Source:SLASH'EM 0.0.7E7F2/music.c
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Below is the full text to music.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/music.c#line123]], for example.
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1. /* SCCS Id: @(#)music.c 3.4 2003/05/25 */ 2. /* Copyright (c) 1989 by Jean-Christophe Collet */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. /* 6. * This file contains the different functions designed to manipulate the 7. * musical instruments and their various effects. 8. * 9. * Actually the list of instruments / effects is : 10. * 11. * (wooden) flute may calm snakes if player has enough dexterity 12. * magic flute may put monsters to sleep: area of effect depends 13. * on player level. 14. * (tooled) horn Will awaken monsters: area of effect depends on player 15. * level. May also scare monsters. 16. * fire horn Acts like a wand of fire. 17. * frost horn Acts like a wand of cold. 18. * bugle Will awaken soldiers (if any): area of effect depends 19. * on player level. 20. * (wooden) harp May calm nymph if player has enough dexterity. 21. * magic harp Charm monsters: area of effect depends on player 22. * level. 23. * (leather) drum Will awaken monsters like the horn. 24. * drum of earthquake Will initiate an earthquake whose intensity depends 25. * on player level. That is, it creates random pits 26. * called here chasms. 27. */ 28. 29. #include "hack.h" 30. 31. STATIC_DCL void FDECL(awaken_monsters,(int)); 32. STATIC_DCL void FDECL(put_monsters_to_sleep,(int)); 33. STATIC_DCL void FDECL(charm_snakes,(int)); 34. STATIC_DCL void FDECL(calm_nymphs,(int)); 35. STATIC_DCL void FDECL(charm_monsters,(int)); 36. STATIC_DCL void FDECL(do_earthquake,(int)); 37. STATIC_DCL int FDECL(do_improvisation,(struct obj *)); 38. 39. #ifdef UNIX386MUSIC 40. STATIC_DCL int NDECL(atconsole); 41. STATIC_DCL void FDECL(speaker,(struct obj *,char *)); 42. #endif 43. #ifdef VPIX_MUSIC 44. extern int sco_flag_console; /* will need changing if not _M_UNIX */ 45. STATIC_DCL void NDECL(playinit); 46. STATIC_DCL void FDECL(playstring, (char *,size_t)); 47. STATIC_DCL void FDECL(speaker,(struct obj *,char *)); 48. #endif 49. #ifdef PCMUSIC 50. void FDECL( pc_speaker, ( struct obj *, char * ) ); 51. #endif 52. #ifdef AMIGA 53. void FDECL( amii_speaker, ( struct obj *, char *, int ) ); 54. #endif 55. 56. /* 57. * Wake every monster in range... 58. */ 59. 60. STATIC_OVL void 61. awaken_monsters(distance) 62. int distance; 63. { 64. register struct monst *mtmp = fmon; 65. register int distm; 66. 67. while(mtmp) { 68. if (!DEADMONSTER(mtmp)) { 69. distm = distu(mtmp->mx, mtmp->my); 70. if (distm < distance) { 71. mtmp->msleeping = 0; 72. mtmp->mcanmove = 1; 73. mtmp->mfrozen = 0; 74. /* May scare some monsters */ 75. if (distm < distance/3 && 76. !resist(mtmp, TOOL_CLASS, 0, NOTELL)) 77. monflee(mtmp, 0, FALSE, TRUE); 78. } 79. } 80. mtmp = mtmp->nmon; 81. } 82. } 83. 84. /* 85. * Make monsters fall asleep. Note that they may resist the spell. 86. */ 87. 88. STATIC_OVL void 89. put_monsters_to_sleep(distance) 90. int distance; 91. { 92. register struct monst *mtmp = fmon; 93. 94. while(mtmp) { 95. if (!DEADMONSTER(mtmp) && distu(mtmp->mx, mtmp->my) < distance && 96. sleep_monst(mtmp, d(10,10), TOOL_CLASS)) { 97. mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */ 98. slept_monst(mtmp); 99. } 100. mtmp = mtmp->nmon; 101. } 102. } 103. 104. /* 105. * Charm snakes in range. Note that the snakes are NOT tamed. 106. */ 107. 108. STATIC_OVL void 109. charm_snakes(distance) 110. int distance; 111. { 112. register struct monst *mtmp = fmon; 113. int could_see_mon, was_peaceful; 114. 115. while (mtmp) { 116. if (!DEADMONSTER(mtmp) && mtmp->data->mlet == S_SNAKE && mtmp->mcanmove && 117. distu(mtmp->mx, mtmp->my) < distance) { 118. was_peaceful = mtmp->mpeaceful; 119. mtmp->mpeaceful = 1; 120. mtmp->mavenge = 0; 121. could_see_mon = canseemon(mtmp); 122. mtmp->mundetected = 0; 123. newsym(mtmp->mx, mtmp->my); 124. if (canseemon(mtmp)) { 125. if (!could_see_mon) 126. You("notice %s, swaying with the music.", 127. a_monnam(mtmp)); 128. else 129. pline("%s freezes, then sways with the music%s.", 130. Monnam(mtmp), 131. was_peaceful ? "" : ", and now seems quieter"); 132. } 133. } 134. mtmp = mtmp->nmon; 135. } 136. } 137. 138. /* 139. * Calm nymphs in range. 140. */ 141. 142. STATIC_OVL void 143. calm_nymphs(distance) 144. int distance; 145. { 146. register struct monst *mtmp = fmon; 147. 148. while (mtmp) { 149. if (!DEADMONSTER(mtmp) && mtmp->data->mlet == S_NYMPH && mtmp->mcanmove && 150. distu(mtmp->mx, mtmp->my) < distance) { 151. mtmp->msleeping = 0; 152. mtmp->mpeaceful = 1; 153. mtmp->mavenge = 0; 154. if (canseemon(mtmp)) 155. pline( 156. "%s listens cheerfully to the music, then seems quieter.", 157. Monnam(mtmp)); 158. } 159. mtmp = mtmp->nmon; 160. } 161. } 162. 163. /* Awake only soldiers of the level. */ 164. 165. void 166. awaken_soldiers() 167. { 168. register struct monst *mtmp = fmon; 169. 170. while(mtmp) { 171. if (!DEADMONSTER(mtmp) && 172. is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) { 173. mtmp->mpeaceful = mtmp->msleeping = mtmp->mfrozen = 0; 174. mtmp->mcanmove = 1; 175. if (canseemon(mtmp)) 176. pline("%s is now ready for battle!", Monnam(mtmp)); 177. else 178. Norep("You hear the rattle of battle gear being readied."); 179. } 180. mtmp = mtmp->nmon; 181. } 182. } 183. 184. /* Charm monsters in range. Note that they may resist the spell. 185. * If swallowed, range is reduced to 0. 186. */ 187. 188. STATIC_OVL void 189. charm_monsters(distance) 190. int distance; 191. { 192. struct monst *mtmp, *mtmp2; 193. 194. if (u.uswallow) { 195. if (!resist(u.ustuck, TOOL_CLASS, 0, NOTELL)) 196. (void) tamedog(u.ustuck, (struct obj *) 0); 197. } else { 198. for (mtmp = fmon; mtmp; mtmp = mtmp2) { 199. mtmp2 = mtmp->nmon; 200. if (DEADMONSTER(mtmp)) continue; 201. 202. if (distu(mtmp->mx, mtmp->my) <= distance) { 203. if (!resist(mtmp, TOOL_CLASS, 0, NOTELL)) 204. (void) tamedog(mtmp, (struct obj *) 0); 205. } 206. } 207. } 208. 209. } 210. 211. /* Generate earthquake :-) of desired force. 212. * That is: create random chasms (pits). 213. */ 214. 215. STATIC_OVL void 216. do_earthquake(force) 217. int force; 218. { 219. register int x,y; 220. struct monst *mtmp; 221. struct obj *otmp; 222. struct trap *chasm; 223. int start_x, start_y, end_x, end_y; 224. 225. start_x = u.ux - (force * 2); 226. start_y = u.uy - (force * 2); 227. end_x = u.ux + (force * 2); 228. end_y = u.uy + (force * 2); 229. if (start_x < 1) start_x = 1; 230. if (start_y < 1) start_y = 1; 231. if (end_x >= COLNO) end_x = COLNO - 1; 232. if (end_y >= ROWNO) end_y = ROWNO - 1; 233. for (x=start_x; x<=end_x; x++) for (y=start_y; y<=end_y; y++) { 234. if ((mtmp = m_at(x,y)) != 0) { 235. wakeup(mtmp); /* peaceful monster will become hostile */ 236. if (mtmp->mundetected && is_hider(mtmp->data)) { 237. mtmp->mundetected = 0; 238. if (cansee(x,y)) 239. pline("%s is shaken loose from the ceiling!", 240. Amonnam(mtmp)); 241. else 242. You_hear("a thumping sound."); 243. if (x==u.ux && y==u.uy) 244. You("easily dodge the falling %s.", 245. mon_nam(mtmp)); 246. newsym(x,y); 247. } 248. } 249. if (!rn2(14 - force)) switch (levl[x][y].typ) { 250. case FOUNTAIN : /* Make the fountain disappear */ 251. if (cansee(x,y)) 252. pline_The("fountain falls into a chasm."); 253. goto do_pit; 254. #ifdef SINKS 255. case SINK : 256. if (cansee(x,y)) 257. pline_The("kitchen sink falls into a chasm."); 258. goto do_pit; 259. case TOILET : 260. if (cansee(x,y)) 261. pline("The toilet falls into a chasm."); 262. goto do_pit; 263. #endif 264. case ALTAR : 265. if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) break; 266. 267. if (cansee(x,y)) 268. pline_The("altar falls into a chasm."); 269. goto do_pit; 270. case GRAVE : 271. if (cansee(x,y)) 272. pline_The("headstone topples into a chasm."); 273. goto do_pit; 274. case THRONE : 275. if (cansee(x,y)) 276. pline_The("throne falls into a chasm."); 277. /* Falls into next case */ 278. case ROOM : 279. case CORR : /* Try to make a pit */ 280. do_pit: chasm = maketrap(x,y,PIT); 281. if (!chasm) break; /* no pit if portal at that location */ 282. chasm->tseen = 1; 283. 284. levl[x][y].doormask = 0; 285. 286. mtmp = m_at(x,y); 287. 288. if ((otmp = sobj_at(BOULDER, x, y)) != 0) { 289. if (cansee(x, y)) 290. pline("KADOOM! The boulder falls into a chasm%s!", 291. ((x == u.ux) && (y == u.uy)) ? " below you" : ""); 292. if (mtmp) 293. mtmp->mtrapped = 0; 294. obj_extract_self(otmp); 295. (void) flooreffects(otmp, x, y, ""); 296. break; 297. } 298. 299. /* We have to check whether monsters or player 300. falls in a chasm... */ 301. 302. if (mtmp) { 303. if(!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) { 304. mtmp->mtrapped = 1; 305. if(cansee(x,y)) 306. pline("%s falls into a chasm!", Monnam(mtmp)); 307. else if (flags.soundok && humanoid(mtmp->data)) 308. You_hear("a scream!"); 309. mselftouch(mtmp, "Falling, ", TRUE); 310. if (mtmp->mhp > 0) 311. if ((mtmp->mhp -= rnd(6)) <= 0) { 312. if(!cansee(x,y)) 313. pline("It is destroyed!"); 314. else { 315. You("destroy %s!", mtmp->mtame ? 316. x_monnam(mtmp, ARTICLE_THE, "poor", 317. mtmp->mnamelth ? SUPPRESS_SADDLE : 0, FALSE): 318. mon_nam(mtmp)); 319. } 320. xkilled(mtmp,0); 321. } 322. } 323. } else if (x == u.ux && y == u.uy) { 324. /* KMH, balance patch -- new intrinsic */ 325. if (Levitation || Flying || 326. is_clinger(youmonst.data)) { 327. pline("A chasm opens up under you!"); 328. You("don't fall in!"); 329. } else { 330. You("fall into a chasm!"); 331. u.utrap = rn1(6,2); 332. u.utraptype = TT_PIT; 333. losehp(rnd(6),"fell into a chasm", 334. NO_KILLER_PREFIX); 335. selftouch("Falling, you"); 336. } 337. } else newsym(x,y); 338. break; 339. case DOOR : /* Make the door collapse */ 340. /* ALI - artifact doors */ 341. if (artifact_door(x, y)) break; 342. if (levl[x][y].doormask == D_NODOOR) goto do_pit; 343. if (cansee(x,y)) 344. pline_The("door collapses."); 345. if (*in_rooms(x, y, SHOPBASE)) 346. add_damage(x, y, 0L); 347. levl[x][y].doormask = D_NODOOR; 348. unblock_point(x,y); 349. newsym(x,y); 350. break; 351. } 352. } 353. } 354. 355. /* 356. * The player is trying to extract something from his/her instrument. 357. */ 358. 359. STATIC_OVL int 360. do_improvisation(instr) 361. struct obj *instr; 362. { 363. int damage, do_spec = !Confusion; 364. #if defined(MAC) || defined(AMIGA) || defined(VPIX_MUSIC) || defined (PCMUSIC) 365. struct obj itmp; 366. 367. itmp = *instr; 368. /* if won't yield special effect, make sound of mundane counterpart */ 369. if (!do_spec || instr->spe <= 0) 370. while (objects[itmp.otyp].oc_magic) itmp.otyp -= 1; 371. # ifdef MAC 372. mac_speaker(&itmp, "C"); 373. # endif 374. # ifdef AMIGA 375. amii_speaker(&itmp, "Cw", AMII_OKAY_VOLUME); 376. # endif 377. # ifdef VPIX_MUSIC 378. if (sco_flag_console) 379. speaker(&itmp, "C"); 380. # endif 381. #ifdef PCMUSIC 382. pc_speaker ( &itmp, "C"); 383. #endif 384. #endif /* MAC || AMIGA || VPIX_MUSIC || PCMUSIC */ 385. 386. if (!do_spec) 387. pline("What you produce is quite far from music..."); 388. else 389. You("start playing %s.", the(xname(instr))); 390. 391. switch (instr->otyp) { 392. case MAGIC_FLUTE: /* Make monster fall asleep */ 393. if (do_spec && instr->spe > 0) { 394. consume_obj_charge(instr, TRUE); 395. 396. You("produce soft music."); 397. put_monsters_to_sleep(u.ulevel * 5); 398. exercise(A_DEX, TRUE); 399. break; 400. } /* else FALLTHRU */ 401. case WOODEN_FLUTE: /* May charm snakes */ 402. /* KMH, balance patch -- removed 403. case PAN_PIPE: */ 404. do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25); 405. pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot")); 406. if (do_spec) charm_snakes(u.ulevel * 3); 407. exercise(A_DEX, TRUE); 408. break; 409. case FROST_HORN: /* Idem wand of cold */ 410. case FIRE_HORN: /* Idem wand of fire */ 411. if (do_spec && instr->spe > 0) { 412. consume_obj_charge(instr, TRUE); 413. 414. if (!getdir((char *)0)) { 415. pline("%s.", Tobjnam(instr, "vibrate")); 416. break; 417. } else if (!u.dx && !u.dy && !u.dz) { 418. if ((damage = zapyourself(instr, TRUE)) != 0) { 419. char buf[BUFSZ]; 420. Sprintf(buf, "using a magical horn on %sself", uhim()); 421. losehp(damage, buf, KILLED_BY); 422. } 423. } else { 424. buzz((instr->otyp == FROST_HORN) ? AD_COLD-1 : AD_FIRE-1, 425. rn1(6,6), u.ux, u.uy, u.dx, u.dy); 426. } 427. makeknown(instr->otyp); 428. break; 429. } /* else FALLTHRU */ 430. case TOOLED_HORN: /* Awaken or scare monsters */ 431. You("produce a frightful, grave sound."); 432. awaken_monsters(u.ulevel * 30); 433. exercise(A_WIS, FALSE); 434. break; 435. case BUGLE: /* Awaken & attract soldiers */ 436. You("extract a loud noise from %s.", the(xname(instr))); 437. awaken_soldiers(); 438. exercise(A_WIS, FALSE); 439. break; 440. case MAGIC_HARP: /* Charm monsters */ 441. if (do_spec && instr->spe > 0) { 442. consume_obj_charge(instr, TRUE); 443. 444. pline("%s very attractive music.", Tobjnam(instr, "produce")); 445. charm_monsters((u.ulevel - 1) / 3 + 1); 446. exercise(A_DEX, TRUE); 447. break; 448. } /* else FALLTHRU */ 449. case WOODEN_HARP: /* May calm Nymph */ 450. do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25); 451. pline("%s %s.", The(xname(instr)), 452. do_spec ? "produces a lilting melody" : "twangs"); 453. if (do_spec) calm_nymphs(u.ulevel * 3); 454. exercise(A_DEX, TRUE); 455. break; 456. case DRUM_OF_EARTHQUAKE: /* create several pits */ 457. if (do_spec && instr->spe > 0) { 458. consume_obj_charge(instr, TRUE); 459. 460. You("produce a heavy, thunderous rolling!"); 461. pline_The("entire dungeon is shaking around you!"); 462. do_earthquake((u.ulevel - 1) / 3 + 1); 463. /* shake up monsters in a much larger radius... */ 464. awaken_monsters(ROWNO * COLNO); 465. makeknown(DRUM_OF_EARTHQUAKE); 466. break; 467. } /* else FALLTHRU */ 468. /* KMH, balance patch -- removed (in the wrong place anyways) */ 469. #if 0 470. case PAN_PIPE_OF_SUMMONING: /* yikes! */ 471. if (instr->spe > 0) { 472. register int cnt = 1; 473. instr->spe--; 474. cnt += rn2(4) + 3; 475. while(cnt--) 476. (void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS); 477. } 478. break; 479. case PAN_PIPE_OF_THE_SEWERS: 480. You("call out the rats!"); 481. if (instr->spe > 0) { 482. register int cnt = 1; 483. register struct monst *mtmp; 484. instr->spe--; 485. cnt += rn2(4) + 3; 486. while(cnt--) { 487. mtmp = makemon(&mons[PM_SEWER_RAT], u.ux, u.uy, NO_MM_FLAGS); 488. (void) tamedog(mtmp, (struct obj *) 0); 489. } 490. } 491. break; 492. #endif 493. case LEATHER_DRUM: /* Awaken monsters */ 494. You("beat a deafening row!"); 495. awaken_monsters(u.ulevel * 40); 496. exercise(A_WIS, FALSE); 497. break; 498. default: 499. impossible("What a weird instrument (%d)!", instr->otyp); 500. break; 501. } 502. return 2; /* That takes time */ 503. } 504. 505. /* 506. * So you want music... 507. */ 508. 509. int 510. do_play_instrument(instr) 511. struct obj *instr; 512. { 513. char buf[BUFSZ], c = 'y'; 514. char *s; 515. int x,y; 516. boolean ok; 517. 518. if (Underwater) { 519. You_cant("play music underwater!"); 520. return(0); 521. } 522. if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) { 523. c = yn("Improvise?"); 524. } 525. if (c == 'n') { 526. if (u.uevent.uheard_tune == 2 && yn("Play the passtune?") == 'y') { 527. Strcpy(buf, tune); 528. } else { 529. getlin("What tune are you playing? [5 notes, A-G]", buf); 530. (void)mungspaces(buf); 531. /* convert to uppercase and change any "H" to the expected "B" */ 532. for (s = buf; *s; s++) { 533. #ifndef AMIGA 534. *s = highc(*s); 535. #else 536. /* The AMIGA supports two octaves of notes */ 537. if (*s == 'h') *s = 'b'; 538. #endif 539. if (*s == 'H') *s = 'B'; 540. } 541. } 542. You("extract a strange sound from %s!", the(xname(instr))); 543. #ifdef UNIX386MUSIC 544. /* if user is at the console, play through the console speaker */ 545. if (atconsole()) 546. speaker(instr, buf); 547. #endif 548. #ifdef VPIX_MUSIC 549. if (sco_flag_console) 550. speaker(instr, buf); 551. #endif 552. #ifdef MAC 553. mac_speaker ( instr , buf ) ; 554. #endif 555. #ifdef PCMUSIC 556. pc_speaker ( instr, buf ); 557. #endif 558. #ifdef AMIGA 559. { 560. char nbuf[ 20 ]; 561. int i; 562. for( i = 0; buf[i] && i < 5; ++i ) 563. { 564. nbuf[ i*2 ] = buf[ i ]; 565. nbuf[ (i*2)+1 ] = 'h'; 566. } 567. nbuf[ i*2 ] = 0; 568. amii_speaker ( instr , nbuf, AMII_OKAY_VOLUME ) ; 569. } 570. #endif 571. /* Check if there was the Stronghold drawbridge near 572. * and if the tune conforms to what we're waiting for. 573. */ 574. if(Is_stronghold(&u.uz)) { 575. exercise(A_WIS, TRUE); /* just for trying */ 576. if(!strcmp(buf,tune)) { 577. /* Search for the drawbridge */ 578. for(y=u.uy-1; y<=u.uy+1; y++) 579. for(x=u.ux-1;x<=u.ux+1;x++) 580. if(isok(x,y)) 581. if(find_drawbridge(&x,&y)) { 582. u.uevent.uheard_tune = 2; /* tune now fully known */ 583. if(levl[x][y].typ == DRAWBRIDGE_DOWN) 584. close_drawbridge(x,y); 585. else 586. open_drawbridge(x,y); 587. return 0; 588. } 589. } else if(flags.soundok) { 590. if (u.uevent.uheard_tune < 1) u.uevent.uheard_tune = 1; 591. /* Okay, it wasn't the right tune, but perhaps 592. * we can give the player some hints like in the 593. * Mastermind game */ 594. ok = FALSE; 595. for(y = u.uy-1; y <= u.uy+1 && !ok; y++) 596. for(x = u.ux-1; x <= u.ux+1 && !ok; x++) 597. if(isok(x,y)) 598. if(IS_DRAWBRIDGE(levl[x][y].typ) || 599. is_drawbridge_wall(x,y) >= 0) 600. ok = TRUE; 601. if(ok) { /* There is a drawbridge near */ 602. int tumblers, gears; 603. boolean matched[5]; 604. 605. tumblers = gears = 0; 606. for(x=0; x < 5; x++) 607. matched[x] = FALSE; 608. 609. for(x=0; x < (int)strlen(buf); x++) 610. if(x < 5) { 611. if(buf[x] == tune[x]) { 612. gears++; 613. matched[x] = TRUE; 614. } else 615. for(y=0; y < 5; y++) 616. if(!matched[y] && 617. buf[x] == tune[y] && 618. buf[y] != tune[y]) { 619. tumblers++; 620. matched[y] = TRUE; 621. break; 622. } 623. } 624. if(tumblers) { 625. if(gears) 626. You_hear("%d tumbler%s click and %d gear%s turn.", 627. tumblers, plur(tumblers), gears, plur(gears)); 628. else 629. You_hear("%d tumbler%s click.", 630. tumblers, plur(tumblers)); 631. } else if(gears) { 632. You_hear("%d gear%s turn.", gears, plur(gears)); 633. /* could only get `gears == 5' by playing five 634. correct notes followed by excess; otherwise, 635. tune would have matched above */ 636. if (gears == 5) u.uevent.uheard_tune = 2; 637. } 638. } 639. } 640. } 641. return 1; 642. } else 643. return do_improvisation(instr); 644. } 645. 646. #ifdef UNIX386MUSIC 647. /* 648. * Play audible music on the machine's speaker if appropriate. 649. */ 650. 651. STATIC_OVL int 652. atconsole() 653. { 654. /* 655. * Kluge alert: This code assumes that your [34]86 has no X terminals 656. * attached and that the console tty type is AT386 (this is always true 657. * under AT&T UNIX for these boxen). The theory here is that your remote 658. * ttys will have terminal type `ansi' or something else other than 659. * `AT386' or `xterm'. We'd like to do better than this, but testing 660. * to see if we're running on the console physical terminal is quite 661. * difficult given the presence of virtual consoles and other modern 662. * UNIX impedimenta... 663. */ 664. char *termtype = nh_getenv("TERM"); 665. 666. return(!strcmp(termtype, "AT386") || !strcmp(termtype, "xterm")); 667. } 668. 669. STATIC_OVL void 670. speaker(instr, buf) 671. struct obj *instr; 672. char *buf; 673. { 674. /* 675. * For this to work, you need to have installed the PD speaker-control 676. * driver for PC-compatible UNIX boxes that I (esr@snark.thyrsus.com) 677. * posted to comp.sources.unix in Feb 1990. A copy should be included 678. * with your nethack distribution. 679. */ 680. int fd; 681. 682. if ((fd = open("/dev/speaker", 1)) != -1) 683. { 684. /* send a prefix to modify instrumental `timbre' */ 685. switch (instr->otyp) 686. { 687. case WOODEN_FLUTE: 688. case MAGIC_FLUTE: 689. (void) write(fd, ">ol", 1); /* up one octave & lock */ 690. break; 691. case TOOLED_HORN: 692. case FROST_HORN: 693. case FIRE_HORN: 694. (void) write(fd, "<<ol", 2); /* drop two octaves & lock */ 695. break; 696. case BUGLE: 697. (void) write(fd, "ol", 2); /* octave lock */ 698. break; 699. case WOODEN_HARP: 700. case MAGIC_HARP: 701. (void) write(fd, "l8mlol", 4); /* fast, legato, octave lock */ 702. break; 703. } 704. (void) write(fd, buf, strlen(buf)); 705. (void) close(fd); 706. } 707. } 708. #endif /* UNIX386MUSIC */ 709. 710. #ifdef VPIX_MUSIC 711. 712. # if 0 713. #include <sys/types.h> 714. #include <sys/console.h> 715. #include <sys/vtkd.h> 716. # else 717. #define KIOC ('K' << 8) 718. #define KDMKTONE (KIOC | 8) 719. # endif 720. 721. #define noDEBUG 722. 723. STATIC_OVL void tone(hz, ticks) 724. /* emit tone of frequency hz for given number of ticks */ 725. unsigned int hz, ticks; 726. { 727. ioctl(0,KDMKTONE,hz|((ticks*10)<<16)); 728. # ifdef DEBUG 729. printf("TONE: %6d %6d\n",hz,ticks * 10); 730. # endif 731. nap(ticks * 10); 732. } 733. 734. STATIC_OVL void rest(ticks) 735. /* rest for given number of ticks */ 736. int ticks; 737. { 738. nap(ticks * 10); 739. # ifdef DEBUG 740. printf("REST: %6d\n",ticks * 10); 741. # endif 742. } 743. 744. 745. #include "interp.c" /* from snd86unx.shr */ 746. 747. 748. STATIC_OVL void 749. speaker(instr, buf) 750. struct obj *instr; 751. char *buf; 752. { 753. /* emit a prefix to modify instrumental `timbre' */ 754. playinit(); 755. switch (instr->otyp) 756. { 757. case WOODEN_FLUTE: 758. case MAGIC_FLUTE: 759. playstring(">ol", 1); /* up one octave & lock */ 760. break; 761. case TOOLED_HORN: 762. case FROST_HORN: 763. case FIRE_HORN: 764. playstring("<<ol", 2); /* drop two octaves & lock */ 765. break; 766. case BUGLE: 767. playstring("ol", 2); /* octave lock */ 768. break; 769. case WOODEN_HARP: 770. case MAGIC_HARP: 771. playstring("l8mlol", 4); /* fast, legato, octave lock */ 772. break; 773. } 774. playstring( buf, strlen(buf)); 775. } 776. 777. # ifdef DEBUG 778. main(argc,argv) 779. char *argv[]; 780. { 781. if (argc == 2) { 782. playinit(); 783. playstring(argv[1], strlen(argv[1])); 784. } 785. } 786. # endif 787. #endif /* VPIX_MUSIC */ 788. 789. /*music.c*/