fight.c revision 1.10 1 1.10 he /* $NetBSD: fight.c,v 1.10 2004/04/11 13:35:06 he Exp $ */
2 1.2 cgd
3 1.1 jtc /*
4 1.1 jtc * fight.c Phantasia monster fighting routines
5 1.1 jtc */
6 1.1 jtc
7 1.1 jtc #include "include.h"
8 1.10 he #undef bool
9 1.9 ross #include <curses.h>
10 1.1 jtc
11 1.3 lukem void
12 1.1 jtc encounter(particular)
13 1.3 lukem int particular;
14 1.1 jtc {
15 1.8 jsm volatile bool firsthit = Player.p_blessing; /* set if player gets
16 1.8 jsm * the first hit */
17 1.8 jsm volatile int flockcnt = 1; /* how many time flocked */
18 1.3 lukem
19 1.3 lukem /* let others know what we are doing */
20 1.3 lukem Player.p_status = S_MONSTER;
21 1.3 lukem writerecord(&Player, Fileloc);
22 1.1 jtc
23 1.1 jtc #ifdef SYS5
24 1.3 lukem flushinp();
25 1.1 jtc #endif
26 1.1 jtc
27 1.3 lukem Shield = 0.0; /* no shield up yet */
28 1.1 jtc
29 1.3 lukem if (particular >= 0)
30 1.3 lukem /* monster is specified */
31 1.3 lukem Whichmonster = particular;
32 1.3 lukem else
33 1.3 lukem /* pick random monster */
34 1.3 lukem Whichmonster = pickmonster();
35 1.1 jtc
36 1.3 lukem setjmp(Fightenv); /* this is to enable changing fight state */
37 1.1 jtc
38 1.3 lukem move(6, 0);
39 1.3 lukem clrtobot(); /* clear bottom area of screen */
40 1.1 jtc
41 1.3 lukem Lines = 9;
42 1.3 lukem callmonster(Whichmonster); /* set up monster to fight */
43 1.1 jtc
44 1.3 lukem Luckout = FALSE; /* haven't tried to luckout yet */
45 1.1 jtc
46 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
47 1.3 lukem mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
48 1.3 lukem Enemyname);
49 1.1 jtc
50 1.3 lukem if (Curmonster.m_type == SM_UNICORN) {
51 1.3 lukem if (Player.p_virgin) {
52 1.3 lukem printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
53 1.3 lukem Player.p_virgin = FALSE;
54 1.3 lukem } else {
55 1.3 lukem printw("You just saw %s running away!\n", Enemyname);
56 1.3 lukem Curmonster.m_experience = 0.0;
57 1.3 lukem Curmonster.m_treasuretype = 0;
58 1.3 lukem }
59 1.3 lukem } else
60 1.3 lukem /* not a special monster */
61 1.3 lukem for (;;)
62 1.3 lukem /* print header, and arbitrate between player and
63 1.3 lukem * monster */
64 1.1 jtc {
65 1.3 lukem mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
66 1.3 lukem Enemyname, Curmonster.m_experience, Circle);
67 1.3 lukem
68 1.3 lukem displaystats();
69 1.3 lukem mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
70 1.3 lukem readmessage();
71 1.3 lukem
72 1.3 lukem if (Curmonster.m_type == SM_DARKLORD
73 1.3 lukem && Player.p_blessing
74 1.3 lukem && Player.p_charms > 0)
75 1.3 lukem /* overpower Dark Lord with blessing and charm */
76 1.3 lukem {
77 1.3 lukem mvprintw(7, 0, "You just overpowered %s!", Enemyname);
78 1.3 lukem Lines = 8;
79 1.3 lukem Player.p_blessing = FALSE;
80 1.3 lukem --Player.p_charms;
81 1.3 lukem break;
82 1.3 lukem }
83 1.3 lukem /* allow paralyzed monster to wake up */
84 1.3 lukem Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
85 1.3 lukem
86 1.3 lukem if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
87 1.3 lukem /* monster is faster */
88 1.3 lukem && Curmonster.m_type != SM_DARKLORD
89 1.3 lukem /* not D. L. */
90 1.3 lukem && Curmonster.m_type != SM_SHRIEKER
91 1.3 lukem /* not mimic */
92 1.3 lukem && !firsthit)
93 1.3 lukem /* monster gets a hit */
94 1.3 lukem monsthits();
95 1.3 lukem else
96 1.3 lukem /* player gets a hit */
97 1.3 lukem {
98 1.3 lukem firsthit = FALSE;
99 1.3 lukem playerhits();
100 1.3 lukem }
101 1.1 jtc
102 1.3 lukem refresh();
103 1.1 jtc
104 1.3 lukem if (Lines > LINES - 2)
105 1.3 lukem /* near bottom of screen - pause */
106 1.3 lukem {
107 1.3 lukem more(Lines);
108 1.3 lukem move(Lines = 8, 0);
109 1.3 lukem clrtobot();
110 1.3 lukem }
111 1.3 lukem if (Player.p_energy <= 0.0)
112 1.3 lukem /* player died */
113 1.3 lukem {
114 1.3 lukem more(Lines);
115 1.3 lukem death(Enemyname);
116 1.3 lukem cancelmonster();
117 1.3 lukem break; /* fight ends if the player is saved
118 1.3 lukem * from death */
119 1.3 lukem }
120 1.3 lukem if (Curmonster.m_energy <= 0.0)
121 1.3 lukem /* monster died */
122 1.3 lukem break;
123 1.1 jtc }
124 1.1 jtc
125 1.3 lukem /* give player credit for killing monster */
126 1.3 lukem Player.p_experience += Curmonster.m_experience;
127 1.1 jtc
128 1.3 lukem if (drandom() < Curmonster.m_flock / 100.0)
129 1.3 lukem /* monster flocks */
130 1.3 lukem {
131 1.1 jtc more(Lines);
132 1.3 lukem ++flockcnt;
133 1.3 lukem longjmp(Fightenv, 0);
134 1.3 lukem /* NOTREACHED */
135 1.3 lukem } else
136 1.3 lukem if (Circle > 1.0
137 1.3 lukem && Curmonster.m_treasuretype > 0
138 1.3 lukem && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
139 1.3 lukem /* monster has treasure; this takes # of flocks and
140 1.3 lukem * size into account */
141 1.1 jtc {
142 1.3 lukem more(Lines);
143 1.3 lukem awardtreasure();
144 1.1 jtc }
145 1.3 lukem /* pause before returning */
146 1.3 lukem getyx(stdscr, Lines, flockcnt);
147 1.3 lukem more(Lines + 1);
148 1.3 lukem
149 1.3 lukem Player.p_ring.ring_inuse = FALSE; /* not using ring */
150 1.3 lukem
151 1.3 lukem /* clean up the screen */
152 1.3 lukem move(4, 0);
153 1.3 lukem clrtobot();
154 1.3 lukem }
155 1.1 jtc
156 1.3 lukem int
157 1.3 lukem pickmonster()
158 1.3 lukem {
159 1.3 lukem if (Player.p_specialtype == SC_VALAR)
160 1.3 lukem /* even chance of any monster */
161 1.3 lukem return ((int) ROLL(0.0, 100.0));
162 1.3 lukem
163 1.3 lukem if (Marsh)
164 1.3 lukem /* water monsters */
165 1.3 lukem return ((int) ROLL(0.0, 15.0));
166 1.1 jtc
167 1.3 lukem else
168 1.3 lukem if (Circle > 24)
169 1.3 lukem /* even chance of all non-water monsters */
170 1.3 lukem return ((int) ROLL(14.0, 86.0));
171 1.1 jtc
172 1.3 lukem else
173 1.3 lukem if (Circle > 15)
174 1.3 lukem /* chance of all non-water monsters, weighted
175 1.3 lukem * toward middle */
176 1.3 lukem return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
177 1.1 jtc
178 1.3 lukem else
179 1.3 lukem if (Circle > 8)
180 1.3 lukem /* not all non-water monsters,
181 1.3 lukem * weighted toward middle */
182 1.3 lukem return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
183 1.1 jtc
184 1.3 lukem else
185 1.3 lukem if (Circle > 3)
186 1.3 lukem /* even chance of some tamer
187 1.3 lukem * non-water monsters */
188 1.3 lukem return ((int) ROLL(14.0, 50.0));
189 1.3 lukem
190 1.3 lukem else
191 1.3 lukem /* even chance of some of the
192 1.3 lukem * tamest non-water monsters */
193 1.3 lukem return ((int) ROLL(14.0, 25.0));
194 1.1 jtc }
195 1.1 jtc
196 1.3 lukem void
197 1.1 jtc playerhits()
198 1.1 jtc {
199 1.3 lukem double inflict; /* damage inflicted */
200 1.3 lukem int ch; /* input */
201 1.1 jtc
202 1.3 lukem mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
203 1.3 lukem
204 1.4 veego if (!Luckout) {
205 1.3 lukem /* haven't tried to luckout yet */
206 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
207 1.3 lukem /* cannot luckout against Morgoth */
208 1.3 lukem addstr("6:Ally ");
209 1.3 lukem else
210 1.3 lukem addstr("6:Luckout ");
211 1.4 veego }
212 1.1 jtc
213 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
214 1.3 lukem /* player has a ring */
215 1.3 lukem addstr("7:Use Ring ");
216 1.1 jtc else
217 1.3 lukem clrtoeol();
218 1.3 lukem
219 1.3 lukem ch = inputoption();
220 1.1 jtc
221 1.3 lukem move(8, 0);
222 1.3 lukem clrtobot(); /* clear any messages from before */
223 1.3 lukem Lines = 9;
224 1.3 lukem mvaddstr(4, 0, "\n\n"); /* clear status area */
225 1.1 jtc
226 1.3 lukem switch (ch) {
227 1.1 jtc case 'T': /* timeout; lose turn */
228 1.3 lukem break;
229 1.1 jtc
230 1.1 jtc case ' ':
231 1.1 jtc case '1': /* melee */
232 1.3 lukem /* melee affects monster's energy and strength */
233 1.3 lukem inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
234 1.3 lukem + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
235 1.3 lukem
236 1.3 lukem Curmonster.m_melee += inflict;
237 1.3 lukem Curmonster.m_strength = Curmonster.m_o_strength
238 1.3 lukem - Curmonster.m_melee / Curmonster.m_o_energy
239 1.3 lukem * Curmonster.m_o_strength / 4.0;
240 1.3 lukem hitmonster(inflict);
241 1.3 lukem break;
242 1.1 jtc
243 1.1 jtc case '2': /* skirmish */
244 1.3 lukem /* skirmish affects monter's energy and speed */
245 1.3 lukem inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
246 1.3 lukem + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
247 1.3 lukem
248 1.3 lukem Curmonster.m_skirmish += inflict;
249 1.3 lukem Curmonster.m_maxspeed = Curmonster.m_o_speed
250 1.3 lukem - Curmonster.m_skirmish / Curmonster.m_o_energy
251 1.3 lukem * Curmonster.m_o_speed / 4.0;
252 1.3 lukem hitmonster(inflict);
253 1.3 lukem break;
254 1.1 jtc
255 1.1 jtc case '3': /* evade */
256 1.3 lukem /* use brains and speed to try to evade */
257 1.3 lukem if ((Curmonster.m_type == SM_DARKLORD
258 1.3 lukem || Curmonster.m_type == SM_SHRIEKER
259 1.1 jtc /* can always run from D. L. and shrieker */
260 1.3 lukem || drandom() * Player.p_speed * Player.p_brains
261 1.3 lukem > drandom() * Curmonster.m_speed * Curmonster.m_brains)
262 1.3 lukem && (Curmonster.m_type != SM_MIMIC))
263 1.3 lukem /* cannot run from mimic */
264 1.1 jtc {
265 1.3 lukem mvaddstr(Lines++, 0, "You got away!");
266 1.3 lukem cancelmonster();
267 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
268 1.3 lukem } else
269 1.3 lukem mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
270 1.1 jtc
271 1.3 lukem break;
272 1.1 jtc
273 1.1 jtc case 'M':
274 1.1 jtc case '4': /* magic spell */
275 1.3 lukem throwspell();
276 1.3 lukem break;
277 1.1 jtc
278 1.1 jtc case '5': /* nick */
279 1.3 lukem /* hit 1 plus sword; give some experience */
280 1.3 lukem inflict = 1.0 + Player.p_sword;
281 1.3 lukem Player.p_experience += floor(Curmonster.m_experience / 10.0);
282 1.3 lukem Curmonster.m_experience *= 0.92;
283 1.3 lukem /* monster gets meaner */
284 1.3 lukem Curmonster.m_maxspeed += 2.0;
285 1.3 lukem Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
286 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
287 1.3 lukem /* Dark Lord; doesn't like to be nicked */
288 1.1 jtc {
289 1.3 lukem mvprintw(Lines++, 0,
290 1.3 lukem "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
291 1.3 lukem Player.p_quickness /= 2.0;
292 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
293 1.3 lukem cancelmonster();
294 1.3 lukem } else
295 1.3 lukem hitmonster(inflict);
296 1.3 lukem break;
297 1.1 jtc
298 1.1 jtc case 'B':
299 1.3 lukem case '6': /* luckout */
300 1.3 lukem if (Luckout)
301 1.3 lukem mvaddstr(Lines++, 0, "You already tried that.");
302 1.3 lukem else {
303 1.3 lukem Luckout = TRUE;
304 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
305 1.3 lukem /* Morgoth; ally */
306 1.1 jtc {
307 1.3 lukem if (drandom() < Player.p_sin / 100.0) {
308 1.3 lukem mvprintw(Lines++, 0, "%s accepted!", Enemyname);
309 1.3 lukem cancelmonster();
310 1.3 lukem } else
311 1.3 lukem mvaddstr(Lines++, 0, "Nope, he's not interested.");
312 1.3 lukem } else
313 1.3 lukem /* normal monster; use brains for success */
314 1.1 jtc {
315 1.3 lukem if ((drandom() + 0.333) * Player.p_brains
316 1.3 lukem < (drandom() + 0.333) * Curmonster.m_brains)
317 1.3 lukem mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
318 1.3 lukem else {
319 1.3 lukem mvaddstr(Lines++, 0, "You made it!");
320 1.3 lukem Curmonster.m_energy = 0.0;
321 1.3 lukem }
322 1.1 jtc }
323 1.1 jtc }
324 1.3 lukem break;
325 1.1 jtc
326 1.1 jtc case '7': /* use ring */
327 1.3 lukem if (Player.p_ring.ring_type != R_NONE) {
328 1.3 lukem mvaddstr(Lines++, 0, "Now using ring.");
329 1.3 lukem Player.p_ring.ring_inuse = TRUE;
330 1.3 lukem if (Player.p_ring.ring_type != R_DLREG)
331 1.3 lukem /* age ring */
332 1.3 lukem --Player.p_ring.ring_duration;
333 1.1 jtc }
334 1.3 lukem break;
335 1.1 jtc }
336 1.1 jtc
337 1.1 jtc }
338 1.1 jtc
339 1.3 lukem void
340 1.1 jtc monsthits()
341 1.1 jtc {
342 1.3 lukem double inflict; /* damage inflicted */
343 1.3 lukem int ch; /* input */
344 1.1 jtc
345 1.3 lukem switch (Curmonster.m_type)
346 1.3 lukem /* may be a special monster */
347 1.1 jtc {
348 1.1 jtc case SM_DARKLORD:
349 1.3 lukem /* hits just enough to kill player */
350 1.3 lukem inflict = (Player.p_energy + Shield) * 1.02;
351 1.3 lukem goto SPECIALHIT;
352 1.1 jtc
353 1.1 jtc case SM_SHRIEKER:
354 1.3 lukem /* call a big monster */
355 1.3 lukem mvaddstr(Lines++, 0,
356 1.3 lukem "Shrieeeek!! You scared it, and it called one of its friends.");
357 1.3 lukem more(Lines);
358 1.3 lukem Whichmonster = (int) ROLL(70.0, 30.0);
359 1.3 lukem longjmp(Fightenv, 0);
360 1.3 lukem /* NOTREACHED */
361 1.1 jtc
362 1.1 jtc case SM_BALROG:
363 1.3 lukem /* take experience away */
364 1.3 lukem inflict = ROLL(10.0, Curmonster.m_strength);
365 1.3 lukem inflict = MIN(Player.p_experience, inflict);
366 1.3 lukem mvprintw(Lines++, 0,
367 1.3 lukem "%s took away %.0f experience points.", Enemyname, inflict);
368 1.3 lukem Player.p_experience -= inflict;
369 1.3 lukem return;
370 1.1 jtc
371 1.1 jtc case SM_FAERIES:
372 1.3 lukem if (Player.p_holywater > 0)
373 1.3 lukem /* holy water kills when monster tries to hit */
374 1.1 jtc {
375 1.3 lukem mvprintw(Lines++, 0, "Your holy water killed it!");
376 1.3 lukem --Player.p_holywater;
377 1.3 lukem Curmonster.m_energy = 0.0;
378 1.3 lukem return;
379 1.1 jtc }
380 1.3 lukem break;
381 1.1 jtc
382 1.1 jtc case SM_NONE:
383 1.3 lukem /* normal hit */
384 1.3 lukem break;
385 1.1 jtc
386 1.1 jtc default:
387 1.3 lukem if (drandom() > 0.2)
388 1.3 lukem /* normal hit */
389 1.3 lukem break;
390 1.1 jtc
391 1.3 lukem /* else special things */
392 1.3 lukem switch (Curmonster.m_type) {
393 1.1 jtc case SM_LEANAN:
394 1.3 lukem /* takes some of the player's strength */
395 1.3 lukem inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
396 1.3 lukem inflict = MIN(Player.p_strength, inflict);
397 1.7 jdc mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
398 1.3 lukem Enemyname, inflict);
399 1.3 lukem Player.p_strength -= inflict;
400 1.3 lukem Player.p_might -= inflict;
401 1.3 lukem break;
402 1.1 jtc
403 1.1 jtc case SM_SARUMAN:
404 1.3 lukem if (Player.p_palantir)
405 1.3 lukem /* take away palantir */
406 1.1 jtc {
407 1.3 lukem mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
408 1.3 lukem Player.p_palantir = FALSE;
409 1.3 lukem } else
410 1.3 lukem if (drandom() > 0.5)
411 1.3 lukem /* gems turn to gold */
412 1.3 lukem {
413 1.3 lukem mvprintw(Lines++, 0,
414 1.3 lukem "%s transformed your gems into gold!", Enemyname);
415 1.3 lukem Player.p_gold += Player.p_gems;
416 1.3 lukem Player.p_gems = 0.0;
417 1.3 lukem } else
418 1.3 lukem /* scramble some stats */
419 1.3 lukem {
420 1.3 lukem mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
421 1.3 lukem scramblestats();
422 1.3 lukem }
423 1.3 lukem break;
424 1.1 jtc
425 1.1 jtc case SM_THAUMATURG:
426 1.3 lukem /* transport player */
427 1.3 lukem mvprintw(Lines++, 0, "%s transported you!", Enemyname);
428 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
429 1.3 lukem cancelmonster();
430 1.3 lukem break;
431 1.1 jtc
432 1.1 jtc case SM_VORTEX:
433 1.3 lukem /* suck up some mana */
434 1.3 lukem inflict = ROLL(0, 7.5 * Circle);
435 1.3 lukem inflict = MIN(Player.p_mana, floor(inflict));
436 1.3 lukem mvprintw(Lines++, 0,
437 1.3 lukem "%s sucked up %.0f of your mana!", Enemyname, inflict);
438 1.3 lukem Player.p_mana -= inflict;
439 1.3 lukem break;
440 1.1 jtc
441 1.1 jtc case SM_NAZGUL:
442 1.3 lukem /* try to take ring if player has one */
443 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
444 1.3 lukem /* player has a ring */
445 1.1 jtc {
446 1.3 lukem mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
447 1.3 lukem ch = getanswer("YN", FALSE);
448 1.3 lukem if (ch == 'Y')
449 1.3 lukem /* take ring away */
450 1.3 lukem {
451 1.3 lukem Player.p_ring.ring_type = R_NONE;
452 1.3 lukem Player.p_ring.ring_inuse = FALSE;
453 1.3 lukem cancelmonster();
454 1.3 lukem break;
455 1.3 lukem }
456 1.1 jtc }
457 1.3 lukem /* otherwise, take some brains */
458 1.3 lukem mvprintw(Lines++, 0,
459 1.3 lukem "%s neutralized 1/5 of your brain!", Enemyname);
460 1.3 lukem Player.p_brains *= 0.8;
461 1.3 lukem break;
462 1.1 jtc
463 1.1 jtc case SM_TIAMAT:
464 1.3 lukem /* take some gold and gems */
465 1.3 lukem mvprintw(Lines++, 0,
466 1.3 lukem "%s took half your gold and gems and flew off.", Enemyname);
467 1.3 lukem Player.p_gold /= 2.0;
468 1.3 lukem Player.p_gems /= 2.0;
469 1.3 lukem cancelmonster();
470 1.3 lukem break;
471 1.1 jtc
472 1.1 jtc case SM_KOBOLD:
473 1.3 lukem /* steal a gold piece and run */
474 1.3 lukem mvprintw(Lines++, 0,
475 1.3 lukem "%s stole one gold piece and ran away.", Enemyname);
476 1.3 lukem Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
477 1.3 lukem cancelmonster();
478 1.3 lukem break;
479 1.1 jtc
480 1.1 jtc case SM_SHELOB:
481 1.3 lukem /* bite and (medium) poison */
482 1.3 lukem mvprintw(Lines++, 0,
483 1.3 lukem "%s has bitten and poisoned you!", Enemyname);
484 1.3 lukem Player.p_poison -= 1.0;
485 1.3 lukem break;
486 1.1 jtc
487 1.1 jtc case SM_LAMPREY:
488 1.3 lukem /* bite and (small) poison */
489 1.3 lukem mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
490 1.3 lukem Player.p_poison += 0.25;
491 1.3 lukem break;
492 1.1 jtc
493 1.1 jtc case SM_BONNACON:
494 1.3 lukem /* fart and run */
495 1.3 lukem mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
496 1.3 lukem Player.p_energy /= 2.0; /* damage from fumes */
497 1.3 lukem cancelmonster();
498 1.3 lukem break;
499 1.1 jtc
500 1.1 jtc case SM_SMEAGOL:
501 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
502 1.3 lukem /* try to steal ring */
503 1.1 jtc {
504 1.3 lukem mvprintw(Lines++, 0,
505 1.3 lukem "%s tried to steal your ring, ", Enemyname);
506 1.3 lukem if (drandom() > 0.1)
507 1.3 lukem addstr("but was unsuccessful.");
508 1.3 lukem else {
509 1.3 lukem addstr("and ran away with it!");
510 1.3 lukem Player.p_ring.ring_type = R_NONE;
511 1.3 lukem cancelmonster();
512 1.3 lukem }
513 1.1 jtc }
514 1.3 lukem break;
515 1.1 jtc
516 1.1 jtc case SM_SUCCUBUS:
517 1.3 lukem /* inflict damage through shield */
518 1.3 lukem inflict = ROLL(15.0, Circle * 10.0);
519 1.3 lukem inflict = MIN(inflict, Player.p_energy);
520 1.3 lukem mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
521 1.3 lukem Enemyname, inflict);
522 1.3 lukem Player.p_energy -= inflict;
523 1.3 lukem break;
524 1.1 jtc
525 1.1 jtc case SM_CERBERUS:
526 1.3 lukem /* take all metal treasures */
527 1.3 lukem mvprintw(Lines++, 0,
528 1.3 lukem "%s took all your metal treasures!", Enemyname);
529 1.3 lukem Player.p_crowns = 0;
530 1.3 lukem Player.p_sword =
531 1.3 lukem Player.p_shield =
532 1.3 lukem Player.p_gold = 0.0;
533 1.3 lukem cancelmonster();
534 1.3 lukem break;
535 1.1 jtc
536 1.1 jtc case SM_UNGOLIANT:
537 1.3 lukem /* (large) poison and take a quickness */
538 1.3 lukem mvprintw(Lines++, 0,
539 1.3 lukem "%s poisoned you, and took one quik.", Enemyname);
540 1.3 lukem Player.p_poison += 5.0;
541 1.3 lukem Player.p_quickness -= 1.0;
542 1.3 lukem break;
543 1.1 jtc
544 1.1 jtc case SM_JABBERWOCK:
545 1.3 lukem /* fly away, and leave either a Jubjub bird or
546 1.3 lukem * Bonnacon */
547 1.3 lukem mvprintw(Lines++, 0,
548 1.3 lukem "%s flew away, and left you to contend with one of its friends.",
549 1.3 lukem Enemyname);
550 1.6 jdolecek Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
551 1.3 lukem longjmp(Fightenv, 0);
552 1.3 lukem /* NOTREACHED */
553 1.1 jtc
554 1.1 jtc case SM_TROLL:
555 1.3 lukem /* partially regenerate monster */
556 1.3 lukem mvprintw(Lines++, 0,
557 1.3 lukem "%s partially regenerated his energy.!", Enemyname);
558 1.3 lukem Curmonster.m_energy +=
559 1.3 lukem floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
560 1.3 lukem Curmonster.m_strength = Curmonster.m_o_strength;
561 1.3 lukem Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
562 1.3 lukem Curmonster.m_maxspeed = Curmonster.m_o_speed;
563 1.3 lukem break;
564 1.1 jtc
565 1.1 jtc case SM_WRAITH:
566 1.3 lukem if (!Player.p_blindness)
567 1.3 lukem /* make blind */
568 1.1 jtc {
569 1.3 lukem mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
570 1.3 lukem Player.p_blindness = TRUE;
571 1.3 lukem Enemyname = "A monster";
572 1.1 jtc }
573 1.3 lukem break;
574 1.1 jtc }
575 1.3 lukem return;
576 1.1 jtc }
577 1.1 jtc
578 1.3 lukem /* fall through to here if monster inflicts a normal hit */
579 1.3 lukem inflict = drandom() * Curmonster.m_strength + 0.5;
580 1.1 jtc SPECIALHIT:
581 1.3 lukem mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
582 1.1 jtc
583 1.3 lukem if ((Shield -= inflict) < 0) {
584 1.3 lukem Player.p_energy += Shield;
585 1.3 lukem Shield = 0.0;
586 1.1 jtc }
587 1.1 jtc }
588 1.1 jtc
589 1.3 lukem void
590 1.1 jtc cancelmonster()
591 1.1 jtc {
592 1.3 lukem Curmonster.m_energy = 0.0;
593 1.3 lukem Curmonster.m_experience = 0.0;
594 1.3 lukem Curmonster.m_treasuretype = 0;
595 1.3 lukem Curmonster.m_flock = 0.0;
596 1.1 jtc }
597 1.1 jtc
598 1.3 lukem void
599 1.1 jtc hitmonster(inflict)
600 1.3 lukem double inflict;
601 1.1 jtc {
602 1.3 lukem mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
603 1.3 lukem Curmonster.m_energy -= inflict;
604 1.3 lukem if (Curmonster.m_energy > 0.0) {
605 1.3 lukem if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
606 1.3 lukem /* special monster didn't die */
607 1.3 lukem monsthits();
608 1.3 lukem } else
609 1.3 lukem /* monster died. print message. */
610 1.1 jtc {
611 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
612 1.3 lukem mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
613 1.3 lukem else
614 1.3 lukem /* all other types of monsters */
615 1.3 lukem {
616 1.3 lukem mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
617 1.3 lukem
618 1.3 lukem if (Curmonster.m_type == SM_MIMIC
619 1.3 lukem && strcmp(Curmonster.m_name, "A Mimic") != 0
620 1.3 lukem && !Player.p_blindness)
621 1.3 lukem mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
622 1.3 lukem }
623 1.1 jtc }
624 1.1 jtc }
625 1.1 jtc
626 1.3 lukem void
627 1.1 jtc throwspell()
628 1.1 jtc {
629 1.3 lukem double inflict; /* damage inflicted */
630 1.3 lukem double dtemp; /* for dtemporary calculations */
631 1.3 lukem int ch; /* input */
632 1.3 lukem
633 1.3 lukem inflict = 0;
634 1.3 lukem mvaddstr(7, 0, "\n\n"); /* clear menu area */
635 1.3 lukem
636 1.3 lukem if (Player.p_magiclvl >= ML_ALLORNOTHING)
637 1.3 lukem mvaddstr(7, 0, "1:All or Nothing ");
638 1.3 lukem if (Player.p_magiclvl >= ML_MAGICBOLT)
639 1.3 lukem addstr("2:Magic Bolt ");
640 1.3 lukem if (Player.p_magiclvl >= ML_FORCEFIELD)
641 1.3 lukem addstr("3:Force Field ");
642 1.3 lukem if (Player.p_magiclvl >= ML_XFORM)
643 1.3 lukem addstr("4:Transform ");
644 1.3 lukem if (Player.p_magiclvl >= ML_INCRMIGHT)
645 1.3 lukem addstr("5:Increase Might\n");
646 1.3 lukem if (Player.p_magiclvl >= ML_INVISIBLE)
647 1.3 lukem mvaddstr(8, 0, "6:Invisibility ");
648 1.3 lukem if (Player.p_magiclvl >= ML_XPORT)
649 1.3 lukem addstr("7:Transport ");
650 1.3 lukem if (Player.p_magiclvl >= ML_PARALYZE)
651 1.3 lukem addstr("8:Paralyze ");
652 1.3 lukem if (Player.p_specialtype >= SC_COUNCIL)
653 1.3 lukem addstr("9:Specify");
654 1.3 lukem mvaddstr(4, 0, "Spell ? ");
655 1.3 lukem
656 1.3 lukem ch = getanswer(" ", TRUE);
657 1.3 lukem
658 1.3 lukem mvaddstr(7, 0, "\n\n"); /* clear menu area */
659 1.3 lukem
660 1.3 lukem if (Curmonster.m_type == SM_MORGOTH && ch != '3')
661 1.3 lukem /* can only throw force field against Morgoth */
662 1.3 lukem ILLSPELL();
663 1.3 lukem else
664 1.3 lukem switch (ch) {
665 1.3 lukem case '1': /* all or nothing */
666 1.3 lukem if (drandom() < 0.25)
667 1.3 lukem /* success */
668 1.3 lukem {
669 1.3 lukem inflict = Curmonster.m_energy * 1.01 + 1.0;
670 1.1 jtc
671 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
672 1.3 lukem /* all or nothing doesn't quite work
673 1.3 lukem * against D. L. */
674 1.3 lukem inflict *= 0.9;
675 1.3 lukem } else
676 1.3 lukem /* failure -- monster gets stronger and
677 1.3 lukem * quicker */
678 1.3 lukem {
679 1.3 lukem Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
680 1.3 lukem Curmonster.m_maxspeed *= 2.0;
681 1.3 lukem Curmonster.m_o_speed *= 2.0;
682 1.1 jtc
683 1.3 lukem /* paralyzed monsters wake up a bit */
684 1.3 lukem Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
685 1.1 jtc }
686 1.1 jtc
687 1.3 lukem if (Player.p_mana >= MM_ALLORNOTHING)
688 1.3 lukem /* take a mana if player has one */
689 1.3 lukem Player.p_mana -= MM_ALLORNOTHING;
690 1.1 jtc
691 1.3 lukem hitmonster(inflict);
692 1.3 lukem break;
693 1.3 lukem
694 1.3 lukem case '2': /* magic bolt */
695 1.3 lukem if (Player.p_magiclvl < ML_MAGICBOLT)
696 1.3 lukem ILLSPELL();
697 1.3 lukem else {
698 1.3 lukem do
699 1.3 lukem /* prompt for amount to expend */
700 1.3 lukem {
701 1.3 lukem mvaddstr(4, 0, "How much mana for bolt? ");
702 1.3 lukem dtemp = floor(infloat());
703 1.3 lukem }
704 1.3 lukem while (dtemp < 0.0 || dtemp > Player.p_mana);
705 1.3 lukem
706 1.3 lukem Player.p_mana -= dtemp;
707 1.3 lukem
708 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
709 1.3 lukem /* magic bolts don't work against D.
710 1.3 lukem * L. */
711 1.3 lukem inflict = 0.0;
712 1.3 lukem else
713 1.3 lukem inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
714 1.3 lukem mvaddstr(5, 0, "Magic Bolt fired!\n");
715 1.3 lukem hitmonster(inflict);
716 1.3 lukem }
717 1.3 lukem break;
718 1.1 jtc
719 1.3 lukem case '3': /* force field */
720 1.3 lukem if (Player.p_magiclvl < ML_FORCEFIELD)
721 1.3 lukem ILLSPELL();
722 1.3 lukem else
723 1.3 lukem if (Player.p_mana < MM_FORCEFIELD)
724 1.3 lukem NOMANA();
725 1.3 lukem else {
726 1.3 lukem Player.p_mana -= MM_FORCEFIELD;
727 1.3 lukem Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
728 1.3 lukem mvaddstr(5, 0, "Force Field up.\n");
729 1.3 lukem }
730 1.3 lukem break;
731 1.1 jtc
732 1.3 lukem case '4': /* transform */
733 1.3 lukem if (Player.p_magiclvl < ML_XFORM)
734 1.3 lukem ILLSPELL();
735 1.3 lukem else
736 1.3 lukem if (Player.p_mana < MM_XFORM)
737 1.3 lukem NOMANA();
738 1.3 lukem else {
739 1.3 lukem Player.p_mana -= MM_XFORM;
740 1.3 lukem Whichmonster = (int) ROLL(0.0, 100.0);
741 1.3 lukem longjmp(Fightenv, 0);
742 1.3 lukem /* NOTREACHED */
743 1.3 lukem }
744 1.3 lukem break;
745 1.1 jtc
746 1.3 lukem case '5': /* increase might */
747 1.3 lukem if (Player.p_magiclvl < ML_INCRMIGHT)
748 1.3 lukem ILLSPELL();
749 1.3 lukem else
750 1.3 lukem if (Player.p_mana < MM_INCRMIGHT)
751 1.3 lukem NOMANA();
752 1.3 lukem else {
753 1.3 lukem Player.p_mana -= MM_INCRMIGHT;
754 1.3 lukem Player.p_might +=
755 1.3 lukem (1.2 * (Player.p_strength + Player.p_sword)
756 1.3 lukem + 5.0 - Player.p_might) / 2.0;
757 1.3 lukem mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
758 1.3 lukem }
759 1.3 lukem break;
760 1.1 jtc
761 1.3 lukem case '6': /* invisible */
762 1.3 lukem if (Player.p_magiclvl < ML_INVISIBLE)
763 1.3 lukem ILLSPELL();
764 1.3 lukem else
765 1.3 lukem if (Player.p_mana < MM_INVISIBLE)
766 1.3 lukem NOMANA();
767 1.3 lukem else {
768 1.3 lukem Player.p_mana -= MM_INVISIBLE;
769 1.3 lukem Player.p_speed +=
770 1.3 lukem (1.2 * (Player.p_quickness + Player.p_quksilver)
771 1.3 lukem + 5.0 - Player.p_speed) / 2.0;
772 1.3 lukem mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
773 1.3 lukem }
774 1.3 lukem break;
775 1.1 jtc
776 1.3 lukem case '7': /* transport */
777 1.3 lukem if (Player.p_magiclvl < ML_XPORT)
778 1.3 lukem ILLSPELL();
779 1.3 lukem else
780 1.3 lukem if (Player.p_mana < MM_XPORT)
781 1.3 lukem NOMANA();
782 1.3 lukem else {
783 1.3 lukem Player.p_mana -= MM_XPORT;
784 1.3 lukem if (Player.p_brains + Player.p_magiclvl
785 1.3 lukem < Curmonster.m_experience / 200.0 * drandom()) {
786 1.3 lukem mvaddstr(5, 0, "Transport backfired!\n");
787 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
788 1.3 lukem cancelmonster();
789 1.3 lukem } else {
790 1.3 lukem mvprintw(5, 0, "%s is transported.\n", Enemyname);
791 1.3 lukem if (drandom() < 0.3)
792 1.3 lukem /* monster didn't drop
793 1.3 lukem * its treasure */
794 1.3 lukem Curmonster.m_treasuretype = 0;
795 1.1 jtc
796 1.3 lukem Curmonster.m_energy = 0.0;
797 1.3 lukem }
798 1.3 lukem }
799 1.3 lukem break;
800 1.1 jtc
801 1.3 lukem case '8': /* paralyze */
802 1.3 lukem if (Player.p_magiclvl < ML_PARALYZE)
803 1.3 lukem ILLSPELL();
804 1.3 lukem else
805 1.3 lukem if (Player.p_mana < MM_PARALYZE)
806 1.3 lukem NOMANA();
807 1.3 lukem else {
808 1.3 lukem Player.p_mana -= MM_PARALYZE;
809 1.3 lukem if (Player.p_magiclvl >
810 1.3 lukem Curmonster.m_experience / 1000.0 * drandom()) {
811 1.3 lukem mvprintw(5, 0, "%s is held.\n", Enemyname);
812 1.3 lukem Curmonster.m_speed = -2.0;
813 1.3 lukem } else
814 1.3 lukem mvaddstr(5, 0, "Monster unaffected.\n");
815 1.3 lukem }
816 1.3 lukem break;
817 1.1 jtc
818 1.3 lukem case '9': /* specify */
819 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
820 1.3 lukem ILLSPELL();
821 1.3 lukem else
822 1.3 lukem if (Player.p_mana < MM_SPECIFY)
823 1.3 lukem NOMANA();
824 1.3 lukem else {
825 1.3 lukem Player.p_mana -= MM_SPECIFY;
826 1.3 lukem mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
827 1.3 lukem Whichmonster = (int) infloat();
828 1.3 lukem Whichmonster = MAX(0, MIN(99, Whichmonster));
829 1.3 lukem longjmp(Fightenv, 0);
830 1.3 lukem /* NOTREACHED */
831 1.3 lukem }
832 1.3 lukem break;
833 1.3 lukem }
834 1.1 jtc }
835 1.1 jtc
836 1.3 lukem void
837 1.1 jtc callmonster(which)
838 1.3 lukem int which;
839 1.1 jtc {
840 1.3 lukem struct monster Othermonster; /* to find a name for mimics */
841 1.1 jtc
842 1.3 lukem which = MIN(which, 99); /* make sure within range */
843 1.1 jtc
844 1.3 lukem /* fill structure */
845 1.5 jsm fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
846 1.3 lukem fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
847 1.1 jtc
848 1.3 lukem /* handle some special monsters */
849 1.3 lukem if (Curmonster.m_type == SM_MODNAR) {
850 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
851 1.3 lukem /* randomize some stats */
852 1.3 lukem {
853 1.3 lukem Curmonster.m_strength *= drandom() + 0.5;
854 1.3 lukem Curmonster.m_brains *= drandom() + 0.5;
855 1.3 lukem Curmonster.m_speed *= drandom() + 0.5;
856 1.3 lukem Curmonster.m_energy *= drandom() + 0.5;
857 1.3 lukem Curmonster.m_experience *= drandom() + 0.5;
858 1.3 lukem Curmonster.m_treasuretype =
859 1.3 lukem (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
860 1.3 lukem } else
861 1.3 lukem /* make Modnar into Morgoth */
862 1.3 lukem {
863 1.3 lukem strcpy(Curmonster.m_name, "Morgoth");
864 1.3 lukem Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
865 1.3 lukem + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
866 1.3 lukem Curmonster.m_brains = Player.p_brains;
867 1.3 lukem Curmonster.m_energy = Player.p_might * 30.0;
868 1.3 lukem Curmonster.m_type = SM_MORGOTH;
869 1.3 lukem Curmonster.m_speed = Player.p_speed * 1.1
870 1.6 jdolecek + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
871 1.3 lukem Curmonster.m_flock = 0.0;
872 1.3 lukem Curmonster.m_treasuretype = 0;
873 1.3 lukem Curmonster.m_experience = 0.0;
874 1.3 lukem }
875 1.3 lukem } else
876 1.3 lukem if (Curmonster.m_type == SM_MIMIC)
877 1.3 lukem /* pick another name */
878 1.3 lukem {
879 1.3 lukem which = (int) ROLL(0.0, 100.0);
880 1.5 jsm fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
881 1.3 lukem fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
882 1.3 lukem strcpy(Curmonster.m_name, Othermonster.m_name);
883 1.3 lukem }
884 1.3 lukem truncstring(Curmonster.m_name);
885 1.1 jtc
886 1.3 lukem if (Curmonster.m_type != SM_MORGOTH)
887 1.3 lukem /* adjust stats based on which circle player is in */
888 1.1 jtc {
889 1.3 lukem Curmonster.m_strength *= (1.0 + Circle / 2.0);
890 1.3 lukem Curmonster.m_brains *= Circle;
891 1.3 lukem Curmonster.m_speed += Circle * 1.e-9;
892 1.3 lukem Curmonster.m_energy *= Circle;
893 1.3 lukem Curmonster.m_experience *= Circle;
894 1.1 jtc }
895 1.3 lukem if (Player.p_blindness)
896 1.3 lukem /* cannot see monster if blind */
897 1.3 lukem Enemyname = "A monster";
898 1.3 lukem else
899 1.3 lukem Enemyname = Curmonster.m_name;
900 1.1 jtc
901 1.3 lukem if (Player.p_speed <= 0.0)
902 1.3 lukem /* make Player.p_speed positive */
903 1.1 jtc {
904 1.3 lukem Curmonster.m_speed += -Player.p_speed;
905 1.3 lukem Player.p_speed = 1.0;
906 1.1 jtc }
907 1.3 lukem /* fill up the rest of the structure */
908 1.3 lukem Curmonster.m_o_strength = Curmonster.m_strength;
909 1.3 lukem Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
910 1.3 lukem Curmonster.m_o_energy = Curmonster.m_energy;
911 1.3 lukem Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
912 1.1 jtc }
913 1.1 jtc
914 1.3 lukem void
915 1.1 jtc awardtreasure()
916 1.1 jtc {
917 1.3 lukem int whichtreasure; /* calculated treasure to grant */
918 1.3 lukem int temp; /* temporary */
919 1.3 lukem int ch; /* input */
920 1.3 lukem double treasuretype; /* monster's treasure type */
921 1.3 lukem double gold = 0.0; /* gold awarded */
922 1.3 lukem double gems = 0.0; /* gems awarded */
923 1.3 lukem double dtemp; /* for temporary calculations */
924 1.3 lukem
925 1.3 lukem whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
926 1.3 lukem treasuretype = (double) Curmonster.m_treasuretype;
927 1.3 lukem
928 1.3 lukem move(4, 0);
929 1.3 lukem clrtobot();
930 1.3 lukem move(6, 0);
931 1.1 jtc
932 1.3 lukem if (drandom() > 0.65)
933 1.3 lukem /* gold and gems */
934 1.1 jtc {
935 1.3 lukem if (Curmonster.m_treasuretype > 7)
936 1.3 lukem /* gems */
937 1.3 lukem {
938 1.3 lukem gems = ROLL(1.0, (treasuretype - 7.0)
939 1.3 lukem * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
940 1.3 lukem printw("You have discovered %.0f gems!", gems);
941 1.3 lukem } else
942 1.3 lukem /* gold */
943 1.1 jtc {
944 1.3 lukem gold = ROLL(treasuretype * 10.0, treasuretype
945 1.3 lukem * treasuretype * 10.0 * (Circle - 1.0));
946 1.3 lukem printw("You have found %.0f gold pieces.", gold);
947 1.1 jtc }
948 1.1 jtc
949 1.3 lukem addstr(" Do you want to pick them up ? ");
950 1.3 lukem ch = getanswer("NY", FALSE);
951 1.3 lukem addstr("\n\n");
952 1.3 lukem
953 1.4 veego if (ch == 'Y') {
954 1.3 lukem if (drandom() < treasuretype / 35.0 + 0.04)
955 1.3 lukem /* cursed */
956 1.3 lukem {
957 1.3 lukem addstr("They were cursed!\n");
958 1.3 lukem cursedtreasure();
959 1.3 lukem } else
960 1.3 lukem collecttaxes(gold, gems);
961 1.4 veego }
962 1.1 jtc
963 1.1 jtc return;
964 1.3 lukem } else
965 1.3 lukem /* other treasures */
966 1.3 lukem {
967 1.3 lukem addstr("You have found some treasure. Do you want to inspect it ? ");
968 1.3 lukem ch = getanswer("NY", FALSE);
969 1.3 lukem addstr("\n\n");
970 1.1 jtc
971 1.3 lukem if (ch != 'Y')
972 1.3 lukem return;
973 1.3 lukem else
974 1.3 lukem if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
975 1.3 lukem addstr("It was cursed!\n");
976 1.3 lukem cursedtreasure();
977 1.3 lukem return;
978 1.3 lukem } else
979 1.3 lukem switch (Curmonster.m_treasuretype) {
980 1.3 lukem case 1: /* treasure type 1 */
981 1.3 lukem switch (whichtreasure) {
982 1.3 lukem case 1:
983 1.3 lukem addstr("You've discovered a power booster!\n");
984 1.3 lukem Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
985 1.3 lukem break;
986 1.3 lukem
987 1.3 lukem case 2:
988 1.3 lukem addstr("You have encountered a druid.\n");
989 1.3 lukem Player.p_experience +=
990 1.3 lukem ROLL(0.0, 2000.0 + Circle * 400.0);
991 1.3 lukem break;
992 1.3 lukem
993 1.3 lukem case 3:
994 1.3 lukem addstr("You have found a holy orb.\n");
995 1.3 lukem Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
996 1.3 lukem break;
997 1.3 lukem }
998 1.3 lukem break;
999 1.3 lukem /* end treasure type 1 */
1000 1.1 jtc
1001 1.3 lukem case 2: /* treasure type 2 */
1002 1.3 lukem switch (whichtreasure) {
1003 1.3 lukem case 1:
1004 1.3 lukem addstr("You have found an amulet.\n");
1005 1.3 lukem ++Player.p_amulets;
1006 1.3 lukem break;
1007 1.3 lukem
1008 1.3 lukem case 2:
1009 1.3 lukem addstr("You've found some holy water!\n");
1010 1.3 lukem ++Player.p_holywater;
1011 1.3 lukem break;
1012 1.3 lukem
1013 1.3 lukem case 3:
1014 1.3 lukem addstr("You've met a hermit!\n");
1015 1.3 lukem Player.p_sin *= 0.75;
1016 1.3 lukem Player.p_mana += 12.0 * Circle;
1017 1.3 lukem break;
1018 1.3 lukem }
1019 1.3 lukem break;
1020 1.3 lukem /* end treasure type 2 */
1021 1.1 jtc
1022 1.3 lukem case 3: /* treasure type 3 */
1023 1.3 lukem switch (whichtreasure) {
1024 1.3 lukem case 1:
1025 1.3 lukem dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1026 1.3 lukem printw("You've found a +%.0f shield!\n", dtemp);
1027 1.3 lukem if (dtemp >= Player.p_shield)
1028 1.3 lukem Player.p_shield = dtemp;
1029 1.3 lukem else
1030 1.3 lukem SOMEBETTER();
1031 1.3 lukem break;
1032 1.3 lukem
1033 1.3 lukem case 2:
1034 1.3 lukem addstr("You have rescued a virgin. Will you be honorable ? ");
1035 1.3 lukem ch = getanswer("NY", FALSE);
1036 1.3 lukem addstr("\n\n");
1037 1.3 lukem if (ch == 'Y')
1038 1.3 lukem Player.p_virgin = TRUE;
1039 1.3 lukem else {
1040 1.3 lukem Player.p_experience += 2000.0 * Circle;
1041 1.3 lukem ++Player.p_sin;
1042 1.3 lukem }
1043 1.3 lukem break;
1044 1.3 lukem
1045 1.3 lukem case 3:
1046 1.3 lukem addstr("You've discovered some athelas!\n");
1047 1.3 lukem --Player.p_poison;
1048 1.3 lukem break;
1049 1.3 lukem }
1050 1.3 lukem break;
1051 1.3 lukem /* end treasure type 3 */
1052 1.1 jtc
1053 1.3 lukem case 4: /* treasure type 4 */
1054 1.3 lukem addstr("You've found a scroll. Will you read it ? ");
1055 1.3 lukem ch = getanswer("NY", FALSE);
1056 1.3 lukem addstr("\n\n");
1057 1.3 lukem
1058 1.3 lukem if (ch == 'Y')
1059 1.3 lukem switch ((int) ROLL(1, 6)) {
1060 1.3 lukem case 1:
1061 1.3 lukem addstr("It throws up a shield for you next monster.\n");
1062 1.3 lukem getyx(stdscr, whichtreasure, ch);
1063 1.3 lukem more(whichtreasure);
1064 1.3 lukem Shield =
1065 1.3 lukem (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1066 1.3 lukem Whichmonster = pickmonster();
1067 1.3 lukem longjmp(Fightenv, 0);
1068 1.3 lukem /* NOTREACHED */
1069 1.3 lukem
1070 1.3 lukem case 2:
1071 1.3 lukem addstr("It makes you invisible for you next monster.\n");
1072 1.3 lukem getyx(stdscr, whichtreasure, ch);
1073 1.3 lukem more(whichtreasure);
1074 1.3 lukem Player.p_speed = 1e6;
1075 1.3 lukem Whichmonster = pickmonster();
1076 1.3 lukem longjmp(Fightenv, 0);
1077 1.3 lukem /* NOTREACHED */
1078 1.3 lukem
1079 1.3 lukem case 3:
1080 1.3 lukem addstr("It increases your strength ten fold to fight your next monster.\n");
1081 1.3 lukem getyx(stdscr, whichtreasure, ch);
1082 1.3 lukem more(whichtreasure);
1083 1.3 lukem Player.p_might *= 10.0;
1084 1.3 lukem Whichmonster = pickmonster();
1085 1.3 lukem longjmp(Fightenv, 0);
1086 1.3 lukem /* NOTREACHED */
1087 1.3 lukem
1088 1.3 lukem case 4:
1089 1.3 lukem addstr("It is a general knowledge scroll.\n");
1090 1.3 lukem Player.p_brains += ROLL(2.0, Circle);
1091 1.3 lukem Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1092 1.3 lukem break;
1093 1.3 lukem
1094 1.3 lukem case 5:
1095 1.3 lukem addstr("It tells you how to pick your next monster.\n");
1096 1.3 lukem addstr("Which monster do you want [0-99] ? ");
1097 1.3 lukem Whichmonster = (int) infloat();
1098 1.3 lukem Whichmonster = MIN(99, MAX(0, Whichmonster));
1099 1.3 lukem longjmp(Fightenv, 0);
1100 1.3 lukem
1101 1.3 lukem case 6:
1102 1.3 lukem addstr("It was cursed!\n");
1103 1.3 lukem cursedtreasure();
1104 1.3 lukem break;
1105 1.3 lukem }
1106 1.3 lukem break;
1107 1.3 lukem /* end treasure type 4 */
1108 1.1 jtc
1109 1.3 lukem case 5: /* treasure type 5 */
1110 1.3 lukem switch (whichtreasure) {
1111 1.3 lukem case 1:
1112 1.3 lukem dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1113 1.3 lukem printw("You've discovered a +%.0f dagger.\n", dtemp);
1114 1.3 lukem if (dtemp >= Player.p_sword)
1115 1.3 lukem Player.p_sword = dtemp;
1116 1.3 lukem else
1117 1.3 lukem SOMEBETTER();
1118 1.3 lukem break;
1119 1.3 lukem
1120 1.3 lukem case 2:
1121 1.3 lukem dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1122 1.3 lukem printw("You have found some +%.0f armour!\n", dtemp);
1123 1.3 lukem if (dtemp >= Player.p_shield)
1124 1.3 lukem Player.p_shield = dtemp;
1125 1.3 lukem else
1126 1.3 lukem SOMEBETTER();
1127 1.3 lukem break;
1128 1.3 lukem
1129 1.3 lukem case 3:
1130 1.3 lukem addstr("You've found a tablet.\n");
1131 1.3 lukem Player.p_brains += 4.5 * Circle;
1132 1.3 lukem break;
1133 1.3 lukem }
1134 1.3 lukem break;
1135 1.3 lukem /* end treasure type 5 */
1136 1.1 jtc
1137 1.3 lukem case 6: /* treasure type 6 */
1138 1.3 lukem switch (whichtreasure) {
1139 1.3 lukem case 1:
1140 1.3 lukem addstr("You've found a priest.\n");
1141 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
1142 1.3 lukem Player.p_sin /= 2.0;
1143 1.3 lukem Player.p_mana += 24.0 * Circle;
1144 1.3 lukem Player.p_brains += Circle;
1145 1.3 lukem break;
1146 1.3 lukem
1147 1.3 lukem case 2:
1148 1.3 lukem addstr("You have come upon Robin Hood!\n");
1149 1.3 lukem Player.p_shield += Circle * 2.0;
1150 1.3 lukem Player.p_strength += Circle / 2.5 + 1.0;
1151 1.3 lukem break;
1152 1.3 lukem
1153 1.3 lukem case 3:
1154 1.3 lukem dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1155 1.3 lukem printw("You have found a +%.0f axe!\n", dtemp);
1156 1.3 lukem if (dtemp >= Player.p_sword)
1157 1.3 lukem Player.p_sword = dtemp;
1158 1.3 lukem else
1159 1.3 lukem SOMEBETTER();
1160 1.3 lukem break;
1161 1.3 lukem }
1162 1.3 lukem break;
1163 1.3 lukem /* end treasure type 6 */
1164 1.1 jtc
1165 1.3 lukem case 7: /* treasure type 7 */
1166 1.3 lukem switch (whichtreasure) {
1167 1.3 lukem case 1:
1168 1.3 lukem addstr("You've discovered a charm!\n");
1169 1.3 lukem ++Player.p_charms;
1170 1.3 lukem break;
1171 1.3 lukem
1172 1.3 lukem case 2:
1173 1.3 lukem addstr("You have encountered Merlyn!\n");
1174 1.3 lukem Player.p_brains += Circle + 5.0;
1175 1.3 lukem Player.p_magiclvl += Circle / 3.0 + 5.0;
1176 1.3 lukem Player.p_mana += Circle * 10.0;
1177 1.3 lukem break;
1178 1.3 lukem
1179 1.3 lukem case 3:
1180 1.3 lukem dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1181 1.3 lukem printw("You have found a +%.0f war hammer!\n", dtemp);
1182 1.3 lukem if (dtemp >= Player.p_sword)
1183 1.3 lukem Player.p_sword = dtemp;
1184 1.3 lukem else
1185 1.3 lukem SOMEBETTER();
1186 1.3 lukem break;
1187 1.3 lukem }
1188 1.3 lukem break;
1189 1.3 lukem /* end treasure type 7 */
1190 1.1 jtc
1191 1.3 lukem case 8: /* treasure type 8 */
1192 1.3 lukem switch (whichtreasure) {
1193 1.3 lukem case 1:
1194 1.3 lukem addstr("You have found a healing potion.\n");
1195 1.3 lukem Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1196 1.3 lukem break;
1197 1.3 lukem
1198 1.3 lukem case 2:
1199 1.3 lukem addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1200 1.3 lukem ch = getanswer("NY", FALSE);
1201 1.3 lukem addstr("\n\n");
1202 1.3 lukem if (ch == 'Y') {
1203 1.3 lukem double x, y;
1204 1.3 lukem
1205 1.3 lukem addstr("X Y Coordinates ? ");
1206 1.3 lukem getstring(Databuf, SZ_DATABUF);
1207 1.3 lukem sscanf(Databuf, "%lf %lf", &x, &y);
1208 1.3 lukem altercoordinates(x, y, A_FORCED);
1209 1.3 lukem }
1210 1.3 lukem break;
1211 1.3 lukem
1212 1.3 lukem case 3:
1213 1.3 lukem dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1214 1.3 lukem printw("You've found a +%.0f sword!\n", dtemp);
1215 1.3 lukem if (dtemp >= Player.p_sword)
1216 1.3 lukem Player.p_sword = dtemp;
1217 1.3 lukem else
1218 1.3 lukem SOMEBETTER();
1219 1.3 lukem break;
1220 1.3 lukem }
1221 1.3 lukem break;
1222 1.3 lukem /* end treasure type 8 */
1223 1.1 jtc
1224 1.3 lukem case 10:
1225 1.3 lukem case 11:
1226 1.3 lukem case 12:
1227 1.3 lukem case 13: /* treasure types 10 - 13 */
1228 1.3 lukem if (drandom() < 0.33) {
1229 1.3 lukem if (Curmonster.m_treasuretype == 10) {
1230 1.3 lukem addstr("You've found a pair of elven boots!\n");
1231 1.3 lukem Player.p_quickness += 2.0;
1232 1.3 lukem break;
1233 1.3 lukem } else
1234 1.3 lukem if (Curmonster.m_treasuretype == 11
1235 1.3 lukem && !Player.p_palantir) {
1236 1.3 lukem addstr("You've acquired Saruman's palantir.\n");
1237 1.3 lukem Player.p_palantir = TRUE;
1238 1.3 lukem break;
1239 1.3 lukem } else
1240 1.3 lukem if (Player.p_ring.ring_type == R_NONE
1241 1.3 lukem && Player.p_specialtype < SC_COUNCIL
1242 1.3 lukem && (Curmonster.m_treasuretype == 12
1243 1.3 lukem || Curmonster.m_treasuretype == 13))
1244 1.3 lukem /* roll
1245 1.3 lukem * up
1246 1.3 lukem * a
1247 1.3 lukem * ring
1248 1.3 lukem * */
1249 1.3 lukem {
1250 1.3 lukem if (drandom() < 0.8)
1251 1.3 lukem /* r
1252 1.3 lukem * e
1253 1.3 lukem * g
1254 1.3 lukem * u
1255 1.3 lukem * l
1256 1.3 lukem * a
1257 1.3 lukem * r
1258 1.3 lukem *
1259 1.3 lukem * ri
1260 1.3 lukem * n
1261 1.3 lukem * g
1262 1.3 lukem * s
1263 1.3 lukem * */
1264 1.3 lukem {
1265 1.3 lukem if (Curmonster.m_treasuretype == 12) {
1266 1.3 lukem whichtreasure = R_NAZREG;
1267 1.3 lukem temp = 35;
1268 1.3 lukem } else {
1269 1.3 lukem whichtreasure = R_DLREG;
1270 1.3 lukem temp = 0;
1271 1.3 lukem }
1272 1.3 lukem } else
1273 1.3 lukem /* b
1274 1.3 lukem * a
1275 1.3 lukem * d
1276 1.3 lukem *
1277 1.3 lukem * ri
1278 1.3 lukem * n
1279 1.3 lukem * g
1280 1.3 lukem * s
1281 1.3 lukem * */
1282 1.3 lukem {
1283 1.3 lukem whichtreasure = R_BAD;
1284 1.3 lukem temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1285 1.3 lukem }
1286 1.3 lukem
1287 1.3 lukem addstr("You've discovered a ring. Will you pick it up ? ");
1288 1.3 lukem ch = getanswer("NY", FALSE);
1289 1.3 lukem addstr("\n\n");
1290 1.3 lukem
1291 1.3 lukem if (ch == 'Y') {
1292 1.3 lukem Player.p_ring.ring_type = whichtreasure;
1293 1.3 lukem Player.p_ring.ring_duration = temp;
1294 1.3 lukem }
1295 1.3 lukem break;
1296 1.3 lukem }
1297 1.1 jtc }
1298 1.3 lukem /* end treasure types 10 - 13 */
1299 1.3 lukem /* fall through to treasure type 9 if
1300 1.3 lukem * no treasure from above */
1301 1.3 lukem
1302 1.3 lukem case 9: /* treasure type 9 */
1303 1.3 lukem switch (whichtreasure) {
1304 1.3 lukem case 1:
1305 1.3 lukem if (Player.p_level <= 1000.0
1306 1.3 lukem && Player.p_crowns <= 3
1307 1.3 lukem && Player.p_level >= 10.0) {
1308 1.3 lukem addstr("You have found a golden crown!\n");
1309 1.3 lukem ++Player.p_crowns;
1310 1.3 lukem break;
1311 1.3 lukem }
1312 1.3 lukem /* fall through otherwise */
1313 1.3 lukem
1314 1.3 lukem case 2:
1315 1.3 lukem addstr("You've been blessed!\n");
1316 1.3 lukem Player.p_blessing = TRUE;
1317 1.3 lukem Player.p_sin /= 3.0;
1318 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
1319 1.3 lukem Player.p_mana += 100.0 * Circle;
1320 1.3 lukem break;
1321 1.3 lukem
1322 1.3 lukem case 3:
1323 1.3 lukem dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1324 1.3 lukem dtemp = MIN(dtemp, 99.0);
1325 1.3 lukem printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1326 1.3 lukem if (dtemp >= Player.p_quksilver)
1327 1.3 lukem Player.p_quksilver = dtemp;
1328 1.3 lukem else
1329 1.3 lukem SOMEBETTER();
1330 1.3 lukem break;
1331 1.1 jtc }
1332 1.1 jtc break;
1333 1.3 lukem /* end treasure type 9 */
1334 1.1 jtc }
1335 1.1 jtc }
1336 1.1 jtc }
1337 1.1 jtc
1338 1.3 lukem void
1339 1.1 jtc cursedtreasure()
1340 1.1 jtc {
1341 1.3 lukem if (Player.p_charms > 0) {
1342 1.3 lukem addstr("But your charm saved you!\n");
1343 1.3 lukem --Player.p_charms;
1344 1.3 lukem } else
1345 1.3 lukem if (Player.p_amulets > 0) {
1346 1.3 lukem addstr("But your amulet saved you!\n");
1347 1.3 lukem --Player.p_amulets;
1348 1.3 lukem } else {
1349 1.3 lukem Player.p_energy =
1350 1.3 lukem (Player.p_maxenergy + Player.p_shield) / 10.0;
1351 1.3 lukem Player.p_poison += 0.25;
1352 1.3 lukem }
1353 1.1 jtc }
1354 1.1 jtc
1355 1.3 lukem void
1356 1.1 jtc scramblestats()
1357 1.1 jtc {
1358 1.3 lukem double dbuf[6]; /* to put statistic in */
1359 1.3 lukem double dtemp1, dtemp2; /* for swapping values */
1360 1.3 lukem int first, second; /* indices for swapping */
1361 1.3 lukem double *dptr; /* pointer for filling and emptying buf[] */
1362 1.3 lukem
1363 1.3 lukem /* fill buffer */
1364 1.3 lukem dptr = &dbuf[0];
1365 1.3 lukem *dptr++ = Player.p_strength;
1366 1.3 lukem *dptr++ = Player.p_mana;
1367 1.3 lukem *dptr++ = Player.p_brains;
1368 1.3 lukem *dptr++ = Player.p_magiclvl;
1369 1.3 lukem *dptr++ = Player.p_energy;
1370 1.3 lukem *dptr = Player.p_sin;
1371 1.3 lukem
1372 1.3 lukem /* pick values to swap */
1373 1.3 lukem first = (int) ROLL(0, 5);
1374 1.3 lukem second = (int) ROLL(0, 5);
1375 1.3 lukem
1376 1.3 lukem /* swap values */
1377 1.3 lukem dptr = &dbuf[0];
1378 1.3 lukem dtemp1 = dptr[first];
1379 1.3 lukem /* this expression is split to prevent a compiler loop on some
1380 1.3 lukem * compilers */
1381 1.3 lukem dtemp2 = dptr[second];
1382 1.3 lukem dptr[first] = dtemp2;
1383 1.3 lukem dptr[second] = dtemp1;
1384 1.3 lukem
1385 1.3 lukem /* empty buffer */
1386 1.3 lukem Player.p_strength = *dptr++;
1387 1.3 lukem Player.p_mana = *dptr++;
1388 1.3 lukem Player.p_brains = *dptr++;
1389 1.3 lukem Player.p_magiclvl = *dptr++;
1390 1.3 lukem Player.p_energy = *dptr++;
1391 1.3 lukem Player.p_sin = *dptr;
1392 1.1 jtc }
1393