Relax the count limit from 255 to ROWNO*(COLNO-1) so that it can be big enough to fill an entire level yet remain small enough to not churn away seemingly forever if an absurd amount is specified for 'random' or for a class rather than a type. (By-type already gives up as soon as failure occurs, so is implicitly limited to a count matching the available space on the level.) Also impose the same limit on 'count ^G monster' as '^G count monster'.
503 lines
15 KiB
C
503 lines
15 KiB
C
/* NetHack 3.6 minion.c $NHDT-Date: 1583688543 2020/03/08 17:29:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.53 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2008. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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void
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newemin(mtmp)
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struct monst *mtmp;
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{
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if (!mtmp->mextra)
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mtmp->mextra = newmextra();
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if (!EMIN(mtmp)) {
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EMIN(mtmp) = (struct emin *) alloc(sizeof(struct emin));
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(void) memset((genericptr_t) EMIN(mtmp), 0, sizeof(struct emin));
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}
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}
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void
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free_emin(mtmp)
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struct monst *mtmp;
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{
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if (mtmp->mextra && EMIN(mtmp)) {
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free((genericptr_t) EMIN(mtmp));
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EMIN(mtmp) = (struct emin *) 0;
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}
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mtmp->isminion = 0;
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}
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/* count the number of monsters on the level */
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int
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monster_census(spotted)
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boolean spotted; /* seen|sensed vs all */
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{
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struct monst *mtmp;
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int count = 0;
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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if (mtmp->isgd && mtmp->mx == 0)
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continue;
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if (spotted && !canspotmon(mtmp))
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continue;
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++count;
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}
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return count;
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}
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/* mon summons a monster */
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int
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msummon(mon)
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struct monst *mon;
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{
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struct permonst *ptr;
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int dtype = NON_PM, cnt = 0, result = 0, census;
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aligntyp atyp;
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struct monst *mtmp;
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if (mon) {
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ptr = mon->data;
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if (uwep && uwep->oartifact == ART_DEMONBANE && is_demon(ptr)) {
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if (canseemon(mon))
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pline("%s looks puzzled for a moment.", Monnam(mon));
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return 0;
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}
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atyp = mon->ispriest ? EPRI(mon)->shralign
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: mon->isminion ? EMIN(mon)->min_align
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: (ptr->maligntyp == A_NONE)
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? A_NONE
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: sgn(ptr->maligntyp);
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} else {
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ptr = &mons[PM_WIZARD_OF_YENDOR];
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atyp = (ptr->maligntyp == A_NONE) ? A_NONE : sgn(ptr->maligntyp);
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}
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if (is_dprince(ptr) || (ptr == &mons[PM_WIZARD_OF_YENDOR])) {
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dtype = (!rn2(20)) ? dprince(atyp) : (!rn2(4)) ? dlord(atyp)
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: ndemon(atyp);
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cnt = ((dtype != NON_PM)
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&& !rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1;
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} else if (is_dlord(ptr)) {
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dtype = (!rn2(50)) ? dprince(atyp) : (!rn2(20)) ? dlord(atyp)
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: ndemon(atyp);
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cnt = ((dtype != NON_PM)
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&& !rn2(4) && is_ndemon(&mons[dtype])) ? 2 : 1;
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} else if (is_ndemon(ptr)) {
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dtype = (!rn2(20)) ? dlord(atyp) : (!rn2(6)) ? ndemon(atyp)
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: monsndx(ptr);
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cnt = 1;
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} else if (is_lminion(mon)) {
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dtype = (is_lord(ptr) && !rn2(20))
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? llord()
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: (is_lord(ptr) || !rn2(6)) ? lminion() : monsndx(ptr);
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cnt = ((dtype != NON_PM)
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&& !rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1;
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} else if (ptr == &mons[PM_ANGEL]) {
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/* non-lawful angels can also summon */
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if (!rn2(6)) {
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switch (atyp) { /* see summon_minion */
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case A_NEUTRAL:
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dtype = PM_AIR_ELEMENTAL + rn2(4);
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break;
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case A_CHAOTIC:
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case A_NONE:
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dtype = ndemon(atyp);
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break;
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}
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} else {
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dtype = PM_ANGEL;
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}
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cnt = ((dtype != NON_PM)
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&& !rn2(4) && !is_lord(&mons[dtype])) ? 2 : 1;
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}
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if (dtype == NON_PM)
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return 0;
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/* sanity checks */
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if (cnt > 1 && (mons[dtype].geno & G_UNIQ))
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cnt = 1;
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/*
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* If this daemon is unique and being re-summoned (the only way we
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* could get this far with an extinct dtype), try another.
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*/
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if (g.mvitals[dtype].mvflags & G_GONE) {
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dtype = ndemon(atyp);
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if (dtype == NON_PM)
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return 0;
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}
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/* some candidates can generate a group of monsters, so simple
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count of non-null makemon() result is not sufficient */
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census = monster_census(FALSE);
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while (cnt > 0) {
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mtmp = makemon(&mons[dtype], u.ux, u.uy, MM_EMIN);
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if (mtmp) {
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result++;
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/* an angel's alignment should match the summoner */
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if (dtype == PM_ANGEL) {
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mtmp->isminion = 1;
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EMIN(mtmp)->min_align = atyp;
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/* renegade if same alignment but not peaceful
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or peaceful but different alignment */
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EMIN(mtmp)->renegade =
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(atyp != u.ualign.type) ^ !mtmp->mpeaceful;
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}
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if (is_demon(ptr) && canseemon(mtmp))
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pline("%s appears in a cloud of smoke!", Amonnam(mtmp));
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}
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cnt--;
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}
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/* how many monsters exist now compared to before? */
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if (result)
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result = monster_census(FALSE) - census;
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return result;
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}
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void
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summon_minion(alignment, talk)
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aligntyp alignment;
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boolean talk;
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{
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register struct monst *mon;
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int mnum;
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switch ((int) alignment) {
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case A_LAWFUL:
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mnum = lminion();
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break;
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case A_NEUTRAL:
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mnum = PM_AIR_ELEMENTAL + rn2(4);
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break;
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case A_CHAOTIC:
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case A_NONE:
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mnum = ndemon(alignment);
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break;
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default:
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impossible("unaligned player?");
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mnum = ndemon(A_NONE);
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break;
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}
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if (mnum == NON_PM) {
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mon = 0;
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} else if (mnum == PM_ANGEL) {
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN);
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if (mon) {
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mon->isminion = 1;
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EMIN(mon)->min_align = alignment;
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EMIN(mon)->renegade = FALSE;
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}
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} else if (mnum != PM_SHOPKEEPER && mnum != PM_GUARD
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&& mnum != PM_ALIGNED_PRIEST && mnum != PM_HIGH_PRIEST) {
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/* This was mons[mnum].pxlth == 0 but is this restriction
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appropriate or necessary now that the structures are separate? */
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mon = makemon(&mons[mnum], u.ux, u.uy, MM_EMIN);
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if (mon) {
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mon->isminion = 1;
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EMIN(mon)->min_align = alignment;
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EMIN(mon)->renegade = FALSE;
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}
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} else {
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mon = makemon(&mons[mnum], u.ux, u.uy, NO_MM_FLAGS);
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}
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if (mon) {
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if (talk) {
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pline_The("voice of %s booms:", align_gname(alignment));
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verbalize("Thou shalt pay for thine indiscretion!");
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if (!Blind)
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pline("%s appears before you.", Amonnam(mon));
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mon->mstrategy &= ~STRAT_APPEARMSG;
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}
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mon->mpeaceful = FALSE;
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/* don't call set_malign(); player was naughty */
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}
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}
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#define Athome (Inhell && (mtmp->cham == NON_PM))
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/* returns 1 if it won't attack. */
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int
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demon_talk(mtmp)
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register struct monst *mtmp;
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{
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long cash, demand, offer;
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if (uwep && uwep->oartifact == ART_EXCALIBUR) {
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pline("%s looks very angry.", Amonnam(mtmp));
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mtmp->mpeaceful = mtmp->mtame = 0;
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set_malign(mtmp);
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newsym(mtmp->mx, mtmp->my);
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return 0;
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}
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if (is_fainted()) {
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reset_faint(); /* if fainted - wake up */
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} else {
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stop_occupation();
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if (g.multi > 0) {
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nomul(0);
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unmul((char *) 0);
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}
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}
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/* Slight advantage given. */
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if (is_dprince(mtmp->data) && mtmp->minvis) {
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boolean wasunseen = !canspotmon(mtmp);
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mtmp->minvis = mtmp->perminvis = 0;
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if (wasunseen && canspotmon(mtmp)) {
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pline("%s appears before you.", Amonnam(mtmp));
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mtmp->mstrategy &= ~STRAT_APPEARMSG;
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}
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newsym(mtmp->mx, mtmp->my);
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}
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if (g.youmonst.data->mlet == S_DEMON) { /* Won't blackmail their own. */
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pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
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flags.female ? "Sister" : "Brother");
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if (!tele_restrict(mtmp))
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(void) rloc(mtmp, TRUE);
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return 1;
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}
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cash = money_cnt(g.invent);
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demand =
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(cash * (rnd(80) + 20 * Athome))
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/ (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));
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if (!demand || g.multi < 0) { /* you have no gold or can't move */
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mtmp->mpeaceful = 0;
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set_malign(mtmp);
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return 0;
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} else {
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/* make sure that the demand is unmeetable if the monster
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has the Amulet, preventing monster from being satisfied
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and removed from the game (along with said Amulet...) */
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if (mon_has_amulet(mtmp))
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demand = cash + (long) rn1(1000, 40);
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pline("%s demands %ld %s for safe passage.", Amonnam(mtmp), demand,
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currency(demand));
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if ((offer = bribe(mtmp)) >= demand) {
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pline("%s vanishes, laughing about cowardly mortals.",
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Amonnam(mtmp));
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} else if (offer > 0L
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&& (long) rnd(5 * ACURR(A_CHA)) > (demand - offer)) {
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pline("%s scowls at you menacingly, then vanishes.",
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Amonnam(mtmp));
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} else {
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pline("%s gets angry...", Amonnam(mtmp));
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mtmp->mpeaceful = 0;
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set_malign(mtmp);
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return 0;
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}
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}
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mongone(mtmp);
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return 1;
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}
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long
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bribe(mtmp)
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struct monst *mtmp;
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{
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char buf[BUFSZ] = DUMMY;
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long offer;
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long umoney = money_cnt(g.invent);
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getlin("How much will you offer?", buf);
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if (sscanf(buf, "%ld", &offer) != 1)
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offer = 0L;
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/*Michael Paddon -- fix for negative offer to monster*/
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/*JAR880815 - */
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if (offer < 0L) {
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You("try to shortchange %s, but fumble.", mon_nam(mtmp));
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return 0L;
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} else if (offer == 0L) {
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You("refuse.");
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return 0L;
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} else if (offer >= umoney) {
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You("give %s all your gold.", mon_nam(mtmp));
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offer = umoney;
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} else {
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You("give %s %ld %s.", mon_nam(mtmp), offer, currency(offer));
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}
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(void) money2mon(mtmp, offer);
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g.context.botl = 1;
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return offer;
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}
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int
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dprince(atyp)
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aligntyp atyp;
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{
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int tryct, pm;
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for (tryct = !In_endgame(&u.uz) ? 20 : 0; tryct > 0; --tryct) {
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pm = rn1(PM_DEMOGORGON + 1 - PM_ORCUS, PM_ORCUS);
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if (!(g.mvitals[pm].mvflags & G_GONE)
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&& (atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp)))
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return pm;
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}
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return dlord(atyp); /* approximate */
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}
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int
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dlord(atyp)
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aligntyp atyp;
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{
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int tryct, pm;
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for (tryct = !In_endgame(&u.uz) ? 20 : 0; tryct > 0; --tryct) {
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pm = rn1(PM_YEENOGHU + 1 - PM_JUIBLEX, PM_JUIBLEX);
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if (!(g.mvitals[pm].mvflags & G_GONE)
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&& (atyp == A_NONE || sgn(mons[pm].maligntyp) == sgn(atyp)))
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return pm;
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}
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return ndemon(atyp); /* approximate */
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}
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/* create lawful (good) lord */
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int
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llord()
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{
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if (!(g.mvitals[PM_ARCHON].mvflags & G_GONE))
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return PM_ARCHON;
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return lminion(); /* approximate */
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}
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int
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lminion()
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{
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int tryct;
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struct permonst *ptr;
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for (tryct = 0; tryct < 20; tryct++) {
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ptr = mkclass(S_ANGEL, 0);
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if (ptr && !is_lord(ptr))
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return monsndx(ptr);
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}
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return NON_PM;
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}
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int
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ndemon(atyp)
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aligntyp atyp; /* A_NONE is used for 'any alignment' */
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{
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struct permonst *ptr;
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/*
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* 3.6.2: [fixed #H2204, 22-Dec-2010, eight years later...]
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* pick a correctly aligned demon in one try. This used to
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* use mkclass() to choose a random demon type and keep trying
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* (up to 20 times) until it got one with the desired alignment.
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* mkclass_aligned() skips wrongly aligned potential candidates.
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* [The only neutral demons are djinni and mail daemon and
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* mkclass() won't pick them, but call it anyway in case either
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* aspect of that changes someday.]
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*/
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#if 0
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if (atyp == A_NEUTRAL)
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return NON_PM;
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#endif
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ptr = mkclass_aligned(S_DEMON, 0, atyp);
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return (ptr && is_ndemon(ptr)) ? monsndx(ptr) : NON_PM;
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}
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/* guardian angel has been affected by conflict so is abandoning hero */
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void
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lose_guardian_angel(mon)
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struct monst *mon; /* if null, angel hasn't been created yet */
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{
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coord mm;
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int i;
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if (mon) {
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if (canspotmon(mon)) {
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if (!Deaf) {
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pline("%s rebukes you, saying:", Monnam(mon));
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verbalize("Since you desire conflict, have some more!");
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} else {
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pline("%s vanishes!", Monnam(mon));
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}
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}
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mongone(mon);
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}
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/* create 2 to 4 hostile angels to replace the lost guardian */
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for (i = rn1(3, 2); i > 0; --i) {
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mm.x = u.ux;
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mm.y = u.uy;
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if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]))
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(void) mk_roamer(&mons[PM_ANGEL], u.ualign.type, mm.x, mm.y,
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FALSE);
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}
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}
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/* just entered the Astral Plane; receive tame guardian angel if worthy */
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void
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gain_guardian_angel()
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{
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struct monst *mtmp;
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struct obj *otmp;
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coord mm;
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Hear_again(); /* attempt to cure any deafness now (divine
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message will be heard even if that fails) */
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if (Conflict) {
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pline("A voice booms:");
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verbalize("Thy desire for conflict shall be fulfilled!");
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/* send in some hostile angels instead */
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lose_guardian_angel((struct monst *) 0);
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} else if (u.ualign.record > 8) { /* fervent */
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pline("A voice whispers:");
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verbalize("Thou hast been worthy of me!");
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mm.x = u.ux;
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mm.y = u.uy;
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if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])
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&& (mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type, mm.x, mm.y,
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TRUE)) != 0) {
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mtmp->mstrategy &= ~STRAT_APPEARMSG;
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/* guardian angel -- the one case mtame doesn't imply an
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* edog structure, so we don't want to call tamedog().
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* [Note: this predates mon->mextra which allows a monster
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* to have both emin and edog at the same time.]
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*/
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mtmp->mtame = 10;
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/* for 'hilite_pet'; after making tame, before next message */
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newsym(mtmp->mx, mtmp->my);
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if (!Blind)
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pline("An angel appears near you.");
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else
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You_feel("the presence of a friendly angel near you.");
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/* make him strong enough vs. endgame foes */
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mtmp->m_lev = rn1(8, 15);
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mtmp->mhp = mtmp->mhpmax =
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d((int) mtmp->m_lev, 10) + 30 + rnd(30);
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if ((otmp = select_hwep(mtmp)) == 0) {
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otmp = mksobj(SILVER_SABER, FALSE, FALSE);
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if (mpickobj(mtmp, otmp))
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panic("merged weapon?");
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}
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bless(otmp);
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if (otmp->spe < 4)
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|
otmp->spe += rnd(4);
|
|
if ((otmp = which_armor(mtmp, W_ARMS)) == 0
|
|
|| otmp->otyp != SHIELD_OF_REFLECTION) {
|
|
(void) mongets(mtmp, AMULET_OF_REFLECTION);
|
|
m_dowear(mtmp, TRUE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*minion.c*/
|