1689 lines
42 KiB
C
1689 lines
42 KiB
C
/*
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* fight.c Phantasia monster fighting routines
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*/
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#include "include.h"
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/************************************************************************
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/
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/ FUNCTION NAME: encounter()
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/
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/ FUNCTION: monster battle routine
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/
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/ AUTHOR: E. A. Estes, 2/20/86
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/
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/ ARGUMENTS:
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/ int particular - particular monster to fight if >= 0
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/
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/ RETURN VALUE: none
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/
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/ MODULES CALLED: monsthits(), playerhits(), readmessage(), callmonster(),
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/ writerecord(), pickmonster(), displaystats(), pow(), cancelmonster(),
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/ awardtreasure(), more(), death(), wmove(), setjmp(), drandom(), printw(),
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/ longjmp(), wrefresh(), mvprintw(), wclrtobot()
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/
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/ GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
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/ Player, *stdscr, Fileloc, Fightenv[], *Enemyname
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/
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/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
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/
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/ DESCRIPTION:
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/ Choose a monster and check against some special types.
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/ Arbitrate between monster and player. Watch for either
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/ dying.
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/
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*************************************************************************/
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encounter(particular)
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int particular;
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{
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bool firsthit = Player.p_blessing; /* set if player gets the first hit */
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int flockcnt = 1; /* how many time flocked */
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/* let others know what we are doing */
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Player.p_status = S_MONSTER;
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writerecord(&Player, Fileloc);
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#ifdef SYS5
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flushinp();
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#endif
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Shield = 0.0; /* no shield up yet */
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if (particular >= 0)
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/* monster is specified */
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Whichmonster = particular;
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else
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/* pick random monster */
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Whichmonster = pickmonster();
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setjmp(Fightenv); /* this is to enable changing fight state */
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move(6, 0);
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clrtobot(); /* clear bottom area of screen */
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Lines = 9;
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callmonster(Whichmonster); /* set up monster to fight */
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Luckout = FALSE; /* haven't tried to luckout yet */
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if (Curmonster.m_type == SM_MORGOTH)
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mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
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Enemyname);
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if (Curmonster.m_type == SM_UNICORN)
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{
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if (Player.p_virgin)
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{
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printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
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Player.p_virgin = FALSE;
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}
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else
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{
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printw("You just saw %s running away!\n", Enemyname);
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Curmonster.m_experience = 0.0;
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Curmonster.m_treasuretype = 0;
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}
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}
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else
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/* not a special monster */
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for (;;)
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/* print header, and arbitrate between player and monster */
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{
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mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
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Enemyname, Curmonster.m_experience, Circle);
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displaystats();
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mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
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readmessage();
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if (Curmonster.m_type == SM_DARKLORD
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&& Player.p_blessing
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&& Player.p_charms > 0)
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/* overpower Dark Lord with blessing and charm */
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{
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mvprintw(7, 0, "You just overpowered %s!", Enemyname);
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Lines = 8;
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Player.p_blessing = FALSE;
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--Player.p_charms;
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break;
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}
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/* allow paralyzed monster to wake up */
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Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
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if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
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/* monster is faster */
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&& Curmonster.m_type != SM_DARKLORD
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/* not D. L. */
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&& Curmonster.m_type != SM_SHRIEKER
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/* not mimic */
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&& !firsthit)
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/* monster gets a hit */
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monsthits();
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else
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/* player gets a hit */
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{
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firsthit = FALSE;
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playerhits();
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}
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refresh();
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if (Lines > LINES - 2)
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/* near bottom of screen - pause */
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{
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more(Lines);
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move(Lines = 8, 0);
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clrtobot();
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}
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if (Player.p_energy <= 0.0)
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/* player died */
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{
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more(Lines);
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death(Enemyname);
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cancelmonster();
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break; /* fight ends if the player is saved from death */
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}
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if (Curmonster.m_energy <= 0.0)
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/* monster died */
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break;
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}
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/* give player credit for killing monster */
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Player.p_experience += Curmonster.m_experience;
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if (drandom() < Curmonster.m_flock / 100.0)
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/* monster flocks */
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{
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more(Lines);
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++flockcnt;
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longjmp(Fightenv, 0);
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/*NOTREACHED*/
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}
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else if (Circle > 1.0
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&& Curmonster.m_treasuretype > 0
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&& drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
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/* monster has treasure; this takes # of flocks and size into account */
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{
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more(Lines);
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awardtreasure();
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}
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/* pause before returning */
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getyx(stdscr, Lines, flockcnt);
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more(Lines + 1);
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Player.p_ring.ring_inuse = FALSE; /* not using ring */
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/* clean up the screen */
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move(4, 0);
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clrtobot();
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}
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/**/
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/************************************************************************
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/
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/ FUNCTION NAME: pickmonster()
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/
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/ FUNCTION: choose a monster based upon where we are
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/
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/ AUTHOR: E. A. Estes, 2/20/86
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/
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/ ARGUMENTS: none
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/
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/ RETURN VALUE: monster number to call
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/
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/ MODULES CALLED: floor(), drandom()
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/
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/ GLOBAL INPUTS: Marsh, Circle, Player
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/
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/ GLOBAL OUTPUTS: none
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/
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/ DESCRIPTION:
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/ Certain monsters can be found in certain areas of the grid.
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/ We take care of rolling them here.
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/ Unfortunately, this routine assumes that the monster data
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/ base is arranged in a particular order. If the data base
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/ is altered (to add monsters, or make them tougher), this
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/ routine may also need to be changed.
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/
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*************************************************************************/
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pickmonster()
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{
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if (Player.p_specialtype == SC_VALAR)
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/* even chance of any monster */
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return((int) ROLL(0.0, 100.0));
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if (Marsh)
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/* water monsters */
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return((int) ROLL(0.0, 15.0));
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else if (Circle > 24)
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/* even chance of all non-water monsters */
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return((int) ROLL(14.0, 86.0));
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else if (Circle > 15)
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/* chance of all non-water monsters, weighted toward middle */
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return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
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else if (Circle > 8)
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/* not all non-water monsters, weighted toward middle */
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return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
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else if (Circle > 3)
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/* even chance of some tamer non-water monsters */
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return((int) ROLL(14.0, 50.0));
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else
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/* even chance of some of the tamest non-water monsters */
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return((int) ROLL(14.0, 25.0));
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}
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/**/
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/************************************************************************
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/
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/ FUNCTION NAME: playerhits()
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/
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/ FUNCTION: prompt player for action in monster battle, and process
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/
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/ AUTHOR: E. A. Estes, 12/4/85
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/
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/ ARGUMENTS: none
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/
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/ RETURN VALUE: none
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/
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/ MODULES CALLED: hitmonster(), throwspell(), inputoption(), cancelmonster(),
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/ floor(), wmove(), drandom(), altercoordinates(), waddstr(), mvprintw(),
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/ wclrtoeol(), wclrtobot()
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/
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/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
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/
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/ GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
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/
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/ DESCRIPTION:
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/ Process all monster battle options.
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/
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*************************************************************************/
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playerhits()
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{
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double inflict; /* damage inflicted */
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int ch; /* input */
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mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
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if (!Luckout)
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/* haven't tried to luckout yet */
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if (Curmonster.m_type == SM_MORGOTH)
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/* cannot luckout against Morgoth */
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addstr("6:Ally ");
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else
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addstr("6:Luckout ");
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if (Player.p_ring.ring_type != R_NONE)
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/* player has a ring */
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addstr("7:Use Ring ");
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else
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clrtoeol();
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ch = inputoption();
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move(8, 0);
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clrtobot(); /* clear any messages from before */
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Lines = 9;
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mvaddstr(4, 0, "\n\n"); /* clear status area */
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switch (ch)
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{
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case 'T': /* timeout; lose turn */
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break;
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case ' ':
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case '1': /* melee */
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/* melee affects monster's energy and strength */
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inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
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+ (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
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Curmonster.m_melee += inflict;
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Curmonster.m_strength = Curmonster.m_o_strength
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- Curmonster.m_melee / Curmonster.m_o_energy
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* Curmonster.m_o_strength / 4.0;
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hitmonster(inflict);
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break;
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case '2': /* skirmish */
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/* skirmish affects monter's energy and speed */
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inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
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+ (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
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Curmonster.m_skirmish += inflict;
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Curmonster.m_maxspeed = Curmonster.m_o_speed
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- Curmonster.m_skirmish / Curmonster.m_o_energy
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* Curmonster.m_o_speed / 4.0;
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hitmonster(inflict);
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break;
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case '3': /* evade */
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/* use brains and speed to try to evade */
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if ((Curmonster.m_type == SM_DARKLORD
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|| Curmonster.m_type == SM_SHRIEKER
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/* can always run from D. L. and shrieker */
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|| drandom() * Player.p_speed * Player.p_brains
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> drandom() * Curmonster.m_speed * Curmonster.m_brains)
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&& (Curmonster.m_type != SM_MIMIC))
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/* cannot run from mimic */
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{
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mvaddstr(Lines++, 0, "You got away!");
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cancelmonster();
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altercoordinates(0.0, 0.0, A_NEAR);
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}
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else
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mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
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break;
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case 'M':
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case '4': /* magic spell */
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throwspell();
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break;
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case '5': /* nick */
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/* hit 1 plus sword; give some experience */
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inflict = 1.0 + Player.p_sword;
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Player.p_experience += floor(Curmonster.m_experience / 10.0);
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Curmonster.m_experience *= 0.92;
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/* monster gets meaner */
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Curmonster.m_maxspeed += 2.0;
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Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
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if (Curmonster.m_type == SM_DARKLORD)
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/* Dark Lord; doesn't like to be nicked */
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{
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mvprintw(Lines++, 0,
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"You hit %s %.0f times, and made him mad!", Enemyname, inflict);
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Player.p_quickness /= 2.0;
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altercoordinates(0.0, 0.0, A_FAR);
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cancelmonster();
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}
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else
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hitmonster(inflict);
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break;
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case 'B':
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case '6': /* luckout */
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if (Luckout)
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mvaddstr(Lines++, 0, "You already tried that.");
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else
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{
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Luckout = TRUE;
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if (Curmonster.m_type == SM_MORGOTH)
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/* Morgoth; ally */
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{
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if (drandom() < Player.p_sin / 100.0)
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{
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mvprintw(Lines++, 0, "%s accepted!", Enemyname);
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cancelmonster();
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}
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else
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mvaddstr(Lines++, 0, "Nope, he's not interested.");
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}
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else
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/* normal monster; use brains for success */
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{
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if ((drandom() + 0.333) * Player.p_brains
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< (drandom() + 0.333) * Curmonster.m_brains)
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mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
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else
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{
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mvaddstr(Lines++, 0, "You made it!");
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Curmonster.m_energy = 0.0;
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}
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}
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}
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break;
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case '7': /* use ring */
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if (Player.p_ring.ring_type != R_NONE)
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{
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mvaddstr(Lines++, 0, "Now using ring.");
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Player.p_ring.ring_inuse = TRUE;
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if (Player.p_ring.ring_type != R_DLREG)
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/* age ring */
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--Player.p_ring.ring_duration;
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}
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break;
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}
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}
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/**/
|
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/************************************************************************
|
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/
|
||
/ 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,
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"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;
|
||
}
|