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