fight.c revision 1.9 1 /* $NetBSD: fight.c,v 1.9 2004/04/07 17:46:47 ross Exp $ */
2
3 /*
4 * fight.c Phantasia monster fighting routines
5 */
6
7 #include "include.h"
8 #include <curses.h>
9
10 void
11 encounter(particular)
12 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()
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()
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()
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()
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(inflict)
599 double inflict;
600 {
601 mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
602 Curmonster.m_energy -= inflict;
603 if (Curmonster.m_energy > 0.0) {
604 if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
605 /* special monster didn't die */
606 monsthits();
607 } else
608 /* monster died. print message. */
609 {
610 if (Curmonster.m_type == SM_MORGOTH)
611 mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
612 else
613 /* all other types of monsters */
614 {
615 mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
616
617 if (Curmonster.m_type == SM_MIMIC
618 && strcmp(Curmonster.m_name, "A Mimic") != 0
619 && !Player.p_blindness)
620 mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
621 }
622 }
623 }
624
625 void
626 throwspell()
627 {
628 double inflict; /* damage inflicted */
629 double dtemp; /* for dtemporary calculations */
630 int ch; /* input */
631
632 inflict = 0;
633 mvaddstr(7, 0, "\n\n"); /* clear menu area */
634
635 if (Player.p_magiclvl >= ML_ALLORNOTHING)
636 mvaddstr(7, 0, "1:All or Nothing ");
637 if (Player.p_magiclvl >= ML_MAGICBOLT)
638 addstr("2:Magic Bolt ");
639 if (Player.p_magiclvl >= ML_FORCEFIELD)
640 addstr("3:Force Field ");
641 if (Player.p_magiclvl >= ML_XFORM)
642 addstr("4:Transform ");
643 if (Player.p_magiclvl >= ML_INCRMIGHT)
644 addstr("5:Increase Might\n");
645 if (Player.p_magiclvl >= ML_INVISIBLE)
646 mvaddstr(8, 0, "6:Invisibility ");
647 if (Player.p_magiclvl >= ML_XPORT)
648 addstr("7:Transport ");
649 if (Player.p_magiclvl >= ML_PARALYZE)
650 addstr("8:Paralyze ");
651 if (Player.p_specialtype >= SC_COUNCIL)
652 addstr("9:Specify");
653 mvaddstr(4, 0, "Spell ? ");
654
655 ch = getanswer(" ", TRUE);
656
657 mvaddstr(7, 0, "\n\n"); /* clear menu area */
658
659 if (Curmonster.m_type == SM_MORGOTH && ch != '3')
660 /* can only throw force field against Morgoth */
661 ILLSPELL();
662 else
663 switch (ch) {
664 case '1': /* all or nothing */
665 if (drandom() < 0.25)
666 /* success */
667 {
668 inflict = Curmonster.m_energy * 1.01 + 1.0;
669
670 if (Curmonster.m_type == SM_DARKLORD)
671 /* all or nothing doesn't quite work
672 * against D. L. */
673 inflict *= 0.9;
674 } else
675 /* failure -- monster gets stronger and
676 * quicker */
677 {
678 Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
679 Curmonster.m_maxspeed *= 2.0;
680 Curmonster.m_o_speed *= 2.0;
681
682 /* paralyzed monsters wake up a bit */
683 Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
684 }
685
686 if (Player.p_mana >= MM_ALLORNOTHING)
687 /* take a mana if player has one */
688 Player.p_mana -= MM_ALLORNOTHING;
689
690 hitmonster(inflict);
691 break;
692
693 case '2': /* magic bolt */
694 if (Player.p_magiclvl < ML_MAGICBOLT)
695 ILLSPELL();
696 else {
697 do
698 /* prompt for amount to expend */
699 {
700 mvaddstr(4, 0, "How much mana for bolt? ");
701 dtemp = floor(infloat());
702 }
703 while (dtemp < 0.0 || dtemp > Player.p_mana);
704
705 Player.p_mana -= dtemp;
706
707 if (Curmonster.m_type == SM_DARKLORD)
708 /* magic bolts don't work against D.
709 * L. */
710 inflict = 0.0;
711 else
712 inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
713 mvaddstr(5, 0, "Magic Bolt fired!\n");
714 hitmonster(inflict);
715 }
716 break;
717
718 case '3': /* force field */
719 if (Player.p_magiclvl < ML_FORCEFIELD)
720 ILLSPELL();
721 else
722 if (Player.p_mana < MM_FORCEFIELD)
723 NOMANA();
724 else {
725 Player.p_mana -= MM_FORCEFIELD;
726 Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
727 mvaddstr(5, 0, "Force Field up.\n");
728 }
729 break;
730
731 case '4': /* transform */
732 if (Player.p_magiclvl < ML_XFORM)
733 ILLSPELL();
734 else
735 if (Player.p_mana < MM_XFORM)
736 NOMANA();
737 else {
738 Player.p_mana -= MM_XFORM;
739 Whichmonster = (int) ROLL(0.0, 100.0);
740 longjmp(Fightenv, 0);
741 /* NOTREACHED */
742 }
743 break;
744
745 case '5': /* increase might */
746 if (Player.p_magiclvl < ML_INCRMIGHT)
747 ILLSPELL();
748 else
749 if (Player.p_mana < MM_INCRMIGHT)
750 NOMANA();
751 else {
752 Player.p_mana -= MM_INCRMIGHT;
753 Player.p_might +=
754 (1.2 * (Player.p_strength + Player.p_sword)
755 + 5.0 - Player.p_might) / 2.0;
756 mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
757 }
758 break;
759
760 case '6': /* invisible */
761 if (Player.p_magiclvl < ML_INVISIBLE)
762 ILLSPELL();
763 else
764 if (Player.p_mana < MM_INVISIBLE)
765 NOMANA();
766 else {
767 Player.p_mana -= MM_INVISIBLE;
768 Player.p_speed +=
769 (1.2 * (Player.p_quickness + Player.p_quksilver)
770 + 5.0 - Player.p_speed) / 2.0;
771 mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
772 }
773 break;
774
775 case '7': /* transport */
776 if (Player.p_magiclvl < ML_XPORT)
777 ILLSPELL();
778 else
779 if (Player.p_mana < MM_XPORT)
780 NOMANA();
781 else {
782 Player.p_mana -= MM_XPORT;
783 if (Player.p_brains + Player.p_magiclvl
784 < Curmonster.m_experience / 200.0 * drandom()) {
785 mvaddstr(5, 0, "Transport backfired!\n");
786 altercoordinates(0.0, 0.0, A_FAR);
787 cancelmonster();
788 } else {
789 mvprintw(5, 0, "%s is transported.\n", Enemyname);
790 if (drandom() < 0.3)
791 /* monster didn't drop
792 * its treasure */
793 Curmonster.m_treasuretype = 0;
794
795 Curmonster.m_energy = 0.0;
796 }
797 }
798 break;
799
800 case '8': /* paralyze */
801 if (Player.p_magiclvl < ML_PARALYZE)
802 ILLSPELL();
803 else
804 if (Player.p_mana < MM_PARALYZE)
805 NOMANA();
806 else {
807 Player.p_mana -= MM_PARALYZE;
808 if (Player.p_magiclvl >
809 Curmonster.m_experience / 1000.0 * drandom()) {
810 mvprintw(5, 0, "%s is held.\n", Enemyname);
811 Curmonster.m_speed = -2.0;
812 } else
813 mvaddstr(5, 0, "Monster unaffected.\n");
814 }
815 break;
816
817 case '9': /* specify */
818 if (Player.p_specialtype < SC_COUNCIL)
819 ILLSPELL();
820 else
821 if (Player.p_mana < MM_SPECIFY)
822 NOMANA();
823 else {
824 Player.p_mana -= MM_SPECIFY;
825 mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
826 Whichmonster = (int) infloat();
827 Whichmonster = MAX(0, MIN(99, Whichmonster));
828 longjmp(Fightenv, 0);
829 /* NOTREACHED */
830 }
831 break;
832 }
833 }
834
835 void
836 callmonster(which)
837 int which;
838 {
839 struct monster Othermonster; /* to find a name for mimics */
840
841 which = MIN(which, 99); /* make sure within range */
842
843 /* fill structure */
844 fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
845 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
846
847 /* handle some special monsters */
848 if (Curmonster.m_type == SM_MODNAR) {
849 if (Player.p_specialtype < SC_COUNCIL)
850 /* randomize some stats */
851 {
852 Curmonster.m_strength *= drandom() + 0.5;
853 Curmonster.m_brains *= drandom() + 0.5;
854 Curmonster.m_speed *= drandom() + 0.5;
855 Curmonster.m_energy *= drandom() + 0.5;
856 Curmonster.m_experience *= drandom() + 0.5;
857 Curmonster.m_treasuretype =
858 (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
859 } else
860 /* make Modnar into Morgoth */
861 {
862 strcpy(Curmonster.m_name, "Morgoth");
863 Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
864 + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
865 Curmonster.m_brains = Player.p_brains;
866 Curmonster.m_energy = Player.p_might * 30.0;
867 Curmonster.m_type = SM_MORGOTH;
868 Curmonster.m_speed = Player.p_speed * 1.1
869 + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
870 Curmonster.m_flock = 0.0;
871 Curmonster.m_treasuretype = 0;
872 Curmonster.m_experience = 0.0;
873 }
874 } else
875 if (Curmonster.m_type == SM_MIMIC)
876 /* pick another name */
877 {
878 which = (int) ROLL(0.0, 100.0);
879 fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
880 fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
881 strcpy(Curmonster.m_name, Othermonster.m_name);
882 }
883 truncstring(Curmonster.m_name);
884
885 if (Curmonster.m_type != SM_MORGOTH)
886 /* adjust stats based on which circle player is in */
887 {
888 Curmonster.m_strength *= (1.0 + Circle / 2.0);
889 Curmonster.m_brains *= Circle;
890 Curmonster.m_speed += Circle * 1.e-9;
891 Curmonster.m_energy *= Circle;
892 Curmonster.m_experience *= Circle;
893 }
894 if (Player.p_blindness)
895 /* cannot see monster if blind */
896 Enemyname = "A monster";
897 else
898 Enemyname = Curmonster.m_name;
899
900 if (Player.p_speed <= 0.0)
901 /* make Player.p_speed positive */
902 {
903 Curmonster.m_speed += -Player.p_speed;
904 Player.p_speed = 1.0;
905 }
906 /* fill up the rest of the structure */
907 Curmonster.m_o_strength = Curmonster.m_strength;
908 Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
909 Curmonster.m_o_energy = Curmonster.m_energy;
910 Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
911 }
912
913 void
914 awardtreasure()
915 {
916 int whichtreasure; /* calculated treasure to grant */
917 int temp; /* temporary */
918 int ch; /* input */
919 double treasuretype; /* monster's treasure type */
920 double gold = 0.0; /* gold awarded */
921 double gems = 0.0; /* gems awarded */
922 double dtemp; /* for temporary calculations */
923
924 whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
925 treasuretype = (double) Curmonster.m_treasuretype;
926
927 move(4, 0);
928 clrtobot();
929 move(6, 0);
930
931 if (drandom() > 0.65)
932 /* gold and gems */
933 {
934 if (Curmonster.m_treasuretype > 7)
935 /* gems */
936 {
937 gems = ROLL(1.0, (treasuretype - 7.0)
938 * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
939 printw("You have discovered %.0f gems!", gems);
940 } else
941 /* gold */
942 {
943 gold = ROLL(treasuretype * 10.0, treasuretype
944 * treasuretype * 10.0 * (Circle - 1.0));
945 printw("You have found %.0f gold pieces.", gold);
946 }
947
948 addstr(" Do you want to pick them up ? ");
949 ch = getanswer("NY", FALSE);
950 addstr("\n\n");
951
952 if (ch == 'Y') {
953 if (drandom() < treasuretype / 35.0 + 0.04)
954 /* cursed */
955 {
956 addstr("They were cursed!\n");
957 cursedtreasure();
958 } else
959 collecttaxes(gold, gems);
960 }
961
962 return;
963 } else
964 /* other treasures */
965 {
966 addstr("You have found some treasure. Do you want to inspect it ? ");
967 ch = getanswer("NY", FALSE);
968 addstr("\n\n");
969
970 if (ch != 'Y')
971 return;
972 else
973 if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
974 addstr("It was cursed!\n");
975 cursedtreasure();
976 return;
977 } else
978 switch (Curmonster.m_treasuretype) {
979 case 1: /* treasure type 1 */
980 switch (whichtreasure) {
981 case 1:
982 addstr("You've discovered a power booster!\n");
983 Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
984 break;
985
986 case 2:
987 addstr("You have encountered a druid.\n");
988 Player.p_experience +=
989 ROLL(0.0, 2000.0 + Circle * 400.0);
990 break;
991
992 case 3:
993 addstr("You have found a holy orb.\n");
994 Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
995 break;
996 }
997 break;
998 /* end treasure type 1 */
999
1000 case 2: /* treasure type 2 */
1001 switch (whichtreasure) {
1002 case 1:
1003 addstr("You have found an amulet.\n");
1004 ++Player.p_amulets;
1005 break;
1006
1007 case 2:
1008 addstr("You've found some holy water!\n");
1009 ++Player.p_holywater;
1010 break;
1011
1012 case 3:
1013 addstr("You've met a hermit!\n");
1014 Player.p_sin *= 0.75;
1015 Player.p_mana += 12.0 * Circle;
1016 break;
1017 }
1018 break;
1019 /* end treasure type 2 */
1020
1021 case 3: /* treasure type 3 */
1022 switch (whichtreasure) {
1023 case 1:
1024 dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1025 printw("You've found a +%.0f shield!\n", dtemp);
1026 if (dtemp >= Player.p_shield)
1027 Player.p_shield = dtemp;
1028 else
1029 SOMEBETTER();
1030 break;
1031
1032 case 2:
1033 addstr("You have rescued a virgin. Will you be honorable ? ");
1034 ch = getanswer("NY", FALSE);
1035 addstr("\n\n");
1036 if (ch == 'Y')
1037 Player.p_virgin = TRUE;
1038 else {
1039 Player.p_experience += 2000.0 * Circle;
1040 ++Player.p_sin;
1041 }
1042 break;
1043
1044 case 3:
1045 addstr("You've discovered some athelas!\n");
1046 --Player.p_poison;
1047 break;
1048 }
1049 break;
1050 /* end treasure type 3 */
1051
1052 case 4: /* treasure type 4 */
1053 addstr("You've found a scroll. Will you read it ? ");
1054 ch = getanswer("NY", FALSE);
1055 addstr("\n\n");
1056
1057 if (ch == 'Y')
1058 switch ((int) ROLL(1, 6)) {
1059 case 1:
1060 addstr("It throws up a shield for you next monster.\n");
1061 getyx(stdscr, whichtreasure, ch);
1062 more(whichtreasure);
1063 Shield =
1064 (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1065 Whichmonster = pickmonster();
1066 longjmp(Fightenv, 0);
1067 /* NOTREACHED */
1068
1069 case 2:
1070 addstr("It makes you invisible for you next monster.\n");
1071 getyx(stdscr, whichtreasure, ch);
1072 more(whichtreasure);
1073 Player.p_speed = 1e6;
1074 Whichmonster = pickmonster();
1075 longjmp(Fightenv, 0);
1076 /* NOTREACHED */
1077
1078 case 3:
1079 addstr("It increases your strength ten fold to fight your next monster.\n");
1080 getyx(stdscr, whichtreasure, ch);
1081 more(whichtreasure);
1082 Player.p_might *= 10.0;
1083 Whichmonster = pickmonster();
1084 longjmp(Fightenv, 0);
1085 /* NOTREACHED */
1086
1087 case 4:
1088 addstr("It is a general knowledge scroll.\n");
1089 Player.p_brains += ROLL(2.0, Circle);
1090 Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1091 break;
1092
1093 case 5:
1094 addstr("It tells you how to pick your next monster.\n");
1095 addstr("Which monster do you want [0-99] ? ");
1096 Whichmonster = (int) infloat();
1097 Whichmonster = MIN(99, MAX(0, Whichmonster));
1098 longjmp(Fightenv, 0);
1099
1100 case 6:
1101 addstr("It was cursed!\n");
1102 cursedtreasure();
1103 break;
1104 }
1105 break;
1106 /* end treasure type 4 */
1107
1108 case 5: /* treasure type 5 */
1109 switch (whichtreasure) {
1110 case 1:
1111 dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1112 printw("You've discovered a +%.0f dagger.\n", dtemp);
1113 if (dtemp >= Player.p_sword)
1114 Player.p_sword = dtemp;
1115 else
1116 SOMEBETTER();
1117 break;
1118
1119 case 2:
1120 dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1121 printw("You have found some +%.0f armour!\n", dtemp);
1122 if (dtemp >= Player.p_shield)
1123 Player.p_shield = dtemp;
1124 else
1125 SOMEBETTER();
1126 break;
1127
1128 case 3:
1129 addstr("You've found a tablet.\n");
1130 Player.p_brains += 4.5 * Circle;
1131 break;
1132 }
1133 break;
1134 /* end treasure type 5 */
1135
1136 case 6: /* treasure type 6 */
1137 switch (whichtreasure) {
1138 case 1:
1139 addstr("You've found a priest.\n");
1140 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1141 Player.p_sin /= 2.0;
1142 Player.p_mana += 24.0 * Circle;
1143 Player.p_brains += Circle;
1144 break;
1145
1146 case 2:
1147 addstr("You have come upon Robin Hood!\n");
1148 Player.p_shield += Circle * 2.0;
1149 Player.p_strength += Circle / 2.5 + 1.0;
1150 break;
1151
1152 case 3:
1153 dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1154 printw("You have found a +%.0f axe!\n", dtemp);
1155 if (dtemp >= Player.p_sword)
1156 Player.p_sword = dtemp;
1157 else
1158 SOMEBETTER();
1159 break;
1160 }
1161 break;
1162 /* end treasure type 6 */
1163
1164 case 7: /* treasure type 7 */
1165 switch (whichtreasure) {
1166 case 1:
1167 addstr("You've discovered a charm!\n");
1168 ++Player.p_charms;
1169 break;
1170
1171 case 2:
1172 addstr("You have encountered Merlyn!\n");
1173 Player.p_brains += Circle + 5.0;
1174 Player.p_magiclvl += Circle / 3.0 + 5.0;
1175 Player.p_mana += Circle * 10.0;
1176 break;
1177
1178 case 3:
1179 dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1180 printw("You have found a +%.0f war hammer!\n", dtemp);
1181 if (dtemp >= Player.p_sword)
1182 Player.p_sword = dtemp;
1183 else
1184 SOMEBETTER();
1185 break;
1186 }
1187 break;
1188 /* end treasure type 7 */
1189
1190 case 8: /* treasure type 8 */
1191 switch (whichtreasure) {
1192 case 1:
1193 addstr("You have found a healing potion.\n");
1194 Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1195 break;
1196
1197 case 2:
1198 addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1199 ch = getanswer("NY", FALSE);
1200 addstr("\n\n");
1201 if (ch == 'Y') {
1202 double x, y;
1203
1204 addstr("X Y Coordinates ? ");
1205 getstring(Databuf, SZ_DATABUF);
1206 sscanf(Databuf, "%lf %lf", &x, &y);
1207 altercoordinates(x, y, A_FORCED);
1208 }
1209 break;
1210
1211 case 3:
1212 dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1213 printw("You've found a +%.0f sword!\n", dtemp);
1214 if (dtemp >= Player.p_sword)
1215 Player.p_sword = dtemp;
1216 else
1217 SOMEBETTER();
1218 break;
1219 }
1220 break;
1221 /* end treasure type 8 */
1222
1223 case 10:
1224 case 11:
1225 case 12:
1226 case 13: /* treasure types 10 - 13 */
1227 if (drandom() < 0.33) {
1228 if (Curmonster.m_treasuretype == 10) {
1229 addstr("You've found a pair of elven boots!\n");
1230 Player.p_quickness += 2.0;
1231 break;
1232 } else
1233 if (Curmonster.m_treasuretype == 11
1234 && !Player.p_palantir) {
1235 addstr("You've acquired Saruman's palantir.\n");
1236 Player.p_palantir = TRUE;
1237 break;
1238 } else
1239 if (Player.p_ring.ring_type == R_NONE
1240 && Player.p_specialtype < SC_COUNCIL
1241 && (Curmonster.m_treasuretype == 12
1242 || Curmonster.m_treasuretype == 13))
1243 /* roll
1244 * up
1245 * a
1246 * ring
1247 * */
1248 {
1249 if (drandom() < 0.8)
1250 /* r
1251 * e
1252 * g
1253 * u
1254 * l
1255 * a
1256 * r
1257 *
1258 * ri
1259 * n
1260 * g
1261 * s
1262 * */
1263 {
1264 if (Curmonster.m_treasuretype == 12) {
1265 whichtreasure = R_NAZREG;
1266 temp = 35;
1267 } else {
1268 whichtreasure = R_DLREG;
1269 temp = 0;
1270 }
1271 } else
1272 /* b
1273 * a
1274 * d
1275 *
1276 * ri
1277 * n
1278 * g
1279 * s
1280 * */
1281 {
1282 whichtreasure = R_BAD;
1283 temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1284 }
1285
1286 addstr("You've discovered a ring. Will you pick it up ? ");
1287 ch = getanswer("NY", FALSE);
1288 addstr("\n\n");
1289
1290 if (ch == 'Y') {
1291 Player.p_ring.ring_type = whichtreasure;
1292 Player.p_ring.ring_duration = temp;
1293 }
1294 break;
1295 }
1296 }
1297 /* end treasure types 10 - 13 */
1298 /* fall through to treasure type 9 if
1299 * no treasure from above */
1300
1301 case 9: /* treasure type 9 */
1302 switch (whichtreasure) {
1303 case 1:
1304 if (Player.p_level <= 1000.0
1305 && Player.p_crowns <= 3
1306 && Player.p_level >= 10.0) {
1307 addstr("You have found a golden crown!\n");
1308 ++Player.p_crowns;
1309 break;
1310 }
1311 /* fall through otherwise */
1312
1313 case 2:
1314 addstr("You've been blessed!\n");
1315 Player.p_blessing = TRUE;
1316 Player.p_sin /= 3.0;
1317 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1318 Player.p_mana += 100.0 * Circle;
1319 break;
1320
1321 case 3:
1322 dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1323 dtemp = MIN(dtemp, 99.0);
1324 printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1325 if (dtemp >= Player.p_quksilver)
1326 Player.p_quksilver = dtemp;
1327 else
1328 SOMEBETTER();
1329 break;
1330 }
1331 break;
1332 /* end treasure type 9 */
1333 }
1334 }
1335 }
1336
1337 void
1338 cursedtreasure()
1339 {
1340 if (Player.p_charms > 0) {
1341 addstr("But your charm saved you!\n");
1342 --Player.p_charms;
1343 } else
1344 if (Player.p_amulets > 0) {
1345 addstr("But your amulet saved you!\n");
1346 --Player.p_amulets;
1347 } else {
1348 Player.p_energy =
1349 (Player.p_maxenergy + Player.p_shield) / 10.0;
1350 Player.p_poison += 0.25;
1351 }
1352 }
1353
1354 void
1355 scramblestats()
1356 {
1357 double dbuf[6]; /* to put statistic in */
1358 double dtemp1, dtemp2; /* for swapping values */
1359 int first, second; /* indices for swapping */
1360 double *dptr; /* pointer for filling and emptying buf[] */
1361
1362 /* fill buffer */
1363 dptr = &dbuf[0];
1364 *dptr++ = Player.p_strength;
1365 *dptr++ = Player.p_mana;
1366 *dptr++ = Player.p_brains;
1367 *dptr++ = Player.p_magiclvl;
1368 *dptr++ = Player.p_energy;
1369 *dptr = Player.p_sin;
1370
1371 /* pick values to swap */
1372 first = (int) ROLL(0, 5);
1373 second = (int) ROLL(0, 5);
1374
1375 /* swap values */
1376 dptr = &dbuf[0];
1377 dtemp1 = dptr[first];
1378 /* this expression is split to prevent a compiler loop on some
1379 * compilers */
1380 dtemp2 = dptr[second];
1381 dptr[first] = dtemp2;
1382 dptr[second] = dtemp1;
1383
1384 /* empty buffer */
1385 Player.p_strength = *dptr++;
1386 Player.p_mana = *dptr++;
1387 Player.p_brains = *dptr++;
1388 Player.p_magiclvl = *dptr++;
1389 Player.p_energy = *dptr++;
1390 Player.p_sin = *dptr;
1391 }
1392