Source:NetHack 3.4.3/src/makemon.c

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Below is the full text to src/makemon.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/makemon.c#line123, for example.

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/*	SCCS Id: @(#)makemon.c	3.4	2003/09/06	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

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.

#include "hack.h"
#include "epri.h"
#include "emin.h"
#include "edog.h"
#ifdef REINCARNATION
#include <ctype.h>
#endif

STATIC_VAR NEARDATA struct monst zeromonst;

/* this assumes that a human quest leader or nemesis is an archetype
of the corresponding role; that isn't so for some roles (tourist
for instance) but is for the priests and monks we use it for... */
#define quest_mon_represents_role(mptr,role_pm) \
		(mptr->mlet == S_HUMAN && Role_if(role_pm) && \
		  (mptr->msound == MS_LEADER || mptr->msound == MS_NEMESIS))

#ifdef OVL0
STATIC_DCL boolean FDECL(uncommon, (int));
STATIC_DCL int FDECL(align_shift, (struct permonst *));
#endif /* OVL0 */
STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int));
STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int));
STATIC_DCL void FDECL(m_initweap,(struct monst *));
#ifdef OVL1
STATIC_DCL void FDECL(m_initinv,(struct monst *));
#endif /* OVL1 */

extern const int monstr[];

#define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3)
#define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10)
#define toostrong(monindx, lev) (monstr[monindx] > lev)
#define tooweak(monindx, lev)	(monstr[monindx] < lev)

is_home_elemental

#ifdef OVLB
boolean
is_home_elemental(ptr)
register struct permonst *ptr;
{
	if (ptr->mlet == S_ELEMENTAL)
	    switch (monsndx(ptr)) {
		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
	    }
	return FALSE;
}

wrong_elem_type

/*
* Return true if the given monster cannot exist on this elemental level.
*/
STATIC_OVL boolean
wrong_elem_type(ptr)
register struct permonst *ptr;
{
if (ptr->mlet == S_ELEMENTAL) {
	return((boolean)(!is_home_elemental(ptr)));
} else if (Is_earthlevel(&u.uz)) {
	/* no restrictions? */
} else if (Is_waterlevel(&u.uz)) {
	/* just monsters that can swim */
	if(!is_swimmer(ptr)) return TRUE;
} else if (Is_firelevel(&u.uz)) {
	if (!pm_resistance(ptr,MR_FIRE)) return TRUE;
} else if (Is_airlevel(&u.uz)) {
	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
	    return TRUE;
}
return FALSE;
}

m_initgrp

STATIC_OVL void
m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */
register struct monst *mtmp;
register int x, y, n;
{
	coord mm;
	register int cnt = rnd(n);
	struct monst *mon;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
	/* There is an unresolved problem with several people finding that
	 * the game hangs eating CPU; if interrupted and restored, the level
	 * will be filled with monsters.  Of those reports giving system type,
	 * there were two DG/UX and two HP-UX, all using gcc as the compiler.
	 * hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
	 * problem went away for him and another reporter-to-newsgroup
	 * after adding this debugging code.  This has almost got to be a
	 * compiler bug, but until somebody tracks it down and gets it fixed,
	 * might as well go with the "but it went away when I tried to find
	 * it" code.
	 */
	int cnttmp,cntdiv;

	cnttmp = cnt;
# ifdef DEBUG
	pline("init group call x=%d,y=%d,n=%d,cnt=%d.", x, y, n, cnt);
# endif
	cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
#endif
	/* Tuning: cut down on swarming at low character levels [mrs] */
	cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
	if (cnt != (cnttmp/cntdiv)) {
		pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
			(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1,
			cnttmp, cntdiv);
	}
#endif
	if(!cnt) cnt++;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
	if (cnt < 0) cnt = 1;
	if (cnt > 10) cnt = 10;
#endif

	mm.x = x;
	mm.y = y;
	while(cnt--) {
		if (peace_minded(mtmp->data)) continue;
		/* Don't create groups of peaceful monsters since they'll get
		 * in our way.  If the monster has a percentage chance so some
		 * are peaceful and some are not, the result will just be a
		 * smaller group.
		 */
		if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
		    mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS);
		    mon->mpeaceful = FALSE;
		    mon->mavenge = 0;
		    set_malign(mon);
		    /* Undo the second peace_minded() check in makemon(); if the
		     * monster turned out to be peaceful the first time we
		     * didn't create it at all; we don't want a second check.
		     */
		}
	}
}

m_initthrow

STATIC_OVL
void
m_initthrow(mtmp,otyp,oquan)
struct monst *mtmp;
int otyp,oquan;
{
	register struct obj *otmp;

	otmp = mksobj(otyp, TRUE, FALSE);
	otmp->quan = (long) rn1(oquan, 3);
	otmp->owt = weight(otmp);
	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
	(void) mpickobj(mtmp, otmp);
}

#endif /* OVLB */

m_initweap

#ifdef OVL2

STATIC_OVL void
m_initweap(mtmp)
register struct monst *mtmp;
{
	register struct permonst *ptr = mtmp->data;
	register int mm = monsndx(ptr);
	struct obj *otmp;

#ifdef REINCARNATION
	if (Is_rogue_level(&u.uz)) return;
#endif
/*
*	first a few special cases:
*
*		giants get a boulder to throw sometimes.
*		ettins get clubs
*		kobolds get darts to throw
*		centaurs get some sort of bow & arrows or bolts
*		soldiers get all sorts of things.
*		kops get clubs & cream pies.
*/
	switch (ptr->mlet) {
	    case S_GIANT:
		if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?
				    BOULDER : CLUB);
		break;
	    case S_HUMAN:
		if(is_mercenary(ptr)) {
		    int w1 = 0, w2 = 0;
		    switch (mm) {

			case PM_WATCHMAN:
			case PM_SOLDIER:
			  if (!rn2(3)) {
			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
			      w2 = rn2(2) ? DAGGER : KNIFE;
			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
			  break;
			case PM_SERGEANT:
			  w1 = rn2(2) ? FLAIL : MACE;
			  break;
			case PM_LIEUTENANT:
			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
			  break;
			case PM_CAPTAIN:
			case PM_WATCH_CAPTAIN:
			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
			  break;
			default:
			  if (!rn2(4)) w1 = DAGGER;
			  if (!rn2(7)) w2 = SPEAR;
			  break;
		    }
		    if (w1) (void)mongets(mtmp, w1);
		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
		    if (w2) (void)mongets(mtmp, w2);
		} else if (is_elf(ptr)) {
		    if (rn2(2))
			(void) mongets(mtmp,
				   rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
		    if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
		    if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER);
		    switch (rn2(3)) {
			case 0:
			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
			    (void)mongets(mtmp, ELVEN_BOW);
			    m_initthrow(mtmp, ELVEN_ARROW, 12);
			    break;
			case 1:
			    (void)mongets(mtmp, ELVEN_BROADSWORD);
			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
			    break;
			case 2:
			    if (rn2(2)) {
				(void)mongets(mtmp, ELVEN_SPEAR);
				(void)mongets(mtmp, ELVEN_SHIELD);
			    }
			    break;
		    }
		    if (mm == PM_ELVENKING) {
			if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
			    (void)mongets(mtmp, PICK_AXE);
			if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL);
		    }
		} else if (ptr->msound == MS_PRIEST ||
			quest_mon_represents_role(ptr,PM_PRIEST)) {
		    otmp = mksobj(MACE, FALSE, FALSE);
		    if(otmp) {
			otmp->spe = rnd(3);
			if(!rn2(2)) curse(otmp);
			(void) mpickobj(mtmp, otmp);
		    }
		}
		break;

	    case S_ANGEL:
		{
		    int spe2;

		    /* create minion stuff; can't use mongets */
		    otmp = mksobj(LONG_SWORD, FALSE, FALSE);

		    /* maybe make it special */
		    if (!rn2(20) || is_lord(ptr))
			otmp = oname(otmp, artiname(
				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
		    bless(otmp);
		    otmp->oerodeproof = TRUE;
		    spe2 = rn2(4);
		    otmp->spe = max(otmp->spe, spe2);
		    (void) mpickobj(mtmp, otmp);

		    otmp = mksobj(!rn2(4) || is_lord(ptr) ?
				  SHIELD_OF_REFLECTION : LARGE_SHIELD,
				  FALSE, FALSE);
		    otmp->cursed = FALSE;
		    otmp->oerodeproof = TRUE;
		    otmp->spe = 0;
		    (void) mpickobj(mtmp, otmp);
		}
		break;

	    case S_HUMANOID:
		if (mm == PM_HOBBIT) {
		    switch (rn2(3)) {
			case 0:
			    (void)mongets(mtmp, DAGGER);
			    break;
			case 1:
			    (void)mongets(mtmp, ELVEN_DAGGER);
			    break;
			case 2:
			    (void)mongets(mtmp, SLING);
			    break;
		      }
		    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
		    if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
		} else if (is_dwarf(ptr)) {
		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
		    if (!rn2(4)) {
			(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
			/* note: you can't use a mattock with a shield */
			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
			else {
				(void)mongets(mtmp, AXE);
				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
			}
			(void)mongets(mtmp, DWARVISH_IRON_HELM);
			if (!rn2(3))
			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
		    } else {
			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
		    }
		}
		break;
# ifdef KOPS
	    case S_KOP:		/* create Keystone Kops with cream pies to
				 * throw. As suggested by KAA.	   [MRS]
				 */
		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
		break;
# endif
	    case S_ORC:
		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
		switch (mm != PM_ORC_CAPTAIN ? mm :
			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
		    case PM_MORDOR_ORC:
			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
			break;
		    case PM_URUK_HAI:
			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
			if(!rn2(3)) {
			    (void)mongets(mtmp, ORCISH_BOW);
			    m_initthrow(mtmp, ORCISH_ARROW, 12);
			}
			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
			break;
		    default:
			if (mm != PM_ORC_SHAMAN && rn2(2))
			  (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
						   ? ORCISH_DAGGER : SCIMITAR);
		}
		break;
	    case S_OGRE:
		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
		    (void) mongets(mtmp, BATTLE_AXE);
		else
		    (void) mongets(mtmp, CLUB);
		break;
	    case S_TROLL:
		if (!rn2(2)) switch (rn2(4)) {
		    case 0: (void)mongets(mtmp, RANSEUR); break;
		    case 1: (void)mongets(mtmp, PARTISAN); break;
		    case 2: (void)mongets(mtmp, GLAIVE); break;
		    case 3: (void)mongets(mtmp, SPETUM); break;
		}
		break;
	    case S_KOBOLD:
		if (!rn2(4)) m_initthrow(mtmp, DART, 12);
		break;

	    case S_CENTAUR:
		if (rn2(2)) {
		    if(ptr == &mons[PM_FOREST_CENTAUR]) {
			(void)mongets(mtmp, BOW);
			m_initthrow(mtmp, ARROW, 12);
		    } else {
			(void)mongets(mtmp, CROSSBOW);
			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
		    }
		}
		break;
	    case S_WRAITH:
		(void)mongets(mtmp, KNIFE);
		(void)mongets(mtmp, LONG_SWORD);
		break;
	    case S_ZOMBIE:
		if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR);
		if (!rn2(4))
			(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
		break;
	    case S_LIZARD:
		if (mm == PM_SALAMANDER)
			(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ?
					     TRIDENT : STILETTO));
		break;
	    case S_DEMON:
		switch (mm) {
		    case PM_BALROG:
			(void)mongets(mtmp, BULLWHIP);
			(void)mongets(mtmp, BROADSWORD);
			break;
		    case PM_ORCUS:
			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
			break;
		    case PM_HORNED_DEVIL:
			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
			break;
		    case PM_DISPATER:
			(void)mongets(mtmp, WAN_STRIKING);
			break;
		    case PM_YEENOGHU:
			(void)mongets(mtmp, FLAIL);
			break;
		}
		/* prevent djinnis and mail daemons from leaving objects when
		 * they vanish
		 */
		if (!is_demon(ptr)) break;
		/* fall thru */
/*
*	Now the general case, Some chance of getting some type
*	of weapon for "normal" monsters.  Certain special types
*	of monsters will get a bonus chance or different selections.
*/
	    default:
	      {
		int bias;

		bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
		switch(rnd(14 - (2 * bias))) {
		    case 1:
			if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE);
			else m_initthrow(mtmp, DART, 12);
			break;
		    case 2:
			if(strongmonst(ptr))
			    (void) mongets(mtmp, TWO_HANDED_SWORD);
			else {
			    (void) mongets(mtmp, CROSSBOW);
			    m_initthrow(mtmp, CROSSBOW_BOLT, 12);
			}
			break;
		    case 3:
			(void) mongets(mtmp, BOW);
			m_initthrow(mtmp, ARROW, 12);
			break;
		    case 4:
			if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD);
			else m_initthrow(mtmp, DAGGER, 3);
			break;
		    case 5:
			if(strongmonst(ptr))
			    (void) mongets(mtmp, LUCERN_HAMMER);
			else (void) mongets(mtmp, AKLYS);
			break;
		    default:
			break;
		}
	      }
	      break;
	}
	if ((int) mtmp->m_lev > rn2(75))
		(void) mongets(mtmp, rnd_offensive_item(mtmp));
}

#endif /* OVL2 */

mkmonmoney

#ifdef OVL1

#ifdef GOLDOBJ
/*
*   Makes up money for monster's inventory.
*   This will change with silver & copper coins
*/
void 
mkmonmoney(mtmp, amount)
struct monst *mtmp;
long amount;
{
struct obj *gold = mksobj(GOLD_PIECE, FALSE, FALSE);
gold->quan = amount;
add_to_minv(mtmp, gold);
}
#endif

m_initinv

STATIC_OVL void
m_initinv(mtmp)
register struct	monst	*mtmp;
{
	register int cnt;
	register struct obj *otmp;
	register struct permonst *ptr = mtmp->data;
#ifdef REINCARNATION
	if (Is_rogue_level(&u.uz)) return;
#endif
/*
*	Soldiers get armour & rations - armour approximates their ac.
*	Nymphs may get mirror or potion of object detection.
*/
	switch(ptr->mlet) {

	    case S_HUMAN:
		if(is_mercenary(ptr)) {
		    register int mac;

		    switch(monsndx(ptr)) {
			case PM_GUARD: mac = -1; break;
			case PM_SOLDIER: mac = 3; break;
			case PM_SERGEANT: mac = 0; break;
			case PM_LIEUTENANT: mac = -2; break;
			case PM_CAPTAIN: mac = -3; break;
			case PM_WATCHMAN: mac = 3; break;
			case PM_WATCH_CAPTAIN: mac = -2; break;
			default: impossible("odd mercenary %d?", monsndx(ptr));
				mac = 0;
				break;
		    }

		    if (mac < -1 && rn2(5))
			mac += 7 + mongets(mtmp, (rn2(5)) ?
					   PLATE_MAIL : CRYSTAL_PLATE_MAIL);
		    else if (mac < 3 && rn2(5))
			mac += 6 + mongets(mtmp, (rn2(3)) ?
					   SPLINT_MAIL : BANDED_MAIL);
		    else if (rn2(5))
			mac += 3 + mongets(mtmp, (rn2(3)) ?
					   RING_MAIL : STUDDED_LEATHER_ARMOR);
		    else
			mac += 2 + mongets(mtmp, LEATHER_ARMOR);

		    if (mac < 10 && rn2(3))
			mac += 1 + mongets(mtmp, HELMET);
		    else if (mac < 10 && rn2(2))
			mac += 1 + mongets(mtmp, DENTED_POT);
		    if (mac < 10 && rn2(3))
			mac += 1 + mongets(mtmp, SMALL_SHIELD);
		    else if (mac < 10 && rn2(2))
			mac += 2 + mongets(mtmp, LARGE_SHIELD);
		    if (mac < 10 && rn2(3))
			mac += 1 + mongets(mtmp, LOW_BOOTS);
		    else if (mac < 10 && rn2(2))
			mac += 2 + mongets(mtmp, HIGH_BOOTS);
		    if (mac < 10 && rn2(3))
			mac += 1 + mongets(mtmp, LEATHER_GLOVES);
		    else if (mac < 10 && rn2(2))
			mac += 1 + mongets(mtmp, LEATHER_CLOAK);

		    if(ptr != &mons[PM_GUARD] &&
			ptr != &mons[PM_WATCHMAN] &&
			ptr != &mons[PM_WATCH_CAPTAIN]) {
			if (!rn2(3)) (void) mongets(mtmp, K_RATION);
			if (!rn2(2)) (void) mongets(mtmp, C_RATION);
			if (ptr != &mons[PM_SOLDIER] && !rn2(3))
				(void) mongets(mtmp, BUGLE);
		    } else
			   if (ptr == &mons[PM_WATCHMAN] && rn2(3))
				(void) mongets(mtmp, TIN_WHISTLE);
		} else if (ptr == &mons[PM_SHOPKEEPER]) {
		    (void) mongets(mtmp,SKELETON_KEY);
		    switch (rn2(4)) {
		    /* MAJOR fall through ... */
		    case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE);
		    case 1: (void) mongets(mtmp, POT_EXTRA_HEALING);
		    case 2: (void) mongets(mtmp, POT_HEALING);
		    case 3: (void) mongets(mtmp, WAN_STRIKING);
		    }
		} else if (ptr->msound == MS_PRIEST ||
			quest_mon_represents_role(ptr,PM_PRIEST)) {
		    (void) mongets(mtmp, rn2(7) ? ROBE :
					     rn2(3) ? CLOAK_OF_PROTECTION :
						 CLOAK_OF_MAGIC_RESISTANCE);
		    (void) mongets(mtmp, SMALL_SHIELD);
#ifndef GOLDOBJ
		    mtmp->mgold = (long)rn1(10,20);
#else
		    mkmonmoney(mtmp,(long)rn1(10,20));
#endif
		} else if (quest_mon_represents_role(ptr,PM_MONK)) {
		    (void) mongets(mtmp, rn2(11) ? ROBE :
					     CLOAK_OF_MAGIC_RESISTANCE);
		}
		break;
	    case S_NYMPH:
		if(!rn2(2)) (void) mongets(mtmp, MIRROR);
		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION);
		break;
	    case S_GIANT:
		if (ptr == &mons[PM_MINOTAUR]) {
		    if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
			(void) mongets(mtmp, WAN_DIGGING);
		} else if (is_giant(ptr)) {
		    for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) {
			otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),
				      FALSE, FALSE);
			otmp->quan = (long) rn1(2, 3);
			otmp->owt = weight(otmp);
			(void) mpickobj(mtmp, otmp);
		    }
		}
		break;
	    case S_WRAITH:
		if (ptr == &mons[PM_NAZGUL]) {
			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
			curse(otmp);
			(void) mpickobj(mtmp, otmp);
		}
		break;
	    case S_LICH:
		if (ptr == &mons[PM_MASTER_LICH] && !rn2(13))
			(void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING));
		else if (ptr == &mons[PM_ARCH_LICH] && !rn2(3)) {
			otmp = mksobj(rn2(3) ? ATHAME : QUARTERSTAFF,
				      TRUE, rn2(13) ? FALSE : TRUE);
			if (otmp->spe < 2) otmp->spe = rnd(3);
			if (!rn2(4)) otmp->oerodeproof = 1;
			(void) mpickobj(mtmp, otmp);
		}
		break;
	    case S_MUMMY:
		if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING);
		break;
	    case S_QUANTMECH:
		if (!rn2(20)) {
			otmp = mksobj(LARGE_BOX, FALSE, FALSE);
			otmp->spe = 1; /* flag for special box */
			otmp->owt = weight(otmp);
			(void) mpickobj(mtmp, otmp);
		}
		break;
	    case S_LEPRECHAUN:
#ifndef GOLDOBJ
		mtmp->mgold = (long) d(level_difficulty(), 30);
#else
		mkmonmoney(mtmp, (long) d(level_difficulty(), 30));
#endif
		break;
	    case S_DEMON:
	    	/* moved here from m_initweap() because these don't
		   have AT_WEAP so m_initweap() is not called for them */
		if (ptr == &mons[PM_ICE_DEVIL] && !rn2(4)) {
			(void)mongets(mtmp, SPEAR);
		} else if (ptr == &mons[PM_ASMODEUS]) {
			(void)mongets(mtmp, WAN_COLD);
			(void)mongets(mtmp, WAN_FIRE);
		}
		break;
	    default:
		break;
	}

	/* ordinary soldiers rarely have access to magic (or gold :-) */
	if (ptr == &mons[PM_SOLDIER] && rn2(13)) return;

	if ((int) mtmp->m_lev > rn2(50))
		(void) mongets(mtmp, rnd_defensive_item(mtmp));
	if ((int) mtmp->m_lev > rn2(100))
		(void) mongets(mtmp, rnd_misc_item(mtmp));
#ifndef GOLDOBJ
	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5))
		mtmp->mgold =
		      (long) d(level_difficulty(), mtmp->minvent ? 5 : 10);
#else
	if (likes_gold(ptr) && !findgold(mtmp->minvent) && !rn2(5))
		mkmonmoney(mtmp, (long) d(level_difficulty(), mtmp->minvent ? 5 : 10));
#endif
}

Spoilers on this function go here: Monster_starting_inventory

clone_mon

/* Note: for long worms, always call cutworm (cutworm calls clone_mon) */
struct monst *
clone_mon(mon, x, y)
struct monst *mon;
xchar x, y;	/* clone's preferred location or 0 (near mon) */
{
	coord mm;
	struct monst *m2;

	/* may be too weak or have been extinguished for population control */
	if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT))
	    return (struct monst *)0;

	if (x == 0) {
	    mm.x = mon->mx;
	    mm.y = mon->my;
	    if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
		return (struct monst *)0;
	} else if (!isok(x, y)) {
	    return (struct monst *)0;	/* paranoia */
	} else {
	    mm.x = x;
	    mm.y = y;
	    if (MON_AT(mm.x, mm.y)) {
		if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
		    return (struct monst *)0;
	    }
	}
	m2 = newmonst(0);
	*m2 = *mon;			/* copy condition of old monster */
	m2->nmon = fmon;
	fmon = m2;
	m2->m_id = flags.ident++;
	if (!m2->m_id) m2->m_id = flags.ident++;	/* ident overflowed */
	m2->mx = mm.x;
	m2->my = mm.y;

	m2->minvent = (struct obj *) 0; /* objects don't clone */
	m2->mleashed = FALSE;
#ifndef GOLDOBJ
	m2->mgold = 0L;
#endif
	/* Max HP the same, but current HP halved for both.  The caller
	 * might want to override this by halving the max HP also.
	 * When current HP is odd, the original keeps the extra point.
	 */
	m2->mhpmax = mon->mhpmax;
	m2->mhp = mon->mhp / 2;
	mon->mhp -= m2->mhp;

	/* since shopkeepers and guards will only be cloned if they've been
	 * polymorphed away from their original forms, the clone doesn't have
	 * room for the extra information.  we also don't want two shopkeepers
	 * around for the same shop.
	 */
	if (mon->isshk) m2->isshk = FALSE;
	if (mon->isgd) m2->isgd = FALSE;
	if (mon->ispriest) m2->ispriest = FALSE;
	m2->mxlth = 0;
	place_monster(m2, m2->mx, m2->my);
	if (emits_light(m2->data))
	    new_light_source(m2->mx, m2->my, emits_light(m2->data),
			     LS_MONSTER, (genericptr_t)m2);
	if (m2->mnamelth) {
	    m2->mnamelth = 0; /* or it won't get allocated */
	    m2 = christen_monst(m2, NAME(mon));
	} else if (mon->isshk) {
	    m2 = christen_monst(m2, shkname(mon));
	}

	/* not all clones caused by player are tame or peaceful */
	if (!flags.mon_moving) {
	    if (mon->mtame)
		m2->mtame = rn2(max(2 + u.uluck, 2)) ? mon->mtame : 0;
	    else if (mon->mpeaceful)
		m2->mpeaceful = rn2(max(2 + u.uluck, 2)) ? 1 : 0;
	}

	newsym(m2->mx,m2->my);	/* display the new monster */
	if (m2->mtame) {
	    struct monst *m3;

	    if (mon->isminion) {
		m3 = newmonst(sizeof(struct epri) + mon->mnamelth);
		*m3 = *m2;
		m3->mxlth = sizeof(struct epri);
		if (m2->mnamelth) Strcpy(NAME(m3), NAME(m2));
		*(EPRI(m3)) = *(EPRI(mon));
		replmon(m2, m3);
		m2 = m3;
	    } else {
		/* because m2 is a copy of mon it is tame but not init'ed.
		 * however, tamedog will not re-tame a tame dog, so m2
		 * must be made non-tame to get initialized properly.
		 */
		m2->mtame = 0;
		if ((m3 = tamedog(m2, (struct obj *)0)) != 0) {
		    m2 = m3;
		    *(EDOG(m2)) = *(EDOG(mon));
		}
	    }
	}
	set_malign(m2);

	return m2;
}

propagate

/*
* Propagate a species
*
* Once a certain number of monsters are created, don't create any more
* at random (i.e. make them extinct).  The previous (3.2) behavior was
* to do this when a certain number had _died_, which didn't make
* much sense.
*
* Returns FALSE propagation unsuccessful
*         TRUE  propagation successful
*/
boolean
propagate(mndx, tally, ghostly)
int mndx;
boolean tally;
boolean ghostly;
{
	boolean result;
	uchar lim = mbirth_limit(mndx);
	boolean gone = (mvitals[mndx].mvflags & G_GONE); /* genocided or extinct */

	result = (((int) mvitals[mndx].born < lim) && !gone) ? TRUE : FALSE;

	/* if it's unique, don't ever make it again */
	if (mons[mndx].geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT;

	if (mvitals[mndx].born < 255 && tally && (!ghostly || (ghostly && result)))
		 mvitals[mndx].born++;
	if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN) &&
		!(mvitals[mndx].mvflags & G_EXTINCT)) {
#if defined(DEBUG) && defined(WIZARD)
		if (wizard) pline("Automatically extinguished %s.",
					makeplural(mons[mndx].mname));
#endif
		mvitals[mndx].mvflags |= G_EXTINCT;
		reset_rndmonst(mndx);
	}
	return result;
}

makemon

makemon() takes 4 parameters: pointer to permonst struct, x and y coordinates and special flags, and returns a monster structure. makemon creates a new monster at the coordinates. The type of monster created depends on what permonst struct you give it. The special flags are defined in hack.h. For example, the following will create an angry djinni next to the hero:

struct monst *mtmp = makemon(&mons[PM_DJINNI], u.ux, u.uy, MM_ANGRY);


/*
* called with [x,y] = coordinates;
*	[0,0] means anyplace
*	[u.ux,u.uy] means: near player (if !in_mklev)
*
*	In case we make a monster group, only return the one at [x,y].
*/
struct monst *
makemon(ptr, x, y, mmflags)
register struct permonst *ptr;
register int	x, y;
register int	mmflags;
{
	register struct monst *mtmp;
	int mndx, mcham, ct, mitem, xlth;
	boolean anymon = (!ptr);
	boolean byyou = (x == u.ux && y == u.uy);
	boolean allow_minvent = ((mmflags & NO_MINVENT) == 0);
	boolean countbirth = ((mmflags & MM_NOCOUNTBIRTH) == 0);
	unsigned gpflags = (mmflags & MM_IGNOREWATER) ? MM_IGNOREWATER : 0;

	/* if caller wants random location, do it here */
	if(x == 0 && y == 0) {
		int tryct = 0;	/* careful with bigrooms */
		struct monst fakemon;

		fakemon.data = ptr;	/* set up for goodpos */
		do {
			x = rn1(COLNO-3,2);
			y = rn2(ROWNO);
		} while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0, gpflags) ||
			(!in_mklev && tryct++ < 50 && cansee(x, y)));
	} else if (byyou && !in_mklev) {
		coord bypos;

		if(enexto_core(&bypos, u.ux, u.uy, ptr, gpflags)) {
			x = bypos.x;
			y = bypos.y;
		} else
			return((struct monst *)0);
	}

	/* Does monster already exist at the position? */
	if(MON_AT(x, y)) {
		if ((mmflags & MM_ADJACENTOK) != 0) {
			coord bypos;
			if(enexto_core(&bypos, x, y, ptr, gpflags)) {
				x = bypos.x;
				y = bypos.y;
			} else
				return((struct monst *) 0);
		} else 
			return((struct monst *) 0);
	}

	if(ptr){
		mndx = monsndx(ptr);
		/* if you are to make a specific monster and it has
		   already been genocided, return */
		if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0);
#if defined(WIZARD) && defined(DEBUG)
		if (wizard && (mvitals[mndx].mvflags & G_EXTINCT))
		    pline("Explicitly creating extinct monster %s.",
			mons[mndx].mname);
#endif
	} else {
		/* make a random (common) monster that can survive here.
		 * (the special levels ask for random monsters at specific
		 * positions, causing mass drowning on the medusa level,
		 * for instance.)
		 */
		int tryct = 0;	/* maybe there are no good choices */
		struct monst fakemon;
		do {
			if(!(ptr = rndmonst())) {
#ifdef DEBUG
			    pline("Warning: no monster.");
#endif
			    return((struct monst *) 0);	/* no more monsters! */
			}
			fakemon.data = ptr;	/* set up for goodpos */
		} while(!goodpos(x, y, &fakemon, gpflags) && tryct++ < 50);
		mndx = monsndx(ptr);
	}
	(void) propagate(mndx, countbirth, FALSE);
	xlth = ptr->pxlth;
	if (mmflags & MM_EDOG) xlth += sizeof(struct edog);
	else if (mmflags & MM_EMIN) xlth += sizeof(struct emin);
	mtmp = newmonst(xlth);
	*mtmp = zeromonst;		/* clear all entries in structure */
	(void)memset((genericptr_t)mtmp->mextra, 0, xlth);
	mtmp->nmon = fmon;
	fmon = mtmp;
	mtmp->m_id = flags.ident++;
	if (!mtmp->m_id) mtmp->m_id = flags.ident++;	/* ident overflowed */
	set_mon_data(mtmp, ptr, 0);
	if (mtmp->data->msound == MS_LEADER)
	    quest_status.leader_m_id = mtmp->m_id;
	mtmp->mxlth = xlth;
	mtmp->mnum = mndx;

	mtmp->m_lev = adj_lev(ptr);
	if (is_golem(ptr)) {
	    mtmp->mhpmax = mtmp->mhp = golemhp(mndx);
	} else if (is_rider(ptr)) {
	    /* We want low HP, but a high mlevel so they can attack well */
	    mtmp->mhpmax = mtmp->mhp = d(10,8);
	} else if (ptr->mlevel > 49) {
	    /* "special" fixed hp monster
	     * the hit points are encoded in the mlevel in a somewhat strange
	     * way to fit in the 50..127 positive range of a signed character
	     * above the 1..49 that indicate "normal" monster levels */
	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6);
	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */
	} else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) {
	    /* adult dragons */
	    mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ?
		(8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4)));
	} else if (!mtmp->m_lev) {
	    mtmp->mhpmax = mtmp->mhp = rnd(4);
	} else {
	    mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8);
	    if (is_home_elemental(ptr))
		mtmp->mhpmax = (mtmp->mhp *= 3);
	}

	if (is_female(ptr)) mtmp->female = TRUE;
	else if (is_male(ptr)) mtmp->female = FALSE;
	else mtmp->female = rn2(2);	/* ignored for neuters */

	if (In_sokoban(&u.uz) && !mindless(ptr))  /* know about traps here */
	    mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1));
	if (ptr->msound == MS_LEADER)		/* leader knows about portal */
	    mtmp->mtrapseen |= (1L << (MAGIC_PORTAL-1));

	place_monster(mtmp, x, y);
	mtmp->mcansee = mtmp->mcanmove = TRUE;
	mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr);

	switch(ptr->mlet) {
		case S_MIMIC:
			set_mimic_sym(mtmp);
			break;
		case S_SPIDER:
		case S_SNAKE:
			if(in_mklev)
			    if(x && y)
				(void) mkobj_at(0, x, y, TRUE);
			if(hides_under(ptr) && OBJ_AT(x, y))
			    mtmp->mundetected = TRUE;
			break;
		case S_LIGHT:
		case S_ELEMENTAL:
			if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) {
			    mtmp->perminvis = TRUE;
			    mtmp->minvis = TRUE;
			}
			break;
		case S_EEL:
			if (is_pool(x, y))
			    mtmp->mundetected = TRUE;
			break;
		case S_LEPRECHAUN:
			mtmp->msleeping = 1;
			break;
		case S_JABBERWOCK:
		case S_NYMPH:
			if (rn2(5) && !u.uhave.amulet) mtmp->msleeping = 1;
			break;
		case S_ORC:
			if (Race_if(PM_ELF)) mtmp->mpeaceful = FALSE;
			break;
		case S_UNICORN:
			if (is_unicorn(ptr) &&
					sgn(u.ualign.type) == sgn(ptr->maligntyp))
				mtmp->mpeaceful = TRUE;
			break;
		case S_BAT:
			if (Inhell && is_bat(ptr))
			    mon_adjust_speed(mtmp, 2, (struct obj *)0);
			break;
	}
	if ((ct = emits_light(mtmp->data)) > 0)
		new_light_source(mtmp->mx, mtmp->my, ct,
				 LS_MONSTER, (genericptr_t)mtmp);
	mitem = 0;	/* extra inventory item for this monster */

	if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) {
		/* If you're protected with a ring, don't create
		 * any shape-changing chameleons -dgk
		 */
		if (Protection_from_shape_changers)
			mtmp->cham = CHAM_ORDINARY;
		else {
			mtmp->cham = mcham;
			(void) newcham(mtmp, rndmonst(), FALSE, FALSE);
		}
	} else if (mndx == PM_WIZARD_OF_YENDOR) {
		mtmp->iswiz = TRUE;
		flags.no_of_wizards++;
		if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz))
			mitem = SPE_DIG;
	} else if (mndx == PM_DJINNI) {
		flags.djinni_count++;
	} else if (mndx == PM_GHOST) {
		flags.ghost_count++;
		if (!(mmflags & MM_NONAME))
			mtmp = christen_monst(mtmp, rndghostname());
	} else if (mndx == PM_VLAD_THE_IMPALER) {
		mitem = CANDELABRUM_OF_INVOCATION;
	} else if (mndx == PM_CROESUS) {
		mitem = TWO_HANDED_SWORD;
	} else if (ptr->msound == MS_NEMESIS) {
		mitem = BELL_OF_OPENING;
	} else if (mndx == PM_PESTILENCE) {
		mitem = POT_SICKNESS;
	}
	if (mitem && allow_minvent) (void) mongets(mtmp, mitem);

	if(in_mklev) {
		if(((is_ndemon(ptr)) ||
		    (mndx == PM_WUMPUS) ||
		    (mndx == PM_LONG_WORM) ||
		    (mndx == PM_GIANT_EEL)) && !u.uhave.amulet && rn2(5))
			mtmp->msleeping = TRUE;
	} else {
		if(byyou) {
			newsym(mtmp->mx,mtmp->my);
			set_apparxy(mtmp);
		}
	}
	if(is_dprince(ptr) && ptr->msound == MS_BRIBE) {
	    mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1;
	    mtmp->mavenge = 0;
	    if (uwep && uwep->oartifact == ART_EXCALIBUR)
		mtmp->mpeaceful = mtmp->mtame = FALSE;
	}
#ifndef DCC30_BUG
	if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno()) != 0)
#else
	/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
	 * same expression.
	 */
	if (mndx == PM_LONG_WORM &&
		(mtmp->wormno = get_wormno(), mtmp->wormno != 0))
#endif
	{
	    /* we can now create worms with tails - 11/91 */
	    initworm(mtmp, rn2(5));
	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y);
	}
	set_malign(mtmp);		/* having finished peaceful changes */
	if(anymon) {
	    if ((ptr->geno & G_SGROUP) && rn2(2)) {
		m_initsgrp(mtmp, mtmp->mx, mtmp->my);
	    } else if (ptr->geno & G_LGROUP) {
		if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
		else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my);
	    }
	}

	if (allow_minvent) {
	    if(is_armed(ptr))
		m_initweap(mtmp);	/* equip with weapons / armor */
	    m_initinv(mtmp);  /* add on a few special items incl. more armor */
	    m_dowear(mtmp, TRUE);
	} else {
	    /* no initial inventory is allowed */
	    if (mtmp->minvent) discard_minvent(mtmp);
	    mtmp->minvent = (struct obj *)0;    /* caller expects this */
	}
	if ((ptr->mflags3 & M3_WAITMASK) && !(mmflags & MM_NOWAIT)) {
		if (ptr->mflags3 & M3_WAITFORU)
			mtmp->mstrategy |= STRAT_WAITFORU;
		if (ptr->mflags3 & M3_CLOSE)
			mtmp->mstrategy |= STRAT_CLOSE;
	}

	if (!in_mklev)
	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */

	return(mtmp);
}

mbirth_limit

int
mbirth_limit(mndx)
int mndx;
{
	/* assert(MAXMONNO < 255); */
	return (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO); 
}

create_critters

/* used for wand/scroll/spell of create monster */
/* returns TRUE iff you know monsters have been created */
boolean
create_critters(cnt, mptr)
int cnt;
struct permonst *mptr;		/* usually null; used for confused reading */
{
	coord c;
	int x, y;
	struct monst *mon;
	boolean known = FALSE;
#ifdef WIZARD
	boolean ask = wizard;
#endif

	while (cnt--) {
#ifdef WIZARD
	    if (ask) {
		if (create_particular()) {
		    known = TRUE;
		    continue;
		}
		else ask = FALSE;	/* ESC will shut off prompting */
	    }
#endif
	    x = u.ux,  y = u.uy;
	    /* if in water, try to encourage an aquatic monster
	       by finding and then specifying another wet location */
	    if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL]))
		x = c.x,  y = c.y;

	    mon = makemon(mptr, x, y, NO_MM_FLAGS);
	    if (mon && canspotmon(mon)) known = TRUE;
	}
	return known;
}

#endif /* OVL1 */

uncommon

#ifdef OVL0

STATIC_OVL boolean
uncommon(mndx)
int mndx;
{
	if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE;
	if (mvitals[mndx].mvflags & G_GONE) return TRUE;
	if (Inhell)
		return(mons[mndx].maligntyp > A_NEUTRAL);
	else
		return((mons[mndx].geno & G_HELL) != 0);
}

align_shift

/*
*	shift the probability of a monster's generation by
*	comparing the dungeon alignment and monster alignment.
*	return an integer in the range of 0-5.
*/
STATIC_OVL int
align_shift(ptr)
register struct permonst *ptr;
{
static NEARDATA long oldmoves = 0L;	/* != 1, starting value of moves */
static NEARDATA s_level *lev;
register int alshift;

if(oldmoves != moves) {
	lev = Is_special(&u.uz);
	oldmoves = moves;
}
switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
default:	/* just in case */
case AM_NONE:	alshift = 0;
			break;
case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT);
			break;
case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT;
			break;
case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT);
			break;
}
return alshift;
}

rndmonst

static NEARDATA struct {
	int choice_count;
	char mchoices[SPECIAL_PM];	/* value range is 0..127 */
} rndmonst_state = { -1, {0} };

/* select a random monster type */
struct permonst *
rndmonst()
{
	register struct permonst *ptr;
	register int mndx, ct;

	if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0)
	    return ptr;

	if (rndmonst_state.choice_count < 0) {	/* need to recalculate */
	    int zlevel, minmlev, maxmlev;
	    boolean elemlevel;
#ifdef REINCARNATION
	    boolean upper;
#endif

	    rndmonst_state.choice_count = 0;
	    /* look for first common monster */
	    for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) {
		if (!uncommon(mndx)) break;
		rndmonst_state.mchoices[mndx] = 0;
	    }		
	    if (mndx == SPECIAL_PM) {
		/* evidently they've all been exterminated */
#ifdef DEBUG
		pline("rndmonst: no common mons!");
#endif
		return (struct permonst *)0;
	    } /* else `mndx' now ready for use below */
	    zlevel = level_difficulty();
	    /* determine the level of the weakest monster to make. */
	    minmlev = zlevel / 6;
	    /* determine the level of the strongest monster to make. */
	    maxmlev = (zlevel + u.ulevel) / 2;
#ifdef REINCARNATION
	    upper = Is_rogue_level(&u.uz);
#endif
	    elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);

/*
*	Find out how many monsters exist in the range we have selected.
*/
	    /* (`mndx' initialized above) */
	    for ( ; mndx < SPECIAL_PM; mndx++) {
		ptr = &mons[mndx];
		rndmonst_state.mchoices[mndx] = 0;
		if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
		    continue;
#ifdef REINCARNATION
		if (upper && !isupper(def_monsyms[(int)(ptr->mlet)])) continue;
#endif
		if (elemlevel && wrong_elem_type(ptr)) continue;
		if (uncommon(mndx)) continue;
		if (Inhell && (ptr->geno & G_NOHELL)) continue;
		ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr);
		if (ct < 0 || ct > 127)
		    panic("rndmonst: bad count [#%d: %d]", mndx, ct);
		rndmonst_state.choice_count += ct;
		rndmonst_state.mchoices[mndx] = (char)ct;
	    }
/*
*	    Possible modification:  if choice_count is "too low",
*	    expand minmlev..maxmlev range and try again.
*/
	} /* choice_count+mchoices[] recalc */

	if (rndmonst_state.choice_count <= 0) {
	    /* maybe no common mons left, or all are too weak or too strong */
#ifdef DEBUG
	    Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count);
#endif
	    return (struct permonst *)0;
	}

/*
*	Now, select a monster at random.
*/
	ct = rnd(rndmonst_state.choice_count);
	for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
	    if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break;

	if (mndx == SPECIAL_PM || uncommon(mndx)) {	/* shouldn't happen */
	    impossible("rndmonst: bad `mndx' [#%d]", mndx);
	    return (struct permonst *)0;
	}
	return &mons[mndx];
}

reset_rndmonst

/* called when you change level (experience or dungeon depth) or when
monster species can no longer be created (genocide or extinction) */
void
reset_rndmonst(mndx)
int mndx;	/* particular species that can no longer be created */
{
	/* cached selection info is out of date */
	if (mndx == NON_PM) {
	    rndmonst_state.choice_count = -1;	/* full recalc needed */
	} else if (mndx < SPECIAL_PM) {
	    rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx];
	    rndmonst_state.mchoices[mndx] = 0;
	} /* note: safe to ignore extinction of unique monsters */
}

#endif /* OVL0 */

mkclass

#ifdef OVL1

/*	The routine below is used to make one of the multiple types
*	of a given monster class.  The second parameter specifies a
*	special casing bit mask to allow the normal genesis
*	masks to be deactivated.  Returns 0 if no monsters
*	in that class can be made.
*/

struct permonst *
mkclass(class,spc)
char	class;
int	spc;
{
	register int	first, last, num = 0;
	int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc;

	maxmlev = level_difficulty() >> 1;
	if(class < 1 || class >= MAXMCLASSES) {
	    impossible("mkclass called with bad class!");
	    return((struct permonst *) 0);
	}
/*	Assumption #1:	monsters of a given class are contiguous in the
*			mons[] array.
*/
	for (first = LOW_PM; first < SPECIAL_PM; first++)
	    if (mons[first].mlet == class) break;
	if (first == SPECIAL_PM) return (struct permonst *) 0;

	for (last = first;
		last < SPECIAL_PM && mons[last].mlet == class; last++)
	    if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask)
					&& !is_placeholder(&mons[last])) {
		/* consider it */
		if(num && toostrong(last, maxmlev) &&
		   monstr[last] != monstr[last-1] && rn2(2)) break;
		num += mons[last].geno & G_FREQ;
	    }

	if(!num) return((struct permonst *) 0);

/*	Assumption #2:	monsters of a given class are presented in ascending
*			order of strength.
*/
	for(num = rnd(num); num > 0; first++)
	    if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask)
					&& !is_placeholder(&mons[first])) {
		/* skew towards lower value monsters at lower exp. levels */
		num -= mons[first].geno & G_FREQ;
		if (num && adj_lev(&mons[first]) > (u.ulevel*2)) {
		    /* but not when multiple monsters are same level */
		    if (mons[first].mlevel != mons[first+1].mlevel)
			num--;
		}
	    }
	first--; /* correct an off-by-one error */

	return(&mons[first]);
}

adj_lev

int
adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */
register struct permonst *ptr;
{
	int	tmp, tmp2;

	if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
		/* does not depend on other strengths, but does get stronger
		 * every time he is killed
		 */
		tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died;
		if (tmp > 49) tmp = 49;
		return tmp;
	}

	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */
	tmp2 = (level_difficulty() - tmp);
	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */
	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */

	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */
	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */

	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */
	if (tmp2 > 49) tmp2 = 49;		/* hard upper limit */
	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
}

#endif /* OVL1 */

grow_up

#ifdef OVLB

struct permonst *
grow_up(mtmp, victim)	/* `mtmp' might "grow up" into a bigger version */
struct monst *mtmp, *victim;
{
	int oldtype, newtype, max_increase, cur_increase,
	    lev_limit, hp_threshold;
	struct permonst *ptr = mtmp->data;

	/* monster died after killing enemy but before calling this function */
	/* currently possible if killing a gas spore */
	if (mtmp->mhp <= 0)
	    return ((struct permonst *)0);

	/* note:  none of the monsters with special hit point calculations
	   have both little and big forms */
	oldtype = monsndx(ptr);
	newtype = little_to_big(oldtype);
	if (newtype == PM_PRIEST && mtmp->female) newtype = PM_PRIESTESS;

	/* growth limits differ depending on method of advancement */
	if (victim) {		/* killed a monster */
	    /*
	     * The HP threshold is the maximum number of hit points for the
	     * current level; once exceeded, a level will be gained.
	     * Possible bug: if somehow the hit points are already higher
	     * than that, monster will gain a level without any increase in HP.
	     */
	    hp_threshold = mtmp->m_lev * 8;		/* normal limit */
	    if (!mtmp->m_lev)
		hp_threshold = 4;
	    else if (is_golem(ptr))	/* strange creatures */
		hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1;
	    else if (is_home_elemental(ptr))
		hp_threshold *= 3;
	    lev_limit = 3 * (int)ptr->mlevel / 2;	/* same as adj_lev() */
	    /* If they can grow up, be sure the level is high enough for that */
	    if (oldtype != newtype && mons[newtype].mlevel > lev_limit)
		lev_limit = (int)mons[newtype].mlevel;
	    /* number of hit points to gain; unlike for the player, we put
	       the limit at the bottom of the next level rather than the top */
	    max_increase = rnd((int)victim->m_lev + 1);
	    if (mtmp->mhpmax + max_increase > hp_threshold + 1)
		max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0);
	    cur_increase = (max_increase > 1) ? rn2(max_increase) : 0;
	} else {
	    /* a gain level potion or wraith corpse; always go up a level
	       unless already at maximum (49 is hard upper limit except
	       for demon lords, who start at 50 and can't go any higher) */
	    max_increase = cur_increase = rnd(8);
	    hp_threshold = 0;	/* smaller than `mhpmax + max_increase' */
	    lev_limit = 50;		/* recalc below */
	}

	mtmp->mhpmax += max_increase;
	mtmp->mhp += cur_increase;
	if (mtmp->mhpmax <= hp_threshold)
	    return ptr;		/* doesn't gain a level */

	if (is_mplayer(ptr)) lev_limit = 30;	/* same as player */
	else if (lev_limit < 5) lev_limit = 5;	/* arbitrary */
	else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49);

	if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) {
	    ptr = &mons[newtype];
	    if (mvitals[newtype].mvflags & G_GENOD) {	/* allow G_EXTINCT */
		if (sensemon(mtmp))
		    pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),
			an(ptr->mname), mhe(mtmp),
			nonliving(ptr) ? "expires" : "dies");
		set_mon_data(mtmp, ptr, -1);	/* keep mvitals[] accurate */
		mondied(mtmp);
		return (struct permonst *)0;
	    }
	    set_mon_data(mtmp, ptr, 1);		/* preserve intrinsics */
	    newsym(mtmp->mx, mtmp->my);		/* color may change */
	    lev_limit = (int)mtmp->m_lev;	/* never undo increment */
	}
	/* sanity checks */
	if ((int)mtmp->m_lev > lev_limit) {
	    mtmp->m_lev--;	/* undo increment */
	    /* HP might have been allowed to grow when it shouldn't */
	    if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--;
	}
	if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8;	  /* absolute limit */
	if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;

	return ptr;
}

#endif /* OVLB */

mongets

mongets() takes two parameters, monster and an object name macro, and puts a randomly generated nonartifact object of the given type into the monster's inventory.

#ifdef OVL1

int
mongets(mtmp, otyp)
register struct monst *mtmp;
register int otyp;
{
	register struct obj *otmp;
	int spe;

	if (!otyp) return 0;
	otmp = mksobj(otyp, TRUE, FALSE);
	if (otmp) {
	    if (mtmp->data->mlet == S_DEMON) {
		/* demons never get blessed objects */
		if (otmp->blessed) curse(otmp);
	    } else if(is_lminion(mtmp)) {
		/* lawful minions don't get cursed, bad, or rusting objects */
		otmp->cursed = FALSE;
		if(otmp->spe < 0) otmp->spe = 0;
		otmp->oerodeproof = TRUE;
	    } else if(is_mplayer(mtmp->data) && is_sword(otmp)) {
		otmp->spe = (3 + rn2(4));
	    }

	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) {
		otmp->spe = 0;
		otmp->age = 0L;
		otmp->lamplit = FALSE;
		otmp->blessed = otmp->cursed = FALSE;
	    } else if (otmp->otyp == BELL_OF_OPENING) {
		otmp->blessed = otmp->cursed = FALSE;
	    } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
		otmp->blessed = FALSE;
		otmp->cursed = TRUE;
	    }

	    /* leaders don't tolerate inferior quality battle gear */
	    if (is_prince(mtmp->data)) {
		if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1)
		    otmp->spe = 1;
		else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0)
		    otmp->spe = 0;
	    }

	    spe = otmp->spe;
	    (void) mpickobj(mtmp, otmp);	/* might free otmp */
	    return(spe);
	} else return(0);
}

#endif /* OVL1 */

golemhp

#ifdef OVLB

int
golemhp(type)
int type;
{
	switch(type) {
		case PM_STRAW_GOLEM: return 20;
		case PM_PAPER_GOLEM: return 20;
		case PM_ROPE_GOLEM: return 30;
		case PM_LEATHER_GOLEM: return 40;
		case PM_GOLD_GOLEM: return 40;
		case PM_WOOD_GOLEM: return 50;
		case PM_FLESH_GOLEM: return 40;
		case PM_CLAY_GOLEM: return 50;
		case PM_STONE_GOLEM: return 60;
		case PM_GLASS_GOLEM: return 60;
		case PM_IRON_GOLEM: return 80;
		default: return 0;
	}
}

#endif /* OVLB */

peace_minded

#ifdef OVL1

/*
*	Alignment vs. yours determines monster's attitude to you.
*	( some "animal" types are co-aligned, but also hungry )
*/
boolean
peace_minded(ptr)
register struct permonst *ptr;
{
	aligntyp mal = ptr->maligntyp, ual = u.ualign.type;

	if (always_peaceful(ptr)) return TRUE;
	if (always_hostile(ptr)) return FALSE;
	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
		return TRUE;
	if (ptr->msound == MS_NEMESIS)	return FALSE;

	if (race_peaceful(ptr)) return TRUE;
	if (race_hostile(ptr)) return FALSE;

	/* the monster is hostile if its alignment is different from the
	 * player's */
	if (sgn(mal) != sgn(ual)) return FALSE;

	/* Negative monster hostile to player with Amulet. */
	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE;

	/* minions are hostile to players that have strayed at all */
	if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0));

	/* Last case:  a chance of a co-aligned monster being
	 * hostile.  This chance is greater if the player has strayed
	 * (u.ualign.record negative) or the monster is not strongly aligned.
	 */
	return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) &&
		!!rn2(2 + abs(mal))));
}

set_malign

/* Set malign to have the proper effect on player alignment if monster is
* killed.  Negative numbers mean it's bad to kill this monster; positive
* numbers mean it's good.  Since there are more hostile monsters than
* peaceful monsters, the penalty for killing a peaceful monster should be
* greater than the bonus for killing a hostile monster to maintain balance.
* Rules:
*   it's bad to kill peaceful monsters, potentially worse to kill always-
*	peaceful monsters
*   it's never bad to kill a hostile monster, although it may not be good
*/
void
set_malign(mtmp)
struct monst *mtmp;
{
	schar mal = mtmp->data->maligntyp;
	boolean coaligned;

	if (mtmp->ispriest || mtmp->isminion) {
		/* some monsters have individual alignments; check them */
		if (mtmp->ispriest)
			mal = EPRI(mtmp)->shralign;
		else if (mtmp->isminion)
			mal = EMIN(mtmp)->min_align;
		/* unless alignment is none, set mal to -5,0,5 */
		/* (see align.h for valid aligntyp values)     */
		if(mal != A_NONE)
			mal *= 5;
	}

	coaligned = (sgn(mal) == sgn(u.ualign.type));
	if (mtmp->data->msound == MS_LEADER) {
		mtmp->malign = -20;
	} else if (mal == A_NONE) {
		if (mtmp->mpeaceful)
			mtmp->malign = 0;
		else
			mtmp->malign = 20;	/* really hostile */
	} else if (always_peaceful(mtmp->data)) {
		int absmal = abs(mal);
		if (mtmp->mpeaceful)
			mtmp->malign = -3*max(5,absmal);
		else
			mtmp->malign = 3*max(5,absmal); /* renegade */
	} else if (always_hostile(mtmp->data)) {
		int absmal = abs(mal);
		if (coaligned)
			mtmp->malign = 0;
		else
			mtmp->malign = max(5,absmal);
	} else if (coaligned) {
		int absmal = abs(mal);
		if (mtmp->mpeaceful)
			mtmp->malign = -3*max(3,absmal);
		else	/* renegade */
			mtmp->malign = max(3,absmal);
	} else	/* not coaligned and therefore hostile */
		mtmp->malign = abs(mal);
}

#endif /* OVL1 */

set_mimic_sym

#ifdef OVLB

static NEARDATA char syms[] = {
	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
	FOOD_CLASS, COIN_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF,
};

void
set_mimic_sym(mtmp)		/* KAA, modified by ERS */
register struct monst *mtmp;
{
	int typ, roomno, rt;
	unsigned appear, ap_type;
	int s_sym;
	struct obj *otmp;
	int mx, my;

	if (!mtmp) return;
	mx = mtmp->mx; my = mtmp->my;
	typ = levl[mx][my].typ;
					/* only valid for INSIDE of room */
	roomno = levl[mx][my].roomno - ROOMOFFSET;
	if (roomno >= 0)
		rt = rooms[roomno].rtype;
#ifdef SPECIALIZATION
	else if (IS_ROOM(typ))
		rt = OROOM,  roomno = 0;
#endif
	else	rt = 0;	/* roomno < 0 case for GCC_WARN */

	if (OBJ_AT(mx, my)) {
		ap_type = M_AP_OBJECT;
		appear = level.objects[mx][my]->otyp;
	} else if (IS_DOOR(typ) || IS_WALL(typ) ||
		   typ == SDOOR || typ == SCORR) {
		ap_type = M_AP_FURNITURE;
		/*
		 *  If there is a wall to the left that connects to this
		 *  location, then the mimic mimics a horizontal closed door.
		 *  This does not allow doors to be in corners of rooms.
		 */
		if (mx != 0 &&
			(levl[mx-1][my].typ == HWALL    ||
			 levl[mx-1][my].typ == TLCORNER ||
			 levl[mx-1][my].typ == TRWALL   ||
			 levl[mx-1][my].typ == BLCORNER ||
			 levl[mx-1][my].typ == TDWALL   ||
			 levl[mx-1][my].typ == CROSSWALL||
			 levl[mx-1][my].typ == TUWALL    ))
		    appear = S_hcdoor;
		else
		    appear = S_vcdoor;

		if(!mtmp->minvis || See_invisible)
		    block_point(mx,my);	/* vision */
	} else if (level.flags.is_maze_lev && rn2(2)) {
		ap_type = M_AP_OBJECT;
		appear = STATUE;
	} else if (roomno < 0) {
		ap_type = M_AP_OBJECT;
		appear = BOULDER;
		if(!mtmp->minvis || See_invisible)
		    block_point(mx,my);	/* vision */
	} else if (rt == ZOO || rt == VAULT) {
		ap_type = M_AP_OBJECT;
		appear = GOLD_PIECE;
	} else if (rt == DELPHI) {
		if (rn2(2)) {
			ap_type = M_AP_OBJECT;
			appear = STATUE;
		} else {
			ap_type = M_AP_FURNITURE;
			appear = S_fountain;
		}
	} else if (rt == TEMPLE) {
		ap_type = M_AP_FURNITURE;
		appear = S_altar;
	/*
	 * We won't bother with beehives, morgues, barracks, throne rooms
	 * since they shouldn't contain too many mimics anyway...
	 */
	} else if (rt >= SHOPBASE) {
		s_sym = get_shop_item(rt - SHOPBASE);
		if (s_sym < 0) {
			ap_type = M_AP_OBJECT;
			appear = -s_sym;
		} else {
			if (s_sym == RANDOM_CLASS)
				s_sym = syms[rn2((int)sizeof(syms)-2) + 2];
			goto assign_sym;
		}
	} else {
		s_sym = syms[rn2((int)sizeof(syms))];
assign_sym:
		if (s_sym >= MAXOCLASSES) {
			ap_type = M_AP_FURNITURE;
			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair;
		} else if (s_sym == COIN_CLASS) {
			ap_type = M_AP_OBJECT;
			appear = GOLD_PIECE;
		} else {
			ap_type = M_AP_OBJECT;
			if (s_sym == S_MIMIC_DEF) {
				appear = STRANGE_OBJECT;
			} else {
				otmp = mkobj( (char) s_sym, FALSE );
				appear = otmp->otyp;
				/* make sure container contents are free'ed */
				obfree(otmp, (struct obj *) 0);
			}
		}
	}
	mtmp->m_ap_type = ap_type;
	mtmp->mappearance = appear;
}

bagotricks

/* release a monster from a bag of tricks */
void
bagotricks(bag)
struct obj *bag;
{
if (!bag || bag->otyp != BAG_OF_TRICKS) {
	impossible("bad bag o' tricks");
} else if (bag->spe < 1) {
	pline(nothing_happens);
} else {
	boolean gotone = FALSE;
	int cnt = 1;

	consume_obj_charge(bag, TRUE);

	if (!rn2(23)) cnt += rn1(7, 1);
	while (cnt-- > 0) {
	    if (makemon((struct permonst *)0, u.ux, u.uy, NO_MM_FLAGS))
		gotone = TRUE;
	}
	if (gotone) makeknown(BAG_OF_TRICKS);
}
}

#endif /* OVLB */

/*makemon.c*/