Source:NetHack 3.4.0/mplayer.c
Revision as of 13:26, 4 March 2008 by Kernigh bot (talk | contribs) (NetHack 3.4.0/mplayer.c moved to Source:NetHack 3.4.0/mplayer.c: Robot: moved page)
Below is the full text to mplayer.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mplayer.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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: @(#)mplayer.c 3.4 1997/02/04 */ 2. /* Copyright (c) Izchak Miller, 1992. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. 7. STATIC_DCL const char *NDECL(dev_name); 8. STATIC_DCL void FDECL(get_mplname, (struct monst *, char *)); 9. STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P)); 10. 11. /* These are the names of those who 12. * contributed to the development of NetHack 3.2/3.3/3.4. 13. * 14. * Keep in alphabetical order within teams. 15. * Same first name is entered once within each team. 16. */ 17. static const char *developers[] = { 18. /* devteam */ 19. "Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie", 20. "Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo", 21. "Warwick", 22. /* PC team */ 23. "Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul", 24. "Stephen", "Steve", "Timo", "Yitzhak", 25. /* Amiga team */ 26. "Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf", "Richard", 27. /* Mac team */ 28. "Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang", 29. /* Atari team */ 30. "Eric", "Marvin", "Warwick", 31. /* NT team */ 32. "Alex", "Dion", "Michael", 33. /* OS/2 team */ 34. "Helge", "Ron", "Timo", 35. /* VMS team */ 36. "Joshua", "Pat", 37. ""}; 38. 39. 40. /* return a randomly chosen developer name */ 41. STATIC_OVL const char * 42. dev_name() 43. { 44. register int i, m = 0, n = SIZE(developers); 45. register struct monst *mtmp; 46. register boolean match; 47. 48. do { 49. match = FALSE; 50. i = rn2(n); 51. for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 52. if(!is_mplayer(mtmp->data)) continue; 53. if(!strncmp(developers[i], NAME(mtmp), 54. strlen(developers[i]))) { 55. match = TRUE; 56. break; 57. } 58. } 59. m++; 60. } while (match && m < 100); /* m for insurance */ 61. 62. if (match) return (const char *)0; 63. return(developers[i]); 64. } 65. 66. STATIC_OVL void 67. get_mplname(mtmp, nam) 68. register struct monst *mtmp; 69. char *nam; 70. { 71. boolean fmlkind = is_female(mtmp->data); 72. const char *devnam; 73. 74. devnam = dev_name(); 75. if (!devnam) 76. Strcpy(nam, fmlkind ? "Eve" : "Adam"); 77. else if (fmlkind && !!strcmp(devnam, "Janet")) 78. Strcpy(nam, rn2(2) ? "Maud" : "Eve"); 79. else Strcpy(nam, devnam); 80. 81. if (fmlkind || !strcmp(nam, "Janet")) 82. mtmp->female = 1; 83. else 84. mtmp->female = 0; 85. Strcat(nam, " the "); 86. Strcat(nam, rank_of((int)mtmp->m_lev, 87. monsndx(mtmp->data), 88. (boolean)mtmp->female)); 89. } 90. 91. STATIC_OVL void 92. mk_mplayer_armor(mon, typ) 93. struct monst *mon; 94. short typ; 95. { 96. struct obj *obj; 97. 98. if (typ == STRANGE_OBJECT) return; 99. obj = mksobj(typ, FALSE, FALSE); 100. if (!rn2(3)) obj->oerodeproof = 1; 101. if (!rn2(3)) curse(obj); 102. if (!rn2(3)) bless(obj); 103. /* Most players who get to the endgame who have cursed equipment 104. * have it because the wizard or other monsters cursed it, so its 105. * chances of having plusses is the same as usual.... 106. */ 107. obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3); 108. (void) mpickobj(mon, obj); 109. } 110. 111. struct monst * 112. mk_mplayer(ptr, x, y, special) 113. register struct permonst *ptr; 114. xchar x, y; 115. register boolean special; 116. { 117. register struct monst *mtmp; 118. char nam[PL_NSIZ]; 119. 120. if(!is_mplayer(ptr)) 121. return((struct monst *)0); 122. 123. if(MON_AT(x, y)) 124. rloc(m_at(x, y)); /* insurance */ 125. 126. if(!In_endgame(&u.uz)) special = FALSE; 127. 128. if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) { 129. short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP); 130. short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL); 131. short cloak = !rn2(8) ? STRANGE_OBJECT : 132. rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT); 133. short helm = !rn2(8) ? STRANGE_OBJECT : 134. rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY); 135. short shield = !rn2(8) ? STRANGE_OBJECT : 136. rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION); 137. int quan; 138. struct obj *otmp; 139. 140. mtmp->m_lev = (special ? rn1(16,15) : rnd(16)); 141. mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) + 142. (special ? (30 + rnd(30)) : 30); 143. if(special) { 144. get_mplname(mtmp, nam); 145. mtmp = christen_monst(mtmp, nam); 146. /* that's why they are "stuck" in the endgame :-) */ 147. (void)mongets(mtmp, FAKE_AMULET_OF_YENDOR); 148. } 149. mtmp->mpeaceful = 0; 150. set_malign(mtmp); /* peaceful may have changed again */ 151. 152. switch(monsndx(ptr)) { 153. case PM_ARCHEOLOGIST: 154. if (rn2(2)) weapon = BULLWHIP; 155. break; 156. case PM_BARBARIAN: 157. if (rn2(2)) { 158. weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE; 159. shield = STRANGE_OBJECT; 160. } 161. if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 162. if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT; 163. break; 164. case PM_CAVEMAN: 165. case PM_CAVEWOMAN: 166. if (rn2(4)) weapon = MACE; 167. else if (rn2(2)) weapon = CLUB; 168. if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT; 169. break; 170. case PM_HEALER: 171. if (rn2(4)) weapon = QUARTERSTAFF; 172. else if (rn2(2)) weapon = rn2(2) ? UNICORN_HORN : SCALPEL; 173. if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY; 174. if (rn2(2)) shield = STRANGE_OBJECT; 175. break; 176. case PM_KNIGHT: 177. if (rn2(4)) weapon = LONG_SWORD; 178. if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 179. break; 180. case PM_MONK: 181. weapon = STRANGE_OBJECT; 182. armor = STRANGE_OBJECT; 183. cloak = ROBE; 184. if (rn2(2)) shield = STRANGE_OBJECT; 185. break; 186. case PM_PRIEST: 187. case PM_PRIESTESS: 188. if (rn2(2)) weapon = MACE; 189. if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 190. if (rn2(4)) cloak = ROBE; 191. if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY; 192. if (rn2(2)) shield = STRANGE_OBJECT; 193. break; 194. case PM_RANGER: 195. if (rn2(2)) weapon = ELVEN_DAGGER; 196. break; 197. case PM_ROGUE: 198. if (rn2(2)) weapon = SHORT_SWORD; 199. break; 200. case PM_SAMURAI: 201. if (rn2(2)) weapon = KATANA; 202. break; 203. #ifdef TOURIST 204. case PM_TOURIST: 205. /* Defaults are just fine */ 206. break; 207. #endif 208. case PM_VALKYRIE: 209. if (rn2(2)) weapon = WAR_HAMMER; 210. if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 211. break; 212. case PM_WIZARD: 213. if (rn2(4)) weapon = rn2(2) ? QUARTERSTAFF : ATHAME; 214. if (rn2(2)) { 215. armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL : 216. SILVER_DRAGON_SCALE_MAIL; 217. cloak = CLOAK_OF_MAGIC_RESISTANCE; 218. } 219. if (rn2(4)) helm = HELM_OF_BRILLIANCE; 220. shield = STRANGE_OBJECT; 221. break; 222. default: impossible("bad mplayer monster"); 223. weapon = 0; 224. break; 225. } 226. 227. if (weapon != STRANGE_OBJECT) { 228. otmp = mksobj(weapon, TRUE, FALSE); 229. otmp->spe = (special ? rn1(5,4) : rn2(4)); 230. if (!rn2(3)) otmp->oerodeproof = 1; 231. else if (!rn2(2)) otmp->greased = 1; 232. if (special && rn2(2)) 233. otmp = mk_artifact(otmp, A_NONE); 234. /* mplayers knew better than to overenchant Magicbane */ 235. if (otmp->oartifact == ART_MAGICBANE) 236. otmp->spe = rnd(4); 237. (void) mpickobj(mtmp, otmp); 238. } 239. 240. if(special) { 241. if (!rn2(10)) 242. (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE); 243. mk_mplayer_armor(mtmp, armor); 244. mk_mplayer_armor(mtmp, cloak); 245. mk_mplayer_armor(mtmp, helm); 246. mk_mplayer_armor(mtmp, shield); 247. if (rn2(8)) 248. mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES, 249. GAUNTLETS_OF_DEXTERITY)); 250. if (rn2(8)) 251. mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS)); 252. m_dowear(mtmp, TRUE); 253. 254. quan = rn2(3) ? rn2(3) : rn2(16); 255. while(quan--) 256. (void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE)); 257. /* To get the gold "right" would mean a player can double his */ 258. /* gold supply by killing one mplayer. Not good. */ 259. #ifndef GOLDOBJ 260. mtmp->mgold = rn2(1000); 261. #else 262. mkmonmoney(mtmp, rn2(1000)); 263. #endif 264. quan = rn2(10); 265. while(quan--) 266. (void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE)); 267. } 268. quan = rnd(3); 269. while(quan--) 270. (void)mongets(mtmp, rnd_offensive_item(mtmp)); 271. quan = rnd(3); 272. while(quan--) 273. (void)mongets(mtmp, rnd_defensive_item(mtmp)); 274. quan = rnd(3); 275. while(quan--) 276. (void)mongets(mtmp, rnd_misc_item(mtmp)); 277. } 278. 279. return(mtmp); 280. } 281. 282. /* create the indicated number (num) of monster-players, 283. * randomly chosen, and in randomly chosen (free) locations 284. * on the level. If "special", the size of num should not 285. * be bigger than the number of _non-repeated_ names in the 286. * developers array, otherwise a bunch of Adams and Eves will 287. * fill up the overflow. 288. */ 289. void 290. create_mplayers(num, special) 291. register int num; 292. boolean special; 293. { 294. int pm, x, y; 295. struct monst fakemon; 296. 297. while(num) { 298. int tryct = 0; 299. 300. /* roll for character class */ 301. pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1); 302. fakemon.data = &mons[pm]; 303. 304. /* roll for an available location */ 305. do { 306. x = rn1(COLNO-4, 2); 307. y = rnd(ROWNO-2); 308. } while(!goodpos(x, y, &fakemon) && tryct++ <= 50); 309. 310. /* if pos not found in 50 tries, don't bother to continue */ 311. if(tryct > 50) return; 312. 313. (void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special); 314. num--; 315. } 316. } 317. 318. void 319. mplayer_talk(mtmp) 320. register struct monst *mtmp; 321. { 322. static const char *same_class_msg[3] = { 323. "I can't win, and neither will you!", 324. "You don't deserve to win!", 325. "Mine should be the honor, not yours!", 326. }, *other_class_msg[3] = { 327. "The low-life wants to talk, eh?", 328. "Fight, scum!", 329. "Here is what I have to say!", 330. }; 331. 332. if(mtmp->mpeaceful) return; /* will drop to humanoid talk */ 333. 334. pline("Talk? -- %s", 335. (mtmp->data == &mons[urole.malenum] || 336. mtmp->data == &mons[urole.femalenum]) ? 337. same_class_msg[rn2(3)] : other_class_msg[rn2(3)]); 338. } 339. 340. /*mplayer.c*/