Source:NetHack 3.4.0/bones.c
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Below is the full text to bones.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/bones.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)bones.c 3.4 2001/04/12 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "lev.h" 7. 8. extern char bones[]; /* from files.c */ 9. #ifdef MFLOPPY 10. extern long bytes_counted; 11. #endif 12. 13. STATIC_DCL boolean FDECL(no_bones_level, (d_level *)); 14. STATIC_DCL void FDECL(goodfruit, (int)); 15. STATIC_DCL void FDECL(resetobjs,(struct obj *,BOOLEAN_P)); 16. STATIC_DCL void FDECL(drop_upon_death, (struct monst *, struct obj *)); 17. 18. STATIC_OVL boolean 19. no_bones_level(lev) 20. d_level *lev; 21. { 22. extern d_level save_dlevel; /* in do.c */ 23. s_level *sptr; 24. 25. if (ledger_no(&save_dlevel)) assign_level(lev, &save_dlevel); 26. 27. return (boolean)(((sptr = Is_special(lev)) != 0 && !sptr->boneid) 28. || !dungeons[lev->dnum].boneid 29. /* no bones on the last or multiway branch levels */ 30. /* in any dungeon (level 1 isn't multiway). */ 31. || Is_botlevel(lev) || (Is_branchlev(lev) && lev->dlevel > 1) 32. /* no bones in the invocation level */ 33. || (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1) 34. ); 35. } 36. 37. /* Call this function for each fruit object saved in the bones level: it marks 38. * that particular type of fruit as existing (the marker is that that type's 39. * ID is positive instead of negative). This way, when we later save the 40. * chain of fruit types, we know to only save the types that exist. 41. */ 42. STATIC_OVL void 43. goodfruit(id) 44. int id; 45. { 46. register struct fruit *f; 47. 48. for(f=ffruit; f; f=f->nextf) { 49. if(f->fid == -id) { 50. f->fid = id; 51. return; 52. } 53. } 54. } 55. 56. STATIC_OVL void 57. resetobjs(ochain,restore) 58. struct obj *ochain; 59. boolean restore; 60. { 61. struct obj *otmp; 62. 63. for (otmp = ochain; otmp; otmp = otmp->nobj) { 64. if (otmp->cobj) 65. resetobjs(otmp->cobj,restore); 66. 67. if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM) 68. && otmp->otyp != STATUE) 69. && (!otmp->oartifact || 70. (restore && (exist_artifact(otmp->otyp, ONAME(otmp)) 71. || is_quest_artifact(otmp))))) { 72. otmp->oartifact = 0; 73. otmp->onamelth = 0; 74. *ONAME(otmp) = '\0'; 75. } else if (otmp->oartifact && restore) 76. artifact_exists(otmp,ONAME(otmp),TRUE); 77. if (!restore) { 78. /* do not zero out o_ids for ghost levels anymore */ 79. 80. if(objects[otmp->otyp].oc_uses_known) otmp->known = 0; 81. otmp->dknown = otmp->bknown = 0; 82. otmp->rknown = 0; 83. otmp->invlet = 0; 84. otmp->no_charge = 0; 85. 86. if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe); 87. #ifdef MAIL 88. else if (otmp->otyp == SCR_MAIL) otmp->spe = 1; 89. #endif 90. else if (otmp->otyp == EGG) otmp->spe = 0; 91. else if (otmp->otyp == TIN) { 92. /* make tins of unique monster's meat be empty */ 93. if (otmp->corpsenm >= LOW_PM && 94. (mons[otmp->corpsenm].geno & G_UNIQ)) 95. otmp->corpsenm = NON_PM; 96. } else if (otmp->otyp == AMULET_OF_YENDOR) { 97. /* no longer the real Amulet */ 98. otmp->otyp = FAKE_AMULET_OF_YENDOR; 99. curse(otmp); 100. } else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) { 101. if (otmp->lamplit) 102. end_burn(otmp, TRUE); 103. otmp->otyp = WAX_CANDLE; 104. otmp->age = 50L; /* assume used */ 105. if (otmp->spe > 0) 106. otmp->quan = (long)otmp->spe; 107. otmp->spe = 0; 108. otmp->owt = weight(otmp); 109. } else if (otmp->otyp == BELL_OF_OPENING) { 110. otmp->otyp = BELL; 111. curse(otmp); 112. } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) { 113. otmp->otyp = SPE_BLANK_PAPER; 114. curse(otmp); 115. } 116. } 117. } 118. } 119. 120. STATIC_OVL void 121. drop_upon_death(mtmp, cont) 122. struct monst *mtmp; 123. struct obj *cont; 124. { 125. struct obj *otmp; 126. 127. while ((otmp = invent) != 0) { 128. obj_extract_self(otmp); 129. obj_no_longer_held(otmp); 130. 131. otmp->owornmask = 0; 132. /* lamps don't go out when dropped */ 133. if ((cont || artifact_light(otmp)) && obj_is_burning(otmp)) 134. end_burn(otmp, TRUE); /* smother in statue */ 135. 136. if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe); 137. 138. if(rn2(5)) curse(otmp); 139. if (mtmp) 140. (void) add_to_minv(mtmp, otmp); 141. else if (cont) 142. (void) add_to_container(cont, otmp); 143. else 144. place_object(otmp, u.ux, u.uy); 145. } 146. #ifndef GOLDOBJ 147. if(u.ugold) { 148. long ugold = u.ugold; 149. if (mtmp) mtmp->mgold = ugold; 150. else if (cont) (void) add_to_container(cont, mkgoldobj(ugold)); 151. else (void)mkgold(ugold, u.ux, u.uy); 152. u.ugold = ugold; /* undo mkgoldobj()'s removal */ 153. } 154. #endif 155. if (cont) cont->owt = weight(cont); 156. } 157. 158. /* check whether bones are feasible */ 159. boolean 160. can_make_bones() 161. { 162. register struct trap *ttmp; 163. 164. if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno()) 165. return FALSE; 166. if (no_bones_level(&u.uz)) 167. return FALSE; /* no bones for specific levels */ 168. if (!Is_branchlev(&u.uz)) { 169. /* no bones on non-branches with portals */ 170. for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) 171. if (ttmp->ttyp == MAGIC_PORTAL) return FALSE; 172. } 173. 174. if(depth(&u.uz) <= 0 || /* bulletproofing for endgame */ 175. (!rn2(1 + (depth(&u.uz)>>2)) /* fewer ghosts on low levels */ 176. #ifdef WIZARD 177. && !wizard 178. #endif 179. )) return FALSE; 180. /* don't let multiple restarts generate multiple copies of objects 181. * in bones files */ 182. if (discover) return FALSE; 183. return TRUE; 184. } 185. 186. /* save bones and possessions of a deceased adventurer */ 187. void 188. savebones(corpse) 189. struct obj *corpse; 190. { 191. int fd, x, y; 192. struct trap *ttmp; 193. struct monst *mtmp; 194. struct permonst *mptr; 195. struct fruit *f; 196. char c, *bonesid; 197. 198. /* caller has already checked `can_make_bones()' */ 199. 200. fd = open_bonesfile(&u.uz, &bonesid); 201. if (fd >= 0) { 202. (void) close(fd); 203. compress_bonesfile(); 204. #ifdef WIZARD 205. if (wizard) { 206. if (yn("Bones file already exists. Replace it?") == 'y') { 207. if (delete_bonesfile(&u.uz)) goto make_bones; 208. else pline("Cannot unlink old bones."); 209. } 210. } 211. #endif 212. return; 213. } 214. 215. #ifdef WIZARD 216. make_bones: 217. #endif 218. unleash_all(); 219. /* in case these characters are not in their home bases */ 220. for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 221. if (DEADMONSTER(mtmp)) continue; 222. mptr = mtmp->data; 223. if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] || 224. mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER || 225. mptr == &mons[PM_VLAD_THE_IMPALER]) 226. mongone(mtmp); 227. } 228. #ifdef STEED 229. if (u.usteed) dismount_steed(DISMOUNT_BONES); 230. #endif 231. dmonsfree(); /* discard dead or gone monsters */ 232. 233. /* mark all fruits as nonexistent; when we come to them we'll mark 234. * them as existing (using goodfruit()) 235. */ 236. for(f=ffruit; f; f=f->nextf) f->fid = -f->fid; 237. 238. /* check iron balls separately--maybe they're not carrying it */ 239. if (uball) uball->owornmask = uchain->owornmask = 0; 240. 241. /* dispose of your possessions, usually cursed */ 242. if (u.ugrave_arise == (NON_PM - 1)) { 243. struct obj *otmp; 244. 245. /* embed your possessions in your statue */ 246. otmp = mk_named_object(STATUE, &mons[u.umonnum], 247. u.ux, u.uy, plname); 248. 249. drop_upon_death((struct monst *)0, otmp); 250. if (!otmp) return; /* couldn't make statue */ 251. mtmp = (struct monst *)0; 252. } else if (u.ugrave_arise < LOW_PM) { 253. /* drop everything */ 254. drop_upon_death((struct monst *)0, (struct obj *)0); 255. /* trick makemon() into allowing monster creation 256. * on your location 257. */ 258. in_mklev = TRUE; 259. mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME); 260. in_mklev = FALSE; 261. if (!mtmp) return; 262. mtmp = christen_monst(mtmp, plname); 263. if (corpse) 264. (void) obj_attach_mid(corpse, mtmp->m_id); 265. } else { 266. /* give your possessions to the monster you become */ 267. in_mklev = TRUE; 268. mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS); 269. in_mklev = FALSE; 270. if (!mtmp) { 271. drop_upon_death((struct monst *)0, (struct obj *)0); 272. return; 273. } 274. mtmp = christen_monst(mtmp, plname); 275. newsym(u.ux, u.uy); 276. Your("body rises from the dead as %s...", 277. an(mons[u.ugrave_arise].mname)); 278. display_nhwindow(WIN_MESSAGE, FALSE); 279. drop_upon_death(mtmp, (struct obj *)0); 280. m_dowear(mtmp, TRUE); 281. } 282. if (mtmp) { 283. mtmp->m_lev = (u.ulevel ? u.ulevel : 1); 284. mtmp->mhp = mtmp->mhpmax = u.uhpmax; 285. mtmp->female = flags.female; 286. mtmp->msleeping = 1; 287. } 288. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 289. resetobjs(mtmp->minvent,FALSE); 290. /* do not zero out m_ids for bones levels any more */ 291. mtmp->mlstmv = 0L; 292. if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0; 293. } 294. for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) { 295. ttmp->madeby_u = 0; 296. ttmp->tseen = (ttmp->ttyp == HOLE); 297. } 298. resetobjs(fobj,FALSE); 299. resetobjs(level.buriedobjlist, FALSE); 300. 301. /* Hero is no longer on the map. */ 302. u.ux = u.uy = 0; 303. 304. /* Clear all memory from the level. */ 305. for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) { 306. levl[x][y].seenv = 0; 307. levl[x][y].waslit = 0; 308. levl[x][y].glyph = cmap_to_glyph(S_stone); 309. } 310. 311. fd = create_bonesfile(&u.uz, &bonesid); 312. if(fd < 0) { 313. #ifdef WIZARD 314. if(wizard) 315. pline("Cannot create bones file - create failed"); 316. #endif 317. return; 318. } 319. c = (char) (strlen(bonesid) + 1); 320. 321. #ifdef MFLOPPY /* check whether there is room */ 322. if (iflags.checkspace) { 323. savelev(fd, ledger_no(&u.uz), COUNT_SAVE); 324. /* savelev() initializes bytes_counted to 0, so it must come 325. * first here even though it does not in the real save. the 326. * resulting extra bflush() at the end of savelev() may increase 327. * bytes_counted by a couple over what the real usage will be. 328. * 329. * note it is safe to call store_version() here only because 330. * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise 331. * this code would have to know the size of the version 332. * information itself. 333. */ 334. store_version(fd); 335. bwrite(fd, (genericptr_t) &c, sizeof c); 336. bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */ 337. savefruitchn(fd, COUNT_SAVE); 338. bflush(fd); 339. if (bytes_counted > freediskspace(bones)) { /* not enough room */ 340. # ifdef WIZARD 341. if (wizard) 342. pline("Insufficient space to create bones file."); 343. # endif 344. (void) close(fd); 345. cancel_bonesfile(); 346. return; 347. } 348. co_false(); /* make sure stuff before savelev() gets written */ 349. } 350. #endif /* MFLOPPY */ 351. 352. store_version(fd); 353. bwrite(fd, (genericptr_t) &c, sizeof c); 354. bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */ 355. savefruitchn(fd, WRITE_SAVE | FREE_SAVE); 356. update_mlstmv(); /* update monsters for eventual restoration */ 357. savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE); 358. bclose(fd); 359. commit_bonesfile(&u.uz); 360. compress_bonesfile(); 361. } 362. 363. int 364. getbones() 365. { 366. register int fd; 367. register int ok; 368. char c, *bonesid, oldbonesid[10]; 369. 370. if(discover) /* save bones files for real games */ 371. return(0); 372. 373. /* wizard check added by GAN 02/05/87 */ 374. if(rn2(3) /* only once in three times do we find bones */ 375. #ifdef WIZARD 376. && !wizard 377. #endif 378. ) return(0); 379. if(no_bones_level(&u.uz)) return(0); 380. fd = open_bonesfile(&u.uz, &bonesid); 381. if (fd < 0) return(0); 382. 383. if ((ok = uptodate(fd, bones)) == 0) { 384. #ifdef WIZARD 385. if (!wizard) 386. #endif 387. pline("Discarding unuseable bones; no need to panic..."); 388. } else { 389. #ifdef WIZARD 390. if(wizard) { 391. if(yn("Get bones?") == 'n') { 392. (void) close(fd); 393. compress_bonesfile(); 394. return(0); 395. } 396. } 397. #endif 398. mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */ 399. mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */ 400. if (strcmp(bonesid, oldbonesid)) { 401. #ifdef WIZARD 402. if (wizard) { 403. pline("This is bones level '%s', not '%s'!", 404. oldbonesid, bonesid); 405. ok = FALSE; /* won't die of trickery */ 406. } 407. #endif 408. trickery(); 409. } else { 410. register struct monst *mtmp; 411. int mndx; 412. 413. getlev(fd, 0, 0, TRUE); 414. 415. /* to correctly reset named artifacts on the level and 416. to keep tabs on unique monsters like demon lords */ 417. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 418. mndx = monsndx(mtmp->data); 419. if (mvitals[mndx].mvflags & G_EXTINCT) { 420. mongone(mtmp); 421. } else { 422. if (mons[mndx].geno & G_UNIQ) 423. mvitals[mndx].mvflags |= G_EXTINCT; 424. resetobjs(mtmp->minvent,TRUE); 425. } 426. } 427. resetobjs(fobj,TRUE); 428. resetobjs(level.buriedobjlist,TRUE); 429. } 430. } 431. (void) close(fd); 432. 433. #ifdef WIZARD 434. if(wizard) { 435. if(yn("Unlink bones?") == 'n') { 436. compress_bonesfile(); 437. return(ok); 438. } 439. } 440. #endif 441. if (!delete_bonesfile(&u.uz)) { 442. /* When N games try to simultaneously restore the same 443. * bones file, N-1 of them will fail to delete it 444. * (the first N-1 under AmigaDOS, the last N-1 under UNIX). 445. * So no point in a mysterious message for a normal event 446. * -- just generate a new level for those N-1 games. 447. */ 448. /* pline("Cannot unlink bones."); */ 449. return(0); 450. } 451. return(ok); 452. } 453. 454. /*bones.c*/