Source:SLASH'EM 0.0.7E7F2/makemon.c

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Below is the full text to makemon.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/makemon.c#line123]], for example.

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1.    /*	SCCS Id: @(#)makemon.c	3.4	2003/09/06	*/
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.   STATIC_DCL void FDECL(m_initweap_normal,(struct monst *));
31.   #ifdef OVL1
32.   STATIC_DCL void FDECL(m_initinv,(struct monst *));
33.   #endif /* OVL1 */
34.   
35.   extern const int monstr[];
36.   
37.   #define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3)
38.   #define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10)
39.   #define m_initvlgrp(mtmp, x, y)  m_initgrp(mtmp, x, y, 20)
40.   #define toostrong(monindx, lev) (monstr[monindx] > lev)
41.   #define tooweak(monindx, lev)	(monstr[monindx] < lev)
42.   
43.   #ifdef OVLB
44.   boolean
45.   is_home_elemental(ptr)
46.   register struct permonst *ptr;
47.   {
48.   	if (ptr->mlet == S_ELEMENTAL)
49.   	    switch (monsndx(ptr)) {
50.   		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
51.   		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
52.   		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
53.   		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
54.   	    }
55.   	return FALSE;
56.   }
57.   
58.   /*
59.    * Return true if the given monster cannot exist on this elemental level.
60.    */
61.   STATIC_OVL boolean
62.   wrong_elem_type(ptr)
63.       register struct permonst *ptr;
64.   {
65.       if (ptr->mlet == S_ELEMENTAL) {
66.   	return((boolean)(!is_home_elemental(ptr)));
67.       } else if (Is_earthlevel(&u.uz)) {
68.   	/* no restrictions? */
69.       } else if (Is_waterlevel(&u.uz)) {
70.   	/* just monsters that can swim */
71.   	if(!is_swimmer(ptr)) return TRUE;
72.       } else if (Is_firelevel(&u.uz)) {
73.   	if (!pm_resistance(ptr,MR_FIRE)) return TRUE;
74.       } else if (Is_airlevel(&u.uz)) {
75.   	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
76.   	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
77.   	    return TRUE;
78.       }
79.       return FALSE;
80.   }
81.   
82.   STATIC_OVL void
83.   m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */
84.   register struct monst *mtmp;
85.   register int x, y, n;
86.   {
87.   	coord mm;
88.   	register int cnt = rnd(n);
89.   	struct monst *mon;
90.   #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
91.   	/* There is an unresolved problem with several people finding that
92.   	 * the game hangs eating CPU; if interrupted and restored, the level
93.   	 * will be filled with monsters.  Of those reports giving system type,
94.   	 * there were two DG/UX and two HP-UX, all using gcc as the compiler.
95.   	 * hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
96.   	 * problem went away for him and another reporter-to-newsgroup
97.   	 * after adding this debugging code.  This has almost got to be a
98.   	 * compiler bug, but until somebody tracks it down and gets it fixed,
99.   	 * might as well go with the "but it went away when I tried to find
100.  	 * it" code.
101.  	 */
102.  	int cnttmp,cntdiv;
103.  
104.  	cnttmp = cnt;
105.  # ifdef DEBUG
106.  	pline("init group call x=%d,y=%d,n=%d,cnt=%d.", x, y, n, cnt);
107.  # endif
108.  	cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
109.  #endif
110.  	/* Tuning: cut down on swarming at low character levels [mrs] */
111.  	if (u.ulevel < 5) cnt /= 2;
112.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
113.  	if (cnt != (cnttmp/cntdiv)) {
114.  		pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
115.  			(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1,
116.  			cnttmp, cntdiv);
117.  	}
118.  #endif
119.  	if(!cnt) cnt++;
120.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
121.  	if (cnt < 0) cnt = 1;
122.  	if (cnt > 10) cnt = 10;
123.  #endif
124.  
125.  	mm.x = x;
126.  	mm.y = y;
127.  	while(cnt--) {
128.  		if (peace_minded(mtmp->data)) continue;
129.  		/* Don't create groups of peaceful monsters since they'll get
130.  		 * in our way.  If the monster has a percentage chance so some
131.  		 * are peaceful and some are not, the result will just be a
132.  		 * smaller group.
133.  		 */
134.  		if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
135.  		    mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS);
136.  		    mon->mpeaceful = FALSE;
137.  		    mon->mavenge = 0;
138.  		    set_malign(mon);
139.  		    /* Undo the second peace_minded() check in makemon(); if the
140.  		     * monster turned out to be peaceful the first time we
141.  		     * didn't create it at all; we don't want a second check.
142.  		     */
143.  		}
144.  	}
145.  }
146.  
147.  STATIC_OVL
148.  void
149.  m_initthrow(mtmp,otyp,oquan)
150.  struct monst *mtmp;
151.  int otyp,oquan;
152.  {
153.  	register struct obj *otmp;
154.  
155.  	otmp = mksobj(otyp, TRUE, FALSE);
156.  	otmp->quan = (long) rn1(oquan, 3);
157.  	otmp->owt = weight(otmp);
158.  	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
159.  	(void) mpickobj(mtmp, otmp);
160.  }
161.  
162.  #endif /* OVLB */
163.  #ifdef OVL2
164.  
165.  STATIC_OVL void
166.  m_initweap_normal(mtmp)
167.  register struct monst *mtmp;
168.  {
169.  	register struct permonst *ptr = mtmp->data;
170.  	int bias;
171.  
172.  	bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
173.  	switch(rnd(14 - (2 * bias))) {
174.  	    case 1:
175.  		if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE);
176.  		else m_initthrow(mtmp, DART, 12);
177.  		break;
178.  	    case 2:
179.  		if(strongmonst(ptr))
180.  		    (void) mongets(mtmp, TWO_HANDED_SWORD);
181.  		else {
182.  		    (void) mongets(mtmp, CROSSBOW);
183.  		    m_initthrow(mtmp, CROSSBOW_BOLT, 12);
184.  		}
185.  		break;
186.  	    case 3:
187.  		(void) mongets(mtmp, BOW);
188.  		m_initthrow(mtmp, ARROW, 12);
189.  		break;
190.  	    case 4:
191.  		if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD);
192.  		else m_initthrow(mtmp, DAGGER, 3);
193.  		break;
194.  	    case 5:
195.  		if(strongmonst(ptr))
196.  		    (void) mongets(mtmp, LUCERN_HAMMER);
197.  		else (void) mongets(mtmp, AKLYS);
198.  		break;
199.  	    /* [Tom] added some more */
200.  	    case 6:
201.  		if(strongmonst(ptr))
202.  		    (void) mongets(mtmp, AXE);
203.  		else (void) mongets(mtmp, SHORT_SWORD);
204.  		break;
205.  	    case 7:
206.  		if(strongmonst(ptr))
207.  		    (void) mongets(mtmp, MACE);
208.  		else (void) mongets(mtmp, CLUB);
209.  		break;
210.  	    default:
211.  		break;
212.  	}
213.  
214.  	return;
215.  }
216.  
217.  STATIC_OVL void
218.  m_initweap(mtmp)
219.  register struct monst *mtmp;
220.  {
221.  	register struct permonst *ptr = mtmp->data;
222.  	register int mm = monsndx(ptr);
223.  	struct obj *otmp;
224.  
225.  #ifdef REINCARNATION
226.  	if (Is_rogue_level(&u.uz)) return;
227.  #endif
228.  /*
229.   *	first a few special cases:
230.   *
231.   *		giants get a boulder to throw sometimes.
232.   *		ettins get clubs
233.   *		kobolds get darts to throw
234.   *		centaurs get some sort of bow & arrows or bolts
235.   *		soldiers get all sorts of things.
236.   *		kops get clubs & cream pies.
237.   */
238.  	switch (ptr->mlet) {
239.  	    case S_GIANT:
240.  		if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?
241.  				    BOULDER : CLUB);
242.  		break;
243.  	    case S_HUMAN:
244.  		if(is_mercenary(ptr) || mm == PM_SHOPKEEPER
245.  #ifdef YEOMAN
246.  				|| mm == PM_CHIEF_YEOMAN_WARDER || mm == PM_YEOMAN_WARDER
247.  #endif
248.  		) {
249.  		    int w1 = 0, w2 = 0;
250.  		    switch (mm) {
251.  			case PM_SOLDIER:
252.  #ifdef FIREARMS
253.  			  w1 = rn2(2) ? RIFLE : SUBMACHINE_GUN;
254.  		  	  m_initthrow(mtmp, BULLET, 25);
255.  		  	  m_initthrow(mtmp, BULLET, 25);
256.  			  w2 = rn2(2) ? KNIFE : DAGGER;
257.  			  (void) mongets(mtmp, FRAG_GRENADE);
258.  			  break;
259.  #endif
260.  			case PM_WATCHMAN:
261.  			  if (!rn2(3)) {
262.  			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
263.  			      w2 = rn2(2) ? DAGGER : KNIFE;
264.  			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
265.  			  break;
266.  			case PM_WATCH_CAPTAIN:
267.  			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
268.  			  break;
269.  			case PM_LIEUTENANT:
270.  #ifdef FIREARMS
271.  			  if (rn2(2)) {
272.  			  	w1 = HEAVY_MACHINE_GUN;
273.  			  	m_initthrow(mtmp, BULLET, 50);
274.  			  	m_initthrow(mtmp, BULLET, 50);
275.  			  	m_initthrow(mtmp, BULLET, 50);
276.  			  } else {
277.  			  	w1 = SUBMACHINE_GUN;
278.  			  	m_initthrow(mtmp, BULLET, 30);
279.  			  	m_initthrow(mtmp, BULLET, 30);
280.  			  }
281.  			  w2 = rn2(2) ? KNIFE : DAGGER;
282.  			  if (rn2(2)) {
283.  			  	(void) mongets(mtmp, FRAG_GRENADE);
284.  			  	(void) mongets(mtmp, FRAG_GRENADE);
285.  			  } else {
286.  			  	(void) mongets(mtmp, GAS_GRENADE);
287.  			  	(void) mongets(mtmp, GAS_GRENADE);
288.  			  }
289.  			  break;
290.  #endif
291.  			case PM_SERGEANT:
292.  #ifdef FIREARMS
293.  			  if (rn2(2)) {
294.  			  	w1 = AUTO_SHOTGUN;
295.  			  	m_initthrow(mtmp, SHOTGUN_SHELL, 10);
296.  			  	m_initthrow(mtmp, SHOTGUN_SHELL, 10);
297.  			  } else {
298.  			  	w1 = ASSAULT_RIFLE;
299.  			  	m_initthrow(mtmp, BULLET, 30);
300.  			  	m_initthrow(mtmp, BULLET, 30);
301.  			  }
302.  			  w2= rn2(2) ? DAGGER : KNIFE;
303.  			  if (rn2(2)) {
304.  			  	m_initthrow(mtmp, FRAG_GRENADE, 5);
305.  			  } else {
306.  			  	m_initthrow(mtmp, GAS_GRENADE, 5);
307.  			  }
308.  			  if (!rn2(5)) (void) mongets(mtmp, GRENADE_LAUNCHER);
309.  			  break;
310.  #endif
311.  #ifdef YEOMAN
312.  			case PM_YEOMAN_WARDER:
313.  #endif
314.  			  w1 = rn2(2) ? FLAIL : MACE;
315.  			  break;
316.  			case PM_CAPTAIN:
317.  #ifdef FIREARMS
318.  			  if (rn2(2)) {
319.  			  	w1 = AUTO_SHOTGUN;
320.  			  	m_initthrow(mtmp, SHOTGUN_SHELL, 20);
321.  			  	m_initthrow(mtmp, SHOTGUN_SHELL, 20);
322.  			  } else if (rn2(2)) {
323.  			  	w1 = HEAVY_MACHINE_GUN;
324.  			  	m_initthrow(mtmp, BULLET, 60);
325.  			  	m_initthrow(mtmp, BULLET, 60);
326.  			  	m_initthrow(mtmp, BULLET, 60);
327.  			  } else {
328.  			  	w1 = ASSAULT_RIFLE;
329.  			  	m_initthrow(mtmp, BULLET, 60);
330.  			  	m_initthrow(mtmp, BULLET, 60);
331.  			  }
332.  			  if (rn2(2)) {
333.  				  w2 = ROCKET_LAUNCHER;
334.  			  	  m_initthrow(mtmp, ROCKET, 5);
335.  			  } else if (rn2(2)) {
336.  				  (void) mongets(mtmp, GRENADE_LAUNCHER);			  
337.  			  	  m_initthrow(mtmp, 
338.  			  	  	(rn2(2) ? FRAG_GRENADE : GAS_GRENADE), 
339.  			  	  	5);
340.  			  } else {
341.  				  w2 = rn2(2) ? SILVER_SABER : DAGGER;
342.  			  }
343.  			  break;
344.  #endif
345.  #ifdef YEOMAN
346.  			case PM_CHIEF_YEOMAN_WARDER:
347.  #endif
348.  			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
349.  			  break;
350.  			case PM_SHOPKEEPER:
351.  #ifdef FIREARMS
352.  			  (void) mongets(mtmp,SHOTGUN);
353.  			  m_initthrow(mtmp, SHOTGUN_SHELL, 20);
354.  			  m_initthrow(mtmp, SHOTGUN_SHELL, 20);
355.  			  m_initthrow(mtmp, SHOTGUN_SHELL, 20);
356.  #endif
357.  			  /* Fallthrough */
358.  			default:
359.  			  if (!rn2(4)) w1 = DAGGER;
360.  			  if (!rn2(7)) w2 = SPEAR;
361.  			  break;
362.  		    }
363.  		    if (w1) (void)mongets(mtmp, w1);
364.  		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
365.  		    if (w2) (void)mongets(mtmp, w2);
366.  		} else if (is_elf(ptr)) {
367.  		    if (mm == PM_DROW) {
368.  			(void) mongets(mtmp, DARK_ELVEN_MITHRIL_COAT);
369.  			(void) mongets(mtmp, DARK_ELVEN_SHORT_SWORD);
370.  			(void) mongets(mtmp, DARK_ELVEN_BOW);
371.  			m_initthrow(mtmp, DARK_ELVEN_ARROW, 12);
372.  		    } else {
373.  		    if (rn2(2))
374.  			(void) mongets(mtmp,
375.  				   !rn2(4) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
376.  		      if (!rn2(3)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
377.  		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
378.  		      if (!rn2(3)) (void)mongets(mtmp, ELVEN_DAGGER);
379.  		    switch (rn2(3)) {
380.  			case 0:
381.  			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
382.  			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
383.  			    (void)mongets(mtmp, ELVEN_BOW);
384.  			    m_initthrow(mtmp, ELVEN_ARROW, 12);
385.  			    break;
386.  			case 1:
387.  			    (void)mongets(mtmp, ELVEN_BROADSWORD);
388.  			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
389.  			    break;
390.  			case 2:
391.  			    if (rn2(2)) {
392.  				(void)mongets(mtmp, ELVEN_SPEAR);
393.  				(void)mongets(mtmp, ELVEN_SHIELD);
394.  			    }
395.  			    break;
396.  		    }
397.  		    if (mm == PM_ELVENKING) {
398.  			if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
399.  			    (void)mongets(mtmp, PICK_AXE);
400.  			if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL);
401.  		    }
402.  		    } /* normal elves */                
403.  		} else /* enemy characters! */
404.  		 if (mm >= PM_ARCHEOLOGIST && mm <= PM_WIZARD && rn2(4)) {
405.  		  switch (mm) {
406.  		   case PM_ARCHEOLOGIST:
407.  		     (void)mongets(mtmp, BULLWHIP);
408.  		     (void)mongets(mtmp, LEATHER_JACKET);
409.  		     (void)mongets(mtmp, FEDORA);
410.  		     if (rn2(2)) (void)mongets(mtmp, PICK_AXE);
411.  #ifndef GOLDOBJ
412.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
413.  #else
414.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
415.  #endif
416.  		   break;
417.  		   case PM_BARBARIAN:
418.  		     (void)mongets(mtmp, BATTLE_AXE);
419.  		     if (!rn2(2)) (void)mongets(mtmp, TWO_HANDED_SWORD);
420.  		     (void)mongets(mtmp, RING_MAIL);
421.  #ifndef GOLDOBJ
422.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
423.  #else
424.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
425.  #endif
426.  		   break;
427.  		   case PM_CAVEMAN: case PM_CAVEWOMAN:
428.  		     (void)mongets(mtmp, CLUB);
429.  		     if (rn2(3)) {
430.  			(void)mongets(mtmp, BOW);
431.  			 m_initthrow(mtmp, ARROW, 18);
432.  		     }
433.  		     (void)mongets(mtmp, LEATHER_ARMOR);
434.  #ifndef GOLDOBJ
435.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
436.  #else
437.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
438.  #endif
439.  		   break;
440.  		   case PM_DOPPELGANGER:
441.  		     (void)mongets(mtmp, SILVER_DAGGER);
442.  #ifndef GOLDOBJ
443.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
444.  #else
445.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
446.  #endif
447.  		   break;
448.  		   case PM_ELF:
449.  		     /* gets taken care of later... */
450.  		     /*(void)mongets(mtmp, ELVEN_SHORT_SWORD);
451.  		     if (rn2(3)) {
452.  			(void)mongets(mtmp, ELVEN_BOW);
453.  			 m_initthrow(mtmp, ELVEN_ARROW, 18);
454.  		     }
455.  		     if (rn2(3)) (void)mongets(mtmp, ELVEN_CLOAK);
456.  		     else (void)mongets(mtmp, ELVEN_MITHRIL_COAT);*/
457.  #ifndef GOLDOBJ
458.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
459.  #else
460.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
461.  #endif
462.  		   break;
463.  		   case PM_FLAME_MAGE:
464.  		     (void)mongets(mtmp, QUARTERSTAFF);
465.  		     (void)mongets(mtmp, STUDDED_LEATHER_ARMOR);
466.  		     (void)mongets(mtmp, WAN_FIRE);
467.  #ifndef GOLDOBJ
468.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
469.  #else
470.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
471.  #endif
472.  		   break;
473.  		   case PM_HEALER:
474.  		     (void)mongets(mtmp, SCALPEL);
475.  		     (void)mongets(mtmp, LEATHER_GLOVES);
476.  		     (void)mongets(mtmp, WAN_HEALING);
477.  		     (void)mongets(mtmp, WAN_SLEEP);
478.  #ifndef GOLDOBJ
479.  		     mtmp->mgold = (long) d(mtmp->m_lev, 20);
480.  #else
481.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 20));
482.  #endif
483.  		   break;
484.  		   case PM_ICE_MAGE:
485.  		     (void)mongets(mtmp, QUARTERSTAFF);
486.  		     (void)mongets(mtmp, STUDDED_LEATHER_ARMOR);
487.  		     (void)mongets(mtmp, WAN_COLD);
488.  #ifndef GOLDOBJ
489.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
490.  #else
491.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
492.  #endif
493.  		   break;
494.  #ifdef YEOMAN
495.  		   case PM_YEOMAN:
496.  #endif
497.  		   case PM_KNIGHT:
498.  		     (void)mongets(mtmp, LONG_SWORD);
499.  		     (void)mongets(mtmp, PLATE_MAIL);
500.  		     (void)mongets(mtmp, LARGE_SHIELD);
501.  		     (void)mongets(mtmp, HELMET);
502.  		     (void)mongets(mtmp, LEATHER_GLOVES);
503.  #ifndef GOLDOBJ
504.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
505.  #else
506.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
507.  #endif
508.  		     break;
509.  		   case PM_MONK:
510.  #ifndef GOLDOBJ
511.  		     mtmp->mgold = (long) d(mtmp->m_lev, 5);
512.  #else
513.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 5));
514.  #endif
515.  		   break;
516.  		   case PM_NECROMANCER:
517.  		     (void)mongets(mtmp, ATHAME);
518.  		     if (!rn2(4)) (void)mongets(mtmp, PICK_AXE);
519.  		     (void) mongets(mtmp, rnd_offensive_item(mtmp));
520.  		     (void) mongets(mtmp, rnd_defensive_item(mtmp));
521.  #ifndef GOLDOBJ
522.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
523.  #else
524.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
525.  #endif
526.  		   break;
527.  		   case PM_PRIEST:
528.  		   case PM_PRIESTESS:
529.  		     (void)mongets(mtmp, MACE);
530.  		     (void)mongets(mtmp, rn1(ROBE_OF_WEAKNESS - ROBE + 1, ROBE));
531.  		     (void)mongets(mtmp, SMALL_SHIELD);
532.  		     if (!rn2(4)) {
533.  			int v,vials;
534.  			vials = rn2(4)+1;
535.  			for (v=0;v<vials;v++) {
536.  			  otmp = mksobj(POT_WATER, FALSE, FALSE);
537.  			  bless(otmp);
538.  			  mpickobj(mtmp, otmp);
539.  			}
540.  		     }
541.  #ifndef GOLDOBJ
542.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
543.  #else
544.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
545.  #endif
546.  		   break;
547.  		   case PM_ROGUE:
548.  		     (void)mongets(mtmp, SHORT_SWORD);
549.  		     (void)mongets(mtmp, LEATHER_ARMOR);
550.  #ifndef GOLDOBJ
551.  		     mtmp->mgold = (long) d(mtmp->m_lev, 25);
552.  #else
553.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 25));
554.  #endif
555.  		   break;
556.  		   case PM_SAMURAI:
557.  		     (void)mongets(mtmp, KATANA);
558.  		     if (rn2(2)) (void)mongets(mtmp, SHORT_SWORD);
559.  		     if (rn2(3)) {
560.  			(void)mongets(mtmp, YUMI);
561.  			m_initthrow(mtmp, YA, 18);
562.  		     }
563.  		     (void)mongets(mtmp, SPLINT_MAIL);
564.  #ifndef GOLDOBJ
565.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
566.  #else
567.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
568.  #endif
569.  		   break;
570.  #ifdef TOURIST
571.  		   case PM_TOURIST:
572.  		     m_initthrow(mtmp, DART, 18);
573.  		     (void)mongets(mtmp, HAWAIIAN_SHIRT);
574.  		     if (rn2(2)) (void)mongets(mtmp, EXPENSIVE_CAMERA);
575.  #ifndef GOLDOBJ
576.  		     mtmp->mgold = (long) d(mtmp->m_lev, 20);
577.  #else
578.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 20));
579.  #endif
580.  		   break;
581.  #endif
582.  		   case PM_UNDEAD_SLAYER:
583.  		     (void)mongets(mtmp, SILVER_SPEAR);
584.  		     (void)mongets(mtmp, CHAIN_MAIL);
585.  #ifndef GOLDOBJ
586.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
587.  #else
588.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
589.  #endif
590.  		   break;
591.  		   case PM_VALKYRIE:
592.  		     (void)mongets(mtmp, LONG_SWORD);
593.  		     if (!rn2(3)) m_initthrow(mtmp, DAGGER, 4);
594.  		     (void)mongets(mtmp, SMALL_SHIELD);
595.  #ifndef GOLDOBJ
596.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
597.  #else
598.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
599.  #endif
600.  		   break;
601.  		   case PM_WIZARD:
602.  		     (void)mongets(mtmp, ATHAME);
603.  		     (void) mongets(mtmp, rnd_offensive_item(mtmp));
604.  		     (void) mongets(mtmp, rnd_offensive_item(mtmp));
605.  		     (void) mongets(mtmp, rnd_defensive_item(mtmp));
606.  #ifndef GOLDOBJ
607.  		     mtmp->mgold = (long) d(mtmp->m_lev, 15);
608.  #else
609.  		     mkmonmoney(mtmp, (long) d(mtmp->m_lev, 15));
610.  #endif
611.  		   break;
612.  		   default:
613.  		   break;
614.  		  } 
615.  		  if ((int) mtmp->m_lev > rn2(40))
616.  		     (void) mongets(mtmp, rnd_offensive_item(mtmp));
617.  		  if ((int) mtmp->m_lev > rn2(40))
618.  		     (void) mongets(mtmp, rnd_offensive_item(mtmp));
619.  		  if ((int) mtmp->m_lev > rn2(40))
620.  		     (void) mongets(mtmp, rnd_defensive_item(mtmp));
621.  		  if ((int) mtmp->m_lev > rn2(40))
622.  		     (void) mongets(mtmp, rnd_defensive_item(mtmp));
623.  		  if ((int) mtmp->m_lev > rn2(40))
624.  		     (void) mongets(mtmp, rnd_misc_item(mtmp));
625.  		  if ((int) mtmp->m_lev > rn2(40))
626.  		     (void) mongets(mtmp, rnd_misc_item(mtmp));
627.  		 } /* end of other characters */
628.  	       /*break;*/
629.  		else if (ptr->msound == MS_PRIEST ||
630.  			quest_mon_represents_role(ptr,PM_PRIEST)) {
631.  		    otmp = mksobj(MACE, FALSE, FALSE);
632.  		    if(otmp) {
633.  			otmp->spe = rnd(3);
634.  			if(!rn2(2)) curse(otmp);
635.  			(void) mpickobj(mtmp, otmp);
636.  		    }
637.  
638.  		    /* MRKR: Dwarves in the Mines sometimes carry torches */
639.  
640.  		    if (In_mines(&u.uz)) {
641.  		      if (!rn2(4)) {	
642.  			otmp = mksobj(TORCH, TRUE, FALSE);
643.  			otmp->quan = 1;
644.  			(void) mpickobj(mtmp, otmp);
645.  
646.  			/* If this spot is unlit, light the torch */
647.  
648.  			if (!levl[mtmp->mx][mtmp->my].lit) {
649.  			  begin_burn(otmp, FALSE);
650.  			}		      
651.  		      }
652.  		    }
653.  		}
654.  		break;
655.  
656.  	    case S_ANGEL:
657.  		{
658.  		    int spe2;
659.  
660.  		    /* create minion stuff; can't use mongets */
661.  		    otmp = mksobj(LONG_SWORD, FALSE, FALSE);
662.  
663.  		    /* maybe make it special */
664.  		    if (!rn2(20) || is_lord(ptr))
665.  			otmp = oname(otmp, artiname(
666.  				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
667.  		    bless(otmp);
668.  		    otmp->oerodeproof = TRUE;
669.  		    spe2 = rn2(4);
670.  		    otmp->spe = max(otmp->spe, spe2);
671.  		    (void) mpickobj(mtmp, otmp);
672.  
673.  		    otmp = mksobj(!rn2(4) || is_lord(ptr) ?
674.  				  SHIELD_OF_REFLECTION : LARGE_SHIELD,
675.  				  FALSE, FALSE);
676.  		    otmp->cursed = FALSE;
677.  		    otmp->oerodeproof = TRUE;
678.  		    otmp->spe = 0;
679.  		    (void) mpickobj(mtmp, otmp);
680.  		}
681.  		break;
682.  	    case S_GNOME:
683.  		switch (mm) {
684.  		    case PM_GNOLL:
685.  			if(!rn2(3)) (void) mongets(mtmp, ORCISH_HELM);
686.  			if(!rn2(3)) (void) mongets(mtmp, STUDDED_LEATHER_ARMOR);
687.  			if(!rn2(3)) (void) mongets(mtmp, ORCISH_SHIELD);
688.  			if(!rn2(4)) (void) mongets(mtmp, SPEAR);
689.  			break;
690.  
691.  		    case PM_GNOLL_WARRIOR:
692.  			if(!rn2(2)) (void) mongets(mtmp, ORCISH_HELM);
693.  
694.  			if (!rn2(20))
695.  			    (void) mongets(mtmp, ORANGE_DRAGON_SCALE_MAIL);
696.  			else if (rn2(3))
697.  			    (void) mongets(mtmp, SCALE_MAIL);
698.  			else
699.  			    (void) mongets(mtmp, SPLINT_MAIL);
700.  
701.  			if(!rn2(2)) (void) mongets(mtmp, ORCISH_SHIELD);
702.  			if(!rn2(3)) (void) mongets(mtmp, KATANA);
703.  			break;
704.  
705.  		    case PM_GNOLL_CHIEFTAIN:
706.  			(void) mongets(mtmp, ORCISH_HELM);
707.  
708.  			if (!rn2(10))
709.  			    (void) mongets(mtmp, BLUE_DRAGON_SCALE_MAIL);
710.  			else
711.  			    (void) mongets(mtmp, CRYSTAL_PLATE_MAIL);
712.  
713.  			(void) mongets(mtmp, ORCISH_SHIELD);
714.  			(void) mongets(mtmp, KATANA);
715.  			(void) mongets(mtmp, rnd_offensive_item(mtmp));
716.  			break;
717.  
718.  		    case PM_GNOLL_SHAMAN:
719.  			if (!rn2(10))
720.  			    (void) mongets(mtmp, SILVER_DRAGON_SCALE_MAIL);
721.  			else if (rn2(5))
722.  			    (void) mongets(mtmp, CRYSTAL_PLATE_MAIL);
723.  			else
724.  			    (void) mongets(mtmp, RED_DRAGON_SCALE_MAIL);
725.  
726.  			(void) mongets(mtmp, ATHAME);
727.  			m_initthrow(mtmp, SHURIKEN, 12);
728.  			(void) mongets(mtmp, rnd_offensive_item(mtmp));
729.  			(void) mongets(mtmp, rnd_offensive_item(mtmp));
730.  			break;
731.  
732.  		    default:
733.  			m_initweap_normal(mtmp);
734.  			break;
735.  		}	
736.  		break;
737.  	    case S_HUMANOID:
738.  		if (is_dwarf(ptr)) {
739.  		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
740.  		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
741.  		    if (!rn2(4)) {
742.  			(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
743.  			/* note: you can't use a mattock with a shield */
744.  			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
745.  			else {
746.  				(void)mongets(mtmp, AXE);
747.  				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
748.  			}
749.  			(void)mongets(mtmp, DWARVISH_IRON_HELM);
750.  			if (!rn2(4))
751.  			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
752.  		    } else {
753.  			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
754.  		    }
755.  		} else if (is_hobbit(ptr)) {
756.  			    switch (rn2(3)) {
757.  			        case 0:
758.  				    (void)mongets(mtmp, DAGGER);
759.  				    break;
760.  				case 1:
761.  				    (void)mongets(mtmp, ELVEN_DAGGER);
762.  				    break;
763.  				case 2:
764.  			            (void)mongets(mtmp, SLING);
765.  			            /* WAC give them some rocks to throw */
766.  			            m_initthrow(mtmp, ROCK, 2); 
767.  						break;
768.  			      }
769.  				/* WAC add 50% chance of leather */
770.  			    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
771.  				else if (!rn2(2)) (void)mongets(mtmp, LEATHER_ARMOR);
772.  				if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
773.  		} else switch(mm) {
774.            /* Mind flayers get robes */
775.            case PM_MIND_FLAYER:
776.              if (!rn2(2)) (void)mongets(mtmp, ROBE);
777.              break;
778.            case PM_MASTER_MIND_FLAYER:
779.              if (!rn2(10)) (void)mongets(mtmp, ROBE_OF_PROTECTION);
780.  			else if (!rn2(10)) (void)mongets(mtmp, ROBE_OF_POWER);
781.  			else (void)mongets(mtmp, ROBE);
782.              break;
783.  		  case PM_GNOLL:
784.  			if (!rn2(2)) switch (rn2(3)) {
785.  				case 0: (void)mongets(mtmp, BARDICHE); break;
786.  				case 1: (void)mongets(mtmp, VOULGE); break;
787.  				case 2: (void)mongets(mtmp, HALBERD); break;
788.  			}
789.  			if (!rn2(2)) (void)mongets(mtmp, LEATHER_ARMOR);
790.  			break;
791.            default:
792.  	          break;                     
793.  		}
794.  		break;
795.  # ifdef KOPS
796.  	    case S_KOP:		/* create Keystone Kops with cream pies to
797.  				 * throw. As suggested by KAA.	   [MRS]
798.  				 */
799.  		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
800.  		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
801.  		break;
802.  # endif
803.  	    case S_ORC:
804.                  /* All orcs will get at least an orcish dagger*/
805.  		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
806.  		switch (mm != PM_ORC_CAPTAIN ? mm :
807.  			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
808.  		    case PM_MORDOR_ORC:
809.  			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
810.                              else (void)mongets(mtmp, ORCISH_DAGGER);
811.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
812.  			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
813.                          /* WAC add possible orcish spear */
814.                          if (!rn2(4)) m_initthrow(mtmp, ORCISH_SPEAR, 1);
815.  			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
816.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
817.  			break;
818.  		    case PM_URUK_HAI:
819.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
820.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
821.                              else (void)mongets(mtmp, ORCISH_DAGGER);
822.  			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
823.  			if(!rn2(3)) {
824.  			    (void)mongets(mtmp, ORCISH_BOW);
825.  			    m_initthrow(mtmp, ORCISH_ARROW, 12);
826.  			}
827.  			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
828.  			break;
829.                      case PM_GOBLIN:
830.                          if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
831.                              else (void)mongets(mtmp, ORCISH_DAGGER);
832.  			break;
833.                      case PM_HOBGOBLIN:
834.                          if(!rn2(3)) (void)mongets(mtmp, MORNING_STAR);
835.                              else if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
836.                              else (void)mongets(mtmp, ORCISH_DAGGER);
837.  			break;
838.  		    default:
839.  			if (mm != PM_ORC_SHAMAN && rn2(2))
840.  /*                          (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)*/
841.                            (void)mongets(mtmp, (rn2(2) == 0)
842.  						   ? ORCISH_DAGGER : SCIMITAR);
843.  		}
844.  		break;
845.  	    case S_OGRE:
846.  		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
847.  		    (void) mongets(mtmp, BATTLE_AXE);
848.  		else
849.  		    (void) mongets(mtmp, CLUB);
850.  		break;
851.  	    case S_KOBOLD:
852.                  /* WAC gets orcish 1:4, otherwise darts
853.                          (used to be darts 1:4)
854.                     gets orcish short sword 1:4, otherwise orcish dagger */
855.                  if (!rn2(4)) m_initthrow(mtmp, ORCISH_SPEAR, 1);
856.                     else m_initthrow(mtmp, DART, 12);
857.                  if (!rn2(4)) mongets(mtmp, ORCISH_SHORT_SWORD);
858.                     else mongets(mtmp, ORCISH_DAGGER);
859.  		break;
860.  
861.  	    case S_CENTAUR:
862.  		if (rn2(2)) {
863.  		    if(ptr == &mons[PM_FOREST_CENTAUR]) {
864.  			(void)mongets(mtmp, BOW);
865.  			m_initthrow(mtmp, ARROW, 12);
866.  		    } else {
867.  			(void)mongets(mtmp, CROSSBOW);
868.  			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
869.  		    }
870.  		}
871.  		break;
872.  	    case S_WRAITH:
873.  		(void)mongets(mtmp, KNIFE);
874.  		(void)mongets(mtmp, LONG_SWORD);
875.  		break;
876.  	    case S_ZOMBIE:
877.  		if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR);
878.  		if (!rn2(4))
879.  			(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
880.  		break;
881.  	    case S_LIZARD:
882.  		if (mm == PM_SALAMANDER)
883.  			(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ?
884.  					     TRIDENT : STILETTO));
885.  		break;
886.  	    case S_TROLL:
887.  		if (!rn2(2)) switch (rn2(4)) {
888.  		    case 0: (void)mongets(mtmp, RANSEUR); break;
889.  		    case 1: (void)mongets(mtmp, PARTISAN); break;
890.  		    case 2: (void)mongets(mtmp, GLAIVE); break;
891.  		    case 3: (void)mongets(mtmp, SPETUM); break;
892.  		}
893.  		break;
894.  	    case S_DEMON:
895.  		switch (mm) {
896.  		    case PM_BALROG:
897.  			(void)mongets(mtmp, BULLWHIP);
898.  			(void)mongets(mtmp, BROADSWORD);
899.  			break;
900.  		    case PM_ORCUS:
901.  			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
902.  			break;
903.  		    case PM_HORNED_DEVIL:
904.  			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
905.  			break;
906.  		    case PM_DISPATER:
907.  			(void)mongets(mtmp, WAN_STRIKING);
908.  			break;
909.  		    case PM_YEENOGHU:
910.  			(void)mongets(mtmp, FLAIL);
911.  			break;
912.  		}
913.  		/* prevent djinnis and mail daemons from leaving objects when
914.  		 * they vanish
915.  		 */
916.  		if (!is_demon(ptr)) break;
917.  		/* fall thru */
918.  /*
919.   *	Now the general case, Some chance of getting some type
920.   *	of weapon for "normal" monsters.  Certain special types
921.   *	of monsters will get a bonus chance or different selections.
922.   */
923.  	    default:
924.  	      m_initweap_normal(mtmp);
925.  	      break;
926.  	}
927.  /*    if ((int) mtmp->m_lev > rn2(120)) */        
928.        if ((int) mtmp->m_lev > rn2(200))
929.  		(void) mongets(mtmp, rnd_offensive_item(mtmp));
930.  }
931.  
932.  #endif /* OVL2 */
933.  #ifdef OVL1
934.  
935.  #ifdef GOLDOBJ
936.  /*
937.   *   Makes up money for monster's inventory.
938.   *   This will change with silver & copper coins
939.   */
940.  void 
941.  mkmonmoney(mtmp, amount)
942.  struct monst *mtmp;
943.  long amount;
944.  {
945.      struct obj *gold = mksobj(GOLD_PIECE, FALSE, FALSE);
946.      gold->quan = amount;
947.      add_to_minv(mtmp, gold);
948.  }
949.  #endif
950.  
951.  STATIC_OVL void
952.  m_initinv(mtmp)
953.  register struct	monst	*mtmp;
954.  {
955.  	register int cnt;
956.  	register struct obj *otmp;
957.  	register struct permonst *ptr = mtmp->data;
958.  /* 	char *opera_cloak = "opera cloak";*/
959.  	int i;
960.  
961.  #ifdef REINCARNATION
962.  	if (Is_rogue_level(&u.uz)) return;
963.  #endif
964.  
965.  /*
966.   *	Soldiers get armour & rations - armour approximates their ac.
967.   *	Nymphs may get mirror or potion of object detection.
968.   */
969.  	switch(ptr->mlet) {
970.  	    case S_HUMAN:
971.  		if(is_mercenary(ptr)
972.  #ifdef YEOMAN
973.  				|| ptr == &mons[PM_CHIEF_YEOMAN_WARDER]
974.  				|| ptr == &mons[PM_YEOMAN_WARDER]
975.  #endif
976.  		) {
977.  		    register int mac;
978.  
979.  		    switch(monsndx(ptr)) {
980.  			case PM_GUARD: mac = -1; break;
981.  			case PM_SOLDIER: mac = 3; break;
982.  			case PM_SERGEANT: mac = 0; break;
983.  			case PM_LIEUTENANT: mac = -2; break;
984.  			case PM_CAPTAIN: mac = -3; break;
985.  #ifdef YEOMAN
986.  			case PM_YEOMAN_WARDER:
987.  #endif
988.  			case PM_WATCHMAN: mac = 3; break;
989.  #ifdef YEOMAN
990.  			case PM_CHIEF_YEOMAN_WARDER:
991.  				mongets(mtmp, TALLOW_CANDLE);
992.  #endif
993.  			case PM_WATCH_CAPTAIN: mac = -2; break;
994.  			default: impossible("odd mercenary %d?", monsndx(ptr));
995.  				mac = 0;
996.  				break;
997.  		    }
998.  
999.  		    if (mac < -1 && rn2(5))
1000. 			mac += 7 + mongets(mtmp, (rn2(5)) ?
1001. 					   PLATE_MAIL : CRYSTAL_PLATE_MAIL);
1002. 		    else if (mac < 3 && rn2(5))
1003. 			mac += 6 + mongets(mtmp, (rn2(3)) ?
1004. 					   SPLINT_MAIL : BANDED_MAIL);
1005. 		    else if (rn2(5))
1006. 			mac += 3 + mongets(mtmp, (rn2(3)) ?
1007. 					   RING_MAIL : STUDDED_LEATHER_ARMOR);
1008. 		    else
1009. 			mac += 2 + mongets(mtmp, LEATHER_ARMOR);
1010. 
1011. 		    if (mac < 10 && rn2(3))
1012. 			mac += 1 + mongets(mtmp, HELMET);
1013. 		    else if (mac < 10 && rn2(2))
1014. 			mac += 1 + mongets(mtmp, DENTED_POT);
1015. 		    if (mac < 10 && rn2(3))
1016. 			mac += 1 + mongets(mtmp, SMALL_SHIELD);
1017. 		    else if (mac < 10 && rn2(2))
1018. 			mac += 2 + mongets(mtmp, LARGE_SHIELD);
1019. 		    if (mac < 10 && rn2(3))
1020. 			mac += 1 + mongets(mtmp, LOW_BOOTS);
1021. 		    else if (mac < 10 && rn2(2))
1022. 			mac += 2 + mongets(mtmp, HIGH_BOOTS);
1023. 		    if (mac < 10 && rn2(3))
1024. 			mac += 1 + mongets(mtmp, LEATHER_GLOVES);
1025. 		    else if (mac < 10 && rn2(2))
1026. 			mac += 1 + mongets(mtmp, LEATHER_CLOAK);
1027. 
1028. 		    if(ptr != &mons[PM_GUARD] &&
1029. 			ptr != &mons[PM_WATCHMAN] &&
1030. 			ptr != &mons[PM_WATCH_CAPTAIN]) {
1031. 			if (!rn2(3)) (void) mongets(mtmp, K_RATION);
1032. 			if (!rn2(2)) (void) mongets(mtmp, C_RATION);
1033. 			if (ptr != &mons[PM_SOLDIER] && !rn2(3))
1034. 				(void) mongets(mtmp, BUGLE);
1035. 		    } else
1036. 			   if (ptr == &mons[PM_WATCHMAN] && rn2(3))
1037. 				(void) mongets(mtmp, TIN_WHISTLE);
1038. 		} else if (ptr == &mons[PM_SHOPKEEPER]) {
1039. 		    (void) mongets(mtmp,SKELETON_KEY);
1040. 		    /* STEPHEN WHITE'S NEW CODE                
1041. 		     *
1042. 		     * "Were here to pump *clap* YOU up!"  -Hans and Frans
1043. 		     *                                      Saterday Night Live
1044. 		     */
1045. #ifndef FIREARMS
1046. 		    switch (rn2(4)) {
1047. 		    /* MAJOR fall through ... */
1048. 		    case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE);
1049. 		    case 1: (void) mongets(mtmp, POT_EXTRA_HEALING);
1050. 		    case 2: (void) mongets(mtmp, POT_HEALING);
1051. 		    case 3: (void) mongets(mtmp, WAN_STRIKING);
1052. 		    }
1053. #endif
1054. 		    switch (rnd(4)) {
1055. 			/* MAJOR fall through ... */
1056. 			case 1: (void) mongets(mtmp,POT_HEALING);
1057. 			case 2: (void) mongets(mtmp,POT_EXTRA_HEALING);
1058. 			case 3: (void) mongets(mtmp,SCR_TELEPORTATION);
1059. 			case 4: (void) mongets(mtmp,WAN_TELEPORTATION);
1060. 			default:
1061. 				break;
1062. 		    }
1063. 		} else if (ptr->msound == MS_PRIEST ||
1064. 			quest_mon_represents_role(ptr,PM_PRIEST)) {
1065. 		    (void) mongets(mtmp,
1066. 			    rn2(7) ? rn1(ROBE_OF_WEAKNESS - ROBE + 1, ROBE) :
1067. 					     rn2(3) ? CLOAK_OF_PROTECTION :
1068. 						 CLOAK_OF_MAGIC_RESISTANCE);
1069. 		    (void) mongets(mtmp, SMALL_SHIELD);
1070. #ifndef GOLDOBJ
1071. 		    mtmp->mgold = (long)rn1(10,20);
1072. #else
1073. 		    mkmonmoney(mtmp,(long)rn1(10,20));
1074. #endif
1075. 		} else if (quest_mon_represents_role(ptr,PM_MONK)) {
1076. 		    (void) mongets(mtmp, rn2(11) ? ROBE :
1077. 					     CLOAK_OF_MAGIC_RESISTANCE);
1078. 		}
1079. 		break;
1080. 	    case S_NYMPH:
1081. 		if(!rn2(2)) (void) mongets(mtmp, MIRROR);
1082. 		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION);
1083. 		break;
1084. 	    case S_GIANT:
1085. 		if (ptr == &mons[PM_MINOTAUR]) {
1086. 		    if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz)))
1087. 			(void) mongets(mtmp, WAN_DIGGING);
1088. 		} else if (is_giant(ptr)) {
1089. 		    for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) {
1090. 			otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),
1091. 				      FALSE, FALSE);
1092. 			otmp->quan = (long) rn1(2, 3);
1093. 			otmp->owt = weight(otmp);
1094. 			(void) mpickobj(mtmp, otmp);
1095. 		    }
1096. 		}
1097. 		break;
1098. 	    case S_WRAITH:
1099. 	    if (!rn2(2)) (void)mongets(mtmp, ROBE);
1100. 		if (ptr == &mons[PM_NAZGUL]) {
1101. 			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
1102. 			curse(otmp);
1103. 			(void) mpickobj(mtmp, otmp);
1104. 		}
1105. 		break;
1106. 	    case S_LICH:
1107. 		if (ptr == &mons[PM_MASTER_LICH] && !rn2(13))
1108. 			(void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING));
1109. 		else if (ptr == &mons[PM_ARCH_LICH] && !rn2(3)) {
1110. 			otmp = mksobj(rn2(3) ? ATHAME : QUARTERSTAFF,
1111. 				      TRUE, rn2(13) ? FALSE : TRUE);
1112. 			if (otmp->spe < 2) otmp->spe = rnd(3);
1113. 			if (!rn2(4)) otmp->oerodeproof = 1;
1114. 			(void) mpickobj(mtmp, otmp);
1115. 		}
1116. 		break;
1117. 	    case S_MUMMY:
1118. 		if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING);
1119. 		break;
1120. 	    case S_QUANTMECH:
1121. 		if (monsndx(ptr) == PM_QUANTUM_MECHANIC && !rn2(20)) {
1122. 			otmp = mksobj(LARGE_BOX, FALSE, FALSE);
1123. 			otmp->spe = 1; /* flag for special box */
1124. 			otmp->owt = weight(otmp);
1125. 			(void) mpickobj(mtmp, otmp);
1126. 		}
1127. 		if (monsndx(ptr) == PM_DOCTOR_FRANKENSTEIN) {
1128. 			(void)mongets(mtmp, LAB_COAT);
1129. 			(void)mongets(mtmp, WAN_POLYMORPH);
1130. 			(void)mongets(mtmp, SPE_POLYMORPH);
1131. 		}
1132. 		break;
1133. 	    case S_LEPRECHAUN:
1134. #ifndef GOLDOBJ
1135. 		mtmp->mgold = (long) d(level_difficulty(), 30);
1136. #else
1137. 		mkmonmoney(mtmp, (long) d(level_difficulty(), 30));
1138. #endif
1139. 		break;
1140. 	    case S_ELEMENTAL:        
1141.   /*            if(ptr == &mons[PM_WATER_WEIRD]){
1142. 			otmp = mksobj(WAN_WISHING,TRUE,FALSE);
1143. 			otmp->spe=3;
1144. 			otmp->blessed=0;
1145. 			mpickobj(mtmp, otmp);
1146. 		}*/
1147. 		break;	
1148. 	    case S_VAMPIRE:
1149. 		/* [Lethe] Star and fire vampires don't get this stuff */
1150. 		if (ptr == &mons[PM_STAR_VAMPIRE] || 
1151. 				ptr == &mons[PM_FIRE_VAMPIRE])
1152. 		    break;
1153. 	    	/* Get opera cloak */
1154. /*	    	otmp = readobjnam(opera_cloak);
1155. 		if (otmp && otmp != &zeroobj) mpickobj(mtmp, otmp);*/
1156. 		for (i = STRANGE_OBJECT; i < NUM_OBJECTS; i++) {
1157. 			register const char *zn;
1158. 			if ((zn = OBJ_DESCR(objects[i])) && !strcmpi(zn, "opera cloak")) {
1159. 				if (!OBJ_NAME(objects[i])) i = STRANGE_OBJECT;
1160. 				break;
1161. 			}
1162. 		}
1163. 		if (i != NUM_OBJECTS) (void)mongets(mtmp, i);
1164. 		if (rn2(2)) {
1165. 		    if ((int) mtmp->m_lev > rn2(30))
1166. 			(void)mongets(mtmp, POT_VAMPIRE_BLOOD);
1167. 		    else
1168. 			(void)mongets(mtmp, POT_BLOOD);
1169. 		}
1170. 		break;
1171. 	    case S_DEMON:
1172. 		/* moved here from m_initweap() because these don't
1173. 		   have AT_WEAP so m_initweap() is not called for them */
1174. 		if (ptr == &mons[PM_ICE_DEVIL] && !rn2(4)) {
1175. 			(void)mongets(mtmp, SPEAR);
1176. 		/* [DS] Cthulhu isn't fully integrated yet, and he won't be
1177. 		 *      until Moloch's Sanctum is rearranged */
1178. 		} else if (ptr == &mons[PM_CTHULHU]) {
1179. 			(void)mongets(mtmp, AMULET_OF_YENDOR);
1180. 			(void)mongets(mtmp, WAN_DEATH);
1181. 			(void)mongets(mtmp, POT_FULL_HEALING);
1182. 		} else if (ptr == &mons[PM_ASMODEUS]) {
1183. 			(void)mongets(mtmp, WAN_COLD);
1184. 			(void)mongets(mtmp, WAN_FIRE);
1185. 		}
1186. 		break;
1187. 	    default:
1188. 		break;
1189. 	}
1190. 
1191. 	/* ordinary soldiers rarely have access to magic (or gold :-) */
1192. 	if (ptr == &mons[PM_SOLDIER] && rn2(15)) return;
1193. 
1194. 	if ((int) mtmp->m_lev > rn2(200))
1195. 		(void) mongets(mtmp, rnd_defensive_item(mtmp));
1196. 	if ((int) mtmp->m_lev > rn2(200))
1197. 		(void) mongets(mtmp, rnd_misc_item(mtmp));
1198. #ifndef GOLDOBJ
1199. 	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5))
1200. 		mtmp->mgold =
1201. 		      (long) d(level_difficulty(), mtmp->minvent ? 5 : 10);
1202. #else
1203. 	if (likes_gold(ptr) && !findgold(mtmp->minvent) && !rn2(5))
1204. 		mkmonmoney(mtmp, (long) d(level_difficulty(), mtmp->minvent ? 5 : 10));
1205. #endif
1206. }
1207. 
1208. /* Note: for long worms, always call cutworm (cutworm calls clone_mon) */
1209. struct monst *
1210. clone_mon(mon, x, y)
1211. struct monst *mon;
1212. xchar x, y;	/* clone's preferred location or 0 (near mon) */
1213. {
1214. 	coord mm;
1215. 	struct monst *m2;
1216. 
1217. 	/* may be too weak or have been extinguished for population control */
1218. 	if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT))
1219. 	    return (struct monst *)0;
1220. 
1221. 	if (x == 0) {
1222. 	    mm.x = mon->mx;
1223. 	    mm.y = mon->my;
1224. 	    if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
1225. 		return (struct monst *)0;
1226. 	} else if (!isok(x, y)) {
1227. 	    return (struct monst *)0;	/* paranoia */
1228. 	} else {
1229. 	    mm.x = x;
1230. 	    mm.y = y;
1231. 	    if (MON_AT(mm.x, mm.y)) {
1232. 		if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
1233. 		    return (struct monst *)0;
1234. 	    }
1235. 	}
1236. 	m2 = newmonst(0);
1237. 	*m2 = *mon;			/* copy condition of old monster */
1238. 	m2->nmon = fmon;
1239. 	fmon = m2;
1240. 	m2->m_id = flags.ident++;
1241. 	if (!m2->m_id) m2->m_id = flags.ident++;	/* ident overflowed */
1242. 	m2->mx = mm.x;
1243. 	m2->my = mm.y;
1244. 
1245. 	m2->minvent = (struct obj *) 0; /* objects don't clone */
1246. 	m2->mleashed = FALSE;
1247. #ifndef GOLDOBJ
1248. 	m2->mgold = 0L;
1249. #endif
1250. 	/* Max HP the same, but current HP halved for both.  The caller
1251. 	 * might want to override this by halving the max HP also.
1252. 	 * When current HP is odd, the original keeps the extra point.
1253. 	 */
1254. 	m2->mhpmax = mon->mhpmax;
1255. 	m2->mhp = mon->mhp / 2;
1256. 	mon->mhp -= m2->mhp;
1257. 
1258. 	/* Same for the power */
1259. 	m2->m_enmax = mon->m_enmax;
1260. 	m2->m_en = mon->m_en /= 2;
1261. 
1262. 	/* since shopkeepers and guards will only be cloned if they've been
1263. 	 * polymorphed away from their original forms, the clone doesn't have
1264. 	 * room for the extra information.  we also don't want two shopkeepers
1265. 	 * around for the same shop.
1266. 	 */
1267. 	if (mon->isshk) m2->isshk = FALSE;
1268. 	if (mon->isgd) m2->isgd = FALSE;
1269. 	if (mon->ispriest) m2->ispriest = FALSE;
1270. 	if (mon->isgyp) m2->isgyp = FALSE;
1271. 	m2->mxlth = 0;
1272. 	place_monster(m2, m2->mx, m2->my);
1273. 	if (emits_light(m2->data))
1274. 	    new_light_source(m2->mx, m2->my, emits_light(m2->data),
1275. 			     LS_MONSTER, (genericptr_t)m2);
1276. 	if (m2->mnamelth) {
1277. 	    m2->mnamelth = 0; /* or it won't get allocated */
1278. 	    m2 = christen_monst(m2, NAME(mon));
1279. 	} else if (mon->isshk) {
1280. 	    m2 = christen_monst(m2, shkname(mon));
1281. 	}
1282. 
1283. 	/* not all clones caused by player are tame or peaceful */
1284. 	if (!flags.mon_moving) {
1285. 	    if (mon->mtame)
1286. 		m2->mtame = rn2(max(2 + u.uluck, 2)) ? mon->mtame : 0;
1287. 	    else if (mon->mpeaceful)
1288. 		m2->mpeaceful = rn2(max(2 + u.uluck, 2)) ? 1 : 0;
1289. 	}
1290. 
1291. 	newsym(m2->mx,m2->my);	/* display the new monster */
1292. 	if (m2->mtame) {
1293. 	    struct monst *m3;
1294. 
1295. 	    if (mon->isminion) {
1296. 		m3 = newmonst(sizeof(struct epri) + mon->mnamelth);
1297. 		*m3 = *m2;
1298. 		m3->mxlth = sizeof(struct epri);
1299. 		if (m2->mnamelth) Strcpy(NAME(m3), NAME(m2));
1300. 		*(EPRI(m3)) = *(EPRI(mon));
1301. 		replmon(m2, m3);
1302. 		m2 = m3;
1303. 	    } else {
1304. 		/* because m2 is a copy of mon it is tame but not init'ed.
1305. 		 * however, tamedog will not re-tame a tame dog, so m2
1306. 		 * must be made non-tame to get initialized properly.
1307. 		 */
1308. 		m2->mtame = 0;
1309. 		if ((m3 = tamedog(m2, (struct obj *)0)) != 0) {
1310. 		    m2 = m3;
1311. 		    *(EDOG(m2)) = *(EDOG(mon));
1312. 		}
1313. 	    }
1314. 	}
1315. 	set_malign(m2);
1316. 
1317. 	return m2;
1318. }
1319. 
1320. /*
1321.  * Propagate a species
1322.  *
1323.  * Once a certain number of monsters are created, don't create any more
1324.  * at random (i.e. make them extinct).  The previous (3.2) behavior was
1325.  * to do this when a certain number had _died_, which didn't make
1326.  * much sense.
1327.  *
1328.  * Returns FALSE propagation unsuccessful
1329.  *         TRUE  propagation successful
1330.  */
1331. boolean
1332. propagate(mndx, tally, ghostly)
1333. int mndx;
1334. boolean tally;
1335. boolean ghostly;
1336. {
1337. 	boolean result;
1338. 	uchar lim = mbirth_limit(mndx);
1339. 	boolean gone = (mvitals[mndx].mvflags & G_GONE); /* genocided or extinct */
1340. 
1341. 	result = (((int) mvitals[mndx].born < lim) && !gone) ? TRUE : FALSE;
1342. 
1343. 	/* if it's unique, don't ever make it again */
1344. 	if (mons[mndx].geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT;
1345. 
1346. 	if (mvitals[mndx].born < 255 && tally && (!ghostly || (ghostly && result)))
1347. 		 mvitals[mndx].born++;
1348. 	if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN) &&
1349. 		!(mvitals[mndx].mvflags & G_EXTINCT)) {
1350. #if defined(DEBUG) && defined(WIZARD)
1351. 		if (wizard) pline("Automatically extinguished %s.",
1352. 					makeplural(mons[mndx].mname));
1353. #endif
1354. 		mvitals[mndx].mvflags |= G_EXTINCT;
1355. 		reset_rndmonst(mndx);
1356. 	}
1357. 	return result;
1358. }
1359. 
1360. /*
1361.  * called with [x,y] = coordinates;
1362.  *	[0,0] means anyplace
1363.  *	[u.ux,u.uy] means: near player (if !in_mklev)
1364.  *
1365.  *	In case we make a monster group, only return the one at [x,y].
1366.  */
1367. struct monst *
1368. makemon(ptr, x, y, mmflags)
1369. register struct permonst *ptr;
1370. register int	x, y;
1371. register int	mmflags;
1372. {
1373. 	register struct monst *mtmp;
1374. 	int mndx, mcham, ct, mitem, xlth;
1375. 	boolean anymon = (!ptr);
1376. 	boolean byyou = (x == u.ux && y == u.uy);
1377. 	boolean allow_minvent = ((mmflags & NO_MINVENT) == 0);
1378. 	boolean countbirth = ((mmflags & MM_NOCOUNTBIRTH) == 0);
1379. 	unsigned gpflags = (mmflags & MM_IGNOREWATER) ? MM_IGNOREWATER : 0;
1380. 
1381. 	/* if caller wants random location, do it here */
1382. 	if(x == 0 && y == 0) {
1383. 		int tryct = 0;	/* careful with bigrooms */
1384. 		struct monst fakemon;
1385. 
1386. 		fakemon.data = ptr;	/* set up for goodpos */
1387. 		do {
1388. 			x = rn1(COLNO-3,2);
1389. 			y = rn2(ROWNO);
1390. 		} while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0, gpflags) ||
1391. 			(!in_mklev && tryct++ < 50 && cansee(x, y)));
1392. 	} else if (byyou && !in_mklev) {
1393. 		coord bypos;
1394. 
1395. 		if(enexto_core(&bypos, u.ux, u.uy, ptr, gpflags)) {
1396. 			x = bypos.x;
1397. 			y = bypos.y;
1398. 		} else
1399. 			return((struct monst *)0);
1400. 	}
1401. 
1402. 	/* Does monster already exist at the position? */
1403. 	if(MON_AT(x, y)) {
1404. 		if ((mmflags & MM_ADJACENTOK) != 0) {
1405. 			coord bypos;
1406. 			if(enexto_core(&bypos, x, y, ptr, gpflags)) {
1407. 				x = bypos.x;
1408. 				y = bypos.y;
1409. 			} else
1410. 				return((struct monst *) 0);
1411. 		} else 
1412. 			return((struct monst *) 0);
1413. 	}
1414. 
1415. 	if(ptr){
1416. 		mndx = monsndx(ptr);
1417. 		/* if you are to make a specific monster and it has
1418. 		   already been genocided, return */
1419. 		if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0);
1420. #if defined(WIZARD) && defined(DEBUG)
1421. 		if (wizard && (mvitals[mndx].mvflags & G_EXTINCT))
1422. 		    pline("Explicitly creating extinct monster %s.",
1423. 			mons[mndx].mname);
1424. #endif
1425. 	} else {
1426. 		/* make a random (common) monster that can survive here.
1427. 		 * (the special levels ask for random monsters at specific
1428. 		 * positions, causing mass drowning on the medusa level,
1429. 		 * for instance.)
1430. 		 */
1431. 		int tryct = 0;	/* maybe there are no good choices */
1432. 		struct monst fakemon;
1433. 		do {
1434. 			if(!(ptr = rndmonst())) {
1435. #ifdef DEBUG
1436. 			    pline("Warning: no monster.");
1437. #endif
1438. 			    return((struct monst *) 0);	/* no more monsters! */
1439. 			}
1440. 			fakemon.data = ptr;	/* set up for goodpos */
1441. 		} while(!goodpos(x, y, &fakemon, gpflags) && tryct++ < 50);
1442. 		mndx = monsndx(ptr);
1443. 	}
1444. 	(void) propagate(mndx, countbirth, FALSE);
1445. 	xlth = ptr->pxlth;
1446. 	if (mmflags & MM_EDOG) xlth += sizeof(struct edog);
1447. 	else if (mmflags & MM_EMIN) xlth += sizeof(struct emin);
1448. 	mtmp = newmonst(xlth);
1449. 	*mtmp = zeromonst;		/* clear all entries in structure */
1450. 	(void)memset((genericptr_t)mtmp->mextra, 0, xlth);
1451. 	mtmp->nmon = fmon;
1452. 	fmon = mtmp;
1453. 	mtmp->m_id = flags.ident++;
1454. 	if (!mtmp->m_id) mtmp->m_id = flags.ident++;	/* ident overflowed */
1455. 	set_mon_data(mtmp, ptr, 0);
1456. 	if (mtmp->data->msound == MS_LEADER)
1457. 	    quest_status.leader_m_id = mtmp->m_id;
1458. 	mtmp->mxlth = xlth;
1459. 	mtmp->mnum = mndx;
1460. 
1461. 	mtmp->m_lev = adj_lev(ptr);
1462. 	
1463. 	/* WAC set oldmonnm */
1464. 	mtmp->oldmonnm = monsndx(ptr);
1465. 	
1466. 	if (ptr >= &mons[PM_ARCHEOLOGIST] && ptr <= &mons[PM_WIZARD]) {
1467. 	   /* enemy characters are of varying level */
1468. 	   int base_you, base_lev;
1469. 	   base_you = (u.ulevel / 2)+1;
1470. 	   base_lev = level_difficulty()+1;
1471. 	   if (base_you < 1) base_you = 1;
1472. 	   if (base_lev < 1) base_lev = 1;
1473. 	   mtmp->m_lev = (1 + rn2(base_you) + rn2(base_lev) / 2)+1;
1474. 	}
1475. 
1476. 	/* Set HP, HPmax */	
1477. 	if (is_golem(ptr)) {
1478. 	    mtmp->mhpmax = mtmp->mhp = golemhp(mndx);
1479. 	} else if (is_rider(ptr)) {
1480. 	    /* We want low HP, but a high mlevel so they can attack well */
1481. 		mtmp->mhpmax = mtmp->mhp = d(10,8) + 20;
1482. 	} else if (ptr->mlevel > 49) {
1483. 	    /* "special" fixed hp monster
1484. 	     * the hit points are encoded in the mlevel in a somewhat strange
1485. 	     * way to fit in the 50..127 positive range of a signed character
1486. 	     * above the 1..49 that indicate "normal" monster levels */
1487. 	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6);
1488. 	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */
1489. 	} else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) {
1490. 	    /* adult dragons */
1491. 	    mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ?
1492. 		(8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4)));
1493. 	} else if (!mtmp->m_lev) {
1494. 	    mtmp->mhpmax = mtmp->mhp = rnd(4);
1495. 	} else {
1496. 	    mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8);
1497. 	    
1498. 	    if (is_home_elemental(ptr))
1499. 		mtmp->mhpmax = (mtmp->mhp *= 3);
1500. 	    else mtmp->mhpmax = mtmp->mhp = 
1501. 		d((int)mtmp->m_lev, 8) + (mtmp->m_lev*rnd(2));
1502. 	}
1503. 
1504. 	/* Assign power */
1505. 	if (mindless(ptr)) {
1506. 	    mtmp->m_enmax = mtmp->m_en = 0;
1507. 	} else {
1508. 	    /* This is actually quite similar to hit dice,  
1509. 	     * but with more randomness 
1510. 	     */
1511. 	    mtmp->m_enmax = mtmp->m_en =
1512. 		d((int)mtmp->m_lev * 2, 4) + (mtmp->m_lev*rnd(2));
1513. 	}
1514. 	if (is_female(ptr)) mtmp->female = TRUE;
1515. 	else if (is_male(ptr)) mtmp->female = FALSE;
1516. 	else mtmp->female = rn2(2);	/* ignored for neuters */
1517. 
1518. 	if (In_sokoban(&u.uz) && !mindless(ptr))  /* know about traps here */
1519. 	    mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1));
1520. 	if (ptr->msound == MS_LEADER)		/* leader knows about portal */
1521. 	    mtmp->mtrapseen |= (1L << (MAGIC_PORTAL-1));
1522. 
1523. 	place_monster(mtmp, x, y);
1524. 	mtmp->mcansee = mtmp->mcanmove = TRUE;
1525. 	mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr);
1526. 	mtmp->mtraitor  = FALSE;
1527. 
1528. 	switch(ptr->mlet) {
1529. 		case S_MIMIC:
1530. 			set_mimic_sym(mtmp);
1531. 			break;
1532. 		case S_SPIDER:
1533. 		case S_SNAKE:
1534. 			if(in_mklev)
1535. 			    if(x && y)
1536. 				(void) mkobj_at(0, x, y, TRUE);
1537. 			if(hides_under(ptr) && OBJ_AT(x, y))
1538. 			    mtmp->mundetected = TRUE;
1539. 			break;
1540. 		case S_LIGHT:
1541. 		case S_ELEMENTAL:
1542. 			if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) {
1543. 			    mtmp->perminvis = TRUE;
1544. 			    mtmp->minvis = TRUE;
1545. 			}
1546. 			break;
1547. 		case S_EEL:
1548. 			if (is_pool(x, y))
1549. 			    mtmp->mundetected = TRUE;
1550. 			break;
1551. 		case S_LEPRECHAUN:
1552. 			mtmp->msleeping = 1;
1553. 			break;
1554. 		case S_JABBERWOCK:
1555. 		case S_NYMPH:
1556. 			if (rn2(5) && !u.uhave.amulet) mtmp->msleeping = 1;
1557. 			if (mndx == PM_PIXIE) {        
1558. /*  			    mtmp->perminvis = TRUE;*/
1559.   			    mtmp->minvis = TRUE;
1560. 			}
1561. 			break;
1562. 		case S_ORC:
1563. 			if (Race_if(PM_ELF)) mtmp->mpeaceful = FALSE;
1564. 			break;
1565. 		case S_UNICORN:
1566. 			if (is_unicorn(ptr) &&
1567. 					sgn(u.ualign.type) == sgn(ptr->maligntyp))
1568. 				mtmp->mpeaceful = TRUE;
1569. 			break;
1570. 		case S_BAT:
1571. 			if (Inhell && is_bat(ptr))
1572. 			    mon_adjust_speed(mtmp, 2, (struct obj *)0);
1573. 			break;
1574. 		case S_VAMPIRE:
1575. 			/* [DS] Star vampires are invisible until they feed */
1576. 			if (mndx == PM_STAR_VAMPIRE) {
1577. 			    mtmp->perminvis = TRUE;
1578. 			    mtmp->minvis = TRUE;
1579. 			}
1580. 			break;
1581. 	}
1582. 	if ((ct = emits_light(mtmp->data)) > 0)
1583. 		new_light_source(mtmp->mx, mtmp->my, ct,
1584. 				 LS_MONSTER, (genericptr_t)mtmp);
1585. 
1586. 	mitem = 0;	/* extra inventory item for this monster */
1587. 
1588. 	if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) {
1589. 		/* If you're protected with a ring, don't create
1590. 		 * any shape-changing chameleons -dgk
1591. 		 */
1592. 		if (Protection_from_shape_changers)
1593. 			mtmp->cham = CHAM_ORDINARY;
1594. 		else {
1595. 			mtmp->cham = mcham;
1596. 			(void) mon_spec_poly(mtmp, rndmonst(), 0L, FALSE, FALSE, FALSE, FALSE);
1597. 		}
1598. 	} else if (mndx == PM_WIZARD_OF_YENDOR) {
1599. 		mtmp->iswiz = TRUE;
1600. 		flags.no_of_wizards++;
1601. 		if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz))
1602. 			mitem = SPE_DIG;
1603. 	} else if (mndx == PM_DJINNI) {
1604. 		flags.djinni_count++;
1605. 	} else if (mndx == PM_GHOST) {
1606. 		flags.ghost_count++;
1607. 		if (!(mmflags & MM_NONAME))
1608. 			mtmp = christen_monst(mtmp, rndghostname());
1609. 	} else if (mndx == PM_NIGHTMARE) {
1610. 		struct obj *otmp;
1611. 
1612. 		otmp = oname(mksobj(SKELETON_KEY, TRUE, FALSE),
1613. 				artiname(ART_KEY_OF_LAW));
1614. 		if (otmp) {
1615. 			otmp->blessed = otmp->cursed = 0;
1616. 			mpickobj(mtmp, otmp);
1617. 		}
1618. 	} else if (mndx == PM_BEHOLDER) {
1619. 		struct obj *otmp;
1620. 
1621. 		otmp = oname(mksobj(SKELETON_KEY, TRUE, FALSE),
1622. 				artiname(ART_KEY_OF_NEUTRALITY));
1623. 		if (otmp) {
1624. 			otmp->blessed = otmp->cursed = 0;
1625. 			mpickobj(mtmp, otmp);
1626. 		}
1627. 	} else if (mndx == PM_VECNA) {
1628. 		struct obj *otmp;
1629. 
1630. 		otmp = oname(mksobj(SKELETON_KEY, TRUE, FALSE),
1631. 				artiname(ART_KEY_OF_CHAOS));
1632. 		if (otmp) {
1633. 			otmp->blessed = otmp->cursed = 0;
1634. 			mpickobj(mtmp, otmp);
1635. 		}
1636. 	} else if (mndx == PM_GYPSY) {
1637. 		/* KMH -- Gypsies are randomly generated; initialize them here */
1638. 		gypsy_init(mtmp);
1639. 	} else if (mndx == PM_VLAD_THE_IMPALER) {
1640. 		mitem = CANDELABRUM_OF_INVOCATION;
1641. 	} else if (mndx == PM_CROESUS) {
1642. 		mitem = TWO_HANDED_SWORD;
1643. 	} else if (ptr->msound == MS_NEMESIS) {
1644. 		mitem = BELL_OF_OPENING;
1645. 	} else if (mndx == PM_PESTILENCE) {
1646. 		mitem = POT_SICKNESS;
1647. 	}
1648. 	if (mitem && allow_minvent) (void) mongets(mtmp, mitem);
1649. 
1650. 	if(in_mklev) {
1651. 		if(((is_ndemon(ptr)) ||
1652. 		    (mndx == PM_WUMPUS) ||
1653. 		    (mndx == PM_LONG_WORM) ||
1654. 		    (mndx == PM_GIANT_EEL)) && !u.uhave.amulet && rn2(5))
1655. 			mtmp->msleeping = 1;
1656. 	} else {
1657. 		if(byyou) {
1658. 			newsym(mtmp->mx,mtmp->my);
1659. 			set_apparxy(mtmp);
1660. 		}
1661. 	}
1662. 	if(is_dprince(ptr) && ptr->msound == MS_BRIBE) {
1663. 	    mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1;
1664. 	    mtmp->mavenge = 0;
1665. 	    if (uwep && uwep->oartifact == ART_EXCALIBUR)
1666. 		mtmp->mpeaceful = mtmp->mtame = FALSE;
1667. 	}
1668. #ifndef DCC30_BUG
1669. 	if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno()) != 0)
1670. #else
1671. 	/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
1672. 	 * same expression.
1673. 	 */
1674. 	if (mndx == PM_LONG_WORM &&
1675. 		(mtmp->wormno = get_wormno(), mtmp->wormno != 0))
1676. #endif
1677. 	{
1678. 	    /* we can now create worms with tails - 11/91 */
1679. 	    initworm(mtmp, rn2(5));
1680. 	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y);
1681. 	}
1682. 	set_malign(mtmp);		/* having finished peaceful changes */
1683. 	if(anymon) {
1684. 	    if ((ptr->geno & G_SGROUP) && rn2(2)) {
1685. 		m_initsgrp(mtmp, mtmp->mx, mtmp->my);
1686. 	    } else if (ptr->geno & G_LGROUP) {
1687. 		if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
1688. 		else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my);
1689. 	    }
1690. 	    else if(ptr->geno & G_VLGROUP) {
1691. 			if(rn2(3))  m_initvlgrp(mtmp, mtmp->mx, mtmp->my);
1692. 			else if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
1693. 			else        m_initsgrp(mtmp, mtmp->mx, mtmp->my);
1694. 	    }
1695. 	}
1696. 
1697. 	if (allow_minvent) {
1698. 	    if(is_armed(ptr))
1699. 		m_initweap(mtmp);	/* equip with weapons / armor */
1700. 	    m_initinv(mtmp);  /* add on a few special items incl. more armor */
1701. 	    m_dowear(mtmp, TRUE);
1702. 	} else {
1703. 	    if (mtmp->minvent) discard_minvent(mtmp);
1704. 	    mtmp->minvent = (struct obj *)0;    /* caller expects this */
1705. 	    mtmp->minvent = (struct obj *)0;    /* caller expects this */
1706. 	}
1707. 	if ((ptr->mflags3 & M3_WAITMASK) && !(mmflags & MM_NOWAIT)) {
1708. 		if (ptr->mflags3 & M3_WAITFORU)
1709. 			mtmp->mstrategy |= STRAT_WAITFORU;
1710. 		if (ptr->mflags3 & M3_CLOSE)
1711. 			mtmp->mstrategy |= STRAT_CLOSE;
1712. 	}
1713. 	if (!in_mklev)
1714. 	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */
1715. 
1716. 	return(mtmp);
1717. }
1718. 
1719. int
1720. mbirth_limit(mndx)
1721. int mndx;
1722. {
1723. 	/* assert(MAXMONNO < 255); */
1724. 	return (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO); 
1725. }
1726. 
1727. /* used for wand/scroll/spell of create monster */
1728. /* returns TRUE iff you know monsters have been created */
1729. 
1730. boolean
1731. create_critters(cnt, mptr)
1732. int cnt;
1733. struct permonst *mptr;		/* usually null; used for confused reading */
1734. {
1735. 	coord c;
1736. 	int x, y;
1737. 	struct monst *mon;
1738. 	boolean known = FALSE;
1739. #ifdef WIZARD
1740. 	boolean ask = wizard;
1741. #endif
1742. 
1743. 	while (cnt--) {
1744. #ifdef WIZARD
1745. 	    if (ask) {
1746. 		if (create_particular()) {
1747. 		    known = TRUE;
1748. 		    continue;
1749. 		}
1750. 		else ask = FALSE;	/* ESC will shut off prompting */
1751. 	    }
1752. #endif
1753. 	    x = u.ux,  y = u.uy;
1754. 	    /* if in water, try to encourage an aquatic monster
1755. 	       by finding and then specifying another wet location */
1756. 	    if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL]))
1757. 		x = c.x,  y = c.y;
1758. 
1759. 	    mon = makemon(mptr, x, y, NO_MM_FLAGS);
1760. 	    if (mon && canspotmon(mon)) known = TRUE;
1761. 	}
1762. 	return known;
1763. }
1764. 
1765. #endif /* OVL1 */
1766. #ifdef OVL0
1767. 
1768. STATIC_OVL boolean
1769. uncommon(mndx)
1770. int mndx;
1771. {
1772. 	if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE;
1773. 	if (mvitals[mndx].mvflags & G_GONE) return TRUE;
1774. 	if (Inhell)
1775. 		return(mons[mndx].maligntyp > A_NEUTRAL);
1776. 	else
1777. 		return((mons[mndx].geno & G_HELL) != 0);
1778. }
1779. 
1780. /*
1781.  *	shift the probability of a monster's generation by
1782.  *	comparing the dungeon alignment and monster alignment.
1783.  *	return an integer in the range of 0-5.
1784.  */
1785. STATIC_OVL int
1786. align_shift(ptr)
1787. register struct permonst *ptr;
1788. {
1789.     static NEARDATA long oldmoves = 0L;	/* != 1, starting value of moves */
1790.     static NEARDATA s_level *lev;
1791.     register int alshift;
1792. 
1793.     if(oldmoves != moves) {
1794. 	lev = Is_special(&u.uz);
1795. 	oldmoves = moves;
1796.     }
1797.     switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
1798.     default:	/* just in case */
1799.     case AM_NONE:	alshift = 0;
1800. 			break;
1801.     case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT);
1802. 			break;
1803.     case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT;
1804. 			break;
1805.     case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT);
1806. 			break;
1807.     }
1808.     return alshift;
1809. }
1810. 
1811. static NEARDATA struct {
1812. 	int choice_count;
1813. 	char mchoices[SPECIAL_PM];	/* value range is 0..127 */
1814. } rndmonst_state = { -1, {0} };
1815. 
1816. /* select a random monster type */
1817. struct permonst *
1818. rndmonst()
1819. {
1820. 	register struct permonst *ptr;
1821. 	register int mndx, ct;
1822. 
1823. /* [Tom] this was locking up priest quest... who knows why? */
1824. /* fixed it! no 'W' class monsters with corpses! oops! */
1825. /*    if(u.uz.dnum == quest_dnum && (ptr = qt_montype())) return(ptr); */
1826. 	if(u.uz.dnum == quest_dnum) {
1827. 		if ((ptr = qt_montype())) {
1828. 			return(ptr);
1829. 		}
1830. 	}
1831. 
1832. 	/* KMH -- February 2 is Groundhog Day! */
1833. 	if (Is_oracle_level(&u.uz) && (!!flags.groundhogday ^ !rn2(20)))
1834. 		return (&mons[PM_WOODCHUCK]);
1835. 
1836. /*      if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0)
1837. 	    return ptr; */
1838. 
1839. 	if (rndmonst_state.choice_count < 0) {	/* need to recalculate */
1840. 	    int zlevel, minmlev, maxmlev;
1841. 	    boolean elemlevel;
1842. #ifdef REINCARNATION
1843. 	    boolean upper;
1844. #endif
1845. 	    rndmonst_state.choice_count = 0;
1846. 	    /* look for first common monster */
1847. 	    for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) {
1848. 		if (!uncommon(mndx)) break;
1849. 		rndmonst_state.mchoices[mndx] = 0;
1850. 	    }		
1851. 	    if (mndx == SPECIAL_PM) {
1852. 		/* evidently they've all been exterminated */
1853. #ifdef DEBUG
1854. 		pline("rndmonst: no common mons!");
1855. #endif
1856. 		return (struct permonst *)0;
1857. 	    } /* else `mndx' now ready for use below */
1858. 	    zlevel = level_difficulty();
1859. 	    /* determine the level of the weakest monster to make. */
1860. 	    minmlev = zlevel / 6;
1861. 	    /* determine the level of the strongest monster to make. */
1862. 	    maxmlev = (zlevel + u.ulevel + 1)>>1;
1863. #ifdef REINCARNATION
1864. 	    upper = Is_rogue_level(&u.uz);
1865. #endif
1866. 	    elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);
1867. 
1868. /*
1869.  *	Find out how many monsters exist in the range we have selected.
1870.  */
1871. 	     
1872. loopback:
1873. 	    /* (`mndx' initialized above) */
1874. 	    for ( ; mndx < SPECIAL_PM; mndx++) {
1875. 		ptr = &mons[mndx];
1876. 		rndmonst_state.mchoices[mndx] = 0;
1877. 		if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
1878. 		    continue;
1879. #ifdef REINCARNATION
1880. 		if (upper && !isupper((int)def_monsyms[(int)(ptr->mlet)])) continue;
1881. #endif
1882. 		if (elemlevel && wrong_elem_type(ptr)) continue;
1883. 		if (uncommon(mndx)) continue;
1884. 		if (Inhell && (ptr->geno & G_NOHELL)) continue;
1885. 		ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr);
1886. 		if (ct < 0 || ct > 127)
1887. 		    panic("rndmonst: bad count [#%d: %d]", mndx, ct);
1888. 		rndmonst_state.choice_count += ct;
1889. 		rndmonst_state.mchoices[mndx] = (char)ct;
1890. 	    }
1891. /*
1892.  *	    Possible modification:  if choice_count is "too low",
1893.  *	    expand minmlev..maxmlev range and try again.
1894.  */
1895. 	} /* choice_count+mchoices[] recalc */
1896. 
1897. 	if (rndmonst_state.choice_count <= 0) {
1898. 	    /* maybe no common mons left, or all are too weak or too strong */
1899. #ifdef DEBUG
1900. 	    Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count);
1901. #endif
1902. 	    return (struct permonst *)0;
1903. 	}
1904. 
1905. /*
1906.  *	Now, select a monster at random.
1907.  */
1908. 	ct = rnd(rndmonst_state.choice_count);
1909. 	for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
1910. 	    if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break;
1911. 
1912. 	if (mndx == SPECIAL_PM || uncommon(mndx)) {	/* shouldn't happen */
1913. 	    impossible("rndmonst: bad `mndx' [#%d]", mndx);
1914. 	    return (struct permonst *)0;
1915. 	}
1916. 	return &mons[mndx];
1917. 
1918. /*
1919.  * [Tom] Your rival adventurers are a special case:
1920.  *       - They have varying levels, and thus can always appear
1921.  *       - But they need to be sorta rare or else they're a large
1922.  *         percentage of the dungeon inhabitants.
1923.  */
1924. 	      if ((monsndx(ptr-1) >= PM_ARCHEOLOGIST) &&
1925. 		  (monsndx(ptr-1) <= PM_WIZARD)
1926. 		   && (rn2(4))) goto loopback;
1927. }
1928. 
1929. /* called when you change level (experience or dungeon depth) or when
1930.    monster species can no longer be created (genocide or extinction) */
1931. void
1932. reset_rndmonst(mndx)
1933. int mndx;	/* particular species that can no longer be created */
1934. {
1935. 	/* cached selection info is out of date */
1936. 	if (mndx == NON_PM) {
1937. 	    rndmonst_state.choice_count = -1;	/* full recalc needed */
1938. 	} else if (mndx < SPECIAL_PM) {
1939. 	    rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx];
1940. 	    rndmonst_state.mchoices[mndx] = 0;
1941. 	} /* note: safe to ignore extinction of unique monsters */
1942. }
1943. 
1944. #endif /* OVL0 */
1945. #ifdef OVL1
1946. 
1947. /*	The routine below is used to make one of the multiple types
1948.  *	of a given monster class.  The second parameter specifies a
1949.  *	special casing bit mask to allow the normal genesis
1950.  *	masks to be deactivated.  Returns 0 if no monsters
1951.  *	in that class can be made.
1952.  */
1953. 
1954. struct permonst *
1955. mkclass(class,spc)
1956. char	class;
1957. int	spc;
1958. {
1959. 	register int    first;
1960. 
1961. 	first = pm_mkclass(class,spc);
1962. 	
1963. 	if (first == -1) return((struct permonst *) 0);
1964. 
1965. 	return(&mons[first]);
1966. }
1967. 
1968. /* Called by mkclass() - returns the pm of the monster 
1969.  * Returns -1 (PM_PLAYERMON) if can't find monster of the class
1970.  *
1971.  * spc may have G_UNIQ and/or G_NOGEN set to allow monsters of
1972.  * this type (otherwise they will be ignored). It may also have
1973.  * MKC_ULIMIT set to place an upper limit on the difficulty of
1974.  * the monster returned.
1975.  */
1976. int
1977. pm_mkclass(class,spc)
1978. char    class;
1979. int     spc;
1980. {
1981. 	register int	first, last, num = 0;
1982. 	int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc;
1983. 
1984. 	maxmlev = level_difficulty() >> 1;
1985. 	if(class < 1 || class >= MAXMCLASSES) {
1986. 	    impossible("mkclass called with bad class!");
1987. 	    return(-1);
1988. 	}
1989. /*	Assumption #1:	monsters of a given class are contiguous in the
1990.  *			mons[] array.
1991.  */
1992. 	for (first = LOW_PM; first < SPECIAL_PM; first++)
1993. 	    if (mons[first].mlet == class) break;
1994. 	if (first == SPECIAL_PM) return (-1);
1995. 
1996. 	for (last = first;
1997. 		last < SPECIAL_PM && mons[last].mlet == class; last++)
1998. 	    if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask)
1999. 					&& !is_placeholder(&mons[last])) {
2000. 		/* consider it */
2001. 		if(spc & MKC_ULIMIT && toostrong(last, 4 * maxmlev)) break;
2002. 		if(num && toostrong(last, maxmlev) &&
2003. 		   monstr[last] != monstr[last-1] && rn2(2)) break;
2004. 		num += mons[last].geno & G_FREQ;
2005. 	    }
2006. 
2007. 	if(!num) return(-1);
2008. 
2009. /*	Assumption #2:	monsters of a given class are presented in ascending
2010.  *			order of strength.
2011.  */
2012. 	for(num = rnd(num); num > 0; first++)
2013. 	    if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask)
2014. 					&& !is_placeholder(&mons[first])) {
2015. 		/* skew towards lower value monsters at lower exp. levels */
2016. 		num -= mons[first].geno & G_FREQ;
2017. 		if (num && adj_lev(&mons[first]) > (u.ulevel*2)) {
2018. 		    /* but not when multiple monsters are same level */
2019. 		    if (mons[first].mlevel != mons[first+1].mlevel)
2020. 			num--;
2021. 		}
2022. 	    }
2023. 	first--; /* correct an off-by-one error */
2024. 
2025. 	return(first);
2026. }
2027. 
2028. int
2029. adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */
2030. register struct permonst *ptr;
2031. {
2032. 	int	tmp, tmp2;
2033. 
2034. 	if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
2035. 		/* does not depend on other strengths, but does get stronger
2036. 		 * every time he is killed
2037. 		 */
2038. 		tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died;
2039. 		if (tmp > 49) tmp = 49;
2040. 		return tmp;
2041. 	}
2042. 
2043. 	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */
2044. 	tmp2 = (level_difficulty() - tmp);
2045. 	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */
2046. 	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */
2047. 
2048. 	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */
2049. 	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */
2050. 
2051. 	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */
2052. 	if (tmp2 > 49) tmp2 = 49;		/* hard upper limit */
2053. 	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
2054. }
2055. 
2056. #endif /* OVL1 */
2057. #ifdef OVLB
2058. 
2059. struct permonst *
2060. grow_up(mtmp, victim)	/* `mtmp' might "grow up" into a bigger version */
2061. struct monst *mtmp, *victim;
2062. {
2063. 	int oldtype, newtype, max_increase, cur_increase,
2064. 	    lev_limit, hp_threshold;
2065. 	struct permonst *ptr = mtmp->data;
2066. 
2067. 	/* monster died after killing enemy but before calling this function */
2068. 	/* currently possible if killing a gas spore */
2069. 	if (mtmp->mhp <= 0)
2070. 	    return ((struct permonst *)0);
2071. 
2072. 	if (mtmp->oldmonnm != monsndx(ptr))
2073. 	    return ptr;		/* No effect if polymorphed */
2074. 
2075. 	/* note:  none of the monsters with special hit point calculations
2076. 	   have both little and big forms */
2077. 	oldtype = monsndx(ptr);
2078. 	newtype = little_to_big(oldtype);
2079. 	if (newtype == PM_PRIEST && mtmp->female) newtype = PM_PRIESTESS;
2080. 
2081. 	/* growth limits differ depending on method of advancement */
2082. 	if (victim) {		/* killed a monster */
2083. 	    /*
2084. 	     * The HP threshold is the maximum number of hit points for the
2085. 	     * current level; once exceeded, a level will be gained.
2086. 	     * Possible bug: if somehow the hit points are already higher
2087. 	     * than that, monster will gain a level without any increase in HP.
2088. 	     */
2089. 	    hp_threshold = mtmp->m_lev * 8;		/* normal limit */
2090. 	    if (!mtmp->m_lev)
2091. 		hp_threshold = 4;
2092. 	    else if (is_golem(ptr))	/* strange creatures */
2093. 		hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1;
2094. 	    else if (is_home_elemental(ptr))
2095. 		hp_threshold *= 3;
2096. 	    lev_limit = 3 * (int)ptr->mlevel / 2;	/* same as adj_lev() */
2097. 	    /* If they can grow up, be sure the level is high enough for that */
2098. 	    if (oldtype != newtype && mons[newtype].mlevel > lev_limit)
2099. 		lev_limit = (int)mons[newtype].mlevel;
2100. 	    /* number of hit points to gain; unlike for the player, we put
2101. 	       the limit at the bottom of the next level rather than the top */
2102. 	    max_increase = rnd((int)victim->m_lev + 1);
2103. 	    if (mtmp->mhpmax + max_increase > hp_threshold + 1)
2104. 		max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0);
2105. 	    cur_increase = (max_increase > 1) ? rn2(max_increase) : 0;
2106. 	} else {
2107. 	    /* a gain level potion or wraith corpse; always go up a level
2108. 	       unless already at maximum (49 is hard upper limit except
2109. 	       for demon lords, who start at 50 and can't go any higher) */
2110. 	    max_increase = cur_increase = rnd(8) + rnd(2);
2111. 	    hp_threshold = 0;	/* smaller than `mhpmax + max_increase' */
2112. 	    lev_limit = 50;		/* recalc below */
2113. 	}
2114. 
2115. 	mtmp->mhpmax += max_increase;
2116. 	mtmp->mhp += cur_increase;
2117. 
2118. 	mtmp->m_enmax += max_increase;
2119. 	mtmp->m_en += cur_increase;
2120. 	
2121. 	if (mtmp->mhpmax <= hp_threshold)
2122. 	    return ptr;		/* doesn't gain a level */
2123. 
2124. 	/* Allow to grow up even if grown up form would normally be
2125. 	 * out of range */
2126. 	if (lev_limit < mons[newtype].mlevel)
2127. 	    lev_limit = mons[newtype].mlevel;
2128. 
2129. 	if (is_mplayer(ptr)) lev_limit = 30;    /* same as player */
2130. 	else if (lev_limit < 5) lev_limit = 5;  /* arbitrary */
2131. 	else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49);
2132. 
2133. 	if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) {
2134. 	    ptr = &mons[newtype];
2135. 	    if (mvitals[newtype].mvflags & G_GENOD) {	/* allow G_EXTINCT */
2136. 		if (sensemon(mtmp))
2137. 		    pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),
2138. 			an(ptr->mname), mhe(mtmp),
2139. 			nonliving(ptr) ? "expires" : "dies");
2140. 		set_mon_data(mtmp, ptr, -1);	/* keep mvitals[] accurate */
2141. 		mondied(mtmp);
2142. 		return (struct permonst *)0;
2143. 	    }
2144. 	    set_mon_data(mtmp, ptr, 1);		/* preserve intrinsics */
2145. 	    newsym(mtmp->mx, mtmp->my);		/* color may change */
2146. 	    lev_limit = (int)mtmp->m_lev;	/* never undo increment */
2147. 	}
2148. 	/* sanity checks */
2149. 	if ((int)mtmp->m_lev > lev_limit) {
2150. 	    mtmp->m_lev--;	/* undo increment */
2151. 	    /* HP might have been allowed to grow when it shouldn't */
2152. 	    if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--;
2153. 	}
2154. 	if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8;	  /* absolute limit */
2155. 	if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
2156. 
2157. 	if (mtmp->m_enmax > 50*8) mtmp->m_enmax = 50*8;     /* absolute limit */
2158. 	if (mtmp->m_en > mtmp->m_enmax) mtmp->m_en = mtmp->m_enmax;
2159. 
2160. 	if (mtmp->oldmonnm != monsndx(ptr)) mtmp->oldmonnm = monsndx(ptr);
2161. 	return ptr;
2162. }
2163. 
2164. #endif /* OVLB */
2165. #ifdef OVL1
2166. 
2167. int
2168. mongets(mtmp, otyp)
2169. register struct monst *mtmp;
2170. register int otyp;
2171. {
2172. 	register struct obj *otmp;
2173. 	int spe;
2174. 
2175. 	if (!otyp) return 0;
2176. 	otmp = mksobj(otyp, TRUE, FALSE);
2177. 	if (otmp) {
2178. 	    if (mtmp->data->mlet == S_DEMON) {
2179. 		/* demons never get blessed objects */
2180. 		if (otmp->blessed) curse(otmp);
2181. 	    } else if(is_lminion(mtmp)) {
2182. 		/* lawful minions don't get cursed, bad, or rusting objects */
2183. 		otmp->cursed = FALSE;
2184. 		if(otmp->spe < 0) otmp->spe = 0;
2185. 		otmp->oerodeproof = TRUE;
2186. 	    } else if(In_endgame(&u.uz) && is_mplayer(mtmp->data) && is_sword(otmp)) {
2187. 		otmp->spe = (3 + rn2(3));
2188. 	    }
2189. /*
2190.  *      This seems to be covered under mkobj.c ...
2191.  *
2192.  *          * STEPHEN WHITE'S NEW CODE *
2193.  *
2194.  *          if ((otmp->otyp == ORCISH_DAGGER      && !rn2(8))  ||
2195.  *              (otmp->otyp == ORCISH_SPEAR       && !rn2(10)) ||
2196.  *              (otmp->otyp == ORCISH_SHORT_SWORD && !rn2(12)))
2197.  *                      otmp->opoisoned = TRUE;
2198.  *
2199.  *           * It could be alread immune to rust ... *
2200.  *          if (!otmp->oerodeproof && !is_rustprone(otmp) &&
2201.  *              ((otmp->otyp >= SPEAR && otmp->otyp <= BULLWHIP) ||
2202.  *               (otmp->otyp >= ELVEN_LEATHER_HELM &&
2203.  *                otmp->otyp <= LEVITATION_BOOTS))) {
2204.  *                   if (!rn2(10-otmp->spe)) otmp->oerodeproof = TRUE;
2205.  *              else if (!rn2(10+otmp->spe)) otmp->oeroded = rn2(3);
2206.  *          }
2207.  */
2208. 
2209. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) {
2210. 		otmp->spe = 0;
2211. 		otmp->age = 0L;
2212. 		otmp->lamplit = FALSE;
2213. 		otmp->blessed = otmp->cursed = FALSE;
2214. 	    } else if (otmp->otyp == BELL_OF_OPENING) {
2215. 		otmp->blessed = otmp->cursed = FALSE;
2216. 	    } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
2217. 		otmp->blessed = FALSE;
2218. 		otmp->cursed = TRUE;
2219. 	    }
2220. 
2221. 	    /* leaders don't tolerate inferior quality battle gear */
2222. 	    if (is_prince(mtmp->data)) {
2223. 		if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1)
2224. 		    otmp->spe = 1;
2225. 		else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0)
2226. 		    otmp->spe = 0;
2227. 	    }
2228. 
2229. 	    spe = otmp->spe;
2230. 	    (void) mpickobj(mtmp, otmp);	/* might free otmp */
2231. 	    return(spe);
2232. 	} else return(0);
2233. }
2234. 
2235. #endif /* OVL1 */
2236. #ifdef OVLB
2237. 
2238. int
2239. golemhp(type)
2240. int type;
2241. {
2242. 	switch(type) {
2243. 		case PM_PAPER_GOLEM: return 36;
2244. 		case PM_STRAW_GOLEM: return 40;
2245. 		case PM_GARGOYLE: return 46;
2246. 		case PM_ROPE_GOLEM: return 60;
2247. 		case PM_LEATHER_GOLEM: return 80;
2248. 		case PM_GOLD_GOLEM: return 80;
2249. 		case PM_WOOD_GOLEM: return 100;
2250. 		case PM_FLESH_GOLEM: return 120;
2251. 		case PM_STATUE_GARGOYLE: return 140;
2252. 		case PM_CLAY_GOLEM: return 150;
2253. 		case PM_STONE_GOLEM: return 180;
2254. 		case PM_GLASS_GOLEM: return 140;
2255. 		case PM_IRON_GOLEM: return 240;
2256. 		case PM_RUBY_GOLEM: return 250;
2257. 		case PM_DIAMOND_GOLEM: return 270;
2258. 		case PM_SAPPHIRE_GOLEM: return 280;
2259. 		case PM_STEEL_GOLEM: return 290;
2260. 		case PM_CRYSTAL_GOLEM: return 300;
2261. 		case PM_FRANKENSTEIN_S_MONSTER: return 400;
2262. 		case PM_WAX_GOLEM: return 40;
2263. 		case PM_PLASTIC_GOLEM: return 60;
2264. 		default: return 0;
2265. 	}
2266. }
2267. 
2268. #endif /* OVLB */
2269. #ifdef OVL1
2270. 
2271. /*
2272.  *	Alignment vs. yours determines monster's attitude to you.
2273.  *	( some "animal" types are co-aligned, but also hungry )
2274.  */
2275. 
2276. boolean
2277. peace_minded(ptr)
2278. register struct permonst *ptr;
2279. {
2280. 	aligntyp mal = ptr->maligntyp, ual = u.ualign.type;
2281. 
2282. 	if (always_peaceful(ptr)) return TRUE;
2283. 
2284. 	if (always_hostile(ptr)) return FALSE;
2285. 	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
2286. 		return TRUE;
2287. 	if (ptr->msound == MS_NEMESIS)	return FALSE;
2288. 
2289. 	if (is_elf(ptr) && is_elf(youmonst.data)) {
2290. 		/* Light and dark elves are always hostile to each other.
2291. 		 * Suggested by Dr. Eva R. Myers.
2292. 		 */
2293. 		 if (ual > A_NEUTRAL && mal < A_NEUTRAL ||
2294. 		   ual < A_NEUTRAL && mal > A_NEUTRAL)
2295. 			return FALSE;
2296. 	}
2297. 
2298. 	if (race_peaceful(ptr)) return TRUE;
2299. 	if (race_hostile(ptr)) return FALSE;
2300. 
2301. 	/* the monster is hostile if its alignment is different from the
2302. 	 * player's */
2303. 	if (sgn(mal) != sgn(ual)) return FALSE;
2304. 
2305. 	/* Negative monster hostile to player with Amulet. */
2306. 	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE;
2307. 
2308. 	/* minions are hostile to players that have strayed at all */
2309. 	if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0));
2310. 
2311. 	/* Last case:  a chance of a co-aligned monster being
2312. 	 * hostile.  This chance is greater if the player has strayed
2313. 	 * (u.ualign.record negative) or the monster is not strongly aligned.
2314. 	 */
2315. 	return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) &&
2316. 		!!rn2(2 + abs(mal))));
2317. }
2318. 
2319. /* Set malign to have the proper effect on player alignment if monster is
2320.  * killed.  Negative numbers mean it's bad to kill this monster; positive
2321.  * numbers mean it's good.  Since there are more hostile monsters than
2322.  * peaceful monsters, the penalty for killing a peaceful monster should be
2323.  * greater than the bonus for killing a hostile monster to maintain balance.
2324.  * Rules:
2325.  *   it's bad to kill peaceful monsters, potentially worse to kill always-
2326.  *	peaceful monsters
2327.  *   it's never bad to kill a hostile monster, although it may not be good
2328.  */
2329. void
2330. set_malign(mtmp)
2331. struct monst *mtmp;
2332. {
2333. 	schar mal = mtmp->data->maligntyp;
2334. 	boolean coaligned;
2335. 
2336. 	if (mtmp->ispriest || mtmp->isminion) {
2337. 		/* some monsters have individual alignments; check them */
2338. 		if (mtmp->ispriest)
2339. 			mal = EPRI(mtmp)->shralign;
2340. 		else if (mtmp->isminion)
2341. 			mal = EMIN(mtmp)->min_align;
2342. 		/* unless alignment is none, set mal to -5,0,5 */
2343. 		/* (see align.h for valid aligntyp values)     */
2344. 		if(mal != A_NONE)
2345. 			mal *= 5;
2346. 		/* make priests of Moloch hostile */
2347. 		if (mal == A_NONE) mtmp->mpeaceful = 0;
2348. 	}
2349. 
2350. 
2351. 	coaligned = (sgn(mal) == sgn(u.ualign.type));
2352. 	if (mtmp->data->msound == MS_LEADER) {
2353. 		mtmp->malign = -20;
2354. 	} else if (mal == A_NONE) {
2355. 		if (mtmp->mpeaceful)
2356. 			mtmp->malign = 0;
2357. 		else
2358. 			mtmp->malign = 20;	/* really hostile */
2359. 	} else if (always_peaceful(mtmp->data)) {
2360. 		int absmal = abs(mal);
2361. 		if (mtmp->mpeaceful)
2362. 			mtmp->malign = -3*max(5,absmal);
2363. 		else
2364. 			mtmp->malign = 3*max(5,absmal); /* renegade */
2365. 	} else if (always_hostile(mtmp->data)) {
2366. 		int absmal = abs(mal);
2367. 		if (coaligned)
2368. 			mtmp->malign = 0;
2369. 		else
2370. 			mtmp->malign = max(5,absmal);
2371. 	} else if (coaligned) {
2372. 		int absmal = abs(mal);
2373. 		if (mtmp->mpeaceful)
2374. 			mtmp->malign = -3*max(3,absmal);
2375. 		else	/* renegade */
2376. 			mtmp->malign = max(3,absmal);
2377. 	} else	/* not coaligned and therefore hostile */
2378. 		mtmp->malign = abs(mal);
2379. }
2380. 
2381. #endif /* OVL1 */
2382. #ifdef OVLB
2383. 
2384. static NEARDATA char syms[] = {
2385. 	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
2386. 	FOOD_CLASS, COIN_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
2387. 	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
2388. 	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF,
2389. };
2390. 
2391. void
2392. set_mimic_sym(mtmp)		/* KAA, modified by ERS */
2393. register struct monst *mtmp;
2394. {
2395. 	int typ, roomno, rt;
2396. 	unsigned appear, ap_type;
2397. 	int s_sym;
2398. 	struct obj *otmp;
2399. 	int mx, my;
2400. 
2401. 	if (!mtmp) return;
2402. 	mx = mtmp->mx; my = mtmp->my;
2403. 	typ = levl[mx][my].typ;
2404. 					/* only valid for INSIDE of room */
2405. 	roomno = levl[mx][my].roomno - ROOMOFFSET;
2406. 	if (roomno >= 0)
2407. 		rt = rooms[roomno].rtype;
2408. #ifdef SPECIALIZATION
2409. 	else if (IS_ROOM(typ))
2410. 		rt = OROOM,  roomno = 0;
2411. #endif
2412. 	else	rt = 0;	/* roomno < 0 case for GCC_WARN */
2413. 
2414. 	if (OBJ_AT(mx, my)) {
2415. 		ap_type = M_AP_OBJECT;
2416. 		appear = level.objects[mx][my]->otyp;
2417. 	} else if (IS_DOOR(typ) || IS_WALL(typ) ||
2418. 		   typ == SDOOR || typ == SCORR) {
2419. 		ap_type = M_AP_FURNITURE;
2420. 		/*
2421. 		 *  If there is a wall to the left that connects to this
2422. 		 *  location, then the mimic mimics a horizontal closed door.
2423. 		 *  This does not allow doors to be in corners of rooms.
2424. 		 */
2425. 		if (mx != 0 &&
2426. 			(levl[mx-1][my].typ == HWALL    ||
2427. 			 levl[mx-1][my].typ == TLCORNER ||
2428. 			 levl[mx-1][my].typ == TRWALL   ||
2429. 			 levl[mx-1][my].typ == BLCORNER ||
2430. 			 levl[mx-1][my].typ == TDWALL   ||
2431. 			 levl[mx-1][my].typ == CROSSWALL||
2432. 			 levl[mx-1][my].typ == TUWALL    ))
2433. 		    appear = S_hcdoor;
2434. 		else
2435. 		    appear = S_vcdoor;
2436. 
2437. 		if(!mtmp->minvis || See_invisible)
2438. 		    block_point(mx,my);	/* vision */
2439. 	} else if (level.flags.is_maze_lev && rn2(2)) {
2440. 		ap_type = M_AP_OBJECT;
2441. 		appear = STATUE;
2442. 	} else if (roomno < 0) {
2443. 		ap_type = M_AP_OBJECT;
2444. 		appear = BOULDER;
2445. 		if(!mtmp->minvis || See_invisible)
2446. 		    block_point(mx,my);	/* vision */
2447. 	} else if (rt == ZOO || rt == VAULT) {
2448. 		ap_type = M_AP_OBJECT;
2449. 		appear = GOLD_PIECE;
2450. 	} else if (rt == DELPHI) {
2451. 		if (rn2(2)) {
2452. 			ap_type = M_AP_OBJECT;
2453. 			appear = STATUE;
2454. 		} else {
2455. 			ap_type = M_AP_FURNITURE;
2456. 			appear = S_fountain;
2457. 		}
2458. 	} else if (rt == TEMPLE) {
2459. 		ap_type = M_AP_FURNITURE;
2460. 		appear = S_altar;
2461. 	/*
2462. 	 * We won't bother with beehives, morgues, barracks, throne rooms
2463. 	 * since they shouldn't contain too many mimics anyway...
2464. 	 */
2465. 	} else if (rt >= SHOPBASE) {
2466. 		s_sym = get_shop_item(rt - SHOPBASE);
2467. 		if (s_sym < 0) {
2468. 			ap_type = M_AP_OBJECT;
2469. 			appear = -s_sym;
2470. 		} else {
2471. 			if (s_sym == RANDOM_CLASS)
2472. 				s_sym = syms[rn2((int)sizeof(syms)-2) + 2];
2473. 			goto assign_sym;
2474. 		}
2475. 	} else {
2476. 		s_sym = syms[rn2((int)sizeof(syms))];
2477. assign_sym:
2478. 		if (s_sym >= MAXOCLASSES) {
2479. 			ap_type = M_AP_FURNITURE;
2480. 			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair;
2481. 		} else if (s_sym == COIN_CLASS) {
2482. 			ap_type = M_AP_OBJECT;
2483. 			appear = GOLD_PIECE;
2484. 		} else {
2485. 			ap_type = M_AP_OBJECT;
2486. 			if (s_sym == S_MIMIC_DEF) {
2487. 				appear = STRANGE_OBJECT;
2488. 			} else {
2489. 				otmp = mkobj( (char) s_sym, FALSE );
2490. 				appear = otmp->otyp;
2491. 				/* make sure container contents are free'ed */
2492. 				if (Has_contents(otmp))
2493. 					delete_contents(otmp);
2494. 				obfree(otmp, (struct obj *) 0);
2495. 			}
2496. 		}
2497. 	}
2498. 	mtmp->m_ap_type = ap_type;
2499. 	mtmp->mappearance = appear;
2500. }
2501. 
2502. /* release a monster from a bag of tricks */
2503. void
2504. bagotricks(bag)
2505. struct obj *bag;
2506. {
2507.     if (!bag || bag->otyp != BAG_OF_TRICKS) {
2508. 	impossible("bad bag o' tricks");
2509.     } else if (bag->spe < 1) {
2510. 	pline(nothing_happens);
2511.     } else {
2512. 	boolean gotone = FALSE;
2513. 	int cnt = 1;
2514. 
2515. 	consume_obj_charge(bag, TRUE);
2516. 
2517. 	if (!rn2(23)) cnt += rn1(7, 1);
2518. 	while (cnt-- > 0) {
2519. 	    if (makemon((struct permonst *)0, u.ux, u.uy, NO_MM_FLAGS))
2520. 		gotone = TRUE;
2521. 	}
2522. 	if (gotone) makeknown(BAG_OF_TRICKS);
2523.     }
2524. }
2525. 
2526. #endif /* OVLB */
2527. 
2528. /*makemon.c*/