Source:NetHack 3.6.1/src/mplayer.c
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Below is the full text to mplayer.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mplayer.c#line123]], for example.
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/* NetHack 3.6 mplayer.c $NHDT-Date: 1458949461 2016/03/25 23:44:21 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.21 $ */
/* Copyright (c) Izchak Miller, 1992. */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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.
#include "hack.h"
STATIC_DCL const char *NDECL(dev_name);
STATIC_DCL void FDECL(get_mplname, (struct monst *, char *));
STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P));
/* These are the names of those who
* contributed to the development of NetHack 3.2/3.3/3.4/3.6.
*
* Keep in alphabetical order within teams.
* Same first name is entered once within each team.
*/
static const char *developers[] = {
/* devteam */
"Alex", "Dave", "Dean", "Derek", "Eric", "Izchak",
"Janet", "Jessie", "Ken", "Kevin", "Michael", "Mike",
"Pasi", "Pat", "Patric", "Paul", "Sean", "Steve",
"Timo", "Warwick",
/* PC team */
"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael",
"Mike", "Paul", "Stephen", "Steve", "Timo", "Yitzhak",
/* Amiga team */
"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf",
"Richard",
/* Mac team */
"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin",
"Wang",
/* Atari team */
"Eric", "Marvin", "Warwick",
/* NT team */
"Alex", "Dion", "Michael",
/* OS/2 team */
"Helge", "Ron", "Timo",
/* VMS team */
"Joshua", "Pat", ""
};
dev_name
/* return a randomly chosen developer name */
STATIC_OVL const char *
dev_name()
{
register int i, m = 0, n = SIZE(developers);
register struct monst *mtmp;
register boolean match;
do {
match = FALSE;
i = rn2(n);
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (!is_mplayer(mtmp->data))
continue;
if (!strncmp(developers[i], (has_mname(mtmp)) ? MNAME(mtmp) : "",
strlen(developers[i]))) {
match = TRUE;
break;
}
}
m++;
} while (match && m < 100); /* m for insurance */
if (match)
return (const char *) 0;
return (developers[i]);
}
get_mplname
STATIC_OVL void
get_mplname(mtmp, nam)
register struct monst *mtmp;
char *nam;
{
boolean fmlkind = is_female(mtmp->data);
const char *devnam;
devnam = dev_name();
if (!devnam)
Strcpy(nam, fmlkind ? "Eve" : "Adam");
else if (fmlkind && !!strcmp(devnam, "Janet"))
Strcpy(nam, rn2(2) ? "Maud" : "Eve");
else
Strcpy(nam, devnam);
if (fmlkind || !strcmp(nam, "Janet"))
mtmp->female = 1;
else
mtmp->female = 0;
Strcat(nam, " the ");
Strcat(nam, rank_of((int) mtmp->m_lev, monsndx(mtmp->data),
(boolean) mtmp->female));
}
mk_mplayer_armor
STATIC_OVL void
mk_mplayer_armor(mon, typ)
struct monst *mon;
short typ;
{
struct obj *obj;
if (typ == STRANGE_OBJECT)
return;
obj = mksobj(typ, FALSE, FALSE);
if (!rn2(3))
obj->oerodeproof = 1;
if (!rn2(3))
curse(obj);
if (!rn2(3))
bless(obj);
/* Most players who get to the endgame who have cursed equipment
* have it because the wizard or other monsters cursed it, so its
* chances of having plusses is the same as usual....
*/
obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4, 4)) : -rnd(3);
(void) mpickobj(mon, obj);
}
mk_mplayer
struct monst *
mk_mplayer(ptr, x, y, special)
register struct permonst *ptr;
xchar x, y;
register boolean special;
{
register struct monst *mtmp;
char nam[PL_NSIZ];
if (!is_mplayer(ptr))
return ((struct monst *) 0);
if (MON_AT(x, y))
(void) rloc(m_at(x, y), FALSE); /* insurance */
if (!In_endgame(&u.uz))
special = FALSE;
if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
short weapon, armor, cloak, helm, shield;
int quan;
struct obj *otmp;
mtmp->m_lev = (special ? rn1(16, 15) : rnd(16));
mtmp->mhp = mtmp->mhpmax = d((int) mtmp->m_lev, 10)
+ (special ? (30 + rnd(30)) : 30);
if (special) {
get_mplname(mtmp, nam);
mtmp = christen_monst(mtmp, nam);
/* that's why they are "stuck" in the endgame :-) */
(void) mongets(mtmp, FAKE_AMULET_OF_YENDOR);
}
mtmp->mpeaceful = 0;
set_malign(mtmp); /* peaceful may have changed again */
/* default equipment; much of it will be overridden below */
weapon = !rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
cloak = !rn2(8) ? STRANGE_OBJECT
: rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
helm = !rn2(8) ? STRANGE_OBJECT
: rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
shield = !rn2(8) ? STRANGE_OBJECT
: rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
switch (monsndx(ptr)) {
case PM_ARCHEOLOGIST:
if (rn2(2))
weapon = BULLWHIP;
break;
case PM_BARBARIAN:
if (rn2(2)) {
weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
shield = STRANGE_OBJECT;
}
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (helm == HELM_OF_BRILLIANCE)
helm = STRANGE_OBJECT;
break;
case PM_CAVEMAN:
case PM_CAVEWOMAN:
if (rn2(4))
weapon = MACE;
else if (rn2(2))
weapon = CLUB;
if (helm == HELM_OF_BRILLIANCE)
helm = STRANGE_OBJECT;
break;
case PM_HEALER:
if (rn2(4))
weapon = QUARTERSTAFF;
else if (rn2(2))
weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
if (rn2(4))
helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2))
shield = STRANGE_OBJECT;
break;
case PM_KNIGHT:
if (rn2(4))
weapon = LONG_SWORD;
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_MONK:
weapon = !rn2(3) ? SHURIKEN : STRANGE_OBJECT;
armor = STRANGE_OBJECT;
cloak = ROBE;
if (rn2(2))
shield = STRANGE_OBJECT;
break;
case PM_PRIEST:
case PM_PRIESTESS:
if (rn2(2))
weapon = MACE;
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (rn2(4))
cloak = ROBE;
if (rn2(4))
helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2))
shield = STRANGE_OBJECT;
break;
case PM_RANGER:
if (rn2(2))
weapon = ELVEN_DAGGER;
break;
case PM_ROGUE:
if (rn2(2))
weapon = rn2(2) ? SHORT_SWORD : ORCISH_DAGGER;
break;
case PM_SAMURAI:
if (rn2(2))
weapon = KATANA;
break;
case PM_TOURIST:
/* Defaults are just fine */
break;
case PM_VALKYRIE:
if (rn2(2))
weapon = WAR_HAMMER;
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_WIZARD:
if (rn2(4))
weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
if (rn2(2)) {
armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL
: SILVER_DRAGON_SCALE_MAIL;
cloak = CLOAK_OF_MAGIC_RESISTANCE;
}
if (rn2(4))
helm = HELM_OF_BRILLIANCE;
shield = STRANGE_OBJECT;
break;
default:
impossible("bad mplayer monster");
weapon = 0;
break;
}
if (weapon != STRANGE_OBJECT) {
otmp = mksobj(weapon, TRUE, FALSE);
otmp->spe = (special ? rn1(5, 4) : rn2(4));
if (!rn2(3))
otmp->oerodeproof = 1;
else if (!rn2(2))
otmp->greased = 1;
if (special && rn2(2))
otmp = mk_artifact(otmp, A_NONE);
/* usually increase stack size if stackable weapon */
if (objects[otmp->otyp].oc_merge && !otmp->oartifact)
otmp->quan += (long) rn2(is_spear(otmp) ? 4 : 8);
/* mplayers knew better than to overenchant Magicbane */
if (otmp->oartifact == ART_MAGICBANE)
otmp->spe = rnd(4);
(void) mpickobj(mtmp, otmp);
}
if (special) {
if (!rn2(10))
(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
mk_mplayer_armor(mtmp, armor);
mk_mplayer_armor(mtmp, cloak);
mk_mplayer_armor(mtmp, helm);
mk_mplayer_armor(mtmp, shield);
if (weapon == WAR_HAMMER) /* valkyrie: wimpy weapon or Mjollnir */
mk_mplayer_armor(mtmp, GAUNTLETS_OF_POWER);
else if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
GAUNTLETS_OF_DEXTERITY));
if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS,
LEVITATION_BOOTS));
m_dowear(mtmp, TRUE);
quan = rn2(3) ? rn2(3) : rn2(16);
while (quan--)
(void) mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
/* To get the gold "right" would mean a player can double his
gold supply by killing one mplayer. Not good. */
mkmonmoney(mtmp, rn2(1000));
quan = rn2(10);
while (quan--)
(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
}
quan = rnd(3);
while (quan--)
(void) mongets(mtmp, rnd_offensive_item(mtmp));
quan = rnd(3);
while (quan--)
(void) mongets(mtmp, rnd_defensive_item(mtmp));
quan = rnd(3);
while (quan--)
(void) mongets(mtmp, rnd_misc_item(mtmp));
}
return (mtmp);
}
create_mplayers
/* create the indicated number (num) of monster-players,
* randomly chosen, and in randomly chosen (free) locations
* on the level. If "special", the size of num should not
* be bigger than the number of _non-repeated_ names in the
* developers array, otherwise a bunch of Adams and Eves will
* fill up the overflow.
*/
void
create_mplayers(num, special)
register int num;
boolean special;
{
int pm, x, y;
struct monst fakemon;
fakemon = zeromonst;
while (num) {
int tryct = 0;
/* roll for character class */
pm = rn1(PM_WIZARD - PM_ARCHEOLOGIST + 1, PM_ARCHEOLOGIST);
set_mon_data(&fakemon, &mons[pm], -1);
/* roll for an available location */
do {
x = rn1(COLNO - 4, 2);
y = rnd(ROWNO - 2);
} while (!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
/* if pos not found in 50 tries, don't bother to continue */
if (tryct > 50)
return;
(void) mk_mplayer(&mons[pm], (xchar) x, (xchar) y, special);
num--;
}
}
mplayer_talk
void
mplayer_talk(mtmp)
register struct monst *mtmp;
{
static const char
*same_class_msg[3] = {
"I can't win, and neither will you!",
"You don't deserve to win!",
"Mine should be the honor, not yours!",
},
*other_class_msg[3] = {
"The low-life wants to talk, eh?",
"Fight, scum!",
"Here is what I have to say!",
};
if (mtmp->mpeaceful)
return; /* will drop to humanoid talk */
pline("Talk? -- %s", (mtmp->data == &mons[urole.malenum]
|| mtmp->data == &mons[urole.femalenum])
? same_class_msg[rn2(3)]
: other_class_msg[rn2(3)]);
}
/*mplayer.c*/