fight.c revision 1.14 1 1.14 mrg /* $NetBSD: fight.c,v 1.14 2019/02/03 03:19:25 mrg 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 1.13 dholland #include <math.h>
8 1.13 dholland #include <setjmp.h>
9 1.13 dholland #include <stdio.h>
10 1.13 dholland #include <string.h>
11 1.13 dholland
12 1.13 dholland #include "macros.h"
13 1.13 dholland #include "phantdefs.h"
14 1.13 dholland #include "phantstruct.h"
15 1.13 dholland #include "phantglobs.h"
16 1.13 dholland
17 1.10 he #undef bool
18 1.9 ross #include <curses.h>
19 1.1 jtc
20 1.12 dholland static void awardtreasure(void);
21 1.12 dholland static void callmonster(int);
22 1.12 dholland static void cancelmonster(void);
23 1.12 dholland static void cursedtreasure(void);
24 1.12 dholland static void hitmonster(double);
25 1.12 dholland static void monsthits(void);
26 1.12 dholland static int pickmonster(void);
27 1.12 dholland static void playerhits(void);
28 1.12 dholland static void scramblestats(void);
29 1.12 dholland static void throwspell(void);
30 1.12 dholland
31 1.3 lukem void
32 1.11 dholland encounter(int particular)
33 1.1 jtc {
34 1.8 jsm volatile bool firsthit = Player.p_blessing; /* set if player gets
35 1.8 jsm * the first hit */
36 1.8 jsm volatile int flockcnt = 1; /* how many time flocked */
37 1.3 lukem
38 1.3 lukem /* let others know what we are doing */
39 1.3 lukem Player.p_status = S_MONSTER;
40 1.3 lukem writerecord(&Player, Fileloc);
41 1.1 jtc
42 1.1 jtc #ifdef SYS5
43 1.3 lukem flushinp();
44 1.1 jtc #endif
45 1.1 jtc
46 1.3 lukem Shield = 0.0; /* no shield up yet */
47 1.1 jtc
48 1.3 lukem if (particular >= 0)
49 1.3 lukem /* monster is specified */
50 1.3 lukem Whichmonster = particular;
51 1.3 lukem else
52 1.3 lukem /* pick random monster */
53 1.3 lukem Whichmonster = pickmonster();
54 1.1 jtc
55 1.3 lukem setjmp(Fightenv); /* this is to enable changing fight state */
56 1.1 jtc
57 1.3 lukem move(6, 0);
58 1.3 lukem clrtobot(); /* clear bottom area of screen */
59 1.1 jtc
60 1.3 lukem Lines = 9;
61 1.3 lukem callmonster(Whichmonster); /* set up monster to fight */
62 1.1 jtc
63 1.3 lukem Luckout = FALSE; /* haven't tried to luckout yet */
64 1.1 jtc
65 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
66 1.3 lukem mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
67 1.3 lukem Enemyname);
68 1.1 jtc
69 1.3 lukem if (Curmonster.m_type == SM_UNICORN) {
70 1.3 lukem if (Player.p_virgin) {
71 1.3 lukem printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
72 1.3 lukem Player.p_virgin = FALSE;
73 1.3 lukem } else {
74 1.3 lukem printw("You just saw %s running away!\n", Enemyname);
75 1.3 lukem Curmonster.m_experience = 0.0;
76 1.3 lukem Curmonster.m_treasuretype = 0;
77 1.3 lukem }
78 1.3 lukem } else
79 1.3 lukem /* not a special monster */
80 1.3 lukem for (;;)
81 1.3 lukem /* print header, and arbitrate between player and
82 1.3 lukem * monster */
83 1.1 jtc {
84 1.3 lukem mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
85 1.3 lukem Enemyname, Curmonster.m_experience, Circle);
86 1.3 lukem
87 1.3 lukem displaystats();
88 1.3 lukem mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
89 1.3 lukem readmessage();
90 1.3 lukem
91 1.3 lukem if (Curmonster.m_type == SM_DARKLORD
92 1.3 lukem && Player.p_blessing
93 1.3 lukem && Player.p_charms > 0)
94 1.3 lukem /* overpower Dark Lord with blessing and charm */
95 1.3 lukem {
96 1.3 lukem mvprintw(7, 0, "You just overpowered %s!", Enemyname);
97 1.3 lukem Lines = 8;
98 1.3 lukem Player.p_blessing = FALSE;
99 1.3 lukem --Player.p_charms;
100 1.3 lukem break;
101 1.3 lukem }
102 1.3 lukem /* allow paralyzed monster to wake up */
103 1.3 lukem Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
104 1.3 lukem
105 1.3 lukem if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
106 1.3 lukem /* monster is faster */
107 1.3 lukem && Curmonster.m_type != SM_DARKLORD
108 1.3 lukem /* not D. L. */
109 1.3 lukem && Curmonster.m_type != SM_SHRIEKER
110 1.3 lukem /* not mimic */
111 1.3 lukem && !firsthit)
112 1.3 lukem /* monster gets a hit */
113 1.3 lukem monsthits();
114 1.3 lukem else
115 1.3 lukem /* player gets a hit */
116 1.3 lukem {
117 1.3 lukem firsthit = FALSE;
118 1.3 lukem playerhits();
119 1.3 lukem }
120 1.1 jtc
121 1.3 lukem refresh();
122 1.1 jtc
123 1.3 lukem if (Lines > LINES - 2)
124 1.3 lukem /* near bottom of screen - pause */
125 1.3 lukem {
126 1.3 lukem more(Lines);
127 1.3 lukem move(Lines = 8, 0);
128 1.3 lukem clrtobot();
129 1.3 lukem }
130 1.3 lukem if (Player.p_energy <= 0.0)
131 1.3 lukem /* player died */
132 1.3 lukem {
133 1.3 lukem more(Lines);
134 1.3 lukem death(Enemyname);
135 1.3 lukem cancelmonster();
136 1.3 lukem break; /* fight ends if the player is saved
137 1.3 lukem * from death */
138 1.3 lukem }
139 1.3 lukem if (Curmonster.m_energy <= 0.0)
140 1.3 lukem /* monster died */
141 1.3 lukem break;
142 1.1 jtc }
143 1.1 jtc
144 1.3 lukem /* give player credit for killing monster */
145 1.3 lukem Player.p_experience += Curmonster.m_experience;
146 1.1 jtc
147 1.3 lukem if (drandom() < Curmonster.m_flock / 100.0)
148 1.3 lukem /* monster flocks */
149 1.3 lukem {
150 1.1 jtc more(Lines);
151 1.3 lukem ++flockcnt;
152 1.3 lukem longjmp(Fightenv, 0);
153 1.3 lukem /* NOTREACHED */
154 1.3 lukem } else
155 1.3 lukem if (Circle > 1.0
156 1.3 lukem && Curmonster.m_treasuretype > 0
157 1.3 lukem && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
158 1.3 lukem /* monster has treasure; this takes # of flocks and
159 1.3 lukem * size into account */
160 1.1 jtc {
161 1.3 lukem more(Lines);
162 1.3 lukem awardtreasure();
163 1.1 jtc }
164 1.3 lukem /* pause before returning */
165 1.3 lukem getyx(stdscr, Lines, flockcnt);
166 1.3 lukem more(Lines + 1);
167 1.3 lukem
168 1.3 lukem Player.p_ring.ring_inuse = FALSE; /* not using ring */
169 1.3 lukem
170 1.3 lukem /* clean up the screen */
171 1.3 lukem move(4, 0);
172 1.3 lukem clrtobot();
173 1.3 lukem }
174 1.1 jtc
175 1.12 dholland static int
176 1.11 dholland pickmonster(void)
177 1.3 lukem {
178 1.3 lukem if (Player.p_specialtype == SC_VALAR)
179 1.3 lukem /* even chance of any monster */
180 1.3 lukem return ((int) ROLL(0.0, 100.0));
181 1.3 lukem
182 1.3 lukem if (Marsh)
183 1.3 lukem /* water monsters */
184 1.3 lukem return ((int) ROLL(0.0, 15.0));
185 1.1 jtc
186 1.3 lukem else
187 1.3 lukem if (Circle > 24)
188 1.3 lukem /* even chance of all non-water monsters */
189 1.3 lukem return ((int) ROLL(14.0, 86.0));
190 1.1 jtc
191 1.3 lukem else
192 1.3 lukem if (Circle > 15)
193 1.3 lukem /* chance of all non-water monsters, weighted
194 1.3 lukem * toward middle */
195 1.3 lukem return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
196 1.1 jtc
197 1.3 lukem else
198 1.3 lukem if (Circle > 8)
199 1.3 lukem /* not all non-water monsters,
200 1.3 lukem * weighted toward middle */
201 1.3 lukem return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
202 1.1 jtc
203 1.3 lukem else
204 1.3 lukem if (Circle > 3)
205 1.3 lukem /* even chance of some tamer
206 1.3 lukem * non-water monsters */
207 1.3 lukem return ((int) ROLL(14.0, 50.0));
208 1.3 lukem
209 1.3 lukem else
210 1.3 lukem /* even chance of some of the
211 1.3 lukem * tamest non-water monsters */
212 1.3 lukem return ((int) ROLL(14.0, 25.0));
213 1.1 jtc }
214 1.1 jtc
215 1.12 dholland static void
216 1.11 dholland playerhits(void)
217 1.1 jtc {
218 1.3 lukem double inflict; /* damage inflicted */
219 1.3 lukem int ch; /* input */
220 1.1 jtc
221 1.3 lukem mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
222 1.3 lukem
223 1.4 veego if (!Luckout) {
224 1.3 lukem /* haven't tried to luckout yet */
225 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
226 1.3 lukem /* cannot luckout against Morgoth */
227 1.3 lukem addstr("6:Ally ");
228 1.3 lukem else
229 1.3 lukem addstr("6:Luckout ");
230 1.4 veego }
231 1.1 jtc
232 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
233 1.3 lukem /* player has a ring */
234 1.3 lukem addstr("7:Use Ring ");
235 1.1 jtc else
236 1.3 lukem clrtoeol();
237 1.3 lukem
238 1.3 lukem ch = inputoption();
239 1.1 jtc
240 1.3 lukem move(8, 0);
241 1.3 lukem clrtobot(); /* clear any messages from before */
242 1.3 lukem Lines = 9;
243 1.3 lukem mvaddstr(4, 0, "\n\n"); /* clear status area */
244 1.1 jtc
245 1.3 lukem switch (ch) {
246 1.1 jtc case 'T': /* timeout; lose turn */
247 1.3 lukem break;
248 1.1 jtc
249 1.1 jtc case ' ':
250 1.1 jtc case '1': /* melee */
251 1.3 lukem /* melee affects monster's energy and strength */
252 1.3 lukem inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
253 1.3 lukem + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
254 1.3 lukem
255 1.3 lukem Curmonster.m_melee += inflict;
256 1.3 lukem Curmonster.m_strength = Curmonster.m_o_strength
257 1.3 lukem - Curmonster.m_melee / Curmonster.m_o_energy
258 1.3 lukem * Curmonster.m_o_strength / 4.0;
259 1.3 lukem hitmonster(inflict);
260 1.3 lukem break;
261 1.1 jtc
262 1.1 jtc case '2': /* skirmish */
263 1.3 lukem /* skirmish affects monter's energy and speed */
264 1.3 lukem inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
265 1.3 lukem + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
266 1.3 lukem
267 1.3 lukem Curmonster.m_skirmish += inflict;
268 1.3 lukem Curmonster.m_maxspeed = Curmonster.m_o_speed
269 1.3 lukem - Curmonster.m_skirmish / Curmonster.m_o_energy
270 1.3 lukem * Curmonster.m_o_speed / 4.0;
271 1.3 lukem hitmonster(inflict);
272 1.3 lukem break;
273 1.1 jtc
274 1.1 jtc case '3': /* evade */
275 1.3 lukem /* use brains and speed to try to evade */
276 1.3 lukem if ((Curmonster.m_type == SM_DARKLORD
277 1.3 lukem || Curmonster.m_type == SM_SHRIEKER
278 1.1 jtc /* can always run from D. L. and shrieker */
279 1.3 lukem || drandom() * Player.p_speed * Player.p_brains
280 1.3 lukem > drandom() * Curmonster.m_speed * Curmonster.m_brains)
281 1.3 lukem && (Curmonster.m_type != SM_MIMIC))
282 1.3 lukem /* cannot run from mimic */
283 1.1 jtc {
284 1.3 lukem mvaddstr(Lines++, 0, "You got away!");
285 1.3 lukem cancelmonster();
286 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
287 1.3 lukem } else
288 1.3 lukem mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
289 1.1 jtc
290 1.3 lukem break;
291 1.1 jtc
292 1.1 jtc case 'M':
293 1.1 jtc case '4': /* magic spell */
294 1.3 lukem throwspell();
295 1.3 lukem break;
296 1.1 jtc
297 1.1 jtc case '5': /* nick */
298 1.3 lukem /* hit 1 plus sword; give some experience */
299 1.3 lukem inflict = 1.0 + Player.p_sword;
300 1.3 lukem Player.p_experience += floor(Curmonster.m_experience / 10.0);
301 1.3 lukem Curmonster.m_experience *= 0.92;
302 1.3 lukem /* monster gets meaner */
303 1.3 lukem Curmonster.m_maxspeed += 2.0;
304 1.3 lukem Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
305 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
306 1.3 lukem /* Dark Lord; doesn't like to be nicked */
307 1.1 jtc {
308 1.3 lukem mvprintw(Lines++, 0,
309 1.3 lukem "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
310 1.3 lukem Player.p_quickness /= 2.0;
311 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
312 1.3 lukem cancelmonster();
313 1.3 lukem } else
314 1.3 lukem hitmonster(inflict);
315 1.3 lukem break;
316 1.1 jtc
317 1.1 jtc case 'B':
318 1.3 lukem case '6': /* luckout */
319 1.3 lukem if (Luckout)
320 1.3 lukem mvaddstr(Lines++, 0, "You already tried that.");
321 1.3 lukem else {
322 1.3 lukem Luckout = TRUE;
323 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
324 1.3 lukem /* Morgoth; ally */
325 1.1 jtc {
326 1.3 lukem if (drandom() < Player.p_sin / 100.0) {
327 1.3 lukem mvprintw(Lines++, 0, "%s accepted!", Enemyname);
328 1.3 lukem cancelmonster();
329 1.3 lukem } else
330 1.3 lukem mvaddstr(Lines++, 0, "Nope, he's not interested.");
331 1.3 lukem } else
332 1.3 lukem /* normal monster; use brains for success */
333 1.1 jtc {
334 1.3 lukem if ((drandom() + 0.333) * Player.p_brains
335 1.3 lukem < (drandom() + 0.333) * Curmonster.m_brains)
336 1.3 lukem mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
337 1.3 lukem else {
338 1.3 lukem mvaddstr(Lines++, 0, "You made it!");
339 1.3 lukem Curmonster.m_energy = 0.0;
340 1.3 lukem }
341 1.1 jtc }
342 1.1 jtc }
343 1.3 lukem break;
344 1.1 jtc
345 1.1 jtc case '7': /* use ring */
346 1.3 lukem if (Player.p_ring.ring_type != R_NONE) {
347 1.3 lukem mvaddstr(Lines++, 0, "Now using ring.");
348 1.3 lukem Player.p_ring.ring_inuse = TRUE;
349 1.3 lukem if (Player.p_ring.ring_type != R_DLREG)
350 1.3 lukem /* age ring */
351 1.3 lukem --Player.p_ring.ring_duration;
352 1.1 jtc }
353 1.3 lukem break;
354 1.1 jtc }
355 1.1 jtc
356 1.1 jtc }
357 1.1 jtc
358 1.12 dholland static void
359 1.11 dholland monsthits(void)
360 1.1 jtc {
361 1.3 lukem double inflict; /* damage inflicted */
362 1.3 lukem int ch; /* input */
363 1.1 jtc
364 1.3 lukem switch (Curmonster.m_type)
365 1.3 lukem /* may be a special monster */
366 1.1 jtc {
367 1.1 jtc case SM_DARKLORD:
368 1.3 lukem /* hits just enough to kill player */
369 1.3 lukem inflict = (Player.p_energy + Shield) * 1.02;
370 1.3 lukem goto SPECIALHIT;
371 1.1 jtc
372 1.1 jtc case SM_SHRIEKER:
373 1.3 lukem /* call a big monster */
374 1.3 lukem mvaddstr(Lines++, 0,
375 1.3 lukem "Shrieeeek!! You scared it, and it called one of its friends.");
376 1.3 lukem more(Lines);
377 1.3 lukem Whichmonster = (int) ROLL(70.0, 30.0);
378 1.3 lukem longjmp(Fightenv, 0);
379 1.3 lukem /* NOTREACHED */
380 1.1 jtc
381 1.1 jtc case SM_BALROG:
382 1.3 lukem /* take experience away */
383 1.3 lukem inflict = ROLL(10.0, Curmonster.m_strength);
384 1.3 lukem inflict = MIN(Player.p_experience, inflict);
385 1.3 lukem mvprintw(Lines++, 0,
386 1.3 lukem "%s took away %.0f experience points.", Enemyname, inflict);
387 1.3 lukem Player.p_experience -= inflict;
388 1.3 lukem return;
389 1.1 jtc
390 1.1 jtc case SM_FAERIES:
391 1.3 lukem if (Player.p_holywater > 0)
392 1.3 lukem /* holy water kills when monster tries to hit */
393 1.1 jtc {
394 1.3 lukem mvprintw(Lines++, 0, "Your holy water killed it!");
395 1.3 lukem --Player.p_holywater;
396 1.3 lukem Curmonster.m_energy = 0.0;
397 1.3 lukem return;
398 1.1 jtc }
399 1.3 lukem break;
400 1.1 jtc
401 1.1 jtc case SM_NONE:
402 1.3 lukem /* normal hit */
403 1.3 lukem break;
404 1.1 jtc
405 1.1 jtc default:
406 1.3 lukem if (drandom() > 0.2)
407 1.3 lukem /* normal hit */
408 1.3 lukem break;
409 1.1 jtc
410 1.3 lukem /* else special things */
411 1.3 lukem switch (Curmonster.m_type) {
412 1.1 jtc case SM_LEANAN:
413 1.3 lukem /* takes some of the player's strength */
414 1.3 lukem inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
415 1.3 lukem inflict = MIN(Player.p_strength, inflict);
416 1.7 jdc mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
417 1.3 lukem Enemyname, inflict);
418 1.3 lukem Player.p_strength -= inflict;
419 1.3 lukem Player.p_might -= inflict;
420 1.3 lukem break;
421 1.1 jtc
422 1.1 jtc case SM_SARUMAN:
423 1.3 lukem if (Player.p_palantir)
424 1.3 lukem /* take away palantir */
425 1.1 jtc {
426 1.3 lukem mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
427 1.3 lukem Player.p_palantir = FALSE;
428 1.3 lukem } else
429 1.3 lukem if (drandom() > 0.5)
430 1.3 lukem /* gems turn to gold */
431 1.3 lukem {
432 1.3 lukem mvprintw(Lines++, 0,
433 1.3 lukem "%s transformed your gems into gold!", Enemyname);
434 1.3 lukem Player.p_gold += Player.p_gems;
435 1.3 lukem Player.p_gems = 0.0;
436 1.3 lukem } else
437 1.3 lukem /* scramble some stats */
438 1.3 lukem {
439 1.3 lukem mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
440 1.3 lukem scramblestats();
441 1.3 lukem }
442 1.3 lukem break;
443 1.1 jtc
444 1.1 jtc case SM_THAUMATURG:
445 1.3 lukem /* transport player */
446 1.3 lukem mvprintw(Lines++, 0, "%s transported you!", Enemyname);
447 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
448 1.3 lukem cancelmonster();
449 1.3 lukem break;
450 1.1 jtc
451 1.1 jtc case SM_VORTEX:
452 1.3 lukem /* suck up some mana */
453 1.3 lukem inflict = ROLL(0, 7.5 * Circle);
454 1.3 lukem inflict = MIN(Player.p_mana, floor(inflict));
455 1.3 lukem mvprintw(Lines++, 0,
456 1.3 lukem "%s sucked up %.0f of your mana!", Enemyname, inflict);
457 1.3 lukem Player.p_mana -= inflict;
458 1.3 lukem break;
459 1.1 jtc
460 1.1 jtc case SM_NAZGUL:
461 1.3 lukem /* try to take ring if player has one */
462 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
463 1.3 lukem /* player has a ring */
464 1.1 jtc {
465 1.3 lukem mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
466 1.3 lukem ch = getanswer("YN", FALSE);
467 1.3 lukem if (ch == 'Y')
468 1.3 lukem /* take ring away */
469 1.3 lukem {
470 1.3 lukem Player.p_ring.ring_type = R_NONE;
471 1.3 lukem Player.p_ring.ring_inuse = FALSE;
472 1.3 lukem cancelmonster();
473 1.3 lukem break;
474 1.3 lukem }
475 1.1 jtc }
476 1.3 lukem /* otherwise, take some brains */
477 1.3 lukem mvprintw(Lines++, 0,
478 1.3 lukem "%s neutralized 1/5 of your brain!", Enemyname);
479 1.3 lukem Player.p_brains *= 0.8;
480 1.3 lukem break;
481 1.1 jtc
482 1.1 jtc case SM_TIAMAT:
483 1.3 lukem /* take some gold and gems */
484 1.3 lukem mvprintw(Lines++, 0,
485 1.3 lukem "%s took half your gold and gems and flew off.", Enemyname);
486 1.3 lukem Player.p_gold /= 2.0;
487 1.3 lukem Player.p_gems /= 2.0;
488 1.3 lukem cancelmonster();
489 1.3 lukem break;
490 1.1 jtc
491 1.1 jtc case SM_KOBOLD:
492 1.3 lukem /* steal a gold piece and run */
493 1.3 lukem mvprintw(Lines++, 0,
494 1.3 lukem "%s stole one gold piece and ran away.", Enemyname);
495 1.3 lukem Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
496 1.3 lukem cancelmonster();
497 1.3 lukem break;
498 1.1 jtc
499 1.1 jtc case SM_SHELOB:
500 1.3 lukem /* bite and (medium) poison */
501 1.3 lukem mvprintw(Lines++, 0,
502 1.3 lukem "%s has bitten and poisoned you!", Enemyname);
503 1.3 lukem Player.p_poison -= 1.0;
504 1.3 lukem break;
505 1.1 jtc
506 1.1 jtc case SM_LAMPREY:
507 1.3 lukem /* bite and (small) poison */
508 1.3 lukem mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
509 1.3 lukem Player.p_poison += 0.25;
510 1.3 lukem break;
511 1.1 jtc
512 1.1 jtc case SM_BONNACON:
513 1.3 lukem /* fart and run */
514 1.3 lukem mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
515 1.3 lukem Player.p_energy /= 2.0; /* damage from fumes */
516 1.3 lukem cancelmonster();
517 1.3 lukem break;
518 1.1 jtc
519 1.1 jtc case SM_SMEAGOL:
520 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
521 1.3 lukem /* try to steal ring */
522 1.1 jtc {
523 1.3 lukem mvprintw(Lines++, 0,
524 1.3 lukem "%s tried to steal your ring, ", Enemyname);
525 1.3 lukem if (drandom() > 0.1)
526 1.3 lukem addstr("but was unsuccessful.");
527 1.3 lukem else {
528 1.3 lukem addstr("and ran away with it!");
529 1.3 lukem Player.p_ring.ring_type = R_NONE;
530 1.3 lukem cancelmonster();
531 1.3 lukem }
532 1.1 jtc }
533 1.3 lukem break;
534 1.1 jtc
535 1.1 jtc case SM_SUCCUBUS:
536 1.3 lukem /* inflict damage through shield */
537 1.3 lukem inflict = ROLL(15.0, Circle * 10.0);
538 1.3 lukem inflict = MIN(inflict, Player.p_energy);
539 1.3 lukem mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
540 1.3 lukem Enemyname, inflict);
541 1.3 lukem Player.p_energy -= inflict;
542 1.3 lukem break;
543 1.1 jtc
544 1.1 jtc case SM_CERBERUS:
545 1.3 lukem /* take all metal treasures */
546 1.3 lukem mvprintw(Lines++, 0,
547 1.3 lukem "%s took all your metal treasures!", Enemyname);
548 1.3 lukem Player.p_crowns = 0;
549 1.3 lukem Player.p_sword =
550 1.3 lukem Player.p_shield =
551 1.3 lukem Player.p_gold = 0.0;
552 1.3 lukem cancelmonster();
553 1.3 lukem break;
554 1.1 jtc
555 1.1 jtc case SM_UNGOLIANT:
556 1.3 lukem /* (large) poison and take a quickness */
557 1.3 lukem mvprintw(Lines++, 0,
558 1.3 lukem "%s poisoned you, and took one quik.", Enemyname);
559 1.3 lukem Player.p_poison += 5.0;
560 1.3 lukem Player.p_quickness -= 1.0;
561 1.3 lukem break;
562 1.1 jtc
563 1.1 jtc case SM_JABBERWOCK:
564 1.3 lukem /* fly away, and leave either a Jubjub bird or
565 1.3 lukem * Bonnacon */
566 1.3 lukem mvprintw(Lines++, 0,
567 1.3 lukem "%s flew away, and left you to contend with one of its friends.",
568 1.3 lukem Enemyname);
569 1.6 jdolecek Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
570 1.3 lukem longjmp(Fightenv, 0);
571 1.3 lukem /* NOTREACHED */
572 1.1 jtc
573 1.1 jtc case SM_TROLL:
574 1.3 lukem /* partially regenerate monster */
575 1.3 lukem mvprintw(Lines++, 0,
576 1.3 lukem "%s partially regenerated his energy.!", Enemyname);
577 1.3 lukem Curmonster.m_energy +=
578 1.3 lukem floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
579 1.3 lukem Curmonster.m_strength = Curmonster.m_o_strength;
580 1.3 lukem Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
581 1.3 lukem Curmonster.m_maxspeed = Curmonster.m_o_speed;
582 1.3 lukem break;
583 1.1 jtc
584 1.1 jtc case SM_WRAITH:
585 1.3 lukem if (!Player.p_blindness)
586 1.3 lukem /* make blind */
587 1.1 jtc {
588 1.3 lukem mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
589 1.3 lukem Player.p_blindness = TRUE;
590 1.3 lukem Enemyname = "A monster";
591 1.1 jtc }
592 1.3 lukem break;
593 1.1 jtc }
594 1.3 lukem return;
595 1.1 jtc }
596 1.1 jtc
597 1.3 lukem /* fall through to here if monster inflicts a normal hit */
598 1.3 lukem inflict = drandom() * Curmonster.m_strength + 0.5;
599 1.1 jtc SPECIALHIT:
600 1.3 lukem mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
601 1.1 jtc
602 1.3 lukem if ((Shield -= inflict) < 0) {
603 1.3 lukem Player.p_energy += Shield;
604 1.3 lukem Shield = 0.0;
605 1.1 jtc }
606 1.1 jtc }
607 1.1 jtc
608 1.12 dholland static void
609 1.11 dholland cancelmonster(void)
610 1.1 jtc {
611 1.3 lukem Curmonster.m_energy = 0.0;
612 1.3 lukem Curmonster.m_experience = 0.0;
613 1.3 lukem Curmonster.m_treasuretype = 0;
614 1.3 lukem Curmonster.m_flock = 0.0;
615 1.1 jtc }
616 1.1 jtc
617 1.12 dholland static void
618 1.11 dholland hitmonster(double inflict)
619 1.1 jtc {
620 1.3 lukem mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
621 1.3 lukem Curmonster.m_energy -= inflict;
622 1.3 lukem if (Curmonster.m_energy > 0.0) {
623 1.3 lukem if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
624 1.3 lukem /* special monster didn't die */
625 1.3 lukem monsthits();
626 1.3 lukem } else
627 1.3 lukem /* monster died. print message. */
628 1.1 jtc {
629 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
630 1.3 lukem mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
631 1.3 lukem else
632 1.3 lukem /* all other types of monsters */
633 1.3 lukem {
634 1.3 lukem mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
635 1.3 lukem
636 1.3 lukem if (Curmonster.m_type == SM_MIMIC
637 1.3 lukem && strcmp(Curmonster.m_name, "A Mimic") != 0
638 1.3 lukem && !Player.p_blindness)
639 1.3 lukem mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
640 1.3 lukem }
641 1.1 jtc }
642 1.1 jtc }
643 1.1 jtc
644 1.12 dholland static void
645 1.11 dholland throwspell(void)
646 1.1 jtc {
647 1.3 lukem double inflict; /* damage inflicted */
648 1.3 lukem double dtemp; /* for dtemporary calculations */
649 1.3 lukem int ch; /* input */
650 1.3 lukem
651 1.3 lukem inflict = 0;
652 1.3 lukem mvaddstr(7, 0, "\n\n"); /* clear menu area */
653 1.3 lukem
654 1.3 lukem if (Player.p_magiclvl >= ML_ALLORNOTHING)
655 1.3 lukem mvaddstr(7, 0, "1:All or Nothing ");
656 1.3 lukem if (Player.p_magiclvl >= ML_MAGICBOLT)
657 1.3 lukem addstr("2:Magic Bolt ");
658 1.3 lukem if (Player.p_magiclvl >= ML_FORCEFIELD)
659 1.3 lukem addstr("3:Force Field ");
660 1.3 lukem if (Player.p_magiclvl >= ML_XFORM)
661 1.3 lukem addstr("4:Transform ");
662 1.3 lukem if (Player.p_magiclvl >= ML_INCRMIGHT)
663 1.3 lukem addstr("5:Increase Might\n");
664 1.3 lukem if (Player.p_magiclvl >= ML_INVISIBLE)
665 1.3 lukem mvaddstr(8, 0, "6:Invisibility ");
666 1.3 lukem if (Player.p_magiclvl >= ML_XPORT)
667 1.3 lukem addstr("7:Transport ");
668 1.3 lukem if (Player.p_magiclvl >= ML_PARALYZE)
669 1.3 lukem addstr("8:Paralyze ");
670 1.3 lukem if (Player.p_specialtype >= SC_COUNCIL)
671 1.3 lukem addstr("9:Specify");
672 1.3 lukem mvaddstr(4, 0, "Spell ? ");
673 1.3 lukem
674 1.3 lukem ch = getanswer(" ", TRUE);
675 1.3 lukem
676 1.3 lukem mvaddstr(7, 0, "\n\n"); /* clear menu area */
677 1.3 lukem
678 1.3 lukem if (Curmonster.m_type == SM_MORGOTH && ch != '3')
679 1.3 lukem /* can only throw force field against Morgoth */
680 1.3 lukem ILLSPELL();
681 1.3 lukem else
682 1.3 lukem switch (ch) {
683 1.3 lukem case '1': /* all or nothing */
684 1.3 lukem if (drandom() < 0.25)
685 1.3 lukem /* success */
686 1.3 lukem {
687 1.3 lukem inflict = Curmonster.m_energy * 1.01 + 1.0;
688 1.1 jtc
689 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
690 1.3 lukem /* all or nothing doesn't quite work
691 1.3 lukem * against D. L. */
692 1.3 lukem inflict *= 0.9;
693 1.3 lukem } else
694 1.3 lukem /* failure -- monster gets stronger and
695 1.3 lukem * quicker */
696 1.3 lukem {
697 1.3 lukem Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
698 1.3 lukem Curmonster.m_maxspeed *= 2.0;
699 1.3 lukem Curmonster.m_o_speed *= 2.0;
700 1.1 jtc
701 1.3 lukem /* paralyzed monsters wake up a bit */
702 1.3 lukem Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
703 1.1 jtc }
704 1.1 jtc
705 1.3 lukem if (Player.p_mana >= MM_ALLORNOTHING)
706 1.3 lukem /* take a mana if player has one */
707 1.3 lukem Player.p_mana -= MM_ALLORNOTHING;
708 1.1 jtc
709 1.3 lukem hitmonster(inflict);
710 1.3 lukem break;
711 1.3 lukem
712 1.3 lukem case '2': /* magic bolt */
713 1.3 lukem if (Player.p_magiclvl < ML_MAGICBOLT)
714 1.3 lukem ILLSPELL();
715 1.3 lukem else {
716 1.3 lukem do
717 1.3 lukem /* prompt for amount to expend */
718 1.3 lukem {
719 1.3 lukem mvaddstr(4, 0, "How much mana for bolt? ");
720 1.3 lukem dtemp = floor(infloat());
721 1.3 lukem }
722 1.3 lukem while (dtemp < 0.0 || dtemp > Player.p_mana);
723 1.3 lukem
724 1.3 lukem Player.p_mana -= dtemp;
725 1.3 lukem
726 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
727 1.3 lukem /* magic bolts don't work against D.
728 1.3 lukem * L. */
729 1.3 lukem inflict = 0.0;
730 1.3 lukem else
731 1.3 lukem inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
732 1.3 lukem mvaddstr(5, 0, "Magic Bolt fired!\n");
733 1.3 lukem hitmonster(inflict);
734 1.3 lukem }
735 1.3 lukem break;
736 1.1 jtc
737 1.3 lukem case '3': /* force field */
738 1.3 lukem if (Player.p_magiclvl < ML_FORCEFIELD)
739 1.3 lukem ILLSPELL();
740 1.3 lukem else
741 1.3 lukem if (Player.p_mana < MM_FORCEFIELD)
742 1.3 lukem NOMANA();
743 1.3 lukem else {
744 1.3 lukem Player.p_mana -= MM_FORCEFIELD;
745 1.3 lukem Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
746 1.3 lukem mvaddstr(5, 0, "Force Field up.\n");
747 1.3 lukem }
748 1.3 lukem break;
749 1.1 jtc
750 1.3 lukem case '4': /* transform */
751 1.3 lukem if (Player.p_magiclvl < ML_XFORM)
752 1.3 lukem ILLSPELL();
753 1.3 lukem else
754 1.3 lukem if (Player.p_mana < MM_XFORM)
755 1.3 lukem NOMANA();
756 1.3 lukem else {
757 1.3 lukem Player.p_mana -= MM_XFORM;
758 1.3 lukem Whichmonster = (int) ROLL(0.0, 100.0);
759 1.3 lukem longjmp(Fightenv, 0);
760 1.3 lukem /* NOTREACHED */
761 1.3 lukem }
762 1.3 lukem break;
763 1.1 jtc
764 1.3 lukem case '5': /* increase might */
765 1.3 lukem if (Player.p_magiclvl < ML_INCRMIGHT)
766 1.3 lukem ILLSPELL();
767 1.3 lukem else
768 1.3 lukem if (Player.p_mana < MM_INCRMIGHT)
769 1.3 lukem NOMANA();
770 1.3 lukem else {
771 1.3 lukem Player.p_mana -= MM_INCRMIGHT;
772 1.3 lukem Player.p_might +=
773 1.3 lukem (1.2 * (Player.p_strength + Player.p_sword)
774 1.3 lukem + 5.0 - Player.p_might) / 2.0;
775 1.3 lukem mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
776 1.3 lukem }
777 1.3 lukem break;
778 1.1 jtc
779 1.3 lukem case '6': /* invisible */
780 1.3 lukem if (Player.p_magiclvl < ML_INVISIBLE)
781 1.3 lukem ILLSPELL();
782 1.3 lukem else
783 1.3 lukem if (Player.p_mana < MM_INVISIBLE)
784 1.3 lukem NOMANA();
785 1.3 lukem else {
786 1.3 lukem Player.p_mana -= MM_INVISIBLE;
787 1.3 lukem Player.p_speed +=
788 1.3 lukem (1.2 * (Player.p_quickness + Player.p_quksilver)
789 1.3 lukem + 5.0 - Player.p_speed) / 2.0;
790 1.3 lukem mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
791 1.3 lukem }
792 1.3 lukem break;
793 1.1 jtc
794 1.3 lukem case '7': /* transport */
795 1.3 lukem if (Player.p_magiclvl < ML_XPORT)
796 1.3 lukem ILLSPELL();
797 1.3 lukem else
798 1.3 lukem if (Player.p_mana < MM_XPORT)
799 1.3 lukem NOMANA();
800 1.3 lukem else {
801 1.3 lukem Player.p_mana -= MM_XPORT;
802 1.3 lukem if (Player.p_brains + Player.p_magiclvl
803 1.3 lukem < Curmonster.m_experience / 200.0 * drandom()) {
804 1.3 lukem mvaddstr(5, 0, "Transport backfired!\n");
805 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
806 1.3 lukem cancelmonster();
807 1.3 lukem } else {
808 1.3 lukem mvprintw(5, 0, "%s is transported.\n", Enemyname);
809 1.3 lukem if (drandom() < 0.3)
810 1.3 lukem /* monster didn't drop
811 1.3 lukem * its treasure */
812 1.3 lukem Curmonster.m_treasuretype = 0;
813 1.1 jtc
814 1.3 lukem Curmonster.m_energy = 0.0;
815 1.3 lukem }
816 1.3 lukem }
817 1.3 lukem break;
818 1.1 jtc
819 1.3 lukem case '8': /* paralyze */
820 1.3 lukem if (Player.p_magiclvl < ML_PARALYZE)
821 1.3 lukem ILLSPELL();
822 1.3 lukem else
823 1.3 lukem if (Player.p_mana < MM_PARALYZE)
824 1.3 lukem NOMANA();
825 1.3 lukem else {
826 1.3 lukem Player.p_mana -= MM_PARALYZE;
827 1.3 lukem if (Player.p_magiclvl >
828 1.3 lukem Curmonster.m_experience / 1000.0 * drandom()) {
829 1.3 lukem mvprintw(5, 0, "%s is held.\n", Enemyname);
830 1.3 lukem Curmonster.m_speed = -2.0;
831 1.3 lukem } else
832 1.3 lukem mvaddstr(5, 0, "Monster unaffected.\n");
833 1.3 lukem }
834 1.3 lukem break;
835 1.1 jtc
836 1.3 lukem case '9': /* specify */
837 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
838 1.3 lukem ILLSPELL();
839 1.3 lukem else
840 1.3 lukem if (Player.p_mana < MM_SPECIFY)
841 1.3 lukem NOMANA();
842 1.3 lukem else {
843 1.3 lukem Player.p_mana -= MM_SPECIFY;
844 1.3 lukem mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
845 1.3 lukem Whichmonster = (int) infloat();
846 1.3 lukem Whichmonster = MAX(0, MIN(99, Whichmonster));
847 1.3 lukem longjmp(Fightenv, 0);
848 1.3 lukem /* NOTREACHED */
849 1.3 lukem }
850 1.3 lukem break;
851 1.3 lukem }
852 1.1 jtc }
853 1.1 jtc
854 1.12 dholland static void
855 1.11 dholland callmonster(int which)
856 1.1 jtc {
857 1.3 lukem struct monster Othermonster; /* to find a name for mimics */
858 1.1 jtc
859 1.3 lukem which = MIN(which, 99); /* make sure within range */
860 1.1 jtc
861 1.3 lukem /* fill structure */
862 1.5 jsm fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
863 1.3 lukem fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
864 1.1 jtc
865 1.3 lukem /* handle some special monsters */
866 1.3 lukem if (Curmonster.m_type == SM_MODNAR) {
867 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
868 1.3 lukem /* randomize some stats */
869 1.3 lukem {
870 1.3 lukem Curmonster.m_strength *= drandom() + 0.5;
871 1.3 lukem Curmonster.m_brains *= drandom() + 0.5;
872 1.3 lukem Curmonster.m_speed *= drandom() + 0.5;
873 1.3 lukem Curmonster.m_energy *= drandom() + 0.5;
874 1.3 lukem Curmonster.m_experience *= drandom() + 0.5;
875 1.3 lukem Curmonster.m_treasuretype =
876 1.3 lukem (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
877 1.3 lukem } else
878 1.3 lukem /* make Modnar into Morgoth */
879 1.3 lukem {
880 1.3 lukem strcpy(Curmonster.m_name, "Morgoth");
881 1.3 lukem Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
882 1.3 lukem + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
883 1.3 lukem Curmonster.m_brains = Player.p_brains;
884 1.3 lukem Curmonster.m_energy = Player.p_might * 30.0;
885 1.3 lukem Curmonster.m_type = SM_MORGOTH;
886 1.3 lukem Curmonster.m_speed = Player.p_speed * 1.1
887 1.6 jdolecek + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
888 1.3 lukem Curmonster.m_flock = 0.0;
889 1.3 lukem Curmonster.m_treasuretype = 0;
890 1.3 lukem Curmonster.m_experience = 0.0;
891 1.3 lukem }
892 1.3 lukem } else
893 1.3 lukem if (Curmonster.m_type == SM_MIMIC)
894 1.3 lukem /* pick another name */
895 1.3 lukem {
896 1.3 lukem which = (int) ROLL(0.0, 100.0);
897 1.5 jsm fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
898 1.3 lukem fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
899 1.3 lukem strcpy(Curmonster.m_name, Othermonster.m_name);
900 1.3 lukem }
901 1.3 lukem truncstring(Curmonster.m_name);
902 1.1 jtc
903 1.3 lukem if (Curmonster.m_type != SM_MORGOTH)
904 1.3 lukem /* adjust stats based on which circle player is in */
905 1.1 jtc {
906 1.3 lukem Curmonster.m_strength *= (1.0 + Circle / 2.0);
907 1.3 lukem Curmonster.m_brains *= Circle;
908 1.3 lukem Curmonster.m_speed += Circle * 1.e-9;
909 1.3 lukem Curmonster.m_energy *= Circle;
910 1.3 lukem Curmonster.m_experience *= Circle;
911 1.1 jtc }
912 1.3 lukem if (Player.p_blindness)
913 1.3 lukem /* cannot see monster if blind */
914 1.3 lukem Enemyname = "A monster";
915 1.3 lukem else
916 1.3 lukem Enemyname = Curmonster.m_name;
917 1.1 jtc
918 1.3 lukem if (Player.p_speed <= 0.0)
919 1.3 lukem /* make Player.p_speed positive */
920 1.1 jtc {
921 1.3 lukem Curmonster.m_speed += -Player.p_speed;
922 1.3 lukem Player.p_speed = 1.0;
923 1.1 jtc }
924 1.3 lukem /* fill up the rest of the structure */
925 1.3 lukem Curmonster.m_o_strength = Curmonster.m_strength;
926 1.3 lukem Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
927 1.3 lukem Curmonster.m_o_energy = Curmonster.m_energy;
928 1.3 lukem Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
929 1.1 jtc }
930 1.1 jtc
931 1.12 dholland static void
932 1.11 dholland awardtreasure(void)
933 1.1 jtc {
934 1.3 lukem int whichtreasure; /* calculated treasure to grant */
935 1.3 lukem int temp; /* temporary */
936 1.3 lukem int ch; /* input */
937 1.3 lukem double treasuretype; /* monster's treasure type */
938 1.3 lukem double gold = 0.0; /* gold awarded */
939 1.3 lukem double gems = 0.0; /* gems awarded */
940 1.3 lukem double dtemp; /* for temporary calculations */
941 1.3 lukem
942 1.3 lukem whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
943 1.3 lukem treasuretype = (double) Curmonster.m_treasuretype;
944 1.3 lukem
945 1.3 lukem move(4, 0);
946 1.3 lukem clrtobot();
947 1.3 lukem move(6, 0);
948 1.1 jtc
949 1.3 lukem if (drandom() > 0.65)
950 1.3 lukem /* gold and gems */
951 1.1 jtc {
952 1.3 lukem if (Curmonster.m_treasuretype > 7)
953 1.3 lukem /* gems */
954 1.3 lukem {
955 1.3 lukem gems = ROLL(1.0, (treasuretype - 7.0)
956 1.3 lukem * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
957 1.3 lukem printw("You have discovered %.0f gems!", gems);
958 1.3 lukem } else
959 1.3 lukem /* gold */
960 1.1 jtc {
961 1.3 lukem gold = ROLL(treasuretype * 10.0, treasuretype
962 1.3 lukem * treasuretype * 10.0 * (Circle - 1.0));
963 1.3 lukem printw("You have found %.0f gold pieces.", gold);
964 1.1 jtc }
965 1.1 jtc
966 1.3 lukem addstr(" Do you want to pick them up ? ");
967 1.3 lukem ch = getanswer("NY", FALSE);
968 1.3 lukem addstr("\n\n");
969 1.3 lukem
970 1.4 veego if (ch == 'Y') {
971 1.3 lukem if (drandom() < treasuretype / 35.0 + 0.04)
972 1.3 lukem /* cursed */
973 1.3 lukem {
974 1.3 lukem addstr("They were cursed!\n");
975 1.3 lukem cursedtreasure();
976 1.3 lukem } else
977 1.3 lukem collecttaxes(gold, gems);
978 1.4 veego }
979 1.1 jtc
980 1.1 jtc return;
981 1.3 lukem } else
982 1.3 lukem /* other treasures */
983 1.3 lukem {
984 1.3 lukem addstr("You have found some treasure. Do you want to inspect it ? ");
985 1.3 lukem ch = getanswer("NY", FALSE);
986 1.3 lukem addstr("\n\n");
987 1.1 jtc
988 1.3 lukem if (ch != 'Y')
989 1.3 lukem return;
990 1.3 lukem else
991 1.3 lukem if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
992 1.3 lukem addstr("It was cursed!\n");
993 1.3 lukem cursedtreasure();
994 1.3 lukem return;
995 1.3 lukem } else
996 1.3 lukem switch (Curmonster.m_treasuretype) {
997 1.3 lukem case 1: /* treasure type 1 */
998 1.3 lukem switch (whichtreasure) {
999 1.3 lukem case 1:
1000 1.3 lukem addstr("You've discovered a power booster!\n");
1001 1.3 lukem Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
1002 1.3 lukem break;
1003 1.3 lukem
1004 1.3 lukem case 2:
1005 1.3 lukem addstr("You have encountered a druid.\n");
1006 1.3 lukem Player.p_experience +=
1007 1.3 lukem ROLL(0.0, 2000.0 + Circle * 400.0);
1008 1.3 lukem break;
1009 1.3 lukem
1010 1.3 lukem case 3:
1011 1.3 lukem addstr("You have found a holy orb.\n");
1012 1.3 lukem Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
1013 1.3 lukem break;
1014 1.3 lukem }
1015 1.3 lukem break;
1016 1.3 lukem /* end treasure type 1 */
1017 1.1 jtc
1018 1.3 lukem case 2: /* treasure type 2 */
1019 1.3 lukem switch (whichtreasure) {
1020 1.3 lukem case 1:
1021 1.3 lukem addstr("You have found an amulet.\n");
1022 1.3 lukem ++Player.p_amulets;
1023 1.3 lukem break;
1024 1.3 lukem
1025 1.3 lukem case 2:
1026 1.3 lukem addstr("You've found some holy water!\n");
1027 1.3 lukem ++Player.p_holywater;
1028 1.3 lukem break;
1029 1.3 lukem
1030 1.3 lukem case 3:
1031 1.3 lukem addstr("You've met a hermit!\n");
1032 1.3 lukem Player.p_sin *= 0.75;
1033 1.3 lukem Player.p_mana += 12.0 * Circle;
1034 1.3 lukem break;
1035 1.3 lukem }
1036 1.3 lukem break;
1037 1.3 lukem /* end treasure type 2 */
1038 1.1 jtc
1039 1.3 lukem case 3: /* treasure type 3 */
1040 1.3 lukem switch (whichtreasure) {
1041 1.3 lukem case 1:
1042 1.3 lukem dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1043 1.3 lukem printw("You've found a +%.0f shield!\n", dtemp);
1044 1.3 lukem if (dtemp >= Player.p_shield)
1045 1.3 lukem Player.p_shield = dtemp;
1046 1.3 lukem else
1047 1.3 lukem SOMEBETTER();
1048 1.3 lukem break;
1049 1.3 lukem
1050 1.3 lukem case 2:
1051 1.3 lukem addstr("You have rescued a virgin. Will you be honorable ? ");
1052 1.3 lukem ch = getanswer("NY", FALSE);
1053 1.3 lukem addstr("\n\n");
1054 1.3 lukem if (ch == 'Y')
1055 1.3 lukem Player.p_virgin = TRUE;
1056 1.3 lukem else {
1057 1.3 lukem Player.p_experience += 2000.0 * Circle;
1058 1.3 lukem ++Player.p_sin;
1059 1.3 lukem }
1060 1.3 lukem break;
1061 1.3 lukem
1062 1.3 lukem case 3:
1063 1.3 lukem addstr("You've discovered some athelas!\n");
1064 1.3 lukem --Player.p_poison;
1065 1.3 lukem break;
1066 1.3 lukem }
1067 1.3 lukem break;
1068 1.3 lukem /* end treasure type 3 */
1069 1.1 jtc
1070 1.3 lukem case 4: /* treasure type 4 */
1071 1.3 lukem addstr("You've found a scroll. Will you read it ? ");
1072 1.3 lukem ch = getanswer("NY", FALSE);
1073 1.3 lukem addstr("\n\n");
1074 1.3 lukem
1075 1.3 lukem if (ch == 'Y')
1076 1.3 lukem switch ((int) ROLL(1, 6)) {
1077 1.3 lukem case 1:
1078 1.3 lukem addstr("It throws up a shield for you next monster.\n");
1079 1.3 lukem getyx(stdscr, whichtreasure, ch);
1080 1.3 lukem more(whichtreasure);
1081 1.3 lukem Shield =
1082 1.3 lukem (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1083 1.3 lukem Whichmonster = pickmonster();
1084 1.3 lukem longjmp(Fightenv, 0);
1085 1.3 lukem /* NOTREACHED */
1086 1.3 lukem
1087 1.3 lukem case 2:
1088 1.3 lukem addstr("It makes you invisible for you next monster.\n");
1089 1.3 lukem getyx(stdscr, whichtreasure, ch);
1090 1.3 lukem more(whichtreasure);
1091 1.3 lukem Player.p_speed = 1e6;
1092 1.3 lukem Whichmonster = pickmonster();
1093 1.3 lukem longjmp(Fightenv, 0);
1094 1.3 lukem /* NOTREACHED */
1095 1.3 lukem
1096 1.3 lukem case 3:
1097 1.3 lukem addstr("It increases your strength ten fold to fight your next monster.\n");
1098 1.3 lukem getyx(stdscr, whichtreasure, ch);
1099 1.3 lukem more(whichtreasure);
1100 1.3 lukem Player.p_might *= 10.0;
1101 1.3 lukem Whichmonster = pickmonster();
1102 1.3 lukem longjmp(Fightenv, 0);
1103 1.3 lukem /* NOTREACHED */
1104 1.3 lukem
1105 1.3 lukem case 4:
1106 1.3 lukem addstr("It is a general knowledge scroll.\n");
1107 1.3 lukem Player.p_brains += ROLL(2.0, Circle);
1108 1.3 lukem Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1109 1.3 lukem break;
1110 1.3 lukem
1111 1.3 lukem case 5:
1112 1.3 lukem addstr("It tells you how to pick your next monster.\n");
1113 1.3 lukem addstr("Which monster do you want [0-99] ? ");
1114 1.3 lukem Whichmonster = (int) infloat();
1115 1.3 lukem Whichmonster = MIN(99, MAX(0, Whichmonster));
1116 1.3 lukem longjmp(Fightenv, 0);
1117 1.3 lukem
1118 1.3 lukem case 6:
1119 1.3 lukem addstr("It was cursed!\n");
1120 1.3 lukem cursedtreasure();
1121 1.3 lukem break;
1122 1.3 lukem }
1123 1.3 lukem break;
1124 1.3 lukem /* end treasure type 4 */
1125 1.1 jtc
1126 1.3 lukem case 5: /* treasure type 5 */
1127 1.3 lukem switch (whichtreasure) {
1128 1.3 lukem case 1:
1129 1.3 lukem dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1130 1.3 lukem printw("You've discovered a +%.0f dagger.\n", dtemp);
1131 1.3 lukem if (dtemp >= Player.p_sword)
1132 1.3 lukem Player.p_sword = dtemp;
1133 1.3 lukem else
1134 1.3 lukem SOMEBETTER();
1135 1.3 lukem break;
1136 1.3 lukem
1137 1.3 lukem case 2:
1138 1.3 lukem dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1139 1.3 lukem printw("You have found some +%.0f armour!\n", dtemp);
1140 1.3 lukem if (dtemp >= Player.p_shield)
1141 1.3 lukem Player.p_shield = dtemp;
1142 1.3 lukem else
1143 1.3 lukem SOMEBETTER();
1144 1.3 lukem break;
1145 1.3 lukem
1146 1.3 lukem case 3:
1147 1.3 lukem addstr("You've found a tablet.\n");
1148 1.3 lukem Player.p_brains += 4.5 * Circle;
1149 1.3 lukem break;
1150 1.3 lukem }
1151 1.3 lukem break;
1152 1.3 lukem /* end treasure type 5 */
1153 1.1 jtc
1154 1.3 lukem case 6: /* treasure type 6 */
1155 1.3 lukem switch (whichtreasure) {
1156 1.3 lukem case 1:
1157 1.3 lukem addstr("You've found a priest.\n");
1158 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
1159 1.3 lukem Player.p_sin /= 2.0;
1160 1.3 lukem Player.p_mana += 24.0 * Circle;
1161 1.3 lukem Player.p_brains += Circle;
1162 1.3 lukem break;
1163 1.3 lukem
1164 1.3 lukem case 2:
1165 1.3 lukem addstr("You have come upon Robin Hood!\n");
1166 1.3 lukem Player.p_shield += Circle * 2.0;
1167 1.3 lukem Player.p_strength += Circle / 2.5 + 1.0;
1168 1.3 lukem break;
1169 1.3 lukem
1170 1.3 lukem case 3:
1171 1.3 lukem dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1172 1.3 lukem printw("You have found a +%.0f axe!\n", dtemp);
1173 1.3 lukem if (dtemp >= Player.p_sword)
1174 1.3 lukem Player.p_sword = dtemp;
1175 1.3 lukem else
1176 1.3 lukem SOMEBETTER();
1177 1.3 lukem break;
1178 1.3 lukem }
1179 1.3 lukem break;
1180 1.3 lukem /* end treasure type 6 */
1181 1.1 jtc
1182 1.3 lukem case 7: /* treasure type 7 */
1183 1.3 lukem switch (whichtreasure) {
1184 1.3 lukem case 1:
1185 1.3 lukem addstr("You've discovered a charm!\n");
1186 1.3 lukem ++Player.p_charms;
1187 1.3 lukem break;
1188 1.3 lukem
1189 1.3 lukem case 2:
1190 1.3 lukem addstr("You have encountered Merlyn!\n");
1191 1.3 lukem Player.p_brains += Circle + 5.0;
1192 1.3 lukem Player.p_magiclvl += Circle / 3.0 + 5.0;
1193 1.3 lukem Player.p_mana += Circle * 10.0;
1194 1.3 lukem break;
1195 1.3 lukem
1196 1.3 lukem case 3:
1197 1.3 lukem dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1198 1.3 lukem printw("You have found a +%.0f war hammer!\n", dtemp);
1199 1.3 lukem if (dtemp >= Player.p_sword)
1200 1.3 lukem Player.p_sword = dtemp;
1201 1.3 lukem else
1202 1.3 lukem SOMEBETTER();
1203 1.3 lukem break;
1204 1.3 lukem }
1205 1.3 lukem break;
1206 1.3 lukem /* end treasure type 7 */
1207 1.1 jtc
1208 1.3 lukem case 8: /* treasure type 8 */
1209 1.3 lukem switch (whichtreasure) {
1210 1.3 lukem case 1:
1211 1.3 lukem addstr("You have found a healing potion.\n");
1212 1.3 lukem Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1213 1.3 lukem break;
1214 1.3 lukem
1215 1.3 lukem case 2:
1216 1.3 lukem addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1217 1.3 lukem ch = getanswer("NY", FALSE);
1218 1.3 lukem addstr("\n\n");
1219 1.3 lukem if (ch == 'Y') {
1220 1.3 lukem double x, y;
1221 1.3 lukem
1222 1.3 lukem addstr("X Y Coordinates ? ");
1223 1.3 lukem getstring(Databuf, SZ_DATABUF);
1224 1.3 lukem sscanf(Databuf, "%lf %lf", &x, &y);
1225 1.3 lukem altercoordinates(x, y, A_FORCED);
1226 1.3 lukem }
1227 1.3 lukem break;
1228 1.3 lukem
1229 1.3 lukem case 3:
1230 1.3 lukem dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1231 1.3 lukem printw("You've found a +%.0f sword!\n", dtemp);
1232 1.3 lukem if (dtemp >= Player.p_sword)
1233 1.3 lukem Player.p_sword = dtemp;
1234 1.3 lukem else
1235 1.3 lukem SOMEBETTER();
1236 1.3 lukem break;
1237 1.3 lukem }
1238 1.3 lukem break;
1239 1.3 lukem /* end treasure type 8 */
1240 1.1 jtc
1241 1.3 lukem case 10:
1242 1.3 lukem case 11:
1243 1.3 lukem case 12:
1244 1.3 lukem case 13: /* treasure types 10 - 13 */
1245 1.3 lukem if (drandom() < 0.33) {
1246 1.3 lukem if (Curmonster.m_treasuretype == 10) {
1247 1.3 lukem addstr("You've found a pair of elven boots!\n");
1248 1.3 lukem Player.p_quickness += 2.0;
1249 1.3 lukem break;
1250 1.3 lukem } else
1251 1.3 lukem if (Curmonster.m_treasuretype == 11
1252 1.3 lukem && !Player.p_palantir) {
1253 1.3 lukem addstr("You've acquired Saruman's palantir.\n");
1254 1.3 lukem Player.p_palantir = TRUE;
1255 1.3 lukem break;
1256 1.3 lukem } else
1257 1.3 lukem if (Player.p_ring.ring_type == R_NONE
1258 1.3 lukem && Player.p_specialtype < SC_COUNCIL
1259 1.3 lukem && (Curmonster.m_treasuretype == 12
1260 1.3 lukem || Curmonster.m_treasuretype == 13))
1261 1.3 lukem /* roll
1262 1.3 lukem * up
1263 1.3 lukem * a
1264 1.3 lukem * ring
1265 1.3 lukem * */
1266 1.3 lukem {
1267 1.3 lukem if (drandom() < 0.8)
1268 1.3 lukem /* r
1269 1.3 lukem * e
1270 1.3 lukem * g
1271 1.3 lukem * u
1272 1.3 lukem * l
1273 1.3 lukem * a
1274 1.3 lukem * r
1275 1.3 lukem *
1276 1.3 lukem * ri
1277 1.3 lukem * n
1278 1.3 lukem * g
1279 1.3 lukem * s
1280 1.3 lukem * */
1281 1.3 lukem {
1282 1.3 lukem if (Curmonster.m_treasuretype == 12) {
1283 1.3 lukem whichtreasure = R_NAZREG;
1284 1.3 lukem temp = 35;
1285 1.3 lukem } else {
1286 1.3 lukem whichtreasure = R_DLREG;
1287 1.3 lukem temp = 0;
1288 1.3 lukem }
1289 1.3 lukem } else
1290 1.3 lukem /* b
1291 1.3 lukem * a
1292 1.3 lukem * d
1293 1.3 lukem *
1294 1.3 lukem * ri
1295 1.3 lukem * n
1296 1.3 lukem * g
1297 1.3 lukem * s
1298 1.3 lukem * */
1299 1.3 lukem {
1300 1.3 lukem whichtreasure = R_BAD;
1301 1.3 lukem temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1302 1.3 lukem }
1303 1.3 lukem
1304 1.3 lukem addstr("You've discovered a ring. Will you pick it up ? ");
1305 1.3 lukem ch = getanswer("NY", FALSE);
1306 1.3 lukem addstr("\n\n");
1307 1.3 lukem
1308 1.3 lukem if (ch == 'Y') {
1309 1.3 lukem Player.p_ring.ring_type = whichtreasure;
1310 1.3 lukem Player.p_ring.ring_duration = temp;
1311 1.3 lukem }
1312 1.3 lukem break;
1313 1.3 lukem }
1314 1.1 jtc }
1315 1.3 lukem /* end treasure types 10 - 13 */
1316 1.3 lukem /* fall through to treasure type 9 if
1317 1.3 lukem * no treasure from above */
1318 1.3 lukem
1319 1.14 mrg /* FALLTHROUGH */
1320 1.3 lukem case 9: /* treasure type 9 */
1321 1.3 lukem switch (whichtreasure) {
1322 1.3 lukem case 1:
1323 1.3 lukem if (Player.p_level <= 1000.0
1324 1.3 lukem && Player.p_crowns <= 3
1325 1.3 lukem && Player.p_level >= 10.0) {
1326 1.3 lukem addstr("You have found a golden crown!\n");
1327 1.3 lukem ++Player.p_crowns;
1328 1.3 lukem break;
1329 1.3 lukem }
1330 1.3 lukem
1331 1.14 mrg /* FALLTHROUGH */
1332 1.3 lukem case 2:
1333 1.3 lukem addstr("You've been blessed!\n");
1334 1.3 lukem Player.p_blessing = TRUE;
1335 1.3 lukem Player.p_sin /= 3.0;
1336 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
1337 1.3 lukem Player.p_mana += 100.0 * Circle;
1338 1.3 lukem break;
1339 1.3 lukem
1340 1.3 lukem case 3:
1341 1.3 lukem dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1342 1.3 lukem dtemp = MIN(dtemp, 99.0);
1343 1.3 lukem printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1344 1.3 lukem if (dtemp >= Player.p_quksilver)
1345 1.3 lukem Player.p_quksilver = dtemp;
1346 1.3 lukem else
1347 1.3 lukem SOMEBETTER();
1348 1.3 lukem break;
1349 1.1 jtc }
1350 1.1 jtc break;
1351 1.3 lukem /* end treasure type 9 */
1352 1.1 jtc }
1353 1.1 jtc }
1354 1.1 jtc }
1355 1.1 jtc
1356 1.12 dholland static void
1357 1.11 dholland cursedtreasure(void)
1358 1.1 jtc {
1359 1.3 lukem if (Player.p_charms > 0) {
1360 1.3 lukem addstr("But your charm saved you!\n");
1361 1.3 lukem --Player.p_charms;
1362 1.3 lukem } else
1363 1.3 lukem if (Player.p_amulets > 0) {
1364 1.3 lukem addstr("But your amulet saved you!\n");
1365 1.3 lukem --Player.p_amulets;
1366 1.3 lukem } else {
1367 1.3 lukem Player.p_energy =
1368 1.3 lukem (Player.p_maxenergy + Player.p_shield) / 10.0;
1369 1.3 lukem Player.p_poison += 0.25;
1370 1.3 lukem }
1371 1.1 jtc }
1372 1.1 jtc
1373 1.12 dholland static void
1374 1.11 dholland scramblestats(void)
1375 1.1 jtc {
1376 1.3 lukem double dbuf[6]; /* to put statistic in */
1377 1.3 lukem double dtemp1, dtemp2; /* for swapping values */
1378 1.3 lukem int first, second; /* indices for swapping */
1379 1.3 lukem double *dptr; /* pointer for filling and emptying buf[] */
1380 1.3 lukem
1381 1.3 lukem /* fill buffer */
1382 1.3 lukem dptr = &dbuf[0];
1383 1.3 lukem *dptr++ = Player.p_strength;
1384 1.3 lukem *dptr++ = Player.p_mana;
1385 1.3 lukem *dptr++ = Player.p_brains;
1386 1.3 lukem *dptr++ = Player.p_magiclvl;
1387 1.3 lukem *dptr++ = Player.p_energy;
1388 1.3 lukem *dptr = Player.p_sin;
1389 1.3 lukem
1390 1.3 lukem /* pick values to swap */
1391 1.3 lukem first = (int) ROLL(0, 5);
1392 1.3 lukem second = (int) ROLL(0, 5);
1393 1.3 lukem
1394 1.3 lukem /* swap values */
1395 1.3 lukem dptr = &dbuf[0];
1396 1.3 lukem dtemp1 = dptr[first];
1397 1.3 lukem /* this expression is split to prevent a compiler loop on some
1398 1.3 lukem * compilers */
1399 1.3 lukem dtemp2 = dptr[second];
1400 1.3 lukem dptr[first] = dtemp2;
1401 1.3 lukem dptr[second] = dtemp1;
1402 1.3 lukem
1403 1.3 lukem /* empty buffer */
1404 1.3 lukem Player.p_strength = *dptr++;
1405 1.3 lukem Player.p_mana = *dptr++;
1406 1.3 lukem Player.p_brains = *dptr++;
1407 1.3 lukem Player.p_magiclvl = *dptr++;
1408 1.3 lukem Player.p_energy = *dptr++;
1409 1.3 lukem Player.p_sin = *dptr;
1410 1.1 jtc }
1411