view arogue7/scrolls.c @ 156:3e1146666ae5

arogue7, xrogue: begin using autoconf. File locations can be customized via './configure'. 'make install' does not work yet. Options for wizard mode and load checks may not do what is intended. Fun fact: there's an enlightening epigraph in the introduction to the autoconf manual.
author John "Elwin" Edwards
date Thu, 04 Jun 2015 10:41:39 -0400
parents b786053d2f37
children 0298a68cc179
line wrap: on
line source

/*
 * scrolls.c - Functions for dealing with scrolls
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Read a scroll and let it happen
 *
 */

#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include "rogue.h"

/*
 * let the hero get rid of some type of monster (but not a UNIQUE!)
 */
genocide()
{
    register struct linked_list *ip;
    register struct thing *mp;
    register struct linked_list *nip;
    register int num_monst = NUMMONST-NUMUNIQUE-1, /* cannot genocide uniques */
		 pres_monst=1, 
		 num_lines=2*(lines-3);
    register int which_monst;

    which_monst = makemonster(FALSE, "Genocide", "wipe out");
    if (which_monst <= 0) {
	msg("");
	return;
    }

    /* Remove this monster from the present level */
    for (ip = mlist; ip; ip = nip) {
	mp = THINGPTR(ip);
	nip = next(ip);
	if (mp->t_index == which_monst) {
	    killed(ip, FALSE, FALSE, TRUE);
	}
    }

    /* Remove from available monsters */
    monsters[which_monst].m_normal = FALSE;
    monsters[which_monst].m_wander = FALSE;
    mpos = 0;
    msg("You have wiped out the %s.", monsters[which_monst].m_name);
}

read_scroll(which, flag, is_scroll)
register int which;
int flag;
bool is_scroll;
{
    register struct object *obj, *nobj;
    register struct linked_list *item, *nitem;
    register int i,j;
    register char ch, nch;
    bool cursed, blessed;

    blessed = FALSE;
    cursed = FALSE;
    item = NULL;

    if (which < 0) {
	if (on(player, ISBLIND)) {
	    msg("You can't see to read anything");
	    return;
	}
	if (on(player, ISINWALL)) {
	    msg("You can't see the scroll while inside rock!");
	    return;
	}

	/* This is a scroll or book. */
	if (player.t_action != C_READ) {
	    int units;

	    item = get_item(pack, "read", READABLE, FALSE, FALSE);

	    /*
	     * Make certain that it is somethings that we want to read
	     */
	    if (item == NULL)
		return;

	    /* How long does it take to read? */
	    units = usage_time(item);
	    if (units < 0) return;

	    player.t_using = item;	/* Remember what it is */
	    player.t_no_move = units * movement(&player);
	    if ((OBJPTR(item))->o_type == SCROLL) player.t_action = C_READ;
	    else player.t_action = C_USE;
	    return;
	}

	/* We have waited our time, let's quaff the potion */
	item = player.t_using;
	player.t_using = NULL;
	player.t_action = A_NIL;

	obj = OBJPTR(item);
	/* remove it from the pack */
	inpack--;
	detach(pack, item);

	msg("As you read the scroll, it vanishes.");
	cursed = (obj->o_flags & ISCURSED) != 0;
	blessed = (obj->o_flags & ISBLESSED) != 0;

	which = obj->o_which;
    }
    else {
	cursed = flag & ISCURSED;
	blessed = flag & ISBLESSED;
    }


    switch (which) {
	case S_CONFUSE:
	    /*
	     * Scroll of monster confusion.  Give him that power.
	     */
	    msg("Your hands begin to glow red");
	    turn_on(player, CANHUH);
	when S_CURING:
	    /*
	     * A cure disease spell
	     */
	    if (on(player, HASINFEST) || 
		on(player, HASDISEASE)|| 
		on(player, DOROT)) {
		if (on(player, HASDISEASE)) {
		    extinguish(cure_disease);
		    cure_disease();
		}
		if (on(player, HASINFEST)) {
		    msg(terse ? "You feel yourself improving."
			      : "You begin to feel yourself improving again.");
		    turn_off(player, HASINFEST);
		    infest_dam = 0;
		}
		if (on(player, DOROT)) {
		    msg("You feel your skin returning to normal.");
		    turn_off(player, DOROT);
		}
	    }
	    else {
		msg(nothing);
		break;
	    }
	    if (is_scroll) s_know[S_CURING] = TRUE;
	when S_LIGHT:
	    if (blue_light(blessed, cursed) && is_scroll)
		s_know[S_LIGHT] = TRUE;
	when S_HOLD:
	    if (cursed) {
		/*
		 * This scroll aggravates all the monsters on the current
		 * level and sets them running towards the hero
		 */
		aggravate(TRUE, TRUE);
		msg("You hear a high pitched humming noise.");
	    }
	    else if (blessed) { /* Hold all monsters on level */
		if (mlist == NULL) msg(nothing);
		else {
		    register struct linked_list *mon;
		    register struct thing *th;

		    for (mon = mlist; mon != NULL; mon = next(mon)) {
			th = THINGPTR(mon);
			turn_off(*th, ISRUN);
			turn_on(*th, ISHELD);
		    }
		    msg("A sudden peace comes over the dungeon.");
		}
	    }
	    else {
		/*
		 * Hold monster scroll.  Stop all monsters within two spaces
		 * from chasing after the hero.
		 */
		    register int x,y;
		    register struct linked_list *mon;
		    bool gotone=FALSE;

		    for (x = hero.x-2; x <= hero.x+2; x++) {
			for (y = hero.y-2; y <= hero.y+2; y++) {
			    if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1)
				continue;
			    if (isalpha(mvwinch(mw, y, x))) {
				if ((mon = find_mons(y, x)) != NULL) {
				    register struct thing *th;

				    gotone = TRUE;
				    th = THINGPTR(mon);
				    turn_off(*th, ISRUN);
				    turn_on(*th, ISHELD);
				}
			    }
			}
		    }
		    if (gotone) msg("A sudden peace surrounds you.");
		    else msg(nothing);
	    }
	when S_SLEEP:
	    /*
	     * if cursed, you fall asleep
	     */
	    if (is_scroll) s_know[S_SLEEP] = TRUE;
	    if (cursed) {
		if (ISWEARING(R_ALERT))
		    msg("You feel drowsy for a moment.");
		else {
		    msg("You fall asleep.");
		    player.t_no_move += movement(&player)*(4 + rnd(SLEEPTIME));
		    player.t_action = A_FREEZE;
		}
	    }
	    else {
		/*
		 * sleep monster scroll.  
		 * puts all monsters within 2 spaces asleep
		 */
		    register int x,y;
		    register struct linked_list *mon;
		    bool gotone=FALSE;

		    for (x = hero.x-2; x <= hero.x+2; x++) {
			for (y = hero.y-2; y <= hero.y+2; y++) {
			    if (y < 1 || x < 0 || y > lines - 3 || x > cols - 1)
				continue;
			    if (isalpha(mvwinch(mw, y, x))) {
				if ((mon = find_mons(y, x)) != NULL) {
				    register struct thing *th;

				    th = THINGPTR(mon);
				    if (on(*th, ISUNDEAD))
					continue;
				    th->t_no_move += movement(th)*(SLEEPTIME+4);
				    th->t_action = A_FREEZE;
				    gotone = TRUE;
				}
			    }
			}
		    }
		    if (gotone) 
			msg("The monster(s) around you seem to have fallen asleep");
		    else 
			msg(nothing);
	    }
	when S_CREATE:
	    /*
	     * Create a monster
	     * First look in a circle around him, next try his room
	     * otherwise give up
	     */
	    creat_mons(&player, (short) 0, TRUE);
	    light(&hero);
	when S_IDENT:
	    /* 
	     * if its blessed then identify everything in the pack
	     */
	    if (blessed) {
		msg("You feel more Knowledgeable!");
		idenpack();
	    }
	    else {
		/*
		 * Identify, let the rogue figure something out
		 */
		if (is_scroll && s_know[S_IDENT] != TRUE) {
		    msg("This scroll is an identify scroll");
		}
		whatis(NULL);
	    }
	    if (is_scroll) s_know[S_IDENT] = TRUE;
	when S_MAP:
	    /*
	     * Scroll of magic mapping.
	     */
	    if (is_scroll && s_know[S_MAP] != TRUE) {
		msg("Oh, now this scroll has a map on it.");
		s_know[S_MAP] = TRUE;
	    }
	    overwrite(stdscr, hw);
	    /*
	     * Take all the things we want to keep hidden out of the window
	     */
	    for (i = 1; i < lines-2; i++)
		for (j = 0; j < cols; j++)
		{
		    switch (nch = ch = CCHAR( mvwinch(hw, i, j) ))
		    {
			case SECRETDOOR:
			    nch = secretdoor (i, j);
			    break;
			case '-':
			case '|':
			case DOOR:
			case PASSAGE:
			case ' ':
			case STAIRS:
			    if (mvwinch(mw, i, j) != ' ')
			    {
				register struct thing *it;

				it = THINGPTR(find_mons(i, j));
				if (it && it->t_oldch == ' ')
				    it->t_oldch = nch;
			    }
			    break;
			default:
			    nch = ' ';
		    }
		    if (nch != ch)
			waddch(hw, nch);
		}
	    /*
	     * Copy in what he has discovered
	     */
	    overlay(cw, hw);
	    /*
	     * And set up for display
	     */
	    overwrite(hw, cw);
	when S_GFIND:
	    /*
	     * Scroll of gold detection
	     */
	    {
		int gtotal = 0;

		wclear(hw);
		for (nitem = lvl_obj; nitem != NULL; nitem = next(nitem)) {
		    nobj = OBJPTR(nitem);
		    if (nobj->o_type == GOLD) {
			gtotal += nobj->o_count;
			mvwaddch(hw, nobj->o_pos.y, nobj->o_pos.x, GOLD);
		    }
		}
		for (nitem = mlist; nitem != NULL; nitem = next(nitem)) {
		    register struct linked_list *gitem;
		    register struct thing *th;

		    th = THINGPTR(nitem);
		    if (on(*th, NODETECT)) continue;
		    for(gitem = th->t_pack; gitem != NULL; gitem = next(gitem)){
			nobj = OBJPTR(gitem);
			if (nobj->o_type == GOLD) {
			    gtotal += nobj->o_count;
			    mvwaddch(hw, th->t_pos.y, th->t_pos.x, GOLD);
			}
		    }
		}
		if (gtotal) {
		    if (is_scroll) s_know[S_GFIND] = TRUE;
		    msg("You begin to feel greedy and you sense gold.");
		    waddstr(msgw, morestr);
		    clearok(msgw, FALSE);
		    draw(msgw);
		    overlay(hw, cw);
		    draw(cw);
		    wait_for(' ');
		    msg("");
		    break;
		}
	    }
	    msg("You begin to feel a pull downward");
	when S_TELEP:
	    /*
	     * Scroll of teleportation:
	     * Make him disappear and reappear
	     */
	    if (cursed) {
		int old_max = cur_max;

		turns = (vlevel * 3) * LEVEL;
		level = nfloors;
		new_level(NORMLEV);
		status(TRUE);
		mpos = 0;
		msg("You are banished to the lower regions.");
		if (old_max == cur_max) /* if he's been here, make it harder */
		    aggravate(TRUE, TRUE);
	    }
	    else if (blessed) {
		int	old_level, 
			much = rnd(4) - 4;

		old_level = level;
		if (much != 0) {
		    level += much;
		    if (level < 1)
			level = 1;
		    mpos = 0;
		    cur_max = level;
		    turns += much*LEVEL;
		    if (turns < 0)
			turns = 0;
		    new_level(NORMLEV);		/* change levels */
		    if (level == old_level)
			status(TRUE);
		    msg("You are whisked away to another region.");
		}
	    }
	    else {
		teleport();
	    }
	    if (is_scroll) s_know[S_TELEP] = TRUE;
	when S_SCARE:
	    /*
	     * A monster will refuse to step on a scare monster scroll
	     * if it is dropped.  Thus reading it is a mistake and produces
	     * laughter at the poor rogue's boo boo.
	     */
	    msg("You hear maniacal laughter in the distance.");
	when S_REMOVE:
	    if (cursed) { /* curse all player's possessions */
		for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
		    nobj = OBJPTR(nitem);
		    if (nobj->o_flags & ISBLESSED) 
			nobj->o_flags &= ~ISBLESSED;
		    else 
			nobj->o_flags |= ISCURSED;
		}
		msg("The smell of fire and brimstone fills the air.");
	    }
	    else if (blessed) {
		for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
		    nobj = OBJPTR(nitem);
		    nobj->o_flags &= ~ISCURSED;
		}
		msg("Your pack glistens brightly");
	    }
	    else {
		nitem = get_item(pack, "remove the curse on",ALL,FALSE,FALSE);
		if (nitem != NULL) {
		    nobj = OBJPTR(nitem);
		    nobj->o_flags &= ~ISCURSED;
		    msg("Removed the curse from %s",inv_name(nobj,TRUE));
		}
	    }
	    if (is_scroll) s_know[S_REMOVE] = TRUE;
	when S_PETRIFY:
	    switch (mvinch(hero.y, hero.x)) {
		case TRAPDOOR:
		case DARTTRAP:
		case TELTRAP:
		case ARROWTRAP:
		case SLEEPTRAP:
		case BEARTRAP:
		    {
			register int i;

			/* Find the right trap */
			for (i=0; i<ntraps && !ce(traps[i].tr_pos, hero); i++);
			ntraps--;

			if (!ce(traps[i].tr_pos, hero))
			    msg("What a strange trap!");
			else {
			    while (i < ntraps) {
				traps[i] = traps[i + 1];
				i++;
			    }
			}
		    }
		    goto pet_message;
		case DOOR:
		case SECRETDOOR:
		case FLOOR:
		case PASSAGE:
pet_message:	    msg("The dungeon begins to rumble and shake!");
		    addch(WALL);

		    /* If the player is phased, unphase him */
		    if (on(player, CANINWALL)) {
			extinguish(unphase);
			turn_off(player, CANINWALL);
			msg("Your dizzy feeling leaves you.");
		    }

		    /* Mark the player as in a wall */
		    turn_on(player, ISINWALL);
		    break;
		default:
		    msg(nothing);
	    }
	when S_GENOCIDE:
	    msg("You have been granted the boon of genocide!--More--");
	    wait_for(' ');
	    msg("");
	    genocide();
	    if (is_scroll) s_know[S_GENOCIDE] = TRUE;
	when S_PROTECT: {
	    struct linked_list *ll;
	    struct object *lb;
	    bool did_it = FALSE;
	    msg("You are granted the power of protection.");
	    if ((ll=get_item(pack,"protect",PROTECTABLE,FALSE,FALSE)) != NULL) {
		lb = OBJPTR(ll);
		mpos = 0;
		if (cursed) {
		    switch(lb->o_type) {	/* ruin it completely */
			case RING: if (lb->o_ac > 0) {
				    if (is_current(lb)) {
					switch (lb->o_which) {
					    case R_ADDWISDOM: 
						pstats.s_wisdom -= lb->o_ac;
					    when R_ADDINTEL:  
						pstats.s_intel -= lb->o_ac;
					    when R_ADDSTR:
						pstats.s_str -= lb->o_ac;
					    when R_ADDHIT:
						pstats.s_dext -= lb->o_ac;
					}
				    }
				    did_it = TRUE;
					lb->o_ac = 0;
				}
			when ARMOR: if (lb->o_ac > 10) {
					did_it = TRUE;
					lb->o_ac = 10;
				    }
			when STICK: if (lb->o_charges > 0) {
					did_it = TRUE;
					lb->o_charges = 0;
				    }
			when WEAPON:if (lb->o_hplus > 0) {
					did_it = TRUE;
					lb->o_hplus = 0;
				    }
				    if (lb->o_dplus > 0) {
					did_it = TRUE;
					lb->o_dplus = 0;
				    }
		    }
		    if (lb->o_flags & ISPROT) {
			did_it = TRUE;
			lb->o_flags &= ~ISPROT;
		    }
		    if (lb->o_flags & ISBLESSED) {
			did_it = TRUE;
			lb->o_flags &= ~ISBLESSED;
		    }
		    if (did_it)
			msg("Your %s glows red for a moment",inv_name(lb,TRUE));
		    else {
			msg(nothing);
			break;
		    }
		}
		else  {
		    lb->o_flags |= ISPROT;
		    msg("Protected %s.",inv_name(lb,TRUE));
		}
	    }
	    if (is_scroll) s_know[S_PROTECT] = TRUE;
	}
	when S_MAKEIT:
	    msg("You have been endowed with the power of creation.");
	    if (is_scroll) s_know[S_MAKEIT] = TRUE;
	    create_obj(TRUE, 0, 0);
	when S_ALLENCH: {
	    struct linked_list *ll;
	    struct object *lb;
	    int howmuch, flags;
	    if (is_scroll && s_know[S_ALLENCH] == FALSE) {
		msg("You are granted the power of enchantment.");
		msg("You may enchant anything(weapon,ring,armor,scroll,potion)");
	    }
	    if ((ll = get_item(pack, "enchant", ALL, FALSE, FALSE)) != NULL) {
		lb = OBJPTR(ll);
		lb->o_flags &= ~ISCURSED;
		if (blessed) {
		    howmuch = 2;
		    flags = ISBLESSED;
		}
		else if (cursed) {
		    howmuch = -1;
		    flags = ISCURSED;
		}
		else {
		    howmuch = 1;
		    flags = ISBLESSED;
		}
		switch(lb->o_type) {
		    case RING:
			if (lb->o_ac + howmuch > MAXENCHANT) {
			    msg("The enchantment doesn't seem to work!");
			    break;
			}
			lb->o_ac += howmuch;
			if (lb==cur_ring[LEFT_1]  || lb==cur_ring[LEFT_2]  ||
			    lb==cur_ring[LEFT_3]  || lb==cur_ring[LEFT_4]  ||
			    lb==cur_ring[RIGHT_1] || lb==cur_ring[RIGHT_2] ||
			    lb==cur_ring[RIGHT_3] || lb==cur_ring[RIGHT_4]) {
			    switch (lb->o_which) {
				case R_ADDWISDOM: pstats.s_wisdom += howmuch;
				when R_ADDINTEL:  pstats.s_intel += howmuch;
				when R_ADDSTR:    pstats.s_str += howmuch;
				when R_ADDHIT:    pstats.s_dext += howmuch;
			    }
			}
			msg("Enchanted %s.",inv_name(lb,TRUE));
		    when ARMOR:
			if ((armors[lb->o_which].a_class - lb->o_ac) +
			    howmuch > MAXENCHANT) {
			    msg("The enchantment doesn't seem to work!");
			    break;
			}
			else
			    lb->o_ac -= howmuch;
			msg("Enchanted %s.",inv_name(lb,TRUE));
		    when STICK:
			lb->o_charges += (howmuch * 10) + rnd(5);
			if (lb->o_charges < 0)
			    lb->o_charges = 0;
			if (EQUAL(ws_type[lb->o_which], "staff")) {
			    if (lb->o_charges > 100) 
				lb->o_charges = 100;
			}
			else {
			    if (lb->o_charges > 50)
				lb->o_charges = 50;
			}
			msg("Enchanted %s.",inv_name(lb,TRUE));
		    when WEAPON:
			if(lb->o_hplus+lb->o_dplus+howmuch > MAXENCHANT * 2){
			    msg("The enchantment doesn't seem to work!");
			    break;
			}
			if (rnd(100) < 50)
			    lb->o_hplus += howmuch;
			else
			    lb->o_dplus += howmuch;
			msg("Enchanted %s.",inv_name(lb,TRUE));
		    when MM:
			switch (lb->o_which) {
			    case MM_BRACERS:
				if (lb->o_ac + howmuch > MAXENCHANT) {
				   msg("The enchantment doesn't seem to work!");
				   break;
				}
				else lb->o_ac += howmuch;
				msg("Enchanted %s.",inv_name(lb,TRUE));
			    when MM_PROTECT:
				if (lb->o_ac + howmuch > MAXENCHANT/2) {
				   msg("The enchantment doesn't seem to work!");
				   break;
				}
				else lb->o_ac += howmuch;
				msg("Enchanted %s.",inv_name(lb,TRUE));
			}
			lb->o_flags |= flags;
		    when POTION:
		    case SCROLL:
		    default:
			lb->o_flags |= flags;
		    msg("Enchanted %s.",inv_name(lb,TRUE));
		}
	    }
	    if (is_scroll) s_know[S_ALLENCH] = TRUE;
	    if (!is_scroll) {
		pstats.s_const--;
		max_stats.s_const--;
		if (pstats.s_const <= 0)
		    death(D_CONSTITUTION);
		msg("You feel less healthy now");
	    }
	}
	when S_FINDTRAPS:
	    for (i=0; i<ntraps; i++) {
		if (!(traps[i].tr_flags & ISFOUND)) {
		    traps[i].tr_flags |= ISFOUND;
		    if (cansee(traps[i].tr_pos.y, traps[i].tr_pos.x))
			mvwaddch(cw,traps[i].tr_pos.y,traps[i].tr_pos.x,
				 traps[i].tr_type);
		}
	    }
	    if (ntraps > 0) {
		msg("You sense the presence of traps");
		if (is_scroll) s_know[S_FINDTRAPS] = TRUE;
	    }
	    else
		msg(nothing);

	when S_RUNES:
	{
		register struct linked_list *sitem;

		msg("The scroll explodes in a ball of fire!");
		if (on(player, NOFIRE)) {
			msg("The fire does not seem to affect you");
			break;
		}
		explode(&player);
		if (pstats.s_hpt <= 0)
			death(D_SCROLL);
		for (sitem = pack; sitem != NULL; sitem = nitem) {
		    nitem = next(sitem); /* in case we delete it */
		    nobj = OBJPTR(sitem);
		    /*
		     * check for loss of all scrolls and give them
		     * a save versus fire
		     */
		    if (nobj->o_type == SCROLL && roll(1,20) < 19) {
			msg("%s burns up!", inv_name(nobj, TRUE));
			inpack--;
			detach(pack, sitem);
			o_discard(sitem);
		    }
		}
	}

	when S_CHARM:
	{
	    bool spots[9];
	    int x, y, spot, count, numcharmed, something, bonus;
	    struct linked_list *item;
	    register struct thing *tp;

	    /* Initialize the places where we look around us */
	    for (i=0; i<9; i++) spots[i] = FALSE;
	    count = 0;	/* No spots tried yet */
	    numcharmed = 0;	/* Nobody charmed yet */
	    something = 0;	/* Nothing has been seen yet */
	    bonus = 0;		/* no bonus yet */

	    /* Now look around us randomly for a charmee */
	    while (count < 9) {
		do {
		    spot = rnd(9);
		} while (spots[spot] == TRUE);

		/* We found a place */
		count++;
		spots[spot] = TRUE;
		y = hero.y - 1 + (spot / 3);
		x = hero.x - 1 + (spot % 3);

		/* Be sure to stay on the board! */
		if (x < 0 || x >= cols || (y < 1) || (y >= lines - 2))
			continue;

		/* Is there a monster here? */
		if (!isalpha(mvwinch(mw, y, x))) continue;

		/* What kind is it? */
		item = find_mons(y, x);
		if (item == NULL) continue;

		tp = THINGPTR(item);
		if (on(*tp,ISCHARMED) || on(*tp,ISUNIQUE) || on(*tp,ISUNDEAD)) 
		    continue;

		/* Will the monster be charmed? */
		if (blessed) bonus -= 3;
		bonus -= (pstats.s_charisma - 13) / 3;
		if ((player.t_ctype==C_PALADIN || player.t_ctype==C_RANGER) &&
		    off(*tp, ISMEAN))
			bonus -= 3;
		if (save(VS_MAGIC, tp, bonus)) continue;

		/* We got him! */
		numcharmed++;

		/* Let the player know (maybe) */
    		if ((off(*tp, ISINVIS)     || on(player, CANSEE)) &&
		    (off(*tp, ISSHADOW)    || on(player, CANSEE)) &&
		    cansee(y, x)) {
			if (on(*tp, CANSURPRISE)) {
			    turn_off(*tp, CANSURPRISE);
			    msg("Woah!");
			}
			msg("The eyes of %s glaze over!",
			    prname(monster_name(tp), FALSE));
			something++;
		}

		/* Charm him and turn off any side effects */
		turn_on(*tp, ISCHARMED);
		runto(tp, &hero);
		tp->t_action = A_NIL;

		/* If monster was suffocating us, stop it */
		if (on(*tp, DIDSUFFOCATE)) {
		    turn_off(*tp, DIDSUFFOCATE);
		    extinguish(suffocate);
		}

		/* If monster held us, stop it */
		if (on(*tp, DIDHOLD) && (--hold_count == 0))
			turn_off(player, ISHELD);
		turn_off(*tp, DIDHOLD);

		/* If frightened of this monster, stop */
		if (on(player, ISFLEE) &&
		    player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);

		if ((blessed && numcharmed >= 2) || numcharmed > 0) break;
	    }

	    if (something == 0) msg(nothing);
	}

	otherwise:
	    msg("What a puzzling scroll!");
	    return;
    }
    look(TRUE, FALSE);	/* put the result of the scroll on the screen */
    status(FALSE);
    if (is_scroll && item && s_know[which] && s_guess[which])
    {
	free(s_guess[which]);
	s_guess[which] = NULL;
    }
    else if (is_scroll				&& 
	     !s_know[which]			&& 
	     item				&&
	     askme				&&
	     (obj->o_flags & ISKNOW) == 0	&&
	     (obj->o_flags & ISPOST) == 0	&&
	     s_guess[which] == NULL) {
	nameitem(item, FALSE);
    }
    if (item != NULL) o_discard(item);
    updpack(TRUE, &player);
}