From a bug report: entering lava cures sliming,
but if you got [re-]afflicted by green slime after becoming stuck in lava,
#sit failed to cure it. Fix that, and have sinking farther into lava cure
it too (although not necessarily right away).
Also, suppress leaving the corpse in a bones file for death caused by
being dissolved in lava. Lastly, suppress the "you rise from the dead as
a <monster>" message during bones creation when the game ends due to being
turned into green slime since you transformed rather than died (and sliming
timeout gives "you have become green slime" just prior to that).
528 lines
15 KiB
C
528 lines
15 KiB
C
/* SCCS Id: @(#)bones.c 3.5 2006/04/14 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "lev.h"
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extern char bones[]; /* from files.c */
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#ifdef MFLOPPY
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extern long bytes_counted;
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#endif
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STATIC_DCL boolean FDECL(no_bones_level, (d_level *));
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STATIC_DCL void FDECL(goodfruit, (int));
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STATIC_DCL void FDECL(resetobjs,(struct obj *,BOOLEAN_P));
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STATIC_DCL void FDECL(drop_upon_death, (struct monst *, struct obj *));
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STATIC_OVL boolean
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no_bones_level(lev)
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d_level *lev;
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{
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extern d_level save_dlevel; /* in do.c */
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s_level *sptr;
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if (ledger_no(&save_dlevel)) assign_level(lev, &save_dlevel);
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return (boolean)(((sptr = Is_special(lev)) != 0 && !sptr->boneid)
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|| !dungeons[lev->dnum].boneid
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/* no bones on the last or multiway branch levels */
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/* in any dungeon (level 1 isn't multiway). */
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|| Is_botlevel(lev) || (Is_branchlev(lev) && lev->dlevel > 1)
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/* no bones in the invocation level */
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|| (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1)
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);
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}
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/* Call this function for each fruit object saved in the bones level: it marks
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* that particular type of fruit as existing (the marker is that that type's
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* ID is positive instead of negative). This way, when we later save the
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* chain of fruit types, we know to only save the types that exist.
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*/
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STATIC_OVL void
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goodfruit(id)
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int id;
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{
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register struct fruit *f;
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for(f=ffruit; f; f=f->nextf) {
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if(f->fid == -id) {
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f->fid = id;
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return;
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}
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}
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}
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STATIC_OVL void
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resetobjs(ochain,restore)
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struct obj *ochain;
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boolean restore;
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{
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struct obj *otmp;
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for (otmp = ochain; otmp; otmp = otmp->nobj) {
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if (otmp->cobj)
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resetobjs(otmp->cobj,restore);
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if (restore) {
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/* artifact bookeeping needs to be done during
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restore; other fixups are done while saving */
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if (otmp->oartifact) {
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if (exist_artifact(otmp->otyp, safe_oname(otmp)) ||
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is_quest_artifact(otmp)) {
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/* prevent duplicate--revert to ordinary obj */
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otmp->oartifact = 0;
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if (has_oname(otmp))
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free_oname(otmp);
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} else {
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artifact_exists(otmp, safe_oname(otmp), TRUE);
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}
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}
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} else { /* saving */
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/* do not zero out o_ids for ghost levels anymore */
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if(objects[otmp->otyp].oc_uses_known) otmp->known = 0;
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otmp->dknown = otmp->bknown = 0;
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otmp->rknown = 0;
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otmp->lknown = 0;
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otmp->cknown = 0;
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otmp->invlet = 0;
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otmp->no_charge = 0;
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otmp->was_thrown = 0;
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/* strip user-supplied names */
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/* Statue and some corpse names are left intact,
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presumeably in case they came from score file.
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[TODO: this ought to be done differently--names
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which came from such a source or came from any
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stoned or killed monster should be flagged in
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some manner; then we could just check the flag
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here and keep "real" names (dead pets, &c) while
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discarding player notes attached to statues.] */
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if (has_oname(otmp) &&
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!(otmp->oartifact || otmp->otyp == STATUE ||
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(otmp->otyp == CORPSE &&
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otmp->corpsenm >= SPECIAL_PM))) {
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free_oname(otmp);
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}
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if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
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#ifdef MAIL
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else if (otmp->otyp == SCR_MAIL) otmp->spe = 1;
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#endif
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else if (otmp->otyp == EGG) otmp->spe = 0;
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else if (otmp->otyp == TIN) {
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/* make tins of unique monster's meat be empty */
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if (otmp->corpsenm >= LOW_PM &&
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unique_corpstat(&mons[otmp->corpsenm]))
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otmp->corpsenm = NON_PM;
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} else if (otmp->otyp == CORPSE ||
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otmp->otyp == STATUE) {
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int mnum = otmp->corpsenm;
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/* Discard incarnation details of unique
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monsters (by passing null instead of otmp
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for object), shopkeepers (by passing false
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for revival flag), temple priests, and
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vault guards in order to prevent corpse
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revival or statue reanimation. */
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if (has_omonst(otmp) &&
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cant_revive(&mnum, FALSE, (struct obj *)0)) {
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free_omonst(otmp);
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/* mnum is now either human_zombie or
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doppelganger; for corpses of uniques,
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we need to force the transformation
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now rather than wait until a revival
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attempt, otherwise eating this corpse
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would behave as if it remains unique */
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if (mnum == PM_DOPPELGANGER &&
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otmp->otyp == CORPSE)
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set_corpsenm(otmp, mnum);
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}
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} else if (otmp->otyp == AMULET_OF_YENDOR) {
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/* no longer the real Amulet */
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otmp->otyp = FAKE_AMULET_OF_YENDOR;
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curse(otmp);
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} else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
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if (otmp->lamplit)
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end_burn(otmp, TRUE);
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otmp->otyp = WAX_CANDLE;
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otmp->age = 50L; /* assume used */
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if (otmp->spe > 0)
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otmp->quan = (long)otmp->spe;
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otmp->spe = 0;
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otmp->owt = weight(otmp);
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curse(otmp);
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} else if (otmp->otyp == BELL_OF_OPENING) {
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otmp->otyp = BELL;
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curse(otmp);
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} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
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otmp->otyp = SPE_BLANK_PAPER;
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curse(otmp);
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}
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}
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}
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}
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STATIC_OVL void
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drop_upon_death(mtmp, cont)
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struct monst *mtmp;
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struct obj *cont;
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{
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struct obj *otmp;
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uswapwep = 0; /* ensure curse() won't cause swapwep to drop twice */
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while ((otmp = invent) != 0) {
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obj_extract_self(otmp);
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obj_no_longer_held(otmp);
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otmp->owornmask = 0;
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/* lamps don't go out when dropped */
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if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
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end_burn(otmp, TRUE); /* smother in statue */
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if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
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if(rn2(5)) curse(otmp);
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if (mtmp)
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(void) add_to_minv(mtmp, otmp);
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else if (cont)
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(void) add_to_container(cont, otmp);
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else
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place_object(otmp, u.ux, u.uy);
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}
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#ifndef GOLDOBJ
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if(u.ugold) {
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long ugold = u.ugold;
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if (mtmp) mtmp->mgold = ugold;
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else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
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else (void)mkgold(ugold, u.ux, u.uy);
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u.ugold = ugold; /* undo mkgoldobj()'s removal */
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}
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#endif
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if (cont) cont->owt = weight(cont);
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}
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/* check whether bones are feasible */
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boolean
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can_make_bones()
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{
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register struct trap *ttmp;
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if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
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return FALSE;
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if (no_bones_level(&u.uz))
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return FALSE; /* no bones for specific levels */
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if (u.uswallow) {
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return FALSE; /* no bones when swallowed */
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}
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if (!Is_branchlev(&u.uz)) {
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/* no bones on non-branches with portals */
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for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
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if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
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}
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if(depth(&u.uz) <= 0 || /* bulletproofing for endgame */
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(!rn2(1 + (depth(&u.uz)>>2)) /* fewer ghosts on low levels */
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#ifdef WIZARD
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&& !wizard
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#endif
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)) return FALSE;
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/* don't let multiple restarts generate multiple copies of objects
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* in bones files */
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if (discover) return FALSE;
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return TRUE;
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}
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/* save bones and possessions of a deceased adventurer */
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void
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savebones(corpse)
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struct obj *corpse;
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{
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int fd, x, y;
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struct trap *ttmp;
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struct monst *mtmp;
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struct permonst *mptr;
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struct fruit *f;
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char c, *bonesid;
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char whynot[BUFSZ];
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/* caller has already checked `can_make_bones()' */
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clear_bypasses();
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fd = open_bonesfile(&u.uz, &bonesid);
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if (fd >= 0) {
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(void) close(fd);
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compress_bonesfile();
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#ifdef WIZARD
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if (wizard) {
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if (yn("Bones file already exists. Replace it?") == 'y') {
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if (delete_bonesfile(&u.uz)) goto make_bones;
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else pline("Cannot unlink old bones.");
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}
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}
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#endif
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return;
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}
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#ifdef WIZARD
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make_bones:
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#endif
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unleash_all();
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/* in case these characters are not in their home bases */
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp)) continue;
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mptr = mtmp->data;
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if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] ||
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mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER ||
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mptr == &mons[PM_VLAD_THE_IMPALER])
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mongone(mtmp);
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}
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#ifdef STEED
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if (u.usteed) dismount_steed(DISMOUNT_BONES);
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#endif
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dmonsfree(); /* discard dead or gone monsters */
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/* mark all fruits as nonexistent; when we come to them we'll mark
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* them as existing (using goodfruit())
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*/
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for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
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/* check iron balls separately--maybe they're not carrying it */
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if (uball) uball->owornmask = uchain->owornmask = 0;
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/* dispose of your possessions, usually cursed */
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if (u.ugrave_arise == (NON_PM - 1)) {
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struct obj *otmp;
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/* embed your possessions in your statue */
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otmp = mk_named_object(STATUE, &mons[u.umonnum],
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u.ux, u.uy, plname);
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drop_upon_death((struct monst *)0, otmp);
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if (!otmp) return; /* couldn't make statue */
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mtmp = (struct monst *)0;
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} else if (u.ugrave_arise < LOW_PM) {
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/* drop everything */
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drop_upon_death((struct monst *)0, (struct obj *)0);
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/* trick makemon() into allowing monster creation
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* on your location
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*/
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in_mklev = TRUE;
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mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
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in_mklev = FALSE;
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if (!mtmp) return;
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mtmp = christen_monst(mtmp, plname);
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if (corpse)
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(void) obj_attach_mid(corpse, mtmp->m_id);
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} else {
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/* give your possessions to the monster you become */
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in_mklev = TRUE;
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mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
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in_mklev = FALSE;
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if (!mtmp) {
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drop_upon_death((struct monst *)0, (struct obj *)0);
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return;
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}
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mtmp = christen_monst(mtmp, plname);
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newsym(u.ux, u.uy);
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/* turning into slime isn't rising from the dead
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and has already given its own message */
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if (u.ugrave_arise != PM_GREEN_SLIME)
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Your("body rises from the dead as %s...",
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an(mons[u.ugrave_arise].mname));
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display_nhwindow(WIN_MESSAGE, FALSE);
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drop_upon_death(mtmp, (struct obj *)0);
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m_dowear(mtmp, TRUE);
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}
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if (mtmp) {
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mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
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mtmp->mhp = mtmp->mhpmax = u.uhpmax;
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mtmp->female = flags.female;
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mtmp->msleeping = 1;
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}
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for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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resetobjs(mtmp->minvent,FALSE);
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/* do not zero out m_ids for bones levels any more */
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mtmp->mlstmv = 0L;
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if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
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}
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for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
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ttmp->madeby_u = 0;
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ttmp->tseen = (ttmp->ttyp == HOLE);
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}
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resetobjs(fobj,FALSE);
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resetobjs(level.buriedobjlist, FALSE);
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/* Hero is no longer on the map. */
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u.ux = u.uy = 0;
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/* Clear all memory from the level. */
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for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
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levl[x][y].seenv = 0;
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levl[x][y].waslit = 0;
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levl[x][y].glyph = cmap_to_glyph(S_stone);
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}
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fd = create_bonesfile(&u.uz, &bonesid, whynot);
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if(fd < 0) {
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#ifdef WIZARD
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if(wizard)
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pline("%s", whynot);
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#endif
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/* bones file creation problems are silent to the player.
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* Keep it that way, but place a clue into the paniclog.
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*/
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paniclog("savebones", whynot);
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return;
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}
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c = (char) (strlen(bonesid) + 1);
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#ifdef MFLOPPY /* check whether there is room */
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if (iflags.checkspace) {
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savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
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/* savelev() initializes bytes_counted to 0, so it must come
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* first here even though it does not in the real save. the
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* resulting extra bflush() at the end of savelev() may increase
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* bytes_counted by a couple over what the real usage will be.
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*
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* note it is safe to call store_version() here only because
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* bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
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* this code would have to know the size of the version
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* information itself.
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*/
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store_version(fd);
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store_savefileinfo(fd);
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bwrite(fd, (genericptr_t) &c, sizeof c);
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bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
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savefruitchn(fd, COUNT_SAVE);
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bflush(fd);
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if (bytes_counted > freediskspace(bones)) { /* not enough room */
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# ifdef WIZARD
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if (wizard)
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pline("Insufficient space to create bones file.");
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# endif
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(void) close(fd);
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cancel_bonesfile();
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return;
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}
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co_false(); /* make sure stuff before savelev() gets written */
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}
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#endif /* MFLOPPY */
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store_version(fd);
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store_savefileinfo(fd);
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bwrite(fd, (genericptr_t) &c, sizeof c);
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bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
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savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
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update_mlstmv(); /* update monsters for eventual restoration */
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savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
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bclose(fd);
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commit_bonesfile(&u.uz);
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compress_bonesfile();
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}
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int
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getbones()
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{
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register int fd;
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register int ok;
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char c, *bonesid, oldbonesid[10];
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if(discover) /* save bones files for real games */
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return(0);
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/* wizard check added by GAN 02/05/87 */
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if(rn2(3) /* only once in three times do we find bones */
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#ifdef WIZARD
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&& !wizard
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#endif
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) return(0);
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if(no_bones_level(&u.uz)) return(0);
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fd = open_bonesfile(&u.uz, &bonesid);
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if (fd < 0) return(0);
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if (validate(fd, bones) != 0) {
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#ifdef WIZARD
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if (!wizard)
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#endif
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pline("Discarding unuseable bones; no need to panic...");
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ok = FALSE;
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} else {
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ok = TRUE;
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#ifdef WIZARD
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if(wizard) {
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if(yn("Get bones?") == 'n') {
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(void) close(fd);
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compress_bonesfile();
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return(0);
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}
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}
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#endif
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mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */
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mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
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if (strcmp(bonesid, oldbonesid) != 0) {
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char errbuf[BUFSZ];
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Sprintf(errbuf, "This is bones level '%s', not '%s'!",
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oldbonesid, bonesid);
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#ifdef WIZARD
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if (wizard) {
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pline("%s", errbuf);
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ok = FALSE; /* won't die of trickery */
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}
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#endif
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trickery(errbuf);
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} else {
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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*/
|