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fight.c revision 1.10
      1 /*	$NetBSD: fight.c,v 1.10 2004/04/11 13:35:06 he Exp $	*/
      2 
      3 /*
      4  * fight.c   Phantasia monster fighting routines
      5  */
      6 
      7 #include "include.h"
      8 #undef bool
      9 #include <curses.h>
     10 
     11 void
     12 encounter(particular)
     13 	int     particular;
     14 {
     15 	volatile bool    firsthit = Player.p_blessing;	/* set if player gets
     16 							 * the first hit */
     17 	volatile int     flockcnt = 1;	/* how many time flocked */
     18 
     19 	/* let others know what we are doing */
     20 	Player.p_status = S_MONSTER;
     21 	writerecord(&Player, Fileloc);
     22 
     23 #ifdef SYS5
     24 	flushinp();
     25 #endif
     26 
     27 	Shield = 0.0;		/* no shield up yet */
     28 
     29 	if (particular >= 0)
     30 		/* monster is specified */
     31 		Whichmonster = particular;
     32 	else
     33 		/* pick random monster */
     34 		Whichmonster = pickmonster();
     35 
     36 	setjmp(Fightenv);	/* this is to enable changing fight state */
     37 
     38 	move(6, 0);
     39 	clrtobot();		/* clear bottom area of screen */
     40 
     41 	Lines = 9;
     42 	callmonster(Whichmonster);	/* set up monster to fight */
     43 
     44 	Luckout = FALSE;	/* haven't tried to luckout yet */
     45 
     46 	if (Curmonster.m_type == SM_MORGOTH)
     47 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
     48 		    Enemyname);
     49 
     50 	if (Curmonster.m_type == SM_UNICORN) {
     51 		if (Player.p_virgin) {
     52 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
     53 			Player.p_virgin = FALSE;
     54 		} else {
     55 			printw("You just saw %s running away!\n", Enemyname);
     56 			Curmonster.m_experience = 0.0;
     57 			Curmonster.m_treasuretype = 0;
     58 		}
     59 	} else
     60 		/* not a special monster */
     61 		for (;;)
     62 			/* print header, and arbitrate between player and
     63 			 * monster */
     64 		{
     65 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
     66 			    Enemyname, Curmonster.m_experience, Circle);
     67 
     68 			displaystats();
     69 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
     70 			readmessage();
     71 
     72 			if (Curmonster.m_type == SM_DARKLORD
     73 			    && Player.p_blessing
     74 			    && Player.p_charms > 0)
     75 				/* overpower Dark Lord with blessing and charm */
     76 			{
     77 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
     78 				Lines = 8;
     79 				Player.p_blessing = FALSE;
     80 				--Player.p_charms;
     81 				break;
     82 			}
     83 			/* allow paralyzed monster to wake up */
     84 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
     85 
     86 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
     87 			/* monster is faster */
     88 			    && Curmonster.m_type != SM_DARKLORD
     89 			/* not D. L. */
     90 			    && Curmonster.m_type != SM_SHRIEKER
     91 			/* not mimic */
     92 			    && !firsthit)
     93 				/* monster gets a hit */
     94 				monsthits();
     95 			else
     96 				/* player gets a hit */
     97 			{
     98 				firsthit = FALSE;
     99 				playerhits();
    100 			}
    101 
    102 			refresh();
    103 
    104 			if (Lines > LINES - 2)
    105 				/* near bottom of screen - pause */
    106 			{
    107 				more(Lines);
    108 				move(Lines = 8, 0);
    109 				clrtobot();
    110 			}
    111 			if (Player.p_energy <= 0.0)
    112 				/* player died */
    113 			{
    114 				more(Lines);
    115 				death(Enemyname);
    116 				cancelmonster();
    117 				break;	/* fight ends if the player is saved
    118 					 * from death */
    119 			}
    120 			if (Curmonster.m_energy <= 0.0)
    121 				/* monster died */
    122 				break;
    123 		}
    124 
    125 	/* give player credit for killing monster */
    126 	Player.p_experience += Curmonster.m_experience;
    127 
    128 	if (drandom() < Curmonster.m_flock / 100.0)
    129 		/* monster flocks */
    130 	{
    131 		more(Lines);
    132 		++flockcnt;
    133 		longjmp(Fightenv, 0);
    134 		/* NOTREACHED */
    135 	} else
    136 		if (Circle > 1.0
    137 		    && Curmonster.m_treasuretype > 0
    138 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
    139 			/* monster has treasure; this takes # of flocks and
    140 			 * size into account */
    141 		{
    142 			more(Lines);
    143 			awardtreasure();
    144 		}
    145 	/* pause before returning */
    146 	getyx(stdscr, Lines, flockcnt);
    147 	more(Lines + 1);
    148 
    149 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
    150 
    151 	/* clean up the screen */
    152 	move(4, 0);
    153 	clrtobot();
    154 }
    155 
    156 int
    157 pickmonster()
    158 {
    159 	if (Player.p_specialtype == SC_VALAR)
    160 		/* even chance of any monster */
    161 		return ((int) ROLL(0.0, 100.0));
    162 
    163 	if (Marsh)
    164 		/* water monsters */
    165 		return ((int) ROLL(0.0, 15.0));
    166 
    167 	else
    168 		if (Circle > 24)
    169 			/* even chance of all non-water monsters */
    170 			return ((int) ROLL(14.0, 86.0));
    171 
    172 		else
    173 			if (Circle > 15)
    174 				/* chance of all non-water monsters, weighted
    175 				 * toward middle */
    176 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
    177 
    178 			else
    179 				if (Circle > 8)
    180 					/* not all non-water monsters,
    181 					 * weighted toward middle */
    182 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
    183 
    184 				else
    185 					if (Circle > 3)
    186 						/* even chance of some tamer
    187 						 * non-water monsters */
    188 						return ((int) ROLL(14.0, 50.0));
    189 
    190 					else
    191 						/* even chance of some of the
    192 						 * tamest non-water monsters */
    193 						return ((int) ROLL(14.0, 25.0));
    194 }
    195 
    196 void
    197 playerhits()
    198 {
    199 	double  inflict;	/* damage inflicted */
    200 	int     ch;		/* input */
    201 
    202 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
    203 
    204 	if (!Luckout) {
    205 		/* haven't tried to luckout yet */
    206 		if (Curmonster.m_type == SM_MORGOTH)
    207 			/* cannot luckout against Morgoth */
    208 			addstr("6:Ally  ");
    209 		else
    210 			addstr("6:Luckout  ");
    211 	}
    212 
    213 	if (Player.p_ring.ring_type != R_NONE)
    214 		/* player has a ring */
    215 		addstr("7:Use Ring  ");
    216 	else
    217 		clrtoeol();
    218 
    219 	ch = inputoption();
    220 
    221 	move(8, 0);
    222 	clrtobot();		/* clear any messages from before */
    223 	Lines = 9;
    224 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    225 
    226 	switch (ch) {
    227 	case 'T':		/* timeout; lose turn */
    228 		break;
    229 
    230 	case ' ':
    231 	case '1':		/* melee */
    232 		/* melee affects monster's energy and strength */
    233 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
    234 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    235 
    236 		Curmonster.m_melee += inflict;
    237 		Curmonster.m_strength = Curmonster.m_o_strength
    238 		    - Curmonster.m_melee / Curmonster.m_o_energy
    239 		    * Curmonster.m_o_strength / 4.0;
    240 		hitmonster(inflict);
    241 		break;
    242 
    243 	case '2':		/* skirmish */
    244 		/* skirmish affects monter's energy and speed */
    245 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
    246 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    247 
    248 		Curmonster.m_skirmish += inflict;
    249 		Curmonster.m_maxspeed = Curmonster.m_o_speed
    250 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
    251 		    * Curmonster.m_o_speed / 4.0;
    252 		hitmonster(inflict);
    253 		break;
    254 
    255 	case '3':		/* evade */
    256 		/* use brains and speed to try to evade */
    257 		if ((Curmonster.m_type == SM_DARKLORD
    258 			|| Curmonster.m_type == SM_SHRIEKER
    259 		/* can always run from D. L. and shrieker */
    260 			|| drandom() * Player.p_speed * Player.p_brains
    261 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
    262 		    && (Curmonster.m_type != SM_MIMIC))
    263 			/* cannot run from mimic */
    264 		{
    265 			mvaddstr(Lines++, 0, "You got away!");
    266 			cancelmonster();
    267 			altercoordinates(0.0, 0.0, A_NEAR);
    268 		} else
    269 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    270 
    271 		break;
    272 
    273 	case 'M':
    274 	case '4':		/* magic spell */
    275 		throwspell();
    276 		break;
    277 
    278 	case '5':		/* nick */
    279 		/* hit 1 plus sword; give some experience */
    280 		inflict = 1.0 + Player.p_sword;
    281 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
    282 		Curmonster.m_experience *= 0.92;
    283 		/* monster gets meaner */
    284 		Curmonster.m_maxspeed += 2.0;
    285 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
    286 		if (Curmonster.m_type == SM_DARKLORD)
    287 			/* Dark Lord; doesn't like to be nicked */
    288 		{
    289 			mvprintw(Lines++, 0,
    290 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
    291 			Player.p_quickness /= 2.0;
    292 			altercoordinates(0.0, 0.0, A_FAR);
    293 			cancelmonster();
    294 		} else
    295 			hitmonster(inflict);
    296 		break;
    297 
    298 	case 'B':
    299 	case '6':		/* luckout */
    300 		if (Luckout)
    301 			mvaddstr(Lines++, 0, "You already tried that.");
    302 		else {
    303 			Luckout = TRUE;
    304 			if (Curmonster.m_type == SM_MORGOTH)
    305 				/* Morgoth; ally */
    306 			{
    307 				if (drandom() < Player.p_sin / 100.0) {
    308 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
    309 					cancelmonster();
    310 				} else
    311 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
    312 			} else
    313 				/* normal monster; use brains for success */
    314 			{
    315 				if ((drandom() + 0.333) * Player.p_brains
    316 				    < (drandom() + 0.333) * Curmonster.m_brains)
    317 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
    318 				else {
    319 					mvaddstr(Lines++, 0, "You made it!");
    320 					Curmonster.m_energy = 0.0;
    321 				}
    322 			}
    323 		}
    324 		break;
    325 
    326 	case '7':		/* use ring */
    327 		if (Player.p_ring.ring_type != R_NONE) {
    328 			mvaddstr(Lines++, 0, "Now using ring.");
    329 			Player.p_ring.ring_inuse = TRUE;
    330 			if (Player.p_ring.ring_type != R_DLREG)
    331 				/* age ring */
    332 				--Player.p_ring.ring_duration;
    333 		}
    334 		break;
    335 	}
    336 
    337 }
    338 
    339 void
    340 monsthits()
    341 {
    342 	double  inflict;	/* damage inflicted */
    343 	int     ch;		/* input */
    344 
    345 	switch (Curmonster.m_type)
    346 		/* may be a special monster */
    347 	{
    348 	case SM_DARKLORD:
    349 		/* hits just enough to kill player */
    350 		inflict = (Player.p_energy + Shield) * 1.02;
    351 		goto SPECIALHIT;
    352 
    353 	case SM_SHRIEKER:
    354 		/* call a big monster */
    355 		mvaddstr(Lines++, 0,
    356 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
    357 		more(Lines);
    358 		Whichmonster = (int) ROLL(70.0, 30.0);
    359 		longjmp(Fightenv, 0);
    360 		/* NOTREACHED */
    361 
    362 	case SM_BALROG:
    363 		/* take experience away */
    364 		inflict = ROLL(10.0, Curmonster.m_strength);
    365 		inflict = MIN(Player.p_experience, inflict);
    366 		mvprintw(Lines++, 0,
    367 		    "%s took away %.0f experience points.", Enemyname, inflict);
    368 		Player.p_experience -= inflict;
    369 		return;
    370 
    371 	case SM_FAERIES:
    372 		if (Player.p_holywater > 0)
    373 			/* holy water kills when monster tries to hit */
    374 		{
    375 			mvprintw(Lines++, 0, "Your holy water killed it!");
    376 			--Player.p_holywater;
    377 			Curmonster.m_energy = 0.0;
    378 			return;
    379 		}
    380 		break;
    381 
    382 	case SM_NONE:
    383 		/* normal hit */
    384 		break;
    385 
    386 	default:
    387 		if (drandom() > 0.2)
    388 			/* normal hit */
    389 			break;
    390 
    391 		/* else special things */
    392 		switch (Curmonster.m_type) {
    393 		case SM_LEANAN:
    394 			/* takes some of the player's strength */
    395 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
    396 			inflict = MIN(Player.p_strength, inflict);
    397 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
    398 			    Enemyname, inflict);
    399 			Player.p_strength -= inflict;
    400 			Player.p_might -= inflict;
    401 			break;
    402 
    403 		case SM_SARUMAN:
    404 			if (Player.p_palantir)
    405 				/* take away palantir */
    406 			{
    407 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
    408 				Player.p_palantir = FALSE;
    409 			} else
    410 				if (drandom() > 0.5)
    411 					/* gems turn to gold */
    412 				{
    413 					mvprintw(Lines++, 0,
    414 					    "%s transformed your gems into gold!", Enemyname);
    415 					Player.p_gold += Player.p_gems;
    416 					Player.p_gems = 0.0;
    417 				} else
    418 					/* scramble some stats */
    419 				{
    420 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
    421 					scramblestats();
    422 				}
    423 			break;
    424 
    425 		case SM_THAUMATURG:
    426 			/* transport player */
    427 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
    428 			altercoordinates(0.0, 0.0, A_FAR);
    429 			cancelmonster();
    430 			break;
    431 
    432 		case SM_VORTEX:
    433 			/* suck up some mana */
    434 			inflict = ROLL(0, 7.5 * Circle);
    435 			inflict = MIN(Player.p_mana, floor(inflict));
    436 			mvprintw(Lines++, 0,
    437 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
    438 			Player.p_mana -= inflict;
    439 			break;
    440 
    441 		case SM_NAZGUL:
    442 			/* try to take ring if player has one */
    443 			if (Player.p_ring.ring_type != R_NONE)
    444 				/* player has a ring */
    445 			{
    446 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
    447 				ch = getanswer("YN", FALSE);
    448 				if (ch == 'Y')
    449 					/* take ring away */
    450 				{
    451 					Player.p_ring.ring_type = R_NONE;
    452 					Player.p_ring.ring_inuse = FALSE;
    453 					cancelmonster();
    454 					break;
    455 				}
    456 			}
    457 			/* otherwise, take some brains */
    458 			mvprintw(Lines++, 0,
    459 			    "%s neutralized 1/5 of your brain!", Enemyname);
    460 			Player.p_brains *= 0.8;
    461 			break;
    462 
    463 		case SM_TIAMAT:
    464 			/* take some gold and gems */
    465 			mvprintw(Lines++, 0,
    466 			    "%s took half your gold and gems and flew off.", Enemyname);
    467 			Player.p_gold /= 2.0;
    468 			Player.p_gems /= 2.0;
    469 			cancelmonster();
    470 			break;
    471 
    472 		case SM_KOBOLD:
    473 			/* steal a gold piece and run */
    474 			mvprintw(Lines++, 0,
    475 			    "%s stole one gold piece and ran away.", Enemyname);
    476 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
    477 			cancelmonster();
    478 			break;
    479 
    480 		case SM_SHELOB:
    481 			/* bite and (medium) poison */
    482 			mvprintw(Lines++, 0,
    483 			    "%s has bitten and poisoned you!", Enemyname);
    484 			Player.p_poison -= 1.0;
    485 			break;
    486 
    487 		case SM_LAMPREY:
    488 			/* bite and (small) poison */
    489 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
    490 			Player.p_poison += 0.25;
    491 			break;
    492 
    493 		case SM_BONNACON:
    494 			/* fart and run */
    495 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
    496 			Player.p_energy /= 2.0;	/* damage from fumes */
    497 			cancelmonster();
    498 			break;
    499 
    500 		case SM_SMEAGOL:
    501 			if (Player.p_ring.ring_type != R_NONE)
    502 				/* try to steal ring */
    503 			{
    504 				mvprintw(Lines++, 0,
    505 				    "%s tried to steal your ring, ", Enemyname);
    506 				if (drandom() > 0.1)
    507 					addstr("but was unsuccessful.");
    508 				else {
    509 					addstr("and ran away with it!");
    510 					Player.p_ring.ring_type = R_NONE;
    511 					cancelmonster();
    512 				}
    513 			}
    514 			break;
    515 
    516 		case SM_SUCCUBUS:
    517 			/* inflict damage through shield */
    518 			inflict = ROLL(15.0, Circle * 10.0);
    519 			inflict = MIN(inflict, Player.p_energy);
    520 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
    521 			    Enemyname, inflict);
    522 			Player.p_energy -= inflict;
    523 			break;
    524 
    525 		case SM_CERBERUS:
    526 			/* take all metal treasures */
    527 			mvprintw(Lines++, 0,
    528 			    "%s took all your metal treasures!", Enemyname);
    529 			Player.p_crowns = 0;
    530 			Player.p_sword =
    531 			    Player.p_shield =
    532 			    Player.p_gold = 0.0;
    533 			cancelmonster();
    534 			break;
    535 
    536 		case SM_UNGOLIANT:
    537 			/* (large) poison and take a quickness */
    538 			mvprintw(Lines++, 0,
    539 			    "%s poisoned you, and took one quik.", Enemyname);
    540 			Player.p_poison += 5.0;
    541 			Player.p_quickness -= 1.0;
    542 			break;
    543 
    544 		case SM_JABBERWOCK:
    545 			/* fly away, and leave either a Jubjub bird or
    546 			 * Bonnacon */
    547 			mvprintw(Lines++, 0,
    548 			    "%s flew away, and left you to contend with one of its friends.",
    549 			    Enemyname);
    550 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
    551 			longjmp(Fightenv, 0);
    552 			/* NOTREACHED */
    553 
    554 		case SM_TROLL:
    555 			/* partially regenerate monster */
    556 			mvprintw(Lines++, 0,
    557 			    "%s partially regenerated his energy.!", Enemyname);
    558 			Curmonster.m_energy +=
    559 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
    560 			Curmonster.m_strength = Curmonster.m_o_strength;
    561 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    562 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
    563 			break;
    564 
    565 		case SM_WRAITH:
    566 			if (!Player.p_blindness)
    567 				/* make blind */
    568 			{
    569 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
    570 				Player.p_blindness = TRUE;
    571 				Enemyname = "A monster";
    572 			}
    573 			break;
    574 		}
    575 		return;
    576 	}
    577 
    578 	/* fall through to here if monster inflicts a normal hit */
    579 	inflict = drandom() * Curmonster.m_strength + 0.5;
    580 SPECIALHIT:
    581 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
    582 
    583 	if ((Shield -= inflict) < 0) {
    584 		Player.p_energy += Shield;
    585 		Shield = 0.0;
    586 	}
    587 }
    588 
    589 void
    590 cancelmonster()
    591 {
    592 	Curmonster.m_energy = 0.0;
    593 	Curmonster.m_experience = 0.0;
    594 	Curmonster.m_treasuretype = 0;
    595 	Curmonster.m_flock = 0.0;
    596 }
    597 
    598 void
    599 hitmonster(inflict)
    600 	double  inflict;
    601 {
    602 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    603 	Curmonster.m_energy -= inflict;
    604 	if (Curmonster.m_energy > 0.0) {
    605 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
    606 			/* special monster didn't die */
    607 			monsthits();
    608 	} else
    609 		/* monster died.  print message. */
    610 	{
    611 		if (Curmonster.m_type == SM_MORGOTH)
    612 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
    613 		else
    614 			/* all other types of monsters */
    615 		{
    616 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
    617 
    618 			if (Curmonster.m_type == SM_MIMIC
    619 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
    620 			    && !Player.p_blindness)
    621 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
    622 		}
    623 	}
    624 }
    625 
    626 void
    627 throwspell()
    628 {
    629 	double  inflict;	/* damage inflicted */
    630 	double  dtemp;		/* for dtemporary calculations */
    631 	int     ch;		/* input */
    632 
    633 	inflict = 0;
    634 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    635 
    636 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
    637 		mvaddstr(7, 0, "1:All or Nothing  ");
    638 	if (Player.p_magiclvl >= ML_MAGICBOLT)
    639 		addstr("2:Magic Bolt  ");
    640 	if (Player.p_magiclvl >= ML_FORCEFIELD)
    641 		addstr("3:Force Field  ");
    642 	if (Player.p_magiclvl >= ML_XFORM)
    643 		addstr("4:Transform  ");
    644 	if (Player.p_magiclvl >= ML_INCRMIGHT)
    645 		addstr("5:Increase Might\n");
    646 	if (Player.p_magiclvl >= ML_INVISIBLE)
    647 		mvaddstr(8, 0, "6:Invisibility  ");
    648 	if (Player.p_magiclvl >= ML_XPORT)
    649 		addstr("7:Transport  ");
    650 	if (Player.p_magiclvl >= ML_PARALYZE)
    651 		addstr("8:Paralyze  ");
    652 	if (Player.p_specialtype >= SC_COUNCIL)
    653 		addstr("9:Specify");
    654 	mvaddstr(4, 0, "Spell ? ");
    655 
    656 	ch = getanswer(" ", TRUE);
    657 
    658 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    659 
    660 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
    661 		/* can only throw force field against Morgoth */
    662 		ILLSPELL();
    663 	else
    664 		switch (ch) {
    665 		case '1':	/* all or nothing */
    666 			if (drandom() < 0.25)
    667 				/* success */
    668 			{
    669 				inflict = Curmonster.m_energy * 1.01 + 1.0;
    670 
    671 				if (Curmonster.m_type == SM_DARKLORD)
    672 					/* all or nothing doesn't quite work
    673 					 * against D. L. */
    674 					inflict *= 0.9;
    675 			} else
    676 				/* failure -- monster gets stronger and
    677 				 * quicker */
    678 			{
    679 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
    680 				Curmonster.m_maxspeed *= 2.0;
    681 				Curmonster.m_o_speed *= 2.0;
    682 
    683 				/* paralyzed monsters wake up a bit */
    684 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
    685 			}
    686 
    687 			if (Player.p_mana >= MM_ALLORNOTHING)
    688 				/* take a mana if player has one */
    689 				Player.p_mana -= MM_ALLORNOTHING;
    690 
    691 			hitmonster(inflict);
    692 			break;
    693 
    694 		case '2':	/* magic bolt */
    695 			if (Player.p_magiclvl < ML_MAGICBOLT)
    696 				ILLSPELL();
    697 			else {
    698 				do
    699 					/* prompt for amount to expend */
    700 				{
    701 					mvaddstr(4, 0, "How much mana for bolt? ");
    702 					dtemp = floor(infloat());
    703 				}
    704 				while (dtemp < 0.0 || dtemp > Player.p_mana);
    705 
    706 				Player.p_mana -= dtemp;
    707 
    708 				if (Curmonster.m_type == SM_DARKLORD)
    709 					/* magic bolts don't work against D.
    710 					 * L. */
    711 					inflict = 0.0;
    712 				else
    713 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
    714 				mvaddstr(5, 0, "Magic Bolt fired!\n");
    715 				hitmonster(inflict);
    716 			}
    717 			break;
    718 
    719 		case '3':	/* force field */
    720 			if (Player.p_magiclvl < ML_FORCEFIELD)
    721 				ILLSPELL();
    722 			else
    723 				if (Player.p_mana < MM_FORCEFIELD)
    724 					NOMANA();
    725 				else {
    726 					Player.p_mana -= MM_FORCEFIELD;
    727 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
    728 					mvaddstr(5, 0, "Force Field up.\n");
    729 				}
    730 			break;
    731 
    732 		case '4':	/* transform */
    733 			if (Player.p_magiclvl < ML_XFORM)
    734 				ILLSPELL();
    735 			else
    736 				if (Player.p_mana < MM_XFORM)
    737 					NOMANA();
    738 				else {
    739 					Player.p_mana -= MM_XFORM;
    740 					Whichmonster = (int) ROLL(0.0, 100.0);
    741 					longjmp(Fightenv, 0);
    742 					/* NOTREACHED */
    743 				}
    744 			break;
    745 
    746 		case '5':	/* increase might */
    747 			if (Player.p_magiclvl < ML_INCRMIGHT)
    748 				ILLSPELL();
    749 			else
    750 				if (Player.p_mana < MM_INCRMIGHT)
    751 					NOMANA();
    752 				else {
    753 					Player.p_mana -= MM_INCRMIGHT;
    754 					Player.p_might +=
    755 					    (1.2 * (Player.p_strength + Player.p_sword)
    756 					    + 5.0 - Player.p_might) / 2.0;
    757 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
    758 				}
    759 			break;
    760 
    761 		case '6':	/* invisible */
    762 			if (Player.p_magiclvl < ML_INVISIBLE)
    763 				ILLSPELL();
    764 			else
    765 				if (Player.p_mana < MM_INVISIBLE)
    766 					NOMANA();
    767 				else {
    768 					Player.p_mana -= MM_INVISIBLE;
    769 					Player.p_speed +=
    770 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
    771 					    + 5.0 - Player.p_speed) / 2.0;
    772 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
    773 				}
    774 			break;
    775 
    776 		case '7':	/* transport */
    777 			if (Player.p_magiclvl < ML_XPORT)
    778 				ILLSPELL();
    779 			else
    780 				if (Player.p_mana < MM_XPORT)
    781 					NOMANA();
    782 				else {
    783 					Player.p_mana -= MM_XPORT;
    784 					if (Player.p_brains + Player.p_magiclvl
    785 					    < Curmonster.m_experience / 200.0 * drandom()) {
    786 						mvaddstr(5, 0, "Transport backfired!\n");
    787 						altercoordinates(0.0, 0.0, A_FAR);
    788 						cancelmonster();
    789 					} else {
    790 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
    791 						if (drandom() < 0.3)
    792 							/* monster didn't drop
    793 							 * its treasure */
    794 							Curmonster.m_treasuretype = 0;
    795 
    796 						Curmonster.m_energy = 0.0;
    797 					}
    798 				}
    799 			break;
    800 
    801 		case '8':	/* paralyze */
    802 			if (Player.p_magiclvl < ML_PARALYZE)
    803 				ILLSPELL();
    804 			else
    805 				if (Player.p_mana < MM_PARALYZE)
    806 					NOMANA();
    807 				else {
    808 					Player.p_mana -= MM_PARALYZE;
    809 					if (Player.p_magiclvl >
    810 					    Curmonster.m_experience / 1000.0 * drandom()) {
    811 						mvprintw(5, 0, "%s is held.\n", Enemyname);
    812 						Curmonster.m_speed = -2.0;
    813 					} else
    814 						mvaddstr(5, 0, "Monster unaffected.\n");
    815 				}
    816 			break;
    817 
    818 		case '9':	/* specify */
    819 			if (Player.p_specialtype < SC_COUNCIL)
    820 				ILLSPELL();
    821 			else
    822 				if (Player.p_mana < MM_SPECIFY)
    823 					NOMANA();
    824 				else {
    825 					Player.p_mana -= MM_SPECIFY;
    826 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
    827 					Whichmonster = (int) infloat();
    828 					Whichmonster = MAX(0, MIN(99, Whichmonster));
    829 					longjmp(Fightenv, 0);
    830 					/* NOTREACHED */
    831 				}
    832 			break;
    833 		}
    834 }
    835 
    836 void
    837 callmonster(which)
    838 	int     which;
    839 {
    840 	struct monster Othermonster;	/* to find a name for mimics */
    841 
    842 	which = MIN(which, 99);	/* make sure within range */
    843 
    844 	/* fill structure */
    845 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    846 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    847 
    848 	/* handle some special monsters */
    849 	if (Curmonster.m_type == SM_MODNAR) {
    850 		if (Player.p_specialtype < SC_COUNCIL)
    851 			/* randomize some stats */
    852 		{
    853 			Curmonster.m_strength *= drandom() + 0.5;
    854 			Curmonster.m_brains *= drandom() + 0.5;
    855 			Curmonster.m_speed *= drandom() + 0.5;
    856 			Curmonster.m_energy *= drandom() + 0.5;
    857 			Curmonster.m_experience *= drandom() + 0.5;
    858 			Curmonster.m_treasuretype =
    859 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
    860 		} else
    861 			/* make Modnar into Morgoth */
    862 		{
    863 			strcpy(Curmonster.m_name, "Morgoth");
    864 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
    865 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
    866 			Curmonster.m_brains = Player.p_brains;
    867 			Curmonster.m_energy = Player.p_might * 30.0;
    868 			Curmonster.m_type = SM_MORGOTH;
    869 			Curmonster.m_speed = Player.p_speed * 1.1
    870 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
    871 			Curmonster.m_flock = 0.0;
    872 			Curmonster.m_treasuretype = 0;
    873 			Curmonster.m_experience = 0.0;
    874 		}
    875 	} else
    876 		if (Curmonster.m_type == SM_MIMIC)
    877 			/* pick another name */
    878 		{
    879 			which = (int) ROLL(0.0, 100.0);
    880 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    881 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    882 			strcpy(Curmonster.m_name, Othermonster.m_name);
    883 		}
    884 	truncstring(Curmonster.m_name);
    885 
    886 	if (Curmonster.m_type != SM_MORGOTH)
    887 		/* adjust stats based on which circle player is in */
    888 	{
    889 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
    890 		Curmonster.m_brains *= Circle;
    891 		Curmonster.m_speed += Circle * 1.e-9;
    892 		Curmonster.m_energy *= Circle;
    893 		Curmonster.m_experience *= Circle;
    894 	}
    895 	if (Player.p_blindness)
    896 		/* cannot see monster if blind */
    897 		Enemyname = "A monster";
    898 	else
    899 		Enemyname = Curmonster.m_name;
    900 
    901 	if (Player.p_speed <= 0.0)
    902 		/* make Player.p_speed positive */
    903 	{
    904 		Curmonster.m_speed += -Player.p_speed;
    905 		Player.p_speed = 1.0;
    906 	}
    907 	/* fill up the rest of the structure */
    908 	Curmonster.m_o_strength = Curmonster.m_strength;
    909 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    910 	Curmonster.m_o_energy = Curmonster.m_energy;
    911 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    912 }
    913 
    914 void
    915 awardtreasure()
    916 {
    917 	int     whichtreasure;	/* calculated treasure to grant */
    918 	int     temp;		/* temporary */
    919 	int     ch;		/* input */
    920 	double  treasuretype;	/* monster's treasure type */
    921 	double  gold = 0.0;	/* gold awarded */
    922 	double  gems = 0.0;	/* gems awarded */
    923 	double  dtemp;		/* for temporary calculations */
    924 
    925 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    926 	treasuretype = (double) Curmonster.m_treasuretype;
    927 
    928 	move(4, 0);
    929 	clrtobot();
    930 	move(6, 0);
    931 
    932 	if (drandom() > 0.65)
    933 		/* gold and gems */
    934 	{
    935 		if (Curmonster.m_treasuretype > 7)
    936 			/* gems */
    937 		{
    938 			gems = ROLL(1.0, (treasuretype - 7.0)
    939 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
    940 			printw("You have discovered %.0f gems!", gems);
    941 		} else
    942 			/* gold */
    943 		{
    944 			gold = ROLL(treasuretype * 10.0, treasuretype
    945 			    * treasuretype * 10.0 * (Circle - 1.0));
    946 			printw("You have found %.0f gold pieces.", gold);
    947 		}
    948 
    949 		addstr("  Do you want to pick them up ? ");
    950 		ch = getanswer("NY", FALSE);
    951 		addstr("\n\n");
    952 
    953 		if (ch == 'Y') {
    954 			if (drandom() < treasuretype / 35.0 + 0.04)
    955 				/* cursed */
    956 			{
    957 				addstr("They were cursed!\n");
    958 				cursedtreasure();
    959 			} else
    960 				collecttaxes(gold, gems);
    961 		}
    962 
    963 		return;
    964 	} else
    965 		/* other treasures */
    966 	{
    967 		addstr("You have found some treasure.  Do you want to inspect it ? ");
    968 		ch = getanswer("NY", FALSE);
    969 		addstr("\n\n");
    970 
    971 		if (ch != 'Y')
    972 			return;
    973 		else
    974 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
    975 				addstr("It was cursed!\n");
    976 				cursedtreasure();
    977 				return;
    978 			} else
    979 				switch (Curmonster.m_treasuretype) {
    980 				case 1:	/* treasure type 1 */
    981 					switch (whichtreasure) {
    982 					case 1:
    983 						addstr("You've discovered a power booster!\n");
    984 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
    985 						break;
    986 
    987 					case 2:
    988 						addstr("You have encountered a druid.\n");
    989 						Player.p_experience +=
    990 						    ROLL(0.0, 2000.0 + Circle * 400.0);
    991 						break;
    992 
    993 					case 3:
    994 						addstr("You have found a holy orb.\n");
    995 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
    996 						break;
    997 					}
    998 					break;
    999 					/* end treasure type 1 */
   1000 
   1001 				case 2:	/* treasure type 2 */
   1002 					switch (whichtreasure) {
   1003 					case 1:
   1004 						addstr("You have found an amulet.\n");
   1005 						++Player.p_amulets;
   1006 						break;
   1007 
   1008 					case 2:
   1009 						addstr("You've found some holy water!\n");
   1010 						++Player.p_holywater;
   1011 						break;
   1012 
   1013 					case 3:
   1014 						addstr("You've met a hermit!\n");
   1015 						Player.p_sin *= 0.75;
   1016 						Player.p_mana += 12.0 * Circle;
   1017 						break;
   1018 					}
   1019 					break;
   1020 					/* end treasure type 2 */
   1021 
   1022 				case 3:	/* treasure type 3 */
   1023 					switch (whichtreasure) {
   1024 					case 1:
   1025 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
   1026 						printw("You've found a +%.0f shield!\n", dtemp);
   1027 						if (dtemp >= Player.p_shield)
   1028 							Player.p_shield = dtemp;
   1029 						else
   1030 							SOMEBETTER();
   1031 						break;
   1032 
   1033 					case 2:
   1034 						addstr("You have rescued a virgin.  Will you be honorable ? ");
   1035 						ch = getanswer("NY", FALSE);
   1036 						addstr("\n\n");
   1037 						if (ch == 'Y')
   1038 							Player.p_virgin = TRUE;
   1039 						else {
   1040 							Player.p_experience += 2000.0 * Circle;
   1041 							++Player.p_sin;
   1042 						}
   1043 						break;
   1044 
   1045 					case 3:
   1046 						addstr("You've discovered some athelas!\n");
   1047 						--Player.p_poison;
   1048 						break;
   1049 					}
   1050 					break;
   1051 					/* end treasure type 3 */
   1052 
   1053 				case 4:	/* treasure type 4 */
   1054 					addstr("You've found a scroll.  Will you read it ? ");
   1055 					ch = getanswer("NY", FALSE);
   1056 					addstr("\n\n");
   1057 
   1058 					if (ch == 'Y')
   1059 						switch ((int) ROLL(1, 6)) {
   1060 						case 1:
   1061 							addstr("It throws up a shield for you next monster.\n");
   1062 							getyx(stdscr, whichtreasure, ch);
   1063 							more(whichtreasure);
   1064 							Shield =
   1065 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
   1066 							Whichmonster = pickmonster();
   1067 							longjmp(Fightenv, 0);
   1068 							/* NOTREACHED */
   1069 
   1070 						case 2:
   1071 							addstr("It makes you invisible for you next monster.\n");
   1072 							getyx(stdscr, whichtreasure, ch);
   1073 							more(whichtreasure);
   1074 							Player.p_speed = 1e6;
   1075 							Whichmonster = pickmonster();
   1076 							longjmp(Fightenv, 0);
   1077 							/* NOTREACHED */
   1078 
   1079 						case 3:
   1080 							addstr("It increases your strength ten fold to fight your next monster.\n");
   1081 							getyx(stdscr, whichtreasure, ch);
   1082 							more(whichtreasure);
   1083 							Player.p_might *= 10.0;
   1084 							Whichmonster = pickmonster();
   1085 							longjmp(Fightenv, 0);
   1086 							/* NOTREACHED */
   1087 
   1088 						case 4:
   1089 							addstr("It is a general knowledge scroll.\n");
   1090 							Player.p_brains += ROLL(2.0, Circle);
   1091 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
   1092 							break;
   1093 
   1094 						case 5:
   1095 							addstr("It tells you how to pick your next monster.\n");
   1096 							addstr("Which monster do you want [0-99] ? ");
   1097 							Whichmonster = (int) infloat();
   1098 							Whichmonster = MIN(99, MAX(0, Whichmonster));
   1099 							longjmp(Fightenv, 0);
   1100 
   1101 						case 6:
   1102 							addstr("It was cursed!\n");
   1103 							cursedtreasure();
   1104 							break;
   1105 						}
   1106 					break;
   1107 					/* end treasure type 4 */
   1108 
   1109 				case 5:	/* treasure type 5 */
   1110 					switch (whichtreasure) {
   1111 					case 1:
   1112 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
   1113 						printw("You've discovered a +%.0f dagger.\n", dtemp);
   1114 						if (dtemp >= Player.p_sword)
   1115 							Player.p_sword = dtemp;
   1116 						else
   1117 							SOMEBETTER();
   1118 						break;
   1119 
   1120 					case 2:
   1121 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
   1122 						printw("You have found some +%.0f armour!\n", dtemp);
   1123 						if (dtemp >= Player.p_shield)
   1124 							Player.p_shield = dtemp;
   1125 						else
   1126 							SOMEBETTER();
   1127 						break;
   1128 
   1129 					case 3:
   1130 						addstr("You've found a tablet.\n");
   1131 						Player.p_brains += 4.5 * Circle;
   1132 						break;
   1133 					}
   1134 					break;
   1135 					/* end treasure type 5 */
   1136 
   1137 				case 6:	/* treasure type 6 */
   1138 					switch (whichtreasure) {
   1139 					case 1:
   1140 						addstr("You've found a priest.\n");
   1141 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1142 						Player.p_sin /= 2.0;
   1143 						Player.p_mana += 24.0 * Circle;
   1144 						Player.p_brains += Circle;
   1145 						break;
   1146 
   1147 					case 2:
   1148 						addstr("You have come upon Robin Hood!\n");
   1149 						Player.p_shield += Circle * 2.0;
   1150 						Player.p_strength += Circle / 2.5 + 1.0;
   1151 						break;
   1152 
   1153 					case 3:
   1154 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
   1155 						printw("You have found a +%.0f axe!\n", dtemp);
   1156 						if (dtemp >= Player.p_sword)
   1157 							Player.p_sword = dtemp;
   1158 						else
   1159 							SOMEBETTER();
   1160 						break;
   1161 					}
   1162 					break;
   1163 					/* end treasure type 6 */
   1164 
   1165 				case 7:	/* treasure type 7 */
   1166 					switch (whichtreasure) {
   1167 					case 1:
   1168 						addstr("You've discovered a charm!\n");
   1169 						++Player.p_charms;
   1170 						break;
   1171 
   1172 					case 2:
   1173 						addstr("You have encountered Merlyn!\n");
   1174 						Player.p_brains += Circle + 5.0;
   1175 						Player.p_magiclvl += Circle / 3.0 + 5.0;
   1176 						Player.p_mana += Circle * 10.0;
   1177 						break;
   1178 
   1179 					case 3:
   1180 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
   1181 						printw("You have found a +%.0f war hammer!\n", dtemp);
   1182 						if (dtemp >= Player.p_sword)
   1183 							Player.p_sword = dtemp;
   1184 						else
   1185 							SOMEBETTER();
   1186 						break;
   1187 					}
   1188 					break;
   1189 					/* end treasure type 7 */
   1190 
   1191 				case 8:	/* treasure type 8 */
   1192 					switch (whichtreasure) {
   1193 					case 1:
   1194 						addstr("You have found a healing potion.\n");
   1195 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
   1196 						break;
   1197 
   1198 					case 2:
   1199 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
   1200 						ch = getanswer("NY", FALSE);
   1201 						addstr("\n\n");
   1202 						if (ch == 'Y') {
   1203 							double  x, y;
   1204 
   1205 							addstr("X Y Coordinates ? ");
   1206 							getstring(Databuf, SZ_DATABUF);
   1207 							sscanf(Databuf, "%lf %lf", &x, &y);
   1208 							altercoordinates(x, y, A_FORCED);
   1209 						}
   1210 						break;
   1211 
   1212 					case 3:
   1213 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
   1214 						printw("You've found a +%.0f sword!\n", dtemp);
   1215 						if (dtemp >= Player.p_sword)
   1216 							Player.p_sword = dtemp;
   1217 						else
   1218 							SOMEBETTER();
   1219 						break;
   1220 					}
   1221 					break;
   1222 					/* end treasure type 8 */
   1223 
   1224 				case 10:
   1225 				case 11:
   1226 				case 12:
   1227 				case 13:	/* treasure types 10 - 13 */
   1228 					if (drandom() < 0.33) {
   1229 						if (Curmonster.m_treasuretype == 10) {
   1230 							addstr("You've found a pair of elven boots!\n");
   1231 							Player.p_quickness += 2.0;
   1232 							break;
   1233 						} else
   1234 							if (Curmonster.m_treasuretype == 11
   1235 							    && !Player.p_palantir) {
   1236 								addstr("You've acquired Saruman's palantir.\n");
   1237 								Player.p_palantir = TRUE;
   1238 								break;
   1239 							} else
   1240 								if (Player.p_ring.ring_type == R_NONE
   1241 								    && Player.p_specialtype < SC_COUNCIL
   1242 								    && (Curmonster.m_treasuretype == 12
   1243 									|| Curmonster.m_treasuretype == 13))
   1244 									/* roll
   1245 									 *  up
   1246 									 * a
   1247 									 * ring
   1248 									 *  */
   1249 								{
   1250 									if (drandom() < 0.8)
   1251 										/* r
   1252 										 * e
   1253 										 * g
   1254 										 * u
   1255 										 * l
   1256 										 * a
   1257 										 * r
   1258 										 *
   1259 										 * ri
   1260 										 * n
   1261 										 * g
   1262 										 * s
   1263 										 *  */
   1264 									{
   1265 										if (Curmonster.m_treasuretype == 12) {
   1266 											whichtreasure = R_NAZREG;
   1267 											temp = 35;
   1268 										} else {
   1269 											whichtreasure = R_DLREG;
   1270 											temp = 0;
   1271 										}
   1272 									} else
   1273 										/* b
   1274 										 * a
   1275 										 * d
   1276 										 *
   1277 										 * ri
   1278 										 * n
   1279 										 * g
   1280 										 * s
   1281 										 *  */
   1282 									{
   1283 										whichtreasure = R_BAD;
   1284 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
   1285 									}
   1286 
   1287 									addstr("You've discovered a ring.  Will you pick it up ? ");
   1288 									ch = getanswer("NY", FALSE);
   1289 									addstr("\n\n");
   1290 
   1291 									if (ch == 'Y') {
   1292 										Player.p_ring.ring_type = whichtreasure;
   1293 										Player.p_ring.ring_duration = temp;
   1294 									}
   1295 									break;
   1296 								}
   1297 					}
   1298 					/* end treasure types 10 - 13 */
   1299 					/* fall through to treasure type 9 if
   1300 					 * no treasure from above */
   1301 
   1302 				case 9:	/* treasure type 9 */
   1303 					switch (whichtreasure) {
   1304 					case 1:
   1305 						if (Player.p_level <= 1000.0
   1306 						    && Player.p_crowns <= 3
   1307 						    && Player.p_level >= 10.0) {
   1308 							addstr("You have found a golden crown!\n");
   1309 							++Player.p_crowns;
   1310 							break;
   1311 						}
   1312 						/* fall through otherwise */
   1313 
   1314 					case 2:
   1315 						addstr("You've been blessed!\n");
   1316 						Player.p_blessing = TRUE;
   1317 						Player.p_sin /= 3.0;
   1318 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1319 						Player.p_mana += 100.0 * Circle;
   1320 						break;
   1321 
   1322 					case 3:
   1323 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
   1324 						dtemp = MIN(dtemp, 99.0);
   1325 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
   1326 						if (dtemp >= Player.p_quksilver)
   1327 							Player.p_quksilver = dtemp;
   1328 						else
   1329 							SOMEBETTER();
   1330 						break;
   1331 					}
   1332 					break;
   1333 					/* end treasure type 9 */
   1334 				}
   1335 	}
   1336 }
   1337 
   1338 void
   1339 cursedtreasure()
   1340 {
   1341 	if (Player.p_charms > 0) {
   1342 		addstr("But your charm saved you!\n");
   1343 		--Player.p_charms;
   1344 	} else
   1345 		if (Player.p_amulets > 0) {
   1346 			addstr("But your amulet saved you!\n");
   1347 			--Player.p_amulets;
   1348 		} else {
   1349 			Player.p_energy =
   1350 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
   1351 			Player.p_poison += 0.25;
   1352 		}
   1353 }
   1354 
   1355 void
   1356 scramblestats()
   1357 {
   1358 	double  dbuf[6];	/* to put statistic in */
   1359 	double  dtemp1, dtemp2;	/* for swapping values */
   1360 	int first, second;	/* indices for swapping */
   1361 	double *dptr;		/* pointer for filling and emptying buf[] */
   1362 
   1363 	/* fill buffer */
   1364 	dptr = &dbuf[0];
   1365 	*dptr++ = Player.p_strength;
   1366 	*dptr++ = Player.p_mana;
   1367 	*dptr++ = Player.p_brains;
   1368 	*dptr++ = Player.p_magiclvl;
   1369 	*dptr++ = Player.p_energy;
   1370 	*dptr = Player.p_sin;
   1371 
   1372 	/* pick values to swap */
   1373 	first = (int) ROLL(0, 5);
   1374 	second = (int) ROLL(0, 5);
   1375 
   1376 	/* swap values */
   1377 	dptr = &dbuf[0];
   1378 	dtemp1 = dptr[first];
   1379 	/* this expression is split to prevent a compiler loop on some
   1380 	 * compilers */
   1381 	dtemp2 = dptr[second];
   1382 	dptr[first] = dtemp2;
   1383 	dptr[second] = dtemp1;
   1384 
   1385 	/* empty buffer */
   1386 	Player.p_strength = *dptr++;
   1387 	Player.p_mana = *dptr++;
   1388 	Player.p_brains = *dptr++;
   1389 	Player.p_magiclvl = *dptr++;
   1390 	Player.p_energy = *dptr++;
   1391 	Player.p_sin = *dptr;
   1392 }
   1393