2 * fight.c Phantasia monster fighting routines
4 * $FreeBSD: src/games/phantasia/fight.c,v 1.7 1999/11/16 02:57:33 billf Exp $
5 * $DragonFly: src/games/phantasia/fight.c,v 1.3 2005/05/31 00:06:26 swildner Exp $
11 /* functions which we need to know about */
13 extern int getanswer(const char *, bool);
14 extern void getstring(char *, int);
15 extern double infloat(void);
16 extern int inputoption(void);
17 extern void more(int);
19 extern void altercoordinates(double, double, int);
20 extern void collecttaxes(double, double);
21 extern void death(const char *);
22 extern void displaystats(void);
23 extern void readmessage(void);
24 extern void truncstring(char *);
25 extern void writerecord(struct player *, long);
27 extern double drandom(void);
30 int pickmonster(void);
31 void playerhits(void);
33 void cancelmonster(void);
34 void hitmonster(double);
35 void throwspell(void);
36 void callmonster(int);
37 void awardtreasure(void);
38 void cursedtreasure(void);
39 void scramblestats(void);
41 /************************************************************************
43 / FUNCTION NAME: encounter()
45 / FUNCTION: monster battle routine
47 / AUTHOR: E. A. Estes, 2/20/86
50 / int particular - particular monster to fight if >= 0
54 / MODULES CALLED: monsthits(), playerhits(), readmessage(), callmonster(),
55 / writerecord(), pickmonster(), displaystats(), pow(), cancelmonster(),
56 / awardtreasure(), more(), death(), wmove(), setjmp(), drandom(), printw(),
57 / longjmp(), wrefresh(), mvprintw(), wclrtobot()
59 / GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
60 / Player, *stdscr, Fileloc, Fightenv[], *Enemyname
62 / GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
65 / Choose a monster and check against some special types.
66 / Arbitrate between monster and player. Watch for either
69 *************************************************************************/
72 encounter(int particular)
74 volatile bool firsthit = Player.p_blessing; /* set if player gets the first hit */
75 int flockcnt = 1; /* how many time flocked */
77 /* let others know what we are doing */
78 Player.p_status = S_MONSTER;
79 writerecord(&Player, Fileloc);
85 Shield = 0.0; /* no shield up yet */
88 /* monster is specified */
89 Whichmonster = particular;
91 /* pick random monster */
92 Whichmonster = pickmonster();
94 setjmp(Fightenv); /* this is to enable changing fight state */
97 clrtobot(); /* clear bottom area of screen */
100 callmonster(Whichmonster); /* set up monster to fight */
102 Luckout = FALSE; /* haven't tried to luckout yet */
104 if (Curmonster.m_type == SM_MORGOTH)
105 mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
108 if (Curmonster.m_type == SM_UNICORN)
112 printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
113 Player.p_virgin = FALSE;
117 printw("You just saw %s running away!\n", Enemyname);
118 Curmonster.m_experience = 0.0;
119 Curmonster.m_treasuretype = 0;
123 /* not a special monster */
125 /* print header, and arbitrate between player and monster */
127 mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
128 Enemyname, Curmonster.m_experience, Circle);
131 mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
134 if (Curmonster.m_type == SM_DARKLORD
136 && Player.p_charms > 0)
137 /* overpower Dark Lord with blessing and charm */
139 mvprintw(7, 0, "You just overpowered %s!", Enemyname);
141 Player.p_blessing = FALSE;
146 /* allow paralyzed monster to wake up */
147 Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
149 if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
150 /* monster is faster */
151 && Curmonster.m_type != SM_DARKLORD
153 && Curmonster.m_type != SM_SHRIEKER
156 /* monster gets a hit */
159 /* player gets a hit */
167 if (Lines > LINES - 2)
168 /* near bottom of screen - pause */
175 if (Player.p_energy <= 0.0)
181 break; /* fight ends if the player is saved from death */
184 if (Curmonster.m_energy <= 0.0)
189 /* give player credit for killing monster */
190 Player.p_experience += Curmonster.m_experience;
192 if (drandom() < Curmonster.m_flock / 100.0)
197 longjmp(Fightenv, 0);
200 else if (Circle > 1.0
201 && Curmonster.m_treasuretype > 0
202 && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
203 /* monster has treasure; this takes # of flocks and size into account */
209 /* pause before returning */
210 getyx(stdscr, Lines, flockcnt);
213 Player.p_ring.ring_inuse = FALSE; /* not using ring */
215 /* clean up the screen */
220 /************************************************************************
222 / FUNCTION NAME: pickmonster()
224 / FUNCTION: choose a monster based upon where we are
226 / AUTHOR: E. A. Estes, 2/20/86
230 / RETURN VALUE: monster number to call
232 / MODULES CALLED: floor(), drandom()
234 / GLOBAL INPUTS: Marsh, Circle, Player
236 / GLOBAL OUTPUTS: none
239 / Certain monsters can be found in certain areas of the grid.
240 / We take care of rolling them here.
241 / Unfortunately, this routine assumes that the monster data
242 / base is arranged in a particular order. If the data base
243 / is altered (to add monsters, or make them tougher), this
244 / routine may also need to be changed.
246 *************************************************************************/
251 if (Player.p_specialtype == SC_VALAR)
252 /* even chance of any monster */
253 return((int) ROLL(0.0, 100.0));
257 return((int) ROLL(0.0, 15.0));
259 else if (Circle > 24)
260 /* even chance of all non-water monsters */
261 return((int) ROLL(14.0, 86.0));
263 else if (Circle > 15)
264 /* chance of all non-water monsters, weighted toward middle */
265 return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
268 /* not all non-water monsters, weighted toward middle */
269 return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
272 /* even chance of some tamer non-water monsters */
273 return((int) ROLL(14.0, 50.0));
276 /* even chance of some of the tamest non-water monsters */
277 return((int) ROLL(14.0, 25.0));
280 /************************************************************************
282 / FUNCTION NAME: playerhits()
284 / FUNCTION: prompt player for action in monster battle, and process
286 / AUTHOR: E. A. Estes, 12/4/85
292 / MODULES CALLED: hitmonster(), throwspell(), inputoption(), cancelmonster(),
293 / floor(), wmove(), drandom(), altercoordinates(), waddstr(), mvprintw(),
294 / wclrtoeol(), wclrtobot()
296 / GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
298 / GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
301 / Process all monster battle options.
303 *************************************************************************/
308 double inflict; /* damage inflicted */
311 mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
314 /* haven't tried to luckout yet */
315 if (Curmonster.m_type == SM_MORGOTH)
316 /* cannot luckout against Morgoth */
319 addstr("6:Luckout ");
322 if (Player.p_ring.ring_type != R_NONE)
323 /* player has a ring */
324 addstr("7:Use Ring ");
331 clrtobot(); /* clear any messages from before */
333 mvaddstr(4, 0, "\n\n"); /* clear status area */
337 case 'T': /* timeout; lose turn */
341 case '1': /* melee */
342 /* melee affects monster's energy and strength */
343 inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
344 + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
346 Curmonster.m_melee += inflict;
347 Curmonster.m_strength = Curmonster.m_o_strength
348 - Curmonster.m_melee / Curmonster.m_o_energy
349 * Curmonster.m_o_strength / 4.0;
353 case '2': /* skirmish */
354 /* skirmish affects monter's energy and speed */
355 inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
356 + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
358 Curmonster.m_skirmish += inflict;
359 Curmonster.m_maxspeed = Curmonster.m_o_speed
360 - Curmonster.m_skirmish / Curmonster.m_o_energy
361 * Curmonster.m_o_speed / 4.0;
365 case '3': /* evade */
366 /* use brains and speed to try to evade */
367 if ((Curmonster.m_type == SM_DARKLORD
368 || Curmonster.m_type == SM_SHRIEKER
369 /* can always run from D. L. and shrieker */
370 || drandom() * Player.p_speed * Player.p_brains
371 > drandom() * Curmonster.m_speed * Curmonster.m_brains)
372 && (Curmonster.m_type != SM_MIMIC))
373 /* cannot run from mimic */
375 mvaddstr(Lines++, 0, "You got away!");
377 altercoordinates(0.0, 0.0, A_NEAR);
380 mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
385 case '4': /* magic spell */
390 /* hit 1 plus sword; give some experience */
391 inflict = 1.0 + Player.p_sword;
392 Player.p_experience += floor(Curmonster.m_experience / 10.0);
393 Curmonster.m_experience *= 0.92;
394 /* monster gets meaner */
395 Curmonster.m_maxspeed += 2.0;
396 Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
397 if (Curmonster.m_type == SM_DARKLORD)
398 /* Dark Lord; doesn't like to be nicked */
401 "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
402 Player.p_quickness /= 2.0;
403 altercoordinates(0.0, 0.0, A_FAR);
411 case '6': /* luckout */
413 mvaddstr(Lines++, 0, "You already tried that.");
417 if (Curmonster.m_type == SM_MORGOTH)
420 if (drandom() < Player.p_sin / 100.0)
422 mvprintw(Lines++, 0, "%s accepted!", Enemyname);
426 mvaddstr(Lines++, 0, "Nope, he's not interested.");
429 /* normal monster; use brains for success */
431 if ((drandom() + 0.333) * Player.p_brains
432 < (drandom() + 0.333) * Curmonster.m_brains)
433 mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
436 mvaddstr(Lines++, 0, "You made it!");
437 Curmonster.m_energy = 0.0;
443 case '7': /* use ring */
444 if (Player.p_ring.ring_type != R_NONE)
446 mvaddstr(Lines++, 0, "Now using ring.");
447 Player.p_ring.ring_inuse = TRUE;
448 if (Player.p_ring.ring_type != R_DLREG)
450 --Player.p_ring.ring_duration;
457 /************************************************************************
459 / FUNCTION NAME: monsthits()
461 / FUNCTION: process a monster hitting the player
463 / AUTHOR: E. A. Estes, 12/4/85
469 / MODULES CALLED: cancelmonster(), scramblestats(), more(), floor(), wmove(),
470 / drandom(), altercoordinates(), longjmp(), waddstr(), mvprintw(),
473 / GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr,
474 / Fightenv[], *Enemyname
476 / GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player,
480 / Handle all special monsters here. If the monster is not a special
481 / one, simply roll a hit against the player.
483 *************************************************************************/
488 double inflict; /* damage inflicted */
491 switch (Curmonster.m_type)
492 /* may be a special monster */
495 /* hits just enough to kill player */
496 inflict = (Player.p_energy + Shield) * 1.02;
500 /* call a big monster */
502 "Shrieeeek!! You scared it, and it called one of its friends.");
504 Whichmonster = (int) ROLL(70.0, 30.0);
505 longjmp(Fightenv, 0);
509 /* take experience away */
510 inflict = ROLL(10.0, Curmonster.m_strength);
511 inflict = MIN(Player.p_experience, inflict);
513 "%s took away %.0f experience points.", Enemyname, inflict);
514 Player.p_experience -= inflict;
518 if (Player.p_holywater > 0)
519 /* holy water kills when monster tries to hit */
521 mvprintw(Lines++, 0, "Your holy water killed it!");
522 --Player.p_holywater;
523 Curmonster.m_energy = 0.0;
537 /* else special things */
538 switch (Curmonster.m_type)
541 /* takes some of the player's strength */
542 inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
543 inflict = MIN(Player.p_strength, inflict);
544 mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
546 Player.p_strength -= inflict;
547 Player.p_might -= inflict;
551 if (Player.p_palantir)
552 /* take away palantir */
554 mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
555 Player.p_palantir = FALSE;
557 else if (drandom() > 0.5)
558 /* gems turn to gold */
561 "%s transformed your gems into gold!", Enemyname);
562 Player.p_gold += Player.p_gems;
566 /* scramble some stats */
568 mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
574 /* transport player */
575 mvprintw(Lines++, 0, "%s transported you!", Enemyname);
576 altercoordinates(0.0, 0.0, A_FAR);
581 /* suck up some mana */
582 inflict = ROLL(0, 7.5 * Circle);
583 inflict = MIN(Player.p_mana, floor(inflict));
585 "%s sucked up %.0f of your mana!", Enemyname, inflict);
586 Player.p_mana -= inflict;
590 /* try to take ring if player has one */
591 if (Player.p_ring.ring_type != R_NONE)
592 /* player has a ring */
594 mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
595 ch = getanswer("YN", FALSE);
599 Player.p_ring.ring_type = R_NONE;
600 Player.p_ring.ring_inuse = FALSE;
606 /* otherwise, take some brains */
608 "%s neutralized 1/5 of your brain!", Enemyname);
609 Player.p_brains *= 0.8;
613 /* take some gold and gems */
615 "%s took half your gold and gems and flew off.", Enemyname);
616 Player.p_gold /= 2.0;
617 Player.p_gems /= 2.0;
622 /* steal a gold piece and run */
624 "%s stole one gold piece and ran away.", Enemyname);
625 Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
630 /* bite and (medium) poison */
632 "%s has bitten and poisoned you!", Enemyname);
633 Player.p_poison -= 1.0;
637 /* bite and (small) poison */
638 mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
639 Player.p_poison += 0.25;
644 mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
645 Player.p_energy /= 2.0; /* damage from fumes */
650 if (Player.p_ring.ring_type != R_NONE)
651 /* try to steal ring */
654 "%s tried to steal your ring, ", Enemyname);
656 addstr("but was unsuccessful.");
659 addstr("and ran away with it!");
660 Player.p_ring.ring_type = R_NONE;
667 /* inflict damage through shield */
668 inflict = ROLL(15.0, Circle * 10.0);
669 inflict = MIN(inflict, Player.p_energy);
670 mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
672 Player.p_energy -= inflict;
676 /* take all metal treasures */
678 "%s took all your metal treasures!", Enemyname);
687 /* (large) poison and take a quickness */
689 "%s poisoned you, and took one quik.", Enemyname);
690 Player.p_poison += 5.0;
691 Player.p_quickness -= 1.0;
695 /* fly away, and leave either a Jubjub bird or Bonnacon */
697 "%s flew away, and left you to contend with one of its friends.",
699 Whichmonster = 55 + (drandom() > 0.5) ? 22 : 0;
700 longjmp(Fightenv, 0);
704 /* partially regenerate monster */
706 "%s partially regenerated his energy.!", Enemyname);
707 Curmonster.m_energy +=
708 floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
709 Curmonster.m_strength = Curmonster.m_o_strength;
710 Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
711 Curmonster.m_maxspeed = Curmonster.m_o_speed;
715 if (!Player.p_blindness)
718 mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
719 Player.p_blindness = TRUE;
720 Enemyname = "A monster";
727 /* fall through to here if monster inflicts a normal hit */
728 inflict = drandom() * Curmonster.m_strength + 0.5;
730 mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
732 if ((Shield -= inflict) < 0)
734 Player.p_energy += Shield;
739 /************************************************************************
741 / FUNCTION NAME: cancelmonster()
743 / FUNCTION: mark current monster as no longer active
745 / AUTHOR: E. A. Estes, 12/4/85
751 / MODULES CALLED: none
753 / GLOBAL INPUTS: none
755 / GLOBAL OUTPUTS: Curmonster
758 / Clear current monster's energy, experience, treasure type, and
759 / flock. This is the same as having the monster run away.
761 *************************************************************************/
766 Curmonster.m_energy = 0.0;
767 Curmonster.m_experience = 0.0;
768 Curmonster.m_treasuretype = 0;
769 Curmonster.m_flock = 0.0;
772 /************************************************************************
774 / FUNCTION NAME: hitmonster()
776 / FUNCTION: inflict damage upon current monster
778 / AUTHOR: E. A. Estes, 12/4/85
781 / double inflict - damage to inflict upon monster
785 / MODULES CALLED: monsthits(), wmove(), strcmp(), waddstr(), mvprintw()
787 / GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
789 / GLOBAL OUTPUTS: Curmonster, Lines
792 / Hit monster specified number of times. Handle when monster dies,
793 / and a few special monsters.
795 *************************************************************************/
798 hitmonster(double inflict)
800 mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
801 Curmonster.m_energy -= inflict;
802 if (Curmonster.m_energy > 0.0)
804 if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
805 /* special monster didn't die */
809 /* monster died. print message. */
811 if (Curmonster.m_type == SM_MORGOTH)
812 mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
814 /* all other types of monsters */
816 mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
818 if (Curmonster.m_type == SM_MIMIC
819 && strcmp(Curmonster.m_name, "A Mimic") != 0
820 && !Player.p_blindness)
821 mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
826 /************************************************************************
828 / FUNCTION NAME: throwspell()
830 / FUNCTION: throw a magic spell
832 / AUTHOR: E. A. Estes, 12/4/85
838 / MODULES CALLED: hitmonster(), cancelmonster(), sqrt(), floor(), wmove(),
839 / drandom(), altercoordinates(), longjmp(), infloat(), waddstr(), mvprintw(),
842 / GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr,
843 / Fightenv[], Illspell[], *Enemyname
845 / GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
848 / Prompt player and process magic spells.
850 *************************************************************************/
855 double inflict = 0; /* damage inflicted */
856 double dtemp; /* for dtemporary calculations */
859 mvaddstr(7, 0, "\n\n"); /* clear menu area */
861 if (Player.p_magiclvl >= ML_ALLORNOTHING)
862 mvaddstr(7, 0, "1:All or Nothing ");
863 if (Player.p_magiclvl >= ML_MAGICBOLT)
864 addstr("2:Magic Bolt ");
865 if (Player.p_magiclvl >= ML_FORCEFIELD)
866 addstr("3:Force Field ");
867 if (Player.p_magiclvl >= ML_XFORM)
868 addstr("4:Transform ");
869 if (Player.p_magiclvl >= ML_INCRMIGHT)
870 addstr("5:Increase Might\n");
871 if (Player.p_magiclvl >= ML_INVISIBLE)
872 mvaddstr(8, 0, "6:Invisibility ");
873 if (Player.p_magiclvl >= ML_XPORT)
874 addstr("7:Transport ");
875 if (Player.p_magiclvl >= ML_PARALYZE)
876 addstr("8:Paralyze ");
877 if (Player.p_specialtype >= SC_COUNCIL)
879 mvaddstr(4, 0, "Spell ? ");
881 ch = getanswer(" ", TRUE);
883 mvaddstr(7, 0, "\n\n"); /* clear menu area */
885 if (Curmonster.m_type == SM_MORGOTH && ch != '3')
886 /* can only throw force field against Morgoth */
891 case '1': /* all or nothing */
892 if (drandom() < 0.25)
895 inflict = Curmonster.m_energy * 1.01 + 1.0;
897 if (Curmonster.m_type == SM_DARKLORD)
898 /* all or nothing doesn't quite work against D. L. */
902 /* failure -- monster gets stronger and quicker */
904 Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
905 Curmonster.m_maxspeed *= 2.0;
906 Curmonster.m_o_speed *= 2.0;
908 /* paralyzed monsters wake up a bit */
909 Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
912 if (Player.p_mana >= MM_ALLORNOTHING)
913 /* take a mana if player has one */
914 Player.p_mana -= MM_ALLORNOTHING;
919 case '2': /* magic bolt */
920 if (Player.p_magiclvl < ML_MAGICBOLT)
925 /* prompt for amount to expend */
927 mvaddstr(4, 0, "How much mana for bolt? ");
928 dtemp = floor(infloat());
930 while (dtemp < 0.0 || dtemp > Player.p_mana);
932 Player.p_mana -= dtemp;
934 if (Curmonster.m_type == SM_DARKLORD)
935 /* magic bolts don't work against D. L. */
938 inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
939 mvaddstr(5, 0, "Magic Bolt fired!\n");
944 case '3': /* force field */
945 if (Player.p_magiclvl < ML_FORCEFIELD)
947 else if (Player.p_mana < MM_FORCEFIELD)
951 Player.p_mana -= MM_FORCEFIELD;
952 Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
953 mvaddstr(5, 0, "Force Field up.\n");
957 case '4': /* transform */
958 if (Player.p_magiclvl < ML_XFORM)
960 else if (Player.p_mana < MM_XFORM)
964 Player.p_mana -= MM_XFORM;
965 Whichmonster = (int) ROLL(0.0, 100.0);
966 longjmp(Fightenv, 0);
971 case '5': /* increase might */
972 if (Player.p_magiclvl < ML_INCRMIGHT)
974 else if (Player.p_mana < MM_INCRMIGHT)
978 Player.p_mana -= MM_INCRMIGHT;
980 (1.2 * (Player.p_strength + Player.p_sword)
981 + 5.0 - Player.p_might) / 2.0;
982 mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
986 case '6': /* invisible */
987 if (Player.p_magiclvl < ML_INVISIBLE)
989 else if (Player.p_mana < MM_INVISIBLE)
993 Player.p_mana -= MM_INVISIBLE;
995 (1.2 * (Player.p_quickness + Player.p_quksilver)
996 + 5.0 - Player.p_speed) / 2.0;
997 mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
1001 case '7': /* transport */
1002 if (Player.p_magiclvl < ML_XPORT)
1004 else if (Player.p_mana < MM_XPORT)
1008 Player.p_mana -= MM_XPORT;
1009 if (Player.p_brains + Player.p_magiclvl
1010 < Curmonster.m_experience / 200.0 * drandom())
1012 mvaddstr(5, 0, "Transport backfired!\n");
1013 altercoordinates(0.0, 0.0, A_FAR);
1018 mvprintw(5, 0, "%s is transported.\n", Enemyname);
1019 if (drandom() < 0.3)
1020 /* monster didn't drop its treasure */
1021 Curmonster.m_treasuretype = 0;
1023 Curmonster.m_energy = 0.0;
1028 case '8': /* paralyze */
1029 if (Player.p_magiclvl < ML_PARALYZE)
1031 else if (Player.p_mana < MM_PARALYZE)
1035 Player.p_mana -= MM_PARALYZE;
1036 if (Player.p_magiclvl >
1037 Curmonster.m_experience / 1000.0 * drandom())
1039 mvprintw(5, 0, "%s is held.\n", Enemyname);
1040 Curmonster.m_speed = -2.0;
1043 mvaddstr(5, 0, "Monster unaffected.\n");
1047 case '9': /* specify */
1048 if (Player.p_specialtype < SC_COUNCIL)
1050 else if (Player.p_mana < MM_SPECIFY)
1054 Player.p_mana -= MM_SPECIFY;
1055 mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
1056 Whichmonster = (int) infloat();
1057 Whichmonster = MAX(0, MIN(99, Whichmonster));
1058 longjmp(Fightenv, 0);
1065 /************************************************************************
1067 / FUNCTION NAME: callmonster()
1069 / FUNCTION: read monster from file, and fill structure
1071 / AUTHOR: E. A. Estes, 2/25/86
1074 / int which - which monster to call
1076 / RETURN VALUE: none
1078 / MODULES CALLED: truncstring(), fread(), fseek(), floor(), drandom(),
1081 / GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
1083 / GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
1086 / Read specified monster from monster database and fill up
1087 / current monster structure.
1088 / Adjust statistics based upon current size.
1089 / Handle some special monsters.
1091 *************************************************************************/
1094 callmonster(int which)
1096 struct monster Othermonster; /* to find a name for mimics */
1098 which = MIN(which, 99); /* make sure within range */
1100 /* fill structure */
1101 fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
1102 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
1104 /* handle some special monsters */
1105 if (Curmonster.m_type == SM_MODNAR)
1107 if (Player.p_specialtype < SC_COUNCIL)
1108 /* randomize some stats */
1110 Curmonster.m_strength *= drandom() + 0.5;
1111 Curmonster.m_brains *= drandom() + 0.5;
1112 Curmonster.m_speed *= drandom() + 0.5;
1113 Curmonster.m_energy *= drandom() + 0.5;
1114 Curmonster.m_experience *= drandom() + 0.5;
1115 Curmonster.m_treasuretype =
1116 (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
1119 /* make Modnar into Morgoth */
1121 strcpy(Curmonster.m_name, "Morgoth");
1122 Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
1123 + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
1124 Curmonster.m_brains = Player.p_brains;
1125 Curmonster.m_energy = Player.p_might * 30.0;
1126 Curmonster.m_type = SM_MORGOTH;
1127 Curmonster.m_speed = Player.p_speed * 1.1
1128 + (Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0;
1129 Curmonster.m_flock = 0.0;
1130 Curmonster.m_treasuretype = 0;
1131 Curmonster.m_experience = 0.0;
1134 else if (Curmonster.m_type == SM_MIMIC)
1135 /* pick another name */
1137 which = (int) ROLL(0.0, 100.0);
1138 fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
1139 fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
1140 strcpy(Curmonster.m_name, Othermonster.m_name);
1143 truncstring(Curmonster.m_name);
1145 if (Curmonster.m_type != SM_MORGOTH)
1146 /* adjust stats based on which circle player is in */
1148 Curmonster.m_strength *= (1.0 + Circle / 2.0);
1149 Curmonster.m_brains *= Circle;
1150 Curmonster.m_speed += Circle * 1.e-9;
1151 Curmonster.m_energy *= Circle;
1152 Curmonster.m_experience *= Circle;
1155 if (Player.p_blindness)
1156 /* cannot see monster if blind */
1157 Enemyname = "A monster";
1159 Enemyname = Curmonster.m_name;
1161 if (Player.p_speed <= 0.0)
1162 /* make Player.p_speed positive */
1164 Curmonster.m_speed += -Player.p_speed;
1165 Player.p_speed = 1.0;
1168 /* fill up the rest of the structure */
1169 Curmonster.m_o_strength = Curmonster.m_strength;
1170 Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
1171 Curmonster.m_o_energy = Curmonster.m_energy;
1172 Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
1175 /************************************************************************
1177 / FUNCTION NAME: awardtreasure()
1179 / FUNCTION: select a treasure
1181 / AUTHOR: E. A. Estes, 12/4/85
1185 / RETURN VALUE: none
1187 / MODULES CALLED: pickmonster(), collecttaxes(), more(), cursedtreasure(),
1188 / floor(), wmove(), drandom(), sscanf(), printw(), altercoordinates(),
1189 / longjmp(), infloat(), waddstr(), getanswer(), getstring(), wclrtobot()
1191 / GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player,
1192 / *stdscr, Databuf[], *Statptr, Fightenv[]
1194 / GLOBAL OUTPUTS: Whichmonster, Shield, Player
1197 / Roll up a treasure based upon monster type and size, and
1198 / certain player statistics.
1199 / Handle cursed treasure.
1201 *************************************************************************/
1206 int whichtreasure; /* calculated treasure to grant */
1207 int temp; /* temporary */
1209 double treasuretype; /* monster's treasure type */
1210 double gold = 0.0; /* gold awarded */
1211 double gems = 0.0; /* gems awarded */
1212 double dtemp; /* for temporary calculations */
1214 whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
1215 treasuretype = (double) Curmonster.m_treasuretype;
1221 if (drandom() > 0.65)
1224 if (Curmonster.m_treasuretype > 7)
1227 gems = ROLL(1.0, (treasuretype - 7.0)
1228 * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
1229 printw("You have discovered %.0f gems!", gems);
1234 gold = ROLL(treasuretype * 10.0, treasuretype
1235 * treasuretype * 10.0 * (Circle - 1.0));
1236 printw("You have found %.0f gold pieces.", gold);
1239 addstr(" Do you want to pick them up ? ");
1240 ch = getanswer("NY", FALSE);
1244 if (drandom() < treasuretype / 35.0 + 0.04)
1247 addstr("They were cursed!\n");
1251 collecttaxes(gold, gems);
1257 /* other treasures */
1259 addstr("You have found some treasure. Do you want to inspect it ? ");
1260 ch = getanswer("NY", FALSE);
1266 if (drandom() < 0.08 && Curmonster.m_treasuretype != 4)
1268 addstr("It was cursed!\n");
1273 switch (Curmonster.m_treasuretype)
1275 case 1: /* treasure type 1 */
1276 switch (whichtreasure)
1279 addstr("You've discovered a power booster!\n");
1280 Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
1284 addstr("You have encountered a druid.\n");
1285 Player.p_experience +=
1286 ROLL(0.0, 2000.0 + Circle * 400.0);
1290 addstr("You have found a holy orb.\n");
1291 Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
1295 /* end treasure type 1 */
1297 case 2: /* treasure type 2 */
1298 switch (whichtreasure)
1301 addstr("You have found an amulet.\n");
1306 addstr("You've found some holy water!\n");
1307 ++Player.p_holywater;
1311 addstr("You've met a hermit!\n");
1312 Player.p_sin *= 0.75;
1313 Player.p_mana += 12.0 * Circle;
1317 /* end treasure type 2 */
1319 case 3: /* treasure type 3 */
1320 switch (whichtreasure)
1323 dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1324 printw("You've found a +%.0f shield!\n", dtemp);
1325 if (dtemp >= Player.p_shield)
1326 Player.p_shield = dtemp;
1332 addstr("You have rescued a virgin. Will you be honorable ? ");
1333 ch = getanswer("NY", FALSE);
1336 Player.p_virgin = TRUE;
1339 Player.p_experience += 2000.0 * Circle;
1345 addstr("You've discovered some athelas!\n");
1350 /* end treasure type 3 */
1352 case 4: /* treasure type 4 */
1353 addstr("You've found a scroll. Will you read it ? ");
1354 ch = getanswer("NY", FALSE);
1358 switch ((int) ROLL(1, 6))
1361 addstr("It throws up a shield for you next monster.\n");
1362 getyx(stdscr, whichtreasure, ch);
1363 more(whichtreasure);
1365 (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1366 Whichmonster = pickmonster();
1367 longjmp(Fightenv, 0);
1371 addstr("It makes you invisible for you next monster.\n");
1372 getyx(stdscr, whichtreasure, ch);
1373 more(whichtreasure);
1374 Player.p_speed = 1e6;
1375 Whichmonster = pickmonster();
1376 longjmp(Fightenv, 0);
1380 addstr("It increases your strength ten fold to fight your next monster.\n");
1381 getyx(stdscr, whichtreasure, ch);
1382 more(whichtreasure);
1383 Player.p_might *= 10.0;
1384 Whichmonster = pickmonster();
1385 longjmp(Fightenv, 0);
1389 addstr("It is a general knowledge scroll.\n");
1390 Player.p_brains += ROLL(2.0, Circle);
1391 Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1395 addstr("It tells you how to pick your next monster.\n");
1396 addstr("Which monster do you want [0-99] ? ");
1397 Whichmonster = (int) infloat();
1398 Whichmonster = MIN(99, MAX(0, Whichmonster));
1399 longjmp(Fightenv, 0);
1402 addstr("It was cursed!\n");
1407 /* end treasure type 4 */
1409 case 5: /* treasure type 5 */
1410 switch (whichtreasure)
1413 dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1414 printw("You've discovered a +%.0f dagger.\n", dtemp);
1415 if (dtemp >= Player.p_sword)
1416 Player.p_sword = dtemp;
1422 dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1423 printw("You have found some +%.0f armour!\n", dtemp);
1424 if (dtemp >= Player.p_shield)
1425 Player.p_shield = dtemp;
1431 addstr("You've found a tablet.\n");
1432 Player.p_brains += 4.5 * Circle;
1436 /* end treasure type 5 */
1438 case 6: /* treasure type 6 */
1439 switch (whichtreasure)
1442 addstr("You've found a priest.\n");
1443 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1444 Player.p_sin /= 2.0;
1445 Player.p_mana += 24.0 * Circle;
1446 Player.p_brains += Circle;
1450 addstr("You have come upon Robin Hood!\n");
1451 Player.p_shield += Circle * 2.0;
1452 Player.p_strength += Circle / 2.5 + 1.0;
1456 dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1457 printw("You have found a +%.0f axe!\n", dtemp);
1458 if (dtemp >= Player.p_sword)
1459 Player.p_sword = dtemp;
1465 /* end treasure type 6 */
1467 case 7: /* treasure type 7 */
1468 switch (whichtreasure)
1471 addstr("You've discovered a charm!\n");
1476 addstr("You have encountered Merlyn!\n");
1477 Player.p_brains += Circle + 5.0;
1478 Player.p_magiclvl += Circle / 3.0 + 5.0;
1479 Player.p_mana += Circle * 10.0;
1483 dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1484 printw("You have found a +%.0f war hammer!\n", dtemp);
1485 if (dtemp >= Player.p_sword)
1486 Player.p_sword = dtemp;
1492 /* end treasure type 7 */
1494 case 8: /* treasure type 8 */
1495 switch (whichtreasure)
1498 addstr("You have found a healing potion.\n");
1499 Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1503 addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1504 ch = getanswer("NY", FALSE);
1510 addstr("X Y Coordinates ? ");
1511 getstring(Databuf, SZ_DATABUF);
1512 sscanf(Databuf, "%lf %lf", &x, &y);
1513 altercoordinates(x, y, A_FORCED);
1518 dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1519 printw("You've found a +%.0f sword!\n", dtemp);
1520 if (dtemp >= Player.p_sword)
1521 Player.p_sword = dtemp;
1527 /* end treasure type 8 */
1532 case 13: /* treasure types 10 - 13 */
1533 if (drandom() < 0.33)
1535 if (Curmonster.m_treasuretype == 10)
1537 addstr("You've found a pair of elven boots!\n");
1538 Player.p_quickness += 2.0;
1541 else if (Curmonster.m_treasuretype == 11
1542 && !Player.p_palantir)
1544 addstr("You've acquired Saruman's palantir.\n");
1545 Player.p_palantir = TRUE;
1548 else if (Player.p_ring.ring_type == R_NONE
1549 && Player.p_specialtype < SC_COUNCIL
1550 && (Curmonster.m_treasuretype == 12
1551 || Curmonster.m_treasuretype == 13))
1552 /* roll up a ring */
1554 if (drandom() < 0.8)
1557 if (Curmonster.m_treasuretype == 12)
1559 whichtreasure = R_NAZREG;
1564 whichtreasure = R_DLREG;
1571 whichtreasure = R_BAD;
1572 temp = 15 + Statptr->c_ringduration + (int) ROLL(0,5);
1575 addstr("You've discovered a ring. Will you pick it up ? ");
1576 ch = getanswer("NY", FALSE);
1581 Player.p_ring.ring_type = whichtreasure;
1582 Player.p_ring.ring_duration = temp;
1588 /* end treasure types 10 - 13 */
1589 /* fall through to treasure type 9 if no treasure from above */
1591 case 9: /* treasure type 9 */
1592 switch (whichtreasure)
1595 if (Player.p_level <= 1000.0
1596 && Player.p_crowns <= 3
1597 && Player.p_level >= 10.0)
1599 addstr("You have found a golden crown!\n");
1603 /* fall through otherwise */
1606 addstr("You've been blessed!\n");
1607 Player.p_blessing = TRUE;
1608 Player.p_sin /= 3.0;
1609 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1610 Player.p_mana += 100.0 * Circle;
1614 dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1615 dtemp = MIN(dtemp, 99.0);
1616 printw("You have discovered some +%.0f quicksilver!\n",dtemp);
1617 if (dtemp >= Player.p_quksilver)
1618 Player.p_quksilver = dtemp;
1624 /* end treasure type 9 */
1629 /************************************************************************
1631 / FUNCTION NAME: cursedtreasure()
1633 / FUNCTION: take care of cursed treasure
1635 / AUTHOR: E. A. Estes, 12/4/85
1639 / RETURN VALUE: none
1641 / MODULES CALLED: waddstr()
1643 / GLOBAL INPUTS: Player, *stdscr
1645 / GLOBAL OUTPUTS: Player
1648 / Handle cursed treasure. Look for amulets and charms to save
1649 / the player from the curse.
1651 *************************************************************************/
1654 cursedtreasure(void)
1656 if (Player.p_charms > 0)
1658 addstr("But your charm saved you!\n");
1661 else if (Player.p_amulets > 0)
1663 addstr("But your amulet saved you!\n");
1668 Player.p_energy = (Player.p_maxenergy + Player.p_shield) / 10.0;
1669 Player.p_poison += 0.25;
1673 /************************************************************************
1675 / FUNCTION NAME: scramblestats()
1677 / FUNCTION: scramble some selected statistics
1679 / AUTHOR: E. A. Estes, 12/4/85
1683 / RETURN VALUE: none
1685 / MODULES CALLED: floor(), drandom()
1687 / GLOBAL INPUTS: Player
1689 / GLOBAL OUTPUTS: Player
1692 / Swap a few player statistics randomly.
1694 *************************************************************************/
1699 double dbuf[6]; /* to put statistic in */
1700 double dtemp1, dtemp2; /* for swapping values */
1701 int first, second; /* indices for swapping */
1702 double *dptr; /* pointer for filling and emptying buf[] */
1706 *dptr++ = Player.p_strength;
1707 *dptr++ = Player.p_mana;
1708 *dptr++ = Player.p_brains;
1709 *dptr++ = Player.p_magiclvl;
1710 *dptr++ = Player.p_energy;
1711 *dptr = Player.p_sin;
1713 /* pick values to swap */
1714 first = (int) ROLL(0, 5);
1715 second = (int) ROLL(0, 5);
1719 dtemp1 = dptr[first];
1720 /* this expression is split to prevent a compiler loop on some compilers */
1721 dtemp2 = dptr[second];
1722 dptr[first] = dtemp2;
1723 dptr[second] = dtemp1;
1726 Player.p_strength = *dptr++;
1727 Player.p_mana = *dptr++;
1728 Player.p_brains = *dptr++;
1729 Player.p_magiclvl = *dptr++;
1730 Player.p_energy = *dptr++;
1731 Player.p_sin = *dptr;