/*	SCCS Id: @(#)mplayer.c	3.4	1997/02/04	*/
/*	Copyright (c) Izchak Miller, 1992.			  */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL const char *NDECL(dev_name);
STATIC_DCL void FDECL(get_mplname, (struct monst *, char *));
STATIC_DCL void FDECL(mk_mplayer_armor, (struct monst *, SHORT_P));

/* These are the names of those who
 * contributed to the development of NetHack 3.2/3.3/3.4.
 *
 * Keep in alphabetical order within teams.
 * Same first name is entered once within each team.
 */
static const char *developers[] = {
	/* devteam */
	"Dave", "Dean", "Eric", "Izchak", "Janet", "Jessie",
	"Ken", "Kevin", "Michael", "Mike", "Pat", "Paul", "Steve", "Timo",
	"Warwick",
	/* PC team */
	"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael", "Mike", "Paul",
	"Stephen", "Steve", "Timo", "Yitzhak",
	/* Amiga team */
	"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf", "Richard",
	/* Mac team */
	"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin", "Wang",
	/* Atari team */
	"Eric", "Marvin", "Warwick",
	/* NT team */
	"Alex", "Dion", "Michael",
	/* OS/2 team */
	"Helge", "Ron", "Timo",
	/* VMS team */
	"Joshua", "Pat",
	""};


/* return a randomly chosen developer name */
STATIC_OVL const char *
dev_name()
{
	register int i, m = 0, n = SIZE(developers);
	register struct monst *mtmp;
	register boolean match;

	do {
	    match = FALSE;
	    i = rn2(n);
	    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		if(!is_mplayer(mtmp->data)) continue;
		if(!strncmp(developers[i], NAME(mtmp),
			               strlen(developers[i]))) {
		    match = TRUE;
		    break;
	        }
	    }
	    m++;
	} while (match && m < 100); /* m for insurance */

	if (match) return (const char *)0;
	return(developers[i]);
}

STATIC_OVL void
get_mplname(mtmp, nam)
register struct monst *mtmp;
char *nam;
{
	boolean fmlkind = is_female(mtmp->data);
	const char *devnam;

	devnam = dev_name();
	if (!devnam)
	    Strcpy(nam, fmlkind ? "Eve" : "Adam");
	else if (fmlkind && !!strcmp(devnam, "Janet"))
	    Strcpy(nam, rn2(2) ? "Maud" : "Eve");
	else Strcpy(nam, devnam);

	if (fmlkind || !strcmp(nam, "Janet"))
	    mtmp->female = 1;
	else
	    mtmp->female = 0;
	Strcat(nam, " the ");
	Strcat(nam, rank_of((int)mtmp->m_lev,
			    monsndx(mtmp->data),
			    (boolean)mtmp->female));
}

STATIC_OVL void
mk_mplayer_armor(mon, typ)
struct monst *mon;
short typ;
{
	struct obj *obj;

	if (typ == STRANGE_OBJECT) return;
	obj = mksobj(typ, FALSE, FALSE);
	if (!rn2(3)) obj->oerodeproof = 1;
	if (!rn2(3)) curse(obj);
	if (!rn2(3)) bless(obj);
	/* Most players who get to the endgame who have cursed equipment
	 * have it because the wizard or other monsters cursed it, so its
	 * chances of having plusses is the same as usual....
	 */
	obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4,4)) : -rnd(3);
	(void) mpickobj(mon, obj);
}

struct monst *
mk_mplayer(ptr, x, y, special)
register struct permonst *ptr;
xchar x, y;
register boolean special;
{
	register struct monst *mtmp;
	char nam[PL_NSIZ];

	if(!is_mplayer(ptr))
		return((struct monst *)0);

	if(MON_AT(x, y))
		(void) rloc(m_at(x, y), FALSE); /* insurance */

	if(!In_endgame(&u.uz)) special = FALSE;

	if ((mtmp = makemon(ptr, x, y, NO_MM_FLAGS)) != 0) {
	    short weapon = rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
	    short armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
	    short cloak = !rn2(8) ? STRANGE_OBJECT :
	    		rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
	    short helm = !rn2(8) ? STRANGE_OBJECT :
	    		rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
	    short shield = !rn2(8) ? STRANGE_OBJECT :
	    		rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
	    int quan;
	    struct obj *otmp;

	    mtmp->m_lev = (special ? rn1(16,15) : rnd(16));
	    mtmp->mhp = mtmp->mhpmax = d((int)mtmp->m_lev,10) +
					(special ? (30 + rnd(30)) : 30);
	    if(special) {
	        get_mplname(mtmp, nam);
	        mtmp = christen_monst(mtmp, nam);
		/* that's why they are "stuck" in the endgame :-) */
		(void)mongets(mtmp, FAKE_AMULET_OF_YENDOR);
	    }
	    mtmp->mpeaceful = 0;
	    set_malign(mtmp); /* peaceful may have changed again */

	    switch(monsndx(ptr)) {
		case PM_ARCHEOLOGIST:
		    if (rn2(2)) weapon = BULLWHIP;
		    break;
		case PM_BARBARIAN:
		    if (rn2(2)) {
		    	weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
		    	shield = STRANGE_OBJECT;
		    }
		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
		    if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
		    break;
		case PM_CAVEMAN:
		case PM_CAVEWOMAN:
		    if (rn2(4)) weapon = MACE;
		    else if (rn2(2)) weapon = CLUB;
		    if (helm == HELM_OF_BRILLIANCE) helm = STRANGE_OBJECT;
		    break;
		case PM_HEALER:
		    if (rn2(4)) weapon = QUARTERSTAFF;
		    else if (rn2(2)) weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
		    if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
		    if (rn2(2)) shield = STRANGE_OBJECT;
		    break;
#ifdef YEOMAN
		case PM_YEOMAN:
#endif
		case PM_KNIGHT:
		    if (rn2(4)) weapon = LONG_SWORD;
		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
		    break;
		case PM_MONK:
		    weapon = STRANGE_OBJECT;
		    armor = STRANGE_OBJECT;
		    cloak = ROBE;
		    if (rn2(2)) shield = STRANGE_OBJECT;
		    break;
		case PM_PRIEST:
		case PM_PRIESTESS:
		    if (rn2(2)) weapon = MACE;
		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
		    if (rn2(4)) cloak = ROBE;
		    if (rn2(4)) helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
		    if (rn2(2)) shield = STRANGE_OBJECT;
		    break;
		case PM_RANGER:
		    if (rn2(2)) weapon = ELVEN_DAGGER;
		    break;
		case PM_ROGUE:
		    weapon = SHORT_SWORD;
		    armor = LEATHER_ARMOR;
		    break;
		case PM_SAMURAI:
		    if (rn2(2)) weapon = KATANA;
		    break;
#ifdef TOURIST
		case PM_TOURIST:
		    /* Defaults are just fine */
		    break;
#endif
		case PM_UNDEAD_SLAYER:
		    if (rn2(2)) weapon = SILVER_SPEAR;
		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
		    break;
		case PM_VALKYRIE:
		    if (rn2(2)) weapon = WAR_HAMMER;
		    if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
		    break;
		case PM_FLAME_MAGE:
		case PM_ICE_MAGE:
		case PM_NECROMANCER:
		case PM_WIZARD:
		    if (rn2(4)) weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
		    if (rn2(2)) {
		    	armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL :
		    			SILVER_DRAGON_SCALE_MAIL;
		    	cloak = CLOAK_OF_MAGIC_RESISTANCE;
		    }
		    if (rn2(4)) helm = HELM_OF_BRILLIANCE;
		    shield = STRANGE_OBJECT;
		    break;
		default: impossible("bad mplayer monster");
		    weapon = 0;
		    break;
	    }

	    if (weapon != STRANGE_OBJECT) {
		otmp = mksobj(weapon, TRUE, FALSE);
		otmp->spe = (special ? rn1(5,4) : rn2(4));
		if (!rn2(3)) otmp->oerodeproof = 1;
		else if (!rn2(2)) otmp->greased = 1;
		if (special && rn2(2))
		    otmp = mk_artifact(otmp, A_NONE);
		/* mplayers knew better than to overenchant Magicbane */
		if (otmp->oartifact == ART_MAGICBANE)
		    otmp->spe = rnd(4);
		(void) mpickobj(mtmp, otmp);
	    }

	    if(special) {
		if (!rn2(10))
		    (void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
		mk_mplayer_armor(mtmp, armor);
		mk_mplayer_armor(mtmp, cloak);
		mk_mplayer_armor(mtmp, helm);
		mk_mplayer_armor(mtmp, shield);
		if (rn2(8))
		    mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
					       GAUNTLETS_OF_DEXTERITY));
		if (rn2(8))
		    mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS));
		m_dowear(mtmp, TRUE);

		quan = rn2(3) ? rn2(3) : rn2(16);
		while(quan--)
		    (void)mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
		/* To get the gold "right" would mean a player can double his */
		/* gold supply by killing one mplayer.  Not good. */
#ifndef GOLDOBJ
		mtmp->mgold = rn2(1000);
#else
		mkmonmoney(mtmp, rn2(1000));
#endif
		quan = rn2(10);
		while(quan--)
		    (void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
	    } else { /* wandering characters... */
#ifndef GOLDOBJ
	       mtmp->mgold = rn2((mtmp->m_lev)*100);
#else
	       mkmonmoney(mtmp, rn2((mtmp->m_lev)*100));
#endif
	    }
	    quan = rnd(3);
	    while(quan--)
		(void)mongets(mtmp, rnd_offensive_item(mtmp));
	    quan = rnd(3);
	    while(quan--)
		(void)mongets(mtmp, rnd_defensive_item(mtmp));
	    quan = rnd(3);
	    while(quan--)
		(void)mongets(mtmp, rnd_misc_item(mtmp));
	}

	return(mtmp);
}

/* create the indicated number (num) of monster-players,
 * randomly chosen, and in randomly chosen (free) locations
 * on the level.  If "special", the size of num should not
 * be bigger than the number of _non-repeated_ names in the
 * developers array, otherwise a bunch of Adams and Eves will
 * fill up the overflow.
 */
void
create_mplayers(num, special)
register int num;
boolean special;
{
	int pm, x, y;
	struct monst fakemon;

	while(num) {
		int tryct = 0;

		/* roll for character class */
		pm = PM_ARCHEOLOGIST + rn2(PM_WIZARD - PM_ARCHEOLOGIST + 1);
		fakemon.data = &mons[pm];

		/* roll for an available location */
		do {
		    x = rn1(COLNO-4, 2);
		    y = rnd(ROWNO-2);
		} while(!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);

		/* if pos not found in 50 tries, don't bother to continue */
		if(tryct > 50) return;

		(void) mk_mplayer(&mons[pm], (xchar)x, (xchar)y, special);
		num--;
	}
}

void
mplayer_talk(mtmp)
register struct monst *mtmp;
{
	static const char *same_class_msg[3] = {
		"I can't win, and neither will you!",
		"You don't deserve to win!",
		"Mine should be the honor, not yours!",
	},		  *other_class_msg[3] = {
		"The low-life wants to talk, eh?",
		"Fight, scum!",
		"Here is what I have to say!",
	};

	if(mtmp->mpeaceful) return; /* will drop to humanoid talk */

	pline("Talk? -- %s",
		(mtmp->data == &mons[urole.malenum] ||
		mtmp->data == &mons[urole.femalenum]) ?
		same_class_msg[rn2(3)] : other_class_msg[rn2(3)]);
}

/*mplayer.c*/
