Source:NetHack 3.1.0/mplayer.c

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

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1.    /*	SCCS Id: @(#)mplayer.c	3.1	92/10/28	*/
2.    /*	Copyright (c) Izchak Miller, 1992.			  */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    static const char *NDECL(dev_name);
8.    static void FDECL(get_mplname, (struct monst *, char *));
9.    static void FDECL(mk_mplayer_armor, (struct monst *, int, int));
10.   
11.   /* These are the names of those who
12.    * contributed to the development of NetHack 3.1.
13.    *
14.    * Keep in alphabetical order within teams.
15.    * Same first name is entered once within each team.
16.    */
17.   static const char *developers[] = {
18.   	/* devteam */
19.   	"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
20.   	"Ken", "Kevin", "Matt", "Mike", "Pat", "Steve", "Timo",
21.   	/* PC team */
22.   	"Bill", "Carl", "John", "Kevin", "Mike", "Norm", "Paul",
23.   	"Stephen", "Steve",
24.   	/* Amiga team */
25.   	"Greg", "Gregg", "Keni", "Mike", "Olaf", "Richard",
26.   	/* Mac team */
27.   	"David", "Johnny", "Jon", "Jonathan", "Michael", "Rob",
28.   	"Tim", "Wang",
29.   	/* OS/2 team */
30.   	"Timo",
31.   	/* Atari team */
32.   	"Eric",
33.   	/* VMS team */
34.   	"Joshua", "Pat",
35.   	""};
36.   
37.   
38.   /* return a randomly chosen developer name */
39.   static const char *
40.   dev_name() 
41.   {
42.   	register int i, m = 0, n = SIZE(developers);
43.   	register struct monst *mtmp;
44.   	register boolean match;
45.   
46.   	do {
47.   	    match = FALSE;
48.   	    i = rn2(n);
49.   	    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 
50.   		if(!is_mplayer(mtmp->data)) continue;
51.   		if(!strncmp(developers[i], NAME(mtmp),
52.   			               strlen(developers[i]))) {
53.   		    match = TRUE;
54.   		    break;
55.   	        }
56.   	    }
57.   	    m++;
58.   	} while (match && m < 100); /* m for insurance */
59.   
60.   	if (match) return NULL;
61.   	return(developers[i]);
62.   }
63.   
64.   static void
65.   get_mplname(mtmp, nam)
66.   register struct monst *mtmp;
67.   char *nam;
68.   {
69.   	boolean fmlkind = is_female(mtmp->data);
70.   	const char *devnam;
71.   
72.   	devnam = dev_name();
73.   	if (!devnam)
74.   	    Strcpy(nam, fmlkind ? "Eve" : "Adam");
75.   	else if (fmlkind && !!strcmp(devnam, "Janet"))
76.   	    Strcpy(nam, rn2(2) ? "Maud" : "Eve");
77.   	else Strcpy(nam, devnam);
78.   
79.   	if (fmlkind || !strcmp(nam, "Janet"))
80.   	    mtmp->female = 1;
81.   	else
82.   	    mtmp->female = 0;
83.   	Strcat(nam, " the ");
84.   	Strcat(nam, rank_of((unsigned)rn1(12, 20), 
85.   		       highc(mtmp->data->mname[0]), (boolean)mtmp->female));
86.   }
87.   
88.   static void
89.   mk_mplayer_armor(mon, range1, range2)
90.   struct monst *mon;
91.   int range1, range2;
92.   {
93.   	struct obj *obj;
94.   
95.   	obj = mksobj(rnd_class(range1, range2), FALSE, FALSE);
96.   	if (!rn2(3)) obj->oerodeproof = 1;
97.   	if (!rn2(3)) curse(obj);
98.   	if (!rn2(3)) bless(obj);
99.   	/* Most players who get to the endgame who have cursed equipment
100.  	 * have it because the wizard or other monsters cursed it, so its
101.  	 * chances of having plusses is the same as usual....
102.  	 */
103.  	obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
104.  	mpickobj(mon, obj);
105.  }
106.  
107.  struct monst *
108.  mk_mplayer(ptr, x, y, special)
109.  register struct permonst *ptr;
110.  xchar x, y;
111.  register boolean special;
112.  {
113.  	register struct monst *mtmp;
114.  	char nam[PL_NSIZ];
115.  
116.  	if(!is_mplayer(ptr)) 
117.  		return((struct monst *)0);
118.  
119.  	if(MON_AT(x, y))
120.  		rloc(m_at(x, y)); /* insurance */
121.  
122.  	if(!In_endgame(&u.uz)) special = FALSE;
123.  
124.  	if ((mtmp = makemon(ptr, x, y)) != 0) {
125.  	    int weapon, quan;
126.  	    struct obj *otmp;
127.  
128.  	    mtmp->m_lev = (special ? rn1(8,12) : rnd(16));
129.  	    mtmp->mhp = mtmp->mhpmax = (special ?
130.  	                      (d((int)mtmp->m_lev,10) + 30 + rnd(30)) :
131.  	                      (d((int)mtmp->m_lev,10) + 30));
132.  	    if(special) {
133.  	        get_mplname(mtmp, nam);
134.  	        mtmp = christen_monst(mtmp, nam);
135.  	    }
136.  	    mtmp->mpeaceful = 0;
137.  	    set_malign(mtmp); /* peaceful may have changed again */
138.  	    if(special && In_endgame(&u.uz))
139.  		/* that's why they are "stuck" in the endgame :-) */
140.  		(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
141.  	    switch(monsndx(ptr)) {
142.  		case PM_ARCHEOLOGIST:
143.  		    weapon = BULLWHIP;
144.  		    break;
145.  		case PM_BARBARIAN:
146.  		    weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
147.  		    break;
148.  		case PM_CAVEMAN:
149.  		case PM_CAVEWOMAN:
150.  		    weapon = CLUB;
151.  		    break;
152.  		case PM_ELF:
153.  		    weapon = ELVEN_SHORT_SWORD;
154.  		    break;
155.  		case PM_HEALER:
156.  		    weapon = SCALPEL;
157.  		    break;
158.  		case PM_KNIGHT:
159.  		    weapon = LONG_SWORD;
160.  		    break;
161.  		case PM_PRIEST:
162.  		case PM_PRIESTESS:
163.  		    weapon = MACE;
164.  		    break;
165.  		case PM_ROGUE:
166.  		    weapon = SHORT_SWORD;
167.  		    break;
168.  		case PM_SAMURAI:
169.  		    weapon = KATANA;
170.  		    break;
171.  #ifdef TOURIST
172.  		case PM_TOURIST:
173.  		    weapon = 0;
174.  		    break;
175.  #endif
176.  		case PM_VALKYRIE:
177.  		    weapon = LONG_SWORD;
178.  		    break;
179.  		case PM_WIZARD:
180.  		    weapon = ATHAME;
181.  		    break;
182.  		default: impossible("bad mplayer monster");
183.  		    weapon = 0;
184.  		    break;
185.  	    }
186.  	    if (rn2(2) && weapon)
187.  		otmp = mksobj(weapon, TRUE, FALSE);
188.  	    else
189.  		otmp = mksobj(rn2(2) ? LONG_SWORD : 
190.  			      rnd_class(SPEAR, BULLWHIP), TRUE, FALSE);
191.  	    otmp->spe = (special ? rn1(5,4) : rn2(4));
192.  	    if (!rn2(3)) otmp->oerodeproof = 0;
193.  	    if(special) {
194.  	        /* probably the player got most artifacts anyway. */
195.  	        if(In_endgame(&u.uz) && rn2(2)) 
196.  		          otmp = mk_artifact(otmp, A_NONE);
197.  	        mpickobj(mtmp, otmp);
198.  	        if (!rn2(10))
199.  		    (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
200.  	        if (rn2(8))
201.  	        mk_mplayer_armor(mtmp, ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
202.  	        if (!rn2(3))
203.  		    mk_mplayer_armor(mtmp, GRAY_DRAGON_SCALE_MAIL,
204.  			YELLOW_DRAGON_SCALE_MAIL);
205.  	        else if (rn2(15))
206.  		    mk_mplayer_armor(mtmp, PLATE_MAIL, CHAIN_MAIL);
207.  	        if (rn2(8))
208.  		    mk_mplayer_armor(mtmp, ELVEN_SHIELD, 
209.  				               SHIELD_OF_REFLECTION);
210.  	        if (rn2(8))
211.  		    mk_mplayer_armor(mtmp, LEATHER_GLOVES, 
212.  				               GAUNTLETS_OF_DEXTERITY);
213.  	        if (rn2(8))
214.  		    mk_mplayer_armor(mtmp, LOW_BOOTS, LEVITATION_BOOTS);
215.  #ifdef MUSE
216.  	        /* Not clear what to do without MUSE. */
217.  	        m_dowear(mtmp, TRUE);
218.  #endif
219.  	        quan = rn2(3) ? rn2(3) : rn2(16);
220.  	        while(quan--)
221.  		    (void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
222.  	        /* To get the gold "right" would mean a player can double his */
223.  	        /* gold supply by killing one mplayer.  Not good. */
224.  	        mtmp->mgold = rn2(1000);
225.  	        quan = rn2(10);
226.  	        while(quan--)
227.  		    mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
228.  	    }
229.  #ifdef MUSE
230.  	    quan = rnd(3);
231.  	    while(quan--)
232.  		(void)mongets(mtmp, rnd_offensive_item(mtmp));
233.  	    quan = rnd(3);
234.  	    while(quan--)
235.  		(void)mongets(mtmp, rnd_defensive_item(mtmp));
236.  	    quan = rnd(3);
237.  	    while(quan--)
238.  		(void)mongets(mtmp, rnd_misc_item(mtmp));
239.  #endif
240.  	}
241.  
242.  	return(mtmp);
243.  }
244.  
245.  /* create the indicated number (num) of monster-players,
246.   * randomly chosen, and in randomly chosen (free) locations
247.   * on the level.  If "special", the size of num should not
248.   * be bigger than the number of _non-repeated_ names in the
249.   * developers array, otherwise a bunch of Adams and Eves will
250.   * fill up the overflow.
251.   */
252.  void
253.  create_mplayers(num, special)
254.  register int num;
255.  boolean special;
256.  {
257.  	register int pm, x, y;
258.  
259.  	while(num) {
260.  		int tryct = 0;
261.  
262.  		/* roll for character class */
263.  		pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
264.  
265.  		/* roll for an available location */
266.  		do {
267.  		    x = rn1(COLNO-4, 2);
268.  		    y = rnd(ROWNO-2);
269.  		} while(!goodpos(x, y, (struct monst *)0, &mons[pm]) ||
270.  			 tryct++ >= 50);
271.  
272.  		/* if pos not found in 50 tries, don't bother to continue */
273.  		if(tryct > 50) return;
274.  
275.  		(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
276.  		num--;
277.  	}
278.  }
279.  
280.  void
281.  mplayer_talk(mtmp)
282.  register struct monst *mtmp;
283.  {
284.  	char pbuf[BUFSZ];
285.  
286.  	if(mtmp->mpeaceful) return; /* will drop to humanoid talk */
287.  
288.  	Strcpy(pbuf, "Talk? -- ");
289.  	if(pl_character[0] == highc(*mtmp->data->mname)) { /* same kind */
290.  	     switch(rn2(4)) {
291.  	       case 0: Strcat(pbuf, "I can't win, and neither will you!");
292.  		       break;
293.  	       case 1: Strcat(pbuf, "You don't deserve to win!");
294.  		       break;
295.  	       case 3: Strcat(pbuf, "Mine should be the honor, not yours!");
296.  		       break;
297.  	     }
298.  	} else {
299.  	     switch(rn2(4)) {
300.  	       case 0: Strcat(pbuf, "The low-life wants to talk, eh?");
301.  		       break;
302.  	       case 1: Strcat(pbuf, "Fight, scum!");
303.  		       break;
304.  	       case 3: Strcat(pbuf, "Here is what I have to say!");
305.  		       break;
306.  	     }
307.  	}
308.  	pline(pbuf);
309.  }
310.  
311.  /*mplayer.c*/