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git.cameronkatri.com Git - bsdgames-darwin.git/blob - hack/hack.wizard.c
1 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
2 /* hack.wizard.c - version 1.0.3 */
4 /* wizard code - inspired by rogue code from Merlyn Leroy (digi-g!brian) */
7 extern struct permonst pm_wizard
;
8 extern struct monst
*makemon();
10 #define WIZSHOT 6 /* one chance in WIZSHOT that wizard will try magic */
11 #define BOLT_LIM 8 /* from this distance D and 1 will try to hit you */
13 char wizapp
[] = "@DNPTUVXcemntx";
15 /* If he has found the Amulet, make the wizard appear after some time */
17 register struct obj
*otmp
;
18 register struct monst
*mtmp
;
20 if(!flags
.made_amulet
|| !flags
.no_of_wizards
)
22 /* find wizard, and wake him if necessary */
23 for(mtmp
= fmon
; mtmp
; mtmp
= mtmp
->nmon
)
24 if(mtmp
->data
->mlet
== '1' && mtmp
->msleep
&& !rn2(40))
25 for(otmp
= invent
; otmp
; otmp
= otmp
->nobj
)
26 if(otmp
->olet
== AMULET_SYM
&& !otmp
->spe
) {
28 if(dist(mtmp
->mx
,mtmp
->my
) > 2)
30 "You get the creepy feeling that somebody noticed your taking the Amulet."
37 register struct monst
*mtmp
;
39 /* if we have stolen or found the amulet, we disappear */
40 if(mtmp
->minvent
&& mtmp
->minvent
->olet
== AMULET_SYM
&&
41 mtmp
->minvent
->spe
== 0) {
42 /* vanish -- very primitive */
47 /* if it is lying around someplace, we teleport to it */
48 if(!carrying(AMULET_OF_YENDOR
)) {
49 register struct obj
*otmp
;
51 for(otmp
= fobj
; otmp
; otmp
= otmp
->nobj
)
52 if(otmp
->olet
== AMULET_SYM
&& !otmp
->spe
) {
53 if((u
.ux
!= otmp
->ox
|| u
.uy
!= otmp
->oy
) &&
54 !m_at(otmp
->ox
, otmp
->oy
)) {
56 /* teleport to it and pick it up */
66 return(0); /* we don't know where it is */
69 if(rn2(2)) { /* hit - perhaps steal */
71 /* if hit 1/20 chance of stealing amulet & vanish
72 - amulet is on level 26 again. */
73 if(hitu(mtmp
, d(mtmp
->data
->damn
,mtmp
->data
->damd
))
74 && !rn2(20) && stealamulet(mtmp
))
78 inrange(mtmp
); /* try magic */
83 register struct monst
*mtmp
;
87 /* do nothing if cancelled (but make '1' say something) */
88 if(mtmp
->data
->mlet
!= '1' && mtmp
->mcan
)
91 /* spit fire only when both in a room or both in a corridor */
92 if(inroom(u
.ux
,u
.uy
) != inroom(mtmp
->mx
,mtmp
->my
)) return;
95 if((!tx
&& abs(ty
) < BOLT_LIM
) || (!ty
&& abs(tx
) < BOLT_LIM
)
96 || (abs(tx
) == abs(ty
) && abs(tx
) < BOLT_LIM
)){
97 switch(mtmp
->data
->mlet
) {
99 /* spit fire in the direction of @ (not nec. hitting) */
100 buzz(-1,mtmp
->mx
,mtmp
->my
,sgn(tx
),sgn(ty
));
103 if(rn2(WIZSHOT
)) break;
104 /* if you zapped wizard with wand of cancellation,
105 he has to shake off the effects before he can throw
106 spells successfully. 1/2 the time they fail anyway */
107 if(mtmp
->mcan
|| rn2(2)) {
109 pline("%s makes a gesture, then curses.",
112 pline("You hear mumbled cursing.");
121 if(!rn2(6) && !Invis
) {
122 pline("%s hypnotizes you.", Monnam(mtmp
));
126 pline("%s chants an incantation.",
129 pline("You hear a mumbled incantation.");
130 switch(rn2(Invis
? 5 : 6)) {
132 /* create a nasty monster from a deep level */
133 /* (for the moment, 'nasty' is not implemented) */
134 (void) makemon((struct permonst
*)0, u
.ux
, u
.uy
);
137 pline("\"Destroy the thief, my pets!\"");
138 aggravate(); /* aggravate all the monsters */
139 /* fall into next case */
141 if (flags
.no_of_wizards
== 1 && rnd(5) == 0)
142 /* if only 1 wizard, clone himself */
146 if(mtmp
->mspeed
== MSLOW
)
149 mtmp
->mspeed
= MFAST
;
155 /* Only if not Invisible */
156 pline("You hear a clap of thunder!");
157 /* shoot a bolt of fire or cold, or a sleep ray */
158 buzz(-rnd(3),mtmp
->mx
,mtmp
->my
,sgn(tx
),sgn(ty
));
163 if(u
.uhp
< 1) done_in_by(mtmp
);
169 register struct monst
*mtmp
;
171 for(mtmp
= fmon
; mtmp
; mtmp
= mtmp
->nmon
) {
173 if(mtmp
->mfroz
&& !rn2(5))
179 register struct monst
*mtmp
;
181 register struct monst
*mtmp2
;
183 if(mtmp2
= makemon(PM_WIZARD
, mtmp
->mx
, mtmp
->my
)) {
184 flags
.no_of_wizards
= 2;
186 mtmp2
->mappearance
= wizapp
[rn2(sizeof(wizapp
)-1)];