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/* SCCS Id: @(#)music.c 3.4 2003/05/25 */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
* This file contains the different functions designed to manipulate the
* musical instruments and their various effects.
*
* Actually the list of instruments / effects is :
*
* (wooden) flute may calm snakes if player has enough dexterity
* magic flute may put monsters to sleep: area of effect depends
* on player level.
* (tooled) horn Will awaken monsters: area of effect depends on player
* level. May also scare monsters.
* fire horn Acts like a wand of fire.
* frost horn Acts like a wand of cold.
* bugle Will awaken soldiers (if any): area of effect depends
* on player level.
* (wooden) harp May calm nymph if player has enough dexterity.
* magic harp Charm monsters: area of effect depends on player
* level.
* (leather) drum Will awaken monsters like the horn.
* drum of earthquake Will initiate an earthquake whose intensity depends
* on player level. That is, it creates random pits
* called here chasms.
*/
#include "hack.h"
STATIC_DCL void FDECL(awaken_monsters,(int));
STATIC_DCL void FDECL(put_monsters_to_sleep,(int));
STATIC_DCL void FDECL(charm_snakes,(int));
STATIC_DCL void FDECL(calm_nymphs,(int));
STATIC_DCL void FDECL(charm_monsters,(int));
STATIC_DCL void FDECL(do_earthquake,(int));
STATIC_DCL int FDECL(do_improvisation,(struct obj *));
#ifdef UNIX386MUSIC
STATIC_DCL int NDECL(atconsole);
STATIC_DCL void FDECL(speaker,(struct obj *,char *));
#endif
#ifdef VPIX_MUSIC
extern int sco_flag_console; /* will need changing if not _M_UNIX */
STATIC_DCL void NDECL(playinit);
STATIC_DCL void FDECL(playstring, (char *,size_t));
STATIC_DCL void FDECL(speaker,(struct obj *,char *));
#endif
#ifdef PCMUSIC
void FDECL( pc_speaker, ( struct obj *, char * ) );
#endif
#ifdef AMIGA
void FDECL( amii_speaker, ( struct obj *, char *, int ) );
#endif
/*
* Wake every monster in range...
*/
STATIC_OVL void
awaken_monsters(distance)
int distance;
{
register struct monst *mtmp = fmon;
register int distm;
while(mtmp) {
if (!DEADMONSTER(mtmp)) {
distm = distu(mtmp->mx, mtmp->my);
if (distm < distance) {
mtmp->msleeping = 0;
mtmp->mcanmove = 1;
mtmp->mfrozen = 0;
/* May scare some monsters */
if (distm < distance/3 &&
!resist(mtmp, TOOL_CLASS, 0, NOTELL))
monflee(mtmp, 0, FALSE, TRUE);
}
}
mtmp = mtmp->nmon;
}
}
/*
* Make monsters fall asleep. Note that they may resist the spell.
*/
STATIC_OVL void
put_monsters_to_sleep(distance)
int distance;
{
register struct monst *mtmp = fmon;
while(mtmp) {
if (!DEADMONSTER(mtmp) && distu(mtmp->mx, mtmp->my) < distance &&
sleep_monst(mtmp, d(10,10), TOOL_CLASS)) {
mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */
slept_monst(mtmp);
}
mtmp = mtmp->nmon;
}
}
/*
* Charm snakes in range. Note that the snakes are NOT tamed.
*/
STATIC_OVL void
charm_snakes(distance)
int distance;
{
register struct monst *mtmp = fmon;
int could_see_mon, was_peaceful;
while (mtmp) {
if (!DEADMONSTER(mtmp) && mtmp->data->mlet == S_SNAKE && mtmp->mcanmove &&
distu(mtmp->mx, mtmp->my) < distance) {
was_peaceful = mtmp->mpeaceful;
mtmp->mpeaceful = 1;
mtmp->mavenge = 0;
could_see_mon = canseemon(mtmp);
mtmp->mundetected = 0;
newsym(mtmp->mx, mtmp->my);
if (canseemon(mtmp)) {
if (!could_see_mon)
You("notice %s, swaying with the music.",
a_monnam(mtmp));
else
pline("%s freezes, then sways with the music%s.",
Monnam(mtmp),
was_peaceful ? "" : ", and now seems quieter");
}
}
mtmp = mtmp->nmon;
}
}
/*
* Calm nymphs in range.
*/
STATIC_OVL void
calm_nymphs(distance)
int distance;
{
register struct monst *mtmp = fmon;
while (mtmp) {
if (!DEADMONSTER(mtmp) && mtmp->data->mlet == S_NYMPH && mtmp->mcanmove &&
distu(mtmp->mx, mtmp->my) < distance) {
mtmp->msleeping = 0;
mtmp->mpeaceful = 1;
mtmp->mavenge = 0;
if (canseemon(mtmp))
pline(
"%s listens cheerfully to the music, then seems quieter.",
Monnam(mtmp));
}
mtmp = mtmp->nmon;
}
}
/* Awake only soldiers of the level. */
void
awaken_soldiers()
{
register struct monst *mtmp = fmon;
while(mtmp) {
if (!DEADMONSTER(mtmp) &&
is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
mtmp->mpeaceful = mtmp->msleeping = mtmp->mfrozen = 0;
mtmp->mcanmove = 1;
if (canseemon(mtmp))
pline("%s is now ready for battle!", Monnam(mtmp));
else
Norep("You hear the rattle of battle gear being readied.");
}
mtmp = mtmp->nmon;
}
}
/* Charm monsters in range. Note that they may resist the spell.
* If swallowed, range is reduced to 0.
*/
STATIC_OVL void
charm_monsters(distance)
int distance;
{
struct monst *mtmp, *mtmp2;
if (u.uswallow) {
if (!resist(u.ustuck, TOOL_CLASS, 0, NOTELL))
(void) tamedog(u.ustuck, (struct obj *) 0);
} else {
for (mtmp = fmon; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if (DEADMONSTER(mtmp)) continue;
if (distu(mtmp->mx, mtmp->my) <= distance) {
if (!resist(mtmp, TOOL_CLASS, 0, NOTELL))
(void) tamedog(mtmp, (struct obj *) 0);
}
}
}
}
/* Generate earthquake :-) of desired force.
* That is: create random chasms (pits).
*/
STATIC_OVL void
do_earthquake(force)
int force;
{
register int x,y;
struct monst *mtmp;
struct obj *otmp;
struct trap *chasm;
int start_x, start_y, end_x, end_y;
start_x = u.ux - (force * 2);
start_y = u.uy - (force * 2);
end_x = u.ux + (force * 2);
end_y = u.uy + (force * 2);
if (start_x < 1) start_x = 1;
if (start_y < 1) start_y = 1;
if (end_x >= COLNO) end_x = COLNO - 1;
if (end_y >= ROWNO) end_y = ROWNO - 1;
for (x=start_x; x<=end_x; x++) for (y=start_y; y<=end_y; y++) {
if ((mtmp = m_at(x,y)) != 0) {
wakeup(mtmp); /* peaceful monster will become hostile */
if (mtmp->mundetected && is_hider(mtmp->data)) {
mtmp->mundetected = 0;
if (cansee(x,y))
pline("%s is shaken loose from the ceiling!",
Amonnam(mtmp));
else
You_hear("a thumping sound.");
if (x==u.ux && y==u.uy)
You("easily dodge the falling %s.",
mon_nam(mtmp));
newsym(x,y);
}
}
if (!rn2(14 - force)) switch (levl[x][y].typ) {
case FOUNTAIN : /* Make the fountain disappear */
if (cansee(x,y))
pline_The("fountain falls into a chasm.");
goto do_pit;
#ifdef SINKS
case SINK :
if (cansee(x,y))
pline_The("kitchen sink falls into a chasm.");
goto do_pit;
#endif
case ALTAR :
if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) break;
if (cansee(x,y))
pline_The("altar falls into a chasm.");
goto do_pit;
case GRAVE :
if (cansee(x,y))
pline_The("headstone topples into a chasm.");
goto do_pit;
case THRONE :
if (cansee(x,y))
pline_The("throne falls into a chasm.");
/* Falls into next case */
case ROOM :
case CORR : /* Try to make a pit */
do_pit: chasm = maketrap(x,y,PIT);
if (!chasm) break; /* no pit if portal at that location */
chasm->tseen = 1;
levl[x][y].doormask = 0;
mtmp = m_at(x,y);
if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
if (cansee(x, y))
pline("KADOOM! The boulder falls into a chasm%s!",
((x == u.ux) && (y == u.uy)) ? " below you" : "");
if (mtmp)
mtmp->mtrapped = 0;
obj_extract_self(otmp);
(void) flooreffects(otmp, x, y, "");
break;
}
/* We have to check whether monsters or player
falls in a chasm... */
if (mtmp) {
if(!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) {
mtmp->mtrapped = 1;
if(cansee(x,y))
pline("%s falls into a chasm!", Monnam(mtmp));
else if (flags.soundok && humanoid(mtmp->data))
You_hear("a scream!");
mselftouch(mtmp, "Falling, ", TRUE);
if (mtmp->mhp > 0)
if ((mtmp->mhp -= rnd(6)) <= 0) {
if(!cansee(x,y))
pline("It is destroyed!");
else {
You("destroy %s!", mtmp->mtame ?
x_monnam(mtmp, ARTICLE_THE, "poor",
mtmp->mnamelth ? SUPPRESS_SADDLE : 0, FALSE):
mon_nam(mtmp));
}
xkilled(mtmp,0);
}
}
} else if (x == u.ux && y == u.uy) {
if (Levitation || Flying ||
is_clinger(youmonst.data)) {
pline("A chasm opens up under you!");
You("don't fall in!");
} else {
You("fall into a chasm!");
u.utrap = rn1(6,2);
u.utraptype = TT_PIT;
losehp(rnd(6),"fell into a chasm",
NO_KILLER_PREFIX);
selftouch("Falling, you");
}
} else newsym(x,y);
break;
case DOOR : /* Make the door collapse */
if (levl[x][y].doormask == D_NODOOR) goto do_pit;
if (cansee(x,y))
pline_The("door collapses.");
if (*in_rooms(x, y, SHOPBASE))
add_damage(x, y, 0L);
levl[x][y].doormask = D_NODOOR;
unblock_point(x,y);
newsym(x,y);
break;
}
}
}
/*
* The player is trying to extract something from his/her instrument.
*/
STATIC_OVL int
do_improvisation(instr)
struct obj *instr;
{
int damage, do_spec = !Confusion;
#if defined(MAC) || defined(AMIGA) || defined(VPIX_MUSIC) || defined (PCMUSIC)
struct obj itmp;
itmp = *instr;
/* if won't yield special effect, make sound of mundane counterpart */
if (!do_spec || instr->spe <= 0)
while (objects[itmp.otyp].oc_magic) itmp.otyp -= 1;
# ifdef MAC
mac_speaker(&itmp, "C");
# endif
# ifdef AMIGA
amii_speaker(&itmp, "Cw", AMII_OKAY_VOLUME);
# endif
# ifdef VPIX_MUSIC
if (sco_flag_console)
speaker(&itmp, "C");
# endif
#ifdef PCMUSIC
pc_speaker ( &itmp, "C");
#endif
#endif /* MAC || AMIGA || VPIX_MUSIC || PCMUSIC */
if (!do_spec)
pline("What you produce is quite far from music...");
else
You("start playing %s.", the(xname(instr)));
switch (instr->otyp) {
case MAGIC_FLUTE: /* Make monster fall asleep */
if (do_spec && instr->spe > 0) {
consume_obj_charge(instr, TRUE);
You("produce soft music.");
put_monsters_to_sleep(u.ulevel * 5);
exercise(A_DEX, TRUE);
break;
} /* else FALLTHRU */
case WOODEN_FLUTE: /* May charm snakes */
do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
if (do_spec) charm_snakes(u.ulevel * 3);
exercise(A_DEX, TRUE);
break;
case FROST_HORN: /* Idem wand of cold */
case FIRE_HORN: /* Idem wand of fire */
if (do_spec && instr->spe > 0) {
consume_obj_charge(instr, TRUE);
if (!getdir((char *)0)) {
pline("%s.", Tobjnam(instr, "vibrate"));
break;
} else if (!u.dx && !u.dy && !u.dz) {
if ((damage = zapyourself(instr, TRUE)) != 0) {
char buf[BUFSZ];
Sprintf(buf, "using a magical horn on %sself", uhim());
losehp(damage, buf, KILLED_BY);
}
} else {
buzz((instr->otyp == FROST_HORN) ? AD_COLD-1 : AD_FIRE-1,
rn1(6,6), u.ux, u.uy, u.dx, u.dy);
}
makeknown(instr->otyp);
break;
} /* else FALLTHRU */
case TOOLED_HORN: /* Awaken or scare monsters */
You("produce a frightful, grave sound.");
awaken_monsters(u.ulevel * 30);
exercise(A_WIS, FALSE);
break;
case BUGLE: /* Awaken & attract soldiers */
You("extract a loud noise from %s.", the(xname(instr)));
awaken_soldiers();
exercise(A_WIS, FALSE);
break;
case MAGIC_HARP: /* Charm monsters */
if (do_spec && instr->spe > 0) {
consume_obj_charge(instr, TRUE);
pline("%s very attractive music.", Tobjnam(instr, "produce"));
charm_monsters((u.ulevel - 1) / 3 + 1);
exercise(A_DEX, TRUE);
break;
} /* else FALLTHRU */
case WOODEN_HARP: /* May calm Nymph */
do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
pline("%s %s.", The(xname(instr)),
do_spec ? "produces a lilting melody" : "twangs");
if (do_spec) calm_nymphs(u.ulevel * 3);
exercise(A_DEX, TRUE);
break;
case DRUM_OF_EARTHQUAKE: /* create several pits */
if (do_spec && instr->spe > 0) {
consume_obj_charge(instr, TRUE);
You("produce a heavy, thunderous rolling!");
pline_The("entire dungeon is shaking around you!");
do_earthquake((u.ulevel - 1) / 3 + 1);
/* shake up monsters in a much larger radius... */
awaken_monsters(ROWNO * COLNO);
makeknown(DRUM_OF_EARTHQUAKE);
break;
} /* else FALLTHRU */
case LEATHER_DRUM: /* Awaken monsters */
You("beat a deafening row!");
awaken_monsters(u.ulevel * 40);
exercise(A_WIS, FALSE);
break;
default:
impossible("What a weird instrument (%d)!", instr->otyp);
break;
}
return 2; /* That takes time */
}
/*
* So you want music...
*/
int
do_play_instrument(instr)
struct obj *instr;
{
char buf[BUFSZ], c = 'y';
char *s;
int x,y;
boolean ok;
if (Underwater) {
You_cant("play music underwater!");
return(0);
}
if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
c = yn("Improvise?");
}
if (c == 'n') {
if (u.uevent.uheard_tune == 2 && yn("Play the passtune?") == 'y') {
Strcpy(buf, tune);
} else {
getlin("What tune are you playing? [5 notes, A-G]", buf);
(void)mungspaces(buf);
/* convert to uppercase and change any "H" to the expected "B" */
for (s = buf; *s; s++) {
#ifndef AMIGA
*s = highc(*s);
#else
/* The AMIGA supports two octaves of notes */
if (*s == 'h') *s = 'b';
#endif
if (*s == 'H') *s = 'B';
}
}
You("extract a strange sound from %s!", the(xname(instr)));
#ifdef UNIX386MUSIC
/* if user is at the console, play through the console speaker */
if (atconsole())
speaker(instr, buf);
#endif
#ifdef VPIX_MUSIC
if (sco_flag_console)
speaker(instr, buf);
#endif
#ifdef MAC
mac_speaker ( instr , buf ) ;
#endif
#ifdef PCMUSIC
pc_speaker ( instr, buf );
#endif
#ifdef AMIGA
{
char nbuf[ 20 ];
int i;
for( i = 0; buf[i] && i < 5; ++i )
{
nbuf[ i*2 ] = buf[ i ];
nbuf[ (i*2)+1 ] = 'h';
}
nbuf[ i*2 ] = 0;
amii_speaker ( instr , nbuf, AMII_OKAY_VOLUME ) ;
}
#endif
/* Check if there was the Stronghold drawbridge near
* and if the tune conforms to what we're waiting for.
*/
if(Is_stronghold(&u.uz)) {
exercise(A_WIS, TRUE); /* just for trying */
if(!strcmp(buf,tune)) {
/* Search for the drawbridge */
for(y=u.uy-1; y<=u.uy+1; y++)
for(x=u.ux-1;x<=u.ux+1;x++)
if(isok(x,y))
if(find_drawbridge(&x,&y)) {
u.uevent.uheard_tune = 2; /* tune now fully known */
if(levl[x][y].typ == DRAWBRIDGE_DOWN)
close_drawbridge(x,y);
else
open_drawbridge(x,y);
return 0;
}
} else if(flags.soundok) {
if (u.uevent.uheard_tune < 1) u.uevent.uheard_tune = 1;
/* Okay, it wasn't the right tune, but perhaps
* we can give the player some hints like in the
* Mastermind game */
ok = FALSE;
for(y = u.uy-1; y <= u.uy+1 && !ok; y++)
for(x = u.ux-1; x <= u.ux+1 && !ok; x++)
if(isok(x,y))
if(IS_DRAWBRIDGE(levl[x][y].typ) ||
is_drawbridge_wall(x,y) >= 0)
ok = TRUE;
if(ok) { /* There is a drawbridge near */
int tumblers, gears;
boolean matched[5];
tumblers = gears = 0;
for(x=0; x < 5; x++)
matched[x] = FALSE;
for(x=0; x < (int)strlen(buf); x++)
if(x < 5) {
if(buf[x] == tune[x]) {
gears++;
matched[x] = TRUE;
} else
for(y=0; y < 5; y++)
if(!matched[y] &&
buf[x] == tune[y] &&
buf[y] != tune[y]) {
tumblers++;
matched[y] = TRUE;
break;
}
}
if(tumblers)
if(gears)
You_hear("%d tumbler%s click and %d gear%s turn.",
tumblers, plur(tumblers), gears, plur(gears));
else
You_hear("%d tumbler%s click.",
tumblers, plur(tumblers));
else if(gears) {
You_hear("%d gear%s turn.", gears, plur(gears));
/* could only get `gears == 5' by playing five
correct notes followed by excess; otherwise,
tune would have matched above */
if (gears == 5) u.uevent.uheard_tune = 2;
}
}
}
}
return 1;
} else
return do_improvisation(instr);
}
#ifdef UNIX386MUSIC
/*
* Play audible music on the machine's speaker if appropriate.
*/
STATIC_OVL int
atconsole()
{
/*
* Kluge alert: This code assumes that your [34]86 has no X terminals
* attached and that the console tty type is AT386 (this is always true
* under AT&T UNIX for these boxen). The theory here is that your remote
* ttys will have terminal type `ansi' or something else other than
* `AT386' or `xterm'. We'd like to do better than this, but testing
* to see if we're running on the console physical terminal is quite
* difficult given the presence of virtual consoles and other modern
* UNIX impedimenta...
*/
char *termtype = nh_getenv("TERM");
return(!strcmp(termtype, "AT386") || !strcmp(termtype, "xterm"));
}
STATIC_OVL void
speaker(instr, buf)
struct obj *instr;
char *buf;
{
/*
* For this to work, you need to have installed the PD speaker-control
* driver for PC-compatible UNIX boxes that I (esr@snark.thyrsus.com)
* posted to comp.sources.unix in Feb 1990. A copy should be included
* with your nethack distribution.
*/
int fd;
if ((fd = open("/dev/speaker", 1)) != -1)
{
/* send a prefix to modify instrumental `timbre' */
switch (instr->otyp)
{
case WOODEN_FLUTE:
case MAGIC_FLUTE:
(void) write(fd, ">ol", 1); /* up one octave & lock */
break;
case TOOLED_HORN:
case FROST_HORN:
case FIRE_HORN:
(void) write(fd, "<<ol", 2); /* drop two octaves & lock */
break;
case BUGLE:
(void) write(fd, "ol", 2); /* octave lock */
break;
case WOODEN_HARP:
case MAGIC_HARP:
(void) write(fd, "l8mlol", 4); /* fast, legato, octave lock */
break;
}
(void) write(fd, buf, strlen(buf));
(void) close(fd);
}
}
#endif /* UNIX386MUSIC */
#ifdef VPIX_MUSIC
# if 0
#include <sys/types.h>
#include <sys/console.h>
#include <sys/vtkd.h>
# else
#define KIOC ('K' << 8)
#define KDMKTONE (KIOC | 8)
# endif
#define noDEBUG
STATIC_OVL void tone(hz, ticks)
/* emit tone of frequency hz for given number of ticks */
unsigned int hz, ticks;
{
ioctl(0,KDMKTONE,hz|((ticks*10)<<16));
# ifdef DEBUG
printf("TONE: %6d %6d\n",hz,ticks * 10);
# endif
nap(ticks * 10);
}
STATIC_OVL void rest(ticks)
/* rest for given number of ticks */
int ticks;
{
nap(ticks * 10);
# ifdef DEBUG
printf("REST: %6d\n",ticks * 10);
# endif
}
#include "interp.c" /* from snd86unx.shr */
STATIC_OVL void
speaker(instr, buf)
struct obj *instr;
char *buf;
{
/* emit a prefix to modify instrumental `timbre' */
playinit();
switch (instr->otyp)
{
case WOODEN_FLUTE:
case MAGIC_FLUTE:
playstring(">ol", 1); /* up one octave & lock */
break;
case TOOLED_HORN:
case FROST_HORN:
case FIRE_HORN:
playstring("<<ol", 2); /* drop two octaves & lock */
break;
case BUGLE:
playstring("ol", 2); /* octave lock */
break;
case WOODEN_HARP:
case MAGIC_HARP:
playstring("l8mlol", 4); /* fast, legato, octave lock */
break;
}
playstring( buf, strlen(buf));
}
# ifdef DEBUG
main(argc,argv)
char *argv[];
{
if (argc == 2) {
playinit();
playstring(argv[1], strlen(argv[1]));
}
}
# endif
#endif /* VPIX_MUSIC */
/*music.c*/
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