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.

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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*/