One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.
This splits the uses of xchar into 3 different situations, and adjusts
their type and size:
xchar
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-----------------------
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coordxy xint16 xint8
coordxy: Actual x or y coordinates for various things (moved to 16-bits).
xint16: Same data size as coordxy, but for non-coordinate use (16-bits).
xint8: There are only a few use cases initially, where it was very
plain to see that the variable could remain as 8-bits, rather
than be bumped to 16-bits. There are probably more such cases
that could be changed after additional review.
Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.
This increments EDITLEVEL in patchlevel.h
375 lines
12 KiB
C
375 lines
12 KiB
C
/* NetHack 3.7 mplayer.c $NHDT-Date: 1596498188 2020/08/03 23:43:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.30 $ */
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/* Copyright (c) Izchak Miller, 1992. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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static const char *dev_name(void);
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static void get_mplname(struct monst *, char *);
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static void mk_mplayer_armor(struct monst *, short);
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/* These are the names of those who
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* contributed to the development of NetHack 3.2/3.3/3.4/3.6.
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*
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* Keep in alphabetical order within teams.
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* Same first name is entered once within each team.
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*/
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static const char *const developers[] = {
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/* devteam */
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"Alex", "Dave", "Dean", "Derek", "Eric", "Izchak",
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"Janet", "Jessie", "Ken", "Kevin", "Michael", "Mike",
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"Pasi", "Pat", "Patric", "Paul", "Sean", "Steve",
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"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 const char *
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dev_name(void)
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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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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],
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(has_mgivenname(mtmp)) ? MGIVENNAME(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)
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return (const char *) 0;
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return (developers[i]);
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}
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static void
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get_mplname(register struct monst* mtmp, 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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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, monsndx(mtmp->data),
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(boolean) mtmp->female));
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}
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static void
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mk_mplayer_armor(struct monst* mon, short typ)
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{
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struct obj *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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mk_mplayer(struct permonst *ptr, coordxy x, coordxy y, boolean special)
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{
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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 (MON_AT(x, y))
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(void) rloc(m_at(x, y), RLOC_ERR|RLOC_NOMSG); /* insurance */
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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, armor, cloak, helm, shield;
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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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/* default equipment; much of it will be overridden below */
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weapon = !rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
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armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
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cloak = !rn2(8) ? STRANGE_OBJECT
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: rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
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helm = !rn2(8) ? STRANGE_OBJECT
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: rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
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shield = !rn2(8) ? STRANGE_OBJECT
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: rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
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switch (monsndx(ptr)) {
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case PM_ARCHEOLOGIST:
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if (rn2(2))
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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))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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if (helm == HELM_OF_BRILLIANCE)
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helm = STRANGE_OBJECT;
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break;
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case PM_CAVE_DWELLER:
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if (rn2(4))
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weapon = MACE;
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else if (rn2(2))
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weapon = CLUB;
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if (helm == HELM_OF_BRILLIANCE)
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helm = STRANGE_OBJECT;
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break;
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case PM_HEALER:
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if (rn2(4))
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weapon = QUARTERSTAFF;
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else if (rn2(2))
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weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
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if (rn2(4))
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helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
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if (rn2(2))
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shield = STRANGE_OBJECT;
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break;
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case PM_KNIGHT:
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if (rn2(4))
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weapon = LONG_SWORD;
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if (rn2(2))
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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))
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shield = STRANGE_OBJECT;
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break;
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case PM_CLERIC:
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if (rn2(2))
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weapon = MACE;
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if (rn2(2))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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if (rn2(4))
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cloak = ROBE;
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if (rn2(4))
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helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
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if (rn2(2))
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shield = STRANGE_OBJECT;
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break;
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case PM_RANGER:
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if (rn2(2))
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weapon = ELVEN_DAGGER;
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break;
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case PM_ROGUE:
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if (rn2(2))
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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))
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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))
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weapon = WAR_HAMMER;
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if (rn2(2))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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break;
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case PM_WIZARD:
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if (rn2(4))
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weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
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if (rn2(2)) {
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armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL
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: SILVER_DRAGON_SCALE_MAIL;
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cloak = CLOAK_OF_MAGIC_RESISTANCE;
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}
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if (rn2(4))
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helm = HELM_OF_BRILLIANCE;
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shield = STRANGE_OBJECT;
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break;
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default:
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impossible("bad mplayer monster");
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weapon = 0;
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break;
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}
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if (weapon != STRANGE_OBJECT) {
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otmp = mksobj(weapon, TRUE, FALSE);
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otmp->spe = (special ? rn1(5, 4) : rn2(4));
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if (!rn2(3))
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otmp->oerodeproof = 1;
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else if (!rn2(2))
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otmp->greased = 1;
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if (special && rn2(2))
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otmp = mk_artifact(otmp, A_NONE);
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/* usually increase stack size if stackable weapon */
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if (objects[otmp->otyp].oc_merge && !otmp->oartifact
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&& monmightthrowwep(otmp))
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otmp->quan += (long) rn2(is_spear(otmp) ? 4 : 8);
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/* mplayers knew better than to overenchant Magicbane */
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if (otmp->oartifact == ART_MAGICBANE)
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otmp->spe = rnd(4);
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(void) mpickobj(mtmp, otmp);
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}
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if (special) {
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if (!rn2(10))
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(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
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mk_mplayer_armor(mtmp, armor);
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mk_mplayer_armor(mtmp, cloak);
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mk_mplayer_armor(mtmp, helm);
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mk_mplayer_armor(mtmp, shield);
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if (weapon == WAR_HAMMER) /* valkyrie: wimpy weapon or Mjollnir */
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mk_mplayer_armor(mtmp, GAUNTLETS_OF_POWER);
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else if (rn2(8))
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mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
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GAUNTLETS_OF_DEXTERITY));
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if (rn2(8))
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mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS,
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LEVITATION_BOOTS));
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m_dowear(mtmp, TRUE);
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quan = rn2(3) ? rn2(3) : rn2(16);
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while (quan--)
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(void) mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
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/* To get the gold "right" would mean a player can double his
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gold supply by killing one mplayer. Not good. */
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mkmonmoney(mtmp, rn2(1000));
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quan = rn2(10);
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while (quan--)
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(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
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}
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quan = rnd(3);
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while (quan--)
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(void) mongets(mtmp, rnd_offensive_item(mtmp));
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quan = rnd(3);
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while (quan--)
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(void) mongets(mtmp, rnd_defensive_item(mtmp));
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quan = rnd(3);
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while (quan--)
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(void) mongets(mtmp, rnd_misc_item(mtmp));
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}
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return (mtmp);
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}
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/* create the indicated number (num) of monster-players,
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* randomly chosen, and in randomly chosen (free) locations
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* on the level. If "special", the size of num should not
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* be bigger than the number of _non-repeated_ names in the
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* developers array, otherwise a bunch of Adams and Eves will
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* fill up the overflow.
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*/
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void
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create_mplayers(register int num, boolean special)
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{
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int pm, x, y;
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struct monst fakemon;
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fakemon = cg.zeromonst;
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while (num) {
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int tryct = 0;
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/* roll for character class */
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pm = rn1(PM_WIZARD - PM_ARCHEOLOGIST + 1, PM_ARCHEOLOGIST);
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set_mon_data(&fakemon, &mons[pm]);
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/* roll for an available location */
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do {
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x = rn1(COLNO - 4, 2);
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y = rnd(ROWNO - 2);
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} while (!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
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/* if pos not found in 50 tries, don't bother to continue */
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if (tryct > 50)
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return;
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(void) mk_mplayer(&mons[pm], (coordxy) x, (coordxy) y, special);
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num--;
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}
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}
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void
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mplayer_talk(register struct monst* mtmp)
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{
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static const char
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*same_class_msg[3] = {
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"I can't win, and neither will you!",
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"You don't deserve to win!",
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"Mine should be the honor, not yours!",
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},
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*other_class_msg[3] = {
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"The low-life wants to talk, eh?",
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"Fight, scum!",
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"Here is what I have to say!",
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};
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if (mtmp->mpeaceful)
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return; /* will drop to humanoid talk */
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verbalize("Talk? -- %s", mtmp->data == &mons[g.urole.mnum]
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? same_class_msg[rn2(3)]
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: other_class_msg[rn2(3)]);
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}
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/*mplayer.c*/
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