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/* SCCS Id: @(#)mplayer.c 3.4 1997/02/04 */
/* Copyright (c) Izchak Miller, 1992. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_DCL const char *NDECL(dev_name);
STATIC_DCL void FDECL(get_mplname, (struct monst *, char *));
STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P));
/* These are the names of those who
* contributed to the development of NetHack 3.2/3.3/3.4.
*
* Keep in alphabetical order within teams.
* Same first name is entered once within each team.
*/
static const char *developers[] = {
/* devteam */
"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
"Warwick",
/* PC team */
"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul",
"Stephen", "Steve", "Timo", "Yitzhak",
/* Amiga team */
"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf", "Richard",
/* Mac team */
"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang",
/* Atari team */
"Eric", "Marvin", "Warwick",
/* NT team */
"Alex", "Dion", "Michael",
/* OS/2 team */
"Helge", "Ron", "Timo",
/* VMS team */
"Joshua", "Pat",
""};
/* return a randomly chosen developer name */
STATIC_OVL const char *
dev_name()
{
register int i, m = 0, n = SIZE(developers);
register struct monst *mtmp;
register boolean match;
do {
match = FALSE;
i = rn2(n);
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(!is_mplayer(mtmp->data)) continue;
if(!strncmp(developers[i], NAME(mtmp),
strlen(developers[i]))) {
match = TRUE;
break;
}
}
m++;
} while (match && m < 100); /* m for insurance */
if (match) return (const char *)0;
return(developers[i]);
}
STATIC_OVL void
get_mplname(mtmp, nam)
register struct monst *mtmp;
char *nam;
{
boolean fmlkind = is_female(mtmp->data);
const char *devnam;
devnam = dev_name();
if (!devnam)
Strcpy(nam, fmlkind ? "Eve" : "Adam");
else if (fmlkind && !!strcmp(devnam, "Janet"))
Strcpy(nam, rn2(2) ? "Maud" : "Eve");
else Strcpy(nam, devnam);
if (fmlkind || !strcmp(nam, "Janet"))
mtmp->female = 1;
else
mtmp->female = 0;
Strcat(nam, " the ");
Strcat(nam, rank_of((int)mtmp->m_lev,
monsndx(mtmp->data),
(boolean)mtmp->female));
}
STATIC_OVL void
mk_mplayer_armor(mon, typ)
struct monst *mon;
short typ;
{
struct obj *obj;
if (typ == STRANGE_OBJECT) return;
obj = mksobj(typ, FALSE, FALSE);
if (!rn2(3)) obj->oerodeproof = 1;
if (!rn2(3)) curse(obj);
if (!rn2(3)) bless(obj);
/* Most players who get to the endgame who have cursed equipment
* have it because the wizard or other monsters cursed it, so its
* chances of having plusses is the same as usual....
*/
obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
(void) mpickobj(mon, obj);
}
struct monst *
mk_mplayer(ptr, x, y, special)
register struct permonst *ptr;
xchar x, y;
register boolean special;
{
register struct monst *mtmp;
char nam[PL_NSIZ];
if(!is_mplayer(ptr))
return((struct monst *)0);
if(MON_AT(x, y))
(void) rloc(m_at(x, y), FALSE); /* insurance */
if(!In_endgame(&u.uz)) special = FALSE;
if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
short cloak = !rn2(8) ? STRANGE_OBJECT :
rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
short helm = !rn2(8) ? STRANGE_OBJECT :
rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
short shield = !rn2(8) ? STRANGE_OBJECT :
rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
int quan;
struct obj *otmp;
mtmp->m_lev = (special ? rn1(16,15) : rnd(16));
mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
(special ? (30 + rnd(30)) : 30);
if(special) {
get_mplname(mtmp, nam);
mtmp = christen_monst(mtmp, nam);
/* that's why they are "stuck" in the endgame :-) */
(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
}
mtmp->mpeaceful = 0;
set_malign(mtmp); /* peaceful may have changed again */
switch(monsndx(ptr)) {
case PM_ARCHEOLOGIST:
if (rn2(2)) weapon = BULLWHIP;
break;
case PM_BARBARIAN:
if (rn2(2)) {
weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
shield = STRANGE_OBJECT;
}
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
break;
case PM_CAVEMAN:
case PM_CAVEWOMAN:
if (rn2(4)) weapon = MACE;
else if (rn2(2)) weapon = CLUB;
if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
break;
case PM_HEALER:
if (rn2(4)) weapon = QUARTERSTAFF;
else if (rn2(2)) weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_KNIGHT:
if (rn2(4)) weapon = LONG_SWORD;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_MONK:
weapon = STRANGE_OBJECT;
armor = STRANGE_OBJECT;
cloak = ROBE;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_PRIEST:
case PM_PRIESTESS:
if (rn2(2)) weapon = MACE;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (rn2(4)) cloak = ROBE;
if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_RANGER:
if (rn2(2)) weapon = ELVEN_DAGGER;
break;
case PM_ROGUE:
if (rn2(2)) weapon = SHORT_SWORD;
break;
case PM_SAMURAI:
if (rn2(2)) weapon = KATANA;
break;
#ifdef TOURIST
case PM_TOURIST:
/* Defaults are just fine */
break;
#endif
case PM_VALKYRIE:
if (rn2(2)) weapon = WAR_HAMMER;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_WIZARD:
if (rn2(4)) weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
if (rn2(2)) {
armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL :
SILVER_DRAGON_SCALE_MAIL;
cloak = CLOAK_OF_MAGIC_RESISTANCE;
}
if (rn2(4)) helm = HELM_OF_BRILLIANCE;
shield = STRANGE_OBJECT;
break;
default: impossible("bad mplayer monster");
weapon = 0;
break;
}
if (weapon != STRANGE_OBJECT) {
otmp = mksobj(weapon, TRUE, FALSE);
otmp->spe = (special ? rn1(5,4) : rn2(4));
if (!rn2(3)) otmp->oerodeproof = 1;
else if (!rn2(2)) otmp->greased = 1;
if (special && rn2(2))
otmp = mk_artifact(otmp, A_NONE);
/* mplayers knew better than to overenchant Magicbane */
if (otmp->oartifact == ART_MAGICBANE)
otmp->spe = rnd(4);
(void) mpickobj(mtmp, otmp);
}
if(special) {
if (!rn2(10))
(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
mk_mplayer_armor(mtmp, armor);
mk_mplayer_armor(mtmp, cloak);
mk_mplayer_armor(mtmp, helm);
mk_mplayer_armor(mtmp, shield);
if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
GAUNTLETS_OF_DEXTERITY));
if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS));
m_dowear(mtmp, TRUE);
quan = rn2(3) ? rn2(3) : rn2(16);
while(quan--)
(void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
/* To get the gold "right" would mean a player can double his */
/* gold supply by killing one mplayer. Not good. */
#ifndef GOLDOBJ
mtmp->mgold = rn2(1000);
#else
mkmonmoney(mtmp, rn2(1000));
#endif
quan = rn2(10);
while(quan--)
(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
}
quan = rnd(3);
while(quan--)
(void)mongets(mtmp, rnd_offensive_item(mtmp));
quan = rnd(3);
while(quan--)
(void)mongets(mtmp, rnd_defensive_item(mtmp));
quan = rnd(3);
while(quan--)
(void)mongets(mtmp, rnd_misc_item(mtmp));
}
return(mtmp);
}
/* create the indicated number (num) of monster-players,
* randomly chosen, and in randomly chosen (free) locations
* on the level. If "special", the size of num should not
* be bigger than the number of _non-repeated_ names in the
* developers array, otherwise a bunch of Adams and Eves will
* fill up the overflow.
*/
void
create_mplayers(num, special)
register int num;
boolean special;
{
int pm, x, y;
struct monst fakemon;
while(num) {
int tryct = 0;
/* roll for character class */
pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
fakemon.data = &mons[pm];
/* roll for an available location */
do {
x = rn1(COLNO-4, 2);
y = rnd(ROWNO-2);
} while(!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
/* if pos not found in 50 tries, don't bother to continue */
if(tryct > 50) return;
(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
num--;
}
}
void
mplayer_talk(mtmp)
register struct monst *mtmp;
{
static const char *same_class_msg[3] = {
"I can't win, and neither will you!",
"You don't deserve to win!",
"Mine should be the honor, not yours!",
}, *other_class_msg[3] = {
"The low-life wants to talk, eh?",
"Fight, scum!",
"Here is what I have to say!",
};
if(mtmp->mpeaceful) return; /* will drop to humanoid talk */
pline("Talk? -- %s",
(mtmp->data == &mons[urole.malenum] ||
mtmp->data == &mons[urole.femalenum]) ?
same_class_msg[rn2(3)] : other_class_msg[rn2(3)]);
}
/*mplayer.c*/