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Below is the full text to bones.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/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	3.4	2001/04/12	*/
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_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.   
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.   
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.   
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.  			} else if (otmp->otyp == BELL_OF_OPENING) {
110.  			    otmp->otyp = BELL;
111.  			    curse(otmp);
112.  			} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
113.  			    otmp->otyp = SPE_BLANK_PAPER;
114.  			    curse(otmp);
115.  			}
116.  		}
117.  	}
118.  }
119.  
120.  STATIC_OVL void
121.  drop_upon_death(mtmp, cont)
122.  struct monst *mtmp;
123.  struct obj *cont;
124.  {
125.  	struct obj *otmp;
126.  
127.  	while ((otmp = invent) != 0) {
128.  		obj_extract_self(otmp);
129.  		obj_no_longer_held(otmp);
130.  
131.  		otmp->owornmask = 0;
132.  		/* lamps don't go out when dropped */
133.  		if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
134.  		    end_burn(otmp, TRUE);	/* smother in statue */
135.  
136.  		if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
137.  
138.  		if(rn2(5)) curse(otmp);
139.  		if (mtmp)
140.  			(void) add_to_minv(mtmp, otmp);
141.  		else if (cont)
142.  			(void) add_to_container(cont, otmp);
143.  		else
144.  			place_object(otmp, u.ux, u.uy);
145.  	}
146.  #ifndef GOLDOBJ
147.  	if(u.ugold) {
148.  		long ugold = u.ugold;
149.  		if (mtmp) mtmp->mgold = ugold;
150.  		else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
151.  		else (void)mkgold(ugold, u.ux, u.uy);
152.  		u.ugold = ugold;	/* undo mkgoldobj()'s removal */
153.  	}
154.  #endif
155.  	if (cont) cont->owt = weight(cont);
156.  }
157.  
158.  /* check whether bones are feasible */
159.  boolean
160.  can_make_bones()
161.  {
162.  	register struct trap *ttmp;
163.  
164.  	if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
165.  	    return FALSE;
166.  	if (no_bones_level(&u.uz))
167.  	    return FALSE;		/* no bones for specific levels */
168.  	if (!Is_branchlev(&u.uz)) {
169.  	    /* no bones on non-branches with portals */
170.  	    for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
171.  		if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
172.  	}
173.  
174.  	if(depth(&u.uz) <= 0 ||		/* bulletproofing for endgame */
175.  	   (!rn2(1 + (depth(&u.uz)>>2))	/* fewer ghosts on low levels */
176.  #ifdef WIZARD
177.  		&& !wizard
178.  #endif
179.  		)) return FALSE;
180.  	/* don't let multiple restarts generate multiple copies of objects
181.  	 * in bones files */
182.  	if (discover) return FALSE;
183.  	return TRUE;
184.  }
185.  
186.  /* save bones and possessions of a deceased adventurer */
187.  void
188.  savebones(corpse)
189.  struct obj *corpse;
190.  {
191.  	int fd, x, y;
192.  	struct trap *ttmp;
193.  	struct monst *mtmp;
194.  	struct permonst *mptr;
195.  	struct fruit *f;
196.  	char c, *bonesid;
197.  
198.  	/* caller has already checked `can_make_bones()' */
199.  
200.  	fd = open_bonesfile(&u.uz, &bonesid);
201.  	if (fd >= 0) {
202.  		(void) close(fd);
203.  		compress_bonesfile();
204.  #ifdef WIZARD
205.  		if (wizard) {
206.  		    if (yn("Bones file already exists.  Replace it?") == 'y') {
207.  			if (delete_bonesfile(&u.uz)) goto make_bones;
208.  			else pline("Cannot unlink old bones.");
209.  		    }
210.  		}
211.  #endif
212.  		return;
213.  	}
214.  
215.  #ifdef WIZARD
216.   make_bones:
217.  #endif
218.  	unleash_all();
219.  	/* in case these characters are not in their home bases */
220.  	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
221.  	    if (DEADMONSTER(mtmp)) continue;
222.  	    mptr = mtmp->data;
223.  	    if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] ||
224.  		    mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER ||
225.  		    mptr == &mons[PM_VLAD_THE_IMPALER])
226.  		mongone(mtmp);
227.  	}
228.  #ifdef STEED
229.  	if (u.usteed) dismount_steed(DISMOUNT_BONES);
230.  #endif
231.  	dmonsfree();		/* discard dead or gone monsters */
232.  
233.  	/* mark all fruits as nonexistent; when we come to them we'll mark
234.  	 * them as existing (using goodfruit())
235.  	 */
236.  	for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
237.  
238.  	/* check iron balls separately--maybe they're not carrying it */
239.  	if (uball) uball->owornmask = uchain->owornmask = 0;
240.  
241.  	/* dispose of your possessions, usually cursed */
242.  	if (u.ugrave_arise == (NON_PM - 1)) {
243.  		struct obj *otmp;
244.  
245.  		/* embed your possessions in your statue */
246.  		otmp = mk_named_object(STATUE, &mons[u.umonnum],
247.  				       u.ux, u.uy, plname);
248.  
249.  		drop_upon_death((struct monst *)0, otmp);
250.  		if (!otmp) return;	/* couldn't make statue */
251.  		mtmp = (struct monst *)0;
252.  	} else if (u.ugrave_arise < LOW_PM) {
253.  		/* drop everything */
254.  		drop_upon_death((struct monst *)0, (struct obj *)0);
255.  		/* trick makemon() into allowing monster creation
256.  		 * on your location
257.  		 */
258.  		in_mklev = TRUE;
259.  		mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
260.  		in_mklev = FALSE;
261.  		if (!mtmp) return;
262.  		mtmp = christen_monst(mtmp, plname);
263.  		if (corpse)
264.  			(void) obj_attach_mid(corpse, mtmp->m_id); 
265.  	} else {
266.  		/* give your possessions to the monster you become */
267.  		in_mklev = TRUE;
268.  		mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
269.  		in_mklev = FALSE;
270.  		if (!mtmp) {
271.  			drop_upon_death((struct monst *)0, (struct obj *)0);
272.  			return;
273.  		}
274.  		mtmp = christen_monst(mtmp, plname);
275.  		newsym(u.ux, u.uy);
276.  		Your("body rises from the dead as %s...",
277.  			an(mons[u.ugrave_arise].mname));
278.  		display_nhwindow(WIN_MESSAGE, FALSE);
279.  		drop_upon_death(mtmp, (struct obj *)0);
280.  		m_dowear(mtmp, TRUE);
281.  	}
282.  	if (mtmp) {
283.  		mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
284.  		mtmp->mhp = mtmp->mhpmax = u.uhpmax;
285.  		mtmp->female = flags.female;
286.  		mtmp->msleeping = 1;
287.  	}
288.  	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
289.  		resetobjs(mtmp->minvent,FALSE);
290.  		/* do not zero out m_ids for bones levels any more */
291.  		mtmp->mlstmv = 0L;
292.  		if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
293.  	}
294.  	for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
295.  		ttmp->madeby_u = 0;
296.  		ttmp->tseen = (ttmp->ttyp == HOLE);
297.  	}
298.  	resetobjs(fobj,FALSE);
299.  	resetobjs(level.buriedobjlist, FALSE);
300.  
301.  	/* Hero is no longer on the map. */
302.  	u.ux = u.uy = 0;
303.  
304.  	/* Clear all memory from the level. */
305.  	for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
306.  	    levl[x][y].seenv = 0;
307.  	    levl[x][y].waslit = 0;
308.  	    levl[x][y].glyph = cmap_to_glyph(S_stone);
309.  	}
310.  
311.  	fd = create_bonesfile(&u.uz, &bonesid);
312.  	if(fd < 0) {
313.  #ifdef WIZARD
314.  		if(wizard)
315.  			pline("Cannot create bones file - create failed");
316.  #endif
317.  		return;
318.  	}
319.  	c = (char) (strlen(bonesid) + 1);
320.  
321.  #ifdef MFLOPPY  /* check whether there is room */
322.  	if (iflags.checkspace) {
323.  	    savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
324.  	    /* savelev() initializes bytes_counted to 0, so it must come
325.  	     * first here even though it does not in the real save.  the
326.  	     * resulting extra bflush() at the end of savelev() may increase
327.  	     * bytes_counted by a couple over what the real usage will be.
328.  	     *
329.  	     * note it is safe to call store_version() here only because
330.  	     * bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
331.  	     * this code would have to know the size of the version
332.  	     * information itself.
333.  	     */
334.  	    store_version(fd);
335.  	    bwrite(fd, (genericptr_t) &c, sizeof c);
336.  	    bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
337.  	    savefruitchn(fd, COUNT_SAVE);
338.  	    bflush(fd);
339.  	    if (bytes_counted > freediskspace(bones)) { /* not enough room */
340.  # ifdef WIZARD
341.  		if (wizard)
342.  			pline("Insufficient space to create bones file.");
343.  # endif
344.  		(void) close(fd);
345.  		cancel_bonesfile();
346.  		return;
347.  	    }
348.  	    co_false();	/* make sure stuff before savelev() gets written */
349.  	}
350.  #endif /* MFLOPPY */
351.  
352.  	store_version(fd);
353.  	bwrite(fd, (genericptr_t) &c, sizeof c);
354.  	bwrite(fd, (genericptr_t) bonesid, (unsigned) c);	/* DD.nnn */
355.  	savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
356.  	update_mlstmv();	/* update monsters for eventual restoration */
357.  	savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
358.  	bclose(fd);
359.  	commit_bonesfile(&u.uz);
360.  	compress_bonesfile();
361.  }
362.  
363.  int
364.  getbones()
365.  {
366.  	register int fd;
367.  	register int ok;
368.  	char c, *bonesid, oldbonesid[10];
369.  
370.  	if(discover)		/* save bones files for real games */
371.  		return(0);
372.  
373.  	/* wizard check added by GAN 02/05/87 */
374.  	if(rn2(3)	/* only once in three times do we find bones */
375.  #ifdef WIZARD
376.  		&& !wizard
377.  #endif
378.  		) return(0);
379.  	if(no_bones_level(&u.uz)) return(0);
380.  	fd = open_bonesfile(&u.uz, &bonesid);
381.  	if (fd < 0) return(0);
382.  
383.  	if ((ok = uptodate(fd, bones)) == 0) {
384.  #ifdef WIZARD
385.  	    if (!wizard)
386.  #endif
387.  		pline("Discarding unuseable bones; no need to panic...");
388.  	} else {
389.  #ifdef WIZARD
390.  		if(wizard)  {
391.  			if(yn("Get bones?") == 'n') {
392.  				(void) close(fd);
393.  				compress_bonesfile();
394.  				return(0);
395.  			}
396.  		}
397.  #endif
398.  		mread(fd, (genericptr_t) &c, sizeof c);	/* length incl. '\0' */
399.  		mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
400.  		if (strcmp(bonesid, oldbonesid)) {
401.  #ifdef WIZARD
402.  			if (wizard) {
403.  				pline("This is bones level '%s', not '%s'!",
404.  					oldbonesid, bonesid);
405.  				ok = FALSE;	/* won't die of trickery */
406.  			}
407.  #endif
408.  			trickery();
409.  		} else {
410.  			register struct monst *mtmp;
411.  			int mndx;
412.  
413.  			getlev(fd, 0, 0, TRUE);
414.  
415.  			/* to correctly reset named artifacts on the level and
416.  			   to keep tabs on unique monsters like demon lords */
417.  			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
418.  			    mndx = monsndx(mtmp->data);
419.  			    if (mvitals[mndx].mvflags & G_EXTINCT) {
420.  				mongone(mtmp);
421.  			    } else {
422.  				if (mons[mndx].geno & G_UNIQ)
423.  				    mvitals[mndx].mvflags |= G_EXTINCT;
424.  				resetobjs(mtmp->minvent,TRUE);
425.  			    }
426.  			}
427.  			resetobjs(fobj,TRUE);
428.  			resetobjs(level.buriedobjlist,TRUE);
429.  		}
430.  	}
431.  	(void) close(fd);
432.  
433.  #ifdef WIZARD
434.  	if(wizard) {
435.  		if(yn("Unlink bones?") == 'n') {
436.  			compress_bonesfile();
437.  			return(ok);
438.  		}
439.  	}
440.  #endif
441.  	if (!delete_bonesfile(&u.uz)) {
442.  		/* When N games try to simultaneously restore the same
443.  		 * bones file, N-1 of them will fail to delete it
444.  		 * (the first N-1 under AmigaDOS, the last N-1 under UNIX).
445.  		 * So no point in a mysterious message for a normal event
446.  		 * -- just generate a new level for those N-1 games.
447.  		 */
448.  		/* pline("Cannot unlink bones."); */
449.  		return(0);
450.  	}
451.  	return(ok);
452.  }
453.  
454.  /*bones.c*/

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