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fight.c revision 1.11
      1 /*	$NetBSD: fight.c,v 1.11 2009/05/25 23:08:45 dholland 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(int particular)
     13 {
     14 	volatile bool    firsthit = Player.p_blessing;	/* set if player gets
     15 							 * the first hit */
     16 	volatile int     flockcnt = 1;	/* how many time flocked */
     17 
     18 	/* let others know what we are doing */
     19 	Player.p_status = S_MONSTER;
     20 	writerecord(&Player, Fileloc);
     21 
     22 #ifdef SYS5
     23 	flushinp();
     24 #endif
     25 
     26 	Shield = 0.0;		/* no shield up yet */
     27 
     28 	if (particular >= 0)
     29 		/* monster is specified */
     30 		Whichmonster = particular;
     31 	else
     32 		/* pick random monster */
     33 		Whichmonster = pickmonster();
     34 
     35 	setjmp(Fightenv);	/* this is to enable changing fight state */
     36 
     37 	move(6, 0);
     38 	clrtobot();		/* clear bottom area of screen */
     39 
     40 	Lines = 9;
     41 	callmonster(Whichmonster);	/* set up monster to fight */
     42 
     43 	Luckout = FALSE;	/* haven't tried to luckout yet */
     44 
     45 	if (Curmonster.m_type == SM_MORGOTH)
     46 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
     47 		    Enemyname);
     48 
     49 	if (Curmonster.m_type == SM_UNICORN) {
     50 		if (Player.p_virgin) {
     51 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
     52 			Player.p_virgin = FALSE;
     53 		} else {
     54 			printw("You just saw %s running away!\n", Enemyname);
     55 			Curmonster.m_experience = 0.0;
     56 			Curmonster.m_treasuretype = 0;
     57 		}
     58 	} else
     59 		/* not a special monster */
     60 		for (;;)
     61 			/* print header, and arbitrate between player and
     62 			 * monster */
     63 		{
     64 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
     65 			    Enemyname, Curmonster.m_experience, Circle);
     66 
     67 			displaystats();
     68 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
     69 			readmessage();
     70 
     71 			if (Curmonster.m_type == SM_DARKLORD
     72 			    && Player.p_blessing
     73 			    && Player.p_charms > 0)
     74 				/* overpower Dark Lord with blessing and charm */
     75 			{
     76 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
     77 				Lines = 8;
     78 				Player.p_blessing = FALSE;
     79 				--Player.p_charms;
     80 				break;
     81 			}
     82 			/* allow paralyzed monster to wake up */
     83 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
     84 
     85 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
     86 			/* monster is faster */
     87 			    && Curmonster.m_type != SM_DARKLORD
     88 			/* not D. L. */
     89 			    && Curmonster.m_type != SM_SHRIEKER
     90 			/* not mimic */
     91 			    && !firsthit)
     92 				/* monster gets a hit */
     93 				monsthits();
     94 			else
     95 				/* player gets a hit */
     96 			{
     97 				firsthit = FALSE;
     98 				playerhits();
     99 			}
    100 
    101 			refresh();
    102 
    103 			if (Lines > LINES - 2)
    104 				/* near bottom of screen - pause */
    105 			{
    106 				more(Lines);
    107 				move(Lines = 8, 0);
    108 				clrtobot();
    109 			}
    110 			if (Player.p_energy <= 0.0)
    111 				/* player died */
    112 			{
    113 				more(Lines);
    114 				death(Enemyname);
    115 				cancelmonster();
    116 				break;	/* fight ends if the player is saved
    117 					 * from death */
    118 			}
    119 			if (Curmonster.m_energy <= 0.0)
    120 				/* monster died */
    121 				break;
    122 		}
    123 
    124 	/* give player credit for killing monster */
    125 	Player.p_experience += Curmonster.m_experience;
    126 
    127 	if (drandom() < Curmonster.m_flock / 100.0)
    128 		/* monster flocks */
    129 	{
    130 		more(Lines);
    131 		++flockcnt;
    132 		longjmp(Fightenv, 0);
    133 		/* NOTREACHED */
    134 	} else
    135 		if (Circle > 1.0
    136 		    && Curmonster.m_treasuretype > 0
    137 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
    138 			/* monster has treasure; this takes # of flocks and
    139 			 * size into account */
    140 		{
    141 			more(Lines);
    142 			awardtreasure();
    143 		}
    144 	/* pause before returning */
    145 	getyx(stdscr, Lines, flockcnt);
    146 	more(Lines + 1);
    147 
    148 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
    149 
    150 	/* clean up the screen */
    151 	move(4, 0);
    152 	clrtobot();
    153 }
    154 
    155 int
    156 pickmonster(void)
    157 {
    158 	if (Player.p_specialtype == SC_VALAR)
    159 		/* even chance of any monster */
    160 		return ((int) ROLL(0.0, 100.0));
    161 
    162 	if (Marsh)
    163 		/* water monsters */
    164 		return ((int) ROLL(0.0, 15.0));
    165 
    166 	else
    167 		if (Circle > 24)
    168 			/* even chance of all non-water monsters */
    169 			return ((int) ROLL(14.0, 86.0));
    170 
    171 		else
    172 			if (Circle > 15)
    173 				/* chance of all non-water monsters, weighted
    174 				 * toward middle */
    175 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
    176 
    177 			else
    178 				if (Circle > 8)
    179 					/* not all non-water monsters,
    180 					 * weighted toward middle */
    181 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
    182 
    183 				else
    184 					if (Circle > 3)
    185 						/* even chance of some tamer
    186 						 * non-water monsters */
    187 						return ((int) ROLL(14.0, 50.0));
    188 
    189 					else
    190 						/* even chance of some of the
    191 						 * tamest non-water monsters */
    192 						return ((int) ROLL(14.0, 25.0));
    193 }
    194 
    195 void
    196 playerhits(void)
    197 {
    198 	double  inflict;	/* damage inflicted */
    199 	int     ch;		/* input */
    200 
    201 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
    202 
    203 	if (!Luckout) {
    204 		/* haven't tried to luckout yet */
    205 		if (Curmonster.m_type == SM_MORGOTH)
    206 			/* cannot luckout against Morgoth */
    207 			addstr("6:Ally  ");
    208 		else
    209 			addstr("6:Luckout  ");
    210 	}
    211 
    212 	if (Player.p_ring.ring_type != R_NONE)
    213 		/* player has a ring */
    214 		addstr("7:Use Ring  ");
    215 	else
    216 		clrtoeol();
    217 
    218 	ch = inputoption();
    219 
    220 	move(8, 0);
    221 	clrtobot();		/* clear any messages from before */
    222 	Lines = 9;
    223 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    224 
    225 	switch (ch) {
    226 	case 'T':		/* timeout; lose turn */
    227 		break;
    228 
    229 	case ' ':
    230 	case '1':		/* melee */
    231 		/* melee affects monster's energy and strength */
    232 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
    233 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    234 
    235 		Curmonster.m_melee += inflict;
    236 		Curmonster.m_strength = Curmonster.m_o_strength
    237 		    - Curmonster.m_melee / Curmonster.m_o_energy
    238 		    * Curmonster.m_o_strength / 4.0;
    239 		hitmonster(inflict);
    240 		break;
    241 
    242 	case '2':		/* skirmish */
    243 		/* skirmish affects monter's energy and speed */
    244 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
    245 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    246 
    247 		Curmonster.m_skirmish += inflict;
    248 		Curmonster.m_maxspeed = Curmonster.m_o_speed
    249 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
    250 		    * Curmonster.m_o_speed / 4.0;
    251 		hitmonster(inflict);
    252 		break;
    253 
    254 	case '3':		/* evade */
    255 		/* use brains and speed to try to evade */
    256 		if ((Curmonster.m_type == SM_DARKLORD
    257 			|| Curmonster.m_type == SM_SHRIEKER
    258 		/* can always run from D. L. and shrieker */
    259 			|| drandom() * Player.p_speed * Player.p_brains
    260 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
    261 		    && (Curmonster.m_type != SM_MIMIC))
    262 			/* cannot run from mimic */
    263 		{
    264 			mvaddstr(Lines++, 0, "You got away!");
    265 			cancelmonster();
    266 			altercoordinates(0.0, 0.0, A_NEAR);
    267 		} else
    268 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    269 
    270 		break;
    271 
    272 	case 'M':
    273 	case '4':		/* magic spell */
    274 		throwspell();
    275 		break;
    276 
    277 	case '5':		/* nick */
    278 		/* hit 1 plus sword; give some experience */
    279 		inflict = 1.0 + Player.p_sword;
    280 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
    281 		Curmonster.m_experience *= 0.92;
    282 		/* monster gets meaner */
    283 		Curmonster.m_maxspeed += 2.0;
    284 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
    285 		if (Curmonster.m_type == SM_DARKLORD)
    286 			/* Dark Lord; doesn't like to be nicked */
    287 		{
    288 			mvprintw(Lines++, 0,
    289 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
    290 			Player.p_quickness /= 2.0;
    291 			altercoordinates(0.0, 0.0, A_FAR);
    292 			cancelmonster();
    293 		} else
    294 			hitmonster(inflict);
    295 		break;
    296 
    297 	case 'B':
    298 	case '6':		/* luckout */
    299 		if (Luckout)
    300 			mvaddstr(Lines++, 0, "You already tried that.");
    301 		else {
    302 			Luckout = TRUE;
    303 			if (Curmonster.m_type == SM_MORGOTH)
    304 				/* Morgoth; ally */
    305 			{
    306 				if (drandom() < Player.p_sin / 100.0) {
    307 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
    308 					cancelmonster();
    309 				} else
    310 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
    311 			} else
    312 				/* normal monster; use brains for success */
    313 			{
    314 				if ((drandom() + 0.333) * Player.p_brains
    315 				    < (drandom() + 0.333) * Curmonster.m_brains)
    316 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
    317 				else {
    318 					mvaddstr(Lines++, 0, "You made it!");
    319 					Curmonster.m_energy = 0.0;
    320 				}
    321 			}
    322 		}
    323 		break;
    324 
    325 	case '7':		/* use ring */
    326 		if (Player.p_ring.ring_type != R_NONE) {
    327 			mvaddstr(Lines++, 0, "Now using ring.");
    328 			Player.p_ring.ring_inuse = TRUE;
    329 			if (Player.p_ring.ring_type != R_DLREG)
    330 				/* age ring */
    331 				--Player.p_ring.ring_duration;
    332 		}
    333 		break;
    334 	}
    335 
    336 }
    337 
    338 void
    339 monsthits(void)
    340 {
    341 	double  inflict;	/* damage inflicted */
    342 	int     ch;		/* input */
    343 
    344 	switch (Curmonster.m_type)
    345 		/* may be a special monster */
    346 	{
    347 	case SM_DARKLORD:
    348 		/* hits just enough to kill player */
    349 		inflict = (Player.p_energy + Shield) * 1.02;
    350 		goto SPECIALHIT;
    351 
    352 	case SM_SHRIEKER:
    353 		/* call a big monster */
    354 		mvaddstr(Lines++, 0,
    355 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
    356 		more(Lines);
    357 		Whichmonster = (int) ROLL(70.0, 30.0);
    358 		longjmp(Fightenv, 0);
    359 		/* NOTREACHED */
    360 
    361 	case SM_BALROG:
    362 		/* take experience away */
    363 		inflict = ROLL(10.0, Curmonster.m_strength);
    364 		inflict = MIN(Player.p_experience, inflict);
    365 		mvprintw(Lines++, 0,
    366 		    "%s took away %.0f experience points.", Enemyname, inflict);
    367 		Player.p_experience -= inflict;
    368 		return;
    369 
    370 	case SM_FAERIES:
    371 		if (Player.p_holywater > 0)
    372 			/* holy water kills when monster tries to hit */
    373 		{
    374 			mvprintw(Lines++, 0, "Your holy water killed it!");
    375 			--Player.p_holywater;
    376 			Curmonster.m_energy = 0.0;
    377 			return;
    378 		}
    379 		break;
    380 
    381 	case SM_NONE:
    382 		/* normal hit */
    383 		break;
    384 
    385 	default:
    386 		if (drandom() > 0.2)
    387 			/* normal hit */
    388 			break;
    389 
    390 		/* else special things */
    391 		switch (Curmonster.m_type) {
    392 		case SM_LEANAN:
    393 			/* takes some of the player's strength */
    394 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
    395 			inflict = MIN(Player.p_strength, inflict);
    396 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
    397 			    Enemyname, inflict);
    398 			Player.p_strength -= inflict;
    399 			Player.p_might -= inflict;
    400 			break;
    401 
    402 		case SM_SARUMAN:
    403 			if (Player.p_palantir)
    404 				/* take away palantir */
    405 			{
    406 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
    407 				Player.p_palantir = FALSE;
    408 			} else
    409 				if (drandom() > 0.5)
    410 					/* gems turn to gold */
    411 				{
    412 					mvprintw(Lines++, 0,
    413 					    "%s transformed your gems into gold!", Enemyname);
    414 					Player.p_gold += Player.p_gems;
    415 					Player.p_gems = 0.0;
    416 				} else
    417 					/* scramble some stats */
    418 				{
    419 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
    420 					scramblestats();
    421 				}
    422 			break;
    423 
    424 		case SM_THAUMATURG:
    425 			/* transport player */
    426 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
    427 			altercoordinates(0.0, 0.0, A_FAR);
    428 			cancelmonster();
    429 			break;
    430 
    431 		case SM_VORTEX:
    432 			/* suck up some mana */
    433 			inflict = ROLL(0, 7.5 * Circle);
    434 			inflict = MIN(Player.p_mana, floor(inflict));
    435 			mvprintw(Lines++, 0,
    436 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
    437 			Player.p_mana -= inflict;
    438 			break;
    439 
    440 		case SM_NAZGUL:
    441 			/* try to take ring if player has one */
    442 			if (Player.p_ring.ring_type != R_NONE)
    443 				/* player has a ring */
    444 			{
    445 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
    446 				ch = getanswer("YN", FALSE);
    447 				if (ch == 'Y')
    448 					/* take ring away */
    449 				{
    450 					Player.p_ring.ring_type = R_NONE;
    451 					Player.p_ring.ring_inuse = FALSE;
    452 					cancelmonster();
    453 					break;
    454 				}
    455 			}
    456 			/* otherwise, take some brains */
    457 			mvprintw(Lines++, 0,
    458 			    "%s neutralized 1/5 of your brain!", Enemyname);
    459 			Player.p_brains *= 0.8;
    460 			break;
    461 
    462 		case SM_TIAMAT:
    463 			/* take some gold and gems */
    464 			mvprintw(Lines++, 0,
    465 			    "%s took half your gold and gems and flew off.", Enemyname);
    466 			Player.p_gold /= 2.0;
    467 			Player.p_gems /= 2.0;
    468 			cancelmonster();
    469 			break;
    470 
    471 		case SM_KOBOLD:
    472 			/* steal a gold piece and run */
    473 			mvprintw(Lines++, 0,
    474 			    "%s stole one gold piece and ran away.", Enemyname);
    475 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
    476 			cancelmonster();
    477 			break;
    478 
    479 		case SM_SHELOB:
    480 			/* bite and (medium) poison */
    481 			mvprintw(Lines++, 0,
    482 			    "%s has bitten and poisoned you!", Enemyname);
    483 			Player.p_poison -= 1.0;
    484 			break;
    485 
    486 		case SM_LAMPREY:
    487 			/* bite and (small) poison */
    488 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
    489 			Player.p_poison += 0.25;
    490 			break;
    491 
    492 		case SM_BONNACON:
    493 			/* fart and run */
    494 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
    495 			Player.p_energy /= 2.0;	/* damage from fumes */
    496 			cancelmonster();
    497 			break;
    498 
    499 		case SM_SMEAGOL:
    500 			if (Player.p_ring.ring_type != R_NONE)
    501 				/* try to steal ring */
    502 			{
    503 				mvprintw(Lines++, 0,
    504 				    "%s tried to steal your ring, ", Enemyname);
    505 				if (drandom() > 0.1)
    506 					addstr("but was unsuccessful.");
    507 				else {
    508 					addstr("and ran away with it!");
    509 					Player.p_ring.ring_type = R_NONE;
    510 					cancelmonster();
    511 				}
    512 			}
    513 			break;
    514 
    515 		case SM_SUCCUBUS:
    516 			/* inflict damage through shield */
    517 			inflict = ROLL(15.0, Circle * 10.0);
    518 			inflict = MIN(inflict, Player.p_energy);
    519 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
    520 			    Enemyname, inflict);
    521 			Player.p_energy -= inflict;
    522 			break;
    523 
    524 		case SM_CERBERUS:
    525 			/* take all metal treasures */
    526 			mvprintw(Lines++, 0,
    527 			    "%s took all your metal treasures!", Enemyname);
    528 			Player.p_crowns = 0;
    529 			Player.p_sword =
    530 			    Player.p_shield =
    531 			    Player.p_gold = 0.0;
    532 			cancelmonster();
    533 			break;
    534 
    535 		case SM_UNGOLIANT:
    536 			/* (large) poison and take a quickness */
    537 			mvprintw(Lines++, 0,
    538 			    "%s poisoned you, and took one quik.", Enemyname);
    539 			Player.p_poison += 5.0;
    540 			Player.p_quickness -= 1.0;
    541 			break;
    542 
    543 		case SM_JABBERWOCK:
    544 			/* fly away, and leave either a Jubjub bird or
    545 			 * Bonnacon */
    546 			mvprintw(Lines++, 0,
    547 			    "%s flew away, and left you to contend with one of its friends.",
    548 			    Enemyname);
    549 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
    550 			longjmp(Fightenv, 0);
    551 			/* NOTREACHED */
    552 
    553 		case SM_TROLL:
    554 			/* partially regenerate monster */
    555 			mvprintw(Lines++, 0,
    556 			    "%s partially regenerated his energy.!", Enemyname);
    557 			Curmonster.m_energy +=
    558 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
    559 			Curmonster.m_strength = Curmonster.m_o_strength;
    560 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    561 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
    562 			break;
    563 
    564 		case SM_WRAITH:
    565 			if (!Player.p_blindness)
    566 				/* make blind */
    567 			{
    568 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
    569 				Player.p_blindness = TRUE;
    570 				Enemyname = "A monster";
    571 			}
    572 			break;
    573 		}
    574 		return;
    575 	}
    576 
    577 	/* fall through to here if monster inflicts a normal hit */
    578 	inflict = drandom() * Curmonster.m_strength + 0.5;
    579 SPECIALHIT:
    580 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
    581 
    582 	if ((Shield -= inflict) < 0) {
    583 		Player.p_energy += Shield;
    584 		Shield = 0.0;
    585 	}
    586 }
    587 
    588 void
    589 cancelmonster(void)
    590 {
    591 	Curmonster.m_energy = 0.0;
    592 	Curmonster.m_experience = 0.0;
    593 	Curmonster.m_treasuretype = 0;
    594 	Curmonster.m_flock = 0.0;
    595 }
    596 
    597 void
    598 hitmonster(double inflict)
    599 {
    600 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    601 	Curmonster.m_energy -= inflict;
    602 	if (Curmonster.m_energy > 0.0) {
    603 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
    604 			/* special monster didn't die */
    605 			monsthits();
    606 	} else
    607 		/* monster died.  print message. */
    608 	{
    609 		if (Curmonster.m_type == SM_MORGOTH)
    610 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
    611 		else
    612 			/* all other types of monsters */
    613 		{
    614 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
    615 
    616 			if (Curmonster.m_type == SM_MIMIC
    617 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
    618 			    && !Player.p_blindness)
    619 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
    620 		}
    621 	}
    622 }
    623 
    624 void
    625 throwspell(void)
    626 {
    627 	double  inflict;	/* damage inflicted */
    628 	double  dtemp;		/* for dtemporary calculations */
    629 	int     ch;		/* input */
    630 
    631 	inflict = 0;
    632 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    633 
    634 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
    635 		mvaddstr(7, 0, "1:All or Nothing  ");
    636 	if (Player.p_magiclvl >= ML_MAGICBOLT)
    637 		addstr("2:Magic Bolt  ");
    638 	if (Player.p_magiclvl >= ML_FORCEFIELD)
    639 		addstr("3:Force Field  ");
    640 	if (Player.p_magiclvl >= ML_XFORM)
    641 		addstr("4:Transform  ");
    642 	if (Player.p_magiclvl >= ML_INCRMIGHT)
    643 		addstr("5:Increase Might\n");
    644 	if (Player.p_magiclvl >= ML_INVISIBLE)
    645 		mvaddstr(8, 0, "6:Invisibility  ");
    646 	if (Player.p_magiclvl >= ML_XPORT)
    647 		addstr("7:Transport  ");
    648 	if (Player.p_magiclvl >= ML_PARALYZE)
    649 		addstr("8:Paralyze  ");
    650 	if (Player.p_specialtype >= SC_COUNCIL)
    651 		addstr("9:Specify");
    652 	mvaddstr(4, 0, "Spell ? ");
    653 
    654 	ch = getanswer(" ", TRUE);
    655 
    656 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    657 
    658 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
    659 		/* can only throw force field against Morgoth */
    660 		ILLSPELL();
    661 	else
    662 		switch (ch) {
    663 		case '1':	/* all or nothing */
    664 			if (drandom() < 0.25)
    665 				/* success */
    666 			{
    667 				inflict = Curmonster.m_energy * 1.01 + 1.0;
    668 
    669 				if (Curmonster.m_type == SM_DARKLORD)
    670 					/* all or nothing doesn't quite work
    671 					 * against D. L. */
    672 					inflict *= 0.9;
    673 			} else
    674 				/* failure -- monster gets stronger and
    675 				 * quicker */
    676 			{
    677 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
    678 				Curmonster.m_maxspeed *= 2.0;
    679 				Curmonster.m_o_speed *= 2.0;
    680 
    681 				/* paralyzed monsters wake up a bit */
    682 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
    683 			}
    684 
    685 			if (Player.p_mana >= MM_ALLORNOTHING)
    686 				/* take a mana if player has one */
    687 				Player.p_mana -= MM_ALLORNOTHING;
    688 
    689 			hitmonster(inflict);
    690 			break;
    691 
    692 		case '2':	/* magic bolt */
    693 			if (Player.p_magiclvl < ML_MAGICBOLT)
    694 				ILLSPELL();
    695 			else {
    696 				do
    697 					/* prompt for amount to expend */
    698 				{
    699 					mvaddstr(4, 0, "How much mana for bolt? ");
    700 					dtemp = floor(infloat());
    701 				}
    702 				while (dtemp < 0.0 || dtemp > Player.p_mana);
    703 
    704 				Player.p_mana -= dtemp;
    705 
    706 				if (Curmonster.m_type == SM_DARKLORD)
    707 					/* magic bolts don't work against D.
    708 					 * L. */
    709 					inflict = 0.0;
    710 				else
    711 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
    712 				mvaddstr(5, 0, "Magic Bolt fired!\n");
    713 				hitmonster(inflict);
    714 			}
    715 			break;
    716 
    717 		case '3':	/* force field */
    718 			if (Player.p_magiclvl < ML_FORCEFIELD)
    719 				ILLSPELL();
    720 			else
    721 				if (Player.p_mana < MM_FORCEFIELD)
    722 					NOMANA();
    723 				else {
    724 					Player.p_mana -= MM_FORCEFIELD;
    725 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
    726 					mvaddstr(5, 0, "Force Field up.\n");
    727 				}
    728 			break;
    729 
    730 		case '4':	/* transform */
    731 			if (Player.p_magiclvl < ML_XFORM)
    732 				ILLSPELL();
    733 			else
    734 				if (Player.p_mana < MM_XFORM)
    735 					NOMANA();
    736 				else {
    737 					Player.p_mana -= MM_XFORM;
    738 					Whichmonster = (int) ROLL(0.0, 100.0);
    739 					longjmp(Fightenv, 0);
    740 					/* NOTREACHED */
    741 				}
    742 			break;
    743 
    744 		case '5':	/* increase might */
    745 			if (Player.p_magiclvl < ML_INCRMIGHT)
    746 				ILLSPELL();
    747 			else
    748 				if (Player.p_mana < MM_INCRMIGHT)
    749 					NOMANA();
    750 				else {
    751 					Player.p_mana -= MM_INCRMIGHT;
    752 					Player.p_might +=
    753 					    (1.2 * (Player.p_strength + Player.p_sword)
    754 					    + 5.0 - Player.p_might) / 2.0;
    755 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
    756 				}
    757 			break;
    758 
    759 		case '6':	/* invisible */
    760 			if (Player.p_magiclvl < ML_INVISIBLE)
    761 				ILLSPELL();
    762 			else
    763 				if (Player.p_mana < MM_INVISIBLE)
    764 					NOMANA();
    765 				else {
    766 					Player.p_mana -= MM_INVISIBLE;
    767 					Player.p_speed +=
    768 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
    769 					    + 5.0 - Player.p_speed) / 2.0;
    770 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
    771 				}
    772 			break;
    773 
    774 		case '7':	/* transport */
    775 			if (Player.p_magiclvl < ML_XPORT)
    776 				ILLSPELL();
    777 			else
    778 				if (Player.p_mana < MM_XPORT)
    779 					NOMANA();
    780 				else {
    781 					Player.p_mana -= MM_XPORT;
    782 					if (Player.p_brains + Player.p_magiclvl
    783 					    < Curmonster.m_experience / 200.0 * drandom()) {
    784 						mvaddstr(5, 0, "Transport backfired!\n");
    785 						altercoordinates(0.0, 0.0, A_FAR);
    786 						cancelmonster();
    787 					} else {
    788 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
    789 						if (drandom() < 0.3)
    790 							/* monster didn't drop
    791 							 * its treasure */
    792 							Curmonster.m_treasuretype = 0;
    793 
    794 						Curmonster.m_energy = 0.0;
    795 					}
    796 				}
    797 			break;
    798 
    799 		case '8':	/* paralyze */
    800 			if (Player.p_magiclvl < ML_PARALYZE)
    801 				ILLSPELL();
    802 			else
    803 				if (Player.p_mana < MM_PARALYZE)
    804 					NOMANA();
    805 				else {
    806 					Player.p_mana -= MM_PARALYZE;
    807 					if (Player.p_magiclvl >
    808 					    Curmonster.m_experience / 1000.0 * drandom()) {
    809 						mvprintw(5, 0, "%s is held.\n", Enemyname);
    810 						Curmonster.m_speed = -2.0;
    811 					} else
    812 						mvaddstr(5, 0, "Monster unaffected.\n");
    813 				}
    814 			break;
    815 
    816 		case '9':	/* specify */
    817 			if (Player.p_specialtype < SC_COUNCIL)
    818 				ILLSPELL();
    819 			else
    820 				if (Player.p_mana < MM_SPECIFY)
    821 					NOMANA();
    822 				else {
    823 					Player.p_mana -= MM_SPECIFY;
    824 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
    825 					Whichmonster = (int) infloat();
    826 					Whichmonster = MAX(0, MIN(99, Whichmonster));
    827 					longjmp(Fightenv, 0);
    828 					/* NOTREACHED */
    829 				}
    830 			break;
    831 		}
    832 }
    833 
    834 void
    835 callmonster(int which)
    836 {
    837 	struct monster Othermonster;	/* to find a name for mimics */
    838 
    839 	which = MIN(which, 99);	/* make sure within range */
    840 
    841 	/* fill structure */
    842 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    843 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    844 
    845 	/* handle some special monsters */
    846 	if (Curmonster.m_type == SM_MODNAR) {
    847 		if (Player.p_specialtype < SC_COUNCIL)
    848 			/* randomize some stats */
    849 		{
    850 			Curmonster.m_strength *= drandom() + 0.5;
    851 			Curmonster.m_brains *= drandom() + 0.5;
    852 			Curmonster.m_speed *= drandom() + 0.5;
    853 			Curmonster.m_energy *= drandom() + 0.5;
    854 			Curmonster.m_experience *= drandom() + 0.5;
    855 			Curmonster.m_treasuretype =
    856 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
    857 		} else
    858 			/* make Modnar into Morgoth */
    859 		{
    860 			strcpy(Curmonster.m_name, "Morgoth");
    861 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
    862 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
    863 			Curmonster.m_brains = Player.p_brains;
    864 			Curmonster.m_energy = Player.p_might * 30.0;
    865 			Curmonster.m_type = SM_MORGOTH;
    866 			Curmonster.m_speed = Player.p_speed * 1.1
    867 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
    868 			Curmonster.m_flock = 0.0;
    869 			Curmonster.m_treasuretype = 0;
    870 			Curmonster.m_experience = 0.0;
    871 		}
    872 	} else
    873 		if (Curmonster.m_type == SM_MIMIC)
    874 			/* pick another name */
    875 		{
    876 			which = (int) ROLL(0.0, 100.0);
    877 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
    878 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    879 			strcpy(Curmonster.m_name, Othermonster.m_name);
    880 		}
    881 	truncstring(Curmonster.m_name);
    882 
    883 	if (Curmonster.m_type != SM_MORGOTH)
    884 		/* adjust stats based on which circle player is in */
    885 	{
    886 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
    887 		Curmonster.m_brains *= Circle;
    888 		Curmonster.m_speed += Circle * 1.e-9;
    889 		Curmonster.m_energy *= Circle;
    890 		Curmonster.m_experience *= Circle;
    891 	}
    892 	if (Player.p_blindness)
    893 		/* cannot see monster if blind */
    894 		Enemyname = "A monster";
    895 	else
    896 		Enemyname = Curmonster.m_name;
    897 
    898 	if (Player.p_speed <= 0.0)
    899 		/* make Player.p_speed positive */
    900 	{
    901 		Curmonster.m_speed += -Player.p_speed;
    902 		Player.p_speed = 1.0;
    903 	}
    904 	/* fill up the rest of the structure */
    905 	Curmonster.m_o_strength = Curmonster.m_strength;
    906 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    907 	Curmonster.m_o_energy = Curmonster.m_energy;
    908 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    909 }
    910 
    911 void
    912 awardtreasure(void)
    913 {
    914 	int     whichtreasure;	/* calculated treasure to grant */
    915 	int     temp;		/* temporary */
    916 	int     ch;		/* input */
    917 	double  treasuretype;	/* monster's treasure type */
    918 	double  gold = 0.0;	/* gold awarded */
    919 	double  gems = 0.0;	/* gems awarded */
    920 	double  dtemp;		/* for temporary calculations */
    921 
    922 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    923 	treasuretype = (double) Curmonster.m_treasuretype;
    924 
    925 	move(4, 0);
    926 	clrtobot();
    927 	move(6, 0);
    928 
    929 	if (drandom() > 0.65)
    930 		/* gold and gems */
    931 	{
    932 		if (Curmonster.m_treasuretype > 7)
    933 			/* gems */
    934 		{
    935 			gems = ROLL(1.0, (treasuretype - 7.0)
    936 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
    937 			printw("You have discovered %.0f gems!", gems);
    938 		} else
    939 			/* gold */
    940 		{
    941 			gold = ROLL(treasuretype * 10.0, treasuretype
    942 			    * treasuretype * 10.0 * (Circle - 1.0));
    943 			printw("You have found %.0f gold pieces.", gold);
    944 		}
    945 
    946 		addstr("  Do you want to pick them up ? ");
    947 		ch = getanswer("NY", FALSE);
    948 		addstr("\n\n");
    949 
    950 		if (ch == 'Y') {
    951 			if (drandom() < treasuretype / 35.0 + 0.04)
    952 				/* cursed */
    953 			{
    954 				addstr("They were cursed!\n");
    955 				cursedtreasure();
    956 			} else
    957 				collecttaxes(gold, gems);
    958 		}
    959 
    960 		return;
    961 	} else
    962 		/* other treasures */
    963 	{
    964 		addstr("You have found some treasure.  Do you want to inspect it ? ");
    965 		ch = getanswer("NY", FALSE);
    966 		addstr("\n\n");
    967 
    968 		if (ch != 'Y')
    969 			return;
    970 		else
    971 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
    972 				addstr("It was cursed!\n");
    973 				cursedtreasure();
    974 				return;
    975 			} else
    976 				switch (Curmonster.m_treasuretype) {
    977 				case 1:	/* treasure type 1 */
    978 					switch (whichtreasure) {
    979 					case 1:
    980 						addstr("You've discovered a power booster!\n");
    981 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
    982 						break;
    983 
    984 					case 2:
    985 						addstr("You have encountered a druid.\n");
    986 						Player.p_experience +=
    987 						    ROLL(0.0, 2000.0 + Circle * 400.0);
    988 						break;
    989 
    990 					case 3:
    991 						addstr("You have found a holy orb.\n");
    992 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
    993 						break;
    994 					}
    995 					break;
    996 					/* end treasure type 1 */
    997 
    998 				case 2:	/* treasure type 2 */
    999 					switch (whichtreasure) {
   1000 					case 1:
   1001 						addstr("You have found an amulet.\n");
   1002 						++Player.p_amulets;
   1003 						break;
   1004 
   1005 					case 2:
   1006 						addstr("You've found some holy water!\n");
   1007 						++Player.p_holywater;
   1008 						break;
   1009 
   1010 					case 3:
   1011 						addstr("You've met a hermit!\n");
   1012 						Player.p_sin *= 0.75;
   1013 						Player.p_mana += 12.0 * Circle;
   1014 						break;
   1015 					}
   1016 					break;
   1017 					/* end treasure type 2 */
   1018 
   1019 				case 3:	/* treasure type 3 */
   1020 					switch (whichtreasure) {
   1021 					case 1:
   1022 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
   1023 						printw("You've found a +%.0f shield!\n", dtemp);
   1024 						if (dtemp >= Player.p_shield)
   1025 							Player.p_shield = dtemp;
   1026 						else
   1027 							SOMEBETTER();
   1028 						break;
   1029 
   1030 					case 2:
   1031 						addstr("You have rescued a virgin.  Will you be honorable ? ");
   1032 						ch = getanswer("NY", FALSE);
   1033 						addstr("\n\n");
   1034 						if (ch == 'Y')
   1035 							Player.p_virgin = TRUE;
   1036 						else {
   1037 							Player.p_experience += 2000.0 * Circle;
   1038 							++Player.p_sin;
   1039 						}
   1040 						break;
   1041 
   1042 					case 3:
   1043 						addstr("You've discovered some athelas!\n");
   1044 						--Player.p_poison;
   1045 						break;
   1046 					}
   1047 					break;
   1048 					/* end treasure type 3 */
   1049 
   1050 				case 4:	/* treasure type 4 */
   1051 					addstr("You've found a scroll.  Will you read it ? ");
   1052 					ch = getanswer("NY", FALSE);
   1053 					addstr("\n\n");
   1054 
   1055 					if (ch == 'Y')
   1056 						switch ((int) ROLL(1, 6)) {
   1057 						case 1:
   1058 							addstr("It throws up a shield for you next monster.\n");
   1059 							getyx(stdscr, whichtreasure, ch);
   1060 							more(whichtreasure);
   1061 							Shield =
   1062 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
   1063 							Whichmonster = pickmonster();
   1064 							longjmp(Fightenv, 0);
   1065 							/* NOTREACHED */
   1066 
   1067 						case 2:
   1068 							addstr("It makes you invisible for you next monster.\n");
   1069 							getyx(stdscr, whichtreasure, ch);
   1070 							more(whichtreasure);
   1071 							Player.p_speed = 1e6;
   1072 							Whichmonster = pickmonster();
   1073 							longjmp(Fightenv, 0);
   1074 							/* NOTREACHED */
   1075 
   1076 						case 3:
   1077 							addstr("It increases your strength ten fold to fight your next monster.\n");
   1078 							getyx(stdscr, whichtreasure, ch);
   1079 							more(whichtreasure);
   1080 							Player.p_might *= 10.0;
   1081 							Whichmonster = pickmonster();
   1082 							longjmp(Fightenv, 0);
   1083 							/* NOTREACHED */
   1084 
   1085 						case 4:
   1086 							addstr("It is a general knowledge scroll.\n");
   1087 							Player.p_brains += ROLL(2.0, Circle);
   1088 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
   1089 							break;
   1090 
   1091 						case 5:
   1092 							addstr("It tells you how to pick your next monster.\n");
   1093 							addstr("Which monster do you want [0-99] ? ");
   1094 							Whichmonster = (int) infloat();
   1095 							Whichmonster = MIN(99, MAX(0, Whichmonster));
   1096 							longjmp(Fightenv, 0);
   1097 
   1098 						case 6:
   1099 							addstr("It was cursed!\n");
   1100 							cursedtreasure();
   1101 							break;
   1102 						}
   1103 					break;
   1104 					/* end treasure type 4 */
   1105 
   1106 				case 5:	/* treasure type 5 */
   1107 					switch (whichtreasure) {
   1108 					case 1:
   1109 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
   1110 						printw("You've discovered a +%.0f dagger.\n", dtemp);
   1111 						if (dtemp >= Player.p_sword)
   1112 							Player.p_sword = dtemp;
   1113 						else
   1114 							SOMEBETTER();
   1115 						break;
   1116 
   1117 					case 2:
   1118 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
   1119 						printw("You have found some +%.0f armour!\n", dtemp);
   1120 						if (dtemp >= Player.p_shield)
   1121 							Player.p_shield = dtemp;
   1122 						else
   1123 							SOMEBETTER();
   1124 						break;
   1125 
   1126 					case 3:
   1127 						addstr("You've found a tablet.\n");
   1128 						Player.p_brains += 4.5 * Circle;
   1129 						break;
   1130 					}
   1131 					break;
   1132 					/* end treasure type 5 */
   1133 
   1134 				case 6:	/* treasure type 6 */
   1135 					switch (whichtreasure) {
   1136 					case 1:
   1137 						addstr("You've found a priest.\n");
   1138 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1139 						Player.p_sin /= 2.0;
   1140 						Player.p_mana += 24.0 * Circle;
   1141 						Player.p_brains += Circle;
   1142 						break;
   1143 
   1144 					case 2:
   1145 						addstr("You have come upon Robin Hood!\n");
   1146 						Player.p_shield += Circle * 2.0;
   1147 						Player.p_strength += Circle / 2.5 + 1.0;
   1148 						break;
   1149 
   1150 					case 3:
   1151 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
   1152 						printw("You have found a +%.0f axe!\n", dtemp);
   1153 						if (dtemp >= Player.p_sword)
   1154 							Player.p_sword = dtemp;
   1155 						else
   1156 							SOMEBETTER();
   1157 						break;
   1158 					}
   1159 					break;
   1160 					/* end treasure type 6 */
   1161 
   1162 				case 7:	/* treasure type 7 */
   1163 					switch (whichtreasure) {
   1164 					case 1:
   1165 						addstr("You've discovered a charm!\n");
   1166 						++Player.p_charms;
   1167 						break;
   1168 
   1169 					case 2:
   1170 						addstr("You have encountered Merlyn!\n");
   1171 						Player.p_brains += Circle + 5.0;
   1172 						Player.p_magiclvl += Circle / 3.0 + 5.0;
   1173 						Player.p_mana += Circle * 10.0;
   1174 						break;
   1175 
   1176 					case 3:
   1177 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
   1178 						printw("You have found a +%.0f war hammer!\n", dtemp);
   1179 						if (dtemp >= Player.p_sword)
   1180 							Player.p_sword = dtemp;
   1181 						else
   1182 							SOMEBETTER();
   1183 						break;
   1184 					}
   1185 					break;
   1186 					/* end treasure type 7 */
   1187 
   1188 				case 8:	/* treasure type 8 */
   1189 					switch (whichtreasure) {
   1190 					case 1:
   1191 						addstr("You have found a healing potion.\n");
   1192 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
   1193 						break;
   1194 
   1195 					case 2:
   1196 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
   1197 						ch = getanswer("NY", FALSE);
   1198 						addstr("\n\n");
   1199 						if (ch == 'Y') {
   1200 							double  x, y;
   1201 
   1202 							addstr("X Y Coordinates ? ");
   1203 							getstring(Databuf, SZ_DATABUF);
   1204 							sscanf(Databuf, "%lf %lf", &x, &y);
   1205 							altercoordinates(x, y, A_FORCED);
   1206 						}
   1207 						break;
   1208 
   1209 					case 3:
   1210 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
   1211 						printw("You've found a +%.0f sword!\n", dtemp);
   1212 						if (dtemp >= Player.p_sword)
   1213 							Player.p_sword = dtemp;
   1214 						else
   1215 							SOMEBETTER();
   1216 						break;
   1217 					}
   1218 					break;
   1219 					/* end treasure type 8 */
   1220 
   1221 				case 10:
   1222 				case 11:
   1223 				case 12:
   1224 				case 13:	/* treasure types 10 - 13 */
   1225 					if (drandom() < 0.33) {
   1226 						if (Curmonster.m_treasuretype == 10) {
   1227 							addstr("You've found a pair of elven boots!\n");
   1228 							Player.p_quickness += 2.0;
   1229 							break;
   1230 						} else
   1231 							if (Curmonster.m_treasuretype == 11
   1232 							    && !Player.p_palantir) {
   1233 								addstr("You've acquired Saruman's palantir.\n");
   1234 								Player.p_palantir = TRUE;
   1235 								break;
   1236 							} else
   1237 								if (Player.p_ring.ring_type == R_NONE
   1238 								    && Player.p_specialtype < SC_COUNCIL
   1239 								    && (Curmonster.m_treasuretype == 12
   1240 									|| Curmonster.m_treasuretype == 13))
   1241 									/* roll
   1242 									 *  up
   1243 									 * a
   1244 									 * ring
   1245 									 *  */
   1246 								{
   1247 									if (drandom() < 0.8)
   1248 										/* r
   1249 										 * e
   1250 										 * g
   1251 										 * u
   1252 										 * l
   1253 										 * a
   1254 										 * r
   1255 										 *
   1256 										 * ri
   1257 										 * n
   1258 										 * g
   1259 										 * s
   1260 										 *  */
   1261 									{
   1262 										if (Curmonster.m_treasuretype == 12) {
   1263 											whichtreasure = R_NAZREG;
   1264 											temp = 35;
   1265 										} else {
   1266 											whichtreasure = R_DLREG;
   1267 											temp = 0;
   1268 										}
   1269 									} else
   1270 										/* b
   1271 										 * a
   1272 										 * d
   1273 										 *
   1274 										 * ri
   1275 										 * n
   1276 										 * g
   1277 										 * s
   1278 										 *  */
   1279 									{
   1280 										whichtreasure = R_BAD;
   1281 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
   1282 									}
   1283 
   1284 									addstr("You've discovered a ring.  Will you pick it up ? ");
   1285 									ch = getanswer("NY", FALSE);
   1286 									addstr("\n\n");
   1287 
   1288 									if (ch == 'Y') {
   1289 										Player.p_ring.ring_type = whichtreasure;
   1290 										Player.p_ring.ring_duration = temp;
   1291 									}
   1292 									break;
   1293 								}
   1294 					}
   1295 					/* end treasure types 10 - 13 */
   1296 					/* fall through to treasure type 9 if
   1297 					 * no treasure from above */
   1298 
   1299 				case 9:	/* treasure type 9 */
   1300 					switch (whichtreasure) {
   1301 					case 1:
   1302 						if (Player.p_level <= 1000.0
   1303 						    && Player.p_crowns <= 3
   1304 						    && Player.p_level >= 10.0) {
   1305 							addstr("You have found a golden crown!\n");
   1306 							++Player.p_crowns;
   1307 							break;
   1308 						}
   1309 						/* fall through otherwise */
   1310 
   1311 					case 2:
   1312 						addstr("You've been blessed!\n");
   1313 						Player.p_blessing = TRUE;
   1314 						Player.p_sin /= 3.0;
   1315 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1316 						Player.p_mana += 100.0 * Circle;
   1317 						break;
   1318 
   1319 					case 3:
   1320 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
   1321 						dtemp = MIN(dtemp, 99.0);
   1322 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
   1323 						if (dtemp >= Player.p_quksilver)
   1324 							Player.p_quksilver = dtemp;
   1325 						else
   1326 							SOMEBETTER();
   1327 						break;
   1328 					}
   1329 					break;
   1330 					/* end treasure type 9 */
   1331 				}
   1332 	}
   1333 }
   1334 
   1335 void
   1336 cursedtreasure(void)
   1337 {
   1338 	if (Player.p_charms > 0) {
   1339 		addstr("But your charm saved you!\n");
   1340 		--Player.p_charms;
   1341 	} else
   1342 		if (Player.p_amulets > 0) {
   1343 			addstr("But your amulet saved you!\n");
   1344 			--Player.p_amulets;
   1345 		} else {
   1346 			Player.p_energy =
   1347 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
   1348 			Player.p_poison += 0.25;
   1349 		}
   1350 }
   1351 
   1352 void
   1353 scramblestats(void)
   1354 {
   1355 	double  dbuf[6];	/* to put statistic in */
   1356 	double  dtemp1, dtemp2;	/* for swapping values */
   1357 	int first, second;	/* indices for swapping */
   1358 	double *dptr;		/* pointer for filling and emptying buf[] */
   1359 
   1360 	/* fill buffer */
   1361 	dptr = &dbuf[0];
   1362 	*dptr++ = Player.p_strength;
   1363 	*dptr++ = Player.p_mana;
   1364 	*dptr++ = Player.p_brains;
   1365 	*dptr++ = Player.p_magiclvl;
   1366 	*dptr++ = Player.p_energy;
   1367 	*dptr = Player.p_sin;
   1368 
   1369 	/* pick values to swap */
   1370 	first = (int) ROLL(0, 5);
   1371 	second = (int) ROLL(0, 5);
   1372 
   1373 	/* swap values */
   1374 	dptr = &dbuf[0];
   1375 	dtemp1 = dptr[first];
   1376 	/* this expression is split to prevent a compiler loop on some
   1377 	 * compilers */
   1378 	dtemp2 = dptr[second];
   1379 	dptr[first] = dtemp2;
   1380 	dptr[second] = dtemp1;
   1381 
   1382 	/* empty buffer */
   1383 	Player.p_strength = *dptr++;
   1384 	Player.p_mana = *dptr++;
   1385 	Player.p_brains = *dptr++;
   1386 	Player.p_magiclvl = *dptr++;
   1387 	Player.p_energy = *dptr++;
   1388 	Player.p_sin = *dptr;
   1389 }
   1390