Source:SLASH'EM 0.0.7E7F2/bones.c

From NetHackWiki
Jump to navigation Jump to search

Below is the full text to bones.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/bones.c#line123]], for example.

The latest source code for vanilla NetHack is at Source code.


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

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)bones.c	3.4	2003/09/06	*/
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.   		|| (lev->dlevel < 2)  /* no bones on 1st level */
33.   		   /* no bones in the invocation level               */
34.   		|| (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1)
35.   		);
36.   }
37.   
38.   /* Call this function for each fruit object saved in the bones level: it marks
39.    * that particular type of fruit as existing (the marker is that that type's
40.    * ID is positive instead of negative).  This way, when we later save the
41.    * chain of fruit types, we know to only save the types that exist.
42.    */
43.   STATIC_OVL void
44.   goodfruit(id)
45.   int id;
46.   {
47.   	register struct fruit *f;
48.   
49.   	for(f=ffruit; f; f=f->nextf) {
50.   		if(f->fid == -id) {
51.   			f->fid = id;
52.   			return;
53.   		}
54.   	}
55.   }
56.   
57.   STATIC_OVL void
58.   resetobjs(ochain,restore)
59.   struct obj *ochain;
60.   boolean restore;
61.   {
62.   	struct obj *otmp;
63.   
64.   	for (otmp = ochain; otmp; otmp = otmp->nobj) {
65.   		if (otmp->cobj)
66.   		    resetobjs(otmp->cobj,restore);
67.   
68.   		if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM)
69.   			&& otmp->otyp != STATUE)
70.   			&& (!otmp->oartifact ||
71.   			   (restore && (exist_artifact(otmp->otyp, ONAME(otmp))
72.   					|| is_quest_artifact(otmp))))) {
73.   			otmp->oartifact = 0;
74.   			otmp->onamelth = 0;
75.   			*ONAME(otmp) = '\0';
76.   		} else if (otmp->oartifact && restore)
77.   			artifact_exists(otmp,ONAME(otmp),TRUE);
78.   		if (!restore) {
79.   			/* do not zero out o_ids for ghost levels anymore */
80.   
81.   			if(objects[otmp->otyp].oc_uses_known) otmp->known = 0;
82.   			otmp->dknown = otmp->bknown = 0;
83.   			otmp->rknown = 0;
84.   			otmp->invlet = 0;
85.   			otmp->no_charge = 0;
86.   			otmp->was_thrown = 0;
87.   
88.   			if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
89.   #ifdef MAIL
90.   			else if (otmp->otyp == SCR_MAIL) otmp->spe = 1;
91.   #endif
92.   			else if (otmp->otyp == EGG) otmp->spe = 0;
93.   			else if (otmp->otyp == TIN) {
94.   			    /* make tins of unique monster's meat be empty */
95.   			    if (otmp->corpsenm >= LOW_PM &&
96.   				    (mons[otmp->corpsenm].geno & G_UNIQ))
97.   				otmp->corpsenm = NON_PM;
98.   			} else if (otmp->otyp == AMULET_OF_YENDOR) {
99.   			    /* no longer the real Amulet */
100.  			    otmp->otyp = FAKE_AMULET_OF_YENDOR;
101.  			    curse(otmp);
102.  			} else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
103.  			    if (otmp->lamplit)
104.  				end_burn(otmp, TRUE);
105.  			    otmp->otyp = WAX_CANDLE;
106.  			    otmp->age = 50L;  /* assume used */
107.  			    if (otmp->spe > 0)
108.  				otmp->quan = (long)otmp->spe;
109.  			    otmp->spe = 0;
110.  			    otmp->owt = weight(otmp);
111.  			    curse(otmp);
112.  			} else if (otmp->otyp == BELL_OF_OPENING) {
113.  			    otmp->otyp = BELL;
114.  			    curse(otmp);
115.  			} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
116.  			    otmp->otyp = SPE_BLANK_PAPER;
117.  			    curse(otmp);
118.  			} else if (otmp->oartifact == ART_KEY_OF_LAW ||
119.  				   otmp->oartifact == ART_KEY_OF_NEUTRALITY ||
120.  				   otmp->oartifact == ART_KEY_OF_CHAOS ||
121.  				   otmp->oartifact == ART_NIGHTHORN ||
122.  				   otmp->oartifact == ART_EYE_OF_THE_BEHOLDER ||
123.  				   otmp->oartifact == ART_HAND_OF_VECNA ||
124.  				   otmp->oartifact == ART_THIEFBANE) {
125.  			    /* Guaranteed artifacts become ordinary objects */
126.  			    otmp->oartifact = 0;
127.  			    otmp->onamelth = 0;
128.  			    *ONAME(otmp) = '\0';
129.  			}
130.  		}
131.  	}
132.  }
133.  
134.  STATIC_OVL void
135.  drop_upon_death(mtmp, cont)
136.  struct monst *mtmp;
137.  struct obj *cont;
138.  {
139.  	struct obj *otmp;
140.  
141.  	uswapwep = 0; /* ensure curse() won't cause swapwep to drop twice */
142.  	while ((otmp = invent) != 0) {
143.  		obj_extract_self(otmp);
144.  		obj_no_longer_held(otmp);
145.  
146.  		otmp->owornmask = 0;
147.  		/* lamps don't go out when dropped */
148.  		if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
149.  		    end_burn(otmp, TRUE);	/* smother in statue */
150.  
151.  		if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
152.  
153.  		if(rn2(5)) curse(otmp);
154.  		if (mtmp)
155.  			(void) add_to_minv(mtmp, otmp);
156.  		else if (cont)
157.  			(void) add_to_container(cont, otmp);
158.  		else
159.  			place_object(otmp, u.ux, u.uy);
160.  	}
161.  #ifndef GOLDOBJ
162.  	if(u.ugold) {
163.  		long ugold = u.ugold;
164.  		if (mtmp) mtmp->mgold = ugold;
165.  		else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
166.  		else (void)mkgold(ugold, u.ux, u.uy);
167.  		u.ugold = ugold;	/* undo mkgoldobj()'s removal */
168.  	}
169.  #endif
170.  	if (cont) cont->owt = weight(cont);
171.  }
172.  
173.  /* check whether bones are feasible */
174.  boolean
175.  can_make_bones()
176.  {
177.  	register struct trap *ttmp;
178.  
179.  #ifdef NO_BONES
180.  	return FALSE;
181.  #endif
182.  
183.  	if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
184.  	    return FALSE;
185.  	if (no_bones_level(&u.uz))
186.  	    return FALSE;		/* no bones for specific levels */
187.  	if (u.uswallow) {
188.  	    return FALSE;		/* no bones when swallowed */
189.  	}
190.  	if (!Is_branchlev(&u.uz)) {
191.  	    /* no bones on non-branches with portals */
192.  	    for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
193.  		if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
194.  	}
195.  
196.  	/* Several variant authors have experimented with bones probabilities */
197.  	/* KMH -- Restored to NetHack's chances, to limit abuse and for fairness */
198.  	/* to both low-level and high-level characters */
199.  	if(depth(&u.uz) <= 0 ||		/* bulletproofing for endgame */
200.  	   (!rn2(1 + (depth(&u.uz)>>2))	/* fewer ghosts on low levels */
201.  #ifdef WIZARD
202.  		&& !wizard
203.  #endif
204.  		)) return FALSE;
205.  
206.  	/* don't let multiple restarts generate multiple copies of objects
207.  	 * in bones files */
208.  	if (discover) return FALSE;
209.  	return TRUE;
210.  }
211.  
212.  /* save bones and possessions of a deceased adventurer */
213.  void
214.  savebones(corpse)
215.  struct obj *corpse;
216.  {
217.  	int fd, x, y;
218.  	struct trap *ttmp;
219.  	struct monst *mtmp;
220.  	struct permonst *mptr;
221.  	struct fruit *f;
222.  	char c, *bonesid;
223.  	char whynot[BUFSZ];
224.  
225.  	/* caller has already checked `can_make_bones()' */
226.  
227.  	clear_bypasses();
228.  	fd = open_bonesfile(&u.uz, &bonesid);
229.  	if (fd >= 0) {
230.  		(void) close(fd);
231.  		compress_bonesfile();
232.  #ifdef WIZARD
233.  		if (wizard) {
234.  		    if (yn("Bones file already exists.  Replace it?") == 'y') {
235.  			if (delete_bonesfile(&u.uz)) goto make_bones;
236.  			else pline("Cannot unlink old bones.");
237.  		    }
238.  		}
239.  #endif
240.  		return;
241.  	}
242.  
243.  #ifdef WIZARD
244.   make_bones:
245.  #endif
246.  	unleash_all();
247.  	/* in case these characters are not in their home bases */
248.  	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
249.  	    if (DEADMONSTER(mtmp)) continue;
250.  	    mptr = mtmp->data;
251.  	    if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] ||
252.  		    mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER ||
253.  		    mptr == &mons[PM_VLAD_THE_IMPALER] ||
254.  		    mptr == &mons[PM_NIGHTMARE] ||
255.  		    mptr == &mons[PM_BEHOLDER] || mptr == &mons[PM_VECNA] ||
256.  		    mptr == &mons[PM_CTHULHU]) {
257.  		/* Since these monsters may be carrying indestructible 
258.  		 * artifacts, free inventory specifically here to avoid
259.  		 * the indestructible sanity check in discard_minvent.
260.  		 * Similar considerations cause the necessity to avoid
261.  		 * calling delete_contents on containers which are
262.  		 * directly in a monster's inventory (indestructable
263.  		 * objects would be dropped on the floor).
264.  		 */
265.  		struct obj *otmp, *curr;
266.  	    	while ((otmp = mtmp->minvent) != 0) {
267.  		    while (Has_contents(otmp)) {
268.  			while (Has_contents(otmp->cobj))
269.  			    delete_contents(otmp->cobj);
270.  			curr = otmp->cobj;
271.  			obj_extract_self(curr);
272.  			obfree(curr, (struct obj *)0);
273.  		    }
274.  		    obj_extract_self(otmp);
275.  		    obfree(otmp, (struct obj *)0);
276.  		}
277.  		mongone(mtmp);
278.  	    }
279.  	}
280.  #ifdef STEED
281.  	if (u.usteed) dismount_steed(DISMOUNT_BONES);
282.  #endif
283.  	dmonsfree();		/* discard dead or gone monsters */
284.  
285.  	/* mark all fruits as nonexistent; when we come to them we'll mark
286.  	 * them as existing (using goodfruit())
287.  	 */
288.  	for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
289.  
290.  	/* check iron balls separately--maybe they're not carrying it */
291.  	if (uball) uball->owornmask = uchain->owornmask = 0;
292.  
293.  	/* dispose of your possessions, usually cursed */
294.  	if (u.ugrave_arise == (NON_PM - 1)) {
295.  		struct obj *otmp;
296.  
297.  		/* embed your possessions in your statue */
298.  		otmp = mk_named_object(STATUE, &mons[u.umonnum],
299.  				       u.ux, u.uy, plname);
300.  
301.  		drop_upon_death((struct monst *)0, otmp);
302.  		if (!otmp) return;	/* couldn't make statue */
303.  		mtmp = (struct monst *)0;
304.  	} else if (u.ugrave_arise < LOW_PM) {
305.  		/* drop everything */
306.  		drop_upon_death((struct monst *)0, (struct obj *)0);
307.  		/* trick makemon() into allowing monster creation
308.  		 * on your location
309.  		 */
310.  		in_mklev = TRUE;
311.  		mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
312.  		in_mklev = FALSE;
313.  		if (!mtmp) return;
314.  		mtmp = christen_monst(mtmp, plname);
315.  		if (corpse)
316.  			(void) obj_attach_mid(corpse, mtmp->m_id); 
317.  	} else {
318.  		/* give your possessions to the monster you become */
319.  		in_mklev = TRUE;
320.  		mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
321.  		in_mklev = FALSE;
322.  		if (!mtmp) {
323.  			drop_upon_death((struct monst *)0, (struct obj *)0);
324.  			return;
325.  		}
326.  		mtmp = christen_monst(mtmp, plname);
327.  		newsym(u.ux, u.uy);
328.  		Your("body rises from the dead as %s...",
329.  			an(mons[u.ugrave_arise].mname));
330.  		display_nhwindow(WIN_MESSAGE, FALSE);
331.  		drop_upon_death(mtmp, (struct obj *)0);
332.  		m_dowear(mtmp, TRUE);
333.  	}
334.  	if (mtmp) {
335.  		mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
336.  		mtmp->mhp = mtmp->mhpmax = u.uhpmax;
337.  		mtmp->female = flags.female;
338.  		mtmp->msleeping = 1;
339.  	}
340.  	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
341.  		resetobjs(mtmp->minvent,FALSE);
342.  		/* do not zero out m_ids for bones levels any more */
343.  		mtmp->mlstmv = 0L;
344.  		if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
345.  	}
346.  	for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
347.  		ttmp->madeby_u = 0;
348.  		ttmp->tseen = (ttmp->ttyp == HOLE);
349.  	}
350.  	resetobjs(fobj,FALSE);
351.  	resetobjs(level.buriedobjlist, FALSE);
352.  
353.  	/* Hero is no longer on the map. */
354.  	u.ux = u.uy = 0;
355.  
356.  	/* Clear all memory from the level. */
357.  	for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
358.  	    levl[x][y].seenv = 0;
359.  	    levl[x][y].waslit = 0;
360.  	    clear_memory_glyph(x, y, S_stone);
361.  	}
362.  
363.  	fd = create_bonesfile(&u.uz, &bonesid, whynot);
364.  	if(fd < 0) {
365.  #ifdef WIZARD
366.  		if(wizard)
367.  			pline("%s", whynot);
368.  #endif
369.  		/* bones file creation problems are silent to the player.
370.  		 * Keep it that way, but place a clue into the paniclog.
371.  		 */
372.  		paniclog("savebones", whynot);
373.  		return;
374.  	}
375.  	c = (char) (strlen(bonesid) + 1);
376.  
377.  #ifdef MFLOPPY  /* check whether there is room */
378.  	if (iflags.checkspace) {
379.  	    savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
380.  	    /* savelev() initializes bytes_counted to 0, so it must come
381.  	     * first here even though it does not in the real save.  the
382.  	     * resulting extra bflush() at the end of savelev() may increase
383.  	     * bytes_counted by a couple over what the real usage will be.
384.  	     *
385.  	     * note it is safe to call store_version() here only because
386.  	     * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
387.  	     * this code would have to know the size of the version
388.  	     * information itself.
389.  	     */
390.  	    store_version(fd);
391.  	    bwrite(fd, (genericptr_t) &c, sizeof c);
392.  	    bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
393.  	    savefruitchn(fd, COUNT_SAVE);
394.  	    bflush(fd);
395.  	    if (bytes_counted > freediskspace(bones)) { /* not enough room */
396.  # ifdef WIZARD
397.  		if (wizard)
398.  			pline("Insufficient space to create bones file.");
399.  # endif
400.  		(void) close(fd);
401.  		cancel_bonesfile();
402.  		return;
403.  	    }
404.  	    co_false();	/* make sure stuff before savelev() gets written */
405.  	}
406.  #endif /* MFLOPPY */
407.  
408.  	store_version(fd);
409.  	bwrite(fd, (genericptr_t) &c, sizeof c);
410.  	bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
411.  	savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
412.  	update_mlstmv();	/* update monsters for eventual restoration */
413.  	savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
414.  	bclose(fd);
415.  	commit_bonesfile(&u.uz);
416.  	compress_bonesfile();
417.  }
418.  
419.  int
420.  getbones()
421.  {
422.  	register int fd;
423.  	register int ok;
424.  	char c, *bonesid, oldbonesid[10];
425.  
426.  #ifdef NO_BONES
427.  	return(0);
428.  #endif
429.  
430.  	if(discover)		/* save bones files for real games */
431.  		return(0);
432.  
433.  	/* wizard check added by GAN 02/05/87 */
434.  	if(rn2(3)	/* only once in three times do we find bones */
435.  
436.  #ifdef WIZARD
437.  		&& !wizard
438.  #endif
439.  		) return(0);
440.  	if(no_bones_level(&u.uz)) return(0);
441.  	fd = open_bonesfile(&u.uz, &bonesid);
442.  	if (fd < 0) return(0);
443.  
444.  	if ((ok = uptodate(fd, bones)) == 0) {
445.  #ifdef WIZARD
446.  	    if (!wizard)
447.  #endif
448.  		pline("Discarding unuseable bones; no need to panic...");
449.  	} else {
450.  #ifdef WIZARD
451.  		if(wizard)  {
452.  			if(yn("Get bones?") == 'n') {
453.  				(void) close(fd);
454.  				compress_bonesfile();
455.  				return(0);
456.  			}
457.  		}
458.  #endif
459.  		mread(fd, (genericptr_t) &c, sizeof c);	/* length incl. '\0' */
460.  		mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
461.  		if (strcmp(bonesid, oldbonesid) != 0) {
462.  			char errbuf[BUFSZ];
463.  
464.  			Sprintf(errbuf, "This is bones level '%s', not '%s'!",
465.  				oldbonesid, bonesid);
466.  #ifdef WIZARD
467.  			if (wizard) {
468.  				pline("%s", errbuf);
469.  				ok = FALSE;	/* won't die of trickery */
470.  			}
471.  #endif
472.  			trickery(errbuf);
473.  		} else {
474.  			register struct monst *mtmp;
475.  
476.  			getlev(fd, 0, 0, TRUE);
477.  
478.  			/* Note that getlev() now keeps tabs on unique
479.  			 * monsters such as demon lords, and tracks the
480.  			 * birth counts of all species just as makemon()
481.  			 * does.  If a bones monster is extinct or has been
482.  			 * subject to genocide, their mhpmax will be
483.  			 * set to the magic DEFUNCT_MONSTER cookie value.
484.  			 */
485.  			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
486.  			    if (mtmp->mhpmax == DEFUNCT_MONSTER) {
487.  #if defined(DEBUG) && defined(WIZARD)
488.  				if (wizard)
489.  				    pline("Removing defunct monster %s from bones.",
490.  					mtmp->data->mname);
491.  #endif
492.  				mongone(mtmp);
493.  			    } else
494.  				/* to correctly reset named artifacts on the level */
495.  				resetobjs(mtmp->minvent,TRUE);
496.  			}
497.  			resetobjs(fobj,TRUE);
498.  			resetobjs(level.buriedobjlist,TRUE);
499.  		}
500.  	}
501.  	(void) close(fd);
502.  
503.  #ifdef WIZARD
504.  	if(wizard) {
505.  		if(yn("Unlink bones?") == 'n') {
506.  			compress_bonesfile();
507.  			return(ok);
508.  		}
509.  	}
510.  #endif
511.  	if (!delete_bonesfile(&u.uz)) {
512.  		/* When N games try to simultaneously restore the same
513.  		 * bones file, N-1 of them will fail to delete it
514.  		 * (the first N-1 under AmigaDOS, the last N-1 under UNIX).
515.  		 * So no point in a mysterious message for a normal event
516.  		 * -- just generate a new level for those N-1 games.
517.  		 */
518.  		/* pline("Cannot unlink bones."); */
519.  		return(0);
520.  	}
521.  	return(ok);
522.  }
523.  
524.  /*bones.c*/