xref: /dragonfly/games/phantasia/fight.c (revision 4f91f2b6)
1 /*	$NetBSD: fight.c,v 1.13 2009/08/31 08:27:16 dholland Exp $	*/
2 
3 /*
4  * fight.c   Phantasia monster fighting routines
5  */
6 
7 #include <string.h>
8 #include "include.h"
9 
10 static void awardtreasure(void);
11 static void callmonster(int);
12 static void cancelmonster(void);
13 static void cursedtreasure(void);
14 static void hitmonster(double);
15 static void monsthits(void);
16 static int pickmonster(void);
17 static void playerhits(void);
18 static void scramblestats(void);
19 static void throwspell(void);
20 
21 /*
22  * FUNCTION: monster battle routine
23  *
24  * ARGUMENTS:
25  *	int particular - particular monster to fight if >= 0
26  *
27  * GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
28  *	Player, *stdscr, Fileloc, Fightenv[], *Enemyname
29  *
30  * GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
31  *
32  * DESCRIPTION:
33  *	Choose a monster and check against some special types.
34  *	Arbitrate between monster and player.  Watch for either
35  *	dying.
36  */
37 
38 void
encounter(int particular)39 encounter(int particular)
40 {
41 	volatile bool firsthit = Player.p_blessing;	/* set if player gets the first hit */
42 	int flockcnt = 1;	/* how many time flocked */
43 
44 	/* let others know what we are doing */
45 	Player.p_status = S_MONSTER;
46 	writerecord(&Player, Fileloc);
47 
48 #ifdef SYS5
49 	flushinp();
50 #endif
51 
52 	Shield = 0.0;		/* no shield up yet */
53 
54 	if (particular >= 0)
55 		/* monster is specified */
56 		Whichmonster = particular;
57 	else
58 		/* pick random monster */
59 		Whichmonster = pickmonster();
60 
61 	setjmp(Fightenv);	/* this is to enable changing fight state */
62 
63 	move(6, 0);
64 	clrtobot();		/* clear bottom area of screen */
65 
66 	Lines = 9;
67 	callmonster(Whichmonster);	/* set up monster to fight */
68 
69 	Luckout = FALSE;	/* haven't tried to luckout yet */
70 
71 	if (Curmonster.m_type == SM_MORGOTH)
72 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
73 		    Enemyname);
74 
75 	if (Curmonster.m_type == SM_UNICORN) {
76 		if (Player.p_virgin) {
77 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
78 			Player.p_virgin = FALSE;
79 		} else {
80 			printw("You just saw %s running away!\n", Enemyname);
81 			Curmonster.m_experience = 0.0;
82 			Curmonster.m_treasuretype = 0;
83 		}
84 	} else
85 		/* not a special monster */
86 		for (;;) {
87 			/* print header, and arbitrate between player and monster */
88 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
89 			    Enemyname, Curmonster.m_experience, Circle);
90 
91 			displaystats();
92 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
93 			readmessage();
94 
95 			if (Curmonster.m_type == SM_DARKLORD
96 			    && Player.p_blessing
97 			    && Player.p_charms > 0) {
98 				/* overpower Dark Lord with blessing and charm */
99 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
100 				Lines = 8;
101 				Player.p_blessing = FALSE;
102 				--Player.p_charms;
103 				break;
104 			}
105 
106 			/* allow paralyzed monster to wake up */
107 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
108 
109 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
110 			/* monster is faster */
111 			    && Curmonster.m_type != SM_DARKLORD
112 			/* not D. L. */
113 			    && Curmonster.m_type != SM_SHRIEKER
114 			/* not mimic */
115 			    && !firsthit)
116 				/* monster gets a hit */
117 				monsthits();
118 			else {
119 				/* player gets a hit */
120 				firsthit = FALSE;
121 				playerhits();
122 			}
123 
124 			refresh();
125 
126 			if (Lines > LINES - 2) {
127 				/* near bottom of screen - pause */
128 				more(Lines);
129 				move(Lines = 8, 0);
130 				clrtobot();
131 			}
132 
133 			if (Player.p_energy <= 0.0) {
134 				/* player died */
135 				more(Lines);
136 				death(Enemyname);
137 				cancelmonster();
138 				break;	/* fight ends if the player is saved from death */
139 			}
140 
141 			if (Curmonster.m_energy <= 0.0)
142 				/* monster died */
143 				break;
144 		}
145 
146 	/* give player credit for killing monster */
147 	Player.p_experience += Curmonster.m_experience;
148 
149 	if (drandom() < Curmonster.m_flock / 100.0) {
150 		/* monster flocks */
151 		more(Lines);
152 		++flockcnt;
153 		longjmp(Fightenv, 0);
154 		/* NOTREACHED */
155 	} else if (Circle > 1.0 &&
156 		   Curmonster.m_treasuretype > 0 &&
157 		   drandom() > 0.2 + pow(0.4, (double)(flockcnt / 3 + Circle / 3.0))) {
158 		/* monster has treasure; this takes # of flocks and size into account */
159 		more(Lines);
160 		awardtreasure();
161 	}
162 
163 	/* pause before returning */
164 	getyx(stdscr, Lines, flockcnt);
165 	more(Lines + 1);
166 
167 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
168 
169 	/* clean up the screen */
170 	move(4, 0);
171 	clrtobot();
172 }
173 
174 /*
175  * FUNCTION: choose a monster based upon where we are
176  *
177  * RETURN VALUE: monster number to call
178  *
179  * GLOBAL INPUTS: Marsh, Circle, Player
180  *
181  * DESCRIPTION:
182  *	Certain monsters can be found in certain areas of the grid.
183  *	We take care of rolling them here.
184  *	Unfortunately, this routine assumes that the monster data
185  *	base is arranged in a particular order.  If the data base
186  *	is altered (to add monsters, or make them tougher), this
187  *	routine may also need to be changed.
188  */
189 
190 static int
pickmonster(void)191 pickmonster(void)
192 {
193 	if (Player.p_specialtype == SC_VALAR)
194 		/* even chance of any monster */
195 		return ((int)ROLL(0.0, 100.0));
196 
197 	if (Marsh)
198 		/* water monsters */
199 		return ((int)ROLL(0.0, 15.0));
200 
201 	else if (Circle > 24)
202 		/* even chance of all non-water monsters */
203 		return ((int)ROLL(14.0, 86.0));
204 
205 	else if (Circle > 15)
206 		/* chance of all non-water monsters, weighted toward middle */
207 		return ((int)(ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
208 
209 	else if (Circle > 8)
210 		/* not all non-water monsters, weighted toward middle */
211 		return ((int)(ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
212 
213 	else if (Circle > 3)
214 		/* even chance of some tamer non-water monsters */
215 		return ((int)ROLL(14.0, 50.0));
216 
217 	else
218 		/* even chance of some of the tamest non-water monsters */
219 		return ((int)ROLL(14.0, 25.0));
220 }
221 
222 /*
223  * FUNCTION: prompt player for action in monster battle, and process
224  *
225  * GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
226  *
227  * GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
228  *
229  * DESCRIPTION:
230  *	Process all monster battle options.
231  */
232 
233 static void
playerhits(void)234 playerhits(void)
235 {
236 	double inflict; /* damage inflicted */
237 	int ch;         /* input */
238 
239 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
240 
241 	if (!Luckout) {
242 		/* haven't tried to luckout yet */
243 		if (Curmonster.m_type == SM_MORGOTH)
244 			/* cannot luckout against Morgoth */
245 			addstr("6:Ally  ");
246 		else
247 			addstr("6:Luckout  ");
248 	}
249 
250 	if (Player.p_ring.ring_type != R_NONE)
251 		/* player has a ring */
252 		addstr("7:Use Ring  ");
253 	else
254 		clrtoeol();
255 
256 	ch = inputoption();
257 
258 	move(8, 0);
259 	clrtobot();		/* clear any messages from before */
260 	Lines = 9;
261 	mvaddstr(4, 0, "\n\n");	/* clear status area */
262 
263 	switch (ch) {
264 	case 'T':		/* timeout; lose turn */
265 		break;
266 
267 	case ' ':
268 	case '1':		/* melee */
269 		/* melee affects monster's energy and strength */
270 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might) +
271 		    (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
272 
273 		Curmonster.m_melee += inflict;
274 		Curmonster.m_strength = Curmonster.m_o_strength -
275 		    Curmonster.m_melee / Curmonster.m_o_energy *
276 		    Curmonster.m_o_strength / 4.0;
277 		hitmonster(inflict);
278 		break;
279 
280 	case '2':		/* skirmish */
281 		/* skirmish affects monter's energy and speed */
282 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might) +
283 		    (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
284 
285 		Curmonster.m_skirmish += inflict;
286 		Curmonster.m_maxspeed = Curmonster.m_o_speed -
287 		    Curmonster.m_skirmish / Curmonster.m_o_energy *
288 		    Curmonster.m_o_speed / 4.0;
289 		hitmonster(inflict);
290 		break;
291 
292 	case '3':		/* evade */
293 		/* use brains and speed to try to evade */
294 		if ((Curmonster.m_type == SM_DARKLORD ||
295 			Curmonster.m_type == SM_SHRIEKER
296 		/* can always run from D. L. and shrieker */
297 			|| drandom() * Player.p_speed * Player.p_brains
298 			> drandom() * Curmonster.m_speed * Curmonster.m_brains) &&
299 			(Curmonster.m_type != SM_MIMIC)) {
300 			/* cannot run from mimic */
301 			mvaddstr(Lines++, 0, "You got away!");
302 			cancelmonster();
303 			altercoordinates(0.0, 0.0, A_NEAR);
304 		} else
305 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
306 
307 		break;
308 
309 	case 'M':
310 	case '4':		/* magic spell */
311 		throwspell();
312 		break;
313 
314 	case '5':		/* nick */
315 		/* hit 1 plus sword; give some experience */
316 		inflict = 1.0 + Player.p_sword;
317 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
318 		Curmonster.m_experience *= 0.92;
319 		/* monster gets meaner */
320 		Curmonster.m_maxspeed += 2.0;
321 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
322 		if (Curmonster.m_type == SM_DARKLORD) {
323 			/* Dark Lord; doesn't like to be nicked */
324 			mvprintw(Lines++, 0,
325 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
326 			Player.p_quickness /= 2.0;
327 			altercoordinates(0.0, 0.0, A_FAR);
328 			cancelmonster();
329 		} else
330 			hitmonster(inflict);
331 		break;
332 
333 	case 'B':
334 	case '6':		/* luckout */
335 		if (Luckout)
336 			mvaddstr(Lines++, 0, "You already tried that.");
337 		else {
338 			Luckout = TRUE;
339 			if (Curmonster.m_type == SM_MORGOTH) {
340 				/* Morgoth; ally */
341 				if (drandom() < Player.p_sin / 100.0) {
342 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
343 					cancelmonster();
344 				} else
345 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
346 			} else {
347 				/* normal monster; use brains for success */
348 				if ((drandom() + 0.333) * Player.p_brains
349 				    < (drandom() + 0.333) * Curmonster.m_brains)
350 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
351 				else {
352 					mvaddstr(Lines++, 0, "You made it!");
353 					Curmonster.m_energy = 0.0;
354 				}
355 			}
356 		}
357 		break;
358 
359 	case '7':		/* use ring */
360 		if (Player.p_ring.ring_type != R_NONE) {
361 			mvaddstr(Lines++, 0, "Now using ring.");
362 			Player.p_ring.ring_inuse = TRUE;
363 			if (Player.p_ring.ring_type != R_DLREG)
364 				/* age ring */
365 				--Player.p_ring.ring_duration;
366 		}
367 		break;
368 	}
369 }
370 
371 /*
372  * FUNCTION: process a monster hitting the player
373  *
374  * GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr,
375  *	Fightenv[], *Enemyname
376  *
377  * GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player,
378  *	*Enemyname
379  *
380  * DESCRIPTION:
381  *	Handle all special monsters here.  If the monster is not a special
382  *	one, simply roll a hit against the player.
383  */
384 
385 static void
monsthits(void)386 monsthits(void)
387 {
388 	double inflict;		/* damage inflicted */
389 	int ch;			/* input */
390 
391 	switch (Curmonster.m_type) {
392 	/* may be a special monster */
393 	case SM_DARKLORD:
394 		/* hits just enough to kill player */
395 		inflict = (Player.p_energy + Shield) * 1.02;
396 		goto SPECIALHIT;
397 
398 	case SM_SHRIEKER:
399 		/* call a big monster */
400 		mvaddstr(Lines++, 0,
401 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
402 		more(Lines);
403 		Whichmonster = (int)ROLL(70.0, 30.0);
404 		longjmp(Fightenv, 0);
405 		/* NOTREACHED */
406 
407 	case SM_BALROG:
408 		/* take experience away */
409 		inflict = ROLL(10.0, Curmonster.m_strength);
410 		inflict = MIN(Player.p_experience, inflict);
411 		mvprintw(Lines++, 0,
412 		    "%s took away %.0f experience points.", Enemyname, inflict);
413 		Player.p_experience -= inflict;
414 		return;
415 
416 	case SM_FAERIES:
417 		if (Player.p_holywater > 0) {
418 			/* holy water kills when monster tries to hit */
419 			mvprintw(Lines++, 0, "Your holy water killed it!");
420 			--Player.p_holywater;
421 			Curmonster.m_energy = 0.0;
422 			return;
423 		}
424 		break;
425 
426 	case SM_NONE:
427 		/* normal hit */
428 		break;
429 
430 	default:
431 		if (drandom() > 0.2)
432 			/* normal hit */
433 			break;
434 
435 		/* else special things */
436 		switch (Curmonster.m_type) {
437 		case SM_LEANAN:
438 			/* takes some of the player's strength */
439 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
440 			inflict = MIN(Player.p_strength, inflict);
441 			mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
442 			    Enemyname, inflict);
443 			Player.p_strength -= inflict;
444 			Player.p_might -= inflict;
445 			break;
446 
447 		case SM_SARUMAN:
448 			if (Player.p_palantir) {
449 				/* take away palantir */
450 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
451 				Player.p_palantir = FALSE;
452 			} else if (drandom() > 0.5)       {
453 				/* gems turn to gold */
454 				mvprintw(Lines++, 0,
455 				    "%s transformed your gems into gold!", Enemyname);
456 				Player.p_gold += Player.p_gems;
457 				Player.p_gems = 0.0;
458 			} else {
459 				/* scramble some stats */
460 				mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
461 				scramblestats();
462 			}
463 			break;
464 
465 		case SM_THAUMATURG:
466 			/* transport player */
467 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
468 			altercoordinates(0.0, 0.0, A_FAR);
469 			cancelmonster();
470 			break;
471 
472 		case SM_VORTEX:
473 			/* suck up some mana */
474 			inflict = ROLL(0, 7.5 * Circle);
475 			inflict = MIN(Player.p_mana, floor(inflict));
476 			mvprintw(Lines++, 0,
477 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
478 			Player.p_mana -= inflict;
479 			break;
480 
481 		case SM_NAZGUL:
482 			/* try to take ring if player has one */
483 			if (Player.p_ring.ring_type != R_NONE) {
484 				/* player has a ring */
485 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
486 				ch = getanswer("YN", FALSE);
487 				if (ch == 'Y') {
488 					/* take ring away */
489 					Player.p_ring.ring_type = R_NONE;
490 					Player.p_ring.ring_inuse = FALSE;
491 					cancelmonster();
492 					break;
493 				}
494 			}
495 
496 			/* otherwise, take some brains */
497 			mvprintw(Lines++, 0,
498 			    "%s neutralized 1/5 of your brain!", Enemyname);
499 			Player.p_brains *= 0.8;
500 			break;
501 
502 		case SM_TIAMAT:
503 			/* take some gold and gems */
504 			mvprintw(Lines++, 0,
505 			    "%s took half your gold and gems and flew off.", Enemyname);
506 			Player.p_gold /= 2.0;
507 			Player.p_gems /= 2.0;
508 			cancelmonster();
509 			break;
510 
511 		case SM_KOBOLD:
512 			/* steal a gold piece and run */
513 			mvprintw(Lines++, 0,
514 			    "%s stole one gold piece and ran away.", Enemyname);
515 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
516 			cancelmonster();
517 			break;
518 
519 		case SM_SHELOB:
520 			/* bite and (medium) poison */
521 			mvprintw(Lines++, 0,
522 			    "%s has bitten and poisoned you!", Enemyname);
523 			Player.p_poison -= 1.0;
524 			break;
525 
526 		case SM_LAMPREY:
527 			/* bite and (small) poison */
528 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
529 			Player.p_poison += 0.25;
530 			break;
531 
532 		case SM_BONNACON:
533 			/* fart and run */
534 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
535 			Player.p_energy /= 2.0;	/* damage from fumes */
536 			cancelmonster();
537 			break;
538 
539 		case SM_SMEAGOL:
540 			if (Player.p_ring.ring_type != R_NONE) {
541 				/* try to steal ring */
542 				mvprintw(Lines++, 0,
543 				    "%s tried to steal your ring, ", Enemyname);
544 				if (drandom() > 0.1)
545 					addstr("but was unsuccessful.");
546 				else {
547 					addstr("and ran away with it!");
548 					Player.p_ring.ring_type = R_NONE;
549 					cancelmonster();
550 				}
551 			}
552 			break;
553 
554 		case SM_SUCCUBUS:
555 			/* inflict damage through shield */
556 			inflict = ROLL(15.0, Circle * 10.0);
557 			inflict = MIN(inflict, Player.p_energy);
558 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
559 			    Enemyname, inflict);
560 			Player.p_energy -= inflict;
561 			break;
562 
563 		case SM_CERBERUS:
564 			/* take all metal treasures */
565 			mvprintw(Lines++, 0,
566 			    "%s took all your metal treasures!", Enemyname);
567 			Player.p_crowns = 0;
568 			Player.p_sword =
569 			    Player.p_shield =
570 			    Player.p_gold = 0.0;
571 			cancelmonster();
572 			break;
573 
574 		case SM_UNGOLIANT:
575 			/* (large) poison and take a quickness */
576 			mvprintw(Lines++, 0,
577 			    "%s poisoned you, and took one quik.", Enemyname);
578 			Player.p_poison += 5.0;
579 			Player.p_quickness -= 1.0;
580 			break;
581 
582 		case SM_JABBERWOCK:
583 			/* fly away, and leave either a Jubjub bird or Bonnacon */
584 			mvprintw(Lines++, 0,
585 			    "%s flew away, and left you to contend with one of its friends.",
586 			    Enemyname);
587 			Whichmonster = (drandom() > 0.5) ? 77 : 55;
588 			longjmp(Fightenv, 0);
589 			/* NOTREACHED */
590 
591 		case SM_TROLL:
592 			/* partially regenerate monster */
593 			mvprintw(Lines++, 0,
594 			    "%s partially regenerated his energy.!", Enemyname);
595 			Curmonster.m_energy +=
596 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
597 			Curmonster.m_strength = Curmonster.m_o_strength;
598 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
599 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
600 			break;
601 
602 		case SM_WRAITH:
603 			if (!Player.p_blindness) {
604 				/* make blind */
605 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
606 				Player.p_blindness = TRUE;
607 				Enemyname = "A monster";
608 			}
609 			break;
610 		}
611 		return;
612 	}
613 
614 	/* fall through to here if monster inflicts a normal hit */
615 	inflict = drandom() * Curmonster.m_strength + 0.5;
616 SPECIALHIT:
617 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
618 
619 	if ((Shield -= inflict) < 0) {
620 		Player.p_energy += Shield;
621 		Shield = 0.0;
622 	}
623 }
624 
625 /*
626  * FUNCTION: mark current monster as no longer active
627  *
628  * GLOBAL OUTPUTS: Curmonster
629  *
630  * DESCRIPTION:
631  *	Clear current monster's energy, experience, treasure type, and
632  *	flock.  This is the same as having the monster run away.
633  */
634 
635 static void
cancelmonster(void)636 cancelmonster(void)
637 {
638 	Curmonster.m_energy = 0.0;
639 	Curmonster.m_experience = 0.0;
640 	Curmonster.m_treasuretype = 0;
641 	Curmonster.m_flock = 0.0;
642 }
643 
644 /*
645  * FUNCTION: inflict damage upon current monster
646  *
647  * ARGUMENTS:
648  *	double inflict - damage to inflict upon monster
649  *
650  * GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
651  *
652  * GLOBAL OUTPUTS: Curmonster, Lines
653  *
654  * DESCRIPTION:
655  *	Hit monster specified number of times.  Handle when monster dies,
656  *	and a few special monsters.
657  */
658 
659 static void
hitmonster(double inflict)660 hitmonster(double inflict)
661 {
662 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
663 	Curmonster.m_energy -= inflict;
664 	if (Curmonster.m_energy > 0.0) {
665 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
666 			/* special monster didn't die */
667 			monsthits();
668 	} else {
669 		/* monster died.  print message. */
670 		if (Curmonster.m_type == SM_MORGOTH)
671 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
672 		else {
673 			/* all other types of monsters */
674 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
675 
676 			if (Curmonster.m_type == SM_MIMIC
677 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
678 			    && !Player.p_blindness)
679 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
680 		}
681 	}
682 }
683 
684 /*
685  * FUNCTION: throw a magic spell
686  *
687  * GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr,
688  *	Fightenv[], Illspell[], *Enemyname
689  *
690  * GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
691  *
692  * DESCRIPTION:
693  *	Prompt player and process magic spells.
694  */
695 
696 static void
throwspell(void)697 throwspell(void)
698 {
699 	double inflict;		/* damage inflicted */
700 	double dtemp;		/* for dtemporary calculations */
701 	int ch;			/* input */
702 
703 	inflict = 0;
704 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
705 
706 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
707 		mvaddstr(7, 0, "1:All or Nothing  ");
708 	if (Player.p_magiclvl >= ML_MAGICBOLT)
709 		addstr("2:Magic Bolt  ");
710 	if (Player.p_magiclvl >= ML_FORCEFIELD)
711 		addstr("3:Force Field  ");
712 	if (Player.p_magiclvl >= ML_XFORM)
713 		addstr("4:Transform  ");
714 	if (Player.p_magiclvl >= ML_INCRMIGHT)
715 		addstr("5:Increase Might\n");
716 	if (Player.p_magiclvl >= ML_INVISIBLE)
717 		mvaddstr(8, 0, "6:Invisibility  ");
718 	if (Player.p_magiclvl >= ML_XPORT)
719 		addstr("7:Transport  ");
720 	if (Player.p_magiclvl >= ML_PARALYZE)
721 		addstr("8:Paralyze  ");
722 	if (Player.p_specialtype >= SC_COUNCIL)
723 		addstr("9:Specify");
724 	mvaddstr(4, 0, "Spell ? ");
725 
726 	ch = getanswer(" ", TRUE);
727 
728 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
729 
730 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
731 		/* can only throw force field against Morgoth */
732 		ILLSPELL();
733 	else
734 		switch (ch) {
735 		case '1':	/* all or nothing */
736 			if (drandom() < 0.25) {
737 				/* success */
738 				inflict = Curmonster.m_energy * 1.01 + 1.0;
739 
740 				if (Curmonster.m_type == SM_DARKLORD)
741 					/* all or nothing doesn't quite work against D. L. */
742 					inflict *= 0.9;
743 			} else {
744 				/* failure -- monster gets stronger and quicker */
745 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
746 				Curmonster.m_maxspeed *= 2.0;
747 				Curmonster.m_o_speed *= 2.0;
748 
749 				/* paralyzed monsters wake up a bit */
750 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
751 			}
752 
753 			if (Player.p_mana >= MM_ALLORNOTHING)
754 				/* take a mana if player has one */
755 				Player.p_mana -= MM_ALLORNOTHING;
756 
757 			hitmonster(inflict);
758 			break;
759 
760 		case '2':	/* magic bolt */
761 			if (Player.p_magiclvl < ML_MAGICBOLT)
762 				ILLSPELL();
763 			else {
764 				do {
765 					/* prompt for amount to expend */
766 					mvaddstr(4, 0, "How much mana for bolt? ");
767 					dtemp = floor(infloat());
768 				} while (dtemp < 0.0 || dtemp > Player.p_mana);
769 
770 				Player.p_mana -= dtemp;
771 
772 				if (Curmonster.m_type == SM_DARKLORD)
773 					/* magic bolts don't work against D. L. */
774 					inflict = 0.0;
775 				else
776 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
777 				mvaddstr(5, 0, "Magic Bolt fired!\n");
778 				hitmonster(inflict);
779 			}
780 			break;
781 
782 		case '3':	/* force field */
783 			if (Player.p_magiclvl < ML_FORCEFIELD)
784 				ILLSPELL();
785 			else if (Player.p_mana < MM_FORCEFIELD)
786 				NOMANA();
787 			else {
788 				Player.p_mana -= MM_FORCEFIELD;
789 				Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
790 				mvaddstr(5, 0, "Force Field up.\n");
791 			}
792 			break;
793 
794 		case '4':	/* transform */
795 			if (Player.p_magiclvl < ML_XFORM)
796 				ILLSPELL();
797 			else if (Player.p_mana < MM_XFORM)
798 				NOMANA();
799 			else {
800 				Player.p_mana -= MM_XFORM;
801 				Whichmonster = (int)ROLL(0.0, 100.0);
802 				longjmp(Fightenv, 0);
803 				/* NOTREACHED */
804 			}
805 			break;
806 
807 		case '5':	/* increase might */
808 			if (Player.p_magiclvl < ML_INCRMIGHT)
809 				ILLSPELL();
810 			else if (Player.p_mana < MM_INCRMIGHT)
811 				NOMANA();
812 			else {
813 				Player.p_mana -= MM_INCRMIGHT;
814 				Player.p_might +=
815 					(1.2 * (Player.p_strength + Player.p_sword) +
816 					 5.0 - Player.p_might) / 2.0;
817 				mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
818 			}
819 			break;
820 
821 		case '6':	/* invisible */
822 			if (Player.p_magiclvl < ML_INVISIBLE)
823 				ILLSPELL();
824 			else if (Player.p_mana < MM_INVISIBLE)
825 				NOMANA();
826 			else {
827 				Player.p_mana -= MM_INVISIBLE;
828 				Player.p_speed +=
829 					(1.2 * (Player.p_quickness + Player.p_quksilver) +
830 					 5.0 - Player.p_speed) / 2.0;
831 				mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
832 			}
833 			break;
834 
835 		case '7':	/* transport */
836 			if (Player.p_magiclvl < ML_XPORT)
837 				ILLSPELL();
838 			else if (Player.p_mana < MM_XPORT)
839 				NOMANA();
840 			else {
841 				Player.p_mana -= MM_XPORT;
842 				if (Player.p_brains + Player.p_magiclvl
843 				    < Curmonster.m_experience / 200.0 * drandom()) {
844 					mvaddstr(5, 0, "Transport backfired!\n");
845 					altercoordinates(0.0, 0.0, A_FAR);
846 					cancelmonster();
847 				} else {
848 					mvprintw(5, 0, "%s is transported.\n", Enemyname);
849 					if (drandom() < 0.3)
850 						/* monster didn't drop its treasure */
851 						Curmonster.m_treasuretype = 0;
852 
853 					Curmonster.m_energy = 0.0;
854 				}
855 			}
856 			break;
857 
858 		case '8':	/* paralyze */
859 			if (Player.p_magiclvl < ML_PARALYZE)
860 				ILLSPELL();
861 			else if (Player.p_mana < MM_PARALYZE)
862 				NOMANA();
863 			else {
864 				Player.p_mana -= MM_PARALYZE;
865 				if (Player.p_magiclvl >
866 				    Curmonster.m_experience / 1000.0 * drandom()) {
867 					mvprintw(5, 0, "%s is held.\n", Enemyname);
868 					Curmonster.m_speed = -2.0;
869 				} else
870 					mvaddstr(5, 0, "Monster unaffected.\n");
871 			}
872 			break;
873 
874 		case '9':	/* specify */
875 			if (Player.p_specialtype < SC_COUNCIL)
876 				ILLSPELL();
877 			else if (Player.p_mana < MM_SPECIFY)
878 				NOMANA();
879 			else {
880 				Player.p_mana -= MM_SPECIFY;
881 				mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
882 				Whichmonster = (int)infloat();
883 				Whichmonster = MAX(0, MIN(99, Whichmonster));
884 				longjmp(Fightenv, 0);
885 				/* NOTREACHED */
886 			}
887 			break;
888 		}
889 }
890 
891 /*
892  * FUNCTION: read monster from file, and fill structure
893  *
894  * ARGUMENTS:
895  *	int which - which monster to call
896  *
897  * GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
898  *
899  * GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
900  *
901  * DESCRIPTION:
902  *	Read specified monster from monster database and fill up
903  *	current monster structure.
904  *	Adjust statistics based upon current size.
905  *	Handle some special monsters.
906  */
907 
908 static void
callmonster(int which)909 callmonster(int which)
910 {
911 	struct monster Othermonster;	/* to find a name for mimics */
912 
913 	which = MIN(which, 99);	/* make sure within range */
914 
915 	/* fill structure */
916 	fseek(Monstfp, (long)which * (long)SZ_MONSTERSTRUCT, SEEK_SET);
917 	fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
918 
919 	/* handle some special monsters */
920 	if (Curmonster.m_type == SM_MODNAR) {
921 		if (Player.p_specialtype < SC_COUNCIL) {
922 			/* randomize some stats */
923 			Curmonster.m_strength *= drandom() + 0.5;
924 			Curmonster.m_brains *= drandom() + 0.5;
925 			Curmonster.m_speed *= drandom() + 0.5;
926 			Curmonster.m_energy *= drandom() + 0.5;
927 			Curmonster.m_experience *= drandom() + 0.5;
928 			Curmonster.m_treasuretype =
929 			    (int)ROLL(0.0, (double)Curmonster.m_treasuretype);
930 		} else {
931 			/* make Modnar into Morgoth */
932 			strcpy(Curmonster.m_name, "Morgoth");
933 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
934 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
935 			Curmonster.m_brains = Player.p_brains;
936 			Curmonster.m_energy = Player.p_might * 30.0;
937 			Curmonster.m_type = SM_MORGOTH;
938 			Curmonster.m_speed = Player.p_speed *
939 			    ((Player.p_specialtype == SC_EXVALAR) ? 2.1 : 1.1);
940 			Curmonster.m_flock = 0.0;
941 			Curmonster.m_treasuretype = 0;
942 			Curmonster.m_experience = 0.0;
943 		}
944 	} else if (Curmonster.m_type == SM_MIMIC) {
945 		/* pick another name */
946 		which = (int)ROLL(0.0, 100.0);
947 		fseek(Monstfp, (long)which * (long)SZ_MONSTERSTRUCT, SEEK_SET);
948 		fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
949 		strcpy(Curmonster.m_name, Othermonster.m_name);
950 	}
951 
952 	truncstring(Curmonster.m_name);
953 
954 	if (Curmonster.m_type != SM_MORGOTH) {
955 		/* adjust stats based on which circle player is in */
956 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
957 		Curmonster.m_brains *= Circle;
958 		Curmonster.m_speed += Circle * 1.e-9;
959 		Curmonster.m_energy *= Circle;
960 		Curmonster.m_experience *= Circle;
961 	}
962 
963 	if (Player.p_blindness)
964 		/* cannot see monster if blind */
965 		Enemyname = "A monster";
966 	else
967 		Enemyname = Curmonster.m_name;
968 
969 	if (Player.p_speed <= 0.0) {
970 		/* make Player.p_speed positive */
971 		Curmonster.m_speed += -Player.p_speed;
972 		Player.p_speed = 1.0;
973 	}
974 
975 	/* fill up the rest of the structure */
976 	Curmonster.m_o_strength = Curmonster.m_strength;
977 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
978 	Curmonster.m_o_energy = Curmonster.m_energy;
979 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
980 }
981 
982 /*
983  * FUNCTION: select a treasure
984  *
985  * GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player,
986  *	*stdscr, Databuf[], *Statptr, Fightenv[]
987  *
988  * GLOBAL OUTPUTS: Whichmonster, Shield, Player
989  *
990  * DESCRIPTION:
991  *	Roll up a treasure based upon monster type and size, and
992  *	certain player statistics.
993  *	Handle cursed treasure.
994  */
995 
996 static void
awardtreasure(void)997 awardtreasure(void)
998 {
999 	int whichtreasure;	/* calculated treasure to grant */
1000 	int temp;		/* temporary */
1001 	int ch;			/* input */
1002 	double treasuretype;	/* monster's treasure type */
1003 	double gold = 0.0;	/* gold awarded */
1004 	double gems = 0.0;	/* gems awarded */
1005 	double dtemp;		/* for temporary calculations */
1006 
1007 	whichtreasure = (int)ROLL(1.0, 3.0);	/* pick a treasure */
1008 	treasuretype = (double)Curmonster.m_treasuretype;
1009 
1010 	move(4, 0);
1011 	clrtobot();
1012 	move(6, 0);
1013 
1014 	if (drandom() > 0.65) {
1015 		/* gold and gems */
1016 		if (Curmonster.m_treasuretype > 7) {
1017 			/* gems */
1018 			gems = ROLL(1.0, (treasuretype - 7.0)
1019 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
1020 			printw("You have discovered %.0f gems!", gems);
1021 		} else {
1022 			/* gold */
1023 			gold = ROLL(treasuretype * 10.0, treasuretype
1024 			    * treasuretype * 10.0 * (Circle - 1.0));
1025 			printw("You have found %.0f gold pieces.", gold);
1026 		}
1027 
1028 		addstr("  Do you want to pick them up ? ");
1029 		ch = getanswer("NY", FALSE);
1030 		addstr("\n\n");
1031 
1032 		if (ch == 'Y') {
1033 			if (drandom() < treasuretype / 35.0 + 0.04) {
1034 				/* cursed */
1035 				addstr("They were cursed!\n");
1036 				cursedtreasure();
1037 			} else
1038 				collecttaxes(gold, gems);
1039 		}
1040 
1041 		return;
1042 	} else {
1043 		/* other treasures */
1044 		addstr("You have found some treasure.  Do you want to inspect it ? ");
1045 		ch = getanswer("NY", FALSE);
1046 		addstr("\n\n");
1047 
1048 		if (ch != 'Y')
1049 			return;
1050 		else if (drandom() < 0.08 && Curmonster.m_treasuretype != 4)  {
1051 			addstr("It was cursed!\n");
1052 			cursedtreasure();
1053 			return;
1054 		} else
1055 			switch (Curmonster.m_treasuretype) {
1056 			case 1:	/* treasure type 1 */
1057 				switch (whichtreasure) {
1058 				case 1:
1059 					addstr("You've discovered a power booster!\n");
1060 					Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
1061 					break;
1062 
1063 				case 2:
1064 					addstr("You have encountered a druid.\n");
1065 					Player.p_experience +=
1066 					    ROLL(0.0, 2000.0 + Circle * 400.0);
1067 					break;
1068 
1069 				case 3:
1070 					addstr("You have found a holy orb.\n");
1071 					Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
1072 					break;
1073 				}
1074 				break;
1075 			/* end treasure type 1 */
1076 
1077 			case 2:	/* treasure type 2 */
1078 				switch (whichtreasure) {
1079 				case 1:
1080 					addstr("You have found an amulet.\n");
1081 					++Player.p_amulets;
1082 					break;
1083 
1084 				case 2:
1085 					addstr("You've found some holy water!\n");
1086 					++Player.p_holywater;
1087 					break;
1088 
1089 				case 3:
1090 					addstr("You've met a hermit!\n");
1091 					Player.p_sin *= 0.75;
1092 					Player.p_mana += 12.0 * Circle;
1093 					break;
1094 				}
1095 				break;
1096 			/* end treasure type 2 */
1097 
1098 			case 3:	/* treasure type 3 */
1099 				switch (whichtreasure) {
1100 				case 1:
1101 					dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1102 					printw("You've found a +%.0f shield!\n", dtemp);
1103 					if (dtemp >= Player.p_shield)
1104 						Player.p_shield = dtemp;
1105 					else
1106 						SOMEBETTER();
1107 					break;
1108 
1109 				case 2:
1110 					addstr("You have rescued a virgin.  Will you be honorable ? ");
1111 					ch = getanswer("NY", FALSE);
1112 					addstr("\n\n");
1113 					if (ch == 'Y')
1114 						Player.p_virgin = TRUE;
1115 					else {
1116 						Player.p_experience += 2000.0 * Circle;
1117 						++Player.p_sin;
1118 					}
1119 					break;
1120 
1121 				case 3:
1122 					addstr("You've discovered some athelas!\n");
1123 					--Player.p_poison;
1124 					break;
1125 				}
1126 				break;
1127 			/* end treasure type 3 */
1128 
1129 			case 4:	/* treasure type 4 */
1130 				addstr("You've found a scroll.  Will you read it ? ");
1131 				ch = getanswer("NY", FALSE);
1132 				addstr("\n\n");
1133 
1134 				if (ch == 'Y')
1135 					switch ((int)ROLL(1, 6)) {
1136 					case 1:
1137 						addstr("It throws up a shield for you next monster.\n");
1138 						getyx(stdscr, whichtreasure, ch);
1139 						more(whichtreasure);
1140 						Shield =
1141 						    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1142 						Whichmonster = pickmonster();
1143 						longjmp(Fightenv, 0);
1144 					/*NOTREACHED*/
1145 
1146 					case 2:
1147 						addstr("It makes you invisible for you next monster.\n");
1148 						getyx(stdscr, whichtreasure, ch);
1149 						more(whichtreasure);
1150 						Player.p_speed = 1e6;
1151 						Whichmonster = pickmonster();
1152 						longjmp(Fightenv, 0);
1153 					/* NOTREACHED */
1154 
1155 					case 3:
1156 						addstr("It increases your strength ten fold to fight your next monster.\n");
1157 						getyx(stdscr, whichtreasure, ch);
1158 						more(whichtreasure);
1159 						Player.p_might *= 10.0;
1160 						Whichmonster = pickmonster();
1161 						longjmp(Fightenv, 0);
1162 					/* NOTREACHED */
1163 
1164 					case 4:
1165 						addstr("It is a general knowledge scroll.\n");
1166 						Player.p_brains += ROLL(2.0, Circle);
1167 						Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1168 						break;
1169 
1170 					case 5:
1171 						addstr("It tells you how to pick your next monster.\n");
1172 						addstr("Which monster do you want [0-99] ? ");
1173 						Whichmonster = (int)infloat();
1174 						Whichmonster = MIN(99, MAX(0, Whichmonster));
1175 						longjmp(Fightenv, 0);
1176 
1177 					case 6:
1178 						addstr("It was cursed!\n");
1179 						cursedtreasure();
1180 						break;
1181 					}
1182 				break;
1183 			/* end treasure type 4 */
1184 
1185 			case 5:	/* treasure type 5 */
1186 				switch (whichtreasure) {
1187 				case 1:
1188 					dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1189 					printw("You've discovered a +%.0f dagger.\n", dtemp);
1190 					if (dtemp >= Player.p_sword)
1191 						Player.p_sword = dtemp;
1192 					else
1193 						SOMEBETTER();
1194 					break;
1195 
1196 				case 2:
1197 					dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1198 					printw("You have found some +%.0f armour!\n", dtemp);
1199 					if (dtemp >= Player.p_shield)
1200 						Player.p_shield = dtemp;
1201 					else
1202 						SOMEBETTER();
1203 					break;
1204 
1205 				case 3:
1206 					addstr("You've found a tablet.\n");
1207 					Player.p_brains += 4.5 * Circle;
1208 					break;
1209 				}
1210 				break;
1211 			/* end treasure type 5 */
1212 
1213 			case 6:	/* treasure type 6 */
1214 				switch (whichtreasure) {
1215 				case 1:
1216 					addstr("You've found a priest.\n");
1217 					Player.p_energy = Player.p_maxenergy + Player.p_shield;
1218 					Player.p_sin /= 2.0;
1219 					Player.p_mana += 24.0 * Circle;
1220 					Player.p_brains += Circle;
1221 					break;
1222 
1223 				case 2:
1224 					addstr("You have come upon Robin Hood!\n");
1225 					Player.p_shield += Circle * 2.0;
1226 					Player.p_strength += Circle / 2.5 + 1.0;
1227 					break;
1228 
1229 				case 3:
1230 					dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1231 					printw("You have found a +%.0f axe!\n", dtemp);
1232 					if (dtemp >= Player.p_sword)
1233 						Player.p_sword = dtemp;
1234 					else
1235 						SOMEBETTER();
1236 					break;
1237 				}
1238 				break;
1239 			/* end treasure type 6 */
1240 
1241 			case 7:	/* treasure type 7 */
1242 				switch (whichtreasure) {
1243 				case 1:
1244 					addstr("You've discovered a charm!\n");
1245 					++Player.p_charms;
1246 					break;
1247 
1248 				case 2:
1249 					addstr("You have encountered Merlyn!\n");
1250 					Player.p_brains += Circle + 5.0;
1251 					Player.p_magiclvl += Circle / 3.0 + 5.0;
1252 					Player.p_mana += Circle * 10.0;
1253 					break;
1254 
1255 				case 3:
1256 					dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1257 					printw("You have found a +%.0f war hammer!\n", dtemp);
1258 					if (dtemp >= Player.p_sword)
1259 						Player.p_sword = dtemp;
1260 					else
1261 						SOMEBETTER();
1262 					break;
1263 				}
1264 				break;
1265 			/* end treasure type 7 */
1266 
1267 			case 8:	/* treasure type 8 */
1268 				switch (whichtreasure) {
1269 				case 1:
1270 					addstr("You have found a healing potion.\n");
1271 					Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1272 					break;
1273 
1274 				case 2:
1275 					addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
1276 					ch = getanswer("NY", FALSE);
1277 					addstr("\n\n");
1278 					if (ch == 'Y') {
1279 						double x, y;
1280 
1281 						addstr("X Y Coordinates ? ");
1282 						getstring(Databuf, SZ_DATABUF);
1283 						sscanf(Databuf, "%lf %lf", &x, &y);
1284 						altercoordinates(x, y, A_FORCED);
1285 					}
1286 					break;
1287 
1288 				case 3:
1289 					dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1290 					printw("You've found a +%.0f sword!\n", dtemp);
1291 					if (dtemp >= Player.p_sword)
1292 						Player.p_sword = dtemp;
1293 					else
1294 						SOMEBETTER();
1295 					break;
1296 				}
1297 				break;
1298 			/* end treasure type 8 */
1299 
1300 			case 10:
1301 			case 11:
1302 			case 12:
1303 			case 13:	/* treasure types 10 - 13 */
1304 				if (drandom() < 0.33) {
1305 					if (Curmonster.m_treasuretype == 10) {
1306 						addstr("You've found a pair of elven boots!\n");
1307 						Player.p_quickness += 2.0;
1308 						break;
1309 					} else if (Curmonster.m_treasuretype == 11 &&
1310 						   !Player.p_palantir) {
1311 						addstr("You've acquired Saruman's palantir.\n");
1312 						Player.p_palantir = TRUE;
1313 						break;
1314 					} else if (Player.p_ring.ring_type == R_NONE &&
1315 						   Player.p_specialtype < SC_COUNCIL &&
1316 						   (Curmonster.m_treasuretype == 12 ||
1317 						    Curmonster.m_treasuretype == 13)) {
1318 						/* roll up a ring */
1319 						if (drandom() < 0.8) {
1320 							/* regular rings */
1321 							if (Curmonster.m_treasuretype == 12) {
1322 								whichtreasure = R_NAZREG;
1323 								temp = 35;
1324 							} else {
1325 								whichtreasure = R_DLREG;
1326 								temp = 0;
1327 							}
1328 						} else {
1329 							/* bad rings */
1330 							whichtreasure = R_BAD;
1331 							temp = 15 + Statptr->c_ringduration + (int)ROLL(0, 5);
1332 						}
1333 
1334 						addstr("You've discovered a ring.  Will you pick it up ? ");
1335 						ch = getanswer("NY", FALSE);
1336 						addstr("\n\n");
1337 
1338 						if (ch == 'Y') {
1339 							Player.p_ring.ring_type = whichtreasure;
1340 							Player.p_ring.ring_duration = temp;
1341 						}
1342 
1343 						break;
1344 					}
1345 				}
1346 			/* end treasure types 10 - 13 */
1347 			/* fall through to treasure type 9 if no treasure from above */
1348 				/* FALLTHROUGH */
1349 
1350 			case 9:	/* treasure type 9 */
1351 				switch (whichtreasure) {
1352 				case 1:
1353 					if (Player.p_level <= 1000.0 &&
1354 					    Player.p_crowns <= 3 &&
1355 					    Player.p_level >= 10.0) {
1356 						addstr("You have found a golden crown!\n");
1357 						++Player.p_crowns;
1358 						break;
1359 					}
1360 					/* FALLTHROUGH */
1361 
1362 				case 2:
1363 					addstr("You've been blessed!\n");
1364 					Player.p_blessing = TRUE;
1365 					Player.p_sin /= 3.0;
1366 					Player.p_energy = Player.p_maxenergy + Player.p_shield;
1367 					Player.p_mana += 100.0 * Circle;
1368 					break;
1369 
1370 				case 3:
1371 					dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1372 					dtemp = MIN(dtemp, 99.0);
1373 					printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1374 					if (dtemp >= Player.p_quksilver)
1375 						Player.p_quksilver = dtemp;
1376 					else
1377 						SOMEBETTER();
1378 					break;
1379 				}
1380 				break;
1381 				/* end treasure type 9 */
1382 			}
1383 	}
1384 }
1385 
1386 /*
1387  * FUNCTION: take care of cursed treasure
1388  *
1389  * GLOBAL INPUTS: Player, *stdscr
1390  *
1391  * GLOBAL OUTPUTS: Player
1392  *
1393  * DESCRIPTION:
1394  *	Handle cursed treasure.  Look for amulets and charms to save
1395  *	the player from the curse.
1396  */
1397 
1398 static void
cursedtreasure(void)1399 cursedtreasure(void)
1400 {
1401 	if (Player.p_charms > 0) {
1402 		addstr("But your charm saved you!\n");
1403 		--Player.p_charms;
1404 	} else if (Player.p_amulets > 0) {
1405 		addstr("But your amulet saved you!\n");
1406 		--Player.p_amulets;
1407 	} else {
1408 		Player.p_energy = (Player.p_maxenergy + Player.p_shield) / 10.0;
1409 		Player.p_poison += 0.25;
1410 	}
1411 }
1412 
1413 /*
1414  * FUNCTION: scramble some selected statistics
1415  *
1416  * GLOBAL INPUTS: Player
1417  *
1418  * GLOBAL OUTPUTS: Player
1419  *
1420  * DESCRIPTION:
1421  *	Swap a few player statistics randomly.
1422  */
1423 
1424 static void
scramblestats(void)1425 scramblestats(void)
1426 {
1427 	double dbuf[6];		/* to put statistic in */
1428 	double dtemp1, dtemp2;	/* for swapping values */
1429 	int first, second;	/* indices for swapping */
1430 	double *dptr;		/* pointer for filling and emptying buf[] */
1431 
1432 	/* fill buffer */
1433 	dptr = &dbuf[0];
1434 	*dptr++ = Player.p_strength;
1435 	*dptr++ = Player.p_mana;
1436 	*dptr++ = Player.p_brains;
1437 	*dptr++ = Player.p_magiclvl;
1438 	*dptr++ = Player.p_energy;
1439 	*dptr = Player.p_sin;
1440 
1441 	/* pick values to swap */
1442 	first = (int)ROLL(0, 5);
1443 	second = (int)ROLL(0, 5);
1444 
1445 	/* swap values */
1446 	dptr = &dbuf[0];
1447 	dtemp1 = dptr[first];
1448 	/* this expression is split to prevent a compiler loop on some compilers */
1449 	dtemp2 = dptr[second];
1450 	dptr[first] = dtemp2;
1451 	dptr[second] = dtemp1;
1452 
1453 	/* empty buffer */
1454 	Player.p_strength = *dptr++;
1455 	Player.p_mana = *dptr++;
1456 	Player.p_brains = *dptr++;
1457 	Player.p_magiclvl = *dptr++;
1458 	Player.p_energy = *dptr++;
1459 	Player.p_sin = *dptr;
1460 }
1461