omega-rpg/mspec.c

747 lines
18 KiB
C
Raw Normal View History

/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
/* mspec.c */
/* monster special functions */
#include "glob.h"
void m_sp_mp(pmt m)
{
if (m->attacked && (random_range(3) == 1)) {
mprint("You feel cursed!");
p_damage(10,UNSTOPPABLE,"a mendicant priest's curse");
m_vanish(m);
}
else if (! m_statusp(m,NEEDY)) {
mprint("The mendicant priest makes a mystical gesture....");
mprint("You feel impressed...");
Player.alignment += 5;
if (Player.alignment > 20)
Player.hp = max(Player.hp,Player.maxhp);
m_vanish(m);
}
}
void m_sp_ng(pmt m)
{
if (distance(m->x,m->y,Player.x,Player.y) < 2)
if ((random_range(5) == 1) || (Player.status[VULNERABLE]>0)) {
mprint("The night gaunt grabs you and carries you off!");
mprint("Its leathery wings flap and flap, and it giggles insanely.");
mprint("It tickles you cunningly to render you incapable of escape.");
mprint("Finally, it deposits you in a strange place.");
p_teleport(0);
}
}
void m_sp_poison_cloud(pmt m)
{
if (distance(m->x,m->y,Player.x,Player.y) < 3) {
mprint("A cloud of poison gas surrounds you!");
if (Player.status[BREATHING] > 0)
mprint("You can breathe freely, however.");
else p_poison(7);
}
}
void m_sp_explode(pmt m)
{
if ((distance(Player.x,Player.y,m->x,m->y)<2) &&
(m-> hp > 0) &&
(m->hp < Monsters[m->id].hp))
fball(m->x,m->y,m->x,m->y,m->hp);
}
void m_sp_demon (pmt m)
{
int mid;
if (random_range(2))
{
if ((m->id != INCUBUS) /* succubi don't give fear */
&& los_p(m->x, m->y, Player.x, Player.y)
&& (random_range(30) > (Player.level + 10))
&& (0 == Player.status[AFRAID]))
{
mprint("You are stricken with fear!");
if (!p_immune(FEAR))
Player.status[AFRAID] += m->level;
else
mprint("You master your reptile brain and stand fast.");
}
else
{
m_sp_spell(m);
}
}
if ((m->hp < (m->level * 5)) && (m->hp > 1))
{
mprint("The demon uses its waning lifeforce to summon help!");
m->hp = 1;
switch(m->level)
{
case 3: mid = NIGHT_GAUNT; break;
case 4:
case 5: mid = L_FDEMON; break; /* lesser frost demon */
case 6: mid = FROST_DEMON; break;
case 7: mid = OUTER_DEMON; break; /* outer circle demon */
case 8: mid = DEMON_SERP; break; /* demon serpent */
case 9: mid = INNER_DEMON; break; /* inner circle demon */
default: mid = 0; assert(FALSE); /* bomb on error */
}
summon(-1, mid);
summon(-1, mid);
}
}
void m_sp_acid_cloud(pmt m)
{
if (m_statusp(m,HOSTILE) &&
(distance(m->x,m->y,Player.x,Player.y) < 3))
acid_cloud();
}
void m_sp_escape(pmt m)
{
if (m_statusp(m,HOSTILE))
m_vanish(m);
}
void m_sp_ghost(pmt m)
{
if (m_statusp(m,HOSTILE)) {
mprint("The ghost moans horribly....");
p_damage(1,FEAR,"a ghost-inspired heart attack");
mprint("You've been terrorized!");
if (! p_immune(FEAR)) Player.status[AFRAID] += m->level;
else mprint("You master your reptile brain and stand fast.");
}
}
/* random spell cast by monster */
void m_sp_spell(pmt m)
{
char action[80];
if (m_statusp(m,HOSTILE) && los_p(Player.x,Player.y,m->x,m->y)) {
if (m->uniqueness == COMMON) strcpy(action,"The ");
else strcpy(action,"");
strcat(action,m->monstring);
strcat(action," casts a spell...");
mprint(action);
if (! magic_resist(m->level)) switch (random_range(m->level+7)) {
case 0:
nbolt(m->x,m->y,Player.x,Player.y,m->hit,10);
break;
case 1:
mprint("It seems stronger...");
m->hp += random_range(m->level*m->level);
break;
case 2:
haste(-1);
break;
case 3:
cure(-1);
break;
case 4:
/* WDT: I'd like to make this (and "case 5" below) dependant on
* the monster's IQ in some way -- dumb but powerful monsters
* deserve what they get :). No rush. */
if (m_immunityp(m, ELECTRICITY) ||
distance(m->x,m->y,Player.x,Player.y) > 2)
lball(m->x,m->y,Player.x,Player.y,20);
else
lbolt(m->x,m->y,Player.x,Player.y,m->hit,20);
break;
case 5:
if (m_immunityp(m, COLD) ||
distance(m->x,m->y,Player.x,Player.y) > 2)
snowball(m->x,m->y,Player.x,Player.y,30);
else
icebolt(m->x,m->y,Player.x,Player.y,m->hit,30);
break;
case 6:
enchant(-1);
break;
case 7:
bless(0-m->level);
break;
case 8:
p_poison(m->level);
break;
case 9:
sleep_player(m->level/2);
break;
case 10:
fbolt(m->x,m->y,Player.x,Player.y,m->hit*3,50);
break;
case 11:
acquire(0-m->level);
break;
case 12:
dispel(-1);
break;
case 13:
disrupt(Player.x,Player.y,50);
break;
case 14:
if (m->uniqueness == COMMON) {
strcpy(Str2,"a ");
strcat(Str2,m->monstring);
}
else strcpy(Str2,m->monstring);
level_drain(m->level,Str2);
break;
case 15:
case 16:
disintegrate(Player.x,Player.y);
break;
}
}
}
/* monsters with this have some way to hide, camouflage, etc until they
attack */
void m_sp_surprise(pmt m)
{
if (m->attacked) {
if (m_statusp(m,HOSTILE) &&
(! Player.status[TRUESIGHT]) &&
m_statusp(m,M_INVISIBLE)) {
m->monchar = Monsters[m->id].monchar;
if (! Player.status[ALERT]) {
switch(random_range(4)) {
case 0:
mprint("You are surprised by a sudden treacherous attack!");
break;
case 1:
mprint("You are shocked out of your reverie by the scream of battle!");
break;
case 2:
mprint("Suddenly, from out of the shadows, a surprise attack!");
break;
case 3:
mprint("A shriek of hatred causes you to momentarily freeze up!");
break;
}
morewait();
setgamestatus(SKIP_PLAYER);
m_status_reset(m,M_INVISIBLE);
}
else {
mprint("You alertly sense the presence of an attacker!");
m_status_reset(m,M_INVISIBLE);
}
}
}
}
void m_sp_whistleblower(pmt m)
{
if (m_statusp(m,HOSTILE)) {
alert_guards();
m->specialf = M_MELEE_NORMAL;
}
}
void m_sp_seductor(pmt m)
{
if (m_statusp(m,HOSTILE)) {
if (m->uniqueness == COMMON) {
strcpy(Str2,"The ");
strcat(Str2,m->monstring);
}
else strcpy(Str2,m->monstring);
strcat(Str2," runs away screaming for help....");
mprint(Str2);
m_vanish(m);
summon(-1,-1);
summon(-1,-1);
summon(-1,-1);
}
else if (distance(Player.x,Player.y,m->x,m->y) < 2)
m_talk_seductor(m);
}
void m_sp_demonlover(pmt m)
{
if (distance(Player.x,Player.y,m->x,m->y) < 2)
m_talk_demonlover(m);
}
void m_sp_eater(pmt m)
{
if (Player.rank[COLLEGE]) m_status_set(m,HOSTILE);
if (m_statusp(m,HOSTILE))
if (los_p(m->x,m->y,Player.x,Player.y)) {
mprint("A strange numbing sensation comes over you...");
morewait();
Player.mana = Player.mana / 2;
if (random_range(4)) enchant(-1);
else dispel(-1);
Player.pow--;
if (--Player.pow < 1) p_death("the Eater of Magic");
}
if (m->hp < 10) {
mprint("The Eater explodes in a burst of mana!");
manastorm(m->x,m->y,1000);
}
}
void m_sp_dragonlord(pmt m)
{
if (m_statusp(m,HOSTILE)) {
if (distance(m->x,m->y,Player.x,Player.y)<2) {
if (! Player.status[IMMOBILE]) {
mprint("A gust of wind from the Dragonlord's wings knocks you down!");
p_damage(25,NORMAL_DAMAGE,"a gust of wind");
setgamestatus(SKIP_PLAYER);
Player.status[IMMOBILE]+=2;
}
else if (! Constriction) {
mprint("The Dragonlord grabs you with his tail!");
Constriction = 25;
Player.status[IMMOBILE]+=1;
}
else if (random_range(2)) {
mprint("The coils squeeze tighter and tighter...");
p_damage(Constriction,NORMAL_DAMAGE,"the Dragonlord");
Player.status[IMMOBILE]+=1;
Constriction *=2;
}
else {
mprint("The Dragonlord hurls you to the ground!");
p_damage(2*Constriction,NORMAL_DAMAGE,"the Dragonlord");
Constriction = 0;
}
m_sp_spell(m);
}
else {
Constriction = 0;
if (view_los_p(m->x,m->y,Player.x,Player.y)) {
if ((! Player.immunity[FEAR]) && (! Player.status[AFRAID])) {
mprint("You are awestruck at the sight of the Dragonlord.");
Player.status[AFRAID]+=5;
}
if (random_range(3)) {
m_sp_spell(m);
m_sp_spell(m);
}
}
}
}
else if (distance(m->x,m->y,Player.x,Player.y)<2)
mprint("You are extremely impressed at the sight of the Dragonlord.");
}
void m_sp_blackout(pmt m)
{
if ((distance(m->x,m->y,Player.x,Player.y) < 4) &&
(Player.status[BLINDED] == 0)) {
mprint("The fungus emits a burst of black spores. You've been blinded!");
if (Player.status[TRUESIGHT] > 0) mprint("The blindness quickly passes.");
else Player.status[BLINDED]+=4;
}
if (loc_statusp(m->x,m->y,LIT)) {
mprint("The fungus chirps.... ");
mprint("The area is plunged into darkness.");
torch_check();torch_check();torch_check();
torch_check();torch_check();torch_check();
spreadroomdark(m->x,m->y,Level->site[m->x][m->y].roomnumber);
levelrefresh();
}
}
void m_sp_bogthing(pmt m)
{
if (Player.status[IMMOBILE] &&
(distance(Player.x,Player.y,m->x,m->y) < 2)) {
if (! Player.status[AFRAID]) {
mprint("As the bogthing touches you, you feel a frisson of terror....");
if (Player.immunity[FEAR]) mprint("which you shake off.");
else Player.status[AFRAID]+=2;
}
else {
mprint("The bogthing's touch causes you scream in agony!");
p_damage(50,UNSTOPPABLE,"fright");
mprint("Your struggles grow steadily weaker....");
Player.con--;
Player.str--;
if ((Player.con < 3) || (Player.str < 3))
p_death("congestive heart failure");
}
}
}
void m_sp_were(pmt m)
{
int mid;
if (m_statusp(m,HOSTILE) || (Phase == 6)) {
do mid = random_range(ML9-NML_0)+ML1;
/* log npc, 0th level npc, high score npc or were-creature */
while (mid == NPC || mid == ZERO_NPC ||
mid == HISCORE_NPC || mid == WEREHUMAN ||
(Monsters[mid].uniqueness != COMMON) ||
(! m_statusp(&(Monsters[mid]),MOBILE)) ||
(! m_statusp(&(Monsters[mid]),HOSTILE))
);
m->id = Monsters[mid].id;
m->hp += Monsters[mid].hp;
m->status |= Monsters[mid].status;
m->ac = Monsters[mid].ac;
m->dmg = Monsters[mid].dmg;
m->speed = Monsters[mid].speed;
m->immunity |= Monsters[mid].immunity;
m->xpv += Monsters[mid].xpv;
m->corpseweight = Monsters[mid].corpseweight;
m->monchar = Monsters[mid].monchar;
m->talkf = Monsters[mid].talkf;
m->meleef = Monsters[mid].meleef;
m->strikef = Monsters[mid].strikef;
m->specialf = Monsters[mid].specialf;
strcpy(Str1,"were-");
strcat(Str1,Monsters[mid].monstring);
strcpy(Str2,"dead were-");
strcat(Str2,Monsters[mid].monstring);
m->monstring = salloc(Str1);
m->corpsestr = salloc(Str2);
m_status_set( m, ALLOC );
m->immunity |= pow2(NORMAL_DAMAGE); /* WDT: not +=, rather |=. */
if (los_p(m->x,m->y,Player.x,Player.y))
mprint("You witness a hideous transformation!");
else mprint("You hear a distant howl.");
}
}
void m_sp_servant(pmt m)
{
if ((m->id == SERV_LAW) && (Player.alignment < 0))
m_status_set(m,HOSTILE);
else if ((m->id == SERV_CHAOS) && (Player.alignment > 0))
m_status_set(m,HOSTILE);
}
void m_sp_av(pmt m)
{
if (Player.mana > 0) {
mprint("You feel a sudden loss of mana!");
Player.mana -= (max(0,10-distance(m->x,m->y,Player.x,Player.y)));
dataprint();
}
}
void m_sp_lw(pmt m)
{
if (random_range(2)) {
if (Level->site[m->x][m->y].locchar == FLOOR) {
Level->site[m->x][m->y].locchar = LAVA;
Level->site[m->x][m->y].p_locf = L_LAVA;
lset(m->x, m->y, CHANGED);
}
else if (Level->site[m->x][m->y].locchar == WATER) {
Level->site[m->x][m->y].locchar = FLOOR;
Level->site[m->x][m->y].p_locf = L_NO_OP;
lset(m->x, m->y, CHANGED);
}
}
}
void m_sp_angel(pmt m)
{
int mid,hostile = FALSE;
switch(m->aux1) {
case ATHENA:
case ODIN:
hostile = ((Player.patron == HECATE) || (Player.patron == SET));
break;
case SET:
case HECATE:
hostile = ((Player.patron == ODIN) || (Player.patron == ATHENA));
break;
case DESTINY:
hostile = (Player.patron != DESTINY);
break;
}
if (hostile)
m_status_set(m,HOSTILE);
if (m_statusp(m,HOSTILE)) {
mprint("The angel summons a heavenly host!");
switch(m->level) {
case 9: mid = HIGH_ANGEL; break;
case 8: mid = ANGEL; break;
default:
case 6: mid = PHANTOM; break;
}
summon(-1,mid);
summon(-1,mid);
summon(-1,mid);
/* prevent angel from summoning infinitely */
m->specialf = M_NO_OP;
}
}
/* Could completely fill up level */
void m_sp_swarm(pmt m)
{
if (random_range(5)==1) {
if (view_los_p(m->x,m->y,Player.x,Player.y))
mprint("The swarm expands!");
else mprint("You hear an aggravating humming noise.");
summon(-1,SWARM);
}
}
/* raise nearby corpses from the dead.... */
void m_sp_raise(pmt m)
{
int x,y;
pol t;
for(x=m->x-2;x<=m->x+2;x++)
for(y=m->y-2;y<=m->y+2;y++)
if (inbounds(x,y))
if (Level->site[x][y].things != NULL)
if (Level->site[x][y].things->thing->id == CORPSEID) {
mprint("The Zombie Overlord makes a mystical gesture...");
summon(-1,Level->site[x][y].things->thing->charge);
t = Level->site[x][y].things;
Level->site[x][y].things = Level->site[x][y].things->next;
free_obj( t->thing, TRUE );
free((char *) t);
}
}
void m_sp_mb(pmt m)
{
if (distance(m->x,m->y,Player.x,Player.y)==1) {
mprint("The manaburst explodes!");
if (m_statusp(m,HOSTILE)) {
mprint("You get blasted!");
p_damage(random_range(100),UNSTOPPABLE,"a manaburst");
mprint("You feel cold all over!");
Player.pow-=3;
Player.iq--;
Player.con--;
Player.str-=2;
Player.dex--;
Player.agi--;
dispel(-1);
/* DAG -- need calc_melee/calcmana here, because of new stats */
calc_melee();
Player.maxmana = calcmana();
Player.mana = min( Player.mana, Player.maxmana );
}
else {
mprint("You feel toasty warm inside!");
Player.pow++;
Player.mana = max(Player.mana,calcmana());
Player.hp = max(Player.hp,++Player.maxhp);
}
/* DAG -- to fix the explode but not die manaburst bug */
m_remove( m );
}
}
void m_sp_mirror(pmt m)
{
int i,x,y;
if (view_los_p(m->x,m->y,Player.x,Player.y)) {
if (random_range(20)+6 < m->level) {
summon(-1,m->id);
mprint("You hear the sound of a mirror shattering!");
}
else for(i=0;i<5;i++) {
x = m->x + random_range(13)-6;
y = m->y + random_range(13)-6;
if (inbounds(x,y)) {
Level->site[x][y].showchar = m->monchar;
putspot(x,y,m->monchar);
}
}
}
}
void m_illusion(pmt m)
{
int i = random_range(NUMMONSTERS);
if (i==NPC || i==HISCORE_NPC || i==ZERO_NPC) i = m->id; /* can't imitate NPC */
if (Player.status[TRUESIGHT]) {
m->monchar = Monsters[m->id].monchar;
m->monstring = Monsters[m->id].monstring;
}
else if (random_range(5) == 1) {
m->monchar = Monsters[i].monchar;
m->monstring = Monsters[i].monstring;
}
}
void m_huge_sounds(pmt m)
{
if (m_statusp(m,AWAKE) &&
(! los_p(m->x,m->y,Player.x,Player.y)) &&
(random_range(10) == 1))
mprint("The dungeon shakes!");
}
void m_thief_f(pmt m)
{
int i = stolen_item();
if (random_range(3) == 1) {
if (distance(Player.x,Player.y,m->x,m->y) < 2) {
if (p_immune(THEFT) || (Player.level > (m->level*2)+random_range(20)))
mprint("You feel secure.");
else {
if (i == ABORT)
mprint("You feel fortunate.");
else if ((Player.possessions[i]->used) ||
(Player.dex < m->level*random_range(10))) {
mprint("You feel a sharp tug.... You hold on!");
}
else {
mprint("You feel uneasy for a moment.");
if (m->uniqueness == COMMON) {
strcpy(Str2,"The ");
strcat(Str2,m->monstring);
}
else strcpy(Str2,m->monstring);
strcat(Str2," suddenly runs away for some reason.");
mprint(Str2);
m_teleport(m);
m->movef = M_MOVE_SCAREDY;
m->specialf = M_MOVE_SCAREDY;
m_pickup(m,Player.possessions[i]);
conform_unused_object(Player.possessions[i]);
Player.possessions[i] = NULL;
}
}
}
}
}
void m_summon(pmt m)
{
if ((distance(Player.x,Player.y,m->x,m->y) < 2) &&
(random_range(3) == 1)) {
summon(0,-1);
summon(0,-1);
}
}
void m_aggravate(pmt m)
{
if (m_statusp(m,HOSTILE)) {
if (m->uniqueness == COMMON) {
strcpy(Str2,"The ");
strcat(Str2,m->monstring);
}
else strcpy(Str2,m->monstring);
strcat(Str2," emits an irritating humming sound.");
mprint(Str2);
aggravate();
m_status_reset(m,HOSTILE);
}
}
void m_sp_merchant(pmt m)
{
pml ml;
if (m_statusp(m,HOSTILE))
if (Current_Environment == E_VILLAGE) {
mprint("The merchant screams: 'Help! Murder! Guards! Help!'");
mprint("You hear the sound of police whistles and running feet.");
for (ml=Level->mlist;ml!=NULL;ml=ml->next) {
m_status_set(ml->m,AWAKE);
m_status_set(ml->m,HOSTILE);
}
m->specialf = M_NO_OP;
}
}
/* The special function of the various people in the court of the archmage */
/* and the sorcerors' circle */
void m_sp_court(pmt m)
{
pml ml;
if (m_statusp(m,HOSTILE)) {
mprint("A storm of spells hits you!");
for(ml=Level->mlist;ml!=NULL;ml=ml->next) {
m_status_set(ml->m,HOSTILE);
m_sp_spell(ml->m);
if (ml->m->specialf == M_SP_COURT)
ml->m->specialf = M_SP_SPELL;
}
}
}
/* The special function of the dragons in the dragons' lair */
void m_sp_lair(pmt m)
{
pml ml;
if (m_statusp(m,HOSTILE)) {
mprint("You notice a number of dragons waking up....");
mprint("You are struck by a quantity of firebolts.");
morewait();
for(ml=Level->mlist;ml!=NULL;ml=ml->next)
if (ml->m->hp > 0 && ml->m->specialf == M_SP_LAIR) {
m_status_set(ml->m,HOSTILE);
fbolt(ml->m->x,ml->m->y,Player.x,Player.y,100,100);
if (ml->m->id == DRAGON_LORD)
ml->m->specialf = M_SP_DRAGONLORD;
else
ml->m->specialf = M_STRIKE_FBOLT;
}
}
}
void m_sp_prime(pmt m)
{
if (m_statusp(m,HOSTILE)) {
mprint("The prime sorceror gestures and a pentacular gate opens!");
mprint("You are surrounded by demons!");
summon(-1,DEMON_PRINCE);
summon(-1,DEMON_PRINCE);
summon(-1,DEMON_PRINCE);
summon(-1,DEMON_PRINCE);
}
m->specialf = M_SP_SPELL;
}