forked from NetHack/NetHack
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathbones.c
646 lines (591 loc) · 22.6 KB
/
bones.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
/* NetHack 3.6 bones.c $NHDT-Date: 1450432756 2015/12/18 09:59:16 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.68 $ */
/* 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 boolean FDECL(fixuporacle, (struct monst *));
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;
{
struct fruit *f = fruit_from_indx(-id);
if (f)
f->fid = id;
}
STATIC_OVL void
resetobjs(ochain, restore)
struct obj *ochain;
boolean restore;
{
struct obj *otmp, *nobj;
for (otmp = ochain; otmp; otmp = nobj) {
nobj = otmp->nobj;
if (otmp->cobj)
resetobjs(otmp->cobj, restore);
if (otmp->in_use) {
obj_extract_self(otmp);
dealloc_obj(otmp);
continue;
}
if (restore) {
/* artifact bookkeeping needs to be done during
restore; other fixups are done while saving */
if (otmp->oartifact) {
if (exist_artifact(otmp->otyp, safe_oname(otmp))
|| is_quest_artifact(otmp)) {
/* prevent duplicate--revert to ordinary obj */
otmp->oartifact = 0;
if (has_oname(otmp))
free_oname(otmp);
} else {
artifact_exists(otmp, safe_oname(otmp), TRUE);
}
} else if (has_oname(otmp)) {
sanitize_name(ONAME(otmp));
}
} 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->lknown = 0;
otmp->cknown = 0;
otmp->invlet = 0;
otmp->no_charge = 0;
otmp->was_thrown = 0;
/* strip user-supplied names */
/* Statue and some corpse names are left intact,
presumably 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 (has_oname(otmp)
&& !(otmp->oartifact || otmp->otyp == STATUE
|| otmp->otyp == SPE_NOVEL
|| (otmp->otyp == CORPSE
&& otmp->corpsenm >= SPECIAL_PM))) {
free_oname(otmp);
}
if (otmp->otyp == SLIME_MOLD) {
goodfruit(otmp->spe);
#ifdef MAIL
} else if (otmp->otyp == SCR_MAIL) {
/* 0: delivered in-game via external event;
1: from bones or wishing; 2: written with marker */
if (otmp->spe == 0)
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 (has_omonst(otmp)
&& cant_revive(&mnum, FALSE, (struct obj *) 0)) {
free_omonst(otmp);
/* mnum is now either human_zombie or
doppelganger; for corpses of uniques,
we need to force the transformation
now rather than wait until a revival
attempt, otherwise eating this corpse
would behave as if it remains unique */
if (mnum == PM_DOPPELGANGER && otmp->otyp == CORPSE)
set_corpsenm(otmp, mnum);
}
} 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);
}
}
}
}
/* while loading bones, strip out text possibly supplied by old player
that might accidentally or maliciously disrupt new player's display */
void
sanitize_name(namebuf)
char *namebuf;
{
int c;
boolean strip_8th_bit =
!strcmp(windowprocs.name, "tty") && !iflags.wc_eight_bit_input;
/* it's tempting to skip this for single-user platforms, since
only the current player could have left these bones--except
things like "hearse" and other bones exchange schemes make
that assumption false */
while (*namebuf) {
c = *namebuf & 0177;
if (c < ' ' || c == '\177') {
/* non-printable or undesirable */
*namebuf = '.';
} else if (c != *namebuf) {
/* expected to be printable if user wants such things */
if (strip_8th_bit)
*namebuf = '_';
}
++namebuf;
}
}
/* called by savebones(); also by finish_paybill(shk.c) */
void
drop_upon_death(mtmp, cont, x, y)
struct monst *mtmp;
struct obj *cont;
int x, y;
{
struct obj *otmp;
u.twoweap = 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, x, y);
}
if (cont)
cont->owt = weight(cont);
}
/* possibly restore oracle's room and/or put her back inside it; returns
False if she's on the wrong level and should be removed, True otherwise */
STATIC_OVL boolean
fixuporacle(oracle)
struct monst *oracle;
{
coord cc;
int ridx, o_ridx;
/* oracle doesn't move, but knight's joust or monk's staggering blow
could push her onto a hole in the floor; at present, traps don't
activate in such situation hence she won't fall to another level;
however, that could change so be prepared to cope with such things */
if (!Is_oracle_level(&u.uz))
return FALSE;
oracle->mpeaceful = 1;
o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;
if (o_ridx >= 0 && rooms[o_ridx].rtype == DELPHI)
return TRUE; /* no fixup needed */
/*
* The Oracle isn't in DELPHI room. Either hero entered her chamber
* and got the one-time welcome message, converting it into an
* ordinary room, or she got teleported out, or both. Try to put
* her back inside her room, if necessary, and restore its type.
*/
/* find original delphi chamber; should always succeed */
for (ridx = 0; ridx < SIZE(rooms); ++ridx)
if (rooms[ridx].orig_rtype == DELPHI)
break;
if (o_ridx != ridx && ridx < SIZE(rooms)) {
/* room found and she's not not in it, so try to move her there */
cc.x = (rooms[ridx].lx + rooms[ridx].hx) / 2;
cc.y = (rooms[ridx].ly + rooms[ridx].hy) / 2;
if (enexto(&cc, cc.x, cc.y, oracle->data)) {
rloc_to(oracle, cc.x, cc.y);
o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;
}
/* [if her room is already full, she might end up outside;
that's ok, next hero just won't get any welcome message,
same as used to happen before this fixup was introduced] */
}
if (ridx == o_ridx) /* if she's in her room, mark it as such */
rooms[ridx].rtype = DELPHI;
return TRUE; /* keep oracle in new bones file */
}
/* check whether bones are feasible */
boolean
can_make_bones()
{
register struct trap *ttmp;
if (!flags.bones)
return FALSE;
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 */
&& !wizard))
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(how, when, corpse)
int how;
time_t when;
struct obj *corpse;
{
int fd, x, y;
struct trap *ttmp;
struct monst *mtmp;
struct permonst *mptr;
struct fruit *f;
struct cemetery *newbones;
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) nhclose(fd);
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.");
}
}
/* compression can change the file's name, so must
wait until after any attempt to delete this file */
compress_bonesfile();
return;
}
make_bones:
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]
|| (mptr == &mons[PM_ORACLE] && !fixuporacle(mtmp)))
mongone(mtmp);
}
if (u.usteed)
dismount_steed(DISMOUNT_BONES);
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, u.ux, u.uy);
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, u.ux, u.uy);
/* 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; /* use <u.ux,u.uy> as-is */
mtmp = makemon(&mons[u.ugrave_arise], u.ux, u.uy, NO_MINVENT);
in_mklev = FALSE;
if (!mtmp) {
drop_upon_death((struct monst *) 0, (struct obj *) 0, u.ux, u.uy);
u.ugrave_arise = NON_PM; /* in case caller cares */
return;
}
/* give mummy-from-hero a wrapping unless hero already
carries one; don't bother forcing it to become worn */
if (mtmp->data->mlet == S_MUMMY && !carrying(MUMMY_WRAPPING))
(void) mongets(mtmp, MUMMY_WRAPPING);
mtmp = christen_monst(mtmp, plname);
newsym(u.ux, u.uy);
/* ["Your body rises from the dead as an <mname>..." used
to be given here, but it has been moved to done() so that
it gets delivered even when savebones() isn't called] */
drop_upon_death(mtmp, (struct obj *) 0, u.ux, u.uy);
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 = 1; 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);
lastseentyp[x][y] = 0;
}
/* Attach bones info to the current level before saving. */
newbones = (struct cemetery *) alloc(sizeof *newbones);
/* entries are '\0' terminated but have fixed length allocations,
so pre-fill with spaces to initialize any excess room */
(void) memset((genericptr_t) newbones, ' ', sizeof *newbones);
/* format name+role,&c, death reason, and date+time;
gender and alignment reflect final values rather than what the
character started out as, same as topten and logfile entries */
Sprintf(newbones->who, "%s-%.3s-%.3s-%.3s-%.3s", plname, urole.filecode,
urace.filecode, genders[flags.female].filecode,
aligns[1 - u.ualign.type].filecode);
formatkiller(newbones->how, sizeof newbones->how, how, TRUE);
Strcpy(newbones->when, yyyymmddhhmmss(when));
/* final resting place, used to decide when bones are discovered */
newbones->frpx = u.ux, newbones->frpy = u.uy;
newbones->bonesknown = FALSE;
/* if current character died on a bones level, the cemetery list
will have multiple entries, most recent (this dead hero) first */
newbones->next = level.bonesinfo;
level.bonesinfo = newbones;
/* flag these bones if they are being created in wizard mode;
they might already be flagged as such, even when we're playing
in normal mode, if this level came from a previous bones file */
if (wizard)
level.flags.wizard_bones = 1;
fd = create_bonesfile(&u.uz, &bonesid, whynot);
if (fd < 0) {
if (wizard)
pline1(whynot);
/* 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);
store_savefileinfo(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 */
if (wizard)
pline("Insufficient space to create bones file.");
(void) nhclose(fd);
cancel_bonesfile();
return;
}
co_false(); /* make sure stuff before savelev() gets written */
}
#endif /* MFLOPPY */
store_version(fd);
store_savefileinfo(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;
if (!flags.bones)
return 0;
/* wizard check added by GAN 02/05/87 */
if (rn2(3) /* only once in three times do we find bones */
&& !wizard)
return 0;
if (no_bones_level(&u.uz))
return 0;
fd = open_bonesfile(&u.uz, &bonesid);
if (fd < 0)
return 0;
if (validate(fd, bones) != 0) {
if (!wizard)
pline("Discarding unuseable bones; no need to panic...");
ok = FALSE;
} else {
ok = TRUE;
if (wizard) {
if (yn("Get bones?") == 'n') {
(void) nhclose(fd);
compress_bonesfile();
return 0;
}
}
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);
if (wizard) {
pline1(errbuf);
ok = FALSE; /* won't die of trickery */
}
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 (has_mname(mtmp))
sanitize_name(MNAME(mtmp));
if (mtmp->mhpmax == DEFUNCT_MONSTER) {
if (wizard) {
debugpline1("Removing defunct monster %s from bones.",
mtmp->data->mname);
}
mongone(mtmp);
} else
/* to correctly reset named artifacts on the level */
resetobjs(mtmp->minvent, TRUE);
}
resetobjs(fobj, TRUE);
resetobjs(level.buriedobjlist, TRUE);
}
}
(void) nhclose(fd);
sanitize_engravings();
u.uroleplay.numbones++;
if (wizard) {
if (yn("Unlink bones?") == 'n') {
compress_bonesfile();
return ok;
}
}
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*/