Below is the full text to src/wizard.c from NetHack 3.4.3. To link to a particular line, write [[wizard.c#line123]], for example.
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1. /* SCCS Id: @(#)wizard.c 3.4 2003/02/18 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
The NetHack General Public License applies to screenshots, source code and other content from NetHack. |
5. /* wizard code - inspired by rogue code from Merlyn Leroy (digi-g!brian) */ 6. /* - heavily modified to give the wiz balls. (genat!mike) */ 7. /* - dewimped and given some maledictions. -3. */ 8. /* - generalized for 3.1 (mike@bullns.on01.bull.ca) */ 9. 10. #include "hack.h" 11. #include "qtext.h" 12. #include "epri.h" 13. 14. extern const int monstr[]; 15. 16. #ifdef OVLB 17. 18. STATIC_DCL short FDECL(which_arti, (int)); 19. STATIC_DCL boolean FDECL(mon_has_arti, (struct monst *,SHORT_P)); 20. STATIC_DCL struct monst *FDECL(other_mon_has_arti, (struct monst *,SHORT_P)); 21. STATIC_DCL struct obj *FDECL(on_ground, (SHORT_P)); 22. STATIC_DCL boolean FDECL(you_have, (int)); 23. STATIC_DCL long FDECL(target_on, (int,struct monst *)); 24. STATIC_DCL long FDECL(strategy, (struct monst *)); 25. 26. static NEARDATA const int nasties[] = { 27. PM_COCKATRICE, PM_ETTIN, PM_STALKER, PM_MINOTAUR, PM_RED_DRAGON, 28. PM_BLACK_DRAGON, PM_GREEN_DRAGON, PM_OWLBEAR, PM_PURPLE_WORM, 29. PM_ROCK_TROLL, PM_XAN, PM_GREMLIN, PM_UMBER_HULK, PM_VAMPIRE_LORD, 30. PM_XORN, PM_ZRUTY, PM_ELF_LORD, PM_ELVENKING, PM_YELLOW_DRAGON, 31. PM_LEOCROTTA, PM_BALUCHITHERIUM, PM_CARNIVOROUS_APE, PM_FIRE_GIANT, 32. PM_COUATL, PM_CAPTAIN, PM_WINGED_GARGOYLE, PM_MASTER_MIND_FLAYER, 33. PM_FIRE_ELEMENTAL, PM_JABBERWOCK, PM_ARCH_LICH, PM_OGRE_KING, 34. PM_OLOG_HAI, PM_IRON_GOLEM, PM_OCHRE_JELLY, PM_GREEN_SLIME, 35. PM_DISENCHANTER 36. }; 37. 38. static NEARDATA const unsigned wizapp[] = { 39. PM_HUMAN, PM_WATER_DEMON, PM_VAMPIRE, 40. PM_RED_DRAGON, PM_TROLL, PM_UMBER_HULK, 41. PM_XORN, PM_XAN, PM_COCKATRICE, 42. PM_FLOATING_EYE, 43. PM_GUARDIAN_NAGA, 44. PM_TRAPPER 45. }; 46. 47. #endif /* OVLB */ 48. #ifdef OVL0 49.
amulet[]
50. /* If you've found the Amulet, make the Wizard appear after some time */ 51. /* Also, give hints about portal locations, if amulet is worn/wielded -dlc */ 52. void 53. amulet() 54. { 55. struct monst *mtmp; 56. struct trap *ttmp; 57. struct obj *amu; 58. 59. #if 0 /* caller takes care of this check */ 60. if (!u.uhave.amulet) 61. return; 62. #endif 63. if ((((amu = uamul) != 0 && amu->otyp == AMULET_OF_YENDOR) || 64. ((amu = uwep) != 0 && amu->otyp == AMULET_OF_YENDOR)) 65. && !rn2(15)) { 66. for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) { 67. if(ttmp->ttyp == MAGIC_PORTAL) { 68. int du = distu(ttmp->tx, ttmp->ty); 69. if (du <= 9) 70. pline("%s hot!", Tobjnam(amu, "feel")); 71. else if (du <= 64) 72. pline("%s very warm.", Tobjnam(amu, "feel")); 73. else if (du <= 144) 74. pline("%s warm.", Tobjnam(amu, "feel")); 75. /* else, the amulet feels normal */ 76. break; 77. } 78. } 79. } 80. 81. if (!flags.no_of_wizards) 82. return; 83. /* find Wizard, and wake him if necessary */ 84. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 85. if (!DEADMONSTER(mtmp) && mtmp->iswiz && mtmp->msleeping && !rn2(40)) { 86. mtmp->msleeping = 0; 87. if (distu(mtmp->mx,mtmp->my) > 2) 88. You( 89. "get the creepy feeling that somebody noticed your taking the Amulet." 90. ); 91. return; 92. } 93. } 94. 95. #endif /* OVL0 */ 96. #ifdef OVLB 97.
mon_has_amulet[]
98. int 99. mon_has_amulet(mtmp) 100. register struct monst *mtmp; 101. { 102. register struct obj *otmp; 103. 104. for(otmp = mtmp->minvent; otmp; otmp = otmp->nobj) 105. if(otmp->otyp == AMULET_OF_YENDOR) return(1); 106. return(0); 107. } 108.
mon_has_special[]
109. int 110. mon_has_special(mtmp) 111. register struct monst *mtmp; 112. { 113. register struct obj *otmp; 114. 115. for(otmp = mtmp->minvent; otmp; otmp = otmp->nobj) 116. if(otmp->otyp == AMULET_OF_YENDOR || 117. is_quest_artifact(otmp) || 118. otmp->otyp == BELL_OF_OPENING || 119. otmp->otyp == CANDELABRUM_OF_INVOCATION || 120. otmp->otyp == SPE_BOOK_OF_THE_DEAD) return(1); 121. return(0); 122. } 123.
124. /* 125. * New for 3.1 Strategy / Tactics for the wiz, as well as other 126. * monsters that are "after" something (defined via mflag3). 127. * 128. * The strategy section decides *what* the monster is going 129. * to attempt, the tactics section implements the decision. 130. */ 131. #define STRAT(w, x, y, typ) (w | ((long)(x)<<16) | ((long)(y)<<8) | (long)typ) 132. 133. #define M_Wants(mask) (mtmp->data->mflags3 & (mask)) 134.
which_arti[]
135. STATIC_OVL short 136. which_arti(mask) 137. register int mask; 138. { 139. switch(mask) { 140. case M3_WANTSAMUL: return(AMULET_OF_YENDOR); 141. case M3_WANTSBELL: return(BELL_OF_OPENING); 142. case M3_WANTSCAND: return(CANDELABRUM_OF_INVOCATION); 143. case M3_WANTSBOOK: return(SPE_BOOK_OF_THE_DEAD); 144. default: break; /* 0 signifies quest artifact */ 145. } 146. return(0); 147. } 148.
mon_has_arti[]
149. /* 150. * If "otyp" is zero, it triggers a check for the quest_artifact, 151. * since bell, book, candle, and amulet are all objects, not really 152. * artifacts right now. [MRS] 153. */ 154. STATIC_OVL boolean 155. mon_has_arti(mtmp, otyp) 156. register struct monst *mtmp; 157. register short otyp; 158. { 159. register struct obj *otmp; 160. 161. for(otmp = mtmp->minvent; otmp; otmp = otmp->nobj) { 162. if(otyp) { 163. if(otmp->otyp == otyp) 164. return(1); 165. } 166. else if(is_quest_artifact(otmp)) return(1); 167. } 168. return(0); 169. 170. } 171.
other_mon_has_arti[]
172. STATIC_OVL struct monst * 173. other_mon_has_arti(mtmp, otyp) 174. register struct monst *mtmp; 175. register short otyp; 176. { 177. register struct monst *mtmp2; 178. 179. for(mtmp2 = fmon; mtmp2; mtmp2 = mtmp2->nmon) 180. /* no need for !DEADMONSTER check here since they have no inventory */ 181. if(mtmp2 != mtmp) 182. if(mon_has_arti(mtmp2, otyp)) return(mtmp2); 183. 184. return((struct monst *)0); 185. } 186.
on_ground[]
187. STATIC_OVL struct obj * 188. on_ground(otyp) 189. register short otyp; 190. { 191. register struct obj *otmp; 192. 193. for (otmp = fobj; otmp; otmp = otmp->nobj) 194. if (otyp) { 195. if (otmp->otyp == otyp) 196. return(otmp); 197. } else if (is_quest_artifact(otmp)) 198. return(otmp); 199. return((struct obj *)0); 200. } 201.
you_have[]
202. STATIC_OVL boolean 203. you_have(mask) 204. register int mask; 205. { 206. switch(mask) { 207. case M3_WANTSAMUL: return(boolean)(u.uhave.amulet); 208. case M3_WANTSBELL: return(boolean)(u.uhave.bell); 209. case M3_WANTSCAND: return(boolean)(u.uhave.menorah); 210. case M3_WANTSBOOK: return(boolean)(u.uhave.book); 211. case M3_WANTSARTI: return(boolean)(u.uhave.questart); 212. default: break; 213. } 214. return(0); 215. } 216.
target_on[]
217. STATIC_OVL long 218. target_on(mask, mtmp) 219. register int mask; 220. register struct monst *mtmp; 221. { 222. register short otyp; 223. register struct obj *otmp; 224. register struct monst *mtmp2; 225. 226. if(!M_Wants(mask)) return(STRAT_NONE); 227. 228. otyp = which_arti(mask); 229. if(!mon_has_arti(mtmp, otyp)) { 230. if(you_have(mask)) 231. return(STRAT(STRAT_PLAYER, u.ux, u.uy, mask)); 232. else if((otmp = on_ground(otyp))) 233. return(STRAT(STRAT_GROUND, otmp->ox, otmp->oy, mask)); 234. else if((mtmp2 = other_mon_has_arti(mtmp, otyp))) 235. return(STRAT(STRAT_MONSTR, mtmp2->mx, mtmp2->my, mask)); 236. } 237. return(STRAT_NONE); 238. } 239.
strategy[]
240. STATIC_OVL long 241. strategy(mtmp) 242. register struct monst *mtmp; 243. { 244. long strat, dstrat; 245. 246. if (!is_covetous(mtmp->data) || 247. /* perhaps a shopkeeper has been polymorphed into a master 248. lich; we don't want it teleporting to the stairs to heal 249. because that will leave its shop untended */ 250. (mtmp->isshk && inhishop(mtmp))) 251. return STRAT_NONE; 252. 253. switch((mtmp->mhp*3)/mtmp->mhpmax) { /* 0-3 */ 254. 255. default: 256. case 0: /* panic time - mtmp is almost snuffed */ 257. return(STRAT_HEAL); 258. 259. case 1: /* the wiz is less cautious */ 260. if(mtmp->data != &mons[PM_WIZARD_OF_YENDOR]) 261. return(STRAT_HEAL); 262. /* else fall through */ 263. 264. case 2: dstrat = STRAT_HEAL; 265. break; 266. 267. case 3: dstrat = STRAT_NONE; 268. break; 269. } 270. 271. if(flags.made_amulet) 272. if((strat = target_on(M3_WANTSAMUL, mtmp)) != STRAT_NONE) 273. return(strat); 274. 275. if(u.uevent.invoked) { /* priorities change once gate opened */ 276. 277. if((strat = target_on(M3_WANTSARTI, mtmp)) != STRAT_NONE) 278. return(strat); 279. if((strat = target_on(M3_WANTSBOOK, mtmp)) != STRAT_NONE) 280. return(strat); 281. if((strat = target_on(M3_WANTSBELL, mtmp)) != STRAT_NONE) 282. return(strat); 283. if((strat = target_on(M3_WANTSCAND, mtmp)) != STRAT_NONE) 284. return(strat); 285. } else { 286. 287. if((strat = target_on(M3_WANTSBOOK, mtmp)) != STRAT_NONE) 288. return(strat); 289. if((strat = target_on(M3_WANTSBELL, mtmp)) != STRAT_NONE) 290. return(strat); 291. if((strat = target_on(M3_WANTSCAND, mtmp)) != STRAT_NONE) 292. return(strat); 293. if((strat = target_on(M3_WANTSARTI, mtmp)) != STRAT_NONE) 294. return(strat); 295. } 296. return(dstrat); 297. } 298.
tactics[]
299. int 300. tactics(mtmp) 301. register struct monst *mtmp; 302. { 303. long strat = strategy(mtmp); 304. 305. mtmp->mstrategy = (mtmp->mstrategy & STRAT_WAITMASK) | strat; 306. 307. switch (strat) { 308. case STRAT_HEAL: /* hide and recover */ 309. /* if wounded, hole up on or near the stairs (to block them) */ 310. /* unless, of course, there are no stairs (e.g. endlevel) */ 311. mtmp->mavenge = 1; /* covetous monsters attack while fleeing */ 312. if (In_W_tower(mtmp->mx, mtmp->my, &u.uz) || 313. (mtmp->iswiz && !xupstair && !mon_has_amulet(mtmp))) { 314. if (!rn2(3 + mtmp->mhp/10)) (void) rloc(mtmp, FALSE); 315. } else if (xupstair && 316. (mtmp->mx != xupstair || mtmp->my != yupstair)) { 317. (void) mnearto(mtmp, xupstair, yupstair, TRUE); 318. } 319. /* if you're not around, cast healing spells */ 320. if (distu(mtmp->mx,mtmp->my) > (BOLT_LIM * BOLT_LIM)) 321. if(mtmp->mhp <= mtmp->mhpmax - 8) { 322. mtmp->mhp += rnd(8); 323. return(1); 324. } 325. /* fall through :-) */ 326. 327. case STRAT_NONE: /* harrass */ 328. if (!rn2(!mtmp->mflee ? 5 : 33)) mnexto(mtmp); 329. return(0); 330. 331. default: /* kill, maim, pillage! */ 332. { 333. long where = (strat & STRAT_STRATMASK); 334. xchar tx = STRAT_GOALX(strat), 335. ty = STRAT_GOALY(strat); 336. int targ = strat & STRAT_GOAL; 337. struct obj *otmp; 338. 339. if(!targ) { /* simply wants you to close */ 340. return(0); 341. } 342. if((u.ux == tx && u.uy == ty) || where == STRAT_PLAYER) { 343. /* player is standing on it (or has it) */ 344. mnexto(mtmp); 345. return(0); 346. } 347. if(where == STRAT_GROUND) { 348. if(!MON_AT(tx, ty) || (mtmp->mx == tx && mtmp->my == ty)) { 349. /* teleport to it and pick it up */ 350. rloc_to(mtmp, tx, ty); /* clean old pos */ 351. 352. if ((otmp = on_ground(which_arti(targ))) != 0) { 353. if (cansee(mtmp->mx, mtmp->my)) 354. pline("%s picks up %s.", 355. Monnam(mtmp), 356. (distu(mtmp->mx, mtmp->my) <= 5) ? 357. doname(otmp) : distant_name(otmp, doname)); 358. obj_extract_self(otmp); 359. (void) mpickobj(mtmp, otmp); 360. return(1); 361. } else return(0); 362. } else { 363. /* a monster is standing on it - cause some trouble */ 364. if (!rn2(5)) mnexto(mtmp); 365. return(0); 366. } 367. } else { /* a monster has it - 'port beside it. */ 368. (void) mnearto(mtmp, tx, ty, FALSE); 369. return(0); 370. } 371. } 372. } 373. /*NOTREACHED*/ 374. return(0); 375. } 376.
aggravate[]
377. void 378. aggravate() 379. { 380. register struct monst *mtmp; 381. 382. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 383. if (!DEADMONSTER(mtmp)) { 384. mtmp->msleeping = 0; 385. if(!mtmp->mcanmove && !rn2(5)) { 386. mtmp->mfrozen = 0; 387. mtmp->mcanmove = 1; 388. } 389. } 390. } 391.
clonewiz[]
392. void 393. clonewiz() 394. { 395. register struct monst *mtmp2; 396. 397. if ((mtmp2 = makemon(&mons[PM_WIZARD_OF_YENDOR], 398. u.ux, u.uy, NO_MM_FLAGS)) != 0) { 399. mtmp2->msleeping = mtmp2->mtame = mtmp2->mpeaceful = 0; 400. if (!u.uhave.amulet && rn2(2)) { /* give clone a fake */ 401. (void) add_to_minv(mtmp2, mksobj(FAKE_AMULET_OF_YENDOR, 402. TRUE, FALSE)); 403. } 404. mtmp2->m_ap_type = M_AP_MONSTER; 405. mtmp2->mappearance = wizapp[rn2(SIZE(wizapp))]; 406. newsym(mtmp2->mx,mtmp2->my); 407. } 408. } 409.
pick_nasty[]
410. /* also used by newcham() */ 411. int 412. pick_nasty() 413. { 414. /* To do? Possibly should filter for appropriate forms when 415. in the elemental planes or surrounded by water or lava. */ 416. return nasties[rn2(SIZE(nasties))]; 417. } 418.
nasty[]
419. /* create some nasty monsters, aligned or neutral with the caster */ 420. /* a null caster defaults to a chaotic caster (e.g. the wizard) */ 421. int 422. nasty(mcast) 423. struct monst *mcast; 424. { 425. register struct monst *mtmp; 426. register int i, j, tmp; 427. int castalign = (mcast ? mcast->data->maligntyp : -1); 428. coord bypos; 429. int count=0; 430. 431. if(!rn2(10) && Inhell) { 432. msummon((struct monst *) 0); /* summons like WoY */ 433. count++; 434. } else { 435. tmp = (u.ulevel > 3) ? u.ulevel/3 : 1; /* just in case -- rph */ 436. /* if we don't have a casting monster, the nasties appear around you */ 437. bypos.x = u.ux; 438. bypos.y = u.uy; 439. for(i = rnd(tmp); i > 0; --i) 440. for(j=0; j<20; j++) { 441. int makeindex; 442. 443. /* Don't create more spellcasters of the monsters' level or 444. * higher--avoids chain summoners filling up the level. 445. */ 446. do { 447. makeindex = pick_nasty(); 448. } while(mcast && attacktype(&mons[makeindex], AT_MAGC) && 449. monstr[makeindex] >= monstr[mcast->mnum]); 450. /* do this after picking the monster to place */ 451. if (mcast && 452. !enexto(&bypos, mcast->mux, mcast->muy, &mons[makeindex])) 453. continue; 454. if ((mtmp = makemon(&mons[makeindex], 455. bypos.x, bypos.y, NO_MM_FLAGS)) != 0) { 456. mtmp->msleeping = mtmp->mpeaceful = mtmp->mtame = 0; 457. set_malign(mtmp); 458. } else /* GENOD? */ 459. mtmp = makemon((struct permonst *)0, 460. bypos.x, bypos.y, NO_MM_FLAGS); 461. if(mtmp && (mtmp->data->maligntyp == 0 || 462. sgn(mtmp->data->maligntyp) == sgn(castalign)) ) { 463. count++; 464. break; 465. } 466. } 467. } 468. return count; 469. } 470.
resurrect[]
471. /* Let's resurrect the wizard, for some unexpected fun. */ 472. void 473. resurrect() 474. { 475. struct monst *mtmp, **mmtmp; 476. long elapsed; 477. const char *verb; 478. 479. if (!flags.no_of_wizards) { 480. /* make a new Wizard */ 481. verb = "kill"; 482. mtmp = makemon(&mons[PM_WIZARD_OF_YENDOR], u.ux, u.uy, MM_NOWAIT); 483. } else { 484. /* look for a migrating Wizard */ 485. verb = "elude"; 486. mmtmp = &migrating_mons; 487. while ((mtmp = *mmtmp) != 0) { 488. if (mtmp->iswiz && 489. /* if he has the Amulet, he won't bring it to you */ 490. !mon_has_amulet(mtmp) && 491. (elapsed = monstermoves - mtmp->mlstmv) > 0L) { 492. mon_catchup_elapsed_time(mtmp, elapsed); 493. if (elapsed >= LARGEST_INT) elapsed = LARGEST_INT - 1; 494. elapsed /= 50L; 495. if (mtmp->msleeping && rn2((int)elapsed + 1)) 496. mtmp->msleeping = 0; 497. if (mtmp->mfrozen == 1) /* would unfreeze on next move */ 498. mtmp->mfrozen = 0, mtmp->mcanmove = 1; 499. if (mtmp->mcanmove && !mtmp->msleeping) { 500. *mmtmp = mtmp->nmon; 501. mon_arrive(mtmp, TRUE); 502. /* note: there might be a second Wizard; if so, 503. he'll have to wait til the next resurrection */ 504. break; 505. } 506. } 507. mmtmp = &mtmp->nmon; 508. } 509. } 510. 511. if (mtmp) { 512. mtmp->msleeping = mtmp->mtame = mtmp->mpeaceful = 0; 513. set_malign(mtmp); 514. pline("A voice booms out..."); 515. verbalize("So thou thought thou couldst %s me, fool.", verb); 516. } 517. 518. } 519.
intervene[]
520. /* Here, we make trouble for the poor shmuck who actually */ 521. /* managed to do in the Wizard. */ 522. void 523. intervene() 524. { 525. int which = Is_astralevel(&u.uz) ? rnd(4) : rn2(6); 526. /* cases 0 and 5 don't apply on the Astral level */ 527. switch (which) { 528. case 0: 529. case 1: You_feel("vaguely nervous."); 530. break; 531. case 2: if (!Blind) 532. You("notice a %s glow surrounding you.", 533. hcolor(NH_BLACK)); 534. rndcurse(); 535. break; 536. case 3: aggravate(); 537. break; 538. case 4: (void)nasty((struct monst *)0); 539. break; 540. case 5: resurrect(); 541. break; 542. } 543. } 544.
wizdead[]
545. void 546. wizdead() 547. { 548. flags.no_of_wizards--; 549. if (!u.uevent.udemigod) { 550. u.uevent.udemigod = TRUE; 551. u.udg_cnt = rn1(250, 50); 552. } 553. } 554.
random_insult[]
555. const char * const random_insult[] = { 556. "antic", 557. "blackguard", 558. "caitiff", 559. "chucklehead", 560. "coistrel", 561. "craven", 562. "cretin", 563. "cur", 564. "dastard", 565. "demon fodder", 566. "dimwit", 567. "dolt", 568. "fool", 569. "footpad", 570. "imbecile", 571. "knave", 572. "maledict", 573. "miscreant", 574. "niddering", 575. "poltroon", 576. "rattlepate", 577. "reprobate", 578. "scapegrace", 579. "varlet", 580. "villein", /* (sic.) */ 581. "wittol", 582. "worm", 583. "wretch", 584. }; 585.
Many of these words are archaic and some explanation is in order:
Word | Definition used here |
---|---|
antic | A performer of a ludicrous part |
caitiff | Despicable coward |
coistrel | A mean fellow |
footpad | Highwayman, robber |
maledict | Accursed |
niddering | Coward, wretch |
poltroon | Base coward |
varlet | Knave; also a knight's attendant |
villein | A peasant who must serve a feudal lord but is free with respect to others |
wittol | A man whose wife is unfaithful and who consents to her infidelity |
random_malediction[]
586. const char * const random_malediction[] = { 587. "Hell shall soon claim thy remains,", 588. "I chortle at thee, thou pathetic", 589. "Prepare to die, thou", 590. "Resistance is useless,", 591. "Surrender or die, thou", 592. "There shall be no mercy, thou", 593. "Thou shalt repent of thy cunning,", 594. "Thou art as a flea to me,", 595. "Thou art doomed,", 596. "Thy fate is sealed,", 597. "Verily, thou shalt be one dead" 598. }; 599.
cuss[]
600. /* Insult or intimidate the player */ 601. void 602. cuss(mtmp) 603. register struct monst *mtmp; 604. { 605. if (mtmp->iswiz) { 606. if (!rn2(5)) /* typical bad guy action */ 607. pline("%s laughs fiendishly.", Monnam(mtmp)); 608. else 609. if (u.uhave.amulet && !rn2(SIZE(random_insult))) 610. verbalize("Relinquish the amulet, %s!", 611. random_insult[rn2(SIZE(random_insult))]); 612. else if (u.uhp < 5 && !rn2(2)) /* Panic */ 613. verbalize(rn2(2) ? 614. "Even now thy life force ebbs, %s!" : 615. "Savor thy breath, %s, it be thy last!", 616. random_insult[rn2(SIZE(random_insult))]); 617. else if (mtmp->mhp < 5 && !rn2(2)) /* Parthian shot */ 618. verbalize(rn2(2) ? 619. "I shall return." : 620. "I'll be back."); 621. else 622. verbalize("%s %s!", 623. random_malediction[rn2(SIZE(random_malediction))], 624. random_insult[rn2(SIZE(random_insult))]); 625. } else if(is_lminion(mtmp)) { 626. com_pager(rn2(QTN_ANGELIC - 1 + (Hallucination ? 1 : 0)) + 627. QT_ANGELIC); 628. } else { 629. if (!rn2(5)) 630. pline("%s casts aspersions on your ancestry.", Monnam(mtmp)); 631. else 632. com_pager(rn2(QTN_DEMONIC) + QT_DEMONIC); 633. } 634. } 635. 636. #endif /* OVLB */ 637. 638. /*wizard.c*/