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nethack.lha
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nethack-3.1
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read.c
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1993-01-04
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/* SCCS Id: @(#)read.c 3.1 92/12/10 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* elven armor vibrates warningly when enchanted beyond a limit */
#define is_elven_armor(optr) ((optr)->otyp == ELVEN_LEATHER_HELM\
|| (optr)->otyp == ELVEN_MITHRIL_COAT\
|| (optr)->otyp == ELVEN_CLOAK\
|| (optr)->otyp == ELVEN_SHIELD\
|| (optr)->otyp == ELVEN_BOOTS)
#ifdef OVLB
boolean known;
static const char NEARDATA readable[] =
{ ALL_CLASSES, SCROLL_CLASS, SPBOOK_CLASS, 0 };
static const char all_count[] = { ALLOW_COUNT, ALL_CLASSES, 0 };
static void FDECL(wand_explode, (struct obj *));
static void NDECL(do_class_genocide);
static void FDECL(stripspe,(struct obj *));
static void FDECL(p_glow1,(struct obj *));
static void FDECL(p_glow2,(struct obj *,const char *));
static void FDECL(forget,(BOOLEAN_P));
#endif /* OVLB */
#ifndef OVERLAY
STATIC_DCL void FDECL(set_lit, (int,int,genericptr_t));
#endif
#ifdef OVLB
int
doread()
{
register struct obj *scroll;
register boolean confused;
known = FALSE;
if(check_capacity(NULL)) return (0);
scroll = getobj(readable, "read");
if(!scroll) return(0);
/* outrumor has its own blindness check */
if(scroll->otyp == FORTUNE_COOKIE) {
if(flags.verbose)
You("break up the cookie and throw away the pieces.");
outrumor(bcsign(scroll), TRUE);
useup(scroll);
return(1);
} else if (scroll->oclass != SCROLL_CLASS
&& scroll->oclass != SPBOOK_CLASS) {
pline(silly_thing_to, "read");
return(0);
} else if (Blind) {
const char *what = 0;
if (scroll->oclass == SPBOOK_CLASS)
what = "mystic runes";
else if (!scroll->dknown)
what = "formula on the scroll";
if (what) {
pline("Being blind, you cannot read the %s.", what);
return(0);
}
}
confused = (Confusion != 0);
if(scroll->oclass == SPBOOK_CLASS) {
if(confused) {
You("cannot grasp the meaning of this tome.");
return(0);
} else
return(study_book(scroll));
}
#ifndef NO_SIGNAL
scroll->in_use = TRUE; /* scroll, not spellbook, now being read */
#endif
if(scroll->otyp != SCR_BLANK_PAPER) {
if(Blind)
pline("As you pronounce the formula on it, the scroll disappears.");
else
pline("As you read the scroll, it disappears.");
if(confused) {
if (Hallucination)
pline("Being so trippy, you screw up....");
else
pline("Being confused, you mispronounce the magic words....");
}
}
if(!seffects(scroll)) {
if(!objects[scroll->otyp].oc_name_known) {
if(known) {
makeknown(scroll->otyp);
more_experienced(0,10);
} else if(!objects[scroll->otyp].oc_uname)
docall(scroll);
}
if(scroll->otyp != SCR_BLANK_PAPER)
useup(scroll);
#ifndef NO_SIGNAL
else scroll->in_use = FALSE;
#endif
}
return(1);
}
static void
stripspe(obj)
register struct obj *obj;
{
if (obj->blessed) pline(nothing_happens);
else {
if (obj->spe > 0) {
obj->spe = 0;
if (obj->otyp == OIL_LAMP || obj->otyp == BRASS_LANTERN)
obj->age = 0;
Your("%s vibrates briefly.",xname(obj));
} else pline(nothing_happens);
}
}
static void
p_glow1(otmp)
register struct obj *otmp;
{
Your("%s %s briefly.", xname(otmp),
Blind ? "vibrates" : "glows");
}
static void
p_glow2(otmp,color)
register struct obj *otmp;
register const char *color;
{
Your("%s %s%s for a moment.",
xname(otmp),
Blind ? "vibrates" : "glows ",
Blind ? (const char *)"" : Hallucination ? hcolor() : color);
}
/*
* recharge an object; curse_bless is -1 if the recharging implement
* was cursed, +1 if blessed, 0 otherwise.
*/
void
recharge(obj, curse_bless)
struct obj *obj;
int curse_bless;
{
register int n;
boolean is_cursed, is_blessed;
is_cursed = curse_bless < 0;
is_blessed = curse_bless > 0;
if (obj->oclass == WAND_CLASS) {
if (obj->otyp == WAN_WISHING) {
if (obj->recharged) { /* recharged once already? */
wand_explode(obj);
return;
}
if (is_cursed) stripspe(obj);
else if (is_blessed) {
if (obj->spe != 3) {
obj->spe = 3;
p_glow2(obj,blue);
} else {
wand_explode(obj);
return;
}
} else {
if (obj->spe < 3) {
obj->spe++;
p_glow2(obj,blue);
} else pline(nothing_happens);
}
obj->recharged = 1; /* another recharging disallowed */
} else {
if (is_cursed) stripspe(obj);
else if (is_blessed) {
if (objects[obj->otyp].oc_dir == NODIR) {
n = rn1(5,11);
if (obj->spe < n) obj->spe = n;
else obj->spe++;
} else {
n = rn1(5,4);
if (obj->spe < n) obj->spe = n;
else obj->spe++;
}
p_glow2(obj,blue);
} else {
obj->spe++;
p_glow1(obj);
}
}
} else if (obj->oclass == RING_CLASS &&
objects[obj->otyp].oc_charged) {
/* charging does not affect ring's curse/bless status */
int s = is_blessed ? rnd(3) : is_cursed ? -rnd(2) : 1;
boolean is_on = (obj == uleft || obj == uright);
/* destruction depends on current state, not adjustment */
if (obj->spe > rn2(7) || obj->spe <= -5) {
Your("%s pulsates momentarily, then explodes!",
xname(obj));
if (is_on) Ring_gone(obj);
s = rnd(3 * abs(obj->spe)); /* amount of damage */
useup(obj);
losehp(s, "exploding ring", KILLED_BY_AN);
} else {
long mask = is_on ? (obj == uleft ? LEFT_RING :
RIGHT_RING) : 0L;
Your("%s spins %sclockwise for a moment.",
xname(obj), s < 0 ? "counter" : "");
/* cause attributes and/or properties to be updated */
if (is_on) Ring_off(obj);
obj->spe += s; /* update the ring while it's off */
if (is_on) setworn(obj, mask), Ring_on(obj);
/* oartifact: if a touch-sensitive artifact ring is
ever created the above will need to be revised */
}
} else {
switch(obj->otyp) {
case MAGIC_MARKER:
if (is_cursed) stripspe(obj);
else if (obj->recharged) {
if (obj->spe < 3)
Your("marker seems permanently dried out.");
else
pline(nothing_happens);
} else if (is_blessed) {
n = obj->spe;
if (n < 50) obj->spe = 50;
if (n >= 50 && n < 75) obj->spe = 75;
if (n >= 75) obj->spe += 10;
p_glow2(obj,blue);
obj->recharged = 1;
} else {
if (obj->spe < 50) obj->spe = 50;
else obj->spe++;
p_glow2(obj,White);
obj->recharged = 1;
}
break;
case OIL_LAMP:
case BRASS_LANTERN:
if (is_cursed) {
stripspe(obj);
if (obj->lamplit) {
if (!Blind)
pline("%s goes out!", The(xname(obj)));
obj->lamplit = 0;
check_lamps();
}
} else if (is_blessed) {
obj->spe = 1;
obj->age = 1500;
p_glow2(obj,blue);
} else {
obj->spe = 1;
obj->age += 750;
if (obj->age > 1500) obj->age = 1500;
p_glow1(obj);
}
break;
case CRYSTAL_BALL:
if (is_cursed) stripspe(obj);
else if (is_blessed) {
obj->spe = 6;
p_glow2(obj,blue);
} else {
if (obj->spe < 5) {
obj->spe++;
p_glow1(obj);
} else pline(nothing_happens);
}
break;
case HORN_OF_PLENTY:
case BAG_OF_TRICKS:
if (is_cursed) stripspe(obj);
else if (is_blessed) {
if (obj->spe <= 10)
obj->spe += rn1(10, 6);
else obj->spe += rn1(5, 6);
p_glow2(obj,blue);
} else {
obj->spe += rnd(5);
p_glow1(obj);
}
break;
default:
You("have a feeling of loss.");
break;
} /* switch */
}
}
/*
* forget some things (e.g. after reading a scroll of amnesia). abs(howmuch)
* controls the level of forgetfulness; 0 == part of the map, 1 == all of
* of map, 2 == part of map + spells, 3 == all of map + spells.
*/
static void
forget(howmuch)
boolean howmuch;
{
register int zx, zy;
register struct trap *trap;
if (Punished) u.bc_felt = 0; /* forget felt ball&chain */
known = TRUE;
for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
if (howmuch & 1 || rn2(7)) {
/* Zonk all memory of this location. */
levl[zx][zy].seen = levl[zx][zy].waslit = 0;
levl[zx][zy].glyph = cmap_to_glyph(S_stone);
}
/* forget all traps (except the one the hero is in :-) */
for (trap = ftrap; trap; trap = trap->ntrap)
if (trap->tx != u.ux || trap->ty != u.uy) trap->tseen = 0;
/*
* Make sure that what was seen is restored correctly. To do this,
* we need to go blind for an instant --- turn off the display,
* then restart it. All this work is needed to correctly handle
* walls which are stone on one side and wall on the other. Turning
* off the seen bit above will make the wall revert to stone, but
* there are cases where we don't want this to happen. The easiest
* thing to do is to run it through the vision system again, which
* is always correct.
*/
docrt(); /* this correctly will reset vision */
if(howmuch & 2) losespells();
}
int
seffects(sobj)
register struct obj *sobj;
{
register int cval;
register boolean confused = (Confusion != 0);
register struct obj *otmp;
exercise(A_WIS, TRUE); /* just for trying */
switch(sobj->otyp) {
#ifdef MAIL
case SCR_MAIL:
known = TRUE;
if (sobj->spe)
pline("This seems to be junk mail addressed to the finder of the Eye of Larn.");
/* note to the puzzled: the game Larn actually sends you junk
* mail if you win!
*/
else readmail(sobj);
break;
#endif
case SCR_ENCHANT_ARMOR:
{
register schar s;
otmp = some_armor();
if(!otmp) {
strange_feeling(sobj,
!Blind ? "Your skin glows then fades." :
"Your skin feels warm for a moment.");
exercise(A_CON, !sobj->cursed);
exercise(A_STR, !sobj->cursed);
return(1);
}
if(confused) {
otmp->oerodeproof = !(sobj->cursed);
if(Blind) {
otmp->rknown = FALSE;
Your("%s feels warm for a moment.",
xname(otmp));
} else {
otmp->rknown = TRUE;
Your("%s is covered by a %s %s %s!",
xname(otmp),
sobj->cursed ? "mottled" : "shimmering",
Hallucination ? hcolor() :
sobj->cursed ? Black : golden,
sobj->cursed ? "glow" :
(is_shield(otmp) ? "layer" : "shield"));
}
if (otmp->oerodeproof && otmp->oeroded) {
otmp->oeroded = 0;
Your("%s %ss good as new!",
xname(otmp), Blind ? "feel" : "look");
}
break;
}
if((otmp->spe > ((otmp->otyp == ELVEN_MITHRIL_COAT) ? 5 : 3))
&& rn2(otmp->spe) && !sobj->cursed) {
Your("%s violently %s%s for a while, then evaporates.",
xname(otmp),
Blind ? "vibrates" : "glows ",
Blind ? nul : Hallucination ? hcolor() : silver);
if(is_cloak(otmp)) (void) Cloak_off();
if(is_boots(otmp)) (void) Boots_off();
if(is_helmet(otmp)) (void) Helmet_off();
if(is_gloves(otmp)) (void) Gloves_off();
if(is_shield(otmp)) (void) Shield_off();
if(otmp == uarm) (void) Armor_gone();
useup(otmp);
break;
}
s = sobj->cursed ? -1 :
otmp->spe >= 9 ? (rn2(otmp->spe) == 0) :
sobj->blessed ? rnd(3-otmp->spe/3) : 1;
if (s >= 0 && otmp->otyp >= GRAY_DRAGON_SCALES &&
otmp->otyp <= YELLOW_DRAGON_SCALES) {
/* dragon scales get turned into dragon scale mail */
Your("%s merges and hardens!", xname(otmp));
setworn((struct obj *)0, W_ARM);
/* assumes same order */
otmp->otyp = GRAY_DRAGON_SCALE_MAIL +
otmp->otyp - GRAY_DRAGON_SCALES;
otmp->cursed = 0;
if (sobj->blessed) {
otmp->spe++;
otmp->blessed = 1;
}
otmp->known = 1;
setworn(otmp, W_ARM);
break;
}
Your("%s %s%s%s for a %s.",
xname(otmp),
s == 0 ? "violently " : nul,
Blind ? "vibrates" : "glows ",
Blind ? nul : Hallucination ? hcolor() :
sobj->cursed ? Black : silver,
(s*s>1) ? "while" : "moment");
otmp->cursed = sobj->cursed;
if (!otmp->blessed || sobj->cursed)
otmp->blessed = sobj->blessed;
if (s) {
otmp->spe += s;
adj_abon(otmp, s);
}
/* an elven magic clue, cookie@keebler */
if((otmp->spe > ((otmp->otyp == ELVEN_MITHRIL_COAT) ? 5 : 3))
&& (is_elven_armor(otmp) || !rn2(7)))
Your("%s suddenly vibrates %s.",
xname(otmp),
Blind ? "again" : "unexpectedly");
break;
}
case SCR_DESTROY_ARMOR:
{
otmp = some_armor();
if(confused) {
if(!otmp) {
strange_feeling(sobj,"Your bones itch.");
exercise(A_STR, FALSE);
exercise(A_CON, FALSE);
return(1);
}
otmp->oerodeproof = sobj->cursed;
p_glow2(otmp,purple);
break;
}
if(!sobj->cursed || !otmp || !otmp->cursed) {
if(!destroy_arm(otmp)) {
strange_feeling(sobj,"Your skin itches.");
exercise(A_STR, FALSE);
exercise(A_CON, FALSE);
return(1);
}
} else { /* armor and scroll both cursed */
Your("%s vibrates.", xname(otmp));
if (otmp->spe >= -6) otmp->spe--;
make_stunned(HStun + rn1(10, 10), TRUE);
}
}
break;
case SCR_CONFUSE_MONSTER:
case SPE_CONFUSE_MONSTER:
if(u.usym != S_HUMAN || sobj->cursed) {
if(!HConfusion) You("feel confused.");
make_confused(HConfusion + rnd(100),FALSE);
} else if(confused) {
if(!sobj->blessed) {
Your("%s begin to %s%s.",
makeplural(body_part(HAND)),
Blind ? "tingle" : "glow ",
Blind ? nul : Hallucination ? hcolor() : purple);
make_confused(HConfusion + rnd(100),FALSE);
} else {
pline("A %s%s surrounds your %s.",
Blind ? nul : Hallucination ? hcolor() : red,
Blind ? "faint buzz" : " glow",
body_part(HEAD));
make_confused(0L,TRUE);
}
} else {
if (!sobj->blessed) {
Your("%s%s %s%s.",
makeplural(body_part(HAND)),
Blind ? "" : " begin to glow",
Blind ? (const char *)"tingle" : Hallucination ? hcolor() : red,
u.umconf ? " even more" : "");
u.umconf++;
} else {
if (Blind)
Your("%s tingle %s sharply.",
makeplural(body_part(HAND)),
u.umconf ? "even more" : "very");
else
Your("%s glow a%s brilliant %s.",
makeplural(body_part(HAND)),
u.umconf ? "n even more" : "",
Hallucination ? hcolor() : red);
u.umconf += rn1(8, 2);
}
}
break;
case SCR_SCARE_MONSTER:
case SPE_CAUSE_FEAR:
{ register int ct = 0;
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(cansee(mtmp->mx,mtmp->my)) {
if(confused || sobj->cursed) {
mtmp->mflee = mtmp->mfrozen = mtmp->msleep = 0;
mtmp->mcanmove = 1;
} else
if (! resist(mtmp, sobj->oclass, 0, NOTELL))
mtmp->mflee = 1;
if(!mtmp->mtame) ct++; /* pets don't laugh at you */
}
if(!ct)
You("hear %s in the distance.",
(confused || sobj->cursed) ? "sad wailing" :
"maniacal laughter");
else if(sobj->otyp == SCR_SCARE_MONSTER)
You("hear %s close by.",
(confused || sobj->cursed) ? "sad wailing" :
"maniacal laughter");
break;
}
case SCR_BLANK_PAPER:
if (Blind)
You("don't remember there being any magic words on this scroll.");
else
pline("This scroll seems to be blank.");
known = TRUE;
break;
case SCR_REMOVE_CURSE:
case SPE_REMOVE_CURSE:
{ register struct obj *obj;
if(confused)
if (Hallucination)
You("feel the power of the Force against you!");
else
You("feel like you need some help.");
else
if (Hallucination)
You("feel in touch with the Universal Oneness.");
else
You("feel like someone is helping you.");
if(sobj->cursed) pline("The scroll disintegrates.");
else {
for(obj = invent; obj ; obj = obj->nobj)
if(sobj->blessed || obj->owornmask ||
(obj->otyp == LOADSTONE)) {
if(confused) blessorcurse(obj, 2);
else uncurse(obj);
}
}
if(Punished && !confused) unpunish();
break;
}
case SCR_CREATE_MONSTER:
#if defined(WIZARD) || defined(EXPLORE_MODE)
if (wizard || discover)
known = TRUE;
#endif /* WIZARD || EXPLORE_MODE */
case SPE_CREATE_MONSTER:
{ register int cnt = 1;
if(!rn2(73) && !sobj->blessed) cnt += rnd(4);
if(confused || sobj->cursed) cnt += 12;
while(cnt--) {
#if defined(WIZARD) || defined(EXPLORE_MODE)
if((!wizard && !discover) || !create_particular())
#endif /* WIZARD || EXPLORE_MODE */
(void) makemon (confused ? &mons[PM_ACID_BLOB] :
(struct permonst *) 0, u.ux, u.uy);
}
break;
}
/* break; /*NOTREACHED*/
case SCR_ENCHANT_WEAPON:
if(uwep && (uwep->oclass == WEAPON_CLASS ||
uwep->otyp == PICK_AXE ||
uwep->otyp == UNICORN_HORN) && confused) {
/* oclass check added 10/25/86 GAN */
uwep->oerodeproof = !(sobj->cursed);
if(Blind) {
uwep->rknown = FALSE;
Your("weapon feels warm for a moment.");
} else {
uwep->rknown = TRUE;
Your("%s covered by a %s %s %s!",
aobjnam(uwep, "are"),
sobj->cursed ? "mottled" : "shimmering",
Hallucination ? hcolor() :
sobj->cursed ? purple : golden,
sobj->cursed ? "glow" : "shield");
}
if (uwep->oerodeproof && uwep->oeroded) {
uwep->oeroded = 0;
Your("%s good as new!",
aobjnam(uwep, Blind ? "feel" : "look"));
}
} else return !chwepon(sobj,
sobj->cursed ? -1 :
!uwep ? 1 :
uwep->spe >= 9 ? (rn2(uwep->spe) == 0) :
sobj->blessed ? rnd(3-uwep->spe/3) : 1);
break;
case SCR_TAMING:
case SPE_CHARM_MONSTER:
{ register int i,j;
register int bd = confused ? 5 : 1;
register struct monst *mtmp;
for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
if(isok(u.ux+i, u.uy+j) && (mtmp = m_at(u.ux+i, u.uy+j))) {
if(sobj->cursed) {
if(!mtmp->mtame) mtmp->mpeaceful = 0;
} else {
if (mtmp->isshk) {
if (!mtmp->mpeaceful) {
pline("%s calms down.", Monnam(mtmp));
mtmp->mpeaceful = 1;
}
} else if(!resist(mtmp, sobj->oclass, 0, NOTELL))
(void) tamedog(mtmp, (struct obj *) 0);
}
}
break;
}
case SCR_GENOCIDE:
You("have found a scroll of genocide!");
known = TRUE;
if (sobj->blessed) do_class_genocide();
else do_genocide(!sobj->cursed | (2 * !!Confusion));
break;
case SCR_LIGHT:
if(!Blind) known = TRUE;
litroom(!confused && !sobj->cursed, sobj);
break;
case SCR_TELEPORTATION:
if(confused || sobj->cursed) level_tele();
else {
if (sobj->blessed && !Teleport_control) {
known = TRUE;
if (yn("Do you wish to teleport?")=='n')
break;
}
tele();
if(Teleport_control || !couldsee(u.ux0, u.uy0) ||
(distu(u.ux0, u.uy0) >= 16))
known = TRUE;
}
break;
case SCR_GOLD_DETECTION:
if (confused || sobj->cursed) return(trap_detect(sobj));
else return(gold_detect(sobj));
case SCR_FOOD_DETECTION:
case SPE_DETECT_FOOD:
if (food_detect(sobj))
return(1); /* nothing detected */
break;
case SPE_IDENTIFY:
cval = rn2(5);
goto id;
case SCR_IDENTIFY:
/* known = TRUE; */
if(confused)
You("identify this as an identify scroll.");
else
pline("This is an identify scroll.");
if (sobj->blessed || (!sobj->cursed && !rn2(5)))
cval = rn2(5);
/* Note: if rn2(5)==0, identify all items */
else cval = 1;
useup(sobj);
makeknown(SCR_IDENTIFY);
id:
if(invent && !confused) {
int ret;
do {
ret = ggetobj("identify", identify, cval);
} while(cval && (cval -= ret));
}
return(1);
case SCR_CHARGING:
if (confused) {
You("feel charged up!");
if (u.uen < u.uenmax)
u.uen = u.uenmax;
else
u.uen = (u.uenmax += d(5,4));
flags.botl = 1;
break;
}
known = TRUE;
pline("This is a charging scroll.");
otmp = getobj(all_count, "charge");
if (!otmp) break;
recharge(otmp, sobj->cursed ? -1 : (sobj->blessed ? 1 : 0));
break;
case SCR_MAGIC_MAPPING:
if (level.flags.nommap) {
Your("mind is filled with crazy lines!");
if (Hallucination)
pline("Wow! Modern art.");
else
Your("head spins in bewilderment.");
make_confused(HConfusion + rnd(30), FALSE);
break;
}
known = TRUE;
case SPE_MAGIC_MAPPING:
if (level.flags.nommap) {
Your("head spins as something blocks the spell!");
make_confused(HConfusion + rnd(30), FALSE);
break;
}
pline("A map coalesces in your mind!");
cval = (sobj->cursed && !confused);
if(cval) HConfusion = 1; /* to screw up map */
do_mapping();
if(cval) {
HConfusion = 0; /* restore */
pline("Unfortunately, you can't grasp the details.");
}
break;
case SCR_AMNESIA:
known = TRUE;
forget( ((!sobj->blessed) << 1) | (!confused || sobj->cursed) );
if (Hallucination) /* Ommmmmm! */
Your("mind releases itself from mundane concerns.");
else if (!strncmpi(plname, "Maud", 4))
pline("As your mind turns inward on itself, you forget everything else.");
else if (rn2(2))
pline("Who was that Maud person anyway?");
else
pline("Thinking of Maud you forget everything else.");
exercise(A_WIS, FALSE);
break;
case SCR_FIRE:
/*
* Note: Modifications have been made as of 3.0 to allow for
* some damage under all potential cases.
*/
cval = bcsign(sobj);
useup(sobj);
makeknown(SCR_FIRE);
if(confused) {
if(Fire_resistance) {
shieldeff(u.ux, u.uy);
if(!Blind)
pline("Oh, look, what a pretty fire in your %s.",
makeplural(body_part(HAND)));
else You("feel a pleasant warmth in your %s.",
makeplural(body_part(HAND)));
} else {
pline("The scroll catches fire and you burn your %s.",
makeplural(body_part(HAND)));
losehp(1, "scroll of fire", KILLED_BY_AN);
}
return(1);
}
if (Underwater)
pline("The water around you vaporizes violently!");
else
pline("The scroll erupts in a tower of flame!");
explode(u.ux, u.uy, 11, (2*(rn1(3, 3) + 2 * cval) + 1)/3,
SCROLL_CLASS);
return(1);
case SCR_PUNISHMENT:
known = TRUE;
if(confused || sobj->blessed) {
You("feel guilty.");
break;
}
punish(sobj);
break;
default:
impossible("What weird effect is this? (%u)", sobj->otyp);
}
return(0);
}
static void
wand_explode(obj)
register struct obj *obj;
{
Your("%s vibrates violently, and explodes!",xname(obj));
nhbell();
losehp(rn2(2*(u.uhpmax+1)/3),"exploding wand", KILLED_BY_AN);
useup(obj);
exercise(A_STR, FALSE);
}
/*
* Low-level lit-field update routine.
*/
STATIC_PTR void
set_lit(x,y,val)
int x, y;
genericptr_t val;
{
levl[x][y].lit = (val == (genericptr_t)-1) ? 0 : 1;
return;
}
void
litroom(on,obj)
register boolean on;
struct obj *obj;
{
/* first produce the text (provided you're not blind) */
if(Blind) goto do_it;
if(!on) {
if(u.uswallow) {
pline("It seems even darker in here than before.");
return;
}
You("are surrounded by darkness!");
} else {
if(u.uswallow){
if (is_animal(u.ustuck->data))
pline("%s stomach is lit.",
s_suffix(Monnam(u.ustuck)));
else
if (is_whirly(u.ustuck->data))
pline("%s shines briefly.",
Monnam(u.ustuck));
else
pline("%s glistens.", Monnam(u.ustuck));
return;
}
pline("A lit field surrounds you!");
}
do_it:
/* No-op in water - can only see the adjacent squares and that's it! */
if (Underwater || Is_waterlevel(&u.uz)) return;
/*
* If we are darkening the room and the hero is punished but not
* blind, then we have to pick up and replace the ball and chain so
* that we don't remember them if they are out of sight.
*/
if (Punished && !on && !Blind)
move_bc(1, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
#ifdef REINCARNATION
if (Is_rogue_level(&u.uz)) {
/* Can't use do_clear_area because MAX_RADIUS is too small */
/* rogue lighting must light the entire room */
int rnum = levl[u.ux][u.uy].roomno - ROOMOFFSET;
int rx, ry;
if(rnum >= 0) {
for(rx = rooms[rnum].lx-1; rx <= rooms[rnum].hx+1; rx++)
for(ry = rooms[rnum].ly-1; ry <= rooms[rnum].hy+1; ry++)
set_lit(rx, ry, (genericptr_t)((on)? 1 : -1));
rooms[rnum].rlit = on;
}
/* hallways remain dark on the rogue level */
} else
#endif
do_clear_area(u.ux,u.uy,
(obj && obj->oclass==SCROLL_CLASS && obj->blessed) ? 9 : 5,
set_lit, (genericptr_t)((on)? 1 : -1));
/*
* If we are not blind, then force a redraw on all positions in sight
* by temporarily blinding the hero. The vision recalculation will
* correctly update all previously seen positions *and* correctly
* set the waslit bit [could be messed up from above].
*/
if (!Blind) {
vision_recalc(2);
/* replace ball&chain */
if (Punished && !on)
move_bc(0, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
}
vision_full_recalc = 1; /* delayed vision recalculation */
}
static void
do_class_genocide()
{
register int i, j, immunecnt, gonecnt, goodcnt, class;
char buf[BUFSZ];
for(j=0; ; j++) {
if (j >= 5) {
pline(thats_enough_tries);
return;
}
do {
getlin("What class of monsters do you wish to genocide? [type a letter]",
buf);
} while (buf[0]=='\033' || strlen(buf) != 1);
immunecnt = gonecnt = goodcnt = 0;
class = def_char_to_monclass(buf[0]);
for(i = 0; i < NUMMONS; i++) {
if(mons[i].mlet == class) {
if (!(mons[i].geno & G_GENO)) immunecnt++;
else if(mons[i].geno & G_GENOD) gonecnt++;
else goodcnt++;
}
}
if (!goodcnt && class != S_HUMAN) {
if (gonecnt)
pline("All such monsters are already nonexistent.");
else if (immunecnt)
You("aren't permitted to genocide such monsters.");
else
pline("That symbol does not represent any monster.");
continue;
}
for(i = 0; i < NUMMONS; i++) {
if(mons[i].mlet == class) {
register struct monst *mtmp, *mtmp2;
char *n = makeplural(mons[i].mname);
if (&mons[i]==player_mon() || ((mons[i].geno & G_GENO)
&& !(mons[i].geno & G_GENOD))) {
/* This check must be first since player monsters might
* have G_GENOD or !G_GENO.
*/
pline("Wiped out all %s.", n);
if (&mons[i] == player_mon()) {
u.uhp = -1;
killer_format = KILLED_BY_AN;
killer = "scroll of genocide";
#ifdef POLYSELF
if (u.umonnum >= 0)
You("feel dead inside.");
else
#endif
done(GENOCIDED);
}
/* for simplicity (and fairness) let's avoid
* alignment changes here...
*/
#ifdef POLYSELF
if (i==u.umonnum) rehumanize();
#endif
mons[i].geno |= G_GENOD;
for(mtmp = fmon; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if(mtmp->data == &mons[i])
mondead(mtmp);
}
} else if (mons[i].geno & G_GENOD)
pline("All %s are already nonexistent.", n);
else
You("aren't permitted to genocide %s%s.",
i == PM_WIZARD_OF_YENDOR ? "the " : "",
type_is_pname(&mons[i]) ? mons[i].mname : (const char *)n);
}
}
return;
}
}
#define REALLY 1
#define PLAYER 2
void
do_genocide(how)
int how;
/* 0 = no genocide; create monsters (cursed scroll) */
/* 1 = normal genocide */
/* 3 = forced genocide of player */
{
char buf[BUFSZ];
register int i, j, killplayer = 0;
register struct permonst *ptr;
register struct monst *mtmp, *mtmp2;
if (how & PLAYER) {
ptr = player_mon();
Strcpy(buf, ptr->mname);
killplayer++;
} else {
for(j = 0; ; j++) {
if(j >= 5) {
pline(thats_enough_tries);
return;
}
getlin("What monster do you want to genocide? [type the name]",
buf);
i = name_to_mon(buf);
if(i == -1 || (mons[i].geno & G_GENOD)) {
pline("Such creatures do not exist in this world.");
continue;
}
ptr = &mons[i];
if (ptr == player_mon()) {
killplayer++;
goto deadmeat;
}
if (is_human(ptr)) adjalign(-sgn(u.ualign.type));
if (is_demon(ptr)) adjalign(sgn(u.ualign.type));
if(!(ptr->geno & G_GENO)) {
if(flags.soundok) {
if(flags.verbose)
pline("A thunderous voice booms though the caverns:");
pline("\"No, mortal! That will not be done.\"");
}
continue;
}
break;
}
}
deadmeat:
if (Hallucination) {
#ifdef POLYSELF
if (u.umonnum != -1)
Strcpy(buf,uasmon->mname);
else
#endif
{
Strcpy(buf, pl_character);
buf[0] += 'a' - 'A';
}
} else Strcpy(buf,ptr->mname); /* make sure we have standard singular */
if (how & REALLY) {
pline("Wiped out all %s.", makeplural(buf));
if(killplayer) {
u.uhp = -1;
killer_format = KILLED_BY_AN;
killer = "genocide spell";
#ifdef POLYSELF
/* Polymorphed characters will die as soon as they're rehumanized. */
if(u.umonnum >= 0) You("feel dead inside.");
else
#endif
done(GENOCIDED);
return;
}
#ifdef POLYSELF
else if (ptr == uasmon) rehumanize();
#endif
ptr->geno |= G_GENOD;
for(mtmp = fmon; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if(mtmp->data == ptr)
mondead(mtmp);
}
} else if (!(ptr->geno & G_EXTINCT)) {
pline("Sent in some %s.", makeplural(buf));
j = rn1(3, 4);
for(i=1; i<=j; i++) {
struct monst *mmon = makemon(ptr, u.ux, u.uy);
struct obj *otmp;
while ((otmp = mmon->minvent) != 0) {
mmon->minvent = otmp->nobj;
dealloc_obj(otmp);
}
}
}
}
#endif /* OVLB */
#ifdef OVLB
void
punish(sobj)
register struct obj *sobj;
{
You("are being punished for your misbehavior!");
if(Punished){
Your("iron ball gets heavier.");
uball->owt += 160 * (1 + sobj->cursed);
return;
}
setworn(mkobj(CHAIN_CLASS, TRUE), W_CHAIN);
setworn(mkobj(BALL_CLASS, TRUE), W_BALL);
uball->spe = 1; /* special ball (see save) */
/*
* Place ball & chain if not swallowed. If swallowed, the ball &
* chain variables will be set at the next call to placebc().
*/
if (!u.uswallow) {
placebc();
if (Blind) set_bc(1); /* set up ball and chain variables */
newsym(u.ux,u.uy); /* see ball&chain if can't see self */
}
}
void
unpunish()
{ /* remove the ball and chain */
freeobj(uchain);
newsym(uchain->ox,uchain->oy);
dealloc_obj(uchain);
setworn((struct obj *)0, W_CHAIN);
uball->spe = 0;
setworn((struct obj *)0, W_BALL);
}
/* some creatures have special data structures that only make sense in their
* normal locations -- if the player tries to create one elsewhere, or to revive
* one, the disoriented creature becomes a zombie
*/
boolean
cant_create(mtype)
int *mtype;
{
if (*mtype==PM_GUARD || *mtype==PM_SHOPKEEPER
|| *mtype==PM_ALIGNED_PRIEST || *mtype==PM_ANGEL) {
*mtype = PM_HUMAN_ZOMBIE;
return TRUE;
}
return FALSE;
}
#if defined(WIZARD) || defined(EXPLORE_MODE)
boolean
create_particular()
{
char buf[BUFSZ];
int which, tries = 0;
do {
getlin("Create what kind of monster? [type the name]", buf);
which = name_to_mon(buf);
if (which < 0) pline("I've never heard of such monsters.");
else break;
} while (++tries < 5);
if (tries == 5) pline(thats_enough_tries);
else {
if (!(mons[which].geno & G_GENOD) && cant_create(&which) &&
!Blind) {
if (mons[which].geno & G_GENOD)
pline("An image of the creature forms, wavers momentarily, then fades.");
else
pline("The disoriented creature's eyes slowly glaze over.");
}
(void) makemon(&mons[which], u.ux, u.uy);
return TRUE;
}
return FALSE;
}
#endif /* WIZARD || EXPLORE_MODE */
#endif /* OVLB */
/*read.c*/