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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>
19 /* These statedata structs contain functions and values used for handling
20 * states. Remember to update them. All normal states must have
21 * PrintBeginMessage and PrintEndMessage functions and a Description string.
22 * BeginHandler, EndHandler, Handler (called each tick) and IsAllowed are
23 * optional, enter zero if the state doesn't need one. If the SECRET flag
24 * is set, Description is not shown in the panel without magical means.
25 * You can also set some source (SRC_*) and duration (DUR_*) flags, which
26 * control whether the state can be randomly activated in certain situations.
27 * These flags can be found in ivandef.h. RANDOMIZABLE sets all source
28 * & duration flags at once. */
29 struct statedata {
30 const char *Description;
31 int Flags;
32 void (character::*PrintBeginMessage) () const;
33 void (character::*PrintEndMessage) () const;
34 void (character::*BeginHandler) ();
35 void (character::*EndHandler) ();
36 void (character::*Handler) ();
37 truth (character::*IsAllowed) () const;
38 void (character::*SituationDangerModifier) (double &) const;
42 const statedata StateData[STATES] =
45 "Polymorphed",
46 NO_FLAGS,
50 &character::EndPolymorph,
54 }, {
55 "Hasted",
56 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
57 &character::PrintBeginHasteMessage,
58 &character::PrintEndHasteMessage,
64 }, {
65 "Slowed",
66 RANDOMIZABLE&~SRC_GOOD,
67 &character::PrintBeginSlowMessage,
68 &character::PrintEndSlowMessage,
74 }, {
75 "PolyControl",
76 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL|SRC_GOOD),
77 &character::PrintBeginPolymorphControlMessage,
78 &character::PrintEndPolymorphControlMessage,
84 }, {
85 "LifeSaved",
86 SECRET,
87 &character::PrintBeginLifeSaveMessage,
88 &character::PrintEndLifeSaveMessage,
94 }, {
95 "Lycanthropy",
96 SECRET|SRC_FOUNTAIN|SRC_CONFUSE_READ|DUR_FLAGS,
97 &character::PrintBeginLycanthropyMessage,
98 &character::PrintEndLycanthropyMessage,
101 &character::LycanthropyHandler,
103 &character::LycanthropySituationDangerModifier
104 }, {
105 "Invisible",
106 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
107 &character::PrintBeginInvisibilityMessage,
108 &character::PrintEndInvisibilityMessage,
109 &character::BeginInvisibility, &character::EndInvisibility,
113 }, {
114 "Infravision",
115 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
116 &character::PrintBeginInfraVisionMessage,
117 &character::PrintEndInfraVisionMessage,
118 &character::BeginInfraVision,
119 &character::EndInfraVision,
123 }, {
124 "ESP",
125 RANDOMIZABLE&~SRC_EVIL,
126 &character::PrintBeginESPMessage,
127 &character::PrintEndESPMessage,
128 &character::BeginESP,
129 &character::EndESP,
133 }, {
134 "Poisoned",
135 DUR_TEMPORARY,
136 &character::PrintBeginPoisonedMessage,
137 &character::PrintEndPoisonedMessage,
140 &character::PoisonedHandler,
141 &character::CanBePoisoned,
142 &character::PoisonedSituationDangerModifier
143 }, {
144 "Teleporting",
145 SECRET|(RANDOMIZABLE&~(SRC_MUSHROOM|SRC_GOOD)),
146 &character::PrintBeginTeleportMessage,
147 &character::PrintEndTeleportMessage,
150 &character::TeleportHandler,
153 }, {
154 "Polymorphing",
155 SECRET|(RANDOMIZABLE&~(SRC_MUSHROOM|SRC_GOOD)),
156 &character::PrintBeginPolymorphMessage,
157 &character::PrintEndPolymorphMessage,
160 &character::PolymorphHandler,
162 &character::PolymorphingSituationDangerModifier
163 }, {
164 "TeleControl",
165 RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL),
166 &character::PrintBeginTeleportControlMessage,
167 &character::PrintEndTeleportControlMessage,
173 }, {
174 "Panicked",
175 NO_FLAGS,
176 &character::PrintBeginPanicMessage,
177 &character::PrintEndPanicMessage,
178 &character::BeginPanic,
179 &character::EndPanic,
181 &character::CanPanic,
182 &character::PanicSituationDangerModifier
183 }, {
184 "Confused",
185 SECRET|(RANDOMIZABLE&~(DUR_PERMANENT|SRC_GOOD)),
186 &character::PrintBeginConfuseMessage,
187 &character::PrintEndConfuseMessage,
191 &character::CanBeConfused,
192 &character::ConfusedSituationDangerModifier
193 }, {
194 "Parasitized",
195 SECRET|(RANDOMIZABLE&~DUR_TEMPORARY),
196 &character::PrintBeginParasitizedMessage,
197 &character::PrintEndParasitizedMessage,
200 &character::ParasitizedHandler,
201 &character::CanBeParasitized,
202 &character::ParasitizedSituationDangerModifier
203 }, {
204 "Searching",
205 NO_FLAGS,
206 &character::PrintBeginSearchingMessage,
207 &character::PrintEndSearchingMessage,
210 &character::SearchingHandler,
213 }, {
214 "GasImmunity",
215 SECRET|(RANDOMIZABLE&~(SRC_GOOD|SRC_EVIL)),
216 &character::PrintBeginGasImmunityMessage,
217 &character::PrintEndGasImmunityMessage,
223 }, {
224 "Levitating",
225 RANDOMIZABLE&~SRC_EVIL,
226 &character::PrintBeginLevitationMessage,
227 &character::PrintEndLevitationMessage,
229 &character::EndLevitation,
233 }, {
234 "Leprosy",
235 SECRET|(RANDOMIZABLE&~DUR_TEMPORARY),
236 &character::PrintBeginLeprosyMessage,
237 &character::PrintEndLeprosyMessage,
238 &character::BeginLeprosy,
239 &character::EndLeprosy,
240 &character::LeprosyHandler,
242 &character::LeprosySituationDangerModifier
243 }, {
244 "Hiccups",
245 SRC_FOUNTAIN|SRC_CONFUSE_READ|DUR_FLAGS,
246 &character::PrintBeginHiccupsMessage,
247 &character::PrintEndHiccupsMessage,
250 &character::HiccupsHandler,
252 &character::HiccupsSituationDangerModifier
253 }, {
254 "Vampirism",
255 DUR_FLAGS, //perhaps no fountain, no secret and no confuse read either: SECRET|SRC_FOUNTAIN|SRC_CONFUSE_READ|
256 &character::PrintBeginVampirismMessage,
257 &character::PrintEndVampirismMessage,
260 &character::VampirismHandler,
262 &character::VampirismSituationDangerModifier
263 }, {
264 "Detecting",
265 SECRET|(RANDOMIZABLE&~(SRC_MUSHROOM|SRC_EVIL)),
266 &character::PrintBeginDetectMessage,
267 &character::PrintEndDetectMessage,
270 &character::DetectHandler,
277 characterprototype::characterprototype (const characterprototype *Base, characterspawner Spawner,
278 charactercloner Cloner, cchar *ClassID)
279 : Base(Base),
280 Spawner(Spawner),
281 Cloner(Cloner),
282 ClassID(ClassID)
284 Index = protocontainer<character>::Add(this);
288 std::list<character *>::iterator character::GetTeamIterator () { return TeamIterator; }
289 void character::SetTeamIterator (std::list<character *>::iterator What) { TeamIterator = What; }
290 void character::CreateInitialEquipment (int SpecialFlags) { AddToInventory(DataBase->Inventory, SpecialFlags); }
291 void character::EditAP (sLong What) { AP = Limit<sLong>(AP+What, -12000, 1200); }
292 int character::GetRandomStepperBodyPart () const { return TORSO_INDEX; }
293 void character::GainIntrinsic (sLong What) { BeginTemporaryState(What, PERMANENT); }
294 truth character::IsUsingArms () const { return GetAttackStyle() & USE_ARMS; }
295 truth character::IsUsingLegs () const { return GetAttackStyle() & USE_LEGS; }
296 truth character::IsUsingHead () const { return GetAttackStyle() & USE_HEAD; }
297 void character::CalculateAllowedWeaponSkillCategories () { AllowedWeaponSkillCategories = MARTIAL_SKILL_CATEGORIES; }
298 festring character::GetBeVerb () const { return IsPlayer() ? CONST_S("are") : CONST_S("is"); }
299 void character::SetEndurance (int What) { BaseExperience[ENDURANCE] = What * EXP_MULTIPLIER; }
300 void character::SetPerception (int What) { BaseExperience[PERCEPTION] = What * EXP_MULTIPLIER; }
301 void character::SetIntelligence (int What) { BaseExperience[INTELLIGENCE] = What * EXP_MULTIPLIER; }
302 void character::SetWisdom (int What) { BaseExperience[WISDOM] = What * EXP_MULTIPLIER; }
303 void character::SetWillPower (int What) { BaseExperience[WILL_POWER] = What * EXP_MULTIPLIER; }
304 void character::SetCharisma (int What) { BaseExperience[CHARISMA] = What * EXP_MULTIPLIER; }
305 void character::SetMana (int What) { BaseExperience[MANA] = What * EXP_MULTIPLIER; }
306 truth character::IsOnGround () const { return MotherEntity && MotherEntity->IsOnGround(); }
307 truth character::LeftOversAreUnique () const { return GetArticleMode() || AssignedName.GetSize(); }
308 truth character::HomeDataIsValid () const { return (HomeData && HomeData->Level == GetLSquareUnder()->GetLevelIndex() && HomeData->Dungeon == GetLSquareUnder()->GetDungeonIndex()); }
309 void character::SetHomePos (v2 Pos) { HomeData->Pos = Pos; }
310 cchar *character::FirstPersonUnarmedHitVerb () const { return "hit"; }
311 cchar *character::FirstPersonCriticalUnarmedHitVerb () const { return "critically hit"; }
312 cchar *character::ThirdPersonUnarmedHitVerb () const { return "hits"; }
313 cchar *character::ThirdPersonCriticalUnarmedHitVerb () const { return "critically hits"; }
314 cchar *character::FirstPersonKickVerb () const { return "kick"; }
315 cchar *character::FirstPersonCriticalKickVerb () const { return "critically kick"; }
316 cchar *character::ThirdPersonKickVerb () const { return "kicks"; }
317 cchar *character::ThirdPersonCriticalKickVerb () const { return "critically kicks"; }
318 cchar *character::FirstPersonBiteVerb () const { return "bite"; }
319 cchar *character::FirstPersonCriticalBiteVerb () const { return "critically bite"; }
320 cchar *character::ThirdPersonBiteVerb () const { return "bites"; }
321 cchar *character::ThirdPersonCriticalBiteVerb () const { return "critically bites"; }
322 cchar *character::UnarmedHitNoun () const { return "attack"; }
323 cchar *character::KickNoun () const { return "kick"; }
324 cchar *character::BiteNoun () const { return "attack"; }
325 cchar *character::GetEquipmentName (int) const { return ""; }
326 const std::list<feuLong> &character::GetOriginalBodyPartID (int I) const { return OriginalBodyPartID[I]; }
327 square *character::GetNeighbourSquare (int I) const { return GetSquareUnder()->GetNeighbourSquare(I); }
328 lsquare *character::GetNeighbourLSquare (int I) const { return static_cast<lsquare *>(GetSquareUnder())->GetNeighbourLSquare(I); }
329 wsquare *character::GetNeighbourWSquare (int I) const { return static_cast<wsquare *>(GetSquareUnder())->GetNeighbourWSquare(I); }
330 god *character::GetMasterGod () const { return game::GetGod(GetConfig()); }
331 col16 character::GetBodyPartColorA (int, truth) const { return GetSkinColor(); }
332 col16 character::GetBodyPartColorB (int, truth) const { return GetTorsoMainColor(); }
333 col16 character::GetBodyPartColorC (int, truth) const { return GetBeltColor(); } // sorry...
334 col16 character::GetBodyPartColorD (int, truth) const { return GetTorsoSpecialColor(); }
335 int character::GetRandomApplyBodyPart () const { return TORSO_INDEX; }
336 truth character::MustBeRemovedFromBone () const { return IsUnique() && !CanBeGenerated(); }
337 truth character::IsPet () const { return GetTeam()->GetID() == PLAYER_TEAM; }
338 character* character::GetLeader () const { return GetTeam()->GetLeader(); }
339 int character::GetMoveType () const { return (!StateIsActivated(LEVITATION) ? DataBase->MoveType : DataBase->MoveType | FLY); }
340 festring character::GetZombieDescription () const { return " of "+GetName(INDEFINITE); }
341 truth character::BodyPartCanBeSevered (int I) const { return I; }
342 truth character::HasBeenSeen () const { return DataBase->Flags & HAS_BEEN_SEEN; }
343 truth character::IsTemporary () const { return GetTorso()->GetLifeExpectancy(); }
344 cchar *character::GetNormalDeathMessage () const { return "killed @k"; }
347 int characterdatabase::*ExpPtr[ATTRIBUTES] = {
348 &characterdatabase::DefaultEndurance,
349 &characterdatabase::DefaultPerception,
350 &characterdatabase::DefaultIntelligence,
351 &characterdatabase::DefaultWisdom,
352 &characterdatabase::DefaultWillPower,
353 &characterdatabase::DefaultCharisma,
354 &characterdatabase::DefaultMana,
355 &characterdatabase::DefaultArmStrength,
356 &characterdatabase::DefaultLegStrength,
357 &characterdatabase::DefaultDexterity,
358 &characterdatabase::DefaultAgility
362 contentscript<item> characterdatabase::*EquipmentDataPtr[EQUIPMENT_DATAS] = {
363 &characterdatabase::Helmet,
364 &characterdatabase::Amulet,
365 &characterdatabase::Cloak,
366 &characterdatabase::BodyArmor,
367 &characterdatabase::Belt,
368 &characterdatabase::RightWielded,
369 &characterdatabase::LeftWielded,
370 &characterdatabase::RightRing,
371 &characterdatabase::LeftRing,
372 &characterdatabase::RightGauntlet,
373 &characterdatabase::LeftGauntlet,
374 &characterdatabase::RightBoot,
375 &characterdatabase::LeftBoot
379 character::character (ccharacter &Char) :
380 entity(Char), id(Char), NP(Char.NP), AP(Char.AP),
381 TemporaryState(Char.TemporaryState&~POLYMORPHED),
382 Team(Char.Team), GoingTo(ERROR_V2), Money(0),
383 AssignedName(Char.AssignedName), Action(0),
384 DataBase(Char.DataBase), MotherEntity(0),
385 PolymorphBackup(0), EquipmentState(0), SquareUnder(0),
386 AllowedWeaponSkillCategories(Char.AllowedWeaponSkillCategories),
387 BodyParts(Char.BodyParts),
388 RegenerationCounter(Char.RegenerationCounter),
389 SquaresUnder(Char.SquaresUnder), LastAcidMsgMin(0),
390 Stamina(Char.Stamina), MaxStamina(Char.MaxStamina),
391 BlocksSinceLastTurn(0), GenerationDanger(Char.GenerationDanger),
392 CommandFlags(Char.CommandFlags), WarnFlags(0),
393 ScienceTalks(Char.ScienceTalks), TrapData(0), CounterToMindWormHatch(0)
395 int c;
396 Flags &= ~C_PLAYER;
397 Flags |= C_INITIALIZING|C_IN_NO_MSG_MODE;
398 Stack = new stack(0, this, HIDDEN);
399 for (c = 0; c < STATES; ++c) TemporaryStateCounter[c] = Char.TemporaryStateCounter[c];
400 if (Team) TeamIterator = Team->Add(this);
401 for (c = 0; c < BASE_ATTRIBUTES; ++c) BaseExperience[c] = Char.BaseExperience[c];
402 BodyPartSlot = new bodypartslot[BodyParts];
403 OriginalBodyPartID = new std::list<feuLong>[BodyParts];
404 CWeaponSkill = new cweaponskill[AllowedWeaponSkillCategories];
405 SquareUnder = new square *[SquaresUnder];
406 if (SquaresUnder == 1) *SquareUnder = 0; else memset(SquareUnder, 0, SquaresUnder*sizeof(square *));
407 for (c = 0; c < BodyParts; ++c) {
408 BodyPartSlot[c].SetMaster(this);
409 bodypart *CharBodyPart = Char.GetBodyPart(c);
410 OriginalBodyPartID[c] = Char.OriginalBodyPartID[c];
411 if (CharBodyPart) {
412 bodypart *BodyPart = static_cast<bodypart *>(CharBodyPart->Duplicate());
413 SetBodyPart(c, BodyPart);
414 BodyPart->CalculateEmitation();
417 for (c = 0; c < AllowedWeaponSkillCategories; ++c) CWeaponSkill[c] = Char.CWeaponSkill[c];
418 HomeData = Char.HomeData ? new homedata(*Char.HomeData) : 0;
419 ID = game::CreateNewCharacterID(this);
423 character::character () :
424 entity(HAS_BE), NP(50000), AP(0), TemporaryState(0), Team(0),
425 GoingTo(ERROR_V2), Money(0), Action(0), MotherEntity(0),
426 PolymorphBackup(0), EquipmentState(0), SquareUnder(0),
427 RegenerationCounter(0), HomeData(0), LastAcidMsgMin(0),
428 BlocksSinceLastTurn(0), GenerationDanger(DEFAULT_GENERATION_DANGER),
429 WarnFlags(0), ScienceTalks(0), TrapData(0), CounterToMindWormHatch(0)
431 Stack = new stack(0, this, HIDDEN);
435 character::~character () {
436 if (Action) delete Action;
437 if (Team) Team->Remove(GetTeamIterator());
438 delete Stack;
439 for (int c = 0; c < BodyParts; ++c) delete GetBodyPart(c);
440 delete [] BodyPartSlot;
441 delete [] OriginalBodyPartID;
442 delete PolymorphBackup;
443 delete [] SquareUnder;
444 delete [] CWeaponSkill;
445 delete HomeData;
446 for (trapdata *T = TrapData; T;) {
447 trapdata *ToDel = T;
448 T = T->Next;
449 delete ToDel;
451 game::RemoveCharacterID(ID);
455 void character::Hunger () {
456 switch (GetBurdenState()) {
457 case OVER_LOADED:
458 case STRESSED:
459 EditNP(-8);
460 EditExperience(LEG_STRENGTH, 150, 1 << 2);
461 EditExperience(AGILITY, -50, 1 << 2);
462 break;
463 case BURDENED:
464 EditNP(-2);
465 EditExperience(LEG_STRENGTH, 75, 1 << 1);
466 EditExperience(AGILITY, -25, 1 << 1);
467 break;
468 case UNBURDENED:
469 EditNP(-1);
470 break;
473 switch (GetHungerState()) {
474 case STARVING:
475 EditExperience(ARM_STRENGTH, -75, 1 << 3);
476 EditExperience(LEG_STRENGTH, -75, 1 << 3);
477 break;
478 case VERY_HUNGRY:
479 EditExperience(ARM_STRENGTH, -50, 1 << 2);
480 EditExperience(LEG_STRENGTH, -50, 1 << 2);
481 break;
482 case HUNGRY:
483 EditExperience(ARM_STRENGTH, -25, 1 << 1);
484 EditExperience(LEG_STRENGTH, -25, 1 << 1);
485 break;
486 case SATIATED:
487 EditExperience(AGILITY, -25, 1 << 1);
488 break;
489 case BLOATED:
490 EditExperience(AGILITY, -50, 1 << 2);
491 break;
492 case OVER_FED:
493 EditExperience(AGILITY, -75, 1 << 3);
494 break;
496 CheckStarvationDeath(CONST_S("starved to death"));
500 int character::TakeHit (character *Enemy, item *Weapon, bodypart *EnemyBodyPart, v2 HitPos, double Damage,
501 double ToHitValue, int Success, int Type, int GivenDir, truth Critical, truth ForceHit)
503 //FIXME: args
504 game::ClearEventData();
505 game::mActor = Enemy;
506 game::mResult = DID_NO_DAMAGE;
507 if (game::RunOnCharEvent(this, CONST_S("take_hit"))) { game::ClearEventData(); return game::mResult; }
508 game::ClearEventData();
509 int Dir = Type == BITE_ATTACK ? YOURSELF : GivenDir;
510 double DodgeValue = GetDodgeValue();
511 if (!Enemy->IsPlayer() && GetAttackWisdomLimit() != NO_LIMIT) Enemy->EditExperience(WISDOM, 75, 1 << 13);
512 if (!Enemy->CanBeSeenBy(this)) ToHitValue *= 2;
513 if (!CanBeSeenBy(Enemy)) DodgeValue *= 2;
514 if (Enemy->StateIsActivated(CONFUSED)) ToHitValue *= 0.75;
516 switch (Enemy->GetTirednessState()) {
517 case FAINTING:
518 ToHitValue *= 0.50;
519 case EXHAUSTED:
520 ToHitValue *= 0.75;
522 switch (GetTirednessState()) {
523 case FAINTING:
524 DodgeValue *= 0.50;
525 case EXHAUSTED:
526 DodgeValue *= 0.75;
529 if (!ForceHit) {
530 if (!IsRetreating()) SetGoingTo(Enemy->GetPos());
531 else SetGoingTo(GetPos()-((Enemy->GetPos()-GetPos())<<4));
532 if (!Enemy->IsRetreating()) Enemy->SetGoingTo(GetPos());
533 else Enemy->SetGoingTo(Enemy->GetPos()-((GetPos()-Enemy->GetPos())<<4));
536 /* Effectively, the average chance to hit is 100% / (DV/THV + 1). */
537 if (RAND() % int(100+ToHitValue/DodgeValue*(100+Success)) < 100 && !Critical && !ForceHit) {
538 Enemy->AddMissMessage(this);
539 EditExperience(AGILITY, 150, 1 << 7);
540 EditExperience(PERCEPTION, 75, 1 << 7);
541 if (Enemy->CanBeSeenByPlayer())
542 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
543 else
544 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
545 return HAS_DODGED;
548 int TrueDamage = int(Damage*(100+Success)/100)+(RAND()%3 ? 1 : 0);
549 if (Critical) {
550 TrueDamage += TrueDamage >> 1;
551 ++TrueDamage;
554 int BodyPart = ChooseBodyPartToReceiveHit(ToHitValue, DodgeValue);
555 if (Critical) {
556 switch (Type) {
557 case UNARMED_ATTACK:
558 Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonCriticalUnarmedHitVerb(), Enemy->ThirdPersonCriticalUnarmedHitVerb(), BodyPart);
559 break;
560 case WEAPON_ATTACK:
561 Enemy->AddWeaponHitMessage(this, Weapon, BodyPart, true);
562 break;
563 case KICK_ATTACK:
564 Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonCriticalKickVerb(), Enemy->ThirdPersonCriticalKickVerb(), BodyPart);
565 break;
566 case BITE_ATTACK:
567 Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonCriticalBiteVerb(), Enemy->ThirdPersonCriticalBiteVerb(), BodyPart);
568 break;
570 } else {
571 switch (Type) {
572 case UNARMED_ATTACK:
573 Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonUnarmedHitVerb(), Enemy->ThirdPersonUnarmedHitVerb(), BodyPart);
574 break;
575 case WEAPON_ATTACK:
576 Enemy->AddWeaponHitMessage(this, Weapon, BodyPart, false);
577 break;
578 case KICK_ATTACK:
579 Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonKickVerb(), Enemy->ThirdPersonKickVerb(), BodyPart);
580 break;
581 case BITE_ATTACK:
582 Enemy->AddPrimitiveHitMessage(this, Enemy->FirstPersonBiteVerb(), Enemy->ThirdPersonBiteVerb(), BodyPart);
583 break;
587 if (!Critical && TrueDamage && Enemy->AttackIsBlockable(Type)) {
588 TrueDamage = CheckForBlock(Enemy, Weapon, ToHitValue, TrueDamage, Success, Type);
589 if (!TrueDamage || (Weapon && !Weapon->Exists())) {
590 if (Enemy->CanBeSeenByPlayer())
591 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
592 else
593 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
594 return HAS_BLOCKED;
598 int WeaponSkillHits = CalculateWeaponSkillHits(Enemy);
599 int DoneDamage = ReceiveBodyPartDamage(Enemy, TrueDamage, PHYSICAL_DAMAGE, BodyPart, Dir, false, Critical, true, Type == BITE_ATTACK && Enemy->BiteCapturesBodyPart());
600 truth Succeeded = (GetBodyPart(BodyPart) && HitEffect(Enemy, Weapon, HitPos, Type, BodyPart, Dir, !DoneDamage)) || DoneDamage;
601 if (Succeeded) Enemy->WeaponSkillHit(Weapon, Type, WeaponSkillHits);
603 if (Weapon) {
604 if (Weapon->Exists() && DoneDamage < TrueDamage) Weapon->ReceiveDamage(Enemy, TrueDamage-DoneDamage, PHYSICAL_DAMAGE);
605 if (Weapon->Exists() && DoneDamage && SpillsBlood() && GetBodyPart(BodyPart) &&
606 (GetBodyPart(BodyPart)->IsAlive() || GetBodyPart(BodyPart)->GetMainMaterial()->IsLiquid()))
607 Weapon->SpillFluid(0, CreateBlood(15+RAND()%15));
610 if (Enemy->AttackIsBlockable(Type)) SpecialBodyDefenceEffect(Enemy, EnemyBodyPart, Type);
612 if (!Succeeded) {
613 if (Enemy->CanBeSeenByPlayer())
614 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
615 else
616 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
618 return DID_NO_DAMAGE;
621 if (CheckDeath(GetNormalDeathMessage(), Enemy, Enemy->IsPlayer() ? FORCE_MSG : 0)) return HAS_DIED;
623 if (Enemy->CanBeSeenByPlayer())
624 DeActivateVoluntaryAction(CONST_S("The attack of ")+Enemy->GetName(DEFINITE)+CONST_S(" interrupts you."));
625 else
626 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
628 return HAS_HIT;
632 struct svpriorityelement {
633 svpriorityelement (int BodyPart, int StrengthValue) : BodyPart(BodyPart), StrengthValue(StrengthValue) {}
634 bool operator < (const svpriorityelement &AnotherPair) const { return StrengthValue > AnotherPair.StrengthValue; }
635 int BodyPart;
636 int StrengthValue;
640 int character::ChooseBodyPartToReceiveHit (double ToHitValue, double DodgeValue) {
641 if (BodyParts == 1) return 0;
642 std::priority_queue<svpriorityelement> SVQueue;
643 for (int c = 0; c < BodyParts; ++c) {
644 bodypart *BodyPart = GetBodyPart(c);
645 if (BodyPart && (BodyPart->GetHP() != 1 || BodyPart->CanBeSevered(PHYSICAL_DAMAGE)))
646 SVQueue.push(svpriorityelement(c, ModifyBodyPartHitPreference(c, BodyPart->GetStrengthValue()+BodyPart->GetHP())));
648 while (SVQueue.size()) {
649 svpriorityelement E = SVQueue.top();
650 int ToHitPercentage = int(GLOBAL_WEAK_BODYPART_HIT_MODIFIER*ToHitValue*GetBodyPart(E.BodyPart)->GetBodyPartVolume()/(DodgeValue*GetBodyVolume()));
651 ToHitPercentage = ModifyBodyPartToHitChance(E.BodyPart, ToHitPercentage);
652 if (ToHitPercentage < 1) ToHitPercentage = 1;
653 else if (ToHitPercentage > 95) ToHitPercentage = 95;
654 if (ToHitPercentage > RAND()%100) return E.BodyPart;
655 SVQueue.pop();
657 return 0;
661 void character::Be () {
662 if (game::ForceJumpToPlayerBe()) {
663 if (!IsPlayer()) return;
664 game::SetForceJumpToPlayerBe(false);
665 } else {
666 truth ForceBe = HP != MaxHP || AllowSpoil();
667 for (int c = 0; c < BodyParts; ++c) {
668 bodypart *BodyPart = GetBodyPart(c);
669 if (BodyPart && (ForceBe || BodyPart->NeedsBe())) BodyPart->Be();
671 HandleStates();
672 if (!IsEnabled()) return;
673 if (GetTeam() == PLAYER->GetTeam()) {
674 for (int c = 0; c < AllowedWeaponSkillCategories; ++c) {
675 if (CWeaponSkill[c].Tick() && IsPlayer()) CWeaponSkill[c].AddLevelDownMessage(c);
677 SWeaponSkillTick();
679 if (IsPlayer()) {
680 if (GetHungerState() == STARVING && !(RAND()%50)) LoseConsciousness(250+RAND_N(250), true);
681 if (!Action || Action->AllowFoodConsumption()) Hunger();
683 if (Stamina != MaxStamina) RegenerateStamina();
684 if (HP != MaxHP) Regenerate();
685 if (Action && AP >= 1000) ActionAutoTermination();
686 if (Action && AP >= 1000) {
687 Action->Handle();
688 if (!IsEnabled()) return;
689 } else {
690 EditAP(GetStateAPGain(100));
693 if (AP >= 1000) {
694 SpecialTurnHandler();
695 BlocksSinceLastTurn = 0;
696 if (IsPlayer()) {
697 static int Timer = 0;
699 if (ivanconfig::GetAutoSaveInterval() && !GetAction() && ++Timer >= ivanconfig::GetAutoSaveInterval()) {
700 fprintf(stderr, "autosaving..."); fflush(stderr);
701 game::Save(game::GetAutoSaveFileName());
702 fprintf(stderr, "done\n"); fflush(stderr);
703 Timer = 0;
705 game::CalculateNextDanger();
706 if (!StateIsActivated(POLYMORPHED)) game::UpdatePlayerAttributeAverage();
707 if (!game::IsInWilderness()) Search(GetAttribute(PERCEPTION));
708 if (!Action) {
709 GetPlayerCommand();
710 } else {
711 if (Action->ShowEnvironment()) {
712 static int Counter = 0;
713 if (++Counter == 10) {
714 game::DrawEverything();
715 Counter = 0;
718 msgsystem::ThyMessagesAreNowOld();
719 if (Action->IsVoluntary() && READ_KEY()) Action->Terminate(false);
721 } else {
722 if (!Action && !game::IsInWilderness()) GetAICommand();
728 void character::Move (v2 MoveTo, truth TeleportMove, truth Run) {
729 if (!IsEnabled()) return;
730 /* Test whether the player is stuck to something */
731 if (!TeleportMove && !TryToUnStickTraps(MoveTo-GetPos())) return;
732 if (Run && !IsPlayer() && TorsoIsAlive() && (Stamina <= 10000 / Max(GetAttribute(LEG_STRENGTH), 1) ||
733 (!StateIsActivated(PANIC) && Stamina < MaxStamina >> 2)))
734 Run = false;
735 RemoveTraps();
736 if (GetBurdenState() != OVER_LOADED || TeleportMove) {
737 lsquare *OldSquareUnder[MAX_SQUARES_UNDER];
738 if (!game::IsInWilderness()) {
739 for (int c = 0; c < GetSquaresUnder(); ++c) OldSquareUnder[c] = GetLSquareUnder(c);
741 Remove();
742 PutTo(MoveTo);
743 if (!TeleportMove) {
744 /* Multitiled creatures should behave differently, maybe? */
745 if (Run) {
746 int ED = GetSquareUnder()->GetEntryDifficulty();
747 EditAP(-GetMoveAPRequirement(ED) >> 1);
748 EditNP(-24 * ED);
749 EditExperience(AGILITY, 125, ED << 7);
750 int Base = 10000;
751 if (IsPlayer()) {
752 switch (GetHungerState()) {
753 case SATIATED: Base = 11000; break;
754 case BLOATED: Base = 12500; break;
755 case OVER_FED: Base = 15000; break;
758 EditStamina(-Base / Max(GetAttribute(LEG_STRENGTH), 1), true);
759 } else {
760 int ED = GetSquareUnder()->GetEntryDifficulty();
761 EditAP(-GetMoveAPRequirement(ED));
762 EditNP(-12 * ED);
763 EditExperience(AGILITY, 75, ED << 7);
766 if (IsPlayer()) ShowNewPosInfo();
767 if (IsPlayer() && !game::IsInWilderness()) GetStackUnder()->SetSteppedOn(true);
768 if (!game::IsInWilderness()) SignalStepFrom(OldSquareUnder);
769 } else {
770 if (IsPlayer()) {
771 cchar *CrawlVerb = StateIsActivated(LEVITATION) ? "float" : "crawl";
772 ADD_MESSAGE("You try very hard to %s forward. But your load is too heavy.", CrawlVerb);
774 EditAP(-1000);
779 void character::GetAICommand () {
780 SeekLeader(GetLeader());
781 if (FollowLeader(GetLeader())) return;
782 if (CheckForEnemies(true, true, true)) return;
783 if (CheckForUsefulItemsOnGround()) return;
784 if (CheckForDoors()) return;
785 if (CheckSadism()) return;
786 if (MoveRandomly()) return;
787 EditAP(-1000);
791 truth character::MoveTowardsTarget (truth Run) {
792 v2 MoveTo[3];
793 v2 TPos;
794 v2 Pos = GetPos();
796 if (!Route.empty()) {
797 TPos = Route.back();
798 Route.pop_back();
799 } else TPos = GoingTo;
801 MoveTo[0] = v2(0, 0);
802 MoveTo[1] = v2(0, 0);
803 MoveTo[2] = v2(0, 0);
805 if (TPos.X < Pos.X) {
806 if (TPos.Y < Pos.Y) {
807 MoveTo[0] = v2(-1, -1);
808 MoveTo[1] = v2(-1, 0);
809 MoveTo[2] = v2( 0, -1);
810 } else if (TPos.Y == Pos.Y) {
811 MoveTo[0] = v2(-1, 0);
812 MoveTo[1] = v2(-1, -1);
813 MoveTo[2] = v2(-1, 1);
814 } else if (TPos.Y > Pos.Y) {
815 MoveTo[0] = v2(-1, 1);
816 MoveTo[1] = v2(-1, 0);
817 MoveTo[2] = v2( 0, 1);
819 } else if (TPos.X == Pos.X) {
820 if (TPos.Y < Pos.Y) {
821 MoveTo[0] = v2( 0, -1);
822 MoveTo[1] = v2(-1, -1);
823 MoveTo[2] = v2( 1, -1);
824 } else if (TPos.Y == Pos.Y) {
825 TerminateGoingTo();
826 return false;
827 } else if (TPos.Y > Pos.Y) {
828 MoveTo[0] = v2( 0, 1);
829 MoveTo[1] = v2(-1, 1);
830 MoveTo[2] = v2( 1, 1);
832 } else if (TPos.X > Pos.X) {
833 if (TPos.Y < Pos.Y) {
834 MoveTo[0] = v2(1, -1);
835 MoveTo[1] = v2(1, 0);
836 MoveTo[2] = v2(0, -1);
837 } else if (TPos.Y == Pos.Y) {
838 MoveTo[0] = v2(1, 0);
839 MoveTo[1] = v2(1, -1);
840 MoveTo[2] = v2(1, 1);
841 } else if (TPos.Y > Pos.Y) {
842 MoveTo[0] = v2(1, 1);
843 MoveTo[1] = v2(1, 0);
844 MoveTo[2] = v2(0, 1);
848 v2 ModifiedMoveTo = ApplyStateModification(MoveTo[0]);
850 if (TryMove(ModifiedMoveTo, true, Run)) return true;
852 int L = (Pos-TPos).GetManhattanLength();
854 if (RAND()&1) Swap(MoveTo[1], MoveTo[2]);
856 if (Pos.IsAdjacent(TPos)) {
857 TerminateGoingTo();
858 return false;
861 if ((Pos+MoveTo[1]-TPos).GetManhattanLength() <= L && TryMove(ApplyStateModification(MoveTo[1]), true, Run)) return true;
862 if ((Pos+MoveTo[2]-TPos).GetManhattanLength() <= L && TryMove(ApplyStateModification(MoveTo[2]), true, Run)) return true;
863 Illegal.insert(Pos+ModifiedMoveTo);
864 if (CreateRoute()) return true;
865 return false;
869 int character::CalculateNewSquaresUnder (lsquare **NewSquare, v2 Pos) const {
870 if (GetLevel()->IsValidPos(Pos)) {
871 *NewSquare = GetNearLSquare(Pos);
872 return 1;
874 return 0;
878 truth character::TryMove (v2 MoveVector, truth Important, truth Run) {
879 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
880 character *Pet[MAX_SQUARES_UNDER];
881 character *Neutral[MAX_SQUARES_UNDER];
882 character *Hostile[MAX_SQUARES_UNDER];
883 v2 PetPos[MAX_SQUARES_UNDER];
884 v2 NeutralPos[MAX_SQUARES_UNDER];
885 v2 HostilePos[MAX_SQUARES_UNDER];
886 v2 MoveTo = GetPos()+MoveVector;
887 int Direction = game::GetDirectionForVector(MoveVector);
888 if (Direction == DIR_ERROR) ABORT("Direction fault.");
889 if (!game::IsInWilderness()) {
890 int Squares = CalculateNewSquaresUnder(MoveToSquare, MoveTo);
891 if (Squares) {
892 int Pets = 0;
893 int Neutrals = 0;
894 int Hostiles = 0;
895 for (int c = 0; c < Squares; ++c) {
896 character* Char = MoveToSquare[c]->GetCharacter();
897 if (Char && Char != this) {
898 v2 Pos = MoveToSquare[c]->GetPos();
899 if (IsAlly(Char)) {
900 Pet[Pets] = Char;
901 PetPos[Pets++] = Pos;
902 } else if (Char->GetRelation(this) != HOSTILE) {
903 Neutral[Neutrals] = Char;
904 NeutralPos[Neutrals++] = Pos;
905 } else {
906 Hostile[Hostiles] = Char;
907 HostilePos[Hostiles++] = Pos;
912 if (Hostiles == 1) return Hit(Hostile[0], HostilePos[0], Direction);
913 if (Hostiles) {
914 int Index = RAND() % Hostiles;
915 return Hit(Hostile[Index], HostilePos[Index], Direction);
918 if (Neutrals == 1) {
919 if (!IsPlayer() && !Pets && Important && CanMoveOn(MoveToSquare[0]))
920 return HandleCharacterBlockingTheWay(Neutral[0], NeutralPos[0], Direction);
921 else
922 return IsPlayer() && Hit(Neutral[0], NeutralPos[0], Direction);
923 } else if (Neutrals) {
924 if (IsPlayer()) {
925 int Index = RAND() % Neutrals;
926 return Hit(Neutral[Index], NeutralPos[Index], Direction);
928 return false;
931 if (!IsPlayer()) {
932 for (int c = 0; c < Squares; ++c) if (MoveToSquare[c]->IsScary(this)) return false;
935 if (Pets == 1) {
936 if (IsPlayer() && !ivanconfig::GetBeNice() && Pet[0]->IsMasochist() && HasSadistAttackMode() &&
937 game::TruthQuestion("Do you want to punish " + Pet[0]->GetObjectPronoun() + "? [y/N]"))
938 return Hit(Pet[0], PetPos[0], Direction, SADIST_HIT);
939 else
940 return (Important && (CanMoveOn(MoveToSquare[0]) ||
941 (IsPlayer() && game::GoThroughWallsCheatIsActive())) && Displace(Pet[0]));
942 } else if (Pets) return false;
944 if ((CanMove() && CanMoveOn(MoveToSquare[0])) || ((game::GoThroughWallsCheatIsActive() && IsPlayer()))) {
945 Move(MoveTo, false, Run);
946 if (IsEnabled() && GetPos() == GoingTo) TerminateGoingTo();
947 return true;
948 } else {
949 for (int c = 0; c < Squares; ++c) {
950 olterrain *Terrain = MoveToSquare[c]->GetOLTerrain();
951 if (Terrain && Terrain->CanBeOpened()) {
952 if (CanOpen()) {
953 if (Terrain->IsLocked()) {
954 if (IsPlayer()) {
955 /*k8*/
956 if (ivanconfig::GetKickDownDoors()) {
957 if (game::TruthQuestion(CONST_S("Locked! Do you want to kick ")+Terrain->GetName(DEFINITE)+"? [Y/n]", true, game::GetMoveCommandKeyBetweenPoints(PLAYER->GetPos(), MoveToSquare[0]->GetPos()))) {
958 Kick(MoveToSquare[c], Direction);
959 return true;
960 } else {
961 return false;
964 /*k8*/
965 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 */
966 return false;
967 } else if (Important && CheckKick()) {
968 room *Room = MoveToSquare[c]->GetRoom();
969 if (!Room || Room->AllowKick(this, MoveToSquare[c])) {
970 int HP = Terrain->GetHP();
971 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s kicks %s.", CHAR_NAME(DEFINITE), Terrain->CHAR_NAME(DEFINITE));
972 Kick(MoveToSquare[c], Direction);
973 olterrain *NewTerrain = MoveToSquare[c]->GetOLTerrain();
974 if (NewTerrain == Terrain && Terrain->GetHP() == HP) { // BUG!
975 Illegal.insert(MoveTo);
976 CreateRoute();
978 return true;
981 } else { /* if (Terrain->IsLocked()) */
982 /*if(!IsPlayer() || game::TruthQuestion(CONST_S("Do you want to open ") + Terrain->GetName(DEFINITE) + "? [y/N]", false, game::GetMoveCommandKeyBetweenPoints(PLAYER->GetPos(), MoveToSquare[0]->GetPos()))) return MoveToSquare[c]->Open(this);*/
983 /* Non-players always try to open it */
984 if (!IsPlayer()) return MoveToSquare[c]->Open(this);
985 if (game::TruthQuestion(CONST_S("Do you want to ")+(ivanconfig::GetKickDownDoors()?"kick ":"open ")+
986 Terrain->GetName(DEFINITE)+"? [y/N]", false, game::GetMoveCommandKeyBetweenPoints(PLAYER->GetPos(),
987 MoveToSquare[0]->GetPos()))) {
988 if (ivanconfig::GetKickDownDoors()) {
989 Kick(MoveToSquare[c], Direction);
990 return true;
992 return MoveToSquare[c]->Open(this);
994 return false;
995 } /* if (Terrain->IsLocked()) */
996 } else { /* if (CanOpen()) */
997 if (IsPlayer()) {
998 ADD_MESSAGE("This monster type cannot open doors.");
999 return false;
1001 if (Important) {
1002 Illegal.insert(MoveTo);
1003 return CreateRoute();
1005 } /* if (CanOpen()) */
1006 } /* if (Terrain && Terrain->CanBeOpened()) */
1007 } /* for */
1008 } /* if */
1009 return false;
1010 } else {
1011 if (IsPlayer() && !IsStuck() && GetLevel()->IsOnGround() && game::TruthQuestion(CONST_S("Do you want to leave ")+game::GetCurrentDungeon()->GetLevelDescription(game::GetCurrentLevelIndex())+"? [y/N]")) {
1012 if (HasPetrussNut() && !HasGoldenEagleShirt()) {
1013 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!"));
1014 game::GetCurrentArea()->SendNewDrawRequest();
1015 game::DrawEverything();
1016 ShowAdventureInfo();
1017 festring Msg = CONST_S("killed Petrus and became the Avatar of Chaos");
1018 PLAYER->AddScoreEntry(Msg, 3, false);
1019 game::End(Msg);
1020 return true;
1022 if (game::TryTravel(WORLD_MAP, WORLD_MAP, game::GetCurrentDungeonIndex())) return true;
1024 return false;
1026 } else {
1027 /** No multitile support */
1028 if (CanMove() && GetArea()->IsValidPos(MoveTo) && (CanMoveOn(GetNearWSquare(MoveTo)) || game::GoThroughWallsCheatIsActive())) {
1029 if (!game::GoThroughWallsCheatIsActive()) {
1030 charactervector &V = game::GetWorldMap()->GetPlayerGroup();
1031 truth Discard = false;
1032 for (uInt c = 0; c < V.size(); ++c) {
1033 if (!V[c]->CanMoveOn(GetNearWSquare(MoveTo))) {
1034 if (!Discard) {
1035 ADD_MESSAGE("One or more of your team members cannot cross this terrain.");
1036 if (!game::TruthQuestion("Discard them? [y/N]")) return false;
1037 Discard = true;
1039 if (Discard) delete V[c];
1040 V.erase(V.begin() + c--);
1044 Move(MoveTo, false);
1045 return true;
1046 } else {
1047 return false;
1053 void character::CreateCorpse (lsquare *Square) {
1054 if (!BodyPartsDisappearWhenSevered() && !game::AllBodyPartsVanish()) {
1055 corpse *Corpse = corpse::Spawn(0, NO_MATERIALS);
1056 Corpse->SetDeceased(this);
1057 Square->AddItem(Corpse);
1058 Disable();
1059 } else {
1060 SendToHell();
1065 void character::Die (ccharacter *Killer, cfestring &Msg, feuLong DeathFlags) {
1066 /* Note: This function musn't delete any objects, since one of these may be
1067 the one currently processed by pool::Be()! */
1068 if (!IsEnabled()) return;
1069 game::ClearEventData();
1070 game::mActor = Killer;
1071 if (game::RunOnCharEvent(this, CONST_S("die"))) { game::ClearEventData(); RemoveTraps(); return; }
1072 game::ClearEventData();
1073 RemoveTraps();
1074 if (IsPlayer()) {
1075 ADD_MESSAGE("You die.");
1076 game::DrawEverything();
1077 if (game::TruthQuestion(CONST_S("Do you want to save screenshot? [y/n]"), REQUIRES_ANSWER)) {
1078 festring dir = inputfile::GetMyDir()+"/DeathShots";
1079 #ifndef WIN32
1080 mkdir(dir.CStr(), 0755);
1081 #else
1082 mkdir(dir.CStr());
1083 #endif
1084 festring timestr;
1085 time_t t = time(NULL);
1086 struct tm *ts = localtime(&t);
1087 if (ts) {
1088 timestr << (int)(ts->tm_year%100);
1089 int t = ts->tm_mon+1;
1090 if (t < 10) timestr << '0'; timestr << t;
1091 t = ts->tm_mday; if (t < 10) timestr << '0'; timestr << t;
1092 timestr << '_';
1093 t = ts->tm_hour; if (t < 10) timestr << '0'; timestr << t;
1094 t = ts->tm_min; if (t < 10) timestr << '0'; timestr << t;
1095 t = ts->tm_sec; if (t < 10) timestr << '0'; timestr << t;
1096 } else {
1097 timestr = "heh";
1099 #if defined(HAVE_IMLIB2) || defined(HAVE_LIBPNG)
1100 festring ext = ".png";
1101 #else
1102 festring ext = ".bmp";
1103 #endif
1104 festring fname = dir+"/deathshot_"+timestr;
1105 if (inputfile::fileExists(fname+ext)) {
1106 for (int f = 0; f < 1000; f++) {
1107 char buf[16];
1108 sprintf(buf, "%03d", f);
1109 festring fn = fname+buf;
1110 if (!inputfile::fileExists(fn+ext)) {
1111 fname = fn;
1112 break;
1116 fname << ext;
1117 fprintf(stderr, "deathshot: %s\n", fname.CStr());
1118 #if defined(HAVE_IMLIB2) || defined(HAVE_LIBPNG)
1119 DOUBLE_BUFFER->SavePNG(fname);
1120 #else
1121 DOUBLE_BUFFER->SaveBMP(fname);
1122 #endif
1124 if (game::WizardModeIsActive()) {
1125 game::DrawEverything();
1126 if (!game::TruthQuestion(CONST_S("Do you want to do this, cheater? [y/n]"), REQUIRES_ANSWER)) {
1127 RestoreBodyParts();
1128 ResetSpoiling();
1129 RestoreHP();
1130 RestoreStamina();
1131 ResetStates();
1132 SetNP(SATIATED_LEVEL);
1133 SendNewDrawRequest();
1134 return;
1137 } else if (CanBeSeenByPlayer() && !(DeathFlags & DISALLOW_MSG)) {
1138 ProcessAndAddMessage(GetDeathMessage());
1139 } else if (DeathFlags & FORCE_MSG) {
1140 ADD_MESSAGE("You sense the death of something.");
1143 if (!(DeathFlags & FORBID_REINCARNATION)) {
1144 if (StateIsActivated(LIFE_SAVED) && CanMoveOn(!game::IsInWilderness() ? GetSquareUnder() : PLAYER->GetSquareUnder())) {
1145 SaveLife();
1146 return;
1148 if (SpecialSaveLife()) return;
1149 } else if (StateIsActivated(LIFE_SAVED)) {
1150 RemoveLifeSavers();
1153 Flags |= C_IN_NO_MSG_MODE;
1154 character *Ghost = 0;
1155 if (IsPlayer()) {
1156 game::RemoveSaves();
1157 if (!game::IsInWilderness()) {
1158 Ghost = game::CreateGhost();
1159 Ghost->Disable();
1163 square *SquareUnder[MAX_SQUARES_UNDER];
1164 memset(SquareUnder, 0, sizeof(SquareUnder));
1165 Disable();
1166 if (IsPlayer() || !game::IsInWilderness()) {
1167 for (int c = 0; c < SquaresUnder; ++c) SquareUnder[c] = GetSquareUnder(c);
1168 Remove();
1169 } else {
1170 charactervector& V = game::GetWorldMap()->GetPlayerGroup();
1171 V.erase(std::find(V.begin(), V.end(), this));
1173 //lsquare **LSquareUnder = reinterpret_cast<lsquare **>(SquareUnder); /* warning; wtf? */
1174 lsquare *LSquareUnder[MAX_SQUARES_UNDER];
1175 memmove(LSquareUnder, SquareUnder, sizeof(SquareUnder));
1177 if (!game::IsInWilderness()) {
1178 if (!StateIsActivated(POLYMORPHED)) {
1179 if (!IsPlayer() && !IsTemporary() && !Msg.IsEmpty()) game::SignalDeath(this, Killer, Msg);
1180 if (!(DeathFlags & DISALLOW_CORPSE)) CreateCorpse(LSquareUnder[0]); else SendToHell();
1181 } else {
1182 if (!IsPlayer() && !IsTemporary() && !Msg.IsEmpty()) game::SignalDeath(GetPolymorphBackup(), Killer, Msg);
1183 GetPolymorphBackup()->CreateCorpse(LSquareUnder[0]);
1184 GetPolymorphBackup()->Flags &= ~C_POLYMORPHED;
1185 SetPolymorphBackup(0);
1186 SendToHell();
1188 } else {
1189 if (!IsPlayer() && !IsTemporary() && !Msg.IsEmpty()) game::SignalDeath(this, Killer, Msg);
1190 SendToHell();
1193 if (IsPlayer()) {
1194 if (!game::IsInWilderness()) {
1195 for (int c = 0; c < GetSquaresUnder(); ++c) LSquareUnder[c]->SetTemporaryEmitation(GetEmitation());
1197 ShowAdventureInfo();
1198 if (!game::IsInWilderness()) {
1199 for(int c = 0; c < GetSquaresUnder(); ++c) LSquareUnder[c]->SetTemporaryEmitation(0);
1203 if (!game::IsInWilderness()) {
1204 if (GetSquaresUnder() == 1) {
1205 stack *StackUnder = LSquareUnder[0]->GetStack();
1206 GetStack()->MoveItemsTo(StackUnder);
1207 doforbodypartswithparam<stack*>()(this, &bodypart::DropEquipment, StackUnder);
1208 } else {
1209 while (GetStack()->GetItems()) GetStack()->GetBottom()->MoveTo(LSquareUnder[RAND_N(GetSquaresUnder())]->GetStack());
1210 for (int c = 0; c < BodyParts; ++c) {
1211 bodypart *BodyPart = GetBodyPart(c);
1212 if (BodyPart) BodyPart->DropEquipment(LSquareUnder[RAND_N(GetSquaresUnder())]->GetStack());
1217 if (GetTeam()->GetLeader() == this) GetTeam()->SetLeader(0);
1219 Flags &= ~C_IN_NO_MSG_MODE;
1221 if (IsPlayer()) {
1222 AddScoreEntry(Msg);
1223 if (!game::IsInWilderness()) {
1224 Ghost->PutTo(LSquareUnder[0]->GetPos());
1225 Ghost->Enable();
1226 game::CreateBone();
1228 game::TextScreen(CONST_S("Unfortunately you died."), ZERO_V2, WHITE, true, true, &game::ShowDeathSmiley);
1229 game::End(Msg);
1234 void character::AddMissMessage (ccharacter *Enemy) const {
1235 festring Msg;
1236 if (Enemy->IsPlayer()) Msg = GetDescription(DEFINITE)+" misses you!";
1237 else if (IsPlayer()) Msg = CONST_S("You miss ")+Enemy->GetDescription(DEFINITE)+'!';
1238 else if (CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer()) Msg = GetDescription(DEFINITE)+" misses "+Enemy->GetDescription(DEFINITE)+'!';
1239 else return;
1240 ADD_MESSAGE("%s", Msg.CStr());
1244 void character::AddBlockMessage (ccharacter *Enemy, citem *Blocker, cfestring &HitNoun, truth Partial) const {
1245 festring Msg;
1246 festring BlockVerb = (Partial ? " to partially block the " : " to block the ")+HitNoun;
1247 if (IsPlayer()) {
1248 Msg << "You manage" << BlockVerb << " with your " << Blocker->GetName(UNARTICLED) << '!';
1249 } else if (Enemy->IsPlayer() || Enemy->CanBeSeenByPlayer()) {
1250 if (CanBeSeenByPlayer())
1251 Msg << GetName(DEFINITE) << " manages" << BlockVerb << " with " << GetPossessivePronoun() << ' ' << Blocker->GetName(UNARTICLED) << '!';
1252 else
1253 Msg << "Something manages" << BlockVerb << " with something!";
1254 } else {
1255 return;
1257 ADD_MESSAGE("%s", Msg.CStr());
1261 void character::AddPrimitiveHitMessage (ccharacter *Enemy, cfestring &FirstPersonHitVerb,
1262 cfestring &ThirdPersonHitVerb, int BodyPart) const
1264 festring Msg;
1265 festring BodyPartDescription;
1266 if (BodyPart && (Enemy->CanBeSeenByPlayer() || Enemy->IsPlayer()))
1267 BodyPartDescription << " in the " << Enemy->GetBodyPartName(BodyPart);
1268 if (Enemy->IsPlayer())
1269 Msg << GetDescription(DEFINITE) << ' ' << ThirdPersonHitVerb << " you" << BodyPartDescription << '!';
1270 else if (IsPlayer())
1271 Msg << "You " << FirstPersonHitVerb << ' ' << Enemy->GetDescription(DEFINITE) << BodyPartDescription << '!';
1272 else if (CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer())
1273 Msg << GetDescription(DEFINITE) << ' ' << ThirdPersonHitVerb << ' ' << Enemy->GetDescription(DEFINITE) + BodyPartDescription << '!';
1274 else
1275 return;
1276 ADD_MESSAGE("%s", Msg.CStr());
1280 cchar *const HitVerb[] = { "strike", "slash", "stab" };
1281 cchar *const HitVerb3rdPersonEnd[] = { "s", "es", "s" };
1284 void character::AddWeaponHitMessage (ccharacter *Enemy, citem *Weapon, int BodyPart, truth Critical) const {
1285 festring Msg;
1286 festring BodyPartDescription;
1288 if (BodyPart && (Enemy->CanBeSeenByPlayer() || Enemy->IsPlayer()))
1289 BodyPartDescription << " in the " << Enemy->GetBodyPartName(BodyPart);
1291 int FittingTypes = 0;
1292 int DamageFlags = Weapon->GetDamageFlags();
1293 int DamageType = 0;
1295 for (int c = 0; c < DAMAGE_TYPES; ++c) {
1296 if (1 << c & DamageFlags) {
1297 if (!FittingTypes || !RAND_N(FittingTypes+1)) DamageType = c;
1298 ++FittingTypes;
1302 if (!FittingTypes) ABORT("No damage flags specified for %s!", Weapon->CHAR_NAME(UNARTICLED));
1304 festring NewHitVerb = Critical ? " critically " : " ";
1305 NewHitVerb << HitVerb[DamageType];
1306 cchar *const E = HitVerb3rdPersonEnd[DamageType];
1308 if (Enemy->IsPlayer()) {
1309 Msg << GetDescription(DEFINITE) << NewHitVerb << E << " you" << BodyPartDescription;
1310 if (CanBeSeenByPlayer()) Msg << " with " << GetPossessivePronoun() << ' ' << Weapon->GetName(UNARTICLED);
1311 Msg << '!';
1312 } else if (IsPlayer()) {
1313 Msg << "You" << NewHitVerb << ' ' << Enemy->GetDescription(DEFINITE) << BodyPartDescription << '!';
1314 } else if(CanBeSeenByPlayer() || Enemy->CanBeSeenByPlayer()) {
1315 Msg << GetDescription(DEFINITE) << NewHitVerb << E << ' ' << Enemy->GetDescription(DEFINITE) << BodyPartDescription;
1316 if (CanBeSeenByPlayer()) Msg << " with " << GetPossessivePronoun() << ' ' << Weapon->GetName(UNARTICLED);
1317 Msg << '!';
1318 } else {
1319 return;
1321 ADD_MESSAGE("%s", Msg.CStr());
1325 item *character::GeneralFindItem (ItemCheckerCB chk) const {
1326 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
1327 item *it = *i;
1328 if (it && chk(it)) return it;
1330 return 0;
1334 static truth isElpuriHead (item *i) { return i->IsHeadOfElpuri(); }
1335 truth character::HasHeadOfElpuri () const {
1336 if (GeneralFindItem(::isElpuriHead)) return true;
1337 return combineequipmentpredicates()(this, &item::IsHeadOfElpuri, 1);
1341 static truth isPetrussNut (item *i) { return i->IsPetrussNut(); }
1342 truth character::HasPetrussNut () const {
1343 if (GeneralFindItem(::isPetrussNut)) return true;
1344 return combineequipmentpredicates()(this, &item::IsPetrussNut, 1);
1348 static truth isGoldenEagleShirt (item *i) { return i->IsGoldenEagleShirt(); }
1349 truth character::HasGoldenEagleShirt () const {
1350 if (GeneralFindItem(::isGoldenEagleShirt)) return true;
1351 return combineequipmentpredicates()(this, &item::IsGoldenEagleShirt, 1);
1355 int character::GeneralRemoveItem (ItemCheckerCB chk, truth allItems) {
1356 truth done;
1357 int cnt = 0;
1358 // inventory
1359 do {
1360 done = true;
1361 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
1362 item *Item = *i;
1363 if (Item && chk(Item)) {
1364 Item->RemoveFromSlot();
1365 Item->SendToHell();
1366 cnt++;
1367 if (!allItems) return cnt;
1368 done = false;
1369 break;
1372 } while (!done);
1373 // equipments
1374 do {
1375 done = true;
1376 for (int c = 0; c < GetEquipments(); ++c) {
1377 item *Item = GetEquipment(c);
1378 if (Item && chk(Item)) {
1379 Item->RemoveFromSlot();
1380 Item->SendToHell();
1381 cnt++;
1382 if (!allItems) return cnt;
1383 done = false;
1384 break;
1387 } while (!done);
1388 return cnt;
1392 static truth isEncryptedScroll (item *i) { return i->IsEncryptedScroll(); }
1393 truth character::RemoveEncryptedScroll () { return GeneralRemoveItem(::isEncryptedScroll) != 0; }
1396 static truth isMondedrPass (item *i) { return i->IsMondedrPass(); }
1397 truth character::RemoveMondedrPass () { return GeneralRemoveItem(::isMondedrPass) != 0; }
1400 static truth isRingOfThieves (item *i) { return i->IsRingOfThieves(); }
1401 truth character::RemoveRingOfThieves () { return GeneralRemoveItem(::isRingOfThieves) != 0; }
1404 truth character::ReadItem (item *ToBeRead) {
1405 if (!ToBeRead->CanBeRead(this)) {
1406 if (IsPlayer()) ADD_MESSAGE("You can't read this.");
1407 return false;
1409 if (!GetLSquareUnder()->IsDark() || game::GetSeeWholeMapCheatMode()) {
1410 if (StateIsActivated(CONFUSED) && !(RAND()&7)) {
1411 if (!ToBeRead->IsDestroyable(this)) {
1412 ADD_MESSAGE("You read some words of %s and understand exactly nothing.", ToBeRead->CHAR_NAME(DEFINITE));
1413 } else {
1414 ADD_MESSAGE("%s is very confusing. Or perhaps you are just too confused?", ToBeRead->CHAR_NAME(DEFINITE));
1415 ActivateRandomState(SRC_CONFUSE_READ, 1000+RAND()%1500);
1416 ToBeRead->RemoveFromSlot();
1417 ToBeRead->SendToHell();
1419 EditAP(-1000);
1420 return true;
1422 if (ToBeRead->Read(this)) {
1423 if (!game::WizardModeIsActive()) {
1424 /* This AP is used to take the stuff out of backpack */
1425 DexterityAction(5);
1427 return true;
1429 return false;
1431 if (IsPlayer()) ADD_MESSAGE("It's too dark here to read.");
1432 return false;
1436 void character::CalculateBurdenState () {
1437 int OldBurdenState = BurdenState;
1438 sLong SumOfMasses = GetCarriedWeight();
1439 sLong CarryingStrengthUnits = sLong(GetCarryingStrength())*2500;
1440 if (SumOfMasses > (CarryingStrengthUnits << 1) + CarryingStrengthUnits) BurdenState = OVER_LOADED;
1441 else if (SumOfMasses > CarryingStrengthUnits << 1) BurdenState = STRESSED;
1442 else if (SumOfMasses > CarryingStrengthUnits) BurdenState = BURDENED;
1443 else BurdenState = UNBURDENED;
1444 if (!IsInitializing() && BurdenState != OldBurdenState) CalculateBattleInfo();
1448 void character::Save (outputfile &SaveFile) const {
1449 SaveFile << (uShort)GetType();
1450 Stack->Save(SaveFile);
1451 SaveFile << ID;
1452 for (int c = 0; c < BASE_ATTRIBUTES; ++c) SaveFile << BaseExperience[c];
1454 SaveFile << ExpModifierMap;
1455 SaveFile << NP << AP << Stamina << GenerationDanger << ScienceTalks << CounterToMindWormHatch;
1456 SaveFile << TemporaryState << EquipmentState << Money << GoingTo << RegenerationCounter << Route << Illegal;
1457 SaveFile << CurrentSweatMaterial;
1458 SaveFile.Put(!!IsEnabled());
1459 SaveFile << HomeData << BlocksSinceLastTurn << CommandFlags;
1460 SaveFile << WarnFlags << (uShort)Flags;
1462 for (int c = 0; c < BodyParts; ++c) SaveFile << BodyPartSlot[c] << OriginalBodyPartID[c];
1464 SaveLinkedList(SaveFile, TrapData);
1465 SaveFile << Action;
1467 for (int c = 0; c < STATES; ++c) SaveFile << TemporaryStateCounter[c];
1469 if (GetTeam()) {
1470 SaveFile.Put(true);
1471 SaveFile << Team->GetID(); // feuLong
1472 } else {
1473 SaveFile.Put(false);
1476 if (GetTeam() && GetTeam()->GetLeader() == this) SaveFile.Put(true); else SaveFile.Put(false);
1478 SaveFile << AssignedName << PolymorphBackup;
1480 for (int c = 0; c < AllowedWeaponSkillCategories; ++c) SaveFile << CWeaponSkill[c];
1482 SaveFile << (uShort)GetConfig();
1486 void character::Load (inputfile &SaveFile) {
1487 LoadSquaresUnder();
1488 Stack->Load(SaveFile);
1489 SaveFile >> ID;
1490 game::AddCharacterID(this, ID);
1492 for (int c = 0; c < BASE_ATTRIBUTES; ++c) SaveFile >> BaseExperience[c];
1494 SaveFile >> ExpModifierMap;
1495 SaveFile >> NP >> AP >> Stamina >> GenerationDanger >> ScienceTalks >> CounterToMindWormHatch;
1496 SaveFile >> TemporaryState >> EquipmentState >> Money >> GoingTo >> RegenerationCounter >> Route >> Illegal;
1497 SaveFile >> CurrentSweatMaterial;
1499 if (!SaveFile.Get()) Disable();
1501 SaveFile >> HomeData >> BlocksSinceLastTurn >> CommandFlags;
1502 SaveFile >> WarnFlags;
1503 WarnFlags &= ~WARNED;
1504 Flags |= ReadType<uShort>(SaveFile) & ~ENTITY_FLAGS;
1506 for (int c = 0; c < BodyParts; ++c) {
1507 SaveFile >> BodyPartSlot[c] >> OriginalBodyPartID[c];
1508 item *BodyPart = *BodyPartSlot[c];
1509 if (BodyPart) BodyPart->Disable();
1512 LoadLinkedList(SaveFile, TrapData);
1513 SaveFile >> Action;
1515 if (Action) Action->SetActor(this);
1517 for (int c = 0; c < STATES; ++c) SaveFile >> TemporaryStateCounter[c];
1519 if (SaveFile.Get()) SetTeam(game::GetTeam(ReadType<feuLong>(SaveFile)));
1521 if (SaveFile.Get()) GetTeam()->SetLeader(this);
1523 SaveFile >> AssignedName >> PolymorphBackup;
1525 for (int c = 0; c < AllowedWeaponSkillCategories; ++c) SaveFile >> CWeaponSkill[c];
1527 databasecreator<character>::InstallDataBase(this, ReadType<uShort>(SaveFile));
1529 if (IsEnabled() && !game::IsInWilderness()) {
1530 for (int c = 1; c < GetSquaresUnder(); ++c) GetSquareUnder(c)->SetCharacter(this);
1535 truth character::Engrave (cfestring &What) {
1536 GetLSquareUnder()->Engrave(What);
1537 return true;
1540 truth character::MoveRandomly () {
1541 if (!IsEnabled()) return false;
1542 for (int c = 0; c < 10; ++c) {
1543 v2 ToTry = game::GetMoveVector(RAND()&7);
1544 if (GetLevel()->IsValidPos(GetPos()+ToTry)) {
1545 lsquare *Square = GetNearLSquare(GetPos()+ToTry);
1546 if (!Square->IsDangerous(this) && !Square->IsScary(this) && TryMove(ToTry, false, false)) return true;
1549 return false;
1553 truth character::TestForPickup (item *ToBeTested) const {
1554 if (MakesBurdened(ToBeTested->GetWeight()+GetCarriedWeight())) return false;
1555 return true;
1559 void character::AddScoreEntry (cfestring &Description, double Multiplier, truth AddEndLevel) const {
1560 if (!game::WizardModeIsReallyActive()) {
1561 highscore HScore;
1562 if (!HScore.CheckVersion()) {
1563 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;
1564 HScore.Clear();
1566 festring Desc = game::GetPlayerName();
1567 Desc << ", " << Description;
1568 if (AddEndLevel) Desc << " in "+(game::IsInWilderness() ? "the world map" : game::GetCurrentDungeon()->GetLevelDescription(game::GetCurrentLevelIndex()));
1569 HScore.Add(sLong(game::GetScore()*Multiplier), Desc);
1570 HScore.Save();
1575 truth character::CheckDeath (cfestring &Msg, ccharacter *Murderer, feuLong DeathFlags) {
1576 if (!IsEnabled()) return true;
1577 if (game::IsSumoWrestling() && IsDead()) {
1578 game::EndSumoWrestling(!!IsPlayer());
1579 return true;
1581 if (DeathFlags & FORCE_DEATH || IsDead()) {
1582 if (Murderer && Murderer->IsPlayer() && GetTeam()->GetKillEvilness()) game::DoEvilDeed(GetTeam()->GetKillEvilness());
1583 festring SpecifierMsg;
1584 int SpecifierParts = 0;
1585 if (GetPolymorphBackup()) {
1586 SpecifierMsg << " polymorphed into ";
1587 id::AddName(SpecifierMsg, INDEFINITE);
1588 ++SpecifierParts;
1590 if (!(DeathFlags & IGNORE_TRAPS) && IsStuck()) {
1591 if (SpecifierParts++) SpecifierMsg << " and";
1592 SpecifierMsg << " caught in " << GetTrapDescription();
1594 if (GetAction() && !(DeathFlags & IGNORE_UNCONSCIOUSNESS && GetAction()->IsUnconsciousness())) {
1595 festring ActionMsg = GetAction()->GetDeathExplanation();
1596 if (!ActionMsg.IsEmpty()) {
1597 if (SpecifierParts > 1) {
1598 SpecifierMsg = ActionMsg << ',' << SpecifierMsg;
1599 } else {
1600 if (SpecifierParts) SpecifierMsg << " and";
1601 SpecifierMsg << ActionMsg;
1603 ++SpecifierParts;
1606 festring NewMsg = Msg;
1607 if (Murderer == this) {
1608 SEARCH_N_REPLACE(NewMsg, "@bkp", CONST_S("by ") + GetPossessivePronoun(false) + " own");
1609 SEARCH_N_REPLACE(NewMsg, "@bk", CONST_S("by ") + GetObjectPronoun(false) + "self");
1610 SEARCH_N_REPLACE(NewMsg, "@k", GetObjectPronoun(false) + "self");
1611 } else {
1612 SEARCH_N_REPLACE(NewMsg, "@bkp", CONST_S("by ") + Murderer->GetName(INDEFINITE) + "'s");
1613 SEARCH_N_REPLACE(NewMsg, "@bk", CONST_S("by ") + Murderer->GetName(INDEFINITE));
1614 SEARCH_N_REPLACE(NewMsg, "@k", CONST_S("by ") + Murderer->GetName(INDEFINITE));
1616 if (SpecifierParts) NewMsg << " while" << SpecifierMsg;
1617 if (IsPlayer() && game::WizardModeIsActive()) ADD_MESSAGE("Death message: %s. Score: %d.", NewMsg.CStr(), game::GetScore());
1618 Die(Murderer, NewMsg, DeathFlags);
1619 return true;
1621 return false;
1625 truth character::CheckStarvationDeath (cfestring &Msg) {
1626 if (GetNP() < 1 && UsesNutrition()) return CheckDeath(Msg, 0, FORCE_DEATH);
1627 return false;
1631 void character::ThrowItem (int Direction, item *ToBeThrown) {
1632 if (Direction > 7) ABORT("Throw in TOO odd direction...");
1633 ToBeThrown->Fly(this, Direction, GetAttribute(ARM_STRENGTH));
1637 void character::HasBeenHitByItem (character *Thrower, item *Thingy, int Damage, double ToHitValue, int Direction) {
1638 if (IsPlayer()) ADD_MESSAGE("%s hits you.", Thingy->CHAR_NAME(DEFINITE));
1639 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s hits %s.", Thingy->CHAR_NAME(DEFINITE), CHAR_NAME(DEFINITE));
1640 int BodyPart = ChooseBodyPartToReceiveHit(ToHitValue, DodgeValue);
1641 int WeaponSkillHits = Thrower ? CalculateWeaponSkillHits(Thrower) : 0;
1642 int DoneDamage = ReceiveBodyPartDamage(Thrower, Damage, PHYSICAL_DAMAGE, BodyPart, Direction);
1643 truth Succeeded = (GetBodyPart(BodyPart) && HitEffect(Thrower, Thingy, Thingy->GetPos(), THROW_ATTACK, BodyPart, Direction, !DoneDamage)) || DoneDamage;
1644 if (Succeeded && Thrower) Thrower->WeaponSkillHit(Thingy, THROW_ATTACK, WeaponSkillHits);
1645 festring DeathMsg = CONST_S("killed by a flying ")+Thingy->GetName(UNARTICLED);
1646 if (CheckDeath(DeathMsg, Thrower)) return;
1647 if (Thrower) {
1648 if (Thrower->CanBeSeenByPlayer())
1649 DeActivateVoluntaryAction(CONST_S("The attack of ")+Thrower->GetName(DEFINITE)+CONST_S(" interrupts you."));
1650 else
1651 DeActivateVoluntaryAction(CONST_S("The attack interrupts you."));
1652 } else {
1653 DeActivateVoluntaryAction(CONST_S("The hit interrupts you."));
1658 truth character::DodgesFlyingItem (item *Item, double ToHitValue) {
1659 return !Item->EffectIsGood() && RAND() % int(100+ToHitValue/DodgeValue*100) < 100;
1663 void character::GetPlayerCommand () {
1664 command *cmd;
1665 truth HasActed = false;
1666 while (!HasActed) {
1667 game::DrawEverything();
1668 if (game::GetDangerFound()) {
1669 if (game::GetDangerFound() > 500.) {
1670 if (game::GetCausePanicFlag()) {
1671 game::SetCausePanicFlag(false);
1672 BeginTemporaryState(PANIC, 500+RAND_N(500));
1674 game::AskForEscPress(CONST_S("You are horrified by your situation!"));
1675 } else if (ivanconfig::GetWarnAboutDanger()) {
1676 if (game::GetDangerFound() > 50.) game::AskForEscPress(CONST_S("You sense great danger!"));
1677 else game::AskForEscPress(CONST_S("You sense danger!"));
1679 game::SetDangerFound(0);
1681 game::SetIsInGetCommand(true);
1682 int Key = GET_KEY();
1683 game::SetIsInGetCommand(false);
1684 if (Key != '+' && Key != '-' && Key != 'M') msgsystem::ThyMessagesAreNowOld(); // gum
1685 truth ValidKeyPressed = false;
1686 int c;
1687 for (c = 0; c < DIRECTION_COMMAND_KEYS; ++c) {
1688 if (Key == game::GetMoveCommandKey(c)) {
1689 HasActed = TryMove(ApplyStateModification(game::GetMoveVector(c)), true, game::PlayerIsRunning());
1690 ValidKeyPressed = true;
1693 for (c = 1; (cmd = commandsystem::GetCommand(c)); ++c) {
1694 /* k8 */
1695 /* Numpad aliases for most commonly used commands */
1696 if (Key == KEY_DEL && cmd->GetLinkedFunction() == commandsystem::Eat) Key = cmd->GetKey();
1697 if (Key == KEY_INS && cmd->GetLinkedFunction() == commandsystem::PickUp) Key = cmd->GetKey();
1698 if (Key == KEY_PLUS && cmd->GetLinkedFunction() == commandsystem::EquipmentScreen) Key = cmd->GetKey();
1699 /* k8 */
1700 if (Key == cmd->GetKey()) {
1701 if (game::IsInWilderness() && !commandsystem::GetCommand(c)->IsUsableInWilderness())
1702 ADD_MESSAGE("This function cannot be used while in wilderness.");
1703 else if (!game::WizardModeIsActive() && commandsystem::GetCommand(c)->IsWizardModeFunction())
1704 ADD_MESSAGE("Activate wizardmode to use this function.");
1705 else
1706 HasActed = commandsystem::GetCommand(c)->GetLinkedFunction()(this);
1707 ValidKeyPressed = true;
1708 break;
1711 if (!ValidKeyPressed) ADD_MESSAGE("Unknown key. Press '?' for a list of commands.");
1713 game::IncreaseTurn();
1717 void character::Vomit (v2 Pos, int Amount, truth ShowMsg) {
1718 if (!CanVomit()) return;
1719 if (ShowMsg) {
1720 if (IsPlayer()) ADD_MESSAGE("You vomit.");
1721 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s vomits.", CHAR_NAME(DEFINITE));
1723 if (VomittingIsUnhealthy()) {
1724 EditExperience(ARM_STRENGTH, -75, 1 << 9);
1725 EditExperience(LEG_STRENGTH, -75, 1 << 9);
1727 if (IsPlayer()) {
1728 EditNP(-2500-RAND()%2501);
1729 CheckStarvationDeath(CONST_S("vomited himself to death"));
1731 if (StateIsActivated(PARASITIZED) && !(RAND() & 7)) {
1732 if (IsPlayer()) ADD_MESSAGE("You notice a dead broad tapeworm among your former stomach contents.");
1733 DeActivateTemporaryState(PARASITIZED);
1735 if (!game::IsInWilderness()) {
1736 GetNearLSquare(Pos)->ReceiveVomit(this, liquid::Spawn(GetVomitMaterial(), sLong(sqrt(GetBodyVolume())*Amount/1000)));
1741 truth character::Polymorph (character *NewForm, int Counter) {
1742 if (!IsPolymorphable() || (!IsPlayer() && game::IsInWilderness())) {
1743 delete NewForm;
1744 return false;
1746 RemoveTraps();
1747 if (GetAction()) GetAction()->Terminate(false);
1748 NewForm->SetAssignedName("");
1749 if (IsPlayer())
1750 ADD_MESSAGE("Your body glows in a crimson light. You transform into %s!", NewForm->CHAR_NAME(INDEFINITE));
1751 else if (CanBeSeenByPlayer())
1752 ADD_MESSAGE("%s glows in a crimson light and %s transforms into %s!", CHAR_NAME(DEFINITE), GetPersonalPronoun().CStr(), NewForm->CHAR_NAME(INDEFINITE));
1754 Flags |= C_IN_NO_MSG_MODE;
1755 NewForm->Flags |= C_IN_NO_MSG_MODE;
1756 NewForm->ChangeTeam(GetTeam());
1757 NewForm->GenerationDanger = GenerationDanger;
1758 NewForm->mOnEvents = this->mOnEvents;
1760 if (GetTeam()->GetLeader() == this) GetTeam()->SetLeader(NewForm);
1762 v2 Pos = GetPos();
1763 Remove();
1764 NewForm->PutToOrNear(Pos);
1765 NewForm->SetAssignedName(GetAssignedName());
1766 NewForm->ActivateTemporaryState(POLYMORPHED);
1767 NewForm->SetTemporaryStateCounter(POLYMORPHED, Counter);
1769 if (TemporaryStateIsActivated(POLYMORPHED)) {
1770 NewForm->SetPolymorphBackup(GetPolymorphBackup());
1771 SetPolymorphBackup(0);
1772 SendToHell();
1773 } else {
1774 NewForm->SetPolymorphBackup(this);
1775 Flags |= C_POLYMORPHED;
1776 Disable();
1779 GetStack()->MoveItemsTo(NewForm->GetStack());
1780 NewForm->SetMoney(GetMoney());
1781 DonateEquipmentTo(NewForm);
1782 Flags &= ~C_IN_NO_MSG_MODE;
1783 NewForm->Flags &= ~C_IN_NO_MSG_MODE;
1784 NewForm->CalculateAll();
1786 if (IsPlayer()) {
1787 Flags &= ~C_PLAYER;
1788 game::SetPlayer(NewForm);
1789 game::SendLOSUpdateRequest();
1790 UpdateESPLOS();
1793 NewForm->TestWalkability();
1794 return true;
1798 void character::BeKicked (character *Kicker, item *Boot, bodypart *Leg, v2 HitPos, double KickDamage,
1799 double ToHitValue, int Success, int Direction, truth Critical, truth ForceHit)
1801 //FIXME: other args
1802 game::ClearEventData();
1803 game::mActor = Kicker;
1804 if (game::RunOnCharEvent(this, CONST_S("before_be_kicked"))) { game::ClearEventData(); return; }
1805 game::ClearEventData();
1806 game::mActor = 0;
1807 switch (TakeHit(Kicker, Boot, Leg, HitPos, KickDamage, ToHitValue, Success, KICK_ATTACK, Direction, Critical, ForceHit)) {
1808 case HAS_HIT:
1809 case HAS_BLOCKED:
1810 case DID_NO_DAMAGE:
1811 if (IsEnabled() && !CheckBalance(KickDamage)) {
1812 if (IsPlayer()) ADD_MESSAGE("The kick throws you off balance.");
1813 else if (Kicker->IsPlayer()) ADD_MESSAGE("The kick throws %s off balance.", CHAR_DESCRIPTION(DEFINITE));
1814 v2 FallToPos = GetPos()+game::GetMoveVector(Direction);
1815 FallTo(Kicker, FallToPos);
1821 /* Return true if still in balance */
1822 truth character::CheckBalance (double KickDamage) {
1823 return !CanMove() || IsStuck() || !KickDamage || (!IsFlying() && KickDamage*5 < RAND()%GetSize());
1827 void character::FallTo (character *GuiltyGuy, v2 Where) {
1828 EditAP(-500);
1829 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
1830 int Squares = CalculateNewSquaresUnder(MoveToSquare, Where);
1831 if (Squares) {
1832 truth NoRoom = false;
1833 for (int c = 0; c < Squares; ++c) {
1834 olterrain *Terrain = MoveToSquare[c]->GetOLTerrain();
1835 if (Terrain && !CanMoveOn(Terrain)) { NoRoom = true; break; }
1837 if (NoRoom) {
1838 if (HasHead()) {
1839 if (IsPlayer()) ADD_MESSAGE("You hit your head on the wall.");
1840 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s hits %s head on the wall.", CHAR_NAME(DEFINITE), GetPossessivePronoun().CStr());
1842 ReceiveDamage(GuiltyGuy, 1+RAND()%5, PHYSICAL_DAMAGE, HEAD);
1843 CheckDeath(CONST_S("killed by hitting a wall due to being kicked @bk"), GuiltyGuy);
1844 } else {
1845 if (IsFreeForMe(MoveToSquare[0])) Move(Where, true);
1846 // Place code that handles characters bouncing to each other here
1852 truth character::CheckCannibalism (cmaterial *What) const {
1853 return GetTorso()->GetMainMaterial()->IsSameAs(What);
1857 void character::StandIdleAI () {
1858 SeekLeader(GetLeader());
1859 if (CheckForEnemies(true, true, true)) return;
1860 if (CheckForUsefulItemsOnGround()) return;
1861 if (FollowLeader(GetLeader())) return;
1862 if (CheckForDoors()) return;
1863 if (MoveTowardsHomePos()) return;
1864 if (CheckSadism()) return;
1865 EditAP(-1000);
1869 truth character::LoseConsciousness (int Counter, truth HungerFaint) {
1870 if (!AllowUnconsciousness()) return false;
1871 action *Action = GetAction();
1872 if (Action) {
1873 if (HungerFaint && !Action->AllowUnconsciousness()) return false;
1874 if (Action->IsUnconsciousness()) {
1875 static_cast<unconsciousness *>(Action)->RaiseCounterTo(Counter);
1876 return true;
1878 Action->Terminate(false);
1880 if (IsPlayer()) ADD_MESSAGE("You lose consciousness.");
1881 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s loses consciousness.", CHAR_NAME(DEFINITE));
1882 unconsciousness *Unconsciousness = unconsciousness::Spawn(this);
1883 Unconsciousness->SetCounter(Counter);
1884 SetAction(Unconsciousness);
1885 return true;
1889 void character::DeActivateVoluntaryAction (cfestring &Reason) {
1890 if (GetAction() && GetAction()->IsVoluntary()) {
1891 if (IsPlayer()) {
1892 if (Reason.GetSize()) ADD_MESSAGE("%s", Reason.CStr());
1893 if (game::TruthQuestion(CONST_S("Continue ") + GetAction()->GetDescription()+"? [y/N]")) GetAction()->ActivateInDNDMode();
1894 else GetAction()->Terminate(false);
1896 else {
1897 GetAction()->Terminate(false);
1903 void character::ActionAutoTermination () {
1904 if (!GetAction() || !GetAction()->IsVoluntary() || GetAction()->InDNDMode()) return;
1905 v2 Pos = GetPos();
1906 for (int c = 0; c < game::GetTeams(); ++c) {
1907 if (GetTeam()->GetRelation(game::GetTeam(c)) == HOSTILE) {
1908 for (std::list<character *>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
1909 character *ch = *i;
1910 if (ch->IsEnabled() && ch->CanBeSeenBy(this, false, true) && (ch->CanMove() || ch->GetPos().IsAdjacent(Pos)) && ch->CanAttack()) {
1911 if (IsPlayer()) {
1912 ADD_MESSAGE("%s seems to be hostile.", ch->CHAR_NAME(DEFINITE));
1913 if (game::TruthQuestion(CONST_S("Continue ")+GetAction()->GetDescription()+"? [y/N]")) GetAction()->ActivateInDNDMode();
1914 else GetAction()->Terminate(false);
1915 } else {
1916 GetAction()->Terminate(false);
1918 return;
1926 truth character::CheckForEnemies (truth CheckDoors, truth CheckGround, truth MayMoveRandomly, truth RunTowardsTarget) {
1927 if (!IsEnabled()) return false;
1928 truth HostileCharsNear = false;
1929 character *NearestChar = 0;
1930 sLong NearestDistance = 0x7FFFFFFF;
1931 v2 Pos = GetPos();
1932 for (int c = 0; c < game::GetTeams(); ++c) {
1933 if (GetTeam()->GetRelation(game::GetTeam(c)) == HOSTILE) {
1934 for (std::list<character*>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
1935 character *ch = *i;
1936 if (ch->IsEnabled() && GetAttribute(WISDOM) < ch->GetAttackWisdomLimit()) {
1937 sLong ThisDistance = Max<sLong>(abs(ch->GetPos().X - Pos.X), abs(ch->GetPos().Y - Pos.Y));
1938 if (ThisDistance <= GetLOSRangeSquare()) HostileCharsNear = true;
1939 if ((ThisDistance < NearestDistance || (ThisDistance == NearestDistance && !(RAND() % 3))) &&
1940 ch->CanBeSeenBy(this, false, IsGoingSomeWhere()) &&
1941 (!IsGoingSomeWhere() || HasClearRouteTo(ch->GetPos()))) {
1942 NearestChar = ch;
1943 NearestDistance = ThisDistance;
1950 if (NearestChar) {
1951 if (GetAttribute(INTELLIGENCE) >= 10 || IsSpy()) game::CallForAttention(GetPos(), 100);
1952 if (SpecialEnemySightedReaction(NearestChar)) return true;
1953 if (IsExtraCoward() && !StateIsActivated(PANIC) && NearestChar->GetRelativeDanger(this) >= 0.5) {
1954 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s sees %s.", CHAR_NAME(DEFINITE), NearestChar->CHAR_DESCRIPTION(DEFINITE));
1955 BeginTemporaryState(PANIC, 500+RAND()%500);
1957 if (!IsRetreating()) {
1958 if (CheckGround && NearestDistance > 2 && CheckForUsefulItemsOnGround(false)) return true;
1959 SetGoingTo(NearestChar->GetPos());
1960 } else {
1961 SetGoingTo(Pos-((NearestChar->GetPos()-Pos)<<4));
1963 return MoveTowardsTarget(true);
1964 } else {
1965 character *Leader = GetLeader();
1966 if (Leader == this) Leader = 0;
1967 if (!Leader && IsGoingSomeWhere()) {
1968 if (!MoveTowardsTarget(RunTowardsTarget)) {
1969 TerminateGoingTo();
1970 return false;
1971 } else {
1972 if (!IsEnabled()) return true;
1973 if (GetPos() == GoingTo) TerminateGoingTo();
1974 return true;
1976 } else {
1977 if ((!Leader || (Leader && !IsGoingSomeWhere())) && HostileCharsNear) {
1978 if (CheckDoors && CheckForDoors()) return true;
1979 if (CheckGround && CheckForUsefulItemsOnGround()) return true;
1980 if (MayMoveRandomly && MoveRandomly()) return true; // one has heard that an enemy is near but doesn't know where
1982 return false;
1988 truth character::CheckForDoors () {
1989 if (!CanOpen() || !IsEnabled()) return false;
1990 for (int d = 0; d < GetNeighbourSquares(); ++d) {
1991 lsquare *Square = GetNeighbourLSquare(d);
1992 if (Square && Square->GetOLTerrain() && Square->GetOLTerrain()->Open(this)) return true;
1994 return false;
1998 truth character::CheckForUsefulItemsOnGround (truth CheckFood) {
1999 if (StateIsActivated(PANIC) || !IsEnabled()) return false;
2000 itemvector ItemVector;
2001 GetStackUnder()->FillItemVector(ItemVector);
2002 for (uInt c = 0; c < ItemVector.size(); ++c) {
2003 if (ItemVector[c]->CanBeSeenBy(this) && ItemVector[c]->IsPickable(this)) {
2004 if (!(CommandFlags & DONT_CHANGE_EQUIPMENT) && TryToEquip(ItemVector[c])) return true;
2005 if (CheckFood && UsesNutrition() && !CheckIfSatiated() && TryToConsume(ItemVector[c])) return true;
2006 if (IsRangedAttacker() && (ItemVector[c])->GetThrowItemTypes() && TryToAddToInventory(ItemVector[c])) return true;
2009 return false;
2013 truth character::TryToAddToInventory (item *Item) {
2014 if (!(GetBurdenState() > STRESSED) || !CanUseEquipment() || Item->GetSquaresUnder() != 1) return false;
2015 room *Room = GetRoom();
2016 if (!Room || Room->PickupItem(this, Item, 1)) {
2017 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s picks up %s from the ground.", CHAR_NAME(DEFINITE), Item->CHAR_NAME(INDEFINITE));
2018 Item->MoveTo(GetStack());
2019 DexterityAction(5);
2020 return true;
2022 return false;
2026 truth character::CheckInventoryForItemToThrow (item *ToBeChecked) {
2027 return (ToBeChecked->GetThrowItemTypes() & GetWhatThrowItemTypesToThrow()) ? true : false; //hehe
2031 truth character::CheckThrowItemOpportunity () {
2032 if (!IsRangedAttacker() || !CanThrow() || !IsHumanoid() || !IsSmall() || !IsEnabled()) return false; // total gum
2033 //fprintf(stderr, "character::CheckThrowItemOpportunity...\n");
2034 // Steps:
2035 // (1) - Acquire target as nearest enemy
2036 // (2) - Check that this enemy is in range, and is in appropriate direction; no friendly fire!
2037 // (3) - check inventory for throwing weapon, select this weapon
2038 // (4) - throw item in direction where the enemy is
2040 //Check the visible area for hostiles
2041 int ThrowDirection = 0;
2042 int TargetFound = 0;
2043 v2 Pos = GetPos();
2044 v2 TestPos;
2045 int RangeMax = GetLOSRange();
2046 int CandidateDirections[7] = {0, 0, 0, 0, 0, 0, 0};
2047 int HostileFound = 0;
2048 item *ToBeThrown = 0;
2049 level *Level = GetLevel();
2051 for (int r = 1; r <= RangeMax; ++r) {
2052 for (int dir = 0; dir < 8; ++dir) {
2054 switch (dir) {
2055 case 0: TestPos = v2(Pos.X-r, Pos.Y-r); break;
2056 case 1: TestPos = v2(Pos.X, Pos.Y-r); break;
2057 case 2: TestPos = v2(Pos.X+r, Pos.Y-r); break;
2058 case 3: TestPos = v2(Pos.X-r, Pos.Y); break;
2059 case 4: TestPos = v2(Pos.X+r, Pos.Y); break;
2060 case 5: TestPos = v2(Pos.X-r, Pos.Y+r); break;
2061 case 6: TestPos = v2(Pos.X, Pos.Y+r); break;
2062 case 7: TestPos = v2(Pos.X+r, Pos.Y+r); break;
2064 if (Level->IsValidPos(TestPos)) {
2065 square *TestSquare = GetNearSquare(TestPos);
2066 character *Dude = TestSquare->GetCharacter();
2068 if (Dude && Dude->IsEnabled() && Dude->CanBeSeenBy(this, false, true)) {
2069 if (GetRelation(Dude) != HOSTILE) CandidateDirections[dir] = BLOCKED;
2070 else if (GetRelation(Dude) == HOSTILE && CandidateDirections[dir] != BLOCKED) {
2071 //then load this candidate position direction into the vector of possible throw directions
2072 CandidateDirections[dir] = SUCCESS;
2073 HostileFound = 1;
2080 if (HostileFound) {
2081 for (int dir = 0; dir < 8; ++dir) {
2082 if (CandidateDirections[dir] == SUCCESS && !TargetFound) {
2083 ThrowDirection = dir;
2084 TargetFound = 1;
2085 break;
2088 if (!TargetFound) return false;
2089 } else {
2090 return false;
2092 //fprintf(stderr, "throw: has target.\n");
2093 // check inventory for throwing weapon
2094 itemvector ItemVector;
2095 GetStack()->FillItemVector(ItemVector);
2096 for (uInt c = 0; c < ItemVector.size(); ++c) {
2097 if (ItemVector[c]->IsThrowingWeapon()) {
2098 ToBeThrown = ItemVector[c];
2099 break;
2102 if (!ToBeThrown) return false;
2103 //fprintf(stderr, "throw: has throwing weapon.\n");
2104 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s throws %s.", CHAR_NAME(DEFINITE), ToBeThrown->CHAR_NAME(INDEFINITE));
2105 ThrowItem(ThrowDirection, ToBeThrown);
2106 EditExperience(ARM_STRENGTH, 75, 1<<8);
2107 EditExperience(DEXTERITY, 75, 1<<8);
2108 EditExperience(PERCEPTION, 75, 1<<8);
2109 EditNP(-50);
2110 DexterityAction(5);
2111 TerminateGoingTo();
2112 return true;
2116 truth character::CheckAIZapOpportunity () {
2117 if (/*!IsRangedAttacker() || */ !CanZap() || !IsHumanoid() || !IsSmall() || !IsEnabled()) return false; // total gum
2118 // Steps:
2119 // (1) - Acquire target as nearest enemy
2120 // (2) - Check that this enemy is in range, and is in appropriate direction; no friendly fire!
2121 // (3) - check inventory for zappable item
2122 // (4) - zap item in direction where the enemy is
2123 //Check the rest of the visible area for hostiles
2124 v2 Pos = GetPos();
2125 v2 TestPos;
2126 int SensibleRange = 5;
2127 int RangeMax = GetLOSRange();
2128 if (RangeMax < SensibleRange) SensibleRange = RangeMax;
2129 int CandidateDirections[7] = {0, 0, 0, 0, 0, 0, 0};
2130 int HostileFound = 0;
2131 int ZapDirection = 0;
2132 int TargetFound = 0;
2133 item *ToBeZapped = 0;
2134 level *Level = GetLevel();
2136 for (int r = 2; r <= SensibleRange; ++r) {
2137 for (int dir = 0; dir < 8; ++dir) {
2138 switch (dir) {
2139 case 0: TestPos = v2(Pos.X-r, Pos.Y-r); break;
2140 case 1: TestPos = v2(Pos.X, Pos.Y-r); break;
2141 case 2: TestPos = v2(Pos.X+r, Pos.Y-r); break;
2142 case 3: TestPos = v2(Pos.X-r, Pos.Y); break;
2143 case 4: TestPos = v2(Pos.X+r, Pos.Y); break;
2144 case 5: TestPos = v2(Pos.X-r, Pos.Y+r); break;
2145 case 6: TestPos = v2(Pos.X, Pos.Y+r); break;
2146 case 7: TestPos = v2(Pos.X+r, Pos.Y+r); break;
2148 if (Level->IsValidPos(TestPos)) {
2149 square *TestSquare = GetNearSquare(TestPos);
2150 character *Dude = TestSquare->GetCharacter();
2152 if (Dude && Dude->IsEnabled() && Dude->CanBeSeenBy(this, false, true)) {
2153 if (GetRelation(Dude) != HOSTILE) CandidateDirections[dir] = BLOCKED;
2154 else if (GetRelation(Dude) == HOSTILE && CandidateDirections[dir] != BLOCKED) {
2155 //then load this candidate position direction into the vector of possible zap directions
2156 CandidateDirections[dir] = SUCCESS;
2157 HostileFound = 1;
2164 if (HostileFound) {
2165 for (int dir = 0; dir < 8; ++dir) {
2166 if (CandidateDirections[dir] == SUCCESS && !TargetFound) {
2167 ZapDirection = dir;
2168 TargetFound = 1;
2169 break;
2172 if (!TargetFound) return false;
2173 } else {
2174 return false;
2176 // check inventory for zappable item
2177 itemvector ItemVector;
2178 GetStack()->FillItemVector(ItemVector);
2179 for (unsigned int c = 0; c < ItemVector.size(); ++c) {
2180 if (ItemVector[c]->GetMinCharges() > 0 && ItemVector[c]->GetPrice()) {
2181 // bald-faced gum solution for choosing zappables that have shots left.
2182 // MinCharges needs to be replaced. Empty wands have zero price!
2183 ToBeZapped = ItemVector[c];
2184 break;
2187 if (!ToBeZapped) return false;
2188 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s zaps %s.", CHAR_NAME(DEFINITE), ToBeZapped->CHAR_NAME(INDEFINITE));
2189 if (ToBeZapped->Zap(this, GetPos(), ZapDirection)) {
2190 EditAP(-100000/APBonus(GetAttribute(PERCEPTION)));
2191 return true;
2192 } else {
2193 return false;
2195 TerminateGoingTo();
2196 return true;
2200 truth character::FollowLeader (character *Leader) {
2201 if (!Leader || Leader == this || !IsEnabled()) return false;
2202 if (CommandFlags & FOLLOW_LEADER && Leader->CanBeSeenBy(this) && Leader->SquareUnderCanBeSeenBy(this, true)) {
2203 v2 Distance = GetPos()-GoingTo;
2204 if (abs(Distance.X) <= 2 && abs(Distance.Y) <= 2) return false;
2205 return MoveTowardsTarget(false);
2207 if (IsGoingSomeWhere()) {
2208 if (!MoveTowardsTarget(true)) {
2209 TerminateGoingTo();
2210 return false;
2212 return true;
2214 return false;
2218 void character::SeekLeader (ccharacter *Leader) {
2219 if (Leader && Leader != this) {
2220 if (Leader->CanBeSeenBy(this) && (Leader->SquareUnderCanBeSeenBy(this, true) || !IsGoingSomeWhere())) {
2221 if (CommandFlags & FOLLOW_LEADER) SetGoingTo(Leader->GetPos());
2222 } else if (!IsGoingSomeWhere()) {
2223 team *Team = GetTeam();
2224 for (std::list<character *>::const_iterator i = Team->GetMember().begin(); i != Team->GetMember().end(); ++i) {
2225 character *ch = *i;
2226 if (ch->IsEnabled() && ch->GetID() != GetID() &&
2227 (CommandFlags & FOLLOW_LEADER) == (ch->CommandFlags & FOLLOW_LEADER) && ch->CanBeSeenBy(this)) {
2228 v2 Pos = ch->GetPos();
2229 v2 Distance = GetPos()-Pos;
2230 if (abs(Distance.X) > 2 && abs(Distance.Y) > 2) {
2231 SetGoingTo(Pos);
2232 break;
2241 int character::GetMoveEase () const {
2242 switch (BurdenState) {
2243 case OVER_LOADED:
2244 case STRESSED: return 50;
2245 case BURDENED: return 75;
2246 case UNBURDENED: return 100;
2248 return 666;
2252 int character::GetLOSRange () const {
2253 if (!game::IsInWilderness()) return GetAttribute(PERCEPTION)*GetLevel()->GetLOSModifier()/48;
2254 return 3;
2258 truth character::Displace (character *Who, truth Forced) {
2259 if (GetBurdenState() == OVER_LOADED) {
2260 if (IsPlayer()) {
2261 cchar *CrawlVerb = StateIsActivated(LEVITATION) ? "float" : "crawl";
2262 ADD_MESSAGE("You try very hard to %s forward. But your load is too heavy.", CrawlVerb);
2263 EditAP(-1000);
2264 return true;
2266 return false;
2269 double Danger = GetRelativeDanger(Who);
2270 int PriorityDifference = Limit(GetDisplacePriority()-Who->GetDisplacePriority(), -31, 31);
2272 if (IsPlayer()) ++PriorityDifference;
2273 else if (Who->IsPlayer()) --PriorityDifference;
2275 if (PriorityDifference >= 0) Danger *= 1 << PriorityDifference;
2276 else Danger /= 1 << -PriorityDifference;
2278 if (IsSmall() && Who->IsSmall() &&
2279 (Forced || Danger > 1.0 || !(Who->IsPlayer() || Who->IsBadPath(GetPos()))) &&
2280 !IsStuck() && !Who->IsStuck() && (!Who->GetAction() || Who->GetAction()->TryDisplace()) &&
2281 CanMove() && Who->CanMove() && Who->CanMoveOn(GetLSquareUnder())) {
2282 if (IsPlayer()) ADD_MESSAGE("You displace %s!", Who->CHAR_DESCRIPTION(DEFINITE));
2283 else if (Who->IsPlayer()) ADD_MESSAGE("%s displaces you!", CHAR_DESCRIPTION(DEFINITE));
2284 else if (CanBeSeenByPlayer() || Who->CanBeSeenByPlayer()) ADD_MESSAGE("%s displaces %s!", CHAR_DESCRIPTION(DEFINITE), Who->CHAR_DESCRIPTION(DEFINITE));
2285 lsquare *OldSquareUnder1[MAX_SQUARES_UNDER];
2286 lsquare *OldSquareUnder2[MAX_SQUARES_UNDER];
2287 for (int c = 0; c < GetSquaresUnder(); ++c) OldSquareUnder1[c] = GetLSquareUnder(c);
2288 for (int c = 0; c < Who->GetSquaresUnder(); ++c) OldSquareUnder2[c] = Who->GetLSquareUnder(c);
2289 v2 Pos = GetPos();
2290 v2 WhoPos = Who->GetPos();
2291 Remove();
2292 Who->Remove();
2293 PutTo(WhoPos);
2294 Who->PutTo(Pos);
2295 EditAP(-GetMoveAPRequirement(GetSquareUnder()->GetEntryDifficulty()) - 500);
2296 EditNP(-12*GetSquareUnder()->GetEntryDifficulty());
2297 EditExperience(AGILITY, 75, GetSquareUnder()->GetEntryDifficulty() << 7);
2298 if (IsPlayer()) ShowNewPosInfo();
2299 if (Who->IsPlayer()) Who->ShowNewPosInfo();
2300 SignalStepFrom(OldSquareUnder1);
2301 Who->SignalStepFrom(OldSquareUnder2);
2302 return true;
2303 } else {
2304 if (IsPlayer()) {
2305 ADD_MESSAGE("%s resists!", Who->CHAR_DESCRIPTION(DEFINITE));
2306 EditAP(-1000);
2307 return true;
2309 return false;
2314 void character::SetNP (sLong What) {
2315 int OldState = GetHungerState();
2316 NP = What;
2317 if (IsPlayer()) {
2318 int NewState = GetHungerState();
2319 if (NewState == STARVING && OldState > STARVING) DeActivateVoluntaryAction(CONST_S("You are getting really hungry."));
2320 else if (NewState == VERY_HUNGRY && OldState > VERY_HUNGRY) DeActivateVoluntaryAction(CONST_S("You are getting very hungry."));
2321 else if (NewState == HUNGRY && OldState > HUNGRY) DeActivateVoluntaryAction(CONST_S("You are getting hungry."));
2326 void character::ShowNewPosInfo () const {
2327 msgsystem::EnterBigMessageMode();
2328 v2 Pos = GetPos();
2330 if (ivanconfig::GetAutoCenterMap()) {
2331 game::UpdateCameraX();
2332 game::UpdateCameraY();
2333 } else {
2334 if (Pos.X < game::GetCamera().X+3 || Pos.X >= game::GetCamera().X+game::GetScreenXSize()-3) game::UpdateCameraX();
2335 if (Pos.Y < game::GetCamera().Y+3 || Pos.Y >= game::GetCamera().Y+game::GetScreenYSize()-3) game::UpdateCameraY();
2338 game::SendLOSUpdateRequest();
2339 game::DrawEverythingNoBlit();
2340 UpdateESPLOS();
2342 if (!game::IsInWilderness()) {
2343 if (GetLSquareUnder()->IsDark() && !game::GetSeeWholeMapCheatMode()) ADD_MESSAGE("It's dark in here!");
2345 GetLSquareUnder()->ShowSmokeMessage();
2346 itemvectorvector PileVector;
2347 GetStackUnder()->Pile(PileVector, this, CENTER);
2349 if (PileVector.size()) {
2350 truth Feel = !GetLSquareUnder()->IsTransparent() || GetLSquareUnder()->IsDark();
2351 if (PileVector.size() == 1) {
2352 if (Feel) ADD_MESSAGE("You feel %s lying here.", PileVector[0][0]->GetName(INDEFINITE, PileVector[0].size()).CStr());
2353 else ADD_MESSAGE("%s %s lying here.", PileVector[0][0]->GetName(INDEFINITE, PileVector[0].size()).CStr(), PileVector[0].size() == 1 ? "is" : "are");
2354 } else {
2355 int Items = 0;
2356 for (uInt c = 0; c < PileVector.size(); ++c) {
2357 if ((Items += PileVector[c].size()) > 3) break;
2359 if (Items > 3) {
2360 if (Feel) ADD_MESSAGE("You feel several items lying here.");
2361 else ADD_MESSAGE("Several items are lying here.");
2362 } else if (Items) {
2363 if (Feel) ADD_MESSAGE("You feel a few items lying here.");
2364 else ADD_MESSAGE("A few items are lying here.");
2369 festring SideItems;
2370 GetLSquareUnder()->GetSideItemDescription(SideItems);
2372 if (!SideItems.IsEmpty()) ADD_MESSAGE("There is %s.", SideItems.CStr());
2374 if (GetLSquareUnder()->HasEngravings()) {
2375 if (CanRead()) ADD_MESSAGE("Something has been engraved here: \"%s\"", GetLSquareUnder()->GetEngraved());
2376 else ADD_MESSAGE("Something has been engraved here.");
2380 msgsystem::LeaveBigMessageMode();
2384 void character::Hostility (character *Enemy) {
2385 if (Enemy == this || !Enemy || !Team || !Enemy->Team) return;
2386 if (Enemy->IsMasochist() && GetRelation(Enemy) == FRIEND) return;
2387 if (!IsAlly(Enemy)) {
2388 GetTeam()->Hostility(Enemy->GetTeam());
2389 } else if (IsPlayer() && !Enemy->IsPlayer()) {
2390 // I believe both may be players due to polymorph feature...
2391 if (Enemy->CanBeSeenByPlayer()) ADD_MESSAGE("%s becomes enraged.", Enemy->CHAR_NAME(DEFINITE));
2392 Enemy->ChangeTeam(game::GetTeam(BETRAYED_TEAM));
2397 stack *character::GetGiftStack () const {
2398 if (GetLSquareUnder()->GetRoomIndex() && !GetLSquareUnder()->GetRoom()->AllowDropGifts()) return GetStack();
2399 return GetStackUnder();
2403 truth character::MoveRandomlyInRoom () {
2404 for (int c = 0; c < 10; ++c) {
2405 v2 ToTry = game::GetMoveVector(RAND()&7);
2406 if (GetLevel()->IsValidPos(GetPos()+ToTry)) {
2407 lsquare *Square = GetNearLSquare(GetPos()+ToTry);
2408 if (!Square->IsDangerous(this) && !Square->IsScary(this) &&
2409 (!Square->GetOLTerrain() || !Square->GetOLTerrain()->IsDoor()) &&
2410 TryMove(ToTry, false, false)) return true;
2413 return false;
2417 truth character::IsPassableSquare (int x, int y) const {
2418 area *ca = GetSquareUnder()->GetArea();
2419 if (x < 0 || y < 0 || x >= ca->GetXSize() || y >= ca->GetYSize()) return false;
2420 lsquare *sq = static_cast<lsquare *>(ca->GetSquare(x, y));
2421 return sq && CanMoveOn(sq);
2425 truth character::IsInCorridor () const { return IsInCorridor(GetPos().X, GetPos().Y); }
2427 truth character::IsInCorridor (int x, int y) const {
2428 if (!IsPassableSquare(x, y-1) && !IsPassableSquare(x, y+1)) return true;
2429 if (!IsPassableSquare(x-1, y) && !IsPassableSquare(x+1, y)) return true;
2430 if (IsPassableSquare(x, y-1) && IsPassableSquare(x, y+1) &&
2431 (IsPassableSquare(x-1, y) || IsPassableSquare(x+1, y))) return false;
2432 if (IsPassableSquare(x-1, y) && IsPassableSquare(x+1, y) &&
2433 (IsPassableSquare(x, y-1) || IsPassableSquare(x, y+1))) return false;
2434 if (!IsPassableSquare(x-1, y-1) && !IsPassableSquare(x+1, y-1) &&
2435 !IsPassableSquare(x-1, y+1) && !IsPassableSquare(x+1, y+1)) return true;
2436 return false;
2440 truth character::IsInCorridor (const v2 dir) const {
2441 v2 nxy = GetPos()+dir;
2442 return IsInCorridor(nxy.X, nxy.Y);
2446 void character::GoOn (go *Go, truth FirstStep) {
2447 //fprintf(stderr, "corridor: %s\n", IsInCorridor() ? "tan" : "ona");
2448 if (FirstStep) Go->SetIsWalkingInOpen(!IsInCorridor());
2450 v2 MoveVector = ApplyStateModification(game::GetMoveVector(Go->GetDirection()));
2451 lsquare *MoveToSquare[MAX_SQUARES_UNDER];
2453 int Squares = CalculateNewSquaresUnder(MoveToSquare, GetPos()+MoveVector);
2454 if (!Squares || !CanMoveOn(MoveToSquare[0])) {
2455 Go->Terminate(false);
2456 return;
2459 if (!FirstStep && !Go->IsWalkingInOpen() && !IsInCorridor(MoveVector)) {
2460 Go->Terminate(false);
2461 return;
2464 uInt OldRoomIndex = GetLSquareUnder()->GetRoomIndex();
2465 uInt CurrentRoomIndex = MoveToSquare[0]->GetRoomIndex();
2467 if ((OldRoomIndex && (CurrentRoomIndex != OldRoomIndex)) && !FirstStep) {
2468 Go->Terminate(false);
2469 return;
2472 for (int c = 0; c < Squares; ++c) {
2473 if ((MoveToSquare[c]->GetCharacter() && GetTeam() != MoveToSquare[c]->GetCharacter()->GetTeam()) || MoveToSquare[c]->IsDangerous(this)) {
2474 Go->Terminate(false);
2475 return;
2480 0: up-left
2481 1: up
2482 2: up-right
2483 3: left
2484 4: right
2485 5: down-left
2486 6: down
2487 7: down-right
2488 8: stand still
2490 static const int revDir[8] = { 7, 6, 5, 4, 3, 3, 1, 0 };
2491 static const bool orthoDir[8] = { false, true, false, true, true, false, true, false };
2493 int OKDirectionsCounter = 0, gd = Go->GetDirection(), odc = 0;
2494 for (int d = 0; d < GetNeighbourSquares(); ++d) {
2495 lsquare *Square = GetNeighbourLSquare(d);
2496 if (Square && CanMoveOn(Square)) ++OKDirectionsCounter;
2499 int nDir = -1;
2500 if (orthoDir[gd] && !Go->IsWalkingInOpen()) {
2501 // check if there is dead end forward and we have only one turn
2502 v2 nxy = GetPos()+MoveVector;
2503 v2 nxyff = nxy+MoveVector;
2504 odc = 0;
2505 lsquare *sqf = static_cast<lsquare *>(GetSquareUnder()->GetArea()->GetSquare(nxy));
2506 lsquare *sqff = static_cast<lsquare *>(GetSquareUnder()->GetArea()->GetSquare(nxyff));
2507 if (sqf && CanMoveOn(sqf) && (!sqff || !CanMoveOn(sqff))) {
2508 // dead end found
2509 for (int d = 0; d < GetNeighbourSquares(); ++d) {
2510 if (d == gd || d == revDir[gd] || !orthoDir[d]) continue;
2511 v2 sqxy = nxy+game::GetMoveVector(d);
2512 lsquare *sq = static_cast<lsquare *>(GetSquareUnder()->GetArea()->GetSquare(sqxy));
2513 if (sq && CanMoveOn(sq)) {
2514 nDir = d;
2515 odc++;
2519 //fprintf(stderr, "*: %d; nDir: %d\n", odc, nDir);
2522 bool doStop = false;
2523 if (!Go->IsWalkingInOpen()) {
2524 // in the corridor
2525 //fprintf(stderr, "dc: %d\n", OKDirectionsCounter);
2526 if (Go->prevWasTurn()) {
2527 Go->SetPrevWasTurn(false);
2528 } else if (odc == 1) {
2529 // if we will step on something, do it
2530 for (int d = 0; d < GetNeighbourSquares(); ++d) {
2531 lsquare *Square = GetNeighbourLSquare(d);
2532 if (Square && Square->GetStack()->HasSomethingFunny(this, ivanconfig::GetStopOnCorpses(), ivanconfig::GetStopOnSeenItems())) {
2533 //newDir = -1;
2534 doStop = true;
2535 break;
2538 // follow the turn; 3: back, forward and turn
2539 if (!doStop) {
2540 int newDir = -1;
2541 switch (nDir) {
2542 case 1: // up
2543 if (gd == 3) newDir = 0;
2544 else if (gd == 4) newDir = 2;
2545 break;
2546 case 3: // left
2547 if (gd == 1) newDir = 0;
2548 else if (gd == 6) newDir = 5;
2549 break;
2550 case 4: // right
2551 if (gd == 1) newDir = 2;
2552 else if (gd == 6) newDir = 7;
2553 break;
2554 case 6: // down
2555 if (gd == 3) newDir = 5;
2556 else if (gd == 4) newDir = 7;
2557 break;
2559 //if (newDir < 0) ABORT("go error");
2560 if (newDir < 0) { Go->Terminate(false); return; }
2561 lsquare *Square = GetNeighbourLSquare(newDir);
2562 if (Square && CanMoveOn(Square)) {
2563 // fuckin' copypasta
2564 MoveVector = ApplyStateModification(game::GetMoveVector(newDir));
2565 int squares = CalculateNewSquaresUnder(MoveToSquare, GetPos()+MoveVector);
2566 if (squares) {
2567 for (int c = 0; c < squares; ++c) {
2568 if ((MoveToSquare[c]->GetCharacter() && GetTeam() != MoveToSquare[c]->GetCharacter()->GetTeam()) || MoveToSquare[c]->IsDangerous(this)) {
2569 newDir = -1;
2570 break;
2573 if (newDir != -1) {
2575 } else {
2576 newDir = -1;
2579 if (newDir < 0) { Go->Terminate(false); return; }
2580 newDir = nDir;
2581 //fprintf(stderr, "newDir: %d\n", newDir);
2582 Go->SetDirection(newDir);
2583 Go->SetPrevWasTurn(true);
2584 v2 nxyf = GetPos()+MoveVector+game::GetMoveVector(newDir);
2585 v2 nxyff = nxyf+game::GetMoveVector(newDir);
2586 lsquare *sqf = static_cast<lsquare *>(GetSquareUnder()->GetArea()->GetSquare(nxyf));
2587 lsquare *sqff = static_cast<lsquare *>(GetSquareUnder()->GetArea()->GetSquare(nxyff));
2588 if (sqf && CanMoveOn(sqf)) {
2589 Go->SetPrevWasTurn(sqff && CanMoveOn(sqff));
2592 } else if (!IsInCorridor()) {
2593 Go->Terminate(false);
2594 return;
2596 } else {
2597 Go->SetPrevWasTurn(false);
2598 //if (OKDirectionsCounter <= 2) Go->SetIsWalkingInOpen(false);
2599 Go->SetIsWalkingInOpen(!IsInCorridor());
2602 square *BeginSquare = GetSquareUnder();
2604 if (!doStop) {
2605 for (int c = 0; c < Squares; ++c) {
2606 if (MoveToSquare[c]->GetStack()->HasSomethingFunny(this, ivanconfig::GetStopOnCorpses(), ivanconfig::GetStopOnSeenItems())) {
2607 doStop = true;
2608 break;
2613 truth moveOk = TryMove(MoveVector, true, game::PlayerIsRunning());
2614 if (!moveOk || BeginSquare == GetSquareUnder() || (CurrentRoomIndex && (OldRoomIndex != CurrentRoomIndex))) {
2615 if (moveOk) {
2616 if (ivanconfig::GetGoingDelay()) DELAY(ivanconfig::GetGoingDelay());
2617 game::DrawEverything();
2619 Go->Terminate(false);
2620 return;
2623 if (doStop/* || GetStackUnder()->HasSomethingFunny(this, ivanconfig::GetStopOnCorpses(), ivanconfig::GetStopOnSeenItems())*/) {
2624 Go->Terminate(false);
2626 if (ivanconfig::GetGoingDelay()) DELAY(ivanconfig::GetGoingDelay());
2628 game::DrawEverything();
2632 void character::SetTeam (team *What) {
2633 /*k8 if(Team) int esko = esko = 2; */
2634 Team = What;
2635 SetTeamIterator(What->Add(this));
2639 void character::ChangeTeam (team *What) {
2640 if (Team) Team->Remove(GetTeamIterator());
2641 Team = What;
2642 SendNewDrawRequest();
2643 if (Team) SetTeamIterator(Team->Add(this));
2647 truth character::ChangeRandomAttribute (int HowMuch) {
2648 for (int c = 0; c < 50; ++c) {
2649 int AttribID = RAND()%ATTRIBUTES;
2650 if (EditAttribute(AttribID, HowMuch)) return true;
2652 return false;
2656 int character::RandomizeReply (sLong &Said, int Replies) {
2657 truth NotSaid = false;
2658 for (int c = 0; c < Replies; ++c) {
2659 if (!(Said & (1 << c))) {
2660 NotSaid = true;
2661 break;
2664 if (!NotSaid) Said = 0;
2665 sLong ToSay;
2666 while (Said & 1 << (ToSay = RAND() % Replies));
2667 Said |= 1 << ToSay;
2668 return ToSay;
2672 void character::DisplayInfo (festring &Msg) {
2673 if (IsPlayer()) {
2674 Msg << " You are " << GetStandVerb() << " here.";
2675 } else {
2676 Msg << ' ' << GetName(INDEFINITE).CapitalizeCopy() << " is " << GetStandVerb() << " here. " << GetPersonalPronoun().CapitalizeCopy();
2677 cchar *Separator1 = GetAction() ? "," : " and";
2678 cchar *Separator2 = " and";
2679 if (GetTeam() == PLAYER->GetTeam()) {
2680 Msg << " is tame";
2681 } else {
2682 int Relation = GetRelation(PLAYER);
2683 if (Relation == HOSTILE) Msg << " is hostile";
2684 else if (Relation == UNCARING) {
2685 Msg << " does not care about you";
2686 Separator1 = Separator2 = " and is";
2687 } else {
2688 Msg << " is friendly";
2691 if (StateIsActivated(PANIC)) {
2692 Msg << Separator1 << " panicked";
2693 Separator2 = " and";
2695 if (GetAction()) Msg << Separator2 << ' ' << GetAction()->GetDescription();
2696 Msg << '.';
2701 void character::TestWalkability () {
2702 if (!IsEnabled()) return;
2703 square *SquareUnder = !game::IsInWilderness() ? GetSquareUnder() : PLAYER->GetSquareUnder();
2704 if (SquareUnder->IsFatalToStay() && !CanMoveOn(SquareUnder)) {
2705 truth Alive = false;
2706 if (!game::IsInWilderness() || IsPlayer()) {
2707 for (int d = 0; d < GetNeighbourSquares(); ++d) {
2708 square *Square = GetNeighbourSquare(d);
2709 if (Square && CanMoveOn(Square) && IsFreeForMe(Square)) {
2710 if (IsPlayer()) ADD_MESSAGE("%s.", SquareUnder->SurviveMessage(this));
2711 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s.", CHAR_NAME(DEFINITE), SquareUnder->MonsterSurviveMessage(this));
2712 Move(Square->GetPos(), true); // actually, this shouldn't be a teleport move
2713 SquareUnder->SurviveEffect(this);
2714 Alive = true;
2715 break;
2719 if (!Alive) {
2720 if (IsPlayer()) {
2721 Remove();
2722 SendToHell();
2723 festring DeathMsg = festring(SquareUnder->DeathMessage(this));
2724 game::AskForEscPress(DeathMsg+".");
2725 festring Msg = SquareUnder->ScoreEntry(this);
2726 PLAYER->AddScoreEntry(Msg);
2727 game::End(Msg);
2728 } else {
2729 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s.", CHAR_NAME(DEFINITE), SquareUnder->MonsterDeathVerb(this));
2730 Die(0, SquareUnder->ScoreEntry(this), DISALLOW_MSG);
2737 int character::GetSize () const {
2738 return GetTorso()->GetSize();
2742 void character::SetMainMaterial (material *NewMaterial, int SpecialFlags) {
2743 NewMaterial->SetVolume(GetBodyPart(0)->GetMainMaterial()->GetVolume());
2744 GetBodyPart(0)->SetMainMaterial(NewMaterial, SpecialFlags);
2745 for (int c = 1; c < BodyParts; ++c) {
2746 NewMaterial = NewMaterial->SpawnMore(GetBodyPart(c)->GetMainMaterial()->GetVolume());
2747 GetBodyPart(c)->SetMainMaterial(NewMaterial, SpecialFlags);
2752 void character::ChangeMainMaterial (material *NewMaterial, int SpecialFlags) {
2753 NewMaterial->SetVolume(GetBodyPart(0)->GetMainMaterial()->GetVolume());
2754 GetBodyPart(0)->ChangeMainMaterial(NewMaterial, SpecialFlags);
2755 for (int c = 1; c < BodyParts; ++c) {
2756 NewMaterial = NewMaterial->SpawnMore(GetBodyPart(c)->GetMainMaterial()->GetVolume());
2757 GetBodyPart(c)->ChangeMainMaterial(NewMaterial, SpecialFlags);
2762 void character::SetSecondaryMaterial (material *, int) {
2763 ABORT("Illegal character::SetSecondaryMaterial call!");
2767 void character::ChangeSecondaryMaterial (material *, int) {
2768 ABORT("Illegal character::ChangeSecondaryMaterial call!");
2772 void character::TeleportRandomly (truth Intentional) {
2773 v2 TelePos = ERROR_V2;
2774 if (StateIsActivated(TELEPORT_CONTROL)) {
2775 if (IsPlayer()) {
2776 v2 Input = game::PositionQuestion(CONST_S("Where do you wish to teleport? [direction keys move cursor, space accepts]"), GetPos(), &game::TeleportHandler, 0, false);
2777 if (Input == ERROR_V2) Input = GetPos(); // esc pressed
2778 lsquare *Square = GetNearLSquare(Input);
2779 if (CanMoveOn(Square) || game::GoThroughWallsCheatIsActive()) {
2780 if (Square->GetPos() == GetPos()) {
2781 ADD_MESSAGE("You disappear and reappear.");
2782 return;
2784 if (IsFreeForMe(Square)) {
2785 if ((Input-GetPos()).GetLengthSquare() <= GetTeleportRangeSquare()) {
2786 EditExperience(INTELLIGENCE, 100, 1 << 10);
2787 TelePos = Input;
2788 } else {
2789 ADD_MESSAGE("You cannot concentrate yourself enough to control a teleport that far.");
2791 } else {
2792 character *C = Square->GetCharacter();
2793 if (C) ADD_MESSAGE("For a moment you feel very much like %s.", C->CHAR_NAME(INDEFINITE));
2794 else ADD_MESSAGE("You feel that something weird has happened, but can't really tell what exactly.");
2796 } else {
2797 ADD_MESSAGE("You feel like having been hit by something really hard from the inside.");
2799 } else if (!Intentional) {
2800 if (IsGoingSomeWhere() && GetLevel()->IsValidPos(GoingTo)) {
2801 v2 Where = GetLevel()->GetNearestFreeSquare(this, GoingTo);
2802 if (Where != ERROR_V2 && (Where-GetPos()).GetLengthSquare() <= GetTeleportRangeSquare()) {
2803 EditExperience(INTELLIGENCE, 100, 1 << 10);
2804 Where = TelePos;
2810 if (IsPlayer()) {
2811 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.");
2814 //if (TelePos != ERROR_V2) Move(TelePos, true);
2815 //else Move(GetLevel()->GetRandomSquare(this), true);
2816 //if (!IsPlayer() && CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", CHAR_NAME(INDEFINITE));
2817 //if (GetAction() && GetAction()->IsVoluntary()) GetAction()->Terminate(false);
2819 if (TelePos == ERROR_V2) TelePos = GetLevel()->GetRandomSquare(this);
2821 room *PossibleRoom = game::GetCurrentLevel()->GetLSquare(TelePos)->GetRoom();
2823 if (!PossibleRoom) {
2824 //if it's outside of a room
2825 if (TelePos != ERROR_V2) Move(TelePos, true);
2826 else Move(GetLevel()->GetRandomSquare(this), true);
2827 if (!IsPlayer() && CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", CHAR_NAME(INDEFINITE));
2828 if (GetAction() && GetAction()->IsVoluntary()) GetAction()->Terminate(false);
2829 } else if (PossibleRoom && PossibleRoom->IsOKToTeleportInto()) {
2830 // If it's inside of a room, check whether a ward is active that might impede the player
2831 if (TelePos != ERROR_V2) Move(TelePos, true);
2832 else Move(GetLevel()->GetRandomSquare(this), true);
2833 if (!IsPlayer() && CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", CHAR_NAME(INDEFINITE));
2834 if (GetAction() && GetAction()->IsVoluntary()) GetAction()->Terminate(false);
2835 } else {
2836 if (IsPlayer()){
2837 ADD_MESSAGE("A mighty force blasts you back to where you were standing. A ward prevents you from teleporting.");
2839 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);
2841 beamdata Beam
2843 this,
2844 CONST_S("killed by an explosion triggered when attempting to teleport into room protected by a ward"),
2845 YOURSELF,
2846 3 // or 0 ?
2848 lsquare* Square = GetNearLSquare(GetPos());
2849 Square->DrawParticles(RED);
2850 Square->FireBall(Beam);*/
2855 void character::DoDetecting () {
2856 material *TempMaterial;
2858 for (;;) {
2859 festring Temp = game::DefaultQuestion(CONST_S("What material do you want to detect?"), game::GetDefaultDetectMaterial());
2860 TempMaterial = protosystem::CreateMaterial(Temp);
2861 if (TempMaterial) break;
2862 game::DrawEverythingNoBlit();
2865 level *Level = GetLevel();
2866 int Squares = Level->DetectMaterial(TempMaterial);
2868 if (Squares > GetAttribute(INTELLIGENCE) * (25+RAND()%51)) {
2869 ADD_MESSAGE("An enormous burst of geographical information overwhelms your consciousness. Your mind cannot cope with it and your memories blur.");
2870 Level->BlurMemory();
2871 BeginTemporaryState(CONFUSED, 1000 + RAND() % 1000);
2872 EditExperience(INTELLIGENCE, -100, 1 << 12);
2873 } else if (!Squares) {
2874 ADD_MESSAGE("You feel a sudden urge to imagine the dark void of a starless night sky.");
2875 EditExperience(INTELLIGENCE, 200, 1 << 12);
2876 } else {
2877 ADD_MESSAGE("You feel attracted to all things made of %s.", TempMaterial->GetName(false, false).CStr());
2878 game::PositionQuestion(CONST_S("Detecting material [direction keys move cursor, space exits]"), GetPos(), 0, 0, false);
2879 EditExperience(INTELLIGENCE, 300, 1 << 12);
2882 delete TempMaterial;
2883 Level->CalculateLuminances();
2884 game::SendLOSUpdateRequest();
2888 void character::RestoreHP () {
2889 doforbodyparts()(this, &bodypart::FastRestoreHP);
2890 HP = MaxHP;
2894 void character::RestoreLivingHP () {
2895 HP = 0;
2896 for (int c = 0; c < BodyParts; ++c) {
2897 bodypart *BodyPart = GetBodyPart(c);
2898 if (BodyPart && BodyPart->CanRegenerate()) {
2899 BodyPart->FastRestoreHP();
2900 HP += BodyPart->GetHP();
2906 truth character::AllowDamageTypeBloodSpill (int Type) {
2907 switch (Type&0xFFF) {
2908 case PHYSICAL_DAMAGE:
2909 case SOUND:
2910 case ENERGY:
2911 return true;
2912 case ACID:
2913 case FIRE:
2914 case DRAIN:
2915 case POISON:
2916 case ELECTRICITY:
2917 case MUSTARD_GAS_DAMAGE:
2918 case PSI:
2919 return false;
2921 ABORT("Unknown blood effect destroyed the dungeon!");
2922 return false;
2926 /* Returns truly done damage */
2927 int character::ReceiveBodyPartDamage (character *Damager, int Damage, int Type, int BodyPartIndex,
2928 int Direction, truth PenetrateResistance, truth Critical, truth ShowNoDamageMsg, truth CaptureBodyPart)
2930 bodypart *BodyPart = GetBodyPart(BodyPartIndex);
2931 if (!Damager || Damager->AttackMayDamageArmor()) BodyPart->DamageArmor(Damager, Damage, Type);
2932 if (!PenetrateResistance) {
2933 Damage -= (BodyPart->GetTotalResistance(Type)>>1)+RAND()%((BodyPart->GetTotalResistance(Type)>>1)+1);
2935 if (int(Damage) < 1) {
2936 if (Critical) {
2937 Damage = 1;
2938 } else {
2939 if (ShowNoDamageMsg) {
2940 if (IsPlayer()) ADD_MESSAGE("You are not hurt.");
2941 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s is not hurt.", GetPersonalPronoun().CStr());
2943 return 0;
2947 if (Critical && AllowDamageTypeBloodSpill(Type) && !game::IsInWilderness()) {
2948 BodyPart->SpillBlood(2+(RAND()&1));
2949 for (int d = 0; d < GetNeighbourSquares(); ++d) {
2950 lsquare *Square = GetNeighbourLSquare(d);
2951 if (Square && Square->IsFlyable()) BodyPart->SpillBlood(1, Square->GetPos());
2955 if (BodyPart->ReceiveDamage(Damager, Damage, Type, Direction) && BodyPartCanBeSevered(BodyPartIndex)) {
2956 if (DamageTypeDestroysBodyPart(Type)) {
2957 if (IsPlayer()) ADD_MESSAGE("Your %s is destroyed!", BodyPart->GetBodyPartName().CStr());
2958 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s is destroyed!", GetPossessivePronoun().CStr(), BodyPart->GetBodyPartName().CStr());
2959 GetBodyPart(BodyPartIndex)->DropEquipment();
2960 item *Severed = SevereBodyPart(BodyPartIndex);
2961 if (Severed) Severed->DestroyBodyPart(!game::IsInWilderness() ? GetStackUnder() : GetStack());
2962 SendNewDrawRequest();
2963 if (IsPlayer()) game::AskForEscPress(CONST_S("Bodypart destroyed!"));
2964 } else {
2965 if (IsPlayer()) ADD_MESSAGE("Your %s is severed off!", BodyPart->GetBodyPartName().CStr());
2966 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s is severed off!", GetPossessivePronoun().CStr(), BodyPart->GetBodyPartName().CStr());
2967 item *Severed = SevereBodyPart(BodyPartIndex);
2968 SendNewDrawRequest();
2969 if (Severed) {
2970 if (CaptureBodyPart) {
2971 Damager->GetLSquareUnder()->AddItem(Severed);
2972 } else if (!game::IsInWilderness()) {
2973 /** No multi-tile humanoid support! */
2974 GetStackUnder()->AddItem(Severed);
2975 if (Direction != YOURSELF) Severed->Fly(0, Direction, Damage);
2976 } else {
2977 GetStack()->AddItem(Severed);
2979 Severed->DropEquipment();
2980 } else if (IsPlayer() || CanBeSeenByPlayer()) {
2981 ADD_MESSAGE("It vanishes.");
2983 if (IsPlayer()) game::AskForEscPress(CONST_S("Bodypart severed!"));
2985 if (CanPanicFromSeveredBodyPart() && RAND()%100 < GetPanicLevel() && !StateIsActivated(PANIC) && !IsDead()) {
2986 BeginTemporaryState(PANIC, 1000+RAND()%1001);
2988 SpecialBodyPartSeverReaction();
2991 if (!IsDead()) CheckPanic(500);
2993 return Damage;
2997 /* Returns 0 if bodypart disappears */
2998 item *character::SevereBodyPart (int BodyPartIndex, truth ForceDisappearance, stack *EquipmentDropStack) {
2999 bodypart *BodyPart = GetBodyPart(BodyPartIndex);
3000 if (StateIsActivated(LEPROSY)) BodyPart->GetMainMaterial()->SetIsInfectedByLeprosy(true);
3001 if (ForceDisappearance || BodyPartsDisappearWhenSevered() || StateIsActivated(POLYMORPHED) || game::AllBodyPartsVanish()) {
3002 BodyPart->DropEquipment(EquipmentDropStack);
3003 BodyPart->RemoveFromSlot();
3004 CalculateAttributeBonuses();
3005 CalculateBattleInfo();
3006 BodyPart->SendToHell();
3007 SignalPossibleTransparencyChange();
3008 RemoveTraps(BodyPartIndex);
3009 return 0;
3011 BodyPart->SetOwnerDescription("of " + GetName(INDEFINITE));
3012 BodyPart->SetIsUnique(LeftOversAreUnique());
3013 UpdateBodyPartPicture(BodyPartIndex, true);
3014 BodyPart->RemoveFromSlot();
3015 BodyPart->RandomizePosition();
3016 CalculateAttributeBonuses();
3017 CalculateBattleInfo();
3018 BodyPart->Enable();
3019 SignalPossibleTransparencyChange();
3020 RemoveTraps(BodyPartIndex);
3021 return BodyPart;
3025 /* The second int is actually TargetFlags, which is not used here, but seems to be used in humanoid::ReceiveDamage.
3026 * Returns true if the character really receives damage */
3027 truth character::ReceiveDamage (character *Damager, int Damage, int Type, int, int Direction,
3028 truth, truth PenetrateArmor, truth Critical, truth ShowMsg)
3030 truth Affected = ReceiveBodyPartDamage(Damager, Damage, Type, 0, Direction, PenetrateArmor, Critical, ShowMsg);
3031 if (DamageTypeAffectsInventory(Type)) {
3032 for (int c = 0; c < GetEquipments(); ++c) {
3033 item *Equipment = GetEquipment(c);
3034 if (Equipment) Equipment->ReceiveDamage(Damager, Damage, Type);
3036 GetStack()->ReceiveDamage(Damager, Damage, Type);
3038 return Affected;
3042 festring character::GetDescription (int Case) const {
3043 if (IsPlayer()) return CONST_S("you");
3044 if (CanBeSeenByPlayer()) return GetName(Case);
3045 return CONST_S("something");
3049 festring character::GetPersonalPronoun (truth PlayersView) const {
3050 if (IsPlayer() && PlayersView) return CONST_S("you");
3051 if (GetSex() == UNDEFINED || (PlayersView && !CanBeSeenByPlayer() && !game::GetSeeWholeMapCheatMode())) return CONST_S("it");
3052 if (GetSex() == MALE) return CONST_S("he");
3053 return CONST_S("she");
3057 festring character::GetPossessivePronoun (truth PlayersView) const {
3058 if (IsPlayer() && PlayersView) return CONST_S("your");
3059 if (GetSex() == UNDEFINED || (PlayersView && !CanBeSeenByPlayer() && !game::GetSeeWholeMapCheatMode())) return CONST_S("its");
3060 if (GetSex() == MALE) return CONST_S("his");
3061 return CONST_S("her");
3065 festring character::GetObjectPronoun (truth PlayersView) const {
3066 if (IsPlayer() && PlayersView) return CONST_S("you");
3067 if (GetSex() == UNDEFINED || (PlayersView && !CanBeSeenByPlayer() && !game::GetSeeWholeMapCheatMode())) return CONST_S("it");
3068 if (GetSex() == MALE) return CONST_S("him");
3069 return CONST_S("her");
3073 void character::AddName (festring &String, int Case) const {
3074 if (AssignedName.IsEmpty()) {
3075 id::AddName(String, Case);
3076 } else if (!(Case & PLURAL)) {
3077 if (!ShowClassDescription()) {
3078 String << AssignedName;
3079 } else {
3080 String << AssignedName << ' ';
3081 id::AddName(String, (Case|ARTICLE_BIT)&~INDEFINE_BIT);
3083 } else {
3084 id::AddName(String, Case);
3085 String << " named " << AssignedName;
3090 int character::GetHungerState () const {
3091 if (!UsesNutrition()) return NOT_HUNGRY;
3092 if (GetNP() > OVER_FED_LEVEL) return OVER_FED;
3093 if (GetNP() > BLOATED_LEVEL) return BLOATED;
3094 if (GetNP() > SATIATED_LEVEL) return SATIATED;
3095 if (GetNP() > NOT_HUNGER_LEVEL) return NOT_HUNGRY;
3096 if (GetNP() > HUNGER_LEVEL) return HUNGRY;
3097 if (GetNP() > VERY_HUNGER_LEVEL) return VERY_HUNGRY;
3098 return STARVING;
3102 truth character::CanConsume (material *Material) const {
3103 return GetConsumeFlags() & Material->GetConsumeType();
3107 void character::SetTemporaryStateCounter (sLong State, int What) {
3108 for (int c = 0; c < STATES; ++c) {
3109 if ((1 << c) & State) TemporaryStateCounter[c] = What;
3114 void character::EditTemporaryStateCounter (sLong State, int What) {
3115 for (int c = 0; c < STATES; ++c) {
3116 if ((1 << c) & State) TemporaryStateCounter[c] += What;
3121 int character::GetTemporaryStateCounter (sLong State) const {
3122 for (int c = 0; c < STATES; ++c) {
3123 if ((1 << c) & State) return TemporaryStateCounter[c];
3125 ABORT("Illegal GetTemporaryStateCounter request!");
3126 return 0;
3130 truth character::CheckKick () const {
3131 if (!CanKick()) {
3132 if (IsPlayer()) ADD_MESSAGE("This race can't kick.");
3133 return false;
3135 return true;
3139 int character::GetResistance (int Type) const {
3140 switch (Type&0xFFF) {
3141 case PHYSICAL_DAMAGE:
3142 case SOUND:
3143 case DRAIN:
3144 case MUSTARD_GAS_DAMAGE:
3145 case PSI:
3146 return 0;
3147 case ENERGY: return GetEnergyResistance();
3148 case FIRE: return GetFireResistance();
3149 case POISON: return GetPoisonResistance();
3150 case ELECTRICITY: return GetElectricityResistance();
3151 case ACID: return GetAcidResistance();
3153 ABORT("Resistance lack detected!");
3154 return 0;
3158 void character::Regenerate () {
3159 if (HP == MaxHP) return;
3160 sLong RegenerationBonus = 0;
3161 truth NoHealableBodyParts = true;
3162 for (int c = 0; c < BodyParts; ++c) {
3163 bodypart *BodyPart = GetBodyPart(c);
3164 if (BodyPart && BodyPart->CanRegenerate()) {
3165 RegenerationBonus += BodyPart->GetMaxHP();
3166 if (NoHealableBodyParts && BodyPart->GetHP() < BodyPart->GetMaxHP()) NoHealableBodyParts = false;
3169 if (!RegenerationBonus || NoHealableBodyParts) return;
3170 RegenerationBonus *= (50+GetAttribute(ENDURANCE));
3172 if (Action && Action->IsRest()) {
3173 if (SquaresUnder == 1) RegenerationBonus *= GetSquareUnder()->GetRestModifier() << 1;
3174 else {
3175 int Lowest = GetSquareUnder(0)->GetRestModifier();
3176 for (int c = 1; c < GetSquaresUnder(); ++c) {
3177 int Mod = GetSquareUnder(c)->GetRestModifier();
3178 if (Mod < Lowest) Lowest = Mod;
3180 RegenerationBonus *= Lowest << 1;
3184 RegenerationCounter += RegenerationBonus;
3186 while (RegenerationCounter > 1250000) {
3187 bodypart *BodyPart = HealHitPoint();
3188 if (!BodyPart) break;
3189 EditNP(-Max(7500/MaxHP, 1));
3190 RegenerationCounter -= 1250000;
3191 int HP = BodyPart->GetHP();
3192 EditExperience(ENDURANCE, Min(1000*BodyPart->GetMaxHP()/(HP*HP), 300), 1000);
3197 void character::PrintInfo () const {
3198 felist Info(CONST_S("Information about ")+GetName(DEFINITE));
3199 for (int c = 0; c < GetEquipments(); ++c) {
3200 item *Equipment = GetEquipment(c);
3201 if ((EquipmentEasilyRecognized(c) || game::WizardModeIsActive()) && Equipment) {
3202 int ImageKey = game::AddToItemDrawVector(itemvector(1, Equipment));
3203 Info.AddEntry(festring(GetEquipmentName(c))+": "+Equipment->GetName(INDEFINITE), LIGHT_GRAY, 0, ImageKey, true);
3206 if (Info.IsEmpty()) {
3207 ADD_MESSAGE("There's nothing special to tell about %s.", CHAR_NAME(DEFINITE));
3208 } else {
3209 game::SetStandardListAttributes(Info);
3210 Info.SetEntryDrawer(game::ItemEntryDrawer);
3211 Info.Draw();
3213 game::ClearItemDrawVector();
3217 truth character::TryToRiseFromTheDead () {
3218 for (int c = 0; c < BodyParts; ++c) {
3219 bodypart *BodyPart = GetBodyPart(c);
3220 if (BodyPart) {
3221 BodyPart->ResetSpoiling();
3222 if (BodyPart->CanRegenerate() || BodyPart->GetHP() < 1) BodyPart->SetHP(1);
3225 ResetStates();
3226 return true;
3230 truth character::RaiseTheDead (character *) {
3231 truth Useful = false;
3232 for (int c = 0; c < BodyParts; ++c) {
3233 bodypart *BodyPart = GetBodyPart(c);
3234 if (!BodyPart && CanCreateBodyPart(c)) {
3235 CreateBodyPart(c)->SetHP(1);
3236 if (IsPlayer()) ADD_MESSAGE("Suddenly you grow a new %s.", GetBodyPartName(c).CStr());
3237 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s grows a new %s.", CHAR_NAME(DEFINITE), GetBodyPartName(c).CStr());
3238 Useful = true;
3239 } else if (BodyPart && BodyPart->CanRegenerate() && BodyPart->GetHP() < 1) {
3240 BodyPart->SetHP(1);
3243 if (!Useful) {
3244 if (IsPlayer()) ADD_MESSAGE("You shudder.");
3245 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s shudders.", CHAR_NAME(DEFINITE));
3247 return Useful;
3251 void character::SetSize (int Size) {
3252 for (int c = 0; c < BodyParts; ++c) {
3253 bodypart *BodyPart = GetBodyPart(c);
3254 if (BodyPart) BodyPart->SetSize(GetBodyPartSize(c, Size));
3259 sLong character::GetBodyPartSize (int I, int TotalSize) const {
3260 if (I == TORSO_INDEX) return TotalSize;
3261 ABORT("Weird bodypart size request for a character!");
3262 return 0;
3266 sLong character::GetBodyPartVolume (int I) const {
3267 if (I == TORSO_INDEX) return GetTotalVolume();
3268 ABORT("Weird bodypart volume request for a character!");
3269 return 0;
3273 void character::CreateBodyParts (int SpecialFlags) {
3274 for (int c = 0; c < BodyParts; ++c) if (CanCreateBodyPart(c)) CreateBodyPart(c, SpecialFlags);
3278 void character::RestoreBodyParts () {
3279 for (int c = 0; c < BodyParts; ++c) if (!GetBodyPart(c) && CanCreateBodyPart(c)) CreateBodyPart(c);
3283 void character::UpdatePictures () {
3284 if (!PictureUpdatesAreForbidden()) for (int c = 0; c < BodyParts; ++c) UpdateBodyPartPicture(c, false);
3288 bodypart *character::MakeBodyPart (int I) const {
3289 if (I == TORSO_INDEX) return normaltorso::Spawn(0, NO_MATERIALS);
3290 ABORT("Weird bodypart to make for a character!");
3291 return 0;
3295 bodypart *character::CreateBodyPart (int I, int SpecialFlags) {
3296 bodypart *BodyPart = MakeBodyPart(I);
3297 material *Material = CreateBodyPartMaterial(I, GetBodyPartVolume(I));
3298 BodyPart->InitMaterials(Material, false);
3299 BodyPart->SetSize(GetBodyPartSize(I, GetTotalSize()));
3300 BodyPart->SetBloodMaterial(GetBloodMaterial());
3301 BodyPart->SetNormalMaterial(Material->GetConfig());
3302 SetBodyPart(I, BodyPart);
3303 BodyPart->InitSpecialAttributes();
3304 if (!(SpecialFlags & NO_PIC_UPDATE)) UpdateBodyPartPicture(I, false);
3305 if (!IsInitializing()) {
3306 CalculateBattleInfo();
3307 SendNewDrawRequest();
3308 SignalPossibleTransparencyChange();
3310 return BodyPart;
3314 v2 character::GetBodyPartBitmapPos (int I, truth) const {
3315 if (I == TORSO_INDEX) return GetTorsoBitmapPos();
3316 ABORT("Weird bodypart BitmapPos request for a character!");
3317 return v2();
3321 void character::UpdateBodyPartPicture (int I, truth Severed) {
3322 bodypart *BP = GetBodyPart(I);
3323 if (BP) {
3324 BP->SetBitmapPos(GetBodyPartBitmapPos(I, Severed));
3325 BP->GetMainMaterial()->SetSkinColor(GetBodyPartColorA(I, Severed));
3326 BP->GetMainMaterial()->SetSkinColorIsSparkling(GetBodyPartSparkleFlags(I) & SPARKLING_A);
3327 BP->SetMaterialColorB(GetBodyPartColorB(I, Severed));
3328 BP->SetMaterialColorC(GetBodyPartColorC(I, Severed));
3329 BP->SetMaterialColorD(GetBodyPartColorD(I, Severed));
3330 BP->SetSparkleFlags(GetBodyPartSparkleFlags(I));
3331 BP->SetSpecialFlags(GetSpecialBodyPartFlags(I));
3332 BP->SetWobbleData(GetBodyPartWobbleData(I));
3333 BP->UpdatePictures();
3338 void character::LoadDataBaseStats () {
3339 for (int c = 0; c < BASE_ATTRIBUTES; ++c) {
3340 BaseExperience[c] = DataBase->NaturalExperience[c];
3341 if (BaseExperience[c]) LimitRef(BaseExperience[c], MIN_EXP, MAX_EXP);
3343 SetMoney(GetDefaultMoney());
3344 SetInitialSweatMaterial(GetSweatMaterial());
3345 const fearray<sLong> &Skills = GetKnownCWeaponSkills();
3346 if (Skills.Size) {
3347 const fearray<sLong> &Hits = GetCWeaponSkillHits();
3348 if (Hits.Size == 1) {
3349 for (uInt c = 0; c < Skills.Size; ++c) {
3350 if (Skills[c] < AllowedWeaponSkillCategories) CWeaponSkill[Skills[c]].AddHit(Hits[0]*100);
3352 } else if (Hits.Size == Skills.Size) {
3353 for (uInt c = 0; c < Skills.Size; ++c) {
3354 if (Skills[c] < AllowedWeaponSkillCategories) CWeaponSkill[Skills[c]].AddHit(Hits[c]*100);
3356 } else {
3357 ABORT("Illegal weapon skill hit array size detected!");
3363 character *characterprototype::SpawnAndLoad (inputfile &SaveFile) const {
3364 character *Char = Spawner(0, LOAD);
3365 Char->Load(SaveFile);
3366 Char->CalculateAll();
3367 return Char;
3371 void character::Initialize (int NewConfig, int SpecialFlags) {
3372 Flags |= C_INITIALIZING|C_IN_NO_MSG_MODE;
3373 CalculateBodyParts();
3374 CalculateAllowedWeaponSkillCategories();
3375 CalculateSquaresUnder();
3376 BodyPartSlot = new bodypartslot[BodyParts];
3377 OriginalBodyPartID = new std::list<feuLong>[BodyParts];
3378 CWeaponSkill = new cweaponskill[AllowedWeaponSkillCategories];
3379 SquareUnder = new square*[SquaresUnder];
3381 if (SquaresUnder == 1) *SquareUnder = 0; else memset(SquareUnder, 0, SquaresUnder*sizeof(square *));
3383 for (int c = 0; c < BodyParts; ++c) BodyPartSlot[c].SetMaster(this);
3385 if (!(SpecialFlags & LOAD)) {
3386 ID = game::CreateNewCharacterID(this);
3387 databasecreator<character>::InstallDataBase(this, NewConfig);
3388 LoadDataBaseStats();
3389 TemporaryState |= GetClassStates();
3390 if (TemporaryState) {
3391 for (int c = 0; c < STATES; ++c) if (TemporaryState & (1 << c)) TemporaryStateCounter[c] = PERMANENT;
3394 CreateBodyParts(SpecialFlags | NO_PIC_UPDATE);
3395 InitSpecialAttributes();
3396 CommandFlags = GetDefaultCommandFlags();
3398 if (GetAttribute(INTELLIGENCE, false) < 8) CommandFlags &= ~DONT_CONSUME_ANYTHING_VALUABLE; // gum
3399 if (!GetDefaultName().IsEmpty()) SetAssignedName(GetDefaultName());
3402 if (!(SpecialFlags & LOAD)) PostConstruct();
3404 if (!(SpecialFlags & LOAD)) {
3405 if (!(SpecialFlags & NO_EQUIPMENT)) CreateInitialEquipment((SpecialFlags & NO_EQUIPMENT_PIC_UPDATE) >> 1);
3406 if (!(SpecialFlags & NO_PIC_UPDATE)) UpdatePictures();
3407 CalculateAll();
3408 RestoreHP();
3409 RestoreStamina();
3412 Flags &= ~(C_INITIALIZING|C_IN_NO_MSG_MODE);
3416 truth character::TeleportNear (character *Caller) {
3417 v2 Where = GetLevel()->GetNearestFreeSquare(this, Caller->GetPos());
3418 if (Where == ERROR_V2) return false;
3419 Move(Where, true);
3420 return true;
3424 void character::ReceiveHeal (sLong Amount) {
3425 int c;
3426 for (c = 0; c < Amount / 10; ++c) if (!HealHitPoint()) break;
3427 Amount -= c*10;
3428 if (RAND()%10 < Amount) HealHitPoint();
3429 if (Amount >= 250 || RAND()%250 < Amount) {
3430 bodypart *NewBodyPart = GenerateRandomBodyPart();
3431 if (!NewBodyPart) return;
3432 NewBodyPart->SetHP(1);
3433 if (IsPlayer()) ADD_MESSAGE("You grow a new %s.", NewBodyPart->GetBodyPartName().CStr());
3434 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s grows a new %s.", CHAR_NAME(DEFINITE), NewBodyPart->GetBodyPartName().CStr());
3439 void character::AddHealingLiquidConsumeEndMessage () const {
3440 if (IsPlayer()) ADD_MESSAGE("You feel better.");
3441 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks healthier.", CHAR_NAME(DEFINITE));
3445 void character::ReceiveSchoolFood (sLong SizeOfEffect) {
3446 SizeOfEffect += RAND()%SizeOfEffect;
3447 if (SizeOfEffect >= 250) VomitAtRandomDirection(SizeOfEffect);
3448 if (!(RAND() % 3) && SizeOfEffect >= 500 && EditAttribute(ENDURANCE, SizeOfEffect/500)) {
3449 if (IsPlayer()) ADD_MESSAGE("You gain a little bit of toughness for surviving this stuff.");
3450 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks tougher.", CHAR_NAME(DEFINITE));
3452 BeginTemporaryState(POISONED, (SizeOfEffect>>1));
3456 void character::AddSchoolFoodConsumeEndMessage () const {
3457 if (IsPlayer()) ADD_MESSAGE("Yuck! This stuff tasted like vomit and old mousepads.");
3461 void character::AddSchoolFoodHitMessage () const {
3462 if (IsPlayer()) ADD_MESSAGE("Yuck! This stuff feels like vomit and old mousepads.");
3466 void character::ReceiveNutrition (sLong SizeOfEffect) {
3467 EditNP(SizeOfEffect);
3471 void character::ReceiveOmmelUrine (sLong Amount) {
3472 EditExperience(ARM_STRENGTH, 500, Amount<<4);
3473 EditExperience(LEG_STRENGTH, 500, Amount<<4);
3474 if (IsPlayer()) game::DoEvilDeed(Amount/25);
3478 void character::ReceiveOmmelCerumen (sLong Amount) {
3479 EditExperience(INTELLIGENCE, 500, Amount << 5);
3480 EditExperience(WISDOM, 500, Amount << 5);
3481 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3485 void character::ReceiveOmmelSweat (sLong Amount) {
3486 EditExperience(AGILITY, 500, Amount << 4);
3487 EditExperience(DEXTERITY, 500, Amount << 4);
3488 RestoreStamina();
3489 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3493 void character::ReceiveOmmelTears (sLong Amount) {
3494 EditExperience(PERCEPTION, 500, Amount << 4);
3495 EditExperience(CHARISMA, 500, Amount << 4);
3496 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3500 void character::ReceiveOmmelSnot (sLong Amount) {
3501 EditExperience(ENDURANCE, 500, Amount << 5);
3502 RestoreLivingHP();
3503 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3507 void character::ReceiveOmmelBone (sLong Amount) {
3508 EditExperience(ARM_STRENGTH, 500, Amount << 6);
3509 EditExperience(LEG_STRENGTH, 500, Amount << 6);
3510 EditExperience(DEXTERITY, 500, Amount << 6);
3511 EditExperience(AGILITY, 500, Amount << 6);
3512 EditExperience(ENDURANCE, 500, Amount << 6);
3513 EditExperience(PERCEPTION, 500, Amount << 6);
3514 EditExperience(INTELLIGENCE, 500, Amount << 6);
3515 EditExperience(WISDOM, 500, Amount << 6);
3516 EditExperience(CHARISMA, 500, Amount << 6);
3517 RestoreLivingHP();
3518 RestoreStamina();
3519 if (IsPlayer()) game::DoEvilDeed(Amount / 25);
3523 void character::AddOmmelConsumeEndMessage () const {
3524 if (IsPlayer()) ADD_MESSAGE("You feel a primitive force coursing through your veins.");
3525 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks more powerful.", CHAR_NAME(DEFINITE));
3529 void character::ReceivePepsi (sLong Amount) {
3530 ReceiveDamage(0, Amount / 100, POISON, TORSO);
3531 EditExperience(PERCEPTION, Amount, 1 << 14);
3532 if (CheckDeath(CONST_S("was poisoned by pepsi"), 0)) return;
3533 if (IsPlayer()) game::DoEvilDeed(Amount / 10);
3537 void character::AddPepsiConsumeEndMessage () const {
3538 if (IsPlayer()) ADD_MESSAGE("Urgh. You feel your guruism fading away.");
3539 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks very lame.", CHAR_NAME(DEFINITE));
3543 void character::ReceiveDarkness (sLong Amount) {
3544 EditExperience(INTELLIGENCE, -Amount / 5, 1 << 13);
3545 EditExperience(WISDOM, -Amount / 5, 1 << 13);
3546 EditExperience(CHARISMA, -Amount / 5, 1 << 13);
3547 if (IsPlayer()) game::DoEvilDeed(int(Amount / 50));
3551 void character::AddFrogFleshConsumeEndMessage () const {
3552 if (IsPlayer()) ADD_MESSAGE("Arg. You feel the fate of a navastater placed upon you...");
3553 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s looks like a navastater.", CHAR_NAME(DEFINITE));
3557 void character::ReceiveKoboldFlesh (sLong) {
3558 /* As it is commonly known, the possibility of fainting per 500 cubic
3559 centimeters of kobold flesh is exactly 5%. */
3560 if (!(RAND() % 20)) {
3561 if (IsPlayer()) ADD_MESSAGE("You lose control of your legs and fall down.");
3562 LoseConsciousness(250 + RAND_N(250));
3567 void character::AddKoboldFleshConsumeEndMessage () const {
3568 if (IsPlayer()) ADD_MESSAGE("This stuff tasted really funny.");
3572 void character::AddKoboldFleshHitMessage () const {
3573 if (IsPlayer()) ADD_MESSAGE("You feel very funny.");
3577 void character::AddBoneConsumeEndMessage () const {
3578 if (IsPlayer()) ADD_MESSAGE("You feel like a hippie.");
3579 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s barks happily.", CHAR_NAME(DEFINITE)); // this suspects that nobody except dogs can eat bones
3582 truth character::RawEditAttribute (double &Experience, int Amount) const {
3583 /* Check if the attribute is disabled for creature */
3584 if (!Experience) return false;
3585 if ((Amount < 0 && Experience < 2 * EXP_MULTIPLIER) || (Amount > 0 && Experience > 999 * EXP_MULTIPLIER)) return false;
3586 Experience += Amount * EXP_MULTIPLIER;
3587 LimitRef<double>(Experience, MIN_EXP, MAX_EXP);
3588 return true;
3592 void character::DrawPanel (truth AnimationDraw) const {
3593 if (AnimationDraw) { DrawStats(true); return; }
3594 igraph::BlitBackGround(v2(19 + (game::GetScreenXSize() << 4), 0), v2(RES.X - 19 - (game::GetScreenXSize() << 4), RES.Y));
3595 igraph::BlitBackGround(v2(16, 45 + (game::GetScreenYSize() << 4)), v2(game::GetScreenXSize() << 4, 9));
3596 FONT->Printf(DOUBLE_BUFFER, v2(16, 45 + (game::GetScreenYSize() << 4)), WHITE, "%s", GetPanelName().CStr());
3597 game::UpdateAttributeMemory();
3598 int PanelPosX = RES.X - 96;
3599 int PanelPosY = DrawStats(false);
3600 PrintAttribute("End", ENDURANCE, PanelPosX, PanelPosY++);
3601 PrintAttribute("Per", PERCEPTION, PanelPosX, PanelPosY++);
3602 PrintAttribute("Int", INTELLIGENCE, PanelPosX, PanelPosY++);
3603 PrintAttribute("Wis", WISDOM, PanelPosX, PanelPosY++);
3604 PrintAttribute("Wil", WILL_POWER, PanelPosX, PanelPosY++);
3605 PrintAttribute("Cha", CHARISMA, PanelPosX, PanelPosY++);
3606 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Siz %d", GetSize());
3607 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), IsInBadCondition() ? RED : WHITE, "HP %d/%d", GetHP(), GetMaxHP());
3608 ++PanelPosY;
3609 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Gold: %d", GetMoney());
3610 ++PanelPosY;
3612 if (game::IsInWilderness())
3613 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Worldmap");
3614 else
3615 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", game::GetCurrentDungeon()->GetShortLevelDescription(game::GetCurrentLevelIndex()).CapitalizeCopy().CStr());
3617 ivantime Time;
3618 game::GetTime(Time);
3619 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Day %d", Time.Day);
3620 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Time %d:%s%d", Time.Hour, Time.Min < 10 ? "0" : "", Time.Min);
3621 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Turn %d", game::GetTurn());
3623 ++PanelPosY;
3625 if (GetAction())
3626 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", festring(GetAction()->GetDescription()).CapitalizeCopy().CStr());
3628 for (int c = 0; c < STATES; ++c)
3629 if (!(StateData[c].Flags & SECRET) && StateIsActivated(1 << c) && (1 << c != HASTE || !StateIsActivated(SLOW)) && (1 << c != SLOW || !StateIsActivated(HASTE)))
3630 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), (1 << c) & EquipmentState || TemporaryStateCounter[c] == PERMANENT ? BLUE : WHITE, "%s", StateData[c].Description);
3632 /* Make this more elegant!!! */
3633 if (GetHungerState() == STARVING)
3634 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Starving");
3635 else if (GetHungerState() == VERY_HUNGRY)
3636 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), BLUE, "Very hungry");
3637 else if (GetHungerState() == HUNGRY)
3638 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), BLUE, "Hungry");
3639 else if (GetHungerState() == SATIATED)
3640 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Satiated");
3641 else if (GetHungerState() == BLOATED)
3642 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Bloated");
3643 else if (GetHungerState() == OVER_FED)
3644 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Overfed!");
3646 switch (GetBurdenState()) {
3647 case OVER_LOADED:
3648 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Overload!");
3649 break;
3650 case STRESSED:
3651 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), BLUE, "Stressed");
3652 break;
3653 case BURDENED:
3654 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), BLUE, "Burdened");
3655 break;
3658 switch (GetTirednessState()) {
3659 case FAINTING:
3660 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), RED, "Fainting");
3661 break;
3662 case EXHAUSTED:
3663 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "Exhausted");
3664 break;
3667 if (game::PlayerIsRunning()) {
3668 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", GetRunDescriptionLine(0));
3669 cchar *SecondLine = GetRunDescriptionLine(1);
3670 if (strlen(SecondLine)) FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY++ * 10), WHITE, "%s", SecondLine);
3675 void character::CalculateDodgeValue () {
3676 DodgeValue = 0.05 * GetMoveEase() * GetAttribute(AGILITY) / sqrt(GetSize());
3677 if (IsFlying()) DodgeValue *= 2;
3678 if (DodgeValue < 1) DodgeValue = 1;
3682 truth character::DamageTypeAffectsInventory (int Type) {
3683 switch (Type&0xFFF) {
3684 case SOUND:
3685 case ENERGY:
3686 case ACID:
3687 case FIRE:
3688 case ELECTRICITY:
3689 return true;
3690 case PHYSICAL_DAMAGE:
3691 case POISON:
3692 case DRAIN:
3693 case MUSTARD_GAS_DAMAGE:
3694 case PSI:
3695 return false;
3697 ABORT("Unknown reaping effect destroyed dungeon!");
3698 return false;
3702 int character::CheckForBlockWithArm (character *Enemy, item *Weapon, arm *Arm,
3703 double WeaponToHitValue, int Damage, int Success, int Type)
3705 int BlockStrength = Arm->GetBlockCapability();
3706 double BlockValue = Arm->GetBlockValue();
3707 if (BlockStrength && BlockValue) {
3708 item *Blocker = Arm->GetWielded();
3709 if (RAND() % int(100+WeaponToHitValue/BlockValue/(1<<BlocksSinceLastTurn)*(100+Success)) < 100) {
3710 int NewDamage = BlockStrength < Damage ? Damage-BlockStrength : 0;
3711 switch (Type) {
3712 case UNARMED_ATTACK: AddBlockMessage(Enemy, Blocker, Enemy->UnarmedHitNoun(), NewDamage); break;
3713 case WEAPON_ATTACK: AddBlockMessage(Enemy, Blocker, "attack", NewDamage); break;
3714 case KICK_ATTACK: AddBlockMessage(Enemy, Blocker, Enemy->KickNoun(), NewDamage); break;
3715 case BITE_ATTACK: AddBlockMessage(Enemy, Blocker, Enemy->BiteNoun(), NewDamage); break;
3717 sLong Weight = Blocker->GetWeight();
3718 sLong StrExp = Limit(15 * Weight / 200, 75, 300);
3719 sLong DexExp = Weight ? Limit(75000 / Weight, 75, 300) : 300;
3720 Arm->EditExperience(ARM_STRENGTH, StrExp, 1 << 8);
3721 Arm->EditExperience(DEXTERITY, DexExp, 1 << 8);
3722 EditStamina(-10000 / GetAttribute(ARM_STRENGTH), false);
3723 if (Arm->TwoHandWieldIsActive()) {
3724 arm *PairArm = Arm->GetPairArm();
3725 PairArm->EditExperience(ARM_STRENGTH, StrExp, 1 << 8);
3726 PairArm->EditExperience(DEXTERITY, DexExp, 1 << 8);
3728 Blocker->WeaponSkillHit(Enemy->CalculateWeaponSkillHits(this));
3729 Blocker->ReceiveDamage(this, Damage, PHYSICAL_DAMAGE);
3730 Blocker->BlockEffect(this, Enemy, Weapon, Type);
3731 if (Weapon) Weapon->ReceiveDamage(Enemy, Damage - NewDamage, PHYSICAL_DAMAGE);
3732 if (BlocksSinceLastTurn < 16) ++BlocksSinceLastTurn;
3733 return NewDamage;
3736 return Damage;
3740 sLong character::GetStateAPGain (sLong BaseAPGain) const {
3741 if (!StateIsActivated(HASTE) == !StateIsActivated(SLOW)) return BaseAPGain;
3742 if (StateIsActivated(HASTE)) return (BaseAPGain * 5) >> 2;
3743 return (BaseAPGain << 2) / 5;
3747 void character::SignalEquipmentAdd (int EquipmentIndex) {
3748 item *Equipment = GetEquipment(EquipmentIndex);
3749 if (Equipment->IsInCorrectSlot(EquipmentIndex)) {
3750 sLong AddedStates = Equipment->GetGearStates();
3751 if (AddedStates) {
3752 for (int c = 0; c < STATES; ++c) {
3753 if (AddedStates & (1 << c)) {
3754 if (!StateIsActivated(1 << c)) {
3755 if (!IsInNoMsgMode()) (this->*StateData[c].PrintBeginMessage)();
3756 EquipmentState |= 1 << c;
3757 if (StateData[c].BeginHandler) (this->*StateData[c].BeginHandler)();
3758 } else {
3759 EquipmentState |= 1 << c;
3765 if (!IsInitializing() && Equipment->IsInCorrectSlot(EquipmentIndex)) ApplyEquipmentAttributeBonuses(Equipment);
3769 void character::SignalEquipmentRemoval (int, citem *Item) {
3770 CalculateEquipmentState();
3771 if (CalculateAttributeBonuses()) CheckDeath(festring("lost ")+GetPossessivePronoun(false)+" vital "+Item->GetName(INDEFINITE));
3775 void character::CalculateEquipmentState () {
3776 sLong Back = EquipmentState;
3777 EquipmentState = 0;
3778 for (int c = 0; c < GetEquipments(); ++c) {
3779 item *Equipment = GetEquipment(c);
3780 if (Equipment && Equipment->IsInCorrectSlot(c)) EquipmentState |= Equipment->GetGearStates();
3782 for (int c = 0; c < STATES; ++c) {
3783 if (Back & (1 << c) && !StateIsActivated(1 << c)) {
3784 if (StateData[c].EndHandler) {
3785 (this->*StateData[c].EndHandler)();
3786 if (!IsEnabled()) return;
3788 if (!IsInNoMsgMode()) (this->*StateData[c].PrintEndMessage)();
3794 /* Counter = duration in ticks */
3795 void character::BeginTemporaryState (sLong State, int Counter) {
3796 if (!Counter) return;
3797 int Index;
3798 if (State == POLYMORPHED) ABORT("No Polymorphing with BeginTemporaryState!");
3799 for (Index = 0; Index < STATES; ++Index) if (1 << Index == State) break;
3800 if (Index == STATES) ABORT("BeginTemporaryState works only when State == 2 ^ n!");
3801 if (TemporaryStateIsActivated(State)) {
3802 int OldCounter = GetTemporaryStateCounter(State);
3803 if (OldCounter != PERMANENT) EditTemporaryStateCounter(State, Max(Counter, 50-OldCounter));
3804 } else if (StateData[Index].IsAllowed == 0 || (this->*StateData[Index].IsAllowed)()) {
3805 SetTemporaryStateCounter(State, Max(Counter, 50));
3806 if (!EquipmentStateIsActivated(State)) {
3807 if (!IsInNoMsgMode()) (this->*StateData[Index].PrintBeginMessage)();
3808 ActivateTemporaryState(State);
3809 if (StateData[Index].BeginHandler) (this->*StateData[Index].BeginHandler)();
3810 } else {
3811 ActivateTemporaryState(State);
3817 void character::HandleStates () {
3818 if (!TemporaryState && !EquipmentState) return;
3819 for (int c = 0; c < STATES; ++c) {
3820 if (TemporaryState & (1 << c) && TemporaryStateCounter[c] != PERMANENT) {
3821 if (!--TemporaryStateCounter[c]) {
3822 TemporaryState &= ~(1 << c);
3823 if (!(EquipmentState & (1 << c))) {
3824 if (StateData[c].EndHandler) {
3825 (this->*StateData[c].EndHandler)();
3826 if (!IsEnabled()) return;
3828 if (!TemporaryStateCounter[c]) (this->*StateData[c].PrintEndMessage)();
3832 if (StateIsActivated(1 << c)) {
3833 if (StateData[c].Handler) (this->*StateData[c].Handler)();
3835 if (!IsEnabled()) return;
3840 void character::PrintBeginPolymorphControlMessage () const {
3841 if (IsPlayer()) ADD_MESSAGE("You feel your mind has total control over your body.");
3845 void character::PrintEndPolymorphControlMessage () const {
3846 if (IsPlayer()) ADD_MESSAGE("You are somehow uncertain of your willpower.");
3850 void character::PrintBeginLifeSaveMessage () const {
3851 if (IsPlayer()) ADD_MESSAGE("You hear Hell's gates being locked just now.");
3855 void character::PrintEndLifeSaveMessage () const {
3856 if (IsPlayer()) ADD_MESSAGE("You feel the Afterlife is welcoming you once again.");
3860 void character::PrintBeginLycanthropyMessage () const {
3861 if (IsPlayer()) ADD_MESSAGE("You suddenly notice you've always loved full moons.");
3865 void character::PrintEndLycanthropyMessage () const {
3866 if (IsPlayer()) ADD_MESSAGE("You feel the wolf inside you has had enough of your bad habits.");
3870 void character::PrintBeginVampirismMessage () const {
3871 if (IsPlayer()) ADD_MESSAGE("You suddenly decide you have always hated garlic.");
3875 void character::PrintEndVampirismMessage () const {
3876 if (IsPlayer()) ADD_MESSAGE("You recall your delight of the morning sunshine back in New Attnam. You are a vampire no longer.");
3880 void character::PrintBeginInvisibilityMessage () const {
3881 if ((PLAYER->StateIsActivated(INFRA_VISION) && IsWarm()) || (PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5)) {
3882 if (IsPlayer()) ADD_MESSAGE("You seem somehow transparent.");
3883 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s seems somehow transparent.", CHAR_NAME(DEFINITE));
3884 } else {
3885 if (IsPlayer()) ADD_MESSAGE("You fade away.");
3886 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s disappears!", CHAR_NAME(DEFINITE));
3891 void character::PrintEndInvisibilityMessage () const {
3892 if ((PLAYER->StateIsActivated(INFRA_VISION) && IsWarm()) || (PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5)) {
3893 if (IsPlayer()) ADD_MESSAGE("Your notice your transparency has ended.");
3894 else if (CanBeSeenByPlayer()) ADD_MESSAGE("The appearance of %s seems far more solid now.", CHAR_NAME(INDEFINITE));
3895 } else {
3896 if (IsPlayer()) ADD_MESSAGE("You reappear.");
3897 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Suddenly %s appears from nowhere!", CHAR_NAME(INDEFINITE));
3902 void character::PrintBeginInfraVisionMessage () const {
3903 if (IsPlayer()) {
3904 if (StateIsActivated(INVISIBLE) && IsWarm() && !(StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5))
3905 ADD_MESSAGE("You reappear.");
3906 else
3907 ADD_MESSAGE("You feel your perception being magically altered.");
3912 void character::PrintEndInfraVisionMessage () const {
3913 if (IsPlayer()) {
3914 if (StateIsActivated(INVISIBLE) && IsWarm() && !(StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5))
3915 ADD_MESSAGE("You disappear.");
3916 else
3917 ADD_MESSAGE("You feel your perception returning to normal.");
3922 void character::PrintBeginESPMessage () const {
3923 if (IsPlayer()) ADD_MESSAGE("You suddenly feel like being only a tiny part of a great network of intelligent minds.");
3927 void character::PrintEndESPMessage () const {
3928 if (IsPlayer()) ADD_MESSAGE("You are filled with desire to be just yourself from now on.");
3932 void character::PrintBeginHasteMessage () const {
3933 if (IsPlayer()) ADD_MESSAGE("Time slows down to a crawl.");
3934 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks faster!", CHAR_NAME(DEFINITE));
3938 void character::PrintEndHasteMessage () const {
3939 if (IsPlayer()) ADD_MESSAGE("Everything seems to move much faster now.");
3940 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks slower!", CHAR_NAME(DEFINITE));
3944 void character::PrintBeginSlowMessage () const {
3945 if (IsPlayer()) ADD_MESSAGE("Everything seems to move much faster now.");
3946 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks slower!", CHAR_NAME(DEFINITE));
3950 void character::PrintEndSlowMessage () const {
3951 if (IsPlayer()) ADD_MESSAGE("Time slows down to a crawl.");
3952 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks faster!", CHAR_NAME(DEFINITE));
3956 void character::EndPolymorph () {
3957 ForceEndPolymorph();
3961 character *character::ForceEndPolymorph () {
3962 if (IsPlayer()) {
3963 ADD_MESSAGE("You return to your true form.");
3964 } else if (game::IsInWilderness()) {
3965 ActivateTemporaryState(POLYMORPHED);
3966 SetTemporaryStateCounter(POLYMORPHED, 10);
3967 return this; // fast gum solution, state ends when the player enters a dungeon
3969 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s returns to %s true form.", CHAR_NAME(DEFINITE), GetPossessivePronoun().CStr());
3970 RemoveTraps();
3971 if (GetAction()) GetAction()->Terminate(false);
3972 v2 Pos = GetPos();
3973 SendToHell();
3974 Remove();
3975 character *Char = GetPolymorphBackup();
3976 Flags |= C_IN_NO_MSG_MODE;
3977 Char->Flags |= C_IN_NO_MSG_MODE;
3978 Char->ChangeTeam(GetTeam());
3979 if (GetTeam()->GetLeader() == this) GetTeam()->SetLeader(Char);
3980 SetPolymorphBackup(0);
3981 Char->PutToOrNear(Pos);
3982 Char->Enable();
3983 Char->Flags &= ~C_POLYMORPHED;
3984 GetStack()->MoveItemsTo(Char->GetStack());
3985 DonateEquipmentTo(Char);
3986 Char->SetMoney(GetMoney());
3987 Flags &= ~C_IN_NO_MSG_MODE;
3988 Char->Flags &= ~C_IN_NO_MSG_MODE;
3989 Char->CalculateAll();
3990 Char->SetAssignedName(GetAssignedName());
3991 if (IsPlayer()) {
3992 Flags &= ~C_PLAYER;
3993 game::SetPlayer(Char);
3994 game::SendLOSUpdateRequest();
3995 UpdateESPLOS();
3997 Char->TestWalkability();
3998 return Char;
4002 void character::LycanthropyHandler () {
4003 if (!(RAND() % 2000)) {
4004 if (StateIsActivated(POLYMORPH_CONTROL) && !game::TruthQuestion(CONST_S("Do you wish to change into a werewolf? [y/N]"))) return;
4005 Polymorph(werewolfwolf::Spawn(), 1000 + RAND() % 2000);
4010 void character::SaveLife () {
4011 if (TemporaryStateIsActivated(LIFE_SAVED)) {
4012 if (IsPlayer())
4013 ADD_MESSAGE("But wait! You glow briefly red and seem to be in a better shape!");
4014 else if (CanBeSeenByPlayer())
4015 ADD_MESSAGE("But wait, suddenly %s glows briefly red and seems to be in a better shape!", GetPersonalPronoun().CStr());
4016 DeActivateTemporaryState(LIFE_SAVED);
4017 } else {
4018 item *LifeSaver = 0;
4019 for (int c = 0; c < GetEquipments(); ++c) {
4020 item *Equipment = GetEquipment(c);
4021 if (Equipment && Equipment->IsInCorrectSlot(c) && Equipment->GetGearStates() & LIFE_SAVED) LifeSaver = Equipment;
4023 if (!LifeSaver) ABORT("The Universe can only kill you once!");
4024 if (IsPlayer())
4025 ADD_MESSAGE("But wait! Your %s glows briefly red and disappears and you seem to be in a better shape!", LifeSaver->CHAR_NAME(UNARTICLED));
4026 else if (CanBeSeenByPlayer())
4027 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());
4028 LifeSaver->RemoveFromSlot();
4029 LifeSaver->SendToHell();
4032 if (IsPlayer()) game::AskForEscPress(CONST_S("Life saved!"));
4034 RestoreBodyParts();
4035 ResetSpoiling();
4036 RestoreHP();
4037 RestoreStamina();
4038 ResetStates();
4040 if (GetNP() < SATIATED_LEVEL) SetNP(SATIATED_LEVEL);
4042 SendNewDrawRequest();
4044 if (GetAction()) GetAction()->Terminate(false);
4048 character *character::PolymorphRandomly (int MinDanger, int MaxDanger, int Time) {
4049 character *NewForm = 0;
4050 if (StateIsActivated(POLYMORPH_CONTROL)) {
4051 if (IsPlayer()) {
4052 if (!GetNewFormForPolymorphWithControl(NewForm)) return NewForm;
4054 else {
4055 NewForm = protosystem::CreateMonster(MinDanger * 10, MaxDanger * 10, NO_EQUIPMENT);
4057 } else {
4058 NewForm = protosystem::CreateMonster(MinDanger, MaxDanger, NO_EQUIPMENT);
4060 Polymorph(NewForm, Time);
4061 return NewForm;
4065 /* In reality, the reading takes Time / (Intelligence * 10) turns */
4066 void character::StartReading (item *Item, sLong Time) {
4067 study *Read = study::Spawn(this);
4068 Read->SetLiteratureID(Item->GetID());
4069 if (game::WizardModeIsActive()) Time = 1;
4070 Read->SetCounter(Time);
4071 SetAction(Read);
4072 if (IsPlayer()) ADD_MESSAGE("You start reading %s.", Item->CHAR_NAME(DEFINITE));
4073 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s starts reading %s.", CHAR_NAME(DEFINITE), Item->CHAR_NAME(DEFINITE));
4077 /* Call when one makes something with his/her/its hands.
4078 * Difficulty of 5 takes about one turn, so it's the most common to use. */
4079 void character::DexterityAction (int Difficulty) {
4080 EditAP(-20000 * Difficulty / APBonus(GetAttribute(DEXTERITY)));
4081 EditExperience(DEXTERITY, Difficulty * 15, 1 << 7);
4085 /* If Theoretically != false, range is not a factor. */
4086 truth character::CanBeSeenByPlayer (truth Theoretically, truth IgnoreESP) const {
4087 if (IsEnabled() && !game::IsGenerating() && (Theoretically || GetSquareUnder())) {
4088 truth MayBeESPSeen = PLAYER->IsEnabled() && !IgnoreESP && PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5;
4089 truth MayBeInfraSeen = PLAYER->IsEnabled() && PLAYER->StateIsActivated(INFRA_VISION) && IsWarm();
4090 truth Visible = !StateIsActivated(INVISIBLE) || MayBeESPSeen || MayBeInfraSeen;
4091 if (game::IsInWilderness()) return Visible;
4092 if (MayBeESPSeen && (Theoretically || GetDistanceSquareFrom(PLAYER) <= PLAYER->GetESPRangeSquare())) return true;
4093 if (!Visible) return false;
4094 return Theoretically || SquareUnderCanBeSeenByPlayer(MayBeInfraSeen);
4096 return false;
4100 truth character::CanBeSeenBy (ccharacter *Who, truth Theoretically, truth IgnoreESP) const {
4101 if (Who->IsPlayer()) return CanBeSeenByPlayer(Theoretically, IgnoreESP);
4102 if (IsEnabled() && !game::IsGenerating() && (Theoretically || GetSquareUnder())) {
4103 truth MayBeESPSeen = Who->IsEnabled() && !IgnoreESP && Who->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5;
4104 truth MayBeInfraSeen = Who->IsEnabled() && Who->StateIsActivated(INFRA_VISION) && IsWarm();
4105 truth Visible = !StateIsActivated(INVISIBLE) || MayBeESPSeen || MayBeInfraSeen;
4106 if (game::IsInWilderness()) return Visible;
4107 if (MayBeESPSeen && (Theoretically || GetDistanceSquareFrom(Who) <= Who->GetESPRangeSquare())) return true;
4108 if (!Visible) return false;
4109 return Theoretically || SquareUnderCanBeSeenBy(Who, MayBeInfraSeen);
4111 return false;
4115 truth character::SquareUnderCanBeSeenByPlayer (truth IgnoreDarkness) const {
4116 if (!GetSquareUnder()) return false;
4117 int S1 = SquaresUnder, S2 = PLAYER->SquaresUnder;
4118 if (S1 == 1 && S2 == 1) {
4119 if (GetSquareUnder()->CanBeSeenByPlayer(IgnoreDarkness)) return true;
4120 if (IgnoreDarkness) {
4121 int LOSRangeSquare = PLAYER->GetLOSRangeSquare();
4122 if ((GetPos() - PLAYER->GetPos()).GetLengthSquare() <= LOSRangeSquare) {
4123 eyecontroller::Map = GetLevel()->GetMap();
4124 return mapmath<eyecontroller>::DoLine(PLAYER->GetPos().X, PLAYER->GetPos().Y, GetPos().X, GetPos().Y, SKIP_FIRST);
4127 return false;
4128 } else {
4129 for (int c1 = 0; c1 < S1; ++c1) {
4130 lsquare *Square = GetLSquareUnder(c1);
4131 if (Square->CanBeSeenByPlayer(IgnoreDarkness)) return true;
4132 else if (IgnoreDarkness) {
4133 v2 Pos = Square->GetPos();
4134 int LOSRangeSquare = PLAYER->GetLOSRangeSquare();
4135 for (int c2 = 0; c2 < S2; ++c2) {
4136 v2 PlayerPos = PLAYER->GetPos(c2);
4137 if ((Pos-PlayerPos).GetLengthSquare() <= LOSRangeSquare) {
4138 eyecontroller::Map = GetLevel()->GetMap();
4139 if (mapmath<eyecontroller>::DoLine(PlayerPos.X, PlayerPos.Y, Pos.X, Pos.Y, SKIP_FIRST)) return true;
4144 return false;
4149 truth character::SquareUnderCanBeSeenBy (ccharacter *Who, truth IgnoreDarkness) const {
4150 int S1 = SquaresUnder, S2 = Who->SquaresUnder;
4151 int LOSRangeSquare = Who->GetLOSRangeSquare();
4152 if (S1 == 1 && S2 == 1) return GetSquareUnder()->CanBeSeenFrom(Who->GetPos(), LOSRangeSquare, IgnoreDarkness);
4153 for (int c1 = 0; c1 < S1; ++c1) {
4154 lsquare *Square = GetLSquareUnder(c1);
4155 for (int c2 = 0; c2 < S2; ++c2) if (Square->CanBeSeenFrom(Who->GetPos(c2), LOSRangeSquare, IgnoreDarkness)) return true;
4157 return false;
4161 int character::GetDistanceSquareFrom (ccharacter *Who) const {
4162 int S1 = SquaresUnder, S2 = Who->SquaresUnder;
4163 if (S1 == 1 && S2 == 1) return (GetPos() - Who->GetPos()).GetLengthSquare();
4164 v2 MinDist(0x7FFF, 0x7FFF);
4165 int MinLength = 0xFFFF;
4166 for (int c1 = 0; c1 < S1; ++c1) {
4167 for (int c2 = 0; c2 < S2; ++c2) {
4168 v2 Dist = GetPos(c1)-Who->GetPos(c2);
4169 if (Dist.X < 0) Dist.X = -Dist.X;
4170 if (Dist.Y < 0) Dist.Y = -Dist.Y;
4171 if (Dist.X <= MinDist.X && Dist.Y <= MinDist.Y) {
4172 MinDist = Dist;
4173 MinLength = Dist.GetLengthSquare();
4174 } else if (Dist.X < MinDist.X || Dist.Y < MinDist.Y) {
4175 int Length = Dist.GetLengthSquare();
4176 if (Length < MinLength) {
4177 MinDist = Dist;
4178 MinLength = Length;
4183 return MinLength;
4187 void character::AttachBodyPart (bodypart *BodyPart) {
4188 SetBodyPart(BodyPart->GetBodyPartIndex(), BodyPart);
4189 if (!AllowSpoil()) BodyPart->ResetSpoiling();
4190 BodyPart->ResetPosition();
4191 BodyPart->UpdatePictures();
4192 CalculateAttributeBonuses();
4193 CalculateBattleInfo();
4194 SendNewDrawRequest();
4195 SignalPossibleTransparencyChange();
4199 /* Returns true if the character has all bodyparts, false if not. */
4200 truth character::HasAllBodyParts () const {
4201 for (int c = 0; c < BodyParts; ++c) if (!GetBodyPart(c) && CanCreateBodyPart(c)) return false;
4202 return true;
4206 bodypart *character::GenerateRandomBodyPart () {
4207 int NeededBodyPart[MAX_BODYPARTS];
4208 int Index = 0;
4209 for (int c = 0; c < BodyParts; ++c) if (!GetBodyPart(c) && CanCreateBodyPart(c)) NeededBodyPart[Index++] = c;
4210 return Index ? CreateBodyPart(NeededBodyPart[RAND() % Index]) : 0;
4214 /* Searches the character's Stack and if it find some bodyparts there that are the character's
4215 * old bodyparts returns a stackiterator to one of them (choosen in random).
4216 * If no fitting bodyparts are found the function returns 0 */
4217 bodypart *character::FindRandomOwnBodyPart (truth AllowNonLiving) const {
4218 itemvector LostAndFound;
4219 for (int c = 0; c < BodyParts; ++c) {
4220 if (!GetBodyPart(c)) {
4221 for (std::list<feuLong>::iterator i = OriginalBodyPartID[c].begin(); i != OriginalBodyPartID[c].end(); ++i) {
4222 bodypart *Found = static_cast<bodypart *>(SearchForItem(*i));
4223 if (Found && (AllowNonLiving || Found->CanRegenerate())) LostAndFound.push_back(Found);
4227 if (LostAndFound.empty()) return 0;
4228 return static_cast<bodypart *>(LostAndFound[RAND() % LostAndFound.size()]);
4232 void character::PrintBeginPoisonedMessage () const {
4233 if (IsPlayer()) ADD_MESSAGE("You seem to be very ill.");
4234 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks very ill.", CHAR_NAME(DEFINITE));
4238 void character::PrintEndPoisonedMessage () const {
4239 if (IsPlayer()) ADD_MESSAGE("You feel better again.");
4240 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks better.", CHAR_NAME(DEFINITE));
4244 void character::PoisonedHandler () {
4245 if (!(RAND() % 100)) VomitAtRandomDirection(500 + RAND_N(250));
4246 int Damage = 0;
4247 for (int Used = 0; Used < GetTemporaryStateCounter(POISONED); Used += 100) if (!(RAND() % 100)) ++Damage;
4248 if (Damage) {
4249 ReceiveDamage(0, Damage, POISON, ALL, 8, false, false, false, false);
4250 CheckDeath(CONST_S("died of acute poisoning"), 0);
4255 truth character::IsWarm () const {
4256 return combinebodypartpredicates()(this, &bodypart::IsWarm, 1);
4260 void character::BeginInvisibility () {
4261 UpdatePictures();
4262 SendNewDrawRequest();
4263 SignalPossibleTransparencyChange();
4267 void character::BeginInfraVision () {
4268 if (IsPlayer()) GetArea()->SendNewDrawRequest();
4272 void character::BeginESP () {
4273 if (IsPlayer()) GetArea()->SendNewDrawRequest();
4277 void character::EndInvisibility () {
4278 UpdatePictures();
4279 SendNewDrawRequest();
4280 SignalPossibleTransparencyChange();
4284 void character::EndInfraVision () {
4285 if (IsPlayer() && IsEnabled()) GetArea()->SendNewDrawRequest();
4289 void character::EndESP () {
4290 if (IsPlayer() && IsEnabled()) GetArea()->SendNewDrawRequest();
4294 void character::Draw (blitdata &BlitData) const {
4295 col24 L = BlitData.Luminance;
4296 if (PLAYER->IsEnabled() &&
4297 ((PLAYER->StateIsActivated(ESP) && GetAttribute(INTELLIGENCE) >= 5 &&
4298 (PLAYER->GetPos() - GetPos()).GetLengthSquare() <= PLAYER->GetESPRangeSquare()) ||
4299 (PLAYER->StateIsActivated(INFRA_VISION) && IsWarm())))
4300 BlitData.Luminance = ivanconfig::GetContrastLuminance();
4302 DrawBodyParts(BlitData);
4303 BlitData.Luminance = ivanconfig::GetContrastLuminance();
4304 BlitData.Src.Y = 16;
4305 cint SquareIndex = BlitData.CustomData & SQUARE_INDEX_MASK;
4307 if (GetTeam() == PLAYER->GetTeam() && !IsPlayer() && SquareIndex == GetTameSymbolSquareIndex()) {
4308 BlitData.Src.X = 32;
4309 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4312 if (IsFlying() && SquareIndex == GetFlySymbolSquareIndex()) {
4313 BlitData.Src.X = 128;
4314 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4317 if (IsSwimming() && SquareIndex == GetSwimmingSymbolSquareIndex()) {
4318 BlitData.Src.X = 240;
4319 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4322 if (GetAction() && GetAction()->IsUnconsciousness() && SquareIndex == GetUnconsciousSymbolSquareIndex()) {
4323 BlitData.Src.X = 224;
4324 igraph::GetSymbolGraphic()->LuminanceMaskedBlit(BlitData);
4327 BlitData.Src.X = BlitData.Src.Y = 0;
4328 BlitData.Luminance = L;
4332 void character::DrawBodyParts (blitdata &BlitData) const {
4333 GetTorso()->Draw(BlitData);
4337 void character::PrintBeginTeleportMessage () const {
4338 if (IsPlayer()) ADD_MESSAGE("You feel jumpy.");
4342 void character::PrintEndTeleportMessage () const {
4343 if (IsPlayer()) ADD_MESSAGE("You suddenly realize you've always preferred walking to jumping.");
4347 void character::PrintBeginDetectMessage () const {
4348 if (IsPlayer()) ADD_MESSAGE("You feel curious about your surroundings.");
4352 void character::PrintEndDetectMessage () const {
4353 if (IsPlayer()) ADD_MESSAGE("You decide to rely on your intuition from now on.");
4357 void character::TeleportHandler () {
4358 if (!(RAND() % 1500) && !game::IsInWilderness()) {
4359 if (IsPlayer()) ADD_MESSAGE("You feel an urgent spatial relocation is now appropriate.");
4360 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s disappears.", CHAR_NAME(DEFINITE));
4361 TeleportRandomly();
4366 void character::DetectHandler () {
4367 if (IsPlayer()) {
4368 //the AI can't be asked position questions! So only the player can hav this state really :/ a bit daft of me
4369 if (!(RAND()%3000) && !game::IsInWilderness()) {
4370 ADD_MESSAGE("Your mind wanders in search of something.");
4371 DoDetecting(); //in fact, who knows what would happen if a dark frog had the detecting state?
4377 void character::PrintBeginPolymorphMessage () const {
4378 if (IsPlayer()) ADD_MESSAGE("An unconfortable uncertainty of who you really are overwhelms you.");
4382 void character::PrintEndPolymorphMessage () const {
4383 if (IsPlayer()) ADD_MESSAGE("You feel you are you and no one else.");
4387 void character::PolymorphHandler () {
4388 if (!(RAND() % 1500)) PolymorphRandomly(1, 999999, 200 + RAND() % 800);
4391 void character::PrintBeginTeleportControlMessage () const {
4392 if (IsPlayer()) ADD_MESSAGE("You feel very controlled.");
4396 void character::PrintEndTeleportControlMessage () const {
4397 if (IsPlayer()) ADD_MESSAGE("You feel your control slipping.");
4401 void character::DisplayStethoscopeInfo (character *) const {
4402 felist Info(CONST_S("Information about ") + GetDescription(DEFINITE));
4403 AddSpecialStethoscopeInfo(Info);
4404 Info.AddEntry(CONST_S("Endurance: ") + GetAttribute(ENDURANCE), LIGHT_GRAY);
4405 Info.AddEntry(CONST_S("Perception: ") + GetAttribute(PERCEPTION), LIGHT_GRAY);
4406 Info.AddEntry(CONST_S("Intelligence: ") + GetAttribute(INTELLIGENCE), LIGHT_GRAY);
4407 Info.AddEntry(CONST_S("Wisdom: ") + GetAttribute(WISDOM), LIGHT_GRAY);
4408 //Info.AddEntry(CONST_S("Willpower: ") + GetAttribute(WILL_POWER), LIGHT_GRAY);
4409 Info.AddEntry(CONST_S("Charisma: ") + GetAttribute(CHARISMA), LIGHT_GRAY);
4410 Info.AddEntry(CONST_S("HP: ") + GetHP() + "/" + GetMaxHP(), IsInBadCondition() ? RED : LIGHT_GRAY);
4411 if (GetAction()) Info.AddEntry(festring(GetAction()->GetDescription()).CapitalizeCopy(), LIGHT_GRAY);
4412 for (int c = 0; c < STATES; ++c) {
4413 if (StateIsActivated(1 << c) && (1 << c != HASTE || !StateIsActivated(SLOW)) && (1 << c != SLOW || !StateIsActivated(HASTE)))
4414 Info.AddEntry(StateData[c].Description, LIGHT_GRAY);
4416 switch (GetTirednessState()) {
4417 case FAINTING: Info.AddEntry("Fainting", RED); break;
4418 case EXHAUSTED: Info.AddEntry("Exhausted", LIGHT_GRAY); break;
4420 game::SetStandardListAttributes(Info);
4421 Info.Draw();
4425 truth character::CanUseStethoscope (truth PrintReason) const {
4426 if (PrintReason) ADD_MESSAGE("This type of monster can't use a stethoscope.");
4427 return false;
4431 /* Effect used by at least Sophos.
4432 * NOTICE: Doesn't check for death! */
4433 void character::TeleportSomePartsAway (int NumberToTeleport) {
4434 for (int c = 0; c < NumberToTeleport; ++c) {
4435 int RandomBodyPart = GetRandomNonVitalBodyPart();
4436 if (RandomBodyPart == NONE_INDEX) {
4437 for (; c < NumberToTeleport; ++c) {
4438 GetTorso()->SetHP((GetTorso()->GetHP() << 2) / 5);
4439 sLong TorsosVolume = GetTorso()->GetMainMaterial()->GetVolume() / 10;
4440 if (!TorsosVolume) break;
4441 sLong Amount = (RAND() % TorsosVolume)+1;
4442 item *Lump = GetTorso()->GetMainMaterial()->CreateNaturalForm(Amount);
4443 GetTorso()->GetMainMaterial()->EditVolume(-Amount);
4444 Lump->MoveTo(GetNearLSquare(GetLevel()->GetRandomSquare())->GetStack());
4445 if (IsPlayer()) ADD_MESSAGE("Parts of you teleport away.");
4446 else if (CanBeSeenByPlayer()) ADD_MESSAGE("Parts of %s teleport away.", CHAR_NAME(DEFINITE));
4448 } else {
4449 item *SeveredBodyPart = SevereBodyPart(RandomBodyPart);
4450 if (SeveredBodyPart) {
4451 GetNearLSquare(GetLevel()->GetRandomSquare())->AddItem(SeveredBodyPart);
4452 SeveredBodyPart->DropEquipment();
4453 if (IsPlayer()) ADD_MESSAGE("Your %s teleports away.", GetBodyPartName(RandomBodyPart).CStr());
4454 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s teleports away.", GetPossessivePronoun().CStr(), GetBodyPartName(RandomBodyPart).CStr());
4455 } else {
4456 if (IsPlayer()) ADD_MESSAGE("Your %s disappears.", GetBodyPartName(RandomBodyPart).CStr());
4457 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s %s disappears.", GetPossessivePronoun().CStr(), GetBodyPartName(RandomBodyPart).CStr());
4464 /* Returns an index of a random bodypart that is not vital. If no non-vital bodypart is found returns NONE_INDEX */
4465 int character::GetRandomNonVitalBodyPart () const {
4466 int OKBodyPart[MAX_BODYPARTS];
4467 int OKBodyParts = 0;
4468 for (int c = 0; c < BodyParts; ++c) if (GetBodyPart(c) && !BodyPartIsVital(c)) OKBodyPart[OKBodyParts++] = c;
4469 return OKBodyParts ? OKBodyPart[RAND() % OKBodyParts] : NONE_INDEX;
4473 void character::CalculateVolumeAndWeight () {
4474 Volume = Stack->GetVolume();
4475 Weight = Stack->GetWeight();
4476 BodyVolume = 0;
4477 CarriedWeight = Weight;
4478 for (int c = 0; c < BodyParts; ++c) {
4479 bodypart *BodyPart = GetBodyPart(c);
4480 if (BodyPart) {
4481 BodyVolume += BodyPart->GetBodyPartVolume();
4482 Volume += BodyPart->GetVolume();
4483 CarriedWeight += BodyPart->GetCarriedWeight();
4484 Weight += BodyPart->GetWeight();
4490 void character::SignalVolumeAndWeightChange () {
4491 if (!IsInitializing()) {
4492 CalculateVolumeAndWeight();
4493 if (IsEnabled()) CalculateBurdenState();
4494 if (MotherEntity) MotherEntity->SignalVolumeAndWeightChange();
4499 void character::SignalEmitationIncrease (col24 EmitationUpdate) {
4500 if (game::CompareLights(EmitationUpdate, Emitation) > 0) {
4501 game::CombineLights(Emitation, EmitationUpdate);
4502 if (MotherEntity) MotherEntity->SignalEmitationIncrease(EmitationUpdate);
4503 else if (SquareUnder[0] && !game::IsInWilderness()) {
4504 for(int c = 0; c < GetSquaresUnder(); ++c) GetLSquareUnder()->SignalEmitationIncrease(EmitationUpdate);
4510 void character::SignalEmitationDecrease (col24 EmitationUpdate) {
4511 if (game::CompareLights(EmitationUpdate, Emitation) >= 0 && Emitation) {
4512 col24 Backup = Emitation;
4513 CalculateEmitation();
4514 if (Backup != Emitation) {
4515 if (MotherEntity) MotherEntity->SignalEmitationDecrease(EmitationUpdate);
4516 else if (SquareUnder[0] && !game::IsInWilderness()) {
4517 for (int c = 0; c < GetSquaresUnder(); ++c) GetLSquareUnder(c)->SignalEmitationDecrease(EmitationUpdate);
4524 void character::CalculateEmitation () {
4525 Emitation = GetBaseEmitation();
4526 for (int c = 0; c < BodyParts; ++c) {
4527 bodypart *BodyPart = GetBodyPart(c);
4528 if (BodyPart) game::CombineLights(Emitation, BodyPart->GetEmitation());
4530 game::CombineLights(Emitation, Stack->GetEmitation());
4534 void character::CalculateAll () {
4535 Flags |= C_INITIALIZING;
4536 CalculateAttributeBonuses();
4537 CalculateVolumeAndWeight();
4538 CalculateEmitation();
4539 CalculateBodyPartMaxHPs(0);
4540 CalculateMaxStamina();
4541 CalculateBurdenState();
4542 CalculateBattleInfo();
4543 Flags &= ~C_INITIALIZING;
4547 void character::CalculateHP () {
4548 HP = sumbodypartproperties()(this, &bodypart::GetHP);
4552 void character::CalculateMaxHP () {
4553 MaxHP = sumbodypartproperties()(this, &bodypart::GetMaxHP);
4557 void character::CalculateBodyPartMaxHPs (feuLong Flags) {
4558 doforbodypartswithparam<feuLong>()(this, &bodypart::CalculateMaxHP, Flags);
4559 CalculateMaxHP();
4560 CalculateHP();
4564 truth character::EditAttribute (int Identifier, int Value) {
4565 if (Identifier == ENDURANCE && UseMaterialAttributes()) return false;
4566 if (RawEditAttribute(BaseExperience[Identifier], Value)) {
4567 if (!IsInitializing()) {
4568 if (Identifier == LEG_STRENGTH) CalculateBurdenState();
4569 else if (Identifier == ENDURANCE) CalculateBodyPartMaxHPs();
4570 else if (IsPlayer() && Identifier == PERCEPTION) game::SendLOSUpdateRequest();
4571 else if (IsPlayerKind() && (Identifier == INTELLIGENCE || Identifier == WISDOM || Identifier == CHARISMA)) UpdatePictures();
4572 CalculateBattleInfo();
4574 return true;
4576 return false;
4580 truth character::ActivateRandomState (int Flags, int Time, sLong Seed) {
4581 femath::SaveSeed();
4582 if (Seed) femath::SetSeed(Seed);
4583 sLong ToBeActivated = GetRandomState(Flags|DUR_TEMPORARY);
4584 femath::LoadSeed();
4585 if (!ToBeActivated) return false;
4586 BeginTemporaryState(ToBeActivated, Time);
4587 return true;
4591 truth character::GainRandomIntrinsic (int Flags) {
4592 sLong ToBeActivated = GetRandomState(Flags|DUR_PERMANENT);
4593 if (!ToBeActivated) return false;
4594 GainIntrinsic(ToBeActivated);
4595 return true;
4599 /* Returns 0 if state not found */
4600 sLong character::GetRandomState (int Flags) const {
4601 sLong OKStates[STATES];
4602 int NumberOfOKStates = 0;
4603 for (int c = 0; c < STATES; ++c) {
4604 if (StateData[c].Flags & Flags & DUR_FLAGS && StateData[c].Flags & Flags & SRC_FLAGS) OKStates[NumberOfOKStates++] = 1 << c;
4606 return NumberOfOKStates ? OKStates[RAND() % NumberOfOKStates] : 0;
4610 int characterprototype::CreateSpecialConfigurations (characterdatabase **TempConfig, int Configs, int Level) {
4611 if (Level == 0 && TempConfig[0]->CreateDivineConfigurations) {
4612 Configs = databasecreator<character>::CreateDivineConfigurations(this, TempConfig, Configs);
4614 if (Level == 1 && TempConfig[0]->CreateUndeadConfigurations) {
4615 for (int c = 1; c < protocontainer<character>::GetSize(); ++c) {
4616 const character::prototype *Proto = protocontainer<character>::GetProto(c);
4617 const character::database *const *CharacterConfigData = Proto->GetConfigData();
4618 if (!CharacterConfigData) ABORT("No database entry for character <%s>!", Proto->GetClassID());
4619 const character::database*const* End = CharacterConfigData + Proto->GetConfigSize();
4620 for (++CharacterConfigData; CharacterConfigData != End; ++CharacterConfigData) {
4621 const character::database *CharacterDataBase = *CharacterConfigData;
4622 if (CharacterDataBase->UndeadVersions) {
4623 character::database* ConfigDataBase = new character::database(**TempConfig);
4624 ConfigDataBase->InitDefaults(this, (c << 8) | CharacterDataBase->Config);
4625 ConfigDataBase->PostFix << "of ";
4626 if (CharacterDataBase->Adjective.GetSize()) {
4627 if (CharacterDataBase->UsesLongAdjectiveArticle) ConfigDataBase->PostFix << "an ";
4628 else ConfigDataBase->PostFix << "a ";
4629 ConfigDataBase->PostFix << CharacterDataBase->Adjective << ' ';
4630 } else {
4631 if (CharacterDataBase->UsesLongArticle) ConfigDataBase->PostFix << "an ";
4632 else ConfigDataBase->PostFix << "a ";
4634 ConfigDataBase->PostFix << CharacterDataBase->NameSingular;
4635 if (CharacterDataBase->PostFix.GetSize()) ConfigDataBase->PostFix << ' ' << CharacterDataBase->PostFix;
4636 int P1 = TempConfig[0]->UndeadAttributeModifier;
4637 int P2 = TempConfig[0]->UndeadVolumeModifier;
4638 int c2;
4639 for (c2 = 0; c2 < ATTRIBUTES; ++c2) ConfigDataBase->*ExpPtr[c2] = CharacterDataBase->*ExpPtr[c2] * P1 / 100;
4640 for (c2 = 0; c2 < EQUIPMENT_DATAS; ++c2) ConfigDataBase->*EquipmentDataPtr[c2] = contentscript<item>();
4641 ConfigDataBase->DefaultIntelligence = 5;
4642 ConfigDataBase->DefaultWisdom = 5;
4643 ConfigDataBase->DefaultCharisma = 5;
4644 ConfigDataBase->TotalSize = CharacterDataBase->TotalSize;
4645 ConfigDataBase->Sex = CharacterDataBase->Sex;
4646 ConfigDataBase->AttributeBonus = CharacterDataBase->AttributeBonus;
4647 ConfigDataBase->TotalVolume = CharacterDataBase->TotalVolume * P2 / 100;
4648 if (TempConfig[0]->UndeadCopyMaterials) {
4649 ConfigDataBase->HeadBitmapPos = CharacterDataBase->HeadBitmapPos;
4650 ConfigDataBase->HairColor = CharacterDataBase->HairColor;
4651 ConfigDataBase->EyeColor = CharacterDataBase->EyeColor;
4652 ConfigDataBase->CapColor = CharacterDataBase->CapColor;
4653 ConfigDataBase->FleshMaterial = CharacterDataBase->FleshMaterial;
4654 ConfigDataBase->BloodMaterial = CharacterDataBase->BloodMaterial;
4655 ConfigDataBase->VomitMaterial = CharacterDataBase->VomitMaterial;
4656 ConfigDataBase->SweatMaterial = CharacterDataBase->SweatMaterial;
4658 ConfigDataBase->KnownCWeaponSkills = CharacterDataBase->KnownCWeaponSkills;
4659 ConfigDataBase->CWeaponSkillHits = CharacterDataBase->CWeaponSkillHits;
4660 ConfigDataBase->PostProcess();
4661 TempConfig[Configs++] = ConfigDataBase;
4666 if (Level == 0 && TempConfig[0]->CreateGolemMaterialConfigurations) {
4667 for (int c = 1; c < protocontainer<material>::GetSize(); ++c) {
4668 const material::prototype* Proto = protocontainer<material>::GetProto(c);
4669 const material::database*const* MaterialConfigData = Proto->GetConfigData();
4670 const material::database*const* End = MaterialConfigData + Proto->GetConfigSize();
4671 for (++MaterialConfigData; MaterialConfigData != End; ++MaterialConfigData) {
4672 const material::database* MaterialDataBase = *MaterialConfigData;
4673 if (MaterialDataBase->CategoryFlags & IS_GOLEM_MATERIAL) {
4674 character::database* ConfigDataBase = new character::database(**TempConfig);
4675 ConfigDataBase->InitDefaults(this, MaterialDataBase->Config);
4676 ConfigDataBase->Adjective = MaterialDataBase->NameStem;
4677 ConfigDataBase->UsesLongAdjectiveArticle = MaterialDataBase->NameFlags & USE_AN;
4678 ConfigDataBase->AttachedGod = MaterialDataBase->AttachedGod;
4679 TempConfig[Configs++] = ConfigDataBase;
4684 return Configs;
4688 double character::GetTimeToDie (ccharacter *Enemy, int Damage, double ToHitValue, truth AttackIsBlockable, truth UseMaxHP) const {
4689 double DodgeValue = GetDodgeValue();
4690 if (!Enemy->CanBeSeenBy(this, true)) ToHitValue *= 2;
4691 if (!CanBeSeenBy(Enemy, true)) DodgeValue *= 2;
4692 double MinHits = 1000;
4693 truth First = true;
4694 for (int c = 0; c < BodyParts; ++c) {
4695 if (BodyPartIsVital(c) && GetBodyPart(c)) {
4696 double Hits = GetBodyPart(c)->GetTimeToDie(Damage, ToHitValue, DodgeValue, AttackIsBlockable, UseMaxHP);
4697 if (First) { MinHits = Hits; First = false; } else MinHits = 1 / (1 / MinHits + 1 / Hits);
4700 return MinHits;
4704 double character::GetRelativeDanger (ccharacter *Enemy, truth UseMaxHP) const {
4705 double Danger = Enemy->GetTimeToKill(this, UseMaxHP) / GetTimeToKill(Enemy, UseMaxHP);
4706 int EnemyAP = Enemy->GetMoveAPRequirement(1);
4707 int ThisAP = GetMoveAPRequirement(1);
4708 if (EnemyAP > ThisAP) Danger *= 1.25;
4709 else if (ThisAP > EnemyAP) Danger *= 0.80;
4710 if (!Enemy->CanBeSeenBy(this, true)) Danger *= Enemy->IsPlayer() ? 0.2 : 0.5;
4711 if (!CanBeSeenBy(Enemy, true)) Danger *= IsPlayer() ? 5. : 2.;
4712 if (GetAttribute(INTELLIGENCE) < 10 && !IsPlayer()) Danger *= 0.80;
4713 if (Enemy->GetAttribute(INTELLIGENCE) < 10 && !Enemy->IsPlayer()) Danger *= 1.25;
4714 return Limit(Danger, 0.001, 1000.0);
4718 festring character::GetBodyPartName (int I, truth Articled) const {
4719 if (I == TORSO_INDEX) return Articled ? CONST_S("a torso") : CONST_S("torso");
4720 ABORT("Illegal character bodypart name request!");
4721 return "";
4725 item *character::SearchForItem(feuLong ID) const {
4726 item *Equipment = findequipment<feuLong>()(this, &item::HasID, ID);
4727 if (Equipment) return Equipment;
4728 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (i->GetID() == ID) return *i;
4729 return 0;
4733 truth character::ContentsCanBeSeenBy (ccharacter *Viewer) const {
4734 return Viewer == this;
4738 truth character::HitEffect (character *Enemy, item* Weapon, v2 HitPos, int Type, int BodyPartIndex,
4739 int Direction, truth BlockedByArmour)
4741 if (Weapon) return Weapon->HitEffect(this, Enemy, HitPos, BodyPartIndex, Direction, BlockedByArmour);
4742 switch (Type) {
4743 case UNARMED_ATTACK: return Enemy->SpecialUnarmedEffect(this, HitPos, BodyPartIndex, Direction, BlockedByArmour);
4744 case KICK_ATTACK: return Enemy->SpecialKickEffect(this, HitPos, BodyPartIndex, Direction, BlockedByArmour);
4745 case BITE_ATTACK: return Enemy->SpecialBiteEffect(this, HitPos, BodyPartIndex, Direction, BlockedByArmour);
4747 return false;
4751 void character::WeaponSkillHit (item *Weapon, int Type, int Hits) {
4752 int Category;
4753 switch (Type) {
4754 case UNARMED_ATTACK: Category = UNARMED; break;
4755 case WEAPON_ATTACK: Weapon->WeaponSkillHit(Hits); return;
4756 case KICK_ATTACK: Category = KICK; break;
4757 case BITE_ATTACK: Category = BITE; break;
4758 case THROW_ATTACK:
4759 if (!IsHumanoid()) return;
4760 Category = Weapon->GetWeaponCategory();
4761 break;
4762 default:
4763 ABORT("Illegal Type %d passed to character::WeaponSkillHit()!", Type);
4764 return;
4766 if (GetCWeaponSkill(Category)->AddHit(Hits)) {
4767 CalculateBattleInfo();
4768 if (IsPlayer()) GetCWeaponSkill(Category)->AddLevelUpMessage(Category);
4773 /* Returns 0 if character cannot be duplicated */
4774 character *character::Duplicate (feuLong Flags) {
4775 if (!(Flags & IGNORE_PROHIBITIONS) && !CanBeCloned()) return 0;
4776 character *Char = GetProtoType()->Clone(this);
4777 if (Flags & MIRROR_IMAGE) {
4778 DuplicateEquipment(Char, Flags & ~IGNORE_PROHIBITIONS);
4779 Char->SetLifeExpectancy(Flags >> LE_BASE_SHIFT & LE_BASE_RANGE, Flags >> LE_RAND_SHIFT & LE_RAND_RANGE);
4781 Char->CalculateAll();
4782 Char->CalculateEmitation();
4783 Char->UpdatePictures();
4784 Char->Flags &= ~(C_INITIALIZING|C_IN_NO_MSG_MODE);
4785 return Char;
4789 truth character::TryToEquip (item *Item) {
4790 if (!Item->AllowEquip() || !CanUseEquipment() || GetAttribute(WISDOM) >= Item->GetWearWisdomLimit() || Item->GetSquaresUnder() != 1)
4791 return false;
4792 for (int e = 0; e < GetEquipments(); ++e) {
4793 if (GetBodyPartOfEquipment(e) && EquipmentIsAllowed(e)) {
4794 sorter Sorter = EquipmentSorter(e);
4795 if ((Sorter == 0 || (Item->*Sorter)(this)) &&
4796 ((e != RIGHT_WIELDED_INDEX && e != LEFT_WIELDED_INDEX) ||
4797 Item->IsWeapon(this) || Item->IsShield(this)) && AllowEquipment(Item, e)) {
4798 item *OldEquipment = GetEquipment(e);
4799 if (BoundToUse(OldEquipment, e)) continue;
4800 lsquare *LSquareUnder = GetLSquareUnder();
4801 stack *StackUnder = LSquareUnder->GetStack();
4802 msgsystem::DisableMessages();
4803 Flags |= C_PICTURE_UPDATES_FORBIDDEN;
4804 LSquareUnder->Freeze();
4805 StackUnder->Freeze();
4806 double Danger = GetRelativeDanger(PLAYER);
4807 if (OldEquipment) OldEquipment->RemoveFromSlot();
4808 Item->RemoveFromSlot();
4809 SetEquipment(e, Item);
4810 double NewDanger = GetRelativeDanger(PLAYER);
4811 Item->RemoveFromSlot();
4812 StackUnder->AddItem(Item);
4813 if (OldEquipment) SetEquipment(e, OldEquipment);
4814 msgsystem::EnableMessages();
4815 Flags &= ~C_PICTURE_UPDATES_FORBIDDEN;
4816 LSquareUnder->UnFreeze();
4817 StackUnder->UnFreeze();
4818 if (OldEquipment) {
4819 if (NewDanger > Danger || BoundToUse(Item, e)) {
4820 room *Room = GetRoom();
4821 if (!Room || Room->PickupItem(this, Item, 1)) {
4822 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));
4823 if (Room) Room->DropItem(this, OldEquipment, 1);
4824 OldEquipment->MoveTo(StackUnder);
4825 Item->RemoveFromSlot();
4826 SetEquipment(e, Item);
4827 DexterityAction(5);
4828 return true;
4831 } else {
4832 if (NewDanger > Danger || (NewDanger == Danger && e != RIGHT_WIELDED_INDEX && e != LEFT_WIELDED_INDEX) || BoundToUse(Item, e)) {
4833 room *Room = GetRoom();
4834 if (!Room || Room->PickupItem(this, Item, 1)) {
4835 if (CanBeSeenByPlayer()) ADD_MESSAGE("%s picks up and equips %s.", CHAR_NAME(DEFINITE), Item->CHAR_NAME(INDEFINITE));
4836 Item->RemoveFromSlot();
4837 SetEquipment(e, Item);
4838 DexterityAction(5);
4839 return true;
4846 return false;
4850 truth character::TryToConsume (item *Item) {
4851 return Item->CanBeEatenByAI(this) && ConsumeItem(Item, Item->GetConsumeMaterial(this)->GetConsumeVerb());
4855 void character::UpdateESPLOS () const {
4856 if (StateIsActivated(ESP) && !game::IsInWilderness()) {
4857 for (int c = 0; c < game::GetTeams(); ++c) {
4858 for (std::list<character *>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
4859 const character *ch = *i;
4860 if (ch->IsEnabled()) ch->SendNewDrawRequest();
4867 int character::GetCWeaponSkillLevel (citem *Item) const {
4868 if (Item->GetWeaponCategory() < GetAllowedWeaponSkillCategories()) return GetCWeaponSkill(Item->GetWeaponCategory())->GetLevel();
4869 return 0;
4873 void character::PrintBeginPanicMessage () const {
4874 if (IsPlayer()) ADD_MESSAGE("You panic!");
4875 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s panics.", CHAR_NAME(DEFINITE));
4879 void character::PrintEndPanicMessage () const {
4880 if (IsPlayer()) ADD_MESSAGE("You finally calm down.");
4881 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s calms down.", CHAR_NAME(DEFINITE));
4885 void character::CheckPanic (int Ticks) {
4886 if (GetPanicLevel() > 1 && !StateIsActivated(PANIC) && GetHP() * 100 < RAND() % (GetPanicLevel() * GetMaxHP() << 1))
4887 BeginTemporaryState(PANIC, ((Ticks * 3) >> 2) + RAND() % ((Ticks >> 1) + 1)); // 25% randomness to ticks...
4891 /* returns 0 if fails else the newly created character */
4892 character *character::DuplicateToNearestSquare (character *Cloner, feuLong Flags) {
4893 character *NewlyCreated = Duplicate(Flags);
4894 if (!NewlyCreated) return 0;
4895 if (Flags & CHANGE_TEAM && Cloner) NewlyCreated->ChangeTeam(Cloner->GetTeam());
4896 NewlyCreated->PutNear(GetPos());
4897 return NewlyCreated;
4901 void character::SignalSpoil (material *m) {
4902 if (GetMotherEntity()) GetMotherEntity()->SignalSpoil(m);
4903 else Disappear(0, "spoil", &item::IsVeryCloseToSpoiling);
4907 truth character::CanHeal () const {
4908 for (int c = 0; c < BodyParts; ++c) {
4909 bodypart *BodyPart = GetBodyPart(c);
4910 if (BodyPart && BodyPart->CanRegenerate() && BodyPart->GetHP() < BodyPart->GetMaxHP()) return true;
4912 return false;
4916 int character::GetRelation (ccharacter *Who) const {
4917 return GetTeam()->GetRelation(Who->GetTeam());
4921 truth (item::*AffectTest[BASE_ATTRIBUTES])() const = {
4922 &item::AffectsEndurance,
4923 &item::AffectsPerception,
4924 &item::AffectsIntelligence,
4925 &item::AffectsWisdom,
4926 &item::AffectsWillPower,
4927 &item::AffectsCharisma,
4928 &item::AffectsMana
4932 /* Returns nonzero if endurance has decreased and death may occur */
4933 truth character::CalculateAttributeBonuses () {
4934 doforbodyparts()(this, &bodypart::CalculateAttributeBonuses);
4935 int BackupBonus[BASE_ATTRIBUTES];
4936 int BackupCarryingBonus = CarryingBonus;
4937 CarryingBonus = 0;
4938 int c1;
4939 for (c1 = 0; c1 < BASE_ATTRIBUTES; ++c1) {
4940 BackupBonus[c1] = AttributeBonus[c1];
4941 AttributeBonus[c1] = 0;
4943 for (c1 = 0; c1 < GetEquipments(); ++c1) {
4944 item *Equipment = GetEquipment(c1);
4945 if (!Equipment || !Equipment->IsInCorrectSlot(c1)) continue;
4946 for (int c2 = 0; c2 < BASE_ATTRIBUTES; ++c2) {
4947 if ((Equipment->*AffectTest[c2])()) AttributeBonus[c2] += Equipment->GetEnchantment();
4949 if (Equipment->AffectsCarryingCapacity()) CarryingBonus += Equipment->GetCarryingBonus();
4952 ApplySpecialAttributeBonuses();
4954 if (IsPlayer() && !IsInitializing() && AttributeBonus[PERCEPTION] != BackupBonus[PERCEPTION]) game::SendLOSUpdateRequest();
4955 if (IsPlayer() && !IsInitializing() && AttributeBonus[INTELLIGENCE] != BackupBonus[INTELLIGENCE]) UpdateESPLOS();
4957 if (!IsInitializing() && CarryingBonus != BackupCarryingBonus) CalculateBurdenState();
4959 if (!IsInitializing() && AttributeBonus[ENDURANCE] != BackupBonus[ENDURANCE]) {
4960 CalculateBodyPartMaxHPs();
4961 CalculateMaxStamina();
4962 return AttributeBonus[ENDURANCE] < BackupBonus[ENDURANCE];
4965 return false;
4969 void character::ApplyEquipmentAttributeBonuses (item *Equipment) {
4970 if (Equipment->AffectsEndurance()) {
4971 AttributeBonus[ENDURANCE] += Equipment->GetEnchantment();
4972 CalculateBodyPartMaxHPs();
4973 CalculateMaxStamina();
4975 if (Equipment->AffectsPerception()) {
4976 AttributeBonus[PERCEPTION] += Equipment->GetEnchantment();
4977 if (IsPlayer()) game::SendLOSUpdateRequest();
4979 if (Equipment->AffectsIntelligence()) {
4980 AttributeBonus[INTELLIGENCE] += Equipment->GetEnchantment();
4981 if (IsPlayer()) UpdateESPLOS();
4983 if (Equipment->AffectsWisdom()) AttributeBonus[WISDOM] += Equipment->GetEnchantment();
4984 if (Equipment->AffectsWillPower()) AttributeBonus[WILL_POWER] += Equipment->GetEnchantment();
4985 if (Equipment->AffectsCharisma()) AttributeBonus[CHARISMA] += Equipment->GetEnchantment();
4986 if (Equipment->AffectsMana()) AttributeBonus[MANA] += Equipment->GetEnchantment();
4987 if (Equipment->AffectsCarryingCapacity()) {
4988 CarryingBonus += Equipment->GetCarryingBonus();
4989 CalculateBurdenState();
4994 void character::ReceiveAntidote (sLong Amount) {
4995 if (StateIsActivated(POISONED)) {
4996 if (GetTemporaryStateCounter(POISONED) > Amount) {
4997 EditTemporaryStateCounter(POISONED, -Amount);
4998 Amount = 0;
4999 } else {
5000 if (IsPlayer()) ADD_MESSAGE("Aaaah... You feel much better.");
5001 Amount -= GetTemporaryStateCounter(POISONED);
5002 DeActivateTemporaryState(POISONED);
5005 if ((Amount >= 100 || RAND_N(100) < Amount) && StateIsActivated(PARASITIZED)) {
5006 if (IsPlayer()) ADD_MESSAGE("Something in your belly didn't seem to like this stuff.");
5007 DeActivateTemporaryState(PARASITIZED);
5008 Amount -= Min(100, Amount);
5010 if ((Amount >= 100 || RAND_N(100) < Amount) && StateIsActivated(LEPROSY)) {
5011 if (IsPlayer()) ADD_MESSAGE("You are not falling to pieces anymore.");
5012 DeActivateTemporaryState(LEPROSY);
5013 Amount -= Min(100, Amount);
5018 void character::AddAntidoteConsumeEndMessage () const {
5019 if (StateIsActivated(POISONED)) {
5020 // true only if the antidote didn't cure the poison completely
5021 if (IsPlayer()) ADD_MESSAGE("Your body processes the poison in your veins with rapid speed.");
5026 truth character::IsDead () const {
5027 for (int c = 0; c < BodyParts; ++c) {
5028 bodypart *BodyPart = GetBodyPart(c);
5029 if (BodyPartIsVital(c) && (!BodyPart || BodyPart->GetHP() < 1)) return true;
5031 return false;
5035 void character::SignalSpoilLevelChange (material *m) {
5036 if (GetMotherEntity()) GetMotherEntity()->SignalSpoilLevelChange(m); else UpdatePictures();
5040 void character::AddOriginalBodyPartID (int I, feuLong What) {
5041 if (std::find(OriginalBodyPartID[I].begin(), OriginalBodyPartID[I].end(), What) == OriginalBodyPartID[I].end()) {
5042 OriginalBodyPartID[I].push_back(What);
5043 if (OriginalBodyPartID[I].size() > 100) OriginalBodyPartID[I].erase(OriginalBodyPartID[I].begin());
5048 void character::AddToInventory (const fearray<contentscript<item> > &ItemArray, int SpecialFlags) {
5049 for (uInt c1 = 0; c1 < ItemArray.Size; ++c1) {
5050 if (ItemArray[c1].IsValid()) {
5051 const interval *TimesPtr = ItemArray[c1].GetTimes();
5052 int Times = TimesPtr ? TimesPtr->Randomize() : 1;
5053 for (int c2 = 0; c2 < Times; ++c2) {
5054 item *Item = ItemArray[c1].Instantiate(SpecialFlags);
5055 if (Item) {
5056 Stack->AddItem(Item);
5057 Item->SpecialGenerationHandler();
5065 truth character::HasHadBodyPart (citem *Item) const {
5066 for (int c = 0; c < BodyParts; ++c)
5067 if (std::find(OriginalBodyPartID[c].begin(), OriginalBodyPartID[c].end(), Item->GetID()) != OriginalBodyPartID[c].end())
5068 return true;
5069 return GetPolymorphBackup() && GetPolymorphBackup()->HasHadBodyPart(Item);
5073 festring &character::ProcessMessage (festring &Msg) const {
5074 SEARCH_N_REPLACE(Msg, "@nu", GetName(UNARTICLED));
5075 SEARCH_N_REPLACE(Msg, "@ni", GetName(INDEFINITE));
5076 SEARCH_N_REPLACE(Msg, "@nd", GetName(DEFINITE));
5077 SEARCH_N_REPLACE(Msg, "@du", GetDescription(UNARTICLED));
5078 SEARCH_N_REPLACE(Msg, "@di", GetDescription(INDEFINITE));
5079 SEARCH_N_REPLACE(Msg, "@dd", GetDescription(DEFINITE));
5080 SEARCH_N_REPLACE(Msg, "@pp", GetPersonalPronoun());
5081 SEARCH_N_REPLACE(Msg, "@sp", GetPossessivePronoun());
5082 SEARCH_N_REPLACE(Msg, "@op", GetObjectPronoun());
5083 SEARCH_N_REPLACE(Msg, "@Nu", GetName(UNARTICLED).CapitalizeCopy());
5084 SEARCH_N_REPLACE(Msg, "@Ni", GetName(INDEFINITE).CapitalizeCopy());
5085 SEARCH_N_REPLACE(Msg, "@Nd", GetName(DEFINITE).CapitalizeCopy());
5086 SEARCH_N_REPLACE(Msg, "@Du", GetDescription(UNARTICLED).CapitalizeCopy());
5087 SEARCH_N_REPLACE(Msg, "@Di", GetDescription(INDEFINITE).CapitalizeCopy());
5088 SEARCH_N_REPLACE(Msg, "@Dd", GetDescription(DEFINITE).CapitalizeCopy());
5089 SEARCH_N_REPLACE(Msg, "@Pp", GetPersonalPronoun().CapitalizeCopy());
5090 SEARCH_N_REPLACE(Msg, "@Sp", GetPossessivePronoun().CapitalizeCopy());
5091 SEARCH_N_REPLACE(Msg, "@Op", GetObjectPronoun().CapitalizeCopy());
5092 SEARCH_N_REPLACE(Msg, "@Gd", GetMasterGod()->GetName());
5093 return Msg;
5097 void character::ProcessAndAddMessage (festring Msg) const {
5098 ADD_MESSAGE("%s", ProcessMessage(Msg).CStr());
5102 void character::BeTalkedTo () {
5103 static sLong Said;
5104 if (GetRelation(PLAYER) == HOSTILE)
5105 ProcessAndAddMessage(GetHostileReplies()[RandomizeReply(Said, GetHostileReplies().Size)]);
5106 else
5107 ProcessAndAddMessage(GetFriendlyReplies()[RandomizeReply(Said, GetFriendlyReplies().Size)]);
5111 truth character::CheckZap () {
5112 if (!CanZap()) {
5113 ADD_MESSAGE("This monster type can't zap.");
5114 return false;
5116 return true;
5120 void character::DamageAllItems (character *Damager, int Damage, int Type) {
5121 GetStack()->ReceiveDamage(Damager, Damage, Type);
5122 for (int c = 0; c < GetEquipments(); ++c) {
5123 item *Equipment = GetEquipment(c);
5124 if (Equipment) Equipment->ReceiveDamage(Damager, Damage, Type);
5129 truth character::Equips (citem *Item) const {
5130 return combineequipmentpredicateswithparam<feuLong>()(this, &item::HasID, Item->GetID(), 1);
5134 void character::PrintBeginConfuseMessage () const {
5135 if (IsPlayer()) ADD_MESSAGE("You feel quite happy.");
5139 void character::PrintEndConfuseMessage () const {
5140 if (IsPlayer()) ADD_MESSAGE("The world is boring again.");
5144 v2 character::ApplyStateModification (v2 TryDirection) const {
5145 if (!StateIsActivated(CONFUSED) || RAND() & 15 || game::IsInWilderness()) return TryDirection;
5146 v2 To = GetLevel()->GetFreeAdjacentSquare(this, GetPos(), true);
5147 if (To == ERROR_V2) return TryDirection;
5148 To -= GetPos();
5149 if (To != TryDirection && IsPlayer()) ADD_MESSAGE("Whoa! You somehow don't manage to walk straight.");
5150 return To;
5154 void character::AddConfuseHitMessage () const {
5155 if (IsPlayer()) ADD_MESSAGE("This stuff is confusing.");
5159 item *character::SelectFromPossessions (cfestring &Topic, sorter Sorter) {
5160 itemvector ReturnVector;
5161 SelectFromPossessions(ReturnVector, Topic, NO_MULTI_SELECT, Sorter);
5162 return !ReturnVector.empty() ? ReturnVector[0] : 0;
5166 truth character::SelectFromPossessions (itemvector &ReturnVector, cfestring &Topic, int Flags, sorter Sorter) {
5167 felist List(Topic);
5168 truth InventoryPossible = GetStack()->SortedItems(this, Sorter);
5169 if (InventoryPossible) List.AddEntry(CONST_S("choose from inventory"), LIGHT_GRAY, 20, game::AddToItemDrawVector(itemvector()));
5170 truth Any = false;
5171 itemvector Item;
5172 festring Entry;
5173 int c;
5174 for (c = 0; c < BodyParts; ++c) {
5175 bodypart *BodyPart = GetBodyPart(c);
5176 if (BodyPart && (Sorter == 0 || (BodyPart->*Sorter)(this))) {
5177 Item.push_back(BodyPart);
5178 Entry.Empty();
5179 BodyPart->AddName(Entry, UNARTICLED);
5180 int ImageKey = game::AddToItemDrawVector(itemvector(1, BodyPart));
5181 List.AddEntry(Entry, LIGHT_GRAY, 20, ImageKey, true);
5182 Any = true;
5185 for (c = 0; c < GetEquipments(); ++c) {
5186 item *Equipment = GetEquipment(c);
5187 if (Equipment && (Sorter == 0 || (Equipment->*Sorter)(this))) {
5188 Item.push_back(Equipment);
5189 Entry = GetEquipmentName(c);
5190 Entry << ':';
5191 Entry.Resize(20);
5192 Equipment->AddInventoryEntry(this, Entry, 1, true);
5193 AddSpecialEquipmentInfo(Entry, c);
5194 int ImageKey = game::AddToItemDrawVector(itemvector(1, Equipment));
5195 List.AddEntry(Entry, LIGHT_GRAY, 20, ImageKey, true);
5196 Any = true;
5199 if (Any) {
5200 game::SetStandardListAttributes(List);
5201 List.SetFlags(SELECTABLE|DRAW_BACKGROUND_AFTERWARDS);
5202 List.SetEntryDrawer(game::ItemEntryDrawer);
5203 game::DrawEverythingNoBlit();
5204 int Chosen = List.Draw();
5205 game::ClearItemDrawVector();
5206 if (Chosen != ESCAPED) {
5207 if ((InventoryPossible && !Chosen) || Chosen & FELIST_ERROR_BIT) {
5208 GetStack()->DrawContents(ReturnVector, this, Topic, Flags, Sorter);
5209 } else {
5210 ReturnVector.push_back(Item[InventoryPossible ? Chosen - 1 : Chosen]);
5211 if (Flags & SELECT_PAIR && ReturnVector[0]->HandleInPairs()) {
5212 item *PairEquipment = GetPairEquipment(ReturnVector[0]->GetEquipmentIndex());
5213 if (PairEquipment && PairEquipment->CanBePiledWith(ReturnVector[0], this)) ReturnVector.push_back(PairEquipment);
5217 } else {
5218 if (!GetStack()->SortedItems(this, Sorter)) return false;
5219 game::ClearItemDrawVector();
5220 GetStack()->DrawContents(ReturnVector, this, Topic, Flags, Sorter);
5222 return true;
5226 truth character::EquipsSomething (sorter Sorter) {
5227 for (int c = 0; c < GetEquipments(); ++c) {
5228 item *Equipment = GetEquipment(c);
5229 if (Equipment && (Sorter == 0 || (Equipment->*Sorter)(this))) return true;
5231 return false;
5235 material *character::CreateBodyPartMaterial (int, sLong Volume) const {
5236 return MAKE_MATERIAL(GetFleshMaterial(), Volume);
5240 truth character::CheckTalk () {
5241 if (!CanTalk()) {
5242 ADD_MESSAGE("This monster does not know the art of talking.");
5243 return false;
5245 return true;
5249 truth character::MoveTowardsHomePos () {
5250 if (HomeDataIsValid() && IsEnabled()) {
5251 SetGoingTo(HomeData->Pos);
5252 return MoveTowardsTarget(false) || (!GetPos().IsAdjacent(HomeData->Pos) && MoveRandomly());
5254 return false;
5258 truth character::TryToChangeEquipment (stack *MainStack, stack *SecStack, int Chosen) {
5259 if (!GetBodyPartOfEquipment(Chosen)) {
5260 ADD_MESSAGE("Bodypart missing!");
5261 return false;
5263 item *OldEquipment = GetEquipment(Chosen);
5264 if (!IsPlayer() && BoundToUse(OldEquipment, Chosen)) {
5265 ADD_MESSAGE("%s refuses to unequip %s.", CHAR_DESCRIPTION(DEFINITE), OldEquipment->CHAR_NAME(DEFINITE));
5266 return false;
5268 if (OldEquipment) OldEquipment->MoveTo(MainStack);
5269 sorter Sorter = EquipmentSorter(Chosen);
5270 if (!MainStack->SortedItems(this, Sorter) && (!SecStack || !SecStack->SortedItems(this, Sorter))) {
5271 ADD_MESSAGE("You haven't got any item that could be used for this purpose.");
5272 return false;
5274 game::DrawEverythingNoBlit();
5275 itemvector ItemVector;
5276 int Return = MainStack->DrawContents(ItemVector, SecStack, this,
5277 CONST_S("Choose ") + GetEquipmentName(Chosen) + ':',
5278 SecStack ? CONST_S("Items in your inventory") : CONST_S(""),
5279 SecStack ? festring(CONST_S("Items in ") + GetPossessivePronoun() + " inventory") : CONST_S(""),
5280 SecStack ? festring(GetDescription(DEFINITE) + " is " + GetVerbalBurdenState()) : CONST_S(""),
5281 GetVerbalBurdenStateColor(),
5282 NONE_AS_CHOICE|NO_MULTI_SELECT,
5283 Sorter);
5284 if (Return == ESCAPED) {
5285 if (OldEquipment) {
5286 OldEquipment->RemoveFromSlot();
5287 SetEquipment(Chosen, OldEquipment);
5289 return false;
5291 item *Item = ItemVector.empty() ? 0 : ItemVector[0];
5292 if (Item) {
5293 if (!IsPlayer() && !AllowEquipment(Item, Chosen)) {
5294 ADD_MESSAGE("%s refuses to equip %s.", CHAR_DESCRIPTION(DEFINITE), Item->CHAR_NAME(DEFINITE));
5295 return false;
5297 Item->RemoveFromSlot();
5298 SetEquipment(Chosen, Item);
5299 if (CheckIfEquipmentIsNotUsable(Chosen)) Item->MoveTo(MainStack); // small bug?
5301 return Item != OldEquipment;
5305 void character::PrintBeginParasitizedMessage () const {
5306 if (IsPlayer()) ADD_MESSAGE("You feel you are no longer alone.");
5310 void character::PrintEndParasitizedMessage () const {
5311 if (IsPlayer()) ADD_MESSAGE("A feeling of sLong welcome emptiness overwhelms you.");
5315 void character::ParasitizedHandler () {
5316 EditNP(-5);
5317 if (!(RAND() % 250)) {
5318 if (IsPlayer()) ADD_MESSAGE("Ugh. You feel something violently carving its way through your intestines.");
5319 ReceiveDamage(0, 1, POISON, TORSO, 8, false, false, false, false);
5320 CheckDeath(CONST_S("killed by a vile parasite"), 0);
5325 truth character::CanFollow () const {
5326 return CanMove() && !StateIsActivated(PANIC) && !IsStuck();
5330 festring character::GetKillName () const {
5331 if (!GetPolymorphBackup()) return GetName(INDEFINITE);
5332 festring KillName;
5333 GetPolymorphBackup()->AddName(KillName, INDEFINITE);
5334 KillName << " polymorphed into ";
5335 id::AddName(KillName, INDEFINITE);
5336 return KillName;
5340 festring character::GetPanelName () const {
5341 festring Name;
5342 Name << AssignedName << " the " << game::GetVerbalPlayerAlignment() << ' ';
5343 id::AddName(Name, UNARTICLED);
5344 return Name;
5348 sLong character::GetMoveAPRequirement (int Difficulty) const {
5349 return (!StateIsActivated(PANIC) ? 10000000 : 8000000) * Difficulty / (APBonus(GetAttribute(AGILITY)) * GetMoveEase());
5353 bodypart *character::HealHitPoint() {
5354 int NeedHeal = 0, NeedHealIndex[MAX_BODYPARTS];
5355 for (int c = 0; c < BodyParts; ++c) {
5356 bodypart *BodyPart = GetBodyPart(c);
5357 if (BodyPart && BodyPart->CanRegenerate() && BodyPart->GetHP() < BodyPart->GetMaxHP()) NeedHealIndex[NeedHeal++] = c;
5359 if (NeedHeal) {
5360 bodypart *BodyPart = GetBodyPart(NeedHealIndex[RAND() % NeedHeal]);
5361 BodyPart->IncreaseHP();
5362 ++HP;
5363 return BodyPart;
5365 return 0;
5369 void character::CreateHomeData () {
5370 HomeData = new homedata;
5371 lsquare *Square = GetLSquareUnder();
5372 HomeData->Pos = Square->GetPos();
5373 HomeData->Dungeon = Square->GetDungeonIndex();
5374 HomeData->Level = Square->GetLevelIndex();
5375 HomeData->Room = Square->GetRoomIndex();
5379 room *character::GetHomeRoom() const {
5380 if (HomeDataIsValid() && HomeData->Room) return GetLevel()->GetRoom(HomeData->Room);
5381 return 0;
5385 void character::RemoveHomeData () {
5386 delete HomeData;
5387 HomeData = 0;
5391 void character::AddESPConsumeMessage () const {
5392 if (IsPlayer()) ADD_MESSAGE("You feel a strange mental activity.");
5396 void character::SetBodyPart (int I, bodypart *What) {
5397 BodyPartSlot[I].PutInItem(What);
5398 if (What) {
5399 What->SignalPossibleUsabilityChange();
5400 What->Disable();
5401 AddOriginalBodyPartID(I, What->GetID());
5402 if (What->GetMainMaterial()->IsInfectedByLeprosy()) GainIntrinsic(LEPROSY);
5403 else if (StateIsActivated(LEPROSY)) What->GetMainMaterial()->SetIsInfectedByLeprosy(true);
5408 truth character::ConsumeItem (item *Item, cfestring &ConsumeVerb) {
5409 if (IsPlayer() && HasHadBodyPart(Item) && !game::TruthQuestion(CONST_S("Are you sure? You may be able to put it back... [y/N]")))
5410 return false;
5411 if (Item->IsOnGround() && GetRoom() && !GetRoom()->ConsumeItem(this, Item, 1))
5412 return false;
5413 if (IsPlayer()) ADD_MESSAGE("You begin %s %s.", ConsumeVerb.CStr(), Item->CHAR_NAME(DEFINITE));
5414 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s begins %s %s.", CHAR_NAME(DEFINITE), ConsumeVerb.CStr(), Item->CHAR_NAME(DEFINITE));
5415 consume *Consume = consume::Spawn(this);
5416 Consume->SetDescription(ConsumeVerb);
5417 Consume->SetConsumingID(Item->GetID());
5418 SetAction(Consume);
5419 DexterityAction(5);
5420 return true;
5424 truth character::CheckThrow () const {
5425 if (!CanThrow()) {
5426 ADD_MESSAGE("This monster type cannot throw.");
5427 return false;
5429 return true;
5433 void character::GetHitByExplosion (const explosion *Explosion, int Damage) {
5434 int DamageDirection = GetPos() == Explosion->Pos ? RANDOM_DIR : game::CalculateRoughDirection(GetPos() - Explosion->Pos);
5435 if (!IsPet() && Explosion->Terrorist && Explosion->Terrorist->IsPet()) Explosion->Terrorist->Hostility(this);
5436 GetTorso()->SpillBlood((8 - Explosion->Size + RAND() % (8 - Explosion->Size)) >> 1);
5437 v2 SpillPos = GetPos() + game::GetMoveVector(DamageDirection);
5438 if (GetArea()->IsValidPos(SpillPos)) GetTorso()->SpillBlood((8-Explosion->Size+RAND()%(8-Explosion->Size))>>1, SpillPos);
5439 if (IsPlayer()) ADD_MESSAGE("You are hit by the explosion!");
5440 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s is hit by the explosion.", CHAR_NAME(DEFINITE));
5441 truth WasUnconscious = GetAction() && GetAction()->IsUnconsciousness();
5442 ReceiveDamage(Explosion->Terrorist, Damage >> 1, FIRE, ALL, DamageDirection, true, false, false, false);
5443 if (IsEnabled()) {
5444 ReceiveDamage(Explosion->Terrorist, Damage >> 1, PHYSICAL_DAMAGE, ALL, DamageDirection, true, false, false, false);
5445 CheckDeath(Explosion->DeathMsg, Explosion->Terrorist, !WasUnconscious ? IGNORE_UNCONSCIOUSNESS : 0);
5450 void character::SortAllItems (const sortdata &SortData) {
5451 GetStack()->SortAllItems(SortData);
5452 doforequipmentswithparam<const sortdata&>()(this, &item::SortAllItems, SortData);
5456 void character::PrintBeginSearchingMessage () const {
5457 if (IsPlayer()) ADD_MESSAGE("You feel you can now notice even the very smallest details around you.");
5461 void character::PrintEndSearchingMessage () const {
5462 if (IsPlayer()) ADD_MESSAGE("You feel less perceptive.");
5466 void character::SearchingHandler () {
5467 if (!game::IsInWilderness()) Search(15);
5471 void character::Search (int Perception) {
5472 for (int d = 0; d < GetExtendedNeighbourSquares(); ++d) {
5473 lsquare *LSquare = GetNeighbourLSquare(d);
5474 if (LSquare) LSquare->GetStack()->Search(this, Min(Perception, 200));
5479 // surprisingly returns 0 if fails
5480 character *character::GetRandomNeighbour (int RelationFlags) const {
5481 character *Chars[MAX_NEIGHBOUR_SQUARES];
5482 int Index = 0;
5483 for (int d = 0; d < GetNeighbourSquares(); ++d) {
5484 lsquare *LSquare = GetNeighbourLSquare(d);
5485 if (LSquare) {
5486 character *Char = LSquare->GetCharacter();
5487 if (Char && (GetRelation(Char) & RelationFlags)) Chars[Index++] = Char;
5490 return Index ? Chars[RAND() % Index] : 0;
5494 void character::ResetStates () {
5495 for (int c = 0; c < STATES; ++c) {
5496 if (1 << c != POLYMORPHED && TemporaryStateIsActivated(1 << c) && TemporaryStateCounter[c] != PERMANENT) {
5497 TemporaryState &= ~(1 << c);
5498 if (StateData[c].EndHandler) {
5499 (this->*StateData[c].EndHandler)();
5500 if (!IsEnabled())return;
5507 void characterdatabase::InitDefaults (const characterprototype *NewProtoType, int NewConfig) {
5508 IsAbstract = false;
5509 ProtoType = NewProtoType;
5510 Config = NewConfig;
5511 Alias.Clear();
5515 void character::PrintBeginGasImmunityMessage () const {
5516 if (IsPlayer()) ADD_MESSAGE("All smells fade away.");
5520 void character::PrintEndGasImmunityMessage () const {
5521 if (IsPlayer()) ADD_MESSAGE("Yuck! The world smells bad again.");
5525 void character::ShowAdventureInfo () const {
5526 static const char *lists[4][4] = {
5527 { "Show massacre history",
5528 "Show inventory",
5529 "Show message history",
5530 NULL },
5531 { "Show inventory",
5532 "Show message history",
5533 NULL,
5534 NULL },
5535 { "Show message history",
5536 NULL,
5537 NULL,
5538 NULL },
5539 { "Show massacre history",
5540 "Show message history",
5541 NULL,
5542 NULL }
5544 // massacre, inventory, messages
5545 static const int nums[4][3] = {
5546 { 0, 1, 2},
5547 {-1, 0, 1},
5548 {-1,-1, 0},
5549 { 0,-1, 0}
5551 int idx = 0;
5552 if (GetStack()->GetItems()) {
5553 idx = game::MassacreListsEmpty() ? 1 : 0;
5554 } else {
5555 idx = game::MassacreListsEmpty() ? 2 : 3;
5557 int sel = -1;
5558 for (;;) {
5559 sel = game::ListSelectorArray(sel, CONST_S("Do you want to see some funny history?"), lists[idx]);
5560 if (sel < 0) break;
5561 if (sel == nums[idx][0] && !game::MassacreListsEmpty()) {
5562 game::DisplayMassacreLists();
5564 if (sel == nums[idx][1] && GetStack()->GetItems()) {
5565 GetStack()->DrawContents(this, CONST_S("Your inventory"), NO_SELECT);
5566 for(stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) i->DrawContents(this);
5567 doforequipmentswithparam<ccharacter *>()(this, &item::DrawContents, this);
5569 if (sel == nums[idx][2]) {
5570 msgsystem::DrawMessageHistory();
5576 truth character::EditAllAttributes (int Amount) {
5577 if (!Amount) return true;
5578 int c;
5579 truth MayEditMore = false;
5580 for (c = 0; c < BodyParts; ++c) {
5581 bodypart *BodyPart = GetBodyPart(c);
5582 if (BodyPart && BodyPart->EditAllAttributes(Amount)) MayEditMore = true;
5584 for (c = 0; c < BASE_ATTRIBUTES; ++c) {
5585 if (BaseExperience[c]) {
5586 BaseExperience[c] += Amount * EXP_MULTIPLIER;
5587 LimitRef(BaseExperience[c], MIN_EXP, MAX_EXP);
5588 if ((Amount < 0 && BaseExperience[c] != MIN_EXP) || (Amount > 0 && BaseExperience[c] != MAX_EXP)) MayEditMore = true;
5591 CalculateAll();
5592 RestoreHP();
5593 RestoreStamina();
5594 if (IsPlayer()) {
5595 game::SendLOSUpdateRequest();
5596 UpdateESPLOS();
5598 if (IsPlayerKind()) UpdatePictures();
5599 return MayEditMore;
5603 #ifdef WIZARD
5604 void character::AddAttributeInfo (festring &Entry) const {
5605 Entry.Resize(57);
5606 Entry << GetAttribute(ENDURANCE);
5607 Entry.Resize(60);
5608 Entry << GetAttribute(PERCEPTION);
5609 Entry.Resize(63);
5610 Entry << GetAttribute(INTELLIGENCE);
5611 Entry.Resize(66);
5612 Entry << GetAttribute(WISDOM);
5613 Entry.Resize(69);
5614 Entry << GetAttribute(CHARISMA);
5615 Entry.Resize(72);
5616 Entry << GetAttribute(MANA);
5620 void character::AddDefenceInfo (felist &List) const {
5621 festring Entry;
5622 for (int c = 0; c < BodyParts; ++c) {
5623 bodypart *BodyPart = GetBodyPart(c);
5624 if (BodyPart) {
5625 Entry = CONST_S(" ");
5626 BodyPart->AddName(Entry, UNARTICLED);
5627 Entry.Resize(60);
5628 Entry << BodyPart->GetMaxHP();
5629 Entry.Resize(70);
5630 Entry << BodyPart->GetTotalResistance(PHYSICAL_DAMAGE);
5631 List.AddEntry(Entry, LIGHT_GRAY);
5637 void character::DetachBodyPart () {
5638 ADD_MESSAGE("You haven't got any extra bodyparts.");
5640 #endif
5643 void character::ReceiveHolyBanana (sLong Amount) {
5644 Amount <<= 1;
5645 EditExperience(ARM_STRENGTH, Amount, 1 << 13);
5646 EditExperience(LEG_STRENGTH, Amount, 1 << 13);
5647 EditExperience(DEXTERITY, Amount, 1 << 13);
5648 EditExperience(AGILITY, Amount, 1 << 13);
5649 EditExperience(ENDURANCE, Amount, 1 << 13);
5650 EditExperience(PERCEPTION, Amount, 1 << 13);
5651 EditExperience(INTELLIGENCE, Amount, 1 << 13);
5652 EditExperience(WISDOM, Amount, 1 << 13);
5653 EditExperience(CHARISMA, Amount, 1 << 13);
5654 RestoreLivingHP();
5658 void character::AddHolyBananaConsumeEndMessage () const {
5659 if (IsPlayer()) ADD_MESSAGE("You feel a mysterious strengthening fire coursing through your body.");
5660 else if (CanBeSeenByPlayer()) ADD_MESSAGE("For a moment %s is surrounded by a swirling fire aura.", CHAR_NAME(DEFINITE));
5664 void character::ReceiveHolyMango (sLong Amount) {
5665 Amount <<= 1;
5666 EditExperience(ARM_STRENGTH, Amount, 1 << 13);
5667 EditExperience(LEG_STRENGTH, Amount, 1 << 13);
5668 EditExperience(DEXTERITY, Amount, 1 << 13);
5669 EditExperience(AGILITY, Amount, 1 << 13);
5670 EditExperience(ENDURANCE, Amount, 1 << 13);
5671 EditExperience(PERCEPTION, Amount, 1 << 13);
5672 EditExperience(INTELLIGENCE, Amount, 1 << 13);
5673 EditExperience(WISDOM, Amount, 1 << 13);
5674 EditExperience(CHARISMA, Amount, 1 << 13);
5675 RestoreLivingHP();
5679 void character::AddHolyMangoConsumeEndMessage () const {
5680 if (IsPlayer()) ADD_MESSAGE("You feel a mysterious strengthening fire coursing through your body.");
5681 else if (CanBeSeenByPlayer()) ADD_MESSAGE("For a moment %s is surrounded by a swirling fire aura.", CHAR_NAME(DEFINITE));
5685 truth character::PreProcessForBone () {
5686 if (IsPet() && IsEnabled()) {
5687 Die(0, CONST_S(""), FORBID_REINCARNATION);
5688 return true;
5690 if (GetAction()) GetAction()->Terminate(false);
5691 if (TemporaryStateIsActivated(POLYMORPHED)) {
5692 character *PolymorphBackup = GetPolymorphBackup();
5693 EndPolymorph();
5694 PolymorphBackup->PreProcessForBone();
5695 return true;
5697 if (MustBeRemovedFromBone()) return false;
5698 if (IsUnique() && !CanBeGenerated()) game::SignalQuestMonsterFound();
5699 RestoreLivingHP();
5700 ResetStates();
5701 RemoveTraps();
5702 GetStack()->PreProcessForBone();
5703 doforequipments()(this, &item::PreProcessForBone);
5704 doforbodyparts()(this, &bodypart::PreProcessForBone);
5705 game::RemoveCharacterID(ID);
5706 ID = -ID;
5707 game::AddCharacterID(this, ID);
5708 return true;
5712 truth character::PostProcessForBone (double &DangerSum, int& Enemies) {
5713 if (PostProcessForBone()) {
5714 if (GetRelation(PLAYER) == HOSTILE) {
5715 double Danger = GetRelativeDanger(PLAYER, true);
5716 if (Danger > 99.0) game::SetTooGreatDangerFound(true);
5717 else if (!IsUnique() && !IgnoreDanger()) {
5718 DangerSum += Danger;
5719 ++Enemies;
5722 return true;
5724 return false;
5728 truth character::PostProcessForBone () {
5729 feuLong NewID = game::CreateNewCharacterID(this);
5730 game::GetBoneCharacterIDMap().insert(std::make_pair(-ID, NewID));
5731 game::RemoveCharacterID(ID);
5732 ID = NewID;
5733 if (IsUnique() && CanBeGenerated()) {
5734 if (DataBase->Flags & HAS_BEEN_GENERATED) return false;
5735 SignalGeneration();
5737 GetStack()->PostProcessForBone();
5738 doforequipments()(this, &item::PostProcessForBone);
5739 doforbodyparts()(this, &bodypart::PostProcessForBone);
5740 return true;
5744 void character::FinalProcessForBone () {
5745 Flags &= ~C_PLAYER;
5746 GetStack()->FinalProcessForBone();
5747 doforequipments()(this, &item::FinalProcessForBone);
5748 int c;
5749 for (c = 0; c < BodyParts; ++c) {
5750 for (std::list<feuLong>::iterator i = OriginalBodyPartID[c].begin(); i != OriginalBodyPartID[c].end();) {
5751 boneidmap::iterator BI = game::GetBoneItemIDMap().find(*i);
5752 if (BI == game::GetBoneItemIDMap().end()) {
5753 std::list<feuLong>::iterator Dirt = i++;
5754 OriginalBodyPartID[c].erase(Dirt);
5755 } else {
5756 *i = BI->second;
5757 ++i;
5764 void character::SetSoulID (feuLong What) {
5765 if (GetPolymorphBackup()) GetPolymorphBackup()->SetSoulID(What);
5769 truth character::SearchForItem (citem *Item) const {
5770 if (combineequipmentpredicateswithparam<feuLong>()(this, &item::HasID, Item->GetID(), 1)) return true;
5771 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (*i == Item) return true;
5772 return false;
5776 item *character::SearchForItem (const sweaponskill *SWeaponSkill) const {
5777 for (int c = 0; c < GetEquipments(); ++c) {
5778 item *Equipment = GetEquipment(c);
5779 if (Equipment && SWeaponSkill->IsSkillOf(Equipment)) return Equipment;
5781 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (SWeaponSkill->IsSkillOf(*i)) return *i;
5782 return 0;
5786 void character::PutNear (v2 Pos) {
5787 v2 NewPos = game::GetCurrentLevel()->GetNearestFreeSquare(this, Pos, false);
5788 if (NewPos == ERROR_V2) {
5789 do { NewPos = game::GetCurrentLevel()->GetRandomSquare(this); } while(NewPos == Pos);
5791 PutTo(NewPos);
5795 void character::PutToOrNear (v2 Pos) {
5796 if (game::IsInWilderness() || (CanMoveOn(game::GetCurrentLevel()->GetLSquare(Pos)) && IsFreeForMe(game::GetCurrentLevel()->GetLSquare(Pos))))
5797 PutTo(Pos);
5798 else
5799 PutNear(Pos);
5803 void character::PutTo (v2 Pos) {
5804 SquareUnder[0] = game::GetCurrentArea()->GetSquare(Pos);
5805 SquareUnder[0]->AddCharacter(this);
5809 void character::Remove () {
5810 SquareUnder[0]->RemoveCharacter();
5811 SquareUnder[0] = 0;
5815 void character::SendNewDrawRequest () const {
5816 for (int c = 0; c < SquaresUnder; ++c) {
5817 square *Square = GetSquareUnder(c);
5818 if (Square) Square->SendNewDrawRequest();
5823 truth character::IsOver (v2 Pos) const {
5824 for (int c = 0; c < SquaresUnder; ++c) {
5825 square *Square = GetSquareUnder(c);
5826 if (Square && Square->GetPos() == Pos) return true;
5828 return false;
5832 truth character::CanTheoreticallyMoveOn (const lsquare *LSquare) const { return GetMoveType() & LSquare->GetTheoreticalWalkability(); }
5833 truth character::CanMoveOn (const lsquare *LSquare) const { return GetMoveType() & LSquare->GetWalkability(); }
5834 truth character::CanMoveOn (const square *Square) const { return GetMoveType() & Square->GetSquareWalkability(); }
5835 truth character::CanMoveOn (const olterrain *OLTerrain) const { return GetMoveType() & OLTerrain->GetWalkability(); }
5836 truth character::CanMoveOn (const oterrain *OTerrain) const { return GetMoveType() & OTerrain->GetWalkability(); }
5837 truth character::IsFreeForMe(square *Square) const { return !Square->GetCharacter() || Square->GetCharacter() == this; }
5838 void character::LoadSquaresUnder () { SquareUnder[0] = game::GetSquareInLoad(); }
5840 truth character::AttackAdjacentEnemyAI () {
5841 if (!IsEnabled()) return false;
5842 character *Char[MAX_NEIGHBOUR_SQUARES];
5843 v2 Pos[MAX_NEIGHBOUR_SQUARES];
5844 int Dir[MAX_NEIGHBOUR_SQUARES];
5845 int Index = 0;
5846 for (int d = 0; d < GetNeighbourSquares(); ++d) {
5847 square *Square = GetNeighbourSquare(d);
5848 if (Square) {
5849 character *Enemy = Square->GetCharacter();
5850 if (Enemy && (GetRelation(Enemy) == HOSTILE || StateIsActivated(CONFUSED))) {
5851 Dir[Index] = d;
5852 Pos[Index] = Square->GetPos();
5853 Char[Index++] = Enemy;
5857 if (Index) {
5858 int ChosenIndex = RAND() % Index;
5859 Hit(Char[ChosenIndex], Pos[ChosenIndex], Dir[ChosenIndex]);
5860 return true;
5862 return false;
5866 void character::SignalStepFrom (lsquare **OldSquareUnder) {
5867 int c;
5868 lsquare *NewSquareUnder[MAX_SQUARES_UNDER];
5869 for (c = 0; c < GetSquaresUnder(); ++c) NewSquareUnder[c] = GetLSquareUnder(c);
5870 for (c = 0; c < GetSquaresUnder(); ++c) {
5871 if (IsEnabled() && GetLSquareUnder(c) == NewSquareUnder[c]) NewSquareUnder[c]->StepOn(this, OldSquareUnder);
5876 int character::GetSumOfAttributes () const {
5877 return GetAttribute(ENDURANCE) + GetAttribute(PERCEPTION) + GetAttribute(INTELLIGENCE) + GetAttribute(WISDOM) + GetAttribute(CHARISMA) + GetAttribute(ARM_STRENGTH) + GetAttribute(AGILITY);
5881 void character::IntelligenceAction (int Difficulty) {
5882 EditAP(-20000 * Difficulty / APBonus(GetAttribute(INTELLIGENCE)));
5883 EditExperience(INTELLIGENCE, Difficulty * 15, 1 << 7);
5887 struct walkabilitycontroller {
5888 static truth Handler (int x, int y) {
5889 return x >= 0 && y >= 0 && x < LevelXSize && y < LevelYSize && Map[x][y]->GetTheoreticalWalkability() & MoveType;
5891 static lsquare ***Map;
5892 static int LevelXSize, LevelYSize;
5893 static int MoveType;
5897 lsquare ***walkabilitycontroller::Map;
5898 int walkabilitycontroller::LevelXSize, walkabilitycontroller::LevelYSize;
5899 int walkabilitycontroller::MoveType;
5902 truth character::CreateRoute () {
5903 Route.clear();
5904 if (GetAttribute(INTELLIGENCE) >= 10 && !StateIsActivated(CONFUSED)) {
5905 v2 Pos = GetPos();
5906 walkabilitycontroller::Map = GetLevel()->GetMap();
5907 walkabilitycontroller::LevelXSize = GetLevel()->GetXSize();
5908 walkabilitycontroller::LevelYSize = GetLevel()->GetYSize();
5909 walkabilitycontroller::MoveType = GetMoveType();
5910 node *Node;
5911 for (int c = 0; c < game::GetTeams(); ++c)
5912 for (std::list<character *>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
5913 character *Char = *i;
5914 if (Char->IsEnabled() && !Char->Route.empty() && (Char->GetMoveType()&GetMoveType()) == Char->GetMoveType()) {
5915 v2 CharGoingTo = Char->Route[0];
5916 v2 iPos = Char->Route.back();
5917 if ((GoingTo-CharGoingTo).GetLengthSquare() <= 100 && (Pos - iPos).GetLengthSquare() <= 100 &&
5918 mapmath<walkabilitycontroller>::DoLine(CharGoingTo.X, CharGoingTo.Y, GoingTo.X, GoingTo.Y, SKIP_FIRST) &&
5919 mapmath<walkabilitycontroller>::DoLine(Pos.X, Pos.Y, iPos.X, iPos.Y, SKIP_FIRST)) {
5920 if (!Illegal.empty() && Illegal.find(Char->Route.back()) != Illegal.end()) continue;
5921 Node = GetLevel()->FindRoute(CharGoingTo, GoingTo, Illegal, GetMoveType());
5922 if (Node) { while(Node->Last) { Route.push_back(Node->Pos); Node = Node->Last; } }
5923 else { Route.clear(); continue; }
5924 Route.insert(Route.end(), Char->Route.begin(), Char->Route.end());
5925 Node = GetLevel()->FindRoute(Pos, iPos, Illegal, GetMoveType());
5926 if (Node) { while (Node->Last) { Route.push_back(Node->Pos); Node = Node->Last; } }
5927 else { Route.clear(); continue; }
5928 IntelligenceAction(1);
5929 return true;
5933 Node = GetLevel()->FindRoute(Pos, GoingTo, Illegal, GetMoveType());
5934 if (Node) { while(Node->Last) { Route.push_back(Node->Pos); Node = Node->Last; } }
5935 else TerminateGoingTo();
5936 IntelligenceAction(5);
5937 return true;
5939 return false;
5943 void character::SetGoingTo (v2 What) {
5944 if (GoingTo != What) {
5945 GoingTo = What;
5946 Route.clear();
5947 Illegal.clear();
5952 void character::TerminateGoingTo () {
5953 GoingTo = ERROR_V2;
5954 Route.clear();
5955 Illegal.clear();
5959 truth character::CheckForFood (int Radius) {
5960 if (StateIsActivated(PANIC) || !UsesNutrition() || !IsEnabled()) return false;
5961 v2 Pos = GetPos();
5962 int x, y;
5963 for (int r = 1; r <= Radius; ++r) {
5964 x = Pos.X-r;
5965 if (x >= 0) {
5966 for (y = Pos.Y-r; y <= Pos.Y+r; ++y) if (CheckForFoodInSquare(v2(x, y))) return true;
5968 x = Pos.X+r;
5969 if (x < GetLevel()->GetXSize()) {
5970 for (y = Pos.Y-r; y <= Pos.Y+r; ++y) if (CheckForFoodInSquare(v2(x, y))) return true;
5972 y = Pos.Y-r;
5973 if (y >= 0) {
5974 for (x = Pos.X-r; x <= Pos.X+r; ++x) if (CheckForFoodInSquare(v2(x, y))) return true;
5976 y = Pos.Y+r;
5977 if (y < GetLevel()->GetYSize()) {
5978 for (x = Pos.X-r; x <= Pos.X+r; ++x) if (CheckForFoodInSquare(v2(x, y))) return true;
5981 return false;
5985 truth character::CheckForFoodInSquare (v2 Pos) {
5986 level *Level = GetLevel();
5987 if (Level->IsValidPos(Pos)) {
5988 lsquare *Square = Level->GetLSquare(Pos);
5989 stack *Stack = Square->GetStack();
5990 if (Stack->GetItems()) {
5991 for (stackiterator i = Stack->GetBottom(); i.HasItem(); ++i) {
5992 if (i->IsPickable(this) && i->CanBeSeenBy(this) && i->CanBeEatenByAI(this) && (!Square->GetRoomIndex() || Square->GetRoom()->AllowFoodSearch())) {
5993 SetGoingTo(Pos);
5994 return MoveTowardsTarget(false);
5999 return false;
6003 void character::SetConfig (int NewConfig, int SpecialFlags) {
6004 databasecreator<character>::InstallDataBase(this, NewConfig);
6005 CalculateAll();
6006 CheckIfSeen();
6007 if (!(SpecialFlags & NO_PIC_UPDATE)) UpdatePictures();
6011 truth character::IsOver (citem *Item) const {
6012 for (int c1 = 0; c1 < Item->GetSquaresUnder(); ++c1)
6013 for (int c2 = 0; c2 < SquaresUnder; ++c2)
6014 if (Item->GetPos(c1) == GetPos(c2)) return true;
6015 return false;
6019 truth character::CheckConsume (cfestring &Verb) const {
6020 if (!UsesNutrition()) {
6021 if (IsPlayer()) ADD_MESSAGE("In this form you can't and don't need to %s.", Verb.CStr());
6022 return false;
6024 return true;
6028 void character::PutTo (lsquare *To) {
6029 PutTo(To->GetPos());
6033 double character::RandomizeBabyExperience (double SumE) {
6034 if (!SumE) return 0;
6035 double E = (SumE / 4) - (SumE / 32) + (double(RAND()) / MAX_RAND) * (SumE / 16 + 1);
6036 return Limit(E, MIN_EXP, MAX_EXP);
6040 liquid *character::CreateBlood (sLong Volume) const {
6041 return liquid::Spawn(GetBloodMaterial(), Volume);
6045 void character::SpillFluid (character *Spiller, liquid *Liquid, int SquareIndex) {
6046 sLong ReserveVolume = Liquid->GetVolume() >> 1;
6047 Liquid->EditVolume(-ReserveVolume);
6048 GetStack()->SpillFluid(Spiller, Liquid, sLong(Liquid->GetVolume() * sqrt(double(GetStack()->GetVolume()) / GetVolume())));
6049 Liquid->EditVolume(ReserveVolume);
6050 int c;
6051 sLong Modifier[MAX_BODYPARTS], ModifierSum = 0;
6052 for (c = 0; c < BodyParts; ++c) {
6053 if (GetBodyPart(c)) {
6054 Modifier[c] = sLong(sqrt(GetBodyPart(c)->GetVolume()));
6055 if (Modifier[c]) Modifier[c] *= 1 + (RAND() & 3);
6056 ModifierSum += Modifier[c];
6057 } else {
6058 Modifier[c] = 0;
6061 for (c = 1; c < GetBodyParts(); ++c) {
6062 if (GetBodyPart(c) && IsEnabled())
6063 GetBodyPart(c)->SpillFluid(Spiller, Liquid->SpawnMoreLiquid(Liquid->GetVolume() * Modifier[c] / ModifierSum), SquareIndex);
6065 if (IsEnabled()) {
6066 Liquid->SetVolume(Liquid->GetVolume() * Modifier[TORSO_INDEX] / ModifierSum);
6067 GetTorso()->SpillFluid(Spiller, Liquid, SquareIndex);
6072 void character::StayOn (liquid *Liquid) {
6073 Liquid->TouchEffect(this, TORSO_INDEX);
6077 truth character::IsAlly (ccharacter *Char) const {
6078 return Char->GetTeam()->GetID() == GetTeam()->GetID();
6082 void character::ResetSpoiling () {
6083 doforbodyparts()(this, &bodypart::ResetSpoiling);
6087 item *character::SearchForItem (ccharacter *Char, sorter Sorter) const {
6088 item *Equipment = findequipment<ccharacter *>()(this, Sorter, Char);
6089 if (Equipment) return Equipment;
6090 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) if (((*i)->*Sorter)(Char)) return *i;
6091 return 0;
6095 truth character::DetectMaterial (cmaterial *Material) const {
6096 return GetStack()->DetectMaterial(Material) ||
6097 combinebodypartpredicateswithparam<cmaterial*>()(this, &bodypart::DetectMaterial, Material, 1) ||
6098 combineequipmentpredicateswithparam<cmaterial*>()(this, &item::DetectMaterial, Material, 1);
6102 truth character::DamageTypeDestroysBodyPart (int Type) {
6103 return (Type&0xFFF) != PHYSICAL_DAMAGE;
6107 truth character::CheckIfTooScaredToHit (ccharacter *Enemy) const {
6108 if (IsPlayer() && StateIsActivated(PANIC)) {
6109 for (int d = 0; d < GetNeighbourSquares(); ++d) {
6110 square *Square = GetNeighbourSquare(d);
6111 if (Square) {
6112 if(CanMoveOn(Square) && (!Square->GetCharacter() || Square->GetCharacter()->IsPet())) {
6113 ADD_MESSAGE("You are too scared to attack %s.", Enemy->CHAR_DESCRIPTION(DEFINITE));
6114 return true;
6119 return false;
6123 void character::PrintBeginLevitationMessage () const {
6124 if (!IsFlying()) {
6125 if (IsPlayer()) ADD_MESSAGE("You rise into the air like a small hot-air balloon.");
6126 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s begins to float.", CHAR_NAME(DEFINITE));
6131 void character::PrintEndLevitationMessage () const {
6132 if (!IsFlying()) {
6133 if (IsPlayer()) ADD_MESSAGE("You descend gently onto the ground.");
6134 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s drops onto the ground.", CHAR_NAME(DEFINITE));
6139 truth character::IsLimbIndex (int I) {
6140 switch (I) {
6141 case RIGHT_ARM_INDEX:
6142 case LEFT_ARM_INDEX:
6143 case RIGHT_LEG_INDEX:
6144 case LEFT_LEG_INDEX:
6145 return true;
6147 return false;
6151 void character::EditExperience (int Identifier, double Value, double Speed) {
6152 if (!AllowExperience() || (Identifier == ENDURANCE && UseMaterialAttributes())) return;
6153 int Change = RawEditExperience(BaseExperience[Identifier], GetNaturalExperience(Identifier), Value, Speed);
6154 if (!Change) return;
6155 cchar *PlayerMsg = 0, *NPCMsg = 0;
6156 switch (Identifier) {
6157 case ENDURANCE:
6158 if (Change > 0) {
6159 PlayerMsg = "You feel tougher than anything!";
6160 if (IsPet()) NPCMsg = "Suddenly %s looks tougher.";
6161 } else {
6162 PlayerMsg = "You feel less healthy.";
6163 if (IsPet()) NPCMsg = "Suddenly %s looks less healthy.";
6165 CalculateBodyPartMaxHPs();
6166 CalculateMaxStamina();
6167 break;
6168 case PERCEPTION:
6169 if (IsPlayer()) {
6170 if (Change > 0) {
6171 PlayerMsg = "You now see the world in much better detail than before.";
6172 } else {
6173 PlayerMsg = "You feel very guru.";
6174 game::GetGod(VALPURUS)->AdjustRelation(100);
6176 game::SendLOSUpdateRequest();
6178 break;
6179 case INTELLIGENCE:
6180 if (IsPlayer()) {
6181 if (Change > 0) PlayerMsg = "Suddenly the inner structure of the Multiverse around you looks quite simple.";
6182 else PlayerMsg = "It surely is hard to think today.";
6183 UpdateESPLOS();
6185 if (IsPlayerKind()) UpdatePictures();
6186 break;
6187 case WISDOM:
6188 if (IsPlayer()) {
6189 if (Change > 0) PlayerMsg = "You feel your life experience increasing all the time.";
6190 else PlayerMsg = "You feel like having done something unwise.";
6192 if (IsPlayerKind()) UpdatePictures();
6193 break;
6194 case CHARISMA:
6195 if (Change > 0) {
6196 PlayerMsg = "You feel very confident of your social skills.";
6197 if (IsPet()) {
6198 if (GetAttribute(CHARISMA) <= 15) NPCMsg = "%s looks less ugly.";
6199 else NPCMsg = "%s looks more attractive.";
6201 } else {
6202 PlayerMsg = "You feel somehow disliked.";
6203 if (IsPet()) {
6204 if (GetAttribute(CHARISMA) < 15) NPCMsg = "%s looks more ugly.";
6205 else NPCMsg = "%s looks less attractive.";
6208 if (IsPlayerKind()) UpdatePictures();
6209 break;
6210 case MANA:
6211 if (Change > 0) {
6212 PlayerMsg = "You feel magical forces coursing through your body!";
6213 NPCMsg = "You notice an odd glow around %s.";
6214 } else {
6215 PlayerMsg = "You feel your magical abilities withering slowly.";
6216 NPCMsg = "You notice strange vibrations in the air around %s. But they disappear rapidly.";
6218 break;
6221 if (IsPlayer()) ADD_MESSAGE("%s", PlayerMsg);
6222 else if (NPCMsg && CanBeSeenByPlayer()) ADD_MESSAGE(NPCMsg, CHAR_NAME(DEFINITE));
6224 CalculateBattleInfo();
6228 int character::RawEditExperience (double &Exp, double NaturalExp, double Value, double Speed) const {
6229 double OldExp = Exp;
6230 if (Speed < 0) {
6231 Speed = -Speed;
6232 Value = -Value;
6234 if(!OldExp || !Value || (Value > 0 && OldExp >= NaturalExp * (100 + Value) / 100) ||
6235 (Value < 0 && OldExp <= NaturalExp * (100 + Value) / 100)) return 0;
6236 if (!IsPlayer()) Speed *= 1.5;
6237 Exp += (NaturalExp * (100 + Value) - 100 * OldExp) * Speed * EXP_DIVISOR;
6238 LimitRef(Exp, MIN_EXP, MAX_EXP);
6239 int NewA = int(Exp * EXP_DIVISOR);
6240 int OldA = int(OldExp * EXP_DIVISOR);
6241 int Delta = NewA - OldA;
6242 if (Delta > 0) Exp = Max(Exp, (NewA + 0.05) * EXP_MULTIPLIER);
6243 else if (Delta < 0) Exp = Min(Exp, (NewA + 0.95) * EXP_MULTIPLIER);
6244 LimitRef(Exp, MIN_EXP, MAX_EXP);
6245 return Delta;
6249 int character::GetAttribute (int Identifier, truth AllowBonus) const {
6250 int A = int(BaseExperience[Identifier] * EXP_DIVISOR);
6251 if (AllowBonus && Identifier == INTELLIGENCE && BrainsHurt()) return Max((A + AttributeBonus[INTELLIGENCE]) / 3, 1);
6252 return A && AllowBonus ? Max(A + AttributeBonus[Identifier], 1) : A;
6256 void characterdatabase::PostProcess () {
6257 double AM = (100 + AttributeBonus) * EXP_MULTIPLIER / 100;
6258 for (int c = 0; c < ATTRIBUTES; ++c) NaturalExperience[c] = this->*ExpPtr[c] * AM;
6262 void character::EditDealExperience (sLong Price) {
6263 EditExperience(CHARISMA, sqrt(Price) / 5, 1 << 9);
6267 void character::PrintBeginLeprosyMessage () const {
6268 if (IsPlayer()) ADD_MESSAGE("You feel you're falling in pieces.");
6272 void character::PrintEndLeprosyMessage () const {
6273 if (IsPlayer()) ADD_MESSAGE("You feel your limbs are stuck in place tightly."); // CHANGE OR DIE
6277 void character::TryToInfectWithLeprosy (ccharacter *Infector) {
6278 if (!IsImmuneToLeprosy() &&
6279 ((GetRelation(Infector) == HOSTILE && !RAND_N(50 * GetAttribute(ENDURANCE))) ||
6280 !RAND_N(500 * GetAttribute(ENDURANCE)))) GainIntrinsic(LEPROSY);
6284 void character::SignalGeneration () {
6285 const_cast<database *>(DataBase)->Flags |= HAS_BEEN_GENERATED;
6289 void character::CheckIfSeen () {
6290 if (IsPlayer() || CanBeSeenByPlayer()) SignalSeen();
6294 void character::SignalSeen () {
6295 if (!(WarnFlags & WARNED) && GetRelation(PLAYER) == HOSTILE) {
6296 double Danger = GetRelativeDanger(PLAYER);
6297 if (Danger > 5.0) {
6298 game::SetDangerFound(Max(game::GetDangerFound(), Danger));
6299 if (Danger > 500.0 && !(WarnFlags & HAS_CAUSED_PANIC)) {
6300 WarnFlags |= HAS_CAUSED_PANIC;
6301 game::SetCausePanicFlag(true);
6303 WarnFlags |= WARNED;
6306 const_cast<database *>(DataBase)->Flags |= HAS_BEEN_SEEN;
6310 int character::GetPolymorphIntelligenceRequirement () const {
6311 if (DataBase->PolymorphIntelligenceRequirement == DEPENDS_ON_ATTRIBUTES) return Max(GetAttributeAverage() - 5, 0);
6312 return DataBase->PolymorphIntelligenceRequirement;
6316 void character::RemoveAllItems () {
6317 GetStack()->Clean();
6318 for (int c = 0; c < GetEquipments(); ++c) {
6319 item *Equipment = GetEquipment(c);
6320 if (Equipment) {
6321 Equipment->RemoveFromSlot();
6322 Equipment->SendToHell();
6328 int character::CalculateWeaponSkillHits (ccharacter *Enemy) const {
6329 if (Enemy->IsPlayer()) {
6330 configid ConfigID(GetType(), GetConfig());
6331 const dangerid& DangerID = game::GetDangerMap().find(ConfigID)->second;
6332 return Min(int(DangerID.EquippedDanger * 2000), 1000);
6334 return Min(int(GetRelativeDanger(Enemy, true) * 2000), 1000);
6338 truth character::CanUseEquipment (int I) const {
6339 return CanUseEquipment() && I < GetEquipments() && GetBodyPartOfEquipment(I) && EquipmentIsAllowed(I);
6343 /* Target mustn't have any equipment */
6344 void character::DonateEquipmentTo (character *Character) {
6345 if (IsPlayer()) {
6346 feuLong *EquipmentMemory = game::GetEquipmentMemory();
6347 for (int c = 0; c < MAX_EQUIPMENT_SLOTS; ++c) {
6348 item *Item = GetEquipment(c);
6349 if (Item) {
6350 if (Character->CanUseEquipment(c)) {
6351 Item->RemoveFromSlot();
6352 Character->SetEquipment(c, Item);
6353 } else {
6354 EquipmentMemory[c] = Item->GetID();
6355 Item->MoveTo(Character->GetStack());
6357 } else if (CanUseEquipment(c)) {
6358 EquipmentMemory[c] = 0;
6359 } else if (EquipmentMemory[c] && Character->CanUseEquipment(c)) {
6360 for (stackiterator i = Character->GetStack()->GetBottom(); i.HasItem(); ++i) {
6361 if (i->GetID() == EquipmentMemory[c]) {
6362 item *Item = *i;
6363 Item->RemoveFromSlot();
6364 Character->SetEquipment(c, Item);
6365 break;
6368 EquipmentMemory[c] = 0;
6371 } else {
6372 for (int c = 0; c < GetEquipments(); ++c) {
6373 item *Item = GetEquipment(c);
6374 if (Item) {
6375 if (Character->CanUseEquipment(c)) {
6376 Item->RemoveFromSlot();
6377 Character->SetEquipment(c, Item);
6378 } else {
6379 Item->MoveTo(Character->GetStackUnder());
6387 void character::ReceivePeaSoup (sLong) {
6388 lsquare *Square = GetLSquareUnder();
6389 if (Square->IsFlyable()) Square->AddSmoke(gas::Spawn(FART, 250));
6393 void character::AddPeaSoupConsumeEndMessage () const {
6394 if (IsPlayer()) {
6395 if (CanHear()) ADD_MESSAGE("Mmmh! The soup is very tasty. You hear a small puff.");
6396 else ADD_MESSAGE("Mmmh! The soup is very tasty.");
6397 } else if (CanBeSeenByPlayer() && PLAYER->CanHear()) {
6398 // change someday
6399 ADD_MESSAGE("You hear a small puff.");
6404 void character::CalculateMaxStamina () {
6405 MaxStamina = TorsoIsAlive() ? GetAttribute(ENDURANCE) * 10000 : 0;
6409 void character::EditStamina (int Amount, truth CanCauseUnconsciousness) {
6410 if (!TorsoIsAlive()) return;
6411 int UnconsciousnessStamina = MaxStamina >> 3;
6412 if (!CanCauseUnconsciousness && Amount < 0) {
6413 if (Stamina > UnconsciousnessStamina) {
6414 Stamina += Amount;
6415 if (Stamina < UnconsciousnessStamina) Stamina = UnconsciousnessStamina;
6417 return;
6419 int OldStamina = Stamina;
6420 Stamina += Amount;
6421 if (Stamina > MaxStamina) {
6422 Stamina = MaxStamina;
6423 } else if (Stamina < 0) {
6424 Stamina = 0;
6425 LoseConsciousness(250 + RAND_N(250));
6426 } else if (IsPlayer()) {
6427 if (OldStamina >= MaxStamina >> 2 && Stamina < MaxStamina >> 2) {
6428 ADD_MESSAGE("You are getting a little tired.");
6429 } else if(OldStamina >= UnconsciousnessStamina && Stamina < UnconsciousnessStamina) {
6430 ADD_MESSAGE("You are seriously out of breath!");
6431 game::SetPlayerIsRunning(false);
6434 if (IsPlayer() && StateIsActivated(PANIC) && GetTirednessState() != FAINTING) game::SetPlayerIsRunning(true);
6438 void character::RegenerateStamina () {
6439 if (GetTirednessState() != UNTIRED) {
6440 EditExperience(ENDURANCE, 50, 1);
6441 if (Sweats() && TorsoIsAlive() && !RAND_N(30) && !game::IsInWilderness()) {
6442 sLong Volume = sLong(0.05 * sqrt(GetBodyVolume()));
6443 if (GetTirednessState() == FAINTING) Volume <<= 1;
6444 for (int c = 0; c < SquaresUnder; ++c) GetLSquareUnder(c)->SpillFluid(0, CreateSweat(Volume), false, false);
6447 int Bonus = 1;
6448 if (Action) {
6449 if (Action->IsRest()) {
6450 if (SquaresUnder == 1) {
6451 Bonus = GetSquareUnder()->GetRestModifier() << 1;
6452 } else {
6453 int Lowest = GetSquareUnder(0)->GetRestModifier();
6454 for (int c = 1; c < GetSquaresUnder(); ++c) {
6455 int Mod = GetSquareUnder(c)->GetRestModifier();
6456 if (Mod < Lowest) Lowest = Mod;
6458 Bonus = Lowest << 1;
6460 } else if (Action->IsUnconsciousness()) Bonus = 2;
6462 int Plus1 = 100;
6463 switch (GetBurdenState()) {
6464 case OVER_LOADED: Plus1 = 25; break;
6465 case STRESSED: Plus1 = 50; break;
6466 case BURDENED: Plus1 = 75; break;
6468 int Plus2 = 100;
6469 if (IsPlayer()) {
6470 switch (GetHungerState()) {
6471 case STARVING: Plus2 = 25; break;
6472 case VERY_HUNGRY: Plus2 = 50; break;
6473 case HUNGRY: Plus2 = 75; break;
6476 Stamina += Plus1 * Plus2 * Bonus / 1000;
6477 if (Stamina > MaxStamina) Stamina = MaxStamina;
6478 if (IsPlayer() && StateIsActivated(PANIC) && GetTirednessState() != FAINTING) game::SetPlayerIsRunning(true);
6482 void character::BeginPanic () {
6483 if (IsPlayer() && GetTirednessState() != FAINTING) game::SetPlayerIsRunning(true);
6484 DeActivateVoluntaryAction();
6488 void character::EndPanic () {
6489 if (IsPlayer()) game::SetPlayerIsRunning(false);
6493 int character::GetTirednessState () const {
6494 if (Stamina >= MaxStamina >> 2) return UNTIRED;
6495 if (Stamina >= MaxStamina >> 3) return EXHAUSTED;
6496 return FAINTING;
6500 void character::ReceiveBlackUnicorn (sLong Amount) {
6501 if (!(RAND() % 160)) game::DoEvilDeed(Amount / 50);
6502 BeginTemporaryState(TELEPORT, Amount / 100);
6503 for (int c = 0; c < STATES; ++c) {
6504 if (StateData[c].Flags & DUR_TEMPORARY) {
6505 BeginTemporaryState(1 << c, Amount / 100);
6506 if (!IsEnabled()) return;
6507 } else if (StateData[c].Flags & DUR_PERMANENT) {
6508 GainIntrinsic(1 << c);
6509 if (!IsEnabled()) return;
6515 void character::ReceiveGrayUnicorn (sLong Amount) {
6516 if (!(RAND() % 80)) game::DoEvilDeed(Amount / 50);
6517 BeginTemporaryState(TELEPORT, Amount / 100);
6518 for (int c = 0; c < STATES; ++c) {
6519 if (1 << c != TELEPORT) {
6520 DecreaseStateCounter(1 << c, -Amount / 100);
6521 if (!IsEnabled()) return;
6527 void character::ReceiveWhiteUnicorn (sLong Amount) {
6528 if (!(RAND() % 40)) game::DoEvilDeed(Amount / 50);
6529 BeginTemporaryState(TELEPORT, Amount / 100);
6530 DecreaseStateCounter(LYCANTHROPY, -Amount / 100);
6531 DecreaseStateCounter(POISONED, -Amount / 100);
6532 DecreaseStateCounter(PARASITIZED, -Amount / 100);
6533 DecreaseStateCounter(LEPROSY, -Amount / 100);
6534 DecreaseStateCounter(VAMPIRISM, -Amount / 100);
6538 /* Counter should be negative. Removes intrinsics. */
6539 void character::DecreaseStateCounter (sLong State, int Counter) {
6540 int Index;
6541 for (Index = 0; Index < STATES; ++Index) if (1 << Index == State) break;
6542 if (Index == STATES) ABORT("DecreaseTemporaryStateCounter works only when State == 2 ^ n!");
6543 if (TemporaryState & State) {
6544 if (TemporaryStateCounter[Index] == PERMANENT || (TemporaryStateCounter[Index] += Counter) <= 0) {
6545 TemporaryState &= ~State;
6546 if (!(EquipmentState & State)) {
6547 if (StateData[Index].EndHandler) {
6548 (this->*StateData[Index].EndHandler)();
6549 if (!IsEnabled()) return;
6551 (this->*StateData[Index].PrintEndMessage)();
6558 truth character::IsImmuneToLeprosy () const {
6559 return DataBase->IsImmuneToLeprosy || UseMaterialAttributes();
6563 void character::LeprosyHandler () {
6564 EditExperience(ARM_STRENGTH, -25, 1 << 1);
6565 EditExperience(LEG_STRENGTH, -25, 1 << 1);
6566 EditExperience(DEXTERITY, -25, 1 << 1);
6567 EditExperience(AGILITY, -25, 1 << 1);
6568 EditExperience(ENDURANCE, -25, 1 << 1);
6569 EditExperience(CHARISMA, -25, 1 << 1);
6570 CheckDeath(CONST_S("killed by leprosy"));
6574 bodypart *character::SearchForOriginalBodyPart (int I) const {
6575 for (stackiterator i1 = GetStackUnder()->GetBottom(); i1.HasItem(); ++i1) {
6576 for (std::list<feuLong>::iterator i2 = OriginalBodyPartID[I].begin(); i2 != OriginalBodyPartID[I].end(); ++i2)
6577 if (i1->GetID() == *i2) return static_cast<bodypart*>(*i1);
6579 return 0;
6583 void character::SetLifeExpectancy (int Base, int RandPlus) {
6584 int c;
6585 for (c = 0; c < BodyParts; ++c) {
6586 bodypart *BodyPart = GetBodyPart(c);
6587 if (BodyPart) BodyPart->SetLifeExpectancy(Base, RandPlus);
6589 for (c = 0; c < GetEquipments(); ++c) {
6590 item *Equipment = GetEquipment(c);
6591 if (Equipment) Equipment->SetLifeExpectancy(Base, RandPlus);
6596 /* Receiver should be a fresh duplicate of this */
6597 void character::DuplicateEquipment (character *Receiver, feuLong Flags) {
6598 for (int c = 0; c < GetEquipments(); ++c) {
6599 item *Equipment = GetEquipment(c);
6600 if (Equipment) {
6601 item *Duplicate = Equipment->Duplicate(Flags);
6602 Receiver->SetEquipment(c, Duplicate);
6608 void character::Disappear (corpse *Corpse, cchar *Verb, truth (item::*ClosePredicate)() const) {
6609 truth TorsoDisappeared = false;
6610 truth CanBeSeen = Corpse ? Corpse->CanBeSeenByPlayer() : IsPlayer() || CanBeSeenByPlayer();
6611 int c;
6612 if ((GetTorso()->*ClosePredicate)()) {
6613 if (CanBeSeen) {
6614 if (Corpse) ADD_MESSAGE("%s %ss.", Corpse->CHAR_NAME(DEFINITE), Verb);
6615 else if (IsPlayer()) ADD_MESSAGE("You %s.", Verb);
6616 else ADD_MESSAGE("%s %ss.", CHAR_NAME(DEFINITE), Verb);
6618 TorsoDisappeared = true;
6619 for (c = 0; c < GetEquipments(); ++c) {
6620 item *Equipment = GetEquipment(c);
6621 if (Equipment && (Equipment->*ClosePredicate)()) {
6622 Equipment->RemoveFromSlot();
6623 Equipment->SendToHell();
6626 itemvector ItemVector;
6627 GetStack()->FillItemVector(ItemVector);
6628 for (uInt c = 0; c < ItemVector.size(); ++c) {
6629 if (ItemVector[c] && (ItemVector[c]->*ClosePredicate)()) {
6630 ItemVector[c]->RemoveFromSlot();
6631 ItemVector[c]->SendToHell();
6635 for (c = 1; c < GetBodyParts(); ++c) {
6636 bodypart *BodyPart = GetBodyPart(c);
6637 if (BodyPart) {
6638 if ((BodyPart->*ClosePredicate)()) {
6639 if (!TorsoDisappeared && CanBeSeen) {
6640 if(IsPlayer()) ADD_MESSAGE("Your %s %ss.", GetBodyPartName(c).CStr(), Verb);
6641 else ADD_MESSAGE("The %s of %s %ss.", GetBodyPartName(c).CStr(), CHAR_NAME(DEFINITE), Verb);
6643 BodyPart->DropEquipment();
6644 item *BodyPart = SevereBodyPart(c);
6645 if (BodyPart) BodyPart->SendToHell();
6646 } else if (TorsoDisappeared) {
6647 BodyPart->DropEquipment();
6648 item *BodyPart = SevereBodyPart(c);
6649 if (BodyPart) {
6650 if (Corpse) Corpse->GetSlot()->AddFriendItem(BodyPart);
6651 else if (!game::IsInWilderness()) GetStackUnder()->AddItem(BodyPart);
6652 else BodyPart->SendToHell();
6657 if (TorsoDisappeared) {
6658 if (Corpse) {
6659 Corpse->RemoveFromSlot();
6660 Corpse->SendToHell();
6661 } else {
6662 CheckDeath(festring(Verb) + "ed", 0, FORCE_DEATH|DISALLOW_CORPSE|DISALLOW_MSG);
6664 } else {
6665 CheckDeath(festring(Verb) + "ed", 0, DISALLOW_MSG);
6670 void character::SignalDisappearance () {
6671 if (GetMotherEntity()) GetMotherEntity()->SignalDisappearance();
6672 else Disappear(0, "disappear", &item::IsVeryCloseToDisappearance);
6676 truth character::HornOfFearWorks () const {
6677 return CanHear() && GetPanicLevel() > RAND() % 33;
6681 void character::BeginLeprosy () {
6682 doforbodypartswithparam<truth>()(this, &bodypart::SetIsInfectedByLeprosy, true);
6686 void character::EndLeprosy () {
6687 doforbodypartswithparam<truth>()(this, &bodypart::SetIsInfectedByLeprosy, false);
6691 truth character::IsSameAs (ccharacter *What) const {
6692 return What->GetType() == GetType() && What->GetConfig() == GetConfig();
6696 feuLong character::GetCommandFlags () const {
6697 return !StateIsActivated(PANIC) ? CommandFlags : CommandFlags|FLEE_FROM_ENEMIES;
6701 feuLong character::GetConstantCommandFlags () const {
6702 return !StateIsActivated(PANIC) ? DataBase->ConstantCommandFlags : DataBase->ConstantCommandFlags|FLEE_FROM_ENEMIES;
6706 feuLong character::GetPossibleCommandFlags () const {
6707 int Int = GetAttribute(INTELLIGENCE);
6708 feuLong Flags = ALL_COMMAND_FLAGS;
6709 if (!CanMove() || Int < 4) Flags &= ~FOLLOW_LEADER;
6710 if (!CanMove() || Int < 6) Flags &= ~FLEE_FROM_ENEMIES;
6711 if (!CanUseEquipment() || Int < 8) Flags &= ~DONT_CHANGE_EQUIPMENT;
6712 if (!UsesNutrition() || Int < 8) Flags &= ~DONT_CONSUME_ANYTHING_VALUABLE;
6713 return Flags;
6717 truth character::IsRetreating () const {
6718 return StateIsActivated(PANIC) || (CommandFlags & FLEE_FROM_ENEMIES && IsPet());
6722 truth character::ChatMenu () {
6723 if (GetAction() && !GetAction()->CanBeTalkedTo()) {
6724 ADD_MESSAGE("%s is silent.", CHAR_DESCRIPTION(DEFINITE));
6725 PLAYER->EditAP(-200);
6726 return true;
6728 feuLong ManagementFlags = GetManagementFlags();
6729 if (ManagementFlags == CHAT_IDLY || !IsPet()) return ChatIdly();
6730 static cchar *const ChatMenuEntry[CHAT_MENU_ENTRIES] = {
6731 "Change equipment",
6732 "Take items",
6733 "Give items",
6734 "Issue commands",
6735 "Chat idly",
6737 static const petmanagementfunction PMF[CHAT_MENU_ENTRIES] = {
6738 &character::ChangePetEquipment,
6739 &character::TakePetItems,
6740 &character::GivePetItems,
6741 &character::IssuePetCommands,
6742 &character::ChatIdly
6744 felist List(CONST_S("Choose action:"));
6745 game::SetStandardListAttributes(List);
6746 List.AddFlags(SELECTABLE);
6747 int c, i;
6748 for (c = 0; c < CHAT_MENU_ENTRIES; ++c) if (1 << c & ManagementFlags) List.AddEntry(ChatMenuEntry[c], LIGHT_GRAY);
6749 int Chosen = List.Draw();
6750 if (Chosen & FELIST_ERROR_BIT) return false;
6751 for (c = 0, i = 0; c < CHAT_MENU_ENTRIES; ++c) {
6752 if (1 << c & ManagementFlags && i++ == Chosen) return (this->*PMF[c])();
6754 return false; // dummy
6758 truth character::ChangePetEquipment () {
6759 if (EquipmentScreen(PLAYER->GetStack(), GetStack())) {
6760 DexterityAction(3);
6761 return true;
6763 return false;
6767 truth character::TakePetItems () {
6768 truth Success = false;
6769 stack::SetSelected(0);
6770 for (;;) {
6771 itemvector ToTake;
6772 game::DrawEverythingNoBlit();
6773 GetStack()->DrawContents(
6774 ToTake,
6776 PLAYER,
6777 CONST_S("What do you want to take from ") + CHAR_DESCRIPTION(DEFINITE) + '?',
6778 CONST_S(""),
6779 CONST_S(""),
6780 GetDescription(DEFINITE) + " is " + GetVerbalBurdenState(),
6781 GetVerbalBurdenStateColor(),
6782 REMEMBER_SELECTED);
6783 if (ToTake.empty()) break;
6784 for (uInt c = 0; c < ToTake.size(); ++c) ToTake[c]->MoveTo(PLAYER->GetStack());
6785 ADD_MESSAGE("You take %s.", ToTake[0]->GetName(DEFINITE, ToTake.size()).CStr());
6786 Success = true;
6788 if (Success) {
6789 DexterityAction(2);
6790 PLAYER->DexterityAction(2);
6792 return Success;
6796 truth character::GivePetItems () {
6797 truth Success = false;
6798 stack::SetSelected(0);
6799 for (;;) {
6800 itemvector ToGive;
6801 game::DrawEverythingNoBlit();
6802 PLAYER->GetStack()->DrawContents(
6803 ToGive,
6805 this,
6806 CONST_S("What do you want to give to ") + CHAR_DESCRIPTION(DEFINITE) + '?',
6807 CONST_S(""),
6808 CONST_S(""),
6809 GetDescription(DEFINITE) + " is " + GetVerbalBurdenState(),
6810 GetVerbalBurdenStateColor(),
6811 REMEMBER_SELECTED);
6812 if (ToGive.empty()) break;
6813 for (uInt c = 0; c < ToGive.size(); ++c) ToGive[c]->MoveTo(GetStack());
6814 ADD_MESSAGE("You give %s to %s.", ToGive[0]->GetName(DEFINITE, ToGive.size()).CStr(), CHAR_DESCRIPTION(DEFINITE));
6815 Success = true;
6817 if (Success) {
6818 DexterityAction(2);
6819 PLAYER->DexterityAction(2);
6821 return Success;
6825 truth character::IssuePetCommands () {
6826 if (!IsConscious()) {
6827 ADD_MESSAGE("%s is unconscious.", CHAR_DESCRIPTION(DEFINITE));
6828 return false;
6830 feuLong PossibleC = GetPossibleCommandFlags();
6831 if (!PossibleC) {
6832 ADD_MESSAGE("%s cannot be commanded.", CHAR_DESCRIPTION(DEFINITE));
6833 return false;
6835 feuLong OldC = GetCommandFlags();
6836 feuLong NewC = OldC, VaryFlags = 0;
6837 game::CommandScreen(CONST_S("Issue commands to ")+GetDescription(DEFINITE), PossibleC, GetConstantCommandFlags(), VaryFlags, NewC);
6838 if (NewC == OldC) return false;
6839 SetCommandFlags(NewC);
6840 PLAYER->EditAP(-500);
6841 PLAYER->EditExperience(CHARISMA, 25, 1 << 7);
6842 return true;
6846 truth character::ChatIdly () {
6847 if (!TryToTalkAboutScience()) {
6848 BeTalkedTo();
6849 PLAYER->EditExperience(CHARISMA, 75, 1 << 7);
6851 PLAYER->EditAP(-1000);
6852 return true;
6856 truth character::EquipmentScreen (stack *MainStack, stack *SecStack) {
6857 if (!CanUseEquipment()) {
6858 ADD_MESSAGE("%s cannot use equipment.", CHAR_DESCRIPTION(DEFINITE));
6859 return false;
6861 int Chosen = 0;
6862 truth EquipmentChanged = false;
6863 felist List(CONST_S("Equipment menu [ESC exits]"));
6864 festring Entry;
6865 for (;;) {
6866 List.Empty();
6867 List.EmptyDescription();
6868 if (!IsPlayer()) {
6869 List.AddDescription(CONST_S(""));
6870 List.AddDescription(festring(GetDescription(DEFINITE) + " is " + GetVerbalBurdenState()).CapitalizeCopy(), GetVerbalBurdenStateColor());
6872 for (int c = 0; c < GetEquipments(); ++c) {
6873 Entry = GetEquipmentName(c);
6874 Entry << ':';
6875 Entry.Resize(20);
6876 item *Equipment = GetEquipment(c);
6877 if (Equipment) {
6878 Equipment->AddInventoryEntry(this, Entry, 1, true);
6879 AddSpecialEquipmentInfo(Entry, c);
6880 int ImageKey = game::AddToItemDrawVector(itemvector(1, Equipment));
6881 List.AddEntry(Entry, LIGHT_GRAY, 20, ImageKey, true);
6882 } else {
6883 Entry << (GetBodyPartOfEquipment(c) ? "-" : "can't use");
6884 List.AddEntry(Entry, LIGHT_GRAY, 20, game::AddToItemDrawVector(itemvector()));
6887 game::DrawEverythingNoBlit();
6888 game::SetStandardListAttributes(List);
6889 List.SetFlags(SELECTABLE|DRAW_BACKGROUND_AFTERWARDS);
6890 List.SetEntryDrawer(game::ItemEntryDrawer);
6891 Chosen = List.Draw();
6892 game::ClearItemDrawVector();
6893 if (Chosen >= GetEquipments()) break;
6894 EquipmentChanged = TryToChangeEquipment(MainStack, SecStack, Chosen);
6896 if (EquipmentChanged) DexterityAction(5);
6897 return EquipmentChanged;
6901 feuLong character::GetManagementFlags () const {
6902 feuLong Flags = ALL_MANAGEMENT_FLAGS;
6903 if (!CanUseEquipment() || !AllowPlayerToChangeEquipment()) Flags &= ~CHANGE_EQUIPMENT;
6904 if (!GetStack()->GetItems()) Flags &= ~TAKE_ITEMS;
6905 if (!WillCarryItems()) Flags &= ~GIVE_ITEMS;
6906 if (!GetPossibleCommandFlags()) Flags &= ~ISSUE_COMMANDS;
6907 return Flags;
6911 cchar *VerbalBurdenState[] = { "overloaded", "stressed", "burdened", "unburdened" };
6912 col16 VerbalBurdenStateColor[] = { RED, BLUE, BLUE, WHITE };
6914 cchar *character::GetVerbalBurdenState () const { return VerbalBurdenState[BurdenState]; }
6915 col16 character::GetVerbalBurdenStateColor () const { return VerbalBurdenStateColor[BurdenState]; }
6916 int character::GetAttributeAverage () const { return GetSumOfAttributes()/7; }
6918 cfestring &character::GetStandVerb() const {
6919 if (ForceCustomStandVerb()) return DataBase->StandVerb;
6920 static festring Hovering = "hovering";
6921 static festring Swimming = "swimming";
6922 if (StateIsActivated(LEVITATION)) return Hovering;
6923 if (IsSwimming()) return Swimming;
6924 return DataBase->StandVerb;
6928 truth character::CheckApply () const {
6929 if (!CanApply()) {
6930 ADD_MESSAGE("This monster type cannot apply.");
6931 return false;
6933 return true;
6937 void character::EndLevitation () {
6938 if (!IsFlying() && GetSquareUnder()) {
6939 if (!game::IsInWilderness()) SignalStepFrom(0);
6940 if (game::IsInWilderness() || !GetLSquareUnder()->IsFreezed()) TestWalkability();
6945 truth character::CanMove () const {
6946 return !IsRooted() || StateIsActivated(LEVITATION);
6950 void character::CalculateEnchantments () {
6951 doforequipments()(this, &item::CalculateEnchantment);
6952 GetStack()->CalculateEnchantments();
6956 truth character::GetNewFormForPolymorphWithControl (character *&NewForm) {
6957 festring Topic, Temp;
6958 NewForm = 0;
6959 while (!NewForm) {
6960 festring Temp = game::DefaultQuestion(CONST_S("What do you want to become? [press '?' for a list]"), game::GetDefaultPolymorphTo(), &game::PolymorphControlKeyHandler);
6961 NewForm = protosystem::CreateMonster(Temp);
6962 if (NewForm) {
6963 if (NewForm->IsSameAs(this)) {
6964 delete NewForm;
6965 ADD_MESSAGE("You choose not to polymorph.");
6966 NewForm = this;
6967 return false;
6969 if (PolymorphBackup && NewForm->IsSameAs(PolymorphBackup)) {
6970 delete NewForm;
6971 NewForm = ForceEndPolymorph();
6972 return false;
6974 if (NewForm->GetPolymorphIntelligenceRequirement() > GetAttribute(INTELLIGENCE) && !game::WizardModeIsActive()) {
6975 ADD_MESSAGE("You feel your mind isn't yet powerful enough to call forth the form of %s.", NewForm->CHAR_NAME(INDEFINITE));
6976 delete NewForm;
6977 NewForm = 0;
6978 } else {
6979 NewForm->RemoveAllItems();
6983 return true;
6987 liquid *character::CreateSweat(sLong Volume) const {
6988 //return liquid::Spawn(GetSweatMaterial(), Volume);
6989 return liquid::Spawn(GetCurrentSweatMaterial(), Volume);
6993 truth character::TeleportRandomItem (truth TryToHinderVisibility) {
6994 if (IsImmuneToItemTeleport()) return false;
6995 itemvector ItemVector;
6996 std::vector<sLong> PossibilityVector;
6997 int TotalPossibility = 0;
6998 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
6999 ItemVector.push_back(*i);
7000 int Possibility = i->GetTeleportPriority();
7001 if (TryToHinderVisibility) Possibility += i->GetHinderVisibilityBonus(this);
7002 PossibilityVector.push_back(Possibility);
7003 TotalPossibility += Possibility;
7005 for (int c = 0; c < GetEquipments(); ++c) {
7006 item *Equipment = GetEquipment(c);
7007 if (Equipment) {
7008 ItemVector.push_back(Equipment);
7009 int Possibility = Equipment->GetTeleportPriority();
7010 if (TryToHinderVisibility) Possibility += Equipment->GetHinderVisibilityBonus(this);
7011 PossibilityVector.push_back(Possibility <<= 1);
7012 TotalPossibility += Possibility;
7015 if (!TotalPossibility) return false;
7016 int Chosen = femath::WeightedRand(PossibilityVector, TotalPossibility);
7017 item *Item = ItemVector[Chosen];
7018 truth Equipped = PLAYER->Equips(Item);
7019 truth Seen = Item->CanBeSeenByPlayer();
7020 Item->RemoveFromSlot();
7021 if (Seen) ADD_MESSAGE("%s disappears.", Item->CHAR_NAME(DEFINITE));
7022 if (Equipped) game::AskForEscPress(CONST_S("Equipment lost!"));
7023 v2 Pos = GetPos();
7024 int Range = Item->GetEmitation() && TryToHinderVisibility ? 25 : 5;
7025 rect Border(Pos + v2(-Range, -Range), Pos + v2(Range, Range));
7026 Pos = GetLevel()->GetRandomSquare(this, 0, &Border);
7027 if (Pos == ERROR_V2) Pos = GetLevel()->GetRandomSquare();
7028 GetNearLSquare(Pos)->GetStack()->AddItem(Item);
7029 if (Item->CanBeSeenByPlayer()) ADD_MESSAGE("%s appears.", Item->CHAR_NAME(INDEFINITE));
7030 return true;
7034 truth character::HasClearRouteTo (v2 Pos) const {
7035 pathcontroller::Map = GetLevel()->GetMap();
7036 pathcontroller::Character = this;
7037 v2 ThisPos = GetPos();
7038 return mapmath<pathcontroller>::DoLine(ThisPos.X, ThisPos.Y, Pos.X, Pos.Y, SKIP_FIRST);
7042 truth character::IsTransparent () const {
7043 return !IsEnormous() || GetTorso()->GetMainMaterial()->IsTransparent() || StateIsActivated(INVISIBLE);
7047 void character::SignalPossibleTransparencyChange () {
7048 if (!game::IsInWilderness()) {
7049 for (int c = 0; c < SquaresUnder; ++c) {
7050 lsquare *Square = GetLSquareUnder(c);
7051 if (Square) Square->SignalPossibleTransparencyChange();
7057 int character::GetCursorData () const {
7058 int Bad = 0;
7059 int Color = game::PlayerIsRunning() ? BLUE_CURSOR : DARK_CURSOR;
7060 for (int c = 0; c < BodyParts; ++c) {
7061 bodypart *BodyPart = GetBodyPart(c);
7062 if (BodyPart && BodyPart->IsUsable()) {
7063 int ConditionColorIndex = BodyPart->GetConditionColorIndex();
7064 if ((BodyPartIsVital(c) && !ConditionColorIndex) || (ConditionColorIndex <= 1 && ++Bad == 2)) return Color|CURSOR_FLASH;
7065 } else if (++Bad == 2) return Color|CURSOR_FLASH;
7067 Color = game::PlayerIsRunning() ? YELLOW_CURSOR : RED_CURSOR;
7068 return Bad ? Color|CURSOR_FLASH : Color;
7072 void character::TryToName () {
7073 if (!IsPet()) ADD_MESSAGE("%s refuses to let YOU decide what %s's called.", CHAR_NAME(DEFINITE), CHAR_PERSONAL_PRONOUN);
7074 else if (IsPlayer()) ADD_MESSAGE("You can't rename yourself.");
7075 else if (!IsNameable()) ADD_MESSAGE("%s refuses to be called anything else but %s.", CHAR_NAME(DEFINITE), CHAR_NAME(DEFINITE));
7076 else {
7077 festring Topic = CONST_S("What name will you give to ")+GetName(DEFINITE)+'?';
7078 festring Name = game::StringQuestion(Topic, WHITE, 0, 80, true);
7079 if (Name.GetSize()) SetAssignedName(Name);
7084 double character::GetSituationDanger (ccharacter *Enemy, v2 ThisPos, v2 EnemyPos, truth SeesEnemy) const {
7085 double Danger;
7086 if (IgnoreDanger() && !IsPlayer()) {
7087 if (Enemy->IgnoreDanger() && !Enemy->IsPlayer()) {
7088 Danger = double(GetHP())*GetHPRequirementForGeneration()/(Enemy->GetHP()*Enemy->GetHPRequirementForGeneration());
7090 else {
7091 Danger = 0.25*GetHPRequirementForGeneration()/Enemy->GetHP();
7093 } else if (Enemy->IgnoreDanger() && !Enemy->IsPlayer()) {
7094 Danger = 4.0*GetHP()/Enemy->GetHPRequirementForGeneration();
7095 } else {
7096 Danger = GetRelativeDanger(Enemy);
7098 Danger *= 3.0/((EnemyPos-ThisPos).GetManhattanLength()+2);
7099 if (!SeesEnemy) Danger *= 0.2;
7100 if (StateIsActivated(PANIC)) Danger *= 0.2;
7101 Danger *= double(GetHP())*Enemy->GetMaxHP()/(Enemy->GetHP()*GetMaxHP());
7102 return Danger;
7106 void character::ModifySituationDanger (double &Danger) const {
7107 switch (GetTirednessState()) {
7108 case FAINTING: Danger *= 1.5;
7109 case EXHAUSTED: Danger *= 1.25;
7111 for (int c = 0; c < STATES; ++c) {
7112 if (StateIsActivated(1 << c) && StateData[c].SituationDangerModifier != 0) (this->*StateData[c].SituationDangerModifier)(Danger);
7117 void character::LycanthropySituationDangerModifier (double &Danger) const {
7118 character *Wolf = werewolfwolf::Spawn();
7119 double DangerToWolf = GetRelativeDanger(Wolf);
7120 Danger *= pow(DangerToWolf, 0.1);
7121 delete Wolf;
7125 void character::PoisonedSituationDangerModifier (double &Danger) const {
7126 int C = GetTemporaryStateCounter(POISONED);
7127 Danger *= (1+(C*C)/(GetHP()*10000.0*(GetGlobalResistance(POISON)+1)));
7131 void character::PolymorphingSituationDangerModifier (double &Danger) const {
7132 if (!StateIsActivated(POLYMORPH_CONTROL)) Danger *= 1.5;
7136 void character::PanicSituationDangerModifier (double &Danger) const {
7137 Danger *= 1.5;
7141 void character::ConfusedSituationDangerModifier (double &Danger) const {
7142 Danger *= 1.5;
7146 void character::ParasitizedSituationDangerModifier (double &Danger) const {
7147 Danger *= 1.25;
7151 void character::LeprosySituationDangerModifier (double &Danger) const {
7152 Danger *= 1.5;
7156 void character::AddRandomScienceName (festring &String) const {
7157 festring Science = GetScienceTalkName().GetRandomElement().CStr();
7158 if (Science[0] == '!') {
7159 String << Science.CStr()+1;
7160 return;
7162 festring Attribute = GetScienceTalkAdjectiveAttribute().GetRandomElement();
7163 festring Prefix;
7164 truth NoAttrib = Attribute.IsEmpty(), NoSecondAdjective = false;
7165 if (!Attribute.IsEmpty() && Attribute[0] == '!') {
7166 NoSecondAdjective = true;
7167 Attribute.Erase(0, 1);
7169 if (!Science.Find("the ")) {
7170 Science.Erase(0, 4);
7171 if (!Attribute.Find("the ", 0, 4)) Attribute << " the"; else Attribute.Insert(0, "the ", 4);
7173 if (islower(Science[0]) && Science.Find(' ') == festring::NPos && Science.Find('-') == festring::NPos &&
7174 Science.Find("phobia") == festring::NPos) {
7175 Prefix = GetScienceTalkPrefix().GetRandomElement();
7176 if (!Prefix.IsEmpty() && Science.Find(Prefix) != festring::NPos) Prefix.Empty();
7178 int L = Prefix.GetSize();
7179 if (L && Prefix[L-1] == Science[0]) Science.Erase(0, 1);
7180 if (!NoAttrib && !NoSecondAdjective == !RAND_GOOD(3)) {
7181 int S1 = NoSecondAdjective ? 0 : GetScienceTalkAdjectiveAttribute().Size;
7182 int S2 = GetScienceTalkSubstantiveAttribute().Size;
7183 festring OtherAttribute;
7184 int Chosen = RAND_GOOD(S1+S2);
7185 if (Chosen < S1) OtherAttribute = GetScienceTalkAdjectiveAttribute()[Chosen];
7186 else OtherAttribute = GetScienceTalkSubstantiveAttribute()[Chosen - S1];
7187 if (!OtherAttribute.IsEmpty() && OtherAttribute.Find("the ", 0, 4) && Attribute.Find(OtherAttribute) == festring::NPos) {
7188 String << Attribute << ' ' << OtherAttribute << ' ' << Prefix << Science;
7189 return;
7192 String << Attribute;
7193 if (!NoAttrib) String << ' ';
7194 String << Prefix << Science;
7198 truth character::TryToTalkAboutScience () {
7199 if (GetRelation(PLAYER) == HOSTILE ||
7200 GetScienceTalkPossibility() <= RAND_GOOD(100) ||
7201 PLAYER->GetAttribute(INTELLIGENCE) < GetScienceTalkIntelligenceRequirement() ||
7202 PLAYER->GetAttribute(WISDOM) < GetScienceTalkWisdomRequirement() ||
7203 PLAYER->GetAttribute(CHARISMA) < GetScienceTalkCharismaRequirement())
7204 return false;
7205 festring Science;
7206 if (RAND_GOOD(3)) {
7207 AddRandomScienceName(Science);
7208 } else {
7209 festring S1, S2;
7210 AddRandomScienceName(S1);
7211 AddRandomScienceName(S2);
7212 if (S1.Find(S2) == festring::NPos && S2.Find(S1) == festring::NPos) {
7213 switch (RAND_GOOD(3)) {
7214 case 0: Science = "the relation of "; break;
7215 case 1: Science = "the differences of "; break;
7216 case 2: Science = "the similarities of "; break;
7218 Science << S1 << " and " << S2;
7220 else {
7221 AddRandomScienceName(Science);
7224 switch ((RAND() + GET_TICK()) % 10) {
7225 case 0:
7226 ADD_MESSAGE("You have a rather pleasant chat about %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7227 break;
7228 case 1:
7229 ADD_MESSAGE("%s explains a few of %s opinions regarding %s to you.", CHAR_DESCRIPTION(DEFINITE), CHAR_POSSESSIVE_PRONOUN, Science.CStr());
7230 break;
7231 case 2:
7232 ADD_MESSAGE("%s reveals a number of %s insightful views of %s to you.", CHAR_DESCRIPTION(DEFINITE), CHAR_POSSESSIVE_PRONOUN, Science.CStr());
7233 break;
7234 case 3:
7235 ADD_MESSAGE("You exhange some information pertaining to %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7236 break;
7237 case 4:
7238 ADD_MESSAGE("You engage in a pretty intriguing conversation about %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7239 break;
7240 case 5:
7241 ADD_MESSAGE("You discuss at length about %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7242 break;
7243 case 6:
7244 ADD_MESSAGE("You have a somewhat boring talk concerning %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7245 break;
7246 case 7:
7247 ADD_MESSAGE("You are drawn into a heated argument regarding %s with %s.", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7248 break;
7249 case 8:
7250 ADD_MESSAGE("%s delivers a sLong monologue concerning eg. %s.", CHAR_DESCRIPTION(DEFINITE), Science.CStr());
7251 break;
7252 case 9:
7253 ADD_MESSAGE("You dive into a brief but thought-provoking debate over %s with %s", Science.CStr(), CHAR_DESCRIPTION(DEFINITE));
7254 break;
7256 PLAYER->EditExperience(INTELLIGENCE, 1000, 50. * GetScienceTalkIntelligenceModifier() / ++ScienceTalks);
7257 PLAYER->EditExperience(WISDOM, 1000, 50. * GetScienceTalkWisdomModifier() / ++ScienceTalks);
7258 PLAYER->EditExperience(CHARISMA, 1000, 50. * GetScienceTalkCharismaModifier() / ++ScienceTalks);
7259 return true;
7263 truth character::IsUsingWeaponOfCategory (int Category) const {
7264 return
7265 ((GetMainWielded() && GetMainWielded()->GetWeaponCategory() == Category) ||
7266 (GetSecondaryWielded() && GetSecondaryWielded()->GetWeaponCategory() == Category));
7270 truth character::TryToUnStickTraps (v2 Dir) {
7271 if (!TrapData) return true;
7272 std::vector<trapdata> TrapVector;
7273 for (const trapdata *T = TrapData; T; T = T->Next) TrapVector.push_back(*TrapData);
7274 for (uInt c = 0; c < TrapVector.size(); ++c) {
7275 if (IsEnabled()) {
7276 entity *Trap = game::SearchTrap(TrapVector[c].TrapID);
7277 /*k8:??? if(!Trap->Exists()) int esko = esko = 2; */
7278 if (!Trap->Exists()) continue; /*k8: ??? added by me; what this means? */
7279 if (Trap->GetVictimID() == GetID() && Trap->TryToUnStick(this, Dir)) break;
7282 return !TrapData && IsEnabled();
7286 struct trapidcomparer {
7287 trapidcomparer (feuLong ID) : ID(ID) {}
7288 truth operator () (const trapdata *T) const { return T->TrapID == ID; }
7289 feuLong ID;
7293 void character::RemoveTrap (feuLong ID) {
7294 trapdata *&T = ListFind(TrapData, trapidcomparer(ID));
7295 T = T->Next;
7296 doforbodyparts()(this, &bodypart::SignalPossibleUsabilityChange);
7300 void character::AddTrap (feuLong ID, feuLong BodyParts) {
7301 trapdata *&T = ListFind(TrapData, trapidcomparer(ID));
7302 if (T) T->BodyParts |= BodyParts;
7303 else T = new trapdata(ID, GetID(), BodyParts);
7304 doforbodyparts()(this, &bodypart::SignalPossibleUsabilityChange);
7308 truth character::IsStuckToTrap (feuLong ID) const {
7309 for (const trapdata *T = TrapData; T; T = T->Next) if (T->TrapID == ID) return true;
7310 return false;
7314 void character::RemoveTraps () {
7315 for (trapdata *T = TrapData; T;) {
7316 entity *Trap = game::SearchTrap(T->TrapID);
7317 if (Trap) Trap->UnStick();
7318 trapdata *ToDel = T;
7319 T = T->Next;
7320 delete ToDel;
7322 TrapData = 0;
7323 doforbodyparts()(this, &bodypart::SignalPossibleUsabilityChange);
7327 void character::RemoveTraps (int BodyPartIndex) {
7328 feuLong Flag = 1 << BodyPartIndex;
7329 for (trapdata **T = &TrapData; *T;) {
7330 if ((*T)->BodyParts & Flag) {
7331 entity *Trap = game::SearchTrap((*T)->TrapID);
7332 if (!((*T)->BodyParts &= ~Flag)) {
7333 if (Trap) Trap->UnStick();
7334 trapdata *ToDel = *T;
7335 *T = (*T)->Next;
7336 delete ToDel;
7337 } else {
7338 if (Trap) Trap->UnStick(BodyPartIndex);
7339 T = &(*T)->Next;
7342 else {
7343 T = &(*T)->Next;
7346 if (GetBodyPart(BodyPartIndex)) GetBodyPart(BodyPartIndex)->SignalPossibleUsabilityChange();
7350 festring character::GetTrapDescription () const {
7351 festring Desc;
7352 std::pair<entity *, int> TrapStack[3];
7353 int Index = 0;
7354 for (const trapdata *T = TrapData; T; T = T->Next) {
7355 if (Index < 3) {
7356 entity *Trap = game::SearchTrap(T->TrapID);
7357 if (Trap) {
7358 int c;
7359 for (c = 0; c < Index; ++c) if (TrapStack[c].first->GetTrapType() == Trap->GetTrapType()) ++TrapStack[c].second;
7360 if (c == Index) TrapStack[Index++] = std::make_pair(Trap, 1);
7362 } else {
7363 ++Index;
7364 break;
7367 if (Index <= 3) {
7368 TrapStack[0].first->AddTrapName(Desc, TrapStack[0].second);
7369 if (Index == 2) {
7370 Desc << " and ";
7371 TrapStack[1].first->AddTrapName(Desc, TrapStack[1].second);
7372 } else if (Index == 3) {
7373 Desc << ", ";
7374 TrapStack[1].first->AddTrapName(Desc, TrapStack[1].second);
7375 Desc << " and ";
7376 TrapStack[2].first->AddTrapName(Desc, TrapStack[2].second);
7378 } else {
7379 Desc << "lots of traps";
7381 return Desc;
7385 int character::RandomizeHurtBodyPart (feuLong BodyParts) const {
7386 int BodyPartIndex[MAX_BODYPARTS];
7387 int Index = 0;
7388 for (int c = 0; c < GetBodyParts(); ++c) {
7389 if (1 << c & BodyParts) {
7390 /*k8: ??? if(!GetBodyPart(c)) int esko = esko = 2; */
7391 if (!GetBodyPart(c)) continue;
7392 BodyPartIndex[Index++] = c;
7394 /*k8: ??? if(!Index) int esko = esko = 2;*/
7396 if (!Index) abort();
7397 return BodyPartIndex[RAND_N(Index)];
7401 truth character::BodyPartIsStuck (int I) const {
7402 for (const trapdata *T = TrapData; T; T = T->Next) if (1 << I & T->BodyParts) return true;
7403 return false;
7407 void character::PrintAttribute (cchar *Desc, int I, int PanelPosX, int PanelPosY) const {
7408 int Attribute = GetAttribute(I);
7409 int NoBonusAttribute = GetAttribute(I, false);
7410 col16 C = game::GetAttributeColor(I);
7411 festring String = Desc;
7412 String.Resize(5);
7413 String << Attribute;
7414 String.Resize(8);
7415 FONT->Printf(DOUBLE_BUFFER, v2(PanelPosX, PanelPosY * 10), C, "%s", String.CStr());
7416 if (Attribute != NoBonusAttribute) {
7417 int Where = PanelPosX + ((String.GetSize() + 1) << 3);
7418 FONT->Printf(DOUBLE_BUFFER, v2(Where, PanelPosY * 10), LIGHT_GRAY, "%d", NoBonusAttribute);
7423 truth character::AllowUnconsciousness () const {
7424 return DataBase->AllowUnconsciousness && TorsoIsAlive();
7428 truth character::CanPanic () const {
7429 return !Action || !Action->IsUnconsciousness();
7433 int character::GetRandomBodyPart (feuLong Possible) const {
7434 int OKBodyPart[MAX_BODYPARTS];
7435 int OKBodyParts = 0;
7436 for (int c = 0; c < BodyParts; ++c) if (1 << c & Possible && GetBodyPart(c)) OKBodyPart[OKBodyParts++] = c;
7437 return OKBodyParts ? OKBodyPart[RAND_N(OKBodyParts)] : NONE_INDEX;
7441 void character::EditNP (sLong What) {
7442 int OldState = GetHungerState();
7443 NP += What;
7444 int NewState = GetHungerState();
7445 if (OldState > VERY_HUNGRY && NewState == VERY_HUNGRY) DeActivateVoluntaryAction(CONST_S("You are getting really hungry."));
7446 if (OldState > STARVING && NewState == STARVING) DeActivateVoluntaryAction(CONST_S("You are getting extremely hungry."));
7450 truth character::IsSwimming () const {
7451 return !IsFlying() && GetSquareUnder() && GetSquareUnder()->GetSquareWalkability() & SWIM;
7455 void character::AddBlackUnicornConsumeEndMessage () const {
7456 if (IsPlayer()) ADD_MESSAGE("You feel dirty and loathsome.");
7460 void character::AddGrayUnicornConsumeEndMessage () const {
7461 if (IsPlayer()) ADD_MESSAGE("You feel neutralized.");
7465 void character::AddWhiteUnicornConsumeEndMessage () const {
7466 if (IsPlayer()) ADD_MESSAGE("You feel purified.");
7470 void character::AddOmmelBoneConsumeEndMessage () const {
7471 if (IsPlayer()) ADD_MESSAGE("You feel the power of all your canine ancestors combining in your body.");
7472 else if (CanBeSeenByPlayer()) ADD_MESSAGE("For a moment %s looks extremely ferocious. You shudder.", CHAR_NAME(DEFINITE));
7476 void character::AddLiquidHorrorConsumeEndMessage () const {
7477 if (IsPlayer()) ADD_MESSAGE("Untold horrors flash before your eyes. The melancholy of the world is on your shoulders!");
7478 else if (CanBeSeenByPlayer()) ADD_MESSAGE("%s looks as if the melancholy of the world is on %s shoulders!.", CHAR_NAME(DEFINITE), GetPossessivePronoun().CStr());
7482 int character::GetBodyPartSparkleFlags (int) const {
7483 return
7484 ((GetNaturalSparkleFlags() & SKIN_COLOR ? SPARKLING_A : 0) |
7485 (GetNaturalSparkleFlags() & TORSO_MAIN_COLOR ? SPARKLING_B : 0) |
7486 (GetNaturalSparkleFlags() & TORSO_SPECIAL_COLOR ? SPARKLING_D : 0));
7490 truth character::IsAnimated () const {
7491 return combinebodypartpredicates()(this, &bodypart::IsAnimated, 1);
7495 double character::GetNaturalExperience (int Identifier) const {
7496 return DataBase->NaturalExperience[Identifier];
7500 truth character::HasBodyPart (sorter Sorter) const {
7501 if (Sorter == 0) return true;
7502 return combinebodypartpredicateswithparam<ccharacter*>()(this, Sorter, this, 1);
7506 truth character::PossessesItem (sorter Sorter) const {
7507 if (Sorter == 0) return true;
7508 return
7509 (GetStack()->SortedItems(this, Sorter) ||
7510 combinebodypartpredicateswithparam<ccharacter*>()(this, Sorter, this, 1) ||
7511 combineequipmentpredicateswithparam<ccharacter*>()(this, Sorter, this, 1));
7515 /* 0 <= I <= 1 */
7516 cchar *character::GetRunDescriptionLine (int I) const {
7517 if (!GetRunDescriptionLineOne().IsEmpty()) return !I ? GetRunDescriptionLineOne().CStr() : GetRunDescriptionLineTwo().CStr();
7518 if (IsFlying()) return !I ? "Flying" : "very fast";
7519 if (IsSwimming()) return !I ? "Swimming" : "very fast";
7520 return !I ? "Running" : "";
7524 void character::VomitAtRandomDirection (int Amount) {
7525 if (game::IsInWilderness()) return;
7526 /* Lacks support of multitile monsters */
7527 v2 Possible[9];
7528 int Index = 0;
7529 for (int d = 0; d < 9; ++d) {
7530 lsquare *Square = GetLSquareUnder()->GetNeighbourLSquare(d);
7531 if (Square && !Square->VomitingIsDangerous(this)) Possible[Index++] = Square->GetPos();
7533 if (Index) Vomit(Possible[RAND_N(Index)], Amount);
7534 else Vomit(GetPos(), Amount);
7538 void character::RemoveLifeSavers () {
7539 for (int c = 0; c < GetEquipments(); ++c) {
7540 item *Equipment = GetEquipment(c);
7541 if (Equipment && Equipment->IsInCorrectSlot(c) && Equipment->GetGearStates() & LIFE_SAVED) {
7542 Equipment->SendToHell();
7543 Equipment->RemoveFromSlot();
7549 ccharacter *character::FindCarrier () const {
7550 return this; //check
7554 void character::PrintBeginHiccupsMessage () const {
7555 if (IsPlayer()) ADD_MESSAGE("Your diaphragm is spasming vehemently.");
7559 void character::PrintEndHiccupsMessage () const {
7560 if (IsPlayer()) ADD_MESSAGE("You feel your annoying hiccoughs have finally subsided.");
7564 void character::HiccupsHandler () {
7566 if (!(RAND() % 2000)) {
7567 if (IsPlayer()) ADD_MESSAGE("");
7568 else if (CanBeSeenByPlayer()) ADD_MESSAGE("");
7569 else if ((PLAYER->GetPos()-GetPos()).GetLengthSquare() <= 400) ADD_MESSAGE("");
7570 game::CallForAttention(GetPos(), 400);
7576 void character::VampirismHandler () {
7577 //EditExperience(ARM_STRENGTH, -25, 1 << 1);
7578 //EditExperience(LEG_STRENGTH, -25, 1 << 1);
7579 //EditExperience(DEXTERITY, -25, 1 << 1);
7580 //EditExperience(AGILITY, -25, 1 << 1);
7581 //EditExperience(ENDURANCE, -25, 1 << 1);
7582 EditExperience(CHARISMA, -25, 1 << 1);
7583 EditExperience(WISDOM, -25, 1 << 1);
7584 EditExperience(INTELLIGENCE, -25, 1 << 1);
7585 CheckDeath(CONST_S("killed by vampirism"));
7589 void character::HiccupsSituationDangerModifier (double &Danger) const {
7590 Danger *= 1.25;
7594 void character::VampirismSituationDangerModifier (double &Danger) const {
7595 character *Vampire = vampire::Spawn();
7596 double DangerToVampire = GetRelativeDanger(Vampire);
7597 Danger *= pow(DangerToVampire, 0.1);
7598 delete Vampire;
7602 bool character::IsConscious () const {
7603 return !Action || !Action->IsUnconsciousness();
7607 wsquare *character::GetNearWSquare (v2 Pos) const {
7608 return static_cast<wsquare *>(GetSquareUnder()->GetArea()->GetSquare(Pos));
7612 wsquare *character::GetNearWSquare (int x, int y) const {
7613 return static_cast<wsquare *>(GetSquareUnder()->GetArea()->GetSquare(x, y));
7617 void character::ForcePutNear (v2 Pos) {
7618 /* GUM SOLUTION!!! */
7619 v2 NewPos = game::GetCurrentLevel()->GetNearestFreeSquare(PLAYER, Pos, false);
7620 if (NewPos == ERROR_V2) do { NewPos = game::GetCurrentLevel()->GetRandomSquare(this); } while(NewPos == Pos);
7621 PutTo(NewPos);
7625 void character::ReceiveMustardGas (int BodyPart, sLong Volume) {
7626 if (Volume) GetBodyPart(BodyPart)->AddFluid(liquid::Spawn(MUSTARD_GAS_LIQUID, Volume), CONST_S("skin"), 0, true);
7630 void character::ReceiveMustardGasLiquid (int BodyPartIndex, sLong Modifier) {
7631 bodypart *BodyPart = GetBodyPart(BodyPartIndex);
7632 if (BodyPart->GetMainMaterial()->GetInteractionFlags() & IS_AFFECTED_BY_MUSTARD_GAS) {
7633 sLong Tries = Modifier;
7634 Modifier -= Tries; //opt%?
7635 int Damage = 0;
7636 for (sLong c = 0; c < Tries; ++c) if (!(RAND() % 100)) ++Damage;
7637 if (Modifier && !(RAND() % 1000 / Modifier)) ++Damage;
7638 if (Damage) {
7639 feuLong Minute = game::GetTotalMinutes();
7640 if (GetLastAcidMsgMin() != Minute && (CanBeSeenByPlayer() || IsPlayer())) {
7641 SetLastAcidMsgMin(Minute);
7642 if (IsPlayer()) ADD_MESSAGE("Mustard gas dissolves the skin of your %s.", BodyPart->GetBodyPartName().CStr());
7643 else ADD_MESSAGE("Mustard gas dissolves %s.", CHAR_NAME(DEFINITE));
7645 ReceiveBodyPartDamage(0, Damage, MUSTARD_GAS_DAMAGE, BodyPartIndex, YOURSELF, false, false, false);
7646 CheckDeath(CONST_S("killed by a fatal exposure to mustard gas"));
7652 truth character::IsBadPath (v2 Pos) const {
7653 if (!IsGoingSomeWhere()) return false;
7654 v2 TPos = !Route.empty() ? Route.back() : GoingTo;
7655 return ((TPos - Pos).GetManhattanLength() > (TPos - GetPos()).GetManhattanLength());
7659 double &character::GetExpModifierRef (expid E) {
7660 return ExpModifierMap.insert(std::make_pair(E, 1.)).first->second;
7664 /* Should probably do more. Now only makes Player forget gods */
7665 truth character::ForgetRandomThing () {
7666 if (IsPlayer()) {
7667 /* hopefully this code isn't some where else */
7668 std::vector<god *> Known;
7669 for (int c = 1; c <= GODS; ++c) if (game::GetGod(c)->IsKnown()) Known.push_back(game::GetGod(c));
7670 if (Known.empty()) return false;
7671 int RandomGod = RAND_N(Known.size());
7672 Known.at(RAND_N(Known.size()))->SetIsKnown(false);
7673 ADD_MESSAGE("You forget how to pray to %s.", Known.at(RandomGod)->GetName());
7674 return true;
7676 return false;
7680 int character::CheckForBlock (character *Enemy, item *Weapon, double ToHitValue, int Damage, int Success, int Type) {
7681 return Damage;
7685 void character::ApplyAllGodsKnownBonus () {
7686 stack *AddPlace = GetStackUnder();
7687 if (game::IsInWilderness()) AddPlace = GetStack(); else AddPlace = GetStackUnder();
7688 pantheonbook *NewBook = pantheonbook::Spawn();
7689 AddPlace->AddItem(NewBook);
7690 ADD_MESSAGE("\"MORTAL! BEHOLD THE HOLY SAGA\"");
7691 ADD_MESSAGE("%s materializes near your feet.", NewBook->CHAR_NAME(INDEFINITE));
7695 void character::ReceiveSirenSong (character *Siren) {
7696 if (Siren->GetTeam() == GetTeam()) return;
7697 if (!RAND_N(4)) {
7698 if (IsPlayer()) ADD_MESSAGE("The beautiful melody of %s makes you feel sleepy.", Siren->CHAR_NAME(DEFINITE));
7699 else if (CanBeSeenByPlayer()) ADD_MESSAGE("The beautiful melody of %s makes %s look sleepy.", Siren->CHAR_NAME(DEFINITE), CHAR_NAME(DEFINITE)); /*k8*/
7700 Stamina -= (1 + RAND_N(4)) * 10000;
7701 return;
7703 if (!IsPlayer() && IsCharmable() && !RAND_N(5)) {
7704 ChangeTeam(Siren->GetTeam());
7705 ADD_MESSAGE("%s seems to be totally brainwashed by %s melodies.", CHAR_NAME(DEFINITE), Siren->CHAR_NAME(DEFINITE));
7706 return;
7708 if (!RAND_N(4)) {
7709 item *What = GiveMostExpensiveItem(Siren);
7710 if (What) {
7711 if (IsPlayer()) {
7712 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);
7713 } else {
7714 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);
7716 } else {
7717 if (IsPlayer()) ADD_MESSAGE("You would like to give something to %s.", Siren->CHAR_NAME(DEFINITE));
7719 return;
7724 // return 0, if no item found
7725 item *character::FindMostExpensiveItem () const {
7726 int MaxPrice = -1;
7727 item *MostExpensive = 0;
7728 for (stackiterator i = GetStack()->GetBottom(); i.HasItem(); ++i) {
7729 if ((*i)->GetPrice() > MaxPrice) {
7730 MaxPrice = (*i)->GetPrice();
7731 MostExpensive = (*i);
7734 for (int c = 0; c < GetEquipments(); ++c) {
7735 item *Equipment = GetEquipment(c);
7736 if (Equipment && Equipment->GetPrice() > MaxPrice) {
7737 MaxPrice = Equipment->GetPrice();
7738 MostExpensive = Equipment;
7741 return MostExpensive;
7745 // returns 0 if no items available
7746 item *character::GiveMostExpensiveItem(character *ToWhom) {
7747 item *ToGive = FindMostExpensiveItem();
7748 if (!ToGive) return 0;
7749 truth Equipped = PLAYER->Equips(ToGive);
7750 ToGive->RemoveFromSlot();
7751 if (Equipped) game::AskForEscPress(CONST_S("Equipment lost!"));
7752 ToWhom->ReceiveItemAsPresent(ToGive);
7753 EditAP(-1000);
7754 return ToGive;
7758 void character::ReceiveItemAsPresent (item *Present) {
7759 if (TestForPickup(Present)) GetStack()->AddItem(Present); else GetStackUnder()->AddItem(Present);
7763 /* returns 0 if no enemies in sight */
7764 character *character::GetNearestEnemy () const {
7765 character *NearestEnemy = 0;
7766 sLong NearestEnemyDistance = 0x7FFFFFFF;
7767 v2 Pos = GetPos();
7768 for (int c = 0; c < game::GetTeams(); ++c) {
7769 if (GetTeam()->GetRelation(game::GetTeam(c)) == HOSTILE) {
7770 for (std::list<character*>::const_iterator i = game::GetTeam(c)->GetMember().begin(); i != game::GetTeam(c)->GetMember().end(); ++i) {
7771 if ((*i)->IsEnabled()) {
7772 sLong ThisDistance = Max<sLong>(abs((*i)->GetPos().X - Pos.X), abs((*i)->GetPos().Y - Pos.Y));
7773 if ((ThisDistance < NearestEnemyDistance || (ThisDistance == NearestEnemyDistance && !(RAND() % 3))) && (*i)->CanBeSeenBy(this)) {
7774 NearestEnemy = *i;
7775 NearestEnemyDistance = ThisDistance;
7781 return NearestEnemy;
7785 truth character::MindWormCanPenetrateSkull (mindworm *) const {
7786 return false;
7790 truth character::CanTameWithDulcis (const character *Tamer) const {
7791 int TamingDifficulty = GetTamingDifficulty();
7792 if (TamingDifficulty == NO_TAMING) return false;
7793 if (GetAttachedGod() == DULCIS) return true;
7794 int Modifier = Tamer->GetAttribute(WISDOM) + Tamer->GetAttribute(CHARISMA);
7795 if (Tamer->IsPlayer()) Modifier += game::GetGod(DULCIS)->GetRelation() / 20;
7796 else if (Tamer->GetAttachedGod() == DULCIS) Modifier += 50;
7797 if (TamingDifficulty == 0) {
7798 if (!IgnoreDanger()) TamingDifficulty = int(10 * GetRelativeDanger(Tamer));
7799 else TamingDifficulty = 10 * GetHPRequirementForGeneration()/Max(Tamer->GetHP(), 1);
7801 return Modifier >= TamingDifficulty * 3;
7805 truth character::CanTameWithLyre (const character *Tamer) const {
7806 int TamingDifficulty = GetTamingDifficulty();
7807 if (TamingDifficulty == NO_TAMING) return false;
7808 if (TamingDifficulty == 0) {
7809 if (!IgnoreDanger()) TamingDifficulty = int(10 * GetRelativeDanger(Tamer));
7810 else TamingDifficulty = 10*GetHPRequirementForGeneration()/Max(Tamer->GetHP(), 1);
7812 return Tamer->GetAttribute(CHARISMA) >= TamingDifficulty;
7816 truth character::CanTameWithScroll (const character *Tamer) const {
7817 int TamingDifficulty = GetTamingDifficulty();
7818 return
7819 (TamingDifficulty != NO_TAMING &&
7820 (TamingDifficulty == 0 ||
7821 Tamer->GetAttribute(INTELLIGENCE) * 4 + Tamer->GetAttribute(CHARISMA) >= TamingDifficulty * 5));
7825 truth character::CheckSadism () {
7826 if (!IsSadist() || !HasSadistAttackMode() || !IsSmall()) return false; // gum
7827 if (!RAND_N(10)) {
7828 for (int d = 0; d < 8; ++d) {
7829 square *Square = GetNeighbourSquare(d);
7830 if (Square) {
7831 character *Char = Square->GetCharacter();
7832 if (Char && Char->IsMasochist() && GetRelation(Char) == FRIEND &&
7833 Char->GetHP() * 3 >= Char->GetMaxHP() * 2 && Hit(Char, Square->GetPos(), d, SADIST_HIT)) {
7834 TerminateGoingTo();
7835 return true;
7840 return false;
7844 truth character::CheckForBeverage () {
7845 if (StateIsActivated(PANIC) || !IsEnabled() || !UsesNutrition() || CheckIfSatiated()) return false;
7846 itemvector ItemVector;
7847 GetStack()->FillItemVector(ItemVector);
7848 for (uInt c = 0; c < ItemVector.size(); ++c) if (ItemVector[c]->IsBeverage(this) && TryToConsume(ItemVector[c])) return true;
7849 return false;
7853 void character::Haste () {
7854 doforbodyparts()(this, &bodypart::Haste);
7855 doforequipments()(this, &item::Haste);
7856 BeginTemporaryState(HASTE, 500 + RAND() % 1000);
7860 void character::Slow () {
7861 doforbodyparts()(this, &bodypart::Slow);
7862 doforequipments()(this, &item::Slow);
7863 //BeginTemporaryState(HASTE, 500 + RAND() % 1000); // this seems to be a bug
7864 BeginTemporaryState(SLOW, 500 + RAND() % 1000);
7868 void character::SurgicallyDetachBodyPart () {
7869 ADD_MESSAGE("You haven't got any extra bodyparts.");