Files
nethack/src/mplayer.c
nethack.rankin 212623962e multi-shot throwing for knives & spears (trunk only)
Make all stackable weapons capable of multi-shot volleys when thrown.
Affects knives, spears & javelins, and boomerangs; requires advanced skill
assignment (skilled:  1-2 missiles per throw, expert:  1-3 missiles) or
role-specific bonus (ranger class's general +1 bonus is the only one that
applies to any of these weapon types).  For monsters, prince-caste get 1-3
missiles and lord-caste get 1-2, as before, with fake player monsters now
also getting 1-2; those counts apply to all stackable weapons regardless
of whether the species or role ordinarily uses whatever is being thrown.

     Related changes:  monks now get a role-based +1 count for shuriken,
throwing 1-2 instead of just one (they're only allowed to achieve basic
skill so won't reach any higher volley count).  Monster monks and ninjas
get that too; ninjas now get the same for darts and they're guaranteed
weapons in starting inventory.  Also, fake player rogues now sometimes
get orcish daggers instead of short sword, providing a decent chance to
occasionally have Grimtooth be randomly generated on the Astral level.

     Potentially controversial:  wizards can still become expert in dagger
skill and receive the to-hit and damage bonuses for that when throwing as
well as when wielding, but the number of missiles for them has now been
reduced to 1-2 (in other words, going from skilled to expert no longer
improves the max count for the volley amount for wizard role).  They're
supposed to be spellcasters; being able to throw up to three +7 daggers
at a pop was a big temptation for resorting to brute force, particularly
since they'll already want highest dagger skill for wielding Magicbane.

     To do:  throwing multiple boomerangs either needs to behave as if
they're all in flight before the first returns, or else the volley needs
to be cut short if one comes back and isn't successfully caught.  The
latter is a lot easier to do but the former fits better with what multi-
shot volley is supposed to represent.  Another alternative is to change
them to no longer be stackable, then this sequencing issue goes away.

     To do too:  make worm teeth and crysknives become stackable like the
other knife-skill weapons.
2006-12-17 05:47:17 +00:00

345 lines
9.5 KiB
C

/* SCCS Id: @(#)mplayer.c 3.5 2006/12/15 */
/* Copyright (c) Izchak Miller, 1992. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_DCL const char *NDECL(dev_name);
STATIC_DCL void FDECL(get_mplname, (struct monst *, char *));
STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P));
/* These are the names of those who
* contributed to the development of NetHack 3.2/3.3/3.4/3.5.
*
* Keep in alphabetical order within teams.
* Same first name is entered once within each team.
*/
static const char *developers[] = {
/* devteam */
"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
"Warwick",
/* PC team */
"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul",
"Stephen", "Steve", "Timo", "Yitzhak",
/* Amiga team */
"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf", "Richard",
/* Mac team */
"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang",
/* Atari team */
"Eric", "Marvin", "Warwick",
/* NT team */
"Alex", "Dion", "Michael",
/* OS/2 team */
"Helge", "Ron", "Timo",
/* VMS team */
"Joshua", "Pat",
""};
/* return a randomly chosen developer name */
STATIC_OVL const char *
dev_name()
{
register int i, m = 0, n = SIZE(developers);
register struct monst *mtmp;
register boolean match;
do {
match = FALSE;
i = rn2(n);
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(!is_mplayer(mtmp->data)) continue;
if(!strncmp(developers[i],
(has_mname(mtmp)) ? MNAME(mtmp) : "",
strlen(developers[i]))) {
match = TRUE;
break;
}
}
m++;
} while (match && m < 100); /* m for insurance */
if (match) return (const char *)0;
return(developers[i]);
}
STATIC_OVL void
get_mplname(mtmp, nam)
register struct monst *mtmp;
char *nam;
{
boolean fmlkind = is_female(mtmp->data);
const char *devnam;
devnam = dev_name();
if (!devnam)
Strcpy(nam, fmlkind ? "Eve" : "Adam");
else if (fmlkind && !!strcmp(devnam, "Janet"))
Strcpy(nam, rn2(2) ? "Maud" : "Eve");
else Strcpy(nam, devnam);
if (fmlkind || !strcmp(nam, "Janet"))
mtmp->female = 1;
else
mtmp->female = 0;
Strcat(nam, " the ");
Strcat(nam, rank_of((int)mtmp->m_lev,
monsndx(mtmp->data),
(boolean)mtmp->female));
}
STATIC_OVL void
mk_mplayer_armor(mon, typ)
struct monst *mon;
short typ;
{
struct obj *obj;
if (typ == STRANGE_OBJECT) return;
obj = mksobj(typ, FALSE, FALSE);
if (!rn2(3)) obj->oerodeproof = 1;
if (!rn2(3)) curse(obj);
if (!rn2(3)) bless(obj);
/* Most players who get to the endgame who have cursed equipment
* have it because the wizard or other monsters cursed it, so its
* chances of having plusses is the same as usual....
*/
obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
(void) mpickobj(mon, obj);
}
struct monst *
mk_mplayer(ptr, x, y, special)
register struct permonst *ptr;
xchar x, y;
register boolean special;
{
register struct monst *mtmp;
char nam[PL_NSIZ];
if(!is_mplayer(ptr))
return((struct monst *)0);
if(MON_AT(x, y))
(void) rloc(m_at(x, y), FALSE); /* insurance */
if(!In_endgame(&u.uz)) special = FALSE;
if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
short cloak = !rn2(8) ? STRANGE_OBJECT :
rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
short helm = !rn2(8) ? STRANGE_OBJECT :
rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
short shield = !rn2(8) ? STRANGE_OBJECT :
rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
int quan;
struct obj *otmp;
mtmp->m_lev = (special ? rn1(16,15) : rnd(16));
mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
(special ? (30 + rnd(30)) : 30);
if(special) {
get_mplname(mtmp, nam);
mtmp = christen_monst(mtmp, nam);
/* that's why they are "stuck" in the endgame :-) */
(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
}
mtmp->mpeaceful = 0;
set_malign(mtmp); /* peaceful may have changed again */
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;
#ifdef TOURIST
case PM_TOURIST:
/* Defaults are just fine */
break;
#endif
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(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. */
#ifndef GOLDOBJ
mtmp->mgold = rn2(1000);
#else
mkmonmoney(mtmp, rn2(1000));
#endif
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);
}
/* create the indicated number (num) of monster-players,
* randomly chosen, and in randomly chosen (free) locations
* on the level. If "special", the size of num should not
* be bigger than the number of _non-repeated_ names in the
* developers array, otherwise a bunch of Adams and Eves will
* fill up the overflow.
*/
void
create_mplayers(num, special)
register int num;
boolean special;
{
int pm, x, y;
struct monst fakemon;
while(num) {
int tryct = 0;
/* 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);
/* 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
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!",
};
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)]);
}
/*mplayer.c*/