Source:NetHack 2.2a/read.c

Below is the full text to read.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/read.c#line123 ]], for example.

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

1.   /*	SCCS Id: @(#)read.c	2.2	87/11/29 2.   /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3.     4.    #include "hack.h"  5. 6.   extern struct monst *makemon; 7.   extern struct permonst pm_eel; 8.   extern struct obj *mkobj_at; 9.   char *hcolor; 10.  boolean	known; 11.  int identify; 12.   13.   doread { 14.  	register struct obj *scroll; 15.  	register boolean confused = (Confusion != 0); 16.   17.   	known = FALSE; 18.  	scroll = getobj("#-?", "read");	/*  "#-" added by GAN 10/22/86 */ 19.  	if(!scroll) return(0); 20.  	  21.   	/* below added to allow reading of fortune cookies */ 22.  	if(scroll->otyp == FORTUNE_COOKIE) { 23.  		if(Blind) { 24.  			pline("This cookie has a scrap of paper inside!"); 25.  			pline("What a pity, that you cannot read it!"); 26.  		} else 27.  			outrumor; 28.  		useup(scroll); 29.  		return(1); 30.  	}  else 31.  		if(scroll->olet != SCROLL_SYM) { 32.  			pline("That is a silly thing to read."); 33.  			return(0); 34.  		}  35.    36.   	if(!scroll->dknown && Blind) { 37.  	    pline("Being blind, you cannot read the formula on the scroll."); 38.  	    return(0); 39.  	}  40.   	if(Blind) 41.  	  pline("As you pronounce the formula on it, the scroll disappears."); 42.  	else 43.  	  pline("As you read the scroll, it disappears."); 44.  	if(confused) { 45.  	  if (Hallucination) 46.  	      pline("Being so trippy, you screw up ... "); 47.  	  else 48.  	      pline("Being confused, you mispronounce the magic words ... "); 49.  	}  50.   	if(!seffects(scroll))  { 51.  		if(!objects[scroll->otyp].oc_name_known) { 52.  		    if(known && !confused) { 53.  			objects[scroll->otyp].oc_name_known = 1; 54.  			more_experienced(0,10); 55.  		    } else if(!objects[scroll->otyp].oc_uname) 56.  			docall(scroll); 57.  		}  58.   #ifdef MARKER 59.  		if(!(scroll->otyp == SCR_BLANK_PAPER) || confused) 60.  #endif 61.  			useup(scroll); 62.  	}  63.   	return(1); 64.  }  65.    66.   seffects(sobj) 67.  	register struct obj	*sobj; 68.  {  69.   	extern struct obj *some_armor; 70.  	register boolean confused = (Confusion != 0); 71.   72.   	switch(sobj->otyp) { 73.  #ifdef MAIL 74.  	case SCR_MAIL: 75.  		readmail(/* scroll */); 76.  		break; 77.  #endif 78.  	case SCR_ENCHANT_ARMOR: 79.  	    {  80.   		register struct obj *otmp = some_armor; 81.  		if(!otmp) { 82.  			strange_feeling(sobj,"Your skin glows then fades."); 83.  			return(1); 84.  		}  85.   		if(confused) { 86.  			pline("Your %s is covered by a shimmering %s %s!",  87.   				objects[otmp->otyp].oc_name, Hallucination ? hcolor :  88.   				"gold", (otmp->otyp == SHIELD ? "layer" : "shield")); 89.  			otmp->rustfree = 1; 90.  			break; 91.  		}  92.   #ifdef KAA 93.  		if(otmp->spe > (otmp->otyp == ELFIN_CHAIN_MAIL ? 5 : 3) 94.   				&& rn2(otmp->spe)) { 95.  #else 96.  		if(otmp->spe > 3 && rn2(otmp->spe)) { 97.  #endif 98.  		pline("Your %s glows violently %s for a while, then evaporates.",  99.   			objects[otmp->otyp].oc_name,  100.  			Hallucination ? hcolor : "green"); 101. 			useup(otmp); 102. 			break; 103. 		}  104.  		pline("Your %s glows %s for a moment.",  105.  			objects[otmp->otyp].oc_name,  106.  			Hallucination ? hcolor : "green"); 107. 		otmp->cursed = 0; 108. 		otmp->spe++; 109. 		break; 110. 	    }  111.  	case SCR_DESTROY_ARMOR: 112. 		if(confused) { 113. 			register struct obj *otmp = some_armor; 114. 			if(!otmp) { 115. 				strange_feeling(sobj,"Your bones itch."); 116. 				return(1); 117. 			}  118.  			pline("Your %s glows %s for a moment.",  119.  				objects[otmp->otyp].oc_name,  120.  				Hallucination ? hcolor : "purple"); 121. 			otmp->rustfree = 0; 122. 			break; 123. 		}  124.  		if(!destroy_arm) { 125. 			strange_feeling(sobj,"Your skin itches."); 126. 			return(1); 127. 		}  128.  		break; 129. 	case SCR_CONFUSE_MONSTER: 130. #ifdef SPELLS 131. 	case SPE_CONFUSE_MONSTER: 132. #endif 133. 		if(u.usym != '@') { 134. 			pline("You feel confused."); 135. 			HConfusion += rnd(100); 136. 		} else  if(confused) { 137. 			pline("Your hands begin to glow %s.",  138.  			Hallucination ? hcolor : "purple"); 139. 			HConfusion += rnd(100); 140. 		} else { 141. 			pline("Your hands begin to glow %s.",  142.  			Hallucination ? hcolor : "blue"); 143. 			u.umconf = 1; 144. 		}  145.  		break; 146. 	case SCR_SCARE_MONSTER: 147. #ifdef SPELLS 148. 	case SPE_CAUSE_FEAR: 149. #endif 150. 	    {	register int ct = 0; 151. 		register struct monst *mtmp; 152.  153.  		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 154. 		    if(cansee(mtmp->mx,mtmp->my)) { 155. 			if(confused) 156. 			    mtmp->mflee = mtmp->mfroz = mtmp->msleep = 0; 157. 			else 158. 			    if (! resist(mtmp, sobj->olet, 0, NOTELL)) 159. 				mtmp->mflee = 1; 160. 			ct++; 161. 		    }  162.  		if(!ct) 163. 		    pline("You hear %s in the distance.",  164.  			  (confused) ? "sad wailing" : "maniacal laughter"); 165. #ifdef KAA 166. # ifdef SPELLS 167. 		    else if(sobj->otyp == SCR_SCARE_MONSTER) 168. # endif 169. 			pline ("You hear %s close by.",  170.  			       (confused) ? "sad wailing" : "maniacal laughter"); 171. #endif 172. 		break; 173. 	    }  174.  	case SCR_BLANK_PAPER: 175. 		if(confused) 176. 		    pline("You see strange patterns on this scroll."); 177. 		else  { 178. 		    pline("This scroll seems to be blank."); 179. #ifdef MARKER 180. 		    pline("No, wait..."); 181. 		    known = TRUE; 182. #endif 183. 		}  184.  		break; 185. 	case SCR_REMOVE_CURSE: 186. #ifdef SPELLS 187. 	case SPE_REMOVE_CURSE: 188. #endif 189. 	    {	register struct obj *obj; 190. 		if(confused) 191. 		    if (Hallucination) 192. 			pline("You feel the power of the Force against you!"); 193. 		    else 194. 			pline("You feel like you need some help."); 195. 		else 196. 		    if (Hallucination) 197. 			pline("You feel in touch with the Universal Oneness."); 198. 		    else 199. 			pline("You feel like someone is helping you."); 200. 		for(obj = invent; obj ; obj = obj->nobj) 201. 			if(obj->owornmask) 202. 				obj->cursed = confused; 203. 		if(Punished && !confused) { 204. 			Punished = 0; 205. 			freeobj(uchain); 206. 			unpobj(uchain); 207. 			free((char *) uchain); 208. 			uball->spe = 0; 209. 			uball->owornmask &= ~W_BALL; 210. 			uchain = uball = (struct obj *) 0; 211. 		}  212.  		break; 213. 	    }  214.  	case SCR_CREATE_MONSTER: 215. #ifdef SPELLS 216. 	case SPE_CREATE_MONSTER: 217. #endif 218. 	    {	register int cnt = 1; 219.  220.  		if(!rn2(73)) cnt += rnd(4); 221. 		if(confused) cnt += 12; 222. 		while(cnt--) 223. #ifdef WIZARD 224. 			if(wizard)  { 225. 				char buf[BUFSZ], cmlet; 226. 				struct permonst *crmonst; 227. 				  228.  				do { 229. 					pline("What monster to create? "); 230. 					getlin(buf); 231. 				} while(strlen(buf) != 1); 232. 				cmlet = buf[0]; 233. 				for(crmonst = mons; crmonst->mlet != cmlet &&  234.  					crmonst != PM_EEL; crmonst++) ; 235. 				(void) makemon(crmonst, u.ux, u.uy); 236. 			} else 237. #endif /* WIZARD /**/ 238. 				(void) makemon(confused ? PM_ACID_BLOB :  239.  					(struct permonst *) 0, u.ux, u.uy); 240. 		break; 241. 	    }  242.  	case SCR_ENCHANT_WEAPON: 243. 		if(uwep && uwep->olet == WEAPON_SYM && confused) { 244. 		/* olet check added 10/25/86 GAN */ 245. 			pline("Your %s covered by a shimmering %s shield!",  246.  				aobjnam(uwep, "are"),  247.  				Hallucination ? hcolor : "gold"); 248. 			uwep->rustfree = 1; 249. 		} else 250. 			if(!chwepon(sobj, 1))		/* tests for !uwep */ 251. 				return(1); 252. 		break; 253. 	case SCR_DAMAGE_WEAPON: 254. 		if(uwep && uwep->olet == WEAPON_SYM && confused) { 255. 		/* olet check added 10/25/86 GAN */ 256. 			pline("Your %s %s for a moment.",  257.  				aobjnam(uwep,"glow"),  258.  				Hallucination ? hcolor : "purple"); 259. 			uwep->rustfree = 0; 260. 		} else 261. 			if(!chwepon(sobj, -1))	/* tests for !uwep */ 262. 				return(1); 263. 		break; 264. 	case SCR_TAMING: 265. #ifdef SPELLS 266. 	case SPE_CHARM_MONSTER: 267. #endif 268. 	    {	register int i,j; 269. 		register int bd = confused ? 5 : 1; 270.  		register struct monst *mtmp; 271.  272.  		for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++) 273. 		if(mtmp = m_at(u.ux+i, u.uy+j)) 274. 		    if(!resist(mtmp, sobj->olet, 0, NOTELL)) 275. 			(void) tamedog(mtmp, (struct obj *) 0); 276. 		break; 277. 	    }  278.  	case SCR_GENOCIDE: 279. 		pline("You have found a scroll of genocide!"); 280. #ifdef SPELLS 281. 	case SPE_GENOCIDE: 282. #endif 283. 		known = TRUE; 284. 		do_genocide; 285. 		break; 286. 	case SCR_LIGHT: 287. 		if(!Blind) known = TRUE; 288. 		litroom(!confused); 289. 		break; 290. 	case SCR_TELEPORTATION: 291. 		if(confused) 292. 			level_tele; 293. 		else { 294. #ifdef QUEST 295. 			register int oux = u.ux, ouy = u.uy; 296. 			tele; 297. 			if(dist(oux, ouy) > 100) known = TRUE; 298. #else 299. 			register int uroom = inroom(u.ux, u.uy); 300. 			tele; 301. 			if(uroom != inroom(u.ux, u.uy)) known = TRUE; 302. #endif 303. 			if(Teleport_control) 304. 				known = TRUE; 305. 		}  306.  		break; 307. 	case SCR_GOLD_DETECTION: 308. 	    /* Unfortunately this code has become slightly less elegant, 309. 	       now that gold and traps no longer are of the same type. */ 310.  	    if(confused) { 311. 		register struct trap *ttmp; 312.  313.  		if(!ftrap) { 314. 			strange_feeling(sobj, "Your toes stop itching."); 315. 			return(1); 316. 		} else { 317. 			for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) 318. 				if(ttmp->tx != u.ux || ttmp->ty != u.uy) 319. 					goto outtrapmap; 320. 			/* only under me - no separate display required */ 321. 			pline("Your toes itch!"); 322. 			break; 323. 		outtrapmap: 324. 			cls; 325. 			for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) 326. 				at(ttmp->tx, ttmp->ty, Hallucination ? rndobjsym : GOLD_SYM); 327. 			prme; 328. 			pline("You feel very greedy!"); 329. 		}  330.  	    } else { 331. 		register struct gold *gtmp; 332.  333.  		if(!fgold) { 334. 			strange_feeling(sobj, "You feel materially poor."); 335. 			return(1); 336. 		} else { 337. 			known = TRUE; 338. 			for(gtmp = fgold; gtmp; gtmp = gtmp->ngold) 339. 				if(gtmp->gx != u.ux || gtmp->gy != u.uy) 340. 					goto outgoldmap; 341. 			/* only under me - no separate display required */ 342. 			pline("You notice some gold between your feet."); 343. 			break; 344. 		outgoldmap: 345. 			cls; 346. 			for(gtmp = fgold; gtmp; gtmp = gtmp->ngold) 347. 				at(gtmp->gx, gtmp->gy, Hallucination ? rndobjsym : GOLD_SYM); 348. 			prme; 349. 			pline("You feel very greedy, and sense gold!"); 350. 		}  351.  	    }  352.  		/* common sequel */ 353. 		more; 354. 		docrt; 355. 		break; 356. 	case SCR_FOOD_DETECTION: 357. #ifdef SPELLS 358. 	case SPE_DETECT_FOOD: 359. #endif 360. 	    {	register ct = 0, ctu = 0; 361. 		register struct obj *obj; 362. 		register char foodsym = confused ? POTION_SYM : FOOD_SYM; 363.  364.  		for(obj = fobj; obj; obj = obj->nobj) 365. 			if(obj->olet == foodsym) { 366. 				if(obj->ox == u.ux && obj->oy == u.uy) ctu++; 367. 				else ct++; 368. 			}  369.  		if(!ct && !ctu) { 370. 			strange_feeling(sobj,"Your nose twitches."); 371. 			return(1); 372. 		} else if(!ct) { 373. 			known = TRUE; 374. 			pline("You smell %s close nearby.",  375.  				confused ? "something" : "food"); 376. 			  377.  		} else { 378. 			known = TRUE; 379. 			cls; 380. 			for(obj = fobj; obj; obj = obj->nobj) 381. 			    if(obj->olet == foodsym) 382. 				at(obj->ox, obj->oy, Hallucination ? rndobjsym :  383.  				 FOOD_SYM); 384. 			prme; 385. 			pline("Your nose tingles and you smell %s!",  386.  				confused ? "something" : "food"); 387. 			more; 388. 			docrt; 389. 		}  390.  		break; 391. 	    }  392.  	case SCR_IDENTIFY: 393. 		/* known = TRUE; */ 394. 		if(confused) 395. 			pline("You identify this as an identify scroll."); 396. 		else 397. 			pline("This is an identify scroll."); 398. 		useup(sobj); 399. 		objects[SCR_IDENTIFY].oc_name_known = 1; 400. #ifdef SPELLS 401. 	case SPE_IDENTIFY: 402. #endif 403. 		if(!confused) 404. 		    while(!ggetobj("identify", identify, rn2(5) ? 1 : rn2(5)) && invent); 405. 		return(1); 406. 	case SCR_MAGIC_MAPPING: 407. 		known = TRUE; 408. 		pline("On this scroll %s a map!", confused ? "was" : "is"); 409. #ifdef SPELLS 410. 	case SPE_MAGIC_MAPPING: 411. #endif 412. 		do_mapping; 413. 		break; 414. 	case SCR_AMNESIA: 415. 	    {	register int zx, zy; 416.  417.  		known = TRUE; 418. 		for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++) 419. 		    if(!confused || rn2(7)) 420. 			if(!cansee(zx,zy)) 421. 			    levl[zx][zy].seen = 0; 422. 		docrt; 423. 		pline("Who was that Maude person anyway?"); 424. #ifdef SPELLS 425. 		losespells; 426. #endif 427. 		break; 428. 	    }  429.  	case SCR_FIRE: 430. 	    {	register int num; 431. 		register struct monst *mtmp; 432.  433.  /*  434.   * Note: This case was modified 11/4/86 by DKC to eliminate the problem with 435.  * reading a scroll of fire while confused or resistant to fire. Formerly, 436.  * the code failed to initialize the variable "num" in these cases, resulting 437.  * in monsters being hit for a possibly large (and possibly negative) damage. 438.  * The actions taken now are: 439.  * 				If the player is fire resistant, monsters 440.  * take the normal damage (1-6 except for Y's and F's), and the player is  441. * unaffected. 442.  */  443.  		known = TRUE; 444. 		if(confused) { 445. 		    if(Fire_resistance) 446. 			pline("Oh look, what a pretty fire in your hands."); 447. 		    else { 448. 			pline("The scroll catches fire and you burn your hands."); 449. 			losehp(1, "scroll of fire"); 450. 		    }  451.  		    break; 452. 		}  453.  		pline("The scroll erupts in a tower of flame!"); 454. 		num = rnd(6); 455. 		if(Fire_resistance) 456. 			pline("You are uninjured."); 457. 		else { 458. 			u.uhpmax -= num; 459. 			losehp(num, "scroll of fire"); 460. 		}  461.  		num = (2*num + 1)/3; 462. 		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 463. 		    if(dist(mtmp->mx,mtmp->my) < 3) { 464. 			mtmp->mhp -= num;		/* No saving throw! */ 465.  			if(index("FY", mtmp->data->mlet)) 466. 			    mtmp->mhp -= 3*num;	/* this might well kill 'F's */ 467. 			if(mtmp->mhp < 1) { 468. 			    killed(mtmp); 469. 			    break;		/* primitive */ 470. 			}  471.  		    }  472.  		}  473.  		break; 474. 	    }  475.  	case SCR_PUNISHMENT: 476. 		known = TRUE; 477. 		if(confused) { 478. 			pline("You feel guilty."); 479. 			break; 480. 		}  481.  		pline("You are being punished for your misbehavior!"); 482. 		if(Punished){ 483. 			pline("Your iron ball gets heavier."); 484. 			uball->owt += 15; 485. 			break; 486. 		}  487.  		Punished = INTRINSIC; 488. 		setworn(mkobj_at(CHAIN_SYM, u.ux, u.uy), W_CHAIN); 489. 		setworn(mkobj_at(BALL_SYM, u.ux, u.uy), W_BALL); 490. 		uball->spe = 1;		/* special ball (see save) */ 491. 		break; 492. 	default: 493. 		impossible("What weird effect is this? (%u)", sobj->otyp); 494. 	}  495.  	return(0); 496. }  497.   498.  identify(otmp)		/* also called by newmail */ 499. register struct obj *otmp; 500. {  501.  	objects[otmp->otyp].oc_name_known = 1; 502. #ifdef KAA 503. 	otmp->known = 1; 504. 	if (otmp->olet != WEAPON_SYM) otmp->dknown = 1; 505. /* Now, the dknown field is special for weapons, indicating blessing. */ 506.  #else 507. 	otmp->known = otmp->dknown = 1; 508. #endif 509. 	prinv(otmp); 510. 	return(1); 511. }  512.   513.  litroom(on) 514. register boolean on; 515. {  516.  	register num,zx,zy; 517.  518.  	/* first produce the text (provided he is not blind) */ 519. 	if(Blind) goto do_it; 520. 	if(!on) { 521. 		if(u.uswallow || !xdnstair || levl[u.ux][u.uy].typ == CORR ||  522.  		    !levl[u.ux][u.uy].lit) { 523. 			pline("It seems even darker in here than before."); 524. 			return; 525. 		} else 526. 			pline("It suddenly becomes dark in here."); 527. 	} else { 528. 		if(u.uswallow){ 529. 			pline("%s's stomach is lit.", Monnam(u.ustuck)); 530. 			return; 531. 		}  532.  		if(!xdnstair){ 533. 			pline("Nothing Happens."); 534. 			return; 535. 		}  536.  #ifdef QUEST 537. 		pline("The cave lights up around you, then fades."); 538. 		return; 539. #else 540. 		if(levl[u.ux][u.uy].typ == CORR) { 541. 		    pline("The corridor lights up around you, then fades."); 542. 		    return; 543. 		} else if(levl[u.ux][u.uy].lit) { 544. 		    pline("The light here seems better now."); 545. 		    return; 546. 		} else 547. 		    pline("The room is lit."); 548. #endif 549. 	}  550.   551.  do_it: 552. #ifdef QUEST 553. 	return; 554. #else 555. 	if(levl[u.ux][u.uy].lit == on) 556. 		return; 557. 	if(levl[u.ux][u.uy].typ == DOOR) { 558. 		if(IS_ROOM(levl[u.ux][u.uy+1].typ)) zy = u.uy+1; 559. 		else if(IS_ROOM(levl[u.ux][u.uy-1].typ)) zy = u.uy-1; 560. 		else zy = u.uy; 561. 		if(IS_ROOM(levl[u.ux+1][u.uy].typ)) zx = u.ux+1; 562. 		else if(IS_ROOM(levl[u.ux-1][u.uy].typ)) zx = u.ux-1; 563. 		else zx = u.ux; 564. 	} else { 565. 		zx = u.ux; 566. 		zy = u.uy; 567. 	}  568.  	for(seelx = u.ux; (num = levl[seelx-1][zy].typ) != CORR && num != 0;  569.  		seelx--); 570. 	for(seehx = u.ux; (num = levl[seehx+1][zy].typ) != CORR && num != 0;  571.  		seehx++); 572. 	for(seely = u.uy; (num = levl[zx][seely-1].typ) != CORR && num != 0;  573.  		seely--); 574. 	for(seehy = u.uy; (num = levl[zx][seehy+1].typ) != CORR && num != 0;  575.  		seehy++); 576. 	for(zy = seely; zy <= seehy; zy++) 577. 		for(zx = seelx; zx <= seehx; zx++) { 578. 			levl[zx][zy].lit = on; 579. 			if(!Blind && dist(zx,zy) > 2) 580. 				if(on) prl(zx,zy); else nosee(zx,zy); 581. 		}  582.  	if(!on) seehx = 0; 583. #endif 584. }  585.   586.  /* Test whether we may genocide all monsters with symbol  ch  */ 587. monstersym(ch)				/* arnold@ucsfcgl */ 588. register char ch; 589. {  590.  	register struct permonst *mp; 591.  592.  	/*  593.  	 * can't genocide certain monsters 594. 	 */  595.  #ifdef SAC 596. 	if (index("123 &:", ch)) return FALSE; 597. #else 598. 	if (index("12 &:", ch))  return FALSE; 599. #endif 600. 	if (ch == pm_eel.mlet)	return TRUE; 601. 	for (mp = mons; mp < &mons[CMNUM+2]; mp++) 602. 		if (mp->mlet == ch) return TRUE; 603.  604.  	return FALSE; 605. }  606.   607.  do_genocide { 608. 	extern char genocided[], fut_geno[]; 609. 	char buf[BUFSZ]; 610. 	register struct monst *mtmp, *mtmp2; 611.  612.  	if(Confusion != 0)  *buf = u.usym; 613. 	else do { 614. 	    pline("What monster do you want to genocide (Type the letter)? "); 615. 	    getlin(buf); 616. 	}  617.   618.  	while(strlen(buf) != 1 || !monstersym(*buf)); 619.  620.  	if(!index(fut_geno, *buf))  charcat(fut_geno, *buf); 621. 	if(!index(genocided, *buf)) charcat(genocided, *buf); 622. 	else { 623. 		pline("Such monsters do not exist in this world."); 624. 		return; 625. 	}  626.  	for(mtmp = fmon; mtmp; mtmp = mtmp2){ 627. 		mtmp2 = mtmp->nmon; 628. 		if(mtmp->data->mlet == *buf) 629. 			mondead(mtmp); 630. 	}  631.  	pline("Wiped out all %c's.", Hallucination ? '@' : *buf); 632. 	/* Scare the hallucinating player */ 633. 	if(*buf == '@') { 634. 		u.uhp = -1; 635. 		killer = "scroll of genocide"; 636. 	/* A polymorphed character will die as soon as he is rehumanized. */ 637.  		if(u.usym != '@')	pline("You feel dead inside."); 638. 		else			done("died"); 639. 	}  640.  #ifdef KAA 641. 	else if (*buf==u.usym) rehumanize; 642. #endif 643. }  644.   645.  do_mapping 646. {  647.  	register struct rm *lev; 648. 	register int num, zx, zy; 649.  650.  	for(zy = 0; zy < ROWNO; zy++) 651. 	    for(zx = 0; zx < COLNO; zx++) { 652.  653.  		if((Confusion != 0) && rn2(7)) continue; 654. 		lev = &(levl[zx][zy]); 655. 		if((num = lev->typ) == 0)	continue; 656.  657.  		if(num == SCORR) { 658. 			lev->typ = CORR; 659. 			lev->scrsym = CORR_SYM; 660. 		} else	if(num == SDOOR) { 661. 			lev->typ = DOOR; 662. 			lev->scrsym = DOOR_SYM; 663. 		/* do sth in doors ? */ 664.  		} else if(lev->seen) continue; 665. #ifndef QUEST 666. 		if(num != ROOM) 667. #endif 668. 		{  669.  			lev->seen = lev->new = 1; 670. 			if(lev->scrsym == STONE_SYM || !lev->scrsym) 671. 				newsym(zx,zy); 672. 			else	on_scr(zx,zy); 673. 		}  674.  	    }  675.  }  676.   677.  destroy_arm { 678.  679.  	if(uarm) { 680. 		pline("Your armor turns to dust and falls to the floor!"); 681. 		useup(uarm); 682. 	} else if(uarmh) { 683. 		pline("Your helmet turns to dust and is blown away!"); 684. 		useup(uarmh); 685. 	} else if(uarmg) { 686. 		pline("Your gloves vanish!"); 687. 		useup(uarmg); 688. 		selftouch("You"); 689. 	} else if(uarms) { 690. 		pline("Your shield crumbles away!"); 691. 		useup(uarms); 692. 	} else  return(0);		/* could not destroy anything */ 693.  694.  	return(1); 695. }