1 /* $NetBSD: fight.c,v 1.13 2009/08/31 08:27:16 dholland Exp $ */
4 * fight.c Phantasia monster fighting routines
10 static void awardtreasure(void);
11 static void callmonster(int);
12 static void cancelmonster(void);
13 static void cursedtreasure(void);
14 static void hitmonster(double);
15 static void monsthits(void);
16 static int pickmonster(void);
17 static void playerhits(void);
18 static void scramblestats(void);
19 static void throwspell(void);
22 * FUNCTION: monster battle routine
25 * int particular - particular monster to fight if >= 0
27 * GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
28 * Player, *stdscr, Fileloc, Fightenv[], *Enemyname
30 * GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
33 * Choose a monster and check against some special types.
34 * Arbitrate between monster and player. Watch for either
39 encounter(int particular
)
41 volatile bool firsthit
= Player
.p_blessing
; /* set if player gets the first hit */
42 int flockcnt
= 1; /* how many time flocked */
44 /* let others know what we are doing */
45 Player
.p_status
= S_MONSTER
;
46 writerecord(&Player
, Fileloc
);
52 Shield
= 0.0; /* no shield up yet */
55 /* monster is specified */
56 Whichmonster
= particular
;
58 /* pick random monster */
59 Whichmonster
= pickmonster();
61 setjmp(Fightenv
); /* this is to enable changing fight state */
64 clrtobot(); /* clear bottom area of screen */
67 callmonster(Whichmonster
); /* set up monster to fight */
69 Luckout
= FALSE
; /* haven't tried to luckout yet */
71 if (Curmonster
.m_type
== SM_MORGOTH
)
72 mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
75 if (Curmonster
.m_type
== SM_UNICORN
) {
76 if (Player
.p_virgin
) {
77 printw("You just subdued %s, thanks to the virgin.\n", Enemyname
);
78 Player
.p_virgin
= FALSE
;
80 printw("You just saw %s running away!\n", Enemyname
);
81 Curmonster
.m_experience
= 0.0;
82 Curmonster
.m_treasuretype
= 0;
85 /* not a special monster */
87 /* print header, and arbitrate between player and monster */
88 mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
89 Enemyname
, Curmonster
.m_experience
, Circle
);
92 mvprintw(1, 26, "%20.0f", Player
.p_energy
+ Shield
); /* overprint energy */
95 if (Curmonster
.m_type
== SM_DARKLORD
97 && Player
.p_charms
> 0) {
98 /* overpower Dark Lord with blessing and charm */
99 mvprintw(7, 0, "You just overpowered %s!", Enemyname
);
101 Player
.p_blessing
= FALSE
;
106 /* allow paralyzed monster to wake up */
107 Curmonster
.m_speed
= MIN(Curmonster
.m_speed
+ 1.0, Curmonster
.m_maxspeed
);
109 if (drandom() * Curmonster
.m_speed
> drandom() * Player
.p_speed
110 /* monster is faster */
111 && Curmonster
.m_type
!= SM_DARKLORD
113 && Curmonster
.m_type
!= SM_SHRIEKER
116 /* monster gets a hit */
119 /* player gets a hit */
126 if (Lines
> LINES
- 2) {
127 /* near bottom of screen - pause */
133 if (Player
.p_energy
<= 0.0) {
138 break; /* fight ends if the player is saved from death */
141 if (Curmonster
.m_energy
<= 0.0)
146 /* give player credit for killing monster */
147 Player
.p_experience
+= Curmonster
.m_experience
;
149 if (drandom() < Curmonster
.m_flock
/ 100.0) {
153 longjmp(Fightenv
, 0);
155 } else if (Circle
> 1.0 &&
156 Curmonster
.m_treasuretype
> 0 &&
157 drandom() > 0.2 + pow(0.4, (double)(flockcnt
/ 3 + Circle
/ 3.0))) {
158 /* monster has treasure; this takes # of flocks and size into account */
163 /* pause before returning */
164 getyx(stdscr
, Lines
, flockcnt
);
167 Player
.p_ring
.ring_inuse
= FALSE
; /* not using ring */
169 /* clean up the screen */
175 * FUNCTION: choose a monster based upon where we are
177 * RETURN VALUE: monster number to call
179 * GLOBAL INPUTS: Marsh, Circle, Player
182 * Certain monsters can be found in certain areas of the grid.
183 * We take care of rolling them here.
184 * Unfortunately, this routine assumes that the monster data
185 * base is arranged in a particular order. If the data base
186 * is altered (to add monsters, or make them tougher), this
187 * routine may also need to be changed.
193 if (Player
.p_specialtype
== SC_VALAR
)
194 /* even chance of any monster */
195 return ((int)ROLL(0.0, 100.0));
199 return ((int)ROLL(0.0, 15.0));
201 else if (Circle
> 24)
202 /* even chance of all non-water monsters */
203 return ((int)ROLL(14.0, 86.0));
205 else if (Circle
> 15)
206 /* chance of all non-water monsters, weighted toward middle */
207 return ((int)(ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
210 /* not all non-water monsters, weighted toward middle */
211 return ((int)(ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
214 /* even chance of some tamer non-water monsters */
215 return ((int)ROLL(14.0, 50.0));
218 /* even chance of some of the tamest non-water monsters */
219 return ((int)ROLL(14.0, 25.0));
223 * FUNCTION: prompt player for action in monster battle, and process
225 * GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
227 * GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
230 * Process all monster battle options.
236 double inflict
; /* damage inflicted */
239 mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
242 /* haven't tried to luckout yet */
243 if (Curmonster
.m_type
== SM_MORGOTH
)
244 /* cannot luckout against Morgoth */
247 addstr("6:Luckout ");
250 if (Player
.p_ring
.ring_type
!= R_NONE
)
251 /* player has a ring */
252 addstr("7:Use Ring ");
259 clrtobot(); /* clear any messages from before */
261 mvaddstr(4, 0, "\n\n"); /* clear status area */
264 case 'T': /* timeout; lose turn */
268 case '1': /* melee */
269 /* melee affects monster's energy and strength */
270 inflict
= ROLL(Player
.p_might
/ 2.0 + 5.0, 1.3 * Player
.p_might
) +
271 (Player
.p_ring
.ring_inuse
? Player
.p_might
: 0.0);
273 Curmonster
.m_melee
+= inflict
;
274 Curmonster
.m_strength
= Curmonster
.m_o_strength
-
275 Curmonster
.m_melee
/ Curmonster
.m_o_energy
*
276 Curmonster
.m_o_strength
/ 4.0;
280 case '2': /* skirmish */
281 /* skirmish affects monter's energy and speed */
282 inflict
= ROLL(Player
.p_might
/ 3.0 + 3.0, 1.1 * Player
.p_might
) +
283 (Player
.p_ring
.ring_inuse
? Player
.p_might
: 0.0);
285 Curmonster
.m_skirmish
+= inflict
;
286 Curmonster
.m_maxspeed
= Curmonster
.m_o_speed
-
287 Curmonster
.m_skirmish
/ Curmonster
.m_o_energy
*
288 Curmonster
.m_o_speed
/ 4.0;
292 case '3': /* evade */
293 /* use brains and speed to try to evade */
294 if ((Curmonster
.m_type
== SM_DARKLORD
||
295 Curmonster
.m_type
== SM_SHRIEKER
296 /* can always run from D. L. and shrieker */
297 || drandom() * Player
.p_speed
* Player
.p_brains
298 > drandom() * Curmonster
.m_speed
* Curmonster
.m_brains
) &&
299 (Curmonster
.m_type
!= SM_MIMIC
)) {
300 /* cannot run from mimic */
301 mvaddstr(Lines
++, 0, "You got away!");
303 altercoordinates(0.0, 0.0, A_NEAR
);
305 mvprintw(Lines
++, 0, "%s is still after you!", Enemyname
);
310 case '4': /* magic spell */
315 /* hit 1 plus sword; give some experience */
316 inflict
= 1.0 + Player
.p_sword
;
317 Player
.p_experience
+= floor(Curmonster
.m_experience
/ 10.0);
318 Curmonster
.m_experience
*= 0.92;
319 /* monster gets meaner */
320 Curmonster
.m_maxspeed
+= 2.0;
321 Curmonster
.m_speed
= (Curmonster
.m_speed
< 0.0) ? 0.0 : Curmonster
.m_speed
+ 2.0;
322 if (Curmonster
.m_type
== SM_DARKLORD
) {
323 /* Dark Lord; doesn't like to be nicked */
325 "You hit %s %.0f times, and made him mad!", Enemyname
, inflict
);
326 Player
.p_quickness
/= 2.0;
327 altercoordinates(0.0, 0.0, A_FAR
);
334 case '6': /* luckout */
336 mvaddstr(Lines
++, 0, "You already tried that.");
339 if (Curmonster
.m_type
== SM_MORGOTH
) {
341 if (drandom() < Player
.p_sin
/ 100.0) {
342 mvprintw(Lines
++, 0, "%s accepted!", Enemyname
);
345 mvaddstr(Lines
++, 0, "Nope, he's not interested.");
347 /* normal monster; use brains for success */
348 if ((drandom() + 0.333) * Player
.p_brains
349 < (drandom() + 0.333) * Curmonster
.m_brains
)
350 mvprintw(Lines
++, 0, "You blew it, %s.", Player
.p_name
);
352 mvaddstr(Lines
++, 0, "You made it!");
353 Curmonster
.m_energy
= 0.0;
359 case '7': /* use ring */
360 if (Player
.p_ring
.ring_type
!= R_NONE
) {
361 mvaddstr(Lines
++, 0, "Now using ring.");
362 Player
.p_ring
.ring_inuse
= TRUE
;
363 if (Player
.p_ring
.ring_type
!= R_DLREG
)
365 --Player
.p_ring
.ring_duration
;
372 * FUNCTION: process a monster hitting the player
374 * GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr,
375 * Fightenv[], *Enemyname
377 * GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player,
381 * Handle all special monsters here. If the monster is not a special
382 * one, simply roll a hit against the player.
388 double inflict
; /* damage inflicted */
391 switch (Curmonster
.m_type
) {
392 /* may be a special monster */
394 /* hits just enough to kill player */
395 inflict
= (Player
.p_energy
+ Shield
) * 1.02;
399 /* call a big monster */
401 "Shrieeeek!! You scared it, and it called one of its friends.");
403 Whichmonster
= (int)ROLL(70.0, 30.0);
404 longjmp(Fightenv
, 0);
408 /* take experience away */
409 inflict
= ROLL(10.0, Curmonster
.m_strength
);
410 inflict
= MIN(Player
.p_experience
, inflict
);
412 "%s took away %.0f experience points.", Enemyname
, inflict
);
413 Player
.p_experience
-= inflict
;
417 if (Player
.p_holywater
> 0) {
418 /* holy water kills when monster tries to hit */
419 mvprintw(Lines
++, 0, "Your holy water killed it!");
420 --Player
.p_holywater
;
421 Curmonster
.m_energy
= 0.0;
435 /* else special things */
436 switch (Curmonster
.m_type
) {
438 /* takes some of the player's strength */
439 inflict
= ROLL(1.0, (Circle
- 1.0) / 2.0);
440 inflict
= MIN(Player
.p_strength
, inflict
);
441 mvprintw(Lines
++, 0, "%s sapped %0.f of your strength!",
443 Player
.p_strength
-= inflict
;
444 Player
.p_might
-= inflict
;
448 if (Player
.p_palantir
) {
449 /* take away palantir */
450 mvprintw(Lines
++, 0, "Wormtongue stole your palantir!");
451 Player
.p_palantir
= FALSE
;
452 } else if (drandom() > 0.5) {
453 /* gems turn to gold */
455 "%s transformed your gems into gold!", Enemyname
);
456 Player
.p_gold
+= Player
.p_gems
;
459 /* scramble some stats */
460 mvprintw(Lines
++, 0, "%s scrambled your stats!", Enemyname
);
466 /* transport player */
467 mvprintw(Lines
++, 0, "%s transported you!", Enemyname
);
468 altercoordinates(0.0, 0.0, A_FAR
);
473 /* suck up some mana */
474 inflict
= ROLL(0, 7.5 * Circle
);
475 inflict
= MIN(Player
.p_mana
, floor(inflict
));
477 "%s sucked up %.0f of your mana!", Enemyname
, inflict
);
478 Player
.p_mana
-= inflict
;
482 /* try to take ring if player has one */
483 if (Player
.p_ring
.ring_type
!= R_NONE
) {
484 /* player has a ring */
485 mvaddstr(Lines
++, 0, "Will you relinguish your ring ? ");
486 ch
= getanswer("YN", FALSE
);
489 Player
.p_ring
.ring_type
= R_NONE
;
490 Player
.p_ring
.ring_inuse
= FALSE
;
496 /* otherwise, take some brains */
498 "%s neutralized 1/5 of your brain!", Enemyname
);
499 Player
.p_brains
*= 0.8;
503 /* take some gold and gems */
505 "%s took half your gold and gems and flew off.", Enemyname
);
506 Player
.p_gold
/= 2.0;
507 Player
.p_gems
/= 2.0;
512 /* steal a gold piece and run */
514 "%s stole one gold piece and ran away.", Enemyname
);
515 Player
.p_gold
= MAX(0.0, Player
.p_gold
- 1.0);
520 /* bite and (medium) poison */
522 "%s has bitten and poisoned you!", Enemyname
);
523 Player
.p_poison
-= 1.0;
527 /* bite and (small) poison */
528 mvprintw(Lines
++, 0, "%s bit and poisoned you!", Enemyname
);
529 Player
.p_poison
+= 0.25;
534 mvprintw(Lines
++, 0, "%s farted and scampered off.", Enemyname
);
535 Player
.p_energy
/= 2.0; /* damage from fumes */
540 if (Player
.p_ring
.ring_type
!= R_NONE
) {
541 /* try to steal ring */
543 "%s tried to steal your ring, ", Enemyname
);
545 addstr("but was unsuccessful.");
547 addstr("and ran away with it!");
548 Player
.p_ring
.ring_type
= R_NONE
;
555 /* inflict damage through shield */
556 inflict
= ROLL(15.0, Circle
* 10.0);
557 inflict
= MIN(inflict
, Player
.p_energy
);
558 mvprintw(Lines
++, 0, "%s sapped %.0f of your energy.",
560 Player
.p_energy
-= inflict
;
564 /* take all metal treasures */
566 "%s took all your metal treasures!", Enemyname
);
575 /* (large) poison and take a quickness */
577 "%s poisoned you, and took one quik.", Enemyname
);
578 Player
.p_poison
+= 5.0;
579 Player
.p_quickness
-= 1.0;
583 /* fly away, and leave either a Jubjub bird or Bonnacon */
585 "%s flew away, and left you to contend with one of its friends.",
587 Whichmonster
= (drandom() > 0.5) ? 77 : 55;
588 longjmp(Fightenv
, 0);
592 /* partially regenerate monster */
594 "%s partially regenerated his energy.!", Enemyname
);
595 Curmonster
.m_energy
+=
596 floor((Curmonster
.m_o_energy
- Curmonster
.m_energy
) / 2.0);
597 Curmonster
.m_strength
= Curmonster
.m_o_strength
;
598 Curmonster
.m_melee
= Curmonster
.m_skirmish
= 0.0;
599 Curmonster
.m_maxspeed
= Curmonster
.m_o_speed
;
603 if (!Player
.p_blindness
) {
605 mvprintw(Lines
++, 0, "%s blinded you!", Enemyname
);
606 Player
.p_blindness
= TRUE
;
607 Enemyname
= "A monster";
614 /* fall through to here if monster inflicts a normal hit */
615 inflict
= drandom() * Curmonster
.m_strength
+ 0.5;
617 mvprintw(Lines
++, 0, "%s hit you %.0f times!", Enemyname
, inflict
);
619 if ((Shield
-= inflict
) < 0) {
620 Player
.p_energy
+= Shield
;
626 * FUNCTION: mark current monster as no longer active
628 * GLOBAL OUTPUTS: Curmonster
631 * Clear current monster's energy, experience, treasure type, and
632 * flock. This is the same as having the monster run away.
638 Curmonster
.m_energy
= 0.0;
639 Curmonster
.m_experience
= 0.0;
640 Curmonster
.m_treasuretype
= 0;
641 Curmonster
.m_flock
= 0.0;
645 * FUNCTION: inflict damage upon current monster
648 * double inflict - damage to inflict upon monster
650 * GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
652 * GLOBAL OUTPUTS: Curmonster, Lines
655 * Hit monster specified number of times. Handle when monster dies,
656 * and a few special monsters.
660 hitmonster(double inflict
)
662 mvprintw(Lines
++, 0, "You hit %s %.0f times!", Enemyname
, inflict
);
663 Curmonster
.m_energy
-= inflict
;
664 if (Curmonster
.m_energy
> 0.0) {
665 if (Curmonster
.m_type
== SM_DARKLORD
|| Curmonster
.m_type
== SM_SHRIEKER
)
666 /* special monster didn't die */
669 /* monster died. print message. */
670 if (Curmonster
.m_type
== SM_MORGOTH
)
671 mvaddstr(Lines
++, 0, "You have defeated Morgoth, but he may return. . .");
673 /* all other types of monsters */
674 mvprintw(Lines
++, 0, "You killed it. Good work, %s.", Player
.p_name
);
676 if (Curmonster
.m_type
== SM_MIMIC
677 && strcmp(Curmonster
.m_name
, "A Mimic") != 0
678 && !Player
.p_blindness
)
679 mvaddstr(Lines
++, 0, "The body slowly changes into the form of a mimic.");
685 * FUNCTION: throw a magic spell
687 * GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr,
688 * Fightenv[], Illspell[], *Enemyname
690 * GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
693 * Prompt player and process magic spells.
699 double inflict
; /* damage inflicted */
700 double dtemp
; /* for dtemporary calculations */
704 mvaddstr(7, 0, "\n\n"); /* clear menu area */
706 if (Player
.p_magiclvl
>= ML_ALLORNOTHING
)
707 mvaddstr(7, 0, "1:All or Nothing ");
708 if (Player
.p_magiclvl
>= ML_MAGICBOLT
)
709 addstr("2:Magic Bolt ");
710 if (Player
.p_magiclvl
>= ML_FORCEFIELD
)
711 addstr("3:Force Field ");
712 if (Player
.p_magiclvl
>= ML_XFORM
)
713 addstr("4:Transform ");
714 if (Player
.p_magiclvl
>= ML_INCRMIGHT
)
715 addstr("5:Increase Might\n");
716 if (Player
.p_magiclvl
>= ML_INVISIBLE
)
717 mvaddstr(8, 0, "6:Invisibility ");
718 if (Player
.p_magiclvl
>= ML_XPORT
)
719 addstr("7:Transport ");
720 if (Player
.p_magiclvl
>= ML_PARALYZE
)
721 addstr("8:Paralyze ");
722 if (Player
.p_specialtype
>= SC_COUNCIL
)
724 mvaddstr(4, 0, "Spell ? ");
726 ch
= getanswer(" ", TRUE
);
728 mvaddstr(7, 0, "\n\n"); /* clear menu area */
730 if (Curmonster
.m_type
== SM_MORGOTH
&& ch
!= '3')
731 /* can only throw force field against Morgoth */
735 case '1': /* all or nothing */
736 if (drandom() < 0.25) {
738 inflict
= Curmonster
.m_energy
* 1.01 + 1.0;
740 if (Curmonster
.m_type
== SM_DARKLORD
)
741 /* all or nothing doesn't quite work against D. L. */
744 /* failure -- monster gets stronger and quicker */
745 Curmonster
.m_o_strength
= Curmonster
.m_strength
*= 2.0;
746 Curmonster
.m_maxspeed
*= 2.0;
747 Curmonster
.m_o_speed
*= 2.0;
749 /* paralyzed monsters wake up a bit */
750 Curmonster
.m_speed
= MAX(1.0, Curmonster
.m_speed
* 2.0);
753 if (Player
.p_mana
>= MM_ALLORNOTHING
)
754 /* take a mana if player has one */
755 Player
.p_mana
-= MM_ALLORNOTHING
;
760 case '2': /* magic bolt */
761 if (Player
.p_magiclvl
< ML_MAGICBOLT
)
765 /* prompt for amount to expend */
766 mvaddstr(4, 0, "How much mana for bolt? ");
767 dtemp
= floor(infloat());
768 } while (dtemp
< 0.0 || dtemp
> Player
.p_mana
);
770 Player
.p_mana
-= dtemp
;
772 if (Curmonster
.m_type
== SM_DARKLORD
)
773 /* magic bolts don't work against D. L. */
776 inflict
= dtemp
* ROLL(15.0, sqrt(Player
.p_magiclvl
/ 3.0 + 1.0));
777 mvaddstr(5, 0, "Magic Bolt fired!\n");
782 case '3': /* force field */
783 if (Player
.p_magiclvl
< ML_FORCEFIELD
)
785 else if (Player
.p_mana
< MM_FORCEFIELD
)
788 Player
.p_mana
-= MM_FORCEFIELD
;
789 Shield
= (Player
.p_maxenergy
+ Player
.p_shield
) * 4.2 + 45.0;
790 mvaddstr(5, 0, "Force Field up.\n");
794 case '4': /* transform */
795 if (Player
.p_magiclvl
< ML_XFORM
)
797 else if (Player
.p_mana
< MM_XFORM
)
800 Player
.p_mana
-= MM_XFORM
;
801 Whichmonster
= (int)ROLL(0.0, 100.0);
802 longjmp(Fightenv
, 0);
807 case '5': /* increase might */
808 if (Player
.p_magiclvl
< ML_INCRMIGHT
)
810 else if (Player
.p_mana
< MM_INCRMIGHT
)
813 Player
.p_mana
-= MM_INCRMIGHT
;
815 (1.2 * (Player
.p_strength
+ Player
.p_sword
) +
816 5.0 - Player
.p_might
) / 2.0;
817 mvprintw(5, 0, "New strength: %.0f\n", Player
.p_might
);
821 case '6': /* invisible */
822 if (Player
.p_magiclvl
< ML_INVISIBLE
)
824 else if (Player
.p_mana
< MM_INVISIBLE
)
827 Player
.p_mana
-= MM_INVISIBLE
;
829 (1.2 * (Player
.p_quickness
+ Player
.p_quksilver
) +
830 5.0 - Player
.p_speed
) / 2.0;
831 mvprintw(5, 0, "New quickness: %.0f\n", Player
.p_speed
);
835 case '7': /* transport */
836 if (Player
.p_magiclvl
< ML_XPORT
)
838 else if (Player
.p_mana
< MM_XPORT
)
841 Player
.p_mana
-= MM_XPORT
;
842 if (Player
.p_brains
+ Player
.p_magiclvl
843 < Curmonster
.m_experience
/ 200.0 * drandom()) {
844 mvaddstr(5, 0, "Transport backfired!\n");
845 altercoordinates(0.0, 0.0, A_FAR
);
848 mvprintw(5, 0, "%s is transported.\n", Enemyname
);
850 /* monster didn't drop its treasure */
851 Curmonster
.m_treasuretype
= 0;
853 Curmonster
.m_energy
= 0.0;
858 case '8': /* paralyze */
859 if (Player
.p_magiclvl
< ML_PARALYZE
)
861 else if (Player
.p_mana
< MM_PARALYZE
)
864 Player
.p_mana
-= MM_PARALYZE
;
865 if (Player
.p_magiclvl
>
866 Curmonster
.m_experience
/ 1000.0 * drandom()) {
867 mvprintw(5, 0, "%s is held.\n", Enemyname
);
868 Curmonster
.m_speed
= -2.0;
870 mvaddstr(5, 0, "Monster unaffected.\n");
874 case '9': /* specify */
875 if (Player
.p_specialtype
< SC_COUNCIL
)
877 else if (Player
.p_mana
< MM_SPECIFY
)
880 Player
.p_mana
-= MM_SPECIFY
;
881 mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
882 Whichmonster
= (int)infloat();
883 Whichmonster
= MAX(0, MIN(99, Whichmonster
));
884 longjmp(Fightenv
, 0);
892 * FUNCTION: read monster from file, and fill structure
895 * int which - which monster to call
897 * GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
899 * GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
902 * Read specified monster from monster database and fill up
903 * current monster structure.
904 * Adjust statistics based upon current size.
905 * Handle some special monsters.
909 callmonster(int which
)
911 struct monster Othermonster
; /* to find a name for mimics */
913 which
= MIN(which
, 99); /* make sure within range */
916 fseek(Monstfp
, (long)which
* (long)SZ_MONSTERSTRUCT
, SEEK_SET
);
917 fread((char *)&Curmonster
, SZ_MONSTERSTRUCT
, 1, Monstfp
);
919 /* handle some special monsters */
920 if (Curmonster
.m_type
== SM_MODNAR
) {
921 if (Player
.p_specialtype
< SC_COUNCIL
) {
922 /* randomize some stats */
923 Curmonster
.m_strength
*= drandom() + 0.5;
924 Curmonster
.m_brains
*= drandom() + 0.5;
925 Curmonster
.m_speed
*= drandom() + 0.5;
926 Curmonster
.m_energy
*= drandom() + 0.5;
927 Curmonster
.m_experience
*= drandom() + 0.5;
928 Curmonster
.m_treasuretype
=
929 (int)ROLL(0.0, (double)Curmonster
.m_treasuretype
);
931 /* make Modnar into Morgoth */
932 strcpy(Curmonster
.m_name
, "Morgoth");
933 Curmonster
.m_strength
= drandom() * (Player
.p_maxenergy
+ Player
.p_shield
) / 1.4
934 + drandom() * (Player
.p_maxenergy
+ Player
.p_shield
) / 1.5;
935 Curmonster
.m_brains
= Player
.p_brains
;
936 Curmonster
.m_energy
= Player
.p_might
* 30.0;
937 Curmonster
.m_type
= SM_MORGOTH
;
938 Curmonster
.m_speed
= Player
.p_speed
*
939 ((Player
.p_specialtype
== SC_EXVALAR
) ? 2.1 : 1.1);
940 Curmonster
.m_flock
= 0.0;
941 Curmonster
.m_treasuretype
= 0;
942 Curmonster
.m_experience
= 0.0;
944 } else if (Curmonster
.m_type
== SM_MIMIC
) {
945 /* pick another name */
946 which
= (int)ROLL(0.0, 100.0);
947 fseek(Monstfp
, (long)which
* (long)SZ_MONSTERSTRUCT
, SEEK_SET
);
948 fread(&Othermonster
, SZ_MONSTERSTRUCT
, 1, Monstfp
);
949 strcpy(Curmonster
.m_name
, Othermonster
.m_name
);
952 truncstring(Curmonster
.m_name
);
954 if (Curmonster
.m_type
!= SM_MORGOTH
) {
955 /* adjust stats based on which circle player is in */
956 Curmonster
.m_strength
*= (1.0 + Circle
/ 2.0);
957 Curmonster
.m_brains
*= Circle
;
958 Curmonster
.m_speed
+= Circle
* 1.e
-9;
959 Curmonster
.m_energy
*= Circle
;
960 Curmonster
.m_experience
*= Circle
;
963 if (Player
.p_blindness
)
964 /* cannot see monster if blind */
965 Enemyname
= "A monster";
967 Enemyname
= Curmonster
.m_name
;
969 if (Player
.p_speed
<= 0.0) {
970 /* make Player.p_speed positive */
971 Curmonster
.m_speed
+= -Player
.p_speed
;
972 Player
.p_speed
= 1.0;
975 /* fill up the rest of the structure */
976 Curmonster
.m_o_strength
= Curmonster
.m_strength
;
977 Curmonster
.m_o_speed
= Curmonster
.m_maxspeed
= Curmonster
.m_speed
;
978 Curmonster
.m_o_energy
= Curmonster
.m_energy
;
979 Curmonster
.m_melee
= Curmonster
.m_skirmish
= 0.0;
983 * FUNCTION: select a treasure
985 * GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player,
986 * *stdscr, Databuf[], *Statptr, Fightenv[]
988 * GLOBAL OUTPUTS: Whichmonster, Shield, Player
991 * Roll up a treasure based upon monster type and size, and
992 * certain player statistics.
993 * Handle cursed treasure.
999 int whichtreasure
; /* calculated treasure to grant */
1000 int temp
; /* temporary */
1002 double treasuretype
; /* monster's treasure type */
1003 double gold
= 0.0; /* gold awarded */
1004 double gems
= 0.0; /* gems awarded */
1005 double dtemp
; /* for temporary calculations */
1007 whichtreasure
= (int)ROLL(1.0, 3.0); /* pick a treasure */
1008 treasuretype
= (double)Curmonster
.m_treasuretype
;
1014 if (drandom() > 0.65) {
1016 if (Curmonster
.m_treasuretype
> 7) {
1018 gems
= ROLL(1.0, (treasuretype
- 7.0)
1019 * (treasuretype
- 7.0) * (Circle
- 1.0) / 4.0);
1020 printw("You have discovered %.0f gems!", gems
);
1023 gold
= ROLL(treasuretype
* 10.0, treasuretype
1024 * treasuretype
* 10.0 * (Circle
- 1.0));
1025 printw("You have found %.0f gold pieces.", gold
);
1028 addstr(" Do you want to pick them up ? ");
1029 ch
= getanswer("NY", FALSE
);
1033 if (drandom() < treasuretype
/ 35.0 + 0.04) {
1035 addstr("They were cursed!\n");
1038 collecttaxes(gold
, gems
);
1043 /* other treasures */
1044 addstr("You have found some treasure. Do you want to inspect it ? ");
1045 ch
= getanswer("NY", FALSE
);
1050 else if (drandom() < 0.08 && Curmonster
.m_treasuretype
!= 4) {
1051 addstr("It was cursed!\n");
1055 switch (Curmonster
.m_treasuretype
) {
1056 case 1: /* treasure type 1 */
1057 switch (whichtreasure
) {
1059 addstr("You've discovered a power booster!\n");
1060 Player
.p_mana
+= ROLL(Circle
* 4.0, Circle
* 30.0);
1064 addstr("You have encountered a druid.\n");
1065 Player
.p_experience
+=
1066 ROLL(0.0, 2000.0 + Circle
* 400.0);
1070 addstr("You have found a holy orb.\n");
1071 Player
.p_sin
= MAX(0.0, Player
.p_sin
- 0.25);
1075 /* end treasure type 1 */
1077 case 2: /* treasure type 2 */
1078 switch (whichtreasure
) {
1080 addstr("You have found an amulet.\n");
1085 addstr("You've found some holy water!\n");
1086 ++Player
.p_holywater
;
1090 addstr("You've met a hermit!\n");
1091 Player
.p_sin
*= 0.75;
1092 Player
.p_mana
+= 12.0 * Circle
;
1096 /* end treasure type 2 */
1098 case 3: /* treasure type 3 */
1099 switch (whichtreasure
) {
1101 dtemp
= ROLL(7.0, 30.0 + Circle
/ 10.0);
1102 printw("You've found a +%.0f shield!\n", dtemp
);
1103 if (dtemp
>= Player
.p_shield
)
1104 Player
.p_shield
= dtemp
;
1110 addstr("You have rescued a virgin. Will you be honorable ? ");
1111 ch
= getanswer("NY", FALSE
);
1114 Player
.p_virgin
= TRUE
;
1116 Player
.p_experience
+= 2000.0 * Circle
;
1122 addstr("You've discovered some athelas!\n");
1127 /* end treasure type 3 */
1129 case 4: /* treasure type 4 */
1130 addstr("You've found a scroll. Will you read it ? ");
1131 ch
= getanswer("NY", FALSE
);
1135 switch ((int)ROLL(1, 6)) {
1137 addstr("It throws up a shield for you next monster.\n");
1138 getyx(stdscr
, whichtreasure
, ch
);
1139 more(whichtreasure
);
1141 (Player
.p_maxenergy
+ Player
.p_energy
) * 5.5 + Circle
* 50.0;
1142 Whichmonster
= pickmonster();
1143 longjmp(Fightenv
, 0);
1147 addstr("It makes you invisible for you next monster.\n");
1148 getyx(stdscr
, whichtreasure
, ch
);
1149 more(whichtreasure
);
1150 Player
.p_speed
= 1e6
;
1151 Whichmonster
= pickmonster();
1152 longjmp(Fightenv
, 0);
1156 addstr("It increases your strength ten fold to fight your next monster.\n");
1157 getyx(stdscr
, whichtreasure
, ch
);
1158 more(whichtreasure
);
1159 Player
.p_might
*= 10.0;
1160 Whichmonster
= pickmonster();
1161 longjmp(Fightenv
, 0);
1165 addstr("It is a general knowledge scroll.\n");
1166 Player
.p_brains
+= ROLL(2.0, Circle
);
1167 Player
.p_magiclvl
+= ROLL(1.0, Circle
/ 2.0);
1171 addstr("It tells you how to pick your next monster.\n");
1172 addstr("Which monster do you want [0-99] ? ");
1173 Whichmonster
= (int)infloat();
1174 Whichmonster
= MIN(99, MAX(0, Whichmonster
));
1175 longjmp(Fightenv
, 0);
1178 addstr("It was cursed!\n");
1183 /* end treasure type 4 */
1185 case 5: /* treasure type 5 */
1186 switch (whichtreasure
) {
1188 dtemp
= ROLL(Circle
/ 4.0 + 5.0, Circle
/ 2.0 + 9.0);
1189 printw("You've discovered a +%.0f dagger.\n", dtemp
);
1190 if (dtemp
>= Player
.p_sword
)
1191 Player
.p_sword
= dtemp
;
1197 dtemp
= ROLL(7.5 + Circle
* 3.0, Circle
* 2.0 + 160.0);
1198 printw("You have found some +%.0f armour!\n", dtemp
);
1199 if (dtemp
>= Player
.p_shield
)
1200 Player
.p_shield
= dtemp
;
1206 addstr("You've found a tablet.\n");
1207 Player
.p_brains
+= 4.5 * Circle
;
1211 /* end treasure type 5 */
1213 case 6: /* treasure type 6 */
1214 switch (whichtreasure
) {
1216 addstr("You've found a priest.\n");
1217 Player
.p_energy
= Player
.p_maxenergy
+ Player
.p_shield
;
1218 Player
.p_sin
/= 2.0;
1219 Player
.p_mana
+= 24.0 * Circle
;
1220 Player
.p_brains
+= Circle
;
1224 addstr("You have come upon Robin Hood!\n");
1225 Player
.p_shield
+= Circle
* 2.0;
1226 Player
.p_strength
+= Circle
/ 2.5 + 1.0;
1230 dtemp
= ROLL(2.0 + Circle
/ 4.0, Circle
/ 1.2 + 10.0);
1231 printw("You have found a +%.0f axe!\n", dtemp
);
1232 if (dtemp
>= Player
.p_sword
)
1233 Player
.p_sword
= dtemp
;
1239 /* end treasure type 6 */
1241 case 7: /* treasure type 7 */
1242 switch (whichtreasure
) {
1244 addstr("You've discovered a charm!\n");
1249 addstr("You have encountered Merlyn!\n");
1250 Player
.p_brains
+= Circle
+ 5.0;
1251 Player
.p_magiclvl
+= Circle
/ 3.0 + 5.0;
1252 Player
.p_mana
+= Circle
* 10.0;
1256 dtemp
= ROLL(5.0 + Circle
/ 3.0, Circle
/ 1.5 + 20.0);
1257 printw("You have found a +%.0f war hammer!\n", dtemp
);
1258 if (dtemp
>= Player
.p_sword
)
1259 Player
.p_sword
= dtemp
;
1265 /* end treasure type 7 */
1267 case 8: /* treasure type 8 */
1268 switch (whichtreasure
) {
1270 addstr("You have found a healing potion.\n");
1271 Player
.p_poison
= MIN(-2.0, Player
.p_poison
- 2.0);
1275 addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
1276 ch
= getanswer("NY", FALSE
);
1281 addstr("X Y Coordinates ? ");
1282 getstring(Databuf
, SZ_DATABUF
);
1283 sscanf(Databuf
, "%lf %lf", &x
, &y
);
1284 altercoordinates(x
, y
, A_FORCED
);
1289 dtemp
= ROLL(10.0 + Circle
/ 1.2, Circle
* 3.0 + 30.0);
1290 printw("You've found a +%.0f sword!\n", dtemp
);
1291 if (dtemp
>= Player
.p_sword
)
1292 Player
.p_sword
= dtemp
;
1298 /* end treasure type 8 */
1303 case 13: /* treasure types 10 - 13 */
1304 if (drandom() < 0.33) {
1305 if (Curmonster
.m_treasuretype
== 10) {
1306 addstr("You've found a pair of elven boots!\n");
1307 Player
.p_quickness
+= 2.0;
1309 } else if (Curmonster
.m_treasuretype
== 11 &&
1310 !Player
.p_palantir
) {
1311 addstr("You've acquired Saruman's palantir.\n");
1312 Player
.p_palantir
= TRUE
;
1314 } else if (Player
.p_ring
.ring_type
== R_NONE
&&
1315 Player
.p_specialtype
< SC_COUNCIL
&&
1316 (Curmonster
.m_treasuretype
== 12 ||
1317 Curmonster
.m_treasuretype
== 13)) {
1318 /* roll up a ring */
1319 if (drandom() < 0.8) {
1321 if (Curmonster
.m_treasuretype
== 12) {
1322 whichtreasure
= R_NAZREG
;
1325 whichtreasure
= R_DLREG
;
1330 whichtreasure
= R_BAD
;
1331 temp
= 15 + Statptr
->c_ringduration
+ (int)ROLL(0, 5);
1334 addstr("You've discovered a ring. Will you pick it up ? ");
1335 ch
= getanswer("NY", FALSE
);
1339 Player
.p_ring
.ring_type
= whichtreasure
;
1340 Player
.p_ring
.ring_duration
= temp
;
1346 /* end treasure types 10 - 13 */
1347 /* fall through to treasure type 9 if no treasure from above */
1350 case 9: /* treasure type 9 */
1351 switch (whichtreasure
) {
1353 if (Player
.p_level
<= 1000.0 &&
1354 Player
.p_crowns
<= 3 &&
1355 Player
.p_level
>= 10.0) {
1356 addstr("You have found a golden crown!\n");
1363 addstr("You've been blessed!\n");
1364 Player
.p_blessing
= TRUE
;
1365 Player
.p_sin
/= 3.0;
1366 Player
.p_energy
= Player
.p_maxenergy
+ Player
.p_shield
;
1367 Player
.p_mana
+= 100.0 * Circle
;
1371 dtemp
= ROLL(1.0, Circle
/ 5.0 + 5.0);
1372 dtemp
= MIN(dtemp
, 99.0);
1373 printw("You have discovered some +%.0f quicksilver!\n", dtemp
);
1374 if (dtemp
>= Player
.p_quksilver
)
1375 Player
.p_quksilver
= dtemp
;
1381 /* end treasure type 9 */
1387 * FUNCTION: take care of cursed treasure
1389 * GLOBAL INPUTS: Player, *stdscr
1391 * GLOBAL OUTPUTS: Player
1394 * Handle cursed treasure. Look for amulets and charms to save
1395 * the player from the curse.
1399 cursedtreasure(void)
1401 if (Player
.p_charms
> 0) {
1402 addstr("But your charm saved you!\n");
1404 } else if (Player
.p_amulets
> 0) {
1405 addstr("But your amulet saved you!\n");
1408 Player
.p_energy
= (Player
.p_maxenergy
+ Player
.p_shield
) / 10.0;
1409 Player
.p_poison
+= 0.25;
1414 * FUNCTION: scramble some selected statistics
1416 * GLOBAL INPUTS: Player
1418 * GLOBAL OUTPUTS: Player
1421 * Swap a few player statistics randomly.
1427 double dbuf
[6]; /* to put statistic in */
1428 double dtemp1
, dtemp2
; /* for swapping values */
1429 int first
, second
; /* indices for swapping */
1430 double *dptr
; /* pointer for filling and emptying buf[] */
1434 *dptr
++ = Player
.p_strength
;
1435 *dptr
++ = Player
.p_mana
;
1436 *dptr
++ = Player
.p_brains
;
1437 *dptr
++ = Player
.p_magiclvl
;
1438 *dptr
++ = Player
.p_energy
;
1439 *dptr
= Player
.p_sin
;
1441 /* pick values to swap */
1442 first
= (int)ROLL(0, 5);
1443 second
= (int)ROLL(0, 5);
1447 dtemp1
= dptr
[first
];
1448 /* this expression is split to prevent a compiler loop on some compilers */
1449 dtemp2
= dptr
[second
];
1450 dptr
[first
] = dtemp2
;
1451 dptr
[second
] = dtemp1
;
1454 Player
.p_strength
= *dptr
++;
1455 Player
.p_mana
= *dptr
++;
1456 Player
.p_brains
= *dptr
++;
1457 Player
.p_magiclvl
= *dptr
++;
1458 Player
.p_energy
= *dptr
++;
1459 Player
.p_sin
= *dptr
;