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/**
* @file
* @brief Gods' attitude towards items.
**/
#include "AppHdr.h"
#include "god-item.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <sstream>
#include "artefact.h"
#include "art-enum.h"
#include "god-conduct.h"
#include "god-passive.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "libutil.h"
#include "potion-type.h"
#include "religion.h"
#include "skills.h"
#include "spl-book.h"
#include "spl-util.h"
static bool _is_book_type(const item_def& item,
bool (*matches)(spell_type spell))
{
if (!item.defined())
return false;
// Return false for item_defs of unknown subtype
// (== NUM_BOOKS in most cases, OBJ_RANDOM for acquirement)
if (item.sub_type == get_max_subtype(item.base_type)
|| item.sub_type == OBJ_RANDOM)
{
return false;
}
if (!item_is_spellbook(item))
return false;
// Book matches only if all the spells match
for (spell_type spell : spells_in_book(item))
{
if (!matches(spell))
return false;
}
return true;
}
bool is_holy_item(const item_def& item, bool calc_unid)
{
if (is_unrandom_artefact(item))
{
const unrandart_entry* entry = get_unrand_entry(item.unrand_idx);
if (entry->flags & UNRAND_FLAG_HOLY)
return true;
}
if (item.base_type == OBJ_WEAPONS)
{
if (is_blessed(item))
return true;
if (calc_unid || item.is_identified())
return get_weapon_brand(item) == SPWPN_HOLY_WRATH;
}
return false;
}
bool is_potentially_evil_item(const item_def& item, bool calc_unid)
{
if (item.base_type == OBJ_WEAPONS
&& item.is_identified()
&& get_weapon_brand(item) == SPWPN_CHAOS)
{
return true;
}
if (!calc_unid && !item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_MISSILES:
{
const int item_brand = get_ammo_brand(item);
if (item_brand == SPMSL_CHAOS)
return true;
}
break;
default:
break;
}
return false;
}
bool is_evil_brand(int brand)
{
switch (brand)
{
case SPWPN_DRAINING:
case SPWPN_PAIN:
case SPWPN_VAMPIRISM:
case SPWPN_REAPING:
case SPWPN_CHAOS:
case SPWPN_DISTORTION:
case SPWPN_FOUL_FLAME:
return true;
default:
return false;
}
}
bool is_chaotic_brand(int brand)
{
return brand == SPWPN_CHAOS || brand == SPWPN_DISTORTION;
}
bool is_hasty_brand(int brand)
{
return brand == SPWPN_CHAOS || brand == SPWPN_SPEED;
}
/**
* Do good gods always hate use of this item?
*
* @param item The item in question.
* @param calc_unid Whether to take into account facts the player does not know.
* @return Whether the Good Gods will always frown on this item's use.
*/
bool is_evil_item(const item_def& item, bool calc_unid)
{
if (is_unrandom_artefact(item))
{
const unrandart_entry* entry = get_unrand_entry(item.unrand_idx);
if (entry->flags & UNRAND_FLAG_EVIL)
return true;
}
if (item.base_type == OBJ_WEAPONS)
{
if (is_demonic(item) || testbits(item.flags, ISFLAG_CHAOTIC))
return true;
if (calc_unid || item.is_identified())
return is_evil_brand(get_weapon_brand(item));
}
if (!calc_unid && !item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_SCROLLS:
return item.sub_type == SCR_TORMENT;
case OBJ_STAVES:
return item.sub_type == STAFF_DEATH;
case OBJ_MISCELLANY:
return item.sub_type == MISC_HORN_OF_GERYON;
case OBJ_BOOKS:
return _is_book_type(item, is_evil_spell);
case OBJ_TALISMANS:
return item.sub_type == TALISMAN_DEATH
|| item.sub_type == TALISMAN_VAMPIRE;
default:
return false;
}
}
bool is_unclean_item(const item_def& item, bool calc_unid)
{
if (is_unrandom_artefact(item))
{
const unrandart_entry* entry = get_unrand_entry(item.unrand_idx);
if ((entry->flags & (UNRAND_FLAG_EVIL)
|| testbits(item.flags, ISFLAG_CHAOTIC)))
{
return true;
}
}
if (item.has_spells() && (item.is_identified() || calc_unid))
return _is_book_type(item, is_unclean_spell);
return false;
}
bool is_chaotic_item(const item_def& item, bool calc_unid)
{
if (is_unrandom_artefact(item))
{
const unrandart_entry* entry = get_unrand_entry(item.unrand_idx);
if (entry->flags & UNRAND_FLAG_CHAOTIC ||
(testbits(item.flags, ISFLAG_CHAOTIC)))
{
return true;
}
}
if (item.base_type == OBJ_WEAPONS
&& (calc_unid || item.is_identified()))
{
return is_chaotic_brand(get_weapon_brand(item));
}
if (!calc_unid && !item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_MISSILES:
return get_ammo_brand(item) == SPMSL_CHAOS;
case OBJ_WANDS:
return item.sub_type == WAND_POLYMORPH;
case OBJ_POTIONS:
return (item.sub_type == POT_MUTATION
&& !have_passive(passive_t::cleanse_mut_potions))
|| item.sub_type == POT_LIGNIFY;
case OBJ_BOOKS:
return item.sub_type == BOOK_MANUAL && item.plus == SK_SHAPESHIFTING
|| _is_book_type(item, is_chaotic_spell);
case OBJ_MISCELLANY:
return item.sub_type == MISC_BOX_OF_BEASTS;
case OBJ_TALISMANS:
case OBJ_BAUBLES:
return true;
default:
return false;
}
}
static bool _is_potentially_hasty_item(const item_def& item)
{
if (item.base_type == OBJ_WEAPONS
&& (item.is_identified() && get_weapon_brand(item) == SPWPN_CHAOS)
|| (testbits(item.flags, ISFLAG_CHAOTIC)))
{
return true;
}
if (!item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_MISSILES:
{
const int item_brand = get_ammo_brand(item);
if (item_brand == SPMSL_CHAOS || item_brand == SPMSL_FRENZY)
return true;
}
break;
default:
break;
}
return false;
}
bool is_hasty_item(const item_def& item, bool calc_unid)
{
if (is_artefact(item) && item.base_type != OBJ_BOOKS)
{
if ((calc_unid || item.is_identified()))
{
if (artefact_property(item, ARTP_RAMPAGING))
return true;
// intentionally continue to other hasty checks
}
}
if (item.base_type == OBJ_WEAPONS)
{
if (calc_unid || item.is_identified())
return get_weapon_brand(item) == SPWPN_SPEED;
}
if (!calc_unid && !item.is_identified())
return false;
switch (item.base_type)
{
case OBJ_ARMOUR:
return get_armour_rampaging(item, true)
|| get_armour_ego_type(item) == SPARM_MAYHEM
|| is_unrandom_artefact(item, UNRAND_LIGHTNING_SCALES);
case OBJ_POTIONS:
return item.sub_type == POT_HASTE;
case OBJ_BOOKS:
return _is_book_type(item, is_hasty_spell);
default:
break;
}
return false;
}
bool is_wizardly_item(const item_def& item, bool calc_unid)
{
if ((calc_unid || item.is_identified())
&& get_armour_ego_type(item) == SPARM_ENERGY)
{
return true;
}
if (is_unrandom_artefact(item, UNRAND_WUCAD_MU)
|| is_unrandom_artefact(item, UNRAND_MAGE)
|| is_unrandom_artefact(item, UNRAND_MAJIN)
|| is_unrandom_artefact(item, UNRAND_BATTLE)
|| is_unrandom_artefact(item, UNRAND_ELEMENTAL_STAFF)
|| is_unrandom_artefact(item, UNRAND_OLGREB))
{
return true;
}
return item.base_type == OBJ_STAVES;
}
/**
* Do the good gods hate use of this spell?
*
* @param spell The spell in question; e.g. SPELL_PUTREFACTION.
* @return Whether the Good Gods hate this spell.
*/
bool is_evil_spell(spell_type spell)
{
const spschools_type disciplines = get_spell_disciplines(spell);
spell_flags flags = get_spell_flags(spell);
if (flags & spflag::unholy)
return true;
return bool(disciplines & spschool::necromancy)
&& !bool(flags & spflag::not_evil);
}
bool is_unclean_spell(spell_type spell)
{
spell_flags flags = get_spell_flags(spell);
return bool(flags & spflag::unclean);
}
bool is_chaotic_spell(spell_type spell)
{
spell_flags flags = get_spell_flags(spell);
return bool(flags & spflag::chaotic);
}
bool is_hasty_spell(spell_type spell)
{
spell_flags flags = get_spell_flags(spell);
return bool(flags & spflag::hasty);
}
/**
* What conducts can one violate using this item?
* This should only be based on the player's knowledge.
*
* @param item The item in question.
* @return List of conducts that can be violated with this; empty if none.
*/
vector<conduct_type> item_conducts(const item_def &item)
{
vector<conduct_type> conducts;
if (is_evil_item(item, false))
conducts.push_back(DID_EVIL);
if (is_unclean_item(item, false))
conducts.push_back(DID_UNCLEAN);
if (is_chaotic_item(item, false))
conducts.push_back(DID_CHAOS);
if (is_holy_item(item, false))
conducts.push_back(DID_HOLY);
if (item_is_spellbook(item))
conducts.push_back(DID_SPELL_MEMORISE);
if ((item.sub_type == BOOK_MANUAL && is_magic_skill((skill_type)item.plus)))
conducts.push_back(DID_SPELL_PRACTISE);
if (is_wizardly_item(item, false))
conducts.push_back(DID_WIZARDLY_ITEM);
if (_is_potentially_hasty_item(item) || is_hasty_item(item, false))
conducts.push_back(DID_HASTY);
if (is_potentially_evil_item(item, false))
conducts.push_back(DID_EVIL);
return conducts;
}
bool god_hates_item(const item_def &item)
{
return god_hates_item_handling(item) != DID_NOTHING;
}
bool god_despises_item(const item_def &item, god_type which_god)
{
if (item.base_type != OBJ_TALISMANS)
return false;
return (item.sub_type == TALISMAN_DEATH || item.sub_type == TALISMAN_VAMPIRE)
&& is_good_god(which_god)
|| which_god == GOD_ZIN;
}
/**
* Does the given god like items of the given kind enough to make artefacts
* from them? (Thematically.)
*
* @param item The item which may be the basis for an artefact.
* @param which_god The god in question.
* @return Whether it makes sense for the given god to make an
* artefact out of the given item. Thematically.
* (E.g., Ely shouldn't be forging swords.)
*/
bool god_likes_item_type(const item_def &item, god_type which_god)
{
if (god_despises_item(item, which_god))
return false;
// XXX: also check god_hates_item()?
// XXXX: if someone does this, make sure to generalize so that it doesn't
// use `you.religion`; this code is potentially called in item generation
// for artefact names
switch (which_god)
{
case GOD_ELYVILON: // Peaceful healer god: no weapons.
case GOD_SIF_MUNA: // The magic gods: no weapons.
case GOD_VEHUMET:
if (item.base_type == OBJ_WEAPONS)
return false;
break;
case GOD_TROG:
// Berserker god: weapons only.
if (item.base_type != OBJ_WEAPONS)
return false;
break;
default:
break;
}
return true;
}
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