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Below is the full text to music.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/music.c#line123]], for example.

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1.    /*	SCCS Id: @(#)music.c	3.2	96/01/15	*/
2.    /*	Copyright (c) 1989 by Jean-Christophe Collet */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /*
6.     * This file contains the different functions designed to manipulate the
7.     * musical instruments and their various effects.
8.     *
9.     * Actually the list of instruments / effects is :
10.    *
11.    * (wooden) flute	may calm snakes if player has enough dexterity
12.    * magic flute		may put monsters to sleep:  area of effect depends
13.    *			on player level.
14.    * (tooled) horn	Will awaken monsters:  area of effect depends on player
15.    *			level.  May also scare monsters.
16.    * fire horn		Acts like a wand of fire.
17.    * frost horn		Acts like a wand of cold.
18.    * bugle		Will awaken soldiers (if any):  area of effect depends
19.    *			on player level.
20.    * (wooden) harp	May calm nymph if player has enough dexterity.
21.    * magic harp		Charm monsters:  area of effect depends on player
22.    *			level.
23.    * (leather) drum	Will awaken monsters like the horn.
24.    * drum of earthquake	Will initiate an earthquake whose intensity depends
25.    *			on player level.  That is, it creates random pits
26.    *			called here chasms.
27.    */
28.   
29.   #include "hack.h"
30.   
31.   static void FDECL(awaken_monsters,(int));
32.   static void FDECL(put_monsters_to_sleep,(int));
33.   static void FDECL(charm_snakes,(int));
34.   static void FDECL(calm_nymphs,(int));
35.   static void FDECL(charm_monsters,(int));
36.   static void FDECL(do_earthquake,(int));
37.   static int FDECL(do_improvisation,(struct obj *));
38.   
39.   #ifdef UNIX386MUSIC
40.   static int NDECL(atconsole);
41.   static void FDECL(speaker,(struct obj *,char *));
42.   #endif
43.   #ifdef VPIX_MUSIC
44.   extern int sco_flag_console;	/* will need changing if not _M_UNIX */
45.   static void NDECL(playinit);
46.   static void FDECL(playstring, (char *,size_t));
47.   static void FDECL(speaker,(struct obj *,char *));
48.   #endif
49.   #ifdef PCMUSIC
50.   void FDECL( pc_speaker, ( struct obj *, char * ) );
51.   #endif
52.   #ifdef AMIGA
53.   void FDECL( amii_speaker, ( struct obj *, char *, int ) );
54.   #endif
55.   
56.   /*
57.    * Wake every monster in range...
58.    */
59.   
60.   static void
61.   awaken_monsters(distance)
62.   int distance;
63.   {
64.   	register struct monst *mtmp = fmon;
65.   	register int distm;
66.   
67.   	while(mtmp) {
68.   		distm = distu(mtmp->mx, mtmp->my);
69.   		if (distm < distance) {
70.   		    mtmp->msleep = 0;
71.   		    mtmp->mcanmove = 1;
72.   		    mtmp->mfrozen = 0;
73.   		    /* May scare some monsters */
74.   		    if (distm < distance/3 &&
75.   			    !resist(mtmp, SCROLL_CLASS, 0, NOTELL))
76.   			mtmp->mflee = 1;
77.   		}
78.   		mtmp = mtmp->nmon;
79.   	}
80.   }
81.   
82.   /*
83.    * Make monsters fall asleep.  Note that they may resist the spell.
84.    */
85.   
86.   static void
87.   put_monsters_to_sleep(distance)
88.   int distance;
89.   {
90.   	register struct monst *mtmp = fmon;
91.   
92.   	while(mtmp) {
93.   		if (distu(mtmp->mx, mtmp->my) < distance &&
94.   			sleep_monst(mtmp, d(10,10), WAND_CLASS)) {
95.   		    mtmp->msleep = 1;  /* 10d10 turns + wake_nearby to rouse */
96.   		    slept_monst(mtmp);
97.   		}
98.   		mtmp = mtmp->nmon;
99.   	}
100.  }
101.  
102.  /*
103.   * Charm snakes in range.  Note that the snakes are NOT tamed.
104.   */
105.  
106.  static void
107.  charm_snakes(distance)
108.  int distance;
109.  {
110.  	register struct monst *mtmp = fmon;
111.  	int could_see_mon, was_peaceful;
112.  
113.  	while (mtmp) {
114.  	    if (mtmp->data->mlet == S_SNAKE && mtmp->mcanmove &&
115.  		    distu(mtmp->mx, mtmp->my) < distance) {
116.  		was_peaceful = mtmp->mpeaceful;
117.  		mtmp->mpeaceful = 1;
118.  		could_see_mon = canseemon(mtmp);
119.  		mtmp->mundetected = 0;
120.  		newsym(mtmp->mx, mtmp->my);
121.  		if (canseemon(mtmp)) {
122.  		    if (!could_see_mon)
123.  			You("notice %s, swaying with the music.",
124.  			    an(mon_nam(mtmp)));
125.  		    else
126.  			pline("%s freezes, then sways with the music%s.",
127.  			      Monnam(mtmp),
128.  			      was_peaceful ? "" : ", and now seems quieter");
129.  		}
130.  	    }
131.  	    mtmp = mtmp->nmon;
132.  	}
133.  }
134.  
135.  /*
136.   * Calm nymphs in range.
137.   */
138.  
139.  static void
140.  calm_nymphs(distance)
141.  int distance;
142.  {
143.  	register struct monst *mtmp = fmon;
144.  
145.  	while (mtmp) {
146.  	    if (mtmp->data->mlet == S_NYMPH && mtmp->mcanmove &&
147.  		    distu(mtmp->mx, mtmp->my) < distance) {
148.  		mtmp->msleep = 0;
149.  		mtmp->mpeaceful = 1;
150.  		if (canseemon(mtmp))
151.  		    pline(
152.  		     "%s listens cheerfully to the music, then seems quieter.",
153.  			  Monnam(mtmp));
154.  	    }
155.  	    mtmp = mtmp->nmon;
156.  	}
157.  }
158.  
159.  /* Awake only soldiers of the level. */
160.  
161.  void
162.  awaken_soldiers()
163.  {
164.  	register struct monst *mtmp = fmon;
165.  
166.  	while(mtmp) {
167.  	    if (is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
168.  		mtmp->mpeaceful = mtmp->msleep = mtmp->mfrozen = 0;
169.  		mtmp->mcanmove = 1;
170.  		if (canseemon(mtmp))
171.  		    pline("%s is now ready for battle!", Monnam(mtmp));
172.  		else
173.  		    Norep("You hear the rattle of battle gear being readied.");
174.  	    }
175.  	    mtmp = mtmp->nmon;
176.  	}
177.  }
178.  
179.  /* Charm monsters in range.  Note that they may resist the spell. */
180.  
181.  static void
182.  charm_monsters(distance)
183.  int distance;
184.  {
185.  	register struct monst *mtmp = fmon, *mtmp2;
186.  
187.  	while(mtmp) {
188.  		mtmp2 = mtmp->nmon;
189.  		if (distu(mtmp->mx, mtmp->my) <= distance)
190.  		    if(!resist(mtmp, SCROLL_CLASS, 0, NOTELL))
191.  			(void) tamedog(mtmp, (struct obj *) 0);
192.  		mtmp = mtmp2;
193.  	}
194.  
195.  }
196.  
197.  /* Generate earthquake :-) of desired force.
198.   * That is:  create random chasms (pits).
199.   */
200.  
201.  static void
202.  do_earthquake(force)
203.  int force;
204.  {
205.  	register int x,y;
206.  	struct monst *mtmp;
207.  	struct obj *otmp;
208.  	struct trap *chasm;
209.  	int start_x, start_y, end_x, end_y;
210.  
211.  	start_x = u.ux - (force * 2);
212.  	start_y = u.uy - (force * 2);
213.  	end_x = u.ux + (force * 2);
214.  	end_y = u.uy + (force * 2);
215.  	if (start_x < 1) start_x = 1;
216.  	if (start_y < 1) start_y = 1;
217.  	if (end_x >= COLNO) end_x = COLNO - 1;
218.  	if (end_y >= ROWNO) end_y = ROWNO - 1;
219.  	for (x=start_x; x<=end_x; x++) for (y=start_y; y<=end_y; y++) {
220.  	    if ((mtmp = m_at(x,y)) != 0) {
221.  		wakeup(mtmp);	/* peaceful monster will become hostile */
222.  		if (mtmp->mundetected && is_hider(mtmp->data)) {
223.  		    mtmp->mundetected = 0;
224.  		    if (cansee(x,y))
225.  			pline("%s is shaken loose from the ceiling!",
226.  							    Amonnam(mtmp));
227.  		    else
228.  			You_hear("a thumping sound.");
229.  		    if (x==u.ux && y==u.uy)
230.  			You("easily dodge the falling %s.",
231.  							    mon_nam(mtmp));
232.  		    newsym(x,y);
233.  		}
234.  	    }
235.  	    if (!rn2(14 - force)) switch (levl[x][y].typ) {
236.  		  case FOUNTAIN : /* Make the fountain disappear */
237.  			if (cansee(x,y))
238.  				pline_The("fountain falls into a chasm.");
239.  			goto do_pit;
240.  #ifdef SINKS
241.  		  case SINK :
242.  			if (cansee(x,y))
243.  				pline_The("kitchen sink falls into a chasm.");
244.  			goto do_pit;
245.  #endif
246.  		  case ALTAR :
247.  			if (cansee(x,y))
248.  				pline_The("altar falls into a chasm.");
249.  			goto do_pit;
250.  		  case THRONE :
251.  			if (cansee(x,y))
252.  				pline_The("throne falls into a chasm.");
253.  			/* Falls into next case */
254.  		  case ROOM :
255.  		  case CORR : /* Try to make a pit */
256.  do_pit:		    chasm = maketrap(x,y,PIT);
257.  		    if (!chasm) break;	/* no pit if portal at that location */
258.  		    chasm->tseen = 1;
259.  
260.  		    levl[x][y].doormask = 0;
261.  
262.  		    mtmp = m_at(x,y);
263.  
264.  		    if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
265.  			if (cansee(x, y))
266.  			   pline("KADOOM! The boulder falls into a chasm%s!",
267.  			      ((x == u.ux) && (y == u.uy)) ? " below you" : "");
268.  			if (mtmp)
269.  				mtmp->mtrapped = 0;
270.  			obj_extract_self(otmp);
271.  			(void) flooreffects(otmp, x, y, "");
272.  			break;
273.  		    }
274.  
275.  		    /* We have to check whether monsters or player
276.  		       falls in a chasm... */
277.  
278.  		    if (mtmp) {
279.  			if(!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) {
280.  			    mtmp->mtrapped = 1;
281.  			    if(cansee(x,y))
282.  				pline("%s falls into a chasm!", Monnam(mtmp));
283.  			    else if (flags.soundok && humanoid(mtmp->data))
284.  				You_hear("a scream!");
285.  			    mselftouch(mtmp, "Falling, ", TRUE);
286.  			    if (mtmp->mhp > 0)
287.  				if ((mtmp->mhp -= rnd(6)) <= 0) {
288.  				    if(!cansee(x,y))
289.  					pline("It is destroyed!");
290.  				    else {
291.  					You("destroy %s!", mtmp->mtame ?
292.  					    x_monnam(mtmp, 0, "poor", 0) :
293.  					    mon_nam(mtmp));
294.  				    }
295.  				    xkilled(mtmp,0);
296.  				}
297.  			}
298.  		    } else if (x == u.ux && y == u.uy) {
299.  			    if (Levitation || is_flyer(uasmon) ||
300.  						is_clinger(uasmon)) {
301.  				    pline("A chasm opens up under you!");
302.  				    You("don't fall in!");
303.  			    } else {
304.  				    You("fall into a chasm!");
305.  				    u.utrap = rn1(6,2);
306.  				    u.utraptype = TT_PIT;
307.  				    losehp(rnd(6),"fell into a chasm",
308.  					NO_KILLER_PREFIX);
309.  				    selftouch("Falling, you");
310.  			    }
311.  		    } else newsym(x,y);
312.  		    break;
313.  		  case DOOR : /* Make the door collapse */
314.  		    if (levl[x][y].doormask == D_NODOOR) goto do_pit;
315.  		    if (cansee(x,y))
316.  			pline_The("door collapses.");
317.  		    if (*in_rooms(x, y, SHOPBASE))
318.  			add_damage(x, y, 0L);
319.  		    levl[x][y].doormask = D_NODOOR;
320.  		    newsym(x,y);
321.  		    break;
322.  	    }
323.  	}
324.  }
325.  
326.  /*
327.   * The player is trying to extract something from his/her instrument.
328.   */
329.  
330.  static int
331.  do_improvisation(instr)
332.  struct obj *instr;
333.  {
334.  	int damage, do_spec = !Confusion;
335.  #if defined(MAC) || defined(AMIGA) || defined(VPIX_MUSIC) || defined (PCMUSIC)
336.  	struct obj itmp;
337.  
338.  	itmp = *instr;
339.  	/* if won't yield special effect, make sound of mundane counterpart */
340.  	if (!do_spec || instr->spe <= 0)
341.  	    while (objects[itmp.otyp].oc_magic) itmp.otyp -= 1;
342.  # ifdef MAC
343.  	mac_speaker(&itmp, "C");
344.  # endif
345.  # ifdef AMIGA
346.  	amii_speaker(&itmp, "Cw", AMII_OKAY_VOLUME);
347.  # endif
348.  # ifdef VPIX_MUSIC
349.  	if (sco_flag_console)
350.  	    speaker(&itmp, "C");
351.  # endif
352.  #ifdef PCMUSIC
353.  	  pc_speaker ( &itmp, "C");
354.  #endif
355.  #endif /* MAC || AMIGA || VPIX_MUSIC || PCMUSIC */
356.  
357.  	if (!do_spec)
358.  	    pline("What you produce is quite far from music...");
359.  	else
360.  	    You("start playing %s.", the(xname(instr)));
361.  
362.  	switch (instr->otyp) {
363.  	case MAGIC_FLUTE:		/* Make monster fall asleep */
364.  	    if (do_spec && instr->spe > 0) {
365.  		check_unpaid(instr);
366.  		instr->spe--;
367.  		You("produce soft music.");
368.  		put_monsters_to_sleep(u.ulevel * 5);
369.  		exercise(A_DEX, TRUE);
370.  		break;
371.  	    } /* else FALLTHRU */
372.  	case WOODEN_FLUTE:		/* May charm snakes */
373.  	    do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
374.  	    pline("%s %s.", The(xname(instr)),
375.  		  do_spec ? "trills" : "toots");
376.  	    if (do_spec) charm_snakes(u.ulevel * 3);
377.  	    exercise(A_DEX, TRUE);
378.  	    break;
379.  	case FROST_HORN:		/* Idem wand of cold */
380.  	case FIRE_HORN:			/* Idem wand of fire */
381.  	    if (do_spec && instr->spe > 0) {
382.  		check_unpaid(instr);
383.  		instr->spe--;
384.  		if (!getdir((char *)0)) {
385.  		    pline("%s vibrates.", The(xname(instr)));
386.  		    break;
387.  		} else if (!u.dx && !u.dy && !u.dz) {
388.  		    if ((damage = zapyourself(instr, TRUE)) != 0)
389.  			losehp(damage,
390.  			       self_pronoun("using a magical horn on %sself",
391.  					    "him"),
392.  			       NO_KILLER_PREFIX);
393.  		} else {
394.  		    buzz((instr->otyp == FROST_HORN) ? AD_COLD-1 : AD_FIRE-1,
395.  			 rn1(6,6), u.ux, u.uy, u.dx, u.dy);
396.  		}
397.  		makeknown(instr->otyp);
398.  		break;
399.  	    } /* else FALLTHRU */
400.  	case TOOLED_HORN:		/* Awaken or scare monsters */
401.  	    You("produce a frightful, grave sound.");
402.  	    awaken_monsters(u.ulevel * 30);
403.  	    exercise(A_WIS, FALSE);
404.  	    break;
405.  	case BUGLE:			/* Awaken & attract soldiers */
406.  	    You("extract a loud noise from %s.", the(xname(instr)));
407.  	    awaken_soldiers();
408.  	    exercise(A_WIS, FALSE);
409.  	    break;
410.  	case MAGIC_HARP:		/* Charm monsters */
411.  	    if (do_spec && instr->spe > 0) {
412.  		check_unpaid(instr);
413.  		instr->spe--;
414.  		pline("%s produces very attractive music.",
415.  		      The(xname(instr)));
416.  		charm_monsters((u.ulevel - 1) / 3 + 1);
417.  		exercise(A_DEX, TRUE);
418.  		break;
419.  	    } /* else FALLTHRU */
420.  	case WOODEN_HARP:		/* May calm Nymph */
421.  	    do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
422.  	    pline("%s %s.", The(xname(instr)),
423.  		  do_spec ? "produces a lilting melody" : "twangs");
424.  	    if (do_spec) calm_nymphs(u.ulevel * 3);
425.  	    exercise(A_DEX, TRUE);
426.  	    break;
427.  	case DRUM_OF_EARTHQUAKE:	/* create several pits */
428.  	    if (do_spec && instr->spe > 0) {
429.  		check_unpaid(instr);
430.  		instr->spe--;
431.  		You("produce a heavy, thunderous rolling!");
432.  		pline_The("entire dungeon is shaking around you!");
433.  		do_earthquake((u.ulevel - 1) / 3 + 1);
434.  		/* shake up monsters in a much larger radius... */
435.  		awaken_monsters(ROWNO * COLNO);
436.  		makeknown(DRUM_OF_EARTHQUAKE);
437.  		break;
438.  	    } /* else FALLTHRU */
439.  	case LEATHER_DRUM:		/* Awaken monsters */
440.  	    You("beat a deafening row!");
441.  	    awaken_monsters(u.ulevel * 40);
442.  	    exercise(A_WIS, FALSE);
443.  	    break;
444.  	default:
445.  	    impossible("What a weird instrument (%d)!", instr->otyp);
446.  	    break;
447.  	}
448.  	return 2;		/* That takes time */
449.  }
450.  
451.  /*
452.   * So you want music...
453.   */
454.  
455.  int
456.  do_play_instrument(instr)
457.  struct obj *instr;
458.  {
459.      char buf[BUFSZ], c = 'y';
460.  #ifndef	AMIGA
461.  	char *s;
462.  #endif
463.      int x,y;
464.      boolean ok;
465.  
466.      if (Underwater) {
467.  	You_cant("play music underwater!");
468.  	return(0);
469.      }
470.      if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE) {
471.  	c = yn("Improvise?");
472.      }
473.      if (c == 'n') {
474.  	if (u.uevent.uheard_tune == 2 && yn("Play the passtune?") == 'y')
475.  		Strcpy(buf, tune);
476.  	else
477.  		getlin("What tune are you playing? [what 5 notes]", buf);
478.  #ifndef	AMIGA
479.  	/* The AMIGA supports two octaves of notes */
480.  	for (s=buf; *s; s++) *s = highc(*s);
481.  #endif
482.  	You("extract a strange sound from %s!", the(xname(instr)));
483.  #ifdef UNIX386MUSIC
484.  	/* if user is at the console, play through the console speaker */
485.  	if (atconsole())
486.  	    speaker(instr, buf);
487.  #endif
488.  #ifdef VPIX_MUSIC
489.  	if (sco_flag_console)
490.  	    speaker(instr, buf);
491.  #endif
492.  #ifdef MAC
493.  	mac_speaker ( instr , buf ) ;
494.  #endif
495.  #ifdef PCMUSIC
496.  	pc_speaker ( instr, buf );
497.  #endif
498.  #ifdef AMIGA
499.  	{
500.  		char nbuf[ 20 ];
501.  		int i;
502.  		for( i = 0; buf[i] && i < 5; ++i )
503.  		{
504.  			nbuf[ i*2 ] = buf[ i ];
505.  			nbuf[ (i*2)+1 ] = 'h';
506.  		}
507.  		nbuf[ i*2 ] = 0;
508.  		amii_speaker ( instr , nbuf, AMII_OKAY_VOLUME ) ;
509.  	}
510.  #endif
511.  	/* Check if there was the Stronghold drawbridge near
512.  	 * and if the tune conforms to what we're waiting for.
513.  	 */
514.  	if(Is_stronghold(&u.uz)) {
515.  	    exercise(A_WIS, TRUE);		/* just for trying */
516.  	    if(!strcmp(buf,tune)) {
517.  		/* Search for the drawbridge */
518.  		for(y=u.uy-1; y<=u.uy+1; y++)
519.  		    for(x=u.ux-1;x<=u.ux+1;x++)
520.  			if(isok(x,y))
521.  			if(find_drawbridge(&x,&y)) {
522.  			    u.uevent.uheard_tune = 2; /* tune now fully known */
523.  			    if(levl[x][y].typ == DRAWBRIDGE_DOWN)
524.  				close_drawbridge(x,y);
525.  			    else
526.  				open_drawbridge(x,y);
527.  			    return 0;
528.  			}
529.  	    } else if(flags.soundok) {
530.  		if (u.uevent.uheard_tune < 1) u.uevent.uheard_tune = 1;
531.  		/* Okay, it wasn't the right tune, but perhaps
532.  		 * we can give the player some hints like in the
533.  		 * Mastermind game */
534.  		ok = FALSE;
535.  		for(y = u.uy-1; y <= u.uy+1 && !ok; y++)
536.  		    for(x = u.ux-1; x <= u.ux+1 && !ok; x++)
537.  			if(isok(x,y))
538.  			if(IS_DRAWBRIDGE(levl[x][y].typ) ||
539.  			   is_drawbridge_wall(x,y) >= 0)
540.  				ok = TRUE;
541.  		if(ok) { /* There is a drawbridge near */
542.  		    int tumblers, gears;
543.  		    boolean matched[5];
544.  
545.  		    tumblers = gears = 0;
546.  		    for(x=0; x < 5; x++)
547.  			matched[x] = FALSE;
548.  
549.  		    for(x=0; x < (int)strlen(buf); x++)
550.  			if(x < 5) {
551.  			    if(buf[x] == tune[x]) {
552.  				gears++;
553.  				matched[x] = TRUE;
554.  			    } else
555.  				for(y=0; y < 5; y++)
556.  				    if(!matched[y] &&
557.  				       buf[x] == tune[y] &&
558.  				       buf[y] != tune[y]) {
559.  					tumblers++;
560.  					matched[y] = TRUE;
561.  					break;
562.  				    }
563.  			}
564.  		    if(tumblers)
565.  			if(gears)
566.  			    You_hear("%d tumbler%s click and %d gear%s turn.",
567.  				tumblers, plur(tumblers), gears, plur(gears));
568.  			else
569.  			    You_hear("%d tumbler%s click.",
570.  				tumblers, plur(tumblers));
571.  		    else if(gears) {
572.  			You_hear("%d gear%s turn.", gears, plur(gears));
573.  			/* could only get `gears == 5' by playing five
574.  			   correct notes followed by excess; otherwise,
575.  			   tune would have matched above */
576.  			if (gears == 5) u.uevent.uheard_tune = 2;
577.  		    }
578.  		}
579.  	    }
580.  	  }
581.  	return 1;
582.      } else
583.  	    return do_improvisation(instr);
584.  }
585.  
586.  #ifdef UNIX386MUSIC
587.  /*
588.   * Play audible music on the machine's speaker if appropriate.
589.   */
590.  
591.  static int
592.  atconsole()
593.  {
594.      /*
595.       * Kluge alert: This code assumes that your [34]86 has no X terminals
596.       * attached and that the console tty type is AT386 (this is always true
597.       * under AT&T UNIX for these boxen). The theory here is that your remote
598.       * ttys will have terminal type `ansi' or something else other than
599.       * `AT386' or `xterm'. We'd like to do better than this, but testing
600.       * to see if we're running on the console physical terminal is quite
601.       * difficult given the presence of virtual consoles and other modern
602.       * UNIX impedimenta...
603.       */
604.      char	*termtype = getenv("TERM");
605.  
606.       return(!strcmp(termtype, "AT386") || !strcmp(termtype, "xterm"));
607.  }
608.  
609.  static void
610.  speaker(instr, buf)
611.  struct obj *instr;
612.  char	*buf;
613.  {
614.      /*
615.       * For this to work, you need to have installed the PD speaker-control
616.       * driver for PC-compatible UNIX boxes that I (esr@snark.thyrsus.com)
617.       * posted to comp.sources.unix in Feb 1990.  A copy should be included
618.       * with your nethack distribution.
619.       */
620.      int	fd;
621.  
622.      if ((fd = open("/dev/speaker", 1)) != -1)
623.      {
624.  	/* send a prefix to modify instrumental `timbre' */
625.  	switch (instr->otyp)
626.  	{
627.  	case WOODEN_FLUTE:
628.  	case MAGIC_FLUTE:
629.  	    (void) write(fd, ">ol", 1); /* up one octave & lock */
630.  	    break;
631.  	case TOOLED_HORN:
632.  	case FROST_HORN:
633.  	case FIRE_HORN:
634.  	    (void) write(fd, "<<ol", 2); /* drop two octaves & lock */
635.  	    break;
636.  	case BUGLE:
637.  	    (void) write(fd, "ol", 2); /* octave lock */
638.  	    break;
639.  	case WOODEN_HARP:
640.  	case MAGIC_HARP:
641.  	    (void) write(fd, "l8mlol", 4); /* fast, legato, octave lock */
642.  	    break;
643.  	}
644.  	(void) write(fd, buf, strlen(buf));
645.  	(void) close(fd);
646.      }
647.  }
648.  #endif /* UNIX386MUSIC */
649.  
650.  #ifdef VPIX_MUSIC
651.  
652.  # if 0
653.  #include <sys/types.h>
654.  #include <sys/console.h>
655.  #include <sys/vtkd.h>
656.  # else
657.  #define KIOC ('K' << 8)
658.  #define KDMKTONE (KIOC | 8)
659.  # endif
660.  
661.  #define noDEBUG
662.  
663.  static void tone(hz, ticks)
664.  /* emit tone of frequency hz for given number of ticks */
665.  unsigned int hz, ticks;
666.  {
667.      ioctl(0,KDMKTONE,hz|((ticks*10)<<16));
668.  # ifdef DEBUG
669.      printf("TONE: %6d %6d\n",hz,ticks * 10);
670.  # endif
671.      nap(ticks * 10);
672.  }
673.  
674.  static void rest(ticks)
675.  /* rest for given number of ticks */
676.  int	ticks;
677.  {
678.      nap(ticks * 10);
679.  # ifdef DEBUG
680.      printf("REST:        %6d\n",ticks * 10);
681.  # endif
682.  }
683.  
684.  
685.  #include "interp.c"	/* from snd86unx.shr */
686.  
687.  
688.  static void
689.  speaker(instr, buf)
690.  struct obj *instr;
691.  char	*buf;
692.  {
693.      /* emit a prefix to modify instrumental `timbre' */
694.      playinit();
695.      switch (instr->otyp)
696.      {
697.  	case WOODEN_FLUTE:
698.  	case MAGIC_FLUTE:
699.  	    playstring(">ol", 1); /* up one octave & lock */
700.  	    break;
701.  	case TOOLED_HORN:
702.  	case FROST_HORN:
703.  	case FIRE_HORN:
704.  	    playstring("<<ol", 2); /* drop two octaves & lock */
705.  	    break;
706.  	case BUGLE:
707.  	    playstring("ol", 2); /* octave lock */
708.  	    break;
709.  	case WOODEN_HARP:
710.  	case MAGIC_HARP:
711.  	    playstring("l8mlol", 4); /* fast, legato, octave lock */
712.  	    break;
713.      }
714.      playstring( buf, strlen(buf));
715.  }
716.  
717.  # ifdef DEBUG
718.  main(argc,argv)
719.  char *argv[];
720.  {
721.      if (argc == 2) {
722.  	playinit();
723.  	playstring(argv[1], strlen(argv[1]));
724.      }
725.  }
726.  # endif
727.  #endif	/* VPIX_MUSIC */
728.  
729.  /*music.c*/
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