/* NetHack 3.6 minion.c $NHDT-Date: 1544998886 2018/12/16 22:21:26 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.40 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Robert Patrick Rankin, 2008. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" void newemin(mtmp) struct monst *mtmp; { if (!mtmp->mextra) mtmp->mextra = newmextra(); if (!EMIN(mtmp)) { EMIN(mtmp) = (struct emin *) alloc(sizeof(struct emin)); (void) memset((genericptr_t) EMIN(mtmp), 0, sizeof(struct emin)); } } void free_emin(mtmp) struct monst *mtmp; { if (mtmp->mextra && EMIN(mtmp)) { free((genericptr_t) EMIN(mtmp)); EMIN(mtmp) = (struct emin *) 0; } mtmp->isminion = 0; } /* count the number of monsters on the level */ int monster_census(spotted) boolean spotted; /* seen|sensed vs all */ { struct monst *mtmp; int count = 0; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; if (spotted && !canspotmon(mtmp)) continue; ++count; } return count; } /* mon summons a monster */ int msummon(mon) struct monst *mon; { struct permonst *ptr; int dtype = NON_PM, cnt = 0, result = 0, census; aligntyp atyp; struct monst *mtmp; if (mon) { ptr = mon->data; if (uwep && uwep->oartifact == ART_DEMONBANE && is_demon(ptr)) { if (canseemon(mon)) pline("%s looks puzzled for a moment.", Monnam(mon)); return 0; } atyp = mon->ispriest ? EPRI(mon)->shralign : mon->isminion ? EMIN(mon)->min_align : (ptr->maligntyp == A_NONE) ? A_NONE : sgn(ptr->maligntyp); } else { ptr = &mons[PM_WIZARD_OF_YENDOR]; atyp = (ptr->maligntyp == A_NONE) ? A_NONE : sgn(ptr->maligntyp); } if (is_dprince(ptr) || (ptr == &mons[PM_WIZARD_OF_YENDOR])) { dtype = (!rn2(20)) ? dprince(atyp) : (!rn2(4)) ? dlord(atyp) : ndemon(atyp); cnt = (!rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1; } else if (is_dlord(ptr)) { dtype = (!rn2(50)) ? dprince(atyp) : (!rn2(20)) ? dlord(atyp) : ndemon(atyp); cnt = (!rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1; } else if (is_ndemon(ptr)) { dtype = (!rn2(20)) ? dlord(atyp) : (!rn2(6)) ? ndemon(atyp) : monsndx(ptr); cnt = 1; } else if (is_lminion(mon)) { dtype = (is_lord(ptr) && !rn2(20)) ? llord() : (is_lord(ptr) || !rn2(6)) ? lminion() : monsndx(ptr); cnt = (!rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1; } else if (ptr == &mons[PM_ANGEL]) { /* non-lawful angels can also summon */ if (!rn2(6)) { switch (atyp) { /* see summon_minion */ case A_NEUTRAL: dtype = PM_AIR_ELEMENTAL + rn2(4); break; case A_CHAOTIC: case A_NONE: dtype = ndemon(atyp); break; } } else { dtype = PM_ANGEL; } cnt = (!rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1; } if (dtype == NON_PM) return 0; /* sanity checks */ if (cnt > 1 && (mons[dtype].geno & G_UNIQ)) cnt = 1; /* * If this daemon is unique and being re-summoned (the only way we * could get this far with an extinct dtype), try another. */ if (mvitals[dtype].mvflags & G_GONE) { dtype = ndemon(atyp); if (dtype == NON_PM) return 0; } /* some candidates can generate a group of monsters, so simple count of non-null makemon() result is not sufficient */ census = monster_census(FALSE); while (cnt > 0) { mtmp = makemon(&mons[dtype], u.ux, u.uy, MM_EMIN); if (mtmp) { result++; /* an angel's alignment should match the summoner */ if (dtype == PM_ANGEL) { mtmp->isminion = 1; EMIN(mtmp)->min_align = atyp; /* renegade if same alignment but not peaceful or peaceful but different alignment */ EMIN(mtmp)->renegade = (atyp != u.ualign.type) ^ !mtmp->mpeaceful; } if (is_demon(ptr) && canseemon(mtmp)) pline("%s appears in a cloud of smoke!", Amonnam(mtmp)); } cnt--; } /* how many monsters exist now compared to before? */ if (result) result = monster_census(FALSE) - census; return result; } void summon_minion(alignment, talk) aligntyp alignment; boolean talk; { register struct monst *mon; int mnum; switch ((int) alignment) { case A_LAWFUL: mnum = lminion(); break; case A_NEUTRAL: mnum = PM_AIR_ELEMENTAL + rn2(4); break; case A_CHAOTIC: case A_NONE: mnum = ndemon(alignment); break; default: impossible("unaligned player?"); mnum = ndemon(A_NONE); break; } if (mnum == NON_PM) { mon = 0; } else if (mnum == PM_ANGEL) { mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN); if (mon) { mon->isminion = 1; EMIN(mon)->min_align = alignment; EMIN(mon)->renegade = FALSE; } } else if (mnum != PM_SHOPKEEPER && mnum != PM_GUARD && mnum != PM_ALIGNED_PRIEST && mnum != PM_HIGH_PRIEST) { /* This was mons[mnum].pxlth == 0 but is this restriction appropriate or necessary now that the structures are separate? */ mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN); if (mon) { mon->isminion = 1; EMIN(mon)->min_align = alignment; EMIN(mon)->renegade = FALSE; } } else { mon = makemon(&mons[mnum], u.ux, u.uy, NO_MM_FLAGS); } if (mon) { if (talk) { pline_The("voice of %s booms:", align_gname(alignment)); verbalize("Thou shalt pay for thine indiscretion!"); if (!Blind) pline("%s appears before you.", Amonnam(mon)); mon->mstrategy &= ~STRAT_APPEARMSG; } mon->mpeaceful = FALSE; /* don't call set_malign(); player was naughty */ } } #define Athome (Inhell && (mtmp->cham == NON_PM)) /* returns 1 if it won't attack. */ int demon_talk(mtmp) register struct monst *mtmp; { long cash, demand, offer; if (uwep && uwep->oartifact == ART_EXCALIBUR) { pline("%s looks very angry.", Amonnam(mtmp)); mtmp->mpeaceful = mtmp->mtame = 0; set_malign(mtmp); newsym(mtmp->mx, mtmp->my); return 0; } if (is_fainted()) { reset_faint(); /* if fainted - wake up */ } else { stop_occupation(); if (multi > 0) { nomul(0); unmul((char *) 0); } } /* Slight advantage given. */ if (is_dprince(mtmp->data) && mtmp->minvis) { boolean wasunseen = !canspotmon(mtmp); mtmp->minvis = mtmp->perminvis = 0; if (wasunseen && canspotmon(mtmp)) { pline("%s appears before you.", Amonnam(mtmp)); mtmp->mstrategy &= ~STRAT_APPEARMSG; } newsym(mtmp->mx, mtmp->my); } if (youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */ pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp), flags.female ? "Sister" : "Brother"); if (!tele_restrict(mtmp)) (void) rloc(mtmp, TRUE); return 1; } cash = money_cnt(invent); demand = (cash * (rnd(80) + 20 * Athome)) / (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp)))); if (!demand || multi < 0) { /* you have no gold or can't move */ mtmp->mpeaceful = 0; set_malign(mtmp); return 0; } else { /* make sure that the demand is unmeetable if the monster has the Amulet, preventing monster from being satisfied and removed from the game (along with said Amulet...) */ if (mon_has_amulet(mtmp)) demand = cash + (long) rn1(1000, 40); pline("%s demands %ld %s for safe passage.", Amonnam(mtmp), demand, currency(demand)); if ((offer = bribe(mtmp)) >= demand) { pline("%s vanishes, laughing about cowardly mortals.", Amonnam(mtmp)); } else if (offer > 0L && (long) rnd(5 * ACURR(A_CHA)) > (demand - offer)) { pline("%s scowls at you menacingly, then vanishes.", Amonnam(mtmp)); } else { pline("%s gets angry...", Amonnam(mtmp)); mtmp->mpeaceful = 0; set_malign(mtmp); return 0; } } mongone(mtmp); return 1; } long bribe(mtmp) struct monst *mtmp; { char buf[BUFSZ] = DUMMY; long offer; long umoney = money_cnt(invent); getlin("How much will you offer?", buf); if (sscanf(buf, "%ld", &offer) != 1) offer = 0L; /*Michael Paddon -- fix for negative offer to monster*/ /*JAR880815 - */ if (offer < 0L) { You("try to shortchange %s, but fumble.", mon_nam(mtmp)); return 0L; } else if (offer == 0L) { You("refuse."); return 0L; } else if (offer >= umoney) { You("give %s all your gold.", mon_nam(mtmp)); offer = umoney; } else { You("give %s %ld %s.", mon_nam(mtmp), offer, currency(offer)); } (void) money2mon(mtmp, offer); context.botl = 1; return offer; } int dprince(atyp) aligntyp atyp; { int tryct, pm; for (tryct = !In_endgame(&u.uz) ? 20 : 0; tryct > 0; --tryct) { pm = rn1(PM_DEMOGORGON + 1 - PM_ORCUS, PM_ORCUS); if (!(mvitals[pm].mvflags & G_GONE) && (atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp))) return pm; } return dlord(atyp); /* approximate */ } int dlord(atyp) aligntyp atyp; { int tryct, pm; for (tryct = !In_endgame(&u.uz) ? 20 : 0; tryct > 0; --tryct) { pm = rn1(PM_YEENOGHU + 1 - PM_JUIBLEX, PM_JUIBLEX); if (!(mvitals[pm].mvflags & G_GONE) && (atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp))) return pm; } return ndemon(atyp); /* approximate */ } /* create lawful (good) lord */ int llord() { if (!(mvitals[PM_ARCHON].mvflags & G_GONE)) return PM_ARCHON; return lminion(); /* approximate */ } int lminion() { int tryct; struct permonst *ptr; for (tryct = 0; tryct < 20; tryct++) { ptr = mkclass(S_ANGEL, 0); if (ptr && !is_lord(ptr)) return monsndx(ptr); } return NON_PM; } int ndemon(atyp) aligntyp atyp; /* A_NONE is used for 'any alignment' */ { struct permonst *ptr; /* * 3.6.2: [fix #H2204, 22-Dec-2010, eight years later...] * pick a correctly aligned demon in one try. This used to * use mkclass() to choose a random demon type and keep trying * (up to 20 times) until it got one with the desired alignment. * mkclass_aligned() skips wrongly aligned potential candidates. * [The only neutral demons are djinni and mail daemon and * mkclass() won't pick them, but call it anyway in case either * aspect of that changes someday.] */ #if 0 if (atyp == A_NEUTRAL) return NON_PM; #endif ptr = mkclass_aligned(S_DEMON, 0, atyp); return (ptr && is_ndemon(ptr)) ? monsndx(ptr) : NON_PM; } /* guardian angel has been affected by conflict so is abandoning hero */ void lose_guardian_angel(mon) struct monst *mon; /* if null, angel hasn't been created yet */ { coord mm; int i; if (mon) { if (canspotmon(mon)) { if (!Deaf) { pline("%s rebukes you, saying:", Monnam(mon)); verbalize("Since you desire conflict, have some more!"); } else { pline("%s vanishes!", Monnam(mon)); } } mongone(mon); } /* create 2 to 4 hostile angels to replace the lost guardian */ for (i = rn1(3, 2); i > 0; --i) { mm.x = u.ux; mm.y = u.uy; if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) (void) mk_roamer(&mons[PM_ANGEL], u.ualign.type, mm.x, mm.y, FALSE); } } /* just entered the Astral Plane; receive tame guardian angel if worthy */ void gain_guardian_angel() { struct monst *mtmp; struct obj *otmp; coord mm; Hear_again(); /* attempt to cure any deafness now (divine message will be heard even if that fails) */ if (Conflict) { pline("A voice booms:"); verbalize("Thy desire for conflict shall be fulfilled!"); /* send in some hostile angels instead */ lose_guardian_angel((struct monst *) 0); } else if (u.ualign.record > 8) { /* fervent */ pline("A voice whispers:"); verbalize("Thou hast been worthy of me!"); mm.x = u.ux; mm.y = u.uy; if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]) && (mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type, mm.x, mm.y, TRUE)) != 0) { mtmp->mstrategy &= ~STRAT_APPEARMSG; if (!Blind) pline("An angel appears near you."); else You_feel("the presence of a friendly angel near you."); /* guardian angel -- the one case mtame doesn't * imply an edog structure, so we don't want to * call tamedog(). */ mtmp->mtame = 10; /* make him strong enough vs. endgame foes */ mtmp->m_lev = rn1(8, 15); mtmp->mhp = mtmp->mhpmax = d((int) mtmp->m_lev, 10) + 30 + rnd(30); if ((otmp = select_hwep(mtmp)) == 0) { otmp = mksobj(SILVER_SABER, FALSE, FALSE); if (mpickobj(mtmp, otmp)) panic("merged weapon?"); } bless(otmp); if (otmp->spe < 4) otmp->spe += rnd(4); if ((otmp = which_armor(mtmp, W_ARMS)) == 0 || otmp->otyp != SHIELD_OF_REFLECTION) { (void) mongets(mtmp, AMULET_OF_REFLECTION); m_dowear(mtmp, TRUE); } } } } /*minion.c*/