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// Creates monster-players for the endgame with appropriate equipment.
import { game } from './gstate.js';
import { rn1, rn2, rnd, c_d } from './rng.js';
import { pline, verbalize } from './pline.js';
import { mksobj, curse, bless, weight, mkobj, rnd_class } from './mkobj.js';
import { goodpos, makemon, mongets, mkmonmoney } from './makemon.js';
import { is_mplayer } from './mon.js';
import { christen_monst } from './do_name.js';
import { rank_of } from './botl.js';
import { set_malign } from './dog.js';
import { mpickobj } from './steal.js';
import { rnd_defensive_item, rnd_misc_item, rnd_offensive_item } from './muse.js';
import { m_dowear } from './worn.js';
import { monmightthrowwep } from './mthrowu.js';
import { mons, PM_ARCHEOLOGIST, PM_WIZARD, PM_BARBARIAN, PM_CAVE_DWELLER,
PM_HEALER, PM_KNIGHT, PM_MONK, PM_CLERIC, PM_RANGER, PM_ROGUE,
PM_SAMURAI, PM_TOURIST, PM_VALKYRIE,
} from './monsters.js';
import { COLNO, MM_NOMSG, RLOC_ERR, RLOC_NOMSG, ROWNO } from './const.js';
import { A_NONE } from './const.js';
import { MON_AT, m_at } from './map_access.js';
import { rloc } from './teleport.js';
import { is_female, is_spear, monsndx } from './mondata.js';
import { STRANGE_OBJECT } from './objects.js';
import { mk_artifact } from './artifact.js';
import { ART_MAGICBANE } from './artifacts.js';
import { is_art } from './hacklib.js';
import { LONG_SWORD, SPEAR, BULLWHIP, TWO_HANDED_SWORD, BATTLE_AXE,
MACE, CLUB, QUARTERSTAFF, UNICORN_HORN, SHURIKEN, ELVEN_DAGGER,
SHORT_SWORD, ORCISH_DAGGER, KATANA, WAR_HAMMER, ATHAME, SCALPEL,
GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL,
BLACK_DRAGON_SCALE_MAIL, SILVER_DRAGON_SCALE_MAIL,
PLATE_MAIL, CHAIN_MAIL, ROBE,
OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT, CLOAK_OF_MAGIC_RESISTANCE,
ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY, HELM_OF_BRILLIANCE,
ELVEN_SHIELD, SHIELD_OF_REFLECTION,
LEATHER_GLOVES, GAUNTLETS_OF_DEXTERITY, GAUNTLETS_OF_POWER,
LOW_BOOTS, LEVITATION_BOOTS,
FAKE_AMULET_OF_YENDOR, LUCKSTONE, LOADSTONE,
DILITHIUM_CRYSTAL, JADE,
} from './objects.js';
import { In_endgame } from './macros.js';
// C ref: mplayer.c developers[] (including duplicates and trailing "")
const developers = [
'Alex', 'Dave', 'Dean', 'Derek', 'Eric', 'Izchak', 'Janet', 'Jessie', 'Ken', 'Kevin', 'Michael',
'Mike', 'Pasi', 'Pat', 'Patric', 'Paul', 'Sean', 'Steve', 'Timo', 'Warwick',
'Bill', 'Eric', 'Keizo', 'Ken', 'Kevin', 'Michael', 'Mike', 'Paul', 'Stephen', 'Steve', 'Timo',
'Yitzhak',
'Andy', 'Gregg', 'Janne', 'Keni', 'Mike', 'Olaf', 'Richard',
'Andy', 'Chris', 'Dean', 'Jon', 'Jonathan', 'Kevin', 'Wang',
'Eric', 'Marvin', 'Warwick',
'Alex', 'Dion', 'Michael',
'Helge', 'Ron', 'Timo',
'Joshua', 'Pat', '',
];
// C ref: mplayer.c:43 dev_name — pick unused developer name for mplayer
function dev_name() {
const n = developers.length;
let m = 0;
let i;
let match;
do {
match = false;
i = rn2(n);
// Check if this name is already used by an existing mplayer
for (let mtmp = game.level?.fmon; mtmp; mtmp = mtmp.nmon) {
if (!is_mplayer(mtmp.data)) continue;
const mname = mtmp.mgivenname || '';
if (mname.startsWith(developers[i])) {
match = true;
break;
}
}
m++;
} while (match && m < 100);
if (match) return null;
return developers[i] || null;
}
// C ref: mplayer.c:71 get_mplname
function get_mplname(mtmp) {
let nam;
const fmlkind = is_female(mtmp.data);
const devnam = dev_name();
if (!devnam) {
nam = fmlkind ? 'Eve' : 'Adam';
} else if (fmlkind && devnam !== 'Janet') {
nam = rn2(2) ? 'Maud' : 'Eve';
} else {
nam = devnam;
}
mtmp.female = (fmlkind || nam === 'Janet') ? 1 : 0;
nam += ' the ';
nam += rank_of(mtmp.m_lev, monsndx(mtmp.data), !!mtmp.female);
return nam;
}
// C ref: mplayer.c:94 mk_mplayer_armor
async function mk_mplayer_armor(mon, typ) {
if (typ === STRANGE_OBJECT) return;
const obj = mksobj(typ, false, false);
obj.oeroded = obj.oeroded2 = 0;
if (!rn2(3)) obj.oerodeproof = true;
if (!rn2(3)) curse(obj);
if (!rn2(3)) bless(obj);
obj.spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4, 4)) : -rnd(3);
await mpickobj(mon, obj);
}
// C ref: mplayer.c:117 mk_mplayer
export async function mk_mplayer(ptr, x, y, special) {
if (!is_mplayer(ptr)) return null;
// C ref: mplayer.c:126-127 — relocate any monster at target position
if (MON_AT(x, y)) {
const occ = m_at(x, y);
if (occ) await rloc(occ, RLOC_ERR | RLOC_NOMSG);
}
// C ref: mplayer.c:129-130 — non-endgame mplayers aren't "special"
if (!In_endgame())
special = false;
const mtmp = await makemon(ptr, x, y, special ? MM_NOMSG : 0);
if (!mtmp) return null;
mtmp.m_lev = special ? rn1(16, 15) : rnd(16);
mtmp.mhp = mtmp.mhpmax = c_d(mtmp.m_lev, 10) + (special ? (30 + rnd(30)) : 30);
if (special) {
const nam = get_mplname(mtmp);
christen_monst(mtmp, nam);
await mongets(mtmp, FAKE_AMULET_OF_YENDOR);
}
mtmp.mpeaceful = false;
set_malign(mtmp);
// Equipment selection based on role
let weapon = !rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
let armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
let cloak = !rn2(8) ? STRANGE_OBJECT : rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
let helm = !rn2(8) ? STRANGE_OBJECT : rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
let shield = !rn2(8) ? STRANGE_OBJECT : rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
const mndx = monsndx(ptr);
switch (mndx) {
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_CAVE_DWELLER:
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;
case PM_KNIGHT:
if (rn2(4)) weapon = LONG_SWORD;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_MONK:
weapon = !rn2(3) ? SHURIKEN : STRANGE_OBJECT;
armor = STRANGE_OBJECT; cloak = ROBE;
if (rn2(2)) shield = STRANGE_OBJECT;
break;
case PM_CLERIC:
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: if (rn2(2)) weapon = rn2(2) ? SHORT_SWORD : ORCISH_DAGGER; break;
case PM_SAMURAI: if (rn2(2)) weapon = KATANA; break;
case PM_TOURIST: break;
case PM_VALKYRIE:
if (rn2(2)) weapon = WAR_HAMMER;
if (rn2(2)) armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
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;
}
if (weapon !== STRANGE_OBJECT) {
const otmp = mksobj(weapon, true, false);
otmp.oeroded = otmp.oeroded2 = 0;
otmp.spe = special ? rn1(5, 4) : rn2(4);
if (!rn2(3)) otmp.oerodeproof = true;
else if (!rn2(2)) otmp.greased = true;
if (special && rn2(2)) mk_artifact(otmp, A_NONE, 99, false);
if (game.objects?.[otmp.otyp]?.oc_merge
&& !otmp.oartifact
&& monmightthrowwep(otmp)) {
otmp.quan += rn2(is_spear(otmp) ? 4 : 8);
}
otmp.owt = weight(otmp);
if (is_art(otmp, ART_MAGICBANE)) otmp.spe = rnd(4);
await mpickobj(mtmp, otmp);
}
if (special) {
if (!rn2(10)) await mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
await mk_mplayer_armor(mtmp, armor);
await mk_mplayer_armor(mtmp, cloak);
await mk_mplayer_armor(mtmp, helm);
await mk_mplayer_armor(mtmp, shield);
if (weapon === WAR_HAMMER) await mk_mplayer_armor(mtmp, GAUNTLETS_OF_POWER);
else if (rn2(8)) await mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES, GAUNTLETS_OF_DEXTERITY));
if (rn2(8)) await mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS, LEVITATION_BOOTS));
await m_dowear(mtmp, true);
let quan = rn2(3) ? rn2(3) : rn2(16);
while (quan--) await mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
mkmonmoney(mtmp, rn2(1000));
quan = rn2(10);
while (quan--) await mpickobj(mtmp, mkobj(0/*RANDOM_CLASS*/, false));
}
let quan = rnd(3);
while (quan--) await mongets(mtmp, rnd_offensive_item(mtmp));
quan = rnd(3);
while (quan--) await mongets(mtmp, rnd_defensive_item(mtmp));
quan = rnd(3);
while (quan--) await mongets(mtmp, rnd_misc_item(mtmp));
return mtmp;
}
// C ref: mplayer.c:326 create_mplayers
export async function create_mplayers(num, special) {
const fakemon = { data: null };
while (num) {
const pm = rn1(PM_WIZARD - PM_ARCHEOLOGIST + 1, PM_ARCHEOLOGIST);
fakemon.data = mons[pm];
let x = 0;
let y = 0;
let tryct = 0;
do {
x = rn1(COLNO - 4, 2);
y = rnd(ROWNO - 2);
} while (!goodpos(x, y, fakemon, 0) && tryct++ <= 50);
if (tryct > 50) return;
await mk_mplayer(mons[pm], x, y, special);
num--;
}
}
// C ref: mplayer.c:355 mplayer_talk
export async function mplayer_talk(mtmp) {
if (mtmp?.mpeaceful) return;
const msgs = [
"The low-life wants to talk, eh?",
"Fight, scum!",
"Here is what I have to say!",
];
await verbalize(`Talk? -- ${msgs[rn2(3)]}`);
}
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