Files
nethack/src/end.c
nhmall a654d08c3b save/restore changes - part 3
This is the third of a series of savefile-related changes.

    This adds early-days experimental support for a completely optional
    'sfctool' utility (savefile conversion tool), to be able to export
    a savefile's contents into a more portable format. There are likely
    to be bugs at this stage. In this initial first-attempt, the export
    format is a very simple ascii output.

    NetHack can be built entirely, without also building this tool.
    NetHack has no dependencies on the tool.

    Attempts were made to minimize duplication of existing NetHack code.
    To achieve that, unfortunately, #ifdef SFCTOOL and #ifndef SFCTOOL
    had to be sprinkled around through some of the existing NetHack
    source code, so that it could be re-used for building the utility.

    The process for building the sfctool typically recompiles the source
    files with #define SFCTOOL and a distinct object file with SF- is
    produced.

sfctool notes:

    Universal ctags is used and required to produce the sfctool utility.

    Some targets were added to the Unix and Windows Makefiles to
    facilitate the build process.

         make sfctool

    That should build a copy in util.

    Note: At present, the Unix Makefiles do not copy sfctool over to the
          NetHack playground during 'make install' or 'make update'.
          Until that gets resolved by someone, The tool will
          have to be manually copied there by the builder/admin if
          desired.
          cp util/sfctool ~/nh/install/games/lib/nethackdir/sfctool

    Also, a separate Visual Studio sfctool.sln solution was written and
    placed in sys/windows/vs. That has has only very limited testing.

    Usage:

      i)  To convert an existing savefile to an exportascii format
          that co-resides with the savefile:

          sfctool -c savefile

          That *must* be executed on the same platform / architecture /
          data model that produced the save file in the first place.

     ii)  To unconvert an existing exportascii format export file to a
          historical format savefile that can then be used by NetHack:

          sfctool -u savefile

          That must be executed on the same target platform / architecture /
          data model that was used to build the NetHack that will
          utilize the save file that results.

     A Windows example:

          sfctool -c Fred.NetHack-saved-game

          That should result in creation of Fred.NetHack-saved-game.exportascii
          from existing savefile:
              %USERPROFILE%\AppData\Local\NetHack\3.7\Fred.NetHack-saved-game

     A Unix example:

          sfctool -c 1000wizard

          That should result in creation of 1000wizard.exportascii.gz
          from existing savefile in the playground save directory:
              1000wizard.gz

  Current Mechanics:
     1. Makefile recipe, or script uses universal ctags to produce
        util/sf.tags.

     2. util/sftags is built and executed to read util/sf.tags and
        generate: include/sfproto.h and src/sfdata.c.

     3. util/sfctool is built from the following:
        generated file compiled with -DSFCTOOL:
                    src/sfdata.c       -> sfdata.o
        existing files compiled with -DSFCTOOL:
                    util/sfctool.c     -> sfctool.o
                    util/sfexpasc.c    -> sfexpasc.o
                    src/alloc.c        -> sf-alloc.o
                    src/monst.c        -> sf-monst.o
                    src/objects.c      -> sf-objects.o
                    src/sfbase.c       -> sfbase.o
                    src/sfstruct.c     -> sfstruct.o
                    src/nhlua.c        -> sf-nhlua.o
                    util/panic.c       -> panic.o
                    src/date.c         -> sf-date.o
                    src/decl.c         -> sf-decl.o
                    src/artifact.c     -> sf-artifact.o
                    src/dungeon.c      -> sf-dungeon.o
                    src/end.c          -> sf-end.o
                    src/engrave.c      -> sf-engrave.o
                    src/cfgfiles.c     -> sf-cfgfiles.o
                    src/files.c        -> sf-files.o
                    src/light.c        -> sf-light.o
                    src/mdlib.c        -> sf-mdlib.o
                    src/mkmaze.c       -> sf-mkmaze.o
                    src/mkroom.c       -> sf-mkroom.o
                    src/o_init.c       -> sf-o_init.o
                    src/region.c       -> sf-region.o
                    src/restore.c      -> sf-restore.o
                    src/rumors.c       -> sf-rumors.o
                    src/sys.c          -> sf-sys.o
                    src/timeout.c      -> sf-timeout.o
                    src/track.c        -> sf-track.o
                    src/version.c      -> sf-version.o
                    src/worm.c         -> sf-worm.o
                    src/strutil.c      -> strutil.o
2025-05-25 20:38:17 -04:00

1945 lines
66 KiB
C

/* NetHack 3.7 end.c $NHDT-Date: 1720397752 2024/07/08 00:15:52 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.315 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
#define NEED_VARARGS /* comment line for pre-compiled headers */
#include "hack.h"
#ifndef NO_SIGNAL
#include <signal.h>
#endif
#ifndef LONG_MAX
#include <limits.h>
#endif
#include "dlb.h"
#ifndef SFCTOOL
#ifndef NO_SIGNAL
staticfn void done_intr(int);
# if defined(UNIX) || defined(VMS) || defined(__EMX__)
staticfn void done_hangup(int);
# endif
#endif
staticfn void disclose(int, boolean);
staticfn void get_valuables(struct obj *) NO_NNARGS;
staticfn void sort_valuables(struct valuable_data *, int);
staticfn void artifact_score(struct obj *, boolean, winid);
staticfn boolean fuzzer_savelife(int);
ATTRNORETURN staticfn void really_done(int) NORETURN;
staticfn void savelife(int);
staticfn boolean should_query_disclose_option(int, char *);
#ifdef DUMPLOG
staticfn void dump_plines(void);
#endif
staticfn void dump_everything(int, time_t);
staticfn void fixup_death(int);
#endif /* SFCTOOL */
staticfn int wordcount(char *);
staticfn void bel_copy1(char **, char *);
#ifndef SFCTOOL
#define done_stopprint program_state.stopprint
/*
* The order of these needs to match the macros in hack.h.
*/
static NEARDATA const char *deaths[] = {
/* the array of death */
"died", "choked", "poisoned", "starvation", "drowning", "burning",
"dissolving under the heat and pressure", "crushed", "turned to stone",
"turned into slime", "genocided", "panic", "trickery", "quit",
"escaped", "ascended"
};
static NEARDATA const char *ends[] = {
/* "when you %s" */
"died", "choked", "were poisoned",
"starved", "drowned", "burned",
"dissolved in the lava",
"were crushed", "turned to stone",
"turned into slime", "were genocided",
"panicked", "were tricked", "quit",
"escaped", "ascended"
};
static boolean Schroedingers_cat = FALSE;
/* called as signal() handler, so sent at least one arg */
/*ARGSUSED*/
void
done1(int sig_unused UNUSED)
{
#ifndef NO_SIGNAL
(void) signal(SIGINT, SIG_IGN);
#endif
iflags.debug_fuzzer = fuzzer_off;
if (flags.ignintr) {
#ifndef NO_SIGNAL
(void) signal(SIGINT, (SIG_RET_TYPE) done1);
#endif
clear_nhwindow(WIN_MESSAGE);
curs_on_u();
wait_synch();
if (gm.multi > 0)
nomul(0);
} else {
(void) done2();
}
}
/* "#quit" command or keyboard interrupt */
int
done2(void)
{
boolean abandon_tutorial = FALSE;
if (In_tutorial(&u.uz)
&& y_n("Switch from the tutorial back to regular play?") == 'y')
abandon_tutorial = TRUE;
if (abandon_tutorial || !paranoid_query(ParanoidQuit, "Really quit?")) {
#ifndef NO_SIGNAL
(void) signal(SIGINT, (SIG_RET_TYPE) done1);
#endif
clear_nhwindow(WIN_MESSAGE);
curs_on_u();
wait_synch();
if (gm.multi > 0)
nomul(0);
if (gm.multi == 0) {
u.uinvulnerable = FALSE; /* avoid ctrl-C bug -dlc */
u.usleep = 0;
}
if (abandon_tutorial)
schedule_goto(&u.ucamefrom, UTOTYPE_ATSTAIRS,
"Resuming regular play.", (char *) 0);
return ECMD_OK;
}
#if (defined(UNIX) || defined(VMS) || defined(LATTICE))
if (wizard) {
int c;
#ifdef VMS
extern int debuggable; /* sys/vms/vmsmisc.c, vmsunix.c */
c = !debuggable ? 'n' : ynq("Enter debugger?");
#else
#ifdef LATTICE
c = ynq("Create SnapShot?");
#else
c = ynq("Dump core?");
#endif
#endif
if (c == 'y') {
#ifndef NO_SIGNAL
(void) signal(SIGINT, (SIG_RET_TYPE) done1);
#endif
if (soundprocs.sound_exit_nhsound)
(*soundprocs.sound_exit_nhsound)("done2");
exit_nhwindows((char *) 0);
NH_abort(NULL);
} else if (c == 'q')
done_stopprint++;
}
#endif
done(QUIT);
return ECMD_OK;
}
#ifndef NO_SIGNAL
/* called as signal() handler, so sent at least 1 arg */
/*ARGSUSED*/
staticfn void
done_intr(int sig_unused UNUSED)
{
done_stopprint++;
(void) signal(SIGINT, SIG_IGN);
#if defined(UNIX) || defined(VMS)
#ifndef VMSVSI
(void) signal(SIGQUIT, SIG_IGN);
#endif
#endif
return;
}
#if defined(UNIX) || defined(VMS) || defined(__EMX__)
/* signal() handler */
staticfn void
done_hangup(int sig)
{
#ifdef HANGUPHANDLING
program_state.done_hup++;
#endif
sethanguphandler((void (*)(int)) SIG_IGN);
done_intr(sig);
return;
}
#endif
#endif /* NO_SIGNAL */
DISABLE_WARNING_FORMAT_NONLITERAL /* one compiler warns if the format
string is the result of a ? x : y */
void
done_in_by(struct monst *mtmp, int how)
{
char buf[BUFSZ];
struct permonst *mptr = mtmp->data,
*champtr = ismnum(mtmp->cham) ? &mons[mtmp->cham]
: mptr;
boolean distorted = (boolean) (Hallucination && canspotmon(mtmp)),
mimicker = (M_AP_TYPE(mtmp) == M_AP_MONSTER),
imitator = (mptr != champtr || mimicker);
You((how == STONING) ? "turn to stone..." : "die...");
mark_synch(); /* flush buffered screen output */
buf[0] = '\0';
svk.killer.format = KILLED_BY_AN;
/* "killed by the high priest of Crom" is okay,
"killed by the high priest" alone isn't */
if ((mptr->geno & G_UNIQ) != 0 && !(imitator && !mimicker)
&& !(mptr == &mons[PM_HIGH_CLERIC] && !mtmp->ispriest)) {
if (!type_is_pname(mptr))
Strcat(buf, "the ");
svk.killer.format = KILLED_BY;
}
/* _the_ <invisible> <distorted> ghost of Dudley */
#if 0
/* hardfought */
if (has_ebones(mtmp)) {
#else
if (mptr == &mons[PM_GHOST] && has_mgivenname(mtmp)) {
#endif
Strcat(buf, "the ");
svk.killer.format = KILLED_BY;
}
(void) monhealthdescr(mtmp, TRUE, eos(buf));
if (mtmp->minvis)
Strcat(buf, "invisible ");
if (distorted)
Strcat(buf, "hallucinogen-distorted ");
if (imitator) {
char shape[BUFSZ];
const char *realnm = pmname(champtr, Mgender(mtmp)),
*fakenm = pmname(mptr, Mgender(mtmp));
boolean alt = is_vampshifter(mtmp);
if (mimicker) {
/* realnm is already correct because champtr==mptr;
set up fake mptr for type_is_pname/the_unique_pm */
mptr = &mons[mtmp->mappearance];
fakenm = pmname(mptr, Mgender(mtmp));
} else if (alt && strstri(realnm, "vampire")
&& !strcmp(fakenm, "vampire bat")) {
/* special case: use "vampire in bat form" in preference
to redundant looking "vampire in vampire bat form" */
fakenm = "bat";
}
/* for the alternate format, always suppress any article;
pname and the_unique should also have s_suffix() applied,
but vampires don't take on any shapes which warrant that */
if (alt || type_is_pname(mptr)) /* no article */
Strcpy(shape, fakenm);
else if (the_unique_pm(mptr)) /* "the"; don't use the() here */
Sprintf(shape, "the %s", fakenm);
else /* "a"/"an" */
Strcpy(shape, an(fakenm));
/* omit "called" to avoid excessive verbosity */
Sprintf(eos(buf),
alt ? "%s in %s form"
: mimicker ? "%s disguised as %s"
: "%s imitating %s",
realnm, shape);
mptr = mtmp->data; /* reset for mimicker case */
#if 0 /* hardfought */
} else if (has_ebones(mtmp)) {
Strcpy(buf, m_monnam(mtmp));
#endif
} else if (mptr == &mons[PM_GHOST]) {
Strcat(buf, "ghost");
if (has_mgivenname(mtmp))
Sprintf(eos(buf), " of %s", MGIVENNAME(mtmp));
} else if (mtmp->isshk) {
const char *shknm = shkname(mtmp),
*honorific = shkname_is_pname(mtmp) ? ""
: mtmp->female ? "Ms. " : "Mr. ";
Sprintf(eos(buf), "%s%s, the shopkeeper", honorific, shknm);
svk.killer.format = KILLED_BY;
} else if (mtmp->ispriest || mtmp->isminion) {
/* m_monnam() suppresses "the" prefix plus "invisible", and
it overrides the effect of Hallucination on priestname() */
Strcat(buf, m_monnam(mtmp));
} else {
Strcat(buf, pmname(mptr, Mgender(mtmp)));
if (has_mgivenname(mtmp)) {
Sprintf(eos(buf), " %s %s",
has_ebones(mtmp) ? "of" : "called",
MGIVENNAME(mtmp));
}
}
Strcpy(svk.killer.name, buf);
/* might need to fix up multi_reason if 'mtmp' caused the reason */
if (gm.multi_reason
&& gm.multi_reason > gm.multireasonbuf
&& gm.multi_reason
< gm.multireasonbuf + sizeof gm.multireasonbuf - 1) {
char reasondummy, *p;
unsigned reasonmid = 0;
/*
* multireasonbuf[] contains 'm_id:reason' and multi_reason
* points at the text past the colon, so we have something
* like "42:paralyzed by a ghoul"; if mtmp->m_id matches 42
* then we truncate 'reason' at its first space so that final
* death reason becomes "Killed by a ghoul, while paralyzed."
* instead of "Killed by a ghoul, while paralyzed by a ghoul."
* (3.6.x gave "Killed by a ghoul, while paralyzed by a monster."
* which is potentially misleading when the monster is also
* the killer.)
*
* Note that if the hero is life-saved and then killed again
* before the helplessness has cleared, the second death will
* report the truncated helplessness reason even if some other
* monster performs the /coup de grace/.
*/
if (sscanf(gm.multireasonbuf, "%u:%c", &reasonmid, &reasondummy) == 2
&& mtmp->m_id == reasonmid) {
if ((p = strchr(gm.multireasonbuf, ' ')) != 0)
*p = '\0';
}
}
/*
* Chicken and egg issue:
* Ordinarily Unchanging ought to override something like this,
* but the transformation occurs at death. With the current code,
* the effectiveness of Unchanging stops first, but a case could
* be made that it should last long enough to prevent undead
* transformation. (Turning to slime isn't an issue here because
* Unchanging prevents that from happening.)
*/
if (mptr->mlet == S_WRAITH)
u.ugrave_arise = PM_WRAITH;
else if (mptr->mlet == S_MUMMY && gu.urace.mummynum != NON_PM)
u.ugrave_arise = gu.urace.mummynum;
else if (zombie_maker(mtmp) && gu.urace.zombienum != NON_PM)
u.ugrave_arise = gu.urace.zombienum;
else if (mptr->mlet == S_VAMPIRE && Race_if(PM_HUMAN))
u.ugrave_arise = PM_VAMPIRE;
else if (mptr == &mons[PM_GHOUL])
u.ugrave_arise = PM_GHOUL;
/* this could happen if a high-end vampire kills the hero
when ordinary vampires are genocided; ditto for wraiths */
if (u.ugrave_arise >= LOW_PM
&& (svm.mvitals[u.ugrave_arise].mvflags & G_GENOD))
u.ugrave_arise = NON_PM;
done(how);
return;
}
RESTORE_WARNING_FORMAT_NONLITERAL
/* some special cases for overriding while-helpless reason */
static const struct {
int why, unmulti;
const char *exclude, *include;
} death_fixups[] = {
/* "petrified by <foo>, while getting stoned" -- "while getting stoned"
prevented any last-second recovery, but it was not the cause of
"petrified by <foo>" */
{ STONING, 1, "getting stoned", (char *) 0 },
/* "died of starvation, while fainted from lack of food" is accurate
but sounds a fairly silly (and doesn't actually appear unless you
splice together death and while-helpless from xlogfile) */
{ STARVING, 0, "fainted from lack of food", "fainted" },
};
/* clear away while-helpless when the cause of death caused that
helplessness (ie, "petrified by <foo> while getting stoned") */
staticfn void
fixup_death(int how)
{
int i;
if (gm.multi_reason) {
for (i = 0; i < SIZE(death_fixups); ++i)
if (death_fixups[i].why == how
&& !strcmp(death_fixups[i].exclude, gm.multi_reason)) {
if (death_fixups[i].include) /* substitute alternate reason */
gm.multi_reason = death_fixups[i].include;
else /* remove the helplessness reason */
gm.multi_reason = (char *) 0;
gm.multireasonbuf[0] = '\0'; /* dynamic buf stale either way */
if (death_fixups[i].unmulti) /* possibly hide helplessness */
gm.multi = 0L;
break;
}
}
}
#if defined(WIN32) && !defined(SYSCF)
#define NOTIFY_NETHACK_BUGS
#endif
DISABLE_WARNING_FORMAT_NONLITERAL
/*VARARGS1*/
ATTRNORETURN void
panic VA_DECL(const char *, str)
{
char buf[BUFSZ];
VA_START(str);
VA_INIT(str, char *);
if (program_state.panicking++)
NH_abort(NULL); /* avoid loops - this should never happen*/
gb.bot_disabled = TRUE;
if (iflags.window_inited) {
raw_print("\r\nOops...");
wait_synch(); /* make sure all pending output gets flushed */
if (soundprocs.sound_exit_nhsound)
(*soundprocs.sound_exit_nhsound)("panic");
exit_nhwindows((char *) 0);
iflags.window_inited = FALSE; /* they're gone; force raw_print()ing */
}
raw_print(program_state.gameover
? "Postgame wrapup disrupted."
: !program_state.something_worth_saving
? "Program initialization has failed."
: "Suddenly, the dungeon collapses.");
#ifndef MICRO
#ifdef NOTIFY_NETHACK_BUGS
if (!wizard)
raw_printf("Report the following error to \"%s\" or at \"%s\".",
DEVTEAM_EMAIL, DEVTEAM_URL);
else if (program_state.something_worth_saving)
raw_print("\nError save file being written.\n");
#else /* !NOTIFY_NETHACK_BUGS */
if (!wizard) {
const char *maybe_rebuild = !program_state.something_worth_saving
? "."
: "\nand it may be possible to rebuild.";
// XXX this may need an update if defined(CRASHREPORT) TBD
if (sysopt.support)
raw_printf("To report this error, %s%s", sysopt.support,
maybe_rebuild);
else if (sysopt.fmtd_wizard_list) /* formatted SYSCF WIZARDS */
raw_printf("To report this error, contact %s%s",
sysopt.fmtd_wizard_list, maybe_rebuild);
else
raw_printf("Report error to \"%s\"%s", WIZARD_NAME,
maybe_rebuild);
}
#endif /* ?NOTIFY_NETHACK_BUGS */
/* XXX can we move this above the prints? Then we'd be able to
* suppress "it may be possible to rebuild" based on dosave0()
* or say it's NOT possible to rebuild. */
if (program_state.something_worth_saving && !iflags.debug_fuzzer) {
set_error_savefile();
if (dosave0()) {
/* os/win port specific recover instructions */
if (sysopt.recover)
raw_printf("%s", sysopt.recover);
}
}
#endif /* !MICRO */
(void) vsnprintf(buf, sizeof buf, str, VA_ARGS);
raw_print(buf);
paniclog("panic", buf);
#ifdef WIN32
interject(INTERJECT_PANIC);
#endif
#if defined(UNIX) || defined(VMS) || defined(LATTICE) || defined(WIN32)
# ifndef CRASHREPORT
if (wizard)
# endif
NH_abort(buf); /* generate core dump */
#endif
VA_END();
really_done(PANICKED);
}
RESTORE_WARNING_FORMAT_NONLITERAL
staticfn boolean
should_query_disclose_option(int category, char *defquery)
{
int idx;
char disclose, *dop;
*defquery = 'n';
if ((dop = strchr(disclosure_options, category)) != 0) {
idx = (int) (dop - disclosure_options);
if (idx < 0 || idx >= NUM_DISCLOSURE_OPTIONS) {
impossible(
"should_query_disclose_option: bad disclosure index %d %c",
idx, category);
*defquery = DISCLOSE_PROMPT_DEFAULT_YES;
return TRUE;
}
disclose = flags.end_disclose[idx];
if (disclose == DISCLOSE_YES_WITHOUT_PROMPT) {
*defquery = 'y';
return FALSE;
} else if (disclose == DISCLOSE_SPECIAL_WITHOUT_PROMPT) {
*defquery = 'a';
return FALSE;
} else if (disclose == DISCLOSE_NO_WITHOUT_PROMPT) {
*defquery = 'n';
return FALSE;
} else if (disclose == DISCLOSE_PROMPT_DEFAULT_YES) {
*defquery = 'y';
return TRUE;
} else if (disclose == DISCLOSE_PROMPT_DEFAULT_SPECIAL) {
*defquery = 'a';
return TRUE;
} else {
*defquery = 'n';
return TRUE;
}
}
impossible("should_query_disclose_option: bad category %c", category);
return TRUE;
}
#ifdef DUMPLOG
staticfn void
dump_plines(void)
{
int i, j;
char buf[BUFSZ], **strp;
Strcpy(buf, " "); /* one space for indentation */
putstr(0, 0, "Latest messages:");
for (i = 0, j = (int) gs.saved_pline_index; i < DUMPLOG_MSG_COUNT;
++i, j = (j + 1) % DUMPLOG_MSG_COUNT) {
strp = &gs.saved_plines[j];
if (*strp) {
copynchars(&buf[1], *strp, BUFSZ - 1 - 1);
putstr(0, 0, buf);
#ifdef FREE_ALL_MEMORY
free(*strp), *strp = 0;
#endif
}
}
}
#endif /* DUMPLOG */
/*ARGSUSED*/
staticfn void
dump_everything(
int how, /* ASCENDED, ESCAPED, QUIT, etc */
time_t when) /* date+time at end of game */
{
#ifdef DUMPLOG
char pbuf[BUFSZ], datetimebuf[24]; /* [24]: room for 64-bit bogus value */
dump_redirect(TRUE);
if (!iflags.in_dumplog)
return;
init_symbols(); /* revert to default symbol set */
/* one line version ID, which includes build date+time;
it's conceivable that the game started with a different
build date+time or even with an older nethack version,
but we only have access to the one it finished under */
putstr(0, 0, getversionstring(pbuf, sizeof pbuf));
putstr(0, 0, "");
/* game start and end date+time to disambiguate version date+time */
Strcpy(datetimebuf, yyyymmddhhmmss(ubirthday));
Sprintf(pbuf, "Game began %4.4s-%2.2s-%2.2s %2.2s:%2.2s:%2.2s",
&datetimebuf[0], &datetimebuf[4], &datetimebuf[6],
&datetimebuf[8], &datetimebuf[10], &datetimebuf[12]);
Strcpy(datetimebuf, yyyymmddhhmmss(when));
Sprintf(eos(pbuf), ", ended %4.4s-%2.2s-%2.2s %2.2s:%2.2s:%2.2s.",
&datetimebuf[0], &datetimebuf[4], &datetimebuf[6],
&datetimebuf[8], &datetimebuf[10], &datetimebuf[12]);
putstr(0, 0, pbuf);
putstr(0, 0, "");
/* character name and basic role info */
Sprintf(pbuf, "%s, %s %s %s %s",
svp.plname, aligns[1 - u.ualign.type].adj,
genders[flags.female].adj, gu.urace.adj,
(flags.female && gu.urole.name.f) ? gu.urole.name.f
: gu.urole.name.m);
putstr(0, 0, pbuf);
putstr(0, 0, "");
/* info about current game state */
dump_map();
putstr(0, 0, do_statusline1());
putstr(0, 0, do_statusline2());
putstr(0, 0, "");
dump_plines();
putstr(0, 0, "");
putstr(0, 0, "Inventory:");
(void) display_inventory((char *) 0, TRUE);
container_contents(gi.invent, TRUE, TRUE, FALSE);
enlightenment((BASICENLIGHTENMENT | MAGICENLIGHTENMENT),
(how >= PANICKED) ? ENL_GAMEOVERALIVE : ENL_GAMEOVERDEAD);
putstr(0, 0, "");
/* overview of the game up to this point */
show_gamelog((how >= PANICKED) ? ENL_GAMEOVERALIVE : ENL_GAMEOVERDEAD);
putstr(0, 0, "");
list_vanquished('d', FALSE); /* 'd' => 'y' */
putstr(0, 0, "");
list_genocided('d', FALSE); /* 'd' => 'y' */
putstr(0, 0, "");
show_conduct((how >= PANICKED) ? 1 : 2);
putstr(0, 0, "");
show_overview((how >= PANICKED) ? 1 : 2, how);
putstr(0, 0, "");
dump_redirect(FALSE);
#else
nhUse(how);
nhUse(when);
#endif
}
staticfn void
disclose(int how, boolean taken)
{
char c = '\0', defquery;
char qbuf[QBUFSZ];
boolean ask = FALSE;
if (gi.invent && !done_stopprint) {
if (taken)
Sprintf(qbuf, "Do you want to see what you had when you %s?",
(how == QUIT) ? "quit" : "died");
else
Strcpy(qbuf, "Do you want your possessions identified?");
ask = should_query_disclose_option('i', &defquery);
c = ask ? yn_function(qbuf, ynqchars, defquery, TRUE) : defquery;
if (c == 'y') {
/* caller has already ID'd everything; we pass 'want_reply=True'
to force display_pickinv() to avoid using WIN_INVENT */
iflags.force_invmenu = FALSE;
(void) display_inventory((char *) 0, TRUE);
container_contents(gi.invent, TRUE, TRUE, FALSE);
}
if (c == 'q')
done_stopprint++;
}
if (!done_stopprint) {
ask = should_query_disclose_option('a', &defquery);
c = ask ? yn_function("Do you want to see your attributes?", ynqchars,
defquery, TRUE)
: defquery;
if (c == 'y')
enlightenment((BASICENLIGHTENMENT | MAGICENLIGHTENMENT),
(how >= PANICKED) ? ENL_GAMEOVERALIVE
: ENL_GAMEOVERDEAD);
if (c == 'q')
done_stopprint++;
}
if (!done_stopprint) {
ask = should_query_disclose_option('v', &defquery);
list_vanquished(defquery, ask);
}
if (!done_stopprint) {
ask = should_query_disclose_option('g', &defquery);
list_genocided(defquery, ask);
}
if (!done_stopprint) {
if (should_query_disclose_option('c', &defquery)) {
int acnt = count_achievements();
Sprintf(qbuf, "Do you want to see your conduct%s?",
/* this was distinguishing between one achievement and
multiple achievements, but "conduct and achievement"
looked strange if multiple conducts got shown (which
is usual for an early game death); we could switch
to plural vs singular for conducts but the less
specific "conduct and achievements" is sufficient */
(acnt > 0) ? " and achievements" : "");
c = yn_function(qbuf, ynqchars, defquery, TRUE);
} else {
c = defquery;
}
if (c == 'y')
show_conduct((how >= PANICKED) ? 1 : 2);
if (c == 'q')
done_stopprint++;
}
if (!done_stopprint) {
ask = should_query_disclose_option('o', &defquery);
c = ask ? yn_function("Do you want to see the dungeon overview?",
ynqchars, defquery, TRUE)
: defquery;
if (c == 'y')
show_overview((how >= PANICKED) ? 1 : 2, how);
if (c == 'q')
done_stopprint++;
}
}
/* try to get the player back in a viable state after being killed */
staticfn void
savelife(int how)
{
int uhpmin;
int givehp = 50 + 10 * (ACURR(A_CON) / 2);
/* life-drain/level-loss to experience level 0 kills without actually
reducing ulevel below 1, but include this for bulletproofing */
if (u.ulevel < 1)
u.ulevel = 1;
uhpmin = minuhpmax(10);
if (u.uhpmax < uhpmin)
setuhpmax(uhpmin, TRUE);
u.uhp = min(u.uhpmax, givehp);
if (Upolyd) /* Unchanging, or death which bypasses losing hit points */
u.mh = min(u.mhmax, givehp);
if (u.uhunger < 500 || how == CHOKING) {
init_uhunger();
}
/* cure impending doom of sickness hero won't have time to fix
[shouldn't this also be applied to other fatal timeouts?] */
if ((Sick & TIMEOUT) == 1L) {
make_sick(0L, (char *) 0, FALSE, SICK_ALL);
}
gn.nomovemsg = "You survived that attempt on your life.";
svc.context.move = 0;
gm.multi = -1; /* can't move again during the current turn */
/* in case being life-saved is immediately followed by being killed
again (perhaps due to zap rebound); this text will be appended to
"killed by <something>, while "
in high scores entry, if any, and in logfile (but not on tombstone) */
gm.multi_reason = Role_if(PM_TOURIST) ? "being toyed with by Fate"
: "attempting to cheat Death";
if (u.utrap && u.utraptype == TT_LAVA)
reset_utrap(FALSE);
disp.botl = TRUE;
u.ugrave_arise = NON_PM;
HUnchanging = 0L;
curs_on_u();
if (!svc.context.mon_moving)
endmultishot(FALSE);
if (u.uswallow) {
/* might drop hero onto a trap that kills her all over again */
expels(u.ustuck, u.ustuck->data, TRUE);
} else if (u.ustuck) {
if (Upolyd && sticks(gy.youmonst.data))
You("release %s.", mon_nam(u.ustuck));
else
pline("%s releases you.", Monnam(u.ustuck));
unstuck(u.ustuck);
}
}
/*
* Get valuables from the given list. Revised code: the list always remains
* intact.
*/
staticfn void
get_valuables(struct obj *list) /* inventory or container contents */
{
struct obj *obj;
int i;
/* find amulets and gems, ignoring all artifacts */
for (obj = list; obj; obj = obj->nobj)
if (Has_contents(obj)) {
get_valuables(obj->cobj);
} else if (obj->oartifact) {
continue;
} else if (obj->oclass == AMULET_CLASS) {
i = obj->otyp - FIRST_AMULET;
if (!ga.amulets[i].count) {
ga.amulets[i].count = obj->quan;
ga.amulets[i].typ = obj->otyp;
} else
ga.amulets[i].count += obj->quan; /* always adds one */
} else if (obj->oclass == GEM_CLASS && obj->otyp <= LAST_GLASS_GEM) {
/* last+1: combine all glass gems into one slot */
i = min(obj->otyp, LAST_REAL_GEM + 1) - FIRST_REAL_GEM;
if (!gg.gems[i].count) {
gg.gems[i].count = obj->quan;
gg.gems[i].typ = obj->otyp;
} else
gg.gems[i].count += obj->quan;
}
return;
}
/*
* Sort collected valuables, most frequent to least. We could just
* as easily use qsort, but we don't care about efficiency here.
*/
staticfn void
sort_valuables(
struct valuable_data list[],
int size) /* max value is less than 20 */
{
int i, j;
struct valuable_data ltmp;
/* move greater quantities to the front of the list */
for (i = 1; i < size; i++) {
if (list[i].count == 0)
continue; /* empty slot */
ltmp = list[i]; /* structure copy */
for (j = i; j > 0; --j) {
if (list[j - 1].count >= ltmp.count)
break;
list[j] = list[j - 1];
}
list[j] = ltmp;
}
return;
}
#if 0
/*
* odds_and_ends() was used for 3.6.0 and 3.6.1.
* Schroedinger's Cat is handled differently as of 3.6.2.
*/
staticfn boolean odds_and_ends(struct obj *, int);
#define CAT_CHECK 2
staticfn boolean
odds_and_ends(struct obj *list, int what)
{
struct obj *otmp;
for (otmp = list; otmp; otmp = otmp->nobj) {
switch (what) {
case CAT_CHECK: /* Schroedinger's Cat */
/* Ascending is deterministic */
if (SchroedingersBox(otmp))
return rn2(2);
break;
}
if (Has_contents(otmp))
return odds_and_ends(otmp->cobj, what);
}
return FALSE;
}
#endif
/* deal with some objects which may be in an abnormal state at end of game */
void
done_object_cleanup(void)
{
int ox, oy;
/* might have been killed while using a disposable item, so make sure
it's gone prior to inventory disclosure and creation of bones */
inven_inuse(TRUE);
/*
* Hero can die when throwing an object (by hitting an adjacent
* gas spore, for instance, or being hit by mis-returning Mjollnir),
* or while in transit (from falling down stairs). If that happens,
* some object(s) might be in limbo rather than on the map or in
* any inventory. Saving bones with an active light source in limbo
* would trigger an 'object not local' panic.
*
* We used to use dealloc_obj() on gt.thrownobj and gk.kickedobj but
* that keeps them out of bones and could leave uball in a confused
* state (gone but still attached). Place them on the map but
* bypass flooreffects(). That could lead to minor anomalies in
* bones, like undamaged paper at water or lava locations or piles
* not being knocked down holes, but it seems better to get this
* game over with than risk being tangled up in more and more details.
*/
ox = u.ux + u.dx, oy = u.uy + u.dy;
if (!isok(ox, oy) || !accessible(ox, oy))
ox = u.ux, oy = u.uy;
/* put thrown or kicked object on map (for bones); location might
be incorrect (perhaps killed by divine lightning when throwing at
a temple priest?) but this should be better than just vanishing
(fragile stuff should be taken care of before getting here) */
if (gt.thrownobj && gt.thrownobj->where == OBJ_FREE) {
place_object(gt.thrownobj, ox, oy);
stackobj(gt.thrownobj), gt.thrownobj = 0;
}
if (gk.kickedobj && gk.kickedobj->where == OBJ_FREE) {
place_object(gk.kickedobj, ox, oy);
stackobj(gk.kickedobj), gk.kickedobj = 0;
}
/* if Punished hero dies during level change or dies or quits while
swallowed, uball and uchain will be in limbo; put them on floor
so bones will have them and object list cleanup finds them */
if (uchain && uchain->where == OBJ_FREE) {
/* placebc(); */
lift_covet_and_placebc(override_restriction);
}
/* persistent inventory window now obsolete since disclosure uses
a normal popup one; avoids "Bad fruit #n" when saving bones */
if (iflags.perm_invent) {
iflags.perm_invent = FALSE;
perm_invent_toggled(TRUE); /* make interface notice the change */
}
return;
}
/* called twice; first to calculate total, then to list relevant items */
staticfn void
artifact_score(
struct obj *list,
boolean counting, /* true => add up points; false => display them */
winid endwin)
{
char pbuf[BUFSZ];
struct obj *otmp;
long value, points;
for (otmp = list; otmp; otmp = otmp->nobj) {
if (otmp->oartifact || otmp->otyp == BELL_OF_OPENING
|| otmp->otyp == SPE_BOOK_OF_THE_DEAD
|| otmp->otyp == CANDELABRUM_OF_INVOCATION) {
value = arti_cost(otmp); /* zorkmid value */
points = value * 5 / 2; /* score value */
if (counting) {
u.urexp = nowrap_add(u.urexp, points);
} else {
discover_object(otmp->otyp, TRUE, FALSE);
otmp->known = otmp->dknown = otmp->bknown = otmp->rknown = 1;
/* assumes artifacts don't have quan > 1 */
Sprintf(pbuf, "%s%s (worth %ld %s and %ld points)",
the_unique_obj(otmp) ? "The " : "",
otmp->oartifact ? artiname(otmp->oartifact)
: OBJ_NAME(objects[otmp->otyp]),
value, currency(value), points);
putstr(endwin, 0, pbuf);
}
}
if (Has_contents(otmp))
artifact_score(otmp->cobj, counting, endwin);
}
}
/* when dying while running the debug fuzzer, [almost] always keep going;
True: forced survival; False: doomed unless wearing life-save amulet */
staticfn boolean
fuzzer_savelife(int how)
{
/*
* Some debugging code pulled out of done() to unclutter it.
* 'done_seq' is maintained in done().
*/
if (!program_state.panicking && how != PANICKED && how != TRICKED) {
savelife(how);
/* periodically restore characteristics plus lost experience
levels or cure lycanthropy or both; those conditions make the
hero vulnerable to repeat deaths (often by becoming surrounded
while being too encumbered to do anything) */
if (!rn2((gd.done_seq > gh.hero_seq + 2L) ? 2 : 10)) {
struct obj *potion;
int propidx, proptim, remedies = 0;
/* get rid of temporary potion with obfree() rather than useup()
because it doesn't get entered into inventory */
if (ismnum(u.ulycn) && !rn2(3)) {
potion = mksobj(POT_WATER, TRUE, FALSE);
bless(potion);
(void) peffects(potion);
obfree(potion, (struct obj *) 0);
++remedies;
}
if (!remedies || rn2(3)) {
potion = mksobj(POT_RESTORE_ABILITY, TRUE, FALSE);
bless(potion);
(void) peffects(potion);
obfree(potion, (struct obj *) 0);
++remedies;
}
if (!rn2(3 + 3 * remedies)) {
/* confer temporary resistances for first 8 properties:
fire, cold, sleep, disint, shock, poison, acid, stone */
for (propidx = 1; propidx <= 8; ++propidx) {
if (!u.uprops[propidx].intrinsic
&& !u.uprops[propidx].extrinsic
&& (proptim = rn2(3)) > 0) /* 0..2 */
set_itimeout(&u.uprops[propidx].intrinsic,
(long) (2 * proptim + 1)); /* 3 or 5 */
}
++remedies;
}
if (!rn2(5 + 5 * remedies)) {
; /* might confer temporary Antimagic (magic resistance)
* or even Invulnerable */
}
}
/* clear stale cause of death info after life-saving */
svk.killer.name[0] = '\0';
svk.killer.format = 0;
/*
* Guard against getting stuck in a loop if we die in one of
* the few ways where life-saving isn't effective (cited case
* was burning in lava when the level was too full to allow
* teleporting to safety). Deal with it by recreating the level
* if we're in wizmode (always the case for debug_fuzzer unless
* player has used a debugger to fiddle with 'iflags' bits).
*/
if (gd.done_seq++ > gh.hero_seq + 100L) {
if (!wizard)
return FALSE; /* can't deal with it */
cmdq_add_ec(CQ_CANNED, wiz_makemap);
}
return TRUE;
}
return FALSE; /* panic or too many consecutive deaths */
}
/* Be careful not to call panic from here! */
void
done(int how)
{
boolean survive = FALSE;
if (how == TRICKED) {
if (svk.killer.name[0]) {
paniclog("trickery", svk.killer.name);
svk.killer.name[0] = '\0';
}
if (wizard) {
You("are a very tricky wizard, it seems.");
svk.killer.format = KILLED_BY_AN; /* reset to 0 */
return;
}
}
if (program_state.panicking
#ifdef HANGUPHANDLING
|| program_state.done_hup
#endif
|| (how == QUIT && done_stopprint)) {
/* skip status update if panicking or disconnected
or answer of 'q' to "Really quit?" */
disp.botl = disp.botlx = disp.time_botl = FALSE;
} else {
/* otherwise force full status update */
disp.botlx = TRUE;
bot();
}
/* hero_seq is (moves<<3 + n) where n is number of moves made
by the hero on the current turn (since the 'moves' variable
actually counts turns); its details shouldn't matter here;
used by fuzzer_savelife() and for hangup below */
if (gd.done_seq < gh.hero_seq)
gd.done_seq = gh.hero_seq;
if (iflags.debug_fuzzer) {
if (fuzzer_savelife(how))
return;
}
if (how == ASCENDED || (!svk.killer.name[0] && how == GENOCIDED))
svk.killer.format = NO_KILLER_PREFIX;
/* Avoid killed by "a" burning or "a" starvation */
if (!svk.killer.name[0] && (how == STARVING || how == BURNING))
svk.killer.format = KILLED_BY;
if (!svk.killer.name[0] || how >= PANICKED)
Strcpy(svk.killer.name, deaths[how]);
if (how < PANICKED) {
u.umortality++;
/* in case caller hasn't already done this */
if (u.uhp != 0 || (Upolyd && u.mh != 0)) {
/* force HP to zero in case it is still positive (some
deaths aren't triggered by loss of hit points), or
negative (-1 is used as a flag in some circumstances
which don't apply when actually dying due to HP loss) */
u.uhp = u.mh = 0;
disp.botl = TRUE;
}
}
if (Lifesaved && (how <= GENOCIDED)) {
pline("But wait...");
/* assumes that only one type of item confers LifeSaved property */
makeknown(AMULET_OF_LIFE_SAVING);
Your("medallion %s!", !Blind ? "begins to glow" : "feels warm");
if (how == CHOKING)
You("vomit ...");
You_feel("much better!");
pline_The("medallion crumbles to dust!");
if (uamul)
useup(uamul);
(void) adjattrib(A_CON, -1, TRUE);
savelife(how);
if (how == GENOCIDED) {
pline("Unfortunately you are still genocided...");
} else {
char killbuf[BUFSZ];
formatkiller(killbuf, BUFSZ, how, FALSE);
livelog_printf(LL_LIFESAVE, "averted death (%s)", killbuf);
survive = TRUE;
}
}
/* explore and wizard modes offer player the option to keep playing */
if (!survive && (wizard || discover) && how <= GENOCIDED
#ifdef HANGUPHANDLING
/* if hangup has occurred, the only possible answer to a paranoid
query is 'no'; we want 'no' as the default for "Die?" but can't
accept it more than once if there's no user supplying it */
&& !(program_state.done_hup && gd.done_seq++ == gh.hero_seq)
#endif
&& !paranoid_query(ParanoidDie, "Die?")) {
pline("OK, so you don't %s.", (how == CHOKING) ? "choke" : "die");
iflags.last_msg = PLNMSG_OK_DONT_DIE;
savelife(how);
survive = TRUE;
}
if (survive) {
svk.killer.name[0] = '\0';
svk.killer.format = KILLED_BY_AN; /* reset to 0 */
return;
}
really_done(how);
/*NOTREACHED*/
}
/* separated from done() in order to specify the __noreturn__ attribute */
staticfn void
really_done(int how)
{
boolean taken;
char pbuf[BUFSZ];
winid endwin = WIN_ERR;
boolean bones_ok, have_windows = iflags.window_inited;
struct obj *corpse = (struct obj *) 0;
time_t endtime;
long umoney;
long tmp;
/*
* The game is now over...
*/
program_state.gameover = 1;
/* in case of a subsequent panic(), there's no point trying to save */
program_state.something_worth_saving = 0;
#ifdef HANGUPHANDLING
if (program_state.done_hup)
done_stopprint++;
#endif
/* render vision subsystem inoperative */
iflags.vision_inited = FALSE;
/* maybe use up active invent item(s), place thrown/kicked missile,
deal with ball and chain possibly being temporarily off the map */
if (!program_state.panicking)
done_object_cleanup();
/* in case we're panicking; normally cleared by done_object_cleanup() */
iflags.perm_invent = FALSE;
/* remember time of death here instead of having bones, rip, and
topten figure it out separately and possibly getting different
time or even day if player is slow responding to --More-- */
urealtime.finish_time = endtime = getnow();
urealtime.realtime += timet_delta(endtime, urealtime.start_timing);
/* collect these for end of game disclosure (not used during play) */
iflags.at_night = night();
iflags.at_midnight = midnight();
/* final achievement tracking; only show blind and nudist if some
tangible progress has been made; always show ascension last */
if (u.uachieved[0] || !flags.beginner) {
if (u.uroleplay.blind)
record_achievement(ACH_BLND); /* blind the whole game */
if (u.uroleplay.nudist)
record_achievement(ACH_NUDE); /* never wore armor */
}
if (how == ASCENDED)
record_achievement(ACH_UWIN);
dump_open_log(endtime);
/* Sometimes you die on the first move. Life's not fair.
* On those rare occasions you get hosed immediately, go out
* smiling... :-) -3.
*/
if (svm.moves <= 1 && how < PANICKED && !done_stopprint)
pline("Do not pass Go. Do not collect 200 %s.", currency(200L));
if (have_windows)
wait_synch(); /* flush screen output */
#ifndef NO_SIGNAL
(void) signal(SIGINT, (SIG_RET_TYPE) done_intr);
#if defined(UNIX) || defined(VMS) || defined(__EMX__)
#ifndef VMSVSI
(void) signal(SIGQUIT, (SIG_RET_TYPE) done_intr);
#endif
sethanguphandler(done_hangup);
#endif
#endif /* NO_SIGNAL */
bones_ok = (how < GENOCIDED) && can_make_bones();
if (bones_ok && launch_in_progress())
force_launch_placement();
/* maintain ugrave_arise even for !bones_ok */
if (how == PANICKED)
u.ugrave_arise = (NON_PM - 3); /* no corpse, no grave */
else if (how == BURNING || how == DISSOLVED) /* corpse burns up too */
u.ugrave_arise = (NON_PM - 2); /* leave no corpse */
else if (how == STONING)
u.ugrave_arise = LEAVESTATUE; /* statue instead of corpse */
else if (how == TURNED_SLIME
/* it's possible to turn into slime even though green slimes
have been genocided: genocide could occur after hero is
already infected or hero could eat a glob of one created
before genocide; don't try to arise as one if they're gone */
&& !(svm.mvitals[PM_GREEN_SLIME].mvflags & G_GENOD))
u.ugrave_arise = PM_GREEN_SLIME;
if (how == QUIT) {
svk.killer.format = NO_KILLER_PREFIX;
if (u.uhp < 1) {
how = DIED;
u.umortality++; /* skipped above when how==QUIT */
Strcpy(svk.killer.name, "quit while already on Charon's boat");
}
}
if (how == ESCAPED || how == PANICKED)
svk.killer.format = NO_KILLER_PREFIX;
fixup_death(how); /* actually, fixup gm.multi_reason */
if (how != PANICKED) {
boolean silently = done_stopprint ? TRUE : FALSE;
/* these affect score and/or bones, but avoid them during panic */
taken = paybill((how == ESCAPED) ? -1 : (how != QUIT), silently);
paygd(silently);
clearpriests();
} else
taken = FALSE; /* lint; assert( !bones_ok ); */
clearlocks();
if (have_windows)
display_nhwindow(WIN_MESSAGE, FALSE);
if (how != PANICKED) {
struct obj *obj, *nextobj;
/*
* This is needed for both inventory disclosure and dumplog.
* Both are optional, so do it once here instead of duplicating
* it in both of those places.
*/
for (obj = gi.invent; obj; obj = nextobj) {
nextobj = obj->nobj;
discover_object(obj->otyp, TRUE, FALSE);
obj->known = obj->bknown = obj->dknown = obj->rknown = 1;
set_cknown_lknown(obj); /* set flags when applicable */
/* we resolve Schroedinger's cat now in case of both
disclosure and dumplog, where the 50:50 chance for
live cat has to be the same both times */
if (SchroedingersBox(obj)) {
if (!Schroedingers_cat) {
/* tell observe_quantum_cat() not to create a cat; if it
chooses live cat in this situation, it will leave the
SchroedingersBox flag set (for container_contents()) */
observe_quantum_cat(obj, FALSE, FALSE);
if (SchroedingersBox(obj))
Schroedingers_cat = TRUE;
} else
obj->spe = 0; /* ordinary box with cat corpse in it */
}
}
if (strcmp(flags.end_disclose, "none"))
disclose(how, taken);
/* it would be better to do this after killer.name fixups but
that comes too late; included in final dumplog but might be
excluded by active livelog */
formatkiller(pbuf, (unsigned) sizeof pbuf, how, TRUE);
if (!*pbuf)
Strcpy(pbuf, deaths[how]);
livelog_printf(LL_DUMP, "%s", pbuf);
dump_everything(how, endtime);
}
/* if pets will contribute to score, populate gm.mydogs list now
(bones creation isn't a factor, but pline() messaging is; used to
be done even sooner, but we need it to come after dump_everything()
so that any accompanying pets are still on the map during dump) */
if (how == ESCAPED || how == ASCENDED)
keepdogs(TRUE);
/* finish_paybill should be called after disclosure but before bones */
if (bones_ok && taken)
finish_paybill();
/* grave creation should be after disclosure so it doesn't have
this grave in the current level's features for #overview */
if (bones_ok && u.ugrave_arise == NON_PM
&& !(svm.mvitals[u.umonnum].mvflags & G_NOCORPSE)) {
/* Base corpse on race when not poly'd since original u.umonnum
is based on role, and all role monsters are human. */
int mnum = !Upolyd ? gu.urace.mnum : u.umonnum,
was_already_grave = IS_GRAVE(levl[u.ux][u.uy].typ);
corpse = mk_named_object(CORPSE, &mons[mnum], u.ux, u.uy, svp.plname);
Sprintf(pbuf, "%s, ", svp.plname);
formatkiller(eos(pbuf), sizeof pbuf - Strlen(pbuf), how, TRUE);
make_grave(u.ux, u.uy, pbuf);
if (IS_GRAVE(levl[u.ux][u.uy].typ) && !was_already_grave)
levl[u.ux][u.uy].emptygrave = 1; /* corpse isn't buried */
}
pbuf[0] = '\0'; /* clear grave text; also lint suppression */
/* calculate score, before creating bones [container gold] */
{
int deepest = deepest_lev_reached(FALSE);
umoney = money_cnt(gi.invent);
tmp = u.umoney0;
umoney += hidden_gold(TRUE); /* accumulate gold from containers */
tmp = umoney - tmp; /* net gain */
if (tmp < 0L)
tmp = 0L;
if (how < PANICKED)
tmp -= tmp / 10L;
tmp += 50L * (long) (deepest - 1);
if (deepest > 20)
tmp += 1000L * (long) ((deepest > 30) ? 10 : deepest - 20);
u.urexp = nowrap_add(u.urexp, tmp);
/* ascension gives a score bonus iff offering to original deity */
if (how == ASCENDED && u.ualign.type == u.ualignbase[A_ORIGINAL]) {
/* retaining original alignment: score *= 2;
converting, then using helm-of-OA to switch back: *= 1.5 */
tmp = (u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL])
? u.urexp
: (u.urexp / 2L);
u.urexp = nowrap_add(u.urexp, tmp);
}
}
if (ismnum(u.ugrave_arise) && !done_stopprint) {
/* give this feedback even if bones aren't going to be created,
so that its presence or absence doesn't tip off the player to
new bones or their lack; it might be a lie if makemon fails */
Your("%s as %s...",
(u.ugrave_arise != PM_GREEN_SLIME)
? "body rises from the dead"
: "revenant persists",
an(pmname(&mons[u.ugrave_arise], Ugender)));
display_nhwindow(WIN_MESSAGE, FALSE);
}
if (bones_ok) {
if (!wizard || paranoid_query(ParanoidBones, "Save bones?"))
savebones(how, endtime, corpse);
/* corpse may be invalid pointer now so
ensure that it isn't used again */
corpse = (struct obj *) 0;
}
/* update gold for the rip output, which can't use hidden_gold()
(containers will be gone by then if bones just got saved...) */
gd.done_money = umoney;
/* clean up unneeded windows */
if (have_windows) {
wait_synch();
free_pickinv_cache(); /* extra persistent window if perm_invent */
if (WIN_INVEN != WIN_ERR) {
destroy_nhwindow(WIN_INVEN), WIN_INVEN = WIN_ERR;
/* precaution in case any late update_inventory() calls occur */
iflags.perm_invent = FALSE;
}
display_nhwindow(WIN_MESSAGE, TRUE);
destroy_nhwindow(WIN_MAP), WIN_MAP = WIN_ERR;
if (WIN_STATUS != WIN_ERR)
destroy_nhwindow(WIN_STATUS), WIN_STATUS = WIN_ERR;
destroy_nhwindow(WIN_MESSAGE), WIN_MESSAGE = WIN_ERR;
if (!done_stopprint || flags.tombstone)
endwin = create_nhwindow(NHW_TEXT);
if (how < GENOCIDED && flags.tombstone && endwin != WIN_ERR)
outrip(endwin, how, endtime);
} else
done_stopprint = 1; /* just avoid any more output */
#ifdef DUMPLOG
/* 'how' reasons beyond genocide shouldn't show tombstone;
for normal end of game, genocide doesn't either */
if (how <= GENOCIDED) {
dump_redirect(TRUE);
if (iflags.in_dumplog)
genl_outrip(0, how, endtime);
dump_redirect(FALSE);
}
#endif
if (u.uhave.amulet) {
Strcat(svk.killer.name, " (with the Amulet)");
} else if (how == ESCAPED) {
if (Is_astralevel(&u.uz)) /* offered Amulet to wrong deity */
Strcat(svk.killer.name, " (in celestial disgrace)");
else if (carrying(FAKE_AMULET_OF_YENDOR))
Strcat(svk.killer.name, " (with a fake Amulet)");
/* don't bother counting to see whether it should be plural */
}
Sprintf(pbuf, "%s %s the %s...", Goodbye(), svp.plname,
(how != ASCENDED)
? (const char *) ((flags.female && gu.urole.name.f)
? gu.urole.name.f
: gu.urole.name.m)
: (const char *) (flags.female ? "Demigoddess" : "Demigod"));
dump_forward_putstr(endwin, 0, pbuf, done_stopprint);
dump_forward_putstr(endwin, 0, "", done_stopprint);
if (how == ESCAPED || how == ASCENDED) {
struct monst *mtmp;
struct obj *otmp;
struct val_list *val;
int i;
for (val = gv.valuables; val->list; val++)
for (i = 0; i < val->size; i++) {
val->list[i].count = 0L;
}
get_valuables(gi.invent);
/* add points for collected valuables */
for (val = gv.valuables; val->list; val++)
for (i = 0; i < val->size; i++)
if (val->list[i].count != 0L) {
tmp = val->list[i].count
* (long) objects[val->list[i].typ].oc_cost;
u.urexp = nowrap_add(u.urexp, tmp);
}
/* count the points for artifacts */
artifact_score(gi.invent, TRUE, endwin);
gv.viz_array[0][0] |= IN_SIGHT; /* need visibility for naming */
mtmp = gm.mydogs;
Strcpy(pbuf, "You");
if (mtmp || Schroedingers_cat) {
while (mtmp) {
Sprintf(eos(pbuf), " and %s", mon_nam(mtmp));
if (mtmp->mtame)
u.urexp = nowrap_add(u.urexp, mtmp->mhp);
mtmp = mtmp->nmon;
}
/* [it might be more robust to create a housecat and add it to
gm.mydogs; it doesn't have to be placed on the map for that] */
if (Schroedingers_cat) {
int mhp, m_lev = adj_lev(&mons[PM_HOUSECAT]);
mhp = d(m_lev, 8);
u.urexp = nowrap_add(u.urexp, mhp);
Strcat(eos(pbuf), " and Schroedinger's cat");
}
dump_forward_putstr(endwin, 0, pbuf, done_stopprint);
pbuf[0] = '\0';
} else {
Strcat(pbuf, " ");
}
Sprintf(eos(pbuf), "%s with %ld point%s,",
(how == ASCENDED) ? "went to your reward"
: "escaped from the dungeon",
u.urexp, plur(u.urexp));
dump_forward_putstr(endwin, 0, pbuf, done_stopprint);
if (!done_stopprint)
artifact_score(gi.invent, FALSE, endwin); /* list artifacts */
#ifdef DUMPLOG
dump_redirect(TRUE);
if (iflags.in_dumplog)
artifact_score(gi.invent, FALSE, 0);
dump_redirect(FALSE);
#endif
/* list valuables here */
for (val = gv.valuables; val->list; val++) {
sort_valuables(val->list, val->size);
for (i = 0; i < val->size && !done_stopprint; i++) {
int typ = val->list[i].typ;
long count = val->list[i].count;
if (count == 0L)
continue;
if (objects[typ].oc_class != GEM_CLASS
|| typ <= LAST_REAL_GEM) {
otmp = mksobj(typ, FALSE, FALSE);
discover_object(otmp->otyp, TRUE, FALSE);
otmp->known = 1; /* for fake amulets */
otmp->dknown = 1; /* seen it (blindness fix) */
if (has_oname(otmp))
free_oname(otmp);
otmp->quan = count;
Sprintf(pbuf, "%8ld %s (worth %ld %s),", count,
xname(otmp), count * (long) objects[typ].oc_cost,
currency(2L));
obfree(otmp, (struct obj *) 0);
} else {
Sprintf(pbuf, "%8ld worthless piece%s of colored glass,",
count, plur(count));
}
dump_forward_putstr(endwin, 0, pbuf, 0);
}
}
} else {
/* did not escape or ascend */
if (u.uz.dnum == 0 && u.uz.dlevel <= 0) {
/* level teleported out of the dungeon; `how' is DIED,
due to falling or to "arriving at heaven prematurely" */
Sprintf(pbuf, "You %s beyond the confines of the dungeon",
(u.uz.dlevel < 0) ? "passed away" : ends[how]);
} else {
/* more conventional demise */
const char *where = svd.dungeons[u.uz.dnum].dname;
if (Is_astralevel(&u.uz))
where = "The Astral Plane";
Sprintf(pbuf, "You %s in %s", ends[how], where);
if (!In_endgame(&u.uz) && !single_level_branch(&u.uz))
Sprintf(eos(pbuf), " on dungeon level %d",
In_quest(&u.uz) ? dunlev(&u.uz) : depth(&u.uz));
}
Sprintf(eos(pbuf), " with %ld point%s,", u.urexp, plur(u.urexp));
dump_forward_putstr(endwin, 0, pbuf, done_stopprint);
}
Sprintf(pbuf, "and %ld piece%s of gold, after %ld move%s.", umoney,
plur(umoney), svm.moves, plur(svm.moves));
dump_forward_putstr(endwin, 0, pbuf, done_stopprint);
Sprintf(pbuf,
"You were level %d with a maximum of %d hit point%s when you %s.",
u.ulevel, u.uhpmax, plur(u.uhpmax), ends[how]);
dump_forward_putstr(endwin, 0, pbuf, done_stopprint);
dump_forward_putstr(endwin, 0, "", done_stopprint);
if (!done_stopprint)
display_nhwindow(endwin, TRUE);
if (endwin != WIN_ERR)
destroy_nhwindow(endwin);
dump_close_log();
/* shut down soundlib */
if (soundprocs.sound_exit_nhsound)
(*soundprocs.sound_exit_nhsound)("really_done");
/*
* "So when I die, the first thing I will see in Heaven is a score list?"
*
* topten() updates 'logfile' and 'xlogfile', when they're enabled.
* Then the current game's score is shown in its relative position
* within high scores, and 'record' is updated if that makes the cut.
*
* FIXME!
* If writing topten with raw_print(), which will usually be sent to
* stdout, we call exit_nhwindows() first in case it erases the screen.
* But when writing topten to a window, we call exit_nhwindows()
* after topten() because that needs the windowing system to still
* be up. This sequencing is absurd; we need something like
* raw_prompt("--More--") (or "Press <return> to continue.") that
* topten() can call for !toptenwin before returning here.
*/
if (have_windows && !iflags.toptenwin)
exit_nhwindows((char *) 0), have_windows = FALSE;
topten(how, endtime);
if (have_windows)
exit_nhwindows((char *) 0);
if (done_stopprint) {
raw_print("");
raw_print("");
}
nh_terminate(EXIT_SUCCESS);
}
/* used for disclosure and for the ':' choice when looting a container */
void
container_contents(
struct obj *list,
boolean identified,
boolean all_containers,
boolean reportempty)
{
struct obj *box, *obj;
char buf[BUFSZ];
boolean cat, dumping = iflags.in_dumplog;
for (box = list; box; box = box->nobj) {
if (Is_container(box) || box->otyp == STATUE) {
if (!box->cknown || (identified && !box->lknown)) {
box->cknown = 1; /* we're looking at the contents now */
if (identified)
box->lknown = 1;
update_inventory();
}
if (box->otyp == BAG_OF_TRICKS) {
continue; /* wrong type of container */
} else if (box->cobj) {
winid tmpwin = create_nhwindow(NHW_MENU);
Loot *sortedcobj, *srtc;
unsigned sortflags;
/* at this stage, the SchroedingerBox() flag is only set
if the cat inside the box is alive; the box actually
contains a cat corpse that we'll pretend is not there;
for dead cat, the flag will be clear and there'll be
a cat corpse inside the box; either way, inventory
reports the box as containing "1 item" */
cat = SchroedingersBox(box);
Sprintf(buf, "Contents of %s:", the(xname(box)));
putstr(tmpwin, 0, buf);
if (!dumping)
putstr(tmpwin, 0, "");
buf[0] = buf[1] = ' '; /* two leading spaces */
if (box->cobj && !cat) {
sortflags = (((flags.sortloot == 'l'
|| flags.sortloot == 'f')
? SORTLOOT_LOOT : 0)
| (flags.sortpack ? SORTLOOT_PACK : 0));
sortedcobj = sortloot(&box->cobj, sortflags, FALSE,
(boolean (*)(OBJ_P)) 0);
for (srtc = sortedcobj; (obj = srtc->obj) != 0; ++srtc) {
if (identified) {
discover_object(obj->otyp, TRUE, FALSE);
obj->known = obj->bknown = obj->dknown
= obj->rknown = 1;
if (Is_container(obj) || obj->otyp == STATUE)
obj->cknown = obj->lknown = 1;
}
Strcpy(&buf[2], doname_with_price(obj));
putstr(tmpwin, 0, buf);
}
unsortloot(&sortedcobj);
} else if (cat) {
Strcpy(&buf[2], "Schroedinger's cat!");
putstr(tmpwin, 0, buf);
}
if (dumping)
putstr(0, 0, "");
display_nhwindow(tmpwin, TRUE);
destroy_nhwindow(tmpwin);
if (all_containers)
container_contents(box->cobj, identified, TRUE,
reportempty);
} else if (reportempty) {
pline("%s is empty.", upstart(thesimpleoname(box)));
display_nhwindow(WIN_MESSAGE, FALSE);
}
}
if (!all_containers)
break;
}
}
/* should be called with either EXIT_SUCCESS or EXIT_FAILURE */
ATTRNORETURN void
nh_terminate(int status)
{
program_state.in_moveloop = 0; /* won't be returning to normal play */
l_nhcore_call(NHCORE_GAME_EXIT);
#ifdef MAC
getreturn("to exit");
#endif
/* don't bother to try to release memory if we're in panic mode, to
avoid trouble in case that happens to be due to memory problems */
if (!program_state.panicking) {
freedynamicdata();
dlb_cleanup();
l_nhcore_done();
}
#ifdef VMS
/*
* This is liable to draw a warning if compiled with gcc, but it's
* more important to flag panic() -> really_done() -> nh_terminate()
* as __noreturn__ then to avoid the warning.
*/
/* don't call exit() if already executing within an exit handler;
that would cancel any other pending user-mode handlers */
if (program_state.exiting)
return;
#endif
program_state.exiting = 1;
nethack_exit(status);
}
/* set a delayed killer, ensure non-delayed killer is cleared out */
void
delayed_killer(int id, int format, const char *killername)
{
struct kinfo *k = find_delayed_killer(id);
if (!k) {
/* no match, add a new delayed killer to the list */
k = (struct kinfo *) alloc(sizeof (struct kinfo));
(void) memset((genericptr_t) k, 0, sizeof (struct kinfo));
k->id = id;
k->next = svk.killer.next;
svk.killer.next = k;
}
k->format = format;
Strcpy(k->name, killername ? killername : "");
svk.killer.name[0] = 0;
}
struct kinfo *
find_delayed_killer(int id)
{
struct kinfo *k;
for (k = svk.killer.next; k != (struct kinfo *) 0; k = k->next) {
if (k->id == id)
break;
}
return k;
}
void
dealloc_killer(struct kinfo *kptr)
{
struct kinfo *prev = &svk.killer, *k;
if (kptr == (struct kinfo *) 0)
return;
for (k = svk.killer.next; k != (struct kinfo *) 0; k = k->next) {
if (k == kptr)
break;
prev = k;
}
if (k == (struct kinfo *) 0) {
impossible("dealloc_killer (#%d) not on list", kptr->id);
} else {
prev->next = k->next;
free((genericptr_t) k);
debugpline1("freed delayed killer #%d", kptr->id);
}
}
void
save_killers(NHFILE *nhfp)
{
struct kinfo *kptr;
if (update_file(nhfp)) {
for (kptr = &svk.killer; kptr; kptr = kptr->next) {
Sfo_kinfo(nhfp, kptr, "kinfo");
}
}
if (release_data(nhfp)) {
while (svk.killer.next) {
kptr = svk.killer.next->next;
free((genericptr_t) svk.killer.next);
svk.killer.next = kptr;
}
}
}
#endif /* !SFCTOOL */
void
restore_killers(NHFILE *nhfp)
{
struct kinfo *kptr;
for (kptr = &svk.killer; kptr != (struct kinfo *) 0; kptr = kptr->next) {
Sfi_kinfo(nhfp, kptr, "kinfo");
if (kptr->next) {
kptr->next = (struct kinfo *) alloc(sizeof (struct kinfo));
}
}
}
staticfn int
wordcount(char *p)
{
int words = 0;
while (*p) {
while (*p && isspace((uchar) *p))
p++;
if (*p)
words++;
while (*p && !isspace((uchar) *p))
p++;
}
return words;
}
staticfn void
bel_copy1(char **inp, char *out)
{
char *in = *inp;
out += strlen(out); /* eos() */
while (*in && isspace((uchar) *in))
in++;
while (*in && !isspace((uchar) *in))
*out++ = *in++;
*out = '\0';
*inp = in;
}
char *
build_english_list(char *in)
{
char *out, *p = in;
int len = (int) strlen(p), words = wordcount(p);
/* +3: " or " - " "; +(words - 1): (N-1)*(", " - " ") */
if (words > 1)
len += 3 + (words - 1);
out = (char *) alloc(len + 1);
*out = '\0'; /* bel_copy1() appends */
switch (words) {
case 0:
impossible("no words in list");
break;
case 1:
/* "single" */
bel_copy1(&p, out);
break;
default:
if (words == 2) {
/* "first or second" */
bel_copy1(&p, out);
Strcat(out, " ");
} else {
/* "first, second, or third */
do {
bel_copy1(&p, out);
Strcat(out, ", ");
} while (--words > 1);
}
Strcat(out, "or ");
bel_copy1(&p, out);
break;
}
return out;
}
/* What do we try to in what order? Tradeoffs:
* libc: +no external programs required
* -requires newish libc/glibc
* -requires -rdynamic
* gdb: +gives more detailed information
* +works on more OS versions
* -requires -g, which may preclude -O on some compilers
*
* And the UI: if sysopt.crashreporturl, and defined(CRASHREPORT)
* we gather the stacktrace (etc) and launch a browser to submit a bug report
* otherwise we just use stdout. Requires libc for now.
*/
# ifdef SYSCF
# define SYSOPT_PANICTRACE_GDB sysopt.panictrace_gdb
# ifdef PANICTRACE_LIBC
# define SYSOPT_PANICTRACE_LIBC sysopt.panictrace_libc
# else
# define SYSOPT_PANICTRACE_LIBC 0
# endif
# else
# define SYSOPT_PANICTRACE_GDB (nh_getenv("NETHACK_USE_GDB") == 0 ? 0 : 2)
# ifdef PANICTRACE_LIBC
# define SYSOPT_PANICTRACE_LIBC 1
# else
# define SYSOPT_PANICTRACE_LIBC 0
# endif
# endif
# ifdef CRASHREPORT
#define USED_FOR_CRASHREPORT
# else
#define USED_FOR_CRASHREPORT UNUSED
# endif
void
NH_abort(char *why USED_FOR_CRASHREPORT)
{
#ifdef PANICTRACE
int gdb_prio = SYSOPT_PANICTRACE_GDB;
int libc_prio = SYSOPT_PANICTRACE_LIBC;
#endif
static volatile boolean aborting = FALSE;
/* don't execute this code recursively if a second abort is requested
while this routine or the code it calls is executing */
if (aborting)
return;
aborting = TRUE;
#ifdef PANICTRACE
#ifdef CRASHREPORT
if(!submit_web_report(1, "Panic", why))
#endif
{
#ifndef VMS
if (gdb_prio == libc_prio && gdb_prio > 0)
gdb_prio++;
if (gdb_prio > libc_prio) {
(void) (NH_panictrace_gdb()
|| (libc_prio && NH_panictrace_libc()));
} else {
(void) (NH_panictrace_libc()
|| (gdb_prio && NH_panictrace_gdb()));
}
#else /* VMS */
/* overload otherwise unused priority for debug mode: 1 = show
traceback and exit; 2 = show traceback and stay in debugger */
/* if (wizard && gdb_prio == 1) gdb_prio = 2; */
vms_traceback(gdb_prio);
nhUse(libc_prio);
#endif /* ?VMS */
}
#ifndef NO_SIGNAL
panictrace_setsignals(FALSE);
#endif
#endif /* PANICTRACE */
#if defined(WIN32)
win32_abort();
#else
abort();
#endif
}
#undef USED_FOR_CRASHREPORT
/*end.c*/