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Source:NetHack 3.0.0/music.c

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Below is the full text to music.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/music.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)music.c	3.0	88/10/22
2.    /* 	Copyright (c) 1989 by Jean-Christophe Collet */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /*
6.     * This file contains the different functions designed to manipulate the
7.     * musical instruments and their various effects.
8.     *
9.     * Actually the list of instruments / effects is :
10.    *
11.    * Flute		may calm snakes if player has enough dexterity
12.    * Magic flute		may put monsters to sleep:  area of effect depends
13.    *			on player level.
14.    * Horn			Will awaken monsters:  area of effect depends on player
15.    *			level.  May also scare monsters.
16.    * Fire horn		Acts like a wand of fire.
17.    * Frost horn		Acts like a wand of cold.
18.    * Bugle		Will awaken soldiers (if any):  area of effect depends
19.    *			on player level.
20.    * Harp			May calm nymph if player has enough dexterity.
21.    * Magic harp		Charm monsters:  area of effect depends on player
22.    *			level.
23.    * Drum			Will awaken monsters like the horn.
24.    * Drum of earthquake	Will initiate an earthquake whose intensity depends
25.    *			on player level.  That is, it creates ramdom pits
26.    *			called here chasms.
27.    */
28.   
29.   
30.   #include "hack.h"
31.   
32.   #ifdef MUSIC
33.   
34.   /*
35.    * Wake every monster in range...
36.    */
37.   
38.   static void
39.   awaken_monsters(distance)
40.   int distance;
41.   {
42.   	register struct monst *mtmp = fmon;
43.   
44.   	while(mtmp) {
45.   		if (dist(mtmp->mx, mtmp->my) < distance/3) {
46.   			/* May scare some monsters */
47.   			if (!resist(mtmp, SCROLL_SYM, 0, NOTELL))
48.   			  mtmp->mflee = 1;
49.   		} else if (dist(mtmp->mx, mtmp->my) < distance) {
50.   			mtmp->msleep = 0;
51.   			mtmp->mfroz = 0;
52.   		}
53.   		mtmp = mtmp->nmon;
54.   	}
55.   }
56.   
57.   /*
58.    * Make monsters fall asleep.  Note that they may resist the spell.
59.    */
60.   
61.   static void
62.   put_monsters_to_sleep(distance)
63.   int distance;
64.   {
65.   	register struct monst *mtmp = fmon;
66.   
67.   	while(mtmp) {
68.   		  if (dist(mtmp->mx, mtmp->my) < distance)
69.   		    if(!mtmp->mfroz && !resist(mtmp, WAND_SYM, 0, NOTELL))
70.   		      mtmp->mfroz = 1;
71.   		mtmp = mtmp->nmon;
72.   	}
73.   }
74.   
75.   /*
76.    * Charm snakes in range.  Note that the snakes are NOT tamed.
77.    */
78.   
79.   static void
80.   charm_snakes(distance)
81.   int distance;
82.   {
83.   	register struct monst *mtmp = fmon;
84.   
85.   	while (mtmp) {
86.   		if (mtmp->data->mlet == S_SNAKE && dist(mtmp->mx, mtmp->my) < distance) {
87.   			mtmp->mpeaceful = 1;
88.   			if (cansee(mtmp->mx, mtmp->my))
89.   			  pline("%s freezes and sways with the music, then seems quieter.",defmonnam(mtmp));
90.   		}
91.   		mtmp = mtmp->nmon;
92.   	}
93.   }
94.   
95.   /*
96.    * Calm nymphs in range.
97.    */
98.   
99.   static void
100.  calm_nymphs(distance)
101.  int distance;
102.  {
103.  	register struct monst *mtmp = fmon;
104.  
105.  	while (mtmp) {
106.  		if (mtmp->data->mlet == S_NYMPH && dist(mtmp->mx, mtmp->my) < distance) {
107.  			mtmp->mpeaceful = 1;
108.  			if (cansee(mtmp->mx, mtmp->my))
109.  			  pline("%s listens cheerfully to the music, then seems quieter.",defmonnam(mtmp));
110.  		}
111.  		mtmp = mtmp->nmon;
112.  	}
113.  }
114.  
115.  /* Awake only soldiers of the level. */
116.  
117.  static void
118.  awaken_soldiers() {
119.  #ifdef ARMY
120.  #define IS_SOLDIER(dat)	((int)((dat) - mons) >= PM_UNARMORED_SOLDIER && \
121.  			 (int) ((dat) - mons) <= PM_CAPTAIN)
122.  	register struct monst *mtmp = fmon;
123.  
124.  	while(mtmp) {
125.  		if (IS_SOLDIER(mtmp->data))
126.  			mtmp->mpeaceful = mtmp->msleep = mtmp->mfroz = 0;
127.  		mtmp = mtmp->nmon;
128.  	}
129.  #endif /* ARMY /**/
130.  }
131.  
132.  /* Charm monsters in range.  Note that they may resist the spell. */
133.  
134.  static void
135.  charm_monsters(distance)
136.  int distance;
137.  {
138.  	register struct monst *mtmp = fmon;
139.  
140.  	while(mtmp) {
141.  		if(dist(mtmp->mx, mtmp->my) <= distance)
142.  		    if(!resist(mtmp, SCROLL_SYM, 0, NOTELL))
143.  			(void) tamedog(mtmp, (struct obj *) 0);
144.  		mtmp = mtmp->nmon;
145.  	}
146.  
147.  }
148.  
149.  /* Generate earthquake :-) of desired force.
150.   * That is:  create random chasms (pits).
151.   */
152.  
153.  static void
154.  do_earthquake(force)
155.  int force;
156.  {
157.  	register int x,y;
158.  	struct monst *mtmp;
159.  	struct trap *chasm;
160.  	int start_x, start_y, end_x, end_y;
161.  
162.  	start_x = u.ux - (force * 2);
163.  	start_y = u.uy - (force * 2);
164.  	end_x = u.ux + (force * 2);
165.  	end_y = u.uy + (force * 2);
166.  	if (start_x < 1) start_x = 1;
167.  	if (start_y < 1) start_y = 1;
168.  	if (end_x >= COLNO) end_x = COLNO - 1;
169.  	if (end_y >= ROWNO) end_y = ROWNO - 1;
170.  	for (x=start_x; x<=end_x; x++)
171.  	  for (y=start_y; y<=end_y; y++)
172.  	    if (!rn2(14 - force)) {
173.  		    switch (levl[x][y].typ) {
174.  #ifdef FOUNTAINS
175.  			  case FOUNTAIN : /* Make the fountain disappear */
176.  			    if (cansee(x,y))
177.  			      pline("The fountain falls into a chasm.");
178.  			    goto do_pit;
179.  #endif
180.  #ifdef SINKS
181.  			  case SINK :
182.  			    if (cansee(x,y))
183.  			      pline("The kitchen sink falls into a chasm.");
184.  			    goto do_pit;
185.  #endif
186.  #ifdef ALTARS
187.  			  case ALTAR :
188.  			    if (cansee(x,y))
189.  			      pline("The altar falls into a chasm.");
190.  			    goto do_pit;
191.  #endif
192.  #ifdef THRONES
193.  			  case THRONE :
194.  			    if (cansee(x,y))
195.  			      pline("The throne falls into a chasm.");
196.  				/* Falls into next case */
197.  #endif
198.  			  case ROOM :
199.  			  case CORR : /* Make a pit */
200.  do_pit:			    chasm = maketrap(x,y,PIT);
201.  			    chasm->tseen = 1;
202.  
203.  			    levl[x][y].doormask = 0;
204.  
205.  			    /* We have to check whether monsters or player
206.  			       fall in a chasm... */
207.  
208.  			    if (levl[x][y].mmask) {
209.  				mtmp = m_at(x,y);
210.  				if(!is_flyer(mtmp->data)) {
211.  				    mtmp->mtrapped = 1;
212.  				    if(cansee(x,y))
213.  					pline("%s falls into a chasm!",
214.  						Monnam(mtmp));
215.  				    else if (flags.soundok && humanoid(mtmp->data))
216.  					You("hear a scream!");
217.  				    if ((mtmp->mhp -= rnd(6)) <= 0) {
218.  					int saved_conf = u.umconf;
219.  
220.  					if(!cansee(x,y))
221.  					    pline("It has died!");
222.  					else {
223.  					    You("destroy %s!",
224.  					    mtmp->mtame ?
225.  						a_monnam(mtmp, "poor") :
226.  						mon_nam(mtmp));
227.  					}
228.  					xkilled(mtmp,0);
229.  					u.umconf = saved_conf;
230.  				    }
231.  				}
232.  			    } else if (x == u.ux && y == u.uy) {
233.  				    if (Levitation
234.  #ifdef POLYSELF
235.  					|| is_flyer(uasmon)
236.  #endif
237.  					) {
238.  					    pline("A chasm opens up under you!");
239.  					    You("don't fall in!");
240.  				    } else {
241.  					    You("fall into a chasm!");
242.  					    u.utrap = rn1(6,2);
243.  					    u.utraptype = TT_PIT;
244.  					    losehp(rnd(6),"fall into a chasm");
245.  					    selftouch("Falling, you");
246.  				    }
247.  			    } else
248.  				newsym(x,y);
249.  			    break;
250.  			  case DOOR : /* Make the door collapse */
251.  			    if (levl[x][y].doormask == D_NODOOR) break;
252.  			    if (cansee(x,y))
253.  				pline("The door collapses.");
254.  			    levl[x][y].doormask = D_NODOOR;
255.  			    if (!levl[x][y].mmask && !(x == u.ux && y == u.uy))
256.  				newsym(x,y);
257.  			    break;
258.  		    }
259.  	    }
260.  }
261.  
262.  /*
263.   * The player is trying to extract something from his/her instrument.
264.   */
265.  
266.  static int
267.  do_improvisation(instr)
268.  struct obj *instr;
269.  {
270.  	int damage;
271.  
272.  	if (Confusion)
273.  	  pline("What you produce is quite far from music...");
274.  	else
275.  	  You("start playing the %s.", xname(instr));
276.  	switch (instr->otyp) {
277.  	      case FLUTE:	/* May charm snakes */
278.  		if (rn2(ACURR(A_DEX)) + u.ulevel > 25)
279.  		  charm_snakes((int)u.ulevel*3);
280.  		break;
281.  	      case MAGIC_FLUTE: /* Make monster fall asleep */
282.  		You("produce soft music.");
283.  		put_monsters_to_sleep((int)u.ulevel*5);
284.  		break;
285.  	      case HORN:	/* Awaken monsters or scare monsters */
286.  		You("produce a frightful, grave sound.");
287.  		awaken_monsters((int)u.ulevel*30);
288.  		break;
289.  	      case FROST_HORN:	/* Idem wand of cold */
290.  	      case FIRE_HORN:	/* Idem wand of fire */
291.  		if (instr->spe > 0) {
292.  			instr->spe--;
293.  			if (!getdir(1)) {
294.  				if (!Blind)
295.  				    pline("The %s glows then fades.", xname(instr));
296.  			} else {
297.  				if (!u.dx && !u.dy && !u.dz) {
298.  					if((damage = zapyourself(instr)))
299.  					  losehp(damage,"self-inflicted injury");
300.  					makeknown(instr->otyp);
301.  					return(2);
302.  				}
303.  				buzz((instr->otyp == FROST_HORN) ? 3 : 1, rn1(6,6), u.ux, u.uy, u.dx, u.dy);
304.  				makeknown(instr->otyp);
305.  				return(2);
306.  			}
307.  		}
308.  		break;
309.  	      case BUGLE:	/* Awaken & attract soldiers */
310.  		You("extract a loud noise from the %s.",xname(instr));
311.  		awaken_soldiers();
312.  		break;
313.  	      case HARP:	/* May calm Nymph */
314.  		if (rn2(ACURR(A_DEX)) + u.ulevel > 25)
315.  		  calm_nymphs((int)u.ulevel*3);
316.  		break;
317.  	      case MAGIC_HARP:	/* Charm monsters */
318.  		if (instr->spe > 0) {
319.  			pline("The %s produces very attractive music.",xname(instr));
320.  			instr->spe--;
321.  			charm_monsters(((int)u.ulevel - 1) / 3 + 1);
322.  		}
323.  		break;
324.  	      case DRUM:	/* Awaken monsters */
325.  		You("beat a deafening row!");
326.  		awaken_monsters((int)u.ulevel * 40);
327.  		break;
328.  	      case DRUM_OF_EARTHQUAKE:	/* create several pits */
329.  		if (instr->spe > 0) {
330.  			You("produce a heavy, thunderous rolling!");
331.  			pline("The entire dungeon is shaking around you!");
332.  			do_earthquake(((int)u.ulevel - 1) / 3 + 1);
333.  			instr->spe--;
334.  			makeknown(DRUM_OF_EARTHQUAKE);
335.  		}
336.  		break;
337.  	      default:
338.  		impossible("What a weird instrument (%d)!",instr->otyp);
339.  		break;
340.  	}
341.  	return (2);		/* That takes time */
342.  }
343.  
344.  /*
345.   * So you want music...
346.   */
347.  
348.  int
349.  do_play_instrument(instr)
350.  struct obj *instr;
351.  {
352.  #ifdef STRONGHOLD
353.      char buf[BUFSZ], *s, c = 'y';
354.      int x,y;
355.      boolean ok;
356.  
357.      if (instr->otyp != DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
358.  	pline("Improvise? ");
359.  	c = yn();
360.      }
361.      if (c == 'n') {
362.  	pline("What tune are you playing? [what 5 notes] ");
363.  	getlin(buf);
364.  	for(s=buf;*s;s++)
365.  	    *s = (*s >='a' && *s<='z') ? 'A' + *s - 'a' : *s;
366.  	You("extract a strange sound from the %s!",xname(instr));
367.  	/* Check if there was the Stronghold drawbridge near
368.  	 * and if the tune conforms to what we're waiting for.
369.  	 */
370.  	if (dlevel == stronghold_level)
371.  	    if (!strcmp(buf,tune)) {
372.  		/* Search for the drawbridge */
373.  		for(y=u.uy-1; y<=u.uy+1; y++)
374.  		    for(x=u.ux-1;x<=u.ux+1;x++)
375.  			if (find_drawbridge(&x,&y)) {
376.  			    if (levl[x][y].typ == DRAWBRIDGE_DOWN)
377.  				close_drawbridge(x,y);
378.  			    else
379.  				open_drawbridge(x,y);
380.  			    return 0;
381.  			}
382.  	    } else if (flags.soundok) {
383.  		/* Okay, it wasn't the right tune, but perhaps
384.  		 * we can give the player some hints like in the
385.  		 * Mastermind game */
386.  		ok = FALSE;
387.  		for(y = u.uy-1; y <= u.uy+1 && !ok; y++)
388.  		    for(x = u.ux-1; x <= u.ux+1 && !ok; x++)
389.  			if(IS_DRAWBRIDGE(levl[x][y].typ) ||
390.  			   is_drawbridge_wall(x,y) >= 0)
391.  				ok = TRUE;
392.  		if (ok) { /* There is a drawbridge near */
393.  		    int tumblers, gears;
394.  		    boolean matched[5];
395.  
396.  		    tumblers = gears = 0;
397.  		    for(x=0; x < 5; x++)
398.  			matched[x] = FALSE;
399.  
400.  		    for(x=0; x < strlen(buf); x++)
401.  			if(x < 5) {
402.  			    if(buf[x] == tune[x]) {
403.  				gears++;
404.  				matched[x] = TRUE;
405.  			    } else
406.  				for(y=0; y < 5; y++)
407.  				    if(!matched[y] &&
408.  				       buf[x] == tune[y] &&
409.  				       buf[y] != tune[y]) {
410.  					tumblers++;
411.  					matched[y] = TRUE;
412.  					break;
413.  				    }
414.  			}
415.  		    if(tumblers)
416.  			if(gears)
417.  			You("hear %d tumbler%s click and %d gear%s turn.",
418.  			    tumblers, (tumblers > 1 ? "s" : ""),
419.  			    gears, (gears > 1 ? "s" : ""));
420.  			else
421.  			    You("hear %d tumbler%s click.",
422.  			    tumblers, (tumblers > 1 ? "s" : ""));
423.  		    else if(gears)
424.  			You("hear %d gear%s turn.",
425.  			gears, (gears > 1 ? "s" : ""));
426.  		}
427.  	    }
428.  	return 1;
429.      } else
430.  #endif /* STRONGHOLD /**/
431.  	    return do_improvisation(instr);
432.  }
433.  
434.  #endif /* MUSIC /**/

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