Source:NetHack 3.2.0/mplayer.c

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Below is the full text to mplayer.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mplayer.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)mplayer.c	3.2	96/02/27	*/
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 3.2.
13.    *
14.    * Keep in alphabetical order within teams.
15.    * Same first name is entered once within each team.
16.    */
17.   static const char *developers[] = {
18.   	/* devteam */
19.   	"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
20.   	"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
21.   	/* PC team */
22.   	"Bill", "Eric", "Ken", "Kevin", "Michael", "Mike", "Paul",
23.   	"Stephen", "Steve", "Timo", "Yamamoto", "Yitzhak",
24.   	/* Amiga team */
25.   	"Andy", "Gregg", "Keni", "Mike", "Olaf", "Richard",
26.   	/* Mac team */
27.   	"Andy", "Chris", "Dean", "Jon", "Jonathan", "Wang",
28.   	/* Atari team */
29.   	"Eric", "Warwick",
30.   	/* NT team */
31.   	"Michael",
32.   	/* OS/2 team */
33.   	"Timo",
34.   	/* VMS team */
35.   	"Joshua", "Pat",
36.   	""};
37.   
38.   
39.   /* return a randomly chosen developer name */
40.   static const char *
41.   dev_name()
42.   {
43.   	register int i, m = 0, n = SIZE(developers);
44.   	register struct monst *mtmp;
45.   	register boolean match;
46.   
47.   	do {
48.   	    match = FALSE;
49.   	    i = rn2(n);
50.   	    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
51.   		if(!is_mplayer(mtmp->data)) continue;
52.   		if(!strncmp(developers[i], NAME(mtmp),
53.   			               strlen(developers[i]))) {
54.   		    match = TRUE;
55.   		    break;
56.   	        }
57.   	    }
58.   	    m++;
59.   	} while (match && m < 100); /* m for insurance */
60.   
61.   	if (match) return (const char *)0;
62.   	return(developers[i]);
63.   }
64.   
65.   static void
66.   get_mplname(mtmp, nam)
67.   register struct monst *mtmp;
68.   char *nam;
69.   {
70.   	boolean fmlkind = is_female(mtmp->data);
71.   	const char *devnam;
72.   
73.   	devnam = dev_name();
74.   	if (!devnam)
75.   	    Strcpy(nam, fmlkind ? "Eve" : "Adam");
76.   	else if (fmlkind && !!strcmp(devnam, "Janet"))
77.   	    Strcpy(nam, rn2(2) ? "Maud" : "Eve");
78.   	else Strcpy(nam, devnam);
79.   
80.   	if (fmlkind || !strcmp(nam, "Janet"))
81.   	    mtmp->female = 1;
82.   	else
83.   	    mtmp->female = 0;
84.   	Strcat(nam, " the ");
85.   	Strcat(nam, rank_of(rn1(11, 20),
86.   			    highc(mtmp->data->mname[0]),
87.   			    (boolean)mtmp->female));
88.   }
89.   
90.   static void
91.   mk_mplayer_armor(mon, range1, range2)
92.   struct monst *mon;
93.   int range1, range2;
94.   {
95.   	struct obj *obj;
96.   
97.   	obj = mksobj(rnd_class(range1, range2), FALSE, FALSE);
98.   	if (!rn2(3)) obj->oerodeproof = 1;
99.   	if (!rn2(3)) curse(obj);
100.  	if (!rn2(3)) bless(obj);
101.  	/* Most players who get to the endgame who have cursed equipment
102.  	 * have it because the wizard or other monsters cursed it, so its
103.  	 * chances of having plusses is the same as usual....
104.  	 */
105.  	obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
106.  	mpickobj(mon, obj);
107.  }
108.  
109.  struct monst *
110.  mk_mplayer(ptr, x, y, special)
111.  register struct permonst *ptr;
112.  xchar x, y;
113.  register boolean special;
114.  {
115.  	register struct monst *mtmp;
116.  	char nam[PL_NSIZ];
117.  
118.  	if(!is_mplayer(ptr))
119.  		return((struct monst *)0);
120.  
121.  	if(MON_AT(x, y))
122.  		rloc(m_at(x, y)); /* insurance */
123.  
124.  	if(!In_endgame(&u.uz)) special = FALSE;
125.  
126.  	if ((mtmp = makemon(ptr, x, y)) != 0) {
127.  	    int weapon, quan;
128.  	    struct obj *otmp;
129.  
130.  	    mtmp->m_lev = (special ? rn1(8,12) : rnd(16));
131.  	    mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
132.  					(special ? (30 + rnd(30)) : 30);
133.  	    if(special) {
134.  	        get_mplname(mtmp, nam);
135.  	        mtmp = christen_monst(mtmp, nam);
136.  		/* that's why they are "stuck" in the endgame :-) */
137.  		(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
138.  	    }
139.  	    mtmp->mpeaceful = 0;
140.  	    set_malign(mtmp); /* peaceful may have changed again */
141.  
142.  	    switch(monsndx(ptr)) {
143.  		case PM_ARCHEOLOGIST:
144.  		    weapon = BULLWHIP;
145.  		    break;
146.  		case PM_BARBARIAN:
147.  		    weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
148.  		    break;
149.  		case PM_CAVEMAN:
150.  		case PM_CAVEWOMAN:
151.  		    weapon = CLUB;
152.  		    break;
153.  		case PM_ELF:
154.  		    weapon = ELVEN_SHORT_SWORD;
155.  		    break;
156.  		case PM_HEALER:
157.  		    weapon = SCALPEL;
158.  		    break;
159.  		case PM_KNIGHT:
160.  		    weapon = LONG_SWORD;
161.  		    break;
162.  		case PM_PRIEST:
163.  		case PM_PRIESTESS:
164.  		    weapon = MACE;
165.  		    break;
166.  		case PM_ROGUE:
167.  		    weapon = SHORT_SWORD;
168.  		    break;
169.  		case PM_SAMURAI:
170.  		    weapon = KATANA;
171.  		    break;
172.  #ifdef TOURIST
173.  		case PM_TOURIST:
174.  		    weapon = 0;
175.  		    break;
176.  #endif
177.  		case PM_VALKYRIE:
178.  		    weapon = LONG_SWORD;
179.  		    break;
180.  		case PM_WIZARD:
181.  		    weapon = ATHAME;
182.  		    break;
183.  		default: impossible("bad mplayer monster");
184.  		    weapon = 0;
185.  		    break;
186.  	    }
187.  	    if (rn2(2) && weapon)
188.  		otmp = mksobj(weapon, TRUE, FALSE);
189.  	    else
190.  		otmp = mksobj(rn2(2) ? LONG_SWORD :
191.  			      rnd_class(SPEAR, BULLWHIP), TRUE, FALSE);
192.  	    otmp->spe = (special ? rn1(5,4) : rn2(4));
193.  	    if (!rn2(3)) otmp->oerodeproof = 1;
194.  	    else if (!rn2(2)) otmp->greased = 1;
195.  	    if (special && rn2(2))
196.  		otmp = mk_artifact(otmp, A_NONE);
197.  	    mpickobj(mtmp, otmp);
198.  
199.  	    if(special) {
200.  	        if (!rn2(10))
201.  		    (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
202.  	        if (rn2(8))
203.  	        mk_mplayer_armor(mtmp, ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
204.  	        if (!rn2(3))
205.  		    mk_mplayer_armor(mtmp, GRAY_DRAGON_SCALE_MAIL,
206.  			YELLOW_DRAGON_SCALE_MAIL);
207.  	        else if (rn2(15))
208.  		    mk_mplayer_armor(mtmp, PLATE_MAIL, CHAIN_MAIL);
209.  	        if (rn2(8))
210.  		    mk_mplayer_armor(mtmp, ELVEN_SHIELD,
211.  				               SHIELD_OF_REFLECTION);
212.  	        if (rn2(8))
213.  		    mk_mplayer_armor(mtmp, LEATHER_GLOVES,
214.  				               GAUNTLETS_OF_DEXTERITY);
215.  	        if (rn2(8))
216.  		    mk_mplayer_armor(mtmp, LOW_BOOTS, LEVITATION_BOOTS);
217.  	        m_dowear(mtmp, TRUE);
218.  
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.  	    quan = rnd(3);
230.  	    while(quan--)
231.  		(void)mongets(mtmp, rnd_offensive_item(mtmp));
232.  	    quan = rnd(3);
233.  	    while(quan--)
234.  		(void)mongets(mtmp, rnd_defensive_item(mtmp));
235.  	    quan = rnd(3);
236.  	    while(quan--)
237.  		(void)mongets(mtmp, rnd_misc_item(mtmp));
238.  	}
239.  
240.  	return(mtmp);
241.  }
242.  
243.  /* create the indicated number (num) of monster-players,
244.   * randomly chosen, and in randomly chosen (free) locations
245.   * on the level.  If "special", the size of num should not
246.   * be bigger than the number of _non-repeated_ names in the
247.   * developers array, otherwise a bunch of Adams and Eves will
248.   * fill up the overflow.
249.   */
250.  void
251.  create_mplayers(num, special)
252.  register int num;
253.  boolean special;
254.  {
255.  	register int pm, x, y;
256.  
257.  	while(num) {
258.  		int tryct = 0;
259.  
260.  		/* roll for character class */
261.  		pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
262.  
263.  		/* roll for an available location */
264.  		do {
265.  		    x = rn1(COLNO-4, 2);
266.  		    y = rnd(ROWNO-2);
267.  		} while(!goodpos(x, y, (struct monst *)0, &mons[pm]) ||
268.  			 tryct++ >= 50);
269.  
270.  		/* if pos not found in 50 tries, don't bother to continue */
271.  		if(tryct > 50) return;
272.  
273.  		(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
274.  		num--;
275.  	}
276.  }
277.  
278.  void
279.  mplayer_talk(mtmp)
280.  register struct monst *mtmp;
281.  {
282.  	static const char *same_class_msg[3] = {
283.  		"I can't win, and neither will you!",
284.  		"You don't deserve to win!",
285.  		"Mine should be the honor, not yours!",
286.  	},		  *other_class_msg[3] = {
287.  		"The low-life wants to talk, eh?",
288.  		"Fight, scum!",
289.  		"Here is what I have to say!",
290.  	};
291.  
292.  	if(mtmp->mpeaceful) return; /* will drop to humanoid talk */
293.  
294.  	pline("Talk? -- %s", u.role == highc(*mtmp->data->mname) ?
295.  		same_class_msg[rn2(3)] : other_class_msg[rn2(3)]);
296.  }
297.  
298.  /*mplayer.c*/