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makemon.c
4375 lines (4120 loc) · 158 KB
/
makemon.c
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/* NetHack 3.6 makemon.c $NHDT-Date: 1574722863 2019/11/25 23:01:03 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.142 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include <ctype.h>
/* this assumes that a human quest leader or nemesis is an archetype
of the corresponding role; that isn't so for some roles (tourist
for instance) but is for the priests and monks we use it for... */
#define quest_mon_represents_role(mptr, role_pm) \
(mptr->mlet == S_HUMAN && Role_if(role_pm) \
&& (mptr->msound == MS_LEADER || mptr->msound == MS_NEMESIS))
STATIC_DCL boolean FDECL(uncommon, (int));
STATIC_DCL int FDECL(align_shift, (struct permonst *));
STATIC_DCL boolean FDECL(mk_gen_ok, (int, int, int));
STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
STATIC_DCL void FDECL(m_initgrp, (struct monst *, int, int, int, int));
STATIC_DCL void FDECL(m_initthrow, (struct monst *, int, int));
STATIC_DCL void FDECL(m_initweap, (struct monst *));
STATIC_DCL void FDECL(m_initinv, (struct monst *));
STATIC_DCL boolean FDECL(makemon_rnd_goodpos, (struct monst *,
unsigned, coord *));
#define m_initsgrp(mtmp, x, y, mmf) m_initgrp(mtmp, x, y, 3, mmf)
#define m_initlgrp(mtmp, x, y, mmf) m_initgrp(mtmp, x, y, 10, mmf)
boolean
is_home_elemental(ptr)
struct permonst *ptr;
{
if (ptr->mlet == S_ELEMENTAL)
switch (monsndx(ptr)) {
case PM_AIR_ELEMENTAL:
return Is_airlevel(&u.uz);
case PM_FIRE_ELEMENTAL:
return Is_firelevel(&u.uz);
case PM_EARTH_ELEMENTAL:
return Is_earthlevel(&u.uz);
case PM_WATER_ELEMENTAL:
return Is_waterlevel(&u.uz);
}
return FALSE;
}
/*
* Return true if the given monster cannot exist on this elemental level.
*/
STATIC_OVL boolean
wrong_elem_type(ptr)
struct permonst *ptr;
{
if (ptr->mlet == S_ELEMENTAL) {
return (boolean) !is_home_elemental(ptr);
} else if (Is_earthlevel(&u.uz)) {
/* no restrictions? */
} else if (Is_waterlevel(&u.uz)) {
/* just monsters that can swim */
if (!is_swimmer(ptr))
return TRUE;
} else if (Is_firelevel(&u.uz)) {
if (!pm_resistance(ptr, MR_FIRE))
return TRUE;
} else if (Is_airlevel(&u.uz)) {
if (!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
&& !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
return TRUE;
}
return FALSE;
}
/* make a group just like mtmp */
STATIC_OVL void
m_initgrp(mtmp, x, y, n, mmflags)
struct monst *mtmp;
int x, y, n, mmflags;
{
coord mm;
register int cnt = rnd(n);
struct monst *mon;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
/* There is an unresolved problem with several people finding that
* the game hangs eating CPU; if interrupted and restored, the level
* will be filled with monsters. Of those reports giving system type,
* there were two DG/UX and two HP-UX, all using gcc as the compiler.
* hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the
* problem went away for him and another reporter-to-newsgroup
* after adding this debugging code. This has almost got to be a
* compiler bug, but until somebody tracks it down and gets it fixed,
* might as well go with the "but it went away when I tried to find
* it" code.
*/
int cnttmp, cntdiv;
cnttmp = cnt;
debugpline4("init group call <%d,%d>, n=%d, cnt=%d.", x, y, n, cnt);
cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1);
#endif
/* Tuning: cut down on swarming at low character levels [mrs] */
cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
if (cnt != (cnttmp / cntdiv)) {
pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,
(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1, cnttmp, cntdiv);
}
#endif
if (!cnt)
cnt++;
#if defined(__GNUC__) && (defined(HPUX) || defined(DGUX))
if (cnt < 0)
cnt = 1;
if (cnt > 10)
cnt = 10;
#endif
mm.x = x;
mm.y = y;
while (cnt--) {
if (peace_minded(mtmp))
continue;
/* Don't create groups of peaceful monsters since they'll get
* in our way. If the monster has a percentage chance so some
* are peaceful and some are not, the result will just be a
* smaller group.
*/
if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
mon = makemon(mtmp->data, mm.x, mm.y, (mmflags | MM_NOGRP));
if (mon) {
mon->mpeaceful = FALSE;
mon->mavenge = 0;
set_malign(mon);
/* Undo the second peace_minded() check in makemon(); if the
* monster turned out to be peaceful the first time we
* didn't create it at all; we don't want a second check.
*/
}
}
}
}
STATIC_OVL
void
m_initthrow(mtmp, otyp, oquan)
struct monst *mtmp;
int otyp, oquan;
{
register struct obj *otmp;
otmp = mksobj(otyp, TRUE, FALSE);
otmp->quan = (long) rn1(oquan, 3);
otmp->owt = weight(otmp);
if (otyp == ORCISH_ARROW) {
otmp->opoisoned = TRUE;
if (mtmp->data == &mons[PM_MEDUSA]) {
bless(otmp);
maybe_erodeproof(otmp, 1);
otmp->spe = rn2(3) + 3;
}
}
(void) mpickobj(mtmp, otmp);
}
struct trobj {
short trotyp;
schar trspe;
char trclass;
Bitfield(trquan, 6);
Bitfield(trbless, 2);
};
#define UNDEF_TYP 0
#define UNDEF_SPE '\177'
#define RND_SPE 1
#define UNDEF_BLESS 2
#define CURSED 3
extern struct trobj Archeologist[];
extern struct trobj Barbarian[];
extern struct trobj Cave_man[];
extern struct trobj Convict[];
extern struct trobj Druid[];
extern struct trobj Healer[];
extern struct trobj Knight[];
extern struct trobj Elven_Knight[];
extern struct trobj Dwarvish_Knight[];
extern struct trobj Orcish_Knight[];
extern struct trobj Monk[];
extern struct trobj Priest[];
extern struct trobj Ranger[];
extern struct trobj Rogue[];
extern struct trobj Drow_Rogue[];
extern struct trobj Samurai[];
extern struct trobj Tourist[];
extern struct trobj Valkyrie[];
extern struct trobj Wizard[];
extern struct trobj Tinopener[];
extern struct trobj Lamp[];
extern struct trobj Blindfold[];
extern struct trobj Xtra_food[];
extern struct trobj Leash[];
extern struct trobj Towel[];
extern struct trobj Wishing[];
extern struct trobj Money[];
extern struct trobj Pickaxe[];
/* We can't set up an external struct for an actual
* Infidel's starting inventory, as they start with
* the _actual_ Amulet of Yendor. We'll set up a
* struct here specifically for player monster
* Infidel's, who are perpetually stuck with a cheap
* imitation of said amulet. */
struct trobj subInfidel[] = {
{ FAKE_AMULET_OF_YENDOR, 0, AMULET_CLASS, 1, 0 },
{ DAGGER, 1, WEAPON_CLASS, 1, 0 },
{ JACKET, 1, ARMOR_CLASS, 1, CURSED },
{ CLOAK_OF_PROTECTION, 0, ARMOR_CLASS, 1, CURSED },
{ POT_WATER, 0, POTION_CLASS, 3, CURSED },
{ SCR_CHARGING, 0, SCROLL_CLASS, 1, 0 },
{ SPE_DRAIN_LIFE, 0, SPBOOK_CLASS, 1, 0 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 0 },
{ FIRE_HORN, UNDEF_SPE, TOOL_CLASS, 1, 0 },
{ OILSKIN_SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
/* Specialized structs for centaurian player monsters */
struct trobj Level10KitCentaur1[] = {
{ ARMOR, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ HELMET, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ CLOAK, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GAUNTLETS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level10KitCentaur2[] = {
{ STUDDED_ARMOR, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ ELVEN_HELM, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ ELVEN_CLOAK, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GLOVES, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20KitCentaur1[] = {
{ CHAIN_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_POWER, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_MAGIC_RESISTANCE, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_SPEED, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20KitCentaur2[] = {
{ SPLINT_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_DEXTERITY, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_DISPLACEMENT, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_TELEPATHY, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
/* end centaur structs */
/* Specialized structs for giant player monsters */
struct trobj giantBarbarian[] = {
{ TWO_HANDED_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj giantCave_man[] = {
{ CLUB, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SLING, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ FLINT, 0, GEM_CLASS, 15, UNDEF_BLESS }, /* trquan is overridden below */
{ SLING_BULLET, 0, GEM_CLASS, 1, UNDEF_BLESS },
{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj giantMonk[] = {
{ GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HIGH_BOOTS, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ POT_HEALING, 0, POTION_CLASS, 3, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ APPLE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ ORANGE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj giantPriest[] = {
{ MACE, 1, WEAPON_CLASS, 1, 1 },
{ HIGH_BOOTS, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_WATER, 0, POTION_CLASS, 4, 1 }, /* holy water */
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 2, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj giantSamurai[] = {
{ KATANA, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* wakizashi */
{ YUMI, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ YA, 0, WEAPON_CLASS, 25, UNDEF_BLESS }, /* variable quan */
{ LARGE_SPLINT_MAIL, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj giantWizard[] = {
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 },
{ AMULET_OF_MAGIC_RESISTANCE, 0, AMULET_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
{ SPE_FORCE_BOLT, 0, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj giantInfidel[] = {
{ FAKE_AMULET_OF_YENDOR, 0, AMULET_CLASS, 1, 0 },
{ DAGGER, 1, WEAPON_CLASS, 1, 0 },
{ LOW_BOOTS, 1, ARMOR_CLASS, 1, CURSED },
{ GAUNTLETS_OF_PROTECTION, 0, ARMOR_CLASS, 1, CURSED },
{ POT_WATER, 0, POTION_CLASS, 3, CURSED },
{ SCR_CHARGING, 0, SCROLL_CLASS, 1, 0 },
{ SPE_DRAIN_LIFE, 0, SPBOOK_CLASS, 1, 0 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 0 },
{ FIRE_HORN, UNDEF_SPE, TOOL_CLASS, 1, 0 },
{ OILSKIN_SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level10KitGiant[] = {
{ HELMET, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ HIGH_BOOTS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GAUNTLETS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20KitGiant[] = {
{ GAUNTLETS_OF_PROTECTION, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ WATER_WALKING_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_SPEED, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
/* end giant structs */
/* Specialized structs for tortle player monsters */
struct trobj tortleArcheologist[] = {
/* if adventure has a name... idea from tan@uvm-gen */
{ BULLWHIP, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
{ GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FEDORA, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ PICK_AXE, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TINNING_KIT, UNDEF_SPE, TOOL_CLASS, 1, UNDEF_BLESS },
{ TOUCHSTONE, 0, GEM_CLASS, 1, 0 },
{ SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortleBarbarian[] = {
{ TRIDENT, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ AXE, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ TOQUE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortleDruid[] = {
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ BRACERS, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ TOQUE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ EUCALYPTUS_LEAF, 0, FOOD_CLASS, 1, 0 },
{ MISTLETOE, 0, FOOD_CLASS, 1, 0 },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 2, UNDEF_BLESS },
{ SPE_DRUID_TEST, 0, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
{ SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortleMonk[] = {
{ GLOVES, 2, ARMOR_CLASS, 1, UNDEF_BLESS },
{ TOQUE, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 1, UNDEF_BLESS },
{ POT_HEALING, 0, POTION_CLASS, 3, UNDEF_BLESS },
{ FOOD_RATION, 0, FOOD_CLASS, 3, 0 },
{ APPLE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ ORANGE, 0, FOOD_CLASS, 5, UNDEF_BLESS },
{ FORTUNE_COOKIE, 0, FOOD_CLASS, 3, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortlePriest[] = {
{ MACE, 1, WEAPON_CLASS, 1, 1 },
{ TOQUE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_WATER, 0, POTION_CLASS, 4, 1 }, /* holy water */
{ CLOVE_OF_GARLIC, 0, FOOD_CLASS, 1, 0 },
{ SPRIG_OF_WOLFSBANE, 0, FOOD_CLASS, 1, 0 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 2, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortleSamurai[] = {
{ KATANA, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ SHORT_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS }, /* wakizashi */
{ YUMI, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
{ YA, 0, WEAPON_CLASS, 25, UNDEF_BLESS }, /* variable quan */
{ TOQUE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortleTourist[] = {
{ DART, 2, WEAPON_CLASS, 25, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, FOOD_CLASS, 10, 0 },
{ POT_EXTRA_HEALING, 0, POTION_CLASS, 2, UNDEF_BLESS },
{ SCR_MAGIC_MAPPING, 0, SCROLL_CLASS, 4, UNDEF_BLESS },
{ TOQUE, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ EXPENSIVE_CAMERA, UNDEF_SPE, TOOL_CLASS, 1, 0 },
{ CREDIT_CARD, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};
struct trobj tortleWizard[] = {
{ QUARTERSTAFF, 1, WEAPON_CLASS, 1, 1 },
{ GLOVES, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ AMULET_OF_MAGIC_RESISTANCE, 0, AMULET_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, WAND_CLASS, 1, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, RING_CLASS, 2, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, POTION_CLASS, 3, UNDEF_BLESS },
{ UNDEF_TYP, UNDEF_SPE, SCROLL_CLASS, 3, UNDEF_BLESS },
{ SPE_FORCE_BOLT, 0, SPBOOK_CLASS, 1, 1 },
{ UNDEF_TYP, UNDEF_SPE, SPBOOK_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level10KitTortle[] = {
{ TOQUE, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ SMALL_SHIELD, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GLOVES, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20KitTortle[] = {
{ GAUNTLETS_OF_PROTECTION, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ SHIELD_OF_REFLECTION, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ ELVEN_HELM, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
/* end tortle structs */
/* Specialized structs for monk player monsters */
struct trobj Level10KitMonk1[] = {
{ HELMET, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GAUNTLETS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level10KitMonk2[] = {
{ ELVEN_HELM, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GLOVES, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20KitMonk1[] = {
{ GAUNTLETS_OF_POWER, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_TELEPATHY, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20KitMonk2[] = {
{ GAUNTLETS_OF_DEXTERITY, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_BRILLIANCE, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
/* end monk structs */
struct trobj Level20Kit1[] = {
{ RING_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_POWER, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_MAGIC_RESISTANCE, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ SPEED_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_TELEPATHY, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit2[] = {
{ BANDED_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_DEXTERITY, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ JUMPING_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ ROBE, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_BRILLIANCE, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit3[] = {
{ SPLINT_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GLOVES, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ WATER_WALKING_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_PROTECTION, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_SPEED, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit4[] = {
{ PLATE_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ WATER_WALKING_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_DISPLACEMENT, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_BRILLIANCE, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit5[] = {
{ CHAIN_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_PROTECTION, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ KICKING_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ ALCHEMY_SMOCK, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_SPEED, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit6[] = {
{ SCALE_MAIL, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_DEXTERITY, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HIGH_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ OILSKIN_CLOAK, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ HELM_OF_TELEPATHY, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit7[] = {
{ ARMOR, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_DEXTERITY, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ JUMPING_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_MAGIC_RESISTANCE, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CORNUTHAUM, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level20Kit8[] = {
{ STUDDED_ARMOR, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ GAUNTLETS_OF_POWER, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ SPEED_BOOTS, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ CLOAK_OF_INVISIBILITY, (4 | RND_SPE), ARMOR_CLASS, 1, 1 },
{ ELVEN_HELM, (4 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level10Kit1[] = {
{ ARMOR, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ HELMET, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ HIGH_BOOTS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GAUNTLETS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
struct trobj Level10Kit2[] = {
{ STUDDED_ARMOR, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ ELVEN_HELM, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ LOW_BOOTS, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ GLOVES, (2 | RND_SPE), ARMOR_CLASS, 1, UNDEF_BLESS },
{ 0, 0, 0, 0, 0 }
};
#define B_MAJOR 0 /* two-handed sword or battle-axe */
#define B_MINOR 1 /* matched with axe or short sword */
#define C_AMMO 2
#define D_MAJOR 0 /* quarterstaff or scimitar */
#define M_BOOK 2
#define RAN_BOW 1
#define RAN_TWO_ARROWS 2
#define RAN_ZERO_ARROWS 3
#define R_DAGGERS 1
#define R_DEBOLTS 2
#define S_ARROWS 3
#define T_DARTS 0
#define W_MULTSTART 2
#define W_MULTEND 6
struct inv_sub { short race_pm, item_otyp, subs_otyp; };
extern struct inv_sub inv_subs[];
extern int FDECL(isqrt, (int));
STATIC_OVL void
ini_mon_inv(mtmp, origtrop, chance)
register struct monst *mtmp;
register struct trobj *origtrop;
unsigned short chance;
{
struct obj *obj;
struct trobj temptrop;
register struct trobj *trop = &temptrop;
int otyp;
memcpy(&temptrop, origtrop, sizeof(struct trobj));
while (origtrop->trclass) {
if ((chance <= 0) || !rn2(chance)) {
otyp = (int) trop->trotyp;
if (otyp != UNDEF_TYP) {
obj = mksobj(otyp, TRUE, FALSE);
} else { /* UNDEF_TYP */
static NEARDATA short nocreate = STRANGE_OBJECT;
static NEARDATA short nocreate2 = STRANGE_OBJECT;
static NEARDATA short nocreate3 = STRANGE_OBJECT;
static NEARDATA short nocreate4 = STRANGE_OBJECT;
/*
* For random objects, do not create certain overly powerful
* items: wand of wishing, ring of levitation, or the
* polymorph/polymorph control combination. Specific objects,
* i.e. the discovery wishing, are still OK.
* Also, don't get a couple of really useless items. (Note:
* punishment isn't "useless". Some players who start out with
* one will immediately read it and use the iron ball as a
* weapon.)
*/
obj = mkobj(trop->trclass, FALSE);
otyp = obj->otyp;
while (otyp == WAN_WISHING || otyp == nocreate
|| otyp == nocreate2 || otyp == nocreate3
|| otyp == nocreate4 || otyp == RIN_LEVITATION
/* 'useless' items */
|| otyp == POT_HALLUCINATION
|| otyp == POT_ACID
|| otyp == SCR_AMNESIA
|| otyp == SCR_FIRE
|| otyp == SCR_BLANK_PAPER
|| otyp == SPE_BLANK_PAPER
|| otyp == RIN_AGGRAVATE_MONSTER
|| otyp == RIN_HUNGER
|| otyp == WAN_NOTHING
|| (otyp == SCR_ENCHANT_WEAPON
&& mtmp->mnum == PM_MONK)
|| (otyp == SPE_FORCE_BOLT
&& mtmp->mnum == PM_WIZARD)
|| (otyp == SPE_DRUID_TEST
&& mtmp->mnum == PM_DRUID)
|| (otyp == SPE_DRAIN_LIFE
&& mtmp->mnum == PM_INFIDEL)
|| (obj->oclass == SPBOOK_CLASS
&& objects[otyp].oc_level > 3)) {
dealloc_obj(obj);
obj = mkobj(trop->trclass, FALSE);
otyp = obj->otyp;
}
if (objects[otyp].oc_charged && obj->spe <= 0)
obj->spe = rne(3);
/* Heavily relies on the fact that 1) we create wands
* before rings, 2) that we create rings before
* spellbooks, and that 3) not more than 1 object of a
* particular symbol is to be prohibited. (For more
* objects, we need more nocreate variables...)
*/
switch (otyp) {
case WAN_POLYMORPH:
case RIN_POLYMORPH:
case POT_POLYMORPH:
nocreate = RIN_POLYMORPH_CONTROL;
break;
case RIN_POLYMORPH_CONTROL:
nocreate = RIN_POLYMORPH;
nocreate2 = SPE_POLYMORPH;
nocreate3 = POT_POLYMORPH;
}
/* Don't have 2 of the same ring or spellbook */
if (obj->oclass == RING_CLASS
|| obj->oclass == SPBOOK_CLASS)
nocreate4 = otyp;
}
if (trop->trclass == COIN_CLASS) {
/* no "blessed" or "identified" money */
obj->quan = trop->trquan;
trop->trquan = 1;
} else {
obj->cursed = (trop->trbless == CURSED);
if (obj->opoisoned && mon_aligntyp(mtmp) > A_CHAOTIC)
obj->opoisoned = 0;
if (obj->otainted)
obj->otainted = 0;
if (obj->oclass == WEAPON_CLASS
|| obj->oclass == TOOL_CLASS) {
obj->quan = (long) trop->trquan;
trop->trquan = 1;
} else if (obj->oclass == GEM_CLASS
&& is_graystone(obj) && obj->otyp != FLINT) {
obj->quan = 1L;
}
if (trop->trspe != UNDEF_SPE) {
obj->spe = (trop->trspe & ~RND_SPE);
if (trop->trspe & RND_SPE) {
obj->spe--;
obj->spe += rn2(3);
}
}
if (trop->trbless != UNDEF_BLESS)
obj->blessed = (trop->trbless == 1);
if (mtmp && mtmp->mnum == PM_INFIDEL
&& obj->oclass == ARMOR_CLASS
&& is_flammable(obj)) {
maybe_erodeproof(obj, 1);
}
if (mtmp && mtmp->mnum == PM_INFIDEL
&& (obj->oclass == WEAPON_CLASS
|| obj->oclass == ARMOR_CLASS
|| obj->otyp == POT_WATER)) {
obj->blessed = FALSE;
obj->cursed = TRUE;
}
if (obj->otyp == STRIPED_SHIRT) {
obj->blessed = FALSE;
obj->cursed = TRUE;
}
if ((obj->oclass == WEAPON_CLASS
|| obj->oclass == ARMOR_CLASS)
&& chance > 1) {
obj->spe = (obj->spe * rn2(chance)) / chance;
}
if (mtmp->m_lev > 19) {
if (obj->oclass == ARMOR_CLASS
&& objects[obj->otyp].oc_armcat == ARM_SUIT) {
obj->dragonscales = rnd_class(FIRST_DRAGON_SCALES,
LAST_DRAGON_SCALES - 1);
if (monsndx(mtmp->data) == PM_WIZARD) {
/* Wizards have a guaranteed cloak of magic resistance. */
obj->dragonscales = rnd_class(FIRST_DRAGON_SCALES + 1,
LAST_DRAGON_SCALES - 1);
}
}
}
}
/* defined after setting otyp+quan + blessedness */
obj->owt = weight(obj);
(void) mpickobj(mtmp, obj);
mon_wield_item(mtmp);
}
#if !defined(PYRAMID_BUG) && !defined(MAC)
if (--trop->trquan)
continue; /* make a similar object */
#else
if (trop->trquan) { /* check if zero first */
--trop->trquan;
if (trop->trquan)
continue; /* make a similar object */
}
#endif
origtrop++;
memcpy(&temptrop, origtrop, sizeof(struct trobj));
}
}
STATIC_OVL void
m_initweap(mtmp)
register struct monst *mtmp;
{
register struct permonst *ptr = mtmp->data;
register int mm = monsndx(ptr);
struct obj *otmp = mtmp->minvent;
int bias, w1, w2, randwand, quan;
if (Is_rogue_level(&u.uz))
return;
/* treat mplayers differently */
if (is_mplayer(ptr) && !In_endgame(&u.uz)) {
if (mtmp->m_lev > 1) {
if (mtmp->data == &mons[PM_MONK]) {
if (mtmp->m_lev > 10 || !rn2(15))
ini_mon_inv(mtmp, rn2(2) ? Level20KitMonk1
: Level20KitMonk2,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
ini_mon_inv(mtmp, rn2(2) ? Level10KitMonk1
: Level10KitMonk2,
(mtmp->m_lev >= 10) ? 1 : isqrt(13 - mtmp->m_lev));
} else if (racial_giant(mtmp)) {
if (mtmp->m_lev > 10 || !rn2(15))
ini_mon_inv(mtmp, Level20KitGiant,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
ini_mon_inv(mtmp, Level10KitGiant,
(mtmp->m_lev >= 10) ? 1 : isqrt(13 - mtmp->m_lev));
(void) mongets(mtmp, BOULDER);
} else if (racial_centaur(mtmp)) {
if (mtmp->m_lev > 10 || !rn2(15))
ini_mon_inv(mtmp, rn2(2) ? Level20KitCentaur1
: Level20KitCentaur2,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
ini_mon_inv(mtmp, rn2(2) ? Level10KitCentaur1
: Level10KitCentaur2,
(mtmp->m_lev >= 10) ? 1 : isqrt(13 - mtmp->m_lev));
} else if (racial_tortle(mtmp)) {
if (mtmp->m_lev > 10 || !rn2(15))
ini_mon_inv(mtmp, Level20KitTortle,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
ini_mon_inv(mtmp, Level10KitTortle,
(mtmp->m_lev >= 10) ? 1 : isqrt(13 - mtmp->m_lev));
} else {
if (mtmp->m_lev > 10 || !rn2(15)) {
switch (rnd(4)) {
case 1:
ini_mon_inv(mtmp, rn2(2) ? Level20Kit1 : Level20Kit2,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
break;
case 2:
ini_mon_inv(mtmp, rn2(2) ? Level20Kit3 : Level20Kit4,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
break;
case 3:
ini_mon_inv(mtmp, rn2(2) ? Level20Kit5 : Level20Kit6,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
break;
case 4:
ini_mon_inv(mtmp, rn2(2) ? Level20Kit7 : Level20Kit8,
(mtmp->m_lev >= 20) ? 1 : isqrt(23 - mtmp->m_lev));
break;
}
}
ini_mon_inv(mtmp, rn2(2) ? Level10Kit1 : Level10Kit2,
(mtmp->m_lev >= 10) ? 1 : isqrt(13 - mtmp->m_lev));
}
}
switch (mtmp->mnum) {
case PM_ARCHEOLOGIST:
if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleArcheologist, 1);
else
ini_mon_inv(mtmp, Archeologist, 1);
if (!rn2(10))
ini_mon_inv(mtmp, Tinopener, 1);
else if (!rn2(4))
ini_mon_inv(mtmp, Lamp, 1);
mongets(mtmp, SKELETON_KEY);
break;
case PM_BARBARIAN:
if (rn2(100) >= 50) {
Barbarian[B_MAJOR].trotyp = BATTLE_AXE;
Barbarian[B_MINOR].trotyp = SHORT_SWORD;
}
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantBarbarian, 1);
else if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleBarbarian, 1);
else
ini_mon_inv(mtmp, Barbarian, 1);
ini_mon_inv(mtmp, Lamp, 6);
mongets(mtmp, SKELETON_KEY);
break;
case PM_CAVEMAN:
case PM_CAVEWOMAN:
Cave_man[C_AMMO].trquan = rn1(11, 10); /* 10..20 */
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantCave_man, 1);
else
ini_mon_inv(mtmp, Cave_man, 1);
break;
case PM_CONVICT:
ini_mon_inv(mtmp, Convict, 1);
mongets(mtmp, SKELETON_KEY);
if (!racial_drow(mtmp)) /* iron bad */
mongets(mtmp, GRAPPLING_HOOK);
break;
case PM_DRUID:
if (rn2(100) >= 50)
Druid[D_MAJOR].trotyp = SCIMITAR;
if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleDruid, 1);
else
ini_mon_inv(mtmp, Druid, 1);
ini_mon_inv(mtmp, Lamp, 25);
mongets(mtmp, SKELETON_KEY);
break;
case PM_HEALER:
mkmonmoney(mtmp, (long) rn1(1000, 1001));
ini_mon_inv(mtmp, Healer, 1);
ini_mon_inv(mtmp, Lamp, 25);
mongets(mtmp, SKELETON_KEY);
break;
case PM_INFIDEL:
mkmonmoney(mtmp, (long) rn1(251, 250));
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantInfidel, 1);
else
ini_mon_inv(mtmp, subInfidel, 1);
mongets(mtmp, SKELETON_KEY);
break;
case PM_KNIGHT:
if (racial_elf(mtmp))
ini_mon_inv(mtmp, Elven_Knight, 1);
else if (racial_dwarf(mtmp))
ini_mon_inv(mtmp, Dwarvish_Knight, 1);
else if (racial_orc(mtmp))
ini_mon_inv(mtmp, Orcish_Knight, 1);
else
ini_mon_inv(mtmp, Knight, 1);
mongets(mtmp, SKELETON_KEY);
break;
case PM_MONK:
switch (rn2(90) / 30) {
case 0: Monk[M_BOOK].trotyp = SPE_HEALING;
break;
case 1: Monk[M_BOOK].trotyp = SPE_PROTECTION;
break;
case 2: Monk[M_BOOK].trotyp = SPE_SLEEP;
break;
}
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantMonk, 1);
else if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleMonk, 1);
else
ini_mon_inv(mtmp, Monk, 1);
ini_mon_inv(mtmp, Lamp, 10);
mongets(mtmp, SKELETON_KEY);
break;
case PM_PRIEST:
case PM_PRIESTESS:
mkmonmoney(mtmp, (long) rn1(10, 20));
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantPriest, 1);
else if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortlePriest, 1);
else
ini_mon_inv(mtmp, Priest, 1);
if (!racial_drow(mtmp)) /* light bad */
ini_mon_inv(mtmp, Lamp, 10);
mongets(mtmp, SKELETON_KEY);
break;
case PM_RANGER:
Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
ini_mon_inv(mtmp, Ranger, 1);
mongets(mtmp, SKELETON_KEY);
break;
case PM_ROGUE:
mkmonmoney(mtmp, (long) rn1(1000, 500));
if (racial_drow(mtmp))
Drow_Rogue[R_DEBOLTS].trquan = rn1(20, 26);
else
Rogue[R_DAGGERS].trquan = rn1(10, 6);
if (racial_drow(mtmp))
ini_mon_inv(mtmp, Drow_Rogue, 1);
else
ini_mon_inv(mtmp, Rogue, 1);
ini_mon_inv(mtmp, Blindfold, 5);
break;
case PM_SAMURAI:
Samurai[S_ARROWS].trquan = rn1(20, 26);
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantSamurai, 1);
else if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleSamurai, 1);
else
ini_mon_inv(mtmp, Samurai, 1);
ini_mon_inv(mtmp, Blindfold, 5);
mongets(mtmp, SKELETON_KEY);
break;
case PM_TOURIST:
Tourist[T_DARTS].trquan = rn1(20, 21);
mkmonmoney(mtmp, (long) rn1(1000, 1001));
if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleTourist, 1);
else
ini_mon_inv(mtmp, Tourist, 1);
if (!rn2(25))
ini_mon_inv(mtmp, Tinopener, 1);
else if (!rn2(25))
ini_mon_inv(mtmp, Leash, 1);
else if (!rn2(25))
ini_mon_inv(mtmp, Towel, 1);
break;
case PM_VALKYRIE:
ini_mon_inv(mtmp, Valkyrie, 1);
ini_mon_inv(mtmp, Lamp, 6);
mongets(mtmp, SKELETON_KEY);
break;
case PM_WIZARD:
if (racial_giant(mtmp))
ini_mon_inv(mtmp, giantWizard, 1);
else if (racial_tortle(mtmp))
ini_mon_inv(mtmp, tortleWizard, 1);
else
ini_mon_inv(mtmp, Wizard, 1);
ini_mon_inv(mtmp, Blindfold, 5);
mongets(mtmp, SKELETON_KEY);