Reformat all C files.
I'll push a formatting guide at some point. There may still be outstanding changes, but please feel free to resolve those as you arrive a them. To the best of my knowledge, there is no changes to the actual code content, but the formatter does have the occasional bug. If you run into an issue, please fix it!
This commit is contained in:
541
src/mplayer.c
541
src/mplayer.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 mplayer.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.6 mplayer.c $NHDT-Date: 1431192769 2015/05/09 17:32:49 $ $NHDT-Branch: master $:$NHDT-Revision: 1.18 $ */
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/* NetHack 3.6 mplayer.c $Date: 2009/05/06 10:47:09 $ $Revision: 1.11 $ */
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/* SCCS Id: @(#)mplayer.c 3.5 2006/12/15 */
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/* Copyright (c) Izchak Miller, 1992. */
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@@ -17,53 +17,55 @@ STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P));
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* Same first name is entered once within each team.
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*/
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static const char *developers[] = {
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/* devteam */
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"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
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"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
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"Warwick",
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/* PC team */
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"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul",
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"Stephen", "Steve", "Timo", "Yitzhak",
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/* Amiga team */
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"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf", "Richard",
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/* Mac team */
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"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang",
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/* Atari team */
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"Eric", "Marvin", "Warwick",
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/* NT team */
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"Alex", "Dion", "Michael",
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/* OS/2 team */
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"Helge", "Ron", "Timo",
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/* VMS team */
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"Joshua", "Pat",
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""};
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/* devteam */
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"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
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"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul",
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"Steve", "Timo", "Warwick",
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/* PC team */
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"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael",
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"Mike", "Paul", "Stephen", "Steve", "Timo", "Yitzhak",
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/* Amiga team */
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"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf",
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"Richard",
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/* Mac team */
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"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin",
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"Wang",
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/* Atari team */
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"Eric", "Marvin", "Warwick",
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/* NT team */
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"Alex", "Dion", "Michael",
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/* OS/2 team */
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"Helge", "Ron", "Timo",
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/* VMS team */
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"Joshua", "Pat", ""
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};
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/* return a randomly chosen developer name */
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STATIC_OVL const char *
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dev_name()
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{
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register int i, m = 0, n = SIZE(developers);
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register struct monst *mtmp;
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register boolean match;
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register int i, m = 0, n = SIZE(developers);
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register struct monst *mtmp;
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register boolean match;
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do {
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match = FALSE;
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i = rn2(n);
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if(!is_mplayer(mtmp->data)) continue;
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if(!strncmp(developers[i],
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(has_mname(mtmp)) ? MNAME(mtmp) : "",
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strlen(developers[i]))) {
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match = TRUE;
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break;
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}
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}
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m++;
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} while (match && m < 100); /* m for insurance */
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do {
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match = FALSE;
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i = rn2(n);
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (!is_mplayer(mtmp->data))
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continue;
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if (!strncmp(developers[i], (has_mname(mtmp)) ? MNAME(mtmp) : "",
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strlen(developers[i]))) {
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match = TRUE;
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break;
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}
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}
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m++;
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} while (match && m < 100); /* m for insurance */
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if (match) return (const char *)0;
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return(developers[i]);
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if (match)
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return (const char *) 0;
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return (developers[i]);
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}
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STATIC_OVL void
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@@ -71,24 +73,24 @@ get_mplname(mtmp, nam)
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register struct monst *mtmp;
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char *nam;
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{
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boolean fmlkind = is_female(mtmp->data);
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const char *devnam;
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boolean fmlkind = is_female(mtmp->data);
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const char *devnam;
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devnam = dev_name();
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if (!devnam)
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Strcpy(nam, fmlkind ? "Eve" : "Adam");
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else if (fmlkind && !!strcmp(devnam, "Janet"))
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Strcpy(nam, rn2(2) ? "Maud" : "Eve");
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else Strcpy(nam, devnam);
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devnam = dev_name();
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if (!devnam)
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Strcpy(nam, fmlkind ? "Eve" : "Adam");
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else if (fmlkind && !!strcmp(devnam, "Janet"))
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Strcpy(nam, rn2(2) ? "Maud" : "Eve");
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else
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Strcpy(nam, devnam);
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if (fmlkind || !strcmp(nam, "Janet"))
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mtmp->female = 1;
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else
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mtmp->female = 0;
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Strcat(nam, " the ");
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Strcat(nam, rank_of((int)mtmp->m_lev,
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monsndx(mtmp->data),
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(boolean)mtmp->female));
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if (fmlkind || !strcmp(nam, "Janet"))
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mtmp->female = 1;
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else
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mtmp->female = 0;
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Strcat(nam, " the ");
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Strcat(nam, rank_of((int) mtmp->m_lev, monsndx(mtmp->data),
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(boolean) mtmp->female));
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}
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STATIC_OVL void
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@@ -96,19 +98,23 @@ mk_mplayer_armor(mon, typ)
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struct monst *mon;
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short typ;
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{
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struct obj *obj;
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struct obj *obj;
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if (typ == STRANGE_OBJECT) return;
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obj = mksobj(typ, FALSE, FALSE);
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if (!rn2(3)) obj->oerodeproof = 1;
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if (!rn2(3)) curse(obj);
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if (!rn2(3)) bless(obj);
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/* Most players who get to the endgame who have cursed equipment
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* have it because the wizard or other monsters cursed it, so its
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* chances of having plusses is the same as usual....
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*/
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obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
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(void) mpickobj(mon, obj);
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if (typ == STRANGE_OBJECT)
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return;
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obj = mksobj(typ, FALSE, FALSE);
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if (!rn2(3))
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obj->oerodeproof = 1;
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if (!rn2(3))
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curse(obj);
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if (!rn2(3))
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bless(obj);
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/* Most players who get to the endgame who have cursed equipment
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* have it because the wizard or other monsters cursed it, so its
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* chances of having plusses is the same as usual....
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*/
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obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4, 4)) : -rnd(3);
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(void) mpickobj(mon, obj);
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}
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struct monst *
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@@ -117,166 +123,199 @@ register struct permonst *ptr;
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xchar x, y;
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register boolean special;
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{
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register struct monst *mtmp;
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char nam[PL_NSIZ];
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register struct monst *mtmp;
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char nam[PL_NSIZ];
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if(!is_mplayer(ptr))
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return((struct monst *)0);
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if (!is_mplayer(ptr))
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return ((struct monst *) 0);
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if(MON_AT(x, y))
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(void) rloc(m_at(x, y), FALSE); /* insurance */
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if (MON_AT(x, y))
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(void) rloc(m_at(x, y), FALSE); /* insurance */
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if(!In_endgame(&u.uz)) special = FALSE;
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if (!In_endgame(&u.uz))
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special = FALSE;
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if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
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short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
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short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
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short cloak = !rn2(8) ? STRANGE_OBJECT :
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rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
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short helm = !rn2(8) ? STRANGE_OBJECT :
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rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
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short shield = !rn2(8) ? STRANGE_OBJECT :
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rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
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int quan;
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struct obj *otmp;
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if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
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short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
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short armor =
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rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
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short cloak = !rn2(8)
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? STRANGE_OBJECT
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: rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
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short helm = !rn2(8) ? STRANGE_OBJECT : rnd_class(ELVEN_LEATHER_HELM,
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HELM_OF_TELEPATHY);
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short shield = !rn2(8)
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? STRANGE_OBJECT
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: rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
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int quan;
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struct obj *otmp;
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mtmp->m_lev = (special ? rn1(16,15) : rnd(16));
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mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
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(special ? (30 + rnd(30)) : 30);
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if(special) {
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get_mplname(mtmp, nam);
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mtmp = christen_monst(mtmp, nam);
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/* that's why they are "stuck" in the endgame :-) */
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(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
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}
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mtmp->mpeaceful = 0;
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set_malign(mtmp); /* peaceful may have changed again */
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mtmp->m_lev = (special ? rn1(16, 15) : rnd(16));
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mtmp->mhp = mtmp->mhpmax =
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d((int) mtmp->m_lev, 10) + (special ? (30 + rnd(30)) : 30);
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if (special) {
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get_mplname(mtmp, nam);
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mtmp = christen_monst(mtmp, nam);
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/* that's why they are "stuck" in the endgame :-) */
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(void) mongets(mtmp, FAKE_AMULET_OF_YENDOR);
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}
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mtmp->mpeaceful = 0;
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set_malign(mtmp); /* peaceful may have changed again */
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switch(monsndx(ptr)) {
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case PM_ARCHEOLOGIST:
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if (rn2(2)) weapon = BULLWHIP;
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break;
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case PM_BARBARIAN:
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if (rn2(2)) {
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weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
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shield = STRANGE_OBJECT;
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}
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if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
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break;
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case PM_CAVEMAN:
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case PM_CAVEWOMAN:
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if (rn2(4)) weapon = MACE;
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else if (rn2(2)) weapon = CLUB;
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if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
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break;
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case PM_HEALER:
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if (rn2(4)) weapon = QUARTERSTAFF;
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else if (rn2(2)) weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
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if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
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if (rn2(2)) shield = STRANGE_OBJECT;
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break;
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case PM_KNIGHT:
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if (rn2(4)) weapon = LONG_SWORD;
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if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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break;
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case PM_MONK:
|
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weapon = !rn2(3) ? SHURIKEN : STRANGE_OBJECT;
|
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armor = STRANGE_OBJECT;
|
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cloak = ROBE;
|
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if (rn2(2)) shield = STRANGE_OBJECT;
|
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break;
|
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case PM_PRIEST:
|
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case PM_PRIESTESS:
|
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if (rn2(2)) weapon = MACE;
|
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if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
|
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if (rn2(4)) cloak = ROBE;
|
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if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
|
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if (rn2(2)) shield = STRANGE_OBJECT;
|
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break;
|
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case PM_RANGER:
|
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if (rn2(2)) weapon = ELVEN_DAGGER;
|
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break;
|
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case PM_ROGUE:
|
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if (rn2(2)) weapon = rn2(2) ? SHORT_SWORD : ORCISH_DAGGER;
|
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break;
|
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case PM_SAMURAI:
|
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if (rn2(2)) weapon = KATANA;
|
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break;
|
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case PM_TOURIST:
|
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/* Defaults are just fine */
|
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break;
|
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case PM_VALKYRIE:
|
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if (rn2(2)) weapon = WAR_HAMMER;
|
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if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
|
||||
break;
|
||||
case PM_WIZARD:
|
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if (rn2(4)) weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
|
||||
if (rn2(2)) {
|
||||
armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL :
|
||||
SILVER_DRAGON_SCALE_MAIL;
|
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cloak = CLOAK_OF_MAGIC_RESISTANCE;
|
||||
}
|
||||
if (rn2(4)) helm = HELM_OF_BRILLIANCE;
|
||||
shield = STRANGE_OBJECT;
|
||||
break;
|
||||
default: impossible("bad mplayer monster");
|
||||
weapon = 0;
|
||||
break;
|
||||
}
|
||||
switch (monsndx(ptr)) {
|
||||
case PM_ARCHEOLOGIST:
|
||||
if (rn2(2))
|
||||
weapon = BULLWHIP;
|
||||
break;
|
||||
case PM_BARBARIAN:
|
||||
if (rn2(2)) {
|
||||
weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
|
||||
shield = STRANGE_OBJECT;
|
||||
}
|
||||
if (rn2(2))
|
||||
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
|
||||
if (helm == HELM_OF_BRILLIANCE)
|
||||
helm = STRANGE_OBJECT;
|
||||
break;
|
||||
case PM_CAVEMAN:
|
||||
case PM_CAVEWOMAN:
|
||||
if (rn2(4))
|
||||
weapon = MACE;
|
||||
else if (rn2(2))
|
||||
weapon = CLUB;
|
||||
if (helm == HELM_OF_BRILLIANCE)
|
||||
helm = STRANGE_OBJECT;
|
||||
break;
|
||||
case PM_HEALER:
|
||||
if (rn2(4))
|
||||
weapon = QUARTERSTAFF;
|
||||
else if (rn2(2))
|
||||
weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
|
||||
if (rn2(4))
|
||||
helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
|
||||
if (rn2(2))
|
||||
shield = STRANGE_OBJECT;
|
||||
break;
|
||||
case PM_KNIGHT:
|
||||
if (rn2(4))
|
||||
weapon = LONG_SWORD;
|
||||
if (rn2(2))
|
||||
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
|
||||
break;
|
||||
case PM_MONK:
|
||||
weapon = !rn2(3) ? SHURIKEN : STRANGE_OBJECT;
|
||||
armor = STRANGE_OBJECT;
|
||||
cloak = ROBE;
|
||||
if (rn2(2))
|
||||
shield = STRANGE_OBJECT;
|
||||
break;
|
||||
case PM_PRIEST:
|
||||
case PM_PRIESTESS:
|
||||
if (rn2(2))
|
||||
weapon = MACE;
|
||||
if (rn2(2))
|
||||
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
|
||||
if (rn2(4))
|
||||
cloak = ROBE;
|
||||
if (rn2(4))
|
||||
helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
|
||||
if (rn2(2))
|
||||
shield = STRANGE_OBJECT;
|
||||
break;
|
||||
case PM_RANGER:
|
||||
if (rn2(2))
|
||||
weapon = ELVEN_DAGGER;
|
||||
break;
|
||||
case PM_ROGUE:
|
||||
if (rn2(2))
|
||||
weapon = rn2(2) ? SHORT_SWORD : ORCISH_DAGGER;
|
||||
break;
|
||||
case PM_SAMURAI:
|
||||
if (rn2(2))
|
||||
weapon = KATANA;
|
||||
break;
|
||||
case PM_TOURIST:
|
||||
/* Defaults are just fine */
|
||||
break;
|
||||
case PM_VALKYRIE:
|
||||
if (rn2(2))
|
||||
weapon = WAR_HAMMER;
|
||||
if (rn2(2))
|
||||
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
|
||||
break;
|
||||
case PM_WIZARD:
|
||||
if (rn2(4))
|
||||
weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
|
||||
if (rn2(2)) {
|
||||
armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL
|
||||
: SILVER_DRAGON_SCALE_MAIL;
|
||||
cloak = CLOAK_OF_MAGIC_RESISTANCE;
|
||||
}
|
||||
if (rn2(4))
|
||||
helm = HELM_OF_BRILLIANCE;
|
||||
shield = STRANGE_OBJECT;
|
||||
break;
|
||||
default:
|
||||
impossible("bad mplayer monster");
|
||||
weapon = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
if (weapon != STRANGE_OBJECT) {
|
||||
otmp = mksobj(weapon, TRUE, FALSE);
|
||||
otmp->spe = (special ? rn1(5,4) : rn2(4));
|
||||
if (!rn2(3)) otmp->oerodeproof = 1;
|
||||
else if (!rn2(2)) otmp->greased = 1;
|
||||
if (special && rn2(2))
|
||||
otmp = mk_artifact(otmp, A_NONE);
|
||||
/* usually increase stack size if stackable weapon */
|
||||
if (objects[otmp->otyp].oc_merge && !otmp->oartifact)
|
||||
otmp->quan += (long) rn2(is_spear(otmp) ? 4 : 8);
|
||||
/* mplayers knew better than to overenchant Magicbane */
|
||||
if (otmp->oartifact == ART_MAGICBANE)
|
||||
otmp->spe = rnd(4);
|
||||
(void) mpickobj(mtmp, otmp);
|
||||
}
|
||||
if (weapon != STRANGE_OBJECT) {
|
||||
otmp = mksobj(weapon, TRUE, FALSE);
|
||||
otmp->spe = (special ? rn1(5, 4) : rn2(4));
|
||||
if (!rn2(3))
|
||||
otmp->oerodeproof = 1;
|
||||
else if (!rn2(2))
|
||||
otmp->greased = 1;
|
||||
if (special && rn2(2))
|
||||
otmp = mk_artifact(otmp, A_NONE);
|
||||
/* usually increase stack size if stackable weapon */
|
||||
if (objects[otmp->otyp].oc_merge && !otmp->oartifact)
|
||||
otmp->quan += (long) rn2(is_spear(otmp) ? 4 : 8);
|
||||
/* mplayers knew better than to overenchant Magicbane */
|
||||
if (otmp->oartifact == ART_MAGICBANE)
|
||||
otmp->spe = rnd(4);
|
||||
(void) mpickobj(mtmp, otmp);
|
||||
}
|
||||
|
||||
if(special) {
|
||||
if (!rn2(10))
|
||||
(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
|
||||
mk_mplayer_armor(mtmp, armor);
|
||||
mk_mplayer_armor(mtmp, cloak);
|
||||
mk_mplayer_armor(mtmp, helm);
|
||||
mk_mplayer_armor(mtmp, shield);
|
||||
if (rn2(8))
|
||||
mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
|
||||
GAUNTLETS_OF_DEXTERITY));
|
||||
if (rn2(8))
|
||||
mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS));
|
||||
m_dowear(mtmp, TRUE);
|
||||
if (special) {
|
||||
if (!rn2(10))
|
||||
(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
|
||||
mk_mplayer_armor(mtmp, armor);
|
||||
mk_mplayer_armor(mtmp, cloak);
|
||||
mk_mplayer_armor(mtmp, helm);
|
||||
mk_mplayer_armor(mtmp, shield);
|
||||
if (rn2(8))
|
||||
mk_mplayer_armor(
|
||||
mtmp, rnd_class(LEATHER_GLOVES, GAUNTLETS_OF_DEXTERITY));
|
||||
if (rn2(8))
|
||||
mk_mplayer_armor(mtmp,
|
||||
rnd_class(LOW_BOOTS, LEVITATION_BOOTS));
|
||||
m_dowear(mtmp, TRUE);
|
||||
|
||||
quan = rn2(3) ? rn2(3) : rn2(16);
|
||||
while(quan--)
|
||||
(void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
|
||||
/* To get the gold "right" would mean a player can double his */
|
||||
/* gold supply by killing one mplayer. Not good. */
|
||||
mkmonmoney(mtmp, rn2(1000));
|
||||
quan = rn2(10);
|
||||
while(quan--)
|
||||
(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
|
||||
}
|
||||
quan = rnd(3);
|
||||
while(quan--)
|
||||
(void)mongets(mtmp, rnd_offensive_item(mtmp));
|
||||
quan = rnd(3);
|
||||
while(quan--)
|
||||
(void)mongets(mtmp, rnd_defensive_item(mtmp));
|
||||
quan = rnd(3);
|
||||
while(quan--)
|
||||
(void)mongets(mtmp, rnd_misc_item(mtmp));
|
||||
}
|
||||
quan = rn2(3) ? rn2(3) : rn2(16);
|
||||
while (quan--)
|
||||
(void) mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
|
||||
/* To get the gold "right" would mean a player can double his */
|
||||
/* gold supply by killing one mplayer. Not good. */
|
||||
mkmonmoney(mtmp, rn2(1000));
|
||||
quan = rn2(10);
|
||||
while (quan--)
|
||||
(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
|
||||
}
|
||||
quan = rnd(3);
|
||||
while (quan--)
|
||||
(void) mongets(mtmp, rnd_offensive_item(mtmp));
|
||||
quan = rnd(3);
|
||||
while (quan--)
|
||||
(void) mongets(mtmp, rnd_defensive_item(mtmp));
|
||||
quan = rnd(3);
|
||||
while (quan--)
|
||||
(void) mongets(mtmp, rnd_misc_item(mtmp));
|
||||
}
|
||||
|
||||
return(mtmp);
|
||||
return (mtmp);
|
||||
}
|
||||
|
||||
/* create the indicated number (num) of monster-players,
|
||||
@@ -291,50 +330,52 @@ create_mplayers(num, special)
|
||||
register int num;
|
||||
boolean special;
|
||||
{
|
||||
int pm, x, y;
|
||||
struct monst fakemon;
|
||||
int pm, x, y;
|
||||
struct monst fakemon;
|
||||
|
||||
while(num) {
|
||||
int tryct = 0;
|
||||
while (num) {
|
||||
int tryct = 0;
|
||||
|
||||
/* roll for character class */
|
||||
pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
|
||||
fakemon.data = &mons[pm];
|
||||
/* roll for character class */
|
||||
pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
|
||||
fakemon.data = &mons[pm];
|
||||
|
||||
/* roll for an available location */
|
||||
do {
|
||||
x = rn1(COLNO-4, 2);
|
||||
y = rnd(ROWNO-2);
|
||||
} while(!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
|
||||
/* roll for an available location */
|
||||
do {
|
||||
x = rn1(COLNO - 4, 2);
|
||||
y = rnd(ROWNO - 2);
|
||||
} while (!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
|
||||
|
||||
/* if pos not found in 50 tries, don't bother to continue */
|
||||
if(tryct > 50) return;
|
||||
/* if pos not found in 50 tries, don't bother to continue */
|
||||
if (tryct > 50)
|
||||
return;
|
||||
|
||||
(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
|
||||
num--;
|
||||
}
|
||||
(void) mk_mplayer(&mons[pm], (xchar) x, (xchar) y, special);
|
||||
num--;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
mplayer_talk(mtmp)
|
||||
register struct monst *mtmp;
|
||||
{
|
||||
static const char *same_class_msg[3] = {
|
||||
"I can't win, and neither will you!",
|
||||
"You don't deserve to win!",
|
||||
"Mine should be the honor, not yours!",
|
||||
}, *other_class_msg[3] = {
|
||||
"The low-life wants to talk, eh?",
|
||||
"Fight, scum!",
|
||||
"Here is what I have to say!",
|
||||
};
|
||||
static const char *same_class_msg[3] =
|
||||
{
|
||||
"I can't win, and neither will you!", "You don't deserve to win!",
|
||||
"Mine should be the honor, not yours!",
|
||||
},
|
||||
*other_class_msg[3] = {
|
||||
"The low-life wants to talk, eh?", "Fight, scum!",
|
||||
"Here is what I have to say!",
|
||||
};
|
||||
|
||||
if(mtmp->mpeaceful) return; /* will drop to humanoid talk */
|
||||
if (mtmp->mpeaceful)
|
||||
return; /* will drop to humanoid talk */
|
||||
|
||||
pline("Talk? -- %s",
|
||||
(mtmp->data == &mons[urole.malenum] ||
|
||||
mtmp->data == &mons[urole.femalenum]) ?
|
||||
same_class_msg[rn2(3)] : other_class_msg[rn2(3)]);
|
||||
pline("Talk? -- %s", (mtmp->data == &mons[urole.malenum]
|
||||
|| mtmp->data == &mons[urole.femalenum])
|
||||
? same_class_msg[rn2(3)]
|
||||
: other_class_msg[rn2(3)]);
|
||||
}
|
||||
|
||||
/*mplayer.c*/
|
||||
|
||||
Reference in New Issue
Block a user