Expand PMF_FN_* macros.
[netbsd-mini2440.git] / games / phantasia / fight.c
blobdc77211c0a998d56038ce54b12ab2f4bc3e2fddd
1 /* $NetBSD: fight.c,v 1.12 2009/08/12 08:21:41 dholland Exp $ */
3 /*
4 * fight.c Phantasia monster fighting routines
5 */
7 #include <math.h>
8 #include <setjmp.h>
9 #include <stdio.h>
10 #include <string.h>
12 #include "macros.h"
13 #include "phantdefs.h"
14 #include "phantstruct.h"
15 #include "phantglobs.h"
17 #undef bool
18 #include <curses.h>
20 static void awardtreasure(void);
21 static void callmonster(int);
22 static void cancelmonster(void);
23 static void cursedtreasure(void);
24 static void hitmonster(double);
25 static void monsthits(void);
26 static int pickmonster(void);
27 static void playerhits(void);
28 static void scramblestats(void);
29 static void throwspell(void);
31 void
32 encounter(int particular)
34 volatile bool firsthit = Player.p_blessing; /* set if player gets
35 * the first hit */
36 volatile int flockcnt = 1; /* how many time flocked */
38 /* let others know what we are doing */
39 Player.p_status = S_MONSTER;
40 writerecord(&Player, Fileloc);
42 #ifdef SYS5
43 flushinp();
44 #endif
46 Shield = 0.0; /* no shield up yet */
48 if (particular >= 0)
49 /* monster is specified */
50 Whichmonster = particular;
51 else
52 /* pick random monster */
53 Whichmonster = pickmonster();
55 setjmp(Fightenv); /* this is to enable changing fight state */
57 move(6, 0);
58 clrtobot(); /* clear bottom area of screen */
60 Lines = 9;
61 callmonster(Whichmonster); /* set up monster to fight */
63 Luckout = FALSE; /* haven't tried to luckout yet */
65 if (Curmonster.m_type == SM_MORGOTH)
66 mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
67 Enemyname);
69 if (Curmonster.m_type == SM_UNICORN) {
70 if (Player.p_virgin) {
71 printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
72 Player.p_virgin = FALSE;
73 } else {
74 printw("You just saw %s running away!\n", Enemyname);
75 Curmonster.m_experience = 0.0;
76 Curmonster.m_treasuretype = 0;
78 } else
79 /* not a special monster */
80 for (;;)
81 /* print header, and arbitrate between player and
82 * monster */
84 mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
85 Enemyname, Curmonster.m_experience, Circle);
87 displaystats();
88 mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
89 readmessage();
91 if (Curmonster.m_type == SM_DARKLORD
92 && Player.p_blessing
93 && Player.p_charms > 0)
94 /* overpower Dark Lord with blessing and charm */
96 mvprintw(7, 0, "You just overpowered %s!", Enemyname);
97 Lines = 8;
98 Player.p_blessing = FALSE;
99 --Player.p_charms;
100 break;
102 /* allow paralyzed monster to wake up */
103 Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
105 if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
106 /* monster is faster */
107 && Curmonster.m_type != SM_DARKLORD
108 /* not D. L. */
109 && Curmonster.m_type != SM_SHRIEKER
110 /* not mimic */
111 && !firsthit)
112 /* monster gets a hit */
113 monsthits();
114 else
115 /* player gets a hit */
117 firsthit = FALSE;
118 playerhits();
121 refresh();
123 if (Lines > LINES - 2)
124 /* near bottom of screen - pause */
126 more(Lines);
127 move(Lines = 8, 0);
128 clrtobot();
130 if (Player.p_energy <= 0.0)
131 /* player died */
133 more(Lines);
134 death(Enemyname);
135 cancelmonster();
136 break; /* fight ends if the player is saved
137 * from death */
139 if (Curmonster.m_energy <= 0.0)
140 /* monster died */
141 break;
144 /* give player credit for killing monster */
145 Player.p_experience += Curmonster.m_experience;
147 if (drandom() < Curmonster.m_flock / 100.0)
148 /* monster flocks */
150 more(Lines);
151 ++flockcnt;
152 longjmp(Fightenv, 0);
153 /* NOTREACHED */
154 } else
155 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
159 * size into account */
161 more(Lines);
162 awardtreasure();
164 /* pause before returning */
165 getyx(stdscr, Lines, flockcnt);
166 more(Lines + 1);
168 Player.p_ring.ring_inuse = FALSE; /* not using ring */
170 /* clean up the screen */
171 move(4, 0);
172 clrtobot();
175 static int
176 pickmonster(void)
178 if (Player.p_specialtype == SC_VALAR)
179 /* even chance of any monster */
180 return ((int) ROLL(0.0, 100.0));
182 if (Marsh)
183 /* water monsters */
184 return ((int) ROLL(0.0, 15.0));
186 else
187 if (Circle > 24)
188 /* even chance of all non-water monsters */
189 return ((int) ROLL(14.0, 86.0));
191 else
192 if (Circle > 15)
193 /* chance of all non-water monsters, weighted
194 * toward middle */
195 return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
197 else
198 if (Circle > 8)
199 /* not all non-water monsters,
200 * weighted toward middle */
201 return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
203 else
204 if (Circle > 3)
205 /* even chance of some tamer
206 * non-water monsters */
207 return ((int) ROLL(14.0, 50.0));
209 else
210 /* even chance of some of the
211 * tamest non-water monsters */
212 return ((int) ROLL(14.0, 25.0));
215 static void
216 playerhits(void)
218 double inflict; /* damage inflicted */
219 int ch; /* input */
221 mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
223 if (!Luckout) {
224 /* haven't tried to luckout yet */
225 if (Curmonster.m_type == SM_MORGOTH)
226 /* cannot luckout against Morgoth */
227 addstr("6:Ally ");
228 else
229 addstr("6:Luckout ");
232 if (Player.p_ring.ring_type != R_NONE)
233 /* player has a ring */
234 addstr("7:Use Ring ");
235 else
236 clrtoeol();
238 ch = inputoption();
240 move(8, 0);
241 clrtobot(); /* clear any messages from before */
242 Lines = 9;
243 mvaddstr(4, 0, "\n\n"); /* clear status area */
245 switch (ch) {
246 case 'T': /* timeout; lose turn */
247 break;
249 case ' ':
250 case '1': /* melee */
251 /* melee affects monster's energy and strength */
252 inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
253 + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
255 Curmonster.m_melee += inflict;
256 Curmonster.m_strength = Curmonster.m_o_strength
257 - Curmonster.m_melee / Curmonster.m_o_energy
258 * Curmonster.m_o_strength / 4.0;
259 hitmonster(inflict);
260 break;
262 case '2': /* skirmish */
263 /* skirmish affects monter's energy and speed */
264 inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
265 + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
267 Curmonster.m_skirmish += inflict;
268 Curmonster.m_maxspeed = Curmonster.m_o_speed
269 - Curmonster.m_skirmish / Curmonster.m_o_energy
270 * Curmonster.m_o_speed / 4.0;
271 hitmonster(inflict);
272 break;
274 case '3': /* evade */
275 /* use brains and speed to try to evade */
276 if ((Curmonster.m_type == SM_DARKLORD
277 || Curmonster.m_type == SM_SHRIEKER
278 /* can always run from D. L. and shrieker */
279 || drandom() * Player.p_speed * Player.p_brains
280 > drandom() * Curmonster.m_speed * Curmonster.m_brains)
281 && (Curmonster.m_type != SM_MIMIC))
282 /* cannot run from mimic */
284 mvaddstr(Lines++, 0, "You got away!");
285 cancelmonster();
286 altercoordinates(0.0, 0.0, A_NEAR);
287 } else
288 mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
290 break;
292 case 'M':
293 case '4': /* magic spell */
294 throwspell();
295 break;
297 case '5': /* nick */
298 /* hit 1 plus sword; give some experience */
299 inflict = 1.0 + Player.p_sword;
300 Player.p_experience += floor(Curmonster.m_experience / 10.0);
301 Curmonster.m_experience *= 0.92;
302 /* monster gets meaner */
303 Curmonster.m_maxspeed += 2.0;
304 Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
305 if (Curmonster.m_type == SM_DARKLORD)
306 /* Dark Lord; doesn't like to be nicked */
308 mvprintw(Lines++, 0,
309 "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
310 Player.p_quickness /= 2.0;
311 altercoordinates(0.0, 0.0, A_FAR);
312 cancelmonster();
313 } else
314 hitmonster(inflict);
315 break;
317 case 'B':
318 case '6': /* luckout */
319 if (Luckout)
320 mvaddstr(Lines++, 0, "You already tried that.");
321 else {
322 Luckout = TRUE;
323 if (Curmonster.m_type == SM_MORGOTH)
324 /* Morgoth; ally */
326 if (drandom() < Player.p_sin / 100.0) {
327 mvprintw(Lines++, 0, "%s accepted!", Enemyname);
328 cancelmonster();
329 } else
330 mvaddstr(Lines++, 0, "Nope, he's not interested.");
331 } else
332 /* normal monster; use brains for success */
334 if ((drandom() + 0.333) * Player.p_brains
335 < (drandom() + 0.333) * Curmonster.m_brains)
336 mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
337 else {
338 mvaddstr(Lines++, 0, "You made it!");
339 Curmonster.m_energy = 0.0;
343 break;
345 case '7': /* use ring */
346 if (Player.p_ring.ring_type != R_NONE) {
347 mvaddstr(Lines++, 0, "Now using ring.");
348 Player.p_ring.ring_inuse = TRUE;
349 if (Player.p_ring.ring_type != R_DLREG)
350 /* age ring */
351 --Player.p_ring.ring_duration;
353 break;
358 static void
359 monsthits(void)
361 double inflict; /* damage inflicted */
362 int ch; /* input */
364 switch (Curmonster.m_type)
365 /* may be a special monster */
367 case SM_DARKLORD:
368 /* hits just enough to kill player */
369 inflict = (Player.p_energy + Shield) * 1.02;
370 goto SPECIALHIT;
372 case SM_SHRIEKER:
373 /* call a big monster */
374 mvaddstr(Lines++, 0,
375 "Shrieeeek!! You scared it, and it called one of its friends.");
376 more(Lines);
377 Whichmonster = (int) ROLL(70.0, 30.0);
378 longjmp(Fightenv, 0);
379 /* NOTREACHED */
381 case SM_BALROG:
382 /* take experience away */
383 inflict = ROLL(10.0, Curmonster.m_strength);
384 inflict = MIN(Player.p_experience, inflict);
385 mvprintw(Lines++, 0,
386 "%s took away %.0f experience points.", Enemyname, inflict);
387 Player.p_experience -= inflict;
388 return;
390 case SM_FAERIES:
391 if (Player.p_holywater > 0)
392 /* holy water kills when monster tries to hit */
394 mvprintw(Lines++, 0, "Your holy water killed it!");
395 --Player.p_holywater;
396 Curmonster.m_energy = 0.0;
397 return;
399 break;
401 case SM_NONE:
402 /* normal hit */
403 break;
405 default:
406 if (drandom() > 0.2)
407 /* normal hit */
408 break;
410 /* else special things */
411 switch (Curmonster.m_type) {
412 case SM_LEANAN:
413 /* takes some of the player's strength */
414 inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
415 inflict = MIN(Player.p_strength, inflict);
416 mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
417 Enemyname, inflict);
418 Player.p_strength -= inflict;
419 Player.p_might -= inflict;
420 break;
422 case SM_SARUMAN:
423 if (Player.p_palantir)
424 /* take away palantir */
426 mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
427 Player.p_palantir = FALSE;
428 } else
429 if (drandom() > 0.5)
430 /* gems turn to gold */
432 mvprintw(Lines++, 0,
433 "%s transformed your gems into gold!", Enemyname);
434 Player.p_gold += Player.p_gems;
435 Player.p_gems = 0.0;
436 } else
437 /* scramble some stats */
439 mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
440 scramblestats();
442 break;
444 case SM_THAUMATURG:
445 /* transport player */
446 mvprintw(Lines++, 0, "%s transported you!", Enemyname);
447 altercoordinates(0.0, 0.0, A_FAR);
448 cancelmonster();
449 break;
451 case SM_VORTEX:
452 /* suck up some mana */
453 inflict = ROLL(0, 7.5 * Circle);
454 inflict = MIN(Player.p_mana, floor(inflict));
455 mvprintw(Lines++, 0,
456 "%s sucked up %.0f of your mana!", Enemyname, inflict);
457 Player.p_mana -= inflict;
458 break;
460 case SM_NAZGUL:
461 /* try to take ring if player has one */
462 if (Player.p_ring.ring_type != R_NONE)
463 /* player has a ring */
465 mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
466 ch = getanswer("YN", FALSE);
467 if (ch == 'Y')
468 /* take ring away */
470 Player.p_ring.ring_type = R_NONE;
471 Player.p_ring.ring_inuse = FALSE;
472 cancelmonster();
473 break;
476 /* otherwise, take some brains */
477 mvprintw(Lines++, 0,
478 "%s neutralized 1/5 of your brain!", Enemyname);
479 Player.p_brains *= 0.8;
480 break;
482 case SM_TIAMAT:
483 /* take some gold and gems */
484 mvprintw(Lines++, 0,
485 "%s took half your gold and gems and flew off.", Enemyname);
486 Player.p_gold /= 2.0;
487 Player.p_gems /= 2.0;
488 cancelmonster();
489 break;
491 case SM_KOBOLD:
492 /* steal a gold piece and run */
493 mvprintw(Lines++, 0,
494 "%s stole one gold piece and ran away.", Enemyname);
495 Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
496 cancelmonster();
497 break;
499 case SM_SHELOB:
500 /* bite and (medium) poison */
501 mvprintw(Lines++, 0,
502 "%s has bitten and poisoned you!", Enemyname);
503 Player.p_poison -= 1.0;
504 break;
506 case SM_LAMPREY:
507 /* bite and (small) poison */
508 mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
509 Player.p_poison += 0.25;
510 break;
512 case SM_BONNACON:
513 /* fart and run */
514 mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
515 Player.p_energy /= 2.0; /* damage from fumes */
516 cancelmonster();
517 break;
519 case SM_SMEAGOL:
520 if (Player.p_ring.ring_type != R_NONE)
521 /* try to steal ring */
523 mvprintw(Lines++, 0,
524 "%s tried to steal your ring, ", Enemyname);
525 if (drandom() > 0.1)
526 addstr("but was unsuccessful.");
527 else {
528 addstr("and ran away with it!");
529 Player.p_ring.ring_type = R_NONE;
530 cancelmonster();
533 break;
535 case SM_SUCCUBUS:
536 /* inflict damage through shield */
537 inflict = ROLL(15.0, Circle * 10.0);
538 inflict = MIN(inflict, Player.p_energy);
539 mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
540 Enemyname, inflict);
541 Player.p_energy -= inflict;
542 break;
544 case SM_CERBERUS:
545 /* take all metal treasures */
546 mvprintw(Lines++, 0,
547 "%s took all your metal treasures!", Enemyname);
548 Player.p_crowns = 0;
549 Player.p_sword =
550 Player.p_shield =
551 Player.p_gold = 0.0;
552 cancelmonster();
553 break;
555 case SM_UNGOLIANT:
556 /* (large) poison and take a quickness */
557 mvprintw(Lines++, 0,
558 "%s poisoned you, and took one quik.", Enemyname);
559 Player.p_poison += 5.0;
560 Player.p_quickness -= 1.0;
561 break;
563 case SM_JABBERWOCK:
564 /* fly away, and leave either a Jubjub bird or
565 * Bonnacon */
566 mvprintw(Lines++, 0,
567 "%s flew away, and left you to contend with one of its friends.",
568 Enemyname);
569 Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
570 longjmp(Fightenv, 0);
571 /* NOTREACHED */
573 case SM_TROLL:
574 /* partially regenerate monster */
575 mvprintw(Lines++, 0,
576 "%s partially regenerated his energy.!", Enemyname);
577 Curmonster.m_energy +=
578 floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
579 Curmonster.m_strength = Curmonster.m_o_strength;
580 Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
581 Curmonster.m_maxspeed = Curmonster.m_o_speed;
582 break;
584 case SM_WRAITH:
585 if (!Player.p_blindness)
586 /* make blind */
588 mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
589 Player.p_blindness = TRUE;
590 Enemyname = "A monster";
592 break;
594 return;
597 /* fall through to here if monster inflicts a normal hit */
598 inflict = drandom() * Curmonster.m_strength + 0.5;
599 SPECIALHIT:
600 mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
602 if ((Shield -= inflict) < 0) {
603 Player.p_energy += Shield;
604 Shield = 0.0;
608 static void
609 cancelmonster(void)
611 Curmonster.m_energy = 0.0;
612 Curmonster.m_experience = 0.0;
613 Curmonster.m_treasuretype = 0;
614 Curmonster.m_flock = 0.0;
617 static void
618 hitmonster(double inflict)
620 mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
621 Curmonster.m_energy -= inflict;
622 if (Curmonster.m_energy > 0.0) {
623 if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
624 /* special monster didn't die */
625 monsthits();
626 } else
627 /* monster died. print message. */
629 if (Curmonster.m_type == SM_MORGOTH)
630 mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
631 else
632 /* all other types of monsters */
634 mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
636 if (Curmonster.m_type == SM_MIMIC
637 && strcmp(Curmonster.m_name, "A Mimic") != 0
638 && !Player.p_blindness)
639 mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
644 static void
645 throwspell(void)
647 double inflict; /* damage inflicted */
648 double dtemp; /* for dtemporary calculations */
649 int ch; /* input */
651 inflict = 0;
652 mvaddstr(7, 0, "\n\n"); /* clear menu area */
654 if (Player.p_magiclvl >= ML_ALLORNOTHING)
655 mvaddstr(7, 0, "1:All or Nothing ");
656 if (Player.p_magiclvl >= ML_MAGICBOLT)
657 addstr("2:Magic Bolt ");
658 if (Player.p_magiclvl >= ML_FORCEFIELD)
659 addstr("3:Force Field ");
660 if (Player.p_magiclvl >= ML_XFORM)
661 addstr("4:Transform ");
662 if (Player.p_magiclvl >= ML_INCRMIGHT)
663 addstr("5:Increase Might\n");
664 if (Player.p_magiclvl >= ML_INVISIBLE)
665 mvaddstr(8, 0, "6:Invisibility ");
666 if (Player.p_magiclvl >= ML_XPORT)
667 addstr("7:Transport ");
668 if (Player.p_magiclvl >= ML_PARALYZE)
669 addstr("8:Paralyze ");
670 if (Player.p_specialtype >= SC_COUNCIL)
671 addstr("9:Specify");
672 mvaddstr(4, 0, "Spell ? ");
674 ch = getanswer(" ", TRUE);
676 mvaddstr(7, 0, "\n\n"); /* clear menu area */
678 if (Curmonster.m_type == SM_MORGOTH && ch != '3')
679 /* can only throw force field against Morgoth */
680 ILLSPELL();
681 else
682 switch (ch) {
683 case '1': /* all or nothing */
684 if (drandom() < 0.25)
685 /* success */
687 inflict = Curmonster.m_energy * 1.01 + 1.0;
689 if (Curmonster.m_type == SM_DARKLORD)
690 /* all or nothing doesn't quite work
691 * against D. L. */
692 inflict *= 0.9;
693 } else
694 /* failure -- monster gets stronger and
695 * quicker */
697 Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
698 Curmonster.m_maxspeed *= 2.0;
699 Curmonster.m_o_speed *= 2.0;
701 /* paralyzed monsters wake up a bit */
702 Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
705 if (Player.p_mana >= MM_ALLORNOTHING)
706 /* take a mana if player has one */
707 Player.p_mana -= MM_ALLORNOTHING;
709 hitmonster(inflict);
710 break;
712 case '2': /* magic bolt */
713 if (Player.p_magiclvl < ML_MAGICBOLT)
714 ILLSPELL();
715 else {
717 /* prompt for amount to expend */
719 mvaddstr(4, 0, "How much mana for bolt? ");
720 dtemp = floor(infloat());
722 while (dtemp < 0.0 || dtemp > Player.p_mana);
724 Player.p_mana -= dtemp;
726 if (Curmonster.m_type == SM_DARKLORD)
727 /* magic bolts don't work against D.
728 * L. */
729 inflict = 0.0;
730 else
731 inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
732 mvaddstr(5, 0, "Magic Bolt fired!\n");
733 hitmonster(inflict);
735 break;
737 case '3': /* force field */
738 if (Player.p_magiclvl < ML_FORCEFIELD)
739 ILLSPELL();
740 else
741 if (Player.p_mana < MM_FORCEFIELD)
742 NOMANA();
743 else {
744 Player.p_mana -= MM_FORCEFIELD;
745 Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
746 mvaddstr(5, 0, "Force Field up.\n");
748 break;
750 case '4': /* transform */
751 if (Player.p_magiclvl < ML_XFORM)
752 ILLSPELL();
753 else
754 if (Player.p_mana < MM_XFORM)
755 NOMANA();
756 else {
757 Player.p_mana -= MM_XFORM;
758 Whichmonster = (int) ROLL(0.0, 100.0);
759 longjmp(Fightenv, 0);
760 /* NOTREACHED */
762 break;
764 case '5': /* increase might */
765 if (Player.p_magiclvl < ML_INCRMIGHT)
766 ILLSPELL();
767 else
768 if (Player.p_mana < MM_INCRMIGHT)
769 NOMANA();
770 else {
771 Player.p_mana -= MM_INCRMIGHT;
772 Player.p_might +=
773 (1.2 * (Player.p_strength + Player.p_sword)
774 + 5.0 - Player.p_might) / 2.0;
775 mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
777 break;
779 case '6': /* invisible */
780 if (Player.p_magiclvl < ML_INVISIBLE)
781 ILLSPELL();
782 else
783 if (Player.p_mana < MM_INVISIBLE)
784 NOMANA();
785 else {
786 Player.p_mana -= MM_INVISIBLE;
787 Player.p_speed +=
788 (1.2 * (Player.p_quickness + Player.p_quksilver)
789 + 5.0 - Player.p_speed) / 2.0;
790 mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
792 break;
794 case '7': /* transport */
795 if (Player.p_magiclvl < ML_XPORT)
796 ILLSPELL();
797 else
798 if (Player.p_mana < MM_XPORT)
799 NOMANA();
800 else {
801 Player.p_mana -= MM_XPORT;
802 if (Player.p_brains + Player.p_magiclvl
803 < Curmonster.m_experience / 200.0 * drandom()) {
804 mvaddstr(5, 0, "Transport backfired!\n");
805 altercoordinates(0.0, 0.0, A_FAR);
806 cancelmonster();
807 } else {
808 mvprintw(5, 0, "%s is transported.\n", Enemyname);
809 if (drandom() < 0.3)
810 /* monster didn't drop
811 * its treasure */
812 Curmonster.m_treasuretype = 0;
814 Curmonster.m_energy = 0.0;
817 break;
819 case '8': /* paralyze */
820 if (Player.p_magiclvl < ML_PARALYZE)
821 ILLSPELL();
822 else
823 if (Player.p_mana < MM_PARALYZE)
824 NOMANA();
825 else {
826 Player.p_mana -= MM_PARALYZE;
827 if (Player.p_magiclvl >
828 Curmonster.m_experience / 1000.0 * drandom()) {
829 mvprintw(5, 0, "%s is held.\n", Enemyname);
830 Curmonster.m_speed = -2.0;
831 } else
832 mvaddstr(5, 0, "Monster unaffected.\n");
834 break;
836 case '9': /* specify */
837 if (Player.p_specialtype < SC_COUNCIL)
838 ILLSPELL();
839 else
840 if (Player.p_mana < MM_SPECIFY)
841 NOMANA();
842 else {
843 Player.p_mana -= MM_SPECIFY;
844 mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
845 Whichmonster = (int) infloat();
846 Whichmonster = MAX(0, MIN(99, Whichmonster));
847 longjmp(Fightenv, 0);
848 /* NOTREACHED */
850 break;
854 static void
855 callmonster(int which)
857 struct monster Othermonster; /* to find a name for mimics */
859 which = MIN(which, 99); /* make sure within range */
861 /* fill structure */
862 fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
863 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
865 /* handle some special monsters */
866 if (Curmonster.m_type == SM_MODNAR) {
867 if (Player.p_specialtype < SC_COUNCIL)
868 /* randomize some stats */
870 Curmonster.m_strength *= drandom() + 0.5;
871 Curmonster.m_brains *= drandom() + 0.5;
872 Curmonster.m_speed *= drandom() + 0.5;
873 Curmonster.m_energy *= drandom() + 0.5;
874 Curmonster.m_experience *= drandom() + 0.5;
875 Curmonster.m_treasuretype =
876 (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
877 } else
878 /* make Modnar into Morgoth */
880 strcpy(Curmonster.m_name, "Morgoth");
881 Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
882 + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
883 Curmonster.m_brains = Player.p_brains;
884 Curmonster.m_energy = Player.p_might * 30.0;
885 Curmonster.m_type = SM_MORGOTH;
886 Curmonster.m_speed = Player.p_speed * 1.1
887 + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
888 Curmonster.m_flock = 0.0;
889 Curmonster.m_treasuretype = 0;
890 Curmonster.m_experience = 0.0;
892 } else
893 if (Curmonster.m_type == SM_MIMIC)
894 /* pick another name */
896 which = (int) ROLL(0.0, 100.0);
897 fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
898 fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
899 strcpy(Curmonster.m_name, Othermonster.m_name);
901 truncstring(Curmonster.m_name);
903 if (Curmonster.m_type != SM_MORGOTH)
904 /* adjust stats based on which circle player is in */
906 Curmonster.m_strength *= (1.0 + Circle / 2.0);
907 Curmonster.m_brains *= Circle;
908 Curmonster.m_speed += Circle * 1.e-9;
909 Curmonster.m_energy *= Circle;
910 Curmonster.m_experience *= Circle;
912 if (Player.p_blindness)
913 /* cannot see monster if blind */
914 Enemyname = "A monster";
915 else
916 Enemyname = Curmonster.m_name;
918 if (Player.p_speed <= 0.0)
919 /* make Player.p_speed positive */
921 Curmonster.m_speed += -Player.p_speed;
922 Player.p_speed = 1.0;
924 /* fill up the rest of the structure */
925 Curmonster.m_o_strength = Curmonster.m_strength;
926 Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
927 Curmonster.m_o_energy = Curmonster.m_energy;
928 Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
931 static void
932 awardtreasure(void)
934 int whichtreasure; /* calculated treasure to grant */
935 int temp; /* temporary */
936 int ch; /* input */
937 double treasuretype; /* monster's treasure type */
938 double gold = 0.0; /* gold awarded */
939 double gems = 0.0; /* gems awarded */
940 double dtemp; /* for temporary calculations */
942 whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
943 treasuretype = (double) Curmonster.m_treasuretype;
945 move(4, 0);
946 clrtobot();
947 move(6, 0);
949 if (drandom() > 0.65)
950 /* gold and gems */
952 if (Curmonster.m_treasuretype > 7)
953 /* gems */
955 gems = ROLL(1.0, (treasuretype - 7.0)
956 * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
957 printw("You have discovered %.0f gems!", gems);
958 } else
959 /* gold */
961 gold = ROLL(treasuretype * 10.0, treasuretype
962 * treasuretype * 10.0 * (Circle - 1.0));
963 printw("You have found %.0f gold pieces.", gold);
966 addstr(" Do you want to pick them up ? ");
967 ch = getanswer("NY", FALSE);
968 addstr("\n\n");
970 if (ch == 'Y') {
971 if (drandom() < treasuretype / 35.0 + 0.04)
972 /* cursed */
974 addstr("They were cursed!\n");
975 cursedtreasure();
976 } else
977 collecttaxes(gold, gems);
980 return;
981 } else
982 /* other treasures */
984 addstr("You have found some treasure. Do you want to inspect it ? ");
985 ch = getanswer("NY", FALSE);
986 addstr("\n\n");
988 if (ch != 'Y')
989 return;
990 else
991 if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
992 addstr("It was cursed!\n");
993 cursedtreasure();
994 return;
995 } else
996 switch (Curmonster.m_treasuretype) {
997 case 1: /* treasure type 1 */
998 switch (whichtreasure) {
999 case 1:
1000 addstr("You've discovered a power booster!\n");
1001 Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
1002 break;
1004 case 2:
1005 addstr("You have encountered a druid.\n");
1006 Player.p_experience +=
1007 ROLL(0.0, 2000.0 + Circle * 400.0);
1008 break;
1010 case 3:
1011 addstr("You have found a holy orb.\n");
1012 Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
1013 break;
1015 break;
1016 /* end treasure type 1 */
1018 case 2: /* treasure type 2 */
1019 switch (whichtreasure) {
1020 case 1:
1021 addstr("You have found an amulet.\n");
1022 ++Player.p_amulets;
1023 break;
1025 case 2:
1026 addstr("You've found some holy water!\n");
1027 ++Player.p_holywater;
1028 break;
1030 case 3:
1031 addstr("You've met a hermit!\n");
1032 Player.p_sin *= 0.75;
1033 Player.p_mana += 12.0 * Circle;
1034 break;
1036 break;
1037 /* end treasure type 2 */
1039 case 3: /* treasure type 3 */
1040 switch (whichtreasure) {
1041 case 1:
1042 dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1043 printw("You've found a +%.0f shield!\n", dtemp);
1044 if (dtemp >= Player.p_shield)
1045 Player.p_shield = dtemp;
1046 else
1047 SOMEBETTER();
1048 break;
1050 case 2:
1051 addstr("You have rescued a virgin. Will you be honorable ? ");
1052 ch = getanswer("NY", FALSE);
1053 addstr("\n\n");
1054 if (ch == 'Y')
1055 Player.p_virgin = TRUE;
1056 else {
1057 Player.p_experience += 2000.0 * Circle;
1058 ++Player.p_sin;
1060 break;
1062 case 3:
1063 addstr("You've discovered some athelas!\n");
1064 --Player.p_poison;
1065 break;
1067 break;
1068 /* end treasure type 3 */
1070 case 4: /* treasure type 4 */
1071 addstr("You've found a scroll. Will you read it ? ");
1072 ch = getanswer("NY", FALSE);
1073 addstr("\n\n");
1075 if (ch == 'Y')
1076 switch ((int) ROLL(1, 6)) {
1077 case 1:
1078 addstr("It throws up a shield for you next monster.\n");
1079 getyx(stdscr, whichtreasure, ch);
1080 more(whichtreasure);
1081 Shield =
1082 (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1083 Whichmonster = pickmonster();
1084 longjmp(Fightenv, 0);
1085 /* NOTREACHED */
1087 case 2:
1088 addstr("It makes you invisible for you next monster.\n");
1089 getyx(stdscr, whichtreasure, ch);
1090 more(whichtreasure);
1091 Player.p_speed = 1e6;
1092 Whichmonster = pickmonster();
1093 longjmp(Fightenv, 0);
1094 /* NOTREACHED */
1096 case 3:
1097 addstr("It increases your strength ten fold to fight your next monster.\n");
1098 getyx(stdscr, whichtreasure, ch);
1099 more(whichtreasure);
1100 Player.p_might *= 10.0;
1101 Whichmonster = pickmonster();
1102 longjmp(Fightenv, 0);
1103 /* NOTREACHED */
1105 case 4:
1106 addstr("It is a general knowledge scroll.\n");
1107 Player.p_brains += ROLL(2.0, Circle);
1108 Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1109 break;
1111 case 5:
1112 addstr("It tells you how to pick your next monster.\n");
1113 addstr("Which monster do you want [0-99] ? ");
1114 Whichmonster = (int) infloat();
1115 Whichmonster = MIN(99, MAX(0, Whichmonster));
1116 longjmp(Fightenv, 0);
1118 case 6:
1119 addstr("It was cursed!\n");
1120 cursedtreasure();
1121 break;
1123 break;
1124 /* end treasure type 4 */
1126 case 5: /* treasure type 5 */
1127 switch (whichtreasure) {
1128 case 1:
1129 dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1130 printw("You've discovered a +%.0f dagger.\n", dtemp);
1131 if (dtemp >= Player.p_sword)
1132 Player.p_sword = dtemp;
1133 else
1134 SOMEBETTER();
1135 break;
1137 case 2:
1138 dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1139 printw("You have found some +%.0f armour!\n", dtemp);
1140 if (dtemp >= Player.p_shield)
1141 Player.p_shield = dtemp;
1142 else
1143 SOMEBETTER();
1144 break;
1146 case 3:
1147 addstr("You've found a tablet.\n");
1148 Player.p_brains += 4.5 * Circle;
1149 break;
1151 break;
1152 /* end treasure type 5 */
1154 case 6: /* treasure type 6 */
1155 switch (whichtreasure) {
1156 case 1:
1157 addstr("You've found a priest.\n");
1158 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1159 Player.p_sin /= 2.0;
1160 Player.p_mana += 24.0 * Circle;
1161 Player.p_brains += Circle;
1162 break;
1164 case 2:
1165 addstr("You have come upon Robin Hood!\n");
1166 Player.p_shield += Circle * 2.0;
1167 Player.p_strength += Circle / 2.5 + 1.0;
1168 break;
1170 case 3:
1171 dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1172 printw("You have found a +%.0f axe!\n", dtemp);
1173 if (dtemp >= Player.p_sword)
1174 Player.p_sword = dtemp;
1175 else
1176 SOMEBETTER();
1177 break;
1179 break;
1180 /* end treasure type 6 */
1182 case 7: /* treasure type 7 */
1183 switch (whichtreasure) {
1184 case 1:
1185 addstr("You've discovered a charm!\n");
1186 ++Player.p_charms;
1187 break;
1189 case 2:
1190 addstr("You have encountered Merlyn!\n");
1191 Player.p_brains += Circle + 5.0;
1192 Player.p_magiclvl += Circle / 3.0 + 5.0;
1193 Player.p_mana += Circle * 10.0;
1194 break;
1196 case 3:
1197 dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1198 printw("You have found a +%.0f war hammer!\n", dtemp);
1199 if (dtemp >= Player.p_sword)
1200 Player.p_sword = dtemp;
1201 else
1202 SOMEBETTER();
1203 break;
1205 break;
1206 /* end treasure type 7 */
1208 case 8: /* treasure type 8 */
1209 switch (whichtreasure) {
1210 case 1:
1211 addstr("You have found a healing potion.\n");
1212 Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1213 break;
1215 case 2:
1216 addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1217 ch = getanswer("NY", FALSE);
1218 addstr("\n\n");
1219 if (ch == 'Y') {
1220 double x, y;
1222 addstr("X Y Coordinates ? ");
1223 getstring(Databuf, SZ_DATABUF);
1224 sscanf(Databuf, "%lf %lf", &x, &y);
1225 altercoordinates(x, y, A_FORCED);
1227 break;
1229 case 3:
1230 dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1231 printw("You've found a +%.0f sword!\n", dtemp);
1232 if (dtemp >= Player.p_sword)
1233 Player.p_sword = dtemp;
1234 else
1235 SOMEBETTER();
1236 break;
1238 break;
1239 /* end treasure type 8 */
1241 case 10:
1242 case 11:
1243 case 12:
1244 case 13: /* treasure types 10 - 13 */
1245 if (drandom() < 0.33) {
1246 if (Curmonster.m_treasuretype == 10) {
1247 addstr("You've found a pair of elven boots!\n");
1248 Player.p_quickness += 2.0;
1249 break;
1250 } else
1251 if (Curmonster.m_treasuretype == 11
1252 && !Player.p_palantir) {
1253 addstr("You've acquired Saruman's palantir.\n");
1254 Player.p_palantir = TRUE;
1255 break;
1256 } else
1257 if (Player.p_ring.ring_type == R_NONE
1258 && Player.p_specialtype < SC_COUNCIL
1259 && (Curmonster.m_treasuretype == 12
1260 || Curmonster.m_treasuretype == 13))
1261 /* roll
1262 * up
1264 * ring
1265 * */
1267 if (drandom() < 0.8)
1268 /* r
1276 * ri
1280 * */
1282 if (Curmonster.m_treasuretype == 12) {
1283 whichtreasure = R_NAZREG;
1284 temp = 35;
1285 } else {
1286 whichtreasure = R_DLREG;
1287 temp = 0;
1289 } else
1290 /* b
1294 * ri
1298 * */
1300 whichtreasure = R_BAD;
1301 temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1304 addstr("You've discovered a ring. Will you pick it up ? ");
1305 ch = getanswer("NY", FALSE);
1306 addstr("\n\n");
1308 if (ch == 'Y') {
1309 Player.p_ring.ring_type = whichtreasure;
1310 Player.p_ring.ring_duration = temp;
1312 break;
1315 /* end treasure types 10 - 13 */
1316 /* fall through to treasure type 9 if
1317 * no treasure from above */
1319 case 9: /* treasure type 9 */
1320 switch (whichtreasure) {
1321 case 1:
1322 if (Player.p_level <= 1000.0
1323 && Player.p_crowns <= 3
1324 && Player.p_level >= 10.0) {
1325 addstr("You have found a golden crown!\n");
1326 ++Player.p_crowns;
1327 break;
1329 /* fall through otherwise */
1331 case 2:
1332 addstr("You've been blessed!\n");
1333 Player.p_blessing = TRUE;
1334 Player.p_sin /= 3.0;
1335 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1336 Player.p_mana += 100.0 * Circle;
1337 break;
1339 case 3:
1340 dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1341 dtemp = MIN(dtemp, 99.0);
1342 printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1343 if (dtemp >= Player.p_quksilver)
1344 Player.p_quksilver = dtemp;
1345 else
1346 SOMEBETTER();
1347 break;
1349 break;
1350 /* end treasure type 9 */
1355 static void
1356 cursedtreasure(void)
1358 if (Player.p_charms > 0) {
1359 addstr("But your charm saved you!\n");
1360 --Player.p_charms;
1361 } else
1362 if (Player.p_amulets > 0) {
1363 addstr("But your amulet saved you!\n");
1364 --Player.p_amulets;
1365 } else {
1366 Player.p_energy =
1367 (Player.p_maxenergy + Player.p_shield) / 10.0;
1368 Player.p_poison += 0.25;
1372 static void
1373 scramblestats(void)
1375 double dbuf[6]; /* to put statistic in */
1376 double dtemp1, dtemp2; /* for swapping values */
1377 int first, second; /* indices for swapping */
1378 double *dptr; /* pointer for filling and emptying buf[] */
1380 /* fill buffer */
1381 dptr = &dbuf[0];
1382 *dptr++ = Player.p_strength;
1383 *dptr++ = Player.p_mana;
1384 *dptr++ = Player.p_brains;
1385 *dptr++ = Player.p_magiclvl;
1386 *dptr++ = Player.p_energy;
1387 *dptr = Player.p_sin;
1389 /* pick values to swap */
1390 first = (int) ROLL(0, 5);
1391 second = (int) ROLL(0, 5);
1393 /* swap values */
1394 dptr = &dbuf[0];
1395 dtemp1 = dptr[first];
1396 /* this expression is split to prevent a compiler loop on some
1397 * compilers */
1398 dtemp2 = dptr[second];
1399 dptr[first] = dtemp2;
1400 dptr[second] = dtemp1;
1402 /* empty buffer */
1403 Player.p_strength = *dptr++;
1404 Player.p_mana = *dptr++;
1405 Player.p_brains = *dptr++;
1406 Player.p_magiclvl = *dptr++;
1407 Player.p_energy = *dptr++;
1408 Player.p_sin = *dptr;