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Source:NetHack 3.3.0/music.c

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Below is the full text to music.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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	3.3	1999/08/19	*/
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.    * (wooden) 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.    * (tooled) 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.    * (wooden) harp	May calm nymph if player has enough dexterity.
21.    * magic harp		Charm monsters:  area of effect depends on player
22.    *			level.
23.    * (leather) 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 random pits
26.    *			called here chasms.
27.    */
28.   
29.   #include "hack.h"
30.   
31.   STATIC_DCL void FDECL(awaken_monsters,(int));
32.   STATIC_DCL void FDECL(put_monsters_to_sleep,(int));
33.   STATIC_DCL void FDECL(charm_snakes,(int));
34.   STATIC_DCL void FDECL(calm_nymphs,(int));
35.   STATIC_DCL void FDECL(charm_monsters,(int));
36.   STATIC_DCL void FDECL(do_earthquake,(int));
37.   STATIC_DCL int FDECL(do_improvisation,(struct obj *));
38.   
39.   #ifdef UNIX386MUSIC
40.   STATIC_DCL int NDECL(atconsole);
41.   STATIC_DCL void FDECL(speaker,(struct obj *,char *));
42.   #endif
43.   #ifdef VPIX_MUSIC
44.   extern int sco_flag_console;	/* will need changing if not _M_UNIX */
45.   STATIC_DCL void NDECL(playinit);
46.   STATIC_DCL void FDECL(playstring, (char *,size_t));
47.   STATIC_DCL void FDECL(speaker,(struct obj *,char *));
48.   #endif
49.   #ifdef PCMUSIC
50.   void FDECL( pc_speaker, ( struct obj *, char * ) );
51.   #endif
52.   #ifdef AMIGA
53.   void FDECL( amii_speaker, ( struct obj *, char *, int ) );
54.   #endif
55.   
56.   /*
57.    * Wake every monster in range...
58.    */
59.   
60.   STATIC_OVL void
61.   awaken_monsters(distance)
62.   int distance;
63.   {
64.   	register struct monst *mtmp = fmon;
65.   	register int distm;
66.   
67.   	while(mtmp) {
68.   		distm = distu(mtmp->mx, mtmp->my);
69.   		if (distm < distance) {
70.   		    mtmp->msleeping = 0;
71.   		    mtmp->mcanmove = 1;
72.   		    mtmp->mfrozen = 0;
73.   		    /* May scare some monsters */
74.   		    if (distm < distance/3 &&
75.   			    !resist(mtmp, SCROLL_CLASS, 0, NOTELL))
76.   			mtmp->mflee = 1;
77.   		}
78.   		mtmp = mtmp->nmon;
79.   	}
80.   }
81.   
82.   /*
83.    * Make monsters fall asleep.  Note that they may resist the spell.
84.    */
85.   
86.   STATIC_OVL void
87.   put_monsters_to_sleep(distance)
88.   int distance;
89.   {
90.   	register struct monst *mtmp = fmon;
91.   
92.   	while(mtmp) {
93.   		if (distu(mtmp->mx, mtmp->my) < distance &&
94.   			sleep_monst(mtmp, d(10,10), WAND_CLASS)) {
95.   		    mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */
96.   		    slept_monst(mtmp);
97.   		}
98.   		mtmp = mtmp->nmon;
99.   	}
100.  }
101.  
102.  /*
103.   * Charm snakes in range.  Note that the snakes are NOT tamed.
104.   */
105.  
106.  STATIC_OVL void
107.  charm_snakes(distance)
108.  int distance;
109.  {
110.  	register struct monst *mtmp = fmon;
111.  	int could_see_mon, was_peaceful;
112.  
113.  	while (mtmp) {
114.  	    if (mtmp->data->mlet == S_SNAKE && mtmp->mcanmove &&
115.  		    distu(mtmp->mx, mtmp->my) < distance) {
116.  		was_peaceful = mtmp->mpeaceful;
117.  		mtmp->mpeaceful = 1;
118.  		could_see_mon = canseemon(mtmp);
119.  		mtmp->mundetected = 0;
120.  		newsym(mtmp->mx, mtmp->my);
121.  		if (canseemon(mtmp)) {
122.  		    if (!could_see_mon)
123.  			You("notice %s, swaying with the music.",
124.  			    an(mon_nam(mtmp)));
125.  		    else
126.  			pline("%s freezes, then sways with the music%s.",
127.  			      Monnam(mtmp),
128.  			      was_peaceful ? "" : ", and now seems quieter");
129.  		}
130.  	    }
131.  	    mtmp = mtmp->nmon;
132.  	}
133.  }
134.  
135.  /*
136.   * Calm nymphs in range.
137.   */
138.  
139.  STATIC_OVL void
140.  calm_nymphs(distance)
141.  int distance;
142.  {
143.  	register struct monst *mtmp = fmon;
144.  
145.  	while (mtmp) {
146.  	    if (mtmp->data->mlet == S_NYMPH && mtmp->mcanmove &&
147.  		    distu(mtmp->mx, mtmp->my) < distance) {
148.  		mtmp->msleeping = 0;
149.  		mtmp->mpeaceful = 1;
150.  		if (canseemon(mtmp))
151.  		    pline(
152.  		     "%s listens cheerfully to the music, then seems quieter.",
153.  			  Monnam(mtmp));
154.  	    }
155.  	    mtmp = mtmp->nmon;
156.  	}
157.  }
158.  
159.  /* Awake only soldiers of the level. */
160.  
161.  void
162.  awaken_soldiers()
163.  {
164.  	register struct monst *mtmp = fmon;
165.  
166.  	while(mtmp) {
167.  	    if (is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
168.  		mtmp->mpeaceful = mtmp->msleeping = mtmp->mfrozen = 0;
169.  		mtmp->mcanmove = 1;
170.  		if (canseemon(mtmp))
171.  		    pline("%s is now ready for battle!", Monnam(mtmp));
172.  		else
173.  		    Norep("You hear the rattle of battle gear being readied.");
174.  	    }
175.  	    mtmp = mtmp->nmon;
176.  	}
177.  }
178.  
179.  /* Charm monsters in range.  Note that they may resist the spell. */
180.  
181.  STATIC_OVL void
182.  charm_monsters(distance)
183.  int distance;
184.  {
185.  	register struct monst *mtmp = fmon, *mtmp2;
186.  
187.  	while(mtmp) {
188.  		mtmp2 = mtmp->nmon;
189.  		if (distu(mtmp->mx, mtmp->my) <= distance)
190.  		    if(!resist(mtmp, SCROLL_CLASS, 0, NOTELL))
191.  			(void) tamedog(mtmp, (struct obj *) 0);
192.  		mtmp = mtmp2;
193.  	}
194.  
195.  }
196.  
197.  /* Generate earthquake :-) of desired force.
198.   * That is:  create random chasms (pits).
199.   */
200.  
201.  STATIC_OVL void
202.  do_earthquake(force)
203.  int force;
204.  {
205.  	register int x,y;
206.  	struct monst *mtmp;
207.  	struct obj *otmp;
208.  	struct trap *chasm;
209.  	int start_x, start_y, end_x, end_y;
210.  
211.  	start_x = u.ux - (force * 2);
212.  	start_y = u.uy - (force * 2);
213.  	end_x = u.ux + (force * 2);
214.  	end_y = u.uy + (force * 2);
215.  	if (start_x < 1) start_x = 1;
216.  	if (start_y < 1) start_y = 1;
217.  	if (end_x >= COLNO) end_x = COLNO - 1;
218.  	if (end_y >= ROWNO) end_y = ROWNO - 1;
219.  	for (x=start_x; x<=end_x; x++) for (y=start_y; y<=end_y; y++) {
220.  	    if ((mtmp = m_at(x,y)) != 0) {
221.  		wakeup(mtmp);	/* peaceful monster will become hostile */
222.  		if (mtmp->mundetected && is_hider(mtmp->data)) {
223.  		    mtmp->mundetected = 0;
224.  		    if (cansee(x,y))
225.  			pline("%s is shaken loose from the ceiling!",
226.  							    Amonnam(mtmp));
227.  		    else
228.  			You_hear("a thumping sound.");
229.  		    if (x==u.ux && y==u.uy)
230.  			You("easily dodge the falling %s.",
231.  							    mon_nam(mtmp));
232.  		    newsym(x,y);
233.  		}
234.  	    }
235.  	    if (!rn2(14 - force)) switch (levl[x][y].typ) {
236.  		  case FOUNTAIN : /* Make the fountain disappear */
237.  			if (cansee(x,y))
238.  				pline_The("fountain falls into a chasm.");
239.  			goto do_pit;
240.  #ifdef SINKS
241.  		  case SINK :
242.  			if (cansee(x,y))
243.  				pline_The("kitchen sink falls into a chasm.");
244.  			goto do_pit;
245.  #endif
246.  		  case ALTAR :
247.  			if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) break;
248.  
249.  			if (cansee(x,y))
250.  				pline_The("altar falls into a chasm.");
251.  			goto do_pit;
252.  		  case GRAVE :
253.  			if (cansee(x,y))
254.  				pline("The headstone topples into a chasm.");
255.  			goto do_pit;
256.  		  case THRONE :
257.  			if (cansee(x,y))
258.  				pline_The("throne falls into a chasm.");
259.  			/* Falls into next case */
260.  		  case ROOM :
261.  		  case CORR : /* Try to make a pit */
262.  do_pit:		    chasm = maketrap(x,y,PIT);
263.  		    if (!chasm) break;	/* no pit if portal at that location */
264.  		    chasm->tseen = 1;
265.  
266.  		    levl[x][y].doormask = 0;
267.  
268.  		    mtmp = m_at(x,y);
269.  
270.  		    if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
271.  			if (cansee(x, y))
272.  			   pline("KADOOM! The boulder falls into a chasm%s!",
273.  			      ((x == u.ux) && (y == u.uy)) ? " below you" : "");
274.  			if (mtmp)
275.  				mtmp->mtrapped = 0;
276.  			obj_extract_self(otmp);
277.  			(void) flooreffects(otmp, x, y, "");
278.  			break;
279.  		    }
280.  
281.  		    /* We have to check whether monsters or player
282.  		       falls in a chasm... */
283.  
284.  		    if (mtmp) {
285.  			if(!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) {
286.  			    mtmp->mtrapped = 1;
287.  			    if(cansee(x,y))
288.  				pline("%s falls into a chasm!", Monnam(mtmp));
289.  			    else if (flags.soundok && humanoid(mtmp->data))
290.  				You_hear("a scream!");
291.  			    mselftouch(mtmp, "Falling, ", TRUE);
292.  			    if (mtmp->mhp > 0)
293.  				if ((mtmp->mhp -= rnd(6)) <= 0) {
294.  				    if(!cansee(x,y))
295.  					pline("It is destroyed!");
296.  				    else {
297.  					You("destroy %s!", mtmp->mtame ?
298.  					    x_monnam(mtmp, 0, "poor", 0) :
299.  					    mon_nam(mtmp));
300.  				    }
301.  				    xkilled(mtmp,0);
302.  				}
303.  			}
304.  		    } else if (x == u.ux && y == u.uy) {
305.  			    if (Levitation || Flying ||
306.  						is_clinger(youmonst.data)) {
307.  				    pline("A chasm opens up under you!");
308.  				    You("don't fall in!");
309.  			    } else {
310.  				    You("fall into a chasm!");
311.  				    u.utrap = rn1(6,2);
312.  				    u.utraptype = TT_PIT;
313.  				    losehp(rnd(6),"fell into a chasm",
314.  					NO_KILLER_PREFIX);
315.  				    selftouch("Falling, you");
316.  			    }
317.  		    } else newsym(x,y);
318.  		    break;
319.  		  case DOOR : /* Make the door collapse */
320.  		    if (levl[x][y].doormask == D_NODOOR) goto do_pit;
321.  		    if (cansee(x,y))
322.  			pline_The("door collapses.");
323.  		    if (*in_rooms(x, y, SHOPBASE))
324.  			add_damage(x, y, 0L);
325.  		    levl[x][y].doormask = D_NODOOR;
326.  		    newsym(x,y);
327.  		    break;
328.  	    }
329.  	}
330.  }
331.  
332.  /*
333.   * The player is trying to extract something from his/her instrument.
334.   */
335.  
336.  STATIC_OVL int
337.  do_improvisation(instr)
338.  struct obj *instr;
339.  {
340.  	int damage, do_spec = !Confusion;
341.  #if defined(MAC) || defined(AMIGA) || defined(VPIX_MUSIC) || defined (PCMUSIC)
342.  	struct obj itmp;
343.  
344.  	itmp = *instr;
345.  	/* if won't yield special effect, make sound of mundane counterpart */
346.  	if (!do_spec || instr->spe <= 0)
347.  	    while (objects[itmp.otyp].oc_magic) itmp.otyp -= 1;
348.  # ifdef MAC
349.  	mac_speaker(&itmp, "C");
350.  # endif
351.  # ifdef AMIGA
352.  	amii_speaker(&itmp, "Cw", AMII_OKAY_VOLUME);
353.  # endif
354.  # ifdef VPIX_MUSIC
355.  	if (sco_flag_console)
356.  	    speaker(&itmp, "C");
357.  # endif
358.  #ifdef PCMUSIC
359.  	  pc_speaker ( &itmp, "C");
360.  #endif
361.  #endif /* MAC || AMIGA || VPIX_MUSIC || PCMUSIC */
362.  
363.  	if (!do_spec)
364.  	    pline("What you produce is quite far from music...");
365.  	else
366.  	    You("start playing %s.", the(xname(instr)));
367.  
368.  	switch (instr->otyp) {
369.  	case MAGIC_FLUTE:		/* Make monster fall asleep */
370.  	    if (do_spec && instr->spe > 0) {
371.  		check_unpaid(instr);
372.  		instr->spe--;
373.  		You("produce soft music.");
374.  		put_monsters_to_sleep(u.ulevel * 5);
375.  		exercise(A_DEX, TRUE);
376.  		break;
377.  	    } /* else FALLTHRU */
378.  	case WOODEN_FLUTE:		/* May charm snakes */
379.  	    do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
380.  	    pline("%s %s.", The(xname(instr)),
381.  		  do_spec ? "trills" : "toots");
382.  	    if (do_spec) charm_snakes(u.ulevel * 3);
383.  	    exercise(A_DEX, TRUE);
384.  	    break;
385.  	case FROST_HORN:		/* Idem wand of cold */
386.  	case FIRE_HORN:			/* Idem wand of fire */
387.  	    if (do_spec && instr->spe > 0) {
388.  		check_unpaid(instr);
389.  		instr->spe--;
390.  		if (!getdir((char *)0)) {
391.  		    pline("%s vibrates.", The(xname(instr)));
392.  		    break;
393.  		} else if (!u.dx && !u.dy && !u.dz) {
394.  		    if ((damage = zapyourself(instr, TRUE)) != 0)
395.  			losehp(damage,
396.  			       self_pronoun("using a magical horn on %sself",
397.  					    "him"),
398.  			       NO_KILLER_PREFIX);
399.  		} else {
400.  		    buzz((instr->otyp == FROST_HORN) ? AD_COLD-1 : AD_FIRE-1,
401.  			 rn1(6,6), u.ux, u.uy, u.dx, u.dy);
402.  		}
403.  		makeknown(instr->otyp);
404.  		break;
405.  	    } /* else FALLTHRU */
406.  	case TOOLED_HORN:		/* Awaken or scare monsters */
407.  	    You("produce a frightful, grave sound.");
408.  	    awaken_monsters(u.ulevel * 30);
409.  	    exercise(A_WIS, FALSE);
410.  	    break;
411.  	case BUGLE:			/* Awaken & attract soldiers */
412.  	    You("extract a loud noise from %s.", the(xname(instr)));
413.  	    awaken_soldiers();
414.  	    exercise(A_WIS, FALSE);
415.  	    break;
416.  	case MAGIC_HARP:		/* Charm monsters */
417.  	    if (do_spec && instr->spe > 0) {
418.  		check_unpaid(instr);
419.  		instr->spe--;
420.  		pline("%s produces very attractive music.",
421.  		      The(xname(instr)));
422.  		charm_monsters((u.ulevel - 1) / 3 + 1);
423.  		exercise(A_DEX, TRUE);
424.  		break;
425.  	    } /* else FALLTHRU */
426.  	case WOODEN_HARP:		/* May calm Nymph */
427.  	    do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
428.  	    pline("%s %s.", The(xname(instr)),
429.  		  do_spec ? "produces a lilting melody" : "twangs");
430.  	    if (do_spec) calm_nymphs(u.ulevel * 3);
431.  	    exercise(A_DEX, TRUE);
432.  	    break;
433.  	case DRUM_OF_EARTHQUAKE:	/* create several pits */
434.  	    if (do_spec && instr->spe > 0) {
435.  		check_unpaid(instr);
436.  		instr->spe--;
437.  		You("produce a heavy, thunderous rolling!");
438.  		pline_The("entire dungeon is shaking around you!");
439.  		do_earthquake((u.ulevel - 1) / 3 + 1);
440.  		/* shake up monsters in a much larger radius... */
441.  		awaken_monsters(ROWNO * COLNO);
442.  		makeknown(DRUM_OF_EARTHQUAKE);
443.  		break;
444.  	    } /* else FALLTHRU */
445.  	case LEATHER_DRUM:		/* Awaken monsters */
446.  	    You("beat a deafening row!");
447.  	    awaken_monsters(u.ulevel * 40);
448.  	    exercise(A_WIS, FALSE);
449.  	    break;
450.  	default:
451.  	    impossible("What a weird instrument (%d)!", instr->otyp);
452.  	    break;
453.  	}
454.  	return 2;		/* That takes time */
455.  }
456.  
457.  /*
458.   * So you want music...
459.   */
460.  
461.  int
462.  do_play_instrument(instr)
463.  struct obj *instr;
464.  {
465.      char buf[BUFSZ], c = 'y';
466.  #ifndef	AMIGA
467.  	char *s;
468.  #endif
469.      int x,y;
470.      boolean ok;
471.  
472.      if (Underwater) {
473.  	You_cant("play music underwater!");
474.  	return(0);
475.      }
476.      if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
477.  	c = yn("Improvise?");
478.      }
479.      if (c == 'n') {
480.  	if (u.uevent.uheard_tune == 2 && yn("Play the passtune?") == 'y')
481.  		Strcpy(buf, tune);
482.  	else
483.  		getlin("What tune are you playing? [what 5 notes]", buf);
484.  #ifndef	AMIGA
485.  	/* The AMIGA supports two octaves of notes */
486.  	for (s=buf; *s; s++) *s = highc(*s);
487.  #endif
488.  	You("extract a strange sound from %s!", the(xname(instr)));
489.  #ifdef UNIX386MUSIC
490.  	/* if user is at the console, play through the console speaker */
491.  	if (atconsole())
492.  	    speaker(instr, buf);
493.  #endif
494.  #ifdef VPIX_MUSIC
495.  	if (sco_flag_console)
496.  	    speaker(instr, buf);
497.  #endif
498.  #ifdef MAC
499.  	mac_speaker ( instr , buf ) ;
500.  #endif
501.  #ifdef PCMUSIC
502.  	pc_speaker ( instr, buf );
503.  #endif
504.  #ifdef AMIGA
505.  	{
506.  		char nbuf[ 20 ];
507.  		int i;
508.  		for( i = 0; buf[i] && i < 5; ++i )
509.  		{
510.  			nbuf[ i*2 ] = buf[ i ];
511.  			nbuf[ (i*2)+1 ] = 'h';
512.  		}
513.  		nbuf[ i*2 ] = 0;
514.  		amii_speaker ( instr , nbuf, AMII_OKAY_VOLUME ) ;
515.  	}
516.  #endif
517.  	/* Check if there was the Stronghold drawbridge near
518.  	 * and if the tune conforms to what we're waiting for.
519.  	 */
520.  	if(Is_stronghold(&u.uz)) {
521.  	    exercise(A_WIS, TRUE);		/* just for trying */
522.  	    if(!strcmp(buf,tune)) {
523.  		/* Search for the drawbridge */
524.  		for(y=u.uy-1; y<=u.uy+1; y++)
525.  		    for(x=u.ux-1;x<=u.ux+1;x++)
526.  			if(isok(x,y))
527.  			if(find_drawbridge(&x,&y)) {
528.  			    u.uevent.uheard_tune = 2; /* tune now fully known */
529.  			    if(levl[x][y].typ == DRAWBRIDGE_DOWN)
530.  				close_drawbridge(x,y);
531.  			    else
532.  				open_drawbridge(x,y);
533.  			    return 0;
534.  			}
535.  	    } else if(flags.soundok) {
536.  		if (u.uevent.uheard_tune < 1) u.uevent.uheard_tune = 1;
537.  		/* Okay, it wasn't the right tune, but perhaps
538.  		 * we can give the player some hints like in the
539.  		 * Mastermind game */
540.  		ok = FALSE;
541.  		for(y = u.uy-1; y <= u.uy+1 && !ok; y++)
542.  		    for(x = u.ux-1; x <= u.ux+1 && !ok; x++)
543.  			if(isok(x,y))
544.  			if(IS_DRAWBRIDGE(levl[x][y].typ) ||
545.  			   is_drawbridge_wall(x,y) >= 0)
546.  				ok = TRUE;
547.  		if(ok) { /* There is a drawbridge near */
548.  		    int tumblers, gears;
549.  		    boolean matched[5];
550.  
551.  		    tumblers = gears = 0;
552.  		    for(x=0; x < 5; x++)
553.  			matched[x] = FALSE;
554.  
555.  		    for(x=0; x < (int)strlen(buf); x++)
556.  			if(x < 5) {
557.  			    if(buf[x] == tune[x]) {
558.  				gears++;
559.  				matched[x] = TRUE;
560.  			    } else
561.  				for(y=0; y < 5; y++)
562.  				    if(!matched[y] &&
563.  				       buf[x] == tune[y] &&
564.  				       buf[y] != tune[y]) {
565.  					tumblers++;
566.  					matched[y] = TRUE;
567.  					break;
568.  				    }
569.  			}
570.  		    if(tumblers)
571.  			if(gears)
572.  			    You_hear("%d tumbler%s click and %d gear%s turn.",
573.  				tumblers, plur(tumblers), gears, plur(gears));
574.  			else
575.  			    You_hear("%d tumbler%s click.",
576.  				tumblers, plur(tumblers));
577.  		    else if(gears) {
578.  			You_hear("%d gear%s turn.", gears, plur(gears));
579.  			/* could only get `gears == 5' by playing five
580.  			   correct notes followed by excess; otherwise,
581.  			   tune would have matched above */
582.  			if (gears == 5) u.uevent.uheard_tune = 2;
583.  		    }
584.  		}
585.  	    }
586.  	  }
587.  	return 1;
588.      } else
589.  	    return do_improvisation(instr);
590.  }
591.  
592.  #ifdef UNIX386MUSIC
593.  /*
594.   * Play audible music on the machine's speaker if appropriate.
595.   */
596.  
597.  STATIC_OVL int
598.  atconsole()
599.  {
600.      /*
601.       * Kluge alert: This code assumes that your [34]86 has no X terminals
602.       * attached and that the console tty type is AT386 (this is always true
603.       * under AT&T UNIX for these boxen). The theory here is that your remote
604.       * ttys will have terminal type `ansi' or something else other than
605.       * `AT386' or `xterm'. We'd like to do better than this, but testing
606.       * to see if we're running on the console physical terminal is quite
607.       * difficult given the presence of virtual consoles and other modern
608.       * UNIX impedimenta...
609.       */
610.      char	*termtype = getenv("TERM");
611.  
612.       return(!strcmp(termtype, "AT386") || !strcmp(termtype, "xterm"));
613.  }
614.  
615.  STATIC_OVL void
616.  speaker(instr, buf)
617.  struct obj *instr;
618.  char	*buf;
619.  {
620.      /*
621.       * For this to work, you need to have installed the PD speaker-control
622.       * driver for PC-compatible UNIX boxes that I (esr@snark.thyrsus.com)
623.       * posted to comp.sources.unix in Feb 1990.  A copy should be included
624.       * with your nethack distribution.
625.       */
626.      int	fd;
627.  
628.      if ((fd = open("/dev/speaker", 1)) != -1)
629.      {
630.  	/* send a prefix to modify instrumental `timbre' */
631.  	switch (instr->otyp)
632.  	{
633.  	case WOODEN_FLUTE:
634.  	case MAGIC_FLUTE:
635.  	    (void) write(fd, ">ol", 1); /* up one octave & lock */
636.  	    break;
637.  	case TOOLED_HORN:
638.  	case FROST_HORN:
639.  	case FIRE_HORN:
640.  	    (void) write(fd, "<<ol", 2); /* drop two octaves & lock */
641.  	    break;
642.  	case BUGLE:
643.  	    (void) write(fd, "ol", 2); /* octave lock */
644.  	    break;
645.  	case WOODEN_HARP:
646.  	case MAGIC_HARP:
647.  	    (void) write(fd, "l8mlol", 4); /* fast, legato, octave lock */
648.  	    break;
649.  	}
650.  	(void) write(fd, buf, strlen(buf));
651.  	(void) close(fd);
652.      }
653.  }
654.  #endif /* UNIX386MUSIC */
655.  
656.  #ifdef VPIX_MUSIC
657.  
658.  # if 0
659.  #include <sys/types.h>
660.  #include <sys/console.h>
661.  #include <sys/vtkd.h>
662.  # else
663.  #define KIOC ('K' << 8)
664.  #define KDMKTONE (KIOC | 8)
665.  # endif
666.  
667.  #define noDEBUG
668.  
669.  STATIC_OVL void tone(hz, ticks)
670.  /* emit tone of frequency hz for given number of ticks */
671.  unsigned int hz, ticks;
672.  {
673.      ioctl(0,KDMKTONE,hz|((ticks*10)<<16));
674.  # ifdef DEBUG
675.      printf("TONE: %6d %6d\n",hz,ticks * 10);
676.  # endif
677.      nap(ticks * 10);
678.  }
679.  
680.  STATIC_OVL void rest(ticks)
681.  /* rest for given number of ticks */
682.  int	ticks;
683.  {
684.      nap(ticks * 10);
685.  # ifdef DEBUG
686.      printf("REST:        %6d\n",ticks * 10);
687.  # endif
688.  }
689.  
690.  
691.  #include "interp.c"	/* from snd86unx.shr */
692.  
693.  
694.  STATIC_OVL void
695.  speaker(instr, buf)
696.  struct obj *instr;
697.  char	*buf;
698.  {
699.      /* emit a prefix to modify instrumental `timbre' */
700.      playinit();
701.      switch (instr->otyp)
702.      {
703.  	case WOODEN_FLUTE:
704.  	case MAGIC_FLUTE:
705.  	    playstring(">ol", 1); /* up one octave & lock */
706.  	    break;
707.  	case TOOLED_HORN:
708.  	case FROST_HORN:
709.  	case FIRE_HORN:
710.  	    playstring("<<ol", 2); /* drop two octaves & lock */
711.  	    break;
712.  	case BUGLE:
713.  	    playstring("ol", 2); /* octave lock */
714.  	    break;
715.  	case WOODEN_HARP:
716.  	case MAGIC_HARP:
717.  	    playstring("l8mlol", 4); /* fast, legato, octave lock */
718.  	    break;
719.      }
720.      playstring( buf, strlen(buf));
721.  }
722.  
723.  # ifdef DEBUG
724.  main(argc,argv)
725.  char *argv[];
726.  {
727.      if (argc == 2) {
728.  	playinit();
729.  	playstring(argv[1], strlen(argv[1]));
730.      }
731.  }
732.  # endif
733.  #endif	/* VPIX_MUSIC */
734.  
735.  /*music.c*/

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