4.4BSD/usr/src/games/phantasia/fight.c

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/*
 * fight.c   Phantasia monster fighting routines
 */

#include "include.h"

/************************************************************************
/
/ FUNCTION NAME: encounter()
/
/ FUNCTION: monster battle routine
/
/ AUTHOR: E. A. Estes, 2/20/86
/
/ ARGUMENTS:
/	int particular - particular monster to fight if >= 0
/
/ RETURN VALUE: none
/
/ MODULES CALLED: monsthits(), playerhits(), readmessage(), callmonster(), 
/	writerecord(), pickmonster(), displaystats(), pow(), cancelmonster(), 
/	awardtreasure(), more(), death(), wmove(), setjmp(), drandom(), printw(), 
/	longjmp(), wrefresh(), mvprintw(), wclrtobot()
/
/ GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield, 
/	Player, *stdscr, Fileloc, Fightenv[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
/
/ DESCRIPTION:
/	Choose a monster and check against some special types.
/	Arbitrate between monster and player.  Watch for either
/	dying.
/
/************************************************************************/

encounter(particular)
int	particular;
{
bool	firsthit = Player.p_blessing;	/* set if player gets the first hit */
int	flockcnt = 1;			/* how many time flocked */

    /* let others know what we are doing */
    Player.p_status = S_MONSTER;
    writerecord(&Player, Fileloc);

#ifdef SYS5
    flushinp();
#endif

    Shield = 0.0;		/* no shield up yet */

    if (particular >= 0)
	/* monster is specified */
	Whichmonster = particular;
    else
	/* pick random monster */
	Whichmonster = pickmonster();

    setjmp(Fightenv);		/* this is to enable changing fight state */

    move(6, 0);
    clrtobot();			/* clear bottom area of screen */

    Lines = 9;
    callmonster(Whichmonster);	/* set up monster to fight */

    Luckout = FALSE;		/* haven't tried to luckout yet */

    if (Curmonster.m_type == SM_MORGOTH)
	mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
	    Enemyname);

    if (Curmonster.m_type == SM_UNICORN)
	{
	if (Player.p_virgin)
	    {
	    printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
	    Player.p_virgin = FALSE;
	    }
	else
	    {
	    printw("You just saw %s running away!\n", Enemyname);
	    Curmonster.m_experience = 0.0;
	    Curmonster.m_treasuretype = 0;
	    }
	}
    else
	/* not a special monster */
	for (;;)
	    /* print header, and arbitrate between player and monster */
	    {
	    mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
		Enemyname, Curmonster.m_experience, Circle);

	    displaystats();
	    mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
	    readmessage();

	    if (Curmonster.m_type == SM_DARKLORD
		&& Player.p_blessing
		&& Player.p_charms > 0)
		/* overpower Dark Lord with blessing and charm */
		{
		mvprintw(7, 0, "You just overpowered %s!", Enemyname);
		Lines = 8;
		Player.p_blessing = FALSE;
		--Player.p_charms;
		break;
		}

	    /* allow paralyzed monster to wake up */
	    Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);

	    if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
		/* monster is faster */
		&& Curmonster.m_type != SM_DARKLORD
		/* not D. L. */
		&& Curmonster.m_type != SM_SHRIEKER
		/* not mimic */
		&& !firsthit)
		/* monster gets a hit */
		monsthits();
	    else
		/* player gets a hit */
		{
		firsthit = FALSE;
		playerhits();
		}

	    refresh();

	    if (Lines > LINES - 2)
		/* near bottom of screen - pause */
		{
		more(Lines);
		move(Lines = 8, 0);
		clrtobot();
		}

	    if (Player.p_energy <= 0.0)
		/* player died */
		{
		more(Lines);
		death(Enemyname);
		cancelmonster();
		break;		/* fight ends if the player is saved from death */
		}

	    if (Curmonster.m_energy <= 0.0)
		/* monster died */
		break;
	    }

    /* give player credit for killing monster */
    Player.p_experience += Curmonster.m_experience;

    if (drandom() < Curmonster.m_flock / 100.0)
	/* monster flocks */
	{
	more(Lines);
	++flockcnt;
	longjmp(Fightenv, 0);
	/*NOTREACHED*/
	}
    else if (Circle > 1.0
	&& Curmonster.m_treasuretype > 0
	&& drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
	/* monster has treasure; this takes # of flocks and size into account */
	{
	more(Lines);
	awardtreasure();
	}

    /* pause before returning */
    getyx(stdscr, Lines, flockcnt);
    more(Lines + 1);

    Player.p_ring.ring_inuse = FALSE;	/* not using ring */

    /* clean up the screen */
    move(4, 0);
    clrtobot();
}
/**/
/************************************************************************
/
/ FUNCTION NAME: pickmonster()
/
/ FUNCTION: choose a monster based upon where we are
/
/ AUTHOR: E. A. Estes, 2/20/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: monster number to call
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: Marsh, Circle, Player
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/	Certain monsters can be found in certain areas of the grid.
/	We take care of rolling them here.
/	Unfortunately, this routine assumes that the monster data
/	base is arranged in a particular order.  If the data base
/	is altered (to add monsters, or make them tougher), this
/	routine may also need to be changed.
/
/************************************************************************/

pickmonster()
{
    if (Player.p_specialtype == SC_VALAR)
	/* even chance of any monster */
	return((int) ROLL(0.0, 100.0));

    if (Marsh)
	/* water monsters */
	return((int) ROLL(0.0, 15.0));

    else if (Circle > 24)
	/* even chance of all non-water monsters */
	return((int) ROLL(14.0, 86.0));

    else if (Circle > 15)
	/* chance of all non-water monsters, weighted toward middle */
	return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));

    else if (Circle > 8)
	/* not all non-water monsters, weighted toward middle */
	return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));

    else if (Circle > 3)
	/* even chance of some tamer non-water monsters */
	return((int) ROLL(14.0, 50.0));

    else 
	/* even chance of some of the tamest non-water monsters */
	return((int) ROLL(14.0, 25.0));
}
/**/
/************************************************************************
/
/ FUNCTION NAME: playerhits()
/
/ FUNCTION: prompt player for action in monster battle, and process
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: hitmonster(), throwspell(), inputoption(), cancelmonster(), 
/	floor(), wmove(), drandom(), altercoordinates(), waddstr(), mvprintw(), 
/	wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
/
/ DESCRIPTION:
/	Process all monster battle options.
/
/************************************************************************/

playerhits()
{
double	inflict;	/* damage inflicted */
int	ch;		/* input */

    mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");

    if (!Luckout)
	/* haven't tried to luckout yet */
	if (Curmonster.m_type == SM_MORGOTH)
	    /* cannot luckout against Morgoth */
	    addstr("6:Ally  ");
	else
	    addstr("6:Luckout  ");

    if (Player.p_ring.ring_type != R_NONE)
	/* player has a ring */
	addstr("7:Use Ring  ");
    else
	clrtoeol();

    ch = inputoption();

    move(8, 0);
    clrtobot();			/* clear any messages from before */
    Lines = 9;
    mvaddstr(4, 0, "\n\n");	/* clear status area */

    switch (ch)
	{
	case 'T':		/* timeout; lose turn */
	    break;

	case ' ':
	case '1':		/* melee */
	    /* melee affects monster's energy and strength */
	    inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
		+ (Player.p_ring.ring_inuse ? Player.p_might : 0.0);

	    Curmonster.m_melee += inflict;
	    Curmonster.m_strength = Curmonster.m_o_strength
		- Curmonster.m_melee / Curmonster.m_o_energy
		* Curmonster.m_o_strength / 4.0;
	    hitmonster(inflict);
	    break;

	case '2':		/* skirmish */
	    /* skirmish affects monter's energy and speed */
	    inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
		+ (Player.p_ring.ring_inuse ? Player.p_might : 0.0);

	    Curmonster.m_skirmish += inflict;
	    Curmonster.m_maxspeed = Curmonster.m_o_speed
		- Curmonster.m_skirmish / Curmonster.m_o_energy
		* Curmonster.m_o_speed / 4.0;
	    hitmonster(inflict);
	    break;

	case '3':		/* evade */
	    /* use brains and speed to try to evade */
	    if ((Curmonster.m_type == SM_DARKLORD
		|| Curmonster.m_type == SM_SHRIEKER
		/* can always run from D. L. and shrieker */
		|| drandom() * Player.p_speed * Player.p_brains
		    > drandom() * Curmonster.m_speed * Curmonster.m_brains)
		&& (Curmonster.m_type != SM_MIMIC))
		/* cannot run from mimic */
		{
		mvaddstr(Lines++, 0, "You got away!");
		cancelmonster();
		altercoordinates(0.0, 0.0, A_NEAR);
		}
	    else
		mvprintw(Lines++, 0, "%s is still after you!", Enemyname);

	    break;

	case 'M':
	case '4':		/* magic spell */
	    throwspell();
	    break;

	case '5':		/* nick */
	    /* hit 1 plus sword; give some experience */
	    inflict = 1.0 + Player.p_sword;
	    Player.p_experience += floor(Curmonster.m_experience / 10.0);
	    Curmonster.m_experience *= 0.92;
	    /* monster gets meaner */
	    Curmonster.m_maxspeed += 2.0;
	    Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
	    if (Curmonster.m_type == SM_DARKLORD)
		/* Dark Lord; doesn't like to be nicked */
		{
		mvprintw(Lines++, 0,
		    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
		Player.p_quickness /= 2.0;
		altercoordinates(0.0, 0.0, A_FAR);
		cancelmonster();
		}
	    else
		hitmonster(inflict);
	    break;

	case 'B':
	case '6':	/* luckout */
	    if (Luckout)
		mvaddstr(Lines++, 0, "You already tried that.");
	    else
		{
		Luckout = TRUE;
		if (Curmonster.m_type == SM_MORGOTH)
		    /* Morgoth; ally */
		    {
		    if (drandom() < Player.p_sin / 100.0)
			{
			mvprintw(Lines++, 0, "%s accepted!", Enemyname);
			cancelmonster();
			}
		    else
			mvaddstr(Lines++, 0, "Nope, he's not interested.");
		    }
		else
		    /* normal monster; use brains for success */
		    {
		    if ((drandom() + 0.333) * Player.p_brains
			< (drandom() + 0.333) * Curmonster.m_brains)
			mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
		    else
			{
			mvaddstr(Lines++, 0, "You made it!");
			Curmonster.m_energy = 0.0;
			}
		    }
		}
	    break;

	case '7':		/* use ring */
	    if (Player.p_ring.ring_type != R_NONE)
		{
		mvaddstr(Lines++, 0, "Now using ring.");
		Player.p_ring.ring_inuse = TRUE;
		if (Player.p_ring.ring_type != R_DLREG)
		    /* age ring */
		    --Player.p_ring.ring_duration;
		}
	    break;
	}

}
/**/
/************************************************************************
/
/ FUNCTION NAME: monsthits()
/
/ FUNCTION: process a monster hitting the player
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: cancelmonster(), scramblestats(), more(), floor(), wmove(), 
/	drandom(), altercoordinates(), longjmp(), waddstr(), mvprintw(), 
/	getanswer()
/
/ GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr, 
/	Fightenv[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, 
/	*Enemyname
/
/ DESCRIPTION:
/	Handle all special monsters here.  If the monster is not a special
/	one, simply roll a hit against the player.
/
/************************************************************************/

monsthits()
{
double	inflict;		/* damage inflicted */
int	ch;			/* input */

    switch (Curmonster.m_type)
	/* may be a special monster */
	{
	case SM_DARKLORD:
	    /* hits just enough to kill player */
	    inflict = (Player.p_energy + Shield) * 1.02;
	    goto SPECIALHIT;

	case SM_SHRIEKER:
	    /* call a big monster */
	    mvaddstr(Lines++, 0,
		"Shrieeeek!!  You scared it, and it called one of its friends.");
	    more(Lines);
	    Whichmonster = (int) ROLL(70.0, 30.0);
	    longjmp(Fightenv, 0);
	    /*NOTREACHED*/

	case SM_BALROG:
	    /* take experience away */
	    inflict = ROLL(10.0, Curmonster.m_strength);
	    inflict = MIN(Player.p_experience, inflict);
	    mvprintw(Lines++, 0, 
		"%s took away %.0f experience points.", Enemyname, inflict);
	    Player.p_experience -= inflict;
	    return;

	case SM_FAERIES:
	    if (Player.p_holywater > 0)
		/* holy water kills when monster tries to hit */
		{
		mvprintw(Lines++, 0, "Your holy water killed it!");
		--Player.p_holywater;
		Curmonster.m_energy = 0.0;
		return;
		}
	    break;

	case SM_NONE:
	    /* normal hit */
	    break;

	default:
	    if (drandom() > 0.2)
		/* normal hit */
		break;

	    /* else special things */
	    switch (Curmonster.m_type)
		{
		case SM_LEANAN:
		    /* takes some of the player's strength */
		    inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
		    inflict = MIN(Player.p_strength, inflict);
		    mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
			Enemyname, inflict);
		    Player.p_strength -= inflict;
		    Player.p_might -= inflict;
		    break;

		case SM_SARUMAN:
		    if (Player.p_palantir)
			/* take away palantir */
			{
			mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
			Player.p_palantir = FALSE;
			}
		    else if (drandom() > 0.5)
			/* gems turn to gold */
			{
			mvprintw(Lines++, 0,
			    "%s transformed your gems into gold!", Enemyname);
			Player.p_gold += Player.p_gems;
			Player.p_gems = 0.0;
			}
		    else
			/* scramble some stats */
			{
			mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
			scramblestats();
			}
		    break;

		case SM_THAUMATURG:
		    /* transport player */
		    mvprintw(Lines++, 0, "%s transported you!", Enemyname);
		    altercoordinates(0.0, 0.0, A_FAR);
		    cancelmonster();
		    break;

		case SM_VORTEX:
		    /* suck up some mana */
		    inflict = ROLL(0, 7.5 * Circle);
		    inflict = MIN(Player.p_mana, floor(inflict));
		    mvprintw(Lines++, 0,
			"%s sucked up %.0f of your mana!", Enemyname, inflict);
		    Player.p_mana -= inflict;
		    break;

		case SM_NAZGUL:
		    /* try to take ring if player has one */
		    if (Player.p_ring.ring_type != R_NONE)
			/* player has a ring */
			{
			mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
			ch = getanswer("YN", FALSE);
			if (ch == 'Y')
			    /* take ring away */
			    {
			    Player.p_ring.ring_type = R_NONE;
			    Player.p_ring.ring_inuse = FALSE;
			    cancelmonster();
			    break;
			    }
			}

		    /* otherwise, take some brains */
		    mvprintw(Lines++, 0,
			"%s neutralized 1/5 of your brain!", Enemyname);
		    Player.p_brains *= 0.8;
		    break;

		case SM_TIAMAT:
		    /* take some gold and gems */
		    mvprintw(Lines++, 0,
			"%s took half your gold and gems and flew off.", Enemyname);
		    Player.p_gold /= 2.0;
		    Player.p_gems /= 2.0;
		    cancelmonster();
		    break;

		case SM_KOBOLD:
		    /* steal a gold piece and run */
		    mvprintw(Lines++, 0,
			"%s stole one gold piece and ran away.", Enemyname);
		    Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
		    cancelmonster();
		    break;

		case SM_SHELOB:
		    /* bite and (medium) poison */
		    mvprintw(Lines++, 0,
			"%s has bitten and poisoned you!", Enemyname);
		    Player.p_poison -= 1.0;
		    break;

		case SM_LAMPREY:
		    /*  bite and (small) poison */
		    mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
		    Player.p_poison += 0.25;
		    break;

		case SM_BONNACON:
		    /* fart and run */
		    mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
		    Player.p_energy /= 2.0;		/* damage from fumes */
		    cancelmonster();
		    break;

		case SM_SMEAGOL:
		    if (Player.p_ring.ring_type != R_NONE)
			/* try to steal ring */
			{
			mvprintw(Lines++, 0,
			    "%s tried to steal your ring, ", Enemyname);
			if (drandom() > 0.1)
			    addstr("but was unsuccessful.");
			else
			    {
			    addstr("and ran away with it!");
			    Player.p_ring.ring_type = R_NONE;
			    cancelmonster();
			    }
			}
		    break;

		case SM_SUCCUBUS:
		    /* inflict damage through shield */
		    inflict = ROLL(15.0, Circle * 10.0);
		    inflict = MIN(inflict, Player.p_energy);
		    mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
			Enemyname, inflict);
		    Player.p_energy -= inflict;
		    break;

		case SM_CERBERUS:
		    /* take all metal treasures */
		    mvprintw(Lines++, 0,
			"%s took all your metal treasures!", Enemyname);
		    Player.p_crowns = 0;
		    Player.p_sword =
		    Player.p_shield =
		    Player.p_gold = 0.0;
		    cancelmonster();
		    break;

		case SM_UNGOLIANT:
		    /* (large) poison and take a quickness */
		    mvprintw(Lines++, 0,
			"%s poisoned you, and took one quik.", Enemyname);
		    Player.p_poison += 5.0;
		    Player.p_quickness -= 1.0;
		    break;

		case SM_JABBERWOCK:
		    /* fly away, and leave either a Jubjub bird or Bonnacon */
		    mvprintw(Lines++, 0,
			"%s flew away, and left you to contend with one of its friends.",
			Enemyname);
		    Whichmonster = 55 + (drandom() > 0.5) ? 22 : 0;
		    longjmp(Fightenv, 0);
		    /*NOTREACHED*/

		case SM_TROLL:
		    /* partially regenerate monster */
		    mvprintw(Lines++, 0,
			"%s partially regenerated his energy.!", Enemyname);
		    Curmonster.m_energy +=
			floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
		    Curmonster.m_strength = Curmonster.m_o_strength;
		    Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
		    Curmonster.m_maxspeed = Curmonster.m_o_speed;
		    break;

		case SM_WRAITH:
		    if (!Player.p_blindness)
			/* make blind */
			{
			mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
			Player.p_blindness = TRUE;
			Enemyname = "A monster";
			}
		    break;
		}
	    return;
	}

    /* fall through to here if monster inflicts a normal hit */
    inflict = drandom() * Curmonster.m_strength + 0.5;
SPECIALHIT:
    mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);

    if ((Shield -= inflict) < 0)
	{
	Player.p_energy += Shield;
	Shield = 0.0;
	}
}
/**/
/************************************************************************
/
/ FUNCTION NAME: cancelmonster()
/
/ FUNCTION: mark current monster as no longer active
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: none
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: Curmonster
/
/ DESCRIPTION:
/	Clear current monster's energy, experience, treasure type, and
/	flock.  This is the same as having the monster run away.
/
/************************************************************************/

cancelmonster()
{
    Curmonster.m_energy = 0.0;
    Curmonster.m_experience = 0.0;
    Curmonster.m_treasuretype = 0;
    Curmonster.m_flock = 0.0;
}
/**/
/************************************************************************
/
/ FUNCTION NAME: hitmonster()
/
/ FUNCTION: inflict damage upon current monster
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/	double inflict - damage to inflict upon monster
/
/ RETURN VALUE: none
/
/ MODULES CALLED: monsthits(), wmove(), strcmp(), waddstr(), mvprintw()
/
/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Lines
/
/ DESCRIPTION:
/	Hit monster specified number of times.  Handle when monster dies,
/	and a few special monsters.
/
/************************************************************************/

hitmonster(inflict)
double	inflict;
{
    mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
    Curmonster.m_energy -= inflict;
    if (Curmonster.m_energy > 0.0)
	{
	if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
	    /* special monster didn't die */
	    monsthits();
	}
    else
	/* monster died.  print message. */
	{
	if (Curmonster.m_type == SM_MORGOTH)
	    mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
	else
	    /* all other types of monsters */
	    {
	    mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);

	    if (Curmonster.m_type == SM_MIMIC
		&& strcmp(Curmonster.m_name, "A Mimic") != 0
		&& !Player.p_blindness)
		mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
	    }
	}
}
/**/
/************************************************************************
/
/ FUNCTION NAME: throwspell()
/
/ FUNCTION: throw a magic spell
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: hitmonster(), cancelmonster(), sqrt(), floor(), wmove(), 
/	drandom(), altercoordinates(), longjmp(), infloat(), waddstr(), mvprintw(), 
/	getanswer()
/
/ GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr, 
/	Fightenv[], Illspell[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
/
/ DESCRIPTION:
/	Prompt player and process magic spells.
/
/************************************************************************/

throwspell()
{
double	inflict;	/* damage inflicted */
double	dtemp;		/* for dtemporary calculations */
int	ch;		/* input */

    mvaddstr(7, 0, "\n\n");		/* clear menu area */

    if (Player.p_magiclvl >= ML_ALLORNOTHING)
	mvaddstr(7, 0, "1:All or Nothing  ");
    if (Player.p_magiclvl >= ML_MAGICBOLT)
	addstr("2:Magic Bolt  ");
    if (Player.p_magiclvl >= ML_FORCEFIELD)
	addstr("3:Force Field  ");
    if (Player.p_magiclvl >= ML_XFORM)
	addstr("4:Transform  ");
    if (Player.p_magiclvl >= ML_INCRMIGHT)
	addstr("5:Increase Might\n");
    if (Player.p_magiclvl >= ML_INVISIBLE)
	mvaddstr(8, 0, "6:Invisibility  ");
    if (Player.p_magiclvl >= ML_XPORT)
	addstr("7:Transport  ");
    if (Player.p_magiclvl >= ML_PARALYZE)
	addstr("8:Paralyze  ");
    if (Player.p_specialtype >= SC_COUNCIL)
	addstr("9:Specify");
    mvaddstr(4, 0, "Spell ? ");

    ch = getanswer(" ", TRUE);

    mvaddstr(7, 0, "\n\n");		/* clear menu area */

    if (Curmonster.m_type == SM_MORGOTH && ch != '3')
	/* can only throw force field against Morgoth */
	ILLSPELL();
    else
	switch (ch)
	    {
	    case '1':   /* all or nothing */
		if (drandom() < 0.25)
		    /* success */
		    {
		    inflict = Curmonster.m_energy * 1.01 + 1.0;

		    if (Curmonster.m_type == SM_DARKLORD)
			/* all or nothing doesn't quite work against D. L. */
			inflict *= 0.9;
		    }
		else
		    /* failure -- monster gets stronger and quicker */
		    {
		    Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
		    Curmonster.m_maxspeed *= 2.0;
		    Curmonster.m_o_speed *= 2.0;

		    /* paralyzed monsters wake up a bit */
		    Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
		    }

		if (Player.p_mana >= MM_ALLORNOTHING)
		    /* take a mana if player has one */
		    Player.p_mana -= MM_ALLORNOTHING;

		hitmonster(inflict);
		break;

	    case '2':   /* magic bolt */
		if (Player.p_magiclvl < ML_MAGICBOLT)
		    ILLSPELL();
		else
		    {
		    do
			/* prompt for amount to expend */
			{
			mvaddstr(4, 0, "How much mana for bolt? ");
			dtemp = floor(infloat());
			}
		    while (dtemp < 0.0 || dtemp > Player.p_mana);

		    Player.p_mana -= dtemp;

		    if (Curmonster.m_type == SM_DARKLORD)
			/* magic bolts don't work against D. L. */
			inflict = 0.0;
		    else
			inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
		    mvaddstr(5, 0, "Magic Bolt fired!\n");
		    hitmonster(inflict);
		    }
		break;

	    case '3':   /* force field */
		if (Player.p_magiclvl < ML_FORCEFIELD)
		    ILLSPELL();
		else if (Player.p_mana < MM_FORCEFIELD)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_FORCEFIELD;
		    Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
		    mvaddstr(5, 0, "Force Field up.\n");
		    }
		break;

	    case '4':   /* transform */
		if (Player.p_magiclvl < ML_XFORM)
		    ILLSPELL();
		else if (Player.p_mana < MM_XFORM)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_XFORM;
		    Whichmonster = (int) ROLL(0.0, 100.0);
		    longjmp(Fightenv, 0);
		    /*NOTREACHED*/
		    }
		break;

	    case '5':   /* increase might */
		if (Player.p_magiclvl < ML_INCRMIGHT)
		    ILLSPELL();
		else if (Player.p_mana < MM_INCRMIGHT)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_INCRMIGHT;
		    Player.p_might +=
			(1.2 * (Player.p_strength + Player.p_sword)
			+ 5.0 - Player.p_might) / 2.0;
		    mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
		    }
		break;

	    case '6':   /* invisible */
		if (Player.p_magiclvl < ML_INVISIBLE)
		    ILLSPELL();
		else if (Player.p_mana < MM_INVISIBLE)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_INVISIBLE;
		    Player.p_speed +=
			(1.2 * (Player.p_quickness + Player.p_quksilver)
			+ 5.0 - Player.p_speed) / 2.0;
		    mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
		    }
		break;

	    case '7':   /* transport */
		if (Player.p_magiclvl < ML_XPORT)
		    ILLSPELL();
		else if (Player.p_mana < MM_XPORT)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_XPORT;
		    if (Player.p_brains + Player.p_magiclvl
			< Curmonster.m_experience / 200.0 * drandom())
			{
			mvaddstr(5, 0, "Transport backfired!\n");
			altercoordinates(0.0, 0.0, A_FAR);
			cancelmonster();
			}
		    else
			{
			mvprintw(5, 0, "%s is transported.\n", Enemyname);
			if (drandom() < 0.3)
			    /* monster didn't drop its treasure */
			    Curmonster.m_treasuretype = 0;

			Curmonster.m_energy = 0.0;
			}
		    }
		break;

	    case '8':   /* paralyze */
		if (Player.p_magiclvl < ML_PARALYZE)
		    ILLSPELL();
		else if (Player.p_mana < MM_PARALYZE)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_PARALYZE;
		    if (Player.p_magiclvl >
			Curmonster.m_experience / 1000.0 * drandom())
			{
			mvprintw(5, 0, "%s is held.\n", Enemyname);
			Curmonster.m_speed = -2.0;
			}
		    else
			mvaddstr(5, 0, "Monster unaffected.\n");
		    }
		break;

	    case '9':   /* specify */
		if (Player.p_specialtype < SC_COUNCIL)
		    ILLSPELL();
		else if (Player.p_mana < MM_SPECIFY)
		    NOMANA();
		else
		    {
		    Player.p_mana -= MM_SPECIFY;
		    mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
		    Whichmonster = (int) infloat();
		    Whichmonster = MAX(0, MIN(99, Whichmonster));
		    longjmp(Fightenv, 0);
		    /*NOTREACHED*/
		    }
		break;
	    }
}
/**/
/************************************************************************
/
/ FUNCTION NAME: callmonster()
/
/ FUNCTION: read monster from file, and fill structure
/
/ AUTHOR: E. A. Estes, 2/25/86
/
/ ARGUMENTS:
/	int which - which monster to call
/
/ RETURN VALUE: none
/
/ MODULES CALLED: truncstring(), fread(), fseek(), floor(), drandom(), 
/	strcpy()
/
/ GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
/
/ GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
/
/ DESCRIPTION:
/	Read specified monster from monster database and fill up
/	current monster structure.
/	Adjust statistics based upon current size.
/	Handle some special monsters.
/
/************************************************************************/

callmonster(which)
int	which;
{
struct monster	Othermonster;		/* to find a name for mimics */

    which = MIN(which, 99);		/* make sure within range */

    /* fill structure */
    fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
    fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);

    /* handle some special monsters */
    if (Curmonster.m_type == SM_MODNAR)
	{
	if (Player.p_specialtype < SC_COUNCIL)
	    /* randomize some stats */
	    {
	    Curmonster.m_strength *= drandom() + 0.5;
	    Curmonster.m_brains *= drandom() + 0.5;
	    Curmonster.m_speed *= drandom() + 0.5;
	    Curmonster.m_energy *= drandom() + 0.5;
	    Curmonster.m_experience *= drandom() + 0.5;
	    Curmonster.m_treasuretype =
		(int) ROLL(0.0, (double) Curmonster.m_treasuretype);
	    }
	else
	    /* make Modnar into Morgoth */
	    {
	    strcpy(Curmonster.m_name, "Morgoth");
	    Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
		+ drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
	    Curmonster.m_brains = Player.p_brains;
	    Curmonster.m_energy = Player.p_might * 30.0;
	    Curmonster.m_type = SM_MORGOTH;
	    Curmonster.m_speed = Player.p_speed * 1.1
		+ (Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0;
	    Curmonster.m_flock = 0.0;
	    Curmonster.m_treasuretype = 0;
	    Curmonster.m_experience = 0.0;
	    }
	}
    else if (Curmonster.m_type == SM_MIMIC)
	/* pick another name */
	{
	which = (int) ROLL(0.0, 100.0);
	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
	fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
	strcpy(Curmonster.m_name, Othermonster.m_name);
	}

    truncstring(Curmonster.m_name);

    if (Curmonster.m_type != SM_MORGOTH)
	/* adjust stats based on which circle player is in */
	{
	Curmonster.m_strength *= (1.0 + Circle / 2.0);
	Curmonster.m_brains *= Circle;
	Curmonster.m_speed += Circle * 1.e-9;
	Curmonster.m_energy *= Circle;
	Curmonster.m_experience *= Circle;
	}

    if (Player.p_blindness)
	/* cannot see monster if blind */
	Enemyname = "A monster";
    else
	Enemyname = Curmonster.m_name;

    if (Player.p_speed <= 0.0)
	/* make Player.p_speed positive */
	{
	Curmonster.m_speed += -Player.p_speed;
	Player.p_speed = 1.0;
	}

    /* fill up the rest of the structure */
    Curmonster.m_o_strength = Curmonster.m_strength;
    Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
    Curmonster.m_o_energy = Curmonster.m_energy;
    Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
}
/**/
/************************************************************************
/
/ FUNCTION NAME: awardtreasure()
/
/ FUNCTION: select a treasure
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: pickmonster(), collecttaxes(), more(), cursedtreasure(), 
/	floor(), wmove(), drandom(), sscanf(), printw(), altercoordinates(), 
/	longjmp(), infloat(), waddstr(), getanswer(), getstring(), wclrtobot()
/
/ GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player, 
/	*stdscr, Databuf[], *Statptr, Fightenv[]
/
/ GLOBAL OUTPUTS: Whichmonster, Shield, Player
/
/ DESCRIPTION:
/	Roll up a treasure based upon monster type and size, and
/	certain player statistics.
/	Handle cursed treasure.
/
/************************************************************************/

awardtreasure()
{
register int	whichtreasure;		/* calculated treasure to grant */
int	temp;				/* temporary */
int	ch;				/* input */
double	treasuretype;			/* monster's treasure type */
double	gold = 0.0;			/* gold awarded */
double	gems = 0.0;			/* gems awarded */
double	dtemp;				/* for temporary calculations */

    whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
    treasuretype = (double) Curmonster.m_treasuretype;

    move(4, 0);
    clrtobot();
    move(6, 0);

    if (drandom() > 0.65)
	/* gold and gems */
	{
	if (Curmonster.m_treasuretype > 7)
	    /* gems */
	    {
	    gems = ROLL(1.0, (treasuretype - 7.0)
		* (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
	    printw("You have discovered %.0f gems!", gems);
	    }
	else
	    /* gold */
	    {
	    gold = ROLL(treasuretype * 10.0, treasuretype
		* treasuretype * 10.0 * (Circle - 1.0));
	    printw("You have found %.0f gold pieces.", gold);
	    }

	addstr("  Do you want to pick them up ? ");
	ch = getanswer("NY", FALSE);
	addstr("\n\n");

	if (ch == 'Y')
	    if (drandom() < treasuretype / 35.0 + 0.04)
		/* cursed */
		{
		addstr("They were cursed!\n");
		cursedtreasure();
		}
	    else
		collecttaxes(gold, gems);

	return;
	}
    else   
	/* other treasures */
	{
	addstr("You have found some treasure.  Do you want to inspect it ? ");
	ch = getanswer("NY", FALSE);
	addstr("\n\n");

	if (ch != 'Y')
	    return;
	else
	    if (drandom() < 0.08 && Curmonster.m_treasuretype != 4)
		{
		addstr("It was cursed!\n");
		cursedtreasure();
		return;
		}
	    else
		switch (Curmonster.m_treasuretype)
		    {
		    case 1:	/* treasure type 1 */
			switch (whichtreasure)
			    {
			    case 1:
				addstr("You've discovered a power booster!\n");
				Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
				break;

			    case 2:
				addstr("You have encountered a druid.\n");
				Player.p_experience +=
				    ROLL(0.0, 2000.0 + Circle * 400.0);
				break;

			    case 3:
				addstr("You have found a holy orb.\n");
				Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
				break;
			    }
			break;
		    /* end treasure type 1 */

		    case 2:	/* treasure type 2 */
			switch (whichtreasure)
			    {
			    case 1:
				addstr("You have found an amulet.\n");
				++Player.p_amulets;
				break;

			    case 2:
				addstr("You've found some holy water!\n");
				++Player.p_holywater;
				break;

			    case 3:
				addstr("You've met a hermit!\n");
				Player.p_sin *= 0.75;
				Player.p_mana += 12.0 * Circle;
				break;
			    }
			break;
		    /* end treasure type 2 */

		    case 3:	/* treasure type 3 */
			switch (whichtreasure)
			    {
			    case 1:
				dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
				printw("You've found a +%.0f shield!\n", dtemp);
				if (dtemp >= Player.p_shield)
				    Player.p_shield = dtemp;
				else
				    SOMEBETTER();
				break;

			    case 2:
				addstr("You have rescued a virgin.  Will you be honorable ? ");
				ch = getanswer("NY", FALSE);
				addstr("\n\n");
				if (ch == 'Y')
				    Player.p_virgin = TRUE;
				else
				    {
				    Player.p_experience += 2000.0 * Circle;
				    ++Player.p_sin;
				    }
				break;

			    case 3:
				addstr("You've discovered some athelas!\n");
				--Player.p_poison;
				break;
			    }
			break;
		    /* end treasure type 3 */

		    case 4:	/* treasure type 4 */
			addstr("You've found a scroll.  Will you read it ? ");
			ch = getanswer("NY", FALSE);
			addstr("\n\n");

			if (ch == 'Y')
			    switch ((int) ROLL(1, 6))
				{
				case 1:
				    addstr("It throws up a shield for you next monster.\n");
				    getyx(stdscr, whichtreasure, ch);
				    more(whichtreasure);
				    Shield =
					(Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
				    Whichmonster = pickmonster();
				    longjmp(Fightenv, 0);
				    /*NOTREACHED*/

				case 2:
				    addstr("It makes you invisible for you next monster.\n");
				    getyx(stdscr, whichtreasure, ch);
				    more(whichtreasure);
				    Player.p_speed = 1e6;
				    Whichmonster = pickmonster();
				    longjmp(Fightenv, 0);
				    /*NOTREACHED*/

				case 3:
				    addstr("It increases your strength ten fold to fight your next monster.\n");
				    getyx(stdscr, whichtreasure, ch);
				    more(whichtreasure);
				    Player.p_might *= 10.0;
				    Whichmonster = pickmonster();
				    longjmp(Fightenv, 0);
				    /*NOTREACHED*/

				case 4:
				    addstr("It is a general knowledge scroll.\n");
				    Player.p_brains += ROLL(2.0, Circle);
				    Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
				    break;

				case 5:
				    addstr("It tells you how to pick your next monster.\n");
				    addstr("Which monster do you want [0-99] ? ");
				    Whichmonster = (int) infloat();
				    Whichmonster = MIN(99, MAX(0, Whichmonster));
				    longjmp(Fightenv, 0);

				case 6:
				    addstr("It was cursed!\n");
				    cursedtreasure();
				    break;
				}
			    break;
		    /* end treasure type 4 */

		    case 5:	/* treasure type 5 */
			switch (whichtreasure)
			    {
			    case 1:
				dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
				printw("You've discovered a +%.0f dagger.\n", dtemp);
				if (dtemp >= Player.p_sword)
				    Player.p_sword = dtemp;
				else
				    SOMEBETTER();
				break;

			    case 2:
				dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
				printw("You have found some +%.0f armour!\n", dtemp);
				if (dtemp >= Player.p_shield)
				    Player.p_shield = dtemp;
				else
				    SOMEBETTER();
				break;

			    case 3:
				addstr("You've found a tablet.\n");
				Player.p_brains += 4.5 * Circle;
				break;
			    }
			break;
		    /* end treasure type 5 */

		    case 6:	/* treasure type 6 */
			switch (whichtreasure)
			    {
			    case 1:
				addstr("You've found a priest.\n");
				Player.p_energy = Player.p_maxenergy + Player.p_shield;
				Player.p_sin /= 2.0;
				Player.p_mana += 24.0 * Circle;
				Player.p_brains += Circle;
				break;

			    case 2:
				addstr("You have come upon Robin Hood!\n");
				Player.p_shield += Circle * 2.0;
				Player.p_strength += Circle / 2.5 + 1.0;
				break;

			    case 3:
				dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
				printw("You have found a +%.0f axe!\n", dtemp);
				if (dtemp >= Player.p_sword)
				    Player.p_sword = dtemp;
				else
				    SOMEBETTER();
				break;
			    }
			break;
		    /* end treasure type 6 */

		    case 7:	/* treasure type 7 */
			switch (whichtreasure)
			    {
			    case 1:
				addstr("You've discovered a charm!\n");
				++Player.p_charms;
				break;

			    case 2:
				addstr("You have encountered Merlyn!\n");
				Player.p_brains += Circle + 5.0;
				Player.p_magiclvl += Circle / 3.0 + 5.0;
				Player.p_mana += Circle * 10.0;
				break;

			    case 3:
				dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
				printw("You have found a +%.0f war hammer!\n", dtemp);
				if (dtemp >= Player.p_sword)
				    Player.p_sword = dtemp;
				else
				    SOMEBETTER();
				break;
			    }
			break;
		    /* end treasure type 7 */

		    case 8:	/* treasure type 8 */
			switch (whichtreasure)
			    {
			    case 1:
				addstr("You have found a healing potion.\n");
				Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
				break;

			    case 2:
				addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
				ch = getanswer("NY", FALSE);
				addstr("\n\n");
				if (ch == 'Y')
				    {
				    double x, y;

				    addstr("X Y Coordinates ? ");
				    getstring(Databuf, SZ_DATABUF);
				    sscanf(Databuf, "%lf %lf", &x, &y);
				    altercoordinates(x, y, A_FORCED);
				    }
				break;

			    case 3:
				dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
				printw("You've found a +%.0f sword!\n", dtemp);
				if (dtemp >= Player.p_sword)
				    Player.p_sword = dtemp;
				else
				    SOMEBETTER();
				break;
			    }
			break;
		    /* end treasure type 8 */

		    case 10:
		    case 11:
		    case 12:
		    case 13:	/* treasure types 10 - 13 */
			if (drandom() < 0.33)
			    {
			    if (Curmonster.m_treasuretype == 10)
				{
				addstr("You've found a pair of elven boots!\n");
				Player.p_quickness += 2.0;
				break;
				}
			    else if (Curmonster.m_treasuretype == 11
				&& !Player.p_palantir)
				{
				addstr("You've acquired Saruman's palantir.\n");
				Player.p_palantir = TRUE;
				break;
				}
			    else if (Player.p_ring.ring_type == R_NONE
				&& Player.p_specialtype < SC_COUNCIL
				&& (Curmonster.m_treasuretype == 12
				|| Curmonster.m_treasuretype == 13))
				/* roll up a ring */
				{
				if (drandom() < 0.8)
				    /* regular rings */
				    {
				    if (Curmonster.m_treasuretype == 12)
					{
					whichtreasure = R_NAZREG;
					temp = 35;
					}
				    else
					{
					whichtreasure = R_DLREG;
					temp = 0;
					}
				    }
				else
				    /* bad rings */
				    {
				    whichtreasure = R_BAD;
				    temp = 15 + Statptr->c_ringduration + (int) ROLL(0,5);
				    }

				addstr("You've discovered a ring.  Will you pick it up ? ");
				ch = getanswer("NY", FALSE);
				addstr("\n\n");

				if (ch == 'Y')
				    {
				    Player.p_ring.ring_type = whichtreasure;
				    Player.p_ring.ring_duration = temp;
				    }

				break;
				}
			    }
			/* end treasure types 10 - 13 */
			/* fall through to treasure type 9 if no treasure from above */

			case 9:	/* treasure type 9 */
			    switch (whichtreasure)
				{
				case 1:
				    if (Player.p_level <= 1000.0
					&& Player.p_crowns <= 3
					&& Player.p_level >= 10.0)
					{
					addstr("You have found a golden crown!\n");
					++Player.p_crowns;
					break;
					}
				    /* fall through otherwise */

				case 2:
				    addstr("You've been blessed!\n");
				    Player.p_blessing = TRUE;
				    Player.p_sin /= 3.0;
				    Player.p_energy = Player.p_maxenergy + Player.p_shield;
				    Player.p_mana += 100.0 * Circle;
				    break;

				case 3:
				    dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
				    dtemp = MIN(dtemp, 99.0);
				    printw("You have discovered some +%.0f quicksilver!\n",dtemp);
				    if (dtemp >= Player.p_quksilver)
					Player.p_quksilver = dtemp;
				    else
					SOMEBETTER();
				    break;
				}
			    break;
		    /* end treasure type 9 */
		    }
	}
}
/**/
/************************************************************************
/
/ FUNCTION NAME: cursedtreasure()
/
/ FUNCTION: take care of cursed treasure
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: waddstr()
/
/ GLOBAL INPUTS: Player, *stdscr
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/	Handle cursed treasure.  Look for amulets and charms to save
/	the player from the curse.
/
/************************************************************************/

cursedtreasure()
{
    if (Player.p_charms > 0)
	{
	addstr("But your charm saved you!\n");
	--Player.p_charms;
	}
    else if (Player.p_amulets > 0)
	{
	addstr("But your amulet saved you!\n");
	--Player.p_amulets;
	}
    else
	{
	Player.p_energy = (Player.p_maxenergy + Player.p_shield) / 10.0;
	Player.p_poison += 0.25;
	}
}
/**/
/************************************************************************
/
/ FUNCTION NAME: scramblestats()
/
/ FUNCTION: scramble some selected statistics
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: Player
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/	Swap a few player statistics randomly.
/
/************************************************************************/

scramblestats()
{
double	dbuf[6];		/* to put statistic in */
double	dtemp1, dtemp2;		/* for swapping values */
register int	first, second;	/* indices for swapping */
register double  *dptr;		/* pointer for filling and emptying buf[] */

    /* fill buffer */
    dptr = &dbuf[0];
    *dptr++ = Player.p_strength;
    *dptr++ = Player.p_mana;
    *dptr++ = Player.p_brains;
    *dptr++ = Player.p_magiclvl;
    *dptr++ = Player.p_energy;
    *dptr = Player.p_sin;

    /* pick values to swap */
    first = (int) ROLL(0, 5);
    second = (int) ROLL(0, 5);

    /* swap values */
    dptr = &dbuf[0];
    dtemp1 = dptr[first];
    /* this expression is split to prevent a compiler loop on some compilers */
    dtemp2 = dptr[second];
    dptr[first] = dtemp2;
    dptr[second] = dtemp1;

    /* empty buffer */
    Player.p_strength = *dptr++;
    Player.p_mana = *dptr++;
    Player.p_brains = *dptr++;
    Player.p_magiclvl = *dptr++;
    Player.p_energy = *dptr++;
    Player.p_sin = *dptr;
}