NetBSD/games/hack/hack.wizard.c

223 lines
5.2 KiB
C

/* $NetBSD: hack.wizard.c,v 1.4 1997/10/19 16:59:28 christos Exp $ */
/*
* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985.
*/
#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: hack.wizard.c,v 1.4 1997/10/19 16:59:28 christos Exp $");
#endif /* not lint */
/* wizard code - inspired by rogue code from Merlyn Leroy (digi-g!brian) */
#include "hack.h"
#include "extern.h"
#define WIZSHOT 6 /* one chance in WIZSHOT that wizard will try
* magic */
#define BOLT_LIM 8 /* from this distance D and 1 will try to hit
* you */
char wizapp[] = "@DNPTUVXcemntx";
/* If he has found the Amulet, make the wizard appear after some time */
void
amulet()
{
struct obj *otmp;
struct monst *mtmp;
if (!flags.made_amulet || !flags.no_of_wizards)
return;
/* find wizard, and wake him if necessary */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if (mtmp->data->mlet == '1' && mtmp->msleep && !rn2(40))
for (otmp = invent; otmp; otmp = otmp->nobj)
if (otmp->olet == AMULET_SYM && !otmp->spe) {
mtmp->msleep = 0;
if (dist(mtmp->mx, mtmp->my) > 2)
pline(
"You get the creepy feeling that somebody noticed your taking the Amulet."
);
return;
}
}
int
wiz_hit(mtmp)
struct monst *mtmp;
{
/* if we have stolen or found the amulet, we disappear */
if (mtmp->minvent && mtmp->minvent->olet == AMULET_SYM &&
mtmp->minvent->spe == 0) {
/* vanish -- very primitive */
fall_down(mtmp);
return (1);
}
/* if it is lying around someplace, we teleport to it */
if (!carrying(AMULET_OF_YENDOR)) {
struct obj *otmp;
for (otmp = fobj; otmp; otmp = otmp->nobj)
if (otmp->olet == AMULET_SYM && !otmp->spe) {
if ((u.ux != otmp->ox || u.uy != otmp->oy) &&
!m_at(otmp->ox, otmp->oy)) {
/* teleport to it and pick it up */
mtmp->mx = otmp->ox;
mtmp->my = otmp->oy;
freeobj(otmp);
mpickobj(mtmp, otmp);
pmon(mtmp);
return (0);
}
goto hithim;
}
return (0); /* we don't know where it is */
}
hithim:
if (rn2(2)) { /* hit - perhaps steal */
/*
* if hit 1/20 chance of stealing amulet & vanish - amulet is
* on level 26 again.
*/
if (hitu(mtmp, d(mtmp->data->damn, mtmp->data->damd))
&& !rn2(20) && stealamulet(mtmp));
} else
inrange(mtmp); /* try magic */
return (0);
}
void
inrange(mtmp)
struct monst *mtmp;
{
schar tx, ty;
/* do nothing if cancelled (but make '1' say something) */
if (mtmp->data->mlet != '1' && mtmp->mcan)
return;
/* spit fire only when both in a room or both in a corridor */
if (inroom(u.ux, u.uy) != inroom(mtmp->mx, mtmp->my))
return;
tx = u.ux - mtmp->mx;
ty = u.uy - mtmp->my;
if ((!tx && abs(ty) < BOLT_LIM) || (!ty && abs(tx) < BOLT_LIM)
|| (abs(tx) == abs(ty) && abs(tx) < BOLT_LIM)) {
switch (mtmp->data->mlet) {
case 'D':
/* spit fire in the direction of @ (not nec. hitting) */
buzz(-1, mtmp->mx, mtmp->my, sgn(tx), sgn(ty));
break;
case '1':
if (rn2(WIZSHOT))
break;
/*
* if you zapped wizard with wand of cancellation, he
* has to shake off the effects before he can throw
* spells successfully. 1/2 the time they fail
* anyway
*/
if (mtmp->mcan || rn2(2)) {
if (canseemon(mtmp))
pline("%s makes a gesture, then curses.",
Monnam(mtmp));
else
pline("You hear mumbled cursing.");
if (!rn2(3)) {
mtmp->mspeed = 0;
mtmp->minvis = 0;
}
if (!rn2(3))
mtmp->mcan = 0;
} else {
if (canseemon(mtmp)) {
if (!rn2(6) && !Invis) {
pline("%s hypnotizes you.", Monnam(mtmp));
nomul(rn2(3) + 3);
break;
} else
pline("%s chants an incantation.",
Monnam(mtmp));
} else
pline("You hear a mumbled incantation.");
switch (rn2(Invis ? 5 : 6)) {
case 0:
/*
* create a nasty monster from a deep
* level
*/
/*
* (for the moment, 'nasty' is not
* implemented)
*/
(void) makemon((struct permonst *) 0, u.ux, u.uy);
break;
case 1:
pline("\"Destroy the thief, my pets!\"");
aggravate(); /* aggravate all the
* monsters */
/* fall into next case */
case 2:
if (flags.no_of_wizards == 1 && rnd(5) == 0)
/*
* if only 1 wizard, clone
* himself
*/
clonewiz(mtmp);
break;
case 3:
if (mtmp->mspeed == MSLOW)
mtmp->mspeed = 0;
else
mtmp->mspeed = MFAST;
break;
case 4:
mtmp->minvis = 1;
break;
case 5:
/* Only if not Invisible */
pline("You hear a clap of thunder!");
/*
* shoot a bolt of fire or cold, or a
* sleep ray
*/
buzz(-rnd(3), mtmp->mx, mtmp->my, sgn(tx), sgn(ty));
break;
}
}
}
if (u.uhp < 1)
done_in_by(mtmp);
}
}
void
aggravate()
{
struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
mtmp->msleep = 0;
if (mtmp->mfroz && !rn2(5))
mtmp->mfroz = 0;
}
}
void
clonewiz(mtmp)
struct monst *mtmp;
{
struct monst *mtmp2;
if ((mtmp2 = makemon(PM_WIZARD, mtmp->mx, mtmp->my)) != NULL) {
flags.no_of_wizards = 2;
unpmon(mtmp2);
mtmp2->mappearance = wizapp[rn2(sizeof(wizapp) - 1)];
pmon(mtmp);
}
}