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fight.c revision 1.8
      1  1.8       jsm /*	$NetBSD: fight.c,v 1.8 2004/02/08 00:32:07 jsm 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  1.8       jsm 	volatile bool    firsthit = Player.p_blessing;	/* set if player gets
     14  1.8       jsm 							 * the first hit */
     15  1.8       jsm 	volatile 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  1.1       jtc #ifdef SYS5
     22  1.3     lukem 	flushinp();
     23  1.1       jtc #endif
     24  1.1       jtc 
     25  1.3     lukem 	Shield = 0.0;		/* no shield up yet */
     26  1.1       jtc 
     27  1.3     lukem 	if (particular >= 0)
     28  1.3     lukem 		/* monster is specified */
     29  1.3     lukem 		Whichmonster = particular;
     30  1.3     lukem 	else
     31  1.3     lukem 		/* pick random monster */
     32  1.3     lukem 		Whichmonster = pickmonster();
     33  1.1       jtc 
     34  1.3     lukem 	setjmp(Fightenv);	/* this is to enable changing fight state */
     35  1.1       jtc 
     36  1.3     lukem 	move(6, 0);
     37  1.3     lukem 	clrtobot();		/* clear bottom area of screen */
     38  1.1       jtc 
     39  1.3     lukem 	Lines = 9;
     40  1.3     lukem 	callmonster(Whichmonster);	/* set up monster to fight */
     41  1.1       jtc 
     42  1.3     lukem 	Luckout = FALSE;	/* haven't tried to luckout yet */
     43  1.1       jtc 
     44  1.3     lukem 	if (Curmonster.m_type == SM_MORGOTH)
     45  1.3     lukem 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
     46  1.3     lukem 		    Enemyname);
     47  1.1       jtc 
     48  1.3     lukem 	if (Curmonster.m_type == SM_UNICORN) {
     49  1.3     lukem 		if (Player.p_virgin) {
     50  1.3     lukem 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
     51  1.3     lukem 			Player.p_virgin = FALSE;
     52  1.3     lukem 		} else {
     53  1.3     lukem 			printw("You just saw %s running away!\n", Enemyname);
     54  1.3     lukem 			Curmonster.m_experience = 0.0;
     55  1.3     lukem 			Curmonster.m_treasuretype = 0;
     56  1.3     lukem 		}
     57  1.3     lukem 	} else
     58  1.3     lukem 		/* not a special monster */
     59  1.3     lukem 		for (;;)
     60  1.3     lukem 			/* print header, and arbitrate between player and
     61  1.3     lukem 			 * monster */
     62  1.1       jtc 		{
     63  1.3     lukem 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
     64  1.3     lukem 			    Enemyname, Curmonster.m_experience, Circle);
     65  1.3     lukem 
     66  1.3     lukem 			displaystats();
     67  1.3     lukem 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
     68  1.3     lukem 			readmessage();
     69  1.3     lukem 
     70  1.3     lukem 			if (Curmonster.m_type == SM_DARKLORD
     71  1.3     lukem 			    && Player.p_blessing
     72  1.3     lukem 			    && Player.p_charms > 0)
     73  1.3     lukem 				/* overpower Dark Lord with blessing and charm */
     74  1.3     lukem 			{
     75  1.3     lukem 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
     76  1.3     lukem 				Lines = 8;
     77  1.3     lukem 				Player.p_blessing = FALSE;
     78  1.3     lukem 				--Player.p_charms;
     79  1.3     lukem 				break;
     80  1.3     lukem 			}
     81  1.3     lukem 			/* allow paralyzed monster to wake up */
     82  1.3     lukem 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
     83  1.3     lukem 
     84  1.3     lukem 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
     85  1.3     lukem 			/* monster is faster */
     86  1.3     lukem 			    && Curmonster.m_type != SM_DARKLORD
     87  1.3     lukem 			/* not D. L. */
     88  1.3     lukem 			    && Curmonster.m_type != SM_SHRIEKER
     89  1.3     lukem 			/* not mimic */
     90  1.3     lukem 			    && !firsthit)
     91  1.3     lukem 				/* monster gets a hit */
     92  1.3     lukem 				monsthits();
     93  1.3     lukem 			else
     94  1.3     lukem 				/* player gets a hit */
     95  1.3     lukem 			{
     96  1.3     lukem 				firsthit = FALSE;
     97  1.3     lukem 				playerhits();
     98  1.3     lukem 			}
     99  1.1       jtc 
    100  1.3     lukem 			refresh();
    101  1.1       jtc 
    102  1.3     lukem 			if (Lines > LINES - 2)
    103  1.3     lukem 				/* near bottom of screen - pause */
    104  1.3     lukem 			{
    105  1.3     lukem 				more(Lines);
    106  1.3     lukem 				move(Lines = 8, 0);
    107  1.3     lukem 				clrtobot();
    108  1.3     lukem 			}
    109  1.3     lukem 			if (Player.p_energy <= 0.0)
    110  1.3     lukem 				/* player died */
    111  1.3     lukem 			{
    112  1.3     lukem 				more(Lines);
    113  1.3     lukem 				death(Enemyname);
    114  1.3     lukem 				cancelmonster();
    115  1.3     lukem 				break;	/* fight ends if the player is saved
    116  1.3     lukem 					 * from death */
    117  1.3     lukem 			}
    118  1.3     lukem 			if (Curmonster.m_energy <= 0.0)
    119  1.3     lukem 				/* monster died */
    120  1.3     lukem 				break;
    121  1.1       jtc 		}
    122  1.1       jtc 
    123  1.3     lukem 	/* give player credit for killing monster */
    124  1.3     lukem 	Player.p_experience += Curmonster.m_experience;
    125  1.1       jtc 
    126  1.3     lukem 	if (drandom() < Curmonster.m_flock / 100.0)
    127  1.3     lukem 		/* monster flocks */
    128  1.3     lukem 	{
    129  1.1       jtc 		more(Lines);
    130  1.3     lukem 		++flockcnt;
    131  1.3     lukem 		longjmp(Fightenv, 0);
    132  1.3     lukem 		/* NOTREACHED */
    133  1.3     lukem 	} else
    134  1.3     lukem 		if (Circle > 1.0
    135  1.3     lukem 		    && Curmonster.m_treasuretype > 0
    136  1.3     lukem 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
    137  1.3     lukem 			/* monster has treasure; this takes # of flocks and
    138  1.3     lukem 			 * size into account */
    139  1.1       jtc 		{
    140  1.3     lukem 			more(Lines);
    141  1.3     lukem 			awardtreasure();
    142  1.1       jtc 		}
    143  1.3     lukem 	/* pause before returning */
    144  1.3     lukem 	getyx(stdscr, Lines, flockcnt);
    145  1.3     lukem 	more(Lines + 1);
    146  1.3     lukem 
    147  1.3     lukem 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
    148  1.3     lukem 
    149  1.3     lukem 	/* clean up the screen */
    150  1.3     lukem 	move(4, 0);
    151  1.3     lukem 	clrtobot();
    152  1.3     lukem }
    153  1.1       jtc 
    154  1.3     lukem int
    155  1.3     lukem pickmonster()
    156  1.3     lukem {
    157  1.3     lukem 	if (Player.p_specialtype == SC_VALAR)
    158  1.3     lukem 		/* even chance of any monster */
    159  1.3     lukem 		return ((int) ROLL(0.0, 100.0));
    160  1.3     lukem 
    161  1.3     lukem 	if (Marsh)
    162  1.3     lukem 		/* water monsters */
    163  1.3     lukem 		return ((int) ROLL(0.0, 15.0));
    164  1.1       jtc 
    165  1.3     lukem 	else
    166  1.3     lukem 		if (Circle > 24)
    167  1.3     lukem 			/* even chance of all non-water monsters */
    168  1.3     lukem 			return ((int) ROLL(14.0, 86.0));
    169  1.1       jtc 
    170  1.3     lukem 		else
    171  1.3     lukem 			if (Circle > 15)
    172  1.3     lukem 				/* chance of all non-water monsters, weighted
    173  1.3     lukem 				 * toward middle */
    174  1.3     lukem 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
    175  1.1       jtc 
    176  1.3     lukem 			else
    177  1.3     lukem 				if (Circle > 8)
    178  1.3     lukem 					/* not all non-water monsters,
    179  1.3     lukem 					 * weighted toward middle */
    180  1.3     lukem 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
    181  1.1       jtc 
    182  1.3     lukem 				else
    183  1.3     lukem 					if (Circle > 3)
    184  1.3     lukem 						/* even chance of some tamer
    185  1.3     lukem 						 * non-water monsters */
    186  1.3     lukem 						return ((int) ROLL(14.0, 50.0));
    187  1.3     lukem 
    188  1.3     lukem 					else
    189  1.3     lukem 						/* even chance of some of the
    190  1.3     lukem 						 * tamest non-water monsters */
    191  1.3     lukem 						return ((int) ROLL(14.0, 25.0));
    192  1.1       jtc }
    193  1.1       jtc 
    194  1.3     lukem void
    195  1.1       jtc playerhits()
    196  1.1       jtc {
    197  1.3     lukem 	double  inflict;	/* damage inflicted */
    198  1.3     lukem 	int     ch;		/* input */
    199  1.1       jtc 
    200  1.3     lukem 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
    201  1.3     lukem 
    202  1.4     veego 	if (!Luckout) {
    203  1.3     lukem 		/* haven't tried to luckout yet */
    204  1.3     lukem 		if (Curmonster.m_type == SM_MORGOTH)
    205  1.3     lukem 			/* cannot luckout against Morgoth */
    206  1.3     lukem 			addstr("6:Ally  ");
    207  1.3     lukem 		else
    208  1.3     lukem 			addstr("6:Luckout  ");
    209  1.4     veego 	}
    210  1.1       jtc 
    211  1.3     lukem 	if (Player.p_ring.ring_type != R_NONE)
    212  1.3     lukem 		/* player has a ring */
    213  1.3     lukem 		addstr("7:Use Ring  ");
    214  1.1       jtc 	else
    215  1.3     lukem 		clrtoeol();
    216  1.3     lukem 
    217  1.3     lukem 	ch = inputoption();
    218  1.1       jtc 
    219  1.3     lukem 	move(8, 0);
    220  1.3     lukem 	clrtobot();		/* clear any messages from before */
    221  1.3     lukem 	Lines = 9;
    222  1.3     lukem 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    223  1.1       jtc 
    224  1.3     lukem 	switch (ch) {
    225  1.1       jtc 	case 'T':		/* timeout; lose turn */
    226  1.3     lukem 		break;
    227  1.1       jtc 
    228  1.1       jtc 	case ' ':
    229  1.1       jtc 	case '1':		/* melee */
    230  1.3     lukem 		/* melee affects monster's energy and strength */
    231  1.3     lukem 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
    232  1.3     lukem 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    233  1.3     lukem 
    234  1.3     lukem 		Curmonster.m_melee += inflict;
    235  1.3     lukem 		Curmonster.m_strength = Curmonster.m_o_strength
    236  1.3     lukem 		    - Curmonster.m_melee / Curmonster.m_o_energy
    237  1.3     lukem 		    * Curmonster.m_o_strength / 4.0;
    238  1.3     lukem 		hitmonster(inflict);
    239  1.3     lukem 		break;
    240  1.1       jtc 
    241  1.1       jtc 	case '2':		/* skirmish */
    242  1.3     lukem 		/* skirmish affects monter's energy and speed */
    243  1.3     lukem 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
    244  1.3     lukem 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    245  1.3     lukem 
    246  1.3     lukem 		Curmonster.m_skirmish += inflict;
    247  1.3     lukem 		Curmonster.m_maxspeed = Curmonster.m_o_speed
    248  1.3     lukem 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
    249  1.3     lukem 		    * Curmonster.m_o_speed / 4.0;
    250  1.3     lukem 		hitmonster(inflict);
    251  1.3     lukem 		break;
    252  1.1       jtc 
    253  1.1       jtc 	case '3':		/* evade */
    254  1.3     lukem 		/* use brains and speed to try to evade */
    255  1.3     lukem 		if ((Curmonster.m_type == SM_DARKLORD
    256  1.3     lukem 			|| Curmonster.m_type == SM_SHRIEKER
    257  1.1       jtc 		/* can always run from D. L. and shrieker */
    258  1.3     lukem 			|| drandom() * Player.p_speed * Player.p_brains
    259  1.3     lukem 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
    260  1.3     lukem 		    && (Curmonster.m_type != SM_MIMIC))
    261  1.3     lukem 			/* cannot run from mimic */
    262  1.1       jtc 		{
    263  1.3     lukem 			mvaddstr(Lines++, 0, "You got away!");
    264  1.3     lukem 			cancelmonster();
    265  1.3     lukem 			altercoordinates(0.0, 0.0, A_NEAR);
    266  1.3     lukem 		} else
    267  1.3     lukem 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    268  1.1       jtc 
    269  1.3     lukem 		break;
    270  1.1       jtc 
    271  1.1       jtc 	case 'M':
    272  1.1       jtc 	case '4':		/* magic spell */
    273  1.3     lukem 		throwspell();
    274  1.3     lukem 		break;
    275  1.1       jtc 
    276  1.1       jtc 	case '5':		/* nick */
    277  1.3     lukem 		/* hit 1 plus sword; give some experience */
    278  1.3     lukem 		inflict = 1.0 + Player.p_sword;
    279  1.3     lukem 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
    280  1.3     lukem 		Curmonster.m_experience *= 0.92;
    281  1.3     lukem 		/* monster gets meaner */
    282  1.3     lukem 		Curmonster.m_maxspeed += 2.0;
    283  1.3     lukem 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
    284  1.3     lukem 		if (Curmonster.m_type == SM_DARKLORD)
    285  1.3     lukem 			/* Dark Lord; doesn't like to be nicked */
    286  1.1       jtc 		{
    287  1.3     lukem 			mvprintw(Lines++, 0,
    288  1.3     lukem 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
    289  1.3     lukem 			Player.p_quickness /= 2.0;
    290  1.3     lukem 			altercoordinates(0.0, 0.0, A_FAR);
    291  1.3     lukem 			cancelmonster();
    292  1.3     lukem 		} else
    293  1.3     lukem 			hitmonster(inflict);
    294  1.3     lukem 		break;
    295  1.1       jtc 
    296  1.1       jtc 	case 'B':
    297  1.3     lukem 	case '6':		/* luckout */
    298  1.3     lukem 		if (Luckout)
    299  1.3     lukem 			mvaddstr(Lines++, 0, "You already tried that.");
    300  1.3     lukem 		else {
    301  1.3     lukem 			Luckout = TRUE;
    302  1.3     lukem 			if (Curmonster.m_type == SM_MORGOTH)
    303  1.3     lukem 				/* Morgoth; ally */
    304  1.1       jtc 			{
    305  1.3     lukem 				if (drandom() < Player.p_sin / 100.0) {
    306  1.3     lukem 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
    307  1.3     lukem 					cancelmonster();
    308  1.3     lukem 				} else
    309  1.3     lukem 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
    310  1.3     lukem 			} else
    311  1.3     lukem 				/* normal monster; use brains for success */
    312  1.1       jtc 			{
    313  1.3     lukem 				if ((drandom() + 0.333) * Player.p_brains
    314  1.3     lukem 				    < (drandom() + 0.333) * Curmonster.m_brains)
    315  1.3     lukem 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
    316  1.3     lukem 				else {
    317  1.3     lukem 					mvaddstr(Lines++, 0, "You made it!");
    318  1.3     lukem 					Curmonster.m_energy = 0.0;
    319  1.3     lukem 				}
    320  1.1       jtc 			}
    321  1.1       jtc 		}
    322  1.3     lukem 		break;
    323  1.1       jtc 
    324  1.1       jtc 	case '7':		/* use ring */
    325  1.3     lukem 		if (Player.p_ring.ring_type != R_NONE) {
    326  1.3     lukem 			mvaddstr(Lines++, 0, "Now using ring.");
    327  1.3     lukem 			Player.p_ring.ring_inuse = TRUE;
    328  1.3     lukem 			if (Player.p_ring.ring_type != R_DLREG)
    329  1.3     lukem 				/* age ring */
    330  1.3     lukem 				--Player.p_ring.ring_duration;
    331  1.1       jtc 		}
    332  1.3     lukem 		break;
    333  1.1       jtc 	}
    334  1.1       jtc 
    335  1.1       jtc }
    336  1.1       jtc 
    337  1.3     lukem void
    338  1.1       jtc monsthits()
    339  1.1       jtc {
    340  1.3     lukem 	double  inflict;	/* damage inflicted */
    341  1.3     lukem 	int     ch;		/* input */
    342  1.1       jtc 
    343  1.3     lukem 	switch (Curmonster.m_type)
    344  1.3     lukem 		/* may be a special monster */
    345  1.1       jtc 	{
    346  1.1       jtc 	case SM_DARKLORD:
    347  1.3     lukem 		/* hits just enough to kill player */
    348  1.3     lukem 		inflict = (Player.p_energy + Shield) * 1.02;
    349  1.3     lukem 		goto SPECIALHIT;
    350  1.1       jtc 
    351  1.1       jtc 	case SM_SHRIEKER:
    352  1.3     lukem 		/* call a big monster */
    353  1.3     lukem 		mvaddstr(Lines++, 0,
    354  1.3     lukem 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
    355  1.3     lukem 		more(Lines);
    356  1.3     lukem 		Whichmonster = (int) ROLL(70.0, 30.0);
    357  1.3     lukem 		longjmp(Fightenv, 0);
    358  1.3     lukem 		/* NOTREACHED */
    359  1.1       jtc 
    360  1.1       jtc 	case SM_BALROG:
    361  1.3     lukem 		/* take experience away */
    362  1.3     lukem 		inflict = ROLL(10.0, Curmonster.m_strength);
    363  1.3     lukem 		inflict = MIN(Player.p_experience, inflict);
    364  1.3     lukem 		mvprintw(Lines++, 0,
    365  1.3     lukem 		    "%s took away %.0f experience points.", Enemyname, inflict);
    366  1.3     lukem 		Player.p_experience -= inflict;
    367  1.3     lukem 		return;
    368  1.1       jtc 
    369  1.1       jtc 	case SM_FAERIES:
    370  1.3     lukem 		if (Player.p_holywater > 0)
    371  1.3     lukem 			/* holy water kills when monster tries to hit */
    372  1.1       jtc 		{
    373  1.3     lukem 			mvprintw(Lines++, 0, "Your holy water killed it!");
    374  1.3     lukem 			--Player.p_holywater;
    375  1.3     lukem 			Curmonster.m_energy = 0.0;
    376  1.3     lukem 			return;
    377  1.1       jtc 		}
    378  1.3     lukem 		break;
    379  1.1       jtc 
    380  1.1       jtc 	case SM_NONE:
    381  1.3     lukem 		/* normal hit */
    382  1.3     lukem 		break;
    383  1.1       jtc 
    384  1.1       jtc 	default:
    385  1.3     lukem 		if (drandom() > 0.2)
    386  1.3     lukem 			/* normal hit */
    387  1.3     lukem 			break;
    388  1.1       jtc 
    389  1.3     lukem 		/* else special things */
    390  1.3     lukem 		switch (Curmonster.m_type) {
    391  1.1       jtc 		case SM_LEANAN:
    392  1.3     lukem 			/* takes some of the player's strength */
    393  1.3     lukem 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
    394  1.3     lukem 			inflict = MIN(Player.p_strength, inflict);
    395  1.7       jdc 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
    396  1.3     lukem 			    Enemyname, inflict);
    397  1.3     lukem 			Player.p_strength -= inflict;
    398  1.3     lukem 			Player.p_might -= inflict;
    399  1.3     lukem 			break;
    400  1.1       jtc 
    401  1.1       jtc 		case SM_SARUMAN:
    402  1.3     lukem 			if (Player.p_palantir)
    403  1.3     lukem 				/* take away palantir */
    404  1.1       jtc 			{
    405  1.3     lukem 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
    406  1.3     lukem 				Player.p_palantir = FALSE;
    407  1.3     lukem 			} else
    408  1.3     lukem 				if (drandom() > 0.5)
    409  1.3     lukem 					/* gems turn to gold */
    410  1.3     lukem 				{
    411  1.3     lukem 					mvprintw(Lines++, 0,
    412  1.3     lukem 					    "%s transformed your gems into gold!", Enemyname);
    413  1.3     lukem 					Player.p_gold += Player.p_gems;
    414  1.3     lukem 					Player.p_gems = 0.0;
    415  1.3     lukem 				} else
    416  1.3     lukem 					/* scramble some stats */
    417  1.3     lukem 				{
    418  1.3     lukem 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
    419  1.3     lukem 					scramblestats();
    420  1.3     lukem 				}
    421  1.3     lukem 			break;
    422  1.1       jtc 
    423  1.1       jtc 		case SM_THAUMATURG:
    424  1.3     lukem 			/* transport player */
    425  1.3     lukem 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
    426  1.3     lukem 			altercoordinates(0.0, 0.0, A_FAR);
    427  1.3     lukem 			cancelmonster();
    428  1.3     lukem 			break;
    429  1.1       jtc 
    430  1.1       jtc 		case SM_VORTEX:
    431  1.3     lukem 			/* suck up some mana */
    432  1.3     lukem 			inflict = ROLL(0, 7.5 * Circle);
    433  1.3     lukem 			inflict = MIN(Player.p_mana, floor(inflict));
    434  1.3     lukem 			mvprintw(Lines++, 0,
    435  1.3     lukem 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
    436  1.3     lukem 			Player.p_mana -= inflict;
    437  1.3     lukem 			break;
    438  1.1       jtc 
    439  1.1       jtc 		case SM_NAZGUL:
    440  1.3     lukem 			/* try to take ring if player has one */
    441  1.3     lukem 			if (Player.p_ring.ring_type != R_NONE)
    442  1.3     lukem 				/* player has a ring */
    443  1.1       jtc 			{
    444  1.3     lukem 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
    445  1.3     lukem 				ch = getanswer("YN", FALSE);
    446  1.3     lukem 				if (ch == 'Y')
    447  1.3     lukem 					/* take ring away */
    448  1.3     lukem 				{
    449  1.3     lukem 					Player.p_ring.ring_type = R_NONE;
    450  1.3     lukem 					Player.p_ring.ring_inuse = FALSE;
    451  1.3     lukem 					cancelmonster();
    452  1.3     lukem 					break;
    453  1.3     lukem 				}
    454  1.1       jtc 			}
    455  1.3     lukem 			/* otherwise, take some brains */
    456  1.3     lukem 			mvprintw(Lines++, 0,
    457  1.3     lukem 			    "%s neutralized 1/5 of your brain!", Enemyname);
    458  1.3     lukem 			Player.p_brains *= 0.8;
    459  1.3     lukem 			break;
    460  1.1       jtc 
    461  1.1       jtc 		case SM_TIAMAT:
    462  1.3     lukem 			/* take some gold and gems */
    463  1.3     lukem 			mvprintw(Lines++, 0,
    464  1.3     lukem 			    "%s took half your gold and gems and flew off.", Enemyname);
    465  1.3     lukem 			Player.p_gold /= 2.0;
    466  1.3     lukem 			Player.p_gems /= 2.0;
    467  1.3     lukem 			cancelmonster();
    468  1.3     lukem 			break;
    469  1.1       jtc 
    470  1.1       jtc 		case SM_KOBOLD:
    471  1.3     lukem 			/* steal a gold piece and run */
    472  1.3     lukem 			mvprintw(Lines++, 0,
    473  1.3     lukem 			    "%s stole one gold piece and ran away.", Enemyname);
    474  1.3     lukem 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
    475  1.3     lukem 			cancelmonster();
    476  1.3     lukem 			break;
    477  1.1       jtc 
    478  1.1       jtc 		case SM_SHELOB:
    479  1.3     lukem 			/* bite and (medium) poison */
    480  1.3     lukem 			mvprintw(Lines++, 0,
    481  1.3     lukem 			    "%s has bitten and poisoned you!", Enemyname);
    482  1.3     lukem 			Player.p_poison -= 1.0;
    483  1.3     lukem 			break;
    484  1.1       jtc 
    485  1.1       jtc 		case SM_LAMPREY:
    486  1.3     lukem 			/* bite and (small) poison */
    487  1.3     lukem 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
    488  1.3     lukem 			Player.p_poison += 0.25;
    489  1.3     lukem 			break;
    490  1.1       jtc 
    491  1.1       jtc 		case SM_BONNACON:
    492  1.3     lukem 			/* fart and run */
    493  1.3     lukem 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
    494  1.3     lukem 			Player.p_energy /= 2.0;	/* damage from fumes */
    495  1.3     lukem 			cancelmonster();
    496  1.3     lukem 			break;
    497  1.1       jtc 
    498  1.1       jtc 		case SM_SMEAGOL:
    499  1.3     lukem 			if (Player.p_ring.ring_type != R_NONE)
    500  1.3     lukem 				/* try to steal ring */
    501  1.1       jtc 			{
    502  1.3     lukem 				mvprintw(Lines++, 0,
    503  1.3     lukem 				    "%s tried to steal your ring, ", Enemyname);
    504  1.3     lukem 				if (drandom() > 0.1)
    505  1.3     lukem 					addstr("but was unsuccessful.");
    506  1.3     lukem 				else {
    507  1.3     lukem 					addstr("and ran away with it!");
    508  1.3     lukem 					Player.p_ring.ring_type = R_NONE;
    509  1.3     lukem 					cancelmonster();
    510  1.3     lukem 				}
    511  1.1       jtc 			}
    512  1.3     lukem 			break;
    513  1.1       jtc 
    514  1.1       jtc 		case SM_SUCCUBUS:
    515  1.3     lukem 			/* inflict damage through shield */
    516  1.3     lukem 			inflict = ROLL(15.0, Circle * 10.0);
    517  1.3     lukem 			inflict = MIN(inflict, Player.p_energy);
    518  1.3     lukem 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
    519  1.3     lukem 			    Enemyname, inflict);
    520  1.3     lukem 			Player.p_energy -= inflict;
    521  1.3     lukem 			break;
    522  1.1       jtc 
    523  1.1       jtc 		case SM_CERBERUS:
    524  1.3     lukem 			/* take all metal treasures */
    525  1.3     lukem 			mvprintw(Lines++, 0,
    526  1.3     lukem 			    "%s took all your metal treasures!", Enemyname);
    527  1.3     lukem 			Player.p_crowns = 0;
    528  1.3     lukem 			Player.p_sword =
    529  1.3     lukem 			    Player.p_shield =
    530  1.3     lukem 			    Player.p_gold = 0.0;
    531  1.3     lukem 			cancelmonster();
    532  1.3     lukem 			break;
    533  1.1       jtc 
    534  1.1       jtc 		case SM_UNGOLIANT:
    535  1.3     lukem 			/* (large) poison and take a quickness */
    536  1.3     lukem 			mvprintw(Lines++, 0,
    537  1.3     lukem 			    "%s poisoned you, and took one quik.", Enemyname);
    538  1.3     lukem 			Player.p_poison += 5.0;
    539  1.3     lukem 			Player.p_quickness -= 1.0;
    540  1.3     lukem 			break;
    541  1.1       jtc 
    542  1.1       jtc 		case SM_JABBERWOCK:
    543  1.3     lukem 			/* fly away, and leave either a Jubjub bird or
    544  1.3     lukem 			 * Bonnacon */
    545  1.3     lukem 			mvprintw(Lines++, 0,
    546  1.3     lukem 			    "%s flew away, and left you to contend with one of its friends.",
    547  1.3     lukem 			    Enemyname);
    548  1.6  jdolecek 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
    549  1.3     lukem 			longjmp(Fightenv, 0);
    550  1.3     lukem 			/* NOTREACHED */
    551  1.1       jtc 
    552  1.1       jtc 		case SM_TROLL:
    553  1.3     lukem 			/* partially regenerate monster */
    554  1.3     lukem 			mvprintw(Lines++, 0,
    555  1.3     lukem 			    "%s partially regenerated his energy.!", Enemyname);
    556  1.3     lukem 			Curmonster.m_energy +=
    557  1.3     lukem 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
    558  1.3     lukem 			Curmonster.m_strength = Curmonster.m_o_strength;
    559  1.3     lukem 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    560  1.3     lukem 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
    561  1.3     lukem 			break;
    562  1.1       jtc 
    563  1.1       jtc 		case SM_WRAITH:
    564  1.3     lukem 			if (!Player.p_blindness)
    565  1.3     lukem 				/* make blind */
    566  1.1       jtc 			{
    567  1.3     lukem 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
    568  1.3     lukem 				Player.p_blindness = TRUE;
    569  1.3     lukem 				Enemyname = "A monster";
    570  1.1       jtc 			}
    571  1.3     lukem 			break;
    572  1.1       jtc 		}
    573  1.3     lukem 		return;
    574  1.1       jtc 	}
    575  1.1       jtc 
    576  1.3     lukem 	/* fall through to here if monster inflicts a normal hit */
    577  1.3     lukem 	inflict = drandom() * Curmonster.m_strength + 0.5;
    578  1.1       jtc SPECIALHIT:
    579  1.3     lukem 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
    580  1.1       jtc 
    581  1.3     lukem 	if ((Shield -= inflict) < 0) {
    582  1.3     lukem 		Player.p_energy += Shield;
    583  1.3     lukem 		Shield = 0.0;
    584  1.1       jtc 	}
    585  1.1       jtc }
    586  1.1       jtc 
    587  1.3     lukem void
    588  1.1       jtc cancelmonster()
    589  1.1       jtc {
    590  1.3     lukem 	Curmonster.m_energy = 0.0;
    591  1.3     lukem 	Curmonster.m_experience = 0.0;
    592  1.3     lukem 	Curmonster.m_treasuretype = 0;
    593  1.3     lukem 	Curmonster.m_flock = 0.0;
    594  1.1       jtc }
    595  1.1       jtc 
    596  1.3     lukem void
    597  1.1       jtc hitmonster(inflict)
    598  1.3     lukem 	double  inflict;
    599  1.1       jtc {
    600  1.3     lukem 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    601  1.3     lukem 	Curmonster.m_energy -= inflict;
    602  1.3     lukem 	if (Curmonster.m_energy > 0.0) {
    603  1.3     lukem 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
    604  1.3     lukem 			/* special monster didn't die */
    605  1.3     lukem 			monsthits();
    606  1.3     lukem 	} else
    607  1.3     lukem 		/* monster died.  print message. */
    608  1.1       jtc 	{
    609  1.3     lukem 		if (Curmonster.m_type == SM_MORGOTH)
    610  1.3     lukem 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
    611  1.3     lukem 		else
    612  1.3     lukem 			/* all other types of monsters */
    613  1.3     lukem 		{
    614  1.3     lukem 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
    615  1.3     lukem 
    616  1.3     lukem 			if (Curmonster.m_type == SM_MIMIC
    617  1.3     lukem 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
    618  1.3     lukem 			    && !Player.p_blindness)
    619  1.3     lukem 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
    620  1.3     lukem 		}
    621  1.1       jtc 	}
    622  1.1       jtc }
    623  1.1       jtc 
    624  1.3     lukem void
    625  1.1       jtc throwspell()
    626  1.1       jtc {
    627  1.3     lukem 	double  inflict;	/* damage inflicted */
    628  1.3     lukem 	double  dtemp;		/* for dtemporary calculations */
    629  1.3     lukem 	int     ch;		/* input */
    630  1.3     lukem 
    631  1.3     lukem 	inflict = 0;
    632  1.3     lukem 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    633  1.3     lukem 
    634  1.3     lukem 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
    635  1.3     lukem 		mvaddstr(7, 0, "1:All or Nothing  ");
    636  1.3     lukem 	if (Player.p_magiclvl >= ML_MAGICBOLT)
    637  1.3     lukem 		addstr("2:Magic Bolt  ");
    638  1.3     lukem 	if (Player.p_magiclvl >= ML_FORCEFIELD)
    639  1.3     lukem 		addstr("3:Force Field  ");
    640  1.3     lukem 	if (Player.p_magiclvl >= ML_XFORM)
    641  1.3     lukem 		addstr("4:Transform  ");
    642  1.3     lukem 	if (Player.p_magiclvl >= ML_INCRMIGHT)
    643  1.3     lukem 		addstr("5:Increase Might\n");
    644  1.3     lukem 	if (Player.p_magiclvl >= ML_INVISIBLE)
    645  1.3     lukem 		mvaddstr(8, 0, "6:Invisibility  ");
    646  1.3     lukem 	if (Player.p_magiclvl >= ML_XPORT)
    647  1.3     lukem 		addstr("7:Transport  ");
    648  1.3     lukem 	if (Player.p_magiclvl >= ML_PARALYZE)
    649  1.3     lukem 		addstr("8:Paralyze  ");
    650  1.3     lukem 	if (Player.p_specialtype >= SC_COUNCIL)
    651  1.3     lukem 		addstr("9:Specify");
    652  1.3     lukem 	mvaddstr(4, 0, "Spell ? ");
    653  1.3     lukem 
    654  1.3     lukem 	ch = getanswer(" ", TRUE);
    655  1.3     lukem 
    656  1.3     lukem 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    657  1.3     lukem 
    658  1.3     lukem 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
    659  1.3     lukem 		/* can only throw force field against Morgoth */
    660  1.3     lukem 		ILLSPELL();
    661  1.3     lukem 	else
    662  1.3     lukem 		switch (ch) {
    663  1.3     lukem 		case '1':	/* all or nothing */
    664  1.3     lukem 			if (drandom() < 0.25)
    665  1.3     lukem 				/* success */
    666  1.3     lukem 			{
    667  1.3     lukem 				inflict = Curmonster.m_energy * 1.01 + 1.0;
    668  1.1       jtc 
    669  1.3     lukem 				if (Curmonster.m_type == SM_DARKLORD)
    670  1.3     lukem 					/* all or nothing doesn't quite work
    671  1.3     lukem 					 * against D. L. */
    672  1.3     lukem 					inflict *= 0.9;
    673  1.3     lukem 			} else
    674  1.3     lukem 				/* failure -- monster gets stronger and
    675  1.3     lukem 				 * quicker */
    676  1.3     lukem 			{
    677  1.3     lukem 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
    678  1.3     lukem 				Curmonster.m_maxspeed *= 2.0;
    679  1.3     lukem 				Curmonster.m_o_speed *= 2.0;
    680  1.1       jtc 
    681  1.3     lukem 				/* paralyzed monsters wake up a bit */
    682  1.3     lukem 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
    683  1.1       jtc 			}
    684  1.1       jtc 
    685  1.3     lukem 			if (Player.p_mana >= MM_ALLORNOTHING)
    686  1.3     lukem 				/* take a mana if player has one */
    687  1.3     lukem 				Player.p_mana -= MM_ALLORNOTHING;
    688  1.1       jtc 
    689  1.3     lukem 			hitmonster(inflict);
    690  1.3     lukem 			break;
    691  1.3     lukem 
    692  1.3     lukem 		case '2':	/* magic bolt */
    693  1.3     lukem 			if (Player.p_magiclvl < ML_MAGICBOLT)
    694  1.3     lukem 				ILLSPELL();
    695  1.3     lukem 			else {
    696  1.3     lukem 				do
    697  1.3     lukem 					/* prompt for amount to expend */
    698  1.3     lukem 				{
    699  1.3     lukem 					mvaddstr(4, 0, "How much mana for bolt? ");
    700  1.3     lukem 					dtemp = floor(infloat());
    701  1.3     lukem 				}
    702  1.3     lukem 				while (dtemp < 0.0 || dtemp > Player.p_mana);
    703  1.3     lukem 
    704  1.3     lukem 				Player.p_mana -= dtemp;
    705  1.3     lukem 
    706  1.3     lukem 				if (Curmonster.m_type == SM_DARKLORD)
    707  1.3     lukem 					/* magic bolts don't work against D.
    708  1.3     lukem 					 * L. */
    709  1.3     lukem 					inflict = 0.0;
    710  1.3     lukem 				else
    711  1.3     lukem 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
    712  1.3     lukem 				mvaddstr(5, 0, "Magic Bolt fired!\n");
    713  1.3     lukem 				hitmonster(inflict);
    714  1.3     lukem 			}
    715  1.3     lukem 			break;
    716  1.1       jtc 
    717  1.3     lukem 		case '3':	/* force field */
    718  1.3     lukem 			if (Player.p_magiclvl < ML_FORCEFIELD)
    719  1.3     lukem 				ILLSPELL();
    720  1.3     lukem 			else
    721  1.3     lukem 				if (Player.p_mana < MM_FORCEFIELD)
    722  1.3     lukem 					NOMANA();
    723  1.3     lukem 				else {
    724  1.3     lukem 					Player.p_mana -= MM_FORCEFIELD;
    725  1.3     lukem 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
    726  1.3     lukem 					mvaddstr(5, 0, "Force Field up.\n");
    727  1.3     lukem 				}
    728  1.3     lukem 			break;
    729  1.1       jtc 
    730  1.3     lukem 		case '4':	/* transform */
    731  1.3     lukem 			if (Player.p_magiclvl < ML_XFORM)
    732  1.3     lukem 				ILLSPELL();
    733  1.3     lukem 			else
    734  1.3     lukem 				if (Player.p_mana < MM_XFORM)
    735  1.3     lukem 					NOMANA();
    736  1.3     lukem 				else {
    737  1.3     lukem 					Player.p_mana -= MM_XFORM;
    738  1.3     lukem 					Whichmonster = (int) ROLL(0.0, 100.0);
    739  1.3     lukem 					longjmp(Fightenv, 0);
    740  1.3     lukem 					/* NOTREACHED */
    741  1.3     lukem 				}
    742  1.3     lukem 			break;
    743  1.1       jtc 
    744  1.3     lukem 		case '5':	/* increase might */
    745  1.3     lukem 			if (Player.p_magiclvl < ML_INCRMIGHT)
    746  1.3     lukem 				ILLSPELL();
    747  1.3     lukem 			else
    748  1.3     lukem 				if (Player.p_mana < MM_INCRMIGHT)
    749  1.3     lukem 					NOMANA();
    750  1.3     lukem 				else {
    751  1.3     lukem 					Player.p_mana -= MM_INCRMIGHT;
    752  1.3     lukem 					Player.p_might +=
    753  1.3     lukem 					    (1.2 * (Player.p_strength + Player.p_sword)
    754  1.3     lukem 					    + 5.0 - Player.p_might) / 2.0;
    755  1.3     lukem 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
    756  1.3     lukem 				}
    757  1.3     lukem 			break;
    758  1.1       jtc 
    759  1.3     lukem 		case '6':	/* invisible */
    760  1.3     lukem 			if (Player.p_magiclvl < ML_INVISIBLE)
    761  1.3     lukem 				ILLSPELL();
    762  1.3     lukem 			else
    763  1.3     lukem 				if (Player.p_mana < MM_INVISIBLE)
    764  1.3     lukem 					NOMANA();
    765  1.3     lukem 				else {
    766  1.3     lukem 					Player.p_mana -= MM_INVISIBLE;
    767  1.3     lukem 					Player.p_speed +=
    768  1.3     lukem 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
    769  1.3     lukem 					    + 5.0 - Player.p_speed) / 2.0;
    770  1.3     lukem 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
    771  1.3     lukem 				}
    772  1.3     lukem 			break;
    773  1.1       jtc 
    774  1.3     lukem 		case '7':	/* transport */
    775  1.3     lukem 			if (Player.p_magiclvl < ML_XPORT)
    776  1.3     lukem 				ILLSPELL();
    777  1.3     lukem 			else
    778  1.3     lukem 				if (Player.p_mana < MM_XPORT)
    779  1.3     lukem 					NOMANA();
    780  1.3     lukem 				else {
    781  1.3     lukem 					Player.p_mana -= MM_XPORT;
    782  1.3     lukem 					if (Player.p_brains + Player.p_magiclvl
    783  1.3     lukem 					    < Curmonster.m_experience / 200.0 * drandom()) {
    784  1.3     lukem 						mvaddstr(5, 0, "Transport backfired!\n");
    785  1.3     lukem 						altercoordinates(0.0, 0.0, A_FAR);
    786  1.3     lukem 						cancelmonster();
    787  1.3     lukem 					} else {
    788  1.3     lukem 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
    789  1.3     lukem 						if (drandom() < 0.3)
    790  1.3     lukem 							/* monster didn't drop
    791  1.3     lukem 							 * its treasure */
    792  1.3     lukem 							Curmonster.m_treasuretype = 0;
    793  1.1       jtc 
    794  1.3     lukem 						Curmonster.m_energy = 0.0;
    795  1.3     lukem 					}
    796  1.3     lukem 				}
    797  1.3     lukem 			break;
    798  1.1       jtc 
    799  1.3     lukem 		case '8':	/* paralyze */
    800  1.3     lukem 			if (Player.p_magiclvl < ML_PARALYZE)
    801  1.3     lukem 				ILLSPELL();
    802  1.3     lukem 			else
    803  1.3     lukem 				if (Player.p_mana < MM_PARALYZE)
    804  1.3     lukem 					NOMANA();
    805  1.3     lukem 				else {
    806  1.3     lukem 					Player.p_mana -= MM_PARALYZE;
    807  1.3     lukem 					if (Player.p_magiclvl >
    808  1.3     lukem 					    Curmonster.m_experience / 1000.0 * drandom()) {
    809  1.3     lukem 						mvprintw(5, 0, "%s is held.\n", Enemyname);
    810  1.3     lukem 						Curmonster.m_speed = -2.0;
    811  1.3     lukem 					} else
    812  1.3     lukem 						mvaddstr(5, 0, "Monster unaffected.\n");
    813  1.3     lukem 				}
    814  1.3     lukem 			break;
    815  1.1       jtc 
    816  1.3     lukem 		case '9':	/* specify */
    817  1.3     lukem 			if (Player.p_specialtype < SC_COUNCIL)
    818  1.3     lukem 				ILLSPELL();
    819  1.3     lukem 			else
    820  1.3     lukem 				if (Player.p_mana < MM_SPECIFY)
    821  1.3     lukem 					NOMANA();
    822  1.3     lukem 				else {
    823  1.3     lukem 					Player.p_mana -= MM_SPECIFY;
    824  1.3     lukem 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
    825  1.3     lukem 					Whichmonster = (int) infloat();
    826  1.3     lukem 					Whichmonster = MAX(0, MIN(99, Whichmonster));
    827  1.3     lukem 					longjmp(Fightenv, 0);
    828  1.3     lukem 					/* NOTREACHED */
    829  1.3     lukem 				}
    830  1.3     lukem 			break;
    831  1.3     lukem 		}
    832  1.1       jtc }
    833  1.1       jtc 
    834  1.3     lukem void
    835  1.1       jtc callmonster(which)
    836  1.3     lukem 	int     which;
    837  1.1       jtc {
    838  1.3     lukem 	struct monster Othermonster;	/* to find a name for mimics */
    839  1.1       jtc 
    840  1.3     lukem 	which = MIN(which, 99);	/* make sure within range */
    841  1.1       jtc 
    842  1.3     lukem 	/* fill structure */
    843  1.5       jsm 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    844  1.3     lukem 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    845  1.1       jtc 
    846  1.3     lukem 	/* handle some special monsters */
    847  1.3     lukem 	if (Curmonster.m_type == SM_MODNAR) {
    848  1.3     lukem 		if (Player.p_specialtype < SC_COUNCIL)
    849  1.3     lukem 			/* randomize some stats */
    850  1.3     lukem 		{
    851  1.3     lukem 			Curmonster.m_strength *= drandom() + 0.5;
    852  1.3     lukem 			Curmonster.m_brains *= drandom() + 0.5;
    853  1.3     lukem 			Curmonster.m_speed *= drandom() + 0.5;
    854  1.3     lukem 			Curmonster.m_energy *= drandom() + 0.5;
    855  1.3     lukem 			Curmonster.m_experience *= drandom() + 0.5;
    856  1.3     lukem 			Curmonster.m_treasuretype =
    857  1.3     lukem 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
    858  1.3     lukem 		} else
    859  1.3     lukem 			/* make Modnar into Morgoth */
    860  1.3     lukem 		{
    861  1.3     lukem 			strcpy(Curmonster.m_name, "Morgoth");
    862  1.3     lukem 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
    863  1.3     lukem 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
    864  1.3     lukem 			Curmonster.m_brains = Player.p_brains;
    865  1.3     lukem 			Curmonster.m_energy = Player.p_might * 30.0;
    866  1.3     lukem 			Curmonster.m_type = SM_MORGOTH;
    867  1.3     lukem 			Curmonster.m_speed = Player.p_speed * 1.1
    868  1.6  jdolecek 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
    869  1.3     lukem 			Curmonster.m_flock = 0.0;
    870  1.3     lukem 			Curmonster.m_treasuretype = 0;
    871  1.3     lukem 			Curmonster.m_experience = 0.0;
    872  1.3     lukem 		}
    873  1.3     lukem 	} else
    874  1.3     lukem 		if (Curmonster.m_type == SM_MIMIC)
    875  1.3     lukem 			/* pick another name */
    876  1.3     lukem 		{
    877  1.3     lukem 			which = (int) ROLL(0.0, 100.0);
    878  1.5       jsm 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    879  1.3     lukem 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    880  1.3     lukem 			strcpy(Curmonster.m_name, Othermonster.m_name);
    881  1.3     lukem 		}
    882  1.3     lukem 	truncstring(Curmonster.m_name);
    883  1.1       jtc 
    884  1.3     lukem 	if (Curmonster.m_type != SM_MORGOTH)
    885  1.3     lukem 		/* adjust stats based on which circle player is in */
    886  1.1       jtc 	{
    887  1.3     lukem 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
    888  1.3     lukem 		Curmonster.m_brains *= Circle;
    889  1.3     lukem 		Curmonster.m_speed += Circle * 1.e-9;
    890  1.3     lukem 		Curmonster.m_energy *= Circle;
    891  1.3     lukem 		Curmonster.m_experience *= Circle;
    892  1.1       jtc 	}
    893  1.3     lukem 	if (Player.p_blindness)
    894  1.3     lukem 		/* cannot see monster if blind */
    895  1.3     lukem 		Enemyname = "A monster";
    896  1.3     lukem 	else
    897  1.3     lukem 		Enemyname = Curmonster.m_name;
    898  1.1       jtc 
    899  1.3     lukem 	if (Player.p_speed <= 0.0)
    900  1.3     lukem 		/* make Player.p_speed positive */
    901  1.1       jtc 	{
    902  1.3     lukem 		Curmonster.m_speed += -Player.p_speed;
    903  1.3     lukem 		Player.p_speed = 1.0;
    904  1.1       jtc 	}
    905  1.3     lukem 	/* fill up the rest of the structure */
    906  1.3     lukem 	Curmonster.m_o_strength = Curmonster.m_strength;
    907  1.3     lukem 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    908  1.3     lukem 	Curmonster.m_o_energy = Curmonster.m_energy;
    909  1.3     lukem 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    910  1.1       jtc }
    911  1.1       jtc 
    912  1.3     lukem void
    913  1.1       jtc awardtreasure()
    914  1.1       jtc {
    915  1.3     lukem 	int     whichtreasure;	/* calculated treasure to grant */
    916  1.3     lukem 	int     temp;		/* temporary */
    917  1.3     lukem 	int     ch;		/* input */
    918  1.3     lukem 	double  treasuretype;	/* monster's treasure type */
    919  1.3     lukem 	double  gold = 0.0;	/* gold awarded */
    920  1.3     lukem 	double  gems = 0.0;	/* gems awarded */
    921  1.3     lukem 	double  dtemp;		/* for temporary calculations */
    922  1.3     lukem 
    923  1.3     lukem 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    924  1.3     lukem 	treasuretype = (double) Curmonster.m_treasuretype;
    925  1.3     lukem 
    926  1.3     lukem 	move(4, 0);
    927  1.3     lukem 	clrtobot();
    928  1.3     lukem 	move(6, 0);
    929  1.1       jtc 
    930  1.3     lukem 	if (drandom() > 0.65)
    931  1.3     lukem 		/* gold and gems */
    932  1.1       jtc 	{
    933  1.3     lukem 		if (Curmonster.m_treasuretype > 7)
    934  1.3     lukem 			/* gems */
    935  1.3     lukem 		{
    936  1.3     lukem 			gems = ROLL(1.0, (treasuretype - 7.0)
    937  1.3     lukem 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
    938  1.3     lukem 			printw("You have discovered %.0f gems!", gems);
    939  1.3     lukem 		} else
    940  1.3     lukem 			/* gold */
    941  1.1       jtc 		{
    942  1.3     lukem 			gold = ROLL(treasuretype * 10.0, treasuretype
    943  1.3     lukem 			    * treasuretype * 10.0 * (Circle - 1.0));
    944  1.3     lukem 			printw("You have found %.0f gold pieces.", gold);
    945  1.1       jtc 		}
    946  1.1       jtc 
    947  1.3     lukem 		addstr("  Do you want to pick them up ? ");
    948  1.3     lukem 		ch = getanswer("NY", FALSE);
    949  1.3     lukem 		addstr("\n\n");
    950  1.3     lukem 
    951  1.4     veego 		if (ch == 'Y') {
    952  1.3     lukem 			if (drandom() < treasuretype / 35.0 + 0.04)
    953  1.3     lukem 				/* cursed */
    954  1.3     lukem 			{
    955  1.3     lukem 				addstr("They were cursed!\n");
    956  1.3     lukem 				cursedtreasure();
    957  1.3     lukem 			} else
    958  1.3     lukem 				collecttaxes(gold, gems);
    959  1.4     veego 		}
    960  1.1       jtc 
    961  1.1       jtc 		return;
    962  1.3     lukem 	} else
    963  1.3     lukem 		/* other treasures */
    964  1.3     lukem 	{
    965  1.3     lukem 		addstr("You have found some treasure.  Do you want to inspect it ? ");
    966  1.3     lukem 		ch = getanswer("NY", FALSE);
    967  1.3     lukem 		addstr("\n\n");
    968  1.1       jtc 
    969  1.3     lukem 		if (ch != 'Y')
    970  1.3     lukem 			return;
    971  1.3     lukem 		else
    972  1.3     lukem 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
    973  1.3     lukem 				addstr("It was cursed!\n");
    974  1.3     lukem 				cursedtreasure();
    975  1.3     lukem 				return;
    976  1.3     lukem 			} else
    977  1.3     lukem 				switch (Curmonster.m_treasuretype) {
    978  1.3     lukem 				case 1:	/* treasure type 1 */
    979  1.3     lukem 					switch (whichtreasure) {
    980  1.3     lukem 					case 1:
    981  1.3     lukem 						addstr("You've discovered a power booster!\n");
    982  1.3     lukem 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
    983  1.3     lukem 						break;
    984  1.3     lukem 
    985  1.3     lukem 					case 2:
    986  1.3     lukem 						addstr("You have encountered a druid.\n");
    987  1.3     lukem 						Player.p_experience +=
    988  1.3     lukem 						    ROLL(0.0, 2000.0 + Circle * 400.0);
    989  1.3     lukem 						break;
    990  1.3     lukem 
    991  1.3     lukem 					case 3:
    992  1.3     lukem 						addstr("You have found a holy orb.\n");
    993  1.3     lukem 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
    994  1.3     lukem 						break;
    995  1.3     lukem 					}
    996  1.3     lukem 					break;
    997  1.3     lukem 					/* end treasure type 1 */
    998  1.1       jtc 
    999  1.3     lukem 				case 2:	/* treasure type 2 */
   1000  1.3     lukem 					switch (whichtreasure) {
   1001  1.3     lukem 					case 1:
   1002  1.3     lukem 						addstr("You have found an amulet.\n");
   1003  1.3     lukem 						++Player.p_amulets;
   1004  1.3     lukem 						break;
   1005  1.3     lukem 
   1006  1.3     lukem 					case 2:
   1007  1.3     lukem 						addstr("You've found some holy water!\n");
   1008  1.3     lukem 						++Player.p_holywater;
   1009  1.3     lukem 						break;
   1010  1.3     lukem 
   1011  1.3     lukem 					case 3:
   1012  1.3     lukem 						addstr("You've met a hermit!\n");
   1013  1.3     lukem 						Player.p_sin *= 0.75;
   1014  1.3     lukem 						Player.p_mana += 12.0 * Circle;
   1015  1.3     lukem 						break;
   1016  1.3     lukem 					}
   1017  1.3     lukem 					break;
   1018  1.3     lukem 					/* end treasure type 2 */
   1019  1.1       jtc 
   1020  1.3     lukem 				case 3:	/* treasure type 3 */
   1021  1.3     lukem 					switch (whichtreasure) {
   1022  1.3     lukem 					case 1:
   1023  1.3     lukem 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
   1024  1.3     lukem 						printw("You've found a +%.0f shield!\n", dtemp);
   1025  1.3     lukem 						if (dtemp >= Player.p_shield)
   1026  1.3     lukem 							Player.p_shield = dtemp;
   1027  1.3     lukem 						else
   1028  1.3     lukem 							SOMEBETTER();
   1029  1.3     lukem 						break;
   1030  1.3     lukem 
   1031  1.3     lukem 					case 2:
   1032  1.3     lukem 						addstr("You have rescued a virgin.  Will you be honorable ? ");
   1033  1.3     lukem 						ch = getanswer("NY", FALSE);
   1034  1.3     lukem 						addstr("\n\n");
   1035  1.3     lukem 						if (ch == 'Y')
   1036  1.3     lukem 							Player.p_virgin = TRUE;
   1037  1.3     lukem 						else {
   1038  1.3     lukem 							Player.p_experience += 2000.0 * Circle;
   1039  1.3     lukem 							++Player.p_sin;
   1040  1.3     lukem 						}
   1041  1.3     lukem 						break;
   1042  1.3     lukem 
   1043  1.3     lukem 					case 3:
   1044  1.3     lukem 						addstr("You've discovered some athelas!\n");
   1045  1.3     lukem 						--Player.p_poison;
   1046  1.3     lukem 						break;
   1047  1.3     lukem 					}
   1048  1.3     lukem 					break;
   1049  1.3     lukem 					/* end treasure type 3 */
   1050  1.1       jtc 
   1051  1.3     lukem 				case 4:	/* treasure type 4 */
   1052  1.3     lukem 					addstr("You've found a scroll.  Will you read it ? ");
   1053  1.3     lukem 					ch = getanswer("NY", FALSE);
   1054  1.3     lukem 					addstr("\n\n");
   1055  1.3     lukem 
   1056  1.3     lukem 					if (ch == 'Y')
   1057  1.3     lukem 						switch ((int) ROLL(1, 6)) {
   1058  1.3     lukem 						case 1:
   1059  1.3     lukem 							addstr("It throws up a shield for you next monster.\n");
   1060  1.3     lukem 							getyx(stdscr, whichtreasure, ch);
   1061  1.3     lukem 							more(whichtreasure);
   1062  1.3     lukem 							Shield =
   1063  1.3     lukem 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
   1064  1.3     lukem 							Whichmonster = pickmonster();
   1065  1.3     lukem 							longjmp(Fightenv, 0);
   1066  1.3     lukem 							/* NOTREACHED */
   1067  1.3     lukem 
   1068  1.3     lukem 						case 2:
   1069  1.3     lukem 							addstr("It makes you invisible for you next monster.\n");
   1070  1.3     lukem 							getyx(stdscr, whichtreasure, ch);
   1071  1.3     lukem 							more(whichtreasure);
   1072  1.3     lukem 							Player.p_speed = 1e6;
   1073  1.3     lukem 							Whichmonster = pickmonster();
   1074  1.3     lukem 							longjmp(Fightenv, 0);
   1075  1.3     lukem 							/* NOTREACHED */
   1076  1.3     lukem 
   1077  1.3     lukem 						case 3:
   1078  1.3     lukem 							addstr("It increases your strength ten fold to fight your next monster.\n");
   1079  1.3     lukem 							getyx(stdscr, whichtreasure, ch);
   1080  1.3     lukem 							more(whichtreasure);
   1081  1.3     lukem 							Player.p_might *= 10.0;
   1082  1.3     lukem 							Whichmonster = pickmonster();
   1083  1.3     lukem 							longjmp(Fightenv, 0);
   1084  1.3     lukem 							/* NOTREACHED */
   1085  1.3     lukem 
   1086  1.3     lukem 						case 4:
   1087  1.3     lukem 							addstr("It is a general knowledge scroll.\n");
   1088  1.3     lukem 							Player.p_brains += ROLL(2.0, Circle);
   1089  1.3     lukem 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
   1090  1.3     lukem 							break;
   1091  1.3     lukem 
   1092  1.3     lukem 						case 5:
   1093  1.3     lukem 							addstr("It tells you how to pick your next monster.\n");
   1094  1.3     lukem 							addstr("Which monster do you want [0-99] ? ");
   1095  1.3     lukem 							Whichmonster = (int) infloat();
   1096  1.3     lukem 							Whichmonster = MIN(99, MAX(0, Whichmonster));
   1097  1.3     lukem 							longjmp(Fightenv, 0);
   1098  1.3     lukem 
   1099  1.3     lukem 						case 6:
   1100  1.3     lukem 							addstr("It was cursed!\n");
   1101  1.3     lukem 							cursedtreasure();
   1102  1.3     lukem 							break;
   1103  1.3     lukem 						}
   1104  1.3     lukem 					break;
   1105  1.3     lukem 					/* end treasure type 4 */
   1106  1.1       jtc 
   1107  1.3     lukem 				case 5:	/* treasure type 5 */
   1108  1.3     lukem 					switch (whichtreasure) {
   1109  1.3     lukem 					case 1:
   1110  1.3     lukem 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
   1111  1.3     lukem 						printw("You've discovered a +%.0f dagger.\n", dtemp);
   1112  1.3     lukem 						if (dtemp >= Player.p_sword)
   1113  1.3     lukem 							Player.p_sword = dtemp;
   1114  1.3     lukem 						else
   1115  1.3     lukem 							SOMEBETTER();
   1116  1.3     lukem 						break;
   1117  1.3     lukem 
   1118  1.3     lukem 					case 2:
   1119  1.3     lukem 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
   1120  1.3     lukem 						printw("You have found some +%.0f armour!\n", dtemp);
   1121  1.3     lukem 						if (dtemp >= Player.p_shield)
   1122  1.3     lukem 							Player.p_shield = dtemp;
   1123  1.3     lukem 						else
   1124  1.3     lukem 							SOMEBETTER();
   1125  1.3     lukem 						break;
   1126  1.3     lukem 
   1127  1.3     lukem 					case 3:
   1128  1.3     lukem 						addstr("You've found a tablet.\n");
   1129  1.3     lukem 						Player.p_brains += 4.5 * Circle;
   1130  1.3     lukem 						break;
   1131  1.3     lukem 					}
   1132  1.3     lukem 					break;
   1133  1.3     lukem 					/* end treasure type 5 */
   1134  1.1       jtc 
   1135  1.3     lukem 				case 6:	/* treasure type 6 */
   1136  1.3     lukem 					switch (whichtreasure) {
   1137  1.3     lukem 					case 1:
   1138  1.3     lukem 						addstr("You've found a priest.\n");
   1139  1.3     lukem 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1140  1.3     lukem 						Player.p_sin /= 2.0;
   1141  1.3     lukem 						Player.p_mana += 24.0 * Circle;
   1142  1.3     lukem 						Player.p_brains += Circle;
   1143  1.3     lukem 						break;
   1144  1.3     lukem 
   1145  1.3     lukem 					case 2:
   1146  1.3     lukem 						addstr("You have come upon Robin Hood!\n");
   1147  1.3     lukem 						Player.p_shield += Circle * 2.0;
   1148  1.3     lukem 						Player.p_strength += Circle / 2.5 + 1.0;
   1149  1.3     lukem 						break;
   1150  1.3     lukem 
   1151  1.3     lukem 					case 3:
   1152  1.3     lukem 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
   1153  1.3     lukem 						printw("You have found a +%.0f axe!\n", dtemp);
   1154  1.3     lukem 						if (dtemp >= Player.p_sword)
   1155  1.3     lukem 							Player.p_sword = dtemp;
   1156  1.3     lukem 						else
   1157  1.3     lukem 							SOMEBETTER();
   1158  1.3     lukem 						break;
   1159  1.3     lukem 					}
   1160  1.3     lukem 					break;
   1161  1.3     lukem 					/* end treasure type 6 */
   1162  1.1       jtc 
   1163  1.3     lukem 				case 7:	/* treasure type 7 */
   1164  1.3     lukem 					switch (whichtreasure) {
   1165  1.3     lukem 					case 1:
   1166  1.3     lukem 						addstr("You've discovered a charm!\n");
   1167  1.3     lukem 						++Player.p_charms;
   1168  1.3     lukem 						break;
   1169  1.3     lukem 
   1170  1.3     lukem 					case 2:
   1171  1.3     lukem 						addstr("You have encountered Merlyn!\n");
   1172  1.3     lukem 						Player.p_brains += Circle + 5.0;
   1173  1.3     lukem 						Player.p_magiclvl += Circle / 3.0 + 5.0;
   1174  1.3     lukem 						Player.p_mana += Circle * 10.0;
   1175  1.3     lukem 						break;
   1176  1.3     lukem 
   1177  1.3     lukem 					case 3:
   1178  1.3     lukem 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
   1179  1.3     lukem 						printw("You have found a +%.0f war hammer!\n", dtemp);
   1180  1.3     lukem 						if (dtemp >= Player.p_sword)
   1181  1.3     lukem 							Player.p_sword = dtemp;
   1182  1.3     lukem 						else
   1183  1.3     lukem 							SOMEBETTER();
   1184  1.3     lukem 						break;
   1185  1.3     lukem 					}
   1186  1.3     lukem 					break;
   1187  1.3     lukem 					/* end treasure type 7 */
   1188  1.1       jtc 
   1189  1.3     lukem 				case 8:	/* treasure type 8 */
   1190  1.3     lukem 					switch (whichtreasure) {
   1191  1.3     lukem 					case 1:
   1192  1.3     lukem 						addstr("You have found a healing potion.\n");
   1193  1.3     lukem 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
   1194  1.3     lukem 						break;
   1195  1.3     lukem 
   1196  1.3     lukem 					case 2:
   1197  1.3     lukem 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
   1198  1.3     lukem 						ch = getanswer("NY", FALSE);
   1199  1.3     lukem 						addstr("\n\n");
   1200  1.3     lukem 						if (ch == 'Y') {
   1201  1.3     lukem 							double  x, y;
   1202  1.3     lukem 
   1203  1.3     lukem 							addstr("X Y Coordinates ? ");
   1204  1.3     lukem 							getstring(Databuf, SZ_DATABUF);
   1205  1.3     lukem 							sscanf(Databuf, "%lf %lf", &x, &y);
   1206  1.3     lukem 							altercoordinates(x, y, A_FORCED);
   1207  1.3     lukem 						}
   1208  1.3     lukem 						break;
   1209  1.3     lukem 
   1210  1.3     lukem 					case 3:
   1211  1.3     lukem 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
   1212  1.3     lukem 						printw("You've found a +%.0f sword!\n", dtemp);
   1213  1.3     lukem 						if (dtemp >= Player.p_sword)
   1214  1.3     lukem 							Player.p_sword = dtemp;
   1215  1.3     lukem 						else
   1216  1.3     lukem 							SOMEBETTER();
   1217  1.3     lukem 						break;
   1218  1.3     lukem 					}
   1219  1.3     lukem 					break;
   1220  1.3     lukem 					/* end treasure type 8 */
   1221  1.1       jtc 
   1222  1.3     lukem 				case 10:
   1223  1.3     lukem 				case 11:
   1224  1.3     lukem 				case 12:
   1225  1.3     lukem 				case 13:	/* treasure types 10 - 13 */
   1226  1.3     lukem 					if (drandom() < 0.33) {
   1227  1.3     lukem 						if (Curmonster.m_treasuretype == 10) {
   1228  1.3     lukem 							addstr("You've found a pair of elven boots!\n");
   1229  1.3     lukem 							Player.p_quickness += 2.0;
   1230  1.3     lukem 							break;
   1231  1.3     lukem 						} else
   1232  1.3     lukem 							if (Curmonster.m_treasuretype == 11
   1233  1.3     lukem 							    && !Player.p_palantir) {
   1234  1.3     lukem 								addstr("You've acquired Saruman's palantir.\n");
   1235  1.3     lukem 								Player.p_palantir = TRUE;
   1236  1.3     lukem 								break;
   1237  1.3     lukem 							} else
   1238  1.3     lukem 								if (Player.p_ring.ring_type == R_NONE
   1239  1.3     lukem 								    && Player.p_specialtype < SC_COUNCIL
   1240  1.3     lukem 								    && (Curmonster.m_treasuretype == 12
   1241  1.3     lukem 									|| Curmonster.m_treasuretype == 13))
   1242  1.3     lukem 									/* roll
   1243  1.3     lukem 									 *  up
   1244  1.3     lukem 									 * a
   1245  1.3     lukem 									 * ring
   1246  1.3     lukem 									 *  */
   1247  1.3     lukem 								{
   1248  1.3     lukem 									if (drandom() < 0.8)
   1249  1.3     lukem 										/* r
   1250  1.3     lukem 										 * e
   1251  1.3     lukem 										 * g
   1252  1.3     lukem 										 * u
   1253  1.3     lukem 										 * l
   1254  1.3     lukem 										 * a
   1255  1.3     lukem 										 * r
   1256  1.3     lukem 										 *
   1257  1.3     lukem 										 * ri
   1258  1.3     lukem 										 * n
   1259  1.3     lukem 										 * g
   1260  1.3     lukem 										 * s
   1261  1.3     lukem 										 *  */
   1262  1.3     lukem 									{
   1263  1.3     lukem 										if (Curmonster.m_treasuretype == 12) {
   1264  1.3     lukem 											whichtreasure = R_NAZREG;
   1265  1.3     lukem 											temp = 35;
   1266  1.3     lukem 										} else {
   1267  1.3     lukem 											whichtreasure = R_DLREG;
   1268  1.3     lukem 											temp = 0;
   1269  1.3     lukem 										}
   1270  1.3     lukem 									} else
   1271  1.3     lukem 										/* b
   1272  1.3     lukem 										 * a
   1273  1.3     lukem 										 * d
   1274  1.3     lukem 										 *
   1275  1.3     lukem 										 * ri
   1276  1.3     lukem 										 * n
   1277  1.3     lukem 										 * g
   1278  1.3     lukem 										 * s
   1279  1.3     lukem 										 *  */
   1280  1.3     lukem 									{
   1281  1.3     lukem 										whichtreasure = R_BAD;
   1282  1.3     lukem 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
   1283  1.3     lukem 									}
   1284  1.3     lukem 
   1285  1.3     lukem 									addstr("You've discovered a ring.  Will you pick it up ? ");
   1286  1.3     lukem 									ch = getanswer("NY", FALSE);
   1287  1.3     lukem 									addstr("\n\n");
   1288  1.3     lukem 
   1289  1.3     lukem 									if (ch == 'Y') {
   1290  1.3     lukem 										Player.p_ring.ring_type = whichtreasure;
   1291  1.3     lukem 										Player.p_ring.ring_duration = temp;
   1292  1.3     lukem 									}
   1293  1.3     lukem 									break;
   1294  1.3     lukem 								}
   1295  1.1       jtc 					}
   1296  1.3     lukem 					/* end treasure types 10 - 13 */
   1297  1.3     lukem 					/* fall through to treasure type 9 if
   1298  1.3     lukem 					 * no treasure from above */
   1299  1.3     lukem 
   1300  1.3     lukem 				case 9:	/* treasure type 9 */
   1301  1.3     lukem 					switch (whichtreasure) {
   1302  1.3     lukem 					case 1:
   1303  1.3     lukem 						if (Player.p_level <= 1000.0
   1304  1.3     lukem 						    && Player.p_crowns <= 3
   1305  1.3     lukem 						    && Player.p_level >= 10.0) {
   1306  1.3     lukem 							addstr("You have found a golden crown!\n");
   1307  1.3     lukem 							++Player.p_crowns;
   1308  1.3     lukem 							break;
   1309  1.3     lukem 						}
   1310  1.3     lukem 						/* fall through otherwise */
   1311  1.3     lukem 
   1312  1.3     lukem 					case 2:
   1313  1.3     lukem 						addstr("You've been blessed!\n");
   1314  1.3     lukem 						Player.p_blessing = TRUE;
   1315  1.3     lukem 						Player.p_sin /= 3.0;
   1316  1.3     lukem 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1317  1.3     lukem 						Player.p_mana += 100.0 * Circle;
   1318  1.3     lukem 						break;
   1319  1.3     lukem 
   1320  1.3     lukem 					case 3:
   1321  1.3     lukem 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
   1322  1.3     lukem 						dtemp = MIN(dtemp, 99.0);
   1323  1.3     lukem 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
   1324  1.3     lukem 						if (dtemp >= Player.p_quksilver)
   1325  1.3     lukem 							Player.p_quksilver = dtemp;
   1326  1.3     lukem 						else
   1327  1.3     lukem 							SOMEBETTER();
   1328  1.3     lukem 						break;
   1329  1.1       jtc 					}
   1330  1.1       jtc 					break;
   1331  1.3     lukem 					/* end treasure type 9 */
   1332  1.1       jtc 				}
   1333  1.1       jtc 	}
   1334  1.1       jtc }
   1335  1.1       jtc 
   1336  1.3     lukem void
   1337  1.1       jtc cursedtreasure()
   1338  1.1       jtc {
   1339  1.3     lukem 	if (Player.p_charms > 0) {
   1340  1.3     lukem 		addstr("But your charm saved you!\n");
   1341  1.3     lukem 		--Player.p_charms;
   1342  1.3     lukem 	} else
   1343  1.3     lukem 		if (Player.p_amulets > 0) {
   1344  1.3     lukem 			addstr("But your amulet saved you!\n");
   1345  1.3     lukem 			--Player.p_amulets;
   1346  1.3     lukem 		} else {
   1347  1.3     lukem 			Player.p_energy =
   1348  1.3     lukem 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
   1349  1.3     lukem 			Player.p_poison += 0.25;
   1350  1.3     lukem 		}
   1351  1.1       jtc }
   1352  1.1       jtc 
   1353  1.3     lukem void
   1354  1.1       jtc scramblestats()
   1355  1.1       jtc {
   1356  1.3     lukem 	double  dbuf[6];	/* to put statistic in */
   1357  1.3     lukem 	double  dtemp1, dtemp2;	/* for swapping values */
   1358  1.3     lukem 	int first, second;	/* indices for swapping */
   1359  1.3     lukem 	double *dptr;		/* pointer for filling and emptying buf[] */
   1360  1.3     lukem 
   1361  1.3     lukem 	/* fill buffer */
   1362  1.3     lukem 	dptr = &dbuf[0];
   1363  1.3     lukem 	*dptr++ = Player.p_strength;
   1364  1.3     lukem 	*dptr++ = Player.p_mana;
   1365  1.3     lukem 	*dptr++ = Player.p_brains;
   1366  1.3     lukem 	*dptr++ = Player.p_magiclvl;
   1367  1.3     lukem 	*dptr++ = Player.p_energy;
   1368  1.3     lukem 	*dptr = Player.p_sin;
   1369  1.3     lukem 
   1370  1.3     lukem 	/* pick values to swap */
   1371  1.3     lukem 	first = (int) ROLL(0, 5);
   1372  1.3     lukem 	second = (int) ROLL(0, 5);
   1373  1.3     lukem 
   1374  1.3     lukem 	/* swap values */
   1375  1.3     lukem 	dptr = &dbuf[0];
   1376  1.3     lukem 	dtemp1 = dptr[first];
   1377  1.3     lukem 	/* this expression is split to prevent a compiler loop on some
   1378  1.3     lukem 	 * compilers */
   1379  1.3     lukem 	dtemp2 = dptr[second];
   1380  1.3     lukem 	dptr[first] = dtemp2;
   1381  1.3     lukem 	dptr[second] = dtemp1;
   1382  1.3     lukem 
   1383  1.3     lukem 	/* empty buffer */
   1384  1.3     lukem 	Player.p_strength = *dptr++;
   1385  1.3     lukem 	Player.p_mana = *dptr++;
   1386  1.3     lukem 	Player.p_brains = *dptr++;
   1387  1.3     lukem 	Player.p_magiclvl = *dptr++;
   1388  1.3     lukem 	Player.p_energy = *dptr++;
   1389  1.3     lukem 	Player.p_sin = *dptr;
   1390  1.1       jtc }
   1391