Source:NetHack 3.4.3/src/bones.c
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Below is the full text to src/bones.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/bones.c#line123, for example.
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/* SCCS Id: @(#)bones.c 3.4 2003/09/06 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
/* NetHack may be freely redistributed. See license for details. */
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.
#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 void FDECL(drop_upon_death, (struct monst *, struct obj *));
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;
for (otmp = ochain; otmp; otmp = otmp->nobj) {
if (otmp->cobj)
resetobjs(otmp->cobj,restore);
if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM)
&& otmp->otyp != STATUE)
&& (!otmp->oartifact ||
(restore && (exist_artifact(otmp->otyp, ONAME(otmp))
|| is_quest_artifact(otmp))))) {
otmp->oartifact = 0;
otmp->onamelth = 0;
*ONAME(otmp) = '\0';
} else if (otmp->oartifact && restore)
artifact_exists(otmp,ONAME(otmp),TRUE);
if (!restore) {
/* 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->invlet = 0;
otmp->no_charge = 0;
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 &&
(mons[otmp->corpsenm].geno & G_UNIQ))
otmp->corpsenm = NON_PM;
} 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);
}
}
}
}
drop_upon_death
STATIC_OVL void
drop_upon_death(mtmp, cont)
struct monst *mtmp;
struct obj *cont;
{
struct obj *otmp;
uswapwep = 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, u.ux, u.uy);
}
#ifndef GOLDOBJ
if(u.ugold) {
long ugold = u.ugold;
if (mtmp) mtmp->mgold = ugold;
else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
else (void)mkgold(ugold, u.ux, u.uy);
u.ugold = ugold; /* undo mkgoldobj()'s removal */
}
#endif
if (cont) cont->owt = weight(cont);
}
can_make_bones
/* check whether bones are feasible */
boolean
can_make_bones()
{
register struct trap *ttmp;
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 */
#ifdef WIZARD
&& !wizard
#endif
)) 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(corpse)
struct obj *corpse;
{
int fd, x, y;
struct trap *ttmp;
struct monst *mtmp;
struct permonst *mptr;
struct fruit *f;
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) close(fd);
compress_bonesfile();
#ifdef WIZARD
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.");
}
}
#endif
return;
}
#ifdef WIZARD
make_bones:
#endif
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])
mongone(mtmp);
}
#ifdef STEED
if (u.usteed) dismount_steed(DISMOUNT_BONES);
#endif
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);
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);
/* 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;
mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
in_mklev = FALSE;
if (!mtmp) {
drop_upon_death((struct monst *)0, (struct obj *)0);
return;
}
mtmp = christen_monst(mtmp, plname);
newsym(u.ux, u.uy);
Your("body rises from the dead as %s...",
an(mons[u.ugrave_arise].mname));
display_nhwindow(WIN_MESSAGE, FALSE);
drop_upon_death(mtmp, (struct obj *)0);
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=0; 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);
}
fd = create_bonesfile(&u.uz, &bonesid, whynot);
if(fd < 0) {
#ifdef WIZARD
if(wizard)
pline("%s", whynot);
#endif
/* 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);
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 */
# ifdef WIZARD
if (wizard)
pline("Insufficient space to create bones file.");
# endif
(void) close(fd);
cancel_bonesfile();
return;
}
co_false(); /* make sure stuff before savelev() gets written */
}
#endif /* MFLOPPY */
store_version(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);
/* wizard check added by GAN 02/05/87 */
if(rn2(3) /* only once in three times do we find bones */
#ifdef WIZARD
&& !wizard
#endif
) return(0);
if(no_bones_level(&u.uz)) return(0);
fd = open_bonesfile(&u.uz, &bonesid);
if (fd < 0) return(0);
if ((ok = uptodate(fd, bones)) == 0) {
#ifdef WIZARD
if (!wizard)
#endif
pline("Discarding unuseable bones; no need to panic...");
} else {
#ifdef WIZARD
if(wizard) {
if(yn("Get bones?") == 'n') {
(void) close(fd);
compress_bonesfile();
return(0);
}
}
#endif
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);
#ifdef WIZARD
if (wizard) {
pline("%s", errbuf);
ok = FALSE; /* won't die of trickery */
}
#endif
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 (mtmp->mhpmax == DEFUNCT_MONSTER) {
#if defined(DEBUG) && defined(WIZARD)
if (wizard)
pline("Removing defunct monster %s from bones.",
mtmp->data->mname);
#endif
mongone(mtmp);
} else
/* to correctly reset named artifacts on the level */
resetobjs(mtmp->minvent,TRUE);
}
resetobjs(fobj,TRUE);
resetobjs(level.buriedobjlist,TRUE);
}
}
(void) close(fd);
#ifdef WIZARD
if(wizard) {
if(yn("Unlink bones?") == 'n') {
compress_bonesfile();
return(ok);
}
}
#endif
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*/