Enemy->GetHP();
7680 } else if (Enemy->IgnoreDanger() && !Enemy->IsPlayer()) {
7681 Danger = 4.0*GetHP()/Enemy->GetHPRequirementForGeneration();
7682 } else {
7683 Danger = GetRelativeDanger(Enemy);
7685 Danger *= 3.0/((EnemyPos-ThisPos).GetManhattanLength()+2);
7686 if (!SeesEnemy) Danger *= 0.2;
7687 if (StateIsActivated(PANIC)) Danger *= 0.2;
7688 Danger *= double(GetHP())*Enemy->GetMaxHP()/(Enemy->GetHP()*GetMaxHP());
7689 return Danger;
7693 void character::ModifySituationDanger (double &Danger) const {
7694 switch (GetTirednessState()) {
7695 case FAINTING: Danger *= 1.5;
7696 case EXHAUSTED: Danger *= 1.25;
7698 for (int c = 0; c < STATES; ++c) {
7699 if (StateIsActivated(1 << c) && StateData[c].SituationDangerModifier != 0) (this->*StateData[c].SituationDangerModifier)(Danger);
7704 void character::LycanthropySituationDangerModifier (double &Danger) const {
7705 character *Wolf = werewolfwolf::Spawn();
7706 double DangerToWolf = GetRelativeDanger(Wolf);
7707 Danger *= pow(DangerToWolf, 0.1);
7708 delete Wolf;
7712 void character::PoisonedSituationDangerModifier (double &Danger) const {
7713 int C = GetTemporaryStateCounter(POISONED);
7714 Danger *= (1+(C*C)/(GetHP()*10000.0*(GetGlobalResistance(POISON)+1)));
7718 void character::PolymorphingSituationDangerModifier (double &Danger) const {
7719 if ((!StateIsActivated(POLYMORPH_CONTROL)) && (!StateIsActivated(POLYMORPH_LOCK))) Danger *= 1.5;
7723 void character::PanicSituationDangerModifier (double &Danger) const {
7724 Danger *= 1.5;
7728 void character::ConfusedSituationDangerModifier (double &Danger) const {
7729 Danger *= 1.5;
7733 void character::ParasitizedSituationDangerModifier (double &Danger) const {
7734 Danger *= 1.25;
7738 void character::LeprosySituationDangerModifier (double &Danger) const {
7739 Danger *= 1.5;
7743 void character::AddRandomScienceName (festring &String) const {
7744 festring Science = GetScienceTalkName().GetRandomElement().CStr();
7745 if (Science[0] == '!') {
7746 String << Science.CStr()+1;
7747 return;
7749 festring Attribute = GetScienceTalkAdjectiveAttribute().GetRandomElement();
7750 festring Prefix;
7751 truth NoAttrib = Attribute.IsEmpty(), NoSecondAdjective = false;
7752 if (!Attribute.IsEmpty() && Attribute[0] == '!') {
7753 NoSecondAdjective = true;
7754 Attribute.Erase(0, 1);
7756 if (!Science.Find("the ")) {
7757 Science.Erase(0, 4);
7758 if (!Attribute.Find("the ", 0, 4)) Attribute << " the"; else Attribute.Insert(0, "the ", 4);
7760 if (islower(Science[0]) && Science.Find(' ') == festring::NPos && Science.Find('-') == festring::NPos &&
7761 Science.Find("phobia") == festring::NPos) {
7762 Prefix = GetScienceTalkPrefix().GetRandomElement();
7763 if (!Prefix.IsEmpty() && Science.Find(Prefix) != festring::NPos) Prefix.Empty();
7765 int L = Prefix.GetSize();
7766 if (L && Prefix[L-1] == Science[0]) Science.Erase(0, 1);
7767 if (!NoAttrib && !NoSecondAdjective == !RAND_GOOD(3)) {
7768 int S1 = NoSecondAdjective ? 0 : GetScienceTalkAdjectiveAttribute().Size;
7769 int S2 = GetScienceTalkSubstantiveAttribute().Size;
7770 festring OtherAttribute;
7771 int Chosen = RAND_GOOD(S1+S2);
7772 if (Chosen < S1) OtherAttribute = GetScienceTalkAdjectiveAttribute()[Chosen];
7773 else OtherAttribute = GetScienceTalkSubstantiveAttribute()[Chosen - S1];
7774 if (!OtherAttribute.IsEmpty() && OtherAttribute.Find("the ", 0, 4) && Attribute.Find(OtherAttribute) == festring::NPos) {
7775 String << Attribute << ' ' << OtherAttribute << ' ' << Prefix << Science;
7776 return;
7779 String << Attribute;
7780 if (!NoAttrib) String << ' ';
7781 String << Prefix << Science;
7785 truth character::TryToTalkAboutScience () {
7786 if (GetRelation(PLAYER) == HOSTILE ||
7787 GetScienceTalkPossibility() <= RAND_GOOD(100) ||
7788 PLAYER->GetAttribute(INTELLIGENCE) < GetScienceTalkIntelligenceRequirement() ||
7789 PLAYER->GetAttribute(WISDOM) < GetScienceTalkWisdomRequirement() ||
7790 PLAYER->GetAttribute(CHARISMA) < GetScienceTalkCharismaRequirement())
7791 return false;
7792 festring Science;
7793 if (RAND_GOOD(3)) {
7794 AddRandomScienceName(Science);
7795 } else {
7796 festring S1, S2;
7797 AddRandomScienceName(S1);
7798 AddRandomScienceName(S2);
7799 if (S1.Find(S2) == festring::NPos && S2.Find(S1) == festring::NPos) {
7800 switch (RAND_GOOD(3)) {
7801 case 0: Science = "the relation of "; break;
7802 case 1: Science = "the differences of "; break;
7803 case 2: Science = "the similarities of "; break;
7805 Science << S1 << " and " << S2;
7807 else {
7808 AddRandomScienceName(Science);
7811 switch ((RAND() + GET_TICK()) % 10) {
7812 case 0:
7813 ADD_MESSAGE("You have a rather pleasant chat about %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7814 break;
7815 case 1:
7816 ADD_MESSAGE("%s explains a few of %s opinions regarding %s to you.", CHAR_DESCRIPTION(DEFINITE), CHAR_POSSESSIVE_PRONOUN, Science.CStr());
7817 break;
7818 case 2:
7819 ADD_MESSAGE("%s reveals a number of %s insightful views of %s to you.", CHAR_DESCRIPTION(DEFINITE), CHAR_POSSESSIVE_PRONOUN, Science.CStr());
7820 break;
7821 case 3:
7822 ADD_MESSAGE("You exchange some information pertaining to %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7823 break;
7824 case 4:
7825 ADD_MESSAGE("You engage in a pretty intriguing conversation about %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7826 break;
7827 case 5:
7828 ADD_MESSAGE("You discuss at length about %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7829 break;
7830 case 6:
7831 ADD_MESSAGE("You have a somewhat boring talk concerning %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7832 break;
7833 case 7:
7834 ADD_MESSAGE("You are drawn into a heated argument regarding %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7835 break;
7836 case 8:
7837 ADD_MESSAGE("%s delivers a long monologue concerning eg. %s.", CHAR_DESCRIPTION(DEFINITE), Science.CStr());
7838 break;
7839 case 9:
7840 ADD_MESSAGE("You dive into a brief but thought-provoking debate over %s with %s", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7841 break;
7843 PLAYER->EditExperience(INTELLIGENCE, 1000, 50. * GetScienceTalkIntelligenceModifier() / ++ScienceTalks);
7844 PLAYER->EditExperience(WISDOM, 1000, 50. * GetScienceTalkWisdomModifier() / ++ScienceTalks);
7845 PLAYER->EditExperience(CHARISMA, 1000, 50. * GetScienceTalkCharismaModifier() / ++ScienceTalks);
7846 return true;
7850 truth character::IsUsingWeaponOfCategory (int Category) const {
7851 return
7852 ((GetMainWielded() && GetMainWielded()->GetWeaponCategory() == Category) ||
7853 (GetSecondaryWielded() && GetSecondaryWielded()->GetWeaponCategory() == Category));
7857 truth character::TryToUnStickTraps (v2 Dir) {
7858 if (!TrapData) return true;
7859 std::vector<trapdata> TrapVector;
7860 for (const trapdata *T = TrapData; T; T = T->Next) TrapVector.push_back(*TrapData);
7861 for (uInt c = 0; c < TrapVector.size(); ++c) {
7862 if (IsEnabled()) {
7863 entity *Trap = game::SearchTrap(TrapVector[c].TrapID);
7864 /*k8:??? if(!Trap->Exists()) int esko = esko = 2; */
7865 if (!Trap->Exists()) continue; /*k8: ??? added by me; what this means? */
7866 if (Trap->GetVictimID() == GetID() && Trap->TryToUnStick(this, Dir)) break;
7869 return !TrapData && IsEnabled();
7873 struct trapidcomparer {
7874 trapidcomparer (feuLong ID) : ID(ID) {}
7875 truth operator () (const trapdata *T) const { return T->TrapID == ID; }
7876 feuLong ID;
7880 void character::RemoveTrap (feuLong ID) {
7881 trapdata *&T = ListFind(TrapData, trapidcomparer(ID));
7882 T = T->Next;
7883 doforbodyparts()(this, &bodypart::SignalPossibleUsabilityChange);
7887 void character::AddTrap (feuLong ID, feuLong BodyParts) {
7888 trapdata *&T = ListFind(TrapData, trapidcomparer(ID));
7889 if (T) T->BodyParts |= BodyParts;
7890 else T = new trapdata(ID, GetID(), BodyParts);
7891 doforbodyparts()(this, &bodypart::SignalPossibleUsabilityChange);
7895 truth character::IsStuckToTrap (feuLong ID) const {
7896 for (const trapdata *T = TrapData; T; T = T->Next) if (T->TrapID == ID) return true;
7897 return false;
7901 void character::RemoveTraps () {
7902 for (trapdata *T = TrapData; T; T = T->Next) {
7903 entity *Trap = game::SearchTrap(T->TrapID);
7904 if (Trap) Trap->UnStick();
7906 deleteList(TrapData);
7907 doforbodyparts()(this, &bodypart::SignalPossibleUsabilityChange);
7911 void character::RemoveTraps (int BodyPartIndex) {
7912 feuLong Flag = 1 << BodyPartIndex;
7913 for (trapdata **T = &TrapData; *T;) {
7914 if ((*T)->BodyParts & Flag) {
7915 entity *Trap = game::SearchTrap((*T)->TrapID);
7916 if (!((*T)->BodyParts &= ~Flag)) {
7917 if (Trap) Trap->UnStick();
7918 trapdata *ToDel = *T;
7919 *T = (*T)->Next;
7920 delete ToDel;
7921 } else {
7922 if (Trap) Trap->UnStick(BodyPartIndex);
7923 T = &(*T)->Next;
7926 else {
7927 T = &(*T)->Next;
7930 if (GetBodyPart(BodyPartIndex)) GetBodyPart(BodyPartIndex)->SignalPossibleUsabilityChange();
7934 festring character::GetTrapDescription () const {
7935 festring Desc;
7936 std::pair<entity *, int> TrapStack[3];
7937 int Index = 0;
7938 for (const trapdata *T = TrapData; T; T = T->Next) {
7939 if (Index < 3) {
7940 entity *Trap = game::SearchTrap(T->TrapID);
7941 if (Trap) {
7942 int c;
7943 for (c = 0; c < Index; ++c) if (TrapStack[c].first->GetTrapType() == Trap->GetTrapType()) ++TrapStack[c].second;
7944 if (c == Index) TrapStack[Index++] = std::make_pair(Trap, 1);
7946 } else {
7947 ++Index;
7948 break;
7951 if (Index <= 3) {
7952 TrapStack[0].first->AddTrapName(Desc, TrapStack[0].second);
7953 if (Index == 2) {
7954 Desc << " and ";
7955 TrapStack[1].first->AddTrapName(Desc, TrapStack[1].second);
7956 } else if (Index == 3) {
7957 Desc << ", ";
7958 TrapStack[1].first->AddTrapName(Desc, TrapStack[1].second);
7959 Desc << " and ";
7960 TrapStack[2].first->AddTrapName(Desc, TrapStack[2].second);
7962 } else {
7963 Desc << "lots of traps";
7965 return Desc;
7969 int character::RandomizeHurtBodyPart (feuLong BodyParts) const {
7970 int BodyPartIndex[MAX_BODYPARTS];
7971 int Index = 0;
7972 for (int c = 0; c < GetBodyParts(); ++c) {
7973 if (1 << c & BodyParts) {
7974 /*k8: ??? if(!GetBodyPart(c)) int esko = esko = 2; */
7975 if (!GetBodyPart(c)) continue;
7976 BodyPartIndex[Index++] = c;
7978 /*k8: ??? if(!Index) int esko = esko = 2;*/
7980 if (!Index) {
7981 fprintf(stderr, "FATAL: RandomizeHurtBodyPart -- Index==0\n");
7982 abort();
7984 return BodyPartIndex[RAND_N(Index)];
7988 truth character::BodyPartIsStuck (int I) const {
7989 for (const trapdata *T = TrapData; T; T = T->Next) if (1 << I & T->BodyParts) return true;
7990 return false;
7994 void character::PrintAttribute (cchar *Desc, int I, int PanelPosX, int PanelPosY) const {
7995 int Attribute = GetAttribute(I);
7996 int NoBonusAttribute = GetAttribute(I, false);
7997 col16 C = game::GetAttributeColor(I);
7998 festring String = Desc;
7999 String.Resize(5);
8000 String << Attribute;
8001 String.Resize(8);
8002 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY * 10), C, "%s", String.CStr());
8003 if (Attribute != NoBonusAttribute) {
8004 int Where = PanelPosX + ((String.GetSize() + 1) << 3);
8005 FONT->Printf(DOUBLE_BUFFER, v2(Where, PanelPosY * 10), LIGHT_GRAY, "%d", NoBonusAttribute);
8010 truth character::AllowUnconsciousness () const {
8011 return DataBase->AllowUnconsciousness && TorsoIsAlive();
8015 truth character::CanPanic () const {
8016 return !Action || !Action->IsUnconsciousness() || !StateIsActivated(FEARLESS);
8020 int character::GetRandomBodyPart (feuLong Possible) const {
8021 int OKBodyPart[MAX_BODYPARTS];
8022 int OKBodyParts = 0;
8023 for (int c = 0; c < BodyParts; ++c) if (1 << c & Possible && GetBodyPart(c)) OKBodyPart[OKBodyParts++] = c;
8024 return OKBodyParts ? OKBodyPart[RAND_N(OKBodyParts)] : NONE_INDEX;
8028 void character::EditNP (sLong What) {
8029 int OldState = GetHungerState();
8030 NP += What;
8031 int NewState = GetHungerState();
8032 if (OldState > VERY_HUNGRY && NewState == VERY_HUNGRY) DeActivateVoluntaryAction(CONST_S("You are getting really hungry."));
8033 if (OldState > STARVING && NewState == STARVING) DeActivateVoluntaryAction(CONST_S("You are getting extremely hungry."));
8037 truth character::IsSwimming () const {
8038 return !IsFlying() && GetSquareUnder() && GetSquareUnder()->GetSquareWalkability() & SWIM;
8042 void character::AddBlackUnicornConsumeEndMessage () const {
8043 if (IsPlayer()) ADD_MESSAGE("You feel dirty and loathsome.");
8047 void character::AddGrayUnicornConsumeEndMessage () const {
8048 if (IsPlayer()) ADD_MESSAGE("You feel neutralized.");
8052 void character::AddWhiteUnicornConsumeEndMessage () const {
8053 if (IsPlayer()) ADD_MESSAGE("You feel purified.");
8057 void character::AddOmmelBoneConsumeEndMessage () const {
8058 if (IsPlayer()) ADD_MESSAGE("You feel the power of all your canine ancestors combining in your body.");
8059 else if (CanBeSeenByPlayer()) ADD_MESSAGE("For a moment %s looks extremely ferocious. You shudder.", CHAR_NAME(DEFINITE));
8063 void character::AddLiquidHorrorConsumeEndMessage () const {
8064 if (IsPlayer()) ADD_MESSAGE("Untold horrors flash before your eyes. The melancholy of the world is on your shoulders!");
8065 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks as if the melancholy of the world is on %s shoulders!.", CHAR_NAME(DEFINITE), GetPossessivePronoun().CStr());
8069 void character::AddAlienFleshConsumeEndMessage() const
8071 if (IsPlayer()) ADD_MESSAGE("You feel somehow sick by eating such acidic corpse...");
8072 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks like he eat something bad.", CHAR_NAME(DEFINITE));
8076 int character::GetBodyPartSparkleFlags (int) const {
8077 return
8078 ((GetNaturalSparkleFlags() & SKIN_COLOR ? SPARKLING_A : 0) |
8079 (GetNaturalSparkleFlags() & TORSO_MAIN_COLOR ? SPARKLING_B : 0) |
8080 (GetNaturalSparkleFlags() & TORSO_SPECIAL_COLOR ? SPARKLING_D : 0));
8084 truth character::IsAnimated () const {
8085 return combinebodypartpredicates()(this, &bodypart::IsAnimated, 1);
8089 double character::GetNaturalExperience (int Identifier) const {
8090 return DataBase->NaturalExperience[Identifier];
8094 truth character::HasBodyPart (sorter Sorter) const {
8095 if (Sorter == 0) return true;
8096 return combinebodypartpredicateswithparam<ccharacter*>()(this, Sorter, this, 1);
8100 truth character::PossessesItem (sorter Sorter) const {
8101 if (Sorter == 0) return true;
8102 return
8103 (GetStack()->SortedItems(this, Sorter) ||
8104 combinebodypartpredicateswithparam<ccharacter*>()(this, Sorter, this, 1) ||
8105 combineequipmentpredicateswithparam<ccharacter*>()(this, Sorter, this, 1));
8109 truth character::MoreThanOnePossessesItem (sorter Sorter) const {
8110 if (Sorter) {
8111 int count = 0;
8113 for (int c = 0; c < BodyParts; ++c) {
8114 bodypart *BodyPart = GetBodyPart(c);
8116 if (BodyPart && (Sorter == 0 || (BodyPart->*Sorter)(this))) {
8117 if (++count > 1) return true;
8120 for (int c = 0; c < GetEquipments(); ++c) {
8121 item *Equipment = GetEquipment(c);
8123 if (Equipment && (Sorter == 0 || (Equipment->*Sorter)(this))) {
8124 if (++count > 1) return true;
8127 for (int c = 0; c < GetStack()->GetItems(); ++c) {
8128 item *Stk = GetStack()->GetItem(c);
8130 if (Stk && (Sorter == 0 || (Stk->*Sorter)(this))) {
8131 if (++count > 1) return true;
8134 return false;
8136 return false;
8140 item *character::FirstPossessesItem (sorter Sorter) const {
8141 if (Sorter) {
8142 for (int c = 0; c < BodyParts; ++c) {
8143 bodypart *BodyPart = GetBodyPart(c);
8145 if (BodyPart && (Sorter == 0 || (BodyPart->*Sorter)(this))) return BodyPart;
8147 for (int c = 0; c < GetEquipments(); ++c) {
8148 item *Equipment = GetEquipment(c);
8150 if (Equipment && (Sorter == 0 || (Equipment->*Sorter)(this))) return Equipment;
8152 for (int c = 0; c < GetStack()->GetItems(); ++c) {
8153 item *Stk = GetStack()->GetItem(c);
8155 if (Stk && (Sorter == 0 || (Stk->*Sorter)(this))) return Stk;
8158 return 0;
8162 /* 0 <= I <= 1 */
8163 cchar *character::GetRunDescriptionLine (int I) const {
8164 if (!GetRunDescriptionLineOne().IsEmpty()) return !I ? GetRunDescriptionLineOne().CStr() : GetRunDescriptionLineTwo().CStr();
8165 if (IsFlying()) return !I ? "Flying" : "very fast";
8166 if (IsSwimming()) return !I ? "Swimming" : "very fast";
8167 return !I ? "Running" : "";
8171 void character::VomitAtRandomDirection (int Amount) {
8172 if (game::IsInWilderness()) return;
8173 /* Lacks support of multitile monsters */
8174 v2 Possible[9];
8175 int Index = 0;
8176 for (int d = 0; d < 9; ++d) {
8177 lsquare *Square = GetLSquareUnder()->GetNeighbourLSquare(d);
8178 if (Square && !Square->VomitingIsDangerous(this)) Possible[Index++] = Square->GetPos();
8180 if (Index) Vomit(Possible[RAND_N(Index)], Amount);
8181 else Vomit(GetPos(), Amount);
8185 void character::RemoveLifeSavers () {
8186 for (int c = 0; c < GetEquipments(); ++c) {
8187 item *Equipment = GetEquipment(c);
8188 if (Equipment && Equipment->IsInCorrectSlot(c) && Equipment->GetGearStates() & LIFE_SAVED) {
8189 Equipment->SendToHell();
8190 Equipment->RemoveFromSlot();
8196 ccharacter *character::FindCarrier () const {
8197 return this; //check
8201 void character::PrintBeginHiccupsMessage () const {
8202 if (IsPlayer()) ADD_MESSAGE("Your diaphragm is spasming vehemently.");
8206 void character::PrintEndHiccupsMessage () const {
8207 if (IsPlayer()) ADD_MESSAGE("You feel your annoying hiccoughs have finally subsided.");
8211 void character::HiccupsHandler () {
8213 if (!(RAND() % 2000)) {
8214 if (IsPlayer()) ADD_MESSAGE("");
8215 else if (CanBeSeenByPlayer()) ADD_MESSAGE("");
8216 else if ((PLAYER->GetPos()-GetPos()).GetLengthSquare() <= 400) ADD_MESSAGE("");
8217 game::CallForAttention(GetPos(), 400);
8223 void character::VampirismHandler () {
8224 //EditExperience(ARM_STRENGTH, -25, 1 << 1);
8225 //EditExperience(LEG_STRENGTH, -25, 1 << 1);
8226 //EditExperience(DEXTERITY, -25, 1 << 1);
8227 //EditExperience(AGILITY, -25, 1 << 1);
8228 //EditExperience(ENDURANCE, -25, 1 << 1);
8229 EditExperience(CHARISMA, -25, 1 << 1);
8230 EditExperience(WISDOM, -25, 1 << 1);
8231 EditExperience(INTELLIGENCE, -25, 1 << 1);
8232 CheckDeath(CONST_S("killed by vampirism"));
8236 void character::HiccupsSituationDangerModifier (double &Danger) const {
8237 Danger *= 1.25;
8241 void character::VampirismSituationDangerModifier (double &Danger) const {
8242 character *Vampire = vampire::Spawn();
8243 double DangerToVampire = GetRelativeDanger(Vampire);
8244 Danger *= pow(DangerToVampire, 0.1);
8245 delete Vampire;
8249 bool character::IsConscious () const {
8250 return !Action || !Action->IsUnconsciousness();
8254 wsquare *character::GetNearWSquare (v2 Pos) const {
8255 return static_cast<wsquare *>(GetSquareUnder()->GetArea()->GetSquare(Pos));
8259 wsquare *character::GetNearWSquare (int x, int y) const {
8260 return static_cast<wsquare *>(GetSquareUnder()->GetArea()->GetSquare(x, y));
8264 void character::ForcePutNear (v2 Pos) {
8265 /* GUM SOLUTION!!! */
8266 v2 NewPos = game::GetCurrentLevel()->GetNearestFreeSquare(PLAYER, Pos, false);
8267 if (NewPos == ERROR_V2) do { NewPos = game::GetCurrentLevel()->GetRandomSquare(this); } while(NewPos == Pos);
8268 PutTo(NewPos);
8272 void character::ReceiveMustardGas (int BodyPart, sLong Volume) {
8273 if (Volume) GetBodyPart(BodyPart)->AddFluid(liquid::Spawn(MUSTARD_GAS_LIQUID, Volume), CONST_S("skin"), 0, true);
8277 void character::ReceiveMustardGasLiquid (int BodyPartIndex, sLong Modifier) {
8278 bodypart *BodyPart = GetBodyPart(BodyPartIndex);
8279 if (BodyPart->GetMainMaterial()->GetInteractionFlags() & IS_AFFECTED_BY_MUSTARD_GAS) {
8280 sLong Tries = Modifier;
8281 Modifier -= Tries; //opt%?
8282 int Damage = 0;
8283 for (sLong c = 0; c < Tries; ++c) if (!(RAND() % 100)) ++Damage;
8284 if (Modifier && !(RAND() % 1000 / Modifier)) ++Damage;
8285 if (Damage) {
8286 feuLong Minute = game::GetTotalMinutes();
8287 if (GetLastAcidMsgMin() != Minute && (CanBeSeenByPlayer() || IsPlayer())) {
8288 SetLastAcidMsgMin(Minute);
8289 if (IsPlayer()) ADD_MESSAGE("Mustard gas dissolves the skin of your %s.", BodyPart->GetBodyPartName().CStr());
8290 else ADD_MESSAGE("Mustard gas dissolves %s.", CHAR_NAME(DEFINITE));
8292 ReceiveBodyPartDamage(0, Damage, MUSTARD_GAS_DAMAGE, BodyPartIndex, YOURSELF, false, false, false);
8293 CheckDeath(CONST_S("killed by a fatal exposure to mustard gas"));
8299 truth character::IsBadPath (v2 Pos) const {
8300 if (!IsGoingSomeWhere()) return false;
8301 v2 TPos = !Route.empty() ? Route.back() : GoingTo;
8302 return ((TPos - Pos).GetManhattanLength() > (TPos - GetPos()).GetManhattanLength());
8306 double &character::GetExpModifierRef (expid E) {
8307 return ExpModifierMap.insert(std::make_pair(E, 1.)).first->second;
8311 /* Should probably do more. Now only makes Player forget gods */
8312 truth character::ForgetRandomThing () {
8313 if (IsPlayer()) {
8314 /* hopefully this code isn't some where else */
8315 std::vector<god *> Known;
8316 for (int c = 1; c <= GODS; ++c) if (game::GetGod(c)->IsKnown()) Known.push_back(game::GetGod(c));
8317 if (Known.empty()) return false;
8318 int RandomGod = RAND_N(Known.size());
8319 Known.at(RAND_N(Known.size()))->SetIsKnown(false);
8320 ADD_MESSAGE("You forget how to pray to %s.", Known.at(RandomGod)->GetName());
8321 return true;
8323 return false;
8327 int character::CheckForBlock (character *Enemy, item *Weapon, double ToHitValue, int Damage, int Success, int Type) {
8328 return Damage;
8332 void character::ApplyAllGodsKnownBonus () {
8333 stack *AddPlace = GetStackUnder();
8334 if (game::IsInWilderness()) AddPlace = GetStack(); else AddPlace = GetStackUnder();
8335 pantheonbook *NewBook = pantheonbook::Spawn();
8336 AddPlace->AddItem(NewBook);
8337 ADD_MESSAGE("\"MORTAL! BEHOLD THE HOLY SAGA\"");
8338 ADD_MESSAGE("%s materializes near your feet.", NewBook->CHAR_NAME(INDEFINITE));
8342 void character::ReceiveSirenSong (character *Siren) {
8343 if (Siren->GetTeam() == GetTeam()) return;
8344 if (!RAND_N(4)) {
8345 if (IsPlayer()) ADD_MESSAGE("The beautiful melody of %s makes you feel sleepy.", Siren->CHAR_NAME(DEFINITE));
8346 else if (CanBeSeenByPlayer()) ADD_MESSAGE("The beautiful melody of %s makes %s look sleepy.", Siren->CHAR_NAME(DEFINITE), CHAR_NAME(DEFINITE)); /*k8*/
8347 Stamina -= (1 + RAND_N(4)) * 10000;
8348 return;
8350 if (!IsPlayer() && IsCharmable() && !RAND_N(5)) {
8351 ChangeTeam(Siren->GetTeam());
8352 ADD_MESSAGE("%s seems to be totally brainwashed by %s melodies.", CHAR_NAME(DEFINITE), Siren->CHAR_NAME(DEFINITE));
8353 return;
8355 if (!RAND_N(4)) {
8356 item *What = GiveMostExpensiveItem(Siren);
8357 if (What) {
8358 if (IsPlayer()) {
8359 ADD_MESSAGE("%s music persuades you to give %s to %s as a present.", Siren->CHAR_NAME(DEFINITE), What->CHAR_NAME(DEFINITE), Siren->CHAR_OBJECT_PRONOUN);
8360 } else {
8361 ADD_MESSAGE("%s is persuated to give %s to %s because of %s beautiful singing.", CHAR_NAME(DEFINITE), What->CHAR_NAME(INDEFINITE), Siren->CHAR_NAME(DEFINITE), Siren->CHAR_OBJECT_PRONOUN);
8363 } else {
8364 if (IsPlayer()) ADD_MESSAGE("You would like to give something to %s.", Siren->CHAR_NAME(DEFINITE));
8366 return;
8371 // return 0, if no item found
8372 item *character::FindMostExpensiveItem () const {
8373 int MaxPrice = -1;
8374 item *MostExpensive = 0;
8375 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
8376 if ((*i)->GetPrice() > MaxPrice) {
8377 MaxPrice = (*i)->GetPrice();
8378 MostExpensive = (*i);
8381 for (int c = 0; c < GetEquipments(); ++c) {
8382 item *Equipment = GetEquipment(c);
8383 if (Equipment && Equipment->GetPrice() > MaxPrice) {
8384 MaxPrice = Equipment->GetPrice();
8385 MostExpensive = Equipment;
8388 return MostExpensive;
8392 // returns 0 if no items available
8393 item *character::GiveMostExpensiveItem(character *ToWhom) {
8394 item *ToGive = FindMostExpensiveItem();
8395 if (!ToGive) return 0;
8396 truth Equipped = PLAYER->Equips(ToGive);
8397 ToGive->RemoveFromSlot();
8398 if (Equipped) game::AskForEscPress(CONST_S("Equipment lost!"));
8399 ToWhom->ReceiveItemAsPresent(ToGive);
8400 EditAP(-1000);
8401 return ToGive;
8405 void character::ReceiveItemAsPresent (item *Present) {
8406 if (TestForPickup(Present)) GetStack()->AddItem(Present); else GetStackUnder()->AddItem(Present);
8410 /* returns 0 if no enemies in sight */
8411 character *character::GetNearestEnemy () const {
8412 character *NearestEnemy = 0;
8413 sLong NearestEnemyDistance = 0x7FFFFFFF;
8414 v2 Pos = GetPos();
8415 for (int c = 0; c < game::GetTeams(); ++c) {
8416 if (GetTeam()->GetRelation(game::GetTeam(c)) == HOSTILE) {
8417 for (std::list<character*>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
8418 if ((*i)->IsEnabled()) {
8419 sLong ThisDistance = Max<sLong>(abs((*i)->GetPos().X - Pos.X), abs((*i)->GetPos().Y - Pos.Y));
8420 if ((ThisDistance < NearestEnemyDistance || (ThisDistance == NearestEnemyDistance && !(RAND() % 3))) && (*i)->CanBeSeenBy(this)) {
8421 NearestEnemy = *i;
8422 NearestEnemyDistance = ThisDistance;
8428 return NearestEnemy;
8432 truth character::MindWormCanPenetrateSkull (mindworm *) const {
8433 return false;
8437 truth character::CanTameWithDulcis (const character *Tamer) const {
8438 int TamingDifficulty = GetTamingDifficulty();
8439 if (TamingDifficulty == NO_TAMING) return false;
8440 if (GetAttachedGod() == DULCIS) return true;
8441 int Modifier = Tamer->GetAttribute(WISDOM) + Tamer->GetAttribute(CHARISMA);
8442 if (Tamer->IsPlayer()) Modifier += game::GetGod(DULCIS)->GetRelation() / 20;
8443 else if (Tamer->GetAttachedGod() == DULCIS) Modifier += 50;
8444 if (TamingDifficulty == 0) {
8445 if (!IgnoreDanger()) TamingDifficulty = int(10 * GetRelativeDanger(Tamer));
8446 else TamingDifficulty = 10 * GetHPRequirementForGeneration()/Max(Tamer->GetHP(), 1);
8448 return Modifier >= TamingDifficulty * 3;
8452 truth character::CanTameWithLyre (const character *Tamer) const {
8453 int TamingDifficulty = GetTamingDifficulty();
8454 if (TamingDifficulty == NO_TAMING) return false;
8455 if (TamingDifficulty == 0) {
8456 if (!IgnoreDanger()) TamingDifficulty = int(10 * GetRelativeDanger(Tamer));
8457 else TamingDifficulty = 10*GetHPRequirementForGeneration()/Max(Tamer->GetHP(), 1);
8459 return Tamer->GetAttribute(CHARISMA) >= TamingDifficulty;
8463 truth character::CanTameWithScroll (const character *Tamer) const {
8464 int TamingDifficulty = GetTamingDifficulty();
8465 return
8466 (TamingDifficulty != NO_TAMING &&
8467 (TamingDifficulty == 0 ||
8468 Tamer->GetAttribute(INTELLIGENCE) * 4 + Tamer->GetAttribute(CHARISMA) >= TamingDifficulty * 5));
8472 truth character::CanTameWithResurrection (const character *Tamer) const {
8473 int TamingDifficulty = GetTamingDifficulty();
8474 if (TamingDifficulty == NO_TAMING) return false;
8475 if (TamingDifficulty == 0) return true;
8476 return (Tamer->GetAttribute(CHARISMA) >= TamingDifficulty/2);
8480 truth character::CheckSadism () {
8481 if (!IsSadist() || !HasSadistAttackMode() || !IsSmall()) return false; // gum
8482 if (!RAND_N(10)) {
8483 for (int d = 0; d < MDIR_STAND; ++d) {
8484 square *Square = GetNeighbourSquare(d);
8485 if (Square) {
8486 character *Char = Square->GetCharacter();
8487 if (Char && Char->IsMasochist() && GetRelation(Char) == FRIEND &&
8488 Char->GetHP() * 3 >= Char->GetMaxHP() * 2 && Hit(Char, Square->GetPos(), d, SADIST_HIT)) {
8489 TerminateGoingTo();
8490 return true;
8495 return false;
8499 truth character::CheckForBeverage () {
8500 if (StateIsActivated(PANIC) || !IsEnabled() || !UsesNutrition() || CheckIfSatiated()) return false;
8501 itemvector ItemVector;
8502 GetStack()->FillItemVector(ItemVector);
8503 for (uInt c = 0; c < ItemVector.size(); ++c) if (ItemVector[c]->IsBeverage(this) && TryToConsume(ItemVector[c])) return true;
8504 return false;
8508 void character::Haste () {
8509 doforbodyparts()(this, &bodypart::Haste);
8510 doforequipments()(this, &item::Haste);
8511 BeginTemporaryState(HASTE, 500 + RAND() % 1000);
8515 void character::Slow () {
8516 doforbodyparts()(this, &bodypart::Slow);
8517 doforequipments()(this, &item::Slow);
8518 //BeginTemporaryState(HASTE, 500 + RAND() % 1000); // this seems to be a bug
8519 BeginTemporaryState(SLOW, 500 + RAND() % 1000);
8523 void character::SurgicallyDetachBodyPart () {
8524 ADD_MESSAGE("You haven't got any extra bodyparts.");
8528 truth character::CanHear() const
8530 return DataBase->CanHear && HasHead();
8534 truth character::IsAllowedInDungeon (int dunIndex) {
8535 const fearray<int> &dlist = GetAllowedDungeons();
8537 for (uInt f = 0; f < dlist.Size; ++f) {
8538 if (dlist[f] == ALL_DUNGEONS || dlist[f] == dunIndex) {
8539 fprintf(stderr, "OK!\n");
8540 return true;
8543 fprintf(stderr, "NO!\n");
8544 return false;
8548 truth character::IsESPBlockedByEquipment () const {
8549 for (int c = 0; c < GetEquipments(); ++c) {
8550 item *Item = GetEquipment(c);
8551 if (Item && Item->IsHelmet(this) &&
8552 ((Item->GetMainMaterial() && Item->GetMainMaterial()->BlockESP()) ||
8553 (Item->GetSecondaryMaterial() && Item->GetSecondaryMaterial()->BlockESP()))) return true;
8555 return false;
8559 truth character::TemporaryStateIsActivated (sLong What) const {
8560 if ((What&ESP) && (TemporaryState&ESP) && IsESPBlockedByEquipment()) {
8561 return ((TemporaryState&What)&(~ESP));
8563 return (TemporaryState & What);
8567 truth character::StateIsActivated (sLong What) const {
8568 if ((What&ESP) && ((TemporaryState|EquipmentState)&ESP) && IsESPBlockedByEquipment()) {
8569 return ((TemporaryState&What)&(~ESP)) || ((EquipmentState&What)&(~ESP));
8571 return (TemporaryState & What) || (EquipmentState & What);
8575 void character::PrintBeginFearlessMessage () const {
8576 if (!StateIsActivated(FEARLESS)) {
8577 if (IsPlayer()) ADD_MESSAGE("You feel very comfortable.");
8578 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s seems very comfortable.", CHAR_NAME(DEFINITE));
8582 void character::PrintEndFearlessMessage () const {
8583 if (!StateIsActivated(FEARLESS)) {
8584 if (IsPlayer()) ADD_MESSAGE("Everything looks more dangerous now.");
8585 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s seems to have lost his confidence.", CHAR_NAME(DEFINITE));
8589 void character::BeginFearless () {
8590 DeActivateTemporaryState(PANIC);
8593 void character::EndFearless () {
8594 CheckPanic(500);
8598 void character::PrintBeginEtherealityMessage () const {
8599 if (IsPlayer()) ADD_MESSAGE("You feel like many miscible droplets of ether.");
8600 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s melds into the surroundings.", CHAR_NAME(DEFINITE));
8603 void character::PrintEndEtherealityMessage () const {
8604 if (IsPlayer()) ADD_MESSAGE("You drop out of the firmament, feeling suddenly quite dense.");
8605 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s displaces the air with a puff.", CHAR_NAME(INDEFINITE));
8608 void character::BeginEthereality () {}
8610 void character::EndEthereality () {}
8613 void character::PrintBeginPolymorphLockMessage () const {
8614 if (IsPlayer()) ADD_MESSAGE("You feel incredibly stubborn about who you are.");
8617 void character::PrintEndPolymorphLockMessage () const {
8618 if (IsPlayer()) ADD_MESSAGE("You feel more open to new ideas.");
8621 void character::PolymorphLockHandler () {
8622 if (TemporaryStateIsActivated(POLYMORPHED)) {
8623 EditTemporaryStateCounter(POLYMORPHED, 1);
8624 if (GetTemporaryStateCounter(POLYMORPHED) < 1000) EditTemporaryStateCounter(POLYMORPHED, 1);
8628 void character::PrintBeginRegenerationMessage () const {
8629 if (IsPlayer()) ADD_MESSAGE("Your heart races.");
8632 void character::PrintEndRegenerationMessage () const {
8633 if (IsPlayer()) ADD_MESSAGE("Your rapid heartbeat calms down.");
8636 void character::PrintBeginDiseaseImmunityMessage () const {
8637 if (IsPlayer()) ADD_MESSAGE("You feel especially healthy.");
8640 void character::PrintEndDiseaseImmunityMessage () const {
8641 if (IsPlayer()) ADD_MESSAGE("You develop a sudden fear of germs.");
8644 void character::PrintBeginTeleportLockMessage () const {
8645 if (IsPlayer()) ADD_MESSAGE("You feel firmly planted in reality.");
8648 void character::PrintEndTeleportLockMessage () const {
8649 if (IsPlayer()) ADD_MESSAGE("Your mind soars far and wide.");
8652 void character::TeleportLockHandler () {
8653 if (StateIsActivated(TELEPORT_LOCK)) {
8654 EditTemporaryStateCounter(TELEPORT_LOCK, 1);
8655 if (GetTemporaryStateCounter(TELEPORT_LOCK) < 1000) EditTemporaryStateCounter(TELEPORT_LOCK, 1);
8660 void character::PrintBeginSwimmingMessage () const {
8661 if (IsPlayer()) ADD_MESSAGE("You fondly remember the sound of ocean waves.");
8662 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks wet.", CHAR_NAME(DEFINITE));
8665 void character::PrintEndSwimmingMessage () const {
8666 if (IsPlayer()) ADD_MESSAGE("You suddenly remember how you nearly drowned as a child.");
8667 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks less wet.", CHAR_NAME(INDEFINITE));
8670 void character::BeginSwimming () {}
8671 void character::EndSwimming () {}