Source:NetHack 3.4.0/makemon.c

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Below is the full text to makemon.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/makemon.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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1.    /*	SCCS Id: @(#)makemon.c	3.4	2002/02/07	*/
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.    #include "edog.h"
9.    #ifdef REINCARNATION
10.   #include <ctype.h>
11.   #endif
12.   
13.   STATIC_VAR NEARDATA struct monst zeromonst;
14.   
15.   /* this assumes that a human quest leader or nemesis is an archetype
16.      of the corresponding role; that isn't so for some roles (tourist
17.      for instance) but is for the priests and monks we use it for... */
18.   #define quest_mon_represents_role(mptr,role_pm) \
19.   		(mptr->mlet == S_HUMAN && Role_if(role_pm) && \
20.   		  (mptr->msound == MS_LEADER || mptr->msound == MS_NEMESIS))
21.   
22.   #ifdef OVL0
23.   STATIC_DCL boolean FDECL(uncommon, (int));
24.   STATIC_DCL int FDECL(align_shift, (struct permonst *));
25.   #endif /* OVL0 */
26.   STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
27.   STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int));
28.   STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int));
29.   STATIC_DCL void FDECL(m_initweap,(struct monst *));
30.   #ifdef OVL1
31.   STATIC_DCL void FDECL(m_initinv,(struct monst *));
32.   #endif /* OVL1 */
33.   
34.   extern const int monstr[];
35.   
36.   #define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3)
37.   #define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10)
38.   #define toostrong(monindx, lev) (monstr[monindx] > lev)
39.   #define tooweak(monindx, lev)	(monstr[monindx] < lev)
40.   
41.   #ifdef OVLB
42.   boolean
43.   is_home_elemental(ptr)
44.   register struct permonst *ptr;
45.   {
46.   	if (ptr->mlet == S_ELEMENTAL)
47.   	    switch (monsndx(ptr)) {
48.   		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
49.   		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
50.   		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
51.   		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
52.   	    }
53.   	return FALSE;
54.   }
55.   
56.   /*
57.    * Return true if the given monster cannot exist on this elemental level.
58.    */
59.   STATIC_OVL boolean
60.   wrong_elem_type(ptr)
61.       register struct permonst *ptr;
62.   {
63.       if (ptr->mlet == S_ELEMENTAL) {
64.   	return((boolean)(!is_home_elemental(ptr)));
65.       } else if (Is_earthlevel(&u.uz)) {
66.   	/* no restrictions? */
67.       } else if (Is_waterlevel(&u.uz)) {
68.   	/* just monsters that can swim */
69.   	if(!is_swimmer(ptr)) return TRUE;
70.       } else if (Is_firelevel(&u.uz)) {
71.   	if (!pm_resistance(ptr,MR_FIRE)) return TRUE;
72.       } else if (Is_airlevel(&u.uz)) {
73.   	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
74.   	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
75.   	    return TRUE;
76.       }
77.       return FALSE;
78.   }
79.   
80.   STATIC_OVL void
81.   m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */
82.   register struct monst *mtmp;
83.   register int x, y, n;
84.   {
85.   	coord mm;
86.   	register int cnt = rnd(n);
87.   	struct monst *mon;
88.   #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
89.   	/* There is an unresolved problem with several people finding that
90.   	 * the game hangs eating CPU; if interrupted and restored, the level
91.   	 * will be filled with monsters.  Of those reports giving system type,
92.   	 * there were two DG/UX and two HP-UX, all using gcc as the compiler.
93.   	 * hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
94.   	 * problem went away for him and another reporter-to-newsgroup
95.   	 * after adding this debugging code.  This has almost got to be a
96.   	 * compiler bug, but until somebody tracks it down and gets it fixed,
97.   	 * might as well go with the "but it went away when I tried to find
98.   	 * it" code.
99.   	 */
100.  	int cnttmp,cntdiv;
101.  
102.  	cnttmp = cnt;
103.  # ifdef DEBUG
104.  	pline("init group call x=%d,y=%d,n=%d,cnt=%d.", x, y, n, cnt);
105.  # endif
106.  	cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
107.  #endif
108.  	/* Tuning: cut down on swarming at low character levels [mrs] */
109.  	cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
110.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
111.  	if (cnt != (cnttmp/cntdiv)) {
112.  		pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
113.  			(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1,
114.  			cnttmp, cntdiv);
115.  	}
116.  #endif
117.  	if(!cnt) cnt++;
118.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
119.  	if (cnt < 0) cnt = 1;
120.  	if (cnt > 10) cnt = 10;
121.  #endif
122.  
123.  	mm.x = x;
124.  	mm.y = y;
125.  	while(cnt--) {
126.  		if (peace_minded(mtmp->data)) continue;
127.  		/* Don't create groups of peaceful monsters since they'll get
128.  		 * in our way.  If the monster has a percentage chance so some
129.  		 * are peaceful and some are not, the result will just be a
130.  		 * smaller group.
131.  		 */
132.  		if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
133.  		    mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS);
134.  		    mon->mpeaceful = FALSE;
135.  		    mon->mavenge = 0;
136.  		    set_malign(mon);
137.  		    /* Undo the second peace_minded() check in makemon(); if the
138.  		     * monster turned out to be peaceful the first time we
139.  		     * didn't create it at all; we don't want a second check.
140.  		     */
141.  		}
142.  	}
143.  }
144.  
145.  STATIC_OVL
146.  void
147.  m_initthrow(mtmp,otyp,oquan)
148.  struct monst *mtmp;
149.  int otyp,oquan;
150.  {
151.  	register struct obj *otmp;
152.  
153.  	otmp = mksobj(otyp, TRUE, FALSE);
154.  	otmp->quan = (long) rn1(oquan, 3);
155.  	otmp->owt = weight(otmp);
156.  	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
157.  	(void) mpickobj(mtmp, otmp);
158.  }
159.  
160.  #endif /* OVLB */
161.  #ifdef OVL2
162.  
163.  STATIC_OVL void
164.  m_initweap(mtmp)
165.  register struct monst *mtmp;
166.  {
167.  	register struct permonst *ptr = mtmp->data;
168.  	register int mm = monsndx(ptr);
169.  	struct obj *otmp;
170.  
171.  #ifdef REINCARNATION
172.  	if (Is_rogue_level(&u.uz)) return;
173.  #endif
174.  /*
175.   *	first a few special cases:
176.   *
177.   *		giants get a boulder to throw sometimes.
178.   *		ettins get clubs
179.   *		kobolds get darts to throw
180.   *		centaurs get some sort of bow & arrows or bolts
181.   *		soldiers get all sorts of things.
182.   *		kops get clubs & cream pies.
183.   */
184.  	switch (ptr->mlet) {
185.  	    case S_GIANT:
186.  		if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?
187.  				    BOULDER : CLUB);
188.  		break;
189.  	    case S_HUMAN:
190.  		if(is_mercenary(ptr)) {
191.  		    int w1 = 0, w2 = 0;
192.  		    switch (mm) {
193.  
194.  			case PM_WATCHMAN:
195.  			case PM_SOLDIER:
196.  			  if (!rn2(3)) {
197.  			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
198.  			      w2 = rn2(2) ? DAGGER : KNIFE;
199.  			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
200.  			  break;
201.  			case PM_SERGEANT:
202.  			  w1 = rn2(2) ? FLAIL : MACE;
203.  			  break;
204.  			case PM_LIEUTENANT:
205.  			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
206.  			  break;
207.  			case PM_CAPTAIN:
208.  			case PM_WATCH_CAPTAIN:
209.  			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
210.  			  break;
211.  			default:
212.  			  if (!rn2(4)) w1 = DAGGER;
213.  			  if (!rn2(7)) w2 = SPEAR;
214.  			  break;
215.  		    }
216.  		    if (w1) (void)mongets(mtmp, w1);
217.  		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
218.  		    if (w2) (void)mongets(mtmp, w2);
219.  		} else if (is_elf(ptr)) {
220.  		    if (rn2(2))
221.  			(void) mongets(mtmp,
222.  				   rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
223.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
224.  		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
225.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER);
226.  		    switch (rn2(3)) {
227.  			case 0:
228.  			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
229.  			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
230.  			    (void)mongets(mtmp, ELVEN_BOW);
231.  			    m_initthrow(mtmp, ELVEN_ARROW, 12);
232.  			    break;
233.  			case 1:
234.  			    (void)mongets(mtmp, ELVEN_BROADSWORD);
235.  			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
236.  			    break;
237.  			case 2:
238.  			    if (rn2(2)) {
239.  				(void)mongets(mtmp, ELVEN_SPEAR);
240.  				(void)mongets(mtmp, ELVEN_SHIELD);
241.  			    }
242.  			    break;
243.  		    }
244.  		    if (mm == PM_ELVENKING) {
245.  			if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
246.  			    (void)mongets(mtmp, PICK_AXE);
247.  			if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL);
248.  		    }
249.  		} else if (ptr->msound == MS_PRIEST ||
250.  			quest_mon_represents_role(ptr,PM_PRIEST)) {
251.  		    otmp = mksobj(MACE, FALSE, FALSE);
252.  		    if(otmp) {
253.  			otmp->spe = rnd(3);
254.  			if(!rn2(2)) curse(otmp);
255.  			(void) mpickobj(mtmp, otmp);
256.  		    }
257.  		}
258.  		break;
259.  
260.  	    case S_ANGEL:
261.  		{
262.  		    int spe2;
263.  
264.  		    /* create minion stuff; can't use mongets */
265.  		    otmp = mksobj(LONG_SWORD, FALSE, FALSE);
266.  
267.  		    /* maybe make it special */
268.  		    if (!rn2(20) || is_lord(ptr))
269.  			otmp = oname(otmp, artiname(
270.  				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
271.  		    bless(otmp);
272.  		    otmp->oerodeproof = TRUE;
273.  		    spe2 = rn2(4);
274.  		    otmp->spe = max(otmp->spe, spe2);
275.  		    (void) mpickobj(mtmp, otmp);
276.  
277.  		    otmp = mksobj(!rn2(4) || is_lord(ptr) ?
278.  				  SHIELD_OF_REFLECTION : LARGE_SHIELD,
279.  				  FALSE, FALSE);
280.  		    otmp->cursed = FALSE;
281.  		    otmp->oerodeproof = TRUE;
282.  		    otmp->spe = 0;
283.  		    (void) mpickobj(mtmp, otmp);
284.  		}
285.  		break;
286.  
287.  	    case S_HUMANOID:
288.  		if (mm == PM_HOBBIT) {
289.  		    switch (rn2(3)) {
290.  			case 0:
291.  			    (void)mongets(mtmp, DAGGER);
292.  			    break;
293.  			case 1:
294.  			    (void)mongets(mtmp, ELVEN_DAGGER);
295.  			    break;
296.  			case 2:
297.  			    (void)mongets(mtmp, SLING);
298.  			    break;
299.  		      }
300.  		    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
301.  		    if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
302.  		} else if (is_dwarf(ptr)) {
303.  		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
304.  		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
305.  		    if (!rn2(4)) {
306.  			(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
307.  			/* note: you can't use a mattock with a shield */
308.  			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
309.  			else {
310.  				(void)mongets(mtmp, AXE);
311.  				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
312.  			}
313.  			(void)mongets(mtmp, DWARVISH_IRON_HELM);
314.  			if (!rn2(3))
315.  			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
316.  		    } else {
317.  			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
318.  		    }
319.  		}
320.  		break;
321.  # ifdef KOPS
322.  	    case S_KOP:		/* create Keystone Kops with cream pies to
323.  				 * throw. As suggested by KAA.	   [MRS]
324.  				 */
325.  		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
326.  		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
327.  		break;
328.  # endif
329.  	    case S_ORC:
330.  		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
331.  		switch (mm != PM_ORC_CAPTAIN ? mm :
332.  			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
333.  		    case PM_MORDOR_ORC:
334.  			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
335.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
336.  			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
337.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
338.  			break;
339.  		    case PM_URUK_HAI:
340.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
341.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
342.  			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
343.  			if(!rn2(3)) {
344.  			    (void)mongets(mtmp, ORCISH_BOW);
345.  			    m_initthrow(mtmp, ORCISH_ARROW, 12);
346.  			}
347.  			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
348.  			break;
349.  		    default:
350.  			if (mm != PM_ORC_SHAMAN && rn2(2))
351.  			  (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
352.  						   ? ORCISH_DAGGER : SCIMITAR);
353.  		}
354.  		break;
355.  	    case S_OGRE:
356.  		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
357.  		    (void) mongets(mtmp, BATTLE_AXE);
358.  		else
359.  		    (void) mongets(mtmp, CLUB);
360.  		break;
361.  	    case S_TROLL:
362.  		if (!rn2(2)) switch (rn2(4)) {
363.  		    case 0: (void)mongets(mtmp, RANSEUR); break;
364.  		    case 1: (void)mongets(mtmp, PARTISAN); break;
365.  		    case 2: (void)mongets(mtmp, GLAIVE); break;
366.  		    case 3: (void)mongets(mtmp, SPETUM); break;
367.  		}
368.  		break;
369.  	    case S_KOBOLD:
370.  		if (!rn2(4)) m_initthrow(mtmp, DART, 12);
371.  		break;
372.  
373.  	    case S_CENTAUR:
374.  		if (rn2(2)) {
375.  		    if(ptr == &mons[PM_FOREST_CENTAUR]) {
376.  			(void)mongets(mtmp, BOW);
377.  			m_initthrow(mtmp, ARROW, 12);
378.  		    } else {
379.  			(void)mongets(mtmp, CROSSBOW);
380.  			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
381.  		    }
382.  		}
383.  		break;
384.  	    case S_WRAITH:
385.  		(void)mongets(mtmp, KNIFE);
386.  		(void)mongets(mtmp, LONG_SWORD);
387.  		break;
388.  	    case S_ZOMBIE:
389.  		if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR);
390.  		if (!rn2(4))
391.  			(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
392.  		break;
393.  	    case S_LIZARD:
394.  		if (mm == PM_SALAMANDER)
395.  			(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ?
396.  					     TRIDENT : STILETTO));
397.  		break;
398.  	    case S_DEMON:
399.  		switch (mm) {
400.  		    case PM_BALROG:
401.  			(void)mongets(mtmp, BULLWHIP);
402.  			(void)mongets(mtmp, BROADSWORD);
403.  			break;
404.  		    case PM_ORCUS:
405.  			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
406.  			break;
407.  		    case PM_HORNED_DEVIL:
408.  			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
409.  			break;
410.  		    case PM_ICE_DEVIL:
411.  			if (!rn2(4)) (void)mongets(mtmp, SPEAR);
412.  			break;
413.  		    case PM_ASMODEUS:
414.  			(void)mongets(mtmp, WAN_COLD);
415.  			(void)mongets(mtmp, WAN_FIRE);
416.  			break;
417.  		    case PM_DISPATER:
418.  			(void)mongets(mtmp, WAN_STRIKING);
419.  			break;
420.  		    case PM_YEENOGHU:
421.  			(void)mongets(mtmp, FLAIL);
422.  			break;
423.  		}
424.  		/* prevent djinnis and mail daemons from leaving objects when
425.  		 * they vanish
426.  		 */
427.  		if (!is_demon(ptr)) break;
428.  		/* fall thru */
429.  /*
430.   *	Now the general case, Some chance of getting some type
431.   *	of weapon for "normal" monsters.  Certain special types
432.   *	of monsters will get a bonus chance or different selections.
433.   */
434.  	    default:
435.  	      {
436.  		int bias;
437.  
438.  		bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
439.  		switch(rnd(14 - (2 * bias))) {
440.  		    case 1:
441.  			if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE);
442.  			else m_initthrow(mtmp, DART, 12);
443.  			break;
444.  		    case 2:
445.  			if(strongmonst(ptr))
446.  			    (void) mongets(mtmp, TWO_HANDED_SWORD);
447.  			else {
448.  			    (void) mongets(mtmp, CROSSBOW);
449.  			    m_initthrow(mtmp, CROSSBOW_BOLT, 12);
450.  			}
451.  			break;
452.  		    case 3:
453.  			(void) mongets(mtmp, BOW);
454.  			m_initthrow(mtmp, ARROW, 12);
455.  			break;
456.  		    case 4:
457.  			if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD);
458.  			else m_initthrow(mtmp, DAGGER, 3);
459.  			break;
460.  		    case 5:
461.  			if(strongmonst(ptr))
462.  			    (void) mongets(mtmp, LUCERN_HAMMER);
463.  			else (void) mongets(mtmp, AKLYS);
464.  			break;
465.  		    default:
466.  			break;
467.  		}
468.  	      }
469.  	      break;
470.  	}
471.  	if ((int) mtmp->m_lev > rn2(75))
472.  		(void) mongets(mtmp, rnd_offensive_item(mtmp));
473.  }
474.  
475.  #endif /* OVL2 */
476.  #ifdef OVL1
477.  
478.  #ifdef GOLDOBJ
479.  /*
480.   *   Makes up money for monster's inventory.
481.   *   This will change with silver & copper coins
482.   */
483.  void 
484.  mkmonmoney(mtmp, amount)
485.  struct monst *mtmp;
486.  long amount;
487.  {
488.      struct obj *gold = mksobj(GOLD_PIECE, FALSE, FALSE);
489.      gold->quan = amount;
490.      add_to_minv(mtmp, gold);
491.  }
492.  #endif
493.  
494.  STATIC_OVL void
495.  m_initinv(mtmp)
496.  register struct	monst	*mtmp;
497.  {
498.  	register int cnt;
499.  	register struct obj *otmp;
500.  	register struct permonst *ptr = mtmp->data;
501.  #ifdef REINCARNATION
502.  	if (Is_rogue_level(&u.uz)) return;
503.  #endif
504.  /*
505.   *	Soldiers get armour & rations - armour approximates their ac.
506.   *	Nymphs may get mirror or potion of object detection.
507.   */
508.  	switch(ptr->mlet) {
509.  
510.  	    case S_HUMAN:
511.  		if(is_mercenary(ptr)) {
512.  		    register int mac;
513.  
514.  		    switch(monsndx(ptr)) {
515.  			case PM_GUARD: mac = -1; break;
516.  			case PM_SOLDIER: mac = 3; break;
517.  			case PM_SERGEANT: mac = 0; break;
518.  			case PM_LIEUTENANT: mac = -2; break;
519.  			case PM_CAPTAIN: mac = -3; break;
520.  			case PM_WATCHMAN: mac = 3; break;
521.  			case PM_WATCH_CAPTAIN: mac = -2; break;
522.  			default: impossible("odd mercenary %d?", monsndx(ptr));
523.  				mac = 0;
524.  				break;
525.  		    }
526.  
527.  		    if (mac < -1 && rn2(5))
528.  			mac += 7 + mongets(mtmp, (rn2(5)) ?
529.  					   PLATE_MAIL : CRYSTAL_PLATE_MAIL);
530.  		    else if (mac < 3 && rn2(5))
531.  			mac += 6 + mongets(mtmp, (rn2(3)) ?
532.  					   SPLINT_MAIL : BANDED_MAIL);
533.  		    else if (rn2(5))
534.  			mac += 3 + mongets(mtmp, (rn2(3)) ?
535.  					   RING_MAIL : STUDDED_LEATHER_ARMOR);
536.  		    else
537.  			mac += 2 + mongets(mtmp, LEATHER_ARMOR);
538.  
539.  		    if (mac < 10 && rn2(3))
540.  			mac += 1 + mongets(mtmp, HELMET);
541.  		    else if (mac < 10 && rn2(2))
542.  			mac += 1 + mongets(mtmp, DENTED_POT);
543.  		    if (mac < 10 && rn2(3))
544.  			mac += 1 + mongets(mtmp, SMALL_SHIELD);
545.  		    else if (mac < 10 && rn2(2))
546.  			mac += 2 + mongets(mtmp, LARGE_SHIELD);
547.  		    if (mac < 10 && rn2(3))
548.  			mac += 1 + mongets(mtmp, LOW_BOOTS);
549.  		    else if (mac < 10 && rn2(2))
550.  			mac += 2 + mongets(mtmp, HIGH_BOOTS);
551.  		    if (mac < 10 && rn2(3))
552.  			mac += 1 + mongets(mtmp, LEATHER_GLOVES);
553.  		    else if (mac < 10 && rn2(2))
554.  			mac += 1 + mongets(mtmp, LEATHER_CLOAK);
555.  
556.  		    if(ptr != &mons[PM_GUARD] &&
557.  			ptr != &mons[PM_WATCHMAN] &&
558.  			ptr != &mons[PM_WATCH_CAPTAIN]) {
559.  			if (!rn2(3)) (void) mongets(mtmp, K_RATION);
560.  			if (!rn2(2)) (void) mongets(mtmp, C_RATION);
561.  			if (ptr != &mons[PM_SOLDIER] && !rn2(3))
562.  				(void) mongets(mtmp, BUGLE);
563.  		    } else
564.  			   if (ptr == &mons[PM_WATCHMAN] && rn2(3))
565.  				(void) mongets(mtmp, TIN_WHISTLE);
566.  		} else if (ptr == &mons[PM_SHOPKEEPER]) {
567.  		    (void) mongets(mtmp,SKELETON_KEY);
568.  		    switch (rn2(4)) {
569.  		    /* MAJOR fall through ... */
570.  		    case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE);
571.  		    case 1: (void) mongets(mtmp, POT_EXTRA_HEALING);
572.  		    case 2: (void) mongets(mtmp, POT_HEALING);
573.  		    case 3: (void) mongets(mtmp, WAN_STRIKING);
574.  		    }
575.  		} else if (ptr->msound == MS_PRIEST ||
576.  			quest_mon_represents_role(ptr,PM_PRIEST)) {
577.  		    (void) mongets(mtmp, rn2(7) ? ROBE :
578.  					     rn2(3) ? CLOAK_OF_PROTECTION :
579.  						 CLOAK_OF_MAGIC_RESISTANCE);
580.  		    (void) mongets(mtmp, SMALL_SHIELD);
581.  #ifndef GOLDOBJ
582.  		    mtmp->mgold = (long)rn1(10,20);
583.  #else
584.  		    mkmonmoney(mtmp,(long)rn1(10,20));
585.  #endif
586.  		} else if (quest_mon_represents_role(ptr,PM_MONK)) {
587.  		    (void) mongets(mtmp, rn2(11) ? ROBE :
588.  					     CLOAK_OF_MAGIC_RESISTANCE);
589.  		}
590.  		break;
591.  	    case S_NYMPH:
592.  		if(!rn2(2)) (void) mongets(mtmp, MIRROR);
593.  		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION);
594.  		break;
595.  	    case S_GIANT:
596.  		if (ptr == &mons[PM_MINOTAUR]) {
597.  		    if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
598.  			(void) mongets(mtmp, WAN_DIGGING);
599.  		} else if (is_giant(ptr)) {
600.  		    for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) {
601.  			otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),
602.  				      FALSE, FALSE);
603.  			otmp->quan = (long) rn1(2, 3);
604.  			otmp->owt = weight(otmp);
605.  			(void) mpickobj(mtmp, otmp);
606.  		    }
607.  		}
608.  		break;
609.  	    case S_WRAITH:
610.  		if (ptr == &mons[PM_NAZGUL]) {
611.  			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
612.  			curse(otmp);
613.  			(void) mpickobj(mtmp, otmp);
614.  		}
615.  		break;
616.  	    case S_LICH:
617.  		if (ptr == &mons[PM_MASTER_LICH] && !rn2(13))
618.  			(void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING));
619.  		else if (ptr == &mons[PM_ARCH_LICH] && !rn2(3)) {
620.  			otmp = mksobj(rn2(3) ? ATHAME : QUARTERSTAFF,
621.  				      TRUE, rn2(13) ? FALSE : TRUE);
622.  			if (otmp->spe < 2) otmp->spe = rnd(3);
623.  			if (!rn2(4)) otmp->oerodeproof = 1;
624.  			(void) mpickobj(mtmp, otmp);
625.  		}
626.  		break;
627.  	    case S_MUMMY:
628.  		if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING);
629.  		break;
630.  	    case S_QUANTMECH:
631.  		if (!rn2(20)) {
632.  			otmp = mksobj(LARGE_BOX, FALSE, FALSE);
633.  			otmp->spe = 1; /* flag for special box */
634.  			otmp->owt = weight(otmp);
635.  			(void) mpickobj(mtmp, otmp);
636.  		}
637.  		break;
638.  	    case S_LEPRECHAUN:
639.  #ifndef GOLDOBJ
640.  		mtmp->mgold = (long) d(level_difficulty(), 30);
641.  #else
642.  		mkmonmoney(mtmp, (long) d(level_difficulty(), 30));
643.  #endif
644.  		break;
645.  	    default:
646.  		break;
647.  	}
648.  
649.  	/* ordinary soldiers rarely have access to magic (or gold :-) */
650.  	if (ptr == &mons[PM_SOLDIER] && rn2(13)) return;
651.  
652.  	if ((int) mtmp->m_lev > rn2(50))
653.  		(void) mongets(mtmp, rnd_defensive_item(mtmp));
654.  	if ((int) mtmp->m_lev > rn2(100))
655.  		(void) mongets(mtmp, rnd_misc_item(mtmp));
656.  #ifndef GOLDOBJ
657.  	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5))
658.  		mtmp->mgold =
659.  		      (long) d(level_difficulty(), mtmp->minvent ? 5 : 10);
660.  #else
661.  	if (likes_gold(ptr) && !findgold(mtmp->minvent) && !rn2(5))
662.  		mkmonmoney(mtmp, (long) d(level_difficulty(), mtmp->minvent ? 5 : 10));
663.  #endif
664.  }
665.  
666.  struct monst *
667.  clone_mon(mon)
668.  struct monst *mon;
669.  {
670.  	coord mm;
671.  	struct monst *m2;
672.  
673.  	/* may be too weak or have been extinguished for population control */
674.  	if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT))
675.  	    return (struct monst *)0;
676.  
677.  	mm.x = mon->mx;
678.  	mm.y = mon->my;
679.  	if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
680.  	    return (struct monst *)0;
681.  	m2 = newmonst(0);
682.  	*m2 = *mon;			/* copy condition of old monster */
683.  	m2->nmon = fmon;
684.  	fmon = m2;
685.  	m2->m_id = flags.ident++;
686.  	if (!m2->m_id) m2->m_id = flags.ident++;	/* ident overflowed */
687.  	m2->mx = mm.x;
688.  	m2->my = mm.y;
689.  
690.  	m2->minvent = (struct obj *) 0; /* objects don't clone */
691.  	m2->mleashed = FALSE;
692.  #ifndef GOLDOBJ
693.  	m2->mgold = 0L;
694.  #endif
695.  	/* Max HP the same, but current HP halved for both.  The caller
696.  	 * might want to override this by halving the max HP also.
697.  	 * When current HP is odd, the original keeps the extra point.
698.  	 */
699.  	m2->mhpmax = mon->mhpmax;
700.  	m2->mhp = mon->mhp / 2;
701.  	mon->mhp -= m2->mhp;
702.  
703.  	/* since shopkeepers and guards will only be cloned if they've been
704.  	 * polymorphed away from their original forms, the clone doesn't have
705.  	 * room for the extra information.  we also don't want two shopkeepers
706.  	 * around for the same shop.
707.  	 */
708.  	if (mon->isshk) m2->isshk = FALSE;
709.  	if (mon->isgd) m2->isgd = FALSE;
710.  	if (mon->ispriest) m2->ispriest = FALSE;
711.  	m2->mxlth = 0;
712.  	place_monster(m2, m2->mx, m2->my);
713.  	if (emits_light(m2->data))
714.  	    new_light_source(m2->mx, m2->my, emits_light(m2->data),
715.  			     LS_MONSTER, (genericptr_t)m2);
716.  	if (m2->mnamelth) {
717.  	    m2->mnamelth = 0; /* or it won't get allocated */
718.  	    m2 = christen_monst(m2, NAME(mon));
719.  	}
720.  	newsym(m2->mx,m2->my);	/* display the new monster */
721.  	if (mon->mtame) {
722.  	    struct monst *m3;
723.  
724.  	    if (mon->isminion) {
725.  		m3 = newmonst(sizeof(struct epri) + mon->mnamelth);
726.  		*m3 = *m2;
727.  		m3->mxlth = sizeof(struct epri);
728.  		if (m2->mnamelth) Strcpy(NAME(m3), NAME(m2));
729.  		*(EPRI(m3)) = *(EPRI(mon));
730.  		replmon(m2, m3);
731.  		m2 = m3;
732.  	    } else {
733.  		/* because m2 is a copy of mon it is tame but not init'ed.
734.  		 * however, tamedog will not re-tame a tame dog, so m2
735.  		 * must be made non-tame to get initialized properly.
736.  		 */
737.  		m2->mtame = 0;
738.  		if ((m3 = tamedog(m2, (struct obj *)0)) != 0) {
739.  		    m2 = m3;
740.  		    *(EDOG(m2)) = *(EDOG(mon));
741.  		}
742.  	    }
743.  	}
744.  	return m2;
745.  }
746.  
747.  /*
748.   * called with [x,y] = coordinates;
749.   *	[0,0] means anyplace
750.   *	[u.ux,u.uy] means: near player (if !in_mklev)
751.   *
752.   *	In case we make a monster group, only return the one at [x,y].
753.   */
754.  struct monst *
755.  makemon(ptr, x, y, mmflags)
756.  register struct permonst *ptr;
757.  register int	x, y;
758.  register int	mmflags;
759.  {
760.  	register struct monst *mtmp;
761.  	int mndx, mcham, ct, mitem, xlth;
762.  	boolean anymon = (!ptr);
763.  	boolean byyou = (x == u.ux && y == u.uy);
764.  	boolean allow_minvent = ((mmflags & NO_MINVENT) == 0);
765.  	boolean countbirth = ((mmflags & MM_NOCOUNTBIRTH) == 0);
766.  	uchar lim;
767.  
768.  	/* if caller wants random location, do it here */
769.  	if(x == 0 && y == 0) {
770.  		int tryct = 0;	/* careful with bigrooms */
771.  		struct monst fakemon;
772.  
773.  		fakemon.data = ptr;	/* set up for goodpos */
774.  		do {
775.  			x = rn1(COLNO-3,2);
776.  			y = rn2(ROWNO);
777.  		} while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0) ||
778.  			(!in_mklev && tryct++ < 50 && cansee(x, y)));
779.  	} else if (byyou && !in_mklev) {
780.  		coord bypos;
781.  
782.  		if(enexto(&bypos, u.ux, u.uy, ptr)) {
783.  			x = bypos.x;
784.  			y = bypos.y;
785.  		} else
786.  			return((struct monst *)0);
787.  	}
788.  
789.  	/* if a monster already exists at the position, return */
790.  	if(MON_AT(x, y))
791.  		return((struct monst *) 0);
792.  
793.  	if(ptr){
794.  		mndx = monsndx(ptr);
795.  		/* if you are to make a specific monster and it has
796.  		   already been genocided, return */
797.  		if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0);
798.  #ifdef DEBUG
799.  		if (wizard && (mvitals[mndx].mvflags & G_EXTINCT))
800.  		    pline("Explicitly creating extinct monster %s.",
801.  			mons[mndx].mname);
802.  #endif
803.  	} else {
804.  		/* make a random (common) monster that can survive here.
805.  		 * (the special levels ask for random monsters at specific
806.  		 * positions, causing mass drowning on the medusa level,
807.  		 * for instance.)
808.  		 */
809.  		int tryct = 0;	/* maybe there are no good choices */
810.  		struct monst fakemon;
811.  		do {
812.  			if(!(ptr = rndmonst())) {
813.  #ifdef DEBUG
814.  			    pline("Warning: no monster.");
815.  #endif
816.  			    return((struct monst *) 0);	/* no more monsters! */
817.  			}
818.  			fakemon.data = ptr;	/* set up for goodpos */
819.  		} while(!goodpos(x, y, &fakemon) && tryct++ < 50);
820.  		mndx = monsndx(ptr);
821.  	}
822.  	/* if it's unique, don't ever make it again */
823.  	if (ptr->geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT;
824.  
825.  	/* Once a certain number of monsters are created, don't create any more
826.  	 * at random (i.e. make them extinct).  The previous (3.2) behavior was
827.  	 * to do this when a certain number had _died_, which didn't make
828.  	 * much sense.
829.  	 * This version makes a little more sense but still requires that
830.  	 * the caller manually decrement mvitals if the monster is created
831.  	 * under circumstances where one would not logically expect the
832.  	 * creation to reduce the supply of wild monsters.  Monster cloning
833.   	 * might be one such case, but we go against logic there in order to
834.  	 * reduce the possibility of abuse.
835.  	 */
836.  	if (mvitals[mndx].born < 255 && countbirth) mvitals[mndx].born++;
837.  	lim = mbirth_limit(mndx);
838.  	if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN) &&
839.  		!(mvitals[mndx].mvflags & G_EXTINCT)) {
840.  #ifdef DEBUG
841.  		pline("Automatically extinguished %s.",
842.  					makeplural(mons[mndx].mname));
843.  #endif
844.  		mvitals[mndx].mvflags |= G_EXTINCT;
845.  		reset_rndmonst(mndx);
846.  	}
847.  
848.  	xlth = ptr->pxlth;
849.  	if (mmflags & MM_EDOG) xlth += sizeof(struct edog);
850.  	else if (mmflags & MM_EMIN) xlth += sizeof(struct emin);
851.  	mtmp = newmonst(xlth);
852.  	*mtmp = zeromonst;		/* clear all entries in structure */
853.  	(void)memset((genericptr_t)mtmp->mextra, 0, xlth);
854.  	mtmp->nmon = fmon;
855.  	fmon = mtmp;
856.  	mtmp->m_id = flags.ident++;
857.  	if (!mtmp->m_id) mtmp->m_id = flags.ident++;	/* ident overflowed */
858.  	set_mon_data(mtmp, ptr, 0);
859.  	if (mtmp->data->msound == MS_LEADER)
860.  	    quest_status.leader_m_id = mtmp->m_id;
861.  	mtmp->mxlth = xlth;
862.  	mtmp->mnum = mndx;
863.  
864.  	mtmp->m_lev = adj_lev(ptr);
865.  	if (is_golem(ptr)) {
866.  	    mtmp->mhpmax = mtmp->mhp = golemhp(mndx);
867.  	} else if (is_rider(ptr)) {
868.  	    /* We want low HP, but a high mlevel so they can attack well */
869.  	    mtmp->mhpmax = mtmp->mhp = d(10,8);
870.  	} else if (ptr->mlevel > 49) {
871.  	    /* "special" fixed hp monster
872.  	     * the hit points are encoded in the mlevel in a somewhat strange
873.  	     * way to fit in the 50..127 positive range of a signed character
874.  	     * above the 1..49 that indicate "normal" monster levels */
875.  	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6);
876.  	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */
877.  	} else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) {
878.  	    /* adult dragons */
879.  	    mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ?
880.  		(8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4)));
881.  	} else if (!mtmp->m_lev) {
882.  	    mtmp->mhpmax = mtmp->mhp = rnd(4);
883.  	} else {
884.  	    mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8);
885.  	    if (is_home_elemental(ptr))
886.  		mtmp->mhpmax = (mtmp->mhp *= 3);
887.  	}
888.  
889.  	if (is_female(ptr)) mtmp->female = TRUE;
890.  	else if (is_male(ptr)) mtmp->female = FALSE;
891.  	else mtmp->female = rn2(2);	/* ignored for neuters */
892.  
893.  	if (In_sokoban(&u.uz) && !mindless(ptr))  /* know about traps here */
894.  	    mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1));
895.  	if (ptr->msound == MS_LEADER)		/* leader knows about portal */
896.  	    mtmp->mtrapseen |= (1 << (MAGIC_PORTAL-1));
897.  
898.  	place_monster(mtmp, x, y);
899.  	mtmp->mcansee = mtmp->mcanmove = TRUE;
900.  	mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr);
901.  
902.  	switch(ptr->mlet) {
903.  		case S_MIMIC:
904.  			set_mimic_sym(mtmp);
905.  			break;
906.  		case S_SPIDER:
907.  		case S_SNAKE:
908.  			if(in_mklev)
909.  			    if(x && y)
910.  				(void) mkobj_at(0, x, y, TRUE);
911.  			if(hides_under(ptr) && OBJ_AT(x, y))
912.  			    mtmp->mundetected = TRUE;
913.  			break;
914.  		case S_LIGHT:
915.  		case S_ELEMENTAL:
916.  			if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) {
917.  			    mtmp->perminvis = TRUE;
918.  			    mtmp->minvis = TRUE;
919.  			}
920.  			break;
921.  		case S_EEL:
922.  			if (is_pool(x, y))
923.  			    mtmp->mundetected = TRUE;
924.  			break;
925.  		case S_LEPRECHAUN:
926.  			mtmp->msleeping = 1;
927.  			break;
928.  		case S_JABBERWOCK:
929.  		case S_NYMPH:
930.  			if (rn2(5) && !u.uhave.amulet) mtmp->msleeping = 1;
931.  			break;
932.  		case S_ORC:
933.  			if (Race_if(PM_ELF)) mtmp->mpeaceful = FALSE;
934.  			break;
935.  		case S_UNICORN:
936.  			if (is_unicorn(ptr) &&
937.  					sgn(u.ualign.type) == sgn(ptr->maligntyp))
938.  				mtmp->mpeaceful = TRUE;
939.  			break;
940.  		case S_BAT:
941.  			if (Inhell && is_bat(ptr))
942.  			    mon_adjust_speed(mtmp, 2, (struct obj *)0);
943.  			break;
944.  	}
945.  	if ((ct = emits_light(mtmp->data)) > 0)
946.  		new_light_source(mtmp->mx, mtmp->my, ct,
947.  				 LS_MONSTER, (genericptr_t)mtmp);
948.  	mitem = 0;	/* extra inventory item for this monster */
949.  
950.  	if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) {
951.  		/* If you're protected with a ring, don't create
952.  		 * any shape-changing chameleons -dgk
953.  		 */
954.  		if (Protection_from_shape_changers)
955.  			mtmp->cham = CHAM_ORDINARY;
956.  		else {
957.  			mtmp->cham = mcham;
958.  			(void) newcham(mtmp, rndmonst(), FALSE);
959.  		}
960.  	} else if (mndx == PM_WIZARD_OF_YENDOR) {
961.  		mtmp->iswiz = TRUE;
962.  		flags.no_of_wizards++;
963.  		if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz))
964.  			mitem = SPE_DIG;
965.  	} else if (mndx == PM_DJINNI) {
966.  		flags.djinni_count++;
967.  	} else if (mndx == PM_GHOST) {
968.  		flags.ghost_count++;
969.  		if (!(mmflags & MM_NONAME))
970.  			mtmp = christen_monst(mtmp, rndghostname());
971.  	} else if (mndx == PM_VLAD_THE_IMPALER) {
972.  		mitem = CANDELABRUM_OF_INVOCATION;
973.  	} else if (mndx == PM_CROESUS) {
974.  		mitem = TWO_HANDED_SWORD;
975.  	} else if (ptr->msound == MS_NEMESIS) {
976.  		mitem = BELL_OF_OPENING;
977.  	} else if (mndx == PM_PESTILENCE) {
978.  		mitem = POT_SICKNESS;
979.  	}
980.  	if (mitem && allow_minvent) (void) mongets(mtmp, mitem);
981.  
982.  	if(in_mklev) {
983.  		if(((is_ndemon(ptr)) ||
984.  		    (mndx == PM_WUMPUS) ||
985.  		    (mndx == PM_LONG_WORM) ||
986.  		    (mndx == PM_GIANT_EEL)) && !u.uhave.amulet && rn2(5))
987.  			mtmp->msleeping = TRUE;
988.  	} else {
989.  		if(byyou) {
990.  			newsym(mtmp->mx,mtmp->my);
991.  			set_apparxy(mtmp);
992.  		}
993.  	}
994.  	if(is_dprince(ptr) && ptr->msound == MS_BRIBE) {
995.  	    mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1;
996.  	    mtmp->mavenge = 0;
997.  	    if (uwep && uwep->oartifact == ART_EXCALIBUR)
998.  		mtmp->mpeaceful = mtmp->mtame = FALSE;
999.  	}
1000. #ifndef DCC30_BUG
1001. 	if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno()) != 0)
1002. #else
1003. 	/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
1004. 	 * same expression.
1005. 	 */
1006. 	if (mndx == PM_LONG_WORM &&
1007. 		(mtmp->wormno = get_wormno(), mtmp->wormno != 0))
1008. #endif
1009. 	{
1010. 	    /* we can now create worms with tails - 11/91 */
1011. 	    initworm(mtmp, rn2(5));
1012. 	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y);
1013. 	}
1014. 	set_malign(mtmp);		/* having finished peaceful changes */
1015. 	if(anymon) {
1016. 	    if ((ptr->geno & G_SGROUP) && rn2(2)) {
1017. 		m_initsgrp(mtmp, mtmp->mx, mtmp->my);
1018. 	    } else if (ptr->geno & G_LGROUP) {
1019. 		if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
1020. 		else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my);
1021. 	    }
1022. 	}
1023. 
1024. 	if (allow_minvent) {
1025. 	    if(is_armed(ptr))
1026. 		m_initweap(mtmp);	/* equip with weapons / armor */
1027. 	    m_initinv(mtmp);  /* add on a few special items incl. more armor */
1028. 	    m_dowear(mtmp, TRUE);
1029. 	} else {
1030. 	    /* no initial inventory is allowed */
1031. 	    if (mtmp->minvent) discard_minvent(mtmp);
1032. 	    mtmp->minvent = (struct obj *)0;    /* caller expects this */
1033. 	}
1034. 	if ((ptr->mflags3 & M3_WAITMASK) && !(mmflags & MM_NOWAIT)) {
1035. 		if (ptr->mflags3 & M3_WAITFORU)
1036. 			mtmp->mstrategy |= STRAT_WAITFORU;
1037. 		if (ptr->mflags3 & M3_CLOSE)
1038. 			mtmp->mstrategy |= STRAT_CLOSE;
1039. 	}
1040. 
1041. 	if (!in_mklev)
1042. 	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */
1043. 
1044. 	return(mtmp);
1045. }
1046. 
1047. int
1048. mbirth_limit(mndx)
1049. int mndx;
1050. {
1051. 	return (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO); 
1052. }
1053. 
1054. /* used for wand/scroll/spell of create monster */
1055. /* returns TRUE iff you know monsters have been created */
1056. boolean
1057. create_critters(cnt, mptr)
1058. int cnt;
1059. struct permonst *mptr;		/* usually null; used for confused reading */
1060. {
1061. 	coord c;
1062. 	int x, y;
1063. 	struct monst *mon;
1064. 	boolean known = FALSE;
1065. #ifdef WIZARD
1066. 	boolean ask = wizard;
1067. #endif
1068. 
1069. 	while (cnt--) {
1070. #ifdef WIZARD
1071. 	    if (ask) {
1072. 		if (create_particular()) {
1073. 		    known = TRUE;
1074. 		    continue;
1075. 		}
1076. 		else ask = FALSE;	/* ESC will shut off prompting */
1077. 	    }
1078. #endif
1079. 	    x = u.ux,  y = u.uy;
1080. 	    /* if in water, try to encourage an aquatic monster
1081. 	       by finding and then specifying another wet location */
1082. 	    if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL]))
1083. 		x = c.x,  y = c.y;
1084. 
1085. 	    mon = makemon(mptr, x, y, NO_MM_FLAGS);
1086. 	    if (mon && canspotmon(mon)) known = TRUE;
1087. 	}
1088. 	return known;
1089. }
1090. 
1091. #endif /* OVL1 */
1092. #ifdef OVL0
1093. 
1094. STATIC_OVL boolean
1095. uncommon(mndx)
1096. int mndx;
1097. {
1098. 	if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE;
1099. 	if (mvitals[mndx].mvflags & G_GONE) return TRUE;
1100. 	if (Inhell)
1101. 		return(mons[mndx].maligntyp > A_NEUTRAL);
1102. 	else
1103. 		return((mons[mndx].geno & G_HELL) != 0);
1104. }
1105. 
1106. /*
1107.  *	shift the probability of a monster's generation by
1108.  *	comparing the dungeon alignment and monster alignment.
1109.  *	return an integer in the range of 0-5.
1110.  */
1111. STATIC_OVL int
1112. align_shift(ptr)
1113. register struct permonst *ptr;
1114. {
1115.     static NEARDATA long oldmoves = 0L;	/* != 1, starting value of moves */
1116.     static NEARDATA s_level *lev;
1117.     register int alshift;
1118. 
1119.     if(oldmoves != moves) {
1120. 	lev = Is_special(&u.uz);
1121. 	oldmoves = moves;
1122.     }
1123.     switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
1124.     default:	/* just in case */
1125.     case AM_NONE:	alshift = 0;
1126. 			break;
1127.     case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT);
1128. 			break;
1129.     case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT;
1130. 			break;
1131.     case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT);
1132. 			break;
1133.     }
1134.     return alshift;
1135. }
1136. 
1137. static NEARDATA struct {
1138. 	int choice_count;
1139. 	char mchoices[SPECIAL_PM];	/* value range is 0..127 */
1140. } rndmonst_state = { -1, {0} };
1141. 
1142. /* select a random monster type */
1143. struct permonst *
1144. rndmonst()
1145. {
1146. 	register struct permonst *ptr;
1147. 	register int mndx, ct;
1148. 
1149. 	if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0)
1150. 	    return ptr;
1151. 
1152. 	if (rndmonst_state.choice_count < 0) {	/* need to recalculate */
1153. 	    int zlevel, minmlev, maxmlev;
1154. 	    boolean elemlevel;
1155. #ifdef REINCARNATION
1156. 	    boolean upper;
1157. #endif
1158. 
1159. 	    rndmonst_state.choice_count = 0;
1160. 	    /* look for first common monster */
1161. 	    for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
1162. 		if (!uncommon(mndx)) break;
1163. 	    if (mndx == SPECIAL_PM) {
1164. 		/* evidently they've all been exterminated */
1165. #ifdef DEBUG
1166. 		pline("rndmonst: no common mons!");
1167. #endif
1168. 		return (struct permonst *)0;
1169. 	    } /* else `mndx' now ready for use below */
1170. 	    zlevel = level_difficulty();
1171. 	    /* determine the level of the weakest monster to make. */
1172. 	    minmlev = zlevel / 6;
1173. 	    /* determine the level of the strongest monster to make. */
1174. 	    maxmlev = (zlevel + u.ulevel) / 2;
1175. #ifdef REINCARNATION
1176. 	    upper = Is_rogue_level(&u.uz);
1177. #endif
1178. 	    elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);
1179. 
1180. /*
1181.  *	Find out how many monsters exist in the range we have selected.
1182.  */
1183. 	    /* (`mndx' initialized above) */
1184. 	    for ( ; mndx < SPECIAL_PM; mndx++) {
1185. 		ptr = &mons[mndx];
1186. 		rndmonst_state.mchoices[mndx] = 0;
1187. 		if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
1188. 		    continue;
1189. #ifdef REINCARNATION
1190. 		if (upper && !isupper(def_monsyms[(int)(ptr->mlet)])) continue;
1191. #endif
1192. 		if (elemlevel && wrong_elem_type(ptr)) continue;
1193. 		if (uncommon(mndx)) continue;
1194. 		if (Inhell && (ptr->geno & G_NOHELL)) continue;
1195. 		ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr);
1196. 		if (ct < 0 || ct > 127)
1197. 		    panic("rndmonst: bad count [#%d: %d]", mndx, ct);
1198. 		rndmonst_state.choice_count += ct;
1199. 		rndmonst_state.mchoices[mndx] = (char)ct;
1200. 	    }
1201. /*
1202.  *	    Possible modification:  if choice_count is "too low",
1203.  *	    expand minmlev..maxmlev range and try again.
1204.  */
1205. 	} /* choice_count+mchoices[] recalc */
1206. 
1207. 	if (rndmonst_state.choice_count <= 0) {
1208. 	    /* maybe no common mons left, or all are too weak or too strong */
1209. #ifdef DEBUG
1210. 	    Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count);
1211. #endif
1212. 	    return (struct permonst *)0;
1213. 	}
1214. 
1215. /*
1216.  *	Now, select a monster at random.
1217.  */
1218. 	ct = rnd(rndmonst_state.choice_count);
1219. 	for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
1220. 	    if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break;
1221. 
1222. 	if (mndx == SPECIAL_PM || uncommon(mndx)) {	/* shouldn't happen */
1223. 	    impossible("rndmonst: bad `mndx' [#%d]", mndx);
1224. 	    return (struct permonst *)0;
1225. 	}
1226. 	return &mons[mndx];
1227. }
1228. 
1229. /* called when you change level (experience or dungeon depth) or when
1230.    monster species can no longer be created (genocide or extinction) */
1231. void
1232. reset_rndmonst(mndx)
1233. int mndx;	/* particular species that can no longer be created */
1234. {
1235. 	/* cached selection info is out of date */
1236. 	if (mndx == NON_PM) {
1237. 	    rndmonst_state.choice_count = -1;	/* full recalc needed */
1238. 	} else if (mndx < SPECIAL_PM) {
1239. 	    rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx];
1240. 	    rndmonst_state.mchoices[mndx] = 0;
1241. 	} /* note: safe to ignore extinction of unique monsters */
1242. }
1243. 
1244. #endif /* OVL0 */
1245. #ifdef OVL1
1246. 
1247. /*	The routine below is used to make one of the multiple types
1248.  *	of a given monster class.  The second parameter specifies a
1249.  *	special casing bit mask to allow the normal genesis
1250.  *	masks to be deactivated.  Returns 0 if no monsters
1251.  *	in that class can be made.
1252.  */
1253. 
1254. struct permonst *
1255. mkclass(class,spc)
1256. char	class;
1257. int	spc;
1258. {
1259. 	register int	first, last, num = 0;
1260. 	int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc;
1261. 
1262. 	maxmlev = level_difficulty() >> 1;
1263. 	if(class < 1 || class >= MAXMCLASSES) {
1264. 	    impossible("mkclass called with bad class!");
1265. 	    return((struct permonst *) 0);
1266. 	}
1267. /*	Assumption #1:	monsters of a given class are contiguous in the
1268.  *			mons[] array.
1269.  */
1270. 	for (first = LOW_PM; first < SPECIAL_PM; first++)
1271. 	    if (mons[first].mlet == class) break;
1272. 	if (first == SPECIAL_PM) return (struct permonst *) 0;
1273. 
1274. 	for (last = first;
1275. 		last < SPECIAL_PM && mons[last].mlet == class; last++)
1276. 	    if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask)
1277. 					&& !is_placeholder(&mons[last])) {
1278. 		/* consider it */
1279. 		if(num && toostrong(last, maxmlev) &&
1280. 		   monstr[last] != monstr[last-1] && rn2(2)) break;
1281. 		num += mons[last].geno & G_FREQ;
1282. 	    }
1283. 
1284. 	if(!num) return((struct permonst *) 0);
1285. 
1286. /*	Assumption #2:	monsters of a given class are presented in ascending
1287.  *			order of strength.
1288.  */
1289. 	for(num = rnd(num); num > 0; first++)
1290. 	    if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask)
1291. 					&& !is_placeholder(&mons[first])) {
1292. 		/* skew towards lower value monsters at lower exp. levels */
1293. 		num -= mons[first].geno & G_FREQ;
1294. 		if (num && adj_lev(&mons[first]) > (u.ulevel*2)) {
1295. 		    /* but not when multiple monsters are same level */
1296. 		    if (mons[first].mlevel != mons[first+1].mlevel)
1297. 			num--;
1298. 		}
1299. 	    }
1300. 	first--; /* correct an off-by-one error */
1301. 
1302. 	return(&mons[first]);
1303. }
1304. 
1305. int
1306. adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */
1307. register struct permonst *ptr;
1308. {
1309. 	int	tmp, tmp2;
1310. 
1311. 	if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
1312. 		/* does not depend on other strengths, but does get stronger
1313. 		 * every time he is killed
1314. 		 */
1315. 		tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died;
1316. 		if (tmp > 49) tmp = 49;
1317. 		return tmp;
1318. 	}
1319. 
1320. 	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */
1321. 	tmp2 = (level_difficulty() - tmp);
1322. 	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */
1323. 	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */
1324. 
1325. 	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */
1326. 	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */
1327. 
1328. 	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */
1329. 	if (tmp2 > 49) tmp2 = 49;		/* hard upper limit */
1330. 	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
1331. }
1332. 
1333. #endif /* OVL1 */
1334. #ifdef OVLB
1335. 
1336. struct permonst *
1337. grow_up(mtmp, victim)	/* `mtmp' might "grow up" into a bigger version */
1338. struct monst *mtmp, *victim;
1339. {
1340. 	int oldtype, newtype, max_increase, cur_increase,
1341. 	    lev_limit, hp_threshold;
1342. 	struct permonst *ptr = mtmp->data;
1343. 
1344. 	/* monster died after killing enemy but before calling this function */
1345. 	/* currently possible if killing a gas spore */
1346. 	if (mtmp->mhp <= 0)
1347. 	    return ((struct permonst *)0);
1348. 
1349. 	/* growth limits differ depending on method of advancement */
1350. 	if (victim) {		/* killed a monster */
1351. 	    /*
1352. 	     * The HP threshold is the maximum number of hit points for the
1353. 	     * current level; once exceeded, a level will be gained.
1354. 	     * Possible bug: if somehow the hit points are already higher
1355. 	     * than that, monster will gain a level without any increase in HP.
1356. 	     */
1357. 	    hp_threshold = mtmp->m_lev * 8;		/* normal limit */
1358. 	    if (!mtmp->m_lev)
1359. 		hp_threshold = 4;
1360. 	    else if (is_golem(ptr))	/* strange creatures */
1361. 		hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1;
1362. 	    else if (is_home_elemental(ptr))
1363. 		hp_threshold *= 3;
1364. 	    lev_limit = 3 * (int)ptr->mlevel / 2;	/* same as adj_lev() */
1365. 	    /* number of hit points to gain; unlike for the player, we put
1366. 	       the limit at the bottom of the next level rather than the top */
1367. 	    max_increase = rnd((int)victim->m_lev + 1);
1368. 	    if (mtmp->mhpmax + max_increase > hp_threshold + 1)
1369. 		max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0);
1370. 	    cur_increase = (max_increase > 1) ? rn2(max_increase) : 0;
1371. 	} else {
1372. 	    /* a gain level potion or wraith corpse; always go up a level
1373. 	       unless already at maximum (49 is hard upper limit except
1374. 	       for demon lords, who start at 50 and can't go any higher) */
1375. 	    max_increase = cur_increase = rnd(8);
1376. 	    hp_threshold = 0;	/* smaller than `mhpmax + max_increase' */
1377. 	    lev_limit = 50;		/* recalc below */
1378. 	}
1379. 
1380. 	mtmp->mhpmax += max_increase;
1381. 	mtmp->mhp += cur_increase;
1382. 	if (mtmp->mhpmax <= hp_threshold)
1383. 	    return ptr;		/* doesn't gain a level */
1384. 
1385. 	if (is_mplayer(ptr)) lev_limit = 30;	/* same as player */
1386. 	else if (lev_limit < 5) lev_limit = 5;	/* arbitrary */
1387. 	else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49);
1388. 
1389. 	/* note:  none of the monsters with special hit point calculations
1390. 	   have both little and big forms */
1391. 	oldtype = monsndx(ptr);
1392. 	newtype = little_to_big(oldtype);
1393. 	if (newtype == PM_PRIEST && mtmp->female) newtype = PM_PRIESTESS;
1394. 	if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) {
1395. 	    ptr = &mons[newtype];
1396. 	    if (mvitals[newtype].mvflags & G_GENOD) {	/* allow G_EXTINCT */
1397. 		if (sensemon(mtmp))
1398. 		    pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),
1399. 			an(ptr->mname), mhe(mtmp),
1400. 			nonliving(ptr) ? "expires" : "dies");
1401. 		set_mon_data(mtmp, ptr, -1);	/* keep mvitals[] accurate */
1402. 		mondied(mtmp);
1403. 		return (struct permonst *)0;
1404. 	    }
1405. 	    set_mon_data(mtmp, ptr, 1);		/* preserve intrinsics */
1406. 	    newsym(mtmp->mx, mtmp->my);		/* color may change */
1407. 	    lev_limit = (int)mtmp->m_lev;	/* never undo increment */
1408. 	}
1409. 	/* sanity checks */
1410. 	if ((int)mtmp->m_lev > lev_limit) {
1411. 	    mtmp->m_lev--;	/* undo increment */
1412. 	    /* HP might have been allowed to grow when it shouldn't */
1413. 	    if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--;
1414. 	}
1415. 	if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8;	  /* absolute limit */
1416. 	if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
1417. 
1418. 	return ptr;
1419. }
1420. 
1421. #endif /* OVLB */
1422. #ifdef OVL1
1423. 
1424. int
1425. mongets(mtmp, otyp)
1426. register struct monst *mtmp;
1427. register int otyp;
1428. {
1429. 	register struct obj *otmp;
1430. 	int spe;
1431. 
1432. 	if (!otyp) return 0;
1433. 	otmp = mksobj(otyp, TRUE, FALSE);
1434. 	if (otmp) {
1435. 	    if (mtmp->data->mlet == S_DEMON) {
1436. 		/* demons never get blessed objects */
1437. 		if (otmp->blessed) curse(otmp);
1438. 	    } else if(is_lminion(mtmp->data)) {
1439. 		/* lawful minions don't get cursed, bad, or rusting objects */
1440. 		otmp->cursed = FALSE;
1441. 		if(otmp->spe < 0) otmp->spe = 0;
1442. 		otmp->oerodeproof = TRUE;
1443. 	    } else if(is_mplayer(mtmp->data) && is_sword(otmp)) {
1444. 		otmp->spe = (3 + rn2(4));
1445. 	    }
1446. 
1447. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) {
1448. 		otmp->spe = 0;
1449. 		otmp->age = 0L;
1450. 		otmp->lamplit = FALSE;
1451. 		otmp->blessed = otmp->cursed = FALSE;
1452. 	    } else if (otmp->otyp == BELL_OF_OPENING) {
1453. 		otmp->blessed = otmp->cursed = FALSE;
1454. 	    } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
1455. 		otmp->blessed = FALSE;
1456. 		otmp->cursed = TRUE;
1457. 	    }
1458. 
1459. 	    /* leaders don't tolerate inferior quality battle gear */
1460. 	    if (is_prince(mtmp->data)) {
1461. 		if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1)
1462. 		    otmp->spe = 1;
1463. 		else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0)
1464. 		    otmp->spe = 0;
1465. 	    }
1466. 
1467. 	    spe = otmp->spe;
1468. 	    (void) mpickobj(mtmp, otmp);	/* might free otmp */
1469. 	    return(spe);
1470. 	} else return(0);
1471. }
1472. 
1473. #endif /* OVL1 */
1474. #ifdef OVLB
1475. 
1476. int
1477. golemhp(type)
1478. int type;
1479. {
1480. 	switch(type) {
1481. 		case PM_STRAW_GOLEM: return 20;
1482. 		case PM_PAPER_GOLEM: return 20;
1483. 		case PM_ROPE_GOLEM: return 30;
1484. 		case PM_LEATHER_GOLEM: return 40;
1485. 		case PM_GOLD_GOLEM: return 40;
1486. 		case PM_WOOD_GOLEM: return 50;
1487. 		case PM_FLESH_GOLEM: return 40;
1488. 		case PM_CLAY_GOLEM: return 50;
1489. 		case PM_STONE_GOLEM: return 60;
1490. 		case PM_GLASS_GOLEM: return 60;
1491. 		case PM_IRON_GOLEM: return 80;
1492. 		default: return 0;
1493. 	}
1494. }
1495. 
1496. #endif /* OVLB */
1497. #ifdef OVL1
1498. 
1499. /*
1500.  *	Alignment vs. yours determines monster's attitude to you.
1501.  *	( some "animal" types are co-aligned, but also hungry )
1502.  */
1503. boolean
1504. peace_minded(ptr)
1505. register struct permonst *ptr;
1506. {
1507. 	aligntyp mal = ptr->maligntyp, ual = u.ualign.type;
1508. 
1509. 	if (always_peaceful(ptr)) return TRUE;
1510. 	if (always_hostile(ptr)) return FALSE;
1511. 	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
1512. 		return TRUE;
1513. 	if (ptr->msound == MS_NEMESIS)	return FALSE;
1514. 
1515. 	if (race_peaceful(ptr)) return TRUE;
1516. 	if (race_hostile(ptr)) return FALSE;
1517. 
1518. 	/* the monster is hostile if its alignment is different from the
1519. 	 * player's */
1520. 	if (sgn(mal) != sgn(ual)) return FALSE;
1521. 
1522. 	/* Negative monster hostile to player with Amulet. */
1523. 	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE;
1524. 
1525. 	/* minions are hostile to players that have strayed at all */
1526. 	if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0));
1527. 
1528. 	/* Last case:  a chance of a co-aligned monster being
1529. 	 * hostile.  This chance is greater if the player has strayed
1530. 	 * (u.ualign.record negative) or the monster is not strongly aligned.
1531. 	 */
1532. 	return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) &&
1533. 		!!rn2(2 + abs(mal))));
1534. }
1535. 
1536. /* Set malign to have the proper effect on player alignment if monster is
1537.  * killed.  Negative numbers mean it's bad to kill this monster; positive
1538.  * numbers mean it's good.  Since there are more hostile monsters than
1539.  * peaceful monsters, the penalty for killing a peaceful monster should be
1540.  * greater than the bonus for killing a hostile monster to maintain balance.
1541.  * Rules:
1542.  *   it's bad to kill peaceful monsters, potentially worse to kill always-
1543.  *	peaceful monsters
1544.  *   it's never bad to kill a hostile monster, although it may not be good
1545.  */
1546. void
1547. set_malign(mtmp)
1548. struct monst *mtmp;
1549. {
1550. 	schar mal = mtmp->data->maligntyp;
1551. 	boolean coaligned;
1552. 
1553. 	if (mtmp->ispriest || mtmp->isminion) {
1554. 		/* some monsters have individual alignments; check them */
1555. 		if (mtmp->ispriest)
1556. 			mal = EPRI(mtmp)->shralign;
1557. 		else if (mtmp->isminion)
1558. 			mal = EMIN(mtmp)->min_align;
1559. 		/* unless alignment is none, set mal to -5,0,5 */
1560. 		/* (see align.h for valid aligntyp values)     */
1561. 		if(mal != A_NONE)
1562. 			mal *= 5;
1563. 	}
1564. 
1565. 	coaligned = (sgn(mal) == sgn(u.ualign.type));
1566. 	if (mtmp->data->msound == MS_LEADER) {
1567. 		mtmp->malign = -20;
1568. 	} else if (mal == A_NONE) {
1569. 		if (mtmp->mpeaceful)
1570. 			mtmp->malign = 0;
1571. 		else
1572. 			mtmp->malign = 20;	/* really hostile */
1573. 	} else if (always_peaceful(mtmp->data)) {
1574. 		int absmal = abs(mal);
1575. 		if (mtmp->mpeaceful)
1576. 			mtmp->malign = -3*max(5,absmal);
1577. 		else
1578. 			mtmp->malign = 3*max(5,absmal); /* renegade */
1579. 	} else if (always_hostile(mtmp->data)) {
1580. 		int absmal = abs(mal);
1581. 		if (coaligned)
1582. 			mtmp->malign = 0;
1583. 		else
1584. 			mtmp->malign = max(5,absmal);
1585. 	} else if (coaligned) {
1586. 		int absmal = abs(mal);
1587. 		if (mtmp->mpeaceful)
1588. 			mtmp->malign = -3*max(3,absmal);
1589. 		else	/* renegade */
1590. 			mtmp->malign = max(3,absmal);
1591. 	} else	/* not coaligned and therefore hostile */
1592. 		mtmp->malign = abs(mal);
1593. }
1594. 
1595. #endif /* OVL1 */
1596. #ifdef OVLB
1597. 
1598. static NEARDATA char syms[] = {
1599. 	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
1600. 	FOOD_CLASS, GOLD_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
1601. 	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
1602. 	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF,
1603. };
1604. 
1605. void
1606. set_mimic_sym(mtmp)		/* KAA, modified by ERS */
1607. register struct monst *mtmp;
1608. {
1609. 	int typ, roomno, rt;
1610. 	unsigned appear, ap_type;
1611. 	int s_sym;
1612. 	struct obj *otmp;
1613. 	int mx, my;
1614. 
1615. 	if (!mtmp) return;
1616. 	mx = mtmp->mx; my = mtmp->my;
1617. 	typ = levl[mx][my].typ;
1618. 					/* only valid for INSIDE of room */
1619. 	roomno = levl[mx][my].roomno - ROOMOFFSET;
1620. 	if (roomno >= 0)
1621. 		rt = rooms[roomno].rtype;
1622. #ifdef SPECIALIZATION
1623. 	else if (IS_ROOM(typ))
1624. 		rt = OROOM,  roomno = 0;
1625. #endif
1626. 	else	rt = 0;	/* roomno < 0 case for GCC_WARN */
1627. 
1628. 	if (OBJ_AT(mx, my)) {
1629. 		ap_type = M_AP_OBJECT;
1630. 		appear = level.objects[mx][my]->otyp;
1631. 	} else if (IS_DOOR(typ) || IS_WALL(typ) ||
1632. 		   typ == SDOOR || typ == SCORR) {
1633. 		ap_type = M_AP_FURNITURE;
1634. 		/*
1635. 		 *  If there is a wall to the left that connects to this
1636. 		 *  location, then the mimic mimics a horizontal closed door.
1637. 		 *  This does not allow doors to be in corners of rooms.
1638. 		 */
1639. 		if (mx != 0 &&
1640. 			(levl[mx-1][my].typ == HWALL    ||
1641. 			 levl[mx-1][my].typ == TLCORNER ||
1642. 			 levl[mx-1][my].typ == TRWALL   ||
1643. 			 levl[mx-1][my].typ == BLCORNER ||
1644. 			 levl[mx-1][my].typ == TDWALL   ||
1645. 			 levl[mx-1][my].typ == CROSSWALL||
1646. 			 levl[mx-1][my].typ == TUWALL    ))
1647. 		    appear = S_hcdoor;
1648. 		else
1649. 		    appear = S_vcdoor;
1650. 
1651. 		if(!mtmp->minvis || See_invisible)
1652. 		    block_point(mx,my);	/* vision */
1653. 	} else if (level.flags.is_maze_lev && rn2(2)) {
1654. 		ap_type = M_AP_OBJECT;
1655. 		appear = STATUE;
1656. 	} else if (roomno < 0) {
1657. 		ap_type = M_AP_OBJECT;
1658. 		appear = BOULDER;
1659. 		if(!mtmp->minvis || See_invisible)
1660. 		    block_point(mx,my);	/* vision */
1661. 	} else if (rt == ZOO || rt == VAULT) {
1662. 		ap_type = M_AP_OBJECT;
1663. 		appear = GOLD_PIECE;
1664. 	} else if (rt == DELPHI) {
1665. 		if (rn2(2)) {
1666. 			ap_type = M_AP_OBJECT;
1667. 			appear = STATUE;
1668. 		} else {
1669. 			ap_type = M_AP_FURNITURE;
1670. 			appear = S_fountain;
1671. 		}
1672. 	} else if (rt == TEMPLE) {
1673. 		ap_type = M_AP_FURNITURE;
1674. 		appear = S_altar;
1675. 	/*
1676. 	 * We won't bother with beehives, morgues, barracks, throne rooms
1677. 	 * since they shouldn't contain too many mimics anyway...
1678. 	 */
1679. 	} else if (rt >= SHOPBASE) {
1680. 		s_sym = get_shop_item(rt - SHOPBASE);
1681. 		if (s_sym < 0) {
1682. 			ap_type = M_AP_OBJECT;
1683. 			appear = -s_sym;
1684. 		} else {
1685. 			if (s_sym == RANDOM_CLASS)
1686. 				s_sym = syms[rn2((int)sizeof(syms)-2) + 2];
1687. 			goto assign_sym;
1688. 		}
1689. 	} else {
1690. 		s_sym = syms[rn2((int)sizeof(syms))];
1691. assign_sym:
1692. 		if (s_sym >= MAXOCLASSES) {
1693. 			ap_type = M_AP_FURNITURE;
1694. 			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair;
1695. 		} else if (s_sym == GOLD_CLASS) {
1696. 			ap_type = M_AP_OBJECT;
1697. 			appear = GOLD_PIECE;
1698. 		} else {
1699. 			ap_type = M_AP_OBJECT;
1700. 			if (s_sym == S_MIMIC_DEF) {
1701. 				appear = STRANGE_OBJECT;
1702. 			} else {
1703. 				otmp = mkobj( (char) s_sym, FALSE );
1704. 				appear = otmp->otyp;
1705. 				/* make sure container contents are free'ed */
1706. 				obfree(otmp, (struct obj *) 0);
1707. 			}
1708. 		}
1709. 	}
1710. 	mtmp->m_ap_type = ap_type;
1711. 	mtmp->mappearance = appear;
1712. }
1713. 
1714. #endif /* OVLB */
1715. 
1716. /*makemon.c*/