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Below is the full text to makemon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/makemon.c#line123]], for example.

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1.    /*	SCCS Id: @(#)makemon.c	3.2	95/08/12	*/
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.    #ifdef REINCARNATION
9.    #include <ctype.h>
10.   #endif
11.   
12.   STATIC_VAR NEARDATA struct monst zeromonst;
13.   
14.   #ifdef OVL0
15.   static boolean FDECL(uncommon, (int));
16.   static int FDECL(align_shift, (struct permonst *));
17.   #endif /* OVL0 */
18.   STATIC_DCL boolean FDECL(wrong_elem_type, (struct permonst *));
19.   STATIC_DCL void FDECL(m_initgrp,(struct monst *,int,int,int));
20.   STATIC_DCL void FDECL(m_initthrow,(struct monst *,int,int));
21.   STATIC_DCL void FDECL(m_initweap,(struct monst *));
22.   #ifdef OVL1
23.   static void FDECL(m_initinv,(struct monst *));
24.   #endif /* OVL1 */
25.   
26.   extern int monstr[];
27.   
28.   #define m_initsgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 3)
29.   #define m_initlgrp(mtmp, x, y)	m_initgrp(mtmp, x, y, 10)
30.   #define toostrong(monindx, lev) (monstr[monindx] > lev)
31.   #define tooweak(monindx, lev)	(monstr[monindx] < lev)
32.   
33.   #ifdef OVLB
34.   boolean
35.   is_home_elemental(ptr)
36.   register struct permonst *ptr;
37.   {
38.   	if (ptr->mlet == S_ELEMENTAL)
39.   	    switch (monsndx(ptr)) {
40.   		case PM_AIR_ELEMENTAL: return Is_airlevel(&u.uz);
41.   		case PM_FIRE_ELEMENTAL: return Is_firelevel(&u.uz);
42.   		case PM_EARTH_ELEMENTAL: return Is_earthlevel(&u.uz);
43.   		case PM_WATER_ELEMENTAL: return Is_waterlevel(&u.uz);
44.   	    }
45.   	return FALSE;
46.   }
47.   
48.   /*
49.    * Return true if the given monster cannot exist on this elemental level.
50.    */
51.   STATIC_OVL boolean
52.   wrong_elem_type(ptr)
53.       register struct permonst *ptr;
54.   {
55.       if (ptr->mlet == S_ELEMENTAL) {
56.   	return((boolean)(!is_home_elemental(ptr)));
57.       } else if (Is_earthlevel(&u.uz)) {
58.   	/* no restrictions? */
59.       } else if (Is_waterlevel(&u.uz)) {
60.   	/* just monsters that can swim */
61.   	if(!is_swimmer(ptr)) return TRUE;
62.       } else if (Is_firelevel(&u.uz)) {
63.   	if (!pm_resistance(ptr,MR_FIRE)) return TRUE;
64.       } else if (Is_airlevel(&u.uz)) {
65.   	if(!(is_flyer(ptr) && ptr->mlet != S_TRAPPER) && !is_floater(ptr)
66.   	   && !amorphous(ptr) && !noncorporeal(ptr) && !is_whirly(ptr))
67.   	    return TRUE;
68.       }
69.       return FALSE;
70.   }
71.   
72.   STATIC_OVL void
73.   m_initgrp(mtmp, x, y, n)	/* make a group just like mtmp */
74.   register struct monst *mtmp;
75.   register int x, y, n;
76.   {
77.   	coord mm;
78.   	register int cnt = rnd(n);
79.   	struct monst *mon;
80.   
81.   	/* Tuning: cut down on swarming at low character levels [mrs] */
82.   	cnt /= (u.ulevel < 3) ? 4 : (u.ulevel < 5) ? 2 : 1;
83.   	if(!cnt) cnt++;
84.   
85.   	mm.x = x;
86.   	mm.y = y;
87.   	while(cnt--) {
88.   		if (peace_minded(mtmp->data)) continue;
89.   		/* Don't create groups of peaceful monsters since they'll get
90.   		 * in our way.  If the monster has a percentage chance so some
91.   		 * are peaceful and some are not, the result will just be a
92.   		 * smaller group.
93.   		 */
94.   		if (enexto(&mm, mm.x, mm.y, mtmp->data)) {
95.   		    mon = makemon(mtmp->data, mm.x, mm.y);
96.   		    mon->mpeaceful = FALSE;
97.   		    set_malign(mon);
98.   		    /* Undo the second peace_minded() check in makemon(); if the
99.   		     * monster turned out to be peaceful the first time we
100.  		     * didn't create it at all; we don't want a second check.
101.  		     */
102.  		}
103.  	}
104.  }
105.  
106.  STATIC_OVL
107.  void
108.  m_initthrow(mtmp,otyp,oquan)
109.  struct monst *mtmp;
110.  int otyp,oquan;
111.  {
112.  	register struct obj *otmp;
113.  
114.  	otmp = mksobj(otyp, TRUE, FALSE);
115.  	otmp->quan = (long) rn1(oquan, 3);
116.  	otmp->owt = weight(otmp);
117.  	if (otyp == ORCISH_ARROW) otmp->opoisoned = TRUE;
118.  	mpickobj(mtmp, otmp);
119.  }
120.  
121.  #endif /* OVLB */
122.  #ifdef OVL2
123.  
124.  STATIC_OVL void
125.  m_initweap(mtmp)
126.  register struct monst *mtmp;
127.  {
128.  	register struct permonst *ptr = mtmp->data;
129.  	register int mm = monsndx(ptr);
130.  	struct obj *otmp;
131.  
132.  #ifdef REINCARNATION
133.  	if (Is_rogue_level(&u.uz)) return;
134.  #endif
135.  /*
136.   *	first a few special cases:
137.   *
138.   *		giants get a boulder to throw sometimes.
139.   *		ettins get clubs
140.   *		kobolds get darts to throw
141.   *		centaurs get some sort of bow & arrows or bolts
142.   *		soldiers get all sorts of things.
143.   *		kops get clubs & cream pies.
144.   */
145.  	switch (ptr->mlet) {
146.  	    case S_GIANT:
147.  		if (rn2(2)) (void)mongets(mtmp, (mm != PM_ETTIN) ?
148.  				    BOULDER : CLUB);
149.  		break;
150.  	    case S_HUMAN:
151.  		if(is_mercenary(ptr)) {
152.  		    int w1 = 0, w2 = 0;
153.  		    switch (mm) {
154.  
155.  			case PM_WATCHMAN:
156.  			case PM_SOLDIER:
157.  			  if (!rn2(3)) {
158.  			      w1 = rn1(BEC_DE_CORBIN - PARTISAN + 1, PARTISAN);
159.  			      w2 = rn2(2) ? DAGGER : KNIFE;
160.  			  } else w1 = rn2(2) ? SPEAR : SHORT_SWORD;
161.  			  break;
162.  			case PM_SERGEANT:
163.  			  w1 = rn2(2) ? FLAIL : MACE;
164.  			  break;
165.  			case PM_LIEUTENANT:
166.  			  w1 = rn2(2) ? BROADSWORD : LONG_SWORD;
167.  			  break;
168.  			case PM_CAPTAIN:
169.  			case PM_WATCH_CAPTAIN:
170.  			  w1 = rn2(2) ? LONG_SWORD : SILVER_SABER;
171.  			  break;
172.  			default:
173.  			  if (!rn2(4)) w1 = DAGGER;
174.  			  if (!rn2(7)) w2 = SPEAR;
175.  			  break;
176.  		    }
177.  		    if (w1) (void)mongets(mtmp, w1);
178.  		    if (!w2 && w1 != DAGGER && !rn2(4)) w2 = KNIFE;
179.  		    if (w2) (void)mongets(mtmp, w2);
180.  		} else if (is_elf(ptr)) {
181.  		    if (rn2(2))
182.  			(void) mongets(mtmp,
183.  				   rn2(2) ? ELVEN_MITHRIL_COAT : ELVEN_CLOAK);
184.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_LEATHER_HELM);
185.  		    else if (!rn2(4)) (void)mongets(mtmp, ELVEN_BOOTS);
186.  		    if (rn2(2)) (void)mongets(mtmp, ELVEN_DAGGER);
187.  		    switch (rn2(3)) {
188.  			case 0:
189.  			    if (!rn2(4)) (void)mongets(mtmp, ELVEN_SHIELD);
190.  			    if (rn2(3)) (void)mongets(mtmp, ELVEN_SHORT_SWORD);
191.  			    (void)mongets(mtmp, ELVEN_BOW);
192.  			    m_initthrow(mtmp, ELVEN_ARROW, 12);
193.  			    break;
194.  			case 1:
195.  			    (void)mongets(mtmp, ELVEN_BROADSWORD);
196.  			    if (rn2(2)) (void)mongets(mtmp, ELVEN_SHIELD);
197.  			    break;
198.  			case 2:
199.  			    if (rn2(2)) {
200.  				(void)mongets(mtmp, ELVEN_SPEAR);
201.  				(void)mongets(mtmp, ELVEN_SHIELD);
202.  			    }
203.  			    break;
204.  		    }
205.  		    if (mm == PM_ELVENKING)
206.  			(void)mongets(mtmp, PICK_AXE);
207.  		} else if (ptr->msound == MS_PRIEST) {
208.  		    otmp = mksobj(MACE, FALSE, FALSE);
209.  		    if(otmp) {
210.  			otmp->spe = rnd(3);
211.  			if(!rn2(2)) curse(otmp);
212.  			mpickobj(mtmp, otmp);
213.  		    }
214.  		}
215.  		break;
216.  
217.  	    case S_ANGEL:
218.  		{
219.  		    int spe2;
220.  
221.  		    /* create minion stuff; can't use mongets */
222.  		    otmp = mksobj(LONG_SWORD, FALSE, FALSE);
223.  
224.  		    /* maybe make it special */
225.  		    if (!rn2(20) || is_lord(ptr))
226.  			otmp = oname(otmp, artiname(
227.  				rn2(2) ? ART_DEMONBANE : ART_SUNSWORD));
228.  		    bless(otmp);
229.  		    otmp->oerodeproof = TRUE;
230.  		    spe2 = rn2(4);
231.  		    otmp->spe = max(otmp->spe, spe2);
232.  		    mpickobj(mtmp, otmp);
233.  
234.  		    otmp = mksobj(!rn2(4) || is_lord(ptr) ?
235.  				  SHIELD_OF_REFLECTION : LARGE_SHIELD,
236.  				  FALSE, FALSE);
237.  		    otmp->cursed = FALSE;
238.  		    otmp->oerodeproof = TRUE;
239.  		    otmp->spe = 0;
240.  		    mpickobj(mtmp, otmp);
241.  		}
242.  		break;
243.  
244.  	    case S_HUMANOID:
245.  		if (mm == PM_HOBBIT) {
246.  		    switch (rn2(3)) {
247.  			case 0:
248.  			    (void)mongets(mtmp, DAGGER);
249.  			    break;
250.  			case 1:
251.  			    (void)mongets(mtmp, ELVEN_DAGGER);
252.  			    break;
253.  			case 2:
254.  			    (void)mongets(mtmp, SLING);
255.  			    break;
256.  		      }
257.  		    if (!rn2(10)) (void)mongets(mtmp, ELVEN_MITHRIL_COAT);
258.  		    if (!rn2(10)) (void)mongets(mtmp, DWARVISH_CLOAK);
259.  		} else if (is_dwarf(ptr)) {
260.  		    if (rn2(7)) (void)mongets(mtmp, DWARVISH_CLOAK);
261.  		    if (rn2(7)) (void)mongets(mtmp, IRON_SHOES);
262.  		    if (!rn2(4)) {
263.  			(void)mongets(mtmp, DWARVISH_SHORT_SWORD);
264.  			/* note: you can't use a mattock with a shield */
265.  			if (rn2(2)) (void)mongets(mtmp, DWARVISH_MATTOCK);
266.  			else {
267.  				(void)mongets(mtmp, AXE);
268.  				(void)mongets(mtmp, DWARVISH_ROUNDSHIELD);
269.  			}
270.  			(void)mongets(mtmp, DWARVISH_IRON_HELM);
271.  			if (!rn2(3))
272.  			    (void)mongets(mtmp, DWARVISH_MITHRIL_COAT);
273.  		    } else {
274.  			(void)mongets(mtmp, !rn2(3) ? PICK_AXE : DAGGER);
275.  		    }
276.  		}
277.  		break;
278.  # ifdef KOPS
279.  	    case S_KOP:		/* create Keystone Kops with cream pies to
280.  				 * throw. As suggested by KAA.	   [MRS]
281.  				 */
282.  		if (!rn2(4)) m_initthrow(mtmp, CREAM_PIE, 2);
283.  		if (!rn2(3)) (void)mongets(mtmp,(rn2(2)) ? CLUB : RUBBER_HOSE);
284.  		break;
285.  # endif
286.  	    case S_ORC:
287.  		if(rn2(2)) (void)mongets(mtmp, ORCISH_HELM);
288.  		switch (mm != PM_ORC_CAPTAIN ? mm :
289.  			rn2(2) ? PM_MORDOR_ORC : PM_URUK_HAI) {
290.  		    case PM_MORDOR_ORC:
291.  			if(!rn2(3)) (void)mongets(mtmp, SCIMITAR);
292.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHIELD);
293.  			if(!rn2(3)) (void)mongets(mtmp, KNIFE);
294.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CHAIN_MAIL);
295.  			break;
296.  		    case PM_URUK_HAI:
297.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_CLOAK);
298.  			if(!rn2(3)) (void)mongets(mtmp, ORCISH_SHORT_SWORD);
299.  			if(!rn2(3)) (void)mongets(mtmp, IRON_SHOES);
300.  			if(!rn2(3)) {
301.  			    (void)mongets(mtmp, ORCISH_BOW);
302.  			    m_initthrow(mtmp, ORCISH_ARROW, 12);
303.  			}
304.  			if(!rn2(3)) (void)mongets(mtmp, URUK_HAI_SHIELD);
305.  			break;
306.  		    default:
307.  			if (mm != PM_ORC_SHAMAN && rn2(2))
308.  			  (void)mongets(mtmp, (mm == PM_GOBLIN || rn2(2) == 0)
309.  						   ? ORCISH_DAGGER : SCIMITAR);
310.  		}
311.  		break;
312.  	    case S_OGRE:
313.  		if (!rn2(mm == PM_OGRE_KING ? 3 : mm == PM_OGRE_LORD ? 6 : 12))
314.  		    (void) mongets(mtmp, BATTLE_AXE);
315.  		break;
316.  	    case S_KOBOLD:
317.  		if (!rn2(4)) m_initthrow(mtmp, DART, 12);
318.  		break;
319.  
320.  	    case S_CENTAUR:
321.  		if (rn2(2)) {
322.  		    if(ptr == &mons[PM_FOREST_CENTAUR]) {
323.  			(void)mongets(mtmp, BOW);
324.  			m_initthrow(mtmp, ARROW, 12);
325.  		    } else {
326.  			(void)mongets(mtmp, CROSSBOW);
327.  			m_initthrow(mtmp, CROSSBOW_BOLT, 12);
328.  		    }
329.  		}
330.  		break;
331.  	    case S_WRAITH:
332.  		(void)mongets(mtmp, KNIFE);
333.  		(void)mongets(mtmp, LONG_SWORD);
334.  		break;
335.  	    case S_ZOMBIE:
336.  		if (!rn2(4)) (void)mongets(mtmp, LEATHER_ARMOR);
337.  		if (!rn2(4))
338.  			(void)mongets(mtmp, (rn2(3) ? KNIFE : SHORT_SWORD));
339.  		break;
340.  	    case S_LIZARD:
341.  		if (mm == PM_SALAMANDER)
342.  			(void)mongets(mtmp, (rn2(7) ? SPEAR : rn2(3) ?
343.  					     TRIDENT : STILETTO));
344.  		break;
345.  	    case S_DEMON:
346.  		switch (mm) {
347.  		    case PM_BALROG:
348.  			(void)mongets(mtmp, BULLWHIP);
349.  			(void)mongets(mtmp, BROADSWORD);
350.  			break;
351.  		    case PM_ORCUS:
352.  			(void)mongets(mtmp, WAN_DEATH); /* the Wand of Orcus */
353.  			break;
354.  		    case PM_HORNED_DEVIL:
355.  			(void)mongets(mtmp, rn2(4) ? TRIDENT : BULLWHIP);
356.  			break;
357.  		    case PM_ICE_DEVIL:
358.  			if (!rn2(4)) (void)mongets(mtmp, SPEAR);
359.  			break;
360.  		    case PM_ASMODEUS:
361.  			(void)mongets(mtmp, WAN_COLD);
362.  			break;
363.  		    case PM_DISPATER:
364.  			(void)mongets(mtmp, WAN_STRIKING);
365.  			break;
366.  		    case PM_YEENOGHU:
367.  			(void)mongets(mtmp, FLAIL);
368.  			break;
369.  		}
370.  		/* prevent djinnis and mail daemons from leaving objects when
371.  		 * they vanish
372.  		 */
373.  		if (!is_demon(ptr)) break;
374.  		/* fall thru */
375.  /*
376.   *	Now the general case, Some chance of getting some type
377.   *	of weapon for "normal" monsters.  Certain special types
378.   *	of monsters will get a bonus chance or different selections.
379.   */
380.  	    default:
381.  	      {
382.  		int bias;
383.  		
384.  		bias = is_lord(ptr) + is_prince(ptr) * 2 + extra_nasty(ptr);
385.  		switch(rnd(14 - (2 * bias))) {
386.  		    case 1:
387.  			if(strongmonst(ptr)) (void) mongets(mtmp, BATTLE_AXE);
388.  			else m_initthrow(mtmp, DART, 12);
389.  			break;
390.  		    case 2:
391.  			if(strongmonst(ptr))
392.  			    (void) mongets(mtmp, TWO_HANDED_SWORD);
393.  			else {
394.  			    (void) mongets(mtmp, CROSSBOW);
395.  			    m_initthrow(mtmp, CROSSBOW_BOLT, 12);
396.  			}
397.  			break;
398.  		    case 3:
399.  			(void) mongets(mtmp, BOW);
400.  			m_initthrow(mtmp, ARROW, 12);
401.  			break;
402.  		    case 4:
403.  			if(strongmonst(ptr)) (void) mongets(mtmp, LONG_SWORD);
404.  			else m_initthrow(mtmp, DAGGER, 3);
405.  			break;
406.  		    case 5:
407.  			if(strongmonst(ptr))
408.  			    (void) mongets(mtmp, LUCERN_HAMMER);
409.  			else (void) mongets(mtmp, AKLYS);
410.  			break;
411.  		    default:
412.  			break;
413.  		}
414.  	      }
415.  	      break;
416.  	}
417.  	if ((int) mtmp->m_lev > rn2(75))
418.  		(void) mongets(mtmp, rnd_offensive_item(mtmp));
419.  }
420.  
421.  #endif /* OVL2 */
422.  #ifdef OVL1
423.  
424.  static void
425.  m_initinv(mtmp)
426.  register struct	monst	*mtmp;
427.  {
428.  	register int cnt;
429.  	register struct obj *otmp;
430.  	register struct permonst *ptr = mtmp->data;
431.  #ifdef REINCARNATION
432.  	if (Is_rogue_level(&u.uz)) return;
433.  #endif
434.  /*
435.   *	Soldiers get armour & rations - armour approximates their ac.
436.   *	Nymphs may get mirror or potion of object detection.
437.   */
438.  	switch(ptr->mlet) {
439.  
440.  	    case S_HUMAN:
441.  		if(is_mercenary(ptr)) {
442.  		    register int mac;
443.  
444.  		    switch(monsndx(ptr)) {
445.  			case PM_GUARD: mac = -1; break;
446.  			case PM_SOLDIER: mac = 3; break;
447.  			case PM_SERGEANT: mac = 0; break;
448.  			case PM_LIEUTENANT: mac = -2; break;
449.  			case PM_CAPTAIN: mac = -3; break;
450.  			case PM_WATCHMAN: mac = 3; break;
451.  			case PM_WATCH_CAPTAIN: mac = -2; break;
452.  			default: impossible("odd mercenary %d?", monsndx(ptr));
453.  				mac = 0;
454.  				break;
455.  		    }
456.  
457.  		    if (mac < -1 && rn2(5))
458.  			mac += 7 + mongets(mtmp, (rn2(5)) ?
459.  					   PLATE_MAIL : CRYSTAL_PLATE_MAIL);
460.  		    else if (mac < 3 && rn2(5))
461.  			mac += 6 + mongets(mtmp, (rn2(3)) ?
462.  					   SPLINT_MAIL : BANDED_MAIL);
463.  		    else if (rn2(5))
464.  			mac += 3 + mongets(mtmp, (rn2(3)) ?
465.  					   RING_MAIL : STUDDED_LEATHER_ARMOR);
466.  		    else
467.  			mac += 2 + mongets(mtmp, LEATHER_ARMOR);
468.  
469.  		    if (mac < 10 && rn2(3))
470.  			mac += 1 + mongets(mtmp, HELMET);
471.  		    else if (mac < 10 && rn2(2))
472.  			mac += 1 + mongets(mtmp, DENTED_POT);
473.  		    if (mac < 10 && rn2(3))
474.  			mac += 1 + mongets(mtmp, SMALL_SHIELD);
475.  		    else if (mac < 10 && rn2(2))
476.  			mac += 2 + mongets(mtmp, LARGE_SHIELD);
477.  		    if (mac < 10 && rn2(3))
478.  			mac += 1 + mongets(mtmp, LOW_BOOTS);
479.  		    else if (mac < 10 && rn2(2))
480.  			mac += 2 + mongets(mtmp, HIGH_BOOTS);
481.  		    if (mac < 10 && rn2(3))
482.  			mac += 1 + mongets(mtmp, LEATHER_GLOVES);
483.  		    else if (mac < 10 && rn2(2))
484.  			mac += 1 + mongets(mtmp, ELVEN_CLOAK);
485.  
486.  		    if(ptr != &mons[PM_GUARD] &&
487.  			ptr != &mons[PM_WATCHMAN] &&
488.  			ptr != &mons[PM_WATCH_CAPTAIN]) {
489.  			if (!rn2(3)) (void) mongets(mtmp, K_RATION);
490.  			if (!rn2(2)) (void) mongets(mtmp, C_RATION);
491.  			if (ptr != &mons[PM_SOLDIER] && !rn2(3))
492.  				(void) mongets(mtmp, BUGLE);
493.  		    } else
494.  			   if (ptr == &mons[PM_WATCHMAN] && rn2(3))
495.  				(void) mongets(mtmp, TIN_WHISTLE);
496.  		} else if (ptr == &mons[PM_SHOPKEEPER]) {
497.  		    (void) mongets(mtmp,SKELETON_KEY);
498.  		} else if (ptr->msound == MS_PRIEST) {
499.  		    (void) mongets(mtmp, CHAIN_MAIL);
500.  		    (void) mongets(mtmp, SMALL_SHIELD);
501.  		    mtmp->mgold = (long)rn1(10,20);
502.  		}
503.  		break;
504.  	    case S_NYMPH:
505.  		if(!rn2(2)) (void) mongets(mtmp, MIRROR);
506.  		if(!rn2(2)) (void) mongets(mtmp, POT_OBJECT_DETECTION);
507.  		break;
508.  	    case S_GIANT:
509.  		if (ptr == &mons[PM_MINOTAUR]) {
510.  		    if (!rn2(3) || Is_earthlevel(&u.uz))
511.  			(void) mongets(mtmp, WAN_DIGGING);
512.  		} else if (is_giant(ptr)) {
513.  		    for (cnt = rn2((int)(mtmp->m_lev / 2)); cnt; cnt--) {
514.  			otmp = mksobj(rnd_class(DILITHIUM_CRYSTAL,LUCKSTONE-1),
515.  				      FALSE, FALSE);
516.  			otmp->quan = (long) rn1(2, 3);
517.  			otmp->owt = weight(otmp);
518.  			mpickobj(mtmp, otmp);
519.  		    }
520.  		}
521.  		break;
522.  	    case S_WRAITH:
523.  		if (ptr == &mons[PM_NAZGUL]) {
524.  			otmp = mksobj(RIN_INVISIBILITY, FALSE, FALSE);
525.  			curse(otmp);
526.  			mpickobj(mtmp, otmp);
527.  		}
528.  		break;
529.  	    case S_LICH:
530.  		if (ptr == &mons[PM_MASTER_LICH] && !rn2(13))
531.  			(void)mongets(mtmp, (rn2(7) ? ATHAME : WAN_NOTHING));
532.  		break;
533.  	    case S_MUMMY:
534.  		if (rn2(7)) (void)mongets(mtmp, MUMMY_WRAPPING);
535.  		break;
536.  	    case S_QUANTMECH:
537.  		if (!rn2(20)) {
538.  			otmp = mksobj(LARGE_BOX, FALSE, FALSE);
539.  			otmp->spe = 1; /* flag for special box */
540.  			otmp->owt = weight(otmp);
541.  			mpickobj(mtmp, otmp);
542.  		}
543.  		break;
544.  	    case S_LEPRECHAUN:
545.  		mtmp->mgold = (long) d(level_difficulty(), 30);
546.  		break;
547.  	    default:
548.  		break;
549.  	}
550.  
551.  	/* ordinary soldiers rarely have access to magic (or gold :-) */
552.  	if (ptr == &mons[PM_SOLDIER] && rn2(13)) return;
553.  
554.  	if ((int) mtmp->m_lev > rn2(50))
555.  		(void) mongets(mtmp, rnd_defensive_item(mtmp));
556.  	if ((int) mtmp->m_lev > rn2(100))
557.  		(void) mongets(mtmp, rnd_misc_item(mtmp));
558.  	if (likes_gold(ptr) && !mtmp->mgold && !rn2(5))
559.  		mtmp->mgold =
560.  		      (long) d(level_difficulty(), mtmp->minvent ? 5 : 10);
561.  }
562.  
563.  struct monst *
564.  clone_mon(mon)
565.  struct monst *mon;
566.  {
567.  	coord mm;
568.  	struct monst *m2;
569.  
570.  	/* may be too weak or have been extinguished for population control */
571.  	if (mon->mhp <= 1 || (mvitals[monsndx(mon->data)].mvflags & G_EXTINCT))
572.  	    return (struct monst *)0;
573.  
574.  	mm.x = mon->mx;
575.  	mm.y = mon->my;
576.  	if (!enexto(&mm, mm.x, mm.y, mon->data) || MON_AT(mm.x, mm.y))
577.  	    return (struct monst *)0;
578.  	m2 = newmonst(0);
579.  	*m2 = *mon;			/* copy condition of old monster */
580.  	m2->nmon = fmon;
581.  	fmon = m2;
582.  	m2->m_id = flags.ident++;
583.  	if (!m2->m_id) m2->m_id = flags.ident++;	/* ident overflowed */
584.  	m2->mx = mm.x;
585.  	m2->my = mm.y;
586.  
587.  	m2->minvent = (struct obj *) 0; /* objects don't clone */
588.  	m2->mleashed = FALSE;
589.  	m2->mgold = 0L;
590.  	/* Max HP the same, but current HP halved for both.  The caller
591.  	 * might want to override this by halving the max HP also.
592.  	 */
593.  	m2->mhpmax = mon->mhpmax;
594.  	m2->mhp = mon->mhp /= 2;
595.  
596.  	/* since shopkeepers and guards will only be cloned if they've been
597.  	 * polymorphed away from their original forms, the clone doesn't have
598.  	 * room for the extra information.  we also don't want two shopkeepers
599.  	 * around for the same shop.
600.  	 * similarly, clones of named monsters don't have room for the name,
601.  	 * so we just make the clone unnamed instead of bothering to create
602.  	 * a clone with room and copying over the name from the right place
603.  	 * (which changes if the original was a shopkeeper or guard).
604.  	 */
605.  	if (mon->isshk) m2->isshk = FALSE;
606.  	if (mon->isgd) m2->isgd = FALSE;
607.  	if (mon->ispriest) m2->ispriest = FALSE;
608.  	m2->mxlth = 0;
609.  	m2->mnamelth = 0;
610.  	place_monster(m2, m2->mx, m2->my);
611.  	if (emits_light(m2->data))
612.  	    new_light_source(m2->mx, m2->my, emits_light(m2->data),
613.  			     LS_MONSTER, (genericptr_t)m2);
614.  	newsym(m2->mx,m2->my);	/* display the new monster */
615.  	if (mon->mtame) {
616.  	    struct monst *m3;
617.  
618.  	    /* because m2 is a copy of mon it is tame but not init'ed.
619.  	     * however, tamedog will not re-tame a tame dog, so m2
620.  	     * must be made non-tame to get initialized properly.
621.  	     */
622.  	    m2->mtame = 0;
623.  	    if ((m3 = tamedog(m2, (struct obj *)0)) != 0)
624.  		m2 = m3;
625.  	}
626.  	return m2;
627.  }
628.  
629.  /*
630.   * called with [x,y] = coordinates;
631.   *	[0,0] means anyplace
632.   *	[u.ux,u.uy] means: near player (if !in_mklev)
633.   *
634.   *	In case we make a monster group, only return the one at [x,y].
635.   */
636.  struct monst *
637.  makemon(ptr, x, y)
638.  register struct permonst *ptr;
639.  register int	x, y;
640.  {
641.  	register struct monst *mtmp;
642.  	register int	mndx, ct;
643.  	boolean anymon = (!ptr);
644.  	boolean byyou = (x == u.ux && y == u.uy);
645.  
646.  	/* if caller wants random location, do it here */
647.  	if(x == 0 && y == 0) {
648.  		int tryct = 0;	/* careful with bigrooms */
649.  		do {
650.  			x = rn1(COLNO-3,2);
651.  			y = rn2(ROWNO);
652.  		} while(!goodpos(x, y, (struct monst *)0, ptr) ||
653.  			(!in_mklev && tryct++ < 50 && cansee(x, y)));
654.  	} else if (byyou && !in_mklev) {
655.  		coord bypos;
656.  
657.  		if(enexto(&bypos, u.ux, u.uy, ptr)) {
658.  			x = bypos.x;
659.  			y = bypos.y;
660.  		} else
661.  			return((struct monst *)0);
662.  	}
663.  
664.  	/* if a monster already exists at the position, return */
665.  	if(MON_AT(x, y))
666.  		return((struct monst *) 0);
667.  
668.  	if(ptr){
669.  		mndx = monsndx(ptr);
670.  		/* if you are to make a specific monster and it has
671.  		   already been genocided, return */
672.  		if (mvitals[mndx].mvflags & G_GENOD) return((struct monst *) 0);
673.  	} else {
674.  		/* make a random (common) monster that can survive here.
675.  		 * (the special levels ask for random monsters at specific
676.  		 * positions, causing mass drowning on the medusa level,
677.  		 * for instance.)
678.  		 */
679.  		int tryct = 0;	/* maybe there are no good choices */
680.  		do {
681.  			if(!(ptr = rndmonst())) {
682.  #ifdef DEBUG
683.  			    pline("Warning: no monster.");
684.  #endif
685.  			    return((struct monst *) 0);	/* no more monsters! */
686.  			}
687.  		} while(!goodpos(x, y, (struct monst *)0, ptr) && tryct++ < 50);
688.  		mndx = monsndx(ptr);
689.  	}
690.  	/* if it's unique, don't ever make it again */
691.  	if (ptr->geno & G_UNIQ) mvitals[mndx].mvflags |= G_EXTINCT;
692.  
693.  	mtmp = newmonst(ptr->pxlth);
694.  	*mtmp = zeromonst;		/* clear all entries in structure */
695.  	for(ct = 0; ct < ptr->pxlth; ct++)
696.  		((char *) &(mtmp->mextra[0]))[ct] = 0;
697.  	mtmp->nmon = fmon;
698.  	fmon = mtmp;
699.  	mtmp->m_id = flags.ident++;
700.  	if (!mtmp->m_id) mtmp->m_id = flags.ident++;	/* ident overflowed */
701.  	set_mon_data(mtmp, ptr, 0);
702.  	mtmp->mxlth = ptr->pxlth;
703.  
704.  	mtmp->m_lev = adj_lev(ptr);
705.  	if (is_golem(ptr)) {
706.  	    mtmp->mhpmax = mtmp->mhp = golemhp(monsndx(ptr));
707.  	} else if (is_rider(ptr)) {
708.  		/* We want low HP, but a high mlevel so they can attack well */
709.  		mtmp->mhpmax = mtmp->mhp = d(10,8);
710.  	} else if (ptr->mlevel > 49) {
711.  	    /* "special" fixed hp monster
712.  	     * the hit points are encoded in the mlevel in a somewhat strange
713.  	     * way to fit in the 50..127 positive range of a signed character
714.  	     * above the 1..49 that indicate "normal" monster levels */
715.  	    mtmp->mhpmax = mtmp->mhp = 2*(ptr->mlevel - 6);
716.  	    mtmp->m_lev = mtmp->mhp / 4;	/* approximation */
717.  	} else if (ptr->mlet == S_DRAGON && ptr >= &mons[PM_GRAY_DRAGON]) {
718.  	    /* adult dragons */
719.  	    mtmp->mhpmax = mtmp->mhp = (int) (In_endgame(&u.uz) ?
720.  		(8 * mtmp->m_lev) : (4 * mtmp->m_lev + d((int)mtmp->m_lev, 4)));
721.  	} else if (!mtmp->m_lev) {
722.  	    mtmp->mhpmax = mtmp->mhp = rnd(4);
723.  	} else {
724.  	    mtmp->mhpmax = mtmp->mhp = d((int)mtmp->m_lev, 8);
725.  	    if (is_home_elemental(ptr))
726.  		mtmp->mhpmax = (mtmp->mhp *= 3);
727.  	}
728.  
729.  	if (is_female(ptr)) mtmp->female = TRUE;
730.  	else if (is_male(ptr)) mtmp->female = FALSE;
731.  	else mtmp->female = rn2(2);	/* ignored for neuters */
732.  
733.  	place_monster(mtmp, x, y);
734.  	mtmp->mcansee = mtmp->mcanmove = TRUE;
735.  	mtmp->mpeaceful = peace_minded(ptr);
736.  
737.  	switch(ptr->mlet) {
738.  		case S_MIMIC:
739.  			set_mimic_sym(mtmp);
740.  			break;
741.  		case S_SPIDER:
742.  		case S_SNAKE:
743.  			if(in_mklev)
744.  			    if(x && y)
745.  				(void) mkobj_at(0, x, y, TRUE);
746.  			if(hides_under(ptr) && OBJ_AT(x, y))
747.  			    mtmp->mundetected = TRUE;
748.  			break;
749.  		case S_LIGHT:
750.  			if (ptr != &mons[PM_BLACK_LIGHT])
751.  			    break;	/* else fall through */
752.  		case S_STALKER:
753.  			mtmp->perminvis = TRUE;
754.  			mtmp->minvis = TRUE;
755.  			break;
756.  		case S_EEL:
757.  			if (is_pool(x, y))
758.  			    mtmp->mundetected = TRUE;
759.  			break;
760.  		case S_LEPRECHAUN:
761.  			mtmp->msleep = TRUE;
762.  			break;
763.  		case S_JABBERWOCK:
764.  		case S_NYMPH:
765.  			if(rn2(5) && !u.uhave.amulet) mtmp->msleep = TRUE;
766.  			break;
767.  		case S_ORC:
768.  			if (Role_is('E')) mtmp->mpeaceful = FALSE;
769.  			break;
770.  		case S_UNICORN:
771.  			if (sgn(u.ualign.type) == sgn(ptr->maligntyp))
772.  				mtmp->mpeaceful = TRUE;
773.  			break;
774.  		case S_BAT:
775.  			if (Inhell) mtmp->mspeed = MFAST;
776.  			break;
777.  	}
778.  	if ((ct = emits_light(mtmp->data)) > 0)
779.  		new_light_source(mtmp->mx, mtmp->my, ct,
780.  				 LS_MONSTER, (genericptr_t)mtmp);
781.  	if (ptr == &mons[PM_CHAMELEON]) {
782.  		/* If you're protected with a ring, don't create
783.  		 * any shape-changing chameleons -dgk
784.  		 */
785.  		if (Protection_from_shape_changers)
786.  			mtmp->cham = FALSE;
787.  		else {
788.  			mtmp->cham = TRUE;
789.  			(void) newcham(mtmp, rndmonst());
790.  		}
791.  	} else if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
792.  		mtmp->iswiz = TRUE;
793.  		flags.no_of_wizards++;
794.  		if (flags.no_of_wizards == 1 && Is_earthlevel(&u.uz))
795.  			(void) mongets(mtmp, SPE_DIG);
796.  	} else if (ptr == &mons[PM_DJINNI]) {
797.  		flags.djinni_count++;
798.  	} else if (ptr == &mons[PM_GHOST]) {
799.  		flags.ghost_count++;
800.  	} else if (ptr == &mons[PM_VLAD_THE_IMPALER])
801.  		(void) mongets(mtmp, CANDELABRUM_OF_INVOCATION);
802.  	else if (ptr == &mons[PM_CROESUS])
803.  		(void) mongets(mtmp, TWO_HANDED_SWORD);
804.  	else if (ptr->msound == MS_NEMESIS)
805.  		(void) mongets(mtmp, BELL_OF_OPENING);
806.  
807.  	if(in_mklev) {
808.  		if(((is_ndemon(ptr)) ||
809.  		    (ptr == &mons[PM_WUMPUS]) ||
810.  		    (ptr == &mons[PM_LONG_WORM]) ||
811.  		    (ptr == &mons[PM_GIANT_EEL])) && !u.uhave.amulet && rn2(5))
812.  			mtmp->msleep = TRUE;
813.  	} else {
814.  		if(byyou) {
815.  			newsym(mtmp->mx,mtmp->my);
816.  			set_apparxy(mtmp);
817.  		}
818.  	}
819.  	if(is_dprince(ptr) && ptr->msound == MS_BRIBE) {
820.  	    mtmp->mpeaceful = mtmp->minvis = mtmp->perminvis = 1;
821.  	    if (uwep && uwep->oartifact == ART_EXCALIBUR)
822.  		mtmp->mpeaceful = mtmp->mtame = FALSE;
823.  	}
824.  #ifndef DCC30_BUG
825.  	if (ptr == &mons[PM_LONG_WORM] && (mtmp->wormno = get_wormno()) != 0) {
826.  #else
827.  	/* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
828.  	 * same expression.
829.  	 */
830.  	if (ptr == &mons[PM_LONG_WORM] &&
831.  		(mtmp->wormno = get_wormno(), mtmp->wormno != 0)) {
832.  #endif
833.  	    /* we can now create worms with tails - 11/91 */
834.  	    initworm(mtmp, rn2(5));
835.  	    if (count_wsegs(mtmp)) place_worm_tail_randomly(mtmp, x, y);
836.  	}
837.  	set_malign(mtmp);		/* having finished peaceful changes */
838.  	if(anymon) {
839.  	    if ((ptr->geno & G_SGROUP) && rn2(2)) {
840.  		m_initsgrp(mtmp, mtmp->mx, mtmp->my);
841.  	    } else if (ptr->geno & G_LGROUP) {
842.  		if(rn2(3))  m_initlgrp(mtmp, mtmp->mx, mtmp->my);
843.  		else	    m_initsgrp(mtmp, mtmp->mx, mtmp->my);
844.  	    }
845.  	}
846.  
847.  	if(is_armed(ptr))
848.  		m_initweap(mtmp);	/* equip with weapons / armor */
849.  	m_initinv(mtmp);    /* add on a few special items incl. more armor */
850.  	m_dowear(mtmp, TRUE);
851.  
852.  	if (ptr->mflags3 & M3_WAITMASK) {
853.  		if (ptr->mflags3 & M3_WAITFORU)
854.  			mtmp->mstrategy |= STRAT_WAITFORU;
855.  		if (ptr->mflags3 & M3_CLOSE)
856.  			mtmp->mstrategy |= STRAT_CLOSE;
857.  	}
858.  
859.  	if (!in_mklev)
860.  	    newsym(mtmp->mx,mtmp->my);	/* make sure the mon shows up */
861.  
862.  	return(mtmp);
863.  }
864.  
865.  /* used for wand/scroll/spell of create monster */
866.  /* returns TRUE iff you know monsters have been created */
867.  boolean
868.  create_critters(cnt, mptr)
869.  int cnt;
870.  struct permonst *mptr;		/* usually null; used for confused reading */
871.  {
872.  	coord c;
873.  	int x, y;
874.  	struct monst *mon;
875.  	boolean known = FALSE;
876.  #ifdef WIZARD
877.  	boolean ask = wizard;
878.  #endif
879.  
880.  	while (cnt--) {
881.  #ifdef WIZARD
882.  	    if (ask) {
883.  		if (create_particular()) {
884.  		    known = TRUE;
885.  		    continue;
886.  		}
887.  		else ask = FALSE;	/* ESC will shut off prompting */
888.  	    }
889.  #endif
890.  	    x = u.ux,  y = u.uy;
891.  	    /* if in water, try to encourage an aquatic monster
892.  	       by finding and then specifying another wet location */
893.  	    if (!mptr && u.uinwater && enexto(&c, x, y, &mons[PM_GIANT_EEL]))
894.  		x = c.x,  y = c.y;
895.  
896.  	    mon = makemon(mptr, x, y);
897.  	    if (mon && canspotmon(mon)) known = TRUE;
898.  	}
899.  	return known;
900.  }
901.  
902.  #endif /* OVL1 */
903.  #ifdef OVL0
904.  
905.  static boolean
906.  uncommon(mndx)
907.  int mndx;
908.  {
909.  	if (mons[mndx].geno & (G_NOGEN | G_UNIQ)) return TRUE;
910.  	if (mvitals[mndx].mvflags & G_GONE) return TRUE;
911.  	if (Inhell)
912.  		return(mons[mndx].maligntyp > A_NEUTRAL);
913.  	else
914.  		return((mons[mndx].geno & G_HELL) != 0);
915.  }
916.  
917.  /*
918.   *	shift the probability of a monster's generation by
919.   *	comparing the dungeon alignment and monster alignment.
920.   *	return an integer in the range of 0-5.
921.   */
922.  static int
923.  align_shift(ptr)
924.  register struct permonst *ptr;
925.  {
926.      static NEARDATA long oldmoves = 0L;	/* != 1, starting value of moves */
927.      static NEARDATA s_level *lev;
928.      register int alshift;
929.  
930.      if(oldmoves != moves) {
931.  	lev = Is_special(&u.uz);
932.  	oldmoves = moves;
933.      }
934.      switch((lev) ? lev->flags.align : dungeons[u.uz.dnum].flags.align) {
935.      default:	/* just in case */
936.      case AM_NONE:	alshift = 0;
937.  			break;
938.      case AM_LAWFUL:	alshift = (ptr->maligntyp+20)/(2*ALIGNWEIGHT);
939.  			break;
940.      case AM_NEUTRAL:	alshift = (20 - abs(ptr->maligntyp))/ALIGNWEIGHT;
941.  			break;
942.      case AM_CHAOTIC:	alshift = (-(ptr->maligntyp-20))/(2*ALIGNWEIGHT);
943.  			break;
944.      }
945.      return alshift;
946.  }
947.  
948.  static NEARDATA struct {
949.  	int choice_count;
950.  	char mchoices[SPECIAL_PM];	/* value range is 0..127 */
951.  } rndmonst_state = { -1, {0} };
952.  
953.  /* select a random monster type */
954.  struct permonst *
955.  rndmonst()
956.  {
957.  	register struct permonst *ptr;
958.  	register int mndx, ct;
959.  
960.  	if (u.uz.dnum == quest_dnum && rn2(7) && (ptr = qt_montype()) != 0)
961.  	    return ptr;
962.  
963.  	if (rndmonst_state.choice_count < 0) {	/* need to recalculate */
964.  	    int zlevel, minmlev, maxmlev;
965.  	    boolean elemlevel;
966.  #ifdef REINCARNATION
967.  	    boolean upper;
968.  #endif
969.  
970.  	    rndmonst_state.choice_count = 0;
971.  	    /* look for first common monster */
972.  	    for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
973.  		if (!uncommon(mndx)) break;
974.  	    if (mndx == SPECIAL_PM) {
975.  		/* evidently they've all been exterminated */
976.  #ifdef DEBUG
977.  		pline("rndmonst: no common mons!");
978.  #endif
979.  		return (struct permonst *)0;
980.  	    } /* else `mndx' now ready for use below */
981.  	    zlevel = level_difficulty();
982.  	    /* determine the level of the weakest monster to make. */
983.  	    minmlev = zlevel / 6;
984.  	    /* determine the level of the strongest monster to make. */
985.  	    maxmlev = (zlevel + u.ulevel) / 2;
986.  #ifdef REINCARNATION
987.  	    upper = Is_rogue_level(&u.uz);
988.  #endif
989.  	    elemlevel = In_endgame(&u.uz) && !Is_astralevel(&u.uz);
990.  
991.  /*
992.   *	Find out how many monsters exist in the range we have selected.
993.   */
994.  	    /* (`mndx' initialized above) */
995.  	    for ( ; mndx < SPECIAL_PM; mndx++) {
996.  		ptr = &mons[mndx];
997.  		rndmonst_state.mchoices[mndx] = 0;
998.  		if (tooweak(mndx, minmlev) || toostrong(mndx, maxmlev))
999.  		    continue;
1000. #ifdef REINCARNATION
1001. 		if (upper && !isupper(def_monsyms[(int)(ptr->mlet)])) continue;
1002. #endif
1003. 		if (elemlevel && wrong_elem_type(ptr)) continue;
1004. 		if (uncommon(mndx)) continue;
1005. 		ct = (int)(ptr->geno & G_FREQ) + align_shift(ptr);
1006. 		if (ct < 0 || ct > 127)
1007. 		    panic("rndmonst: bad count [#%d: %d]", mndx, ct);
1008. 		rndmonst_state.choice_count += ct;
1009. 		rndmonst_state.mchoices[mndx] = (char)ct;
1010. 	    }
1011. /*
1012.  *	    Possible modification:  if choice_count is "too low",
1013.  *	    expand minmlev..maxmlev range and try again.
1014.  */
1015. 	} /* choice_count+mchoices[] recalc */
1016. 
1017. 	if (rndmonst_state.choice_count <= 0) {
1018. 	    /* maybe no common mons left, or all are too weak or too strong */
1019. #ifdef DEBUG
1020. 	    Norep("rndmonst: choice_count=%d", rndmonst_state.choice_count);
1021. #endif
1022. 	    return (struct permonst *)0;
1023. 	}
1024. 
1025. /*
1026.  *	Now, select a monster at random.
1027.  */
1028. 	ct = rnd(rndmonst_state.choice_count);
1029. 	for (mndx = LOW_PM; mndx < SPECIAL_PM; mndx++)
1030. 	    if ((ct -= (int)rndmonst_state.mchoices[mndx]) <= 0) break;
1031. 
1032. 	if (mndx == SPECIAL_PM || uncommon(mndx)) {	/* shouldn't happen */
1033. 	    impossible("rndmonst: bad `mndx' [#%d]", mndx);
1034. 	    return (struct permonst *)0;
1035. 	}
1036. 	return &mons[mndx];
1037. }
1038. 
1039. /* called when you change level (experience or dungeon depth) or when
1040.    monster species can no longer be created (genocide or extinction) */
1041. void
1042. reset_rndmonst(mndx)
1043. int mndx;	/* particular species that can no longer be created */
1044. {
1045. 	/* cached selection info is out of date */
1046. 	if (mndx == NON_PM) {
1047. 	    rndmonst_state.choice_count = -1;	/* full recalc needed */
1048. 	} else if (mndx < SPECIAL_PM) {
1049. 	    rndmonst_state.choice_count -= rndmonst_state.mchoices[mndx];
1050. 	    rndmonst_state.mchoices[mndx] = 0;
1051. 	} /* note: safe to ignore extinction of unique monsters */
1052. }
1053. 
1054. #endif /* OVL0 */
1055. #ifdef OVL1
1056. 
1057. /*	The routine below is used to make one of the multiple types
1058.  *	of a given monster class.  The second parameter specifies a
1059.  *	special casing bit mask to allow the normal genesis
1060.  *	masks to be deactivated.  Returns 0 if no monsters
1061.  *	in that class can be made.
1062.  */
1063. 
1064. struct permonst *
1065. mkclass(class,spc)
1066. char	class;
1067. int	spc;
1068. {
1069. 	register int	first, last, num = 0;
1070. 	int maxmlev, mask = (G_NOGEN | G_UNIQ) & ~spc;
1071. 
1072. 	maxmlev = level_difficulty() >> 1;
1073. 	if(class < 1 || class >= MAXMCLASSES) {
1074. 	    impossible("mkclass called with bad class!");
1075. 	    return((struct permonst *) 0);
1076. 	}
1077. /*	Assumption #1:	monsters of a given class are contiguous in the
1078.  *			mons[] array.
1079.  */
1080. 	for (first = LOW_PM; first < SPECIAL_PM; first++)
1081. 	    if (mons[first].mlet == class) break;
1082. 	if (first == SPECIAL_PM) return (struct permonst *) 0;
1083. 
1084. 	for (last = first;
1085. 		last < SPECIAL_PM && mons[last].mlet == class; last++)
1086. 	    if (!(mvitals[last].mvflags & G_GONE) && !(mons[last].geno & mask)
1087. 					&& !is_placeholder(&mons[last])) {
1088. 		/* consider it */
1089. 		if(num && toostrong(last, maxmlev) &&
1090. 		   monstr[last] != monstr[last-1] && rn2(2)) break;
1091. 		num += mons[last].geno & G_FREQ;
1092. 	    }
1093. 
1094. 	if(!num) return((struct permonst *) 0);
1095. 
1096. /*	Assumption #2:	monsters of a given class are presented in ascending
1097.  *			order of strength.
1098.  */
1099. 	for(num = rnd(num); num > 0; first++)
1100. 	    if (!(mvitals[first].mvflags & G_GONE) && !(mons[first].geno & mask)
1101. 					&& !is_placeholder(&mons[first])) {
1102. 		/* skew towards lower value monsters at lower exp. levels */
1103. 		num -= mons[first].geno & G_FREQ;
1104. 		if (num && adj_lev(&mons[first]) > (u.ulevel*2)) {
1105. 		    /* but not when multiple monsters are same level */
1106. 		    if (mons[first].mlevel != mons[first+1].mlevel)
1107. 			num--;
1108. 		}
1109. 	    }
1110. 	first--; /* correct an off-by-one error */
1111. 
1112. 	return(&mons[first]);
1113. }
1114. 
1115. int
1116. adj_lev(ptr)	/* adjust strength of monsters based on u.uz and u.ulevel */
1117. register struct permonst *ptr;
1118. {
1119. 	int	tmp, tmp2;
1120. 
1121. 	if (ptr == &mons[PM_WIZARD_OF_YENDOR]) {
1122. 		/* does not depend on other strengths, but does get stronger
1123. 		 * every time he is killed
1124. 		 */
1125. 		tmp = ptr->mlevel + mvitals[PM_WIZARD_OF_YENDOR].died;
1126. 		if (tmp > 49) tmp = 49;
1127. 		return tmp;
1128. 	}
1129. 
1130. 	if((tmp = ptr->mlevel) > 49) return(50); /* "special" demons/devils */
1131. 	tmp2 = (level_difficulty() - tmp);
1132. 	if(tmp2 < 0) tmp--;		/* if mlevel > u.uz decrement tmp */
1133. 	else tmp += (tmp2 / 5);		/* else increment 1 per five diff */
1134. 
1135. 	tmp2 = (u.ulevel - ptr->mlevel);	/* adjust vs. the player */
1136. 	if(tmp2 > 0) tmp += (tmp2 / 4);		/* level as well */
1137. 
1138. 	tmp2 = (3 * ((int) ptr->mlevel))/ 2;	/* crude upper limit */
1139. 	if (tmp2 > 49) tmp2 = 49;		/* hard upper limit */
1140. 	return((tmp > tmp2) ? tmp2 : (tmp > 0 ? tmp : 0)); /* 0 lower limit */
1141. }
1142. 
1143. #endif /* OVL1 */
1144. #ifdef OVLB
1145. 
1146. struct permonst *
1147. grow_up(mtmp, victim)	/* `mtmp' might "grow up" into a bigger version */
1148. struct monst *mtmp, *victim;
1149. {
1150. 	int oldtype, newtype, max_increase, cur_increase,
1151. 	    lev_limit, hp_threshold;
1152. 	struct permonst *ptr = mtmp->data;
1153. 
1154. 	/* growth limits differ depending on method of advancement */
1155. 	if (victim) {		/* killed a monster */
1156. 	    /*
1157. 	     * The HP threshold is the maximum number of hit points for the
1158. 	     * current level; once exceeded, a level will be gained.
1159. 	     * Possible bug: if somehow the hit points are already higher
1160. 	     * than that, monster will gain a level without any increase in HP.
1161. 	     */
1162. 	    hp_threshold = mtmp->m_lev * 8;		/* normal limit */
1163. 	    if (!mtmp->m_lev)
1164. 		hp_threshold = 4;
1165. 	    else if (is_golem(ptr))	/* strange creatures */
1166. 		hp_threshold = ((mtmp->mhpmax / 10) + 1) * 10 - 1;
1167. 	    else if (is_home_elemental(ptr))
1168. 		hp_threshold *= 3;
1169. 	    lev_limit = 3 * (int)ptr->mlevel / 2;	/* same as adj_lev() */
1170. 	    /* number of hit points to gain; unlike for the player, we put
1171. 	       the limit at the bottom of the next level rather than the top */
1172. 	    max_increase = rnd((int)victim->m_lev + 1);
1173. 	    if (mtmp->mhpmax + max_increase > hp_threshold + 1)
1174. 		max_increase = max((hp_threshold + 1) - mtmp->mhpmax, 0);
1175. 	    cur_increase = (max_increase > 1) ? rn2(max_increase) : 0;
1176. 	} else {
1177. 	    /* a gain level potion or wraith corpse; always go up a level
1178. 	       unless already at maximum (49 is hard upper limit except
1179. 	       for demon lords, who start at 50 and can't go any higher) */
1180. 	    max_increase = cur_increase = rnd(8);
1181. 	    hp_threshold = 0;	/* smaller than `mhpmax + max_increase' */
1182. 	    lev_limit = 50;		/* recalc below */
1183. 	}
1184. 
1185. 	mtmp->mhpmax += max_increase;
1186. 	mtmp->mhp += cur_increase;
1187. 	if (mtmp->mhpmax <= hp_threshold)
1188. 	    return ptr;		/* doesn't gain a level */
1189. 
1190. 	if (is_mplayer(ptr)) lev_limit = 30;	/* same as player */
1191. 	else if (lev_limit < 5) lev_limit = 5;	/* arbitrary */
1192. 	else if (lev_limit > 49) lev_limit = (ptr->mlevel > 49 ? 50 : 49);
1193. 
1194. 	/* note:  none of the monsters with special hit point calculations
1195. 	   have both little and big forms */
1196. 	oldtype = monsndx(ptr);
1197. 	newtype = little_to_big(oldtype);
1198. 	if ((int)++mtmp->m_lev >= mons[newtype].mlevel && newtype != oldtype) {
1199. 	    ptr = &mons[newtype];
1200. 	    if (mvitals[newtype].mvflags & G_GENOD) {	/* allow G_EXTINCT */
1201. 		pline("As %s grows up into %s, %s %s!", mon_nam(mtmp),
1202. 			an(ptr->mname), he[pronoun_gender(mtmp)],
1203. 			nonliving(ptr) ? "expires" : "dies");
1204. 		set_mon_data(mtmp, ptr, -1);	/* keep mvitals[] accurate */
1205. 		mondied(mtmp);
1206. 		return (struct permonst *)0;
1207. 	    }
1208. 	    set_mon_data(mtmp, ptr, 1);		/* preserve intrinsics */
1209. 	    newsym(mtmp->mx, mtmp->my);		/* color may change */
1210. 	    lev_limit = (int)mtmp->m_lev;	/* never undo increment */
1211. 	}
1212. 	/* sanity checks */
1213. 	if ((int)mtmp->m_lev > lev_limit) {
1214. 	    mtmp->m_lev--;	/* undo increment */
1215. 	    /* HP might have been allowed to grow when it shouldn't */
1216. 	    if (mtmp->mhpmax == hp_threshold + 1) mtmp->mhpmax--;
1217. 	}
1218. 	if (mtmp->mhpmax > 50*8) mtmp->mhpmax = 50*8;	  /* absolute limit */
1219. 	if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
1220. 
1221. 	return ptr;
1222. }
1223. 
1224. #endif /* OVLB */
1225. #ifdef OVL1
1226. 
1227. int
1228. mongets(mtmp, otyp)
1229. register struct monst *mtmp;
1230. register int otyp;
1231. {
1232. 	register struct obj *otmp;
1233. 
1234. 	if (!otyp) return 0;
1235. 	otmp = mksobj(otyp, TRUE, FALSE);
1236. 	if (otmp) {
1237. 	    if (mtmp->data->mlet == S_DEMON) {
1238. 		/* demons never get blessed objects */
1239. 		if (otmp->blessed) curse(otmp);
1240. 	    } else if(is_lminion(mtmp->data)) {
1241. 		/* lawful minions don't get cursed, bad, or rusting objects */
1242. 		otmp->cursed = FALSE;
1243. 		if(otmp->spe < 0) otmp->spe = 0;
1244. 		otmp->oerodeproof = TRUE;
1245. 	    } else if(is_mplayer(mtmp->data) && is_sword(otmp)) {
1246. 		otmp->spe = (3 + rn2(4));
1247. 	    }
1248. 
1249. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION) {
1250. 		otmp->spe = 0;
1251. 		otmp->age = 0L;
1252. 		otmp->lamplit = FALSE;
1253. 		otmp->blessed = otmp->cursed = FALSE;
1254. 	    } else if (otmp->otyp == BELL_OF_OPENING) {
1255. 		otmp->blessed = otmp->cursed = FALSE;
1256. 	    } else if (otmp->otyp == SPE_BOOK_OF_THE_DEAD) {
1257. 		otmp->blessed = FALSE;
1258. 		otmp->cursed = TRUE;
1259. 	    }
1260. 
1261. 	    /* leaders don't tolerate inferior quality battle gear */
1262. 	    if (is_prince(mtmp->data)) {
1263. 		if (otmp->oclass == WEAPON_CLASS && otmp->spe < 1)
1264. 		    otmp->spe = 1;
1265. 		else if (otmp->oclass == ARMOR_CLASS && otmp->spe < 0)
1266. 		    otmp->spe = 0;
1267. 	    }
1268. 
1269. 	    mpickobj(mtmp, otmp);
1270. 	    return(otmp->spe);
1271. 	} else return(0);
1272. }
1273. 
1274. #endif /* OVL1 */
1275. #ifdef OVLB
1276. 
1277. int
1278. golemhp(type)
1279. int type;
1280. {
1281. 	switch(type) {
1282. 		case PM_STRAW_GOLEM: return 20;
1283. 		case PM_ROPE_GOLEM: return 30;
1284. 		case PM_LEATHER_GOLEM: return 40;
1285. 		case PM_WOOD_GOLEM: return 50;
1286. 		case PM_FLESH_GOLEM: return 40;
1287. 		case PM_CLAY_GOLEM: return 50;
1288. 		case PM_STONE_GOLEM: return 60;
1289. 		case PM_IRON_GOLEM: return 80;
1290. 		default: return 0;
1291. 	}
1292. }
1293. 
1294. #endif /* OVLB */
1295. #ifdef OVL1
1296. 
1297. /*
1298.  *	Alignment vs. yours determines monster's attitude to you.
1299.  *	( some "animal" types are co-aligned, but also hungry )
1300.  */
1301. boolean
1302. peace_minded(ptr)
1303. register struct permonst *ptr;
1304. {
1305. 	aligntyp mal = ptr->maligntyp, ual = u.ualign.type;
1306. 
1307. 	if (always_peaceful(ptr)) return TRUE;
1308. 	if (always_hostile(ptr)) return FALSE;
1309. 	if (ptr->msound == MS_LEADER || ptr->msound == MS_GUARDIAN)
1310. 		return TRUE;
1311. 	if (ptr->msound == MS_NEMESIS)	return FALSE;
1312. 
1313. 	/* the monster is hostile if its alignment is different from the
1314. 	 * player's */
1315. 	if (sgn(mal) != sgn(ual)) return FALSE;
1316. 
1317. 	/* Negative monster hostile to player with Amulet. */
1318. 	if (mal < A_NEUTRAL && u.uhave.amulet) return FALSE;
1319. 
1320. 	/* minions are hostile to players that have strayed at all */
1321. 	if (is_minion(ptr)) return((boolean)(u.ualign.record >= 0));
1322. 
1323. 	/* Last case:  a chance of a co-aligned monster being
1324. 	 * hostile.  This chance is greater if the player has strayed
1325. 	 * (u.ualign.record negative) or the monster is not strongly aligned.
1326. 	 */
1327. 	return((boolean)(!!rn2(16 + (u.ualign.record < -15 ? -15 : u.ualign.record)) &&
1328. 		!!rn2(2 + abs(mal))));
1329. }
1330. 
1331. /* Set malign to have the proper effect on player alignment if monster is
1332.  * killed.  Negative numbers mean it's bad to kill this monster; positive
1333.  * numbers mean it's good.  Since there are more hostile monsters than
1334.  * peaceful monsters, the penalty for killing a peaceful monster should be
1335.  * greater than the bonus for killing a hostile monster to maintain balance.
1336.  * Rules:
1337.  *   it's bad to kill peaceful monsters, potentially worse to kill always-
1338.  *	peaceful monsters
1339.  *   it's never bad to kill a hostile monster, although it may not be good
1340.  */
1341. void
1342. set_malign(mtmp)
1343. struct monst *mtmp;
1344. {
1345. 	schar mal = mtmp->data->maligntyp;
1346. 	boolean coaligned;
1347. 
1348. 	if (mtmp->ispriest || mtmp->isminion) {
1349. 		/* some monsters have individual alignments; check them */
1350. 		if (mtmp->ispriest)
1351. 			mal = EPRI(mtmp)->shralign;
1352. 		else if (mtmp->isminion)
1353. 			mal = EMIN(mtmp)->min_align;
1354. 		/* unless alignment is none, set mal to -5,0,5 */
1355. 		/* (see align.h for valid aligntyp values)     */
1356. 		if(mal != A_NONE)
1357. 			mal *= 5;
1358. 	}
1359. 
1360. 	coaligned = (sgn(mal) == sgn(u.ualign.type));
1361. 	if (mtmp->data->msound == MS_LEADER) {
1362. 		mtmp->malign = -20;
1363. 	} else if (mal == A_NONE) {
1364. 		if (mtmp->mpeaceful)
1365. 			mtmp->malign = 0;
1366. 		else
1367. 			mtmp->malign = 20;	/* really hostile */
1368. 	} else if (always_peaceful(mtmp->data)) {
1369. 		int absmal = abs(mal);
1370. 		if (mtmp->mpeaceful)
1371. 			mtmp->malign = -3*max(5,absmal);
1372. 		else
1373. 			mtmp->malign = 3*max(5,absmal); /* renegade */
1374. 	} else if (always_hostile(mtmp->data)) {
1375. 		int absmal = abs(mal);
1376. 		if (coaligned)
1377. 			mtmp->malign = 0;
1378. 		else
1379. 			mtmp->malign = max(5,absmal);
1380. 	} else if (coaligned) {
1381. 		int absmal = abs(mal);
1382. 		if (mtmp->mpeaceful)
1383. 			mtmp->malign = -3*max(3,absmal);
1384. 		else	/* renegade */
1385. 			mtmp->malign = max(3,absmal);
1386. 	} else	/* not coaligned and therefore hostile */
1387. 		mtmp->malign = abs(mal);
1388. }
1389. 
1390. #endif /* OVL1 */
1391. #ifdef OVLB
1392. 
1393. static NEARDATA char syms[] = {
1394. 	MAXOCLASSES, MAXOCLASSES+1, RING_CLASS, WAND_CLASS, WEAPON_CLASS,
1395. 	FOOD_CLASS, GOLD_CLASS, SCROLL_CLASS, POTION_CLASS, ARMOR_CLASS,
1396. 	AMULET_CLASS, TOOL_CLASS, ROCK_CLASS, GEM_CLASS, SPBOOK_CLASS,
1397. 	S_MIMIC_DEF, S_MIMIC_DEF, S_MIMIC_DEF,
1398. };
1399. 
1400. void
1401. set_mimic_sym(mtmp)		/* KAA, modified by ERS */
1402. register struct monst *mtmp;
1403. {
1404. 	int typ, roomno, rt;
1405. 	unsigned appear, ap_type;
1406. 	int s_sym;
1407. 	struct obj *otmp;
1408. 	int mx, my;
1409. 
1410. 	if (!mtmp) return;
1411. 	mx = mtmp->mx; my = mtmp->my;
1412. 	typ = levl[mx][my].typ;
1413. 					/* only valid for INSIDE of room */
1414. 	roomno = levl[mx][my].roomno - ROOMOFFSET;
1415. 	if (roomno >= 0)
1416. 		rt = rooms[roomno].rtype;
1417. #ifdef SPECIALIZATION
1418. 	else if (IS_ROOM(typ))
1419. 		rt = OROOM,  roomno = 0;
1420. #endif
1421. 	else	rt = 0;	/* roomno < 0 case for GCC_WARN */
1422. 
1423. 	if (OBJ_AT(mx, my)) {
1424. 		ap_type = M_AP_OBJECT;
1425. 		appear = level.objects[mx][my]->otyp;
1426. 	} else if (IS_DOOR(typ) || IS_WALL(typ) ||
1427. 		   typ == SDOOR || typ == SCORR) {
1428. 		ap_type = M_AP_FURNITURE;
1429. 		/*
1430. 		 *  If there is a wall to the left that connects to this
1431. 		 *  location, then the mimic mimics a horizontal closed door.
1432. 		 *  This does not allow doors to be in corners of rooms.
1433. 		 */
1434. 		if (mx != 0 &&
1435. 			(levl[mx-1][my].typ == HWALL    ||
1436. 			 levl[mx-1][my].typ == TLCORNER ||
1437. 			 levl[mx-1][my].typ == TRWALL   ||
1438. 			 levl[mx-1][my].typ == BLCORNER ||
1439. 			 levl[mx-1][my].typ == TDWALL   ||
1440. 			 levl[mx-1][my].typ == CROSSWALL||
1441. 			 levl[mx-1][my].typ == TUWALL    ))
1442. 		    appear = S_hcdoor;
1443. 		else
1444. 		    appear = S_vcdoor;
1445. 
1446. 		if(!mtmp->minvis || See_invisible)
1447. 		    block_point(mx,my);	/* vision */
1448. 	} else if (level.flags.is_maze_lev && rn2(2)) {
1449. 		ap_type = M_AP_OBJECT;
1450. 		appear = STATUE;
1451. 	} else if (roomno < 0) {
1452. 		ap_type = M_AP_OBJECT;
1453. 		appear = BOULDER;
1454. 		if(!mtmp->minvis || See_invisible)
1455. 		    block_point(mx,my);	/* vision */
1456. 	} else if (rt == ZOO || rt == VAULT) {
1457. 		ap_type = M_AP_OBJECT;
1458. 		appear = GOLD_PIECE;
1459. 	} else if (rt == DELPHI) {
1460. 		if (rn2(2)) {
1461. 			ap_type = M_AP_OBJECT;
1462. 			appear = STATUE;
1463. 		} else {
1464. 			ap_type = M_AP_FURNITURE;
1465. 			appear = S_fountain;
1466. 		}
1467. 	} else if (rt == TEMPLE) {
1468. 		ap_type = M_AP_FURNITURE;
1469. 		appear = S_altar;
1470. 	/*
1471. 	 * We won't bother with beehives, morgues, barracks, throne rooms
1472. 	 * since they shouldn't contain too many mimics anyway...
1473. 	 */
1474. 	} else if (rt >= SHOPBASE) {
1475. 		s_sym = get_shop_item(rt - SHOPBASE);
1476. 		if (s_sym < 0) {
1477. 			ap_type = M_AP_OBJECT;
1478. 			appear = -s_sym;
1479. 		} else {
1480. 			if (s_sym == RANDOM_CLASS)
1481. 				s_sym = syms[rn2((int)sizeof(syms)-2) + 2];
1482. 			goto assign_sym;
1483. 		}
1484. 	} else {
1485. 		s_sym = syms[rn2((int)sizeof(syms))];
1486. assign_sym:
1487. 		if (s_sym >= MAXOCLASSES) {
1488. 			ap_type = M_AP_FURNITURE;
1489. 			appear = s_sym == MAXOCLASSES ? S_upstair : S_dnstair;
1490. 		} else if (s_sym == GOLD_CLASS) {
1491. 			ap_type = M_AP_OBJECT;
1492. 			appear = GOLD_PIECE;
1493. 		} else {
1494. 			ap_type = M_AP_OBJECT;
1495. 			if (s_sym == S_MIMIC_DEF) {
1496. 				appear = STRANGE_OBJECT;
1497. 			} else {
1498. 				otmp = mkobj( (char) s_sym, FALSE );
1499. 				appear = otmp->otyp;
1500. 				/* make sure container contents are free'ed */
1501. 				obfree(otmp, (struct obj *) 0);
1502. 			}
1503. 		}
1504. 	}
1505. 	mtmp->m_ap_type = ap_type;
1506. 	mtmp->mappearance = appear;
1507. }
1508. 
1509. #endif /* OVLB */
1510. 
1511. /*makemon.c*/
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