Annotation of src/games/phantasia/fight.c, Revision 1.9
1.9 ! ross 1: /* $NetBSD: fight.c,v 1.8 2004/02/08 00:32:07 jsm Exp $ */
1.2 cgd 2:
1.1 jtc 3: /*
4: * fight.c Phantasia monster fighting routines
5: */
6:
7: #include "include.h"
1.9 ! ross 8: #include <curses.h>
1.1 jtc 9:
1.3 lukem 10: void
1.1 jtc 11: encounter(particular)
1.3 lukem 12: int particular;
1.1 jtc 13: {
1.8 jsm 14: volatile bool firsthit = Player.p_blessing; /* set if player gets
15: * the first hit */
16: volatile int flockcnt = 1; /* how many time flocked */
1.3 lukem 17:
18: /* let others know what we are doing */
19: Player.p_status = S_MONSTER;
20: writerecord(&Player, Fileloc);
1.1 jtc 21:
22: #ifdef SYS5
1.3 lukem 23: flushinp();
1.1 jtc 24: #endif
25:
1.3 lukem 26: Shield = 0.0; /* no shield up yet */
1.1 jtc 27:
1.3 lukem 28: if (particular >= 0)
29: /* monster is specified */
30: Whichmonster = particular;
31: else
32: /* pick random monster */
33: Whichmonster = pickmonster();
1.1 jtc 34:
1.3 lukem 35: setjmp(Fightenv); /* this is to enable changing fight state */
1.1 jtc 36:
1.3 lukem 37: move(6, 0);
38: clrtobot(); /* clear bottom area of screen */
1.1 jtc 39:
1.3 lukem 40: Lines = 9;
41: callmonster(Whichmonster); /* set up monster to fight */
1.1 jtc 42:
1.3 lukem 43: Luckout = FALSE; /* haven't tried to luckout yet */
1.1 jtc 44:
1.3 lukem 45: if (Curmonster.m_type == SM_MORGOTH)
46: mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
47: Enemyname);
1.1 jtc 48:
1.3 lukem 49: if (Curmonster.m_type == SM_UNICORN) {
50: if (Player.p_virgin) {
51: printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
52: Player.p_virgin = FALSE;
53: } else {
54: printw("You just saw %s running away!\n", Enemyname);
55: Curmonster.m_experience = 0.0;
56: Curmonster.m_treasuretype = 0;
57: }
58: } else
59: /* not a special monster */
60: for (;;)
61: /* print header, and arbitrate between player and
62: * monster */
1.1 jtc 63: {
1.3 lukem 64: mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
65: Enemyname, Curmonster.m_experience, Circle);
66:
67: displaystats();
68: mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
69: readmessage();
70:
71: if (Curmonster.m_type == SM_DARKLORD
72: && Player.p_blessing
73: && Player.p_charms > 0)
74: /* overpower Dark Lord with blessing and charm */
75: {
76: mvprintw(7, 0, "You just overpowered %s!", Enemyname);
77: Lines = 8;
78: Player.p_blessing = FALSE;
79: --Player.p_charms;
80: break;
81: }
82: /* allow paralyzed monster to wake up */
83: Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
84:
85: if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
86: /* monster is faster */
87: && Curmonster.m_type != SM_DARKLORD
88: /* not D. L. */
89: && Curmonster.m_type != SM_SHRIEKER
90: /* not mimic */
91: && !firsthit)
92: /* monster gets a hit */
93: monsthits();
94: else
95: /* player gets a hit */
96: {
97: firsthit = FALSE;
98: playerhits();
99: }
1.1 jtc 100:
1.3 lukem 101: refresh();
1.1 jtc 102:
1.3 lukem 103: if (Lines > LINES - 2)
104: /* near bottom of screen - pause */
105: {
106: more(Lines);
107: move(Lines = 8, 0);
108: clrtobot();
109: }
110: if (Player.p_energy <= 0.0)
111: /* player died */
112: {
113: more(Lines);
114: death(Enemyname);
115: cancelmonster();
116: break; /* fight ends if the player is saved
117: * from death */
118: }
119: if (Curmonster.m_energy <= 0.0)
120: /* monster died */
121: break;
1.1 jtc 122: }
123:
1.3 lukem 124: /* give player credit for killing monster */
125: Player.p_experience += Curmonster.m_experience;
1.1 jtc 126:
1.3 lukem 127: if (drandom() < Curmonster.m_flock / 100.0)
128: /* monster flocks */
129: {
1.1 jtc 130: more(Lines);
1.3 lukem 131: ++flockcnt;
132: longjmp(Fightenv, 0);
133: /* NOTREACHED */
134: } else
135: if (Circle > 1.0
136: && Curmonster.m_treasuretype > 0
137: && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
138: /* monster has treasure; this takes # of flocks and
139: * size into account */
1.1 jtc 140: {
1.3 lukem 141: more(Lines);
142: awardtreasure();
1.1 jtc 143: }
1.3 lukem 144: /* pause before returning */
145: getyx(stdscr, Lines, flockcnt);
146: more(Lines + 1);
147:
148: Player.p_ring.ring_inuse = FALSE; /* not using ring */
149:
150: /* clean up the screen */
151: move(4, 0);
152: clrtobot();
153: }
1.1 jtc 154:
1.3 lukem 155: int
156: pickmonster()
157: {
158: if (Player.p_specialtype == SC_VALAR)
159: /* even chance of any monster */
160: return ((int) ROLL(0.0, 100.0));
161:
162: if (Marsh)
163: /* water monsters */
164: return ((int) ROLL(0.0, 15.0));
1.1 jtc 165:
1.3 lukem 166: else
167: if (Circle > 24)
168: /* even chance of all non-water monsters */
169: return ((int) ROLL(14.0, 86.0));
1.1 jtc 170:
1.3 lukem 171: else
172: if (Circle > 15)
173: /* chance of all non-water monsters, weighted
174: * toward middle */
175: return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
1.1 jtc 176:
1.3 lukem 177: else
178: if (Circle > 8)
179: /* not all non-water monsters,
180: * weighted toward middle */
181: return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
1.1 jtc 182:
1.3 lukem 183: else
184: if (Circle > 3)
185: /* even chance of some tamer
186: * non-water monsters */
187: return ((int) ROLL(14.0, 50.0));
188:
189: else
190: /* even chance of some of the
191: * tamest non-water monsters */
192: return ((int) ROLL(14.0, 25.0));
1.1 jtc 193: }
194:
1.3 lukem 195: void
1.1 jtc 196: playerhits()
197: {
1.3 lukem 198: double inflict; /* damage inflicted */
199: int ch; /* input */
1.1 jtc 200:
1.3 lukem 201: mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
202:
1.4 veego 203: if (!Luckout) {
1.3 lukem 204: /* haven't tried to luckout yet */
205: if (Curmonster.m_type == SM_MORGOTH)
206: /* cannot luckout against Morgoth */
207: addstr("6:Ally ");
208: else
209: addstr("6:Luckout ");
1.4 veego 210: }
1.1 jtc 211:
1.3 lukem 212: if (Player.p_ring.ring_type != R_NONE)
213: /* player has a ring */
214: addstr("7:Use Ring ");
1.1 jtc 215: else
1.3 lukem 216: clrtoeol();
217:
218: ch = inputoption();
1.1 jtc 219:
1.3 lukem 220: move(8, 0);
221: clrtobot(); /* clear any messages from before */
222: Lines = 9;
223: mvaddstr(4, 0, "\n\n"); /* clear status area */
1.1 jtc 224:
1.3 lukem 225: switch (ch) {
1.1 jtc 226: case 'T': /* timeout; lose turn */
1.3 lukem 227: break;
1.1 jtc 228:
229: case ' ':
230: case '1': /* melee */
1.3 lukem 231: /* melee affects monster's energy and strength */
232: inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
233: + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
234:
235: Curmonster.m_melee += inflict;
236: Curmonster.m_strength = Curmonster.m_o_strength
237: - Curmonster.m_melee / Curmonster.m_o_energy
238: * Curmonster.m_o_strength / 4.0;
239: hitmonster(inflict);
240: break;
1.1 jtc 241:
242: case '2': /* skirmish */
1.3 lukem 243: /* skirmish affects monter's energy and speed */
244: inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
245: + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
246:
247: Curmonster.m_skirmish += inflict;
248: Curmonster.m_maxspeed = Curmonster.m_o_speed
249: - Curmonster.m_skirmish / Curmonster.m_o_energy
250: * Curmonster.m_o_speed / 4.0;
251: hitmonster(inflict);
252: break;
1.1 jtc 253:
254: case '3': /* evade */
1.3 lukem 255: /* use brains and speed to try to evade */
256: if ((Curmonster.m_type == SM_DARKLORD
257: || Curmonster.m_type == SM_SHRIEKER
1.1 jtc 258: /* can always run from D. L. and shrieker */
1.3 lukem 259: || drandom() * Player.p_speed * Player.p_brains
260: > drandom() * Curmonster.m_speed * Curmonster.m_brains)
261: && (Curmonster.m_type != SM_MIMIC))
262: /* cannot run from mimic */
1.1 jtc 263: {
1.3 lukem 264: mvaddstr(Lines++, 0, "You got away!");
265: cancelmonster();
266: altercoordinates(0.0, 0.0, A_NEAR);
267: } else
268: mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
1.1 jtc 269:
1.3 lukem 270: break;
1.1 jtc 271:
272: case 'M':
273: case '4': /* magic spell */
1.3 lukem 274: throwspell();
275: break;
1.1 jtc 276:
277: case '5': /* nick */
1.3 lukem 278: /* hit 1 plus sword; give some experience */
279: inflict = 1.0 + Player.p_sword;
280: Player.p_experience += floor(Curmonster.m_experience / 10.0);
281: Curmonster.m_experience *= 0.92;
282: /* monster gets meaner */
283: Curmonster.m_maxspeed += 2.0;
284: Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
285: if (Curmonster.m_type == SM_DARKLORD)
286: /* Dark Lord; doesn't like to be nicked */
1.1 jtc 287: {
1.3 lukem 288: mvprintw(Lines++, 0,
289: "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
290: Player.p_quickness /= 2.0;
291: altercoordinates(0.0, 0.0, A_FAR);
292: cancelmonster();
293: } else
294: hitmonster(inflict);
295: break;
1.1 jtc 296:
297: case 'B':
1.3 lukem 298: case '6': /* luckout */
299: if (Luckout)
300: mvaddstr(Lines++, 0, "You already tried that.");
301: else {
302: Luckout = TRUE;
303: if (Curmonster.m_type == SM_MORGOTH)
304: /* Morgoth; ally */
1.1 jtc 305: {
1.3 lukem 306: if (drandom() < Player.p_sin / 100.0) {
307: mvprintw(Lines++, 0, "%s accepted!", Enemyname);
308: cancelmonster();
309: } else
310: mvaddstr(Lines++, 0, "Nope, he's not interested.");
311: } else
312: /* normal monster; use brains for success */
1.1 jtc 313: {
1.3 lukem 314: if ((drandom() + 0.333) * Player.p_brains
315: < (drandom() + 0.333) * Curmonster.m_brains)
316: mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
317: else {
318: mvaddstr(Lines++, 0, "You made it!");
319: Curmonster.m_energy = 0.0;
320: }
1.1 jtc 321: }
322: }
1.3 lukem 323: break;
1.1 jtc 324:
325: case '7': /* use ring */
1.3 lukem 326: if (Player.p_ring.ring_type != R_NONE) {
327: mvaddstr(Lines++, 0, "Now using ring.");
328: Player.p_ring.ring_inuse = TRUE;
329: if (Player.p_ring.ring_type != R_DLREG)
330: /* age ring */
331: --Player.p_ring.ring_duration;
1.1 jtc 332: }
1.3 lukem 333: break;
1.1 jtc 334: }
335:
336: }
337:
1.3 lukem 338: void
1.1 jtc 339: monsthits()
340: {
1.3 lukem 341: double inflict; /* damage inflicted */
342: int ch; /* input */
1.1 jtc 343:
1.3 lukem 344: switch (Curmonster.m_type)
345: /* may be a special monster */
1.1 jtc 346: {
347: case SM_DARKLORD:
1.3 lukem 348: /* hits just enough to kill player */
349: inflict = (Player.p_energy + Shield) * 1.02;
350: goto SPECIALHIT;
1.1 jtc 351:
352: case SM_SHRIEKER:
1.3 lukem 353: /* call a big monster */
354: mvaddstr(Lines++, 0,
355: "Shrieeeek!! You scared it, and it called one of its friends.");
356: more(Lines);
357: Whichmonster = (int) ROLL(70.0, 30.0);
358: longjmp(Fightenv, 0);
359: /* NOTREACHED */
1.1 jtc 360:
361: case SM_BALROG:
1.3 lukem 362: /* take experience away */
363: inflict = ROLL(10.0, Curmonster.m_strength);
364: inflict = MIN(Player.p_experience, inflict);
365: mvprintw(Lines++, 0,
366: "%s took away %.0f experience points.", Enemyname, inflict);
367: Player.p_experience -= inflict;
368: return;
1.1 jtc 369:
370: case SM_FAERIES:
1.3 lukem 371: if (Player.p_holywater > 0)
372: /* holy water kills when monster tries to hit */
1.1 jtc 373: {
1.3 lukem 374: mvprintw(Lines++, 0, "Your holy water killed it!");
375: --Player.p_holywater;
376: Curmonster.m_energy = 0.0;
377: return;
1.1 jtc 378: }
1.3 lukem 379: break;
1.1 jtc 380:
381: case SM_NONE:
1.3 lukem 382: /* normal hit */
383: break;
1.1 jtc 384:
385: default:
1.3 lukem 386: if (drandom() > 0.2)
387: /* normal hit */
388: break;
1.1 jtc 389:
1.3 lukem 390: /* else special things */
391: switch (Curmonster.m_type) {
1.1 jtc 392: case SM_LEANAN:
1.3 lukem 393: /* takes some of the player's strength */
394: inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
395: inflict = MIN(Player.p_strength, inflict);
1.7 jdc 396: mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
1.3 lukem 397: Enemyname, inflict);
398: Player.p_strength -= inflict;
399: Player.p_might -= inflict;
400: break;
1.1 jtc 401:
402: case SM_SARUMAN:
1.3 lukem 403: if (Player.p_palantir)
404: /* take away palantir */
1.1 jtc 405: {
1.3 lukem 406: mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
407: Player.p_palantir = FALSE;
408: } else
409: if (drandom() > 0.5)
410: /* gems turn to gold */
411: {
412: mvprintw(Lines++, 0,
413: "%s transformed your gems into gold!", Enemyname);
414: Player.p_gold += Player.p_gems;
415: Player.p_gems = 0.0;
416: } else
417: /* scramble some stats */
418: {
419: mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
420: scramblestats();
421: }
422: break;
1.1 jtc 423:
424: case SM_THAUMATURG:
1.3 lukem 425: /* transport player */
426: mvprintw(Lines++, 0, "%s transported you!", Enemyname);
427: altercoordinates(0.0, 0.0, A_FAR);
428: cancelmonster();
429: break;
1.1 jtc 430:
431: case SM_VORTEX:
1.3 lukem 432: /* suck up some mana */
433: inflict = ROLL(0, 7.5 * Circle);
434: inflict = MIN(Player.p_mana, floor(inflict));
435: mvprintw(Lines++, 0,
436: "%s sucked up %.0f of your mana!", Enemyname, inflict);
437: Player.p_mana -= inflict;
438: break;
1.1 jtc 439:
440: case SM_NAZGUL:
1.3 lukem 441: /* try to take ring if player has one */
442: if (Player.p_ring.ring_type != R_NONE)
443: /* player has a ring */
1.1 jtc 444: {
1.3 lukem 445: mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
446: ch = getanswer("YN", FALSE);
447: if (ch == 'Y')
448: /* take ring away */
449: {
450: Player.p_ring.ring_type = R_NONE;
451: Player.p_ring.ring_inuse = FALSE;
452: cancelmonster();
453: break;
454: }
1.1 jtc 455: }
1.3 lukem 456: /* otherwise, take some brains */
457: mvprintw(Lines++, 0,
458: "%s neutralized 1/5 of your brain!", Enemyname);
459: Player.p_brains *= 0.8;
460: break;
1.1 jtc 461:
462: case SM_TIAMAT:
1.3 lukem 463: /* take some gold and gems */
464: mvprintw(Lines++, 0,
465: "%s took half your gold and gems and flew off.", Enemyname);
466: Player.p_gold /= 2.0;
467: Player.p_gems /= 2.0;
468: cancelmonster();
469: break;
1.1 jtc 470:
471: case SM_KOBOLD:
1.3 lukem 472: /* steal a gold piece and run */
473: mvprintw(Lines++, 0,
474: "%s stole one gold piece and ran away.", Enemyname);
475: Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
476: cancelmonster();
477: break;
1.1 jtc 478:
479: case SM_SHELOB:
1.3 lukem 480: /* bite and (medium) poison */
481: mvprintw(Lines++, 0,
482: "%s has bitten and poisoned you!", Enemyname);
483: Player.p_poison -= 1.0;
484: break;
1.1 jtc 485:
486: case SM_LAMPREY:
1.3 lukem 487: /* bite and (small) poison */
488: mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
489: Player.p_poison += 0.25;
490: break;
1.1 jtc 491:
492: case SM_BONNACON:
1.3 lukem 493: /* fart and run */
494: mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
495: Player.p_energy /= 2.0; /* damage from fumes */
496: cancelmonster();
497: break;
1.1 jtc 498:
499: case SM_SMEAGOL:
1.3 lukem 500: if (Player.p_ring.ring_type != R_NONE)
501: /* try to steal ring */
1.1 jtc 502: {
1.3 lukem 503: mvprintw(Lines++, 0,
504: "%s tried to steal your ring, ", Enemyname);
505: if (drandom() > 0.1)
506: addstr("but was unsuccessful.");
507: else {
508: addstr("and ran away with it!");
509: Player.p_ring.ring_type = R_NONE;
510: cancelmonster();
511: }
1.1 jtc 512: }
1.3 lukem 513: break;
1.1 jtc 514:
515: case SM_SUCCUBUS:
1.3 lukem 516: /* inflict damage through shield */
517: inflict = ROLL(15.0, Circle * 10.0);
518: inflict = MIN(inflict, Player.p_energy);
519: mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
520: Enemyname, inflict);
521: Player.p_energy -= inflict;
522: break;
1.1 jtc 523:
524: case SM_CERBERUS:
1.3 lukem 525: /* take all metal treasures */
526: mvprintw(Lines++, 0,
527: "%s took all your metal treasures!", Enemyname);
528: Player.p_crowns = 0;
529: Player.p_sword =
530: Player.p_shield =
531: Player.p_gold = 0.0;
532: cancelmonster();
533: break;
1.1 jtc 534:
535: case SM_UNGOLIANT:
1.3 lukem 536: /* (large) poison and take a quickness */
537: mvprintw(Lines++, 0,
538: "%s poisoned you, and took one quik.", Enemyname);
539: Player.p_poison += 5.0;
540: Player.p_quickness -= 1.0;
541: break;
1.1 jtc 542:
543: case SM_JABBERWOCK:
1.3 lukem 544: /* fly away, and leave either a Jubjub bird or
545: * Bonnacon */
546: mvprintw(Lines++, 0,
547: "%s flew away, and left you to contend with one of its friends.",
548: Enemyname);
1.6 jdolecek 549: Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
1.3 lukem 550: longjmp(Fightenv, 0);
551: /* NOTREACHED */
1.1 jtc 552:
553: case SM_TROLL:
1.3 lukem 554: /* partially regenerate monster */
555: mvprintw(Lines++, 0,
556: "%s partially regenerated his energy.!", Enemyname);
557: Curmonster.m_energy +=
558: floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
559: Curmonster.m_strength = Curmonster.m_o_strength;
560: Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
561: Curmonster.m_maxspeed = Curmonster.m_o_speed;
562: break;
1.1 jtc 563:
564: case SM_WRAITH:
1.3 lukem 565: if (!Player.p_blindness)
566: /* make blind */
1.1 jtc 567: {
1.3 lukem 568: mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
569: Player.p_blindness = TRUE;
570: Enemyname = "A monster";
1.1 jtc 571: }
1.3 lukem 572: break;
1.1 jtc 573: }
1.3 lukem 574: return;
1.1 jtc 575: }
576:
1.3 lukem 577: /* fall through to here if monster inflicts a normal hit */
578: inflict = drandom() * Curmonster.m_strength + 0.5;
1.1 jtc 579: SPECIALHIT:
1.3 lukem 580: mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
1.1 jtc 581:
1.3 lukem 582: if ((Shield -= inflict) < 0) {
583: Player.p_energy += Shield;
584: Shield = 0.0;
1.1 jtc 585: }
586: }
587:
1.3 lukem 588: void
1.1 jtc 589: cancelmonster()
590: {
1.3 lukem 591: Curmonster.m_energy = 0.0;
592: Curmonster.m_experience = 0.0;
593: Curmonster.m_treasuretype = 0;
594: Curmonster.m_flock = 0.0;
1.1 jtc 595: }
596:
1.3 lukem 597: void
1.1 jtc 598: hitmonster(inflict)
1.3 lukem 599: double inflict;
1.1 jtc 600: {
1.3 lukem 601: mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
602: Curmonster.m_energy -= inflict;
603: if (Curmonster.m_energy > 0.0) {
604: if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
605: /* special monster didn't die */
606: monsthits();
607: } else
608: /* monster died. print message. */
1.1 jtc 609: {
1.3 lukem 610: if (Curmonster.m_type == SM_MORGOTH)
611: mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
612: else
613: /* all other types of monsters */
614: {
615: mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
616:
617: if (Curmonster.m_type == SM_MIMIC
618: && strcmp(Curmonster.m_name, "A Mimic") != 0
619: && !Player.p_blindness)
620: mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
621: }
1.1 jtc 622: }
623: }
624:
1.3 lukem 625: void
1.1 jtc 626: throwspell()
627: {
1.3 lukem 628: double inflict; /* damage inflicted */
629: double dtemp; /* for dtemporary calculations */
630: int ch; /* input */
631:
632: inflict = 0;
633: mvaddstr(7, 0, "\n\n"); /* clear menu area */
634:
635: if (Player.p_magiclvl >= ML_ALLORNOTHING)
636: mvaddstr(7, 0, "1:All or Nothing ");
637: if (Player.p_magiclvl >= ML_MAGICBOLT)
638: addstr("2:Magic Bolt ");
639: if (Player.p_magiclvl >= ML_FORCEFIELD)
640: addstr("3:Force Field ");
641: if (Player.p_magiclvl >= ML_XFORM)
642: addstr("4:Transform ");
643: if (Player.p_magiclvl >= ML_INCRMIGHT)
644: addstr("5:Increase Might\n");
645: if (Player.p_magiclvl >= ML_INVISIBLE)
646: mvaddstr(8, 0, "6:Invisibility ");
647: if (Player.p_magiclvl >= ML_XPORT)
648: addstr("7:Transport ");
649: if (Player.p_magiclvl >= ML_PARALYZE)
650: addstr("8:Paralyze ");
651: if (Player.p_specialtype >= SC_COUNCIL)
652: addstr("9:Specify");
653: mvaddstr(4, 0, "Spell ? ");
654:
655: ch = getanswer(" ", TRUE);
656:
657: mvaddstr(7, 0, "\n\n"); /* clear menu area */
658:
659: if (Curmonster.m_type == SM_MORGOTH && ch != '3')
660: /* can only throw force field against Morgoth */
661: ILLSPELL();
662: else
663: switch (ch) {
664: case '1': /* all or nothing */
665: if (drandom() < 0.25)
666: /* success */
667: {
668: inflict = Curmonster.m_energy * 1.01 + 1.0;
1.1 jtc 669:
1.3 lukem 670: if (Curmonster.m_type == SM_DARKLORD)
671: /* all or nothing doesn't quite work
672: * against D. L. */
673: inflict *= 0.9;
674: } else
675: /* failure -- monster gets stronger and
676: * quicker */
677: {
678: Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
679: Curmonster.m_maxspeed *= 2.0;
680: Curmonster.m_o_speed *= 2.0;
1.1 jtc 681:
1.3 lukem 682: /* paralyzed monsters wake up a bit */
683: Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
1.1 jtc 684: }
685:
1.3 lukem 686: if (Player.p_mana >= MM_ALLORNOTHING)
687: /* take a mana if player has one */
688: Player.p_mana -= MM_ALLORNOTHING;
1.1 jtc 689:
1.3 lukem 690: hitmonster(inflict);
691: break;
692:
693: case '2': /* magic bolt */
694: if (Player.p_magiclvl < ML_MAGICBOLT)
695: ILLSPELL();
696: else {
697: do
698: /* prompt for amount to expend */
699: {
700: mvaddstr(4, 0, "How much mana for bolt? ");
701: dtemp = floor(infloat());
702: }
703: while (dtemp < 0.0 || dtemp > Player.p_mana);
704:
705: Player.p_mana -= dtemp;
706:
707: if (Curmonster.m_type == SM_DARKLORD)
708: /* magic bolts don't work against D.
709: * L. */
710: inflict = 0.0;
711: else
712: inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
713: mvaddstr(5, 0, "Magic Bolt fired!\n");
714: hitmonster(inflict);
715: }
716: break;
1.1 jtc 717:
1.3 lukem 718: case '3': /* force field */
719: if (Player.p_magiclvl < ML_FORCEFIELD)
720: ILLSPELL();
721: else
722: if (Player.p_mana < MM_FORCEFIELD)
723: NOMANA();
724: else {
725: Player.p_mana -= MM_FORCEFIELD;
726: Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
727: mvaddstr(5, 0, "Force Field up.\n");
728: }
729: break;
1.1 jtc 730:
1.3 lukem 731: case '4': /* transform */
732: if (Player.p_magiclvl < ML_XFORM)
733: ILLSPELL();
734: else
735: if (Player.p_mana < MM_XFORM)
736: NOMANA();
737: else {
738: Player.p_mana -= MM_XFORM;
739: Whichmonster = (int) ROLL(0.0, 100.0);
740: longjmp(Fightenv, 0);
741: /* NOTREACHED */
742: }
743: break;
1.1 jtc 744:
1.3 lukem 745: case '5': /* increase might */
746: if (Player.p_magiclvl < ML_INCRMIGHT)
747: ILLSPELL();
748: else
749: if (Player.p_mana < MM_INCRMIGHT)
750: NOMANA();
751: else {
752: Player.p_mana -= MM_INCRMIGHT;
753: Player.p_might +=
754: (1.2 * (Player.p_strength + Player.p_sword)
755: + 5.0 - Player.p_might) / 2.0;
756: mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
757: }
758: break;
1.1 jtc 759:
1.3 lukem 760: case '6': /* invisible */
761: if (Player.p_magiclvl < ML_INVISIBLE)
762: ILLSPELL();
763: else
764: if (Player.p_mana < MM_INVISIBLE)
765: NOMANA();
766: else {
767: Player.p_mana -= MM_INVISIBLE;
768: Player.p_speed +=
769: (1.2 * (Player.p_quickness + Player.p_quksilver)
770: + 5.0 - Player.p_speed) / 2.0;
771: mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
772: }
773: break;
1.1 jtc 774:
1.3 lukem 775: case '7': /* transport */
776: if (Player.p_magiclvl < ML_XPORT)
777: ILLSPELL();
778: else
779: if (Player.p_mana < MM_XPORT)
780: NOMANA();
781: else {
782: Player.p_mana -= MM_XPORT;
783: if (Player.p_brains + Player.p_magiclvl
784: < Curmonster.m_experience / 200.0 * drandom()) {
785: mvaddstr(5, 0, "Transport backfired!\n");
786: altercoordinates(0.0, 0.0, A_FAR);
787: cancelmonster();
788: } else {
789: mvprintw(5, 0, "%s is transported.\n", Enemyname);
790: if (drandom() < 0.3)
791: /* monster didn't drop
792: * its treasure */
793: Curmonster.m_treasuretype = 0;
1.1 jtc 794:
1.3 lukem 795: Curmonster.m_energy = 0.0;
796: }
797: }
798: break;
1.1 jtc 799:
1.3 lukem 800: case '8': /* paralyze */
801: if (Player.p_magiclvl < ML_PARALYZE)
802: ILLSPELL();
803: else
804: if (Player.p_mana < MM_PARALYZE)
805: NOMANA();
806: else {
807: Player.p_mana -= MM_PARALYZE;
808: if (Player.p_magiclvl >
809: Curmonster.m_experience / 1000.0 * drandom()) {
810: mvprintw(5, 0, "%s is held.\n", Enemyname);
811: Curmonster.m_speed = -2.0;
812: } else
813: mvaddstr(5, 0, "Monster unaffected.\n");
814: }
815: break;
1.1 jtc 816:
1.3 lukem 817: case '9': /* specify */
818: if (Player.p_specialtype < SC_COUNCIL)
819: ILLSPELL();
820: else
821: if (Player.p_mana < MM_SPECIFY)
822: NOMANA();
823: else {
824: Player.p_mana -= MM_SPECIFY;
825: mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
826: Whichmonster = (int) infloat();
827: Whichmonster = MAX(0, MIN(99, Whichmonster));
828: longjmp(Fightenv, 0);
829: /* NOTREACHED */
830: }
831: break;
832: }
1.1 jtc 833: }
834:
1.3 lukem 835: void
1.1 jtc 836: callmonster(which)
1.3 lukem 837: int which;
1.1 jtc 838: {
1.3 lukem 839: struct monster Othermonster; /* to find a name for mimics */
1.1 jtc 840:
1.3 lukem 841: which = MIN(which, 99); /* make sure within range */
1.1 jtc 842:
1.3 lukem 843: /* fill structure */
1.5 jsm 844: fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
1.3 lukem 845: fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
1.1 jtc 846:
1.3 lukem 847: /* handle some special monsters */
848: if (Curmonster.m_type == SM_MODNAR) {
849: if (Player.p_specialtype < SC_COUNCIL)
850: /* randomize some stats */
851: {
852: Curmonster.m_strength *= drandom() + 0.5;
853: Curmonster.m_brains *= drandom() + 0.5;
854: Curmonster.m_speed *= drandom() + 0.5;
855: Curmonster.m_energy *= drandom() + 0.5;
856: Curmonster.m_experience *= drandom() + 0.5;
857: Curmonster.m_treasuretype =
858: (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
859: } else
860: /* make Modnar into Morgoth */
861: {
862: strcpy(Curmonster.m_name, "Morgoth");
863: Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
864: + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
865: Curmonster.m_brains = Player.p_brains;
866: Curmonster.m_energy = Player.p_might * 30.0;
867: Curmonster.m_type = SM_MORGOTH;
868: Curmonster.m_speed = Player.p_speed * 1.1
1.6 jdolecek 869: + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
1.3 lukem 870: Curmonster.m_flock = 0.0;
871: Curmonster.m_treasuretype = 0;
872: Curmonster.m_experience = 0.0;
873: }
874: } else
875: if (Curmonster.m_type == SM_MIMIC)
876: /* pick another name */
877: {
878: which = (int) ROLL(0.0, 100.0);
1.5 jsm 879: fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
1.3 lukem 880: fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
881: strcpy(Curmonster.m_name, Othermonster.m_name);
882: }
883: truncstring(Curmonster.m_name);
1.1 jtc 884:
1.3 lukem 885: if (Curmonster.m_type != SM_MORGOTH)
886: /* adjust stats based on which circle player is in */
1.1 jtc 887: {
1.3 lukem 888: Curmonster.m_strength *= (1.0 + Circle / 2.0);
889: Curmonster.m_brains *= Circle;
890: Curmonster.m_speed += Circle * 1.e-9;
891: Curmonster.m_energy *= Circle;
892: Curmonster.m_experience *= Circle;
1.1 jtc 893: }
1.3 lukem 894: if (Player.p_blindness)
895: /* cannot see monster if blind */
896: Enemyname = "A monster";
897: else
898: Enemyname = Curmonster.m_name;
1.1 jtc 899:
1.3 lukem 900: if (Player.p_speed <= 0.0)
901: /* make Player.p_speed positive */
1.1 jtc 902: {
1.3 lukem 903: Curmonster.m_speed += -Player.p_speed;
904: Player.p_speed = 1.0;
1.1 jtc 905: }
1.3 lukem 906: /* fill up the rest of the structure */
907: Curmonster.m_o_strength = Curmonster.m_strength;
908: Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
909: Curmonster.m_o_energy = Curmonster.m_energy;
910: Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
1.1 jtc 911: }
912:
1.3 lukem 913: void
1.1 jtc 914: awardtreasure()
915: {
1.3 lukem 916: int whichtreasure; /* calculated treasure to grant */
917: int temp; /* temporary */
918: int ch; /* input */
919: double treasuretype; /* monster's treasure type */
920: double gold = 0.0; /* gold awarded */
921: double gems = 0.0; /* gems awarded */
922: double dtemp; /* for temporary calculations */
923:
924: whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
925: treasuretype = (double) Curmonster.m_treasuretype;
926:
927: move(4, 0);
928: clrtobot();
929: move(6, 0);
1.1 jtc 930:
1.3 lukem 931: if (drandom() > 0.65)
932: /* gold and gems */
1.1 jtc 933: {
1.3 lukem 934: if (Curmonster.m_treasuretype > 7)
935: /* gems */
936: {
937: gems = ROLL(1.0, (treasuretype - 7.0)
938: * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
939: printw("You have discovered %.0f gems!", gems);
940: } else
941: /* gold */
1.1 jtc 942: {
1.3 lukem 943: gold = ROLL(treasuretype * 10.0, treasuretype
944: * treasuretype * 10.0 * (Circle - 1.0));
945: printw("You have found %.0f gold pieces.", gold);
1.1 jtc 946: }
947:
1.3 lukem 948: addstr(" Do you want to pick them up ? ");
949: ch = getanswer("NY", FALSE);
950: addstr("\n\n");
951:
1.4 veego 952: if (ch == 'Y') {
1.3 lukem 953: if (drandom() < treasuretype / 35.0 + 0.04)
954: /* cursed */
955: {
956: addstr("They were cursed!\n");
957: cursedtreasure();
958: } else
959: collecttaxes(gold, gems);
1.4 veego 960: }
1.1 jtc 961:
962: return;
1.3 lukem 963: } else
964: /* other treasures */
965: {
966: addstr("You have found some treasure. Do you want to inspect it ? ");
967: ch = getanswer("NY", FALSE);
968: addstr("\n\n");
1.1 jtc 969:
1.3 lukem 970: if (ch != 'Y')
971: return;
972: else
973: if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
974: addstr("It was cursed!\n");
975: cursedtreasure();
976: return;
977: } else
978: switch (Curmonster.m_treasuretype) {
979: case 1: /* treasure type 1 */
980: switch (whichtreasure) {
981: case 1:
982: addstr("You've discovered a power booster!\n");
983: Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
984: break;
985:
986: case 2:
987: addstr("You have encountered a druid.\n");
988: Player.p_experience +=
989: ROLL(0.0, 2000.0 + Circle * 400.0);
990: break;
991:
992: case 3:
993: addstr("You have found a holy orb.\n");
994: Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
995: break;
996: }
997: break;
998: /* end treasure type 1 */
1.1 jtc 999:
1.3 lukem 1000: case 2: /* treasure type 2 */
1001: switch (whichtreasure) {
1002: case 1:
1003: addstr("You have found an amulet.\n");
1004: ++Player.p_amulets;
1005: break;
1006:
1007: case 2:
1008: addstr("You've found some holy water!\n");
1009: ++Player.p_holywater;
1010: break;
1011:
1012: case 3:
1013: addstr("You've met a hermit!\n");
1014: Player.p_sin *= 0.75;
1015: Player.p_mana += 12.0 * Circle;
1016: break;
1017: }
1018: break;
1019: /* end treasure type 2 */
1.1 jtc 1020:
1.3 lukem 1021: case 3: /* treasure type 3 */
1022: switch (whichtreasure) {
1023: case 1:
1024: dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1025: printw("You've found a +%.0f shield!\n", dtemp);
1026: if (dtemp >= Player.p_shield)
1027: Player.p_shield = dtemp;
1028: else
1029: SOMEBETTER();
1030: break;
1031:
1032: case 2:
1033: addstr("You have rescued a virgin. Will you be honorable ? ");
1034: ch = getanswer("NY", FALSE);
1035: addstr("\n\n");
1036: if (ch == 'Y')
1037: Player.p_virgin = TRUE;
1038: else {
1039: Player.p_experience += 2000.0 * Circle;
1040: ++Player.p_sin;
1041: }
1042: break;
1043:
1044: case 3:
1045: addstr("You've discovered some athelas!\n");
1046: --Player.p_poison;
1047: break;
1048: }
1049: break;
1050: /* end treasure type 3 */
1.1 jtc 1051:
1.3 lukem 1052: case 4: /* treasure type 4 */
1053: addstr("You've found a scroll. Will you read it ? ");
1054: ch = getanswer("NY", FALSE);
1055: addstr("\n\n");
1056:
1057: if (ch == 'Y')
1058: switch ((int) ROLL(1, 6)) {
1059: case 1:
1060: addstr("It throws up a shield for you next monster.\n");
1061: getyx(stdscr, whichtreasure, ch);
1062: more(whichtreasure);
1063: Shield =
1064: (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1065: Whichmonster = pickmonster();
1066: longjmp(Fightenv, 0);
1067: /* NOTREACHED */
1068:
1069: case 2:
1070: addstr("It makes you invisible for you next monster.\n");
1071: getyx(stdscr, whichtreasure, ch);
1072: more(whichtreasure);
1073: Player.p_speed = 1e6;
1074: Whichmonster = pickmonster();
1075: longjmp(Fightenv, 0);
1076: /* NOTREACHED */
1077:
1078: case 3:
1079: addstr("It increases your strength ten fold to fight your next monster.\n");
1080: getyx(stdscr, whichtreasure, ch);
1081: more(whichtreasure);
1082: Player.p_might *= 10.0;
1083: Whichmonster = pickmonster();
1084: longjmp(Fightenv, 0);
1085: /* NOTREACHED */
1086:
1087: case 4:
1088: addstr("It is a general knowledge scroll.\n");
1089: Player.p_brains += ROLL(2.0, Circle);
1090: Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1091: break;
1092:
1093: case 5:
1094: addstr("It tells you how to pick your next monster.\n");
1095: addstr("Which monster do you want [0-99] ? ");
1096: Whichmonster = (int) infloat();
1097: Whichmonster = MIN(99, MAX(0, Whichmonster));
1098: longjmp(Fightenv, 0);
1099:
1100: case 6:
1101: addstr("It was cursed!\n");
1102: cursedtreasure();
1103: break;
1104: }
1105: break;
1106: /* end treasure type 4 */
1.1 jtc 1107:
1.3 lukem 1108: case 5: /* treasure type 5 */
1109: switch (whichtreasure) {
1110: case 1:
1111: dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1112: printw("You've discovered a +%.0f dagger.\n", dtemp);
1113: if (dtemp >= Player.p_sword)
1114: Player.p_sword = dtemp;
1115: else
1116: SOMEBETTER();
1117: break;
1118:
1119: case 2:
1120: dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1121: printw("You have found some +%.0f armour!\n", dtemp);
1122: if (dtemp >= Player.p_shield)
1123: Player.p_shield = dtemp;
1124: else
1125: SOMEBETTER();
1126: break;
1127:
1128: case 3:
1129: addstr("You've found a tablet.\n");
1130: Player.p_brains += 4.5 * Circle;
1131: break;
1132: }
1133: break;
1134: /* end treasure type 5 */
1.1 jtc 1135:
1.3 lukem 1136: case 6: /* treasure type 6 */
1137: switch (whichtreasure) {
1138: case 1:
1139: addstr("You've found a priest.\n");
1140: Player.p_energy = Player.p_maxenergy + Player.p_shield;
1141: Player.p_sin /= 2.0;
1142: Player.p_mana += 24.0 * Circle;
1143: Player.p_brains += Circle;
1144: break;
1145:
1146: case 2:
1147: addstr("You have come upon Robin Hood!\n");
1148: Player.p_shield += Circle * 2.0;
1149: Player.p_strength += Circle / 2.5 + 1.0;
1150: break;
1151:
1152: case 3:
1153: dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1154: printw("You have found a +%.0f axe!\n", dtemp);
1155: if (dtemp >= Player.p_sword)
1156: Player.p_sword = dtemp;
1157: else
1158: SOMEBETTER();
1159: break;
1160: }
1161: break;
1162: /* end treasure type 6 */
1.1 jtc 1163:
1.3 lukem 1164: case 7: /* treasure type 7 */
1165: switch (whichtreasure) {
1166: case 1:
1167: addstr("You've discovered a charm!\n");
1168: ++Player.p_charms;
1169: break;
1170:
1171: case 2:
1172: addstr("You have encountered Merlyn!\n");
1173: Player.p_brains += Circle + 5.0;
1174: Player.p_magiclvl += Circle / 3.0 + 5.0;
1175: Player.p_mana += Circle * 10.0;
1176: break;
1177:
1178: case 3:
1179: dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1180: printw("You have found a +%.0f war hammer!\n", dtemp);
1181: if (dtemp >= Player.p_sword)
1182: Player.p_sword = dtemp;
1183: else
1184: SOMEBETTER();
1185: break;
1186: }
1187: break;
1188: /* end treasure type 7 */
1.1 jtc 1189:
1.3 lukem 1190: case 8: /* treasure type 8 */
1191: switch (whichtreasure) {
1192: case 1:
1193: addstr("You have found a healing potion.\n");
1194: Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1195: break;
1196:
1197: case 2:
1198: addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1199: ch = getanswer("NY", FALSE);
1200: addstr("\n\n");
1201: if (ch == 'Y') {
1202: double x, y;
1203:
1204: addstr("X Y Coordinates ? ");
1205: getstring(Databuf, SZ_DATABUF);
1206: sscanf(Databuf, "%lf %lf", &x, &y);
1207: altercoordinates(x, y, A_FORCED);
1208: }
1209: break;
1210:
1211: case 3:
1212: dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1213: printw("You've found a +%.0f sword!\n", dtemp);
1214: if (dtemp >= Player.p_sword)
1215: Player.p_sword = dtemp;
1216: else
1217: SOMEBETTER();
1218: break;
1219: }
1220: break;
1221: /* end treasure type 8 */
1.1 jtc 1222:
1.3 lukem 1223: case 10:
1224: case 11:
1225: case 12:
1226: case 13: /* treasure types 10 - 13 */
1227: if (drandom() < 0.33) {
1228: if (Curmonster.m_treasuretype == 10) {
1229: addstr("You've found a pair of elven boots!\n");
1230: Player.p_quickness += 2.0;
1231: break;
1232: } else
1233: if (Curmonster.m_treasuretype == 11
1234: && !Player.p_palantir) {
1235: addstr("You've acquired Saruman's palantir.\n");
1236: Player.p_palantir = TRUE;
1237: break;
1238: } else
1239: if (Player.p_ring.ring_type == R_NONE
1240: && Player.p_specialtype < SC_COUNCIL
1241: && (Curmonster.m_treasuretype == 12
1242: || Curmonster.m_treasuretype == 13))
1243: /* roll
1244: * up
1245: * a
1246: * ring
1247: * */
1248: {
1249: if (drandom() < 0.8)
1250: /* r
1251: * e
1252: * g
1253: * u
1254: * l
1255: * a
1256: * r
1257: *
1258: * ri
1259: * n
1260: * g
1261: * s
1262: * */
1263: {
1264: if (Curmonster.m_treasuretype == 12) {
1265: whichtreasure = R_NAZREG;
1266: temp = 35;
1267: } else {
1268: whichtreasure = R_DLREG;
1269: temp = 0;
1270: }
1271: } else
1272: /* b
1273: * a
1274: * d
1275: *
1276: * ri
1277: * n
1278: * g
1279: * s
1280: * */
1281: {
1282: whichtreasure = R_BAD;
1283: temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1284: }
1285:
1286: addstr("You've discovered a ring. Will you pick it up ? ");
1287: ch = getanswer("NY", FALSE);
1288: addstr("\n\n");
1289:
1290: if (ch == 'Y') {
1291: Player.p_ring.ring_type = whichtreasure;
1292: Player.p_ring.ring_duration = temp;
1293: }
1294: break;
1295: }
1.1 jtc 1296: }
1.3 lukem 1297: /* end treasure types 10 - 13 */
1298: /* fall through to treasure type 9 if
1299: * no treasure from above */
1300:
1301: case 9: /* treasure type 9 */
1302: switch (whichtreasure) {
1303: case 1:
1304: if (Player.p_level <= 1000.0
1305: && Player.p_crowns <= 3
1306: && Player.p_level >= 10.0) {
1307: addstr("You have found a golden crown!\n");
1308: ++Player.p_crowns;
1309: break;
1310: }
1311: /* fall through otherwise */
1312:
1313: case 2:
1314: addstr("You've been blessed!\n");
1315: Player.p_blessing = TRUE;
1316: Player.p_sin /= 3.0;
1317: Player.p_energy = Player.p_maxenergy + Player.p_shield;
1318: Player.p_mana += 100.0 * Circle;
1319: break;
1320:
1321: case 3:
1322: dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1323: dtemp = MIN(dtemp, 99.0);
1324: printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1325: if (dtemp >= Player.p_quksilver)
1326: Player.p_quksilver = dtemp;
1327: else
1328: SOMEBETTER();
1329: break;
1.1 jtc 1330: }
1331: break;
1.3 lukem 1332: /* end treasure type 9 */
1.1 jtc 1333: }
1334: }
1335: }
1336:
1.3 lukem 1337: void
1.1 jtc 1338: cursedtreasure()
1339: {
1.3 lukem 1340: if (Player.p_charms > 0) {
1341: addstr("But your charm saved you!\n");
1342: --Player.p_charms;
1343: } else
1344: if (Player.p_amulets > 0) {
1345: addstr("But your amulet saved you!\n");
1346: --Player.p_amulets;
1347: } else {
1348: Player.p_energy =
1349: (Player.p_maxenergy + Player.p_shield) / 10.0;
1350: Player.p_poison += 0.25;
1351: }
1.1 jtc 1352: }
1353:
1.3 lukem 1354: void
1.1 jtc 1355: scramblestats()
1356: {
1.3 lukem 1357: double dbuf[6]; /* to put statistic in */
1358: double dtemp1, dtemp2; /* for swapping values */
1359: int first, second; /* indices for swapping */
1360: double *dptr; /* pointer for filling and emptying buf[] */
1361:
1362: /* fill buffer */
1363: dptr = &dbuf[0];
1364: *dptr++ = Player.p_strength;
1365: *dptr++ = Player.p_mana;
1366: *dptr++ = Player.p_brains;
1367: *dptr++ = Player.p_magiclvl;
1368: *dptr++ = Player.p_energy;
1369: *dptr = Player.p_sin;
1370:
1371: /* pick values to swap */
1372: first = (int) ROLL(0, 5);
1373: second = (int) ROLL(0, 5);
1374:
1375: /* swap values */
1376: dptr = &dbuf[0];
1377: dtemp1 = dptr[first];
1378: /* this expression is split to prevent a compiler loop on some
1379: * compilers */
1380: dtemp2 = dptr[second];
1381: dptr[first] = dtemp2;
1382: dptr[second] = dtemp1;
1383:
1384: /* empty buffer */
1385: Player.p_strength = *dptr++;
1386: Player.p_mana = *dptr++;
1387: Player.p_brains = *dptr++;
1388: Player.p_magiclvl = *dptr++;
1389: Player.p_energy = *dptr++;
1390: Player.p_sin = *dptr;
1.1 jtc 1391: }
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