1898 lines
57 KiB
C
1898 lines
57 KiB
C
/* NetHack 3.5 makemon.c $NHDT-Date: 1427440865 2015/03/27 07:21:05 $ $NHDT-Branch: master $:$NHDT-Revision: 1.75 $ */
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/* NetHack 3.5 makemon.c $Date: 2012/01/29 00:34:33 $ $Revision: 1.69 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include <ctype.h>
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STATIC_VAR NEARDATA struct monst zeromonst;
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/* this assumes that a human quest leader or nemesis is an archetype
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of the corresponding role; that isn't so for some roles (tourist
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for instance) but is for the priests and monks we use it for... */
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#define quest_mon_represents_role(mptr,role_pm) \
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(mptr->mlet == S_HUMAN && Role_if(role_pm) && \
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(mptr->msound == MS_LEADER || mptr->msound == MS_NEMESIS))
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STATIC_DCL boolean FDECL(uncommon, (int));
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STATIC_DCL int FDECL(align_shift, (struct permonst *));
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STATIC_DCL boolean FDECL(mk_gen_ok, (int,int,int));
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STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
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STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int));
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STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int));
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STATIC_DCL void FDECL(m_initweap,(struct monst *));
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STATIC_DCL void FDECL(m_initinv,(struct monst *));
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extern const int monstr[];
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#define m_initsgrp(mtmp, x, y) m_initgrp(mtmp, x, y, 3)
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#define m_initlgrp(mtmp, x, y) m_initgrp(mtmp, x, y, 10)
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#define toostrong(monindx, lev) (monstr[monindx] > lev)
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#define tooweak(monindx, lev) (monstr[monindx] < lev)
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boolean
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is_home_elemental(ptr)
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register struct permonst *ptr;
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{
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if (ptr->mlet == S_ELEMENTAL)
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switch (monsndx(ptr)) {
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case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
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case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
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case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
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case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
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}
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return FALSE;
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}
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/*
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* Return true if the given monster cannot exist on this elemental level.
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*/
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STATIC_OVL boolean
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wrong_elem_type(ptr)
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register struct permonst *ptr;
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{
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if (ptr->mlet == S_ELEMENTAL) {
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return((boolean)(!is_home_elemental(ptr)));
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} else if (Is_earthlevel(&u.uz)) {
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/* no restrictions? */
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} else if (Is_waterlevel(&u.uz)) {
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/* just monsters that can swim */
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if(!is_swimmer(ptr)) return TRUE;
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} else if (Is_firelevel(&u.uz)) {
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if (!pm_resistance(ptr,MR_FIRE)) return TRUE;
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} else if (Is_airlevel(&u.uz)) {
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if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
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&& !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
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return TRUE;
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}
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return FALSE;
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}
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STATIC_OVL void
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m_initgrp(mtmp, x, y, n) /* make a group just like mtmp */
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register struct monst *mtmp;
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register int x, y, n;
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{
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coord mm;
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register int cnt = rnd(n);
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struct monst *mon;
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#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
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/* There is an unresolved problem with several people finding that
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* the game hangs eating CPU; if interrupted and restored, the level
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* will be filled with monsters. Of those reports giving system type,
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* there were two DG/UX and two HP-UX, all using gcc as the compiler.
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* hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
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* problem went away for him and another reporter-to-newsgroup
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* after adding this debugging code. This has almost got to be a
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* compiler bug, but until somebody tracks it down and gets it fixed,
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* might as well go with the "but it went away when I tried to find
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* it" code.
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*/
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int cnttmp,cntdiv;
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cnttmp = cnt;
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debugpline4("init group call <%d,%d>, n=%d, cnt=%d.", x, y, n, cnt);
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cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
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#endif
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/* Tuning: cut down on swarming at low character levels [mrs] */
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cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
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#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
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if (cnt != (cnttmp/cntdiv)) {
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pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
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(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1,
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cnttmp, cntdiv);
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}
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#endif
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if(!cnt) cnt++;
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#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
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if (cnt < 0) cnt = 1;
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if (cnt > 10) cnt = 10;
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#endif
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mm.x = x;
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mm.y = y;
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while(cnt--) {
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if (peace_minded(mtmp->data)) continue;
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/* Don't create groups of peaceful monsters since they'll get
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* in our way. If the monster has a percentage chance so some
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* are peaceful and some are not, the result will just be a
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* smaller group.
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*/
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if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
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mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS);
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if (mon) {
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mon->mpeaceful = FALSE;
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mon->mavenge = 0;
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set_malign(mon);
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/* Undo the second peace_minded() check in makemon(); if the
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* monster turned out to be peaceful the first time we
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* didn't create it at all; we don't want a second check.
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*/
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}
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}
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}
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}
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STATIC_OVL
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void
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m_initthrow(mtmp,otyp,oquan)
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struct monst *mtmp;
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int otyp,oquan;
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{
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register struct obj *otmp;
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otmp = mksobj(otyp, TRUE, FALSE);
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otmp->quan = (long) rn1(oquan, 3);
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otmp->owt = weight(otmp);
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if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
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(void) mpickobj(mtmp, otmp);
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}
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STATIC_OVL void
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m_initweap(mtmp)
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register struct monst *mtmp;
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{
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register struct permonst *ptr = mtmp->data;
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register int mm = monsndx(ptr);
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struct obj *otmp;
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if (Is_rogue_level(&u.uz)) return;
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/*
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* first a few special cases:
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*
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* giants get a boulder to throw sometimes.
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* ettins get clubs
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* kobolds get darts to throw
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* centaurs get some sort of bow & arrows or bolts
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* soldiers get all sorts of things.
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* kops get clubs & cream pies.
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*/
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switch (ptr->mlet) {
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case S_GIANT:
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if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?
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BOULDER : CLUB);
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break;
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case S_HUMAN:
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if(is_mercenary(ptr)) {
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int w1 = 0, w2 = 0;
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switch (mm) {
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case PM_WATCHMAN:
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case PM_SOLDIER:
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if (!rn2(3)) {
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w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
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w2 = rn2(2) ? DAGGER : KNIFE;
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} else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
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break;
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case PM_SERGEANT:
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w1 = rn2(2) ? FLAIL : MACE;
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break;
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case PM_LIEUTENANT:
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w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
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break;
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case PM_CAPTAIN:
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case PM_WATCH_CAPTAIN:
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w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
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break;
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default:
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if (!rn2(4)) w1 = DAGGER;
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if (!rn2(7)) w2 = SPEAR;
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break;
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}
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if (w1) (void)mongets(mtmp, w1);
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if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
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if (w2) (void)mongets(mtmp, w2);
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} else if (is_elf(ptr)) {
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if (rn2(2))
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(void) mongets(mtmp,
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rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
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if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
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else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
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if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER);
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switch (rn2(3)) {
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case 0:
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if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
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if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
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(void)mongets(mtmp, ELVEN_BOW);
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m_initthrow(mtmp, ELVEN_ARROW, 12);
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break;
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case 1:
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(void)mongets(mtmp, ELVEN_BROADSWORD);
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if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
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break;
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case 2:
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if (rn2(2)) {
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(void)mongets(mtmp, ELVEN_SPEAR);
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(void)mongets(mtmp, ELVEN_SHIELD);
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}
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break;
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}
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if (mm == PM_ELVENKING) {
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if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
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(void)mongets(mtmp, PICK_AXE);
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if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL);
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}
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} else if (ptr->msound == MS_PRIEST ||
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quest_mon_represents_role(ptr,PM_PRIEST)) {
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otmp = mksobj(MACE, FALSE, FALSE);
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if(otmp) {
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otmp->spe = rnd(3);
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if(!rn2(2)) curse(otmp);
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(void) mpickobj(mtmp, otmp);
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}
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} else if (mm == PM_NINJA) { /* extra quest villains */
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(void)mongets(mtmp, rn2(4) ? SHURIKEN : DART);
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(void)mongets(mtmp, rn2(4) ? SHORT_SWORD : AXE);
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}
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break;
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case S_ANGEL:
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if (humanoid(ptr)) {
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int spe2;
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/* create minion stuff; can't use mongets */
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otmp = mksobj(LONG_SWORD, FALSE, FALSE);
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/* maybe make it special */
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if (!rn2(20) || is_lord(ptr))
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otmp = oname(otmp, artiname(
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rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
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bless(otmp);
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otmp->oerodeproof = TRUE;
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spe2 = rn2(4);
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otmp->spe = max(otmp->spe, spe2);
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(void) mpickobj(mtmp, otmp);
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otmp = mksobj(!rn2(4) || is_lord(ptr) ?
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SHIELD_OF_REFLECTION : LARGE_SHIELD,
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FALSE, FALSE);
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otmp->cursed = FALSE;
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otmp->oerodeproof = TRUE;
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otmp->spe = 0;
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(void) mpickobj(mtmp, otmp);
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}
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break;
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case S_HUMANOID:
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if (mm == PM_HOBBIT) {
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switch (rn2(3)) {
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case 0:
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(void)mongets(mtmp, DAGGER);
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break;
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case 1:
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(void)mongets(mtmp, ELVEN_DAGGER);
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break;
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case 2:
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(void)mongets(mtmp, SLING);
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break;
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}
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if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
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if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
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} else if (is_dwarf(ptr)) {
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if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
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if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
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if (!rn2(4)) {
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(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
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/* note: you can't use a mattock with a shield */
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if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
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else {
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(void)mongets(mtmp, AXE);
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(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
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}
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(void)mongets(mtmp, DWARVISH_IRON_HELM);
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if (!rn2(3))
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(void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
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} else {
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(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
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}
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}
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break;
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case S_KOP: /* create Keystone Kops with cream pies to
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* throw. As suggested by KAA. [MRS]
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*/
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if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
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if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
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break;
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case S_ORC:
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if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
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switch (mm != PM_ORC_CAPTAIN ? mm :
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rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
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case PM_MORDOR_ORC:
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if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
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if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
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if(!rn2(3)) (void)mongets(mtmp, KNIFE);
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if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
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break;
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case PM_URUK_HAI:
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if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
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if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
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if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
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if(!rn2(3)) {
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(void)mongets(mtmp, ORCISH_BOW);
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m_initthrow(mtmp, ORCISH_ARROW, 12);
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}
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if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
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break;
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default:
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if (mm != PM_ORC_SHAMAN && rn2(2))
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(void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
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? ORCISH_DAGGER : SCIMITAR);
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}
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break;
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case S_OGRE:
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if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
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(void) mongets(mtmp, BATTLE_AXE);
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else
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(void) mongets(mtmp, CLUB);
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break;
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case S_TROLL:
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if (!rn2(2)) switch (rn2(4)) {
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case 0: (void)mongets(mtmp, RANSEUR); break;
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case 1: (void)mongets(mtmp, PARTISAN); break;
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case 2: (void)mongets(mtmp, GLAIVE); break;
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case 3: (void)mongets(mtmp, SPETUM); break;
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}
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break;
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case S_KOBOLD:
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if (!rn2(4)) m_initthrow(mtmp, DART, 12);
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break;
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case S_CENTAUR:
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if (rn2(2)) {
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if(ptr == &mons[PM_FOREST_CENTAUR]) {
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(void)mongets(mtmp, BOW);
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m_initthrow(mtmp, ARROW, 12);
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} else {
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(void)mongets(mtmp, CROSSBOW);
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m_initthrow(mtmp, CROSSBOW_BOLT, 12);
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}
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}
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break;
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case S_WRAITH:
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(void)mongets(mtmp, KNIFE);
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(void)mongets(mtmp, LONG_SWORD);
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break;
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case S_ZOMBIE:
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if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR);
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if (!rn2(4))
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(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
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break;
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case S_LIZARD:
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if (mm == PM_SALAMANDER)
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(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ?
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TRIDENT : STILETTO));
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break;
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case S_DEMON:
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switch (mm) {
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case PM_BALROG:
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(void)mongets(mtmp, BULLWHIP);
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(void)mongets(mtmp, BROADSWORD);
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break;
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case PM_ORCUS:
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(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
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break;
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case PM_HORNED_DEVIL:
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(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
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break;
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case PM_DISPATER:
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(void)mongets(mtmp, WAN_STRIKING);
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break;
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case PM_YEENOGHU:
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(void)mongets(mtmp, FLAIL);
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break;
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}
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/* prevent djinn and mail daemons from leaving objects when
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* they vanish
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*/
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if (!is_demon(ptr)) break;
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/* fall thru */
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/*
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* Now the general case, Some chance of getting some type
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* of weapon for "normal" monsters. Certain special types
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* of monsters will get a bonus chance or different selections.
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*/
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default:
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{
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int bias;
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bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
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switch(rnd(14 - (2 * bias))) {
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case 1:
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if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE);
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else m_initthrow(mtmp, DART, 12);
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break;
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case 2:
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if(strongmonst(ptr))
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(void) mongets(mtmp, TWO_HANDED_SWORD);
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else {
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(void) mongets(mtmp, CROSSBOW);
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m_initthrow(mtmp, CROSSBOW_BOLT, 12);
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}
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break;
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case 3:
|
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(void) mongets(mtmp, BOW);
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m_initthrow(mtmp, ARROW, 12);
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break;
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|
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);
|
|
|
|
if(ptr != &mons[PM_GUARD] &&
|
|
ptr != &mons[PM_WATCHMAN] &&
|
|
ptr != &mons[PM_WATCH_CAPTAIN]) {
|
|
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_WATCHMAN] && rn2(3))
|
|
(void) mongets(mtmp, TIN_WHISTLE);
|
|
} 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);
|
|
case 1: (void) mongets(mtmp, POT_EXTRA_HEALING);
|
|
case 2: (void) mongets(mtmp, POT_HEALING);
|
|
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;
|
|
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.
|
|
*/
|
|
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); /* genocided or 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) 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;
|
|
}
|
|
|
|
/*
|
|
* 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;
|
|
register 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) {
|
|
int tryct = 0; /* careful with bigrooms */
|
|
struct monst fakemon;
|
|
|
|
fakemon.data = ptr; /* set up for goodpos */
|
|
do {
|
|
x = rn1(COLNO-3,2);
|
|
y = rn2(ROWNO);
|
|
} while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0, gpflags) ||
|
|
(!in_mklev && tryct++ < 50 && cansee(x, 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) {
|
|
; /* stuck in its natural form (NON_PM) */
|
|
} else {
|
|
/* Note: shapechanger's initial form used to be
|
|
chosen with rndmonst(), yielding a monster
|
|
which was approriate to the level's difficulty
|
|
but ignored the changer's usual type selection
|
|
so would be inppropriate for vampshifters. */
|
|
mtmp->cham = mcham; /* remember base form */
|
|
if (mcham != PM_VLAD_THE_IMPALER &&
|
|
/* select initial shape */
|
|
(mcham = select_newcham_form(mtmp)) != NON_PM) {
|
|
/* take on initial shape; if successful,
|
|
avoid giving that shape's usual inventory */
|
|
if (newcham(mtmp, &mons[mcham], 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);
|
|
} 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;
|
|
{
|
|
/* 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(mons[mndx].maligntyp > A_NEUTRAL);
|
|
else
|
|
return((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.
|
|
*/
|
|
/* (`mndx' initialized above) */
|
|
for ( ; mndx < SPECIAL_PM; mndx++) {
|
|
ptr = &mons[mndx];
|
|
rndmonst_state.mchoices[mndx] = 0;
|
|
if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
|
|
continue;
|
|
if (upper && !isupper(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;
|
|
}
|
|
|
|
/* The routine below is used to 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 0 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;
|
|
}
|
|
|
|
int
|
|
adj_lev(ptr) /* adjust strength of monsters based on u.uz and u.ulevel */
|
|
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 */
|
|
}
|
|
|
|
struct permonst *
|
|
grow_up(mtmp, victim) /* `mtmp' might "grow up" into a bigger version */
|
|
struct monst *mtmp, *victim;
|
|
{
|
|
int oldtype, newtype, max_increase, cur_increase,
|
|
lev_limit, hp_threshold;
|
|
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];
|
|
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)) {
|
|
pline("%s %s %s.", Monnam(mtmp),
|
|
humanoid(ptr) ? "becomes" : "grows up into",
|
|
an(ptr->mname));
|
|
}
|
|
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 */
|
|
}
|
|
/* 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;
|
|
register 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);
|
|
} else 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, S_MIMIC_DEF,
|
|
};
|
|
|
|
void
|
|
set_mimic_sym(mtmp) /* KAA, modified by ERS */
|
|
register struct monst *mtmp;
|
|
{
|
|
int typ, roomno, rt;
|
|
unsigned appear, ap_type;
|
|
int s_sym;
|
|
struct obj *otmp;
|
|
int mx, my;
|
|
|
|
if (!mtmp) 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) {
|
|
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 a monster from a 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*/
|