Source:NetHack 3.3.0/mplayer.c

Below is the full text to mplayer.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mplayer.c#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)mplayer.c	3.3	97/02/04	*/ 2.   /*	Copyright (c) Izchak Miller, 1992. */ 3.    /* NetHack may be freely redistributed. See license for details. */ 4.     5.    #include "hack.h"  6. 7.   STATIC_DCL const char *NDECL(dev_name); 8.   STATIC_DCL void FDECL(get_mplname, (struct monst *, char *)); 9.   STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P)); 10.   11.   /* These are the names of those who 12.   * contributed to the development of NetHack 3.2/3.3. 13.   *  14.    * Keep in alphabetical order within teams. 15.   * Same first name is entered once within each team. 16.   */  17.   static const char *developers[] = { 18.  	/* devteam */ 19.  	"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie", 20.  	"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo", 21.  	/* PC team */ 22.  	"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul", 23.  	"Stephen", "Steve", "Timo", "Yitzhak", 24.  	/* Amiga team */ 25.  	"Andy", "Gregg", "Keni", "Mike", "Olaf", "Richard", 26.  	/* Mac team */ 27.  	"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang", 28.  	/* Atari team */ 29.  	"Eric", "Warwick", 30.  	/* NT team */ 31.  	"Michael", 32.  	/* OS/2 team */ 33.  	"Helge", "Ron", "Timo", 34.  	/* VMS team */ 35.  	"Joshua", "Pat", 36.  	""};  37.    38.    39.   /* return a randomly chosen developer name */ 40.  STATIC_OVL const char * 41.  dev_name 42.  {  43.   	register int i, m = 0, n = SIZE(developers); 44.  	register struct monst *mtmp; 45.  	register boolean match; 46.   47.   	do { 48.  	    match = FALSE; 49.  	    i = rn2(n); 50.  	    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 51.  		if(!is_mplayer(mtmp->data)) continue; 52.  		if(!strncmp(developers[i], NAME(mtmp), 53.  			               strlen(developers[i]))) { 54.  		    match = TRUE; 55.  		    break; 56.  	        }  57.   	    }  58.   	    m++; 59.  	} while (match && m < 100); /* m for insurance */ 60.   61.   	if (match) return (const char *)0; 62.  	return(developers[i]); 63.  }  64.    65.   STATIC_OVL void 66.  get_mplname(mtmp, nam) 67.  register struct monst *mtmp; 68.  char *nam; 69.  {  70.   	boolean fmlkind = is_female(mtmp->data); 71.  	const char *devnam; 72.   73.   	devnam = dev_name; 74.  	if (!devnam) 75.  	    Strcpy(nam, fmlkind ? "Eve" : "Adam"); 76.  	else if (fmlkind && !!strcmp(devnam, "Janet")) 77.  	    Strcpy(nam, rn2(2) ? "Maud" : "Eve"); 78.  	else Strcpy(nam, devnam); 79.   80.   	if (fmlkind || !strcmp(nam, "Janet")) 81.  	    mtmp->female = 1; 82.  	else 83.  	    mtmp->female = 0; 84.  	Strcat(nam, " the "); 85.  	Strcat(nam, rank_of((int)mtmp->m_lev, 86.  			    monsndx(mtmp->data), 87.  			    (boolean)mtmp->female)); 88.  }  89.    90.   STATIC_OVL void 91.  mk_mplayer_armor(mon, typ) 92.  struct monst *mon; 93.  short typ; 94.  {  95.   	struct obj *obj; 96.   97.   	if (typ == STRANGE_OBJECT) return; 98.  	obj = mksobj(typ, FALSE, FALSE); 99.  	if (!rn2(3)) obj->oerodeproof = 1; 100. 	if (!rn2(3)) curse(obj); 101. 	if (!rn2(3)) bless(obj); 102. 	/* Most players who get to the endgame who have cursed equipment 103. 	 * have it because the wizard or other monsters cursed it, so its 104. 	 * chances of having plusses is the same as usual....  105. */ 106.  	obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3); 107. 	mpickobj(mon, obj); 108. }  109.   110.  struct monst * 111. mk_mplayer(ptr, x, y, special) 112. register struct permonst *ptr; 113. xchar x, y;  114. register boolean special; 115. {  116.  	register struct monst *mtmp; 117. 	char nam[PL_NSIZ]; 118.  119.  	if(!is_mplayer(ptr)) 120. 		return((struct monst *)0); 121.  122.  	if(MON_AT(x, y)) 123. 		rloc(m_at(x, y)); /* insurance */ 124.  125.  	if(!In_endgame(&u.uz)) special = FALSE; 126.  127.  	if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) { 128. 	    short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP); 129. 	    short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL); 130. 	    short cloak = !rn2(8) ? STRANGE_OBJECT : 131. 	    		rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT); 132. 	    short helm = !rn2(8) ? STRANGE_OBJECT : 133. 	    		rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY); 134. 	    short shield = !rn2(8) ? STRANGE_OBJECT : 135. 	    		rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION); 136. 	    int quan; 137. 	    struct obj *otmp; 138.  139.  	    mtmp->m_lev = (special ? rn1(16,15) : rnd(16)); 140. 	    mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) + 141. 					(special ? (30 + rnd(30)) : 30); 142. 	    if(special) { 143. 	        get_mplname(mtmp, nam); 144. 	        mtmp = christen_monst(mtmp, nam); 145. 		/* that's why they are "stuck" in the endgame :-) */  146.  		(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);  147.  	    }  148.  	    mtmp->mpeaceful = 0;  149.  	    set_malign(mtmp); /* peaceful may have changed again */  150.   151.  	    switch(monsndx(ptr)) {  152.  		case PM_ARCHEOLOGIST:  153.  		    if (rn2(2)) weapon = BULLWHIP;  154.  		    break;  155.  		case PM_BARBARIAN:  156.  		    if (rn2(2)) {  157.  		    	weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;  158.  		    	shield = STRANGE_OBJECT;  159.  		    }  160.  		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);  161.  		    if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;  162.  		    break;  163.  		case PM_CAVEMAN:  164.  		case PM_CAVEWOMAN:  165.  		    if (rn2(4)) weapon = MACE;  166.  		    else if (rn2(2)) weapon = CLUB;  167.  		    if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT; 168. 		    break; 169. 		case PM_HEALER: 170. 		    if (rn2(4)) weapon = QUARTERSTAFF; 171. 		    else if (rn2(2)) weapon = rn2(2) ? UNICORN_HORN : SCALPEL; 172. 		    if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY; 173. 		    if (rn2(2)) shield = STRANGE_OBJECT; 174. 		    break; 175. 		case PM_KNIGHT: 176. 		    if (rn2(4)) weapon = LONG_SWORD; 177. 		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 178. 		    break; 179. 		case PM_MONK: 180. 		    weapon = STRANGE_OBJECT; 181. 		    armor = STRANGE_OBJECT; 182. 		    cloak = ROBE; 183. 		    if (rn2(2)) shield = STRANGE_OBJECT; 184. 		    break; 185. 		case PM_PRIEST: 186. 		case PM_PRIESTESS: 187. 		    if (rn2(2)) weapon = MACE; 188. 		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 189. 		    if (rn2(4)) cloak = ROBE; 190. 		    if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY; 191. 		    if (rn2(2)) shield = STRANGE_OBJECT; 192. 		    break; 193. 		case PM_RANGER: 194. 		    if (rn2(2)) weapon = ELVEN_DAGGER; 195. 		    break; 196. 		case PM_ROGUE: 197. 		    if (rn2(2)) weapon = SHORT_SWORD; 198. 		    break; 199. 		case PM_SAMURAI: 200. 		    if (rn2(2)) weapon = KATANA; 201. 		    break; 202. #ifdef TOURIST 203. 		case PM_TOURIST: 204. 		    /* Defaults are just fine */ 205. 		    break; 206. #endif 207. 		case PM_VALKYRIE: 208. 		    if (rn2(2)) weapon = WAR_HAMMER; 209. 		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL); 210. 		    break; 211. 		case PM_WIZARD: 212. 		    if (rn2(4)) weapon = rn2(2) ? QUARTERSTAFF : ATHAME; 213. 		    if (rn2(2)) { 214. 		    	armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL : 215. 		    			SILVER_DRAGON_SCALE_MAIL; 216. 		    	cloak = CLOAK_OF_MAGIC_RESISTANCE; 217. 		    }  218.  		    if (rn2(4)) helm = HELM_OF_BRILLIANCE; 219. 		    shield = STRANGE_OBJECT; 220. 		    break; 221. 		default: impossible("bad mplayer monster"); 222. 		    weapon = 0; 223. 		    break; 224. 	    }  225.   226.  	    if (weapon != STRANGE_OBJECT) { 227. 			otmp = mksobj(weapon, TRUE, FALSE); 228. 	    	otmp->spe = (special ? rn1(5,4) : rn2(4)); 229. 	    	if (!rn2(3)) otmp->oerodeproof = 1; 230. 	    	else if (!rn2(2)) otmp->greased = 1; 231. 	    	if (special && rn2(2)) 232. 	    	otmp = mk_artifact(otmp, A_NONE); 233. 	    	/* mplayers knew better than to overenchant Magicbane */ 234. 	    	if (otmp->oartifact == ART_MAGICBANE) 235. 	    	otmp->spe = rnd(4); 236. 	    	mpickobj(mtmp, otmp); 237. 	    }  238.   239.  	    if(special) { 240. 	        if (!rn2(10)) 241. 		    (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE); 242. 		    mk_mplayer_armor(mtmp, armor); 243. 		    mk_mplayer_armor(mtmp, cloak); 244. 		    mk_mplayer_armor(mtmp, helm); 245. 		    mk_mplayer_armor(mtmp, shield); 246. 	        if (rn2(8)) 247. 		    mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES, 248. 				               GAUNTLETS_OF_DEXTERITY)); 249. 	        if (rn2(8)) 250. 		    mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS)); 251. 	        m_dowear(mtmp, TRUE); 252.  253.  	        quan = rn2(3) ? rn2(3) : rn2(16); 254. 	        while(quan--) 255. 		    (void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE)); 256. 	        /* To get the gold "right" would mean a player can double his */ 257. 	        /* gold supply by killing one mplayer. Not good. */ 258.  	        mtmp->mgold = rn2(1000); 259. 	        quan = rn2(10); 260. 	        while(quan--) 261. 		    mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE)); 262. 	    }  263.  	    quan = rnd(3); 264. 	    while(quan--) 265. 		(void)mongets(mtmp, rnd_offensive_item(mtmp)); 266. 	    quan = rnd(3); 267. 	    while(quan--) 268. 		(void)mongets(mtmp, rnd_defensive_item(mtmp)); 269. 	    quan = rnd(3); 270. 	    while(quan--) 271. 		(void)mongets(mtmp, rnd_misc_item(mtmp)); 272. 	}  273.   274.  	return(mtmp); 275. }  276.   277.  /* create the indicated number (num) of monster-players, 278.  * randomly chosen, and in randomly chosen (free) locations 279.  * on the level. If "special", the size of num should not 280.  * be bigger than the number of _non-repeated_ names in the 281.  * developers array, otherwise a bunch of Adams and Eves will 282.  * fill up the overflow. 283.  */  284.  void 285. create_mplayers(num, special) 286. register int num; 287. boolean special; 288. {  289.  	int pm, x, y;  290. struct monst fakemon; 291.  292.  	while(num) { 293. 		int tryct = 0; 294.  295.  		/* roll for character class */ 296. 		pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1); 297. 		fakemon.data = &mons[pm]; 298.  299.  		/* roll for an available location */ 300. 		do { 301. 		    x = rn1(COLNO-4, 2); 302. 		    y = rnd(ROWNO-2); 303. 		} while(!goodpos(x, y, &fakemon) || tryct++ >= 50); 304.  305.  		/* if pos not found in 50 tries, don't bother to continue */ 306. 		if(tryct > 50) return; 307.  308.  		(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special); 309. 		num--; 310. 	}  311.  }  312.   313.  void 314. mplayer_talk(mtmp) 315. register struct monst *mtmp; 316. {  317.  	static const char *same_class_msg[3] = { 318. 		"I can't win, and neither will you!", 319. 		"You don't deserve to win!", 320. 		"Mine should be the honor, not yours!", 321. 	},		  *other_class_msg[3] = { 322. 		"The low-life wants to talk, eh?", 323. 		"Fight, scum!", 324. 		"Here is what I have to say!", 325. 	};  326.   327.  	if(mtmp->mpeaceful) return; /* will drop to humanoid talk */ 328.  329.  	pline("Talk? -- %s",  330.  		(mtmp->data == &mons[urole.malenum] || 331. 		mtmp->data == &mons[urole.femalenum]) ?  332.  		same_class_msg[rn2(3)] : other_class_msg[rn2(3)]); 333. }  334.   335.  /*mplayer.c*/