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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 [[bones.c#line123]], for example.

Top of fileEdit

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

no_bones_level Edit

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.   

goodfruit Edit

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.   

resetobjs Edit

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.  			    curse(otmp);
110.  			} else if (otmp->otyp == BELL_OF_OPENING) {
111.  			    otmp->otyp = BELL;
112.  			    curse(otmp);
113.  			} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
114.  			    otmp->otyp = SPE_BLANK_PAPER;
115.  			    curse(otmp);
116.  			}
117.  		}
118.  	}
119.  }
120.  

drop_upon_death Edit

121.  STATIC_OVL void
122.  drop_upon_death(mtmp, cont)
123.  struct monst *mtmp;
124.  struct obj *cont;
125.  {
126.  	struct obj *otmp;
127.  
128.  	uswapwep = 0; /* ensure curse() won't cause swapwep to drop twice */
129.  	while ((otmp = invent) != 0) {
130.  		obj_extract_self(otmp);
131.  		obj_no_longer_held(otmp);
132.  
133.  		otmp->owornmask = 0;
134.  		/* lamps don't go out when dropped */
135.  		if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
136.  		    end_burn(otmp, TRUE);	/* smother in statue */
137.  
138.  		if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
139.  
140.  		if(rn2(5)) curse(otmp);
141.  		if (mtmp)
142.  			(void) add_to_minv(mtmp, otmp);
143.  		else if (cont)
144.  			(void) add_to_container(cont, otmp);
145.  		else
146.  			place_object(otmp, u.ux, u.uy);
147.  	}
148.  #ifndef GOLDOBJ
149.  	if(u.ugold) {
150.  		long ugold = u.ugold;
151.  		if (mtmp) mtmp->mgold = ugold;
152.  		else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
153.  		else (void)mkgold(ugold, u.ux, u.uy);
154.  		u.ugold = ugold;	/* undo mkgoldobj()'s removal */
155.  	}
156.  #endif
157.  	if (cont) cont->owt = weight(cont);
158.  }
159.  

can_make_bones Edit

160.  /* check whether bones are feasible */
161.  boolean
162.  can_make_bones()
163.  {
164.  	register struct trap *ttmp;
165.  
166.  	if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
167.  	    return FALSE;
168.  	if (no_bones_level(&u.uz))
169.  	    return FALSE;		/* no bones for specific levels */
170.  	if (u.uswallow) {
171.  	    return FALSE;		/* no bones when swallowed */
172.  	}
173.  	if (!Is_branchlev(&u.uz)) {
174.  	    /* no bones on non-branches with portals */
175.  	    for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
176.  		if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
177.  	}
178.  
179.  	if(depth(&u.uz) <= 0 ||		/* bulletproofing for endgame */
180.  	   (!rn2(1 + (depth(&u.uz)>>2))	/* fewer ghosts on low levels */
181.  #ifdef WIZARD
182.  		&& !wizard
183.  #endif
184.  		)) return FALSE;
185.  	/* don't let multiple restarts generate multiple copies of objects
186.  	 * in bones files */
187.  	if (discover) return FALSE;
188.  	return TRUE;
189.  }
190.  

savebones Edit

191.  /* save bones and possessions of a deceased adventurer */
192.  void
193.  savebones(corpse)
194.  struct obj *corpse;
195.  {
196.  	int fd, x, y;
197.  	struct trap *ttmp;
198.  	struct monst *mtmp;
199.  	struct permonst *mptr;
200.  	struct fruit *f;
201.  	char c, *bonesid;
202.  	char whynot[BUFSZ];
203.  
204.  	/* caller has already checked `can_make_bones()' */
205.  
206.  	clear_bypasses();
207.  	fd = open_bonesfile(&u.uz, &bonesid);
208.  	if (fd >= 0) {
209.  		(void) close(fd);
210.  		compress_bonesfile();
211.  #ifdef WIZARD
212.  		if (wizard) {
213.  		    if (yn("Bones file already exists.  Replace it?") == 'y') {
214.  			if (delete_bonesfile(&u.uz)) goto make_bones;
215.  			else pline("Cannot unlink old bones.");
216.  		    }
217.  		}
218.  #endif
219.  		return;
220.  	}
221.  
222.  #ifdef WIZARD
223.   make_bones:
224.  #endif
225.  	unleash_all();
226.  	/* in case these characters are not in their home bases */
227.  	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
228.  	    if (DEADMONSTER(mtmp)) continue;
229.  	    mptr = mtmp->data;
230.  	    if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] ||
231.  		    mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER ||
232.  		    mptr == &mons[PM_VLAD_THE_IMPALER])
233.  		mongone(mtmp);
234.  	}
235.  #ifdef STEED
236.  	if (u.usteed) dismount_steed(DISMOUNT_BONES);
237.  #endif
238.  	dmonsfree();		/* discard dead or gone monsters */
239.  
240.  	/* mark all fruits as nonexistent; when we come to them we'll mark
241.  	 * them as existing (using goodfruit())
242.  	 */
243.  	for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
244.  
245.  	/* check iron balls separately--maybe they're not carrying it */
246.  	if (uball) uball->owornmask = uchain->owornmask = 0;
247.  
248.  	/* dispose of your possessions, usually cursed */
249.  	if (u.ugrave_arise == (NON_PM - 1)) {
250.  		struct obj *otmp;
251.  
252.  		/* embed your possessions in your statue */
253.  		otmp = mk_named_object(STATUE, &mons[u.umonnum],
254.  				       u.ux, u.uy, plname);
255.  
256.  		drop_upon_death((struct monst *)0, otmp);
257.  		if (!otmp) return;	/* couldn't make statue */
258.  		mtmp = (struct monst *)0;
259.  	} else if (u.ugrave_arise < LOW_PM) {
260.  		/* drop everything */
261.  		drop_upon_death((struct monst *)0, (struct obj *)0);
262.  		/* trick makemon() into allowing monster creation
263.  		 * on your location
264.  		 */
265.  		in_mklev = TRUE;
266.  		mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
267.  		in_mklev = FALSE;
268.  		if (!mtmp) return;
269.  		mtmp = christen_monst(mtmp, plname);
270.  		if (corpse)
271.  			(void) obj_attach_mid(corpse, mtmp->m_id); 
272.  	} else {
273.  		/* give your possessions to the monster you become */
274.  		in_mklev = TRUE;
275.  		mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
276.  		in_mklev = FALSE;
277.  		if (!mtmp) {
278.  			drop_upon_death((struct monst *)0, (struct obj *)0);
279.  			return;
280.  		}
281.  		mtmp = christen_monst(mtmp, plname);
282.  		newsym(u.ux, u.uy);
283.  		Your("body rises from the dead as %s...",
284.  			an(mons[u.ugrave_arise].mname));
285.  		display_nhwindow(WIN_MESSAGE, FALSE);
286.  		drop_upon_death(mtmp, (struct obj *)0);
287.  		m_dowear(mtmp, TRUE);
288.  	}
289.  	if (mtmp) {
290.  		mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
291.  		mtmp->mhp = mtmp->mhpmax = u.uhpmax;
292.  		mtmp->female = flags.female;
293.  		mtmp->msleeping = 1;
294.  	}
295.  	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
296.  		resetobjs(mtmp->minvent,FALSE);
297.  		/* do not zero out m_ids for bones levels any more */
298.  		mtmp->mlstmv = 0L;
299.  		if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
300.  	}
301.  	for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
302.  		ttmp->madeby_u = 0;
303.  		ttmp->tseen = (ttmp->ttyp == HOLE);
304.  	}
305.  	resetobjs(fobj,FALSE);
306.  	resetobjs(level.buriedobjlist, FALSE);
307.  
308.  	/* Hero is no longer on the map. */
309.  	u.ux = u.uy = 0;
310.  
311.  	/* Clear all memory from the level. */
312.  	for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
313.  	    levl[x][y].seenv = 0;
314.  	    levl[x][y].waslit = 0;
315.  	    levl[x][y].glyph = cmap_to_glyph(S_stone);
316.  	}
317.  
318.  	fd = create_bonesfile(&u.uz, &bonesid, whynot);
319.  	if(fd < 0) {
320.  #ifdef WIZARD
321.  		if(wizard)
322.  			pline("%s", whynot);
323.  #endif
324.  		/* bones file creation problems are silent to the player.
325.  		 * Keep it that way, but place a clue into the paniclog.
326.  		 */
327.  		paniclog("savebones", whynot);
328.  		return;
329.  	}
330.  	c = (char) (strlen(bonesid) + 1);
331.  
332.  #ifdef MFLOPPY  /* check whether there is room */
333.  	if (iflags.checkspace) {
334.  	    savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
335.  	    /* savelev() initializes bytes_counted to 0, so it must come
336.  	     * first here even though it does not in the real save.  the
337.  	     * resulting extra bflush() at the end of savelev() may increase
338.  	     * bytes_counted by a couple over what the real usage will be.
339.  	     *
340.  	     * note it is safe to call store_version() here only because
341.  	     * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
342.  	     * this code would have to know the size of the version
343.  	     * information itself.
344.  	     */
345.  	    store_version(fd);
346.  	    bwrite(fd, (genericptr_t) &c, sizeof c);
347.  	    bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
348.  	    savefruitchn(fd, COUNT_SAVE);
349.  	    bflush(fd);
350.  	    if (bytes_counted > freediskspace(bones)) { /* not enough room */
351.  # ifdef WIZARD
352.  		if (wizard)
353.  			pline("Insufficient space to create bones file.");
354.  # endif
355.  		(void) close(fd);
356.  		cancel_bonesfile();
357.  		return;
358.  	    }
359.  	    co_false();	/* make sure stuff before savelev() gets written */
360.  	}
361.  #endif /* MFLOPPY */
362.  
363.  	store_version(fd);
364.  	bwrite(fd, (genericptr_t) &c, sizeof c);
365.  	bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
366.  	savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
367.  	update_mlstmv();	/* update monsters for eventual restoration */
368.  	savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
369.  	bclose(fd);
370.  	commit_bonesfile(&u.uz);
371.  	compress_bonesfile();
372.  }
373.  

getbones Edit

374.  int
375.  getbones()
376.  {
377.  	register int fd;
378.  	register int ok;
379.  	char c, *bonesid, oldbonesid[10];
380.  
381.  	if(discover)		/* save bones files for real games */
382.  		return(0);
383.  
384.  	/* wizard check added by GAN 02/05/87 */
385.  	if(rn2(3)	/* only once in three times do we find bones */
386.  #ifdef WIZARD
387.  		&& !wizard
388.  #endif
389.  		) return(0);
390.  	if(no_bones_level(&u.uz)) return(0);
391.  	fd = open_bonesfile(&u.uz, &bonesid);
392.  	if (fd < 0) return(0);
393.  
394.  	if ((ok = uptodate(fd, bones)) == 0) {
395.  #ifdef WIZARD
396.  	    if (!wizard)
397.  #endif
398.  		pline("Discarding unuseable bones; no need to panic...");
399.  	} else {
400.  #ifdef WIZARD
401.  		if(wizard)  {
402.  			if(yn("Get bones?") == 'n') {
403.  				(void) close(fd);
404.  				compress_bonesfile();
405.  				return(0);
406.  			}
407.  		}
408.  #endif
409.  		mread(fd, (genericptr_t) &c, sizeof c);	/* length incl. '\0' */
410.  		mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
411.  		if (strcmp(bonesid, oldbonesid) != 0) {
412.  			char errbuf[BUFSZ];
413.  
414.  			Sprintf(errbuf, "This is bones level '%s', not '%s'!",
415.  				oldbonesid, bonesid);
416.  #ifdef WIZARD
417.  			if (wizard) {
418.  				pline("%s", errbuf);
419.  				ok = FALSE;	/* won't die of trickery */
420.  			}
421.  #endif
422.  			trickery(errbuf);
423.  		} else {
424.  			register struct monst *mtmp;
425.  
426.  			getlev(fd, 0, 0, TRUE);
427.  
428.  			/* Note that getlev() now keeps tabs on unique
429.  			 * monsters such as demon lords, and tracks the
430.  			 * birth counts of all species just as makemon()
431.  			 * does.  If a bones monster is extinct or has been
432.  			 * subject to genocide, their mhpmax will be
433.  			 * set to the magic DEFUNCT_MONSTER cookie value.
434.  			 */
435.  			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
436.  			    if (mtmp->mhpmax == DEFUNCT_MONSTER) {
437.  #if defined(DEBUG) && defined(WIZARD)
438.  				if (wizard)
439.  				    pline("Removing defunct monster %s from bones.",
440.  					mtmp->data->mname);
441.  #endif
442.  				mongone(mtmp);
443.  			    } else
444.  				/* to correctly reset named artifacts on the level */
445.  				resetobjs(mtmp->minvent,TRUE);
446.  			}
447.  			resetobjs(fobj,TRUE);
448.  			resetobjs(level.buriedobjlist,TRUE);
449.  		}
450.  	}
451.  	(void) close(fd);
452.  
453.  #ifdef WIZARD
454.  	if(wizard) {
455.  		if(yn("Unlink bones?") == 'n') {
456.  			compress_bonesfile();
457.  			return(ok);
458.  		}
459.  	}
460.  #endif
461.  	if (!delete_bonesfile(&u.uz)) {
462.  		/* When N games try to simultaneously restore the same
463.  		 * bones file, N-1 of them will fail to delete it
464.  		 * (the first N-1 under AmigaDOS, the last N-1 under UNIX).
465.  		 * So no point in a mysterious message for a normal event
466.  		 * -- just generate a new level for those N-1 games.
467.  		 */
468.  		/* pline("Cannot unlink bones."); */
469.  		return(0);
470.  	}
471.  	return(ok);
472.  }
473.  
474.  /*bones.c*/

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