fight.c revision 1.4 1 1.4 veego /* $NetBSD: fight.c,v 1.4 1998/08/30 09:19:39 veego 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 1.1 jtc
9 1.3 lukem void
10 1.1 jtc encounter(particular)
11 1.3 lukem int particular;
12 1.1 jtc {
13 1.3 lukem bool firsthit = Player.p_blessing; /* set if player gets the
14 1.3 lukem * first hit */
15 1.3 lukem int flockcnt = 1; /* how many time flocked */
16 1.3 lukem
17 1.3 lukem /* let others know what we are doing */
18 1.3 lukem Player.p_status = S_MONSTER;
19 1.3 lukem writerecord(&Player, Fileloc);
20 1.1 jtc
21 1.3 lukem #if __GNUC__
22 1.3 lukem (void)&firsthit; /* XXX shut up gcc */
23 1.3 lukem #endif
24 1.1 jtc
25 1.1 jtc #ifdef SYS5
26 1.3 lukem flushinp();
27 1.1 jtc #endif
28 1.1 jtc
29 1.3 lukem Shield = 0.0; /* no shield up yet */
30 1.1 jtc
31 1.3 lukem if (particular >= 0)
32 1.3 lukem /* monster is specified */
33 1.3 lukem Whichmonster = particular;
34 1.3 lukem else
35 1.3 lukem /* pick random monster */
36 1.3 lukem Whichmonster = pickmonster();
37 1.1 jtc
38 1.3 lukem setjmp(Fightenv); /* this is to enable changing fight state */
39 1.1 jtc
40 1.3 lukem move(6, 0);
41 1.3 lukem clrtobot(); /* clear bottom area of screen */
42 1.1 jtc
43 1.3 lukem Lines = 9;
44 1.3 lukem callmonster(Whichmonster); /* set up monster to fight */
45 1.1 jtc
46 1.3 lukem Luckout = FALSE; /* haven't tried to luckout yet */
47 1.1 jtc
48 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
49 1.3 lukem mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
50 1.3 lukem Enemyname);
51 1.1 jtc
52 1.3 lukem if (Curmonster.m_type == SM_UNICORN) {
53 1.3 lukem if (Player.p_virgin) {
54 1.3 lukem printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
55 1.3 lukem Player.p_virgin = FALSE;
56 1.3 lukem } else {
57 1.3 lukem printw("You just saw %s running away!\n", Enemyname);
58 1.3 lukem Curmonster.m_experience = 0.0;
59 1.3 lukem Curmonster.m_treasuretype = 0;
60 1.3 lukem }
61 1.3 lukem } else
62 1.3 lukem /* not a special monster */
63 1.3 lukem for (;;)
64 1.3 lukem /* print header, and arbitrate between player and
65 1.3 lukem * monster */
66 1.1 jtc {
67 1.3 lukem mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
68 1.3 lukem Enemyname, Curmonster.m_experience, Circle);
69 1.3 lukem
70 1.3 lukem displaystats();
71 1.3 lukem mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
72 1.3 lukem readmessage();
73 1.3 lukem
74 1.3 lukem if (Curmonster.m_type == SM_DARKLORD
75 1.3 lukem && Player.p_blessing
76 1.3 lukem && Player.p_charms > 0)
77 1.3 lukem /* overpower Dark Lord with blessing and charm */
78 1.3 lukem {
79 1.3 lukem mvprintw(7, 0, "You just overpowered %s!", Enemyname);
80 1.3 lukem Lines = 8;
81 1.3 lukem Player.p_blessing = FALSE;
82 1.3 lukem --Player.p_charms;
83 1.3 lukem break;
84 1.3 lukem }
85 1.3 lukem /* allow paralyzed monster to wake up */
86 1.3 lukem Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
87 1.3 lukem
88 1.3 lukem if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
89 1.3 lukem /* monster is faster */
90 1.3 lukem && Curmonster.m_type != SM_DARKLORD
91 1.3 lukem /* not D. L. */
92 1.3 lukem && Curmonster.m_type != SM_SHRIEKER
93 1.3 lukem /* not mimic */
94 1.3 lukem && !firsthit)
95 1.3 lukem /* monster gets a hit */
96 1.3 lukem monsthits();
97 1.3 lukem else
98 1.3 lukem /* player gets a hit */
99 1.3 lukem {
100 1.3 lukem firsthit = FALSE;
101 1.3 lukem playerhits();
102 1.3 lukem }
103 1.1 jtc
104 1.3 lukem refresh();
105 1.1 jtc
106 1.3 lukem if (Lines > LINES - 2)
107 1.3 lukem /* near bottom of screen - pause */
108 1.3 lukem {
109 1.3 lukem more(Lines);
110 1.3 lukem move(Lines = 8, 0);
111 1.3 lukem clrtobot();
112 1.3 lukem }
113 1.3 lukem if (Player.p_energy <= 0.0)
114 1.3 lukem /* player died */
115 1.3 lukem {
116 1.3 lukem more(Lines);
117 1.3 lukem death(Enemyname);
118 1.3 lukem cancelmonster();
119 1.3 lukem break; /* fight ends if the player is saved
120 1.3 lukem * from death */
121 1.3 lukem }
122 1.3 lukem if (Curmonster.m_energy <= 0.0)
123 1.3 lukem /* monster died */
124 1.3 lukem break;
125 1.1 jtc }
126 1.1 jtc
127 1.3 lukem /* give player credit for killing monster */
128 1.3 lukem Player.p_experience += Curmonster.m_experience;
129 1.1 jtc
130 1.3 lukem if (drandom() < Curmonster.m_flock / 100.0)
131 1.3 lukem /* monster flocks */
132 1.3 lukem {
133 1.1 jtc more(Lines);
134 1.3 lukem ++flockcnt;
135 1.3 lukem longjmp(Fightenv, 0);
136 1.3 lukem /* NOTREACHED */
137 1.3 lukem } else
138 1.3 lukem if (Circle > 1.0
139 1.3 lukem && Curmonster.m_treasuretype > 0
140 1.3 lukem && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
141 1.3 lukem /* monster has treasure; this takes # of flocks and
142 1.3 lukem * size into account */
143 1.1 jtc {
144 1.3 lukem more(Lines);
145 1.3 lukem awardtreasure();
146 1.1 jtc }
147 1.3 lukem /* pause before returning */
148 1.3 lukem getyx(stdscr, Lines, flockcnt);
149 1.3 lukem more(Lines + 1);
150 1.3 lukem
151 1.3 lukem Player.p_ring.ring_inuse = FALSE; /* not using ring */
152 1.3 lukem
153 1.3 lukem /* clean up the screen */
154 1.3 lukem move(4, 0);
155 1.3 lukem clrtobot();
156 1.3 lukem }
157 1.1 jtc
158 1.3 lukem int
159 1.3 lukem pickmonster()
160 1.3 lukem {
161 1.3 lukem if (Player.p_specialtype == SC_VALAR)
162 1.3 lukem /* even chance of any monster */
163 1.3 lukem return ((int) ROLL(0.0, 100.0));
164 1.3 lukem
165 1.3 lukem if (Marsh)
166 1.3 lukem /* water monsters */
167 1.3 lukem return ((int) ROLL(0.0, 15.0));
168 1.1 jtc
169 1.3 lukem else
170 1.3 lukem if (Circle > 24)
171 1.3 lukem /* even chance of all non-water monsters */
172 1.3 lukem return ((int) ROLL(14.0, 86.0));
173 1.1 jtc
174 1.3 lukem else
175 1.3 lukem if (Circle > 15)
176 1.3 lukem /* chance of all non-water monsters, weighted
177 1.3 lukem * toward middle */
178 1.3 lukem return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
179 1.1 jtc
180 1.3 lukem else
181 1.3 lukem if (Circle > 8)
182 1.3 lukem /* not all non-water monsters,
183 1.3 lukem * weighted toward middle */
184 1.3 lukem return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
185 1.1 jtc
186 1.3 lukem else
187 1.3 lukem if (Circle > 3)
188 1.3 lukem /* even chance of some tamer
189 1.3 lukem * non-water monsters */
190 1.3 lukem return ((int) ROLL(14.0, 50.0));
191 1.3 lukem
192 1.3 lukem else
193 1.3 lukem /* even chance of some of the
194 1.3 lukem * tamest non-water monsters */
195 1.3 lukem return ((int) ROLL(14.0, 25.0));
196 1.1 jtc }
197 1.1 jtc
198 1.3 lukem void
199 1.1 jtc playerhits()
200 1.1 jtc {
201 1.3 lukem double inflict; /* damage inflicted */
202 1.3 lukem int ch; /* input */
203 1.1 jtc
204 1.3 lukem mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
205 1.3 lukem
206 1.4 veego if (!Luckout) {
207 1.3 lukem /* haven't tried to luckout yet */
208 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
209 1.3 lukem /* cannot luckout against Morgoth */
210 1.3 lukem addstr("6:Ally ");
211 1.3 lukem else
212 1.3 lukem addstr("6:Luckout ");
213 1.4 veego }
214 1.1 jtc
215 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
216 1.3 lukem /* player has a ring */
217 1.3 lukem addstr("7:Use Ring ");
218 1.1 jtc else
219 1.3 lukem clrtoeol();
220 1.3 lukem
221 1.3 lukem ch = inputoption();
222 1.1 jtc
223 1.3 lukem move(8, 0);
224 1.3 lukem clrtobot(); /* clear any messages from before */
225 1.3 lukem Lines = 9;
226 1.3 lukem mvaddstr(4, 0, "\n\n"); /* clear status area */
227 1.1 jtc
228 1.3 lukem switch (ch) {
229 1.1 jtc case 'T': /* timeout; lose turn */
230 1.3 lukem break;
231 1.1 jtc
232 1.1 jtc case ' ':
233 1.1 jtc case '1': /* melee */
234 1.3 lukem /* melee affects monster's energy and strength */
235 1.3 lukem inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
236 1.3 lukem + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
237 1.3 lukem
238 1.3 lukem Curmonster.m_melee += inflict;
239 1.3 lukem Curmonster.m_strength = Curmonster.m_o_strength
240 1.3 lukem - Curmonster.m_melee / Curmonster.m_o_energy
241 1.3 lukem * Curmonster.m_o_strength / 4.0;
242 1.3 lukem hitmonster(inflict);
243 1.3 lukem break;
244 1.1 jtc
245 1.1 jtc case '2': /* skirmish */
246 1.3 lukem /* skirmish affects monter's energy and speed */
247 1.3 lukem inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
248 1.3 lukem + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
249 1.3 lukem
250 1.3 lukem Curmonster.m_skirmish += inflict;
251 1.3 lukem Curmonster.m_maxspeed = Curmonster.m_o_speed
252 1.3 lukem - Curmonster.m_skirmish / Curmonster.m_o_energy
253 1.3 lukem * Curmonster.m_o_speed / 4.0;
254 1.3 lukem hitmonster(inflict);
255 1.3 lukem break;
256 1.1 jtc
257 1.1 jtc case '3': /* evade */
258 1.3 lukem /* use brains and speed to try to evade */
259 1.3 lukem if ((Curmonster.m_type == SM_DARKLORD
260 1.3 lukem || Curmonster.m_type == SM_SHRIEKER
261 1.1 jtc /* can always run from D. L. and shrieker */
262 1.3 lukem || drandom() * Player.p_speed * Player.p_brains
263 1.3 lukem > drandom() * Curmonster.m_speed * Curmonster.m_brains)
264 1.3 lukem && (Curmonster.m_type != SM_MIMIC))
265 1.3 lukem /* cannot run from mimic */
266 1.1 jtc {
267 1.3 lukem mvaddstr(Lines++, 0, "You got away!");
268 1.3 lukem cancelmonster();
269 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
270 1.3 lukem } else
271 1.3 lukem mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
272 1.1 jtc
273 1.3 lukem break;
274 1.1 jtc
275 1.1 jtc case 'M':
276 1.1 jtc case '4': /* magic spell */
277 1.3 lukem throwspell();
278 1.3 lukem break;
279 1.1 jtc
280 1.1 jtc case '5': /* nick */
281 1.3 lukem /* hit 1 plus sword; give some experience */
282 1.3 lukem inflict = 1.0 + Player.p_sword;
283 1.3 lukem Player.p_experience += floor(Curmonster.m_experience / 10.0);
284 1.3 lukem Curmonster.m_experience *= 0.92;
285 1.3 lukem /* monster gets meaner */
286 1.3 lukem Curmonster.m_maxspeed += 2.0;
287 1.3 lukem Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
288 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
289 1.3 lukem /* Dark Lord; doesn't like to be nicked */
290 1.1 jtc {
291 1.3 lukem mvprintw(Lines++, 0,
292 1.3 lukem "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
293 1.3 lukem Player.p_quickness /= 2.0;
294 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
295 1.3 lukem cancelmonster();
296 1.3 lukem } else
297 1.3 lukem hitmonster(inflict);
298 1.3 lukem break;
299 1.1 jtc
300 1.1 jtc case 'B':
301 1.3 lukem case '6': /* luckout */
302 1.3 lukem if (Luckout)
303 1.3 lukem mvaddstr(Lines++, 0, "You already tried that.");
304 1.3 lukem else {
305 1.3 lukem Luckout = TRUE;
306 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
307 1.3 lukem /* Morgoth; ally */
308 1.1 jtc {
309 1.3 lukem if (drandom() < Player.p_sin / 100.0) {
310 1.3 lukem mvprintw(Lines++, 0, "%s accepted!", Enemyname);
311 1.3 lukem cancelmonster();
312 1.3 lukem } else
313 1.3 lukem mvaddstr(Lines++, 0, "Nope, he's not interested.");
314 1.3 lukem } else
315 1.3 lukem /* normal monster; use brains for success */
316 1.1 jtc {
317 1.3 lukem if ((drandom() + 0.333) * Player.p_brains
318 1.3 lukem < (drandom() + 0.333) * Curmonster.m_brains)
319 1.3 lukem mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
320 1.3 lukem else {
321 1.3 lukem mvaddstr(Lines++, 0, "You made it!");
322 1.3 lukem Curmonster.m_energy = 0.0;
323 1.3 lukem }
324 1.1 jtc }
325 1.1 jtc }
326 1.3 lukem break;
327 1.1 jtc
328 1.1 jtc case '7': /* use ring */
329 1.3 lukem if (Player.p_ring.ring_type != R_NONE) {
330 1.3 lukem mvaddstr(Lines++, 0, "Now using ring.");
331 1.3 lukem Player.p_ring.ring_inuse = TRUE;
332 1.3 lukem if (Player.p_ring.ring_type != R_DLREG)
333 1.3 lukem /* age ring */
334 1.3 lukem --Player.p_ring.ring_duration;
335 1.1 jtc }
336 1.3 lukem break;
337 1.1 jtc }
338 1.1 jtc
339 1.1 jtc }
340 1.1 jtc
341 1.3 lukem void
342 1.1 jtc monsthits()
343 1.1 jtc {
344 1.3 lukem double inflict; /* damage inflicted */
345 1.3 lukem int ch; /* input */
346 1.1 jtc
347 1.3 lukem switch (Curmonster.m_type)
348 1.3 lukem /* may be a special monster */
349 1.1 jtc {
350 1.1 jtc case SM_DARKLORD:
351 1.3 lukem /* hits just enough to kill player */
352 1.3 lukem inflict = (Player.p_energy + Shield) * 1.02;
353 1.3 lukem goto SPECIALHIT;
354 1.1 jtc
355 1.1 jtc case SM_SHRIEKER:
356 1.3 lukem /* call a big monster */
357 1.3 lukem mvaddstr(Lines++, 0,
358 1.3 lukem "Shrieeeek!! You scared it, and it called one of its friends.");
359 1.3 lukem more(Lines);
360 1.3 lukem Whichmonster = (int) ROLL(70.0, 30.0);
361 1.3 lukem longjmp(Fightenv, 0);
362 1.3 lukem /* NOTREACHED */
363 1.1 jtc
364 1.1 jtc case SM_BALROG:
365 1.3 lukem /* take experience away */
366 1.3 lukem inflict = ROLL(10.0, Curmonster.m_strength);
367 1.3 lukem inflict = MIN(Player.p_experience, inflict);
368 1.3 lukem mvprintw(Lines++, 0,
369 1.3 lukem "%s took away %.0f experience points.", Enemyname, inflict);
370 1.3 lukem Player.p_experience -= inflict;
371 1.3 lukem return;
372 1.1 jtc
373 1.1 jtc case SM_FAERIES:
374 1.3 lukem if (Player.p_holywater > 0)
375 1.3 lukem /* holy water kills when monster tries to hit */
376 1.1 jtc {
377 1.3 lukem mvprintw(Lines++, 0, "Your holy water killed it!");
378 1.3 lukem --Player.p_holywater;
379 1.3 lukem Curmonster.m_energy = 0.0;
380 1.3 lukem return;
381 1.1 jtc }
382 1.3 lukem break;
383 1.1 jtc
384 1.1 jtc case SM_NONE:
385 1.3 lukem /* normal hit */
386 1.3 lukem break;
387 1.1 jtc
388 1.1 jtc default:
389 1.3 lukem if (drandom() > 0.2)
390 1.3 lukem /* normal hit */
391 1.3 lukem break;
392 1.1 jtc
393 1.3 lukem /* else special things */
394 1.3 lukem switch (Curmonster.m_type) {
395 1.1 jtc case SM_LEANAN:
396 1.3 lukem /* takes some of the player's strength */
397 1.3 lukem inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
398 1.3 lukem inflict = MIN(Player.p_strength, inflict);
399 1.3 lukem mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
400 1.3 lukem Enemyname, inflict);
401 1.3 lukem Player.p_strength -= inflict;
402 1.3 lukem Player.p_might -= inflict;
403 1.3 lukem break;
404 1.1 jtc
405 1.1 jtc case SM_SARUMAN:
406 1.3 lukem if (Player.p_palantir)
407 1.3 lukem /* take away palantir */
408 1.1 jtc {
409 1.3 lukem mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
410 1.3 lukem Player.p_palantir = FALSE;
411 1.3 lukem } else
412 1.3 lukem if (drandom() > 0.5)
413 1.3 lukem /* gems turn to gold */
414 1.3 lukem {
415 1.3 lukem mvprintw(Lines++, 0,
416 1.3 lukem "%s transformed your gems into gold!", Enemyname);
417 1.3 lukem Player.p_gold += Player.p_gems;
418 1.3 lukem Player.p_gems = 0.0;
419 1.3 lukem } else
420 1.3 lukem /* scramble some stats */
421 1.3 lukem {
422 1.3 lukem mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
423 1.3 lukem scramblestats();
424 1.3 lukem }
425 1.3 lukem break;
426 1.1 jtc
427 1.1 jtc case SM_THAUMATURG:
428 1.3 lukem /* transport player */
429 1.3 lukem mvprintw(Lines++, 0, "%s transported you!", Enemyname);
430 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
431 1.3 lukem cancelmonster();
432 1.3 lukem break;
433 1.1 jtc
434 1.1 jtc case SM_VORTEX:
435 1.3 lukem /* suck up some mana */
436 1.3 lukem inflict = ROLL(0, 7.5 * Circle);
437 1.3 lukem inflict = MIN(Player.p_mana, floor(inflict));
438 1.3 lukem mvprintw(Lines++, 0,
439 1.3 lukem "%s sucked up %.0f of your mana!", Enemyname, inflict);
440 1.3 lukem Player.p_mana -= inflict;
441 1.3 lukem break;
442 1.1 jtc
443 1.1 jtc case SM_NAZGUL:
444 1.3 lukem /* try to take ring if player has one */
445 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
446 1.3 lukem /* player has a ring */
447 1.1 jtc {
448 1.3 lukem mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
449 1.3 lukem ch = getanswer("YN", FALSE);
450 1.3 lukem if (ch == 'Y')
451 1.3 lukem /* take ring away */
452 1.3 lukem {
453 1.3 lukem Player.p_ring.ring_type = R_NONE;
454 1.3 lukem Player.p_ring.ring_inuse = FALSE;
455 1.3 lukem cancelmonster();
456 1.3 lukem break;
457 1.3 lukem }
458 1.1 jtc }
459 1.3 lukem /* otherwise, take some brains */
460 1.3 lukem mvprintw(Lines++, 0,
461 1.3 lukem "%s neutralized 1/5 of your brain!", Enemyname);
462 1.3 lukem Player.p_brains *= 0.8;
463 1.3 lukem break;
464 1.1 jtc
465 1.1 jtc case SM_TIAMAT:
466 1.3 lukem /* take some gold and gems */
467 1.3 lukem mvprintw(Lines++, 0,
468 1.3 lukem "%s took half your gold and gems and flew off.", Enemyname);
469 1.3 lukem Player.p_gold /= 2.0;
470 1.3 lukem Player.p_gems /= 2.0;
471 1.3 lukem cancelmonster();
472 1.3 lukem break;
473 1.1 jtc
474 1.1 jtc case SM_KOBOLD:
475 1.3 lukem /* steal a gold piece and run */
476 1.3 lukem mvprintw(Lines++, 0,
477 1.3 lukem "%s stole one gold piece and ran away.", Enemyname);
478 1.3 lukem Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
479 1.3 lukem cancelmonster();
480 1.3 lukem break;
481 1.1 jtc
482 1.1 jtc case SM_SHELOB:
483 1.3 lukem /* bite and (medium) poison */
484 1.3 lukem mvprintw(Lines++, 0,
485 1.3 lukem "%s has bitten and poisoned you!", Enemyname);
486 1.3 lukem Player.p_poison -= 1.0;
487 1.3 lukem break;
488 1.1 jtc
489 1.1 jtc case SM_LAMPREY:
490 1.3 lukem /* bite and (small) poison */
491 1.3 lukem mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
492 1.3 lukem Player.p_poison += 0.25;
493 1.3 lukem break;
494 1.1 jtc
495 1.1 jtc case SM_BONNACON:
496 1.3 lukem /* fart and run */
497 1.3 lukem mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
498 1.3 lukem Player.p_energy /= 2.0; /* damage from fumes */
499 1.3 lukem cancelmonster();
500 1.3 lukem break;
501 1.1 jtc
502 1.1 jtc case SM_SMEAGOL:
503 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
504 1.3 lukem /* try to steal ring */
505 1.1 jtc {
506 1.3 lukem mvprintw(Lines++, 0,
507 1.3 lukem "%s tried to steal your ring, ", Enemyname);
508 1.3 lukem if (drandom() > 0.1)
509 1.3 lukem addstr("but was unsuccessful.");
510 1.3 lukem else {
511 1.3 lukem addstr("and ran away with it!");
512 1.3 lukem Player.p_ring.ring_type = R_NONE;
513 1.3 lukem cancelmonster();
514 1.3 lukem }
515 1.1 jtc }
516 1.3 lukem break;
517 1.1 jtc
518 1.1 jtc case SM_SUCCUBUS:
519 1.3 lukem /* inflict damage through shield */
520 1.3 lukem inflict = ROLL(15.0, Circle * 10.0);
521 1.3 lukem inflict = MIN(inflict, Player.p_energy);
522 1.3 lukem mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
523 1.3 lukem Enemyname, inflict);
524 1.3 lukem Player.p_energy -= inflict;
525 1.3 lukem break;
526 1.1 jtc
527 1.1 jtc case SM_CERBERUS:
528 1.3 lukem /* take all metal treasures */
529 1.3 lukem mvprintw(Lines++, 0,
530 1.3 lukem "%s took all your metal treasures!", Enemyname);
531 1.3 lukem Player.p_crowns = 0;
532 1.3 lukem Player.p_sword =
533 1.3 lukem Player.p_shield =
534 1.3 lukem Player.p_gold = 0.0;
535 1.3 lukem cancelmonster();
536 1.3 lukem break;
537 1.1 jtc
538 1.1 jtc case SM_UNGOLIANT:
539 1.3 lukem /* (large) poison and take a quickness */
540 1.3 lukem mvprintw(Lines++, 0,
541 1.3 lukem "%s poisoned you, and took one quik.", Enemyname);
542 1.3 lukem Player.p_poison += 5.0;
543 1.3 lukem Player.p_quickness -= 1.0;
544 1.3 lukem break;
545 1.1 jtc
546 1.1 jtc case SM_JABBERWOCK:
547 1.3 lukem /* fly away, and leave either a Jubjub bird or
548 1.3 lukem * Bonnacon */
549 1.3 lukem mvprintw(Lines++, 0,
550 1.3 lukem "%s flew away, and left you to contend with one of its friends.",
551 1.3 lukem Enemyname);
552 1.3 lukem Whichmonster = 55 + (drandom() > 0.5) ? 22 : 0;
553 1.3 lukem longjmp(Fightenv, 0);
554 1.3 lukem /* NOTREACHED */
555 1.1 jtc
556 1.1 jtc case SM_TROLL:
557 1.3 lukem /* partially regenerate monster */
558 1.3 lukem mvprintw(Lines++, 0,
559 1.3 lukem "%s partially regenerated his energy.!", Enemyname);
560 1.3 lukem Curmonster.m_energy +=
561 1.3 lukem floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
562 1.3 lukem Curmonster.m_strength = Curmonster.m_o_strength;
563 1.3 lukem Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
564 1.3 lukem Curmonster.m_maxspeed = Curmonster.m_o_speed;
565 1.3 lukem break;
566 1.1 jtc
567 1.1 jtc case SM_WRAITH:
568 1.3 lukem if (!Player.p_blindness)
569 1.3 lukem /* make blind */
570 1.1 jtc {
571 1.3 lukem mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
572 1.3 lukem Player.p_blindness = TRUE;
573 1.3 lukem Enemyname = "A monster";
574 1.1 jtc }
575 1.3 lukem break;
576 1.1 jtc }
577 1.3 lukem return;
578 1.1 jtc }
579 1.1 jtc
580 1.3 lukem /* fall through to here if monster inflicts a normal hit */
581 1.3 lukem inflict = drandom() * Curmonster.m_strength + 0.5;
582 1.1 jtc SPECIALHIT:
583 1.3 lukem mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
584 1.1 jtc
585 1.3 lukem if ((Shield -= inflict) < 0) {
586 1.3 lukem Player.p_energy += Shield;
587 1.3 lukem Shield = 0.0;
588 1.1 jtc }
589 1.1 jtc }
590 1.1 jtc
591 1.3 lukem void
592 1.1 jtc cancelmonster()
593 1.1 jtc {
594 1.3 lukem Curmonster.m_energy = 0.0;
595 1.3 lukem Curmonster.m_experience = 0.0;
596 1.3 lukem Curmonster.m_treasuretype = 0;
597 1.3 lukem Curmonster.m_flock = 0.0;
598 1.1 jtc }
599 1.1 jtc
600 1.3 lukem void
601 1.1 jtc hitmonster(inflict)
602 1.3 lukem double inflict;
603 1.1 jtc {
604 1.3 lukem mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
605 1.3 lukem Curmonster.m_energy -= inflict;
606 1.3 lukem if (Curmonster.m_energy > 0.0) {
607 1.3 lukem if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
608 1.3 lukem /* special monster didn't die */
609 1.3 lukem monsthits();
610 1.3 lukem } else
611 1.3 lukem /* monster died. print message. */
612 1.1 jtc {
613 1.3 lukem if (Curmonster.m_type == SM_MORGOTH)
614 1.3 lukem mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
615 1.3 lukem else
616 1.3 lukem /* all other types of monsters */
617 1.3 lukem {
618 1.3 lukem mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
619 1.3 lukem
620 1.3 lukem if (Curmonster.m_type == SM_MIMIC
621 1.3 lukem && strcmp(Curmonster.m_name, "A Mimic") != 0
622 1.3 lukem && !Player.p_blindness)
623 1.3 lukem mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
624 1.3 lukem }
625 1.1 jtc }
626 1.1 jtc }
627 1.1 jtc
628 1.3 lukem void
629 1.1 jtc throwspell()
630 1.1 jtc {
631 1.3 lukem double inflict; /* damage inflicted */
632 1.3 lukem double dtemp; /* for dtemporary calculations */
633 1.3 lukem int ch; /* input */
634 1.3 lukem
635 1.3 lukem inflict = 0;
636 1.3 lukem mvaddstr(7, 0, "\n\n"); /* clear menu area */
637 1.3 lukem
638 1.3 lukem if (Player.p_magiclvl >= ML_ALLORNOTHING)
639 1.3 lukem mvaddstr(7, 0, "1:All or Nothing ");
640 1.3 lukem if (Player.p_magiclvl >= ML_MAGICBOLT)
641 1.3 lukem addstr("2:Magic Bolt ");
642 1.3 lukem if (Player.p_magiclvl >= ML_FORCEFIELD)
643 1.3 lukem addstr("3:Force Field ");
644 1.3 lukem if (Player.p_magiclvl >= ML_XFORM)
645 1.3 lukem addstr("4:Transform ");
646 1.3 lukem if (Player.p_magiclvl >= ML_INCRMIGHT)
647 1.3 lukem addstr("5:Increase Might\n");
648 1.3 lukem if (Player.p_magiclvl >= ML_INVISIBLE)
649 1.3 lukem mvaddstr(8, 0, "6:Invisibility ");
650 1.3 lukem if (Player.p_magiclvl >= ML_XPORT)
651 1.3 lukem addstr("7:Transport ");
652 1.3 lukem if (Player.p_magiclvl >= ML_PARALYZE)
653 1.3 lukem addstr("8:Paralyze ");
654 1.3 lukem if (Player.p_specialtype >= SC_COUNCIL)
655 1.3 lukem addstr("9:Specify");
656 1.3 lukem mvaddstr(4, 0, "Spell ? ");
657 1.3 lukem
658 1.3 lukem ch = getanswer(" ", TRUE);
659 1.3 lukem
660 1.3 lukem mvaddstr(7, 0, "\n\n"); /* clear menu area */
661 1.3 lukem
662 1.3 lukem if (Curmonster.m_type == SM_MORGOTH && ch != '3')
663 1.3 lukem /* can only throw force field against Morgoth */
664 1.3 lukem ILLSPELL();
665 1.3 lukem else
666 1.3 lukem switch (ch) {
667 1.3 lukem case '1': /* all or nothing */
668 1.3 lukem if (drandom() < 0.25)
669 1.3 lukem /* success */
670 1.3 lukem {
671 1.3 lukem inflict = Curmonster.m_energy * 1.01 + 1.0;
672 1.1 jtc
673 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
674 1.3 lukem /* all or nothing doesn't quite work
675 1.3 lukem * against D. L. */
676 1.3 lukem inflict *= 0.9;
677 1.3 lukem } else
678 1.3 lukem /* failure -- monster gets stronger and
679 1.3 lukem * quicker */
680 1.3 lukem {
681 1.3 lukem Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
682 1.3 lukem Curmonster.m_maxspeed *= 2.0;
683 1.3 lukem Curmonster.m_o_speed *= 2.0;
684 1.1 jtc
685 1.3 lukem /* paralyzed monsters wake up a bit */
686 1.3 lukem Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
687 1.1 jtc }
688 1.1 jtc
689 1.3 lukem if (Player.p_mana >= MM_ALLORNOTHING)
690 1.3 lukem /* take a mana if player has one */
691 1.3 lukem Player.p_mana -= MM_ALLORNOTHING;
692 1.1 jtc
693 1.3 lukem hitmonster(inflict);
694 1.3 lukem break;
695 1.3 lukem
696 1.3 lukem case '2': /* magic bolt */
697 1.3 lukem if (Player.p_magiclvl < ML_MAGICBOLT)
698 1.3 lukem ILLSPELL();
699 1.3 lukem else {
700 1.3 lukem do
701 1.3 lukem /* prompt for amount to expend */
702 1.3 lukem {
703 1.3 lukem mvaddstr(4, 0, "How much mana for bolt? ");
704 1.3 lukem dtemp = floor(infloat());
705 1.3 lukem }
706 1.3 lukem while (dtemp < 0.0 || dtemp > Player.p_mana);
707 1.3 lukem
708 1.3 lukem Player.p_mana -= dtemp;
709 1.3 lukem
710 1.3 lukem if (Curmonster.m_type == SM_DARKLORD)
711 1.3 lukem /* magic bolts don't work against D.
712 1.3 lukem * L. */
713 1.3 lukem inflict = 0.0;
714 1.3 lukem else
715 1.3 lukem inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
716 1.3 lukem mvaddstr(5, 0, "Magic Bolt fired!\n");
717 1.3 lukem hitmonster(inflict);
718 1.3 lukem }
719 1.3 lukem break;
720 1.1 jtc
721 1.3 lukem case '3': /* force field */
722 1.3 lukem if (Player.p_magiclvl < ML_FORCEFIELD)
723 1.3 lukem ILLSPELL();
724 1.3 lukem else
725 1.3 lukem if (Player.p_mana < MM_FORCEFIELD)
726 1.3 lukem NOMANA();
727 1.3 lukem else {
728 1.3 lukem Player.p_mana -= MM_FORCEFIELD;
729 1.3 lukem Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
730 1.3 lukem mvaddstr(5, 0, "Force Field up.\n");
731 1.3 lukem }
732 1.3 lukem break;
733 1.1 jtc
734 1.3 lukem case '4': /* transform */
735 1.3 lukem if (Player.p_magiclvl < ML_XFORM)
736 1.3 lukem ILLSPELL();
737 1.3 lukem else
738 1.3 lukem if (Player.p_mana < MM_XFORM)
739 1.3 lukem NOMANA();
740 1.3 lukem else {
741 1.3 lukem Player.p_mana -= MM_XFORM;
742 1.3 lukem Whichmonster = (int) ROLL(0.0, 100.0);
743 1.3 lukem longjmp(Fightenv, 0);
744 1.3 lukem /* NOTREACHED */
745 1.3 lukem }
746 1.3 lukem break;
747 1.1 jtc
748 1.3 lukem case '5': /* increase might */
749 1.3 lukem if (Player.p_magiclvl < ML_INCRMIGHT)
750 1.3 lukem ILLSPELL();
751 1.3 lukem else
752 1.3 lukem if (Player.p_mana < MM_INCRMIGHT)
753 1.3 lukem NOMANA();
754 1.3 lukem else {
755 1.3 lukem Player.p_mana -= MM_INCRMIGHT;
756 1.3 lukem Player.p_might +=
757 1.3 lukem (1.2 * (Player.p_strength + Player.p_sword)
758 1.3 lukem + 5.0 - Player.p_might) / 2.0;
759 1.3 lukem mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
760 1.3 lukem }
761 1.3 lukem break;
762 1.1 jtc
763 1.3 lukem case '6': /* invisible */
764 1.3 lukem if (Player.p_magiclvl < ML_INVISIBLE)
765 1.3 lukem ILLSPELL();
766 1.3 lukem else
767 1.3 lukem if (Player.p_mana < MM_INVISIBLE)
768 1.3 lukem NOMANA();
769 1.3 lukem else {
770 1.3 lukem Player.p_mana -= MM_INVISIBLE;
771 1.3 lukem Player.p_speed +=
772 1.3 lukem (1.2 * (Player.p_quickness + Player.p_quksilver)
773 1.3 lukem + 5.0 - Player.p_speed) / 2.0;
774 1.3 lukem mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
775 1.3 lukem }
776 1.3 lukem break;
777 1.1 jtc
778 1.3 lukem case '7': /* transport */
779 1.3 lukem if (Player.p_magiclvl < ML_XPORT)
780 1.3 lukem ILLSPELL();
781 1.3 lukem else
782 1.3 lukem if (Player.p_mana < MM_XPORT)
783 1.3 lukem NOMANA();
784 1.3 lukem else {
785 1.3 lukem Player.p_mana -= MM_XPORT;
786 1.3 lukem if (Player.p_brains + Player.p_magiclvl
787 1.3 lukem < Curmonster.m_experience / 200.0 * drandom()) {
788 1.3 lukem mvaddstr(5, 0, "Transport backfired!\n");
789 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
790 1.3 lukem cancelmonster();
791 1.3 lukem } else {
792 1.3 lukem mvprintw(5, 0, "%s is transported.\n", Enemyname);
793 1.3 lukem if (drandom() < 0.3)
794 1.3 lukem /* monster didn't drop
795 1.3 lukem * its treasure */
796 1.3 lukem Curmonster.m_treasuretype = 0;
797 1.1 jtc
798 1.3 lukem Curmonster.m_energy = 0.0;
799 1.3 lukem }
800 1.3 lukem }
801 1.3 lukem break;
802 1.1 jtc
803 1.3 lukem case '8': /* paralyze */
804 1.3 lukem if (Player.p_magiclvl < ML_PARALYZE)
805 1.3 lukem ILLSPELL();
806 1.3 lukem else
807 1.3 lukem if (Player.p_mana < MM_PARALYZE)
808 1.3 lukem NOMANA();
809 1.3 lukem else {
810 1.3 lukem Player.p_mana -= MM_PARALYZE;
811 1.3 lukem if (Player.p_magiclvl >
812 1.3 lukem Curmonster.m_experience / 1000.0 * drandom()) {
813 1.3 lukem mvprintw(5, 0, "%s is held.\n", Enemyname);
814 1.3 lukem Curmonster.m_speed = -2.0;
815 1.3 lukem } else
816 1.3 lukem mvaddstr(5, 0, "Monster unaffected.\n");
817 1.3 lukem }
818 1.3 lukem break;
819 1.1 jtc
820 1.3 lukem case '9': /* specify */
821 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
822 1.3 lukem ILLSPELL();
823 1.3 lukem else
824 1.3 lukem if (Player.p_mana < MM_SPECIFY)
825 1.3 lukem NOMANA();
826 1.3 lukem else {
827 1.3 lukem Player.p_mana -= MM_SPECIFY;
828 1.3 lukem mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
829 1.3 lukem Whichmonster = (int) infloat();
830 1.3 lukem Whichmonster = MAX(0, MIN(99, Whichmonster));
831 1.3 lukem longjmp(Fightenv, 0);
832 1.3 lukem /* NOTREACHED */
833 1.3 lukem }
834 1.3 lukem break;
835 1.3 lukem }
836 1.1 jtc }
837 1.1 jtc
838 1.3 lukem void
839 1.1 jtc callmonster(which)
840 1.3 lukem int which;
841 1.1 jtc {
842 1.3 lukem struct monster Othermonster; /* to find a name for mimics */
843 1.1 jtc
844 1.3 lukem which = MIN(which, 99); /* make sure within range */
845 1.1 jtc
846 1.3 lukem /* fill structure */
847 1.1 jtc fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
848 1.3 lukem fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
849 1.1 jtc
850 1.3 lukem /* handle some special monsters */
851 1.3 lukem if (Curmonster.m_type == SM_MODNAR) {
852 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
853 1.3 lukem /* randomize some stats */
854 1.3 lukem {
855 1.3 lukem Curmonster.m_strength *= drandom() + 0.5;
856 1.3 lukem Curmonster.m_brains *= drandom() + 0.5;
857 1.3 lukem Curmonster.m_speed *= drandom() + 0.5;
858 1.3 lukem Curmonster.m_energy *= drandom() + 0.5;
859 1.3 lukem Curmonster.m_experience *= drandom() + 0.5;
860 1.3 lukem Curmonster.m_treasuretype =
861 1.3 lukem (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
862 1.3 lukem } else
863 1.3 lukem /* make Modnar into Morgoth */
864 1.3 lukem {
865 1.3 lukem strcpy(Curmonster.m_name, "Morgoth");
866 1.3 lukem Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
867 1.3 lukem + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
868 1.3 lukem Curmonster.m_brains = Player.p_brains;
869 1.3 lukem Curmonster.m_energy = Player.p_might * 30.0;
870 1.3 lukem Curmonster.m_type = SM_MORGOTH;
871 1.3 lukem Curmonster.m_speed = Player.p_speed * 1.1
872 1.3 lukem + (Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0;
873 1.3 lukem Curmonster.m_flock = 0.0;
874 1.3 lukem Curmonster.m_treasuretype = 0;
875 1.3 lukem Curmonster.m_experience = 0.0;
876 1.3 lukem }
877 1.3 lukem } else
878 1.3 lukem if (Curmonster.m_type == SM_MIMIC)
879 1.3 lukem /* pick another name */
880 1.3 lukem {
881 1.3 lukem which = (int) ROLL(0.0, 100.0);
882 1.3 lukem fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
883 1.3 lukem fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
884 1.3 lukem strcpy(Curmonster.m_name, Othermonster.m_name);
885 1.3 lukem }
886 1.3 lukem truncstring(Curmonster.m_name);
887 1.1 jtc
888 1.3 lukem if (Curmonster.m_type != SM_MORGOTH)
889 1.3 lukem /* adjust stats based on which circle player is in */
890 1.1 jtc {
891 1.3 lukem Curmonster.m_strength *= (1.0 + Circle / 2.0);
892 1.3 lukem Curmonster.m_brains *= Circle;
893 1.3 lukem Curmonster.m_speed += Circle * 1.e-9;
894 1.3 lukem Curmonster.m_energy *= Circle;
895 1.3 lukem Curmonster.m_experience *= Circle;
896 1.1 jtc }
897 1.3 lukem if (Player.p_blindness)
898 1.3 lukem /* cannot see monster if blind */
899 1.3 lukem Enemyname = "A monster";
900 1.3 lukem else
901 1.3 lukem Enemyname = Curmonster.m_name;
902 1.1 jtc
903 1.3 lukem if (Player.p_speed <= 0.0)
904 1.3 lukem /* make Player.p_speed positive */
905 1.1 jtc {
906 1.3 lukem Curmonster.m_speed += -Player.p_speed;
907 1.3 lukem Player.p_speed = 1.0;
908 1.1 jtc }
909 1.3 lukem /* fill up the rest of the structure */
910 1.3 lukem Curmonster.m_o_strength = Curmonster.m_strength;
911 1.3 lukem Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
912 1.3 lukem Curmonster.m_o_energy = Curmonster.m_energy;
913 1.3 lukem Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
914 1.1 jtc }
915 1.1 jtc
916 1.3 lukem void
917 1.1 jtc awardtreasure()
918 1.1 jtc {
919 1.3 lukem int whichtreasure; /* calculated treasure to grant */
920 1.3 lukem int temp; /* temporary */
921 1.3 lukem int ch; /* input */
922 1.3 lukem double treasuretype; /* monster's treasure type */
923 1.3 lukem double gold = 0.0; /* gold awarded */
924 1.3 lukem double gems = 0.0; /* gems awarded */
925 1.3 lukem double dtemp; /* for temporary calculations */
926 1.3 lukem
927 1.3 lukem whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
928 1.3 lukem treasuretype = (double) Curmonster.m_treasuretype;
929 1.3 lukem
930 1.3 lukem move(4, 0);
931 1.3 lukem clrtobot();
932 1.3 lukem move(6, 0);
933 1.1 jtc
934 1.3 lukem if (drandom() > 0.65)
935 1.3 lukem /* gold and gems */
936 1.1 jtc {
937 1.3 lukem if (Curmonster.m_treasuretype > 7)
938 1.3 lukem /* gems */
939 1.3 lukem {
940 1.3 lukem gems = ROLL(1.0, (treasuretype - 7.0)
941 1.3 lukem * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
942 1.3 lukem printw("You have discovered %.0f gems!", gems);
943 1.3 lukem } else
944 1.3 lukem /* gold */
945 1.1 jtc {
946 1.3 lukem gold = ROLL(treasuretype * 10.0, treasuretype
947 1.3 lukem * treasuretype * 10.0 * (Circle - 1.0));
948 1.3 lukem printw("You have found %.0f gold pieces.", gold);
949 1.1 jtc }
950 1.1 jtc
951 1.3 lukem addstr(" Do you want to pick them up ? ");
952 1.3 lukem ch = getanswer("NY", FALSE);
953 1.3 lukem addstr("\n\n");
954 1.3 lukem
955 1.4 veego if (ch == 'Y') {
956 1.3 lukem if (drandom() < treasuretype / 35.0 + 0.04)
957 1.3 lukem /* cursed */
958 1.3 lukem {
959 1.3 lukem addstr("They were cursed!\n");
960 1.3 lukem cursedtreasure();
961 1.3 lukem } else
962 1.3 lukem collecttaxes(gold, gems);
963 1.4 veego }
964 1.1 jtc
965 1.1 jtc return;
966 1.3 lukem } else
967 1.3 lukem /* other treasures */
968 1.3 lukem {
969 1.3 lukem addstr("You have found some treasure. Do you want to inspect it ? ");
970 1.3 lukem ch = getanswer("NY", FALSE);
971 1.3 lukem addstr("\n\n");
972 1.1 jtc
973 1.3 lukem if (ch != 'Y')
974 1.3 lukem return;
975 1.3 lukem else
976 1.3 lukem if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
977 1.3 lukem addstr("It was cursed!\n");
978 1.3 lukem cursedtreasure();
979 1.3 lukem return;
980 1.3 lukem } else
981 1.3 lukem switch (Curmonster.m_treasuretype) {
982 1.3 lukem case 1: /* treasure type 1 */
983 1.3 lukem switch (whichtreasure) {
984 1.3 lukem case 1:
985 1.3 lukem addstr("You've discovered a power booster!\n");
986 1.3 lukem Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
987 1.3 lukem break;
988 1.3 lukem
989 1.3 lukem case 2:
990 1.3 lukem addstr("You have encountered a druid.\n");
991 1.3 lukem Player.p_experience +=
992 1.3 lukem ROLL(0.0, 2000.0 + Circle * 400.0);
993 1.3 lukem break;
994 1.3 lukem
995 1.3 lukem case 3:
996 1.3 lukem addstr("You have found a holy orb.\n");
997 1.3 lukem Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
998 1.3 lukem break;
999 1.3 lukem }
1000 1.3 lukem break;
1001 1.3 lukem /* end treasure type 1 */
1002 1.1 jtc
1003 1.3 lukem case 2: /* treasure type 2 */
1004 1.3 lukem switch (whichtreasure) {
1005 1.3 lukem case 1:
1006 1.3 lukem addstr("You have found an amulet.\n");
1007 1.3 lukem ++Player.p_amulets;
1008 1.3 lukem break;
1009 1.3 lukem
1010 1.3 lukem case 2:
1011 1.3 lukem addstr("You've found some holy water!\n");
1012 1.3 lukem ++Player.p_holywater;
1013 1.3 lukem break;
1014 1.3 lukem
1015 1.3 lukem case 3:
1016 1.3 lukem addstr("You've met a hermit!\n");
1017 1.3 lukem Player.p_sin *= 0.75;
1018 1.3 lukem Player.p_mana += 12.0 * Circle;
1019 1.3 lukem break;
1020 1.3 lukem }
1021 1.3 lukem break;
1022 1.3 lukem /* end treasure type 2 */
1023 1.1 jtc
1024 1.3 lukem case 3: /* treasure type 3 */
1025 1.3 lukem switch (whichtreasure) {
1026 1.3 lukem case 1:
1027 1.3 lukem dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1028 1.3 lukem printw("You've found a +%.0f shield!\n", dtemp);
1029 1.3 lukem if (dtemp >= Player.p_shield)
1030 1.3 lukem Player.p_shield = dtemp;
1031 1.3 lukem else
1032 1.3 lukem SOMEBETTER();
1033 1.3 lukem break;
1034 1.3 lukem
1035 1.3 lukem case 2:
1036 1.3 lukem addstr("You have rescued a virgin. Will you be honorable ? ");
1037 1.3 lukem ch = getanswer("NY", FALSE);
1038 1.3 lukem addstr("\n\n");
1039 1.3 lukem if (ch == 'Y')
1040 1.3 lukem Player.p_virgin = TRUE;
1041 1.3 lukem else {
1042 1.3 lukem Player.p_experience += 2000.0 * Circle;
1043 1.3 lukem ++Player.p_sin;
1044 1.3 lukem }
1045 1.3 lukem break;
1046 1.3 lukem
1047 1.3 lukem case 3:
1048 1.3 lukem addstr("You've discovered some athelas!\n");
1049 1.3 lukem --Player.p_poison;
1050 1.3 lukem break;
1051 1.3 lukem }
1052 1.3 lukem break;
1053 1.3 lukem /* end treasure type 3 */
1054 1.1 jtc
1055 1.3 lukem case 4: /* treasure type 4 */
1056 1.3 lukem addstr("You've found a scroll. Will you read it ? ");
1057 1.3 lukem ch = getanswer("NY", FALSE);
1058 1.3 lukem addstr("\n\n");
1059 1.3 lukem
1060 1.3 lukem if (ch == 'Y')
1061 1.3 lukem switch ((int) ROLL(1, 6)) {
1062 1.3 lukem case 1:
1063 1.3 lukem addstr("It throws up a shield for you next monster.\n");
1064 1.3 lukem getyx(stdscr, whichtreasure, ch);
1065 1.3 lukem more(whichtreasure);
1066 1.3 lukem Shield =
1067 1.3 lukem (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1068 1.3 lukem Whichmonster = pickmonster();
1069 1.3 lukem longjmp(Fightenv, 0);
1070 1.3 lukem /* NOTREACHED */
1071 1.3 lukem
1072 1.3 lukem case 2:
1073 1.3 lukem addstr("It makes you invisible for you next monster.\n");
1074 1.3 lukem getyx(stdscr, whichtreasure, ch);
1075 1.3 lukem more(whichtreasure);
1076 1.3 lukem Player.p_speed = 1e6;
1077 1.3 lukem Whichmonster = pickmonster();
1078 1.3 lukem longjmp(Fightenv, 0);
1079 1.3 lukem /* NOTREACHED */
1080 1.3 lukem
1081 1.3 lukem case 3:
1082 1.3 lukem addstr("It increases your strength ten fold to fight your next monster.\n");
1083 1.3 lukem getyx(stdscr, whichtreasure, ch);
1084 1.3 lukem more(whichtreasure);
1085 1.3 lukem Player.p_might *= 10.0;
1086 1.3 lukem Whichmonster = pickmonster();
1087 1.3 lukem longjmp(Fightenv, 0);
1088 1.3 lukem /* NOTREACHED */
1089 1.3 lukem
1090 1.3 lukem case 4:
1091 1.3 lukem addstr("It is a general knowledge scroll.\n");
1092 1.3 lukem Player.p_brains += ROLL(2.0, Circle);
1093 1.3 lukem Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1094 1.3 lukem break;
1095 1.3 lukem
1096 1.3 lukem case 5:
1097 1.3 lukem addstr("It tells you how to pick your next monster.\n");
1098 1.3 lukem addstr("Which monster do you want [0-99] ? ");
1099 1.3 lukem Whichmonster = (int) infloat();
1100 1.3 lukem Whichmonster = MIN(99, MAX(0, Whichmonster));
1101 1.3 lukem longjmp(Fightenv, 0);
1102 1.3 lukem
1103 1.3 lukem case 6:
1104 1.3 lukem addstr("It was cursed!\n");
1105 1.3 lukem cursedtreasure();
1106 1.3 lukem break;
1107 1.3 lukem }
1108 1.3 lukem break;
1109 1.3 lukem /* end treasure type 4 */
1110 1.1 jtc
1111 1.3 lukem case 5: /* treasure type 5 */
1112 1.3 lukem switch (whichtreasure) {
1113 1.3 lukem case 1:
1114 1.3 lukem dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1115 1.3 lukem printw("You've discovered a +%.0f dagger.\n", dtemp);
1116 1.3 lukem if (dtemp >= Player.p_sword)
1117 1.3 lukem Player.p_sword = dtemp;
1118 1.3 lukem else
1119 1.3 lukem SOMEBETTER();
1120 1.3 lukem break;
1121 1.3 lukem
1122 1.3 lukem case 2:
1123 1.3 lukem dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1124 1.3 lukem printw("You have found some +%.0f armour!\n", dtemp);
1125 1.3 lukem if (dtemp >= Player.p_shield)
1126 1.3 lukem Player.p_shield = dtemp;
1127 1.3 lukem else
1128 1.3 lukem SOMEBETTER();
1129 1.3 lukem break;
1130 1.3 lukem
1131 1.3 lukem case 3:
1132 1.3 lukem addstr("You've found a tablet.\n");
1133 1.3 lukem Player.p_brains += 4.5 * Circle;
1134 1.3 lukem break;
1135 1.3 lukem }
1136 1.3 lukem break;
1137 1.3 lukem /* end treasure type 5 */
1138 1.1 jtc
1139 1.3 lukem case 6: /* treasure type 6 */
1140 1.3 lukem switch (whichtreasure) {
1141 1.3 lukem case 1:
1142 1.3 lukem addstr("You've found a priest.\n");
1143 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
1144 1.3 lukem Player.p_sin /= 2.0;
1145 1.3 lukem Player.p_mana += 24.0 * Circle;
1146 1.3 lukem Player.p_brains += Circle;
1147 1.3 lukem break;
1148 1.3 lukem
1149 1.3 lukem case 2:
1150 1.3 lukem addstr("You have come upon Robin Hood!\n");
1151 1.3 lukem Player.p_shield += Circle * 2.0;
1152 1.3 lukem Player.p_strength += Circle / 2.5 + 1.0;
1153 1.3 lukem break;
1154 1.3 lukem
1155 1.3 lukem case 3:
1156 1.3 lukem dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1157 1.3 lukem printw("You have found a +%.0f axe!\n", dtemp);
1158 1.3 lukem if (dtemp >= Player.p_sword)
1159 1.3 lukem Player.p_sword = dtemp;
1160 1.3 lukem else
1161 1.3 lukem SOMEBETTER();
1162 1.3 lukem break;
1163 1.3 lukem }
1164 1.3 lukem break;
1165 1.3 lukem /* end treasure type 6 */
1166 1.1 jtc
1167 1.3 lukem case 7: /* treasure type 7 */
1168 1.3 lukem switch (whichtreasure) {
1169 1.3 lukem case 1:
1170 1.3 lukem addstr("You've discovered a charm!\n");
1171 1.3 lukem ++Player.p_charms;
1172 1.3 lukem break;
1173 1.3 lukem
1174 1.3 lukem case 2:
1175 1.3 lukem addstr("You have encountered Merlyn!\n");
1176 1.3 lukem Player.p_brains += Circle + 5.0;
1177 1.3 lukem Player.p_magiclvl += Circle / 3.0 + 5.0;
1178 1.3 lukem Player.p_mana += Circle * 10.0;
1179 1.3 lukem break;
1180 1.3 lukem
1181 1.3 lukem case 3:
1182 1.3 lukem dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1183 1.3 lukem printw("You have found a +%.0f war hammer!\n", dtemp);
1184 1.3 lukem if (dtemp >= Player.p_sword)
1185 1.3 lukem Player.p_sword = dtemp;
1186 1.3 lukem else
1187 1.3 lukem SOMEBETTER();
1188 1.3 lukem break;
1189 1.3 lukem }
1190 1.3 lukem break;
1191 1.3 lukem /* end treasure type 7 */
1192 1.1 jtc
1193 1.3 lukem case 8: /* treasure type 8 */
1194 1.3 lukem switch (whichtreasure) {
1195 1.3 lukem case 1:
1196 1.3 lukem addstr("You have found a healing potion.\n");
1197 1.3 lukem Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1198 1.3 lukem break;
1199 1.3 lukem
1200 1.3 lukem case 2:
1201 1.3 lukem addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1202 1.3 lukem ch = getanswer("NY", FALSE);
1203 1.3 lukem addstr("\n\n");
1204 1.3 lukem if (ch == 'Y') {
1205 1.3 lukem double x, y;
1206 1.3 lukem
1207 1.3 lukem addstr("X Y Coordinates ? ");
1208 1.3 lukem getstring(Databuf, SZ_DATABUF);
1209 1.3 lukem sscanf(Databuf, "%lf %lf", &x, &y);
1210 1.3 lukem altercoordinates(x, y, A_FORCED);
1211 1.3 lukem }
1212 1.3 lukem break;
1213 1.3 lukem
1214 1.3 lukem case 3:
1215 1.3 lukem dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1216 1.3 lukem printw("You've found a +%.0f sword!\n", dtemp);
1217 1.3 lukem if (dtemp >= Player.p_sword)
1218 1.3 lukem Player.p_sword = dtemp;
1219 1.3 lukem else
1220 1.3 lukem SOMEBETTER();
1221 1.3 lukem break;
1222 1.3 lukem }
1223 1.3 lukem break;
1224 1.3 lukem /* end treasure type 8 */
1225 1.1 jtc
1226 1.3 lukem case 10:
1227 1.3 lukem case 11:
1228 1.3 lukem case 12:
1229 1.3 lukem case 13: /* treasure types 10 - 13 */
1230 1.3 lukem if (drandom() < 0.33) {
1231 1.3 lukem if (Curmonster.m_treasuretype == 10) {
1232 1.3 lukem addstr("You've found a pair of elven boots!\n");
1233 1.3 lukem Player.p_quickness += 2.0;
1234 1.3 lukem break;
1235 1.3 lukem } else
1236 1.3 lukem if (Curmonster.m_treasuretype == 11
1237 1.3 lukem && !Player.p_palantir) {
1238 1.3 lukem addstr("You've acquired Saruman's palantir.\n");
1239 1.3 lukem Player.p_palantir = TRUE;
1240 1.3 lukem break;
1241 1.3 lukem } else
1242 1.3 lukem if (Player.p_ring.ring_type == R_NONE
1243 1.3 lukem && Player.p_specialtype < SC_COUNCIL
1244 1.3 lukem && (Curmonster.m_treasuretype == 12
1245 1.3 lukem || Curmonster.m_treasuretype == 13))
1246 1.3 lukem /* roll
1247 1.3 lukem * up
1248 1.3 lukem * a
1249 1.3 lukem * ring
1250 1.3 lukem * */
1251 1.3 lukem {
1252 1.3 lukem if (drandom() < 0.8)
1253 1.3 lukem /* r
1254 1.3 lukem * e
1255 1.3 lukem * g
1256 1.3 lukem * u
1257 1.3 lukem * l
1258 1.3 lukem * a
1259 1.3 lukem * r
1260 1.3 lukem *
1261 1.3 lukem * ri
1262 1.3 lukem * n
1263 1.3 lukem * g
1264 1.3 lukem * s
1265 1.3 lukem * */
1266 1.3 lukem {
1267 1.3 lukem if (Curmonster.m_treasuretype == 12) {
1268 1.3 lukem whichtreasure = R_NAZREG;
1269 1.3 lukem temp = 35;
1270 1.3 lukem } else {
1271 1.3 lukem whichtreasure = R_DLREG;
1272 1.3 lukem temp = 0;
1273 1.3 lukem }
1274 1.3 lukem } else
1275 1.3 lukem /* b
1276 1.3 lukem * a
1277 1.3 lukem * d
1278 1.3 lukem *
1279 1.3 lukem * ri
1280 1.3 lukem * n
1281 1.3 lukem * g
1282 1.3 lukem * s
1283 1.3 lukem * */
1284 1.3 lukem {
1285 1.3 lukem whichtreasure = R_BAD;
1286 1.3 lukem temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1287 1.3 lukem }
1288 1.3 lukem
1289 1.3 lukem addstr("You've discovered a ring. Will you pick it up ? ");
1290 1.3 lukem ch = getanswer("NY", FALSE);
1291 1.3 lukem addstr("\n\n");
1292 1.3 lukem
1293 1.3 lukem if (ch == 'Y') {
1294 1.3 lukem Player.p_ring.ring_type = whichtreasure;
1295 1.3 lukem Player.p_ring.ring_duration = temp;
1296 1.3 lukem }
1297 1.3 lukem break;
1298 1.3 lukem }
1299 1.1 jtc }
1300 1.3 lukem /* end treasure types 10 - 13 */
1301 1.3 lukem /* fall through to treasure type 9 if
1302 1.3 lukem * no treasure from above */
1303 1.3 lukem
1304 1.3 lukem case 9: /* treasure type 9 */
1305 1.3 lukem switch (whichtreasure) {
1306 1.3 lukem case 1:
1307 1.3 lukem if (Player.p_level <= 1000.0
1308 1.3 lukem && Player.p_crowns <= 3
1309 1.3 lukem && Player.p_level >= 10.0) {
1310 1.3 lukem addstr("You have found a golden crown!\n");
1311 1.3 lukem ++Player.p_crowns;
1312 1.3 lukem break;
1313 1.3 lukem }
1314 1.3 lukem /* fall through otherwise */
1315 1.3 lukem
1316 1.3 lukem case 2:
1317 1.3 lukem addstr("You've been blessed!\n");
1318 1.3 lukem Player.p_blessing = TRUE;
1319 1.3 lukem Player.p_sin /= 3.0;
1320 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
1321 1.3 lukem Player.p_mana += 100.0 * Circle;
1322 1.3 lukem break;
1323 1.3 lukem
1324 1.3 lukem case 3:
1325 1.3 lukem dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1326 1.3 lukem dtemp = MIN(dtemp, 99.0);
1327 1.3 lukem printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1328 1.3 lukem if (dtemp >= Player.p_quksilver)
1329 1.3 lukem Player.p_quksilver = dtemp;
1330 1.3 lukem else
1331 1.3 lukem SOMEBETTER();
1332 1.3 lukem break;
1333 1.1 jtc }
1334 1.1 jtc break;
1335 1.3 lukem /* end treasure type 9 */
1336 1.1 jtc }
1337 1.1 jtc }
1338 1.1 jtc }
1339 1.1 jtc
1340 1.3 lukem void
1341 1.1 jtc cursedtreasure()
1342 1.1 jtc {
1343 1.3 lukem if (Player.p_charms > 0) {
1344 1.3 lukem addstr("But your charm saved you!\n");
1345 1.3 lukem --Player.p_charms;
1346 1.3 lukem } else
1347 1.3 lukem if (Player.p_amulets > 0) {
1348 1.3 lukem addstr("But your amulet saved you!\n");
1349 1.3 lukem --Player.p_amulets;
1350 1.3 lukem } else {
1351 1.3 lukem Player.p_energy =
1352 1.3 lukem (Player.p_maxenergy + Player.p_shield) / 10.0;
1353 1.3 lukem Player.p_poison += 0.25;
1354 1.3 lukem }
1355 1.1 jtc }
1356 1.1 jtc
1357 1.3 lukem void
1358 1.1 jtc scramblestats()
1359 1.1 jtc {
1360 1.3 lukem double dbuf[6]; /* to put statistic in */
1361 1.3 lukem double dtemp1, dtemp2; /* for swapping values */
1362 1.3 lukem int first, second; /* indices for swapping */
1363 1.3 lukem double *dptr; /* pointer for filling and emptying buf[] */
1364 1.3 lukem
1365 1.3 lukem /* fill buffer */
1366 1.3 lukem dptr = &dbuf[0];
1367 1.3 lukem *dptr++ = Player.p_strength;
1368 1.3 lukem *dptr++ = Player.p_mana;
1369 1.3 lukem *dptr++ = Player.p_brains;
1370 1.3 lukem *dptr++ = Player.p_magiclvl;
1371 1.3 lukem *dptr++ = Player.p_energy;
1372 1.3 lukem *dptr = Player.p_sin;
1373 1.3 lukem
1374 1.3 lukem /* pick values to swap */
1375 1.3 lukem first = (int) ROLL(0, 5);
1376 1.3 lukem second = (int) ROLL(0, 5);
1377 1.3 lukem
1378 1.3 lukem /* swap values */
1379 1.3 lukem dptr = &dbuf[0];
1380 1.3 lukem dtemp1 = dptr[first];
1381 1.3 lukem /* this expression is split to prevent a compiler loop on some
1382 1.3 lukem * compilers */
1383 1.3 lukem dtemp2 = dptr[second];
1384 1.3 lukem dptr[first] = dtemp2;
1385 1.3 lukem dptr[second] = dtemp1;
1386 1.3 lukem
1387 1.3 lukem /* empty buffer */
1388 1.3 lukem Player.p_strength = *dptr++;
1389 1.3 lukem Player.p_mana = *dptr++;
1390 1.3 lukem Player.p_brains = *dptr++;
1391 1.3 lukem Player.p_magiclvl = *dptr++;
1392 1.3 lukem Player.p_energy = *dptr++;
1393 1.3 lukem Player.p_sin = *dptr;
1394 1.1 jtc }
1395