Source:NetHack 3.3.0/makemon.c

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Below is the full text to makemon.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/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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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)makemon.c	3.3	1999/12/10	*/
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.   #ifdef OVL0
16.   STATIC_DCL boolean FDECL(uncommon, (int));
17.   STATIC_DCL int FDECL(align_shift, (struct permonst *));
18.   #endif /* OVL0 */
19.   STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
20.   STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int));
21.   STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int));
22.   STATIC_DCL void FDECL(m_initweap,(struct monst *));
23.   #ifdef OVL1
24.   STATIC_DCL void FDECL(m_initinv,(struct monst *));
25.   #endif /* OVL1 */
26.   
27.   extern const int monstr[];
28.   
29.   #define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3)
30.   #define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10)
31.   #define toostrong(monindx, lev) (monstr[monindx] > lev)
32.   #define tooweak(monindx, lev)	(monstr[monindx] < lev)
33.   
34.   #ifdef OVLB
35.   boolean
36.   is_home_elemental(ptr)
37.   register struct permonst *ptr;
38.   {
39.   	if (ptr->mlet == S_ELEMENTAL)
40.   	    switch (monsndx(ptr)) {
41.   		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
42.   		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
43.   		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
44.   		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
45.   	    }
46.   	return FALSE;
47.   }
48.   
49.   /*
50.    * Return true if the given monster cannot exist on this elemental level.
51.    */
52.   STATIC_OVL boolean
53.   wrong_elem_type(ptr)
54.       register struct permonst *ptr;
55.   {
56.       if (ptr->mlet == S_ELEMENTAL) {
57.   	return((boolean)(!is_home_elemental(ptr)));
58.       } else if (Is_earthlevel(&u.uz)) {
59.   	/* no restrictions? */
60.       } else if (Is_waterlevel(&u.uz)) {
61.   	/* just monsters that can swim */
62.   	if(!is_swimmer(ptr)) return TRUE;
63.       } else if (Is_firelevel(&u.uz)) {
64.   	if (!pm_resistance(ptr,MR_FIRE)) return TRUE;
65.       } else if (Is_airlevel(&u.uz)) {
66.   	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
67.   	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
68.   	    return TRUE;
69.       }
70.       return FALSE;
71.   }
72.   
73.   STATIC_OVL void
74.   m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */
75.   register struct monst *mtmp;
76.   register int x, y, n;
77.   {
78.   	coord mm;
79.   	register int cnt = rnd(n);
80.   	struct monst *mon;
81.   #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
82.   	/* There is an unresolved problem with several people finding that
83.   	 * the game hangs eating CPU; if interrupted and restored, the level
84.   	 * will be filled with monsters.  Of those reports giving system type,
85.   	 * there were two DG/UX and two HP-UX, all using gcc as the compiler.
86.   	 * hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
87.   	 * problem went away for him and another reporter-to-newsgroup
88.   	 * after adding this debugging code.  This has almost got to be a
89.   	 * compiler bug, but until somebody tracks it down and gets it fixed,
90.   	 * might as well go with the "but it went away when I tried to find
91.   	 * it" code.
92.   	 */
93.   	int cnttmp,cntdiv;
94.   
95.   	cnttmp = cnt;
96.   # ifdef DEBUG
97.   	pline("init group call x=%d,y=%d,n=%d,cnt=%d.", x, y, n, cnt);
98.   # endif
99.   	cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
100.  #endif
101.  	/* Tuning: cut down on swarming at low character levels [mrs] */
102.  	cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
103.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
104.  	if (cnt != (cnttmp/cntdiv)) {
105.  		pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
106.  			(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1,
107.  			cnttmp, cntdiv);
108.  	}
109.  #endif
110.  	if(!cnt) cnt++;
111.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
112.  	if (cnt < 0) cnt = 1;
113.  	if (cnt > 10) cnt = 10;
114.  #endif
115.  
116.  	mm.x = x;
117.  	mm.y = y;
118.  	while(cnt--) {
119.  		if (peace_minded(mtmp->data)) continue;
120.  		/* Don't create groups of peaceful monsters since they'll get
121.  		 * in our way.  If the monster has a percentage chance so some
122.  		 * are peaceful and some are not, the result will just be a
123.  		 * smaller group.
124.  		 */
125.  		if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
126.  		    mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS);
127.  		    mon->mpeaceful = FALSE;
128.  		    set_malign(mon);
129.  		    /* Undo the second peace_minded() check in makemon(); if the
130.  		     * monster turned out to be peaceful the first time we
131.  		     * didn't create it at all; we don't want a second check.
132.  		     */
133.  		}
134.  	}
135.  }
136.  
137.  STATIC_OVL
138.  void
139.  m_initthrow(mtmp,otyp,oquan)
140.  struct monst *mtmp;
141.  int otyp,oquan;
142.  {
143.  	register struct obj *otmp;
144.  
145.  	otmp = mksobj(otyp, TRUE, FALSE);
146.  	otmp->quan = (long) rn1(oquan, 3);
147.  	otmp->owt = weight(otmp);
148.  	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
149.  	mpickobj(mtmp, otmp);
150.  }
151.  
152.  #endif /* OVLB */
153.  #ifdef OVL2
154.  
155.  STATIC_OVL void
156.  m_initweap(mtmp)
157.  register struct monst *mtmp;
158.  {
159.  	register struct permonst *ptr = mtmp->data;
160.  	register int mm = monsndx(ptr);
161.  	struct obj *otmp;
162.  
163.  #ifdef REINCARNATION
164.  	if (Is_rogue_level(&u.uz)) return;
165.  #endif
166.  /*
167.   *	first a few special cases:
168.   *
169.   *		giants get a boulder to throw sometimes.
170.   *		ettins get clubs
171.   *		kobolds get darts to throw
172.   *		centaurs get some sort of bow & arrows or bolts
173.   *		soldiers get all sorts of things.
174.   *		kops get clubs & cream pies.
175.   */
176.  	switch (ptr->mlet) {
177.  	    case S_GIANT:
178.  		if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?
179.  				    BOULDER : CLUB);
180.  		break;
181.  	    case S_HUMAN:
182.  		if(is_mercenary(ptr)) {
183.  		    int w1 = 0, w2 = 0;
184.  		    switch (mm) {
185.  
186.  			case PM_WATCHMAN:
187.  			case PM_SOLDIER:
188.  			  if (!rn2(3)) {
189.  			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
190.  			      w2 = rn2(2) ? DAGGER : KNIFE;
191.  			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
192.  			  break;
193.  			case PM_SERGEANT:
194.  			  w1 = rn2(2) ? FLAIL : MACE;
195.  			  break;
196.  			case PM_LIEUTENANT:
197.  			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
198.  			  break;
199.  			case PM_CAPTAIN:
200.  			case PM_WATCH_CAPTAIN:
201.  			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
202.  			  break;
203.  			default:
204.  			  if (!rn2(4)) w1 = DAGGER;
205.  			  if (!rn2(7)) w2 = SPEAR;
206.  			  break;
207.  		    }
208.  		    if (w1) (void)mongets(mtmp, w1);
209.  		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
210.  		    if (w2) (void)mongets(mtmp, w2);
211.  		} else if (is_elf(ptr)) {
212.  		    if (rn2(2))
213.  			(void) mongets(mtmp,
214.  				   rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
215.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
216.  		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
217.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER);
218.  		    switch (rn2(3)) {
219.  			case 0:
220.  			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
221.  			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
222.  			    (void)mongets(mtmp, ELVEN_BOW);
223.  			    m_initthrow(mtmp, ELVEN_ARROW, 12);
224.  			    break;
225.  			case 1:
226.  			    (void)mongets(mtmp, ELVEN_BROADSWORD);
227.  			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
228.  			    break;
229.  			case 2:
230.  			    if (rn2(2)) {
231.  				(void)mongets(mtmp, ELVEN_SPEAR);
232.  				(void)mongets(mtmp, ELVEN_SHIELD);
233.  			    }
234.  			    break;
235.  		    }
236.  		    if (mm == PM_ELVENKING) {
237.  			if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
238.  			    (void)mongets(mtmp, PICK_AXE);
239.  			if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL);
240.  		    }
241.  		} else if (ptr->msound == MS_PRIEST) {
242.  		    otmp = mksobj(MACE, FALSE, FALSE);
243.  		    if(otmp) {
244.  			otmp->spe = rnd(3);
245.  			if(!rn2(2)) curse(otmp);
246.  			mpickobj(mtmp, otmp);
247.  		    }
248.  		}
249.  		break;
250.  
251.  	    case S_ANGEL:
252.  		{
253.  		    int spe2;
254.  
255.  		    /* create minion stuff; can't use mongets */
256.  		    otmp = mksobj(LONG_SWORD, FALSE, FALSE);
257.  
258.  		    /* maybe make it special */
259.  		    if (!rn2(20) || is_lord(ptr))
260.  			otmp = oname(otmp, artiname(
261.  				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
262.  		    bless(otmp);
263.  		    otmp->oerodeproof = TRUE;
264.  		    spe2 = rn2(4);
265.  		    otmp->spe = max(otmp->spe, spe2);
266.  		    mpickobj(mtmp, otmp);
267.  
268.  		    otmp = mksobj(!rn2(4) || is_lord(ptr) ?
269.  				  SHIELD_OF_REFLECTION : LARGE_SHIELD,
270.  				  FALSE, FALSE);
271.  		    otmp->cursed = FALSE;
272.  		    otmp->oerodeproof = TRUE;
273.  		    otmp->spe = 0;
274.  		    mpickobj(mtmp, otmp);
275.  		}
276.  		break;
277.  
278.  	    case S_HUMANOID:
279.  		if (mm == PM_HOBBIT) {
280.  		    switch (rn2(3)) {
281.  			case 0:
282.  			    (void)mongets(mtmp, DAGGER);
283.  			    break;
284.  			case 1:
285.  			    (void)mongets(mtmp, ELVEN_DAGGER);
286.  			    break;
287.  			case 2:
288.  			    (void)mongets(mtmp, SLING);
289.  			    break;
290.  		      }
291.  		    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
292.  		    if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
293.  		} else if (is_dwarf(ptr)) {
294.  		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
295.  		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
296.  		    if (!rn2(4)) {
297.  			(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
298.  			/* note: you can't use a mattock with a shield */
299.  			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
300.  			else {
301.  				(void)mongets(mtmp, AXE);
302.  				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
303.  			}
304.  			(void)mongets(mtmp, DWARVISH_IRON_HELM);
305.  			if (!rn2(3))
306.  			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
307.  		    } else {
308.  			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
309.  		    }
310.  		}
311.  		break;
312.  # ifdef KOPS
313.  	    case S_KOP:		/* create Keystone Kops with cream pies to
314.  				 * throw. As suggested by KAA.	   [MRS]
315.  				 */
316.  		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
317.  		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
318.  		break;
319.  # endif
320.  	    case S_ORC:
321.  		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
322.  		switch (mm != PM_ORC_CAPTAIN ? mm :
323.  			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
324.  		    case PM_MORDOR_ORC:
325.  			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
326.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
327.  			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
328.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
329.  			break;
330.  		    case PM_URUK_HAI:
331.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
332.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
333.  			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
334.  			if(!rn2(3)) {
335.  			    (void)mongets(mtmp, ORCISH_BOW);
336.  			    m_initthrow(mtmp, ORCISH_ARROW, 12);
337.  			}
338.  			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
339.  			break;
340.  		    default:
341.  			if (mm != PM_ORC_SHAMAN && rn2(2))
342.  			  (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
343.  						   ? ORCISH_DAGGER : SCIMITAR);
344.  		}
345.  		break;
346.  	    case S_OGRE:
347.  		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
348.  		    (void) mongets(mtmp, BATTLE_AXE);
349.  		else
350.  		    (void) mongets(mtmp, CLUB);
351.  		break;
352.  	    case S_TROLL:
353.  		if (!rn2(2)) switch (rn2(4)) {
354.  		    case 0: (void)mongets(mtmp, RANSEUR); break;
355.  		    case 1: (void)mongets(mtmp, PARTISAN); break;
356.  		    case 2: (void)mongets(mtmp, GLAIVE); break;
357.  		    case 3: (void)mongets(mtmp, SPETUM); break;
358.  		}
359.  		break;
360.  	    case S_KOBOLD:
361.  		if (!rn2(4)) m_initthrow(mtmp, DART, 12);
362.  		break;
363.  
364.  	    case S_CENTAUR:
365.  		if (rn2(2)) {
366.  		    if(ptr == &mons[PM_FOREST_CENTAUR]) {
367.  			(void)mongets(mtmp, BOW);
368.  			m_initthrow(mtmp, ARROW, 12);
369.  		    } else {
370.  			(void)mongets(mtmp, CROSSBOW);
371.  			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
372.  		    }
373.  		}
374.  		break;
375.  	    case S_WRAITH:
376.  		(void)mongets(mtmp, KNIFE);
377.  		(void)mongets(mtmp, LONG_SWORD);
378.  		break;
379.  	    case S_ZOMBIE:
380.  		if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR);
381.  		if (!rn2(4))
382.  			(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
383.  		break;
384.  	    case S_LIZARD:
385.  		if (mm == PM_SALAMANDER)
386.  			(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ?
387.  					     TRIDENT : STILETTO));
388.  		break;
389.  	    case S_DEMON:
390.  		switch (mm) {
391.  		    case PM_BALROG:
392.  			(void)mongets(mtmp, BULLWHIP);
393.  			(void)mongets(mtmp, BROADSWORD);
394.  			break;
395.  		    case PM_ORCUS:
396.  			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
397.  			break;
398.  		    case PM_HORNED_DEVIL:
399.  			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
400.  			break;
401.  		    case PM_ICE_DEVIL:
402.  			if (!rn2(4)) (void)mongets(mtmp, SPEAR);
403.  			break;
404.  		    case PM_ASMODEUS:
405.  			(void)mongets(mtmp, WAN_COLD);
406.  			(void)mongets(mtmp, WAN_FIRE);
407.  			break;
408.  		    case PM_DISPATER:
409.  			(void)mongets(mtmp, WAN_STRIKING);
410.  			break;
411.  		    case PM_YEENOGHU:
412.  			(void)mongets(mtmp, FLAIL);
413.  			break;
414.  		}
415.  		/* prevent djinnis and mail daemons from leaving objects when
416.  		 * they vanish
417.  		 */
418.  		if (!is_demon(ptr)) break;
419.  		/* fall thru */
420.  /*
421.   *	Now the general case, Some chance of getting some type
422.   *	of weapon for "normal" monsters.  Certain special types
423.   *	of monsters will get a bonus chance or different selections.
424.   */
425.  	    default:
426.  	      {
427.  		int bias;
428.  
429.  		bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
430.  		switch(rnd(14 - (2 * bias))) {
431.  		    case 1:
432.  			if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE);
433.  			else m_initthrow(mtmp, DART, 12);
434.  			break;
435.  		    case 2:
436.  			if(strongmonst(ptr))
437.  			    (void) mongets(mtmp, TWO_HANDED_SWORD);
438.  			else {
439.  			    (void) mongets(mtmp, CROSSBOW);
440.  			    m_initthrow(mtmp, CROSSBOW_BOLT, 12);
441.  			}
442.  			break;
443.  		    case 3:
444.  			(void) mongets(mtmp, BOW);
445.  			m_initthrow(mtmp, ARROW, 12);
446.  			break;
447.  		    case 4:
448.  			if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD);
449.  			else m_initthrow(mtmp, DAGGER, 3);
450.  			break;
451.  		    case 5:
452.  			if(strongmonst(ptr))
453.  			    (void) mongets(mtmp, LUCERN_HAMMER);
454.  			else (void) mongets(mtmp, AKLYS);
455.  			break;
456.  		    default:
457.  			break;
458.  		}
459.  	      }
460.  	      break;
461.  	}
462.  	if ((int) mtmp->m_lev > rn2(75))
463.  		(void) mongets(mtmp, rnd_offensive_item(mtmp));
464.  }
465.  
466.  #endif /* OVL2 */
467.  #ifdef OVL1
468.  
469.  STATIC_OVL void
470.  m_initinv(mtmp)
471.  register struct	monst	*mtmp;
472.  {
473.  	register int cnt;
474.  	register struct obj *otmp;
475.  	register struct permonst *ptr = mtmp->data;
476.  #ifdef REINCARNATION
477.  	if (Is_rogue_level(&u.uz)) return;
478.  #endif
479.  /*
480.   *	Soldiers get armour & rations - armour approximates their ac.
481.   *	Nymphs may get mirror or potion of object detection.
482.   */
483.  	switch(ptr->mlet) {
484.  
485.  	    case S_HUMAN:
486.  		if(is_mercenary(ptr)) {
487.  		    register int mac;
488.  
489.  		    switch(monsndx(ptr)) {
490.  			case PM_GUARD: mac = -1; break;
491.  			case PM_SOLDIER: mac = 3; break;
492.  			case PM_SERGEANT: mac = 0; break;
493.  			case PM_LIEUTENANT: mac = -2; break;
494.  			case PM_CAPTAIN: mac = -3; break;
495.  			case PM_WATCHMAN: mac = 3; break;
496.  			case PM_WATCH_CAPTAIN: mac = -2; break;
497.  			default: impossible("odd mercenary %d?", monsndx(ptr));
498.  				mac = 0;
499.  				break;
500.  		    }
501.  
502.  		    if (mac < -1 && rn2(5))
503.  			mac += 7 + mongets(mtmp, (rn2(5)) ?
504.  					   PLATE_MAIL : CRYSTAL_PLATE_MAIL);
505.  		    else if (mac < 3 && rn2(5))
506.  			mac += 6 + mongets(mtmp, (rn2(3)) ?
507.  					   SPLINT_MAIL : BANDED_MAIL);
508.  		    else if (rn2(5))
509.  			mac += 3 + mongets(mtmp, (rn2(3)) ?
510.  					   RING_MAIL : STUDDED_LEATHER_ARMOR);
511.  		    else
512.  			mac += 2 + mongets(mtmp, LEATHER_ARMOR);
513.  
514.  		    if (mac < 10 && rn2(3))
515.  			mac += 1 + mongets(mtmp, HELMET);
516.  		    else if (mac < 10 && rn2(2))
517.  			mac += 1 + mongets(mtmp, DENTED_POT);
518.  		    if (mac < 10 && rn2(3))
519.  			mac += 1 + mongets(mtmp, SMALL_SHIELD);
520.  		    else if (mac < 10 && rn2(2))
521.  			mac += 2 + mongets(mtmp, LARGE_SHIELD);
522.  		    if (mac < 10 && rn2(3))
523.  			mac += 1 + mongets(mtmp, LOW_BOOTS);
524.  		    else if (mac < 10 && rn2(2))
525.  			mac += 2 + mongets(mtmp, HIGH_BOOTS);
526.  		    if (mac < 10 && rn2(3))
527.  			mac += 1 + mongets(mtmp, LEATHER_GLOVES);
528.  		    else if (mac < 10 && rn2(2))
529.  			mac += 1 + mongets(mtmp, ELVEN_CLOAK);
530.  
531.  		    if(ptr != &mons[PM_GUARD] &&
532.  			ptr != &mons[PM_WATCHMAN] &&
533.  			ptr != &mons[PM_WATCH_CAPTAIN]) {
534.  			if (!rn2(3)) (void) mongets(mtmp, K_RATION);
535.  			if (!rn2(2)) (void) mongets(mtmp, C_RATION);
536.  			if (ptr != &mons[PM_SOLDIER] && !rn2(3))
537.  				(void) mongets(mtmp, BUGLE);
538.  		    } else
539.  			   if (ptr == &mons[PM_WATCHMAN] && rn2(3))
540.  				(void) mongets(mtmp, TIN_WHISTLE);
541.  		} else if (ptr == &mons[PM_SHOPKEEPER]) {
542.  		    (void) mongets(mtmp,SKELETON_KEY);
543.  		    switch (rn2(4)) {
544.  		    /* MAJOR fall through ... */
545.  		    case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE);
546.  		    case 1: (void) mongets(mtmp, POT_EXTRA_HEALING);
547.  		    case 2: (void) mongets(mtmp, POT_HEALING);
548.  		    case 3: (void) mongets(mtmp, WAN_STRIKING);
549.  		    }
550.  		} else if (ptr->msound == MS_PRIEST) {
551.  		    (void) mongets(mtmp, ROBE);
552.  		    (void) mongets(mtmp, SMALL_SHIELD);
553.  		    mtmp->mgold = (long)rn1(10,20);
554.  		}
555.  		break;
556.  	    case S_NYMPH:
557.  		if(!rn2(2)) (void) mongets(mtmp, MIRROR);
558.  		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION);
559.  		break;
560.  	    case S_GIANT:
561.  		if (ptr == &mons[PM_MINOTAUR]) {
562.  		    if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
563.  			(void) mongets(mtmp, WAN_DIGGING);
564.  		} else if (is_giant(ptr)) {
565.  		    for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) {
566.  			otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),
567.  				      FALSE, FALSE);
568.  			otmp->quan = (long) rn1(2, 3);
569.  			otmp->owt = weight(otmp);
570.  			mpickobj(mtmp, otmp);
571.  		    }
572.  		}
573.  		break;
574.  	    case S_WRAITH:
575.  		if (ptr == &mons[PM_NAZGUL]) {
576.  			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
577.  			curse(otmp);
578.  			mpickobj(mtmp, otmp);
579.  		}
580.  		break;
581.  	    case S_LICH:
582.  		if (ptr == &mons[PM_MASTER_LICH] && !rn2(13))
583.  			(void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING));
584.  		break;
585.  	    case S_MUMMY:
586.  		if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING);
587.  		break;
588.  	    case S_QUANTMECH:
589.  		if (!rn2(20)) {
590.  			otmp = mksobj(LARGE_BOX, FALSE, FALSE);
591.  			otmp->spe = 1; /* flag for special box */
592.  			otmp->owt = weight(otmp);
593.  			mpickobj(mtmp, otmp);
594.  		}
595.  		break;
596.  	    case S_LEPRECHAUN:
597.  		mtmp->mgold = (long) d(level_difficulty(), 30);
598.  		break;
599.  	    default:
600.  		break;
601.  	}
602.  
603.  	/* ordinary soldiers rarely have access to magic (or gold :-) */
604.  	if (ptr == &mons[PM_SOLDIER] && rn2(13)) return;
605.  
606.  	if ((int) mtmp->m_lev > rn2(50))
607.  		(void) mongets(mtmp, rnd_defensive_item(mtmp));
608.  	if ((int) mtmp->m_lev > rn2(100))
609.  		(void) mongets(mtmp, rnd_misc_item(mtmp));
610.  	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5))
611.  		mtmp->mgold =
612.  		      (long) d(level_difficulty(), mtmp->minvent ? 5 : 10);
613.  }
614.  
615.  struct monst *
616.  clone_mon(mon)
617.  struct monst *mon;
618.  {
619.  	coord mm;
620.  	struct monst *m2;
621.  
622.  	/* may be too weak or have been extinguished for population control */
623.  	if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT))
624.  	    return (struct monst *)0;
625.  
626.  	mm.x = mon->mx;
627.  	mm.y = mon->my;
628.  	if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
629.  	    return (struct monst *)0;
630.  	m2 = newmonst(0);
631.  	*m2 = *mon;			/* copy condition of old monster */
632.  	m2->nmon = fmon;
633.  	fmon = m2;
634.  	m2->m_id = flags.ident++;
635.  	if (!m2->m_id) m2->m_id = flags.ident++;	/* ident overflowed */
636.  	m2->mx = mm.x;
637.  	m2->my = mm.y;
638.  
639.  	m2->minvent = (struct obj *) 0; /* objects don't clone */
640.  	m2->mleashed = FALSE;
641.  	m2->mgold = 0L;
642.  	/* Max HP the same, but current HP halved for both.  The caller
643.  	 * might want to override this by halving the max HP also.
644.  	 * When current HP is odd, the original keeps the extra point.
645.  	 */
646.  	m2->mhpmax = mon->mhpmax;
647.  	m2->mhp = mon->mhp / 2;
648.  	mon->mhp -= m2->mhp;
649.  
650.  	/* since shopkeepers and guards will only be cloned if they've been
651.  	 * polymorphed away from their original forms, the clone doesn't have
652.  	 * room for the extra information.  we also don't want two shopkeepers
653.  	 * around for the same shop.
654.  	 * similarly, clones of named monsters don't have room for the name,
655.  	 * so we just make the clone unnamed instead of bothering to create
656.  	 * a clone with room and copying over the name from the right place
657.  	 * (which changes if the original was a shopkeeper or guard).
658.  	 */
659.  	if (mon->isshk) m2->isshk = FALSE;
660.  	if (mon->isgd) m2->isgd = FALSE;
661.  	if (mon->ispriest) m2->ispriest = FALSE;
662.  	m2->mxlth = 0;
663.  	m2->mnamelth = 0;
664.  	place_monster(m2, m2->mx, m2->my);
665.  	if (emits_light(m2->data))
666.  	    new_light_source(m2->mx, m2->my, emits_light(m2->data),
667.  			     LS_MONSTER, (genericptr_t)m2);
668.  	newsym(m2->mx,m2->my);	/* display the new monster */
669.  	if (mon->mtame) {
670.  	    struct monst *m3;
671.  
672.  	    /* because m2 is a copy of mon it is tame but not init'ed.
673.  	     * however, tamedog will not re-tame a tame dog, so m2
674.  	     * must be made non-tame to get initialized properly.
675.  	     */
676.  	    m2->mtame = 0;
677.  	    if ((m3 = tamedog(m2, (struct obj *)0)) != 0)
678.  		m2 = m3;
679.  	}
680.  	return m2;
681.  }
682.  
683.  /*
684.   * called with [x,y] = coordinates;
685.   *	[0,0] means anyplace
686.   *	[u.ux,u.uy] means: near player (if !in_mklev)
687.   *
688.   *	In case we make a monster group, only return the one at [x,y].
689.   */
690.  struct monst *
691.  makemon(ptr, x, y, mmflags)
692.  register struct permonst *ptr;
693.  register int	x, y;
694.  register int	mmflags;
695.  {
696.  	register struct monst *mtmp;
697.  	int mndx, mcham, ct, mitem, xlth;
698.  	boolean anymon = (!ptr);
699.  	boolean byyou = (x == u.ux && y == u.uy);
700.  	boolean allow_minvent = ((mmflags & NO_MINVENT) == 0);
701.  	uchar lim;
702.  
703.  	/* if caller wants random location, do it here */
704.  	if(x == 0 && y == 0) {
705.  		int tryct = 0;	/* careful with bigrooms */
706.  		struct monst fakemon;
707.  
708.  		fakemon.data = ptr;	/* set up for goodpos */
709.  		do {
710.  			x = rn1(COLNO-3,2);
711.  			y = rn2(ROWNO);
712.  		} while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0) ||
713.  			(!in_mklev && tryct++ < 50 && cansee(x, y)));
714.  	} else if (byyou && !in_mklev) {
715.  		coord bypos;
716.  
717.  		if(enexto(&bypos, u.ux, u.uy, ptr)) {
718.  			x = bypos.x;
719.  			y = bypos.y;
720.  		} else
721.  			return((struct monst *)0);
722.  	}
723.  
724.  	/* if a monster already exists at the position, return */
725.  	if(MON_AT(x, y))
726.  		return((struct monst *) 0);
727.  
728.  	if(ptr){
729.  		mndx = monsndx(ptr);
730.  		/* if you are to make a specific monster and it has
731.  		   already been genocided, return */
732.  		if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0);
733.  #ifdef DEBUG
734.  		if (wizard && (mvitals[mndx].mvflags & G_EXTINCT))
735.  		    pline("Explicitly creating extinct monster %s.",
736.  			mons[mndx].mname);
737.  #endif
738.  	} else {
739.  		/* make a random (common) monster that can survive here.
740.  		 * (the special levels ask for random monsters at specific
741.  		 * positions, causing mass drowning on the medusa level,
742.  		 * for instance.)
743.  		 */
744.  		int tryct = 0;	/* maybe there are no good choices */
745.  		struct monst fakemon;
746.  		do {
747.  			if(!(ptr = rndmonst())) {
748.  #ifdef DEBUG
749.  			    pline("Warning: no monster.");
750.  #endif
751.  			    return((struct monst *) 0);	/* no more monsters! */
752.  			}
753.  			fakemon.data = ptr;	/* set up for goodpos */
754.  		} while(!goodpos(x, y, &fakemon) && tryct++ < 50);
755.  		mndx = monsndx(ptr);
756.  	}
757.  	/* if it's unique, don't ever make it again */
758.  	if (ptr->geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT;
759.  
760.  	/* Once a certain number of monsters are created, don't create any more
761.  	 * at random (i.e. make them extinct).  The previous (3.2) behavior was
762.  	 * to do this when a certain number had _died_, which didn't make
763.  	 * much sense.
764.  	 * This version makes a little more sense but still requires that
765.  	 * the caller manually decrement mvitals if the monster is created
766.  	 * under circumstances where one would not logically expect the
767.  	 * creation to reduce the supply of wild monsters.  Monster cloning
768.  	 * might be one such case, but we go against logic there in order to
769.  	 * reduce the possibility of abuse.
770.  	 */
771.  	if (mvitals[mndx].born < 255) mvitals[mndx].born++;
772.  	lim = (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO);
773.  	if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN) &&
774.  		!(mvitals[mndx].mvflags & G_EXTINCT)) {
775.  #ifdef DEBUG
776.  		pline("Automatically extinguished %s.",
777.  					makeplural(mons[mndx].mname));
778.  #endif
779.  		mvitals[mndx].mvflags |= G_EXTINCT;
780.  		reset_rndmonst(mndx);
781.  	}
782.  
783.  	xlth = ptr->pxlth;
784.  	if (mmflags & MM_EDOG) xlth += sizeof(struct edog);
785.  	else if (mmflags & MM_EMIN) xlth += sizeof(struct emin);
786.  	mtmp = newmonst(xlth);
787.  	*mtmp = zeromonst;		/* clear all entries in structure */
788.  	(void)memset((genericptr_t)mtmp->mextra, 0, xlth);
789.  	mtmp->nmon = fmon;
790.  	fmon = mtmp;
791.  	mtmp->m_id = flags.ident++;
792.  	if (!mtmp->m_id) mtmp->m_id = flags.ident++;	/* ident overflowed */
793.  	set_mon_data(mtmp, ptr, 0);
794.  	mtmp->mxlth = xlth;
795.  	mtmp->mnum = mndx;
796.  
797.  	mtmp->m_lev = adj_lev(ptr);
798.  	if (is_golem(ptr)) {
799.  	    mtmp->mhpmax = mtmp->mhp = golemhp(mndx);
800.  	} else if (is_rider(ptr)) {
801.  	    /* We want low HP, but a high mlevel so they can attack well */
802.  	    mtmp->mhpmax = mtmp->mhp = d(10,8);
803.  	} else if (ptr->mlevel > 49) {
804.  	    /* "special" fixed hp monster
805.  	     * the hit points are encoded in the mlevel in a somewhat strange
806.  	     * way to fit in the 50..127 positive range of a signed character
807.  	     * above the 1..49 that indicate "normal" monster levels */
808.  	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6);
809.  	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */
810.  	} else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) {
811.  	    /* adult dragons */
812.  	    mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ?
813.  		(8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4)));
814.  	} else if (!mtmp->m_lev) {
815.  	    mtmp->mhpmax = mtmp->mhp = rnd(4);
816.  	} else {
817.  	    mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8);
818.  	    if (is_home_elemental(ptr))
819.  		mtmp->mhpmax = (mtmp->mhp *= 3);
820.  	}
821.  
822.  	if (is_female(ptr)) mtmp->female = TRUE;
823.  	else if (is_male(ptr)) mtmp->female = FALSE;
824.  	else mtmp->female = rn2(2);	/* ignored for neuters */
825.  
826.  	if (In_sokoban(&u.uz) && !mindless(ptr))  /* know about traps here */
827.  	    mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1));
828.  
829.  	place_monster(mtmp, x, y);
830.  	mtmp->mcansee = mtmp->mcanmove = TRUE;
831.  	mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr);
832.  
833.  	switch(ptr->mlet) {
834.  		case S_MIMIC:
835.  			set_mimic_sym(mtmp);
836.  			break;
837.  		case S_SPIDER:
838.  		case S_SNAKE:
839.  			if(in_mklev)
840.  			    if(x && y)
841.  				(void) mkobj_at(0, x, y, TRUE);
842.  			if(hides_under(ptr) && OBJ_AT(x, y))
843.  			    mtmp->mundetected = TRUE;
844.  			break;
845.  		case S_LIGHT:
846.  		case S_ELEMENTAL:
847.  			if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) {
848.  			    mtmp->perminvis = TRUE;
849.  			    mtmp->minvis = TRUE;
850.  			}
851.  			break;
852.  		case S_EEL:
853.  			if (is_pool(x, y))
854.  			    mtmp->mundetected = TRUE;
855.  			break;
856.  		case S_LEPRECHAUN:
857.  			mtmp->msleeping = 1;
858.  			break;
859.  		case S_JABBERWOCK:
860.  		case S_NYMPH:
861.  			if (rn2(5) && !u.uhave.amulet) mtmp->msleeping = 1;
862.  			break;
863.  		case S_ORC:
864.  			if (Race_if(PM_ELF)) mtmp->mpeaceful = FALSE;
865.  			break;
866.  		case S_UNICORN:
867.  			if (is_unicorn(ptr) &&
868.  					sgn(u.ualign.type) == sgn(ptr->maligntyp))
869.  				mtmp->mpeaceful = TRUE;
870.  			break;
871.  		case S_BAT:
872.  			if (Inhell && is_bat(ptr))
873.  			    mon_adjust_speed(mtmp, 2);
874.  			break;
875.  	}
876.  	if ((ct = emits_light(mtmp->data)) > 0)
877.  		new_light_source(mtmp->mx, mtmp->my, ct,
878.  				 LS_MONSTER, (genericptr_t)mtmp);
879.  	mitem = 0;	/* extra inventory item for this monster */
880.  
881.  	if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) {
882.  		/* If you're protected with a ring, don't create
883.  		 * any shape-changing chameleons -dgk
884.  		 */
885.  		if (Protection_from_shape_changers)
886.  			mtmp->cham = CHAM_ORDINARY;
887.  		else {
888.  			mtmp->cham = mcham;
889.  			(void) newcham(mtmp, rndmonst());
890.  		}
891.  	} else if (mndx == PM_WIZARD_OF_YENDOR) {
892.  		mtmp->iswiz = TRUE;
893.  		flags.no_of_wizards++;
894.  		if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz))
895.  			mitem = SPE_DIG;
896.  	} else if (mndx == PM_DJINNI) {
897.  		flags.djinni_count++;
898.  	} else if (mndx == PM_GHOST) {
899.  		flags.ghost_count++;
900.  		mtmp = christen_monst(mtmp, rndghostname());
901.  	} else if (mndx == PM_VLAD_THE_IMPALER) {
902.  		mitem = CANDELABRUM_OF_INVOCATION;
903.  	} else if (mndx == PM_CROESUS) {
904.  		mitem = TWO_HANDED_SWORD;
905.  	} else if (ptr->msound == MS_NEMESIS) {
906.  		mitem = BELL_OF_OPENING;
907.  	}
908.  	if (mitem && allow_minvent) (void) mongets(mtmp, mitem);
909.  
910.  	if(in_mklev) {
911.  		if(((is_ndemon(ptr)) ||
912.  		    (mndx == PM_WUMPUS) ||
913.  		    (mndx == PM_LONG_WORM) ||
914.  		    (mndx == PM_GIANT_EEL)) && !u.uhave.amulet && rn2(5))
915.  			mtmp->msleeping = TRUE;
916.  	} else {
917.  		if(byyou) {
918.  			newsym(mtmp->mx,mtmp->my);
919.  			set_apparxy(mtmp);
920.  		}
921.  	}
922.  	if(is_dprince(ptr) && ptr->msound == MS_BRIBE) {
923.  	    mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1;
924.  	    if (uwep && uwep->oartifact == ART_EXCALIBUR)
925.  		mtmp->mpeaceful = mtmp->mtame = FALSE;
926.  	}
927.  #ifndef DCC30_BUG
928.  	if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno()) != 0)
929.  #else
930.  	/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
931.  	 * same expression.
932.  	 */
933.  	if (mndx == PM_LONG_WORM &&
934.  		(mtmp->wormno = get_wormno(), mtmp->wormno != 0))
935.  #endif
936.  	{
937.  	    /* we can now create worms with tails - 11/91 */
938.  	    initworm(mtmp, rn2(5));
939.  	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y);
940.  	}
941.  	set_malign(mtmp);		/* having finished peaceful changes */
942.  	if(anymon) {
943.  	    if ((ptr->geno & G_SGROUP) && rn2(2)) {
944.  		m_initsgrp(mtmp, mtmp->mx, mtmp->my);
945.  	    } else if (ptr->geno & G_LGROUP) {
946.  		if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
947.  		else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my);
948.  	    }
949.  	}
950.  
951.  	if (allow_minvent) {
952.  	    if(is_armed(ptr))
953.  		m_initweap(mtmp);	/* equip with weapons / armor */
954.  	    m_initinv(mtmp);  /* add on a few special items incl. more armor */
955.  	    m_dowear(mtmp, TRUE);
956.  	} else {
957.  	    /* no initial inventory is allowed */
958.  	    if (mtmp->minvent) discard_minvent(mtmp);
959.  	    mtmp->minvent = (struct obj *)0;    /* caller expects this */
960.  	}
961.  	if ((ptr->mflags3 & M3_WAITMASK) && !(mmflags & MM_NOWAIT)) {
962.  		if (ptr->mflags3 & M3_WAITFORU)
963.  			mtmp->mstrategy |= STRAT_WAITFORU;
964.  		if (ptr->mflags3 & M3_CLOSE)
965.  			mtmp->mstrategy |= STRAT_CLOSE;
966.  	}
967.  
968.  	if (!in_mklev)
969.  	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */
970.  
971.  	return(mtmp);
972.  }
973.  
974.  /* used for wand/scroll/spell of create monster */
975.  /* returns TRUE iff you know monsters have been created */
976.  boolean
977.  create_critters(cnt, mptr)
978.  int cnt;
979.  struct permonst *mptr;		/* usually null; used for confused reading */
980.  {
981.  	coord c;
982.  	int x, y;
983.  	struct monst *mon;
984.  	boolean known = FALSE;
985.  #ifdef WIZARD
986.  	boolean ask = wizard;
987.  #endif
988.  
989.  	while (cnt--) {
990.  #ifdef WIZARD
991.  	    if (ask) {
992.  		if (create_particular()) {
993.  		    known = TRUE;
994.  		    continue;
995.  		}
996.  		else ask = FALSE;	/* ESC will shut off prompting */
997.  	    }
998.  #endif
999.  	    x = u.ux,  y = u.uy;
1000. 	    /* if in water, try to encourage an aquatic monster
1001. 	       by finding and then specifying another wet location */
1002. 	    if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL]))
1003. 		x = c.x,  y = c.y;
1004. 
1005. 	    mon = makemon(mptr, x, y, NO_MM_FLAGS);
1006. 	    if (mon && canspotmon(mon)) known = TRUE;
1007. 	}
1008. 	return known;
1009. }
1010. 
1011. #endif /* OVL1 */
1012. #ifdef OVL0
1013. 
1014. STATIC_OVL boolean
1015. uncommon(mndx)
1016. int mndx;
1017. {
1018. 	if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE;
1019. 	if (mvitals[mndx].mvflags & G_GONE) return TRUE;
1020. 	if (Inhell)
1021. 		return(mons[mndx].maligntyp > A_NEUTRAL);
1022. 	else
1023. 		return((mons[mndx].geno & G_HELL) != 0);
1024. }
1025. 
1026. /*
1027.  *	shift the probability of a monster's generation by
1028.  *	comparing the dungeon alignment and monster alignment.
1029.  *	return an integer in the range of 0-5.
1030.  */
1031. STATIC_OVL int
1032. align_shift(ptr)
1033. register struct permonst *ptr;
1034. {
1035.     static NEARDATA long oldmoves = 0L;	/* != 1, starting value of moves */
1036.     static NEARDATA s_level *lev;
1037.     register int alshift;
1038. 
1039.     if(oldmoves != moves) {
1040. 	lev = Is_special(&u.uz);
1041. 	oldmoves = moves;
1042.     }
1043.     switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
1044.     default:	/* just in case */
1045.     case AM_NONE:	alshift = 0;
1046. 			break;
1047.     case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT);
1048. 			break;
1049.     case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT;
1050. 			break;
1051.     case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT);
1052. 			break;
1053.     }
1054.     return alshift;
1055. }
1056. 
1057. static NEARDATA struct {
1058. 	int choice_count;
1059. 	char mchoices[SPECIAL_PM];	/* value range is 0..127 */
1060. } rndmonst_state = { -1, {0} };
1061. 
1062. /* select a random monster type */
1063. struct permonst *
1064. rndmonst()
1065. {
1066. 	register struct permonst *ptr;
1067. 	register int mndx, ct;
1068. 
1069. 	if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0)
1070. 	    return ptr;
1071. 
1072. 	if (rndmonst_state.choice_count < 0) {	/* need to recalculate */
1073. 	    int zlevel, minmlev, maxmlev;
1074. 	    boolean elemlevel;
1075. #ifdef REINCARNATION
1076. 	    boolean upper;
1077. #endif
1078. 
1079. 	    rndmonst_state.choice_count = 0;
1080. 	    /* look for first common monster */
1081. 	    for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
1082. 		if (!uncommon(mndx)) break;
1083. 	    if (mndx == SPECIAL_PM) {
1084. 		/* evidently they've all been exterminated */
1085. #ifdef DEBUG
1086. 		pline("rndmonst: no common mons!");
1087. #endif
1088. 		return (struct permonst *)0;
1089. 	    } /* else `mndx' now ready for use below */
1090. 	    zlevel = level_difficulty();
1091. 	    /* determine the level of the weakest monster to make. */
1092. 	    minmlev = zlevel / 6;
1093. 	    /* determine the level of the strongest monster to make. */
1094. 	    maxmlev = (zlevel + u.ulevel) / 2;
1095. #ifdef REINCARNATION
1096. 	    upper = Is_rogue_level(&u.uz);
1097. #endif
1098. 	    elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);
1099. 
1100. /*
1101.  *	Find out how many monsters exist in the range we have selected.
1102.  */
1103. 	    /* (`mndx' initialized above) */
1104. 	    for ( ; mndx < SPECIAL_PM; mndx++) {
1105. 		ptr = &mons[mndx];
1106. 		rndmonst_state.mchoices[mndx] = 0;
1107. 		if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
1108. 		    continue;
1109. #ifdef REINCARNATION
1110. 		if (upper && !isupper(def_monsyms[(int)(ptr->mlet)])) continue;
1111. #endif
1112. 		if (elemlevel && wrong_elem_type(ptr)) continue;
1113. 		if (uncommon(mndx)) continue;
1114. 		if (Inhell && (ptr->geno & G_NOHELL)) continue;
1115. 		ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr);
1116. 		if (ct < 0 || ct > 127)
1117. 		    panic("rndmonst: bad count [#%d: %d]", mndx, ct);
1118. 		rndmonst_state.choice_count += ct;
1119. 		rndmonst_state.mchoices[mndx] = (char)ct;
1120. 	    }
1121. /*
1122.  *	    Possible modification:  if choice_count is "too low",
1123.  *	    expand minmlev..maxmlev range and try again.
1124.  */
1125. 	} /* choice_count+mchoices[] recalc */
1126. 
1127. 	if (rndmonst_state.choice_count <= 0) {
1128. 	    /* maybe no common mons left, or all are too weak or too strong */
1129. #ifdef DEBUG
1130. 	    Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count);
1131. #endif
1132. 	    return (struct permonst *)0;
1133. 	}
1134. 
1135. /*
1136.  *	Now, select a monster at random.
1137.  */
1138. 	ct = rnd(rndmonst_state.choice_count);
1139. 	for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
1140. 	    if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break;
1141. 
1142. 	if (mndx == SPECIAL_PM || uncommon(mndx)) {	/* shouldn't happen */
1143. 	    impossible("rndmonst: bad `mndx' [#%d]", mndx);
1144. 	    return (struct permonst *)0;
1145. 	}
1146. 	return &mons[mndx];
1147. }
1148. 
1149. /* called when you change level (experience or dungeon depth) or when
1150.    monster species can no longer be created (genocide or extinction) */
1151. void
1152. reset_rndmonst(mndx)
1153. int mndx;	/* particular species that can no longer be created */
1154. {
1155. 	/* cached selection info is out of date */
1156. 	if (mndx == NON_PM) {
1157. 	    rndmonst_state.choice_count = -1;	/* full recalc needed */
1158. 	} else if (mndx < SPECIAL_PM) {
1159. 	    rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx];
1160. 	    rndmonst_state.mchoices[mndx] = 0;
1161. 	} /* note: safe to ignore extinction of unique monsters */
1162. }
1163. 
1164. #endif /* OVL0 */
1165. #ifdef OVL1
1166. 
1167. /*	The routine below is used to make one of the multiple types
1168.  *	of a given monster class.  The second parameter specifies a
1169.  *	special casing bit mask to allow the normal genesis
1170.  *	masks to be deactivated.  Returns 0 if no monsters
1171.  *	in that class can be made.
1172.  */
1173. 
1174. struct permonst *
1175. mkclass(class,spc)
1176. char	class;
1177. int	spc;
1178. {
1179. 	register int	first, last, num = 0;
1180. 	int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc;
1181. 
1182. 	maxmlev = level_difficulty() >> 1;
1183. 	if(class < 1 || class >= MAXMCLASSES) {
1184. 	    impossible("mkclass called with bad class!");
1185. 	    return((struct permonst *) 0);
1186. 	}
1187. /*	Assumption #1:	monsters of a given class are contiguous in the
1188.  *			mons[] array.
1189.  */
1190. 	for (first = LOW_PM; first < SPECIAL_PM; first++)
1191. 	    if (mons[first].mlet == class) break;
1192. 	if (first == SPECIAL_PM) return (struct permonst *) 0;
1193. 
1194. 	for (last = first;
1195. 		last < SPECIAL_PM && mons[last].mlet == class; last++)
1196. 	    if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask)
1197. 					&& !is_placeholder(&mons[last])) {
1198. 		/* consider it */
1199. 		if(num && toostrong(last, maxmlev) &&
1200. 		   monstr[last] != monstr[last-1] && rn2(2)) break;
1201. 		num += mons[last].geno & G_FREQ;
1202. 	    }
1203. 
1204. 	if(!num) return((struct permonst *) 0);
1205. 
1206. /*	Assumption #2:	monsters of a given class are presented in ascending
1207.  *			order of strength.
1208.  */
1209. 	for(num = rnd(num); num > 0; first++)
1210. 	    if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask)
1211. 					&& !is_placeholder(&mons[first])) {
1212. 		/* skew towards lower value monsters at lower exp. levels */
1213. 		num -= mons[first].geno & G_FREQ;
1214. 		if (num && adj_lev(&mons[first]) > (u.ulevel*2)) {
1215. 		    /* but not when multiple monsters are same level */
1216. 		    if (mons[first].mlevel != mons[first+1].mlevel)
1217. 			num--;
1218. 		}
1219. 	    }
1220. 	first--; /* correct an off-by-one error */
1221. 
1222. 	return(&mons[first]);
1223. }
1224. 
1225. int
1226. adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */
1227. register struct permonst *ptr;
1228. {
1229. 	int	tmp, tmp2;
1230. 
1231. 	if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
1232. 		/* does not depend on other strengths, but does get stronger
1233. 		 * every time he is killed
1234. 		 */
1235. 		tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died;
1236. 		if (tmp > 49) tmp = 49;
1237. 		return tmp;
1238. 	}
1239. 
1240. 	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */
1241. 	tmp2 = (level_difficulty() - tmp);
1242. 	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */
1243. 	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */
1244. 
1245. 	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */
1246. 	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */
1247. 
1248. 	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */
1249. 	if (tmp2 > 49) tmp2 = 49;		/* hard upper limit */
1250. 	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
1251. }
1252. 
1253. #endif /* OVL1 */
1254. #ifdef OVLB
1255. 
1256. struct permonst *
1257. grow_up(mtmp, victim)	/* `mtmp' might "grow up" into a bigger version */
1258. struct monst *mtmp, *victim;
1259. {
1260. 	int oldtype, newtype, max_increase, cur_increase,
1261. 	    lev_limit, hp_threshold;
1262. 	struct permonst *ptr = mtmp->data;
1263. 
1264. 	/* monster died after killing enemy but before calling this function */
1265. 	/* currently possible if killing a gas spore */
1266. 	if (mtmp->mhp <= 0)
1267. 	    return ((struct permonst *)0);
1268. 
1269. 	/* growth limits differ depending on method of advancement */
1270. 	if (victim) {		/* killed a monster */
1271. 	    /*
1272. 	     * The HP threshold is the maximum number of hit points for the
1273. 	     * current level; once exceeded, a level will be gained.
1274. 	     * Possible bug: if somehow the hit points are already higher
1275. 	     * than that, monster will gain a level without any increase in HP.
1276. 	     */
1277. 	    hp_threshold = mtmp->m_lev * 8;		/* normal limit */
1278. 	    if (!mtmp->m_lev)
1279. 		hp_threshold = 4;
1280. 	    else if (is_golem(ptr))	/* strange creatures */
1281. 		hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1;
1282. 	    else if (is_home_elemental(ptr))
1283. 		hp_threshold *= 3;
1284. 	    lev_limit = 3 * (int)ptr->mlevel / 2;	/* same as adj_lev() */
1285. 	    /* number of hit points to gain; unlike for the player, we put
1286. 	       the limit at the bottom of the next level rather than the top */
1287. 	    max_increase = rnd((int)victim->m_lev + 1);
1288. 	    if (mtmp->mhpmax + max_increase > hp_threshold + 1)
1289. 		max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0);
1290. 	    cur_increase = (max_increase > 1) ? rn2(max_increase) : 0;
1291. 	} else {
1292. 	    /* a gain level potion or wraith corpse; always go up a level
1293. 	       unless already at maximum (49 is hard upper limit except
1294. 	       for demon lords, who start at 50 and can't go any higher) */
1295. 	    max_increase = cur_increase = rnd(8);
1296. 	    hp_threshold = 0;	/* smaller than `mhpmax + max_increase' */
1297. 	    lev_limit = 50;		/* recalc below */
1298. 	}
1299. 
1300. 	mtmp->mhpmax += max_increase;
1301. 	mtmp->mhp += cur_increase;
1302. 	if (mtmp->mhpmax <= hp_threshold)
1303. 	    return ptr;		/* doesn't gain a level */
1304. 
1305. 	if (is_mplayer(ptr)) lev_limit = 30;	/* same as player */
1306. 	else if (lev_limit < 5) lev_limit = 5;	/* arbitrary */
1307. 	else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49);
1308. 
1309. 	/* note:  none of the monsters with special hit point calculations
1310. 	   have both little and big forms */
1311. 	oldtype = monsndx(ptr);
1312. 	newtype = little_to_big(oldtype);
1313. 	if (newtype == PM_PRIEST && mtmp->female) newtype = PM_PRIESTESS;
1314. 	if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) {
1315. 	    ptr = &mons[newtype];
1316. 	    if (mvitals[newtype].mvflags & G_GENOD) {	/* allow G_EXTINCT */
1317. 		if (sensemon(mtmp))
1318. 		    pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),
1319. 			an(ptr->mname), he[pronoun_gender(mtmp)],
1320. 			nonliving(ptr) ? "expires" : "dies");
1321. 		set_mon_data(mtmp, ptr, -1);	/* keep mvitals[] accurate */
1322. 		mondied(mtmp);
1323. 		return (struct permonst *)0;
1324. 	    }
1325. 	    set_mon_data(mtmp, ptr, 1);		/* preserve intrinsics */
1326. 	    newsym(mtmp->mx, mtmp->my);		/* color may change */
1327. 	    lev_limit = (int)mtmp->m_lev;	/* never undo increment */
1328. 	}
1329. 	/* sanity checks */
1330. 	if ((int)mtmp->m_lev > lev_limit) {
1331. 	    mtmp->m_lev--;	/* undo increment */
1332. 	    /* HP might have been allowed to grow when it shouldn't */
1333. 	    if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--;
1334. 	}
1335. 	if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8;	  /* absolute limit */
1336. 	if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
1337. 
1338. 	return ptr;
1339. }
1340. 
1341. #endif /* OVLB */
1342. #ifdef OVL1
1343. 
1344. int
1345. mongets(mtmp, otyp)
1346. register struct monst *mtmp;
1347. register int otyp;
1348. {
1349. 	register struct obj *otmp;
1350. 
1351. 	if (!otyp) return 0;
1352. 	otmp = mksobj(otyp, TRUE, FALSE);
1353. 	if (otmp) {
1354. 	    if (mtmp->data->mlet == S_DEMON) {
1355. 		/* demons never get blessed objects */
1356. 		if (otmp->blessed) curse(otmp);
1357. 	    } else if(is_lminion(mtmp->data)) {
1358. 		/* lawful minions don't get cursed, bad, or rusting objects */
1359. 		otmp->cursed = FALSE;
1360. 		if(otmp->spe < 0) otmp->spe = 0;
1361. 		otmp->oerodeproof = TRUE;
1362. 	    } else if(is_mplayer(mtmp->data) && is_sword(otmp)) {
1363. 		otmp->spe = (3 + rn2(4));
1364. 	    }
1365. 
1366. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) {
1367. 		otmp->spe = 0;
1368. 		otmp->age = 0L;
1369. 		otmp->lamplit = FALSE;
1370. 		otmp->blessed = otmp->cursed = FALSE;
1371. 	    } else if (otmp->otyp == BELL_OF_OPENING) {
1372. 		otmp->blessed = otmp->cursed = FALSE;
1373. 	    } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
1374. 		otmp->blessed = FALSE;
1375. 		otmp->cursed = TRUE;
1376. 	    }
1377. 
1378. 	    /* leaders don't tolerate inferior quality battle gear */
1379. 	    if (is_prince(mtmp->data)) {
1380. 		if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1)
1381. 		    otmp->spe = 1;
1382. 		else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0)
1383. 		    otmp->spe = 0;
1384. 	    }
1385. 
1386. 	    mpickobj(mtmp, otmp);
1387. 	    return(otmp->spe);
1388. 	} else return(0);
1389. }
1390. 
1391. #endif /* OVL1 */
1392. #ifdef OVLB
1393. 
1394. int
1395. golemhp(type)
1396. int type;
1397. {
1398. 	switch(type) {
1399. 		case PM_STRAW_GOLEM: return 20;
1400. 		case PM_PAPER_GOLEM: return 20;
1401. 		case PM_ROPE_GOLEM: return 30;
1402. 		case PM_LEATHER_GOLEM: return 40;
1403. 		case PM_GOLD_GOLEM: return 40;
1404. 		case PM_WOOD_GOLEM: return 50;
1405. 		case PM_FLESH_GOLEM: return 40;
1406. 		case PM_CLAY_GOLEM: return 50;
1407. 		case PM_STONE_GOLEM: return 60;
1408. 		case PM_GLASS_GOLEM: return 60;
1409. 		case PM_IRON_GOLEM: return 80;
1410. 		default: return 0;
1411. 	}
1412. }
1413. 
1414. #endif /* OVLB */
1415. #ifdef OVL1
1416. 
1417. /*
1418.  *	Alignment vs. yours determines monster's attitude to you.
1419.  *	( some "animal" types are co-aligned, but also hungry )
1420.  */
1421. boolean
1422. peace_minded(ptr)
1423. register struct permonst *ptr;
1424. {
1425. 	aligntyp mal = ptr->maligntyp, ual = u.ualign.type;
1426. 
1427. 	if (always_peaceful(ptr)) return TRUE;
1428. 	if (always_hostile(ptr)) return FALSE;
1429. 	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
1430. 		return TRUE;
1431. 	if (ptr->msound == MS_NEMESIS)	return FALSE;
1432. 
1433. 	if (race_peaceful(ptr)) return TRUE;
1434. 	if (race_hostile(ptr)) return FALSE;
1435. 
1436. 	/* the monster is hostile if its alignment is different from the
1437. 	 * player's */
1438. 	if (sgn(mal) != sgn(ual)) return FALSE;
1439. 
1440. 	/* Negative monster hostile to player with Amulet. */
1441. 	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE;
1442. 
1443. 	/* minions are hostile to players that have strayed at all */
1444. 	if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0));
1445. 
1446. 	/* Last case:  a chance of a co-aligned monster being
1447. 	 * hostile.  This chance is greater if the player has strayed
1448. 	 * (u.ualign.record negative) or the monster is not strongly aligned.
1449. 	 */
1450. 	return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) &&
1451. 		!!rn2(2 + abs(mal))));
1452. }
1453. 
1454. /* Set malign to have the proper effect on player alignment if monster is
1455.  * killed.  Negative numbers mean it's bad to kill this monster; positive
1456.  * numbers mean it's good.  Since there are more hostile monsters than
1457.  * peaceful monsters, the penalty for killing a peaceful monster should be
1458.  * greater than the bonus for killing a hostile monster to maintain balance.
1459.  * Rules:
1460.  *   it's bad to kill peaceful monsters, potentially worse to kill always-
1461.  *	peaceful monsters
1462.  *   it's never bad to kill a hostile monster, although it may not be good
1463.  */
1464. void
1465. set_malign(mtmp)
1466. struct monst *mtmp;
1467. {
1468. 	schar mal = mtmp->data->maligntyp;
1469. 	boolean coaligned;
1470. 
1471. 	if (mtmp->ispriest || mtmp->isminion) {
1472. 		/* some monsters have individual alignments; check them */
1473. 		if (mtmp->ispriest)
1474. 			mal = EPRI(mtmp)->shralign;
1475. 		else if (mtmp->isminion)
1476. 			mal = EMIN(mtmp)->min_align;
1477. 		/* unless alignment is none, set mal to -5,0,5 */
1478. 		/* (see align.h for valid aligntyp values)     */
1479. 		if(mal != A_NONE)
1480. 			mal *= 5;
1481. 	}
1482. 
1483. 	coaligned = (sgn(mal) == sgn(u.ualign.type));
1484. 	if (mtmp->data->msound == MS_LEADER) {
1485. 		mtmp->malign = -20;
1486. 	} else if (mal == A_NONE) {
1487. 		if (mtmp->mpeaceful)
1488. 			mtmp->malign = 0;
1489. 		else
1490. 			mtmp->malign = 20;	/* really hostile */
1491. 	} else if (always_peaceful(mtmp->data)) {
1492. 		int absmal = abs(mal);
1493. 		if (mtmp->mpeaceful)
1494. 			mtmp->malign = -3*max(5,absmal);
1495. 		else
1496. 			mtmp->malign = 3*max(5,absmal); /* renegade */
1497. 	} else if (always_hostile(mtmp->data)) {
1498. 		int absmal = abs(mal);
1499. 		if (coaligned)
1500. 			mtmp->malign = 0;
1501. 		else
1502. 			mtmp->malign = max(5,absmal);
1503. 	} else if (coaligned) {
1504. 		int absmal = abs(mal);
1505. 		if (mtmp->mpeaceful)
1506. 			mtmp->malign = -3*max(3,absmal);
1507. 		else	/* renegade */
1508. 			mtmp->malign = max(3,absmal);
1509. 	} else	/* not coaligned and therefore hostile */
1510. 		mtmp->malign = abs(mal);
1511. }
1512. 
1513. #endif /* OVL1 */
1514. #ifdef OVLB
1515. 
1516. static NEARDATA char syms[] = {
1517. 	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
1518. 	FOOD_CLASS, GOLD_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
1519. 	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
1520. 	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF,
1521. };
1522. 
1523. void
1524. set_mimic_sym(mtmp)		/* KAA, modified by ERS */
1525. register struct monst *mtmp;
1526. {
1527. 	int typ, roomno, rt;
1528. 	unsigned appear, ap_type;
1529. 	int s_sym;
1530. 	struct obj *otmp;
1531. 	int mx, my;
1532. 
1533. 	if (!mtmp) return;
1534. 	mx = mtmp->mx; my = mtmp->my;
1535. 	typ = levl[mx][my].typ;
1536. 					/* only valid for INSIDE of room */
1537. 	roomno = levl[mx][my].roomno - ROOMOFFSET;
1538. 	if (roomno >= 0)
1539. 		rt = rooms[roomno].rtype;
1540. #ifdef SPECIALIZATION
1541. 	else if (IS_ROOM(typ))
1542. 		rt = OROOM,  roomno = 0;
1543. #endif
1544. 	else	rt = 0;	/* roomno < 0 case for GCC_WARN */
1545. 
1546. 	if (OBJ_AT(mx, my)) {
1547. 		ap_type = M_AP_OBJECT;
1548. 		appear = level.objects[mx][my]->otyp;
1549. 	} else if (IS_DOOR(typ) || IS_WALL(typ) ||
1550. 		   typ == SDOOR || typ == SCORR) {
1551. 		ap_type = M_AP_FURNITURE;
1552. 		/*
1553. 		 *  If there is a wall to the left that connects to this
1554. 		 *  location, then the mimic mimics a horizontal closed door.
1555. 		 *  This does not allow doors to be in corners of rooms.
1556. 		 */
1557. 		if (mx != 0 &&
1558. 			(levl[mx-1][my].typ == HWALL    ||
1559. 			 levl[mx-1][my].typ == TLCORNER ||
1560. 			 levl[mx-1][my].typ == TRWALL   ||
1561. 			 levl[mx-1][my].typ == BLCORNER ||
1562. 			 levl[mx-1][my].typ == TDWALL   ||
1563. 			 levl[mx-1][my].typ == CROSSWALL||
1564. 			 levl[mx-1][my].typ == TUWALL    ))
1565. 		    appear = S_hcdoor;
1566. 		else
1567. 		    appear = S_vcdoor;
1568. 
1569. 		if(!mtmp->minvis || See_invisible)
1570. 		    block_point(mx,my);	/* vision */
1571. 	} else if (level.flags.is_maze_lev && rn2(2)) {
1572. 		ap_type = M_AP_OBJECT;
1573. 		appear = STATUE;
1574. 	} else if (roomno < 0) {
1575. 		ap_type = M_AP_OBJECT;
1576. 		appear = BOULDER;
1577. 		if(!mtmp->minvis || See_invisible)
1578. 		    block_point(mx,my);	/* vision */
1579. 	} else if (rt == ZOO || rt == VAULT) {
1580. 		ap_type = M_AP_OBJECT;
1581. 		appear = GOLD_PIECE;
1582. 	} else if (rt == DELPHI) {
1583. 		if (rn2(2)) {
1584. 			ap_type = M_AP_OBJECT;
1585. 			appear = STATUE;
1586. 		} else {
1587. 			ap_type = M_AP_FURNITURE;
1588. 			appear = S_fountain;
1589. 		}
1590. 	} else if (rt == TEMPLE) {
1591. 		ap_type = M_AP_FURNITURE;
1592. 		appear = S_altar;
1593. 	/*
1594. 	 * We won't bother with beehives, morgues, barracks, throne rooms
1595. 	 * since they shouldn't contain too many mimics anyway...
1596. 	 */
1597. 	} else if (rt >= SHOPBASE) {
1598. 		s_sym = get_shop_item(rt - SHOPBASE);
1599. 		if (s_sym < 0) {
1600. 			ap_type = M_AP_OBJECT;
1601. 			appear = -s_sym;
1602. 		} else {
1603. 			if (s_sym == RANDOM_CLASS)
1604. 				s_sym = syms[rn2((int)sizeof(syms)-2) + 2];
1605. 			goto assign_sym;
1606. 		}
1607. 	} else {
1608. 		s_sym = syms[rn2((int)sizeof(syms))];
1609. assign_sym:
1610. 		if (s_sym >= MAXOCLASSES) {
1611. 			ap_type = M_AP_FURNITURE;
1612. 			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair;
1613. 		} else if (s_sym == GOLD_CLASS) {
1614. 			ap_type = M_AP_OBJECT;
1615. 			appear = GOLD_PIECE;
1616. 		} else {
1617. 			ap_type = M_AP_OBJECT;
1618. 			if (s_sym == S_MIMIC_DEF) {
1619. 				appear = STRANGE_OBJECT;
1620. 			} else {
1621. 				otmp = mkobj( (char) s_sym, FALSE );
1622. 				appear = otmp->otyp;
1623. 				/* make sure container contents are free'ed */
1624. 				obfree(otmp, (struct obj *) 0);
1625. 			}
1626. 		}
1627. 	}
1628. 	mtmp->m_ap_type = ap_type;
1629. 	mtmp->mappearance = appear;
1630. }
1631. 
1632. #endif /* OVLB */
1633. 
1634. /*makemon.c*/