Statues on Medusa's level are supposed to be from petrified creatures rather than somebody's artwork, so creatures that can't be turned to stone aren't eligible. However, creatures who change form when hit with stoning damage (foo golems to stone golem) were being allowed. Also, statues in cockatrice nest rooms are supposed to be from former characters and take their names from the high scores file. But when 'record' is empty, the statue would be of a random creature instead of being changed into a player character, so both not the latter and possibly something that can't be petrified. I've taken the Medusa part as-is but did the cockatrice nest part differently. It rejected statues of non-stonable creatures in case the named character attempt failed. I've changed things so that when a named player character can't be created, it will use an unnamed one instead of random creature. The issue of maybe ending up with a non- stonable form goes away because all player characters are vulnerable. Fixes #479
376 lines
12 KiB
C
376 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 *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, xchar x, xchar 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), FALSE); /* 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, 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 (otmp->oartifact == 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], (xchar) x, (xchar) 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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pline("Talk? -- %s", (mtmp->data == &mons[g.urole.malenum]
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|| mtmp->data == &mons[g.urole.femalenum])
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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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