Files
nethack/src/mplayer.c
nethack.allison 0dc071bee8 mextra changes
Note: The CVS repository was tagged with NETHACK_PRE_MEXTRA
prior to application of this patch to allow easy withdrawal if necessary.

Adds a new mextra structure type that has a set
of pointers to various types of monster structures
including:
   mname, egd, epri, eshk, emin, edog

Replaces the mextra bits in the monst structure
with a single pointer called mtmp->mextra of type
(struct mextra *).
The pointer can be null if there are no additional
structures attached. The mextra structure is not
adjacent to the monst structure.

Reduces the in-memory footprint of the monst that
has no other structures attached, at the cost
of adding 6 extra long ints per monster to
the save file

The new mextra structure has the mextra fields
independent of each other, not overlapping as was
the case with previous NetHack versions.
This patch doesn't do anything to capitalize on
that difference however.

Consolidates vault.h, epri.h, eshk.h, emin.h and edog.h
into mextra.h

Adds a macro for checking for whether a monster has
a name:
	has_name(monst)

This fixes the magic trap panic
   expels() -> spoteffects() -> dotrap() ->
	domagictrap() -> tamedog()
because the monst no longer varies in size so no
replacement is required.
2006-01-06 05:46:03 +00:00

342 lines
9.3 KiB
C

/* SCCS Id: @(#)mplayer.c 3.5 1997/02/04 */
/* Copyright (c) Izchak Miller, 1992. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_DCL const char *NDECL(dev_name);
STATIC_DCL void FDECL(get_mplname, (struct monst *, char *));
STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P));
/* These are the names of those who
* contributed to the development of NetHack 3.2/3.3/3.4/3.5.
*
* Keep in alphabetical order within teams.
* Same first name is entered once within each team.
*/
static const char *developers[] = {
/* devteam */
"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
"Warwick",
/* PC team */
"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul",
"Stephen", "Steve", "Timo", "Yitzhak",
/* Amiga team */
"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf", "Richard",
/* Mac team */
"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang",
/* Atari team */
"Eric", "Marvin", "Warwick",
/* NT team */
"Alex", "Dion", "Michael",
/* OS/2 team */
"Helge", "Ron", "Timo",
/* VMS team */
"Joshua", "Pat",
""};
/* return a randomly chosen developer name */
STATIC_OVL const char *
dev_name()
{
register int i, m = 0, n = SIZE(developers);
register struct monst *mtmp;
register boolean match;
do {
match = FALSE;
i = rn2(n);
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(!is_mplayer(mtmp->data)) continue;
if(!strncmp(developers[i],
(has_name(mtmp)) ? MNAME(mtmp) : "",
strlen(developers[i]))) {
match = TRUE;
break;
}
}
m++;
} while (match && m < 100); /* m for insurance */
if (match) return (const char *)0;
return(developers[i]);
}
STATIC_OVL void
get_mplname(mtmp, nam)
register struct monst *mtmp;
char *nam;
{
boolean fmlkind = is_female(mtmp->data);
const char *devnam;
devnam = dev_name();
if (!devnam)
Strcpy(nam, fmlkind ? "Eve" : "Adam");
else if (fmlkind && !!strcmp(devnam, "Janet"))
Strcpy(nam, rn2(2) ? "Maud" : "Eve");
else Strcpy(nam, devnam);
if (fmlkind || !strcmp(nam, "Janet"))
mtmp->female = 1;
else
mtmp->female = 0;
Strcat(nam, " the ");
Strcat(nam, rank_of((int)mtmp->m_lev,
monsndx(mtmp->data),
(boolean)mtmp->female));
}
STATIC_OVL void
mk_mplayer_armor(mon, typ)
struct monst *mon;
short typ;
{
struct obj *obj;
if (typ == STRANGE_OBJECT) return;
obj = mksobj(typ, FALSE, FALSE);
if (!rn2(3)) obj->oerodeproof = 1;
if (!rn2(3)) curse(obj);
if (!rn2(3)) bless(obj);
/* Most players who get to the endgame who have cursed equipment
* have it because the wizard or other monsters cursed it, so its
* chances of having plusses is the same as usual....
*/
obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
(void) mpickobj(mon, obj);
}
struct monst *
mk_mplayer(ptr, x, y, special)
register struct permonst *ptr;
xchar x, y;
register boolean special;
{
register struct monst *mtmp;
char nam[PL_NSIZ];
if(!is_mplayer(ptr))
return((struct monst *)0);
if(MON_AT(x, y))
(void) rloc(m_at(x, y), FALSE); /* insurance */
if(!In_endgame(&u.uz)) special = FALSE;
if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
short cloak = !rn2(8) ? STRANGE_OBJECT :
rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
short helm = !rn2(8) ? STRANGE_OBJECT :
rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
short shield = !rn2(8) ? STRANGE_OBJECT :
rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
int quan;
struct obj *otmp;
mtmp->m_lev = (special ? rn1(16,15) : rnd(16));
mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
(special ? (30 + rnd(30)) : 30);
if(special) {
get_mplname(mtmp, nam);
mtmp = christen_monst(mtmp, nam);
/* that's why they are "stuck" in the endgame :-) */
(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
}
mtmp->mpeaceful = 0;
set_malign(mtmp); /* peaceful may have changed again */
switch(monsndx(ptr)) {
case PM_ARCHEOLOGIST:
if (rn2(2)) weapon = BULLWHIP;
break;
case PM_BARBARIAN:
if (rn2(2)) {
weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
shield = STRANGE_OBJECT;
}
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
break;
case PM_CAVEMAN:
case PM_CAVEWOMAN:
if (rn2(4)) weapon = MACE;
else if (rn2(2)) weapon = CLUB;
if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
break;
case PM_HEALER:
if (rn2(4)) weapon = QUARTERSTAFF;
else if (rn2(2)) weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_KNIGHT:
if (rn2(4)) weapon = LONG_SWORD;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_MONK:
weapon = STRANGE_OBJECT;
armor = STRANGE_OBJECT;
cloak = ROBE;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_PRIEST:
case PM_PRIESTESS:
if (rn2(2)) weapon = MACE;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (rn2(4)) cloak = ROBE;
if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_RANGER:
if (rn2(2)) weapon = ELVEN_DAGGER;
break;
case PM_ROGUE:
if (rn2(2)) weapon = SHORT_SWORD;
break;
case PM_SAMURAI:
if (rn2(2)) weapon = KATANA;
break;
#ifdef TOURIST
case PM_TOURIST:
/* Defaults are just fine */
break;
#endif
case PM_VALKYRIE:
if (rn2(2)) weapon = WAR_HAMMER;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_WIZARD:
if (rn2(4)) weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
if (rn2(2)) {
armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL :
SILVER_DRAGON_SCALE_MAIL;
cloak = CLOAK_OF_MAGIC_RESISTANCE;
}
if (rn2(4)) helm = HELM_OF_BRILLIANCE;
shield = STRANGE_OBJECT;
break;
default: impossible("bad mplayer monster");
weapon = 0;
break;
}
if (weapon != STRANGE_OBJECT) {
otmp = mksobj(weapon, TRUE, FALSE);
otmp->spe = (special ? rn1(5,4) : rn2(4));
if (!rn2(3)) otmp->oerodeproof = 1;
else if (!rn2(2)) otmp->greased = 1;
if (special && rn2(2))
otmp = mk_artifact(otmp, A_NONE);
/* mplayers knew better than to overenchant Magicbane */
if (otmp->oartifact == ART_MAGICBANE)
otmp->spe = rnd(4);
(void) mpickobj(mtmp, otmp);
}
if(special) {
if (!rn2(10))
(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
mk_mplayer_armor(mtmp, armor);
mk_mplayer_armor(mtmp, cloak);
mk_mplayer_armor(mtmp, helm);
mk_mplayer_armor(mtmp, shield);
if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
GAUNTLETS_OF_DEXTERITY));
if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS));
m_dowear(mtmp, TRUE);
quan = rn2(3) ? rn2(3) : rn2(16);
while(quan--)
(void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
/* To get the gold "right" would mean a player can double his */
/* gold supply by killing one mplayer. Not good. */
#ifndef GOLDOBJ
mtmp->mgold = rn2(1000);
#else
mkmonmoney(mtmp, rn2(1000));
#endif
quan = rn2(10);
while(quan--)
(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
}
quan = rnd(3);
while(quan--)
(void)mongets(mtmp, rnd_offensive_item(mtmp));
quan = rnd(3);
while(quan--)
(void)mongets(mtmp, rnd_defensive_item(mtmp));
quan = rnd(3);
while(quan--)
(void)mongets(mtmp, rnd_misc_item(mtmp));
}
return(mtmp);
}
/* create the indicated number (num) of monster-players,
* randomly chosen, and in randomly chosen (free) locations
* on the level. If "special", the size of num should not
* be bigger than the number of _non-repeated_ names in the
* developers array, otherwise a bunch of Adams and Eves will
* fill up the overflow.
*/
void
create_mplayers(num, special)
register int num;
boolean special;
{
int pm, x, y;
struct monst fakemon;
while(num) {
int tryct = 0;
/* roll for character class */
pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
fakemon.data = &mons[pm];
/* roll for an available location */
do {
x = rn1(COLNO-4, 2);
y = rnd(ROWNO-2);
} while(!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
/* if pos not found in 50 tries, don't bother to continue */
if(tryct > 50) return;
(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
num--;
}
}
void
mplayer_talk(mtmp)
register struct monst *mtmp;
{
static const char *same_class_msg[3] = {
"I can't win, and neither will you!",
"You don't deserve to win!",
"Mine should be the honor, not yours!",
}, *other_class_msg[3] = {
"The low-life wants to talk, eh?",
"Fight, scum!",
"Here is what I have to say!",
};
if(mtmp->mpeaceful) return; /* will drop to humanoid talk */
pline("Talk? -- %s",
(mtmp->data == &mons[urole.malenum] ||
mtmp->data == &mons[urole.femalenum]) ?
same_class_msg[rn2(3)] : other_class_msg[rn2(3)]);
}
/*mplayer.c*/