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fight.c revision 1.4
      1 /*	$NetBSD: fight.c,v 1.4 1998/08/30 09:19:39 veego Exp $	*/
      2 
      3 /*
      4  * fight.c   Phantasia monster fighting routines
      5  */
      6 
      7 #include "include.h"
      8 
      9 void
     10 encounter(particular)
     11 	int     particular;
     12 {
     13 	bool    firsthit = Player.p_blessing;	/* set if player gets the
     14 						 * first hit */
     15 	int     flockcnt = 1;	/* how many time flocked */
     16 
     17 	/* let others know what we are doing */
     18 	Player.p_status = S_MONSTER;
     19 	writerecord(&Player, Fileloc);
     20 
     21 #if __GNUC__
     22 	(void)&firsthit;	/* XXX shut up gcc */
     23 #endif
     24 
     25 #ifdef SYS5
     26 	flushinp();
     27 #endif
     28 
     29 	Shield = 0.0;		/* no shield up yet */
     30 
     31 	if (particular >= 0)
     32 		/* monster is specified */
     33 		Whichmonster = particular;
     34 	else
     35 		/* pick random monster */
     36 		Whichmonster = pickmonster();
     37 
     38 	setjmp(Fightenv);	/* this is to enable changing fight state */
     39 
     40 	move(6, 0);
     41 	clrtobot();		/* clear bottom area of screen */
     42 
     43 	Lines = 9;
     44 	callmonster(Whichmonster);	/* set up monster to fight */
     45 
     46 	Luckout = FALSE;	/* haven't tried to luckout yet */
     47 
     48 	if (Curmonster.m_type == SM_MORGOTH)
     49 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
     50 		    Enemyname);
     51 
     52 	if (Curmonster.m_type == SM_UNICORN) {
     53 		if (Player.p_virgin) {
     54 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
     55 			Player.p_virgin = FALSE;
     56 		} else {
     57 			printw("You just saw %s running away!\n", Enemyname);
     58 			Curmonster.m_experience = 0.0;
     59 			Curmonster.m_treasuretype = 0;
     60 		}
     61 	} else
     62 		/* not a special monster */
     63 		for (;;)
     64 			/* print header, and arbitrate between player and
     65 			 * monster */
     66 		{
     67 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
     68 			    Enemyname, Curmonster.m_experience, Circle);
     69 
     70 			displaystats();
     71 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
     72 			readmessage();
     73 
     74 			if (Curmonster.m_type == SM_DARKLORD
     75 			    && Player.p_blessing
     76 			    && Player.p_charms > 0)
     77 				/* overpower Dark Lord with blessing and charm */
     78 			{
     79 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
     80 				Lines = 8;
     81 				Player.p_blessing = FALSE;
     82 				--Player.p_charms;
     83 				break;
     84 			}
     85 			/* allow paralyzed monster to wake up */
     86 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
     87 
     88 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
     89 			/* monster is faster */
     90 			    && Curmonster.m_type != SM_DARKLORD
     91 			/* not D. L. */
     92 			    && Curmonster.m_type != SM_SHRIEKER
     93 			/* not mimic */
     94 			    && !firsthit)
     95 				/* monster gets a hit */
     96 				monsthits();
     97 			else
     98 				/* player gets a hit */
     99 			{
    100 				firsthit = FALSE;
    101 				playerhits();
    102 			}
    103 
    104 			refresh();
    105 
    106 			if (Lines > LINES - 2)
    107 				/* near bottom of screen - pause */
    108 			{
    109 				more(Lines);
    110 				move(Lines = 8, 0);
    111 				clrtobot();
    112 			}
    113 			if (Player.p_energy <= 0.0)
    114 				/* player died */
    115 			{
    116 				more(Lines);
    117 				death(Enemyname);
    118 				cancelmonster();
    119 				break;	/* fight ends if the player is saved
    120 					 * from death */
    121 			}
    122 			if (Curmonster.m_energy <= 0.0)
    123 				/* monster died */
    124 				break;
    125 		}
    126 
    127 	/* give player credit for killing monster */
    128 	Player.p_experience += Curmonster.m_experience;
    129 
    130 	if (drandom() < Curmonster.m_flock / 100.0)
    131 		/* monster flocks */
    132 	{
    133 		more(Lines);
    134 		++flockcnt;
    135 		longjmp(Fightenv, 0);
    136 		/* NOTREACHED */
    137 	} else
    138 		if (Circle > 1.0
    139 		    && Curmonster.m_treasuretype > 0
    140 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
    141 			/* monster has treasure; this takes # of flocks and
    142 			 * size into account */
    143 		{
    144 			more(Lines);
    145 			awardtreasure();
    146 		}
    147 	/* pause before returning */
    148 	getyx(stdscr, Lines, flockcnt);
    149 	more(Lines + 1);
    150 
    151 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
    152 
    153 	/* clean up the screen */
    154 	move(4, 0);
    155 	clrtobot();
    156 }
    157 
    158 int
    159 pickmonster()
    160 {
    161 	if (Player.p_specialtype == SC_VALAR)
    162 		/* even chance of any monster */
    163 		return ((int) ROLL(0.0, 100.0));
    164 
    165 	if (Marsh)
    166 		/* water monsters */
    167 		return ((int) ROLL(0.0, 15.0));
    168 
    169 	else
    170 		if (Circle > 24)
    171 			/* even chance of all non-water monsters */
    172 			return ((int) ROLL(14.0, 86.0));
    173 
    174 		else
    175 			if (Circle > 15)
    176 				/* chance of all non-water monsters, weighted
    177 				 * toward middle */
    178 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
    179 
    180 			else
    181 				if (Circle > 8)
    182 					/* not all non-water monsters,
    183 					 * weighted toward middle */
    184 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
    185 
    186 				else
    187 					if (Circle > 3)
    188 						/* even chance of some tamer
    189 						 * non-water monsters */
    190 						return ((int) ROLL(14.0, 50.0));
    191 
    192 					else
    193 						/* even chance of some of the
    194 						 * tamest non-water monsters */
    195 						return ((int) ROLL(14.0, 25.0));
    196 }
    197 
    198 void
    199 playerhits()
    200 {
    201 	double  inflict;	/* damage inflicted */
    202 	int     ch;		/* input */
    203 
    204 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
    205 
    206 	if (!Luckout) {
    207 		/* haven't tried to luckout yet */
    208 		if (Curmonster.m_type == SM_MORGOTH)
    209 			/* cannot luckout against Morgoth */
    210 			addstr("6:Ally  ");
    211 		else
    212 			addstr("6:Luckout  ");
    213 	}
    214 
    215 	if (Player.p_ring.ring_type != R_NONE)
    216 		/* player has a ring */
    217 		addstr("7:Use Ring  ");
    218 	else
    219 		clrtoeol();
    220 
    221 	ch = inputoption();
    222 
    223 	move(8, 0);
    224 	clrtobot();		/* clear any messages from before */
    225 	Lines = 9;
    226 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    227 
    228 	switch (ch) {
    229 	case 'T':		/* timeout; lose turn */
    230 		break;
    231 
    232 	case ' ':
    233 	case '1':		/* melee */
    234 		/* melee affects monster's energy and strength */
    235 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
    236 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    237 
    238 		Curmonster.m_melee += inflict;
    239 		Curmonster.m_strength = Curmonster.m_o_strength
    240 		    - Curmonster.m_melee / Curmonster.m_o_energy
    241 		    * Curmonster.m_o_strength / 4.0;
    242 		hitmonster(inflict);
    243 		break;
    244 
    245 	case '2':		/* skirmish */
    246 		/* skirmish affects monter's energy and speed */
    247 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
    248 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
    249 
    250 		Curmonster.m_skirmish += inflict;
    251 		Curmonster.m_maxspeed = Curmonster.m_o_speed
    252 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
    253 		    * Curmonster.m_o_speed / 4.0;
    254 		hitmonster(inflict);
    255 		break;
    256 
    257 	case '3':		/* evade */
    258 		/* use brains and speed to try to evade */
    259 		if ((Curmonster.m_type == SM_DARKLORD
    260 			|| Curmonster.m_type == SM_SHRIEKER
    261 		/* can always run from D. L. and shrieker */
    262 			|| drandom() * Player.p_speed * Player.p_brains
    263 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
    264 		    && (Curmonster.m_type != SM_MIMIC))
    265 			/* cannot run from mimic */
    266 		{
    267 			mvaddstr(Lines++, 0, "You got away!");
    268 			cancelmonster();
    269 			altercoordinates(0.0, 0.0, A_NEAR);
    270 		} else
    271 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    272 
    273 		break;
    274 
    275 	case 'M':
    276 	case '4':		/* magic spell */
    277 		throwspell();
    278 		break;
    279 
    280 	case '5':		/* nick */
    281 		/* hit 1 plus sword; give some experience */
    282 		inflict = 1.0 + Player.p_sword;
    283 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
    284 		Curmonster.m_experience *= 0.92;
    285 		/* monster gets meaner */
    286 		Curmonster.m_maxspeed += 2.0;
    287 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
    288 		if (Curmonster.m_type == SM_DARKLORD)
    289 			/* Dark Lord; doesn't like to be nicked */
    290 		{
    291 			mvprintw(Lines++, 0,
    292 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
    293 			Player.p_quickness /= 2.0;
    294 			altercoordinates(0.0, 0.0, A_FAR);
    295 			cancelmonster();
    296 		} else
    297 			hitmonster(inflict);
    298 		break;
    299 
    300 	case 'B':
    301 	case '6':		/* luckout */
    302 		if (Luckout)
    303 			mvaddstr(Lines++, 0, "You already tried that.");
    304 		else {
    305 			Luckout = TRUE;
    306 			if (Curmonster.m_type == SM_MORGOTH)
    307 				/* Morgoth; ally */
    308 			{
    309 				if (drandom() < Player.p_sin / 100.0) {
    310 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
    311 					cancelmonster();
    312 				} else
    313 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
    314 			} else
    315 				/* normal monster; use brains for success */
    316 			{
    317 				if ((drandom() + 0.333) * Player.p_brains
    318 				    < (drandom() + 0.333) * Curmonster.m_brains)
    319 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
    320 				else {
    321 					mvaddstr(Lines++, 0, "You made it!");
    322 					Curmonster.m_energy = 0.0;
    323 				}
    324 			}
    325 		}
    326 		break;
    327 
    328 	case '7':		/* use ring */
    329 		if (Player.p_ring.ring_type != R_NONE) {
    330 			mvaddstr(Lines++, 0, "Now using ring.");
    331 			Player.p_ring.ring_inuse = TRUE;
    332 			if (Player.p_ring.ring_type != R_DLREG)
    333 				/* age ring */
    334 				--Player.p_ring.ring_duration;
    335 		}
    336 		break;
    337 	}
    338 
    339 }
    340 
    341 void
    342 monsthits()
    343 {
    344 	double  inflict;	/* damage inflicted */
    345 	int     ch;		/* input */
    346 
    347 	switch (Curmonster.m_type)
    348 		/* may be a special monster */
    349 	{
    350 	case SM_DARKLORD:
    351 		/* hits just enough to kill player */
    352 		inflict = (Player.p_energy + Shield) * 1.02;
    353 		goto SPECIALHIT;
    354 
    355 	case SM_SHRIEKER:
    356 		/* call a big monster */
    357 		mvaddstr(Lines++, 0,
    358 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
    359 		more(Lines);
    360 		Whichmonster = (int) ROLL(70.0, 30.0);
    361 		longjmp(Fightenv, 0);
    362 		/* NOTREACHED */
    363 
    364 	case SM_BALROG:
    365 		/* take experience away */
    366 		inflict = ROLL(10.0, Curmonster.m_strength);
    367 		inflict = MIN(Player.p_experience, inflict);
    368 		mvprintw(Lines++, 0,
    369 		    "%s took away %.0f experience points.", Enemyname, inflict);
    370 		Player.p_experience -= inflict;
    371 		return;
    372 
    373 	case SM_FAERIES:
    374 		if (Player.p_holywater > 0)
    375 			/* holy water kills when monster tries to hit */
    376 		{
    377 			mvprintw(Lines++, 0, "Your holy water killed it!");
    378 			--Player.p_holywater;
    379 			Curmonster.m_energy = 0.0;
    380 			return;
    381 		}
    382 		break;
    383 
    384 	case SM_NONE:
    385 		/* normal hit */
    386 		break;
    387 
    388 	default:
    389 		if (drandom() > 0.2)
    390 			/* normal hit */
    391 			break;
    392 
    393 		/* else special things */
    394 		switch (Curmonster.m_type) {
    395 		case SM_LEANAN:
    396 			/* takes some of the player's strength */
    397 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
    398 			inflict = MIN(Player.p_strength, inflict);
    399 			mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
    400 			    Enemyname, inflict);
    401 			Player.p_strength -= inflict;
    402 			Player.p_might -= inflict;
    403 			break;
    404 
    405 		case SM_SARUMAN:
    406 			if (Player.p_palantir)
    407 				/* take away palantir */
    408 			{
    409 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
    410 				Player.p_palantir = FALSE;
    411 			} else
    412 				if (drandom() > 0.5)
    413 					/* gems turn to gold */
    414 				{
    415 					mvprintw(Lines++, 0,
    416 					    "%s transformed your gems into gold!", Enemyname);
    417 					Player.p_gold += Player.p_gems;
    418 					Player.p_gems = 0.0;
    419 				} else
    420 					/* scramble some stats */
    421 				{
    422 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
    423 					scramblestats();
    424 				}
    425 			break;
    426 
    427 		case SM_THAUMATURG:
    428 			/* transport player */
    429 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
    430 			altercoordinates(0.0, 0.0, A_FAR);
    431 			cancelmonster();
    432 			break;
    433 
    434 		case SM_VORTEX:
    435 			/* suck up some mana */
    436 			inflict = ROLL(0, 7.5 * Circle);
    437 			inflict = MIN(Player.p_mana, floor(inflict));
    438 			mvprintw(Lines++, 0,
    439 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
    440 			Player.p_mana -= inflict;
    441 			break;
    442 
    443 		case SM_NAZGUL:
    444 			/* try to take ring if player has one */
    445 			if (Player.p_ring.ring_type != R_NONE)
    446 				/* player has a ring */
    447 			{
    448 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
    449 				ch = getanswer("YN", FALSE);
    450 				if (ch == 'Y')
    451 					/* take ring away */
    452 				{
    453 					Player.p_ring.ring_type = R_NONE;
    454 					Player.p_ring.ring_inuse = FALSE;
    455 					cancelmonster();
    456 					break;
    457 				}
    458 			}
    459 			/* otherwise, take some brains */
    460 			mvprintw(Lines++, 0,
    461 			    "%s neutralized 1/5 of your brain!", Enemyname);
    462 			Player.p_brains *= 0.8;
    463 			break;
    464 
    465 		case SM_TIAMAT:
    466 			/* take some gold and gems */
    467 			mvprintw(Lines++, 0,
    468 			    "%s took half your gold and gems and flew off.", Enemyname);
    469 			Player.p_gold /= 2.0;
    470 			Player.p_gems /= 2.0;
    471 			cancelmonster();
    472 			break;
    473 
    474 		case SM_KOBOLD:
    475 			/* steal a gold piece and run */
    476 			mvprintw(Lines++, 0,
    477 			    "%s stole one gold piece and ran away.", Enemyname);
    478 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
    479 			cancelmonster();
    480 			break;
    481 
    482 		case SM_SHELOB:
    483 			/* bite and (medium) poison */
    484 			mvprintw(Lines++, 0,
    485 			    "%s has bitten and poisoned you!", Enemyname);
    486 			Player.p_poison -= 1.0;
    487 			break;
    488 
    489 		case SM_LAMPREY:
    490 			/* bite and (small) poison */
    491 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
    492 			Player.p_poison += 0.25;
    493 			break;
    494 
    495 		case SM_BONNACON:
    496 			/* fart and run */
    497 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
    498 			Player.p_energy /= 2.0;	/* damage from fumes */
    499 			cancelmonster();
    500 			break;
    501 
    502 		case SM_SMEAGOL:
    503 			if (Player.p_ring.ring_type != R_NONE)
    504 				/* try to steal ring */
    505 			{
    506 				mvprintw(Lines++, 0,
    507 				    "%s tried to steal your ring, ", Enemyname);
    508 				if (drandom() > 0.1)
    509 					addstr("but was unsuccessful.");
    510 				else {
    511 					addstr("and ran away with it!");
    512 					Player.p_ring.ring_type = R_NONE;
    513 					cancelmonster();
    514 				}
    515 			}
    516 			break;
    517 
    518 		case SM_SUCCUBUS:
    519 			/* inflict damage through shield */
    520 			inflict = ROLL(15.0, Circle * 10.0);
    521 			inflict = MIN(inflict, Player.p_energy);
    522 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
    523 			    Enemyname, inflict);
    524 			Player.p_energy -= inflict;
    525 			break;
    526 
    527 		case SM_CERBERUS:
    528 			/* take all metal treasures */
    529 			mvprintw(Lines++, 0,
    530 			    "%s took all your metal treasures!", Enemyname);
    531 			Player.p_crowns = 0;
    532 			Player.p_sword =
    533 			    Player.p_shield =
    534 			    Player.p_gold = 0.0;
    535 			cancelmonster();
    536 			break;
    537 
    538 		case SM_UNGOLIANT:
    539 			/* (large) poison and take a quickness */
    540 			mvprintw(Lines++, 0,
    541 			    "%s poisoned you, and took one quik.", Enemyname);
    542 			Player.p_poison += 5.0;
    543 			Player.p_quickness -= 1.0;
    544 			break;
    545 
    546 		case SM_JABBERWOCK:
    547 			/* fly away, and leave either a Jubjub bird or
    548 			 * Bonnacon */
    549 			mvprintw(Lines++, 0,
    550 			    "%s flew away, and left you to contend with one of its friends.",
    551 			    Enemyname);
    552 			Whichmonster = 55 + (drandom() > 0.5) ? 22 : 0;
    553 			longjmp(Fightenv, 0);
    554 			/* NOTREACHED */
    555 
    556 		case SM_TROLL:
    557 			/* partially regenerate monster */
    558 			mvprintw(Lines++, 0,
    559 			    "%s partially regenerated his energy.!", Enemyname);
    560 			Curmonster.m_energy +=
    561 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
    562 			Curmonster.m_strength = Curmonster.m_o_strength;
    563 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    564 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
    565 			break;
    566 
    567 		case SM_WRAITH:
    568 			if (!Player.p_blindness)
    569 				/* make blind */
    570 			{
    571 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
    572 				Player.p_blindness = TRUE;
    573 				Enemyname = "A monster";
    574 			}
    575 			break;
    576 		}
    577 		return;
    578 	}
    579 
    580 	/* fall through to here if monster inflicts a normal hit */
    581 	inflict = drandom() * Curmonster.m_strength + 0.5;
    582 SPECIALHIT:
    583 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
    584 
    585 	if ((Shield -= inflict) < 0) {
    586 		Player.p_energy += Shield;
    587 		Shield = 0.0;
    588 	}
    589 }
    590 
    591 void
    592 cancelmonster()
    593 {
    594 	Curmonster.m_energy = 0.0;
    595 	Curmonster.m_experience = 0.0;
    596 	Curmonster.m_treasuretype = 0;
    597 	Curmonster.m_flock = 0.0;
    598 }
    599 
    600 void
    601 hitmonster(inflict)
    602 	double  inflict;
    603 {
    604 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    605 	Curmonster.m_energy -= inflict;
    606 	if (Curmonster.m_energy > 0.0) {
    607 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
    608 			/* special monster didn't die */
    609 			monsthits();
    610 	} else
    611 		/* monster died.  print message. */
    612 	{
    613 		if (Curmonster.m_type == SM_MORGOTH)
    614 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
    615 		else
    616 			/* all other types of monsters */
    617 		{
    618 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
    619 
    620 			if (Curmonster.m_type == SM_MIMIC
    621 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
    622 			    && !Player.p_blindness)
    623 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
    624 		}
    625 	}
    626 }
    627 
    628 void
    629 throwspell()
    630 {
    631 	double  inflict;	/* damage inflicted */
    632 	double  dtemp;		/* for dtemporary calculations */
    633 	int     ch;		/* input */
    634 
    635 	inflict = 0;
    636 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    637 
    638 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
    639 		mvaddstr(7, 0, "1:All or Nothing  ");
    640 	if (Player.p_magiclvl >= ML_MAGICBOLT)
    641 		addstr("2:Magic Bolt  ");
    642 	if (Player.p_magiclvl >= ML_FORCEFIELD)
    643 		addstr("3:Force Field  ");
    644 	if (Player.p_magiclvl >= ML_XFORM)
    645 		addstr("4:Transform  ");
    646 	if (Player.p_magiclvl >= ML_INCRMIGHT)
    647 		addstr("5:Increase Might\n");
    648 	if (Player.p_magiclvl >= ML_INVISIBLE)
    649 		mvaddstr(8, 0, "6:Invisibility  ");
    650 	if (Player.p_magiclvl >= ML_XPORT)
    651 		addstr("7:Transport  ");
    652 	if (Player.p_magiclvl >= ML_PARALYZE)
    653 		addstr("8:Paralyze  ");
    654 	if (Player.p_specialtype >= SC_COUNCIL)
    655 		addstr("9:Specify");
    656 	mvaddstr(4, 0, "Spell ? ");
    657 
    658 	ch = getanswer(" ", TRUE);
    659 
    660 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
    661 
    662 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
    663 		/* can only throw force field against Morgoth */
    664 		ILLSPELL();
    665 	else
    666 		switch (ch) {
    667 		case '1':	/* all or nothing */
    668 			if (drandom() < 0.25)
    669 				/* success */
    670 			{
    671 				inflict = Curmonster.m_energy * 1.01 + 1.0;
    672 
    673 				if (Curmonster.m_type == SM_DARKLORD)
    674 					/* all or nothing doesn't quite work
    675 					 * against D. L. */
    676 					inflict *= 0.9;
    677 			} else
    678 				/* failure -- monster gets stronger and
    679 				 * quicker */
    680 			{
    681 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
    682 				Curmonster.m_maxspeed *= 2.0;
    683 				Curmonster.m_o_speed *= 2.0;
    684 
    685 				/* paralyzed monsters wake up a bit */
    686 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
    687 			}
    688 
    689 			if (Player.p_mana >= MM_ALLORNOTHING)
    690 				/* take a mana if player has one */
    691 				Player.p_mana -= MM_ALLORNOTHING;
    692 
    693 			hitmonster(inflict);
    694 			break;
    695 
    696 		case '2':	/* magic bolt */
    697 			if (Player.p_magiclvl < ML_MAGICBOLT)
    698 				ILLSPELL();
    699 			else {
    700 				do
    701 					/* prompt for amount to expend */
    702 				{
    703 					mvaddstr(4, 0, "How much mana for bolt? ");
    704 					dtemp = floor(infloat());
    705 				}
    706 				while (dtemp < 0.0 || dtemp > Player.p_mana);
    707 
    708 				Player.p_mana -= dtemp;
    709 
    710 				if (Curmonster.m_type == SM_DARKLORD)
    711 					/* magic bolts don't work against D.
    712 					 * L. */
    713 					inflict = 0.0;
    714 				else
    715 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
    716 				mvaddstr(5, 0, "Magic Bolt fired!\n");
    717 				hitmonster(inflict);
    718 			}
    719 			break;
    720 
    721 		case '3':	/* force field */
    722 			if (Player.p_magiclvl < ML_FORCEFIELD)
    723 				ILLSPELL();
    724 			else
    725 				if (Player.p_mana < MM_FORCEFIELD)
    726 					NOMANA();
    727 				else {
    728 					Player.p_mana -= MM_FORCEFIELD;
    729 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
    730 					mvaddstr(5, 0, "Force Field up.\n");
    731 				}
    732 			break;
    733 
    734 		case '4':	/* transform */
    735 			if (Player.p_magiclvl < ML_XFORM)
    736 				ILLSPELL();
    737 			else
    738 				if (Player.p_mana < MM_XFORM)
    739 					NOMANA();
    740 				else {
    741 					Player.p_mana -= MM_XFORM;
    742 					Whichmonster = (int) ROLL(0.0, 100.0);
    743 					longjmp(Fightenv, 0);
    744 					/* NOTREACHED */
    745 				}
    746 			break;
    747 
    748 		case '5':	/* increase might */
    749 			if (Player.p_magiclvl < ML_INCRMIGHT)
    750 				ILLSPELL();
    751 			else
    752 				if (Player.p_mana < MM_INCRMIGHT)
    753 					NOMANA();
    754 				else {
    755 					Player.p_mana -= MM_INCRMIGHT;
    756 					Player.p_might +=
    757 					    (1.2 * (Player.p_strength + Player.p_sword)
    758 					    + 5.0 - Player.p_might) / 2.0;
    759 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
    760 				}
    761 			break;
    762 
    763 		case '6':	/* invisible */
    764 			if (Player.p_magiclvl < ML_INVISIBLE)
    765 				ILLSPELL();
    766 			else
    767 				if (Player.p_mana < MM_INVISIBLE)
    768 					NOMANA();
    769 				else {
    770 					Player.p_mana -= MM_INVISIBLE;
    771 					Player.p_speed +=
    772 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
    773 					    + 5.0 - Player.p_speed) / 2.0;
    774 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
    775 				}
    776 			break;
    777 
    778 		case '7':	/* transport */
    779 			if (Player.p_magiclvl < ML_XPORT)
    780 				ILLSPELL();
    781 			else
    782 				if (Player.p_mana < MM_XPORT)
    783 					NOMANA();
    784 				else {
    785 					Player.p_mana -= MM_XPORT;
    786 					if (Player.p_brains + Player.p_magiclvl
    787 					    < Curmonster.m_experience / 200.0 * drandom()) {
    788 						mvaddstr(5, 0, "Transport backfired!\n");
    789 						altercoordinates(0.0, 0.0, A_FAR);
    790 						cancelmonster();
    791 					} else {
    792 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
    793 						if (drandom() < 0.3)
    794 							/* monster didn't drop
    795 							 * its treasure */
    796 							Curmonster.m_treasuretype = 0;
    797 
    798 						Curmonster.m_energy = 0.0;
    799 					}
    800 				}
    801 			break;
    802 
    803 		case '8':	/* paralyze */
    804 			if (Player.p_magiclvl < ML_PARALYZE)
    805 				ILLSPELL();
    806 			else
    807 				if (Player.p_mana < MM_PARALYZE)
    808 					NOMANA();
    809 				else {
    810 					Player.p_mana -= MM_PARALYZE;
    811 					if (Player.p_magiclvl >
    812 					    Curmonster.m_experience / 1000.0 * drandom()) {
    813 						mvprintw(5, 0, "%s is held.\n", Enemyname);
    814 						Curmonster.m_speed = -2.0;
    815 					} else
    816 						mvaddstr(5, 0, "Monster unaffected.\n");
    817 				}
    818 			break;
    819 
    820 		case '9':	/* specify */
    821 			if (Player.p_specialtype < SC_COUNCIL)
    822 				ILLSPELL();
    823 			else
    824 				if (Player.p_mana < MM_SPECIFY)
    825 					NOMANA();
    826 				else {
    827 					Player.p_mana -= MM_SPECIFY;
    828 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
    829 					Whichmonster = (int) infloat();
    830 					Whichmonster = MAX(0, MIN(99, Whichmonster));
    831 					longjmp(Fightenv, 0);
    832 					/* NOTREACHED */
    833 				}
    834 			break;
    835 		}
    836 }
    837 
    838 void
    839 callmonster(which)
    840 	int     which;
    841 {
    842 	struct monster Othermonster;	/* to find a name for mimics */
    843 
    844 	which = MIN(which, 99);	/* make sure within range */
    845 
    846 	/* fill structure */
    847 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
    848 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    849 
    850 	/* handle some special monsters */
    851 	if (Curmonster.m_type == SM_MODNAR) {
    852 		if (Player.p_specialtype < SC_COUNCIL)
    853 			/* randomize some stats */
    854 		{
    855 			Curmonster.m_strength *= drandom() + 0.5;
    856 			Curmonster.m_brains *= drandom() + 0.5;
    857 			Curmonster.m_speed *= drandom() + 0.5;
    858 			Curmonster.m_energy *= drandom() + 0.5;
    859 			Curmonster.m_experience *= drandom() + 0.5;
    860 			Curmonster.m_treasuretype =
    861 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
    862 		} else
    863 			/* make Modnar into Morgoth */
    864 		{
    865 			strcpy(Curmonster.m_name, "Morgoth");
    866 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
    867 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
    868 			Curmonster.m_brains = Player.p_brains;
    869 			Curmonster.m_energy = Player.p_might * 30.0;
    870 			Curmonster.m_type = SM_MORGOTH;
    871 			Curmonster.m_speed = Player.p_speed * 1.1
    872 			    + (Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0;
    873 			Curmonster.m_flock = 0.0;
    874 			Curmonster.m_treasuretype = 0;
    875 			Curmonster.m_experience = 0.0;
    876 		}
    877 	} else
    878 		if (Curmonster.m_type == SM_MIMIC)
    879 			/* pick another name */
    880 		{
    881 			which = (int) ROLL(0.0, 100.0);
    882 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
    883 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    884 			strcpy(Curmonster.m_name, Othermonster.m_name);
    885 		}
    886 	truncstring(Curmonster.m_name);
    887 
    888 	if (Curmonster.m_type != SM_MORGOTH)
    889 		/* adjust stats based on which circle player is in */
    890 	{
    891 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
    892 		Curmonster.m_brains *= Circle;
    893 		Curmonster.m_speed += Circle * 1.e-9;
    894 		Curmonster.m_energy *= Circle;
    895 		Curmonster.m_experience *= Circle;
    896 	}
    897 	if (Player.p_blindness)
    898 		/* cannot see monster if blind */
    899 		Enemyname = "A monster";
    900 	else
    901 		Enemyname = Curmonster.m_name;
    902 
    903 	if (Player.p_speed <= 0.0)
    904 		/* make Player.p_speed positive */
    905 	{
    906 		Curmonster.m_speed += -Player.p_speed;
    907 		Player.p_speed = 1.0;
    908 	}
    909 	/* fill up the rest of the structure */
    910 	Curmonster.m_o_strength = Curmonster.m_strength;
    911 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    912 	Curmonster.m_o_energy = Curmonster.m_energy;
    913 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
    914 }
    915 
    916 void
    917 awardtreasure()
    918 {
    919 	int     whichtreasure;	/* calculated treasure to grant */
    920 	int     temp;		/* temporary */
    921 	int     ch;		/* input */
    922 	double  treasuretype;	/* monster's treasure type */
    923 	double  gold = 0.0;	/* gold awarded */
    924 	double  gems = 0.0;	/* gems awarded */
    925 	double  dtemp;		/* for temporary calculations */
    926 
    927 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    928 	treasuretype = (double) Curmonster.m_treasuretype;
    929 
    930 	move(4, 0);
    931 	clrtobot();
    932 	move(6, 0);
    933 
    934 	if (drandom() > 0.65)
    935 		/* gold and gems */
    936 	{
    937 		if (Curmonster.m_treasuretype > 7)
    938 			/* gems */
    939 		{
    940 			gems = ROLL(1.0, (treasuretype - 7.0)
    941 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
    942 			printw("You have discovered %.0f gems!", gems);
    943 		} else
    944 			/* gold */
    945 		{
    946 			gold = ROLL(treasuretype * 10.0, treasuretype
    947 			    * treasuretype * 10.0 * (Circle - 1.0));
    948 			printw("You have found %.0f gold pieces.", gold);
    949 		}
    950 
    951 		addstr("  Do you want to pick them up ? ");
    952 		ch = getanswer("NY", FALSE);
    953 		addstr("\n\n");
    954 
    955 		if (ch == 'Y') {
    956 			if (drandom() < treasuretype / 35.0 + 0.04)
    957 				/* cursed */
    958 			{
    959 				addstr("They were cursed!\n");
    960 				cursedtreasure();
    961 			} else
    962 				collecttaxes(gold, gems);
    963 		}
    964 
    965 		return;
    966 	} else
    967 		/* other treasures */
    968 	{
    969 		addstr("You have found some treasure.  Do you want to inspect it ? ");
    970 		ch = getanswer("NY", FALSE);
    971 		addstr("\n\n");
    972 
    973 		if (ch != 'Y')
    974 			return;
    975 		else
    976 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
    977 				addstr("It was cursed!\n");
    978 				cursedtreasure();
    979 				return;
    980 			} else
    981 				switch (Curmonster.m_treasuretype) {
    982 				case 1:	/* treasure type 1 */
    983 					switch (whichtreasure) {
    984 					case 1:
    985 						addstr("You've discovered a power booster!\n");
    986 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
    987 						break;
    988 
    989 					case 2:
    990 						addstr("You have encountered a druid.\n");
    991 						Player.p_experience +=
    992 						    ROLL(0.0, 2000.0 + Circle * 400.0);
    993 						break;
    994 
    995 					case 3:
    996 						addstr("You have found a holy orb.\n");
    997 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
    998 						break;
    999 					}
   1000 					break;
   1001 					/* end treasure type 1 */
   1002 
   1003 				case 2:	/* treasure type 2 */
   1004 					switch (whichtreasure) {
   1005 					case 1:
   1006 						addstr("You have found an amulet.\n");
   1007 						++Player.p_amulets;
   1008 						break;
   1009 
   1010 					case 2:
   1011 						addstr("You've found some holy water!\n");
   1012 						++Player.p_holywater;
   1013 						break;
   1014 
   1015 					case 3:
   1016 						addstr("You've met a hermit!\n");
   1017 						Player.p_sin *= 0.75;
   1018 						Player.p_mana += 12.0 * Circle;
   1019 						break;
   1020 					}
   1021 					break;
   1022 					/* end treasure type 2 */
   1023 
   1024 				case 3:	/* treasure type 3 */
   1025 					switch (whichtreasure) {
   1026 					case 1:
   1027 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
   1028 						printw("You've found a +%.0f shield!\n", dtemp);
   1029 						if (dtemp >= Player.p_shield)
   1030 							Player.p_shield = dtemp;
   1031 						else
   1032 							SOMEBETTER();
   1033 						break;
   1034 
   1035 					case 2:
   1036 						addstr("You have rescued a virgin.  Will you be honorable ? ");
   1037 						ch = getanswer("NY", FALSE);
   1038 						addstr("\n\n");
   1039 						if (ch == 'Y')
   1040 							Player.p_virgin = TRUE;
   1041 						else {
   1042 							Player.p_experience += 2000.0 * Circle;
   1043 							++Player.p_sin;
   1044 						}
   1045 						break;
   1046 
   1047 					case 3:
   1048 						addstr("You've discovered some athelas!\n");
   1049 						--Player.p_poison;
   1050 						break;
   1051 					}
   1052 					break;
   1053 					/* end treasure type 3 */
   1054 
   1055 				case 4:	/* treasure type 4 */
   1056 					addstr("You've found a scroll.  Will you read it ? ");
   1057 					ch = getanswer("NY", FALSE);
   1058 					addstr("\n\n");
   1059 
   1060 					if (ch == 'Y')
   1061 						switch ((int) ROLL(1, 6)) {
   1062 						case 1:
   1063 							addstr("It throws up a shield for you next monster.\n");
   1064 							getyx(stdscr, whichtreasure, ch);
   1065 							more(whichtreasure);
   1066 							Shield =
   1067 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
   1068 							Whichmonster = pickmonster();
   1069 							longjmp(Fightenv, 0);
   1070 							/* NOTREACHED */
   1071 
   1072 						case 2:
   1073 							addstr("It makes you invisible for you next monster.\n");
   1074 							getyx(stdscr, whichtreasure, ch);
   1075 							more(whichtreasure);
   1076 							Player.p_speed = 1e6;
   1077 							Whichmonster = pickmonster();
   1078 							longjmp(Fightenv, 0);
   1079 							/* NOTREACHED */
   1080 
   1081 						case 3:
   1082 							addstr("It increases your strength ten fold to fight your next monster.\n");
   1083 							getyx(stdscr, whichtreasure, ch);
   1084 							more(whichtreasure);
   1085 							Player.p_might *= 10.0;
   1086 							Whichmonster = pickmonster();
   1087 							longjmp(Fightenv, 0);
   1088 							/* NOTREACHED */
   1089 
   1090 						case 4:
   1091 							addstr("It is a general knowledge scroll.\n");
   1092 							Player.p_brains += ROLL(2.0, Circle);
   1093 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
   1094 							break;
   1095 
   1096 						case 5:
   1097 							addstr("It tells you how to pick your next monster.\n");
   1098 							addstr("Which monster do you want [0-99] ? ");
   1099 							Whichmonster = (int) infloat();
   1100 							Whichmonster = MIN(99, MAX(0, Whichmonster));
   1101 							longjmp(Fightenv, 0);
   1102 
   1103 						case 6:
   1104 							addstr("It was cursed!\n");
   1105 							cursedtreasure();
   1106 							break;
   1107 						}
   1108 					break;
   1109 					/* end treasure type 4 */
   1110 
   1111 				case 5:	/* treasure type 5 */
   1112 					switch (whichtreasure) {
   1113 					case 1:
   1114 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
   1115 						printw("You've discovered a +%.0f dagger.\n", dtemp);
   1116 						if (dtemp >= Player.p_sword)
   1117 							Player.p_sword = dtemp;
   1118 						else
   1119 							SOMEBETTER();
   1120 						break;
   1121 
   1122 					case 2:
   1123 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
   1124 						printw("You have found some +%.0f armour!\n", dtemp);
   1125 						if (dtemp >= Player.p_shield)
   1126 							Player.p_shield = dtemp;
   1127 						else
   1128 							SOMEBETTER();
   1129 						break;
   1130 
   1131 					case 3:
   1132 						addstr("You've found a tablet.\n");
   1133 						Player.p_brains += 4.5 * Circle;
   1134 						break;
   1135 					}
   1136 					break;
   1137 					/* end treasure type 5 */
   1138 
   1139 				case 6:	/* treasure type 6 */
   1140 					switch (whichtreasure) {
   1141 					case 1:
   1142 						addstr("You've found a priest.\n");
   1143 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1144 						Player.p_sin /= 2.0;
   1145 						Player.p_mana += 24.0 * Circle;
   1146 						Player.p_brains += Circle;
   1147 						break;
   1148 
   1149 					case 2:
   1150 						addstr("You have come upon Robin Hood!\n");
   1151 						Player.p_shield += Circle * 2.0;
   1152 						Player.p_strength += Circle / 2.5 + 1.0;
   1153 						break;
   1154 
   1155 					case 3:
   1156 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
   1157 						printw("You have found a +%.0f axe!\n", dtemp);
   1158 						if (dtemp >= Player.p_sword)
   1159 							Player.p_sword = dtemp;
   1160 						else
   1161 							SOMEBETTER();
   1162 						break;
   1163 					}
   1164 					break;
   1165 					/* end treasure type 6 */
   1166 
   1167 				case 7:	/* treasure type 7 */
   1168 					switch (whichtreasure) {
   1169 					case 1:
   1170 						addstr("You've discovered a charm!\n");
   1171 						++Player.p_charms;
   1172 						break;
   1173 
   1174 					case 2:
   1175 						addstr("You have encountered Merlyn!\n");
   1176 						Player.p_brains += Circle + 5.0;
   1177 						Player.p_magiclvl += Circle / 3.0 + 5.0;
   1178 						Player.p_mana += Circle * 10.0;
   1179 						break;
   1180 
   1181 					case 3:
   1182 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
   1183 						printw("You have found a +%.0f war hammer!\n", dtemp);
   1184 						if (dtemp >= Player.p_sword)
   1185 							Player.p_sword = dtemp;
   1186 						else
   1187 							SOMEBETTER();
   1188 						break;
   1189 					}
   1190 					break;
   1191 					/* end treasure type 7 */
   1192 
   1193 				case 8:	/* treasure type 8 */
   1194 					switch (whichtreasure) {
   1195 					case 1:
   1196 						addstr("You have found a healing potion.\n");
   1197 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
   1198 						break;
   1199 
   1200 					case 2:
   1201 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
   1202 						ch = getanswer("NY", FALSE);
   1203 						addstr("\n\n");
   1204 						if (ch == 'Y') {
   1205 							double  x, y;
   1206 
   1207 							addstr("X Y Coordinates ? ");
   1208 							getstring(Databuf, SZ_DATABUF);
   1209 							sscanf(Databuf, "%lf %lf", &x, &y);
   1210 							altercoordinates(x, y, A_FORCED);
   1211 						}
   1212 						break;
   1213 
   1214 					case 3:
   1215 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
   1216 						printw("You've found a +%.0f sword!\n", dtemp);
   1217 						if (dtemp >= Player.p_sword)
   1218 							Player.p_sword = dtemp;
   1219 						else
   1220 							SOMEBETTER();
   1221 						break;
   1222 					}
   1223 					break;
   1224 					/* end treasure type 8 */
   1225 
   1226 				case 10:
   1227 				case 11:
   1228 				case 12:
   1229 				case 13:	/* treasure types 10 - 13 */
   1230 					if (drandom() < 0.33) {
   1231 						if (Curmonster.m_treasuretype == 10) {
   1232 							addstr("You've found a pair of elven boots!\n");
   1233 							Player.p_quickness += 2.0;
   1234 							break;
   1235 						} else
   1236 							if (Curmonster.m_treasuretype == 11
   1237 							    && !Player.p_palantir) {
   1238 								addstr("You've acquired Saruman's palantir.\n");
   1239 								Player.p_palantir = TRUE;
   1240 								break;
   1241 							} else
   1242 								if (Player.p_ring.ring_type == R_NONE
   1243 								    && Player.p_specialtype < SC_COUNCIL
   1244 								    && (Curmonster.m_treasuretype == 12
   1245 									|| Curmonster.m_treasuretype == 13))
   1246 									/* roll
   1247 									 *  up
   1248 									 * a
   1249 									 * ring
   1250 									 *  */
   1251 								{
   1252 									if (drandom() < 0.8)
   1253 										/* r
   1254 										 * e
   1255 										 * g
   1256 										 * u
   1257 										 * l
   1258 										 * a
   1259 										 * r
   1260 										 *
   1261 										 * ri
   1262 										 * n
   1263 										 * g
   1264 										 * s
   1265 										 *  */
   1266 									{
   1267 										if (Curmonster.m_treasuretype == 12) {
   1268 											whichtreasure = R_NAZREG;
   1269 											temp = 35;
   1270 										} else {
   1271 											whichtreasure = R_DLREG;
   1272 											temp = 0;
   1273 										}
   1274 									} else
   1275 										/* b
   1276 										 * a
   1277 										 * d
   1278 										 *
   1279 										 * ri
   1280 										 * n
   1281 										 * g
   1282 										 * s
   1283 										 *  */
   1284 									{
   1285 										whichtreasure = R_BAD;
   1286 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
   1287 									}
   1288 
   1289 									addstr("You've discovered a ring.  Will you pick it up ? ");
   1290 									ch = getanswer("NY", FALSE);
   1291 									addstr("\n\n");
   1292 
   1293 									if (ch == 'Y') {
   1294 										Player.p_ring.ring_type = whichtreasure;
   1295 										Player.p_ring.ring_duration = temp;
   1296 									}
   1297 									break;
   1298 								}
   1299 					}
   1300 					/* end treasure types 10 - 13 */
   1301 					/* fall through to treasure type 9 if
   1302 					 * no treasure from above */
   1303 
   1304 				case 9:	/* treasure type 9 */
   1305 					switch (whichtreasure) {
   1306 					case 1:
   1307 						if (Player.p_level <= 1000.0
   1308 						    && Player.p_crowns <= 3
   1309 						    && Player.p_level >= 10.0) {
   1310 							addstr("You have found a golden crown!\n");
   1311 							++Player.p_crowns;
   1312 							break;
   1313 						}
   1314 						/* fall through otherwise */
   1315 
   1316 					case 2:
   1317 						addstr("You've been blessed!\n");
   1318 						Player.p_blessing = TRUE;
   1319 						Player.p_sin /= 3.0;
   1320 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
   1321 						Player.p_mana += 100.0 * Circle;
   1322 						break;
   1323 
   1324 					case 3:
   1325 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
   1326 						dtemp = MIN(dtemp, 99.0);
   1327 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
   1328 						if (dtemp >= Player.p_quksilver)
   1329 							Player.p_quksilver = dtemp;
   1330 						else
   1331 							SOMEBETTER();
   1332 						break;
   1333 					}
   1334 					break;
   1335 					/* end treasure type 9 */
   1336 				}
   1337 	}
   1338 }
   1339 
   1340 void
   1341 cursedtreasure()
   1342 {
   1343 	if (Player.p_charms > 0) {
   1344 		addstr("But your charm saved you!\n");
   1345 		--Player.p_charms;
   1346 	} else
   1347 		if (Player.p_amulets > 0) {
   1348 			addstr("But your amulet saved you!\n");
   1349 			--Player.p_amulets;
   1350 		} else {
   1351 			Player.p_energy =
   1352 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
   1353 			Player.p_poison += 0.25;
   1354 		}
   1355 }
   1356 
   1357 void
   1358 scramblestats()
   1359 {
   1360 	double  dbuf[6];	/* to put statistic in */
   1361 	double  dtemp1, dtemp2;	/* for swapping values */
   1362 	int first, second;	/* indices for swapping */
   1363 	double *dptr;		/* pointer for filling and emptying buf[] */
   1364 
   1365 	/* fill buffer */
   1366 	dptr = &dbuf[0];
   1367 	*dptr++ = Player.p_strength;
   1368 	*dptr++ = Player.p_mana;
   1369 	*dptr++ = Player.p_brains;
   1370 	*dptr++ = Player.p_magiclvl;
   1371 	*dptr++ = Player.p_energy;
   1372 	*dptr = Player.p_sin;
   1373 
   1374 	/* pick values to swap */
   1375 	first = (int) ROLL(0, 5);
   1376 	second = (int) ROLL(0, 5);
   1377 
   1378 	/* swap values */
   1379 	dptr = &dbuf[0];
   1380 	dtemp1 = dptr[first];
   1381 	/* this expression is split to prevent a compiler loop on some
   1382 	 * compilers */
   1383 	dtemp2 = dptr[second];
   1384 	dptr[first] = dtemp2;
   1385 	dptr[second] = dtemp1;
   1386 
   1387 	/* empty buffer */
   1388 	Player.p_strength = *dptr++;
   1389 	Player.p_mana = *dptr++;
   1390 	Player.p_brains = *dptr++;
   1391 	Player.p_magiclvl = *dptr++;
   1392 	Player.p_energy = *dptr++;
   1393 	Player.p_sin = *dptr;
   1394 }
   1395