Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
This commit is contained in:
parent
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47 changed files with 29836 additions and 0 deletions
709
arogue5/scrolls.c
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709
arogue5/scrolls.c
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/*
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* Read a scroll and let it happen
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include "rogue.h"
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/*
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* let the hero get rid of some type of monster (but not a UNIQUE!)
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*/
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genocide()
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{
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register struct linked_list *ip;
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register struct thing *mp;
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register int i;
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register struct linked_list *nip;
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register int num_monst = NUMMONST-NUMUNIQUE-1, /* cannot genocide uniques */
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pres_monst=1,
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num_lines=2*(LINES-3);
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register int which_monst;
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char monst_name[40];
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/* Print out the monsters */
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while (num_monst > 0) {
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register left_limit;
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if (num_monst < num_lines) left_limit = (num_monst+1)/2;
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else left_limit = num_lines/2;
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wclear(hw);
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touchwin(hw);
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/* Print left column */
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wmove(hw, 2, 0);
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for (i=0; i<left_limit; i++) {
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sprintf(monst_name,
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"[%d] %c%s\n",
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pres_monst,
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monsters[pres_monst].m_normal ? ' ' : '*',
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monsters[pres_monst].m_name);
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waddstr(hw, monst_name);
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pres_monst++;
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}
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/* Print right column */
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for (i=0; i<left_limit && pres_monst<=NUMMONST-NUMUNIQUE-1; i++) {
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sprintf(monst_name,
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"[%d] %c%s\n",
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pres_monst,
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monsters[pres_monst].m_normal ? ' ' : '*',
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monsters[pres_monst].m_name);
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wmove(hw, i+2, COLS/2);
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waddstr(hw, monst_name);
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pres_monst++;
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}
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if ((num_monst -= num_lines) > 0) {
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mvwaddstr(hw, LINES-1, 0, morestr);
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draw(hw);
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wait_for(hw,' ');
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}
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else {
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mvwaddstr(hw, 0, 0, "Which monster");
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if (!terse) waddstr(hw, " do you wish to wipe out");
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waddstr(hw, "? ");
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draw(hw);
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}
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}
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get_monst:
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get_str(monst_name, hw);
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which_monst = atoi(monst_name);
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if ((which_monst < 1 || which_monst > NUMMONST-NUMUNIQUE-1)) {
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mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
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draw(hw);
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goto get_monst;
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}
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/* Set up for redraw */
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clearok(cw, TRUE);
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touchwin(cw);
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/* Remove this monster from the present level */
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for (ip = mlist; ip; ip = nip) {
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mp = THINGPTR(ip);
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nip = next(ip);
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if (mp->t_index == which_monst) {
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killed(ip, FALSE, FALSE);
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}
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}
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/* Remove from available monsters */
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monsters[which_monst].m_normal = FALSE;
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monsters[which_monst].m_wander = FALSE;
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mpos = 0;
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msg("You have wiped out the %s.", monsters[which_monst].m_name);
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}
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read_scroll(which, flag, is_scroll)
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register int which;
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int flag;
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bool is_scroll;
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{
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register struct object *obj = NULL, *nobj;
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register struct linked_list *item, *nitem;
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register int i,j;
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register char ch, nch;
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bool cursed, blessed;
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char buf[LINELEN];
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blessed = FALSE;
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cursed = FALSE;
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item = NULL;
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if (which < 0) {
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if (on(player, ISBLIND)) {
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msg("You can't see to read anything");
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return;
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}
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item = get_item(pack, "read", SCROLL);
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if (item == NULL)
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return;
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obj = OBJPTR(item);
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/* remove it from the pack */
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inpack--;
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detach(pack, item);
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msg("As you read the scroll, it vanishes.");
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cursed = (obj->o_flags & ISCURSED) != 0;
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blessed = (obj->o_flags & ISBLESSED) != 0;
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which = obj->o_which;
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}
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else {
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cursed = flag & ISCURSED;
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blessed = flag & ISBLESSED;
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}
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switch (which) {
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case S_CONFUSE:
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/*
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* Scroll of monster confusion. Give him that power.
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*/
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msg("Your hands begin to glow red");
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turn_on(player, CANHUH);
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when S_CURING:
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/*
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* A cure disease spell
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*/
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if (on(player, HASINFEST) ||
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on(player, HASDISEASE)||
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on(player, DOROT)) {
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if (on(player, HASDISEASE)) {
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extinguish(cure_disease);
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cure_disease();
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}
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if (on(player, HASINFEST)) {
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msg(terse ? "You feel yourself improving."
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: "You begin to feel yourself improving again.");
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turn_off(player, HASINFEST);
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infest_dam = 0;
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}
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if (on(player, DOROT)) {
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msg("You feel your skin returning to normal.");
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turn_off(player, DOROT);
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}
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}
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else {
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msg(nothing);
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break;
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}
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if (is_scroll) s_know[S_CURING] = TRUE;
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when S_LIGHT:
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if (blue_light(blessed, cursed) && is_scroll)
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s_know[S_LIGHT] = TRUE;
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when S_HOLD:
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if (cursed) {
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/*
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* This scroll aggravates all the monsters on the current
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* level and sets them running towards the hero
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*/
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aggravate();
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msg("You hear a high pitched humming noise.");
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}
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else if (blessed) { /* Hold all monsters on level */
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if (mlist == NULL) msg(nothing);
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else {
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register struct linked_list *mon;
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register struct thing *th;
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for (mon = mlist; mon != NULL; mon = next(mon)) {
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th = THINGPTR(mon);
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turn_off(*th, ISRUN);
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turn_on(*th, ISHELD);
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}
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msg("A sudden peace comes over the dungeon.");
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}
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}
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else {
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/*
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* Hold monster scroll. Stop all monsters within two spaces
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* from chasing after the hero.
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*/
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register int x,y;
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register struct linked_list *mon;
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bool gotone=FALSE;
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for (x = hero.x-2; x <= hero.x+2; x++) {
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for (y = hero.y-2; y <= hero.y+2; y++) {
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if (y < 1 || x < 0 || y > LINES - 3 || x > COLS - 1)
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continue;
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if (isalpha(mvwinch(mw, y, x))) {
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if ((mon = find_mons(y, x)) != NULL) {
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register struct thing *th;
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gotone = TRUE;
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th = THINGPTR(mon);
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turn_off(*th, ISRUN);
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turn_on(*th, ISHELD);
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}
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}
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}
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}
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if (gotone) msg("A sudden peace surrounds you.");
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else msg(nothing);
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}
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when S_SLEEP:
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/*
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* if cursed, you fall asleep
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*/
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if (is_scroll) s_know[S_SLEEP] = TRUE;
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if (cursed) {
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if (ISWEARING(R_ALERT))
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msg("You feel drowsy for a moment.");
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else {
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msg("You fall asleep.");
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no_command += 4 + rnd(SLEEPTIME);
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}
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}
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else {
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/*
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* sleep monster scroll.
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* puts all monsters within 2 spaces asleep
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*/
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register int x,y;
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register struct linked_list *mon;
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bool gotone=FALSE;
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for (x = hero.x-2; x <= hero.x+2; x++) {
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for (y = hero.y-2; y <= hero.y+2; y++) {
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if (y < 1 || x < 0 || y > LINES - 3 || x > COLS - 1)
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continue;
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if (isalpha(mvwinch(mw, y, x))) {
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if ((mon = find_mons(y, x)) != NULL) {
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register struct thing *th;
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th = THINGPTR(mon);
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if (on(*th, ISUNDEAD))
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continue;
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th->t_no_move += SLEEPTIME;
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gotone = TRUE;
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}
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}
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}
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}
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if (gotone)
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msg("The monster(s) around you seem to have fallen asleep");
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else
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msg(nothing);
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}
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when S_CREATE:
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/*
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* Create a monster
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* First look in a circle around him, next try his room
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* otherwise give up
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*/
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creat_mons(&player, (short) 0, TRUE);
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light(&hero);
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when S_IDENT:
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/*
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* if its blessed then identify everything in the pack
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*/
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if (blessed) {
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msg("You feel more Knowledgeable!");
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idenpack();
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}
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else {
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/*
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* Identify, let the rogue figure something out
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*/
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if (is_scroll && s_know[S_IDENT] != TRUE) {
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msg("This scroll is an identify scroll");
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}
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whatis(NULL);
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}
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if (is_scroll) s_know[S_IDENT] = TRUE;
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when S_MAP:
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/*
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* Scroll of magic mapping.
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*/
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if (is_scroll && s_know[S_MAP] != TRUE) {
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msg("Oh, now this scroll has a map on it.");
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s_know[S_MAP] = TRUE;
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}
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overwrite(stdscr, hw);
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/*
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* Take all the things we want to keep hidden out of the window
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*/
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for (i = 1; i < LINES-2; i++)
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for (j = 0; j < COLS; j++)
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{
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switch (nch = ch = CCHAR( mvwinch(hw, i, j) ))
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{
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case SECRETDOOR:
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nch = secretdoor (i, j);
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break;
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case '-':
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case '|':
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case DOOR:
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case PASSAGE:
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case ' ':
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case STAIRS:
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if (mvwinch(mw, i, j) != ' ')
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{
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register struct thing *it;
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it = THINGPTR(find_mons(i, j));
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if (it && it->t_oldch == ' ')
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it->t_oldch = nch;
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}
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break;
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default:
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nch = ' ';
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}
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if (nch != ch)
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waddch(hw, nch);
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}
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/*
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* Copy in what he has discovered
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*/
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overlay(cw, hw);
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/*
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* And set up for display
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*/
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overwrite(hw, cw);
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when S_GFIND:
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/*
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* Scroll of gold detection
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*/
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if (lvl_obj != NULL) {
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register struct linked_list *gitem;
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struct object *cur;
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int gtotal = 0;
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wclear(hw);
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for (gitem = lvl_obj; gitem != NULL; gitem = next(gitem)) {
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cur = OBJPTR(gitem);
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if (cur->o_type == GOLD) {
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gtotal += cur->o_count;
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mvwaddch(hw, cur->o_pos.y, cur->o_pos.x, GOLD);
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}
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}
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if (gtotal) {
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if (is_scroll) s_know[S_GFIND] = TRUE;
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msg("You begin to feel greedy and you sense gold.");
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overlay(hw,cw);
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break;
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}
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}
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msg("You begin to feel a pull downward");
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when S_TELEP:
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/*
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* Scroll of teleportation:
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* Make him disappear and reappear
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*/
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if (cursed) {
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int old_max = cur_max;
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turns = (vlevel * 3) * LEVEL;
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level = nfloors;
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new_level(NORMLEV);
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status(TRUE);
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mpos = 0;
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msg("You are banished to the lower regions.");
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if (old_max == cur_max) /* if he's been here, make it harder */
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aggravate();
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}
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else if (blessed) {
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int old_level,
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much = rnd(4) - 4;
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old_level = level;
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if (much != 0) {
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level += much;
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if (level < 1)
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level = 1;
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mpos = 0;
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cur_max = level;
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turns += much*LEVEL;
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if (turns < 0)
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turns = 0;
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new_level(NORMLEV); /* change levels */
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if (level == old_level)
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status(TRUE);
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msg("You are whisked away to another region.");
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}
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}
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else {
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teleport();
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}
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if (is_scroll) s_know[S_TELEP] = TRUE;
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when S_SCARE:
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/*
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* A monster will refuse to step on a scare monster scroll
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* if it is dropped. Thus reading it is a mistake and produces
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* laughter at the poor rogue's boo boo.
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*/
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msg("You hear maniacal laughter in the distance.");
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when S_REMOVE:
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if (cursed) { /* curse all player's possessions */
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for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
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nobj = OBJPTR(nitem);
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if (nobj->o_flags & ISBLESSED)
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nobj->o_flags &= ~ISBLESSED;
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else
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nobj->o_flags |= ISCURSED;
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}
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msg("The smell of fire and brimstone fills the air.");
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}
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else if (blessed) {
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for (nitem = pack; nitem != NULL; nitem = next(nitem)) {
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nobj = OBJPTR(nitem);
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nobj->o_flags &= ~ISCURSED;
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}
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msg("Your pack glistens brightly");
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}
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else {
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if ((nitem = get_item(pack, "remove the curse on",ALL))!=NULL){
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nobj = OBJPTR(nitem);
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nobj->o_flags &= ~ISCURSED;
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msg("Removed the curse from %s",inv_name(nobj,TRUE));
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}
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}
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if (is_scroll) s_know[S_REMOVE] = TRUE;
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when S_PETRIFY:
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switch (mvinch(hero.y, hero.x)) {
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case TRAPDOOR:
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case DARTTRAP:
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case TELTRAP:
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case ARROWTRAP:
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case SLEEPTRAP:
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case BEARTRAP:
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{
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register int i;
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/* Find the right trap */
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for (i=0; i<ntraps && !ce(traps[i].tr_pos, hero); i++);
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ntraps--;
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if (!ce(traps[i].tr_pos, hero))
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msg("What a strange trap!");
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else {
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while (i < ntraps) {
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traps[i] = traps[i + 1];
|
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i++;
|
||||
}
|
||||
}
|
||||
}
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goto pet_message;
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case DOOR:
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case SECRETDOOR:
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case FLOOR:
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case PASSAGE:
|
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pet_message: msg("The dungeon begins to rumble and shake!");
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addch(WALL);
|
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|
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/* If the player is phased, unphase him */
|
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if (on(player, CANINWALL)) {
|
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extinguish(unphase);
|
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turn_off(player, CANINWALL);
|
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msg("Your dizzy feeling leaves you.");
|
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}
|
||||
|
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/* Mark the player as in a wall */
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turn_on(player, ISINWALL);
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break;
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default:
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msg(nothing);
|
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}
|
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when S_GENOCIDE:
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msg("You have been granted the boon of genocide!--More--");
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wait_for(cw,' ');
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msg("");
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genocide();
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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)) != 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)) != 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:
|
||||
case MM_PROTECT:
|
||||
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));
|
||||
}
|
||||
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");
|
||||
}
|
||||
}
|
||||
otherwise:
|
||||
msg("What a puzzling scroll!");
|
||||
return;
|
||||
}
|
||||
look(TRUE, FALSE); /* put the result of the scroll on the screen */
|
||||
status(FALSE);
|
||||
if (is_scroll && s_know[which] && s_guess[which])
|
||||
{
|
||||
free(s_guess[which]);
|
||||
s_guess[which] = NULL;
|
||||
}
|
||||
else if (is_scroll &&
|
||||
!s_know[which] &&
|
||||
askme &&
|
||||
(obj->o_flags & ISKNOW) == 0 &&
|
||||
(obj->o_flags & ISPOST) == 0 &&
|
||||
s_guess[which] == NULL) {
|
||||
msg(terse ? "Call it: " : "What do you want to call it? ");
|
||||
if (get_str(buf, cw) == NORM)
|
||||
{
|
||||
s_guess[which] = new(strlen(buf) + 1);
|
||||
strcpy(s_guess[which], buf);
|
||||
}
|
||||
}
|
||||
if (item != NULL) o_discard(item);
|
||||
updpack(TRUE);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue