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Source:NetHack 3.2.0/mplayer.c

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

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

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)mplayer.c	3.2	96/02/27	*/
2.    /*	Copyright (c) Izchak Miller, 1992.			  */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    static const char *NDECL(dev_name);
8.    static void FDECL(get_mplname, (struct monst *, char *));
9.    static void FDECL(mk_mplayer_armor, (struct monst *, int, int));
10.   
11.   /* These are the names of those who
12.    * contributed to the development of NetHack 3.2.
13.    *
14.    * Keep in alphabetical order within teams.
15.    * Same first name is entered once within each team.
16.    */
17.   static const char *developers[] = {
18.   	/* devteam */
19.   	"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
20.   	"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
21.   	/* PC team */
22.   	"Bill", "Eric", "Ken", "Kevin", "Michael", "Mike", "Paul",
23.   	"Stephen", "Steve", "Timo", "Yamamoto", "Yitzhak",
24.   	/* Amiga team */
25.   	"Andy", "Gregg", "Keni", "Mike", "Olaf", "Richard",
26.   	/* Mac team */
27.   	"Andy", "Chris", "Dean", "Jon", "Jonathan", "Wang",
28.   	/* Atari team */
29.   	"Eric", "Warwick",
30.   	/* NT team */
31.   	"Michael",
32.   	/* OS/2 team */
33.   	"Timo",
34.   	/* VMS team */
35.   	"Joshua", "Pat",
36.   	""};
37.   
38.   
39.   /* return a randomly chosen developer name */
40.   static const char *
41.   dev_name()
42.   {
43.   	register int i, m = 0, n = SIZE(developers);
44.   	register struct monst *mtmp;
45.   	register boolean match;
46.   
47.   	do {
48.   	    match = FALSE;
49.   	    i = rn2(n);
50.   	    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
51.   		if(!is_mplayer(mtmp->data)) continue;
52.   		if(!strncmp(developers[i], NAME(mtmp),
53.   			               strlen(developers[i]))) {
54.   		    match = TRUE;
55.   		    break;
56.   	        }
57.   	    }
58.   	    m++;
59.   	} while (match && m < 100); /* m for insurance */
60.   
61.   	if (match) return (const char *)0;
62.   	return(developers[i]);
63.   }
64.   
65.   static void
66.   get_mplname(mtmp, nam)
67.   register struct monst *mtmp;
68.   char *nam;
69.   {
70.   	boolean fmlkind = is_female(mtmp->data);
71.   	const char *devnam;
72.   
73.   	devnam = dev_name();
74.   	if (!devnam)
75.   	    Strcpy(nam, fmlkind ? "Eve" : "Adam");
76.   	else if (fmlkind && !!strcmp(devnam, "Janet"))
77.   	    Strcpy(nam, rn2(2) ? "Maud" : "Eve");
78.   	else Strcpy(nam, devnam);
79.   
80.   	if (fmlkind || !strcmp(nam, "Janet"))
81.   	    mtmp->female = 1;
82.   	else
83.   	    mtmp->female = 0;
84.   	Strcat(nam, " the ");
85.   	Strcat(nam, rank_of(rn1(11, 20),
86.   			    highc(mtmp->data->mname[0]),
87.   			    (boolean)mtmp->female));
88.   }
89.   
90.   static void
91.   mk_mplayer_armor(mon, range1, range2)
92.   struct monst *mon;
93.   int range1, range2;
94.   {
95.   	struct obj *obj;
96.   
97.   	obj = mksobj(rnd_class(range1, range2), FALSE, FALSE);
98.   	if (!rn2(3)) obj->oerodeproof = 1;
99.   	if (!rn2(3)) curse(obj);
100.  	if (!rn2(3)) bless(obj);
101.  	/* Most players who get to the endgame who have cursed equipment
102.  	 * have it because the wizard or other monsters cursed it, so its
103.  	 * chances of having plusses is the same as usual....
104.  	 */
105.  	obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
106.  	mpickobj(mon, obj);
107.  }
108.  
109.  struct monst *
110.  mk_mplayer(ptr, x, y, special)
111.  register struct permonst *ptr;
112.  xchar x, y;
113.  register boolean special;
114.  {
115.  	register struct monst *mtmp;
116.  	char nam[PL_NSIZ];
117.  
118.  	if(!is_mplayer(ptr))
119.  		return((struct monst *)0);
120.  
121.  	if(MON_AT(x, y))
122.  		rloc(m_at(x, y)); /* insurance */
123.  
124.  	if(!In_endgame(&u.uz)) special = FALSE;
125.  
126.  	if ((mtmp = makemon(ptr, x, y)) != 0) {
127.  	    int weapon, quan;
128.  	    struct obj *otmp;
129.  
130.  	    mtmp->m_lev = (special ? rn1(8,12) : rnd(16));
131.  	    mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
132.  					(special ? (30 + rnd(30)) : 30);
133.  	    if(special) {
134.  	        get_mplname(mtmp, nam);
135.  	        mtmp = christen_monst(mtmp, nam);
136.  		/* that's why they are "stuck" in the endgame :-) */
137.  		(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
138.  	    }
139.  	    mtmp->mpeaceful = 0;
140.  	    set_malign(mtmp); /* peaceful may have changed again */
141.  
142.  	    switch(monsndx(ptr)) {
143.  		case PM_ARCHEOLOGIST:
144.  		    weapon = BULLWHIP;
145.  		    break;
146.  		case PM_BARBARIAN:
147.  		    weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
148.  		    break;
149.  		case PM_CAVEMAN:
150.  		case PM_CAVEWOMAN:
151.  		    weapon = CLUB;
152.  		    break;
153.  		case PM_ELF:
154.  		    weapon = ELVEN_SHORT_SWORD;
155.  		    break;
156.  		case PM_HEALER:
157.  		    weapon = SCALPEL;
158.  		    break;
159.  		case PM_KNIGHT:
160.  		    weapon = LONG_SWORD;
161.  		    break;
162.  		case PM_PRIEST:
163.  		case PM_PRIESTESS:
164.  		    weapon = MACE;
165.  		    break;
166.  		case PM_ROGUE:
167.  		    weapon = SHORT_SWORD;
168.  		    break;
169.  		case PM_SAMURAI:
170.  		    weapon = KATANA;
171.  		    break;
172.  #ifdef TOURIST
173.  		case PM_TOURIST:
174.  		    weapon = 0;
175.  		    break;
176.  #endif
177.  		case PM_VALKYRIE:
178.  		    weapon = LONG_SWORD;
179.  		    break;
180.  		case PM_WIZARD:
181.  		    weapon = ATHAME;
182.  		    break;
183.  		default: impossible("bad mplayer monster");
184.  		    weapon = 0;
185.  		    break;
186.  	    }
187.  	    if (rn2(2) && weapon)
188.  		otmp = mksobj(weapon, TRUE, FALSE);
189.  	    else
190.  		otmp = mksobj(rn2(2) ? LONG_SWORD :
191.  			      rnd_class(SPEAR, BULLWHIP), TRUE, FALSE);
192.  	    otmp->spe = (special ? rn1(5,4) : rn2(4));
193.  	    if (!rn2(3)) otmp->oerodeproof = 1;
194.  	    else if (!rn2(2)) otmp->greased = 1;
195.  	    if (special && rn2(2))
196.  		otmp = mk_artifact(otmp, A_NONE);
197.  	    mpickobj(mtmp, otmp);
198.  
199.  	    if(special) {
200.  	        if (!rn2(10))
201.  		    (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
202.  	        if (rn2(8))
203.  	        mk_mplayer_armor(mtmp, ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
204.  	        if (!rn2(3))
205.  		    mk_mplayer_armor(mtmp, GRAY_DRAGON_SCALE_MAIL,
206.  			YELLOW_DRAGON_SCALE_MAIL);
207.  	        else if (rn2(15))
208.  		    mk_mplayer_armor(mtmp, PLATE_MAIL, CHAIN_MAIL);
209.  	        if (rn2(8))
210.  		    mk_mplayer_armor(mtmp, ELVEN_SHIELD,
211.  				               SHIELD_OF_REFLECTION);
212.  	        if (rn2(8))
213.  		    mk_mplayer_armor(mtmp, LEATHER_GLOVES,
214.  				               GAUNTLETS_OF_DEXTERITY);
215.  	        if (rn2(8))
216.  		    mk_mplayer_armor(mtmp, LOW_BOOTS, LEVITATION_BOOTS);
217.  	        m_dowear(mtmp, TRUE);
218.  
219.  	        quan = rn2(3) ? rn2(3) : rn2(16);
220.  	        while(quan--)
221.  		    (void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
222.  	        /* To get the gold "right" would mean a player can double his */
223.  	        /* gold supply by killing one mplayer.  Not good. */
224.  	        mtmp->mgold = rn2(1000);
225.  	        quan = rn2(10);
226.  	        while(quan--)
227.  		    mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
228.  	    }
229.  	    quan = rnd(3);
230.  	    while(quan--)
231.  		(void)mongets(mtmp, rnd_offensive_item(mtmp));
232.  	    quan = rnd(3);
233.  	    while(quan--)
234.  		(void)mongets(mtmp, rnd_defensive_item(mtmp));
235.  	    quan = rnd(3);
236.  	    while(quan--)
237.  		(void)mongets(mtmp, rnd_misc_item(mtmp));
238.  	}
239.  
240.  	return(mtmp);
241.  }
242.  
243.  /* create the indicated number (num) of monster-players,
244.   * randomly chosen, and in randomly chosen (free) locations
245.   * on the level.  If "special", the size of num should not
246.   * be bigger than the number of _non-repeated_ names in the
247.   * developers array, otherwise a bunch of Adams and Eves will
248.   * fill up the overflow.
249.   */
250.  void
251.  create_mplayers(num, special)
252.  register int num;
253.  boolean special;
254.  {
255.  	register int pm, x, y;
256.  
257.  	while(num) {
258.  		int tryct = 0;
259.  
260.  		/* roll for character class */
261.  		pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
262.  
263.  		/* roll for an available location */
264.  		do {
265.  		    x = rn1(COLNO-4, 2);
266.  		    y = rnd(ROWNO-2);
267.  		} while(!goodpos(x, y, (struct monst *)0, &mons[pm]) ||
268.  			 tryct++ >= 50);
269.  
270.  		/* if pos not found in 50 tries, don't bother to continue */
271.  		if(tryct > 50) return;
272.  
273.  		(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
274.  		num--;
275.  	}
276.  }
277.  
278.  void
279.  mplayer_talk(mtmp)
280.  register struct monst *mtmp;
281.  {
282.  	static const char *same_class_msg[3] = {
283.  		"I can't win, and neither will you!",
284.  		"You don't deserve to win!",
285.  		"Mine should be the honor, not yours!",
286.  	},		  *other_class_msg[3] = {
287.  		"The low-life wants to talk, eh?",
288.  		"Fight, scum!",
289.  		"Here is what I have to say!",
290.  	};
291.  
292.  	if(mtmp->mpeaceful) return; /* will drop to humanoid talk */
293.  
294.  	pline("Talk? -- %s", u.role == highc(*mtmp->data->mname) ?
295.  		same_class_msg[rn2(3)] : other_class_msg[rn2(3)]);
296.  }
297.  
298.  /*mplayer.c*/

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