Files
nethack/src/minion.c
nhmall 6c0ae092c6 distinguish global variables that get written to savefile
The g? structs had a mix of variables that were written to
the savefile, and those that were not.

For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.

This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.

Details:

    gb.bases            -> svb.bases
    gb.bbubbles         -> svb.bbubbles
    gb.branches         -> svb.branches
    gc.context          -> svc.context
    gd.disco            -> svd.disco
    gd.dndest           -> svd.dndest
    gd.doors            -> svd.doors
    gd.doors_alloc      -> svd.doors_alloc
    gd.dungeon_topology -> svd.dungeon_topology
    gd.dungeons         -> svd.dungeons
    ge.exclusion_zones  -> sve.exclusion_zones
    gh.hackpid          -> svh.hackpid
    gi.inv_pos          -> svi.inv_pos
    gk.killer           -> svk.killer
    gl.lastseentyp      -> svl.lastseentyp
    gl.level            -> svl.level
    gl.level_info       -> svl.level_info
    gm.mapseenchn       -> svm.mapseenchn
    gm.moves            -> svm.moves
    gm.mvitals          -> svm.mvitals
    gn.n_dgns           -> svn.n_dgns
    gn.n_regions        -> svn.n_regions
    gn.nroom            -> svn.nroom
    go.oracle_cnt       -> svo.oracle_cnt
    gp.pl_character     -> svp.pl_character
    gp.pl_fruit         -> svp.pl_fruit
    gp.plname           -> svp.plname
    gp.program_state    -> svp.program_state
    gq.quest_status     -> svq.quest_status
    gr.rooms            -> svr.rooms
    gs.sp_levchn        -> svs.sp_levchn
    gs.spl_book         -> svs.spl_book
    gt.timer_id         -> svt.timer_id
    gt.tune             -> svt.tune
    gu.updest           -> svu.updest
    gx.xmax             -> svx.xmax
    gx.xmin             -> svx.xmin
    gy.ymax             -> svy.ymax
    gy.ymin             -> svy.ymin

Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
          gf.ftrap, gl.light_base, gt.timer_base
2024-07-13 14:57:50 -04:00

565 lines
18 KiB
C

/* NetHack 3.7 minion.c $NHDT-Date: 1624322864 2021/06/22 00:47:44 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.60 $ */
/* 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"
/* used to pick among the four basic elementals without worrying whether
they've been reordered (difficulty reassessment?) or any new ones have
been introduced (hybrid types added to 'E'-class?) */
static const int elementals[4] = {
PM_AIR_ELEMENTAL, PM_FIRE_ELEMENTAL,
PM_EARTH_ELEMENTAL, PM_WATER_ELEMENTAL
};
void
newemin(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(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(boolean spotted) /* seen|sensed vs all */
{
struct monst *mtmp;
int count = 0;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (mtmp->isgd && mtmp->mx == 0)
continue;
if (spotted && !canspotmon(mtmp))
continue;
++count;
}
return count;
}
/* mon summons a monster */
int
msummon(struct monst *mon)
{
struct permonst *ptr;
int dtype = NON_PM, cnt = 0, result = 0, census;
boolean xlight;
aligntyp atyp;
struct monst *mtmp;
if (mon) {
ptr = mon->data;
if (u_wield_art(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 = ((dtype != NON_PM)
&& !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 = ((dtype != NON_PM)
&& !rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1;
} else if (ptr == &mons[PM_BONE_DEVIL]) {
dtype = PM_SKELETON;
cnt = 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 = ((dtype != NON_PM)
&& !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 = ROLL_FROM(elementals);
break;
case A_CHAOTIC:
case A_NONE:
dtype = ndemon(atyp);
break;
}
} else {
dtype = PM_ANGEL;
}
cnt = ((dtype != NON_PM)
&& !rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1;
}
if (dtype == NON_PM)
return 0;
/* sanity checks */
if (cnt > 1 && (mons[dtype].geno & G_UNIQ) != 0)
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 ((svm.mvitals[dtype].mvflags & G_GONE) != 0) {
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);
xlight = FALSE;
while (cnt > 0) {
mtmp = makemon(&mons[dtype], u.ux, u.uy, MM_EMIN|MM_NOMSG);
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 (mtmp->data->mlet == S_ANGEL && !Blind) {
/* for any 'A', 'cloud of smoke' will be 'flash of light';
if more than one monster is being created, that message
might be skipped for this monster but show 'mtmp' anyway */
show_transient_light((struct obj *) 0, mtmp->mx, mtmp->my);
xlight = TRUE;
/* we don't do this for 'burst of flame' (fire elemental)
because those monsters become their own light source */
}
if (cnt == 1 && canseemon(mtmp)) {
const char *cloud = 0,
*what = msummon_environ(mtmp->data, &cloud);
pline("%s appears in a %s of %s!", Amonnam(mtmp),
cloud, what);
}
}
cnt--;
}
if (xlight) {
/* Note: if we forced --More-- here, the 'A's would be visible for
long enough to be seen, but like with clairvoyance, some players
would be annoyed at the disruption of having to acknowledge it */
transient_light_cleanup();
}
/* how many monsters exist now compared to before? */
if (result)
result = monster_census(FALSE) - census;
return result;
}
void
summon_minion(aligntyp alignment, boolean talk)
{
struct monst *mon;
int mnum;
switch ((int) alignment) {
case A_LAWFUL:
mnum = lminion();
break;
case A_NEUTRAL:
mnum = ROLL_FROM(elementals);
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|MM_NOMSG);
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_CLERIC && mnum != PM_HIGH_CLERIC) {
/* 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|MM_NOMSG);
if (mon) {
mon->isminion = 1;
EMIN(mon)->min_align = alignment;
EMIN(mon)->renegade = FALSE;
}
} else {
mon = makemon(&mons[mnum], u.ux, u.uy, MM_NOMSG);
}
if (mon) {
if (talk) {
if (!Deaf)
pline_The("voice of %s booms:", align_gname(alignment));
else
You_feel("%s booming voice:",
s_suffix(align_gname(alignment)));
SetVoice(mon, 0, 80, 0);
verbalize("Thou shalt pay for thine indiscretion!");
if (canspotmon(mon))
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(struct monst *mtmp)
{
long cash, demand, offer;
if (u_wield_art(ART_EXCALIBUR) || u_wield_art(ART_DEMONBANE)) {
if (canspotmon(mtmp))
pline("%s looks very angry.", Amonnam(mtmp));
else
You_feel("tension building.");
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 (gm.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 (gy.youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */
if (!Deaf)
pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
flags.female ? "Sister" : "Brother");
else if (canseemon(mtmp))
pline("%s says something.", Amonnam(mtmp));
if (!tele_restrict(mtmp))
(void) rloc(mtmp, RLOC_MSG);
return 1;
}
cash = money_cnt(gi.invent);
demand = (cash * (rnd(80) + 20 * Athome))
/ (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
if (!demand || gm.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...) */
/* [actually the Amulet is safe; it would be dropped when
mongone() gets rid of the monster; force combat anyway;
also make it unmeetable if the player is Deaf, to simplify
handling that case as player-won't-pay] */
if (mon_has_amulet(mtmp) || Deaf)
/* 125: 5*25 in case hero has maximum possible charisma */
demand = cash + (long) rn1(1000, 125);
if (!Deaf)
pline("%s demands %ld %s for safe passage.",
Amonnam(mtmp), demand, currency(demand));
else if (canseemon(mtmp))
pline("%s seems to be demanding something.", Amonnam(mtmp));
offer = 0L;
if (!Deaf && ((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;
}
}
livelog_printf(LL_UMONST, "bribed %s with %ld %s for safe passage",
Amonnam(mtmp), offer, currency(offer));
mongone(mtmp);
return 1;
}
long
bribe(struct monst *mtmp)
{
char buf[BUFSZ] = DUMMY;
long offer;
long umoney = money_cnt(gi.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);
disp.botl = TRUE;
return offer;
}
int
dprince(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 (!(svm.mvitals[pm].mvflags & G_GONE)
&& (atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp)))
return pm;
}
return dlord(atyp); /* approximate */
}
int
dlord(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 (!(svm.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(void)
{
if (!(svm.mvitals[PM_ARCHON].mvflags & G_GONE))
return PM_ARCHON;
return lminion(); /* approximate */
}
int
lminion(void)
{
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(aligntyp atyp) /* A_NONE is used for 'any alignment' */
{
struct permonst *ptr;
/*
* 3.6.2: [fixed #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(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));
SetVoice(mon, 0, 80, 0);
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(void)
{
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) {
if (!Deaf)
pline("A voice booms:");
else
You_feel("a booming voice:");
SetVoice((struct monst *) 0, 0, 80, voice_deity);
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 */
if (!Deaf)
pline("A voice whispers:");
else
You_feel("a soft voice:");
SetVoice((struct monst *) 0, 0, 80, voice_deity);
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;
/* guardian angel -- the one case mtame doesn't imply an
* edog structure, so we don't want to call tamedog().
* [Note: this predates mon->mextra which allows a monster
* to have both emin and edog at the same time.]
*/
/* Too nasty for the game to unexpectedly break petless conduct on
* the final level of the game. The angel will still appear, but
* won't be tamed. */
if (u.uconduct.pets) {
/* guardian angel -- the one case mtame doesn't
* imply an edog structure, so we don't want to
* call tamedog().
*/
mtmp->mtame = 10;
u.uconduct.pets++;
}
/* for 'hilite_pet'; after making tame, before next message */
newsym(mtmp->mx, mtmp->my);
if (!Blind)
pline("An angel appears near you.");
else
You_feel("the presence of a friendly angel near you.");
/* 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*/