/* SCCS Id: @(#)bones.c 3.4 2003/11/29 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #include "lev.h" extern char bones[]; /* from files.c */ #ifdef MFLOPPY extern long bytes_counted; #endif STATIC_DCL boolean FDECL(no_bones_level, (d_level *)); STATIC_DCL void FDECL(goodfruit, (int)); STATIC_DCL void FDECL(resetobjs,(struct obj *,BOOLEAN_P)); STATIC_DCL void FDECL(drop_upon_death, (struct monst *, struct obj *)); STATIC_OVL boolean no_bones_level(lev) d_level *lev; { extern d_level save_dlevel; /* in do.c */ s_level *sptr; if (ledger_no(&save_dlevel)) assign_level(lev, &save_dlevel); return (boolean)(((sptr = Is_special(lev)) != 0 && !sptr->boneid) || !dungeons[lev->dnum].boneid /* no bones on the last or multiway branch levels */ /* in any dungeon (level 1 isn't multiway). */ || Is_botlevel(lev) || (Is_branchlev(lev) && lev->dlevel > 1) /* no bones in the invocation level */ || (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1) ); } /* Call this function for each fruit object saved in the bones level: it marks * that particular type of fruit as existing (the marker is that that type's * ID is positive instead of negative). This way, when we later save the * chain of fruit types, we know to only save the types that exist. */ STATIC_OVL void goodfruit(id) int id; { register struct fruit *f; for(f=ffruit; f; f=f->nextf) { if(f->fid == -id) { f->fid = id; return; } } } STATIC_OVL void resetobjs(ochain,restore) struct obj *ochain; boolean restore; { struct obj *otmp; for (otmp = ochain; otmp; otmp = otmp->nobj) { if (otmp->cobj) resetobjs(otmp->cobj,restore); if (restore) { /* artifact bookeeping needs to be done during restore; other fixups are done while saving */ if (otmp->oartifact) { if (exist_artifact(otmp->otyp, ONAME(otmp)) || is_quest_artifact(otmp)) { /* prevent duplicate--revert to ordinary obj */ otmp->oartifact = 0; otmp->onamelth = 0; *ONAME(otmp) = '\0'; } else { artifact_exists(otmp, ONAME(otmp), TRUE); } } } else { /* saving */ /* do not zero out o_ids for ghost levels anymore */ if(objects[otmp->otyp].oc_uses_known) otmp->known = 0; otmp->dknown = otmp->bknown = 0; otmp->rknown = 0; otmp->invlet = 0; otmp->no_charge = 0; /* strip user-supplied names */ /* Statue and some corpse names are left intact, presumeably in case they came from score file. [TODO: this ought to be done differently--names which came from such a source or came from any stoned or killed monster should be flagged in some manner; then we could just check the flag here and keep "real" names (dead pets, &c) while discarding player notes attached to statues.] */ if (otmp->onamelth && !(otmp->oartifact || otmp->otyp == STATUE || (otmp->otyp == CORPSE && otmp->corpsenm >= SPECIAL_PM))) { otmp->onamelth = 0; *ONAME(otmp) = '\0'; } if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe); #ifdef MAIL else if (otmp->otyp == SCR_MAIL) otmp->spe = 1; #endif else if (otmp->otyp == EGG) otmp->spe = 0; else if (otmp->otyp == TIN) { /* make tins of unique monster's meat be empty */ if (otmp->corpsenm >= LOW_PM && unique_corpstat(&mons[otmp->corpsenm])) otmp->corpsenm = NON_PM; } else if (otmp->otyp == CORPSE || otmp->otyp == STATUE) { int mnum = otmp->corpsenm; /* Discard incarnation details of unique monsters (by passing null instead of otmp for object), shopkeepers (by passing false for revival flag), temple priests, and vault guards in order to prevent corpse revival or statue reanimation. */ if (otmp->oattached == OATTACHED_MONST && cant_revive(&mnum, FALSE, (struct obj *)0)) otmp->oattached = OATTACHED_NOTHING; } else if (otmp->otyp == AMULET_OF_YENDOR) { /* no longer the real Amulet */ otmp->otyp = FAKE_AMULET_OF_YENDOR; curse(otmp); } else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) { if (otmp->lamplit) end_burn(otmp, TRUE); otmp->otyp = WAX_CANDLE; otmp->age = 50L; /* assume used */ if (otmp->spe > 0) otmp->quan = (long)otmp->spe; otmp->spe = 0; otmp->owt = weight(otmp); curse(otmp); } else if (otmp->otyp == BELL_OF_OPENING) { otmp->otyp = BELL; curse(otmp); } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) { otmp->otyp = SPE_BLANK_PAPER; curse(otmp); } } } } STATIC_OVL void drop_upon_death(mtmp, cont) struct monst *mtmp; struct obj *cont; { struct obj *otmp; uswapwep = 0; /* ensure curse() won't cause swapwep to drop twice */ while ((otmp = invent) != 0) { obj_extract_self(otmp); obj_no_longer_held(otmp); otmp->owornmask = 0; /* lamps don't go out when dropped */ if ((cont || artifact_light(otmp)) && obj_is_burning(otmp)) end_burn(otmp, TRUE); /* smother in statue */ if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe); if(rn2(5)) curse(otmp); if (mtmp) (void) add_to_minv(mtmp, otmp); else if (cont) (void) add_to_container(cont, otmp); else place_object(otmp, u.ux, u.uy); } #ifndef GOLDOBJ if(u.ugold) { long ugold = u.ugold; if (mtmp) mtmp->mgold = ugold; else if (cont) (void) add_to_container(cont, mkgoldobj(ugold)); else (void)mkgold(ugold, u.ux, u.uy); u.ugold = ugold; /* undo mkgoldobj()'s removal */ } #endif if (cont) cont->owt = weight(cont); } /* check whether bones are feasible */ boolean can_make_bones() { register struct trap *ttmp; if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno()) return FALSE; if (no_bones_level(&u.uz)) return FALSE; /* no bones for specific levels */ if (u.uswallow) { return FALSE; /* no bones when swallowed */ } if (!Is_branchlev(&u.uz)) { /* no bones on non-branches with portals */ for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) if (ttmp->ttyp == MAGIC_PORTAL) return FALSE; } if(depth(&u.uz) <= 0 || /* bulletproofing for endgame */ (!rn2(1 + (depth(&u.uz)>>2)) /* fewer ghosts on low levels */ #ifdef WIZARD && !wizard #endif )) return FALSE; /* don't let multiple restarts generate multiple copies of objects * in bones files */ if (discover) return FALSE; return TRUE; } /* save bones and possessions of a deceased adventurer */ void savebones(corpse) struct obj *corpse; { int fd, x, y; struct trap *ttmp; struct monst *mtmp; struct permonst *mptr; struct fruit *f; char c, *bonesid; char whynot[BUFSZ]; /* caller has already checked `can_make_bones()' */ clear_bypasses(); fd = open_bonesfile(&u.uz, &bonesid); if (fd >= 0) { (void) close(fd); compress_bonesfile(); #ifdef WIZARD if (wizard) { if (yn("Bones file already exists. Replace it?") == 'y') { if (delete_bonesfile(&u.uz)) goto make_bones; else pline("Cannot unlink old bones."); } } #endif return; } #ifdef WIZARD make_bones: #endif unleash_all(); /* in case these characters are not in their home bases */ for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; mptr = mtmp->data; if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] || mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER || mptr == &mons[PM_VLAD_THE_IMPALER]) mongone(mtmp); } #ifdef STEED if (u.usteed) dismount_steed(DISMOUNT_BONES); #endif dmonsfree(); /* discard dead or gone monsters */ /* mark all fruits as nonexistent; when we come to them we'll mark * them as existing (using goodfruit()) */ for(f=ffruit; f; f=f->nextf) f->fid = -f->fid; /* check iron balls separately--maybe they're not carrying it */ if (uball) uball->owornmask = uchain->owornmask = 0; /* dispose of your possessions, usually cursed */ if (u.ugrave_arise == (NON_PM - 1)) { struct obj *otmp; /* embed your possessions in your statue */ otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy, plname); drop_upon_death((struct monst *)0, otmp); if (!otmp) return; /* couldn't make statue */ mtmp = (struct monst *)0; } else if (u.ugrave_arise < LOW_PM) { /* drop everything */ drop_upon_death((struct monst *)0, (struct obj *)0); /* trick makemon() into allowing monster creation * on your location */ in_mklev = TRUE; mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME); in_mklev = FALSE; if (!mtmp) return; mtmp = christen_monst(mtmp, plname); if (corpse) (void) obj_attach_mid(corpse, mtmp->m_id); } else { /* give your possessions to the monster you become */ in_mklev = TRUE; mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS); in_mklev = FALSE; if (!mtmp) { drop_upon_death((struct monst *)0, (struct obj *)0); return; } mtmp = christen_monst(mtmp, plname); newsym(u.ux, u.uy); Your("body rises from the dead as %s...", an(mons[u.ugrave_arise].mname)); display_nhwindow(WIN_MESSAGE, FALSE); drop_upon_death(mtmp, (struct obj *)0); m_dowear(mtmp, TRUE); } if (mtmp) { mtmp->m_lev = (u.ulevel ? u.ulevel : 1); mtmp->mhp = mtmp->mhpmax = u.uhpmax; mtmp->female = flags.female; mtmp->msleeping = 1; } for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { resetobjs(mtmp->minvent,FALSE); /* do not zero out m_ids for bones levels any more */ mtmp->mlstmv = 0L; if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0; } for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) { ttmp->madeby_u = 0; ttmp->tseen = (ttmp->ttyp == HOLE); } resetobjs(fobj,FALSE); resetobjs(level.buriedobjlist, FALSE); /* Hero is no longer on the map. */ u.ux = u.uy = 0; /* Clear all memory from the level. */ for(x=0; x freediskspace(bones)) { /* not enough room */ # ifdef WIZARD if (wizard) pline("Insufficient space to create bones file."); # endif (void) close(fd); cancel_bonesfile(); return; } co_false(); /* make sure stuff before savelev() gets written */ } #endif /* MFLOPPY */ store_version(fd); bwrite(fd, (genericptr_t) &c, sizeof c); bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */ savefruitchn(fd, WRITE_SAVE | FREE_SAVE); update_mlstmv(); /* update monsters for eventual restoration */ savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE); bclose(fd); commit_bonesfile(&u.uz); compress_bonesfile(); } int getbones() { register int fd; register int ok; char c, *bonesid, oldbonesid[10]; if(discover) /* save bones files for real games */ return(0); /* wizard check added by GAN 02/05/87 */ if(rn2(3) /* only once in three times do we find bones */ #ifdef WIZARD && !wizard #endif ) return(0); if(no_bones_level(&u.uz)) return(0); fd = open_bonesfile(&u.uz, &bonesid); if (fd < 0) return(0); if ((ok = uptodate(fd, bones)) == 0) { #ifdef WIZARD if (!wizard) #endif pline("Discarding unuseable bones; no need to panic..."); } else { #ifdef WIZARD if(wizard) { if(yn("Get bones?") == 'n') { (void) close(fd); compress_bonesfile(); return(0); } } #endif mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */ mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */ if (strcmp(bonesid, oldbonesid) != 0) { char errbuf[BUFSZ]; Sprintf(errbuf, "This is bones level '%s', not '%s'!", oldbonesid, bonesid); #ifdef WIZARD if (wizard) { pline("%s", errbuf); ok = FALSE; /* won't die of trickery */ } #endif trickery(errbuf); } else { register struct monst *mtmp; getlev(fd, 0, 0, TRUE); /* Note that getlev() now keeps tabs on unique * monsters such as demon lords, and tracks the * birth counts of all species just as makemon() * does. If a bones monster is extinct or has been * subject to genocide, their mhpmax will be * set to the magic DEFUNCT_MONSTER cookie value. */ for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (mtmp->mhpmax == DEFUNCT_MONSTER) { #if defined(DEBUG) && defined(WIZARD) if (wizard) pline("Removing defunct monster %s from bones.", mtmp->data->mname); #endif mongone(mtmp); } else /* to correctly reset named artifacts on the level */ resetobjs(mtmp->minvent,TRUE); } resetobjs(fobj,TRUE); resetobjs(level.buriedobjlist,TRUE); } } (void) close(fd); #ifdef WIZARD if(wizard) { if(yn("Unlink bones?") == 'n') { compress_bonesfile(); return(ok); } } #endif if (!delete_bonesfile(&u.uz)) { /* When N games try to simultaneously restore the same * bones file, N-1 of them will fail to delete it * (the first N-1 under AmigaDOS, the last N-1 under UNIX). * So no point in a mysterious message for a normal event * -- just generate a new level for those N-1 games. */ /* pline("Cannot unlink bones."); */ return(0); } return(ok); } /*bones.c*/