Source:NetHack 3.3.0/read.c

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Below is the full text to read.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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	3.3	1999/11/29	*/
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.    /* KMH -- Copied from pray.c; this really belongs in a header file */
8.    #define DEVOUT 14
9.    #define STRIDENT 4
10.   
11.   #define Your_Own_Role(mndx) \
12.   	((mndx) == urole.malenum || \
13.   	 (urole.femalenum != NON_PM && (mndx) == urole.femalenum))
14.   #define Your_Own_Race(mndx) \
15.   	((mndx) == urace.malenum || \
16.   	 (urace.femalenum != NON_PM && (mndx) == urace.femalenum))
17.   
18.   #ifdef OVLB
19.   
20.   /* elven armor vibrates warningly when enchanted beyond a limit */
21.   #define is_elven_armor(optr)	((optr)->otyp == ELVEN_LEATHER_HELM\
22.   				|| (optr)->otyp == ELVEN_MITHRIL_COAT\
23.   				|| (optr)->otyp == ELVEN_CLOAK\
24.   				|| (optr)->otyp == ELVEN_SHIELD\
25.   				|| (optr)->otyp == ELVEN_BOOTS)
26.   
27.   boolean	known;
28.   
29.   static NEARDATA const char readable[] =
30.   		   { ALL_CLASSES, SCROLL_CLASS, SPBOOK_CLASS, 0 };
31.   static const char all_count[] = { ALLOW_COUNT, ALL_CLASSES, 0 };
32.   
33.   static void FDECL(read_grave, (int));
34.   static void FDECL(wand_explode, (struct obj *));
35.   static void NDECL(do_class_genocide);
36.   static void FDECL(stripspe,(struct obj *));
37.   static void FDECL(p_glow1,(struct obj *));
38.   static void FDECL(p_glow2,(struct obj *,const char *));
39.   static void FDECL(randomize,(int *, int));
40.   static void FDECL(forget_single_object, (int));
41.   static void FDECL(forget, (int));
42.   
43.   STATIC_PTR void FDECL(set_lit, (int,int,genericptr_t));
44.   
45.   int
46.   doread()
47.   {
48.   	register struct obj *scroll;
49.   	register boolean confused;
50.   
51.   
52.   	if (IS_GRAVE(levl[u.ux][u.uy].typ) && !Levitation) {
53.   	    if(yn("Read the headstone?") == 'y') {
54.   	    	/* KMH, conduct */
55.   	    	u.uconduct.literate++;
56.   	    	read_grave(u.ux + u.uy + urole.name.m[0]);
57.   	    	return 1;
58.   	    }
59.   	}
60.   
61.   	known = FALSE;
62.   	if(check_capacity((char *)0)) return (0);
63.   	scroll = getobj(readable, "read");
64.   	if(!scroll) return(0);
65.   
66.   	/* outrumor has its own blindness check */
67.   	if(scroll->otyp == FORTUNE_COOKIE) {
68.   	    if(flags.verbose)
69.   		You("break up the cookie and throw away the pieces.");
70.   	    outrumor(bcsign(scroll), BY_COOKIE);
71.   	    if (!Blind) u.uconduct.literate++;
72.   	    useup(scroll);
73.   	    return(1);
74.   #ifdef TOURIST
75.   	} else if (scroll->otyp == T_SHIRT) {
76.   	    char buf[BUFSZ];
77.   	    int erosion;
78.   
79.   	    if (Blind) {
80.   		You_cant("feel any Braille writing.");
81.   		return 0;
82.   	    }
83.   	    u.uconduct.literate++;
84.   	    if(flags.verbose)
85.   		pline("It reads:");
86.   	    Sprintf(buf,  "I explored the Dungeons of Doom, %s.",
87.   		    Hallucination ?
88.   			(scroll == uarmu ?
89.   			    /* (force these two to have identical length) */
90.   			    "and never did any laundry..." :
91.   			    "and couldn't find my way out") :
92.   			"but all I got was this lousy T-shirt");
93.   	    erosion = greatest_erosion(scroll);
94.   	    if (erosion)
95.   		wipeout_text(buf,
96.   			(int)(strlen(buf) * erosion / (2*MAX_ERODE)),
97.   			     scroll->o_id ^ (unsigned)u.ubirthday);
98.   	    pline("\"%s\"", buf);
99.   	    return 1;
100.  #endif	/* TOURIST */
101.  	} else if (scroll->oclass != SCROLL_CLASS
102.  		&& scroll->oclass != SPBOOK_CLASS) {
103.  	    pline(silly_thing_to, "read");
104.  	    return(0);
105.  	} else if (Blind) {
106.  	    const char *what = 0;
107.  	    if (scroll->oclass == SPBOOK_CLASS)
108.  		what = "mystic runes";
109.  	    else if (!scroll->dknown)
110.  		what = "formula on the scroll";
111.  	    if (what) {
112.  		pline("Being blind, you cannot read the %s.", what);
113.  		return(0);
114.  	    }
115.  	}
116.  
117.  	/* KMH, conduct */
118.  	if (scroll->otyp != SPE_BOOK_OF_THE_DEAD)
119.  	    u.uconduct.literate++;
120.  
121.  	confused = (Confusion != 0);
122.  #ifdef MAIL
123.  	if (scroll->otyp == SCR_MAIL) confused = FALSE;
124.  #endif
125.  	if(scroll->oclass == SPBOOK_CLASS) {
126.  	    if(confused) {
127.  		You("cannot grasp the meaning of this tome.");
128.  		return(0);
129.  	    } else
130.  		return(study_book(scroll));
131.  	}
132.  	scroll->in_use = TRUE;	/* scroll, not spellbook, now being read */
133.  	if(scroll->otyp != SCR_BLANK_PAPER) {
134.  	  if(Blind)
135.  	    pline("As you pronounce the formula on it, the scroll disappears.");
136.  	  else
137.  	    pline("As you read the scroll, it disappears.");
138.  	  if(confused) {
139.  	    if (Hallucination)
140.  		pline("Being so trippy, you screw up...");
141.  	    else
142.  		pline("Being confused, you mispronounce the magic words...");
143.  	  }
144.  	}
145.  	if(!seffects(scroll))  {
146.  		if(!objects[scroll->otyp].oc_name_known) {
147.  		    if(known) {
148.  			makeknown(scroll->otyp);
149.  			more_experienced(0,10);
150.  		    } else if(!objects[scroll->otyp].oc_uname)
151.  			docall(scroll);
152.  		}
153.  		if(scroll->otyp != SCR_BLANK_PAPER)
154.  			useup(scroll);
155.  		else scroll->in_use = FALSE;
156.  	}
157.  	return(1);
158.  }
159.  
160.  static void
161.  read_grave (inscription)
162.  	int inscription;
163.  {
164.  	const char *epitaph;
165.  
166.  
167.  #define EPITAPHS 25
168.  	switch (inscription % EPITAPHS) {
169.  		case 0: epitaph = "Note -- there are NO valuable items in this grave.";
170.  		break;
171.  		case 1: epitaph = "1994-1995. The Longest-Lived Hacker Ever.";
172.  		break;
173.  		case 2: epitaph = "The Grave of the Unknown Hacker.";
174.  		break;
175.  		case 3:
176.  		case 4:
177.  		case 5: epitaph = "R.I.P.";
178.  		break;
179.  		case 6: epitaph = "Rest In Pieces.";
180.  		break;
181.  		case 7: epitaph = "We weren't sure who this was, but we buried him here anyway.";
182.  		break;
183.  		case 8: epitaph = "Sparky -- he was a very good dog.";
184.  		break;
185.  		case 9: epitaph = "Beware of Electric Third Rail.";
186.  		break;
187.  		case 10: epitaph = "Made in Taiwan.";
188.  		break;
189.  		case 11: epitaph = "Og friend. Og good dude. Og died. Og now food.";
190.  		break;
191.  		case 12: epitaph = "Beetlejuice Beetlejuice Beetlejuice";
192.  		break;
193.  		case 13: epitaph = "Look out below!";
194.  		break;
195.  		case 14: epitaph = "Please don't dig me up. I'm perfectly happy down here. -- Resident";
196.  		break;
197.  		case 15: epitaph = "Postman, please note forwarding address: Gehennom, Asmodeus's Fortress, fifth lemure on the left.";
198.  		break;
199.  		case 16: epitaph = "This old man, he played one, he played knick-knack on my thumb.";
200.  		break;
201.  		case 17: epitaph = "Mary had a little lamb, its fleece was white as snow. When Mary was in trouble here, the lamb was first to go.";
202.  		break;
203.  		case 18: epitaph = "Be careful, or this could happen to you! -- occupant";
204.  		break;
205.  		case 19: epitaph = "Soon you'll join this fellow in hell! -- the Wizard of Yendor";
206.  		break;
207.  		case 20: epitaph = "Caution! This grave contains toxic waste.";
208.  		break;
209.  		case 21: epitaph = "Go away!";
210.  		break;
211.  		case 22: epitaph = "Saved by the bell.";
212.  		break;
213.  		case 23:
214.  		case 24:
215.  		default:
216.  		pline("It is blank...");
217.  		return;
218.  	}
219.  	/* Headstones are engraved, so you can read them while blind */
220.  	pline("It reads:");
221.  	pline(epitaph);
222.  }
223.  
224.  
225.  static void
226.  stripspe(obj)
227.  register struct obj *obj;
228.  {
229.  	if (obj->blessed) pline(nothing_happens);
230.  	else {
231.  		if (obj->spe > 0) {
232.  		    obj->spe = 0;
233.  		    if (obj->otyp == OIL_LAMP || obj->otyp == BRASS_LANTERN)
234.  			obj->age = 0;
235.  		    Your("%s vibrates briefly.",xname(obj));
236.  		} else pline(nothing_happens);
237.  	}
238.  }
239.  
240.  static void
241.  p_glow1(otmp)
242.  register struct obj	*otmp;
243.  {
244.  	Your("%s %s briefly.", xname(otmp),
245.  		Blind ? "vibrates" : "glows");
246.  }
247.  
248.  static void
249.  p_glow2(otmp,color)
250.  register struct obj	*otmp;
251.  register const char *color;
252.  {
253.  	Your("%s %s%s for a moment.",
254.  		xname(otmp),
255.  		Blind ? "vibrates" : "glows ",
256.  		Blind ? (const char *)"" : hcolor(color));
257.  }
258.  
259.  /* Is the object chargeable?  For purposes of inventory display; it is */
260.  /* possible to be able to charge things for which this returns FALSE. */
261.  boolean
262.  is_chargeable(obj)
263.  struct obj *obj;
264.  {
265.  	if (obj->oclass == WAND_CLASS) return TRUE;
266.  	/* known && !uname is possible after amnesia/mind flayer */
267.  	if (obj->oclass == RING_CLASS)
268.  	    return (boolean)(objects[obj->otyp].oc_charged &&
269.  			(obj->known || objects[obj->otyp].oc_uname));
270.  	if (is_weptool(obj))	/* specific check before general tools */
271.  	    return FALSE;
272.  	if (obj->oclass == TOOL_CLASS)
273.  	    return (boolean)(objects[obj->otyp].oc_charged);
274.  	return FALSE; /* why are weapons/armor considered charged anyway? */
275.  }
276.  
277.  /*
278.   * recharge an object; curse_bless is -1 if the recharging implement
279.   * was cursed, +1 if blessed, 0 otherwise.
280.   */
281.  void
282.  recharge(obj, curse_bless)
283.  struct obj *obj;
284.  int curse_bless;
285.  {
286.  	register int n;
287.  	boolean is_cursed, is_blessed;
288.  
289.  	is_cursed = curse_bless < 0;
290.  	is_blessed = curse_bless > 0;
291.  
292.  	if (obj->oclass == WAND_CLASS) {
293.  	    /* undo any prior cancellation, even when is_cursed */
294.  	    if (obj->spe == -1) obj->spe = 0;
295.  
296.  	    /*
297.  	     * Recharging might cause wands to explode.
298.  	     *	v = number of previous recharges
299.  	     *	      v = percentage chance to explode on this attempt
300.  	     *		      v = cumulative odds for exploding
301.  	     *	0 :   0       0
302.  	     *	1 :   0.29    0.29
303.  	     *	2 :   2.33    2.62
304.  	     *	3 :   7.87   10.28
305.  	     *	4 :  18.66   27.02
306.  	     *	5 :  36.44   53.62
307.  	     *	6 :  62.97   82.83
308.  	     *	7 : 100     100
309.  	     */
310.  	    n = (int)obj->recharged;
311.  	    if (n > 0 && (obj->otyp == WAN_WISHING ||
312.  		    (n * n * n > rn2(7*7*7)))) {	/* recharge_limit */
313.  		wand_explode(obj);
314.  		return;
315.  	    }
316.  	    /* didn't explode, so increment the recharge count */
317.  	    obj->recharged = (unsigned)(n + 1);
318.  
319.  	    /* now handle the actual recharging */
320.  	    if (is_cursed) {
321.  		stripspe(obj);
322.  	    } else {
323.  		int lim = (obj->otyp == WAN_WISHING) ? 3 :
324.  			(objects[obj->otyp].oc_dir != NODIR) ? 8 : 15;
325.  
326.  		n = (lim == 3) ? 3 : rn1(5, lim + 1 - 5);
327.  		if (!is_blessed) n = rnd(n);
328.  
329.  		if (obj->spe < n) obj->spe = n;
330.  		else obj->spe++;
331.  		if (obj->otyp == WAN_WISHING && obj->spe > 3) {
332.  		    wand_explode(obj);
333.  		    return;
334.  		}
335.  		if (obj->spe >= lim) p_glow2(obj,blue);
336.  		else p_glow1(obj);
337.  	    }
338.  
339.  	} else if (obj->oclass == RING_CLASS &&
340.  					objects[obj->otyp].oc_charged) {
341.  	    /* charging does not affect ring's curse/bless status */
342.  	    int s = is_blessed ? rnd(3) : is_cursed ? -rnd(2) : 1;
343.  	    boolean is_on = (obj == uleft || obj == uright);
344.  
345.  	    /* destruction depends on current state, not adjustment */
346.  	    if (obj->spe > rn2(7) || obj->spe <= -5) {
347.  		Your("%s pulsates momentarily, then explodes!",
348.  		     xname(obj));
349.  		if (is_on) Ring_gone(obj);
350.  		s = rnd(3 * abs(obj->spe));	/* amount of damage */
351.  		useup(obj);
352.  		losehp(s, "exploding ring", KILLED_BY_AN);
353.  	    } else {
354.  		long mask = is_on ? (obj == uleft ? LEFT_RING :
355.  				     RIGHT_RING) : 0L;
356.  		Your("%s spins %sclockwise for a moment.",
357.  		     xname(obj), s < 0 ? "counter" : "");
358.  		/* cause attributes and/or properties to be updated */
359.  		if (is_on) Ring_off(obj);
360.  		obj->spe += s;	/* update the ring while it's off */
361.  		if (is_on) setworn(obj, mask), Ring_on(obj);
362.  		/* oartifact: if a touch-sensitive artifact ring is
363.  		   ever created the above will need to be revised  */
364.  	    }
365.  
366.  	} else if (obj->oclass == TOOL_CLASS) {
367.  	    int rechrg = (int)obj->recharged;
368.  
369.  	    if (objects[obj->otyp].oc_charged) {
370.  		/* tools don't have a limit, but the counter used does */
371.  		if (rechrg < 7)	/* recharge_limit */
372.  		    obj->recharged++;
373.  	    }
374.  	    switch(obj->otyp) {
375.  	    case BELL_OF_OPENING:
376.  		if (is_cursed) stripspe(obj);
377.  		else if (is_blessed) obj->spe += rnd(3);
378.  		else obj->spe += 1;
379.  		if (obj->spe > 5) obj->spe = 5;
380.  		break;
381.  	    case MAGIC_MARKER:
382.  	    case TINNING_KIT:
383.  #ifdef TOURIST
384.  	    case EXPENSIVE_CAMERA:
385.  #endif
386.  		if (is_cursed) stripspe(obj);
387.  		else if (rechrg && obj->otyp == MAGIC_MARKER) {	/* previously recharged */
388.  		    obj->recharged = 1;	/* override increment done above */
389.  		    if (obj->spe < 3)
390.  			Your("marker seems permanently dried out.");
391.  		    else
392.  			pline(nothing_happens);
393.  		} else if (is_blessed) {
394.  		    n = rn1(10,16);		/* 10..25 */
395.  		    if (obj->spe + n <= 50)
396.  			obj->spe = 50;
397.  		    else if (obj->spe + n <= 75)
398.  			obj->spe = 75;
399.  		    else {
400.  		    	int chrg = (int)obj->spe;
401.  			if ((chrg + n) > 127)
402.  				obj->spe = 127;
403.  			else
404.  				obj->spe += n;
405.  		    }
406.  		    p_glow2(obj,blue);
407.  		} else {
408.  		    n = rn1(5,10);		/* 5..15 */
409.  		    if (obj->spe + n <= 50)
410.  			obj->spe = 50;
411.  		    else {
412.  		    	int chrg = (int)obj->spe;
413.  			if ((chrg + n) > 127)
414.  				obj->spe = 127;
415.  			else
416.  				obj->spe += n;
417.  		    }
418.  		    p_glow2(obj,White);
419.  		}
420.  		break;
421.  	    case OIL_LAMP:
422.  	    case BRASS_LANTERN:
423.  		if (is_cursed) {
424.  		    stripspe(obj);
425.  		    if (obj->lamplit) {
426.  			if (!Blind)
427.  			    pline("%s goes out!", The(xname(obj)));
428.  			end_burn(obj, TRUE);
429.  		    }
430.  		} else if (is_blessed) {
431.  		    obj->spe = 1;
432.  		    obj->age = 1500;
433.  		    p_glow2(obj,blue);
434.  		} else {
435.  		    obj->spe = 1;
436.  		    obj->age += 750;
437.  		    if (obj->age > 1500) obj->age = 1500;
438.  		    p_glow1(obj);
439.  		}
440.  		break;
441.  	    case CRYSTAL_BALL:
442.  		if (is_cursed) stripspe(obj);
443.  		else if (is_blessed) {
444.  		    obj->spe = 6;
445.  		    p_glow2(obj,blue);
446.  		} else {
447.  		    if (obj->spe < 5) {
448.  			obj->spe++;
449.  			p_glow1(obj);
450.  		    } else pline(nothing_happens);
451.  		}
452.  		break;
453.  	    case HORN_OF_PLENTY:
454.  	    case BAG_OF_TRICKS:
455.  	    case CAN_OF_GREASE:
456.  		if (is_cursed) stripspe(obj);
457.  		else if (is_blessed) {
458.  		    if (obj->spe <= 10)
459.  			obj->spe += rn1(10, 6);
460.  		    else obj->spe += rn1(5, 6);
461.  		    p_glow2(obj,blue);
462.  		} else {
463.  		    obj->spe += rnd(5);
464.  		    p_glow1(obj);
465.  		}
466.  		break;
467.  	    case MAGIC_FLUTE:
468.  	    case MAGIC_HARP:
469.  	    case FROST_HORN:
470.  	    case FIRE_HORN:
471.  	    case DRUM_OF_EARTHQUAKE:
472.  		if (is_cursed) {
473.  		    stripspe(obj);
474.  		} else if (is_blessed) {
475.  		    obj->spe += d(2,4);
476.  		    p_glow2(obj,blue);
477.  		} else {
478.  		    obj->spe += rnd(4);
479.  		    p_glow1(obj);
480.  		}
481.  		break;
482.  	    default:
483.  		goto not_chargable;
484.  		/*NOTREACHED*/
485.  		break;
486.  	    } /* switch */
487.  
488.  	} else {
489.   not_chargable:
490.  	    You("have a feeling of loss.");
491.  	}
492.  }
493.  
494.  
495.  /* Forget known information about this object class. */
496.  static void
497.  forget_single_object(obj_id)
498.  	int obj_id;
499.  {
500.  	objects[obj_id].oc_name_known = 0;
501.  	objects[obj_id].oc_pre_discovered = 0;	/* a discovery when relearned */
502.  	if (objects[obj_id].oc_uname) {
503.  	    /* this only works if oc_name_known is false */
504.  	    undiscover_object(obj_id);
505.  
506.  	    free((genericptr_t)objects[obj_id].oc_uname);
507.  	    objects[obj_id].oc_uname = 0;
508.  	}
509.  	/* clear & free object names from matching inventory items too? */
510.  }
511.  
512.  
513.  #if 0	/* here if anyone wants it.... */
514.  /* Forget everything known about a particular object class. */
515.  static void
516.  forget_objclass(oclass)
517.  	int oclass;
518.  {
519.  	int i;
520.  
521.  	for (i=bases[oclass];
522.  		i < NUM_OBJECTS && objects[i].oc_class==oclass; i++)
523.  	    forget_single_object(i);
524.  }
525.  #endif
526.  
527.  
528.  /* randomize the given list of numbers  0 <= i < count */
529.  static void
530.  randomize(indices, count)
531.  	int *indices;
532.  	int count;
533.  {
534.  	int i, iswap, temp;
535.  
536.  	for (i = count - 1; i > 0; i--) {
537.  	    if ((iswap = rn2(i + 1)) == i) continue;
538.  	    temp = indices[i];
539.  	    indices[i] = indices[iswap];
540.  	    indices[iswap] = temp;
541.  	}
542.  }
543.  
544.  
545.  /* Forget % of known objects. */
546.  void
547.  forget_objects(percent)
548.  	int percent;
549.  {
550.  	int i, count;
551.  	int indices[NUM_OBJECTS];
552.  
553.  	if (percent == 0) return;
554.  	if (percent <= 0 || percent > 100) {
555.  	    impossible("forget_objects: bad percent %d", percent);
556.  	    return;
557.  	}
558.  
559.  	for (count = 0, i = 1; i < NUM_OBJECTS; i++)
560.  	    if (OBJ_DESCR(objects[i]) &&
561.  		    (objects[i].oc_name_known || objects[i].oc_uname))
562.  		indices[count++] = i;
563.  
564.  	randomize(indices, count);
565.  
566.  	/* forget first % of randomized indices */
567.  	count = ((count * percent) + 50) / 100;
568.  	for (i = 0; i < count; i++)
569.  	    forget_single_object(indices[i]);
570.  }
571.  
572.  
573.  /* Forget some or all of map (depends on parameters). */
574.  void
575.  forget_map(howmuch)
576.  	int howmuch;
577.  {
578.  	register int zx, zy;
579.  
580.  	known = TRUE;
581.  	for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
582.  	    if (howmuch & ALL_MAP || rn2(7)) {
583.  		/* Zonk all memory of this location. */
584.  		levl[zx][zy].seenv = 0;
585.  		levl[zx][zy].waslit = 0;
586.  		levl[zx][zy].glyph = cmap_to_glyph(S_stone);
587.  	    }
588.  }
589.  
590.  /* Forget all traps on the level. */
591.  void
592.  forget_traps()
593.  {
594.  	register struct trap *trap;
595.  
596.  	/* forget all traps (except the one the hero is in :-) */
597.  	for (trap = ftrap; trap; trap = trap->ntrap)
598.  	    if ((trap->tx != u.ux || trap->ty != u.uy) && (trap->ttyp != HOLE))
599.  		trap->tseen = 0;
600.  }
601.  
602.  /*
603.   * Forget given % of all levels that the hero has visited and not forgotten,
604.   * except this one.
605.   */
606.  void
607.  forget_levels(percent)
608.  	int percent;
609.  {
610.  	int i, count;
611.  	xchar  maxl, this_lev;
612.  	int indices[MAXLINFO];
613.  
614.  	if (percent == 0) return;
615.  
616.  	if (percent <= 0 || percent > 100) {
617.  	    impossible("forget_levels: bad percent %d", percent);
618.  	    return;
619.  	}
620.  
621.  	this_lev = ledger_no(&u.uz);
622.  	maxl = maxledgerno();
623.  
624.  	/* count & save indices of non-forgotten visited levels */
625.  	for (count = 0, i = 0; i <= maxl; i++)
626.  	    if ((level_info[i].flags & VISITED) &&
627.  			!(level_info[i].flags & FORGOTTEN) && i != this_lev)
628.  		indices[count++] = i;
629.  
630.  	randomize(indices, count);
631.  
632.  	/* forget first % of randomized indices */
633.  	count = ((count * percent) + 50) / 100;
634.  	for (i = 0; i < count; i++) {
635.  	    level_info[indices[i]].flags |= FORGOTTEN;
636.  	}
637.  }
638.  
639.  /*
640.   * Forget some things (e.g. after reading a scroll of amnesia).  When called,
641.   * the following are always forgotten:
642.   *
643.   *	- felt ball & chain
644.   *	- traps
645.   *	- part (6 out of 7) of the map
646.   *
647.   * Other things are subject to flags:
648.   *
649.   *	howmuch & ALL_MAP	= forget whole map
650.   *	howmuch & ALL_SPELLS	= forget all spells
651.   */
652.  static void
653.  forget(howmuch)
654.  int howmuch;
655.  {
656.  
657.  	if (Punished) u.bc_felt = 0;	/* forget felt ball&chain */
658.  
659.  	forget_map(howmuch);
660.  	forget_traps();
661.  
662.  	/* 1 in 3 chance of forgetting some levels */
663.  	if (!rn2(3)) forget_levels(rn2(25));
664.  
665.  	/* 1 in 3 chance of forgeting some objects */
666.  	if (!rn2(3)) forget_objects(rn2(25));
667.  
668.  	if (howmuch & ALL_SPELLS) losespells();
669.  	/*
670.  	 * Make sure that what was seen is restored correctly.  To do this,
671.  	 * we need to go blind for an instant --- turn off the display,
672.  	 * then restart it.  All this work is needed to correctly handle
673.  	 * walls which are stone on one side and wall on the other.  Turning
674.  	 * off the seen bits above will make the wall revert to stone,  but
675.  	 * there are cases where we don't want this to happen.  The easiest
676.  	 * thing to do is to run it through the vision system again, which
677.  	 * is always correct.
678.  	 */
679.  	docrt();		/* this correctly will reset vision */
680.  }
681.  
682.  int
683.  seffects(sobj)
684.  register struct obj	*sobj;
685.  {
686.  	register int cval;
687.  	register boolean confused = (Confusion != 0);
688.  	register struct obj *otmp;
689.  
690.  	if (objects[sobj->otyp].oc_magic)
691.  		exercise(A_WIS, TRUE);		/* just for trying */
692.  	switch(sobj->otyp) {
693.  #ifdef MAIL
694.  	case SCR_MAIL:
695.  		known = TRUE;
696.  		if (sobj->spe)
697.  		    pline("This seems to be junk mail addressed to the finder of the Eye of Larn.");
698.  		/* note to the puzzled: the game Larn actually sends you junk
699.  		 * mail if you win!
700.  		 */
701.  		else readmail(sobj);
702.  		break;
703.  #endif
704.  	case SCR_ENCHANT_ARMOR:
705.  	    {
706.  		register schar s;
707.  		boolean special_armor;
708.  
709.  		otmp = some_armor(&youmonst);
710.  		if(!otmp) {
711.  			strange_feeling(sobj,
712.  					!Blind ? "Your skin glows then fades." :
713.  					"Your skin feels warm for a moment.");
714.  			exercise(A_CON, !sobj->cursed);
715.  			exercise(A_STR, !sobj->cursed);
716.  			return(1);
717.  		}
718.  		if(confused) {
719.  			otmp->oerodeproof = !(sobj->cursed);
720.  			if(Blind) {
721.  			    otmp->rknown = FALSE;
722.  			    Your("%s feels warm for a moment.",
723.  				xname(otmp));
724.  			} else {
725.  			    otmp->rknown = TRUE;
726.  			    Your("%s is covered by a %s %s %s!",
727.  				xname(otmp),
728.  				sobj->cursed ? "mottled" : "shimmering",
729.  				hcolor(sobj->cursed ? Black : golden),
730.  				sobj->cursed ? "glow" :
731.  				  (is_shield(otmp) ? "layer" : "shield"));
732.  			}
733.  			if (otmp->oerodeproof && (otmp->oeroded || otmp->oeroded2)) {
734.  			    otmp->oeroded = otmp->oeroded2 = 0;
735.  			    Your("%s %ss good as new!",
736.  				 xname(otmp), Blind ? "feel" : "look");
737.  			}
738.  			break;
739.  		}
740.  		special_armor = is_elven_armor(otmp) ||
741.  				(Role_if(PM_WIZARD) && otmp->otyp == CORNUTHAUM);
742.  		/* KMH -- catch underflow */
743.  		s = sobj->cursed ? -otmp->spe : otmp->spe;
744.  		if (s > (special_armor ? 5 : 3) && rn2(s)) {
745.  		Your("%s violently %s%s for a while, then evaporates.",
746.  			    xname(otmp),
747.  			    Blind ? "vibrates" : "glows ",
748.  			    Blind ? nul : hcolor(sobj->cursed ? Black : silver));
749.  			if(is_cloak(otmp)) (void) Cloak_off();
750.  			if(is_boots(otmp)) (void) Boots_off();
751.  			if(is_helmet(otmp)) (void) Helmet_off();
752.  			if(is_gloves(otmp)) (void) Gloves_off();
753.  			if(is_shield(otmp)) (void) Shield_off();
754.  			if(otmp == uarm) (void) Armor_gone();
755.  			useup(otmp);
756.  			break;
757.  		}
758.  		s = sobj->cursed ? -1 :
759.  		    otmp->spe >= 9 ? (rn2(otmp->spe) == 0) :
760.  		    sobj->blessed ? rnd(3-otmp->spe/3) : 1;
761.  		if (s >= 0 && otmp->otyp >= GRAY_DRAGON_SCALES &&
762.  					otmp->otyp <= YELLOW_DRAGON_SCALES) {
763.  			/* dragon scales get turned into dragon scale mail */
764.  			Your("%s merges and hardens!", xname(otmp));
765.  			setworn((struct obj *)0, W_ARM);
766.  			/* assumes same order */
767.  			otmp->otyp = GRAY_DRAGON_SCALE_MAIL +
768.  						otmp->otyp - GRAY_DRAGON_SCALES;
769.  			otmp->cursed = 0;
770.  			if (sobj->blessed) {
771.  				otmp->spe++;
772.  				otmp->blessed = 1;
773.  			}
774.  			otmp->known = 1;
775.  			setworn(otmp, W_ARM);
776.  			break;
777.  		}
778.  		Your("%s %s%s%s for a %s.",
779.  			xname(otmp),
780.  		        s == 0 ? "violently " : nul,
781.  			Blind ? "vibrates" : "glows ",
782.  			Blind ? nul : hcolor(sobj->cursed ? Black : silver),
783.  			  (s*s>1) ? "while" : "moment");
784.  		otmp->cursed = sobj->cursed;
785.  		if (!otmp->blessed || sobj->cursed)
786.  			otmp->blessed = sobj->blessed;
787.  		if (s) {
788.  			otmp->spe += s;
789.  			adj_abon(otmp, s);
790.  			known = otmp->known;
791.  		}
792.  
793.  		if ((otmp->spe > (special_armor ? 5 : 3)) &&
794.  		    (special_armor || !rn2(7)))
795.  			Your("%s suddenly vibrates %s.",
796.  				xname(otmp),
797.  				Blind ? "again" : "unexpectedly");
798.  		break;
799.  	    }
800.  	case SCR_DESTROY_ARMOR:
801.  	    {
802.  		otmp = some_armor(&youmonst);
803.  		if(confused) {
804.  			if(!otmp) {
805.  				strange_feeling(sobj,"Your bones itch.");
806.  				exercise(A_STR, FALSE);
807.  				exercise(A_CON, FALSE);
808.  				return(1);
809.  			}
810.  			otmp->oerodeproof = sobj->cursed;
811.  			p_glow2(otmp,purple);
812.  			break;
813.  		}
814.  		if(!sobj->cursed || !otmp || !otmp->cursed) {
815.  		    if(!destroy_arm(otmp)) {
816.  			strange_feeling(sobj,"Your skin itches.");
817.  			exercise(A_STR, FALSE);
818.  			exercise(A_CON, FALSE);
819.  			return(1);
820.  		    } else
821.  			known = TRUE;
822.  		} else {	/* armor and scroll both cursed */
823.  		    Your("%s vibrates.", xname(otmp));
824.  		    if (otmp->spe >= -6) otmp->spe--;
825.  		    make_stunned(HStun + rn1(10, 10), TRUE);
826.  		}
827.  	    }
828.  	    break;
829.  	case SCR_CONFUSE_MONSTER:
830.  	case SPE_CONFUSE_MONSTER:
831.  		if(youmonst.data->mlet != S_HUMAN || sobj->cursed) {
832.  			if(!HConfusion) You_feel("confused.");
833.  			make_confused(HConfusion + rnd(100),FALSE);
834.  		} else  if(confused) {
835.  		    if(!sobj->blessed) {
836.  			Your("%s begin to %s%s.",
837.  			    makeplural(body_part(HAND)),
838.  			    Blind ? "tingle" : "glow ",
839.  			    Blind ? nul : hcolor(purple));
840.  			make_confused(HConfusion + rnd(100),FALSE);
841.  		    } else {
842.  			pline("A %s%s surrounds your %s.",
843.  			    Blind ? nul : hcolor(red),
844.  			    Blind ? "faint buzz" : " glow",
845.  			    body_part(HEAD));
846.  			make_confused(0L,TRUE);
847.  		    }
848.  		} else {
849.  		    if (!sobj->blessed) {
850.  			Your("%s%s %s%s.",
851.  			makeplural(body_part(HAND)),
852.  			Blind ? "" : " begin to glow",
853.  			Blind ? (const char *)"tingle" : hcolor(red),
854.  			u.umconf ? " even more" : "");
855.  			u.umconf++;
856.  		    } else {
857.  			if (Blind)
858.  			    Your("%s tingle %s sharply.",
859.  				makeplural(body_part(HAND)),
860.  				u.umconf ? "even more" : "very");
861.  			else
862.  			    Your("%s glow a%s brilliant %s.",
863.  				makeplural(body_part(HAND)),
864.  				u.umconf ? "n even more" : "",
865.  				hcolor(red));
866.  			u.umconf += rn1(8, 2);
867.  		    }
868.  		}
869.  		break;
870.  	case SCR_SCARE_MONSTER:
871.  	case SPE_CAUSE_FEAR:
872.  	    {	register int ct = 0;
873.  		register struct monst *mtmp;
874.  
875.  		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
876.  		    if(cansee(mtmp->mx,mtmp->my)) {
877.  			if(confused || sobj->cursed) {
878.  			    mtmp->mflee = mtmp->mfrozen = mtmp->msleeping = 0;
879.  			    mtmp->mcanmove = 1;
880.  			} else
881.  			    if (! resist(mtmp, sobj->oclass, 0, NOTELL))
882.  				mtmp->mflee = 1;
883.  			if(!mtmp->mtame) ct++;	/* pets don't laugh at you */
884.  		    }
885.  		if(!ct)
886.  		      You_hear("%s in the distance.",
887.  			       (confused || sobj->cursed) ? "sad wailing" :
888.  							"maniacal laughter");
889.  		else if(sobj->otyp == SCR_SCARE_MONSTER)
890.  			You_hear("%s close by.",
891.  				  (confused || sobj->cursed) ? "sad wailing" :
892.  						 "maniacal laughter");
893.  		break;
894.  	    }
895.  	case SCR_BLANK_PAPER:
896.  	    if (Blind)
897.  		You("don't remember there being any magic words on this scroll.");
898.  	    else
899.  		pline("This scroll seems to be blank.");
900.  	    known = TRUE;
901.  	    break;
902.  	case SCR_REMOVE_CURSE:
903.  	case SPE_REMOVE_CURSE:
904.  	    {	register struct obj *obj;
905.  		if(confused)
906.  		    if (Hallucination)
907.  			You_feel("the power of the Force against you!");
908.  		    else
909.  			You_feel("like you need some help.");
910.  		else
911.  		    if (Hallucination)
912.  			You_feel("in touch with the Universal Oneness.");
913.  		    else
914.  			You_feel("like someone is helping you.");
915.  
916.  		if(sobj->cursed) pline_The("scroll disintegrates.");
917.  		else {
918.  		    for(obj = invent; obj ; obj = obj->nobj)
919.  			if(sobj->blessed || obj->owornmask ||
920.  			   (obj->otyp == LOADSTONE)) {
921.  			    if(confused) blessorcurse(obj, 2);
922.  			    else uncurse(obj);
923.  			}
924.  		}
925.  		if(Punished && !confused) unpunish();
926.  		break;
927.  	    }
928.  	case SCR_CREATE_MONSTER:
929.  	case SPE_CREATE_MONSTER:
930.  	    if (create_critters(1 + ((confused || sobj->cursed) ? 12 : 0) +
931.  				((sobj->blessed || rn2(73)) ? 0 : rnd(4)),
932.  			confused ? &mons[PM_ACID_BLOB] : (struct permonst *)0))
933.  		known = TRUE;
934.  	    /* no need to flush monsters; we ask for identification only if the
935.  	     * monsters are not visible
936.  	     */
937.  	    break;
938.  	case SCR_ENCHANT_WEAPON:
939.  		if(uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))
940.  			&& confused) {
941.  		/* oclass check added 10/25/86 GAN */
942.  			uwep->oerodeproof = !(sobj->cursed);
943.  			if (Blind) {
944.  			    uwep->rknown = FALSE;
945.  			    Your("weapon feels warm for a moment.");
946.  			} else {
947.  			    uwep->rknown = TRUE;
948.  			    Your("%s covered by a %s %s %s!",
949.  				aobjnam(uwep, "are"),
950.  				sobj->cursed ? "mottled" : "shimmering",
951.  				hcolor(sobj->cursed ? purple : golden),
952.  				sobj->cursed ? "glow" : "shield");
953.  			}
954.  			if (uwep->oerodeproof && (uwep->oeroded || uwep->oeroded2)) {
955.  			    uwep->oeroded = uwep->oeroded2 = 0;
956.  			    Your("%s good as new!",
957.  				 aobjnam(uwep, Blind ? "feel" : "look"));
958.  			}
959.  		} else return !chwepon(sobj,
960.  				       sobj->cursed ? -1 :
961.  				       !uwep ? 1 :
962.  				       uwep->spe >= 9 ? (rn2(uwep->spe) == 0) :
963.  				       sobj->blessed ? rnd(3-uwep->spe/3) : 1);
964.  		break;
965.  	case SCR_TAMING:
966.  	case SPE_CHARM_MONSTER:
967.  	    {	register int i,j;
968.  		register int bd = confused ? 5 : 1;
969.  		register struct monst *mtmp;
970.  
971.  		for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
972.  		if(isok(u.ux+i, u.uy+j) && (mtmp = m_at(u.ux+i, u.uy+j))) {
973.  		    if(sobj->cursed) {
974.  			setmangry(mtmp);
975.  		    } else {
976.  			if (mtmp->isshk)
977.  			    make_happy_shk(mtmp, FALSE);
978.  			else if (!resist(mtmp, sobj->oclass, 0, NOTELL))
979.  			    (void) tamedog(mtmp, (struct obj *) 0);
980.  		    }
981.  		}
982.  		break;
983.  	    }
984.  	case SCR_GENOCIDE:
985.  		You("have found a scroll of genocide!");
986.  		known = TRUE;
987.  		if (sobj->blessed) do_class_genocide();
988.  		else do_genocide(!sobj->cursed | (2 * !!Confusion));
989.  		break;
990.  	case SCR_LIGHT:
991.  		if(!Blind) known = TRUE;
992.  		litroom(!confused && !sobj->cursed, sobj);
993.  		break;
994.  	case SCR_TELEPORTATION:
995.  		if(confused || sobj->cursed) level_tele();
996.  		else {
997.  			if (sobj->blessed && !Teleport_control) {
998.  				known = TRUE;
999.  				if (yn("Do you wish to teleport?")=='n')
1000. 					break;
1001. 			}
1002. 			tele();
1003. 			if(Teleport_control || !couldsee(u.ux0, u.uy0) ||
1004. 			   (distu(u.ux0, u.uy0) >= 16))
1005. 				known = TRUE;
1006. 		}
1007. 		break;
1008. 	case SCR_GOLD_DETECTION:
1009. 		if (confused || sobj->cursed) return(trap_detect(sobj));
1010. 		else return(gold_detect(sobj));
1011. 	case SCR_FOOD_DETECTION:
1012. 	case SPE_DETECT_FOOD:
1013. 		if (food_detect(sobj))
1014. 			return(1);	/* nothing detected */
1015. 		break;
1016. 	case SPE_IDENTIFY:
1017. 		cval = rn2(5);
1018. 		goto id;
1019. 	case SCR_IDENTIFY:
1020. 		/* known = TRUE; */
1021. 		if(confused)
1022. 			You("identify this as an identify scroll.");
1023. 		else
1024. 			pline("This is an identify scroll.");
1025. 		if (sobj->blessed || (!sobj->cursed && !rn2(5))) {
1026. 			cval = rn2(5);
1027. 			/* Note: if rn2(5)==0, identify all items */
1028. 			if (cval == 1 && sobj->blessed && Luck > 0) ++cval;
1029. 		} else	cval = 1;
1030. 		useup(sobj);
1031. 		makeknown(SCR_IDENTIFY);
1032. 	id:
1033. 		if(invent && !confused) {
1034. 		    identify_pack(cval);
1035. 		}
1036. 		return(1);
1037. 	case SCR_CHARGING:
1038. 		if (confused) {
1039. 		    You_feel("charged up!");
1040. 		    if (u.uen < u.uenmax)
1041. 			u.uen = u.uenmax;
1042. 		    else
1043. 			u.uen = (u.uenmax += d(5,4));
1044. 		    flags.botl = 1;
1045. 		    break;
1046. 		}
1047. 		known = TRUE;
1048. 		pline("This is a charging scroll.");
1049. 		otmp = getobj(all_count, "charge");
1050. 		if (!otmp) break;
1051. 		recharge(otmp, sobj->cursed ? -1 : (sobj->blessed ? 1 : 0));
1052. 		break;
1053. 	case SCR_MAGIC_MAPPING:
1054. 		if (level.flags.nommap) {
1055. 		    Your("mind is filled with crazy lines!");
1056. 		    if (Hallucination)
1057. 			pline("Wow!  Modern art.");
1058. 		    else
1059. 			Your("head spins in bewilderment.");
1060. 		    make_confused(HConfusion + rnd(30), FALSE);
1061. 		    break;
1062. 		}
1063. 		if (sobj->blessed) {
1064. 		    register int x, y;
1065. 
1066. 		    for (x = 1; x < COLNO; x++)
1067. 		    	for (y = 0; y < ROWNO; y++)
1068. 		    	    if (levl[x][y].typ == SDOOR)
1069. 		    	    	cvt_sdoor_to_door(&levl[x][y]);
1070. 		    /* do_mapping() already reveals secret passages */
1071. 		}
1072. 		known = TRUE;
1073. 	case SPE_MAGIC_MAPPING:
1074. 		if (level.flags.nommap) {
1075. 		    Your("head spins as something blocks the spell!");
1076. 		    make_confused(HConfusion + rnd(30), FALSE);
1077. 		    break;
1078. 		}
1079. 		pline("A map coalesces in your mind!");
1080. 		cval = (sobj->cursed && !confused);
1081. 		if(cval) HConfusion = 1;	/* to screw up map */
1082. 		do_mapping();
1083. 		if(cval) {
1084. 		    HConfusion = 0;		/* restore */
1085. 		    pline("Unfortunately, you can't grasp the details.");
1086. 		}
1087. 		break;
1088. 	case SCR_AMNESIA:
1089. 		known = TRUE;
1090. 		forget(	(!sobj->blessed ? ALL_SPELLS : 0) |
1091. 			(!confused || sobj->cursed ? ALL_MAP : 0) );
1092. 		if (Hallucination) /* Ommmmmm! */
1093. 			Your("mind releases itself from mundane concerns.");
1094. 		else if (!strncmpi(plname, "Maud", 4))
1095. 			pline("As your mind turns inward on itself, you forget everything else.");
1096. 		else if (rn2(2))
1097. 			pline("Who was that Maud person anyway?");
1098. 		else
1099. 			pline("Thinking of Maud you forget everything else.");
1100. 		exercise(A_WIS, FALSE);
1101. 		break;
1102. 	case SCR_FIRE:
1103. 		/*
1104. 		 * Note: Modifications have been made as of 3.0 to allow for
1105. 		 * some damage under all potential cases.
1106. 		 */
1107. 		cval = bcsign(sobj);
1108. 		useup(sobj);
1109. 		makeknown(SCR_FIRE);
1110. 		if(confused) {
1111. 		    if(Fire_resistance) {
1112. 			shieldeff(u.ux, u.uy);
1113. 			if(!Blind)
1114. 			    pline("Oh, look, what a pretty fire in your %s.",
1115. 				makeplural(body_part(HAND)));
1116. 			else You_feel("a pleasant warmth in your %s.",
1117. 				makeplural(body_part(HAND)));
1118. 		    } else {
1119. 			pline_The("scroll catches fire and you burn your %s.",
1120. 				makeplural(body_part(HAND)));
1121. 			losehp(1, "scroll of fire", KILLED_BY_AN);
1122. 		    }
1123. 		    return(1);
1124. 		}
1125. 		if (Underwater)
1126. 			pline_The("water around you vaporizes violently!");
1127. 		else {
1128. 		    pline_The("scroll erupts in a tower of flame!");
1129. 		    burn_away_slime();
1130. 		}
1131. 		explode(u.ux, u.uy, 11, (2*(rn1(3, 3) + 2 * cval) + 1)/3,
1132. 							SCROLL_CLASS);
1133. 		return(1);
1134. 	case SCR_EARTH:
1135. 	    /* TODO: handle steeds */
1136. 	    if (
1137. #ifdef REINCARNATION
1138. 		!Is_rogue_level(&u.uz) && 
1139. #endif
1140. 	    	 (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
1141. 	    	register int x, y;
1142. 
1143. 	    	/* Identify the scroll */
1144. 	    	pline_The("%s rumbles %s you!", ceiling(u.ux,u.uy),
1145. 	    			sobj->blessed ? "around" : "above");
1146. 	    	known = 1;
1147. 
1148. 	    	/* Loop through the surrounding squares */
1149. 	    	if (!sobj->cursed) for (x = u.ux-1; x <= u.ux+1; x++) {
1150. 	    	    for (y = u.uy-1; y <= u.uy+1; y++) {
1151. 
1152. 	    	    	/* Is this a suitable spot? */
1153. 	    	    	if (isok(x, y) && !closed_door(x, y) &&
1154. 	    	    			!IS_ROCK(levl[x][y].typ) &&
1155. 	    	    			!IS_AIR(levl[x][y].typ) &&
1156. 					(x != u.ux || y != u.uy)) {
1157. 			    register struct obj *otmp2;
1158. 			    register struct monst *mtmp;
1159. 
1160. 	    	    	    /* Make the object(s) */
1161. 	    	    	    otmp2 = mksobj(confused ? ROCK : BOULDER,
1162. 	    	    	    		FALSE, FALSE);
1163. 	    	    	    if (!otmp2) continue;  /* Shouldn't happen */
1164. 	    	    	    otmp2->quan = confused ? rn1(5,2) : 1;
1165. 	    	    	    otmp2->owt = weight(otmp2);
1166. 
1167. 	    	    	    /* Find the monster here (won't be player) */
1168. 	    	    	    mtmp = m_at(x, y);
1169. 	    	    	    if (mtmp && !amorphous(mtmp->data) &&
1170. 	    	    	    		!passes_walls(mtmp->data) &&
1171. 	    	    	    		!noncorporeal(mtmp->data) &&
1172. 	    	    	    		!unsolid(mtmp->data)) {
1173. 				struct obj *helmet = which_armor(mtmp, W_ARMH);
1174. 				int mdmg;
1175. 
1176. 				if (cansee(mtmp->mx, mtmp->my)) {
1177. 				    pline("%s is hit by %s!", Monnam(mtmp),
1178. 	    	    	    			doname(otmp2));
1179. 				    if (mtmp->minvis && !canspotmon(mtmp))
1180. 					map_invisible(mtmp->mx, mtmp->my);
1181. 				}
1182. 	    	    	    	mdmg = dmgval(otmp2, mtmp) * otmp2->quan;
1183. 				if (helmet) {
1184. 				    if(is_metallic(helmet)) {
1185. 					if (canspotmon(mtmp))
1186. 					    pline("Fortunately, %s is wearing a hard helmet.", mon_nam(mtmp));
1187. 					else if (flags.soundok)
1188. 					    You_hear("a clanging sound.");
1189. 					if (mdmg > 2) mdmg = 2;
1190. 				    } else {
1191. 					if (canspotmon(mtmp))
1192. 					    pline("%s's %s does not protect %s.",
1193. 						Monnam(mtmp), xname(uarmh),
1194. 						him[pronoun_gender(mtmp)]);
1195. 				    }
1196. 				}
1197. 	    	    	    	mtmp->mhp -= mdmg;
1198. 	    	    	    	if (mtmp->mhp <= 0)
1199. 	    	    	    	    xkilled(mtmp, 1);
1200. 	    	    	    }
1201. 	    	    	    /* Drop the rock/boulder to the floor */
1202. 	    	    	    if (!flooreffects(otmp2, x, y, "fall")) {
1203. 	    	    	    	place_object(otmp2, x, y);
1204. 	    	    	    	stackobj(otmp2);
1205. 	    	    	    	newsym(x, y);  /* map the rock */
1206. 	    	    	    }
1207. 	    	    	}
1208. 		    }
1209. 		}
1210. 		/* Attack the player */
1211. 		if (!sobj->blessed) {
1212. 		    int dmg;
1213. 		    struct obj *otmp2;
1214. 
1215. 		    /* Okay, _you_ write this without repeating the code */
1216. 		    otmp2 = mksobj(confused ? ROCK : BOULDER,
1217. 				FALSE, FALSE);
1218. 		    if (!otmp2) break;
1219. 		    otmp2->quan = confused ? rn1(5,2) : 1;
1220. 		    otmp2->owt = weight(otmp2);
1221. 		    if (!amorphous(youmonst.data) &&
1222. 				!Passes_walls &&
1223. 				!noncorporeal(youmonst.data) &&
1224. 				!unsolid(youmonst.data)) {
1225. 			You("are hit by %s!", doname(otmp2));
1226. 			dmg = dmgval(otmp2, &youmonst) * otmp2->quan;
1227. 			if (uarmh && !sobj->cursed) {
1228. 			    if(is_metallic(uarmh)) {
1229. 				pline("Fortunately, you are wearing a hard helmet.");
1230. 				if (dmg > 2) dmg = 2;
1231. 			    } else if (flags.verbose) {
1232. 				Your("%s does not protect you.",
1233. 						xname(uarmh));
1234. 			    }
1235. 			}
1236. 		    } else
1237. 			dmg = 0;
1238. 		    /* Must be before the losehp(), for bones files */
1239. 		    if (!flooreffects(otmp2, u.ux, u.uy, "fall")) {
1240. 			place_object(otmp2, u.ux, u.uy);
1241. 			stackobj(otmp2);
1242. 			newsym(u.ux, u.uy);
1243. 		    }
1244. 		    if (dmg) losehp(dmg, "scroll of earth", KILLED_BY_AN);
1245. 		}
1246. 	    }
1247. 	    break;
1248. 	case SCR_PUNISHMENT:
1249. 		known = TRUE;
1250. 		if(confused || sobj->blessed) {
1251. 			You_feel("guilty.");
1252. 			break;
1253. 		}
1254. 		punish(sobj);
1255. 		break;
1256. 	case SCR_STINKING_CLOUD: {
1257. 	        coord cc;
1258. 		pline("Where ?");
1259. 		cc.x = u.ux;
1260. 		cc.y = u.uy;
1261. 		if (getpos(&cc, TRUE, "the desired position") < 0) /* force valid */
1262. 		    return 0;	/* abort */
1263. 		if (!cansee(cc.x, cc.y) || distu(cc.x, cc.y) >= 32)
1264. 		    return 0;
1265. 		known = TRUE;
1266. 		(void) create_gas_cloud(cc.x, cc.y, 3, 10);
1267. 		break;
1268. 	}
1269. 	default:
1270. 		impossible("What weird effect is this? (%u)", sobj->otyp);
1271. 	}
1272. 	return(0);
1273. }
1274. 
1275. static void
1276. wand_explode(obj)
1277. register struct obj *obj;
1278. {
1279.     obj->in_use = TRUE;	/* in case losehp() is fatal */
1280.     Your("%s vibrates violently, and explodes!",xname(obj));
1281.     nhbell();
1282.     losehp(rnd(2*(u.uhpmax+1)/3), "exploding wand", KILLED_BY_AN);
1283.     useup(obj);
1284.     exercise(A_STR, FALSE);
1285. }
1286. 
1287. /*
1288.  * Low-level lit-field update routine.
1289.  */
1290. STATIC_PTR void
1291. set_lit(x,y,val)
1292. int x, y;
1293. genericptr_t val;
1294. {
1295. 	if (val)
1296. 	    levl[x][y].lit = 1;
1297. 	else {
1298. 	    levl[x][y].lit = 0;
1299. 	    snuff_light_source(x, y);
1300. 	}
1301. }
1302. 
1303. void
1304. litroom(on,obj)
1305. register boolean on;
1306. struct obj *obj;
1307. {
1308. 	char is_lit;	/* value is irrelevant; we use its address
1309. 			   as a `not null' flag for set_lit() */
1310. 
1311. 	/* first produce the text (provided you're not blind) */
1312. 	if(!on) {
1313. 		register struct obj *otmp;
1314. 
1315. 		if (!Blind) {
1316. 		    if(u.uswallow) {
1317. 			pline("It seems even darker in here than before.");
1318. 			return;
1319. 		    }
1320. 		    You("are surrounded by darkness!");
1321. 		}
1322. 
1323. 		/* the magic douses lamps, et al, too */
1324. 		for(otmp = invent; otmp; otmp = otmp->nobj)
1325. 		    if (otmp->lamplit)
1326. 			(void) snuff_lit(otmp);
1327. 		if (Blind) goto do_it;
1328. 	} else {
1329. 		if (Blind) goto do_it;
1330. 		if(u.uswallow){
1331. 			if (is_animal(u.ustuck->data))
1332. 				pline("%s stomach is lit.",
1333. 				         s_suffix(Monnam(u.ustuck)));
1334. 			else
1335. 				if (is_whirly(u.ustuck->data))
1336. 					pline("%s shines briefly.",
1337. 					      Monnam(u.ustuck));
1338. 				else
1339. 					pline("%s glistens.", Monnam(u.ustuck));
1340. 			return;
1341. 		}
1342. 		pline("A lit field surrounds you!");
1343. 	}
1344. 
1345. do_it:
1346. 	/* No-op in water - can only see the adjacent squares and that's it! */
1347. 	if (Underwater || Is_waterlevel(&u.uz)) return;
1348. 	/*
1349. 	 *  If we are darkening the room and the hero is punished but not
1350. 	 *  blind, then we have to pick up and replace the ball and chain so
1351. 	 *  that we don't remember them if they are out of sight.
1352. 	 */
1353. 	if (Punished && !on && !Blind)
1354. 	    move_bc(1, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
1355. 
1356. #ifdef REINCARNATION
1357. 	if (Is_rogue_level(&u.uz)) {
1358. 	    /* Can't use do_clear_area because MAX_RADIUS is too small */
1359. 	    /* rogue lighting must light the entire room */
1360. 	    int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET;
1361. 	    int rx, ry;
1362. 	    if(rnum >= 0) {
1363. 		for(rx = rooms[rnum].lx-1; rx <= rooms[rnum].hx+1; rx++)
1364. 		    for(ry = rooms[rnum].ly-1; ry <= rooms[rnum].hy+1; ry++)
1365. 			set_lit(rx, ry,
1366. 				(genericptr_t)(on ? &is_lit : (char *)0));
1367. 		rooms[rnum].rlit = on;
1368. 	    }
1369. 	    /* hallways remain dark on the rogue level */
1370. 	} else
1371. #endif
1372. 	    do_clear_area(u.ux,u.uy,
1373. 		(obj && obj->oclass==SCROLL_CLASS && obj->blessed) ? 9 : 5,
1374. 		set_lit, (genericptr_t)(on ? &is_lit : (char *)0));
1375. 
1376. 	/*
1377. 	 *  If we are not blind, then force a redraw on all positions in sight
1378. 	 *  by temporarily blinding the hero.  The vision recalculation will
1379. 	 *  correctly update all previously seen positions *and* correctly
1380. 	 *  set the waslit bit [could be messed up from above].
1381. 	 */
1382. 	if (!Blind) {
1383. 	    vision_recalc(2);
1384. 
1385. 	    /* replace ball&chain */
1386. 	    if (Punished && !on)
1387. 		move_bc(0, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
1388. 	}
1389. 
1390. 	vision_full_recalc = 1;	/* delayed vision recalculation */
1391. }
1392. 
1393. static void
1394. do_class_genocide()
1395. {
1396. 	register int i, j, immunecnt, gonecnt, goodcnt, class;
1397. 	char buf[BUFSZ];
1398. 	boolean gameover = FALSE;	/* true iff killed self */
1399. 
1400. 	for(j=0; ; j++) {
1401. 		if (j >= 5) {
1402. 			pline(thats_enough_tries);
1403. 			return;
1404. 		}
1405. 		do {
1406. 		    getlin("What class of monsters do you wish to genocide?",
1407. 			buf);
1408. 		    (void)mungspaces(buf);
1409. 		} while (buf[0]=='\033' || !buf[0]);
1410. 		if (strlen(buf) == 1) {
1411. 		    if (buf[0] == ILLOBJ_SYM)
1412. 			buf[0] = def_monsyms[S_MIMIC];
1413. 		    class = def_char_to_monclass(buf[0]);
1414. 		} else {
1415. 		    char buf2[BUFSZ];
1416. 
1417. 		    class = 0;
1418. 		    Strcpy(buf2, makesingular(buf));
1419. 		    Strcpy(buf, buf2);
1420. 		}
1421. 		immunecnt = gonecnt = goodcnt = 0;
1422. 		for (i = LOW_PM; i < NUMMONS; i++) {
1423. 		    if (class == 0 &&
1424. 			    strstri(monexplain[(int)mons[i].mlet], buf) != 0)
1425. 			class = mons[i].mlet;
1426. 		    if (mons[i].mlet == class) {
1427. 			if (!(mons[i].geno & G_GENO)) immunecnt++;
1428. 			else if(mvitals[i].mvflags & G_GENOD) gonecnt++;
1429. 			else goodcnt++;
1430. 		    }
1431. 		}
1432. 		/*
1433. 		 * TODO[?]: If user's input doesn't match any class
1434. 		 *	    description, check individual species names.
1435. 		 */
1436. 		if (!goodcnt && class != mons[urole.malenum].mlet &&
1437. 				class != mons[urace.malenum].mlet) {
1438. 			if (gonecnt)
1439. 	pline("All such monsters are already nonexistent.");
1440. 			else if (immunecnt ||
1441. 				(buf[0] == DEF_INVISIBLE && buf[1] == '\0'))
1442. 	You("aren't permitted to genocide such monsters.");
1443. 			else
1444. #ifdef WIZARD	/* to aid in topology testing; remove pesky monsters */
1445. 			  if (wizard && buf[0] == '*') {
1446. 			    register struct monst *mtmp, *mtmp2;
1447. 
1448. 			    gonecnt = 0;
1449. 			    for (mtmp = fmon; mtmp; mtmp = mtmp2) {
1450. 				mtmp2 = mtmp->nmon;
1451. 				mongone(mtmp);
1452. 				gonecnt++;
1453. 			    }
1454. 	pline("Eliminated %d monster%s.", gonecnt, plur(gonecnt));
1455. 			    return;
1456. 			} else
1457. #endif
1458. 	pline("That symbol does not represent any monster.");
1459. 			continue;
1460. 		}
1461. 
1462. 		for (i = LOW_PM; i < NUMMONS; i++) {
1463. 		    if(mons[i].mlet == class) {
1464. 			char nam[BUFSZ];
1465. 
1466. 			Strcpy(nam, makeplural(mons[i].mname));
1467. 			if (Your_Own_Role(i) || Your_Own_Race(i) ||
1468. 				((mons[i].geno & G_GENO)
1469. 				&& !(mvitals[i].mvflags & G_GENOD))) {
1470. 			/* This check must be first since player monsters might
1471. 			 * have G_GENOD or !G_GENO.
1472. 			 */
1473. 			    mvitals[i].mvflags |= (G_GENOD|G_NOCORPSE);
1474. 			    reset_rndmonst(i);
1475. 			    kill_genocided_monsters();
1476. 			    update_inventory();		/* eggs & tins */
1477. 			    pline("Wiped out all %s.", nam);
1478. 			    if (Upolyd && i == u.umonnum && !Unchanging) rehumanize();
1479. 			    /* Self-genocide if it matches either your race or role */
1480. 			    /* Assumption: male and female forms share the same letter */
1481. 			    if (i == urole.malenum || i == urace.malenum) {
1482. 				u.uhp = -1;
1483. 				killer_format = KILLED_BY_AN;
1484. 				killer = "scroll of genocide";
1485. 				if (Upolyd)
1486. 				    You_feel("dead inside.");
1487. 				else
1488. 				    gameover = TRUE;
1489. 			    }
1490. 			} else if (mvitals[i].mvflags & G_GENOD) {
1491. 			    if (!gameover)
1492. 				pline("All %s are already nonexistent.", nam);
1493. 			} else if (!gameover) {
1494. 			  /* suppress feedback about quest beings except
1495. 			     for those applicable to our own role */
1496. 			  if ((mons[i].msound != MS_LEADER ||
1497. 			       quest_info(MS_LEADER) == i)
1498. 			   && (mons[i].msound != MS_NEMESIS ||
1499. 			       quest_info(MS_NEMESIS) == i)
1500. 			   && (mons[i].msound != MS_GUARDIAN ||
1501. 			       quest_info(MS_GUARDIAN) == i)
1502. 			/* non-leader/nemesis/guardian role-specific monster */
1503. 			   && (i != PM_NINJA ||		/* nuisance */
1504. 			       Role_if(PM_SAMURAI))) {
1505. 				boolean named, uniq;
1506. 
1507. 				named = type_is_pname(&mons[i]) ? TRUE : FALSE;
1508. 				uniq = (mons[i].geno & G_UNIQ) ? TRUE : FALSE;
1509. 				/* one special case */
1510. 				if (i == PM_HIGH_PRIEST) uniq = FALSE;
1511. 
1512. 				You("aren't permitted to genocide %s%s.",
1513. 				    (uniq && !named) ? "the " : "",
1514. 				    (uniq || named) ? mons[i].mname : nam);
1515. 			    }
1516. 			}
1517. 		    }
1518. 		}
1519. 		if (gameover) done(GENOCIDED);
1520. 		return;
1521. 	}
1522. }
1523. 
1524. #define REALLY 1
1525. #define PLAYER 2
1526. void
1527. do_genocide(how)
1528. int how;
1529. /* 0 = no genocide; create monsters (cursed scroll) */
1530. /* 1 = normal genocide */
1531. /* 3 = forced genocide of player */
1532. {
1533. 	char buf[BUFSZ];
1534. 	register int	i, killplayer = 0;
1535. 	register int mndx;
1536. 	register struct permonst *ptr;
1537. 	const char *which;
1538. 
1539. 	if (how & PLAYER) {
1540. 		mndx = u.umonster;	/* non-polymorphed mon num */
1541. 		ptr = &mons[mndx];
1542. 		Strcpy(buf, ptr->mname);
1543. 		killplayer++;
1544. 	} else {
1545. 	    for(i = 0; ; i++) {
1546. 		if(i >= 5) {
1547. 		    pline(thats_enough_tries);
1548. 		    return;
1549. 		}
1550. 		getlin("What monster do you want to genocide? [type the name]",
1551. 			buf);
1552. 
1553. 		mndx = name_to_mon(buf);
1554. 		if (mndx == NON_PM || (mvitals[mndx].mvflags & G_GENOD)) {
1555. 			pline("Such creatures %s exist in this world.",
1556. 			      (mndx == NON_PM) ? "do not" : "no longer");
1557. 			continue;
1558. 		}
1559. 		ptr = &mons[mndx];
1560. 		if (Your_Own_Role(mndx) || Your_Own_Race(mndx)) {
1561. 			killplayer++;
1562. 			break;
1563. 		}
1564. 		if (is_human(ptr)) adjalign(-sgn(u.ualign.type));
1565. 		if (is_demon(ptr)) adjalign(sgn(u.ualign.type));
1566. 
1567. 		if(!(ptr->geno & G_GENO)) {
1568. 			if(flags.soundok) {
1569. 	/* fixme: unconditional "caverns" will be silly in some circumstances */
1570. 			    if(flags.verbose)
1571. 			pline("A thunderous voice booms through the caverns:");
1572. 			    verbalize("No, mortal!  That will not be done.");
1573. 			}
1574. 			continue;
1575. 		}
1576. 		/* KMH -- Unchanging prevents rehumanization */
1577. 		if (Unchanging && ptr == youmonst.data)
1578. 		    killplayer++;
1579. 		break;
1580. 	    }
1581. 	}
1582. 
1583. 	which = "all ";
1584. 	if (Hallucination) {
1585. 	    if (Upolyd)
1586. 		Strcpy(buf,youmonst.data->mname);
1587. 	    else {
1588. 		Strcpy(buf, (flags.female && urole.name.f) ?
1589. 				urole.name.f : urole.name.m);
1590. 		buf[0] = lowc(buf[0]);
1591. 	    }
1592. 	} else {
1593. 	    Strcpy(buf, ptr->mname); /* make sure we have standard singular */
1594. 	    if ((ptr->geno & G_UNIQ) && ptr != &mons[PM_HIGH_PRIEST])
1595. 		which = !type_is_pname(ptr) ? "the " : "";
1596. 	}
1597. 	if (how & REALLY) {
1598. 	    /* setting no-corpse affects wishing and random tin generation */
1599. 	    mvitals[mndx].mvflags |= (G_GENOD | G_NOCORPSE);
1600. 	    pline("Wiped out %s%s.", which,
1601. 		  (*which != 'a') ? buf : makeplural(buf));
1602. 
1603. 	    if (killplayer) {
1604. 		/* might need to wipe out dual role */
1605. 		if (urole.femalenum != NON_PM && mndx == urole.malenum)
1606. 		    mvitals[urole.femalenum].mvflags |= (G_GENOD | G_NOCORPSE);
1607. 		if (urole.femalenum != NON_PM && mndx == urole.femalenum)
1608. 		    mvitals[urole.malenum].mvflags |= (G_GENOD | G_NOCORPSE);
1609. 		if (urace.femalenum != NON_PM && mndx == urace.malenum)
1610. 		    mvitals[urace.femalenum].mvflags |= (G_GENOD | G_NOCORPSE);
1611. 		if (urace.femalenum != NON_PM && mndx == urace.femalenum)
1612. 		    mvitals[urace.malenum].mvflags |= (G_GENOD | G_NOCORPSE);
1613. 
1614. 		u.uhp = -1;
1615. 		killer_format = KILLED_BY_AN;
1616. 		if (how & PLAYER)
1617. 			killer = "genocidal confusion";
1618. 		else /* selected player deliberately, not confused */
1619. 			killer = "scroll of genocide";
1620. 
1621. 	/* Polymorphed characters will die as soon as they're rehumanized. */
1622. 	/* KMH -- Unchanging prevents rehumanization */
1623. 		if (Upolyd && ptr != youmonst.data) You_feel("dead inside.");
1624. 		else
1625. 			done(GENOCIDED);
1626. 	    } else if (ptr == youmonst.data) {
1627. 		rehumanize();
1628. 	    }
1629. 	    reset_rndmonst(mndx);
1630. 	    kill_genocided_monsters();
1631. 	    update_inventory();	/* in case identified eggs were affected */
1632. 	} else {
1633. 	    int cnt = 0;
1634. 
1635. 	    if (!(mons[mndx].geno & G_UNIQ) &&
1636. 		    !(mvitals[mndx].mvflags & (G_GENOD | G_EXTINCT)))
1637. 		for (i = rn1(3, 4); i > 0; i--) {
1638. 		    if (!makemon(ptr, u.ux, u.uy, NO_MINVENT))
1639. 			break;	/* couldn't make one */
1640. 		    ++cnt;
1641. 		    if (mvitals[mndx].mvflags & G_EXTINCT)
1642. 			break;	/* just made last one */
1643. 		}
1644. 	    if (cnt)
1645. 		pline("Sent in some %s.", makeplural(buf));
1646. 	    else
1647. 		pline(nothing_happens);
1648. 	}
1649. }
1650. 
1651. void
1652. punish(sobj)
1653. register struct obj	*sobj;
1654. {
1655. 	/* KMH -- Punishment is still okay when you are riding */
1656. 	You("are being punished for your misbehavior!");
1657. 	if(Punished){
1658. 		Your("iron ball gets heavier.");
1659. 		uball->owt += 160 * (1 + sobj->cursed);
1660. 		return;
1661. 	}
1662. 	if (amorphous(youmonst.data) || is_whirly(youmonst.data) || unsolid(youmonst.data)) {
1663. 		pline("A ball and chain appears, then falls away.");
1664. 		dropy(mkobj(BALL_CLASS, TRUE));
1665. 		return;
1666. 	}
1667. 	setworn(mkobj(CHAIN_CLASS, TRUE), W_CHAIN);
1668. 	setworn(mkobj(BALL_CLASS, TRUE), W_BALL);
1669. 	uball->spe = 1;		/* special ball (see save) */
1670. 
1671. 	/*
1672. 	 *  Place ball & chain if not swallowed.  If swallowed, the ball &
1673. 	 *  chain variables will be set at the next call to placebc().
1674. 	 */
1675. 	if (!u.uswallow) {
1676. 	    placebc();
1677. 	    if (Blind) set_bc(1);	/* set up ball and chain variables */
1678. 	    newsym(u.ux,u.uy);		/* see ball&chain if can't see self */
1679. 	}
1680. }
1681. 
1682. void
1683. unpunish()
1684. {	    /* remove the ball and chain */
1685. 	struct obj *savechain = uchain;
1686. 
1687. 	obj_extract_self(uchain);
1688. 	newsym(uchain->ox,uchain->oy);
1689. 	setworn((struct obj *)0, W_CHAIN);
1690. 	dealloc_obj(savechain);
1691. 	uball->spe = 0;
1692. 	setworn((struct obj *)0, W_BALL);
1693. }
1694. 
1695. /* some creatures have special data structures that only make sense in their
1696.  * normal locations -- if the player tries to create one elsewhere, or to revive
1697.  * one, the disoriented creature becomes a zombie
1698.  */
1699. boolean
1700. cant_create(mtype, revival)
1701. int *mtype;
1702. boolean revival;
1703. {
1704. 
1705. 	/* SHOPKEEPERS can be revived now */
1706. 	if (*mtype==PM_GUARD || (*mtype==PM_SHOPKEEPER && !revival)
1707. 	     || *mtype==PM_ALIGNED_PRIEST || *mtype==PM_ANGEL) {
1708. 		*mtype = PM_HUMAN_ZOMBIE;
1709. 		return TRUE;
1710. 	} else if (*mtype==PM_LONG_WORM_TAIL) {	/* for create_particular() */
1711. 		*mtype = PM_LONG_WORM;
1712. 		return TRUE;
1713. 	}
1714. 	return FALSE;
1715. }
1716. 
1717. #ifdef WIZARD
1718. boolean
1719. create_particular()
1720. {
1721. 	char buf[BUFSZ];
1722. 	int which, tries = 0;
1723. 
1724. 	do {
1725. 	    getlin("Create what kind of monster? [type the name]", buf);
1726. 	    if (buf[0] == '\033') return FALSE;
1727. 	    which = name_to_mon(buf);
1728. 	    if (which < LOW_PM) pline("I've never heard of such monsters.");
1729. 	    else break;
1730. 	} while (++tries < 5);
1731. 	if (tries == 5) pline(thats_enough_tries);
1732. 	else {
1733. 	    (void) cant_create(&which, FALSE);
1734. 	    return((boolean)(makemon(&mons[which],
1735. 				u.ux, u.uy, NO_MM_FLAGS) != 0));
1736. 	}
1737. 	return FALSE;
1738. }
1739. #endif /* WIZARD */
1740. 
1741. #endif /* OVLB */
1742. 
1743. /*read.c*/