Source:NetHack 3.2.0/read.c

From NetHackWiki
(Redirected from NetHack 3.2.0/read.c)
Jump to navigation Jump to search

Below is the full text to read.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/read.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)read.c	3.2	96/03/16	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    #define Your_Own_Role(mndx) (\
8.    	Role_is('C') ? (mndx == PM_CAVEMAN || mndx == PM_CAVEWOMAN) :	\
9.    	Role_is('P') ? (mndx == PM_PRIEST  || mndx == PM_PRIESTESS) :	\
10.   	(mndx == u.umonster))
11.   
12.   #ifdef OVLB
13.   
14.   /* elven armor vibrates warningly when enchanted beyond a limit */
15.   #define is_elven_armor(optr)	((optr)->otyp == ELVEN_LEATHER_HELM\
16.   				|| (optr)->otyp == ELVEN_MITHRIL_COAT\
17.   				|| (optr)->otyp == ELVEN_CLOAK\
18.   				|| (optr)->otyp == ELVEN_SHIELD\
19.   				|| (optr)->otyp == ELVEN_BOOTS)
20.   
21.   boolean	known;
22.   
23.   static NEARDATA const char readable[] =
24.   		   { ALL_CLASSES, SCROLL_CLASS, SPBOOK_CLASS, 0 };
25.   static const char all_count[] = { ALLOW_COUNT, ALL_CLASSES, 0 };
26.   
27.   static void FDECL(wand_explode, (struct obj *));
28.   static void NDECL(do_class_genocide);
29.   static void FDECL(stripspe,(struct obj *));
30.   static void FDECL(p_glow1,(struct obj *));
31.   static void FDECL(p_glow2,(struct obj *,const char *));
32.   static void FDECL(randomize,(int *, int));
33.   static void FDECL(forget_single_object, (int));
34.   static void FDECL(forget, (int));
35.   
36.   STATIC_PTR void FDECL(set_lit, (int,int,genericptr_t));
37.   
38.   int
39.   doread()
40.   {
41.   	register struct obj *scroll;
42.   	register boolean confused;
43.   
44.   	known = FALSE;
45.   	if(check_capacity((char *)0)) return (0);
46.   	scroll = getobj(readable, "read");
47.   	if(!scroll) return(0);
48.   
49.   	/* outrumor has its own blindness check */
50.   	if(scroll->otyp == FORTUNE_COOKIE) {
51.   	    if(flags.verbose)
52.   		You("break up the cookie and throw away the pieces.");
53.   	    outrumor(bcsign(scroll), TRUE);
54.   	    useup(scroll);
55.   	    return(1);
56.   #ifdef TOURIST
57.   	} else if (scroll->otyp == T_SHIRT) {
58.   	    char buf[BUFSZ];
59.   
60.   	    if (Blind) {
61.   		You_cant("feel any Braille writing.");
62.   		return 0;
63.   	    }
64.   	    if(flags.verbose)
65.   		pline("It reads:");
66.   	    Sprintf(buf,  "I explored the Dungeons of Doom, %s.",
67.   		    Hallucination ?
68.   			(scroll == uarmu ?
69.   			    /* (force these two to have identical length) */
70.   			    "and never did any laundry..." :
71.   			    "and couldn't find my way out") :
72.   			"but all I got was this lousy T-shirt");
73.   	    if (scroll->oeroded)
74.   		wipeout_text(buf,
75.   			(int)(strlen(buf) * scroll->oeroded / (2*MAX_ERODE)),
76.   			     scroll->o_id ^ (unsigned)u.ubirthday);
77.   	    pline("\"%s\"", buf);
78.   	    return 1;
79.   #endif	/* TOURIST */
80.   	} else if (scroll->oclass != SCROLL_CLASS
81.   		&& scroll->oclass != SPBOOK_CLASS) {
82.   	    pline(silly_thing_to, "read");
83.   	    return(0);
84.   	} else if (Blind) {
85.   	    const char *what = 0;
86.   	    if (scroll->oclass == SPBOOK_CLASS)
87.   		what = "mystic runes";
88.   	    else if (!scroll->dknown)
89.   		what = "formula on the scroll";
90.   	    if (what) {
91.   		pline("Being blind, you cannot read the %s.", what);
92.   		return(0);
93.   	    }
94.   	}
95.   
96.   	confused = (Confusion != 0);
97.   #ifdef MAIL
98.   	if (scroll->otyp == SCR_MAIL) confused = FALSE;
99.   #endif
100.  	if(scroll->oclass == SPBOOK_CLASS) {
101.  	    if(confused) {
102.  		You("cannot grasp the meaning of this tome.");
103.  		return(0);
104.  	    } else
105.  		return(study_book(scroll));
106.  	}
107.  #ifndef NO_SIGNAL
108.  	scroll->in_use = TRUE;	/* scroll, not spellbook, now being read */
109.  #endif
110.  	if(scroll->otyp != SCR_BLANK_PAPER) {
111.  	  if(Blind)
112.  	    pline("As you pronounce the formula on it, the scroll disappears.");
113.  	  else
114.  	    pline("As you read the scroll, it disappears.");
115.  	  if(confused) {
116.  	    if (Hallucination)
117.  		pline("Being so trippy, you screw up...");
118.  	    else
119.  		pline("Being confused, you mispronounce the magic words...");
120.  	  }
121.  	}
122.  	if(!seffects(scroll))  {
123.  		if(!objects[scroll->otyp].oc_name_known) {
124.  		    if(known) {
125.  			makeknown(scroll->otyp);
126.  			more_experienced(0,10);
127.  		    } else if(!objects[scroll->otyp].oc_uname)
128.  			docall(scroll);
129.  		}
130.  		if(scroll->otyp != SCR_BLANK_PAPER)
131.  			useup(scroll);
132.  #ifndef NO_SIGNAL
133.  		else scroll->in_use = FALSE;
134.  #endif
135.  	}
136.  	return(1);
137.  }
138.  
139.  static void
140.  stripspe(obj)
141.  register struct obj *obj;
142.  {
143.  	if (obj->blessed) pline(nothing_happens);
144.  	else {
145.  		if (obj->spe > 0) {
146.  		    obj->spe = 0;
147.  		    if (obj->otyp == OIL_LAMP || obj->otyp == BRASS_LANTERN)
148.  			obj->age = 0;
149.  		    Your("%s vibrates briefly.",xname(obj));
150.  		} else pline(nothing_happens);
151.  	}
152.  }
153.  
154.  static void
155.  p_glow1(otmp)
156.  register struct obj	*otmp;
157.  {
158.  	Your("%s %s briefly.", xname(otmp),
159.  		Blind ? "vibrates" : "glows");
160.  }
161.  
162.  static void
163.  p_glow2(otmp,color)
164.  register struct obj	*otmp;
165.  register const char *color;
166.  {
167.  	Your("%s %s%s for a moment.",
168.  		xname(otmp),
169.  		Blind ? "vibrates" : "glows ",
170.  		Blind ? (const char *)"" : hcolor(color));
171.  }
172.  
173.  /* Is the object chargeable?  For purposes of inventory display; it is */
174.  /* possible to be able to charge things for which this returns FALSE. */
175.  boolean
176.  is_chargeable(obj)
177.  struct obj *obj;
178.  {
179.  	if (obj->oclass == WAND_CLASS) return TRUE;
180.  	/* known && !uname is possible after amnesia/mind flayer */
181.  	if (obj->oclass == RING_CLASS)
182.  	    return (boolean)(objects[obj->otyp].oc_charged &&
183.  			(obj->known || objects[obj->otyp].oc_uname));
184.  	if (obj->oclass == TOOL_CLASS)
185.  	    return (boolean)(objects[obj->otyp].oc_charged);
186.  	return FALSE; /* why are weapons/armor considered charged anyway? */
187.  }
188.  
189.  /*
190.   * recharge an object; curse_bless is -1 if the recharging implement
191.   * was cursed, +1 if blessed, 0 otherwise.
192.   */
193.  void
194.  recharge(obj, curse_bless)
195.  struct obj *obj;
196.  int curse_bless;
197.  {
198.  	register int n;
199.  	boolean is_cursed, is_blessed;
200.  
201.  	is_cursed = curse_bless < 0;
202.  	is_blessed = curse_bless > 0;
203.  
204.  	if (obj->oclass == WAND_CLASS) {
205.  	    if (obj->otyp == WAN_WISHING) {
206.  		if (obj->recharged) {	/* recharged once already? */
207.  		    wand_explode(obj);
208.  		    return;
209.  		}
210.  		if (is_cursed) stripspe(obj);
211.  		else if (is_blessed) {
212.  		    if (obj->spe != 3) {
213.  			obj->spe = 3;
214.  			p_glow2(obj,blue);
215.  		    } else {
216.  			wand_explode(obj);
217.  			return;
218.  		    }
219.  		} else {
220.  		    if (obj->spe < 3) {
221.  			obj->spe++;
222.  			p_glow2(obj,blue);
223.  		    } else pline(nothing_happens);
224.  		}
225.  		obj->recharged = 1; /* another recharging disallowed */
226.  	    } else {
227.  		if (is_cursed) stripspe(obj);
228.  		else if (is_blessed) {
229.  		    if (objects[obj->otyp].oc_dir == NODIR) {
230.  			n = rn1(5,11);
231.  			if (obj->spe < n) obj->spe = n;
232.  			else obj->spe++;
233.  		    } else {
234.  			n = rn1(5,4);
235.  			if (obj->spe < n) obj->spe = n;
236.  			else obj->spe++;
237.  		    }
238.  		    p_glow2(obj,blue);
239.  		} else {
240.  		    obj->spe++;
241.  		    p_glow1(obj);
242.  		}
243.  	    }
244.  	} else if (obj->oclass == RING_CLASS &&
245.  					objects[obj->otyp].oc_charged) {
246.  	    /* charging does not affect ring's curse/bless status */
247.  	    int s = is_blessed ? rnd(3) : is_cursed ? -rnd(2) : 1;
248.  	    boolean is_on = (obj == uleft || obj == uright);
249.  
250.  	    /* destruction depends on current state, not adjustment */
251.  	    if (obj->spe > rn2(7) || obj->spe <= -5) {
252.  		Your("%s pulsates momentarily, then explodes!",
253.  		     xname(obj));
254.  		if (is_on) Ring_gone(obj);
255.  		s = rnd(3 * abs(obj->spe));	/* amount of damage */
256.  		useup(obj);
257.  		losehp(s, "exploding ring", KILLED_BY_AN);
258.  	    } else {
259.  		long mask = is_on ? (obj == uleft ? LEFT_RING :
260.  				     RIGHT_RING) : 0L;
261.  		Your("%s spins %sclockwise for a moment.",
262.  		     xname(obj), s < 0 ? "counter" : "");
263.  		/* cause attributes and/or properties to be updated */
264.  		if (is_on) Ring_off(obj);
265.  		obj->spe += s;	/* update the ring while it's off */
266.  		if (is_on) setworn(obj, mask), Ring_on(obj);
267.  		/* oartifact: if a touch-sensitive artifact ring is
268.  		   ever created the above will need to be revised  */
269.  	    }
270.  	} else {
271.  	    switch(obj->otyp) {
272.  	    case BELL_OF_OPENING:
273.  		if (is_cursed) stripspe(obj);
274.  		else if (is_blessed) obj->spe += rnd(3);
275.  		else obj->spe += 1;
276.  		if (obj->spe > 5) obj->spe = 5;
277.  		break;
278.  	    case MAGIC_MARKER:
279.  		if (is_cursed) stripspe(obj);
280.  		else if (obj->recharged) {
281.  		    if (obj->spe < 3)
282.  			Your("marker seems permanently dried out.");
283.  		    else
284.  			pline(nothing_happens);
285.  		} else if (is_blessed) {
286.  		    n = obj->spe;
287.  		    if (n < 50) obj->spe = 50;
288.  		    if (n >= 50 && n < 75) obj->spe = 75;
289.  		    if (n >= 75) obj->spe += 10;
290.  		    p_glow2(obj,blue);
291.  		    obj->recharged = 1;
292.  		} else {
293.  		    if (obj->spe < 50) obj->spe = 50;
294.  		    else obj->spe++;
295.  		    p_glow2(obj,White);
296.  		    obj->recharged = 1;
297.  		}
298.  		break;
299.  	    case OIL_LAMP:
300.  	    case BRASS_LANTERN:
301.  		if (is_cursed) {
302.  		    stripspe(obj);
303.  		    if (obj->lamplit) {
304.  			if (!Blind)
305.  			    pline("%s goes out!", The(xname(obj)));
306.  			end_burn(obj, TRUE);
307.  		    }
308.  		} else if (is_blessed) {
309.  		    obj->spe = 1;
310.  		    obj->age = 1500;
311.  		    p_glow2(obj,blue);
312.  		} else {
313.  		    obj->spe = 1;
314.  		    obj->age += 750;
315.  		    if (obj->age > 1500) obj->age = 1500;
316.  		    p_glow1(obj);
317.  		}
318.  		break;
319.  	    case CRYSTAL_BALL:
320.  		if (is_cursed) stripspe(obj);
321.  		else if (is_blessed) {
322.  		    obj->spe = 6;
323.  		    p_glow2(obj,blue);
324.  		} else {
325.  		    if (obj->spe < 5) {
326.  			obj->spe++;
327.  			p_glow1(obj);
328.  		    } else pline(nothing_happens);
329.  		}
330.  		break;
331.  	    case HORN_OF_PLENTY:
332.  	    case BAG_OF_TRICKS:
333.  	    case CAN_OF_GREASE:
334.  		if (is_cursed) stripspe(obj);
335.  		else if (is_blessed) {
336.  		    if (obj->spe <= 10)
337.  			obj->spe += rn1(10, 6);
338.  		    else obj->spe += rn1(5, 6);
339.  		    p_glow2(obj,blue);
340.  		} else {
341.  		    obj->spe += rnd(5);
342.  		    p_glow1(obj);
343.  		}
344.  		break;
345.  	    case MAGIC_FLUTE:
346.  	    case MAGIC_HARP:
347.  	    case FROST_HORN:
348.  	    case FIRE_HORN:
349.  	    case DRUM_OF_EARTHQUAKE:
350.  		if (is_cursed) {
351.  		    stripspe(obj);
352.  		} else if (is_blessed) {
353.  		    obj->spe += d(2,4);
354.  		    p_glow2(obj,blue);
355.  		} else {
356.  		    obj->spe += rnd(4);
357.  		    p_glow1(obj);
358.  		}
359.  		break;
360.  	    default:
361.  		You("have a feeling of loss.");
362.  		break;
363.  	    } /* switch */
364.  	}
365.  }
366.  
367.  
368.  /* Forget known information about this object class. */
369.  static void
370.  forget_single_object(obj_id)
371.  	int obj_id;
372.  {
373.  	objects[obj_id].oc_name_known = 0;
374.  	objects[obj_id].oc_pre_discovered = 0;	/* a discovery when relearned */
375.  	if (objects[obj_id].oc_uname) {
376.  	    /* this only works if oc_name_known is false */
377.  	    undiscover_object(obj_id);
378.  
379.  	    free((genericptr_t)objects[obj_id].oc_uname);
380.  	    objects[obj_id].oc_uname = 0;
381.  	}
382.  	/* clear & free object names from matching inventory items too? */
383.  }
384.  
385.  
386.  #if 0	/* here if anyone wants it.... */
387.  /* Forget everything known about a particular object class. */
388.  static void
389.  forget_objclass(oclass)
390.  	int oclass;
391.  {
392.  	int i;
393.  
394.  	for (i=bases[oclass];
395.  		i < NUM_OBJECTS && objects[i].oc_class==oclass; i++)
396.  	    forget_single_object(i);
397.  }
398.  #endif
399.  
400.  
401.  /* randomize the given list of numbers  0 <= i < count */
402.  static void
403.  randomize(indices, count)
404.  	int *indices;
405.  	int count;
406.  {
407.  	int i, iswap, temp;
408.  
409.  	for (i = count - 1; i > 0; i--) {
410.  	    if ((iswap = rn2(i + 1)) == i) continue;
411.  	    temp = indices[i];
412.  	    indices[i] = indices[iswap];
413.  	    indices[iswap] = temp;
414.  	}
415.  }
416.  
417.  
418.  /* Forget % of known objects. */
419.  void
420.  forget_objects(percent)
421.  	int percent;
422.  {
423.  	int i, count;
424.  	int indices[NUM_OBJECTS];
425.  
426.  	if (percent == 0) return;
427.  	if (percent <= 0 || percent > 100) {
428.  	    impossible("forget_objects: bad percent %d", percent);
429.  	    return;
430.  	}
431.  
432.  	for (count = 0, i = 1; i < NUM_OBJECTS; i++)
433.  	    if (objects[i].oc_name_known && OBJ_DESCR(objects[i]))
434.  		indices[count++] = i;
435.  
436.  	randomize(indices, count);
437.  
438.  	/* forget first % of randomized indices */
439.  	count = ((count * percent) + 50) / 100;
440.  	for (i = 0; i < count; i++)
441.  	    forget_single_object(indices[i]);
442.  }
443.  
444.  
445.  /* Forget some or all of map (depends on parameters). */
446.  void
447.  forget_map(howmuch)
448.  	int howmuch;
449.  {
450.  	register int zx, zy;
451.  
452.  	known = TRUE;
453.  	for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
454.  	    if (howmuch & ALL_MAP || rn2(7)) {
455.  		/* Zonk all memory of this location. */
456.  		levl[zx][zy].seenv = 0;
457.  		levl[zx][zy].waslit = 0;
458.  		levl[zx][zy].glyph = cmap_to_glyph(S_stone);
459.  	    }
460.  }
461.  
462.  /* Forget all traps on the level. */
463.  void
464.  forget_traps()
465.  {
466.  	register struct trap *trap;
467.  
468.  	/* forget all traps (except the one the hero is in :-) */
469.  	for (trap = ftrap; trap; trap = trap->ntrap)
470.  	    if ((trap->tx != u.ux || trap->ty != u.uy) && (trap->ttyp != HOLE))
471.  		trap->tseen = 0;
472.  }
473.  
474.  /*
475.   * Forget given % of all levels that the hero has visited and not forgotten,
476.   * except this one.
477.   */
478.  void
479.  forget_levels(percent)
480.  	int percent;
481.  {
482.  	int i, count;
483.  	xchar  maxl, this_lev;
484.  	int indices[MAXLINFO];
485.  
486.  	if (percent == 0) return;
487.  
488.  	if (percent <= 0 || percent > 100) {
489.  	    impossible("forget_levels: bad percent %d", percent);
490.  	    return;
491.  	}
492.  
493.  	this_lev = ledger_no(&u.uz);
494.  	maxl = maxledgerno();
495.  
496.  	/* count & save indices of non-forgotten visited levels */
497.  	for (count = 0, i = 0; i <= maxl; i++)
498.  	    if ((level_info[i].flags & VISITED) &&
499.  			!(level_info[i].flags & FORGOTTEN) && i != this_lev)
500.  		indices[count++] = i;
501.  
502.  	randomize(indices, count);
503.  
504.  	/* forget first % of randomized indices */
505.  	count = ((count * percent) + 50) / 100;
506.  	for (i = 0; i < count; i++) {
507.  	    level_info[indices[i]].flags |= FORGOTTEN;
508.  	}
509.  }
510.  
511.  /*
512.   * Forget some things (e.g. after reading a scroll of amnesia).  When called,
513.   * the following are always forgotten:
514.   *
515.   *	- felt ball & chain
516.   *	- traps
517.   *	- part (6 out of 7) of the map
518.   *
519.   * Other things are subject to flags:
520.   *
521.   *	howmuch & ALL_MAP	= forget whole map
522.   *	howmuch & ALL_SPELLS	= forget all spells
523.   */
524.  static void
525.  forget(howmuch)
526.  int howmuch;
527.  {
528.  
529.  	if (Punished) u.bc_felt = 0;	/* forget felt ball&chain */
530.  
531.  	forget_map(howmuch);
532.  	forget_traps();
533.  
534.  	/* 1 in 3 chance of forgetting some levels */
535.  	if (!rn2(3)) forget_levels(rn2(25));
536.  
537.  	/* 1 in 3 chance of forgeting some objects */
538.  	if (!rn2(3)) forget_objects(rn2(25));
539.  
540.  	if (howmuch & ALL_SPELLS) losespells();
541.  	/*
542.  	 * Make sure that what was seen is restored correctly.  To do this,
543.  	 * we need to go blind for an instant --- turn off the display,
544.  	 * then restart it.  All this work is needed to correctly handle
545.  	 * walls which are stone on one side and wall on the other.  Turning
546.  	 * off the seen bits above will make the wall revert to stone,  but
547.  	 * there are cases where we don't want this to happen.  The easiest
548.  	 * thing to do is to run it through the vision system again, which
549.  	 * is always correct.
550.  	 */
551.  	docrt();		/* this correctly will reset vision */
552.  }
553.  
554.  int
555.  seffects(sobj)
556.  register struct obj	*sobj;
557.  {
558.  	register int cval;
559.  	register boolean confused = (Confusion != 0);
560.  	register struct obj *otmp;
561.  
562.  	if (objects[sobj->otyp].oc_magic)
563.  		exercise(A_WIS, TRUE);		/* just for trying */
564.  	switch(sobj->otyp) {
565.  #ifdef MAIL
566.  	case SCR_MAIL:
567.  		known = TRUE;
568.  		if (sobj->spe)
569.  		    pline("This seems to be junk mail addressed to the finder of the Eye of Larn.");
570.  		/* note to the puzzled: the game Larn actually sends you junk
571.  		 * mail if you win!
572.  		 */
573.  		else readmail(sobj);
574.  		break;
575.  #endif
576.  	case SCR_ENCHANT_ARMOR:
577.  	    {
578.  		register schar s;
579.  		boolean special_armor;
580.  
581.  		otmp = some_armor();
582.  		if(!otmp) {
583.  			strange_feeling(sobj,
584.  					!Blind ? "Your skin glows then fades." :
585.  					"Your skin feels warm for a moment.");
586.  			exercise(A_CON, !sobj->cursed);
587.  			exercise(A_STR, !sobj->cursed);
588.  			return(1);
589.  		}
590.  		if(confused) {
591.  			otmp->oerodeproof = !(sobj->cursed);
592.  			if(Blind) {
593.  			    otmp->rknown = FALSE;
594.  			    Your("%s feels warm for a moment.",
595.  				xname(otmp));
596.  			} else {
597.  			    otmp->rknown = TRUE;
598.  			    Your("%s is covered by a %s %s %s!",
599.  				xname(otmp),
600.  				sobj->cursed ? "mottled" : "shimmering",
601.  				hcolor(sobj->cursed ? Black : golden),
602.  				sobj->cursed ? "glow" :
603.  				  (is_shield(otmp) ? "layer" : "shield"));
604.  			}
605.  			if (otmp->oerodeproof && otmp->oeroded) {
606.  			    otmp->oeroded = 0;
607.  			    Your("%s %ss good as new!",
608.  				 xname(otmp), Blind ? "feel" : "look");
609.  			}
610.  			break;
611.  		}
612.  		special_armor = is_elven_armor(otmp) ||
613.  				(Role_is('W') && otmp->otyp == CORNUTHAUM);
614.  		if ((otmp->spe > (special_armor ? 5 : 3)) &&
615.  		    rn2(otmp->spe) && !sobj->cursed) {
616.  		Your("%s violently %s%s for a while, then evaporates.",
617.  			    xname(otmp),
618.  			    Blind ? "vibrates" : "glows ",
619.  			    Blind ? nul : hcolor(silver));
620.  			if(is_cloak(otmp)) (void) Cloak_off();
621.  			if(is_boots(otmp)) (void) Boots_off();
622.  			if(is_helmet(otmp)) (void) Helmet_off();
623.  			if(is_gloves(otmp)) (void) Gloves_off();
624.  			if(is_shield(otmp)) (void) Shield_off();
625.  			if(otmp == uarm) (void) Armor_gone();
626.  			useup(otmp);
627.  			break;
628.  		}
629.  		s = sobj->cursed ? -1 :
630.  		    otmp->spe >= 9 ? (rn2(otmp->spe) == 0) :
631.  		    sobj->blessed ? rnd(3-otmp->spe/3) : 1;
632.  		if (s >= 0 && otmp->otyp >= GRAY_DRAGON_SCALES &&
633.  					otmp->otyp <= YELLOW_DRAGON_SCALES) {
634.  			/* dragon scales get turned into dragon scale mail */
635.  			Your("%s merges and hardens!", xname(otmp));
636.  			setworn((struct obj *)0, W_ARM);
637.  			/* assumes same order */
638.  			otmp->otyp = GRAY_DRAGON_SCALE_MAIL +
639.  						otmp->otyp - GRAY_DRAGON_SCALES;
640.  			otmp->cursed = 0;
641.  			if (sobj->blessed) {
642.  				otmp->spe++;
643.  				otmp->blessed = 1;
644.  			}
645.  			otmp->known = 1;
646.  			setworn(otmp, W_ARM);
647.  			break;
648.  		}
649.  		Your("%s %s%s%s for a %s.",
650.  			xname(otmp),
651.  		        s == 0 ? "violently " : nul,
652.  			Blind ? "vibrates" : "glows ",
653.  			Blind ? nul : hcolor(sobj->cursed ? Black : silver),
654.  			  (s*s>1) ? "while" : "moment");
655.  		otmp->cursed = sobj->cursed;
656.  		if (!otmp->blessed || sobj->cursed)
657.  			otmp->blessed = sobj->blessed;
658.  		if (s) {
659.  			otmp->spe += s;
660.  			adj_abon(otmp, s);
661.  			known = otmp->known;
662.  		}
663.  
664.  		if ((otmp->spe > (special_armor ? 5 : 3)) &&
665.  		    (special_armor || !rn2(7)))
666.  			Your("%s suddenly vibrates %s.",
667.  				xname(otmp),
668.  				Blind ? "again" : "unexpectedly");
669.  		break;
670.  	    }
671.  	case SCR_DESTROY_ARMOR:
672.  	    {
673.  		otmp = some_armor();
674.  		if(confused) {
675.  			if(!otmp) {
676.  				strange_feeling(sobj,"Your bones itch.");
677.  				exercise(A_STR, FALSE);
678.  				exercise(A_CON, FALSE);
679.  				return(1);
680.  			}
681.  			otmp->oerodeproof = sobj->cursed;
682.  			p_glow2(otmp,purple);
683.  			break;
684.  		}
685.  		if(!sobj->cursed || !otmp || !otmp->cursed) {
686.  		    if(!destroy_arm(otmp)) {
687.  			strange_feeling(sobj,"Your skin itches.");
688.  			exercise(A_STR, FALSE);
689.  			exercise(A_CON, FALSE);
690.  			return(1);
691.  		    } else
692.  			known = TRUE;
693.  		} else {	/* armor and scroll both cursed */
694.  		    Your("%s vibrates.", xname(otmp));
695.  		    if (otmp->spe >= -6) otmp->spe--;
696.  		    make_stunned(HStun + rn1(10, 10), TRUE);
697.  		}
698.  	    }
699.  	    break;
700.  	case SCR_CONFUSE_MONSTER:
701.  	case SPE_CONFUSE_MONSTER:
702.  		if(u.usym != S_HUMAN || sobj->cursed) {
703.  			if(!HConfusion) You_feel("confused.");
704.  			make_confused(HConfusion + rnd(100),FALSE);
705.  		} else  if(confused) {
706.  		    if(!sobj->blessed) {
707.  			Your("%s begin to %s%s.",
708.  			    makeplural(body_part(HAND)),
709.  			    Blind ? "tingle" : "glow ",
710.  			    Blind ? nul : hcolor(purple));
711.  			make_confused(HConfusion + rnd(100),FALSE);
712.  		    } else {
713.  			pline("A %s%s surrounds your %s.",
714.  			    Blind ? nul : hcolor(red),
715.  			    Blind ? "faint buzz" : " glow",
716.  			    body_part(HEAD));
717.  			make_confused(0L,TRUE);
718.  		    }
719.  		} else {
720.  		    if (!sobj->blessed) {
721.  			Your("%s%s %s%s.",
722.  			makeplural(body_part(HAND)),
723.  			Blind ? "" : " begin to glow",
724.  			Blind ? (const char *)"tingle" : hcolor(red),
725.  			u.umconf ? " even more" : "");
726.  			u.umconf++;
727.  		    } else {
728.  			if (Blind)
729.  			    Your("%s tingle %s sharply.",
730.  				makeplural(body_part(HAND)),
731.  				u.umconf ? "even more" : "very");
732.  			else
733.  			    Your("%s glow a%s brilliant %s.",
734.  				makeplural(body_part(HAND)),
735.  				u.umconf ? "n even more" : "",
736.  				hcolor(red));
737.  			u.umconf += rn1(8, 2);
738.  		    }
739.  		}
740.  		break;
741.  	case SCR_SCARE_MONSTER:
742.  	case SPE_CAUSE_FEAR:
743.  	    {	register int ct = 0;
744.  		register struct monst *mtmp;
745.  
746.  		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
747.  		    if(cansee(mtmp->mx,mtmp->my)) {
748.  			if(confused || sobj->cursed) {
749.  			    mtmp->mflee = mtmp->mfrozen = mtmp->msleep = 0;
750.  			    mtmp->mcanmove = 1;
751.  			} else
752.  			    if (! resist(mtmp, sobj->oclass, 0, NOTELL))
753.  				mtmp->mflee = 1;
754.  			if(!mtmp->mtame) ct++;	/* pets don't laugh at you */
755.  		    }
756.  		if(!ct)
757.  		      You_hear("%s in the distance.",
758.  			       (confused || sobj->cursed) ? "sad wailing" :
759.  							"maniacal laughter");
760.  		else if(sobj->otyp == SCR_SCARE_MONSTER)
761.  			You_hear("%s close by.",
762.  				  (confused || sobj->cursed) ? "sad wailing" :
763.  						 "maniacal laughter");
764.  		break;
765.  	    }
766.  	case SCR_BLANK_PAPER:
767.  	    if (Blind)
768.  		You("don't remember there being any magic words on this scroll.");
769.  	    else
770.  		pline("This scroll seems to be blank.");
771.  	    known = TRUE;
772.  	    break;
773.  	case SCR_REMOVE_CURSE:
774.  	case SPE_REMOVE_CURSE:
775.  	    {	register struct obj *obj;
776.  		if(confused)
777.  		    if (Hallucination)
778.  			You_feel("the power of the Force against you!");
779.  		    else
780.  			You_feel("like you need some help.");
781.  		else
782.  		    if (Hallucination)
783.  			You_feel("in touch with the Universal Oneness.");
784.  		    else
785.  			You_feel("like someone is helping you.");
786.  
787.  		if(sobj->cursed) pline_The("scroll disintegrates.");
788.  		else {
789.  		    for(obj = invent; obj ; obj = obj->nobj)
790.  			if(sobj->blessed || obj->owornmask ||
791.  			   (obj->otyp == LOADSTONE)) {
792.  			    if(confused) blessorcurse(obj, 2);
793.  			    else uncurse(obj);
794.  			}
795.  		}
796.  		if(Punished && !confused) unpunish();
797.  		break;
798.  	    }
799.  	case SCR_CREATE_MONSTER:
800.  	case SPE_CREATE_MONSTER:
801.  	    if (create_critters(1 + ((confused || sobj->cursed) ? 12 : 0) +
802.  				((sobj->blessed || rn2(73)) ? 0 : rnd(4)),
803.  			confused ? &mons[PM_ACID_BLOB] : (struct permonst *)0))
804.  		known = TRUE;
805.  	    /* no need to flush monsters; we ask for identification only if the
806.  	     * monsters are not visible
807.  	     */
808.  	    break;
809.  	case SCR_ENCHANT_WEAPON:
810.  		if(uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))
811.  			&& confused) {
812.  		/* oclass check added 10/25/86 GAN */
813.  			uwep->oerodeproof = !(sobj->cursed);
814.  			if (Blind) {
815.  			    uwep->rknown = FALSE;
816.  			    Your("weapon feels warm for a moment.");
817.  			} else {
818.  			    uwep->rknown = TRUE;
819.  			    Your("%s covered by a %s %s %s!",
820.  				aobjnam(uwep, "are"),
821.  				sobj->cursed ? "mottled" : "shimmering",
822.  				hcolor(sobj->cursed ? purple : golden),
823.  				sobj->cursed ? "glow" : "shield");
824.  			}
825.  			if (uwep->oerodeproof && uwep->oeroded) {
826.  			    uwep->oeroded = 0;
827.  			    Your("%s good as new!",
828.  				 aobjnam(uwep, Blind ? "feel" : "look"));
829.  			}
830.  		} else return !chwepon(sobj,
831.  				       sobj->cursed ? -1 :
832.  				       !uwep ? 1 :
833.  				       uwep->spe >= 9 ? (rn2(uwep->spe) == 0) :
834.  				       sobj->blessed ? rnd(3-uwep->spe/3) : 1);
835.  		break;
836.  	case SCR_TAMING:
837.  	case SPE_CHARM_MONSTER:
838.  	    {	register int i,j;
839.  		register int bd = confused ? 5 : 1;
840.  		register struct monst *mtmp;
841.  
842.  		for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
843.  		if(isok(u.ux+i, u.uy+j) && (mtmp = m_at(u.ux+i, u.uy+j))) {
844.  		    if(sobj->cursed) {
845.  			setmangry(mtmp);
846.  		    } else {
847.  			if (mtmp->isshk)
848.  			    make_happy_shk(mtmp, FALSE);
849.  			else if (!resist(mtmp, sobj->oclass, 0, NOTELL))
850.  			    (void) tamedog(mtmp, (struct obj *) 0);
851.  		    }
852.  		}
853.  		break;
854.  	    }
855.  	case SCR_GENOCIDE:
856.  		You("have found a scroll of genocide!");
857.  		known = TRUE;
858.  		if (sobj->blessed) do_class_genocide();
859.  		else do_genocide(!sobj->cursed | (2 * !!Confusion));
860.  		break;
861.  	case SCR_LIGHT:
862.  		if(!Blind) known = TRUE;
863.  		litroom(!confused && !sobj->cursed, sobj);
864.  		break;
865.  	case SCR_TELEPORTATION:
866.  		if(confused || sobj->cursed) level_tele();
867.  		else {
868.  			if (sobj->blessed && !Teleport_control) {
869.  				known = TRUE;
870.  				if (yn("Do you wish to teleport?")=='n')
871.  					break;
872.  			}
873.  			tele();
874.  			if(Teleport_control || !couldsee(u.ux0, u.uy0) ||
875.  			   (distu(u.ux0, u.uy0) >= 16))
876.  				known = TRUE;
877.  		}
878.  		break;
879.  	case SCR_GOLD_DETECTION:
880.  		if (confused || sobj->cursed) return(trap_detect(sobj));
881.  		else return(gold_detect(sobj));
882.  	case SCR_FOOD_DETECTION:
883.  	case SPE_DETECT_FOOD:
884.  		if (food_detect(sobj))
885.  			return(1);	/* nothing detected */
886.  		break;
887.  	case SPE_IDENTIFY:
888.  		cval = rn2(5);
889.  		goto id;
890.  	case SCR_IDENTIFY:
891.  		/* known = TRUE; */
892.  		if(confused)
893.  			You("identify this as an identify scroll.");
894.  		else
895.  			pline("This is an identify scroll.");
896.  		if (sobj->blessed || (!sobj->cursed && !rn2(5))) {
897.  			cval = rn2(5);
898.  			/* Note: if rn2(5)==0, identify all items */
899.  			if (cval == 1 && sobj->blessed && Luck > 0) ++cval;
900.  		} else	cval = 1;
901.  		useup(sobj);
902.  		makeknown(SCR_IDENTIFY);
903.  	id:
904.  		if(invent && !confused) {
905.  		    identify_pack(cval);
906.  		}
907.  		return(1);
908.  	case SCR_CHARGING:
909.  		if (confused) {
910.  		    You_feel("charged up!");
911.  		    if (u.uen < u.uenmax)
912.  			u.uen = u.uenmax;
913.  		    else
914.  			u.uen = (u.uenmax += d(5,4));
915.  		    flags.botl = 1;
916.  		    break;
917.  		}
918.  		known = TRUE;
919.  		pline("This is a charging scroll.");
920.  		otmp = getobj(all_count, "charge");
921.  		if (!otmp) break;
922.  		recharge(otmp, sobj->cursed ? -1 : (sobj->blessed ? 1 : 0));
923.  		break;
924.  	case SCR_MAGIC_MAPPING:
925.  		if (level.flags.nommap) {
926.  		    Your("mind is filled with crazy lines!");
927.  		    if (Hallucination)
928.  			pline("Wow!  Modern art.");
929.  		    else
930.  			Your("head spins in bewilderment.");
931.  		    make_confused(HConfusion + rnd(30), FALSE);
932.  		    break;
933.  		}
934.  		known = TRUE;
935.  	case SPE_MAGIC_MAPPING:
936.  		if (level.flags.nommap) {
937.  		    Your("head spins as something blocks the spell!");
938.  		    make_confused(HConfusion + rnd(30), FALSE);
939.  		    break;
940.  		}
941.  		pline("A map coalesces in your mind!");
942.  		cval = (sobj->cursed && !confused);
943.  		if(cval) HConfusion = 1;	/* to screw up map */
944.  		do_mapping();
945.  		if(cval) {
946.  		    HConfusion = 0;		/* restore */
947.  		    pline("Unfortunately, you can't grasp the details.");
948.  		}
949.  		break;
950.  	case SCR_AMNESIA:
951.  		known = TRUE;
952.  		forget(	(!sobj->blessed ? ALL_SPELLS : 0) |
953.  			(!confused || sobj->cursed ? ALL_MAP : 0) );
954.  		if (Hallucination) /* Ommmmmm! */
955.  			Your("mind releases itself from mundane concerns.");
956.  		else if (!strncmpi(plname, "Maud", 4))
957.  			pline("As your mind turns inward on itself, you forget everything else.");
958.  		else if (rn2(2))
959.  			pline("Who was that Maud person anyway?");
960.  		else
961.  			pline("Thinking of Maud you forget everything else.");
962.  		exercise(A_WIS, FALSE);
963.  		break;
964.  	case SCR_FIRE:
965.  		/*
966.  		 * Note: Modifications have been made as of 3.0 to allow for
967.  		 * some damage under all potential cases.
968.  		 */
969.  		cval = bcsign(sobj);
970.  		useup(sobj);
971.  		makeknown(SCR_FIRE);
972.  		if(confused) {
973.  		    if(Fire_resistance) {
974.  			shieldeff(u.ux, u.uy);
975.  			if(!Blind)
976.  			    pline("Oh, look, what a pretty fire in your %s.",
977.  				makeplural(body_part(HAND)));
978.  			else You_feel("a pleasant warmth in your %s.",
979.  				makeplural(body_part(HAND)));
980.  		    } else {
981.  			pline_The("scroll catches fire and you burn your %s.",
982.  				makeplural(body_part(HAND)));
983.  			losehp(1, "scroll of fire", KILLED_BY_AN);
984.  		    }
985.  		    return(1);
986.  		}
987.  		if (Underwater)
988.  			pline_The("water around you vaporizes violently!");
989.  		else
990.  			pline_The("scroll erupts in a tower of flame!");
991.  		explode(u.ux, u.uy, 11, (2*(rn1(3, 3) + 2 * cval) + 1)/3,
992.  							SCROLL_CLASS);
993.  		return(1);
994.  	case SCR_PUNISHMENT:
995.  		known = TRUE;
996.  		if(confused || sobj->blessed) {
997.  			You_feel("guilty.");
998.  			break;
999.  		}
1000. 		punish(sobj);
1001. 		break;
1002. 	default:
1003. 		impossible("What weird effect is this? (%u)", sobj->otyp);
1004. 	}
1005. 	return(0);
1006. }
1007. 
1008. static void
1009. wand_explode(obj)
1010. register struct obj *obj;
1011. {
1012.     Your("%s vibrates violently, and explodes!",xname(obj));
1013.     nhbell();
1014.     losehp(rnd(2*(u.uhpmax+1)/3), "exploding wand", KILLED_BY_AN);
1015.     useup(obj);
1016.     exercise(A_STR, FALSE);
1017. }
1018. 
1019. /*
1020.  * Low-level lit-field update routine.
1021.  */
1022. STATIC_PTR void
1023. set_lit(x,y,val)
1024. int x, y;
1025. genericptr_t val;
1026. {
1027. 	if (val)
1028. 	    levl[x][y].lit = 1;
1029. 	else {
1030. 	    levl[x][y].lit = 0;
1031. 	    snuff_light_source(x, y);
1032. 	}
1033. }
1034. 
1035. void
1036. litroom(on,obj)
1037. register boolean on;
1038. struct obj *obj;
1039. {
1040. 	char is_lit;	/* value is irrelevant; we use its address
1041. 			   as a `not null' flag for set_lit() */
1042. 
1043. 	/* first produce the text (provided you're not blind) */
1044. 	if(!on) {
1045. 		register struct obj *otmp;
1046. 
1047. 		if (!Blind) {
1048. 		    if(u.uswallow) {
1049. 			pline("It seems even darker in here than before.");
1050. 			return;
1051. 		    }
1052. 		    You("are surrounded by darkness!");
1053. 		}
1054. 
1055. 		/* the magic douses lamps, et al, too */
1056. 		for(otmp = invent; otmp; otmp = otmp->nobj)
1057. 		    if (otmp->lamplit)
1058. 			(void) snuff_lit(otmp);
1059. 		if (Blind) goto do_it;
1060. 	} else {
1061. 		if (Blind) goto do_it;
1062. 		if(u.uswallow){
1063. 			if (is_animal(u.ustuck->data))
1064. 				pline("%s stomach is lit.",
1065. 				         s_suffix(Monnam(u.ustuck)));
1066. 			else
1067. 				if (is_whirly(u.ustuck->data))
1068. 					pline("%s shines briefly.",
1069. 					      Monnam(u.ustuck));
1070. 				else
1071. 					pline("%s glistens.", Monnam(u.ustuck));
1072. 			return;
1073. 		}
1074. 		pline("A lit field surrounds you!");
1075. 	}
1076. 
1077. do_it:
1078. 	/* No-op in water - can only see the adjacent squares and that's it! */
1079. 	if (Underwater || Is_waterlevel(&u.uz)) return;
1080. 	/*
1081. 	 *  If we are darkening the room and the hero is punished but not
1082. 	 *  blind, then we have to pick up and replace the ball and chain so
1083. 	 *  that we don't remember them if they are out of sight.
1084. 	 */
1085. 	if (Punished && !on && !Blind)
1086. 	    move_bc(1, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
1087. 
1088. #ifdef REINCARNATION
1089. 	if (Is_rogue_level(&u.uz)) {
1090. 	    /* Can't use do_clear_area because MAX_RADIUS is too small */
1091. 	    /* rogue lighting must light the entire room */
1092. 	    int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET;
1093. 	    int rx, ry;
1094. 	    if(rnum >= 0) {
1095. 		for(rx = rooms[rnum].lx-1; rx <= rooms[rnum].hx+1; rx++)
1096. 		    for(ry = rooms[rnum].ly-1; ry <= rooms[rnum].hy+1; ry++)
1097. 			set_lit(rx, ry,
1098. 				(genericptr_t)(on ? &is_lit : (char *)0));
1099. 		rooms[rnum].rlit = on;
1100. 	    }
1101. 	    /* hallways remain dark on the rogue level */
1102. 	} else
1103. #endif
1104. 	    do_clear_area(u.ux,u.uy,
1105. 		(obj && obj->oclass==SCROLL_CLASS && obj->blessed) ? 9 : 5,
1106. 		set_lit, (genericptr_t)(on ? &is_lit : (char *)0));
1107. 
1108. 	/*
1109. 	 *  If we are not blind, then force a redraw on all positions in sight
1110. 	 *  by temporarily blinding the hero.  The vision recalculation will
1111. 	 *  correctly update all previously seen positions *and* correctly
1112. 	 *  set the waslit bit [could be messed up from above].
1113. 	 */
1114. 	if (!Blind) {
1115. 	    vision_recalc(2);
1116. 
1117. 	    /* replace ball&chain */
1118. 	    if (Punished && !on)
1119. 		move_bc(0, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
1120. 	}
1121. 
1122. 	vision_full_recalc = 1;	/* delayed vision recalculation */
1123. }
1124. 
1125. static void
1126. do_class_genocide()
1127. {
1128. 	register int i, j, immunecnt, gonecnt, goodcnt, class;
1129. 	char buf[BUFSZ];
1130. 
1131. 	for(j=0; ; j++) {
1132. 		if (j >= 5) {
1133. 			pline(thats_enough_tries);
1134. 			return;
1135. 		}
1136. 		do {
1137. 		    getlin("What class of monsters do you wish to genocide?",
1138. 			buf);
1139. 		} while (buf[0]=='\033' || !buf[0]);
1140. 		if (strlen(buf) == 1)
1141. 		    class = def_char_to_monclass(buf[0]);
1142. 		else
1143. 		    class = 0;
1144. 		immunecnt = gonecnt = goodcnt = 0;
1145. 		for (i = LOW_PM; i < NUMMONS; i++) {
1146. 		    if (class ? mons[i].mlet == class :
1147. 			    strstri(monexplain[(int)mons[i].mlet],
1148. 				    makesingular(buf)) != 0) {
1149. 			class = mons[i].mlet;
1150. 			if (!(mons[i].geno & G_GENO)) immunecnt++;
1151. 			else if(mvitals[i].mvflags & G_GENOD) gonecnt++;
1152. 			else goodcnt++;
1153. 		    }
1154. 		}
1155. 		if (!goodcnt && class != S_HUMAN) {
1156. 			if (gonecnt)
1157. 	pline("All such monsters are already nonexistent.");
1158. 			else if (immunecnt)
1159. 	You("aren't permitted to genocide such monsters.");
1160. 			else
1161. #ifdef WIZARD	/* to aid in topology testing; remove pesky monsters */
1162. 			  if (wizard && buf[0] == '*') {
1163. 			    register struct monst *mtmp, *mtmp2;
1164. 
1165. 			    gonecnt = 0;
1166. 			    for (mtmp = fmon; mtmp; mtmp = mtmp2) {
1167. 				mtmp2 = mtmp->nmon;
1168. 				mongone(mtmp);
1169. 				gonecnt++;
1170. 			    }
1171. 	pline("Eliminated %d monster%s.", gonecnt, plur(gonecnt));
1172. 			    return;
1173. 			} else
1174. #endif
1175. 	pline("That symbol does not represent any monster.");
1176. 			continue;
1177. 		}
1178. 		for (i = LOW_PM; i < NUMMONS; i++) {
1179. 		    if(mons[i].mlet == class) {
1180. 			const char *n = makeplural(mons[i].mname);
1181. 
1182. 			if (Your_Own_Role(i) || ((mons[i].geno & G_GENO)
1183. 				&& !(mvitals[i].mvflags & G_GENOD))) {
1184. 			/* This check must be first since player monsters might
1185. 			 * have G_GENOD or !G_GENO.
1186. 			 */
1187. 			    pline("Wiped out all %s.", n);
1188. 			    if (&mons[i] == player_mon()) {
1189. 				u.uhp = -1;
1190. 				killer_format = KILLED_BY_AN;
1191. 				killer = "scroll of genocide";
1192. 				if (u.umonnum >= LOW_PM)
1193. 				    You_feel("dead inside.");
1194. 				else
1195. 				    done(GENOCIDED);
1196. 			    }
1197. 			    /* for simplicity (and fairness) let's avoid
1198. 			     * alignment changes here...
1199. 			     */
1200. 			    if (i==u.umonnum) rehumanize();
1201. 			    mvitals[i].mvflags |= (G_GENOD|G_NOCORPSE);
1202. 			    reset_rndmonst(i);
1203. 			    kill_genocided_monsters();
1204. 			    update_inventory();		/* eggs & tins */
1205. 			} else if (mvitals[i].mvflags & G_GENOD) {
1206. 			    pline("All %s are already nonexistent.", n);
1207. 			} else {
1208. 			  /* suppress feedback about quest beings except
1209. 			     for those applicable to our own role */
1210. 			  if ((mons[i].msound != MS_LEADER ||
1211. 			       quest_info(MS_LEADER) == i)
1212. 			   && (mons[i].msound != MS_NEMESIS ||
1213. 			       quest_info(MS_NEMESIS) == i)
1214. 			   && (mons[i].msound != MS_GUARDIAN ||
1215. 			       quest_info(MS_GUARDIAN) == i)
1216. 			/* non-leader/nemesis/guardian role-specific monster */
1217. 			   && (i != PM_NINJA ||		/* nuisance */
1218. 			       Role_is('S'))) {
1219. 				boolean named, uniq;
1220. 
1221. 				named = type_is_pname(&mons[i]) ? TRUE : FALSE;
1222. 				uniq = (mons[i].geno & G_UNIQ) ? TRUE : FALSE;
1223. 				/* one special case */
1224. 				if (i == PM_HIGH_PRIEST) uniq = FALSE;
1225. 
1226. 				You("aren't permitted to genocide %s%s.",
1227. 				    (uniq && !named) ? "the " : "",
1228. 				    (uniq || named) ? mons[i].mname : n);
1229. 			    }
1230. 			}
1231. 		    }
1232. 		}
1233. 		return;
1234. 	}
1235. }
1236. 
1237. #define REALLY 1
1238. #define PLAYER 2
1239. void
1240. do_genocide(how)
1241. int how;
1242. /* 0 = no genocide; create monsters (cursed scroll) */
1243. /* 1 = normal genocide */
1244. /* 3 = forced genocide of player */
1245. {
1246. 	char buf[BUFSZ];
1247. 	register int	i, killplayer = 0;
1248. 	register int mndx;
1249. 	register struct permonst *ptr;
1250. 	const char *which;
1251. 
1252. 	if (how & PLAYER) {
1253. 		ptr = player_mon();
1254. 		mndx = monsndx(ptr);
1255. 		Strcpy(buf, ptr->mname);
1256. 		killplayer++;
1257. 	} else {
1258. 	    for(i = 0; ; i++) {
1259. 		if(i >= 5) {
1260. 		    pline(thats_enough_tries);
1261. 		    return;
1262. 		}
1263. 		getlin("What monster do you want to genocide? [type the name]",
1264. 			buf);
1265. 
1266. 		mndx = name_to_mon(buf);
1267. 		if (mndx == NON_PM || (mvitals[mndx].mvflags & G_GENOD)) {
1268. 			pline("Such creatures %s exist in this world.",
1269. 			      (mndx == NON_PM) ? "do not" : "no longer");
1270. 			continue;
1271. 		}
1272. 		ptr = &mons[mndx];
1273. 		if (Your_Own_Role(mndx)) {
1274. 			killplayer++;
1275. 			break;
1276. 		}
1277. 		if (is_human(ptr)) adjalign(-sgn(u.ualign.type));
1278. 		if (is_demon(ptr)) adjalign(sgn(u.ualign.type));
1279. 
1280. 		if(!(ptr->geno & G_GENO))  {
1281. 			if(flags.soundok) {
1282. 	/* fixme: unconditional "caverns" will be silly in some circumstances */
1283. 			    if(flags.verbose)
1284. 			pline("A thunderous voice booms though the caverns:");
1285. 			    verbalize("No, mortal!  That will not be done.");
1286. 			}
1287. 			continue;
1288. 		}
1289. 		break;
1290. 	    }
1291. 	}
1292. 
1293. 	which = "all ";
1294. 	if (Hallucination) {
1295. 	    if (u.umonnum != PM_PLAYERMON)
1296. 		Strcpy(buf,uasmon->mname);
1297. 	    else {
1298. 		Strcpy(buf, pl_character);
1299. 		buf[0] = lowc(buf[0]);
1300. 	    }
1301. 	} else {
1302. 	    Strcpy(buf, ptr->mname); /* make sure we have standard singular */
1303. 	    if ((ptr->geno & G_UNIQ) && ptr != &mons[PM_HIGH_PRIEST])
1304. 		which = !type_is_pname(ptr) ? "the " : "";
1305. 	}
1306. 	if (how & REALLY) {
1307. 	    /* setting no-corpse affects wishing and random tin generation */
1308. 	    mvitals[mndx].mvflags |= (G_GENOD | G_NOCORPSE);
1309. 	    pline("Wiped out %s%s.", which,
1310. 		  (*which != 'a') ? buf : makeplural(buf));
1311. 
1312. 	    if (killplayer) {
1313. 		/* might need to wipe out dual role */
1314. 		int altx = Role_is('C') ? (PM_CAVEMAN + PM_CAVEWOMAN - mndx) :
1315. 			   Role_is('P') ? (PM_PRIEST  + PM_PRIESTESS - mndx) :
1316. 			   0;
1317. 		if (altx) mvitals[altx].mvflags |= (G_GENOD | G_NOCORPSE);
1318. 
1319. 		u.uhp = -1;
1320. 		killer_format = KILLED_BY_AN;
1321. 		killer = "genocidal confusion";
1322. 
1323. 	/* Polymorphed characters will die as soon as they're rehumanized. */
1324. 		if (u.umonnum >= LOW_PM) You_feel("dead inside.");
1325. 		else
1326. 			done(GENOCIDED);
1327. 	    } else if (ptr == uasmon) {
1328. 		rehumanize();
1329. 	    }
1330. 	    reset_rndmonst(mndx);
1331. 	    kill_genocided_monsters();
1332. 	    update_inventory();	/* in case identified eggs were affected */
1333. 	} else if (!(mons[mndx].geno & G_UNIQ) &&
1334. 		   !(mvitals[mndx].mvflags & (G_GENOD | G_EXTINCT))) {
1335. 	    pline("Sent in some %s.", makeplural(buf));
1336. 	    for (i = rn1(3, 4); i > 0; i--) {
1337. 		struct monst *mmon = makemon(ptr, u.ux, u.uy);
1338. 
1339. 		if (mmon) discard_minvent(mmon);
1340. 		if (mvitals[mndx].mvflags & G_EXTINCT)
1341. 			break;	/* just made last one */
1342. 	    }
1343. 	}
1344. }
1345. 
1346. void
1347. punish(sobj)
1348. register struct obj	*sobj;
1349. {
1350. 	You("are being punished for your misbehavior!");
1351. 	if(Punished){
1352. 		Your("iron ball gets heavier.");
1353. 		uball->owt += 160 * (1 + sobj->cursed);
1354. 		return;
1355. 	}
1356. 	if (amorphous(uasmon) || is_whirly(uasmon) || unsolid(uasmon)) {
1357. 		pline("A ball and chain appears, then falls away.");
1358. 		dropy(mkobj(BALL_CLASS, TRUE));
1359. 		return;
1360. 	}
1361. 	setworn(mkobj(CHAIN_CLASS, TRUE), W_CHAIN);
1362. 	setworn(mkobj(BALL_CLASS, TRUE), W_BALL);
1363. 	uball->spe = 1;		/* special ball (see save) */
1364. 
1365. 	/*
1366. 	 *  Place ball & chain if not swallowed.  If swallowed, the ball &
1367. 	 *  chain variables will be set at the next call to placebc().
1368. 	 */
1369. 	if (!u.uswallow) {
1370. 	    placebc();
1371. 	    if (Blind) set_bc(1);	/* set up ball and chain variables */
1372. 	    newsym(u.ux,u.uy);		/* see ball&chain if can't see self */
1373. 	}
1374. }
1375. 
1376. void
1377. unpunish()
1378. {	    /* remove the ball and chain */
1379. 	struct obj *savechain = uchain;
1380. 
1381. 	obj_extract_self(uchain);
1382. 	newsym(uchain->ox,uchain->oy);
1383. 	setworn((struct obj *)0, W_CHAIN);
1384. 	dealloc_obj(savechain);
1385. 	uball->spe = 0;
1386. 	setworn((struct obj *)0, W_BALL);
1387. }
1388. 
1389. /* some creatures have special data structures that only make sense in their
1390.  * normal locations -- if the player tries to create one elsewhere, or to revive
1391.  * one, the disoriented creature becomes a zombie
1392.  */
1393. boolean
1394. cant_create(mtype)
1395. int *mtype;
1396. {
1397. 
1398. 	if (*mtype==PM_GUARD || *mtype==PM_SHOPKEEPER
1399. 	     || *mtype==PM_ALIGNED_PRIEST || *mtype==PM_ANGEL) {
1400. 		*mtype = PM_HUMAN_ZOMBIE;
1401. 		return TRUE;
1402. 	} else if (*mtype==PM_LONG_WORM_TAIL) {	/* for create_particular() */
1403. 		*mtype = PM_LONG_WORM;
1404. 		return TRUE;
1405. 	}
1406. 	return FALSE;
1407. }
1408. 
1409. #ifdef WIZARD
1410. boolean
1411. create_particular()
1412. {
1413. 	char buf[BUFSZ];
1414. 	int which, tries = 0;
1415. 
1416. 	do {
1417. 	    getlin("Create what kind of monster? [type the name]", buf);
1418. 	    if (buf[0] == '\033') return FALSE;
1419. 	    which = name_to_mon(buf);
1420. 	    if (which < LOW_PM) pline("I've never heard of such monsters.");
1421. 	    else break;
1422. 	} while (++tries < 5);
1423. 	if (tries == 5) pline(thats_enough_tries);
1424. 	else {
1425. 	    (void) cant_create(&which);
1426. 	    return((boolean)(makemon(&mons[which], u.ux, u.uy) != 0));
1427. 	}
1428. 	return FALSE;
1429. }
1430. #endif /* WIZARD */
1431. 
1432. #endif /* OVLB */
1433. 
1434. /*read.c*/