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*/