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fight.c revision 1.8.4.2
      1  1.8.4.2      tron /*	$NetBSD: fight.c,v 1.8.4.2 2005/04/08 21:46:18 tron 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  1.8.4.2      tron #undef bool
      9  1.8.4.1      tron #include <curses.h>
     10      1.1       jtc 
     11      1.3     lukem void
     12      1.1       jtc encounter(particular)
     13      1.3     lukem 	int     particular;
     14      1.1       jtc {
     15      1.8       jsm 	volatile bool    firsthit = Player.p_blessing;	/* set if player gets
     16      1.8       jsm 							 * the first hit */
     17      1.8       jsm 	volatile int     flockcnt = 1;	/* how many time flocked */
     18      1.3     lukem 
     19      1.3     lukem 	/* let others know what we are doing */
     20      1.3     lukem 	Player.p_status = S_MONSTER;
     21      1.3     lukem 	writerecord(&Player, Fileloc);
     22      1.1       jtc 
     23      1.1       jtc #ifdef SYS5
     24      1.3     lukem 	flushinp();
     25      1.1       jtc #endif
     26      1.1       jtc 
     27      1.3     lukem 	Shield = 0.0;		/* no shield up yet */
     28      1.1       jtc 
     29      1.3     lukem 	if (particular >= 0)
     30      1.3     lukem 		/* monster is specified */
     31      1.3     lukem 		Whichmonster = particular;
     32      1.3     lukem 	else
     33      1.3     lukem 		/* pick random monster */
     34      1.3     lukem 		Whichmonster = pickmonster();
     35      1.1       jtc 
     36      1.3     lukem 	setjmp(Fightenv);	/* this is to enable changing fight state */
     37      1.1       jtc 
     38      1.3     lukem 	move(6, 0);
     39      1.3     lukem 	clrtobot();		/* clear bottom area of screen */
     40      1.1       jtc 
     41      1.3     lukem 	Lines = 9;
     42      1.3     lukem 	callmonster(Whichmonster);	/* set up monster to fight */
     43      1.1       jtc 
     44      1.3     lukem 	Luckout = FALSE;	/* haven't tried to luckout yet */
     45      1.1       jtc 
     46      1.3     lukem 	if (Curmonster.m_type == SM_MORGOTH)
     47      1.3     lukem 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
     48      1.3     lukem 		    Enemyname);
     49      1.1       jtc 
     50      1.3     lukem 	if (Curmonster.m_type == SM_UNICORN) {
     51      1.3     lukem 		if (Player.p_virgin) {
     52      1.3     lukem 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
     53      1.3     lukem 			Player.p_virgin = FALSE;
     54      1.3     lukem 		} else {
     55      1.3     lukem 			printw("You just saw %s running away!\n", Enemyname);
     56      1.3     lukem 			Curmonster.m_experience = 0.0;
     57      1.3     lukem 			Curmonster.m_treasuretype = 0;
     58      1.3     lukem 		}
     59      1.3     lukem 	} else
     60      1.3     lukem 		/* not a special monster */
     61      1.3     lukem 		for (;;)
     62      1.3     lukem 			/* print header, and arbitrate between player and
     63      1.3     lukem 			 * monster */
     64      1.1       jtc 		{
     65      1.3     lukem 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
     66      1.3     lukem 			    Enemyname, Curmonster.m_experience, Circle);
     67      1.3     lukem 
     68      1.3     lukem 			displaystats();
     69      1.3     lukem 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
     70      1.3     lukem 			readmessage();
     71      1.3     lukem 
     72      1.3     lukem 			if (Curmonster.m_type == SM_DARKLORD
     73      1.3     lukem 			    && Player.p_blessing
     74      1.3     lukem 			    && Player.p_charms > 0)
     75      1.3     lukem 				/* overpower Dark Lord with blessing and charm */
     76      1.3     lukem 			{
     77      1.3     lukem 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
     78      1.3     lukem 				Lines = 8;
     79      1.3     lukem 				Player.p_blessing = FALSE;
     80      1.3     lukem 				--Player.p_charms;
     81      1.3     lukem 				break;
     82      1.3     lukem 			}
     83      1.3     lukem 			/* allow paralyzed monster to wake up */
     84      1.3     lukem 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
     85      1.3     lukem 
     86      1.3     lukem 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
     87      1.3     lukem 			/* monster is faster */
     88      1.3     lukem 			    && Curmonster.m_type != SM_DARKLORD
     89      1.3     lukem 			/* not D. L. */
     90      1.3     lukem 			    && Curmonster.m_type != SM_SHRIEKER
     91      1.3     lukem 			/* not mimic */
     92      1.3     lukem 			    && !firsthit)
     93      1.3     lukem 				/* monster gets a hit */
     94      1.3     lukem 				monsthits();
     95      1.3     lukem 			else
     96      1.3     lukem 				/* player gets a hit */
     97      1.3     lukem 			{
     98      1.3     lukem 				firsthit = FALSE;
     99      1.3     lukem 				playerhits();
    100      1.3     lukem 			}
    101      1.1       jtc 
    102      1.3     lukem 			refresh();
    103      1.1       jtc 
    104      1.3     lukem 			if (Lines > LINES - 2)
    105      1.3     lukem 				/* near bottom of screen - pause */
    106      1.3     lukem 			{
    107      1.3     lukem 				more(Lines);
    108      1.3     lukem 				move(Lines = 8, 0);
    109      1.3     lukem 				clrtobot();
    110      1.3     lukem 			}
    111      1.3     lukem 			if (Player.p_energy <= 0.0)
    112      1.3     lukem 				/* player died */
    113      1.3     lukem 			{
    114      1.3     lukem 				more(Lines);
    115      1.3     lukem 				death(Enemyname);
    116      1.3     lukem 				cancelmonster();
    117      1.3     lukem 				break;	/* fight ends if the player is saved
    118      1.3     lukem 					 * from death */
    119      1.3     lukem 			}
    120      1.3     lukem 			if (Curmonster.m_energy <= 0.0)
    121      1.3     lukem 				/* monster died */
    122      1.3     lukem 				break;
    123      1.1       jtc 		}
    124      1.1       jtc 
    125      1.3     lukem 	/* give player credit for killing monster */
    126      1.3     lukem 	Player.p_experience += Curmonster.m_experience;
    127      1.1       jtc 
    128      1.3     lukem 	if (drandom() < Curmonster.m_flock / 100.0)
    129      1.3     lukem 		/* monster flocks */
    130      1.3     lukem 	{
    131      1.1       jtc 		more(Lines);
    132      1.3     lukem 		++flockcnt;
    133      1.3     lukem 		longjmp(Fightenv, 0);
    134      1.3     lukem 		/* NOTREACHED */
    135      1.3     lukem 	} else
    136      1.3     lukem 		if (Circle > 1.0
    137      1.3     lukem 		    && Curmonster.m_treasuretype > 0
    138      1.3     lukem 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
    139      1.3     lukem 			/* monster has treasure; this takes # of flocks and
    140      1.3     lukem 			 * size into account */
    141      1.1       jtc 		{
    142      1.3     lukem 			more(Lines);
    143      1.3     lukem 			awardtreasure();
    144      1.1       jtc 		}
    145      1.3     lukem 	/* pause before returning */
    146      1.3     lukem 	getyx(stdscr, Lines, flockcnt);
    147      1.3     lukem 	more(Lines + 1);
    148      1.3     lukem 
    149      1.3     lukem 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
    150      1.3     lukem 
    151      1.3     lukem 	/* clean up the screen */
    152      1.3     lukem 	move(4, 0);
    153      1.3     lukem 	clrtobot();
    154      1.3     lukem }
    155      1.1       jtc 
    156      1.3     lukem int
    157      1.3     lukem pickmonster()
    158      1.3     lukem {
    159      1.3     lukem 	if (Player.p_specialtype == SC_VALAR)
    160      1.3     lukem 		/* even chance of any monster */
    161      1.3     lukem 		return ((int) ROLL(0.0, 100.0));
    162      1.3     lukem 
    163      1.3     lukem 	if (Marsh)
    164      1.3     lukem 		/* water monsters */
    165      1.3     lukem 		return ((int) ROLL(0.0, 15.0));
    166      1.1       jtc 
    167      1.3     lukem 	else
    168      1.3     lukem 		if (Circle > 24)
    169      1.3     lukem 			/* even chance of all non-water monsters */
    170      1.3     lukem 			return ((int) ROLL(14.0, 86.0));
    171      1.1       jtc 
    172      1.3     lukem 		else
    173      1.3     lukem 			if (Circle > 15)
    174      1.3     lukem 				/* chance of all non-water monsters, weighted
    175      1.3     lukem 				 * toward middle */
    176      1.3     lukem 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
    177      1.1       jtc 
    178      1.3     lukem 			else
    179      1.3     lukem 				if (Circle > 8)
    180      1.3     lukem 					/* not all non-water monsters,
    181      1.3     lukem 					 * weighted toward middle */
    182      1.3     lukem 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
    183      1.1       jtc 
    184      1.3     lukem 				else
    185      1.3     lukem 					if (Circle > 3)
    186      1.3     lukem 						/* even chance of some tamer
    187      1.3     lukem 						 * non-water monsters */
    188      1.3     lukem 						return ((int) ROLL(14.0, 50.0));
    189      1.3     lukem 
    190      1.3     lukem 					else
    191      1.3     lukem 						/* even chance of some of the
    192      1.3     lukem 						 * tamest non-water monsters */
    193      1.3     lukem 						return ((int) ROLL(14.0, 25.0));
    194      1.1       jtc }
    195      1.1       jtc 
    196      1.3     lukem void
    197      1.1       jtc playerhits()
    198      1.1       jtc {
    199      1.3     lukem 	double  inflict;	/* damage inflicted */
    200      1.3     lukem 	int     ch;		/* input */
    201      1.1       jtc 
    202      1.3     lukem 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
    203      1.3     lukem 
    204      1.4     veego 	if (!Luckout) {
    205      1.3     lukem 		/* haven't tried to luckout yet */
    206      1.3     lukem 		if (Curmonster.m_type == SM_MORGOTH)
    207      1.3     lukem 			/* cannot luckout against Morgoth */
    208      1.3     lukem 			addstr("6:Ally  ");
    209      1.3     lukem 		else
    210      1.3     lukem 			addstr("6:Luckout  ");
    211      1.4     veego 	}
    212      1.1       jtc 
    213      1.3     lukem 	if (Player.p_ring.ring_type != R_NONE)
    214      1.3     lukem 		/* player has a ring */
    215      1.3     lukem 		addstr("7:Use Ring  ");
    216      1.1       jtc 	else
    217      1.3     lukem 		clrtoeol();
    218      1.3     lukem 
    219      1.3     lukem 	ch = inputoption();
    220      1.1       jtc 
    221      1.3     lukem 	move(8, 0);
    222      1.3     lukem 	clrtobot();		/* clear any messages from before */
    223      1.3     lukem 	Lines = 9;
    224      1.3     lukem 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    225      1.1       jtc 
    226      1.3     lukem 	switch (ch) {
    227      1.1       jtc 	case 'T':		/* timeout; lose turn */
    228      1.3     lukem 		break;
    229      1.1       jtc 
    230      1.1       jtc 	case ' ':
    231      1.1       jtc 	case '1':		/* melee */
    232      1.3     lukem 		/* melee affects monster's energy and strength */
    233      1.3     lukem 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
    234      1.3     lukem 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    235      1.3     lukem 
    236      1.3     lukem 		Curmonster.m_melee += inflict;
    237      1.3     lukem 		Curmonster.m_strength = Curmonster.m_o_strength
    238      1.3     lukem 		    - Curmonster.m_melee / Curmonster.m_o_energy
    239      1.3     lukem 		    * Curmonster.m_o_strength / 4.0;
    240      1.3     lukem 		hitmonster(inflict);
    241      1.3     lukem 		break;
    242      1.1       jtc 
    243      1.1       jtc 	case '2':		/* skirmish */
    244      1.3     lukem 		/* skirmish affects monter's energy and speed */
    245      1.3     lukem 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
    246      1.3     lukem 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    247      1.3     lukem 
    248      1.3     lukem 		Curmonster.m_skirmish += inflict;
    249      1.3     lukem 		Curmonster.m_maxspeed = Curmonster.m_o_speed
    250      1.3     lukem 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
    251      1.3     lukem 		    * Curmonster.m_o_speed / 4.0;
    252      1.3     lukem 		hitmonster(inflict);
    253      1.3     lukem 		break;
    254      1.1       jtc 
    255      1.1       jtc 	case '3':		/* evade */
    256      1.3     lukem 		/* use brains and speed to try to evade */
    257      1.3     lukem 		if ((Curmonster.m_type == SM_DARKLORD
    258      1.3     lukem 			|| Curmonster.m_type == SM_SHRIEKER
    259      1.1       jtc 		/* can always run from D. L. and shrieker */
    260      1.3     lukem 			|| drandom() * Player.p_speed * Player.p_brains
    261      1.3     lukem 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
    262      1.3     lukem 		    && (Curmonster.m_type != SM_MIMIC))
    263      1.3     lukem 			/* cannot run from mimic */
    264      1.1       jtc 		{
    265      1.3     lukem 			mvaddstr(Lines++, 0, "You got away!");
    266      1.3     lukem 			cancelmonster();
    267      1.3     lukem 			altercoordinates(0.0, 0.0, A_NEAR);
    268      1.3     lukem 		} else
    269      1.3     lukem 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    270      1.1       jtc 
    271      1.3     lukem 		break;
    272      1.1       jtc 
    273      1.1       jtc 	case 'M':
    274      1.1       jtc 	case '4':		/* magic spell */
    275      1.3     lukem 		throwspell();
    276      1.3     lukem 		break;
    277      1.1       jtc 
    278      1.1       jtc 	case '5':		/* nick */
    279      1.3     lukem 		/* hit 1 plus sword; give some experience */
    280      1.3     lukem 		inflict = 1.0 + Player.p_sword;
    281      1.3     lukem 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
    282      1.3     lukem 		Curmonster.m_experience *= 0.92;
    283      1.3     lukem 		/* monster gets meaner */
    284      1.3     lukem 		Curmonster.m_maxspeed += 2.0;
    285      1.3     lukem 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
    286      1.3     lukem 		if (Curmonster.m_type == SM_DARKLORD)
    287      1.3     lukem 			/* Dark Lord; doesn't like to be nicked */
    288      1.1       jtc 		{
    289      1.3     lukem 			mvprintw(Lines++, 0,
    290      1.3     lukem 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
    291      1.3     lukem 			Player.p_quickness /= 2.0;
    292      1.3     lukem 			altercoordinates(0.0, 0.0, A_FAR);
    293      1.3     lukem 			cancelmonster();
    294      1.3     lukem 		} else
    295      1.3     lukem 			hitmonster(inflict);
    296      1.3     lukem 		break;
    297      1.1       jtc 
    298      1.1       jtc 	case 'B':
    299      1.3     lukem 	case '6':		/* luckout */
    300      1.3     lukem 		if (Luckout)
    301      1.3     lukem 			mvaddstr(Lines++, 0, "You already tried that.");
    302      1.3     lukem 		else {
    303      1.3     lukem 			Luckout = TRUE;
    304      1.3     lukem 			if (Curmonster.m_type == SM_MORGOTH)
    305      1.3     lukem 				/* Morgoth; ally */
    306      1.1       jtc 			{
    307      1.3     lukem 				if (drandom() < Player.p_sin / 100.0) {
    308      1.3     lukem 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
    309      1.3     lukem 					cancelmonster();
    310      1.3     lukem 				} else
    311      1.3     lukem 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
    312      1.3     lukem 			} else
    313      1.3     lukem 				/* normal monster; use brains for success */
    314      1.1       jtc 			{
    315      1.3     lukem 				if ((drandom() + 0.333) * Player.p_brains
    316      1.3     lukem 				    < (drandom() + 0.333) * Curmonster.m_brains)
    317      1.3     lukem 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
    318      1.3     lukem 				else {
    319      1.3     lukem 					mvaddstr(Lines++, 0, "You made it!");
    320      1.3     lukem 					Curmonster.m_energy = 0.0;
    321      1.3     lukem 				}
    322      1.1       jtc 			}
    323      1.1       jtc 		}
    324      1.3     lukem 		break;
    325      1.1       jtc 
    326      1.1       jtc 	case '7':		/* use ring */
    327      1.3     lukem 		if (Player.p_ring.ring_type != R_NONE) {
    328      1.3     lukem 			mvaddstr(Lines++, 0, "Now using ring.");
    329      1.3     lukem 			Player.p_ring.ring_inuse = TRUE;
    330      1.3     lukem 			if (Player.p_ring.ring_type != R_DLREG)
    331      1.3     lukem 				/* age ring */
    332      1.3     lukem 				--Player.p_ring.ring_duration;
    333      1.1       jtc 		}
    334      1.3     lukem 		break;
    335      1.1       jtc 	}
    336      1.1       jtc 
    337      1.1       jtc }
    338      1.1       jtc 
    339      1.3     lukem void
    340      1.1       jtc monsthits()
    341      1.1       jtc {
    342      1.3     lukem 	double  inflict;	/* damage inflicted */
    343      1.3     lukem 	int     ch;		/* input */
    344      1.1       jtc 
    345      1.3     lukem 	switch (Curmonster.m_type)
    346      1.3     lukem 		/* may be a special monster */
    347      1.1       jtc 	{
    348      1.1       jtc 	case SM_DARKLORD:
    349      1.3     lukem 		/* hits just enough to kill player */
    350      1.3     lukem 		inflict = (Player.p_energy + Shield) * 1.02;
    351      1.3     lukem 		goto SPECIALHIT;
    352      1.1       jtc 
    353      1.1       jtc 	case SM_SHRIEKER:
    354      1.3     lukem 		/* call a big monster */
    355      1.3     lukem 		mvaddstr(Lines++, 0,
    356      1.3     lukem 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
    357      1.3     lukem 		more(Lines);
    358      1.3     lukem 		Whichmonster = (int) ROLL(70.0, 30.0);
    359      1.3     lukem 		longjmp(Fightenv, 0);
    360      1.3     lukem 		/* NOTREACHED */
    361      1.1       jtc 
    362      1.1       jtc 	case SM_BALROG:
    363      1.3     lukem 		/* take experience away */
    364      1.3     lukem 		inflict = ROLL(10.0, Curmonster.m_strength);
    365      1.3     lukem 		inflict = MIN(Player.p_experience, inflict);
    366      1.3     lukem 		mvprintw(Lines++, 0,
    367      1.3     lukem 		    "%s took away %.0f experience points.", Enemyname, inflict);
    368      1.3     lukem 		Player.p_experience -= inflict;
    369      1.3     lukem 		return;
    370      1.1       jtc 
    371      1.1       jtc 	case SM_FAERIES:
    372      1.3     lukem 		if (Player.p_holywater > 0)
    373      1.3     lukem 			/* holy water kills when monster tries to hit */
    374      1.1       jtc 		{
    375      1.3     lukem 			mvprintw(Lines++, 0, "Your holy water killed it!");
    376      1.3     lukem 			--Player.p_holywater;
    377      1.3     lukem 			Curmonster.m_energy = 0.0;
    378      1.3     lukem 			return;
    379      1.1       jtc 		}
    380      1.3     lukem 		break;
    381      1.1       jtc 
    382      1.1       jtc 	case SM_NONE:
    383      1.3     lukem 		/* normal hit */
    384      1.3     lukem 		break;
    385      1.1       jtc 
    386      1.1       jtc 	default:
    387      1.3     lukem 		if (drandom() > 0.2)
    388      1.3     lukem 			/* normal hit */
    389      1.3     lukem 			break;
    390      1.1       jtc 
    391      1.3     lukem 		/* else special things */
    392      1.3     lukem 		switch (Curmonster.m_type) {
    393      1.1       jtc 		case SM_LEANAN:
    394      1.3     lukem 			/* takes some of the player's strength */
    395      1.3     lukem 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
    396      1.3     lukem 			inflict = MIN(Player.p_strength, inflict);
    397      1.7       jdc 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
    398      1.3     lukem 			    Enemyname, inflict);
    399      1.3     lukem 			Player.p_strength -= inflict;
    400      1.3     lukem 			Player.p_might -= inflict;
    401      1.3     lukem 			break;
    402      1.1       jtc 
    403      1.1       jtc 		case SM_SARUMAN:
    404      1.3     lukem 			if (Player.p_palantir)
    405      1.3     lukem 				/* take away palantir */
    406      1.1       jtc 			{
    407      1.3     lukem 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
    408      1.3     lukem 				Player.p_palantir = FALSE;
    409      1.3     lukem 			} else
    410      1.3     lukem 				if (drandom() > 0.5)
    411      1.3     lukem 					/* gems turn to gold */
    412      1.3     lukem 				{
    413      1.3     lukem 					mvprintw(Lines++, 0,
    414      1.3     lukem 					    "%s transformed your gems into gold!", Enemyname);
    415      1.3     lukem 					Player.p_gold += Player.p_gems;
    416      1.3     lukem 					Player.p_gems = 0.0;
    417      1.3     lukem 				} else
    418      1.3     lukem 					/* scramble some stats */
    419      1.3     lukem 				{
    420      1.3     lukem 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
    421      1.3     lukem 					scramblestats();
    422      1.3     lukem 				}
    423      1.3     lukem 			break;
    424      1.1       jtc 
    425      1.1       jtc 		case SM_THAUMATURG:
    426      1.3     lukem 			/* transport player */
    427      1.3     lukem 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
    428      1.3     lukem 			altercoordinates(0.0, 0.0, A_FAR);
    429      1.3     lukem 			cancelmonster();
    430      1.3     lukem 			break;
    431      1.1       jtc 
    432      1.1       jtc 		case SM_VORTEX:
    433      1.3     lukem 			/* suck up some mana */
    434      1.3     lukem 			inflict = ROLL(0, 7.5 * Circle);
    435      1.3     lukem 			inflict = MIN(Player.p_mana, floor(inflict));
    436      1.3     lukem 			mvprintw(Lines++, 0,
    437      1.3     lukem 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
    438      1.3     lukem 			Player.p_mana -= inflict;
    439      1.3     lukem 			break;
    440      1.1       jtc 
    441      1.1       jtc 		case SM_NAZGUL:
    442      1.3     lukem 			/* try to take ring if player has one */
    443      1.3     lukem 			if (Player.p_ring.ring_type != R_NONE)
    444      1.3     lukem 				/* player has a ring */
    445      1.1       jtc 			{
    446      1.3     lukem 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
    447      1.3     lukem 				ch = getanswer("YN", FALSE);
    448      1.3     lukem 				if (ch == 'Y')
    449      1.3     lukem 					/* take ring away */
    450      1.3     lukem 				{
    451      1.3     lukem 					Player.p_ring.ring_type = R_NONE;
    452      1.3     lukem 					Player.p_ring.ring_inuse = FALSE;
    453      1.3     lukem 					cancelmonster();
    454      1.3     lukem 					break;
    455      1.3     lukem 				}
    456      1.1       jtc 			}
    457      1.3     lukem 			/* otherwise, take some brains */
    458      1.3     lukem 			mvprintw(Lines++, 0,
    459      1.3     lukem 			    "%s neutralized 1/5 of your brain!", Enemyname);
    460      1.3     lukem 			Player.p_brains *= 0.8;
    461      1.3     lukem 			break;
    462      1.1       jtc 
    463      1.1       jtc 		case SM_TIAMAT:
    464      1.3     lukem 			/* take some gold and gems */
    465      1.3     lukem 			mvprintw(Lines++, 0,
    466      1.3     lukem 			    "%s took half your gold and gems and flew off.", Enemyname);
    467      1.3     lukem 			Player.p_gold /= 2.0;
    468      1.3     lukem 			Player.p_gems /= 2.0;
    469      1.3     lukem 			cancelmonster();
    470      1.3     lukem 			break;
    471      1.1       jtc 
    472      1.1       jtc 		case SM_KOBOLD:
    473      1.3     lukem 			/* steal a gold piece and run */
    474      1.3     lukem 			mvprintw(Lines++, 0,
    475      1.3     lukem 			    "%s stole one gold piece and ran away.", Enemyname);
    476      1.3     lukem 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
    477      1.3     lukem 			cancelmonster();
    478      1.3     lukem 			break;
    479      1.1       jtc 
    480      1.1       jtc 		case SM_SHELOB:
    481      1.3     lukem 			/* bite and (medium) poison */
    482      1.3     lukem 			mvprintw(Lines++, 0,
    483      1.3     lukem 			    "%s has bitten and poisoned you!", Enemyname);
    484      1.3     lukem 			Player.p_poison -= 1.0;
    485      1.3     lukem 			break;
    486      1.1       jtc 
    487      1.1       jtc 		case SM_LAMPREY:
    488      1.3     lukem 			/* bite and (small) poison */
    489      1.3     lukem 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
    490      1.3     lukem 			Player.p_poison += 0.25;
    491      1.3     lukem 			break;
    492      1.1       jtc 
    493      1.1       jtc 		case SM_BONNACON:
    494      1.3     lukem 			/* fart and run */
    495      1.3     lukem 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
    496      1.3     lukem 			Player.p_energy /= 2.0;	/* damage from fumes */
    497      1.3     lukem 			cancelmonster();
    498      1.3     lukem 			break;
    499      1.1       jtc 
    500      1.1       jtc 		case SM_SMEAGOL:
    501      1.3     lukem 			if (Player.p_ring.ring_type != R_NONE)
    502      1.3     lukem 				/* try to steal ring */
    503      1.1       jtc 			{
    504      1.3     lukem 				mvprintw(Lines++, 0,
    505      1.3     lukem 				    "%s tried to steal your ring, ", Enemyname);
    506      1.3     lukem 				if (drandom() > 0.1)
    507      1.3     lukem 					addstr("but was unsuccessful.");
    508      1.3     lukem 				else {
    509      1.3     lukem 					addstr("and ran away with it!");
    510      1.3     lukem 					Player.p_ring.ring_type = R_NONE;
    511      1.3     lukem 					cancelmonster();
    512      1.3     lukem 				}
    513      1.1       jtc 			}
    514      1.3     lukem 			break;
    515      1.1       jtc 
    516      1.1       jtc 		case SM_SUCCUBUS:
    517      1.3     lukem 			/* inflict damage through shield */
    518      1.3     lukem 			inflict = ROLL(15.0, Circle * 10.0);
    519      1.3     lukem 			inflict = MIN(inflict, Player.p_energy);
    520      1.3     lukem 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
    521      1.3     lukem 			    Enemyname, inflict);
    522      1.3     lukem 			Player.p_energy -= inflict;
    523      1.3     lukem 			break;
    524      1.1       jtc 
    525      1.1       jtc 		case SM_CERBERUS:
    526      1.3     lukem 			/* take all metal treasures */
    527      1.3     lukem 			mvprintw(Lines++, 0,
    528      1.3     lukem 			    "%s took all your metal treasures!", Enemyname);
    529      1.3     lukem 			Player.p_crowns = 0;
    530      1.3     lukem 			Player.p_sword =
    531      1.3     lukem 			    Player.p_shield =
    532      1.3     lukem 			    Player.p_gold = 0.0;
    533      1.3     lukem 			cancelmonster();
    534      1.3     lukem 			break;
    535      1.1       jtc 
    536      1.1       jtc 		case SM_UNGOLIANT:
    537      1.3     lukem 			/* (large) poison and take a quickness */
    538      1.3     lukem 			mvprintw(Lines++, 0,
    539      1.3     lukem 			    "%s poisoned you, and took one quik.", Enemyname);
    540      1.3     lukem 			Player.p_poison += 5.0;
    541      1.3     lukem 			Player.p_quickness -= 1.0;
    542      1.3     lukem 			break;
    543      1.1       jtc 
    544      1.1       jtc 		case SM_JABBERWOCK:
    545      1.3     lukem 			/* fly away, and leave either a Jubjub bird or
    546      1.3     lukem 			 * Bonnacon */
    547      1.3     lukem 			mvprintw(Lines++, 0,
    548      1.3     lukem 			    "%s flew away, and left you to contend with one of its friends.",
    549      1.3     lukem 			    Enemyname);
    550      1.6  jdolecek 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
    551      1.3     lukem 			longjmp(Fightenv, 0);
    552      1.3     lukem 			/* NOTREACHED */
    553      1.1       jtc 
    554      1.1       jtc 		case SM_TROLL:
    555      1.3     lukem 			/* partially regenerate monster */
    556      1.3     lukem 			mvprintw(Lines++, 0,
    557      1.3     lukem 			    "%s partially regenerated his energy.!", Enemyname);
    558      1.3     lukem 			Curmonster.m_energy +=
    559      1.3     lukem 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
    560      1.3     lukem 			Curmonster.m_strength = Curmonster.m_o_strength;
    561      1.3     lukem 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    562      1.3     lukem 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
    563      1.3     lukem 			break;
    564      1.1       jtc 
    565      1.1       jtc 		case SM_WRAITH:
    566      1.3     lukem 			if (!Player.p_blindness)
    567      1.3     lukem 				/* make blind */
    568      1.1       jtc 			{
    569      1.3     lukem 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
    570      1.3     lukem 				Player.p_blindness = TRUE;
    571      1.3     lukem 				Enemyname = "A monster";
    572      1.1       jtc 			}
    573      1.3     lukem 			break;
    574      1.1       jtc 		}
    575      1.3     lukem 		return;
    576      1.1       jtc 	}
    577      1.1       jtc 
    578      1.3     lukem 	/* fall through to here if monster inflicts a normal hit */
    579      1.3     lukem 	inflict = drandom() * Curmonster.m_strength + 0.5;
    580      1.1       jtc SPECIALHIT:
    581      1.3     lukem 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
    582      1.1       jtc 
    583      1.3     lukem 	if ((Shield -= inflict) < 0) {
    584      1.3     lukem 		Player.p_energy += Shield;
    585      1.3     lukem 		Shield = 0.0;
    586      1.1       jtc 	}
    587      1.1       jtc }
    588      1.1       jtc 
    589      1.3     lukem void
    590      1.1       jtc cancelmonster()
    591      1.1       jtc {
    592      1.3     lukem 	Curmonster.m_energy = 0.0;
    593      1.3     lukem 	Curmonster.m_experience = 0.0;
    594      1.3     lukem 	Curmonster.m_treasuretype = 0;
    595      1.3     lukem 	Curmonster.m_flock = 0.0;
    596      1.1       jtc }
    597      1.1       jtc 
    598      1.3     lukem void
    599      1.1       jtc hitmonster(inflict)
    600      1.3     lukem 	double  inflict;
    601      1.1       jtc {
    602      1.3     lukem 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    603      1.3     lukem 	Curmonster.m_energy -= inflict;
    604      1.3     lukem 	if (Curmonster.m_energy > 0.0) {
    605      1.3     lukem 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
    606      1.3     lukem 			/* special monster didn't die */
    607      1.3     lukem 			monsthits();
    608      1.3     lukem 	} else
    609      1.3     lukem 		/* monster died.  print message. */
    610      1.1       jtc 	{
    611      1.3     lukem 		if (Curmonster.m_type == SM_MORGOTH)
    612      1.3     lukem 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
    613      1.3     lukem 		else
    614      1.3     lukem 			/* all other types of monsters */
    615      1.3     lukem 		{
    616      1.3     lukem 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
    617      1.3     lukem 
    618      1.3     lukem 			if (Curmonster.m_type == SM_MIMIC
    619      1.3     lukem 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
    620      1.3     lukem 			    && !Player.p_blindness)
    621      1.3     lukem 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
    622      1.3     lukem 		}
    623      1.1       jtc 	}
    624      1.1       jtc }
    625      1.1       jtc 
    626      1.3     lukem void
    627      1.1       jtc throwspell()
    628      1.1       jtc {
    629      1.3     lukem 	double  inflict;	/* damage inflicted */
    630      1.3     lukem 	double  dtemp;		/* for dtemporary calculations */
    631      1.3     lukem 	int     ch;		/* input */
    632      1.3     lukem 
    633      1.3     lukem 	inflict = 0;
    634      1.3     lukem 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    635      1.3     lukem 
    636      1.3     lukem 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
    637      1.3     lukem 		mvaddstr(7, 0, "1:All or Nothing  ");
    638      1.3     lukem 	if (Player.p_magiclvl >= ML_MAGICBOLT)
    639      1.3     lukem 		addstr("2:Magic Bolt  ");
    640      1.3     lukem 	if (Player.p_magiclvl >= ML_FORCEFIELD)
    641      1.3     lukem 		addstr("3:Force Field  ");
    642      1.3     lukem 	if (Player.p_magiclvl >= ML_XFORM)
    643      1.3     lukem 		addstr("4:Transform  ");
    644      1.3     lukem 	if (Player.p_magiclvl >= ML_INCRMIGHT)
    645      1.3     lukem 		addstr("5:Increase Might\n");
    646      1.3     lukem 	if (Player.p_magiclvl >= ML_INVISIBLE)
    647      1.3     lukem 		mvaddstr(8, 0, "6:Invisibility  ");
    648      1.3     lukem 	if (Player.p_magiclvl >= ML_XPORT)
    649      1.3     lukem 		addstr("7:Transport  ");
    650      1.3     lukem 	if (Player.p_magiclvl >= ML_PARALYZE)
    651      1.3     lukem 		addstr("8:Paralyze  ");
    652      1.3     lukem 	if (Player.p_specialtype >= SC_COUNCIL)
    653      1.3     lukem 		addstr("9:Specify");
    654      1.3     lukem 	mvaddstr(4, 0, "Spell ? ");
    655      1.3     lukem 
    656      1.3     lukem 	ch = getanswer(" ", TRUE);
    657      1.3     lukem 
    658      1.3     lukem 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    659      1.3     lukem 
    660      1.3     lukem 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
    661      1.3     lukem 		/* can only throw force field against Morgoth */
    662      1.3     lukem 		ILLSPELL();
    663      1.3     lukem 	else
    664      1.3     lukem 		switch (ch) {
    665      1.3     lukem 		case '1':	/* all or nothing */
    666      1.3     lukem 			if (drandom() < 0.25)
    667      1.3     lukem 				/* success */
    668      1.3     lukem 			{
    669      1.3     lukem 				inflict = Curmonster.m_energy * 1.01 + 1.0;
    670      1.1       jtc 
    671      1.3     lukem 				if (Curmonster.m_type == SM_DARKLORD)
    672      1.3     lukem 					/* all or nothing doesn't quite work
    673      1.3     lukem 					 * against D. L. */
    674      1.3     lukem 					inflict *= 0.9;
    675      1.3     lukem 			} else
    676      1.3     lukem 				/* failure -- monster gets stronger and
    677      1.3     lukem 				 * quicker */
    678      1.3     lukem 			{
    679      1.3     lukem 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
    680      1.3     lukem 				Curmonster.m_maxspeed *= 2.0;
    681      1.3     lukem 				Curmonster.m_o_speed *= 2.0;
    682      1.1       jtc 
    683      1.3     lukem 				/* paralyzed monsters wake up a bit */
    684      1.3     lukem 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
    685      1.1       jtc 			}
    686      1.1       jtc 
    687      1.3     lukem 			if (Player.p_mana >= MM_ALLORNOTHING)
    688      1.3     lukem 				/* take a mana if player has one */
    689      1.3     lukem 				Player.p_mana -= MM_ALLORNOTHING;
    690      1.1       jtc 
    691      1.3     lukem 			hitmonster(inflict);
    692      1.3     lukem 			break;
    693      1.3     lukem 
    694      1.3     lukem 		case '2':	/* magic bolt */
    695      1.3     lukem 			if (Player.p_magiclvl < ML_MAGICBOLT)
    696      1.3     lukem 				ILLSPELL();
    697      1.3     lukem 			else {
    698      1.3     lukem 				do
    699      1.3     lukem 					/* prompt for amount to expend */
    700      1.3     lukem 				{
    701      1.3     lukem 					mvaddstr(4, 0, "How much mana for bolt? ");
    702      1.3     lukem 					dtemp = floor(infloat());
    703      1.3     lukem 				}
    704      1.3     lukem 				while (dtemp < 0.0 || dtemp > Player.p_mana);
    705      1.3     lukem 
    706      1.3     lukem 				Player.p_mana -= dtemp;
    707      1.3     lukem 
    708      1.3     lukem 				if (Curmonster.m_type == SM_DARKLORD)
    709      1.3     lukem 					/* magic bolts don't work against D.
    710      1.3     lukem 					 * L. */
    711      1.3     lukem 					inflict = 0.0;
    712      1.3     lukem 				else
    713      1.3     lukem 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
    714      1.3     lukem 				mvaddstr(5, 0, "Magic Bolt fired!\n");
    715      1.3     lukem 				hitmonster(inflict);
    716      1.3     lukem 			}
    717      1.3     lukem 			break;
    718      1.1       jtc 
    719      1.3     lukem 		case '3':	/* force field */
    720      1.3     lukem 			if (Player.p_magiclvl < ML_FORCEFIELD)
    721      1.3     lukem 				ILLSPELL();
    722      1.3     lukem 			else
    723      1.3     lukem 				if (Player.p_mana < MM_FORCEFIELD)
    724      1.3     lukem 					NOMANA();
    725      1.3     lukem 				else {
    726      1.3     lukem 					Player.p_mana -= MM_FORCEFIELD;
    727      1.3     lukem 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
    728      1.3     lukem 					mvaddstr(5, 0, "Force Field up.\n");
    729      1.3     lukem 				}
    730      1.3     lukem 			break;
    731      1.1       jtc 
    732      1.3     lukem 		case '4':	/* transform */
    733      1.3     lukem 			if (Player.p_magiclvl < ML_XFORM)
    734      1.3     lukem 				ILLSPELL();
    735      1.3     lukem 			else
    736      1.3     lukem 				if (Player.p_mana < MM_XFORM)
    737      1.3     lukem 					NOMANA();
    738      1.3     lukem 				else {
    739      1.3     lukem 					Player.p_mana -= MM_XFORM;
    740      1.3     lukem 					Whichmonster = (int) ROLL(0.0, 100.0);
    741      1.3     lukem 					longjmp(Fightenv, 0);
    742      1.3     lukem 					/* NOTREACHED */
    743      1.3     lukem 				}
    744      1.3     lukem 			break;
    745      1.1       jtc 
    746      1.3     lukem 		case '5':	/* increase might */
    747      1.3     lukem 			if (Player.p_magiclvl < ML_INCRMIGHT)
    748      1.3     lukem 				ILLSPELL();
    749      1.3     lukem 			else
    750      1.3     lukem 				if (Player.p_mana < MM_INCRMIGHT)
    751      1.3     lukem 					NOMANA();
    752      1.3     lukem 				else {
    753      1.3     lukem 					Player.p_mana -= MM_INCRMIGHT;
    754      1.3     lukem 					Player.p_might +=
    755      1.3     lukem 					    (1.2 * (Player.p_strength + Player.p_sword)
    756      1.3     lukem 					    + 5.0 - Player.p_might) / 2.0;
    757      1.3     lukem 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
    758      1.3     lukem 				}
    759      1.3     lukem 			break;
    760      1.1       jtc 
    761      1.3     lukem 		case '6':	/* invisible */
    762      1.3     lukem 			if (Player.p_magiclvl < ML_INVISIBLE)
    763      1.3     lukem 				ILLSPELL();
    764      1.3     lukem 			else
    765      1.3     lukem 				if (Player.p_mana < MM_INVISIBLE)
    766      1.3     lukem 					NOMANA();
    767      1.3     lukem 				else {
    768      1.3     lukem 					Player.p_mana -= MM_INVISIBLE;
    769      1.3     lukem 					Player.p_speed +=
    770      1.3     lukem 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
    771      1.3     lukem 					    + 5.0 - Player.p_speed) / 2.0;
    772      1.3     lukem 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
    773      1.3     lukem 				}
    774      1.3     lukem 			break;
    775      1.1       jtc 
    776      1.3     lukem 		case '7':	/* transport */
    777      1.3     lukem 			if (Player.p_magiclvl < ML_XPORT)
    778      1.3     lukem 				ILLSPELL();
    779      1.3     lukem 			else
    780      1.3     lukem 				if (Player.p_mana < MM_XPORT)
    781      1.3     lukem 					NOMANA();
    782      1.3     lukem 				else {
    783      1.3     lukem 					Player.p_mana -= MM_XPORT;
    784      1.3     lukem 					if (Player.p_brains + Player.p_magiclvl
    785      1.3     lukem 					    < Curmonster.m_experience / 200.0 * drandom()) {
    786      1.3     lukem 						mvaddstr(5, 0, "Transport backfired!\n");
    787      1.3     lukem 						altercoordinates(0.0, 0.0, A_FAR);
    788      1.3     lukem 						cancelmonster();
    789      1.3     lukem 					} else {
    790      1.3     lukem 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
    791      1.3     lukem 						if (drandom() < 0.3)
    792      1.3     lukem 							/* monster didn't drop
    793      1.3     lukem 							 * its treasure */
    794      1.3     lukem 							Curmonster.m_treasuretype = 0;
    795      1.1       jtc 
    796      1.3     lukem 						Curmonster.m_energy = 0.0;
    797      1.3     lukem 					}
    798      1.3     lukem 				}
    799      1.3     lukem 			break;
    800      1.1       jtc 
    801      1.3     lukem 		case '8':	/* paralyze */
    802      1.3     lukem 			if (Player.p_magiclvl < ML_PARALYZE)
    803      1.3     lukem 				ILLSPELL();
    804      1.3     lukem 			else
    805      1.3     lukem 				if (Player.p_mana < MM_PARALYZE)
    806      1.3     lukem 					NOMANA();
    807      1.3     lukem 				else {
    808      1.3     lukem 					Player.p_mana -= MM_PARALYZE;
    809      1.3     lukem 					if (Player.p_magiclvl >
    810      1.3     lukem 					    Curmonster.m_experience / 1000.0 * drandom()) {
    811      1.3     lukem 						mvprintw(5, 0, "%s is held.\n", Enemyname);
    812      1.3     lukem 						Curmonster.m_speed = -2.0;
    813      1.3     lukem 					} else
    814      1.3     lukem 						mvaddstr(5, 0, "Monster unaffected.\n");
    815      1.3     lukem 				}
    816      1.3     lukem 			break;
    817      1.1       jtc 
    818      1.3     lukem 		case '9':	/* specify */
    819      1.3     lukem 			if (Player.p_specialtype < SC_COUNCIL)
    820      1.3     lukem 				ILLSPELL();
    821      1.3     lukem 			else
    822      1.3     lukem 				if (Player.p_mana < MM_SPECIFY)
    823      1.3     lukem 					NOMANA();
    824      1.3     lukem 				else {
    825      1.3     lukem 					Player.p_mana -= MM_SPECIFY;
    826      1.3     lukem 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
    827      1.3     lukem 					Whichmonster = (int) infloat();
    828      1.3     lukem 					Whichmonster = MAX(0, MIN(99, Whichmonster));
    829      1.3     lukem 					longjmp(Fightenv, 0);
    830      1.3     lukem 					/* NOTREACHED */
    831      1.3     lukem 				}
    832      1.3     lukem 			break;
    833      1.3     lukem 		}
    834      1.1       jtc }
    835      1.1       jtc 
    836      1.3     lukem void
    837      1.1       jtc callmonster(which)
    838      1.3     lukem 	int     which;
    839      1.1       jtc {
    840      1.3     lukem 	struct monster Othermonster;	/* to find a name for mimics */
    841      1.1       jtc 
    842      1.3     lukem 	which = MIN(which, 99);	/* make sure within range */
    843      1.1       jtc 
    844      1.3     lukem 	/* fill structure */
    845      1.5       jsm 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    846      1.3     lukem 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    847      1.1       jtc 
    848      1.3     lukem 	/* handle some special monsters */
    849      1.3     lukem 	if (Curmonster.m_type == SM_MODNAR) {
    850      1.3     lukem 		if (Player.p_specialtype < SC_COUNCIL)
    851      1.3     lukem 			/* randomize some stats */
    852      1.3     lukem 		{
    853      1.3     lukem 			Curmonster.m_strength *= drandom() + 0.5;
    854      1.3     lukem 			Curmonster.m_brains *= drandom() + 0.5;
    855      1.3     lukem 			Curmonster.m_speed *= drandom() + 0.5;
    856      1.3     lukem 			Curmonster.m_energy *= drandom() + 0.5;
    857      1.3     lukem 			Curmonster.m_experience *= drandom() + 0.5;
    858      1.3     lukem 			Curmonster.m_treasuretype =
    859      1.3     lukem 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
    860      1.3     lukem 		} else
    861      1.3     lukem 			/* make Modnar into Morgoth */
    862      1.3     lukem 		{
    863      1.3     lukem 			strcpy(Curmonster.m_name, "Morgoth");
    864      1.3     lukem 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
    865      1.3     lukem 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
    866      1.3     lukem 			Curmonster.m_brains = Player.p_brains;
    867      1.3     lukem 			Curmonster.m_energy = Player.p_might * 30.0;
    868      1.3     lukem 			Curmonster.m_type = SM_MORGOTH;
    869      1.3     lukem 			Curmonster.m_speed = Player.p_speed * 1.1
    870      1.6  jdolecek 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
    871      1.3     lukem 			Curmonster.m_flock = 0.0;
    872      1.3     lukem 			Curmonster.m_treasuretype = 0;
    873      1.3     lukem 			Curmonster.m_experience = 0.0;
    874      1.3     lukem 		}
    875      1.3     lukem 	} else
    876      1.3     lukem 		if (Curmonster.m_type == SM_MIMIC)
    877      1.3     lukem 			/* pick another name */
    878      1.3     lukem 		{
    879      1.3     lukem 			which = (int) ROLL(0.0, 100.0);
    880      1.5       jsm 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    881      1.3     lukem 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    882      1.3     lukem 			strcpy(Curmonster.m_name, Othermonster.m_name);
    883      1.3     lukem 		}
    884      1.3     lukem 	truncstring(Curmonster.m_name);
    885      1.1       jtc 
    886      1.3     lukem 	if (Curmonster.m_type != SM_MORGOTH)
    887      1.3     lukem 		/* adjust stats based on which circle player is in */
    888      1.1       jtc 	{
    889      1.3     lukem 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
    890      1.3     lukem 		Curmonster.m_brains *= Circle;
    891      1.3     lukem 		Curmonster.m_speed += Circle * 1.e-9;
    892      1.3     lukem 		Curmonster.m_energy *= Circle;
    893      1.3     lukem 		Curmonster.m_experience *= Circle;
    894      1.1       jtc 	}
    895      1.3     lukem 	if (Player.p_blindness)
    896      1.3     lukem 		/* cannot see monster if blind */
    897      1.3     lukem 		Enemyname = "A monster";
    898      1.3     lukem 	else
    899      1.3     lukem 		Enemyname = Curmonster.m_name;
    900      1.1       jtc 
    901      1.3     lukem 	if (Player.p_speed <= 0.0)
    902      1.3     lukem 		/* make Player.p_speed positive */
    903      1.1       jtc 	{
    904      1.3     lukem 		Curmonster.m_speed += -Player.p_speed;
    905      1.3     lukem 		Player.p_speed = 1.0;
    906      1.1       jtc 	}
    907      1.3     lukem 	/* fill up the rest of the structure */
    908      1.3     lukem 	Curmonster.m_o_strength = Curmonster.m_strength;
    909      1.3     lukem 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    910      1.3     lukem 	Curmonster.m_o_energy = Curmonster.m_energy;
    911      1.3     lukem 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    912      1.1       jtc }
    913      1.1       jtc 
    914      1.3     lukem void
    915      1.1       jtc awardtreasure()
    916      1.1       jtc {
    917      1.3     lukem 	int     whichtreasure;	/* calculated treasure to grant */
    918      1.3     lukem 	int     temp;		/* temporary */
    919      1.3     lukem 	int     ch;		/* input */
    920      1.3     lukem 	double  treasuretype;	/* monster's treasure type */
    921      1.3     lukem 	double  gold = 0.0;	/* gold awarded */
    922      1.3     lukem 	double  gems = 0.0;	/* gems awarded */
    923      1.3     lukem 	double  dtemp;		/* for temporary calculations */
    924      1.3     lukem 
    925      1.3     lukem 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    926      1.3     lukem 	treasuretype = (double) Curmonster.m_treasuretype;
    927      1.3     lukem 
    928      1.3     lukem 	move(4, 0);
    929      1.3     lukem 	clrtobot();
    930      1.3     lukem 	move(6, 0);
    931      1.1       jtc 
    932      1.3     lukem 	if (drandom() > 0.65)
    933      1.3     lukem 		/* gold and gems */
    934      1.1       jtc 	{
    935      1.3     lukem 		if (Curmonster.m_treasuretype > 7)
    936      1.3     lukem 			/* gems */
    937      1.3     lukem 		{
    938      1.3     lukem 			gems = ROLL(1.0, (treasuretype - 7.0)
    939      1.3     lukem 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
    940      1.3     lukem 			printw("You have discovered %.0f gems!", gems);
    941      1.3     lukem 		} else
    942      1.3     lukem 			/* gold */
    943      1.1       jtc 		{
    944      1.3     lukem 			gold = ROLL(treasuretype * 10.0, treasuretype
    945      1.3     lukem 			    * treasuretype * 10.0 * (Circle - 1.0));
    946      1.3     lukem 			printw("You have found %.0f gold pieces.", gold);
    947      1.1       jtc 		}
    948      1.1       jtc 
    949      1.3     lukem 		addstr("  Do you want to pick them up ? ");
    950      1.3     lukem 		ch = getanswer("NY", FALSE);
    951      1.3     lukem 		addstr("\n\n");
    952      1.3     lukem 
    953      1.4     veego 		if (ch == 'Y') {
    954      1.3     lukem 			if (drandom() < treasuretype / 35.0 + 0.04)
    955      1.3     lukem 				/* cursed */
    956      1.3     lukem 			{
    957      1.3     lukem 				addstr("They were cursed!\n");
    958      1.3     lukem 				cursedtreasure();
    959      1.3     lukem 			} else
    960      1.3     lukem 				collecttaxes(gold, gems);
    961      1.4     veego 		}
    962      1.1       jtc 
    963      1.1       jtc 		return;
    964      1.3     lukem 	} else
    965      1.3     lukem 		/* other treasures */
    966      1.3     lukem 	{
    967      1.3     lukem 		addstr("You have found some treasure.  Do you want to inspect it ? ");
    968      1.3     lukem 		ch = getanswer("NY", FALSE);
    969      1.3     lukem 		addstr("\n\n");
    970      1.1       jtc 
    971      1.3     lukem 		if (ch != 'Y')
    972      1.3     lukem 			return;
    973      1.3     lukem 		else
    974      1.3     lukem 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
    975      1.3     lukem 				addstr("It was cursed!\n");
    976      1.3     lukem 				cursedtreasure();
    977      1.3     lukem 				return;
    978      1.3     lukem 			} else
    979      1.3     lukem 				switch (Curmonster.m_treasuretype) {
    980      1.3     lukem 				case 1:	/* treasure type 1 */
    981      1.3     lukem 					switch (whichtreasure) {
    982      1.3     lukem 					case 1:
    983      1.3     lukem 						addstr("You've discovered a power booster!\n");
    984      1.3     lukem 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
    985      1.3     lukem 						break;
    986      1.3     lukem 
    987      1.3     lukem 					case 2:
    988      1.3     lukem 						addstr("You have encountered a druid.\n");
    989      1.3     lukem 						Player.p_experience +=
    990      1.3     lukem 						    ROLL(0.0, 2000.0 + Circle * 400.0);
    991      1.3     lukem 						break;
    992      1.3     lukem 
    993      1.3     lukem 					case 3:
    994      1.3     lukem 						addstr("You have found a holy orb.\n");
    995      1.3     lukem 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
    996      1.3     lukem 						break;
    997      1.3     lukem 					}
    998      1.3     lukem 					break;
    999      1.3     lukem 					/* end treasure type 1 */
   1000      1.1       jtc 
   1001      1.3     lukem 				case 2:	/* treasure type 2 */
   1002      1.3     lukem 					switch (whichtreasure) {
   1003      1.3     lukem 					case 1:
   1004      1.3     lukem 						addstr("You have found an amulet.\n");
   1005      1.3     lukem 						++Player.p_amulets;
   1006      1.3     lukem 						break;
   1007      1.3     lukem 
   1008      1.3     lukem 					case 2:
   1009      1.3     lukem 						addstr("You've found some holy water!\n");
   1010      1.3     lukem 						++Player.p_holywater;
   1011      1.3     lukem 						break;
   1012      1.3     lukem 
   1013      1.3     lukem 					case 3:
   1014      1.3     lukem 						addstr("You've met a hermit!\n");
   1015      1.3     lukem 						Player.p_sin *= 0.75;
   1016      1.3     lukem 						Player.p_mana += 12.0 * Circle;
   1017      1.3     lukem 						break;
   1018      1.3     lukem 					}
   1019      1.3     lukem 					break;
   1020      1.3     lukem 					/* end treasure type 2 */
   1021      1.1       jtc 
   1022      1.3     lukem 				case 3:	/* treasure type 3 */
   1023      1.3     lukem 					switch (whichtreasure) {
   1024      1.3     lukem 					case 1:
   1025      1.3     lukem 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
   1026      1.3     lukem 						printw("You've found a +%.0f shield!\n", dtemp);
   1027      1.3     lukem 						if (dtemp >= Player.p_shield)
   1028      1.3     lukem 							Player.p_shield = dtemp;
   1029      1.3     lukem 						else
   1030      1.3     lukem 							SOMEBETTER();
   1031      1.3     lukem 						break;
   1032      1.3     lukem 
   1033      1.3     lukem 					case 2:
   1034      1.3     lukem 						addstr("You have rescued a virgin.  Will you be honorable ? ");
   1035      1.3     lukem 						ch = getanswer("NY", FALSE);
   1036      1.3     lukem 						addstr("\n\n");
   1037      1.3     lukem 						if (ch == 'Y')
   1038      1.3     lukem 							Player.p_virgin = TRUE;
   1039      1.3     lukem 						else {
   1040      1.3     lukem 							Player.p_experience += 2000.0 * Circle;
   1041      1.3     lukem 							++Player.p_sin;
   1042      1.3     lukem 						}
   1043      1.3     lukem 						break;
   1044      1.3     lukem 
   1045      1.3     lukem 					case 3:
   1046      1.3     lukem 						addstr("You've discovered some athelas!\n");
   1047      1.3     lukem 						--Player.p_poison;
   1048      1.3     lukem 						break;
   1049      1.3     lukem 					}
   1050      1.3     lukem 					break;
   1051      1.3     lukem 					/* end treasure type 3 */
   1052      1.1       jtc 
   1053      1.3     lukem 				case 4:	/* treasure type 4 */
   1054      1.3     lukem 					addstr("You've found a scroll.  Will you read it ? ");
   1055      1.3     lukem 					ch = getanswer("NY", FALSE);
   1056      1.3     lukem 					addstr("\n\n");
   1057      1.3     lukem 
   1058      1.3     lukem 					if (ch == 'Y')
   1059      1.3     lukem 						switch ((int) ROLL(1, 6)) {
   1060      1.3     lukem 						case 1:
   1061      1.3     lukem 							addstr("It throws up a shield for you next monster.\n");
   1062      1.3     lukem 							getyx(stdscr, whichtreasure, ch);
   1063      1.3     lukem 							more(whichtreasure);
   1064      1.3     lukem 							Shield =
   1065      1.3     lukem 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
   1066      1.3     lukem 							Whichmonster = pickmonster();
   1067      1.3     lukem 							longjmp(Fightenv, 0);
   1068      1.3     lukem 							/* NOTREACHED */
   1069      1.3     lukem 
   1070      1.3     lukem 						case 2:
   1071      1.3     lukem 							addstr("It makes you invisible for you next monster.\n");
   1072      1.3     lukem 							getyx(stdscr, whichtreasure, ch);
   1073      1.3     lukem 							more(whichtreasure);
   1074      1.3     lukem 							Player.p_speed = 1e6;
   1075      1.3     lukem 							Whichmonster = pickmonster();
   1076      1.3     lukem 							longjmp(Fightenv, 0);
   1077      1.3     lukem 							/* NOTREACHED */
   1078      1.3     lukem 
   1079      1.3     lukem 						case 3:
   1080      1.3     lukem 							addstr("It increases your strength ten fold to fight your next monster.\n");
   1081      1.3     lukem 							getyx(stdscr, whichtreasure, ch);
   1082      1.3     lukem 							more(whichtreasure);
   1083      1.3     lukem 							Player.p_might *= 10.0;
   1084      1.3     lukem 							Whichmonster = pickmonster();
   1085      1.3     lukem 							longjmp(Fightenv, 0);
   1086      1.3     lukem 							/* NOTREACHED */
   1087      1.3     lukem 
   1088      1.3     lukem 						case 4:
   1089      1.3     lukem 							addstr("It is a general knowledge scroll.\n");
   1090      1.3     lukem 							Player.p_brains += ROLL(2.0, Circle);
   1091      1.3     lukem 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
   1092      1.3     lukem 							break;
   1093      1.3     lukem 
   1094      1.3     lukem 						case 5:
   1095      1.3     lukem 							addstr("It tells you how to pick your next monster.\n");
   1096      1.3     lukem 							addstr("Which monster do you want [0-99] ? ");
   1097      1.3     lukem 							Whichmonster = (int) infloat();
   1098      1.3     lukem 							Whichmonster = MIN(99, MAX(0, Whichmonster));
   1099      1.3     lukem 							longjmp(Fightenv, 0);
   1100      1.3     lukem 
   1101      1.3     lukem 						case 6:
   1102      1.3     lukem 							addstr("It was cursed!\n");
   1103      1.3     lukem 							cursedtreasure();
   1104      1.3     lukem 							break;
   1105      1.3     lukem 						}
   1106      1.3     lukem 					break;
   1107      1.3     lukem 					/* end treasure type 4 */
   1108      1.1       jtc 
   1109      1.3     lukem 				case 5:	/* treasure type 5 */
   1110      1.3     lukem 					switch (whichtreasure) {
   1111      1.3     lukem 					case 1:
   1112      1.3     lukem 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
   1113      1.3     lukem 						printw("You've discovered a +%.0f dagger.\n", dtemp);
   1114      1.3     lukem 						if (dtemp >= Player.p_sword)
   1115      1.3     lukem 							Player.p_sword = dtemp;
   1116      1.3     lukem 						else
   1117      1.3     lukem 							SOMEBETTER();
   1118      1.3     lukem 						break;
   1119      1.3     lukem 
   1120      1.3     lukem 					case 2:
   1121      1.3     lukem 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
   1122      1.3     lukem 						printw("You have found some +%.0f armour!\n", dtemp);
   1123      1.3     lukem 						if (dtemp >= Player.p_shield)
   1124      1.3     lukem 							Player.p_shield = dtemp;
   1125      1.3     lukem 						else
   1126      1.3     lukem 							SOMEBETTER();
   1127      1.3     lukem 						break;
   1128      1.3     lukem 
   1129      1.3     lukem 					case 3:
   1130      1.3     lukem 						addstr("You've found a tablet.\n");
   1131      1.3     lukem 						Player.p_brains += 4.5 * Circle;
   1132      1.3     lukem 						break;
   1133      1.3     lukem 					}
   1134      1.3     lukem 					break;
   1135      1.3     lukem 					/* end treasure type 5 */
   1136      1.1       jtc 
   1137      1.3     lukem 				case 6:	/* treasure type 6 */
   1138      1.3     lukem 					switch (whichtreasure) {
   1139      1.3     lukem 					case 1:
   1140      1.3     lukem 						addstr("You've found a priest.\n");
   1141      1.3     lukem 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1142      1.3     lukem 						Player.p_sin /= 2.0;
   1143      1.3     lukem 						Player.p_mana += 24.0 * Circle;
   1144      1.3     lukem 						Player.p_brains += Circle;
   1145      1.3     lukem 						break;
   1146      1.3     lukem 
   1147      1.3     lukem 					case 2:
   1148      1.3     lukem 						addstr("You have come upon Robin Hood!\n");
   1149      1.3     lukem 						Player.p_shield += Circle * 2.0;
   1150      1.3     lukem 						Player.p_strength += Circle / 2.5 + 1.0;
   1151      1.3     lukem 						break;
   1152      1.3     lukem 
   1153      1.3     lukem 					case 3:
   1154      1.3     lukem 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
   1155      1.3     lukem 						printw("You have found a +%.0f axe!\n", dtemp);
   1156      1.3     lukem 						if (dtemp >= Player.p_sword)
   1157      1.3     lukem 							Player.p_sword = dtemp;
   1158      1.3     lukem 						else
   1159      1.3     lukem 							SOMEBETTER();
   1160      1.3     lukem 						break;
   1161      1.3     lukem 					}
   1162      1.3     lukem 					break;
   1163      1.3     lukem 					/* end treasure type 6 */
   1164      1.1       jtc 
   1165      1.3     lukem 				case 7:	/* treasure type 7 */
   1166      1.3     lukem 					switch (whichtreasure) {
   1167      1.3     lukem 					case 1:
   1168      1.3     lukem 						addstr("You've discovered a charm!\n");
   1169      1.3     lukem 						++Player.p_charms;
   1170      1.3     lukem 						break;
   1171      1.3     lukem 
   1172      1.3     lukem 					case 2:
   1173      1.3     lukem 						addstr("You have encountered Merlyn!\n");
   1174      1.3     lukem 						Player.p_brains += Circle + 5.0;
   1175      1.3     lukem 						Player.p_magiclvl += Circle / 3.0 + 5.0;
   1176      1.3     lukem 						Player.p_mana += Circle * 10.0;
   1177      1.3     lukem 						break;
   1178      1.3     lukem 
   1179      1.3     lukem 					case 3:
   1180      1.3     lukem 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
   1181      1.3     lukem 						printw("You have found a +%.0f war hammer!\n", dtemp);
   1182      1.3     lukem 						if (dtemp >= Player.p_sword)
   1183      1.3     lukem 							Player.p_sword = dtemp;
   1184      1.3     lukem 						else
   1185      1.3     lukem 							SOMEBETTER();
   1186      1.3     lukem 						break;
   1187      1.3     lukem 					}
   1188      1.3     lukem 					break;
   1189      1.3     lukem 					/* end treasure type 7 */
   1190      1.1       jtc 
   1191      1.3     lukem 				case 8:	/* treasure type 8 */
   1192      1.3     lukem 					switch (whichtreasure) {
   1193      1.3     lukem 					case 1:
   1194      1.3     lukem 						addstr("You have found a healing potion.\n");
   1195      1.3     lukem 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
   1196      1.3     lukem 						break;
   1197      1.3     lukem 
   1198      1.3     lukem 					case 2:
   1199      1.3     lukem 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
   1200      1.3     lukem 						ch = getanswer("NY", FALSE);
   1201      1.3     lukem 						addstr("\n\n");
   1202      1.3     lukem 						if (ch == 'Y') {
   1203      1.3     lukem 							double  x, y;
   1204      1.3     lukem 
   1205      1.3     lukem 							addstr("X Y Coordinates ? ");
   1206      1.3     lukem 							getstring(Databuf, SZ_DATABUF);
   1207      1.3     lukem 							sscanf(Databuf, "%lf %lf", &x, &y);
   1208      1.3     lukem 							altercoordinates(x, y, A_FORCED);
   1209      1.3     lukem 						}
   1210      1.3     lukem 						break;
   1211      1.3     lukem 
   1212      1.3     lukem 					case 3:
   1213      1.3     lukem 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
   1214      1.3     lukem 						printw("You've found a +%.0f sword!\n", dtemp);
   1215      1.3     lukem 						if (dtemp >= Player.p_sword)
   1216      1.3     lukem 							Player.p_sword = dtemp;
   1217      1.3     lukem 						else
   1218      1.3     lukem 							SOMEBETTER();
   1219      1.3     lukem 						break;
   1220      1.3     lukem 					}
   1221      1.3     lukem 					break;
   1222      1.3     lukem 					/* end treasure type 8 */
   1223      1.1       jtc 
   1224      1.3     lukem 				case 10:
   1225      1.3     lukem 				case 11:
   1226      1.3     lukem 				case 12:
   1227      1.3     lukem 				case 13:	/* treasure types 10 - 13 */
   1228      1.3     lukem 					if (drandom() < 0.33) {
   1229      1.3     lukem 						if (Curmonster.m_treasuretype == 10) {
   1230      1.3     lukem 							addstr("You've found a pair of elven boots!\n");
   1231      1.3     lukem 							Player.p_quickness += 2.0;
   1232      1.3     lukem 							break;
   1233      1.3     lukem 						} else
   1234      1.3     lukem 							if (Curmonster.m_treasuretype == 11
   1235      1.3     lukem 							    && !Player.p_palantir) {
   1236      1.3     lukem 								addstr("You've acquired Saruman's palantir.\n");
   1237      1.3     lukem 								Player.p_palantir = TRUE;
   1238      1.3     lukem 								break;
   1239      1.3     lukem 							} else
   1240      1.3     lukem 								if (Player.p_ring.ring_type == R_NONE
   1241      1.3     lukem 								    && Player.p_specialtype < SC_COUNCIL
   1242      1.3     lukem 								    && (Curmonster.m_treasuretype == 12
   1243      1.3     lukem 									|| Curmonster.m_treasuretype == 13))
   1244      1.3     lukem 									/* roll
   1245      1.3     lukem 									 *  up
   1246      1.3     lukem 									 * a
   1247      1.3     lukem 									 * ring
   1248      1.3     lukem 									 *  */
   1249      1.3     lukem 								{
   1250      1.3     lukem 									if (drandom() < 0.8)
   1251      1.3     lukem 										/* r
   1252      1.3     lukem 										 * e
   1253      1.3     lukem 										 * g
   1254      1.3     lukem 										 * u
   1255      1.3     lukem 										 * l
   1256      1.3     lukem 										 * a
   1257      1.3     lukem 										 * r
   1258      1.3     lukem 										 *
   1259      1.3     lukem 										 * ri
   1260      1.3     lukem 										 * n
   1261      1.3     lukem 										 * g
   1262      1.3     lukem 										 * s
   1263      1.3     lukem 										 *  */
   1264      1.3     lukem 									{
   1265      1.3     lukem 										if (Curmonster.m_treasuretype == 12) {
   1266      1.3     lukem 											whichtreasure = R_NAZREG;
   1267      1.3     lukem 											temp = 35;
   1268      1.3     lukem 										} else {
   1269      1.3     lukem 											whichtreasure = R_DLREG;
   1270      1.3     lukem 											temp = 0;
   1271      1.3     lukem 										}
   1272      1.3     lukem 									} else
   1273      1.3     lukem 										/* b
   1274      1.3     lukem 										 * a
   1275      1.3     lukem 										 * d
   1276      1.3     lukem 										 *
   1277      1.3     lukem 										 * ri
   1278      1.3     lukem 										 * n
   1279      1.3     lukem 										 * g
   1280      1.3     lukem 										 * s
   1281      1.3     lukem 										 *  */
   1282      1.3     lukem 									{
   1283      1.3     lukem 										whichtreasure = R_BAD;
   1284      1.3     lukem 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
   1285      1.3     lukem 									}
   1286      1.3     lukem 
   1287      1.3     lukem 									addstr("You've discovered a ring.  Will you pick it up ? ");
   1288      1.3     lukem 									ch = getanswer("NY", FALSE);
   1289      1.3     lukem 									addstr("\n\n");
   1290      1.3     lukem 
   1291      1.3     lukem 									if (ch == 'Y') {
   1292      1.3     lukem 										Player.p_ring.ring_type = whichtreasure;
   1293      1.3     lukem 										Player.p_ring.ring_duration = temp;
   1294      1.3     lukem 									}
   1295      1.3     lukem 									break;
   1296      1.3     lukem 								}
   1297      1.1       jtc 					}
   1298      1.3     lukem 					/* end treasure types 10 - 13 */
   1299      1.3     lukem 					/* fall through to treasure type 9 if
   1300      1.3     lukem 					 * no treasure from above */
   1301      1.3     lukem 
   1302      1.3     lukem 				case 9:	/* treasure type 9 */
   1303      1.3     lukem 					switch (whichtreasure) {
   1304      1.3     lukem 					case 1:
   1305      1.3     lukem 						if (Player.p_level <= 1000.0
   1306      1.3     lukem 						    && Player.p_crowns <= 3
   1307      1.3     lukem 						    && Player.p_level >= 10.0) {
   1308      1.3     lukem 							addstr("You have found a golden crown!\n");
   1309      1.3     lukem 							++Player.p_crowns;
   1310      1.3     lukem 							break;
   1311      1.3     lukem 						}
   1312      1.3     lukem 						/* fall through otherwise */
   1313      1.3     lukem 
   1314      1.3     lukem 					case 2:
   1315      1.3     lukem 						addstr("You've been blessed!\n");
   1316      1.3     lukem 						Player.p_blessing = TRUE;
   1317      1.3     lukem 						Player.p_sin /= 3.0;
   1318      1.3     lukem 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1319      1.3     lukem 						Player.p_mana += 100.0 * Circle;
   1320      1.3     lukem 						break;
   1321      1.3     lukem 
   1322      1.3     lukem 					case 3:
   1323      1.3     lukem 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
   1324      1.3     lukem 						dtemp = MIN(dtemp, 99.0);
   1325      1.3     lukem 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
   1326      1.3     lukem 						if (dtemp >= Player.p_quksilver)
   1327      1.3     lukem 							Player.p_quksilver = dtemp;
   1328      1.3     lukem 						else
   1329      1.3     lukem 							SOMEBETTER();
   1330      1.3     lukem 						break;
   1331      1.1       jtc 					}
   1332      1.1       jtc 					break;
   1333      1.3     lukem 					/* end treasure type 9 */
   1334      1.1       jtc 				}
   1335      1.1       jtc 	}
   1336      1.1       jtc }
   1337      1.1       jtc 
   1338      1.3     lukem void
   1339      1.1       jtc cursedtreasure()
   1340      1.1       jtc {
   1341      1.3     lukem 	if (Player.p_charms > 0) {
   1342      1.3     lukem 		addstr("But your charm saved you!\n");
   1343      1.3     lukem 		--Player.p_charms;
   1344      1.3     lukem 	} else
   1345      1.3     lukem 		if (Player.p_amulets > 0) {
   1346      1.3     lukem 			addstr("But your amulet saved you!\n");
   1347      1.3     lukem 			--Player.p_amulets;
   1348      1.3     lukem 		} else {
   1349      1.3     lukem 			Player.p_energy =
   1350      1.3     lukem 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
   1351      1.3     lukem 			Player.p_poison += 0.25;
   1352      1.3     lukem 		}
   1353      1.1       jtc }
   1354      1.1       jtc 
   1355      1.3     lukem void
   1356      1.1       jtc scramblestats()
   1357      1.1       jtc {
   1358      1.3     lukem 	double  dbuf[6];	/* to put statistic in */
   1359      1.3     lukem 	double  dtemp1, dtemp2;	/* for swapping values */
   1360      1.3     lukem 	int first, second;	/* indices for swapping */
   1361      1.3     lukem 	double *dptr;		/* pointer for filling and emptying buf[] */
   1362      1.3     lukem 
   1363      1.3     lukem 	/* fill buffer */
   1364      1.3     lukem 	dptr = &dbuf[0];
   1365      1.3     lukem 	*dptr++ = Player.p_strength;
   1366      1.3     lukem 	*dptr++ = Player.p_mana;
   1367      1.3     lukem 	*dptr++ = Player.p_brains;
   1368      1.3     lukem 	*dptr++ = Player.p_magiclvl;
   1369      1.3     lukem 	*dptr++ = Player.p_energy;
   1370      1.3     lukem 	*dptr = Player.p_sin;
   1371      1.3     lukem 
   1372      1.3     lukem 	/* pick values to swap */
   1373      1.3     lukem 	first = (int) ROLL(0, 5);
   1374      1.3     lukem 	second = (int) ROLL(0, 5);
   1375      1.3     lukem 
   1376      1.3     lukem 	/* swap values */
   1377      1.3     lukem 	dptr = &dbuf[0];
   1378      1.3     lukem 	dtemp1 = dptr[first];
   1379      1.3     lukem 	/* this expression is split to prevent a compiler loop on some
   1380      1.3     lukem 	 * compilers */
   1381      1.3     lukem 	dtemp2 = dptr[second];
   1382      1.3     lukem 	dptr[first] = dtemp2;
   1383      1.3     lukem 	dptr[second] = dtemp1;
   1384      1.3     lukem 
   1385      1.3     lukem 	/* empty buffer */
   1386      1.3     lukem 	Player.p_strength = *dptr++;
   1387      1.3     lukem 	Player.p_mana = *dptr++;
   1388      1.3     lukem 	Player.p_brains = *dptr++;
   1389      1.3     lukem 	Player.p_magiclvl = *dptr++;
   1390      1.3     lukem 	Player.p_energy = *dptr++;
   1391      1.3     lukem 	Player.p_sin = *dptr;
   1392      1.1       jtc }
   1393