comparison urogue/artifact.c @ 256:c495a4f288c6

Import UltraRogue from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 31 Jan 2017 19:56:04 -0500
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253:d9badb9c0179 256:c495a4f288c6
1 /*
2 artifact.c - functions for dealing with artifacts
3
4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
6 All rights reserved.
7
8 See the file LICENSE.TXT for full copyright and licensing information.
9 */
10
11 #include <stdlib.h>
12 #include <ctype.h>
13 #include "rogue.h"
14
15 /*
16 apply()
17 apply an artifact
18 */
19
20 void
21 apply(void)
22 {
23 struct linked_list *item;
24 struct object *obj;
25 int which;
26 int chance;
27
28 if ((item = get_item("activate", ARTIFACT)) == NULL)
29 return;
30
31 obj = OBJPTR(item);
32 which = obj->o_which;
33
34 if (!(obj->ar_flags & ISACTIVE))
35 {
36 chance = rnd(100) - 10 * rnd(luck);
37 debug("Rolled %d.", chance);
38 if (chance < 5)
39 do_major();
40 else if (chance < 50)
41 do_minor(obj);
42 else
43 obj->ar_flags |= ISACTIVE;
44 }
45
46 if (obj->ar_flags & ISACTIVE)
47 {
48 switch (which)
49 {
50 case TR_PURSE: do_bag(obj);
51 break;
52 case TR_PHIAL: do_phial();
53 break;
54 case TR_AMULET: do_amulet();
55 break;
56 case TR_PALANTIR: do_palantir();
57 break;
58 case TR_CROWN: do_crown();
59 break;
60 case TR_SCEPTRE: do_sceptre();
61 break;
62 case TR_SILMARIL: do_silmaril();
63 break;
64 case TR_WAND: do_wand();
65 break;
66 default: nothing_message(ISCURSED);
67 return;
68 }
69 }
70
71 if (rnd(pstats.s_lvl) < 6)
72 do_minor(obj);
73
74 turn_on(player, POWEREAT);
75 }
76
77 /*
78 possessed(int artifact)
79 was the hero carrying a particular artifact
80 */
81
82 int
83 possessed(int artifact)
84 {
85 return (picked_artifact >> artifact) & 1;
86 }
87
88 /*
89 is_carrying(int artifact)
90 is the hero carrying a particular artifact
91 */
92
93 int
94 is_carrying(int artifact)
95 {
96 return (has_artifact >> artifact) & 1;
97 }
98
99 /*
100 make_artifact()
101 is it time to make a new artifact?
102 */
103
104 int
105 make_artifact(void)
106 {
107 int i;
108
109 mpos = 0;
110
111 debug("Artifact possession and picked flags : %x %x.",
112 has_artifact, picked_artifact);
113
114 for(i = 0; i < maxartifact; i++)
115 {
116 if (!is_carrying(i) && arts[i].ar_level <= level)
117 return TRUE;
118 }
119
120 return FALSE;
121 }
122
123 /*
124 new_artifact(int which, struct object *cur)
125 make a specified artifact
126 */
127
128 struct object *
129 new_artifact(int which, struct object *cur)
130 {
131 if (which >= maxartifact)
132 {
133 debug("Bad artifact %d. Random one created.", which);
134 which = rnd(maxartifact);
135 }
136
137 if (which < 0)
138 {
139 for (which = 0; which < maxartifact; which++)
140 if (!is_carrying(which) && arts[which].ar_level <= level)
141 break;
142 }
143
144 debug("Artifact number: %d.", which);
145
146 cur->o_hplus = cur->o_dplus = 0;
147 cur->o_damage = cur->o_hurldmg = "0d0";
148 cur->o_ac = 11;
149 cur->o_mark[0] = '\0';
150 cur->o_type = ARTIFACT;
151 cur->o_which = which;
152 cur->o_weight = arts[which].ar_weight;
153 cur->o_flags = 0;
154 cur->o_group = 0;
155 cur->o_count = 1;
156 cur->o_bag = NULL;
157 cur->ar_flags = 0;
158
159 return(cur);
160 }
161
162 /*
163 do_minor(struct object *tr)
164 side effects and minor malevolent effects of artifacts
165 */
166
167 void
168 do_minor(struct object *tr)
169 {
170 int which;
171 long loss;
172
173 which = rnd(110);
174
175 debug("Rolled %d.", which);
176
177 switch (which)
178 {
179 case 0:
180 seemsg("You develop some acne on your face.");
181 break;
182
183 case 1:
184 if (on(player, CANSCENT))
185 {
186 msg("A sudden whiff of BO causes you to faint.");
187 no_command = STONETIME;
188 }
189 else if (off(player, ISUNSMELL))
190 msg("You begin to smell funny.");
191 break;
192
193 case 2:
194 seemsg("A wart grows on the end of your nose.");
195 break;
196
197 case 3:
198 hearmsg("Your hear strange noises in the distance.");
199 break;
200
201 case 4:
202 hearmsg("You hear shuffling in the distance.");
203 break;
204
205 case 5:
206 hearmsg("You hear clanking in the distance.");
207 break;
208
209 case 6:
210 hearmsg("You hear water dripping onto the floor.");
211 break;
212
213 case 7:
214 hearmsg("The dungeon goes strangely silent.");
215 break;
216
217 case 8:
218 msg("You suddenly feel very warm.");
219 break;
220
221 case 9:
222 msg("You feel very hot.");
223 break;
224
225 case 10:
226 msg("A blast of heat hits you.");
227 break;
228
229 case 11:
230 {
231 struct room *rp;
232
233 if (off(player, ISBLIND))
234 msg("A pillar of flame leaps up beside you.");
235 else
236 msg("You feel something very hot nearby.");
237
238 if (ntraps + 1 < 2 * MAXTRAPS &&
239 fallpos(hero, &traps[ntraps].tr_pos))
240 {
241 mvaddch(traps[ntraps].tr_pos.y, traps[ntraps].tr_pos.x,
242 FIRETRAP);
243 traps[ntraps].tr_type = FIRETRAP;
244 traps[ntraps].tr_flags = ISFOUND;
245 traps[ntraps].tr_show = FIRETRAP;
246 ntraps++;
247
248 if ((rp = roomin(hero)) != NULL)
249 {
250 rp->r_flags &= ~ISDARK;
251 light(&hero);
252 mvwaddch(cw, hero.y, hero.x, PLAYER);
253 }
254 }
255 }
256 break;
257
258 case 12:
259 msg("You feel a blast of hot air.");
260 break;
261
262 case 13:
263 msg("You feel very cold.");
264 break;
265
266 case 14:
267 msg("You break out in a cold sweat.");
268 break;
269
270 case 15:
271 if (off(player, ISBLIND) && cur_armor == NULL)
272 msg("You are covered with frost.");
273 else if (off(player, ISBLIND))
274 msg("Your armor is covered with frost.");
275 else if (cur_armor == NULL)
276 msg("Your body feels very cold and you begin to shiver.");
277 else
278 msg("Your armor feels very cold. You hear cracking ice.");
279 break;
280
281 case 16:
282 msg("A cold wind whistles through the dungeon.");
283 break;
284
285 case 17:
286 {
287 int change;
288
289 change = 18 - pstats.s_str;
290 chg_str(change, TRUE, FALSE);
291 chg_dext(-change, TRUE, FALSE);
292
293 if (change > 0)
294 msg("You feel stronger and clumsier now.");
295 else if (change < 0)
296 msg("You feel weaker and more dextrous now.");
297 else
298 nothing_message(ISCURSED);
299 }
300 break;
301
302 case 18:
303 msg("You begin to itch all over.");
304 break;
305
306 case 19:
307 msg("You begin to feel hot and itchy.");
308 break;
309
310 case 20:
311 msg("You feel a burning itch.");
312 chg_dext(-1, FALSE, TRUE);
313
314 if (off(player, HASITCH))
315 {
316 turn_on(player, HASITCH);
317 light_fuse(FUSE_UNITCH, 0, roll(4,6), AFTER);
318 }
319 else
320 lengthen_fuse(FUSE_UNITCH, roll(4,6));
321 break;
322
323 case 21:
324 if (off(player, ISBLIND))
325 msg("Your skin begins to flake and peel.");
326 else
327 msg("You feel an urge to scratch an itch.");
328 break;
329
330
331 case 22:
332 seemsg("Your hair begins to turn grey.");
333 break;
334
335 case 23:
336 seemsg("Your hair begins to turn white.");
337 break;
338
339 case 24:
340 seemsg("Some of your hair instantly turns white.");
341 break;
342
343 case 25:
344 seemsg("You are covered with long white hair.");
345 break;
346
347 case 26:
348 seemsg("You are covered with long red hair.");
349 break;
350
351 case 27:
352 msg("You grow a beard.");
353 break;
354
355 case 28:
356 msg("Your hair falls out.");
357 break;
358
359 case 29:
360 msg("You feel a burning down below.");
361 break;
362
363 case 30:
364 msg("Your toes fall off.");
365 break;
366
367 case 31:
368 msg("You grow some extra toes.");
369 break;
370
371 case 32:
372 msg("You grow some extra fingers.");
373 break;
374
375 case 33:
376 msg("You grow an extra thumb.");
377 break;
378
379 case 34:
380 msg("Your nose falls off.");
381 break;
382
383 case 35:
384 msg("Your nose gets bigger.");
385 break;
386
387 case 36:
388 msg("Your nose shrinks.");
389 break;
390
391 case 37:
392 msg("An eye grows on your forehead.");
393 break;
394
395 case 38:
396 seemsg("You see beady eyes watching from a distance.");
397 break;
398
399 case 39:
400 msg("The dungeon rumbles for a moment.");
401 break;
402
403 case 40:
404 seemsg("A flower grows on the floor next to you.");
405 break;
406
407 case 41:
408 msg("You are stunned by a psionic blast.");
409
410 if (on(player, ISHUH))
411 lengthen_fuse(FUSE_UNCONFUSE, rnd(40) + (HUHDURATION * 3));
412 else
413 {
414 light_fuse(FUSE_UNCONFUSE,0,rnd(40)+(HUHDURATION * 3), AFTER);
415 turn_on(player, ISHUH);
416 }
417 break;
418
419 case 42:
420 msg("You are confused by thousands of voices in your head.");
421
422 if (on(player, ISHUH))
423 lengthen_fuse(FUSE_UNCONFUSE, rnd(10) + (HUHDURATION * 2));
424 else
425 {
426 light_fuse(FUSE_UNCONFUSE,0,rnd(10)+(HUHDURATION * 2), AFTER);
427 turn_on(player, ISHUH);
428 }
429 break;
430
431 case 43:
432 hearmsg("You hear voices in the distance.");
433 break;
434
435 case 44:
436 msg("You feel a strange pull.");
437 teleport();
438
439 if (off(player, ISCLEAR))
440 {
441 if (on(player, ISHUH))
442 lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION);
443 else
444 {
445 light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER);
446 turn_on(player, ISHUH);
447 }
448 }
449 break;
450
451 case 45:
452 msg("You feel less healthy now.");
453 pstats.s_const = max(pstats.s_const - 1, 3);
454 max_stats.s_const = max(max_stats.s_const - 1, 3);
455 break;
456
457 case 46:
458 msg("You feel weaker now.");
459 chg_str(-1, TRUE, FALSE);
460 break;
461
462 case 47:
463 msg("You feel less wise now.");
464 pstats.s_wisdom = max(pstats.s_wisdom - 1, 3);
465 max_stats.s_wisdom = max(max_stats.s_wisdom - 1, 3);
466 break;
467
468 case 48:
469 msg("You feel less dextrous now.");
470 chg_dext(-1, TRUE, FALSE);
471 break;
472
473 case 49:
474 msg("You feel less intelligent now.");
475 pstats.s_intel = max(pstats.s_intel - 1, 3);
476 max_stats.s_intel = max(max_stats.s_intel - 1, 3);
477 break;
478
479 case 50:
480 msg("A trap door opens underneath your feet.");
481 mpos = 0;
482 level++;
483 new_level(NORMLEV,0);
484
485 if (rnd(4) < 2)
486 {
487 addmsg("You are damaged by the fall");
488
489 if ((pstats.s_hpt -= roll(1, 6)) <= 0)
490 {
491 addmsg("! The fall killed you.");
492 endmsg();
493 death(D_FALL);
494 return;
495 }
496 }
497
498 addmsg("!");
499 endmsg();
500
501 if (off(player, ISCLEAR) && rnd(4) < 3)
502 {
503 if (on(player, ISHUH))
504 lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION);
505 else
506 light_fuse(FUSE_UNCONFUSE, 0, rnd(8) + HUHDURATION, AFTER);
507
508 turn_on(player, ISHUH);
509 }
510 else
511 msg("You feel dizzy for a moment, but it quickly passes.");
512
513 break;
514
515 case 51:
516 msg("A maze entrance opens underneath your feet.");
517 mpos = 0;
518 level++;
519 new_level(MAZELEV,0);
520
521 if (rnd(4) < 2)
522 {
523 addmsg("You are damaged by the fall");
524
525 if ((pstats.s_hpt -= roll(1, 6)) <= 0)
526 {
527 addmsg("! The fall killed you.");
528 endmsg();
529 death(D_FALL);
530 return;
531 }
532 }
533 addmsg("!");
534 endmsg();
535
536 if (off(player, ISCLEAR) && rnd(4) < 3)
537 {
538 if (on(player, ISHUH))
539 lengthen_fuse(FUSE_UNCONFUSE, rnd(8) + HUHDURATION);
540 else
541 light_fuse(FUSE_UNCONFUSE,0, rnd(8) + HUHDURATION, AFTER);
542
543 turn_on(player, ISHUH);
544 }
545 else
546 msg("You feel dizzy for a moment, but it quickly passes.");
547
548 break;
549
550 case 52:
551 hearmsg("You hear a wailing sound in the distance.");
552 aggravate();
553 break;
554
555 case 53:
556 read_scroll(&player, S_HOLD, ISCURSED);
557 break;
558
559 case 54:
560 msg("You can't move.");
561 no_command = 3 * HOLDTIME;
562 break;
563
564 case 55:
565 hearmsg("You hear a buzzing sound.");
566 aggravate();
567 break;
568
569 case 56:
570 msg("Your limbs stiffen.");
571 no_command = 3 * STONETIME;
572 break;
573
574 case 57:
575 msg("You feel a rock in your shoe hurting your foot.");
576 turn_on(player, STUMBLER);
577 break;
578
579 case 58:
580 msg("You get a hollow feeling in your stomach.");
581 food_left -= 500;
582 break;
583
584 case 59:
585 msg("Your purse feels lighter.");
586
587 loss = 50L + ulrnd(purse / 2L);
588 purse = (purse > loss) ? purse - loss : 0L;
589 break;
590
591 case 60:
592 msg("A pixie appears and grabs gold from your purse.");
593
594 loss = 50L + rnd(50);
595 purse = (purse > loss) ? purse - loss : 0L;
596 break;
597
598 case 61:
599 msg("You feel a tingling sensation all over.");
600 pstats.s_hpt -= ulrnd(pstats.s_hpt / 3L);
601 break;
602
603 case 62:
604 msg("You feel a pull downwards.");
605 break;
606
607 case 63:
608 msg("You feel a strange pull downwards.");
609 break;
610
611 case 64:
612 msg("You feel a peculiar pull downwards.");
613 break;
614
615 case 65:
616 msg("You have a strange urge to go down.");
617 break;
618
619 case 66:
620 msg("You feel a pull upwards.");
621 break;
622
623 case 67:
624 msg("You feel a strange pull upwards.");
625 break;
626
627 case 68:
628 msg("You have a strange feeling for a moment.");
629 break;
630
631 case 69:
632 msg("You float in the air for a moment.");
633 break;
634
635 case 70:
636 msg("You feel very heavy for a moment.");
637 break;
638
639 case 71:
640 msg("You feel a strange sense of loss.");
641 break;
642
643 case 72:
644 msg("You feel the earth spinning underneath your feet.");
645 break;
646
647 case 73:
648 msg("You feel in touch with a Universal Oneness.");
649 break;
650
651 case 74:
652 hearmsg("You hear voices in the distance.");
653 break;
654
655 case 75:
656 msg("A strange feeling of power comes over you.");
657 break;
658
659 case 76:
660 msg("You feel a strange sense of unease.");
661 break;
662
663 case 77:
664 msg("You feel Lady Luck is looking the other way.");
665 luck++;
666 break;
667
668 case 78:
669 msg("You feel your pack vibrate for a moment.");
670 break;
671
672 case 79:
673 msg("You feel someone is watching you.");
674 break;
675
676 case 80:
677 msg("You feel your hair standing on end.");
678 break;
679
680 case 81:
681 msg("Wait! The walls are moving!");
682 new_level(NORMLEV,0);
683 break;
684
685 case 82:
686 msg("Wait! Walls are appearing out of nowhere!");
687 new_level(MAZELEV,0);
688 break;
689
690 case 83:
691 blue_light(ISCURSED);
692 break;
693
694 case 84:
695 msg("Your mind goes blank for a moment.");
696 wclear(cw);
697 light(&hero);
698 status(TRUE);
699 break;
700
701 case 85:
702 if (on(player, ISDEAF))
703 {
704 msg("You feel your ears burn for a moment.");
705 lengthen_fuse(FUSE_HEAR, 2 * PHASEDURATION);
706 }
707 else
708 {
709 msg("You are suddenly surrounded by silence.");
710 turn_on(player, ISDEAF);
711 light_fuse(FUSE_HEAR, 0, 2 * PHASEDURATION, AFTER);
712 }
713 break;
714
715 case 86:
716 {
717 apply_to_bag(pack, 0, NULL, baf_curse, NULL);
718
719 if (off(player, ISUNSMELL))
720 msg("You smell a faint trace of burning sulfur.");
721 }
722 break;
723
724 case 87:
725 msg("You have contracted a parasitic infestation.");
726 infest_dam++;
727 turn_on(player, HASINFEST);
728 break;
729
730 case 88:
731 msg("You suddenly feel a chill run up and down your spine.");
732 turn_on(player, ISFLEE);
733 player.t_ischasing = FALSE;
734 player.t_chasee = &player;
735 break;
736
737 case 89:
738 if (cur_weapon != NULL)
739 msg("You feel your %s get very hot.",
740 inv_name(cur_weapon, LOWERCASE));
741 break;
742
743 case 90:
744 if (cur_weapon != NULL)
745 msg("Your %s glows white for an instant.",
746 inv_name(cur_weapon, LOWERCASE));
747 break;
748
749 case 91:
750 if (cur_armor != NULL)
751 msg("Your %s gets very hot.", inv_name(cur_armor, LOWERCASE));
752 break;
753
754 case 92:
755 if (cur_weapon != NULL)
756 msg("Your %s suddenly feels very cold.",
757 inv_name(cur_weapon, LOWERCASE));
758 break;
759
760 case 93:
761 if (cur_armor != NULL)
762 msg("Your armor is covered by an oily film.");
763 break;
764
765 case 94:
766 read_scroll(&player, S_CREATE, ISNORMAL);
767 break;
768
769 case 95:
770 lower_level(D_POTION);
771 break;
772
773 case 96:
774 {
775 int x, y;
776
777 for (x = -1; x <= 1; x++)
778 {
779 for (y = -1; y <= 1; y++)
780 {
781 if (x == 0 && y == 0)
782 continue;
783
784 delta.x = x;
785 delta.y = y;
786
787 do_zap(&player, WS_POLYMORPH, rnd(2)
788 ? ISCURSED : ISNORMAL);
789 }
790 }
791 }
792 break;
793
794 case 97:
795 {
796 int x, y;
797
798 for (x = -1; x <= 1; x++)
799 {
800 for (y = -1; y <= 1; y++)
801 {
802 if (x == 0 && y == 0)
803 continue;
804
805 delta.x = x;
806 delta.y = y;
807
808 do_zap(&player, WS_INVIS, ISNORMAL);
809 }
810 }
811 }
812 break;
813
814 default:
815 tr->ar_flags &= ~ISACTIVE;
816 hearmsg("You hear a click coming from %s.",inv_name(tr,LOWERCASE));
817 break;
818
819 }
820 }
821
822 /*
823 do_major()
824
825 major malevolent effects
826
827 0. read_scroll(S_SELFTELEPORT, ISCURSED)
828 1. PERMBLIND for twice normal duration
829 2. new_level(THRONE);
830 3. turn_on(player, SUPEREAT);
831 4. lengthen(noslow, 20 + rnd(20));
832 5. lower_level(D_POTION) * roll(1,4)
833 6. change stats
834 7. FIRETRAP
835 8. armor crumbles
836 9. weapon crumbles
837 10. weapon crumbles
838 11. curse weapon
839 */
840
841 void
842 do_major(void)
843 {
844 int which;
845
846 which = rnd(12);
847
848 debug("Rolled %d.", which);
849
850 switch (which)
851 {
852 case 0:
853 read_scroll(&player, S_SELFTELEP, ISCURSED);
854 break;
855
856 case 1:
857 quaff(&player, P_TRUESEE, ISCURSED);
858 quaff(&player, P_TRUESEE, ISCURSED);
859 break;
860
861 case 2:
862 new_level(THRONE,0);
863 break;
864
865 case 3: /* Turn off other body-affecting spells */
866
867 if (on(player, ISREGEN))
868 {
869 extinguish_fuse(FUSE_UNREGEN);
870 turn_off(player, ISREGEN);
871 unregen(NULL);
872 }
873
874 if (on(player, NOCOLD))
875 {
876 extinguish_fuse(FUSE_UNCOLD);
877 turn_off(player, NOCOLD);
878 uncold(NULL);
879 }
880
881 if (on(player, NOFIRE))
882 {
883 extinguish_fuse(FUSE_UNHOT);
884 turn_off(player, NOFIRE);
885 unhot(NULL);
886 }
887
888 if (on(player, SUPEREAT))
889 {
890 lengthen_fuse(FUSE_UNSUPEREAT, 2 * PHASEDURATION);
891 msg("Your body temperature rises still further.");
892 }
893 else
894 {
895 msg("You feel very warm all over.");
896 light_fuse(FUSE_UNSUPEREAT, 0, 2 * PHASEDURATION, AFTER);
897 turn_on(player, SUPEREAT);
898 }
899 break;
900
901 case 4:
902 msg("You feel yourself moving %sslower.",
903 on(player, ISSLOW) ? "even " : "");
904
905 if (on(player, ISSLOW))
906 lengthen_fuse(FUSE_NOSLOW, PHASEDURATION);
907 else
908 {
909 turn_on(player, ISSLOW);
910 player.t_turn = TRUE;
911 light_fuse(FUSE_NOSLOW, 0, PHASEDURATION, AFTER);
912 }
913 break;
914
915 case 5:
916 {
917 int i, n = roll(1, 4);
918
919 for (i = 1; i < n; i++)
920 lower_level(D_POTION);
921 }
922 break;
923
924 case 6:
925 if (rnd(2))
926 add_intelligence(TRUE);
927
928 if (rnd(2))
929 chg_dext(-1, TRUE, FALSE);
930
931 if (rnd(2))
932 chg_str(-1, TRUE, FALSE);
933
934 if (rnd(2))
935 add_wisdom(TRUE);
936
937 if (rnd(2))
938 add_const(TRUE);
939
940 break;
941
942 case 7:
943 {
944 struct room *rp;
945
946 if (ntraps + 1 >= MAXTRAPS)
947 {
948 msg("You feel a puff of hot air.");
949 return;
950 }
951
952 for (; ntraps < 2 * MAXTRAPS; ntraps++)
953 {
954 if (!fallpos(hero, &traps[ntraps].tr_pos))
955 break;
956
957 mvaddch(traps[ntraps].tr_pos.y, traps[ntraps].tr_pos.x,
958 FIRETRAP);
959 traps[ntraps].tr_type = FIRETRAP;
960 traps[ntraps].tr_flags |= ISFOUND;
961 traps[ntraps].tr_show = FIRETRAP;
962
963 if ((rp = roomin(hero)) != NULL)
964 rp->r_flags &= ~ISDARK;
965 }
966 }
967 break;
968
969 case 8:
970 {
971 object *obj;
972
973 if (cur_weapon == NULL)
974 {
975 msg("You feel your hands tingle a moment.");
976 pstats.s_dmg = "1d2";
977 return;
978 }
979
980 obj = apply_to_bag(pack, 0, NULL, bafcweapon, NULL);
981
982 if (obj->o_flags & ISMETAL)
983 msg("Your %s melts and disappears.",
984 inv_name(obj,LOWERCASE));
985 else
986 msg("Your %s crumbles in your hands.",
987 inv_name(obj, LOWERCASE));
988
989 obj->o_flags &= ~ISCURSED;
990 dropcheck(obj);
991 del_bag(pack, obj);
992
993 }
994 break;
995
996 case 9:
997 {
998 object *obj;
999
1000 if (cur_armor == NULL)
1001 {
1002 msg("Your body tingles a moment.");
1003 return;
1004 }
1005
1006 obj = apply_to_bag(pack, 0, NULL, bafcarmor, NULL);
1007
1008 msg("Your %s crumbles into small black powdery dust.",
1009 inv_name(obj, LOWERCASE));
1010
1011 obj->o_flags &= ~ISCURSED;
1012 dropcheck(obj);
1013 del_bag(pack, obj);
1014 }
1015 break;
1016
1017 default:
1018
1019 if (cur_weapon == NULL)
1020 {
1021 seemsg("Your hand glows yellow for an instant.");
1022 pstats.s_dmg = "1d3";
1023 return;
1024 }
1025
1026 seemsg("Your %s glows bright red for a moment.",
1027 weaps[cur_weapon->o_which].w_name);
1028
1029 if (cur_weapon->o_hplus > 0)
1030 cur_weapon->o_hplus = -rnd(3);
1031 else
1032 cur_weapon->o_hplus -= rnd(3);
1033
1034 if (cur_weapon->o_dplus > 0)
1035 cur_weapon->o_dplus = -rnd(3);
1036 else
1037 cur_weapon->o_dplus -= rnd(3);
1038
1039 cur_weapon->o_flags = ISCURSED | ISLOST;
1040 cur_weapon->o_ac = 0;
1041
1042 break;
1043 }
1044 }
1045
1046 /*
1047 do_phial()
1048 handle powers of the Phial of Galadriel
1049 */
1050
1051 void
1052 do_phial(void)
1053 {
1054 int which;
1055
1056 /* Prompt for action */
1057
1058 msg("How do you wish to apply the Phial of Galadriel (* for list)? ");
1059
1060 which = (short) ((readchar() & 0177) - 'a');
1061
1062 if (which == (short) ESCAPE - (short) 'a')
1063 {
1064 after = FALSE;
1065 return;
1066 }
1067
1068 if (which < 0 || which > 1)
1069 {
1070 add_line("[a] total healing");
1071 add_line("[b] total monster confusion");
1072 end_line();
1073 msg("");
1074 msg("Which power do you wish to use? ");
1075
1076 which = (short) ((readchar() & 0177) - 'a');
1077
1078 while (which < 0 || which > 1)
1079 {
1080 if (which == (short) ESCAPE - (short) 'a')
1081 {
1082 after = FALSE;
1083 return;
1084 }
1085
1086 msg("");
1087 msg("Please enter one of the listed powers: ");
1088
1089 which = (short) ((readchar() & 0177) - 'a');
1090 }
1091 msg("Your attempt is successful.");
1092 }
1093 else
1094 msg("Your attempt is successsful.");
1095
1096 switch (which)
1097 {
1098 case 0:
1099 pstats.s_hpt = max_stats.s_hpt += rnd(pstats.s_lvl) + 1;
1100 pstats.s_power = max_stats.s_power += rnd(pstats.s_lvl) + 1;
1101 break;
1102
1103 case 1:
1104 {
1105 struct linked_list *mi;
1106 struct thing *tp;
1107
1108 for (mi = mlist; mi != NULL; mi = next(mi))
1109 {
1110 tp = THINGPTR(mi);
1111
1112 if (off(*tp, ISUNIQUE) || !save_throw(VS_MAGIC, tp))
1113 turn_on(*tp, ISHUH);
1114 }
1115 }
1116 break;
1117
1118 default:
1119 msg("What a strange thing to do!!");
1120 break;
1121
1122 }
1123 }
1124
1125 /*
1126 do_palantir()
1127 handle powers of the Palantir of Might
1128 */
1129
1130 void
1131 do_palantir(void)
1132 {
1133 int which, limit;
1134
1135 /* Prompt for action */
1136
1137 msg("How do you wish to apply the Palantir of Might? (* for list): ");
1138
1139 limit = 3;
1140
1141 if (is_carrying(TR_SCEPTRE))
1142 limit += 1;
1143
1144 if (is_carrying(TR_CROWN))
1145 limit += 1;
1146
1147 which = (short) ((readchar() & 0177) - 'a');
1148
1149 if (which == (short) ESCAPE - (short) 'a')
1150 {
1151 after = FALSE;
1152 return;
1153 }
1154
1155 if (which < 0 || which > limit)
1156 {
1157 msg("");
1158 add_line("[a] monster detection");
1159 add_line("[b] gold detection");
1160 add_line("[c] magic detection");
1161 add_line("[d] food detection");
1162
1163 if (limit >= 4)
1164 add_line("[e] teleportation");
1165
1166 if (limit >= 5)
1167 add_line("[f] clear thought");
1168
1169 end_line();
1170
1171 msg("Which power do you wish to use?");
1172
1173 which = (short) ((readchar() & 0177) - 'a');
1174
1175 while (which < 0 || which > limit)
1176 {
1177 if (which == (short) ESCAPE - (short) 'a')
1178 {
1179 after = FALSE;
1180 return;
1181 }
1182
1183 msg("Please enter one of the listed powers: ");
1184 which = (short) ((readchar() & 0177) - 'a');
1185 }
1186
1187 msg("Your attempt is successful.");
1188 }
1189 else
1190 msg("Your attempt is successful.");
1191
1192 switch (which)
1193 {
1194 case 0: quaff(&player, P_MONSTDET, ISNORMAL);
1195 break;
1196 case 1: read_scroll(&player, S_GFIND, ISNORMAL);
1197 break;
1198 case 2: quaff(&player, P_TREASDET, ISNORMAL);
1199 break;
1200 case 3: read_scroll(&player, S_FOODDET, ISNORMAL);
1201 break;
1202 case 4: read_scroll(&player, S_SELFTELEP, ISNORMAL);
1203 break;
1204 case 5: quaff(&player, P_CLEAR, ISNORMAL);
1205 break;
1206 default:
1207 msg("What a strange thing to do!!");
1208 break;
1209 }
1210 }
1211
1212 /*
1213 do_silmaril()
1214 handle powers of the Silamril of Ea
1215 */
1216
1217 void
1218 do_silmaril(void)
1219 {
1220 int which;
1221
1222 /* Prompt for action */
1223 msg("How do you wish to apply the Silamril of Ea (* for list)? ");
1224
1225 which = (short) ((readchar() & 0177) - 'a');
1226
1227 if (which == (short) ESCAPE - (short) 'a')
1228 {
1229 after = FALSE;
1230 return;
1231 }
1232
1233 if (which < 0 || which > 2)
1234 {
1235 msg("");
1236 add_line("[a] magic mapping");
1237 add_line("[b] petrification");
1238 add_line("[c] stairwell downwards");
1239 end_line();
1240
1241 msg("Which power do you wish to use?");
1242
1243 which = (short) ((readchar() & 0177) - 'a');
1244
1245 while (which < 0 || which > 2)
1246 {
1247 if (which == (short) ESCAPE - (short) 'a')
1248 {
1249 after = FALSE;
1250 return;
1251 }
1252 msg("");
1253 msg("Please enter one of the listed powers: ");
1254 which = (short) ((readchar() & 0177) - 'a');
1255 }
1256 msg("Your attempt is successful.");
1257 }
1258 else
1259 msg("Your attempt is successful.");
1260
1261 switch (which)
1262 {
1263 case 0: read_scroll(&player, S_MAP, ISNORMAL);
1264 break;
1265 case 1: read_scroll(&player, S_PETRIFY, ISNORMAL);
1266 break;
1267 case 2: msg("A stairwell opens beneath your feet and you go down.");
1268 level++;
1269 new_level(NORMLEV,0);
1270 break;
1271 default:msg("What a strange thing to do!!");
1272 break;
1273 }
1274 }
1275
1276 /*
1277 do_amulet()
1278 handle powers of the Amulet of Yendor
1279 */
1280
1281 void
1282 do_amulet(void)
1283 {
1284 int which, limit;
1285
1286 /* Prompt for action */
1287 msg("How do you wish to apply the Amulet of Yendor (* for list)? ");
1288
1289 limit = 0;
1290
1291 if (is_carrying(TR_PURSE))
1292 limit += 1;
1293
1294 which = (short) ((readchar() & 0177) - 'a');
1295
1296 if (which == (short) ESCAPE - (short) 'a')
1297 {
1298 after = FALSE;
1299 return;
1300 }
1301
1302 if (which < 0 || which > limit)
1303 {
1304 msg("");
1305 add_line("[a] level evaluation");
1306
1307 if (limit >= 1)
1308 add_line("[b] invisibility");
1309
1310 end_line();
1311 msg("Which power do you wish to use?");
1312
1313 which = (short) ((readchar() & 0177) - 'a');
1314
1315 while (which < 0 || which > limit)
1316 {
1317 if (which == (short) ESCAPE - (short) 'a')
1318 {
1319 after = FALSE;
1320 return;
1321 }
1322
1323 msg("");
1324 msg("Please enter one of the listed powers: ");
1325 which = (short) ((readchar() & 0177) - 'a');
1326 }
1327
1328 msg("Your attempt is successful.");
1329 }
1330 else
1331 msg("Your attempt is successful.");
1332
1333 switch (which)
1334 {
1335 case 0: level_eval();
1336 break;
1337 case 1: quaff(&player, P_INVIS, ISNORMAL);
1338 break;
1339 default:msg("What a strange thing to do!!");
1340 break;
1341 }
1342 }
1343
1344 /*
1345 do_bag()
1346 handle powers of the Magic Purse of Yendor as a bag of holding
1347 */
1348
1349 void
1350 do_bag(struct object *obj)
1351 {
1352 int which, limit;
1353
1354 /* Prompt for action */
1355 msg("How do you wish to apply the Magic Purse of Yendor (* for list)? ");
1356
1357 which = (short) ((readchar() & 0177) - 'a');
1358
1359 if (which == (short) ESCAPE - (short) 'a')
1360 {
1361 after = FALSE;
1362 return;
1363 }
1364
1365 limit = 2;
1366
1367 if (is_carrying(TR_AMULET))
1368 limit += 1;
1369
1370 if (which < 0 || which > limit)
1371 {
1372 msg("");
1373 add_line("[a] inventory");
1374 add_line("[b] add to bag");
1375 add_line("[c] remove from bag");
1376
1377 if (limit >= 3)
1378 add_line("[d] see invisible");
1379
1380 end_line();
1381
1382 msg("Which power do you wish to use?");
1383
1384 which = (short) ((readchar() & 0177) - 'a');
1385
1386 while (which < 0 || which > limit)
1387 {
1388 if (which == (short) ESCAPE - (short) 'a')
1389 {
1390 after = FALSE;
1391 return;
1392 }
1393
1394 msg("");
1395 msg("Please enter one of the listed powers: ");
1396 which = (short) ((readchar() & 0177) - 'a');
1397 }
1398
1399 msg("Your attempt is successful.");
1400 }
1401 else
1402 msg("Your attempt is successful.");
1403
1404 switch (which)
1405 {
1406 case 0:
1407 inventory(obj->o_bag, 0);
1408 break;
1409
1410 case 1:
1411 {
1412 object *new_obj_p; /* what the user selected */
1413
1414 if ((new_obj_p = get_object(pack, "add", 0, NULL)) != NULL)
1415 {
1416 rem_pack(new_obj_p); /* free up pack slot */
1417 push_bag(&obj->o_bag, new_obj_p);
1418 pack_report(new_obj_p, MESSAGE, "You just added ");
1419 }
1420 }
1421 break;
1422
1423 case 2:
1424 {
1425 object *obj_p;
1426 linked_list *item_p;
1427
1428 if ((obj_p=get_object(obj->o_bag,"remove",0,NULL)) != NULL)
1429 {
1430 item_p = make_item(obj_p); /* attach upper structure */
1431
1432 if (add_pack(item_p, MESSAGE) != FALSE)
1433 pop_bag(&obj->o_bag, obj_p);
1434 }
1435 }
1436 break;
1437
1438 case 3:
1439 quaff(&player, P_TRUESEE, ISBLESSED);
1440 break;
1441
1442 default:
1443 msg("What a strange thing to do!!");
1444 }
1445 }
1446
1447 /*
1448 do_sceptre()
1449 handle powers of the Sceptre of Might
1450 */
1451
1452 void
1453 do_sceptre(void)
1454 {
1455 int which, limit;
1456
1457 /* Prompt for action */
1458 msg("How do you wish to apply the Sceptre of Might (* for list)? ");
1459
1460 which = (short) ((readchar() & 0177) - 'a');
1461
1462 if (which == (short) ESCAPE - (short) 'a')
1463 {
1464 after = FALSE;
1465 return;
1466 }
1467
1468 limit = 5;
1469
1470 if (is_carrying(TR_CROWN))
1471 limit += 1;
1472
1473 if (is_carrying(TR_PALANTIR))
1474 limit += 1;
1475
1476 if (which < 0 || which > limit)
1477 {
1478 msg("");
1479 add_line("[a] cancellation");
1480 add_line("[b] polymorph monster");
1481 add_line("[c] slow monster");
1482 add_line("[d] teleport monster");
1483 add_line("[e] monster confusion");
1484 add_line("[f] paralyze monster");
1485
1486 if (limit >= 6)
1487 add_line("[g] drain life");
1488
1489 if (limit >= 7)
1490 add_line("[h] smell monster");
1491
1492 end_line();
1493
1494 msg("Which power do you wish to use?");
1495
1496 which = (short) ((readchar() & 0177) - 'a');
1497
1498 while (which < 0 || which > limit)
1499 {
1500 if (which == (short) ESCAPE - (short) 'a')
1501 {
1502 after = FALSE;
1503 return;
1504 }
1505
1506 msg("");
1507 msg("Please enter one of the listed powers: ");
1508 which = (short) ((readchar() & 0177) - 'a');
1509 }
1510
1511 msg("Your attempt is successful.");
1512 }
1513 else
1514 msg("Your attempt is successful.");
1515
1516 if (rnd(pstats.s_lvl) < 7)
1517 {
1518 msg("Your finger slips.");
1519 which = rnd(6);
1520 if (wizard)
1521 {
1522 msg("What wand? (%d)", which);
1523
1524 if (get_string(prbuf, cw) == NORM)
1525 {
1526 which = atoi(prbuf);
1527 if (which < 0 || which > 5)
1528 {
1529 msg("Invalid selection.");
1530 which = rnd(6);
1531 msg("Rolled %d.", which);
1532 }
1533 }
1534 }
1535 }
1536
1537 switch (which)
1538 {
1539 case 0:
1540 if (get_dir())
1541 do_zap(&player, WS_CANCEL, ISBLESSED);
1542 break;
1543
1544 case 1:
1545 if (get_dir())
1546 do_zap(&player, WS_POLYMORPH, ISBLESSED);
1547 break;
1548
1549 case 2:
1550 if (get_dir())
1551 do_zap(&player, WS_SLOW_M, ISBLESSED);
1552 break;
1553
1554 case 3:
1555 if (get_dir())
1556 do_zap(&player, WS_MONSTELEP, ISBLESSED);
1557 break;
1558
1559 case 4:
1560 if (get_dir())
1561 do_zap(&player, WS_CONFMON, ISBLESSED);
1562 break;
1563
1564 case 5:
1565 if (get_dir())
1566 do_zap(&player, WS_PARALYZE, ISBLESSED);
1567 break;
1568
1569 case 6:
1570 if (get_dir())
1571 do_zap(&player, WS_DRAIN, ISBLESSED);
1572 break;
1573
1574 case 7:
1575 quaff(&player, P_SMELL, ISBLESSED);
1576 break;
1577
1578 default:
1579 msg("What a strange thing to do!!");
1580 break;
1581 }
1582 }
1583
1584 /*
1585 do_wand()
1586 handle powers of the Wand of Yendor
1587 */
1588
1589 void
1590 do_wand(void)
1591 {
1592 int which, i;
1593
1594 /* Prompt for action */
1595 msg("How do you wish to apply the Wand of Yendor (* for list)? ");
1596
1597 which = (short) ((readchar() & 0177) - 'a');
1598
1599 if (which == (short) ESCAPE - (short) 'a')
1600 {
1601 after = FALSE;
1602 return;
1603 }
1604
1605 if (which < 0 || which >= maxsticks)
1606 {
1607 msg("");
1608
1609 for (i = 0; i < maxsticks; i++)
1610 {
1611 sprintf(prbuf, "[%c] %s", i + 'a', ws_magic[i].mi_name);
1612 add_line(prbuf);
1613 }
1614
1615 end_line();
1616
1617 msg("Which power do you wish to use?");
1618
1619 which = (short) ((readchar() & 0177) - 'a');
1620
1621 while (which < 0 || which >= maxsticks)
1622 {
1623 if (which == (short) ESCAPE - (short) 'a')
1624 {
1625 after = FALSE;
1626 return;
1627 }
1628
1629 msg("");
1630 msg("Please enter one of the listed powers: ");
1631 which = (short) ((readchar() & 0177) - 'a');
1632 }
1633 msg("Your attempt is successful.");
1634 }
1635 else
1636 msg("Your attempt is successful.");
1637
1638 if (rnd(pstats.s_lvl) < 12)
1639 {
1640 msg("Your finger slips.");
1641 which = rnd(maxsticks);
1642
1643 if (wizard)
1644 {
1645 msg("What wand? (%d)", which);
1646
1647 if (get_string(prbuf, cw) == NORM)
1648 {
1649 which = atoi(prbuf);
1650
1651 if (which < 0 || which >= maxsticks)
1652 {
1653 msg("Invalid selection.");
1654 which = rnd(maxsticks);
1655 msg("Rolled %d.", which);
1656 }
1657 }
1658 }
1659 }
1660
1661 if (get_dir())
1662 do_zap(&player, which, ISBLESSED);
1663 }
1664
1665 /*
1666 do_crown()
1667 handle powers of the Crown of Might
1668 */
1669
1670 void
1671 do_crown(void)
1672 {
1673 int which, limit;
1674
1675 /* Prompt for action */
1676 msg("How do you wish to apply the Crown of Might (* for list)? ");
1677
1678 which = (short) ((readchar() & 0177) - 'a');
1679
1680 if (which == (short) ESCAPE - (short) 'a')
1681 {
1682 after = FALSE;
1683 return;
1684 }
1685
1686 limit = 9;
1687
1688 if (is_carrying(TR_PALANTIR))
1689 limit += 1;
1690
1691 if (is_carrying(TR_SCEPTRE))
1692 limit += 1;
1693
1694 if (which < 0 || which > limit)
1695 {
1696 msg("");
1697 add_line("[a] add strength");
1698 add_line("[b] add intelligence");
1699 add_line("[c] add wisdom");
1700 add_line("[d] add dexterity");
1701 add_line("[e] add constitution");
1702 add_line("[f] normal strength");
1703 add_line("[g] normal intelligence");
1704 add_line("[h] normal wisdom");
1705 add_line("[i] normal dexterity");
1706 add_line("[j] normal constitution");
1707
1708 if (limit >= 10)
1709 add_line("[k] disguise");
1710
1711 if (limit >= 11)
1712 add_line("[l] super heroism");
1713
1714 end_line();
1715
1716 msg("Which power do you wish to use?");
1717
1718 which = (short) ((readchar() & 0177) - 'a');
1719
1720 while (which < 0 || which > limit)
1721 {
1722 if (which == (short) ESCAPE - (short) 'a')
1723 {
1724 after = FALSE;
1725 return;
1726 }
1727 msg("");
1728 msg("Please enter one of the listed powers: ");
1729 which = (short) ((readchar() & 0177) - 'a');
1730 }
1731
1732 msg("Your attempt is successful.");
1733 }
1734 else
1735 msg("Your attempt is successful.");
1736
1737 switch (which)
1738 {
1739 case 0:
1740 if (off(player, POWERSTR))
1741 {
1742 turn_on(player, POWERSTR);
1743 chg_str(10, FALSE, FALSE);
1744 msg("You feel much stronger now.");
1745 }
1746 else
1747 nothing_message(ISCURSED);
1748 break;
1749
1750 case 1:
1751 if (off(player, POWERINTEL))
1752 {
1753 pstats.s_intel += 10;
1754 turn_on(player, POWERINTEL);
1755 msg("You feel much more intelligent now.");
1756 }
1757 else
1758 nothing_message(ISCURSED);
1759 break;
1760
1761 case 2:
1762 if (off(player, POWERWISDOM))
1763 {
1764 pstats.s_wisdom += 10;
1765 turn_on(player, POWERWISDOM);
1766 msg("Your feel much wiser know.");
1767 }
1768 else
1769 nothing_message(ISCURSED);
1770 break;
1771
1772 case 3:
1773 if (off(player, POWERDEXT))
1774 {
1775 turn_on(player, POWERDEXT);
1776 chg_dext(10, FALSE, FALSE);
1777 msg("You feel much more dextrous now.");
1778 }
1779 else
1780 nothing_message(ISCURSED);
1781 break;
1782
1783 case 4:
1784 if (off(player, POWERCONST))
1785 {
1786 pstats.s_const += 10;
1787 turn_on(player, POWERCONST);
1788 msg("You feel much healthier now.");
1789 }
1790 else
1791 nothing_message(ISCURSED);
1792 break;
1793
1794 case 5:
1795 if (on(player, POWERSTR))
1796 {
1797 turn_off(player, POWERSTR);
1798 chg_str(-10, FALSE, FALSE);
1799 msg("Your muscles bulge less now.");
1800 }
1801 else
1802 nothing_message(ISCURSED);
1803 break;
1804
1805 case 6:
1806 if (on(player, POWERINTEL))
1807 {
1808 pstats.s_intel = max(pstats.s_intel - 10,
1809 3 + ring_value(R_ADDINTEL));
1810 turn_off(player, POWERINTEL);
1811 msg("You feel less intelligent now.");
1812 }
1813 else
1814 nothing_message(ISCURSED);
1815 break;
1816
1817 case 7:
1818 if (on(player, POWERWISDOM))
1819 {
1820 pstats.s_wisdom = max(pstats.s_wisdom - 10,
1821 3 + ring_value(R_ADDWISDOM));
1822 turn_off(player, POWERWISDOM);
1823 msg("You feel less wise now.");
1824 }
1825 else
1826 nothing_message(ISCURSED);
1827 break;
1828
1829 case 8:
1830 if (on(player, POWERDEXT))
1831 {
1832 turn_off(player, POWERDEXT);
1833 chg_dext(-10, FALSE, FALSE);
1834 msg("You feel less dextrous now.");
1835 }
1836 else
1837 nothing_message(ISCURSED);
1838 break;
1839
1840 case 9:
1841 if (on(player, POWERCONST))
1842 {
1843 pstats.s_const -= 10;
1844 turn_off(player, POWERCONST);
1845 msg("You feel less healthy now.");
1846 }
1847 else
1848 nothing_message(ISCURSED);
1849 break;
1850
1851 case 10: quaff(&player, P_DISGUISE, ISNORMAL);
1852 break;
1853
1854 case 11: quaff(&player, P_SHERO, ISNORMAL);
1855 break;
1856
1857 default:
1858 msg("What a strange thing to do!!");
1859 break;
1860
1861 }
1862 }
1863
1864 /*
1865 level_eval()
1866 have amulet evaluate danger on this level
1867 */
1868
1869 void
1870 level_eval(void)
1871 {
1872 int cnt = 0;
1873 long max_nasty = 0;
1874 struct linked_list *item;
1875 struct thing *tp;
1876 char *colour, *temp;
1877
1878 for (item = mlist; item != NULL; item = next(item))
1879 {
1880 tp = THINGPTR(item);
1881 cnt++;
1882 max_nasty = max(max_nasty,(10L-tp->t_stats.s_arm) * tp->t_stats.s_hpt);
1883 }
1884
1885 if (cnt < 3)
1886 colour = "black";
1887 else if (cnt < 6)
1888 colour = "red";
1889 else if (cnt < 9)
1890 colour = "orange";
1891 else if (cnt < 12)
1892 colour = "yellow";
1893 else if (cnt < 15)
1894 colour = "green";
1895 else if (cnt < 18)
1896 colour = "blue";
1897 else if (cnt < 25)
1898 colour = "violet";
1899 else
1900 colour = "pink with purple polka dots";
1901
1902 if (max_nasty < 10)
1903 temp = "feels cold and lifeless";
1904 else if (max_nasty < 30)
1905 temp = "feels cool";
1906 else if (max_nasty < 200)
1907 temp = "feels warm and soft";
1908 else if (max_nasty < 1000)
1909 temp = "feels warm and slippery";
1910 else if (max_nasty < 5000)
1911 temp = "feels hot and dry";
1912 else if (max_nasty < 10000)
1913 temp = "feels too hot to hold";
1914 else if (max_nasty < 20000)
1915 temp = "burns your hand";
1916 else
1917 temp = "jumps up and down shrieking 'DANGER! DANGER'";
1918
1919 msg("The amulet glows %s and %s.", colour, temp);
1920
1921 return;
1922 }