fight.c revision 1.1 1 1.1 jtc /*
2 1.1 jtc * fight.c Phantasia monster fighting routines
3 1.1 jtc */
4 1.1 jtc
5 1.1 jtc #include "include.h"
6 1.1 jtc
7 1.1 jtc /************************************************************************
8 1.1 jtc /
9 1.1 jtc / FUNCTION NAME: encounter()
10 1.1 jtc /
11 1.1 jtc / FUNCTION: monster battle routine
12 1.1 jtc /
13 1.1 jtc / AUTHOR: E. A. Estes, 2/20/86
14 1.1 jtc /
15 1.1 jtc / ARGUMENTS:
16 1.1 jtc / int particular - particular monster to fight if >= 0
17 1.1 jtc /
18 1.1 jtc / RETURN VALUE: none
19 1.1 jtc /
20 1.1 jtc / MODULES CALLED: monsthits(), playerhits(), readmessage(), callmonster(),
21 1.1 jtc / writerecord(), pickmonster(), displaystats(), pow(), cancelmonster(),
22 1.1 jtc / awardtreasure(), more(), death(), wmove(), setjmp(), drandom(), printw(),
23 1.1 jtc / longjmp(), wrefresh(), mvprintw(), wclrtobot()
24 1.1 jtc /
25 1.1 jtc / GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
26 1.1 jtc / Player, *stdscr, Fileloc, Fightenv[], *Enemyname
27 1.1 jtc /
28 1.1 jtc / GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
29 1.1 jtc /
30 1.1 jtc / DESCRIPTION:
31 1.1 jtc / Choose a monster and check against some special types.
32 1.1 jtc / Arbitrate between monster and player. Watch for either
33 1.1 jtc / dying.
34 1.1 jtc /
35 1.1 jtc /************************************************************************/
36 1.1 jtc
37 1.1 jtc encounter(particular)
38 1.1 jtc int particular;
39 1.1 jtc {
40 1.1 jtc bool firsthit = Player.p_blessing; /* set if player gets the first hit */
41 1.1 jtc int flockcnt = 1; /* how many time flocked */
42 1.1 jtc
43 1.1 jtc /* let others know what we are doing */
44 1.1 jtc Player.p_status = S_MONSTER;
45 1.1 jtc writerecord(&Player, Fileloc);
46 1.1 jtc
47 1.1 jtc #ifdef SYS5
48 1.1 jtc flushinp();
49 1.1 jtc #endif
50 1.1 jtc
51 1.1 jtc Shield = 0.0; /* no shield up yet */
52 1.1 jtc
53 1.1 jtc if (particular >= 0)
54 1.1 jtc /* monster is specified */
55 1.1 jtc Whichmonster = particular;
56 1.1 jtc else
57 1.1 jtc /* pick random monster */
58 1.1 jtc Whichmonster = pickmonster();
59 1.1 jtc
60 1.1 jtc setjmp(Fightenv); /* this is to enable changing fight state */
61 1.1 jtc
62 1.1 jtc move(6, 0);
63 1.1 jtc clrtobot(); /* clear bottom area of screen */
64 1.1 jtc
65 1.1 jtc Lines = 9;
66 1.1 jtc callmonster(Whichmonster); /* set up monster to fight */
67 1.1 jtc
68 1.1 jtc Luckout = FALSE; /* haven't tried to luckout yet */
69 1.1 jtc
70 1.1 jtc if (Curmonster.m_type == SM_MORGOTH)
71 1.1 jtc mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
72 1.1 jtc Enemyname);
73 1.1 jtc
74 1.1 jtc if (Curmonster.m_type == SM_UNICORN)
75 1.1 jtc {
76 1.1 jtc if (Player.p_virgin)
77 1.1 jtc {
78 1.1 jtc printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
79 1.1 jtc Player.p_virgin = FALSE;
80 1.1 jtc }
81 1.1 jtc else
82 1.1 jtc {
83 1.1 jtc printw("You just saw %s running away!\n", Enemyname);
84 1.1 jtc Curmonster.m_experience = 0.0;
85 1.1 jtc Curmonster.m_treasuretype = 0;
86 1.1 jtc }
87 1.1 jtc }
88 1.1 jtc else
89 1.1 jtc /* not a special monster */
90 1.1 jtc for (;;)
91 1.1 jtc /* print header, and arbitrate between player and monster */
92 1.1 jtc {
93 1.1 jtc mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
94 1.1 jtc Enemyname, Curmonster.m_experience, Circle);
95 1.1 jtc
96 1.1 jtc displaystats();
97 1.1 jtc mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
98 1.1 jtc readmessage();
99 1.1 jtc
100 1.1 jtc if (Curmonster.m_type == SM_DARKLORD
101 1.1 jtc && Player.p_blessing
102 1.1 jtc && Player.p_charms > 0)
103 1.1 jtc /* overpower Dark Lord with blessing and charm */
104 1.1 jtc {
105 1.1 jtc mvprintw(7, 0, "You just overpowered %s!", Enemyname);
106 1.1 jtc Lines = 8;
107 1.1 jtc Player.p_blessing = FALSE;
108 1.1 jtc --Player.p_charms;
109 1.1 jtc break;
110 1.1 jtc }
111 1.1 jtc
112 1.1 jtc /* allow paralyzed monster to wake up */
113 1.1 jtc Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
114 1.1 jtc
115 1.1 jtc if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
116 1.1 jtc /* monster is faster */
117 1.1 jtc && Curmonster.m_type != SM_DARKLORD
118 1.1 jtc /* not D. L. */
119 1.1 jtc && Curmonster.m_type != SM_SHRIEKER
120 1.1 jtc /* not mimic */
121 1.1 jtc && !firsthit)
122 1.1 jtc /* monster gets a hit */
123 1.1 jtc monsthits();
124 1.1 jtc else
125 1.1 jtc /* player gets a hit */
126 1.1 jtc {
127 1.1 jtc firsthit = FALSE;
128 1.1 jtc playerhits();
129 1.1 jtc }
130 1.1 jtc
131 1.1 jtc refresh();
132 1.1 jtc
133 1.1 jtc if (Lines > LINES - 2)
134 1.1 jtc /* near bottom of screen - pause */
135 1.1 jtc {
136 1.1 jtc more(Lines);
137 1.1 jtc move(Lines = 8, 0);
138 1.1 jtc clrtobot();
139 1.1 jtc }
140 1.1 jtc
141 1.1 jtc if (Player.p_energy <= 0.0)
142 1.1 jtc /* player died */
143 1.1 jtc {
144 1.1 jtc more(Lines);
145 1.1 jtc death(Enemyname);
146 1.1 jtc cancelmonster();
147 1.1 jtc break; /* fight ends if the player is saved from death */
148 1.1 jtc }
149 1.1 jtc
150 1.1 jtc if (Curmonster.m_energy <= 0.0)
151 1.1 jtc /* monster died */
152 1.1 jtc break;
153 1.1 jtc }
154 1.1 jtc
155 1.1 jtc /* give player credit for killing monster */
156 1.1 jtc Player.p_experience += Curmonster.m_experience;
157 1.1 jtc
158 1.1 jtc if (drandom() < Curmonster.m_flock / 100.0)
159 1.1 jtc /* monster flocks */
160 1.1 jtc {
161 1.1 jtc more(Lines);
162 1.1 jtc ++flockcnt;
163 1.1 jtc longjmp(Fightenv, 0);
164 1.1 jtc /*NOTREACHED*/
165 1.1 jtc }
166 1.1 jtc else if (Circle > 1.0
167 1.1 jtc && Curmonster.m_treasuretype > 0
168 1.1 jtc && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
169 1.1 jtc /* monster has treasure; this takes # of flocks and size into account */
170 1.1 jtc {
171 1.1 jtc more(Lines);
172 1.1 jtc awardtreasure();
173 1.1 jtc }
174 1.1 jtc
175 1.1 jtc /* pause before returning */
176 1.1 jtc getyx(stdscr, Lines, flockcnt);
177 1.1 jtc more(Lines + 1);
178 1.1 jtc
179 1.1 jtc Player.p_ring.ring_inuse = FALSE; /* not using ring */
180 1.1 jtc
181 1.1 jtc /* clean up the screen */
182 1.1 jtc move(4, 0);
183 1.1 jtc clrtobot();
184 1.1 jtc }
185 1.1 jtc /**/
187 1.1 jtc /************************************************************************
188 1.1 jtc /
189 1.1 jtc / FUNCTION NAME: pickmonster()
190 1.1 jtc /
191 1.1 jtc / FUNCTION: choose a monster based upon where we are
192 1.1 jtc /
193 1.1 jtc / AUTHOR: E. A. Estes, 2/20/86
194 1.1 jtc /
195 1.1 jtc / ARGUMENTS: none
196 1.1 jtc /
197 1.1 jtc / RETURN VALUE: monster number to call
198 1.1 jtc /
199 1.1 jtc / MODULES CALLED: floor(), drandom()
200 1.1 jtc /
201 1.1 jtc / GLOBAL INPUTS: Marsh, Circle, Player
202 1.1 jtc /
203 1.1 jtc / GLOBAL OUTPUTS: none
204 1.1 jtc /
205 1.1 jtc / DESCRIPTION:
206 1.1 jtc / Certain monsters can be found in certain areas of the grid.
207 1.1 jtc / We take care of rolling them here.
208 1.1 jtc / Unfortunately, this routine assumes that the monster data
209 1.1 jtc / base is arranged in a particular order. If the data base
210 1.1 jtc / is altered (to add monsters, or make them tougher), this
211 1.1 jtc / routine may also need to be changed.
212 1.1 jtc /
213 1.1 jtc /************************************************************************/
214 1.1 jtc
215 1.1 jtc pickmonster()
216 1.1 jtc {
217 1.1 jtc if (Player.p_specialtype == SC_VALAR)
218 1.1 jtc /* even chance of any monster */
219 1.1 jtc return((int) ROLL(0.0, 100.0));
220 1.1 jtc
221 1.1 jtc if (Marsh)
222 1.1 jtc /* water monsters */
223 1.1 jtc return((int) ROLL(0.0, 15.0));
224 1.1 jtc
225 1.1 jtc else if (Circle > 24)
226 1.1 jtc /* even chance of all non-water monsters */
227 1.1 jtc return((int) ROLL(14.0, 86.0));
228 1.1 jtc
229 1.1 jtc else if (Circle > 15)
230 1.1 jtc /* chance of all non-water monsters, weighted toward middle */
231 1.1 jtc return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
232 1.1 jtc
233 1.1 jtc else if (Circle > 8)
234 1.1 jtc /* not all non-water monsters, weighted toward middle */
235 1.1 jtc return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
236 1.1 jtc
237 1.1 jtc else if (Circle > 3)
238 1.1 jtc /* even chance of some tamer non-water monsters */
239 1.1 jtc return((int) ROLL(14.0, 50.0));
240 1.1 jtc
241 1.1 jtc else
242 1.1 jtc /* even chance of some of the tamest non-water monsters */
243 1.1 jtc return((int) ROLL(14.0, 25.0));
244 1.1 jtc }
245 1.1 jtc /**/
247 1.1 jtc /************************************************************************
248 1.1 jtc /
249 1.1 jtc / FUNCTION NAME: playerhits()
250 1.1 jtc /
251 1.1 jtc / FUNCTION: prompt player for action in monster battle, and process
252 1.1 jtc /
253 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
254 1.1 jtc /
255 1.1 jtc / ARGUMENTS: none
256 1.1 jtc /
257 1.1 jtc / RETURN VALUE: none
258 1.1 jtc /
259 1.1 jtc / MODULES CALLED: hitmonster(), throwspell(), inputoption(), cancelmonster(),
260 1.1 jtc / floor(), wmove(), drandom(), altercoordinates(), waddstr(), mvprintw(),
261 1.1 jtc / wclrtoeol(), wclrtobot()
262 1.1 jtc /
263 1.1 jtc / GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
264 1.1 jtc /
265 1.1 jtc / GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
266 1.1 jtc /
267 1.1 jtc / DESCRIPTION:
268 1.1 jtc / Process all monster battle options.
269 1.1 jtc /
270 1.1 jtc /************************************************************************/
271 1.1 jtc
272 1.1 jtc playerhits()
273 1.1 jtc {
274 1.1 jtc double inflict; /* damage inflicted */
275 1.1 jtc int ch; /* input */
276 1.1 jtc
277 1.1 jtc mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
278 1.1 jtc
279 1.1 jtc if (!Luckout)
280 1.1 jtc /* haven't tried to luckout yet */
281 1.1 jtc if (Curmonster.m_type == SM_MORGOTH)
282 1.1 jtc /* cannot luckout against Morgoth */
283 1.1 jtc addstr("6:Ally ");
284 1.1 jtc else
285 1.1 jtc addstr("6:Luckout ");
286 1.1 jtc
287 1.1 jtc if (Player.p_ring.ring_type != R_NONE)
288 1.1 jtc /* player has a ring */
289 1.1 jtc addstr("7:Use Ring ");
290 1.1 jtc else
291 1.1 jtc clrtoeol();
292 1.1 jtc
293 1.1 jtc ch = inputoption();
294 1.1 jtc
295 1.1 jtc move(8, 0);
296 1.1 jtc clrtobot(); /* clear any messages from before */
297 1.1 jtc Lines = 9;
298 1.1 jtc mvaddstr(4, 0, "\n\n"); /* clear status area */
299 1.1 jtc
300 1.1 jtc switch (ch)
301 1.1 jtc {
302 1.1 jtc case 'T': /* timeout; lose turn */
303 1.1 jtc break;
304 1.1 jtc
305 1.1 jtc case ' ':
306 1.1 jtc case '1': /* melee */
307 1.1 jtc /* melee affects monster's energy and strength */
308 1.1 jtc inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
309 1.1 jtc + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
310 1.1 jtc
311 1.1 jtc Curmonster.m_melee += inflict;
312 1.1 jtc Curmonster.m_strength = Curmonster.m_o_strength
313 1.1 jtc - Curmonster.m_melee / Curmonster.m_o_energy
314 1.1 jtc * Curmonster.m_o_strength / 4.0;
315 1.1 jtc hitmonster(inflict);
316 1.1 jtc break;
317 1.1 jtc
318 1.1 jtc case '2': /* skirmish */
319 1.1 jtc /* skirmish affects monter's energy and speed */
320 1.1 jtc inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
321 1.1 jtc + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
322 1.1 jtc
323 1.1 jtc Curmonster.m_skirmish += inflict;
324 1.1 jtc Curmonster.m_maxspeed = Curmonster.m_o_speed
325 1.1 jtc - Curmonster.m_skirmish / Curmonster.m_o_energy
326 1.1 jtc * Curmonster.m_o_speed / 4.0;
327 1.1 jtc hitmonster(inflict);
328 1.1 jtc break;
329 1.1 jtc
330 1.1 jtc case '3': /* evade */
331 1.1 jtc /* use brains and speed to try to evade */
332 1.1 jtc if ((Curmonster.m_type == SM_DARKLORD
333 1.1 jtc || Curmonster.m_type == SM_SHRIEKER
334 1.1 jtc /* can always run from D. L. and shrieker */
335 1.1 jtc || drandom() * Player.p_speed * Player.p_brains
336 1.1 jtc > drandom() * Curmonster.m_speed * Curmonster.m_brains)
337 1.1 jtc && (Curmonster.m_type != SM_MIMIC))
338 1.1 jtc /* cannot run from mimic */
339 1.1 jtc {
340 1.1 jtc mvaddstr(Lines++, 0, "You got away!");
341 1.1 jtc cancelmonster();
342 1.1 jtc altercoordinates(0.0, 0.0, A_NEAR);
343 1.1 jtc }
344 1.1 jtc else
345 1.1 jtc mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
346 1.1 jtc
347 1.1 jtc break;
348 1.1 jtc
349 1.1 jtc case 'M':
350 1.1 jtc case '4': /* magic spell */
351 1.1 jtc throwspell();
352 1.1 jtc break;
353 1.1 jtc
354 1.1 jtc case '5': /* nick */
355 1.1 jtc /* hit 1 plus sword; give some experience */
356 1.1 jtc inflict = 1.0 + Player.p_sword;
357 1.1 jtc Player.p_experience += floor(Curmonster.m_experience / 10.0);
358 1.1 jtc Curmonster.m_experience *= 0.92;
359 1.1 jtc /* monster gets meaner */
360 1.1 jtc Curmonster.m_maxspeed += 2.0;
361 1.1 jtc Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
362 1.1 jtc if (Curmonster.m_type == SM_DARKLORD)
363 1.1 jtc /* Dark Lord; doesn't like to be nicked */
364 1.1 jtc {
365 1.1 jtc mvprintw(Lines++, 0,
366 1.1 jtc "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
367 1.1 jtc Player.p_quickness /= 2.0;
368 1.1 jtc altercoordinates(0.0, 0.0, A_FAR);
369 1.1 jtc cancelmonster();
370 1.1 jtc }
371 1.1 jtc else
372 1.1 jtc hitmonster(inflict);
373 1.1 jtc break;
374 1.1 jtc
375 1.1 jtc case 'B':
376 1.1 jtc case '6': /* luckout */
377 1.1 jtc if (Luckout)
378 1.1 jtc mvaddstr(Lines++, 0, "You already tried that.");
379 1.1 jtc else
380 1.1 jtc {
381 1.1 jtc Luckout = TRUE;
382 1.1 jtc if (Curmonster.m_type == SM_MORGOTH)
383 1.1 jtc /* Morgoth; ally */
384 1.1 jtc {
385 1.1 jtc if (drandom() < Player.p_sin / 100.0)
386 1.1 jtc {
387 1.1 jtc mvprintw(Lines++, 0, "%s accepted!", Enemyname);
388 1.1 jtc cancelmonster();
389 1.1 jtc }
390 1.1 jtc else
391 1.1 jtc mvaddstr(Lines++, 0, "Nope, he's not interested.");
392 1.1 jtc }
393 1.1 jtc else
394 1.1 jtc /* normal monster; use brains for success */
395 1.1 jtc {
396 1.1 jtc if ((drandom() + 0.333) * Player.p_brains
397 1.1 jtc < (drandom() + 0.333) * Curmonster.m_brains)
398 1.1 jtc mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
399 1.1 jtc else
400 1.1 jtc {
401 1.1 jtc mvaddstr(Lines++, 0, "You made it!");
402 1.1 jtc Curmonster.m_energy = 0.0;
403 1.1 jtc }
404 1.1 jtc }
405 1.1 jtc }
406 1.1 jtc break;
407 1.1 jtc
408 1.1 jtc case '7': /* use ring */
409 1.1 jtc if (Player.p_ring.ring_type != R_NONE)
410 1.1 jtc {
411 1.1 jtc mvaddstr(Lines++, 0, "Now using ring.");
412 1.1 jtc Player.p_ring.ring_inuse = TRUE;
413 1.1 jtc if (Player.p_ring.ring_type != R_DLREG)
414 1.1 jtc /* age ring */
415 1.1 jtc --Player.p_ring.ring_duration;
416 1.1 jtc }
417 1.1 jtc break;
418 1.1 jtc }
419 1.1 jtc
420 1.1 jtc }
421 1.1 jtc /**/
423 1.1 jtc /************************************************************************
424 1.1 jtc /
425 1.1 jtc / FUNCTION NAME: monsthits()
426 1.1 jtc /
427 1.1 jtc / FUNCTION: process a monster hitting the player
428 1.1 jtc /
429 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
430 1.1 jtc /
431 1.1 jtc / ARGUMENTS: none
432 1.1 jtc /
433 1.1 jtc / RETURN VALUE: none
434 1.1 jtc /
435 1.1 jtc / MODULES CALLED: cancelmonster(), scramblestats(), more(), floor(), wmove(),
436 1.1 jtc / drandom(), altercoordinates(), longjmp(), waddstr(), mvprintw(),
437 1.1 jtc / getanswer()
438 1.1 jtc /
439 1.1 jtc / GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr,
440 1.1 jtc / Fightenv[], *Enemyname
441 1.1 jtc /
442 1.1 jtc / GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player,
443 1.1 jtc / *Enemyname
444 1.1 jtc /
445 1.1 jtc / DESCRIPTION:
446 1.1 jtc / Handle all special monsters here. If the monster is not a special
447 1.1 jtc / one, simply roll a hit against the player.
448 1.1 jtc /
449 1.1 jtc /************************************************************************/
450 1.1 jtc
451 1.1 jtc monsthits()
452 1.1 jtc {
453 1.1 jtc double inflict; /* damage inflicted */
454 1.1 jtc int ch; /* input */
455 1.1 jtc
456 1.1 jtc switch (Curmonster.m_type)
457 1.1 jtc /* may be a special monster */
458 1.1 jtc {
459 1.1 jtc case SM_DARKLORD:
460 1.1 jtc /* hits just enough to kill player */
461 1.1 jtc inflict = (Player.p_energy + Shield) * 1.02;
462 1.1 jtc goto SPECIALHIT;
463 1.1 jtc
464 1.1 jtc case SM_SHRIEKER:
465 1.1 jtc /* call a big monster */
466 1.1 jtc mvaddstr(Lines++, 0,
467 1.1 jtc "Shrieeeek!! You scared it, and it called one of its friends.");
468 1.1 jtc more(Lines);
469 1.1 jtc Whichmonster = (int) ROLL(70.0, 30.0);
470 1.1 jtc longjmp(Fightenv, 0);
471 1.1 jtc /*NOTREACHED*/
472 1.1 jtc
473 1.1 jtc case SM_BALROG:
474 1.1 jtc /* take experience away */
475 1.1 jtc inflict = ROLL(10.0, Curmonster.m_strength);
476 1.1 jtc inflict = MIN(Player.p_experience, inflict);
477 1.1 jtc mvprintw(Lines++, 0,
478 1.1 jtc "%s took away %.0f experience points.", Enemyname, inflict);
479 1.1 jtc Player.p_experience -= inflict;
480 1.1 jtc return;
481 1.1 jtc
482 1.1 jtc case SM_FAERIES:
483 1.1 jtc if (Player.p_holywater > 0)
484 1.1 jtc /* holy water kills when monster tries to hit */
485 1.1 jtc {
486 1.1 jtc mvprintw(Lines++, 0, "Your holy water killed it!");
487 1.1 jtc --Player.p_holywater;
488 1.1 jtc Curmonster.m_energy = 0.0;
489 1.1 jtc return;
490 1.1 jtc }
491 1.1 jtc break;
492 1.1 jtc
493 1.1 jtc case SM_NONE:
494 1.1 jtc /* normal hit */
495 1.1 jtc break;
496 1.1 jtc
497 1.1 jtc default:
498 1.1 jtc if (drandom() > 0.2)
499 1.1 jtc /* normal hit */
500 1.1 jtc break;
501 1.1 jtc
502 1.1 jtc /* else special things */
503 1.1 jtc switch (Curmonster.m_type)
504 1.1 jtc {
505 1.1 jtc case SM_LEANAN:
506 1.1 jtc /* takes some of the player's strength */
507 1.1 jtc inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
508 1.1 jtc inflict = MIN(Player.p_strength, inflict);
509 1.1 jtc mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
510 1.1 jtc Enemyname, inflict);
511 1.1 jtc Player.p_strength -= inflict;
512 1.1 jtc Player.p_might -= inflict;
513 1.1 jtc break;
514 1.1 jtc
515 1.1 jtc case SM_SARUMAN:
516 1.1 jtc if (Player.p_palantir)
517 1.1 jtc /* take away palantir */
518 1.1 jtc {
519 1.1 jtc mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
520 1.1 jtc Player.p_palantir = FALSE;
521 1.1 jtc }
522 1.1 jtc else if (drandom() > 0.5)
523 1.1 jtc /* gems turn to gold */
524 1.1 jtc {
525 1.1 jtc mvprintw(Lines++, 0,
526 1.1 jtc "%s transformed your gems into gold!", Enemyname);
527 1.1 jtc Player.p_gold += Player.p_gems;
528 1.1 jtc Player.p_gems = 0.0;
529 1.1 jtc }
530 1.1 jtc else
531 1.1 jtc /* scramble some stats */
532 1.1 jtc {
533 1.1 jtc mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
534 1.1 jtc scramblestats();
535 1.1 jtc }
536 1.1 jtc break;
537 1.1 jtc
538 1.1 jtc case SM_THAUMATURG:
539 1.1 jtc /* transport player */
540 1.1 jtc mvprintw(Lines++, 0, "%s transported you!", Enemyname);
541 1.1 jtc altercoordinates(0.0, 0.0, A_FAR);
542 1.1 jtc cancelmonster();
543 1.1 jtc break;
544 1.1 jtc
545 1.1 jtc case SM_VORTEX:
546 1.1 jtc /* suck up some mana */
547 1.1 jtc inflict = ROLL(0, 7.5 * Circle);
548 1.1 jtc inflict = MIN(Player.p_mana, floor(inflict));
549 1.1 jtc mvprintw(Lines++, 0,
550 1.1 jtc "%s sucked up %.0f of your mana!", Enemyname, inflict);
551 1.1 jtc Player.p_mana -= inflict;
552 1.1 jtc break;
553 1.1 jtc
554 1.1 jtc case SM_NAZGUL:
555 1.1 jtc /* try to take ring if player has one */
556 1.1 jtc if (Player.p_ring.ring_type != R_NONE)
557 1.1 jtc /* player has a ring */
558 1.1 jtc {
559 1.1 jtc mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
560 1.1 jtc ch = getanswer("YN", FALSE);
561 1.1 jtc if (ch == 'Y')
562 1.1 jtc /* take ring away */
563 1.1 jtc {
564 1.1 jtc Player.p_ring.ring_type = R_NONE;
565 1.1 jtc Player.p_ring.ring_inuse = FALSE;
566 1.1 jtc cancelmonster();
567 1.1 jtc break;
568 1.1 jtc }
569 1.1 jtc }
570 1.1 jtc
571 1.1 jtc /* otherwise, take some brains */
572 1.1 jtc mvprintw(Lines++, 0,
573 1.1 jtc "%s neutralized 1/5 of your brain!", Enemyname);
574 1.1 jtc Player.p_brains *= 0.8;
575 1.1 jtc break;
576 1.1 jtc
577 1.1 jtc case SM_TIAMAT:
578 1.1 jtc /* take some gold and gems */
579 1.1 jtc mvprintw(Lines++, 0,
580 1.1 jtc "%s took half your gold and gems and flew off.", Enemyname);
581 1.1 jtc Player.p_gold /= 2.0;
582 1.1 jtc Player.p_gems /= 2.0;
583 1.1 jtc cancelmonster();
584 1.1 jtc break;
585 1.1 jtc
586 1.1 jtc case SM_KOBOLD:
587 1.1 jtc /* steal a gold piece and run */
588 1.1 jtc mvprintw(Lines++, 0,
589 1.1 jtc "%s stole one gold piece and ran away.", Enemyname);
590 1.1 jtc Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
591 1.1 jtc cancelmonster();
592 1.1 jtc break;
593 1.1 jtc
594 1.1 jtc case SM_SHELOB:
595 1.1 jtc /* bite and (medium) poison */
596 1.1 jtc mvprintw(Lines++, 0,
597 1.1 jtc "%s has bitten and poisoned you!", Enemyname);
598 1.1 jtc Player.p_poison -= 1.0;
599 1.1 jtc break;
600 1.1 jtc
601 1.1 jtc case SM_LAMPREY:
602 1.1 jtc /* bite and (small) poison */
603 1.1 jtc mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
604 1.1 jtc Player.p_poison += 0.25;
605 1.1 jtc break;
606 1.1 jtc
607 1.1 jtc case SM_BONNACON:
608 1.1 jtc /* fart and run */
609 1.1 jtc mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
610 1.1 jtc Player.p_energy /= 2.0; /* damage from fumes */
611 1.1 jtc cancelmonster();
612 1.1 jtc break;
613 1.1 jtc
614 1.1 jtc case SM_SMEAGOL:
615 1.1 jtc if (Player.p_ring.ring_type != R_NONE)
616 1.1 jtc /* try to steal ring */
617 1.1 jtc {
618 1.1 jtc mvprintw(Lines++, 0,
619 1.1 jtc "%s tried to steal your ring, ", Enemyname);
620 1.1 jtc if (drandom() > 0.1)
621 1.1 jtc addstr("but was unsuccessful.");
622 1.1 jtc else
623 1.1 jtc {
624 1.1 jtc addstr("and ran away with it!");
625 1.1 jtc Player.p_ring.ring_type = R_NONE;
626 1.1 jtc cancelmonster();
627 1.1 jtc }
628 1.1 jtc }
629 1.1 jtc break;
630 1.1 jtc
631 1.1 jtc case SM_SUCCUBUS:
632 1.1 jtc /* inflict damage through shield */
633 1.1 jtc inflict = ROLL(15.0, Circle * 10.0);
634 1.1 jtc inflict = MIN(inflict, Player.p_energy);
635 1.1 jtc mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
636 1.1 jtc Enemyname, inflict);
637 1.1 jtc Player.p_energy -= inflict;
638 1.1 jtc break;
639 1.1 jtc
640 1.1 jtc case SM_CERBERUS:
641 1.1 jtc /* take all metal treasures */
642 1.1 jtc mvprintw(Lines++, 0,
643 1.1 jtc "%s took all your metal treasures!", Enemyname);
644 1.1 jtc Player.p_crowns = 0;
645 1.1 jtc Player.p_sword =
646 1.1 jtc Player.p_shield =
647 1.1 jtc Player.p_gold = 0.0;
648 1.1 jtc cancelmonster();
649 1.1 jtc break;
650 1.1 jtc
651 1.1 jtc case SM_UNGOLIANT:
652 1.1 jtc /* (large) poison and take a quickness */
653 1.1 jtc mvprintw(Lines++, 0,
654 1.1 jtc "%s poisoned you, and took one quik.", Enemyname);
655 1.1 jtc Player.p_poison += 5.0;
656 1.1 jtc Player.p_quickness -= 1.0;
657 1.1 jtc break;
658 1.1 jtc
659 1.1 jtc case SM_JABBERWOCK:
660 1.1 jtc /* fly away, and leave either a Jubjub bird or Bonnacon */
661 1.1 jtc mvprintw(Lines++, 0,
662 1.1 jtc "%s flew away, and left you to contend with one of its friends.",
663 1.1 jtc Enemyname);
664 1.1 jtc Whichmonster = 55 + (drandom() > 0.5) ? 22 : 0;
665 1.1 jtc longjmp(Fightenv, 0);
666 1.1 jtc /*NOTREACHED*/
667 1.1 jtc
668 1.1 jtc case SM_TROLL:
669 1.1 jtc /* partially regenerate monster */
670 1.1 jtc mvprintw(Lines++, 0,
671 1.1 jtc "%s partially regenerated his energy.!", Enemyname);
672 1.1 jtc Curmonster.m_energy +=
673 1.1 jtc floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
674 1.1 jtc Curmonster.m_strength = Curmonster.m_o_strength;
675 1.1 jtc Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
676 1.1 jtc Curmonster.m_maxspeed = Curmonster.m_o_speed;
677 1.1 jtc break;
678 1.1 jtc
679 1.1 jtc case SM_WRAITH:
680 1.1 jtc if (!Player.p_blindness)
681 1.1 jtc /* make blind */
682 1.1 jtc {
683 1.1 jtc mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
684 1.1 jtc Player.p_blindness = TRUE;
685 1.1 jtc Enemyname = "A monster";
686 1.1 jtc }
687 1.1 jtc break;
688 1.1 jtc }
689 1.1 jtc return;
690 1.1 jtc }
691 1.1 jtc
692 1.1 jtc /* fall through to here if monster inflicts a normal hit */
693 1.1 jtc inflict = drandom() * Curmonster.m_strength + 0.5;
694 1.1 jtc SPECIALHIT:
695 1.1 jtc mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
696 1.1 jtc
697 1.1 jtc if ((Shield -= inflict) < 0)
698 1.1 jtc {
699 1.1 jtc Player.p_energy += Shield;
700 1.1 jtc Shield = 0.0;
701 1.1 jtc }
702 1.1 jtc }
703 1.1 jtc /**/
705 1.1 jtc /************************************************************************
706 1.1 jtc /
707 1.1 jtc / FUNCTION NAME: cancelmonster()
708 1.1 jtc /
709 1.1 jtc / FUNCTION: mark current monster as no longer active
710 1.1 jtc /
711 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
712 1.1 jtc /
713 1.1 jtc / ARGUMENTS: none
714 1.1 jtc /
715 1.1 jtc / RETURN VALUE: none
716 1.1 jtc /
717 1.1 jtc / MODULES CALLED: none
718 1.1 jtc /
719 1.1 jtc / GLOBAL INPUTS: none
720 1.1 jtc /
721 1.1 jtc / GLOBAL OUTPUTS: Curmonster
722 1.1 jtc /
723 1.1 jtc / DESCRIPTION:
724 1.1 jtc / Clear current monster's energy, experience, treasure type, and
725 1.1 jtc / flock. This is the same as having the monster run away.
726 1.1 jtc /
727 1.1 jtc /************************************************************************/
728 1.1 jtc
729 1.1 jtc cancelmonster()
730 1.1 jtc {
731 1.1 jtc Curmonster.m_energy = 0.0;
732 1.1 jtc Curmonster.m_experience = 0.0;
733 1.1 jtc Curmonster.m_treasuretype = 0;
734 1.1 jtc Curmonster.m_flock = 0.0;
735 1.1 jtc }
736 1.1 jtc /**/
738 1.1 jtc /************************************************************************
739 1.1 jtc /
740 1.1 jtc / FUNCTION NAME: hitmonster()
741 1.1 jtc /
742 1.1 jtc / FUNCTION: inflict damage upon current monster
743 1.1 jtc /
744 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
745 1.1 jtc /
746 1.1 jtc / ARGUMENTS:
747 1.1 jtc / double inflict - damage to inflict upon monster
748 1.1 jtc /
749 1.1 jtc / RETURN VALUE: none
750 1.1 jtc /
751 1.1 jtc / MODULES CALLED: monsthits(), wmove(), strcmp(), waddstr(), mvprintw()
752 1.1 jtc /
753 1.1 jtc / GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
754 1.1 jtc /
755 1.1 jtc / GLOBAL OUTPUTS: Curmonster, Lines
756 1.1 jtc /
757 1.1 jtc / DESCRIPTION:
758 1.1 jtc / Hit monster specified number of times. Handle when monster dies,
759 1.1 jtc / and a few special monsters.
760 1.1 jtc /
761 1.1 jtc /************************************************************************/
762 1.1 jtc
763 1.1 jtc hitmonster(inflict)
764 1.1 jtc double inflict;
765 1.1 jtc {
766 1.1 jtc mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
767 1.1 jtc Curmonster.m_energy -= inflict;
768 1.1 jtc if (Curmonster.m_energy > 0.0)
769 1.1 jtc {
770 1.1 jtc if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
771 1.1 jtc /* special monster didn't die */
772 1.1 jtc monsthits();
773 1.1 jtc }
774 1.1 jtc else
775 1.1 jtc /* monster died. print message. */
776 1.1 jtc {
777 1.1 jtc if (Curmonster.m_type == SM_MORGOTH)
778 1.1 jtc mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
779 1.1 jtc else
780 1.1 jtc /* all other types of monsters */
781 1.1 jtc {
782 1.1 jtc mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
783 1.1 jtc
784 1.1 jtc if (Curmonster.m_type == SM_MIMIC
785 1.1 jtc && strcmp(Curmonster.m_name, "A Mimic") != 0
786 1.1 jtc && !Player.p_blindness)
787 1.1 jtc mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
788 1.1 jtc }
789 1.1 jtc }
790 1.1 jtc }
791 1.1 jtc /**/
793 1.1 jtc /************************************************************************
794 1.1 jtc /
795 1.1 jtc / FUNCTION NAME: throwspell()
796 1.1 jtc /
797 1.1 jtc / FUNCTION: throw a magic spell
798 1.1 jtc /
799 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
800 1.1 jtc /
801 1.1 jtc / ARGUMENTS: none
802 1.1 jtc /
803 1.1 jtc / RETURN VALUE: none
804 1.1 jtc /
805 1.1 jtc / MODULES CALLED: hitmonster(), cancelmonster(), sqrt(), floor(), wmove(),
806 1.1 jtc / drandom(), altercoordinates(), longjmp(), infloat(), waddstr(), mvprintw(),
807 1.1 jtc / getanswer()
808 1.1 jtc /
809 1.1 jtc / GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr,
810 1.1 jtc / Fightenv[], Illspell[], *Enemyname
811 1.1 jtc /
812 1.1 jtc / GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
813 1.1 jtc /
814 1.1 jtc / DESCRIPTION:
815 1.1 jtc / Prompt player and process magic spells.
816 1.1 jtc /
817 1.1 jtc /************************************************************************/
818 1.1 jtc
819 1.1 jtc throwspell()
820 1.1 jtc {
821 1.1 jtc double inflict; /* damage inflicted */
822 1.1 jtc double dtemp; /* for dtemporary calculations */
823 1.1 jtc int ch; /* input */
824 1.1 jtc
825 1.1 jtc mvaddstr(7, 0, "\n\n"); /* clear menu area */
826 1.1 jtc
827 1.1 jtc if (Player.p_magiclvl >= ML_ALLORNOTHING)
828 1.1 jtc mvaddstr(7, 0, "1:All or Nothing ");
829 1.1 jtc if (Player.p_magiclvl >= ML_MAGICBOLT)
830 1.1 jtc addstr("2:Magic Bolt ");
831 1.1 jtc if (Player.p_magiclvl >= ML_FORCEFIELD)
832 1.1 jtc addstr("3:Force Field ");
833 1.1 jtc if (Player.p_magiclvl >= ML_XFORM)
834 1.1 jtc addstr("4:Transform ");
835 1.1 jtc if (Player.p_magiclvl >= ML_INCRMIGHT)
836 1.1 jtc addstr("5:Increase Might\n");
837 1.1 jtc if (Player.p_magiclvl >= ML_INVISIBLE)
838 1.1 jtc mvaddstr(8, 0, "6:Invisibility ");
839 1.1 jtc if (Player.p_magiclvl >= ML_XPORT)
840 1.1 jtc addstr("7:Transport ");
841 1.1 jtc if (Player.p_magiclvl >= ML_PARALYZE)
842 1.1 jtc addstr("8:Paralyze ");
843 1.1 jtc if (Player.p_specialtype >= SC_COUNCIL)
844 1.1 jtc addstr("9:Specify");
845 1.1 jtc mvaddstr(4, 0, "Spell ? ");
846 1.1 jtc
847 1.1 jtc ch = getanswer(" ", TRUE);
848 1.1 jtc
849 1.1 jtc mvaddstr(7, 0, "\n\n"); /* clear menu area */
850 1.1 jtc
851 1.1 jtc if (Curmonster.m_type == SM_MORGOTH && ch != '3')
852 1.1 jtc /* can only throw force field against Morgoth */
853 1.1 jtc ILLSPELL();
854 1.1 jtc else
855 1.1 jtc switch (ch)
856 1.1 jtc {
857 1.1 jtc case '1': /* all or nothing */
858 1.1 jtc if (drandom() < 0.25)
859 1.1 jtc /* success */
860 1.1 jtc {
861 1.1 jtc inflict = Curmonster.m_energy * 1.01 + 1.0;
862 1.1 jtc
863 1.1 jtc if (Curmonster.m_type == SM_DARKLORD)
864 1.1 jtc /* all or nothing doesn't quite work against D. L. */
865 1.1 jtc inflict *= 0.9;
866 1.1 jtc }
867 1.1 jtc else
868 1.1 jtc /* failure -- monster gets stronger and quicker */
869 1.1 jtc {
870 1.1 jtc Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
871 1.1 jtc Curmonster.m_maxspeed *= 2.0;
872 1.1 jtc Curmonster.m_o_speed *= 2.0;
873 1.1 jtc
874 1.1 jtc /* paralyzed monsters wake up a bit */
875 1.1 jtc Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
876 1.1 jtc }
877 1.1 jtc
878 1.1 jtc if (Player.p_mana >= MM_ALLORNOTHING)
879 1.1 jtc /* take a mana if player has one */
880 1.1 jtc Player.p_mana -= MM_ALLORNOTHING;
881 1.1 jtc
882 1.1 jtc hitmonster(inflict);
883 1.1 jtc break;
884 1.1 jtc
885 1.1 jtc case '2': /* magic bolt */
886 1.1 jtc if (Player.p_magiclvl < ML_MAGICBOLT)
887 1.1 jtc ILLSPELL();
888 1.1 jtc else
889 1.1 jtc {
890 1.1 jtc do
891 1.1 jtc /* prompt for amount to expend */
892 1.1 jtc {
893 1.1 jtc mvaddstr(4, 0, "How much mana for bolt? ");
894 1.1 jtc dtemp = floor(infloat());
895 1.1 jtc }
896 1.1 jtc while (dtemp < 0.0 || dtemp > Player.p_mana);
897 1.1 jtc
898 1.1 jtc Player.p_mana -= dtemp;
899 1.1 jtc
900 1.1 jtc if (Curmonster.m_type == SM_DARKLORD)
901 1.1 jtc /* magic bolts don't work against D. L. */
902 1.1 jtc inflict = 0.0;
903 1.1 jtc else
904 1.1 jtc inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
905 1.1 jtc mvaddstr(5, 0, "Magic Bolt fired!\n");
906 1.1 jtc hitmonster(inflict);
907 1.1 jtc }
908 1.1 jtc break;
909 1.1 jtc
910 1.1 jtc case '3': /* force field */
911 1.1 jtc if (Player.p_magiclvl < ML_FORCEFIELD)
912 1.1 jtc ILLSPELL();
913 1.1 jtc else if (Player.p_mana < MM_FORCEFIELD)
914 1.1 jtc NOMANA();
915 1.1 jtc else
916 1.1 jtc {
917 1.1 jtc Player.p_mana -= MM_FORCEFIELD;
918 1.1 jtc Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
919 1.1 jtc mvaddstr(5, 0, "Force Field up.\n");
920 1.1 jtc }
921 1.1 jtc break;
922 1.1 jtc
923 1.1 jtc case '4': /* transform */
924 1.1 jtc if (Player.p_magiclvl < ML_XFORM)
925 1.1 jtc ILLSPELL();
926 1.1 jtc else if (Player.p_mana < MM_XFORM)
927 1.1 jtc NOMANA();
928 1.1 jtc else
929 1.1 jtc {
930 1.1 jtc Player.p_mana -= MM_XFORM;
931 1.1 jtc Whichmonster = (int) ROLL(0.0, 100.0);
932 1.1 jtc longjmp(Fightenv, 0);
933 1.1 jtc /*NOTREACHED*/
934 1.1 jtc }
935 1.1 jtc break;
936 1.1 jtc
937 1.1 jtc case '5': /* increase might */
938 1.1 jtc if (Player.p_magiclvl < ML_INCRMIGHT)
939 1.1 jtc ILLSPELL();
940 1.1 jtc else if (Player.p_mana < MM_INCRMIGHT)
941 1.1 jtc NOMANA();
942 1.1 jtc else
943 1.1 jtc {
944 1.1 jtc Player.p_mana -= MM_INCRMIGHT;
945 1.1 jtc Player.p_might +=
946 1.1 jtc (1.2 * (Player.p_strength + Player.p_sword)
947 1.1 jtc + 5.0 - Player.p_might) / 2.0;
948 1.1 jtc mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
949 1.1 jtc }
950 1.1 jtc break;
951 1.1 jtc
952 1.1 jtc case '6': /* invisible */
953 1.1 jtc if (Player.p_magiclvl < ML_INVISIBLE)
954 1.1 jtc ILLSPELL();
955 1.1 jtc else if (Player.p_mana < MM_INVISIBLE)
956 1.1 jtc NOMANA();
957 1.1 jtc else
958 1.1 jtc {
959 1.1 jtc Player.p_mana -= MM_INVISIBLE;
960 1.1 jtc Player.p_speed +=
961 1.1 jtc (1.2 * (Player.p_quickness + Player.p_quksilver)
962 1.1 jtc + 5.0 - Player.p_speed) / 2.0;
963 1.1 jtc mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
964 1.1 jtc }
965 1.1 jtc break;
966 1.1 jtc
967 1.1 jtc case '7': /* transport */
968 1.1 jtc if (Player.p_magiclvl < ML_XPORT)
969 1.1 jtc ILLSPELL();
970 1.1 jtc else if (Player.p_mana < MM_XPORT)
971 1.1 jtc NOMANA();
972 1.1 jtc else
973 1.1 jtc {
974 1.1 jtc Player.p_mana -= MM_XPORT;
975 1.1 jtc if (Player.p_brains + Player.p_magiclvl
976 1.1 jtc < Curmonster.m_experience / 200.0 * drandom())
977 1.1 jtc {
978 1.1 jtc mvaddstr(5, 0, "Transport backfired!\n");
979 1.1 jtc altercoordinates(0.0, 0.0, A_FAR);
980 1.1 jtc cancelmonster();
981 1.1 jtc }
982 1.1 jtc else
983 1.1 jtc {
984 1.1 jtc mvprintw(5, 0, "%s is transported.\n", Enemyname);
985 1.1 jtc if (drandom() < 0.3)
986 1.1 jtc /* monster didn't drop its treasure */
987 1.1 jtc Curmonster.m_treasuretype = 0;
988 1.1 jtc
989 1.1 jtc Curmonster.m_energy = 0.0;
990 1.1 jtc }
991 1.1 jtc }
992 1.1 jtc break;
993 1.1 jtc
994 1.1 jtc case '8': /* paralyze */
995 1.1 jtc if (Player.p_magiclvl < ML_PARALYZE)
996 1.1 jtc ILLSPELL();
997 1.1 jtc else if (Player.p_mana < MM_PARALYZE)
998 1.1 jtc NOMANA();
999 1.1 jtc else
1000 1.1 jtc {
1001 1.1 jtc Player.p_mana -= MM_PARALYZE;
1002 1.1 jtc if (Player.p_magiclvl >
1003 1.1 jtc Curmonster.m_experience / 1000.0 * drandom())
1004 1.1 jtc {
1005 1.1 jtc mvprintw(5, 0, "%s is held.\n", Enemyname);
1006 1.1 jtc Curmonster.m_speed = -2.0;
1007 1.1 jtc }
1008 1.1 jtc else
1009 1.1 jtc mvaddstr(5, 0, "Monster unaffected.\n");
1010 1.1 jtc }
1011 1.1 jtc break;
1012 1.1 jtc
1013 1.1 jtc case '9': /* specify */
1014 1.1 jtc if (Player.p_specialtype < SC_COUNCIL)
1015 1.1 jtc ILLSPELL();
1016 1.1 jtc else if (Player.p_mana < MM_SPECIFY)
1017 1.1 jtc NOMANA();
1018 1.1 jtc else
1019 1.1 jtc {
1020 1.1 jtc Player.p_mana -= MM_SPECIFY;
1021 1.1 jtc mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
1022 1.1 jtc Whichmonster = (int) infloat();
1023 1.1 jtc Whichmonster = MAX(0, MIN(99, Whichmonster));
1024 1.1 jtc longjmp(Fightenv, 0);
1025 1.1 jtc /*NOTREACHED*/
1026 1.1 jtc }
1027 1.1 jtc break;
1028 1.1 jtc }
1029 1.1 jtc }
1030 1.1 jtc /**/
1032 1.1 jtc /************************************************************************
1033 1.1 jtc /
1034 1.1 jtc / FUNCTION NAME: callmonster()
1035 1.1 jtc /
1036 1.1 jtc / FUNCTION: read monster from file, and fill structure
1037 1.1 jtc /
1038 1.1 jtc / AUTHOR: E. A. Estes, 2/25/86
1039 1.1 jtc /
1040 1.1 jtc / ARGUMENTS:
1041 1.1 jtc / int which - which monster to call
1042 1.1 jtc /
1043 1.1 jtc / RETURN VALUE: none
1044 1.1 jtc /
1045 1.1 jtc / MODULES CALLED: truncstring(), fread(), fseek(), floor(), drandom(),
1046 1.1 jtc / strcpy()
1047 1.1 jtc /
1048 1.1 jtc / GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
1049 1.1 jtc /
1050 1.1 jtc / GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
1051 1.1 jtc /
1052 1.1 jtc / DESCRIPTION:
1053 1.1 jtc / Read specified monster from monster database and fill up
1054 1.1 jtc / current monster structure.
1055 1.1 jtc / Adjust statistics based upon current size.
1056 1.1 jtc / Handle some special monsters.
1057 1.1 jtc /
1058 1.1 jtc /************************************************************************/
1059 1.1 jtc
1060 1.1 jtc callmonster(which)
1061 1.1 jtc int which;
1062 1.1 jtc {
1063 1.1 jtc struct monster Othermonster; /* to find a name for mimics */
1064 1.1 jtc
1065 1.1 jtc which = MIN(which, 99); /* make sure within range */
1066 1.1 jtc
1067 1.1 jtc /* fill structure */
1068 1.1 jtc fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
1069 1.1 jtc fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
1070 1.1 jtc
1071 1.1 jtc /* handle some special monsters */
1072 1.1 jtc if (Curmonster.m_type == SM_MODNAR)
1073 1.1 jtc {
1074 1.1 jtc if (Player.p_specialtype < SC_COUNCIL)
1075 1.1 jtc /* randomize some stats */
1076 1.1 jtc {
1077 1.1 jtc Curmonster.m_strength *= drandom() + 0.5;
1078 1.1 jtc Curmonster.m_brains *= drandom() + 0.5;
1079 1.1 jtc Curmonster.m_speed *= drandom() + 0.5;
1080 1.1 jtc Curmonster.m_energy *= drandom() + 0.5;
1081 1.1 jtc Curmonster.m_experience *= drandom() + 0.5;
1082 1.1 jtc Curmonster.m_treasuretype =
1083 1.1 jtc (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
1084 1.1 jtc }
1085 1.1 jtc else
1086 1.1 jtc /* make Modnar into Morgoth */
1087 1.1 jtc {
1088 1.1 jtc strcpy(Curmonster.m_name, "Morgoth");
1089 1.1 jtc Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
1090 1.1 jtc + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
1091 1.1 jtc Curmonster.m_brains = Player.p_brains;
1092 1.1 jtc Curmonster.m_energy = Player.p_might * 30.0;
1093 1.1 jtc Curmonster.m_type = SM_MORGOTH;
1094 1.1 jtc Curmonster.m_speed = Player.p_speed * 1.1
1095 1.1 jtc + (Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0;
1096 1.1 jtc Curmonster.m_flock = 0.0;
1097 1.1 jtc Curmonster.m_treasuretype = 0;
1098 1.1 jtc Curmonster.m_experience = 0.0;
1099 1.1 jtc }
1100 1.1 jtc }
1101 1.1 jtc else if (Curmonster.m_type == SM_MIMIC)
1102 1.1 jtc /* pick another name */
1103 1.1 jtc {
1104 1.1 jtc which = (int) ROLL(0.0, 100.0);
1105 1.1 jtc fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
1106 1.1 jtc fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
1107 1.1 jtc strcpy(Curmonster.m_name, Othermonster.m_name);
1108 1.1 jtc }
1109 1.1 jtc
1110 1.1 jtc truncstring(Curmonster.m_name);
1111 1.1 jtc
1112 1.1 jtc if (Curmonster.m_type != SM_MORGOTH)
1113 1.1 jtc /* adjust stats based on which circle player is in */
1114 1.1 jtc {
1115 1.1 jtc Curmonster.m_strength *= (1.0 + Circle / 2.0);
1116 1.1 jtc Curmonster.m_brains *= Circle;
1117 1.1 jtc Curmonster.m_speed += Circle * 1.e-9;
1118 1.1 jtc Curmonster.m_energy *= Circle;
1119 1.1 jtc Curmonster.m_experience *= Circle;
1120 1.1 jtc }
1121 1.1 jtc
1122 1.1 jtc if (Player.p_blindness)
1123 1.1 jtc /* cannot see monster if blind */
1124 1.1 jtc Enemyname = "A monster";
1125 1.1 jtc else
1126 1.1 jtc Enemyname = Curmonster.m_name;
1127 1.1 jtc
1128 1.1 jtc if (Player.p_speed <= 0.0)
1129 1.1 jtc /* make Player.p_speed positive */
1130 1.1 jtc {
1131 1.1 jtc Curmonster.m_speed += -Player.p_speed;
1132 1.1 jtc Player.p_speed = 1.0;
1133 1.1 jtc }
1134 1.1 jtc
1135 1.1 jtc /* fill up the rest of the structure */
1136 1.1 jtc Curmonster.m_o_strength = Curmonster.m_strength;
1137 1.1 jtc Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
1138 1.1 jtc Curmonster.m_o_energy = Curmonster.m_energy;
1139 1.1 jtc Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
1140 1.1 jtc }
1141 1.1 jtc /**/
1143 1.1 jtc /************************************************************************
1144 1.1 jtc /
1145 1.1 jtc / FUNCTION NAME: awardtreasure()
1146 1.1 jtc /
1147 1.1 jtc / FUNCTION: select a treasure
1148 1.1 jtc /
1149 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
1150 1.1 jtc /
1151 1.1 jtc / ARGUMENTS: none
1152 1.1 jtc /
1153 1.1 jtc / RETURN VALUE: none
1154 1.1 jtc /
1155 1.1 jtc / MODULES CALLED: pickmonster(), collecttaxes(), more(), cursedtreasure(),
1156 1.1 jtc / floor(), wmove(), drandom(), sscanf(), printw(), altercoordinates(),
1157 1.1 jtc / longjmp(), infloat(), waddstr(), getanswer(), getstring(), wclrtobot()
1158 1.1 jtc /
1159 1.1 jtc / GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player,
1160 1.1 jtc / *stdscr, Databuf[], *Statptr, Fightenv[]
1161 1.1 jtc /
1162 1.1 jtc / GLOBAL OUTPUTS: Whichmonster, Shield, Player
1163 1.1 jtc /
1164 1.1 jtc / DESCRIPTION:
1165 1.1 jtc / Roll up a treasure based upon monster type and size, and
1166 1.1 jtc / certain player statistics.
1167 1.1 jtc / Handle cursed treasure.
1168 1.1 jtc /
1169 1.1 jtc /************************************************************************/
1170 1.1 jtc
1171 1.1 jtc awardtreasure()
1172 1.1 jtc {
1173 1.1 jtc register int whichtreasure; /* calculated treasure to grant */
1174 1.1 jtc int temp; /* temporary */
1175 1.1 jtc int ch; /* input */
1176 1.1 jtc double treasuretype; /* monster's treasure type */
1177 1.1 jtc double gold = 0.0; /* gold awarded */
1178 1.1 jtc double gems = 0.0; /* gems awarded */
1179 1.1 jtc double dtemp; /* for temporary calculations */
1180 1.1 jtc
1181 1.1 jtc whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
1182 1.1 jtc treasuretype = (double) Curmonster.m_treasuretype;
1183 1.1 jtc
1184 1.1 jtc move(4, 0);
1185 1.1 jtc clrtobot();
1186 1.1 jtc move(6, 0);
1187 1.1 jtc
1188 1.1 jtc if (drandom() > 0.65)
1189 1.1 jtc /* gold and gems */
1190 1.1 jtc {
1191 1.1 jtc if (Curmonster.m_treasuretype > 7)
1192 1.1 jtc /* gems */
1193 1.1 jtc {
1194 1.1 jtc gems = ROLL(1.0, (treasuretype - 7.0)
1195 1.1 jtc * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
1196 1.1 jtc printw("You have discovered %.0f gems!", gems);
1197 1.1 jtc }
1198 1.1 jtc else
1199 1.1 jtc /* gold */
1200 1.1 jtc {
1201 1.1 jtc gold = ROLL(treasuretype * 10.0, treasuretype
1202 1.1 jtc * treasuretype * 10.0 * (Circle - 1.0));
1203 1.1 jtc printw("You have found %.0f gold pieces.", gold);
1204 1.1 jtc }
1205 1.1 jtc
1206 1.1 jtc addstr(" Do you want to pick them up ? ");
1207 1.1 jtc ch = getanswer("NY", FALSE);
1208 1.1 jtc addstr("\n\n");
1209 1.1 jtc
1210 1.1 jtc if (ch == 'Y')
1211 1.1 jtc if (drandom() < treasuretype / 35.0 + 0.04)
1212 1.1 jtc /* cursed */
1213 1.1 jtc {
1214 1.1 jtc addstr("They were cursed!\n");
1215 1.1 jtc cursedtreasure();
1216 1.1 jtc }
1217 1.1 jtc else
1218 1.1 jtc collecttaxes(gold, gems);
1219 1.1 jtc
1220 1.1 jtc return;
1221 1.1 jtc }
1222 1.1 jtc else
1223 1.1 jtc /* other treasures */
1224 1.1 jtc {
1225 1.1 jtc addstr("You have found some treasure. Do you want to inspect it ? ");
1226 1.1 jtc ch = getanswer("NY", FALSE);
1227 1.1 jtc addstr("\n\n");
1228 1.1 jtc
1229 1.1 jtc if (ch != 'Y')
1230 1.1 jtc return;
1231 1.1 jtc else
1232 1.1 jtc if (drandom() < 0.08 && Curmonster.m_treasuretype != 4)
1233 1.1 jtc {
1234 1.1 jtc addstr("It was cursed!\n");
1235 1.1 jtc cursedtreasure();
1236 1.1 jtc return;
1237 1.1 jtc }
1238 1.1 jtc else
1239 1.1 jtc switch (Curmonster.m_treasuretype)
1240 1.1 jtc {
1241 1.1 jtc case 1: /* treasure type 1 */
1242 1.1 jtc switch (whichtreasure)
1243 1.1 jtc {
1244 1.1 jtc case 1:
1245 1.1 jtc addstr("You've discovered a power booster!\n");
1246 1.1 jtc Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
1247 1.1 jtc break;
1248 1.1 jtc
1249 1.1 jtc case 2:
1250 1.1 jtc addstr("You have encountered a druid.\n");
1251 1.1 jtc Player.p_experience +=
1252 1.1 jtc ROLL(0.0, 2000.0 + Circle * 400.0);
1253 1.1 jtc break;
1254 1.1 jtc
1255 1.1 jtc case 3:
1256 1.1 jtc addstr("You have found a holy orb.\n");
1257 1.1 jtc Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
1258 1.1 jtc break;
1259 1.1 jtc }
1260 1.1 jtc break;
1261 1.1 jtc /* end treasure type 1 */
1262 1.1 jtc
1263 1.1 jtc case 2: /* treasure type 2 */
1264 1.1 jtc switch (whichtreasure)
1265 1.1 jtc {
1266 1.1 jtc case 1:
1267 1.1 jtc addstr("You have found an amulet.\n");
1268 1.1 jtc ++Player.p_amulets;
1269 1.1 jtc break;
1270 1.1 jtc
1271 1.1 jtc case 2:
1272 1.1 jtc addstr("You've found some holy water!\n");
1273 1.1 jtc ++Player.p_holywater;
1274 1.1 jtc break;
1275 1.1 jtc
1276 1.1 jtc case 3:
1277 1.1 jtc addstr("You've met a hermit!\n");
1278 1.1 jtc Player.p_sin *= 0.75;
1279 1.1 jtc Player.p_mana += 12.0 * Circle;
1280 1.1 jtc break;
1281 1.1 jtc }
1282 1.1 jtc break;
1283 1.1 jtc /* end treasure type 2 */
1284 1.1 jtc
1285 1.1 jtc case 3: /* treasure type 3 */
1286 1.1 jtc switch (whichtreasure)
1287 1.1 jtc {
1288 1.1 jtc case 1:
1289 1.1 jtc dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1290 1.1 jtc printw("You've found a +%.0f shield!\n", dtemp);
1291 1.1 jtc if (dtemp >= Player.p_shield)
1292 1.1 jtc Player.p_shield = dtemp;
1293 1.1 jtc else
1294 1.1 jtc SOMEBETTER();
1295 1.1 jtc break;
1296 1.1 jtc
1297 1.1 jtc case 2:
1298 1.1 jtc addstr("You have rescued a virgin. Will you be honorable ? ");
1299 1.1 jtc ch = getanswer("NY", FALSE);
1300 1.1 jtc addstr("\n\n");
1301 1.1 jtc if (ch == 'Y')
1302 1.1 jtc Player.p_virgin = TRUE;
1303 1.1 jtc else
1304 1.1 jtc {
1305 1.1 jtc Player.p_experience += 2000.0 * Circle;
1306 1.1 jtc ++Player.p_sin;
1307 1.1 jtc }
1308 1.1 jtc break;
1309 1.1 jtc
1310 1.1 jtc case 3:
1311 1.1 jtc addstr("You've discovered some athelas!\n");
1312 1.1 jtc --Player.p_poison;
1313 1.1 jtc break;
1314 1.1 jtc }
1315 1.1 jtc break;
1316 1.1 jtc /* end treasure type 3 */
1317 1.1 jtc
1318 1.1 jtc case 4: /* treasure type 4 */
1319 1.1 jtc addstr("You've found a scroll. Will you read it ? ");
1320 1.1 jtc ch = getanswer("NY", FALSE);
1321 1.1 jtc addstr("\n\n");
1322 1.1 jtc
1323 1.1 jtc if (ch == 'Y')
1324 1.1 jtc switch ((int) ROLL(1, 6))
1325 1.1 jtc {
1326 1.1 jtc case 1:
1327 1.1 jtc addstr("It throws up a shield for you next monster.\n");
1328 1.1 jtc getyx(stdscr, whichtreasure, ch);
1329 1.1 jtc more(whichtreasure);
1330 1.1 jtc Shield =
1331 1.1 jtc (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1332 1.1 jtc Whichmonster = pickmonster();
1333 1.1 jtc longjmp(Fightenv, 0);
1334 1.1 jtc /*NOTREACHED*/
1335 1.1 jtc
1336 1.1 jtc case 2:
1337 1.1 jtc addstr("It makes you invisible for you next monster.\n");
1338 1.1 jtc getyx(stdscr, whichtreasure, ch);
1339 1.1 jtc more(whichtreasure);
1340 1.1 jtc Player.p_speed = 1e6;
1341 1.1 jtc Whichmonster = pickmonster();
1342 1.1 jtc longjmp(Fightenv, 0);
1343 1.1 jtc /*NOTREACHED*/
1344 1.1 jtc
1345 1.1 jtc case 3:
1346 1.1 jtc addstr("It increases your strength ten fold to fight your next monster.\n");
1347 1.1 jtc getyx(stdscr, whichtreasure, ch);
1348 1.1 jtc more(whichtreasure);
1349 1.1 jtc Player.p_might *= 10.0;
1350 1.1 jtc Whichmonster = pickmonster();
1351 1.1 jtc longjmp(Fightenv, 0);
1352 1.1 jtc /*NOTREACHED*/
1353 1.1 jtc
1354 1.1 jtc case 4:
1355 1.1 jtc addstr("It is a general knowledge scroll.\n");
1356 1.1 jtc Player.p_brains += ROLL(2.0, Circle);
1357 1.1 jtc Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1358 1.1 jtc break;
1359 1.1 jtc
1360 1.1 jtc case 5:
1361 1.1 jtc addstr("It tells you how to pick your next monster.\n");
1362 1.1 jtc addstr("Which monster do you want [0-99] ? ");
1363 1.1 jtc Whichmonster = (int) infloat();
1364 1.1 jtc Whichmonster = MIN(99, MAX(0, Whichmonster));
1365 1.1 jtc longjmp(Fightenv, 0);
1366 1.1 jtc
1367 1.1 jtc case 6:
1368 1.1 jtc addstr("It was cursed!\n");
1369 1.1 jtc cursedtreasure();
1370 1.1 jtc break;
1371 1.1 jtc }
1372 1.1 jtc break;
1373 1.1 jtc /* end treasure type 4 */
1374 1.1 jtc
1375 1.1 jtc case 5: /* treasure type 5 */
1376 1.1 jtc switch (whichtreasure)
1377 1.1 jtc {
1378 1.1 jtc case 1:
1379 1.1 jtc dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1380 1.1 jtc printw("You've discovered a +%.0f dagger.\n", dtemp);
1381 1.1 jtc if (dtemp >= Player.p_sword)
1382 1.1 jtc Player.p_sword = dtemp;
1383 1.1 jtc else
1384 1.1 jtc SOMEBETTER();
1385 1.1 jtc break;
1386 1.1 jtc
1387 1.1 jtc case 2:
1388 1.1 jtc dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1389 1.1 jtc printw("You have found some +%.0f armour!\n", dtemp);
1390 1.1 jtc if (dtemp >= Player.p_shield)
1391 1.1 jtc Player.p_shield = dtemp;
1392 1.1 jtc else
1393 1.1 jtc SOMEBETTER();
1394 1.1 jtc break;
1395 1.1 jtc
1396 1.1 jtc case 3:
1397 1.1 jtc addstr("You've found a tablet.\n");
1398 1.1 jtc Player.p_brains += 4.5 * Circle;
1399 1.1 jtc break;
1400 1.1 jtc }
1401 1.1 jtc break;
1402 1.1 jtc /* end treasure type 5 */
1403 1.1 jtc
1404 1.1 jtc case 6: /* treasure type 6 */
1405 1.1 jtc switch (whichtreasure)
1406 1.1 jtc {
1407 1.1 jtc case 1:
1408 1.1 jtc addstr("You've found a priest.\n");
1409 1.1 jtc Player.p_energy = Player.p_maxenergy + Player.p_shield;
1410 1.1 jtc Player.p_sin /= 2.0;
1411 1.1 jtc Player.p_mana += 24.0 * Circle;
1412 1.1 jtc Player.p_brains += Circle;
1413 1.1 jtc break;
1414 1.1 jtc
1415 1.1 jtc case 2:
1416 1.1 jtc addstr("You have come upon Robin Hood!\n");
1417 1.1 jtc Player.p_shield += Circle * 2.0;
1418 1.1 jtc Player.p_strength += Circle / 2.5 + 1.0;
1419 1.1 jtc break;
1420 1.1 jtc
1421 1.1 jtc case 3:
1422 1.1 jtc dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1423 1.1 jtc printw("You have found a +%.0f axe!\n", dtemp);
1424 1.1 jtc if (dtemp >= Player.p_sword)
1425 1.1 jtc Player.p_sword = dtemp;
1426 1.1 jtc else
1427 1.1 jtc SOMEBETTER();
1428 1.1 jtc break;
1429 1.1 jtc }
1430 1.1 jtc break;
1431 1.1 jtc /* end treasure type 6 */
1432 1.1 jtc
1433 1.1 jtc case 7: /* treasure type 7 */
1434 1.1 jtc switch (whichtreasure)
1435 1.1 jtc {
1436 1.1 jtc case 1:
1437 1.1 jtc addstr("You've discovered a charm!\n");
1438 1.1 jtc ++Player.p_charms;
1439 1.1 jtc break;
1440 1.1 jtc
1441 1.1 jtc case 2:
1442 1.1 jtc addstr("You have encountered Merlyn!\n");
1443 1.1 jtc Player.p_brains += Circle + 5.0;
1444 1.1 jtc Player.p_magiclvl += Circle / 3.0 + 5.0;
1445 1.1 jtc Player.p_mana += Circle * 10.0;
1446 1.1 jtc break;
1447 1.1 jtc
1448 1.1 jtc case 3:
1449 1.1 jtc dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1450 1.1 jtc printw("You have found a +%.0f war hammer!\n", dtemp);
1451 1.1 jtc if (dtemp >= Player.p_sword)
1452 1.1 jtc Player.p_sword = dtemp;
1453 1.1 jtc else
1454 1.1 jtc SOMEBETTER();
1455 1.1 jtc break;
1456 1.1 jtc }
1457 1.1 jtc break;
1458 1.1 jtc /* end treasure type 7 */
1459 1.1 jtc
1460 1.1 jtc case 8: /* treasure type 8 */
1461 1.1 jtc switch (whichtreasure)
1462 1.1 jtc {
1463 1.1 jtc case 1:
1464 1.1 jtc addstr("You have found a healing potion.\n");
1465 1.1 jtc Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1466 1.1 jtc break;
1467 1.1 jtc
1468 1.1 jtc case 2:
1469 1.1 jtc addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1470 1.1 jtc ch = getanswer("NY", FALSE);
1471 1.1 jtc addstr("\n\n");
1472 1.1 jtc if (ch == 'Y')
1473 1.1 jtc {
1474 1.1 jtc double x, y;
1475 1.1 jtc
1476 1.1 jtc addstr("X Y Coordinates ? ");
1477 1.1 jtc getstring(Databuf, SZ_DATABUF);
1478 1.1 jtc sscanf(Databuf, "%lf %lf", &x, &y);
1479 1.1 jtc altercoordinates(x, y, A_FORCED);
1480 1.1 jtc }
1481 1.1 jtc break;
1482 1.1 jtc
1483 1.1 jtc case 3:
1484 1.1 jtc dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1485 1.1 jtc printw("You've found a +%.0f sword!\n", dtemp);
1486 1.1 jtc if (dtemp >= Player.p_sword)
1487 1.1 jtc Player.p_sword = dtemp;
1488 1.1 jtc else
1489 1.1 jtc SOMEBETTER();
1490 1.1 jtc break;
1491 1.1 jtc }
1492 1.1 jtc break;
1493 1.1 jtc /* end treasure type 8 */
1494 1.1 jtc
1495 1.1 jtc case 10:
1496 1.1 jtc case 11:
1497 1.1 jtc case 12:
1498 1.1 jtc case 13: /* treasure types 10 - 13 */
1499 1.1 jtc if (drandom() < 0.33)
1500 1.1 jtc {
1501 1.1 jtc if (Curmonster.m_treasuretype == 10)
1502 1.1 jtc {
1503 1.1 jtc addstr("You've found a pair of elven boots!\n");
1504 1.1 jtc Player.p_quickness += 2.0;
1505 1.1 jtc break;
1506 1.1 jtc }
1507 1.1 jtc else if (Curmonster.m_treasuretype == 11
1508 1.1 jtc && !Player.p_palantir)
1509 1.1 jtc {
1510 1.1 jtc addstr("You've acquired Saruman's palantir.\n");
1511 1.1 jtc Player.p_palantir = TRUE;
1512 1.1 jtc break;
1513 1.1 jtc }
1514 1.1 jtc else if (Player.p_ring.ring_type == R_NONE
1515 1.1 jtc && Player.p_specialtype < SC_COUNCIL
1516 1.1 jtc && (Curmonster.m_treasuretype == 12
1517 1.1 jtc || Curmonster.m_treasuretype == 13))
1518 1.1 jtc /* roll up a ring */
1519 1.1 jtc {
1520 1.1 jtc if (drandom() < 0.8)
1521 1.1 jtc /* regular rings */
1522 1.1 jtc {
1523 1.1 jtc if (Curmonster.m_treasuretype == 12)
1524 1.1 jtc {
1525 1.1 jtc whichtreasure = R_NAZREG;
1526 1.1 jtc temp = 35;
1527 1.1 jtc }
1528 1.1 jtc else
1529 1.1 jtc {
1530 1.1 jtc whichtreasure = R_DLREG;
1531 1.1 jtc temp = 0;
1532 1.1 jtc }
1533 1.1 jtc }
1534 1.1 jtc else
1535 1.1 jtc /* bad rings */
1536 1.1 jtc {
1537 1.1 jtc whichtreasure = R_BAD;
1538 1.1 jtc temp = 15 + Statptr->c_ringduration + (int) ROLL(0,5);
1539 1.1 jtc }
1540 1.1 jtc
1541 1.1 jtc addstr("You've discovered a ring. Will you pick it up ? ");
1542 1.1 jtc ch = getanswer("NY", FALSE);
1543 1.1 jtc addstr("\n\n");
1544 1.1 jtc
1545 1.1 jtc if (ch == 'Y')
1546 1.1 jtc {
1547 1.1 jtc Player.p_ring.ring_type = whichtreasure;
1548 1.1 jtc Player.p_ring.ring_duration = temp;
1549 1.1 jtc }
1550 1.1 jtc
1551 1.1 jtc break;
1552 1.1 jtc }
1553 1.1 jtc }
1554 1.1 jtc /* end treasure types 10 - 13 */
1555 1.1 jtc /* fall through to treasure type 9 if no treasure from above */
1556 1.1 jtc
1557 1.1 jtc case 9: /* treasure type 9 */
1558 1.1 jtc switch (whichtreasure)
1559 1.1 jtc {
1560 1.1 jtc case 1:
1561 1.1 jtc if (Player.p_level <= 1000.0
1562 1.1 jtc && Player.p_crowns <= 3
1563 1.1 jtc && Player.p_level >= 10.0)
1564 1.1 jtc {
1565 1.1 jtc addstr("You have found a golden crown!\n");
1566 1.1 jtc ++Player.p_crowns;
1567 1.1 jtc break;
1568 1.1 jtc }
1569 1.1 jtc /* fall through otherwise */
1570 1.1 jtc
1571 1.1 jtc case 2:
1572 1.1 jtc addstr("You've been blessed!\n");
1573 1.1 jtc Player.p_blessing = TRUE;
1574 1.1 jtc Player.p_sin /= 3.0;
1575 1.1 jtc Player.p_energy = Player.p_maxenergy + Player.p_shield;
1576 1.1 jtc Player.p_mana += 100.0 * Circle;
1577 1.1 jtc break;
1578 1.1 jtc
1579 1.1 jtc case 3:
1580 1.1 jtc dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1581 1.1 jtc dtemp = MIN(dtemp, 99.0);
1582 1.1 jtc printw("You have discovered some +%.0f quicksilver!\n",dtemp);
1583 1.1 jtc if (dtemp >= Player.p_quksilver)
1584 1.1 jtc Player.p_quksilver = dtemp;
1585 1.1 jtc else
1586 1.1 jtc SOMEBETTER();
1587 1.1 jtc break;
1588 1.1 jtc }
1589 1.1 jtc break;
1590 1.1 jtc /* end treasure type 9 */
1591 1.1 jtc }
1592 1.1 jtc }
1593 1.1 jtc }
1594 1.1 jtc /**/
1596 1.1 jtc /************************************************************************
1597 1.1 jtc /
1598 1.1 jtc / FUNCTION NAME: cursedtreasure()
1599 1.1 jtc /
1600 1.1 jtc / FUNCTION: take care of cursed treasure
1601 1.1 jtc /
1602 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
1603 1.1 jtc /
1604 1.1 jtc / ARGUMENTS: none
1605 1.1 jtc /
1606 1.1 jtc / RETURN VALUE: none
1607 1.1 jtc /
1608 1.1 jtc / MODULES CALLED: waddstr()
1609 1.1 jtc /
1610 1.1 jtc / GLOBAL INPUTS: Player, *stdscr
1611 1.1 jtc /
1612 1.1 jtc / GLOBAL OUTPUTS: Player
1613 1.1 jtc /
1614 1.1 jtc / DESCRIPTION:
1615 1.1 jtc / Handle cursed treasure. Look for amulets and charms to save
1616 1.1 jtc / the player from the curse.
1617 1.1 jtc /
1618 1.1 jtc /************************************************************************/
1619 1.1 jtc
1620 1.1 jtc cursedtreasure()
1621 1.1 jtc {
1622 1.1 jtc if (Player.p_charms > 0)
1623 1.1 jtc {
1624 1.1 jtc addstr("But your charm saved you!\n");
1625 1.1 jtc --Player.p_charms;
1626 1.1 jtc }
1627 1.1 jtc else if (Player.p_amulets > 0)
1628 1.1 jtc {
1629 1.1 jtc addstr("But your amulet saved you!\n");
1630 1.1 jtc --Player.p_amulets;
1631 1.1 jtc }
1632 1.1 jtc else
1633 1.1 jtc {
1634 1.1 jtc Player.p_energy = (Player.p_maxenergy + Player.p_shield) / 10.0;
1635 1.1 jtc Player.p_poison += 0.25;
1636 1.1 jtc }
1637 1.1 jtc }
1638 1.1 jtc /**/
1640 1.1 jtc /************************************************************************
1641 1.1 jtc /
1642 1.1 jtc / FUNCTION NAME: scramblestats()
1643 1.1 jtc /
1644 1.1 jtc / FUNCTION: scramble some selected statistics
1645 1.1 jtc /
1646 1.1 jtc / AUTHOR: E. A. Estes, 12/4/85
1647 1.1 jtc /
1648 1.1 jtc / ARGUMENTS: none
1649 1.1 jtc /
1650 1.1 jtc / RETURN VALUE: none
1651 1.1 jtc /
1652 1.1 jtc / MODULES CALLED: floor(), drandom()
1653 1.1 jtc /
1654 1.1 jtc / GLOBAL INPUTS: Player
1655 1.1 jtc /
1656 1.1 jtc / GLOBAL OUTPUTS: Player
1657 1.1 jtc /
1658 1.1 jtc / DESCRIPTION:
1659 1.1 jtc / Swap a few player statistics randomly.
1660 1.1 jtc /
1661 1.1 jtc /************************************************************************/
1662 1.1 jtc
1663 1.1 jtc scramblestats()
1664 1.1 jtc {
1665 1.1 jtc double dbuf[6]; /* to put statistic in */
1666 1.1 jtc double dtemp1, dtemp2; /* for swapping values */
1667 1.1 jtc register int first, second; /* indices for swapping */
1668 1.1 jtc register double *dptr; /* pointer for filling and emptying buf[] */
1669 1.1 jtc
1670 1.1 jtc /* fill buffer */
1671 1.1 jtc dptr = &dbuf[0];
1672 1.1 jtc *dptr++ = Player.p_strength;
1673 1.1 jtc *dptr++ = Player.p_mana;
1674 1.1 jtc *dptr++ = Player.p_brains;
1675 1.1 jtc *dptr++ = Player.p_magiclvl;
1676 1.1 jtc *dptr++ = Player.p_energy;
1677 1.1 jtc *dptr = Player.p_sin;
1678 1.1 jtc
1679 1.1 jtc /* pick values to swap */
1680 1.1 jtc first = (int) ROLL(0, 5);
1681 1.1 jtc second = (int) ROLL(0, 5);
1682 1.1 jtc
1683 1.1 jtc /* swap values */
1684 1.1 jtc dptr = &dbuf[0];
1685 1.1 jtc dtemp1 = dptr[first];
1686 1.1 jtc /* this expression is split to prevent a compiler loop on some compilers */
1687 1.1 jtc dtemp2 = dptr[second];
1688 1.1 jtc dptr[first] = dtemp2;
1689 dptr[second] = dtemp1;
1690
1691 /* empty buffer */
1692 Player.p_strength = *dptr++;
1693 Player.p_mana = *dptr++;
1694 Player.p_brains = *dptr++;
1695 Player.p_magiclvl = *dptr++;
1696 Player.p_energy = *dptr++;
1697 Player.p_sin = *dptr;
1698 }
1699