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/*
* File: abl-show.cc
* Summary: Functions related to special abilities.
* Written by: Linley Henzell
*/
#include "AppHdr.h"
#include "abl-show.h"
#include <sstream>
#include <iomanip>
#include <string.h>
#include <stdio.h>
#include <ctype.h>
#include "externs.h"
#include "abyss.h"
#include "artefact.h"
#include "beam.h"
#include "database.h"
#include "decks.h"
#include "delay.h"
#include "describe.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "food.h"
#include "godabil.h"
#include "item_use.h"
#include "it_use2.h"
#include "macro.h"
#include "message.h"
#include "menu.h"
#include "misc.h"
#include "mon-place.h"
#include "mon-util.h"
#include "mgen_data.h"
#include "mutation.h"
#include "notes.h"
#include "ouch.h"
#include "player.h"
#include "player-stats.h"
#include "religion.h"
#include "skills.h"
#include "species.h"
#include "spl-cast.h"
#include "spl-util.h"
#include "spells1.h"
#include "spells2.h"
#include "spells3.h"
#include "state.h"
#include "stuff.h"
#include "areas.h"
#include "transform.h"
#include "hints.h"
#ifdef UNIX
#include "libunix.h"
#endif
enum ability_flag_type
{
ABFLAG_NONE = 0x00000000,
ABFLAG_BREATH = 0x00000001, // ability uses DUR_BREATH_WEAPON
ABFLAG_DELAY = 0x00000002, // ability has its own delay (ie recite)
ABFLAG_PAIN = 0x00000004, // ability must hurt player (ie torment)
ABFLAG_PIETY = 0x00000008, // ability has its own piety cost
ABFLAG_EXHAUSTION = 0x00000010, // fails if you.exhausted
ABFLAG_INSTANT = 0x00000020, // doesn't take time to use
ABFLAG_PERMANENT_HP = 0x00000040, // costs permanent HPs
ABFLAG_PERMANENT_MP = 0x00000080, // costs permanent MPs
ABFLAG_CONF_OK = 0x00000100, // can use even if confused
ABFLAG_FRUIT = 0x00000200, // ability requires fruit
ABFLAG_VARIABLE_FRUIT = 0x00000400, // ability requires fruit or piety
};
static int _find_ability_slot( ability_type which_ability );
static bool _activate_talent(const talent& tal);
static bool _do_ability(const ability_def& abil);
static void _pay_ability_costs(const ability_def& abil);
static std::string _describe_talent(const talent& tal);
// this all needs to be split into data/util/show files
// and the struct mechanism here needs to be rewritten (again)
// along with the display routine to piece the strings
// together dynamically ... I'm getting to it now {dlb}
// it makes more sense to think of them as an array
// of structs than two arrays that share common index
// values -- well, doesn't it? {dlb}
// declaring this const messes up externs later, so don't do it
ability_type god_abilities[MAX_NUM_GODS][MAX_GOD_ABILITIES] =
{
// no god
{ ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY,
ABIL_NON_ABILITY },
// Zin
{ ABIL_ZIN_RECITE, ABIL_ZIN_VITALISATION, ABIL_ZIN_IMPRISON,
ABIL_NON_ABILITY, ABIL_ZIN_SANCTUARY },
// TSO
{ ABIL_NON_ABILITY, ABIL_TSO_DIVINE_SHIELD, ABIL_NON_ABILITY,
ABIL_TSO_CLEANSING_FLAME, ABIL_TSO_SUMMON_DIVINE_WARRIOR },
// Kikubaaqudgha
{ ABIL_KIKU_RECEIVE_CORPSES, ABIL_NON_ABILITY, ABIL_NON_ABILITY,
ABIL_NON_ABILITY, ABIL_NON_ABILITY },
// Yredelemnul
{ ABIL_YRED_ANIMATE_REMAINS, ABIL_YRED_RECALL_UNDEAD_SLAVES,
ABIL_YRED_ANIMATE_DEAD, ABIL_YRED_DRAIN_LIFE, ABIL_YRED_ENSLAVE_SOUL },
// Xom
{ ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY,
ABIL_NON_ABILITY },
// Vehumet
{ ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY,
ABIL_NON_ABILITY },
// Okawaru
{ ABIL_OKAWARU_MIGHT, ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY,
ABIL_OKAWARU_HASTE },
// Makhleb
{ ABIL_NON_ABILITY, ABIL_MAKHLEB_MINOR_DESTRUCTION,
ABIL_MAKHLEB_LESSER_SERVANT_OF_MAKHLEB, ABIL_MAKHLEB_MAJOR_DESTRUCTION,
ABIL_MAKHLEB_GREATER_SERVANT_OF_MAKHLEB },
// Sif Muna
{ ABIL_SIF_MUNA_CHANNEL_ENERGY, ABIL_SIF_MUNA_FORGET_SPELL,
ABIL_NON_ABILITY, ABIL_NON_ABILITY, ABIL_NON_ABILITY },
// Trog
{ ABIL_TROG_BERSERK, ABIL_TROG_REGEN_MR, ABIL_NON_ABILITY,
ABIL_TROG_BROTHERS_IN_ARMS, ABIL_NON_ABILITY },
// Nemelex
{ ABIL_NEMELEX_DRAW_ONE, ABIL_NEMELEX_PEEK_TWO, ABIL_NEMELEX_TRIPLE_DRAW,
ABIL_NEMELEX_MARK_FOUR, ABIL_NEMELEX_STACK_FIVE },
// Elyvilon
{ ABIL_ELYVILON_LESSER_HEALING_OTHERS, ABIL_ELYVILON_PURIFICATION,
ABIL_ELYVILON_GREATER_HEALING_OTHERS, ABIL_ELYVILON_RESTORATION,
ABIL_ELYVILON_DIVINE_VIGOUR },
// Lugonu
{ ABIL_LUGONU_ABYSS_EXIT, ABIL_LUGONU_BEND_SPACE, ABIL_LUGONU_BANISH,
ABIL_LUGONU_CORRUPT, ABIL_LUGONU_ABYSS_ENTER },
// Beogh
{ ABIL_NON_ABILITY, ABIL_BEOGH_SMITING, ABIL_NON_ABILITY,
ABIL_BEOGH_RECALL_ORCISH_FOLLOWERS, ABIL_NON_ABILITY },
// Jiyva
{ ABIL_JIYVA_CALL_JELLY, ABIL_NON_ABILITY, ABIL_NON_ABILITY,
ABIL_JIYVA_SLIMIFY, ABIL_JIYVA_CURE_BAD_MUTATION },
// Fedhas
{ ABIL_FEDHAS_EVOLUTION, ABIL_FEDHAS_SUNLIGHT, ABIL_FEDHAS_PLANT_RING,
ABIL_FEDHAS_SPAWN_SPORES, ABIL_FEDHAS_RAIN},
// Cheibriados
{ ABIL_NON_ABILITY, ABIL_CHEIBRIADOS_TIME_BEND, ABIL_NON_ABILITY,
ABIL_CHEIBRIADOS_SLOUCH, ABIL_CHEIBRIADOS_TIME_STEP },
};
// The description screen was way out of date with the actual costs.
// This table puts all the information in one place... -- bwr
//
// The four numerical fields are: MP, HP, food, and piety.
// Note: food_cost = val + random2avg( val, 2 )
// piety_cost = val + random2( (val + 1) / 2 + 1 );
static const ability_def Ability_List[] =
{
// NON_ABILITY should always come first
{ ABIL_NON_ABILITY, "No ability", 0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_SPIT_POISON, "Spit Poison", 0, 0, 40, 0, ABFLAG_BREATH },
{ ABIL_TELEPORTATION, "Teleportation", 0, 100, 200, 0, ABFLAG_NONE },
{ ABIL_BLINK, "Blink", 0, 50, 50, 0, ABFLAG_NONE },
{ ABIL_BREATHE_FIRE, "Breathe Fire", 0, 0, 125, 0, ABFLAG_BREATH },
{ ABIL_BREATHE_FROST, "Breathe Frost", 0, 0, 125, 0, ABFLAG_BREATH },
{ ABIL_BREATHE_POISON, "Breathe Poison Gas", 0, 0, 125, 0, ABFLAG_BREATH },
{ ABIL_BREATHE_LIGHTNING, "Breathe Lightning",
0, 0, 125, 0, ABFLAG_BREATH },
{ ABIL_BREATHE_POWER, "Breathe Power", 0, 0, 125, 0, ABFLAG_BREATH },
{ ABIL_BREATHE_STICKY_FLAME, "Breathe Sticky Flame",
0, 0, 125, 0, ABFLAG_BREATH },
{ ABIL_BREATHE_STEAM, "Breathe Steam", 0, 0, 75, 0, ABFLAG_BREATH },
{ ABIL_TRAN_BAT, "Bat Form", 2, 0, 0, 0, ABFLAG_NONE },
{ ABIL_BOTTLE_BLOOD, "Bottle Blood", 0, 0, 0, 0, ABFLAG_NONE }, // no costs
{ ABIL_SPIT_ACID, "Spit Acid", 0, 0, 125, 0, ABFLAG_NONE },
{ ABIL_FLY, "Fly", 3, 0, 100, 0, ABFLAG_NONE },
{ ABIL_HELLFIRE, "Hellfire", 0, 350, 200, 0, ABFLAG_NONE },
{ ABIL_THROW_FLAME, "Throw Flame", 0, 20, 50, 0, ABFLAG_NONE },
{ ABIL_THROW_FROST, "Throw Frost", 0, 20, 50, 0, ABFLAG_NONE },
// FLY_II used to have ABFLAG_EXHAUSTION, but that's somewhat meaningless
// as exhaustion's only (and designed) effect is preventing Berserk. - bwr
{ ABIL_FLY_II, "Fly", 0, 0, 25, 0, ABFLAG_NONE },
{ ABIL_DELAYED_FIREBALL, "Release Delayed Fireball",
0, 0, 0, 0, ABFLAG_INSTANT },
{ ABIL_MUMMY_RESTORATION, "Self-Restoration",
1, 0, 0, 0, ABFLAG_PERMANENT_MP },
// EVOKE abilities use Evocations and come from items:
// Mapping, Teleportation, and Blink can also come from mutations
// so we have to distinguish them (see above). The off items
// below are labeled EVOKE because they only work now if the
// player has an item with the evocable power (not just because
// you used a wand, potion, or miscast effect). I didn't see
// any reason to label them as "Evoke" in the text, they don't
// use or train Evocations (the others do). -- bwr
{ ABIL_EVOKE_TELEPORTATION, "Evoke Teleportation",
3, 0, 200, 0, ABFLAG_NONE },
{ ABIL_EVOKE_BLINK, "Evoke Blink", 1, 0, 50, 0, ABFLAG_NONE },
{ ABIL_RECHARGING, "Device Recharging", 1, 0, 0, 0, ABFLAG_PERMANENT_MP },
{ ABIL_EVOKE_BERSERK, "Evoke Berserk Rage", 0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_EVOKE_TURN_INVISIBLE, "Evoke Invisibility",
2, 0, 250, 0, ABFLAG_NONE },
{ ABIL_EVOKE_TURN_VISIBLE, "Turn Visible", 0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_EVOKE_LEVITATE, "Evoke Levitation", 1, 0, 100, 0, ABFLAG_NONE },
{ ABIL_EVOKE_STOP_LEVITATING, "Stop Levitating", 0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_END_TRANSFORMATION, "End Transformation", 0, 0, 0, 0, ABFLAG_NONE },
// INVOCATIONS:
// Zin
{ ABIL_ZIN_SUSTENANCE, "Sustenance", 0, 0, 0, 0, ABFLAG_PIETY },
{ ABIL_ZIN_RECITE, "Recite", 3, 0, 0, 0, ABFLAG_DELAY },
{ ABIL_ZIN_VITALISATION, "Vitalisation", 0, 0, 100, 2, ABFLAG_CONF_OK },
{ ABIL_ZIN_IMPRISON, "Imprison", 5, 0, 125, 8, ABFLAG_NONE },
{ ABIL_ZIN_SANCTUARY, "Sanctuary", 7, 0, 150, 15, ABFLAG_NONE },
{ ABIL_ZIN_CURE_ALL_MUTATIONS, "Cure All Mutations",
0, 0, 0, 0, ABFLAG_NONE },
// The Shining One
{ ABIL_TSO_DIVINE_SHIELD, "Divine Shield", 3, 0, 50, 2, ABFLAG_NONE },
{ ABIL_TSO_CLEANSING_FLAME, "Cleansing Flame", 5, 0, 100, 2, ABFLAG_NONE },
{ ABIL_TSO_SUMMON_DIVINE_WARRIOR, "Summon Divine Warrior",
8, 0, 150, 4, ABFLAG_NONE },
// Kikubaaqudgha
{ ABIL_KIKU_RECEIVE_CORPSES, "Receive Corpses", 3, 0, 50, 2, ABFLAG_NONE },
// Yredelemnul
{ ABIL_YRED_INJURY_MIRROR, "Injury Mirror", 0, 0, 0, 0, ABFLAG_PIETY },
{ ABIL_YRED_ANIMATE_REMAINS, "Animate Remains", 1, 0, 100, 0, ABFLAG_NONE },
{ ABIL_YRED_RECALL_UNDEAD_SLAVES, "Recall Undead Slaves",
2, 0, 50, 0, ABFLAG_NONE },
{ ABIL_YRED_ANIMATE_DEAD, "Animate Dead", 3, 0, 100, 1, ABFLAG_NONE },
{ ABIL_YRED_DRAIN_LIFE, "Drain Life", 6, 0, 200, 2, ABFLAG_NONE },
{ ABIL_YRED_ENSLAVE_SOUL, "Enslave Soul", 8, 0, 150, 4, ABFLAG_NONE },
// Okawaru
{ ABIL_OKAWARU_MIGHT, "Might", 2, 0, 50, 1, ABFLAG_NONE },
{ ABIL_OKAWARU_HASTE, "Haste",
5, 0, 100, generic_cost::fixed(5), ABFLAG_NONE },
// Makhleb
{ ABIL_MAKHLEB_MINOR_DESTRUCTION, "Minor Destruction",
1, 0, 20, 0, ABFLAG_NONE },
{ ABIL_MAKHLEB_LESSER_SERVANT_OF_MAKHLEB, "Lesser Servant of Makhleb",
2, 0, 50, 1, ABFLAG_NONE },
{ ABIL_MAKHLEB_MAJOR_DESTRUCTION, "Major Destruction",
4, 0, 100, 2, ABFLAG_NONE },
{ ABIL_MAKHLEB_GREATER_SERVANT_OF_MAKHLEB, "Greater Servant of Makhleb",
6, 0, 100, 3, ABFLAG_NONE },
// Sif Muna
{ ABIL_SIF_MUNA_CHANNEL_ENERGY, "Channel Energy",
0, 0, 100, 0, ABFLAG_NONE },
{ ABIL_SIF_MUNA_FORGET_SPELL, "Forget Spell", 5, 0, 0, 8, ABFLAG_NONE },
// Trog
{ ABIL_TROG_BURN_SPELLBOOKS, "Burn Spellbooks", 0, 0, 10, 0, ABFLAG_NONE },
{ ABIL_TROG_BERSERK, "Berserk", 0, 0, 200, 0, ABFLAG_NONE },
{ ABIL_TROG_REGEN_MR, "Trog's Hand",
0, 0, 50, generic_cost::range(2, 3), ABFLAG_NONE },
{ ABIL_TROG_BROTHERS_IN_ARMS, "Brothers in Arms",
0, 0, 100, generic_cost::range(5, 6), ABFLAG_NONE },
// Elyvilon
{ ABIL_ELYVILON_DESTROY_WEAPONS, "Destroy Weapons",
0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_ELYVILON_LESSER_HEALING_SELF, "Lesser Self-Healing",
1, 0, 100, generic_cost::range(0, 1), ABFLAG_CONF_OK },
{ ABIL_ELYVILON_LESSER_HEALING_OTHERS, "Lesser Healing",
1, 0, 100, 0, ABFLAG_CONF_OK },
{ ABIL_ELYVILON_PURIFICATION, "Purification", 2, 0, 150, 1,
ABFLAG_CONF_OK },
{ ABIL_ELYVILON_GREATER_HEALING_SELF, "Greater Self-Healing",
2, 0, 250, 2, ABFLAG_CONF_OK },
{ ABIL_ELYVILON_GREATER_HEALING_OTHERS, "Greater Healing",
2, 0, 250, 2, ABFLAG_CONF_OK },
{ ABIL_ELYVILON_RESTORATION, "Restoration", 3, 0, 400, 3, ABFLAG_CONF_OK },
{ ABIL_ELYVILON_DIVINE_VIGOUR, "Divine Vigour", 0, 0, 600, 6,
ABFLAG_CONF_OK },
// Lugonu
{ ABIL_LUGONU_ABYSS_EXIT, "Depart the Abyss", 1, 0, 150, 10, ABFLAG_NONE },
{ ABIL_LUGONU_BEND_SPACE, "Bend Space", 1, 0, 50, 0, ABFLAG_PAIN },
{ ABIL_LUGONU_BANISH, "Banish",
4, 0, 200, generic_cost::range(3, 4), ABFLAG_NONE },
{ ABIL_LUGONU_CORRUPT, "Corrupt",
7, scaling_cost::fixed(5), 500, generic_cost::range(10, 14), ABFLAG_NONE },
{ ABIL_LUGONU_ABYSS_ENTER, "Enter the Abyss",
9, 0, 500, generic_cost::fixed(35), ABFLAG_PAIN },
// Nemelex
{ ABIL_NEMELEX_DRAW_ONE, "Draw One", 2, 0, 0, 0, ABFLAG_NONE },
{ ABIL_NEMELEX_PEEK_TWO, "Peek at Two", 3, 0, 0, 1, ABFLAG_INSTANT },
{ ABIL_NEMELEX_TRIPLE_DRAW, "Triple Draw", 2, 0, 100, 2, ABFLAG_NONE },
{ ABIL_NEMELEX_MARK_FOUR, "Mark Four", 4, 0, 125, 5, ABFLAG_NONE },
{ ABIL_NEMELEX_STACK_FIVE, "Stack Five", 5, 0, 250, 10, ABFLAG_NONE },
// Beogh
{ ABIL_BEOGH_SMITING, "Smiting",
3, 0, 80, generic_cost::fixed(3), ABFLAG_NONE },
{ ABIL_BEOGH_RECALL_ORCISH_FOLLOWERS, "Recall Orcish Followers",
2, 0, 50, 0, ABFLAG_NONE },
// Jiyva
{ ABIL_JIYVA_CALL_JELLY, "Request Jelly", 2, 0, 20, 1, ABFLAG_NONE },
{ ABIL_JIYVA_JELLY_PARALYSE, "Jelly Paralyse", 0, 0, 0, 0, ABFLAG_PIETY },
{ ABIL_JIYVA_SLIMIFY, "Slimify", 4, 0, 100, 8, ABFLAG_NONE },
{ ABIL_JIYVA_CURE_BAD_MUTATION, "Cure Bad Mutation",
8, 0, 200, 15, ABFLAG_NONE },
// Fedhas
{ ABIL_FEDHAS_FUNGAL_BLOOM, "Decomposition", 0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_FEDHAS_EVOLUTION, "Evolution", 2, 0, 0, 0, ABFLAG_VARIABLE_FRUIT},
{ ABIL_FEDHAS_SUNLIGHT, "Sunlight", 2, 0, 50, 0, ABFLAG_NONE},
{ ABIL_FEDHAS_PLANT_RING, "Growth", 2, 0, 0, 0, ABFLAG_FRUIT},
{ ABIL_FEDHAS_SPAWN_SPORES, "Reproduction", 4, 0, 100, 0, ABFLAG_NONE},
{ ABIL_FEDHAS_RAIN, "Rain", 4, 0, 150, 4, ABFLAG_NONE},
// Cheibriados
{ ABIL_CHEIBRIADOS_PONDEROUSIFY, "Make Ponderous",
0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_CHEIBRIADOS_TIME_BEND, "Bend Time", 3, 0, 50, 1, ABFLAG_NONE },
{ ABIL_CHEIBRIADOS_SLOUCH, "Slouch", 5, 0, 100, 8, ABFLAG_NONE },
{ ABIL_CHEIBRIADOS_TIME_STEP, "Step From Time",
10, 0, 200, 10, ABFLAG_NONE },
{ ABIL_HARM_PROTECTION, "Protection From Harm", 0, 0, 0, 0, ABFLAG_NONE },
{ ABIL_HARM_PROTECTION_II, "Reliable Protection From Harm",
0, 0, 0, 0, ABFLAG_PIETY },
{ ABIL_RENOUNCE_RELIGION, "Renounce Religion", 0, 0, 0, 0, ABFLAG_NONE },
};
const ability_def & get_ability_def(ability_type abil)
{
for (unsigned int i = 0;
i < sizeof(Ability_List) / sizeof(Ability_List[0]); i++)
{
if (Ability_List[i].ability == abil)
return (Ability_List[i]);
}
return (Ability_List[0]);
}
bool string_matches_ability_name(const std::string& key)
{
for (int i = ABIL_SPIT_POISON; i <= ABIL_RENOUNCE_RELIGION; ++i)
{
const ability_def abil = get_ability_def(static_cast<ability_type>(i));
if (abil.ability == ABIL_NON_ABILITY)
continue;
const std::string name = lowercase_string(ability_name(abil.ability));
if (name.find(key) != std::string::npos)
return (true);
}
return (false);
}
std::string print_abilities()
{
std::string text = "\n<w>a:</w> ";
const std::vector<talent> talents = your_talents(false);
if (talents.empty())
text += "no special abilities";
else
{
for (unsigned int i = 0; i < talents.size(); ++i)
{
if (i)
text += ", ";
text += ability_name(talents[i].which);
}
}
return text;
}
const std::string make_cost_description(ability_type ability)
{
const ability_def& abil = get_ability_def(ability);
std::ostringstream ret;
if (abil.mp_cost)
{
ret << abil.mp_cost;
if (abil.flags & ABFLAG_PERMANENT_MP)
ret << " Permanent";
ret << " MP";
}
if (abil.hp_cost)
{
if (!ret.str().empty())
ret << ", ";
ret << abil.hp_cost.cost(you.hp_max);
if (abil.flags & ABFLAG_PERMANENT_HP)
ret << " Permanent";
ret << " HP";
}
if (abil.food_cost && you.is_undead != US_UNDEAD
&& (you.is_undead != US_SEMI_UNDEAD || you.hunger_state > HS_STARVING))
{
if (!ret.str().empty())
ret << ", ";
ret << "Food"; // randomised and amount hidden from player
}
if (abil.piety_cost)
{
if (!ret.str().empty())
ret << ", ";
ret << "Piety"; // randomised and amount hidden from player
}
if (abil.flags & ABFLAG_BREATH)
{
if (!ret.str().empty())
ret << ", ";
ret << "Breath";
}
if (abil.flags & ABFLAG_DELAY)
{
if (!ret.str().empty())
ret << ", ";
ret << "Delay";
}
if (abil.flags & ABFLAG_PAIN)
{
if (!ret.str().empty())
ret << ", ";
ret << "Pain";
}
if (abil.flags & ABFLAG_PIETY)
{
if (!ret.str().empty())
ret << ", ";
ret << "Piety";
}
if (abil.flags & ABFLAG_EXHAUSTION)
{
if (!ret.str().empty())
ret << ", ";
ret << "Exhaustion";
}
if (abil.flags & ABFLAG_INSTANT)
{
if (!ret.str().empty())
ret << ", ";
ret << "Instant"; // not really a cost, more of a bonus -bwr
}
if (abil.flags & ABFLAG_FRUIT)
{
if (!ret.str().empty())
ret << ", ";
ret << "Fruit";
}
if (abil.flags & ABFLAG_VARIABLE_FRUIT)
{
if (!ret.str().empty())
ret << ", ";
ret << "Fruit or Piety";
}
// If we haven't output anything so far, then the effect has no cost
if (ret.str().empty())
ret << "None";
return (ret.str());
}
static talent _get_talent(ability_type ability, bool check_confused)
{
ASSERT(ability != ABIL_NON_ABILITY);
talent result;
result.which = ability;
int failure = 0;
bool perfect = false; // is perfect
bool invoc = false;
if (check_confused)
{
const ability_def &abil = get_ability_def(result.which);
if (you.confused() && !testbits(abil.flags, ABFLAG_CONF_OK))
{
// Initialize these so compilers don't complain.
result.is_invocation = 0;
result.hotkey = 0;
result.fail = 0;
result.which = ABIL_NON_ABILITY;
return result;
}
}
// Look through the table to see if there's a preference, else
// find a new empty slot for this ability. -- bwr
const int index = _find_ability_slot( ability );
if (index != -1)
result.hotkey = index_to_letter(index);
else
result.hotkey = 0; // means 'find later on'
switch (ability)
{
// begin spell abilities
case ABIL_DELAYED_FIREBALL:
case ABIL_MUMMY_RESTORATION:
perfect = true;
failure = 0;
break;
// begin species abilities - some are mutagenic, too {dlb}
case ABIL_SPIT_POISON:
failure = ((you.species == SP_NAGA) ? 20 : 40)
- 10 * player_mutation_level(MUT_SPIT_POISON)
- you.experience_level;
break;
case ABIL_BREATHE_FIRE:
failure = ((you.species == SP_RED_DRACONIAN) ? 30 : 50)
- 10 * player_mutation_level(MUT_BREATHE_FLAMES)
- you.experience_level;
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
failure -= 20;
break;
case ABIL_BREATHE_FROST:
case ABIL_BREATHE_POISON:
case ABIL_SPIT_ACID:
case ABIL_BREATHE_LIGHTNING:
case ABIL_BREATHE_POWER:
case ABIL_BREATHE_STICKY_FLAME:
failure = 30 - you.experience_level;
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
failure -= 20;
break;
case ABIL_BREATHE_STEAM:
failure = 20 - you.experience_level;
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
failure -= 20;
break;
case ABIL_FLY: // this is for kenku {dlb}
failure = 45 - (3 * you.experience_level);
break;
case ABIL_FLY_II: // this is for draconians {dlb}
failure = 45 - (you.experience_level + you.strength());
break;
case ABIL_TRAN_BAT:
failure = 45 - (2 * you.experience_level);
break;
case ABIL_BOTTLE_BLOOD:
perfect = true;
failure = 0;
break;
case ABIL_RECHARGING: // this is for deep dwarves {1KB}
failure = 45 - (2 * you.experience_level);
break;
// end species abilities (some mutagenic)
// begin demonic powers {dlb}
case ABIL_THROW_FLAME:
case ABIL_THROW_FROST:
failure = 10 - you.experience_level;
break;
case ABIL_HELLFIRE:
failure = 50 - you.experience_level;
break;
case ABIL_BLINK:
// Allowing perfection makes the third level matter much more
perfect = true;
failure = 48 - (12 * player_mutation_level(MUT_BLINK))
- you.experience_level / 2;
break;
case ABIL_TELEPORTATION:
failure = ((player_mutation_level(MUT_TELEPORT_AT_WILL) > 1) ? 30 : 50)
- you.experience_level;
break;
// end demonic powers {dlb}
// begin transformation abilities {dlb}
case ABIL_END_TRANSFORMATION:
perfect = true;
failure = 0;
break;
// end transformation abilities {dlb}
// begin item abilities - some possibly mutagenic {dlb}
case ABIL_EVOKE_TURN_INVISIBLE:
case ABIL_EVOKE_TELEPORTATION:
failure = 60 - 2 * you.skills[SK_EVOCATIONS];
break;
case ABIL_EVOKE_TURN_VISIBLE:
case ABIL_EVOKE_STOP_LEVITATING:
perfect = true;
failure = 0;
break;
case ABIL_EVOKE_LEVITATE:
case ABIL_EVOKE_BLINK:
failure = 40 - 2 * you.skills[SK_EVOCATIONS];
break;
case ABIL_EVOKE_BERSERK:
failure = 50 - 2 * you.skills[SK_EVOCATIONS];
if (you.species == SP_TROLL)
failure -= 30;
else if (player_genus(GENPC_DWARVEN) || you.species == SP_HILL_ORC
|| player_genus(GENPC_OGREISH))
{
failure -= 10;
}
break;
// end item abilities - some possibly mutagenic {dlb}
// begin invocations {dlb}
case ABIL_ELYVILON_PURIFICATION:
invoc = true;
failure = 20 - (you.piety / 20) - (5 * you.skills[SK_INVOCATIONS]);
break;
case ABIL_ZIN_RECITE:
case ABIL_BEOGH_RECALL_ORCISH_FOLLOWERS:
case ABIL_OKAWARU_MIGHT:
case ABIL_ELYVILON_LESSER_HEALING_SELF:
case ABIL_ELYVILON_LESSER_HEALING_OTHERS:
case ABIL_LUGONU_ABYSS_EXIT:
case ABIL_JIYVA_CALL_JELLY:
case ABIL_FEDHAS_SUNLIGHT:
case ABIL_FEDHAS_EVOLUTION:
invoc = true;
failure = 30 - (you.piety / 20) - (6 * you.skills[SK_INVOCATIONS]);
break;
// destroying stuff doesn't train anything
case ABIL_ELYVILON_DESTROY_WEAPONS:
case ABIL_FEDHAS_FUNGAL_BLOOM:
invoc = true;
failure = 0;
break;
case ABIL_TROG_BURN_SPELLBOOKS:
invoc = true;
failure = 0;
break;
// These three are Trog abilities... Invocations means nothing -- bwr
case ABIL_TROG_BERSERK: // piety >= 30
invoc = true;
failure = 30 - you.piety; // starts at 0%
break;
case ABIL_TROG_REGEN_MR: // piety >= 50
invoc = true;
failure = 80 - you.piety; // starts at 30%
break;
case ABIL_TROG_BROTHERS_IN_ARMS: // piety >= 100
invoc = true;
failure = 160 - you.piety; // starts at 60%
break;
case ABIL_YRED_ANIMATE_REMAINS:
invoc = true;
failure = 40 - (you.piety / 20) - (3 * you.skills[SK_INVOCATIONS]);
break;
case ABIL_ZIN_VITALISATION:
case ABIL_TSO_DIVINE_SHIELD:
case ABIL_BEOGH_SMITING:
case ABIL_MAKHLEB_MINOR_DESTRUCTION:
case ABIL_SIF_MUNA_FORGET_SPELL:
case ABIL_KIKU_RECEIVE_CORPSES:
case ABIL_YRED_ANIMATE_DEAD:
case ABIL_MAKHLEB_LESSER_SERVANT_OF_MAKHLEB:
case ABIL_ELYVILON_GREATER_HEALING_SELF:
case ABIL_ELYVILON_GREATER_HEALING_OTHERS:
case ABIL_LUGONU_BEND_SPACE:
case ABIL_JIYVA_SLIMIFY:
case ABIL_FEDHAS_PLANT_RING:
invoc = true;
failure = 40 - (you.piety / 20) - (5 * you.skills[SK_INVOCATIONS]);
break;
case ABIL_SIF_MUNA_CHANNEL_ENERGY:
invoc = true;
failure = 40 - you.intel() - you.skills[SK_INVOCATIONS];
break;
case ABIL_YRED_RECALL_UNDEAD_SLAVES:
case ABIL_CHEIBRIADOS_TIME_BEND:
invoc = true;
failure = 50 - (you.piety / 20) - (you.skills[SK_INVOCATIONS] * 4);
break;
case ABIL_ZIN_IMPRISON:
case ABIL_LUGONU_BANISH:
invoc = true;
failure = 60 - (you.piety / 20) - (5 * you.skills[SK_INVOCATIONS]);
break;
case ABIL_MAKHLEB_MAJOR_DESTRUCTION:
case ABIL_FEDHAS_SPAWN_SPORES:
case ABIL_YRED_DRAIN_LIFE:
case ABIL_CHEIBRIADOS_SLOUCH:
invoc = true;
failure = 60 - (you.piety / 25) - (you.skills[SK_INVOCATIONS] * 4);
break;
case ABIL_TSO_CLEANSING_FLAME:
case ABIL_ELYVILON_RESTORATION:
case ABIL_OKAWARU_HASTE:
case ABIL_MAKHLEB_GREATER_SERVANT_OF_MAKHLEB:
case ABIL_LUGONU_CORRUPT:
case ABIL_FEDHAS_RAIN:
invoc = true;
failure = 70 - (you.piety / 25) - (you.skills[SK_INVOCATIONS] * 4);
break;
case ABIL_ZIN_SANCTUARY:
case ABIL_TSO_SUMMON_DIVINE_WARRIOR:
case ABIL_YRED_ENSLAVE_SOUL:
case ABIL_ELYVILON_DIVINE_VIGOUR:
case ABIL_LUGONU_ABYSS_ENTER:
case ABIL_JIYVA_CURE_BAD_MUTATION:
case ABIL_CHEIBRIADOS_TIME_STEP:
invoc = true;
failure = 80 - (you.piety / 25) - (you.skills[SK_INVOCATIONS] * 4);
break;
case ABIL_NEMELEX_STACK_FIVE:
invoc = true;
failure = 80 - (you.piety / 25) - (4 * you.skills[SK_EVOCATIONS]);
break;
case ABIL_NEMELEX_MARK_FOUR:
invoc = true;
failure = 70 - (you.piety * 2 / 45)
- (9 * you.skills[SK_EVOCATIONS] / 2);
break;
case ABIL_NEMELEX_TRIPLE_DRAW:
invoc = true;
failure = 60 - (you.piety / 20) - (5 * you.skills[SK_EVOCATIONS]);
break;
case ABIL_NEMELEX_PEEK_TWO:
invoc = true;
failure = 40 - (you.piety / 20) - (5 * you.skills[SK_EVOCATIONS]);
break;
case ABIL_NEMELEX_DRAW_ONE:
invoc = true;
perfect = true; // Tactically important to allow perfection
failure = 50 - (you.piety / 20) - (5 * you.skills[SK_EVOCATIONS]);
break;
case ABIL_CHEIBRIADOS_PONDEROUSIFY:
case ABIL_RENOUNCE_RELIGION:
invoc = true;
perfect = true;
failure = 0;
break;
// end invocations {dlb}
default:
failure = -1;
break;
}
// Perfect abilities are things which can go down to a 0%
// failure rate (e.g., Renounce Religion.)
if (failure <= 0 && !perfect)
failure = 1;
if (failure > 100)
failure = 100;
result.fail = failure;
result.is_invocation = invoc;
return result;
}
std::vector<const char*> get_ability_names()
{
std::vector<talent> talents = your_talents(false);
std::vector<const char*> result;
for (unsigned int i = 0; i < talents.size(); ++i)
result.push_back(get_ability_def(talents[i].which).name);
return result;
}
static void _print_talent_description(const talent& tal)
{
clrscr();
const std::string& name = get_ability_def(tal.which).name;
// XXX: The suffix is necessary to distinguish between similarly
// named spells. Yes, this is a hack.
std::string lookup = getLongDescription(name + "ability");
if (lookup.empty())
{
// Try again without the suffix.
lookup = getLongDescription(name);
}
if (lookup.empty()) // Still nothing found?
cprintf("No description found.");
else
{
std::ostringstream data;
data << name << "\n\n" << lookup;
print_description(data.str());
}
wait_for_keypress();
clrscr();
}
bool activate_ability()
{
if (you.berserk())
{
canned_msg(MSG_TOO_BERSERK);
return (false);
}
std::vector<talent> talents = your_talents(false);
if (talents.empty())
{
// Give messages if the character cannot use innate talents right now.
// * Vampires can't turn into bats when full of blood.
// * Permanent flying (Kenku) cannot be turned off.
if (you.species == SP_VAMPIRE && you.experience_level >= 3)
mpr("Sorry, you're too full to transform right now.");
else if (you.species == SP_KENKU && you.experience_level >= 5
|| player_mutation_level(MUT_BIG_WINGS))
{
if (you.flight_mode() == FL_LEVITATE)
mpr("You can only start flying from the ground.");
else if (you.flight_mode() == FL_FLY)
mpr("You're already flying!");
}
else
mpr("Sorry, you're not good enough to have a special ability.");
crawl_state.zero_turns_taken();
return (false);
}
if (you.confused())
{
talents = your_talents(true);
if (talents.empty())
{
mpr("You're too confused!");
crawl_state.zero_turns_taken();
return (false);
}
}
int selected = -1;
while (selected < 0)
{
msg::streams(MSGCH_PROMPT) << "Use which ability? (? or * to list) "
<< std::endl;
const int keyin = get_ch();
if (keyin == '?' || keyin == '*')
{
selected = choose_ability_menu(talents);
if (selected == -1)
{
canned_msg( MSG_OK );
return (false);
}
}
else if (key_is_escape(keyin) || keyin == ' ' || keyin == '\r'
|| keyin == '\n')
{
canned_msg( MSG_OK );
return (false);
}
else if ( isaalpha(keyin) )
{
// Try to find the hotkey.
for (unsigned int i = 0; i < talents.size(); ++i)
{
if (talents[i].hotkey == keyin)
{
selected = static_cast<int>(i);
break;
}
}
// If we can't, cancel out.
if (selected < 0)
{
mpr("You can't do that.");
crawl_state.zero_turns_taken();
return (false);
}
}
}
return _activate_talent(talents[selected]);
}
// Check prerequisites for a number of abilities.
// Abort any attempt if these cannot be met, without losing the turn.
// TODO: Many more cases need to be added!
static bool _check_ability_possible(const ability_def& abil,
bool hungerCheck = true)
{
// Don't insta-starve the player.
// (Happens at 100, losing consciousness possible from 500 downward.)
if (hungerCheck && !you.is_undead)
{
const int expected_hunger = you.hunger - abil.food_cost * 2;
dprf("hunger: %d, max. food_cost: %d, expected hunger: %d",
you.hunger, abil.food_cost * 2, expected_hunger);
// Safety margin for natural hunger, mutations etc.
if (expected_hunger <= 150)
{
mpr("You're too hungry.");
return (false);
}
}
switch (abil.ability)
{
case ABIL_ZIN_RECITE:
{
const int result = zin_check_recite_to_monsters();
if (result < 0)
{
mpr("There's no appreciative audience!");
return (false);
}
else if (result < 1)
{
mpr("There's no-one here to preach to!");
return (false);
}
return (true);
}
case ABIL_ZIN_CURE_ALL_MUTATIONS:
return (how_mutated());
case ABIL_ZIN_SANCTUARY:
if (env.sanctuary_time)
{
mpr("There's already a sanctuary in place on this level.");
return (false);
}
return (true);
case ABIL_ELYVILON_PURIFICATION:
if (!you.disease && !you.rotting && !you.duration[DUR_POISONING]
&& !you.duration[DUR_CONF] && !you.duration[DUR_SLOW]
&& !you.duration[DUR_PARALYSIS] && !you.petrified())
{
mpr("Nothing ails you!");
return (false);
}
return (true);
case ABIL_ELYVILON_RESTORATION:
case ABIL_MUMMY_RESTORATION:
if (you.strength() == you.max_strength()
&& you.intel() == you.max_intel()
&& you.dex() == you.max_dex()
&& !player_rotted())
{
mprf("You don't need to restore your stats or hit points!");
return (false);
}
return (true);
case ABIL_LUGONU_ABYSS_EXIT:
if (you.level_type != LEVEL_ABYSS)
{
mpr("You aren't in the Abyss!");
return (false);
}
return (true);
case ABIL_LUGONU_CORRUPT:
return (!is_level_incorruptible());
case ABIL_LUGONU_ABYSS_ENTER:
if (you.level_type == LEVEL_ABYSS)
{
mpr("You're already here!");
return (false);
}
return (true);
case ABIL_SIF_MUNA_FORGET_SPELL:
if (you.spell_no == 0)
{
canned_msg(MSG_NO_SPELLS);
return (false);
}
return (true);
case ABIL_SPIT_POISON:
case ABIL_BREATHE_FIRE:
case ABIL_BREATHE_FROST:
case ABIL_BREATHE_POISON:
case ABIL_BREATHE_LIGHTNING:
case ABIL_BREATHE_POWER:
case ABIL_BREATHE_STICKY_FLAME:
case ABIL_BREATHE_STEAM:
if (you.duration[DUR_BREATH_WEAPON])
{
canned_msg(MSG_CANNOT_DO_YET);
return (false);
}
return (true);
case ABIL_EVOKE_BLINK:
if (item_blocks_teleport(false, false))
{
return (yesno("You cannot teleport right now. Try anyway?",
true, 'n'));
}
return (true);
case ABIL_EVOKE_BERSERK:
case ABIL_TROG_BERSERK:
if (you.hunger_state < HS_SATIATED)
{
mpr("You're too hungry to berserk.");
return (false);
}
return (you.can_go_berserk(true) && berserk_check_wielded_weapon());
case ABIL_FLY_II:
if (you.duration[DUR_EXHAUSTED])
{
mpr("You're too exhausted to fly.");
return (false);
}
else if (you.burden_state != BS_UNENCUMBERED)
{
mpr("You're carrying too much weight to fly.");
return (false);
}
return (true);
case ABIL_EVOKE_TURN_INVISIBLE: // ring, randarts, darkness items
if (you.hunger_state < HS_SATIATED)
{
mpr("You're too hungry to turn invisible.");
return (false);
}
return (true);
default:
return (true);
}
}
static bool _activate_talent(const talent& tal)
{
// Doing these would outright kill the player due to stat drain.
if (tal.which == ABIL_TRAN_BAT)
{
if (you.strength() <= 5)
{
mpr("You lack the strength for this transformation.", MSGCH_WARN);
crawl_state.zero_turns_taken();
return (false);
}
}
else if (tal.which == ABIL_END_TRANSFORMATION
&& player_in_bat_form()
&& you.dex() <= 5)
{
mpr("Turning back with such low dexterity would be fatal!", MSGCH_WARN);
more();
crawl_state.zero_turns_taken();
return (false);
}
if ((tal.which == ABIL_EVOKE_BERSERK || tal.which == ABIL_TROG_BERSERK)
&& !you.can_go_berserk(true))
{
crawl_state.zero_turns_taken();
return (false);
}
// Some abilities don't need a hunger check.
bool hungerCheck = true;
switch (tal.which)
{
case ABIL_RENOUNCE_RELIGION:
case ABIL_EVOKE_STOP_LEVITATING:
case ABIL_EVOKE_TURN_VISIBLE:
case ABIL_END_TRANSFORMATION:
case ABIL_DELAYED_FIREBALL:
case ABIL_MUMMY_RESTORATION:
case ABIL_TRAN_BAT:
case ABIL_BOTTLE_BLOOD:
hungerCheck = false;
break;
default:
break;
}
if (hungerCheck && you.species != SP_VAMPIRE
&& you.hunger_state == HS_STARVING)
{
mpr("You're too hungry.");
crawl_state.zero_turns_taken();
return (false);
}
const ability_def& abil = get_ability_def(tal.which);
// Check that we can afford to pay the costs.
// Note that mutation shenanigans might leave us with negative MP,
// so don't fail in that case if there's no MP cost.
if (abil.mp_cost > 0
&& !enough_mp(abil.mp_cost, false, !(abil.flags & ABFLAG_PERMANENT_MP)))
{
crawl_state.zero_turns_taken();
return (false);
}
if (!enough_hp(abil.hp_cost.cost(you.hp_max), false))
{
crawl_state.zero_turns_taken();
return (false);
}
if (!_check_ability_possible(abil, hungerCheck))
{
crawl_state.zero_turns_taken();
return (false);
}
// No turning back now... {dlb}
if (random2avg(100, 3) < tal.fail)
{
mpr("You fail to use your ability.");
you.turn_is_over = true;
return (false);
}
const bool success = _do_ability(abil);
if (success)
_pay_ability_costs(abil);
return (success);
}
static int _calc_breath_ability_range(ability_type ability)
{
// Following monster draconian abilities.
switch (ability)
{
case ABIL_BREATHE_FIRE: return 6;
case ABIL_BREATHE_FROST: return 6;
case ABIL_BREATHE_POISON: return 7;
case ABIL_BREATHE_LIGHTNING: return 8;
case ABIL_SPIT_ACID: return 8;
case ABIL_BREATHE_POWER: return 8;
case ABIL_BREATHE_STICKY_FLAME: return 5;
case ABIL_BREATHE_STEAM: return 7;
default:
ASSERT(!"Bad breath type!");
break;
}
return (-2);
}
static bool _do_ability(const ability_def& abil)
{
int power;
dist abild;
bolt beam;
dist spd;
// Note: the costs will not be applied until after this switch
// statement... it's assumed that only failures have returned! - bwr
switch (abil.ability)
{
case ABIL_MUMMY_RESTORATION:
{
mpr("You infuse your body with magical energy.");
bool did_restore = restore_stat(STAT_ALL, 0, false);
const int oldhpmax = you.hp_max;
unrot_hp(100);
if (you.hp_max > oldhpmax)
did_restore = true;
// If nothing happened, don't take one max MP, don't use a turn.
if (!did_restore)
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
break;
}
case ABIL_RECHARGING:
if (!recharge_wand(-1))
return (false); // fail message is already given
break;
case ABIL_DELAYED_FIREBALL:
{
// Note: Power level of ball calculated at release. - bwr
const int pow = calc_spell_power(SPELL_DELAYED_FIREBALL, true);
const int fake_range = spell_range(SPELL_FIREBALL, pow, false);
if (!spell_direction(spd, beam, DIR_NONE, TARG_HOSTILE, fake_range))
return (false);
beam.range = spell_range(SPELL_FIREBALL, pow, true);
if (!fireball(pow, beam))
return (false);
// Only one allowed, since this is instantaneous. - bwr
you.attribute[ATTR_DELAYED_FIREBALL] = 0;
break;
}
case ABIL_SPIT_POISON: // Naga + spit poison mutation
{
const int pow = you.experience_level
+ player_mutation_level(MUT_SPIT_POISON) * 5
+ (you.species == SP_NAGA) * 10;
beam.range = 6; // following Venom Bolt
if (!spell_direction(abild, beam)
|| !player_tracer(ZAP_SPIT_POISON, pow, beam))
{
return (false);
}
else
{
zapping(ZAP_SPIT_POISON, pow, beam);
you.set_duration(DUR_BREATH_WEAPON, 3 + random2(5));
}
break;
}
case ABIL_EVOKE_TELEPORTATION: // ring of teleportation
case ABIL_TELEPORTATION: // teleport mut
if (player_mutation_level(MUT_TELEPORT_AT_WILL) == 3)
you_teleport_now(true, true); // instant and to new area of Abyss
else
you_teleport();
if (abil.ability == ABIL_EVOKE_TELEPORTATION)
exercise(SK_EVOCATIONS, 1);
break;
case ABIL_BREATHE_FIRE:
case ABIL_BREATHE_FROST:
case ABIL_BREATHE_POISON:
case ABIL_BREATHE_LIGHTNING:
case ABIL_SPIT_ACID:
case ABIL_BREATHE_POWER:
case ABIL_BREATHE_STICKY_FLAME:
case ABIL_BREATHE_STEAM:
beam.range = _calc_breath_ability_range(abil.ability);
if (!spell_direction(abild, beam))
return (false);
switch (abil.ability)
{
case ABIL_BREATHE_FIRE:
power = you.experience_level;
power += player_mutation_level(MUT_BREATHE_FLAMES) * 4;
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON)
power += 12;
snprintf(info, INFO_SIZE, "You breathe fire%c",
(power < 15) ? '.':'!');
if (!zapping(ZAP_BREATHE_FIRE, power, beam, true, info))
return (false);
break;
case ABIL_BREATHE_FROST:
if (!zapping(ZAP_BREATHE_FROST, you.experience_level, beam, true,
"You exhale a wave of freezing cold."))
{
return (false);
}
break;
case ABIL_BREATHE_POISON:
if (!zapping(ZAP_BREATHE_POISON, you.experience_level, beam, true,
"You exhale a blast of poison gas."))
{
return (false);
}
break;
case ABIL_BREATHE_LIGHTNING:
if (!zapping(ZAP_LIGHTNING, (you.experience_level * 2), beam, true,
"You spit a bolt of lightning."))
{
return (false);
}
break;
case ABIL_SPIT_ACID:
if (!zapping(ZAP_BREATHE_ACID, you.experience_level, beam, true,
"You spit acid."))
{
return (false);
}
break;
case ABIL_BREATHE_POWER:
if (!zapping(ZAP_BREATHE_POWER, you.experience_level, beam, true,
"You spit a bolt of incandescent energy."))
{
return (false);
}
break;
case ABIL_BREATHE_STICKY_FLAME:
if (!zapping(ZAP_STICKY_FLAME, you.experience_level, beam, true,
"You spit a glob of burning liquid."))
{
return (false);
}
break;
case ABIL_BREATHE_STEAM:
if (!zapping(ZAP_BREATHE_STEAM, you.experience_level, beam, true,
"You exhale a blast of scalding steam."))
{
return (false);
}
break;
default:
break;
}
if (abil.ability != ABIL_SPIT_ACID)
{
you.increase_duration(DUR_BREATH_WEAPON,
3 + random2(4) + random2(30 - you.experience_level) / 2);
if (abil.ability == ABIL_BREATHE_STEAM)
you.duration[DUR_BREATH_WEAPON] /= 2;
}
break;
case ABIL_EVOKE_BLINK: // randarts
case ABIL_BLINK: // mutation
random_blink(true);
if (abil.ability == ABIL_EVOKE_BLINK)
exercise(SK_EVOCATIONS, 1);
break;
case ABIL_EVOKE_BERSERK: // amulet of rage, randarts
// Only exercise if berserk succeeds.
// Because of the test above, this should always happen,
// but I'm leaving it in - haranp
if (go_berserk(true))
exercise(SK_EVOCATIONS, 1);
break;
// Fly (kenku) - eventually becomes permanent (see acr.cc).
case ABIL_FLY:
cast_fly(you.experience_level * 4);
if (you.experience_level > 14)
mpr("You feel very comfortable in the air.");
break;
// Fly (Draconians, or anything else with wings).
case ABIL_FLY_II:
cast_fly(you.experience_level * 2);
break;
// DEMONIC POWERS:
case ABIL_HELLFIRE:
if (your_spells(SPELL_HELLFIRE_BURST,
you.experience_level * 5, false) == SPRET_ABORT)
return (false);
break;
case ABIL_THROW_FLAME:
case ABIL_THROW_FROST:
// Taking ranges from the equivalent spells.
beam.range = (abil.ability == ABIL_THROW_FLAME ? 7 : 8);
if (!spell_direction(abild, beam))
return (false);
if (!zapping((abil.ability == ABIL_THROW_FLAME ? ZAP_FLAME : ZAP_FROST),
you.experience_level * 3, beam, true))
{
return (false);
}
break;
case ABIL_EVOKE_TURN_INVISIBLE: // ring, randarts, darkness items
potion_effect(POT_INVISIBILITY, 2 * you.skills[SK_EVOCATIONS] + 5);
contaminate_player(1 + random2(3), true);
exercise(SK_EVOCATIONS, 1);
break;
case ABIL_EVOKE_TURN_VISIBLE:
mpr("You feel less transparent.");
you.duration[DUR_INVIS] = 1;
break;
case ABIL_EVOKE_LEVITATE: // ring, boots, randarts
potion_effect(POT_LEVITATION, 2 * you.skills[SK_EVOCATIONS] + 30);
exercise(SK_EVOCATIONS, 1);
break;
case ABIL_EVOKE_STOP_LEVITATING:
mpr("You feel heavy.");
you.duration[DUR_LEVITATION] = 1;
break;
case ABIL_END_TRANSFORMATION:
mpr("You feel almost normal.");
you.set_duration(DUR_TRANSFORMATION, 2);
break;
// INVOCATIONS:
case ABIL_ZIN_SUSTENANCE:
// Activated via prayer elsewhere.
break;
case ABIL_ZIN_RECITE:
start_delay(DELAY_RECITE, 3, -1, you.hp);
exercise(SK_INVOCATIONS, 2);
break;
case ABIL_ZIN_VITALISATION:
if (zin_vitalisation())
exercise(SK_INVOCATIONS, (coinflip() ? 3 : 2));
break;
case ABIL_ZIN_IMPRISON:
{
beam.range = LOS_RADIUS;
if (!spell_direction(spd, beam))
return (false);
if (beam.target == you.pos())
{
mpr("You cannot imprison yourself!");
return (false);
}
const int retval = zin_check_recite_to_single_monster(beam.target);
if (retval <= 0)
{
if (retval == 0)
mpr("There is no monster there to imprison!");
else
mpr("There's no appreciative subject!");
return (false);
}
monsters *monster = monster_at(beam.target);
power = 3 + roll_dice(3, 10 * (3 + you.skills[SK_INVOCATIONS])
/ (3 + monster->hit_dice)) / 3;
if (!cast_imprison(power, monster, -GOD_ZIN))
return (false);
exercise(SK_INVOCATIONS, 3 + random2(5));
break;
}
case ABIL_ZIN_SANCTUARY:
if (zin_sanctuary())
exercise(SK_INVOCATIONS, 5 + random2(8));
break;
case ABIL_ZIN_CURE_ALL_MUTATIONS:
zin_remove_all_mutations();
break;
case ABIL_TSO_DIVINE_SHIELD:
tso_divine_shield();
exercise(SK_INVOCATIONS, (coinflip() ? 3 : 2));
break;
case ABIL_TSO_CLEANSING_FLAME:
cleansing_flame(10 + (you.skills[SK_INVOCATIONS] * 7) / 6,
CLEANSING_FLAME_INVOCATION, you.pos(), &you);
exercise(SK_INVOCATIONS, 3 + random2(6));
break;
case ABIL_TSO_SUMMON_DIVINE_WARRIOR:
summon_holy_warrior(you.skills[SK_INVOCATIONS] * 4, GOD_SHINING_ONE);
exercise(SK_INVOCATIONS, 8 + random2(10));
break;
case ABIL_KIKU_RECEIVE_CORPSES:
kiku_receive_corpses(you.skills[SK_INVOCATIONS] * 4, you.pos());
exercise(SK_INVOCATIONS, (coinflip() ? 3 : 2));
break;
case ABIL_YRED_INJURY_MIRROR:
// Activated via prayer elsewhere.
break;
case ABIL_YRED_ANIMATE_REMAINS:
mpr("You attempt to give life to the dead...");
if (animate_remains(you.pos(), CORPSE_BODY, BEH_FRIENDLY,
MHITYOU, &you, "", GOD_YREDELEMNUL) < 0)
{
mpr("There are no remains here to animate!");
}
exercise(SK_INVOCATIONS, 2 + random2(4));
break;
case ABIL_YRED_RECALL_UNDEAD_SLAVES:
recall(1);
exercise(SK_INVOCATIONS, 1);
break;
case ABIL_YRED_ANIMATE_DEAD:
mpr("You call on the dead to rise...");
animate_dead(&you, 1 + you.skills[SK_INVOCATIONS], BEH_FRIENDLY,
MHITYOU, &you, "", GOD_YREDELEMNUL);
exercise(SK_INVOCATIONS, 2 + random2(4));
break;
case ABIL_YRED_DRAIN_LIFE:
yred_drain_life(you.skills[SK_INVOCATIONS]);
exercise(SK_INVOCATIONS, 2 + random2(4));
break;
case ABIL_YRED_ENSLAVE_SOUL:
{
god_acting gdact;
beam.range = LOS_RADIUS;
if (!spell_direction(spd, beam))
return (false);
if (!zapping(ZAP_ENSLAVE_SOUL, you.skills[SK_INVOCATIONS] * 4, beam,
true))
{
return (false);
}
exercise(SK_INVOCATIONS, 8 + random2(10));
break;
}
case ABIL_SIF_MUNA_CHANNEL_ENERGY:
mpr("You channel some magical energy.");
inc_mp(1 + random2(you.skills[SK_INVOCATIONS] / 4 + 2), false);
exercise(SK_INVOCATIONS, 1 + random2(3));
break;
case ABIL_OKAWARU_MIGHT:
potion_effect(POT_MIGHT, you.skills[SK_INVOCATIONS] * 8);
exercise(SK_INVOCATIONS, 1 + random2(3));
break;
case ABIL_OKAWARU_HASTE:
potion_effect(POT_SPEED, you.skills[SK_INVOCATIONS] * 8);
exercise(SK_INVOCATIONS, 3 + random2(7));
break;
case ABIL_MAKHLEB_MINOR_DESTRUCTION:
if (!spell_direction(spd, beam))
return (false);
power = you.skills[SK_INVOCATIONS]
+ random2(1 + you.skills[SK_INVOCATIONS])
+ random2(1 + you.skills[SK_INVOCATIONS]);
// Since the actual beam is random, check with BEAM_MMISSILE and the
// highest range possible (electricity).
if (!player_tracer(ZAP_DEBUGGING_RAY, power, beam, 13))
return (false);
switch (random2(5))
{
case 0: beam.range = 7; zapping(ZAP_FLAME, power, beam); break;
case 1: beam.range = 8; zapping(ZAP_PAIN, power, beam); break;
case 2: beam.range = 5; zapping(ZAP_STONE_ARROW, power, beam); break;
case 3: beam.range = 13; zapping(ZAP_ELECTRICITY, power, beam); break;
case 4: beam.range = 8; zapping(ZAP_BREATHE_ACID, power/2, beam); break;
}
exercise(SK_INVOCATIONS, 1);
break;
case ABIL_MAKHLEB_LESSER_SERVANT_OF_MAKHLEB:
summon_demon_type(static_cast<monster_type>(MONS_NEQOXEC + random2(5)),
20 + you.skills[SK_INVOCATIONS] * 3, GOD_MAKHLEB);
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_MAKHLEB_MAJOR_DESTRUCTION:
if (!spell_direction(spd, beam))
return (false);
power = you.skills[SK_INVOCATIONS] * 3
+ random2(1 + you.skills[SK_INVOCATIONS])
+ random2(1 + you.skills[SK_INVOCATIONS]);
// Since the actual beam is random, check with BEAM_MMISSILE and the
// highest range possible (orb of electricity).
if (!player_tracer(ZAP_DEBUGGING_RAY, power, beam, 20))
return (false);
{
zap_type ztype = ZAP_DEBUGGING_RAY;
switch (random2(7))
{
case 0: beam.range = 6; ztype = ZAP_FIRE; break;
case 1: beam.range = 6; ztype = ZAP_FIREBALL; break;
case 2: beam.range = 10; ztype = ZAP_LIGHTNING; break;
case 3: beam.range = 5; ztype = ZAP_STICKY_FLAME; break;
case 4: beam.range = 5; ztype = ZAP_IRON_SHOT; break;
case 5: beam.range = 6; ztype = ZAP_NEGATIVE_ENERGY; break;
case 6: beam.range = 20; ztype = ZAP_ORB_OF_ELECTRICITY; break;
}
zapping(ztype, power, beam);
}
exercise(SK_INVOCATIONS, 3 + random2(5));
break;
case ABIL_MAKHLEB_GREATER_SERVANT_OF_MAKHLEB:
summon_demon_type(static_cast<monster_type>(MONS_EXECUTIONER + random2(5)),
20 + you.skills[SK_INVOCATIONS] * 3, GOD_MAKHLEB);
exercise(SK_INVOCATIONS, 6 + random2(6));
break;
case ABIL_TROG_BURN_SPELLBOOKS:
if (!trog_burn_spellbooks())
return (false);
break;
case ABIL_TROG_BERSERK:
// Trog abilities don't use or train invocations.
go_berserk(true);
break;
case ABIL_TROG_REGEN_MR:
// Trog abilities don't use or train invocations.
cast_regen(you.piety / 2, true);
break;
case ABIL_TROG_BROTHERS_IN_ARMS:
// Trog abilities don't use or train invocations.
summon_berserker(you.piety +
random2(you.piety/4) - random2(you.piety/4),
GOD_TROG);
break;
case ABIL_SIF_MUNA_FORGET_SPELL:
if (!cast_selective_amnesia(true))
return (false);
break;
case ABIL_ELYVILON_DESTROY_WEAPONS:
if (!elyvilon_destroy_weapons())
return (false);
break;
case ABIL_ELYVILON_LESSER_HEALING_SELF:
case ABIL_ELYVILON_LESSER_HEALING_OTHERS:
{
const bool self = (abil.ability == ABIL_ELYVILON_LESSER_HEALING_SELF);
if (cast_healing(3 + (you.skills[SK_INVOCATIONS] / 6), true,
self ? you.pos() : coord_def(0, 0), !self,
self ? TARG_NUM_MODES : TARG_HOSTILE) < 0)
{
return (false);
}
exercise(SK_INVOCATIONS, 1);
break;
}
case ABIL_ELYVILON_PURIFICATION:
elyvilon_purification();
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_ELYVILON_GREATER_HEALING_SELF:
case ABIL_ELYVILON_GREATER_HEALING_OTHERS:
{
const bool self = (abil.ability == ABIL_ELYVILON_GREATER_HEALING_SELF);
if (cast_healing(10 + (you.skills[SK_INVOCATIONS] / 3), true,
self ? you.pos() : coord_def(0, 0), !self,
self ? TARG_NUM_MODES : TARG_HOSTILE) < 0)
{
return (false);
}
exercise(SK_INVOCATIONS, 3 + random2(5));
break;
}
case ABIL_ELYVILON_RESTORATION:
restore_stat(STAT_ALL, 0, false);
unrot_hp(100);
exercise(SK_INVOCATIONS, 4 + random2(6));
break;
case ABIL_ELYVILON_DIVINE_VIGOUR:
if (!elyvilon_divine_vigour())
return (false);
exercise(SK_INVOCATIONS, 6 + random2(10));
break;
case ABIL_LUGONU_ABYSS_EXIT:
banished(DNGN_EXIT_ABYSS);
exercise(SK_INVOCATIONS, 8 + random2(10));
break;
case ABIL_LUGONU_BEND_SPACE:
lugonu_bend_space();
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_LUGONU_BANISH:
beam.range = LOS_RADIUS;
if (!spell_direction(spd, beam))
return (false);
if (beam.target == you.pos())
{
mpr("You cannot banish yourself!");
return (false);
}
if (!zapping(ZAP_BANISHMENT, 16 + you.skills[SK_INVOCATIONS] * 8, beam,
true))
{
return (false);
}
exercise(SK_INVOCATIONS, 3 + random2(5));
break;
case ABIL_LUGONU_CORRUPT:
if (!lugonu_corrupt_level(300 + you.skills[SK_INVOCATIONS] * 15))
return (false);
exercise(SK_INVOCATIONS, 5 + random2(5));
break;
case ABIL_LUGONU_ABYSS_ENTER:
{
// Move permanent hp/mp loss from leaving to entering the Abyss. (jpeg)
const int maxloss = std::max(2, div_rand_round(you.hp_max, 30));
// Lose permanent HP
dec_max_hp(random_range(1, maxloss));
// Paranoia.
if (you.hp_max < 1)
you.hp_max = 1;
// Deflate HP.
set_hp( 1 + random2(you.hp), false );
// Lose 1d2 permanent MP.
rot_mp(coinflip() ? 2 : 1);
// Deflate MP.
if (you.magic_points)
set_mp(random2(you.magic_points), false);
bool note_status = notes_are_active();
activate_notes(false); // This banishment shouldn't be noted.
banished(DNGN_ENTER_ABYSS);
activate_notes(note_status);
break;
}
case ABIL_NEMELEX_DRAW_ONE:
if (!choose_deck_and_draw())
return (false);
exercise(SK_EVOCATIONS, 1 + random2(2));
break;
case ABIL_NEMELEX_PEEK_TWO:
if (!deck_peek())
return (false);
exercise(SK_EVOCATIONS, 2 + random2(2));
break;
case ABIL_NEMELEX_TRIPLE_DRAW:
if (!deck_triple_draw())
return (false);
exercise(SK_EVOCATIONS, 3 + random2(3));
break;
case ABIL_NEMELEX_MARK_FOUR:
if (!deck_mark())
return (false);
exercise(SK_EVOCATIONS, 4 + random2(4));
break;
case ABIL_NEMELEX_STACK_FIVE:
if (!deck_stack())
return (false);
exercise(SK_EVOCATIONS, 5 + random2(5));
break;
case ABIL_BEOGH_SMITING:
if (your_spells(SPELL_SMITING, (2 + skill_bump(SK_INVOCATIONS)) * 6,
false) == SPRET_ABORT)
{
return (false);
}
exercise(SK_INVOCATIONS, (coinflip() ? 3 : 2));
break;
case ABIL_BEOGH_RECALL_ORCISH_FOLLOWERS:
recall(2);
exercise(SK_INVOCATIONS, 1);
break;
case ABIL_FEDHAS_FUNGAL_BLOOM:
{
const int count = fedhas_fungal_bloom();
if (!count)
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
simple_god_message(" appreciates your contribution to the "
"ecosystem.", GOD_FEDHAS);
// Doubling the expected value per sacrifice to approximate the
// extra piety gain blood god worshipers get for the initial kill.
// -cao
int piety_gain = 0;
for (int i = 0; i < count * 2; i++)
piety_gain += random2(15); // avg 1.4 piety per corpse
gain_piety(piety_gain, 10);
break;
}
case ABIL_FEDHAS_SUNLIGHT:
if (!fedhas_sunlight())
{
canned_msg(MSG_OK);
return (false);
}
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_FEDHAS_PLANT_RING:
if (!fedhas_plant_ring_from_fruit())
return (false);
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_FEDHAS_RAIN:
if (!fedhas_rain(you.pos()))
{
canned_msg(MSG_NOTHING_HAPPENS);
return (false);
}
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_FEDHAS_SPAWN_SPORES:
{
const int retval = fedhas_corpse_spores();
if (retval <= 0)
{
if (retval == 0)
mprf("No corpses are in range.");
else
canned_msg(MSG_OK);
return (false);
}
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
}
case ABIL_FEDHAS_EVOLUTION:
if (!fedhas_evolve_flora())
return (false);
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_TRAN_BAT:
if (!transform(100, TRAN_BAT))
{
crawl_state.zero_turns_taken();
return (false);
}
break;
case ABIL_BOTTLE_BLOOD:
if (!butchery(-1, true))
return (false);
break;
case ABIL_JIYVA_CALL_JELLY:
{
mgen_data mg(MONS_JELLY, BEH_STRICT_NEUTRAL, 0, 0, 0, you.pos(),
MHITNOT, 0, GOD_JIYVA);
mg.non_actor_summoner = "Jiyva";
if (create_monster(mg) == -1)
return (false);
exercise(SK_INVOCATIONS, 1 + random2(3));
break;
}
case ABIL_JIYVA_JELLY_PARALYSE:
// Activated via prayer elsewhere.
break;
case ABIL_JIYVA_SLIMIFY:
{
const item_def* const weapon = you.weapon();
const std::string msg = (weapon) ? weapon->name(DESC_NOCAP_YOUR)
: ("your " + you.hand_name(true));
mprf(MSGCH_DURATION, "A thick mucus forms on %s.", msg.c_str());
you.increase_duration(DUR_SLIMIFY,
you.skills[SK_INVOCATIONS] * 3 / 2 + 3,
100);
exercise(SK_INVOCATIONS, 3 + random2(5));
break;
}
case ABIL_JIYVA_CURE_BAD_MUTATION:
if (jiyva_remove_bad_mutation())
exercise(SK_INVOCATIONS, 5 + random2(5));
break;
case ABIL_HARM_PROTECTION:
case ABIL_HARM_PROTECTION_II:
// Activated via prayer elsewhere.
break;
case ABIL_CHEIBRIADOS_PONDEROUSIFY:
if (!ponderousify_armour())
return (false);
break;
case ABIL_CHEIBRIADOS_TIME_STEP:
cheibriados_time_step(you.skills[SK_INVOCATIONS]*you.piety/10);
exercise(SK_INVOCATIONS, 5 + random2(5));
break;
case ABIL_CHEIBRIADOS_TIME_BEND:
cheibriados_time_bend(16 + you.skills[SK_INVOCATIONS] * 8);
exercise(SK_INVOCATIONS, 2 + random2(3));
break;
case ABIL_CHEIBRIADOS_SLOUCH:
mpr("You can feel time thicken.");
dprf("your speed is %d", player_movement_speed());
exercise(SK_INVOCATIONS, 4 + random2(4));
cheibriados_slouch(0);
break;
case ABIL_RENOUNCE_RELIGION:
if (yesno("Really renounce your faith, foregoing its fabulous benefits?",
false, 'n')
&& yesno("Are you sure you won't change your mind later?",
false, 'n'))
{
excommunication();
}
else
canned_msg(MSG_OK);
break;
case ABIL_NON_ABILITY:
mpr("Sorry, you can't do that.");
break;
default:
ASSERT("invalid ability");
}
return (true);
}
// [ds] Increase piety cost for god abilities that are particularly
// overpowered in Sprint. Yes, this is a hack. No, I don't care.
static int _scale_piety_cost(ability_type abil, int original_cost)
{
// Abilities that have aroused our ire earn 2.5x their classic
// Crawl piety cost.
return ((crawl_state.game_is_sprint()
&& (abil == ABIL_TROG_BROTHERS_IN_ARMS
|| abil == ABIL_MAKHLEB_GREATER_SERVANT_OF_MAKHLEB))
? div_rand_round(original_cost * 5, 2)
: original_cost);
}
static void _pay_ability_costs(const ability_def& abil)
{
// currently only delayed fireball is instantaneous -- bwr
you.turn_is_over = !(abil.flags & ABFLAG_INSTANT);
const int food_cost = abil.food_cost + random2avg(abil.food_cost, 2);
const int piety_cost =
_scale_piety_cost(abil.ability, abil.piety_cost.cost());
const int hp_cost = abil.hp_cost.cost(you.hp_max);
dprf("Cost: mp=%d; hp=%d; food=%d; piety=%d",
abil.mp_cost, hp_cost, food_cost, piety_cost );
if (abil.mp_cost)
{
dec_mp( abil.mp_cost );
if (abil.flags & ABFLAG_PERMANENT_MP)
rot_mp(1);
}
if (abil.hp_cost)
{
dec_hp( hp_cost, false );
if (abil.flags & ABFLAG_PERMANENT_HP)
rot_hp(1);
}
if (food_cost)
make_hungry( food_cost, false, true );
if (piety_cost)
lose_piety( piety_cost );
}
int choose_ability_menu(const std::vector<talent>& talents)
{
Menu abil_menu(MF_SINGLESELECT | MF_ANYPRINTABLE, "ability");
abil_menu.set_highlighter(NULL);
abil_menu.set_title(
new MenuEntry(" Ability - do what? "
"Cost Success"));
abil_menu.set_title(
new MenuEntry(" Ability - describe what? "
"Cost Success"), false);
abil_menu.set_flags(MF_SINGLESELECT | MF_ANYPRINTABLE
| MF_ALWAYS_SHOW_MORE);
if (Hints.hints_left)
{
// XXX: This could be buggy if you manage to pick up lots and
// lots of abilities during hints mode.
abil_menu.set_more(hints_abilities_info());
}
else
{
abil_menu.set_more(formatted_string::parse_string(
"Press '<w>!</w>' or '<w>?</w>' to toggle "
"between ability selection and description."));
}
abil_menu.action_cycle = Menu::CYCLE_TOGGLE;
abil_menu.menu_action = Menu::ACT_EXECUTE;
int numbers[52];
for (int i = 0; i < 52; ++i)
numbers[i] = i;
bool found_invocations = false;
// First add all non-invocations.
for (unsigned int i = 0; i < talents.size(); ++i)
{
if (talents[i].is_invocation)
found_invocations = true;
else
{
MenuEntry* me = new MenuEntry(_describe_talent(talents[i]),
MEL_ITEM, 1, talents[i].hotkey);
me->data = &numbers[i];
abil_menu.add_entry(me);
}
}
if (found_invocations)
{
abil_menu.add_entry(new MenuEntry(" Invocations - ", MEL_SUBTITLE));
for (unsigned int i = 0; i < talents.size(); ++i)
{
if (talents[i].is_invocation)
{
MenuEntry* me = new MenuEntry(_describe_talent(talents[i]),
MEL_ITEM, 1, talents[i].hotkey);
me->data = &numbers[i];
abil_menu.add_entry(me);
}
}
}
while (true)
{
std::vector<MenuEntry*> sel = abil_menu.show(false);
if (!crawl_state.doing_prev_cmd_again)
redraw_screen();
if (sel.empty())
return -1;
ASSERT(sel.size() == 1);
ASSERT(sel[0]->hotkeys.size() == 1);
int selected = *(static_cast<int*>(sel[0]->data));
if (abil_menu.menu_action == Menu::ACT_EXAMINE)
_print_talent_description(talents[selected]);
else
return (*(static_cast<int*>(sel[0]->data)));
}
}
const char* ability_name(ability_type ability)
{
return get_ability_def(ability).name;
}
static std::string _describe_talent(const talent& tal)
{
ASSERT( tal.which != ABIL_NON_ABILITY );
std::ostringstream desc;
desc << std::left
<< std::setw(32) << ability_name(tal.which)
<< std::setw(24) << make_cost_description(tal.which)
<< std::setw(10) << failure_rate_to_string(tal.fail);
return desc.str();
}
static void _add_talent(std::vector<talent>& vec, const ability_type ability,
bool check_confused)
{
const talent t = _get_talent(ability, check_confused);
if (t.which != ABIL_NON_ABILITY)
vec.push_back(t);
}
std::vector<talent> your_talents(bool check_confused)
{
std::vector<talent> talents;
// Species-based abilities.
if (you.species == SP_MUMMY && you.experience_level >= 13)
_add_talent(talents, ABIL_MUMMY_RESTORATION, check_confused);
if (you.species == SP_DEEP_DWARF)
_add_talent(talents, ABIL_RECHARGING, check_confused);
// Spit Poison. Nontransformed nagas can upgrade to Breathe Poison.
// Transformed nagas, or non-nagas, can only get Spit Poison.
if (you.species == SP_NAGA
&& (!transform_changed_physiology()
|| you.attribute[ATTR_TRANSFORMATION] == TRAN_SPIDER))
{
_add_talent(talents, player_mutation_level(MUT_BREATHE_POISON) ?
ABIL_BREATHE_POISON : ABIL_SPIT_POISON, check_confused);
}
else if (player_mutation_level(MUT_SPIT_POISON)
|| player_mutation_level(MUT_BREATHE_POISON))
{
_add_talent(talents, ABIL_SPIT_POISON, check_confused);
}
if (player_genus(GENPC_DRACONIAN))
{
ability_type ability = ABIL_NON_ABILITY;
switch (you.species)
{
case SP_GREEN_DRACONIAN: ability = ABIL_BREATHE_POISON; break;
case SP_RED_DRACONIAN: ability = ABIL_BREATHE_FIRE; break;
case SP_WHITE_DRACONIAN: ability = ABIL_BREATHE_FROST; break;
case SP_YELLOW_DRACONIAN: ability = ABIL_SPIT_ACID; break;
case SP_BLACK_DRACONIAN: ability = ABIL_BREATHE_LIGHTNING; break;
case SP_PURPLE_DRACONIAN: ability = ABIL_BREATHE_POWER; break;
case SP_PALE_DRACONIAN: ability = ABIL_BREATHE_STEAM; break;
case SP_MOTTLED_DRACONIAN: ability = ABIL_BREATHE_STICKY_FLAME; break;
default: break;
}
// Draconians don't maintain their original breath weapons
// if shapechanged, but green draconians do get spit poison
// in spider form.
if (transform_changed_physiology())
{
if (you.species == SP_GREEN_DRACONIAN
&& you.attribute[ATTR_TRANSFORMATION] == TRAN_SPIDER)
{
ability = ABIL_SPIT_POISON; // spit, not breath
}
else
ability = ABIL_NON_ABILITY;
}
if (ability != ABIL_NON_ABILITY)
_add_talent(talents, ability, check_confused);
}
if (you.species == SP_VAMPIRE && you.experience_level >= 3
&& you.hunger_state <= HS_SATIATED
&& you.attribute[ATTR_TRANSFORMATION] != TRAN_BAT)
{
_add_talent(talents, ABIL_TRAN_BAT, check_confused);
}
if (you.species == SP_VAMPIRE && you.experience_level >= 6)
{
_add_talent(talents, ABIL_BOTTLE_BLOOD, false);
}
if (!you.airborne() && !transform_changed_physiology())
{
// Kenku can fly, but only from the ground
// (until level 15, when it becomes permanent until revoked).
// jmf: "upgrade" for draconians -- expensive flight
if (you.species == SP_KENKU && you.experience_level >= 5)
_add_talent(talents, ABIL_FLY, check_confused);
else if (player_genus(GENPC_DRACONIAN)
&& player_mutation_level(MUT_BIG_WINGS))
{
_add_talent(talents, ABIL_FLY_II, check_confused);
}
}
// Mutations
if (player_mutation_level(MUT_HURL_HELLFIRE))
_add_talent(talents, ABIL_HELLFIRE, check_confused);
if (player_mutation_level(MUT_THROW_FLAMES))
_add_talent(talents, ABIL_THROW_FLAME, check_confused);
if (player_mutation_level(MUT_THROW_FROST))
_add_talent(talents, ABIL_THROW_FROST, check_confused);
if (you.duration[DUR_TRANSFORMATION]
&& !you.transform_uncancellable)
{
_add_talent(talents, ABIL_END_TRANSFORMATION, check_confused);
}
if (player_mutation_level(MUT_BLINK))
_add_talent(talents, ABIL_BLINK, check_confused);
if (player_mutation_level(MUT_TELEPORT_AT_WILL))
_add_talent(talents, ABIL_TELEPORTATION, check_confused);
// Religious abilities.
if (you.religion == GOD_ELYVILON)
_add_talent(talents, ABIL_ELYVILON_DESTROY_WEAPONS, check_confused);
else if (you.religion == GOD_TROG)
_add_talent(talents, ABIL_TROG_BURN_SPELLBOOKS, check_confused);
else if (you.religion == GOD_FEDHAS)
_add_talent(talents, ABIL_FEDHAS_FUNGAL_BLOOM, check_confused);
else if (you.religion == GOD_CHEIBRIADOS)
_add_talent(talents, ABIL_CHEIBRIADOS_PONDEROUSIFY, check_confused);
// Gods take abilities away until penance completed. -- bwr
// God abilities generally don't work while silenced (they require
// invoking the god), but Nemelex is an exception.
if (!player_under_penance() && (!silenced(you.pos())
|| you.religion == GOD_NEMELEX_XOBEH))
{
for (int i = 0; i < MAX_GOD_ABILITIES; ++i)
{
if (you.piety >= piety_breakpoint(i))
{
const ability_type abil = god_abilities[you.religion][i];
if (abil != ABIL_NON_ABILITY)
{
_add_talent(talents, abil, check_confused);
if (abil == ABIL_ELYVILON_LESSER_HEALING_OTHERS)
{
_add_talent(talents,
ABIL_ELYVILON_LESSER_HEALING_SELF,
check_confused);
}
else if (abil == ABIL_ELYVILON_GREATER_HEALING_OTHERS)
{
_add_talent(talents,
ABIL_ELYVILON_GREATER_HEALING_SELF,
check_confused);
}
}
}
}
if (you.religion == GOD_ZIN
&& !you.num_gifts[GOD_ZIN]
&& you.piety > 160)
{
_add_talent(talents, ABIL_ZIN_CURE_ALL_MUTATIONS, check_confused);
}
}
// And finally, the ability to opt-out of your faith {dlb}:
if (you.religion != GOD_NO_GOD && !silenced( you.pos()))
_add_talent(talents, ABIL_RENOUNCE_RELIGION, check_confused);
//jmf: Check for breath weapons - they're exclusive of each other, I hope!
// Make better ones come first.
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_DRAGON
|| player_mutation_level(MUT_BREATHE_FLAMES))
{
_add_talent(talents, ABIL_BREATHE_FIRE, check_confused);
}
// Checking for unreleased Delayed Fireball.
if (you.attribute[ ATTR_DELAYED_FIREBALL ])
_add_talent(talents, ABIL_DELAYED_FIREBALL, check_confused);
// Evocations from items.
if (scan_artefacts(ARTP_BLINK))
_add_talent(talents, ABIL_EVOKE_BLINK, check_confused);
if (wearing_amulet(AMU_RAGE) || scan_artefacts(ARTP_BERSERK))
_add_talent(talents, ABIL_EVOKE_BERSERK, check_confused);
if (player_equip( EQ_RINGS, RING_INVISIBILITY )
|| player_equip_ego_type( EQ_ALL_ARMOUR, SPARM_DARKNESS )
|| scan_artefacts( ARTP_INVISIBLE ))
{
// Now you can only turn invisibility off if you have an
// activatable item. Wands and potions will have to time
// out. -- bwr
if (you.duration[DUR_INVIS])
_add_talent(talents, ABIL_EVOKE_TURN_VISIBLE, check_confused);
else
_add_talent(talents, ABIL_EVOKE_TURN_INVISIBLE, check_confused);
}
// Note: This ability only applies to this counter.
if (player_equip(EQ_RINGS, RING_LEVITATION)
|| player_equip_ego_type(EQ_BOOTS, SPARM_LEVITATION)
|| scan_artefacts( ARTP_LEVITATE))
{
// Has no effect on permanently flying Kenku.
if (!you.permanent_flight())
{
// Now you can only turn levitation off if you have an
// activatable item. Potions and miscast effects will
// have to time out (this makes the miscast effect actually
// a bit annoying). -- bwr
_add_talent(talents, you.duration[DUR_LEVITATION] ?
ABIL_EVOKE_STOP_LEVITATING : ABIL_EVOKE_LEVITATE,
check_confused);
}
}
if (player_equip(EQ_RINGS, RING_TELEPORTATION) && !crawl_state.game_is_sprint())
_add_talent(talents, ABIL_EVOKE_TELEPORTATION, check_confused);
// Find hotkeys for the non-hotkeyed talents.
for (unsigned int i = 0; i < talents.size(); ++i)
{
// Skip preassigned hotkeys.
if (talents[i].hotkey != 0)
continue;
// Try to find a free hotkey for i, starting from Z.
for (int k = 51; k >= 0; ++k)
{
const int kkey = index_to_letter(k);
bool good_key = true;
// Check that it doesn't conflict with other hotkeys.
for (unsigned int j = 0; j < talents.size(); ++j)
{
if (talents[j].hotkey == kkey)
{
good_key = false;
break;
}
}
if (good_key)
{
talents[i].hotkey = k;
you.ability_letter_table[k] = talents[i].which;
break;
}
}
// In theory, we could be left with an unreachable ability
// here (if you have 53 or more abilities simultaneously).
}
return (talents);
}
// Note: we're trying for a behaviour where the player gets
// to keep their assigned invocation slots if they get excommunicated
// and then rejoin (but if they spend time with another god we consider
// the old invocation slots void and erase them). We also try to
// protect any bindings the character might have made into the
// traditional invocation slots (A-E and X). -- bwr
static void _set_god_ability_helper(ability_type abil, char letter)
{
int i;
const int index = letter_to_index(letter);
for (i = 0; i < 52; i++)
if (you.ability_letter_table[i] == abil)
break;
if (i == 52) // Ability is not already assigned.
{
// If slot is unoccupied, move in.
if (you.ability_letter_table[index] == ABIL_NON_ABILITY)
you.ability_letter_table[index] = abil;
}
}
// Return GOD_NO_GOD if it isn't a god ability, otherwise return
// the index of the god.
static int _is_god_ability(int abil)
{
if (abil == ABIL_NON_ABILITY)
return (GOD_NO_GOD);
for (int i = 0; i < MAX_NUM_GODS; ++i)
for (int j = 0; j < MAX_GOD_ABILITIES; ++j)
{
if (god_abilities[i][j] == abil)
return (i);
}
return (GOD_NO_GOD);
}
void set_god_ability_slots()
{
ASSERT(you.religion != GOD_NO_GOD);
_set_god_ability_helper(ABIL_RENOUNCE_RELIGION, 'X');
// Clear out other god invocations.
for (int i = 0; i < 52; i++)
{
const int god = _is_god_ability(you.ability_letter_table[i]);
if (god != GOD_NO_GOD && god != you.religion)
you.ability_letter_table[i] = ABIL_NON_ABILITY;
}
// Finally, add in current god's invocations in traditional slots.
int num = 0;
for (int i = 0; i < MAX_GOD_ABILITIES; ++i)
{
if (god_abilities[you.religion][i] != ABIL_NON_ABILITY)
{
_set_god_ability_helper(god_abilities[you.religion][i],
'a' + num++);
if (you.religion == GOD_ELYVILON)
{
if (god_abilities[you.religion][i]
== ABIL_ELYVILON_LESSER_HEALING_OTHERS)
{
_set_god_ability_helper(ABIL_ELYVILON_LESSER_HEALING_SELF,
'a' + num++);
}
else if (god_abilities[you.religion][i]
== ABIL_ELYVILON_GREATER_HEALING_OTHERS)
{
_set_god_ability_helper(ABIL_ELYVILON_GREATER_HEALING_SELF,
'a' + num++);
}
}
}
}
}
// Returns an index (0-51) if successful, -1 if you should
// just use the next one.
static int _find_ability_slot(ability_type which_ability)
{
for (int slot = 0; slot < 52; slot++)
if (you.ability_letter_table[slot] == which_ability)
return (slot);
// No requested slot, find new one and make it preferred.
// Skip over a-e (invocations), or a-g for Elyvilon.
const int first_slot = (you.religion == GOD_ELYVILON ? 7 : 5);
for (int slot = first_slot; slot < 52; ++slot)
{
if (you.ability_letter_table[slot] == ABIL_NON_ABILITY)
{
you.ability_letter_table[slot] = which_ability;
return (slot);
}
}
// If we can't find anything else, try a-e.
for (int slot = first_slot - 1; slot >= 0; --slot)
{
if (you.ability_letter_table[slot] == ABIL_NON_ABILITY)
{
you.ability_letter_table[slot] = which_ability;
return (slot);
}
}
// All letters are assigned.
return (-1);
}
////////////////////////////////////////////////////////////////////////
// generic_cost
int generic_cost::cost() const
{
return (base + (add > 0 ? random2avg(add, rolls) : 0));
}
int scaling_cost::cost(int max) const
{
return (value < 0) ? (-value) : ((value * max + 500) / 1000);
}
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