Home | History | Annotate | Line # | Download | only in phantasia
      1 /*	$NetBSD: fight.c,v 1.15 2021/05/02 12:50:46 rillig Exp $	*/
      2 
      3 /*
      4  * fight.c   Phantasia monster fighting routines
      5  */
      6 
      7 #include <math.h>
      8 #include <setjmp.h>
      9 #include <stdio.h>
     10 #include <string.h>
     11 
     12 #include "macros.h"
     13 #include "phantdefs.h"
     14 #include "phantstruct.h"
     15 #include "phantglobs.h"
     16 
     17 #undef bool
     18 #include <curses.h>
     19 
     20 static void awardtreasure(void);
     21 static void callmonster(int);
     22 static void cancelmonster(void);
     23 static void cursedtreasure(void);
     24 static void hitmonster(double);
     25 static void monsthits(void);
     26 static int pickmonster(void);
     27 static void playerhits(void);
     28 static void scramblestats(void);
     29 static void throwspell(void);
     30 
     31 void
     32 encounter(int particular)
     33 {
     34 	volatile bool    firsthit = Player.p_blessing;	/* set if player gets
     35 							 * the first hit */
     36 	volatile int     flockcnt = 1;	/* how many time flocked */
     37 
     38 	/* let others know what we are doing */
     39 	Player.p_status = S_MONSTER;
     40 	writerecord(&Player, Fileloc);
     41 
     42 #ifdef SYS5
     43 	flushinp();
     44 #endif
     45 
     46 	Shield = 0.0;		/* no shield up yet */
     47 
     48 	if (particular >= 0)
     49 		/* monster is specified */
     50 		Whichmonster = particular;
     51 	else
     52 		/* pick random monster */
     53 		Whichmonster = pickmonster();
     54 
     55 	setjmp(Fightenv);	/* this is to enable changing fight state */
     56 
     57 	move(6, 0);
     58 	clrtobot();		/* clear bottom area of screen */
     59 
     60 	Lines = 9;
     61 	callmonster(Whichmonster);	/* set up monster to fight */
     62 
     63 	Luckout = FALSE;	/* haven't tried to luckout yet */
     64 
     65 	if (Curmonster.m_type == SM_MORGOTH)
     66 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
     67 		    Enemyname);
     68 
     69 	if (Curmonster.m_type == SM_UNICORN) {
     70 		if (Player.p_virgin) {
     71 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
     72 			Player.p_virgin = FALSE;
     73 		} else {
     74 			printw("You just saw %s running away!\n", Enemyname);
     75 			Curmonster.m_experience = 0.0;
     76 			Curmonster.m_treasuretype = 0;
     77 		}
     78 	} else
     79 		/* not a special monster */
     80 		for (;;)
     81 			/* print header, and arbitrate between player and
     82 			 * monster */
     83 		{
     84 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
     85 			    Enemyname, Curmonster.m_experience, Circle);
     86 
     87 			displaystats();
     88 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
     89 			readmessage();
     90 
     91 			if (Curmonster.m_type == SM_DARKLORD
     92 			    && Player.p_blessing
     93 			    && Player.p_charms > 0)
     94 				/* overpower Dark Lord with blessing and charm */
     95 			{
     96 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
     97 				Lines = 8;
     98 				Player.p_blessing = FALSE;
     99 				--Player.p_charms;
    100 				break;
    101 			}
    102 			/* allow paralyzed monster to wake up */
    103 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
    104 
    105 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
    106 			/* monster is faster */
    107 			    && Curmonster.m_type != SM_DARKLORD
    108 			/* not D. L. */
    109 			    && Curmonster.m_type != SM_SHRIEKER
    110 			/* not mimic */
    111 			    && !firsthit)
    112 				/* monster gets a hit */
    113 				monsthits();
    114 			else
    115 				/* player gets a hit */
    116 			{
    117 				firsthit = FALSE;
    118 				playerhits();
    119 			}
    120 
    121 			refresh();
    122 
    123 			if (Lines > LINES - 2)
    124 				/* near bottom of screen - pause */
    125 			{
    126 				more(Lines);
    127 				move(Lines = 8, 0);
    128 				clrtobot();
    129 			}
    130 			if (Player.p_energy <= 0.0)
    131 				/* player died */
    132 			{
    133 				more(Lines);
    134 				death(Enemyname);
    135 				cancelmonster();
    136 				break;	/* fight ends if the player is saved
    137 					 * from death */
    138 			}
    139 			if (Curmonster.m_energy <= 0.0)
    140 				/* monster died */
    141 				break;
    142 		}
    143 
    144 	/* give player credit for killing monster */
    145 	Player.p_experience += Curmonster.m_experience;
    146 
    147 	if (drandom() < Curmonster.m_flock / 100.0)
    148 		/* monster flocks */
    149 	{
    150 		more(Lines);
    151 		++flockcnt;
    152 		longjmp(Fightenv, 0);
    153 		/* NOTREACHED */
    154 	} else
    155 		if (Circle > 1.0
    156 		    && Curmonster.m_treasuretype > 0
    157 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
    158 			/* monster has treasure; this takes # of flocks and
    159 			 * size into account */
    160 		{
    161 			more(Lines);
    162 			awardtreasure();
    163 		}
    164 	/* pause before returning */
    165 	getyx(stdscr, Lines, flockcnt);
    166 	more(Lines + 1);
    167 
    168 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
    169 
    170 	/* clean up the screen */
    171 	move(4, 0);
    172 	clrtobot();
    173 }
    174 
    175 static int
    176 pickmonster(void)
    177 {
    178 	if (Player.p_specialtype == SC_VALAR)
    179 		/* even chance of any monster */
    180 		return ((int) ROLL(0.0, 100.0));
    181 
    182 	if (Marsh)
    183 		/* water monsters */
    184 		return ((int) ROLL(0.0, 15.0));
    185 
    186 	else
    187 		if (Circle > 24)
    188 			/* even chance of all non-water monsters */
    189 			return ((int) ROLL(14.0, 86.0));
    190 
    191 		else
    192 			if (Circle > 15)
    193 				/* chance of all non-water monsters, weighted
    194 				 * toward middle */
    195 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
    196 
    197 			else
    198 				if (Circle > 8)
    199 					/* not all non-water monsters,
    200 					 * weighted toward middle */
    201 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
    202 
    203 				else
    204 					if (Circle > 3)
    205 						/* even chance of some tamer
    206 						 * non-water monsters */
    207 						return ((int) ROLL(14.0, 50.0));
    208 
    209 					else
    210 						/* even chance of some of the
    211 						 * tamest non-water monsters */
    212 						return ((int) ROLL(14.0, 25.0));
    213 }
    214 
    215 static void
    216 playerhits(void)
    217 {
    218 	double  inflict;	/* damage inflicted */
    219 	int     ch;		/* input */
    220 
    221 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
    222 
    223 	if (!Luckout) {
    224 		/* haven't tried to luckout yet */
    225 		if (Curmonster.m_type == SM_MORGOTH)
    226 			/* cannot luckout against Morgoth */
    227 			addstr("6:Ally  ");
    228 		else
    229 			addstr("6:Luckout  ");
    230 	}
    231 
    232 	if (Player.p_ring.ring_type != R_NONE)
    233 		/* player has a ring */
    234 		addstr("7:Use Ring  ");
    235 	else
    236 		clrtoeol();
    237 
    238 	ch = inputoption();
    239 
    240 	move(8, 0);
    241 	clrtobot();		/* clear any messages from before */
    242 	Lines = 9;
    243 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    244 
    245 	switch (ch) {
    246 	case 'T':		/* timeout; lose turn */
    247 		break;
    248 
    249 	case ' ':
    250 	case '1':		/* melee */
    251 		/* melee affects monster's energy and strength */
    252 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
    253 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    254 
    255 		Curmonster.m_melee += inflict;
    256 		Curmonster.m_strength = Curmonster.m_o_strength
    257 		    - Curmonster.m_melee / Curmonster.m_o_energy
    258 		    * Curmonster.m_o_strength / 4.0;
    259 		hitmonster(inflict);
    260 		break;
    261 
    262 	case '2':		/* skirmish */
    263 		/* skirmish affects monter's energy and speed */
    264 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
    265 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    266 
    267 		Curmonster.m_skirmish += inflict;
    268 		Curmonster.m_maxspeed = Curmonster.m_o_speed
    269 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
    270 		    * Curmonster.m_o_speed / 4.0;
    271 		hitmonster(inflict);
    272 		break;
    273 
    274 	case '3':		/* evade */
    275 		/* use brains and speed to try to evade */
    276 		if ((Curmonster.m_type == SM_DARKLORD
    277 			|| Curmonster.m_type == SM_SHRIEKER
    278 		/* can always run from D. L. and shrieker */
    279 			|| drandom() * Player.p_speed * Player.p_brains
    280 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
    281 		    && (Curmonster.m_type != SM_MIMIC))
    282 			/* cannot run from mimic */
    283 		{
    284 			mvaddstr(Lines++, 0, "You got away!");
    285 			cancelmonster();
    286 			altercoordinates(0.0, 0.0, A_NEAR);
    287 		} else
    288 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    289 
    290 		break;
    291 
    292 	case 'M':
    293 	case '4':		/* magic spell */
    294 		throwspell();
    295 		break;
    296 
    297 	case '5':		/* nick */
    298 		/* hit 1 plus sword; give some experience */
    299 		inflict = 1.0 + Player.p_sword;
    300 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
    301 		Curmonster.m_experience *= 0.92;
    302 		/* monster gets meaner */
    303 		Curmonster.m_maxspeed += 2.0;
    304 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
    305 		if (Curmonster.m_type == SM_DARKLORD)
    306 			/* Dark Lord; doesn't like to be nicked */
    307 		{
    308 			mvprintw(Lines++, 0,
    309 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
    310 			Player.p_quickness /= 2.0;
    311 			altercoordinates(0.0, 0.0, A_FAR);
    312 			cancelmonster();
    313 		} else
    314 			hitmonster(inflict);
    315 		break;
    316 
    317 	case 'B':
    318 	case '6':		/* luckout */
    319 		if (Luckout)
    320 			mvaddstr(Lines++, 0, "You already tried that.");
    321 		else {
    322 			Luckout = TRUE;
    323 			if (Curmonster.m_type == SM_MORGOTH)
    324 				/* Morgoth; ally */
    325 			{
    326 				if (drandom() < Player.p_sin / 100.0) {
    327 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
    328 					cancelmonster();
    329 				} else
    330 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
    331 			} else
    332 				/* normal monster; use brains for success */
    333 			{
    334 				if ((drandom() + 0.333) * Player.p_brains
    335 				    < (drandom() + 0.333) * Curmonster.m_brains)
    336 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
    337 				else {
    338 					mvaddstr(Lines++, 0, "You made it!");
    339 					Curmonster.m_energy = 0.0;
    340 				}
    341 			}
    342 		}
    343 		break;
    344 
    345 	case '7':		/* use ring */
    346 		if (Player.p_ring.ring_type != R_NONE) {
    347 			mvaddstr(Lines++, 0, "Now using ring.");
    348 			Player.p_ring.ring_inuse = TRUE;
    349 			if (Player.p_ring.ring_type != R_DLREG)
    350 				/* age ring */
    351 				--Player.p_ring.ring_duration;
    352 		}
    353 		break;
    354 	}
    355 
    356 }
    357 
    358 static void
    359 monsthits(void)
    360 {
    361 	double  inflict;	/* damage inflicted */
    362 	int     ch;		/* input */
    363 
    364 	switch (Curmonster.m_type)
    365 		/* may be a special monster */
    366 	{
    367 	case SM_DARKLORD:
    368 		/* hits just enough to kill player */
    369 		inflict = (Player.p_energy + Shield) * 1.02;
    370 		goto SPECIALHIT;
    371 
    372 	case SM_SHRIEKER:
    373 		/* call a big monster */
    374 		mvaddstr(Lines++, 0,
    375 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
    376 		more(Lines);
    377 		Whichmonster = (int) ROLL(70.0, 30.0);
    378 		longjmp(Fightenv, 0);
    379 		/* NOTREACHED */
    380 
    381 	case SM_BALROG:
    382 		/* take experience away */
    383 		inflict = ROLL(10.0, Curmonster.m_strength);
    384 		inflict = MIN(Player.p_experience, inflict);
    385 		mvprintw(Lines++, 0,
    386 		    "%s took away %.0f experience points.", Enemyname, inflict);
    387 		Player.p_experience -= inflict;
    388 		return;
    389 
    390 	case SM_FAERIES:
    391 		if (Player.p_holywater > 0)
    392 			/* holy water kills when monster tries to hit */
    393 		{
    394 			mvprintw(Lines++, 0, "Your holy water killed it!");
    395 			--Player.p_holywater;
    396 			Curmonster.m_energy = 0.0;
    397 			return;
    398 		}
    399 		break;
    400 
    401 	case SM_NONE:
    402 		/* normal hit */
    403 		break;
    404 
    405 	default:
    406 		if (drandom() > 0.2)
    407 			/* normal hit */
    408 			break;
    409 
    410 		/* else special things */
    411 		switch (Curmonster.m_type) {
    412 		case SM_LEANAN:
    413 			/* takes some of the player's strength */
    414 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
    415 			inflict = MIN(Player.p_strength, inflict);
    416 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
    417 			    Enemyname, inflict);
    418 			Player.p_strength -= inflict;
    419 			Player.p_might -= inflict;
    420 			break;
    421 
    422 		case SM_SARUMAN:
    423 			if (Player.p_palantir)
    424 				/* take away palantir */
    425 			{
    426 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
    427 				Player.p_palantir = FALSE;
    428 			} else
    429 				if (drandom() > 0.5)
    430 					/* gems turn to gold */
    431 				{
    432 					mvprintw(Lines++, 0,
    433 					    "%s transformed your gems into gold!", Enemyname);
    434 					Player.p_gold += Player.p_gems;
    435 					Player.p_gems = 0.0;
    436 				} else
    437 					/* scramble some stats */
    438 				{
    439 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
    440 					scramblestats();
    441 				}
    442 			break;
    443 
    444 		case SM_THAUMATURG:
    445 			/* transport player */
    446 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
    447 			altercoordinates(0.0, 0.0, A_FAR);
    448 			cancelmonster();
    449 			break;
    450 
    451 		case SM_VORTEX:
    452 			/* suck up some mana */
    453 			inflict = ROLL(0, 7.5 * Circle);
    454 			inflict = MIN(Player.p_mana, floor(inflict));
    455 			mvprintw(Lines++, 0,
    456 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
    457 			Player.p_mana -= inflict;
    458 			break;
    459 
    460 		case SM_NAZGUL:
    461 			/* try to take ring if player has one */
    462 			if (Player.p_ring.ring_type != R_NONE)
    463 				/* player has a ring */
    464 			{
    465 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
    466 				ch = getanswer("YN", FALSE);
    467 				if (ch == 'Y')
    468 					/* take ring away */
    469 				{
    470 					Player.p_ring.ring_type = R_NONE;
    471 					Player.p_ring.ring_inuse = FALSE;
    472 					cancelmonster();
    473 					break;
    474 				}
    475 			}
    476 			/* otherwise, take some brains */
    477 			mvprintw(Lines++, 0,
    478 			    "%s neutralized 1/5 of your brain!", Enemyname);
    479 			Player.p_brains *= 0.8;
    480 			break;
    481 
    482 		case SM_TIAMAT:
    483 			/* take some gold and gems */
    484 			mvprintw(Lines++, 0,
    485 			    "%s took half your gold and gems and flew off.", Enemyname);
    486 			Player.p_gold /= 2.0;
    487 			Player.p_gems /= 2.0;
    488 			cancelmonster();
    489 			break;
    490 
    491 		case SM_KOBOLD:
    492 			/* steal a gold piece and run */
    493 			mvprintw(Lines++, 0,
    494 			    "%s stole one gold piece and ran away.", Enemyname);
    495 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
    496 			cancelmonster();
    497 			break;
    498 
    499 		case SM_SHELOB:
    500 			/* bite and (medium) poison */
    501 			mvprintw(Lines++, 0,
    502 			    "%s has bitten and poisoned you!", Enemyname);
    503 			Player.p_poison -= 1.0;
    504 			break;
    505 
    506 		case SM_LAMPREY:
    507 			/* bite and (small) poison */
    508 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
    509 			Player.p_poison += 0.25;
    510 			break;
    511 
    512 		case SM_BONNACON:
    513 			/* fart and run */
    514 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
    515 			Player.p_energy /= 2.0;	/* damage from fumes */
    516 			cancelmonster();
    517 			break;
    518 
    519 		case SM_SMEAGOL:
    520 			if (Player.p_ring.ring_type != R_NONE)
    521 				/* try to steal ring */
    522 			{
    523 				mvprintw(Lines++, 0,
    524 				    "%s tried to steal your ring, ", Enemyname);
    525 				if (drandom() > 0.1)
    526 					addstr("but was unsuccessful.");
    527 				else {
    528 					addstr("and ran away with it!");
    529 					Player.p_ring.ring_type = R_NONE;
    530 					cancelmonster();
    531 				}
    532 			}
    533 			break;
    534 
    535 		case SM_SUCCUBUS:
    536 			/* inflict damage through shield */
    537 			inflict = ROLL(15.0, Circle * 10.0);
    538 			inflict = MIN(inflict, Player.p_energy);
    539 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
    540 			    Enemyname, inflict);
    541 			Player.p_energy -= inflict;
    542 			break;
    543 
    544 		case SM_CERBERUS:
    545 			/* take all metal treasures */
    546 			mvprintw(Lines++, 0,
    547 			    "%s took all your metal treasures!", Enemyname);
    548 			Player.p_crowns = 0;
    549 			Player.p_sword =
    550 			    Player.p_shield =
    551 			    Player.p_gold = 0.0;
    552 			cancelmonster();
    553 			break;
    554 
    555 		case SM_UNGOLIANT:
    556 			/* (large) poison and take a quickness */
    557 			mvprintw(Lines++, 0,
    558 			    "%s poisoned you, and took one quik.", Enemyname);
    559 			Player.p_poison += 5.0;
    560 			Player.p_quickness -= 1.0;
    561 			break;
    562 
    563 		case SM_JABBERWOCK:
    564 			/* fly away, and leave either a Jubjub bird or
    565 			 * Bonnacon */
    566 			mvprintw(Lines++, 0,
    567 			    "%s flew away, and left you to contend with one of its friends.",
    568 			    Enemyname);
    569 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
    570 			longjmp(Fightenv, 0);
    571 			/* NOTREACHED */
    572 
    573 		case SM_TROLL:
    574 			/* partially regenerate monster */
    575 			mvprintw(Lines++, 0,
    576 			    "%s partially regenerated his energy.!", Enemyname);
    577 			Curmonster.m_energy +=
    578 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
    579 			Curmonster.m_strength = Curmonster.m_o_strength;
    580 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    581 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
    582 			break;
    583 
    584 		case SM_WRAITH:
    585 			if (!Player.p_blindness)
    586 				/* make blind */
    587 			{
    588 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
    589 				Player.p_blindness = TRUE;
    590 				Enemyname = "A monster";
    591 			}
    592 			break;
    593 		}
    594 		return;
    595 	}
    596 
    597 	/* fall through to here if monster inflicts a normal hit */
    598 	inflict = drandom() * Curmonster.m_strength + 0.5;
    599 SPECIALHIT:
    600 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
    601 
    602 	if ((Shield -= inflict) < 0) {
    603 		Player.p_energy += Shield;
    604 		Shield = 0.0;
    605 	}
    606 }
    607 
    608 static void
    609 cancelmonster(void)
    610 {
    611 	Curmonster.m_energy = 0.0;
    612 	Curmonster.m_experience = 0.0;
    613 	Curmonster.m_treasuretype = 0;
    614 	Curmonster.m_flock = 0.0;
    615 }
    616 
    617 static void
    618 hitmonster(double inflict)
    619 {
    620 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    621 	Curmonster.m_energy -= inflict;
    622 	if (Curmonster.m_energy > 0.0) {
    623 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
    624 			/* special monster didn't die */
    625 			monsthits();
    626 	} else
    627 		/* monster died.  print message. */
    628 	{
    629 		if (Curmonster.m_type == SM_MORGOTH)
    630 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
    631 		else
    632 			/* all other types of monsters */
    633 		{
    634 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
    635 
    636 			if (Curmonster.m_type == SM_MIMIC
    637 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
    638 			    && !Player.p_blindness)
    639 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
    640 		}
    641 	}
    642 }
    643 
    644 static void
    645 throwspell(void)
    646 {
    647 	double  inflict;	/* damage inflicted */
    648 	double  dtemp;		/* for dtemporary calculations */
    649 	int     ch;		/* input */
    650 
    651 	inflict = 0;
    652 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    653 
    654 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
    655 		mvaddstr(7, 0, "1:All or Nothing  ");
    656 	if (Player.p_magiclvl >= ML_MAGICBOLT)
    657 		addstr("2:Magic Bolt  ");
    658 	if (Player.p_magiclvl >= ML_FORCEFIELD)
    659 		addstr("3:Force Field  ");
    660 	if (Player.p_magiclvl >= ML_XFORM)
    661 		addstr("4:Transform  ");
    662 	if (Player.p_magiclvl >= ML_INCRMIGHT)
    663 		addstr("5:Increase Might\n");
    664 	if (Player.p_magiclvl >= ML_INVISIBLE)
    665 		mvaddstr(8, 0, "6:Invisibility  ");
    666 	if (Player.p_magiclvl >= ML_XPORT)
    667 		addstr("7:Transport  ");
    668 	if (Player.p_magiclvl >= ML_PARALYZE)
    669 		addstr("8:Paralyze  ");
    670 	if (Player.p_specialtype >= SC_COUNCIL)
    671 		addstr("9:Specify");
    672 	mvaddstr(4, 0, "Spell ? ");
    673 
    674 	ch = getanswer(" ", TRUE);
    675 
    676 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    677 
    678 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
    679 		/* can only throw force field against Morgoth */
    680 		ILLSPELL();
    681 	else
    682 		switch (ch) {
    683 		case '1':	/* all or nothing */
    684 			if (drandom() < 0.25)
    685 				/* success */
    686 			{
    687 				inflict = Curmonster.m_energy * 1.01 + 1.0;
    688 
    689 				if (Curmonster.m_type == SM_DARKLORD)
    690 					/* all or nothing doesn't quite work
    691 					 * against D. L. */
    692 					inflict *= 0.9;
    693 			} else
    694 				/* failure -- monster gets stronger and
    695 				 * quicker */
    696 			{
    697 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
    698 				Curmonster.m_maxspeed *= 2.0;
    699 				Curmonster.m_o_speed *= 2.0;
    700 
    701 				/* paralyzed monsters wake up a bit */
    702 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
    703 			}
    704 
    705 			if (Player.p_mana >= MM_ALLORNOTHING)
    706 				/* take a mana if player has one */
    707 				Player.p_mana -= MM_ALLORNOTHING;
    708 
    709 			hitmonster(inflict);
    710 			break;
    711 
    712 		case '2':	/* magic bolt */
    713 			if (Player.p_magiclvl < ML_MAGICBOLT)
    714 				ILLSPELL();
    715 			else {
    716 				do
    717 					/* prompt for amount to expend */
    718 				{
    719 					mvaddstr(4, 0, "How much mana for bolt? ");
    720 					dtemp = floor(infloat());
    721 				}
    722 				while (dtemp < 0.0 || dtemp > Player.p_mana);
    723 
    724 				Player.p_mana -= dtemp;
    725 
    726 				if (Curmonster.m_type == SM_DARKLORD)
    727 					/* magic bolts don't work against D.
    728 					 * L. */
    729 					inflict = 0.0;
    730 				else
    731 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
    732 				mvaddstr(5, 0, "Magic Bolt fired!\n");
    733 				hitmonster(inflict);
    734 			}
    735 			break;
    736 
    737 		case '3':	/* force field */
    738 			if (Player.p_magiclvl < ML_FORCEFIELD)
    739 				ILLSPELL();
    740 			else
    741 				if (Player.p_mana < MM_FORCEFIELD)
    742 					NOMANA();
    743 				else {
    744 					Player.p_mana -= MM_FORCEFIELD;
    745 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
    746 					mvaddstr(5, 0, "Force Field up.\n");
    747 				}
    748 			break;
    749 
    750 		case '4':	/* transform */
    751 			if (Player.p_magiclvl < ML_XFORM)
    752 				ILLSPELL();
    753 			else
    754 				if (Player.p_mana < MM_XFORM)
    755 					NOMANA();
    756 				else {
    757 					Player.p_mana -= MM_XFORM;
    758 					Whichmonster = (int) ROLL(0.0, 100.0);
    759 					longjmp(Fightenv, 0);
    760 					/* NOTREACHED */
    761 				}
    762 			break;
    763 
    764 		case '5':	/* increase might */
    765 			if (Player.p_magiclvl < ML_INCRMIGHT)
    766 				ILLSPELL();
    767 			else
    768 				if (Player.p_mana < MM_INCRMIGHT)
    769 					NOMANA();
    770 				else {
    771 					Player.p_mana -= MM_INCRMIGHT;
    772 					Player.p_might +=
    773 					    (1.2 * (Player.p_strength + Player.p_sword)
    774 					    + 5.0 - Player.p_might) / 2.0;
    775 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
    776 				}
    777 			break;
    778 
    779 		case '6':	/* invisible */
    780 			if (Player.p_magiclvl < ML_INVISIBLE)
    781 				ILLSPELL();
    782 			else
    783 				if (Player.p_mana < MM_INVISIBLE)
    784 					NOMANA();
    785 				else {
    786 					Player.p_mana -= MM_INVISIBLE;
    787 					Player.p_speed +=
    788 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
    789 					    + 5.0 - Player.p_speed) / 2.0;
    790 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
    791 				}
    792 			break;
    793 
    794 		case '7':	/* transport */
    795 			if (Player.p_magiclvl < ML_XPORT)
    796 				ILLSPELL();
    797 			else
    798 				if (Player.p_mana < MM_XPORT)
    799 					NOMANA();
    800 				else {
    801 					Player.p_mana -= MM_XPORT;
    802 					if (Player.p_brains + Player.p_magiclvl
    803 					    < Curmonster.m_experience / 200.0 * drandom()) {
    804 						mvaddstr(5, 0, "Transport backfired!\n");
    805 						altercoordinates(0.0, 0.0, A_FAR);
    806 						cancelmonster();
    807 					} else {
    808 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
    809 						if (drandom() < 0.3)
    810 							/* monster didn't drop
    811 							 * its treasure */
    812 							Curmonster.m_treasuretype = 0;
    813 
    814 						Curmonster.m_energy = 0.0;
    815 					}
    816 				}
    817 			break;
    818 
    819 		case '8':	/* paralyze */
    820 			if (Player.p_magiclvl < ML_PARALYZE)
    821 				ILLSPELL();
    822 			else
    823 				if (Player.p_mana < MM_PARALYZE)
    824 					NOMANA();
    825 				else {
    826 					Player.p_mana -= MM_PARALYZE;
    827 					if (Player.p_magiclvl >
    828 					    Curmonster.m_experience / 1000.0 * drandom()) {
    829 						mvprintw(5, 0, "%s is held.\n", Enemyname);
    830 						Curmonster.m_speed = -2.0;
    831 					} else
    832 						mvaddstr(5, 0, "Monster unaffected.\n");
    833 				}
    834 			break;
    835 
    836 		case '9':	/* specify */
    837 			if (Player.p_specialtype < SC_COUNCIL)
    838 				ILLSPELL();
    839 			else
    840 				if (Player.p_mana < MM_SPECIFY)
    841 					NOMANA();
    842 				else {
    843 					Player.p_mana -= MM_SPECIFY;
    844 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
    845 					Whichmonster = (int) infloat();
    846 					Whichmonster = MAX(0, MIN(99, Whichmonster));
    847 					longjmp(Fightenv, 0);
    848 					/* NOTREACHED */
    849 				}
    850 			break;
    851 		}
    852 }
    853 
    854 static void
    855 callmonster(int which)
    856 {
    857 	struct monster Othermonster;	/* to find a name for mimics */
    858 
    859 	which = MIN(which, 99);	/* make sure within range */
    860 
    861 	/* fill structure */
    862 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    863 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    864 
    865 	/* handle some special monsters */
    866 	if (Curmonster.m_type == SM_MODNAR) {
    867 		if (Player.p_specialtype < SC_COUNCIL)
    868 			/* randomize some stats */
    869 		{
    870 			Curmonster.m_strength *= drandom() + 0.5;
    871 			Curmonster.m_brains *= drandom() + 0.5;
    872 			Curmonster.m_speed *= drandom() + 0.5;
    873 			Curmonster.m_energy *= drandom() + 0.5;
    874 			Curmonster.m_experience *= drandom() + 0.5;
    875 			Curmonster.m_treasuretype =
    876 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
    877 		} else
    878 			/* make Modnar into Morgoth */
    879 		{
    880 			strcpy(Curmonster.m_name, "Morgoth");
    881 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
    882 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
    883 			Curmonster.m_brains = Player.p_brains;
    884 			Curmonster.m_energy = Player.p_might * 30.0;
    885 			Curmonster.m_type = SM_MORGOTH;
    886 			Curmonster.m_speed = Player.p_speed * 1.1
    887 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
    888 			Curmonster.m_flock = 0.0;
    889 			Curmonster.m_treasuretype = 0;
    890 			Curmonster.m_experience = 0.0;
    891 		}
    892 	} else
    893 		if (Curmonster.m_type == SM_MIMIC)
    894 			/* pick another name */
    895 		{
    896 			which = (int) ROLL(0.0, 100.0);
    897 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    898 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    899 			strcpy(Curmonster.m_name, Othermonster.m_name);
    900 		}
    901 	truncstring(Curmonster.m_name);
    902 
    903 	if (Curmonster.m_type != SM_MORGOTH)
    904 		/* adjust stats based on which circle player is in */
    905 	{
    906 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
    907 		Curmonster.m_brains *= Circle;
    908 		Curmonster.m_speed += Circle * 1.e-9;
    909 		Curmonster.m_energy *= Circle;
    910 		Curmonster.m_experience *= Circle;
    911 	}
    912 	if (Player.p_blindness)
    913 		/* cannot see monster if blind */
    914 		Enemyname = "A monster";
    915 	else
    916 		Enemyname = Curmonster.m_name;
    917 
    918 	if (Player.p_speed <= 0.0)
    919 		/* make Player.p_speed positive */
    920 	{
    921 		Curmonster.m_speed += -Player.p_speed;
    922 		Player.p_speed = 1.0;
    923 	}
    924 	/* fill up the rest of the structure */
    925 	Curmonster.m_o_strength = Curmonster.m_strength;
    926 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    927 	Curmonster.m_o_energy = Curmonster.m_energy;
    928 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    929 }
    930 
    931 static void
    932 awardtreasure(void)
    933 {
    934 	int     whichtreasure;	/* calculated treasure to grant */
    935 	int     temp;		/* temporary */
    936 	int     ch;		/* input */
    937 	double  treasuretype;	/* monster's treasure type */
    938 	double  gold = 0.0;	/* gold awarded */
    939 	double  gems = 0.0;	/* gems awarded */
    940 	double  dtemp;		/* for temporary calculations */
    941 
    942 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    943 	treasuretype = (double) Curmonster.m_treasuretype;
    944 
    945 	move(4, 0);
    946 	clrtobot();
    947 	move(6, 0);
    948 
    949 	if (drandom() > 0.65)
    950 		/* gold and gems */
    951 	{
    952 		if (Curmonster.m_treasuretype > 7)
    953 			/* gems */
    954 		{
    955 			gems = ROLL(1.0, (treasuretype - 7.0)
    956 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
    957 			printw("You have discovered %.0f gems!", gems);
    958 		} else
    959 			/* gold */
    960 		{
    961 			gold = ROLL(treasuretype * 10.0, treasuretype
    962 			    * treasuretype * 10.0 * (Circle - 1.0));
    963 			printw("You have found %.0f gold pieces.", gold);
    964 		}
    965 
    966 		addstr("  Do you want to pick them up ? ");
    967 		ch = getanswer("NY", FALSE);
    968 		addstr("\n\n");
    969 
    970 		if (ch == 'Y') {
    971 			if (drandom() < treasuretype / 35.0 + 0.04)
    972 				/* cursed */
    973 			{
    974 				addstr("They were cursed!\n");
    975 				cursedtreasure();
    976 			} else
    977 				collecttaxes(gold, gems);
    978 		}
    979 
    980 		return;
    981 	} else
    982 		/* other treasures */
    983 	{
    984 		addstr("You have found some treasure.  Do you want to inspect it ? ");
    985 		ch = getanswer("NY", FALSE);
    986 		addstr("\n\n");
    987 
    988 		if (ch != 'Y')
    989 			return;
    990 		else
    991 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
    992 				addstr("It was cursed!\n");
    993 				cursedtreasure();
    994 				return;
    995 			} else
    996 				switch (Curmonster.m_treasuretype) {
    997 				case 1:	/* treasure type 1 */
    998 					switch (whichtreasure) {
    999 					case 1:
   1000 						addstr("You've discovered a power booster!\n");
   1001 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
   1002 						break;
   1003 
   1004 					case 2:
   1005 						addstr("You have encountered a druid.\n");
   1006 						Player.p_experience +=
   1007 						    ROLL(0.0, 2000.0 + Circle * 400.0);
   1008 						break;
   1009 
   1010 					case 3:
   1011 						addstr("You have found a holy orb.\n");
   1012 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
   1013 						break;
   1014 					}
   1015 					break;
   1016 					/* end treasure type 1 */
   1017 
   1018 				case 2:	/* treasure type 2 */
   1019 					switch (whichtreasure) {
   1020 					case 1:
   1021 						addstr("You have found an amulet.\n");
   1022 						++Player.p_amulets;
   1023 						break;
   1024 
   1025 					case 2:
   1026 						addstr("You've found some holy water!\n");
   1027 						++Player.p_holywater;
   1028 						break;
   1029 
   1030 					case 3:
   1031 						addstr("You've met a hermit!\n");
   1032 						Player.p_sin *= 0.75;
   1033 						Player.p_mana += 12.0 * Circle;
   1034 						break;
   1035 					}
   1036 					break;
   1037 					/* end treasure type 2 */
   1038 
   1039 				case 3:	/* treasure type 3 */
   1040 					switch (whichtreasure) {
   1041 					case 1:
   1042 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
   1043 						printw("You've found a +%.0f shield!\n", dtemp);
   1044 						if (dtemp >= Player.p_shield)
   1045 							Player.p_shield = dtemp;
   1046 						else
   1047 							SOMEBETTER();
   1048 						break;
   1049 
   1050 					case 2:
   1051 						addstr("You have rescued a virgin.  Will you be honorable ? ");
   1052 						ch = getanswer("NY", FALSE);
   1053 						addstr("\n\n");
   1054 						if (ch == 'Y')
   1055 							Player.p_virgin = TRUE;
   1056 						else {
   1057 							Player.p_experience += 2000.0 * Circle;
   1058 							++Player.p_sin;
   1059 						}
   1060 						break;
   1061 
   1062 					case 3:
   1063 						addstr("You've discovered some athelas!\n");
   1064 						--Player.p_poison;
   1065 						break;
   1066 					}
   1067 					break;
   1068 					/* end treasure type 3 */
   1069 
   1070 				case 4:	/* treasure type 4 */
   1071 					addstr("You've found a scroll.  Will you read it ? ");
   1072 					ch = getanswer("NY", FALSE);
   1073 					addstr("\n\n");
   1074 
   1075 					if (ch == 'Y')
   1076 						switch ((int) ROLL(1, 6)) {
   1077 						case 1:
   1078 							addstr("It throws up a shield for you next monster.\n");
   1079 							getyx(stdscr, whichtreasure, ch);
   1080 							more(whichtreasure);
   1081 							Shield =
   1082 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
   1083 							Whichmonster = pickmonster();
   1084 							longjmp(Fightenv, 0);
   1085 							/* NOTREACHED */
   1086 
   1087 						case 2:
   1088 							addstr("It makes you invisible for you next monster.\n");
   1089 							getyx(stdscr, whichtreasure, ch);
   1090 							more(whichtreasure);
   1091 							Player.p_speed = 1e6;
   1092 							Whichmonster = pickmonster();
   1093 							longjmp(Fightenv, 0);
   1094 							/* NOTREACHED */
   1095 
   1096 						case 3:
   1097 							addstr("It increases your strength ten fold to fight your next monster.\n");
   1098 							getyx(stdscr, whichtreasure, ch);
   1099 							more(whichtreasure);
   1100 							Player.p_might *= 10.0;
   1101 							Whichmonster = pickmonster();
   1102 							longjmp(Fightenv, 0);
   1103 							/* NOTREACHED */
   1104 
   1105 						case 4:
   1106 							addstr("It is a general knowledge scroll.\n");
   1107 							Player.p_brains += ROLL(2.0, Circle);
   1108 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
   1109 							break;
   1110 
   1111 						case 5:
   1112 							addstr("It tells you how to pick your next monster.\n");
   1113 							addstr("Which monster do you want [0-99] ? ");
   1114 							Whichmonster = (int) infloat();
   1115 							Whichmonster = MIN(99, MAX(0, Whichmonster));
   1116 							longjmp(Fightenv, 0);
   1117 
   1118 						case 6:
   1119 							addstr("It was cursed!\n");
   1120 							cursedtreasure();
   1121 							break;
   1122 						}
   1123 					break;
   1124 					/* end treasure type 4 */
   1125 
   1126 				case 5:	/* treasure type 5 */
   1127 					switch (whichtreasure) {
   1128 					case 1:
   1129 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
   1130 						printw("You've discovered a +%.0f dagger.\n", dtemp);
   1131 						if (dtemp >= Player.p_sword)
   1132 							Player.p_sword = dtemp;
   1133 						else
   1134 							SOMEBETTER();
   1135 						break;
   1136 
   1137 					case 2:
   1138 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
   1139 						printw("You have found some +%.0f armour!\n", dtemp);
   1140 						if (dtemp >= Player.p_shield)
   1141 							Player.p_shield = dtemp;
   1142 						else
   1143 							SOMEBETTER();
   1144 						break;
   1145 
   1146 					case 3:
   1147 						addstr("You've found a tablet.\n");
   1148 						Player.p_brains += 4.5 * Circle;
   1149 						break;
   1150 					}
   1151 					break;
   1152 					/* end treasure type 5 */
   1153 
   1154 				case 6:	/* treasure type 6 */
   1155 					switch (whichtreasure) {
   1156 					case 1:
   1157 						addstr("You've found a priest.\n");
   1158 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1159 						Player.p_sin /= 2.0;
   1160 						Player.p_mana += 24.0 * Circle;
   1161 						Player.p_brains += Circle;
   1162 						break;
   1163 
   1164 					case 2:
   1165 						addstr("You have come upon Robin Hood!\n");
   1166 						Player.p_shield += Circle * 2.0;
   1167 						Player.p_strength += Circle / 2.5 + 1.0;
   1168 						break;
   1169 
   1170 					case 3:
   1171 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
   1172 						printw("You have found a +%.0f axe!\n", dtemp);
   1173 						if (dtemp >= Player.p_sword)
   1174 							Player.p_sword = dtemp;
   1175 						else
   1176 							SOMEBETTER();
   1177 						break;
   1178 					}
   1179 					break;
   1180 					/* end treasure type 6 */
   1181 
   1182 				case 7:	/* treasure type 7 */
   1183 					switch (whichtreasure) {
   1184 					case 1:
   1185 						addstr("You've discovered a charm!\n");
   1186 						++Player.p_charms;
   1187 						break;
   1188 
   1189 					case 2:
   1190 						addstr("You have encountered Merlyn!\n");
   1191 						Player.p_brains += Circle + 5.0;
   1192 						Player.p_magiclvl += Circle / 3.0 + 5.0;
   1193 						Player.p_mana += Circle * 10.0;
   1194 						break;
   1195 
   1196 					case 3:
   1197 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
   1198 						printw("You have found a +%.0f war hammer!\n", dtemp);
   1199 						if (dtemp >= Player.p_sword)
   1200 							Player.p_sword = dtemp;
   1201 						else
   1202 							SOMEBETTER();
   1203 						break;
   1204 					}
   1205 					break;
   1206 					/* end treasure type 7 */
   1207 
   1208 				case 8:	/* treasure type 8 */
   1209 					switch (whichtreasure) {
   1210 					case 1:
   1211 						addstr("You have found a healing potion.\n");
   1212 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
   1213 						break;
   1214 
   1215 					case 2:
   1216 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
   1217 						ch = getanswer("NY", FALSE);
   1218 						addstr("\n\n");
   1219 						if (ch == 'Y') {
   1220 							double  x, y;
   1221 
   1222 							addstr("X Y Coordinates ? ");
   1223 							getstring(Databuf, SZ_DATABUF);
   1224 							sscanf(Databuf, "%lf %lf", &x, &y);
   1225 							altercoordinates(x, y, A_FORCED);
   1226 						}
   1227 						break;
   1228 
   1229 					case 3:
   1230 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
   1231 						printw("You've found a +%.0f sword!\n", dtemp);
   1232 						if (dtemp >= Player.p_sword)
   1233 							Player.p_sword = dtemp;
   1234 						else
   1235 							SOMEBETTER();
   1236 						break;
   1237 					}
   1238 					break;
   1239 					/* end treasure type 8 */
   1240 
   1241 				case 10:
   1242 				case 11:
   1243 				case 12:
   1244 				case 13:	/* treasure types 10 - 13 */
   1245 					if (drandom() < 0.33) {
   1246 						if (Curmonster.m_treasuretype == 10) {
   1247 							addstr("You've found a pair of elven boots!\n");
   1248 							Player.p_quickness += 2.0;
   1249 							break;
   1250 						} else
   1251 							if (Curmonster.m_treasuretype == 11
   1252 							    && !Player.p_palantir) {
   1253 								addstr("You've acquired Saruman's palantir.\n");
   1254 								Player.p_palantir = TRUE;
   1255 								break;
   1256 							} else
   1257 								if (Player.p_ring.ring_type == R_NONE
   1258 								    && Player.p_specialtype < SC_COUNCIL
   1259 								    && (Curmonster.m_treasuretype == 12
   1260 									|| Curmonster.m_treasuretype == 13))
   1261 									/* roll
   1262 									 *  up
   1263 									 * a
   1264 									 * ring
   1265 									 *  */
   1266 								{
   1267 									if (drandom() < 0.8)
   1268 										/* r
   1269 										 * e
   1270 										 * g
   1271 										 * u
   1272 										 * l
   1273 										 * a
   1274 										 * r
   1275 										 *
   1276 										 * ri
   1277 										 * n
   1278 										 * g
   1279 										 * s
   1280 										 *  */
   1281 									{
   1282 										if (Curmonster.m_treasuretype == 12) {
   1283 											whichtreasure = R_NAZREG;
   1284 											temp = 35;
   1285 										} else {
   1286 											whichtreasure = R_DLREG;
   1287 											temp = 0;
   1288 										}
   1289 									} else
   1290 										/* b
   1291 										 * a
   1292 										 * d
   1293 										 *
   1294 										 * ri
   1295 										 * n
   1296 										 * g
   1297 										 * s
   1298 										 *  */
   1299 									{
   1300 										whichtreasure = R_BAD;
   1301 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
   1302 									}
   1303 
   1304 									addstr("You've discovered a ring.  Will you pick it up ? ");
   1305 									ch = getanswer("NY", FALSE);
   1306 									addstr("\n\n");
   1307 
   1308 									if (ch == 'Y') {
   1309 										Player.p_ring.ring_type = whichtreasure;
   1310 										Player.p_ring.ring_duration = temp;
   1311 									}
   1312 									break;
   1313 								}
   1314 					}
   1315 					/* end treasure types 10 - 13 */
   1316 					/* fall through to treasure type 9 if
   1317 					 * no treasure from above */
   1318 
   1319 					/* FALLTHROUGH */
   1320 				case 9:	/* treasure type 9 */
   1321 					switch (whichtreasure) {
   1322 					case 1:
   1323 						if (Player.p_level <= 1000.0
   1324 						    && Player.p_crowns <= 3
   1325 						    && Player.p_level >= 10.0) {
   1326 							addstr("You have found a golden crown!\n");
   1327 							++Player.p_crowns;
   1328 							break;
   1329 						}
   1330 
   1331 						/* FALLTHROUGH */
   1332 					case 2:
   1333 						addstr("You've been blessed!\n");
   1334 						Player.p_blessing = TRUE;
   1335 						Player.p_sin /= 3.0;
   1336 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1337 						Player.p_mana += 100.0 * Circle;
   1338 						break;
   1339 
   1340 					case 3:
   1341 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
   1342 						dtemp = MIN(dtemp, 99.0);
   1343 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
   1344 						if (dtemp >= Player.p_quksilver)
   1345 							Player.p_quksilver = dtemp;
   1346 						else
   1347 							SOMEBETTER();
   1348 						break;
   1349 					}
   1350 					break;
   1351 					/* end treasure type 9 */
   1352 				}
   1353 	}
   1354 }
   1355 
   1356 static void
   1357 cursedtreasure(void)
   1358 {
   1359 	if (Player.p_charms > 0) {
   1360 		addstr("But your charm saved you!\n");
   1361 		--Player.p_charms;
   1362 	} else
   1363 		if (Player.p_amulets > 0) {
   1364 			addstr("But your amulet saved you!\n");
   1365 			--Player.p_amulets;
   1366 		} else {
   1367 			Player.p_energy =
   1368 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
   1369 			Player.p_poison += 0.25;
   1370 		}
   1371 }
   1372 
   1373 static void
   1374 scramblestats(void)
   1375 {
   1376 	double  dbuf[6];	/* to put statistic in */
   1377 	double  dtemp1, dtemp2;	/* for swapping values */
   1378 	int first, second;	/* indices for swapping */
   1379 	double *dptr;		/* pointer for filling and emptying buf[] */
   1380 
   1381 	/* fill buffer */
   1382 	dptr = &dbuf[0];
   1383 	*dptr++ = Player.p_strength;
   1384 	*dptr++ = Player.p_mana;
   1385 	*dptr++ = Player.p_brains;
   1386 	*dptr++ = Player.p_magiclvl;
   1387 	*dptr++ = Player.p_energy;
   1388 	*dptr = Player.p_sin;
   1389 
   1390 	/* pick values to swap */
   1391 	first = (int) ROLL(0, 5);
   1392 	second = (int) ROLL(0, 5);
   1393 
   1394 	/* swap values */
   1395 	dptr = &dbuf[0];
   1396 	dtemp1 = dptr[first];
   1397 	/* this expression is split to prevent a compiler loop on some
   1398 	 * compilers */
   1399 	dtemp2 = dptr[second];
   1400 	dptr[first] = dtemp2;
   1401 	dptr[second] = dtemp1;
   1402 
   1403 	/* empty buffer */
   1404 	Player.p_strength = *dptr++;
   1405 	Player.p_mana = *dptr++;
   1406 	Player.p_brains = *dptr++;
   1407 	Player.p_magiclvl = *dptr++;
   1408 	Player.p_energy = *dptr++;
   1409 	Player.p_sin = *dptr;
   1410 }
   1411