Source:NetHack 3.3.0/makemon.c

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

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

1.   /*	SCCS Id: @(#)makemon.c	3.3	1999/12/10	*/ 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   11. #endif 12.   13.   STATIC_VAR NEARDATA struct monst zeromonst; 14.   15.   #ifdef OVL0 16.  STATIC_DCL boolean FDECL(uncommon, (int)); 17.  STATIC_DCL int FDECL(align_shift, (struct permonst *)); 18.  #endif /* OVL0 */ 19.  STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *)); 20.  STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int)); 21.  STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int)); 22.  STATIC_DCL void FDECL(m_initweap,(struct monst *)); 23.  #ifdef OVL1 24.  STATIC_DCL void FDECL(m_initinv,(struct monst *)); 25.  #endif /* OVL1 */ 26.   27.   extern const int monstr[]; 28.   29.   #define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3) 30.  #define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10) 31.  #define toostrong(monindx, lev) (monstr[monindx] > lev) 32.  #define tooweak(monindx, lev)	(monstr[monindx] < lev) 33.   34.   #ifdef OVLB 35.  boolean 36.  is_home_elemental(ptr) 37.  register struct permonst *ptr; 38.  {  39.   	if (ptr->mlet == S_ELEMENTAL) 40.  	    switch (monsndx(ptr)) { 41.  		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz); 42.  		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz); 43.  		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz); 44.  		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz); 45.  	    }  46.   	return FALSE; 47.  }  48.    49.   /*  50.    * Return true if the given monster cannot exist on this elemental level. 51.   */  52.   STATIC_OVL boolean 53.  wrong_elem_type(ptr) 54.      register struct permonst *ptr; 55.  {  56.       if (ptr->mlet == S_ELEMENTAL) { 57.  	return((boolean)(!is_home_elemental(ptr))); 58.      } else if (Is_earthlevel(&u.uz)) { 59.  	/* no restrictions? */ 60.       } else if (Is_waterlevel(&u.uz)) { 61.  	/* just monsters that can swim */ 62.  	if(!is_swimmer(ptr)) return TRUE; 63.      } else if (Is_firelevel(&u.uz)) { 64.  	if (!pm_resistance(ptr,MR_FIRE)) return TRUE; 65.      } else if (Is_airlevel(&u.uz)) { 66.  	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)  67.   	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr)) 68.  	    return TRUE; 69.      }  70.       return FALSE; 71.  }  72.    73.   STATIC_OVL void 74.  m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */ 75.  register struct monst *mtmp; 76.  register int x, y, n;  77. { 78.   	coord mm; 79.  	register int cnt = rnd(n); 80.  	struct monst *mon; 81.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX)) 82.  	/* There is an unresolved problem with several people finding that 83.  	 * the game hangs eating CPU; if interrupted and restored, the level 84.  	 * will be filled with monsters. Of those reports giving system type, 85.  	 * there were two DG/UX and two HP-UX, all using gcc as the compiler. 86.  	 * hcroft@hpopb1.cern.ch, using gcc 2.6.3 on HP-UX, says that the 87.  	 * problem went away for him and another reporter-to-newsgroup 88.  	 * after adding this debugging code. This has almost got to be a 89. * compiler bug, but until somebody tracks it down and gets it fixed, 90.  	 * might as well go with the "but it went away when I tried to find  91.   	 * it" code. 92.  	 */  93.   	int cnttmp,cntdiv; 94.   95.   	cnttmp = cnt; 96.  # ifdef DEBUG 97.  	pline("init group call x=%d,y=%d,n=%d,cnt=%d.", x, y, n, cnt); 98.  # endif 99.  	cntdiv = ((u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1); 100. #endif 101. 	/* Tuning: cut down on swarming at low character levels [mrs] */ 102. 	cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1; 103.  #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX)) 104. 	if (cnt != (cnttmp/cntdiv)) { 105. 		pline("cnt=%d using %d, cnttmp=%d, cntdiv=%d", cnt,  106.  			(u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1,  107.  			cnttmp, cntdiv); 108. 	}  109.  #endif 110. 	if(!cnt) cnt++; 111. #if defined(__GNUC__) && (defined(HPUX) || defined(DGUX)) 112. 	if (cnt < 0) cnt = 1; 113. 	if (cnt > 10) cnt = 10; 114. #endif 115.  116.  	mm.x = x;  117. mm.y = y; 118. while(cnt--) { 119. 		if (peace_minded(mtmp->data)) continue; 120. 		/* Don't create groups of peaceful monsters since they'll get 121. 		 * in our way. If the monster has a percentage chance so some 122. 		 * are peaceful and some are not, the result will just be a  123. * smaller group. 124. 		 */  125.  		if (enexto(&mm, mm.x, mm.y, mtmp->data)) { 126. 		    mon = makemon(mtmp->data, mm.x, mm.y, NO_MM_FLAGS); 127. 		    mon->mpeaceful = FALSE; 128. 		    set_malign(mon); 129. 		    /* Undo the second peace_minded check in makemon; if the 130. 		     * monster turned out to be peaceful the first time we  131. * didn't create it at all; we don't want a second check. 132. 		     */  133.  		}  134.  	}  135.  }  136.   137.  STATIC_OVL 138. void 139. m_initthrow(mtmp,otyp,oquan) 140. struct monst *mtmp; 141. int otyp,oquan; 142. {  143.  	register struct obj *otmp; 144.  145.  	otmp = mksobj(otyp, TRUE, FALSE); 146. 	otmp->quan = (long) rn1(oquan, 3); 147. 	otmp->owt = weight(otmp); 148. 	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE; 149. 	mpickobj(mtmp, otmp); 150. }  151.   152.  #endif /* OVLB */ 153. #ifdef OVL2 154.  155.  STATIC_OVL void 156. m_initweap(mtmp) 157. register struct monst *mtmp; 158. {  159.  	register struct permonst *ptr = mtmp->data; 160. 	register int mm = monsndx(ptr); 161. 	struct obj *otmp; 162.  163.  #ifdef REINCARNATION 164. 	if (Is_rogue_level(&u.uz)) return; 165. #endif 166. /*  167.   *	first a few special cases: 168.  *  169.   *		giants get a boulder to throw sometimes. 170.  *		ettins get clubs 171.  *		kobolds get darts to throw 172.  *		centaurs get some sort of bow & arrows or bolts 173.  *		soldiers get all sorts of things. 174.  *		kops get clubs & cream pies. 175.  */  176.  	switch (ptr->mlet) { 177. 	    case S_GIANT: 178. 		if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?  179.  				    BOULDER : CLUB); 180. 		break; 181. 	    case S_HUMAN: 182. 		if(is_mercenary(ptr)) { 183. 		    int w1 = 0, w2 = 0; 184. 		    switch (mm) { 185.  186.  			case PM_WATCHMAN: 187. 			case PM_SOLDIER: 188. 			  if (!rn2(3)) { 189. 			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN); 190. 			      w2 = rn2(2) ? DAGGER : KNIFE; 191. 			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD; 192. 			  break; 193. 			case PM_SERGEANT: 194. 			  w1 = rn2(2) ? FLAIL : MACE; 195. 			  break; 196. 			case PM_LIEUTENANT: 197. 			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD; 198. 			  break; 199. 			case PM_CAPTAIN: 200. 			case PM_WATCH_CAPTAIN: 201. 			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER; 202. 			  break; 203. 			default: 204. 			  if (!rn2(4)) w1 = DAGGER; 205. 			  if (!rn2(7)) w2 = SPEAR; 206. 			  break; 207. 		    }  208.  		    if (w1) (void)mongets(mtmp, w1); 209. 		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE; 210. 		    if (w2) (void)mongets(mtmp, w2); 211. 		} else if (is_elf(ptr)) { 212. 		    if (rn2(2)) 213. 			(void) mongets(mtmp,  214.  				   rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK); 215. 		    if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM); 216. 		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS); 217. 		    if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER); 218. 		    switch (rn2(3)) { 219. 			case 0: 220. 			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD); 221. 			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD); 222. 			    (void)mongets(mtmp, ELVEN_BOW); 223. 			    m_initthrow(mtmp, ELVEN_ARROW, 12); 224. 			    break; 225. 			case 1: 226. 			    (void)mongets(mtmp, ELVEN_BROADSWORD); 227. 			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD); 228. 			    break; 229. 			case 2: 230. 			    if (rn2(2)) { 231. 				(void)mongets(mtmp, ELVEN_SPEAR); 232. 				(void)mongets(mtmp, ELVEN_SHIELD); 233. 			    }  234.  			    break; 235. 		    }  236.  		    if (mm == PM_ELVENKING) { 237. 			if (rn2(3) || (in_mklev && Is_earthlevel(&u.uz))) 238. 			    (void)mongets(mtmp, PICK_AXE); 239. 			if (!rn2(50)) (void)mongets(mtmp, CRYSTAL_BALL); 240. 		    }  241.  		} else if (ptr->msound == MS_PRIEST) { 242. 		    otmp = mksobj(MACE, FALSE, FALSE); 243. 		    if(otmp) { 244. 			otmp->spe = rnd(3); 245. 			if(!rn2(2)) curse(otmp); 246. 			mpickobj(mtmp, otmp); 247. 		    }  248.  		}  249.  		break; 250.  251.  	    case S_ANGEL: 252. 		{  253.  		    int spe2; 254.  255.  		    /* create minion stuff; can't use mongets */ 256. 		    otmp = mksobj(LONG_SWORD, FALSE, FALSE); 257.  258.  		    /* maybe make it special */ 259. 		    if (!rn2(20) || is_lord(ptr)) 260. 			otmp = oname(otmp, artiname( 261. 				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD)); 262. 		    bless(otmp); 263. 		    otmp->oerodeproof = TRUE; 264. 		    spe2 = rn2(4); 265. 		    otmp->spe = max(otmp->spe, spe2); 266. 		    mpickobj(mtmp, otmp); 267.  268.  		    otmp = mksobj(!rn2(4) || is_lord(ptr) ?  269.  				  SHIELD_OF_REFLECTION : LARGE_SHIELD,  270.  				  FALSE, FALSE); 271. 		    otmp->cursed = FALSE; 272. 		    otmp->oerodeproof = TRUE; 273. 		    otmp->spe = 0; 274. 		    mpickobj(mtmp, otmp); 275. 		}  276.  		break; 277.  278.  	    case S_HUMANOID: 279. 		if (mm == PM_HOBBIT) { 280. 		    switch (rn2(3)) { 281. 			case 0: 282. 			    (void)mongets(mtmp, DAGGER); 283. 			    break; 284. 			case 1: 285. 			    (void)mongets(mtmp, ELVEN_DAGGER); 286. 			    break; 287. 			case 2: 288. 			    (void)mongets(mtmp, SLING); 289. 			    break; 290. 		      }  291.  		    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT); 292. 		    if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK); 293. 		} else if (is_dwarf(ptr)) { 294. 		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK); 295. 		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES); 296. 		    if (!rn2(4)) { 297. 			(void)mongets(mtmp, DWARVISH_SHORT_SWORD); 298. 			/* note: you can't use a mattock with a shield */ 299. 			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK); 300. 			else { 301. 				(void)mongets(mtmp, AXE); 302. 				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD); 303. 			}  304.  			(void)mongets(mtmp, DWARVISH_IRON_HELM); 305. 			if (!rn2(3)) 306. 			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT); 307. 		    } else { 308. 			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER); 309. 		    }  310.  		}  311.  		break; 312. # ifdef KOPS 313. 	    case S_KOP:		/* create Keystone Kops with cream pies to  314. * throw. As suggested by KAA. [MRS] 315. 				 */  316.  		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2); 317. 		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE); 318. 		break; 319. # endif 320. 	    case S_ORC: 321. 		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM); 322. 		switch (mm != PM_ORC_CAPTAIN ? mm :  323.  			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) { 324. 		    case PM_MORDOR_ORC: 325. 			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR); 326. 			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD); 327. 			if(!rn2(3)) (void)mongets(mtmp, KNIFE); 328. 			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL); 329. 			break; 330. 		    case PM_URUK_HAI: 331. 			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK); 332. 			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD); 333. 			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES); 334. 			if(!rn2(3)) { 335. 			    (void)mongets(mtmp, ORCISH_BOW); 336. 			    m_initthrow(mtmp, ORCISH_ARROW, 12); 337. 			}  338.  			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD); 339. 			break; 340. 		    default: 341. 			if (mm != PM_ORC_SHAMAN && rn2(2)) 342. 			  (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)  343.  						   ? ORCISH_DAGGER : SCIMITAR); 344. 		}  345.  		break; 346. 	    case S_OGRE: 347. 		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12)) 348.  		    (void) mongets(mtmp, BATTLE_AXE); 349. 		else 350. 		    (void) mongets(mtmp, CLUB); 351. 		break; 352. 	    case S_TROLL: 353. 		if (!rn2(2)) switch (rn2(4)) { 354. 		    case 0: (void)mongets(mtmp, RANSEUR); break; 355. 		    case 1: (void)mongets(mtmp, PARTISAN); break; 356. 		    case 2: (void)mongets(mtmp, GLAIVE); break; 357. 		    case 3: (void)mongets(mtmp, SPETUM); break; 358. 		}  359.  		break; 360. 	    case S_KOBOLD: 361. 		if (!rn2(4)) m_initthrow(mtmp, DART, 12); 362. 		break; 363.  364.  	    case S_CENTAUR: 365. 		if (rn2(2)) { 366. 		    if(ptr == &mons[PM_FOREST_CENTAUR]) { 367. 			(void)mongets(mtmp, BOW); 368. 			m_initthrow(mtmp, ARROW, 12); 369. 		    } else { 370. 			(void)mongets(mtmp, CROSSBOW); 371. 			m_initthrow(mtmp, CROSSBOW_BOLT, 12); 372. 		    }  373.  		}  374.  		break; 375. 	    case S_WRAITH: 376. 		(void)mongets(mtmp, KNIFE); 377. 		(void)mongets(mtmp, LONG_SWORD); 378. 		break; 379. 	    case S_ZOMBIE: 380. 		if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR); 381. 		if (!rn2(4)) 382. 			(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD)); 383. 		break; 384. 	    case S_LIZARD: 385. 		if (mm == PM_SALAMANDER) 386. 			(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ? 387. 					     TRIDENT : STILETTO)); 388. 		break; 389. 	    case S_DEMON: 390. 		switch (mm) { 391. 		    case PM_BALROG: 392. 			(void)mongets(mtmp, BULLWHIP); 393. 			(void)mongets(mtmp, BROADSWORD); 394. 			break; 395. 		    case PM_ORCUS: 396. 			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */ 397. 			break; 398. 		    case PM_HORNED_DEVIL: 399. 			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP); 400. 			break; 401. 		    case PM_ICE_DEVIL: 402. 			if (!rn2(4)) (void)mongets(mtmp, SPEAR); 403. 			break; 404. 		    case PM_ASMODEUS: 405. 			(void)mongets(mtmp, WAN_COLD); 406. 			(void)mongets(mtmp, WAN_FIRE); 407. 			break; 408. 		    case PM_DISPATER: 409. 			(void)mongets(mtmp, WAN_STRIKING); 410. 			break; 411. 		    case PM_YEENOGHU: 412. 			(void)mongets(mtmp, FLAIL); 413. 			break; 414. 		}  415.  		/* prevent djinnis and mail daemons from leaving objects when 416. 		 * they vanish 417. 		 */  418.  		if (!is_demon(ptr)) break; 419. 		/* fall thru */ 420. /*  421.   *	Now the general case, Some chance of getting some type 422.  *	of weapon for "normal" monsters. Certain special types 423.  *	of monsters will get a bonus chance or different selections. 424.  */  425.  	    default: 426. 	      {  427.  		int bias; 428.  429.  		bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr); 430. 		switch(rnd(14 - (2 * bias))) { 431. 		    case 1: 432. 			if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE); 433. 			else m_initthrow(mtmp, DART, 12); 434. 			break; 435. 		    case 2: 436. 			if(strongmonst(ptr)) 437. 			    (void) mongets(mtmp, TWO_HANDED_SWORD); 438. 			else { 439. 			    (void) mongets(mtmp, CROSSBOW); 440. 			    m_initthrow(mtmp, CROSSBOW_BOLT, 12); 441. 			}  442.  			break; 443. 		    case 3: 444. 			(void) mongets(mtmp, BOW); 445. 			m_initthrow(mtmp, ARROW, 12); 446. 			break; 447. 		    case 4: 448. 			if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD); 449. 			else m_initthrow(mtmp, DAGGER, 3); 450. 			break; 451. 		    case 5: 452. 			if(strongmonst(ptr)) 453. 			    (void) mongets(mtmp, LUCERN_HAMMER); 454. 			else (void) mongets(mtmp, AKLYS); 455. 			break; 456. 		    default: 457. 			break; 458. 		}  459.  	      }  460.  	      break; 461. 	}  462.  	if ((int) mtmp->m_lev > rn2(75)) 463. 		(void) mongets(mtmp, rnd_offensive_item(mtmp)); 464. }  465.   466.  #endif /* OVL2 */ 467. #ifdef OVL1 468.  469.  STATIC_OVL void 470. m_initinv(mtmp) 471. register struct	monst	*mtmp; 472. {  473.  	register int cnt; 474. 	register struct obj *otmp; 475. 	register struct permonst *ptr = mtmp->data; 476. #ifdef REINCARNATION 477. 	if (Is_rogue_level(&u.uz)) return; 478. #endif 479. /*  480.   *	Soldiers get armour & rations - armour approximates their ac. 481.  *	Nymphs may get mirror or potion of object detection. 482.  */  483.  	switch(ptr->mlet) { 484.  485.  	    case S_HUMAN: 486. 		if(is_mercenary(ptr)) { 487. 		    register int mac; 488.  489.  		    switch(monsndx(ptr)) { 490. 			case PM_GUARD: mac = -1; break; 491. 			case PM_SOLDIER: mac = 3; break; 492. 			case PM_SERGEANT: mac = 0; break; 493. 			case PM_LIEUTENANT: mac = -2; break; 494. 			case PM_CAPTAIN: mac = -3; break; 495. 			case PM_WATCHMAN: mac = 3; break; 496. 			case PM_WATCH_CAPTAIN: mac = -2; break; 497. 			default: impossible("odd mercenary %d?", monsndx(ptr)); 498. 				mac = 0; 499. 				break; 500. 		    }  501.   502.  		    if (mac < -1 && rn2(5)) 503. 			mac += 7 + mongets(mtmp, (rn2(5)) ?  504.  					   PLATE_MAIL : CRYSTAL_PLATE_MAIL); 505. 		    else if (mac < 3 && rn2(5)) 506. 			mac += 6 + mongets(mtmp, (rn2(3)) ?  507.  					   SPLINT_MAIL : BANDED_MAIL); 508. 		    else if (rn2(5)) 509. 			mac += 3 + mongets(mtmp, (rn2(3)) ?  510.  					   RING_MAIL : STUDDED_LEATHER_ARMOR); 511. 		    else 512. 			mac += 2 + mongets(mtmp, LEATHER_ARMOR); 513.  514.  		    if (mac < 10 && rn2(3)) 515. 			mac += 1 + mongets(mtmp, HELMET); 516. 		    else if (mac < 10 && rn2(2)) 517. 			mac += 1 + mongets(mtmp, DENTED_POT); 518. 		    if (mac < 10 && rn2(3)) 519. 			mac += 1 + mongets(mtmp, SMALL_SHIELD); 520. 		    else if (mac < 10 && rn2(2)) 521. 			mac += 2 + mongets(mtmp, LARGE_SHIELD); 522. 		    if (mac < 10 && rn2(3)) 523. 			mac += 1 + mongets(mtmp, LOW_BOOTS); 524. 		    else if (mac < 10 && rn2(2)) 525. 			mac += 2 + mongets(mtmp, HIGH_BOOTS); 526. 		    if (mac < 10 && rn2(3)) 527. 			mac += 1 + mongets(mtmp, LEATHER_GLOVES); 528. 		    else if (mac < 10 && rn2(2)) 529. 			mac += 1 + mongets(mtmp, ELVEN_CLOAK); 530.  531.  		    if(ptr != &mons[PM_GUARD] &&  532.  			ptr != &mons[PM_WATCHMAN] &&  533.  			ptr != &mons[PM_WATCH_CAPTAIN]) { 534. 			if (!rn2(3)) (void) mongets(mtmp, K_RATION); 535. 			if (!rn2(2)) (void) mongets(mtmp, C_RATION); 536. 			if (ptr != &mons[PM_SOLDIER] && !rn2(3)) 537. 				(void) mongets(mtmp, BUGLE); 538. 		    } else 539. 			   if (ptr == &mons[PM_WATCHMAN] && rn2(3)) 540. 				(void) mongets(mtmp, TIN_WHISTLE); 541. 		} else if (ptr == &mons[PM_SHOPKEEPER]) { 542. 		    (void) mongets(mtmp,SKELETON_KEY); 543. 		    switch (rn2(4)) { 544. 		    /* MAJOR fall through ... */ 545.  		    case 0: (void) mongets(mtmp, WAN_MAGIC_MISSILE); 546. 		    case 1: (void) mongets(mtmp, POT_EXTRA_HEALING); 547. 		    case 2: (void) mongets(mtmp, POT_HEALING); 548. 		    case 3: (void) mongets(mtmp, WAN_STRIKING); 549. 		    }  550.  		} else if (ptr->msound == MS_PRIEST) { 551. 		    (void) mongets(mtmp, ROBE); 552. 		    (void) mongets(mtmp, SMALL_SHIELD); 553. 		    mtmp->mgold = (long)rn1(10,20); 554. 		}  555.  		break; 556. 	    case S_NYMPH: 557. 		if(!rn2(2)) (void) mongets(mtmp, MIRROR); 558. 		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION); 559. 		break; 560. 	    case S_GIANT: 561. 		if (ptr == &mons[PM_MINOTAUR]) { 562. 		    if (!rn2(3) || (in_mklev && Is_earthlevel(&u.uz))) 563. 			(void) mongets(mtmp, WAN_DIGGING); 564. 		} else if (is_giant(ptr)) { 565. 		    for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) { 566. 			otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),  567.  				      FALSE, FALSE); 568. 			otmp->quan = (long) rn1(2, 3); 569. 			otmp->owt = weight(otmp); 570. 			mpickobj(mtmp, otmp); 571. 		    }  572.  		}  573.  		break; 574. 	    case S_WRAITH: 575. 		if (ptr == &mons[PM_NAZGUL]) { 576. 			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE); 577. 			curse(otmp); 578. 			mpickobj(mtmp, otmp); 579. 		}  580.  		break; 581. 	    case S_LICH: 582. 		if (ptr == &mons[PM_MASTER_LICH] && !rn2(13)) 583. 			(void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING)); 584. 		break; 585. 	    case S_MUMMY: 586. 		if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING); 587. 		break; 588. 	    case S_QUANTMECH: 589. 		if (!rn2(20)) { 590. 			otmp = mksobj(LARGE_BOX, FALSE, FALSE); 591. 			otmp->spe = 1; /* flag for special box */ 592. 			otmp->owt = weight(otmp); 593. 			mpickobj(mtmp, otmp); 594. 		}  595.  		break; 596. 	    case S_LEPRECHAUN: 597. 		mtmp->mgold = (long) d(level_difficulty, 30); 598. 		break; 599. 	    default: 600. 		break; 601. 	}  602.   603.  	/* ordinary soldiers rarely have access to magic (or gold :-) */ 604. 	if (ptr == &mons[PM_SOLDIER] && rn2(13)) return; 605.  606.  	if ((int) mtmp->m_lev > rn2(50)) 607. 		(void) mongets(mtmp, rnd_defensive_item(mtmp)); 608. 	if ((int) mtmp->m_lev > rn2(100)) 609. 		(void) mongets(mtmp, rnd_misc_item(mtmp)); 610. 	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5)) 611. 		mtmp->mgold = 612. 		      (long) d(level_difficulty, mtmp->minvent ? 5 : 10); 613. }  614.   615.  struct monst * 616. clone_mon(mon) 617. struct monst *mon; 618. {  619.  	coord mm; 620. 	struct monst *m2; 621.  622.  	/* may be too weak or have been extinguished for population control */ 623. 	if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT)) 624. 	    return (struct monst *)0; 625.  626.  	mm.x = mon->mx; 627. 	mm.y = mon->my; 628. 	if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y)) 629. 	    return (struct monst *)0; 630. 	m2 = newmonst(0); 631. 	*m2 = *mon;			/* copy condition of old monster */ 632. 	m2->nmon = fmon; 633. 	fmon = m2; 634. 	m2->m_id = flags.ident++; 635. 	if (!m2->m_id) m2->m_id = flags.ident++;	/* ident overflowed */ 636. 	m2->mx = mm.x;  637. m2->my = mm.y; 638. 639. 	m2->minvent = (struct obj *) 0; /* objects don't clone */ 640. 	m2->mleashed = FALSE; 641. 	m2->mgold = 0L; 642. 	/* Max HP the same, but current HP halved for both. The caller 643. 	 * might want to override this by halving the max HP also. 644. 	 * When current HP is odd, the original keeps the extra point. 645. 	 */  646.  	m2->mhpmax = mon->mhpmax; 647. 	m2->mhp = mon->mhp / 2; 648. 	mon->mhp -= m2->mhp; 649.  650.  	/* since shopkeepers and guards will only be cloned if they've been 651. 	 * polymorphed away from their original forms, the clone doesn't have 652. 	 * room for the extra information. we also don't want two shopkeepers 653. 	 * around for the same shop. 654. 	 * similarly, clones of named monsters don't have room for the name, 655. 	 * so we just make the clone unnamed instead of bothering to create 656. 	 * a clone with room and copying over the name from the right place 657. 	 * (which changes if the original was a shopkeeper or guard). 658. 	 */  659.  	if (mon->isshk) m2->isshk = FALSE; 660. 	if (mon->isgd) m2->isgd = FALSE; 661. 	if (mon->ispriest) m2->ispriest = FALSE; 662. 	m2->mxlth = 0; 663. 	m2->mnamelth = 0; 664. 	place_monster(m2, m2->mx, m2->my); 665. 	if (emits_light(m2->data)) 666. 	    new_light_source(m2->mx, m2->my, emits_light(m2->data),  667.  			     LS_MONSTER, (genericptr_t)m2); 668. 	newsym(m2->mx,m2->my);	/* display the new monster */ 669. 	if (mon->mtame) { 670. 	    struct monst *m3; 671.  672.  	    /* because m2 is a copy of mon it is tame but not init'ed. 673. 	     * however, tamedog will not re-tame a tame dog, so m2  674. * must be made non-tame to get initialized properly. 675. 	     */  676.  	    m2->mtame = 0; 677. 	    if ((m3 = tamedog(m2, (struct obj *)0)) != 0) 678. 		m2 = m3; 679. 	}  680.  	return m2; 681. }  682.   683.  /*  684.   * called with [x,y] = coordinates; 685.  *	[0,0] means anyplace 686.  *	[u.ux,u.uy] means: near player (if !in_mklev) 687.  *  688.   *	In case we make a monster group, only return the one at [x,y]. 689.  */  690.  struct monst * 691. makemon(ptr, x, y, mmflags) 692. register struct permonst *ptr; 693. register int	x, y;  694. register int	mmflags; 695. {  696.  	register struct monst *mtmp; 697. 	int mndx, mcham, ct, mitem, xlth; 698. 	boolean anymon = (!ptr); 699. 	boolean byyou = (x == u.ux && y == u.uy); 700. 	boolean allow_minvent = ((mmflags & NO_MINVENT) == 0); 701. 	uchar lim; 702.  703.  	/* if caller wants random location, do it here */ 704. 	if(x == 0 && y == 0) { 705. 		int tryct = 0;	/* careful with bigrooms */ 706. 		struct monst fakemon; 707.  708.  		fakemon.data = ptr;	/* set up for goodpos */ 709. 		do { 710. 			x = rn1(COLNO-3,2); 711. 			y = rn2(ROWNO); 712. 		} while(!goodpos(x, y, ptr ? &fakemon : (struct monst *)0) || 713.  			(!in_mklev && tryct++ < 50 && cansee(x, y))); 714. 	} else if (byyou && !in_mklev) { 715. 		coord bypos; 716.  717.  		if(enexto(&bypos, u.ux, u.uy, ptr)) { 718. 			x = bypos.x;  719. y = bypos.y; 720. } else 721. 			return((struct monst *)0); 722. 	}  723.   724.  	/* if a monster already exists at the position, return */ 725. 	if(MON_AT(x, y)) 726. 		return((struct monst *) 0); 727.  728.  	if(ptr){ 729. 		mndx = monsndx(ptr); 730. 		/* if you are to make a specific monster and it has 731. 		   already been genocided, return */ 732. 		if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0); 733. #ifdef DEBUG 734. 		if (wizard && (mvitals[mndx].mvflags & G_EXTINCT)) 735. 		    pline("Explicitly creating extinct monster %s.",  736.  			mons[mndx].mname); 737. #endif 738. 	} else { 739. 		/* make a random (common) monster that can survive here. 740. 		 * (the special levels ask for random monsters at specific  741.  		 * positions, causing mass drowning on the medusa level,  742.  		 * for instance.) 743. 		 */  744.  		int tryct = 0;	/* maybe there are no good choices */ 745. 		struct monst fakemon; 746. 		do { 747. 			if(!(ptr = rndmonst)) { 748. #ifdef DEBUG 749. 			    pline("Warning: no monster."); 750. #endif 751. 			    return((struct monst *) 0);	/* no more monsters! */ 752.  			}  753.  			fakemon.data = ptr;	/* set up for goodpos */ 754. 		} while(!goodpos(x, y, &fakemon) && tryct++ < 50); 755. 		mndx = monsndx(ptr); 756. 	}  757.  	/* if it's unique, don't ever make it again */ 758. 	if (ptr->geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT; 759.  760.  	/* Once a certain number of monsters are created, don't create any more 761. 	 * at random (i.e. make them extinct). The previous (3.2) behavior was 762. 	 * to do this when a certain number had _died_, which didn't make 763. 	 * much sense. 764. 	 * This version makes a little more sense but still requires that 765. 	 * the caller manually decrement mvitals if the monster is created 766. 	 * under circumstances where one would not logically expect the 767. 	 * creation to reduce the supply of wild monsters. Monster cloning 768. 	 * might be one such case, but we go against logic there in order to  769. * reduce the possibility of abuse. 770. 	 */  771.  	if (mvitals[mndx].born < 255) mvitals[mndx].born++; 772. 	lim = (mndx == PM_NAZGUL ? 9 : mndx == PM_ERINYS ? 3 : MAXMONNO); 773. 	if ((int) mvitals[mndx].born >= lim && !(mons[mndx].geno & G_NOGEN) &&  774.  		!(mvitals[mndx].mvflags & G_EXTINCT)) { 775. #ifdef DEBUG 776. 		pline("Automatically extinguished %s.",  777.  					makeplural(mons[mndx].mname)); 778. #endif 779. 		mvitals[mndx].mvflags |= G_EXTINCT; 780. 		reset_rndmonst(mndx); 781. 	}  782.   783.  	xlth = ptr->pxlth; 784. 	if (mmflags & MM_EDOG) xlth += sizeof(struct edog); 785. 	else if (mmflags & MM_EMIN) xlth += sizeof(struct emin); 786. 	mtmp = newmonst(xlth); 787. 	*mtmp = zeromonst;		/* clear all entries in structure */ 788. 	(void)memset((genericptr_t)mtmp->mextra, 0, xlth); 789. 	mtmp->nmon = fmon; 790. 	fmon = mtmp; 791. 	mtmp->m_id = flags.ident++; 792. 	if (!mtmp->m_id) mtmp->m_id = flags.ident++;	/* ident overflowed */ 793. 	set_mon_data(mtmp, ptr, 0); 794. 	mtmp->mxlth = xlth; 795. 	mtmp->mnum = mndx; 796.  797.  	mtmp->m_lev = adj_lev(ptr); 798. 	if (is_golem(ptr)) { 799. 	    mtmp->mhpmax = mtmp->mhp = golemhp(mndx); 800. 	} else if (is_rider(ptr)) { 801. 	    /* We want low HP, but a high mlevel so they can attack well */ 802. 	    mtmp->mhpmax = mtmp->mhp = d(10,8); 803. 	} else if (ptr->mlevel > 49) { 804. 	    /* "special" fixed hp monster 805. 	     * the hit points are encoded in the mlevel in a somewhat strange 806. 	     * way to fit in the 50..127 positive range of a signed character 807. 	     * above the 1..49 that indicate "normal" monster levels */ 808. 	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6); 809. 	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */ 810. 	} else if (ptr->mlet == S_DRAGON && mndx >= PM_GRAY_DRAGON) { 811. 	    /* adult dragons */ 812. 	    mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ?  813.  		(8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4))); 814. 	} else if (!mtmp->m_lev) { 815. 	    mtmp->mhpmax = mtmp->mhp = rnd(4); 816. 	} else { 817. 	    mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8); 818. 	    if (is_home_elemental(ptr)) 819. 		mtmp->mhpmax = (mtmp->mhp *= 3); 820. 	}  821.   822.  	if (is_female(ptr)) mtmp->female = TRUE; 823. 	else if (is_male(ptr)) mtmp->female = FALSE; 824. 	else mtmp->female = rn2(2);	/* ignored for neuters */ 825.  826.  	if (In_sokoban(&u.uz) && !mindless(ptr))  /* know about traps here */ 827. 	    mtmp->mtrapseen = (1L << (PIT - 1)) | (1L << (HOLE - 1)); 828.  829.  	place_monster(mtmp, x, y); 830. 	mtmp->mcansee = mtmp->mcanmove = TRUE; 831. 	mtmp->mpeaceful = (mmflags & MM_ANGRY) ? FALSE : peace_minded(ptr); 832.  833.  	switch(ptr->mlet) { 834. 		case S_MIMIC: 835. 			set_mimic_sym(mtmp); 836. 			break; 837. 		case S_SPIDER: 838. 		case S_SNAKE: 839. 			if(in_mklev) 840. 			    if(x && y)  841. (void) mkobj_at(0, x, y, TRUE); 842. 			if(hides_under(ptr) && OBJ_AT(x, y)) 843. 			    mtmp->mundetected = TRUE; 844. 			break; 845. 		case S_LIGHT: 846. 		case S_ELEMENTAL: 847. 			if (mndx == PM_STALKER || mndx == PM_BLACK_LIGHT) { 848. 			    mtmp->perminvis = TRUE; 849. 			    mtmp->minvis = TRUE; 850. 			}  851.  			break; 852. 		case S_EEL: 853. 			if (is_pool(x, y)) 854. 			    mtmp->mundetected = TRUE; 855. 			break; 856. 		case S_LEPRECHAUN: 857. 			mtmp->msleeping = 1; 858. 			break; 859. 		case S_JABBERWOCK: 860. 		case S_NYMPH: 861. 			if (rn2(5) && !u.uhave.amulet) mtmp->msleeping = 1; 862. 			break; 863. 		case S_ORC: 864. 			if (Race_if(PM_ELF)) mtmp->mpeaceful = FALSE; 865. 			break; 866. 		case S_UNICORN: 867. 			if (is_unicorn(ptr) &&  868.  					sgn(u.ualign.type) == sgn(ptr->maligntyp)) 869. 				mtmp->mpeaceful = TRUE; 870. 			break; 871. 		case S_BAT: 872. 			if (Inhell && is_bat(ptr)) 873. 			    mon_adjust_speed(mtmp, 2); 874. 			break; 875. 	}  876.  	if ((ct = emits_light(mtmp->data)) > 0) 877. 		new_light_source(mtmp->mx, mtmp->my, ct,  878.  				 LS_MONSTER, (genericptr_t)mtmp); 879. 	mitem = 0;	/* extra inventory item for this monster */ 880.  881.  	if ((mcham = pm_to_cham(mndx)) != CHAM_ORDINARY) { 882. 		/* If you're protected with a ring, don't create 883. 		 * any shape-changing chameleons -dgk 884. 		 */  885.  		if (Protection_from_shape_changers) 886. 			mtmp->cham = CHAM_ORDINARY; 887. 		else { 888. 			mtmp->cham = mcham; 889. 			(void) newcham(mtmp, rndmonst); 890. 		}  891.  	} else if (mndx == PM_WIZARD_OF_YENDOR) { 892. 		mtmp->iswiz = TRUE; 893. 		flags.no_of_wizards++; 894. 		if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz)) 895. 			mitem = SPE_DIG; 896. 	} else if (mndx == PM_DJINNI) { 897. 		flags.djinni_count++; 898. 	} else if (mndx == PM_GHOST) { 899. 		flags.ghost_count++; 900. 		mtmp = christen_monst(mtmp, rndghostname); 901. 	} else if (mndx == PM_VLAD_THE_IMPALER) { 902. 		mitem = CANDELABRUM_OF_INVOCATION; 903. 	} else if (mndx == PM_CROESUS) { 904. 		mitem = TWO_HANDED_SWORD; 905. 	} else if (ptr->msound == MS_NEMESIS) { 906. 		mitem = BELL_OF_OPENING; 907. 	}  908.  	if (mitem && allow_minvent) (void) mongets(mtmp, mitem); 909.  910.  	if(in_mklev) { 911. 		if(((is_ndemon(ptr)) || 912. 		    (mndx == PM_WUMPUS) || 913. 		    (mndx == PM_LONG_WORM) || 914. 		    (mndx == PM_GIANT_EEL)) && !u.uhave.amulet && rn2(5)) 915. 			mtmp->msleeping = TRUE; 916. 	} else { 917. 		if(byyou) { 918. 			newsym(mtmp->mx,mtmp->my); 919. 			set_apparxy(mtmp); 920. 		}  921.  	}  922.  	if(is_dprince(ptr) && ptr->msound == MS_BRIBE) { 923. 	    mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1; 924. 	    if (uwep && uwep->oartifact == ART_EXCALIBUR) 925. 		mtmp->mpeaceful = mtmp->mtame = FALSE; 926. 	}  927.  #ifndef DCC30_BUG 928. 	if (mndx == PM_LONG_WORM && (mtmp->wormno = get_wormno) != 0) 929. #else 930. 	/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the 931. 	 * same expression. 932. 	 */  933.  	if (mndx == PM_LONG_WORM &&  934.  		(mtmp->wormno = get_wormno, mtmp->wormno != 0)) 935. #endif 936. 	{  937.  	    /* we can now create worms with tails - 11/91 */ 938. 	    initworm(mtmp, rn2(5)); 939. 	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y); 940. 	}  941.  	set_malign(mtmp);		/* having finished peaceful changes */ 942. 	if(anymon) { 943. 	    if ((ptr->geno & G_SGROUP) && rn2(2)) { 944. 		m_initsgrp(mtmp, mtmp->mx, mtmp->my); 945. 	    } else if (ptr->geno & G_LGROUP) { 946. 		if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my); 947. 		else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my); 948. 	    }  949.  	}  950.   951.  	if (allow_minvent) { 952. 	    if(is_armed(ptr)) 953. 		m_initweap(mtmp);	/* equip with weapons / armor */ 954. 	    m_initinv(mtmp);  /* add on a few special items incl. more armor */ 955. 	    m_dowear(mtmp, TRUE); 956. 	} else { 957. 	    /* no initial inventory is allowed */ 958. 	    if (mtmp->minvent) discard_minvent(mtmp); 959. 	    mtmp->minvent = (struct obj *)0;    /* caller expects this */ 960. 	}  961.  	if ((ptr->mflags3 & M3_WAITMASK) && !(mmflags & MM_NOWAIT)) { 962. 		if (ptr->mflags3 & M3_WAITFORU) 963. 			mtmp->mstrategy |= STRAT_WAITFORU; 964. 		if (ptr->mflags3 & M3_CLOSE) 965. 			mtmp->mstrategy |= STRAT_CLOSE; 966. 	}  967.   968.  	if (!in_mklev) 969. 	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */ 970.  971.  	return(mtmp); 972. }  973.   974.  /* used for wand/scroll/spell of create monster */ 975. /* returns TRUE iff you know monsters have been created */ 976. boolean 977. create_critters(cnt, mptr) 978. int cnt; 979. struct permonst *mptr;		/* usually null; used for confused reading */ 980. {  981.  	coord c;  982. int x, y; 983. struct monst *mon; 984. 	boolean known = FALSE; 985. #ifdef WIZARD 986. 	boolean ask = wizard; 987. #endif 988.  989.  	while (cnt--) { 990. #ifdef WIZARD 991. 	    if (ask) { 992. 		if (create_particular) { 993. 		    known = TRUE; 994. 		    continue; 995. 		}  996.  		else ask = FALSE;	/* ESC will shut off prompting */ 997. 	    }  998.  #endif 999. 	    x = u.ux,  y = u.uy; 1000. 	   /* if in water, try to encourage an aquatic monster 1001. 	      by finding and then specifying another wet location */ 1002. 	   if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL])) 1003. 		x = c.x, y = c.y;  1004. 1005. 	   mon = makemon(mptr, x, y, NO_MM_FLAGS); 1006. 	   if (mon && canspotmon(mon)) known = TRUE; 1007. 	} 1008. 	return known; 1009. } 1010.  1011. #endif /* OVL1 */ 1012. #ifdef OVL0 1013. 1014. STATIC_OVL boolean 1015. uncommon(mndx) 1016. int mndx; 1017. { 1018. 	if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE; 1019. 	if (mvitals[mndx].mvflags & G_GONE) return TRUE; 1020. 	if (Inhell) 1021. 		return(mons[mndx].maligntyp > A_NEUTRAL); 1022. 	else 1023. 		return((mons[mndx].geno & G_HELL) != 0); 1024. } 1025.  1026. /*  1027.  *	shift the probability of a monster's generation by  1028. *	comparing the dungeon alignment and monster alignment. 1029. *	return an integer in the range of 0-5. 1030. */  1031. STATIC_OVL int 1032. align_shift(ptr) 1033. register struct permonst *ptr; 1034. { 1035.     static NEARDATA long oldmoves = 0L;	/* != 1, starting value of moves */ 1036.    static NEARDATA s_level *lev; 1037.    register int alshift; 1038. 1039.     if(oldmoves != moves) { 1040. 	lev = Is_special(&u.uz); 1041. 	oldmoves = moves; 1042.    }  1043.     switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) { 1044.    default:	/* just in case */ 1045.    case AM_NONE:	alshift = 0; 1046. 			break; 1047.    case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT); 1048. 			break; 1049.    case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT; 1050. 			break; 1051.    case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT); 1052. 			break; 1053.    }  1054.     return alshift; 1055. } 1056.  1057. static NEARDATA struct { 1058. 	int choice_count; 1059. 	char mchoices[SPECIAL_PM];	/* value range is 0..127 */ 1060. } rndmonst_state = { -1, {0} }; 1061. 1062. /* select a random monster type */ 1063. struct permonst * 1064. rndmonst 1065. { 1066. 	register struct permonst *ptr; 1067. 	register int mndx, ct; 1068. 1069. 	if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype) != 0) 1070. 	   return ptr; 1071. 1072. 	if (rndmonst_state.choice_count < 0) {	/* need to recalculate */ 1073. 	   int zlevel, minmlev, maxmlev; 1074. 	   boolean elemlevel; 1075. #ifdef REINCARNATION 1076. 	   boolean upper; 1077. #endif 1078. 1079. 	    rndmonst_state.choice_count = 0; 1080. 	   /* look for first common monster */ 1081. 	   for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) 1082. 		if (!uncommon(mndx)) break; 1083. 	   if (mndx == SPECIAL_PM) { 1084. 		/* evidently they've all been exterminated */ 1085. #ifdef DEBUG 1086. 		pline("rndmonst: no common mons!"); 1087. #endif 1088. 		return (struct permonst *)0; 1089. 	   } /* else `mndx' now ready for use below */ 1090. 	   zlevel = level_difficulty; 1091. 	   /* determine the level of the weakest monster to make. */ 1092. 	    minmlev = zlevel / 6; 1093. 	   /* determine the level of the strongest monster to make. */ 1094. 	    maxmlev = (zlevel + u.ulevel) / 2; 1095. #ifdef REINCARNATION 1096. 	   upper = Is_rogue_level(&u.uz); 1097. #endif 1098. 	   elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz); 1099. 1100. /*  1101.  *	Find out how many monsters exist in the range we have selected. 1102. */  1103. 	    /* (`mndx' initialized above) */ 1104. 	   for (mndx < SPECIAL_PM; mndx++) { 1105. 		ptr = &mons[mndx]; 1106. 		rndmonst_state.mchoices[mndx] = 0; 1107. 		if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev)) 1108. 		   continue; 1109. #ifdef REINCARNATION 1110. 		if (upper && !isupper(def_monsyms[(int)(ptr->mlet)])) continue; 1111. #endif 1112. 		if (elemlevel && wrong_elem_type(ptr)) continue; 1113. 		if (uncommon(mndx)) continue; 1114. 		if (Inhell && (ptr->geno & G_NOHELL)) continue; 1115. 		ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr); 1116. 		if (ct < 0 || ct > 127) 1117. 		   panic("rndmonst: bad count [#%d: %d]", mndx, ct); 1118. 		rndmonst_state.choice_count += ct; 1119. 		rndmonst_state.mchoices[mndx] = (char)ct; 1120. 	   }  1121. /*  1122.  *	    Possible modification:  if choice_count is "too low", 1123. *	    expand minmlev..maxmlev range and try again. 1124. */  1125. 	} /* choice_count+mchoices[] recalc */ 1126. 1127. 	if (rndmonst_state.choice_count <= 0) { 1128. 	   /* maybe no common mons left, or all are too weak or too strong */ 1129. #ifdef DEBUG 1130. 	   Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count); 1131. #endif 1132. 	   return (struct permonst *)0; 1133. 	} 1134.  1135. /*  1136.  *	Now, select a monster at random. 1137. */  1138. 	ct = rnd(rndmonst_state.choice_count); 1139. 	for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++) 1140. 	   if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break; 1141. 1142. 	if (mndx == SPECIAL_PM || uncommon(mndx)) {	/* shouldn't happen */ 1143. 	   impossible("rndmonst: bad `mndx' [#%d]", mndx); 1144. 	   return (struct permonst *)0; 1145. 	} 1146. 	return &mons[mndx]; 1147. } 1148.  1149. /* called when you change level (experience or dungeon depth) or when 1150.   monster species can no longer be created (genocide or extinction) */ 1151. void 1152. reset_rndmonst(mndx) 1153. int mndx;	/* particular species that can no longer be created */ 1154. { 1155. 	/* cached selection info is out of date */ 1156. 	if (mndx == NON_PM) { 1157. 	   rndmonst_state.choice_count = -1;	/* full recalc needed */ 1158. 	} else if (mndx < SPECIAL_PM) { 1159. 	   rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx]; 1160. 	   rndmonst_state.mchoices[mndx] = 0; 1161. 	} /* note: safe to ignore extinction of unique monsters */ 1162. } 1163.  1164. #endif /* OVL0 */ 1165. #ifdef OVL1 1166. 1167. /*	The routine below is used to make one of the multiple types 1168. *	of a given monster class. The second parameter specifies a 1169. *	special casing bit mask to allow the normal genesis 1170. *	masks to be deactivated. Returns 0 if no monsters 1171. *	in that class can be made. 1172. */  1173.  1174. struct permonst * 1175. mkclass(class,spc) 1176. char	class; 1177. int	spc; 1178. { 1179. 	register int	first, last, num = 0; 1180. 	int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc; 1181. 1182. 	maxmlev = level_difficulty >> 1; 1183. 	if(class < 1 || class >= MAXMCLASSES) { 1184. 	   impossible("mkclass called with bad class!"); 1185. 	   return((struct permonst *) 0); 1186. 	} 1187. /*	Assumption #1:	monsters of a given class are contiguous in the 1188. *			mons[] array. 1189. */  1190. 	for (first = LOW_PM; first < SPECIAL_PM; first++) 1191. 	   if (mons[first].mlet == class) break; 1192. 	if (first == SPECIAL_PM) return (struct permonst *) 0; 1193. 1194. 	for (last = first;  1195. 		last < SPECIAL_PM && mons[last].mlet == class; last++) 1196. 	   if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask)  1197. 					&& !is_placeholder(&mons[last])) { 1198. 		/* consider it */ 1199. 		if(num && toostrong(last, maxmlev) && 1200. 		   monstr[last] != monstr[last-1] && rn2(2)) break; 1201. 		num += mons[last].geno & G_FREQ; 1202. 	   }  1203.  1204. 	if(!num) return((struct permonst *) 0); 1205. 1206. /*	Assumption #2:	monsters of a given class are presented in ascending 1207. *			order of strength. 1208. */  1209. 	for(num = rnd(num); num > 0; first++) 1210. 	   if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask)  1211. 					&& !is_placeholder(&mons[first])) { 1212. 		/* skew towards lower value monsters at lower exp. levels */ 1213. 		num -= mons[first].geno & G_FREQ; 1214. 		if (num && adj_lev(&mons[first]) > (u.ulevel*2)) { 1215. 		   /* but not when multiple monsters are same level */ 1216. 		   if (mons[first].mlevel != mons[first+1].mlevel) 1217. 			num--; 1218. 		} 1219. 	    }  1220. 	first--; /* correct an off-by-one error */ 1221. 1222. 	return(&mons[first]); 1223. } 1224.  1225. int 1226. adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */ 1227. register struct permonst *ptr; 1228. { 1229. 	int	tmp, tmp2; 1230. 1231. 	if (ptr == &mons[PM_WIZARD_OF_YENDOR]) { 1232. 		/* does not depend on other strengths, but does get stronger 1233. 		 * every time he is killed 1234. 		 */ 1235. 		tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died; 1236. 		if (tmp > 49) tmp = 49; 1237. 		return tmp; 1238. 	} 1239.  1240. 	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */ 1241. 	tmp2 = (level_difficulty - tmp); 1242. 	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */ 1243. 	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */ 1244. 1245. 	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */ 1246. 	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */ 1247. 1248. 	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */ 1249. 	if (tmp2 > 49) tmp2 = 49;		/* hard upper limit */ 1250. 	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */ 1251. } 1252.  1253. #endif /* OVL1 */ 1254. #ifdef OVLB 1255. 1256. struct permonst * 1257. grow_up(mtmp, victim)	/* `mtmp' might "grow up" into a bigger version */ 1258. struct monst *mtmp, *victim; 1259. { 1260. 	int oldtype, newtype, max_increase, cur_increase, 1261. 	   lev_limit, hp_threshold; 1262. 	struct permonst *ptr = mtmp->data; 1263. 1264. 	/* monster died after killing enemy but before calling this function */ 1265. 	/* currently possible if killing a gas spore */ 1266. 	if (mtmp->mhp <= 0) 1267. 	   return ((struct permonst *)0); 1268. 1269. 	/* growth limits differ depending on method of advancement */ 1270. 	if (victim) {		/* killed a monster */ 1271. 	   /*  1272. 	     * The HP threshold is the maximum number of hit points for the 1273. 	    * current level; once exceeded, a level will be gained. 1274. 	    * Possible bug: if somehow the hit points are already higher 1275. 	    * than that, monster will gain a level without any increase in HP. 1276. 	    */  1277. 	    hp_threshold = mtmp->m_lev * 8;		/* normal limit */ 1278. 	   if (!mtmp->m_lev) 1279. 		hp_threshold = 4; 1280. 	   else if (is_golem(ptr))	/* strange creatures */ 1281. 		hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1; 1282. 	   else if (is_home_elemental(ptr)) 1283. 		hp_threshold *= 3; 1284. 	   lev_limit = 3 * (int)ptr->mlevel / 2;	/* same as adj_lev */ 1285. 	   /* number of hit points to gain; unlike for the player, we put 1286. 	      the limit at the bottom of the next level rather than the top */ 1287. 	   max_increase = rnd((int)victim->m_lev + 1); 1288. 	   if (mtmp->mhpmax + max_increase > hp_threshold + 1) 1289. 		max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0); 1290. 	   cur_increase = (max_increase > 1) ? rn2(max_increase) : 0; 1291. 	} else { 1292. 	   /* a gain level potion or wraith corpse; always go up a level 1293. 	      unless already at maximum (49 is hard upper limit except  1294. 	       for demon lords, who start at 50 and can't go any higher) */ 1295. 	   max_increase = cur_increase = rnd(8); 1296. 	   hp_threshold = 0;	/* smaller than `mhpmax + max_increase' */ 1297. 	   lev_limit = 50;		/* recalc below */ 1298. 	} 1299.  1300. 	mtmp->mhpmax += max_increase; 1301. 	mtmp->mhp += cur_increase; 1302. 	if (mtmp->mhpmax <= hp_threshold) 1303. 	   return ptr;		/* doesn't gain a level */ 1304. 1305. 	if (is_mplayer(ptr)) lev_limit = 30;	/* same as player */ 1306. 	else if (lev_limit < 5) lev_limit = 5;	/* arbitrary */ 1307. 	else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49); 1308. 1309. 	/* note:  none of the monsters with special hit point calculations 1310. 	  have both little and big forms */ 1311. 	oldtype = monsndx(ptr); 1312. 	newtype = little_to_big(oldtype); 1313. 	if (newtype == PM_PRIEST && mtmp->female) newtype = PM_PRIESTESS; 1314. 	if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) { 1315. 	   ptr = &mons[newtype]; 1316. 	   if (mvitals[newtype].mvflags & G_GENOD) {	/* allow G_EXTINCT */ 1317. 		if (sensemon(mtmp)) 1318. 		   pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),  1319. 			an(ptr->mname), he[pronoun_gender(mtmp)],  1320. 			nonliving(ptr) ? "expires" : "dies"); 1321. 		set_mon_data(mtmp, ptr, -1);	/* keep mvitals[] accurate */ 1322. 		mondied(mtmp); 1323. 		return (struct permonst *)0; 1324. 	   }  1325. 	    set_mon_data(mtmp, ptr, 1);		/* preserve intrinsics */ 1326. 	   newsym(mtmp->mx, mtmp->my);		/* color may change */ 1327. 	   lev_limit = (int)mtmp->m_lev;	/* never undo increment */ 1328. 	} 1329. 	/* sanity checks */ 1330. 	if ((int)mtmp->m_lev > lev_limit) { 1331. 	   mtmp->m_lev--;	/* undo increment */ 1332. 	   /* HP might have been allowed to grow when it shouldn't */ 1333. 	   if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--; 1334. 	} 1335. 	if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8;	  /* absolute limit */ 1336. 	if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax; 1337. 1338. 	return ptr; 1339. } 1340.  1341. #endif /* OVLB */ 1342. #ifdef OVL1 1343. 1344. int 1345. mongets(mtmp, otyp) 1346. register struct monst *mtmp; 1347. register int otyp; 1348. { 1349. 	register struct obj *otmp; 1350. 1351. 	if (!otyp) return 0; 1352. 	otmp = mksobj(otyp, TRUE, FALSE); 1353. 	if (otmp) { 1354. 	   if (mtmp->data->mlet == S_DEMON) { 1355. 		/* demons never get blessed objects */ 1356. 		if (otmp->blessed) curse(otmp); 1357. 	   } else if(is_lminion(mtmp->data)) { 1358. 		/* lawful minions don't get cursed, bad, or rusting objects */ 1359. 		otmp->cursed = FALSE; 1360. 		if(otmp->spe < 0) otmp->spe = 0; 1361. 		otmp->oerodeproof = TRUE; 1362. 	   } else if(is_mplayer(mtmp->data) && is_sword(otmp)) { 1363. 		otmp->spe = (3 + rn2(4)); 1364. 	   }  1365.  1366. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) { 1367. 		otmp->spe = 0; 1368. 		otmp->age = 0L; 1369. 		otmp->lamplit = FALSE; 1370. 		otmp->blessed = otmp->cursed = FALSE; 1371. 	   } else if (otmp->otyp == BELL_OF_OPENING) { 1372. 		otmp->blessed = otmp->cursed = FALSE; 1373. 	   } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) { 1374. 		otmp->blessed = FALSE; 1375. 		otmp->cursed = TRUE; 1376. 	   }  1377.  1378. 	    /* leaders don't tolerate inferior quality battle gear */ 1379. 	   if (is_prince(mtmp->data)) { 1380. 		if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1) 1381. 		   otmp->spe = 1; 1382. 		else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0) 1383. 		   otmp->spe = 0; 1384. 	   }  1385.  1386. 	    mpickobj(mtmp, otmp); 1387. 	   return(otmp->spe); 1388. 	} else return(0); 1389. } 1390.  1391. #endif /* OVL1 */ 1392. #ifdef OVLB 1393. 1394. int 1395. golemhp(type) 1396. int type; 1397. { 1398. 	switch(type) { 1399. 		case PM_STRAW_GOLEM: return 20; 1400. 		case PM_PAPER_GOLEM: return 20; 1401. 		case PM_ROPE_GOLEM: return 30; 1402. 		case PM_LEATHER_GOLEM: return 40; 1403. 		case PM_GOLD_GOLEM: return 40; 1404. 		case PM_WOOD_GOLEM: return 50; 1405. 		case PM_FLESH_GOLEM: return 40; 1406. 		case PM_CLAY_GOLEM: return 50; 1407. 		case PM_STONE_GOLEM: return 60; 1408. 		case PM_GLASS_GOLEM: return 60; 1409. 		case PM_IRON_GOLEM: return 80; 1410. 		default: return 0; 1411. 	} 1412. }  1413.  1414. #endif /* OVLB */ 1415. #ifdef OVL1 1416. 1417. /*  1418.  *	Alignment vs. yours determines monster's attitude to you. 1419. *	( some "animal" types are co-aligned, but also hungry ) 1420. */  1421. boolean 1422. peace_minded(ptr) 1423. register struct permonst *ptr; 1424. { 1425. 	aligntyp mal = ptr->maligntyp, ual = u.ualign.type; 1426. 1427. 	if (always_peaceful(ptr)) return TRUE; 1428. 	if (always_hostile(ptr)) return FALSE; 1429. 	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN) 1430. 		return TRUE; 1431. 	if (ptr->msound == MS_NEMESIS)	return FALSE; 1432. 1433. 	if (race_peaceful(ptr)) return TRUE; 1434. 	if (race_hostile(ptr)) return FALSE; 1435. 1436. 	/* the monster is hostile if its alignment is different from the 1437. 	 * player's */ 1438. 	if (sgn(mal) != sgn(ual)) return FALSE; 1439. 1440. 	/* Negative monster hostile to player with Amulet. */ 1441. 	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE; 1442. 1443. 	/* minions are hostile to players that have strayed at all */ 1444. 	if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0)); 1445. 1446. 	/* Last case:  a chance of a co-aligned monster being 1447. 	 * hostile. This chance is greater if the player has strayed 1448. 	 * (u.ualign.record negative) or the monster is not strongly aligned. 1449. 	 */ 1450. 	return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) && 1451. 		!!rn2(2 + abs(mal)))); 1452. } 1453.  1454. /* Set malign to have the proper effect on player alignment if monster is  1455. * killed. Negative numbers mean it's bad to kill this monster; positive 1456. * numbers mean it's good. Since there are more hostile monsters than 1457. * peaceful monsters, the penalty for killing a peaceful monster should be  1458. * greater than the bonus for killing a hostile monster to maintain balance. 1459. * Rules: 1460. *   it's bad to kill peaceful monsters, potentially worse to kill always- 1461. *	peaceful monsters 1462. *   it's never bad to kill a hostile monster, although it may not be good 1463. */  1464. void 1465. set_malign(mtmp) 1466. struct monst *mtmp; 1467. { 1468. 	schar mal = mtmp->data->maligntyp; 1469. 	boolean coaligned; 1470. 1471. 	if (mtmp->ispriest || mtmp->isminion) { 1472. 		/* some monsters have individual alignments; check them */ 1473. 		if (mtmp->ispriest) 1474. 			mal = EPRI(mtmp)->shralign; 1475. 		else if (mtmp->isminion) 1476. 			mal = EMIN(mtmp)->min_align; 1477. 		/* unless alignment is none, set mal to -5,0,5 */ 1478. 		/* (see align.h for valid aligntyp values)    */ 1479. 		if(mal != A_NONE) 1480. 			mal *= 5; 1481. 	} 1482.  1483. 	coaligned = (sgn(mal) == sgn(u.ualign.type)); 1484. 	if (mtmp->data->msound == MS_LEADER) { 1485. 		mtmp->malign = -20; 1486. 	} else if (mal == A_NONE) { 1487. 		if (mtmp->mpeaceful) 1488. 			mtmp->malign = 0; 1489. 		else 1490. 			mtmp->malign = 20;	/* really hostile */ 1491. 	} else if (always_peaceful(mtmp->data)) { 1492. 		int absmal = abs(mal); 1493. 		if (mtmp->mpeaceful) 1494. 			mtmp->malign = -3*max(5,absmal); 1495. 		else 1496. 			mtmp->malign = 3*max(5,absmal); /* renegade */ 1497. 	} else if (always_hostile(mtmp->data)) { 1498. 		int absmal = abs(mal); 1499. 		if (coaligned) 1500. 			mtmp->malign = 0; 1501. 		else 1502. 			mtmp->malign = max(5,absmal); 1503. 	} else if (coaligned) { 1504. 		int absmal = abs(mal); 1505. 		if (mtmp->mpeaceful) 1506. 			mtmp->malign = -3*max(3,absmal); 1507. 		else	/* renegade */ 1508. 			mtmp->malign = max(3,absmal); 1509. 	} else	/* not coaligned and therefore hostile */ 1510. 		mtmp->malign = abs(mal); 1511. } 1512.  1513. #endif /* OVL1 */ 1514. #ifdef OVLB 1515. 1516. static NEARDATA char syms[] = { 1517. 	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS, 1518. 	FOOD_CLASS, GOLD_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS, 1519. 	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS, 1520. 	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF, 1521. }; 1522.  1523. void 1524. set_mimic_sym(mtmp)		/* KAA, modified by ERS */ 1525. register struct monst *mtmp; 1526. { 1527. 	int typ, roomno, rt; 1528. 	unsigned appear, ap_type; 1529. 	int s_sym; 1530. 	struct obj *otmp; 1531. 	int mx, my; 1532. 1533. 	if (!mtmp) return; 1534. 	mx = mtmp->mx; my = mtmp->my; 1535. 	typ = levl[mx][my].typ; 1536. 					/* only valid for INSIDE of room */ 1537. 	roomno = levl[mx][my].roomno - ROOMOFFSET; 1538. 	if (roomno >= 0) 1539. 		rt = rooms[roomno].rtype; 1540. #ifdef SPECIALIZATION 1541. 	else if (IS_ROOM(typ)) 1542. 		rt = OROOM, roomno = 0; 1543. #endif 1544. 	else	rt = 0;	/* roomno < 0 case for GCC_WARN */ 1545. 1546. 	if (OBJ_AT(mx, my)) { 1547. 		ap_type = M_AP_OBJECT; 1548. 		appear = level.objects[mx][my]->otyp; 1549. 	} else if (IS_DOOR(typ) || IS_WALL(typ) || 1550. 		   typ == SDOOR || typ == SCORR) { 1551. 		ap_type = M_AP_FURNITURE; 1552. 		/* 1553. 		 *  If there is a wall to the left that connects to this 1554. 		 * location, then the mimic mimics a horizontal closed door. 1555. 		 * This does not allow doors to be in corners of rooms. 1556. 		 */ 1557. 		if (mx != 0 &&  1558. 			(levl[mx-1][my].typ == HWALL    || 1559. 			 levl[mx-1][my].typ == TLCORNER || 1560. 			 levl[mx-1][my].typ == TRWALL  || 1561. 			 levl[mx-1][my].typ == BLCORNER || 1562. 			 levl[mx-1][my].typ == TDWALL  || 1563. 			 levl[mx-1][my].typ == CROSSWALL|| 1564. 			 levl[mx-1][my].typ == TUWALL   )) 1565. 		   appear = S_hcdoor; 1566. 		else 1567. 		   appear = S_vcdoor; 1568. 1569. 		if(!mtmp->minvis || See_invisible) 1570. 		   block_point(mx,my);	/* vision */ 1571. 	} else if (level.flags.is_maze_lev && rn2(2)) { 1572. 		ap_type = M_AP_OBJECT; 1573. 		appear = STATUE; 1574. 	} else if (roomno < 0) { 1575. 		ap_type = M_AP_OBJECT; 1576. 		appear = BOULDER; 1577. 		if(!mtmp->minvis || See_invisible) 1578. 		   block_point(mx,my);	/* vision */ 1579. 	} else if (rt == ZOO || rt == VAULT) { 1580. 		ap_type = M_AP_OBJECT; 1581. 		appear = GOLD_PIECE; 1582. 	} else if (rt == DELPHI) { 1583. 		if (rn2(2)) { 1584. 			ap_type = M_AP_OBJECT; 1585. 			appear = STATUE; 1586. 		} else { 1587. 			ap_type = M_AP_FURNITURE; 1588. 			appear = S_fountain; 1589. 		} 1590. 	} else if (rt == TEMPLE) { 1591. 		ap_type = M_AP_FURNITURE; 1592. 		appear = S_altar; 1593. 	/* 1594. 	 * We won't bother with beehives, morgues, barracks, throne rooms 1595. 	 * since they shouldn't contain too many mimics anyway... 1596. */ 1597. 	} else if (rt >= SHOPBASE) { 1598. 		s_sym = get_shop_item(rt - SHOPBASE); 1599. 		if (s_sym < 0) { 1600. 			ap_type = M_AP_OBJECT; 1601. 			appear = -s_sym; 1602. 		} else { 1603. 			if (s_sym == RANDOM_CLASS) 1604. 				s_sym = syms[rn2((int)sizeof(syms)-2) + 2]; 1605. 			goto assign_sym; 1606. 		} 1607. 	} else { 1608. 		s_sym = syms[rn2((int)sizeof(syms))]; 1609. assign_sym: 1610. 		if (s_sym >= MAXOCLASSES) { 1611. 			ap_type = M_AP_FURNITURE; 1612. 			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair; 1613. 		} else if (s_sym == GOLD_CLASS) { 1614. 			ap_type = M_AP_OBJECT; 1615. 			appear = GOLD_PIECE; 1616. 		} else { 1617. 			ap_type = M_AP_OBJECT; 1618. 			if (s_sym == S_MIMIC_DEF) { 1619. 				appear = STRANGE_OBJECT; 1620. 			} else { 1621. 				otmp = mkobj( (char) s_sym, FALSE ); 1622. 				appear = otmp->otyp; 1623. 				/* make sure container contents are free'ed */ 1624. 				obfree(otmp, (struct obj *) 0); 1625. 			} 1626. 		}  1627. 	}  1628. 	mtmp->m_ap_type = ap_type; 1629. 	mtmp->mappearance = appear; 1630. } 1631.  1632. #endif /* OVLB */ 1633. 1634. /*makemon.c*/