Files
nethack/src/bones.c
nethack.rankin fbfb8e92ab corpse revival and statue animation (trunk only)
Try to address the problem From a bug report:  turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters).  That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file.  The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this.  (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).

     It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it.  More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis.  This patch
has already been spreading tentacles and I've got to cut it off....

     The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves.  It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though).  That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass.  This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back.  (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)

     Other bits:  `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs).  Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).

     There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
2003-11-30 21:19:01 +00:00

509 lines
14 KiB
C

/* SCCS Id: @(#)bones.c 3.4 2003/11/29 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "lev.h"
extern char bones[]; /* from files.c */
#ifdef MFLOPPY
extern long bytes_counted;
#endif
STATIC_DCL boolean FDECL(no_bones_level, (d_level *));
STATIC_DCL void FDECL(goodfruit, (int));
STATIC_DCL void FDECL(resetobjs,(struct obj *,BOOLEAN_P));
STATIC_DCL void FDECL(drop_upon_death, (struct monst *, struct obj *));
STATIC_OVL boolean
no_bones_level(lev)
d_level *lev;
{
extern d_level save_dlevel; /* in do.c */
s_level *sptr;
if (ledger_no(&save_dlevel)) assign_level(lev, &save_dlevel);
return (boolean)(((sptr = Is_special(lev)) != 0 && !sptr->boneid)
|| !dungeons[lev->dnum].boneid
/* no bones on the last or multiway branch levels */
/* in any dungeon (level 1 isn't multiway). */
|| Is_botlevel(lev) || (Is_branchlev(lev) && lev->dlevel > 1)
/* no bones in the invocation level */
|| (In_hell(lev) && lev->dlevel == dunlevs_in_dungeon(lev) - 1)
);
}
/* Call this function for each fruit object saved in the bones level: it marks
* that particular type of fruit as existing (the marker is that that type's
* ID is positive instead of negative). This way, when we later save the
* chain of fruit types, we know to only save the types that exist.
*/
STATIC_OVL void
goodfruit(id)
int id;
{
register struct fruit *f;
for(f=ffruit; f; f=f->nextf) {
if(f->fid == -id) {
f->fid = id;
return;
}
}
}
STATIC_OVL void
resetobjs(ochain,restore)
struct obj *ochain;
boolean restore;
{
struct obj *otmp;
for (otmp = ochain; otmp; otmp = otmp->nobj) {
if (otmp->cobj)
resetobjs(otmp->cobj,restore);
if (restore) {
/* artifact bookeeping needs to be done during
restore; other fixups are done while saving */
if (otmp->oartifact) {
if (exist_artifact(otmp->otyp, ONAME(otmp)) ||
is_quest_artifact(otmp)) {
/* prevent duplicate--revert to ordinary obj */
otmp->oartifact = 0;
otmp->onamelth = 0;
*ONAME(otmp) = '\0';
} else {
artifact_exists(otmp, ONAME(otmp), TRUE);
}
}
} else { /* saving */
/* do not zero out o_ids for ghost levels anymore */
if(objects[otmp->otyp].oc_uses_known) otmp->known = 0;
otmp->dknown = otmp->bknown = 0;
otmp->rknown = 0;
otmp->invlet = 0;
otmp->no_charge = 0;
/* strip user-supplied names */
/* Statue and some corpse names are left intact,
presumeably in case they came from score file.
[TODO: this ought to be done differently--names
which came from such a source or came from any
stoned or killed monster should be flagged in
some manner; then we could just check the flag
here and keep "real" names (dead pets, &c) while
discarding player notes attached to statues.] */
if (otmp->onamelth &&
!(otmp->oartifact || otmp->otyp == STATUE ||
(otmp->otyp == CORPSE &&
otmp->corpsenm >= SPECIAL_PM))) {
otmp->onamelth = 0;
*ONAME(otmp) = '\0';
}
if (otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
#ifdef MAIL
else if (otmp->otyp == SCR_MAIL) otmp->spe = 1;
#endif
else if (otmp->otyp == EGG) otmp->spe = 0;
else if (otmp->otyp == TIN) {
/* make tins of unique monster's meat be empty */
if (otmp->corpsenm >= LOW_PM &&
unique_corpstat(&mons[otmp->corpsenm]))
otmp->corpsenm = NON_PM;
} else if (otmp->otyp == CORPSE ||
otmp->otyp == STATUE) {
int mnum = otmp->corpsenm;
/* Discard incarnation details of unique
monsters (by passing null instead of otmp
for object), shopkeepers (by passing false
for revival flag), temple priests, and
vault guards in order to prevent corpse
revival or statue reanimation. */
if (otmp->oattached == OATTACHED_MONST &&
cant_revive(&mnum, FALSE, (struct obj *)0))
otmp->oattached = OATTACHED_NOTHING;
} else if (otmp->otyp == AMULET_OF_YENDOR) {
/* no longer the real Amulet */
otmp->otyp = FAKE_AMULET_OF_YENDOR;
curse(otmp);
} else if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
if (otmp->lamplit)
end_burn(otmp, TRUE);
otmp->otyp = WAX_CANDLE;
otmp->age = 50L; /* assume used */
if (otmp->spe > 0)
otmp->quan = (long)otmp->spe;
otmp->spe = 0;
otmp->owt = weight(otmp);
curse(otmp);
} else if (otmp->otyp == BELL_OF_OPENING) {
otmp->otyp = BELL;
curse(otmp);
} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
otmp->otyp = SPE_BLANK_PAPER;
curse(otmp);
}
}
}
}
STATIC_OVL void
drop_upon_death(mtmp, cont)
struct monst *mtmp;
struct obj *cont;
{
struct obj *otmp;
uswapwep = 0; /* ensure curse() won't cause swapwep to drop twice */
while ((otmp = invent) != 0) {
obj_extract_self(otmp);
obj_no_longer_held(otmp);
otmp->owornmask = 0;
/* lamps don't go out when dropped */
if ((cont || artifact_light(otmp)) && obj_is_burning(otmp))
end_burn(otmp, TRUE); /* smother in statue */
if(otmp->otyp == SLIME_MOLD) goodfruit(otmp->spe);
if(rn2(5)) curse(otmp);
if (mtmp)
(void) add_to_minv(mtmp, otmp);
else if (cont)
(void) add_to_container(cont, otmp);
else
place_object(otmp, u.ux, u.uy);
}
#ifndef GOLDOBJ
if(u.ugold) {
long ugold = u.ugold;
if (mtmp) mtmp->mgold = ugold;
else if (cont) (void) add_to_container(cont, mkgoldobj(ugold));
else (void)mkgold(ugold, u.ux, u.uy);
u.ugold = ugold; /* undo mkgoldobj()'s removal */
}
#endif
if (cont) cont->owt = weight(cont);
}
/* check whether bones are feasible */
boolean
can_make_bones()
{
register struct trap *ttmp;
if (ledger_no(&u.uz) <= 0 || ledger_no(&u.uz) > maxledgerno())
return FALSE;
if (no_bones_level(&u.uz))
return FALSE; /* no bones for specific levels */
if (u.uswallow) {
return FALSE; /* no bones when swallowed */
}
if (!Is_branchlev(&u.uz)) {
/* no bones on non-branches with portals */
for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
if (ttmp->ttyp == MAGIC_PORTAL) return FALSE;
}
if(depth(&u.uz) <= 0 || /* bulletproofing for endgame */
(!rn2(1 + (depth(&u.uz)>>2)) /* fewer ghosts on low levels */
#ifdef WIZARD
&& !wizard
#endif
)) return FALSE;
/* don't let multiple restarts generate multiple copies of objects
* in bones files */
if (discover) return FALSE;
return TRUE;
}
/* save bones and possessions of a deceased adventurer */
void
savebones(corpse)
struct obj *corpse;
{
int fd, x, y;
struct trap *ttmp;
struct monst *mtmp;
struct permonst *mptr;
struct fruit *f;
char c, *bonesid;
char whynot[BUFSZ];
/* caller has already checked `can_make_bones()' */
clear_bypasses();
fd = open_bonesfile(&u.uz, &bonesid);
if (fd >= 0) {
(void) close(fd);
compress_bonesfile();
#ifdef WIZARD
if (wizard) {
if (yn("Bones file already exists. Replace it?") == 'y') {
if (delete_bonesfile(&u.uz)) goto make_bones;
else pline("Cannot unlink old bones.");
}
}
#endif
return;
}
#ifdef WIZARD
make_bones:
#endif
unleash_all();
/* in case these characters are not in their home bases */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
mptr = mtmp->data;
if (mtmp->iswiz || mptr == &mons[PM_MEDUSA] ||
mptr->msound == MS_NEMESIS || mptr->msound == MS_LEADER ||
mptr == &mons[PM_VLAD_THE_IMPALER])
mongone(mtmp);
}
#ifdef STEED
if (u.usteed) dismount_steed(DISMOUNT_BONES);
#endif
dmonsfree(); /* discard dead or gone monsters */
/* mark all fruits as nonexistent; when we come to them we'll mark
* them as existing (using goodfruit())
*/
for(f=ffruit; f; f=f->nextf) f->fid = -f->fid;
/* check iron balls separately--maybe they're not carrying it */
if (uball) uball->owornmask = uchain->owornmask = 0;
/* dispose of your possessions, usually cursed */
if (u.ugrave_arise == (NON_PM - 1)) {
struct obj *otmp;
/* embed your possessions in your statue */
otmp = mk_named_object(STATUE, &mons[u.umonnum],
u.ux, u.uy, plname);
drop_upon_death((struct monst *)0, otmp);
if (!otmp) return; /* couldn't make statue */
mtmp = (struct monst *)0;
} else if (u.ugrave_arise < LOW_PM) {
/* drop everything */
drop_upon_death((struct monst *)0, (struct obj *)0);
/* trick makemon() into allowing monster creation
* on your location
*/
in_mklev = TRUE;
mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NONAME);
in_mklev = FALSE;
if (!mtmp) return;
mtmp = christen_monst(mtmp, plname);
if (corpse)
(void) obj_attach_mid(corpse, mtmp->m_id);
} else {
/* give your possessions to the monster you become */
in_mklev = TRUE;
mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MM_FLAGS);
in_mklev = FALSE;
if (!mtmp) {
drop_upon_death((struct monst *)0, (struct obj *)0);
return;
}
mtmp = christen_monst(mtmp, plname);
newsym(u.ux, u.uy);
Your("body rises from the dead as %s...",
an(mons[u.ugrave_arise].mname));
display_nhwindow(WIN_MESSAGE, FALSE);
drop_upon_death(mtmp, (struct obj *)0);
m_dowear(mtmp, TRUE);
}
if (mtmp) {
mtmp->m_lev = (u.ulevel ? u.ulevel : 1);
mtmp->mhp = mtmp->mhpmax = u.uhpmax;
mtmp->female = flags.female;
mtmp->msleeping = 1;
}
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
resetobjs(mtmp->minvent,FALSE);
/* do not zero out m_ids for bones levels any more */
mtmp->mlstmv = 0L;
if(mtmp->mtame) mtmp->mtame = mtmp->mpeaceful = 0;
}
for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
ttmp->madeby_u = 0;
ttmp->tseen = (ttmp->ttyp == HOLE);
}
resetobjs(fobj,FALSE);
resetobjs(level.buriedobjlist, FALSE);
/* Hero is no longer on the map. */
u.ux = u.uy = 0;
/* Clear all memory from the level. */
for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) {
levl[x][y].seenv = 0;
levl[x][y].waslit = 0;
levl[x][y].glyph = cmap_to_glyph(S_stone);
}
fd = create_bonesfile(&u.uz, &bonesid, whynot);
if(fd < 0) {
#ifdef WIZARD
if(wizard)
pline("%s", whynot);
#endif
/* bones file creation problems are silent to the player.
* Keep it that way, but place a clue into the paniclog.
*/
paniclog("savebones", whynot);
return;
}
c = (char) (strlen(bonesid) + 1);
#ifdef MFLOPPY /* check whether there is room */
if (iflags.checkspace) {
savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
/* savelev() initializes bytes_counted to 0, so it must come
* first here even though it does not in the real save. the
* resulting extra bflush() at the end of savelev() may increase
* bytes_counted by a couple over what the real usage will be.
*
* note it is safe to call store_version() here only because
* bufon() is null for ZEROCOMP, which MFLOPPY uses -- otherwise
* this code would have to know the size of the version
* information itself.
*/
store_version(fd);
bwrite(fd, (genericptr_t) &c, sizeof c);
bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
savefruitchn(fd, COUNT_SAVE);
bflush(fd);
if (bytes_counted > freediskspace(bones)) { /* not enough room */
# ifdef WIZARD
if (wizard)
pline("Insufficient space to create bones file.");
# endif
(void) close(fd);
cancel_bonesfile();
return;
}
co_false(); /* make sure stuff before savelev() gets written */
}
#endif /* MFLOPPY */
store_version(fd);
bwrite(fd, (genericptr_t) &c, sizeof c);
bwrite(fd, (genericptr_t) bonesid, (unsigned) c); /* DD.nnn */
savefruitchn(fd, WRITE_SAVE | FREE_SAVE);
update_mlstmv(); /* update monsters for eventual restoration */
savelev(fd, ledger_no(&u.uz), WRITE_SAVE | FREE_SAVE);
bclose(fd);
commit_bonesfile(&u.uz);
compress_bonesfile();
}
int
getbones()
{
register int fd;
register int ok;
char c, *bonesid, oldbonesid[10];
if(discover) /* save bones files for real games */
return(0);
/* wizard check added by GAN 02/05/87 */
if(rn2(3) /* only once in three times do we find bones */
#ifdef WIZARD
&& !wizard
#endif
) return(0);
if(no_bones_level(&u.uz)) return(0);
fd = open_bonesfile(&u.uz, &bonesid);
if (fd < 0) return(0);
if ((ok = uptodate(fd, bones)) == 0) {
#ifdef WIZARD
if (!wizard)
#endif
pline("Discarding unuseable bones; no need to panic...");
} else {
#ifdef WIZARD
if(wizard) {
if(yn("Get bones?") == 'n') {
(void) close(fd);
compress_bonesfile();
return(0);
}
}
#endif
mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */
mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
if (strcmp(bonesid, oldbonesid) != 0) {
char errbuf[BUFSZ];
Sprintf(errbuf, "This is bones level '%s', not '%s'!",
oldbonesid, bonesid);
#ifdef WIZARD
if (wizard) {
pline("%s", errbuf);
ok = FALSE; /* won't die of trickery */
}
#endif
trickery(errbuf);
} else {
register struct monst *mtmp;
getlev(fd, 0, 0, TRUE);
/* Note that getlev() now keeps tabs on unique
* monsters such as demon lords, and tracks the
* birth counts of all species just as makemon()
* does. If a bones monster is extinct or has been
* subject to genocide, their mhpmax will be
* set to the magic DEFUNCT_MONSTER cookie value.
*/
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (mtmp->mhpmax == DEFUNCT_MONSTER) {
#if defined(DEBUG) && defined(WIZARD)
if (wizard)
pline("Removing defunct monster %s from bones.",
mtmp->data->mname);
#endif
mongone(mtmp);
} else
/* to correctly reset named artifacts on the level */
resetobjs(mtmp->minvent,TRUE);
}
resetobjs(fobj,TRUE);
resetobjs(level.buriedobjlist,TRUE);
}
}
(void) close(fd);
#ifdef WIZARD
if(wizard) {
if(yn("Unlink bones?") == 'n') {
compress_bonesfile();
return(ok);
}
}
#endif
if (!delete_bonesfile(&u.uz)) {
/* When N games try to simultaneously restore the same
* bones file, N-1 of them will fail to delete it
* (the first N-1 under AmigaDOS, the last N-1 under UNIX).
* So no point in a mysterious message for a normal event
* -- just generate a new level for those N-1 games.
*/
/* pline("Cannot unlink bones."); */
return(0);
}
return(ok);
}
/*bones.c*/