Reported by entrez: fake player monsters on the Astral Plane level were giving "<role> suddenly appears!" feedback if they could be seen or sensed when the hero arrived on that level. They're generated separately from the level itself so the message suppression in place during level creation didn't guard against it.
375 lines
12 KiB
C
375 lines
12 KiB
C
/* NetHack 3.7 mplayer.c $NHDT-Date: 1596498188 2020/08/03 23:43:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.30 $ */
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/* Copyright (c) Izchak Miller, 1992. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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static const char *dev_name(void);
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static void get_mplname(struct monst *, char *);
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static void mk_mplayer_armor(struct monst *, short);
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/* These are the names of those who
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* contributed to the development of NetHack 3.2/3.3/3.4/3.6.
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*
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* Keep in alphabetical order within teams.
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* Same first name is entered once within each team.
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*/
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static const char *const developers[] = {
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/* devteam */
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"Alex", "Dave", "Dean", "Derek", "Eric", "Izchak",
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"Janet", "Jessie", "Ken", "Kevin", "Michael", "Mike",
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"Pasi", "Pat", "Patric", "Paul", "Sean", "Steve",
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"Timo", "Warwick",
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/* PC team */
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"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael",
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"Mike", "Paul", "Stephen", "Steve", "Timo", "Yitzhak",
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/* Amiga team */
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"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf",
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"Richard",
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/* Mac team */
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"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin",
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"Wang",
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/* Atari team */
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"Eric", "Marvin", "Warwick",
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/* NT team */
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"Alex", "Dion", "Michael",
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/* OS/2 team */
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"Helge", "Ron", "Timo",
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/* VMS team */
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"Joshua", "Pat", ""
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};
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/* return a randomly chosen developer name */
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static const char *
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dev_name(void)
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{
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register int i, m = 0, n = SIZE(developers);
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register struct monst *mtmp;
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register boolean match;
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do {
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match = FALSE;
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i = rn2(n);
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (!is_mplayer(mtmp->data))
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continue;
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if (!strncmp(developers[i],
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(has_mgivenname(mtmp)) ? MGIVENNAME(mtmp) : "",
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strlen(developers[i]))) {
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match = TRUE;
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break;
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}
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}
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m++;
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} while (match && m < 100); /* m for insurance */
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if (match)
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return (const char *) 0;
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return (developers[i]);
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}
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static void
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get_mplname(register struct monst* mtmp, char *nam)
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{
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boolean fmlkind = is_female(mtmp->data);
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const char *devnam;
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devnam = dev_name();
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if (!devnam)
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Strcpy(nam, fmlkind ? "Eve" : "Adam");
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else if (fmlkind && !!strcmp(devnam, "Janet"))
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Strcpy(nam, rn2(2) ? "Maud" : "Eve");
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else
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Strcpy(nam, devnam);
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if (fmlkind || !strcmp(nam, "Janet"))
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mtmp->female = 1;
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else
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mtmp->female = 0;
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Strcat(nam, " the ");
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Strcat(nam, rank_of((int) mtmp->m_lev, monsndx(mtmp->data),
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(boolean) mtmp->female));
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}
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static void
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mk_mplayer_armor(struct monst* mon, short typ)
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{
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struct obj *obj;
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if (typ == STRANGE_OBJECT)
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return;
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obj = mksobj(typ, FALSE, FALSE);
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if (!rn2(3))
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obj->oerodeproof = 1;
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if (!rn2(3))
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curse(obj);
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if (!rn2(3))
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bless(obj);
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/* Most players who get to the endgame who have cursed equipment
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* have it because the wizard or other monsters cursed it, so its
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* chances of having plusses is the same as usual....
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*/
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obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4, 4)) : -rnd(3);
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(void) mpickobj(mon, obj);
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}
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struct monst *
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mk_mplayer(struct permonst *ptr, coordxy x, coordxy y, boolean special)
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{
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struct monst *mtmp;
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char nam[PL_NSIZ];
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if (!is_mplayer(ptr))
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return ((struct monst *) 0);
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if (MON_AT(x, y))
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(void) rloc(m_at(x, y), RLOC_ERR|RLOC_NOMSG); /* insurance */
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if (!In_endgame(&u.uz))
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special = FALSE;
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if ((mtmp = makemon(ptr, x, y, special ? MM_NOMSG : NO_MM_FLAGS)) != 0) {
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short weapon, armor, cloak, helm, shield;
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int quan;
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struct obj *otmp;
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mtmp->m_lev = (special ? rn1(16, 15) : rnd(16));
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mtmp->mhp = mtmp->mhpmax = d((int) mtmp->m_lev, 10)
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+ (special ? (30 + rnd(30)) : 30);
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if (special) {
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get_mplname(mtmp, nam);
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mtmp = christen_monst(mtmp, nam);
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/* that's why they are "stuck" in the endgame :-) */
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(void) mongets(mtmp, FAKE_AMULET_OF_YENDOR);
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}
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mtmp->mpeaceful = 0;
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set_malign(mtmp); /* peaceful may have changed again */
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/* default equipment; much of it will be overridden below */
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weapon = !rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
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armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
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cloak = !rn2(8) ? STRANGE_OBJECT
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: rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
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helm = !rn2(8) ? STRANGE_OBJECT
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: rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
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shield = !rn2(8) ? STRANGE_OBJECT
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: rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
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switch (monsndx(ptr)) {
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case PM_ARCHEOLOGIST:
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if (rn2(2))
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weapon = BULLWHIP;
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break;
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case PM_BARBARIAN:
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if (rn2(2)) {
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weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
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shield = STRANGE_OBJECT;
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}
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if (rn2(2))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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if (helm == HELM_OF_BRILLIANCE)
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helm = STRANGE_OBJECT;
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break;
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case PM_CAVE_DWELLER:
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if (rn2(4))
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weapon = MACE;
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else if (rn2(2))
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weapon = CLUB;
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if (helm == HELM_OF_BRILLIANCE)
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helm = STRANGE_OBJECT;
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break;
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case PM_HEALER:
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if (rn2(4))
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weapon = QUARTERSTAFF;
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else if (rn2(2))
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weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
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if (rn2(4))
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helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
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if (rn2(2))
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shield = STRANGE_OBJECT;
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break;
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case PM_KNIGHT:
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if (rn2(4))
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weapon = LONG_SWORD;
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if (rn2(2))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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break;
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case PM_MONK:
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weapon = !rn2(3) ? SHURIKEN : STRANGE_OBJECT;
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armor = STRANGE_OBJECT;
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cloak = ROBE;
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if (rn2(2))
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shield = STRANGE_OBJECT;
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break;
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case PM_CLERIC:
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if (rn2(2))
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weapon = MACE;
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if (rn2(2))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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if (rn2(4))
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cloak = ROBE;
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if (rn2(4))
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helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
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if (rn2(2))
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shield = STRANGE_OBJECT;
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break;
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case PM_RANGER:
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if (rn2(2))
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weapon = ELVEN_DAGGER;
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break;
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case PM_ROGUE:
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if (rn2(2))
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weapon = rn2(2) ? SHORT_SWORD : ORCISH_DAGGER;
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break;
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case PM_SAMURAI:
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if (rn2(2))
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weapon = KATANA;
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break;
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case PM_TOURIST:
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/* Defaults are just fine */
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break;
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case PM_VALKYRIE:
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if (rn2(2))
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weapon = WAR_HAMMER;
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if (rn2(2))
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armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
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break;
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case PM_WIZARD:
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if (rn2(4))
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weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
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if (rn2(2)) {
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armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL
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: SILVER_DRAGON_SCALE_MAIL;
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cloak = CLOAK_OF_MAGIC_RESISTANCE;
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}
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if (rn2(4))
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helm = HELM_OF_BRILLIANCE;
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shield = STRANGE_OBJECT;
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break;
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default:
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impossible("bad mplayer monster");
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weapon = 0;
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break;
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}
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if (weapon != STRANGE_OBJECT) {
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otmp = mksobj(weapon, TRUE, FALSE);
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otmp->spe = (special ? rn1(5, 4) : rn2(4));
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if (!rn2(3))
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otmp->oerodeproof = 1;
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else if (!rn2(2))
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otmp->greased = 1;
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if (special && rn2(2))
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otmp = mk_artifact(otmp, A_NONE);
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/* usually increase stack size if stackable weapon */
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if (objects[otmp->otyp].oc_merge && !otmp->oartifact
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&& monmightthrowwep(otmp))
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otmp->quan += (long) rn2(is_spear(otmp) ? 4 : 8);
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/* mplayers knew better than to overenchant Magicbane */
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if (is_art(otmp, ART_MAGICBANE))
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otmp->spe = rnd(4);
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(void) mpickobj(mtmp, otmp);
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}
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if (special) {
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if (!rn2(10))
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(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
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mk_mplayer_armor(mtmp, armor);
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mk_mplayer_armor(mtmp, cloak);
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mk_mplayer_armor(mtmp, helm);
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mk_mplayer_armor(mtmp, shield);
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if (weapon == WAR_HAMMER) /* valkyrie: wimpy weapon or Mjollnir */
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mk_mplayer_armor(mtmp, GAUNTLETS_OF_POWER);
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else if (rn2(8))
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mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
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GAUNTLETS_OF_DEXTERITY));
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if (rn2(8))
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mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS,
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LEVITATION_BOOTS));
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m_dowear(mtmp, TRUE);
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quan = rn2(3) ? rn2(3) : rn2(16);
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while (quan--)
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(void) mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
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/* To get the gold "right" would mean a player can double his
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gold supply by killing one mplayer. Not good. */
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mkmonmoney(mtmp, rn2(1000));
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quan = rn2(10);
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while (quan--)
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(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
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}
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quan = rnd(3);
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while (quan--)
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(void) mongets(mtmp, rnd_offensive_item(mtmp));
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quan = rnd(3);
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while (quan--)
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(void) mongets(mtmp, rnd_defensive_item(mtmp));
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quan = rnd(3);
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while (quan--)
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(void) mongets(mtmp, rnd_misc_item(mtmp));
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}
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return (mtmp);
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}
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/* create the indicated number (num) of monster-players,
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* randomly chosen, and in randomly chosen (free) locations
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* on the level. If "special", the size of num should not
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* be bigger than the number of _non-repeated_ names in the
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* developers array, otherwise a bunch of Adams and Eves will
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* fill up the overflow.
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*/
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void
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create_mplayers(register int num, boolean special)
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{
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int pm, x, y;
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struct monst fakemon;
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fakemon = cg.zeromonst;
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while (num) {
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int tryct = 0;
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/* roll for character class */
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pm = rn1(PM_WIZARD - PM_ARCHEOLOGIST + 1, PM_ARCHEOLOGIST);
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set_mon_data(&fakemon, &mons[pm]);
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/* roll for an available location */
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do {
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x = rn1(COLNO - 4, 2);
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y = rnd(ROWNO - 2);
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} while (!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
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/* if pos not found in 50 tries, don't bother to continue */
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if (tryct > 50)
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return;
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(void) mk_mplayer(&mons[pm], (coordxy) x, (coordxy) y, special);
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num--;
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}
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}
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void
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mplayer_talk(register struct monst* mtmp)
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{
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static const char
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*same_class_msg[3] = {
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"I can't win, and neither will you!",
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"You don't deserve to win!",
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"Mine should be the honor, not yours!",
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},
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*other_class_msg[3] = {
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"The low-life wants to talk, eh?",
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"Fight, scum!",
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"Here is what I have to say!",
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};
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if (mtmp->mpeaceful)
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return; /* will drop to humanoid talk */
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verbalize("Talk? -- %s", mtmp->data == &mons[g.urole.mnum]
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? same_class_msg[rn2(3)]
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: other_class_msg[rn2(3)]);
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}
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/*mplayer.c*/
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