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authorlukem <lukem@NetBSD.org>1997-10-13 02:18:06 +0000
committerlukem <lukem@NetBSD.org>1997-10-13 02:18:06 +0000
commit6ce818072646bb39787b26f73eaf9f32f92ad032 (patch)
treecd626bb87193ad997e8812b11e12090f3e6ab439 /phantasia/fight.c
parent634cb6ceab3191623a3daed5e953821e3f37a4cb (diff)
downloadbsdgames-darwin-6ce818072646bb39787b26f73eaf9f32f92ad032.tar.gz
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WARNSify, KNFify (inc. removing extremely verbose & useless comments), ...
Diffstat (limited to 'phantasia/fight.c')
-rw-r--r--phantasia/fight.c2660
1 files changed, 1181 insertions, 1479 deletions
diff --git a/phantasia/fight.c b/phantasia/fight.c
index 66f62e75..cfcea545 100644
--- a/phantasia/fight.c
+++ b/phantasia/fight.c
@@ -1,4 +1,4 @@
-/* $NetBSD: fight.c,v 1.2 1995/03/24 03:58:39 cgd Exp $ */
+/* $NetBSD: fight.c,v 1.3 1997/10/13 02:18:12 lukem Exp $ */
/*
* fight.c Phantasia monster fighting routines
@@ -6,1685 +6,1387 @@
#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.
-/
-/************************************************************************/
-
+void
encounter(particular)
-int particular;
+ int particular;
{
-bool firsthit = Player.p_blessing; /* set if player gets the first hit */
-int flockcnt = 1; /* how many time flocked */
+ 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);
+ /* let others know what we are doing */
+ Player.p_status = S_MONSTER;
+ writerecord(&Player, Fileloc);
-#ifdef SYS5
- flushinp();
+#if __GNUC__
+ (void)&firsthit; /* XXX shut up gcc */
#endif
- Shield = 0.0; /* no shield up yet */
+#ifdef SYS5
+ flushinp();
+#endif
- if (particular >= 0)
- /* monster is specified */
- Whichmonster = particular;
- else
- /* pick random monster */
- Whichmonster = pickmonster();
+ Shield = 0.0; /* no shield up yet */
- setjmp(Fightenv); /* this is to enable changing fight state */
+ if (particular >= 0)
+ /* monster is specified */
+ Whichmonster = particular;
+ else
+ /* pick random monster */
+ Whichmonster = pickmonster();
- move(6, 0);
- clrtobot(); /* clear bottom area of screen */
+ setjmp(Fightenv); /* this is to enable changing fight state */
- Lines = 9;
- callmonster(Whichmonster); /* set up monster to fight */
+ move(6, 0);
+ clrtobot(); /* clear bottom area of screen */
- Luckout = FALSE; /* haven't tried to luckout yet */
+ Lines = 9;
+ callmonster(Whichmonster); /* set up monster to fight */
- if (Curmonster.m_type == SM_MORGOTH)
- mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
- Enemyname);
+ Luckout = FALSE; /* haven't tried to luckout yet */
- 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;
+ 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;
}
-
- /* 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 */
+ } else
+ /* not a special monster */
+ for (;;)
+ /* print header, and arbitrate between player and
+ * monster */
{
- firsthit = FALSE;
- playerhits();
- }
+ mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
+ Enemyname, Curmonster.m_experience, Circle);
- refresh();
+ displaystats();
+ mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
+ readmessage();
- if (Lines > LINES - 2)
- /* near bottom of screen - pause */
- {
- more(Lines);
- move(Lines = 8, 0);
- clrtobot();
- }
+ 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();
+ }
- if (Player.p_energy <= 0.0)
- /* player died */
- {
- more(Lines);
- death(Enemyname);
- cancelmonster();
- break; /* fight ends if the player is saved from death */
- }
+ refresh();
- if (Curmonster.m_energy <= 0.0)
- /* monster died */
- break;
- }
+ 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;
+ /* 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 */
+ if (drandom() < Curmonster.m_flock / 100.0)
+ /* monster flocks */
{
- more(Lines);
- awardtreasure();
- }
-
- /* pause before returning */
- getyx(stdscr, Lines, flockcnt);
- more(Lines + 1);
+ 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 */
+ Player.p_ring.ring_inuse = FALSE; /* not using ring */
- /* clean up the screen */
- move(4, 0);
- clrtobot();
+ /* 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.
-/
-/************************************************************************/
+int
pickmonster()
{
- if (Player.p_specialtype == SC_VALAR)
- /* even chance of any monster */
- return((int) ROLL(0.0, 100.0));
+ 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));
+ 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 > 24)
+ /* even chance of all non-water monsters */
+ return ((int) ROLL(14.0, 86.0));
- 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 > 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 > 3)
- /* even chance of some tamer non-water monsters */
- return((int) ROLL(14.0, 50.0));
+ 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
- /* even chance of some of the tamest non-water monsters */
- return((int) ROLL(14.0, 25.0));
+ 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.
-/
-/************************************************************************/
+void
playerhits()
{
-double inflict; /* damage inflicted */
-int ch; /* input */
+ double inflict; /* damage inflicted */
+ int ch; /* input */
- mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
+ 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 (!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();
+ if (Player.p_ring.ring_type != R_NONE)
+ /* player has a ring */
+ addstr("7:Use Ring ");
+ else
+ clrtoeol();
- ch = inputoption();
+ ch = inputoption();
- move(8, 0);
- clrtobot(); /* clear any messages from before */
- Lines = 9;
- mvaddstr(4, 0, "\n\n"); /* clear status area */
+ move(8, 0);
+ clrtobot(); /* clear any messages from before */
+ Lines = 9;
+ mvaddstr(4, 0, "\n\n"); /* clear status area */
- switch (ch)
- {
+ switch (ch) {
case 'T': /* timeout; lose turn */
- break;
+ 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;
+ /* 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;
+ /* 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
+ /* 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 */
+ || 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);
+ 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;
+ break;
case 'M':
case '4': /* magic spell */
- throwspell();
- break;
+ 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 */
+ /* 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;
+ 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)
+ case '6': /* luckout */
+ if (Luckout)
+ mvaddstr(Lines++, 0, "You already tried that.");
+ else {
+ Luckout = TRUE;
+ if (Curmonster.m_type == SM_MORGOTH)
+ /* Morgoth; ally */
{
- 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
+ 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 */
{
- mvaddstr(Lines++, 0, "You made it!");
- Curmonster.m_energy = 0.0;
+ 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;
+ 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;
+ 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;
+ 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.
-/
-/************************************************************************/
+void
monsthits()
{
-double inflict; /* damage inflicted */
-int ch; /* input */
+ double inflict; /* damage inflicted */
+ int ch; /* input */
- switch (Curmonster.m_type)
- /* may be a special monster */
+ 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;
+ /* 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*/
+ /* 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;
+ /* 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 */
+ 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;
+ mvprintw(Lines++, 0, "Your holy water killed it!");
+ --Player.p_holywater;
+ Curmonster.m_energy = 0.0;
+ return;
}
- break;
+ break;
case SM_NONE:
- /* normal hit */
- break;
-
- default:
- if (drandom() > 0.2)
/* normal hit */
break;
- /* else special things */
- switch (Curmonster.m_type)
- {
+ 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;
+ /* 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 */
+ if (Player.p_palantir)
+ /* take away palantir */
{
- 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;
+ 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;
+ /* 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;
+ /* 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 */
+ /* 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;
- }
+ 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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;
+ /* 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 */
+ 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();
- }
+ 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;
+ 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;
+ /* 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;
+ /* 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;
+ /* (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*/
+ /* 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;
+ /* 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 */
+ if (!Player.p_blindness)
+ /* make blind */
{
- mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
- Player.p_blindness = TRUE;
- Enemyname = "A monster";
+ mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
+ Player.p_blindness = TRUE;
+ Enemyname = "A monster";
}
- break;
+ break;
}
- return;
+ return;
}
- /* fall through to here if monster inflicts a normal hit */
- inflict = drandom() * Curmonster.m_strength + 0.5;
+ /* 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);
+ mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
- if ((Shield -= inflict) < 0)
- {
- Player.p_energy += Shield;
- Shield = 0.0;
+ 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.
-/
-/************************************************************************/
+void
cancelmonster()
{
- Curmonster.m_energy = 0.0;
- Curmonster.m_experience = 0.0;
- Curmonster.m_treasuretype = 0;
- Curmonster.m_flock = 0.0;
+ 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.
-/
-/************************************************************************/
+void
hitmonster(inflict)
-double inflict;
+ double inflict;
{
- mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
- Curmonster.m_energy -= inflict;
- if (Curmonster.m_energy > 0.0)
+ 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_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.");
- }
+ 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.
-/
-/************************************************************************/
+void
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;
+ double inflict; /* damage inflicted */
+ double dtemp; /* for dtemporary calculations */
+ int ch; /* input */
+
+ inflict = 0;
+ 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);
- }
+ /* 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;
+ if (Player.p_mana >= MM_ALLORNOTHING)
+ /* take a mana if player has one */
+ Player.p_mana -= MM_ALLORNOTHING;
- hitmonster(inflict);
- break;
+ 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 '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);
- 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;
+ Player.p_mana -= dtemp;
- 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;
+ 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 '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 '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 '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 '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 '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;
+ 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;
- Curmonster.m_energy = 0.0;
- }
- }
- 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 '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 '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 '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;
- }
+ 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.
-/
-/************************************************************************/
+void
callmonster(which)
-int which;
+ int which;
{
-struct monster Othermonster; /* to find a name for mimics */
-
- which = MIN(which, 99); /* make sure within range */
+ struct monster Othermonster; /* to find a name for mimics */
- /* fill structure */
- fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
- fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
+ which = MIN(which, 99); /* make sure within range */
- /* 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);
+ /* fill structure */
fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
- fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
- strcpy(Curmonster.m_name, Othermonster.m_name);
- }
+ fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
- truncstring(Curmonster.m_name);
+ /* 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 */
+ 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;
+ 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_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 */
+ if (Player.p_speed <= 0.0)
+ /* make Player.p_speed positive */
{
- Curmonster.m_speed += -Player.p_speed;
- Player.p_speed = 1.0;
+ 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;
+ /* 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.
-/
-/************************************************************************/
+void
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 */
+ 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 */
+ if (Curmonster.m_treasuretype > 7)
+ /* gems */
{
- 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)
+ gems = ROLL(1.0, (treasuretype - 7.0)
+ * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
+ printw("You have discovered %.0f gems!", gems);
+ } else
+ /* gold */
{
- addstr("It was cursed!\n");
- cursedtreasure();
- return;
+ gold = ROLL(treasuretype * 10.0, treasuretype
+ * treasuretype * 10.0 * (Circle - 1.0));
+ printw("You have found %.0f gold pieces.", gold);
}
- 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;
+ addstr(" Do you want to pick them up ? ");
+ ch = getanswer("NY", FALSE);
+ addstr("\n\n");
- 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;
+ if (ch == 'Y')
+ if (drandom() < treasuretype / 35.0 + 0.04)
+ /* cursed */
+ {
+ addstr("They were cursed!\n");
+ cursedtreasure();
+ } else
+ collecttaxes(gold, gems);
- 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;
+ return;
+ } else
+ /* other treasures */
+ {
+ addstr("You have found some treasure. Do you want to inspect it ? ");
+ ch = getanswer("NY", FALSE);
+ addstr("\n\n");
- 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;
+ 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;
}
- else
- {
- whichtreasure = R_DLREG;
- temp = 0;
+ 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;
}
- }
- 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;
+ /* 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;
}
- /* 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 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)
+ /* r
+ * e
+ * g
+ * u
+ * l
+ * a
+ * r
+ *
+ * ri
+ * n
+ * g
+ * s
+ * */
+ {
+ if (Curmonster.m_treasuretype == 12) {
+ whichtreasure = R_NAZREG;
+ temp = 35;
+ } else {
+ whichtreasure = R_DLREG;
+ temp = 0;
+ }
+ } else
+ /* b
+ * a
+ * d
+ *
+ * ri
+ * n
+ * g
+ * s
+ * */
+ {
+ 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 */
}
- 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.
-/
-/************************************************************************/
+void
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;
- }
+ 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.
-/
-/************************************************************************/
+void
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;
+ double dbuf[6]; /* to put statistic in */
+ double dtemp1, dtemp2; /* for swapping values */
+ int first, second; /* indices for swapping */
+ 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;
}