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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
190 lines
4.8 KiB
C
190 lines
4.8 KiB
C
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* hack.wizard.c - version 1.0.3 */
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/* wizard code - inspired by rogue code from Merlyn Leroy (digi-g!brian) */
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#include "hack.h"
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extern struct permonst pm_wizard;
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extern struct monst *makemon();
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#define WIZSHOT 6 /* one chance in WIZSHOT that wizard will try magic */
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#define BOLT_LIM 8 /* from this distance D and 1 will try to hit you */
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char wizapp[] = "@DNPTUVXcemntx";
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/* If he has found the Amulet, make the wizard appear after some time */
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amulet(){
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register struct obj *otmp;
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register struct monst *mtmp;
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if(!flags.made_amulet || !flags.no_of_wizards)
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return;
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/* find wizard, and wake him if necessary */
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for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
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if(mtmp->data->mlet == '1' && mtmp->msleep && !rn2(40))
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for(otmp = invent; otmp; otmp = otmp->nobj)
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if(otmp->olet == AMULET_SYM && !otmp->spe) {
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mtmp->msleep = 0;
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if(dist(mtmp->mx,mtmp->my) > 2)
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pline(
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"You get the creepy feeling that somebody noticed your taking the Amulet."
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);
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return;
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}
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}
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wiz_hit(mtmp)
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register struct monst *mtmp;
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{
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/* if we have stolen or found the amulet, we disappear */
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if(mtmp->minvent && mtmp->minvent->olet == AMULET_SYM &&
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mtmp->minvent->spe == 0) {
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/* vanish -- very primitive */
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fall_down(mtmp);
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return(1);
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}
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/* if it is lying around someplace, we teleport to it */
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if(!carrying(AMULET_OF_YENDOR)) {
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register struct obj *otmp;
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for(otmp = fobj; otmp; otmp = otmp->nobj)
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if(otmp->olet == AMULET_SYM && !otmp->spe) {
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if((u.ux != otmp->ox || u.uy != otmp->oy) &&
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!m_at(otmp->ox, otmp->oy)) {
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/* teleport to it and pick it up */
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mtmp->mx = otmp->ox;
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mtmp->my = otmp->oy;
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freeobj(otmp);
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mpickobj(mtmp, otmp);
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pmon(mtmp);
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return(0);
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}
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goto hithim;
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}
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return(0); /* we don't know where it is */
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}
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hithim:
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if(rn2(2)) { /* hit - perhaps steal */
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/* if hit 1/20 chance of stealing amulet & vanish
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- amulet is on level 26 again. */
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if(hitu(mtmp, d(mtmp->data->damn,mtmp->data->damd))
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&& !rn2(20) && stealamulet(mtmp))
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;
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}
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else
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inrange(mtmp); /* try magic */
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return(0);
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}
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inrange(mtmp)
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register struct monst *mtmp;
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{
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register schar tx,ty;
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/* do nothing if cancelled (but make '1' say something) */
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if(mtmp->data->mlet != '1' && mtmp->mcan)
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return;
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/* spit fire only when both in a room or both in a corridor */
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if(inroom(u.ux,u.uy) != inroom(mtmp->mx,mtmp->my)) return;
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tx = u.ux - mtmp->mx;
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ty = u.uy - mtmp->my;
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if((!tx && abs(ty) < BOLT_LIM) || (!ty && abs(tx) < BOLT_LIM)
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|| (abs(tx) == abs(ty) && abs(tx) < BOLT_LIM)){
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switch(mtmp->data->mlet) {
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case 'D':
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/* spit fire in the direction of @ (not nec. hitting) */
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buzz(-1,mtmp->mx,mtmp->my,sgn(tx),sgn(ty));
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break;
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case '1':
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if(rn2(WIZSHOT)) break;
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/* if you zapped wizard with wand of cancellation,
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he has to shake off the effects before he can throw
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spells successfully. 1/2 the time they fail anyway */
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if(mtmp->mcan || rn2(2)) {
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if(canseemon(mtmp))
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pline("%s makes a gesture, then curses.",
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Monnam(mtmp));
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else
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pline("You hear mumbled cursing.");
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if(!rn2(3)) {
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mtmp->mspeed = 0;
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mtmp->minvis = 0;
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}
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if(!rn2(3))
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mtmp->mcan = 0;
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} else {
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if(canseemon(mtmp)){
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if(!rn2(6) && !Invis) {
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pline("%s hypnotizes you.", Monnam(mtmp));
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nomul(rn2(3) + 3);
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break;
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} else
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pline("%s chants an incantation.",
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Monnam(mtmp));
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} else
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pline("You hear a mumbled incantation.");
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switch(rn2(Invis ? 5 : 6)) {
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case 0:
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/* create a nasty monster from a deep level */
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/* (for the moment, 'nasty' is not implemented) */
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(void) makemon((struct permonst *)0, u.ux, u.uy);
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break;
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case 1:
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pline("\"Destroy the thief, my pets!\"");
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aggravate(); /* aggravate all the monsters */
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/* fall into next case */
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case 2:
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if (flags.no_of_wizards == 1 && rnd(5) == 0)
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/* if only 1 wizard, clone himself */
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clonewiz(mtmp);
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break;
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case 3:
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if(mtmp->mspeed == MSLOW)
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mtmp->mspeed = 0;
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else
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mtmp->mspeed = MFAST;
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break;
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case 4:
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mtmp->minvis = 1;
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break;
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case 5:
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/* Only if not Invisible */
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pline("You hear a clap of thunder!");
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/* shoot a bolt of fire or cold, or a sleep ray */
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buzz(-rnd(3),mtmp->mx,mtmp->my,sgn(tx),sgn(ty));
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break;
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}
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}
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}
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if(u.uhp < 1) done_in_by(mtmp);
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}
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}
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aggravate()
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{
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register struct monst *mtmp;
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for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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mtmp->msleep = 0;
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if(mtmp->mfroz && !rn2(5))
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mtmp->mfroz = 0;
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}
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}
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clonewiz(mtmp)
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register struct monst *mtmp;
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{
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register struct monst *mtmp2;
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if(mtmp2 = makemon(PM_WIZARD, mtmp->mx, mtmp->my)) {
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flags.no_of_wizards = 2;
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unpmon(mtmp2);
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mtmp2->mappearance = wizapp[rn2(sizeof(wizapp)-1)];
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pmon(mtmp);
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}
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}
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