Source:NetHack 3.4.0/music.c

From NetHackWiki
Revision as of 13:29, 4 March 2008 by Kernigh bot (talk | contribs) (NetHack 3.4.0/music.c moved to Source:NetHack 3.4.0/music.c: Robot: moved page)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Below is the full text to music.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/music.c#line123]], for example.

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

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

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: @(#)music.c	3.4	2001/12/03	*/
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.  #endif
260.  		  case ALTAR :
261.  			if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) break;
262.  
263.  			if (cansee(x,y))
264.  				pline_The("altar falls into a chasm.");
265.  			goto do_pit;
266.  		  case GRAVE :
267.  			if (cansee(x,y))
268.  				pline_The("headstone topples into a chasm.");
269.  			goto do_pit;
270.  		  case THRONE :
271.  			if (cansee(x,y))
272.  				pline_The("throne falls into a chasm.");
273.  			/* Falls into next case */
274.  		  case ROOM :
275.  		  case CORR : /* Try to make a pit */
276.  do_pit:		    chasm = maketrap(x,y,PIT);
277.  		    if (!chasm) break;	/* no pit if portal at that location */
278.  		    chasm->tseen = 1;
279.  
280.  		    levl[x][y].doormask = 0;
281.  
282.  		    mtmp = m_at(x,y);
283.  
284.  		    if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
285.  			if (cansee(x, y))
286.  			   pline("KADOOM! The boulder falls into a chasm%s!",
287.  			      ((x == u.ux) && (y == u.uy)) ? " below you" : "");
288.  			if (mtmp)
289.  				mtmp->mtrapped = 0;
290.  			obj_extract_self(otmp);
291.  			(void) flooreffects(otmp, x, y, "");
292.  			break;
293.  		    }
294.  
295.  		    /* We have to check whether monsters or player
296.  		       falls in a chasm... */
297.  
298.  		    if (mtmp) {
299.  			if(!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) {
300.  			    mtmp->mtrapped = 1;
301.  			    if(cansee(x,y))
302.  				pline("%s falls into a chasm!", Monnam(mtmp));
303.  			    else if (flags.soundok && humanoid(mtmp->data))
304.  				You_hear("a scream!");
305.  			    mselftouch(mtmp, "Falling, ", TRUE);
306.  			    if (mtmp->mhp > 0)
307.  				if ((mtmp->mhp -= rnd(6)) <= 0) {
308.  				    if(!cansee(x,y))
309.  					pline("It is destroyed!");
310.  				    else {
311.  					You("destroy %s!", mtmp->mtame ?
312.  					    x_monnam(mtmp, ARTICLE_THE, "poor",
313.  				mtmp->mnamelth ? SUPPRESS_SADDLE : 0, FALSE):
314.  					    mon_nam(mtmp));
315.  				    }
316.  				    xkilled(mtmp,0);
317.  				}
318.  			}
319.  		    } else if (x == u.ux && y == u.uy) {
320.  			    if (Levitation || Flying ||
321.  						is_clinger(youmonst.data)) {
322.  				    pline("A chasm opens up under you!");
323.  				    You("don't fall in!");
324.  			    } else {
325.  				    You("fall into a chasm!");
326.  				    u.utrap = rn1(6,2);
327.  				    u.utraptype = TT_PIT;
328.  				    losehp(rnd(6),"fell into a chasm",
329.  					NO_KILLER_PREFIX);
330.  				    selftouch("Falling, you");
331.  			    }
332.  		    } else newsym(x,y);
333.  		    break;
334.  		  case DOOR : /* Make the door collapse */
335.  		    if (levl[x][y].doormask == D_NODOOR) goto do_pit;
336.  		    if (cansee(x,y))
337.  			pline_The("door collapses.");
338.  		    if (*in_rooms(x, y, SHOPBASE))
339.  			add_damage(x, y, 0L);
340.  		    levl[x][y].doormask = D_NODOOR;
341.  		    unblock_point(x,y);
342.  		    newsym(x,y);
343.  		    break;
344.  	    }
345.  	}
346.  }
347.  
348.  /*
349.   * The player is trying to extract something from his/her instrument.
350.   */
351.  
352.  STATIC_OVL int
353.  do_improvisation(instr)
354.  struct obj *instr;
355.  {
356.  	int damage, do_spec = !Confusion;
357.  #if defined(MAC) || defined(AMIGA) || defined(VPIX_MUSIC) || defined (PCMUSIC)
358.  	struct obj itmp;
359.  
360.  	itmp = *instr;
361.  	/* if won't yield special effect, make sound of mundane counterpart */
362.  	if (!do_spec || instr->spe <= 0)
363.  	    while (objects[itmp.otyp].oc_magic) itmp.otyp -= 1;
364.  # ifdef MAC
365.  	mac_speaker(&itmp, "C");
366.  # endif
367.  # ifdef AMIGA
368.  	amii_speaker(&itmp, "Cw", AMII_OKAY_VOLUME);
369.  # endif
370.  # ifdef VPIX_MUSIC
371.  	if (sco_flag_console)
372.  	    speaker(&itmp, "C");
373.  # endif
374.  #ifdef PCMUSIC
375.  	  pc_speaker ( &itmp, "C");
376.  #endif
377.  #endif /* MAC || AMIGA || VPIX_MUSIC || PCMUSIC */
378.  
379.  	if (!do_spec)
380.  	    pline("What you produce is quite far from music...");
381.  	else
382.  	    You("start playing %s.", the(xname(instr)));
383.  
384.  	switch (instr->otyp) {
385.  	case MAGIC_FLUTE:		/* Make monster fall asleep */
386.  	    if (do_spec && instr->spe > 0) {
387.  		check_unpaid(instr);
388.  		instr->spe--;
389.  		You("produce soft music.");
390.  		put_monsters_to_sleep(u.ulevel * 5);
391.  		exercise(A_DEX, TRUE);
392.  		break;
393.  	    } /* else FALLTHRU */
394.  	case WOODEN_FLUTE:		/* May charm snakes */
395.  	    do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
396.  	    pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
397.  	    if (do_spec) charm_snakes(u.ulevel * 3);
398.  	    exercise(A_DEX, TRUE);
399.  	    break;
400.  	case FROST_HORN:		/* Idem wand of cold */
401.  	case FIRE_HORN:			/* Idem wand of fire */
402.  	    if (do_spec && instr->spe > 0) {
403.  		check_unpaid(instr);
404.  		instr->spe--;
405.  		if (!getdir((char *)0)) {
406.  		    pline("%s.", Tobjnam(instr, "vibrate"));
407.  		    break;
408.  		} else if (!u.dx && !u.dy && !u.dz) {
409.  		    if ((damage = zapyourself(instr, TRUE)) != 0) {
410.  			char buf[BUFSZ];
411.  			Sprintf(buf, "using a magical horn on %sself", uhim());
412.  			losehp(damage, buf, NO_KILLER_PREFIX);
413.  		    }
414.  		} else {
415.  		    buzz((instr->otyp == FROST_HORN) ? AD_COLD-1 : AD_FIRE-1,
416.  			 rn1(6,6), u.ux, u.uy, u.dx, u.dy);
417.  		}
418.  		makeknown(instr->otyp);
419.  		break;
420.  	    } /* else FALLTHRU */
421.  	case TOOLED_HORN:		/* Awaken or scare monsters */
422.  	    You("produce a frightful, grave sound.");
423.  	    awaken_monsters(u.ulevel * 30);
424.  	    exercise(A_WIS, FALSE);
425.  	    break;
426.  	case BUGLE:			/* Awaken & attract soldiers */
427.  	    You("extract a loud noise from %s.", the(xname(instr)));
428.  	    awaken_soldiers();
429.  	    exercise(A_WIS, FALSE);
430.  	    break;
431.  	case MAGIC_HARP:		/* Charm monsters */
432.  	    if (do_spec && instr->spe > 0) {
433.  		check_unpaid(instr);
434.  		instr->spe--;
435.  		pline("%s very attractive music.", Tobjnam(instr, "produce"));
436.  		charm_monsters((u.ulevel - 1) / 3 + 1);
437.  		exercise(A_DEX, TRUE);
438.  		break;
439.  	    } /* else FALLTHRU */
440.  	case WOODEN_HARP:		/* May calm Nymph */
441.  	    do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
442.  	    pline("%s %s.", The(xname(instr)),
443.  		  do_spec ? "produces a lilting melody" : "twangs");
444.  	    if (do_spec) calm_nymphs(u.ulevel * 3);
445.  	    exercise(A_DEX, TRUE);
446.  	    break;
447.  	case DRUM_OF_EARTHQUAKE:	/* create several pits */
448.  	    if (do_spec && instr->spe > 0) {
449.  		check_unpaid(instr);
450.  		instr->spe--;
451.  		You("produce a heavy, thunderous rolling!");
452.  		pline_The("entire dungeon is shaking around you!");
453.  		do_earthquake((u.ulevel - 1) / 3 + 1);
454.  		/* shake up monsters in a much larger radius... */
455.  		awaken_monsters(ROWNO * COLNO);
456.  		makeknown(DRUM_OF_EARTHQUAKE);
457.  		break;
458.  	    } /* else FALLTHRU */
459.  	case LEATHER_DRUM:		/* Awaken monsters */
460.  	    You("beat a deafening row!");
461.  	    awaken_monsters(u.ulevel * 40);
462.  	    exercise(A_WIS, FALSE);
463.  	    break;
464.  	default:
465.  	    impossible("What a weird instrument (%d)!", instr->otyp);
466.  	    break;
467.  	}
468.  	return 2;		/* That takes time */
469.  }
470.  
471.  /*
472.   * So you want music...
473.   */
474.  
475.  int
476.  do_play_instrument(instr)
477.  struct obj *instr;
478.  {
479.      char buf[BUFSZ], c = 'y';
480.  #ifndef	AMIGA
481.  	char *s;
482.  #endif
483.      int x,y;
484.      boolean ok;
485.  
486.      if (Underwater) {
487.  	You_cant("play music underwater!");
488.  	return(0);
489.      }
490.      if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
491.  	c = yn("Improvise?");
492.      }
493.      if (c == 'n') {
494.  	if (u.uevent.uheard_tune == 2 && yn("Play the passtune?") == 'y')
495.  		Strcpy(buf, tune);
496.  	else
497.  		getlin("What tune are you playing? [what 5 notes]", buf);
498.  #ifndef	AMIGA
499.  	/* The AMIGA supports two octaves of notes */
500.  	for (s=buf; *s; s++) *s = highc(*s);
501.  #endif
502.  	You("extract a strange sound from %s!", the(xname(instr)));
503.  #ifdef UNIX386MUSIC
504.  	/* if user is at the console, play through the console speaker */
505.  	if (atconsole())
506.  	    speaker(instr, buf);
507.  #endif
508.  #ifdef VPIX_MUSIC
509.  	if (sco_flag_console)
510.  	    speaker(instr, buf);
511.  #endif
512.  #ifdef MAC
513.  	mac_speaker ( instr , buf ) ;
514.  #endif
515.  #ifdef PCMUSIC
516.  	pc_speaker ( instr, buf );
517.  #endif
518.  #ifdef AMIGA
519.  	{
520.  		char nbuf[ 20 ];
521.  		int i;
522.  		for( i = 0; buf[i] && i < 5; ++i )
523.  		{
524.  			nbuf[ i*2 ] = buf[ i ];
525.  			nbuf[ (i*2)+1 ] = 'h';
526.  		}
527.  		nbuf[ i*2 ] = 0;
528.  		amii_speaker ( instr , nbuf, AMII_OKAY_VOLUME ) ;
529.  	}
530.  #endif
531.  	/* Check if there was the Stronghold drawbridge near
532.  	 * and if the tune conforms to what we're waiting for.
533.  	 */
534.  	if(Is_stronghold(&u.uz)) {
535.  	    exercise(A_WIS, TRUE);		/* just for trying */
536.  	    if(!strcmp(buf,tune)) {
537.  		/* Search for the drawbridge */
538.  		for(y=u.uy-1; y<=u.uy+1; y++)
539.  		    for(x=u.ux-1;x<=u.ux+1;x++)
540.  			if(isok(x,y))
541.  			if(find_drawbridge(&x,&y)) {
542.  			    u.uevent.uheard_tune = 2; /* tune now fully known */
543.  			    if(levl[x][y].typ == DRAWBRIDGE_DOWN)
544.  				close_drawbridge(x,y);
545.  			    else
546.  				open_drawbridge(x,y);
547.  			    return 0;
548.  			}
549.  	    } else if(flags.soundok) {
550.  		if (u.uevent.uheard_tune < 1) u.uevent.uheard_tune = 1;
551.  		/* Okay, it wasn't the right tune, but perhaps
552.  		 * we can give the player some hints like in the
553.  		 * Mastermind game */
554.  		ok = FALSE;
555.  		for(y = u.uy-1; y <= u.uy+1 && !ok; y++)
556.  		    for(x = u.ux-1; x <= u.ux+1 && !ok; x++)
557.  			if(isok(x,y))
558.  			if(IS_DRAWBRIDGE(levl[x][y].typ) ||
559.  			   is_drawbridge_wall(x,y) >= 0)
560.  				ok = TRUE;
561.  		if(ok) { /* There is a drawbridge near */
562.  		    int tumblers, gears;
563.  		    boolean matched[5];
564.  
565.  		    tumblers = gears = 0;
566.  		    for(x=0; x < 5; x++)
567.  			matched[x] = FALSE;
568.  
569.  		    for(x=0; x < (int)strlen(buf); x++)
570.  			if(x < 5) {
571.  			    if(buf[x] == tune[x]) {
572.  				gears++;
573.  				matched[x] = TRUE;
574.  			    } else
575.  				for(y=0; y < 5; y++)
576.  				    if(!matched[y] &&
577.  				       buf[x] == tune[y] &&
578.  				       buf[y] != tune[y]) {
579.  					tumblers++;
580.  					matched[y] = TRUE;
581.  					break;
582.  				    }
583.  			}
584.  		    if(tumblers)
585.  			if(gears)
586.  			    You_hear("%d tumbler%s click and %d gear%s turn.",
587.  				tumblers, plur(tumblers), gears, plur(gears));
588.  			else
589.  			    You_hear("%d tumbler%s click.",
590.  				tumblers, plur(tumblers));
591.  		    else if(gears) {
592.  			You_hear("%d gear%s turn.", gears, plur(gears));
593.  			/* could only get `gears == 5' by playing five
594.  			   correct notes followed by excess; otherwise,
595.  			   tune would have matched above */
596.  			if (gears == 5) u.uevent.uheard_tune = 2;
597.  		    }
598.  		}
599.  	    }
600.  	  }
601.  	return 1;
602.      } else
603.  	    return do_improvisation(instr);
604.  }
605.  
606.  #ifdef UNIX386MUSIC
607.  /*
608.   * Play audible music on the machine's speaker if appropriate.
609.   */
610.  
611.  STATIC_OVL int
612.  atconsole()
613.  {
614.      /*
615.       * Kluge alert: This code assumes that your [34]86 has no X terminals
616.       * attached and that the console tty type is AT386 (this is always true
617.       * under AT&T UNIX for these boxen). The theory here is that your remote
618.       * ttys will have terminal type `ansi' or something else other than
619.       * `AT386' or `xterm'. We'd like to do better than this, but testing
620.       * to see if we're running on the console physical terminal is quite
621.       * difficult given the presence of virtual consoles and other modern
622.       * UNIX impedimenta...
623.       */
624.      char	*termtype = nh_getenv("TERM");
625.  
626.       return(!strcmp(termtype, "AT386") || !strcmp(termtype, "xterm"));
627.  }
628.  
629.  STATIC_OVL void
630.  speaker(instr, buf)
631.  struct obj *instr;
632.  char	*buf;
633.  {
634.      /*
635.       * For this to work, you need to have installed the PD speaker-control
636.       * driver for PC-compatible UNIX boxes that I (esr@snark.thyrsus.com)
637.       * posted to comp.sources.unix in Feb 1990.  A copy should be included
638.       * with your nethack distribution.
639.       */
640.      int	fd;
641.  
642.      if ((fd = open("/dev/speaker", 1)) != -1)
643.      {
644.  	/* send a prefix to modify instrumental `timbre' */
645.  	switch (instr->otyp)
646.  	{
647.  	case WOODEN_FLUTE:
648.  	case MAGIC_FLUTE:
649.  	    (void) write(fd, ">ol", 1); /* up one octave & lock */
650.  	    break;
651.  	case TOOLED_HORN:
652.  	case FROST_HORN:
653.  	case FIRE_HORN:
654.  	    (void) write(fd, "<<ol", 2); /* drop two octaves & lock */
655.  	    break;
656.  	case BUGLE:
657.  	    (void) write(fd, "ol", 2); /* octave lock */
658.  	    break;
659.  	case WOODEN_HARP:
660.  	case MAGIC_HARP:
661.  	    (void) write(fd, "l8mlol", 4); /* fast, legato, octave lock */
662.  	    break;
663.  	}
664.  	(void) write(fd, buf, strlen(buf));
665.  	(void) close(fd);
666.      }
667.  }
668.  #endif /* UNIX386MUSIC */
669.  
670.  #ifdef VPIX_MUSIC
671.  
672.  # if 0
673.  #include <sys/types.h>
674.  #include <sys/console.h>
675.  #include <sys/vtkd.h>
676.  # else
677.  #define KIOC ('K' << 8)
678.  #define KDMKTONE (KIOC | 8)
679.  # endif
680.  
681.  #define noDEBUG
682.  
683.  STATIC_OVL void tone(hz, ticks)
684.  /* emit tone of frequency hz for given number of ticks */
685.  unsigned int hz, ticks;
686.  {
687.      ioctl(0,KDMKTONE,hz|((ticks*10)<<16));
688.  # ifdef DEBUG
689.      printf("TONE: %6d %6d\n",hz,ticks * 10);
690.  # endif
691.      nap(ticks * 10);
692.  }
693.  
694.  STATIC_OVL void rest(ticks)
695.  /* rest for given number of ticks */
696.  int	ticks;
697.  {
698.      nap(ticks * 10);
699.  # ifdef DEBUG
700.      printf("REST:        %6d\n",ticks * 10);
701.  # endif
702.  }
703.  
704.  
705.  #include "interp.c"	/* from snd86unx.shr */
706.  
707.  
708.  STATIC_OVL void
709.  speaker(instr, buf)
710.  struct obj *instr;
711.  char	*buf;
712.  {
713.      /* emit a prefix to modify instrumental `timbre' */
714.      playinit();
715.      switch (instr->otyp)
716.      {
717.  	case WOODEN_FLUTE:
718.  	case MAGIC_FLUTE:
719.  	    playstring(">ol", 1); /* up one octave & lock */
720.  	    break;
721.  	case TOOLED_HORN:
722.  	case FROST_HORN:
723.  	case FIRE_HORN:
724.  	    playstring("<<ol", 2); /* drop two octaves & lock */
725.  	    break;
726.  	case BUGLE:
727.  	    playstring("ol", 2); /* octave lock */
728.  	    break;
729.  	case WOODEN_HARP:
730.  	case MAGIC_HARP:
731.  	    playstring("l8mlol", 4); /* fast, legato, octave lock */
732.  	    break;
733.      }
734.      playstring( buf, strlen(buf));
735.  }
736.  
737.  # ifdef DEBUG
738.  main(argc,argv)
739.  char *argv[];
740.  {
741.      if (argc == 2) {
742.  	playinit();
743.  	playstring(argv[1], strlen(argv[1]));
744.      }
745.  }
746.  # endif
747.  #endif	/* VPIX_MUSIC */
748.  
749.  /*music.c*/