Files
nethack/src/mplayer.c
nethack.allison c2c72d11e7 B18009 animate figurine over water
>More worrying is the fact that applying a figurine over water lets
>the monster wait until its next move before it drowns (giving
>you time to teleport it to safety, or whatever) [...]
>Should there be a minliquid() check as part of make_familiar()?

Applying at the water location next to you was easy. But
applying it at your own location (triggering BY_YOU)  could
end up placing the figurine at the far side of the level if
there was lots of water.

Correcting that required the ability to pass a flag from
make_familiar to makemon() telling it to not rule out
water locations as good positions.  The flag had to
be passed on down to goodpos() and enexto().

The bulk of this patch is just adding an additional
argument to goodpos() in all of the callers.
2003-02-09 05:39:32 +00:00

341 lines
9.2 KiB
C

/* SCCS Id: @(#)mplayer.c 3.4 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.
*
* 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], NAME(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))
rloc(m_at(x, y)); /* 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*/