Forwarded from the newsgroup: when a monster gets hit by wand or spell of polymorph, any armor that fell off was protected from being hit by that same zap, but a dropped weapon wasn't. Nor was the whole dropped inventory in the case where the monster is killed by system shock rather than transformed. Protect its entire inventory.
467 lines
12 KiB
C
467 lines
12 KiB
C
/* SCCS Id: @(#)bones.c 3.4 2002/08/23 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "lev.h"
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extern char bones[]; /* from files.c */
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#ifdef MFLOPPY
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extern long bytes_counted;
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#endif
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STATIC_DCL boolean FDECL(no_bones_level, (d_level *));
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STATIC_DCL void FDECL(goodfruit, (int));
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STATIC_DCL void FDECL(resetobjs,(struct obj *,BOOLEAN_P));
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STATIC_DCL void FDECL(drop_upon_death, (struct monst *, struct obj *));
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STATIC_OVL boolean
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no_bones_level(lev)
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d_level *lev;
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{
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extern d_level save_dlevel; /* in do.c */
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s_level *sptr;
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if (ledger_no(&save_dlevel)) assign_level(lev, &save_dlevel);
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return (boolean)(((sptr = Is_special(lev)) != 0 && !sptr->boneid)
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|| !dungeons[lev->dnum].boneid
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/* no bones on the last or multiway branch levels */
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/* in any dungeon (level 1 isn't multiway). */
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|| Is_botlevel(lev) || (Is_branchlev(lev) && lev->dlevel > 1)
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/* no bones in the invocation level */
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|| (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1)
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);
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}
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/* Call this function for each fruit object saved in the bones level: it marks
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* that particular type of fruit as existing (the marker is that that type's
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* ID is positive instead of negative). This way, when we later save the
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* chain of fruit types, we know to only save the types that exist.
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*/
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STATIC_OVL void
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goodfruit(id)
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int id;
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{
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register struct fruit *f;
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for(f=ffruit; f; f=f->nextf) {
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if(f->fid == -id) {
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f->fid = id;
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return;
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}
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}
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}
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STATIC_OVL void
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resetobjs(ochain,restore)
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struct obj *ochain;
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boolean restore;
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{
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struct obj *otmp;
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for (otmp = ochain; otmp; otmp = otmp->nobj) {
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if (otmp->cobj)
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resetobjs(otmp->cobj,restore);
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if (((otmp->otyp != CORPSE || otmp->corpsenm < SPECIAL_PM)
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&& otmp->otyp != STATUE)
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&& (!otmp->oartifact ||
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(restore && (exist_artifact(otmp->otyp, ONAME(otmp))
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|| is_quest_artifact(otmp))))) {
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otmp->oartifact = 0;
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otmp->onamelth = 0;
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*ONAME(otmp) = '\0';
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} else if (otmp->oartifact && restore)
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artifact_exists(otmp,ONAME(otmp),TRUE);
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if (!restore) {
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/* do not zero out o_ids for ghost levels anymore */
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if(objects[otmp->otyp].oc_uses_known) otmp->known = 0;
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otmp->dknown = otmp->bknown = 0;
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otmp->rknown = 0;
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otmp->invlet = 0;
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otmp->no_charge = 0;
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if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
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#ifdef MAIL
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else if (otmp->otyp == SCR_MAIL) otmp->spe = 1;
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#endif
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else if (otmp->otyp == EGG) otmp->spe = 0;
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else if (otmp->otyp == TIN) {
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/* make tins of unique monster's meat be empty */
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if (otmp->corpsenm >= LOW_PM &&
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(mons[otmp->corpsenm].geno & G_UNIQ))
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otmp->corpsenm = NON_PM;
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} else if (otmp->otyp == AMULET_OF_YENDOR) {
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/* no longer the real Amulet */
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otmp->otyp = FAKE_AMULET_OF_YENDOR;
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curse(otmp);
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} else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
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if (otmp->lamplit)
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end_burn(otmp, TRUE);
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otmp->otyp = WAX_CANDLE;
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otmp->age = 50L; /* assume used */
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if (otmp->spe > 0)
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otmp->quan = (long)otmp->spe;
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otmp->spe = 0;
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otmp->owt = weight(otmp);
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} else if (otmp->otyp == BELL_OF_OPENING) {
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otmp->otyp = BELL;
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curse(otmp);
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} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
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otmp->otyp = SPE_BLANK_PAPER;
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curse(otmp);
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}
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}
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}
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}
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STATIC_OVL void
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drop_upon_death(mtmp, cont)
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struct monst *mtmp;
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struct obj *cont;
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{
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struct obj *otmp;
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while ((otmp = invent) != 0) {
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obj_extract_self(otmp);
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obj_no_longer_held(otmp);
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otmp->owornmask = 0;
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/* lamps don't go out when dropped */
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if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
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end_burn(otmp, TRUE); /* smother in statue */
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if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
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if(rn2(5)) curse(otmp);
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if (mtmp)
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(void) add_to_minv(mtmp, otmp);
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else if (cont)
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(void) add_to_container(cont, otmp);
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else
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place_object(otmp, u.ux, u.uy);
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}
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#ifndef GOLDOBJ
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if(u.ugold) {
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long ugold = u.ugold;
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if (mtmp) mtmp->mgold = ugold;
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else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
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else (void)mkgold(ugold, u.ux, u.uy);
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u.ugold = ugold; /* undo mkgoldobj()'s removal */
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}
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#endif
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if (cont) cont->owt = weight(cont);
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}
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/* check whether bones are feasible */
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boolean
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can_make_bones()
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{
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register struct trap *ttmp;
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if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
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return FALSE;
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if (no_bones_level(&u.uz))
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return FALSE; /* no bones for specific levels */
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if (u.uswallow) {
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return FALSE; /* no bones when swallowed */
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}
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if (!Is_branchlev(&u.uz)) {
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/* no bones on non-branches with portals */
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for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
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if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
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}
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if(depth(&u.uz) <= 0 || /* bulletproofing for endgame */
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(!rn2(1 + (depth(&u.uz)>>2)) /* fewer ghosts on low levels */
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#ifdef WIZARD
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&& !wizard
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#endif
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)) return FALSE;
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/* don't let multiple restarts generate multiple copies of objects
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* in bones files */
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if (discover) return FALSE;
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return TRUE;
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}
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/* save bones and possessions of a deceased adventurer */
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void
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savebones(corpse)
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struct obj *corpse;
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{
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int fd, x, y;
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struct trap *ttmp;
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struct monst *mtmp;
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struct permonst *mptr;
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struct fruit *f;
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char c, *bonesid;
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char whynot[BUFSZ];
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/* caller has already checked `can_make_bones()' */
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clear_bypasses();
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fd = open_bonesfile(&u.uz, &bonesid);
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if (fd >= 0) {
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(void) close(fd);
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compress_bonesfile();
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#ifdef WIZARD
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if (wizard) {
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if (yn("Bones file already exists. Replace it?") == 'y') {
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if (delete_bonesfile(&u.uz)) goto make_bones;
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else pline("Cannot unlink old bones.");
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}
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}
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#endif
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return;
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}
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#ifdef WIZARD
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make_bones:
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#endif
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unleash_all();
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/* in case these characters are not in their home bases */
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp)) continue;
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mptr = mtmp->data;
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if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] ||
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mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER ||
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mptr == &mons[PM_VLAD_THE_IMPALER])
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mongone(mtmp);
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}
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#ifdef STEED
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if (u.usteed) dismount_steed(DISMOUNT_BONES);
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#endif
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dmonsfree(); /* discard dead or gone monsters */
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/* mark all fruits as nonexistent; when we come to them we'll mark
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* them as existing (using goodfruit())
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*/
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for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
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/* check iron balls separately--maybe they're not carrying it */
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if (uball) uball->owornmask = uchain->owornmask = 0;
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/* dispose of your possessions, usually cursed */
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if (u.ugrave_arise == (NON_PM - 1)) {
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struct obj *otmp;
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/* embed your possessions in your statue */
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otmp = mk_named_object(STATUE, &mons[u.umonnum],
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u.ux, u.uy, plname);
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drop_upon_death((struct monst *)0, otmp);
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if (!otmp) return; /* couldn't make statue */
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mtmp = (struct monst *)0;
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} else if (u.ugrave_arise < LOW_PM) {
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/* drop everything */
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drop_upon_death((struct monst *)0, (struct obj *)0);
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/* trick makemon() into allowing monster creation
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* on your location
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*/
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in_mklev = TRUE;
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mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
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in_mklev = FALSE;
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if (!mtmp) return;
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mtmp = christen_monst(mtmp, plname);
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if (corpse)
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(void) obj_attach_mid(corpse, mtmp->m_id);
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} else {
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/* give your possessions to the monster you become */
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in_mklev = TRUE;
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mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
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in_mklev = FALSE;
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if (!mtmp) {
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drop_upon_death((struct monst *)0, (struct obj *)0);
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return;
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}
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mtmp = christen_monst(mtmp, plname);
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newsym(u.ux, u.uy);
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Your("body rises from the dead as %s...",
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an(mons[u.ugrave_arise].mname));
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display_nhwindow(WIN_MESSAGE, FALSE);
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drop_upon_death(mtmp, (struct obj *)0);
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m_dowear(mtmp, TRUE);
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}
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if (mtmp) {
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mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
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mtmp->mhp = mtmp->mhpmax = u.uhpmax;
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mtmp->female = flags.female;
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mtmp->msleeping = 1;
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}
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for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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resetobjs(mtmp->minvent,FALSE);
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/* do not zero out m_ids for bones levels any more */
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mtmp->mlstmv = 0L;
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if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
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}
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for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
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ttmp->madeby_u = 0;
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ttmp->tseen = (ttmp->ttyp == HOLE);
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}
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resetobjs(fobj,FALSE);
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resetobjs(level.buriedobjlist, FALSE);
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/* Hero is no longer on the map. */
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u.ux = u.uy = 0;
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/* Clear all memory from the level. */
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for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
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levl[x][y].seenv = 0;
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levl[x][y].waslit = 0;
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levl[x][y].glyph = cmap_to_glyph(S_stone);
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}
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fd = create_bonesfile(&u.uz, &bonesid, whynot);
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if(fd < 0) {
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#ifdef WIZARD
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if(wizard)
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pline("%s", whynot);
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#endif
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/* bones file creation problems are silent to the player.
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* Keep it that way, but place a clue into the paniclog.
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*/
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paniclog("savebones", whynot);
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return;
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}
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c = (char) (strlen(bonesid) + 1);
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#ifdef MFLOPPY /* check whether there is room */
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if (iflags.checkspace) {
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savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
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/* savelev() initializes bytes_counted to 0, so it must come
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* first here even though it does not in the real save. the
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* resulting extra bflush() at the end of savelev() may increase
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* bytes_counted by a couple over what the real usage will be.
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*
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* note it is safe to call store_version() here only because
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* bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
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* this code would have to know the size of the version
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* information itself.
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*/
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store_version(fd);
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bwrite(fd, (genericptr_t) &c, sizeof c);
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bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
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savefruitchn(fd, COUNT_SAVE);
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bflush(fd);
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if (bytes_counted > freediskspace(bones)) { /* not enough room */
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# ifdef WIZARD
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if (wizard)
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pline("Insufficient space to create bones file.");
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# endif
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(void) close(fd);
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cancel_bonesfile();
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return;
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}
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co_false(); /* make sure stuff before savelev() gets written */
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}
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#endif /* MFLOPPY */
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store_version(fd);
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bwrite(fd, (genericptr_t) &c, sizeof c);
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bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
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savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
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update_mlstmv(); /* update monsters for eventual restoration */
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savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
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bclose(fd);
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commit_bonesfile(&u.uz);
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compress_bonesfile();
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}
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int
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getbones()
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{
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register int fd;
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register int ok;
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char c, *bonesid, oldbonesid[10];
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if(discover) /* save bones files for real games */
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return(0);
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/* wizard check added by GAN 02/05/87 */
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if(rn2(3) /* only once in three times do we find bones */
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#ifdef WIZARD
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&& !wizard
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#endif
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) return(0);
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if(no_bones_level(&u.uz)) return(0);
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fd = open_bonesfile(&u.uz, &bonesid);
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if (fd < 0) return(0);
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if ((ok = uptodate(fd, bones)) == 0) {
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#ifdef WIZARD
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if (!wizard)
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#endif
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pline("Discarding unuseable bones; no need to panic...");
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} else {
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#ifdef WIZARD
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if(wizard) {
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if(yn("Get bones?") == 'n') {
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(void) close(fd);
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compress_bonesfile();
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return(0);
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}
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}
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#endif
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mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */
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mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
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if (strcmp(bonesid, oldbonesid) != 0) {
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char errbuf[BUFSZ];
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Sprintf(errbuf, "This is bones level '%s', not '%s'!",
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oldbonesid, bonesid);
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#ifdef WIZARD
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if (wizard) {
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pline("%s", errbuf);
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ok = FALSE; /* won't die of trickery */
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}
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#endif
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trickery(errbuf);
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} else {
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register struct monst *mtmp;
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int mndx;
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getlev(fd, 0, 0, TRUE);
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/* to correctly reset named artifacts on the level and
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to keep tabs on unique monsters like demon lords */
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for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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mndx = monsndx(mtmp->data);
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if (mvitals[mndx].mvflags & G_EXTINCT) {
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mongone(mtmp);
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} else {
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if (mons[mndx].geno & G_UNIQ)
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mvitals[mndx].mvflags |= G_EXTINCT;
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resetobjs(mtmp->minvent,TRUE);
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}
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}
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resetobjs(fobj,TRUE);
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resetobjs(level.buriedobjlist,TRUE);
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}
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}
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(void) close(fd);
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#ifdef WIZARD
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if(wizard) {
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if(yn("Unlink bones?") == 'n') {
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compress_bonesfile();
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return(ok);
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}
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}
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#endif
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if (!delete_bonesfile(&u.uz)) {
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/* When N games try to simultaneously restore the same
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* bones file, N-1 of them will fail to delete it
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* (the first N-1 under AmigaDOS, the last N-1 under UNIX).
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* So no point in a mysterious message for a normal event
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* -- just generate a new level for those N-1 games.
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*/
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/* pline("Cannot unlink bones."); */
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return(0);
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}
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return(ok);
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}
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/*bones.c*/
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