/* $NetBSD: fight.c,v 1.2 1995/03/24 03:58:39 cgd Exp $ */ /* * 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; }