Files
nethack/src/dog.c
nhmall ad23b4e8e1 grammar: "foo based" to "foo-based"
There seems to be a need to locate these in the distribution every decade or so.
2022-10-30 16:08:14 -04:00

1247 lines
44 KiB
C

/* NetHack 3.7 dog.c $NHDT-Date: 1652689621 2022/05/16 08:27:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.121 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
static int pet_type(void);
static void set_mon_lastmove(struct monst *);
static int mon_leave(struct monst *);
static boolean keep_mon_accessible(struct monst *);
enum arrival {
Before_you = 0, /* monsters kept on migrating_mons for accessibility;
* they haven't actually left their level */
With_you = 1, /* pets and level followers */
After_you = 2, /* regular migrating monsters */
Wiz_arrive = -1 /* resurrect(wizard.c) */
};
void
newedog(struct monst *mtmp)
{
if (!mtmp->mextra)
mtmp->mextra = newmextra();
if (!EDOG(mtmp)) {
EDOG(mtmp) = (struct edog *) alloc(sizeof(struct edog));
(void) memset((genericptr_t) EDOG(mtmp), 0, sizeof(struct edog));
}
}
void
free_edog(struct monst *mtmp)
{
if (mtmp->mextra && EDOG(mtmp)) {
free((genericptr_t) EDOG(mtmp));
EDOG(mtmp) = (struct edog *) 0;
}
mtmp->mtame = 0;
}
void
initedog(struct monst *mtmp)
{
mtmp->mtame = is_domestic(mtmp->data) ? 10 : 5;
mtmp->mpeaceful = 1;
mtmp->mavenge = 0;
set_malign(mtmp); /* recalc alignment now that it's tamed */
mtmp->mleashed = 0;
mtmp->meating = 0;
EDOG(mtmp)->droptime = 0;
EDOG(mtmp)->dropdist = 10000;
EDOG(mtmp)->apport = ACURR(A_CHA);
EDOG(mtmp)->whistletime = 0;
EDOG(mtmp)->hungrytime = 1000 + g.moves;
EDOG(mtmp)->ogoal.x = -1; /* force error if used before set */
EDOG(mtmp)->ogoal.y = -1;
EDOG(mtmp)->abuse = 0;
EDOG(mtmp)->revivals = 0;
EDOG(mtmp)->mhpmax_penalty = 0;
EDOG(mtmp)->killed_by_u = 0;
}
static int
pet_type(void)
{
if (g.urole.petnum != NON_PM)
return g.urole.petnum;
else if (g.preferred_pet == 'c')
return PM_KITTEN;
else if (g.preferred_pet == 'd')
return PM_LITTLE_DOG;
else
return rn2(2) ? PM_KITTEN : PM_LITTLE_DOG;
}
struct monst *
make_familiar(struct obj *otmp, coordxy x, coordxy y, boolean quietly)
{
struct permonst *pm;
struct monst *mtmp = 0;
int chance, trycnt = 100;
do {
mmflags_nht mmflags;
int cgend, mndx;
if (otmp) { /* figurine; otherwise spell */
mndx = otmp->corpsenm;
pm = &mons[mndx];
/* activating a figurine provides one way to exceed the
maximum number of the target critter created--unless
it has a special limit (erinys, Nazgul) */
if ((g.mvitals[mndx].mvflags & G_EXTINCT)
&& mbirth_limit(mndx) != MAXMONNO) {
if (!quietly)
/* have just been given "You <do something with>
the figurine and it transforms." message */
pline("... into a pile of dust.");
break; /* mtmp is null */
}
} else if (!rn2(3)) {
pm = &mons[pet_type()];
} else {
pm = rndmonst();
if (!pm) {
if (!quietly)
There("seems to be nothing available for a familiar.");
break;
}
}
mmflags = MM_EDOG | MM_IGNOREWATER | NO_MINVENT | MM_NOMSG;
cgend = otmp ? (otmp->spe & CORPSTAT_GENDER) : 0;
mmflags |= ((cgend == CORPSTAT_FEMALE) ? MM_FEMALE
: (cgend == CORPSTAT_MALE) ? MM_MALE : 0L);
mtmp = makemon(pm, x, y, mmflags);
if (otmp && !mtmp) { /* monster was genocided or square occupied */
if (!quietly)
pline_The("figurine writhes and then shatters into pieces!");
break;
}
} while (!mtmp && --trycnt > 0);
if (!mtmp)
return (struct monst *) 0;
if (is_pool(mtmp->mx, mtmp->my) && minliquid(mtmp))
return (struct monst *) 0;
initedog(mtmp);
mtmp->msleeping = 0;
if (otmp) { /* figurine; resulting monster might not become a pet */
chance = rn2(10); /* 0==tame, 1==peaceful, 2==hostile */
if (chance > 2)
chance = otmp->blessed ? 0 : !otmp->cursed ? 1 : 2;
/* 0,1,2: b=80%,10,10; nc=10%,80,10; c=10%,10,80 */
if (chance > 0) {
mtmp->mtame = 0; /* not tame after all */
if (chance == 2) { /* hostile (cursed figurine) */
if (!quietly)
You("get a bad feeling about this.");
mtmp->mpeaceful = 0;
set_malign(mtmp);
}
}
/* if figurine has been named, give same name to the monster */
if (has_oname(otmp))
mtmp = christen_monst(mtmp, ONAME(otmp));
}
set_malign(mtmp); /* more alignment changes */
newsym(mtmp->mx, mtmp->my);
/* must wield weapon immediately since pets will otherwise drop it */
if (mtmp->mtame && attacktype(mtmp->data, AT_WEAP)) {
mtmp->weapon_check = NEED_HTH_WEAPON;
(void) mon_wield_item(mtmp);
}
return mtmp;
}
struct monst *
makedog(void)
{
register struct monst *mtmp;
register struct obj *otmp;
const char *petname;
int pettype;
if (g.preferred_pet == 'n')
return ((struct monst *) 0);
pettype = pet_type();
if (pettype == PM_LITTLE_DOG)
petname = g.dogname;
else if (pettype == PM_PONY)
petname = g.horsename;
else
petname = g.catname;
/* default pet names */
if (!*petname && pettype == PM_LITTLE_DOG) {
/* All of these names were for dogs. */
if (Role_if(PM_CAVE_DWELLER))
petname = "Slasher"; /* The Warrior */
if (Role_if(PM_SAMURAI))
petname = "Hachi"; /* Shibuya Station */
if (Role_if(PM_BARBARIAN))
petname = "Idefix"; /* Obelix */
if (Role_if(PM_RANGER))
petname = "Sirius"; /* Orion's dog */
}
mtmp = makemon(&mons[pettype], u.ux, u.uy, MM_EDOG);
if (!mtmp)
return ((struct monst *) 0); /* pets were genocided */
g.context.startingpet_mid = mtmp->m_id;
/* Horses already wear a saddle */
if (pettype == PM_PONY && !!(otmp = mksobj(SADDLE, TRUE, FALSE))) {
otmp->dknown = otmp->bknown = otmp->rknown = 1;
put_saddle_on_mon(otmp, mtmp);
}
if (!g.petname_used++ && *petname)
mtmp = christen_monst(mtmp, petname);
initedog(mtmp);
return mtmp;
}
static void
set_mon_lastmove(struct monst *mtmp)
{
mtmp->mlstmv = g.moves;
}
/* record `last move time' for all monsters prior to level save so that
mon_arrive() can catch up for lost time when they're restored later */
void
update_mlstmv(void)
{
iter_mons(set_mon_lastmove);
}
/* note: always reset when used so doesn't need to be part of struct 'g' */
static struct monst *failed_arrivals = 0;
void
losedogs(void)
{
register struct monst *mtmp, **mprev;
int dismissKops = 0, xyloc;
failed_arrivals = 0;
/*
* First, scan g.migrating_mons for shopkeepers who want to dismiss Kops,
* and scan g.mydogs for shopkeepers who want to retain kops.
* Second, dismiss kops if warranted, making more room for arrival.
* Third, replace monsters who went onto migrating_mons in order to
* be accessible from other levels but didn't actually leave the level.
* Fourth, place monsters accompanying the hero.
* Last, place migrating monsters coming to this level.
*
* Hero might eventually be displaced (due to the third step, but
* occurring later), which is the main reason to do the second step
* sooner (in turn necessitating the first step, rather than combining
* the list scans with monster placement).
*/
/* check for returning shk(s) */
for (mtmp = g.migrating_mons; mtmp; mtmp = mtmp->nmon) {
if (mtmp->mux != u.uz.dnum || mtmp->muy != u.uz.dlevel)
continue;
if (mtmp->isshk) {
if (ESHK(mtmp)->dismiss_kops) {
if (dismissKops == 0)
dismissKops = 1;
ESHK(mtmp)->dismiss_kops = FALSE; /* reset */
} else if (!mtmp->mpeaceful) {
/* an unpacified shk is returning; don't dismiss kops
even if another pacified one is willing to do so */
dismissKops = -1;
/* [keep looping; later monsters might need ESHK reset] */
}
}
}
/* make the same check for g.mydogs */
for (mtmp = g.mydogs; mtmp && dismissKops >= 0; mtmp = mtmp->nmon) {
if (mtmp->isshk) {
/* hostile shk might accompany hero [ESHK(mtmp)->dismiss_kops
can't be set here; it's only used for g.migrating_mons] */
if (!mtmp->mpeaceful)
dismissKops = -1;
}
}
/* when a hostile shopkeeper chases hero to another level
and then gets paid off there, get rid of summoned kops
here now that he has returned to his shop level */
if (dismissKops > 0)
make_happy_shoppers(TRUE);
/* put monsters who went onto migrating_mons in order to be accessible
when other levels are active back to their positions on this level;
they're handled before mydogs so that monsters accompanying the
hero can't steal the spot that belongs to them; these migraters
should always be able to arrive because they were present on the
level at the time the hero left [if they can't arrive for some
reason, mon_arrive() will put them on the 'failed_arrivals' list] */
for (mprev = &g.migrating_mons; (mtmp = *mprev) != 0; ) {
xyloc = mtmp->mtrack[0].x; /* (for legibility) */
if (mtmp->mux == u.uz.dnum && mtmp->muy == u.uz.dlevel
&& xyloc == MIGR_EXACT_XY) {
/* remove mtmp from migrating_mons */
*mprev = mtmp->nmon;
mon_arrive(mtmp, Before_you);
} else {
mprev = &mtmp->nmon;
}
}
/* place pets and/or any other monsters who accompany hero;
any that fail to arrive (level may be full) will be moved
first to failed_arrivals, then to migrating_mons scheduled
to arrive back on this level if hero leaves and returns */
while ((mtmp = g.mydogs) != 0) {
g.mydogs = mtmp->nmon;
mon_arrive(mtmp, With_you);
}
/* time for migrating monsters to arrive; monsters who belong on
this level but fail to arrive get put on the failed_arrivals list
temporarily [by mon_arrive()], then back onto the migrating_mons
list below */
for (mprev = &g.migrating_mons; (mtmp = *mprev) != 0; ) {
xyloc = mtmp->mtrack[0].x;
if (mtmp->mux == u.uz.dnum && mtmp->muy == u.uz.dlevel
&& xyloc != MIGR_EXACT_XY) {
/* remove mtmp from migrating_mons */
*mprev = mtmp->nmon;
/* note: if there's no room, it ends up on failed_arrivals list */
mon_arrive(mtmp, After_you);
} else {
mprev = &mtmp->nmon;
}
}
/* put any monsters who couldn't arrive back on migrating_mons,
clearing out the temporary 'failed_arrivals' list in the process */
while ((mtmp = failed_arrivals) != 0) {
failed_arrivals = mtmp->nmon;
/* mon_arrive() put mtmp onto fmon, but if there wasn't room to
arrive, relmon() was used to take it off again; put it back now
because m_into_limbo() expects it to be there */
mtmp->nmon = fmon;
fmon = mtmp;
/* set this monster to migrate back to this level if hero leaves
and then returns */
m_into_limbo(mtmp);
}
}
/* called from resurrect() in addition to losedogs() */
void
mon_arrive(struct monst *mtmp, int when)
{
struct trap *t;
coordxy xlocale, ylocale, xyloc, xyflags;
xint16 wander;
int num_segs;
boolean failed_to_place = FALSE;
stairway *stway;
d_level fromdlev;
mtmp->nmon = fmon;
fmon = mtmp;
if (mtmp->isshk)
set_residency(mtmp, FALSE);
num_segs = mtmp->wormno;
/* baby long worms have no tail so don't use is_longworm() */
if (mtmp->data == &mons[PM_LONG_WORM]) {
mtmp->wormno = get_wormno();
if (mtmp->wormno)
initworm(mtmp, num_segs);
} else
mtmp->wormno = 0;
/* some monsters might need to do something special upon arrival
_after_ the current level has been fully set up; see dochug() */
mtmp->mstrategy |= STRAT_ARRIVE;
mtmp->mstate &= ~(MON_MIGRATING | MON_LIMBO);
/* make sure mnexto(rloc_to(set_apparxy())) doesn't use stale data */
mtmp->mux = u.ux, mtmp->muy = u.uy;
xyloc = mtmp->mtrack[0].x;
xyflags = mtmp->mtrack[0].y;
xlocale = mtmp->mtrack[1].x;
ylocale = mtmp->mtrack[1].y;
fromdlev.dnum = mtmp->mtrack[2].x;
fromdlev.dlevel = mtmp->mtrack[2].y;
mon_track_clear(mtmp);
if (mtmp == u.usteed)
return; /* don't place steed on the map */
if (when == With_you) {
/* When a monster accompanies you, sometimes it will arrive
at your intended destination and you'll end up next to
that spot. This code doesn't control the final outcome;
goto_level(do.c) decides who ends up at your target spot
when there is a monster there too. */
if (!MON_AT(u.ux, u.uy)
&& !rn2(mtmp->mtame ? 10 : mtmp->mpeaceful ? 5 : 2))
rloc_to(mtmp, u.ux, u.uy);
else
mnexto(mtmp, RLOC_NOMSG);
return;
} else if (when == Wiz_arrive) {
/* resurrect() is bringing existing wizard to harass the hero */
xyloc = MIGR_WITH_HERO;
}
/*
* The monster arrived on this level independently of the player.
* Its coordinate fields were overloaded for use as flags that
* specify its final destination.
*/
if (mtmp->mlstmv < g.moves - 1L) {
/* heal monster for time spent in limbo */
long nmv = g.moves - 1L - mtmp->mlstmv;
mon_catchup_elapsed_time(mtmp, nmv);
/* let monster move a bit on new level (see placement code below) */
wander = (xint16) min(nmv, 8L);
} else
wander = 0;
switch (xyloc) {
case MIGR_APPROX_XY: /* {x,y}locale set above */
break;
case MIGR_EXACT_XY:
wander = 0;
break;
case MIGR_WITH_HERO:
xlocale = u.ux, ylocale = u.uy;
break;
case MIGR_STAIRS_UP:
if ((stway = stairway_find_from(&fromdlev, FALSE)) != 0) {
xlocale = stway->sx;
ylocale = stway->sy;
}
break;
case MIGR_STAIRS_DOWN:
if ((stway = stairway_find_from(&fromdlev, FALSE)) != 0) {
xlocale = stway->sx;
ylocale = stway->sy;
}
break;
case MIGR_LADDER_UP:
if ((stway = stairway_find_from(&fromdlev, TRUE)) != 0) {
xlocale = stway->sx;
ylocale = stway->sy;
}
break;
case MIGR_LADDER_DOWN:
if ((stway = stairway_find_from(&fromdlev, TRUE)) != 0) {
xlocale = stway->sx;
ylocale = stway->sy;
}
break;
case MIGR_SSTAIRS:
if ((stway = stairway_find(&fromdlev)) != 0) {
xlocale = stway->sx;
ylocale = stway->sy;
}
break;
case MIGR_PORTAL:
if (In_endgame(&u.uz)) {
/* there is no arrival portal for endgame levels */
/* BUG[?]: for simplicity, this code relies on the fact
that we know that the current endgame levels always
build upwards and never have any exclusion subregion
inside their TELEPORT_REGION settings. */
xlocale = rn1(g.updest.hx - g.updest.lx + 1, g.updest.lx);
ylocale = rn1(g.updest.hy - g.updest.ly + 1, g.updest.ly);
break;
}
/* find the arrival portal */
for (t = g.ftrap; t; t = t->ntrap)
if (t->ttyp == MAGIC_PORTAL)
break;
if (t) {
xlocale = t->tx, ylocale = t->ty;
break;
} else if (!(u.uevent.qexpelled
&& (Is_qstart(&u.uz0) || Is_qstart(&u.uz)))) {
impossible("mon_arrive: no corresponding portal?");
} /*FALLTHRU*/
default:
case MIGR_RANDOM:
xlocale = ylocale = 0;
break;
}
if ((mtmp->migflags & MIGR_LEFTOVERS) != 0L) {
/* Pick up the rest of the MIGR_TO_SPECIES objects */
if (g.migrating_objs)
deliver_obj_to_mon(mtmp, 0, DF_ALL);
}
if (xlocale && wander) {
/* monster moved a bit; pick a nearby location */
/* mnearto() deals w/stone, et al */
char *r = in_rooms(xlocale, ylocale, 0);
if (r && *r) {
coord c;
/* somexy() handles irregular rooms */
if (somexy(&g.rooms[*r - ROOMOFFSET], &c))
xlocale = c.x, ylocale = c.y;
else
xlocale = ylocale = 0;
} else { /* not in a room */
int i, j;
i = max(1, xlocale - wander);
j = min(COLNO - 1, xlocale + wander);
xlocale = rn1(j - i, i);
i = max(0, ylocale - wander);
j = min(ROWNO - 1, ylocale + wander);
ylocale = rn1(j - i, i);
}
} /* moved a bit */
mtmp->mx = 0; /*(already is 0)*/
mtmp->my = xyflags;
if (xlocale)
failed_to_place = !mnearto(mtmp, xlocale, ylocale, FALSE, RLOC_NOMSG);
else
failed_to_place = !rloc(mtmp, RLOC_NOMSG);
if (failed_to_place) {
if (when != Wiz_arrive)
/* losedogs() will deal with this */
relmon(mtmp, &failed_arrivals);
else /* when==Wiz_arrive => not being called by losedogs() */
m_into_limbo(mtmp);
}
}
/* heal monster for time spent elsewhere */
void
mon_catchup_elapsed_time(
struct monst *mtmp,
long nmv) /* number of moves */
{
int imv = 0; /* avoid zillions of casts and lint warnings */
#if defined(DEBUG) || (NH_DEVEL_STATUS != NH_STATUS_RELEASED)
if (nmv < 0L) { /* crash likely... */
panic("catchup from future time?");
/*NOTREACHED*/
return;
} else if (nmv == 0L) { /* safe, but should'nt happen */
impossible("catchup from now?");
} else
#endif
if (nmv >= LARGEST_INT) /* paranoia */
imv = LARGEST_INT - 1;
else
imv = (int) nmv;
/* might stop being afraid, blind or frozen */
/* set to 1 and allow final decrement in movemon() */
if (mtmp->mblinded) {
if (imv >= (int) mtmp->mblinded)
mtmp->mblinded = 1;
else
mtmp->mblinded -= imv;
}
if (mtmp->mfrozen) {
if (imv >= (int) mtmp->mfrozen)
mtmp->mfrozen = 1;
else
mtmp->mfrozen -= imv;
}
if (mtmp->mfleetim) {
if (imv >= (int) mtmp->mfleetim)
mtmp->mfleetim = 1;
else
mtmp->mfleetim -= imv;
}
/* might recover from temporary trouble */
if (mtmp->mtrapped && rn2(imv + 1) > 40 / 2)
mtmp->mtrapped = 0;
if (mtmp->mconf && rn2(imv + 1) > 50 / 2)
mtmp->mconf = 0;
if (mtmp->mstun && rn2(imv + 1) > 10 / 2)
mtmp->mstun = 0;
/* might finish eating or be able to use special ability again */
if (imv > mtmp->meating)
finish_meating(mtmp);
else
mtmp->meating -= imv;
if (imv > mtmp->mspec_used)
mtmp->mspec_used = 0;
else
mtmp->mspec_used -= imv;
/* reduce tameness for every 150 moves you are separated */
if (mtmp->mtame) {
int wilder = (imv + 75) / 150;
if (mtmp->mtame > wilder)
mtmp->mtame -= wilder; /* less tame */
else if (mtmp->mtame > rn2(wilder))
mtmp->mtame = 0; /* untame */
else
mtmp->mtame = mtmp->mpeaceful = 0; /* hostile! */
}
/* check to see if it would have died as a pet; if so, go wild instead
* of dying the next time we call dog_move()
*/
if (mtmp->mtame && !mtmp->isminion
&& (carnivorous(mtmp->data) || herbivorous(mtmp->data))) {
struct edog *edog = EDOG(mtmp);
if ((g.moves > edog->hungrytime + 500 && mtmp->mhp < 3)
|| (g.moves > edog->hungrytime + 750))
mtmp->mtame = mtmp->mpeaceful = 0;
}
if (!mtmp->mtame && mtmp->mleashed) {
/* leashed monsters should always be with hero, consequently
never losing any time to be accounted for later */
impossible("catching up for leashed monster?");
m_unleash(mtmp, FALSE);
}
/* recover lost hit points */
if (!regenerates(mtmp->data))
imv /= 20;
if (mtmp->mhp + imv >= mtmp->mhpmax)
mtmp->mhp = mtmp->mhpmax;
else
mtmp->mhp += imv;
set_mon_lastmove(mtmp);
}
/* bookkeeping when mtmp is about to leave the current level;
common to keepdogs() and migrate_to_level() */
static int
mon_leave(struct monst *mtmp)
{
struct obj *obj;
int num_segs = 0; /* return value */
/* set minvent's obj->no_charge to 0 */
for (obj = mtmp->minvent; obj; obj = obj->nobj) {
if (Has_contents(obj))
picked_container(obj); /* does the right thing */
obj->no_charge = 0;
}
/* if this is a shopkeeper, clear the 'resident' field of her shop;
if/when she returns, it will be set back by mon_arrive() */
if (mtmp->isshk)
set_residency(mtmp, TRUE);
/* if this is a long worm, handle its tail segments before mtmp itself;
we pass possibly trundated segment count to caller via return value */
if (mtmp->wormno) {
int cnt = count_wsegs(mtmp), mx = mtmp->mx, my = mtmp->my;
/* since monst->wormno is overloaded to hold the number of
tail segments during migration, a very long worm with
more segments than can fit in that field gets truncated */
num_segs = min(cnt, MAX_NUM_WORMS - 1);
wormgone(mtmp);
/* put the head back; note: mtmp might not be on the map if this
is happening during a failed attempt to migrate to this level */
if (mx)
place_monster(mtmp, mx, my);
}
return num_segs;
}
/* when hero leaves a level, some monsters should be placed on the
migrating_mons list instead of being stashed inside the level's file */
static boolean
keep_mon_accessible(struct monst *mon)
{
/* the Wizard is kept accessible so that his harassment can fetch
him instead of creating a new instance but also so that he can
be put back at his current location if hero returns to his level */
if (mon->iswiz)
return TRUE;
/* monsters with special attachment to a particular level only need
to be kept accessible when on some other level */
if (mon->mextra
&& ((mon->isshk && !on_level(&u.uz, &ESHK(mon)->shoplevel))
|| (mon->ispriest && !on_level(&u.uz, &EPRI(mon)->shrlevel))
|| (mon->isgd && !on_level(&u.uz, &EGD(mon)->gdlevel))))
return TRUE;
/* normal monsters go into the level save file instead of being held
on the migrating_mons list for off-level accessibility */
return FALSE;
}
/* called when you move to another level */
void
keepdogs(
boolean pets_only) /* true for ascension or final escape */
{
register struct monst *mtmp, *mtmp2;
for (mtmp = fmon; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if (DEADMONSTER(mtmp))
continue;
if (pets_only) {
if (!mtmp->mtame)
continue; /* reject non-pets */
/* don't block pets from accompanying hero's dungeon
escape or ascension simply due to mundane trifles;
unlike level change for steed, don't bother trying
to achieve a normal trap escape first */
mtmp->mtrapped = 0;
mtmp->meating = 0;
mtmp->msleeping = 0;
mtmp->mfrozen = 0;
mtmp->mcanmove = 1;
}
if (((monnear(mtmp, u.ux, u.uy) && levl_follower(mtmp))
/* the wiz will level t-port from anywhere to chase
the amulet; if you don't have it, will chase you
only if in range. -3. */
|| (u.uhave.amulet && mtmp->iswiz))
&& (!helpless(mtmp)
/* eg if level teleport or new trap, steed has no control
to avoid following */
|| (mtmp == u.usteed))
/* monster won't follow if it hasn't noticed you yet */
&& !(mtmp->mstrategy & STRAT_WAITFORU)) {
int num_segs;
boolean stay_behind = FALSE;
if (mtmp->mtrapped)
(void) mintrap(mtmp, NO_TRAP_FLAGS); /* try to escape */
if (mtmp == u.usteed) {
/* make sure steed is eligible to accompany hero */
mtmp->mtrapped = 0; /* escape trap */
mtmp->meating = 0; /* terminate eating */
mdrop_special_objs(mtmp); /* drop Amulet */
} else if (mtmp->meating || mtmp->mtrapped) {
if (canseemon(mtmp))
pline("%s is still %s.", Monnam(mtmp),
mtmp->meating ? "eating" : "trapped");
stay_behind = TRUE;
} else if (mon_has_amulet(mtmp)) {
if (canseemon(mtmp))
pline("%s seems very disoriented for a moment.",
Monnam(mtmp));
stay_behind = TRUE;
}
if (stay_behind) {
if (mtmp->mleashed) {
pline("%s leash suddenly comes loose.",
humanoid(mtmp->data)
? (mtmp->female ? "Her" : "His")
: "Its");
m_unleash(mtmp, FALSE);
}
if (mtmp == u.usteed) {
/* can't happen unless someone makes a change
which scrambles the stay_behind logic above */
impossible("steed left behind?");
dismount_steed(DISMOUNT_GENERIC);
}
continue;
}
/* prepare to take mtmp off the map */
num_segs = mon_leave(mtmp);
/* take off map and move mtmp from fmon list to mydogs */
relmon(mtmp, &g.mydogs); /* mtmp->mx,my retain current value */
mtmp->mx = mtmp->my = 0; /* mx==0 implies migating */
mtmp->wormno = num_segs;
mtmp->mlstmv = g.moves;
} else if (keep_mon_accessible(mtmp)) {
/* we want to be able to find the Wizard when his next
resurrection chance comes up, but have him resume his
present location if player returns to this level before
that time; also needed for monsters (shopkeeper, temple
priest, vault guard) who have level data in mon->mextra
in case #wizmakemap is used to replace their home level
while they're away from it */
migrate_to_level(mtmp, ledger_no(&u.uz), MIGR_EXACT_XY,
(coord *) 0);
} else if (mtmp->mleashed) {
/* this can happen if your quest leader ejects you from the
"home" level while a leashed pet isn't next to you */
pline("%s leash goes slack.", s_suffix(Monnam(mtmp)));
m_unleash(mtmp, FALSE);
}
}
}
void
migrate_to_level(
struct monst *mtmp,
xint16 tolev, /* destination level */
xint16 xyloc, /* MIGR_xxx destination xy location: */
coord *cc) /* optional destination coordinates */
{
d_level new_lev;
coordxy xyflags;
coordxy mx = mtmp->mx, my = mtmp->my; /* <mx,my> needed below */
int num_segs; /* count of worm segments */
if (mtmp->mleashed) {
mtmp->mtame--;
m_unleash(mtmp, TRUE);
}
/* prepare to take mtmp off the map */
num_segs = mon_leave(mtmp);
/* take off map and move mtmp from fmon list to migrating_mons */
relmon(mtmp, &g.migrating_mons); /* mtmp->mx,my retain their value */
mtmp->mstate |= MON_MIGRATING;
new_lev.dnum = ledger_to_dnum((xint16) tolev);
new_lev.dlevel = ledger_to_dlev((xint16) tolev);
/* overload mtmp->[mx,my], mtmp->[mux,muy], and mtmp->mtrack[] as
destination codes */
xyflags = (depth(&new_lev) < depth(&u.uz)); /* 1 => up */
if (In_W_tower(mx, my, &u.uz))
xyflags |= 2;
mtmp->wormno = num_segs;
mtmp->mlstmv = g.moves;
mtmp->mtrack[2].x = u.uz.dnum; /* migrating from this dungeon */
mtmp->mtrack[2].y = u.uz.dlevel; /* migrating from this dungeon level */
mtmp->mtrack[1].x = cc ? cc->x : mx;
mtmp->mtrack[1].y = cc ? cc->y : my;
mtmp->mtrack[0].x = xyloc;
mtmp->mtrack[0].y = xyflags;
mtmp->mux = new_lev.dnum;
mtmp->muy = new_lev.dlevel;
mtmp->mx = mtmp->my = 0; /* mx==0 implies migating */
/* don't extinguish a mobile light; it still exists but has changed
from local (monst->mx > 0) to global (mx==0, not on this level) */
if (emits_light(mtmp->data))
vision_recalc(0);
}
/* when entering the endgame, levels from the dungeon and its branches are
discarded because they can't be reached again; do the same for monsters
and objects scheduled to migrate to those levels */
void
discard_migrations(void)
{
struct monst *mtmp, **mprev;
struct obj *otmp, **oprev;
d_level dest;
for (mprev = &g.migrating_mons; (mtmp = *mprev) != 0; ) {
dest.dnum = mtmp->mux;
dest.dlevel = mtmp->muy;
/* the Wizard is kept regardless of location so that he is
ready to be brought back; nothing should be scheduled to
migrate to the endgame but if we find such, we'll keep it */
if (mtmp->iswiz || In_endgame(&dest)) {
mprev = &mtmp->nmon; /* keep mtmp on migrating_mons */
} else {
*mprev = mtmp->nmon; /* remove mtmp from migrating_mons */
mtmp->nmon = 0;
discard_minvent(mtmp, FALSE);
/* bypass mongone() and its call to m_detach() plus dmonsfree() */
dealloc_monst(mtmp);
}
}
/* objects get similar treatment */
for (oprev = &g.migrating_objs; (otmp = *oprev) != 0; ) {
dest.dnum = otmp->ox;
dest.dlevel = otmp->oy;
/* there is no special case like the Wizard (certainly not the
Amulet; the hero has to be carrying it to enter the endgame
which triggers the call to this routine); again we don't
expect any objects to be migrating to the endgame but will
keep any we find so that they could be delivered */
if (In_endgame(&dest)) {
oprev = &otmp->nobj; /* keep otmp on migrating_objs */
} else {
/* bypass obj_extract_self() */
*oprev = otmp->nobj; /* remove otmp from migrating_objs */
otmp->nobj = 0;
otmp->where = OBJ_FREE;
otmp->owornmask = 0L; /* overloaded for destination usage;
* obfree() will complain if nonzero */
obfree(otmp, (struct obj *) 0); /* releases any contents too */
}
}
}
/* returns the quality of an item of food; the lower the better;
fungi and ghouls will eat even tainted food */
int
dogfood(struct monst *mon, struct obj *obj)
{
struct permonst *mptr = mon->data, *fptr = 0;
boolean carni = carnivorous(mptr), herbi = herbivorous(mptr),
starving, mblind;
if (is_quest_artifact(obj) || obj_resists(obj, 0, 95))
return obj->cursed ? TABU : APPORT;
switch (obj->oclass) {
case FOOD_CLASS:
if (obj->otyp == CORPSE || obj->otyp == TIN || obj->otyp == EGG)
fptr = &mons[obj->corpsenm];
if (obj->otyp == CORPSE && is_rider(fptr))
return TABU;
if ((obj->otyp == CORPSE || obj->otyp == EGG) && touch_petrifies(fptr)
&& !resists_ston(mon))
return POISON;
if (obj->otyp == LUMP_OF_ROYAL_JELLY
&& mon->data == &mons[PM_KILLER_BEE]) {
struct monst *mtmp = find_pmmonst(PM_QUEEN_BEE);
/* if there's a queen bee on the level, don't eat royal jelly;
if there isn't, do eat it and grow into a queen */
return !mtmp ? DOGFOOD : TABU;
}
if (!carni && !herbi)
return obj->cursed ? UNDEF : APPORT;
/* a starving pet will eat almost anything */
starving = (mon->mtame && !mon->isminion
&& EDOG(mon)->mhpmax_penalty);
/* even carnivores will eat carrots if they're temporarily blind */
mblind = (!mon->mcansee && haseyes(mon->data));
/* ghouls prefer old corpses and unhatchable eggs, yum!
they'll eat fresh non-veggy corpses and hatchable eggs
when starving; they never eat stone-to-flesh'd meat */
if (mptr == &mons[PM_GHOUL]) {
if (obj->otyp == CORPSE)
return (peek_at_iced_corpse_age(obj) + 50L <= g.moves
&& fptr != &mons[PM_LIZARD]
&& fptr != &mons[PM_LICHEN])
? DOGFOOD
: (starving && !vegan(fptr))
? ACCFOOD
: POISON;
if (obj->otyp == EGG)
return stale_egg(obj) ? CADAVER : starving ? ACCFOOD : POISON;
return TABU;
}
switch (obj->otyp) {
case TRIPE_RATION:
case MEATBALL:
case MEAT_RING:
case MEAT_STICK:
case ENORMOUS_MEATBALL:
return carni ? DOGFOOD : MANFOOD;
case EGG:
return carni ? CADAVER : MANFOOD;
case CORPSE:
if ((peek_at_iced_corpse_age(obj) + 50L <= g.moves
&& obj->corpsenm != PM_LIZARD && obj->corpsenm != PM_LICHEN
&& mptr->mlet != S_FUNGUS)
|| (acidic(fptr) && !resists_acid(mon))
|| (poisonous(fptr) && !resists_poison(mon)))
return POISON;
/* avoid polymorph unless starving or abused (in which case the
pet will consider it for a chance to become more powerful) */
else if (is_shapeshifter(fptr) && mon->mtame > 1 && !starving)
return MANFOOD;
else if (vegan(fptr))
return herbi ? CADAVER : MANFOOD;
/* most humanoids will avoid cannibalism unless starving;
arbitrary: elves won't eat other elves even then */
else if (humanoid(mptr) && same_race(mptr, fptr)
&& (!is_undead(mptr) && fptr->mlet != S_KOBOLD
&& fptr->mlet != S_ORC && fptr->mlet != S_OGRE))
return (starving && carni && !is_elf(mptr)) ? ACCFOOD : TABU;
else
return carni ? CADAVER : MANFOOD;
case GLOB_OF_GREEN_SLIME: /* other globs use the default case */
/* turning into slime is preferable to starvation */
return (starving || slimeproof(mon->data)) ? ACCFOOD : POISON;
case CLOVE_OF_GARLIC:
return (is_undead(mptr) || is_vampshifter(mon))
? TABU
: (herbi || starving)
? ACCFOOD
: MANFOOD;
case TIN:
return metallivorous(mptr) ? ACCFOOD : MANFOOD;
case APPLE:
return herbi ? DOGFOOD : starving ? ACCFOOD : MANFOOD;
case CARROT:
return (herbi || mblind) ? DOGFOOD : starving ? ACCFOOD : MANFOOD;
case BANANA:
return (mptr->mlet == S_YETI && herbi)
? DOGFOOD /* for monkey and ape (tameable), sasquatch */
: (herbi || starving)
? ACCFOOD
: MANFOOD;
default:
if (starving)
return ACCFOOD;
return (obj->otyp > SLIME_MOLD) ? (carni ? ACCFOOD : MANFOOD)
: (herbi ? ACCFOOD : MANFOOD);
}
default:
if (obj->otyp == AMULET_OF_STRANGULATION
|| obj->otyp == RIN_SLOW_DIGESTION)
return TABU;
if (mon_hates_silver(mon) && objects[obj->otyp].oc_material == SILVER)
return TABU;
if (mptr == &mons[PM_GELATINOUS_CUBE] && is_organic(obj))
return ACCFOOD;
if (metallivorous(mptr) && is_metallic(obj)
&& (is_rustprone(obj) || mptr != &mons[PM_RUST_MONSTER])) {
/* Non-rustproofed ferrous-based metals are preferred. */
return (is_rustprone(obj) && !obj->oerodeproof) ? DOGFOOD
: ACCFOOD;
}
if (!obj->cursed
&& obj->oclass != BALL_CLASS
&& obj->oclass != CHAIN_CLASS)
return APPORT;
/*FALLTHRU*/
case ROCK_CLASS:
return UNDEF;
}
}
/*
* With the separate mextra structure added in 3.6.x this always
* operates on the original mtmp. It now returns TRUE if the taming
* succeeded.
*/
boolean
tamedog(struct monst *mtmp, struct obj *obj)
{
/* The Wiz, Medusa and the quest nemeses aren't even made peaceful. */
if (mtmp->iswiz || mtmp->data == &mons[PM_MEDUSA]
|| (mtmp->data->mflags3 & M3_WANTSARTI))
return FALSE;
/* worst case, at least it'll be peaceful. */
mtmp->mpeaceful = 1;
set_malign(mtmp);
if (flags.moonphase == FULL_MOON && night() && rn2(6) && obj
&& mtmp->data->mlet == S_DOG)
return FALSE;
/* If we cannot tame it, at least it's no longer afraid. */
mtmp->mflee = 0;
mtmp->mfleetim = 0;
/* make grabber let go now, whether it becomes tame or not */
if (mtmp == u.ustuck) {
if (u.uswallow)
expels(mtmp, mtmp->data, TRUE);
else if (!(Upolyd && sticks(g.youmonst.data)))
unstuck(mtmp);
}
/* feeding it treats makes it tamer */
if (mtmp->mtame && obj) {
int tasty;
if (mtmp->mcanmove && !mtmp->mconf && !mtmp->meating
&& ((tasty = dogfood(mtmp, obj)) == DOGFOOD
|| (tasty <= ACCFOOD
&& EDOG(mtmp)->hungrytime <= g.moves))) {
/* pet will "catch" and eat this thrown food */
if (canseemon(mtmp)) {
boolean big_corpse =
(obj->otyp == CORPSE && obj->corpsenm >= LOW_PM
&& mons[obj->corpsenm].msize > mtmp->data->msize);
pline("%s catches %s%s", Monnam(mtmp), the(xname(obj)),
!big_corpse ? "." : ", or vice versa!");
} else if (cansee(mtmp->mx, mtmp->my))
pline("%s.", Tobjnam(obj, "stop"));
/* dog_eat expects a floor object */
place_object(obj, mtmp->mx, mtmp->my);
(void) dog_eat(mtmp, obj, mtmp->mx, mtmp->my, FALSE);
/* eating might have killed it, but that doesn't matter here;
a non-null result suppresses "miss" message for thrown
food and also implies that the object has been deleted */
return TRUE;
} else
return FALSE;
}
/* if already tame, taming magic might make it become tamer */
if (mtmp->mtame) {
/* maximum tameness is 20, only reachable via eating */
if (rnd(10) > mtmp->mtame)
mtmp->mtame++;
return FALSE; /* didn't just get tamed */
}
/* pacify angry shopkeeper but don't tame him/her/it/them */
if (mtmp->isshk) {
make_happy_shk(mtmp, FALSE);
return FALSE;
}
if (!mtmp->mcanmove
/* monsters with conflicting structures cannot be tamed
[note: the various mextra structures don't actually conflict
with each other anymore] */
|| mtmp->isshk || mtmp->isgd || mtmp->ispriest || mtmp->isminion
|| is_covetous(mtmp->data) || is_human(mtmp->data)
|| (is_demon(mtmp->data) && !is_demon(g.youmonst.data))
|| (obj && dogfood(mtmp, obj) >= MANFOOD))
return FALSE;
if (mtmp->m_id == g.quest_status.leader_m_id)
return FALSE;
/* add the pet extension */
newedog(mtmp);
initedog(mtmp);
if (obj) { /* thrown food */
/* defer eating until the edog extension has been set up */
place_object(obj, mtmp->mx, mtmp->my); /* put on floor */
/* devour the food (might grow into larger, genocided monster) */
if (dog_eat(mtmp, obj, mtmp->mx, mtmp->my, TRUE) == 2)
return TRUE; /* oops, it died... */
/* `obj' is now obsolete */
}
newsym(mtmp->mx, mtmp->my);
if (attacktype(mtmp->data, AT_WEAP)) {
mtmp->weapon_check = NEED_HTH_WEAPON;
(void) mon_wield_item(mtmp);
}
return TRUE;
}
/*
* Called during pet revival or pet life-saving.
* If you killed the pet, it revives wild.
* If you abused the pet a lot while alive, it revives wild.
* If you abused the pet at all while alive, it revives untame.
* If the pet wasn't abused and was very tame, it might revive tame.
*/
void
wary_dog(struct monst *mtmp, boolean was_dead)
{
struct edog *edog;
boolean quietly = was_dead;
finish_meating(mtmp);
if (!mtmp->mtame)
return;
edog = !mtmp->isminion ? EDOG(mtmp) : 0;
/* if monster was starving when it died, undo that now */
if (edog && edog->mhpmax_penalty) {
mtmp->mhpmax += edog->mhpmax_penalty;
mtmp->mhp += edog->mhpmax_penalty; /* heal it */
edog->mhpmax_penalty = 0;
}
if (edog && (edog->killed_by_u == 1 || edog->abuse > 2)) {
mtmp->mpeaceful = mtmp->mtame = 0;
if (edog->abuse >= 0 && edog->abuse < 10)
if (!rn2(edog->abuse + 1))
mtmp->mpeaceful = 1;
if (!quietly && cansee(mtmp->mx, mtmp->my)) {
if (haseyes(g.youmonst.data)) {
if (haseyes(mtmp->data))
pline("%s %s to look you in the %s.", Monnam(mtmp),
mtmp->mpeaceful ? "seems unable" : "refuses",
body_part(EYE));
else
pline("%s avoids your gaze.", Monnam(mtmp));
}
}
} else {
/* chance it goes wild anyway - Pet Sematary */
mtmp->mtame = rn2(mtmp->mtame + 1);
if (!mtmp->mtame)
mtmp->mpeaceful = rn2(2);
}
if (!mtmp->mtame) {
if (!quietly && canspotmon(mtmp))
pline("%s %s.", Monnam(mtmp),
mtmp->mpeaceful ? "is no longer tame" : "has become feral");
newsym(mtmp->mx, mtmp->my);
/* a life-saved monster might be leashed;
don't leave it that way if it's no longer tame */
if (mtmp->mleashed)
m_unleash(mtmp, TRUE);
if (mtmp == u.usteed)
dismount_steed(DISMOUNT_THROWN);
} else if (edog) {
/* it's still a pet; start a clean pet-slate now */
edog->revivals++;
edog->killed_by_u = 0;
edog->abuse = 0;
edog->ogoal.x = edog->ogoal.y = -1;
if (was_dead || edog->hungrytime < g.moves + 500L)
edog->hungrytime = g.moves + 500L;
if (was_dead) {
edog->droptime = 0L;
edog->dropdist = 10000;
edog->whistletime = 0L;
edog->apport = 5;
} /* else lifesaved, so retain current values */
}
}
void
abuse_dog(struct monst *mtmp)
{
if (!mtmp->mtame)
return;
if (Aggravate_monster || Conflict)
mtmp->mtame /= 2;
else
mtmp->mtame--;
if (mtmp->mtame && !mtmp->isminion)
EDOG(mtmp)->abuse++;
if (!mtmp->mtame && mtmp->mleashed)
m_unleash(mtmp, TRUE);
/* don't make a sound if pet is in the middle of leaving the level */
/* newsym isn't necessary in this case either */
if (mtmp->mx != 0) {
if (mtmp->mtame && rn2(mtmp->mtame))
yelp(mtmp);
else
growl(mtmp); /* give them a moment's worry */
if (!mtmp->mtame)
newsym(mtmp->mx, mtmp->my);
}
}
/*dog.c*/