Newsgroup discussion mentioned that it was possible to open the castle drawbridge with musical notes even while confused. There was already some handling for confusion: improvisation treats magical instruments as their mundane equivalents. This takes if farther: when stunned or confused or hallucinating you'll always improvise instead of being given a chance to choose notes. Being stunned now behaves the same as being confused in regards to magical instruments (possibly/probably it should prevent playing music altogether). Hallucination gives different feedback at start but still allows magical playing.
911 lines
31 KiB
C
911 lines
31 KiB
C
/* NetHack 3.6 music.c $NHDT-Date: 1514504228 2017/12/28 23:37:08 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.46 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* This file contains the different functions designed to manipulate the
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* musical instruments and their various effects.
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*
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* The list of instruments / effects is :
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*
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* (wooden) flute may calm snakes if player has enough dexterity
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* magic flute may put monsters to sleep: area of effect depends
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* on player level.
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* (tooled) horn Will awaken monsters: area of effect depends on
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* player level. May also scare monsters.
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* fire horn Acts like a wand of fire.
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* frost horn Acts like a wand of cold.
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* bugle Will awaken soldiers (if any): area of effect depends
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* on player level.
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* (wooden) harp May calm nymph if player has enough dexterity.
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* magic harp Charm monsters: area of effect depends on player
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* level.
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* (leather) drum Will awaken monsters like the horn.
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* drum of earthquake Will initiate an earthquake whose intensity depends
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* on player level. That is, it creates random pits
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* called here chasms.
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*/
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#include "hack.h"
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STATIC_DCL void FDECL(awaken_monsters, (int));
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STATIC_DCL void FDECL(put_monsters_to_sleep, (int));
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STATIC_DCL void FDECL(charm_snakes, (int));
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STATIC_DCL void FDECL(calm_nymphs, (int));
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STATIC_DCL void FDECL(charm_monsters, (int));
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STATIC_DCL void FDECL(do_earthquake, (int));
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STATIC_DCL int FDECL(do_improvisation, (struct obj *));
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#ifdef UNIX386MUSIC
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STATIC_DCL int NDECL(atconsole);
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STATIC_DCL void FDECL(speaker, (struct obj *, char *));
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#endif
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#ifdef VPIX_MUSIC
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extern int sco_flag_console; /* will need changing if not _M_UNIX */
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STATIC_DCL void NDECL(playinit);
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STATIC_DCL void FDECL(playstring, (char *, size_t));
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STATIC_DCL void FDECL(speaker, (struct obj *, char *));
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#endif
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#ifdef PCMUSIC
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void FDECL(pc_speaker, (struct obj *, char *));
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#endif
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#ifdef AMIGA
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void FDECL(amii_speaker, (struct obj *, char *, int));
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#endif
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/*
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* Wake every monster in range...
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*/
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STATIC_OVL void
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awaken_monsters(distance)
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int distance;
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{
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register struct monst *mtmp;
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register int distm;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if ((distm = distu(mtmp->mx, mtmp->my)) < distance) {
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mtmp->msleeping = 0;
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mtmp->mcanmove = 1;
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mtmp->mfrozen = 0;
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/* may scare some monsters -- waiting monsters excluded */
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if (!unique_corpstat(mtmp->data)
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&& (mtmp->mstrategy & STRAT_WAITMASK) != 0)
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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else if (distm < distance / 3
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&& !resist(mtmp, TOOL_CLASS, 0, NOTELL))
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monflee(mtmp, 0, FALSE, TRUE);
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}
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}
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}
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/*
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* Make monsters fall asleep. Note that they may resist the spell.
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*/
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STATIC_OVL void
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put_monsters_to_sleep(distance)
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int distance;
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{
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register struct monst *mtmp;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if (distu(mtmp->mx, mtmp->my) < distance
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&& sleep_monst(mtmp, d(10, 10), TOOL_CLASS)) {
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mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */
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slept_monst(mtmp);
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}
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}
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}
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/*
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* Charm snakes in range. Note that the snakes are NOT tamed.
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*/
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STATIC_OVL void
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charm_snakes(distance)
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int distance;
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{
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register struct monst *mtmp;
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int could_see_mon, was_peaceful;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if (mtmp->data->mlet == S_SNAKE && mtmp->mcanmove
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&& distu(mtmp->mx, mtmp->my) < distance) {
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was_peaceful = mtmp->mpeaceful;
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mtmp->mpeaceful = 1;
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mtmp->mavenge = 0;
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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could_see_mon = canseemon(mtmp);
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mtmp->mundetected = 0;
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newsym(mtmp->mx, mtmp->my);
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if (canseemon(mtmp)) {
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if (!could_see_mon)
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You("notice %s, swaying with the music.", a_monnam(mtmp));
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else
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pline("%s freezes, then sways with the music%s.",
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Monnam(mtmp),
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was_peaceful ? "" : ", and now seems quieter");
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}
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}
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}
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}
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/*
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* Calm nymphs in range.
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*/
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STATIC_OVL void
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calm_nymphs(distance)
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int distance;
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{
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register struct monst *mtmp;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if (mtmp->data->mlet == S_NYMPH && mtmp->mcanmove
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&& distu(mtmp->mx, mtmp->my) < distance) {
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mtmp->msleeping = 0;
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mtmp->mpeaceful = 1;
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mtmp->mavenge = 0;
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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if (canseemon(mtmp))
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pline(
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"%s listens cheerfully to the music, then seems quieter.",
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Monnam(mtmp));
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}
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}
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}
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/* Awake soldiers anywhere the level (and any nearby monster). */
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void
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awaken_soldiers(bugler)
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struct monst *bugler; /* monster that played instrument */
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{
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register struct monst *mtmp;
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int distance, distm;
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/* distance of affected non-soldier monsters to bugler */
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distance = ((bugler == &youmonst) ? u.ulevel : bugler->data->mlevel) * 30;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if (is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
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mtmp->mpeaceful = mtmp->msleeping = mtmp->mfrozen = 0;
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mtmp->mcanmove = 1;
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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if (canseemon(mtmp))
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pline("%s is now ready for battle!", Monnam(mtmp));
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else
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Norep("You hear the rattle of battle gear being readied.");
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} else if ((distm = ((bugler == &youmonst)
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? distu(mtmp->mx, mtmp->my)
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: dist2(bugler->mx, bugler->my, mtmp->mx,
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mtmp->my))) < distance) {
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mtmp->msleeping = 0;
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mtmp->mcanmove = 1;
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mtmp->mfrozen = 0;
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/* may scare some monsters -- waiting monsters excluded */
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if (!unique_corpstat(mtmp->data)
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&& (mtmp->mstrategy & STRAT_WAITMASK) != 0)
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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else if (distm < distance / 3
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&& !resist(mtmp, TOOL_CLASS, 0, NOTELL))
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monflee(mtmp, 0, FALSE, TRUE);
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}
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}
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}
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/* Charm monsters in range. Note that they may resist the spell.
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* If swallowed, range is reduced to 0.
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*/
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STATIC_OVL void
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charm_monsters(distance)
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int distance;
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{
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struct monst *mtmp, *mtmp2;
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if (u.uswallow) {
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if (!resist(u.ustuck, TOOL_CLASS, 0, NOTELL))
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(void) tamedog(u.ustuck, (struct obj *) 0);
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} else {
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for (mtmp = fmon; mtmp; mtmp = mtmp2) {
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mtmp2 = mtmp->nmon;
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if (DEADMONSTER(mtmp))
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continue;
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if (distu(mtmp->mx, mtmp->my) <= distance) {
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if (!resist(mtmp, TOOL_CLASS, 0, NOTELL))
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(void) tamedog(mtmp, (struct obj *) 0);
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}
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}
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}
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}
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/* Generate earthquake :-) of desired force.
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* That is: create random chasms (pits).
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*/
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STATIC_OVL void
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do_earthquake(force)
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int force;
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{
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register int x, y;
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struct monst *mtmp;
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struct obj *otmp;
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struct trap *chasm, *trap_at_u = t_at(u.ux, u.uy);
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int start_x, start_y, end_x, end_y;
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schar filltype;
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unsigned tu_pit = 0;
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if (trap_at_u)
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tu_pit = (trap_at_u->ttyp == PIT || trap_at_u->ttyp == SPIKED_PIT);
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start_x = u.ux - (force * 2);
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start_y = u.uy - (force * 2);
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end_x = u.ux + (force * 2);
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end_y = u.uy + (force * 2);
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if (start_x < 1)
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start_x = 1;
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if (start_y < 1)
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start_y = 1;
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if (end_x >= COLNO)
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end_x = COLNO - 1;
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if (end_y >= ROWNO)
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end_y = ROWNO - 1;
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for (x = start_x; x <= end_x; x++)
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for (y = start_y; y <= end_y; y++) {
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if ((mtmp = m_at(x, y)) != 0) {
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wakeup(mtmp, TRUE); /* peaceful monster will become hostile */
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if (mtmp->mundetected && is_hider(mtmp->data)) {
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mtmp->mundetected = 0;
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if (cansee(x, y))
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pline("%s is shaken loose from the ceiling!",
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Amonnam(mtmp));
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else
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You_hear("a thumping sound.");
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if (x == u.ux && y == u.uy)
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You("easily dodge the falling %s.", mon_nam(mtmp));
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newsym(x, y);
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}
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}
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if (!rn2(14 - force))
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switch (levl[x][y].typ) {
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case FOUNTAIN: /* Make the fountain disappear */
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if (cansee(x, y))
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pline_The("fountain falls into a chasm.");
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goto do_pit;
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case SINK:
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if (cansee(x, y))
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pline_The("kitchen sink falls into a chasm.");
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goto do_pit;
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case ALTAR:
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if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz))
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break;
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if (cansee(x, y))
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pline_The("altar falls into a chasm.");
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goto do_pit;
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case GRAVE:
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if (cansee(x, y))
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pline_The("headstone topples into a chasm.");
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goto do_pit;
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case THRONE:
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if (cansee(x, y))
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pline_The("throne falls into a chasm.");
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/* Falls into next case */
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case ROOM:
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case CORR: /* Try to make a pit */
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do_pit:
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chasm = maketrap(x, y, PIT);
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if (!chasm)
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break; /* no pit if portal at that location */
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chasm->tseen = 1;
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levl[x][y].doormask = 0;
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/*
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* Let liquid flow into the newly created chasm.
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* Adjust corresponding code in apply.c for
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* exploding wand of digging if you alter this sequence.
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*/
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filltype = fillholetyp(x, y, FALSE);
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if (filltype != ROOM) {
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levl[x][y].typ = filltype;
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liquid_flow(x, y, filltype, chasm, (char *) 0);
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}
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mtmp = m_at(x, y);
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if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
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if (cansee(x, y))
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pline("KADOOM! The boulder falls into a chasm%s!",
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((x == u.ux) && (y == u.uy)) ? " below you"
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: "");
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if (mtmp)
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mtmp->mtrapped = 0;
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obj_extract_self(otmp);
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(void) flooreffects(otmp, x, y, "");
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break;
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}
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/* We have to check whether monsters or player
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falls in a chasm... */
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if (mtmp) {
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if (!is_flyer(mtmp->data)
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&& !is_clinger(mtmp->data)) {
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boolean m_already_trapped = mtmp->mtrapped;
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mtmp->mtrapped = 1;
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if (!m_already_trapped) { /* suppress messages */
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if (cansee(x, y))
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pline("%s falls into a chasm!",
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Monnam(mtmp));
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else if (humanoid(mtmp->data))
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You_hear("a scream!");
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}
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/* Falling is okay for falling down
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within a pit from jostling too */
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mselftouch(mtmp, "Falling, ", TRUE);
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if (mtmp->mhp > 0) {
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mtmp->mhp -= rnd(m_already_trapped ? 4 : 6);
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if (mtmp->mhp <= 0) {
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if (!cansee(x, y)) {
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pline("It is destroyed!");
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} else {
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You("destroy %s!",
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mtmp->mtame
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? x_monnam(mtmp, ARTICLE_THE,
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"poor",
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has_mname(mtmp)
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? SUPPRESS_SADDLE
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: 0,
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FALSE)
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: mon_nam(mtmp));
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}
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xkilled(mtmp, XKILL_NOMSG);
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}
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}
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}
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} else if (x == u.ux && y == u.uy) {
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if (Levitation || Flying
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|| is_clinger(youmonst.data)) {
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if (!tu_pit) { /* no pit here previously */
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pline("A chasm opens up under you!");
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You("don't fall in!");
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}
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} else if (!tu_pit || !u.utrap
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|| (u.utrap && u.utraptype != TT_PIT)) {
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/* no pit here previously, or you were
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not in it even it there was */
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You("fall into a chasm!");
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u.utrap = rn1(6, 2);
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u.utraptype = TT_PIT;
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losehp(Maybe_Half_Phys(rnd(6)),
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"fell into a chasm", NO_KILLER_PREFIX);
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selftouch("Falling, you");
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} else if (u.utrap && u.utraptype == TT_PIT) {
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boolean keepfooting =
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((Fumbling && !rn2(5))
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|| (!rnl(Role_if(PM_ARCHEOLOGIST) ? 3 : 9))
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|| ((ACURR(A_DEX) > 7) && rn2(5)));
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You("are jostled around violently!");
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u.utrap = rn1(6, 2);
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u.utraptype = TT_PIT; /* superfluous */
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losehp(Maybe_Half_Phys(rnd(keepfooting ? 2 : 4)),
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"hurt in a chasm", NO_KILLER_PREFIX);
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if (keepfooting)
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exercise(A_DEX, TRUE);
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else
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selftouch(
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(Upolyd && (slithy(youmonst.data)
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|| nolimbs(youmonst.data)))
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? "Shaken, you"
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: "Falling down, you");
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}
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} else
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newsym(x, y);
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break;
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case DOOR: /* Make the door collapse */
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if (levl[x][y].doormask == D_NODOOR)
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goto do_pit;
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if (cansee(x, y))
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pline_The("door collapses.");
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if (*in_rooms(x, y, SHOPBASE))
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add_damage(x, y, 0L);
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levl[x][y].doormask = D_NODOOR;
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unblock_point(x, y);
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newsym(x, y);
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break;
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}
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}
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}
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const char *
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generic_lvl_desc()
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{
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if (Is_astralevel(&u.uz))
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return "astral plane";
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else if (In_endgame(&u.uz))
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return "plane";
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else if (Is_sanctum(&u.uz))
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return "sanctum";
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else if (In_sokoban(&u.uz))
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return "puzzle";
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else if (In_V_tower(&u.uz))
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return "tower";
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else
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return "dungeon";
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}
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/*
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* The player is trying to extract something from his/her instrument.
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*/
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STATIC_OVL int
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do_improvisation(instr)
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struct obj *instr;
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{
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int damage, mode, do_spec = !(Stunned || Confusion);
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struct obj itmp;
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itmp = *instr;
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itmp.oextra = (struct oextra *) 0; /* ok on this copy as instr maintains
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the ptr to free at some point if
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there is one */
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/* if won't yield special effect, make sound of mundane counterpart */
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if (!do_spec || instr->spe <= 0)
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while (objects[itmp.otyp].oc_magic)
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itmp.otyp -= 1;
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#ifdef MAC
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mac_speaker(&itmp, "C");
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#endif
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#ifdef AMIGA
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amii_speaker(&itmp, "Cw", AMII_OKAY_VOLUME);
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#endif
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#ifdef VPIX_MUSIC
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if (sco_flag_console)
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speaker(&itmp, "C");
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#endif
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#ifdef PCMUSIC
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pc_speaker(&itmp, "C");
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#endif
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#define PLAY_NORMAL 0
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#define PLAY_STUNNED 1
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#define PLAY_CONFUSED 2
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#define PLAY_HALLU 4
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mode = PLAY_NORMAL;
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if (Stunned)
|
|
mode |= PLAY_STUNNED;
|
|
if (Confusion)
|
|
mode |= PLAY_CONFUSED;
|
|
if (Hallucination)
|
|
mode |= PLAY_HALLU;
|
|
|
|
switch (mode) {
|
|
case PLAY_NORMAL:
|
|
You("start playing %s.", yname(instr));
|
|
break;
|
|
case PLAY_STUNNED:
|
|
You("produce an obnoxious droning sound.");
|
|
break;
|
|
case PLAY_CONFUSED:
|
|
You("produce a raucous noise.");
|
|
break;
|
|
case PLAY_HALLU:
|
|
You("produce a kaleidoscopic display of floating butterfiles.");
|
|
break;
|
|
/* TODO? give some or all of these combinations their own feedback;
|
|
hallucination ones should reference senses other than hearing... */
|
|
case PLAY_STUNNED | PLAY_CONFUSED:
|
|
case PLAY_STUNNED | PLAY_HALLU:
|
|
case PLAY_CONFUSED | PLAY_HALLU:
|
|
case PLAY_STUNNED | PLAY_CONFUSED | PLAY_HALLU:
|
|
default:
|
|
pline("What you produce is quite far from music...");
|
|
break;
|
|
}
|
|
#undef PLAY_NORMAL
|
|
#undef PLAY_STUNNED
|
|
#undef PLAY_CONFUSED
|
|
#undef PLAY_HALLU
|
|
|
|
switch (itmp.otyp) { /* note: itmp.otyp might differ from instr->otyp */
|
|
case MAGIC_FLUTE: /* Make monster fall asleep */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
You("produce %s music.", Hallucination ? "piped" : "soft");
|
|
put_monsters_to_sleep(u.ulevel * 5);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case WOODEN_FLUTE: /* May charm snakes */
|
|
do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
|
|
pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
|
|
if (do_spec)
|
|
charm_snakes(u.ulevel * 3);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case FIRE_HORN: /* Idem wand of fire */
|
|
case FROST_HORN: /* Idem wand of cold */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
if (!getdir((char *) 0)) {
|
|
pline("%s.", Tobjnam(instr, "vibrate"));
|
|
break;
|
|
} else if (!u.dx && !u.dy && !u.dz) {
|
|
if ((damage = zapyourself(instr, TRUE)) != 0) {
|
|
char buf[BUFSZ];
|
|
|
|
Sprintf(buf, "using a magical horn on %sself", uhim());
|
|
losehp(damage, buf, KILLED_BY); /* fire or frost damage */
|
|
}
|
|
} else {
|
|
buzz((instr->otyp == FROST_HORN) ? AD_COLD - 1 : AD_FIRE - 1,
|
|
rn1(6, 6), u.ux, u.uy, u.dx, u.dy);
|
|
}
|
|
makeknown(instr->otyp);
|
|
break;
|
|
case TOOLED_HORN: /* Awaken or scare monsters */
|
|
You("produce a frightful, grave sound.");
|
|
awaken_monsters(u.ulevel * 30);
|
|
exercise(A_WIS, FALSE);
|
|
break;
|
|
case BUGLE: /* Awaken & attract soldiers */
|
|
You("extract a loud noise from %s.", yname(instr));
|
|
awaken_soldiers(&youmonst);
|
|
exercise(A_WIS, FALSE);
|
|
break;
|
|
case MAGIC_HARP: /* Charm monsters */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
pline("%s very attractive music.", Tobjnam(instr, "produce"));
|
|
charm_monsters((u.ulevel - 1) / 3 + 1);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case WOODEN_HARP: /* May calm Nymph */
|
|
do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
|
|
pline("%s %s.", Yname2(instr),
|
|
do_spec ? "produces a lilting melody" : "twangs");
|
|
if (do_spec)
|
|
calm_nymphs(u.ulevel * 3);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case DRUM_OF_EARTHQUAKE: /* create several pits */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
You("produce a heavy, thunderous rolling!");
|
|
pline_The("entire %s is shaking around you!", generic_lvl_desc());
|
|
do_earthquake((u.ulevel - 1) / 3 + 1);
|
|
/* shake up monsters in a much larger radius... */
|
|
awaken_monsters(ROWNO * COLNO);
|
|
makeknown(DRUM_OF_EARTHQUAKE);
|
|
break;
|
|
case LEATHER_DRUM: /* Awaken monsters */
|
|
You("beat a deafening row!");
|
|
awaken_monsters(u.ulevel * 40);
|
|
incr_itimeout(&HDeaf, rn1(20, 30));
|
|
exercise(A_WIS, FALSE);
|
|
context.botl = TRUE;
|
|
break;
|
|
default:
|
|
impossible("What a weird instrument (%d)!", instr->otyp);
|
|
return 0;
|
|
}
|
|
return 2; /* That takes time */
|
|
}
|
|
|
|
/*
|
|
* So you want music...
|
|
*/
|
|
int
|
|
do_play_instrument(instr)
|
|
struct obj *instr;
|
|
{
|
|
char buf[BUFSZ], c = 'y';
|
|
char *s;
|
|
int x, y;
|
|
boolean ok;
|
|
|
|
if (Underwater) {
|
|
You_cant("play music underwater!");
|
|
return 0;
|
|
} else if ((instr->otyp == WOODEN_FLUTE || instr->otyp == MAGIC_FLUTE
|
|
|| instr->otyp == TOOLED_HORN || instr->otyp == FROST_HORN
|
|
|| instr->otyp == FIRE_HORN || instr->otyp == BUGLE)
|
|
&& !can_blow(&youmonst)) {
|
|
You("are incapable of playing %s.", the(distant_name(instr, xname)));
|
|
return 0;
|
|
}
|
|
if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE
|
|
&& !(Stunned || Confusion || Hallucination)) {
|
|
c = ynq("Improvise?");
|
|
if (c == 'q')
|
|
goto nevermind;
|
|
}
|
|
|
|
if (c == 'n') {
|
|
if (u.uevent.uheard_tune == 2)
|
|
c = ynq("Play the passtune?");
|
|
if (c == 'q') {
|
|
goto nevermind;
|
|
} else if (c == 'y') {
|
|
Strcpy(buf, tune);
|
|
} else {
|
|
getlin("What tune are you playing? [5 notes, A-G]", buf);
|
|
(void) mungspaces(buf);
|
|
if (*buf == '\033')
|
|
goto nevermind;
|
|
|
|
/* convert to uppercase and change any "H" to the expected "B" */
|
|
for (s = buf; *s; s++) {
|
|
#ifndef AMIGA
|
|
*s = highc(*s);
|
|
#else
|
|
/* The AMIGA supports two octaves of notes */
|
|
if (*s == 'h')
|
|
*s = 'b';
|
|
#endif
|
|
if (*s == 'H')
|
|
*s = 'B';
|
|
}
|
|
}
|
|
You("extract a strange sound from %s!", the(xname(instr)));
|
|
#ifdef UNIX386MUSIC
|
|
/* if user is at the console, play through the console speaker */
|
|
if (atconsole())
|
|
speaker(instr, buf);
|
|
#endif
|
|
#ifdef VPIX_MUSIC
|
|
if (sco_flag_console)
|
|
speaker(instr, buf);
|
|
#endif
|
|
#ifdef MAC
|
|
mac_speaker(instr, buf);
|
|
#endif
|
|
#ifdef PCMUSIC
|
|
pc_speaker(instr, buf);
|
|
#endif
|
|
#ifdef AMIGA
|
|
{
|
|
char nbuf[20];
|
|
int i;
|
|
|
|
for (i = 0; buf[i] && i < 5; ++i) {
|
|
nbuf[i * 2] = buf[i];
|
|
nbuf[(i * 2) + 1] = 'h';
|
|
}
|
|
nbuf[i * 2] = 0;
|
|
amii_speaker(instr, nbuf, AMII_OKAY_VOLUME);
|
|
}
|
|
#endif
|
|
/* Check if there was the Stronghold drawbridge near
|
|
* and if the tune conforms to what we're waiting for.
|
|
*/
|
|
if (Is_stronghold(&u.uz)) {
|
|
exercise(A_WIS, TRUE); /* just for trying */
|
|
if (!strcmp(buf, tune)) {
|
|
/* Search for the drawbridge */
|
|
for (y = u.uy - 1; y <= u.uy + 1; y++)
|
|
for (x = u.ux - 1; x <= u.ux + 1; x++)
|
|
if (isok(x, y))
|
|
if (find_drawbridge(&x, &y)) {
|
|
u.uevent.uheard_tune =
|
|
2; /* tune now fully known */
|
|
if (levl[x][y].typ == DRAWBRIDGE_DOWN)
|
|
close_drawbridge(x, y);
|
|
else
|
|
open_drawbridge(x, y);
|
|
return 1;
|
|
}
|
|
} else if (!Deaf) {
|
|
if (u.uevent.uheard_tune < 1)
|
|
u.uevent.uheard_tune = 1;
|
|
/* Okay, it wasn't the right tune, but perhaps
|
|
* we can give the player some hints like in the
|
|
* Mastermind game */
|
|
ok = FALSE;
|
|
for (y = u.uy - 1; y <= u.uy + 1 && !ok; y++)
|
|
for (x = u.ux - 1; x <= u.ux + 1 && !ok; x++)
|
|
if (isok(x, y))
|
|
if (IS_DRAWBRIDGE(levl[x][y].typ)
|
|
|| is_drawbridge_wall(x, y) >= 0)
|
|
ok = TRUE;
|
|
if (ok) { /* There is a drawbridge near */
|
|
int tumblers, gears;
|
|
boolean matched[5];
|
|
|
|
tumblers = gears = 0;
|
|
for (x = 0; x < 5; x++)
|
|
matched[x] = FALSE;
|
|
|
|
for (x = 0; x < (int) strlen(buf); x++)
|
|
if (x < 5) {
|
|
if (buf[x] == tune[x]) {
|
|
gears++;
|
|
matched[x] = TRUE;
|
|
} else
|
|
for (y = 0; y < 5; y++)
|
|
if (!matched[y] && buf[x] == tune[y]
|
|
&& buf[y] != tune[y]) {
|
|
tumblers++;
|
|
matched[y] = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
if (tumblers)
|
|
if (gears)
|
|
You_hear("%d tumbler%s click and %d gear%s turn.",
|
|
tumblers, plur(tumblers), gears,
|
|
plur(gears));
|
|
else
|
|
You_hear("%d tumbler%s click.", tumblers,
|
|
plur(tumblers));
|
|
else if (gears) {
|
|
You_hear("%d gear%s turn.", gears, plur(gears));
|
|
/* could only get `gears == 5' by playing five
|
|
correct notes followed by excess; otherwise,
|
|
tune would have matched above */
|
|
if (gears == 5)
|
|
u.uevent.uheard_tune = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
} else
|
|
return do_improvisation(instr);
|
|
|
|
nevermind:
|
|
pline1(Never_mind);
|
|
return 0;
|
|
}
|
|
|
|
#ifdef UNIX386MUSIC
|
|
/*
|
|
* Play audible music on the machine's speaker if appropriate.
|
|
*/
|
|
|
|
STATIC_OVL int
|
|
atconsole()
|
|
{
|
|
/*
|
|
* Kluge alert: This code assumes that your [34]86 has no X terminals
|
|
* attached and that the console tty type is AT386 (this is always true
|
|
* under AT&T UNIX for these boxen). The theory here is that your remote
|
|
* ttys will have terminal type `ansi' or something else other than
|
|
* `AT386' or `xterm'. We'd like to do better than this, but testing
|
|
* to see if we're running on the console physical terminal is quite
|
|
* difficult given the presence of virtual consoles and other modern
|
|
* UNIX impedimenta...
|
|
*/
|
|
char *termtype = nh_getenv("TERM");
|
|
|
|
return (!strcmp(termtype, "AT386") || !strcmp(termtype, "xterm"));
|
|
}
|
|
|
|
STATIC_OVL void
|
|
speaker(instr, buf)
|
|
struct obj *instr;
|
|
char *buf;
|
|
{
|
|
/*
|
|
* For this to work, you need to have installed the PD speaker-control
|
|
* driver for PC-compatible UNIX boxes that I (esr@snark.thyrsus.com)
|
|
* posted to comp.sources.unix in Feb 1990. A copy should be included
|
|
* with your nethack distribution.
|
|
*/
|
|
int fd;
|
|
|
|
if ((fd = open("/dev/speaker", 1)) != -1) {
|
|
/* send a prefix to modify instrumental `timbre' */
|
|
switch (instr->otyp) {
|
|
case WOODEN_FLUTE:
|
|
case MAGIC_FLUTE:
|
|
(void) write(fd, ">ol", 1); /* up one octave & lock */
|
|
break;
|
|
case TOOLED_HORN:
|
|
case FROST_HORN:
|
|
case FIRE_HORN:
|
|
(void) write(fd, "<<ol", 2); /* drop two octaves & lock */
|
|
break;
|
|
case BUGLE:
|
|
(void) write(fd, "ol", 2); /* octave lock */
|
|
break;
|
|
case WOODEN_HARP:
|
|
case MAGIC_HARP:
|
|
(void) write(fd, "l8mlol", 4); /* fast, legato, octave lock */
|
|
break;
|
|
}
|
|
(void) write(fd, buf, strlen(buf));
|
|
(void) nhclose(fd);
|
|
}
|
|
}
|
|
#endif /* UNIX386MUSIC */
|
|
|
|
#ifdef VPIX_MUSIC
|
|
|
|
#if 0
|
|
#include <sys/types.h>
|
|
#include <sys/console.h>
|
|
#include <sys/vtkd.h>
|
|
#else
|
|
#define KIOC ('K' << 8)
|
|
#define KDMKTONE (KIOC | 8)
|
|
#endif
|
|
|
|
#define noDEBUG
|
|
|
|
/* emit tone of frequency hz for given number of ticks */
|
|
STATIC_OVL void
|
|
tone(hz, ticks)
|
|
unsigned int hz, ticks;
|
|
{
|
|
ioctl(0, KDMKTONE, hz | ((ticks * 10) << 16));
|
|
#ifdef DEBUG
|
|
printf("TONE: %6d %6d\n", hz, ticks * 10);
|
|
#endif
|
|
nap(ticks * 10);
|
|
}
|
|
|
|
/* rest for given number of ticks */
|
|
STATIC_OVL void
|
|
rest(ticks)
|
|
int ticks;
|
|
{
|
|
nap(ticks * 10);
|
|
#ifdef DEBUG
|
|
printf("REST: %6d\n", ticks * 10);
|
|
#endif
|
|
}
|
|
|
|
#include "interp.c" /* from snd86unx.shr */
|
|
|
|
STATIC_OVL void
|
|
speaker(instr, buf)
|
|
struct obj *instr;
|
|
char *buf;
|
|
{
|
|
/* emit a prefix to modify instrumental `timbre' */
|
|
playinit();
|
|
switch (instr->otyp) {
|
|
case WOODEN_FLUTE:
|
|
case MAGIC_FLUTE:
|
|
playstring(">ol", 1); /* up one octave & lock */
|
|
break;
|
|
case TOOLED_HORN:
|
|
case FROST_HORN:
|
|
case FIRE_HORN:
|
|
playstring("<<ol", 2); /* drop two octaves & lock */
|
|
break;
|
|
case BUGLE:
|
|
playstring("ol", 2); /* octave lock */
|
|
break;
|
|
case WOODEN_HARP:
|
|
case MAGIC_HARP:
|
|
playstring("l8mlol", 4); /* fast, legato, octave lock */
|
|
break;
|
|
}
|
|
playstring(buf, strlen(buf));
|
|
}
|
|
|
|
#ifdef VPIX_DEBUG
|
|
main(argc, argv)
|
|
int argc;
|
|
char *argv[];
|
|
{
|
|
if (argc == 2) {
|
|
playinit();
|
|
playstring(argv[1], strlen(argv[1]));
|
|
}
|
|
}
|
|
#endif
|
|
#endif /* VPIX_MUSIC */
|
|
|
|
/*music.c*/
|