summaryrefslogtreecommitdiff
path: root/src/monster2.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/monster2.c')
-rw-r--r--src/monster2.c4054
1 files changed, 0 insertions, 4054 deletions
diff --git a/src/monster2.c b/src/monster2.c
deleted file mode 100644
index b0753244..00000000
--- a/src/monster2.c
+++ /dev/null
@@ -1,4054 +0,0 @@
-/* File: monster2.c */
-
-/* Purpose: misc code for monsters */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
- */
-
-#include "angband.h"
-
-#define MAX_HORROR 20
-#define MAX_FUNNY 22
-#define MAX_COMMENT 5
-
-/* Monster gain a few levels ? */
-void monster_check_experience(int m_idx, bool_ silent)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
-
- /* Get the name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Gain levels while possible */
- while ((m_ptr->level < MONSTER_LEVEL_MAX) &&
- (m_ptr->exp >= (u32b)(MONSTER_EXP(m_ptr->level + 1))))
- {
- /* Gain a level */
- m_ptr->level++;
-
- if (m_ptr->ml && (!silent)) cmsg_format(TERM_L_BLUE, "%^s gains a level.", m_name);
-
- /* Gain hp */
- if (magik(80))
- {
- m_ptr->maxhp += r_ptr->hside;
- m_ptr->hp += r_ptr->hside;
- }
-
- /* Gain speed */
- if (magik(40))
- {
- int speed = randint(2);
- m_ptr->speed += speed;
- m_ptr->mspeed += speed;
- }
-
- /* Gain ac */
- if (magik(50))
- {
- m_ptr->ac += (r_ptr->ac / 10) ? r_ptr->ac / 10 : 1;
- }
-
- /* Gain melee power */
- if (magik(30))
- {
- int i = rand_int(3), tries = 20;
-
- while ((tries--) && !m_ptr->blow[i].d_dice) i = rand_int(3);
-
- m_ptr->blow[i].d_dice++;
- }
- }
-}
-
-/* Monster gain some xp */
-void monster_gain_exp(int m_idx, u32b exp, bool_ silent)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- m_ptr->exp += exp;
- if (wizard)
- {
- char m_name[80];
-
- /* Get the name */
- monster_desc(m_name, m_ptr, 0);
-
- if (!silent) msg_format("%^s gains %ld exp.", m_name, exp);
- }
-
- monster_check_experience(m_idx, silent);
-}
-
-void monster_set_level(int m_idx, int level)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- if (level > 150) level = 150;
-
- if (m_ptr->level < level)
- {
- m_ptr->exp = MONSTER_EXP(level);
- monster_check_experience(m_idx, TRUE);
- }
-}
-
-/* Will add, sub, .. */
-s32b modify_aux(s32b a, s32b b, char mod)
-{
- switch (mod)
- {
- case MEGO_ADD:
- return (a + b);
- break;
- case MEGO_SUB:
- return (a - b);
- break;
- case MEGO_FIX:
- return (b);
- break;
- case MEGO_PRC:
- return (a * b / 100);
- break;
- default:
- msg_format("WARNING, unmatching MEGO(%d).", mod);
- return (0);
- }
-}
-
-/* Is this ego ok for this monster ? */
-bool_ mego_ok(int r_idx, int ego)
-{
- monster_ego *re_ptr = &re_info[ego];
- monster_race *r_ptr = &r_info[r_idx];
- bool_ ok = FALSE;
- int i;
-
- /* needed flags */
- if (re_ptr->flags1 && ((re_ptr->flags1 & r_ptr->flags1) != re_ptr->flags1)) return FALSE;
- if (re_ptr->flags2 && ((re_ptr->flags2 & r_ptr->flags2) != re_ptr->flags2)) return FALSE;
- if (re_ptr->flags3 && ((re_ptr->flags3 & r_ptr->flags3) != re_ptr->flags3)) return FALSE;
- if (re_ptr->flags7 && ((re_ptr->flags7 & r_ptr->flags7) != re_ptr->flags7)) return FALSE;
- if (re_ptr->flags8 && ((re_ptr->flags8 & r_ptr->flags8) != re_ptr->flags8)) return FALSE;
- if (re_ptr->flags9 && ((re_ptr->flags9 & r_ptr->flags9) != re_ptr->flags9)) return FALSE;
-
- /* unwanted flags */
- if (re_ptr->hflags1 && (re_ptr->hflags1 & r_ptr->flags1)) return FALSE;
- if (re_ptr->hflags2 && (re_ptr->hflags2 & r_ptr->flags2)) return FALSE;
- if (re_ptr->hflags3 && (re_ptr->hflags3 & r_ptr->flags3)) return FALSE;
- if (re_ptr->hflags7 && (re_ptr->hflags7 & r_ptr->flags7)) return FALSE;
- if (re_ptr->hflags8 && (re_ptr->hflags8 & r_ptr->flags8)) return FALSE;
- if (re_ptr->hflags9 && (re_ptr->hflags9 & r_ptr->flags9)) return FALSE;
-
- /* Need good race -- IF races are specified */
- if (re_ptr->r_char[0])
- {
- for (i = 0; i < 5; i++)
- {
- if (r_ptr->d_char == re_ptr->r_char[i]) ok = TRUE;
- }
- if (!ok) return FALSE;
- }
- if (re_ptr->nr_char[0])
- {
- for (i = 0; i < 5; i++)
- {
- if (r_ptr->d_char == re_ptr->nr_char[i]) return (FALSE);
- }
- }
-
- /* Passed all tests ? */
- return TRUE;
-}
-
-/* Choose an ego type */
-int pick_ego_monster(int r_idx)
-{
- /* Assume no ego */
- int ego = 0, lvl;
- int tries = max_re_idx + 10;
- monster_ego *re_ptr;
-
- if ((!(dungeon_flags2 & DF2_ELVEN)) && (!(dungeon_flags2 & DF2_DWARVEN)))
- {
- /* No townspeople ego */
- if (!r_info[r_idx].level) return 0;
-
- /* First are we allowed to find an ego */
- if (!magik(MEGO_CHANCE)) return 0;
-
- /* Lets look for one */
- while (tries--)
- {
- /* Pick one */
- ego = rand_range(1, max_re_idx - 1);
- re_ptr = &re_info[ego];
-
- /* No hope so far */
- if (!mego_ok(r_idx, ego)) continue;
-
- /* Not too much OoD */
- lvl = r_info[r_idx].level;
- MODIFY(lvl, re_ptr->level, 0);
- lvl -= ((dun_level / 2) + (rand_int(dun_level / 2)));
- if (lvl < 1) lvl = 1;
- if (rand_int(lvl)) continue;
-
- /* Each ego types have a rarity */
- if (rand_int(re_ptr->rarity)) continue;
-
- /* We finally got one ? GREAT */
- return ego;
- }
- }
- /* Bypass restrictions for themed townspeople */
- else
- {
- if (dungeon_flags2 & DF2_ELVEN)
- ego = test_mego_name("Elven");
- else if (dungeon_flags2 & DF2_DWARVEN)
- ego = test_mego_name("Dwarven");
-
- if (mego_ok(r_idx, ego))
- return ego;
- }
-
- /* Found none ? so sad, well no ego for the time being */
- return 0;
-}
-
-/*
- * Return a (monster_race*) with the combination of the monster
- * properties and the ego type
- */
-monster_race* race_info_idx(int r_idx, int ego)
-{
- static monster_race race;
- monster_ego *re_ptr = &re_info[ego];
- monster_race *r_ptr = &r_info[r_idx], *nr_ptr = &race;
- int i;
-
- /* No work needed */
- if (!ego) return r_ptr;
-
- /* Copy the base monster */
- COPY(nr_ptr, r_ptr, monster_race);
-
- /* Adjust the values */
- for (i = 0; i < 4; i++)
- {
- s32b j, k;
-
- j = modify_aux(nr_ptr->blow[i].d_dice, re_ptr->blow[i].d_dice, re_ptr->blowm[i][0]);
- if (j < 0) j = 0;
- k = modify_aux(nr_ptr->blow[i].d_side, re_ptr->blow[i].d_side, re_ptr->blowm[i][1]);
- if (k < 0) k = 0;
-
- nr_ptr->blow[i].d_dice = j;
- nr_ptr->blow[i].d_side = k;
-
- if (re_ptr->blow[i].method) nr_ptr->blow[i].method = re_ptr->blow[i].method;
- if (re_ptr->blow[i].effect) nr_ptr->blow[i].effect = re_ptr->blow[i].effect;
- }
-
- MODIFY(nr_ptr->hdice, re_ptr->hdice, 1);
- MODIFY(nr_ptr->hside, re_ptr->hside, 1);
-
- MODIFY(nr_ptr->ac, re_ptr->ac, 0);
-
- MODIFY(nr_ptr->sleep, re_ptr->sleep, 0);
-
- MODIFY(nr_ptr->aaf, re_ptr->aaf, 1);
- MODIFY(nr_ptr->speed, re_ptr->speed, 50);
- MODIFY(nr_ptr->mexp, re_ptr->mexp, 0);
-
- MODIFY(nr_ptr->weight, re_ptr->weight, 10);
-
- nr_ptr->freq_inate = (nr_ptr->freq_inate > re_ptr->freq_inate)
- ? nr_ptr->freq_inate : re_ptr->freq_inate;
- nr_ptr->freq_spell = (nr_ptr->freq_spell > re_ptr->freq_spell)
- ? nr_ptr->freq_spell : re_ptr->freq_spell;
-
- MODIFY(nr_ptr->level, re_ptr->level, 1);
-
- /* Take off some flags */
- nr_ptr->flags1 &= ~(re_ptr->nflags1);
- nr_ptr->flags2 &= ~(re_ptr->nflags2);
- nr_ptr->flags3 &= ~(re_ptr->nflags3);
- nr_ptr->flags4 &= ~(re_ptr->nflags4);
- nr_ptr->flags5 &= ~(re_ptr->nflags5);
- nr_ptr->flags6 &= ~(re_ptr->nflags6);
- nr_ptr->flags7 &= ~(re_ptr->nflags7);
- nr_ptr->flags8 &= ~(re_ptr->nflags8);
- nr_ptr->flags9 &= ~(re_ptr->nflags9);
-
- /* Add some flags */
- nr_ptr->flags1 |= re_ptr->mflags1;
- nr_ptr->flags2 |= re_ptr->mflags2;
- nr_ptr->flags3 |= re_ptr->mflags3;
- nr_ptr->flags4 |= re_ptr->mflags4;
- nr_ptr->flags5 |= re_ptr->mflags5;
- nr_ptr->flags6 |= re_ptr->mflags6;
- nr_ptr->flags7 |= re_ptr->mflags7;
- nr_ptr->flags8 |= re_ptr->mflags8;
- nr_ptr->flags9 |= re_ptr->mflags9;
-
- /* Change the char/attr is needed */
- if (re_ptr->d_char != MEGO_CHAR_ANY)
- {
- nr_ptr->d_char = re_ptr->d_char;
- nr_ptr->x_char = re_ptr->d_char;
- }
- if (re_ptr->d_attr != MEGO_CHAR_ANY)
- {
- nr_ptr->d_attr = re_ptr->d_attr;
- nr_ptr->x_attr = re_ptr->d_attr;
- }
-
- /* And finanly return a pointer to a fully working monster race */
- return nr_ptr;
-}
-
-static cptr horror_desc[MAX_HORROR] =
-{
- "abominable",
- "abysmal",
- "appalling",
- "baleful",
- "blasphemous",
-
- "disgusting",
- "dreadful",
- "filthy",
- "grisly",
- "hideous",
-
- "hellish",
- "horrible",
- "infernal",
- "loathsome",
- "nightmarish",
-
- "repulsive",
- "sacrilegious",
- "terrible",
- "unclean",
- "unspeakable",
-};
-
-static cptr funny_desc[MAX_FUNNY] =
-{
- "silly",
- "hilarious",
- "absurd",
- "insipid",
- "ridiculous",
-
- "laughable",
- "ludicrous",
- "far-out",
- "groovy",
- "postmodern",
-
- "fantastic",
- "dadaistic",
- "cubistic",
- "cosmic",
- "awesome",
-
- "incomprehensible",
- "fabulous",
- "amazing",
- "incredible",
- "chaotic",
-
- "wild",
- "preposterous",
-};
-
-static cptr funny_comments[MAX_COMMENT] =
-{
- "Wow, cosmic, man!",
- "Rad!",
- "Groovy!",
- "Cool!",
- "Far out!"
-};
-
-
-int get_wilderness_flag(void)
-{
- int x = p_ptr->wilderness_x;
- int y = p_ptr->wilderness_y;
-
- if (dun_level)
- return (RF8_DUNGEON);
- else
- return (1L << wf_info[wild_map[y][x].feat].terrain_idx);
-}
-
-
-/*
- * Delete a monster by index.
- *
- * When a monster is deleted, all of its objects are deleted.
- */
-void delete_monster_idx(int i)
-{
- int x, y, j;
-
- monster_type *m_ptr = &m_list[i];
-
- monster_race *r_ptr = race_inf(m_ptr);
-
- s16b this_o_idx, next_o_idx = 0;
-
- bool_ had_lite = FALSE;
- ;
-
-
- /* Get location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Hack -- Reduce the racial counter */
- r_ptr->cur_num--;
- r_ptr->on_saved = FALSE;
-
- /* Hack -- count the number of "reproducers" */
- if (r_ptr->flags4 & (RF4_MULTIPLY)) num_repro--;
-
- /* XXX XXX XXX remove monster light source */
- if (r_ptr->flags9 & (RF9_HAS_LITE)) had_lite = TRUE;
-
-
- /* Hack -- remove target monster */
- if (i == target_who) target_who = 0;
-
- /* Hack -- remove tracked monster */
- if (i == health_who) health_track(0);
-
- /* Hack -- remove tracked monster */
- if (i == p_ptr->control) p_ptr->control = 0;
-
- for (j = m_max - 1; j >= 1; j--)
- {
- /* Access the monster */
- monster_type *t_ptr = &m_list[j];
-
- /* Ignore "dead" monsters */
- if (!t_ptr->r_idx) continue;
-
- if (t_ptr->target == i) t_ptr->target = -1;
- }
-
- /* Monster is gone */
- cave[y][x].m_idx = 0;
-
-
- /* Delete objects */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type * o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Hack -- efficiency */
- o_ptr->held_m_idx = 0;
-
- if ( p_ptr->preserve )
- {
- /* Hack -- Preserve unknown artifacts */
- if (artifact_p(o_ptr) && !object_known_p(o_ptr))
- {
- /* Mega-Hack -- Preserve the artifact */
- if (o_ptr->tval == TV_RANDART)
- {
- random_artifacts[o_ptr->sval].generated = FALSE;
- }
- else if (k_info[o_ptr->k_idx].flags3 & TR3_NORM_ART)
- {
- k_info[o_ptr->k_idx].artifact = FALSE;
- }
- else
- {
- a_info[o_ptr->name1].cur_num = 0;
- }
- }
- }
- /* Delete the object */
- delete_object_idx(this_o_idx);
- }
-
- /* Delete mind & special race if needed */
- if (m_ptr->sr_ptr)
- KILL(m_ptr->sr_ptr, monster_race);
- if (m_ptr->mind)
- KILL(m_ptr->mind, monster_mind);
-
- /* Wipe the Monster */
- m_ptr = WIPE(m_ptr, monster_type);
-
- /* Count monsters */
- m_cnt--;
-
- /* Do we survided our fate ? */
- if ((dungeon_type == DUNGEON_DEATH) && (!m_cnt))
- {
- msg_print("You overcome your fate, mortal!");
-
- dungeon_type = DUNGEON_WILDERNESS;
- dun_level = 0;
-
- p_ptr->leaving = TRUE;
- }
-
- /* Update monster light */
- if (had_lite) p_ptr->update |= (PU_MON_LITE);
-
- /* Update monster list window */
- p_ptr->window |= (PW_M_LIST);
-
- /* Visual update */
- lite_spot(y, x);
-}
-
-
-/*
- * Delete the monster, if any, at a given location
- */
-void delete_monster(int y, int x)
-{
- cave_type *c_ptr;
-
- /* Paranoia */
- if (!in_bounds(y, x)) return;
-
- /* Check the grid */
- c_ptr = &cave[y][x];
-
- /* Delete the monster (if any) */
- if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
-}
-
-
-/*
- * Move an object from index i1 to index i2 in the object list
- */
-static void compact_monsters_aux(int i1, int i2)
-{
- int y, x, j;
-
- cave_type *c_ptr;
-
- monster_type *m_ptr;
-
- s16b this_o_idx, next_o_idx = 0;
-
-
- /* Do nothing */
- if (i1 == i2) return;
-
-
- /* Old monster */
- m_ptr = &m_list[i1];
-
- /* Location */
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Cave grid */
- c_ptr = &cave[y][x];
-
- /* Update the cave */
- c_ptr->m_idx = i2;
-
- /* Repair objects being carried by monster */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type * o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Reset monster pointer */
- o_ptr->held_m_idx = i2;
- }
-
- /* Hack -- Update the control */
- if (p_ptr->control == i1) p_ptr->control = i2;
-
- /* Hack -- Update the doppleganger */
- if (doppleganger == i1) doppleganger = i2;
-
- /* Hack -- Update the target */
- if (target_who == i1) target_who = i2;
-
- /* Hack -- Update the health bar */
- if (health_who == i1) health_track(i2);
-
- for (j = m_max - 1; j >= 1; j--)
- {
- /* Access the monster */
- monster_type *t_ptr = &m_list[j];
-
- /* Ignore "dead" monsters */
- if (!t_ptr->r_idx) continue;
-
- if (t_ptr->target == i1) t_ptr->target = i2;
- }
-
- /* Structure copy */
- COPY(&m_list[i2], &m_list[i1], monster_type);
-
- /* Delete mind & special race if needed */
- if (m_list[i1].sr_ptr)
- KILL(m_list[i1].sr_ptr, monster_race);
- if (m_list[i1].mind)
- KILL(m_list[i1].mind, monster_mind);
-
- /* Wipe the hole */
- m_ptr = WIPE(&m_list[i1], monster_type);
-}
-
-
-/*
- * Compact and Reorder the monster list
- *
- * This function can be very dangerous, use with caution!
- *
- * When actually "compacting" monsters, we base the saving throw
- * on a combination of monster level, distance from player, and
- * current "desperation".
- *
- * After "compacting" (if needed), we "reorder" the monsters into a more
- * compact order, and we reset the allocation info, and the "live" array.
- */
-void compact_monsters(int size)
-{
- int i, num, cnt;
- int cur_lev, cur_dis, chance;
-
-
- /* Message (only if compacting) */
- if (size) msg_print("Compacting monsters...");
-
-
- /* Compact at least 'size' objects */
- for (num = 0, cnt = 1; num < size; cnt++)
- {
- /* Get more vicious each iteration */
- cur_lev = 5 * cnt;
-
- /* Get closer each iteration */
- cur_dis = 5 * (20 - cnt);
-
- /* Check all the monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
-
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Paranoia -- skip "dead" monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Hack -- High level monsters start out "immune" */
- if (m_ptr->level > cur_lev) continue;
-
- /* Ignore nearby monsters */
- if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
-
- /* Saving throw chance */
- chance = 90;
-
- /* Only compact "Quest" Monsters in emergencies */
- if ((m_ptr->mflag & MFLAG_QUEST) && (cnt < 1000)) chance = 100;
-
- /* Try not to compact Unique Monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 99;
-
- /* All monsters get a saving throw */
- if (rand_int(100) < chance) continue;
-
- /* Delete the monster */
- delete_monster_idx(i);
-
- /* Count the monster */
- num++;
- }
- }
-
-
- /* Excise dead monsters (backwards!) */
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Get the i'th monster */
- monster_type *m_ptr = &m_list[i];
-
- /* Skip real monsters */
- if (m_ptr->r_idx) continue;
-
- /* Move last monster into open hole */
- compact_monsters_aux(m_max - 1, i);
-
- /* Compress "m_max" */
- m_max--;
- }
-}
-
-/*
- * Delete/Remove all the monsters when the player leaves the level
- *
- * This is an efficient method of simulating multiple calls to the
- * "delete_monster()" function, with no visual effects.
- */
-void wipe_m_list(void)
-{
- int i;
-
- /* Delete all the monsters */
- for (i = m_max - 1; i >= 1; i--)
- {
- monster_type *m_ptr = &m_list[i];
-
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Mega-Hack -- preserve Unique's XXX XXX XXX */
-
- /* Hack -- Reduce the racial counter */
- r_ptr->cur_num--;
-
- /* Monster is gone */
- cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
-
- /* Delete mind & special race if needed */
- if (m_ptr->sr_ptr)
- KILL(m_ptr->sr_ptr, monster_race);
- if (m_ptr->mind)
- KILL(m_ptr->mind, monster_mind);
-
-
- /* Wipe the Monster */
- m_ptr = WIPE(m_ptr, monster_type);
- }
-
- /* Reset "m_max" */
- m_max = 1;
-
- /* Reset "m_cnt" */
- m_cnt = 0;
-
- /* Hack -- reset "reproducer" count */
- num_repro = 0;
-
- /* Hack -- no more target */
- target_who = 0;
-
- /* Reset control */
- p_ptr->control = 0;
-
- /* Hack -- no more tracking */
- health_track(0);
-}
-
-
-/*
- * Acquires and returns the index of a "free" monster.
- *
- * This routine should almost never fail, but it *can* happen.
- */
-s16b m_pop(void)
-{
- int i;
-
-
- /* Normal allocation */
- if (m_max < max_m_idx)
- {
- /* Access the next hole */
- i = m_max;
-
- /* Expand the array */
- m_max++;
-
- /* Count monsters */
- m_cnt++;
-
- /* Return the index */
- return (i);
- }
-
-
- /* Recycle dead monsters */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr;
-
- /* Acquire monster */
- m_ptr = &m_list[i];
-
- /* Skip live monsters */
- if (m_ptr->r_idx) continue;
-
- /* Count monsters */
- m_cnt++;
-
- /* Use this monster */
- return (i);
- }
-
-
- /* Warn the player (except during dungeon creation) */
- if (character_dungeon) msg_print("Too many monsters!");
-
- /* Try not to crash */
- return (0);
-}
-
-
-
-
-/*
- * Apply a "monster restriction function" to the "monster allocation table"
- */
-errr get_mon_num_prep(void)
-{
- int i;
-
- /* Scan the allocation table */
- for (i = 0; i < alloc_race_size; i++)
- {
- /* Get the entry */
- alloc_entry *entry = &alloc_race_table[i];
-
- /* Accept monsters which pass the restriction, if any */
- if ((!get_mon_num_hook || (*get_mon_num_hook)(entry->index)) &&
- (!get_mon_num2_hook || (*get_mon_num2_hook)(entry->index)))
- {
- /* Accept this monster */
- entry->prob2 = entry->prob1;
- }
-
- /* Do not use this monster */
- else
- {
- /* Decline this monster */
- entry->prob2 = 0;
- }
- }
-
- /* Success */
- return (0);
-}
-
-/*
- * Some dungeon types restrict the possible monsters.
- * Return TRUE is the monster is OK and FALSE otherwise
- */
-bool_ apply_rule(monster_race *r_ptr, byte rule)
-{
- dungeon_info_type *d_ptr = &d_info[dungeon_type];
-
- if (d_ptr->rules[rule].mode == DUNGEON_MODE_NONE)
- {
- return TRUE;
- }
- else if ((d_ptr->rules[rule].mode == DUNGEON_MODE_AND) || (d_ptr->rules[rule].mode == DUNGEON_MODE_NAND))
- {
- int a;
-
- if (d_ptr->rules[rule].mflags1)
- {
- if ((d_ptr->rules[rule].mflags1 & r_ptr->flags1) != d_ptr->rules[rule].mflags1)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags2)
- {
- if ((d_ptr->rules[rule].mflags2 & r_ptr->flags2) != d_ptr->rules[rule].mflags2)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags3)
- {
- if ((d_ptr->rules[rule].mflags3 & r_ptr->flags3) != d_ptr->rules[rule].mflags3)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags4)
- {
- if ((d_ptr->rules[rule].mflags4 & r_ptr->flags4) != d_ptr->rules[rule].mflags4)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags5)
- {
- if ((d_ptr->rules[rule].mflags5 & r_ptr->flags5) != d_ptr->rules[rule].mflags5)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags6)
- {
- if ((d_ptr->rules[rule].mflags6 & r_ptr->flags6) != d_ptr->rules[rule].mflags6)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags7)
- {
- if ((d_ptr->rules[rule].mflags7 & r_ptr->flags7) != d_ptr->rules[rule].mflags7)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags8)
- {
- if ((d_ptr->rules[rule].mflags8 & r_ptr->flags8) != d_ptr->rules[rule].mflags8)
- return FALSE;
- }
- if (d_ptr->rules[rule].mflags9)
- {
- if ((d_ptr->rules[rule].mflags9 & r_ptr->flags9) != d_ptr->rules[rule].mflags9)
- return FALSE;
- }
- for (a = 0; a < 5; a++)
- {
- if (d_ptr->rules[rule].r_char[a] && (d_ptr->rules[rule].r_char[a] != r_ptr->d_char)) return FALSE;
- }
-
- /* All checks passed ? lets go ! */
- return TRUE;
- }
- else if ((d_ptr->rules[rule].mode == DUNGEON_MODE_OR) || (d_ptr->rules[rule].mode == DUNGEON_MODE_NOR))
- {
- int a;
-
- if (d_ptr->rules[rule].mflags1 && (r_ptr->flags1 & d_ptr->rules[rule].mflags1)) return TRUE;
- if (d_ptr->rules[rule].mflags2 && (r_ptr->flags2 & d_ptr->rules[rule].mflags2)) return TRUE;
- if (d_ptr->rules[rule].mflags3 && (r_ptr->flags3 & d_ptr->rules[rule].mflags3)) return TRUE;
- if (d_ptr->rules[rule].mflags4 && (r_ptr->flags4 & d_ptr->rules[rule].mflags4)) return TRUE;
- if (d_ptr->rules[rule].mflags5 && (r_ptr->flags5 & d_ptr->rules[rule].mflags5)) return TRUE;
- if (d_ptr->rules[rule].mflags6 && (r_ptr->flags6 & d_ptr->rules[rule].mflags6)) return TRUE;
- if (d_ptr->rules[rule].mflags7 && (r_ptr->flags7 & d_ptr->rules[rule].mflags7)) return TRUE;
- if (d_ptr->rules[rule].mflags8 && (r_ptr->flags8 & d_ptr->rules[rule].mflags8)) return TRUE;
- if (d_ptr->rules[rule].mflags9 && (r_ptr->flags9 & d_ptr->rules[rule].mflags9)) return TRUE;
-
- for (a = 0; a < 5; a++)
- if (d_ptr->rules[rule].r_char[a] == r_ptr->d_char) return TRUE;
-
- /* All checks failled ? Sorry ... */
- return FALSE;
- }
-
- /* Should NEVER happen */
- return FALSE;
-}
-
-bool_ restrict_monster_to_dungeon(int r_idx)
-{
- dungeon_info_type *d_ptr = &d_info[dungeon_type];
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Select a random rule */
- byte rule = d_ptr->rule_percents[rand_int(100)];
-
- /* Apply the rule */
- bool_ rule_ret = apply_rule(r_ptr, rule);
-
- /* Should the rule be right or not ? */
- if ((d_ptr->rules[rule].mode == DUNGEON_MODE_NAND) || (d_ptr->rules[rule].mode == DUNGEON_MODE_NOR)) rule_ret = !rule_ret;
-
- /* Rule ok ? */
- if (rule_ret) return TRUE;
-
- /* Not allowed */
- return FALSE;
-}
-
-/* Ugly hack, let summon unappropriate monsters */
-bool_ summon_hack = FALSE;
-
-/*
- * Choose a monster race that seems "appropriate" to the given level
- *
- * This function uses the "prob2" field of the "monster allocation table",
- * and various local information, to calculate the "prob3" field of the
- * same table, which is then used to choose an "appropriate" monster, in
- * a relatively efficient manner.
- *
- * Note that "town" monsters will *only* be created in the town, and
- * "normal" monsters will *never* be created in the town, unless the
- * "level" is "modified", for example, by polymorph or summoning.
- *
- * There is a small chance (1/50) of "boosting" the given depth by
- * a small amount (up to four levels), except in the town.
- *
- * It is (slightly) more likely to acquire a monster of the given level
- * than one of a lower level. This is done by choosing several monsters
- * appropriate to the given level and keeping the "hardest" one.
- *
- * Note that if no monsters are "appropriate", then this function will
- * fail, and return zero, but this should *almost* never happen.
- */
-s16b get_mon_num(int level)
-{
- int i, j, p;
-
- int r_idx;
-
- long value, total;
-
- monster_race *r_ptr;
-
- alloc_entry *table = alloc_race_table;
-
- int in_tome;
-
- /* Boost the level */
- if (level > 0)
- {
- /* Occasional "nasty" monster */
- if (rand_int(NASTY_MON) == 0)
- {
- /* Pick a level bonus */
- int d = level / 4 + 2;
-
- /* Boost the level */
- level += ((d < 5) ? d : 5);
- }
-
- /* Occasional "nasty" monster */
- if (rand_int(NASTY_MON) == 0)
- {
- /* Pick a level bonus */
- int d = level / 4 + 2;
-
- /* Boost the level */
- level += ((d < 5) ? d : 5);
- }
- }
-
-
- /* Reset total */
- total = 0L;
-
- /* Check whether this is ToME or a module */
- in_tome = strcmp(game_module, "ToME") == 0;
-
- /* Process probabilities */
- for (i = 0; i < alloc_race_size; i++)
- {
- /* Monsters are sorted by depth */
- if (table[i].level > level) break;
-
- /* Default */
- table[i].prob3 = 0;
-
- /* Access the "r_idx" of the chosen monster */
- r_idx = table[i].index;
-
- /* Access the actual race */
- r_ptr = &r_info[r_idx];
-
- /* Hack -- "unique" monsters must be "unique" */
- if ((r_ptr->flags1 & (RF1_UNIQUE)) &&
- (r_ptr->cur_num >= r_ptr->max_num))
- {
- continue;
- }
-
- /* Depth Monsters never appear out of depth */
- if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (r_ptr->level > dun_level))
- {
- continue;
- }
-
- /* Depth Monsters never appear out of their depth */
- if ((r_ptr->flags9 & (RF9_ONLY_DEPTH)) && (r_ptr->level != dun_level))
- {
- continue;
- }
-
- if(in_tome)
- {
- /* Zangbandish monsters not allowed */
- if (r_ptr->flags8 & RF8_ZANGBAND) continue;
-
- /* Lovecraftian monsters not allowed */
- if (r_ptr->flags8 & RF8_CTHANGBAND) continue;
- }
-
- /* Joke monsters allowed ? or not ? */
- if (!joke_monsters && (r_ptr->flags8 & RF8_JOKEANGBAND)) continue;
-
- /* Some dungeon types restrict the possible monsters */
- if (!summon_hack && !restrict_monster_to_dungeon(r_idx) && dun_level) continue;
-
- /* Accept */
- table[i].prob3 = table[i].prob2;
-
- /* Total */
- total += table[i].prob3;
- }
-
- /* No legal monsters */
- if (total <= 0) return (0);
-
-
- /* Pick a monster */
- value = rand_int(total);
-
- /* Find the monster */
- for (i = 0; i < alloc_race_size; i++)
- {
- /* Found the entry */
- if (value < table[i].prob3) break;
-
- /* Decrement */
- value = value - table[i].prob3;
- }
-
-
- /* Power boost */
- p = rand_int(100);
-
- /* Try for a "harder" monster once (50%) or twice (10%) */
- if (p < 60)
- {
- /* Save old */
- j = i;
-
- /* Pick a monster */
- value = rand_int(total);
-
- /* Find the monster */
- for (i = 0; i < alloc_race_size; i++)
- {
- /* Found the entry */
- if (value < table[i].prob3) break;
-
- /* Decrement */
- value = value - table[i].prob3;
- }
-
- /* Keep the "best" one */
- if (table[i].level < table[j].level) i = j;
- }
-
- /* Try for a "harder" monster twice (10%) */
- if (p < 10)
- {
- /* Save old */
- j = i;
-
- /* Pick a monster */
- value = rand_int(total);
-
- /* Find the monster */
- for (i = 0; i < alloc_race_size; i++)
- {
- /* Found the entry */
- if (value < table[i].prob3) break;
-
- /* Decrement */
- value = value - table[i].prob3;
- }
-
- /* Keep the "best" one */
- if (table[i].level < table[j].level) i = j;
- }
-
-
- /* Result */
- return (table[i].index);
-}
-
-
-
-
-
-/*
- * Build a string describing a monster in some way.
- *
- * We can correctly describe monsters based on their visibility.
- * We can force all monsters to be treated as visible or invisible.
- * We can build nominatives, objectives, possessives, or reflexives.
- * We can selectively pronominalize hidden, visible, or all monsters.
- * We can use definite or indefinite descriptions for hidden monsters.
- * We can use definite or indefinite descriptions for visible monsters.
- *
- * Pronominalization involves the gender whenever possible and allowed,
- * so that by cleverly requesting pronominalization / visibility, you
- * can get messages like "You hit someone. She screams in agony!".
- *
- * Reflexives are acquired by requesting Objective plus Possessive.
- *
- * If no m_ptr arg is given (?), the monster is assumed to be hidden,
- * unless the "Assume Visible" mode is requested.
- *
- * If no r_ptr arg is given, it is extracted from m_ptr and r_info
- * If neither m_ptr nor r_ptr is given, the monster is assumed to
- * be neuter, singular, and hidden (unless "Assume Visible" is set),
- * in which case you may be in trouble... :-)
- *
- * I am assuming that no monster name is more than 70 characters long,
- * so that "char desc[80];" is sufficiently large for any result.
- *
- * Mode Flags:
- * 0x01 --> Objective (or Reflexive)
- * 0x02 --> Possessive (or Reflexive)
- * 0x04 --> Use indefinites for hidden monsters ("something")
- * 0x08 --> Use indefinites for visible monsters ("a kobold")
- * 0x10 --> Pronominalize hidden monsters
- * 0x20 --> Pronominalize visible monsters
- * 0x40 --> Assume the monster is hidden
- * 0x80 --> Assume the monster is visible
- * 0x100 --> Ignore insanity
- *
- * Useful Modes:
- * 0x00 --> Full nominative name ("the kobold") or "it"
- * 0x04 --> Full nominative name ("the kobold") or "something"
- * 0x80 --> Genocide resistance name ("the kobold")
- * 0x88 --> Killing name ("a kobold")
- * 0x22 --> Possessive, genderized if visible ("his") or "its"
- * 0x23 --> Reflexive, genderized if visible ("himself") or "itself"
- */
-void monster_desc(char *desc, monster_type *m_ptr, int mode)
-{
- cptr res;
- monster_race *r_ptr = race_inf(m_ptr);
- cptr b_name = (r_name + r_ptr->name);
- char silly_name[80], name[100];
- bool_ seen, pron;
- int insanity = (p_ptr->msane - p_ptr->csane) * 100 / p_ptr->msane;
-
- if (m_ptr->ego)
- {
- if (re_info[m_ptr->ego].before) sprintf(name, "%s %s", re_name + re_info[m_ptr->ego].name, b_name);
- else sprintf(name, "%s %s", b_name, re_name + re_info[m_ptr->ego].name);
- }
- else
- {
- sprintf(name, "%s", b_name);
- }
-
- /*
- * Are we hallucinating? (Idea from Nethack...)
- * insanity roll added by pelpel
- */
- if (!(mode & 0x100) && (p_ptr->image || (rand_int(300) < insanity)))
- {
- if (rand_int(2) == 0)
- {
- monster_race *hallu_race;
-
- do
- {
- hallu_race = &r_info[randint(max_r_idx - 2)];
- }
- while (hallu_race->flags1 & RF1_UNIQUE);
-
- strcpy(silly_name, (r_name + hallu_race->name));
- }
- else
- {
- get_rnd_line("silly.txt", silly_name);
- }
-
- strcpy(name, silly_name);
- }
-
- /* Can we "see" it (exists + forced, or visible + not unforced) */
- seen = (m_ptr && ((mode & 0x80) || (!(mode & 0x40) && m_ptr->ml)));
-
- /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
- pron = (m_ptr && ((seen && (mode & 0x20)) || (!seen && (mode & 0x10))));
-
-
- /* First, try using pronouns, or describing hidden monsters */
- if (!seen || pron)
- {
- /* an encoding of the monster "sex" */
- int kind = 0x00;
-
- /* Extract the gender (if applicable) */
- if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
- else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
-
- /* Ignore the gender (if desired) */
- if (!m_ptr || !pron) kind = 0x00;
-
-
- /* Assume simple result */
- res = "it";
-
- /* Brute force: split on the possibilities */
- switch (kind | (mode & 0x07))
- {
- /* Neuter, or unknown */
- case 0x00:
- res = "it";
- break;
- case 0x01:
- res = "it";
- break;
- case 0x02:
- res = "its";
- break;
- case 0x03:
- res = "itself";
- break;
- case 0x04:
- res = "something";
- break;
- case 0x05:
- res = "something";
- break;
- case 0x06:
- res = "something's";
- break;
- case 0x07:
- res = "itself";
- break;
-
- /* Male (assume human if vague) */
- case 0x10:
- res = "he";
- break;
- case 0x11:
- res = "him";
- break;
- case 0x12:
- res = "his";
- break;
- case 0x13:
- res = "himself";
- break;
- case 0x14:
- res = "someone";
- break;
- case 0x15:
- res = "someone";
- break;
- case 0x16:
- res = "someone's";
- break;
- case 0x17:
- res = "himself";
- break;
-
- /* Female (assume human if vague) */
- case 0x20:
- res = "she";
- break;
- case 0x21:
- res = "her";
- break;
- case 0x22:
- res = "her";
- break;
- case 0x23:
- res = "herself";
- break;
- case 0x24:
- res = "someone";
- break;
- case 0x25:
- res = "someone";
- break;
- case 0x26:
- res = "someone's";
- break;
- case 0x27:
- res = "herself";
- break;
- }
-
- /* Copy the result */
- (void)strcpy(desc, res);
- }
-
-
- /* Handle visible monsters, "reflexive" request */
- else if ((mode & 0x02) && (mode & 0x01))
- {
- /* The monster is visible, so use its gender */
- if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "herself");
- else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "himself");
- else strcpy(desc, "itself");
- }
-
-
- /* Handle all other visible monster requests */
- else
- {
- /* It could be a Unique */
- if ((r_ptr->flags1 & (RF1_UNIQUE)) && !(p_ptr->image))
- {
- /* Start with the name (thus nominative and objective) */
- (void)strcpy(desc, name);
- }
-
- /* It could be an indefinite monster */
- else if (mode & 0x08)
- {
- /* XXX Check plurality for "some" */
-
- /* Indefinite monsters need an indefinite article */
- (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
- (void)strcat(desc, name);
- }
-
- /* It could be a normal, definite, monster */
- else
- {
- /* Definite monsters need a definite article */
- if (m_ptr->status >= MSTATUS_PET)
- (void)strcpy(desc, "your ");
- else
- (void)strcpy(desc, "the ");
-
- (void)strcat(desc, name);
- }
-
- /* Handle the Possessive as a special afterthought */
- if (mode & 0x02)
- {
- /* XXX Check for trailing "s" */
-
- /* Simply append "apostrophe" and "s" */
- (void)strcat(desc, "'s");
- }
- }
-}
-
-void monster_race_desc(char *desc, int r_idx, int ego)
-{
- monster_race *r_ptr = &r_info[r_idx];
- cptr b_name = (r_name + r_ptr->name);
- char name[80];
-
- if (ego)
- {
- if (re_info[ego].before) sprintf(name, "%s %s", re_name + re_info[ego].name, b_name);
- else sprintf(name, "%s %s", b_name, re_name + re_info[ego].name);
- }
- else
- {
- sprintf(name, "%s", b_name);
- }
-
- /* It could be a Unique */
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- /* Start with the name (thus nominative and objective) */
- (void)strcpy(desc, name);
- }
-
- /* It could be a normal, definite, monster */
- else
- {
- /* Definite monsters need a definite article */
- (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
-
- (void)strcat(desc, name);
- }
-}
-
-
-
-/*
- * Learn about a monster (by "probing" it)
- */
-void lore_do_probe(int m_idx)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Hack -- Memorize some flags */
- r_ptr->r_flags1 = r_ptr->flags1;
- r_ptr->r_flags2 = r_ptr->flags2;
- r_ptr->r_flags3 = r_ptr->flags3;
-
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-}
-
-
-/*
- * Take note that the given monster just dropped some treasure
- *
- * Note that learning the "GOOD"/"GREAT" flags gives information
- * about the treasure (even when the monster is killed for the first
- * time, such as uniques, and the treasure has not been examined yet).
- *
- * This "indirect" method is used to prevent the player from learning
- * exactly how much treasure a monster can drop from observing only
- * a single example of a drop. This method actually observes how much
- * gold and items are dropped, and remembers that information to be
- * described later by the monster recall code.
- */
-void lore_treasure(int m_idx, int num_item, int num_gold)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Note the number of things dropped */
- if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
- if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
-
- /* Hack -- memorize the good/great flags */
- if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
- if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
-
- /* Update monster recall window */
- if (monster_race_idx == m_ptr->r_idx)
- {
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
- }
-}
-
-
-
-void sanity_blast(monster_type * m_ptr, bool_ necro)
-{
- bool_ happened = FALSE;
- int power = 100;
-
- if (!necro)
- {
- char m_name[80];
- monster_race *r_ptr;
-
- if (m_ptr != NULL) r_ptr = race_inf(m_ptr);
- else return;
-
- power = (m_ptr->level) + 10;
-
- if (m_ptr != NULL)
- {
- monster_desc(m_name, m_ptr, 0);
-
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- {
- if (r_ptr->flags1 & RF1_FRIENDS)
- power /= 2;
- }
- else power *= 2;
-
- if (!hack_mind)
- return ; /* No effect yet, just loaded... */
-
- if (!(m_ptr->ml))
- return ; /* Cannot see it for some reason */
-
- if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
- return ; /* oops */
-
-
-
- if ((is_friend(m_ptr) > 0) && (randint(8) != 1))
- return ; /* Pet eldritch horrors are safe most of the time */
-
-
- if (randint(power) < p_ptr->skill_sav)
- {
- return ; /* Save, no adverse effects */
- }
-
-
- if (p_ptr->image)
- {
- /* Something silly happens... */
- msg_format("You behold the %s visage of %s!",
- funny_desc[(randint(MAX_FUNNY)) - 1], m_name);
- if (randint(3) == 1)
- {
- msg_print(funny_comments[randint(MAX_COMMENT) - 1]);
- p_ptr->image = (p_ptr->image + randint(m_ptr->level));
- }
- return ; /* Never mind; we can't see it clearly enough */
- }
-
- /* Something frightening happens... */
- msg_format("You behold the %s visage of %s!",
- horror_desc[(randint(MAX_HORROR)) - 1], m_name);
-
- r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
-
- }
-
- /* Undead characters are 50% likely to be unaffected */
- if ((PRACE_FLAG(PR1_UNDEAD)) || (p_ptr->mimic_form == resolve_mimic_name("Vampire")))
- {
- if (randint(100) < (25 + (p_ptr->lev))) return;
- }
- }
- else
- {
- msg_print("Your sanity is shaken by reading the Necronomicon!");
- }
- if (randint(power) < p_ptr->skill_sav) /* Mind blast */
- {
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + rand_int(4) + 4);
- }
- if ((!p_ptr->resist_chaos) && (randint(3) == 1))
- {
- (void) set_image(p_ptr->image + rand_int(250) + 150);
- }
- return;
- }
-
- if (randint(power) < p_ptr->skill_sav) /* Lose int & wis */
- {
- do_dec_stat (A_INT, STAT_DEC_NORMAL);
- do_dec_stat (A_WIS, STAT_DEC_NORMAL);
- return;
- }
-
-
- if (randint(power) < p_ptr->skill_sav) /* Brain smash */
- {
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + rand_int(4) + 4);
- }
- if (!p_ptr->free_act)
- {
- (void)set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4);
- }
- while (rand_int(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_INT, STAT_DEC_NORMAL);
- while (rand_int(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_WIS, STAT_DEC_NORMAL);
- if (!p_ptr->resist_chaos)
- {
- (void) set_image(p_ptr->image + rand_int(250) + 150);
- }
- return;
- }
-
- if (randint(power) < p_ptr->skill_sav) /* Permanent lose int & wis */
- {
- if (dec_stat(A_INT, 10, TRUE)) happened = TRUE;
- if (dec_stat(A_WIS, 10, TRUE)) happened = TRUE;
- if (happened)
- msg_print("You feel much less sane than before.");
- return;
- }
-
-
- if (randint(power) < p_ptr->skill_sav) /* Amnesia */
- {
-
- if (lose_all_info())
- msg_print("You forget everything in your utmost terror!");
- return;
- }
-
- p_ptr->update |= PU_BONUS;
- handle_stuff();
-}
-
-
-/*
- * This function updates the monster record of the given monster
- *
- * This involves extracting the distance to the player, checking
- * for visibility (natural, infravision, see-invis, telepathy),
- * updating the monster visibility flag, redrawing or erasing the
- * monster when the visibility changes, and taking note of any
- * "visual" features of the monster (cold-blooded, invisible, etc).
- *
- * The only monster fields that are changed here are "cdis" (the
- * distance from the player), "los" (clearly visible to player),
- * and "ml" (visible to the player in any way).
- *
- * There are a few cases where the calling routine knows that the
- * distance from the player to the monster has not changed, and so
- * we have a special parameter "full" to request distance computation.
- * This lets many calls to this function run very quickly.
- *
- * Note that every time a monster moves, we must call this function
- * for that monster, and update distance. Note that every time the
- * player moves, we must call this function for every monster, and
- * update distance. Note that every time the player "state" changes
- * in certain ways (including "blindness", "infravision", "telepathy",
- * and "see invisible"), we must call this function for every monster.
- *
- * The routines that actually move the monsters call this routine
- * directly, and the ones that move the player, or notice changes
- * in the player state, call "update_monsters()".
- *
- * Routines that change the "illumination" of grids must also call
- * this function, since the "visibility" of some monsters may be
- * based on the illumination of their grid.
- *
- * Note that this function is called once per monster every time the
- * player moves, so it is important to optimize it for monsters which
- * are far away. Note the optimization which skips monsters which
- * are far away and were completely invisible last turn.
- *
- * Note the optimized "inline" version of the "distance()" function.
- *
- * Note that only monsters on the current panel can be "visible",
- * and then only if they are (1) in line of sight and illuminated
- * by light or infravision, or (2) nearby and detected by telepathy.
- *
- * The player can choose to be disturbed by several things, including
- * "disturb_move" (monster which is viewable moves in some way), and
- * "disturb_near" (monster which is "easily" viewable moves in some
- * way). Note that "moves" includes "appears" and "disappears".
- *
- * Note the new "xtra" field which encodes several state flags such
- * as "detected last turn", and "detected this turn", and "currently
- * in line of sight", all of which are used for visibility testing.
- */
-void update_mon(int m_idx, bool_ full)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- monster_race *r_ptr = race_inf(m_ptr);
-
- /* The current monster location */
- int fy = m_ptr->fy;
- int fx = m_ptr->fx;
-
- bool_ old_ml = m_ptr->ml;
-
- /* Seen at all */
- bool_ flag = FALSE;
-
- /* Seen by vision */
- bool_ easy = FALSE;
-
- /* Seen by telepathy */
- bool_ hard = FALSE;
-
- /* Various extra flags */
- bool_ do_empty_mind = FALSE;
- bool_ do_weird_mind = FALSE;
- bool_ do_invisible = FALSE;
- bool_ do_cold_blood = FALSE;
-
-
- /* Calculate distance */
- if (full)
- {
- int d, dy, dx;
-
- /* Distance components */
- dy = (p_ptr->py > fy) ? (p_ptr->py - fy) : (fy - p_ptr->py);
- dx = (p_ptr->px > fx) ? (p_ptr->px - fx) : (fx - p_ptr->px);
-
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
-
- /* Save the distance (in a byte) */
- m_ptr->cdis = (d < 255) ? d : 255;
- }
-
-
- /* Process "distant" monsters */
- if (m_ptr->cdis > MAX_SIGHT)
- {
- /* Ignore unseen monsters */
- if (!m_ptr->ml) return;
-
- /* Detected */
- if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;
- }
-
-
- /* Process "nearby" monsters on the current "panel" */
- else if (panel_contains(fy, fx))
- {
- /* Normal line of sight, and player is not blind */
- if (player_has_los_bold(fy, fx) && !p_ptr->blind)
- {
- /* Use "infravision" */
- if (m_ptr->cdis <= (byte)(p_ptr->see_infra))
- {
- /* Infravision only works on "warm" creatures */
- /* Below, we will need to know that infravision failed */
- if (r_ptr->flags2 & (RF2_COLD_BLOOD)) do_cold_blood = TRUE;
-
- /* Infravision works */
- if (!do_cold_blood) easy = flag = TRUE;
- }
-
- /* Use "illumination" */
- if (player_can_see_bold(fy, fx))
- {
- /* Take note of invisibility */
- if (r_ptr->flags2 & (RF2_INVISIBLE)) do_invisible = TRUE;
-
- /* Visible, or detectable, monsters get seen */
- if (!do_invisible || p_ptr->see_inv) easy = flag = TRUE;
- }
- }
-
- /* Telepathy can see all "nearby" monsters with "minds" */
- if (p_ptr->telepathy)
- {
- /* Assume we cant see */
- bool_ can_esp = FALSE;
-
- /* Different ESP */
- if ((p_ptr->telepathy & ESP_ORC) && (r_ptr->flags3 & RF3_ORC)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_SPIDER) && (r_ptr->flags7 & RF7_SPIDER)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_TROLL) && (r_ptr->flags3 & RF3_TROLL)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_DRAGON) && (r_ptr->flags3 & RF3_DRAGON)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_GIANT) && (r_ptr->flags3 & RF3_GIANT)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_DEMON) && (r_ptr->flags3 & RF3_DEMON)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_UNDEAD) && (r_ptr->flags3 & RF3_UNDEAD)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_EVIL) && (r_ptr->flags3 & RF3_EVIL)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_ANIMAL) && (r_ptr->flags3 & RF3_ANIMAL)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_THUNDERLORD) && (r_ptr->flags3 & RF3_THUNDERLORD)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_GOOD) && (r_ptr->flags3 & RF3_GOOD)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_NONLIVING) && (r_ptr->flags3 & RF3_NONLIVING)) can_esp = TRUE;
- if ((p_ptr->telepathy & ESP_UNIQUE) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags3 & RF3_UNIQUE_4))) can_esp = TRUE;
- if (p_ptr->telepathy & ESP_ALL) can_esp = TRUE;
-
- /* Only do this when we can really detect monster */
- if (can_esp)
- {
- /* Empty mind, no telepathy */
- if (r_ptr->flags2 & (RF2_EMPTY_MIND))
- {
- do_empty_mind = TRUE;
- }
-
- /* Weird mind, occasional telepathy */
- else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
- {
- do_weird_mind = TRUE;
- if (rand_int(100) < 10)
- {
- hard = TRUE;
- flag = TRUE;
- }
- }
-
- /* Normal mind, allow telepathy */
- else
- {
- hard = TRUE;
- flag = TRUE;
- }
- }
- }
-
- /* Apply "detection" spells */
- if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;
-
- /* Hack -- Wizards have "perfect telepathy" */
- if (wizard) flag = TRUE;
- }
-
-
- /* The monster is now visible */
- if (flag)
- {
- /* It was previously unseen */
- if (!m_ptr->ml)
- {
- /* Mark as visible */
- m_ptr->ml = TRUE;
-
- /* Draw the monster */
- lite_spot(fy, fx);
-
- /* Update health bar as needed */
- if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-
- /* Update monster list window */
- p_ptr->window |= (PW_M_LIST);
-
- /* Hack -- Count "fresh" sightings */
- if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-
- /* Disturb on appearance */
- if (disturb_move)
- {
- if (disturb_pets || (is_friend(m_ptr) <= 0)) disturb(1, 0);
- }
- }
-
- /* Apply telepathy */
- if (hard)
- {
- /* Hack -- Memorize mental flags */
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
- }
-
- /* Memorize various observable flags */
- if (do_empty_mind) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
- if (do_weird_mind) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
- if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
- if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
- }
-
- /* The monster is not visible */
- else
- {
- /* It was previously seen */
- if (m_ptr->ml)
- {
- /* Mark as not visible */
- m_ptr->ml = FALSE;
-
- /* Erase the monster */
- lite_spot(fy, fx);
-
- /* Update health bar as needed */
- if (health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-
- /* Update monster list window */
- p_ptr->window |= (PW_M_LIST);
-
- /* Disturb on disappearance*/
- if (disturb_move)
- {
- if (disturb_pets || (is_friend(m_ptr) <= 0)) disturb(1, 0);
- }
- }
- }
-
-
- /* The monster is now easily visible */
- if (easy)
- {
-
- if (m_ptr->ml != old_ml)
- {
- if (r_ptr->flags2 & RF2_ELDRITCH_HORROR)
- {
- sanity_blast(m_ptr, FALSE);
- }
- }
-
- /* Change */
- if (!(m_ptr->mflag & (MFLAG_VIEW)))
- {
- /* Mark as easily visible */
- m_ptr->mflag |= (MFLAG_VIEW);
-
- /* Disturb on appearance */
- if (disturb_near)
- {
- if (disturb_pets || (is_friend(m_ptr) <= 0)) disturb(1, 0);
- }
-
- }
- }
-
- /* The monster is not easily visible */
- else
- {
- /* Change */
- if (m_ptr->mflag & (MFLAG_VIEW))
- {
- /* Mark as not easily visible */
- m_ptr->mflag &= ~(MFLAG_VIEW);
-
- /* Update monster list window */
- p_ptr->window |= (PW_M_LIST);
-
- /* Disturb on disappearance */
- if (disturb_near)
- {
- if (disturb_pets || (is_friend(m_ptr) <= 0)) disturb(1, 0);
- }
- }
- }
-}
-
-
-
-
-/*
- * This function simply updates all the (non-dead) monsters (see above).
- */
-void update_monsters(bool_ full)
-{
- int i;
-
- /* Update each (live) monster */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
- }
-}
-
-
-void monster_carry(monster_type *m_ptr, int m_idx, object_type *q_ptr)
-{
- object_type *o_ptr;
-
- /* Get new object */
- int o_idx = o_pop();
-
- if (o_idx)
- {
- /* Get the item */
- o_ptr = &o_list[o_idx];
-
- /* Structure copy */
- object_copy(o_ptr, q_ptr);
-
- /* Build a stack */
- o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
- o_ptr->held_m_idx = m_idx;
- o_ptr->ix = 0;
- o_ptr->iy = 0;
-
- m_ptr->hold_o_idx = o_idx;
- }
-
- else
- {
- /* Hack -- Preserve artifacts */
- if (q_ptr->name1)
- {
- a_info[q_ptr->name1].cur_num = 0;
- }
- else if (k_info[q_ptr->k_idx].flags3 & TR3_NORM_ART)
- {
- k_info[q_ptr->k_idx].artifact = 0;
- }
- else if (q_ptr->tval == TV_RANDART)
- {
- random_artifacts[q_ptr->sval].generated = FALSE;
- }
- }
-}
-
-
-static int possible_randart[] =
-{
- TV_MSTAFF,
- TV_BOOMERANG,
- TV_DIGGING,
- TV_HAFTED,
- TV_POLEARM,
- TV_AXE,
- TV_SWORD,
- TV_BOOTS,
- TV_GLOVES,
- TV_HELM,
- TV_CROWN,
- TV_SHIELD,
- TV_CLOAK,
- TV_SOFT_ARMOR,
- TV_HARD_ARMOR,
- TV_LITE,
- TV_AMULET,
- TV_RING,
- -1,
-};
-
-
-bool_ kind_is_randart(int k_idx)
-{
- int max;
- object_kind *k_ptr = &k_info[k_idx];
-
- if (!kind_is_legal(k_idx)) return (FALSE);
-
- for (max = 0; possible_randart[max] != -1; max++)
- {
- if (k_ptr->tval == possible_randart[max]) return (TRUE);
- }
- return (FALSE);
-}
-
-/*
- * Attempt to place a monster of the given race at the given location.
- *
- * To give the player a sporting chance, any monster that appears in
- * line-of-sight and is extremely dangerous can be marked as
- * "FORCE_SLEEP", which will cause them to be placed with low energy,
- * which often (but not always) lets the player move before they do.
- *
- * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
- *
- * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
- * remove old "cur_num" and "max_num" fields.
- *
- * XXX XXX XXX Actually, do something similar for artifacts, to simplify
- * the "preserve" mode, and to make the "what artifacts" flag more useful.
- *
- * This is the only function which may place a monster in the dungeon,
- * except for the savefile loading code.
- */
-bool_ bypass_r_ptr_max_num = FALSE;
-int place_monster_result = 0;
-bool_ place_monster_one_no_drop = FALSE;
-monster_race *place_monster_one_race = NULL;
-s16b place_monster_one(int y, int x, int r_idx, int ego, bool_ slp, int status)
-{
- int i;
- char dummy[5];
- bool_ add_level = FALSE;
- int min_level = 0, max_level = 0;
-
- cave_type *c_ptr;
-
- monster_type *m_ptr;
-
- monster_race *r_ptr = &r_info[r_idx];
-
- cptr name = (r_name + r_ptr->name);
-
- /* Grab the special race if needed */
- if (place_monster_one_race)
- {
- r_ptr = place_monster_one_race;
- }
-
- /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
- if (p_ptr->wild_mode)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Verify location */
- if (!in_bounds(y, x))
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Require empty space */
- if (!cave_empty_bold(y, x))
- {
- if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): EMPTY BOLD", r_idx);
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Require no monster free grid, or special permission */
- if ((cave[y][x].info & CAVE_FREE) && (!m_allow_special[r_idx]))
- {
- if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): CAVE_FREE", r_idx);
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Hack -- no creation on glyph of warding */
- if (cave[y][x].feat == FEAT_GLYPH)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
- if (cave[y][x].feat == FEAT_MINOR_GLYPH)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Nor on the between */
- if (cave[y][x].feat == FEAT_BETWEEN)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Nor on the altars */
- if ((cave[y][x].feat >= FEAT_ALTAR_HEAD)
- && (cave[y][x].feat <= FEAT_ALTAR_TAIL))
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Nor on the Pattern */
- if ((cave[y][x].feat >= FEAT_PATTERN_START)
- && (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Paranoia */
- if (!r_idx)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Paranoia */
- if (!r_ptr->name)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Are we allowed to continue ? */
- if (process_hooks(HOOK_NEW_MONSTER, "(d)", r_idx))
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Ego Uniques are NOT to be created */
- if ((r_ptr->flags1 & RF1_UNIQUE) && ego)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Now could we generate an Ego Monster */
- /* Grab the special race if needed */
- if (place_monster_one_race)
- {
- r_ptr = place_monster_one_race;
- }
- else
- {
- r_ptr = race_info_idx(r_idx, ego);
- }
-
- if (!monster_can_cross_terrain(cave[y][x].feat, r_ptr))
- {
- if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: cannot cross terrain");
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Unallow some uniques to be generated outside of their quests/special levels/dungeons */
- if ((r_ptr->flags9 & RF9_SPECIAL_GENE) && (!m_allow_special[r_idx]))
- {
- if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): SPECIAL_GENE", r_idx);
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Disallow Spirits in The Void, now this *IS* an ugly hack, I hate to do it ... */
- if ((r_ptr->flags7 & RF7_SPIRIT) && (dungeon_type != DUNGEON_VOID))
- {
- if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): SPIRIT in non VOID", r_idx);
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Fully forbid it */
- if (r_ptr->flags9 & RF9_NEVER_GENE)
- {
- if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: NEVER_GENE");
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Hack -- "unique" monsters must be "unique" */
- if ((r_ptr->flags1 & (RF1_UNIQUE)) && (r_ptr->max_num == -1) && (!m_allow_special[r_idx]))
- {
- /* Cannot create */
- if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster %d: unique not unique", r_idx);
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* The monster is already on an unique level */
- if (r_ptr->on_saved)
- {
- if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: unique already on saved level");
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Hack -- "unique" monsters must be "unique" */
- if ((r_ptr->flags1 & (RF1_UNIQUE)) && (r_ptr->cur_num >= r_ptr->max_num) && (r_ptr->max_num != -1) && (!bypass_r_ptr_max_num))
- {
- /* Cannot create */
- if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster %d: cur_num >= max_num", r_idx);
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Depth monsters may NOT be created out of depth */
- if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level))
- {
- /* Cannot create */
- if (wizard) cmsg_print(TERM_L_RED, "WARNING: FORCE_DEPTH");
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
- /* Powerful monster */
- if (r_ptr->level > dun_level)
- {
- /* Unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Message for cheaters */
- if ((cheat_hear) || (p_ptr->precognition)) msg_format("Deep Unique (%s).", name);
-
- /* Boost rating by twice delta-depth */
- rating += (r_ptr->level - dun_level) * 2;
- }
-
- /* Normal monsters */
- else
- {
- /* Message for cheaters */
- if ((cheat_hear) || (p_ptr->precognition)) msg_format("Deep Monster (%s).", name);
-
- /* Boost rating by delta-depth */
- rating += (r_ptr->level - dun_level);
- }
- }
-
- /* Note the monster */
- else if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Unique monsters induce message */
- if ((cheat_hear) || (p_ptr->precognition)) msg_format("Unique (%s).", name);
- }
-
-
- /* Access the location */
- c_ptr = &cave[y][x];
-
- /* Make a new monster */
- c_ptr->m_idx = m_pop();
- hack_m_idx_ii = c_ptr->m_idx;
-
- /* Mega-Hack -- catch "failure" */
- if (!c_ptr->m_idx)
- {
- if (place_monster_one_race) KILL(place_monster_one_race, monster_race);
- return 0;
- }
-
-
- /* Get a new monster record */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Save the race */
- m_ptr->r_idx = r_idx;
- m_ptr->ego = ego;
-
- /* No special, no mind */
- m_ptr->sr_ptr = place_monster_one_race;
- m_ptr->mind = NULL;
-
- /* Place the monster at the location */
- m_ptr->fy = y;
- m_ptr->fx = x;
-
- /* No "damage" yet */
- m_ptr->stunned = 0;
- m_ptr->confused = 0;
- m_ptr->monfear = 0;
-
- /* No target yet */
- m_ptr->target = -1;
-
- /* Unknown distance */
- m_ptr->cdis = 0;
-
- /* No flags */
- m_ptr->mflag = 0;
-
- /* Not visible */
- m_ptr->ml = FALSE;
-
- /* No objects yet */
- m_ptr->hold_o_idx = 0;
-
- m_ptr->status = status;
-
- /* Friendly? */
- if (m_ptr->status < MSTATUS_FRIEND && r_ptr->flags7 & RF7_PET)
- {
- m_ptr->status = MSTATUS_FRIEND;
- }
- if (m_ptr->status < MSTATUS_NEUTRAL && r_ptr->flags7 & RF7_NEUTRAL)
- {
- m_ptr->status = MSTATUS_NEUTRAL;
- }
-
- /* Assume no sleeping */
- m_ptr->csleep = 0;
-
- /* Enforce sleeping if needed */
- if (slp && r_ptr->sleep)
- {
- int val = r_ptr->sleep;
- m_ptr->csleep = ((val * 2) + randint(val * 10));
- }
-
- /* Generate the monster's inventory(if any) */
- /* Only if not fated to die */
- if ((dungeon_type != DUNGEON_DEATH) && (!place_monster_one_no_drop))
- {
- bool_ good = (r_ptr->flags1 & (RF1_DROP_GOOD)) ? TRUE : FALSE;
- bool_ great = (r_ptr->flags1 & (RF1_DROP_GREAT)) ? TRUE : FALSE;
-
- bool_ do_gold = (!(r_ptr->flags1 & (RF1_ONLY_ITEM)));
- bool_ do_item = (!(r_ptr->flags1 & (RF1_ONLY_GOLD)));
- bool_ do_mimic = (r_ptr->flags9 & (RF9_MIMIC));
- int j;
-
- int force_coin = get_coin_type(r_ptr);
-
- int dump_item = 0;
- int dump_gold = 0;
- object_type forge;
- object_type *q_ptr;
-
- int number = 0;
-
- /* Average dungeon and monster levels */
- object_level = (dun_level + r_ptr->level) / 2;
-
- /* Determine how much we can drop */
- if ((r_ptr->flags1 & (RF1_DROP_60)) && (rand_int(100) < 60)) number++;
- if ((r_ptr->flags1 & (RF1_DROP_90)) && (rand_int(100) < 90)) number++;
- if (r_ptr->flags1 & (RF1_DROP_1D2)) number += damroll(1, 2);
- if (r_ptr->flags1 & (RF1_DROP_2D2)) number += damroll(2, 2);
- if (r_ptr->flags1 & (RF1_DROP_3D2)) number += damroll(3, 2);
- if (r_ptr->flags1 & (RF1_DROP_4D2)) number += damroll(4, 2);
- if (r_ptr->flags9 & (RF9_MIMIC)) number = 1;
-
- /* Hack -- handle creeping coins */
- coin_type = force_coin;
-
- if (r_ptr->flags7 & RF7_DROP_RANDART)
- {
- int tries = 1000;
- obj_theme theme;
- int i;
-
- /* Get local object */
- q_ptr = &forge;
-
- theme.treasure = 101;
- theme.combat = 101;
- theme.magic = 101;
- theme.tools = 101;
-
- init_match_theme(theme);
-
- /* Apply restriction */
- get_obj_num_hook = kind_is_legal;
-
- /* Rebuild allocation table */
- get_obj_num_prep();
-
- i = 0;
- while (tries)
- {
- tries--;
- i = get_obj_num(dun_level);
- if (!i) continue;
-
- if (!kind_is_randart(i)) continue;
- break;
- }
-
- /* Invalidate the cached allocation table */
- alloc_kind_table_valid = FALSE;
-
- if (tries)
- {
- object_prep(q_ptr, i);
- create_artifact(q_ptr, FALSE, TRUE);
- q_ptr->found = OBJ_FOUND_MONSTER;
- q_ptr->found_aux1 = m_ptr->r_idx;
- q_ptr->found_aux2 = m_ptr->ego;
- q_ptr->found_aux3 = dungeon_type;
- q_ptr->found_aux4 = level_or_feat(dungeon_type, dun_level);
-
- monster_carry(m_ptr, c_ptr->m_idx, q_ptr);
- }
- }
-
- /* Drop some objects */
- for (j = 0; j < number; j++)
- {
- /* Get local object */
- q_ptr = &forge;
-
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Make Gold */
- if ((!do_mimic) && do_gold && (!do_item || (rand_int(100) < 50)))
- {
- /* Make some gold */
- if (!make_gold(q_ptr)) continue;
-
- /* XXX XXX XXX */
- dump_gold++;
- }
-
- /* Make Object */
- else
- {
- /* Make an object */
- if (!do_mimic)
- {
- if (!make_object(q_ptr, good, great, r_ptr->drops)) continue;
- }
- else
- {
- /* Try hard for mimics */
- int tries = 1000;
-
- while (tries--)
- {
- if (make_object(q_ptr, good, great, r_ptr->drops)) break;
- }
- /* BAD */
- if (!tries) continue;
- }
-
- /* XXX XXX XXX */
- dump_item++;
- }
-
- q_ptr->found = OBJ_FOUND_MONSTER;
- q_ptr->found_aux1 = m_ptr->r_idx;
- q_ptr->found_aux2 = m_ptr->ego;
- q_ptr->found_aux3 = dungeon_type;
- q_ptr->found_aux4 = level_or_feat(dungeon_type, dun_level);
- monster_carry(m_ptr, c_ptr->m_idx, q_ptr);
- }
-
- /* Reset the object level */
- object_level = dun_level;
-
- /* Reset "coin" type */
- coin_type = 0;
- }
- place_monster_one_no_drop = FALSE;
-
-
- /* Assign maximal hitpoints */
- if (r_ptr->flags1 & (RF1_FORCE_MAXHP))
- {
- m_ptr->maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
- }
- else
- {
- m_ptr->maxhp = damroll(r_ptr->hdice, r_ptr->hside);
- }
-
- /* And start out fully healthy */
- m_ptr->hp = m_ptr->maxhp;
-
- /* Some basic info */
- for (i = 0; i < 4; i++)
- {
- m_ptr->blow[i].method = r_ptr->blow[i].method;
- m_ptr->blow[i].effect = r_ptr->blow[i].effect;
- m_ptr->blow[i].d_dice = r_ptr->blow[i].d_dice;
- m_ptr->blow[i].d_side = r_ptr->blow[i].d_side;
- }
- m_ptr->ac = r_ptr->ac;
- m_ptr->level = r_ptr->level;
- m_ptr->speed = r_ptr->speed;
- m_ptr->exp = MONSTER_EXP(m_ptr->level);
-
- /* Extract the monster base speed */
- m_ptr->mspeed = m_ptr->speed;
-
- /* Hack -- small racial variety */
- if (!(r_ptr->flags1 & (RF1_UNIQUE)))
- {
- /* Allow some small variation per monster */
- i = extract_energy[m_ptr->speed] / 10;
- if (i) m_ptr->mspeed += rand_spread(0, i);
- }
-
-
- if (dungeon_flags2 & DF2_ADJUST_LEVEL_1_2)
- {
- min_level = max_level = dun_level / 2;
- add_level = TRUE;
- }
- if (dungeon_flags1 & DF1_ADJUST_LEVEL_1)
- {
- if (!min_level) min_level = dun_level;
- max_level = dun_level;
- add_level = TRUE;
- }
- if (dungeon_flags1 & DF1_ADJUST_LEVEL_2)
- {
- if (!min_level) min_level = dun_level * 2;
- max_level = dun_level * 2;
- add_level = TRUE;
- }
- if (add_level) monster_set_level(c_ptr->m_idx, rand_range(min_level, max_level));
-
- /* Give a random starting energy */
- m_ptr->energy = (byte)rand_int(100);
-
- /* Force monster to wait for player */
- if (r_ptr->flags1 & (RF1_FORCE_SLEEP))
- {
- /* Monster is still being nice */
- m_ptr->mflag |= (MFLAG_NICE);
-
- /* Must repair monsters */
- repair_monsters = TRUE;
- }
-
- /* Hack -- see "process_monsters()" */
- if (c_ptr->m_idx < hack_m_idx)
- {
- /* Monster is still being born */
- m_ptr->mflag |= (MFLAG_BORN);
- }
-
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, TRUE);
-
-
- /* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags4 & (RF4_MULTIPLY)) num_repro++;
-
-
- /* Hack -- Notice new multi-hued monsters */
- if (r_ptr->flags1 & (RF1_ATTR_MULTI)) shimmer_monsters = TRUE;
-
- /* Hack -- we need to modify the REAL r_info, not the fake one */
- r_ptr = &r_info[r_idx];
-
- /* Hack -- Count the monsters on the level */
- r_ptr->cur_num++;
-
- /* Unique monsters on saved levels should be "marked" */
- if ((r_ptr->flags1 & RF1_UNIQUE) && get_dungeon_save(dummy))
- {
- r_ptr->on_saved = TRUE;
- }
-
- place_monster_one_race = NULL;
-
- /* Success */
- place_monster_result = c_ptr->m_idx;
- return c_ptr->m_idx;
-}
-
-/*
- * Maximum size of a group of monsters
- */
-#define GROUP_MAX 32
-
-
-/*
- * Attempt to place a "group" of monsters around the given location
- */
-static bool_ place_monster_group(int y, int x, int r_idx, bool_ slp, int status)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- int old, n, i;
- int total = 0, extra = 0;
-
- int hack_n = 0;
-
- byte hack_y[GROUP_MAX];
- byte hack_x[GROUP_MAX];
-
-
- /* Pick a group size */
- total = randint(13);
-
- /* Hard monsters, small groups */
- if (r_ptr->level > dun_level)
- {
- extra = r_ptr->level - dun_level;
- extra = 0 - randint(extra);
- }
-
- /* Easy monsters, large groups */
- else if (r_ptr->level < dun_level)
- {
- extra = dun_level - r_ptr->level;
- extra = randint(extra);
- }
-
- /* Hack -- limit group reduction */
- if (extra > 12) extra = 12;
-
- /* Modify the group size */
- total += extra;
-
- /* Minimum size */
- if (total < 1) total = 1;
-
- /* Maximum size */
- if (total > GROUP_MAX) total = GROUP_MAX;
-
-
- /* Save the rating */
- old = rating;
-
- /* Start on the monster */
- hack_n = 1;
- hack_x[0] = x;
- hack_y[0] = y;
-
- /* Puddle monsters, breadth first, up to total */
- for (n = 0; (n < hack_n) && (hack_n < total); n++)
- {
- /* Grab the location */
- int hx = hack_x[n];
- int hy = hack_y[n];
-
- /* Check each direction, up to total */
- for (i = 0; (i < 8) && (hack_n < total); i++)
- {
- int mx = hx + ddx_ddd[i];
- int my = hy + ddy_ddd[i];
-
- /* Walls and Monsters block flow */
- if (!cave_empty_bold(my, mx)) continue;
-
- /* Attempt to place another monster */
- if (place_monster_one(my, mx, r_idx, pick_ego_monster(r_idx), slp, status))
- {
- /* Add it to the "hack" set */
- hack_y[hack_n] = my;
- hack_x[hack_n] = mx;
- hack_n++;
- }
- }
- }
-
- /* Hack -- restore the rating */
- rating = old;
-
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * Hack -- help pick an escort type
- */
-static int place_monster_idx = 0;
-
-/*
- * Hack -- help pick an escort type
- */
-static bool_ place_monster_okay(int r_idx)
-{
- monster_race *r_ptr = &r_info[place_monster_idx];
-
- monster_race *z_ptr = &r_info[r_idx];
-
- /* Hack - Escorts have to have the same dungeon flag */
- if (monster_dungeon(place_monster_idx) != monster_dungeon(r_idx)) return (FALSE);
-
- /* Require similar "race" */
- if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
-
- /* Skip more advanced monsters */
- if (z_ptr->level > r_ptr->level) return (FALSE);
-
- /* Skip unique monsters */
- if (z_ptr->flags1 & (RF1_UNIQUE)) return (FALSE);
-
- /* Paranoia -- Skip identical monsters */
- if (place_monster_idx == r_idx) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Attempt to place a monster of the given race at the given location
- *
- * Note that certain monsters are now marked as requiring "friends".
- * These monsters, if successfully placed, and if the "grp" parameter
- * is TRUE, will be surrounded by a "group" of identical monsters.
- *
- * Note that certain monsters are now marked as requiring an "escort",
- * which is a collection of monsters with similar "race" but lower level.
- *
- * Some monsters induce a fake "group" flag on their escorts.
- *
- * Note the "bizarre" use of non-recursion to prevent annoying output
- * when running a code profiler.
- *
- * Note the use of the new "monster allocation table" code to restrict
- * the "get_mon_num()" function to "legal" escort types.
- */
-bool_ place_monster_aux(int y, int x, int r_idx, bool_ slp, bool_ grp, int status)
-{
- int i;
- monster_race *r_ptr = &r_info[r_idx];
- bool_ (*old_get_mon_num_hook)(int r_idx);
-
-
- /* Place one monster, or fail */
- if (!place_monster_one(y, x, r_idx, pick_ego_monster(r_idx), slp, status)) return (FALSE);
-
-
- /* Require the "group" flag */
- if (!grp) return (TRUE);
-
-
- /* Friends for certain monsters */
- if (r_ptr->flags1 & (RF1_FRIENDS))
- {
- /* Attempt to place a group */
- (void)place_monster_group(y, x, r_idx, slp, status);
- }
-
-
- /* Escorts for certain monsters */
- if (r_ptr->flags1 & (RF1_ESCORT))
- {
- old_get_mon_num_hook = get_mon_num_hook;
-
- /* Set the escort index */
- place_monster_idx = r_idx;
-
- /* Set the escort hook */
- get_mon_num_hook = place_monster_okay;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Try to place several "escorts" */
- for (i = 0; i < 50; i++)
- {
- int nx, ny, z, d = 3;
-
- /* Pick a location */
- scatter(&ny, &nx, y, x, d);
-
- /* Require empty grids */
- if (!cave_empty_bold(ny, nx)) continue;
-
- set_mon_num2_hook(ny, nx);
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Pick a random race */
- z = get_mon_num(r_ptr->level);
-
- /* Reset restriction */
- get_mon_num2_hook = NULL;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Handle failure */
- if (!z) break;
-
- /* Place a single escort */
- place_monster_one(ny, nx, z, pick_ego_monster(z), slp, status);
-
- /* Place a "group" of escorts if needed */
- if ((r_info[z].flags1 & (RF1_FRIENDS)) ||
- (r_ptr->flags1 & (RF1_ESCORTS)))
- {
- /* Place a group of monsters */
- (void)place_monster_group(ny, nx, z, slp, status);
- }
- }
-
- /* Reset restriction */
- get_mon_num_hook = old_get_mon_num_hook;
-
- /* Prepare allocation table */
- get_mon_num_prep();
- }
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * Hack -- attempt to place a monster at the given location
- *
- * Attempt to find a monster appropriate to the "monster_level"
- */
-bool_ place_monster(int y, int x, bool_ slp, bool_ grp)
-{
- int r_idx;
-
- /* Set monster restriction */
- set_mon_num2_hook(y, x);
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Pick a monster */
- r_idx = get_mon_num(monster_level);
-
- /* Reset restriction */
- get_mon_num2_hook = NULL;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Handle failure */
- if (!r_idx) return (FALSE);
-
- /* Attempt to place the monster */
- if (place_monster_aux(y, x, r_idx, slp, grp, MSTATUS_ENEMY)) return (TRUE);
-
- /* Oops */
- return (FALSE);
-}
-
-
-#ifdef MONSTER_HORDES
-
-bool_ alloc_horde(int y, int x)
-{
- int r_idx = 0;
- monster_race * r_ptr = NULL;
- monster_type * m_ptr;
- int attempts = 1000;
-
- set_mon_num2_hook(y, x);
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- while (--attempts)
- {
- /* Pick a monster */
- r_idx = get_mon_num(monster_level);
-
- /* Handle failure */
- if (!r_idx) return (FALSE);
-
- r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags1 & (RF1_UNIQUE))
- && !(r_ptr->flags1 & (RF1_ESCORTS)))
- break;
- }
-
- get_mon_num2_hook = NULL;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- if (attempts < 1) return FALSE;
-
- attempts = 1000;
-
- while (--attempts)
- {
- /* Attempt to place the monster */
- if (place_monster_aux(y, x, r_idx, FALSE, FALSE, MSTATUS_ENEMY)) break;
- }
-
- if (attempts < 1) return FALSE;
-
-
- m_ptr = &m_list[hack_m_idx_ii];
-
- summon_kin_type = r_ptr->d_char;
-
- for (attempts = randint(10) + 5; attempts; attempts--)
- {
- (void) summon_specific(m_ptr->fy, m_ptr->fx, dun_level, SUMMON_KIN);
- }
-
- return TRUE;
-}
-
-#endif /* MONSTER_HORDES */
-
-/*
- * Attempt to allocate a random monster in the dungeon.
- *
- * Place the monster at least "dis" distance from the player.
- *
- * Use "slp" to choose the initial "sleep" status
- *
- * Use "monster_level" for the monster level
- */
-bool_ alloc_monster(int dis, bool_ slp)
-{
- int y, x;
- int attempts_left = 10000;
-
- /* Find a legal, distant, unoccupied, space */
- while (attempts_left--)
- {
- /* Pick a location */
- y = rand_int(cur_hgt);
- x = rand_int(cur_wid);
-
- /* Require empty floor grid (was "naked") */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Accept far away grids */
- if (distance(y, x, p_ptr->py, p_ptr->px) > dis) break;
- }
-
- if (!attempts_left)
- {
- if (cheat_xtra || cheat_hear)
- {
- msg_print("Warning! Could not allocate a new monster. Small level?");
- }
-
- return (FALSE);
- }
-
-
-#ifdef MONSTER_HORDES
- if (randint(5000) <= dun_level)
- {
- if (alloc_horde(y, x))
- {
- if ((cheat_hear) || (p_ptr->precognition)) msg_print("Monster horde.");
- return (TRUE);
- }
- }
- else
- {
-#endif /* MONSTER_HORDES */
-
- /* Attempt to place the monster, allow groups */
- if (place_monster(y, x, slp, TRUE)) return (TRUE);
-
-#ifdef MONSTER_HORDES
- }
-#endif /* MONSTER_HORDES */
-
- /* Nope */
- return (FALSE);
-}
-
-
-
-
-/*
- * Hack -- the "type" of the current "summon specific"
- */
-static int summon_specific_type = 0;
-
-
-/*
- * Hack -- help decide if a monster race is "okay" to summon
- */
-bool_ summon_specific_okay(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- bool_ okay = FALSE;
-
- /* Hack - Only summon dungeon monsters */
- if (!monster_dungeon(r_idx)) return (FALSE);
-
- /* Hack -- no specific type specified */
- if (!summon_specific_type) return (TRUE);
-
- /* Check our requirements */
- switch (summon_specific_type)
- {
- case SUMMON_ANT:
- {
- okay = ((r_ptr->d_char == 'a') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_SPIDER:
- {
- okay = ((r_ptr->d_char == 'S') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_HOUND:
- {
- okay = (((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z')) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_HYDRA:
- {
- okay = ((r_ptr->d_char == 'M') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_ANGEL:
- {
- okay = ((r_ptr->d_char == 'A') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_DEMON:
- {
- okay = ((r_ptr->flags3 & (RF3_DEMON)) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_UNDEAD:
- {
- okay = ((r_ptr->flags3 & (RF3_UNDEAD)) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_DRAGON:
- {
- okay = ((r_ptr->flags3 & (RF3_DRAGON)) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_HI_UNDEAD:
- {
- okay = ((r_ptr->d_char == 'L') ||
- (r_ptr->d_char == 'V') ||
- (r_ptr->d_char == 'W'));
- break;
- }
-
- case SUMMON_HI_DRAGON:
- {
- okay = (r_ptr->d_char == 'D');
- break;
- }
-
- case SUMMON_WRAITH:
- {
- okay = (r_ptr->d_char == 'W');
- break;
- }
-
- case SUMMON_GHOST:
- {
- okay = (r_ptr->d_char == 'G');
- break;
- }
-
- case SUMMON_UNIQUE:
- {
- okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
- break;
- }
-
- case SUMMON_BIZARRE1:
- {
- okay = ((r_ptr->d_char == 'm') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
- case SUMMON_BIZARRE2:
- {
- okay = ((r_ptr->d_char == 'b') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
- case SUMMON_BIZARRE3:
- {
- okay = ((r_ptr->d_char == 'Q') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_BIZARRE4:
- {
- okay = ((r_ptr->d_char == 'v') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_BIZARRE5:
- {
- okay = ((r_ptr->d_char == '$') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_BIZARRE6:
- {
- okay = (((r_ptr->d_char == '!') ||
- (r_ptr->d_char == '?') ||
- (r_ptr->d_char == '=') ||
- (r_ptr->d_char == '$') ||
- (r_ptr->d_char == '|')) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_HI_DEMON:
- {
- okay = ((r_ptr->flags3 & (RF3_DEMON)) &&
- (r_ptr->d_char == 'U') &&
- !(r_ptr->flags1 & RF1_UNIQUE));
- break;
- }
-
-
- case SUMMON_KIN:
- {
- okay = ((r_ptr->d_char == summon_kin_type) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_DAWN:
- {
- okay = ((strstr((r_name + r_ptr->name), "the Dawn")) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_ANIMAL:
- {
- okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_ANIMAL_RANGER:
- {
- okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
- (strchr("abcflqrwBCIJKMRS", r_ptr->d_char)) &&
- !(r_ptr->flags3 & (RF3_DRAGON)) &&
- !(r_ptr->flags3 & (RF3_EVIL)) &&
- !(r_ptr->flags3 & (RF3_UNDEAD)) &&
- !(r_ptr->flags3 & (RF3_DEMON)) &&
- !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_HI_UNDEAD_NO_UNIQUES:
- {
- okay = (((r_ptr->d_char == 'L') ||
- (r_ptr->d_char == 'V') ||
- (r_ptr->d_char == 'W')) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_HI_DRAGON_NO_UNIQUES:
- {
- okay = ((r_ptr->d_char == 'D') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_NO_UNIQUES:
- {
- okay = (!(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_PHANTOM:
- {
- okay = ((strstr((r_name + r_ptr->name), "Phantom")) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_ELEMENTAL:
- {
- okay = ((strstr((r_name + r_ptr->name), "lemental")) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_THUNDERLORD:
- {
- okay = (r_ptr->flags3 & RF3_THUNDERLORD) ? TRUE : FALSE;
- break;
- }
-
- case SUMMON_BLUE_HORROR:
- {
- okay = ((strstr((r_name + r_ptr->name), "lue horror")) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_BUG:
- {
- okay = ((strstr((r_name + r_ptr->name), "Software bug")) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_RNG:
- {
- okay = ((strstr((r_name + r_ptr->name), "Random Number Generator")) &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
- case SUMMON_MINE:
- {
- okay = (r_ptr->flags1 & RF1_NEVER_MOVE) ? TRUE : FALSE;
- break;
- }
-
- case SUMMON_HUMAN:
- {
- okay = ((r_ptr->d_char == 'p') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_SHADOWS:
- {
- okay = ((r_ptr->d_char == 'G') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_QUYLTHULG:
- {
- okay = ((r_ptr->d_char == 'Q') &&
- !(r_ptr->flags1 & (RF1_UNIQUE)));
- break;
- }
-
- case SUMMON_LUA:
- {
- okay = summon_lua_okay(r_idx);
- break;
- }
- }
-
- /* Result */
- return (okay);
-}
-
-
-/*
- * Place a monster (of the specified "type") near the given
- * location. Return TRUE if a monster was actually summoned.
- *
- * We will attempt to place the monster up to 10 times before giving up.
- *
- * Note: SUMMON_UNIQUE and SUMMON_WRAITH (XXX) will summon Unique's
- * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
- * Note: None of the other summon codes will ever summon Unique's.
- *
- * This function has been changed. We now take the "monster level"
- * of the summoning monster as a parameter, and use that, along with
- * the current dungeon level, to help determine the level of the
- * desired monster. Note that this is an upper bound, and also
- * tends to "prefer" monsters of that level. Currently, we use
- * the average of the dungeon and monster levels, and then add
- * five to allow slight increases in monster power.
- *
- * Note that we use the new "monster allocation table" creation code
- * to restrict the "get_mon_num()" function to the set of "legal"
- * monsters, making this function much faster and more reliable.
- *
- * Note that this function may not succeed, though this is very rare.
- */
-int summon_specific_level = 0;
-bool_ summon_specific(int y1, int x1, int lev, int type)
-{
- int i, x, y, r_idx;
- bool_ Group_ok = TRUE;
- bool_ (*old_get_mon_num_hook)(int r_idx);
-
- /* Look for a location */
- for (i = 0; i < 20; ++i)
- {
- /* Pick a distance */
- int d = (i / 15) + 1;
-
- /* Pick a location */
- scatter(&y, &x, y1, x1, d);
-
- /* Require "empty" floor grid */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Hack -- no summon on glyph of warding */
- if (cave[y][x].feat == FEAT_GLYPH) continue;
- if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
-
- /* Nor on the between */
- if (cave[y][x].feat == FEAT_BETWEEN) return (FALSE);
-
- /* ... nor on the Pattern */
- if ((cave[y][x].feat >= FEAT_PATTERN_START) &&
- (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
- continue;
-
- /* Okay */
- break;
- }
-
- /* Failure */
- if (i == 20) return (FALSE);
-
- /* Save the "summon" type */
- summon_specific_type = type;
-
- /* Backup the old hook */
- old_get_mon_num_hook = get_mon_num_hook;
-
- /* Require "okay" monsters */
- get_mon_num_hook = summon_specific_okay;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
-
- /* Pick a monster, using the level calculation */
- summon_hack = TRUE;
- r_idx = get_mon_num((dun_level + lev) / 2 + 5);
- summon_hack = FALSE;
-
-#ifdef R_IDX_TESTING_HACK
- r_idx = 356;
-#endif
-
- /* Reset restriction */
- get_mon_num_hook = old_get_mon_num_hook;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
-
- /* Handle failure */
- if (!r_idx) return (FALSE);
-
-
- if ((type == SUMMON_DAWN) || (type == SUMMON_BLUE_HORROR))
- {
- Group_ok = FALSE;
- }
-
- /* Attempt to place the monster (awake, allow groups) */
- if (!place_monster_aux(y, x, r_idx, FALSE, Group_ok, MSTATUS_ENEMY)) return (FALSE);
- if (summon_specific_level)
- {
- monster_set_level(place_monster_result, summon_specific_level);
- summon_specific_level = 0;
- }
-
- /* Success */
- return (TRUE);
-}
-
-
-
-bool_ summon_specific_friendly(int y1, int x1, int lev, int type, bool_ Group_ok)
-{
- int i, x, y, r_idx;
- bool_ (*old_get_mon_num_hook)(int r_idx);
-
- /* Look for a location */
- for (i = 0; i < 20; ++i)
- {
- /* Pick a distance */
- int d = (i / 15) + 1;
-
- /* Pick a location */
- scatter(&y, &x, y1, x1, d);
-
- /* Require "empty" floor grid */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Hack -- no summon on glyph of warding */
- if (cave[y][x].feat == FEAT_GLYPH) continue;
- if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
-
- /* Nor on the between */
- if (cave[y][x].feat == FEAT_BETWEEN) return (FALSE);
-
- /* ... nor on the Pattern */
- if ((cave[y][x].feat >= FEAT_PATTERN_START) &&
- (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
- continue;
-
- /* Okay */
- break;
- }
-
- /* Failure */
- if (i == 20) return (FALSE);
-
- old_get_mon_num_hook = get_mon_num_hook;
-
- /* Save the "summon" type */
- summon_specific_type = type;
-
- /* Require "okay" monsters */
- get_mon_num_hook = summon_specific_okay;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Pick a monster, using the level calculation */
- r_idx = get_mon_num((dun_level + lev) / 2 + 5);
-
-#ifdef R_IDX_TESTING_HACK
- r_idx = 356;
-#endif
-
- /* Reset restriction */
- get_mon_num_hook = old_get_mon_num_hook;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- /* Handle failure */
- if (!r_idx) return (FALSE);
-
- /* Attempt to place the monster (awake, allow groups) */
- if (!place_monster_aux(y, x, r_idx, FALSE, Group_ok, MSTATUS_PET)) return (FALSE);
- if (summon_specific_level)
- {
- monster_set_level(place_monster_result, summon_specific_level);
- summon_specific_level = 0;
- }
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * Swap the players/monsters (if any) at two locations XXX XXX XXX
- */
-void monster_swap(int y1, int x1, int y2, int x2)
-{
- int m1, m2;
-
- monster_type *m_ptr;
- cave_type *c_ptr1, *c_ptr2;
-
- c_ptr1 = &cave[y1][x1];
- c_ptr2 = &cave[y2][x2];
-
- /* Monsters */
- m1 = c_ptr1->m_idx;
- m2 = c_ptr2->m_idx;
-
-
- /* Update grids */
- c_ptr1->m_idx = m2;
- c_ptr2->m_idx = m1;
-
-
- /* Monster 1 */
- if (m1 > 0)
- {
- m_ptr = &m_list[m1];
-
- /* Move monster */
- m_ptr->fy = y2;
- m_ptr->fx = x2;
-
- /* Update monster */
- update_mon(m1, TRUE);
- }
-
- /* Player 1 */
- else if (m1 < 0)
- {
- /* Move player */
- p_ptr->py = y2;
- p_ptr->px = x2;
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- /* It's probably not a good idea to recalculate the
- * overhead view each turn.
-
- p_ptr->window |= (PW_OVERHEAD);
- */
- }
-
- /* Monster 2 */
- if (m2 > 0)
- {
- m_ptr = &m_list[m2];
-
- /* Move monster */
- m_ptr->fy = y1;
- m_ptr->fx = x1;
-
- /* Update monster */
- update_mon(m2, TRUE);
- }
-
- /* Player 2 */
- else if (m2 > 0)
- {
- /* Move player */
- p_ptr->py = y1;
- p_ptr->px = x1;
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- /* It's probably not a good idea to recalculate the
- * overhead view each turn.
-
- p_ptr->window |= (PW_OVERHEAD);
- */
- }
-
-
- /* Redraw */
- lite_spot(y1, x1);
- lite_spot(y2, x2);
-}
-
-
-/*
- * Hack -- help decide if a monster race is "okay" to summon
- */
-static bool_ mutate_monster_okay(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- bool_ okay = FALSE;
-
- /* Hack - Only summon dungeon monsters */
- if (!monster_dungeon(r_idx)) return (FALSE);
-
- okay = ((r_ptr->d_char == summon_kin_type) && !(r_ptr->flags1 & (RF1_UNIQUE))
- && (r_ptr->level >= dun_level));
-
- return okay;
-}
-
-
-/*
- * Let the given monster attempt to reproduce.
- *
- * Note that "reproduction" REQUIRES empty space.
- */
-bool_ multiply_monster(int m_idx, bool_ charm, bool_ clone)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
-
- int i, y, x, new_race;
-
- bool_ result = FALSE;
-
- if (no_breeds)
- {
- msg_print("It tries to breed but it fails!");
- return FALSE;
- }
-
- /* Try up to 18 times */
- for (i = 0; i < 18; i++)
- {
- int d = 1;
-
-
- /* Pick a location */
- scatter(&y, &x, m_ptr->fy, m_ptr->fx, d);
-
- /* Require an "empty" floor grid */
- if (!cave_empty_bold(y, x)) continue;
-
- new_race = m_ptr->r_idx;
-
- /* It can mutate into a nastier monster */
- if ((rand_int(100) < 3) && (!clone))
- {
- bool_ (*old_get_mon_num_hook)(int r_idx);
-
- /* Backup the old hook */
- old_get_mon_num_hook = get_mon_num_hook;
-
- /* Require "okay" monsters */
- get_mon_num_hook = mutate_monster_okay;
-
- /* Prepare allocation table */
- get_mon_num_prep();
-
- summon_kin_type = r_ptr->d_char;
-
- /* Pick a monster, using the level calculation */
- new_race = get_mon_num(dun_level + 5);
-
- /* Reset restriction */
- get_mon_num_hook = old_get_mon_num_hook;
-
- /* Prepare allocation table */
- get_mon_num_prep();
- }
-
- /* Create a new monster (awake, no groups) */
- result = place_monster_aux(y, x, new_race, FALSE, FALSE, (charm) ? MSTATUS_PET : MSTATUS_ENEMY);
-
- /* Done */
- break;
- }
-
- if (clone && result) m_list[hack_m_idx_ii].smart |= SM_CLONED;
-
- /* Result */
- return (result);
-}
-
-
-
-
-
-/*
- * Dump a message describing a monster's reaction to damage
- *
- * Technically should attempt to treat "Beholder"'s as jelly's
- */
-bool_ hack_message_pain_may_silent = FALSE;
-void message_pain_hook(cptr fmt, ...)
-{
- va_list vp;
-
- char buf[1024];
-
- /* Begin the Varargs Stuff */
- va_start(vp, fmt);
-
- /* Format the args, save the length */
- (void)vstrnfmt(buf, 1024, fmt, vp);
-
- /* End the Varargs Stuff */
- va_end(vp);
-
- if (hack_message_pain_may_silent)
- monster_msg(buf);
- else
- msg_print(buf);
-}
-
-void message_pain(int m_idx, int dam)
-{
- long oldhp, newhp, tmp;
- int percentage;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = race_inf(m_ptr);
- char m_name[80];
-
- /* Get the monster name */
- monster_desc(m_name, m_ptr, 0);
-
- /* Notice non-damage */
- if (dam == 0)
- {
- message_pain_hook("%^s is unharmed.", m_name);
- return;
- }
-
- /* Note -- subtle fix -CFT */
- newhp = (long)(m_ptr->hp);
- oldhp = newhp + (long)(dam);
- tmp = (newhp * 100L) / oldhp;
- percentage = (int)(tmp);
-
-
- /* Jelly's, Mold's, Vortex's, Quthl's */
- if (strchr("jmvQ", r_ptr->d_char))
- {
- if (percentage > 95)
- message_pain_hook("%^s barely notices.", m_name);
- else if (percentage > 75)
- message_pain_hook("%^s flinches.", m_name);
- else if (percentage > 50)
- message_pain_hook("%^s squelches.", m_name);
- else if (percentage > 35)
- message_pain_hook("%^s quivers in pain.", m_name);
- else if (percentage > 20)
- message_pain_hook("%^s writhes about.", m_name);
- else if (percentage > 10)
- message_pain_hook("%^s writhes in agony.", m_name);
- else
- message_pain_hook("%^s jerks limply.", m_name);
- }
-
- /* Dogs and Hounds */
- else if (strchr("CZ", r_ptr->d_char))
- {
- if (percentage > 95)
- message_pain_hook("%^s shrugs off the attack.", m_name);
- else if (percentage > 75)
- message_pain_hook("%^s snarls with pain.", m_name);
- else if (percentage > 50)
- message_pain_hook("%^s yelps in pain.", m_name);
- else if (percentage > 35)
- message_pain_hook("%^s howls in pain.", m_name);
- else if (percentage > 20)
- message_pain_hook("%^s howls in agony.", m_name);
- else if (percentage > 10)
- message_pain_hook("%^s writhes in agony.", m_name);
- else
- message_pain_hook("%^s yelps feebly.", m_name);
- }
-
- /* One type of monsters (ignore,squeal,shriek) */
- else if (strchr("FIKMRSXabclqrst", r_ptr->d_char))
- {
- if (percentage > 95)
- message_pain_hook("%^s ignores the attack.", m_name);
- else if (percentage > 75)
- message_pain_hook("%^s grunts with pain.", m_name);
- else if (percentage > 50)
- message_pain_hook("%^s squeals in pain.", m_name);
- else if (percentage > 35)
- message_pain_hook("%^s shrieks in pain.", m_name);
- else if (percentage > 20)
- message_pain_hook("%^s shrieks in agony.", m_name);
- else if (percentage > 10)
- message_pain_hook("%^s writhes in agony.", m_name);
- else
- message_pain_hook("%^s cries out feebly.", m_name);
- }
-
- /* Another type of monsters (shrug,cry,scream) */
- else
- {
- if (percentage > 95)
- message_pain_hook("%^s shrugs off the attack.", m_name);
- else if (percentage > 75)
- message_pain_hook("%^s grunts with pain.", m_name);
- else if (percentage > 50)
- message_pain_hook("%^s cries out in pain.", m_name);
- else if (percentage > 35)
- message_pain_hook("%^s screams in pain.", m_name);
- else if (percentage > 20)
- message_pain_hook("%^s screams in agony.", m_name);
- else if (percentage > 10)
- message_pain_hook("%^s writhes in agony.", m_name);
- else
- message_pain_hook("%^s cries out feebly.", m_name);
- }
-}
-
-
-
-/*
- * Learn about an "observed" resistance.
- */
-void update_smart_learn(int m_idx, int what)
-{
- monster_type *m_ptr = &m_list[m_idx];
-
- monster_race *r_ptr = race_inf(m_ptr);
-
-
- /* Not allowed to learn */
- if (!smart_learn) return;
-
- /* Too stupid to learn anything */
- if (r_ptr->flags2 & (RF2_STUPID)) return;
-
- /* Not intelligent, only learn sometimes */
- if (!(r_ptr->flags2 & (RF2_SMART)) && (rand_int(100) < 50)) return;
-
-
- /* XXX XXX XXX */
-
- /* Analyze the knowledge */
- switch (what)
- {
- case DRS_ACID:
- if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
- if (p_ptr->oppose_acid) m_ptr->smart |= (SM_OPP_ACID);
- if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
- break;
-
- case DRS_ELEC:
- if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
- if (p_ptr->oppose_elec) m_ptr->smart |= (SM_OPP_ELEC);
- if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
- break;
-
- case DRS_FIRE:
- if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
- if (p_ptr->oppose_fire) m_ptr->smart |= (SM_OPP_FIRE);
- if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
- break;
-
- case DRS_COLD:
- if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
- if (p_ptr->oppose_cold) m_ptr->smart |= (SM_OPP_COLD);
- if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
- break;
-
- case DRS_POIS:
- if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
- if (p_ptr->oppose_pois) m_ptr->smart |= (SM_OPP_POIS);
- break;
-
-
- case DRS_NETH:
- if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
- break;
-
- case DRS_LITE:
- if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
- break;
-
- case DRS_DARK:
- if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
- break;
-
- case DRS_FEAR:
- if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
- break;
-
- case DRS_CONF:
- if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
- break;
-
- case DRS_CHAOS:
- if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
- break;
-
- case DRS_DISEN:
- if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
- break;
-
- case DRS_BLIND:
- if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
- break;
-
- case DRS_NEXUS:
- if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
- break;
-
- case DRS_SOUND:
- if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
- break;
-
- case DRS_SHARD:
- if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
- break;
-
-
- case DRS_FREE:
- if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
- break;
-
- case DRS_MANA:
- if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
- break;
-
- case DRS_REFLECT:
- if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
- break;
- }
-}
-
-
-/*
- * Place the player in the dungeon XXX XXX
- */
-s16b player_place(int y, int x)
-{
- /* Paranoia XXX XXX */
- if (cave[y][x].m_idx != 0) return (0);
-
- /* Save player location */
- p_ptr->py = y;
- p_ptr->px = x;
-
- /* Success */
- return ( -1);
-}
-
-/*
- * Drop all items carried by a monster
- */
-void monster_drop_carried_objects(monster_type *m_ptr)
-{
- s16b this_o_idx, next_o_idx = 0;
- object_type forge;
- object_type *o_ptr;
- object_type *q_ptr;
-
-
- /* Drop objects being carried */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Paranoia */
- o_ptr->held_m_idx = 0;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Copy the object */
- object_copy(q_ptr, o_ptr);
-
- /* Delete the object */
- delete_object_idx(this_o_idx);
-
- /* Drop it */
- drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
- }
-
- /* Forget objects */
- m_ptr->hold_o_idx = 0;
-}