Source:NetHack 3.2.0/mplayer.c
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Below is the full text to mplayer.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mplayer.c#line123]], for example.
Warning! This is the source code from an old release. For the latest release, see Source code
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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
1. /* SCCS Id: @(#)mplayer.c 3.2 96/02/27 */ 2. /* Copyright (c) Izchak Miller, 1992. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. 7. static const char *NDECL(dev_name); 8. static void FDECL(get_mplname, (struct monst *, char *)); 9. static void FDECL(mk_mplayer_armor, (struct monst *, int, int)); 10. 11. /* These are the names of those who 12. * contributed to the development of NetHack 3.2. 13. * 14. * Keep in alphabetical order within teams. 15. * Same first name is entered once within each team. 16. */ 17. static const char *developers[] = { 18. /* devteam */ 19. "Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie", 20. "Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo", 21. /* PC team */ 22. "Bill", "Eric", "Ken", "Kevin", "Michael", "Mike", "Paul", 23. "Stephen", "Steve", "Timo", "Yamamoto", "Yitzhak", 24. /* Amiga team */ 25. "Andy", "Gregg", "Keni", "Mike", "Olaf", "Richard", 26. /* Mac team */ 27. "Andy", "Chris", "Dean", "Jon", "Jonathan", "Wang", 28. /* Atari team */ 29. "Eric", "Warwick", 30. /* NT team */ 31. "Michael", 32. /* OS/2 team */ 33. "Timo", 34. /* VMS team */ 35. "Joshua", "Pat", 36. ""}; 37. 38. 39. /* return a randomly chosen developer name */ 40. static const char * 41. dev_name() 42. { 43. register int i, m = 0, n = SIZE(developers); 44. register struct monst *mtmp; 45. register boolean match; 46. 47. do { 48. match = FALSE; 49. i = rn2(n); 50. for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 51. if(!is_mplayer(mtmp->data)) continue; 52. if(!strncmp(developers[i], NAME(mtmp), 53. strlen(developers[i]))) { 54. match = TRUE; 55. break; 56. } 57. } 58. m++; 59. } while (match && m < 100); /* m for insurance */ 60. 61. if (match) return (const char *)0; 62. return(developers[i]); 63. } 64. 65. static void 66. get_mplname(mtmp, nam) 67. register struct monst *mtmp; 68. char *nam; 69. { 70. boolean fmlkind = is_female(mtmp->data); 71. const char *devnam; 72. 73. devnam = dev_name(); 74. if (!devnam) 75. Strcpy(nam, fmlkind ? "Eve" : "Adam"); 76. else if (fmlkind && !!strcmp(devnam, "Janet")) 77. Strcpy(nam, rn2(2) ? "Maud" : "Eve"); 78. else Strcpy(nam, devnam); 79. 80. if (fmlkind || !strcmp(nam, "Janet")) 81. mtmp->female = 1; 82. else 83. mtmp->female = 0; 84. Strcat(nam, " the "); 85. Strcat(nam, rank_of(rn1(11, 20), 86. highc(mtmp->data->mname[0]), 87. (boolean)mtmp->female)); 88. } 89. 90. static void 91. mk_mplayer_armor(mon, range1, range2) 92. struct monst *mon; 93. int range1, range2; 94. { 95. struct obj *obj; 96. 97. obj = mksobj(rnd_class(range1, range2), FALSE, FALSE); 98. if (!rn2(3)) obj->oerodeproof = 1; 99. if (!rn2(3)) curse(obj); 100. if (!rn2(3)) bless(obj); 101. /* Most players who get to the endgame who have cursed equipment 102. * have it because the wizard or other monsters cursed it, so its 103. * chances of having plusses is the same as usual.... 104. */ 105. obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3); 106. mpickobj(mon, obj); 107. } 108. 109. struct monst * 110. mk_mplayer(ptr, x, y, special) 111. register struct permonst *ptr; 112. xchar x, y; 113. register boolean special; 114. { 115. register struct monst *mtmp; 116. char nam[PL_NSIZ]; 117. 118. if(!is_mplayer(ptr)) 119. return((struct monst *)0); 120. 121. if(MON_AT(x, y)) 122. rloc(m_at(x, y)); /* insurance */ 123. 124. if(!In_endgame(&u.uz)) special = FALSE; 125. 126. if ((mtmp = makemon(ptr, x, y)) != 0) { 127. int weapon, quan; 128. struct obj *otmp; 129. 130. mtmp->m_lev = (special ? rn1(8,12) : rnd(16)); 131. mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) + 132. (special ? (30 + rnd(30)) : 30); 133. if(special) { 134. get_mplname(mtmp, nam); 135. mtmp = christen_monst(mtmp, nam); 136. /* that's why they are "stuck" in the endgame :-) */ 137. (void)mongets(mtmp, FAKE_AMULET_OF_YENDOR); 138. } 139. mtmp->mpeaceful = 0; 140. set_malign(mtmp); /* peaceful may have changed again */ 141. 142. switch(monsndx(ptr)) { 143. case PM_ARCHEOLOGIST: 144. weapon = BULLWHIP; 145. break; 146. case PM_BARBARIAN: 147. weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE; 148. break; 149. case PM_CAVEMAN: 150. case PM_CAVEWOMAN: 151. weapon = CLUB; 152. break; 153. case PM_ELF: 154. weapon = ELVEN_SHORT_SWORD; 155. break; 156. case PM_HEALER: 157. weapon = SCALPEL; 158. break; 159. case PM_KNIGHT: 160. weapon = LONG_SWORD; 161. break; 162. case PM_PRIEST: 163. case PM_PRIESTESS: 164. weapon = MACE; 165. break; 166. case PM_ROGUE: 167. weapon = SHORT_SWORD; 168. break; 169. case PM_SAMURAI: 170. weapon = KATANA; 171. break; 172. #ifdef TOURIST 173. case PM_TOURIST: 174. weapon = 0; 175. break; 176. #endif 177. case PM_VALKYRIE: 178. weapon = LONG_SWORD; 179. break; 180. case PM_WIZARD: 181. weapon = ATHAME; 182. break; 183. default: impossible("bad mplayer monster"); 184. weapon = 0; 185. break; 186. } 187. if (rn2(2) && weapon) 188. otmp = mksobj(weapon, TRUE, FALSE); 189. else 190. otmp = mksobj(rn2(2) ? LONG_SWORD : 191. rnd_class(SPEAR, BULLWHIP), TRUE, FALSE); 192. otmp->spe = (special ? rn1(5,4) : rn2(4)); 193. if (!rn2(3)) otmp->oerodeproof = 1; 194. else if (!rn2(2)) otmp->greased = 1; 195. if (special && rn2(2)) 196. otmp = mk_artifact(otmp, A_NONE); 197. mpickobj(mtmp, otmp); 198. 199. if(special) { 200. if (!rn2(10)) 201. (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE); 202. if (rn2(8)) 203. mk_mplayer_armor(mtmp, ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY); 204. if (!rn2(3)) 205. mk_mplayer_armor(mtmp, GRAY_DRAGON_SCALE_MAIL, 206. YELLOW_DRAGON_SCALE_MAIL); 207. else if (rn2(15)) 208. mk_mplayer_armor(mtmp, PLATE_MAIL, CHAIN_MAIL); 209. if (rn2(8)) 210. mk_mplayer_armor(mtmp, ELVEN_SHIELD, 211. SHIELD_OF_REFLECTION); 212. if (rn2(8)) 213. mk_mplayer_armor(mtmp, LEATHER_GLOVES, 214. GAUNTLETS_OF_DEXTERITY); 215. if (rn2(8)) 216. mk_mplayer_armor(mtmp, LOW_BOOTS, LEVITATION_BOOTS); 217. m_dowear(mtmp, TRUE); 218. 219. quan = rn2(3) ? rn2(3) : rn2(16); 220. while(quan--) 221. (void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE)); 222. /* To get the gold "right" would mean a player can double his */ 223. /* gold supply by killing one mplayer. Not good. */ 224. mtmp->mgold = rn2(1000); 225. quan = rn2(10); 226. while(quan--) 227. mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE)); 228. } 229. quan = rnd(3); 230. while(quan--) 231. (void)mongets(mtmp, rnd_offensive_item(mtmp)); 232. quan = rnd(3); 233. while(quan--) 234. (void)mongets(mtmp, rnd_defensive_item(mtmp)); 235. quan = rnd(3); 236. while(quan--) 237. (void)mongets(mtmp, rnd_misc_item(mtmp)); 238. } 239. 240. return(mtmp); 241. } 242. 243. /* create the indicated number (num) of monster-players, 244. * randomly chosen, and in randomly chosen (free) locations 245. * on the level. If "special", the size of num should not 246. * be bigger than the number of _non-repeated_ names in the 247. * developers array, otherwise a bunch of Adams and Eves will 248. * fill up the overflow. 249. */ 250. void 251. create_mplayers(num, special) 252. register int num; 253. boolean special; 254. { 255. register int pm, x, y; 256. 257. while(num) { 258. int tryct = 0; 259. 260. /* roll for character class */ 261. pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1); 262. 263. /* roll for an available location */ 264. do { 265. x = rn1(COLNO-4, 2); 266. y = rnd(ROWNO-2); 267. } while(!goodpos(x, y, (struct monst *)0, &mons[pm]) || 268. tryct++ >= 50); 269. 270. /* if pos not found in 50 tries, don't bother to continue */ 271. if(tryct > 50) return; 272. 273. (void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special); 274. num--; 275. } 276. } 277. 278. void 279. mplayer_talk(mtmp) 280. register struct monst *mtmp; 281. { 282. static const char *same_class_msg[3] = { 283. "I can't win, and neither will you!", 284. "You don't deserve to win!", 285. "Mine should be the honor, not yours!", 286. }, *other_class_msg[3] = { 287. "The low-life wants to talk, eh?", 288. "Fight, scum!", 289. "Here is what I have to say!", 290. }; 291. 292. if(mtmp->mpeaceful) return; /* will drop to humanoid talk */ 293. 294. pline("Talk? -- %s", u.role == highc(*mtmp->data->mname) ? 295. same_class_msg[rn2(3)] : other_class_msg[rn2(3)]); 296. } 297. 298. /*mplayer.c*/