- fix several cases where a point was unblocked by unblock_point wasn't called, directly or indirectly
750 lines
19 KiB
C
750 lines
19 KiB
C
/* SCCS Id: @(#)music.c 3.4 2001/12/03 */
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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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* Actually 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 player
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* 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 = fmon;
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register int distm;
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while(mtmp) {
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if (!DEADMONSTER(mtmp)) {
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distm = distu(mtmp->mx, mtmp->my);
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if (distm < 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 */
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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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mtmp = mtmp->nmon;
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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 = fmon;
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while(mtmp) {
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if (!DEADMONSTER(mtmp) && 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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mtmp = mtmp->nmon;
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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 = fmon;
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int could_see_mon, was_peaceful;
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while (mtmp) {
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if (!DEADMONSTER(mtmp) && 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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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.",
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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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mtmp = mtmp->nmon;
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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 = fmon;
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while (mtmp) {
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if (!DEADMONSTER(mtmp) && 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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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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mtmp = mtmp->nmon;
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}
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}
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/* Awake only soldiers of the level. */
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void
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awaken_soldiers()
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{
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register struct monst *mtmp = fmon;
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while(mtmp) {
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if (!DEADMONSTER(mtmp) &&
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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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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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}
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mtmp = mtmp->nmon;
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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)) 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;
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int start_x, start_y, end_x, end_y;
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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) start_x = 1;
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if (start_y < 1) start_y = 1;
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if (end_x >= COLNO) end_x = COLNO - 1;
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if (end_y >= ROWNO) end_y = ROWNO - 1;
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for (x=start_x; x<=end_x; x++) 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); /* 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.",
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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)) 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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#ifdef SINKS
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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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#endif
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case ALTAR :
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if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) 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: chasm = maketrap(x,y,PIT);
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if (!chasm) 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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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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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) && !is_clinger(mtmp->data)) {
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mtmp->mtrapped = 1;
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if(cansee(x,y))
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pline("%s falls into a chasm!", Monnam(mtmp));
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else if (flags.soundok && humanoid(mtmp->data))
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You_hear("a scream!");
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mselftouch(mtmp, "Falling, ", TRUE);
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if (mtmp->mhp > 0)
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if ((mtmp->mhp -= rnd(6)) <= 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!", mtmp->mtame ?
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x_monnam(mtmp, ARTICLE_THE, "poor",
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mtmp->mnamelth ? SUPPRESS_SADDLE : 0, FALSE):
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mon_nam(mtmp));
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}
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xkilled(mtmp,0);
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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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pline("A chasm opens up under you!");
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You("don't fall in!");
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} else {
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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(rnd(6),"fell into a chasm",
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NO_KILLER_PREFIX);
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selftouch("Falling, you");
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}
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} else 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) 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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/*
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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, do_spec = !Confusion;
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#if defined(MAC) || defined(AMIGA) || defined(VPIX_MUSIC) || defined (PCMUSIC)
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struct obj itmp;
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itmp = *instr;
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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) 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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#endif /* MAC || AMIGA || VPIX_MUSIC || PCMUSIC */
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if (!do_spec)
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pline("What you produce is quite far from music...");
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else
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You("start playing %s.", the(xname(instr)));
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switch (instr->otyp) {
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case MAGIC_FLUTE: /* Make monster fall asleep */
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if (do_spec && instr->spe > 0) {
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check_unpaid(instr);
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instr->spe--;
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You("produce soft music.");
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put_monsters_to_sleep(u.ulevel * 5);
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exercise(A_DEX, TRUE);
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break;
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} /* else FALLTHRU */
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case WOODEN_FLUTE: /* May charm snakes */
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do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
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pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
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if (do_spec) charm_snakes(u.ulevel * 3);
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exercise(A_DEX, TRUE);
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break;
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case FROST_HORN: /* Idem wand of cold */
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case FIRE_HORN: /* Idem wand of fire */
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if (do_spec && instr->spe > 0) {
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check_unpaid(instr);
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instr->spe--;
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if (!getdir((char *)0)) {
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pline("%s.", Tobjnam(instr, "vibrate"));
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break;
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} else if (!u.dx && !u.dy && !u.dz) {
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if ((damage = zapyourself(instr, TRUE)) != 0) {
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char buf[BUFSZ];
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Sprintf(buf, "using a magical horn on %sself", uhim());
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losehp(damage, buf, NO_KILLER_PREFIX);
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}
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} else {
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buzz((instr->otyp == FROST_HORN) ? AD_COLD-1 : AD_FIRE-1,
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rn1(6,6), u.ux, u.uy, u.dx, u.dy);
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}
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makeknown(instr->otyp);
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break;
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} /* else FALLTHRU */
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case TOOLED_HORN: /* Awaken or scare monsters */
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You("produce a frightful, grave sound.");
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awaken_monsters(u.ulevel * 30);
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exercise(A_WIS, FALSE);
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break;
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case BUGLE: /* Awaken & attract soldiers */
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You("extract a loud noise from %s.", the(xname(instr)));
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awaken_soldiers();
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exercise(A_WIS, FALSE);
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break;
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case MAGIC_HARP: /* Charm monsters */
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if (do_spec && instr->spe > 0) {
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check_unpaid(instr);
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instr->spe--;
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pline("%s very attractive music.", Tobjnam(instr, "produce"));
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charm_monsters((u.ulevel - 1) / 3 + 1);
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exercise(A_DEX, TRUE);
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break;
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} /* else FALLTHRU */
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case WOODEN_HARP: /* May calm Nymph */
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do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
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pline("%s %s.", The(xname(instr)),
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do_spec ? "produces a lilting melody" : "twangs");
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if (do_spec) calm_nymphs(u.ulevel * 3);
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exercise(A_DEX, TRUE);
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break;
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case DRUM_OF_EARTHQUAKE: /* create several pits */
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if (do_spec && instr->spe > 0) {
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check_unpaid(instr);
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instr->spe--;
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You("produce a heavy, thunderous rolling!");
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pline_The("entire dungeon is shaking around you!");
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do_earthquake((u.ulevel - 1) / 3 + 1);
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/* shake up monsters in a much larger radius... */
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awaken_monsters(ROWNO * COLNO);
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makeknown(DRUM_OF_EARTHQUAKE);
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break;
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} /* else FALLTHRU */
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case LEATHER_DRUM: /* Awaken monsters */
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You("beat a deafening row!");
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awaken_monsters(u.ulevel * 40);
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exercise(A_WIS, FALSE);
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break;
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default:
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impossible("What a weird instrument (%d)!", instr->otyp);
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break;
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}
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return 2; /* That takes time */
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}
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/*
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* So you want music...
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*/
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int
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do_play_instrument(instr)
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struct obj *instr;
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{
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char buf[BUFSZ], c = 'y';
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#ifndef AMIGA
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char *s;
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#endif
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int x,y;
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boolean ok;
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if (Underwater) {
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You_cant("play music underwater!");
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return(0);
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}
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if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
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c = yn("Improvise?");
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}
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if (c == 'n') {
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if (u.uevent.uheard_tune == 2 && yn("Play the passtune?") == 'y')
|
|
Strcpy(buf, tune);
|
|
else
|
|
getlin("What tune are you playing? [what 5 notes]", buf);
|
|
#ifndef AMIGA
|
|
/* The AMIGA supports two octaves of notes */
|
|
for (s=buf; *s; s++) *s = highc(*s);
|
|
#endif
|
|
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 0;
|
|
}
|
|
} else if(flags.soundok) {
|
|
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);
|
|
}
|
|
|
|
#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) close(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
|
|
|
|
STATIC_OVL void tone(hz, ticks)
|
|
/* emit tone of frequency hz for given number of 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);
|
|
}
|
|
|
|
STATIC_OVL void rest(ticks)
|
|
/* rest for given number of 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 DEBUG
|
|
main(argc,argv)
|
|
char *argv[];
|
|
{
|
|
if (argc == 2) {
|
|
playinit();
|
|
playstring(argv[1], strlen(argv[1]));
|
|
}
|
|
}
|
|
# endif
|
|
#endif /* VPIX_MUSIC */
|
|
|
|
/*music.c*/
|