Files
nethack/src/makemon.c
PatR f81818e85d fix #H7226 - vault guard should have whistle
Implement the suggestion that since teleporting away from the vault
while being confronted by the guard results in a shrill whistling
sound, the vault guard ought to have a tin whistle in his inventory.

I also added a check that he does have the whistle and to give an
alternate message if not, but after half a dozen tries to have a
squad of beefed up monkeys steal the whistle, they never accomplished
that.  At least three times they took everything except the whistle
but I never succeeded in verifying the alternate message.
2018-06-15 16:24:02 -07:00

2244 lines
74 KiB
C

/* NetHack 3.6 makemon.c $NHDT-Date: 1495237801 2017/05/19 23:50:01 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.116 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include <ctype.h>
/* this assumes that a human quest leader or nemesis is an archetype
of the corresponding role; that isn't so for some roles (tourist
for instance) but is for the priests and monks we use it for... */
#define quest_mon_represents_role(mptr, role_pm) \
(mptr->mlet == S_HUMAN && Role_if(role_pm) \
&& (mptr->msound == MS_LEADER || mptr->msound == MS_NEMESIS))
STATIC_DCL boolean FDECL(uncommon, (int));
STATIC_DCL int FDECL(align_shift, (struct permonst *));
STATIC_DCL boolean FDECL(mk_gen_ok, (int, int, int));
STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
STATIC_DCL void FDECL(m_initgrp, (struct monst *, int, int, int));
STATIC_DCL void FDECL(m_initthrow, (struct monst *, int, int));
STATIC_DCL void FDECL(m_initweap, (struct monst *));
STATIC_DCL void FDECL(m_initinv, (struct monst *));
STATIC_DCL boolean FDECL(makemon_rnd_goodpos, (struct monst *,
unsigned, coord *));
extern const int monstr[];
#define m_initsgrp(mtmp, x, y) m_initgrp(mtmp, x, y, 3)
#define m_initlgrp(mtmp, x, y) m_initgrp(mtmp, x, y, 10)
#define toostrong(monindx, lev) (monstr[monindx] > lev)
#define tooweak(monindx, lev) (monstr[monindx] < lev)
boolean
is_home_elemental(ptr)
struct permonst *ptr;
{
if (ptr->mlet == S_ELEMENTAL)
switch (monsndx(ptr)) {
case PM_AIR_ELEMENTAL:
return Is_airlevel(&u.uz);
case PM_FIRE_ELEMENTAL:
return Is_firelevel(&u.uz);
case PM_EARTH_ELEMENTAL:
return Is_earthlevel(&u.uz);
case PM_WATER_ELEMENTAL:
return Is_waterlevel(&u.uz);
}
return FALSE;
}
/*
* Return true if the given monster cannot exist on this elemental level.
*/
STATIC_OVL boolean
wrong_elem_type(ptr)
struct permonst *ptr;
{
if (ptr->mlet == S_ELEMENTAL) {
return (boolean) !is_home_elemental(ptr);
} else if (Is_earthlevel(&u.uz)) {
/* no restrictions? */
} else if (Is_waterlevel(&u.uz)) {
/* just monsters that can swim */
if (!is_swimmer(ptr))
return TRUE;
} else if (Is_firelevel(&u.uz)) {
if (!pm_resistance(ptr, MR_FIRE))
return TRUE;
} else if (Is_airlevel(&u.uz)) {
if (!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
&& !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
return TRUE;
}
return FALSE;
}
/* make a group just like mtmp */
STATIC_OVL void
m_initgrp(mtmp, x, y, n)
register struct monst *mtmp;
register int x, y, n;
{
coord mm;
register int cnt = rnd(n);
struct monst *mon;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
/* There is an unresolved problem with several people finding that
* the game hangs eating CPU; if interrupted and restored, the level
* will be filled with monsters. Of those reports giving system type,
* there were two DG/UX and two HP-UX, all using gcc as the compiler.
* hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
* problem went away for him and another reporter-to-newsgroup
* after adding this debugging code. This has almost got to be a
* compiler bug, but until somebody tracks it down and gets it fixed,
* might as well go with the "but it went away when I tried to find
* it" code.
*/
int cnttmp, cntdiv;
cnttmp = cnt;
debugpline4("init group call <%d,%d>, n=%d, cnt=%d.", x, y, n, cnt);
cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
#endif
/* Tuning: cut down on swarming at low character levels [mrs] */
cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
if (cnt != (cnttmp / cntdiv)) {
pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1, cnttmp, cntdiv);
}
#endif
if (!cnt)
cnt++;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
if (cnt < 0)
cnt = 1;
if (cnt > 10)
cnt = 10;
#endif
mm.x = x;
mm.y = y;
while (cnt--) {
if (peace_minded(mtmp->data))
continue;
/* Don't create groups of peaceful monsters since they'll get
* in our way. If the monster has a percentage chance so some
* are peaceful and some are not, the result will just be a
* smaller group.
*/
if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS);
if (mon) {
mon->mpeaceful = FALSE;
mon->mavenge = 0;
set_malign(mon);
/* Undo the second peace_minded() check in makemon(); if the
* monster turned out to be peaceful the first time we
* didn't create it at all; we don't want a second check.
*/
}
}
}
}
STATIC_OVL
void
m_initthrow(mtmp, otyp, oquan)
struct monst *mtmp;
int otyp, oquan;
{
register struct obj *otmp;
otmp = mksobj(otyp, TRUE, FALSE);
otmp->quan = (long) rn1(oquan, 3);
otmp->owt = weight(otmp);
if (otyp == ORCISH_ARROW)
otmp->opoisoned = TRUE;
(void) mpickobj(mtmp, otmp);
}
STATIC_OVL void
m_initweap(mtmp)
register struct monst *mtmp;
{
register struct permonst *ptr = mtmp->data;
register int mm = monsndx(ptr);
struct obj *otmp;
int bias, spe2, w1, w2;
if (Is_rogue_level(&u.uz))
return;
/*
* First a few special cases:
* giants get a boulder to throw sometimes
* ettins get clubs
* kobolds get darts to throw
* centaurs get some sort of bow & arrows or bolts
* soldiers get all sorts of things
* kops get clubs & cream pies.
*/
switch (ptr->mlet) {
case S_GIANT:
if (rn2(2))
(void) mongets(mtmp, (mm != PM_ETTIN) ? BOULDER : CLUB);
break;
case S_HUMAN:
if (is_mercenary(ptr)) {
w1 = w2 = 0;
switch (mm) {
case PM_WATCHMAN:
case PM_SOLDIER:
if (!rn2(3)) {
w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
w2 = rn2(2) ? DAGGER : KNIFE;
} else
w1 = rn2(2) ? SPEAR : SHORT_SWORD;
break;
case PM_SERGEANT:
w1 = rn2(2) ? FLAIL : MACE;
break;
case PM_LIEUTENANT:
w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
break;
case PM_CAPTAIN:
case PM_WATCH_CAPTAIN:
w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
break;
default:
if (!rn2(4))
w1 = DAGGER;
if (!rn2(7))
w2 = SPEAR;
break;
}
if (w1)
(void) mongets(mtmp, w1);
if (!w2 && w1 != DAGGER && !rn2(4))
w2 = KNIFE;
if (w2)
(void) mongets(mtmp, w2);
} else if (is_elf(ptr)) {
if (rn2(2))
(void) mongets(mtmp,
rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
if (rn2(2))
(void) mongets(mtmp, ELVEN_LEATHER_HELM);
else if (!rn2(4))
(void) mongets(mtmp, ELVEN_BOOTS);
if (rn2(2))
(void) mongets(mtmp, ELVEN_DAGGER);
switch (rn2(3)) {
case 0:
if (!rn2(4))
(void) mongets(mtmp, ELVEN_SHIELD);
if (rn2(3))
(void) mongets(mtmp, ELVEN_SHORT_SWORD);
(void) mongets(mtmp, ELVEN_BOW);
m_initthrow(mtmp, ELVEN_ARROW, 12);
break;
case 1:
(void) mongets(mtmp, ELVEN_BROADSWORD);
if (rn2(2))
(void) mongets(mtmp, ELVEN_SHIELD);
break;
case 2:
if (rn2(2)) {
(void) mongets(mtmp, ELVEN_SPEAR);
(void) mongets(mtmp, ELVEN_SHIELD);
}
break;
}
if (mm == PM_ELVENKING) {
if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
(void) mongets(mtmp, PICK_AXE);
if (!rn2(50))
(void) mongets(mtmp, CRYSTAL_BALL);
}
} else if (ptr->msound == MS_PRIEST
|| quest_mon_represents_role(ptr, PM_PRIEST)) {
otmp = mksobj(MACE, FALSE, FALSE);
if (otmp) {
otmp->spe = rnd(3);
if (!rn2(2))
curse(otmp);
(void) mpickobj(mtmp, otmp);
}
} else if (mm == PM_NINJA) { /* extra quest villains */
(void) mongets(mtmp, rn2(4) ? SHURIKEN : DART);
(void) mongets(mtmp, rn2(4) ? SHORT_SWORD : AXE);
} else if (ptr->msound == MS_GUARDIAN) {
/* quest "guardians" */
switch (mm) {
case PM_STUDENT:
case PM_ATTENDANT:
case PM_ABBOT:
case PM_ACOLYTE:
case PM_GUIDE:
case PM_APPRENTICE:
if (rn2(2))
(void) mongets(mtmp, rn2(3) ? DAGGER : KNIFE);
if (rn2(5))
(void) mongets(mtmp, rn2(3) ? LEATHER_JACKET : LEATHER_CLOAK);
if (rn2(3))
(void) mongets(mtmp, rn2(3) ? LOW_BOOTS : HIGH_BOOTS);
if (rn2(3))
(void) mongets(mtmp, POT_HEALING);
break;
case PM_CHIEFTAIN:
case PM_PAGE:
case PM_ROSHI:
case PM_WARRIOR:
(void) mongets(mtmp, rn2(3) ? LONG_SWORD : SHORT_SWORD);
(void) mongets(mtmp, rn2(3) ? CHAIN_MAIL : LEATHER_ARMOR);
if (rn2(2))
(void) mongets(mtmp, rn2(2) ? LOW_BOOTS : HIGH_BOOTS);
if (!rn2(3))
(void) mongets(mtmp, LEATHER_CLOAK);
if (!rn2(3)) {
(void) mongets(mtmp, BOW);
m_initthrow(mtmp, ARROW, 12);
}
break;
case PM_HUNTER:
(void) mongets(mtmp, rn2(3) ? SHORT_SWORD : DAGGER);
if (rn2(2))
(void) mongets(mtmp, rn2(2) ? LEATHER_JACKET : LEATHER_ARMOR);
(void) mongets(mtmp, BOW);
m_initthrow(mtmp, ARROW, 12);
break;
case PM_THUG:
(void) mongets(mtmp, CLUB);
(void) mongets(mtmp, rn2(3) ? DAGGER : KNIFE);
if (rn2(2))
(void) mongets(mtmp, LEATHER_GLOVES);
(void) mongets(mtmp, rn2(2) ? LEATHER_JACKET : LEATHER_ARMOR);
break;
case PM_NEANDERTHAL:
(void) mongets(mtmp, CLUB);
(void) mongets(mtmp, LEATHER_ARMOR);
break;
}
}
break;
case S_ANGEL:
if (humanoid(ptr)) {
/* create minion stuff; can't use mongets */
otmp = mksobj(LONG_SWORD, FALSE, FALSE);
/* maybe make it special */
if (!rn2(20) || is_lord(ptr))
otmp = oname(otmp,
artiname(rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
bless(otmp);
otmp->oerodeproof = TRUE;
spe2 = rn2(4);
otmp->spe = max(otmp->spe, spe2);
(void) mpickobj(mtmp, otmp);
otmp = mksobj(!rn2(4) || is_lord(ptr) ? SHIELD_OF_REFLECTION
: LARGE_SHIELD,
FALSE, FALSE);
otmp->cursed = FALSE;
otmp->oerodeproof = TRUE;
otmp->spe = 0;
(void) mpickobj(mtmp, otmp);
}
break;
case S_HUMANOID:
if (mm == PM_HOBBIT) {
switch (rn2(3)) {
case 0:
(void) mongets(mtmp, DAGGER);
break;
case 1:
(void) mongets(mtmp, ELVEN_DAGGER);
break;
case 2:
(void) mongets(mtmp, SLING);
break;
}
if (!rn2(10))
(void) mongets(mtmp, ELVEN_MITHRIL_COAT);
if (!rn2(10))
(void) mongets(mtmp, DWARVISH_CLOAK);
} else if (is_dwarf(ptr)) {
if (rn2(7))
(void) mongets(mtmp, DWARVISH_CLOAK);
if (rn2(7))
(void) mongets(mtmp, IRON_SHOES);
if (!rn2(4)) {
(void) mongets(mtmp, DWARVISH_SHORT_SWORD);
/* note: you can't use a mattock with a shield */
if (rn2(2))
(void) mongets(mtmp, DWARVISH_MATTOCK);
else {
(void) mongets(mtmp, rn2(2) ? AXE : DWARVISH_SPEAR);
(void) mongets(mtmp, DWARVISH_ROUNDSHIELD);
}
(void) mongets(mtmp, DWARVISH_IRON_HELM);
if (!rn2(3))
(void) mongets(mtmp, DWARVISH_MITHRIL_COAT);
} else {
(void) mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
}
}
break;
case S_KOP:
/* create Keystone Kops with cream pies to
throw. As suggested by KAA. [MRS] */
if (!rn2(4))
m_initthrow(mtmp, CREAM_PIE, 2);
if (!rn2(3))
(void) mongets(mtmp, (rn2(2)) ? CLUB : RUBBER_HOSE);
break;
case S_ORC:
if (rn2(2))
(void) mongets(mtmp, ORCISH_HELM);
switch ((mm != PM_ORC_CAPTAIN) ? mm
: rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
case PM_MORDOR_ORC:
if (!rn2(3))
(void) mongets(mtmp, SCIMITAR);
if (!rn2(3))
(void) mongets(mtmp, ORCISH_SHIELD);
if (!rn2(3))
(void) mongets(mtmp, KNIFE);
if (!rn2(3))
(void) mongets(mtmp, ORCISH_CHAIN_MAIL);
break;
case PM_URUK_HAI:
if (!rn2(3))
(void) mongets(mtmp, ORCISH_CLOAK);
if (!rn2(3))
(void) mongets(mtmp, ORCISH_SHORT_SWORD);
if (!rn2(3))
(void) mongets(mtmp, IRON_SHOES);
if (!rn2(3)) {
(void) mongets(mtmp, ORCISH_BOW);
m_initthrow(mtmp, ORCISH_ARROW, 12);
}
if (!rn2(3))
(void) mongets(mtmp, URUK_HAI_SHIELD);
break;
default:
if (mm != PM_ORC_SHAMAN && rn2(2))
(void) mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
? ORCISH_DAGGER
: SCIMITAR);
}
break;
case S_OGRE:
if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
(void) mongets(mtmp, BATTLE_AXE);
else
(void) mongets(mtmp, CLUB);
break;
case S_TROLL:
if (!rn2(2))
switch (rn2(4)) {
case 0:
(void) mongets(mtmp, RANSEUR);
break;
case 1:
(void) mongets(mtmp, PARTISAN);
break;
case 2:
(void) mongets(mtmp, GLAIVE);
break;
case 3:
(void) mongets(mtmp, SPETUM);
break;
}
break;
case S_KOBOLD:
if (!rn2(4))
m_initthrow(mtmp, DART, 12);
break;
case S_CENTAUR:
if (rn2(2)) {
if (ptr == &mons[PM_FOREST_CENTAUR]) {
(void) mongets(mtmp, BOW);
m_initthrow(mtmp, ARROW, 12);
} else {
(void) mongets(mtmp, CROSSBOW);
m_initthrow(mtmp, CROSSBOW_BOLT, 12);
}
}
break;
case S_WRAITH:
(void) mongets(mtmp, KNIFE);
(void) mongets(mtmp, LONG_SWORD);
break;
case S_ZOMBIE:
if (!rn2(4))
(void) mongets(mtmp, LEATHER_ARMOR);
if (!rn2(4))
(void) mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
break;
case S_LIZARD:
if (mm == PM_SALAMANDER)
(void) mongets(mtmp,
(rn2(7) ? SPEAR : rn2(3) ? TRIDENT : STILETTO));
break;
case S_DEMON:
switch (mm) {
case PM_BALROG:
(void) mongets(mtmp, BULLWHIP);
(void) mongets(mtmp, BROADSWORD);
break;
case PM_ORCUS:
(void) mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
break;
case PM_HORNED_DEVIL:
(void) mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
break;
case PM_DISPATER:
(void) mongets(mtmp, WAN_STRIKING);
break;
case PM_YEENOGHU:
(void) mongets(mtmp, FLAIL);
break;
}
/* prevent djinn and mail daemons from leaving objects when
* they vanish
*/
if (!is_demon(ptr))
break;
/*FALLTHRU*/
default:
/*
* Now the general case, some chance of getting some type
* of weapon for "normal" monsters. Certain special types
* of monsters will get a bonus chance or different selections.
*/
bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
switch (rnd(14 - (2 * bias))) {
case 1:
if (strongmonst(ptr))
(void) mongets(mtmp, BATTLE_AXE);
else
m_initthrow(mtmp, DART, 12);
break;
case 2:
if (strongmonst(ptr))
(void) mongets(mtmp, TWO_HANDED_SWORD);
else {
(void) mongets(mtmp, CROSSBOW);
m_initthrow(mtmp, CROSSBOW_BOLT, 12);
}
break;
case 3:
(void) mongets(mtmp, BOW);
m_initthrow(mtmp, ARROW, 12);
break;
case 4:
if (strongmonst(ptr))
(void) mongets(mtmp, LONG_SWORD);
else
m_initthrow(mtmp, DAGGER, 3);
break;
case 5:
if (strongmonst(ptr))
(void) mongets(mtmp, LUCERN_HAMMER);
else
(void) mongets(mtmp, AKLYS);
break;
default:
break;
}
break;
}
if ((int) mtmp->m_lev > rn2(75))
(void) mongets(mtmp, rnd_offensive_item(mtmp));
}
/*
* Makes up money for monster's inventory.
* This will change with silver & copper coins
*/
void
mkmonmoney(mtmp, amount)
struct monst *mtmp;
long amount;
{
struct obj *gold = mksobj(GOLD_PIECE, FALSE, FALSE);
gold->quan = amount;
add_to_minv(mtmp, gold);
}
STATIC_OVL void
m_initinv(mtmp)
register struct monst *mtmp;
{
register int cnt;
register struct obj *otmp;
register struct permonst *ptr = mtmp->data;
if (Is_rogue_level(&u.uz))
return;
/*
* Soldiers get armour & rations - armour approximates their ac.
* Nymphs may get mirror or potion of object detection.
*/
switch (ptr->mlet) {
case S_HUMAN:
if (is_mercenary(ptr)) {
register int mac;
switch (monsndx(ptr)) {
case PM_GUARD:
mac = -1;
break;
case PM_SOLDIER:
mac = 3;
break;
case PM_SERGEANT:
mac = 0;
break;
case PM_LIEUTENANT:
mac = -2;
break;
case PM_CAPTAIN:
mac = -3;
break;
case PM_WATCHMAN:
mac = 3;
break;
case PM_WATCH_CAPTAIN:
mac = -2;
break;
default:
impossible("odd mercenary %d?", monsndx(ptr));
mac = 0;
break;
}
if (mac < -1 && rn2(5))
mac += 7 + mongets(mtmp, (rn2(5)) ? PLATE_MAIL
: CRYSTAL_PLATE_MAIL);
else if (mac < 3 && rn2(5))
mac +=
6 + mongets(mtmp, (rn2(3)) ? SPLINT_MAIL : BANDED_MAIL);
else if (rn2(5))
mac += 3 + mongets(mtmp, (rn2(3)) ? RING_MAIL
: STUDDED_LEATHER_ARMOR);
else
mac += 2 + mongets(mtmp, LEATHER_ARMOR);
if (mac < 10 && rn2(3))
mac += 1 + mongets(mtmp, HELMET);
else if (mac < 10 && rn2(2))
mac += 1 + mongets(mtmp, DENTED_POT);
if (mac < 10 && rn2(3))
mac += 1 + mongets(mtmp, SMALL_SHIELD);
else if (mac < 10 && rn2(2))
mac += 2 + mongets(mtmp, LARGE_SHIELD);
if (mac < 10 && rn2(3))
mac += 1 + mongets(mtmp, LOW_BOOTS);
else if (mac < 10 && rn2(2))
mac += 2 + mongets(mtmp, HIGH_BOOTS);
if (mac < 10 && rn2(3))
mac += 1 + mongets(mtmp, LEATHER_GLOVES);
else if (mac < 10 && rn2(2))
mac += 1 + mongets(mtmp, LEATHER_CLOAK);
nhUse(mac); /* suppress 'dead increment' from static analyzer */
if (ptr == &mons[PM_WATCH_CAPTAIN]) {
; /* better weapon rather than extra gear here */
} else if (ptr == &mons[PM_WATCHMAN]) {
if (rn2(3)) /* most watchmen carry a whistle */
(void) mongets(mtmp, TIN_WHISTLE);
} else if (ptr == &mons[PM_GUARD]) {
/* if hero teleports out of a vault while being confronted
by the vault's guard, there is a shrill whistling sound,
so guard evidently carries a cursed whistle */
otmp = mksobj(TIN_WHISTLE, TRUE, FALSE);
curse(otmp);
(void) mpickobj(mtmp, otmp);
} else { /* soldiers and their officers */
if (!rn2(3))
(void) mongets(mtmp, K_RATION);
if (!rn2(2))
(void) mongets(mtmp, C_RATION);
if (ptr != &mons[PM_SOLDIER] && !rn2(3))
(void) mongets(mtmp, BUGLE);
}
} else if (ptr == &mons[PM_SHOPKEEPER]) {
(void) mongets(mtmp, SKELETON_KEY);
switch (rn2(4)) {
/* MAJOR fall through ... */
case 0:
(void) mongets(mtmp, WAN_MAGIC_MISSILE);
/*FALLTHRU*/
case 1:
(void) mongets(mtmp, POT_EXTRA_HEALING);
/*FALLTHRU*/
case 2:
(void) mongets(mtmp, POT_HEALING);
/*FALLTHRU*/
case 3:
(void) mongets(mtmp, WAN_STRIKING);
}
} else if (ptr->msound == MS_PRIEST
|| quest_mon_represents_role(ptr, PM_PRIEST)) {
(void) mongets(mtmp, rn2(7) ? ROBE
: rn2(3) ? CLOAK_OF_PROTECTION
: CLOAK_OF_MAGIC_RESISTANCE);
(void) mongets(mtmp, SMALL_SHIELD);
mkmonmoney(mtmp, (long) rn1(10, 20));
} else if (quest_mon_represents_role(ptr, PM_MONK)) {
(void) mongets(mtmp, rn2(11) ? ROBE : CLOAK_OF_MAGIC_RESISTANCE);
}
break;
case S_NYMPH:
if (!rn2(2))
(void) mongets(mtmp, MIRROR);
if (!rn2(2))
(void) mongets(mtmp, POT_OBJECT_DETECTION);
break;
case S_GIANT:
if (ptr == &mons[PM_MINOTAUR]) {
if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
(void) mongets(mtmp, WAN_DIGGING);
} else if (is_giant(ptr)) {
for (cnt = rn2((int) (mtmp->m_lev / 2)); cnt; cnt--) {
otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE - 1),
FALSE, FALSE);
otmp->quan = (long) rn1(2, 3);
otmp->owt = weight(otmp);
(void) mpickobj(mtmp, otmp);
}
}
break;
case S_WRAITH:
if (ptr == &mons[PM_NAZGUL]) {
otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
curse(otmp);
(void) mpickobj(mtmp, otmp);
}
break;
case S_LICH:
if (ptr == &mons[PM_MASTER_LICH] && !rn2(13))
(void) mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING));
else if (ptr == &mons[PM_ARCH_LICH] && !rn2(3)) {
otmp = mksobj(rn2(3) ? ATHAME : QUARTERSTAFF, TRUE,
rn2(13) ? FALSE : TRUE);
if (otmp->spe < 2)
otmp->spe = rnd(3);
if (!rn2(4))
otmp->oerodeproof = 1;
(void) mpickobj(mtmp, otmp);
}
break;
case S_MUMMY:
if (rn2(7))
(void) mongets(mtmp, MUMMY_WRAPPING);
break;
case S_QUANTMECH:
if (!rn2(20)) {
otmp = mksobj(LARGE_BOX, FALSE, FALSE);
otmp->spe = 1; /* flag for special box */
otmp->owt = weight(otmp);
(void) mpickobj(mtmp, otmp);
}
break;
case S_LEPRECHAUN:
mkmonmoney(mtmp, (long) d(level_difficulty(), 30));
break;
case S_DEMON:
/* moved here from m_initweap() because these don't
have AT_WEAP so m_initweap() is not called for them */
if (ptr == &mons[PM_ICE_DEVIL] && !rn2(4)) {
(void) mongets(mtmp, SPEAR);
} else if (ptr == &mons[PM_ASMODEUS]) {
(void) mongets(mtmp, WAN_COLD);
(void) mongets(mtmp, WAN_FIRE);
}
break;
case S_GNOME:
if (!rn2((In_mines(&u.uz) && in_mklev) ? 20 : 60)) {
otmp = mksobj(rn2(4) ? TALLOW_CANDLE : WAX_CANDLE, TRUE, FALSE);
otmp->quan = 1;
otmp->owt = weight(otmp);
if (!mpickobj(mtmp, otmp) && !levl[mtmp->mx][mtmp->my].lit)
begin_burn(otmp, FALSE);
}
break;
default:
break;
}
/* ordinary soldiers rarely have access to magic (or gold :-) */
if (ptr == &mons[PM_SOLDIER] && rn2(13))
return;
if ((int) mtmp->m_lev > rn2(50))
(void) mongets(mtmp, rnd_defensive_item(mtmp));
if ((int) mtmp->m_lev > rn2(100))
(void) mongets(mtmp, rnd_misc_item(mtmp));
if (likes_gold(ptr) && !findgold(mtmp->minvent) && !rn2(5))
mkmonmoney(mtmp,
(long) d(level_difficulty(), mtmp->minvent ? 5 : 10));
}
/* Note: for long worms, always call cutworm (cutworm calls clone_mon) */
struct monst *
clone_mon(mon, x, y)
struct monst *mon;
xchar x, y; /* clone's preferred location or 0 (near mon) */
{
coord mm;
struct monst *m2;
/* may be too weak or have been extinguished for population control */
if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT))
return (struct monst *) 0;
if (x == 0) {
mm.x = mon->mx;
mm.y = mon->my;
if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
return (struct monst *) 0;
} else if (!isok(x, y)) {
return (struct monst *) 0; /* paranoia */
} else {
mm.x = x;
mm.y = y;
if (MON_AT(mm.x, mm.y)) {
if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
return (struct monst *) 0;
}
}
m2 = newmonst();
*m2 = *mon; /* copy condition of old monster */
m2->mextra = (struct mextra *) 0;
m2->nmon = fmon;
fmon = m2;
m2->m_id = context.ident++;
if (!m2->m_id)
m2->m_id = context.ident++; /* ident overflowed */
m2->mx = mm.x;
m2->my = mm.y;
m2->mcloned = 1;
m2->minvent = (struct obj *) 0; /* objects don't clone */
m2->mleashed = FALSE;
/* Max HP the same, but current HP halved for both. The caller
* might want to override this by halving the max HP also.
* When current HP is odd, the original keeps the extra point.
* We know original has more than 1 HP, so both end up with at least 1.
*/
m2->mhpmax = mon->mhpmax;
m2->mhp = mon->mhp / 2;
mon->mhp -= m2->mhp;
/* since shopkeepers and guards will only be cloned if they've been
* polymorphed away from their original forms, the clone doesn't have
* room for the extra information. we also don't want two shopkeepers
* around for the same shop.
*/
if (mon->isshk)
m2->isshk = FALSE;
if (mon->isgd)
m2->isgd = FALSE;
if (mon->ispriest)
m2->ispriest = FALSE;
place_monster(m2, m2->mx, m2->my);
if (emits_light(m2->data))
new_light_source(m2->mx, m2->my, emits_light(m2->data), LS_MONSTER,
monst_to_any(m2));
if (has_mname(mon)) {
m2 = christen_monst(m2, MNAME(mon));
} else if (mon->isshk) {
m2 = christen_monst(m2, shkname(mon));
}
/* not all clones caused by player are tame or peaceful */
if (!context.mon_moving) {
if (mon->mtame)
m2->mtame = rn2(max(2 + u.uluck, 2)) ? mon->mtame : 0;
else if (mon->mpeaceful)
m2->mpeaceful = rn2(max(2 + u.uluck, 2)) ? 1 : 0;
}
newsym(m2->mx, m2->my); /* display the new monster */
if (m2->mtame) {
if (mon->isminion) {
newemin(m2);
if (EMIN(mon))
*(EMIN(m2)) = *(EMIN(mon));
} else {
/* because m2 is a copy of mon it is tame but not init'ed.
* however, tamedog will not re-tame a tame dog, so m2
* must be made non-tame to get initialized properly.
*/
m2->mtame = 0;
if (tamedog(m2, (struct obj *) 0)) {
*(EDOG(m2)) = *(EDOG(mon));
}
}
}
set_malign(m2);
return m2;
}
/*
* Propagate a species
*
* Once a certain number of monsters are created, don't create any more
* at random (i.e. make them extinct). The previous (3.2) behavior was
* to do this when a certain number had _died_, which didn't make
* much sense.
*
* Returns FALSE propagation unsuccessful
* TRUE propagation successful
*/
boolean
propagate(mndx, tally, ghostly)
int mndx;
boolean tally;
boolean ghostly;
{
boolean result;
uchar lim = mbirth_limit(mndx);
boolean gone = (mvitals[mndx].mvflags & G_GONE) != 0; /* geno'd|extinct */
result = (((int) mvitals[mndx].born < lim) && !gone) ? TRUE : FALSE;
/* if it's unique, don't ever make it again */
if ((mons[mndx].geno & G_UNIQ) && mndx != PM_HIGH_PRIEST)
mvitals[mndx].mvflags |= G_EXTINCT;
if (mvitals[mndx].born < 255 && tally
&& (!ghostly || (ghostly && result)))
mvitals[mndx].born++;
if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN)
&& !(mvitals[mndx].mvflags & G_EXTINCT)) {
if (wizard) {
debugpline1("Automatically extinguished %s.",
makeplural(mons[mndx].mname));
}
mvitals[mndx].mvflags |= G_EXTINCT;
reset_rndmonst(mndx);
}
return result;
}
/* amount of HP to lose from level drain (or gain from Stormbringer) */
int
monhp_per_lvl(mon)
struct monst *mon;
{
struct permonst *ptr = mon->data;
int hp = rnd(8); /* default is d8 */
/* like newmonhp, but home elementals are ignored, riders use normal d8 */
if (is_golem(ptr)) {
/* draining usually won't be applicable for these critters */
hp = golemhp(monsndx(ptr)) / (int) ptr->mlevel;
} else if (ptr->mlevel > 49) {
/* arbitrary; such monsters won't be involved in draining anyway */
hp = 4 + rnd(4); /* 5..8 */
} else if (ptr->mlet == S_DRAGON && monsndx(ptr) >= PM_GRAY_DRAGON) {
/* adult dragons; newmonhp() uses In_endgame(&u.uz) ? 8 : 4 + rnd(4)
*/
hp = 4 + rn2(5); /* 4..8 */
} else if (!mon->m_lev) {
/* level 0 monsters use 1d4 instead of Nd8 */
hp = rnd(4);
}
return hp;
}
/* set up a new monster's initial level and hit points;
used by newcham() as well as by makemon() */
void
newmonhp(mon, mndx)
struct monst *mon;
int mndx;
{
struct permonst *ptr = &mons[mndx];
mon->m_lev = adj_lev(ptr);
if (is_golem(ptr)) {
mon->mhpmax = mon->mhp = golemhp(mndx);
} else if (is_rider(ptr)) {
/* we want low HP, but a high mlevel so they can attack well */
mon->mhpmax = mon->mhp = d(10, 8);
} else if (ptr->mlevel > 49) {
/* "special" fixed hp monster
* the hit points are encoded in the mlevel in a somewhat strange
* way to fit in the 50..127 positive range of a signed character
* above the 1..49 that indicate "normal" monster levels */
mon->mhpmax = mon->mhp = 2 * (ptr->mlevel - 6);
mon->m_lev = mon->mhp / 4; /* approximation */
} else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) {
/* adult dragons */
mon->mhpmax = mon->mhp =
(int) (In_endgame(&u.uz)
? (8 * mon->m_lev)
: (4 * mon->m_lev + d((int) mon->m_lev, 4)));
} else if (!mon->m_lev) {
mon->mhpmax = mon->mhp = rnd(4);
} else {
mon->mhpmax = mon->mhp = d((int) mon->m_lev, 8);
if (is_home_elemental(ptr))
mon->mhpmax = (mon->mhp *= 3);
}
}
struct mextra *
newmextra()
{
struct mextra *mextra;
mextra = (struct mextra *) alloc(sizeof(struct mextra));
mextra->mname = 0;
mextra->egd = 0;
mextra->epri = 0;
mextra->eshk = 0;
mextra->emin = 0;
mextra->edog = 0;
mextra->mcorpsenm = NON_PM;
return mextra;
}
boolean
makemon_rnd_goodpos(mon, gpflags, cc)
struct monst *mon;
unsigned gpflags;
coord *cc;
{
int tryct = 0;
int nx,ny;
boolean good;
do {
nx = rn1(COLNO - 3, 2);
ny = rn2(ROWNO);
good = (!in_mklev && cansee(nx,ny)) ? FALSE
: goodpos(nx, ny, mon, gpflags);
} while ((++tryct < 50) && !good);
if (!good) {
/* else go through all map positions, twice, first round
ignoring positions in sight, and pick first good one.
skip first round if we're in special level loader or blind */
int xofs = nx;
int yofs = ny;
int dx,dy;
int bl = (in_mklev || Blind) ? 1 : 0;
for ( ; bl < 2; bl++) {
for (dx = 0; dx < COLNO; dx++)
for (dy = 0; dy < ROWNO; dy++) {
nx = ((dx + xofs) % (COLNO - 1)) + 1;
ny = ((dy + yofs) % (ROWNO - 1)) + 1;
if (bl == 0 && cansee(nx,ny))
continue;
if (goodpos(nx, ny, mon, gpflags))
goto gotgood;
}
if (bl == 0 && (!mon || mon->data->mmove)) {
/* all map positions are visible (or not good),
try to pick something logical */
if (dnstair.sx && !rn2(2)) {
nx = dnstair.sx;
ny = dnstair.sy;
} else if (upstair.sx && !rn2(2)) {
nx = upstair.sx;
ny = upstair.sy;
} else if (dnladder.sx && !rn2(2)) {
nx = dnladder.sx;
ny = dnladder.sy;
} else if (upladder.sx && !rn2(2)) {
nx = upladder.sx;
ny = upladder.sy;
}
if (goodpos(nx, ny, mon, gpflags))
goto gotgood;
}
}
} else {
gotgood:
cc->x = nx;
cc->y = ny;
return TRUE;
}
return FALSE;
}
/*
* called with [x,y] = coordinates;
* [0,0] means anyplace
* [u.ux,u.uy] means: near player (if !in_mklev)
*
* In case we make a monster group, only return the one at [x,y].
*/
struct monst *
makemon(ptr, x, y, mmflags)
register struct permonst *ptr;
register int x, y;
int mmflags;
{
register struct monst *mtmp;
int mndx, mcham, ct, mitem;
boolean anymon = (!ptr);
boolean byyou = (x == u.ux && y == u.uy);
boolean allow_minvent = ((mmflags & NO_MINVENT) == 0);
boolean countbirth = ((mmflags & MM_NOCOUNTBIRTH) == 0);
unsigned gpflags = (mmflags & MM_IGNOREWATER) ? MM_IGNOREWATER : 0;
/* if caller wants random location, do it here */
if (x == 0 && y == 0) {
coord cc;
struct monst fakemon;
cc.x = cc.y = 0; /* lint suppression */
fakemon.data = ptr; /* set up for goodpos */
if (!makemon_rnd_goodpos(ptr ? &fakemon : (struct monst *)0,
gpflags, &cc))
return (struct monst *) 0;
x = cc.x;
y = cc.y;
} else if (byyou && !in_mklev) {
coord bypos;
if (enexto_core(&bypos, u.ux, u.uy, ptr, gpflags)) {
x = bypos.x;
y = bypos.y;
} else
return (struct monst *) 0;
}
/* Does monster already exist at the position? */
if (MON_AT(x, y)) {
if ((mmflags & MM_ADJACENTOK) != 0) {
coord bypos;
if (enexto_core(&bypos, x, y, ptr, gpflags)) {
x = bypos.x;
y = bypos.y;
} else
return (struct monst *) 0;
} else
return (struct monst *) 0;
}
if (ptr) {
mndx = monsndx(ptr);
/* if you are to make a specific monster and it has
already been genocided, return */
if (mvitals[mndx].mvflags & G_GENOD)
return (struct monst *) 0;
if (wizard && (mvitals[mndx].mvflags & G_EXTINCT)) {
debugpline1("Explicitly creating extinct monster %s.",
mons[mndx].mname);
}
} else {
/* make a random (common) monster that can survive here.
* (the special levels ask for random monsters at specific
* positions, causing mass drowning on the medusa level,
* for instance.)
*/
int tryct = 0; /* maybe there are no good choices */
struct monst fakemon;
do {
if (!(ptr = rndmonst())) {
debugpline0("Warning: no monster.");
return (struct monst *) 0; /* no more monsters! */
}
fakemon.data = ptr; /* set up for goodpos */
} while (++tryct <= 50
/* in Sokoban, don't accept a giant on first try;
after that, boulder carriers are fair game */
&& ((tryct == 1 && throws_rocks(ptr) && In_sokoban(&u.uz))
|| !goodpos(x, y, &fakemon, gpflags)));
mndx = monsndx(ptr);
}
(void) propagate(mndx, countbirth, FALSE);
mtmp = newmonst();
*mtmp = zeromonst; /* clear all entries in structure */
if (mmflags & MM_EGD)
newegd(mtmp);
if (mmflags & MM_EPRI)
newepri(mtmp);
if (mmflags & MM_ESHK)
neweshk(mtmp);
if (mmflags & MM_EMIN)
newemin(mtmp);
if (mmflags & MM_EDOG)
newedog(mtmp);
mtmp->nmon = fmon;
fmon = mtmp;
mtmp->m_id = context.ident++;
if (!mtmp->m_id)
mtmp->m_id = context.ident++; /* ident overflowed */
set_mon_data(mtmp, ptr, 0);
if (ptr->msound == MS_LEADER && quest_info(MS_LEADER) == mndx)
quest_status.leader_m_id = mtmp->m_id;
mtmp->mnum = mndx;
/* set up level and hit points */
newmonhp(mtmp, mndx);
if (is_female(ptr))
mtmp->female = TRUE;
else if (is_male(ptr))
mtmp->female = FALSE;
/* leader and nemesis gender is usually hardcoded in mons[],
but for ones which can be random, it has already been chosen
(in role_init(), for possible use by the quest pager code) */
else if (ptr->msound == MS_LEADER && quest_info(MS_LEADER) == mndx)
mtmp->female = quest_status.ldrgend;
else if (ptr->msound == MS_NEMESIS && quest_info(MS_NEMESIS) == mndx)
mtmp->female = quest_status.nemgend;
else
mtmp->female = rn2(2); /* ignored for neuters */
if (In_sokoban(&u.uz) && !mindless(ptr)) /* know about traps here */
mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1));
/* quest leader and nemesis both know about all trap types */
if (ptr->msound == MS_LEADER || ptr->msound == MS_NEMESIS)
mtmp->mtrapseen = ~0;
place_monster(mtmp, x, y);
mtmp->mcansee = mtmp->mcanmove = TRUE;
mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr);
switch (ptr->mlet) {
case S_MIMIC:
set_mimic_sym(mtmp);
break;
case S_SPIDER:
case S_SNAKE:
if (in_mklev)
if (x && y)
(void) mkobj_at(0, x, y, TRUE);
(void) hideunder(mtmp);
break;
case S_LIGHT:
case S_ELEMENTAL:
if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) {
mtmp->perminvis = TRUE;
mtmp->minvis = TRUE;
}
break;
case S_EEL:
(void) hideunder(mtmp);
break;
case S_LEPRECHAUN:
mtmp->msleeping = 1;
break;
case S_JABBERWOCK:
case S_NYMPH:
if (rn2(5) && !u.uhave.amulet)
mtmp->msleeping = 1;
break;
case S_ORC:
if (Race_if(PM_ELF))
mtmp->mpeaceful = FALSE;
break;
case S_UNICORN:
if (is_unicorn(ptr) && sgn(u.ualign.type) == sgn(ptr->maligntyp))
mtmp->mpeaceful = TRUE;
break;
case S_BAT:
if (Inhell && is_bat(ptr))
mon_adjust_speed(mtmp, 2, (struct obj *) 0);
break;
}
if ((ct = emits_light(mtmp->data)) > 0)
new_light_source(mtmp->mx, mtmp->my, ct, LS_MONSTER,
monst_to_any(mtmp));
mitem = 0; /* extra inventory item for this monster */
if (mndx == PM_VLAD_THE_IMPALER)
mitem = CANDELABRUM_OF_INVOCATION;
mtmp->cham = NON_PM; /* default is "not a shapechanger" */
if ((mcham = pm_to_cham(mndx)) != NON_PM) {
/* this is a shapechanger after all */
if (Protection_from_shape_changers
|| mndx == PM_VLAD_THE_IMPALER) {
; /* stuck in its natural form (NON_PM) */
} else {
mtmp->cham = mcham;
/* Note: shapechanger's initial form used to be
chosen here with rndmonst(), yielding a monster
which was appropriate to the level's difficulty
but ignored the changer's usual type selection
so would be inappropriate for vampshifters.
Let newcham() pick the shape. */
if (newcham(mtmp, (struct permonst *) 0, FALSE, FALSE))
allow_minvent = FALSE;
}
} else if (mndx == PM_WIZARD_OF_YENDOR) {
mtmp->iswiz = TRUE;
context.no_of_wizards++;
if (context.no_of_wizards == 1 && Is_earthlevel(&u.uz))
mitem = SPE_DIG;
} else if (mndx == PM_GHOST && !(mmflags & MM_NONAME)) {
mtmp = christen_monst(mtmp, rndghostname());
} else if (mndx == PM_CROESUS) {
mitem = TWO_HANDED_SWORD;
} else if (ptr->msound == MS_NEMESIS) {
mitem = BELL_OF_OPENING;
} else if (mndx == PM_PESTILENCE) {
mitem = POT_SICKNESS;
}
if (mitem && allow_minvent)
(void) mongets(mtmp, mitem);
if (in_mklev) {
if ((is_ndemon(ptr) || mndx == PM_WUMPUS
|| mndx == PM_LONG_WORM || mndx == PM_GIANT_EEL)
&& !u.uhave.amulet && rn2(5))
mtmp->msleeping = TRUE;
} else {
if (byyou) {
newsym(mtmp->mx, mtmp->my);
set_apparxy(mtmp);
}
}
if (is_dprince(ptr) && ptr->msound == MS_BRIBE) {
mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1;
mtmp->mavenge = 0;
if (uwep && uwep->oartifact == ART_EXCALIBUR)
mtmp->mpeaceful = mtmp->mtame = FALSE;
}
#ifndef DCC30_BUG
if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno()) != 0)
#else
/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
same expression. */
if (mndx == PM_LONG_WORM
&& (mtmp->wormno = get_wormno(), mtmp->wormno != 0))
#endif
{
/* we can now create worms with tails - 11/91 */
initworm(mtmp, rn2(5));
if (count_wsegs(mtmp))
place_worm_tail_randomly(mtmp, x, y);
}
/* it's possible to create an ordinary monster of some special
types; make sure their extended data is initialized to
something sensible if caller hasn't specified MM_EPRI|MM_EMIN
(when they're specified, caller intends to handle this itself) */
if ((mndx == PM_ALIGNED_PRIEST || mndx == PM_HIGH_PRIEST)
? !(mmflags & (MM_EPRI | MM_EMIN))
: (mndx == PM_ANGEL && !(mmflags & MM_EMIN) && !rn2(3))) {
struct emin *eminp;
newemin(mtmp);
eminp = EMIN(mtmp);
mtmp->isminion = 1; /* make priest be a roamer */
eminp->min_align = rn2(3) - 1; /* no A_NONE */
eminp->renegade = (boolean) ((mmflags & MM_ANGRY) ? 1 : !rn2(3));
mtmp->mpeaceful = (eminp->min_align == u.ualign.type)
? !eminp->renegade
: eminp->renegade;
}
set_malign(mtmp); /* having finished peaceful changes */
if (anymon) {
if ((ptr->geno & G_SGROUP) && rn2(2)) {
m_initsgrp(mtmp, mtmp->mx, mtmp->my);
} else if (ptr->geno & G_LGROUP) {
if (rn2(3))
m_initlgrp(mtmp, mtmp->mx, mtmp->my);
else
m_initsgrp(mtmp, mtmp->mx, mtmp->my);
}
}
if (allow_minvent) {
if (is_armed(ptr))
m_initweap(mtmp); /* equip with weapons / armor */
m_initinv(mtmp); /* add on a few special items incl. more armor */
m_dowear(mtmp, TRUE);
if (!rn2(100) && is_domestic(ptr)
&& can_saddle(mtmp) && !which_armor(mtmp, W_SADDLE)) {
struct obj *otmp = mksobj(SADDLE, TRUE, FALSE);
put_saddle_on_mon(otmp, mtmp);
}
} else {
/* no initial inventory is allowed */
if (mtmp->minvent)
discard_minvent(mtmp);
mtmp->minvent = (struct obj *) 0; /* caller expects this */
}
if (ptr->mflags3 && !(mmflags & MM_NOWAIT)) {
if (ptr->mflags3 & M3_WAITFORU)
mtmp->mstrategy |= STRAT_WAITFORU;
if (ptr->mflags3 & M3_CLOSE)
mtmp->mstrategy |= STRAT_CLOSE;
if (ptr->mflags3 & (M3_WAITMASK | M3_COVETOUS))
mtmp->mstrategy |= STRAT_APPEARMSG;
}
if (!in_mklev)
newsym(mtmp->mx, mtmp->my); /* make sure the mon shows up */
return mtmp;
}
int
mbirth_limit(mndx)
int mndx;
{
/* There is an implicit limit of 4 for "high priest of <deity>",
* but aligned priests can grow into high priests, thus they aren't
* really limited to 4, so leave the default amount in place for them.
*/
/* assert(MAXMONNO < 255); */
return (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO);
}
/* used for wand/scroll/spell of create monster */
/* returns TRUE iff you know monsters have been created */
boolean
create_critters(cnt, mptr, neverask)
int cnt;
struct permonst *mptr; /* usually null; used for confused reading */
boolean neverask;
{
coord c;
int x, y;
struct monst *mon;
boolean known = FALSE;
boolean ask = (wizard && !neverask);
while (cnt--) {
if (ask) {
if (create_particular()) {
known = TRUE;
continue;
} else
ask = FALSE; /* ESC will shut off prompting */
}
x = u.ux, y = u.uy;
/* if in water, try to encourage an aquatic monster
by finding and then specifying another wet location */
if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL]))
x = c.x, y = c.y;
mon = makemon(mptr, x, y, NO_MM_FLAGS);
if (mon && canspotmon(mon))
known = TRUE;
}
return known;
}
STATIC_OVL boolean
uncommon(mndx)
int mndx;
{
if (mons[mndx].geno & (G_NOGEN | G_UNIQ))
return TRUE;
if (mvitals[mndx].mvflags & G_GONE)
return TRUE;
if (Inhell)
return (boolean) (mons[mndx].maligntyp > A_NEUTRAL);
else
return (boolean) ((mons[mndx].geno & G_HELL) != 0);
}
/*
* shift the probability of a monster's generation by
* comparing the dungeon alignment and monster alignment.
* return an integer in the range of 0-5.
*/
STATIC_OVL int
align_shift(ptr)
register struct permonst *ptr;
{
static NEARDATA long oldmoves = 0L; /* != 1, starting value of moves */
static NEARDATA s_level *lev;
register int alshift;
if (oldmoves != moves) {
lev = Is_special(&u.uz);
oldmoves = moves;
}
switch ((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
default: /* just in case */
case AM_NONE:
alshift = 0;
break;
case AM_LAWFUL:
alshift = (ptr->maligntyp + 20) / (2 * ALIGNWEIGHT);
break;
case AM_NEUTRAL:
alshift = (20 - abs(ptr->maligntyp)) / ALIGNWEIGHT;
break;
case AM_CHAOTIC:
alshift = (-(ptr->maligntyp - 20)) / (2 * ALIGNWEIGHT);
break;
}
return alshift;
}
static NEARDATA struct {
int choice_count;
char mchoices[SPECIAL_PM]; /* value range is 0..127 */
} rndmonst_state = { -1, { 0 } };
/* select a random monster type */
struct permonst *
rndmonst()
{
register struct permonst *ptr;
register int mndx, ct;
if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0)
return ptr;
if (rndmonst_state.choice_count < 0) { /* need to recalculate */
int zlevel, minmlev, maxmlev;
boolean elemlevel;
boolean upper;
rndmonst_state.choice_count = 0;
/* look for first common monster */
for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) {
if (!uncommon(mndx))
break;
rndmonst_state.mchoices[mndx] = 0;
}
if (mndx == SPECIAL_PM) {
/* evidently they've all been exterminated */
debugpline0("rndmonst: no common mons!");
return (struct permonst *) 0;
} /* else `mndx' now ready for use below */
zlevel = level_difficulty();
/* determine the level of the weakest monster to make. */
minmlev = zlevel / 6;
/* determine the level of the strongest monster to make. */
maxmlev = (zlevel + u.ulevel) / 2;
upper = Is_rogue_level(&u.uz);
elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);
/*
* Find out how many monsters exist in the range we have selected.
*/
for ( ; mndx < SPECIAL_PM; mndx++) { /* (`mndx' initialized above) */
ptr = &mons[mndx];
rndmonst_state.mchoices[mndx] = 0;
if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
continue;
if (upper && !isupper((uchar) def_monsyms[(int) ptr->mlet].sym))
continue;
if (elemlevel && wrong_elem_type(ptr))
continue;
if (uncommon(mndx))
continue;
if (Inhell && (ptr->geno & G_NOHELL))
continue;
ct = (int) (ptr->geno & G_FREQ) + align_shift(ptr);
if (ct < 0 || ct > 127)
panic("rndmonst: bad count [#%d: %d]", mndx, ct);
rndmonst_state.choice_count += ct;
rndmonst_state.mchoices[mndx] = (char) ct;
}
/*
* Possible modification: if choice_count is "too low",
* expand minmlev..maxmlev range and try again.
*/
} /* choice_count+mchoices[] recalc */
if (rndmonst_state.choice_count <= 0) {
/* maybe no common mons left, or all are too weak or too strong */
debugpline1("rndmonst: choice_count=%d", rndmonst_state.choice_count);
return (struct permonst *) 0;
}
/*
* Now, select a monster at random.
*/
ct = rnd(rndmonst_state.choice_count);
for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
if ((ct -= (int) rndmonst_state.mchoices[mndx]) <= 0)
break;
if (mndx == SPECIAL_PM || uncommon(mndx)) { /* shouldn't happen */
impossible("rndmonst: bad `mndx' [#%d]", mndx);
return (struct permonst *) 0;
}
return &mons[mndx];
}
/* called when you change level (experience or dungeon depth) or when
monster species can no longer be created (genocide or extinction) */
void
reset_rndmonst(mndx)
int mndx; /* particular species that can no longer be created */
{
/* cached selection info is out of date */
if (mndx == NON_PM) {
rndmonst_state.choice_count = -1; /* full recalc needed */
} else if (mndx < SPECIAL_PM) {
rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx];
rndmonst_state.mchoices[mndx] = 0;
} /* note: safe to ignore extinction of unique monsters */
}
/* decide whether it's ok to generate a candidate monster by mkclass() */
STATIC_OVL boolean
mk_gen_ok(mndx, mvflagsmask, genomask)
int mndx, mvflagsmask, genomask;
{
struct permonst *ptr = &mons[mndx];
if (mvitals[mndx].mvflags & mvflagsmask)
return FALSE;
if (ptr->geno & genomask)
return FALSE;
if (is_placeholder(ptr))
return FALSE;
#ifdef MAIL
/* special levels might ask for random demon type; reject this one */
if (ptr == &mons[PM_MAIL_DAEMON])
return FALSE;
#endif
return TRUE;
}
/* Make one of the multiple types of a given monster class.
* The second parameter specifies a special casing bit mask
* to allow the normal genesis masks to be deactivated.
* Returns Null if no monsters in that class can be made.
*/
struct permonst *
mkclass(class, spc)
char class;
int spc;
{
register int first, last, num = 0;
int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc;
maxmlev = level_difficulty() >> 1;
if (class < 1 || class >= MAXMCLASSES) {
impossible("mkclass called with bad class!");
return (struct permonst *) 0;
}
/* Assumption #1: monsters of a given class are contiguous in the
* mons[] array.
*/
for (first = LOW_PM; first < SPECIAL_PM; first++)
if (mons[first].mlet == class)
break;
if (first == SPECIAL_PM)
return (struct permonst *) 0;
for (last = first; last < SPECIAL_PM && mons[last].mlet == class; last++)
if (mk_gen_ok(last, G_GONE, mask)) {
/* consider it */
if (num && toostrong(last, maxmlev)
&& monstr[last] != monstr[last - 1] && rn2(2))
break;
num += mons[last].geno & G_FREQ;
}
if (!num)
return (struct permonst *) 0;
/* Assumption #2: monsters of a given class are presented in ascending
* order of strength.
*/
for (num = rnd(num); num > 0; first++)
if (mk_gen_ok(first, G_GONE, mask)) {
/* skew towards lower value monsters at lower exp. levels */
num -= mons[first].geno & G_FREQ;
if (num && adj_lev(&mons[first]) > (u.ulevel * 2)) {
/* but not when multiple monsters are same level */
if (mons[first].mlevel != mons[first + 1].mlevel)
num--;
}
}
first--; /* correct an off-by-one error */
return &mons[first];
}
/* like mkclass(), but excludes difficulty considerations; used when
player with polycontrol picks a class instead of a specific type;
genocided types are avoided but extinct ones are acceptable; we don't
check polyok() here--caller accepts some choices !polyok() would reject */
int
mkclass_poly(class)
int class;
{
register int first, last, num = 0;
for (first = LOW_PM; first < SPECIAL_PM; first++)
if (mons[first].mlet == class)
break;
if (first == SPECIAL_PM)
return NON_PM;
for (last = first; last < SPECIAL_PM && mons[last].mlet == class; last++)
if (mk_gen_ok(last, G_GENOD, (G_NOGEN | G_UNIQ)))
num += mons[last].geno & G_FREQ;
if (!num)
return NON_PM;
for (num = rnd(num); num > 0; first++)
if (mk_gen_ok(first, G_GENOD, (G_NOGEN | G_UNIQ)))
num -= mons[first].geno & G_FREQ;
first--; /* correct an off-by-one error */
return first;
}
/* adjust strength of monsters based on u.uz and u.ulevel */
int
adj_lev(ptr)
register struct permonst *ptr;
{
int tmp, tmp2;
if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
/* does not depend on other strengths, but does get stronger
* every time he is killed
*/
tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died;
if (tmp > 49)
tmp = 49;
return tmp;
}
if ((tmp = ptr->mlevel) > 49)
return 50; /* "special" demons/devils */
tmp2 = (level_difficulty() - tmp);
if (tmp2 < 0)
tmp--; /* if mlevel > u.uz decrement tmp */
else
tmp += (tmp2 / 5); /* else increment 1 per five diff */
tmp2 = (u.ulevel - ptr->mlevel); /* adjust vs. the player */
if (tmp2 > 0)
tmp += (tmp2 / 4); /* level as well */
tmp2 = (3 * ((int) ptr->mlevel)) / 2; /* crude upper limit */
if (tmp2 > 49)
tmp2 = 49; /* hard upper limit */
return ((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
}
/* monster earned experience and will gain some hit points; it might also
grow into a bigger monster (baby to adult, soldier to officer, etc) */
struct permonst *
grow_up(mtmp, victim)
struct monst *mtmp, *victim;
{
int oldtype, newtype, max_increase, cur_increase, lev_limit, hp_threshold;
unsigned fem;
struct permonst *ptr = mtmp->data;
/* monster died after killing enemy but before calling this function */
/* currently possible if killing a gas spore */
if (mtmp->mhp <= 0)
return (struct permonst *) 0;
/* note: none of the monsters with special hit point calculations
have both little and big forms */
oldtype = monsndx(ptr);
newtype = little_to_big(oldtype);
if (newtype == PM_PRIEST && mtmp->female)
newtype = PM_PRIESTESS;
/* growth limits differ depending on method of advancement */
if (victim) { /* killed a monster */
/*
* The HP threshold is the maximum number of hit points for the
* current level; once exceeded, a level will be gained.
* Possible bug: if somehow the hit points are already higher
* than that, monster will gain a level without any increase in HP.
*/
hp_threshold = mtmp->m_lev * 8; /* normal limit */
if (!mtmp->m_lev)
hp_threshold = 4;
else if (is_golem(ptr)) /* strange creatures */
hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1;
else if (is_home_elemental(ptr))
hp_threshold *= 3;
lev_limit = 3 * (int) ptr->mlevel / 2; /* same as adj_lev() */
/* If they can grow up, be sure the level is high enough for that */
if (oldtype != newtype && mons[newtype].mlevel > lev_limit)
lev_limit = (int) mons[newtype].mlevel;
/* number of hit points to gain; unlike for the player, we put
the limit at the bottom of the next level rather than the top */
max_increase = rnd((int) victim->m_lev + 1);
if (mtmp->mhpmax + max_increase > hp_threshold + 1)
max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0);
cur_increase = (max_increase > 1) ? rn2(max_increase) : 0;
} else {
/* a gain level potion or wraith corpse; always go up a level
unless already at maximum (49 is hard upper limit except
for demon lords, who start at 50 and can't go any higher) */
max_increase = cur_increase = rnd(8);
hp_threshold = 0; /* smaller than `mhpmax + max_increase' */
lev_limit = 50; /* recalc below */
}
mtmp->mhpmax += max_increase;
mtmp->mhp += cur_increase;
if (mtmp->mhpmax <= hp_threshold)
return ptr; /* doesn't gain a level */
if (is_mplayer(ptr))
lev_limit = 30; /* same as player */
else if (lev_limit < 5)
lev_limit = 5; /* arbitrary */
else if (lev_limit > 49)
lev_limit = (ptr->mlevel > 49 ? 50 : 49);
if ((int) ++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) {
ptr = &mons[newtype];
/* new form might force gender change */
fem = is_male(ptr) ? 0 : is_female(ptr) ? 1 : mtmp->female;
if (mvitals[newtype].mvflags & G_GENOD) { /* allow G_EXTINCT */
if (canspotmon(mtmp))
pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),
an(ptr->mname), mhe(mtmp),
nonliving(ptr) ? "expires" : "dies");
set_mon_data(mtmp, ptr, -1); /* keep mvitals[] accurate */
mondied(mtmp);
return (struct permonst *) 0;
} else if (canspotmon(mtmp)) {
char buf[BUFSZ];
/* 3.6.1:
* Temporary (?) hack to fix growing into opposite gender.
*/
Sprintf(buf, "%s%s",
/* deal with female gnome becoming a gnome lord */
(mtmp->female && !fem) ? "male "
/* or a male gnome becoming a gnome lady
(can't happen with 3.6.0 mons[], but perhaps
slightly less sexist if prepared for it...) */
: (fem && !mtmp->female) ? "female " : "",
ptr->mname);
pline("%s %s %s.", Monnam(mtmp),
(fem != mtmp->female) ? "changes into"
: humanoid(ptr) ? "becomes"
: "grows up into",
an(buf));
}
set_mon_data(mtmp, ptr, 1); /* preserve intrinsics */
newsym(mtmp->mx, mtmp->my); /* color may change */
lev_limit = (int) mtmp->m_lev; /* never undo increment */
mtmp->female = fem; /* gender might be changing */
}
/* sanity checks */
if ((int) mtmp->m_lev > lev_limit) {
mtmp->m_lev--; /* undo increment */
/* HP might have been allowed to grow when it shouldn't */
if (mtmp->mhpmax == hp_threshold + 1)
mtmp->mhpmax--;
}
if (mtmp->mhpmax > 50 * 8)
mtmp->mhpmax = 50 * 8; /* absolute limit */
if (mtmp->mhp > mtmp->mhpmax)
mtmp->mhp = mtmp->mhpmax;
return ptr;
}
int
mongets(mtmp, otyp)
register struct monst *mtmp;
int otyp;
{
register struct obj *otmp;
int spe;
if (!otyp)
return 0;
otmp = mksobj(otyp, TRUE, FALSE);
if (otmp) {
if (mtmp->data->mlet == S_DEMON) {
/* demons never get blessed objects */
if (otmp->blessed)
curse(otmp);
} else if (is_lminion(mtmp)) {
/* lawful minions don't get cursed, bad, or rusting objects */
otmp->cursed = FALSE;
if (otmp->spe < 0)
otmp->spe = 0;
otmp->oerodeproof = TRUE;
} else if (is_mplayer(mtmp->data) && is_sword(otmp)) {
otmp->spe = (3 + rn2(4));
}
if (otmp->otyp == CANDELABRUM_OF_INVOCATION) {
otmp->spe = 0;
otmp->age = 0L;
otmp->lamplit = FALSE;
otmp->blessed = otmp->cursed = FALSE;
} else if (otmp->otyp == BELL_OF_OPENING) {
otmp->blessed = otmp->cursed = FALSE;
} else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
otmp->blessed = FALSE;
otmp->cursed = TRUE;
}
/* leaders don't tolerate inferior quality battle gear */
if (is_prince(mtmp->data)) {
if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1)
otmp->spe = 1;
else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0)
otmp->spe = 0;
}
spe = otmp->spe;
(void) mpickobj(mtmp, otmp); /* might free otmp */
return spe;
}
return 0;
}
int
golemhp(type)
int type;
{
switch (type) {
case PM_STRAW_GOLEM:
return 20;
case PM_PAPER_GOLEM:
return 20;
case PM_ROPE_GOLEM:
return 30;
case PM_LEATHER_GOLEM:
return 40;
case PM_GOLD_GOLEM:
return 40;
case PM_WOOD_GOLEM:
return 50;
case PM_FLESH_GOLEM:
return 40;
case PM_CLAY_GOLEM:
return 50;
case PM_STONE_GOLEM:
return 60;
case PM_GLASS_GOLEM:
return 60;
case PM_IRON_GOLEM:
return 80;
default:
return 0;
}
}
/*
* Alignment vs. yours determines monster's attitude to you.
* (Some "animal" types are co-aligned, but also hungry.)
*/
boolean
peace_minded(ptr)
register struct permonst *ptr;
{
aligntyp mal = ptr->maligntyp, ual = u.ualign.type;
if (always_peaceful(ptr))
return TRUE;
if (always_hostile(ptr))
return FALSE;
if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
return TRUE;
if (ptr->msound == MS_NEMESIS)
return FALSE;
if (race_peaceful(ptr))
return TRUE;
if (race_hostile(ptr))
return FALSE;
/* the monster is hostile if its alignment is different from the
* player's */
if (sgn(mal) != sgn(ual))
return FALSE;
/* Negative monster hostile to player with Amulet. */
if (mal < A_NEUTRAL && u.uhave.amulet)
return FALSE;
/* minions are hostile to players that have strayed at all */
if (is_minion(ptr))
return (boolean) (u.ualign.record >= 0);
/* Last case: a chance of a co-aligned monster being
* hostile. This chance is greater if the player has strayed
* (u.ualign.record negative) or the monster is not strongly aligned.
*/
return (boolean) (!!rn2(16 + (u.ualign.record < -15 ? -15
: u.ualign.record))
&& !!rn2(2 + abs(mal)));
}
/* Set malign to have the proper effect on player alignment if monster is
* killed. Negative numbers mean it's bad to kill this monster; positive
* numbers mean it's good. Since there are more hostile monsters than
* peaceful monsters, the penalty for killing a peaceful monster should be
* greater than the bonus for killing a hostile monster to maintain balance.
* Rules:
* it's bad to kill peaceful monsters, potentially worse to kill always-
* peaceful monsters;
* it's never bad to kill a hostile monster, although it may not be good.
*/
void
set_malign(mtmp)
struct monst *mtmp;
{
schar mal = mtmp->data->maligntyp;
boolean coaligned;
if (mtmp->ispriest || mtmp->isminion) {
/* some monsters have individual alignments; check them */
if (mtmp->ispriest && EPRI(mtmp))
mal = EPRI(mtmp)->shralign;
else if (mtmp->isminion && EMIN(mtmp))
mal = EMIN(mtmp)->min_align;
/* unless alignment is none, set mal to -5,0,5 */
/* (see align.h for valid aligntyp values) */
if (mal != A_NONE)
mal *= 5;
}
coaligned = (sgn(mal) == sgn(u.ualign.type));
if (mtmp->data->msound == MS_LEADER) {
mtmp->malign = -20;
} else if (mal == A_NONE) {
if (mtmp->mpeaceful)
mtmp->malign = 0;
else
mtmp->malign = 20; /* really hostile */
} else if (always_peaceful(mtmp->data)) {
int absmal = abs(mal);
if (mtmp->mpeaceful)
mtmp->malign = -3 * max(5, absmal);
else
mtmp->malign = 3 * max(5, absmal); /* renegade */
} else if (always_hostile(mtmp->data)) {
int absmal = abs(mal);
if (coaligned)
mtmp->malign = 0;
else
mtmp->malign = max(5, absmal);
} else if (coaligned) {
int absmal = abs(mal);
if (mtmp->mpeaceful)
mtmp->malign = -3 * max(3, absmal);
else /* renegade */
mtmp->malign = max(3, absmal);
} else /* not coaligned and therefore hostile */
mtmp->malign = abs(mal);
}
/* allocate a new mcorpsenm field for a monster; only need mextra itself */
void
newmcorpsenm(mtmp)
struct monst *mtmp;
{
if (!mtmp->mextra)
mtmp->mextra = newmextra();
MCORPSENM(mtmp) = NON_PM; /* not initialized yet */
}
/* release monster's mcorpsenm field; basically a no-op */
void
freemcorpsenm(mtmp)
struct monst *mtmp;
{
if (has_mcorpsenm(mtmp))
MCORPSENM(mtmp) = NON_PM;
}
static NEARDATA char syms[] = {
MAXOCLASSES, MAXOCLASSES + 1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
FOOD_CLASS, COIN_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
S_MIMIC_DEF, S_MIMIC_DEF,
};
void
set_mimic_sym(mtmp)
register struct monst *mtmp;
{
int typ, roomno, rt;
unsigned appear, ap_type;
int s_sym;
struct obj *otmp;
int mx, my;
if (!mtmp || Protection_from_shape_changers)
return;
mx = mtmp->mx;
my = mtmp->my;
typ = levl[mx][my].typ;
/* only valid for INSIDE of room */
roomno = levl[mx][my].roomno - ROOMOFFSET;
if (roomno >= 0)
rt = rooms[roomno].rtype;
#ifdef SPECIALIZATION
else if (IS_ROOM(typ))
rt = OROOM, roomno = 0;
#endif
else
rt = 0; /* roomno < 0 case for GCC_WARN */
if (OBJ_AT(mx, my)) {
ap_type = M_AP_OBJECT;
appear = level.objects[mx][my]->otyp;
} else if (IS_DOOR(typ) || IS_WALL(typ) || typ == SDOOR || typ == SCORR) {
ap_type = M_AP_FURNITURE;
/*
* If there is a wall to the left that connects to this
* location, then the mimic mimics a horizontal closed door.
* This does not allow doors to be in corners of rooms.
* Since rogue has no closed doors, mimic a wall there
* (yes, mimics can end up on this level by various means).
*/
if (mx != 0 && (levl[mx - 1][my].typ == HWALL
|| levl[mx - 1][my].typ == TLCORNER
|| levl[mx - 1][my].typ == TRWALL
|| levl[mx - 1][my].typ == BLCORNER
|| levl[mx - 1][my].typ == TDWALL
|| levl[mx - 1][my].typ == CROSSWALL
|| levl[mx - 1][my].typ == TUWALL))
appear = Is_rogue_level(&u.uz) ? S_hwall : S_hcdoor;
else
appear = Is_rogue_level(&u.uz) ? S_vwall : S_vcdoor;
if (!mtmp->minvis || See_invisible)
block_point(mx, my); /* vision */
} else if (level.flags.is_maze_lev && !In_sokoban(&u.uz) && rn2(2)) {
ap_type = M_AP_OBJECT;
appear = STATUE;
} else if (roomno < 0 && !t_at(mx, my)) {
ap_type = M_AP_OBJECT;
appear = BOULDER;
if (!mtmp->minvis || See_invisible)
block_point(mx, my); /* vision */
} else if (rt == ZOO || rt == VAULT) {
ap_type = M_AP_OBJECT;
appear = GOLD_PIECE;
} else if (rt == DELPHI) {
if (rn2(2)) {
ap_type = M_AP_OBJECT;
appear = STATUE;
} else {
ap_type = M_AP_FURNITURE;
appear = S_fountain;
}
} else if (rt == TEMPLE) {
ap_type = M_AP_FURNITURE;
appear = S_altar;
/*
* We won't bother with beehives, morgues, barracks, throne rooms
* since they shouldn't contain too many mimics anyway...
*/
} else if (rt >= SHOPBASE) {
s_sym = get_shop_item(rt - SHOPBASE);
if (s_sym < 0) {
ap_type = M_AP_OBJECT;
appear = -s_sym;
} else {
if (s_sym == RANDOM_CLASS)
s_sym = syms[rn2((int) sizeof(syms) - 2) + 2];
goto assign_sym;
}
} else {
s_sym = syms[rn2((int) sizeof(syms))];
assign_sym:
if (s_sym == MAXOCLASSES || s_sym == MAXOCLASSES + 1) {
ap_type = M_AP_FURNITURE;
appear = (s_sym == MAXOCLASSES) ? S_upstair : S_dnstair;
} else {
ap_type = M_AP_OBJECT;
if (s_sym == S_MIMIC_DEF) {
appear = STRANGE_OBJECT;
} else if (s_sym == COIN_CLASS) {
appear = GOLD_PIECE;
} else {
otmp = mkobj((char) s_sym, FALSE);
appear = otmp->otyp;
/* make sure container contents are free'ed */
obfree(otmp, (struct obj *) 0);
}
}
}
mtmp->m_ap_type = ap_type;
mtmp->mappearance = appear;
if (ap_type == M_AP_OBJECT && (appear == STATUE || appear == CORPSE
|| appear == FIGURINE || appear == EGG)) {
newmcorpsenm(mtmp);
MCORPSENM(mtmp) = rndmonnum();
if (appear == EGG && !can_be_hatched(MCORPSENM(mtmp)))
MCORPSENM(mtmp) = NON_PM; /* revert to generic egg */
}
}
/* release monster from bag of tricks; return number of monsters created */
int
bagotricks(bag, tipping, seencount)
struct obj *bag;
boolean tipping; /* caller emptying entire contents; affects shop handling */
int *seencount; /* secondary output */
{
int moncount = 0;
if (!bag || bag->otyp != BAG_OF_TRICKS) {
impossible("bad bag o' tricks");
} else if (bag->spe < 1) {
/* if tipping known empty bag, give normal empty container message */
pline1((tipping && bag->cknown) ? "It's empty." : nothing_happens);
/* now known to be empty if sufficiently discovered */
if (bag->dknown && objects[bag->otyp].oc_name_known)
bag->cknown = 1;
} else {
struct monst *mtmp;
int creatcnt = 1, seecount = 0;
consume_obj_charge(bag, !tipping);
if (!rn2(23))
creatcnt += rnd(7);
do {
mtmp = makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
if (mtmp) {
++moncount;
if (canspotmon(mtmp))
++seecount;
}
} while (--creatcnt > 0);
if (seecount) {
if (seencount)
*seencount += seecount;
if (bag->dknown)
makeknown(BAG_OF_TRICKS);
} else if (!tipping) {
pline1(!moncount ? nothing_happens : "Nothing seems to happen.");
}
}
return moncount;
}
/*makemon.c*/