xref: /netbsd/games/phantasia/fight.c (revision bf9ec67e)
1 /*	$NetBSD: fight.c,v 1.7 2000/04/27 00:30:53 jdc Exp $	*/
2 
3 /*
4  * fight.c   Phantasia monster fighting routines
5  */
6 
7 #include "include.h"
8 
9 void
10 encounter(particular)
11 	int     particular;
12 {
13 	bool    firsthit = Player.p_blessing;	/* set if player gets the
14 						 * first hit */
15 	int     flockcnt = 1;	/* how many time flocked */
16 
17 	/* let others know what we are doing */
18 	Player.p_status = S_MONSTER;
19 	writerecord(&Player, Fileloc);
20 
21 #if __GNUC__
22 	(void)&firsthit;	/* XXX shut up gcc */
23 #endif
24 
25 #ifdef SYS5
26 	flushinp();
27 #endif
28 
29 	Shield = 0.0;		/* no shield up yet */
30 
31 	if (particular >= 0)
32 		/* monster is specified */
33 		Whichmonster = particular;
34 	else
35 		/* pick random monster */
36 		Whichmonster = pickmonster();
37 
38 	setjmp(Fightenv);	/* this is to enable changing fight state */
39 
40 	move(6, 0);
41 	clrtobot();		/* clear bottom area of screen */
42 
43 	Lines = 9;
44 	callmonster(Whichmonster);	/* set up monster to fight */
45 
46 	Luckout = FALSE;	/* haven't tried to luckout yet */
47 
48 	if (Curmonster.m_type == SM_MORGOTH)
49 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
50 		    Enemyname);
51 
52 	if (Curmonster.m_type == SM_UNICORN) {
53 		if (Player.p_virgin) {
54 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
55 			Player.p_virgin = FALSE;
56 		} else {
57 			printw("You just saw %s running away!\n", Enemyname);
58 			Curmonster.m_experience = 0.0;
59 			Curmonster.m_treasuretype = 0;
60 		}
61 	} else
62 		/* not a special monster */
63 		for (;;)
64 			/* print header, and arbitrate between player and
65 			 * monster */
66 		{
67 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
68 			    Enemyname, Curmonster.m_experience, Circle);
69 
70 			displaystats();
71 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
72 			readmessage();
73 
74 			if (Curmonster.m_type == SM_DARKLORD
75 			    && Player.p_blessing
76 			    && Player.p_charms > 0)
77 				/* overpower Dark Lord with blessing and charm */
78 			{
79 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
80 				Lines = 8;
81 				Player.p_blessing = FALSE;
82 				--Player.p_charms;
83 				break;
84 			}
85 			/* allow paralyzed monster to wake up */
86 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
87 
88 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
89 			/* monster is faster */
90 			    && Curmonster.m_type != SM_DARKLORD
91 			/* not D. L. */
92 			    && Curmonster.m_type != SM_SHRIEKER
93 			/* not mimic */
94 			    && !firsthit)
95 				/* monster gets a hit */
96 				monsthits();
97 			else
98 				/* player gets a hit */
99 			{
100 				firsthit = FALSE;
101 				playerhits();
102 			}
103 
104 			refresh();
105 
106 			if (Lines > LINES - 2)
107 				/* near bottom of screen - pause */
108 			{
109 				more(Lines);
110 				move(Lines = 8, 0);
111 				clrtobot();
112 			}
113 			if (Player.p_energy <= 0.0)
114 				/* player died */
115 			{
116 				more(Lines);
117 				death(Enemyname);
118 				cancelmonster();
119 				break;	/* fight ends if the player is saved
120 					 * from death */
121 			}
122 			if (Curmonster.m_energy <= 0.0)
123 				/* monster died */
124 				break;
125 		}
126 
127 	/* give player credit for killing monster */
128 	Player.p_experience += Curmonster.m_experience;
129 
130 	if (drandom() < Curmonster.m_flock / 100.0)
131 		/* monster flocks */
132 	{
133 		more(Lines);
134 		++flockcnt;
135 		longjmp(Fightenv, 0);
136 		/* NOTREACHED */
137 	} else
138 		if (Circle > 1.0
139 		    && Curmonster.m_treasuretype > 0
140 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
141 			/* monster has treasure; this takes # of flocks and
142 			 * size into account */
143 		{
144 			more(Lines);
145 			awardtreasure();
146 		}
147 	/* pause before returning */
148 	getyx(stdscr, Lines, flockcnt);
149 	more(Lines + 1);
150 
151 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
152 
153 	/* clean up the screen */
154 	move(4, 0);
155 	clrtobot();
156 }
157 
158 int
159 pickmonster()
160 {
161 	if (Player.p_specialtype == SC_VALAR)
162 		/* even chance of any monster */
163 		return ((int) ROLL(0.0, 100.0));
164 
165 	if (Marsh)
166 		/* water monsters */
167 		return ((int) ROLL(0.0, 15.0));
168 
169 	else
170 		if (Circle > 24)
171 			/* even chance of all non-water monsters */
172 			return ((int) ROLL(14.0, 86.0));
173 
174 		else
175 			if (Circle > 15)
176 				/* chance of all non-water monsters, weighted
177 				 * toward middle */
178 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
179 
180 			else
181 				if (Circle > 8)
182 					/* not all non-water monsters,
183 					 * weighted toward middle */
184 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
185 
186 				else
187 					if (Circle > 3)
188 						/* even chance of some tamer
189 						 * non-water monsters */
190 						return ((int) ROLL(14.0, 50.0));
191 
192 					else
193 						/* even chance of some of the
194 						 * tamest non-water monsters */
195 						return ((int) ROLL(14.0, 25.0));
196 }
197 
198 void
199 playerhits()
200 {
201 	double  inflict;	/* damage inflicted */
202 	int     ch;		/* input */
203 
204 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
205 
206 	if (!Luckout) {
207 		/* haven't tried to luckout yet */
208 		if (Curmonster.m_type == SM_MORGOTH)
209 			/* cannot luckout against Morgoth */
210 			addstr("6:Ally  ");
211 		else
212 			addstr("6:Luckout  ");
213 	}
214 
215 	if (Player.p_ring.ring_type != R_NONE)
216 		/* player has a ring */
217 		addstr("7:Use Ring  ");
218 	else
219 		clrtoeol();
220 
221 	ch = inputoption();
222 
223 	move(8, 0);
224 	clrtobot();		/* clear any messages from before */
225 	Lines = 9;
226 	mvaddstr(4, 0, "\n\n");	/* clear status area */
227 
228 	switch (ch) {
229 	case 'T':		/* timeout; lose turn */
230 		break;
231 
232 	case ' ':
233 	case '1':		/* melee */
234 		/* melee affects monster's energy and strength */
235 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
236 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
237 
238 		Curmonster.m_melee += inflict;
239 		Curmonster.m_strength = Curmonster.m_o_strength
240 		    - Curmonster.m_melee / Curmonster.m_o_energy
241 		    * Curmonster.m_o_strength / 4.0;
242 		hitmonster(inflict);
243 		break;
244 
245 	case '2':		/* skirmish */
246 		/* skirmish affects monter's energy and speed */
247 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
248 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
249 
250 		Curmonster.m_skirmish += inflict;
251 		Curmonster.m_maxspeed = Curmonster.m_o_speed
252 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
253 		    * Curmonster.m_o_speed / 4.0;
254 		hitmonster(inflict);
255 		break;
256 
257 	case '3':		/* evade */
258 		/* use brains and speed to try to evade */
259 		if ((Curmonster.m_type == SM_DARKLORD
260 			|| Curmonster.m_type == SM_SHRIEKER
261 		/* can always run from D. L. and shrieker */
262 			|| drandom() * Player.p_speed * Player.p_brains
263 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
264 		    && (Curmonster.m_type != SM_MIMIC))
265 			/* cannot run from mimic */
266 		{
267 			mvaddstr(Lines++, 0, "You got away!");
268 			cancelmonster();
269 			altercoordinates(0.0, 0.0, A_NEAR);
270 		} else
271 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
272 
273 		break;
274 
275 	case 'M':
276 	case '4':		/* magic spell */
277 		throwspell();
278 		break;
279 
280 	case '5':		/* nick */
281 		/* hit 1 plus sword; give some experience */
282 		inflict = 1.0 + Player.p_sword;
283 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
284 		Curmonster.m_experience *= 0.92;
285 		/* monster gets meaner */
286 		Curmonster.m_maxspeed += 2.0;
287 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
288 		if (Curmonster.m_type == SM_DARKLORD)
289 			/* Dark Lord; doesn't like to be nicked */
290 		{
291 			mvprintw(Lines++, 0,
292 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
293 			Player.p_quickness /= 2.0;
294 			altercoordinates(0.0, 0.0, A_FAR);
295 			cancelmonster();
296 		} else
297 			hitmonster(inflict);
298 		break;
299 
300 	case 'B':
301 	case '6':		/* luckout */
302 		if (Luckout)
303 			mvaddstr(Lines++, 0, "You already tried that.");
304 		else {
305 			Luckout = TRUE;
306 			if (Curmonster.m_type == SM_MORGOTH)
307 				/* Morgoth; ally */
308 			{
309 				if (drandom() < Player.p_sin / 100.0) {
310 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
311 					cancelmonster();
312 				} else
313 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
314 			} else
315 				/* normal monster; use brains for success */
316 			{
317 				if ((drandom() + 0.333) * Player.p_brains
318 				    < (drandom() + 0.333) * Curmonster.m_brains)
319 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
320 				else {
321 					mvaddstr(Lines++, 0, "You made it!");
322 					Curmonster.m_energy = 0.0;
323 				}
324 			}
325 		}
326 		break;
327 
328 	case '7':		/* use ring */
329 		if (Player.p_ring.ring_type != R_NONE) {
330 			mvaddstr(Lines++, 0, "Now using ring.");
331 			Player.p_ring.ring_inuse = TRUE;
332 			if (Player.p_ring.ring_type != R_DLREG)
333 				/* age ring */
334 				--Player.p_ring.ring_duration;
335 		}
336 		break;
337 	}
338 
339 }
340 
341 void
342 monsthits()
343 {
344 	double  inflict;	/* damage inflicted */
345 	int     ch;		/* input */
346 
347 	switch (Curmonster.m_type)
348 		/* may be a special monster */
349 	{
350 	case SM_DARKLORD:
351 		/* hits just enough to kill player */
352 		inflict = (Player.p_energy + Shield) * 1.02;
353 		goto SPECIALHIT;
354 
355 	case SM_SHRIEKER:
356 		/* call a big monster */
357 		mvaddstr(Lines++, 0,
358 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
359 		more(Lines);
360 		Whichmonster = (int) ROLL(70.0, 30.0);
361 		longjmp(Fightenv, 0);
362 		/* NOTREACHED */
363 
364 	case SM_BALROG:
365 		/* take experience away */
366 		inflict = ROLL(10.0, Curmonster.m_strength);
367 		inflict = MIN(Player.p_experience, inflict);
368 		mvprintw(Lines++, 0,
369 		    "%s took away %.0f experience points.", Enemyname, inflict);
370 		Player.p_experience -= inflict;
371 		return;
372 
373 	case SM_FAERIES:
374 		if (Player.p_holywater > 0)
375 			/* holy water kills when monster tries to hit */
376 		{
377 			mvprintw(Lines++, 0, "Your holy water killed it!");
378 			--Player.p_holywater;
379 			Curmonster.m_energy = 0.0;
380 			return;
381 		}
382 		break;
383 
384 	case SM_NONE:
385 		/* normal hit */
386 		break;
387 
388 	default:
389 		if (drandom() > 0.2)
390 			/* normal hit */
391 			break;
392 
393 		/* else special things */
394 		switch (Curmonster.m_type) {
395 		case SM_LEANAN:
396 			/* takes some of the player's strength */
397 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
398 			inflict = MIN(Player.p_strength, inflict);
399 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
400 			    Enemyname, inflict);
401 			Player.p_strength -= inflict;
402 			Player.p_might -= inflict;
403 			break;
404 
405 		case SM_SARUMAN:
406 			if (Player.p_palantir)
407 				/* take away palantir */
408 			{
409 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
410 				Player.p_palantir = FALSE;
411 			} else
412 				if (drandom() > 0.5)
413 					/* gems turn to gold */
414 				{
415 					mvprintw(Lines++, 0,
416 					    "%s transformed your gems into gold!", Enemyname);
417 					Player.p_gold += Player.p_gems;
418 					Player.p_gems = 0.0;
419 				} else
420 					/* scramble some stats */
421 				{
422 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
423 					scramblestats();
424 				}
425 			break;
426 
427 		case SM_THAUMATURG:
428 			/* transport player */
429 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
430 			altercoordinates(0.0, 0.0, A_FAR);
431 			cancelmonster();
432 			break;
433 
434 		case SM_VORTEX:
435 			/* suck up some mana */
436 			inflict = ROLL(0, 7.5 * Circle);
437 			inflict = MIN(Player.p_mana, floor(inflict));
438 			mvprintw(Lines++, 0,
439 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
440 			Player.p_mana -= inflict;
441 			break;
442 
443 		case SM_NAZGUL:
444 			/* try to take ring if player has one */
445 			if (Player.p_ring.ring_type != R_NONE)
446 				/* player has a ring */
447 			{
448 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
449 				ch = getanswer("YN", FALSE);
450 				if (ch == 'Y')
451 					/* take ring away */
452 				{
453 					Player.p_ring.ring_type = R_NONE;
454 					Player.p_ring.ring_inuse = FALSE;
455 					cancelmonster();
456 					break;
457 				}
458 			}
459 			/* otherwise, take some brains */
460 			mvprintw(Lines++, 0,
461 			    "%s neutralized 1/5 of your brain!", Enemyname);
462 			Player.p_brains *= 0.8;
463 			break;
464 
465 		case SM_TIAMAT:
466 			/* take some gold and gems */
467 			mvprintw(Lines++, 0,
468 			    "%s took half your gold and gems and flew off.", Enemyname);
469 			Player.p_gold /= 2.0;
470 			Player.p_gems /= 2.0;
471 			cancelmonster();
472 			break;
473 
474 		case SM_KOBOLD:
475 			/* steal a gold piece and run */
476 			mvprintw(Lines++, 0,
477 			    "%s stole one gold piece and ran away.", Enemyname);
478 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
479 			cancelmonster();
480 			break;
481 
482 		case SM_SHELOB:
483 			/* bite and (medium) poison */
484 			mvprintw(Lines++, 0,
485 			    "%s has bitten and poisoned you!", Enemyname);
486 			Player.p_poison -= 1.0;
487 			break;
488 
489 		case SM_LAMPREY:
490 			/* bite and (small) poison */
491 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
492 			Player.p_poison += 0.25;
493 			break;
494 
495 		case SM_BONNACON:
496 			/* fart and run */
497 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
498 			Player.p_energy /= 2.0;	/* damage from fumes */
499 			cancelmonster();
500 			break;
501 
502 		case SM_SMEAGOL:
503 			if (Player.p_ring.ring_type != R_NONE)
504 				/* try to steal ring */
505 			{
506 				mvprintw(Lines++, 0,
507 				    "%s tried to steal your ring, ", Enemyname);
508 				if (drandom() > 0.1)
509 					addstr("but was unsuccessful.");
510 				else {
511 					addstr("and ran away with it!");
512 					Player.p_ring.ring_type = R_NONE;
513 					cancelmonster();
514 				}
515 			}
516 			break;
517 
518 		case SM_SUCCUBUS:
519 			/* inflict damage through shield */
520 			inflict = ROLL(15.0, Circle * 10.0);
521 			inflict = MIN(inflict, Player.p_energy);
522 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
523 			    Enemyname, inflict);
524 			Player.p_energy -= inflict;
525 			break;
526 
527 		case SM_CERBERUS:
528 			/* take all metal treasures */
529 			mvprintw(Lines++, 0,
530 			    "%s took all your metal treasures!", Enemyname);
531 			Player.p_crowns = 0;
532 			Player.p_sword =
533 			    Player.p_shield =
534 			    Player.p_gold = 0.0;
535 			cancelmonster();
536 			break;
537 
538 		case SM_UNGOLIANT:
539 			/* (large) poison and take a quickness */
540 			mvprintw(Lines++, 0,
541 			    "%s poisoned you, and took one quik.", Enemyname);
542 			Player.p_poison += 5.0;
543 			Player.p_quickness -= 1.0;
544 			break;
545 
546 		case SM_JABBERWOCK:
547 			/* fly away, and leave either a Jubjub bird or
548 			 * Bonnacon */
549 			mvprintw(Lines++, 0,
550 			    "%s flew away, and left you to contend with one of its friends.",
551 			    Enemyname);
552 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
553 			longjmp(Fightenv, 0);
554 			/* NOTREACHED */
555 
556 		case SM_TROLL:
557 			/* partially regenerate monster */
558 			mvprintw(Lines++, 0,
559 			    "%s partially regenerated his energy.!", Enemyname);
560 			Curmonster.m_energy +=
561 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
562 			Curmonster.m_strength = Curmonster.m_o_strength;
563 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
564 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
565 			break;
566 
567 		case SM_WRAITH:
568 			if (!Player.p_blindness)
569 				/* make blind */
570 			{
571 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
572 				Player.p_blindness = TRUE;
573 				Enemyname = "A monster";
574 			}
575 			break;
576 		}
577 		return;
578 	}
579 
580 	/* fall through to here if monster inflicts a normal hit */
581 	inflict = drandom() * Curmonster.m_strength + 0.5;
582 SPECIALHIT:
583 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
584 
585 	if ((Shield -= inflict) < 0) {
586 		Player.p_energy += Shield;
587 		Shield = 0.0;
588 	}
589 }
590 
591 void
592 cancelmonster()
593 {
594 	Curmonster.m_energy = 0.0;
595 	Curmonster.m_experience = 0.0;
596 	Curmonster.m_treasuretype = 0;
597 	Curmonster.m_flock = 0.0;
598 }
599 
600 void
601 hitmonster(inflict)
602 	double  inflict;
603 {
604 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
605 	Curmonster.m_energy -= inflict;
606 	if (Curmonster.m_energy > 0.0) {
607 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
608 			/* special monster didn't die */
609 			monsthits();
610 	} else
611 		/* monster died.  print message. */
612 	{
613 		if (Curmonster.m_type == SM_MORGOTH)
614 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
615 		else
616 			/* all other types of monsters */
617 		{
618 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
619 
620 			if (Curmonster.m_type == SM_MIMIC
621 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
622 			    && !Player.p_blindness)
623 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
624 		}
625 	}
626 }
627 
628 void
629 throwspell()
630 {
631 	double  inflict;	/* damage inflicted */
632 	double  dtemp;		/* for dtemporary calculations */
633 	int     ch;		/* input */
634 
635 	inflict = 0;
636 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
637 
638 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
639 		mvaddstr(7, 0, "1:All or Nothing  ");
640 	if (Player.p_magiclvl >= ML_MAGICBOLT)
641 		addstr("2:Magic Bolt  ");
642 	if (Player.p_magiclvl >= ML_FORCEFIELD)
643 		addstr("3:Force Field  ");
644 	if (Player.p_magiclvl >= ML_XFORM)
645 		addstr("4:Transform  ");
646 	if (Player.p_magiclvl >= ML_INCRMIGHT)
647 		addstr("5:Increase Might\n");
648 	if (Player.p_magiclvl >= ML_INVISIBLE)
649 		mvaddstr(8, 0, "6:Invisibility  ");
650 	if (Player.p_magiclvl >= ML_XPORT)
651 		addstr("7:Transport  ");
652 	if (Player.p_magiclvl >= ML_PARALYZE)
653 		addstr("8:Paralyze  ");
654 	if (Player.p_specialtype >= SC_COUNCIL)
655 		addstr("9:Specify");
656 	mvaddstr(4, 0, "Spell ? ");
657 
658 	ch = getanswer(" ", TRUE);
659 
660 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
661 
662 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
663 		/* can only throw force field against Morgoth */
664 		ILLSPELL();
665 	else
666 		switch (ch) {
667 		case '1':	/* all or nothing */
668 			if (drandom() < 0.25)
669 				/* success */
670 			{
671 				inflict = Curmonster.m_energy * 1.01 + 1.0;
672 
673 				if (Curmonster.m_type == SM_DARKLORD)
674 					/* all or nothing doesn't quite work
675 					 * against D. L. */
676 					inflict *= 0.9;
677 			} else
678 				/* failure -- monster gets stronger and
679 				 * quicker */
680 			{
681 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
682 				Curmonster.m_maxspeed *= 2.0;
683 				Curmonster.m_o_speed *= 2.0;
684 
685 				/* paralyzed monsters wake up a bit */
686 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
687 			}
688 
689 			if (Player.p_mana >= MM_ALLORNOTHING)
690 				/* take a mana if player has one */
691 				Player.p_mana -= MM_ALLORNOTHING;
692 
693 			hitmonster(inflict);
694 			break;
695 
696 		case '2':	/* magic bolt */
697 			if (Player.p_magiclvl < ML_MAGICBOLT)
698 				ILLSPELL();
699 			else {
700 				do
701 					/* prompt for amount to expend */
702 				{
703 					mvaddstr(4, 0, "How much mana for bolt? ");
704 					dtemp = floor(infloat());
705 				}
706 				while (dtemp < 0.0 || dtemp > Player.p_mana);
707 
708 				Player.p_mana -= dtemp;
709 
710 				if (Curmonster.m_type == SM_DARKLORD)
711 					/* magic bolts don't work against D.
712 					 * L. */
713 					inflict = 0.0;
714 				else
715 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
716 				mvaddstr(5, 0, "Magic Bolt fired!\n");
717 				hitmonster(inflict);
718 			}
719 			break;
720 
721 		case '3':	/* force field */
722 			if (Player.p_magiclvl < ML_FORCEFIELD)
723 				ILLSPELL();
724 			else
725 				if (Player.p_mana < MM_FORCEFIELD)
726 					NOMANA();
727 				else {
728 					Player.p_mana -= MM_FORCEFIELD;
729 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
730 					mvaddstr(5, 0, "Force Field up.\n");
731 				}
732 			break;
733 
734 		case '4':	/* transform */
735 			if (Player.p_magiclvl < ML_XFORM)
736 				ILLSPELL();
737 			else
738 				if (Player.p_mana < MM_XFORM)
739 					NOMANA();
740 				else {
741 					Player.p_mana -= MM_XFORM;
742 					Whichmonster = (int) ROLL(0.0, 100.0);
743 					longjmp(Fightenv, 0);
744 					/* NOTREACHED */
745 				}
746 			break;
747 
748 		case '5':	/* increase might */
749 			if (Player.p_magiclvl < ML_INCRMIGHT)
750 				ILLSPELL();
751 			else
752 				if (Player.p_mana < MM_INCRMIGHT)
753 					NOMANA();
754 				else {
755 					Player.p_mana -= MM_INCRMIGHT;
756 					Player.p_might +=
757 					    (1.2 * (Player.p_strength + Player.p_sword)
758 					    + 5.0 - Player.p_might) / 2.0;
759 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
760 				}
761 			break;
762 
763 		case '6':	/* invisible */
764 			if (Player.p_magiclvl < ML_INVISIBLE)
765 				ILLSPELL();
766 			else
767 				if (Player.p_mana < MM_INVISIBLE)
768 					NOMANA();
769 				else {
770 					Player.p_mana -= MM_INVISIBLE;
771 					Player.p_speed +=
772 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
773 					    + 5.0 - Player.p_speed) / 2.0;
774 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
775 				}
776 			break;
777 
778 		case '7':	/* transport */
779 			if (Player.p_magiclvl < ML_XPORT)
780 				ILLSPELL();
781 			else
782 				if (Player.p_mana < MM_XPORT)
783 					NOMANA();
784 				else {
785 					Player.p_mana -= MM_XPORT;
786 					if (Player.p_brains + Player.p_magiclvl
787 					    < Curmonster.m_experience / 200.0 * drandom()) {
788 						mvaddstr(5, 0, "Transport backfired!\n");
789 						altercoordinates(0.0, 0.0, A_FAR);
790 						cancelmonster();
791 					} else {
792 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
793 						if (drandom() < 0.3)
794 							/* monster didn't drop
795 							 * its treasure */
796 							Curmonster.m_treasuretype = 0;
797 
798 						Curmonster.m_energy = 0.0;
799 					}
800 				}
801 			break;
802 
803 		case '8':	/* paralyze */
804 			if (Player.p_magiclvl < ML_PARALYZE)
805 				ILLSPELL();
806 			else
807 				if (Player.p_mana < MM_PARALYZE)
808 					NOMANA();
809 				else {
810 					Player.p_mana -= MM_PARALYZE;
811 					if (Player.p_magiclvl >
812 					    Curmonster.m_experience / 1000.0 * drandom()) {
813 						mvprintw(5, 0, "%s is held.\n", Enemyname);
814 						Curmonster.m_speed = -2.0;
815 					} else
816 						mvaddstr(5, 0, "Monster unaffected.\n");
817 				}
818 			break;
819 
820 		case '9':	/* specify */
821 			if (Player.p_specialtype < SC_COUNCIL)
822 				ILLSPELL();
823 			else
824 				if (Player.p_mana < MM_SPECIFY)
825 					NOMANA();
826 				else {
827 					Player.p_mana -= MM_SPECIFY;
828 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
829 					Whichmonster = (int) infloat();
830 					Whichmonster = MAX(0, MIN(99, Whichmonster));
831 					longjmp(Fightenv, 0);
832 					/* NOTREACHED */
833 				}
834 			break;
835 		}
836 }
837 
838 void
839 callmonster(which)
840 	int     which;
841 {
842 	struct monster Othermonster;	/* to find a name for mimics */
843 
844 	which = MIN(which, 99);	/* make sure within range */
845 
846 	/* fill structure */
847 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
848 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
849 
850 	/* handle some special monsters */
851 	if (Curmonster.m_type == SM_MODNAR) {
852 		if (Player.p_specialtype < SC_COUNCIL)
853 			/* randomize some stats */
854 		{
855 			Curmonster.m_strength *= drandom() + 0.5;
856 			Curmonster.m_brains *= drandom() + 0.5;
857 			Curmonster.m_speed *= drandom() + 0.5;
858 			Curmonster.m_energy *= drandom() + 0.5;
859 			Curmonster.m_experience *= drandom() + 0.5;
860 			Curmonster.m_treasuretype =
861 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
862 		} else
863 			/* make Modnar into Morgoth */
864 		{
865 			strcpy(Curmonster.m_name, "Morgoth");
866 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
867 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
868 			Curmonster.m_brains = Player.p_brains;
869 			Curmonster.m_energy = Player.p_might * 30.0;
870 			Curmonster.m_type = SM_MORGOTH;
871 			Curmonster.m_speed = Player.p_speed * 1.1
872 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
873 			Curmonster.m_flock = 0.0;
874 			Curmonster.m_treasuretype = 0;
875 			Curmonster.m_experience = 0.0;
876 		}
877 	} else
878 		if (Curmonster.m_type == SM_MIMIC)
879 			/* pick another name */
880 		{
881 			which = (int) ROLL(0.0, 100.0);
882 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
883 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
884 			strcpy(Curmonster.m_name, Othermonster.m_name);
885 		}
886 	truncstring(Curmonster.m_name);
887 
888 	if (Curmonster.m_type != SM_MORGOTH)
889 		/* adjust stats based on which circle player is in */
890 	{
891 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
892 		Curmonster.m_brains *= Circle;
893 		Curmonster.m_speed += Circle * 1.e-9;
894 		Curmonster.m_energy *= Circle;
895 		Curmonster.m_experience *= Circle;
896 	}
897 	if (Player.p_blindness)
898 		/* cannot see monster if blind */
899 		Enemyname = "A monster";
900 	else
901 		Enemyname = Curmonster.m_name;
902 
903 	if (Player.p_speed <= 0.0)
904 		/* make Player.p_speed positive */
905 	{
906 		Curmonster.m_speed += -Player.p_speed;
907 		Player.p_speed = 1.0;
908 	}
909 	/* fill up the rest of the structure */
910 	Curmonster.m_o_strength = Curmonster.m_strength;
911 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
912 	Curmonster.m_o_energy = Curmonster.m_energy;
913 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
914 }
915 
916 void
917 awardtreasure()
918 {
919 	int     whichtreasure;	/* calculated treasure to grant */
920 	int     temp;		/* temporary */
921 	int     ch;		/* input */
922 	double  treasuretype;	/* monster's treasure type */
923 	double  gold = 0.0;	/* gold awarded */
924 	double  gems = 0.0;	/* gems awarded */
925 	double  dtemp;		/* for temporary calculations */
926 
927 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
928 	treasuretype = (double) Curmonster.m_treasuretype;
929 
930 	move(4, 0);
931 	clrtobot();
932 	move(6, 0);
933 
934 	if (drandom() > 0.65)
935 		/* gold and gems */
936 	{
937 		if (Curmonster.m_treasuretype > 7)
938 			/* gems */
939 		{
940 			gems = ROLL(1.0, (treasuretype - 7.0)
941 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
942 			printw("You have discovered %.0f gems!", gems);
943 		} else
944 			/* gold */
945 		{
946 			gold = ROLL(treasuretype * 10.0, treasuretype
947 			    * treasuretype * 10.0 * (Circle - 1.0));
948 			printw("You have found %.0f gold pieces.", gold);
949 		}
950 
951 		addstr("  Do you want to pick them up ? ");
952 		ch = getanswer("NY", FALSE);
953 		addstr("\n\n");
954 
955 		if (ch == 'Y') {
956 			if (drandom() < treasuretype / 35.0 + 0.04)
957 				/* cursed */
958 			{
959 				addstr("They were cursed!\n");
960 				cursedtreasure();
961 			} else
962 				collecttaxes(gold, gems);
963 		}
964 
965 		return;
966 	} else
967 		/* other treasures */
968 	{
969 		addstr("You have found some treasure.  Do you want to inspect it ? ");
970 		ch = getanswer("NY", FALSE);
971 		addstr("\n\n");
972 
973 		if (ch != 'Y')
974 			return;
975 		else
976 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
977 				addstr("It was cursed!\n");
978 				cursedtreasure();
979 				return;
980 			} else
981 				switch (Curmonster.m_treasuretype) {
982 				case 1:	/* treasure type 1 */
983 					switch (whichtreasure) {
984 					case 1:
985 						addstr("You've discovered a power booster!\n");
986 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
987 						break;
988 
989 					case 2:
990 						addstr("You have encountered a druid.\n");
991 						Player.p_experience +=
992 						    ROLL(0.0, 2000.0 + Circle * 400.0);
993 						break;
994 
995 					case 3:
996 						addstr("You have found a holy orb.\n");
997 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
998 						break;
999 					}
1000 					break;
1001 					/* end treasure type 1 */
1002 
1003 				case 2:	/* treasure type 2 */
1004 					switch (whichtreasure) {
1005 					case 1:
1006 						addstr("You have found an amulet.\n");
1007 						++Player.p_amulets;
1008 						break;
1009 
1010 					case 2:
1011 						addstr("You've found some holy water!\n");
1012 						++Player.p_holywater;
1013 						break;
1014 
1015 					case 3:
1016 						addstr("You've met a hermit!\n");
1017 						Player.p_sin *= 0.75;
1018 						Player.p_mana += 12.0 * Circle;
1019 						break;
1020 					}
1021 					break;
1022 					/* end treasure type 2 */
1023 
1024 				case 3:	/* treasure type 3 */
1025 					switch (whichtreasure) {
1026 					case 1:
1027 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1028 						printw("You've found a +%.0f shield!\n", dtemp);
1029 						if (dtemp >= Player.p_shield)
1030 							Player.p_shield = dtemp;
1031 						else
1032 							SOMEBETTER();
1033 						break;
1034 
1035 					case 2:
1036 						addstr("You have rescued a virgin.  Will you be honorable ? ");
1037 						ch = getanswer("NY", FALSE);
1038 						addstr("\n\n");
1039 						if (ch == 'Y')
1040 							Player.p_virgin = TRUE;
1041 						else {
1042 							Player.p_experience += 2000.0 * Circle;
1043 							++Player.p_sin;
1044 						}
1045 						break;
1046 
1047 					case 3:
1048 						addstr("You've discovered some athelas!\n");
1049 						--Player.p_poison;
1050 						break;
1051 					}
1052 					break;
1053 					/* end treasure type 3 */
1054 
1055 				case 4:	/* treasure type 4 */
1056 					addstr("You've found a scroll.  Will you read it ? ");
1057 					ch = getanswer("NY", FALSE);
1058 					addstr("\n\n");
1059 
1060 					if (ch == 'Y')
1061 						switch ((int) ROLL(1, 6)) {
1062 						case 1:
1063 							addstr("It throws up a shield for you next monster.\n");
1064 							getyx(stdscr, whichtreasure, ch);
1065 							more(whichtreasure);
1066 							Shield =
1067 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1068 							Whichmonster = pickmonster();
1069 							longjmp(Fightenv, 0);
1070 							/* NOTREACHED */
1071 
1072 						case 2:
1073 							addstr("It makes you invisible for you next monster.\n");
1074 							getyx(stdscr, whichtreasure, ch);
1075 							more(whichtreasure);
1076 							Player.p_speed = 1e6;
1077 							Whichmonster = pickmonster();
1078 							longjmp(Fightenv, 0);
1079 							/* NOTREACHED */
1080 
1081 						case 3:
1082 							addstr("It increases your strength ten fold to fight your next monster.\n");
1083 							getyx(stdscr, whichtreasure, ch);
1084 							more(whichtreasure);
1085 							Player.p_might *= 10.0;
1086 							Whichmonster = pickmonster();
1087 							longjmp(Fightenv, 0);
1088 							/* NOTREACHED */
1089 
1090 						case 4:
1091 							addstr("It is a general knowledge scroll.\n");
1092 							Player.p_brains += ROLL(2.0, Circle);
1093 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1094 							break;
1095 
1096 						case 5:
1097 							addstr("It tells you how to pick your next monster.\n");
1098 							addstr("Which monster do you want [0-99] ? ");
1099 							Whichmonster = (int) infloat();
1100 							Whichmonster = MIN(99, MAX(0, Whichmonster));
1101 							longjmp(Fightenv, 0);
1102 
1103 						case 6:
1104 							addstr("It was cursed!\n");
1105 							cursedtreasure();
1106 							break;
1107 						}
1108 					break;
1109 					/* end treasure type 4 */
1110 
1111 				case 5:	/* treasure type 5 */
1112 					switch (whichtreasure) {
1113 					case 1:
1114 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1115 						printw("You've discovered a +%.0f dagger.\n", dtemp);
1116 						if (dtemp >= Player.p_sword)
1117 							Player.p_sword = dtemp;
1118 						else
1119 							SOMEBETTER();
1120 						break;
1121 
1122 					case 2:
1123 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1124 						printw("You have found some +%.0f armour!\n", dtemp);
1125 						if (dtemp >= Player.p_shield)
1126 							Player.p_shield = dtemp;
1127 						else
1128 							SOMEBETTER();
1129 						break;
1130 
1131 					case 3:
1132 						addstr("You've found a tablet.\n");
1133 						Player.p_brains += 4.5 * Circle;
1134 						break;
1135 					}
1136 					break;
1137 					/* end treasure type 5 */
1138 
1139 				case 6:	/* treasure type 6 */
1140 					switch (whichtreasure) {
1141 					case 1:
1142 						addstr("You've found a priest.\n");
1143 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
1144 						Player.p_sin /= 2.0;
1145 						Player.p_mana += 24.0 * Circle;
1146 						Player.p_brains += Circle;
1147 						break;
1148 
1149 					case 2:
1150 						addstr("You have come upon Robin Hood!\n");
1151 						Player.p_shield += Circle * 2.0;
1152 						Player.p_strength += Circle / 2.5 + 1.0;
1153 						break;
1154 
1155 					case 3:
1156 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1157 						printw("You have found a +%.0f axe!\n", dtemp);
1158 						if (dtemp >= Player.p_sword)
1159 							Player.p_sword = dtemp;
1160 						else
1161 							SOMEBETTER();
1162 						break;
1163 					}
1164 					break;
1165 					/* end treasure type 6 */
1166 
1167 				case 7:	/* treasure type 7 */
1168 					switch (whichtreasure) {
1169 					case 1:
1170 						addstr("You've discovered a charm!\n");
1171 						++Player.p_charms;
1172 						break;
1173 
1174 					case 2:
1175 						addstr("You have encountered Merlyn!\n");
1176 						Player.p_brains += Circle + 5.0;
1177 						Player.p_magiclvl += Circle / 3.0 + 5.0;
1178 						Player.p_mana += Circle * 10.0;
1179 						break;
1180 
1181 					case 3:
1182 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1183 						printw("You have found a +%.0f war hammer!\n", dtemp);
1184 						if (dtemp >= Player.p_sword)
1185 							Player.p_sword = dtemp;
1186 						else
1187 							SOMEBETTER();
1188 						break;
1189 					}
1190 					break;
1191 					/* end treasure type 7 */
1192 
1193 				case 8:	/* treasure type 8 */
1194 					switch (whichtreasure) {
1195 					case 1:
1196 						addstr("You have found a healing potion.\n");
1197 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1198 						break;
1199 
1200 					case 2:
1201 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
1202 						ch = getanswer("NY", FALSE);
1203 						addstr("\n\n");
1204 						if (ch == 'Y') {
1205 							double  x, y;
1206 
1207 							addstr("X Y Coordinates ? ");
1208 							getstring(Databuf, SZ_DATABUF);
1209 							sscanf(Databuf, "%lf %lf", &x, &y);
1210 							altercoordinates(x, y, A_FORCED);
1211 						}
1212 						break;
1213 
1214 					case 3:
1215 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1216 						printw("You've found a +%.0f sword!\n", dtemp);
1217 						if (dtemp >= Player.p_sword)
1218 							Player.p_sword = dtemp;
1219 						else
1220 							SOMEBETTER();
1221 						break;
1222 					}
1223 					break;
1224 					/* end treasure type 8 */
1225 
1226 				case 10:
1227 				case 11:
1228 				case 12:
1229 				case 13:	/* treasure types 10 - 13 */
1230 					if (drandom() < 0.33) {
1231 						if (Curmonster.m_treasuretype == 10) {
1232 							addstr("You've found a pair of elven boots!\n");
1233 							Player.p_quickness += 2.0;
1234 							break;
1235 						} else
1236 							if (Curmonster.m_treasuretype == 11
1237 							    && !Player.p_palantir) {
1238 								addstr("You've acquired Saruman's palantir.\n");
1239 								Player.p_palantir = TRUE;
1240 								break;
1241 							} else
1242 								if (Player.p_ring.ring_type == R_NONE
1243 								    && Player.p_specialtype < SC_COUNCIL
1244 								    && (Curmonster.m_treasuretype == 12
1245 									|| Curmonster.m_treasuretype == 13))
1246 									/* roll
1247 									 *  up
1248 									 * a
1249 									 * ring
1250 									 *  */
1251 								{
1252 									if (drandom() < 0.8)
1253 										/* r
1254 										 * e
1255 										 * g
1256 										 * u
1257 										 * l
1258 										 * a
1259 										 * r
1260 										 *
1261 										 * ri
1262 										 * n
1263 										 * g
1264 										 * s
1265 										 *  */
1266 									{
1267 										if (Curmonster.m_treasuretype == 12) {
1268 											whichtreasure = R_NAZREG;
1269 											temp = 35;
1270 										} else {
1271 											whichtreasure = R_DLREG;
1272 											temp = 0;
1273 										}
1274 									} else
1275 										/* b
1276 										 * a
1277 										 * d
1278 										 *
1279 										 * ri
1280 										 * n
1281 										 * g
1282 										 * s
1283 										 *  */
1284 									{
1285 										whichtreasure = R_BAD;
1286 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1287 									}
1288 
1289 									addstr("You've discovered a ring.  Will you pick it up ? ");
1290 									ch = getanswer("NY", FALSE);
1291 									addstr("\n\n");
1292 
1293 									if (ch == 'Y') {
1294 										Player.p_ring.ring_type = whichtreasure;
1295 										Player.p_ring.ring_duration = temp;
1296 									}
1297 									break;
1298 								}
1299 					}
1300 					/* end treasure types 10 - 13 */
1301 					/* fall through to treasure type 9 if
1302 					 * no treasure from above */
1303 
1304 				case 9:	/* treasure type 9 */
1305 					switch (whichtreasure) {
1306 					case 1:
1307 						if (Player.p_level <= 1000.0
1308 						    && Player.p_crowns <= 3
1309 						    && Player.p_level >= 10.0) {
1310 							addstr("You have found a golden crown!\n");
1311 							++Player.p_crowns;
1312 							break;
1313 						}
1314 						/* fall through otherwise */
1315 
1316 					case 2:
1317 						addstr("You've been blessed!\n");
1318 						Player.p_blessing = TRUE;
1319 						Player.p_sin /= 3.0;
1320 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
1321 						Player.p_mana += 100.0 * Circle;
1322 						break;
1323 
1324 					case 3:
1325 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1326 						dtemp = MIN(dtemp, 99.0);
1327 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1328 						if (dtemp >= Player.p_quksilver)
1329 							Player.p_quksilver = dtemp;
1330 						else
1331 							SOMEBETTER();
1332 						break;
1333 					}
1334 					break;
1335 					/* end treasure type 9 */
1336 				}
1337 	}
1338 }
1339 
1340 void
1341 cursedtreasure()
1342 {
1343 	if (Player.p_charms > 0) {
1344 		addstr("But your charm saved you!\n");
1345 		--Player.p_charms;
1346 	} else
1347 		if (Player.p_amulets > 0) {
1348 			addstr("But your amulet saved you!\n");
1349 			--Player.p_amulets;
1350 		} else {
1351 			Player.p_energy =
1352 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
1353 			Player.p_poison += 0.25;
1354 		}
1355 }
1356 
1357 void
1358 scramblestats()
1359 {
1360 	double  dbuf[6];	/* to put statistic in */
1361 	double  dtemp1, dtemp2;	/* for swapping values */
1362 	int first, second;	/* indices for swapping */
1363 	double *dptr;		/* pointer for filling and emptying buf[] */
1364 
1365 	/* fill buffer */
1366 	dptr = &dbuf[0];
1367 	*dptr++ = Player.p_strength;
1368 	*dptr++ = Player.p_mana;
1369 	*dptr++ = Player.p_brains;
1370 	*dptr++ = Player.p_magiclvl;
1371 	*dptr++ = Player.p_energy;
1372 	*dptr = Player.p_sin;
1373 
1374 	/* pick values to swap */
1375 	first = (int) ROLL(0, 5);
1376 	second = (int) ROLL(0, 5);
1377 
1378 	/* swap values */
1379 	dptr = &dbuf[0];
1380 	dtemp1 = dptr[first];
1381 	/* this expression is split to prevent a compiler loop on some
1382 	 * compilers */
1383 	dtemp2 = dptr[second];
1384 	dptr[first] = dtemp2;
1385 	dptr[second] = dtemp1;
1386 
1387 	/* empty buffer */
1388 	Player.p_strength = *dptr++;
1389 	Player.p_mana = *dptr++;
1390 	Player.p_brains = *dptr++;
1391 	Player.p_magiclvl = *dptr++;
1392 	Player.p_energy = *dptr++;
1393 	Player.p_sin = *dptr;
1394 }
1395