text: /* NetHack 3.7	read.c	$NHDT-Date: 1615760296 2021/03/14 22:18:16 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.220 $ */
  /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
  /*-Copyright (c) Robert Patrick Rankin, 2012. */
  /* NetHack may be freely redistributed.  See license for details. */
  
  #include "hack.h"
  
  #define Your_Own_Role(mndx)  \
      ((mndx) == g.urole.malenum \
       || (g.urole.femalenum != NON_PM && (mndx) == g.urole.femalenum))
  #define Your_Own_Race(mndx)  \
      ((mndx) == g.urace.malenum \
       || (g.urace.femalenum != NON_PM && (mndx) == g.urace.femalenum))
  
  static boolean learnscrolltyp(short);
  static void cap_spe(struct obj *);
  static char *erode_obj_text(struct obj *, char *);
  static char *hawaiian_design(struct obj *, char *);
  static int read_ok(struct obj *);
  static void stripspe(struct obj *);
  static void p_glow1(struct obj *);
  static void p_glow2(struct obj *, const char *);
  static void forget(int);
  static int maybe_tame(struct monst *, struct obj *);
  static boolean get_valid_stinking_cloud_pos(int, int);
  static boolean is_valid_stinking_cloud_pos(int, int, boolean);
  static void display_stinking_cloud_positions(int);
  static void seffect_enchant_armor(struct obj **);
  static void seffect_destroy_armor(struct obj **);
  static void seffect_confuse_monster(struct obj **);
  static void seffect_scare_monster(struct obj **);
  static void seffect_remove_curse(struct obj **);
  static void seffect_create_monster(struct obj **);
  static void seffect_enchant_weapon(struct obj **);
  static void seffect_taming(struct obj **);
  static void seffect_genocide(struct obj **);
  static void seffect_light(struct obj **);
  static void seffect_charging(struct obj **);
  static void seffect_amnesia(struct obj **);
  static void seffect_fire(struct obj **);
  static void seffect_earth(struct obj **);
  static void seffect_punishment(struct obj **);
  static void seffect_stinking_cloud(struct obj **);
  static void seffect_blank_paper(struct obj **);
  static void seffect_teleportation(struct obj **);
  static void seffect_gold_detection(struct obj **);
  static void seffect_food_detection(struct obj **);
  static void seffect_identify(struct obj **);
  static void seffect_magic_mapping(struct obj **);
  #ifdef MAIL_STRUCTURES
  static void seffect_mail(struct obj **);
  #endif /* MAIL_STRUCTURES */
  static void set_lit(int, int, genericptr);
  static void do_class_genocide(void);
  static boolean create_particular_parse(char *,
                                         struct _create_particular_data *);
  static boolean create_particular_creation(struct _create_particular_data *);
  
  static boolean
  learnscrolltyp(short scrolltyp)
  {
      if (!objects[scrolltyp].oc_name_known) {
          makeknown(scrolltyp);
          more_experienced(0, 10);
          return TRUE;
      } else
          return FALSE;
  }
  
  /* also called from teleport.c for scroll of teleportation */
  void
  learnscroll(struct obj* sobj)
  {
      /* it's implied that sobj->dknown is set;
         we couldn't be reading this scroll otherwise */
      if (sobj->oclass != SPBOOK_CLASS)
          (void) learnscrolltyp(sobj->otyp);
  }
  
  /* max spe is +99, min is -99 */
  static void
  cap_spe(struct obj* obj)
  {
      if (obj) {
          if (abs(obj->spe) > SPE_LIM)
              obj->spe = sgn(obj->spe) * SPE_LIM;
      }
  }
  
  static char *
  erode_obj_text(struct obj* otmp, char* buf)
  {
      int erosion = greatest_erosion(otmp);
  
      if (erosion)
          wipeout_text(buf, (int) (strlen(buf) * erosion / (2 * MAX_ERODE)),
                       otmp->o_id ^ (unsigned) ubirthday);
      return buf;
  }
  
  char *
  tshirt_text(struct obj* tshirt, char* buf)
  {
      static const char *shirt_msgs[] = {
          /* Scott Bigham */
        "I explored the Dungeons of Doom and all I got was this lousy T-shirt!",
          "Is that Mjollnir in your pocket or are you just happy to see me?",
        "It's not the size of your sword, it's how #enhance'd you are with it.",
          "Madame Elvira's House O' Succubi Lifetime Customer",
          "Madame Elvira's House O' Succubi Employee of the Month",
          "Ludios Vault Guards Do It In Small, Dark Rooms",
          "Yendor Military Soldiers Do It In Large Groups",
          "I survived Yendor Military Boot Camp",
          "Ludios Accounting School Intra-Mural Lacrosse Team",
          "Oracle(TM) Fountains 10th Annual Wet T-Shirt Contest",
          "Hey, black dragon!  Disintegrate THIS!",
          "I'm With Stupid -->",
          "Don't blame me, I voted for Izchak!",
          "Don't Panic", /* HHGTTG */
          "Furinkan High School Athletic Dept.",                /* Ranma 1/2 */
          "Hel-LOOO, Nurse!",                                   /* Animaniacs */
          "=^.^=",
          "100% goblin hair - do not wash",
          "Aberzombie and Fitch",
          "cK -- Cockatrice touches the Kop",
          "Don't ask me, I only adventure here",
          "Down with pants!",
          "d, your dog or a killer?",
          "FREE PUG AND NEWT!",
          "Go team ant!",
          "Got newt?",
          "Hello, my darlings!", /* Charlie Drake */
          "Hey!  Nymphs!  Steal This T-Shirt!",
          "I <3 Dungeon of Doom",
          "I <3 Maud",
          /* note: there is a similarly worded apron (alchemy smock) slogan */
          "I am a Valkyrie.  If you see me running, try to keep up.",
          "I am not a pack rat - I am a collector",
          "I bounced off a rubber tree",         /* Monkey Island */
          "Plunder Island Brimstone Beach Club", /* Monkey Island */
          "If you can read this, I can hit you with my polearm",
          "I'm confused!",
          "I scored with the princess",
          "I want to live forever or die in the attempt.",
          "Lichen Park",
          "LOST IN THOUGHT - please send search party",
          "Meat is Mordor",
          "Minetown Better Business Bureau",
          "Minetown Watch",
          /* Discworld riff; unfortunately long */
   "Ms. Palm's House of Negotiable Affection--A Very Reputable House Of Disrepute",
          "Protection Racketeer",
          "Real men love Crom",
          "Somebody stole my Mojo!",
          "The Hellhound Gang",
          "The Werewolves",
          "They Might Be Storm Giants",
          "Weapons don't kill people, I kill people",
          "White Zombie",
          "You're killing me!",
          "Anhur State University - Home of the Fighting Fire Ants!",
          "FREE HUGS",
          "Serial Ascender",
          "Real men are valkyries",
          "Young Men's Cavedigging Association",
          "Occupy Fort Ludios",
          "I couldn't afford this T-shirt so I stole it!",
          "Mind flayers suck",
          "I'm not wearing any pants",
          "Down with the living!",
          "Pudding farmer",
          "Vegetarian",
          "Hello, I'm War!",
          "It is better to light a candle than to curse the darkness",
          "It is easier to curse the darkness than to light a candle",
          /* expanded "rock--paper--scissors" featured in TV show "Big Bang
             Theory" although they didn't create it (and an actual T-shirt
             with pentagonal diagram showing which choices defeat which) */
          "rock--paper--scissors--lizard--Spock!",
          /* "All men must die -- all men must serve" challange and response
             from book series _A_Song_of_Ice_and_Fire_ by George R.R. Martin,
             TV show "Game of Thrones" (probably an actual T-shirt too...) */
          "/Valar morghulis/ -- /Valar dohaeris/",
      };
  
      Strcpy(buf, shirt_msgs[tshirt->o_id % SIZE(shirt_msgs)]);
      return erode_obj_text(tshirt, buf);
  }
  
  char *
  hawaiian_motif(struct obj *shirt, char *buf)
  {
      static const char *hawaiian_motifs[] = {
          /* birds */
          "flamingo",
          "parrot",
          "toucan",
          "bird of paradise", /* could be a bird or a flower */
          /* sea creatures */
          "sea turtle",
          "tropical fish",
          "jellyfish",
          "giant eel",
          "water nymph",
          /* plants */
          "plumeria",
          "orchid",
          "hibiscus flower",
          "palm tree",
          /* other */
          "hula dancer",
          "sailboat",
          "ukulele",
      };
  
      /* a tourist's starting shirt always has the same o_id; we need some
         additional randomness or else its design will never differ */
      unsigned motif = shirt->o_id ^ (unsigned) ubirthday;
  
      Strcpy(buf, hawaiian_motifs[motif % SIZE(hawaiian_motifs)]);
      return buf;
  }
  
  static char *
  hawaiian_design(struct obj *shirt, char *buf)
  {
      static const char *hawaiian_bgs[] = {
          /* solid colors */
          "purple",
          "yellow",
          "red",
          "blue",
          "orange",
          "black",
          "green",
          /* adjectives */
          "abstract",
          "geometric",
          "patterned",
          "naturalistic",
      };
  
      /* This hash method is slightly different than the one in hawaiian_motif;
         using the same formula in both cases may lead to some shirt combos
         never appearing, if the sizes of the two lists have common factors. */
      unsigned bg = shirt->o_id ^ (unsigned) ~ubirthday;
  
      Sprintf(buf, "%s on %s background",
              makeplural(hawaiian_motif(shirt, buf)),
              an(hawaiian_bgs[bg % SIZE(hawaiian_bgs)]));
      return buf;
  }
  
  char *
  apron_text(struct obj* apron, char* buf)
  {
      static const char *apron_msgs[] = {
          "Kiss the cook",
          "I'm making SCIENCE!",
          "Don't mess with the chef",
          "Don't make me poison you",
          "Gehennom's Kitchen",
          "Rat: The other white meat",
          "If you can't stand the heat, get out of Gehennom!",
          "If we weren't meant to eat animals, why are they made out of meat?",
          "If you don't like the food, I'll stab you",
          /* In the movie "The Sum of All Fears", a Russian worker in a weapons
             facility wears a T-shirt that a translator says reads, "I am a
             bomb technician, if you see me running ... try to catch up."
             In nethack, the quote is far more suitable to an alchemy smock
             (particularly since so many of these others are about cooking)
             than a T-shirt and is paraphrased to simplify/shorten it.
             [later... turns out that this is already a T-shirt message:
              "I am a Valkyrie.  If you see me running, try to keep up."
             so this one has been revised a little:  added alchemist prefix,
             changed "keep up" to original source's "catch up"] */
          "I am an alchemist; if you see me running, try to catch up...",
      };
  
      Strcpy(buf, apron_msgs[apron->o_id % SIZE(apron_msgs)]);
      return erode_obj_text(apron, buf);
  }
  
  static const char *candy_wrappers[] = {
      "",                         /* (none -- should never happen) */
      "Apollo",                   /* Lost */
      "Moon Crunchy",             /* South Park */
      "Snacky Cake",    "Chocolate Nuggie", "The Small Bar",
      "Crispy Yum Yum", "Nilla Crunchie",   "Berry Bar",
      "Choco Nummer",   "Om-nom", /* Cat Macro */
      "Fruity Oaty",              /* Serenity */
      "Wonka Bar",                /* Charlie and the Chocolate Factory */
  };
  
  /* return the text of a candy bar's wrapper */
  const char *
  candy_wrapper_text(struct obj* obj)
  {
      /* modulo operation is just bullet proofing; 'spe' is already in range */
      return candy_wrappers[obj->spe % SIZE(candy_wrappers)];
  }
  
  /* assign a wrapper to a candy bar stack */
  void
  assign_candy_wrapper(struct obj* obj)
  {
      if (obj->otyp == CANDY_BAR) {
          /* skips candy_wrappers[0] */
          obj->spe = 1 + rn2(SIZE(candy_wrappers) - 1);
      }
      return;
  }
  
  /* getobj callback for object to read */
  static int
  read_ok(struct obj* obj)
  {
      if (!obj)
          return GETOBJ_EXCLUDE;
  
      if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS)
          return GETOBJ_SUGGEST;
  
      return GETOBJ_DOWNPLAY;
  }
  
  /* the 'r' command; read a scroll or spell book or various other things */
  int
  doread(void)
  {
      static const char find_any_braille[] = "feel any Braille writing.";
      register struct obj *scroll;
      boolean confused, nodisappear;
      int otyp;
  
      /*
       * Reading while blind is allowed in most cases, including the
       * Book of the Dead but not regular spellbooks.  For scrolls, the
       * description has to have been seen or magically learned (so only
       * when scroll->dknown is true):  hero recites the label while
       * holding the unfurled scroll.  We deliberately don't require
       * free hands because that would cripple scroll of remove curse,
       * but we ought to be requiring hands or at least limbs.  The
       * recitation could be sub-vocal; actual speech isn't required.
       *
       * Reading while confused is allowed and can produce alternate
       * outcome.
       *
       * Reading while stunned is currently allowed but probably should
       * be prevented....
       */
  
      g.known = FALSE;
      if (check_capacity((char *) 0))
          return 0;
  
      scroll = getobj("read", read_ok, GETOBJ_PROMPT);
      if (!scroll)
          return 0;
      otyp = scroll->otyp;
  
      /* outrumor has its own blindness check */
      if (otyp == FORTUNE_COOKIE) {
          if (flags.verbose)
              You("break up the cookie and throw away the pieces.");
          outrumor(bcsign(scroll), BY_COOKIE);
          if (!Blind)
              u.uconduct.literate++;
          useup(scroll);
          return 1;
      } else if (otyp == T_SHIRT || otyp == ALCHEMY_SMOCK
                 || otyp == HAWAIIAN_SHIRT) {
          char buf[BUFSZ], *mesg;
          const char *endpunct;
  
          if (Blind) {
              You_cant(find_any_braille);
              return 0;
          }
          /* can't read shirt worn under suit (under cloak is ok though) */
          if ((otyp == T_SHIRT || otyp == HAWAIIAN_SHIRT) && uarm
              && scroll == uarmu) {
              pline("%s shirt is obscured by %s%s.",
                    scroll->unpaid ? "That" : "Your", shk_your(buf, uarm),
                    suit_simple_name(uarm));
              return 0;
          }
          if (otyp == HAWAIIAN_SHIRT) {
              pline("%s features %s.", flags.verbose ? "The design" : "It",
                    hawaiian_design(scroll, buf));
              return 1;
          }
          u.uconduct.literate++;
          /* populate 'buf[]' */
          mesg = (otyp == T_SHIRT) ? tshirt_text(scroll, buf)
                                   : apron_text(scroll, buf);
          endpunct = "";
          if (flags.verbose) {
              int ln = (int) strlen(mesg);
  
              /* we will be displaying a sentence; need ending punctuation */
              if (ln > 0 && !index(".!?", mesg[ln - 1]))
                  endpunct = ".";
              pline("It reads:");
          }
          pline("\"%s\"%s", mesg, endpunct);
          return 1;
      } else if ((otyp == DUNCE_CAP || otyp == CORNUTHAUM)
          /* note: "DUNCE" isn't directly connected to tourists but
             if everyone could read it, they would always be able to
             trivially distinguish between the two types of conical hat;
             limiting this to tourists is better than rejecting it */
                 && Role_if(PM_TOURIST)) {
          /* another note: the misspelling, "wizzard", is correct;
             that's what is written on Rincewind's pointy hat from
             Pratchett's Discworld series, along with a lot of stars;
             rather than inked on or painted on, treat them as stitched
             or even separate pieces of fabric which have been attached
             (don't recall whether the books mention anything like that...) */
          const char *cap_text = (otyp == DUNCE_CAP) ? "DUNCE" : "WIZZARD";
  
          if (scroll->o_id % 3) {
              /* no need to vary this when blind; "on this ___" is important
                 because it suggests that there might be something on others */
              You_cant("find anything to read on this %s.",
                       simpleonames(scroll));
              return 0;
          }
          pline("%s on the %s.  It reads:  %s.",
                !Blind ? "There is writing" : "You feel lettering",
                simpleonames(scroll), cap_text);
          u.uconduct.literate++;
          /* yet another note: despite the fact that player will recognize
             the object type, don't make it become a discovery for hero */
          if (!objects[otyp].oc_name_known && !objects[otyp].oc_uname)
              docall(scroll);
          return 1;
      } else if (otyp == CREDIT_CARD) {
          static const char *card_msgs[] = {
              "Leprechaun Gold Tru$t - Shamrock Card",
              "Magic Memory Vault Charge Card",
              "Larn National Bank",                /* Larn */
              "First Bank of Omega",               /* Omega */
              "Bank of Zork - Frobozz Magic Card", /* Zork */
              "Ankh-Morpork Merchant's Guild Barter Card",
              "Ankh-Morpork Thieves' Guild Unlimited Transaction Card",
              "Ransmannsby Moneylenders Association",
              "Bank of Gehennom - 99% Interest Card",
              "Yendorian Express - Copper Card",
              "Yendorian Express - Silver Card",
              "Yendorian Express - Gold Card",
              "Yendorian Express - Mithril Card",
              "Yendorian Express - Platinum Card", /* must be last */
          };
  
          if (Blind) {
              You("feel the embossed numbers:");
          } else {
              if (flags.verbose)
                  pline("It reads:");
              pline("\"%s\"",
                    scroll->oartifact
                        ? card_msgs[SIZE(card_msgs) - 1]
                        : card_msgs[scroll->o_id % (SIZE(card_msgs) - 1)]);
          }
          /* Make a credit card number */
          pline("\"%d0%d %ld%d1 0%d%d0\"%s",
                (((int) scroll->o_id % 89) + 10),
                ((int) scroll->o_id % 4),
                ((((long) scroll->o_id * 499L) % 899999L) + 100000L),
                ((int) scroll->o_id % 10),
                (!((int) scroll->o_id % 3)),
                (((int) scroll->o_id * 7) % 10),
                (flags.verbose || Blind) ? "." : "");
          u.uconduct.literate++;
          return 1;
      } else if (otyp == CAN_OF_GREASE) {
          pline("This %s has no label.", singular(scroll, xname));
          return 0;
      } else if (otyp == MAGIC_MARKER) {
          if (Blind) {
              You_cant(find_any_braille);
              return 0;
          }
          if (flags.verbose)
              pline("It reads:");
          pline("\"Magic Marker(TM) Red Ink Marker Pen.  Water Soluble.\"");
          u.uconduct.literate++;
          return 1;
      } else if (scroll->oclass == COIN_CLASS) {
          if (Blind)
              You("feel the embossed words:");
          else if (flags.verbose)
              You("read:");
          pline("\"1 Zorkmid.  857 GUE.  In Frobs We Trust.\"");
          u.uconduct.literate++;
          return 1;
      } else if (scroll->oartifact == ART_ORB_OF_FATE) {
          if (Blind)
              You("feel the engraved signature:");
          else
              pline("It is signed:");
          pline("\"Odin.\"");
          u.uconduct.literate++;
          return 1;
      } else if (otyp == CANDY_BAR) {
          const char *wrapper = candy_wrapper_text(scroll);
  
          if (Blind) {
              You_cant(find_any_braille);
              return 0;
          }
          if (!*wrapper) {
              pline("The candy bar's wrapper is blank.");
              return 0;
          }
          pline("The wrapper reads: \"%s\".", wrapper);
          u.uconduct.literate++;
          return 1;
      } else if (scroll->oclass != SCROLL_CLASS
                 && scroll->oclass != SPBOOK_CLASS) {
          pline(silly_thing_to, "read");
          return 0;
      } else if (Blind && otyp != SPE_BOOK_OF_THE_DEAD) {
          const char *what = 0;
  
          if (otyp == SPE_NOVEL)
              /* unseen novels are already distinguishable from unseen
                 spellbooks so this isn't revealing any extra information */
              what = "words";
          else 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);
  #ifdef MAIL_STRUCTURES
      if (otyp == SCR_MAIL) {
          confused = FALSE; /* override */
          /* reading mail is a convenience for the player and takes
             place outside the game, so shouldn't affect gameplay;
             on the other hand, it starts by explicitly making the
             hero actively read something, which is pretty hard
             to simply ignore; as a compromise, if the player has
             maintained illiterate conduct so far, and this mail
             scroll didn't come from bones, ask for confirmation */
          if (!u.uconduct.literate) {
              if (!scroll->spe && yn(
               "Reading mail will violate \"illiterate\" conduct.  Read anyway?"
                                     ) != 'y')
                  return 0;
          }
      }
  #endif
  
      /* Actions required to win the game aren't counted towards conduct */
      /* Novel conduct is handled in read_tribute so exclude it too */
      if (otyp != SPE_BOOK_OF_THE_DEAD && otyp != SPE_NOVEL
          && otyp != SPE_BLANK_PAPER && otyp != SCR_BLANK_PAPER)
          u.uconduct.literate++;
  
      if (scroll->oclass == SPBOOK_CLASS) {
          return study_book(scroll);
      }
      scroll->in_use = TRUE; /* scroll, not spellbook, now being read */
      if (otyp != SCR_BLANK_PAPER) {
          boolean silently = !can_chant(&g.youmonst);
  
          /* a few scroll feedback messages describe something happening
             to the scroll itself, so avoid "it disappears" for those */
          nodisappear = (otyp == SCR_FIRE
                         || (otyp == SCR_REMOVE_CURSE && scroll->cursed));
          if (Blind)
              pline(nodisappear
                        ? "You %s the formula on the scroll."
                        : "As you %s the formula on it, the scroll disappears.",
                    silently ? "cogitate" : "pronounce");
          else
              pline(nodisappear ? "You read the scroll."
                                : "As you read the scroll, it disappears.");
          if (confused) {
              if (Hallucination)
                  pline("Being so trippy, you screw up...");
              else
                  pline("Being confused, you %s the magic words...",
                        silently ? "misunderstand" : "mispronounce");
          }
      }
      if (!seffects(scroll)) {
          if (!objects[otyp].oc_name_known) {
              if (g.known)
                  learnscroll(scroll);
              else if (!objects[otyp].oc_uname)
                  docall(scroll);
          }
          scroll->in_use = FALSE;
          if (otyp != SCR_BLANK_PAPER)
              useup(scroll);
      }
      return 1;
  }
  
  static void
  stripspe(register struct obj* obj)
  {
      if (obj->blessed || obj->spe <= 0) {
          pline1(nothing_happens);
      } else {
          /* order matters: message, shop handling, actual transformation */
          pline("%s briefly.", Yobjnam2(obj, "vibrate"));
          costly_alteration(obj, COST_UNCHRG);
          obj->spe = 0;
          if (obj->otyp == OIL_LAMP || obj->otyp == BRASS_LANTERN)
              obj->age = 0;
      }
  }
  
  static void
  p_glow1(register struct obj* otmp)
  {
      pline("%s briefly.", Yobjnam2(otmp, Blind ? "vibrate" : "glow"));
  }
  
  static void
  p_glow2(register struct obj* otmp, register const char* color)
  {
      pline("%s%s%s for a moment.", Yobjnam2(otmp, Blind ? "vibrate" : "glow"),
            Blind ? "" : " ", Blind ? "" : hcolor(color));
  }
  
  /* getobj callback for object to charge */
  int
  charge_ok(struct obj* obj)
  {
      if (!obj)
          return GETOBJ_EXCLUDE;
  
      if (obj->oclass == WAND_CLASS)
          return GETOBJ_SUGGEST;
  
      if (obj->oclass == RING_CLASS && objects[obj->otyp].oc_charged
          && obj->dknown && objects[obj->otyp].oc_name_known)
          return GETOBJ_SUGGEST;
  
      if (is_weptool(obj)) /* specific check before general tools */
          return GETOBJ_EXCLUDE;
  
      if (obj->oclass == TOOL_CLASS) {
          /* suggest tools that aren't oc_charged but can still be recharged */
          if (obj->otyp == BRASS_LANTERN
              || (obj->otyp == OIL_LAMP)
              /* only list magic lamps if they are not identified yet */
              || (obj->otyp == MAGIC_LAMP
                  && !objects[MAGIC_LAMP].oc_name_known)) {
              return GETOBJ_SUGGEST;
          }
          return objects[obj->otyp].oc_charged ? GETOBJ_SUGGEST : GETOBJ_EXCLUDE;
      }
      /* why are weapons/armor considered charged anyway?
       * make them selectable even so for "feeling of loss" message */
      return GETOBJ_EXCLUDE_SELECTABLE;
  }
  
  /* recharge an object; curse_bless is -1 if the recharging implement
     was cursed, +1 if blessed, 0 otherwise. */
  void
  recharge(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) {
          int lim = (obj->otyp == WAN_WISHING)
                        ? 3
                        : (objects[obj->otyp].oc_dir != NODIR) ? 8 : 15;
  
          /* undo any prior cancellation, even when is_cursed */
          if (obj->spe == -1)
              obj->spe = 0;
  
          /*
           * Recharging might cause wands to explode.
           *      v = number of previous recharges
           *            v = percentage chance to explode on this attempt
           *                    v = cumulative odds for exploding
           *      0 :   0       0
           *      1 :   0.29    0.29
           *      2 :   2.33    2.62
           *      3 :   7.87   10.28
           *      4 :  18.66   27.02
           *      5 :  36.44   53.62
           *      6 :  62.97   82.83
           *      7 : 100     100
           */
          n = (int) obj->recharged;
          if (n > 0 && (obj->otyp == WAN_WISHING
                        || (n * n * n > rn2(7 * 7 * 7)))) { /* recharge_limit */
              wand_explode(obj, rnd(lim));
              return;
          }
          /* didn't explode, so increment the recharge count */
          obj->recharged = (unsigned) (n + 1);
  
          /* now handle the actual recharging */
          if (is_cursed) {
              stripspe(obj);
          } else {
              n = (lim == 3) ? 3 : rn1(5, lim + 1 - 5);
              if (!is_blessed)
                  n = rnd(n);
  
              if (obj->spe < n)
                  obj->spe = n;
              else
                  obj->spe++;
              if (obj->otyp == WAN_WISHING && obj->spe > 3) {
                  wand_explode(obj, 1);
                  return;
              }
              if (obj->spe >= lim)
                  p_glow2(obj, NH_BLUE);
              else
                  p_glow1(obj);
  #if 0 /*[shop price doesn't vary by charge count]*/
              /* update shop bill to reflect new higher price */
              if (obj->unpaid)
                  alter_cost(obj, 0L);
  #endif
          }
  
      } 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) {
              pline("%s momentarily, then %s!", Yobjnam2(obj, "pulsate"),
                    otense(obj, "explode"));
              if (is_on)
                  Ring_gone(obj);
              s = rnd(3 * abs(obj->spe)); /* amount of damage */
              useup(obj);
              losehp(Maybe_Half_Phys(s), "exploding ring", KILLED_BY_AN);
          } else {
              long mask = is_on ? (obj == uleft ? LEFT_RING : RIGHT_RING) : 0L;
  
              pline("%s spins %sclockwise for a moment.", Yname2(obj),
                    s < 0 ? "counter" : "");
              if (s < 0)
                  costly_alteration(obj, COST_DECHNT);
              /* 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  */
              /* update shop bill to reflect new higher price */
              if (s > 0 && obj->unpaid)
                  alter_cost(obj, 0L);
          }
  
      } else if (obj->oclass == TOOL_CLASS) {
          int rechrg = (int) obj->recharged;
  
          if (objects[obj->otyp].oc_charged) {
              /* tools don't have a limit, but the counter used does */
              if (rechrg < 7) /* recharge_limit */
                  obj->recharged++;
          }
          switch (obj->otyp) {
          case BELL_OF_OPENING:
              if (is_cursed)
                  stripspe(obj);
              else if (is_blessed)
                  obj->spe += rnd(3);
              else
                  obj->spe += 1;
              if (obj->spe > 5)
                  obj->spe = 5;
              break;
          case MAGIC_MARKER:
          case TINNING_KIT:
          case EXPENSIVE_CAMERA:
              if (is_cursed) {
                  stripspe(obj);
              } else if (rechrg && obj->otyp == MAGIC_MARKER) {
                  /* previously recharged */
                  obj->recharged = 1; /* override increment done above */
                  if (obj->spe < 3)
                      Your("marker seems permanently dried out.");
                  else
                      pline1(nothing_happens);
              } else if (is_blessed) {
                  n = rn1(16, 15); /* 15..30 */
                  if (obj->spe + n <= 50)
                      obj->spe = 50;
                  else if (obj->spe + n <= 75)
                      obj->spe = 75;
                  else {
                      int chrg = (int) obj->spe;
                      if ((chrg + n) > 127)
                          obj->spe = 127;
                      else
                          obj->spe += n;
                  }
                  p_glow2(obj, NH_BLUE);
              } else {
                  n = rn1(11, 10); /* 10..20 */
                  if (obj->spe + n <= 50)
                      obj->spe = 50;
                  else {
                      int chrg = (int) obj->spe;
  
                      if (chrg + n > SPE_LIM)
                          obj->spe = SPE_LIM;
                      else
                          obj->spe += n;
                  }
                  p_glow2(obj, NH_WHITE);
              }
              break;
          case OIL_LAMP:
          case BRASS_LANTERN:
              if (is_cursed) {
                  stripspe(obj);
                  if (obj->lamplit) {
                      if (!Blind)
                          pline("%s out!", Tobjnam(obj, "go"));
                      end_burn(obj, TRUE);
                  }
              } else if (is_blessed) {
                  obj->spe = 1;
                  obj->age = 1500;
                  p_glow2(obj, NH_BLUE);
              } else {
                  obj->spe = 1;
                  obj->age += 750;
                  if (obj->age > 1500)
                      obj->age = 1500;
                  p_glow1(obj);
              }
              break;
          case CRYSTAL_BALL:
              if (obj->spe == -1) /* like wands, first uncancel */
                  obj->spe = 0;
  
              if (is_cursed) {
                  /* cursed scroll removes charges and curses ball */
                  /*stripspe(obj); -- doesn't do quite what we want...*/
                  if (!obj->cursed) {
                      p_glow2(obj, NH_BLACK);
                      curse(obj);
                  } else {
                      pline("%s briefly.", Yobjnam2(obj, "vibrate"));
                  }
                  if (obj->spe > 0)
                      costly_alteration(obj, COST_UNCHRG);
                  obj->spe = 0;
              } else if (is_blessed) {
                  /* blessed scroll sets charges to max and blesses ball */
                  obj->spe = 7;
                  p_glow2(obj, !obj->blessed ? NH_LIGHT_BLUE : NH_BLUE);
                  if (!obj->blessed)
                      bless(obj);
                  /* [shop price stays the same regardless of charges or BUC] */
              } else {
                  /* uncursed scroll increments charges and uncurses ball */
                  if (obj->spe < 7 || obj->cursed) {
                      n = rnd(2);
                      obj->spe = min(obj->spe + n, 7);
                      if (!obj->cursed) {
                          p_glow1(obj);
                      } else {
                          p_glow2(obj, NH_AMBER);
                          uncurse(obj);
                      }
                  } else {
                      /* charges at max and ball not being uncursed */
                      pline1(nothing_happens);
                  }
              }
              break;
          case HORN_OF_PLENTY:
          case BAG_OF_TRICKS:
          case CAN_OF_GREASE:
              if (is_cursed) {
                  stripspe(obj);
              } else if (is_blessed) {
                  if (obj->spe <= 10)
                      obj->spe += rn1(10, 6);
                  else
                      obj->spe += rn1(5, 6);
                  if (obj->spe > 50)
                      obj->spe = 50;
                  p_glow2(obj, NH_BLUE);
              } else {
                  obj->spe += rn1(5, 2);
                  if (obj->spe > 50)
                      obj->spe = 50;
                  p_glow1(obj);
              }
              break;
          case MAGIC_FLUTE:
          case MAGIC_HARP:
          case FROST_HORN:
          case FIRE_HORN:
          case DRUM_OF_EARTHQUAKE:
              if (is_cursed) {
                  stripspe(obj);
              } else if (is_blessed) {
                  obj->spe += d(2, 4);
                  if (obj->spe > 20)
                      obj->spe = 20;
                  p_glow2(obj, NH_BLUE);
              } else {
                  obj->spe += rnd(4);
                  if (obj->spe > 20)
                      obj->spe = 20;
                  p_glow1(obj);
              }
              break;
          default:
              goto not_chargable;
              /*NOTREACHED*/
              break;
          } /* switch */
  
      } else {
   not_chargable:
          You("have a feeling of loss.");
      }
  
      /* prevent enchantment from getting out of range */
      cap_spe(obj);
  }
  
  /*
   * Forget some things (e.g. after reading a scroll of amnesia).  When called,
   * the following are always forgotten:
   *      - felt ball & chain
   *      - skill training
   *
   * Other things are subject to flags:
   *      howmuch & ALL_SPELLS    = forget all spells
   */
  static void
  forget(int howmuch)
  {
      if (Punished)
          u.bc_felt = 0; /* forget felt ball&chain */
  
      if (howmuch & ALL_SPELLS)
          losespells();
  
      /* Forget some skills. */
      drain_weapon_skill(rnd(howmuch ? 5 : 3));
  }
  
  /* monster is hit by scroll of taming's effect */
  static int
  maybe_tame(struct monst* mtmp, struct obj* sobj)
  {
      int was_tame = mtmp->mtame;
      unsigned was_peaceful = mtmp->mpeaceful;
  
      if (sobj->cursed) {
          setmangry(mtmp, FALSE);
          if (was_peaceful && !mtmp->mpeaceful)
              return -1;
      } else {
          if (mtmp->isshk)
              make_happy_shk(mtmp, FALSE);
          else if (!resist(mtmp, sobj->oclass, 0, NOTELL))
              (void) tamedog(mtmp, (struct obj *) 0);
          if ((!was_peaceful && mtmp->mpeaceful) || (!was_tame && mtmp->mtame))
              return 1;
      }
      return 0;
  }
  
  static boolean
  get_valid_stinking_cloud_pos(int x,int y)
  {
      return (!(!isok(x,y) || !cansee(x, y)
                || !ACCESSIBLE(levl[x][y].typ)
                || distu(x, y) >= 32));
  }
  
  static boolean
  is_valid_stinking_cloud_pos(int x, int y, boolean showmsg)
  {
      if (!get_valid_stinking_cloud_pos(x,y)) {
          if (showmsg)
              You("smell rotten eggs.");
          return FALSE;
      }
      return TRUE;
  }
  
  static void
  display_stinking_cloud_positions(int state)
  {
      if (state == 0) {
          tmp_at(DISP_BEAM, cmap_to_glyph(S_goodpos));
      } else if (state == 1) {
          int x, y, dx, dy;
          int dist = 6;
  
          for (dx = -dist; dx <= dist; dx++)
              for (dy = -dist; dy <= dist; dy++) {
                  x = u.ux + dx;
                  y = u.uy + dy;
                  if (get_valid_stinking_cloud_pos(x,y))
                      tmp_at(x, y);
              }
      } else {
          tmp_at(DISP_END, 0);
      }
  }
  
  static void
  seffect_enchant_armor(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      register schar s;
      boolean special_armor;
      boolean same_color;
      struct obj *otmp = some_armor(&g.youmonst);
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      boolean old_erodeproof, new_erodeproof;
  
      if (!otmp) {
          strange_feeling(sobj, !Blind
                          ? "Your skin glows then fades."
                          : "Your skin feels warm for a moment.");
          *sobjp = 0; /* useup() in strange_feeling() */
          exercise(A_CON, !scursed);
          exercise(A_STR, !scursed);
          return;
      }
      if (confused) {
          old_erodeproof = (otmp->oerodeproof != 0);
          new_erodeproof = !scursed;
          otmp->oerodeproof = 0; /* for messages */
          if (Blind) {
              otmp->rknown = FALSE;
              pline("%s warm for a moment.", Yobjnam2(otmp, "feel"));
          } else {
              otmp->rknown = TRUE;
              pline("%s covered by a %s %s %s!", Yobjnam2(otmp, "are"),
                    scursed ? "mottled" : "shimmering",
                    hcolor(scursed ? NH_BLACK : NH_GOLDEN),
                    scursed ? "glow"
                    : (is_shield(otmp) ? "layer" : "shield"));
          }
          if (new_erodeproof && (otmp->oeroded || otmp->oeroded2)) {
              otmp->oeroded = otmp->oeroded2 = 0;
              pline("%s as good as new!",
                    Yobjnam2(otmp, Blind ? "feel" : "look"));
          }
          if (old_erodeproof && !new_erodeproof) {
              /* restore old_erodeproof before shop charges */
              otmp->oerodeproof = 1;
              costly_alteration(otmp, COST_DEGRD);
          }
          otmp->oerodeproof = new_erodeproof ? 1 : 0;
          return;
      }
      /* elven armor vibrates warningly when enchanted beyond a limit */
      special_armor = is_elven_armor(otmp)
          || (Role_if(PM_WIZARD) && otmp->otyp == CORNUTHAUM);
      if (scursed)
          same_color = (otmp->otyp == BLACK_DRAGON_SCALE_MAIL
                        || otmp->otyp == BLACK_DRAGON_SCALES);
      else
          same_color = (otmp->otyp == SILVER_DRAGON_SCALE_MAIL
                        || otmp->otyp == SILVER_DRAGON_SCALES
                        || otmp->otyp == SHIELD_OF_REFLECTION);
      if (Blind)
          same_color = FALSE;
  
      /* KMH -- catch underflow */
      s = scursed ? -otmp->spe : otmp->spe;
      if (s > (special_armor ? 5 : 3) && rn2(s)) {
          otmp->in_use = TRUE;
          pline("%s violently %s%s%s for a while, then %s.", Yname2(otmp),
                otense(otmp, Blind ? "vibrate" : "glow"),
                (!Blind && !same_color) ? " " : "",
                (Blind || same_color) ? "" : hcolor(scursed ? NH_BLACK
                                                    : NH_SILVER),
                otense(otmp, "evaporate"));
          remove_worn_item(otmp, FALSE);
          useup(otmp);
          return;
      }
      s = scursed ? -1
          : (otmp->spe >= 9)
          ? (rn2(otmp->spe) == 0)
          : sblessed
          ? rnd(3 - otmp->spe / 3)
          : 1;
      if (s >= 0 && Is_dragon_scales(otmp)) {
          unsigned was_lit = otmp->lamplit;
          int old_light = artifact_light(otmp) ? arti_light_radius(otmp) : 0;
  
          /* dragon scales get turned into dragon scale mail */
          pline("%s merges and hardens!", Yname2(otmp));
          setworn((struct obj *) 0, W_ARM);
          /* assumes same order */
          otmp->otyp += GRAY_DRAGON_SCALE_MAIL - GRAY_DRAGON_SCALES;
          otmp->lamplit = 0; /* don't want bless() or uncurse() to adjust
                              * light radius because scales -> scale_mail will
                              * result in a second increase with own message */
          if (sblessed) {
              otmp->spe++;
              cap_spe(otmp);
              if (!otmp->blessed)
                  bless(otmp);
          } else if (otmp->cursed)
              uncurse(otmp);
          otmp->known = 1;
          setworn(otmp, W_ARM);
          if (otmp->unpaid)
              alter_cost(otmp, 0L); /* shop bill */
          otmp->lamplit = was_lit;
          if (old_light)
              maybe_adjust_light(otmp, old_light);
          return;
      }
      pline("%s %s%s%s%s for a %s.", Yname2(otmp),
            (s == 0) ? "violently " : "",
            otense(otmp, Blind ? "vibrate" : "glow"),
            (!Blind && !same_color) ? " " : "",
            (Blind || same_color)
            ? "" : hcolor(scursed ? NH_BLACK : NH_SILVER),
            (s * s > 1) ? "while" : "moment");
      /* [this cost handling will need updating if shop pricing is
         ever changed to care about curse/bless status of armor] */
      if (s < 0)
          costly_alteration(otmp, COST_DECHNT);
      if (scursed && !otmp->cursed)
          curse(otmp);
      else if (sblessed && !otmp->blessed)
          bless(otmp);
      else if (!scursed && otmp->cursed)
          uncurse(otmp);
      if (s) {
          int oldspe = otmp->spe;
          /* despite being schar, it shouldn't be possible for spe to wrap
             here because it has been capped at 99 and s is quite small;
             however, might need to change s if it takes spe past 99 */
          otmp->spe += s;
          cap_spe(otmp); /* make sure that it doesn't exceed SPE_LIM */
          s = otmp->spe - oldspe; /* cap_spe() might have throttled 's' */
          if (s) /* skip if it got changed to 0 */
              adj_abon(otmp, s); /* adjust armor bonus for Dex or Int+Wis */
          g.known = otmp->known;
          /* update shop bill to reflect new higher price */
          if (s > 0 && otmp->unpaid)
              alter_cost(otmp, 0L);
      }
  
      if ((otmp->spe > (special_armor ? 5 : 3))
          && (special_armor || !rn2(7)))
          pline("%s %s.", Yobjnam2(otmp, "suddenly vibrate"),
                Blind ? "again" : "unexpectedly");
  }
  
  static void
  seffect_destroy_armor(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      struct obj *otmp = some_armor(&g.youmonst);
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      boolean old_erodeproof, new_erodeproof;
  
      if (confused) {
          if (!otmp) {
              strange_feeling(sobj, "Your bones itch.");
              *sobjp = 0; /* useup() in strange_feeling() */
              exercise(A_STR, FALSE);
              exercise(A_CON, FALSE);
              return;
          }
          old_erodeproof = (otmp->oerodeproof != 0);
          new_erodeproof = scursed;
          otmp->oerodeproof = 0; /* for messages */
          p_glow2(otmp, NH_PURPLE);
          if (old_erodeproof && !new_erodeproof) {
              /* restore old_erodeproof before shop charges */
              otmp->oerodeproof = 1;
              costly_alteration(otmp, COST_DEGRD);
          }
          otmp->oerodeproof = new_erodeproof ? 1 : 0;
          return;
      }
      if (!scursed || !otmp || !otmp->cursed) {
          if (!destroy_arm(otmp)) {
              strange_feeling(sobj, "Your skin itches.");
              *sobjp = 0; /* useup() in strange_feeling() */
              exercise(A_STR, FALSE);
              exercise(A_CON, FALSE);
              return;
          } else
              g.known = TRUE;
      } else { /* armor and scroll both cursed */
          pline("%s.", Yobjnam2(otmp, "vibrate"));
          if (otmp->spe >= -6) {
              otmp->spe += -1;
              adj_abon(otmp, -1);
          }
          make_stunned((HStun & TIMEOUT) + (long) rn1(10, 10), TRUE);
      }
  }
  
  static void
  seffect_confuse_monster(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
  
      if (g.youmonst.data->mlet != S_HUMAN || scursed) {
          if (!HConfusion)
              You_feel("confused.");
          make_confused(HConfusion + rnd(100), FALSE);
      } else if (confused) {
          if (!sblessed) {
              Your("%s begin to %s%s.", makeplural(body_part(HAND)),
                   Blind ? "tingle" : "glow ",
                   Blind ? "" : hcolor(NH_PURPLE));
              make_confused(HConfusion + rnd(100), FALSE);
          } else {
              pline("A %s%s surrounds your %s.",
                    Blind ? "" : hcolor(NH_RED),
                    Blind ? "faint buzz" : " glow", body_part(HEAD));
              make_confused(0L, TRUE);
          }
      } else {
          if (!sblessed) {
              Your("%s%s %s%s.", makeplural(body_part(HAND)),
                   Blind ? "" : " begin to glow",
                   Blind ? (const char *) "tingle" : hcolor(NH_RED),
                   u.umconf ? " even more" : "");
              u.umconf++;
          } else {
              if (Blind)
                  Your("%s tingle %s sharply.", makeplural(body_part(HAND)),
                       u.umconf ? "even more" : "very");
              else
                  Your("%s glow a%s brilliant %s.",
                       makeplural(body_part(HAND)),
                       u.umconf ? "n even more" : "", hcolor(NH_RED));
              /* after a while, repeated uses become less effective */
              if (u.umconf >= 40)
                  u.umconf++;
              else
                  u.umconf += rn1(8, 2);
          }
      }
  }
  
  static void
  seffect_scare_monster(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      register int ct = 0;
      register struct monst *mtmp;
  
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
          if (DEADMONSTER(mtmp))
              continue;
          if (cansee(mtmp->mx, mtmp->my)) {
              if (confused || scursed) {
                  mtmp->mflee = mtmp->mfrozen = mtmp->msleeping = 0;
                  mtmp->mcanmove = 1;
              } else if (!resist(mtmp, sobj->oclass, 0, NOTELL))
                  monflee(mtmp, 0, FALSE, FALSE);
              if (!mtmp->mtame)
                  ct++; /* pets don't laugh at you */
          }
      }
      if (otyp == SCR_SCARE_MONSTER || !ct)
          You_hear("%s %s.", (confused || scursed) ? "sad wailing"
                   : "maniacal laughter",
                   !ct ? "in the distance" : "close by");
  }
  
  static void
  seffect_remove_curse(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      register struct obj *obj;
  
      You_feel(!Hallucination
               ? (!confused ? "like someone is helping you."
                  : "like you need some help.")
               : (!confused ? "in touch with the Universal Oneness."
                  : "the power of the Force against you!"));
  
      if (scursed) {
          pline_The("scroll disintegrates.");
      } else {
          for (obj = g.invent; obj; obj = obj->nobj) {
              long wornmask;
  
              /* gold isn't subject to cursing and blessing */
              if (obj->oclass == COIN_CLASS)
                  continue;
              /* hide current scroll from itself so that perm_invent won't
                 show known blessed scroll losing bknown when confused */
              if (obj == sobj && obj->quan == 1L)
                  continue;
              wornmask = (obj->owornmask & ~(W_BALL | W_ART | W_ARTI));
              if (wornmask && !sblessed) {
                  /* handle a couple of special cases; we don't
                     allow auxiliary weapon slots to be used to
                     artificially increase number of worn items */
                  if (obj == uswapwep) {
                      if (!u.twoweap)
                          wornmask = 0L;
                  } else if (obj == uquiver) {
                      if (obj->oclass == WEAPON_CLASS) {
                          /* mergeable weapon test covers ammo,
                             missiles, spears, daggers & knives */
                          if (!objects[obj->otyp].oc_merge)
                              wornmask = 0L;
                      } else if (obj->oclass == GEM_CLASS) {
                          /* possibly ought to check whether
                             alternate weapon is a sling... */
                          if (!uslinging())
                              wornmask = 0L;
                      } else {
                          /* weptools don't merge and aren't
                             reasonable quivered weapons */
                          wornmask = 0L;
                      }
                  }
              }
              if (sblessed || wornmask || obj->otyp == LOADSTONE
                  || (obj->otyp == LEASH && obj->leashmon)) {
                  /* water price varies by curse/bless status */
                  boolean shop_h2o = (obj->unpaid && obj->otyp == POT_WATER);
  
                  if (confused) {
                      blessorcurse(obj, 2);
                      /* lose knowledge of this object's curse/bless
                         state (even if it didn't actually change) */
                      obj->bknown = 0;
                      /* blessorcurse() only affects uncursed items
                         so no need to worry about price of water
                         going down (hence no costly_alteration) */
                      if (shop_h2o && (obj->cursed || obj->blessed))
                          alter_cost(obj, 0L); /* price goes up */
                  } else if (obj->cursed) {
                      if (shop_h2o)
                          costly_alteration(obj, COST_UNCURS);
                      uncurse(obj);
                      /* if the object was known to be cursed and is now
                         known not to be, make the scroll known; it's
                         trivial to identify anyway by comparing inventory
                         before and after */
                      if (obj->bknown && otyp == SCR_REMOVE_CURSE)
                          learnscrolltyp(SCR_REMOVE_CURSE);
                  }
              }
          }
          /* if riding, treat steed's saddle as if part of hero's invent */
          if (u.usteed && (obj = which_armor(u.usteed, W_SADDLE)) != 0) {
              if (confused) {
                  blessorcurse(obj, 2);
                  obj->bknown = 0; /* skip set_bknown() */
              } else if (obj->cursed) {
                  uncurse(obj);
                  /* like rndcurse(sit.c), effect on regular inventory
                     doesn't show things glowing but saddle does */
                  if (!Blind) {
                      pline("%s %s.", Yobjnam2(obj, "glow"),
                                hcolor("amber"));
                      obj->bknown = Hallucination ? 0 : 1;
                  } else {
                      obj->bknown = 0; /* skip set_bknown() */
                  }
              }
          }
      }
      if (Punished && !confused)
          unpunish();
      if (u.utrap && u.utraptype == TT_BURIEDBALL) {
          buried_ball_to_freedom();
          pline_The("clasp on your %s vanishes.", body_part(LEG));
      }
      update_inventory();
  }
  
  static void
  seffect_create_monster(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
  
      if (create_critters(1 + ((confused || scursed) ? 12 : 0)
                          + ((sblessed || rn2(73)) ? 0 : rnd(4)),
                          confused ? &mons[PM_ACID_BLOB]
                          : (struct permonst *) 0,
                          FALSE))
          g.known = TRUE;
      /* no need to flush monsters; we ask for identification only if the
       * monsters are not visible
       */
  }
  
  static void
  seffect_enchant_weapon(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      boolean old_erodeproof, new_erodeproof;
  
      /* [What about twoweapon mode?  Proofing/repairing/enchanting both
         would be too powerful, but shouldn't we choose randomly between
         primary and secondary instead of always acting on primary?] */
      if (confused && uwep
          && erosion_matters(uwep) && uwep->oclass != ARMOR_CLASS) {
          old_erodeproof = (uwep->oerodeproof != 0);
          new_erodeproof = !scursed;
          uwep->oerodeproof = 0; /* for messages */
          if (Blind) {
              uwep->rknown = FALSE;
              Your("weapon feels warm for a moment.");
          } else {
              uwep->rknown = TRUE;
              pline("%s covered by a %s %s %s!", Yobjnam2(uwep, "are"),
                    scursed ? "mottled" : "shimmering",
                    hcolor(scursed ? NH_PURPLE : NH_GOLDEN),
                    scursed ? "glow" : "shield");
          }
          if (new_erodeproof && (uwep->oeroded || uwep->oeroded2)) {
              uwep->oeroded = uwep->oeroded2 = 0;
              pline("%s as good as new!",
                    Yobjnam2(uwep, Blind ? "feel" : "look"));
          }
          if (old_erodeproof && !new_erodeproof) {
              /* restore old_erodeproof before shop charges */
              uwep->oerodeproof = 1;
              costly_alteration(uwep, COST_DEGRD);
          }
          uwep->oerodeproof = new_erodeproof ? 1 : 0;
          return;
      }
      if (!chwepon(sobj, scursed ? -1
                   : !uwep ? 1
                   : (uwep->spe >= 9) ? !rn2(uwep->spe)
                   : sblessed ? rnd(3 - uwep->spe / 3)
                   : 1))
          *sobjp = 0; /* nothing enchanted: strange_feeling -> useup */
      if (uwep)
          cap_spe(uwep);
  }
  
  static void
  seffect_taming(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean confused = (Confusion != 0);
      int candidates, res, results, vis_results;
  
      if (u.uswallow) {
          candidates = 1;
          results = vis_results = maybe_tame(u.ustuck, sobj);
      } else {
          int i, j, bd = confused ? 5 : 1;
          struct monst *mtmp;
  
          /* note: maybe_tame() can return either positive or
             negative values, but not both for the same scroll */
          candidates = results = vis_results = 0;
          for (i = -bd; i <= bd; i++)
              for (j = -bd; j <= bd; j++) {
                  if (!isok(u.ux + i, u.uy + j))
                      continue;
                  if ((mtmp = m_at(u.ux + i, u.uy + j)) != 0
                      || (!i && !j && (mtmp = u.usteed) != 0)) {
                      ++candidates;
                      res = maybe_tame(mtmp, sobj);
                      results += res;
                      if (canspotmon(mtmp))
                          vis_results += res;
                  }
              }
      }
      if (!results) {
          pline("Nothing interesting %s.",
                !candidates ? "happens" : "seems to happen");
      } else {
          pline_The("neighborhood %s %sfriendlier.",
                    vis_results ? "is" : "seems",
                    (results < 0) ? "un" : "");
          if (vis_results > 0)
              g.known = TRUE;
      }
  }
  
  static void
  seffect_genocide(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
                               || objects[otyp].oc_name_known);
  
      if (!already_known)
          You("have found a scroll of genocide!");
      g.known = TRUE;
      if (sblessed)
          do_class_genocide();
      else
          do_genocide((!scursed) | (2 * !!Confusion));
  }
  
  static void
  seffect_light(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
  
      if (!confused) {
          if (!Blind)
              g.known = TRUE;
          litroom(!scursed, sobj);
          if (!scursed) {
              if (lightdamage(sobj, TRUE, 5))
                  g.known = TRUE;
          }
      } else {
          int pm = scursed ? PM_BLACK_LIGHT : PM_YELLOW_LIGHT;
  
          if ((g.mvitals[pm].mvflags & G_GONE)) {
              pline("Tiny lights sparkle in the air momentarily.");
          } else {
              /* surround with cancelled tame lights which won't explode */
              boolean sawlights = FALSE;
              int numlights = rn1(2,3) + (sblessed * 2);
              int i;
  
              for (i = 0; i < numlights; ++i) {
                  struct monst * mon = makemon(&mons[pm], u.ux, u.uy,
                                               MM_EDOG | NO_MINVENT);
                  initedog(mon);
                  mon->msleeping = 0;
                  mon->mcan = TRUE;
                  if (canspotmon(mon))
                      sawlights = TRUE;
                  newsym(mon->mx, mon->my);
              }
              if (sawlights) {
                  pline("Lights appear all around you!");
                  g.known = TRUE;
              }
          }
      }
  }
  
  static void
  seffect_charging(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
                               || objects[otyp].oc_name_known);
      struct obj *otmp;
  
      if (confused) {
          if (scursed) {
              You_feel("discharged.");
              u.uen = 0;
          } else {
              You_feel("charged up!");
              u.uen += d(sblessed ? 6 : 4, 4);
              if (u.uen > u.uenmax) /* if current energy is already at   */
                  u.uenmax = u.uen; /* or near maximum, increase maximum */
              else
                  u.uen = u.uenmax; /* otherwise restore current to max  */
          }
          g.context.botl = 1;
          return;
      }
      /* known = TRUE; -- handled inline here */
      if (!already_known) {
          pline("This is a charging scroll.");
          learnscroll(sobj);
      }
      /* use it up now to prevent it from showing in the
         getobj picklist because the "disappears" message
         was already delivered */
      useup(sobj);
      *sobjp = 0; /* it's gone */
      otmp = getobj("charge", charge_ok, GETOBJ_PROMPT | GETOBJ_ALLOWCNT);
      if (otmp)
          recharge(otmp, scursed ? -1 : sblessed ? 1 : 0);
  }
  
  static void
  seffect_amnesia(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
  
      g.known = TRUE;
      forget((!sblessed ? ALL_SPELLS : 0));
      if (Hallucination) /* Ommmmmm! */
          Your("mind releases itself from mundane concerns.");
      else if (!strncmpi(g.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);
  }
  
  static void
  seffect_fire(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean sblessed = sobj->blessed;
      boolean confused = (Confusion != 0);
      boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
                               || objects[otyp].oc_name_known);
      coord cc;
      int dam, cval;
  
      cc.x = u.ux;
      cc.y = u.uy;
      cval = bcsign(sobj);
      dam = (2 * (rn1(3, 3) + 2 * cval) + 1) / 3;
      useup(sobj);
      *sobjp = 0; /* it's gone */
      if (!already_known)
          (void) learnscrolltyp(SCR_FIRE);
      if (confused) {
          if (Underwater) {
              pline("A little %s around you vaporizes.", hliquid("water"));
          }
          else if (Fire_resistance) {
              shieldeff(u.ux, u.uy);
              monstseesu(M_SEEN_FIRE);
              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;
      }
      if (Underwater) {
          pline_The("%s around you vaporizes violently!", hliquid("water"));
      } else {
          if (sblessed) {
              if (!already_known)
                  pline("This is a scroll of fire!");
              dam *= 5;
              pline("Where do you want to center the explosion?");
              getpos_sethilite(display_stinking_cloud_positions,
                               get_valid_stinking_cloud_pos);
              (void) getpos(&cc, TRUE, "the desired position");
              if (!is_valid_stinking_cloud_pos(cc.x, cc.y, FALSE)) {
                  /* try to reach too far, get burned */
                  cc.x = u.ux;
                  cc.y = u.uy;
              }
          }
          if (cc.x == u.ux && cc.y == u.uy) {
              pline_The("scroll erupts in a tower of flame!");
              iflags.last_msg = PLNMSG_TOWER_OF_FLAME; /* for explode() */
              burn_away_slime();
          }
      }
      explode(cc.x, cc.y, 11, dam, SCROLL_CLASS, EXPL_FIERY);
  }
  
  static void
  seffect_earth(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
  
      /* TODO: handle steeds */
      if (!Is_rogue_level(&u.uz) && has_ceiling(&u.uz)
          && (!In_endgame(&u.uz) || Is_earthlevel(&u.uz))) {
          register int x, y;
          int nboulders = 0;
  
          /* Identify the scroll */
          if (u.uswallow)
              You_hear("rumbling.");
          else
              pline_The("%s rumbles %s you!", ceiling(u.ux, u.uy),
                        sblessed ? "around" : "above");
          g.known = 1;
          sokoban_guilt();
  
          /* Loop through the surrounding squares */
          if (!scursed)
              for (x = u.ux - 1; x <= u.ux + 1; x++) {
                  for (y = u.uy - 1; y <= u.uy + 1; y++) {
                      /* Is this a suitable spot? */
                      if (isok(x, y) && !closed_door(x, y)
                          && !IS_ROCK(levl[x][y].typ)
                          && !IS_AIR(levl[x][y].typ)
                          && (x != u.ux || y != u.uy)) {
                          nboulders +=
                              drop_boulder_on_monster(x, y, confused, TRUE);
                      }
                  }
              }
          /* Attack the player */
          if (!sblessed) {
              drop_boulder_on_player(confused, !scursed, TRUE, FALSE);
          } else if (!nboulders)
              pline("But nothing else happens.");
      }
  }
  
  static void
  seffect_punishment(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean sblessed = sobj->blessed;
      boolean confused = (Confusion != 0);
  
      g.known = TRUE;
      if (confused || sblessed) {
          You_feel("guilty.");
          return;
      }
      punish(sobj);
  }
  
  static void
  seffect_stinking_cloud(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
                               || objects[otyp].oc_name_known);
      coord cc;
  
      if (!already_known)
          You("have found a scroll of stinking cloud!");
      g.known = TRUE;
      pline("Where do you want to center the %scloud?",
            already_known ? "stinking " : "");
      cc.x = u.ux;
      cc.y = u.uy;
      getpos_sethilite(display_stinking_cloud_positions,
                       get_valid_stinking_cloud_pos);
      if (getpos(&cc, TRUE, "the desired position") < 0) {
          pline1(Never_mind);
          return;
      }
      if (!is_valid_stinking_cloud_pos(cc.x, cc.y, TRUE))
          return;
      (void) create_gas_cloud(cc.x, cc.y, 3 + bcsign(sobj),
                              8 + 4 * bcsign(sobj));
  }
  
  static void
  seffect_blank_paper(struct obj **sobjp UNUSED)
  {
      if (Blind)
          You("don't remember there being any magic words on this scroll.");
      else
          pline("This scroll seems to be blank.");
      g.known = TRUE;
  }
  
  static void
  seffect_teleportation(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
  
      if (confused || scursed) {
          level_tele();
          /* gives "materialize on different/same level!" message, must
             be a teleport scroll */
          g.known = TRUE;
      } else {
          scrolltele(sobj);
          /* this will call learnscroll() as appropriate, and has results
             which maybe shouldn't result in the scroll becoming known;
             either way, no need to set g.known here */
      }
  }
  
  static void
  seffect_gold_detection(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
  
      if ((confused || scursed) ? trap_detect(sobj) : gold_detect(sobj))
          *sobjp = 0; /* failure: strange_feeling() -> useup() */
  }
  
  static void
  seffect_food_detection(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
  
      if (food_detect(sobj))
          *sobjp = 0; /* nothing detected: strange_feeling -> useup */
  }
  
  static void
  seffect_identify(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      int otyp = sobj->otyp;
      boolean is_scroll = (sobj->oclass == SCROLL_CLASS);
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
                               || objects[otyp].oc_name_known);
  
      if (is_scroll) { /* scroll of identify */
          /* known = TRUE; -- handled inline here */
          /* use up the scroll first, before learnscrolltyp() -> makeknown()
             performs perm_invent update; also simplifies empty invent check */
          useup(sobj);
          *sobjp = 0; /* it's gone */
          /* scroll just identifies itself for any scroll read while confused
             or for cursed scroll read without knowing identify yet */
          if (confused || (scursed && !already_known))
              You("identify this as an identify scroll.");
          else if (!already_known)
              pline("This is an identify scroll.");
          if (!already_known)
              (void) learnscrolltyp(SCR_IDENTIFY);
          if (confused || (scursed && !already_known))
              return;
      }
  
      if (g.invent) {
          int cval = 1;
          if (sblessed || (!scursed && !rn2(5))) {
              cval = rn2(5);
              /* note: if cval==0, identify all items */
              if (cval == 1 && sblessed && Luck > 0)
                  ++cval;
          }
          identify_pack(cval, !already_known);
      } else {
          /* spell cast with inventory empty or scroll read when it's
             the only item leaving empty inventory after being used up */
          pline("You're not carrying anything%s to be identified.",
                (is_scroll) ? " else" : "");
      }
  }
  
  static void
  seffect_magic_mapping(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean is_scroll = (sobj->oclass == SCROLL_CLASS);
      boolean sblessed = sobj->blessed;
      boolean scursed = sobj->cursed;
      boolean confused = (Confusion != 0);
      int cval;
  
      if (is_scroll) {
          if (g.level.flags.nommap) {
              Your("mind is filled with crazy lines!");
              if (Hallucination)
                  pline("Wow!  Modern art.");
              else
                  Your("%s spins in bewilderment.", body_part(HEAD));
              make_confused(HConfusion + rnd(30), FALSE);
              return;
          }
          if (sblessed) {
              register int x, y;
  
              for (x = 1; x < COLNO; x++)
                  for (y = 0; y < ROWNO; y++)
                      if (levl[x][y].typ == SDOOR)
                          cvt_sdoor_to_door(&levl[x][y]);
              /* do_mapping() already reveals secret passages */
          }
          g.known = TRUE;
      }
  
      if (g.level.flags.nommap) {
          Your("%s spins as %s blocks the spell!", body_part(HEAD),
               something);
          make_confused(HConfusion + rnd(30), FALSE);
          return;
      }
      pline("A map coalesces in your mind!");
      cval = (scursed && !confused);
      if (cval)
          HConfusion = 1; /* to screw up map */
      do_mapping();
      if (cval) {
          HConfusion = 0; /* restore */
          pline("Unfortunately, you can't grasp the details.");
      }
  }
  
  #ifdef MAIL_STRUCTURES
  static void
  seffect_mail(struct obj **sobjp)
  {
      struct obj *sobj = *sobjp;
      boolean odd = (sobj->o_id % 2) == 1;
  
      g.known = TRUE;
      switch (sobj->spe) {
      case 2:
          /* "stamped scroll" created via magic marker--without a stamp */
          pline("This scroll is marked \"%s\".",
                odd ? "Postage Due" : "Return to Sender");
          break;
      case 1:
          /* scroll of mail obtained from bones file or from wishing;
             note to the puzzled: the game Larn actually sends you junk
             mail if you win! */
          pline("This seems to be %s.",
                odd ? "a chain letter threatening your luck"
                : "junk mail addressed to the finder of the Eye of Larn");
          break;
      default:
  #ifdef MAIL
          readmail(sobj);
  #else
          /* unreachable since with MAIL undefined, sobj->spe won't be 0;
             as a precaution, be prepared to give arbitrary feedback;
             caller has already reported that it disappears upon reading */
          pline("That was a scroll of mail?");
  #endif
          break;
      }
  }
  #endif /* MAIL_STRUCTURES */
  
  /* scroll effects; return 1 if we use up the scroll and possibly make it
     become discovered, 0 if caller should take care of those side-effects */
  int
  seffects(struct obj *sobj) /* sobj - scroll or fake spellbook for spell */
  {
      int otyp = sobj->otyp;
  
      if (objects[otyp].oc_magic)
          exercise(A_WIS, TRUE);                       /* just for trying */
  
      switch (otyp) {
  #ifdef MAIL_STRUCTURES
      case SCR_MAIL:
          seffect_mail(&sobj);
          break;
  #endif
      case SCR_ENCHANT_ARMOR:
          seffect_enchant_armor(&sobj);
          break;
      case SCR_DESTROY_ARMOR:
          seffect_destroy_armor(&sobj);
          break;
      case SCR_CONFUSE_MONSTER:
      case SPE_CONFUSE_MONSTER:
          seffect_confuse_monster(&sobj);
          break;
      case SCR_SCARE_MONSTER:
      case SPE_CAUSE_FEAR:
          seffect_scare_monster(&sobj);
          break;
      case SCR_BLANK_PAPER:
          seffect_blank_paper(&sobj);
          break;
      case SCR_REMOVE_CURSE:
      case SPE_REMOVE_CURSE:
          seffect_remove_curse(&sobj);
          break;
      case SCR_CREATE_MONSTER:
      case SPE_CREATE_MONSTER:
          seffect_create_monster(&sobj);
          break;
      case SCR_ENCHANT_WEAPON:
          seffect_enchant_weapon(&sobj);
          break;
      case SCR_TAMING:
      case SPE_CHARM_MONSTER:
          seffect_taming(&sobj);
          break;
      case SCR_GENOCIDE:
          seffect_genocide(&sobj);
          break;
      case SCR_LIGHT:
          seffect_light(&sobj);
          break;
      case SCR_TELEPORTATION:
          seffect_teleportation(&sobj);
          break;
      case SCR_GOLD_DETECTION:
          seffect_gold_detection(&sobj);
          break;
      case SCR_FOOD_DETECTION:
      case SPE_DETECT_FOOD:
          seffect_food_detection(&sobj);
          break;
      case SCR_IDENTIFY:
      case SPE_IDENTIFY:
          seffect_identify(&sobj);
          break;
      case SCR_CHARGING:
          seffect_charging(&sobj);
          break;
      case SCR_MAGIC_MAPPING:
      case SPE_MAGIC_MAPPING:
          seffect_magic_mapping(&sobj);
          break;
      case SCR_AMNESIA:
          seffect_amnesia(&sobj);
          break;
      case SCR_FIRE:
          seffect_fire(&sobj);
          break;
      case SCR_EARTH:
          seffect_earth(&sobj);
          break;
      case SCR_PUNISHMENT:
          seffect_punishment(&sobj);
          break;
      case SCR_STINKING_CLOUD:
          seffect_stinking_cloud(&sobj);
          break;
      default:
          impossible("What weird effect is this? (%u)", otyp);
      }
      /* if sobj is gone, we've already called useup() above and the
         update_inventory() that it performs might have come too soon
         (before charging an item, for instance) */
      if (!sobj)
          update_inventory();
      return sobj ? 0 : 1;
  }
  
  void
  drop_boulder_on_player(boolean confused, boolean helmet_protects, boolean byu, boolean skip_uswallow)
  {
      int dmg;
      struct obj *otmp2;
  
      /* hit monster if swallowed */
      if (u.uswallow && !skip_uswallow) {
          drop_boulder_on_monster(u.ux, u.uy, confused, byu);
          return;
      }
  
      otmp2 = mksobj(confused ? ROCK : BOULDER, FALSE, FALSE);
      if (!otmp2)
          return;
      otmp2->quan = confused ? rn1(5, 2) : 1;
      otmp2->owt = weight(otmp2);
      if (!amorphous(g.youmonst.data) && !Passes_walls
          && !noncorporeal(g.youmonst.data) && !unsolid(g.youmonst.data)) {
          You("are hit by %s!", doname(otmp2));
          dmg = dmgval(otmp2, &g.youmonst) * otmp2->quan;
          if (uarmh && helmet_protects) {
              if (is_metallic(uarmh)) {
                  pline("Fortunately, you are wearing a hard helmet.");
                  if (dmg > 2)
                      dmg = 2;
              } else if (flags.verbose) {
                  pline("%s does not protect you.", Yname2(uarmh));
              }
          }
      } else
          dmg = 0;
      wake_nearto(u.ux, u.uy, 4 * 4);
      /* Must be before the losehp(), for bones files */
      if (!flooreffects(otmp2, u.ux, u.uy, "fall")) {
          place_object(otmp2, u.ux, u.uy);
          stackobj(otmp2);
          newsym(u.ux, u.uy);
      }
      if (dmg)
          losehp(Maybe_Half_Phys(dmg), "scroll of earth", KILLED_BY_AN);
  }
  
  boolean
  drop_boulder_on_monster(int x, int y, boolean confused, boolean byu)
  {
      register struct obj *otmp2;
      register struct monst *mtmp;
  
      /* Make the object(s) */
      otmp2 = mksobj(confused ? ROCK : BOULDER, FALSE, FALSE);
      if (!otmp2)
          return FALSE; /* Shouldn't happen */
      otmp2->quan = confused ? rn1(5, 2) : 1;
      otmp2->owt = weight(otmp2);
  
      /* Find the monster here (won't be player) */
      mtmp = m_at(x, y);
      if (mtmp && !amorphous(mtmp->data) && !passes_walls(mtmp->data)
          && !noncorporeal(mtmp->data) && !unsolid(mtmp->data)) {
          struct obj *helmet = which_armor(mtmp, W_ARMH);
          int mdmg;
  
          if (cansee(mtmp->mx, mtmp->my)) {
              pline("%s is hit by %s!", Monnam(mtmp), doname(otmp2));
              if (mtmp->minvis && !canspotmon(mtmp))
                  map_invisible(mtmp->mx, mtmp->my);
          } else if (u.uswallow && mtmp == u.ustuck)
              You_hear("something hit %s %s over your %s!",
                       s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH),
                       body_part(HEAD));
  
          mdmg = dmgval(otmp2, mtmp) * otmp2->quan;
          if (helmet) {
              if (is_metallic(helmet)) {
                  if (canspotmon(mtmp))
                      pline("Fortunately, %s is wearing a hard helmet.",
                            mon_nam(mtmp));
                  else if (!Deaf)
                      You_hear("a clanging sound.");
                  if (mdmg > 2)
                      mdmg = 2;
              } else {
                  if (canspotmon(mtmp))
                      pline("%s's %s does not protect %s.", Monnam(mtmp),
                            xname(helmet), mhim(mtmp));
              }
          }
          mtmp->mhp -= mdmg;
          if (DEADMONSTER(mtmp)) {
              if (byu) {
                  killed(mtmp);
              } else {
                  pline("%s is killed.", Monnam(mtmp));
                  mondied(mtmp);
              }
          } else {
              wakeup(mtmp, byu);
          }
          wake_nearto(x, y, 4 * 4);
      } else if (u.uswallow && mtmp == u.ustuck) {
          obfree(otmp2, (struct obj *) 0);
          /* fall through to player */
          drop_boulder_on_player(confused, TRUE, FALSE, TRUE);
          return 1;
      }
      /* Drop the rock/boulder to the floor */
      if (!flooreffects(otmp2, x, y, "fall")) {
          place_object(otmp2, x, y);
          stackobj(otmp2);
          newsym(x, y); /* map the rock */
      }
      return TRUE;
  }
  
  /* overcharging any wand or zapping/engraving cursed wand */
  void
  wand_explode(struct obj* obj, int chg /* recharging */)
  {
      const char *expl = !chg ? "suddenly" : "vibrates violently and";
      int dmg, n, k;
  
      /* number of damage dice */
      if (!chg)
          chg = 2; /* zap/engrave adjustment */
      n = obj->spe + chg;
      if (n < 2)
          n = 2; /* arbitrary minimum */
      /* size of damage dice */
      switch (obj->otyp) {
      case WAN_WISHING:
          k = 12;
          break;
      case WAN_CANCELLATION:
      case WAN_DEATH:
      case WAN_POLYMORPH:
      case WAN_UNDEAD_TURNING:
          k = 10;
          break;
      case WAN_COLD:
      case WAN_FIRE:
      case WAN_LIGHTNING:
      case WAN_MAGIC_MISSILE:
          k = 8;
          break;
      case WAN_NOTHING:
          k = 4;
          break;
      default:
          k = 6;
          break;
      }
      /* inflict damage and destroy the wand */
      dmg = d(n, k);
      obj->in_use = TRUE; /* in case losehp() is fatal (or --More--^C) */
      pline("%s %s explodes!", Yname2(obj), expl);
      losehp(Maybe_Half_Phys(dmg), "exploding wand", KILLED_BY_AN);
      useup(obj);
      /* obscure side-effect */
      exercise(A_STR, FALSE);
  }
  
  /* used to collect gremlins being hit by light so that they can be processed
     after vision for the entire lit area has been brought up to date */
  struct litmon {
      struct monst *mon;
      struct litmon *nxt;
  };
  static struct litmon *gremlins = 0;
  
  /*
   * Low-level lit-field update routine.
   */
  static void
  set_lit(int x, int y, genericptr_t val)
  {
      struct monst *mtmp;
      struct litmon *gremlin;
  
      if (val) {
          levl[x][y].lit = 1;
          if ((mtmp = m_at(x, y)) != 0 && mtmp->data == &mons[PM_GREMLIN]) {
              gremlin = (struct litmon *) alloc(sizeof *gremlin);
              gremlin->mon = mtmp;
              gremlin->nxt = gremlins;
              gremlins = gremlin;
          }
      } else {
          levl[x][y].lit = 0;
          snuff_light_source(x, y);
      }
  }
  
  void
  litroom(register boolean on, struct obj* obj)
  {
      char is_lit; /* value is irrelevant; we use its address
                      as a `not null' flag for set_lit() */
  
      /* first produce the text (provided you're not blind) */
      if (!on) {
          register struct obj *otmp;
  
          if (!Blind) {
              if (u.uswallow) {
                  pline("It seems even darker in here than before.");
              } else {
                  if (uwep && artifact_light(uwep) && uwep->lamplit)
                      pline("Suddenly, the only light left comes from %s!",
                            the(xname(uwep)));
                  else
                      You("are surrounded by darkness!");
              }
          }
  
          /* the magic douses lamps, et al, too */
          for (otmp = g.invent; otmp; otmp = otmp->nobj)
              if (otmp->lamplit)
                  (void) snuff_lit(otmp);
      } else { /* on */
          if (u.uswallow) {
              if (Blind)
                  ; /* no feedback */
              else if (is_animal(u.ustuck->data))
                  pline("%s %s is lit.", s_suffix(Monnam(u.ustuck)),
                        mbodypart(u.ustuck, STOMACH));
              else if (is_whirly(u.ustuck->data))
                  pline("%s shines briefly.", Monnam(u.ustuck));
              else
                  pline("%s glistens.", Monnam(u.ustuck));
          } else if (!Blind)
              pline("A lit field surrounds you!");
      }
  
      /* No-op when swallowed or in water */
      if (u.uswallow || 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);
  
      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 = g.rooms[rnum].lx - 1; rx <= g.rooms[rnum].hx + 1; rx++)
                  for (ry = g.rooms[rnum].ly - 1; ry <= g.rooms[rnum].hy + 1; ry++)
                      set_lit(rx, ry,
                              (genericptr_t) (on ? &is_lit : (char *) 0));
              g.rooms[rnum].rlit = on;
          }
          /* hallways remain dark on the rogue level */
      } else
          do_clear_area(u.ux, u.uy,
                        (obj && obj->oclass == SCROLL_CLASS && obj->blessed)
                           ? 9 : 5,
                        set_lit, (genericptr_t) (on ? &is_lit : (char *) 0));
  
      /*
       *  If we are not blind, then force a redraw on all positions in sight
       *  by temporarily blinding the hero.  The vision recalculation will
       *  correctly update all previously seen positions *and* correctly
       *  set the waslit bit [could be messed up from above].
       */
      if (!Blind) {
          vision_recalc(2);
  
          /* replace ball&chain */
          if (Punished && !on)
              move_bc(0, 0, uball->ox, uball->oy, uchain->ox, uchain->oy);
      }
  
      g.vision_full_recalc = 1; /* delayed vision recalculation */
      if (gremlins) {
          struct litmon *gremlin;
  
          /* can't delay vision recalc after all */
          vision_recalc(0);
          /* after vision has been updated, monsters who are affected
             when hit by light can now be hit by it */
          do {
              gremlin = gremlins;
              gremlins = gremlin->nxt;
              light_hits_gremlin(gremlin->mon, rnd(5));
              free((genericptr_t) gremlin);
          } while (gremlins);
      }
  }
  
  static void
  do_class_genocide(void)
  {
      int i, j, immunecnt, gonecnt, goodcnt, class, feel_dead = 0;
      char buf[BUFSZ] = DUMMY;
      boolean gameover = FALSE; /* true iff killed self */
  
      for (j = 0;; j++) {
          if (j >= 5) {
              pline1(thats_enough_tries);
              return;
          }
          do {
              getlin("What class of monsters do you wish to genocide?", buf);
              (void) mungspaces(buf);
          } while (!*buf);
          /* choosing "none" preserves genocideless conduct */
          if (*buf == '\033' || !strcmpi(buf, "none")
              || !strcmpi(buf, "nothing"))
              return;
  
          class = name_to_monclass(buf, (int *) 0);
          if (class == 0 && (i = name_to_mon(buf, (int *) 0)) != NON_PM)
              class = mons[i].mlet;
          immunecnt = gonecnt = goodcnt = 0;
          for (i = LOW_PM; i < NUMMONS; i++) {
              if (mons[i].mlet == class) {
                  if (!(mons[i].geno & G_GENO))
                      immunecnt++;
                  else if (g.mvitals[i].mvflags & G_GENOD)
                      gonecnt++;
                  else
                      goodcnt++;
              }
          }
          if (!goodcnt && class != mons[g.urole.malenum].mlet
              && class != mons[g.urace.malenum].mlet) {
              if (gonecnt)
                  pline("All such monsters are already nonexistent.");
              else if (immunecnt || class == S_invisible)
                  You("aren't permitted to genocide such monsters.");
              else if (wizard && buf[0] == '*') {
                  register struct monst *mtmp, *mtmp2;
  
                  gonecnt = 0;
                  for (mtmp = fmon; mtmp; mtmp = mtmp2) {
                      mtmp2 = mtmp->nmon;
                      if (DEADMONSTER(mtmp))
                          continue;
                      mongone(mtmp);
                      gonecnt++;
                  }
                  pline("Eliminated %d monster%s.", gonecnt, plur(gonecnt));
                  return;
              } else
                  pline("That %s does not represent any monster.",
                        strlen(buf) == 1 ? "symbol" : "response");
              continue;
          }
  
          for (i = LOW_PM; i < NUMMONS; i++) {
              if (mons[i].mlet == class) {
                  char nam[BUFSZ];
  
                  Strcpy(nam, makeplural(mons[i].pmnames[NEUTRAL]));
                  /* Although "genus" is Latin for race, the hero benefits
                   * from both race and role; thus genocide affects either.
                   */
                  if (Your_Own_Role(i) || Your_Own_Race(i)
                      || ((mons[i].geno & G_GENO)
                          && !(g.mvitals[i].mvflags & G_GENOD))) {
                      /* This check must be first since player monsters might
                       * have G_GENOD or !G_GENO.
                       */
                      g.mvitals[i].mvflags |= (G_GENOD | G_NOCORPSE);
                      kill_genocided_monsters();
                      update_inventory(); /* eggs & tins */
                      pline("Wiped out all %s.", nam);
                      if (Upolyd && vampshifted(&g.youmonst)
                          /* current shifted form or base vampire form */
                          && (i == u.umonnum || i == g.youmonst.cham))
                          polyself(3); /* vampshifter back to vampire */
                      if (Upolyd && i == u.umonnum) {
                          u.mh = -1;
                          if (Unchanging) {
                              if (!feel_dead++)
                                  You("die.");
                              /* finish genociding this class of
                                 monsters before ultimately dying */
                              gameover = TRUE;
                          } else
                              rehumanize();
                      }
                      /* Self-genocide if it matches either your race
                         or role.  Assumption:  male and female forms
                         share same monster class. */
                      if (i == g.urole.malenum || i == g.urace.malenum) {
                          u.uhp = -1;
                          if (Upolyd) {
                              if (!feel_dead++)
                                  You_feel("%s inside.", udeadinside());
                          } else {
                              if (!feel_dead++)
                                  You("die.");
                              gameover = TRUE;
                          }
                      }
                  } else if (g.mvitals[i].mvflags & G_GENOD) {
                      if (!gameover)
                          pline("%s are already nonexistent.", upstart(nam));
                  } else if (!gameover) {
                      /* suppress feedback about quest beings except
                         for those applicable to our own role */
                      if ((mons[i].msound != MS_LEADER
                           || quest_info(MS_LEADER) == i)
                          && (mons[i].msound != MS_NEMESIS
                              || quest_info(MS_NEMESIS) == i)
                          && (mons[i].msound != MS_GUARDIAN
                              || quest_info(MS_GUARDIAN) == i)
                          /* non-leader/nemesis/guardian role-specific monster
                             */
                          && (i != PM_NINJA /* nuisance */
                              || Role_if(PM_SAMURAI))) {
                          boolean named, uniq;
  
                          named = type_is_pname(&mons[i]) ? TRUE : FALSE;
                          uniq = (mons[i].geno & G_UNIQ) ? TRUE : FALSE;
                          /* one special case */
                          if (i == PM_HIGH_CLERIC)
                              uniq = FALSE;
  
                          You("aren't permitted to genocide %s%s.",
                              (uniq && !named) ? "the " : "",
                              (uniq || named) ? mons[i].pmnames[NEUTRAL] : nam);
                      }
                  }
              }
          }
          if (gameover || u.uhp == -1) {
              g.killer.format = KILLED_BY_AN;
              Strcpy(g.killer.name, "scroll of genocide");
              if (gameover)
                  done(GENOCIDED);
          }
          return;
      }
  }
  
  #define REALLY 1
  #define PLAYER 2
  #define ONTHRONE 4
  void
  do_genocide(int how)
  /* how: */
  /* 0 = no genocide; create monsters (cursed scroll) */
  /* 1 = normal genocide */
  /* 3 = forced genocide of player */
  /* 5 (4 | 1) = normal genocide from throne */
  {
      char buf[BUFSZ] = DUMMY;
      register int i, killplayer = 0;
      register int mndx;
      register struct permonst *ptr;
      const char *which;
  
      if (how & PLAYER) {
          mndx = u.umonster; /* non-polymorphed mon num */
          ptr = &mons[mndx];
          Strcpy(buf, pmname(ptr, Ugender));
          killplayer++;
      } else {
          for (i = 0;; i++) {
              if (i >= 5) {
                  /* cursed effect => no free pass (unless rndmonst() fails) */
                  if (!(how & REALLY) && (ptr = rndmonst()) != 0)
                      break;
  
                  pline1(thats_enough_tries);
                  return;
              }
              getlin("What monster do you want to genocide? [type the name]",
                     buf);
              (void) mungspaces(buf);
              /* choosing "none" preserves genocideless conduct */
              if (*buf == '\033' || !strcmpi(buf, "none")
                  || !strcmpi(buf, "nothing")) {
                  /* ... but no free pass if cursed */
                  if (!(how & REALLY) && (ptr = rndmonst()) != 0)
                      break; /* remaining checks don't apply */
  
                  return;
              }
  
              mndx = name_to_mon(buf, (int *) 0);
              if (mndx == NON_PM || (g.mvitals[mndx].mvflags & G_GENOD)) {
                  pline("Such creatures %s exist in this world.",
                        (mndx == NON_PM) ? "do not" : "no longer");
                  continue;
              }
              ptr = &mons[mndx];
              /* first revert if current shifted form or base vampire form */
              if (Upolyd && vampshifted(&g.youmonst)
                  && (mndx == u.umonnum || mndx == g.youmonst.cham))
                  polyself(3); /* vampshifter (bat, &c) back to vampire */
              /* Although "genus" is Latin for race, the hero benefits
               * from both race and role; thus genocide affects either.
               */
              if (Your_Own_Role(mndx) || Your_Own_Race(mndx)) {
                  killplayer++;
                  break;
              }
              if (is_human(ptr))
                  adjalign(-sgn(u.ualign.type));
              if (is_demon(ptr))
                  adjalign(sgn(u.ualign.type));
  
              if (!(ptr->geno & G_GENO)) {
                  if (!Deaf) {
                      /* FIXME: unconditional "caverns" will be silly in some
                       * circumstances.  Who's speaking?  Divine pronouncements
                       * aren't supposed to be hampered by deafness....
                       */
                      if (flags.verbose)
                          pline("A thunderous voice booms through the caverns:");
                      verbalize("No, mortal!  That will not be done.");
                  }
                  continue;
              }
              /* KMH -- Unchanging prevents rehumanization */
              if (Unchanging && ptr == g.youmonst.data)
                  killplayer++;
              break;
          }
          mndx = monsndx(ptr); /* needed for the 'no free pass' cases */
      }
  
      which = "all ";
      if (Hallucination) {
          if (Upolyd)
              Strcpy(buf, pmname(g.youmonst.data, flags.female ? FEMALE : MALE));
          else {
              Strcpy(buf, (flags.female && g.urole.name.f) ? g.urole.name.f
                                                         : g.urole.name.m);
              buf[0] = lowc(buf[0]);
          }
      } else {
          Strcpy(buf, ptr->pmnames[NEUTRAL]); /* make sure we have standard singular */
          if ((ptr->geno & G_UNIQ) && ptr != &mons[PM_HIGH_CLERIC])
              which = !type_is_pname(ptr) ? "the " : "";
      }
      if (how & REALLY) {
          /* setting no-corpse affects wishing and random tin generation */
          g.mvitals[mndx].mvflags |= (G_GENOD | G_NOCORPSE);
          pline("Wiped out %s%s.", which,
                (*which != 'a') ? buf : makeplural(buf));
  
          if (killplayer) {
              /* might need to wipe out dual role */
              if (g.urole.femalenum != NON_PM && mndx == g.urole.malenum)
                  g.mvitals[g.urole.femalenum].mvflags |= (G_GENOD | G_NOCORPSE);
              if (g.urole.femalenum != NON_PM && mndx == g.urole.femalenum)
                  g.mvitals[g.urole.malenum].mvflags |= (G_GENOD | G_NOCORPSE);
              if (g.urace.femalenum != NON_PM && mndx == g.urace.malenum)
                  g.mvitals[g.urace.femalenum].mvflags |= (G_GENOD | G_NOCORPSE);
              if (g.urace.femalenum != NON_PM && mndx == g.urace.femalenum)
                  g.mvitals[g.urace.malenum].mvflags |= (G_GENOD | G_NOCORPSE);
  
              u.uhp = -1;
              if (how & PLAYER) {
                  g.killer.format = KILLED_BY;
                  Strcpy(g.killer.name, "genocidal confusion");
              } else if (how & ONTHRONE) {
                  /* player selected while on a throne */
                  g.killer.format = KILLED_BY_AN;
                  Strcpy(g.killer.name, "imperious order");
              } else { /* selected player deliberately, not confused */
                  g.killer.format = KILLED_BY_AN;
                  Strcpy(g.killer.name, "scroll of genocide");
              }
  
              /* Polymorphed characters will die as soon as they're rehumanized.
               */
              /* KMH -- Unchanging prevents rehumanization */
              if (Upolyd && ptr != g.youmonst.data) {
                  delayed_killer(POLYMORPH, g.killer.format, g.killer.name);
                  You_feel("%s inside.", udeadinside());
              } else
                  done(GENOCIDED);
          } else if (ptr == g.youmonst.data) {
              rehumanize();
          }
          kill_genocided_monsters();
          update_inventory(); /* in case identified eggs were affected */
      } else {
          int cnt = 0, census = monster_census(FALSE);
  
          if (!(mons[mndx].geno & G_UNIQ)
              && !(g.mvitals[mndx].mvflags & (G_GENOD | G_EXTINCT)))
              for (i = rn1(3, 4); i > 0; i--) {
                  if (!makemon(ptr, u.ux, u.uy, NO_MINVENT))
                      break; /* couldn't make one */
                  ++cnt;
                  if (g.mvitals[mndx].mvflags & G_EXTINCT)
                      break; /* just made last one */
              }
          if (cnt) {
              /* accumulated 'cnt' doesn't take groups into account;
                 assume bringing in new mon(s) didn't remove any old ones */
              cnt = monster_census(FALSE) - census;
              pline("Sent in %s%s.", (cnt > 1) ? "some " : "",
                    (cnt > 1) ? makeplural(buf) : an(buf));
          } else
              pline1(nothing_happens);
      }
  }
  
  void
  punish(struct obj* sobj)
  {
      struct obj *reuse_ball = (sobj && sobj->otyp == HEAVY_IRON_BALL)
                                  ? sobj : (struct obj *) 0;
  
      /* KMH -- Punishment is still okay when you are riding */
      if (!reuse_ball)
          You("are being punished for your misbehavior!");
      if (Punished) {
          Your("iron ball gets heavier.");
          uball->owt += IRON_BALL_W_INCR * (1 + sobj->cursed);
          return;
      }
      if (amorphous(g.youmonst.data) || is_whirly(g.youmonst.data)
          || unsolid(g.youmonst.data)) {
          if (!reuse_ball) {
              pline("A ball and chain appears, then falls away.");
              dropy(mkobj(BALL_CLASS, TRUE));
          } else {
              dropy(reuse_ball);
          }
          return;
      }
      setworn(mkobj(CHAIN_CLASS, TRUE), W_CHAIN);
      if (!reuse_ball)
          setworn(mkobj(BALL_CLASS, TRUE), W_BALL);
      else
          setworn(reuse_ball, W_BALL);
  
      /*
       *  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 */
      }
  }
  
  /* remove the ball and chain */
  void
  unpunish(void)
  {
      struct obj *savechain = uchain;
  
      /* chain goes away */
      obj_extract_self(uchain);
      newsym(uchain->ox, uchain->oy);
      setworn((struct obj *) 0, W_CHAIN); /* sets 'uchain' to Null */
      dealloc_obj(savechain);
      /* the chain is gone but the no longer attached ball persists */
      setworn((struct obj *) 0, W_BALL); /* sets 'uball' to Null */
  }
  
  /* 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_revive(int* mtype, boolean revival, struct obj* from_obj)
  {
      /* SHOPKEEPERS can be revived now */
      if (*mtype == PM_GUARD || (*mtype == PM_SHOPKEEPER && !revival)
          || *mtype == PM_HIGH_CLERIC || *mtype == PM_ALIGNED_CLERIC
          || *mtype == PM_ANGEL) {
          *mtype = PM_HUMAN_ZOMBIE;
          return TRUE;
      } else if (*mtype == PM_LONG_WORM_TAIL) { /* for create_particular() */
          *mtype = PM_LONG_WORM;
          return TRUE;
      } else if (unique_corpstat(&mons[*mtype])
                 && (!from_obj || !has_omonst(from_obj))) {
          /* unique corpses (from bones or wizard mode wish) or
             statues (bones or any wish) end up as shapechangers */
          *mtype = PM_DOPPELGANGER;
          return TRUE;
      }
      return FALSE;
  }
  
  static boolean
  create_particular_parse(char* str, struct _create_particular_data* d)
  {
      int gender_name_var = NEUTRAL;
      char *bufp = str;
      char *tmpp;
  
      d->quan = 1 + ((g.multi > 0) ? g.multi : 0);
      d->monclass = MAXMCLASSES;
      d->which = g.urole.malenum; /* an arbitrary index into mons[] */
      d->fem = -1;     /* gender not specified */
      d->genderconf = -1;  /* no confusion on which gender to assign */
      d->randmonst = FALSE;
      d->maketame = d->makepeaceful = d->makehostile = FALSE;
      d->sleeping = d->saddled = d->invisible = d->hidden = FALSE;
  
      /* quantity */
      if (digit(*bufp)) {
          d->quan = atoi(bufp);
          while (digit(*bufp))
              bufp++;
          while (*bufp == ' ')
              bufp++;
      }
  #define QUAN_LIMIT (ROWNO * (COLNO - 1))
      /* maximum possible quantity is one per cell: (0..ROWNO-1) x (1..COLNO-1)
         [21*79==1659 for default map size; could subtract 1 for hero's spot] */
      if (d->quan < 1 || d->quan > QUAN_LIMIT)
          d->quan = QUAN_LIMIT - monster_census(FALSE);
  #undef QUAN_LIMIT
      /* gear -- extremely limited number of possibilities supported */
      if ((tmpp = strstri(bufp, "saddled ")) != 0) {
          d->saddled = TRUE;
          (void) memset(tmpp, ' ', sizeof "saddled " - 1);
      }
      /* state -- limited number of possibilitie supported */
      if ((tmpp = strstri(bufp, "sleeping ")) != 0) {
          d->sleeping = TRUE;
          (void) memset(tmpp, ' ', sizeof "sleeping " - 1);
      }
      if ((tmpp = strstri(bufp, "invisible ")) != 0) {
          d->invisible = TRUE;
          (void) memset(tmpp, ' ', sizeof "invisible " - 1);
      }
      if ((tmpp = strstri(bufp, "hidden ")) != 0) {
          d->hidden = TRUE;
          (void) memset(tmpp, ' ', sizeof "hidden " - 1);
      }
      /* check "female" before "male" to avoid false hit mid-word */
      if ((tmpp = strstri(bufp, "female ")) != 0) {
          d->fem = 1;
          (void) memset(tmpp, ' ', sizeof "female " - 1);
      }
      if ((tmpp = strstri(bufp, "male ")) != 0) {
          d->fem = 0;
          (void) memset(tmpp, ' ', sizeof "male " - 1);
      }
      bufp = mungspaces(bufp); /* after potential memset(' ') */
      /* allow the initial disposition to be specified */
      if (!strncmpi(bufp, "tame ", 5)) {
          bufp += 5;
          d->maketame = TRUE;
      } else if (!strncmpi(bufp, "peaceful ", 9)) {
          bufp += 9;
          d->makepeaceful = TRUE;
      } else if (!strncmpi(bufp, "hostile ", 8)) {
          bufp += 8;
          d->makehostile = TRUE;
      }
      /* decide whether a valid monster was chosen */
      if (wizard && (!strcmp(bufp, "*") || !strcmp(bufp, "random"))) {
          d->randmonst = TRUE;
          return TRUE;
      }
      d->which = name_to_mon(bufp, &gender_name_var);
      /*
       * With the introduction of male and female monster names
       * in 3.7, preserve that detail.
       *
       * If d->fem is already set to MALE or FEMALE at this juncture, it means
       * one of those terms was explicitly specified.
       */
      if (d->fem == MALE || d->fem == FEMALE) {     /* explicity expressed */
          if ((gender_name_var != NEUTRAL) && (d->fem != gender_name_var)) {
              /* apparent selection incompatibility */
              d->genderconf = gender_name_var;        /* resolve later */
          }
          /* otherwise keep the value of d->fem, as it's okay */
      } else {  /* no explicit gender term was specified */
          d->fem = gender_name_var;
      }
      if (d->which >= LOW_PM)
          return TRUE; /* got one */
      d->monclass = name_to_monclass(bufp, &d->which);
  
      if (d->which >= LOW_PM) {
          d->monclass = MAXMCLASSES; /* matters below */
          return TRUE;
      } else if (d->monclass == S_invisible) { /* not an actual monster class */
          d->which = PM_STALKER;
          d->monclass = MAXMCLASSES;
          return TRUE;
      } else if (d->monclass == S_WORM_TAIL) { /* empty monster class */
          d->which = PM_LONG_WORM;
          d->monclass = MAXMCLASSES;
          return TRUE;
      } else if (d->monclass > 0) {
          d->which = g.urole.malenum; /* reset from NON_PM */
          return TRUE;
      }
      return FALSE;
  }
  
  static boolean
  create_particular_creation(struct _create_particular_data* d)
  {
      struct permonst *whichpm = NULL;
      int i, mx, my, firstchoice = NON_PM;
      struct monst *mtmp;
      boolean madeany = FALSE;
  
      if (!d->randmonst) {
          firstchoice = d->which;
          if (cant_revive(&d->which, FALSE, (struct obj *) 0)
              && firstchoice != PM_LONG_WORM_TAIL) {
              /* wizard mode can override handling of special monsters */
              char buf[BUFSZ];
  
              Sprintf(buf, "Creating %s instead; force %s?",
                      mons[d->which].pmnames[NEUTRAL],
                      mons[firstchoice].pmnames[NEUTRAL]);
              if (yn(buf) == 'y')
                  d->which = firstchoice;
          }
          whichpm = &mons[d->which];
      }
      for (i = 0; i < d->quan; i++) {
          long mmflags = NO_MM_FLAGS;
  
          if (d->monclass != MAXMCLASSES)
              whichpm = mkclass(d->monclass, 0);
          else if (d->randmonst)
              whichpm = rndmonst();
          if (d->genderconf == -1) {
              /* no confict exists between explicit gender term and
                 the specified monster name */
              if (d->fem != -1
                  && (!whichpm || (!is_male(whichpm) && !is_female(whichpm))))
                  mmflags |= (d->fem == FEMALE) ? MM_FEMALE
                                 : (d->fem == MALE) ? MM_MALE : 0;
          } else {
              /* conundrum alert: an explicit gender term conflicts with an
                 explicit gender-tied naming term (i.e. male cavewoman) */
  
              /* option not gone with: name overrides the explicit gender as
                 commented out here */
              /*  d->fem = d->genderconf; */
  
              /*  option chosen: let the explicit gender term (male or female)
                  override the gender-tied naming term, so leave d->fem as-is */
  
                 mmflags |= (d->fem == FEMALE) ? MM_FEMALE
                                 : (d->fem == MALE) ? MM_MALE : 0;
  
              /* another option would be to consider it a faulty specification
                 and reject the request completely and produce a random monster
                 with a gender matching that specified instead (i.e. there is
                 no such thing as a male cavewoman) */
              /* whichpm = rndmonst(); */
              /* mmflags |= (d->fem == FEMALE) ? MM_FEMALE : MM_MALE; */
          }
          mtmp = makemon(whichpm, u.ux, u.uy, mmflags);
          if (!mtmp) {
              /* quit trying if creation failed and is going to repeat */
              if (d->monclass == MAXMCLASSES && !d->randmonst)
                  break;
              /* otherwise try again */
              continue;
          }
          mx = mtmp->mx, my = mtmp->my;
          if (d->maketame) {
              (void) tamedog(mtmp, (struct obj *) 0);
          } else if (d->makepeaceful || d->makehostile) {
              mtmp->mtame = 0; /* sanity precaution */
              mtmp->mpeaceful = d->makepeaceful ? 1 : 0;
              set_malign(mtmp);
          }
          if (d->saddled && can_saddle(mtmp) && !which_armor(mtmp, W_SADDLE)) {
              struct obj *otmp = mksobj(SADDLE, TRUE, FALSE);
  
              put_saddle_on_mon(otmp, mtmp);
          }
          if (d->invisible) {
              mon_set_minvis(mtmp);
              if (does_block(mx, my, &levl[mx][my]))
                  block_point(mx, my);
              else
                  unblock_point(mx, my);
          }
         if (d->hidden
             && ((is_hider(mtmp->data) && mtmp->data->mlet != S_MIMIC)
                 || (hides_under(mtmp->data) && OBJ_AT(mx, my))
                 || (mtmp->data->mlet == S_EEL && is_pool(mx, my))))
              mtmp->mundetected = 1;
          if (d->sleeping)
              mtmp->msleeping = 1;
          /* iff asking for 'hidden', show locaton of every created monster
             that can't be seen--whether that's due to successfully hiding
             or vision issues (line-of-sight, invisibility, blindness) */
          if (d->hidden && !canspotmon(mtmp)) {
              int count = couldsee(mx, my) ? 8 : 4;
              char saveviz = g.viz_array[my][mx];
  
              if (!flags.sparkle)
                  count /= 2;
              g.viz_array[my][mx] |= (IN_SIGHT | COULD_SEE);
              flash_glyph_at(mx, my, mon_to_glyph(mtmp, newsym_rn2), count);
              g.viz_array[my][mx] = saveviz;
              newsym(mx, my);
          }
          madeany = TRUE;
          /* in case we got a doppelganger instead of what was asked
             for, make it start out looking like what was asked for */
          if (mtmp->cham != NON_PM && firstchoice != NON_PM
              && mtmp->cham != firstchoice)
              (void) newcham(mtmp, &mons[firstchoice], FALSE, FALSE);
      }
      return madeany;
  }
  
  /*
   * Make a new monster with the type controlled by the user.
   *
   * Note:  when creating a monster by class letter, specifying the
   * "strange object" (']') symbol produces a random monster rather
   * than a mimic.  This behavior quirk is useful so don't "fix" it
   * (use 'm'--or "mimic"--to create a random mimic).
   *
   * Used in wizard mode only (for ^G command and for scroll or spell
   * of create monster).  Once upon a time, an earlier incarnation of
   * this code was also used for the scroll/spell in explore mode.
   */
  boolean
  create_particular(void)
  {
  #define CP_TRYLIM 5
      struct _create_particular_data d;
      char *bufp, buf[BUFSZ], prompt[QBUFSZ];
      int  tryct = CP_TRYLIM, altmsg = 0;
  
      buf[0] = '\0'; /* for EDIT_GETLIN */
      Strcpy(prompt, "Create what kind of monster?");
      do {
          getlin(prompt, buf);
          bufp = mungspaces(buf);
          if (*bufp == '\033')
              return FALSE;
  
          if (create_particular_parse(bufp, &d))
              break;
  
          /* no good; try again... */
          if (*bufp || altmsg || tryct < 2) {
              pline("I've never heard of such monsters.");
          } else {
              pline("Try again (type * for random, ESC to cancel).");
              ++altmsg;
          }
          /* when a second try is needed, expand the prompt */
          if (tryct == CP_TRYLIM)
              Strcat(prompt, " [type name or symbol]");
      } while (--tryct > 0);
  
      if (!tryct)
          pline1(thats_enough_tries);
      else
          return create_particular_creation(&d);
  
      return FALSE;
  }
  
  /*read.c*/
  