I'll push a formatting guide at some point. There may still be outstanding changes, but please feel free to resolve those as you arrive a them. To the best of my knowledge, there is no changes to the actual code content, but the formatter does have the occasional bug. If you run into an issue, please fix it!
474 lines
14 KiB
C
474 lines
14 KiB
C
/* NetHack 3.6 minion.c $NHDT-Date: 1431192768 2015/05/09 17:32:48 $ $NHDT-Branch: master $:$NHDT-Revision: 1.31 $ */
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/* NetHack 3.6 minion.c $Date: 2009/05/06 10:46:52 $ $Revision: 1.26 $ */
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/* SCCS Id: @(#)minion.c 3.5 2008/11/14 */
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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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void
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newemin(mtmp)
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struct monst *mtmp;
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{
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if (!mtmp->mextra)
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mtmp->mextra = newmextra();
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if (!EMIN(mtmp)) {
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EMIN(mtmp) = (struct emin *) alloc(sizeof(struct emin));
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(void) memset((genericptr_t) EMIN(mtmp), 0, sizeof(struct emin));
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}
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}
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void
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free_emin(mtmp)
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struct monst *mtmp;
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{
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if (mtmp->mextra && EMIN(mtmp)) {
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free((genericptr_t) EMIN(mtmp));
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EMIN(mtmp) = (struct emin *) 0;
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}
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mtmp->isminion = 0;
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}
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/* count the number of monsters on the level */
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int
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monster_census(spotted)
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boolean spotted; /* seen|sensed vs all */
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{
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struct monst *mtmp;
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int count = 0;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if (spotted && !canspotmon(mtmp))
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continue;
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++count;
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}
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return count;
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}
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int 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, census;
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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)
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? A_NONE
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: 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) : (!rn2(4)) ? dlord(atyp)
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: 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) : (!rn2(20)) ? dlord(atyp)
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: 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) : (!rn2(6)) ? ndemon(atyp)
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: 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))
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? 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)
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return 0;
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/* sanity checks */
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if (cnt > 1 && (mons[dtype].geno & G_UNIQ))
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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)
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return 0;
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}
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/* some candidates can generate a group of monsters, so simple
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count of non-null makemon() result is not sufficient */
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census = monster_census(FALSE);
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while (cnt > 0) {
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mtmp = makemon(&mons[dtype], u.ux, u.uy, MM_EMIN);
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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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/* how many monsters exist now compared to before? */
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if (result)
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result = monster_census(FALSE) - census;
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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 (mnum == PM_ANGEL) {
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mon = makemon(&mons[mnum], u.ux, u.uy, 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 if (mnum != PM_SHOPKEEPER && mnum != PM_GUARD
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&& mnum != PM_ALIGNED_PRIEST && mnum != PM_HIGH_PRIEST) {
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/* This was mons[mnum].pxlth == 0 but is this restriction
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appropriate or necessary now that the structures are separate? */
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mon = makemon(&mons[mnum], u.ux, u.uy, 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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mon->mstrategy &= ~STRAT_APPEARMSG;
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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 == NON_PM))
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int 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) {
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nomul(0);
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unmul((char *) 0);
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}
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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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boolean wasunseen = !canspotmon(mtmp);
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mtmp->minvis = mtmp->perminvis = 0;
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if (wasunseen && canspotmon(mtmp)) {
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pline("%s appears before you.", Amonnam(mtmp));
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mtmp->mstrategy &= ~STRAT_APPEARMSG;
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}
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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.\"", Amonnam(mtmp),
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flags.female ? "Sister" : "Brother");
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if (!tele_restrict(mtmp))
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(void) rloc(mtmp, FALSE);
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return (1);
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}
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cash = money_cnt(invent);
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demand =
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(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.", Amonnam(mtmp), demand,
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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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long umoney = money_cnt(invent);
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getlin("How much will you offer?", buf);
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if (sscanf(buf, "%ld", &offer) != 1)
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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.", 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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} 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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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 = !In_endgame(&u.uz) ? 20 : 0; tryct > 0; --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 = !In_endgame(&u.uz) ? 20 : 0; tryct > 0; --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, mm.x, mm.y,
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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, mm.x, mm.y,
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TRUE)) != 0) {
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mtmp->mstrategy &= ~STRAT_APPEARMSG;
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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 =
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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)
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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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