/* * File: it_use3.cc * Summary: Functions for using some of the wackier inventory items. * Written by: Linley Henzell */ #include "AppHdr.h" #include "it_use3.h" #include #include #include #include "externs.h" #include "artefact.h" #include "beam.h" #include "cloud.h" #include "coordit.h" #include "database.h" #include "decks.h" #include "directn.h" #include "effects.h" #include "env.h" #include "fight.h" #include "food.h" #include "invent.h" #include "items.h" #include "item_use.h" #include "itemname.h" #include "itemprop.h" #include "mapmark.h" #include "message.h" #include "mon-place.h" #include "mgen_data.h" #include "coord.h" #include "misc.h" #include "player.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 "state.h" #include "stuff.h" #include "areas.h" #include "view.h" #include "shout.h" #include "xom.h" // TODO: Let artefacts besides weapons generate noise. void noisy_equipment() { if (silenced(you.pos()) || !one_chance_in(20)) return; std::string msg; const item_def* weapon = you.weapon(); if (weapon && is_unrandom_artefact(*weapon)) { std::string name = weapon->name(DESC_PLAIN, false, true, false, false, ISFLAG_IDENT_MASK); msg = getSpeakString(name.c_str()); if (!msg.empty()) { // "Your Singing Sword" sounds disrespectful // (as if there could be more than one!) msg = replace_all(msg, "@Your_weapon@", "@The_weapon@"); msg = replace_all(msg, "@your_weapon@", "@the_weapon@"); } } if (msg.empty()) { msg = getSpeakString("noisy weapon"); if (!msg.empty()) { msg = replace_all(msg, "@Your_weapon@", "Your @weapon@"); msg = replace_all(msg, "@your_weapon@", "your @weapon@"); } } // Set appropriate channel (will usually be TALK). msg_channel_type channel = MSGCH_TALK; // Disallow anything with VISUAL in it. if (!msg.empty() && msg.find("VISUAL") != std::string::npos) msg.clear(); if (!msg.empty()) { std::string param; const std::string::size_type pos = msg.find(":"); if (pos != std::string::npos) param = msg.substr(0, pos); if (!param.empty()) { bool match = true; if (param == "DANGER") channel = MSGCH_DANGER; else if (param == "WARN") channel = MSGCH_WARN; else if (param == "SOUND") channel = MSGCH_SOUND; else if (param == "PLAIN") channel = MSGCH_PLAIN; else if (param == "SPELL" || param == "ENCHANT") msg.clear(); // disallow these as well, channel stays TALK else if (param != "TALK") match = false; if (match && !msg.empty()) msg = msg.substr(pos + 1); } } if (msg.empty()) // give default noises { channel = MSGCH_SOUND; msg = "You hear a strange noise."; } // replace weapon references if (weapon) { msg = replace_all(msg, "@The_weapon@", "The @weapon@"); msg = replace_all(msg, "@the_weapon@", "the @weapon@"); msg = replace_all(msg, "@weapon@", weapon->name(DESC_BASENAME)); } // replace references to player name and god msg = replace_all(msg, "@player_name@", you.your_name); msg = replace_all(msg, "@player_god@", you.religion == GOD_NO_GOD ? "atheism" : god_name(you.religion, coinflip())); mpr(msg.c_str(), channel); noisy(25, you.pos()); } void shadow_lantern_effect() { if (x_chance_in_y(player_spec_death() + 1, 8)) { create_monster(mgen_data(MONS_SHADOW, BEH_FRIENDLY, &you, 2, 0, you.pos(), MHITYOU)); item_def *lantern = you.weapon(); // This should only get called when we are wielding a lantern of // shadows. ASSERT(lantern && lantern->base_type == OBJ_MISCELLANY && lantern->sub_type == MISC_LANTERN_OF_SHADOWS); bool known = fully_identified(*lantern); did_god_conduct(DID_NECROMANCY, 1, known); // ID the lantern and refresh the weapon display. if (!known) { set_ident_type(*lantern, ID_KNOWN_TYPE); set_ident_flags(*lantern, ISFLAG_IDENT_MASK); you.wield_change = true; } } } void unrand_reacts() { item_def* weapon = you.weapon(); const int old_plus = weapon ? weapon->plus : 0; const int old_plus2 = weapon ? weapon->plus2 : 0; for (int i = 0; i < NUM_EQUIP; i++) { if (you.unrand_reacts & (1 << i)) { item_def& item = you.inv[you.equip[i]]; unrandart_entry* entry = get_unrand_entry(item.special); entry->world_reacts_func(&item); } } if (weapon && (old_plus != weapon->plus || old_plus2 != weapon->plus2)) you.wield_change = true; } static bool _reaching_weapon_attack(const item_def& wpn) { dist beam; mpr("Attack whom?", MSGCH_PROMPT); direction(beam, DIR_TARGET, TARG_HOSTILE, 2); if (!beam.isValid) return (false); if (beam.isMe) { canned_msg(MSG_UNTHINKING_ACT); return (false); } const coord_def delta = beam.target - you.pos(); const int x_distance = abs(delta.x); const int y_distance = abs(delta.y); monsters* mons = monster_at(beam.target); const int x_middle = std::max(beam.target.x, you.pos().x) - (x_distance / 2); const int y_middle = std::max(beam.target.y, you.pos().y) - (y_distance / 2); const coord_def middle(x_middle, y_middle); if (x_distance > 2 || y_distance > 2) { mpr("Your weapon cannot reach that far!"); return (false); } else if (!you.see_cell_no_trans(beam.target) && grd(middle) <= DNGN_MAX_NONREACH) { // Might also be a granite statue/orcish idol which you // can reach _past_. mpr("There's a wall in the way."); return (false); } else if (mons == NULL) { // Must return true, otherwise you get a free discovery // of invisible monsters. mpr("You attack empty space."); return (true); } // 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) { bool success = false; // If either the x or the y is the same, we should check for // a monster: if ((beam.target.x == you.pos().x || beam.target.y == you.pos().y) && monster_at(middle)) { const int skill = weapon_skill( wpn.base_type, wpn.sub_type ); if (x_chance_in_y(5 + (3 * skill), 40)) { mpr("You reach to attack!"); success = you_attack(mons->mindex(), false); } else { mpr("You could not reach far enough!"); return (true); } } else { mpr("You reach to attack!"); success = you_attack(mons->mindex(), false); } if (success) { // Monster might have died or gone away. if (monsters* m = monster_at(beam.target)) if (mons_is_mimic(m->type)) mimic_alert(m); } } else you_attack(mons->mindex(), false); return (true); } static bool evoke_horn_of_geryon() { // Note: This assumes that the Vestibule has not been changed. bool rc = false; if (player_in_branch( BRANCH_VESTIBULE_OF_HELL )) { mpr("You produce a weird and mournful sound."); for (int count_x = 0; count_x < GXM; count_x++) for (int count_y = 0; count_y < GYM; count_y++) { if (grd[count_x][count_y] == DNGN_STONE_ARCH) { rc = true; map_marker *marker = env.markers.find(coord_def(count_x, count_y), MAT_FEATURE); if (marker) { map_feature_marker *featm = dynamic_cast(marker); // [ds] Ensure we're activating the correct feature // markers. Feature markers are also used for other // things, notably to indicate the return point from // a labyrinth or portal vault. switch (featm->feat) { case DNGN_ENTER_COCYTUS: case DNGN_ENTER_DIS: case DNGN_ENTER_GEHENNA: case DNGN_ENTER_TARTARUS: grd[count_x][count_y] = featm->feat; env.markers.remove(marker); break; default: break; } } } } if (rc) mpr("Your way has been unbarred."); } else { mpr("You produce a hideous howling noise!", MSGCH_SOUND); create_monster( mgen_data::hostile_at(MONS_BEAST, "the horn of Geryon", true, 4, 0, you.pos())); } return (rc); } static bool _efreet_flask(int slot) { bool friendly = x_chance_in_y(10 + you.skills[SK_EVOCATIONS] / 3, 20); mpr("You open the flask..."); const int monster = create_monster( mgen_data(MONS_EFREET, friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you, 0, 0, you.pos(), MHITYOU, MG_FORCE_BEH)); if (monster != -1) { mpr("...and a huge efreet comes out."); if (player_angers_monster(&menv[monster])) friendly = false; if (silenced(you.pos())) { mpr(friendly ? "It nods graciously at you." : "It snaps in your direction!", MSGCH_TALK_VISUAL); } else { mpr(friendly ? "\"Thank you for releasing me!\"" : "It howls insanely!", MSGCH_TALK); } } else canned_msg(MSG_NOTHING_HAPPENS); dec_inv_item_quantity(slot, 1); return (true); } static bool _ball_of_seeing(void) { bool ret = false; mpr("You gaze into the crystal ball."); int use = (!you.confused() ? random2(you.skills[SK_EVOCATIONS] * 6) : random2(5)); if (use < 2) { lose_stat( STAT_INTELLIGENCE, 1, false, "using a ball of seeing"); } else if (use < 5 && enough_mp(1, true)) { mpr("You feel power drain from you!"); set_mp(0, false); } else if (use < 10 || you.level_type == LEVEL_LABYRINTH) { if (you.level_type == LEVEL_LABYRINTH) mpr("You see a maze of twisty little passages, all alike."); confuse_player( 10 + random2(10), false ); } else if (use < 15 || coinflip()) { mpr("You see nothing."); } else if (magic_mapping( 15, 50 + random2( you.skills[SK_EVOCATIONS]), true)) { mpr("You see a map of your surroundings!"); ret = true; } else { mpr("You see nothing."); } return (ret); } static bool _disc_of_storms(void) { const int fail_rate = (30 - you.skills[SK_EVOCATIONS]); bool rc = false; if (player_res_electricity() || x_chance_in_y(fail_rate, 100)) canned_msg(MSG_NOTHING_HAPPENS); else if (x_chance_in_y(fail_rate, 100)) mpr("The disc glows for a moment, then fades."); else if (x_chance_in_y(fail_rate, 100)) mpr("Little bolts of electricity crackle over the disc."); else { mpr("The disc erupts in an explosion of electricity!"); rc = true; const int disc_count = roll_dice(2, 1 + you.skills[SK_EVOCATIONS] / 7); for (int i = 0; i < disc_count; ++i) { bolt beam; const zap_type types[] = { ZAP_LIGHTNING, ZAP_ELECTRICITY, ZAP_ORB_OF_ELECTRICITY }; const zap_type which_zap = RANDOM_ELEMENT(types); beam.range = you.skills[SK_EVOCATIONS]/3 + 5; // 5--14 beam.source = you.pos(); beam.target = you.pos() + coord_def(random2(13)-6, random2(13)-6); // Non-controlleable, so no player tracer. zapping(which_zap, 30 + you.skills[SK_EVOCATIONS] * 2, beam); } for (radius_iterator ri(you.pos(), LOS_RADIUS, false); ri; ++ri) { if (grd(*ri) < DNGN_MAXWALL) continue; if (one_chance_in(60 - you.skills[SK_EVOCATIONS])) place_cloud(CLOUD_RAIN, *ri, random2(you.skills[SK_EVOCATIONS]), KC_YOU); } } return (rc); } void tome_of_power(int slot) { int powc = 5 + you.skills[SK_EVOCATIONS] + roll_dice( 5, you.skills[SK_EVOCATIONS] ); msg::stream << "The book opens to a page covered in " << weird_writing() << '.' << std::endl; you.turn_is_over = true; if (!item_ident(you.inv[slot], ISFLAG_KNOW_TYPE)) { set_ident_flags(you.inv[slot], ISFLAG_KNOW_TYPE); if (!yesno("Read it?", false, 'n')) return; } if (player_mutation_level(MUT_BLURRY_VISION) > 0 && x_chance_in_y(player_mutation_level(MUT_BLURRY_VISION), 4)) { mpr("The page is too blurry for you to read."); return; } mpr("You find yourself reciting the magical words!"); exercise( SK_EVOCATIONS, 1 ); if (x_chance_in_y(7, 50)) { mpr("A cloud of weird smoke pours from the book's pages!"); big_cloud( random_smoke_type(), KC_YOU, you.pos(), 20, 10 + random2(8) ); xom_is_stimulated(16); } else if (x_chance_in_y(2, 43)) { mpr("A cloud of choking fumes pours from the book's pages!"); big_cloud(CLOUD_POISON, KC_YOU, you.pos(), 20, 7 + random2(5)); xom_is_stimulated(64); } else if (x_chance_in_y(2, 41)) { mpr("A cloud of freezing gas pours from the book's pages!"); big_cloud(CLOUD_COLD, KC_YOU, you.pos(), 20, 8 + random2(5)); xom_is_stimulated(64); } else if (x_chance_in_y(3, 39)) { if (one_chance_in(5)) { mpr("The book disappears in a mighty explosion!"); dec_inv_item_quantity(slot, 1); } immolation(15, IMMOLATION_TOME, you.pos(), false, &you); xom_is_stimulated(255); } else if (one_chance_in(36)) { if (create_monster( mgen_data::hostile_at(MONS_ABOMINATION_SMALL, "a tome of Destruction", true, 6, 0, you.pos())) != -1) { mpr("A horrible Thing appears!"); mpr("It doesn't look too friendly."); } xom_is_stimulated(255); } else { viewwindow(false); int temp_rand = random2(23) + random2(you.skills[SK_EVOCATIONS] / 3); if (temp_rand > 25) temp_rand = 25; const spell_type spell_casted = ((temp_rand > 24) ? SPELL_LEHUDIBS_CRYSTAL_SPEAR : (temp_rand > 21) ? SPELL_BOLT_OF_FIRE : (temp_rand > 18) ? SPELL_BOLT_OF_COLD : (temp_rand > 16) ? SPELL_LIGHTNING_BOLT : (temp_rand > 10) ? SPELL_FIREBALL : (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 ); } } void skill_manual(int slot) { // Removed confirmation request because you know it's // a manual in advance. you.turn_is_over = true; item_def& manual(you.inv[slot]); const bool known = item_type_known(manual); if (!known) set_ident_flags( manual, ISFLAG_KNOW_TYPE ); const int skill = manual.plus; mprf("You read about %s.", skill_name(skill)); exercise(skill, 500); if (--manual.plus2 <= 0) { mpr("The manual crumbles into dust."); dec_inv_item_quantity( slot, 1 ); } else mpr("The manual looks somewhat more worn."); xom_is_stimulated(known ? 14 : 64); } static bool _box_of_beasts(item_def &box) { bool success = false; mpr("You open the lid..."); if (x_chance_in_y(60 + you.skills[SK_EVOCATIONS], 100)) { monster_type beasty = MONS_NO_MONSTER; // If you worship a good god, don't summon an evil beast (in // this case, the hell hound). do { int 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_WATER_MOCCASIN : (temp_rand == 9) ? MONS_GIANT_LIZARD : MONS_HELL_HOUND); } while (player_will_anger_monster(beasty)); beh_type beha = BEH_FRIENDLY; if (one_chance_in(you.skills[SK_EVOCATIONS] + 5)) beha = BEH_HOSTILE; if (create_monster( mgen_data(beasty, beha, &you, 2 + random2(4), 0, you.pos(), MHITYOU)) != -1) { success = true; mpr("...and something leaps out!"); xom_is_stimulated(14); } } else { if (!one_chance_in(6)) mpr("...but nothing happens."); else { mpr("...but the box appears empty."); box.sub_type = MISC_EMPTY_EBONY_CASKET; } } return (success); } static bool _ball_of_energy(void) { bool ret = false; mpr("You gaze into the crystal ball."); int use = ((!you.confused()) ? random2(you.skills[SK_EVOCATIONS] * 6) : random2(6)); if (use < 2 || you.max_magic_points == 0) { lose_stat(STAT_INTELLIGENCE, 1, false, "using a ball of energy"); } 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 { int proportional = (you.magic_points * 100) / 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); } static bool _ball_of_fixation(void) { mpr("You gaze into the crystal ball."); mpr("You are mesmerised by a rainbow of scintillating colours!"); const int duration = random_range(15, 40); you.set_duration(DUR_PARALYSIS, duration); you.set_duration(DUR_SLOW, duration); return (true); } bool evoke_item(int slot) { if (you.berserk()) { canned_msg(MSG_TOO_BERSERK); return (false); } if (player_in_bat_form()) { canned_msg(MSG_PRESENT_FORM); return (false); } if (slot == -1) { slot = prompt_invent_item( "Evoke which item? (* to show all)", MT_INVLIST, OSEL_EVOKABLE, true, true, true, 0, -1, NULL, OPER_EVOKE ); if (prompt_failed(slot)) return (false); } else if (!check_warning_inscriptions(you.inv[slot], OPER_EVOKE)) return (false); ASSERT(slot >= 0); #if DEBUG // Used only by an assert const bool wielded = (you.equip[EQ_WEAPON] == slot); #endif /* DEBUG */ item_def& item = you.inv[slot]; // Also handles messages. if (!item_is_evokable(item, false, false, true)) return (false); int pract = 0; // By how much Evocations is practised. bool did_work = false; // Used for default "nothing happens" message. bool unevokable = false; const unrandart_entry *entry = is_unrandom_artefact(item) ? get_unrand_entry(item.special) : NULL; if (entry && entry->evoke_func) { ASSERT(item_is_equipped(item)); if (entry->evoke_func(&item, &pract, &did_work, &unevokable)) return (did_work); } else switch (item.base_type) { case OBJ_WANDS: zap_wand(slot); return (true); case OBJ_WEAPONS: ASSERT(wielded); if (get_weapon_brand(item) == SPWPN_REACHING) { if (_reaching_weapon_attack(item)) { pract = 0; did_work = true; } else return (false); } else unevokable = true; break; case OBJ_STAVES: ASSERT(wielded); if (item_is_rod( item )) { pract = staff_spell( slot ); // [ds] Early exit, no turns are lost. if (pract == -1) return (false); did_work = true; // staff_spell() will handle messages } else if (item.sub_type == STAFF_CHANNELING) { if (you.magic_points < you.max_magic_points && x_chance_in_y(you.skills[SK_EVOCATIONS] + 11, 40)) { mpr("You channel some magical energy."); inc_mp( 1 + random2(3), false ); make_hungry(50, false, true); pract = 1; did_work = true; if (!item_type_known(item)) { set_ident_type( OBJ_STAVES, item.sub_type, ID_KNOWN_TYPE ); set_ident_flags( item, ISFLAG_KNOW_TYPE ); mprf("You are wielding %s.", item.name(DESC_NOCAP_A).c_str()); more(); you.wield_change = true; } } } else { unevokable = true; } break; case OBJ_MISCELLANY: did_work = true; // easier to do it this way for misc items if (is_deck(item)) { ASSERT(wielded); evoke_deck(item); pract = 1; break; } switch (item.sub_type) { case MISC_BOTTLED_EFREET: if (_efreet_flask(slot)) 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 { cast_summon_elemental(100, GOD_NO_GOD, 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 { cast_summon_elemental(100, GOD_NO_GOD, 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 { cast_summon_elemental(100, GOD_NO_GOD, MONS_EARTH_ELEMENTAL, 4); pract = (one_chance_in(5) ? 1 : 0); } break; case MISC_HORN_OF_GERYON: if (evoke_horn_of_geryon()) pract = 1; break; case MISC_BOX_OF_BEASTS: if (_box_of_beasts(item)) 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; default: did_work = false; unevokable = true; break; } break; default: unevokable = true; break; } if (!did_work) canned_msg(MSG_NOTHING_HAPPENS); else if (pract > 0) exercise( SK_EVOCATIONS, pract ); if (!unevokable) you.turn_is_over = true; else crawl_state.zero_turns_taken(); return (did_work); }