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/**
* @file
* @brief Functions for gods blessing followers.
**/
#include "AppHdr.h"
#include "god-blessing.h"
#include "artefact.h"
#include "env.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "item-use.h"
#include "makeitem.h"
#include "message.h"
#include "mon-gear.h"
#include "mon-place.h"
#include "religion.h"
#include "stringutil.h"
#include "view.h"
/**
* Given the weapon type, find an upgrade.
*
* @param old_type the current weapon_type of the weapon.
* @param has_shield whether we can go from 1h -> 2h.
* @param highlevel whether the orc is a strong type.
* @returns a new weapon type (or sometimes the old one).
*/
// TODO: a less awful way of doing this?
static int _upgrade_weapon_type(int old_type, bool has_shield, bool highlevel)
{
switch (old_type)
{
case WPN_CLUB:
case WPN_WHIP:
case WPN_MACE: return WPN_FLAIL;
case WPN_FLAIL: return WPN_MORNINGSTAR;
case WPN_MORNINGSTAR: return !has_shield ? WPN_DIRE_FLAIL :
highlevel ? WPN_EVENINGSTAR :
WPN_MORNINGSTAR;
case WPN_DIRE_FLAIL: return WPN_GREAT_MACE;
case WPN_DAGGER: return WPN_FALCHION;
case WPN_SHORT_SWORD: return WPN_LONG_SWORD;
case WPN_RAPIER: return WPN_SCIMITAR;
case WPN_FALCHION: return WPN_LONG_SWORD;
case WPN_LONG_SWORD: return WPN_SCIMITAR;
case WPN_SCIMITAR: return !has_shield ? WPN_GREAT_SWORD :
highlevel ? WPN_DOUBLE_SWORD :
WPN_SCIMITAR;
case WPN_GREAT_SWORD: return highlevel ? WPN_TRIPLE_SWORD :
WPN_GREAT_SWORD;
case WPN_HAND_AXE: return WPN_WAR_AXE;
// Low level orcs shouldn't get fairly rare items.
case WPN_WAR_AXE: return !highlevel ? WPN_WAR_AXE :
has_shield ? WPN_BROAD_AXE :
WPN_BATTLEAXE;
case WPN_BATTLEAXE: return highlevel ? WPN_EXECUTIONERS_AXE :
WPN_BATTLEAXE;
case WPN_SPEAR: return WPN_TRIDENT;
case WPN_TRIDENT: return has_shield ? WPN_TRIDENT : WPN_HALBERD;
case WPN_HALBERD: return WPN_GLAIVE;
case WPN_GLAIVE: return highlevel ? WPN_BARDICHE : WPN_GLAIVE;
case WPN_HUNTING_SLING: return WPN_FUSTIBALUS;
case WPN_HAND_CROSSBOW: return !has_shield ? WPN_ARBALEST :
WPN_HAND_CROSSBOW;
case WPN_ARBALEST: return highlevel ? WPN_TRIPLE_CROSSBOW :
WPN_ARBALEST;
case WPN_SHORTBOW: return highlevel ? WPN_LONGBOW : WPN_SHORTBOW;
default: return old_type;
}
}
/**
* Try to upgrade an orc's melee weapon or launcher.
*
* @param mon The owner of the weapon.
* @param wpn The weapon to upgrade.
* @returns True if the weapon was upgraded.
*/
static bool _upgrade_orc_weapon(monster* mon, item_def& wpn)
{
const int old_weapon_type = wpn.sub_type;
// lower chance of upgrading to very good weapon types
bool highlevel_ok = mon->type == MONS_ORC_KNIGHT && one_chance_in(6)
|| mon->type == MONS_ORC_WARLORD && one_chance_in(3);
wpn.sub_type = _upgrade_weapon_type(wpn.sub_type,
mon->inv[MSLOT_SHIELD] != NON_ITEM,
highlevel_ok);
return wpn.sub_type != old_weapon_type;
}
/**
* Get a weapon for beogh to gift to a weaponless orc.
*
* Tries to give something decent, but worse than player gifts.
*
* @param[in] mon_type The type of orc to gift to.
* @return A weapon type to gift.
*/
static int _orc_weapon_gift_type(monster_type mon_type)
{
switch (mon_type)
{
case MONS_ORC:
case MONS_ORC_WIZARD:
case MONS_ORC_PRIEST:
case MONS_ORC_HIGH_PRIEST:
case MONS_ORC_SORCERER:
return random_choose_weighted(2, WPN_HAND_AXE, // orcs love axes
1, WPN_SHORT_SWORD,
1, WPN_MACE);
case MONS_ORC_WARRIOR:
case MONS_ORC_KNIGHT:
case MONS_ORC_WARLORD:
return random_choose_weighted(2, WPN_WAR_AXE, // orcs love axes
1, WPN_LONG_SWORD,
1, WPN_FLAIL,
1, WPN_SPEAR);
// give a lower tier of polearms; reaching is good on followers
default:
return WPN_CLUB; // shouldn't ever come up?
}
}
/**
* Give a weapon to an orc that doesn't have one.
*
* @param[in] orc The orc to give a weapon to.
* @param weapon_type What weapon type to give the orc.
*/
static void _gift_weapon_to_orc(monster* orc, int weapon_type)
{
ASSERT(weapon_type != NUM_WEAPONS);
item_def weapon;
weapon.base_type = OBJ_WEAPONS;
weapon.sub_type = weapon_type;
weapon.quantity = 1;
set_ident_flags(weapon, ISFLAG_IDENT_MASK);
give_specific_item(orc, weapon);
}
/**
* Attempt to give a follower appropriate ammo.
*
* @param[in] orc The orc to give ammo to.
* @param[in] initial_gift Whether this is starting ammo or a restock.
* (Give more ammo when restocking than initially.)
*/
void gift_ammo_to_orc(monster* orc, bool initial_gift)
{
const item_def* launcher = orc->launcher();
item_def ammo;
ammo.base_type = OBJ_MISSILES;
if (!launcher)
ammo.sub_type = MI_TOMAHAWK;
else
ammo.sub_type = fires_ammo_type(*launcher);
if (ammo.sub_type == MI_STONE)
ammo.sub_type = MI_SLING_BULLET; // ugly special case
// XXX: should beogh be gifting needles?
// if not, we'd need special checks in player gifting, etc... better to
// go along for now.
if (ammo.sub_type == MI_NEEDLE)
ammo.brand = SPMSL_POISONED;
ammo.quantity = 30 + random2(10);
if (initial_gift || !launcher)
ammo.quantity /= 2;
const item_def* old_ammo = orc->missiles();
// don't give a drop message - it'd come before the bless message
if (old_ammo && !items_stack(*old_ammo, ammo) &&
!orc->drop_item(MSLOT_MISSILE, false))
{
return; // can't force them to drop the ammo, for some reason?
}
set_ident_flags(ammo, ISFLAG_IDENT_MASK);
give_specific_item(orc, ammo);
}
/**
* Attempt to bless a follower's melee weapon.
*
* @param[in] mon The follower whose weapon should be blessed.
* @return The type of blessing given; may be empty.
*/
static string _beogh_bless_melee_weapon(monster* mon)
{
bool blessed = false;
item_def* wpn_ptr = mon->melee_weapon();
ASSERT(wpn_ptr != nullptr);
item_def& wpn = *wpn_ptr;
// 50% chance of upgrading weapon type.
if (!is_artefact(wpn)
&& coinflip()
&& _upgrade_orc_weapon(mon, wpn))
{
blessed = true;
}
// Enchant and uncurse it. (Lower odds at high weapon enchantment.)
if (!x_chance_in_y(wpn.plus, MAX_WPN_ENCHANT)
&& enchant_weapon(wpn, true))
{
set_ident_flags(wpn, ISFLAG_KNOW_PLUSES);
blessed = true;
}
if (wpn.cursed())
{
do_uncurse_item(wpn);
if (!blessed)
return "uncursed armament";
}
if (!blessed)
{
dprf("Couldn't bless follower's weapon!");
return "";
}
item_set_appearance(wpn);
return "superior armament";
}
/**
* Attempt to give a follower a ranged weapon/ammo.
*
* @param[in] mon The follower who should be blessed.
* @return The type of blessing given; may be empty.
*/
static string _beogh_bless_ranged_weapon(monster* mon)
{
bool blessed = false;
const bool mon_has_launcher = mon->launcher() != nullptr;
if (mon_has_launcher)
{
item_def& launcher = *mon->launcher();
// 50% chance of upgrading weapon type.
if (!is_artefact(launcher)
&& coinflip()
&& _upgrade_orc_weapon(mon, launcher))
{
blessed = true;
}
// Enchant and uncurse it. (Lower odds at high weapon enchantment.)
if (!x_chance_in_y(launcher.plus, MAX_WPN_ENCHANT)
&& enchant_weapon(launcher, true))
{
set_ident_flags(launcher, ISFLAG_KNOW_PLUSES);
blessed = true;
}
if (launcher.cursed())
{
do_uncurse_item(launcher);
if (!blessed)
return "uncursed armament";
}
// Otherwise gift ammunition.
if (!blessed)
{
gift_ammo_to_orc(mon);
if (mon->missiles() != nullptr)
return "ammunition";
dprf("Couldn't give ammo to follower!");
return ""; // ?
}
else
{
item_set_appearance(launcher);
return "superior armament";
}
}
// If they have a shield but no launcher, give tomahawks.
if (mon->shield() != nullptr)
{
gift_ammo_to_orc(mon);
if (mon->missiles() != nullptr)
return "ranged armament";
dprf("Couldn't give ammo to follower!");
return ""; // ?
}
// No launcher, no shield: give them a crossbow & some ammo.
_gift_weapon_to_orc(mon, WPN_ARBALEST);
if (mon->launcher() == nullptr)
{
dprf("Couldn't give crossbow to follower!");
return ""; // ?
}
gift_ammo_to_orc(mon, true);
if (mon->missiles() == nullptr)
dprf("Couldn't give initial ammo to follower");
return "ranged armament";
}
/**
* Attempt to bless a follower's weapon.
*
* @param[in] mon The follower whose weapon should be blessed.
* @return The type of blessing given; may be empty.
*/
static string _beogh_bless_weapon(monster* mon)
{
const item_def* wpn_ptr = mon->melee_weapon();
if (wpn_ptr == nullptr)
{
_gift_weapon_to_orc(mon, _orc_weapon_gift_type(mon->type));
if (mon->weapon() != nullptr)
return "armament";
dprf("Couldn't give a weapon to follower!");
return ""; // ?
}
const item_def* launch_ptr = mon->launcher();
const item_def* ammo_ptr = mon->missiles();
if (launch_ptr != nullptr && ammo_ptr == nullptr)
{
gift_ammo_to_orc(mon);
if (mon->missiles() != nullptr)
return "ammunition";
dprf("Couldn't give ammo to follower!");
return ""; // ?
}
if (coinflip())
return _beogh_bless_melee_weapon(mon);
return _beogh_bless_ranged_weapon(mon);
}
static void _upgrade_shield(item_def &sh)
{
// Promote from buckler up through large shield.
if (sh.sub_type >= ARM_FIRST_SHIELD && sh.sub_type < ARM_LAST_SHIELD)
sh.sub_type++;
}
static void _upgrade_body_armour(item_def &arm)
{
// Promote from robe up through plate.
if (arm.sub_type >= ARM_FIRST_MUNDANE_BODY
&& arm.sub_type < ARM_LAST_MUNDANE_BODY
// These are supposed to be robe-only.
&& arm.brand != SPARM_ARCHMAGI
&& arm.brand != SPARM_RESISTANCE)
{
arm.sub_type++;
}
}
/**
* Give armour (a shield or body armour) to an orc that doesn't have one.
*
* @param[in] orc The orc to give armour to.
* @param[in] shield Whether to give a shield (default is body armour)
*/
static void _gift_armour_to_orc(monster* orc, bool shield = false)
{
const bool highlevel = orc->type == MONS_ORC_KNIGHT
|| orc->type == MONS_ORC_WARLORD;
item_def armour;
armour.base_type = OBJ_ARMOUR;
if (shield)
armour.sub_type = highlevel ? ARM_SHIELD : ARM_BUCKLER;
else
armour.sub_type = highlevel ? ARM_SCALE_MAIL : ARM_RING_MAIL;
armour.quantity = 1;
set_ident_flags(armour, ISFLAG_IDENT_MASK);
give_specific_item(orc, armour);
}
/**
* Attempt to bless a follower's armour.
*
* @param[in] mon The follower whose armour should be blessed.
* @return The type of blessing; may be empty.
*/
static string _beogh_bless_armour(monster* mon)
{
const int armour = mon->inv[MSLOT_ARMOUR];
const int shield = mon->inv[MSLOT_SHIELD];
// always give naked orcs armour, if possible
if (armour == NON_ITEM)
{
_gift_armour_to_orc(mon);
if (mon->inv[MSLOT_ARMOUR] != NON_ITEM)
return "armour";
dprf("Couldn't give armour to an orc!"); //?
return "";
}
// Pick either a monster's armour or its shield.
const item_def* melee_weap = mon->melee_weapon();
const item_def* launcher = mon->launcher();
const bool can_use_shield = (melee_weap == nullptr
|| mon->hands_reqd(*melee_weap) != HANDS_TWO)
&& (launcher == nullptr
|| mon->hands_reqd(*launcher) != HANDS_TWO);
const int slot = coinflip() && can_use_shield ? shield : armour;
if (slot == NON_ITEM)
{
ASSERT(slot == shield);
_gift_armour_to_orc(mon, true);
if (mon->inv[MSLOT_SHIELD] != NON_ITEM)
return "a shield";
dprf("Couldn't give a shield to an orc!"); //?
return "";
}
item_def& arm(mitm[slot]);
const int old_subtype = arm.sub_type;
// 50% chance of improving armour/shield type
if (!is_artefact(arm) && coinflip())
{
if (slot == shield)
_upgrade_shield(arm);
else
_upgrade_body_armour(arm);
}
// And enchant or uncurse it. (Lower chance for higher enchantment.)
int ac_change;
const bool enchanted = !x_chance_in_y(arm.plus, armour_max_enchant(arm))
&& enchant_armour(ac_change, true, arm);
if (enchanted)
set_ident_flags(arm, ISFLAG_KNOW_PLUSES);
if (!enchanted && old_subtype == arm.sub_type)
{
dprf("Couldn't enchant follower's armour!");
return "";
}
item_set_appearance(arm);
return "improved armour";
}
static bool _blessing_balms(monster* mon)
{
// Remove poisoning, sickness and confusion, like a potion of
// curing, but without the healing. Also, remove slowing and
// fatigue.
bool success = false;
if (mon->del_ench(ENCH_POISON, true))
success = true;
if (mon->del_ench(ENCH_SICK, true))
success = true;
if (mon->del_ench(ENCH_CONFUSION, true))
success = true;
if (mon->del_ench(ENCH_SLOW, true))
success = true;
if (mon->del_ench(ENCH_FATIGUE, true))
success = true;
if (mon->del_ench(ENCH_WRETCHED, true))
success = true;
return success;
}
static bool _blessing_healing(monster* mon)
{
const int healing = mon->max_hit_points / 4 + 1;
// Heal a monster.
if (mon->heal(healing + random2(healing + 1)))
{
// A high-HP monster might get a unique name.
if (x_chance_in_y(mon->max_hit_points + 1, 100))
give_monster_proper_name(*mon);
return true;
}
return false;
}
static bool _increase_ench_duration(monster* mon,
mon_enchant ench,
const int increase)
{
// Durations are saved as 16-bit signed ints, so clamp at the largest such.
const int MARSHALL_MAX = (1 << 15) - 1;
const int newdur = min(ench.duration + increase, MARSHALL_MAX);
if (ench.duration >= newdur)
return false;
ench.duration = newdur;
mon->update_ench(ench);
return true;
}
static bool _tso_blessing_extend_stay(monster* mon)
{
if (!mon->has_ench(ENCH_ABJ))
return false;
mon_enchant abj = mon->get_ench(ENCH_ABJ);
// These numbers are tenths of a player turn. Holy monsters get a
// much bigger boost than random beasties, which get at most double
// their current summon duration.
if (mon->is_holy())
return _increase_ench_duration(mon, abj, 1100 + random2(1100));
else
return _increase_ench_duration(mon, abj, min(abj.duration,
500 + random2(500)));
}
static bool _tso_blessing_friendliness(monster* mon)
{
if (!mon->has_ench(ENCH_CHARM))
return false;
// [ds] Just increase charm duration, no permanent friendliness.
const int base_increase = 700;
return _increase_ench_duration(mon, mon->get_ench(ENCH_CHARM),
base_increase + random2(base_increase));
}
static void _beogh_reinf_callback(const mgen_data &mg, monster *&mon, int placed)
{
ASSERT(mg.god == GOD_BEOGH);
// Beogh tries a second time to place reinforcements.
if (!mon)
mon = create_monster(mg);
if (!mon)
return;
mon->flags |= MF_ATT_CHANGE_ATTEMPT;
bool high_level = (mon->type == MONS_ORC_PRIEST
|| mon->type == MONS_ORC_WARRIOR
|| mon->type == MONS_ORC_KNIGHT);
// For high level orcs, there's a chance of being named.
if (high_level && one_chance_in(5))
give_monster_proper_name(*mon);
}
// If you don't currently have any followers, send a small band to help
// you out.
static void _beogh_blessing_reinforcements()
{
// Possible reinforcement.
const monster_type followers[] =
{
MONS_ORC, MONS_ORC, MONS_ORC_WIZARD, MONS_ORC_PRIEST
};
const monster_type high_xl_followers[] =
{
MONS_ORC_PRIEST, MONS_ORC_WARRIOR, MONS_ORC_KNIGHT
};
// Send up to four followers.
int how_many = random2(4) + 1;
monster_type follower_type;
for (int i = 0; i < how_many; ++i)
{
if (random2(you.experience_level) >= 9 && coinflip())
follower_type = RANDOM_ELEMENT(high_xl_followers);
else
follower_type = RANDOM_ELEMENT(followers);
delayed_monster(mgen_data(follower_type, BEH_FRIENDLY, you.pos(),
MHITYOU)
.set_summoned(&you, 0, 0, GOD_BEOGH),
_beogh_reinf_callback);
}
}
static bool _beogh_blessing_priesthood(monster* mon)
{
if (mon->type != MONS_ORC)
return false;
mon->upgrade_type(MONS_ORC_PRIEST, true, true);
return true;
}
/**
* Attempt to bless a follower with curing and/or healing.
*
* @param[in] follower The follower to heal.
* @return The type of healing that occurred; may be empty.
*/
static string _bless_with_healing(monster* follower)
{
string blessing = "";
// Maybe try to cure status conditions.
bool balms = false;
if (coinflip())
{
balms = _blessing_balms(follower);
if (balms)
blessing = "divine balms";
else
dprf("Couldn't apply balms.");
}
// Heal the follower.
bool healing = _blessing_healing(follower);
// Maybe heal the follower again.
if ((!healing || coinflip()) && _blessing_healing(follower))
healing = true;
if (healing)
{
if (balms)
blessing += " and ";
blessing += "healing";
}
else
dprf("Couldn't heal monster.");
return blessing;
}
/**
* Print a message for a god blessing a follower.
*
* Also flash the screen, in local tiles.
*
* @param[in] follower The follower being blessed.
* @param god The god doing the blessing.
* @param blessing The blessing being delivered.
*/
static void _display_god_blessing(monster* follower, god_type god,
string blessing)
{
ASSERT(follower); // XXX: change to monster &follower
string whom = you.can_see(*follower) ? follower->name(DESC_THE)
: "a follower";
simple_god_message(make_stringf(" blesses %s with %s.",
whom.c_str(), blessing.c_str()).c_str(),
god);
#ifndef USE_TILE_LOCAL
flash_monster_colour(follower, god_colour(god), 200);
#endif
}
/**
* Have Beogh attempt to bless the specified follower.
*
* If no follower is specified, there is a chance of sending reinforcements.
*
* @param[in] follower The follower to try to bless.
* @param[in] force Whether to check follower validity.
* @return Whether a blessing occurred.
*/
static bool _beogh_bless_follower(monster* follower, bool force)
{
if (!follower)
{
// 1/20 chance of spawning a palband
if (!one_chance_in(5))
return false;
// If no follower was found, attempt to send
// reinforcements.
_beogh_blessing_reinforcements();
// Possibly send more reinforcements.
if (coinflip())
_beogh_blessing_reinforcements();
delayed_monster_done("Beogh blesses you with reinforcements.");
// Return true, even though the reinforcements might
// not be placed.
return true;
}
string blessing = "";
// 10% chance of blessing to priesthood.
if (force || one_chance_in(10))
{
if (_beogh_blessing_priesthood(follower))
blessing = "priesthood";
else
dprf("Couldn't promote monster to priesthood");
}
// ~15% chance of blessing armament (assume that most priest buffs fail)
if (blessing.empty() && mons_genus(follower->type) == MONS_ORC
&& (force || one_chance_in(7)))
{
blessing = coinflip() ? _beogh_bless_weapon(follower)
: _beogh_bless_armour(follower);
}
// If they got a good blessing (priesthood or equipment), maybe give them
// a name.
if (!blessing.empty())
give_monster_proper_name(*follower);
// ~85% chance of trying to heal.
if (blessing.empty())
blessing = _bless_with_healing(follower);
if (blessing.empty())
return false;
_display_god_blessing(follower, GOD_BEOGH, blessing);
return true;
}
/**
* Attempt to increase the duration of a follower.
*
* Their summon duration, if summoned, or charm duration, if charmed.
*
* @param[in] follower The follower to bless.
* @return The type of blessing that was given; may be empty.
*/
static string _tso_bless_duration(monster* follower)
{
// Extend a monster's stay if it's abjurable, or extend charm
// duration. If neither is possible, deliberately fall through.
const bool more_time = _tso_blessing_extend_stay(follower);
const bool friendliness = _tso_blessing_friendliness(follower);
if (!more_time && !friendliness)
{
dprf("Couldn't increase monster's friendliness or summon time.");
return "";
}
string blessing = "";
if (friendliness)
{
blessing += "friendliness";
if (more_time)
blessing += " and ";
}
if (more_time)
blessing += "more time in this world";
return blessing;
}
/**
* Have The Shining One attempt to bless the specified follower.
*
* Blessings can increase duration, or heal & cure.
*
* @param[in] follower The follower to try to bless.
* @param[in] force Whether to check follower validity.
* @return Whether a blessing occurred.
*/
static bool _tso_bless_follower(monster* follower, bool force)
{
if (!follower || (!force && !is_follower(*follower)))
return false;
string blessing = "";
if (blessing.empty() && coinflip())
blessing = _bless_with_healing(follower);
if (blessing.empty())
blessing = _tso_bless_duration(follower);
if (blessing.empty())
return false;
_display_god_blessing(follower, GOD_SHINING_ONE, blessing);
return true;
}
static bool _is_friendly_follower(const monster& mon)
{
return mon.friendly() && is_follower(mon);
}
// Bless the follower indicated in follower, if any. If there isn't
// one, bless a random follower within sight of the player, if any, or
// any follower on the level.
// Blessing can be enforced with a wizard mode command.
bool bless_follower(monster* follower,
god_type god,
bool force)
{
// most blessings fail, tragically...
if (!force && !one_chance_in(4))
return false;
// If a follower was specified, and it's suitable, pick it.
// Otherwise, pick a random follower.
// XXX: factor out into another function?
if (!follower || (!force && !is_follower(*follower)))
{
// Choose a random follower in LOS, preferably a named or
// priestly one.
follower = choose_random_nearby_monster(0, _is_friendly_follower,
god == GOD_BEOGH);
}
// Try *again*, on the entire level
if (!follower)
{
follower = choose_random_monster_on_level(0, _is_friendly_follower,
god == GOD_BEOGH);
}
switch (god)
{
case GOD_BEOGH: return _beogh_bless_follower(follower, force);
case GOD_SHINING_ONE: return _tso_bless_follower(follower, force);
default: return false; // XXX: print something here?
}
}
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