/
godpassive.cc
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/
godpassive.cc
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#include "AppHdr.h"
#include "godpassive.h"
#include <algorithm>
#include <cmath>
#include "artefact.h"
#include "art-enum.h"
#include "branch.h"
#include "cloud.h"
#include "coordit.h"
#include "directn.h"
#include "env.h"
#include "fight.h"
#include "files.h"
#include "food.h"
#include "fprop.h"
#include "goditem.h"
#include "godprayer.h"
#include "invent.h" // in_inventory
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "libutil.h"
#include "message.h"
#include "mon-cast.h"
#include "mon-place.h"
#include "religion.h"
#include "shout.h"
#include "skills.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "throw.h"
// TODO: template out the differences between this and god_power.
// TODO: use the display method rather than dummy powers in god_powers.
// TODO: finish using these for implementing passive abilities.
struct god_passive
{
// 1-6 means it unlocks at that many stars of piety;
// 0 means it is always present when in good standing with the god;
// -1 means it is present even under penance;
int rank;
passive_t pasv;
const char* gain;
const char* loss;
god_passive(int rank_, passive_t pasv_, const char* gain_,
const char* loss_ = "")
: rank{rank_}, pasv{pasv_}, gain{gain_}, loss{*loss_ ? loss_ : gain_}
{ }
god_passive(int rank_, const char* gain_, const char* loss_ = "")
: god_passive(rank_, passive_t::none, gain_, loss_)
{ }
void display(bool gaining, const char* fmt) const
{
const char * const str = gaining ? gain : loss;
if (isupper(str[0]))
god_speaks(you.religion, str);
else
god_speaks(you.religion, make_stringf(fmt, str).c_str());
}
};
static const vector<god_passive> god_passives[NUM_GODS] =
{
// no god
{ },
// Zin
{
{ -1, passive_t::protect_from_harm, "GOD sometimes watches over you" },
{ -1, passive_t::resist_mutation, "GOD can shield you from mutations" },
{ -1, passive_t::resist_polymorph,
"GOD can protect you from unnatural transformations" },
{ -1, passive_t::resist_hell_effects,
"GOD can protect you from effects of Hell" },
{ -1, passive_t::warn_shapeshifter,
"GOD will warn you about shapeshifters" },
},
// TSO
{
{ -1, passive_t::protect_from_harm, "GOD sometimes watches over you" },
{ -1, passive_t::abjuration_protection_hd,
"GOD protects your summons from abjuration" },
{ -1, passive_t::bless_followers_vs_unholy,
"GOD blesses your followers when they kill evil or unholy beings"
},
{ -1, passive_t::restore_hp_mp_vs_unholy,
"gain health and magic from killing evil or unholy beings" },
{ 0, passive_t::halo, "are surrounded by divine halo" },
},
// Kikubaaqudgha
{
{ 0, passive_t::deaths_door_hp_boost,
"can retain more of your health when standing in Death's Door" },
{ 2, passive_t::miscast_protection_necromancy,
"GOD protects you from necromancy miscasts and mummy death curses"
},
{ 4, passive_t::resist_torment, "GOD protects you from torment" },
},
// Yredelemnul
{
{ 3, passive_t::nightvision, "can see well in the dark" },
},
// Xom
{ },
// Vehumet
{
{ -1, passive_t::mp_on_kill, "have a chance to gain mana when you kill" },
{ 3, passive_t::spells_success, "are less likely to miscast destructive spells" },
{ 4, passive_t::spells_range, "can cast destructive spells farther" },
},
// Okawaru
{
// None
},
// Makhleb
{
{ -1, passive_t::restore_hp, "gain health from killing" },
},
// Sif Muna
{
{ 2, passive_t::miscast_protection, "GOD protects you from miscasts" },
},
// Trog
{
{ -1, passive_t::abjuration_protection,
"GOD protects your allies from abjuration" },
{ 0, passive_t::extend_berserk, "can maintain berserk longer and you "
"are less likely to pass out" },
},
// Nemelex
{
{ 0, passive_t::cards_power, "cards are more powerful" }
},
// Elyvilon
{
{ -1, passive_t::protect_from_harm, "GOD sometimes watches over you" },
{ -1, passive_t::protect_ally, "can protect the life of your allies" },
},
// Lugonu
{
{ -1, passive_t::safe_distortion,
"protected from distortion unwield effects" },
{ -1, passive_t::map_rot_res_abyss,
"remember the shape of the Abyss better" },
{ 5, passive_t::attract_abyssal_rune,
"GOD will help you find the Abyssal rune.",
"GOD will no longer help you find the Abyssal rune."
},
},
// Beogh
{
{ -1, passive_t::share_exp, "share experience with your followers" },
{ 0, passive_t::bonus_ac, "gain increased benefits from armour" },
{ 3, passive_t::convert_orcs, "inspire orcs to join your side" },
{ 3, passive_t::bless_followers,
"GOD will bless your followers.",
"GOD will no longer bless your followers."
},
{ 5, passive_t::water_walk, "walk on water" },
},
// Jiyva
{
{ -1, passive_t::neutral_slimes, "slimes and eye monsters are neutral towards you" },
{ -1, passive_t::jellies_army, "GOD summons jellies to protect you" },
{ -1, passive_t::jelly_eating, "GOD allows jellies to devour more items" },
{ -1, passive_t::fluid_stats, "GOD adjusts your attributes periodically" },
{ 2, passive_t::slime_feed, "items consumed by your fellow slimes feed you" },
{ 3, passive_t::resist_corrosion, "GOD protects your from corrosion" },
{ 4, passive_t::slime_mp, "items consumed by your fellow slimes restores your mana reserve" },
{ 5, passive_t::slime_hp, "items consumed by your fellow slimes restores your health" },
{ 6, passive_t::unlock_slime_vaults, "GOD grants you access to the hidden treasures of the Slime Pits" },
},
// Fedhas
{
{ -1, passive_t::pass_through_plants, "can walk through plants" },
{ -1, passive_t::shoot_through_plants, "can safely fire through allied plants" },
{ 0, passive_t::friendly_plants, "Allied plants are friendly towards you" },
},
// Cheibriados
{
{ -1, passive_t::no_haste, "are protected from inadvertent hurry" },
{ -1, passive_t::slowed, "move less quickly" },
{ 0, passive_t::slow_orb_run,
"GOD will aid your escape with the Orb of Zot.",
"GOD will no longer aid your escape with the Orb of Zot."
},
{ 0, passive_t::stat_boost,
"GOD supports your attributes",
"GOD no longer supports your attributes",
},
{ 0, passive_t::slow_abyss,
"GOD will slow the abyss.",
"GOD will no longer slow the abyss."
},
// TODO: this one should work regardless of penance
{ 1, passive_t::slow_metabolism, "have a slowed metabolism" },
},
// Ashenzari
{
{ -1, passive_t::want_curses, "prefer cursed items" },
{ -1, passive_t::detect_portals, "sense portals" },
{ -1, passive_t::identify_items, "sense the properties of items" },
{ 0, passive_t::auto_map, "have improved mapping abilities" },
{ 0, passive_t::detect_montier, "sense threats" },
{ 0, passive_t::detect_items, "sense items" },
{ 0, passive_t::search_traps, "are better at searching for traps" },
{ 2, passive_t::bondage_skill_boost,
"get a skill boost from cursed items" },
{ 3, passive_t::sinv, "are clear of vision" },
{ 4, passive_t::clarity, "are clear of mind" },
},
// Dithmenos
{
{ 1, passive_t::nightvision, "can see well in the dark" },
{ 1, passive_t::umbra, "are surrounded by an umbra" },
// TODO: this one should work regardless of penance.
{ 3, passive_t::hit_smoke, "emit smoke when hit" },
{ 4, passive_t::shadow_attacks,
"Your attacks are mimicked by a shadow.",
"Your attacks are no longer mimicked by a shadow."
},
{ 4, passive_t::shadow_spells,
"Your attack spells are mimicked by a shadow.",
"Your attack spells are no longer mimicked by a shadow."
},
},
// Gozag
{
{ -1, passive_t::detect_gold, "detect gold" },
{ 0, passive_t::goldify_corpses, "GOD turns all corpses to gold." },
{ 0, passive_t::gold_aura, "have a gold aura" },
},
// Qazlal
{
{ 0, passive_t::resist_own_clouds, "clouds generated by your actions don't harm you" },
{ 1, passive_t::storm_shield, "generate elemental clouds to protect you" },
{ 4, passive_t::upgraded_storm_shield, "chances to be struck by projectiles are reduced" },
{ 5, passive_t::elemental_adaptation, "elemental attacks leaves you somewhat more resistant to themxo" }
},
// Ru
{
{ 1, passive_t::aura_of_power, "your enemies will sometime fail their attack or even hit themselves" },
{ 2, passive_t::upgraded_aura_of_power, "enemies that inflict damage upon you will sometime receive a detrimental status effect" },
},
// Pakellas
{
{ -1, passive_t::no_mp_regen, "GOD prevents you from regenerating your mana reserve" },
{ -1, passive_t::mp_on_kill, "have a chance to gain mana when you kill" },
},
};
bool have_passive(passive_t passive)
{
const auto &pasvec = god_passives[you.religion];
return any_of(begin(pasvec), end(pasvec),
[passive] (const god_passive &p) -> bool
{
return p.pasv == passive
&& piety_rank() >= p.rank
&& (!player_under_penance() || p.rank < 0);
});
}
bool will_have_passive(passive_t passive)
{
const auto &pasvec = god_passives[you.religion];
return any_of(begin(pasvec), end(pasvec),
[passive] (const god_passive &p) -> bool
{
return p.pasv == passive;
});
}
// Returns a large number (10) if we will never get this passive.
int rank_for_passive(passive_t passive)
{
const auto &pasvec = god_passives[you.religion];
const auto found = find_if(begin(pasvec), end(pasvec),
[passive] (const god_passive &p) -> bool
{
return p.pasv == passive;
});
return found == end(pasvec) ? 10 : found->rank;
}
int chei_stat_boost(int piety)
{
if (!have_passive(passive_t::stat_boost))
return 0;
if (piety < piety_breakpoint(0)) // Since you've already begun to slow down.
return 1;
if (piety >= piety_breakpoint(5))
return 15;
return (piety - 10) / 10;
}
// Eat from one random off-level item stack.
void jiyva_eat_offlevel_items()
{
// For wizard mode 'J' command
if (!have_passive(passive_t::jelly_eating))
return;
if (crawl_state.game_is_sprint())
return;
while (true)
{
if (one_chance_in(200))
break;
const int branch = random2(NUM_BRANCHES);
// Choose level based on main dungeon depth so that levels of
// short branches aren't picked more often.
ASSERT(brdepth[branch] <= MAX_BRANCH_DEPTH);
const int level = random2(MAX_BRANCH_DEPTH) + 1;
const level_id lid(static_cast<branch_type>(branch), level);
if (lid == level_id::current() || !is_existing_level(lid))
continue;
dprf("Checking %s", lid.describe().c_str());
level_excursion le;
le.go_to(lid);
while (true)
{
if (one_chance_in(200))
break;
const coord_def p = random_in_bounds();
if (igrd(p) == NON_ITEM || testbits(env.pgrid(p), FPROP_NO_JIYVA))
continue;
for (stack_iterator si(p); si; ++si)
{
if (!item_is_jelly_edible(*si) || one_chance_in(4))
continue;
if (one_chance_in(4))
break;
dprf("Eating %s on %s",
si->name(DESC_PLAIN).c_str(), lid.describe().c_str());
// Needs a message now to explain possible hp or mp
// gain from jiyva_slurp_bonus()
mpr("You hear a distant slurping noise.");
jiyva_slurp_item_stack(*si);
item_was_destroyed(*si);
destroy_item(si.index());
}
return;
}
}
}
void ash_init_bondage(player *y)
{
y->bondage_level = 0;
for (int i = ET_WEAPON; i < NUM_ET; ++i)
y->bondage[i] = 0;
}
static bool _two_handed()
{
const item_def* wpn = you.slot_item(EQ_WEAPON, true);
if (!wpn)
return false;
hands_reqd_type wep_type = you.hands_reqd(*wpn, true);
return wep_type == HANDS_TWO;
}
void ash_check_bondage(bool msg)
{
if (!will_have_passive(passive_t::bondage_skill_boost))
return;
int cursed[NUM_ET] = {0}, slots[NUM_ET] = {0};
for (int j = EQ_WEAPON; j < NUM_EQUIP; j++)
{
const equipment_type i = static_cast<equipment_type>(j);
eq_type s;
if (i == EQ_WEAPON)
s = ET_WEAPON;
else if (i == EQ_SHIELD)
s = ET_SHIELD;
else if (i <= EQ_MAX_ARMOUR)
s = ET_ARMOUR;
// Missing hands mean fewer rings
else if (you.species != SP_OCTOPODE && i == EQ_LEFT_RING
&& player_mutation_level(MUT_MISSING_HAND))
{
continue;
}
// Octopodes don't count these slots:
else if (you.species == SP_OCTOPODE
&& ((i == EQ_LEFT_RING || i == EQ_RIGHT_RING)
|| (i == EQ_RING_EIGHT
&& player_mutation_level(MUT_MISSING_HAND))))
{
continue;
}
// *Only* octopodes count these slots:
else if (you.species != SP_OCTOPODE
&& i >= EQ_RING_ONE && i <= EQ_RING_EIGHT)
{
continue;
}
// The macabre finger necklace's extra slot does count if equipped.
else if (!player_equip_unrand(UNRAND_FINGER_AMULET)
&& i == EQ_RING_AMULET)
{
continue;
}
else
s = ET_JEWELS;
// transformed away slots are still considered to be possibly bound
if (you_can_wear(i))
{
slots[s]++;
if (you.equip[i] != -1)
{
const item_def& item = you.inv[you.equip[i]];
if (item.cursed() && (i != EQ_WEAPON || is_weapon(item)))
{
if (s == ET_WEAPON
&& (_two_handed()
|| player_mutation_level(MUT_MISSING_HAND)))
{
cursed[ET_WEAPON] = 3;
cursed[ET_SHIELD] = 3;
}
else
{
cursed[s]++;
if (i == EQ_BODY_ARMOUR && is_unrandom_artefact(item, UNRAND_LEAR))
cursed[s] += 3;
}
}
}
}
}
int8_t new_bondage[NUM_ET];
int old_level = you.bondage_level;
for (int s = ET_WEAPON; s < NUM_ET; s++)
{
if (slots[s] == 0)
new_bondage[s] = -1;
// That's only for 2 handed weapons.
else if (cursed[s] > slots[s])
new_bondage[s] = 3;
else if (cursed[s] == slots[s])
new_bondage[s] = 2;
else if (cursed[s] > slots[s] / 2)
new_bondage[s] = 1;
else
new_bondage[s] = 0;
}
you.bondage_level = 0;
// kittehs don't obey hoomie rules!
if (you.species == SP_FELID)
{
for (int i = EQ_LEFT_RING; i <= EQ_AMULET; ++i)
if (you.equip[i] != -1 && you.inv[you.equip[i]].cursed())
++you.bondage_level;
// Allow full bondage when all available slots are cursed.
if (you.bondage_level == 3)
++you.bondage_level;
}
else
for (int i = ET_WEAPON; i < NUM_ET; ++i)
if (new_bondage[i] > 0)
++you.bondage_level;
int flags = 0;
if (msg)
{
for (int s = ET_WEAPON; s < NUM_ET; s++)
if (new_bondage[s] != you.bondage[s])
flags |= 1 << s;
}
you.skill_boost.clear();
for (int s = ET_WEAPON; s < NUM_ET; s++)
{
you.bondage[s] = new_bondage[s];
map<skill_type, int8_t> boosted_skills = ash_get_boosted_skills(eq_type(s));
for (const auto &entry : boosted_skills)
{
you.skill_boost[entry.first] += entry.second;
if (you.skill_boost[entry.first] > 3)
you.skill_boost[entry.first] = 3;
}
}
if (msg)
{
string desc = ash_describe_bondage(flags, you.bondage_level != old_level);
if (!desc.empty())
mprf(MSGCH_GOD, "%s", desc.c_str());
}
}
string ash_describe_bondage(int flags, bool level)
{
string desc;
if (flags & ETF_WEAPON && flags & ETF_SHIELD
&& you.bondage[ET_WEAPON] != -1)
{
if (you.bondage[ET_WEAPON] == you.bondage[ET_SHIELD])
{
const string verb = make_stringf("are%s",
you.bondage[ET_WEAPON] ? ""
: " not");
desc = you.hands_act(verb, "bound.\n");
}
else
{
// FIXME: what if you sacrificed a hand?
desc = make_stringf("Your %s %s is bound but not your %s %s.\n",
you.bondage[ET_WEAPON] ? "weapon" : "shield",
you.hand_name(false).c_str(),
you.bondage[ET_WEAPON] ? "shield" : "weapon",
you.hand_name(false).c_str());
}
}
else if (flags & ETF_WEAPON && you.bondage[ET_WEAPON] != -1)
{
desc = make_stringf("Your weapon %s is %sbound.\n",
you.hand_name(false).c_str(),
you.bondage[ET_WEAPON] ? "" : "not ");
}
else if (flags & ETF_SHIELD && you.bondage[ET_SHIELD] != -1)
{
desc = make_stringf("Your shield %s is %sbound.\n",
you.hand_name(false).c_str(),
you.bondage[ET_SHIELD] ? "" : "not ");
}
if (flags & ETF_ARMOUR && flags & ETF_JEWELS
&& you.bondage[ET_ARMOUR] == you.bondage[ET_JEWELS]
&& you.bondage[ET_ARMOUR] != -1)
{
desc += make_stringf("You are %s bound in armour and magic.\n",
you.bondage[ET_ARMOUR] == 0 ? "not" :
you.bondage[ET_ARMOUR] == 1 ? "partially"
: "fully");
}
else
{
if (flags & ETF_ARMOUR && you.bondage[ET_ARMOUR] != -1)
{
desc += make_stringf("You are %s bound in armour.\n",
you.bondage[ET_ARMOUR] == 0 ? "not" :
you.bondage[ET_ARMOUR] == 1 ? "partially"
: "fully");
}
if (flags & ETF_JEWELS && you.bondage[ET_JEWELS] != -1)
{
desc += make_stringf("You are %s bound in magic.\n",
you.bondage[ET_JEWELS] == 0 ? "not" :
you.bondage[ET_JEWELS] == 1 ? "partially"
: "fully");
}
}
if (level)
{
desc += make_stringf("You are %s bound.",
you.bondage_level == 0 ? "not" :
you.bondage_level == 1 ? "slightly" :
you.bondage_level == 2 ? "moderately" :
you.bondage_level == 3 ? "seriously" :
you.bondage_level == 4 ? "fully"
: "buggily");
}
return trim_string(desc);
}
static bool _is_slot_cursed(equipment_type eq)
{
const item_def *worn = you.slot_item(eq, true);
if (!worn || !worn->cursed())
return false;
if (eq == EQ_WEAPON)
return is_weapon(*worn);
return true;
}
bool god_id_item(item_def& item, bool silent)
{
iflags_t old_ided = item.flags & ISFLAG_IDENT_MASK;
iflags_t ided = 0;
if (have_passive(passive_t::identify_items))
{
// Ashenzari (and other gods with both identify_items and want_curses)
// ties identification of weapon/armour plusses to cursed slots.
const bool ash = have_passive(passive_t::want_curses);
// Don't identify runes or the orb, since this has no gameplay purpose
// and might mess up other things.
if (item.base_type == OBJ_RUNES || item_is_orb(item))
return false;
ided = ISFLAG_KNOW_CURSE;
if ((item.base_type == OBJ_JEWELLERY || item.base_type == OBJ_STAVES)
&& item_needs_autopickup(item))
{
item.props["needs_autopickup"] = true;
}
if (is_weapon(item) || item.base_type == OBJ_ARMOUR)
ided |= ISFLAG_KNOW_PROPERTIES | ISFLAG_KNOW_TYPE;
if (item.base_type == OBJ_JEWELLERY)
ided |= ISFLAG_IDENT_MASK;
if (item.base_type == OBJ_ARMOUR
&& (!ash || _is_slot_cursed(get_armour_slot(item))))
{
ided |= ISFLAG_KNOW_PLUSES;
}
if (is_weapon(item)
&& (!ash || _is_slot_cursed(EQ_WEAPON)))
{
ided |= ISFLAG_KNOW_PLUSES;
}
}
if (ided & ~old_ided)
{
if (ided & ISFLAG_KNOW_TYPE)
set_ident_type(item, true);
set_ident_flags(item, ided);
if (item.props.exists("needs_autopickup") && is_useless_item(item))
item.props.erase("needs_autopickup");
if (&item == you.weapon())
you.wield_change = true;
if (!silent)
mprf_nocap("%s", item.name(DESC_INVENTORY_EQUIP).c_str());
seen_item(item);
if (in_inventory(item))
auto_assign_item_slot(item);
return true;
}
// nothing new
return false;
}
void ash_id_monster_equipment(monster* mon)
{
if (!have_passive(passive_t::identify_items))
return;
bool id = false;
for (unsigned int i = 0; i <= MSLOT_LAST_VISIBLE_SLOT; ++i)
{
// Wielded weapon brands are IDed for everyone already.
if (i == MSLOT_WEAPON)
continue;
if (mon->inv[i] == NON_ITEM)
continue;
item_def &item = mitm[mon->inv[i]];
if ((i != MSLOT_WAND || !is_offensive_wand(item))
&& !item_is_branded(item))
{
continue;
}
if (x_chance_in_y(piety_rank(), 6))
{
if (i == MSLOT_WAND)
{
set_ident_type(OBJ_WANDS, item.sub_type, true);
mon->props["wand_known"] = true;
}
else
set_ident_flags(item, ISFLAG_KNOW_TYPE);
id = true;
}
}
if (id)
mon->props["ash_id"] = true;
}
static bool is_ash_portal(dungeon_feature_type feat)
{
if (feat_is_portal_entrance(feat))
return true;
switch (feat)
{
case DNGN_ENTER_HELL:
case DNGN_ENTER_ABYSS: // for completeness
case DNGN_EXIT_THROUGH_ABYSS:
case DNGN_EXIT_ABYSS:
case DNGN_ENTER_PANDEMONIUM:
case DNGN_EXIT_PANDEMONIUM:
// DNGN_TRANSIT_PANDEMONIUM is too mundane
return true;
default:
return false;
}
}
// Yay for rectangle_iterator and radius_iterator not sharing a base type
static bool _check_portal(coord_def where)
{
const dungeon_feature_type feat = grd(where);
if (feat != env.map_knowledge(where).feat() && is_ash_portal(feat))
{
env.map_knowledge(where).set_feature(feat);
set_terrain_mapped(where);
if (!testbits(env.pgrid(where), FPROP_SEEN_OR_NOEXP))
{
env.pgrid(where) |= FPROP_SEEN_OR_NOEXP;
if (!you.see_cell(where))
return true;
}
}
return false;
}
int ash_detect_portals(bool all)
{
if (!have_passive(passive_t::detect_portals))
return 0;
int portals_found = 0;
const int map_radius = LOS_RADIUS + 1;
if (all)
{
for (rectangle_iterator ri(0); ri; ++ri)
{
if (_check_portal(*ri))
portals_found++;
}
}
else
{
for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri)
{
if (_check_portal(*ri))
portals_found++;
}
}
you.seen_portals += portals_found;
return portals_found;
}
monster_type ash_monster_tier(const monster *mon)
{
return monster_type(MONS_SENSED_TRIVIAL + monster_info(mon).threat);
}
map<skill_type, int8_t> ash_get_boosted_skills(eq_type type)
{
const int bondage = you.bondage[type];
map<skill_type, int8_t> boost;
if (bondage <= 0)
return boost;
// Include melded.
const item_def* wpn = you.slot_item(EQ_WEAPON, true);
const item_def* armour = you.slot_item(EQ_BODY_ARMOUR, true);
const int evp = armour ? -property(*armour, PARM_EVASION) / 10 : 0;
switch (type)
{
case (ET_WEAPON):
ASSERT(wpn);
// Boost weapon skill. Plain "staff" means an unrand magical staff,
// boosted later.
if (wpn->base_type == OBJ_WEAPONS
&& wpn->sub_type != WPN_STAFF)
{
boost[item_attack_skill(*wpn)] = bondage;
}
// Staves that have a melee effect, powered by evocations.
if (staff_uses_evocations(*wpn))
{
boost[SK_EVOCATIONS] = 1;
boost[SK_STAVES] = 1;
}
// Staves with an evokable ability but no melee effect.
else if (is_weapon(*wpn)
&& item_is_evokable(*wpn, false, false, false, false, false))
{
boost[SK_EVOCATIONS] = 2;
}
// Other magical staves.
else if (wpn->base_type == OBJ_STAVES)
boost[SK_SPELLCASTING] = 2;
break;
case (ET_SHIELD):
if (bondage == 2)
boost[SK_SHIELDS] = 1;
break;
// Bonus for bounded armour depends on body armour type.
case (ET_ARMOUR):
if (evp < 6)
{
boost[SK_STEALTH] = bondage;
boost[SK_DODGING] = bondage;
}
else if (evp < 12)
{
boost[SK_DODGING] = bondage;
boost[SK_ARMOUR] = bondage;
}
else
boost[SK_ARMOUR] = bondage + 1;
break;
// Boost all spell schools and evoc (to give some appeal to melee).
case (ET_JEWELS):
for (skill_type sk = SK_FIRST_MAGIC_SCHOOL; sk <= SK_LAST_MAGIC; ++sk)
boost[sk] = bondage;
boost[SK_EVOCATIONS] = bondage;
break;
default:
die("Unknown equipment type.");
}
return boost;
}
int ash_skill_boost(skill_type sk, int scale)
{
// It gives a bonus to skill points. The formula is:
// factor * (piety_rank + 1) * skill_level
// low bonus -> factor = 3
// medium bonus -> factor = 5
// high bonus -> factor = 7
unsigned int skill_points = you.skill_points[sk];
for (skill_type cross : get_crosstrain_skills(sk))
skill_points += you.skill_points[cross] * 2 / 5;
skill_points += (you.skill_boost[sk] * 2 + 1) * (piety_rank() + 1)
* max(you.skill(sk, 10, true), 1) * species_apt_factor(sk);
int level = you.skills[sk];
while (level < 27 && skill_points >= skill_exp_needed(level + 1, sk))
++level;
level = level * scale + get_skill_progress(sk, level, skill_points, scale);
return min(level, 27 * scale);
}
int gozag_gold_in_los(actor *whom)
{
if (!have_passive(passive_t::gold_aura))
return 0;
int gold_count = 0;
for (radius_iterator ri(whom->pos(), LOS_RADIUS, C_SQUARE, LOS_DEFAULT);
ri; ++ri)
{
for (stack_iterator j(*ri); j; ++j)
{
if (j->base_type == OBJ_GOLD)
++gold_count;
}
}
return gold_count;
}
int qazlal_sh_boost(int piety)
{
if (!have_passive(passive_t::storm_shield))
return 0;
return min(piety, piety_breakpoint(5)) / 10;
}
// Not actually passive, but placing it here so that it can be easily compared
// with Qazlal's boost. Here you.attribute[ATTR_DIVINE_SHIELD] was set
// to 3 + you.skill_rdiv(SK_INVOCATIONS, 1, 5) (and decreases at end of dur).
int tso_sh_boost()
{
if (!you.duration[DUR_DIVINE_SHIELD])
return 0;
return you.attribute[ATTR_DIVINE_SHIELD] * 4;
}
void qazlal_storm_clouds()
{
if (!have_passive(passive_t::storm_shield))
return;
// You are a *storm*. You are pretty loud!
noisy(min((int)you.piety, piety_breakpoint(5)) / 10, you.pos());
const int radius = you.piety >= piety_breakpoint(3) ? 2 : 1;
vector<coord_def> candidates;
for (radius_iterator ri(you.pos(), radius, C_SQUARE, LOS_SOLID, true);
ri; ++ri)
{
int count = 0;
if (cell_is_solid(*ri) || cloud_at(*ri))
continue;
// No clouds in corridors.
for (adjacent_iterator ai(*ri); ai; ++ai)
if (!cell_is_solid(*ai))
count++;
if (count >= 5)
candidates.push_back(*ri);
}
const int count =
div_rand_round(min((int)you.piety, piety_breakpoint(5))
* candidates.size() * you.time_taken,
piety_breakpoint(5) * 7 * BASELINE_DELAY);
if (count < 0)
return;
shuffle_array(candidates);
int placed = 0;
for (unsigned int i = 0; placed < count && i < candidates.size(); i++)
{
bool water = false;
for (adjacent_iterator ai(candidates[i]); ai; ++ai)
{
if (feat_is_watery(grd(*ai)))
water = true;
}
// No flame clouds over water to avoid steam generation.
cloud_type ctype;
do
{
ctype = random_choose(CLOUD_FIRE, CLOUD_COLD, CLOUD_STORM,