Source:NetHack 3.4.0/makemon.c
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Below is the full text to makemon.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/makemon.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
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1. /* SCCS Id: @(#)makemon.c 3.4 2002/02/07 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "epri.h" 7. #include "emin.h" 8. #include "edog.h" 9. #ifdef REINCARNATION 10. #include <ctype.h> 11. #endif 12. 13. STATIC_VAR NEARDATA struct monst zeromonst; 14. 15. /* this assumes that a human quest leader or nemesis is an archetype 16. of the corresponding role; that isn't so for some roles (tourist 17. for instance) but is for the priests and monks we use it for... */ 18. #define quest_mon_represents_role(mptr,role_pm) \ 19. (mptr->mlet == S_HUMAN && Role_if(role_pm) && \ 20. (mptr->msound == MS_LEADER || mptr->msound == MS_NEMESIS)) 21. 22. #ifdef OVL0 23. STATIC_DCL boolean FDECL(uncommon, (int)); 24. STATIC_DCL int FDECL(align_shift, (struct permonst *)); 25. #endif /* OVL0 */ 26. STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *)); 27. STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int)); 28. STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int)); 29. STATIC_DCL void FDECL(m_initweap,(struct monst *)); 30. #ifdef OVL1 31. STATIC_DCL void FDECL(m_initinv,(struct monst *)); 32. #endif /* OVL1 */ 33. 34. extern const int monstr[]; 35. 36. #define m_initsgrp(mtmp, x, y) m_initgrp(mtmp, x, y, 3) 37. #define m_initlgrp(mtmp, x, y) m_initgrp(mtmp, x, y, 10) 38. #define toostrong(monindx, lev) (monstr[monindx] > lev) 39. #define tooweak(monindx, lev) (monstr[monindx] < lev) 40. 41. #ifdef OVLB 42. boolean 43. is_home_elemental(ptr) 44. register struct permonst *ptr; 45. { 46. if (ptr->mlet == S_ELEMENTAL) 47. switch (monsndx(ptr)) { 48. case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz); 49. case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz); 50. case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz); 51. case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz); 52. } 53. return FALSE; 54. } 55. 56. /* 57. * Return true if the given monster cannot exist on this elemental level. 58. */ 59. STATIC_OVL boolean 60. wrong_elem_type(ptr) 61. register struct permonst *ptr; 62. { 63. if (ptr->mlet == S_ELEMENTAL) { 64. return((boolean)(!is_home_elemental(ptr))); 65. } else if (Is_earthlevel(&u.uz)) { 66. /* no restrictions? */ 67. } else if (Is_waterlevel(&u.uz)) { 68. /* just monsters that can swim */ 69. if(!is_swimmer(ptr)) return TRUE; 70. } else if (Is_firelevel(&u.uz)) { 71. if (!pm_resistance(ptr,MR_FIRE)) return TRUE; 72. } else if (Is_airlevel(&u.uz)) { 73. if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr) 74. && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr)) 75. return TRUE; 76. } 77. return FALSE; 78. } 79. 80. STATIC_OVL void 81. m_initgrp(mtmp, x, y, n) /* make a group just like mtmp */ 82. register struct monst *mtmp; 83. register int x, y, n; 84. { 85. coord mm; 86. register int cnt = rnd(n); 87. struct monst *mon; 88. #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX)) 89. /* There is an unresolved problem with several people finding that 90. * the game hangs eating CPU; if interrupted and restored, the level 91. * will be filled with monsters. Of those reports giving system type, 92. * there were two DG/UX and two HP-UX, all using gcc as the compiler. 93. * hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the 94. * problem went away for him and another reporter-to-newsgroup 95. * after adding this debugging code. This has almost got to be a 96. * compiler bug, but until somebody tracks it down and gets it fixed, 97. * might as well go with the "but it went away when I tried to find 98. * it" code. 99. */ 100. int cnttmp,cntdiv; 101. 102. cnttmp = cnt; 103. # ifdef DEBUG 104. pline("init group call x=%d,y=%d,n=%d,cnt=%d.", x, y, n, cnt); 105. # endif 106. cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1); 107. #endif 108. /* Tuning: cut down on swarming at low character levels [mrs] */ 109. cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1; 110. #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX)) 111. if (cnt != (cnttmp/cntdiv)) { 112. pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt, 113. (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1, 114. cnttmp, cntdiv); 115. } 116. #endif 117. if(!cnt) cnt++; 118. #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX)) 119. if (cnt < 0) cnt = 1; 120. if (cnt > 10) cnt = 10; 121. #endif 122. 123. mm.x = x; 124. mm.y = y; 125. while(cnt--) { 126. if (peace_minded(mtmp->data)) continue; 127. /* Don't create groups of peaceful monsters since they'll get 128. * in our way. If the monster has a percentage chance so some 129. * are peaceful and some are not, the result will just be a 130. * smaller group. 131. */ 132. if (enexto(&mm, mm.x, mm.y, mtmp->data)) { 133. mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS); 134. mon->mpeaceful = FALSE; 135. mon->mavenge = 0; 136. set_malign(mon); 137. /* Undo the second peace_minded() check in makemon(); if the 138. * monster turned out to be peaceful the first time we 139. * didn't create it at all; we don't want a second check. 140. */ 141. } 142. } 143. } 144. 145. STATIC_OVL 146. void 147. m_initthrow(mtmp,otyp,oquan) 148. struct monst *mtmp; 149. int otyp,oquan; 150. { 151. register struct obj *otmp; 152. 153. otmp = mksobj(otyp, TRUE, FALSE); 154. otmp->quan = (long) rn1(oquan, 3); 155. otmp->owt = weight(otmp); 156. if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE; 157. (void) mpickobj(mtmp, otmp); 158. } 159. 160. #endif /* OVLB */ 161. #ifdef OVL2 162. 163. STATIC_OVL void 164. m_initweap(mtmp) 165. register struct monst *mtmp; 166. { 167. register struct permonst *ptr = mtmp->data; 168. register int mm = monsndx(ptr); 169. struct obj *otmp; 170. 171. #ifdef REINCARNATION 172. if (Is_rogue_level(&u.uz)) return; 173. #endif 174. /* 175. * first a few special cases: 176. * 177. * giants get a boulder to throw sometimes. 178. * ettins get clubs 179. * kobolds get darts to throw 180. * centaurs get some sort of bow & arrows or bolts 181. * soldiers get all sorts of things. 182. * kops get clubs & cream pies. 183. */ 184. switch (ptr->mlet) { 185. case S_GIANT: 186. if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ? 187. BOULDER : CLUB); 188. break; 189. case S_HUMAN: 190. if(is_mercenary(ptr)) { 191. int w1 = 0, w2 = 0; 192. switch (mm) { 193. 194. case PM_WATCHMAN: 195. case PM_SOLDIER: 196. if (!rn2(3)) { 197. w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN); 198. w2 = rn2(2) ? DAGGER : KNIFE; 199. } else w1 = rn2(2) ? SPEAR : SHORT_SWORD; 200. break; 201. case PM_SERGEANT: 202. w1 = rn2(2) ? FLAIL : MACE; 203. break; 204. case PM_LIEUTENANT: 205. w1 = rn2(2) ? BROADSWORD : LONG_SWORD; 206. break; 207. case PM_CAPTAIN: 208. case PM_WATCH_CAPTAIN: 209. w1 = rn2(2) ? LONG_SWORD : SILVER_SABER; 210. break; 211. default: 212. if (!rn2(4)) w1 = DAGGER; 213. if (!rn2(7)) w2 = SPEAR; 214. break; 215. } 216. if (w1) (void)mongets(mtmp, w1); 217. if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE; 218. if (w2) (void)mongets(mtmp, w2); 219. } else if (is_elf(ptr)) { 220. if (rn2(2)) 221. (void) mongets(mtmp, 222. rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK); 223. if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM); 224. else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS); 225. if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER); 226. switch (rn2(3)) { 227. case 0: 228. if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD); 229. if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD); 230. (void)mongets(mtmp, ELVEN_BOW); 231. m_initthrow(mtmp, ELVEN_ARROW, 12); 232. break; 233. case 1: 234. (void)mongets(mtmp, ELVEN_BROADSWORD); 235. if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD); 236. break; 237. case 2: 238. if (rn2(2)) { 239. (void)mongets(mtmp, ELVEN_SPEAR); 240. (void)mongets(mtmp, ELVEN_SHIELD); 241. } 242. break; 243. } 244. if (mm == PM_ELVENKING) { 245. if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz))) 246. (void)mongets(mtmp, PICK_AXE); 247. if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL); 248. } 249. } else if (ptr->msound == MS_PRIEST || 250. quest_mon_represents_role(ptr,PM_PRIEST)) { 251. otmp = mksobj(MACE, FALSE, FALSE); 252. if(otmp) { 253. otmp->spe = rnd(3); 254. if(!rn2(2)) curse(otmp); 255. (void) mpickobj(mtmp, otmp); 256. } 257. } 258. break; 259. 260. case S_ANGEL: 261. { 262. int spe2; 263. 264. /* create minion stuff; can't use mongets */ 265. otmp = mksobj(LONG_SWORD, FALSE, FALSE); 266. 267. /* maybe make it special */ 268. if (!rn2(20) || is_lord(ptr)) 269. otmp = oname(otmp, artiname( 270. rn2(2) ? ART_DEMONBANE : ART_SUNSWORD)); 271. bless(otmp); 272. otmp->oerodeproof = TRUE; 273. spe2 = rn2(4); 274. otmp->spe = max(otmp->spe, spe2); 275. (void) mpickobj(mtmp, otmp); 276. 277. otmp = mksobj(!rn2(4) || is_lord(ptr) ? 278. SHIELD_OF_REFLECTION : LARGE_SHIELD, 279. FALSE, FALSE); 280. otmp->cursed = FALSE; 281. otmp->oerodeproof = TRUE; 282. otmp->spe = 0; 283. (void) mpickobj(mtmp, otmp); 284. } 285. break; 286. 287. case S_HUMANOID: 288. if (mm == PM_HOBBIT) { 289. switch (rn2(3)) { 290. case 0: 291. (void)mongets(mtmp, DAGGER); 292. break; 293. case 1: 294. (void)mongets(mtmp, ELVEN_DAGGER); 295. break; 296. case 2: 297. (void)mongets(mtmp, SLING); 298. break; 299. } 300. if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT); 301. if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK); 302. } else if (is_dwarf(ptr)) { 303. if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK); 304. if (rn2(7)) (void)mongets(mtmp, IRON_SHOES); 305. if (!rn2(4)) { 306. (void)mongets(mtmp, DWARVISH_SHORT_SWORD); 307. /* note: you can't use a mattock with a shield */ 308. if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK); 309. else { 310. (void)mongets(mtmp, AXE); 311. (void)mongets(mtmp, DWARVISH_ROUNDSHIELD); 312. } 313. (void)mongets(mtmp, DWARVISH_IRON_HELM); 314. if (!rn2(3)) 315. (void)mongets(mtmp, DWARVISH_MITHRIL_COAT); 316. } else { 317. (void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER); 318. } 319. } 320. break; 321. # ifdef KOPS 322. case S_KOP: /* create Keystone Kops with cream pies to 323. * throw. As suggested by KAA. [MRS] 324. */ 325. if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2); 326. if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE); 327. break; 328. # endif 329. case S_ORC: 330. if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM); 331. switch (mm != PM_ORC_CAPTAIN ? mm : 332. rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) { 333. case PM_MORDOR_ORC: 334. if(!rn2(3)) (void)mongets(mtmp, SCIMITAR); 335. if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD); 336. if(!rn2(3)) (void)mongets(mtmp, KNIFE); 337. if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL); 338. break; 339. case PM_URUK_HAI: 340. if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK); 341. if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD); 342. if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES); 343. if(!rn2(3)) { 344. (void)mongets(mtmp, ORCISH_BOW); 345. m_initthrow(mtmp, ORCISH_ARROW, 12); 346. } 347. if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD); 348. break; 349. default: 350. if (mm != PM_ORC_SHAMAN && rn2(2)) 351. (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0) 352. ? ORCISH_DAGGER : SCIMITAR); 353. } 354. break; 355. case S_OGRE: 356. if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12)) 357. (void) mongets(mtmp, BATTLE_AXE); 358. else 359. (void) mongets(mtmp, CLUB); 360. break; 361. case S_TROLL: 362. if (!rn2(2)) switch (rn2(4)) { 363. case 0: (void)mongets(mtmp, RANSEUR); break; 364. case 1: (void)mongets(mtmp, PARTISAN); break; 365. case 2: (void)mongets(mtmp, GLAIVE); break; 366. case 3: (void)mongets(mtmp, SPETUM); break; 367. } 368. break; 369. case S_KOBOLD: 370. if (!rn2(4)) m_initthrow(mtmp, DART, 12); 371. break; 372. 373. case S_CENTAUR: 374. if (rn2(2)) { 375. if(ptr == &mons[PM_FOREST_CENTAUR]) { 376. (void)mongets(mtmp, BOW); 377. m_initthrow(mtmp, ARROW, 12); 378. } else { 379. (void)mongets(mtmp, CROSSBOW); 380. m_initthrow(mtmp, CROSSBOW_BOLT, 12); 381. } 382. } 383. break; 384. case S_WRAITH: 385. (void)mongets(mtmp, KNIFE); 386. (void)mongets(mtmp, LONG_SWORD); 387. break; 388. case S_ZOMBIE: 389. if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR); 390. if (!rn2(4)) 391. (void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD)); 392. break; 393. case S_LIZARD: 394. if (mm == PM_SALAMANDER) 395. (void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ? 396. TRIDENT : STILETTO)); 397. break; 398. case S_DEMON: 399. switch (mm) { 400. case PM_BALROG: 401. (void)mongets(mtmp, BULLWHIP); 402. (void)mongets(mtmp, BROADSWORD); 403. break; 404. case PM_ORCUS: 405. (void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */ 406. break; 407. case PM_HORNED_DEVIL: 408. (void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP); 409. break; 410. case PM_ICE_DEVIL: 411. if (!rn2(4)) (void)mongets(mtmp, SPEAR); 412. break; 413. case PM_ASMODEUS: 414. (void)mongets(mtmp, WAN_COLD); 415. (void)mongets(mtmp, WAN_FIRE); 416. break; 417. case PM_DISPATER: 418. (void)mongets(mtmp, WAN_STRIKING); 419. break; 420. case PM_YEENOGHU: 421. (void)mongets(mtmp, FLAIL); 422. break; 423. } 424. /* prevent djinnis and mail daemons from leaving objects when 425. * they vanish 426. */ 427. if (!is_demon(ptr)) break; 428. /* fall thru */ 429. /* 430. * Now the general case, Some chance of getting some type 431. * of weapon for "normal" monsters. Certain special types 432. * of monsters will get a bonus chance or different selections. 433. */ 434. default: 435. { 436. int bias; 437. 438. bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr); 439. switch(rnd(14 - (2 * bias))) { 440. case 1: 441. if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE); 442. else m_initthrow(mtmp, DART, 12); 443. break; 444. case 2: 445. if(strongmonst(ptr)) 446. (void) mongets(mtmp, TWO_HANDED_SWORD); 447. else { 448. (void) mongets(mtmp, CROSSBOW); 449. m_initthrow(mtmp, CROSSBOW_BOLT, 12); 450. } 451. break; 452. case 3: 453. (void) mongets(mtmp, BOW); 454. m_initthrow(mtmp, ARROW, 12); 455. break; 456. case 4: 457. if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD); 458. else m_initthrow(mtmp, DAGGER, 3); 459. break; 460. case 5: 461. if(strongmonst(ptr)) 462. (void) mongets(mtmp, LUCERN_HAMMER); 463. else (void) mongets(mtmp, AKLYS); 464. break; 465. default: 466. break; 467. } 468. } 469. break; 470. } 471. if ((int) mtmp->m_lev > rn2(75)) 472. (void) mongets(mtmp, rnd_offensive_item(mtmp)); 473. } 474. 475. #endif /* OVL2 */ 476. #ifdef OVL1 477. 478. #ifdef GOLDOBJ 479. /* 480. * Makes up money for monster's inventory. 481. * This will change with silver & copper coins 482. */ 483. void 484. mkmonmoney(mtmp, amount) 485. struct monst *mtmp; 486. long amount; 487. { 488. struct obj *gold = mksobj(GOLD_PIECE, FALSE, FALSE); 489. gold->quan = amount; 490. add_to_minv(mtmp, gold); 491. } 492. #endif 493. 494. STATIC_OVL void 495. m_initinv(mtmp) 496. register struct monst *mtmp; 497. { 498. register int cnt; 499. register struct obj *otmp; 500. register struct permonst *ptr = mtmp->data; 501. #ifdef REINCARNATION 502. if (Is_rogue_level(&u.uz)) return; 503. #endif 504. /* 505. * Soldiers get armour & rations - armour approximates their ac. 506. * Nymphs may get mirror or potion of object detection. 507. */ 508. switch(ptr->mlet) { 509. 510. case S_HUMAN: 511. if(is_mercenary(ptr)) { 512. register int mac; 513. 514. switch(monsndx(ptr)) { 515. case PM_GUARD: mac = -1; break; 516. case PM_SOLDIER: mac = 3; break; 517. case PM_SERGEANT: mac = 0; break; 518. case PM_LIEUTENANT: mac = -2; break; 519. case PM_CAPTAIN: mac = -3; break; 520. case PM_WATCHMAN: mac = 3; break; 521. case PM_WATCH_CAPTAIN: mac = -2; break; 522. default: impossible("odd mercenary %d?", monsndx(ptr)); 523. mac = 0; 524. break; 525. } 526. 527. if (mac < -1 && rn2(5)) 528. mac += 7 + mongets(mtmp, (rn2(5)) ? 529. PLATE_MAIL : CRYSTAL_PLATE_MAIL); 530. else if (mac < 3 && rn2(5)) 531. mac += 6 + mongets(mtmp, (rn2(3)) ? 532. SPLINT_MAIL : BANDED_MAIL); 533. else if (rn2(5)) 534. mac += 3 + mongets(mtmp, (rn2(3)) ? 535. RING_MAIL : STUDDED_LEATHER_ARMOR); 536. else 537. mac += 2 + mongets(mtmp, LEATHER_ARMOR); 538. 539. if (mac < 10 && rn2(3)) 540. mac += 1 + mongets(mtmp, HELMET); 541. else if (mac < 10 && rn2(2)) 542. mac += 1 + mongets(mtmp, DENTED_POT); 543. if (mac < 10 && rn2(3)) 544. mac += 1 + mongets(mtmp, SMALL_SHIELD); 545. else if (mac < 10 && rn2(2)) 546. mac += 2 + mongets(mtmp, LARGE_SHIELD); 547. if (mac < 10 && rn2(3)) 548. mac += 1 + mongets(mtmp, LOW_BOOTS); 549. else if (mac < 10 && rn2(2)) 550. mac += 2 + mongets(mtmp, HIGH_BOOTS); 551. if (mac < 10 && rn2(3)) 552. mac += 1 + mongets(mtmp, LEATHER_GLOVES); 553. else if (mac < 10 && rn2(2)) 554. mac += 1 + mongets(mtmp, LEATHER_CLOAK); 555. 556. if(ptr != &mons[PM_GUARD] && 557. ptr != &mons[PM_WATCHMAN] && 558. ptr != &mons[PM_WATCH_CAPTAIN]) { 559. if (!rn2(3)) (void) mongets(mtmp, K_RATION); 560. if (!rn2(2)) (void) mongets(mtmp, C_RATION); 561. if (ptr != &mons[PM_SOLDIER] && !rn2(3)) 562. (void) mongets(mtmp, BUGLE); 563. } else 564. if (ptr == &mons[PM_WATCHMAN] && rn2(3)) 565. (void) mongets(mtmp, TIN_WHISTLE); 566. } else if (ptr == &mons[PM_SHOPKEEPER]) { 567. (void) mongets(mtmp,SKELETON_KEY); 568. switch (rn2(4)) { 569. /* MAJOR fall through ... */ 570. case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE); 571. case 1: (void) mongets(mtmp, POT_EXTRA_HEALING); 572. case 2: (void) mongets(mtmp, POT_HEALING); 573. case 3: (void) mongets(mtmp, WAN_STRIKING); 574. } 575. } else if (ptr->msound == MS_PRIEST || 576. quest_mon_represents_role(ptr,PM_PRIEST)) { 577. (void) mongets(mtmp, rn2(7) ? ROBE : 578. rn2(3) ? CLOAK_OF_PROTECTION : 579. CLOAK_OF_MAGIC_RESISTANCE); 580. (void) mongets(mtmp, SMALL_SHIELD); 581. #ifndef GOLDOBJ 582. mtmp->mgold = (long)rn1(10,20); 583. #else 584. mkmonmoney(mtmp,(long)rn1(10,20)); 585. #endif 586. } else if (quest_mon_represents_role(ptr,PM_MONK)) { 587. (void) mongets(mtmp, rn2(11) ? ROBE : 588. CLOAK_OF_MAGIC_RESISTANCE); 589. } 590. break; 591. case S_NYMPH: 592. if(!rn2(2)) (void) mongets(mtmp, MIRROR); 593. if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION); 594. break; 595. case S_GIANT: 596. if (ptr == &mons[PM_MINOTAUR]) { 597. if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz))) 598. (void) mongets(mtmp, WAN_DIGGING); 599. } else if (is_giant(ptr)) { 600. for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) { 601. otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1), 602. FALSE, FALSE); 603. otmp->quan = (long) rn1(2, 3); 604. otmp->owt = weight(otmp); 605. (void) mpickobj(mtmp, otmp); 606. } 607. } 608. break; 609. case S_WRAITH: 610. if (ptr == &mons[PM_NAZGUL]) { 611. otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE); 612. curse(otmp); 613. (void) mpickobj(mtmp, otmp); 614. } 615. break; 616. case S_LICH: 617. if (ptr == &mons[PM_MASTER_LICH] && !rn2(13)) 618. (void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING)); 619. else if (ptr == &mons[PM_ARCH_LICH] && !rn2(3)) { 620. otmp = mksobj(rn2(3) ? ATHAME : QUARTERSTAFF, 621. TRUE, rn2(13) ? FALSE : TRUE); 622. if (otmp->spe < 2) otmp->spe = rnd(3); 623. if (!rn2(4)) otmp->oerodeproof = 1; 624. (void) mpickobj(mtmp, otmp); 625. } 626. break; 627. case S_MUMMY: 628. if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING); 629. break; 630. case S_QUANTMECH: 631. if (!rn2(20)) { 632. otmp = mksobj(LARGE_BOX, FALSE, FALSE); 633. otmp->spe = 1; /* flag for special box */ 634. otmp->owt = weight(otmp); 635. (void) mpickobj(mtmp, otmp); 636. } 637. break; 638. case S_LEPRECHAUN: 639. #ifndef GOLDOBJ 640. mtmp->mgold = (long) d(level_difficulty(), 30); 641. #else 642. mkmonmoney(mtmp, (long) d(level_difficulty(), 30)); 643. #endif 644. break; 645. default: 646. break; 647. } 648. 649. /* ordinary soldiers rarely have access to magic (or gold :-) */ 650. if (ptr == &mons[PM_SOLDIER] && rn2(13)) return; 651. 652. if ((int) mtmp->m_lev > rn2(50)) 653. (void) mongets(mtmp, rnd_defensive_item(mtmp)); 654. if ((int) mtmp->m_lev > rn2(100)) 655. (void) mongets(mtmp, rnd_misc_item(mtmp)); 656. #ifndef GOLDOBJ 657. if (likes_gold(ptr) && !mtmp->mgold && !rn2(5)) 658. mtmp->mgold = 659. (long) d(level_difficulty(), mtmp->minvent ? 5 : 10); 660. #else 661. if (likes_gold(ptr) && !findgold(mtmp->minvent) && !rn2(5)) 662. mkmonmoney(mtmp, (long) d(level_difficulty(), mtmp->minvent ? 5 : 10)); 663. #endif 664. } 665. 666. struct monst * 667. clone_mon(mon) 668. struct monst *mon; 669. { 670. coord mm; 671. struct monst *m2; 672. 673. /* may be too weak or have been extinguished for population control */ 674. if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT)) 675. return (struct monst *)0; 676. 677. mm.x = mon->mx; 678. mm.y = mon->my; 679. if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y)) 680. return (struct monst *)0; 681. m2 = newmonst(0); 682. *m2 = *mon; /* copy condition of old monster */ 683. m2->nmon = fmon; 684. fmon = m2; 685. m2->m_id = flags.ident++; 686. if (!m2->m_id) m2->m_id = flags.ident++; /* ident overflowed */ 687. m2->mx = mm.x; 688. m2->my = mm.y; 689. 690. m2->minvent = (struct obj *) 0; /* objects don't clone */ 691. m2->mleashed = FALSE; 692. #ifndef GOLDOBJ 693. m2->mgold = 0L; 694. #endif 695. /* Max HP the same, but current HP halved for both. The caller 696. * might want to override this by halving the max HP also. 697. * When current HP is odd, the original keeps the extra point. 698. */ 699. m2->mhpmax = mon->mhpmax; 700. m2->mhp = mon->mhp / 2; 701. mon->mhp -= m2->mhp; 702. 703. /* since shopkeepers and guards will only be cloned if they've been 704. * polymorphed away from their original forms, the clone doesn't have 705. * room for the extra information. we also don't want two shopkeepers 706. * around for the same shop. 707. */ 708. if (mon->isshk) m2->isshk = FALSE; 709. if (mon->isgd) m2->isgd = FALSE; 710. if (mon->ispriest) m2->ispriest = FALSE; 711. m2->mxlth = 0; 712. place_monster(m2, m2->mx, m2->my); 713. if (emits_light(m2->data)) 714. new_light_source(m2->mx, m2->my, emits_light(m2->data), 715. LS_MONSTER, (genericptr_t)m2); 716. if (m2->mnamelth) { 717. m2->mnamelth = 0; /* or it won't get allocated */ 718. m2 = christen_monst(m2, NAME(mon)); 719. } 720. newsym(m2->mx,m2->my); /* display the new monster */ 721. if (mon->mtame) { 722. struct monst *m3; 723. 724. if (mon->isminion) { 725. m3 = newmonst(sizeof(struct epri) + mon->mnamelth); 726. *m3 = *m2; 727. m3->mxlth = sizeof(struct epri); 728. if (m2->mnamelth) Strcpy(NAME(m3), NAME(m2)); 729. *(EPRI(m3)) = *(EPRI(mon)); 730. replmon(m2, m3); 731. m2 = m3; 732. } else { 733. /* because m2 is a copy of mon it is tame but not init'ed. 734. * however, tamedog will not re-tame a tame dog, so m2 735. * must be made non-tame to get initialized properly. 736. */ 737. m2->mtame = 0; 738. if ((m3 = tamedog(m2, (struct obj *)0)) != 0) { 739. m2 = m3; 740. *(EDOG(m2)) = *(EDOG(mon)); 741. } 742. } 743. } 744. return m2; 745. } 746. 747. /* 748. * called with [x,y] = coordinates; 749. * [0,0] means anyplace 750. * [u.ux,u.uy] means: near player (if !in_mklev) 751. * 752. * In case we make a monster group, only return the one at [x,y]. 753. */ 754. struct monst * 755. makemon(ptr, x, y, mmflags) 756. register struct permonst *ptr; 757. register int x, y; 758. register int mmflags; 759. { 760. register struct monst *mtmp; 761. int mndx, mcham, ct, mitem, xlth; 762. boolean anymon = (!ptr); 763. boolean byyou = (x == u.ux && y == u.uy); 764. boolean allow_minvent = ((mmflags & NO_MINVENT) == 0); 765. boolean countbirth = ((mmflags & MM_NOCOUNTBIRTH) == 0); 766. uchar lim; 767. 768. /* if caller wants random location, do it here */ 769. if(x == 0 && y == 0) { 770. int tryct = 0; /* careful with bigrooms */ 771. struct monst fakemon; 772. 773. fakemon.data = ptr; /* set up for goodpos */ 774. do { 775. x = rn1(COLNO-3,2); 776. y = rn2(ROWNO); 777. } while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0) || 778. (!in_mklev && tryct++ < 50 && cansee(x, y))); 779. } else if (byyou && !in_mklev) { 780. coord bypos; 781. 782. if(enexto(&bypos, u.ux, u.uy, ptr)) { 783. x = bypos.x; 784. y = bypos.y; 785. } else 786. return((struct monst *)0); 787. } 788. 789. /* if a monster already exists at the position, return */ 790. if(MON_AT(x, y)) 791. return((struct monst *) 0); 792. 793. if(ptr){ 794. mndx = monsndx(ptr); 795. /* if you are to make a specific monster and it has 796. already been genocided, return */ 797. if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0); 798. #ifdef DEBUG 799. if (wizard && (mvitals[mndx].mvflags & G_EXTINCT)) 800. pline("Explicitly creating extinct monster %s.", 801. mons[mndx].mname); 802. #endif 803. } else { 804. /* make a random (common) monster that can survive here. 805. * (the special levels ask for random monsters at specific 806. * positions, causing mass drowning on the medusa level, 807. * for instance.) 808. */ 809. int tryct = 0; /* maybe there are no good choices */ 810. struct monst fakemon; 811. do { 812. if(!(ptr = rndmonst())) { 813. #ifdef DEBUG 814. pline("Warning: no monster."); 815. #endif 816. return((struct monst *) 0); /* no more monsters! */ 817. } 818. fakemon.data = ptr; /* set up for goodpos */ 819. } while(!goodpos(x, y, &fakemon) && tryct++ < 50); 820. mndx = monsndx(ptr); 821. } 822. /* if it's unique, don't ever make it again */ 823. if (ptr->geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT; 824. 825. /* Once a certain number of monsters are created, don't create any more 826. * at random (i.e. make them extinct). The previous (3.2) behavior was 827. * to do this when a certain number had _died_, which didn't make 828. * much sense. 829. * This version makes a little more sense but still requires that 830. * the caller manually decrement mvitals if the monster is created 831. * under circumstances where one would not logically expect the 832. * creation to reduce the supply of wild monsters. Monster cloning 833. * might be one such case, but we go against logic there in order to 834. * reduce the possibility of abuse. 835. */ 836. if (mvitals[mndx].born < 255 && countbirth) mvitals[mndx].born++; 837. lim = mbirth_limit(mndx); 838. if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN) && 839. !(mvitals[mndx].mvflags & G_EXTINCT)) { 840. #ifdef DEBUG 841. pline("Automatically extinguished %s.", 842. makeplural(mons[mndx].mname)); 843. #endif 844. mvitals[mndx].mvflags |= G_EXTINCT; 845. reset_rndmonst(mndx); 846. } 847. 848. xlth = ptr->pxlth; 849. if (mmflags & MM_EDOG) xlth += sizeof(struct edog); 850. else if (mmflags & MM_EMIN) xlth += sizeof(struct emin); 851. mtmp = newmonst(xlth); 852. *mtmp = zeromonst; /* clear all entries in structure */ 853. (void)memset((genericptr_t)mtmp->mextra, 0, xlth); 854. mtmp->nmon = fmon; 855. fmon = mtmp; 856. mtmp->m_id = flags.ident++; 857. if (!mtmp->m_id) mtmp->m_id = flags.ident++; /* ident overflowed */ 858. set_mon_data(mtmp, ptr, 0); 859. if (mtmp->data->msound == MS_LEADER) 860. quest_status.leader_m_id = mtmp->m_id; 861. mtmp->mxlth = xlth; 862. mtmp->mnum = mndx; 863. 864. mtmp->m_lev = adj_lev(ptr); 865. if (is_golem(ptr)) { 866. mtmp->mhpmax = mtmp->mhp = golemhp(mndx); 867. } else if (is_rider(ptr)) { 868. /* We want low HP, but a high mlevel so they can attack well */ 869. mtmp->mhpmax = mtmp->mhp = d(10,8); 870. } else if (ptr->mlevel > 49) { 871. /* "special" fixed hp monster 872. * the hit points are encoded in the mlevel in a somewhat strange 873. * way to fit in the 50..127 positive range of a signed character 874. * above the 1..49 that indicate "normal" monster levels */ 875. mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6); 876. mtmp->m_lev = mtmp->mhp / 4; /* approximation */ 877. } else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) { 878. /* adult dragons */ 879. mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ? 880. (8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4))); 881. } else if (!mtmp->m_lev) { 882. mtmp->mhpmax = mtmp->mhp = rnd(4); 883. } else { 884. mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8); 885. if (is_home_elemental(ptr)) 886. mtmp->mhpmax = (mtmp->mhp *= 3); 887. } 888. 889. if (is_female(ptr)) mtmp->female = TRUE; 890. else if (is_male(ptr)) mtmp->female = FALSE; 891. else mtmp->female = rn2(2); /* ignored for neuters */ 892. 893. if (In_sokoban(&u.uz) && !mindless(ptr)) /* know about traps here */ 894. mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1)); 895. if (ptr->msound == MS_LEADER) /* leader knows about portal */ 896. mtmp->mtrapseen |= (1 << (MAGIC_PORTAL-1)); 897. 898. place_monster(mtmp, x, y); 899. mtmp->mcansee = mtmp->mcanmove = TRUE; 900. mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr); 901. 902. switch(ptr->mlet) { 903. case S_MIMIC: 904. set_mimic_sym(mtmp); 905. break; 906. case S_SPIDER: 907. case S_SNAKE: 908. if(in_mklev) 909. if(x && y) 910. (void) mkobj_at(0, x, y, TRUE); 911. if(hides_under(ptr) && OBJ_AT(x, y)) 912. mtmp->mundetected = TRUE; 913. break; 914. case S_LIGHT: 915. case S_ELEMENTAL: 916. if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) { 917. mtmp->perminvis = TRUE; 918. mtmp->minvis = TRUE; 919. } 920. break; 921. case S_EEL: 922. if (is_pool(x, y)) 923. mtmp->mundetected = TRUE; 924. break; 925. case S_LEPRECHAUN: 926. mtmp->msleeping = 1; 927. break; 928. case S_JABBERWOCK: 929. case S_NYMPH: 930. if (rn2(5) && !u.uhave.amulet) mtmp->msleeping = 1; 931. break; 932. case S_ORC: 933. if (Race_if(PM_ELF)) mtmp->mpeaceful = FALSE; 934. break; 935. case S_UNICORN: 936. if (is_unicorn(ptr) && 937. sgn(u.ualign.type) == sgn(ptr->maligntyp)) 938. mtmp->mpeaceful = TRUE; 939. break; 940. case S_BAT: 941. if (Inhell && is_bat(ptr)) 942. mon_adjust_speed(mtmp, 2, (struct obj *)0); 943. break; 944. } 945. if ((ct = emits_light(mtmp->data)) > 0) 946. new_light_source(mtmp->mx, mtmp->my, ct, 947. LS_MONSTER, (genericptr_t)mtmp); 948. mitem = 0; /* extra inventory item for this monster */ 949. 950. if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) { 951. /* If you're protected with a ring, don't create 952. * any shape-changing chameleons -dgk 953. */ 954. if (Protection_from_shape_changers) 955. mtmp->cham = CHAM_ORDINARY; 956. else { 957. mtmp->cham = mcham; 958. (void) newcham(mtmp, rndmonst(), FALSE); 959. } 960. } else if (mndx == PM_WIZARD_OF_YENDOR) { 961. mtmp->iswiz = TRUE; 962. flags.no_of_wizards++; 963. if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz)) 964. mitem = SPE_DIG; 965. } else if (mndx == PM_DJINNI) { 966. flags.djinni_count++; 967. } else if (mndx == PM_GHOST) { 968. flags.ghost_count++; 969. if (!(mmflags & MM_NONAME)) 970. mtmp = christen_monst(mtmp, rndghostname()); 971. } else if (mndx == PM_VLAD_THE_IMPALER) { 972. mitem = CANDELABRUM_OF_INVOCATION; 973. } else if (mndx == PM_CROESUS) { 974. mitem = TWO_HANDED_SWORD; 975. } else if (ptr->msound == MS_NEMESIS) { 976. mitem = BELL_OF_OPENING; 977. } else if (mndx == PM_PESTILENCE) { 978. mitem = POT_SICKNESS; 979. } 980. if (mitem && allow_minvent) (void) mongets(mtmp, mitem); 981. 982. if(in_mklev) { 983. if(((is_ndemon(ptr)) || 984. (mndx == PM_WUMPUS) || 985. (mndx == PM_LONG_WORM) || 986. (mndx == PM_GIANT_EEL)) && !u.uhave.amulet && rn2(5)) 987. mtmp->msleeping = TRUE; 988. } else { 989. if(byyou) { 990. newsym(mtmp->mx,mtmp->my); 991. set_apparxy(mtmp); 992. } 993. } 994. if(is_dprince(ptr) && ptr->msound == MS_BRIBE) { 995. mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1; 996. mtmp->mavenge = 0; 997. if (uwep && uwep->oartifact == ART_EXCALIBUR) 998. mtmp->mpeaceful = mtmp->mtame = FALSE; 999. } 1000. #ifndef DCC30_BUG 1001. if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno()) != 0) 1002. #else 1003. /* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the 1004. * same expression. 1005. */ 1006. if (mndx == PM_LONG_WORM && 1007. (mtmp->wormno = get_wormno(), mtmp->wormno != 0)) 1008. #endif 1009. { 1010. /* we can now create worms with tails - 11/91 */ 1011. initworm(mtmp, rn2(5)); 1012. if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y); 1013. } 1014. set_malign(mtmp); /* having finished peaceful changes */ 1015. if(anymon) { 1016. if ((ptr->geno & G_SGROUP) && rn2(2)) { 1017. m_initsgrp(mtmp, mtmp->mx, mtmp->my); 1018. } else if (ptr->geno & G_LGROUP) { 1019. if(rn2(3)) m_initlgrp(mtmp, mtmp->mx, mtmp->my); 1020. else m_initsgrp(mtmp, mtmp->mx, mtmp->my); 1021. } 1022. } 1023. 1024. if (allow_minvent) { 1025. if(is_armed(ptr)) 1026. m_initweap(mtmp); /* equip with weapons / armor */ 1027. m_initinv(mtmp); /* add on a few special items incl. more armor */ 1028. m_dowear(mtmp, TRUE); 1029. } else { 1030. /* no initial inventory is allowed */ 1031. if (mtmp->minvent) discard_minvent(mtmp); 1032. mtmp->minvent = (struct obj *)0; /* caller expects this */ 1033. } 1034. if ((ptr->mflags3 & M3_WAITMASK) && !(mmflags & MM_NOWAIT)) { 1035. if (ptr->mflags3 & M3_WAITFORU) 1036. mtmp->mstrategy |= STRAT_WAITFORU; 1037. if (ptr->mflags3 & M3_CLOSE) 1038. mtmp->mstrategy |= STRAT_CLOSE; 1039. } 1040. 1041. if (!in_mklev) 1042. newsym(mtmp->mx,mtmp->my); /* make sure the mon shows up */ 1043. 1044. return(mtmp); 1045. } 1046. 1047. int 1048. mbirth_limit(mndx) 1049. int mndx; 1050. { 1051. return (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO); 1052. } 1053. 1054. /* used for wand/scroll/spell of create monster */ 1055. /* returns TRUE iff you know monsters have been created */ 1056. boolean 1057. create_critters(cnt, mptr) 1058. int cnt; 1059. struct permonst *mptr; /* usually null; used for confused reading */ 1060. { 1061. coord c; 1062. int x, y; 1063. struct monst *mon; 1064. boolean known = FALSE; 1065. #ifdef WIZARD 1066. boolean ask = wizard; 1067. #endif 1068. 1069. while (cnt--) { 1070. #ifdef WIZARD 1071. if (ask) { 1072. if (create_particular()) { 1073. known = TRUE; 1074. continue; 1075. } 1076. else ask = FALSE; /* ESC will shut off prompting */ 1077. } 1078. #endif 1079. x = u.ux, y = u.uy; 1080. /* if in water, try to encourage an aquatic monster 1081. by finding and then specifying another wet location */ 1082. if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL])) 1083. x = c.x, y = c.y; 1084. 1085. mon = makemon(mptr, x, y, NO_MM_FLAGS); 1086. if (mon && canspotmon(mon)) known = TRUE; 1087. } 1088. return known; 1089. } 1090. 1091. #endif /* OVL1 */ 1092. #ifdef OVL0 1093. 1094. STATIC_OVL boolean 1095. uncommon(mndx) 1096. int mndx; 1097. { 1098. if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE; 1099. if (mvitals[mndx].mvflags & G_GONE) return TRUE; 1100. if (Inhell) 1101. return(mons[mndx].maligntyp > A_NEUTRAL); 1102. else 1103. return((mons[mndx].geno & G_HELL) != 0); 1104. } 1105. 1106. /* 1107. * shift the probability of a monster's generation by 1108. * comparing the dungeon alignment and monster alignment. 1109. * return an integer in the range of 0-5. 1110. */ 1111. STATIC_OVL int 1112. align_shift(ptr) 1113. register struct permonst *ptr; 1114. { 1115. static NEARDATA long oldmoves = 0L; /* != 1, starting value of moves */ 1116. static NEARDATA s_level *lev; 1117. register int alshift; 1118. 1119. if(oldmoves != moves) { 1120. lev = Is_special(&u.uz); 1121. oldmoves = moves; 1122. } 1123. switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) { 1124. default: /* just in case */ 1125. case AM_NONE: alshift = 0; 1126. break; 1127. case AM_LAWFUL: alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT); 1128. break; 1129. case AM_NEUTRAL: alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT; 1130. break; 1131. case AM_CHAOTIC: alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT); 1132. break; 1133. } 1134. return alshift; 1135. } 1136. 1137. static NEARDATA struct { 1138. int choice_count; 1139. char mchoices[SPECIAL_PM]; /* value range is 0..127 */ 1140. } rndmonst_state = { -1, {0} }; 1141. 1142. /* select a random monster type */ 1143. struct permonst * 1144. rndmonst() 1145. { 1146. register struct permonst *ptr; 1147. register int mndx, ct; 1148. 1149. if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0) 1150. return ptr; 1151. 1152. if (rndmonst_state.choice_count < 0) { /* need to recalculate */ 1153. int zlevel, minmlev, maxmlev; 1154. boolean elemlevel; 1155. #ifdef REINCARNATION 1156. boolean upper; 1157. #endif 1158. 1159. rndmonst_state.choice_count = 0; 1160. /* look for first common monster */ 1161. for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) 1162. if (!uncommon(mndx)) break; 1163. if (mndx == SPECIAL_PM) { 1164. /* evidently they've all been exterminated */ 1165. #ifdef DEBUG 1166. pline("rndmonst: no common mons!"); 1167. #endif 1168. return (struct permonst *)0; 1169. } /* else `mndx' now ready for use below */ 1170. zlevel = level_difficulty(); 1171. /* determine the level of the weakest monster to make. */ 1172. minmlev = zlevel / 6; 1173. /* determine the level of the strongest monster to make. */ 1174. maxmlev = (zlevel + u.ulevel) / 2; 1175. #ifdef REINCARNATION 1176. upper = Is_rogue_level(&u.uz); 1177. #endif 1178. elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz); 1179. 1180. /* 1181. * Find out how many monsters exist in the range we have selected. 1182. */ 1183. /* (`mndx' initialized above) */ 1184. for ( ; mndx < SPECIAL_PM; mndx++) { 1185. ptr = &mons[mndx]; 1186. rndmonst_state.mchoices[mndx] = 0; 1187. if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev)) 1188. continue; 1189. #ifdef REINCARNATION 1190. if (upper && !isupper(def_monsyms[(int)(ptr->mlet)])) continue; 1191. #endif 1192. if (elemlevel && wrong_elem_type(ptr)) continue; 1193. if (uncommon(mndx)) continue; 1194. if (Inhell && (ptr->geno & G_NOHELL)) continue; 1195. ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr); 1196. if (ct < 0 || ct > 127) 1197. panic("rndmonst: bad count [#%d: %d]", mndx, ct); 1198. rndmonst_state.choice_count += ct; 1199. rndmonst_state.mchoices[mndx] = (char)ct; 1200. } 1201. /* 1202. * Possible modification: if choice_count is "too low", 1203. * expand minmlev..maxmlev range and try again. 1204. */ 1205. } /* choice_count+mchoices[] recalc */ 1206. 1207. if (rndmonst_state.choice_count <= 0) { 1208. /* maybe no common mons left, or all are too weak or too strong */ 1209. #ifdef DEBUG 1210. Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count); 1211. #endif 1212. return (struct permonst *)0; 1213. } 1214. 1215. /* 1216. * Now, select a monster at random. 1217. */ 1218. ct = rnd(rndmonst_state.choice_count); 1219. for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) 1220. if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break; 1221. 1222. if (mndx == SPECIAL_PM || uncommon(mndx)) { /* shouldn't happen */ 1223. impossible("rndmonst: bad `mndx' [#%d]", mndx); 1224. return (struct permonst *)0; 1225. } 1226. return &mons[mndx]; 1227. } 1228. 1229. /* called when you change level (experience or dungeon depth) or when 1230. monster species can no longer be created (genocide or extinction) */ 1231. void 1232. reset_rndmonst(mndx) 1233. int mndx; /* particular species that can no longer be created */ 1234. { 1235. /* cached selection info is out of date */ 1236. if (mndx == NON_PM) { 1237. rndmonst_state.choice_count = -1; /* full recalc needed */ 1238. } else if (mndx < SPECIAL_PM) { 1239. rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx]; 1240. rndmonst_state.mchoices[mndx] = 0; 1241. } /* note: safe to ignore extinction of unique monsters */ 1242. } 1243. 1244. #endif /* OVL0 */ 1245. #ifdef OVL1 1246. 1247. /* The routine below is used to make one of the multiple types 1248. * of a given monster class. The second parameter specifies a 1249. * special casing bit mask to allow the normal genesis 1250. * masks to be deactivated. Returns 0 if no monsters 1251. * in that class can be made. 1252. */ 1253. 1254. struct permonst * 1255. mkclass(class,spc) 1256. char class; 1257. int spc; 1258. { 1259. register int first, last, num = 0; 1260. int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc; 1261. 1262. maxmlev = level_difficulty() >> 1; 1263. if(class < 1 || class >= MAXMCLASSES) { 1264. impossible("mkclass called with bad class!"); 1265. return((struct permonst *) 0); 1266. } 1267. /* Assumption #1: monsters of a given class are contiguous in the 1268. * mons[] array. 1269. */ 1270. for (first = LOW_PM; first < SPECIAL_PM; first++) 1271. if (mons[first].mlet == class) break; 1272. if (first == SPECIAL_PM) return (struct permonst *) 0; 1273. 1274. for (last = first; 1275. last < SPECIAL_PM && mons[last].mlet == class; last++) 1276. if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask) 1277. && !is_placeholder(&mons[last])) { 1278. /* consider it */ 1279. if(num && toostrong(last, maxmlev) && 1280. monstr[last] != monstr[last-1] && rn2(2)) break; 1281. num += mons[last].geno & G_FREQ; 1282. } 1283. 1284. if(!num) return((struct permonst *) 0); 1285. 1286. /* Assumption #2: monsters of a given class are presented in ascending 1287. * order of strength. 1288. */ 1289. for(num = rnd(num); num > 0; first++) 1290. if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask) 1291. && !is_placeholder(&mons[first])) { 1292. /* skew towards lower value monsters at lower exp. levels */ 1293. num -= mons[first].geno & G_FREQ; 1294. if (num && adj_lev(&mons[first]) > (u.ulevel*2)) { 1295. /* but not when multiple monsters are same level */ 1296. if (mons[first].mlevel != mons[first+1].mlevel) 1297. num--; 1298. } 1299. } 1300. first--; /* correct an off-by-one error */ 1301. 1302. return(&mons[first]); 1303. } 1304. 1305. int 1306. adj_lev(ptr) /* adjust strength of monsters based on u.uz and u.ulevel */ 1307. register struct permonst *ptr; 1308. { 1309. int tmp, tmp2; 1310. 1311. if (ptr == &mons[PM_WIZARD_OF_YENDOR]) { 1312. /* does not depend on other strengths, but does get stronger 1313. * every time he is killed 1314. */ 1315. tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died; 1316. if (tmp > 49) tmp = 49; 1317. return tmp; 1318. } 1319. 1320. if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */ 1321. tmp2 = (level_difficulty() - tmp); 1322. if(tmp2 < 0) tmp--; /* if mlevel > u.uz decrement tmp */ 1323. else tmp += (tmp2 / 5); /* else increment 1 per five diff */ 1324. 1325. tmp2 = (u.ulevel - ptr->mlevel); /* adjust vs. the player */ 1326. if(tmp2 > 0) tmp += (tmp2 / 4); /* level as well */ 1327. 1328. tmp2 = (3 * ((int) ptr->mlevel))/ 2; /* crude upper limit */ 1329. if (tmp2 > 49) tmp2 = 49; /* hard upper limit */ 1330. return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */ 1331. } 1332. 1333. #endif /* OVL1 */ 1334. #ifdef OVLB 1335. 1336. struct permonst * 1337. grow_up(mtmp, victim) /* `mtmp' might "grow up" into a bigger version */ 1338. struct monst *mtmp, *victim; 1339. { 1340. int oldtype, newtype, max_increase, cur_increase, 1341. lev_limit, hp_threshold; 1342. struct permonst *ptr = mtmp->data; 1343. 1344. /* monster died after killing enemy but before calling this function */ 1345. /* currently possible if killing a gas spore */ 1346. if (mtmp->mhp <= 0) 1347. return ((struct permonst *)0); 1348. 1349. /* growth limits differ depending on method of advancement */ 1350. if (victim) { /* killed a monster */ 1351. /* 1352. * The HP threshold is the maximum number of hit points for the 1353. * current level; once exceeded, a level will be gained. 1354. * Possible bug: if somehow the hit points are already higher 1355. * than that, monster will gain a level without any increase in HP. 1356. */ 1357. hp_threshold = mtmp->m_lev * 8; /* normal limit */ 1358. if (!mtmp->m_lev) 1359. hp_threshold = 4; 1360. else if (is_golem(ptr)) /* strange creatures */ 1361. hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1; 1362. else if (is_home_elemental(ptr)) 1363. hp_threshold *= 3; 1364. lev_limit = 3 * (int)ptr->mlevel / 2; /* same as adj_lev() */ 1365. /* number of hit points to gain; unlike for the player, we put 1366. the limit at the bottom of the next level rather than the top */ 1367. max_increase = rnd((int)victim->m_lev + 1); 1368. if (mtmp->mhpmax + max_increase > hp_threshold + 1) 1369. max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0); 1370. cur_increase = (max_increase > 1) ? rn2(max_increase) : 0; 1371. } else { 1372. /* a gain level potion or wraith corpse; always go up a level 1373. unless already at maximum (49 is hard upper limit except 1374. for demon lords, who start at 50 and can't go any higher) */ 1375. max_increase = cur_increase = rnd(8); 1376. hp_threshold = 0; /* smaller than `mhpmax + max_increase' */ 1377. lev_limit = 50; /* recalc below */ 1378. } 1379. 1380. mtmp->mhpmax += max_increase; 1381. mtmp->mhp += cur_increase; 1382. if (mtmp->mhpmax <= hp_threshold) 1383. return ptr; /* doesn't gain a level */ 1384. 1385. if (is_mplayer(ptr)) lev_limit = 30; /* same as player */ 1386. else if (lev_limit < 5) lev_limit = 5; /* arbitrary */ 1387. else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49); 1388. 1389. /* note: none of the monsters with special hit point calculations 1390. have both little and big forms */ 1391. oldtype = monsndx(ptr); 1392. newtype = little_to_big(oldtype); 1393. if (newtype == PM_PRIEST && mtmp->female) newtype = PM_PRIESTESS; 1394. if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) { 1395. ptr = &mons[newtype]; 1396. if (mvitals[newtype].mvflags & G_GENOD) { /* allow G_EXTINCT */ 1397. if (sensemon(mtmp)) 1398. pline("As %s grows up into %s, %s %s!", mon_nam(mtmp), 1399. an(ptr->mname), mhe(mtmp), 1400. nonliving(ptr) ? "expires" : "dies"); 1401. set_mon_data(mtmp, ptr, -1); /* keep mvitals[] accurate */ 1402. mondied(mtmp); 1403. return (struct permonst *)0; 1404. } 1405. set_mon_data(mtmp, ptr, 1); /* preserve intrinsics */ 1406. newsym(mtmp->mx, mtmp->my); /* color may change */ 1407. lev_limit = (int)mtmp->m_lev; /* never undo increment */ 1408. } 1409. /* sanity checks */ 1410. if ((int)mtmp->m_lev > lev_limit) { 1411. mtmp->m_lev--; /* undo increment */ 1412. /* HP might have been allowed to grow when it shouldn't */ 1413. if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--; 1414. } 1415. if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8; /* absolute limit */ 1416. if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax; 1417. 1418. return ptr; 1419. } 1420. 1421. #endif /* OVLB */ 1422. #ifdef OVL1 1423. 1424. int 1425. mongets(mtmp, otyp) 1426. register struct monst *mtmp; 1427. register int otyp; 1428. { 1429. register struct obj *otmp; 1430. int spe; 1431. 1432. if (!otyp) return 0; 1433. otmp = mksobj(otyp, TRUE, FALSE); 1434. if (otmp) { 1435. if (mtmp->data->mlet == S_DEMON) { 1436. /* demons never get blessed objects */ 1437. if (otmp->blessed) curse(otmp); 1438. } else if(is_lminion(mtmp->data)) { 1439. /* lawful minions don't get cursed, bad, or rusting objects */ 1440. otmp->cursed = FALSE; 1441. if(otmp->spe < 0) otmp->spe = 0; 1442. otmp->oerodeproof = TRUE; 1443. } else if(is_mplayer(mtmp->data) && is_sword(otmp)) { 1444. otmp->spe = (3 + rn2(4)); 1445. } 1446. 1447. if(otmp->otyp == CANDELABRUM_OF_INVOCATION) { 1448. otmp->spe = 0; 1449. otmp->age = 0L; 1450. otmp->lamplit = FALSE; 1451. otmp->blessed = otmp->cursed = FALSE; 1452. } else if (otmp->otyp == BELL_OF_OPENING) { 1453. otmp->blessed = otmp->cursed = FALSE; 1454. } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) { 1455. otmp->blessed = FALSE; 1456. otmp->cursed = TRUE; 1457. } 1458. 1459. /* leaders don't tolerate inferior quality battle gear */ 1460. if (is_prince(mtmp->data)) { 1461. if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1) 1462. otmp->spe = 1; 1463. else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0) 1464. otmp->spe = 0; 1465. } 1466. 1467. spe = otmp->spe; 1468. (void) mpickobj(mtmp, otmp); /* might free otmp */ 1469. return(spe); 1470. } else return(0); 1471. } 1472. 1473. #endif /* OVL1 */ 1474. #ifdef OVLB 1475. 1476. int 1477. golemhp(type) 1478. int type; 1479. { 1480. switch(type) { 1481. case PM_STRAW_GOLEM: return 20; 1482. case PM_PAPER_GOLEM: return 20; 1483. case PM_ROPE_GOLEM: return 30; 1484. case PM_LEATHER_GOLEM: return 40; 1485. case PM_GOLD_GOLEM: return 40; 1486. case PM_WOOD_GOLEM: return 50; 1487. case PM_FLESH_GOLEM: return 40; 1488. case PM_CLAY_GOLEM: return 50; 1489. case PM_STONE_GOLEM: return 60; 1490. case PM_GLASS_GOLEM: return 60; 1491. case PM_IRON_GOLEM: return 80; 1492. default: return 0; 1493. } 1494. } 1495. 1496. #endif /* OVLB */ 1497. #ifdef OVL1 1498. 1499. /* 1500. * Alignment vs. yours determines monster's attitude to you. 1501. * ( some "animal" types are co-aligned, but also hungry ) 1502. */ 1503. boolean 1504. peace_minded(ptr) 1505. register struct permonst *ptr; 1506. { 1507. aligntyp mal = ptr->maligntyp, ual = u.ualign.type; 1508. 1509. if (always_peaceful(ptr)) return TRUE; 1510. if (always_hostile(ptr)) return FALSE; 1511. if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN) 1512. return TRUE; 1513. if (ptr->msound == MS_NEMESIS) return FALSE; 1514. 1515. if (race_peaceful(ptr)) return TRUE; 1516. if (race_hostile(ptr)) return FALSE; 1517. 1518. /* the monster is hostile if its alignment is different from the 1519. * player's */ 1520. if (sgn(mal) != sgn(ual)) return FALSE; 1521. 1522. /* Negative monster hostile to player with Amulet. */ 1523. if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE; 1524. 1525. /* minions are hostile to players that have strayed at all */ 1526. if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0)); 1527. 1528. /* Last case: a chance of a co-aligned monster being 1529. * hostile. This chance is greater if the player has strayed 1530. * (u.ualign.record negative) or the monster is not strongly aligned. 1531. */ 1532. return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) && 1533. !!rn2(2 + abs(mal)))); 1534. } 1535. 1536. /* Set malign to have the proper effect on player alignment if monster is 1537. * killed. Negative numbers mean it's bad to kill this monster; positive 1538. * numbers mean it's good. Since there are more hostile monsters than 1539. * peaceful monsters, the penalty for killing a peaceful monster should be 1540. * greater than the bonus for killing a hostile monster to maintain balance. 1541. * Rules: 1542. * it's bad to kill peaceful monsters, potentially worse to kill always- 1543. * peaceful monsters 1544. * it's never bad to kill a hostile monster, although it may not be good 1545. */ 1546. void 1547. set_malign(mtmp) 1548. struct monst *mtmp; 1549. { 1550. schar mal = mtmp->data->maligntyp; 1551. boolean coaligned; 1552. 1553. if (mtmp->ispriest || mtmp->isminion) { 1554. /* some monsters have individual alignments; check them */ 1555. if (mtmp->ispriest) 1556. mal = EPRI(mtmp)->shralign; 1557. else if (mtmp->isminion) 1558. mal = EMIN(mtmp)->min_align; 1559. /* unless alignment is none, set mal to -5,0,5 */ 1560. /* (see align.h for valid aligntyp values) */ 1561. if(mal != A_NONE) 1562. mal *= 5; 1563. } 1564. 1565. coaligned = (sgn(mal) == sgn(u.ualign.type)); 1566. if (mtmp->data->msound == MS_LEADER) { 1567. mtmp->malign = -20; 1568. } else if (mal == A_NONE) { 1569. if (mtmp->mpeaceful) 1570. mtmp->malign = 0; 1571. else 1572. mtmp->malign = 20; /* really hostile */ 1573. } else if (always_peaceful(mtmp->data)) { 1574. int absmal = abs(mal); 1575. if (mtmp->mpeaceful) 1576. mtmp->malign = -3*max(5,absmal); 1577. else 1578. mtmp->malign = 3*max(5,absmal); /* renegade */ 1579. } else if (always_hostile(mtmp->data)) { 1580. int absmal = abs(mal); 1581. if (coaligned) 1582. mtmp->malign = 0; 1583. else 1584. mtmp->malign = max(5,absmal); 1585. } else if (coaligned) { 1586. int absmal = abs(mal); 1587. if (mtmp->mpeaceful) 1588. mtmp->malign = -3*max(3,absmal); 1589. else /* renegade */ 1590. mtmp->malign = max(3,absmal); 1591. } else /* not coaligned and therefore hostile */ 1592. mtmp->malign = abs(mal); 1593. } 1594. 1595. #endif /* OVL1 */ 1596. #ifdef OVLB 1597. 1598. static NEARDATA char syms[] = { 1599. MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS, 1600. FOOD_CLASS, GOLD_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS, 1601. AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS, 1602. S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF, 1603. }; 1604. 1605. void 1606. set_mimic_sym(mtmp) /* KAA, modified by ERS */ 1607. register struct monst *mtmp; 1608. { 1609. int typ, roomno, rt; 1610. unsigned appear, ap_type; 1611. int s_sym; 1612. struct obj *otmp; 1613. int mx, my; 1614. 1615. if (!mtmp) return; 1616. mx = mtmp->mx; my = mtmp->my; 1617. typ = levl[mx][my].typ; 1618. /* only valid for INSIDE of room */ 1619. roomno = levl[mx][my].roomno - ROOMOFFSET; 1620. if (roomno >= 0) 1621. rt = rooms[roomno].rtype; 1622. #ifdef SPECIALIZATION 1623. else if (IS_ROOM(typ)) 1624. rt = OROOM, roomno = 0; 1625. #endif 1626. else rt = 0; /* roomno < 0 case for GCC_WARN */ 1627. 1628. if (OBJ_AT(mx, my)) { 1629. ap_type = M_AP_OBJECT; 1630. appear = level.objects[mx][my]->otyp; 1631. } else if (IS_DOOR(typ) || IS_WALL(typ) || 1632. typ == SDOOR || typ == SCORR) { 1633. ap_type = M_AP_FURNITURE; 1634. /* 1635. * If there is a wall to the left that connects to this 1636. * location, then the mimic mimics a horizontal closed door. 1637. * This does not allow doors to be in corners of rooms. 1638. */ 1639. if (mx != 0 && 1640. (levl[mx-1][my].typ == HWALL || 1641. levl[mx-1][my].typ == TLCORNER || 1642. levl[mx-1][my].typ == TRWALL || 1643. levl[mx-1][my].typ == BLCORNER || 1644. levl[mx-1][my].typ == TDWALL || 1645. levl[mx-1][my].typ == CROSSWALL|| 1646. levl[mx-1][my].typ == TUWALL )) 1647. appear = S_hcdoor; 1648. else 1649. appear = S_vcdoor; 1650. 1651. if(!mtmp->minvis || See_invisible) 1652. block_point(mx,my); /* vision */ 1653. } else if (level.flags.is_maze_lev && rn2(2)) { 1654. ap_type = M_AP_OBJECT; 1655. appear = STATUE; 1656. } else if (roomno < 0) { 1657. ap_type = M_AP_OBJECT; 1658. appear = BOULDER; 1659. if(!mtmp->minvis || See_invisible) 1660. block_point(mx,my); /* vision */ 1661. } else if (rt == ZOO || rt == VAULT) { 1662. ap_type = M_AP_OBJECT; 1663. appear = GOLD_PIECE; 1664. } else if (rt == DELPHI) { 1665. if (rn2(2)) { 1666. ap_type = M_AP_OBJECT; 1667. appear = STATUE; 1668. } else { 1669. ap_type = M_AP_FURNITURE; 1670. appear = S_fountain; 1671. } 1672. } else if (rt == TEMPLE) { 1673. ap_type = M_AP_FURNITURE; 1674. appear = S_altar; 1675. /* 1676. * We won't bother with beehives, morgues, barracks, throne rooms 1677. * since they shouldn't contain too many mimics anyway... 1678. */ 1679. } else if (rt >= SHOPBASE) { 1680. s_sym = get_shop_item(rt - SHOPBASE); 1681. if (s_sym < 0) { 1682. ap_type = M_AP_OBJECT; 1683. appear = -s_sym; 1684. } else { 1685. if (s_sym == RANDOM_CLASS) 1686. s_sym = syms[rn2((int)sizeof(syms)-2) + 2]; 1687. goto assign_sym; 1688. } 1689. } else { 1690. s_sym = syms[rn2((int)sizeof(syms))]; 1691. assign_sym: 1692. if (s_sym >= MAXOCLASSES) { 1693. ap_type = M_AP_FURNITURE; 1694. appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair; 1695. } else if (s_sym == GOLD_CLASS) { 1696. ap_type = M_AP_OBJECT; 1697. appear = GOLD_PIECE; 1698. } else { 1699. ap_type = M_AP_OBJECT; 1700. if (s_sym == S_MIMIC_DEF) { 1701. appear = STRANGE_OBJECT; 1702. } else { 1703. otmp = mkobj( (char) s_sym, FALSE ); 1704. appear = otmp->otyp; 1705. /* make sure container contents are free'ed */ 1706. obfree(otmp, (struct obj *) 0); 1707. } 1708. } 1709. } 1710. mtmp->m_ap_type = ap_type; 1711. mtmp->mappearance = appear; 1712. } 1713. 1714. #endif /* OVLB */ 1715. 1716. /*makemon.c*/