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read.c

/*    SCCS Id: @(#)read.c     3.3   2000/03/03  */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

/* KMH -- Copied from pray.c; this really belongs in a header file */
#define DEVOUT 14
#define STRIDENT 4

#define Your_Own_Role(mndx) \
      ((mndx) == urole.malenum || \
       (urole.femalenum != NON_PM && (mndx) == urole.femalenum))
#define Your_Own_Race(mndx) \
      ((mndx) == urace.malenum || \
       (urace.femalenum != NON_PM && (mndx) == urace.femalenum))

#ifdef OVLB

/* elven armor vibrates warningly when enchanted beyond a limit */
#define is_elven_armor(optr)  ((optr)->otyp == ELVEN_LEATHER_HELM\
                        || (optr)->otyp == ELVEN_MITHRIL_COAT\
                        || (optr)->otyp == ELVEN_CLOAK\
                        || (optr)->otyp == ELVEN_SHIELD\
                        || (optr)->otyp == ELVEN_BOOTS)

boolean     known;

static NEARDATA const char readable[] =
               { ALL_CLASSES, SCROLL_CLASS, SPBOOK_CLASS, 0 };
static const char all_count[] = { ALLOW_COUNT, ALL_CLASSES, 0 };

static void FDECL(wand_explode, (struct obj *));
static void NDECL(do_class_genocide);
static void FDECL(stripspe,(struct obj *));
static void FDECL(p_glow1,(struct obj *));
static void FDECL(p_glow2,(struct obj *,const char *));
static void FDECL(randomize,(int *, int));
static void FDECL(forget_single_object, (int));
static void FDECL(forget, (int));

STATIC_PTR void FDECL(set_lit, (int,int,genericptr_t));

int
doread()
{
      register struct obj *scroll;
      register boolean confused;

      known = FALSE;
      if(check_capacity((char *)0)) return (0);
      scroll = getobj(readable, "read");
      if(!scroll) return(0);

      /* outrumor has its own blindness check */
      if(scroll->otyp == FORTUNE_COOKIE) {
          if(flags.verbose)
            You("break up the cookie and throw away the pieces.");
          outrumor(bcsign(scroll), BY_COOKIE);
          if (!Blind) u.uconduct.literate++;
          useup(scroll);
          return(1);
#ifdef TOURIST
      } else if (scroll->otyp == T_SHIRT) {
          char buf[BUFSZ];
          int erosion;

          if (Blind) {
            You_cant("feel any Braille writing.");
            return 0;
          }
          u.uconduct.literate++;
          if(flags.verbose)
            pline("It reads:");
          Sprintf(buf,  "I explored the Dungeons of Doom, %s.",
                Hallucination ?
                  (scroll == uarmu ?
                      /* (force these two to have identical length) */
                      "and never did any laundry..." :
                      "and couldn't find my way out") :
                  "but all I got was this lousy T-shirt");
          erosion = greatest_erosion(scroll);
          if (erosion)
            wipeout_text(buf,
                  (int)(strlen(buf) * erosion / (2*MAX_ERODE)),
                       scroll->o_id ^ (unsigned)u.ubirthday);
          pline("\"%s\"", buf);
          return 1;
#endif      /* TOURIST */
      } else if (scroll->oclass != SCROLL_CLASS
            && scroll->oclass != SPBOOK_CLASS) {
          pline(silly_thing_to, "read");
          return(0);
      } else if (Blind) {
          const char *what = 0;
          if (scroll->oclass == SPBOOK_CLASS)
            what = "mystic runes";
          else if (!scroll->dknown)
            what = "formula on the scroll";
          if (what) {
            pline("Being blind, you cannot read the %s.", what);
            return(0);
          }
      }

      /* Actions required to win the game aren't counted towards conduct */
      if (scroll->otyp != SPE_BOOK_OF_THE_DEAD &&
            scroll->otyp != SPE_BLANK_PAPER &&
            scroll->otyp != SCR_BLANK_PAPER)
          u.uconduct.literate++;

      confused = (Confusion != 0);
#ifdef MAIL
      if (scroll->otyp == SCR_MAIL) confused = FALSE;
#endif
      if(scroll->oclass == SPBOOK_CLASS) {
          if(confused) {
            You("cannot grasp the meaning of this tome.");
            return(0);
          } else
            return(study_book(scroll));
      }
      scroll->in_use = TRUE;  /* scroll, not spellbook, now being read */
      if(scroll->otyp != SCR_BLANK_PAPER) {
        if(Blind)
          pline("As you pronounce the formula on it, the scroll disappears.");
        else
          pline("As you read the scroll, it disappears.");
        if(confused) {
          if (Hallucination)
            pline("Being so trippy, you screw up...");
          else
            pline("Being confused, you mispronounce the magic words...");
        }
      }
      if(!seffects(scroll))  {
            if(!objects[scroll->otyp].oc_name_known) {
                if(known) {
                  makeknown(scroll->otyp);
                  more_experienced(0,10);
                } else if(!objects[scroll->otyp].oc_uname)
                  docall(scroll);
            }
            if(scroll->otyp != SCR_BLANK_PAPER)
                  useup(scroll);
            else scroll->in_use = FALSE;
      }
      return(1);
}

static void
stripspe(obj)
register struct obj *obj;
{
      if (obj->blessed) pline(nothing_happens);
      else {
            if (obj->spe > 0) {
                obj->spe = 0;
                if (obj->otyp == OIL_LAMP || obj->otyp == BRASS_LANTERN)
                  obj->age = 0;
                Your("%s vibrates briefly.",xname(obj));
            } else pline(nothing_happens);
      }
}

static void
p_glow1(otmp)
register struct obj     *otmp;
{
      Your("%s %s briefly.", xname(otmp),
            Blind ? "vibrates" : "glows");
}

static void
p_glow2(otmp,color)
register struct obj     *otmp;
register const char *color;
{
      Your("%s %s%s for a moment.",
            xname(otmp),
            Blind ? "vibrates" : "glows ",
            Blind ? (const char *)"" : hcolor(color));
}

/* Is the object chargeable?  For purposes of inventory display; it is */
/* possible to be able to charge things for which this returns FALSE. */
boolean
is_chargeable(obj)
struct obj *obj;
{
      if (obj->oclass == WAND_CLASS) return TRUE;
      /* known && !uname is possible after amnesia/mind flayer */
      if (obj->oclass == RING_CLASS)
          return (boolean)(objects[obj->otyp].oc_charged &&
                  (obj->known || objects[obj->otyp].oc_uname));
      if (is_weptool(obj))    /* specific check before general tools */
          return FALSE;
      if (obj->oclass == TOOL_CLASS)
          return (boolean)(objects[obj->otyp].oc_charged);
      return FALSE; /* why are weapons/armor considered charged anyway? */
}

/*
 * recharge an object; curse_bless is -1 if the recharging implement
 * was cursed, +1 if blessed, 0 otherwise.
 */
void
recharge(obj, curse_bless)
struct obj *obj;
int curse_bless;
{
      register int n;
      boolean is_cursed, is_blessed;

      is_cursed = curse_bless < 0;
      is_blessed = curse_bless > 0;

      if (obj->oclass == WAND_CLASS) {
          /* undo any prior cancellation, even when is_cursed */
          if (obj->spe == -1) obj->spe = 0;

          /*
           * Recharging might cause wands to explode.
           *      v = number of previous recharges
           *            v = percentage chance to explode on this attempt
           *                  v = cumulative odds for exploding
           *      0 :   0       0
           *      1 :   0.29    0.29
           *      2 :   2.33    2.62
           *      3 :   7.87   10.28
           *      4 :  18.66   27.02
           *      5 :  36.44   53.62
           *      6 :  62.97   82.83
           *      7 : 100     100
           */
          n = (int)obj->recharged;
          if (n > 0 && (obj->otyp == WAN_WISHING ||
                (n * n * n > rn2(7*7*7)))) {    /* recharge_limit */
            wand_explode(obj);
            return;
          }
          /* didn't explode, so increment the recharge count */
          obj->recharged = (unsigned)(n + 1);

          /* now handle the actual recharging */
          if (is_cursed) {
            stripspe(obj);
          } else {
            int lim = (obj->otyp == WAN_WISHING) ? 3 :
                  (objects[obj->otyp].oc_dir != NODIR) ? 8 : 15;

            n = (lim == 3) ? 3 : rn1(5, lim + 1 - 5);
            if (!is_blessed) n = rnd(n);

            if (obj->spe < n) obj->spe = n;
            else obj->spe++;
            if (obj->otyp == WAN_WISHING && obj->spe > 3) {
                wand_explode(obj);
                return;
            }
            if (obj->spe >= lim) p_glow2(obj,blue);
            else p_glow1(obj);
          }

      } else if (obj->oclass == RING_CLASS &&
                              objects[obj->otyp].oc_charged) {
          /* charging does not affect ring's curse/bless status */
          int s = is_blessed ? rnd(3) : is_cursed ? -rnd(2) : 1;
          boolean is_on = (obj == uleft || obj == uright);

          /* destruction depends on current state, not adjustment */
          if (obj->spe > rn2(7) || obj->spe <= -5) {
            Your("%s pulsates momentarily, then explodes!",
                 xname(obj));
            if (is_on) Ring_gone(obj);
            s = rnd(3 * abs(obj->spe));   /* amount of damage */
            useup(obj);
            losehp(s, "exploding ring", KILLED_BY_AN);
          } else {
            long mask = is_on ? (obj == uleft ? LEFT_RING :
                             RIGHT_RING) : 0L;
            Your("%s spins %sclockwise for a moment.",
                 xname(obj), s < 0 ? "counter" : "");
            /* cause attributes and/or properties to be updated */
            if (is_on) Ring_off(obj);
            obj->spe += s;    /* update the ring while it's off */
            if (is_on) setworn(obj, mask), Ring_on(obj);
            /* oartifact: if a touch-sensitive artifact ring is
               ever created the above will need to be revised  */
          }

      } else if (obj->oclass == TOOL_CLASS) {
          int rechrg = (int)obj->recharged;

          if (objects[obj->otyp].oc_charged) {
            /* tools don't have a limit, but the counter used does */
            if (rechrg < 7)   /* recharge_limit */
                obj->recharged++;
          }
          switch(obj->otyp) {
          case BELL_OF_OPENING:
            if (is_cursed) stripspe(obj);
            else if (is_blessed) obj->spe += rnd(3);
            else obj->spe += 1;
            if (obj->spe > 5) obj->spe = 5;
            break;
          case MAGIC_MARKER:
          case TINNING_KIT:
#ifdef TOURIST
          case EXPENSIVE_CAMERA:
#endif
            if (is_cursed) stripspe(obj);
            else if (rechrg && obj->otyp == MAGIC_MARKER) { /* previously recharged */
                obj->recharged = 1; /* override increment done above */
                if (obj->spe < 3)
                  Your("marker seems permanently dried out.");
                else
                  pline(nothing_happens);
            } else if (is_blessed) {
                n = rn1(10,16);           /* 10..25 */
                if (obj->spe + n <= 50)
                  obj->spe = 50;
                else if (obj->spe + n <= 75)
                  obj->spe = 75;
                else {
                  int chrg = (int)obj->spe;
                  if ((chrg + n) > 127)
                        obj->spe = 127;
                  else
                        obj->spe += n;
                }
                p_glow2(obj,blue);
            } else {
                n = rn1(5,10);            /* 5..15 */
                if (obj->spe + n <= 50)
                  obj->spe = 50;
                else {
                  int chrg = (int)obj->spe;
                  if ((chrg + n) > 127)
                        obj->spe = 127;
                  else
                        obj->spe += n;
                }
                p_glow2(obj,White);
            }
            break;
          case OIL_LAMP:
          case BRASS_LANTERN:
            if (is_cursed) {
                stripspe(obj);
                if (obj->lamplit) {
                  if (!Blind)
                      pline("%s goes out!", The(xname(obj)));
                  end_burn(obj, TRUE);
                }
            } else if (is_blessed) {
                obj->spe = 1;
                obj->age = 1500;
                p_glow2(obj,blue);
            } else {
                obj->spe = 1;
                obj->age += 750;
                if (obj->age > 1500) obj->age = 1500;
                p_glow1(obj);
            }
            break;
          case CRYSTAL_BALL:
            if (is_cursed) stripspe(obj);
            else if (is_blessed) {
                obj->spe = 6;
                p_glow2(obj,blue);
            } else {
                if (obj->spe < 5) {
                  obj->spe++;
                  p_glow1(obj);
                } else pline(nothing_happens);
            }
            break;
          case HORN_OF_PLENTY:
          case BAG_OF_TRICKS:
          case CAN_OF_GREASE:
            if (is_cursed) stripspe(obj);
            else if (is_blessed) {
                if (obj->spe <= 10)
                  obj->spe += rn1(10, 6);
                else obj->spe += rn1(5, 6);
                if (obj->spe > 50) obj->spe = 50;
                p_glow2(obj,blue);
            } else {
                obj->spe += rnd(5);
                if (obj->spe > 50) obj->spe = 50;
                p_glow1(obj);
            }
            break;
          case MAGIC_FLUTE:
          case MAGIC_HARP:
          case FROST_HORN:
          case FIRE_HORN:
          case DRUM_OF_EARTHQUAKE:
            if (is_cursed) {
                stripspe(obj);
            } else if (is_blessed) {
                obj->spe += d(2,4);
                if (obj->spe > 20) obj->spe = 20;
                p_glow2(obj,blue);
            } else {
                obj->spe += rnd(4);
                if (obj->spe > 20) obj->spe = 20;
                p_glow1(obj);
            }
            break;
          default:
            goto not_chargable;
            /*NOTREACHED*/
            break;
          } /* switch */

      } else {
 not_chargable:
          You("have a feeling of loss.");
      }
}


/* Forget known information about this object class. */
static void
forget_single_object(obj_id)
      int obj_id;
{
      objects[obj_id].oc_name_known = 0;
      objects[obj_id].oc_pre_discovered = 0;    /* a discovery when relearned */
      if (objects[obj_id].oc_uname) {
          /* this only works if oc_name_known is false */
          undiscover_object(obj_id);

          free((genericptr_t)objects[obj_id].oc_uname);
          objects[obj_id].oc_uname = 0;
      }
      /* clear & free object names from matching inventory items too? */
}


#if 0 /* here if anyone wants it.... */
/* Forget everything known about a particular object class. */
static void
forget_objclass(oclass)
      int oclass;
{
      int i;

      for (i=bases[oclass];
            i < NUM_OBJECTS && objects[i].oc_class==oclass; i++)
          forget_single_object(i);
}
#endif


/* randomize the given list of numbers  0 <= i < count */
static void
randomize(indices, count)
      int *indices;
      int count;
{
      int i, iswap, temp;

      for (i = count - 1; i > 0; i--) {
          if ((iswap = rn2(i + 1)) == i) continue;
          temp = indices[i];
          indices[i] = indices[iswap];
          indices[iswap] = temp;
      }
}


/* Forget % of known objects. */
void
forget_objects(percent)
      int percent;
{
      int i, count;
      int indices[NUM_OBJECTS];

      if (percent == 0) return;
      if (percent <= 0 || percent > 100) {
          impossible("forget_objects: bad percent %d", percent);
          return;
      }

      for (count = 0, i = 1; i < NUM_OBJECTS; i++)
          if (OBJ_DESCR(objects[i]) &&
                (objects[i].oc_name_known || objects[i].oc_uname))
            indices[count++] = i;

      randomize(indices, count);

      /* forget first % of randomized indices */
      count = ((count * percent) + 50) / 100;
      for (i = 0; i < count; i++)
          forget_single_object(indices[i]);
}


/* Forget some or all of map (depends on parameters). */
void
forget_map(howmuch)
      int howmuch;
{
      register int zx, zy;

      if (In_sokoban(&u.uz))
          return;

      known = TRUE;
      for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
          if (howmuch & ALL_MAP || rn2(7)) {
            /* Zonk all memory of this location. */
            levl[zx][zy].seenv = 0;
            levl[zx][zy].waslit = 0;
            levl[zx][zy].glyph = cmap_to_glyph(S_stone);
          }
}

/* Forget all traps on the level. */
void
forget_traps()
{
      register struct trap *trap;

      /* forget all traps (except the one the hero is in :-) */
      for (trap = ftrap; trap; trap = trap->ntrap)
          if ((trap->tx != u.ux || trap->ty != u.uy) && (trap->ttyp != HOLE))
            trap->tseen = 0;
}

/*
 * Forget given % of all levels that the hero has visited and not forgotten,
 * except this one.
 */
void
forget_levels(percent)
      int percent;
{
      int i, count;
      xchar  maxl, this_lev;
      int indices[MAXLINFO];

      if (percent == 0) return;

      if (percent <= 0 || percent > 100) {
          impossible("forget_levels: bad percent %d", percent);
          return;
      }

      this_lev = ledger_no(&u.uz);
      maxl = maxledgerno();

      /* count & save indices of non-forgotten visited levels */
      /* Sokoban levels are pre-mapped for the player, and should stay
       * so, or they become nearly impossible to solve.  But try to
       * shift the forgetting elsewhere by fiddling with percent
       * instead of forgetting fewer levels.
       */
      for (count = 0, i = 0; i <= maxl; i++)
          if ((level_info[i].flags & VISITED) &&
                  !(level_info[i].flags & FORGOTTEN) && i != this_lev) {
            if (ledger_to_dnum(i) == sokoban_dnum)
                percent += 2;
            else
                indices[count++] = i;
          }
      
      if (percent > 100) percent = 100;

      randomize(indices, count);

      /* forget first % of randomized indices */
      count = ((count * percent) + 50) / 100;
      for (i = 0; i < count; i++) {
          level_info[indices[i]].flags |= FORGOTTEN;
      }
}

/*
 * Forget some things (e.g. after reading a scroll of amnesia).  When called,
 * the following are always forgotten:
 *
 *    - felt ball & chain
 *    - traps
 *    - part (6 out of 7) of the map
 *
 * Other things are subject to flags:
 *
 *    howmuch & ALL_MAP = forget whole map
 *    howmuch & ALL_SPELLS    = forget all spells
 */
static void
forget(howmuch)
int howmuch;
{

      if (Punished) u.bc_felt = 0;  /* forget felt ball&chain */

      forget_map(howmuch);
      forget_traps();

      /* 1 in 3 chance of forgetting some levels */
      if (!rn2(3)) forget_levels(rn2(25));

      /* 1 in 3 chance of forgeting some objects */
      if (!rn2(3)) forget_objects(rn2(25));

      if (howmuch & ALL_SPELLS) losespells();
      /*
       * Make sure that what was seen is restored correctly.  To do this,
       * we need to go blind for an instant --- turn off the display,
       * then restart it.  All this work is needed to correctly handle
       * walls which are stone on one side and wall on the other.  Turning
       * off the seen bits above will make the wall revert to stone,  but
       * there are cases where we don't want this to happen.  The easiest
       * thing to do is to run it through the vision system again, which
       * is always correct.
       */
      docrt();          /* this correctly will reset vision */
}

int
seffects(sobj)
register struct obj     *sobj;
{
      register int cval;
      register boolean confused = (Confusion != 0);
      register struct obj *otmp;

      if (objects[sobj->otyp].oc_magic)
            exercise(A_WIS, TRUE);        /* just for trying */
      switch(sobj->otyp) {
#ifdef MAIL
      case SCR_MAIL:
            known = TRUE;
            if (sobj->spe)
                pline("This seems to be junk mail addressed to the finder of the Eye of Larn.");
            /* note to the puzzled: the game Larn actually sends you junk
             * mail if you win!
             */
            else readmail(sobj);
            break;
#endif
      case SCR_ENCHANT_ARMOR:
          {
            register schar s;
            boolean special_armor;
            boolean same_color;

            otmp = some_armor(&youmonst);
            if(!otmp) {
                  strange_feeling(sobj,
                              !Blind ? "Your skin glows then fades." :
                              "Your skin feels warm for a moment.");
                  exercise(A_CON, !sobj->cursed);
                  exercise(A_STR, !sobj->cursed);
                  return(1);
            }
            if(confused) {
                  otmp->oerodeproof = !(sobj->cursed);
                  if(Blind) {
                      otmp->rknown = FALSE;
                      Your("%s feels warm for a moment.",
                        xname(otmp));
                  } else {
                      otmp->rknown = TRUE;
                      Your("%s is covered by a %s %s %s!",
                        xname(otmp),
                        sobj->cursed ? "mottled" : "shimmering",
                        hcolor(sobj->cursed ? Black : golden),
                        sobj->cursed ? "glow" :
                          (is_shield(otmp) ? "layer" : "shield"));
                  }
                  if (otmp->oerodeproof && (otmp->oeroded || otmp->oeroded2)) {
                      otmp->oeroded = otmp->oeroded2 = 0;
                      Your("%s %s as good as new!",
                         xname(otmp), Blind ? "feels" : "looks");
                  }
                  break;
            }
            special_armor = is_elven_armor(otmp) ||
                        (Role_if(PM_WIZARD) && otmp->otyp == CORNUTHAUM);
            if (sobj->cursed)
                same_color =
                  (otmp->otyp == BLACK_DRAGON_SCALE_MAIL ||
                   otmp->otyp == BLACK_DRAGON_SCALES);
            else
                same_color =
                  (otmp->otyp == SILVER_DRAGON_SCALE_MAIL ||
                   otmp->otyp == SILVER_DRAGON_SCALES ||
                   otmp->otyp == SHIELD_OF_REFLECTION);
            if (Blind) same_color = FALSE;

            /* KMH -- catch underflow */
            s = sobj->cursed ? -otmp->spe : otmp->spe;
            if (s > (special_armor ? 5 : 3) && rn2(s)) {
            Your("%s violently %s%s%s for a while, then evaporates.",
                      xname(otmp),
                      Blind ? "vibrates" : "glows",
                      (!Blind && !same_color) ? " " : nul,
                      (Blind || same_color) ? nul : hcolor(sobj->cursed ? Black : silver));
                  if(is_cloak(otmp)) (void) Cloak_off();
                  if(is_boots(otmp)) (void) Boots_off();
                  if(is_helmet(otmp)) (void) Helmet_off();
                  if(is_gloves(otmp)) (void) Gloves_off();
                  if(is_shield(otmp)) (void) Shield_off();
                  if(otmp == uarm) (void) Armor_gone();
                  useup(otmp);
                  break;
            }
            s = sobj->cursed ? -1 :
                otmp->spe >= 9 ? (rn2(otmp->spe) == 0) :
                sobj->blessed ? rnd(3-otmp->spe/3) : 1;
            if (s >= 0 && otmp->otyp >= GRAY_DRAGON_SCALES &&
                              otmp->otyp <= YELLOW_DRAGON_SCALES) {
                  /* dragon scales get turned into dragon scale mail */
                  Your("%s merges and hardens!", xname(otmp));
                  setworn((struct obj *)0, W_ARM);
                  /* assumes same order */
                  otmp->otyp = GRAY_DRAGON_SCALE_MAIL +
                                    otmp->otyp - GRAY_DRAGON_SCALES;
                  otmp->cursed = 0;
                  if (sobj->blessed) {
                        otmp->spe++;
                        otmp->blessed = 1;
                  }
                  otmp->known = 1;
                  setworn(otmp, W_ARM);
                  break;
            }
            Your("%s %s%s%s%s for a %s.",
                  xname(otmp),
                    s == 0 ? "violently " : nul,
                  Blind ? "vibrates" : "glows",
                  (!Blind && !same_color) ? " " : nul,
                  (Blind || same_color) ? nul : hcolor(sobj->cursed ? Black : silver),
                    (s*s>1) ? "while" : "moment");
            otmp->cursed = sobj->cursed;
            if (!otmp->blessed || sobj->cursed)
                  otmp->blessed = sobj->blessed;
            if (s) {
                  otmp->spe += s;
                  adj_abon(otmp, s);
                  known = otmp->known;
            }

            if ((otmp->spe > (special_armor ? 5 : 3)) &&
                (special_armor || !rn2(7)))
                  Your("%s suddenly vibrates %s.",
                        xname(otmp),
                        Blind ? "again" : "unexpectedly");
            break;
          }
      case SCR_DESTROY_ARMOR:
          {
            otmp = some_armor(&youmonst);
            if(confused) {
                  if(!otmp) {
                        strange_feeling(sobj,"Your bones itch.");
                        exercise(A_STR, FALSE);
                        exercise(A_CON, FALSE);
                        return(1);
                  }
                  otmp->oerodeproof = sobj->cursed;
                  p_glow2(otmp,purple);
                  break;
            }
            if(!sobj->cursed || !otmp || !otmp->cursed) {
                if(!destroy_arm(otmp)) {
                  strange_feeling(sobj,"Your skin itches.");
                  exercise(A_STR, FALSE);
                  exercise(A_CON, FALSE);
                  return(1);
                } else
                  known = TRUE;
            } else {    /* armor and scroll both cursed */
                Your("%s vibrates.", xname(otmp));
                if (otmp->spe >= -6) otmp->spe--;
                make_stunned(HStun + rn1(10, 10), TRUE);
            }
          }
          break;
      case SCR_CONFUSE_MONSTER:
      case SPE_CONFUSE_MONSTER:
            if(youmonst.data->mlet != S_HUMAN || sobj->cursed) {
                  if(!HConfusion) You_feel("confused.");
                  make_confused(HConfusion + rnd(100),FALSE);
            } else  if(confused) {
                if(!sobj->blessed) {
                  Your("%s begin to %s%s.",
                      makeplural(body_part(HAND)),
                      Blind ? "tingle" : "glow ",
                      Blind ? nul : hcolor(purple));
                  make_confused(HConfusion + rnd(100),FALSE);
                } else {
                  pline("A %s%s surrounds your %s.",
                      Blind ? nul : hcolor(red),
                      Blind ? "faint buzz" : " glow",
                      body_part(HEAD));
                  make_confused(0L,TRUE);
                }
            } else {
                if (!sobj->blessed) {
                  Your("%s%s %s%s.",
                  makeplural(body_part(HAND)),
                  Blind ? "" : " begin to glow",
                  Blind ? (const char *)"tingle" : hcolor(red),
                  u.umconf ? " even more" : "");
                  u.umconf++;
                } else {
                  if (Blind)
                      Your("%s tingle %s sharply.",
                        makeplural(body_part(HAND)),
                        u.umconf ? "even more" : "very");
                  else
                      Your("%s glow a%s brilliant %s.",
                        makeplural(body_part(HAND)),
                        u.umconf ? "n even more" : "",
                        hcolor(red));
                  u.umconf += rn1(8, 2);
                }
            }
            break;
      case SCR_SCARE_MONSTER:
      case SPE_CAUSE_FEAR:
          { register int ct = 0;
            register struct monst *mtmp;

            for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                if (DEADMONSTER(mtmp)) continue;
                if(cansee(mtmp->mx,mtmp->my)) {
                  if(confused || sobj->cursed) {
                      mtmp->mflee = mtmp->mfrozen = mtmp->msleeping = 0;
                      mtmp->mcanmove = 1;
                  } else
                      if (! resist(mtmp, sobj->oclass, 0, NOTELL))
                        mtmp->mflee = 1;
                  if(!mtmp->mtame) ct++;  /* pets don't laugh at you */
                }
            }
            if(!ct)
                  You_hear("%s in the distance.",
                         (confused || sobj->cursed) ? "sad wailing" :
                                          "maniacal laughter");
            else if(sobj->otyp == SCR_SCARE_MONSTER)
                  You_hear("%s close by.",
                          (confused || sobj->cursed) ? "sad wailing" :
                                     "maniacal laughter");
            break;
          }
      case SCR_BLANK_PAPER:
          if (Blind)
            You("don't remember there being any magic words on this scroll.");
          else
            pline("This scroll seems to be blank.");
          known = TRUE;
          break;
      case SCR_REMOVE_CURSE:
      case SPE_REMOVE_CURSE:
          { register struct obj *obj;
            if(confused)
                if (Hallucination)
                  You_feel("the power of the Force against you!");
                else
                  You_feel("like you need some help.");
            else
                if (Hallucination)
                  You_feel("in touch with the Universal Oneness.");
                else
                  You_feel("like someone is helping you.");

            if(sobj->cursed) pline_The("scroll disintegrates.");
            else {
                for(obj = invent; obj ; obj = obj->nobj)
                  if(sobj->blessed || obj->owornmask ||
                     (obj->otyp == LOADSTONE)) {
                      if(confused) blessorcurse(obj, 2);
                      else uncurse(obj);
                  }
            }
            if(Punished && !confused) unpunish();
            break;
          }
      case SCR_CREATE_MONSTER:
      case SPE_CREATE_MONSTER:
          if (create_critters(1 + ((confused || sobj->cursed) ? 12 : 0) +
                        ((sobj->blessed || rn2(73)) ? 0 : rnd(4)),
                  confused ? &mons[PM_ACID_BLOB] : (struct permonst *)0))
            known = TRUE;
          /* no need to flush monsters; we ask for identification only if the
           * monsters are not visible
           */
          break;
      case SCR_ENCHANT_WEAPON:
            if(uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))
                  && confused) {
            /* oclass check added 10/25/86 GAN */
                  uwep->oerodeproof = !(sobj->cursed);
                  if (Blind) {
                      uwep->rknown = FALSE;
                      Your("weapon feels warm for a moment.");
                  } else {
                      uwep->rknown = TRUE;
                      Your("%s covered by a %s %s %s!",
                        aobjnam(uwep, "are"),
                        sobj->cursed ? "mottled" : "shimmering",
                        hcolor(sobj->cursed ? purple : golden),
                        sobj->cursed ? "glow" : "shield");
                  }
                  if (uwep->oerodeproof && (uwep->oeroded || uwep->oeroded2)) {
                      uwep->oeroded = uwep->oeroded2 = 0;
                      Your("%s as good as new!",
                         aobjnam(uwep, Blind ? "feel" : "look"));
                  }
            } else return !chwepon(sobj,
                               sobj->cursed ? -1 :
                               !uwep ? 1 :
                               uwep->spe >= 9 ? (rn2(uwep->spe) == 0) :
                               sobj->blessed ? rnd(3-uwep->spe/3) : 1);
            break;
      case SCR_TAMING:
      case SPE_CHARM_MONSTER:
          { register int i,j;
            register int bd = confused ? 5 : 1;
            register struct monst *mtmp;

            for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
            if(isok(u.ux+i, u.uy+j) && (mtmp = m_at(u.ux+i, u.uy+j))) {
                if(sobj->cursed) {
                  setmangry(mtmp);
                } else {
                  if (mtmp->isshk)
                      make_happy_shk(mtmp, FALSE);
                  else if (!resist(mtmp, sobj->oclass, 0, NOTELL))
                      (void) tamedog(mtmp, (struct obj *) 0);
                }
            }
            break;
          }
      case SCR_GENOCIDE:
            You("have found a scroll of genocide!");
            known = TRUE;
            if (sobj->blessed) do_class_genocide();
            else do_genocide(!sobj->cursed | (2 * !!Confusion));
            break;
      case SCR_LIGHT:
            if(!Blind) known = TRUE;
            litroom(!confused && !sobj->cursed, sobj);
            break;
      case SCR_TELEPORTATION:
            if(confused || sobj->cursed) level_tele();
            else {
                  if (sobj->blessed && !Teleport_control) {
                        known = TRUE;
                        if (yn("Do you wish to teleport?")=='n')
                              break;
                  }
                  tele();
                  if(Teleport_control || !couldsee(u.ux0, u.uy0) ||
                     (distu(u.ux0, u.uy0) >= 16))
                        known = TRUE;
            }
            break;
      case SCR_GOLD_DETECTION:
            if (confused || sobj->cursed) return(trap_detect(sobj));
            else return(gold_detect(sobj));
      case SCR_FOOD_DETECTION:
      case SPE_DETECT_FOOD:
            if (food_detect(sobj))
                  return(1);  /* nothing detected */
            break;
      case SPE_IDENTIFY:
            cval = rn2(5);
            goto id;
      case SCR_IDENTIFY:
            /* known = TRUE; */
            if(confused)
                  You("identify this as an identify scroll.");
            else
                  pline("This is an identify scroll.");
            if (sobj->blessed || (!sobj->cursed && !rn2(5))) {
                  cval = rn2(5);
                  /* Note: if rn2(5)==0, identify all items */
                  if (cval == 1 && sobj->blessed && Luck > 0) ++cval;
            } else      cval = 1;
            useup(sobj);
            makeknown(SCR_IDENTIFY);
      id:
            if(invent && !confused) {
                identify_pack(cval);
            }
            return(1);
      case SCR_CHARGING:
            if (confused) {
                You_feel("charged up!");
                if (u.uen < u.uenmax)
                  u.uen = u.uenmax;
                else
                  u.uen = (u.uenmax += d(5,4));
                flags.botl = 1;
                break;
            }
            known = TRUE;
            pline("This is a charging scroll.");
            otmp = getobj(all_count, "charge");
            if (!otmp) break;
            recharge(otmp, sobj->cursed ? -1 : (sobj->blessed ? 1 : 0));
            break;
      case SCR_MAGIC_MAPPING:
            if (level.flags.nommap) {
                Your("mind is filled with crazy lines!");
                if (Hallucination)
                  pline("Wow!  Modern art.");
                else
                  Your("%s spins in bewilderment.", body_part(HEAD));
                make_confused(HConfusion + rnd(30), FALSE);
                break;
            }
            if (sobj->blessed) {
                register int x, y;

                for (x = 1; x < COLNO; x++)
                  for (y = 0; y < ROWNO; y++)
                      if (levl[x][y].typ == SDOOR)
                        cvt_sdoor_to_door(&levl[x][y]);
                /* do_mapping() already reveals secret passages */
            }
            known = TRUE;
      case SPE_MAGIC_MAPPING:
            if (level.flags.nommap) {
                Your("%s spins as %s blocks the spell!", body_part(HEAD), something);
                make_confused(HConfusion + rnd(30), FALSE);
                break;
            }
            pline("A map coalesces in your mind!");
            cval = (sobj->cursed && !confused);
            if(cval) HConfusion = 1;      /* to screw up map */
            do_mapping();
            if(cval) {
                HConfusion = 0;           /* restore */
                pline("Unfortunately, you can't grasp the details.");
            }
            break;
      case SCR_AMNESIA:
            known = TRUE;
            forget(     (!sobj->blessed ? ALL_SPELLS : 0) |
                  (!confused || sobj->cursed ? ALL_MAP : 0) );
            if (Hallucination) /* Ommmmmm! */
                  Your("mind releases itself from mundane concerns.");
            else if (!strncmpi(plname, "Maud", 4))
                  pline("As your mind turns inward on itself, you forget everything else.");
            else if (rn2(2))
                  pline("Who was that Maud person anyway?");
            else
                  pline("Thinking of Maud you forget everything else.");
            exercise(A_WIS, FALSE);
            break;
      case SCR_FIRE:
            /*
             * Note: Modifications have been made as of 3.0 to allow for
             * some damage under all potential cases.
             */
            cval = bcsign(sobj);
            useup(sobj);
            makeknown(SCR_FIRE);
            if(confused) {
                if(Fire_resistance) {
                  shieldeff(u.ux, u.uy);
                  if(!Blind)
                      pline("Oh, look, what a pretty fire in your %s.",
                        makeplural(body_part(HAND)));
                  else You_feel("a pleasant warmth in your %s.",
                        makeplural(body_part(HAND)));
                } else {
                  pline_The("scroll catches fire and you burn your %s.",
                        makeplural(body_part(HAND)));
                  losehp(1, "scroll of fire", KILLED_BY_AN);
                }
                return(1);
            }
            if (Underwater)
                  pline_The("water around you vaporizes violently!");
            else {
                pline_The("scroll erupts in a tower of flame!");
                burn_away_slime();
            }
            explode(u.ux, u.uy, 11, (2*(rn1(3, 3) + 2 * cval) + 1)/3,
                                          SCROLL_CLASS);
            return(1);
      case SCR_EARTH:
          /* TODO: handle steeds */
          if (
#ifdef REINCARNATION
            !Is_rogue_level(&u.uz) && 
#endif
             (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
            register int x, y;

            /* Identify the scroll */
            pline_The("%s rumbles %s you!", ceiling(u.ux,u.uy),
                        sobj->blessed ? "around" : "above");
            known = 1;
            if (In_sokoban(&u.uz))
                change_luck(-1);    /* Sokoban guilt */

            /* Loop through the surrounding squares */
            if (!sobj->cursed) for (x = u.ux-1; x <= u.ux+1; x++) {
                for (y = u.uy-1; y <= u.uy+1; y++) {

                  /* Is this a suitable spot? */
                  if (isok(x, y) && !closed_door(x, y) &&
                              !IS_ROCK(levl[x][y].typ) &&
                              !IS_AIR(levl[x][y].typ) &&
                              (x != u.ux || y != u.uy)) {
                      register struct obj *otmp2;
                      register struct monst *mtmp;

                      /* Make the object(s) */
                      otmp2 = mksobj(confused ? ROCK : BOULDER,
                              FALSE, FALSE);
                      if (!otmp2) continue;  /* Shouldn't happen */
                      otmp2->quan = confused ? rn1(5,2) : 1;
                      otmp2->owt = weight(otmp2);

                      /* Find the monster here (won't be player) */
                      mtmp = m_at(x, y);
                      if (mtmp && !amorphous(mtmp->data) &&
                              !passes_walls(mtmp->data) &&
                              !noncorporeal(mtmp->data) &&
                              !unsolid(mtmp->data)) {
                        struct obj *helmet = which_armor(mtmp, W_ARMH);
                        int mdmg;

                        if (cansee(mtmp->mx, mtmp->my)) {
                            pline("%s is hit by %s!", Monnam(mtmp),
                                    doname(otmp2));
                            if (mtmp->minvis && !canspotmon(mtmp))
                              map_invisible(mtmp->mx, mtmp->my);
                        }
                        mdmg = dmgval(otmp2, mtmp) * otmp2->quan;
                        if (helmet) {
                            if(is_metallic(helmet)) {
                              if (canspotmon(mtmp))
                                  pline("Fortunately, %s is wearing a hard helmet.", mon_nam(mtmp));
                              else if (flags.soundok)
                                  You_hear("a clanging sound.");
                              if (mdmg > 2) mdmg = 2;
                            } else {
                              if (canspotmon(mtmp))
                                  pline("%s's %s does not protect %s.",
                                    Monnam(mtmp), xname(helmet),
                                    him[pronoun_gender(mtmp)]);
                            }
                        }
                        mtmp->mhp -= mdmg;
                        if (mtmp->mhp <= 0)
                            xkilled(mtmp, 1);
                      }
                      /* Drop the rock/boulder to the floor */
                      if (!flooreffects(otmp2, x, y, "fall")) {
                        place_object(otmp2, x, y);
                        stackobj(otmp2);
                        newsym(x, y);  /* map the rock */
                      }
                  }
                }
            }
            /* Attack the player */
            if (!sobj->blessed) {
                int dmg;
                struct obj *otmp2;

                /* Okay, _you_ write this without repeating the code */
                otmp2 = mksobj(confused ? ROCK : BOULDER,
                        FALSE, FALSE);
                if (!otmp2) break;
                otmp2->quan = confused ? rn1(5,2) : 1;
                otmp2->owt = weight(otmp2);
                if (!amorphous(youmonst.data) &&
                        !Passes_walls &&
                        !noncorporeal(youmonst.data) &&
                        !unsolid(youmonst.data)) {
                  You("are hit by %s!", doname(otmp2));
                  dmg = dmgval(otmp2, &youmonst) * otmp2->quan;
                  if (uarmh && !sobj->cursed) {
                      if(is_metallic(uarmh)) {
                        pline("Fortunately, you are wearing a hard helmet.");
                        if (dmg > 2) dmg = 2;
                      } else if (flags.verbose) {
                        Your("%s does not protect you.",
                                    xname(uarmh));
                      }
                  }
                } else
                  dmg = 0;
                /* Must be before the losehp(), for bones files */
                if (!flooreffects(otmp2, u.ux, u.uy, "fall")) {
                  place_object(otmp2, u.ux, u.uy);
                  stackobj(otmp2);
                  newsym(u.ux, u.uy);
                }
                if (dmg) losehp(dmg, "scroll of earth", KILLED_BY_AN);
            }
          }
          break;
      case SCR_PUNISHMENT:
            known = TRUE;
            if(confused || sobj->blessed) {
                  You_feel("guilty.");
                  break;
            }
            punish(sobj);
            break;
      case SCR_STINKING_CLOUD: {
              coord cc;

            You("have found a scroll of stinking cloud!");
            known = TRUE;
            pline("Where do you want to center the cloud?");
            cc.x = u.ux;
            cc.y = u.uy;
            if (getpos(&cc, TRUE, "the desired position") < 0) {
                pline(Never_mind);
                return 0;
            }
            if (!cansee(cc.x, cc.y) || distu(cc.x, cc.y) >= 32) {
                You("smell rotten eggs.");
                return 0;
            }
            (void) create_gas_cloud(cc.x, cc.y, 3+bcsign(sobj),
                                    8+4*bcsign(sobj));
            break;
      }
      default:
            impossible("What weird effect is this? (%u)", sobj->otyp);
      }
      return(0);
}

static void
wand_explode(obj)
register struct obj *obj;
{
    obj->in_use = TRUE; /* in case losehp() is fatal */
    Your("%s vibrates violently, and explodes!",xname(obj));
    nhbell();
    losehp(rnd(2*(u.uhpmax+1)/3), "exploding wand", KILLED_BY_AN);
    useup(obj);
    exercise(A_STR, FALSE);
}

/*
 * Low-level lit-field update routine.
 */
STATIC_PTR void
set_lit(x,y,val)
int x, y;
genericptr_t val;
{
      if (val)
          levl[x][y].lit = 1;
      else {
          levl[x][y].lit = 0;
          snuff_light_source(x, y);
      }
}

void
litroom(on,obj)
register boolean on;
struct obj *obj;
{
      char is_lit;      /* value is irrelevant; we use its address
                     as a `not null' flag for set_lit() */

      /* first produce the text (provided you're not blind) */
      if(!on) {
            register struct obj *otmp;

            if (!Blind) {
                if(u.uswallow) {
                  pline("It seems even darker in here than before.");
                  return;
                }
                You("are surrounded by darkness!");
            }

            /* the magic douses lamps, et al, too */
            for(otmp = invent; otmp; otmp = otmp->nobj)
                if (otmp->lamplit)
                  (void) snuff_lit(otmp);
            if (Blind) goto do_it;
      } else {
            if (Blind) goto do_it;
            if(u.uswallow){
                  if (is_animal(u.ustuck->data))
                        pline("%s stomach is lit.",
                                 s_suffix(Monnam(u.ustuck)));
                  else
                        if (is_whirly(u.ustuck->data))
                              pline("%s shines briefly.",
                                    Monnam(u.ustuck));
                        else
                              pline("%s glistens.", Monnam(u.ustuck));
                  return;
            }
            pline("A lit field surrounds you!");
      }

do_it:
      /* No-op in water - can only see the adjacent squares and that's it! */
      if (Underwater || Is_waterlevel(&u.uz)) return;
      /*
       *  If we are darkening the room and the hero is punished but not
       *  blind, then we have to pick up and replace the ball and chain so
       *  that we don't remember them if they are out of sight.
       */
      if (Punished && !on && !Blind)
          move_bc(1, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);

#ifdef REINCARNATION
      if (Is_rogue_level(&u.uz)) {
          /* Can't use do_clear_area because MAX_RADIUS is too small */
          /* rogue lighting must light the entire room */
          int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET;
          int rx, ry;
          if(rnum >= 0) {
            for(rx = rooms[rnum].lx-1; rx <= rooms[rnum].hx+1; rx++)
                for(ry = rooms[rnum].ly-1; ry <= rooms[rnum].hy+1; ry++)
                  set_lit(rx, ry,
                        (genericptr_t)(on ? &is_lit : (char *)0));
            rooms[rnum].rlit = on;
          }
          /* hallways remain dark on the rogue level */
      } else
#endif
          do_clear_area(u.ux,u.uy,
            (obj && obj->oclass==SCROLL_CLASS && obj->blessed) ? 9 : 5,
            set_lit, (genericptr_t)(on ? &is_lit : (char *)0));

      /*
       *  If we are not blind, then force a redraw on all positions in sight
       *  by temporarily blinding the hero.  The vision recalculation will
       *  correctly update all previously seen positions *and* correctly
       *  set the waslit bit [could be messed up from above].
       */
      if (!Blind) {
          vision_recalc(2);

          /* replace ball&chain */
          if (Punished && !on)
            move_bc(0, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
      }

      vision_full_recalc = 1; /* delayed vision recalculation */
}

static void
do_class_genocide()
{
      register int i, j, immunecnt, gonecnt, goodcnt, class;
      char buf[BUFSZ];
      boolean gameover = FALSE;     /* true iff killed self */

      for(j=0; ; j++) {
            if (j >= 5) {
                  pline(thats_enough_tries);
                  return;
            }
            do {
                getlin("What class of monsters do you wish to genocide?",
                  buf);
                (void)mungspaces(buf);
            } while (buf[0]=='\033' || !buf[0]);
            if (strlen(buf) == 1) {
                if (buf[0] == ILLOBJ_SYM)
                  buf[0] = def_monsyms[S_MIMIC];
                class = def_char_to_monclass(buf[0]);
            } else {
                char buf2[BUFSZ];

                class = 0;
                Strcpy(buf2, makesingular(buf));
                Strcpy(buf, buf2);
            }
            immunecnt = gonecnt = goodcnt = 0;
            for (i = LOW_PM; i < NUMMONS; i++) {
                if (class == 0 &&
                      strstri(monexplain[(int)mons[i].mlet], buf) != 0)
                  class = mons[i].mlet;
                if (mons[i].mlet == class) {
                  if (!(mons[i].geno & G_GENO)) immunecnt++;
                  else if(mvitals[i].mvflags & G_GENOD) gonecnt++;
                  else goodcnt++;
                }
            }
            /*
             * TODO[?]: If user's input doesn't match any class
             *        description, check individual species names.
             */
            if (!goodcnt && class != mons[urole.malenum].mlet &&
                        class != mons[urace.malenum].mlet) {
                  if (gonecnt)
      pline("All such monsters are already nonexistent.");
                  else if (immunecnt ||
                        (buf[0] == DEF_INVISIBLE && buf[1] == '\0'))
      You("aren't permitted to genocide such monsters.");
                  else
#ifdef WIZARD     /* to aid in topology testing; remove pesky monsters */
                    if (wizard && buf[0] == '*') {
                      register struct monst *mtmp, *mtmp2;

                      gonecnt = 0;
                      for (mtmp = fmon; mtmp; mtmp = mtmp2) {
                        mtmp2 = mtmp->nmon;
                        if (DEADMONSTER(mtmp)) continue;
                        mongone(mtmp);
                        gonecnt++;
                      }
      pline("Eliminated %d monster%s.", gonecnt, plur(gonecnt));
                      return;
                  } else
#endif
      pline("That symbol does not represent any monster.");
                  continue;
            }

            for (i = LOW_PM; i < NUMMONS; i++) {
                if(mons[i].mlet == class) {
                  char nam[BUFSZ];

                  Strcpy(nam, makeplural(mons[i].mname));
                  /* Although "genus" is Latin for race, the hero benefits
                   * from both race and role; thus genocide affects either.
                   */
                  if (Your_Own_Role(i) || Your_Own_Race(i) ||
                        ((mons[i].geno & G_GENO)
                        && !(mvitals[i].mvflags & G_GENOD))) {
                  /* This check must be first since player monsters might
                   * have G_GENOD or !G_GENO.
                   */
                      mvitals[i].mvflags |= (G_GENOD|G_NOCORPSE);
                      reset_rndmonst(i);
                      kill_genocided_monsters();
                      update_inventory();       /* eggs & tins */
                      pline("Wiped out all %s.", nam);
                      if (Upolyd && i == u.umonnum) {
                        if (Unchanging) done(GENOCIDED);
                        rehumanize();
                      }
                      /* Self-genocide if it matches either your race or role */
                      /* Assumption: male and female forms share the same letter */
                      if (i == urole.malenum || i == urace.malenum) {
                        u.uhp = -1;
                        killer_format = KILLED_BY_AN;
                        killer = "scroll of genocide";
                        if (Upolyd)
                            You_feel("dead inside.");
                        else
                            gameover = TRUE;
                      }
                  } else if (mvitals[i].mvflags & G_GENOD) {
                      if (!gameover)
                        pline("All %s are already nonexistent.", nam);
                  } else if (!gameover) {
                    /* suppress feedback about quest beings except
                       for those applicable to our own role */
                    if ((mons[i].msound != MS_LEADER ||
                         quest_info(MS_LEADER) == i)
                     && (mons[i].msound != MS_NEMESIS ||
                         quest_info(MS_NEMESIS) == i)
                     && (mons[i].msound != MS_GUARDIAN ||
                         quest_info(MS_GUARDIAN) == i)
                  /* non-leader/nemesis/guardian role-specific monster */
                     && (i != PM_NINJA ||       /* nuisance */
                         Role_if(PM_SAMURAI))) {
                        boolean named, uniq;

                        named = type_is_pname(&mons[i]) ? TRUE : FALSE;
                        uniq = (mons[i].geno & G_UNIQ) ? TRUE : FALSE;
                        /* one special case */
                        if (i == PM_HIGH_PRIEST) uniq = FALSE;

                        You("aren't permitted to genocide %s%s.",
                            (uniq && !named) ? "the " : "",
                            (uniq || named) ? mons[i].mname : nam);
                      }
                  }
                }
            }
            if (gameover) done(GENOCIDED);
            return;
      }
}

#define REALLY 1
#define PLAYER 2
void
do_genocide(how)
int how;
/* 0 = no genocide; create monsters (cursed scroll) */
/* 1 = normal genocide */
/* 3 = forced genocide of player */
{
      char buf[BUFSZ];
      register int      i, killplayer = 0;
      register int mndx;
      register struct permonst *ptr;
      const char *which;

      if (how & PLAYER) {
            mndx = u.umonster;      /* non-polymorphed mon num */
            ptr = &mons[mndx];
            Strcpy(buf, ptr->mname);
            killplayer++;
      } else {
          for(i = 0; ; i++) {
            if(i >= 5) {
                pline(thats_enough_tries);
                return;
            }
            getlin("What monster do you want to genocide? [type the name]",
                  buf);

            mndx = name_to_mon(buf);
            if (mndx == NON_PM || (mvitals[mndx].mvflags & G_GENOD)) {
                  pline("Such creatures %s exist in this world.",
                        (mndx == NON_PM) ? "do not" : "no longer");
                  continue;
            }
            ptr = &mons[mndx];
            /* Although "genus" is Latin for race, the hero benefits
             * from both race and role; thus genocide affects either.
             */
            if (Your_Own_Role(mndx) || Your_Own_Race(mndx)) {
                  killplayer++;
                  break;
            }
            if (is_human(ptr)) adjalign(-sgn(u.ualign.type));
            if (is_demon(ptr)) adjalign(sgn(u.ualign.type));

            if(!(ptr->geno & G_GENO)) {
                  if(flags.soundok) {
      /* fixme: unconditional "caverns" will be silly in some circumstances */
                      if(flags.verbose)
                  pline("A thunderous voice booms through the caverns:");
                      verbalize("No, mortal!  That will not be done.");
                  }
                  continue;
            }
            /* KMH -- Unchanging prevents rehumanization */
            if (Unchanging && ptr == youmonst.data)
                killplayer++;
            break;
          }
      }

      which = "all ";
      if (Hallucination) {
          if (Upolyd)
            Strcpy(buf,youmonst.data->mname);
          else {
            Strcpy(buf, (flags.female && urole.name.f) ?
                        urole.name.f : urole.name.m);
            buf[0] = lowc(buf[0]);
          }
      } else {
          Strcpy(buf, ptr->mname); /* make sure we have standard singular */
          if ((ptr->geno & G_UNIQ) && ptr != &mons[PM_HIGH_PRIEST])
            which = !type_is_pname(ptr) ? "the " : "";
      }
      if (how & REALLY) {
          /* setting no-corpse affects wishing and random tin generation */
          mvitals[mndx].mvflags |= (G_GENOD | G_NOCORPSE);
          pline("Wiped out %s%s.", which,
              (*which != 'a') ? buf : makeplural(buf));

          if (killplayer) {
            /* might need to wipe out dual role */
            if (urole.femalenum != NON_PM && mndx == urole.malenum)
                mvitals[urole.femalenum].mvflags |= (G_GENOD | G_NOCORPSE);
            if (urole.femalenum != NON_PM && mndx == urole.femalenum)
                mvitals[urole.malenum].mvflags |= (G_GENOD | G_NOCORPSE);
            if (urace.femalenum != NON_PM && mndx == urace.malenum)
                mvitals[urace.femalenum].mvflags |= (G_GENOD | G_NOCORPSE);
            if (urace.femalenum != NON_PM && mndx == urace.femalenum)
                mvitals[urace.malenum].mvflags |= (G_GENOD | G_NOCORPSE);

            u.uhp = -1;
            killer_format = KILLED_BY_AN;
            if (how & PLAYER)
                  killer = "genocidal confusion";
            else /* selected player deliberately, not confused */
                  killer = "scroll of genocide";

      /* Polymorphed characters will die as soon as they're rehumanized. */
      /* KMH -- Unchanging prevents rehumanization */
            if (Upolyd && ptr != youmonst.data) {
                  delayed_killer = killer;
                  killer = 0;
                  You_feel("dead inside.");
            } else
                  done(GENOCIDED);
          } else if (ptr == youmonst.data) {
            rehumanize();
          }
          reset_rndmonst(mndx);
          kill_genocided_monsters();
          update_inventory(); /* in case identified eggs were affected */
      } else {
          int cnt = 0;

          if (!(mons[mndx].geno & G_UNIQ) &&
                !(mvitals[mndx].mvflags & (G_GENOD | G_EXTINCT)))
            for (i = rn1(3, 4); i > 0; i--) {
                if (!makemon(ptr, u.ux, u.uy, NO_MINVENT))
                  break;      /* couldn't make one */
                ++cnt;
                if (mvitals[mndx].mvflags & G_EXTINCT)
                  break;      /* just made last one */
            }
          if (cnt)
            pline("Sent in some %s.", makeplural(buf));
          else
            pline(nothing_happens);
      }
}

void
punish(sobj)
register struct obj     *sobj;
{
      /* KMH -- Punishment is still okay when you are riding */
      You("are being punished for your misbehavior!");
      if(Punished){
            Your("iron ball gets heavier.");
            uball->owt += 160 * (1 + sobj->cursed);
            return;
      }
      if (amorphous(youmonst.data) || is_whirly(youmonst.data) || unsolid(youmonst.data)) {
            pline("A ball and chain appears, then falls away.");
            dropy(mkobj(BALL_CLASS, TRUE));
            return;
      }
      setworn(mkobj(CHAIN_CLASS, TRUE), W_CHAIN);
      setworn(mkobj(BALL_CLASS, TRUE), W_BALL);
      uball->spe = 1;         /* special ball (see save) */

      /*
       *  Place ball & chain if not swallowed.  If swallowed, the ball &
       *  chain variables will be set at the next call to placebc().
       */
      if (!u.uswallow) {
          placebc();
          if (Blind) set_bc(1);     /* set up ball and chain variables */
          newsym(u.ux,u.uy);        /* see ball&chain if can't see self */
      }
}

void
unpunish()
{         /* remove the ball and chain */
      struct obj *savechain = uchain;

      obj_extract_self(uchain);
      newsym(uchain->ox,uchain->oy);
      setworn((struct obj *)0, W_CHAIN);
      dealloc_obj(savechain);
      uball->spe = 0;
      setworn((struct obj *)0, W_BALL);
}

/* some creatures have special data structures that only make sense in their
 * normal locations -- if the player tries to create one elsewhere, or to revive
 * one, the disoriented creature becomes a zombie
 */
boolean
cant_create(mtype, revival)
int *mtype;
boolean revival;
{

      /* SHOPKEEPERS can be revived now */
      if (*mtype==PM_GUARD || (*mtype==PM_SHOPKEEPER && !revival)
           || *mtype==PM_ALIGNED_PRIEST || *mtype==PM_ANGEL) {
            *mtype = PM_HUMAN_ZOMBIE;
            return TRUE;
      } else if (*mtype==PM_LONG_WORM_TAIL) {   /* for create_particular() */
            *mtype = PM_LONG_WORM;
            return TRUE;
      }
      return FALSE;
}

#ifdef WIZARD
boolean
create_particular()
{
      char buf[BUFSZ];
      int which, tries = 0;

      do {
          getlin("Create what kind of monster? [type the name]", buf);
          if (buf[0] == '\033') return FALSE;
          which = name_to_mon(buf);
          if (which < LOW_PM) pline("I've never heard of such monsters.");
          else break;
      } while (++tries < 5);
      if (tries == 5) pline(thats_enough_tries);
      else {
          (void) cant_create(&which, FALSE);
          return((boolean)(makemon(&mons[which],
                        u.ux, u.uy, NO_MM_FLAGS) != 0));
      }
      return FALSE;
}
#endif /* WIZARD */

#endif /* OVLB */

/*read.c*/

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