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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