/* scrolls.c: scroll code

   Copyright (c) 1989 James E. Wilson, Robert A. Koeneke

   This software may be copied and distributed for educational, research, and
   not for profit purposes provided that this copyright and statement are
   included in all such copies. */

#include "constant.h"
#include "monster.h"
#include "config.h"
#include "types.h"
#include "externs.h"

#ifdef USG
#include <string.h>
#else
#include <strings.h>
#endif

/* Scrolls for the reading				-RAK-	*/
void read_scroll()
{
  int32u i;
  int j, k, item_val, y, x;
  int tmp[6], flag, used_up;
  bigvtype out_val, tmp_str;
  register int ident, l;
  register inven_type *i_ptr;
  register struct misc *m_ptr;

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

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

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

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

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

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

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

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

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

	      identify(&item_val);
	      i_ptr = &inventory[item_val];
	    }
	}
      else if (!known1_p(i_ptr))
	sample (i_ptr);
      if (used_up)
	{
	  desc_remain(item_val);
	  inven_destroy(item_val);
	}
    }
}
