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+/*
+ * 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 "monster2.hpp"
+
+#include "alloc_entry.hpp"
+#include "artifact_type.hpp"
+#include "cave.hpp"
+#include "cave_type.hpp"
+#include "dungeon_info_type.hpp"
+#include "files.hpp"
+#include "hook_new_monster_in.hpp"
+#include "hook_new_monster_end_in.hpp"
+#include "hooks.hpp"
+#include "levels.hpp"
+#include "mimic.hpp"
+#include "monster3.hpp"
+#include "monster_ego.hpp"
+#include "monster_race.hpp"
+#include "monster_type.hpp"
+#include "object1.hpp"
+#include "object2.hpp"
+#include "object_kind.hpp"
+#include "object_type.hpp"
+#include "options.hpp"
+#include "player_type.hpp"
+#include "randart.hpp"
+#include "spells1.hpp"
+#include "spells2.hpp"
+#include "stats.hpp"
+#include "tables.hpp"
+#include "util.hpp"
+#include "variable.hpp"
+#include "wilderness_map.hpp"
+#include "xtra1.hpp"
+#include "xtra2.hpp"
+#include "z-rand.hpp"
+
+#include <algorithm>
+#include <string>
+
+#define MAX_HORROR 20
+#define MAX_FUNNY 22
+#define MAX_COMMENT 5
+
+#define MODIFY_AUX(o, n) ((o) = modify_aux((o), (n) >> 2, (n) & 3))
+#define MODIFY(o, n, min) MODIFY_AUX(o, n); (o) = ((o) < (min))?(min):(o)
+
+s32b monster_exp(s16b level)
+{
+ s32b capped_level = std::min(level, static_cast<s16b>(MONSTER_LEVEL_MAX));
+ return (capped_level * capped_level * capped_level * 6);
+}
+
+/* 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 >= 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(monster_race const *r_ptr, int ego)
+{
+ monster_ego *re_ptr = &re_info[ego];
+ 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 */
+static int pick_ego_monster(monster_race const *r_ptr)
+{
+ /* 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_ptr->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_ptr, ego)) continue;
+
+ /* Not too much OoD */
+ lvl = r_ptr->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_ptr, 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
+ */
+std::shared_ptr<monster_race> race_info_idx(int r_idx, int ego)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ /* We don't need to allocate anything if it's an ordinary monster. */
+ if (!ego) {
+ return std::shared_ptr<monster_race>(r_ptr, [](monster_race *) {
+ // No need to delete -- will be freed when the r_info array is freed.
+ });
+ }
+
+ /* We allocate a copy of the "base" monster race to refer to. */
+ auto nr_ptr = std::make_shared<monster_race>();
+ *nr_ptr = *r_ptr;
+
+ /* Get a reference to the ego monster modifiers */
+ monster_ego *re_ptr = &re_info[ego];
+
+ /* Adjust the values */
+ for (int i = 0; i < 4; i++)
+ {
+ s32b 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;
+
+ s32b 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!"
+};
+
+
+/*
+ * Delete a monster by index.
+ *
+ * When a monster is deleted, all of its objects are deleted.
+ */
+void delete_monster_idx(int i)
+{
+ /* Get location */
+ monster_type *m_ptr = &m_list[i];
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+
+ /* Hack -- Reduce the racial counter */
+ auto const r_ptr = m_ptr->race();
+ 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 */
+ bool_ had_lite = FALSE;
+ 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 (int 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;
+
+ /* Copy list of objects; need a copy since we're
+ * manipulating the list itself below. */
+ auto const object_idxs(m_ptr->hold_o_idxs);
+
+ /* Delete objects */
+ for (auto const this_o_idx: object_idxs)
+ {
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_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);
+ }
+
+ /* Wipe the Monster */
+ m_ptr->wipe();
+
+ /* 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)
+{
+ /* Do nothing */
+ if (i1 == i2) return;
+
+ /* Old monster */
+ monster_type *m_ptr = &m_list[i1];
+
+ /* Location */
+ int y = m_ptr->fy;
+ int x = m_ptr->fx;
+
+ /* Cave grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ /* Update the cave */
+ c_ptr->m_idx = i2;
+
+ /* Repair objects being carried by monster */
+ for (auto const this_o_idx: m_ptr->hold_o_idxs)
+ {
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_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 (int 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 */
+ m_list[i2] = m_list[i1];
+
+ /* Wipe the hole */
+ m_list[i1].wipe();
+}
+
+
+/*
+ * 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];
+ auto const r_ptr = m_ptr->race();
+
+ /* 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];
+
+ /* Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
+
+ /* Mega-Hack -- preserve Unique's XXX XXX XXX */
+
+ /* Hack -- Reduce the racial counter */
+ auto r_ptr = m_ptr->race();
+ r_ptr->cur_num--;
+
+ /* Monster is gone */
+ cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
+
+ /* Wipe the Monster */
+ m_ptr->wipe();
+ }
+
+ /* 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)
+{
+ auto r_ptr = m_ptr->race();
+ 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_info[m_ptr->ego].name, r_ptr->name);
+ }
+ else
+ {
+ sprintf(name, "%s %s", r_ptr->name, re_info[m_ptr->ego].name);
+ }
+ }
+ else
+ {
+ sprintf(name, "%s", r_ptr->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, 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 */
+ cptr 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];
+ char name[80];
+
+ if (ego)
+ {
+ if (re_info[ego].before)
+ {
+ sprintf(name, "%s %s", re_info[ego].name, r_ptr->name);
+ }
+ else
+ {
+ sprintf(name, "%s %s", r_ptr->name, re_info[ego].name);
+ }
+ }
+ else
+ {
+ sprintf(name, "%s", r_ptr->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);
+ }
+}
+
+
+
+static void sanity_blast(monster_type * m_ptr, bool_ necro)
+{
+ bool_ happened = FALSE;
+ int power = 100;
+
+ if (!necro)
+ {
+ if (m_ptr == nullptr) {
+ return;
+ }
+
+ auto const r_ptr = m_ptr->race();
+
+ power = (m_ptr->level) + 10;
+
+ if (m_ptr != NULL)
+ {
+ char m_name[80];
+ 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 ((race_flags1_p(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(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];
+
+ /* The current monster location */
+ const int fy = m_ptr->fy;
+ const int fx = m_ptr->fx;
+
+ const 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;
+
+ auto const r_ptr = m_ptr->race();
+
+ /* Calculate distance */
+ if (full)
+ {
+ /* Distance components */
+ const int dy = (p_ptr->py > fy) ? (p_ptr->py - fy) : (fy - p_ptr->py);
+ const int dx = (p_ptr->px > fx) ? (p_ptr->px - fx) : (fx - p_ptr->px);
+
+ /* Approximate distance */
+ const int 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_FRAME);
+
+ /* 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);
+ }
+ }
+
+ /* 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_FRAME);
+
+ /* 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);
+ }
+ }
+ }
+
+
+ /* 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);
+ }
+
+ }
+ }
+
+ /* 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);
+ }
+ }
+ }
+}
+
+
+
+
+/*
+ * 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->held_m_idx = m_idx;
+ o_ptr->ix = 0;
+ o_ptr->iy = 0;
+
+ m_ptr->hold_o_idxs.push_back(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;
+static int place_monster_result = 0;
+bool_ place_monster_one_no_drop = FALSE;
+static s16b hack_m_idx_ii = 0;
+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;
+
+ /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
+ if (p_ptr->wild_mode)
+ {
+ return 0;
+ }
+
+ /* Verify location */
+ if (!in_bounds(y, x))
+ {
+ 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);
+ 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);
+ return 0;
+ }
+
+ /* Hack -- no creation on glyph of warding */
+ if (cave[y][x].feat == FEAT_GLYPH)
+ {
+ return 0;
+ }
+ if (cave[y][x].feat == FEAT_MINOR_GLYPH)
+ {
+ return 0;
+ }
+
+ /* Nor on the between */
+ if (cave[y][x].feat == FEAT_BETWEEN)
+ {
+ return 0;
+ }
+
+ /* Nor on the altars */
+ if ((cave[y][x].feat >= FEAT_ALTAR_HEAD)
+ && (cave[y][x].feat <= FEAT_ALTAR_TAIL))
+ {
+ return 0;
+ }
+
+ /* Nor on the Pattern */
+ if ((cave[y][x].feat >= FEAT_PATTERN_START)
+ && (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
+ {
+ return 0;
+ }
+
+ /* Paranoia */
+ if (!r_idx)
+ {
+ return 0;
+ }
+
+ /* Check for original monster race flags */
+ {
+ monster_race *r_ptr = &r_info[r_idx];
+
+ /* Paranoia */
+ if (!r_ptr->name)
+ {
+ return 0;
+ }
+
+ /* Are we allowed to continue ? */
+ {
+ struct hook_new_monster_in in = { r_idx };
+ if (process_hooks_new(HOOK_NEW_MONSTER, &in, NULL))
+ {
+ return 0;
+ }
+ }
+
+ /* Ego Uniques are NOT to be created */
+ if ((r_ptr->flags1 & RF1_UNIQUE) && ego)
+ {
+ return 0;
+ }
+ }
+
+ /* Now could we generate an Ego Monster */
+ /* Grab the special race if needed */
+ auto 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");
+ 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);
+ 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);
+ return 0;
+ }
+
+ /* Fully forbid it */
+ if (r_ptr->flags9 & RF9_NEVER_GENE)
+ {
+ if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: NEVER_GENE");
+ 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);
+ 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");
+ 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);
+ 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");
+ 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).", r_ptr->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).", r_ptr->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).", r_ptr->name);
+ }
+
+
+ /* Access the location */
+ cave_type *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)
+ {
+ return 0;
+ }
+
+
+ /* Get a new monster record */
+ monster_type *m_ptr = &m_list[c_ptr->m_idx];
+
+ /* Save the race */
+ m_ptr->r_idx = r_idx;
+ m_ptr->ego = ego;
+
+ /* 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_idxs.clear();
+
+ 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))
+ {
+ const bool_ good = (r_ptr->flags1 & (RF1_DROP_GOOD)) ? TRUE : FALSE;
+ const bool_ great = (r_ptr->flags1 & (RF1_DROP_GREAT)) ? TRUE : FALSE;
+
+ const bool_ do_gold = (!(r_ptr->flags1 & (RF1_ONLY_ITEM)));
+ const bool_ do_item = (!(r_ptr->flags1 & (RF1_ONLY_GOLD)));
+ const bool_ do_mimic = (r_ptr->flags9 & (RF9_MIMIC));
+
+ const 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;
+
+ /* 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();
+
+ int 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 (int 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;
+
+ /* Count monsters on the level */
+ {
+ /* Hack -- we need to modify the REAL r_info, not the fake one */
+ monster_race *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;
+ }
+
+ /* Processs hooks */
+ {
+ hook_new_monster_end_in in = { m_ptr };
+ process_hooks_new(HOOK_NEW_MONSTER_END, &in, 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_ptr), 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_ptr), 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(&r_info[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);
+}
+
+
+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;
+}
+
+/*
+ * 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);
+ }
+
+
+ if (randint(5000) <= dun_level)
+ {
+ if (alloc_horde(y, x))
+ {
+ if ((cheat_hear) || (p_ptr->precognition)) msg_print("Monster horde.");
+ return (TRUE);
+ }
+ }
+ else
+ {
+
+ /* Attempt to place the monster, allow groups */
+ if (place_monster(y, x, slp, TRUE)) return (TRUE);
+
+ }
+
+ /* 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
+ */
+static 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_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_ptr->name, "Phantom")) &&
+ !(r_ptr->flags1 & (RF1_UNIQUE)));
+ break;
+ }
+
+ case SUMMON_ELEMENTAL:
+ {
+ okay = ((strstr(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_ptr->name, "lue horror")) &&
+ !(r_ptr->flags1 & (RF1_UNIQUE)));
+ break;
+ }
+
+ case SUMMON_BUG:
+ {
+ okay = ((strstr(r_ptr->name, "Software bug")) &&
+ !(r_ptr->flags1 & (RF1_UNIQUE)));
+ break;
+ }
+
+ case SUMMON_RNG:
+ {
+ okay = ((strstr(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;
+ }
+
+ }
+
+ /* 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;
+
+ /* 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);
+
+ /* 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];
+ auto const r_ptr = m_ptr->race();
+
+ bool_ result = FALSE;
+
+ if (no_breeds)
+ {
+ msg_print("It tries to breed but it fails!");
+ return FALSE;
+ }
+
+ /* Try up to 18 times */
+ for (int i = 0; i < 18; i++)
+ {
+ /* Pick a location */
+ int x;
+ int y;
+ scatter(&y, &x, m_ptr->fy, m_ptr->fx, 1);
+
+ /* Require an "empty" floor grid */
+ if (!cave_empty_bold(y, x)) continue;
+
+ int 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 message, cptr name)
+{
+ std::string buf;
+ buf += name;
+ buf += " ";
+ buf += message;
+
+ if (hack_message_pain_may_silent)
+ {
+ monster_msg_simple(buf.c_str());
+ }
+ else
+ {
+ msg_print(buf.c_str());
+ }
+}
+
+void message_pain(int m_idx, int dam)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+
+ /* Get the monster name */
+ char m_name[80];
+ monster_desc(m_name, m_ptr, 0);
+ capitalize(m_name);
+
+ /* Notice non-damage */
+ if (dam == 0)
+ {
+ message_pain_hook("is unharmed.", m_name);
+ return;
+ }
+
+ /* Note -- subtle fix -CFT */
+ long newhp = (long)(m_ptr->hp);
+ long oldhp = newhp + (long)(dam);
+ long tmp = (newhp * 100L) / oldhp;
+ int percentage = (int)(tmp);
+
+ /* Get racial information */
+ auto const r_ptr = m_ptr->race();
+
+ /* Jelly's, Mold's, Vortex's, Quthl's */
+ if (strchr("jmvQ", r_ptr->d_char))
+ {
+ if (percentage > 95)
+ message_pain_hook("barely notices.", m_name);
+ else if (percentage > 75)
+ message_pain_hook("flinches.", m_name);
+ else if (percentage > 50)
+ message_pain_hook("squelches.", m_name);
+ else if (percentage > 35)
+ message_pain_hook("quivers in pain.", m_name);
+ else if (percentage > 20)
+ message_pain_hook("writhes about.", m_name);
+ else if (percentage > 10)
+ message_pain_hook("writhes in agony.", m_name);
+ else
+ message_pain_hook("jerks limply.", m_name);
+ }
+
+ /* Dogs and Hounds */
+ else if (strchr("CZ", r_ptr->d_char))
+ {
+ if (percentage > 95)
+ message_pain_hook("shrugs off the attack.", m_name);
+ else if (percentage > 75)
+ message_pain_hook("snarls with pain.", m_name);
+ else if (percentage > 50)
+ message_pain_hook("yelps in pain.", m_name);
+ else if (percentage > 35)
+ message_pain_hook("howls in pain.", m_name);
+ else if (percentage > 20)
+ message_pain_hook("howls in agony.", m_name);
+ else if (percentage > 10)
+ message_pain_hook("writhes in agony.", m_name);
+ else
+ message_pain_hook("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("ignores the attack.", m_name);
+ else if (percentage > 75)
+ message_pain_hook("grunts with pain.", m_name);
+ else if (percentage > 50)
+ message_pain_hook("squeals in pain.", m_name);
+ else if (percentage > 35)
+ message_pain_hook("shrieks in pain.", m_name);
+ else if (percentage > 20)
+ message_pain_hook("shrieks in agony.", m_name);
+ else if (percentage > 10)
+ message_pain_hook("writhes in agony.", m_name);
+ else
+ message_pain_hook("cries out feebly.", m_name);
+ }
+
+ /* Another type of monsters (shrug,cry,scream) */
+ else
+ {
+ if (percentage > 95)
+ message_pain_hook("shrugs off the attack.", m_name);
+ else if (percentage > 75)
+ message_pain_hook("grunts with pain.", m_name);
+ else if (percentage > 50)
+ message_pain_hook("cries out in pain.", m_name);
+ else if (percentage > 35)
+ message_pain_hook("screams in pain.", m_name);
+ else if (percentage > 20)
+ message_pain_hook("screams in agony.", m_name);
+ else if (percentage > 10)
+ message_pain_hook("writhes in agony.", m_name);
+ else
+ message_pain_hook("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];
+
+ /* Not allowed to learn */
+ if (!smart_learn) return;
+
+ /* Get racial flags */
+ auto const r_ptr = m_ptr->race();
+
+ /* Too stupid to learn anything */
+ if (r_ptr->flags2 & (RF2_STUPID)) return;
+
+ /* Not intelligent, only learn sometimes */
+ if (!(r_ptr->flags2 & (RF2_SMART)) && magik(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)
+{
+ /* Copy list of objects; we need a copy since
+ we're manipulating the list itself below. */
+ auto const object_idxs(m_ptr->hold_o_idxs);
+
+ /* Drop objects being carried */
+ for (auto const this_o_idx: object_idxs)
+ {
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
+
+ /* Paranoia */
+ o_ptr->held_m_idx = 0;
+
+ /* Get local object */
+ object_type forge;
+ object_type *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_idxs.clear();
+}