From a bug report, bribeable demons will demand money when
hero has fainted from lack of food and hero can pay while unconscious. I
decided to just borrow from vault guard behavior and have the hero regain
consciousness. It turns out that reset_faint() has been broken since a
long ago (before my time...) change to nomul() [nomul(0) is a no-op while
fainted since multi is negative then]. Now fixed; both bribe-demanding
demons and vault guards will cause fainted hero to wake up when they arrive.
If hero can't move for some reason other than fainting, demons will skip
the bribe demand and immediately become hostile (vault guard in that case
goes away after saying that he'll return). There is no deafness handling;
perhaps the bribe demand is accompanied by sufficient pantomiming for the
hero to figure it out? ;-)
Also fix an unintended potential alignment hit against the player if
bribeable demon is killed after becoming hostile due to misjudging displaced
hero's location.
414 lines
10 KiB
C
414 lines
10 KiB
C
/* SCCS Id: @(#)minion.c 3.5 2005/11/01 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "emin.h"
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#include "epri.h"
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int
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msummon(mon) /* mon summons a monster */
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struct monst *mon;
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{
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struct permonst *ptr;
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int dtype = NON_PM, cnt = 0, result = 0;
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aligntyp atyp;
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struct monst *mtmp;
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if (mon) {
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ptr = mon->data;
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atyp = mon->ispriest ? EPRI(mon)->shralign :
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mon->isminion ? EMIN(mon)->min_align :
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(ptr->maligntyp == A_NONE) ? A_NONE : sgn(ptr->maligntyp);
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} else {
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ptr = &mons[PM_WIZARD_OF_YENDOR];
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atyp = (ptr->maligntyp==A_NONE) ? A_NONE : sgn(ptr->maligntyp);
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}
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if (is_dprince(ptr) || (ptr == &mons[PM_WIZARD_OF_YENDOR])) {
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dtype = (!rn2(20)) ? dprince(atyp) :
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(!rn2(4)) ? dlord(atyp) : ndemon(atyp);
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cnt = (!rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1;
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} else if (is_dlord(ptr)) {
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dtype = (!rn2(50)) ? dprince(atyp) :
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(!rn2(20)) ? dlord(atyp) : ndemon(atyp);
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cnt = (!rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1;
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} else if (is_ndemon(ptr)) {
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dtype = (!rn2(20)) ? dlord(atyp) :
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(!rn2(6)) ? ndemon(atyp) : monsndx(ptr);
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cnt = 1;
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} else if (is_lminion(mon)) {
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dtype = (is_lord(ptr) && !rn2(20)) ? llord() :
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(is_lord(ptr) || !rn2(6)) ? lminion() : monsndx(ptr);
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cnt = (!rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1;
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} else if (ptr == &mons[PM_ANGEL]) {
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/* non-lawful angels can also summon */
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if (!rn2(6)) {
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switch (atyp) { /* see summon_minion */
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case A_NEUTRAL:
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dtype = PM_AIR_ELEMENTAL + rn2(4);
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break;
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case A_CHAOTIC:
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case A_NONE:
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dtype = ndemon(atyp);
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break;
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}
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} else {
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dtype = PM_ANGEL;
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}
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cnt = (!rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1;
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}
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if (dtype == NON_PM) return 0;
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/* sanity checks */
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if (cnt > 1 && (mons[dtype].geno & G_UNIQ)) cnt = 1;
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/*
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* If this daemon is unique and being re-summoned (the only way we
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* could get this far with an extinct dtype), try another.
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*/
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if (mvitals[dtype].mvflags & G_GONE) {
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dtype = ndemon(atyp);
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if (dtype == NON_PM) return 0;
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}
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while (cnt > 0) {
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mtmp = makemon(&mons[dtype], u.ux, u.uy, NO_MM_FLAGS);
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if (mtmp) {
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result++;
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/* an angel's alignment should match the summoner */
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if (dtype == PM_ANGEL) {
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mtmp->isminion = 1;
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EMIN(mtmp)->min_align = atyp;
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/* renegade if same alignment but not peaceful
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or peaceful but different alignment */
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EMIN(mtmp)->renegade =
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(atyp != u.ualign.type) ^ !mtmp->mpeaceful;
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}
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}
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cnt--;
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}
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return result;
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}
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void
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summon_minion(alignment, talk)
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aligntyp alignment;
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boolean talk;
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{
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register struct monst *mon;
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int mnum;
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switch ((int)alignment) {
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case A_LAWFUL:
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mnum = lminion();
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break;
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case A_NEUTRAL:
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mnum = PM_AIR_ELEMENTAL + rn2(4);
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break;
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case A_CHAOTIC:
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case A_NONE:
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mnum = ndemon(alignment);
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break;
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default:
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impossible("unaligned player?");
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mnum = ndemon(A_NONE);
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break;
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}
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if (mnum == NON_PM) {
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mon = 0;
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} else if (mons[mnum].pxlth == 0 || mnum == PM_ANGEL) {
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mon = makemon(&mons[mnum], u.ux, u.uy,
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(mnum == PM_ANGEL) ? NO_MM_FLAGS : MM_EMIN);
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if (mon) {
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mon->isminion = 1;
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EMIN(mon)->min_align = alignment;
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EMIN(mon)->renegade = FALSE;
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}
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} else {
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mon = makemon(&mons[mnum], u.ux, u.uy, NO_MM_FLAGS);
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}
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if (mon) {
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if (talk) {
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pline_The("voice of %s booms:", align_gname(alignment));
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verbalize("Thou shalt pay for thine indiscretion!");
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if (!Blind)
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pline("%s appears before you.", Amonnam(mon));
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}
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mon->mpeaceful = FALSE;
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/* don't call set_malign(); player was naughty */
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}
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}
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#define Athome (Inhell && (mtmp->cham == CHAM_ORDINARY))
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int
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demon_talk(mtmp) /* returns 1 if it won't attack. */
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register struct monst *mtmp;
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{
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long cash, demand, offer;
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if (uwep && uwep->oartifact == ART_EXCALIBUR) {
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pline("%s looks very angry.", Amonnam(mtmp));
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mtmp->mpeaceful = mtmp->mtame = 0;
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set_malign(mtmp);
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newsym(mtmp->mx, mtmp->my);
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return 0;
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}
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if (is_fainted()) {
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reset_faint(); /* if fainted - wake up */
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} else {
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stop_occupation();
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if (multi > 0) { nomul(0); unmul((char *)0); }
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}
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/* Slight advantage given. */
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if (is_dprince(mtmp->data) && mtmp->minvis) {
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mtmp->minvis = mtmp->perminvis = 0;
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if (!Blind) pline("%s appears before you.", Amonnam(mtmp));
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newsym(mtmp->mx,mtmp->my);
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}
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if (youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */
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pline("%s says, \"Good hunting, %s.\"",
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Amonnam(mtmp), flags.female ? "Sister" : "Brother");
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if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
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return(1);
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}
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#ifndef GOLDOBJ
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cash = u.ugold;
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#else
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cash = money_cnt(invent);
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#endif
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demand = (cash * (rnd(80) + 20 * Athome)) /
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(100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
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if (!demand || multi < 0) { /* you have no gold or can't move */
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mtmp->mpeaceful = 0;
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set_malign(mtmp);
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return 0;
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} else {
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/* make sure that the demand is unmeetable if the monster
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has the Amulet, preventing monster from being satisified
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and removed from the game (along with said Amulet...) */
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if (mon_has_amulet(mtmp))
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demand = cash + (long)rn1(1000,40);
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pline("%s demands %ld %s for safe passage.",
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Amonnam(mtmp), demand, currency(demand));
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if ((offer = bribe(mtmp)) >= demand) {
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pline("%s vanishes, laughing about cowardly mortals.",
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Amonnam(mtmp));
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} else if (offer > 0L && (long)rnd(40) > (demand - offer)) {
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pline("%s scowls at you menacingly, then vanishes.",
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Amonnam(mtmp));
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} else {
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pline("%s gets angry...", Amonnam(mtmp));
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mtmp->mpeaceful = 0;
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set_malign(mtmp);
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return 0;
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}
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}
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mongone(mtmp);
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return(1);
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}
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long
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bribe(mtmp)
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struct monst *mtmp;
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{
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char buf[BUFSZ];
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long offer;
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#ifdef GOLDOBJ
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long umoney = money_cnt(invent);
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#endif
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getlin("How much will you offer?", buf);
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if (sscanf(buf, "%ld", &offer) != 1) offer = 0L;
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/*Michael Paddon -- fix for negative offer to monster*/
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/*JAR880815 - */
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if (offer < 0L) {
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You("try to shortchange %s, but fumble.",
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mon_nam(mtmp));
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return 0L;
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} else if (offer == 0L) {
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You("refuse.");
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return 0L;
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#ifndef GOLDOBJ
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} else if (offer >= u.ugold) {
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You("give %s all your gold.", mon_nam(mtmp));
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offer = u.ugold;
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} else {
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You("give %s %ld %s.", mon_nam(mtmp), offer, currency(offer));
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}
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u.ugold -= offer;
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mtmp->mgold += offer;
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#else
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} else if (offer >= umoney) {
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You("give %s all your gold.", mon_nam(mtmp));
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offer = umoney;
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} else {
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You("give %s %ld %s.", mon_nam(mtmp), offer, currency(offer));
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}
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(void) money2mon(mtmp, offer);
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#endif
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context.botl = 1;
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return(offer);
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}
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int
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dprince(atyp)
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aligntyp atyp;
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{
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int tryct, pm;
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for (tryct = 0; tryct < 20; tryct++) {
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pm = rn1(PM_DEMOGORGON + 1 - PM_ORCUS, PM_ORCUS);
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if (!(mvitals[pm].mvflags & G_GONE) &&
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(atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp)))
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return(pm);
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}
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return(dlord(atyp)); /* approximate */
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}
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int
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dlord(atyp)
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aligntyp atyp;
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{
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int tryct, pm;
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for (tryct = 0; tryct < 20; tryct++) {
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pm = rn1(PM_YEENOGHU + 1 - PM_JUIBLEX, PM_JUIBLEX);
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if (!(mvitals[pm].mvflags & G_GONE) &&
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(atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp)))
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return(pm);
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}
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return(ndemon(atyp)); /* approximate */
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}
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/* create lawful (good) lord */
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int
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llord()
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{
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if (!(mvitals[PM_ARCHON].mvflags & G_GONE))
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return(PM_ARCHON);
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return(lminion()); /* approximate */
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}
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int
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lminion()
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{
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int tryct;
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struct permonst *ptr;
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for (tryct = 0; tryct < 20; tryct++) {
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ptr = mkclass(S_ANGEL,0);
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if (ptr && !is_lord(ptr))
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return(monsndx(ptr));
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}
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return NON_PM;
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}
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int
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ndemon(atyp)
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aligntyp atyp;
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{
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int tryct;
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struct permonst *ptr;
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for (tryct = 0; tryct < 20; tryct++) {
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ptr = mkclass(S_DEMON, 0);
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if (ptr && is_ndemon(ptr) &&
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(atyp == A_NONE || sgn(ptr->maligntyp) == sgn(atyp)))
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return(monsndx(ptr));
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}
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return NON_PM;
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}
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/* guardian angel has been affected by conflict so is abandoning hero */
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void
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lose_guardian_angel(mon)
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struct monst *mon; /* if null, angel hasn't been created yet */
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{
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coord mm;
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int i;
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if (mon) {
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if (canspotmon(mon)) {
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if (!Deaf) {
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pline("%s rebukes you, saying:", Monnam(mon));
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verbalize("Since you desire conflict, have some more!");
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} else {
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pline("%s vanishes!", Monnam(mon));
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}
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}
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mongone(mon);
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}
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/* create 2 to 4 hostile angels to replace the lost guardian */
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for (i = rn1(3,2); i > 0; --i) {
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mm.x = u.ux;
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mm.y = u.uy;
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if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]))
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(void) mk_roamer(&mons[PM_ANGEL], u.ualign.type,
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mm.x, mm.y, FALSE);
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}
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}
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/* just entered the Astral Plane; receive tame guardian angel if worthy */
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void
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gain_guardian_angel()
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{
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struct monst *mtmp;
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struct obj *otmp;
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coord mm;
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Hear_again(); /* attempt to cure any deafness now (divine
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message will be heard even if that fails) */
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if (Conflict) {
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pline("A voice booms:");
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verbalize("Thy desire for conflict shall be fulfilled!");
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/* send in some hostile angels instead */
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lose_guardian_angel((struct monst *)0);
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} else if (u.ualign.record > 8) { /* fervent */
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pline("A voice whispers:");
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verbalize("Thou hast been worthy of me!");
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mm.x = u.ux;
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mm.y = u.uy;
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if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]) &&
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(mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type,
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mm.x, mm.y, TRUE)) != 0) {
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if (!Blind)
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pline("An angel appears near you.");
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else
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You_feel("the presence of a friendly angel near you.");
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/* guardian angel -- the one case mtame doesn't
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* imply an edog structure, so we don't want to
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* call tamedog().
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*/
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mtmp->mtame = 10;
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/* make him strong enough vs. endgame foes */
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mtmp->m_lev = rn1(8,15);
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mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) + 30 + rnd(30);
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if ((otmp = select_hwep(mtmp)) == 0) {
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otmp = mksobj(SILVER_SABER, FALSE, FALSE);
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if (mpickobj(mtmp, otmp))
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panic("merged weapon?");
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}
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bless(otmp);
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if (otmp->spe < 4) otmp->spe += rnd(4);
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if ((otmp = which_armor(mtmp, W_ARMS)) == 0 ||
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otmp->otyp != SHIELD_OF_REFLECTION) {
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(void) mongets(mtmp, AMULET_OF_REFLECTION);
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m_dowear(mtmp, TRUE);
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}
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}
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}
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}
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/*minion.c*/
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