/* makes a hiscore npc for mansions */ void make_justiciar(int i, int j) { pml ml = ((pml) checkmalloc(sizeof(mltype))); ml->m = ((pmt) checkmalloc(sizeof(montype))); *(ml->m) = Monsters[NPC]; make_hiscore_npc(ml->m,15); ml->m->x = i; ml->m->y = j; Level->site[i][j].creature = ml->m; ml->m->click = (Tick + 1) % 60; ml->next = Level->mlist; Level->mlist = ml; m_status_reset(ml->m,AWAKE); }
/* makes a hiscore npc for mansions */ void make_mansion_npc(int i, int j) { pml ml = ((pml) checkmalloc(sizeof(mltype))); ml->m = ((pmt) checkmalloc(sizeof(montype))); *(ml->m) = Monsters[NPC]; make_hiscore_npc(ml->m,random_range(14) + 1); mprint("You detect signs of life in this house."); ml->m->x = i; ml->m->y = j; Level->site[i][j].creature = ml->m; ml->m->click = (Tick + 1) % 50; ml->next = Level->mlist; Level->mlist = ml; m_status_set(ml->m,HOSTILE); if (nighttime()) m_status_reset(ml->m,AWAKE); else m_status_set(ml->m,AWAKE); }