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fight.c revision 1.7
      1  1.7       jdc /*	$NetBSD: fight.c,v 1.7 2000/04/27 00:30:53 jdc 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  1.7       jdc 			mvprintw(Lines++, 0, "%s sapped %.0f 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  1.6  jdolecek 			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  1.5       jsm 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    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  1.6  jdolecek 			    + ((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  1.5       jsm 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    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