Source:NetHack 3.3.0/bones.c
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Below is the full text to bones.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/bones.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)bones.c 3.3 97/10/17 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "lev.h" 7. 8. extern char bones[]; /* from files.c */ 9. #ifdef MFLOPPY 10. extern long bytes_counted; 11. #endif 12. 13. STATIC_DCL boolean FDECL(no_bones_level, (d_level *)); 14. STATIC_DCL void FDECL(goodfruit, (int)); 15. STATIC_DCL void FDECL(resetobjs,(struct obj *,BOOLEAN_P)); 16. STATIC_DCL void FDECL(drop_upon_death, (struct monst *, struct obj *)); 17. 18. STATIC_OVL boolean 19. no_bones_level(lev) 20. d_level *lev; 21. { 22. extern d_level save_dlevel; /* in do.c */ 23. s_level *sptr; 24. 25. if (ledger_no(&save_dlevel)) assign_level(lev, &save_dlevel); 26. 27. return (boolean)(((sptr = Is_special(lev)) != 0 && !sptr->boneid) 28. || !dungeons[lev->dnum].boneid 29. /* no bones on the last or multiway branch levels */ 30. /* in any dungeon (level 1 isn't multiway). */ 31. || Is_botlevel(lev) || (Is_branchlev(lev) && lev->dlevel > 1) 32. /* no bones in the invocation level */ 33. || (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1) 34. ); 35. } 36. 37. STATIC_OVL void 38. goodfruit(id) 39. int id; 40. { 41. register struct fruit *f; 42. 43. for(f=ffruit; f; f=f->nextf) { 44. if(f->fid == -id) { 45. f->fid = id; 46. return; 47. } 48. } 49. } 50. 51. STATIC_OVL void 52. resetobjs(ochain,restore) 53. struct obj *ochain; 54. boolean restore; 55. { 56. struct obj *otmp; 57. 58. for (otmp = ochain; otmp; otmp = otmp->nobj) { 59. if (otmp->cobj) 60. resetobjs(otmp->cobj,restore); 61. 62. if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM) 63. && otmp->otyp != STATUE) 64. && (!otmp->oartifact || 65. (restore && (exist_artifact(otmp->otyp, ONAME(otmp)) 66. || is_quest_artifact(otmp))))) { 67. otmp->oartifact = 0; 68. otmp->onamelth = 0; 69. *ONAME(otmp) = '\0'; 70. } else if (otmp->oartifact && restore) 71. artifact_exists(otmp,ONAME(otmp),TRUE); 72. if (!restore) { 73. /* do not zero out o_ids for ghost levels anymore */ 74. 75. if(objects[otmp->otyp].oc_uses_known) otmp->known = 0; 76. otmp->dknown = otmp->bknown = 0; 77. otmp->rknown = 0; 78. otmp->invlet = 0; 79. 80. if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe); 81. #ifdef MAIL 82. else if (otmp->otyp == SCR_MAIL) otmp->spe = 1; 83. #endif 84. else if (otmp->otyp == EGG) otmp->spe = 0; 85. else if (otmp->otyp == TIN) { 86. /* make tins of unique monster's meat be empty */ 87. if (otmp->corpsenm >= LOW_PM && 88. (mons[otmp->corpsenm].geno & G_UNIQ)) 89. otmp->corpsenm = NON_PM; 90. } else if (otmp->otyp == AMULET_OF_YENDOR) { 91. /* no longer the real Amulet */ 92. otmp->otyp = FAKE_AMULET_OF_YENDOR; 93. curse(otmp); 94. } else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) { 95. if (otmp->lamplit) 96. end_burn(otmp, TRUE); 97. otmp->otyp = WAX_CANDLE; 98. otmp->age = 50L; /* assume used */ 99. if (otmp->spe > 0) 100. otmp->quan = (long)otmp->spe; 101. otmp->spe = 0; 102. otmp->owt = weight(otmp); 103. } else if (otmp->otyp == BELL_OF_OPENING) { 104. otmp->otyp = BELL; 105. curse(otmp); 106. } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) { 107. otmp->otyp = SPE_BLANK_PAPER; 108. curse(otmp); 109. } 110. } 111. } 112. } 113. 114. STATIC_OVL void 115. drop_upon_death(mtmp, cont) 116. struct monst *mtmp; 117. struct obj *cont; 118. { 119. struct obj *otmp; 120. 121. while ((otmp = invent) != 0) { 122. obj_extract_self(otmp); 123. 124. otmp->owornmask = 0; 125. /* lamps don't go out when dropped */ 126. if (cont && obj_is_burning(otmp)) /* smother in statue */ 127. end_burn(otmp, otmp->otyp != MAGIC_LAMP); 128. 129. if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe); 130. 131. if(rn2(5)) curse(otmp); 132. if (mtmp) 133. add_to_minv(mtmp, otmp); 134. else if (cont) 135. add_to_container(cont, otmp); 136. else 137. place_object(otmp, u.ux, u.uy); 138. } 139. if(u.ugold) { 140. long ugold = u.ugold; 141. if (mtmp) mtmp->mgold = ugold; 142. else if (cont) add_to_container(cont, mkgoldobj(ugold)); 143. else (void)mkgold(ugold, u.ux, u.uy); 144. u.ugold = ugold; /* undo mkgoldobj()'s removal */ 145. } 146. } 147. 148. /* check whether bones are feasible */ 149. boolean 150. can_make_bones() 151. { 152. register struct trap *ttmp; 153. 154. if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno()) 155. return FALSE; 156. if (no_bones_level(&u.uz)) 157. return FALSE; /* no bones for specific levels */ 158. if (!Is_branchlev(&u.uz)) { 159. /* no bones on non-branches with portals */ 160. for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) 161. if (ttmp->ttyp == MAGIC_PORTAL) return FALSE; 162. } 163. 164. if(depth(&u.uz) <= 0 || /* bulletproofing for endgame */ 165. (!rn2(1 + (depth(&u.uz)>>2)) /* fewer ghosts on low levels */ 166. #ifdef WIZARD 167. && !wizard 168. #endif 169. )) return FALSE; 170. /* don't let multiple restarts generate multiple copies of objects 171. * in bones files */ 172. if (discover) return FALSE; 173. return TRUE; 174. } 175. 176. /* save bones and possessions of a deceased adventurer */ 177. void 178. savebones() 179. { 180. register int fd, x, y; 181. register struct trap *ttmp; 182. register struct monst *mtmp, *mtmp2; 183. struct fruit *f; 184. char c, *bonesid; 185. 186. /* caller has already checked `can_make_bones()' */ 187. 188. fd = open_bonesfile(&u.uz, &bonesid); 189. if (fd >= 0) { 190. (void) close(fd); 191. compress_bonesfile(); 192. #ifdef WIZARD 193. if (wizard) { 194. if (yn("Bones file already exists. Replace it?") == 'y') { 195. if (delete_bonesfile(&u.uz)) goto make_bones; 196. else pline("Cannot unlink old bones."); 197. } 198. } 199. #endif 200. return; 201. } 202. 203. make_bones: 204. dmonsfree(); 205. unleash_all(); 206. /* in case these characters are not in their home bases */ 207. mtmp2 = fmon; 208. while ((mtmp = mtmp2) != 0) { 209. mtmp2 = mtmp->nmon; 210. if(mtmp->iswiz || mtmp->data == &mons[PM_MEDUSA] 211. || mtmp->data->msound == MS_NEMESIS 212. || mtmp->data->msound == MS_LEADER 213. || mtmp->data == &mons[PM_VLAD_THE_IMPALER]) 214. mongone(mtmp); 215. } 216. #ifdef STEED 217. if (u.usteed) { 218. coord cc; 219. 220. /* Move the steed to an adjacent square */ 221. if (enexto(&cc, u.ux, u.uy, u.usteed->data)) 222. rloc_to(u.usteed, cc.x, cc.y); 223. u.usteed = 0; 224. } 225. #endif 226. 227. /* mark all fruits as nonexistent; when we come to them we'll mark 228. * them as existing (using goodfruit()) 229. */ 230. for(f=ffruit; f; f=f->nextf) f->fid = -f->fid; 231. 232. /* check iron balls separately--maybe they're not carrying it */ 233. if (uball) uball->owornmask = uchain->owornmask = 0; 234. 235. /* dispose of your possessions, usually cursed */ 236. if (u.ugrave_arise == (NON_PM - 1)) { 237. struct obj *otmp; 238. 239. /* embed your possessions in your statue */ 240. otmp = mk_named_object(STATUE, &mons[u.umonnum], 241. u.ux, u.uy, plname); 242. 243. drop_upon_death((struct monst *)0, otmp); 244. if (!otmp) return; /* couldn't make statue */ 245. mtmp = (struct monst *)0; 246. } else if (u.ugrave_arise < LOW_PM) { 247. /* drop everything */ 248. drop_upon_death((struct monst *)0, (struct obj *)0); 249. /* trick makemon() into allowing monster creation 250. * on your location 251. */ 252. in_mklev = TRUE; 253. mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, NO_MM_FLAGS); 254. in_mklev = FALSE; 255. if (!mtmp) return; 256. Strcpy((char *) mtmp->mextra, plname); 257. /* Leave a headstone */ 258. if (levl[u.ux][u.uy].typ == ROOM && !t_at(u.ux, u.uy)) 259. levl[u.ux][u.uy].typ = GRAVE; 260. } else { 261. /* give your possessions to the monster you become */ 262. in_mklev = TRUE; 263. mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS); 264. in_mklev = FALSE; 265. if (!mtmp) { 266. drop_upon_death((struct monst *)0, (struct obj *)0); 267. return; 268. } 269. mtmp = christen_monst(mtmp, plname); 270. newsym(u.ux, u.uy); 271. Your("body rises from the dead as %s...", 272. an(mons[u.ugrave_arise].mname)); 273. display_nhwindow(WIN_MESSAGE, FALSE); 274. drop_upon_death(mtmp, (struct obj *)0); 275. m_dowear(mtmp, TRUE); 276. } 277. if (mtmp) { 278. mtmp->m_lev = (u.ulevel ? u.ulevel : 1); 279. mtmp->mhp = mtmp->mhpmax = u.uhpmax; 280. mtmp->female = flags.female; 281. mtmp->msleeping = 1; 282. } 283. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 284. resetobjs(mtmp->minvent,FALSE); 285. /* do not zero out m_ids for bones levels any more */ 286. mtmp->mlstmv = 0L; 287. if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0; 288. } 289. for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) { 290. ttmp->madeby_u = 0; 291. ttmp->tseen = (ttmp->ttyp == HOLE); 292. } 293. resetobjs(fobj,FALSE); 294. resetobjs(level.buriedobjlist, FALSE); 295. 296. /* Hero is no longer on the map. */ 297. u.ux = u.uy = 0; 298. 299. /* Clear all memory from the level. */ 300. for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) { 301. levl[x][y].seenv = 0; 302. levl[x][y].waslit = 0; 303. levl[x][y].glyph = cmap_to_glyph(S_stone); 304. } 305. 306. fd = create_bonesfile(&u.uz, &bonesid); 307. if(fd < 0) { 308. #ifdef WIZARD 309. if(wizard) 310. pline("Cannot create bones file - create failed"); 311. #endif 312. return; 313. } 314. c = (char) (strlen(bonesid) + 1); 315. 316. #ifdef MFLOPPY /* check whether there is room */ 317. savelev(fd, ledger_no(&u.uz), COUNT_SAVE); 318. /* savelev() initializes bytes_counted to 0, so it must come first 319. * here even though it does not in the real save. 320. * the resulting extra bflush() at the end of savelev() may increase 321. * bytes_counted by a couple over what the real usage will be. 322. * 323. * note it is safe to call store_version() here only because 324. * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise 325. * this code would have to know the size of the version information 326. * itself. 327. */ 328. store_version(fd); 329. bwrite(fd, (genericptr_t) &c, sizeof c); 330. bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */ 331. savefruitchn(fd, COUNT_SAVE); 332. bflush(fd); 333. if (bytes_counted > freediskspace(bones)) { /* not enough room */ 334. # ifdef WIZARD 335. if (wizard) 336. pline("Insufficient space to create bones file."); 337. # endif 338. (void) close(fd); 339. cancel_bonesfile(); 340. return; 341. } 342. co_false(); /* make sure stuff before savelev() gets written */ 343. #endif /* MFLOPPY */ 344. 345. store_version(fd); 346. bwrite(fd, (genericptr_t) &c, sizeof c); 347. bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */ 348. savefruitchn(fd, WRITE_SAVE | FREE_SAVE); 349. update_mlstmv(); /* update monsters for eventual restoration */ 350. savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE); 351. bclose(fd); 352. commit_bonesfile(&u.uz); 353. compress_bonesfile(); 354. } 355. 356. int 357. getbones() 358. { 359. register int fd; 360. register int ok; 361. char c, *bonesid, oldbonesid[10]; 362. 363. if(discover) /* save bones files for real games */ 364. return(0); 365. 366. /* wizard check added by GAN 02/05/87 */ 367. if(rn2(3) /* only once in three times do we find bones */ 368. #ifdef WIZARD 369. && !wizard 370. #endif 371. ) return(0); 372. if(no_bones_level(&u.uz)) return(0); 373. fd = open_bonesfile(&u.uz, &bonesid); 374. if (fd < 0) return(0); 375. 376. if ((ok = uptodate(fd, bones)) == 0) { 377. #ifdef WIZARD 378. if (!wizard) 379. #endif 380. pline("Discarding unuseable bones; no need to panic..."); 381. } else { 382. #ifdef WIZARD 383. if(wizard) { 384. if(yn("Get bones?") == 'n') { 385. (void) close(fd); 386. compress_bonesfile(); 387. return(0); 388. } 389. } 390. #endif 391. mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */ 392. mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */ 393. if (strcmp(bonesid, oldbonesid)) { 394. #ifdef WIZARD 395. if (wizard) { 396. pline("This is bones level '%s', not '%s'!", 397. oldbonesid, bonesid); 398. ok = FALSE; /* won't die of trickery */ 399. } 400. #endif 401. trickery(); 402. } else { 403. register struct monst *mtmp; 404. int mndx; 405. 406. getlev(fd, 0, 0, TRUE); 407. 408. /* to correctly reset named artifacts on the level and 409. to keep tabs on unique monsters like demon lords */ 410. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 411. mndx = monsndx(mtmp->data); 412. if (mvitals[mndx].mvflags & G_EXTINCT) { 413. mongone(mtmp); 414. } else { 415. if (mons[mndx].geno & G_UNIQ) 416. mvitals[mndx].mvflags |= G_EXTINCT; 417. resetobjs(mtmp->minvent,TRUE); 418. } 419. } 420. resetobjs(fobj,TRUE); 421. resetobjs(level.buriedobjlist,TRUE); 422. } 423. } 424. (void) close(fd); 425. 426. #ifdef WIZARD 427. if(wizard) { 428. if(yn("Unlink bones?") == 'n') { 429. compress_bonesfile(); 430. return(ok); 431. } 432. } 433. #endif 434. if (!delete_bonesfile(&u.uz)) { 435. /* When N games try to simultaneously restore the same 436. * bones file, N-1 of them will fail to delete it 437. * (the first N-1 under AmigaDOS, the last N-1 under UNIX). 438. * So no point in a mysterious message for a normal event 439. * -- just generate a new level for those N-1 games. 440. */ 441. /* pline("Cannot unlink bones."); */ 442. return(0); 443. } 444. return(ok); 445. } 446. 447. /*bones.c*/