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authorAdam Borowski <kilobyte@angband.pl>2009-11-08 20:04:10 +0100
committerAdam Borowski <kilobyte@angband.pl>2009-11-08 20:04:10 +0100
commit58b3ab725dec733191e76dcfa02243cc6b0ce3ac (patch)
tree1224e162ace233f3782645af45946b6b10ace2a8 /crawl-ref/source/mon-gear.cc
parent44191bee0ba18382a7c38cac428375d480d15af8 (diff)
downloadcrawl-ref-58b3ab725dec733191e76dcfa02243cc6b0ce3ac.tar.gz
crawl-ref-58b3ab725dec733191e76dcfa02243cc6b0ce3ac.zip
Split away monsters' starting gear from makeitem.cc to mon-gear.cc
Diffstat (limited to 'crawl-ref/source/mon-gear.cc')
-rw-r--r--crawl-ref/source/mon-gear.cc1535
1 files changed, 1535 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-gear.cc b/crawl-ref/source/mon-gear.cc
new file mode 100644
index 0000000000..283639e95f
--- /dev/null
+++ b/crawl-ref/source/mon-gear.cc
@@ -0,0 +1,1535 @@
+/*
+ * File: mon-gear.cc
+ * Summary: Monsters' starting equipment.
+ */
+
+#include "AppHdr.h"
+
+#include <algorithm>
+
+#include "enum.h"
+#include "externs.h"
+#include "mon-gear.h"
+
+#include "artefact.h"
+#include "dungeon.h"
+#include "itemprop.h"
+#include "items.h"
+#include "makeitem.h"
+#include "mon-util.h"
+#include "random.h"
+#include "spl-book.h"
+
+
+static void _give_monster_item(monsters *mon, int thing,
+ bool force_item = false,
+ bool (monsters::*pickupfn)(item_def&, int) = NULL)
+{
+ if (thing == NON_ITEM || thing == -1)
+ return;
+
+ item_def &mthing = mitm[thing];
+ ASSERT(mthing.is_valid());
+
+#ifdef DEBUG_DIAGNOSTICS
+ mprf(MSGCH_DIAGNOSTICS,
+ "Giving %s to %s...", mthing.name(DESC_PLAIN).c_str(),
+ mon->name(DESC_PLAIN, true).c_str());
+#endif
+
+ mthing.pos.reset();
+ mthing.link = NON_ITEM;
+ unset_ident_flags(mthing, ISFLAG_IDENT_MASK);
+
+ if (mon->is_unholy()
+ && (is_blessed_blade(mthing)
+ || get_weapon_brand(mthing) == SPWPN_HOLY_WRATH))
+ {
+ if (is_blessed_blade(mthing))
+ convert2bad(mthing);
+ if (get_weapon_brand(mthing) == SPWPN_HOLY_WRATH)
+ set_item_ego_type(mthing, OBJ_WEAPONS, SPWPN_NORMAL);
+ }
+
+ unwind_var<int> save_speedinc(mon->speed_increment);
+ if (!(pickupfn ? (mon->*pickupfn)(mthing, false)
+ : mon->pickup_item(mthing, false, true)))
+ {
+#ifdef DEBUG_DIAGNOSTICS
+ mprf(MSGCH_DIAGNOSTICS, "Destroying %s because %s doesn't want it!",
+ mthing.name(DESC_PLAIN, false, true).c_str(),
+ mon->name(DESC_PLAIN, true).c_str());
+#endif
+ destroy_item(thing, true);
+ return;
+ }
+ if (!mthing.is_valid()) // missiles merged into an existing stack
+ return;
+ ASSERT(mthing.holding_monster() == mon);
+
+ if (!force_item || mthing.colour == BLACK)
+ item_colour(mthing);
+}
+
+static void _give_scroll(monsters *mon, int level)
+{
+ int thing_created = NON_ITEM;
+
+ if (mon->type == MONS_ROXANNE)
+ {
+ // Not a scroll, but this comes closest.
+ int which_book = (one_chance_in(3) ? BOOK_TRANSFIGURATIONS
+ : BOOK_EARTH);
+
+ thing_created = items(0, OBJ_BOOKS, which_book, true, level, 0);
+
+ if (thing_created != NON_ITEM && coinflip())
+ {
+ // Give Roxanne a random book containing Statue Form instead.
+ item_def &item(mitm[thing_created]);
+ make_book_Roxanne_special(&item);
+ _give_monster_item(mon, thing_created, true);
+ return;
+ }
+ }
+ else if (mons_is_unique(mon->type) && one_chance_in(3))
+ thing_created = items(0, OBJ_SCROLLS, OBJ_RANDOM, true, level, 0);
+
+ if (thing_created == NON_ITEM)
+ return;
+
+ mitm[thing_created].flags = 0;
+ _give_monster_item(mon, thing_created, true);
+}
+
+static void _give_wand(monsters *mon, int level)
+{
+ if (mons_is_unique(mon->type) && !mons_class_flag(mon->type, M_NO_WAND)
+ && (one_chance_in(5) || mon->type == MONS_MAURICE && one_chance_in(3)))
+ {
+ const int idx = items(0, OBJ_WANDS, OBJ_RANDOM, true, level, 0);
+
+ if (idx == NON_ITEM)
+ return;
+
+ item_def& wand = mitm[idx];
+
+ // Don't give top-tier wands before 5 HD.
+ if (mon->hit_dice < 5 || mons_class_flag(mon->type, M_NO_HT_WAND))
+ {
+ // Technically these wands will be undercharged, but it
+ // doesn't really matter.
+ if (wand.sub_type == WAND_FIRE)
+ wand.sub_type = WAND_FLAME;
+
+ if (wand.sub_type == WAND_COLD)
+ wand.sub_type = WAND_FROST;
+
+ if (wand.sub_type == WAND_LIGHTNING)
+ wand.sub_type = (coinflip() ? WAND_FLAME : WAND_FROST);
+ }
+
+ wand.flags = 0;
+ _give_monster_item(mon, idx);
+ }
+}
+
+static void _give_potion(monsters *mon, int level)
+{
+ if (mons_species(mon->type) == MONS_VAMPIRE && one_chance_in(5))
+ {
+ // This handles initialization of stack timer.
+ const int thing_created =
+ items(0, OBJ_POTIONS, POT_BLOOD, true, level, 0);
+
+ if (thing_created == NON_ITEM)
+ return;
+
+ mitm[thing_created].flags = 0;
+ _give_monster_item(mon, thing_created);
+ }
+ else if (mons_is_unique(mon->type) && one_chance_in(3))
+ {
+ const int thing_created =
+ items(0, OBJ_POTIONS, OBJ_RANDOM, true, level, 0);
+
+ if (thing_created == NON_ITEM)
+ return;
+
+ mitm[thing_created].flags = 0;
+ _give_monster_item(mon, thing_created, false,
+ &monsters::pickup_potion);
+ }
+}
+
+static item_make_species_type _give_weapon(monsters *mon, int level,
+ bool melee_only = false,
+ bool give_aux_melee = true)
+{
+ bool force_item = false;
+
+ item_def item;
+ item_make_species_type item_race = MAKE_ITEM_RANDOM_RACE;
+
+ item.base_type = OBJ_UNASSIGNED;
+
+ if (mon->type == MONS_DANCING_WEAPON
+ && player_in_branch(BRANCH_HALL_OF_BLADES))
+ {
+ level = MAKE_GOOD_ITEM;
+ }
+
+ // moved setting of quantity here to keep it in mind {dlb}
+ item.quantity = 1;
+
+ switch (mon->type)
+ {
+ case MONS_KOBOLD:
+ // A few of the smarter kobolds have blowguns.
+ if (one_chance_in(10) && level > 1)
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_BLOWGUN;
+ break;
+ }
+ // intentional fallthrough
+ case MONS_BIG_KOBOLD:
+ if (x_chance_in_y(3, 5)) // give hand weapon
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose(WPN_DAGGER, WPN_DAGGER,
+ WPN_SHORT_SWORD, WPN_SHORT_SWORD,
+ WPN_CLUB, WPN_WHIP, -1);
+ }
+ else
+ return (item_race);
+ break;
+
+ case MONS_HOBGOBLIN:
+ if (one_chance_in(3))
+ item_race = MAKE_ITEM_ORCISH;
+
+ if (x_chance_in_y(3, 5)) // give hand weapon
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_CLUB;
+ }
+ else
+ return (item_race);
+ break;
+
+ case MONS_GOBLIN:
+ if (one_chance_in(3))
+ item_race = MAKE_ITEM_ORCISH;
+
+ if (!melee_only && one_chance_in(12) && level)
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_SLING;
+ break;
+ }
+ // deliberate fall through {dlb}
+ case MONS_JESSICA:
+ case MONS_IJYB:
+ if (x_chance_in_y(3, 5)) // give hand weapon
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = (coinflip() ? WPN_DAGGER : WPN_CLUB);
+ }
+ else
+ return (item_race);
+ break;
+
+ case MONS_WIGHT:
+ case MONS_NORRIS:
+ item.base_type = OBJ_WEAPONS;
+
+ if (one_chance_in(6))
+ {
+ item.sub_type = random_choose(WPN_SPIKED_FLAIL, WPN_GREAT_MACE,
+ WPN_WAR_AXE, WPN_TRIDENT, -1);
+ }
+ else
+ {
+ item.sub_type = random_choose(
+ WPN_MACE, WPN_FLAIL, WPN_MORNINGSTAR,
+ WPN_DAGGER, WPN_SHORT_SWORD, WPN_LONG_SWORD,
+ WPN_SCIMITAR, WPN_GREAT_SWORD, WPN_HAND_AXE,
+ WPN_BATTLEAXE, WPN_SPEAR, WPN_HALBERD,
+ -1);
+ }
+
+ if (coinflip())
+ {
+ force_item = true;
+ item.plus += 1 + random2(3);
+ item.plus2 += 1 + random2(3);
+
+ if (one_chance_in(5))
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_FREEZING);
+ }
+
+ if (one_chance_in(3))
+ do_curse_item(item);
+ break;
+
+ case MONS_AIZUL:
+ if (one_chance_in(3))
+ level = MAKE_GOOD_ITEM;
+
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose(WPN_HALBERD, WPN_SCIMITAR, WPN_GREAT_MACE,
+ WPN_LONG_SWORD, WPN_EVENINGSTAR, -1);
+ break;
+
+ case MONS_GNOLL:
+ case MONS_OGRE_MAGE:
+ case MONS_NAGA_WARRIOR:
+ case MONS_GREATER_NAGA:
+ case MONS_EDMUND:
+ case MONS_DUANE:
+ item_race = MAKE_ITEM_NO_RACE;
+ if (!one_chance_in(5))
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose(WPN_SPEAR, WPN_SPEAR, WPN_HALBERD,
+ WPN_CLUB, WPN_WHIP, WPN_FLAIL, -1);
+ }
+ break;
+
+ case MONS_PIKEL:
+ force_item = true; // guaranteed flaming or pain
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_WHIP;
+ set_item_ego_type(item, OBJ_WEAPONS, coinflip() ? SPWPN_PAIN : SPWPN_FLAMING);
+ item.plus += random2(3);
+ item.plus2 += random2(3);
+ break;
+
+ case MONS_GRUM:
+ force_item = true; // guaranteed reaching
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose(WPN_WHIP, WPN_WHIP, WPN_SPEAR,
+ WPN_HALBERD, WPN_GLAIVE, -1);
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_REACHING);
+ item.plus += -2 + random2(4);
+ item.plus2 += -1 + random2(2);
+ break;
+
+ case MONS_ORC:
+ case MONS_ORC_PRIEST:
+ item_race = MAKE_ITEM_ORCISH;
+ // deliberate fall through {gdl}
+
+ case MONS_DRACONIAN:
+ case MONS_DRACONIAN_ZEALOT:
+ if (!one_chance_in(5))
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose_weighted(
+ 30, WPN_DAGGER, 30, WPN_CLUB,
+ 27, WPN_FLAIL, 24, WPN_HAND_AXE,
+ 20, WPN_HAMMER, 20, WPN_SHORT_SWORD,
+ 20, WPN_MACE, 10, WPN_WHIP,
+ 10, WPN_TRIDENT, 10, WPN_FALCHION,
+ 10, WPN_MORNINGSTAR, 6, WPN_WAR_AXE,
+ 3, WPN_SPIKED_FLAIL,
+ 0);
+ }
+ else
+ return (item_race);
+ break;
+
+ case MONS_TERENCE:
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose_weighted( 30, WPN_FLAIL,
+ 20, WPN_HAND_AXE,
+ 20, WPN_SHORT_SWORD,
+ 20, WPN_MACE,
+ 10, WPN_TRIDENT,
+ 10, WPN_FALCHION,
+ 10, WPN_MORNINGSTAR,
+ 3, WPN_SPIKED_FLAIL,
+ 0);
+ break;
+
+ case MONS_DUVESSA:
+ item_race = MAKE_ITEM_ELVEN;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose_weighted(30, WPN_SHORT_SWORD,
+ 10, WPN_SABRE,
+ 0);
+ break;
+
+ case MONS_DEEP_ELF_FIGHTER:
+ case MONS_DEEP_ELF_HIGH_PRIEST:
+ case MONS_DEEP_ELF_KNIGHT:
+ case MONS_DEEP_ELF_PRIEST:
+ case MONS_DEEP_ELF_SOLDIER:
+ item_race = MAKE_ITEM_ELVEN;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose_weighted(
+ 20, WPN_LONG_SWORD, 20, WPN_SHORT_SWORD, 14, WPN_SCIMITAR,
+ 14, WPN_MACE, 13, WPN_BOW, 13, WPN_HAND_CROSSBOW,
+ 5, WPN_LONGBOW,
+ 0);
+ break;
+
+ case MONS_DEEP_ELF_BLADEMASTER:
+ {
+ item_race = MAKE_ITEM_ELVEN;
+ item.base_type = OBJ_WEAPONS;
+
+ // If the blademaster already has a weapon, give him the exact same
+ // sub_type to match.
+
+ const item_def *weap = mon->mslot_item(MSLOT_WEAPON);
+ if (weap && weap->base_type == OBJ_WEAPONS)
+ item.sub_type = weap->sub_type;
+ else
+ {
+ item.sub_type = random_choose_weighted(40, WPN_SABRE,
+ 10, WPN_SHORT_SWORD,
+ 2, WPN_QUICK_BLADE,
+ 0);
+ }
+ break;
+ }
+
+ case MONS_DEEP_ELF_MASTER_ARCHER:
+ item_race = MAKE_ITEM_ELVEN;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_LONGBOW;
+ break;
+
+ case MONS_DEEP_ELF_ANNIHILATOR:
+ case MONS_DEEP_ELF_CONJURER:
+ case MONS_DEEP_ELF_DEATH_MAGE:
+ case MONS_DEEP_ELF_DEMONOLOGIST:
+ case MONS_DEEP_ELF_MAGE:
+ case MONS_DEEP_ELF_SORCERER:
+ case MONS_DEEP_ELF_SUMMONER:
+ item_race = MAKE_ITEM_ELVEN;
+ // deliberate fall-through
+
+ case MONS_DRACONIAN_SHIFTER:
+ case MONS_DRACONIAN_SCORCHER:
+ case MONS_DRACONIAN_ANNIHILATOR:
+ case MONS_DRACONIAN_CALLER:
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose(WPN_LONG_SWORD, WPN_LONG_SWORD,
+ WPN_SHORT_SWORD, WPN_SABRE,
+ WPN_DAGGER, WPN_WHIP,
+ -1);
+ break;
+
+ case MONS_ORC_WARRIOR:
+ case MONS_ORC_HIGH_PRIEST:
+ case MONS_BLORK_THE_ORC:
+ item_race = MAKE_ITEM_ORCISH;
+ // deliberate fall-through {dlb}
+
+ case MONS_DANCING_WEAPON: // give_level may have been adjusted above
+ case MONS_FRANCES:
+ case MONS_FRANCIS:
+ case MONS_HAROLD:
+ case MONS_JOSEPH:
+ case MONS_LOUISE:
+ case MONS_MICHAEL:
+ case MONS_NAGA:
+ case MONS_NAGA_MAGE:
+ case MONS_RUPERT:
+ case MONS_SKELETAL_WARRIOR:
+ case MONS_WAYNE:
+ case MONS_PALE_DRACONIAN:
+ case MONS_RED_DRACONIAN:
+ case MONS_WHITE_DRACONIAN:
+ case MONS_GREEN_DRACONIAN:
+ case MONS_MOTTLED_DRACONIAN:
+ case MONS_BLACK_DRACONIAN:
+ case MONS_YELLOW_DRACONIAN:
+ case MONS_PURPLE_DRACONIAN:
+ case MONS_TIAMAT:
+ if (mons_genus(mon->type) == MONS_NAGA)
+ item_race = MAKE_ITEM_NO_RACE;
+
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose_weighted(
+ 10, WPN_LONG_SWORD, 10, WPN_SHORT_SWORD,
+ 10, WPN_SCIMITAR, 10, WPN_BATTLEAXE,
+ 10, WPN_HAND_AXE, 10, WPN_HALBERD,
+ 10, WPN_GLAIVE, 10, WPN_MORNINGSTAR,
+ 10, WPN_GREAT_MACE, 10, WPN_TRIDENT,
+ 9, WPN_WAR_AXE, 9, WPN_FLAIL,
+ 1, WPN_BROAD_AXE, 1, WPN_SPIKED_FLAIL,
+ 0);
+ break;
+
+ case MONS_ORC_WARLORD:
+ case MONS_SAINT_ROKA:
+ // being at the top has its privileges
+ if (one_chance_in(3))
+ level = MAKE_GOOD_ITEM;
+ // deliberate fall-through
+
+ case MONS_ORC_KNIGHT:
+ item_race = MAKE_ITEM_ORCISH;
+ // Occasionally get crossbows.
+ if (!melee_only && one_chance_in(9))
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_CROSSBOW;
+ break;
+ }
+ // deliberate fall-through
+
+ case MONS_URUG:
+ item_race = MAKE_ITEM_ORCISH;
+ // deliberate fall-through
+
+ case MONS_NORBERT:
+ case MONS_JOZEF:
+ case MONS_VAULT_GUARD:
+ case MONS_VAMPIRE_KNIGHT:
+ case MONS_DRACONIAN_KNIGHT:
+ {
+ item.base_type = OBJ_WEAPONS;
+
+ item.sub_type = random_choose_weighted(
+ 4, WPN_GREAT_SWORD, 4, WPN_LONG_SWORD,
+ 4, WPN_BATTLEAXE, 4, WPN_WAR_AXE,
+ 3, WPN_GREAT_MACE, 2, WPN_DIRE_FLAIL,
+ 1, WPN_BARDICHE, 1, WPN_GLAIVE,
+ 1, WPN_BROAD_AXE, 1, WPN_HALBERD,
+ 0);
+
+ if (one_chance_in(4))
+ item.plus += 1 + random2(3);
+ break;
+ }
+
+ case MONS_POLYPHEMUS:
+ case MONS_CYCLOPS:
+ case MONS_STONE_GIANT:
+ item.base_type = OBJ_MISSILES;
+ item.sub_type = MI_LARGE_ROCK;
+ break;
+
+ case MONS_TWO_HEADED_OGRE:
+ case MONS_ETTIN:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = (one_chance_in(3) ? WPN_GIANT_SPIKED_CLUB
+ : WPN_GIANT_CLUB);
+
+ if (one_chance_in(10) || mon->type == MONS_ETTIN)
+ {
+ item.sub_type = (one_chance_in(10) ? WPN_DIRE_FLAIL
+ : WPN_GREAT_MACE);
+ }
+ break;
+
+ case MONS_REAPER:
+ level = MAKE_GOOD_ITEM;
+ // intentional fall-through...
+
+ case MONS_SIGMUND:
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_SCYTHE;
+ break;
+
+ case MONS_BALRUG:
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_DEMON_WHIP;
+ break;
+
+ case MONS_RED_DEVIL:
+ if (!one_chance_in(3))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = (one_chance_in(3) ? WPN_DEMON_TRIDENT
+ : WPN_TRIDENT);
+ }
+ break;
+
+ case MONS_OGRE:
+ case MONS_HILL_GIANT:
+ case MONS_EROLCHA:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = (one_chance_in(3) ? WPN_GIANT_SPIKED_CLUB
+ : WPN_GIANT_CLUB);
+
+ if (one_chance_in(10))
+ {
+ item.sub_type = (one_chance_in(10) ? WPN_DIRE_FLAIL
+ : WPN_GREAT_MACE);
+ }
+ break;
+
+ case MONS_MERFOLK:
+ if (one_chance_in(3))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_TRIDENT;
+ break;
+ }
+ // intentionally fall through
+
+ case MONS_MERMAID:
+ if (one_chance_in(3))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_SPEAR;
+ }
+ break;
+
+ case MONS_CENTAUR:
+ case MONS_CENTAUR_WARRIOR:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_BOW;
+ if (mon->type == MONS_CENTAUR_WARRIOR && one_chance_in(3))
+ item.sub_type = WPN_LONGBOW;
+ break;
+
+ case MONS_NESSOS:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_LONGBOW;
+ item.special = SPWPN_FLAME;
+ item.plus += 1 + random2(3);
+ item.plus2 += 1 + random2(3);
+ item.colour = DARKGREY;
+ force_item = true;
+ break;
+
+ case MONS_YAKTAUR:
+ case MONS_YAKTAUR_CAPTAIN:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_CROSSBOW;
+ break;
+
+ case MONS_EFREET:
+ case MONS_ERICA:
+ case MONS_AZRAEL:
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_SCIMITAR;
+ item.plus = random2(5);
+ item.plus2 = random2(5);
+ item.colour = RED; // forced by force_item above {dlb}
+ set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FLAMING );
+ break;
+
+ case MONS_ANGEL:
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.colour = YELLOW; // forced by force_item above {dlb}
+
+ item.sub_type = (one_chance_in(4) ? WPN_GREAT_MACE
+ : WPN_MACE);
+
+ set_equip_desc(item, ISFLAG_GLOWING);
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_HOLY_WRATH);
+ item.plus = 1 + random2(3);
+ item.plus2 = 1 + random2(3);
+ break;
+
+ case MONS_DAEVA:
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.colour = YELLOW; // forced by force_item above {dlb}
+
+ item.sub_type = (one_chance_in(4) ? WPN_BLESSED_EUDEMON_BLADE
+ : WPN_LONG_SWORD);
+
+ set_equip_desc(item, ISFLAG_GLOWING);
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_HOLY_WRATH);
+ item.plus = 1 + random2(3);
+ item.plus2 = 1 + random2(3);
+ break;
+
+ case MONS_HELL_KNIGHT:
+ case MONS_MAUD:
+ case MONS_FREDERICK:
+ case MONS_MARGERY:
+ force_item = true;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = (one_chance_in(3) ? WPN_LONG_SWORD :
+ coinflip() ? WPN_SCIMITAR
+ : WPN_GREAT_SWORD);
+
+ if (one_chance_in(7))
+ item.sub_type = WPN_HALBERD;
+ if (one_chance_in(7))
+ item.sub_type = WPN_GLAIVE;
+ if (one_chance_in(7))
+ item.sub_type = WPN_GREAT_MACE;
+ if (one_chance_in(7))
+ item.sub_type = WPN_BATTLEAXE;
+ if (one_chance_in(7))
+ item.sub_type = WPN_WAR_AXE;
+ if (one_chance_in(7))
+ item.sub_type = WPN_BROAD_AXE;
+ if (one_chance_in(7))
+ item.sub_type = WPN_DEMON_WHIP;
+ if (one_chance_in(7))
+ item.sub_type = WPN_DEMON_BLADE;
+ if (one_chance_in(7))
+ item.sub_type = WPN_DEMON_TRIDENT;
+
+ if (one_chance_in(3))
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_FLAMING);
+ else if (one_chance_in(3))
+ {
+ set_item_ego_type(item, OBJ_WEAPONS,
+ random_choose(SPWPN_DRAINING, SPWPN_VORPAL,
+ SPWPN_PAIN, SPWPN_DISTORTION,
+ SPWPN_SPEED, -1));
+ }
+
+ item.plus += random2(6);
+ item.plus2 += random2(6);
+
+ item.colour = RED; // forced by force_item above {dlb}
+
+ if (one_chance_in(3))
+ item.colour = DARKGREY;
+ if (one_chance_in(5))
+ item.colour = CYAN;
+ break;
+
+ case MONS_FIRE_GIANT:
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_GREAT_SWORD;
+ item.plus = 0;
+ item.plus2 = 0;
+ set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FLAMING );
+
+ item.colour = RED; // forced by force_item above {dlb}
+ if (one_chance_in(3))
+ item.colour = DARKGREY;
+ if (one_chance_in(5))
+ item.colour = CYAN;
+ break;
+
+ case MONS_FROST_GIANT:
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_BATTLEAXE;
+ item.plus = 0;
+ item.plus2 = 0;
+ set_item_ego_type( item, OBJ_WEAPONS, SPWPN_FREEZING );
+
+ // forced by force_item above {dlb}
+ item.colour = (one_chance_in(3) ? WHITE : CYAN);
+ break;
+
+ case MONS_ORC_WIZARD:
+ case MONS_ORC_SORCERER:
+ case MONS_NERGALLE:
+ item_race = MAKE_ITEM_ORCISH;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_DAGGER;
+ break;
+
+ case MONS_DOWAN:
+ item_race = MAKE_ITEM_ELVEN;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_DAGGER;
+ break;
+
+ case MONS_KOBOLD_DEMONOLOGIST:
+ case MONS_NECROMANCER:
+ case MONS_WIZARD:
+ case MONS_PSYCHE:
+ case MONS_DONALD:
+ case MONS_JOSEPHINE:
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_DAGGER;
+
+ if (mon->type == MONS_PSYCHE)
+ {
+ set_item_ego_type(item, OBJ_WEAPONS,
+ random_choose_weighted(3, SPWPN_CHAOS,
+ 1, SPWPN_DISTORTION,
+ 0));
+ }
+ break;
+
+ case MONS_AGNES:
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_LAJATANG;
+ if (!one_chance_in(3))
+ level = MAKE_GOOD_ITEM;
+ break;
+
+ case MONS_SONJA:
+ if (!melee_only)
+ {
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_BLOWGUN;
+ item_race = MAKE_ITEM_NO_RACE;
+ break;
+ }
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = coinflip() ? WPN_DAGGER : WPN_SHORT_SWORD;
+ set_item_ego_type(item, OBJ_WEAPONS,
+ random_choose_weighted(3, SPWPN_DISTORTION,
+ 2, SPWPN_VENOM,
+ 1, SPWPN_DRAINING,
+ 0));
+ break;
+
+ case MONS_MAURICE:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = coinflip() ? WPN_DAGGER : WPN_SHORT_SWORD;
+ break;
+
+ case MONS_EUSTACHIO:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = (one_chance_in(3) ? WPN_FALCHION : WPN_SABRE);
+ break;
+
+ case MONS_NIKOLA:
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = WPN_SABRE;
+ set_item_ego_type(item, OBJ_WEAPONS, SPWPN_ELECTROCUTION);
+ item.plus = random2(5);
+ item.plus2 = random2(5);
+ break;
+
+ case MONS_CEREBOV:
+ force_item = true;
+ make_item_unrandart(item, UNRAND_CEREBOV);
+ break;
+
+ case MONS_DISPATER:
+ force_item = true;
+ make_item_unrandart(item, UNRAND_DISPATER);
+ break;
+
+ case MONS_ASMODEUS:
+ force_item = true;
+ make_item_unrandart(item, UNRAND_ASMODEUS);
+ break;
+
+ case MONS_GERYON:
+ // mv: Probably should be moved out of this switch, but it's not
+ // worth it, unless we have more monsters with misc. items.
+ item.base_type = OBJ_MISCELLANY;
+ item.sub_type = MISC_HORN_OF_GERYON;
+ break;
+
+ case MONS_SALAMANDER: // mv: new 8 Aug 2001
+ // Yes, they've got really nice items, but
+ // it's almost impossible to get them.
+ force_item = true;
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ item.sub_type = random_choose(WPN_GREAT_SWORD, WPN_TRIDENT,
+ WPN_SPEAR, WPN_GLAIVE,
+ WPN_BOW, WPN_HALBERD,
+ -1);
+
+ set_item_ego_type(item, OBJ_WEAPONS, is_range_weapon(item) ?
+ SPWPN_FLAME : SPWPN_FLAMING);
+
+ item.plus = random2(5);
+ item.plus2 = random2(5);
+ item.colour = RED; // forced by force_item above {dlb}
+ break;
+
+ default:
+ break;
+ }
+
+ // Only happens if something in above switch doesn't set it. {dlb}
+ if (item.base_type == OBJ_UNASSIGNED)
+ return (item_race);
+
+ if (!force_item && mons_is_unique( mon->type ))
+ {
+ if (x_chance_in_y(10 + mon->hit_dice, 100))
+ level = MAKE_GOOD_ITEM;
+ else if (level != MAKE_GOOD_ITEM)
+ level += 5;
+ }
+
+ const object_class_type xitc = item.base_type;
+ const int xitt = item.sub_type;
+
+ // Note this mess, all the work above doesn't mean much unless
+ // force_item is set... otherwise we're just going to take the base
+ // and subtype and create a new item. - bwr
+ const int thing_created =
+ ((force_item) ? get_item_slot() : items(0, xitc, xitt, true,
+ level, item_race));
+
+ if (thing_created == NON_ITEM)
+ return (item_race);
+
+ // Copy temporary item into the item array if were forcing it, since
+ // items() won't have done it for us.
+ if (force_item)
+ mitm[thing_created] = item;
+
+ item_def &i = mitm[thing_created];
+ if (melee_only && (i.base_type != OBJ_WEAPONS || is_range_weapon(i)))
+ {
+ destroy_item(thing_created);
+ return (item_race);
+ }
+
+ if (force_item)
+ item_set_appearance(i);
+
+ _give_monster_item(mon, thing_created, force_item);
+
+ if (give_aux_melee && (i.base_type != OBJ_WEAPONS || is_range_weapon(i)))
+ _give_weapon(mon, level, true, false);
+
+ return (item_race);
+}
+
+// Hands out ammunition fitting the monster's launcher (if any), or else any
+// throwable weapon depending on the monster type.
+static void _give_ammo(monsters *mon, int level,
+ item_make_species_type item_race,
+ bool mons_summoned)
+{
+ // Note that item_race is not reset for this section.
+ if (const item_def *launcher = mon->launcher())
+ {
+ const object_class_type xitc = OBJ_MISSILES;
+ int xitt = fires_ammo_type(*launcher);
+
+ if (xitt == MI_STONE && one_chance_in(15))
+ xitt = MI_SLING_BULLET;
+
+ const int thing_created = items(0, xitc, xitt, true, level, item_race);
+
+ if (thing_created == NON_ITEM)
+ return;
+
+ if (xitt == MI_NEEDLE)
+ {
+ if (mon->type == MONS_SONJA)
+ {
+ set_item_ego_type(mitm[thing_created], OBJ_MISSILES,
+ SPMSL_CURARE);
+
+ mitm[thing_created].quantity = random_range(4, 10);
+ }
+ else
+ {
+ set_item_ego_type(mitm[thing_created], OBJ_MISSILES,
+ got_curare_roll(level) ? SPMSL_CURARE
+ : SPMSL_POISONED);
+
+ if (get_ammo_brand( mitm[thing_created] ) == SPMSL_CURARE)
+ mitm[thing_created].quantity = random_range(2, 8);
+ }
+ }
+ else
+ {
+ // Sanity check to avoid useless brands.
+ const int bow_brand = get_weapon_brand(*launcher);
+ const int ammo_brand = get_ammo_brand(mitm[thing_created]);
+ if (ammo_brand != SPMSL_NORMAL
+ && (bow_brand == SPWPN_FLAME || bow_brand == SPWPN_FROST))
+ {
+ mitm[thing_created].special = SPMSL_NORMAL;
+ }
+ }
+
+ // Master archers get double ammo - archery is their only attack.
+ if (mon->type == MONS_DEEP_ELF_MASTER_ARCHER)
+ mitm[thing_created].quantity *= 2;
+ else if (mon->type == MONS_NESSOS)
+ mitm[thing_created].special = SPMSL_POISONED;
+
+ _give_monster_item(mon, thing_created);
+ }
+ else
+ {
+ // Give some monsters throwing weapons.
+ int weap_type = -1;
+ object_class_type weap_class = OBJ_WEAPONS;
+ int qty = 0;
+ switch (mon->type)
+ {
+ case MONS_KOBOLD:
+ case MONS_BIG_KOBOLD:
+ if (x_chance_in_y(2, 5))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ weap_class = OBJ_MISSILES;
+ weap_type = MI_DART;
+ qty = 1 + random2(5);
+ }
+ break;
+
+ case MONS_ORC_WARRIOR:
+ if (one_chance_in(
+ you.where_are_you == BRANCH_ORCISH_MINES? 9 : 20))
+ {
+ weap_type = random_choose(WPN_HAND_AXE, WPN_SPEAR, -1);
+ qty = random_range(4, 8);
+ item_race = MAKE_ITEM_ORCISH;
+ }
+ break;
+
+ case MONS_ORC:
+ if (one_chance_in(20))
+ {
+ weap_type = random_choose(WPN_HAND_AXE, WPN_SPEAR, -1);
+ qty = random_range(2, 5);
+ item_race = MAKE_ITEM_ORCISH;
+ }
+ break;
+
+ case MONS_URUG:
+ weap_type = MI_JAVELIN;
+ weap_class = OBJ_MISSILES;
+ item_race = MAKE_ITEM_ORCISH;
+ qty = random_range(4, 7);
+ break;
+
+ case MONS_MERFOLK:
+ if (!one_chance_in(3))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ if (coinflip())
+ {
+ weap_type = WPN_SPEAR;
+ qty = 1 + random2(3);
+ }
+ else
+ {
+ weap_class = OBJ_MISSILES;
+ weap_type = MI_JAVELIN;
+ qty = 3 + random2(6);
+ }
+ }
+ if (one_chance_in(6) && !mons_summoned)
+ {
+ weap_class = OBJ_MISSILES;
+ weap_type = MI_THROWING_NET;
+ qty = 1;
+ if (one_chance_in(4))
+ qty += random2(3); // up to three nets
+ }
+ break;
+
+ case MONS_DRACONIAN_KNIGHT:
+ case MONS_GNOLL:
+ case MONS_HILL_GIANT:
+ if (!one_chance_in(20))
+ break;
+ // deliberate fall-through
+
+ case MONS_HAROLD: // bounty hunters
+ case MONS_JOZEF: // up to 5 nets
+ if (mons_summoned)
+ break;
+
+ weap_class = OBJ_MISSILES;
+ weap_type = MI_THROWING_NET;
+ qty = 1;
+ if (one_chance_in(3))
+ qty++;
+ if (mon->type == MONS_HAROLD || mon->type == MONS_JOZEF)
+ qty += random2(4);
+
+ break;
+
+ default:
+ break;
+ }
+
+ if (weap_type == -1)
+ return;
+
+ const int thing_created =
+ items(0, weap_class, weap_type, true, level, item_race);
+
+ if (thing_created != NON_ITEM)
+ {
+ item_def& w(mitm[thing_created]);
+
+ // Limit returning brand to only one.
+ if (weap_type == OBJ_WEAPONS
+ && get_weapon_brand(w) == SPWPN_RETURNING)
+ {
+ qty = 1;
+ }
+
+ w.quantity = qty;
+
+ _give_monster_item(mon, thing_created, false,
+ &monsters::pickup_throwable_weapon);
+ }
+ }
+}
+
+static bool make_item_for_monster(
+ monsters *mons,
+ object_class_type base,
+ int subtype,
+ int level,
+ item_make_species_type race = MAKE_ITEM_NO_RACE,
+ int allow_uniques = 0)
+{
+ const int bp = get_item_slot();
+ if (bp == NON_ITEM)
+ return (false);
+
+ const int thing_created =
+ items(allow_uniques, base, subtype, true, level, race);
+
+ if (thing_created == NON_ITEM)
+ return (false);
+
+ _give_monster_item(mons, thing_created);
+ return (true);
+}
+
+void give_shield(monsters *mon, int level)
+{
+ const item_def *main_weap = mon->mslot_item(MSLOT_WEAPON);
+ const item_def *alt_weap = mon->mslot_item(MSLOT_ALT_WEAPON);
+
+ // If the monster is already wielding/carrying a two-handed weapon,
+ // it doesn't get a shield. (Monsters always prefer raw damage to
+ // protection!)
+ if (main_weap && hands_reqd(*main_weap, mon->body_size()) == HANDS_TWO
+ || alt_weap && hands_reqd(*alt_weap, mon->body_size()) == HANDS_TWO)
+ {
+ return;
+ }
+
+ switch (mon->type)
+ {
+ case MONS_DAEVA:
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_LARGE_SHIELD,
+ level * 2 + 1, MAKE_ITEM_NO_RACE, 1);
+ break;
+
+ case MONS_DEEP_ELF_SOLDIER:
+ case MONS_DEEP_ELF_FIGHTER:
+ if (one_chance_in(6))
+ {
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
+ level, MAKE_ITEM_ELVEN);
+ }
+ break;
+ case MONS_NAGA_WARRIOR:
+ case MONS_VAULT_GUARD:
+ if (one_chance_in(3))
+ {
+ make_item_for_monster(mon, OBJ_ARMOUR,
+ one_chance_in(3) ? ARM_LARGE_SHIELD
+ : ARM_SHIELD,
+ level, MAKE_ITEM_NO_RACE);
+ }
+ break;
+ case MONS_DRACONIAN_KNIGHT:
+ if (coinflip())
+ {
+ make_item_for_monster(mon, OBJ_ARMOUR,
+ coinflip()? ARM_LARGE_SHIELD : ARM_SHIELD,
+ level, MAKE_ITEM_NO_RACE);
+ }
+ break;
+ case MONS_DEEP_ELF_KNIGHT:
+ if (one_chance_in(3))
+ {
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
+ level, MAKE_ITEM_ELVEN);
+ }
+ break;
+ case MONS_NORRIS:
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
+ level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ break;
+ case MONS_NORBERT:
+ case MONS_LOUISE:
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_LARGE_SHIELD,
+ level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ break;
+ case MONS_AIZUL:
+ case MONS_DONALD:
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD,
+ level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ break;
+ case MONS_NIKOLA:
+ {
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_GLOVES,
+ level * 2 + 1, MAKE_ITEM_NO_RACE, 1);
+
+ item_def *gaunt = mon->mslot_item(MSLOT_SHIELD);
+ if (gaunt)
+ gaunt->plus2 = TGLOV_DESC_GAUNTLETS;
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void give_armour(monsters *mon, int level)
+{
+ item_make_species_type item_race = MAKE_ITEM_RANDOM_RACE;
+
+ int force_colour = 0; // mv: Important!!! Items with force_colour = 0
+ // are colored by default after following
+ // switch. Others will get force_colour.
+
+ item_def item;
+
+ switch (mon->type)
+ {
+ case MONS_DEEP_ELF_BLADEMASTER:
+ case MONS_DEEP_ELF_MASTER_ARCHER:
+ item_race = MAKE_ITEM_ELVEN;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_LEATHER_ARMOUR;
+ break;
+
+ case MONS_DUVESSA:
+ case MONS_DEEP_ELF_ANNIHILATOR:
+ case MONS_DEEP_ELF_CONJURER:
+ case MONS_DEEP_ELF_DEATH_MAGE:
+ case MONS_DEEP_ELF_DEMONOLOGIST:
+ case MONS_DEEP_ELF_FIGHTER:
+ case MONS_DEEP_ELF_HIGH_PRIEST:
+ case MONS_DEEP_ELF_KNIGHT:
+ case MONS_DEEP_ELF_MAGE:
+ case MONS_DEEP_ELF_PRIEST:
+ case MONS_DEEP_ELF_SOLDIER:
+ case MONS_DEEP_ELF_SORCERER:
+ case MONS_DEEP_ELF_SUMMONER:
+ if (item_race == MAKE_ITEM_RANDOM_RACE)
+ item_race = MAKE_ITEM_ELVEN;
+ // deliberate fall through {dlb}
+
+ case MONS_IJYB:
+ case MONS_ORC:
+ case MONS_ORC_HIGH_PRIEST:
+ case MONS_ORC_PRIEST:
+ case MONS_ORC_SORCERER:
+ if (item_race == MAKE_ITEM_RANDOM_RACE)
+ item_race = MAKE_ITEM_ORCISH;
+ // deliberate fall through {dlb}
+
+ case MONS_ERICA:
+ case MONS_HAROLD:
+ case MONS_JOSEPH:
+ case MONS_JOSEPHINE:
+ case MONS_JOZEF:
+ case MONS_NORBERT:
+ case MONS_PSYCHE:
+ if (x_chance_in_y(2, 5))
+ {
+ item.base_type = OBJ_ARMOUR;
+
+ const int temp_rand = random2(8);
+ item.sub_type = ((temp_rand < 4) ? ARM_LEATHER_ARMOUR :
+ (temp_rand < 6) ? ARM_RING_MAIL :
+ (temp_rand == 6) ? ARM_SCALE_MAIL
+ : ARM_CHAIN_MAIL);
+ }
+ else
+ return;
+ break;
+
+ case MONS_TERENCE:
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = random_choose_weighted(1, ARM_RING_MAIL,
+ 3, ARM_SCALE_MAIL,
+ 2, ARM_CHAIN_MAIL,
+ 0);
+ break;
+
+ case MONS_GRUM:
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_ANIMAL_SKIN;
+ break;
+
+ case MONS_URUG:
+ item_race = MAKE_ITEM_ORCISH;
+ // deliberate fall through {dlb}
+
+ case MONS_DUANE:
+ case MONS_EDMUND:
+ case MONS_RUPERT:
+ case MONS_WAYNE:
+ {
+ item.base_type = OBJ_ARMOUR;
+
+ const int temp_rand = random2(4);
+ item.sub_type = ((temp_rand == 0) ? ARM_LEATHER_ARMOUR :
+ (temp_rand == 1) ? ARM_RING_MAIL :
+ (temp_rand == 2) ? ARM_SCALE_MAIL
+ : ARM_CHAIN_MAIL);
+ break;
+ }
+
+ case MONS_ORC_WARLORD:
+ case MONS_SAINT_ROKA:
+ // Being at the top has its privileges. :)
+ if (one_chance_in(3))
+ level = MAKE_GOOD_ITEM;
+ // deliberate fall through
+
+ case MONS_ORC_KNIGHT:
+ case MONS_ORC_WARRIOR:
+ item_race = MAKE_ITEM_ORCISH;
+ // deliberate fall through {dlb}
+
+ case MONS_FREDERICK:
+ case MONS_HELL_KNIGHT:
+ case MONS_LOUISE:
+ case MONS_MARGERY:
+ case MONS_MAUD:
+ case MONS_VAMPIRE_KNIGHT:
+ case MONS_VAULT_GUARD:
+ {
+ item.base_type = OBJ_ARMOUR;
+
+ const int temp_rand = random2(4);
+ item.sub_type = ((temp_rand == 0) ? ARM_CHAIN_MAIL :
+ (temp_rand == 1) ? ARM_SPLINT_MAIL :
+ (temp_rand == 2) ? ARM_BANDED_MAIL
+ : ARM_PLATE_MAIL);
+ break;
+ }
+
+ case MONS_ANGEL:
+ case MONS_SIGMUND:
+ case MONS_WIGHT:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_ROBE;
+ force_colour = WHITE;
+ break;
+
+ // Centaurs sometimes wear barding.
+ case MONS_CENTAUR:
+ case MONS_CENTAUR_WARRIOR:
+ case MONS_YAKTAUR:
+ case MONS_YAKTAUR_CAPTAIN:
+ if ( one_chance_in( mon->type == MONS_CENTAUR ? 1000 :
+ mon->type == MONS_CENTAUR_WARRIOR ? 500 :
+ mon->type == MONS_YAKTAUR ? 300
+ /* mon->type == MONS_YAKTAUR_CAPTAIN ? */ : 200))
+ {
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_CENTAUR_BARDING;
+ }
+ else
+ return;
+ break;
+
+ case MONS_NAGA:
+ case MONS_NAGA_MAGE:
+ case MONS_NAGA_WARRIOR:
+ case MONS_GREATER_NAGA:
+ if ( one_chance_in( mon->type == MONS_NAGA ? 800 :
+ mon->type == MONS_NAGA_WARRIOR ? 300 :
+ mon->type == MONS_NAGA_MAGE ? 200
+ : 100 ))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_NAGA_BARDING;
+ }
+ else if (mon->type == MONS_GREATER_NAGA || one_chance_in(3))
+ {
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_ROBE;
+ }
+ else
+ return;
+ break;
+
+ case MONS_GASTRONOK:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_WIZARD_HAT;
+ break;
+
+ case MONS_MAURICE:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_CLOAK;
+ force_colour = DARKGREY;
+ break;
+
+ case MONS_DOWAN:
+ item_race = MAKE_ITEM_ELVEN;
+ // intentional fall-through
+ case MONS_DONALD:
+ case MONS_JESSICA:
+ case MONS_KOBOLD_DEMONOLOGIST:
+ case MONS_OGRE_MAGE:
+ case MONS_EROLCHA:
+ case MONS_DRACONIAN:
+ case MONS_RED_DRACONIAN:
+ case MONS_WHITE_DRACONIAN:
+ case MONS_GREEN_DRACONIAN:
+ case MONS_PALE_DRACONIAN:
+ case MONS_MOTTLED_DRACONIAN:
+ case MONS_BLACK_DRACONIAN:
+ case MONS_YELLOW_DRACONIAN:
+ case MONS_PURPLE_DRACONIAN:
+ case MONS_DRACONIAN_SHIFTER:
+ case MONS_DRACONIAN_SCORCHER:
+ case MONS_DRACONIAN_ANNIHILATOR:
+ case MONS_DRACONIAN_CALLER:
+ case MONS_DRACONIAN_MONK:
+ case MONS_DRACONIAN_ZEALOT:
+ case MONS_DRACONIAN_KNIGHT:
+ case MONS_WIZARD:
+ case MONS_ILSUIW:
+ if (item_race == MAKE_ITEM_RANDOM_RACE)
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_ROBE;
+ break;
+
+ case MONS_TIAMAT:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_GOLD_DRAGON_ARMOUR;
+ break;
+
+ case MONS_ORC_WIZARD:
+ case MONS_BLORK_THE_ORC:
+ case MONS_NERGALLE:
+ item_race = MAKE_ITEM_ORCISH;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_ROBE;
+ break;
+
+ case MONS_BORIS:
+ level = MAKE_GOOD_ITEM;
+ // fall-through
+ case MONS_AGNES:
+ case MONS_FRANCES:
+ case MONS_FRANCIS:
+ case MONS_NECROMANCER:
+ case MONS_VAMPIRE_MAGE:
+ case MONS_PIKEL:
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_ROBE;
+ force_colour = DARKGREY;
+ break;
+
+ case MONS_EUSTACHIO:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_LEATHER_ARMOUR;
+ break;
+
+ case MONS_NESSOS:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_CENTAUR_BARDING;
+ force_colour = DARKGREY;
+ break;
+
+ case MONS_NIKOLA:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_CLOAK;
+ force_colour = LIGHTCYAN;
+ break;
+
+ case MONS_AIZUL:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = ARM_NAGA_BARDING;
+ force_colour = RED;
+ break;
+
+ default:
+ return;
+ }
+
+ const object_class_type xitc = item.base_type;
+ const int xitt = item.sub_type;
+
+ if (mons_is_unique(mon->type) && level != MAKE_GOOD_ITEM)
+ {
+ if (x_chance_in_y(9 + mon->hit_dice, 100))
+ level = MAKE_GOOD_ITEM;
+ else
+ level = level * 2 + 5;
+ }
+
+ const int thing_created = items(0, xitc, xitt, true, level, item_race);
+
+ if (thing_created == NON_ITEM)
+ return;
+
+ _give_monster_item(mon, thing_created);
+
+ // mv: All items with force_colour = 0 are colored via items().
+ if (force_colour)
+ mitm[thing_created].colour = force_colour;
+ switch(mon->type)
+ {
+ case MONS_NIKOLA:
+ mitm[thing_created].plus2 = TGLOV_DESC_GAUNTLETS;
+ break;
+ default:
+ break;
+ }
+}
+
+static void _give_gold(monsters *mon, int level)
+{
+ const int idx = items(0, OBJ_GOLD, 0, true, level, 0);
+ _give_monster_item(mon, idx);
+}
+
+void give_item(int mid, int level_number, bool mons_summoned)
+{
+ monsters *mons = &menv[mid];
+
+ if (mons->type == MONS_MAURICE)
+ _give_gold(mons, level_number);
+
+ _give_scroll(mons, level_number);
+ _give_wand(mons, level_number);
+ _give_potion(mons, level_number);
+
+ const item_make_species_type item_race = _give_weapon(mons, level_number);
+
+ _give_ammo(mons, level_number, item_race, mons_summoned);
+
+ give_armour(mons, 1 + level_number / 2);
+ give_shield(mons, 1 + level_number / 2);
+}