omega-rpg/mon.c

1180 lines
33 KiB
C

/* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
/* mon.c */
/* various functions to do with monsters */
#include "glob.h"
/* Revised function */
/* WDT: code contributed by David J. Robertson */
/* consider one monster's action */
void m_pulse(pmt m)
{
int range = distance(m->x, m->y, Player.x,Player.y);
int STRIKE=FALSE;
pol prev;
if (Time % 10 == 0)
if (m->hp < Monsters[m->id].hp)
m->hp++;
if ((! m_statusp(m,AWAKE)) && (range <= m->wakeup)) {
m_status_set(m,AWAKE);
resetgamestatus(FAST_MOVE);
}
if (m_statusp(m,AWAKE)) {
if (m_statusp(m,WANDERING)) {
if (m_statusp(m,MOBILE)) m_random_move(m);
if (range <= m->sense && (m_statusp(m, HOSTILE) ||
m_statusp(m, NEEDY)))
m_status_reset(m,WANDERING);
}
else /* not wandering */ {
if (m_statusp(m,HOSTILE))
if ((range > 2) && (range < m->sense) && (random_range(2) == 1))
if (los_p(m->x,m->y,Player.x,Player.y) &&
(Player.status[INVISIBLE] == 0)) {
STRIKE=TRUE;
monster_strike(m);
}
if ((m_statusp(m,HOSTILE) || m_statusp(m,NEEDY))
&& (range > 1) && m_statusp(m,MOBILE) &&
(!STRIKE || (random_range(2) == 1)))
monster_move(m);
else
if (m_statusp(m,HOSTILE) && (range ==1)) {
resetgamestatus(FAST_MOVE);
tacmonster(m);
}
}
/* if monster is greedy, picks up treasure it finds */
if (m_statusp(m,GREEDY) && (m->hp >0) )
while (Level->site[m->x][m->y].things != NULL) {
m_pickup(m,Level->site[m->x][m->y].things->thing);
prev = Level->site[m->x][m->y].things;
Level->site[m->x][m->y].things =
Level->site[m->x][m->y].things->next;
free((char *) prev);
}
/* prevents monsters from casting spells from other side of dungeon */
if ((range < max(5,m->level)) && (m->hp > 0) &&
(random_range(2) == 1))
monster_special(m);
}
}
/* actually make a move */
void movemonster(pmt m, int newx, int newy)
{
if (Level->site[newx][newy].creature != NULL)
return;
if (Level->site[m->x][m->y].creature == m)
Level->site[m->x][m->y].creature = NULL;
m->x = newx;
m->y = newy;
Level->site[m->x][m->y].creature = m;
m_movefunction(m,Level->site[m->x][m->y].p_locf);
}
/* give object o to monster m */
void m_pickup(pmt m, pob o)
{
pol tmp = ((pol) checkmalloc(sizeof(oltype)));
tmp->thing = o;
tmp->next = m->possessions;
m->possessions = tmp;
}
void m_dropstuff(pmt m)
{
pol tmp = m->possessions;
if (tmp != NULL) {
while (tmp->next != NULL)
tmp = tmp->next;
tmp->next = Level->site[m->x][m->y].things;
Level->site[m->x][m->y].things = m->possessions;
m->possessions = NULL;
}
}
void m_damage(pmt m, int dmg, int dtype)
{
m_status_set(m,AWAKE);
m_status_set(m,HOSTILE);
if (m_immunityp(m,dtype)) {
if (los_p(Player.x,Player.y,m->x,m->y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," ignores the attack!");
mprint(Str1);
}
}
else if ((m->hp -= dmg) < 1) m_death(m);
}
/* remove a monster -- death without crediting player */
void m_remove(pmt m)
{
Level->site[m->x][m->y].creature = NULL;
erase_monster(m);
m->hp = -1; /* signals "death" -- no credit to player, though */
/* DAG -- monster structure will be "cleaned up" in time_clock() which */
/* walks through all the monsters each "tick". (Or on level free.) */
}
void m_death(pmt m)
{
pob corpse;
pml ml;
int x,y,found=FALSE;
pol curr, prev = NULL;
m->hp = -1;
if (los_p(Player.x,Player.y,m->x,m->y)) {
gain_experience(m->xpv);
calc_melee();
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," is dead! ");
mprint(Str1);
}
m_dropstuff(m);
if (m->id == DEATH) { /* Death */
mprint("Death lies sprawled out on the ground......");
mprint("Death laughs ironically and gets back to its feet.");
mprint("It gestures and another scythe appears in its hands.");
switch(random_range(10)) {
case 0:
mprint("Death performs a little bow and goes back on guard.");
break;
case 1:
mprint("'A hit! A palpable hit!' Death goes back on the attack.");
break;
case 2:
mprint("'Ah, if only it could be so simple!' snickers Death.");
break;
case 3:
mprint("'You think Death can be slain? What a jest!' says Death.");
break;
case 4:
mprint("'Your point is well taken.' says Death, attacking again.");
break;
case 5:
mprint("'Oh, come now, stop delaying the inevitable.' says Death.");
break;
case 6:
mprint("'Your destiny ends here with me.' says Death, scythe raised.");
break;
case 7:
mprint("'I almost felt that.' says Death, smiling.");
break;
case 8:
mprint("'Timeo Mortis?' asks Death quizzically, 'Not me!'");
break;
case 9:
mprint("Death sighs theatrically. 'They never learn.'");
break;
}
strengthen_death(m);
}
else {
Level->site[m->x][m->y].creature = NULL;
if (m == Arena_Monster)
Arena_Victory = TRUE; /* won this round of arena combat */
if (random_range(2) || (m->uniqueness != COMMON)) {
corpse=((pob) checkmalloc(sizeof(objtype)));
make_corpse(corpse,m);
drop_at(m->x,m->y,corpse);
}
plotspot(m->x,m->y,FALSE);
switch(m->id) {
case HISCORE_NPC:
switch(m->aux2) {
case 0:
mprint("You hear a faroff dirge. You feel a sense of triumph.");
break;
case 1:case 2: case 3:case 4:case 5:case 6:
mprint("You hear a faroff sound like angels crying....");
strcpy(Priest[m->aux2],nameprint());
Priestbehavior[m->aux2] = 2933;
break;
case 7:
mprint("A furtive figure dashes out of the shadows, takes a look at");
mprint("the corpse, and runs away!");
strcpy(Shadowlord,nameprint());
Shadowlordbehavior = 2912;
break;
case 8:
mprint("An aide-de-camp approaches, removes the corpse's insignia,");
mprint("and departs.");
strcpy(Commandant,nameprint());
Commandantbehavior = 2912;
break;
case 9:
mprint("An odd glow surrounds the corpse, and slowly fades.");
strcpy(Archmage,nameprint());
Archmagebehavior = 2933;
break;
case 10:
mprint("A demon materializes, takes a quick look at the corpse,");
mprint("and teleports away with a faint popping noise.");
strcpy(Prime,nameprint());
Primebehavior = 2932;
break;
case 11:
mprint("A sports columnist rushes forward and takes a quick photo");
mprint("of the corpse and rushes off muttering about a deadline.");
strcpy(Champion,nameprint());
Championbehavior = 2913;
break;
case 12:
mprint("You hear a fanfare in the distance, and feel dismayed.");
strcpy(Duke,nameprint());
Dukebehavior = 2911;
break;
case 13:
if (Player.alignment > 10) mprint("You feel smug.");
else if (Player.alignment < 10) mprint("You feel ashamed.");
strcpy(Chaoslord,nameprint());
Chaoslordbehavior = 2912;
break;
case 14:
if (Player.alignment < 10) mprint("You feel smug.");
else if (Player.alignment > 10) mprint("You feel ashamed.");
strcpy(Lawlord,nameprint());
Lawlordbehavior = 2911;
break;
case 15:
/* just a tad complicated. Promote a new justiciar if any
guards are left in the city, otherwise Destroy the Order! */
Player.alignment -= 100;
if (! gamestatusp(DESTROYED_ORDER)) {
curr = Level->site[m->x][m->y].things;
while (curr && curr->thing->id != OB_JUSTICIAR_BADGE) {
prev = curr;
curr = curr->next;
}
strcpy(Justiciar,nameprint());
Justiciarbehavior = 2911;
mprint("In the distance you hear a trumpet. A Servant of Law");
/* promote one of the city guards to be justiciar */
ml = City->mlist;
while ((! found) && (ml != NULL)) {
found = ((ml->m->id == GUARD) && (ml->m->hp > 0));
if (! found) ml=ml->next;
}
if (ml != NULL) {
if (curr) {
mprint("materializes, sheds a tear, picks up the badge, and leaves.");
m_pickup(ml->m, curr->thing);
if (prev)
prev->next = curr->next;
else
Level->site[m->x][m->y].things = curr->next;
free(curr);
}
else
mprint("materializes, sheds a tear, and leaves.");
mprint("A new justiciar has been promoted!");
x = ml->m->x; y = ml->m->y;
make_hiscore_npc(ml->m,15);
ml->m->x = x;
ml->m->y = y;
ml->m->click = (Tick + 1) % 60;
m_status_reset(ml->m,AWAKE);
m_status_reset(ml->m,HOSTILE);
}
else {
mprint("materializes, sheds a tear, and leaves.");
morewait();
}
alert_guards();
/* will cause order to be destroyed if no guards or justiciar*/
}
else {
mprint("A Servant of Chaos materializes, grabs the corpse,");
mprint("snickers a bit, and vanishes.");
}
break;
case 16:
#ifdef TRADEMARK_VIOLATION /* paraphrase of harlan ellison... ? PGM */
mprint("It doesn't rain this day, anywhere in the known universe.");
#else
mprint("The universal equilibrium slides down a notch.");
#endif
strcpy(Grandmaster,nameprint());
Grandmasterbehavior = 2933;
break;
}
save_hiscore_npc(m->aux2);
break;
case GUARD: /* guard */
Player.alignment -= 10;
if ((Current_Environment == E_CITY) ||
(Current_Environment == E_VILLAGE))
alert_guards();
break;
case GOBLIN_KING:
if (! gamestatusp(ATTACKED_ORACLE)) {
mprint("You seem to hear a woman's voice from far off:");
mprint("'Well done! Come to me now....'");
}
setgamestatus(COMPLETED_CAVES);
break; /* gob king */
case GREAT_WYRM:
if (! gamestatusp(ATTACKED_ORACLE)) {
mprint("A female voice sounds from just behind your ear:");
mprint("'Well fought! I have some new advice for you....'");
}
setgamestatus(COMPLETED_SEWERS);
break; /*grt worm */
case EATER:
setgamestatus(KILLED_EATER);
break;
case LAWBRINGER:
setgamestatus(KILLED_LAWBRINGER);
break;
case DRAGON_LORD:
setgamestatus(KILLED_DRAGONLORD);
break;
case DEMON_EMP:
setgamestatus(COMPLETED_VOLCANO);
if (! gamestatusp(ATTACKED_ORACLE)) {
mprint("You feel a soft touch on your shoulder...");
mprint("You turn around but there is no one there!");
mprint("You turn back and see a note: 'See me soon.'");
mprint("The note vanishes in a burst of blue fire!");
}
break;
case ELEM_MASTER:
if (! gamestatusp(ATTACKED_ORACLE)) {
mprint("Words appear before you, traced in blue flame!");
mprint("'Return to the Prime Plane via the Circle of Sorcerors....'");
}
break; /* elem mast */
}
switch (m->specialf) {
case M_SP_COURT:
case M_SP_LAIR:
m_status_set(m,HOSTILE);
monster_action(m, m->specialf);
}
}
}
void monster_move(pmt m)
{
monster_action(m,m->movef);
}
void monster_strike(pmt m)
{
if (player_on_sanctuary())
print1("The aegis of your deity protects you!");
else {
/* being attacked wakes you up/stops fast move */
resetgamestatus(FAST_MOVE);
/* It's lawful to wait to be attacked */
if (m->attacked==0) Player.alignment++;
m->attacked++;
monster_action(m,m->strikef);
}
}
void monster_special(pmt m)
{
/* since many special functions are really attacks, cancel them
all if on sanctuary */
if (! player_on_sanctuary())
{
/* being attacked wakes you up/stops fast move */
resetgamestatus(FAST_MOVE);
monster_action(m,m->specialf);
}
}
void monster_talk(pmt m)
{
monster_action(m,m->talkf);
}
void monster_action(pmt m, int action)
{
int meleef;
if ((action >= M_MELEE_NORMAL) && (action < M_MOVE_NORMAL)) {
/* kluge allows multiple attack forms */
if (distance(m->x,m->y,Player.x,Player.y)<2) {
meleef = m->meleef;
m->meleef = action;
tacmonster(m);
m->meleef = meleef;
}
}
else switch(action) {
case M_NO_OP:m_no_op(m); break;
case M_MOVE_NORMAL:m_normal_move(m); break;
case M_MOVE_FLUTTER:m_flutter_move(m); break;
case M_MOVE_FOLLOW:m_follow_move(m); break;
case M_MOVE_TELEPORT:m_teleport(m); break;
case M_MOVE_RANDOM:m_random_move(m); break;
case M_MOVE_SMART:m_smart_move(m); break;
case M_MOVE_SPIRIT:m_spirit_move(m); break;
case M_MOVE_CONFUSED:m_confused_move(m); break;
case M_MOVE_SCAREDY:m_scaredy_move(m); break;
case M_MOVE_ANIMAL:m_move_animal(m); break;
case M_MOVE_LEASH:m_move_leash(m); break;
case M_STRIKE_MISSILE:m_nbolt(m); break;
case M_STRIKE_FBOLT:m_firebolt(m); break;
case M_STRIKE_LBALL:m_lball(m); break;
case M_STRIKE_FBALL:m_fireball(m); break;
case M_STRIKE_SNOWBALL:m_snowball(m); break;
case M_STRIKE_BLIND:m_blind_strike(m); break;
case M_STRIKE_SONIC:m_strike_sonic(m); break;
case M_TALK_HORSE:m_talk_horse(m); break;
case M_TALK_THIEF:m_talk_thief(m);break;
case M_TALK_STUPID:m_talk_stupid(m); break;
case M_TALK_SILENT:m_talk_silent(m); break;
case M_TALK_HUNGRY:m_talk_hungry(m); break;
case M_TALK_GREEDY:m_talk_greedy(m); break;
case M_TALK_TITTER:m_talk_titter(m); break;
case M_TALK_MP:m_talk_mp(m); break;
case M_TALK_IM:m_talk_im(m); break;
case M_TALK_MAN:m_talk_man(m); break;
case M_TALK_ROBOT:m_talk_robot(m); break;
case M_TALK_EVIL:m_talk_evil(m); break;
case M_TALK_GUARD:m_talk_guard(m); break;
case M_TALK_MIMSY:m_talk_mimsy(m); break;
case M_TALK_SLITHY:m_talk_slithy(m); break;
case M_TALK_BURBLE:m_talk_burble(m); break;
case M_TALK_BEG:m_talk_beg(m); break;
case M_TALK_HINT:m_talk_hint(m); break;
case M_TALK_EF:m_talk_ef(m); break;
case M_TALK_GF:m_talk_gf(m); break;
case M_TALK_SEDUCTOR:m_talk_seductor(m); break;
case M_TALK_DEMONLOVER:m_talk_demonlover(m); break;
case M_TALK_NINJA:m_talk_ninja(m); break;
case M_TALK_ASSASSIN:m_talk_assassin(m); break;
case M_TALK_SERVANT: m_talk_servant(m); break;
case M_TALK_ANIMAL: m_talk_animal(m); break;
case M_TALK_SCREAM: m_talk_scream(m); break;
case M_TALK_PARROT: m_talk_parrot(m); break;
case M_TALK_HYENA: m_talk_hyena(m); break;
case M_TALK_DRUID: m_talk_druid(m); break;
case M_TALK_ARCHMAGE: m_talk_archmage(m); break;
case M_TALK_MERCHANT: m_talk_merchant(m); break;
case M_TALK_PRIME: m_talk_prime(m); break;
case M_TALK_MAHARAJA: m_talk_maharaja(m); break;
case M_SP_BOG:m_sp_bogthing(m); break;
case M_SP_WERE:m_sp_were(m); break;
case M_SP_WHISTLEBLOWER:m_sp_whistleblower(m); break;
case M_SP_MERCHANT:m_sp_merchant(m); break;
case M_SP_SURPRISE:m_sp_surprise(m); break;
case M_SP_MP:m_sp_mp(m); break;
case M_SP_THIEF:m_thief_f(m); break;
case M_SP_DEMONLOVER:m_sp_demonlover(m); break;
case M_SP_AGGRAVATE:m_aggravate(m); break;
case M_SP_POISON_CLOUD:m_sp_poison_cloud(m); break;
case M_SP_HUGE:m_huge_sounds(m); break;
case M_SP_SUMMON:m_summon(m); break;
case M_SP_ILLUSION:m_illusion(m); break;
case M_SP_ESCAPE:m_sp_escape(m); break;
case M_SP_FLUTTER:m_flutter_move(m); break;
case M_SP_EXPLODE:m_sp_explode(m); break;
case M_SP_DEMON:m_sp_demon(m); break;
case M_SP_ACID_CLOUD:m_sp_acid_cloud(m); break;
case M_SP_GHOST:m_sp_ghost(m); break;
case M_SP_SPELL:m_sp_spell(m); break;
case M_SP_SEDUCTOR:m_sp_seductor(m); break;
case M_SP_EATER:m_sp_eater(m); break;
case M_SP_DRAGONLORD:m_sp_dragonlord(m); break;
case M_SP_BLACKOUT:m_sp_blackout(m); break;
case M_SP_SWARM: m_sp_swarm(m); break;
case M_SP_ANGEL: m_sp_angel(m); break;
case M_SP_SERVANT: m_sp_servant(m); break;
case M_SP_AV: m_sp_av(m); break;
case M_SP_LW: m_sp_lw(m); break;
case M_SP_MB: m_sp_mb(m); break;
case M_SP_RAISE: m_sp_raise(m); break;
case M_SP_MIRROR: m_sp_mirror(m); break;
case M_SP_COURT: m_sp_court(m); break;
case M_SP_LAIR: m_sp_lair(m); break;
case M_SP_PRIME: m_sp_prime(m); break;
}
}
/* makes one of the highscore npcs */
void make_hiscore_npc(pmt npc, int npcid)
{
int st = -1;
pob ob;
*npc = Monsters[HISCORE_NPC];
npc->aux2 = npcid;
/* each of the high score npcs can be created here */
switch(npcid) {
case 0:
strcpy(Str2,Hiscorer);
determine_npc_behavior(npc,Hilevel,Hibehavior);
break;
case 1: case 2: case 3: case 4: case 5: case 6:
strcpy(Str2,Priest[npcid]);
determine_npc_behavior(npc,Priestlevel[npcid],Priestbehavior[npcid]);
st = ARTIFACTID+13+npcid; /* appropriate holy symbol... */
Objects[st].uniqueness = UNIQUE_MADE;
if (npcid == DRUID)
npc->talkf = M_TALK_DRUID;
if (Player.patron == npcid)
m_status_reset(npc, HOSTILE);
break;
case 7:
strcpy(Str2,Shadowlord);
determine_npc_behavior(npc,Shadowlordlevel,Shadowlordbehavior);
break;
case 8:
strcpy(Str2,Commandant);
determine_npc_behavior(npc,Commandantlevel,Commandantbehavior);
if (Player.rank[LEGION])
m_status_reset(npc, HOSTILE);
break;
case 9:
strcpy(Str2,Archmage);
determine_npc_behavior(npc,Archmagelevel,Archmagebehavior);
st = OB_KOLWYNIA; /* kolwynia */
npc->talkf = M_TALK_ARCHMAGE;
m_status_reset(npc, WANDERING);
m_status_reset(npc, HOSTILE);
break;
case 10:
strcpy(Str2,Prime);
determine_npc_behavior(npc,Primelevel,Primebehavior);
npc->talkf = M_TALK_PRIME;
npc->specialf = M_SP_PRIME;
if (Player.alignment < 0)
m_status_reset(npc, HOSTILE);
break;
case 11:
strcpy(Str2,Champion);
determine_npc_behavior(npc,Championlevel,Championbehavior);
if (Player.rank[ARENA])
m_status_reset(npc, HOSTILE);
break;
case 12:
strcpy(Str2,Duke);
determine_npc_behavior(npc,Dukelevel,Dukebehavior);
break;
case 13:
strcpy(Str2,Chaoslord);
determine_npc_behavior(npc,Chaoslordlevel,Chaoslordbehavior);
if (Player.alignment < 0 && random_range(2))
m_status_reset(npc, HOSTILE);
break;
case 14:
strcpy(Str2,Lawlord);
determine_npc_behavior(npc,Lawlordlevel,Lawlordbehavior);
if (Player.alignment > 0)
m_status_reset(npc, HOSTILE);
break;
case 15:
strcpy(Str2,Justiciar);
determine_npc_behavior(npc,Justiciarlevel,Justiciarbehavior);
st = OB_JUSTICIAR_BADGE; /* badge */
npc->talkf = M_TALK_GUARD;
npc->specialf = M_SP_WHISTLEBLOWER;
m_status_reset(npc, WANDERING);
m_status_reset(npc, HOSTILE);
break;
case 16: /* PGM TODO */
strcpy(Str2,Grandmaster);
determine_npc_behavior(npc,Grandmasterlevel,Grandmasterbehavior);
break;
}
if (st > -1 && Objects[st].uniqueness == UNIQUE_MADE) {
ob = ((pob) checkmalloc(sizeof(objtype)));
*ob = Objects[st];
m_pickup(npc,ob);
}
npc->monstring = salloc(Str2);
strcpy(Str1,"The body of ");
strcat(Str1,Str2);
npc->corpsestr = salloc(Str1);
m_status_set( npc, ALLOC );
}
/* sets npc behavior given level and behavior code */
void determine_npc_behavior(pmt npc, int level, int behavior)
{
int combatype,competence,talktype;
npc->hp = (level+1)*20;
npc->status = AWAKE+MOBILE+WANDERING;
combatype = (behavior % 100) / 10;
competence = (behavior % 1000) / 100;
talktype = behavior / 1000;
npc->level = competence;
if (npc->level < 2*difficulty()) npc->status += HOSTILE;
npc->xpv = npc->level*20;
switch (combatype) {
case 1: /* melee */
npc->meleef = M_MELEE_NORMAL;
npc->dmg = competence*5;
npc->hit = competence*3;
npc->speed = 3;
break;
case 2: /*missile*/
npc->meleef = M_MELEE_NORMAL;
npc->strikef = M_STRIKE_MISSILE;
npc->dmg = competence*3;
npc->hit = competence*2;
npc->speed = 4;
break;
case 3: /* spellcasting */
npc->meleef = M_MELEE_NORMAL;
npc->dmg = competence;
npc->hit = competence;
npc->specialf = M_SP_SPELL;
npc->speed = 6;
break;
case 4: /* thievery */
npc->meleef = M_MELEE_NORMAL;
npc->dmg = competence;
npc->hit = competence;
npc->specialf=M_SP_THIEF;
npc->speed = 3;
break;
case 5: /* flee */
npc->dmg = competence;
npc->hit = competence;
npc->meleef = M_MELEE_NORMAL;
npc->specialf = M_MOVE_SCAREDY;
npc->speed = 3;
break;
}
if (npc->talkf == M_TALK_MAN)
switch (talktype) {
case 1: npc->talkf = M_TALK_EVIL; break;
case 2: npc->talkf = M_TALK_MAN; break;
case 3: npc->talkf = M_TALK_HINT; break;
case 4: npc->talkf = M_TALK_BEG; break;
case 5: npc->talkf = M_TALK_SILENT; break;
default: mprint("Say Whutt? (npc talk weirdness)"); break;
}
npc->uniqueness = UNIQUE_MADE;
}
/* makes an ordinary npc (maybe undead) */
void make_log_npc(pmt npc)
{
int i,n;
int behavior,status,level;
FILE *fd;
/* in case the log file is null */
behavior = 2718;
level = 1;
status = 2;
strcpy(Str2,"Malaprop the Misnamed");
strcpy(Str1,Omegalib);
strcat(Str1,"omega.log");
fd = checkfopen(Str1,"r");
n = 1;
while(fgets(Str1,STRING_LEN, fd)) {
if (random_range(n) == 0) { /* this algo. from Knuth 2 - cute, eh? */
sscanf(Str1,"%d %d %d",&status,&level,&behavior);
for (i = 0; (Str1[i] < 'a' || Str1[i] > 'z') &&
(Str1[i] < 'A' || Str1[i] > 'Z'); i++)
;
strcpy(Str2, Str1 + i);
Str2[strlen(Str2) - 1] = '\0'; /* 'cos fgets reads in the \n */
}
n++;
}
fclose(fd);
npc->hp = level*20;
if (status==1) {
if (level < 3) {
*npc = Monsters[GHOST];
strcpy(Str1,"ghost named ");
}
else if (level < 7) {
*npc = Monsters[HAUNT];
strcpy(Str1,"haunt named ");
}
else if (level < 12) {
*npc = Monsters[SPECTRE];
strcpy(Str1,"spectre named ");
}
else {
*npc = Monsters[LICHE];
strcpy(Str1,"lich named ");
}
strcat(Str1,Str2);
npc->monstring = salloc(Str1);
strcpy(Str3,"the mortal remains of ");
strcat(Str3,Str2);
npc->corpsestr = salloc(Str3);
m_status_set( npc, ALLOC );
}
else {
npc->monstring=salloc(Str2);
strcpy(Str3,"the corpse of ");
strcat(Str3,Str2);
npc->corpsestr = salloc(Str3);
m_status_set( npc, ALLOC );
}
determine_npc_behavior(npc,level,behavior);
}
void m_trap_dart(pmt m)
{
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," was hit by a dart!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
m_damage(m,difficulty()*2,NORMAL_DAMAGE);
}
void m_trap_pit(pmt m)
{
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," fell into a pit!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
if (! m_statusp(m,INTANGIBLE))
m_status_reset(m,MOBILE);
m_damage(m,difficulty()*5,NORMAL_DAMAGE);
}
void m_trap_door(pmt m)
{
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," fell into a trap door!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
m_vanish(m);
}
void m_trap_abyss(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," fell into the infinite abyss!");
mprint(Str1);
Level->site[m->x][m->y].locchar = ABYSS;
lset(m->x, m->y, CHANGED);
Level->site[m->x][m->y].p_locf = L_ABYSS;
lset(m->x, m->y, CHANGED);
}
setgamestatus(SUPPRESS_PRINTING);
m_vanish(m);
resetgamestatus(SUPPRESS_PRINTING);
}
void m_trap_snare(pmt m)
{
char Str1[80];
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," was caught in a snare!");
mprint(Str1);
}
if (! m_statusp(m,INTANGIBLE)) m_status_reset(m,MOBILE);
}
void m_trap_blade(pmt m)
{
char Str1[80];
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," was hit by a blade trap!");
mprint(Str1); }
m_damage(m,(difficulty()+1)*7-Player.defense,NORMAL_DAMAGE);
}
void m_trap_fire(pmt m)
{
char Str1[80];
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," was hit by a fire trap!");
mprint(Str1);
}
m_damage(m,(difficulty()+1)*5,FLAME);
}
void m_fire(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," was blasted by fire!");
mprint(Str1);
}
m_damage(m,random_range(100),FLAME);
}
void m_trap_teleport(pmt m)
{
char Str1[80];
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," walked into a teleport trap!");
mprint(Str1);
}
m_teleport(m);
}
void m_trap_disintegrate(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," walked into a disintegration trap!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
disintegrate(m->x,m->y);
}
void m_trap_sleepgas(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," walked into a sleepgas trap!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
if (! m_immunityp(m,SLEEP)) m_status_reset(m,AWAKE);
}
void m_trap_acid(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," walked into an acid bath trap!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
m_damage(m,random_range(difficulty()*difficulty()),ACID);
}
void m_trap_manadrain(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," walked into a manadrain trap!");
mprint(Str1);
Level->site[m->x][m->y].locchar = TRAP;
lset(m->x, m->y, CHANGED);
}
if (m->specialf == M_SP_SPELL) m->specialf = M_NO_OP;
}
void m_water(pmt m)
{
char Str1[80];
if ((! m_statusp(m,INTANGIBLE)) &&
(! m_statusp(m,SWIMMING)) &&
(! m_statusp(m,ONLYSWIM))) {
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," drowned!");
mprint(Str1);
}
m_death(m);
}
}
void m_abyss(pmt m)
{
char Str1[80];
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," fell into the infinite abyss!");
mprint(Str1);
}
m_vanish(m);
}
void m_lava(pmt m)
{
char Str1[80];
if ((! m_immunityp(m,FLAME)) ||
((! m_statusp(m,SWIMMING))&& (! m_statusp(m,ONLYSWIM)))) {
if (los_p(m->x,m->y,Player.x,Player.y)) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," died in a pool of lava!");
mprint(Str1);
}
m_death(m);
}
}
void m_altar(pmt m)
{
int visible = view_los_p(Player.x,Player.y,m->x,m->y);
int reaction = 0;
int altar = Level->site[m->x][m->y].aux;
if (visible) {
if (m->uniqueness != COMMON) strcpy(Str1,m->monstring);
else {
strcpy(Str1,"The ");
strcat(Str1,m->monstring);
}
strcat(Str1," walks next to an altar...");
mprint(Str1);
}
if (!m_statusp(m, HOSTILE))
reaction = 0;
else if (m->id == HISCORE_NPC && m->aux2 == altar)
reaction = 1; /* high priest of same deity */
else if ((m->id == ANGEL || m->id == HIGH_ANGEL || m->id == ARCHANGEL) &&
m->aux1 == altar)
reaction = 1; /* angel of same deity */
else if (altar == Player.patron)
reaction = -1; /* friendly deity will zap hostile monster */
else if (((Player.patron == ODIN || Player.patron == ATHENA) &&
(altar == SET || altar == HECATE)) ||
((Player.patron == SET || Player.patron == HECATE) &&
(altar == ODIN || altar == ATHENA)))
reaction = 1; /* hostile deity will help hostile monster */
switch (reaction) {
case -1:
if (visible) {
mprint("Your deity is angry!");
mprint("A bolt of godsfire strikes the monster....");
}
disrupt(m->x,m->y,Player.rank[PRIESTHOOD]*50);
break;
case 1:
if (visible) {
mprint("The deity of the altar smiles on the monster....");
mprint("A shaft of light zaps the altar...");
}
m->hp = Monsters[m->id].hp*2;
break;
default:
if (visible)
mprint("but nothing much seems to happen");
break;
}
}
char *mancorpse(void)
{
switch(random_range(20)) {
case 0: return "dead janitor";
case 1: return "dead beggar";
case 2: return "dead barbarian";
case 3: return "dead hairdresser";
case 4: return "dead accountant";
case 5: return "dead lawyer";
case 6: return "dead indian chief";
case 7: return "dead tinker";
case 8: return "dead tailor";
case 9: return "dead soldier";
case 10: return "dead spy";
case 11: return "dead doctor";
case 12: return "dead miner";
case 13: return "dead noble";
case 14: return "dead serf";
case 15: return "dead neer-do-well";
case 16: return "dead vendor";
case 17: return "dead dilettante";
case 18: return "dead surveyor";
default:
case 19: return "dead jongleur";
}
}
char *angeltype(int mid, int deity)
{
if (ANGEL == mid )
{
switch (deity)
{
case ODIN: return "angel of Odin";break;
case SET: return "angel of Set";break;
case HECATE: return "angel of Hecate";break;
case ATHENA: return "angel of Athena";break;
case DESTINY: return "angel of Destiny";break;
case DRUID: return "angel of the Balance";break;
}
}
else if (HIGH_ANGEL == mid )
{
switch (deity)
{
case ODIN: return "high angel of Odin";break;
case SET: return "high angel of Set";break;
case HECATE: return "high angel of Hecate";break;
case ATHENA: return "high angel of Athena";break;
case DESTINY: return "high angel of Destiny";break;
case DRUID: return "high angel of the Balance";break;
}
}
else /* ARCHANGEL */
{
switch (deity)
{
case ODIN: return "archangel of Odin";break;
case SET: return "archangel of Set";break;
case HECATE: return "archangel of Hecate";break;
case ATHENA: return "archangel of Athena";break;
case DESTINY: return "archangel of Destiny";break;
case DRUID: return "archangel of the Balance";break;
}
}
/* And, if none of those work, this function's broken -- I'm gonna die. */
return "angel of Death";
}
void strengthen_death(pmt m)
{
pol ol = ((pol)checkmalloc(sizeof(oltype)));
pob scythe = ((pob)checkmalloc(sizeof(objtype)));
#ifdef MSDOS_SUPPORTED_ANTIQUE
unsigned tmp;
#endif
m->xpv += min(10000,m->xpv+1000);
m->hit += min(1000,m->hit+10);
m->dmg = min(10000,m->dmg*2);
m->ac += min(1000,m->ac+10);
m->speed = max(m->speed-1,1);
m->movef = M_MOVE_SMART;
#ifndef MSDOS_SUPPORTED_ANTIQUE
m->hp = min(100000,100+m->dmg*10);
#else
/* In order not to have to make the hp's into longs or unsigned,
which would involve lots of changes, I'll make it max out at 30000. */
tmp = 100+m->dmg*10;
m->hp = (tmp > 30000) ? 30000 : tmp;
#endif
*scythe = Objects[OB_SCYTHE_DEATH];
ol->thing = scythe;
ol->next = NULL;
m->possessions = ol;
}
void m_no_op(pmt m)
{
}