Source:NetHack 3.1.0/makemon.c

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Below is the full text to makemon.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/makemon.c#line123]], for example.

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1.    /*	SCCS Id: @(#)makemon.c	3.1	92/11/01	*/
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.    #ifdef REINCARNATION
9.    # include <ctype.h>
10.   #endif
11.   
12.   STATIC_VAR struct monst NEARDATA zeromonst;
13.   
14.   #define uncommon(ptr) \
15.   	(((ptr)->geno & (G_GENOD | G_EXTINCT | G_NOGEN | G_UNIQ)) || \
16.   	 (!Inhell ? ((ptr)->geno & G_HELL) : ((ptr)->maligntyp > A_NEUTRAL)))
17.   
18.   #ifdef OVL0
19.   static boolean NDECL(cmavail);
20.   static int FDECL(align_shift, (struct permonst *));
21.   #endif /* OVL0 */
22.   STATIC_DCL boolean FDECL(is_home_elemental,(struct permonst *));
23.   STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
24.   STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int));
25.   STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int));
26.   STATIC_DCL void FDECL(m_initweap,(struct monst *));
27.   #ifdef OVL1
28.   static void FDECL(m_initinv,(struct monst *));
29.   #endif /* OVL1 */
30.   
31.   extern int monstr[];
32.   
33.   #define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3)
34.   #define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10)
35.   #define toostrong(monindx, lev) (monstr[monindx] > lev)
36.   #define tooweak(monindx, lev)	(monstr[monindx] < lev)
37.   
38.   #ifdef OVLB
39.   STATIC_OVL boolean
40.   is_home_elemental(ptr)
41.   register struct permonst *ptr;
42.   {
43.   	if (ptr->mlet != S_ELEMENTAL) return FALSE;
44.   	if (!In_endgame(&u.uz)) return FALSE;
45.   	switch(monsndx(ptr)) {
46.   		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
47.   		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
48.   		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
49.   		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
50.   	}
51.   	return FALSE;	/* shouldn't be reached */
52.   }
53.   
54.   /*
55.    * Return true if the given monster cannot exist on this elemental level.
56.    */
57.   STATIC_OVL boolean
58.   wrong_elem_type(ptr)
59.       register struct permonst *ptr;
60.   {
61.       if (Is_earthlevel(&u.uz)) {
62.   	/* no restrictions? */
63.       } else if (Is_waterlevel(&u.uz)) {
64.   	/* just monsters that can swim */
65.   	if(!is_swimmer(ptr)) return TRUE;
66.       } else if (Is_firelevel(&u.uz)) {
67.   	if(!resists_fire(ptr)) return TRUE;
68.       } else if (Is_airlevel(&u.uz)) {
69.   	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
70.   	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
71.   	    return TRUE;
72.       }
73.       return FALSE;
74.   }
75.   
76.   STATIC_OVL void
77.   m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */
78.   register struct monst *mtmp;
79.   register int x, y, n;
80.   {
81.   	coord mm;
82.   	register int cnt = rnd(n);
83.   	struct monst *mon;
84.   
85.   /*
86.    *	Temporary kludge to cut down on swarming at lower character levels
87.    *	till we can get this game a little more balanced. [mrs]
88.    */
89.   	cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
90.   	if(!cnt) cnt++;
91.   
92.   	mm.x = x;
93.   	mm.y = y;
94.   	while(cnt--) {
95.   		if (peace_minded(mtmp->data)) continue;
96.   		/* Don't create groups of peaceful monsters since they'll get
97.   		 * in our way.  If the monster has a percentage chance so some
98.   		 * are peaceful and some are not, the result will just be a
99.   		 * smaller group.
100.  		 */
101.  		if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
102.  		    mon = makemon(mtmp->data, mm.x, mm.y);
103.  		    mon->mpeaceful = FALSE;
104.  		    set_malign(mon);
105.  		    /* Undo the second peace_minded() check in makemon(); if the
106.  		     * monster turned out to be peaceful the first time we
107.  		     * didn't create it at all; we don't want a second check.
108.  		     */
109.  		}
110.  	}
111.  }
112.  
113.  STATIC_OVL
114.  void
115.  m_initthrow(mtmp,otyp,oquan)
116.  struct monst *mtmp;
117.  int otyp,oquan;
118.  {
119.  	register struct obj *otmp;
120.  
121.  	otmp = mksobj(otyp, TRUE, FALSE);
122.  	otmp->quan = (long) rn1(oquan, 3);
123.  	otmp->owt = weight(otmp);
124.  	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
125.  	mpickobj(mtmp, otmp);
126.  }
127.  
128.  #endif /* OVLB */
129.  #ifdef OVL2
130.  
131.  STATIC_OVL void
132.  m_initweap(mtmp)
133.  register struct monst *mtmp;
134.  {
135.  	register struct permonst *ptr = mtmp->data;
136.  	register int mm = monsndx(ptr);
137.  #ifdef REINCARNATION
138.  	if (Is_rogue_level(&u.uz)) return;
139.  #endif
140.  /*
141.   *	first a few special cases:
142.   *
143.   *		giants get a boulder to throw sometimes.
144.   *		ettins get clubs
145.   *		kobolds get darts to throw
146.   *		centaurs get some sort of bow & arrows or bolts
147.   *		soldiers get all sorts of things.
148.   *		kops get clubs & cream pies.
149.   */
150.  	switch (mtmp->data->mlet) {
151.  	    case S_GIANT:
152.  		if (rn2(2)) (void)mongets(mtmp, (ptr != &mons[PM_ETTIN]) ?
153.  				    BOULDER : CLUB);
154.  		break;
155.  	    case S_HUMAN:
156.  		if(is_mercenary(ptr)) {
157.  		    int w1 = 0, w2 = 0;
158.  		    switch (mm) {
159.  
160.  			case PM_WATCHMAN:
161.  #ifdef ARMY
162.  			case PM_SOLDIER:
163.  #endif
164.  			  if (!rn2(3)) {
165.  			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
166.  			      w2 = rn2(2) ? DAGGER : KNIFE;
167.  			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
168.  			  break;
169.  #ifdef ARMY
170.  			case PM_SERGEANT:
171.  			  w1 = rn2(2) ? FLAIL : MACE;
172.  			  break;
173.  			case PM_LIEUTENANT:
174.  			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
175.  			  break;
176.  			case PM_CAPTAIN:
177.  #endif
178.  			case PM_WATCH_CAPTAIN:
179.  			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
180.  			  break;
181.  			default:
182.  			  if (!rn2(4)) w1 = DAGGER;
183.  			  if (!rn2(7)) w2 = SPEAR;
184.  			  break;
185.  		    }
186.  		    if (w1) (void)mongets(mtmp, w1);
187.  		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
188.  		    if (w2) (void)mongets(mtmp, w2);
189.  		} else if (is_elf(ptr)) {
190.  		    if (rn2(2))
191.  			(void) mongets(mtmp,
192.  				   rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
193.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
194.  		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
195.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER);
196.  		    switch (rn2(3)) {
197.  			case 0:
198.  			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
199.  			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
200.  			    (void)mongets(mtmp, ELVEN_BOW);
201.  			    m_initthrow(mtmp, ELVEN_ARROW, 12);
202.  			    break;
203.  			case 1:
204.  			    (void)mongets(mtmp, ELVEN_BROADSWORD);
205.  			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
206.  			    break;
207.  			case 2:
208.  			    if (rn2(2)) {
209.  				(void)mongets(mtmp, ELVEN_SPEAR);
210.  				(void)mongets(mtmp, ELVEN_SHIELD);
211.  			    }
212.  			    break;
213.  		    }
214.  		    if(mtmp->data == &mons[PM_ELVENKING])
215.  			(void)mongets(mtmp, PICK_AXE);
216.  		}
217.  		break;
218.  
219.  	    case S_ANGEL:
220.  		{
221.  		    int spe2;
222.  		    /* create minion stuff; can't use mongets */
223.  		    struct obj *otmp = mksobj(LONG_SWORD, FALSE, FALSE);
224.  
225.  		    /* maybe make it special */
226.  		    if(!rn2(20) || is_lord(mtmp->data))
227.  			otmp = oname(otmp, artiname(
228.  				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD), 0);
229.  		    bless(otmp);
230.  		    otmp->oerodeproof = TRUE;
231.  		    spe2 = rn2(4);
232.  		    otmp->spe = max(otmp->spe, spe2);
233.  		    mpickobj(mtmp, otmp);
234.  
235.  		    otmp = mksobj(!rn2(4) || is_lord(mtmp->data) ?
236.  				  SHIELD_OF_REFLECTION : LARGE_SHIELD,
237.  				  FALSE, FALSE);
238.  		    otmp->cursed = FALSE;
239.  		    otmp->oerodeproof = TRUE;
240.  		    otmp->spe = 0;
241.  		    mpickobj(mtmp, otmp);
242.  		}
243.  		break;
244.  
245.  	    case S_HUMANOID:
246.  		if (mm == PM_HOBBIT) {
247.  		    switch (rn2(3)) {
248.  			case 0:
249.  			    (void)mongets(mtmp, DAGGER);
250.  			    break;
251.  			case 1:
252.  			    (void)mongets(mtmp, ELVEN_DAGGER);
253.  			    break;
254.  			case 2:
255.  			    (void)mongets(mtmp, SLING);
256.  			    break;
257.  		      }
258.  		    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
259.  		    if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
260.  		} else if (is_dwarf(ptr)) {
261.  		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
262.  		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
263.  		    if (!rn2(4)) {
264.  			(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
265.  			/* note: you can't use a mattock with a shield */
266.  			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
267.  			else {
268.  				(void)mongets(mtmp, AXE);
269.  				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
270.  			}
271.  			(void)mongets(mtmp, DWARVISH_IRON_HELM);
272.  			if (!rn2(3))
273.  			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
274.  		    } else {
275.  			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
276.  		    }
277.  		}
278.  		break;
279.  # ifdef KOPS
280.  	    case S_KOP:		/* create Keystone Kops with cream pies to
281.  				 * throw. As suggested by KAA.	   [MRS]
282.  				 */
283.  		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
284.  		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
285.  		break;
286.  # endif
287.  	    case S_ORC:
288.  		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
289.  		switch (mm != PM_ORC_CAPTAIN ? mm :
290.  			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
291.  		    case PM_MORDOR_ORC:
292.  			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
293.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
294.  			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
295.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
296.  			break;
297.  		    case PM_URUK_HAI:
298.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
299.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
300.  			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
301.  			if(!rn2(3)) {
302.  			    (void)mongets(mtmp, ORCISH_BOW);
303.  			    m_initthrow(mtmp, ORCISH_ARROW, 12);
304.  			}
305.  			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
306.  			break;
307.  		    default:
308.  			if (mm != PM_ORC_SHAMAN && rn2(2))
309.  			  (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
310.  						   ? ORCISH_DAGGER : SCIMITAR);
311.  		}
312.  		break;
313.  	    case S_OGRE:
314.  		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
315.  		    (void) mongets(mtmp, BATTLE_AXE);
316.  		break;
317.  	    case S_KOBOLD:
318.  		if (!rn2(4)) m_initthrow(mtmp, DART, 12);
319.  		break;
320.  
321.  	    case S_CENTAUR:
322.  		if (rn2(2)) {
323.  		    if(ptr == &mons[PM_FOREST_CENTAUR]) {
324.  			(void)mongets(mtmp, BOW);
325.  			m_initthrow(mtmp, ARROW, 12);
326.  		    } else {
327.  			(void)mongets(mtmp, CROSSBOW);
328.  			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
329.  		    }
330.  		}
331.  		break;
332.  	    case S_WRAITH:
333.  		(void)mongets(mtmp, KNIFE);
334.  		(void)mongets(mtmp, LONG_SWORD);
335.  		break;
336.  	    case S_DEMON:
337.  		switch (mm) {
338.  		    case PM_BALROG:
339.  			(void)mongets(mtmp, BULLWHIP);
340.  			(void)mongets(mtmp, BROADSWORD);
341.  			break;
342.  		    case PM_ORCUS:
343.  			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
344.  			break;
345.  		    case PM_HORNED_DEVIL:
346.  			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
347.  			break;
348.  		    case PM_ICE_DEVIL:
349.  			if (!rn2(4)) (void)mongets(mtmp, SPEAR);
350.  			break;
351.  		    case PM_ASMODEUS:
352.  			(void)mongets(mtmp, WAN_COLD);
353.  			break;
354.  		    case PM_DISPATER:
355.  			(void)mongets(mtmp, WAN_STRIKING);
356.  			break;
357.  		    case PM_YEENOGHU:
358.  			(void)mongets(mtmp, FLAIL);
359.  			break;
360.  		}
361.  		/* prevent djinnis and mail daemons from leaving objects when
362.  		 * they vanish
363.  		 */
364.  		if (!is_demon(ptr)) break;
365.  		/* fall thru */
366.  /*
367.   *	Now the general case, ~40% chance of getting some type
368.   *	of weapon. TODO: Add more weapons types (use bigmonst());
369.   */
370.  	    default:
371.  		switch(rnd(12)) {
372.  		    case 1:
373.  			m_initthrow(mtmp, DART, 12);
374.  			break;
375.  		    case 2:
376.  			(void) mongets(mtmp, CROSSBOW);
377.  			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
378.  			break;
379.  		    case 3:
380.  			(void) mongets(mtmp, BOW);
381.  			m_initthrow(mtmp, ARROW, 12);
382.  			break;
383.  		    case 4:
384.  			m_initthrow(mtmp, DAGGER, 3);
385.  			break;
386.  		    case 5:
387.  			(void) mongets(mtmp, AKLYS);
388.  			break;
389.  		    default:
390.  			break;
391.  		}
392.  		break;
393.  	}
394.  #ifdef MUSE
395.  	if ((int) mtmp->m_lev > rn2(70))
396.  		(void) mongets(mtmp, rnd_offensive_item(mtmp));
397.  #endif
398.  }
399.  
400.  #endif /* OVL2 */
401.  #ifdef OVL1
402.  
403.  static void
404.  m_initinv(mtmp)
405.  register struct	monst	*mtmp;
406.  {
407.  	register int cnt;
408.  	register struct obj *otmp;
409.  	register struct permonst *ptr = mtmp->data;
410.  #ifdef REINCARNATION
411.  	if (Is_rogue_level(&u.uz)) return;
412.  #endif
413.  /*
414.   *	Soldiers get armour & rations - armour approximates their ac.
415.   *	Nymphs may get mirror or potion of object detection.
416.   */
417.  	switch(ptr->mlet) {
418.  
419.  	    case S_HUMAN:
420.  		if(is_mercenary(ptr)) {
421.  		    register int mac;
422.  #ifdef MUSE
423.  		    switch(monsndx(ptr)) {
424.  			case PM_GUARD: mac = -1; break;
425.  # ifdef ARMY
426.  			case PM_SOLDIER: mac = 3; break;
427.  			case PM_SERGEANT: mac = 0; break;
428.  			case PM_LIEUTENANT: mac = -2; break;
429.  			case PM_CAPTAIN: mac = -3; break;
430.  # endif
431.  			case PM_WATCHMAN: mac = 3; break;
432.  			case PM_WATCH_CAPTAIN: mac = -2; break;
433.  			default: impossible("odd mercenary %d?", monsndx(ptr));
434.  				mac = 0;
435.  				break;
436.  		    }
437.  #else
438.  		    mac = ptr->ac;
439.  #endif
440.  
441.  		    if (mac < -1 && rn2(5))
442.  			mac += 7 + mongets(mtmp, (rn2(5)) ?
443.  					   PLATE_MAIL : CRYSTAL_PLATE_MAIL);
444.  		    else if (mac < 3 && rn2(5))
445.  			mac += 6 + mongets(mtmp, (rn2(3)) ?
446.  					   SPLINT_MAIL : BANDED_MAIL);
447.  		    else if (rn2(5))
448.  			mac += 3 + mongets(mtmp, (rn2(3)) ?
449.  					   RING_MAIL : STUDDED_LEATHER_ARMOR);
450.  		    else
451.  			mac += 2 + mongets(mtmp, LEATHER_ARMOR);
452.  
453.  		    if (mac < 10 && rn2(3))
454.  			mac += 1 + mongets(mtmp, HELMET);
455.  		    else if (mac < 10 && rn2(2))
456.  			mac += 1 + mongets(mtmp, DENTED_POT);
457.  		    if (mac < 10 && rn2(3))
458.  			mac += 1 + mongets(mtmp, SMALL_SHIELD);
459.  		    else if (mac < 10 && rn2(2))
460.  			mac += 2 + mongets(mtmp, LARGE_SHIELD);
461.  		    if (mac < 10 && rn2(3))
462.  			mac += 1 + mongets(mtmp, LOW_BOOTS);
463.  		    else if (mac < 10 && rn2(2))
464.  			mac += 2 + mongets(mtmp, HIGH_BOOTS);
465.  		    if (mac < 10 && rn2(3))
466.  			mac += 1 + mongets(mtmp, LEATHER_GLOVES);
467.  		    else if (mac < 10 && rn2(2))
468.  			mac += 1 + mongets(mtmp, ELVEN_CLOAK);
469.  
470.  #ifndef MUSE
471.  		    if (mac != 10 && rn2(5)) {	/* make up the difference */
472.  			otmp = mksobj(RIN_PROTECTION, FALSE, FALSE);
473.  			otmp->spe = (10 - mac + rn2(3) - rn2(3));
474.  			if(otmp->spe < 0) curse(otmp);
475.  			mpickobj(mtmp, otmp);
476.  		    }
477.  #endif
478.  #ifdef ARMY
479.  		    if(ptr != &mons[PM_GUARD] &&
480.  			ptr != &mons[PM_WATCHMAN] &&
481.  			ptr != &mons[PM_WATCH_CAPTAIN]) {
482.  			if (!rn2(3)) (void) mongets(mtmp, K_RATION);
483.  			if (!rn2(2)) (void) mongets(mtmp, C_RATION);
484.  # ifdef MUSE
485.  			if (ptr != &mons[PM_SOLDIER] && !rn2(3))
486.  				(void) mongets(mtmp, BUGLE);
487.  # endif
488.  		    } else
489.  #endif
490.  			   if (ptr == &mons[PM_WATCHMAN] && rn2(3))
491.  				(void) mongets(mtmp, TIN_WHISTLE);
492.  		} else if (ptr == &mons[PM_SHOPKEEPER]) {
493.  		    (void) mongets(mtmp,SKELETON_KEY);
494.  		}
495.  		break;
496.  
497.  	    case S_NYMPH:
498.  		if(!rn2(2)) (void) mongets(mtmp, MIRROR);
499.  		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION);
500.  		break;
501.  
502.  	    case S_GIANT:
503.  		if (ptr == &mons[PM_MINOTAUR])
504.  		    (void) mongets(mtmp, WAN_DIGGING);
505.  		else if (is_giant(ptr)) {
506.  		    for(cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) {
507.  			    otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),FALSE,FALSE);
508.  			    otmp->quan = (long) rn1(2, 3);
509.  			    otmp->owt = weight(otmp);
510.  			    mpickobj(mtmp, otmp);
511.  		    }
512.  		}
513.  		break;
514.  	    case S_WRAITH:
515.  		if (ptr == &mons[PM_NAZGUL]) {
516.  			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
517.  			curse(otmp);
518.  			mpickobj(mtmp, otmp);
519.  		}
520.  		break;
521.  	    case S_QUANTMECH:
522.  		if (!rn2(20)) {
523.  			struct obj *cat;
524.  
525.  			otmp = mksobj(LARGE_BOX, FALSE, FALSE);
526.  	/* actually, whether this is a corpse or a live cat shouldn't
527.  	   really be decided until the box is opened... */
528.  			cat = mksobj(CORPSE, FALSE, FALSE);
529.  			cat->corpsenm = PM_HOUSECAT;
530.  			cat->owt = weight(cat);
531.  			cat = oname(cat, "Schroedinger's Cat", FALSE);
532.  			cat->nobj = otmp->cobj;
533.  			otmp->cobj = cat;
534.  			otmp->owt = weight(otmp);
535.  			mpickobj(mtmp, otmp);
536.  		}
537.  		break;
538.  	    case S_LEPRECHAUN:
539.  		mtmp->mgold = (long) d(level_difficulty(), 30);
540.  		break;
541.  	    default:
542.  		break;
543.  	}
544.  
545.  #ifdef ARMY	/* ordinary soldiers rarely have access to magic (or gold :-) */
546.  	if (ptr == &mons[PM_SOLDIER] && rn2(13)) return;
547.  #endif
548.  #ifdef MUSE
549.  	if ((int) mtmp->m_lev > rn2(30))
550.  		(void) mongets(mtmp, rnd_defensive_item(mtmp));
551.  	if ((int) mtmp->m_lev > rn2(100))
552.  		(void) mongets(mtmp, rnd_misc_item(mtmp));
553.  #endif
554.  	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5))
555.  		mtmp->mgold =
556.  		      (long) d(level_difficulty(), mtmp->minvent ? 5 : 10);
557.  }
558.  
559.  /*
560.   * called with [x,y] = coordinates;
561.   *	[0,0] means anyplace
562.   *	[u.ux,u.uy] means: near player (if !in_mklev)
563.   *
564.   *	In case we make a monster group, only return the one at [x,y].
565.   */
566.  struct monst *
567.  makemon(ptr, x, y)
568.  register struct permonst *ptr;
569.  register int	x, y;
570.  {
571.  	register struct monst *mtmp;
572.  	register int	ct;
573.  	boolean anything = (!ptr);
574.  	boolean byyou = (x == u.ux && y == u.uy);
575.  
576.  	/* if caller wants random location, do it here */
577.  	if(x == 0 && y == 0) {
578.  		int tryct = 0;	/* careful with bigrooms */
579.  		do {
580.  			x = rn1(COLNO-3,2);
581.  			y = rn2(ROWNO);
582.  		} while(!goodpos(x, y, (struct monst *)0, ptr) ||
583.  			(!in_mklev && tryct++ < 50 && cansee(x, y)));
584.  	} else if (byyou && !in_mklev) {
585.  		coord bypos;
586.  
587.  		if(enexto(&bypos, u.ux, u.uy, ptr)) {
588.  			x = bypos.x;
589.  			y = bypos.y;
590.  		} else
591.  			return((struct monst *)0);
592.  	}
593.  
594.  	/* if a monster already exists at the position, return */
595.  	if(MON_AT(x, y))
596.  		return((struct monst *) 0);
597.  
598.  	if(ptr){
599.  		/* if you are to make a specific monster and it has
600.  		   already been genocided, return */
601.  		if(ptr->geno & G_GENOD) return((struct monst *) 0);
602.  	} else {
603.  		/* make a random (common) monster that can survive here.
604.  		 * (the special levels ask for random monsters at specific
605.  		 * positions, causing mass drowning on the medusa level,
606.  		 * for instance.)
607.  		 */
608.  		int tryct = 0;	/* maybe there are no good choices */
609.  		do {
610.  			if(!(ptr = rndmonst())) {
611.  #ifdef DEBUG
612.  			    pline("Warning: no monster.");
613.  #endif
614.  			    return((struct monst *) 0);	/* no more monsters! */
615.  			}
616.  		} while(!goodpos(x, y, (struct monst *)0, ptr) && tryct++ < 50);
617.  	}
618.  	/* if it's unique, don't ever make it again */
619.  	if (ptr->geno & G_UNIQ) ptr->geno |= G_EXTINCT;
620.  
621.  	mtmp = newmonst(ptr->pxlth);
622.  	*mtmp = zeromonst;		/* clear all entries in structure */
623.  	for(ct = 0; ct < ptr->pxlth; ct++)
624.  		((char *) &(mtmp->mextra[0]))[ct] = 0;
625.  	mtmp->nmon = fmon;
626.  	fmon = mtmp;
627.  	mtmp->m_id = flags.ident++;
628.  	mtmp->data = ptr;
629.  	mtmp->mxlth = ptr->pxlth;
630.  
631.  	mtmp->m_lev = adj_lev(ptr);
632.  	if (is_golem(ptr))
633.  	    mtmp->mhpmax = mtmp->mhp = golemhp(monsndx(ptr));
634.  	else if (is_rider(ptr)) {
635.  		/* We want low HP, but a high mlevel so they can attack well */
636.  		mtmp->mhpmax = mtmp->mhp = d(10,8);
637.  	} else if(ptr->mlevel > 49) {
638.  	    /* "special" fixed hp monster
639.  	     * the hit points are encoded in the mlevel in a somewhat strange
640.  	     * way to fit in the 50..127 positive range of a signed character
641.  	     * above the 1..49 that indicate "normal" monster levels */
642.  	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6);
643.  	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */
644.  	} else if((ptr->mlet == S_DRAGON) && (ptr >= &mons[PM_GRAY_DRAGON]))
645.  	    mtmp->mhpmax = mtmp->mhp = mtmp->m_lev*8;
646.  	else if(!mtmp->m_lev) mtmp->mhpmax = mtmp->mhp = rnd(4);
647.  	else if(is_home_elemental(ptr))
648.  	    mtmp->mhpmax = mtmp->mhp = 3 * d((int)mtmp->m_lev, 8);
649.  	else mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8);
650.  
651.  	if (is_female(ptr)) mtmp->female = TRUE;
652.  	else if (is_male(ptr)) mtmp->female = FALSE;
653.  	else mtmp->female = rn2(2);	/* ignored for neuters */
654.  
655.  	place_monster(mtmp, x, y);
656.  	mtmp->mcansee = mtmp->mcanmove = TRUE;
657.  	mtmp->mpeaceful = peace_minded(ptr);
658.  
659.  	switch(ptr->mlet) {
660.  		case S_MIMIC:
661.  			set_mimic_sym(mtmp);
662.  			break;
663.  		case S_SPIDER:
664.  		case S_SNAKE:
665.  			if(in_mklev)
666.  			    if(x && y)
667.  				(void) mkobj_at(0, x, y, TRUE);
668.  			if(hides_under(ptr) && OBJ_AT(x, y))
669.  			    mtmp->mundetected = TRUE;
670.  			break;
671.  		case S_STALKER:
672.  		case S_EEL:
673.  			mtmp->minvis = TRUE;
674.  			break;
675.  		case S_LEPRECHAUN:
676.  			mtmp->msleep = TRUE;
677.  			break;
678.  		case S_JABBERWOCK:
679.  		case S_NYMPH:
680.  			if(rn2(5) && !u.uhave.amulet) mtmp->msleep = TRUE;
681.  			break;
682.  		case S_ORC:
683.  			if(pl_character[0] == 'E') mtmp->mpeaceful = FALSE;
684.  			break;
685.  		case S_UNICORN:
686.  			if (sgn(u.ualign.type) == sgn(ptr->maligntyp))
687.  				mtmp->mpeaceful = TRUE;
688.  			break;
689.  	}
690.  	if (ptr == &mons[PM_CHAMELEON]) {
691.  		/* If you're protected with a ring, don't create
692.  		 * any shape-changing chameleons -dgk
693.  		 */
694.  		if (Protection_from_shape_changers)
695.  			mtmp->cham = FALSE;
696.  		else {
697.  			mtmp->cham = TRUE;
698.  			(void) newcham(mtmp, rndmonst());
699.  		}
700.  	} else if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
701.  		mtmp->iswiz = TRUE;
702.  		flags.no_of_wizards++;
703.  	} else if (ptr == &mons[PM_VLAD_THE_IMPALER])
704.  		(void) mongets(mtmp, CANDELABRUM_OF_INVOCATION);
705.  #ifdef MULDGN
706.  	else if (ptr->msound == MS_NEMESIS)
707.  		(void) mongets(mtmp, BELL_OF_OPENING);
708.  #else
709.  	else if (ptr == &mons[PM_MEDUSA])
710.  		(void) mongets(mtmp, BELL_OF_OPENING);
711.  #endif
712.  
713.  	if(in_mklev) {
714.  		if(((is_ndemon(ptr)) ||
715.  		    (ptr == &mons[PM_WUMPUS]) ||
716.  		    (ptr == &mons[PM_LONG_WORM]) ||
717.  		    (ptr == &mons[PM_GIANT_EEL])) && !u.uhave.amulet && rn2(5))
718.  			mtmp->msleep = TRUE;
719.  	} else {
720.  		if(byyou) {
721.  			newsym(mtmp->mx,mtmp->my);
722.  			set_apparxy(mtmp);
723.  		}
724.  	}
725.  	if(is_dprince(ptr)) {
726.  	    mtmp->mpeaceful = mtmp->minvis = TRUE;
727.  	    if (uwep && uwep->oartifact == ART_EXCALIBUR)
728.  		mtmp->mpeaceful = mtmp->mtame = FALSE;
729.  	}
730.  	if ( (ptr == &mons[PM_LONG_WORM]) && (mtmp->wormno = get_wormno()) ) {
731.  	    /* we can now create worms with tails - 11/91 */
732.  	    initworm(mtmp, rn2(5));
733.  	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y);
734.  	}
735.  	set_malign(mtmp);		/* having finished peaceful changes */
736.  	if(anything) {
737.  	    if((ptr->geno & G_SGROUP) && rn2(2))
738.  		m_initsgrp(mtmp, mtmp->mx, mtmp->my);
739.  	    else if(ptr->geno & G_LGROUP) {
740.  			if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
741.  			else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my);
742.  	    }
743.  	}
744.  
745.  	if(is_armed(ptr))
746.  		m_initweap(mtmp);	/* equip with weapons / armor */
747.  	m_initinv(mtmp);    /* add on a few special items incl. more armor */
748.  #ifdef MUSE
749.  	m_dowear(mtmp, TRUE);
750.  #endif
751.  
752.  	if (!in_mklev)
753.  	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */
754.  
755.  	return(mtmp);
756.  }
757.  
758.  boolean
759.  enexto(cc, xx, yy, mdat)
760.  coord *cc;
761.  register xchar xx, yy;
762.  struct permonst *mdat;
763.  {
764.  	register xchar x,y;
765.  	coord foo[15], *tfoo;
766.  	int range, i;
767.  	int xmin, xmax, ymin, ymax;
768.  
769.  	tfoo = foo;
770.  	range = 1;
771.  	do {	/* full kludge action. */
772.  		xmin = max(1, xx-range);
773.  		xmax = min(COLNO-1, xx+range);
774.  		ymin = max(0, yy-range);
775.  		ymax = min(ROWNO-1, yy+range);
776.  
777.  		for(x = xmin; x <= xmax; x++)
778.  			if(goodpos(x, ymin, (struct monst *)0, mdat)) {
779.  				tfoo->x = x;
780.  #ifdef MAC_MPW32
781.  				( tfoo ) -> y = ymin ;
782.  				tfoo ++ ;
783.  #else
784.  				(tfoo++)->y = ymin;
785.  #endif
786.  				if(tfoo == &foo[15]) goto foofull;
787.  			}
788.  		for(x = xmin; x <= xmax; x++)
789.  			if(goodpos(x, ymax, (struct monst *)0, mdat)) {
790.  				tfoo->x = x;
791.  #ifdef MAC_MPW32
792.  				( tfoo ) -> y = ymax ;
793.  				tfoo ++ ;
794.  #else
795.  				(tfoo++)->y = ymax;
796.  #endif
797.  				if(tfoo == &foo[15]) goto foofull;
798.  			}
799.  		for(y = ymin+1; y < ymax; y++)
800.  			if(goodpos(xmin, y, (struct monst *)0, mdat)) {
801.  				tfoo->x = xmin;
802.  #ifdef MAC_MPW32
803.  				( tfoo ) -> y = y ;
804.  				tfoo ++ ;
805.  #else
806.  				(tfoo++)->y = y;
807.  #endif
808.  				if(tfoo == &foo[15]) goto foofull;
809.  			}
810.  		for(y = ymin+1; y < ymax; y++)
811.  			if(goodpos(xmax, y, (struct monst *)0, mdat)) {
812.  				tfoo->x = xmax;
813.  #ifdef MAC_MPW32
814.  				( tfoo ) -> y = y ;
815.  				tfoo ++ ;
816.  #else
817.  				(tfoo++)->y = y;
818.  #endif
819.  				if(tfoo == &foo[15]) goto foofull;
820.  			}
821.  		range++;
822.  		if(range > ROWNO && range > COLNO) return FALSE;
823.  	} while(tfoo == foo);
824.  foofull:
825.  	i = rn2((int)(tfoo - foo));
826.  	cc->x = foo[i].x;
827.  	cc->y = foo[i].y;
828.  	return TRUE;
829.  }
830.  
831.  int
832.  goodpos(x, y, mtmp, mdat)
833.  int x,y;
834.  struct monst *mtmp;	/* existing monster being moved, if any */
835.  struct permonst *mdat;
836.  {
837.  	struct monst *mtmp2;
838.  
839.  	if (x < 1 || x > COLNO-2 || y < 1 || y > ROWNO-2 || MON_AT(x, y))
840.  		return 0;
841.  
842.  	/* in many cases, we're trying to create a new monster, which
843.  	 * can't go on top of the player or any existing monster.
844.  	 * however, occasionally we are relocating engravings or objects,
845.  	 * which could be colocated and thus get restricted a bit too much.
846.  	 * oh well.
847.  	 */
848.  	if (x == u.ux && y == u.uy) return 0;
849.  	if ((mtmp2 = m_at(x, y)) && mtmp != mtmp2) return 0;
850.  
851.  	if (mdat) {
852.  	    if (IS_POOL(levl[x][y].typ))
853.  		if (mdat == &playermon &&
854.  		    (HLevitation || Wwalking || Magical_breathing))
855.  			return 1;
856.  		else	return (is_flyer(mdat) || is_swimmer(mdat));
857.  	    if (levl[x][y].typ == LAVAPOOL)
858.  		if (mdat == &playermon && (HLevitation))
859.  			return 1;
860.  		else return
861.  			(is_flyer(mdat) || (mdat == &mons[PM_FIRE_ELEMENTAL]));
862.  	    if (passes_walls(mdat)) return 1;
863.  	}
864.  	if (!ACCESSIBLE(levl[x][y].typ)) return 0;
865.  	if (closed_door(x, y) && (!mdat || !amorphous(mdat)))
866.  		return 0;
867.  	if (sobj_at(BOULDER, x, y) && (!mdat || !throws_rocks(mdat)))
868.  		return 0;
869.  	return 1;
870.  }
871.  
872.  #endif /* OVL1 */
873.  #ifdef OVLB
874.  
875.  /*
876.   * rloc_to()
877.   *
878.   * Pulls a monster from its current position and places a monster at
879.   * a new x and y.  If oldx is 0, then the monster was not in the levels.monsters
880.   * array.  However, if oldx is 0, oldy may still have a value because mtmp is a
881.   * migrating_mon.  Worm tails are always placed randomly around the head of
882.   * the worm.
883.   */
884.  
885.  void
886.  rloc_to(mtmp, x, y)
887.  	struct monst *mtmp;
888.  	register int x, y;
889.  {
890.  	register int oldx = mtmp->mx, oldy = mtmp->my;
891.  
892.  	if(x == mtmp->mx && y == mtmp->my) /* that was easy */
893.  		return;
894.  
895.  	if (oldx) {				/* "pick up" monster */
896.  	    if(mtmp->wormno)
897.  		remove_worm(mtmp);
898.  	    else {
899.  		remove_monster(oldx, oldy);
900.  		newsym(oldx, oldy);		/* update old location */
901.  	    }
902.  	}
903.  
904.  	place_monster(mtmp, x, y);		/* put monster down */
905.  
906.  	if(mtmp->wormno)			/* now put down tail */
907.  		place_worm_tail_randomly(mtmp, x, y);
908.  
909.  	if(u.ustuck == mtmp){
910.  		if(u.uswallow) {
911.  			u.ux = x;
912.  			u.uy = y;
913.  			docrt();
914.  		} else	u.ustuck = 0;
915.  	}
916.  
917.  	newsym(x, y);				/* update new location */
918.  	set_apparxy(mtmp);			/* orient monster */
919.  }
920.  
921.  #endif /* OVLB */
922.  #ifdef OVL2
923.  
924.  void
925.  rloc(mtmp)
926.  	struct monst *mtmp;
927.  {
928.  	register int x = xupstair, y = yupstair, trycount;
929.  
930.  	/* if the wiz teleports away to heal, try the up staircase,
931.  	   to block the player's escaping before he's healed */
932.  	if (!mtmp->iswiz || !goodpos(x, y, mtmp, mtmp->data)) {
933.  	    trycount = 0;
934.  	    do {
935.  		x = rn1(COLNO-3,2);
936.  		y = rn2(ROWNO);
937.  	    } while(!goodpos(x,y,mtmp,mtmp->data) && ++trycount < 1000);
938.  	    /* last ditch attempt to find a good place */
939.  	    if (trycount >= 1000) {
940.  		for (x = 2; x < COLNO - 1; x++)
941.  		    for (y = 0; y < ROWNO; y++)
942.  			if (goodpos(x,y,mtmp,mtmp->data))
943.  			    goto found_atlast;
944.  		/* level either full of monsters or somehow faulty */
945.  		impossible("rloc(): couldn't relocate monster");
946.  		return;
947.  	    }
948.  	}
949.  found_atlast:;
950.  	rloc_to(mtmp, x, y);
951.  }
952.  
953.  void
954.  rloc_shk(mtmp)   /* to be used when teleporting a shopkeeper */
955.  struct monst *mtmp;
956.  {
957.  	register int x, y, ox, oy, trycount;
958.  
959.  	if(!mtmp->isshk) return;
960.  	trycount = 0;
961.  	do {
962.  		x = rn1(COLNO-3,2);
963.  		y = rn2(ROWNO);
964.  	} while(!goodpos(x,y,mtmp,mtmp->data) && ++trycount < 1000);
965.  	/* last ditch attempt to find a good place */
966.  	if (trycount >= 1000) {
967.  		for (x = 2; x < COLNO - 1; x++)
968.  		    for (y = 0; y < ROWNO; y++)
969.  			if (goodpos(x,y,mtmp,mtmp->data))
970.  			    goto found_ok;
971.  		/* this really shouldn't happen - after all, shopkeeper's
972.  		   original position should always be available */
973.  		impossible("rloc_shk(): couldn't relocate shopkeeper");
974.  		return;
975.  	}
976.  found_ok:;
977.  	ox = mtmp->mx;
978.  	oy = mtmp->my;
979.  	rloc_to(mtmp, x, y);
980.  	make_angry_shk(mtmp, ox, oy);
981.  }
982.  
983.  #endif /* OVL2 */
984.  #ifdef OVLB
985.  
986.  void
987.  vloc(mtmp)
988.  struct monst *mtmp;
989.  {
990.  	register struct mkroom *croom = search_special(VAULT);
991.  	coord c;
992.  
993.  	if(croom && somexy(croom, &c) && goodpos(c.x, c.y, mtmp, mtmp->data)) {
994.  		rloc_to(mtmp, c.x, c.y);
995.  		return;
996.  	}
997.  	rloc(mtmp);
998.  }
999.  
1000. #endif /* OVLB */
1001. #ifdef OVL0
1002. 
1003. static boolean
1004. cmavail()	/* return TRUE if "common" monsters can be generated */
1005. {
1006. 	struct permonst *ptr;
1007. 
1008. 	for(ptr = &mons[0]; ptr != &mons[NUMMONS]; ptr++)
1009. 	   if(!uncommon(ptr))  return TRUE;
1010. 
1011. 	return FALSE;
1012. }
1013. 
1014. /*
1015.  *	shift the probability of a monster's generation by
1016.  *	comparing the dungeon alignment and monster alignment.
1017.  *	return an integer in the range of 0-5.
1018.  */
1019. static int
1020. align_shift(ptr)
1021. register struct permonst *ptr;
1022. {
1023.     static long NEARDATA oldmoves = 0L;	/* != 1, starting value of moves */
1024.     static s_level NEARDATA *lev;
1025.     register int alshift;
1026. 
1027.     if(oldmoves != moves) {
1028. 	lev = Is_special(&u.uz);
1029. 	oldmoves = moves;
1030.     }
1031.     switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
1032.     default:	/* just in case */
1033.     case AM_NONE:	alshift = 0;
1034. 			break;
1035.     case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT);
1036. 			break;
1037.     case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT;
1038. 			break;
1039.     case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT);
1040. 			break;
1041.     }
1042.     return alshift;
1043. }
1044. 
1045. struct	permonst *
1046. rndmonst()		/* select a random monster */
1047. {
1048. 	register struct permonst *ptr;
1049. 	register int i, ct;
1050. 	register int zlevel;
1051. 	static int NEARDATA minmlev, NEARDATA maxmlev, NEARDATA accept;
1052. 	static long NEARDATA oldmoves = 0L;	/* != 1, starting value of moves */
1053. #ifdef REINCARNATION
1054. 	static boolean NEARDATA upper;
1055. #endif
1056. 	static boolean NEARDATA elemlevel;
1057. 
1058. #ifdef MULDGN
1059. 	if(u.uz.dnum == quest_dnum && (ptr = qt_montype())) return(ptr);
1060. #endif
1061. 	if(oldmoves != moves) {		/* must recalculate accept */
1062. 	    oldmoves = moves;
1063. 	    zlevel = level_difficulty();
1064. 	    if(!cmavail()) {
1065. #ifdef DEBUG
1066. 		pline("cmavail() fails!");
1067. #endif
1068. 		return((struct permonst *) 0);
1069. 	    }
1070. 
1071. 	    /* determine the level of the weakest monster to make. */
1072. 	    minmlev = zlevel/6;
1073. 	    /* determine the level of the strongest monster to make. */
1074. 	    maxmlev = (zlevel + u.ulevel)>>1;
1075. #ifdef REINCARNATION
1076. 	    upper = Is_rogue_level(&u.uz);
1077. #endif
1078. 	    elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);
1079. /*
1080.  *	Find out how many monsters exist in the range we have selected.
1081.  */
1082. 	    accept = 0;
1083. 	    for(ct = 0, ptr = &mons[0] ; ptr != &mons[NUMMONS]; ct++, ptr++) {
1084. 		if(tooweak(ct, minmlev) || toostrong(ct, maxmlev))
1085. 		    continue;
1086. #ifdef REINCARNATION
1087. 		if(upper && !isupper(def_monsyms[ptr->mlet])) continue;
1088. #endif
1089. 		if(elemlevel && wrong_elem_type(ptr)) continue;
1090. 		if(uncommon(ptr)) continue;
1091. 		accept += (ptr->geno & G_FREQ);
1092. 		accept += align_shift(ptr);
1093. 	    }
1094. 	}
1095. 
1096. 	if(!accept) {
1097. #ifdef DEBUG
1098. 		pline("no accept!");
1099. #endif
1100. 		return((struct permonst *) 0);
1101. 	}
1102. /*
1103.  *	Now, select a monster at random.
1104.  */
1105. 	ct = rnd(accept);
1106. 	for(i = 0,ptr = &mons[0]; ptr != &mons[NUMMONS] && ct > 0; i++,ptr++) {
1107. 		if(tooweak(i, minmlev) || toostrong(i, maxmlev))
1108. 		    continue;
1109. #ifdef REINCARNATION
1110. 		if(upper & !isupper(def_monsyms[ptr->mlet])) continue;
1111. #endif
1112. 		if(elemlevel && wrong_elem_type(ptr)) continue;
1113. 		if(uncommon(ptr)) continue;
1114. 		ct -= (ptr->geno & G_FREQ);
1115. 		ct -= align_shift(ptr);
1116. 	}
1117. 	if(ct > 0) {
1118. #ifdef DEBUG
1119. 		pline("no count!");
1120. #endif
1121. 		return((struct permonst *) 0);
1122. 	}
1123. 	return(--ptr);	/* subtract extra increment */
1124. }
1125. 
1126. #endif /* OVL0 */
1127. #ifdef OVL1
1128. 
1129. /*	The routine below is used to make one of the multiple types
1130.  *	of a given monster class.  The second parameter specifies a
1131.  *	special casing bit mask to allow any of the normal genesis
1132.  *	masks to be deactivated.  Returns 0 if no monsters
1133.  *	in that class can be made.
1134.  */
1135. 
1136. struct permonst *
1137. mkclass(class,spc)
1138. char	class;
1139. int	spc;
1140. {
1141. 	register int	first, last, num = 0;
1142. 	int maxmlev, mask = (G_GENOD | G_EXTINCT | G_NOGEN | G_UNIQ) & ~spc;
1143. 
1144. 	maxmlev = level_difficulty() >> 1;
1145. 	if(class < 1 || class >= MAXMCLASSES) {
1146. 	    impossible("mkclass called with bad class!");
1147. 	    return((struct permonst *) 0);
1148. 	}
1149. /*	Assumption #1:	monsters of a given class are contiguous in the
1150.  *			mons[] array.
1151.  */
1152. 	for(first = 0; first < NUMMONS; first++)
1153. 	    if (mons[first].mlet == class) break;
1154. 	if (first == NUMMONS) return((struct permonst *) 0);
1155. 
1156. 	for(last = first; last < NUMMONS && mons[last].mlet == class; last++)
1157. 	    if(!(mons[last].geno & mask)) {
1158. 		/* consider it */
1159. 		if(num && toostrong(last, maxmlev) && rn2(2)) break;
1160. 		num += mons[last].geno & G_FREQ;
1161. 	    }
1162. 
1163. 	if(!num) return((struct permonst *) 0);
1164. 
1165. /*	Assumption #2:	monsters of a given class are presented in ascending
1166.  *			order of strength.
1167.  */
1168. 	for(num = rnd(num); num > 0; first++)
1169. 	    if(!(mons[first].geno & mask)) {
1170. 		/* skew towards lower value monsters at lower exp. levels */
1171. 		if(adj_lev(&mons[first]) > (u.ulevel*2)) num--;
1172. 		num -= mons[first].geno & G_FREQ;
1173. 	    }
1174. 	first--; /* correct an off-by-one error */
1175. 
1176. 	return(&mons[first]);
1177. }
1178. 
1179. int
1180. adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */
1181. register struct permonst *ptr;
1182. {
1183. 	int	tmp, tmp2;
1184. 
1185. 	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */
1186. 	tmp2 = (level_difficulty() - tmp);
1187. 	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */
1188. 	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */
1189. 
1190. 	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */
1191. 	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */
1192. 
1193. 	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */
1194. 	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
1195. }
1196. 
1197. #endif /* OVL1 */
1198. #ifdef OVLB
1199. 
1200. struct permonst *
1201. grow_up(mtmp,victim)		/* mon mtmp "grows up" to a bigger version. */
1202. register struct monst *mtmp;
1203. register struct monst *victim;
1204. {
1205. 	register int newtype;
1206. 	register struct permonst *ptr = mtmp->data;
1207. 
1208. 	if (ptr->mlevel >= 50 || is_golem(ptr) || is_home_elemental(ptr)
1209. 		|| is_mplayer(ptr))
1210. 	    /* doesn't grow up, has strange hp calculation so might be
1211. 	     * weakened by tests below */
1212. 	    return ptr;
1213. 
1214. 	if (victim) {
1215. 	    mtmp->mhpmax = mtmp->mhpmax + (1 + rn2((int)victim->m_lev+1));
1216. 	    if (mtmp->mhpmax <= (8 * (int)mtmp->m_lev)
1217. 			|| (mtmp->m_lev == 0 && mtmp->mhpmax <= 4))
1218. 		/* not ready to grow up */
1219. 		return ptr;
1220. 	}
1221. #ifdef MUSE
1222. 	/* else it's a gain level potion; always go up a level */
1223. 	else {
1224. 	    int foo=rnd(8);
1225. 
1226. 	    mtmp->mhp += foo;
1227. 	    mtmp->mhpmax += foo;
1228. 	}
1229. #endif
1230. 
1231. 	newtype = little_to_big(monsndx(ptr));
1232. 	if ((int) (++mtmp->m_lev) >= mons[newtype].mlevel
1233. 					&& newtype != monsndx(ptr)) {
1234. 		if (mons[newtype].geno & G_GENOD) { /* allow G_EXTINCT */
1235. 			pline("As %s grows up into %s, %s dies!",
1236. 				mon_nam(mtmp),
1237. 				an(mons[newtype].mname),
1238. 				mon_nam(mtmp));
1239. 			mondied(mtmp);
1240. 			return (struct permonst *)0;
1241. 		}
1242. 		mtmp->data = &mons[newtype];
1243. 		mtmp->m_lev = mons[newtype].mlevel;
1244. 	}
1245. 	if (newtype == monsndx(ptr) && victim &&
1246. 	    (int) mtmp->m_lev > (3*(int)mtmp->data->mlevel) / 2)
1247. 		mtmp->m_lev = (3*(int)mtmp->data->mlevel) / 2;
1248. 	if (mtmp->m_lev > 0) {
1249. 	    if (mtmp->mhp > (int) mtmp->m_lev * 8)
1250. 		mtmp->mhp = mtmp->m_lev * 8;
1251. 	    if (mtmp->mhpmax > (int) mtmp->m_lev * 8)
1252. 		mtmp->mhpmax = mtmp->m_lev * 8;
1253. 	}
1254. 	return(mtmp->data);
1255. }
1256. 
1257. #endif /* OVLB */
1258. #ifdef OVL1
1259. 
1260. int
1261. mongets(mtmp, otyp)
1262. register struct monst *mtmp;
1263. register int otyp;
1264. {
1265. 	register struct obj *otmp;
1266. 
1267. #ifdef MUSE
1268. 	if (!otyp) return 0;
1269. #endif
1270. 	if((otmp = (otyp) ? mksobj(otyp,TRUE,FALSE) : mkobj((char)otyp,FALSE))) {
1271. 	    if (mtmp->data->mlet == S_DEMON) {
1272. 		/* demons always get cursed objects */
1273. 		curse(otmp);
1274. 	    } else if(is_lminion(mtmp->data)) {
1275. 		/* lawful minions don't get cursed, bad, or rusting objects */
1276. 		otmp->cursed = FALSE;
1277. 		if(otmp->spe < 0) otmp->spe = 0;
1278. 		otmp->oerodeproof = TRUE;
1279. 	    } else if(is_mplayer(mtmp->data) && is_sword(otmp))
1280. 			otmp->spe = (3 + rn2(4));
1281. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) {
1282. 		otmp->spe = 0;
1283. 		otmp->age = 0L;
1284. 		otmp->lamplit = FALSE;
1285. 		otmp->blessed = otmp->cursed = FALSE;
1286. 	    }
1287. 	    mpickobj(mtmp, otmp);
1288. 	    return(otmp->spe);
1289. 	} else return(0);
1290. }
1291. 
1292. #endif /* OVL1 */
1293. #ifdef OVLB
1294. 
1295. int
1296. golemhp(type)
1297. int type;
1298. {
1299. 	switch(type) {
1300. 		case PM_STRAW_GOLEM: return 20;
1301. 		case PM_ROPE_GOLEM: return 30;
1302. 		case PM_LEATHER_GOLEM: return 40;
1303. 		case PM_WOOD_GOLEM: return 50;
1304. 		case PM_FLESH_GOLEM: return 40;
1305. 		case PM_CLAY_GOLEM: return 50;
1306. 		case PM_STONE_GOLEM: return 60;
1307. 		case PM_IRON_GOLEM: return 80;
1308. 		default: return 0;
1309. 	}
1310. }
1311. 
1312. #endif /* OVLB */
1313. #ifdef OVL1
1314. 
1315. /*
1316.  *	Alignment vs. yours determines monster's attitude to you.
1317.  *	( some "animal" types are co-aligned, but also hungry )
1318.  */
1319. boolean
1320. peace_minded(ptr)
1321. register struct permonst *ptr;
1322. {
1323. 	aligntyp mal = ptr->maligntyp, ual = u.ualign.type;
1324. 
1325. 	if (always_peaceful(ptr)) return TRUE;
1326. 	if (always_hostile(ptr)) return FALSE;
1327. #ifdef MULDGN
1328. 	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
1329. 		return TRUE;
1330. 	if (ptr->msound == MS_NEMESIS)	return FALSE;
1331. #endif
1332. 
1333. 	/* the monster is hostile if its alignment is different from the
1334. 	 * player's */
1335. 	if (sgn(mal) != sgn(ual)) return FALSE;
1336. 
1337. 	/* Negative monster hostile to player with Amulet. */
1338. 	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE;
1339. 
1340. 	/* minions are hostile to players that have strayed at all */
1341. 	if (is_minion(ptr)) return(u.ualign.record >= 0);
1342. 
1343. 	/* Last case:  a chance of a co-aligned monster being
1344. 	 * hostile.  This chance is greater if the player has strayed
1345. 	 * (u.ualign.record negative) or the monster is not strongly aligned.
1346. 	 */
1347. 	return !!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) &&
1348. 		!!rn2(2 + abs(mal));
1349. }
1350. 
1351. /* Set malign to have the proper effect on player alignment if monster is
1352.  * killed.  Negative numbers mean it's bad to kill this monster; positive
1353.  * numbers mean it's good.  Since there are more hostile monsters than
1354.  * peaceful monsters, the penalty for killing a peaceful monster should be
1355.  * greater than the bonus for killing a hostile monster to maintain balance.
1356.  * Rules:
1357.  *   it's bad to kill peaceful monsters, potentially worse to kill always-
1358.  *	peaceful monsters
1359.  *   it's never bad to kill a hostile monster, although it may not be good
1360.  */
1361. void
1362. set_malign(mtmp)
1363. struct monst *mtmp;
1364. {
1365. 	schar mal = mtmp->data->maligntyp;
1366. 	boolean coaligned;
1367. 
1368. 	if (mtmp->ispriest || mtmp->isminion) {
1369. 		/* some monsters have individual alignments; check them */
1370. 		if (mtmp->ispriest)
1371. 			mal = EPRI(mtmp)->shralign;
1372. 		else if (mtmp->isminion)
1373. 			mal = EMIN(mtmp)->min_align;
1374. 		/* unless alignment is none, set mal to -5,0,5 */
1375. 		/* (see align.h for valid aligntyp values)     */
1376. 		if(mal != A_NONE)
1377. 			mal *= 5;
1378. 	}
1379. 
1380. 	coaligned = (sgn(mal) == sgn(u.ualign.type));
1381. #ifdef MULDGN
1382. 	if (mtmp->data->msound == MS_LEADER) {
1383. 		mtmp->malign = -20;
1384. 	} else
1385. #endif
1386. 	      if (mal == A_NONE) {
1387. 		if (mtmp->mpeaceful)
1388. 			mtmp->malign = 0;
1389. 		else
1390. 			mtmp->malign = 20;	/* really hostile */
1391. 	} else if (always_peaceful(mtmp->data)) {
1392. 		if (mtmp->mpeaceful)
1393. 			mtmp->malign = -3*max(5,abs(mal));
1394. 		else
1395. 			mtmp->malign = 3*max(5,abs(mal)); /* renegade */
1396. 	} else if (always_hostile(mtmp->data)) {
1397. 		if (coaligned)
1398. 			mtmp->malign = 0;
1399. 		else
1400. 			mtmp->malign = max(5,abs(mal));
1401. 	} else if (coaligned) {
1402. 		if (mtmp->mpeaceful)
1403. 			mtmp->malign = -3*max(3,abs(mal));
1404. 		else	/* renegade */
1405. 			mtmp->malign = max(3,abs(mal));
1406. 	} else	/* not coaligned and therefore hostile */
1407. 		mtmp->malign = abs(mal);
1408. }
1409. 
1410. #endif /* OVL1 */
1411. #ifdef OVLB
1412. 
1413. static char NEARDATA syms[] = {
1414. 	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
1415. 	FOOD_CLASS, GOLD_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
1416. 	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
1417. 	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF,
1418. };
1419. 
1420. void
1421. set_mimic_sym(mtmp)		/* KAA, modified by ERS */
1422. register struct monst *mtmp;
1423. {
1424. 	int typ, roomno, rt;
1425. 	unsigned appear, ap_type;
1426. 	int s_sym;
1427. 	struct obj *otmp;
1428. 	int mx, my;
1429. 
1430. 	if (!mtmp) return;
1431. 	mx = mtmp->mx; my = mtmp->my;
1432. 	typ = levl[mx][my].typ;
1433. 					/* only valid for INSIDE of room */
1434. 	roomno = levl[mx][my].roomno - ROOMOFFSET;
1435. 	if (roomno >= 0)
1436. 		rt = rooms[roomno].rtype;
1437. #ifdef SPECIALIZATION
1438. 	else if (IS_ROOM(typ))
1439. 		rt = OROOM,  roomno = 0;
1440. #endif
1441. 	else	rt = 0;	/* roomno < 0 case for GCC_WARN */
1442. 
1443. 	if (OBJ_AT(mx, my)) {
1444. 		ap_type = M_AP_OBJECT;
1445. 		appear = level.objects[mx][my]->otyp;
1446. 	} else if (IS_DOOR(typ) || IS_WALL(typ) ||
1447. 		   typ == SDOOR || typ == SCORR) {
1448. 		ap_type = M_AP_FURNITURE;
1449. 		/*
1450. 		 *  If there is a wall to the left that connects to this
1451. 		 *  location, then the mimic mimics a horizontal closed door.
1452. 		 *  This does not allow doors to be in corners of rooms.
1453. 		 */
1454. 		if (mx != 0 &&
1455. 			(levl[mx-1][my].typ == HWALL    ||
1456. 			 levl[mx-1][my].typ == TLCORNER ||
1457. 			 levl[mx-1][my].typ == TRWALL   ||
1458. 			 levl[mx-1][my].typ == BLCORNER ||
1459. 			 levl[mx-1][my].typ == TDWALL   ||
1460. 			 levl[mx-1][my].typ == CROSSWALL||
1461. 			 levl[mx-1][my].typ == TUWALL    ))
1462. 		    appear = S_hcdoor;
1463. 		else
1464. 		    appear = S_vcdoor;
1465. 
1466. 		if(!mtmp->minvis || See_invisible)
1467. 		    block_point(mx,my);	/* vision */
1468. 	} else if (level.flags.is_maze_lev && rn2(2)) {
1469. 		ap_type = M_AP_OBJECT;
1470. 		appear = STATUE;
1471. 	} else if (roomno < 0) {
1472. 		ap_type = M_AP_OBJECT;
1473. 		appear = BOULDER;
1474. 		if(!mtmp->minvis || See_invisible)
1475. 		    block_point(mx,my);	/* vision */
1476. 	} else if (rt == ZOO || rt == VAULT) {
1477. 		ap_type = M_AP_OBJECT;
1478. 		appear = GOLD_PIECE;
1479. 	} else if (rt == DELPHI) {
1480. 		if (rn2(2)) {
1481. 			ap_type = M_AP_OBJECT;
1482. 			appear = STATUE;
1483. 		} else {
1484. 			ap_type = M_AP_FURNITURE;
1485. 			appear = S_fountain;
1486. 		}
1487. 	} else if (rt == TEMPLE) {
1488. 		ap_type = M_AP_FURNITURE;
1489. 		appear = S_altar;
1490. 	/*
1491. 	 * We won't bother with beehives, morgues, barracks, throne rooms
1492. 	 * since they shouldn't contain too many mimics anyway...
1493. 	 */
1494. 	} else if (rt >= SHOPBASE) {
1495. 		s_sym = get_shop_item(rt - SHOPBASE);
1496. 		if (s_sym < 0) {
1497. 			ap_type = M_AP_OBJECT;
1498. 			appear = -s_sym;
1499. 		} else {
1500. 			if (s_sym == RANDOM_CLASS)
1501. 				s_sym = syms[rn2((int)sizeof(syms)-2) + 2];
1502. 			goto assign_sym;
1503. 		}
1504. 	} else {
1505. 		s_sym = syms[rn2((int)sizeof(syms))];
1506. assign_sym:
1507. 		if (s_sym >= MAXOCLASSES) {
1508. 			ap_type = M_AP_FURNITURE;
1509. 			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair;
1510. 		} else if (s_sym == GOLD_CLASS) {
1511. 			ap_type = M_AP_OBJECT;
1512. 			appear = GOLD_PIECE;
1513. 		} else {
1514. 			ap_type = M_AP_OBJECT;
1515. 			if (s_sym == S_MIMIC_DEF) {
1516. 				appear = STRANGE_OBJECT;
1517. 			} else {
1518. 				otmp = mkobj( (char) s_sym, FALSE );
1519. 				appear = otmp->otyp;
1520. 				/* make sure container contents are free'ed */
1521. 				obfree(otmp, (struct obj *) 0);
1522. 			}
1523. 		}
1524. 	}
1525. 	mtmp->m_ap_type = ap_type;
1526. 	mtmp->mappearance = appear;
1527. }
1528. 
1529. #endif /* OVLB */
1530. 
1531. /*makemon.c*/