Difference between revisions of "Source:NetHack 3.6.0/src/bones.c"

From NetHackWiki
Jump to navigation Jump to search
m (Fix indents and break functions)
 
Line 6: Line 6:
 
== Top of file ==
 
== Top of file ==
  
  <span id="line1">1.  /* NetHack 3.6 bones.c $NHDT-Date: 1449269914 2015/12/04 22:58:34 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.66 $ */</span>
+
  <span id="line1">1. /* NetHack 3.6 bones.c $NHDT-Date: 1449269914 2015/12/04 22:58:34 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.66 $ */</span>
  <span id="line2">2.  /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */</span>
+
  <span id="line2">2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */</span>
  <span id="line3">3.  /* NetHack may be freely redistributed.  See license for details. */</span>
+
  <span id="line3">3. /* NetHack may be freely redistributed.  See license for details. */</span>
  <span id="line4">4.  </span>
+
  <span id="line4">4. </span>
  <span id="line5">5.  #include "hack.h"</span>
+
  <span id="line5">5. #include "hack.h"</span>
  <span id="line6">6.  #include "lev.h"</span>
+
  <span id="line6">6. #include "lev.h"</span>
  <span id="line7">7.  </span>
+
  <span id="line7">7. </span>
  <span id="line8">8.  extern char bones[]; /* from files.c */</span>
+
  <span id="line8">8. extern char bones[]; /* from files.c */</span>
  <span id="line9">9.  #ifdef MFLOPPY</span>
+
  <span id="line9">9. #ifdef MFLOPPY</span>
  <span id="line10">10.  extern long bytes_counted;</span>
+
  <span id="line10">10. extern long bytes_counted;</span>
  <span id="line11">11.  #endif</span>
+
  <span id="line11">11. #endif</span>
  <span id="line12">12.  </span>
+
  <span id="line12">12. </span>
  <span id="line13">13.  STATIC_DCL boolean FDECL(no_bones_level, (d_level *));</span>
+
  <span id="line13">13. STATIC_DCL boolean FDECL(no_bones_level, (d_level *));</span>
  <span id="line14">14.  STATIC_DCL void FDECL(goodfruit, (int));</span>
+
  <span id="line14">14. STATIC_DCL void FDECL(goodfruit, (int));</span>
  <span id="line15">15.  STATIC_DCL void FDECL(resetobjs, (struct obj *, BOOLEAN_P));</span>
+
  <span id="line15">15. STATIC_DCL void FDECL(resetobjs, (struct obj *, BOOLEAN_P));</span>
  <span id="line16">16.  STATIC_DCL boolean FDECL(fixuporacle, (struct monst *));</span>
+
  <span id="line16">16. STATIC_DCL boolean FDECL(fixuporacle, (struct monst *));</span>
  <span id="line17">17.  </span>
+
  <span id="line17">17. </span>
  
 
== no_bones_level ==
 
== no_bones_level ==
  
  <span id="line18">18.  STATIC_OVL boolean</span>
+
  <span id="line18">18. STATIC_OVL boolean</span>
  <span id="line19">19.  no_bones_level(lev)</span>
+
  <span id="line19">19. no_bones_level(lev)</span>
  <span id="line20">20.  d_level *lev;</span>
+
  <span id="line20">20. d_level *lev;</span>
  <span id="line21">21.  {</span>
+
  <span id="line21">21. {</span>
  <span id="line22">22.      extern d_level save_dlevel; /* in do.c */</span>
+
  <span id="line22">22.    extern d_level save_dlevel; /* in do.c */</span>
  <span id="line23">23.      s_level *sptr;</span>
+
  <span id="line23">23.    s_level *sptr;</span>
  <span id="line24">24.  </span>
+
  <span id="line24">24. </span>
  <span id="line25">25.      if (ledger_no(&save_dlevel))</span>
+
  <span id="line25">25.    if (ledger_no(&save_dlevel))</span>
  <span id="line26">26.          assign_level(lev, &save_dlevel);</span>
+
  <span id="line26">26.        assign_level(lev, &save_dlevel);</span>
  <span id="line27">27.  </span>
+
  <span id="line27">27. </span>
  <span id="line28">28.      return (boolean) (((sptr = Is_special(lev)) != 0 && !sptr->boneid)</span>
+
  <span id="line28">28.    return (boolean) (((sptr = Is_special(lev)) != 0 && !sptr->boneid)</span>
  <span id="line29">29.                        || !dungeons[lev->dnum].boneid</span>
+
  <span id="line29">29.                      || !dungeons[lev->dnum].boneid</span>
  <span id="line30">30.                        /* no bones on the last or multiway branch levels</span>
+
  <span id="line30">30.                      /* no bones on the last or multiway branch levels</span>
  <span id="line31">31.                          in any dungeon (level 1 isn't multiway) */</span>
+
  <span id="line31">31.                          in any dungeon (level 1 isn't multiway) */</span>
  <span id="line32">32.                        || Is_botlevel(lev)</span>
+
  <span id="line32">32.                      || Is_botlevel(lev)</span>
  <span id="line33">33.                        || (Is_branchlev(lev) && lev->dlevel > 1)</span>
+
  <span id="line33">33.                      || (Is_branchlev(lev) && lev->dlevel > 1)</span>
  <span id="line34">34.                        /* no bones in the invocation level */</span>
+
  <span id="line34">34.                      /* no bones in the invocation level */</span>
  <span id="line35">35.                        || (In_hell(lev)</span>
+
  <span id="line35">35.                      || (In_hell(lev)</span>
  <span id="line36">36.                            && lev->dlevel == dunlevs_in_dungeon(lev) - 1));</span>
+
  <span id="line36">36.                          && lev->dlevel == dunlevs_in_dungeon(lev) - 1));</span>
  <span id="line37">37.  }</span>
+
  <span id="line37">37. }</span>
  <span id="line38">38.  </span>
+
  <span id="line38">38. </span>
  
 
== goodfruit ==
 
== goodfruit ==
 
      
 
      
  <span id="line39">39.  /* Call this function for each fruit object saved in the bones level: it marks</span>
+
  <span id="line39">39. /* Call this function for each fruit object saved in the bones level: it marks</span>
  <span id="line40">40.  * that particular type of fruit as existing (the marker is that that type's</span>
+
  <span id="line40">40.  * that particular type of fruit as existing (the marker is that that type's</span>
  <span id="line41">41.  * ID is positive instead of negative).  This way, when we later save the</span>
+
  <span id="line41">41.  * ID is positive instead of negative).  This way, when we later save the</span>
  <span id="line42">42.  * chain of fruit types, we know to only save the types that exist.</span>
+
  <span id="line42">42.  * chain of fruit types, we know to only save the types that exist.</span>
  <span id="line43">43.  */</span>
+
  <span id="line43">43.  */</span>
  <span id="line44">44.  STATIC_OVL void</span>
+
  <span id="line44">44. STATIC_OVL void</span>
  <span id="line45">45.  goodfruit(id)</span>
+
  <span id="line45">45. goodfruit(id)</span>
  <span id="line46">46.  int id;</span>
+
  <span id="line46">46. int id;</span>
  <span id="line47">47.  {</span>
+
  <span id="line47">47. {</span>
  <span id="line48">48.      register struct fruit *f;</span>
+
  <span id="line48">48.    register struct fruit *f;</span>
  <span id="line49">49.  </span>
+
  <span id="line49">49. </span>
  <span id="line50">50.      for (f = ffruit; f; f = f->nextf) {</span>
+
  <span id="line50">50.    for (f = ffruit; f; f = f->nextf) {</span>
  <span id="line51">51.          if (f->fid == -id) {</span>
+
  <span id="line51">51.        if (f->fid == -id) {</span>
  <span id="line52">52.              f->fid = id;</span>
+
  <span id="line52">52.            f->fid = id;</span>
  <span id="line53">53.              return;</span>
+
  <span id="line53">53.            return;</span>
  <span id="line54">54.          }</span>
+
  <span id="line54">54.        }</span>
  <span id="line55">55.      }</span>
+
  <span id="line55">55.    }</span>
  <span id="line56">56.  }</span>
+
  <span id="line56">56. }</span>
  <span id="line57">57.  </span>
+
  <span id="line57">57. </span>
  
 
== resetobjs ==
 
== resetobjs ==
 
      
 
      
  <span id="line58">58.  STATIC_OVL void</span>
+
  <span id="line58">58. STATIC_OVL void</span>
  <span id="line59">59.  resetobjs(ochain, restore)</span>
+
  <span id="line59">59. resetobjs(ochain, restore)</span>
  <span id="line60">60.  struct obj *ochain;</span>
+
  <span id="line60">60. struct obj *ochain;</span>
  <span id="line61">61.  boolean restore;</span>
+
  <span id="line61">61. boolean restore;</span>
  <span id="line62">62.  {</span>
+
  <span id="line62">62. {</span>
  <span id="line63">63.      struct obj *otmp, *nobj;</span>
+
  <span id="line63">63.    struct obj *otmp, *nobj;</span>
  <span id="line64">64.  </span>
+
  <span id="line64">64. </span>
  <span id="line65">65.      for (otmp = ochain; otmp; otmp = nobj) {</span>
+
  <span id="line65">65.    for (otmp = ochain; otmp; otmp = nobj) {</span>
  <span id="line66">66.          nobj = otmp->nobj;</span>
+
  <span id="line66">66.        nobj = otmp->nobj;</span>
  <span id="line67">67.          if (otmp->cobj)</span>
+
  <span id="line67">67.        if (otmp->cobj)</span>
  <span id="line68">68.              resetobjs(otmp->cobj, restore);</span>
+
  <span id="line68">68.            resetobjs(otmp->cobj, restore);</span>
  <span id="line69">69.          if (otmp->in_use) {</span>
+
  <span id="line69">69.        if (otmp->in_use) {</span>
  <span id="line70">70.              obj_extract_self(otmp);</span>
+
  <span id="line70">70.            obj_extract_self(otmp);</span>
  <span id="line71">71.              dealloc_obj(otmp);</span>
+
  <span id="line71">71.            dealloc_obj(otmp);</span>
  <span id="line72">72.              continue;</span>
+
  <span id="line72">72.            continue;</span>
  <span id="line73">73.          }</span>
+
  <span id="line73">73.        }</span>
  <span id="line74">74.  </span>
+
  <span id="line74">74. </span>
  <span id="line75">75.          if (restore) {</span>
+
  <span id="line75">75.        if (restore) {</span>
  <span id="line76">76.              /* artifact bookkeeping needs to be done during</span>
+
  <span id="line76">76.            /* artifact bookkeeping needs to be done during</span>
  <span id="line77">77.                restore; other fixups are done while saving */</span>
+
  <span id="line77">77.                restore; other fixups are done while saving */</span>
  <span id="line78">78.              if (otmp->oartifact) {</span>
+
  <span id="line78">78.            if (otmp->oartifact) {</span>
  <span id="line79">79.                  if (exist_artifact(otmp->otyp, safe_oname(otmp))</span>
+
  <span id="line79">79.                if (exist_artifact(otmp->otyp, safe_oname(otmp))</span>
  <span id="line80">80.                      || is_quest_artifact(otmp)) {</span>
+
  <span id="line80">80.                    || is_quest_artifact(otmp)) {</span>
  <span id="line81">81.                      /* prevent duplicate--revert to ordinary obj */</span>
+
  <span id="line81">81.                    /* prevent duplicate--revert to ordinary obj */</span>
  <span id="line82">82.                      otmp->oartifact = 0;</span>
+
  <span id="line82">82.                    otmp->oartifact = 0;</span>
  <span id="line83">83.                      if (has_oname(otmp))</span>
+
  <span id="line83">83.                    if (has_oname(otmp))</span>
  <span id="line84">84.                          free_oname(otmp);</span>
+
  <span id="line84">84.                        free_oname(otmp);</span>
  <span id="line85">85.                  } else {</span>
+
  <span id="line85">85.                } else {</span>
  <span id="line86">86.                      artifact_exists(otmp, safe_oname(otmp), TRUE);</span>
+
  <span id="line86">86.                    artifact_exists(otmp, safe_oname(otmp), TRUE);</span>
  <span id="line87">87.                  }</span>
+
  <span id="line87">87.                }</span>
  <span id="line88">88.              } else if (has_oname(otmp)) {</span>
+
  <span id="line88">88.            } else if (has_oname(otmp)) {</span>
  <span id="line89">89.                  sanitize_name(ONAME(otmp));</span>
+
  <span id="line89">89.                sanitize_name(ONAME(otmp));</span>
  <span id="line90">90.              }</span>
+
  <span id="line90">90.            }</span>
  <span id="line91">91.          } else { /* saving */</span>
+
  <span id="line91">91.        } else { /* saving */</span>
  <span id="line92">92.              /* do not zero out o_ids for ghost levels anymore */</span>
+
  <span id="line92">92.            /* do not zero out o_ids for ghost levels anymore */</span>
  <span id="line93">93.  </span>
+
  <span id="line93">93. </span>
  <span id="line94">94.              if (objects[otmp->otyp].oc_uses_known)</span>
+
  <span id="line94">94.            if (objects[otmp->otyp].oc_uses_known)</span>
  <span id="line95">95.                  otmp->known = 0;</span>
+
  <span id="line95">95.                otmp->known = 0;</span>
  <span id="line96">96.              otmp->dknown = otmp->bknown = 0;</span>
+
  <span id="line96">96.            otmp->dknown = otmp->bknown = 0;</span>
  <span id="line97">97.              otmp->rknown = 0;</span>
+
  <span id="line97">97.            otmp->rknown = 0;</span>
  <span id="line98">98.              otmp->lknown = 0;</span>
+
  <span id="line98">98.            otmp->lknown = 0;</span>
  <span id="line99">99.              otmp->cknown = 0;</span>
+
  <span id="line99">99.            otmp->cknown = 0;</span>
  <span id="line100">100.              otmp->invlet = 0;</span>
+
  <span id="line100">100.            otmp->invlet = 0;</span>
  <span id="line101">101.              otmp->no_charge = 0;</span>
+
  <span id="line101">101.            otmp->no_charge = 0;</span>
  <span id="line102">102.              otmp->was_thrown = 0;</span>
+
  <span id="line102">102.            otmp->was_thrown = 0;</span>
  <span id="line103">103.  </span>
+
  <span id="line103">103. </span>
  <span id="line104">104.              /* strip user-supplied names */</span>
+
  <span id="line104">104.            /* strip user-supplied names */</span>
  <span id="line105">105.              /* Statue and some corpse names are left intact,</span>
+
  <span id="line105">105.            /* Statue and some corpse names are left intact,</span>
  <span id="line106">106.                presumably in case they came from score file.</span>
+
  <span id="line106">106.                presumably in case they came from score file.</span>
  <span id="line107">107.                [TODO: this ought to be done differently--names</span>
+
  <span id="line107">107.                [TODO: this ought to be done differently--names</span>
  <span id="line108">108.                which came from such a source or came from any</span>
+
  <span id="line108">108.                which came from such a source or came from any</span>
  <span id="line109">109.                stoned or killed monster should be flagged in</span>
+
  <span id="line109">109.                stoned or killed monster should be flagged in</span>
  <span id="line110">110.                some manner; then we could just check the flag</span>
+
  <span id="line110">110.                some manner; then we could just check the flag</span>
  <span id="line111">111.                here and keep "real" names (dead pets, &c) while</span>
+
  <span id="line111">111.                here and keep "real" names (dead pets, &c) while</span>
  <span id="line112">112.                discarding player notes attached to statues.] */</span>
+
  <span id="line112">112.                discarding player notes attached to statues.] */</span>
  <span id="line113">113.              if (has_oname(otmp)</span>
+
  <span id="line113">113.            if (has_oname(otmp)</span>
  <span id="line114">114.                  && !(otmp->oartifact || otmp->otyp == STATUE</span>
+
  <span id="line114">114.                && !(otmp->oartifact || otmp->otyp == STATUE</span>
  <span id="line115">115.                      || otmp->otyp == SPE_NOVEL</span>
+
  <span id="line115">115.                      || otmp->otyp == SPE_NOVEL</span>
  <span id="line116">116.                      || (otmp->otyp == CORPSE</span>
+
  <span id="line116">116.                      || (otmp->otyp == CORPSE</span>
  <span id="line117">117.                          && otmp->corpsenm >= SPECIAL_PM))) {</span>
+
  <span id="line117">117.                          && otmp->corpsenm >= SPECIAL_PM))) {</span>
  <span id="line118">118.                  free_oname(otmp);</span>
+
  <span id="line118">118.                free_oname(otmp);</span>
  <span id="line119">119.              }</span>
+
  <span id="line119">119.            }</span>
  <span id="line120">120.  </span>
+
  <span id="line120">120. </span>
  <span id="line121">121.              if (otmp->otyp == SLIME_MOLD)</span>
+
  <span id="line121">121.            if (otmp->otyp == SLIME_MOLD)</span>
  <span id="line122">122.                  goodfruit(otmp->spe);</span>
+
  <span id="line122">122.                goodfruit(otmp->spe);</span>
  <span id="line123">123.  #ifdef MAIL</span>
+
  <span id="line123">123. #ifdef MAIL</span>
  <span id="line124">124.              else if (otmp->otyp == SCR_MAIL)</span>
+
  <span id="line124">124.            else if (otmp->otyp == SCR_MAIL)</span>
  <span id="line125">125.                  otmp->spe = 1;</span>
+
  <span id="line125">125.                otmp->spe = 1;</span>
  <span id="line126">126.  #endif</span>
+
  <span id="line126">126. #endif</span>
  <span id="line127">127.              else if (otmp->otyp == EGG)</span>
+
  <span id="line127">127.            else if (otmp->otyp == EGG)</span>
  <span id="line128">128.                  otmp->spe = 0;</span>
+
  <span id="line128">128.                otmp->spe = 0;</span>
  <span id="line129">129.              else if (otmp->otyp == TIN) {</span>
+
  <span id="line129">129.            else if (otmp->otyp == TIN) {</span>
  <span id="line130">130.                  /* make tins of unique monster's meat be empty */</span>
+
  <span id="line130">130.                /* make tins of unique monster's meat be empty */</span>
  <span id="line131">131.                  if (otmp->corpsenm >= LOW_PM</span>
+
  <span id="line131">131.                if (otmp->corpsenm >= LOW_PM</span>
  <span id="line132">132.                      && unique_corpstat(&mons[otmp->corpsenm]))</span>
+
  <span id="line132">132.                    && unique_corpstat(&mons[otmp->corpsenm]))</span>
  <span id="line133">133.                      otmp->corpsenm = NON_PM;</span>
+
  <span id="line133">133.                    otmp->corpsenm = NON_PM;</span>
  <span id="line134">134.              } else if (otmp->otyp == CORPSE || otmp->otyp == STATUE) {</span>
+
  <span id="line134">134.            } else if (otmp->otyp == CORPSE || otmp->otyp == STATUE) {</span>
  <span id="line135">135.                  int mnum = otmp->corpsenm;</span>
+
  <span id="line135">135.                int mnum = otmp->corpsenm;</span>
  <span id="line136">136.  </span>
+
  <span id="line136">136. </span>
  <span id="line137">137.                  /* Discard incarnation details of unique</span>
+
  <span id="line137">137.                /* Discard incarnation details of unique</span>
  <span id="line138">138.                    monsters (by passing null instead of otmp</span>
+
  <span id="line138">138.                    monsters (by passing null instead of otmp</span>
  <span id="line139">139.                    for object), shopkeepers (by passing false</span>
+
  <span id="line139">139.                    for object), shopkeepers (by passing false</span>
  <span id="line140">140.                    for revival flag), temple priests, and</span>
+
  <span id="line140">140.                    for revival flag), temple priests, and</span>
  <span id="line141">141.                    vault guards in order to prevent corpse</span>
+
  <span id="line141">141.                    vault guards in order to prevent corpse</span>
  <span id="line142">142.                    revival or statue reanimation. */</span>
+
  <span id="line142">142.                    revival or statue reanimation. */</span>
  <span id="line143">143.                  if (has_omonst(otmp)</span>
+
  <span id="line143">143.                if (has_omonst(otmp)</span>
  <span id="line144">144.                      && cant_revive(&mnum, FALSE, (struct obj *) 0)) {</span>
+
  <span id="line144">144.                    && cant_revive(&mnum, FALSE, (struct obj *) 0)) {</span>
  <span id="line145">145.                      free_omonst(otmp);</span>
+
  <span id="line145">145.                    free_omonst(otmp);</span>
  <span id="line146">146.                      /* mnum is now either human_zombie or</span>
+
  <span id="line146">146.                    /* mnum is now either human_zombie or</span>
  <span id="line147">147.                        doppelganger; for corpses of uniques,</span>
+
  <span id="line147">147.                        doppelganger; for corpses of uniques,</span>
  <span id="line148">148.                        we need to force the transformation</span>
+
  <span id="line148">148.                        we need to force the transformation</span>
  <span id="line149">149.                        now rather than wait until a revival</span>
+
  <span id="line149">149.                        now rather than wait until a revival</span>
  <span id="line150">150.                        attempt, otherwise eating this corpse</span>
+
  <span id="line150">150.                        attempt, otherwise eating this corpse</span>
  <span id="line151">151.                        would behave as if it remains unique */</span>
+
  <span id="line151">151.                        would behave as if it remains unique */</span>
  <span id="line152">152.                      if (mnum == PM_DOPPELGANGER && otmp->otyp == CORPSE)</span>
+
  <span id="line152">152.                    if (mnum == PM_DOPPELGANGER && otmp->otyp == CORPSE)</span>
  <span id="line153">153.                          set_corpsenm(otmp, mnum);</span>
+
  <span id="line153">153.                        set_corpsenm(otmp, mnum);</span>
  <span id="line154">154.                  }</span>
+
  <span id="line154">154.                }</span>
  <span id="line155">155.              } else if (otmp->otyp == AMULET_OF_YENDOR) {</span>
+
  <span id="line155">155.            } else if (otmp->otyp == AMULET_OF_YENDOR) {</span>
  <span id="line156">156.                  /* no longer the real Amulet */</span>
+
  <span id="line156">156.                /* no longer the real Amulet */</span>
  <span id="line157">157.                  otmp->otyp = FAKE_AMULET_OF_YENDOR;</span>
+
  <span id="line157">157.                otmp->otyp = FAKE_AMULET_OF_YENDOR;</span>
  <span id="line158">158.                  curse(otmp);</span>
+
  <span id="line158">158.                curse(otmp);</span>
  <span id="line159">159.              } else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {</span>
+
  <span id="line159">159.            } else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {</span>
  <span id="line160">160.                  if (otmp->lamplit)</span>
+
  <span id="line160">160.                if (otmp->lamplit)</span>
  <span id="line161">161.                      end_burn(otmp, TRUE);</span>
+
  <span id="line161">161.                    end_burn(otmp, TRUE);</span>
  <span id="line162">162.                  otmp->otyp = WAX_CANDLE;</span>
+
  <span id="line162">162.                otmp->otyp = WAX_CANDLE;</span>
  <span id="line163">163.                  otmp->age = 50L; /* assume used */</span>
+
  <span id="line163">163.                otmp->age = 50L; /* assume used */</span>
  <span id="line164">164.                  if (otmp->spe > 0)</span>
+
  <span id="line164">164.                if (otmp->spe > 0)</span>
  <span id="line165">165.                      otmp->quan = (long) otmp->spe;</span>
+
  <span id="line165">165.                    otmp->quan = (long) otmp->spe;</span>
  <span id="line166">166.                  otmp->spe = 0;</span>
+
  <span id="line166">166.                otmp->spe = 0;</span>
  <span id="line167">167.                  otmp->owt = weight(otmp);</span>
+
  <span id="line167">167.                otmp->owt = weight(otmp);</span>
  <span id="line168">168.                  curse(otmp);</span>
+
  <span id="line168">168.                curse(otmp);</span>
  <span id="line169">169.              } else if (otmp->otyp == BELL_OF_OPENING) {</span>
+
  <span id="line169">169.            } else if (otmp->otyp == BELL_OF_OPENING) {</span>
  <span id="line170">170.                  otmp->otyp = BELL;</span>
+
  <span id="line170">170.                otmp->otyp = BELL;</span>
  <span id="line171">171.                  curse(otmp);</span>
+
  <span id="line171">171.                curse(otmp);</span>
  <span id="line172">172.              } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {</span>
+
  <span id="line172">172.            } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {</span>
  <span id="line173">173.                  otmp->otyp = SPE_BLANK_PAPER;</span>
+
  <span id="line173">173.                otmp->otyp = SPE_BLANK_PAPER;</span>
  <span id="line174">174.                  curse(otmp);</span>
+
  <span id="line174">174.                curse(otmp);</span>
  <span id="line175">175.              }</span>
+
  <span id="line175">175.            }</span>
  <span id="line176">176.          }</span>
+
  <span id="line176">176.        }</span>
  <span id="line177">177.      }</span>
+
  <span id="line177">177.    }</span>
  <span id="line178">178.  }</span>
+
  <span id="line178">178. }</span>
  <span id="line179">179.  </span>
+
  <span id="line179">179. </span>
  
 
== sanitize_name ==
 
== sanitize_name ==
 
      
 
      
  <span id="line180">180.  /* while loading bones, strip out text possibly supplied by old player</span>
+
  <span id="line180">180. /* while loading bones, strip out text possibly supplied by old player</span>
  <span id="line181">181.    that might accidentally or maliciously disrupt new player's display */</span>
+
  <span id="line181">181.    that might accidentally or maliciously disrupt new player's display */</span>
  <span id="line182">182.  void</span>
+
  <span id="line182">182. void</span>
  <span id="line183">183.  sanitize_name(namebuf)</span>
+
  <span id="line183">183. sanitize_name(namebuf)</span>
  <span id="line184">184.  char *namebuf;</span>
+
  <span id="line184">184. char *namebuf;</span>
  <span id="line185">185.  {</span>
+
  <span id="line185">185. {</span>
  <span id="line186">186.      int c;</span>
+
  <span id="line186">186.    int c;</span>
  <span id="line187">187.      boolean strip_8th_bit =</span>
+
  <span id="line187">187.    boolean strip_8th_bit =</span>
  <span id="line188">188.          !strcmp(windowprocs.name, "tty") && !iflags.wc_eight_bit_input;</span>
+
  <span id="line188">188.        !strcmp(windowprocs.name, "tty") && !iflags.wc_eight_bit_input;</span>
  <span id="line189">189.  </span>
+
  <span id="line189">189. </span>
  <span id="line190">190.      /* it's tempting to skip this for single-user platforms, since</span>
+
  <span id="line190">190.    /* it's tempting to skip this for single-user platforms, since</span>
  <span id="line191">191.        only the current player could have left these bones--except</span>
+
  <span id="line191">191.        only the current player could have left these bones--except</span>
  <span id="line192">192.        things like "hearse" and other bones exchange schemes make</span>
+
  <span id="line192">192.        things like "hearse" and other bones exchange schemes make</span>
  <span id="line193">193.        that assumption false */</span>
+
  <span id="line193">193.        that assumption false */</span>
  <span id="line194">194.      while (*namebuf) {</span>
+
  <span id="line194">194.    while (*namebuf) {</span>
  <span id="line195">195.          c = *namebuf & 0177;</span>
+
  <span id="line195">195.        c = *namebuf & 0177;</span>
  <span id="line196">196.          if (c < ' ' || c == '\177') {</span>
+
  <span id="line196">196.        if (c < ' ' || c == '\177') {</span>
  <span id="line197">197.              /* non-printable or undesirable */</span>
+
  <span id="line197">197.            /* non-printable or undesirable */</span>
  <span id="line198">198.              *namebuf = '.';</span>
+
  <span id="line198">198.            *namebuf = '.';</span>
  <span id="line199">199.          } else if (c != *namebuf) {</span>
+
  <span id="line199">199.        } else if (c != *namebuf) {</span>
  <span id="line200">200.              /* expected to be printable if user wants such things */</span>
+
  <span id="line200">200.            /* expected to be printable if user wants such things */</span>
  <span id="line201">201.              if (strip_8th_bit)</span>
+
  <span id="line201">201.            if (strip_8th_bit)</span>
  <span id="line202">202.                  *namebuf = '_';</span>
+
  <span id="line202">202.                *namebuf = '_';</span>
  <span id="line203">203.          }</span>
+
  <span id="line203">203.        }</span>
  <span id="line204">204.          ++namebuf;</span>
+
  <span id="line204">204.        ++namebuf;</span>
  <span id="line205">205.      }</span>
+
  <span id="line205">205.    }</span>
  <span id="line206">206.  }</span>
+
  <span id="line206">206. }</span>
  <span id="line207">207.  </span>
+
  <span id="line207">207. </span>
  
 
== drop_upon_death ==
 
== drop_upon_death ==
 
      
 
      
  <span id="line208">208.  /* called by savebones(); also by finish_paybill(shk.c) */</span>
+
  <span id="line208">208. /* called by savebones(); also by finish_paybill(shk.c) */</span>
  <span id="line209">209.  void</span>
+
  <span id="line209">209. void</span>
  <span id="line210">210.  drop_upon_death(mtmp, cont, x, y)</span>
+
  <span id="line210">210. drop_upon_death(mtmp, cont, x, y)</span>
  <span id="line211">211.  struct monst *mtmp;</span>
+
  <span id="line211">211. struct monst *mtmp;</span>
  <span id="line212">212.  struct obj *cont;</span>
+
  <span id="line212">212. struct obj *cont;</span>
  <span id="line213">213.  int x, y;</span>
+
  <span id="line213">213. int x, y;</span>
  <span id="line214">214.  {</span>
+
  <span id="line214">214. {</span>
  <span id="line215">215.      struct obj *otmp;</span>
+
  <span id="line215">215.    struct obj *otmp;</span>
  <span id="line216">216.  </span>
+
  <span id="line216">216. </span>
  <span id="line217">217.      u.twoweap = 0; /* ensure curse() won't cause swapwep to drop twice */</span>
+
  <span id="line217">217.    u.twoweap = 0; /* ensure curse() won't cause swapwep to drop twice */</span>
  <span id="line218">218.      while ((otmp = invent) != 0) {</span>
+
  <span id="line218">218.    while ((otmp = invent) != 0) {</span>
  <span id="line219">219.          obj_extract_self(otmp);</span>
+
  <span id="line219">219.        obj_extract_self(otmp);</span>
  <span id="line220">220.          obj_no_longer_held(otmp);</span>
+
  <span id="line220">220.        obj_no_longer_held(otmp);</span>
  <span id="line221">221.  </span>
+
  <span id="line221">221. </span>
  <span id="line222">222.          otmp->owornmask = 0;</span>
+
  <span id="line222">222.        otmp->owornmask = 0;</span>
  <span id="line223">223.          /* lamps don't go out when dropped */</span>
+
  <span id="line223">223.        /* lamps don't go out when dropped */</span>
  <span id="line224">224.          if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))</span>
+
  <span id="line224">224.        if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))</span>
  <span id="line225">225.              end_burn(otmp, TRUE); /* smother in statue */</span>
+
  <span id="line225">225.            end_burn(otmp, TRUE); /* smother in statue */</span>
  <span id="line226">226.  </span>
+
  <span id="line226">226. </span>
  <span id="line227">227.          if (otmp->otyp == SLIME_MOLD)</span>
+
  <span id="line227">227.        if (otmp->otyp == SLIME_MOLD)</span>
  <span id="line228">228.              goodfruit(otmp->spe);</span>
+
  <span id="line228">228.            goodfruit(otmp->spe);</span>
  <span id="line229">229.  </span>
+
  <span id="line229">229. </span>
  <span id="line230">230.          if (rn2(5))</span>
+
  <span id="line230">230.        if (rn2(5))</span>
  <span id="line231">231.              curse(otmp);</span>
+
  <span id="line231">231.            curse(otmp);</span>
  <span id="line232">232.          if (mtmp)</span>
+
  <span id="line232">232.        if (mtmp)</span>
  <span id="line233">233.              (void) add_to_minv(mtmp, otmp);</span>
+
  <span id="line233">233.            (void) add_to_minv(mtmp, otmp);</span>
  <span id="line234">234.          else if (cont)</span>
+
  <span id="line234">234.        else if (cont)</span>
  <span id="line235">235.              (void) add_to_container(cont, otmp);</span>
+
  <span id="line235">235.            (void) add_to_container(cont, otmp);</span>
  <span id="line236">236.          else</span>
+
  <span id="line236">236.        else</span>
  <span id="line237">237.              place_object(otmp, x, y);</span>
+
  <span id="line237">237.            place_object(otmp, x, y);</span>
  <span id="line238">238.      }</span>
+
  <span id="line238">238.    }</span>
  <span id="line239">239.      if (cont)</span>
+
  <span id="line239">239.    if (cont)</span>
  <span id="line240">240.          cont->owt = weight(cont);</span>
+
  <span id="line240">240.        cont->owt = weight(cont);</span>
  <span id="line241">241.  }</span>
+
  <span id="line241">241. }</span>
  <span id="line242">242.  </span>
+
  <span id="line242">242. </span>
  
 
== fixuporacle ==
 
== fixuporacle ==
 
      
 
      
  <span id="line243">243.  /* possibly restore oracle's room and/or put her back inside it; returns</span>
+
  <span id="line243">243. /* possibly restore oracle's room and/or put her back inside it; returns</span>
  <span id="line244">244.    False if she's on the wrong level and should be removed, True otherwise */</span>
+
  <span id="line244">244.    False if she's on the wrong level and should be removed, True otherwise */</span>
  <span id="line245">245.  STATIC_OVL boolean</span>
+
  <span id="line245">245. STATIC_OVL boolean</span>
  <span id="line246">246.  fixuporacle(oracle)</span>
+
  <span id="line246">246. fixuporacle(oracle)</span>
  <span id="line247">247.  struct monst *oracle;</span>
+
  <span id="line247">247. struct monst *oracle;</span>
  <span id="line248">248.  {</span>
+
  <span id="line248">248. {</span>
  <span id="line249">249.      coord cc;</span>
+
  <span id="line249">249.    coord cc;</span>
  <span id="line250">250.      int ridx, o_ridx;</span>
+
  <span id="line250">250.    int ridx, o_ridx;</span>
  <span id="line251">251.  </span>
+
  <span id="line251">251. </span>
  <span id="line252">252.      /* oracle doesn't move, but knight's joust or monk's staggering blow</span>
+
  <span id="line252">252.    /* oracle doesn't move, but knight's joust or monk's staggering blow</span>
  <span id="line253">253.        could push her onto a hole in the floor; at present, traps don't</span>
+
  <span id="line253">253.        could push her onto a hole in the floor; at present, traps don't</span>
  <span id="line254">254.        activate in such situation hence she won't fall to another level;</span>
+
  <span id="line254">254.        activate in such situation hence she won't fall to another level;</span>
  <span id="line255">255.        however, that could change so be prepared to cope with such things */</span>
+
  <span id="line255">255.        however, that could change so be prepared to cope with such things */</span>
  <span id="line256">256.      if (!Is_oracle_level(&u.uz))</span>
+
  <span id="line256">256.    if (!Is_oracle_level(&u.uz))</span>
  <span id="line257">257.          return FALSE;</span>
+
  <span id="line257">257.        return FALSE;</span>
  <span id="line258">258.  </span>
+
  <span id="line258">258. </span>
  <span id="line259">259.      oracle->mpeaceful = 1;</span>
+
  <span id="line259">259.    oracle->mpeaceful = 1;</span>
  <span id="line260">260.      o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;</span>
+
  <span id="line260">260.    o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;</span>
  <span id="line261">261.      if (o_ridx >= 0 && rooms[o_ridx].rtype == DELPHI)</span>
+
  <span id="line261">261.    if (o_ridx >= 0 && rooms[o_ridx].rtype == DELPHI)</span>
  <span id="line262">262.          return TRUE; /* no fixup needed */</span>
+
  <span id="line262">262.        return TRUE; /* no fixup needed */</span>
  <span id="line263">263.  </span>
+
  <span id="line263">263. </span>
  <span id="line264">264.      /*</span>
+
  <span id="line264">264.    /*</span>
  <span id="line265">265.      * The Oracle isn't in DELPHI room.  Either hero entered her chamber</span>
+
  <span id="line265">265.      * The Oracle isn't in DELPHI room.  Either hero entered her chamber</span>
  <span id="line266">266.      * and got the one-time welcome message, converting it into an</span>
+
  <span id="line266">266.      * and got the one-time welcome message, converting it into an</span>
  <span id="line267">267.      * ordinary room, or she got teleported out, or both.  Try to put</span>
+
  <span id="line267">267.      * ordinary room, or she got teleported out, or both.  Try to put</span>
  <span id="line268">268.      * her back inside her room, if necessary, and restore its type.</span>
+
  <span id="line268">268.      * her back inside her room, if necessary, and restore its type.</span>
  <span id="line269">269.      */</span>
+
  <span id="line269">269.      */</span>
  <span id="line270">270.  </span>
+
  <span id="line270">270. </span>
  <span id="line271">271.      /* find original delphi chamber; should always succeed */</span>
+
  <span id="line271">271.    /* find original delphi chamber; should always succeed */</span>
  <span id="line272">272.      for (ridx = 0; ridx < SIZE(rooms); ++ridx)</span>
+
  <span id="line272">272.    for (ridx = 0; ridx < SIZE(rooms); ++ridx)</span>
  <span id="line273">273.          if (rooms[ridx].orig_rtype == DELPHI)</span>
+
  <span id="line273">273.        if (rooms[ridx].orig_rtype == DELPHI)</span>
  <span id="line274">274.              break;</span>
+
  <span id="line274">274.            break;</span>
  <span id="line275">275.  </span>
+
  <span id="line275">275. </span>
  <span id="line276">276.      if (o_ridx != ridx && ridx < SIZE(rooms)) {</span>
+
  <span id="line276">276.    if (o_ridx != ridx && ridx < SIZE(rooms)) {</span>
  <span id="line277">277.          /* room found and she's not not in it, so try to move her there */</span>
+
  <span id="line277">277.        /* room found and she's not not in it, so try to move her there */</span>
  <span id="line278">278.          cc.x = (rooms[ridx].lx + rooms[ridx].hx) / 2;</span>
+
  <span id="line278">278.        cc.x = (rooms[ridx].lx + rooms[ridx].hx) / 2;</span>
  <span id="line279">279.          cc.y = (rooms[ridx].ly + rooms[ridx].hy) / 2;</span>
+
  <span id="line279">279.        cc.y = (rooms[ridx].ly + rooms[ridx].hy) / 2;</span>
  <span id="line280">280.          if (enexto(&cc, cc.x, cc.y, oracle->data)) {</span>
+
  <span id="line280">280.        if (enexto(&cc, cc.x, cc.y, oracle->data)) {</span>
  <span id="line281">281.              rloc_to(oracle, cc.x, cc.y);</span>
+
  <span id="line281">281.            rloc_to(oracle, cc.x, cc.y);</span>
  <span id="line282">282.              o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;</span>
+
  <span id="line282">282.            o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;</span>
  <span id="line283">283.          }</span>
+
  <span id="line283">283.        }</span>
  <span id="line284">284.          /* [if her room is already full, she might end up outside;</span>
+
  <span id="line284">284.        /* [if her room is already full, she might end up outside;</span>
  <span id="line285">285.            that's ok, next hero just won't get any welcome message,</span>
+
  <span id="line285">285.            that's ok, next hero just won't get any welcome message,</span>
  <span id="line286">286.            same as used to happen before this fixup was introduced] */</span>
+
  <span id="line286">286.            same as used to happen before this fixup was introduced] */</span>
  <span id="line287">287.      }</span>
+
  <span id="line287">287.    }</span>
  <span id="line288">288.      if (ridx == o_ridx) /* if she's in her room, mark it as such */</span>
+
  <span id="line288">288.    if (ridx == o_ridx) /* if she's in her room, mark it as such */</span>
  <span id="line289">289.          rooms[ridx].rtype = DELPHI;</span>
+
  <span id="line289">289.        rooms[ridx].rtype = DELPHI;</span>
  <span id="line290">290.      return TRUE; /* keep oracle in new bones file */</span>
+
  <span id="line290">290.    return TRUE; /* keep oracle in new bones file */</span>
  <span id="line291">291.  }</span>
+
  <span id="line291">291. }</span>
  <span id="line292">292.  </span>
+
  <span id="line292">292. </span>
  
 
== can_make_bones ==
 
== can_make_bones ==
 
      
 
      
  <span id="line293">293.  /* check whether bones are feasible */</span>
+
  <span id="line293">293. /* check whether bones are feasible */</span>
  <span id="line294">294.  boolean</span>
+
  <span id="line294">294. boolean</span>
  <span id="line295">295.  can_make_bones()</span>
+
  <span id="line295">295. can_make_bones()</span>
  <span id="line296">296.  {</span>
+
  <span id="line296">296. {</span>
  <span id="line297">297.      register struct trap *ttmp;</span>
+
  <span id="line297">297.    register struct trap *ttmp;</span>
  <span id="line298">298.  </span>
+
  <span id="line298">298. </span>
  <span id="line299">299.      if (!flags.bones)</span>
+
  <span id="line299">299.    if (!flags.bones)</span>
  <span id="line300">300.          return FALSE;</span>
+
  <span id="line300">300.        return FALSE;</span>
  <span id="line301">301.      if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())</span>
+
  <span id="line301">301.    if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())</span>
  <span id="line302">302.          return FALSE;</span>
+
  <span id="line302">302.        return FALSE;</span>
  <span id="line303">303.      if (no_bones_level(&u.uz))</span>
+
  <span id="line303">303.    if (no_bones_level(&u.uz))</span>
  <span id="line304">304.          return FALSE; /* no bones for specific levels */</span>
+
  <span id="line304">304.        return FALSE; /* no bones for specific levels */</span>
  <span id="line305">305.      if (u.uswallow) {</span>
+
  <span id="line305">305.    if (u.uswallow) {</span>
  <span id="line306">306.          return FALSE; /* no bones when swallowed */</span>
+
  <span id="line306">306.        return FALSE; /* no bones when swallowed */</span>
  <span id="line307">307.      }</span>
+
  <span id="line307">307.    }</span>
  <span id="line308">308.      if (!Is_branchlev(&u.uz)) {</span>
+
  <span id="line308">308.    if (!Is_branchlev(&u.uz)) {</span>
  <span id="line309">309.          /* no bones on non-branches with portals */</span>
+
  <span id="line309">309.        /* no bones on non-branches with portals */</span>
  <span id="line310">310.          for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)</span>
+
  <span id="line310">310.        for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)</span>
  <span id="line311">311.              if (ttmp->ttyp == MAGIC_PORTAL)</span>
+
  <span id="line311">311.            if (ttmp->ttyp == MAGIC_PORTAL)</span>
  <span id="line312">312.                  return FALSE;</span>
+
  <span id="line312">312.                return FALSE;</span>
  <span id="line313">313.      }</span>
+
  <span id="line313">313.    }</span>
  <span id="line314">314.  </span>
+
  <span id="line314">314. </span>
  <span id="line315">315.      if (depth(&u.uz) <= 0                /* bulletproofing for endgame */</span>
+
  <span id="line315">315.    if (depth(&u.uz) <= 0                /* bulletproofing for endgame */</span>
  <span id="line316">316.          || (!rn2(1 + (depth(&u.uz) >> 2)) /* fewer ghosts on low levels */</span>
+
  <span id="line316">316.        || (!rn2(1 + (depth(&u.uz) >> 2)) /* fewer ghosts on low levels */</span>
  <span id="line317">317.              && !wizard))</span>
+
  <span id="line317">317.            && !wizard))</span>
  <span id="line318">318.          return FALSE;</span>
+
  <span id="line318">318.        return FALSE;</span>
  <span id="line319">319.      /* don't let multiple restarts generate multiple copies of objects</span>
+
  <span id="line319">319.    /* don't let multiple restarts generate multiple copies of objects</span>
  <span id="line320">320.        in bones files */</span>
+
  <span id="line320">320.        in bones files */</span>
  <span id="line321">321.      if (discover)</span>
+
  <span id="line321">321.    if (discover)</span>
  <span id="line322">322.          return FALSE;</span>
+
  <span id="line322">322.        return FALSE;</span>
  <span id="line323">323.      return TRUE;</span>
+
  <span id="line323">323.    return TRUE;</span>
  <span id="line324">324.  }</span>
+
  <span id="line324">324. }</span>
  <span id="line325">325.  </span>
+
  <span id="line325">325. </span>
  
 
== savebones ==
 
== savebones ==
 
      
 
      
  <span id="line326">326.  /* save bones and possessions of a deceased adventurer */</span>
+
  <span id="line326">326. /* save bones and possessions of a deceased adventurer */</span>
  <span id="line327">327.  void</span>
+
  <span id="line327">327. void</span>
  <span id="line328">328.  savebones(how, when, corpse)</span>
+
  <span id="line328">328. savebones(how, when, corpse)</span>
  <span id="line329">329.  int how;</span>
+
  <span id="line329">329. int how;</span>
  <span id="line330">330.  time_t when;</span>
+
  <span id="line330">330. time_t when;</span>
  <span id="line331">331.  struct obj *corpse;</span>
+
  <span id="line331">331. struct obj *corpse;</span>
  <span id="line332">332.  {</span>
+
  <span id="line332">332. {</span>
  <span id="line333">333.      int fd, x, y;</span>
+
  <span id="line333">333.    int fd, x, y;</span>
  <span id="line334">334.      struct trap *ttmp;</span>
+
  <span id="line334">334.    struct trap *ttmp;</span>
  <span id="line335">335.      struct monst *mtmp;</span>
+
  <span id="line335">335.    struct monst *mtmp;</span>
  <span id="line336">336.      struct permonst *mptr;</span>
+
  <span id="line336">336.    struct permonst *mptr;</span>
  <span id="line337">337.      struct fruit *f;</span>
+
  <span id="line337">337.    struct fruit *f;</span>
  <span id="line338">338.      struct cemetery *newbones;</span>
+
  <span id="line338">338.    struct cemetery *newbones;</span>
  <span id="line339">339.      char c, *bonesid;</span>
+
  <span id="line339">339.    char c, *bonesid;</span>
  <span id="line340">340.      char whynot[BUFSZ];</span>
+
  <span id="line340">340.    char whynot[BUFSZ];</span>
  <span id="line341">341.  </span>
+
  <span id="line341">341. </span>
  <span id="line342">342.      /* caller has already checked `can_make_bones()' */</span>
+
  <span id="line342">342.    /* caller has already checked `can_make_bones()' */</span>
  <span id="line343">343.  </span>
+
  <span id="line343">343. </span>
  <span id="line344">344.      clear_bypasses();</span>
+
  <span id="line344">344.    clear_bypasses();</span>
  <span id="line345">345.      fd = open_bonesfile(&u.uz, &bonesid);</span>
+
  <span id="line345">345.    fd = open_bonesfile(&u.uz, &bonesid);</span>
  <span id="line346">346.      if (fd >= 0) {</span>
+
  <span id="line346">346.    if (fd >= 0) {</span>
  <span id="line347">347.          (void) nhclose(fd);</span>
+
  <span id="line347">347.        (void) nhclose(fd);</span>
  <span id="line348">348.          if (wizard) {</span>
+
  <span id="line348">348.        if (wizard) {</span>
  <span id="line349">349.              if (yn("Bones file already exists.  Replace it?") == 'y') {</span>
+
  <span id="line349">349.            if (yn("Bones file already exists.  Replace it?") == 'y') {</span>
  <span id="line350">350.                  if (delete_bonesfile(&u.uz))</span>
+
  <span id="line350">350.                if (delete_bonesfile(&u.uz))</span>
  <span id="line351">351.                      goto make_bones;</span>
+
  <span id="line351">351.                    goto make_bones;</span>
  <span id="line352">352.                  else</span>
+
  <span id="line352">352.                else</span>
  <span id="line353">353.                      pline("Cannot unlink old bones.");</span>
+
  <span id="line353">353.                    pline("Cannot unlink old bones.");</span>
  <span id="line354">354.              }</span>
+
  <span id="line354">354.            }</span>
  <span id="line355">355.          }</span>
+
  <span id="line355">355.        }</span>
  <span id="line356">356.          /* compression can change the file's name, so must</span>
+
  <span id="line356">356.        /* compression can change the file's name, so must</span>
  <span id="line357">357.            wait until after any attempt to delete this file */</span>
+
  <span id="line357">357.            wait until after any attempt to delete this file */</span>
  <span id="line358">358.          compress_bonesfile();</span>
+
  <span id="line358">358.        compress_bonesfile();</span>
  <span id="line359">359.          return;</span>
+
  <span id="line359">359.        return;</span>
  <span id="line360">360.      }</span>
+
  <span id="line360">360.    }</span>
  <span id="line361">361.  </span>
+
  <span id="line361">361. </span>
  <span id="line362">362.  make_bones:</span>
+
  <span id="line362">362. make_bones:</span>
  <span id="line363">363.      unleash_all();</span>
+
  <span id="line363">363.    unleash_all();</span>
  <span id="line364">364.      /* in case these characters are not in their home bases */</span>
+
  <span id="line364">364.    /* in case these characters are not in their home bases */</span>
  <span id="line365">365.      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {</span>
+
  <span id="line365">365.    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {</span>
  <span id="line366">366.          if (DEADMONSTER(mtmp))</span>
+
  <span id="line366">366.        if (DEADMONSTER(mtmp))</span>
  <span id="line367">367.              continue;</span>
+
  <span id="line367">367.            continue;</span>
  <span id="line368">368.          mptr = mtmp->data;</span>
+
  <span id="line368">368.        mptr = mtmp->data;</span>
  <span id="line369">369.          if (mtmp->iswiz || mptr == &mons[PM_MEDUSA]</span>
+
  <span id="line369">369.        if (mtmp->iswiz || mptr == &mons[PM_MEDUSA]</span>
  <span id="line370">370.              || mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER</span>
+
  <span id="line370">370.            || mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER</span>
  <span id="line371">371.              || mptr == &mons[PM_VLAD_THE_IMPALER]</span>
+
  <span id="line371">371.            || mptr == &mons[PM_VLAD_THE_IMPALER]</span>
  <span id="line372">372.              || (mptr == &mons[PM_ORACLE] && !fixuporacle(mtmp)))</span>
+
  <span id="line372">372.            || (mptr == &mons[PM_ORACLE] && !fixuporacle(mtmp)))</span>
  <span id="line373">373.              mongone(mtmp);</span>
+
  <span id="line373">373.            mongone(mtmp);</span>
  <span id="line374">374.      }</span>
+
  <span id="line374">374.    }</span>
  <span id="line375">375.      if (u.usteed)</span>
+
  <span id="line375">375.    if (u.usteed)</span>
  <span id="line376">376.          dismount_steed(DISMOUNT_BONES);</span>
+
  <span id="line376">376.        dismount_steed(DISMOUNT_BONES);</span>
  <span id="line377">377.      dmonsfree(); /* discard dead or gone monsters */</span>
+
  <span id="line377">377.    dmonsfree(); /* discard dead or gone monsters */</span>
  <span id="line378">378.  </span>
+
  <span id="line378">378. </span>
  <span id="line379">379.      /* mark all fruits as nonexistent; when we come to them we'll mark</span>
+
  <span id="line379">379.    /* mark all fruits as nonexistent; when we come to them we'll mark</span>
  <span id="line380">380.      * them as existing (using goodfruit())</span>
+
  <span id="line380">380.      * them as existing (using goodfruit())</span>
  <span id="line381">381.      */</span>
+
  <span id="line381">381.      */</span>
  <span id="line382">382.      for (f = ffruit; f; f = f->nextf)</span>
+
  <span id="line382">382.    for (f = ffruit; f; f = f->nextf)</span>
  <span id="line383">383.          f->fid = -f->fid;</span>
+
  <span id="line383">383.        f->fid = -f->fid;</span>
  <span id="line384">384.  </span>
+
  <span id="line384">384. </span>
  <span id="line385">385.      /* check iron balls separately--maybe they're not carrying it */</span>
+
  <span id="line385">385.    /* check iron balls separately--maybe they're not carrying it */</span>
  <span id="line386">386.      if (uball)</span>
+
  <span id="line386">386.    if (uball)</span>
  <span id="line387">387.          uball->owornmask = uchain->owornmask = 0;</span>
+
  <span id="line387">387.        uball->owornmask = uchain->owornmask = 0;</span>
  <span id="line388">388.  </span>
+
  <span id="line388">388. </span>
  <span id="line389">389.      /* dispose of your possessions, usually cursed */</span>
+
  <span id="line389">389.    /* dispose of your possessions, usually cursed */</span>
  <span id="line390">390.      if (u.ugrave_arise == (NON_PM - 1)) {</span>
+
  <span id="line390">390.    if (u.ugrave_arise == (NON_PM - 1)) {</span>
  <span id="line391">391.          struct obj *otmp;</span>
+
  <span id="line391">391.        struct obj *otmp;</span>
  <span id="line392">392.  </span>
+
  <span id="line392">392. </span>
  <span id="line393">393.          /* embed your possessions in your statue */</span>
+
  <span id="line393">393.        /* embed your possessions in your statue */</span>
  <span id="line394">394.          otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy, plname);</span>
+
  <span id="line394">394.        otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy, plname);</span>
  <span id="line395">395.  </span>
+
  <span id="line395">395. </span>
  <span id="line396">396.          drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);</span>
+
  <span id="line396">396.        drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);</span>
  <span id="line397">397.          if (!otmp)</span>
+
  <span id="line397">397.        if (!otmp)</span>
  <span id="line398">398.              return; /* couldn't make statue */</span>
+
  <span id="line398">398.            return; /* couldn't make statue */</span>
  <span id="line399">399.          mtmp = (struct monst *) 0;</span>
+
  <span id="line399">399.        mtmp = (struct monst *) 0;</span>
  <span id="line400">400.      } else if (u.ugrave_arise < LOW_PM) {</span>
+
  <span id="line400">400.    } else if (u.ugrave_arise < LOW_PM) {</span>
  <span id="line401">401.          /* drop everything */</span>
+
  <span id="line401">401.        /* drop everything */</span>
  <span id="line402">402.          drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);</span>
+
  <span id="line402">402.        drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);</span>
  <span id="line403">403.          /* trick makemon() into allowing monster creation</span>
+
  <span id="line403">403.        /* trick makemon() into allowing monster creation</span>
  <span id="line404">404.          * on your location</span>
+
  <span id="line404">404.          * on your location</span>
  <span id="line405">405.          */</span>
+
  <span id="line405">405.          */</span>
  <span id="line406">406.          in_mklev = TRUE;</span>
+
  <span id="line406">406.        in_mklev = TRUE;</span>
  <span id="line407">407.          mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);</span>
+
  <span id="line407">407.        mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);</span>
  <span id="line408">408.          in_mklev = FALSE;</span>
+
  <span id="line408">408.        in_mklev = FALSE;</span>
  <span id="line409">409.          if (!mtmp)</span>
+
  <span id="line409">409.        if (!mtmp)</span>
  <span id="line410">410.              return;</span>
+
  <span id="line410">410.            return;</span>
  <span id="line411">411.          mtmp = christen_monst(mtmp, plname);</span>
+
  <span id="line411">411.        mtmp = christen_monst(mtmp, plname);</span>
  <span id="line412">412.          if (corpse)</span>
+
  <span id="line412">412.        if (corpse)</span>
  <span id="line413">413.              (void) obj_attach_mid(corpse, mtmp->m_id);</span>
+
  <span id="line413">413.            (void) obj_attach_mid(corpse, mtmp->m_id);</span>
  <span id="line414">414.      } else {</span>
+
  <span id="line414">414.    } else {</span>
  <span id="line415">415.          /* give your possessions to the monster you become */</span>
+
  <span id="line415">415.        /* give your possessions to the monster you become */</span>
  <span id="line416">416.          in_mklev = TRUE; /* use <u.ux,u.uy> as-is */</span>
+
  <span id="line416">416.        in_mklev = TRUE; /* use <u.ux,u.uy> as-is */</span>
  <span id="line417">417.          mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MINVENT);</span>
+
  <span id="line417">417.        mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MINVENT);</span>
  <span id="line418">418.          in_mklev = FALSE;</span>
+
  <span id="line418">418.        in_mklev = FALSE;</span>
  <span id="line419">419.          if (!mtmp) {</span>
+
  <span id="line419">419.        if (!mtmp) {</span>
  <span id="line420">420.              drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);</span>
+
  <span id="line420">420.            drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);</span>
  <span id="line421">421.              u.ugrave_arise = NON_PM; /* in case caller cares */</span>
+
  <span id="line421">421.            u.ugrave_arise = NON_PM; /* in case caller cares */</span>
  <span id="line422">422.              return;</span>
+
  <span id="line422">422.            return;</span>
  <span id="line423">423.          }</span>
+
  <span id="line423">423.        }</span>
  <span id="line424">424.          /* give mummy-from-hero a wrapping unless hero already</span>
+
  <span id="line424">424.        /* give mummy-from-hero a wrapping unless hero already</span>
  <span id="line425">425.            carries one; don't bother forcing it to become worn */</span>
+
  <span id="line425">425.            carries one; don't bother forcing it to become worn */</span>
  <span id="line426">426.          if (mtmp->data->mlet == S_MUMMY && !carrying(MUMMY_WRAPPING))</span>
+
  <span id="line426">426.        if (mtmp->data->mlet == S_MUMMY && !carrying(MUMMY_WRAPPING))</span>
  <span id="line427">427.              (void) mongets(mtmp, MUMMY_WRAPPING);</span>
+
  <span id="line427">427.            (void) mongets(mtmp, MUMMY_WRAPPING);</span>
  <span id="line428">428.          mtmp = christen_monst(mtmp, plname);</span>
+
  <span id="line428">428.        mtmp = christen_monst(mtmp, plname);</span>
  <span id="line429">429.          newsym(u.ux, u.uy);</span>
+
  <span id="line429">429.        newsym(u.ux, u.uy);</span>
  <span id="line430">430.          /* ["Your body rises from the dead as an <mname>..." used</span>
+
  <span id="line430">430.        /* ["Your body rises from the dead as an <mname>..." used</span>
  <span id="line431">431.            to be given here, but it has been moved to done() so that</span>
+
  <span id="line431">431.            to be given here, but it has been moved to done() so that</span>
  <span id="line432">432.            it gets delivered even when savebones() isn't called] */</span>
+
  <span id="line432">432.            it gets delivered even when savebones() isn't called] */</span>
  <span id="line433">433.          drop_upon_death(mtmp, (struct obj *) 0, u.ux, u.uy);</span>
+
  <span id="line433">433.        drop_upon_death(mtmp, (struct obj *) 0, u.ux, u.uy);</span>
  <span id="line434">434.          m_dowear(mtmp, TRUE);</span>
+
  <span id="line434">434.        m_dowear(mtmp, TRUE);</span>
  <span id="line435">435.      }</span>
+
  <span id="line435">435.    }</span>
  <span id="line436">436.      if (mtmp) {</span>
+
  <span id="line436">436.    if (mtmp) {</span>
  <span id="line437">437.          mtmp->m_lev = (u.ulevel ? u.ulevel : 1);</span>
+
  <span id="line437">437.        mtmp->m_lev = (u.ulevel ? u.ulevel : 1);</span>
  <span id="line438">438.          mtmp->mhp = mtmp->mhpmax = u.uhpmax;</span>
+
  <span id="line438">438.        mtmp->mhp = mtmp->mhpmax = u.uhpmax;</span>
  <span id="line439">439.          mtmp->female = flags.female;</span>
+
  <span id="line439">439.        mtmp->female = flags.female;</span>
  <span id="line440">440.          mtmp->msleeping = 1;</span>
+
  <span id="line440">440.        mtmp->msleeping = 1;</span>
  <span id="line441">441.      }</span>
+
  <span id="line441">441.    }</span>
  <span id="line442">442.      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {</span>
+
  <span id="line442">442.    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {</span>
  <span id="line443">443.          resetobjs(mtmp->minvent, FALSE);</span>
+
  <span id="line443">443.        resetobjs(mtmp->minvent, FALSE);</span>
  <span id="line444">444.          /* do not zero out m_ids for bones levels any more */</span>
+
  <span id="line444">444.        /* do not zero out m_ids for bones levels any more */</span>
  <span id="line445">445.          mtmp->mlstmv = 0L;</span>
+
  <span id="line445">445.        mtmp->mlstmv = 0L;</span>
  <span id="line446">446.          if (mtmp->mtame)</span>
+
  <span id="line446">446.        if (mtmp->mtame)</span>
  <span id="line447">447.              mtmp->mtame = mtmp->mpeaceful = 0;</span>
+
  <span id="line447">447.            mtmp->mtame = mtmp->mpeaceful = 0;</span>
  <span id="line448">448.      }</span>
+
  <span id="line448">448.    }</span>
  <span id="line449">449.      for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {</span>
+
  <span id="line449">449.    for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {</span>
  <span id="line450">450.          ttmp->madeby_u = 0;</span>
+
  <span id="line450">450.        ttmp->madeby_u = 0;</span>
  <span id="line451">451.          ttmp->tseen = (ttmp->ttyp == HOLE);</span>
+
  <span id="line451">451.        ttmp->tseen = (ttmp->ttyp == HOLE);</span>
  <span id="line452">452.      }</span>
+
  <span id="line452">452.    }</span>
  <span id="line453">453.      resetobjs(fobj, FALSE);</span>
+
  <span id="line453">453.    resetobjs(fobj, FALSE);</span>
  <span id="line454">454.      resetobjs(level.buriedobjlist, FALSE);</span>
+
  <span id="line454">454.    resetobjs(level.buriedobjlist, FALSE);</span>
  <span id="line455">455.  </span>
+
  <span id="line455">455. </span>
  <span id="line456">456.      /* Hero is no longer on the map. */</span>
+
  <span id="line456">456.    /* Hero is no longer on the map. */</span>
  <span id="line457">457.      u.ux = u.uy = 0;</span>
+
  <span id="line457">457.    u.ux = u.uy = 0;</span>
  <span id="line458">458.  </span>
+
  <span id="line458">458. </span>
  <span id="line459">459.      /* Clear all memory from the level. */</span>
+
  <span id="line459">459.    /* Clear all memory from the level. */</span>
  <span id="line460">460.      for (x = 1; x < COLNO; x++)</span>
+
  <span id="line460">460.    for (x = 1; x < COLNO; x++)</span>
  <span id="line461">461.          for (y = 0; y < ROWNO; y++) {</span>
+
  <span id="line461">461.        for (y = 0; y < ROWNO; y++) {</span>
  <span id="line462">462.              levl[x][y].seenv = 0;</span>
+
  <span id="line462">462.            levl[x][y].seenv = 0;</span>
  <span id="line463">463.              levl[x][y].waslit = 0;</span>
+
  <span id="line463">463.            levl[x][y].waslit = 0;</span>
  <span id="line464">464.              levl[x][y].glyph = cmap_to_glyph(S_stone);</span>
+
  <span id="line464">464.            levl[x][y].glyph = cmap_to_glyph(S_stone);</span>
  <span id="line465">465.              lastseentyp[x][y] = 0;</span>
+
  <span id="line465">465.            lastseentyp[x][y] = 0;</span>
  <span id="line466">466.          }</span>
+
  <span id="line466">466.        }</span>
  <span id="line467">467.  </span>
+
  <span id="line467">467. </span>
  <span id="line468">468.      /* Attach bones info to the current level before saving. */</span>
+
  <span id="line468">468.    /* Attach bones info to the current level before saving. */</span>
  <span id="line469">469.      newbones = (struct cemetery *) alloc(sizeof *newbones);</span>
+
  <span id="line469">469.    newbones = (struct cemetery *) alloc(sizeof *newbones);</span>
  <span id="line470">470.      /* entries are '\0' terminated but have fixed length allocations,</span>
+
  <span id="line470">470.    /* entries are '\0' terminated but have fixed length allocations,</span>
  <span id="line471">471.        so pre-fill with spaces to initialize any excess room */</span>
+
  <span id="line471">471.        so pre-fill with spaces to initialize any excess room */</span>
  <span id="line472">472.      (void) memset((genericptr_t) newbones, ' ', sizeof *newbones);</span>
+
  <span id="line472">472.    (void) memset((genericptr_t) newbones, ' ', sizeof *newbones);</span>
  <span id="line473">473.      /* format name+role,&c, death reason, and date+time;</span>
+
  <span id="line473">473.    /* format name+role,&c, death reason, and date+time;</span>
  <span id="line474">474.        gender and alignment reflect final values rather than what the</span>
+
  <span id="line474">474.        gender and alignment reflect final values rather than what the</span>
  <span id="line475">475.        character started out as, same as topten and logfile entries */</span>
+
  <span id="line475">475.        character started out as, same as topten and logfile entries */</span>
  <span id="line476">476.      Sprintf(newbones->who, "%s-%.3s-%.3s-%.3s-%.3s", plname, urole.filecode,</span>
+
  <span id="line476">476.    Sprintf(newbones->who, "%s-%.3s-%.3s-%.3s-%.3s", plname, urole.filecode,</span>
  <span id="line477">477.              urace.filecode, genders[flags.female].filecode,</span>
+
  <span id="line477">477.            urace.filecode, genders[flags.female].filecode,</span>
  <span id="line478">478.              aligns[1 - u.ualign.type].filecode);</span>
+
  <span id="line478">478.            aligns[1 - u.ualign.type].filecode);</span>
  <span id="line479">479.      formatkiller(newbones->how, sizeof newbones->how, how);</span>
+
  <span id="line479">479.    formatkiller(newbones->how, sizeof newbones->how, how);</span>
  <span id="line480">480.      Strcpy(newbones->when, yyyymmddhhmmss(when));</span>
+
  <span id="line480">480.    Strcpy(newbones->when, yyyymmddhhmmss(when));</span>
  <span id="line481">481.      /* final resting place, used to decide when bones are discovered */</span>
+
  <span id="line481">481.    /* final resting place, used to decide when bones are discovered */</span>
  <span id="line482">482.      newbones->frpx = u.ux, newbones->frpy = u.uy;</span>
+
  <span id="line482">482.    newbones->frpx = u.ux, newbones->frpy = u.uy;</span>
  <span id="line483">483.      newbones->bonesknown = FALSE;</span>
+
  <span id="line483">483.    newbones->bonesknown = FALSE;</span>
  <span id="line484">484.      /* if current character died on a bones level, the cemetery list</span>
+
  <span id="line484">484.    /* if current character died on a bones level, the cemetery list</span>
  <span id="line485">485.        will have multiple entries, most recent (this dead hero) first */</span>
+
  <span id="line485">485.        will have multiple entries, most recent (this dead hero) first */</span>
  <span id="line486">486.      newbones->next = level.bonesinfo;</span>
+
  <span id="line486">486.    newbones->next = level.bonesinfo;</span>
  <span id="line487">487.      level.bonesinfo = newbones;</span>
+
  <span id="line487">487.    level.bonesinfo = newbones;</span>
  <span id="line488">488.      /* flag these bones if they are being created in wizard mode;</span>
+
  <span id="line488">488.    /* flag these bones if they are being created in wizard mode;</span>
  <span id="line489">489.        they might already be flagged as such, even when we're playing</span>
+
  <span id="line489">489.        they might already be flagged as such, even when we're playing</span>
  <span id="line490">490.        in normal mode, if this level came from a previous bones file */</span>
+
  <span id="line490">490.        in normal mode, if this level came from a previous bones file */</span>
  <span id="line491">491.      if (wizard)</span>
+
  <span id="line491">491.    if (wizard)</span>
  <span id="line492">492.          level.flags.wizard_bones = 1;</span>
+
  <span id="line492">492.        level.flags.wizard_bones = 1;</span>
  <span id="line493">493.  </span>
+
  <span id="line493">493. </span>
  <span id="line494">494.      fd = create_bonesfile(&u.uz, &bonesid, whynot);</span>
+
  <span id="line494">494.    fd = create_bonesfile(&u.uz, &bonesid, whynot);</span>
  <span id="line495">495.      if (fd < 0) {</span>
+
  <span id="line495">495.    if (fd < 0) {</span>
  <span id="line496">496.          if (wizard)</span>
+
  <span id="line496">496.        if (wizard)</span>
  <span id="line497">497.              pline1(whynot);</span>
+
  <span id="line497">497.            pline1(whynot);</span>
  <span id="line498">498.          /* bones file creation problems are silent to the player.</span>
+
  <span id="line498">498.        /* bones file creation problems are silent to the player.</span>
  <span id="line499">499.          * Keep it that way, but place a clue into the paniclog.</span>
+
  <span id="line499">499.          * Keep it that way, but place a clue into the paniclog.</span>
  <span id="line500">500.          */</span>
+
  <span id="line500">500.          */</span>
  <span id="line501">501.          paniclog("savebones", whynot);</span>
+
  <span id="line501">501.        paniclog("savebones", whynot);</span>
  <span id="line502">502.          return;</span>
+
  <span id="line502">502.        return;</span>
  <span id="line503">503.      }</span>
+
  <span id="line503">503.    }</span>
  <span id="line504">504.      c = (char) (strlen(bonesid) + 1);</span>
+
  <span id="line504">504.    c = (char) (strlen(bonesid) + 1);</span>
  <span id="line505">505.  </span>
+
  <span id="line505">505. </span>
  <span id="line506">506.  #ifdef MFLOPPY /* check whether there is room */</span>
+
  <span id="line506">506. #ifdef MFLOPPY /* check whether there is room */</span>
  <span id="line507">507.      if (iflags.checkspace) {</span>
+
  <span id="line507">507.    if (iflags.checkspace) {</span>
  <span id="line508">508.          savelev(fd, ledger_no(&u.uz), COUNT_SAVE);</span>
+
  <span id="line508">508.        savelev(fd, ledger_no(&u.uz), COUNT_SAVE);</span>
  <span id="line509">509.          /* savelev() initializes bytes_counted to 0, so it must come</span>
+
  <span id="line509">509.        /* savelev() initializes bytes_counted to 0, so it must come</span>
  <span id="line510">510.          * first here even though it does not in the real save.  the</span>
+
  <span id="line510">510.          * first here even though it does not in the real save.  the</span>
  <span id="line511">511.          * resulting extra bflush() at the end of savelev() may increase</span>
+
  <span id="line511">511.          * resulting extra bflush() at the end of savelev() may increase</span>
  <span id="line512">512.          * bytes_counted by a couple over what the real usage will be.</span>
+
  <span id="line512">512.          * bytes_counted by a couple over what the real usage will be.</span>
  <span id="line513">513.          *</span>
+
  <span id="line513">513.          *</span>
  <span id="line514">514.          * note it is safe to call store_version() here only because</span>
+
  <span id="line514">514.          * note it is safe to call store_version() here only because</span>
  <span id="line515">515.          * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise</span>
+
  <span id="line515">515.          * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise</span>
  <span id="line516">516.          * this code would have to know the size of the version</span>
+
  <span id="line516">516.          * this code would have to know the size of the version</span>
  <span id="line517">517.          * information itself.</span>
+
  <span id="line517">517.          * information itself.</span>
  <span id="line518">518.          */</span>
+
  <span id="line518">518.          */</span>
  <span id="line519">519.          store_version(fd);</span>
+
  <span id="line519">519.        store_version(fd);</span>
  <span id="line520">520.          store_savefileinfo(fd);</span>
+
  <span id="line520">520.        store_savefileinfo(fd);</span>
  <span id="line521">521.          bwrite(fd, (genericptr_t) &c, sizeof c);</span>
+
  <span id="line521">521.        bwrite(fd, (genericptr_t) &c, sizeof c);</span>
  <span id="line522">522.          bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */</span>
+
  <span id="line522">522.        bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */</span>
  <span id="line523">523.          savefruitchn(fd, COUNT_SAVE);</span>
+
  <span id="line523">523.        savefruitchn(fd, COUNT_SAVE);</span>
  <span id="line524">524.          bflush(fd);</span>
+
  <span id="line524">524.        bflush(fd);</span>
  <span id="line525">525.          if (bytes_counted > freediskspace(bones)) { /* not enough room */</span>
+
  <span id="line525">525.        if (bytes_counted > freediskspace(bones)) { /* not enough room */</span>
  <span id="line526">526.              if (wizard)</span>
+
  <span id="line526">526.            if (wizard)</span>
  <span id="line527">527.                  pline("Insufficient space to create bones file.");</span>
+
  <span id="line527">527.                pline("Insufficient space to create bones file.");</span>
  <span id="line528">528.              (void) nhclose(fd);</span>
+
  <span id="line528">528.            (void) nhclose(fd);</span>
  <span id="line529">529.              cancel_bonesfile();</span>
+
  <span id="line529">529.            cancel_bonesfile();</span>
  <span id="line530">530.              return;</span>
+
  <span id="line530">530.            return;</span>
  <span id="line531">531.          }</span>
+
  <span id="line531">531.        }</span>
  <span id="line532">532.          co_false(); /* make sure stuff before savelev() gets written */</span>
+
  <span id="line532">532.        co_false(); /* make sure stuff before savelev() gets written */</span>
  <span id="line533">533.      }</span>
+
  <span id="line533">533.    }</span>
  <span id="line534">534.  #endif /* MFLOPPY */</span>
+
  <span id="line534">534. #endif /* MFLOPPY */</span>
  <span id="line535">535.  </span>
+
  <span id="line535">535. </span>
  <span id="line536">536.      store_version(fd);</span>
+
  <span id="line536">536.    store_version(fd);</span>
  <span id="line537">537.      store_savefileinfo(fd);</span>
+
  <span id="line537">537.    store_savefileinfo(fd);</span>
  <span id="line538">538.      bwrite(fd, (genericptr_t) &c, sizeof c);</span>
+
  <span id="line538">538.    bwrite(fd, (genericptr_t) &c, sizeof c);</span>
  <span id="line539">539.      bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */</span>
+
  <span id="line539">539.    bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */</span>
  <span id="line540">540.      savefruitchn(fd, WRITE_SAVE | FREE_SAVE);</span>
+
  <span id="line540">540.    savefruitchn(fd, WRITE_SAVE | FREE_SAVE);</span>
  <span id="line541">541.      update_mlstmv(); /* update monsters for eventual restoration */</span>
+
  <span id="line541">541.    update_mlstmv(); /* update monsters for eventual restoration */</span>
  <span id="line542">542.      savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);</span>
+
  <span id="line542">542.    savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);</span>
  <span id="line543">543.      bclose(fd);</span>
+
  <span id="line543">543.    bclose(fd);</span>
  <span id="line544">544.      commit_bonesfile(&u.uz);</span>
+
  <span id="line544">544.    commit_bonesfile(&u.uz);</span>
  <span id="line545">545.      compress_bonesfile();</span>
+
  <span id="line545">545.    compress_bonesfile();</span>
  <span id="line546">546.  }</span>
+
  <span id="line546">546. }</span>
  <span id="line547">547.  </span>
+
  <span id="line547">547. </span>
  
 
== getbones ==
 
== getbones ==
 
      
 
      
  <span id="line548">548.  int</span>
+
  <span id="line548">548. int</span>
  <span id="line549">549.  getbones()</span>
+
  <span id="line549">549. getbones()</span>
  <span id="line550">550.  {</span>
+
  <span id="line550">550. {</span>
  <span id="line551">551.      register int fd;</span>
+
  <span id="line551">551.    register int fd;</span>
  <span id="line552">552.      register int ok;</span>
+
  <span id="line552">552.    register int ok;</span>
  <span id="line553">553.      char c, *bonesid, oldbonesid[10];</span>
+
  <span id="line553">553.    char c, *bonesid, oldbonesid[10];</span>
  <span id="line554">554.  </span>
+
  <span id="line554">554. </span>
  <span id="line555">555.      if (discover) /* save bones files for real games */</span>
+
  <span id="line555">555.    if (discover) /* save bones files for real games */</span>
  <span id="line556">556.          return 0;</span>
+
  <span id="line556">556.        return 0;</span>
  <span id="line557">557.  </span>
+
  <span id="line557">557. </span>
  <span id="line558">558.      if (!flags.bones)</span>
+
  <span id="line558">558.    if (!flags.bones)</span>
  <span id="line559">559.          return 0;</span>
+
  <span id="line559">559.        return 0;</span>
  <span id="line560">560.      /* wizard check added by GAN 02/05/87 */</span>
+
  <span id="line560">560.    /* wizard check added by GAN 02/05/87 */</span>
  <span id="line561">561.      if (rn2(3) /* only once in three times do we find bones */</span>
+
  <span id="line561">561.    if (rn2(3) /* only once in three times do we find bones */</span>
  <span id="line562">562.          && !wizard)</span>
+
  <span id="line562">562.        && !wizard)</span>
  <span id="line563">563.          return 0;</span>
+
  <span id="line563">563.        return 0;</span>
  <span id="line564">564.      if (no_bones_level(&u.uz))</span>
+
  <span id="line564">564.    if (no_bones_level(&u.uz))</span>
  <span id="line565">565.          return 0;</span>
+
  <span id="line565">565.        return 0;</span>
  <span id="line566">566.      fd = open_bonesfile(&u.uz, &bonesid);</span>
+
  <span id="line566">566.    fd = open_bonesfile(&u.uz, &bonesid);</span>
  <span id="line567">567.      if (fd < 0)</span>
+
  <span id="line567">567.    if (fd < 0)</span>
  <span id="line568">568.          return 0;</span>
+
  <span id="line568">568.        return 0;</span>
  <span id="line569">569.  </span>
+
  <span id="line569">569. </span>
  <span id="line570">570.      if (validate(fd, bones) != 0) {</span>
+
  <span id="line570">570.    if (validate(fd, bones) != 0) {</span>
  <span id="line571">571.          if (!wizard)</span>
+
  <span id="line571">571.        if (!wizard)</span>
  <span id="line572">572.              pline("Discarding unuseable bones; no need to panic...");</span>
+
  <span id="line572">572.            pline("Discarding unuseable bones; no need to panic...");</span>
  <span id="line573">573.          ok = FALSE;</span>
+
  <span id="line573">573.        ok = FALSE;</span>
  <span id="line574">574.      } else {</span>
+
  <span id="line574">574.    } else {</span>
  <span id="line575">575.          ok = TRUE;</span>
+
  <span id="line575">575.        ok = TRUE;</span>
  <span id="line576">576.          if (wizard) {</span>
+
  <span id="line576">576.        if (wizard) {</span>
  <span id="line577">577.              if (yn("Get bones?") == 'n') {</span>
+
  <span id="line577">577.            if (yn("Get bones?") == 'n') {</span>
  <span id="line578">578.                  (void) nhclose(fd);</span>
+
  <span id="line578">578.                (void) nhclose(fd);</span>
  <span id="line579">579.                  compress_bonesfile();</span>
+
  <span id="line579">579.                compress_bonesfile();</span>
  <span id="line580">580.                  return 0;</span>
+
  <span id="line580">580.                return 0;</span>
  <span id="line581">581.              }</span>
+
  <span id="line581">581.            }</span>
  <span id="line582">582.          }</span>
+
  <span id="line582">582.        }</span>
  <span id="line583">583.          mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */</span>
+
  <span id="line583">583.        mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */</span>
  <span id="line584">584.          mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */</span>
+
  <span id="line584">584.        mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */</span>
  <span id="line585">585.          if (strcmp(bonesid, oldbonesid) != 0) {</span>
+
  <span id="line585">585.        if (strcmp(bonesid, oldbonesid) != 0) {</span>
  <span id="line586">586.              char errbuf[BUFSZ];</span>
+
  <span id="line586">586.            char errbuf[BUFSZ];</span>
  <span id="line587">587.  </span>
+
  <span id="line587">587. </span>
  <span id="line588">588.              Sprintf(errbuf, "This is bones level '%s', not '%s'!", oldbonesid,</span>
+
  <span id="line588">588.            Sprintf(errbuf, "This is bones level '%s', not '%s'!", oldbonesid,</span>
  <span id="line589">589.                      bonesid);</span>
+
  <span id="line589">589.                    bonesid);</span>
  <span id="line590">590.              if (wizard) {</span>
+
  <span id="line590">590.            if (wizard) {</span>
  <span id="line591">591.                  pline1(errbuf);</span>
+
  <span id="line591">591.                pline1(errbuf);</span>
  <span id="line592">592.                  ok = FALSE; /* won't die of trickery */</span>
+
  <span id="line592">592.                ok = FALSE; /* won't die of trickery */</span>
  <span id="line593">593.              }</span>
+
  <span id="line593">593.            }</span>
  <span id="line594">594.              trickery(errbuf);</span>
+
  <span id="line594">594.            trickery(errbuf);</span>
  <span id="line595">595.          } else {</span>
+
  <span id="line595">595.        } else {</span>
  <span id="line596">596.              register struct monst *mtmp;</span>
+
  <span id="line596">596.            register struct monst *mtmp;</span>
  <span id="line597">597.  </span>
+
  <span id="line597">597. </span>
  <span id="line598">598.              getlev(fd, 0, 0, TRUE);</span>
+
  <span id="line598">598.            getlev(fd, 0, 0, TRUE);</span>
  <span id="line599">599.  </span>
+
  <span id="line599">599. </span>
  <span id="line600">600.              /* Note that getlev() now keeps tabs on unique</span>
+
  <span id="line600">600.            /* Note that getlev() now keeps tabs on unique</span>
  <span id="line601">601.              * monsters such as demon lords, and tracks the</span>
+
  <span id="line601">601.              * monsters such as demon lords, and tracks the</span>
  <span id="line602">602.              * birth counts of all species just as makemon()</span>
+
  <span id="line602">602.              * birth counts of all species just as makemon()</span>
  <span id="line603">603.              * does.  If a bones monster is extinct or has been</span>
+
  <span id="line603">603.              * does.  If a bones monster is extinct or has been</span>
  <span id="line604">604.              * subject to genocide, their mhpmax will be</span>
+
  <span id="line604">604.              * subject to genocide, their mhpmax will be</span>
  <span id="line605">605.              * set to the magic DEFUNCT_MONSTER cookie value.</span>
+
  <span id="line605">605.              * set to the magic DEFUNCT_MONSTER cookie value.</span>
  <span id="line606">606.              */</span>
+
  <span id="line606">606.              */</span>
  <span id="line607">607.              for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {</span>
+
  <span id="line607">607.            for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {</span>
  <span id="line608">608.                  if (has_mname(mtmp))</span>
+
  <span id="line608">608.                if (has_mname(mtmp))</span>
  <span id="line609">609.                      sanitize_name(MNAME(mtmp));</span>
+
  <span id="line609">609.                    sanitize_name(MNAME(mtmp));</span>
  <span id="line610">610.                  if (mtmp->mhpmax == DEFUNCT_MONSTER) {</span>
+
  <span id="line610">610.                if (mtmp->mhpmax == DEFUNCT_MONSTER) {</span>
  <span id="line611">611.                      if (wizard) {</span>
+
  <span id="line611">611.                    if (wizard) {</span>
  <span id="line612">612.                          debugpline1("Removing defunct monster %s from bones.",</span>
+
  <span id="line612">612.                        debugpline1("Removing defunct monster %s from bones.",</span>
  <span id="line613">613.                                      mtmp->data->mname);</span>
+
  <span id="line613">613.                                    mtmp->data->mname);</span>
  <span id="line614">614.                      }</span>
+
  <span id="line614">614.                    }</span>
  <span id="line615">615.                      mongone(mtmp);</span>
+
  <span id="line615">615.                    mongone(mtmp);</span>
  <span id="line616">616.                  } else</span>
+
  <span id="line616">616.                } else</span>
  <span id="line617">617.                      /* to correctly reset named artifacts on the level */</span>
+
  <span id="line617">617.                    /* to correctly reset named artifacts on the level */</span>
  <span id="line618">618.                      resetobjs(mtmp->minvent, TRUE);</span>
+
  <span id="line618">618.                    resetobjs(mtmp->minvent, TRUE);</span>
  <span id="line619">619.              }</span>
+
  <span id="line619">619.            }</span>
  <span id="line620">620.              resetobjs(fobj, TRUE);</span>
+
  <span id="line620">620.            resetobjs(fobj, TRUE);</span>
  <span id="line621">621.              resetobjs(level.buriedobjlist, TRUE);</span>
+
  <span id="line621">621.            resetobjs(level.buriedobjlist, TRUE);</span>
  <span id="line622">622.          }</span>
+
  <span id="line622">622.        }</span>
  <span id="line623">623.      }</span>
+
  <span id="line623">623.    }</span>
  <span id="line624">624.      (void) nhclose(fd);</span>
+
  <span id="line624">624.    (void) nhclose(fd);</span>
  <span id="line625">625.      sanitize_engravings();</span>
+
  <span id="line625">625.    sanitize_engravings();</span>
  <span id="line626">626.      u.uroleplay.numbones++;</span>
+
  <span id="line626">626.    u.uroleplay.numbones++;</span>
  <span id="line627">627.  </span>
+
  <span id="line627">627. </span>
  <span id="line628">628.      if (wizard) {</span>
+
  <span id="line628">628.    if (wizard) {</span>
  <span id="line629">629.          if (yn("Unlink bones?") == 'n') {</span>
+
  <span id="line629">629.        if (yn("Unlink bones?") == 'n') {</span>
  <span id="line630">630.              compress_bonesfile();</span>
+
  <span id="line630">630.            compress_bonesfile();</span>
  <span id="line631">631.              return ok;</span>
+
  <span id="line631">631.            return ok;</span>
  <span id="line632">632.          }</span>
+
  <span id="line632">632.        }</span>
  <span id="line633">633.      }</span>
+
  <span id="line633">633.    }</span>
  <span id="line634">634.      if (!delete_bonesfile(&u.uz)) {</span>
+
  <span id="line634">634.    if (!delete_bonesfile(&u.uz)) {</span>
  <span id="line635">635.          /* When N games try to simultaneously restore the same</span>
+
  <span id="line635">635.        /* When N games try to simultaneously restore the same</span>
  <span id="line636">636.          * bones file, N-1 of them will fail to delete it</span>
+
  <span id="line636">636.          * bones file, N-1 of them will fail to delete it</span>
  <span id="line637">637.          * (the first N-1 under AmigaDOS, the last N-1 under UNIX).</span>
+
  <span id="line637">637.          * (the first N-1 under AmigaDOS, the last N-1 under UNIX).</span>
  <span id="line638">638.          * So no point in a mysterious message for a normal event</span>
+
  <span id="line638">638.          * So no point in a mysterious message for a normal event</span>
  <span id="line639">639.          * -- just generate a new level for those N-1 games.</span>
+
  <span id="line639">639.          * -- just generate a new level for those N-1 games.</span>
  <span id="line640">640.          */</span>
+
  <span id="line640">640.          */</span>
  <span id="line641">641.          /* pline("Cannot unlink bones."); */</span>
+
  <span id="line641">641.        /* pline("Cannot unlink bones."); */</span>
  <span id="line642">642.          return 0;</span>
+
  <span id="line642">642.        return 0;</span>
  <span id="line643">643.      }</span>
+
  <span id="line643">643.    }</span>
  <span id="line644">644.      return ok;</span>
+
  <span id="line644">644.    return ok;</span>
  <span id="line645">645.  }</span>
+
  <span id="line645">645. }</span>
  <span id="line646">646.  </span>
+
  <span id="line646">646. </span>
  <span id="line647">647.  /*bones.c*/</span>
+
  <span id="line647">647. /*bones.c*/</span>
 
[[Category:NetHack 3.6.0 source code|src/bones.c]]
 
[[Category:NetHack 3.6.0 source code|src/bones.c]]

Latest revision as of 14:05, 15 December 2015

Below is the full text to bones.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/bones.c#line123]], for example.

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.

Top of file

 /* NetHack 3.6	bones.c	$NHDT-Date: 1449269914 2015/12/04 22:58:34 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.66 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 #include "lev.h"
 
 extern char bones[]; /* from files.c */
 #ifdef MFLOPPY
 extern long bytes_counted;
 #endif
 
 STATIC_DCL boolean FDECL(no_bones_level, (d_level *));
 STATIC_DCL void FDECL(goodfruit, (int));
 STATIC_DCL void FDECL(resetobjs, (struct obj *, BOOLEAN_P));
 STATIC_DCL boolean FDECL(fixuporacle, (struct monst *));
 

no_bones_level

 STATIC_OVL boolean
 no_bones_level(lev)
 d_level *lev;
 {
     extern d_level save_dlevel; /* in do.c */
     s_level *sptr;
 
     if (ledger_no(&save_dlevel))
         assign_level(lev, &save_dlevel);
 
     return (boolean) (((sptr = Is_special(lev)) != 0 && !sptr->boneid)
                       || !dungeons[lev->dnum].boneid
                       /* no bones on the last or multiway branch levels
                          in any dungeon (level 1 isn't multiway) */
                       || Is_botlevel(lev)
                       || (Is_branchlev(lev) && lev->dlevel > 1)
                       /* no bones in the invocation level */
                       || (In_hell(lev)
                           && lev->dlevel == dunlevs_in_dungeon(lev) - 1));
 }
 

goodfruit

 /* Call this function for each fruit object saved in the bones level: it marks
  * that particular type of fruit as existing (the marker is that that type's
  * ID is positive instead of negative).  This way, when we later save the
  * chain of fruit types, we know to only save the types that exist.
  */
 STATIC_OVL void
 goodfruit(id)
 int id;
 {
     register struct fruit *f;
 
     for (f = ffruit; f; f = f->nextf) {
         if (f->fid == -id) {
             f->fid = id;
             return;
         }
     }
 }
 

resetobjs

 STATIC_OVL void
 resetobjs(ochain, restore)
 struct obj *ochain;
 boolean restore;
 {
     struct obj *otmp, *nobj;
 
     for (otmp = ochain; otmp; otmp = nobj) {
         nobj = otmp->nobj;
         if (otmp->cobj)
             resetobjs(otmp->cobj, restore);
         if (otmp->in_use) {
             obj_extract_self(otmp);
             dealloc_obj(otmp);
             continue;
         }
 
         if (restore) {
             /* artifact bookkeeping needs to be done during
                restore; other fixups are done while saving */
             if (otmp->oartifact) {
                 if (exist_artifact(otmp->otyp, safe_oname(otmp))
                     || is_quest_artifact(otmp)) {
                     /* prevent duplicate--revert to ordinary obj */
                     otmp->oartifact = 0;
                     if (has_oname(otmp))
                         free_oname(otmp);
                 } else {
                     artifact_exists(otmp, safe_oname(otmp), TRUE);
                 }
             } else if (has_oname(otmp)) {
                 sanitize_name(ONAME(otmp));
             }
         } else { /* saving */
             /* do not zero out o_ids for ghost levels anymore */
 
             if (objects[otmp->otyp].oc_uses_known)
                 otmp->known = 0;
             otmp->dknown = otmp->bknown = 0;
             otmp->rknown = 0;
             otmp->lknown = 0;
             otmp->cknown = 0;
             otmp->invlet = 0;
             otmp->no_charge = 0;
             otmp->was_thrown = 0;
 
             /* strip user-supplied names */
             /* Statue and some corpse names are left intact,
                presumably in case they came from score file.
                [TODO: this ought to be done differently--names
                which came from such a source or came from any
                stoned or killed monster should be flagged in
                some manner; then we could just check the flag
                here and keep "real" names (dead pets, &c) while
                discarding player notes attached to statues.] */
             if (has_oname(otmp)
                 && !(otmp->oartifact || otmp->otyp == STATUE
                      || otmp->otyp == SPE_NOVEL
                      || (otmp->otyp == CORPSE
                          && otmp->corpsenm >= SPECIAL_PM))) {
                 free_oname(otmp);
             }
 
             if (otmp->otyp == SLIME_MOLD)
                 goodfruit(otmp->spe);
 #ifdef MAIL
             else if (otmp->otyp == SCR_MAIL)
                 otmp->spe = 1;
 #endif
             else if (otmp->otyp == EGG)
                 otmp->spe = 0;
             else if (otmp->otyp == TIN) {
                 /* make tins of unique monster's meat be empty */
                 if (otmp->corpsenm >= LOW_PM
                     && unique_corpstat(&mons[otmp->corpsenm]))
                     otmp->corpsenm = NON_PM;
             } else if (otmp->otyp == CORPSE || otmp->otyp == STATUE) {
                 int mnum = otmp->corpsenm;
 
                 /* Discard incarnation details of unique
                    monsters (by passing null instead of otmp
                    for object), shopkeepers (by passing false
                    for revival flag), temple priests, and
                    vault guards in order to prevent corpse
                    revival or statue reanimation. */
                 if (has_omonst(otmp)
                     && cant_revive(&mnum, FALSE, (struct obj *) 0)) {
                     free_omonst(otmp);
                     /* mnum is now either human_zombie or
                        doppelganger; for corpses of uniques,
                        we need to force the transformation
                        now rather than wait until a revival
                        attempt, otherwise eating this corpse
                        would behave as if it remains unique */
                     if (mnum == PM_DOPPELGANGER && otmp->otyp == CORPSE)
                         set_corpsenm(otmp, mnum);
                 }
             } else if (otmp->otyp == AMULET_OF_YENDOR) {
                 /* no longer the real Amulet */
                 otmp->otyp = FAKE_AMULET_OF_YENDOR;
                 curse(otmp);
             } else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
                 if (otmp->lamplit)
                     end_burn(otmp, TRUE);
                 otmp->otyp = WAX_CANDLE;
                 otmp->age = 50L; /* assume used */
                 if (otmp->spe > 0)
                     otmp->quan = (long) otmp->spe;
                 otmp->spe = 0;
                 otmp->owt = weight(otmp);
                 curse(otmp);
             } else if (otmp->otyp == BELL_OF_OPENING) {
                 otmp->otyp = BELL;
                 curse(otmp);
             } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
                 otmp->otyp = SPE_BLANK_PAPER;
                 curse(otmp);
             }
         }
     }
 }
 

sanitize_name

 /* while loading bones, strip out text possibly supplied by old player
    that might accidentally or maliciously disrupt new player's display */
 void
 sanitize_name(namebuf)
 char *namebuf;
 {
     int c;
     boolean strip_8th_bit =
         !strcmp(windowprocs.name, "tty") && !iflags.wc_eight_bit_input;
 
     /* it's tempting to skip this for single-user platforms, since
        only the current player could have left these bones--except
        things like "hearse" and other bones exchange schemes make
        that assumption false */
     while (*namebuf) {
         c = *namebuf & 0177;
         if (c < ' ' || c == '\177') {
             /* non-printable or undesirable */
             *namebuf = '.';
         } else if (c != *namebuf) {
             /* expected to be printable if user wants such things */
             if (strip_8th_bit)
                 *namebuf = '_';
         }
         ++namebuf;
     }
 }
 

drop_upon_death

 /* called by savebones(); also by finish_paybill(shk.c) */
 void
 drop_upon_death(mtmp, cont, x, y)
 struct monst *mtmp;
 struct obj *cont;
 int x, y;
 {
     struct obj *otmp;
 
     u.twoweap = 0; /* ensure curse() won't cause swapwep to drop twice */
     while ((otmp = invent) != 0) {
         obj_extract_self(otmp);
         obj_no_longer_held(otmp);
 
         otmp->owornmask = 0;
         /* lamps don't go out when dropped */
         if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
             end_burn(otmp, TRUE); /* smother in statue */
 
         if (otmp->otyp == SLIME_MOLD)
             goodfruit(otmp->spe);
 
         if (rn2(5))
             curse(otmp);
         if (mtmp)
             (void) add_to_minv(mtmp, otmp);
         else if (cont)
             (void) add_to_container(cont, otmp);
         else
             place_object(otmp, x, y);
     }
     if (cont)
         cont->owt = weight(cont);
 }
 

fixuporacle

 /* possibly restore oracle's room and/or put her back inside it; returns
    False if she's on the wrong level and should be removed, True otherwise */
 STATIC_OVL boolean
 fixuporacle(oracle)
 struct monst *oracle;
 {
     coord cc;
     int ridx, o_ridx;
 
     /* oracle doesn't move, but knight's joust or monk's staggering blow
        could push her onto a hole in the floor; at present, traps don't
        activate in such situation hence she won't fall to another level;
        however, that could change so be prepared to cope with such things */
     if (!Is_oracle_level(&u.uz))
         return FALSE;
 
     oracle->mpeaceful = 1;
     o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;
     if (o_ridx >= 0 && rooms[o_ridx].rtype == DELPHI)
         return TRUE; /* no fixup needed */
 
     /*
      * The Oracle isn't in DELPHI room.  Either hero entered her chamber
      * and got the one-time welcome message, converting it into an
      * ordinary room, or she got teleported out, or both.  Try to put
      * her back inside her room, if necessary, and restore its type.
      */
 
     /* find original delphi chamber; should always succeed */
     for (ridx = 0; ridx < SIZE(rooms); ++ridx)
         if (rooms[ridx].orig_rtype == DELPHI)
             break;
 
     if (o_ridx != ridx && ridx < SIZE(rooms)) {
         /* room found and she's not not in it, so try to move her there */
         cc.x = (rooms[ridx].lx + rooms[ridx].hx) / 2;
         cc.y = (rooms[ridx].ly + rooms[ridx].hy) / 2;
         if (enexto(&cc, cc.x, cc.y, oracle->data)) {
             rloc_to(oracle, cc.x, cc.y);
             o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;
         }
         /* [if her room is already full, she might end up outside;
            that's ok, next hero just won't get any welcome message,
            same as used to happen before this fixup was introduced] */
     }
     if (ridx == o_ridx) /* if she's in her room, mark it as such */
         rooms[ridx].rtype = DELPHI;
     return TRUE; /* keep oracle in new bones file */
 }
 

can_make_bones

 /* check whether bones are feasible */
 boolean
 can_make_bones()
 {
     register struct trap *ttmp;
 
     if (!flags.bones)
         return FALSE;
     if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
         return FALSE;
     if (no_bones_level(&u.uz))
         return FALSE; /* no bones for specific levels */
     if (u.uswallow) {
         return FALSE; /* no bones when swallowed */
     }
     if (!Is_branchlev(&u.uz)) {
         /* no bones on non-branches with portals */
         for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
             if (ttmp->ttyp == MAGIC_PORTAL)
                 return FALSE;
     }
 
     if (depth(&u.uz) <= 0                 /* bulletproofing for endgame */
         || (!rn2(1 + (depth(&u.uz) >> 2)) /* fewer ghosts on low levels */
             && !wizard))
         return FALSE;
     /* don't let multiple restarts generate multiple copies of objects
        in bones files */
     if (discover)
         return FALSE;
     return TRUE;
 }
 

savebones

 /* save bones and possessions of a deceased adventurer */
 void
 savebones(how, when, corpse)
 int how;
 time_t when;
 struct obj *corpse;
 {
     int fd, x, y;
     struct trap *ttmp;
     struct monst *mtmp;
     struct permonst *mptr;
     struct fruit *f;
     struct cemetery *newbones;
     char c, *bonesid;
     char whynot[BUFSZ];
 
     /* caller has already checked `can_make_bones()' */
 
     clear_bypasses();
     fd = open_bonesfile(&u.uz, &bonesid);
     if (fd >= 0) {
         (void) nhclose(fd);
         if (wizard) {
             if (yn("Bones file already exists.  Replace it?") == 'y') {
                 if (delete_bonesfile(&u.uz))
                     goto make_bones;
                 else
                     pline("Cannot unlink old bones.");
             }
         }
         /* compression can change the file's name, so must
            wait until after any attempt to delete this file */
         compress_bonesfile();
         return;
     }
 
 make_bones:
     unleash_all();
     /* in case these characters are not in their home bases */
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         if (DEADMONSTER(mtmp))
             continue;
         mptr = mtmp->data;
         if (mtmp->iswiz || mptr == &mons[PM_MEDUSA]
             || mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER
             || mptr == &mons[PM_VLAD_THE_IMPALER]
             || (mptr == &mons[PM_ORACLE] && !fixuporacle(mtmp)))
             mongone(mtmp);
     }
     if (u.usteed)
         dismount_steed(DISMOUNT_BONES);
     dmonsfree(); /* discard dead or gone monsters */
 
     /* mark all fruits as nonexistent; when we come to them we'll mark
      * them as existing (using goodfruit())
      */
     for (f = ffruit; f; f = f->nextf)
         f->fid = -f->fid;
 
     /* check iron balls separately--maybe they're not carrying it */
     if (uball)
         uball->owornmask = uchain->owornmask = 0;
 
     /* dispose of your possessions, usually cursed */
     if (u.ugrave_arise == (NON_PM - 1)) {
         struct obj *otmp;
 
         /* embed your possessions in your statue */
         otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy, plname);
 
         drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);
         if (!otmp)
             return; /* couldn't make statue */
         mtmp = (struct monst *) 0;
     } else if (u.ugrave_arise < LOW_PM) {
         /* drop everything */
         drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);
         /* trick makemon() into allowing monster creation
          * on your location
          */
         in_mklev = TRUE;
         mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
         in_mklev = FALSE;
         if (!mtmp)
             return;
         mtmp = christen_monst(mtmp, plname);
         if (corpse)
             (void) obj_attach_mid(corpse, mtmp->m_id);
     } else {
         /* give your possessions to the monster you become */
         in_mklev = TRUE; /* use <u.ux,u.uy> as-is */
         mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MINVENT);
         in_mklev = FALSE;
         if (!mtmp) {
             drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);
             u.ugrave_arise = NON_PM; /* in case caller cares */
             return;
         }
         /* give mummy-from-hero a wrapping unless hero already
            carries one; don't bother forcing it to become worn */
         if (mtmp->data->mlet == S_MUMMY && !carrying(MUMMY_WRAPPING))
             (void) mongets(mtmp, MUMMY_WRAPPING);
         mtmp = christen_monst(mtmp, plname);
         newsym(u.ux, u.uy);
         /* ["Your body rises from the dead as an <mname>..." used
            to be given here, but it has been moved to done() so that
            it gets delivered even when savebones() isn't called] */
         drop_upon_death(mtmp, (struct obj *) 0, u.ux, u.uy);
         m_dowear(mtmp, TRUE);
     }
     if (mtmp) {
         mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
         mtmp->mhp = mtmp->mhpmax = u.uhpmax;
         mtmp->female = flags.female;
         mtmp->msleeping = 1;
     }
     for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
         resetobjs(mtmp->minvent, FALSE);
         /* do not zero out m_ids for bones levels any more */
         mtmp->mlstmv = 0L;
         if (mtmp->mtame)
             mtmp->mtame = mtmp->mpeaceful = 0;
     }
     for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
         ttmp->madeby_u = 0;
         ttmp->tseen = (ttmp->ttyp == HOLE);
     }
     resetobjs(fobj, FALSE);
     resetobjs(level.buriedobjlist, FALSE);
 
     /* Hero is no longer on the map. */
     u.ux = u.uy = 0;
 
     /* Clear all memory from the level. */
     for (x = 1; x < COLNO; x++)
         for (y = 0; y < ROWNO; y++) {
             levl[x][y].seenv = 0;
             levl[x][y].waslit = 0;
             levl[x][y].glyph = cmap_to_glyph(S_stone);
             lastseentyp[x][y] = 0;
         }
 
     /* Attach bones info to the current level before saving. */
     newbones = (struct cemetery *) alloc(sizeof *newbones);
     /* entries are '\0' terminated but have fixed length allocations,
        so pre-fill with spaces to initialize any excess room */
     (void) memset((genericptr_t) newbones, ' ', sizeof *newbones);
     /* format name+role,&c, death reason, and date+time;
        gender and alignment reflect final values rather than what the
        character started out as, same as topten and logfile entries */
     Sprintf(newbones->who, "%s-%.3s-%.3s-%.3s-%.3s", plname, urole.filecode,
             urace.filecode, genders[flags.female].filecode,
             aligns[1 - u.ualign.type].filecode);
     formatkiller(newbones->how, sizeof newbones->how, how);
     Strcpy(newbones->when, yyyymmddhhmmss(when));
     /* final resting place, used to decide when bones are discovered */
     newbones->frpx = u.ux, newbones->frpy = u.uy;
     newbones->bonesknown = FALSE;
     /* if current character died on a bones level, the cemetery list
        will have multiple entries, most recent (this dead hero) first */
     newbones->next = level.bonesinfo;
     level.bonesinfo = newbones;
     /* flag these bones if they are being created in wizard mode;
        they might already be flagged as such, even when we're playing
        in normal mode, if this level came from a previous bones file */
     if (wizard)
         level.flags.wizard_bones = 1;
 
     fd = create_bonesfile(&u.uz, &bonesid, whynot);
     if (fd < 0) {
         if (wizard)
             pline1(whynot);
         /* bones file creation problems are silent to the player.
          * Keep it that way, but place a clue into the paniclog.
          */
         paniclog("savebones", whynot);
         return;
     }
     c = (char) (strlen(bonesid) + 1);
 
 #ifdef MFLOPPY /* check whether there is room */
     if (iflags.checkspace) {
         savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
         /* savelev() initializes bytes_counted to 0, so it must come
          * first here even though it does not in the real save.  the
          * resulting extra bflush() at the end of savelev() may increase
          * bytes_counted by a couple over what the real usage will be.
          *
          * note it is safe to call store_version() here only because
          * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
          * this code would have to know the size of the version
          * information itself.
          */
         store_version(fd);
         store_savefileinfo(fd);
         bwrite(fd, (genericptr_t) &c, sizeof c);
         bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
         savefruitchn(fd, COUNT_SAVE);
         bflush(fd);
         if (bytes_counted > freediskspace(bones)) { /* not enough room */
             if (wizard)
                 pline("Insufficient space to create bones file.");
             (void) nhclose(fd);
             cancel_bonesfile();
             return;
         }
         co_false(); /* make sure stuff before savelev() gets written */
     }
 #endif /* MFLOPPY */
 
     store_version(fd);
     store_savefileinfo(fd);
     bwrite(fd, (genericptr_t) &c, sizeof c);
     bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
     savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
     update_mlstmv(); /* update monsters for eventual restoration */
     savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
     bclose(fd);
     commit_bonesfile(&u.uz);
     compress_bonesfile();
 }
 

getbones

 int
 getbones()
 {
     register int fd;
     register int ok;
     char c, *bonesid, oldbonesid[10];
 
     if (discover) /* save bones files for real games */
         return 0;
 
     if (!flags.bones)
         return 0;
     /* wizard check added by GAN 02/05/87 */
     if (rn2(3) /* only once in three times do we find bones */
         && !wizard)
         return 0;
     if (no_bones_level(&u.uz))
         return 0;
     fd = open_bonesfile(&u.uz, &bonesid);
     if (fd < 0)
         return 0;
 
     if (validate(fd, bones) != 0) {
         if (!wizard)
             pline("Discarding unuseable bones; no need to panic...");
         ok = FALSE;
     } else {
         ok = TRUE;
         if (wizard) {
             if (yn("Get bones?") == 'n') {
                 (void) nhclose(fd);
                 compress_bonesfile();
                 return 0;
             }
         }
         mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */
         mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
         if (strcmp(bonesid, oldbonesid) != 0) {
             char errbuf[BUFSZ];
 
             Sprintf(errbuf, "This is bones level '%s', not '%s'!", oldbonesid,
                     bonesid);
             if (wizard) {
                 pline1(errbuf);
                 ok = FALSE; /* won't die of trickery */
             }
             trickery(errbuf);
         } else {
             register struct monst *mtmp;
 
             getlev(fd, 0, 0, TRUE);
 
             /* Note that getlev() now keeps tabs on unique
              * monsters such as demon lords, and tracks the
              * birth counts of all species just as makemon()
              * does.  If a bones monster is extinct or has been
              * subject to genocide, their mhpmax will be
              * set to the magic DEFUNCT_MONSTER cookie value.
              */
             for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                 if (has_mname(mtmp))
                     sanitize_name(MNAME(mtmp));
                 if (mtmp->mhpmax == DEFUNCT_MONSTER) {
                     if (wizard) {
                         debugpline1("Removing defunct monster %s from bones.",
                                     mtmp->data->mname);
                     }
                     mongone(mtmp);
                 } else
                     /* to correctly reset named artifacts on the level */
                     resetobjs(mtmp->minvent, TRUE);
             }
             resetobjs(fobj, TRUE);
             resetobjs(level.buriedobjlist, TRUE);
         }
     }
     (void) nhclose(fd);
     sanitize_engravings();
     u.uroleplay.numbones++;
 
     if (wizard) {
         if (yn("Unlink bones?") == 'n') {
             compress_bonesfile();
             return ok;
         }
     }
     if (!delete_bonesfile(&u.uz)) {
         /* When N games try to simultaneously restore the same
          * bones file, N-1 of them will fail to delete it
          * (the first N-1 under AmigaDOS, the last N-1 under UNIX).
          * So no point in a mysterious message for a normal event
          * -- just generate a new level for those N-1 games.
          */
         /* pline("Cannot unlink bones."); */
         return 0;
     }
     return ok;
 }
 
 /*bones.c*/