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-/*
- * File: it_use3.cc
- * Summary: Functions for using some of the wackier inventory items.
- * Written by: Linley Henzell
- *
- * Change History (most recent first):
- *
- * <4> 6/13/99 BWR Auto ID Channel staff
- * <3> 5/22/99 BWR SPWLD_POWER is now HP/13 - 3
- * <2> 5/20/99 BWR Capped SPWLD_POWER to +20
- * <1> -/--/-- LRH Created
- */
-
-#include "AppHdr.h"
-#include "it_use3.h"
-
-#include <string.h>
-
-#include "externs.h"
-
-#include "beam.h"
-#include "decks.h"
-#include "direct.h"
-#include "effects.h"
-#include "fight.h"
-#include "food.h"
-#include "items.h"
-#include "it_use2.h"
-#include "itemname.h"
-#include "itemprop.h"
-#include "misc.h"
-#include "monplace.h"
-#include "monstuff.h"
-#include "player.h"
-#include "randart.h"
-#include "religion.h"
-#include "skills.h"
-#include "skills2.h"
-#include "spells1.h"
-#include "spells2.h"
-#include "spl-book.h"
-#include "spl-cast.h"
-#include "spl-util.h"
-#include "stuff.h"
-#include "view.h"
-#include "wpn-misc.h"
-
-static bool ball_of_energy(void);
-static bool ball_of_fixation(void);
-static bool ball_of_seeing(void);
-static bool box_of_beasts(void);
-static bool disc_of_storms(void);
-static bool efreet_flask(void);
-
-void special_wielded(void)
-{
- const int wpn = you.equip[EQ_WEAPON];
- const int old_plus = you.inv[wpn].plus;
- const int old_plus2 = you.inv[wpn].plus2;
- const char old_colour = you.inv[wpn].colour;
-
- char str_pass[ ITEMNAME_SIZE ];
- int temp_rand = 0; // for probability determination {dlb}
- bool makes_noise = (one_chance_in(20) && !silenced(you.x_pos, you.y_pos));
-
- switch (you.special_wield)
- {
- case SPWLD_SING:
- if (makes_noise)
- {
- strcpy(info, "The Singing Sword ");
- temp_rand = random2(32);
- strcat(info,
- (temp_rand == 0) ? "hums a little tune." :
- (temp_rand == 1) ? "breaks into glorious song!" :
- (temp_rand == 2) ? "sings." :
- (temp_rand == 3) ? "sings loudly." :
- (temp_rand == 4) ? "chimes melodiously." :
- (temp_rand == 5) ? "makes a horrible noise." :
- (temp_rand == 6) ? "sings off-key." :
- (temp_rand == 7) ? "sings 'tra-la-la'." :
- (temp_rand == 8) ? "burbles away merrily." :
- (temp_rand == 9) ? "gurgles." :
- (temp_rand == 10) ? "suddenly shrieks!" :
- (temp_rand == 11) ? "cackles." :
- (temp_rand == 12) ? "warbles." :
- (temp_rand == 13) ? "chimes harmoniously." :
- (temp_rand == 14) ? "makes beautiful music." :
- (temp_rand == 15) ? "produces a loud orchestral chord." :
- (temp_rand == 16) ? "whines plaintively." :
- (temp_rand == 17) ? "tinkles." :
- (temp_rand == 18) ? "rings like a bell." :
- (temp_rand == 19) ? "wails mournfully." :
- (temp_rand == 20) ? "practices its scales." :
- (temp_rand == 21) ? "lilts tunefully." :
- (temp_rand == 22) ? "hums tunelessly." :
- (temp_rand == 23) ? "sighs." :
- (temp_rand == 24) ? "makes a deep moaning sound." :
- (temp_rand == 25) ? "makes a popping sound." :
- (temp_rand == 26) ? "sings a sudden staccato note." :
- (temp_rand == 27) ? "says 'Hi! I'm the Singing Sword!'." :
- (temp_rand == 28) ? "whispers something." :
- (temp_rand == 29) ? "speaks gibberish." :
- (temp_rand == 30) ? "raves incoherently."
- : "yells in some weird language.");
- mpr(info, MSGCH_SOUND);
- }
- break;
-
- case SPWLD_CURSE:
- makes_noise = false;
-
- if (one_chance_in(30))
- curse_an_item(0, 0);
- break;
-
- case SPWLD_VARIABLE:
- makes_noise = false;
-
- do_uncurse_item( you.inv[wpn] );
-
- if (random2(5) < 2) // 40% chance {dlb}
- you.inv[wpn].plus += (coinflip() ? +1 : -1);
-
- if (random2(5) < 2) // 40% chance {dlb}
- you.inv[wpn].plus2 += (coinflip() ? +1 : -1);
-
- if (you.inv[wpn].plus < -4)
- you.inv[wpn].plus = -4;
- else if (you.inv[wpn].plus > 16)
- you.inv[wpn].plus = 16;
-
- if (you.inv[wpn].plus2 < -4)
- you.inv[wpn].plus2 = -4;
- else if (you.inv[wpn].plus2 > 16)
- you.inv[wpn].plus2 = 16;
-
- you.inv[wpn].colour = random_colour();
- break;
-
- case SPWLD_TORMENT:
- makes_noise = false;
-
- if (one_chance_in(200))
- {
- torment( you.x_pos, you.y_pos );
- did_god_conduct( DID_UNHOLY, 1 );
- }
- break;
-
- case SPWLD_ZONGULDROK:
- makes_noise = false;
-
- if (one_chance_in(5))
- {
- animate_dead( 1 + random2(3), BEH_HOSTILE, MHITYOU, 1 );
- did_god_conduct( DID_NECROMANCY, 1 );
- }
- break;
-
- case SPWLD_POWER:
- makes_noise = false;
-
- you.inv[wpn].plus = stepdown_value( -4 + (you.hp / 5), 4, 4, 4, 20 );
- you.inv[wpn].plus2 = you.inv[wpn].plus;
- break;
-
- case SPWLD_OLGREB:
- makes_noise = false;
-
- // Giving Olgreb's staff a little lift since staves of poison have
- // been made better. -- bwr
- you.inv[wpn].plus = you.skills[SK_POISON_MAGIC] / 3;
- you.inv[wpn].plus2 = you.inv[wpn].plus;
- break;
-
- case SPWLD_WUCAD_MU:
- makes_noise = false;
-
- you.inv[wpn].plus = ((you.intel > 25) ? 22 : you.intel - 3);
- you.inv[wpn].plus2 = ((you.intel > 25) ? 13 : you.intel / 2);
- break;
-
- case SPWLD_SHADOW:
- makes_noise = false;
-
- if (random2(8) <= player_spec_death())
- {
- did_god_conduct( DID_NECROMANCY, 1 );
- create_monster( MONS_SHADOW, ENCH_ABJ_II, BEH_FRIENDLY,
- you.x_pos, you.y_pos, you.pet_target, 250 );
- }
-
- show_green = DARKGREY;
- break;
-
- case SPWLD_HUM:
- if (makes_noise)
- {
- in_name(wpn, DESC_CAP_YOUR, str_pass);
- strcpy(info, str_pass);
- strcat(info, " lets out a weird humming sound.");
- mpr(info, MSGCH_SOUND);
- }
- break; // to noisy() call at foot 2apr2000 {dlb}
-
- case SPWLD_CHIME:
- if (makes_noise)
- {
- in_name(wpn, DESC_CAP_YOUR, str_pass);
- strcpy(info, str_pass);
- strcat(info, " chimes like a gong.");
- mpr(info, MSGCH_SOUND);
- }
- break;
-
- case SPWLD_BECKON:
- if (makes_noise)
- mpr("You hear a voice call your name.", MSGCH_SOUND);
- break;
-
- case SPWLD_SHOUT:
- if (makes_noise)
- mpr("You hear a shout.", MSGCH_SOUND);
- break;
-
- //case SPWLD_PRUNE:
- default:
- return;
- }
-
- if (makes_noise)
- noisy( 25, you.x_pos, you.y_pos );
-
- if (old_plus != you.inv[wpn].plus
- || old_plus2 != you.inv[wpn].plus2
- || old_colour != you.inv[wpn].colour)
- {
- you.wield_change = true;
- }
-
- return;
-} // end special_wielded()
-
-static void reaching_weapon_attack(void)
-{
- struct dist beam;
- int x_distance, y_distance;
- int x_middle, y_middle;
- int skill;
-
- mpr("Attack whom?", MSGCH_PROMPT);
-
- direction( beam, DIR_TARGET, TARG_ENEMY );
- if (!beam.isValid)
- return;
-
- if (beam.isMe)
- {
- canned_msg(MSG_UNTHINKING_ACT);
- return;
- }
-
- x_distance = abs(beam.tx - you.x_pos);
- y_distance = abs(beam.ty - you.y_pos);
-
- if (x_distance > 2 || y_distance > 2)
- mpr("Your weapon cannot reach that far!");
- else if (mgrd[beam.tx][beam.ty] == NON_MONSTER)
- {
- mpr("You attack empty space.");
- }
- else
- {
- /* BCR - Added a check for monsters in the way. Only checks cardinal
- * directions. Knight moves are ignored. Assume the weapon
- * slips between the squares.
- */
-
- // if we're attacking more than a space away
- if ((x_distance > 1) || (y_distance > 1))
- {
-
-#define MAX(x,y) (((x) > (y)) ? (x) : (y))
- x_middle = MAX(beam.tx, you.x_pos) - (x_distance / 2);
- y_middle = MAX(beam.ty, you.y_pos) - (y_distance / 2);
-#undef MAX
-
- // if either the x or the y is the same, we should check for
- // a monster:
- if (((beam.tx == you.x_pos) || (beam.ty == you.y_pos))
- && (mgrd[x_middle][y_middle] != NON_MONSTER))
- {
- skill = weapon_skill( you.inv[you.equip[EQ_WEAPON]].base_type,
- you.inv[you.equip[EQ_WEAPON]].sub_type );
-
- if ((5 + (3 * skill)) > random2(100))
- {
- mpr("You reach to attack!");
- you_attack(mgrd[beam.tx][beam.ty], false);
- }
- else
- {
- mpr("You could not reach far enough!");
- you_attack(mgrd[x_middle][y_middle], false);
- }
- }
- else
- {
- mpr("You reach to attack!");
- you_attack(mgrd[beam.tx][beam.ty], false);
- }
- }
- else
- {
- you_attack(mgrd[beam.tx][beam.ty], false);
- }
- }
-
- return;
-} // end reaching_weapon_attack()
-
-// returns true if item successfully evoked.
-bool evoke_wielded( void )
-{
- char opened_gates = 0;
- unsigned char spell_casted = random2(21);
- int count_x, count_y;
- int temp_rand = 0; // for probability determination {dlb}
- int power = 0;
-
- int pract = 0;
- bool did_work = false; // used for default "nothing happens" message
-
- char str_pass[ ITEMNAME_SIZE ];
-
- int wield = you.equip[EQ_WEAPON];
-
- if (you.berserker)
- {
- canned_msg( MSG_TOO_BERSERK );
- return (false);
- }
- else if (wield == -1)
- {
- mpr("You aren't wielding anything!");
- return (false);
- }
-
- switch (you.inv[wield].base_type)
- {
- case OBJ_WEAPONS:
- if (get_weapon_brand( you.inv[wield] ) == SPWPN_REACHING
- && enough_mp(1, false))
- {
- // needed a cost to prevent evocation training abuse -- bwr
- dec_mp(1);
- make_hungry( 50, false );
- reaching_weapon_attack();
- pract = (one_chance_in(5) ? 1 : 0);
- did_work = true;
- }
- else if (is_fixed_artefact( you.inv[wield] ))
- {
- switch (you.inv[wield].special)
- {
- case SPWPN_STAFF_OF_DISPATER:
- if (you.deaths_door || !enough_hp(11, true)
- || !enough_mp(5, true))
- {
- break;
- }
-
- mpr("You feel the staff feeding on your energy!");
-
- dec_hp( 5 + random2avg(19, 2), false );
- dec_mp( 2 + random2avg(5, 2) );
- make_hungry( 100, false );
-
- power = you.skills[SK_EVOCATIONS] * 8;
- your_spells( SPELL_HELLFIRE, power, false );
- pract = (coinflip() ? 2 : 1);
- did_work = true;
- break;
-
- // let me count the number of ways spell_casted is
- // used here ... one .. two .. three ... >CRUNCH<
- // three licks to get to the center of a ... {dlb}
- case SPWPN_SCEPTRE_OF_ASMODEUS:
- spell_casted = random2(21);
-
- if (spell_casted == 0)
- break;
-
- make_hungry( 200, false );
- pract = 1;
-
- if (spell_casted < 2) // summon devils, maybe a Fiend
- {
-
- spell_casted = (one_chance_in(4) ? MONS_FIEND
- : MONS_HELLION + random2(10));
-
- bool good_summon = (create_monster( spell_casted,
- ENCH_ABJ_VI, BEH_HOSTILE,
- you.x_pos, you.y_pos,
- MHITYOU, 250) != -1);
-
- if (good_summon)
- {
- if (spell_casted == MONS_FIEND)
- mpr("\"Your arrogance condemns you, mortal!\"");
- else
- mpr("The Sceptre summons one of its servants.");
- }
-
- did_work = true;
- break;
- }
-
- temp_rand = random2(240);
-
- if (temp_rand > 125)
- spell_casted = SPELL_BOLT_OF_FIRE; // 114 in 240
- else if (temp_rand > 68)
- spell_casted = SPELL_LIGHTNING_BOLT; // 57 in 240
- else if (temp_rand > 11)
- spell_casted = SPELL_BOLT_OF_DRAINING; // 57 in 240
- else
- spell_casted = SPELL_HELLFIRE; // 12 in 240
-
- power = you.skills[SK_EVOCATIONS] * 8;
- your_spells( spell_casted, power, false );
- did_work = true;
- break;
-
- case SPWPN_STAFF_OF_OLGREB:
- if (!enough_mp( 4, true )
- || you.skills[SK_EVOCATIONS] < random2(6))
- {
- break;
- }
-
- dec_mp(4);
- make_hungry( 50, false );
- pract = 1;
- did_work = true;
-
- power = 10 + you.skills[SK_EVOCATIONS] * 8;
-
- your_spells( SPELL_OLGREBS_TOXIC_RADIANCE, power, false );
-
- if (you.skills[SK_EVOCATIONS] >= random2(10))
- your_spells( SPELL_VENOM_BOLT, power, false );
- break;
-
- case SPWPN_STAFF_OF_WUCAD_MU:
- if (you.magic_points == you.max_magic_points
- || you.skills[SK_EVOCATIONS] < random2(25))
- {
- break;
- }
-
- mpr("Magical energy flows into your mind!");
-
- inc_mp( 3 + random2(5) + you.skills[SK_EVOCATIONS] / 3, false );
- make_hungry( 50, false );
- pract = 1;
- did_work = true;
-
- if (one_chance_in(3))
- {
- miscast_effect( SPTYP_DIVINATION, random2(9),
- random2(70), 100, "the Staff of Wucad Mu" );
- }
- break;
-
- default:
- break;
- }
- }
- break;
-
- case OBJ_STAVES:
- if (item_is_rod( you.inv[wield] ))
- {
- pract = staff_spell( wield );
- did_work = true; // staff_spell() will handle messages
- }
- else if (you.inv[wield].sub_type == STAFF_CHANNELING)
- {
- if (you.magic_points < you.max_magic_points
- && you.skills[SK_EVOCATIONS] >= random2(30))
- {
- mpr("You channel some magical energy.");
- inc_mp( 1 + random2(3), false );
- make_hungry( 50, false );
- pract = (one_chance_in(5) ? 1 : 0);
- did_work = true;
-
- if (!item_ident( you.inv[you.equip[EQ_WEAPON]],
- ISFLAG_KNOW_TYPE ))
- {
- set_ident_flags( you.inv[you.equip[EQ_WEAPON]],
- ISFLAG_KNOW_TYPE );
-
- strcpy( info, "You are wielding " );
- in_name( you.equip[EQ_WEAPON], DESC_NOCAP_A, str_pass );
- strcat( info, str_pass );
- strcat( info, "." );
-
- mpr( info );
- more();
-
- you.wield_change = true;
- }
- }
- }
- break;
-
- case OBJ_MISCELLANY:
- did_work = true; // easier to do it this way for misc items
- switch (you.inv[wield].sub_type)
- {
- case MISC_BOTTLED_EFREET:
- if (efreet_flask())
- pract = 2;
- break;
-
- case MISC_CRYSTAL_BALL_OF_SEEING:
- if (ball_of_seeing())
- pract = 1;
- break;
-
- case MISC_AIR_ELEMENTAL_FAN:
- if (you.skills[SK_EVOCATIONS] <= random2(30))
- canned_msg(MSG_NOTHING_HAPPENS);
- else
- {
- summon_elemental(100, MONS_AIR_ELEMENTAL, 4);
- pract = (one_chance_in(5) ? 1 : 0);
- }
- break;
-
- case MISC_LAMP_OF_FIRE:
- if (you.skills[SK_EVOCATIONS] <= random2(30))
- canned_msg(MSG_NOTHING_HAPPENS);
- else
- {
- summon_elemental(100, MONS_FIRE_ELEMENTAL, 4);
- pract = (one_chance_in(5) ? 1 : 0);
- }
- break;
-
- case MISC_STONE_OF_EARTH_ELEMENTALS:
- if (you.skills[SK_EVOCATIONS] <= random2(30))
- canned_msg(MSG_NOTHING_HAPPENS);
- else
- {
- summon_elemental(100, MONS_EARTH_ELEMENTAL, 4);
- pract = (one_chance_in(5) ? 1 : 0);
- }
- break;
-
- case MISC_HORN_OF_GERYON:
- // Note: This assumes that the Vestibule has not been changed.
- if (player_in_branch( BRANCH_VESTIBULE_OF_HELL ))
- {
- mpr("You produce a weird and mournful sound.");
-
- for (count_x = 0; count_x < GXM; count_x++)
- {
- for (count_y = 0; count_y < GYM; count_y++)
- {
- if (grd[count_x][count_y] == DNGN_STONE_ARCH)
- {
- opened_gates++;
-
- // this may generate faulty [][] values {dlb}
- switch (grd[count_x + 2][count_y])
- {
- case DNGN_FLOOR:
- grd[count_x][count_y] = DNGN_ENTER_DIS;
- break;
- case DNGN_LAVA:
- grd[count_x][count_y] = DNGN_ENTER_GEHENNA;
- break;
- case DNGN_ROCK_WALL:
- grd[count_x][count_y] = DNGN_ENTER_TARTARUS;
- break;
- case DNGN_DEEP_WATER:
- grd[count_x][count_y] = DNGN_ENTER_COCYTUS;
- break;
- }
- }
- }
- }
-
- if (opened_gates)
- {
- mpr("Your way has been unbarred.");
- pract = 1;
- }
- }
- else
- {
- mpr("You produce a hideous howling noise!");
- pract = (one_chance_in(3) ? 1 : 0);
- create_monster( MONS_BEAST, ENCH_ABJ_IV, BEH_HOSTILE,
- you.x_pos, you.y_pos, MHITYOU, 250 );
- }
- break;
-
- case MISC_DECK_OF_WONDERS:
- deck_of_cards(DECK_OF_WONDERS);
- pract = 1;
- break;
-
- case MISC_DECK_OF_SUMMONINGS:
- deck_of_cards(DECK_OF_SUMMONING);
- pract = 1;
- break;
-
- case MISC_DECK_OF_TRICKS:
- deck_of_cards(DECK_OF_TRICKS);
- pract = 1;
- break;
-
- case MISC_DECK_OF_POWER:
- deck_of_cards(DECK_OF_POWER);
- pract = 1;
- break;
-
- case MISC_BOX_OF_BEASTS:
- if (box_of_beasts())
- pract = 1;
- break;
-
- case MISC_CRYSTAL_BALL_OF_ENERGY:
- if (ball_of_energy())
- pract = 1;
- break;
-
- case MISC_CRYSTAL_BALL_OF_FIXATION:
- if (ball_of_fixation())
- pract = 1;
- break;
-
- case MISC_DISC_OF_STORMS:
- if (disc_of_storms())
- pract = (coinflip() ? 2 : 1);
- break;
-
- case MISC_PORTABLE_ALTAR_OF_NEMELEX:
- if (player_in_branch( BRANCH_ECUMENICAL_TEMPLE ))
- {
- mpr( "Don't you think this level already has more than "
- "enough altars?" );
- }
- else if (grd[you.x_pos][you.y_pos] != DNGN_FLOOR)
- mpr("You need a clear area to place this item.");
- else
- {
- mpr("You unfold the altar and place it on the floor.");
- grd[you.x_pos][you.y_pos] = DNGN_ALTAR_NEMELEX_XOBEH;
- dec_inv_item_quantity( you.equip[EQ_WEAPON], 1 );
- }
- break;
-
- default:
- did_work = false;
- break;
- }
- break;
-
- default:
- break;
- }
-
- if (!did_work)
- canned_msg(MSG_NOTHING_HAPPENS);
- else if (pract > 0)
- exercise( SK_EVOCATIONS, pract );
-
- you.turn_is_over = 1;
-
- return (did_work);
-} // end evoke_wielded()
-
-static bool efreet_flask(void)
-{
- const int behaviour = ((you.skills[SK_EVOCATIONS] > random2(20))
- ? BEH_FRIENDLY : BEH_HOSTILE);
-
- mpr("You open the flask...");
-
- dec_inv_item_quantity( you.equip[EQ_WEAPON], 1 );
-
- if (create_monster( MONS_EFREET, ENCH_ABJ_V, behaviour,
- you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
- {
- mpr( "...and a huge efreet comes out." );
-
- mpr( (behaviour == BEH_FRIENDLY) ? "\"Thank you for releasing me!\""
- : "It howls insanely!" );
- }
- else
- canned_msg(MSG_NOTHING_HAPPENS);
-
- return (true);
-} // end efreet_flask()
-
-static bool ball_of_seeing(void)
-{
- int use = 0;
- bool ret = false;
-
- mpr("You gaze into the crystal ball.");
-
- use = ((!you.conf) ? random2(you.skills[SK_EVOCATIONS] * 6) : random2(5));
-
- if (use < 2)
- {
- lose_stat( STAT_INTELLIGENCE, 1 );
- }
- else if (use < 5 && enough_mp(1, true))
- {
- mpr("You feel power drain from you!");
- set_mp(0, false);
- }
- else if (use < 10)
- {
- confuse_player( 10 + random2(10), false );
- }
- else if (use < 15
- || you.level_type == LEVEL_LABYRINTH
- || you.level_type == LEVEL_ABYSS || coinflip())
- {
- mpr("You see nothing.");
- }
- else
- {
- mpr("You see a map of your surroundings!");
- magic_mapping( 15, 50 + random2( you.skills[SK_EVOCATIONS] ) );
- ret = true;
- }
-
- return (ret);
-} // end ball_of_seeing()
-
-static bool disc_of_storms(void)
-{
- int temp_rand = 0; // probability determination {dlb}
- struct bolt beam;
- int disc_count = 0;
- unsigned char which_zap = 0;
-
- const int fail_rate = (30 - you.skills[SK_EVOCATIONS]);
- bool ret = false;
-
- if (player_res_electricity() || (random2(100) < fail_rate))
- canned_msg(MSG_NOTHING_HAPPENS);
- else if (random2(100) < fail_rate)
- mpr("The disc glows for a moment, then fades.");
- else if (random2(100) < fail_rate)
- mpr("Little bolts of electricity crackle over the disc.");
- else
- {
- mpr("The disc erupts in an explosion of electricity!");
-
- disc_count = roll_dice( 2, 1 + you.skills[SK_EVOCATIONS] / 7 );
-
- while (disc_count)
- {
- temp_rand = random2(3);
-
- which_zap = ((temp_rand > 1) ? ZAP_LIGHTNING :
- (temp_rand > 0) ? ZAP_ELECTRICITY
- : ZAP_ORB_OF_ELECTRICITY);
-
- beam.source_x = you.x_pos;
- beam.source_y = you.y_pos;
- beam.target_x = you.x_pos + random2(13) - 6;
- beam.target_y = you.y_pos + random2(13) - 6;
-
- zapping( which_zap, 30 + you.skills[SK_EVOCATIONS] * 2, beam );
-
- disc_count--;
- }
-
- ret = true;
- }
-
- return (ret);
-} // end disc_of_storms()
-
-void tome_of_power(char sc_read_2)
-{
- int temp_rand = 0; // probability determination {dlb}
-
- int powc = 5 + you.skills[SK_EVOCATIONS]
- + roll_dice( 5, you.skills[SK_EVOCATIONS] );
-
- int spell_casted = 0;
- struct bolt beam;
-
- strcpy(info, "The book opens to a page covered in ");
-
- char wc[30];
- weird_writing( wc );
- strcat( info, wc );
- strcat( info, "." );
- mpr( info );
-
- you.turn_is_over = 1;
-
- if (!yesno("Read it?"))
- return;
-
- set_ident_flags( you.inv[sc_read_2], ISFLAG_IDENT_MASK );
-
- if (you.mutation[MUT_BLURRY_VISION] > 0
- && random2(4) < you.mutation[MUT_BLURRY_VISION])
- {
- mpr("The page is too blurry for you to read.");
- return;
- }
-
- mpr("You find yourself reciting the magical words!");
- exercise( SK_EVOCATIONS, 1 );
-
- temp_rand = random2(50) + random2( you.skills[SK_EVOCATIONS] / 3 );
-
- switch (random2(50))
- {
- case 0:
- case 3:
- case 4:
- case 6:
- case 7:
- case 8:
- case 9:
- mpr("A cloud of weird smoke pours from the book's pages!");
- big_cloud( CLOUD_GREY_SMOKE + random2(3), you.x_pos, you.y_pos, 20,
- 10 + random2(8) );
- return;
- case 1:
- case 14:
- mpr("A cloud of choking fumes pours from the book's pages!");
- big_cloud(CLOUD_POISON, you.x_pos, you.y_pos, 20, 7 + random2(5));
- return;
-
- case 2:
- case 13:
- mpr("A cloud of freezing gas pours from the book's pages!");
- big_cloud(CLOUD_COLD, you.x_pos, you.y_pos, 20, 8 + random2(5));
- return;
-
- case 5:
- case 11:
- case 12:
- if (one_chance_in(5))
- {
- mpr("The book disappears in a mighty explosion!");
- dec_inv_item_quantity( sc_read_2, 1 );
- }
-
- beam.type = SYM_BURST;
- beam.damage = dice_def( 3, 15 );
- // unsure about this // BEAM_EXPLOSION instead? [dlb]
- beam.flavour = BEAM_FIRE;
- beam.target_x = you.x_pos;
- beam.target_y = you.y_pos;
- strcpy( beam.beam_name, "fiery explosion" );
- beam.colour = RED;
- // your explosion, (not someone else's explosion)
- beam.beam_source = NON_MONSTER;
- beam.thrower = KILL_YOU;
- beam.aux_source = "an exploding Tome of Power";
- beam.ex_size = 2;
- beam.is_tracer = false;
- beam.is_explosion = true;
-
- explosion(beam);
- return;
-
-
- case 10:
- if (create_monster( MONS_ABOMINATION_SMALL, ENCH_ABJ_VI, BEH_HOSTILE,
- you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
- {
- mpr("A horrible Thing appears!");
- mpr("It doesn't look too friendly.");
- }
- return;
- }
-
- viewwindow(1, false);
-
- temp_rand = random2(23) + random2( you.skills[SK_EVOCATIONS] / 3 );
-
- if (temp_rand > 25)
- temp_rand = 25;
-
- spell_casted = ((temp_rand > 19) ? SPELL_FIREBALL :
- (temp_rand > 16) ? SPELL_BOLT_OF_FIRE :
- (temp_rand > 13) ? SPELL_BOLT_OF_COLD :
- (temp_rand > 11) ? SPELL_LIGHTNING_BOLT :
- (temp_rand > 10) ? SPELL_LEHUDIBS_CRYSTAL_SPEAR :
- (temp_rand > 9) ? SPELL_VENOM_BOLT :
- (temp_rand > 8) ? SPELL_BOLT_OF_DRAINING :
- (temp_rand > 7) ? SPELL_BOLT_OF_INACCURACY :
- (temp_rand > 6) ? SPELL_STICKY_FLAME :
- (temp_rand > 5) ? SPELL_TELEPORT_SELF :
- (temp_rand > 4) ? SPELL_CIGOTUVIS_DEGENERATION :
- (temp_rand > 3) ? SPELL_POLYMORPH_OTHER :
- (temp_rand > 2) ? SPELL_MEPHITIC_CLOUD :
- (temp_rand > 1) ? SPELL_THROW_FLAME :
- (temp_rand > 0) ? SPELL_THROW_FROST
- : SPELL_MAGIC_DART);
-
- your_spells( spell_casted, powc, false );
-} // end tome_of_power()
-
-void skill_manual(char sc_read_2)
-{
- char skname[30];
-
- set_ident_flags( you.inv[sc_read_2], ISFLAG_IDENT_MASK );
-
- strcpy(skname, skill_name(you.inv[sc_read_2].plus));
-
- strcpy(info, "This is a manual of ");
- strcat(info, skname);
- strcat(info, "!");
- mpr(info);
-
- you.turn_is_over = 1;
-
- if (!yesno("Read it?"))
- return;
-
- strcpy(info, "You read about ");
- strcat(info, strlwr(skname));
- strcat(info, ".");
- mpr(info);
-
- exercise( you.inv[sc_read_2].plus, 500 );
-
- if (one_chance_in(10))
- {
- mpr("The book crumbles into dust.");
- dec_inv_item_quantity( sc_read_2, 1 );
- }
- else
- {
- mpr("The book looks somewhat more worn.");
- }
-} // end skill_manual()
-
-static bool box_of_beasts(void)
-{
- int beasty = MONS_PROGRAM_BUG; // error trapping {dlb}
- int temp_rand = 0; // probability determination {dlb}
-
- int ret = false;
-
- mpr("You open the lid...");
-
- if (random2(100) < 60 + you.skills[SK_EVOCATIONS])
- {
- temp_rand = random2(11);
-
- beasty = ((temp_rand == 0) ? MONS_GIANT_BAT :
- (temp_rand == 1) ? MONS_HOUND :
- (temp_rand == 2) ? MONS_JACKAL :
- (temp_rand == 3) ? MONS_RAT :
- (temp_rand == 4) ? MONS_ICE_BEAST :
- (temp_rand == 5) ? MONS_SNAKE :
- (temp_rand == 6) ? MONS_YAK :
- (temp_rand == 7) ? MONS_BUTTERFLY :
- (temp_rand == 8) ? MONS_HELL_HOUND :
- (temp_rand == 9) ? MONS_BROWN_SNAKE
- : MONS_GIANT_LIZARD);
-
- int beh = (one_chance_in(you.skills[SK_EVOCATIONS] + 5) ? BEH_HOSTILE
- : BEH_FRIENDLY);
-
- if (create_monster( beasty, ENCH_ABJ_II + random2(4), beh,
- you.x_pos, you.y_pos, MHITYOU, 250 ) != -1)
- {
- mpr("...and something leaps out!");
- ret = true;
- }
- }
- else
- {
- if (!one_chance_in(6))
- mpr("...but nothing happens.");
- else
- {
- mpr("...but the box appears empty.");
- you.inv[you.equip[EQ_WEAPON]].sub_type = MISC_EMPTY_EBONY_CASKET;
- }
- }
-
- return (ret);
-} // end box_of_beasts()
-
-static bool ball_of_energy(void)
-{
- int use = 0;
- int proportional = 0;
-
- bool ret = false;
-
- mpr("You gaze into the crystal ball.");
-
- use = ((!you.conf) ? random2(you.skills[SK_EVOCATIONS] * 6) : random2(6));
-
- if (use < 2 || you.max_magic_points == 0)
- {
- lose_stat(STAT_INTELLIGENCE, 1);
- }
- else if ((use < 4 && enough_mp(1, true))
- || you.magic_points == you.max_magic_points)
- {
- mpr( "You feel your power drain away!" );
- set_mp( 0, false );
- }
- else if (use < 6)
- {
- confuse_player( 10 + random2(10), false );
- }
- else
- {
- proportional = you.magic_points * 100;
- proportional /= you.max_magic_points;
-
- if (random2avg(77 - you.skills[SK_EVOCATIONS] * 2, 4) > proportional
- || one_chance_in(25))
- {
- mpr( "You feel your power drain away!" );
- set_mp( 0, false );
- }
- else
- {
- mpr( "You are suffused with power!" );
- inc_mp( 6 + roll_dice( 2, you.skills[SK_EVOCATIONS] ), false );
-
- ret = true;
- }
- }
-
- return (ret);
-} // end ball_of_energy()
-
-static bool ball_of_fixation(void)
-{
- mpr("You gaze into the crystal ball.");
- mpr("You are mesmerised by a rainbow of scintillating colours!");
-
- you.paralysis = 100;
- you.slow = 100;
-
- return (true);
-} // end ball_of_fixation()