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Source:NetHack 3.2.0/bones.c

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Below is the full text to bones.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/bones.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: @(#)bones.c	3.2	95/11/29	*/
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 boolean FDECL(no_bones_level, (d_level *));
14.   static void FDECL(goodfruit, (int));
15.   static void FDECL(resetobjs,(struct obj *,BOOLEAN_P));
16.   static void FDECL(drop_upon_death, (struct monst *, struct obj *));
17.   
18.   static 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.   static void
38.   goodfruit(id)
39.   int id;
40.   {
41.   	register struct fruit *f;
42.   
43.   	for(f=ffruit; f; f=f->nextf) {
44.   		if(f->fid == -id) {
45.   			f->fid = id;
46.   			return;
47.   		}
48.   	}
49.   }
50.   
51.   static void
52.   resetobjs(ochain,restore)
53.   struct obj *ochain;
54.   boolean restore;
55.   {
56.   	struct obj *otmp;
57.   
58.   	for (otmp = ochain; otmp; otmp = otmp->nobj) {
59.   		if (otmp->cobj)
60.   		    resetobjs(otmp->cobj,restore);
61.   
62.   		if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM)
63.   			&& otmp->otyp != STATUE)
64.   			&& (!otmp->oartifact ||
65.   			   (restore && (exist_artifact(otmp->otyp, ONAME(otmp))
66.   					|| is_quest_artifact(otmp))))) {
67.   			otmp->oartifact = 0;
68.   			otmp->onamelth = 0;
69.   			*ONAME(otmp) = '\0';
70.   		} else if (otmp->oartifact && restore)
71.   			artifact_exists(otmp,ONAME(otmp),TRUE);
72.   		if (!restore) {
73.   			/* do not zero out o_ids for ghost levels anymore */
74.   
75.   			if(objects[otmp->otyp].oc_uses_known) otmp->known = 0;
76.   			otmp->dknown = otmp->bknown = 0;
77.   			otmp->rknown = 0;
78.   			otmp->invlet = 0;
79.   
80.   			if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
81.   #ifdef MAIL
82.   			else if (otmp->otyp == SCR_MAIL) otmp->spe = 1;
83.   #endif
84.   			else if (otmp->otyp == EGG) otmp->spe = 0;
85.   			else if (otmp->otyp == TIN) {
86.   			    /* make tins of unique monster's meat be empty */
87.   			    if (otmp->corpsenm >= LOW_PM &&
88.   				    (mons[otmp->corpsenm].geno & G_UNIQ))
89.   				otmp->corpsenm = NON_PM;
90.   			} else if (otmp->otyp == AMULET_OF_YENDOR) {
91.   			    /* no longer the real Amulet */
92.   			    otmp->otyp = FAKE_AMULET_OF_YENDOR;
93.   			    curse(otmp);
94.   			} else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
95.   			    if (otmp->lamplit)
96.   				end_burn(otmp, TRUE);
97.   			    otmp->otyp = WAX_CANDLE;
98.   			    otmp->age = 50L;  /* assume used */
99.   			    if (otmp->spe > 0)
100.  				otmp->quan = (long)otmp->spe;
101.  			    otmp->spe = 0;
102.  			    otmp->owt = weight(otmp);
103.  			} else if (otmp->otyp == BELL_OF_OPENING) {
104.  			    otmp->otyp = BELL;
105.  			    curse(otmp);
106.  			} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
107.  			    otmp->otyp = SPE_BLANK_PAPER;
108.  			    curse(otmp);
109.  			}
110.  		}
111.  	}
112.  }
113.  
114.  static void
115.  drop_upon_death(mtmp, cont)
116.  struct monst *mtmp;
117.  struct obj *cont;
118.  {
119.  	struct obj *otmp;
120.  
121.  	while ((otmp = invent) != 0) {
122.  		obj_extract_self(otmp);
123.  
124.  		otmp->owornmask = 0;
125.  		/* lamps don't go out when dropped */
126.  		if (cont && obj_is_burning(otmp))	/* smother in statue */
127.  			end_burn(otmp, otmp->otyp != MAGIC_LAMP);
128.  
129.  		if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
130.  
131.  		if(rn2(5)) curse(otmp);
132.  		if (mtmp)
133.  			add_to_minv(mtmp, otmp);
134.  		else if (cont)
135.  			add_to_container(cont, otmp);
136.  		else
137.  			place_object(otmp, u.ux, u.uy);
138.  	}
139.  	if(u.ugold) {
140.  		long ugold = u.ugold;
141.  		if (mtmp) mtmp->mgold = ugold;
142.  		else if (cont) add_to_container(cont, mkgoldobj(ugold));
143.  		else mkgold(ugold, u.ux, u.uy);
144.  		u.ugold = ugold;	/* undo mkgoldobj()'s removal */
145.  	}
146.  }
147.  
148.  /* check whether bones are feasible */
149.  boolean
150.  can_make_bones()
151.  {
152.  	register struct trap *ttmp;
153.  
154.  	if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
155.  	    return FALSE;
156.  	if (no_bones_level(&u.uz))
157.  	    return FALSE;		/* no bones for specific levels */
158.  	if (!Is_branchlev(&u.uz)) {
159.  	    /* no bones on non-branches with portals */
160.  	    for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
161.  		if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
162.  	}
163.  
164.  	if(depth(&u.uz) <= 0 ||		/* bulletproofing for endgame */
165.  	   (!rn2(1 + (depth(&u.uz)>>2))	/* fewer ghosts on low levels */
166.  #ifdef WIZARD
167.  		&& !wizard
168.  #endif
169.  		)) return FALSE;
170.  	/* don't let multiple restarts generate multiple copies of objects
171.  	 * in bones files */
172.  	if (discover) return FALSE;
173.  	return TRUE;
174.  }
175.  
176.  /* save bones and possessions of a deceased adventurer */
177.  void
178.  savebones()
179.  {
180.  	register int fd, x, y;
181.  	register struct trap *ttmp;
182.  	register struct monst *mtmp, *mtmp2;
183.  	struct fruit *f;
184.  	char c, *bonesid;
185.  
186.  	/* caller has already checked `can_make_bones()' */
187.  
188.  	fd = open_bonesfile(&u.uz, &bonesid);
189.  	if (fd >= 0) {
190.  		(void) close(fd);
191.  		compress_bonesfile();
192.  #ifdef WIZARD
193.  		if (wizard) {
194.  		    if (yn("Bones file already exists.  Replace it?") == 'y') {
195.  			if (delete_bonesfile(&u.uz)) goto make_bones;
196.  			else pline("Cannot unlink old bones.");
197.  		    }
198.  		}
199.  #endif
200.  		return;
201.  	}
202.  
203.   make_bones:
204.  	unleash_all();
205.  	/* in case these characters are not in their home bases */
206.  	mtmp2 = fmon;
207.  	while ((mtmp = mtmp2) != 0) {
208.  		mtmp2 = mtmp->nmon;
209.  		if(mtmp->iswiz || mtmp->data == &mons[PM_MEDUSA]
210.  			|| mtmp->data->msound == MS_NEMESIS
211.  			|| mtmp->data->msound == MS_LEADER
212.  			|| mtmp->data == &mons[PM_VLAD_THE_IMPALER])
213.  		    mongone(mtmp);
214.  	}
215.  
216.  	/* mark all fruits as nonexistent; when we come to them we'll mark
217.  	 * them as existing (using goodfruit())
218.  	 */
219.  	for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
220.  
221.  	/* check iron balls separately--maybe they're not carrying it */
222.  	if (uball) uball->owornmask = uchain->owornmask = 0;
223.  
224.  	/* dispose of your possessions, usually cursed */
225.  	if (u.ugrave_arise == (NON_PM - 1)) {
226.  		struct obj *otmp;
227.  
228.  		/* embed your possessions in your statue */
229.  		otmp = mk_named_object(STATUE, Upolyd ? uasmon : player_mon(),
230.  				       u.ux, u.uy, plname);
231.  		if (!otmp) {
232.  			drop_upon_death((struct monst *)0, (struct obj *)0);
233.  			return;
234.  		}
235.  		drop_upon_death(mtmp = (struct monst *)0, otmp);
236.  	} else if (u.ugrave_arise < LOW_PM) {
237.  		/* drop everything */
238.  		drop_upon_death((struct monst *)0, (struct obj *)0);
239.  		/* trick makemon() into allowing monster creation
240.  		 * on your location
241.  		 */
242.  		in_mklev = TRUE;
243.  		mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy);
244.  		in_mklev = FALSE;
245.  		if (!mtmp) return;
246.  		Strcpy((char *) mtmp->mextra, plname);
247.  	} else {
248.  		/* give your possessions to the monster you become */
249.  		in_mklev = TRUE;
250.  		mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy);
251.  		in_mklev = FALSE;
252.  		if (!mtmp) {
253.  			drop_upon_death((struct monst *)0, (struct obj *)0);
254.  			return;
255.  		}
256.  		mtmp = christen_monst(mtmp, plname);
257.  		newsym(u.ux, u.uy);
258.  		Your("body rises from the dead as %s...",
259.  			an(mons[u.ugrave_arise].mname));
260.  		display_nhwindow(WIN_MESSAGE, FALSE);
261.  		drop_upon_death(mtmp, (struct obj *)0);
262.  		m_dowear(mtmp, TRUE);
263.  	}
264.  	if (mtmp) {
265.  		mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
266.  		mtmp->mhp = mtmp->mhpmax = u.uhpmax;
267.  		mtmp->msleep = 1;
268.  	}
269.  	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
270.  		resetobjs(mtmp->minvent,FALSE);
271.  		/* do not zero out m_ids for bones levels any more */
272.  		mtmp->mlstmv = 0L;
273.  		if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
274.  	}
275.  	for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
276.  		ttmp->tseen = ttmp->madeby_u = 0;
277.  	}
278.  	resetobjs(fobj,FALSE);
279.  	resetobjs(level.buriedobjlist, FALSE);
280.  
281.  	/* Clear all memory from the level. */
282.  	for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
283.  	    levl[x][y].seenv = 0;
284.  	    levl[x][y].waslit = 0;
285.  	    levl[x][y].glyph = cmap_to_glyph(S_stone);
286.  	}
287.  
288.  	fd = create_bonesfile(&u.uz, &bonesid);
289.  	if(fd < 0) {
290.  #ifdef WIZARD
291.  		if(wizard)
292.  			pline("Cannot create bones file - create failed");
293.  #endif
294.  		return;
295.  	}
296.  	c = (char) (strlen(bonesid) + 1);
297.  
298.  #ifdef MFLOPPY  /* check whether there is room */
299.  	savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
300.  	/* savelev() initializes bytes_counted to 0, so it must come first
301.  	 * here even though it does not in the real save.
302.  	 * the resulting extra bflush() at the end of savelev() may increase
303.  	 * bytes_counted by a couple over what the real usage will be.
304.  	 *
305.  	 * note it is safe to call store_version() here only because
306.  	 * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
307.  	 * this code would have to know the size of the version information
308.  	 * itself.
309.  	 */
310.  	store_version(fd);
311.  	bwrite(fd, (genericptr_t) &c, sizeof c);
312.  	bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
313.  	savefruitchn(fd, COUNT_SAVE);
314.  	bflush(fd);
315.  	if (bytes_counted > freediskspace(bones)) {	/* not enough room */
316.  # ifdef WIZARD
317.  		if (wizard)
318.  			pline("Insufficient space to create bones file.");
319.  # endif
320.  		(void) close(fd);
321.  		cancel_bonesfile();
322.  		return;
323.  	}
324.  	co_false();	/* make sure stuff before savelev() gets written */
325.  #endif /* MFLOPPY */
326.  
327.  	store_version(fd);
328.  	bwrite(fd, (genericptr_t) &c, sizeof c);
329.  	bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
330.  	savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
331.  	savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
332.  	bclose(fd);
333.  	commit_bonesfile(&u.uz);
334.  	compress_bonesfile();
335.  }
336.  
337.  int
338.  getbones()
339.  {
340.  	register int fd;
341.  	register int ok;
342.  	char c, *bonesid, oldbonesid[10];
343.  
344.  	if(discover)		/* save bones files for real games */
345.  		return(0);
346.  
347.  	/* wizard check added by GAN 02/05/87 */
348.  	if(rn2(3)	/* only once in three times do we find bones */
349.  #ifdef WIZARD
350.  		&& !wizard
351.  #endif
352.  		) return(0);
353.  	if(no_bones_level(&u.uz)) return(0);
354.  	fd = open_bonesfile(&u.uz, &bonesid);
355.  	if (fd < 0) return(0);
356.  
357.  	if ((ok = uptodate(fd, bones)) == 0) {
358.  #ifdef WIZARD
359.  	    if (!wizard)
360.  #endif
361.  		pline("Discarding unuseable bones; no need to panic...");
362.  	} else {
363.  #ifdef WIZARD
364.  		if(wizard)  {
365.  			if(yn("Get bones?") == 'n') {
366.  				(void) close(fd);
367.  				compress_bonesfile();
368.  				return(0);
369.  			}
370.  		}
371.  #endif
372.  		mread(fd, (genericptr_t) &c, sizeof c);	/* length incl. '\0' */
373.  		mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
374.  		if (strcmp(bonesid, oldbonesid)) {
375.  #ifdef WIZARD
376.  			if (wizard) {
377.  				pline("This is bones level '%s', not '%s'!",
378.  					oldbonesid, bonesid);
379.  				ok = FALSE;	/* won't die of trickery */
380.  			}
381.  #endif
382.  			trickery();
383.  		} else {
384.  			register struct monst *mtmp;
385.  			int mndx;
386.  
387.  			getlev(fd, 0, 0, TRUE);
388.  
389.  			/* to correctly reset named artifacts on the level and
390.  			   to keep tabs on unique monsters like demon lords */
391.  			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
392.  			    mndx = monsndx(mtmp->data);
393.  			    if (mvitals[mndx].mvflags & G_EXTINCT) {
394.  				mongone(mtmp);
395.  			    } else {
396.  				if (mons[mndx].geno & G_UNIQ)
397.  				    mvitals[mndx].mvflags |= G_EXTINCT;
398.  				resetobjs(mtmp->minvent,TRUE);
399.  			    }
400.  			}
401.  			resetobjs(fobj,TRUE);
402.  			resetobjs(level.buriedobjlist,TRUE);
403.  		}
404.  	}
405.  	(void) close(fd);
406.  
407.  #ifdef WIZARD
408.  	if(wizard) {
409.  		if(yn("Unlink bones?") == 'n') {
410.  			compress_bonesfile();
411.  			return(ok);
412.  		}
413.  	}
414.  #endif
415.  	if (!delete_bonesfile(&u.uz)) {
416.  		/* When N games try to simultaneously restore the same
417.  		 * bones file, N-1 of them will fail to delete it
418.  		 * (the first N-1 under AmigaDOS, the last N-1 under UNIX).
419.  		 * So no point in a mysterious message for a normal event
420.  		 * -- just generate a new level for those N-1 games.
421.  		 */
422.  		/* pline("Cannot unlink bones."); */
423.  		return(0);
424.  	}
425.  	return(ok);
426.  }
427.  
428.  /*bones.c*/

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