Esempio n. 1
0
/* Add a comment to an object description.		-CJS- */
void scribe_object()
{
  int item_val, j;
  vtype out_val, tmp_str;

  if (inven_ctr > 0 || equip_ctr > 0)
    {
      if (get_item(&item_val, "Which one? ", 0, INVEN_ARRAY_SIZE, CNIL, CNIL))
	{
	  objdes(tmp_str, &inventory[item_val], TRUE);
	  (void) sprintf(out_val, "Inscribing %s", tmp_str);
	  msg_print(out_val);
	  if (inventory[item_val].inscrip[0] != '\0')
	    (void) sprintf(out_val, "Replace %s New inscription:",
			   inventory[item_val].inscrip);
	  else
	    (void) strcpy(out_val, "Inscription: ");
	  j = 78 - strlen(tmp_str);
	  if (j > 12)
	    j = 12;
	  prt(out_val, 0, 0);
	  if (get_string(out_val, 0, (int)strlen(out_val), j))
	    inscribe(&inventory[item_val], out_val);
	}
    }
  else
    msg_print("You are not carrying anything to inscribe.");
}
Esempio n. 2
0
/* Scrolls for the reading				-RAK-	*/
void read_scroll()
{
  int32u i;
  int j, k, item_val, y, x;
  int tmp[6], flag, used_up;
  bigvtype out_val, tmp_str;
  register int ident, l;
  register inven_type *i_ptr;
  register struct misc *m_ptr;

  free_turn_flag = TRUE;
  if (py.flags.blind > 0)
    msg_print("You can't see to read the scroll.");
  else if (no_light())
    msg_print("You have no light to read by.");
  else if (py.flags.confused > 0)
    msg_print("You are too confused to read a scroll.");
  else if (inven_ctr == 0)
    msg_print("You are not carrying anything!");
  else if (!find_range(TV_SCROLL1, TV_SCROLL2, &j, &k))
    msg_print ("You are not carrying any scrolls!");
  else if (get_item(&item_val, "Read which scroll?", j, k, 0))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      used_up = TRUE;
      i = i_ptr->flags;
      ident = FALSE;

      while (i != 0)
	{
	  j = bit_pos(&i) + 1;
	  if (i_ptr->tval == TV_SCROLL2)
	    j += 32;

	  /* Scrolls.			*/
	  switch(j)
	    {
	    case 1:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->tohit))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 2:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->todam))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 3:
	      k = 0;
	      l = 0;
	      if (inventory[INVEN_BODY].tval != TV_NOTHING)
		tmp[k++] = INVEN_BODY;
	      if (inventory[INVEN_ARM].tval != TV_NOTHING)
		tmp[k++] = INVEN_ARM;
	      if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		tmp[k++] = INVEN_OUTER;
	      if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		tmp[k++] = INVEN_HANDS;
	      if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		tmp[k++] = INVEN_HEAD;
	      /* also enchant boots */
	      if (inventory[INVEN_FEET].tval != TV_NOTHING)
		tmp[k++] = INVEN_FEET;

	      if (k > 0)  l = tmp[randint(k)-1];
	      if (TR_CURSED & inventory[INVEN_BODY].flags)
		l = INVEN_BODY;
	      else if (TR_CURSED & inventory[INVEN_ARM].flags)
		l = INVEN_ARM;
	      else if (TR_CURSED & inventory[INVEN_OUTER].flags)
		l = INVEN_OUTER;
	      else if (TR_CURSED & inventory[INVEN_HEAD].flags)
		l = INVEN_HEAD;
	      else if (TR_CURSED & inventory[INVEN_HANDS].flags)
		l = INVEN_HANDS;
	      else if (TR_CURSED & inventory[INVEN_FEET].flags)
		l = INVEN_FEET;

	      if (l > 0)
		{
		  i_ptr = &inventory[l];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->toac))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 4:
	      msg_print("This is an identify scroll.");
	      ident = TRUE;
	      used_up = ident_spell();

	      /* the identify may merge objects, causing the identify scroll
		 to move to a different place.	Check for that here. */
	      if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008)
		{
		  item_val--;
		  i_ptr = &inventory[item_val];
		  if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008)
		    {
		      msg_print("internal error with identify spell.");
		      msg_print("Please tell the wizard!");
		      return;
		    }
		}
	      break;
	    case 5:
	      if (remove_curse())
		{
		  msg_print("You feel as if someone is watching over you.");
		  ident = TRUE;
		}
	      break;
	    case 6:
	      ident = light_area(char_row, char_col);
	      break;
	    case 7:
	      for (k = 0; k < randint(3); k++)
		{
		  y = char_row;
		  x = char_col;
		  ident |= summon_monster(&y, &x, FALSE);
		}
	      break;
	    case 8:
	      teleport(10);
	      ident = TRUE;
	      break;
	    case 9:
	      teleport(100);
	      ident = TRUE;
	      break;
	    case 10:
	      (void) tele_level();
	      ident = TRUE;
	      break;
	    case 11:
	      if (py.flags.confuse_monster == 0)
		{
		  msg_print("Your hands begin to glow.");
		  py.flags.confuse_monster = TRUE;
		  ident = TRUE;
		}
	      break;
	    case 12:
	      ident = TRUE;
	      map_area();
	      break;
	    case 13:
	      ident = sleep_monsters1(char_row, char_col);
	      break;
	    case 14:
	      ident = TRUE;
	      warding_glyph();
	      break;
	    case 15:
	      ident = detect_treasure();
	      break;
	    case 16:
	      ident = detect_object();
	      break;
	    case 17:
	      ident = detect_trap();
	      break;
	    case 18:
	      ident = detect_sdoor();
	      break;
	    case 19:
	      msg_print("This is a mass genocide scroll.");
	      ident = mass_genocide(TRUE);
	      break;
	    case 20:
	      ident = detect_invisible();
	      break;
	    case 21:
	      ident = aggravate_monster(20);
	      if (ident)
		msg_print("There is a high pitched humming noise.");
	      break;
	    case 22:
	      ident = trap_creation();
	      break;
	    case 23:
	      ident = td_destroy();
	      break;
	    case 24:  /* Not Used , used to be door creation */
	      break;
	    case 25:
	      msg_print("This is a Recharge-Item scroll.");
	      ident = TRUE;
	      used_up = recharge(60);
	      break;
	    case 26:
	      msg_print("This is a genocide scroll.");
	      ident = genocide(TRUE);
	      break;
	    case 27:
	      ident = unlight_area(char_row, char_col);
	      break;
	    case 28:
	      ident = protect_evil();
	      break;
	    case 29:
	      ident = TRUE;
	      create_food();
	      break;
	    case 30:
	      ident = dispel_creature(UNDEAD, 60);
	      break;
	    case 31:
	      remove_all_curse();
	      ident = TRUE;
	      break;
	    case 33:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows brightly!", tmp_str);
		  msg_print(out_val);
		  flag = FALSE;
		  for (k = 0; k < randint(2); k++)
		    if (enchant(&i_ptr->tohit))
		      flag = TRUE;
		  for (k = 0; k < randint(2); k++)
		    if (enchant(&i_ptr->todam))
		      flag = TRUE;
		  if (flag)
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 34:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str);
		  msg_print(out_val);
		  unmagic_name(i_ptr);
		  i_ptr->tohit = -randint(5) - randint(5);
		  i_ptr->todam = -randint(5) - randint(5);
		  i_ptr->flags = TR_CURSED;
		  py_bonuses(i_ptr, -1);
		  calc_bonuses ();
		  ident = TRUE;
		}
	      break;
	    case 35:
	      k = 0;
	      l = 0;
	      if (inventory[INVEN_BODY].tval != TV_NOTHING)
		tmp[k++] = INVEN_BODY;
	      if (inventory[INVEN_ARM].tval != TV_NOTHING)
		tmp[k++] = INVEN_ARM;
	      if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		tmp[k++] = INVEN_OUTER;
	      if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		tmp[k++] = INVEN_HANDS;
	      if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		tmp[k++] = INVEN_HEAD;
	      /* also enchant boots */
	      if (inventory[INVEN_FEET].tval != TV_NOTHING)
		tmp[k++] = INVEN_FEET;

	      if (k > 0)  l = tmp[randint(k)-1];
	      if (TR_CURSED & inventory[INVEN_BODY].flags)
		l = INVEN_BODY;
	      else if (TR_CURSED & inventory[INVEN_ARM].flags)
		l = INVEN_ARM;
	      else if (TR_CURSED & inventory[INVEN_OUTER].flags)
		l = INVEN_OUTER;
	      else if (TR_CURSED & inventory[INVEN_HEAD].flags)
		l = INVEN_HEAD;
	      else if (TR_CURSED & inventory[INVEN_HANDS].flags)
		l = INVEN_HANDS;
	      else if (TR_CURSED & inventory[INVEN_FEET].flags)
		l = INVEN_FEET;

	      if (l > 0)
		{
		  i_ptr = &inventory[l];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val,"Your %s glows brightly!", tmp_str);
		  msg_print(out_val);
		  flag = FALSE;
		  for (k = 0; k < randint(2) + 1; k++)
		    if (enchant(&i_ptr->toac))
		      flag = TRUE;
		  if (flag)
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 36:
	      if ((inventory[INVEN_BODY].tval != TV_NOTHING)
		  && (randint(4) == 1))
		k = INVEN_BODY;
	      else if ((inventory[INVEN_ARM].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_ARM;
	      else if ((inventory[INVEN_OUTER].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_OUTER;
	      else if ((inventory[INVEN_HEAD].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_HEAD;
	      else if ((inventory[INVEN_HANDS].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_HANDS;
	      else if ((inventory[INVEN_FEET].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_FEET;
	      else if (inventory[INVEN_BODY].tval != TV_NOTHING)
		k = INVEN_BODY;
	      else if (inventory[INVEN_ARM].tval != TV_NOTHING)
		k = INVEN_ARM;
	      else if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		k = INVEN_OUTER;
	      else if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		k = INVEN_HEAD;
	      else if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		k = INVEN_HANDS;
	      else if (inventory[INVEN_FEET].tval != TV_NOTHING)
		k = INVEN_FEET;
	      else
		k = 0;

	      if (k > 0)
		{
		  i_ptr = &inventory[k];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str);
		  msg_print(out_val);
		  unmagic_name(i_ptr);
		  i_ptr->flags = TR_CURSED;
		  i_ptr->toac = -randint(5) - randint(5);
		  calc_bonuses ();
		  ident = TRUE;
		}
	      break;
	    case 37:
	      ident = FALSE;
	      for (k = 0; k < randint(3); k++)
		{
		  y = char_row;
		  x = char_col;
		  ident |= summon_undead(&y, &x);
		}
	      break;
	    case 38:
	      ident = TRUE;
	      bless(randint(12)+6);
	      break;
	    case 39:
	      ident = TRUE;
	      bless(randint(24)+12);
	      break;
	    case 40:
	      ident = TRUE;
	      bless(randint(48)+24);
	      break;
	    case 41:
	      ident = TRUE;
	      if (py.flags.word_recall == 0)
		py.flags.word_recall = 25 + randint(30);
	      msg_print("The air about you becomes charged.");
	      break;
	    case 42:
	      destroy_area(char_row, char_col);
	      ident = TRUE;
	      break;
	    case 43:
	      place_special(char_row, char_col, SPECIAL);
	      prt_map();
	      break;
	    case 44:
	      special_random_object(char_row, char_col, 1);
	      prt_map();
	      break;
	    default:
	      msg_print("Internal error in scroll()");
	      break;
	    }
	  /* End of Scrolls.			       */
	}
      i_ptr = &inventory[item_val];
      if (ident)
	{
	  if (!known1_p(i_ptr))
	    {
	      m_ptr = &py.misc;
	      /* round half-way case up */
	      m_ptr->exp += (i_ptr->level +(m_ptr->lev >> 1)) / m_ptr->lev;
	      prt_experience();

	      identify(&item_val);
	      i_ptr = &inventory[item_val];
	    }
	}