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- /* omega copyright (c) 1987,1988,1989 by Laurence Raphael Brothers */
- /* mon.c */
- /* various functions to do with monsters */
-
- #include "glob.h"
-
-
-
- /* consider one monster's action */
- void m_pulse(m)
- struct monster *m;
- {
- int range = distance(m->x, m->y, Player.x,Player.y);
- 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)) monster_strike(m);
- }
- if ((m_statusp(m,HOSTILE) || m_statusp(m,NEEDY))
- && (range > 1)
- && m_statusp(m,MOBILE)) {
- monster_move(m);
-
- }
- 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))
- 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))
- monster_special(m);
- }
- }
-
-
-
-
-
-
-
- /* actually make a move */
- void movemonster(m,newx,newy)
- struct monster *m;
- int newx,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(m,o)
- struct monster *m;
- struct object *o;
- {
- pol tmp = ((pol) checkmalloc(sizeof(oltype)));
- tmp->thing = o;
- tmp->next = m->possessions;
- m->possessions = tmp;
- }
-
- void m_dropstuff(m)
- struct monster *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(m,dmg,dtype)
- struct monster *m;
- int dmg,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);
- }
-
-
- void m_death(m)
- struct monster *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 == ML10+0) { /* 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 ML0+8: /* 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 != THINGID + 16) {
- 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 == ML0+3) && (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;
- }
- save_hiscore_npc(m->aux2);
- break;
- case ML0+3: /* guard */
- Player.alignment -= 10;
- if ((Current_Environment == E_CITY) ||
- (Current_Environment == E_VILLAGE))
- alert_guards();
- break;
- case ML3+5:
- 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 ML7+5:
- 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 ML10+1:
- setgamestatus(KILLED_EATER);
- break;
- case ML10+2:
- setgamestatus(KILLED_LAWBRINGER);
- break;
- case ML10+3:
- setgamestatus(KILLED_DRAGONLORD);
- break;
- case ML10+4:
- 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 ML10+9:
- 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(m)
- struct monster *m;
- {
- monster_action(m,m->movef);
- }
-
-
-
-
-
-
-
-
-
- void monster_strike(m)
- struct monster *m;
- {
- if (player_on_sanctuary())
- print1("The aegis of your deity protects you!");
- else {
- /* It's lawful to wait to be attacked */
- if (m->attacked==0) Player.alignment++;
- m->attacked++;
- monster_action(m,m->strikef);
- }
- }
-
- void monster_special(m)
- struct monster *m;
- {
- /* since many special functions are really attacks, cancel them
- all if on sanctuary */
- if (! player_on_sanctuary())
- monster_action(m,m->specialf);
- }
-
-
- void monster_talk(m)
- struct monster *m;
- {
- monster_action(m,m->talkf);
- }
-
- void monster_action(m,action)
- struct monster *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_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(npc,npcid)
- 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 = ARTIFACTID+9; /* 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 = THINGID+16; /* badge */
- npc->talkf = M_TALK_GUARD;
- npc->specialf = M_SP_WHISTLEBLOWER;
- m_status_reset(npc, WANDERING);
- m_status_reset(npc, HOSTILE);
- 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);
- }
-
-
-
-
- /* sets npc behavior given level and behavior code */
- void determine_npc_behavior(npc,level,behavior)
- pmt npc;
- int level,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(npc)
- struct monster *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);
- }
- else {
- npc->monstring=salloc(Str2);
- strcpy(Str3,"the corpse of ");
- strcat(Str3,Str2);
- npc->corpsestr = salloc(Str3);
- }
- determine_npc_behavior(npc,level,behavior);
- }
-
-
-
-
-
- void m_trap_dart(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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(m)
- struct monster *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 == ML6+11 || m->id == ML8+11 || m->id == ML9+6) &&
- 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 *mantype()
- {
- switch(random_range(20)) {
- case 0: return "janitor";
- case 1: return "beggar";
- case 2: return "barbarian";
- case 3: return "hairdresser";
- case 4: return "accountant";
- case 5: return "lawyer";
- case 6: return "indian chief";
- case 7: return "tinker";
- case 8: return "tailor";
- case 9: return "soldier";
- case 10: return "spy";
- case 11: return "doctor";
- case 12: return "miner";
- case 13: return "noble";
- case 14: return "serf";
- case 15: return "neer-do-well";
- case 16: return "vendor";
- case 17: return "dilettante";
- case 18: return "surveyor";
- default:
- case 19: return "jongleur";
- }
- }
-
-
- void strengthen_death(m)
- struct monster *m;
- {
- pol ol = ((pol)checkmalloc(sizeof(oltype)));
- pob scythe = ((pob)checkmalloc(sizeof(objtype)));
- #ifdef MSDOS
- 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
- 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[WEAPONID+39];
- ol->thing = scythe;
- ol->next = NULL;
- m->possessions = ol;
- }
-
-
-
-
- void m_no_op(m)
- struct monster *m;
- {
- }
-