freebsd-nq/games/phantasia/fight.c
1998-05-09 11:06:46 +00:00

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/*
* fight.c Phantasia monster fighting routines
*/
#include <string.h>
#include "include.h"
/************************************************************************
/
/ FUNCTION NAME: encounter()
/
/ FUNCTION: monster battle routine
/
/ AUTHOR: E. A. Estes, 2/20/86
/
/ ARGUMENTS:
/ int particular - particular monster to fight if >= 0
/
/ RETURN VALUE: none
/
/ MODULES CALLED: monsthits(), playerhits(), readmessage(), callmonster(),
/ writerecord(), pickmonster(), displaystats(), pow(), cancelmonster(),
/ awardtreasure(), more(), death(), wmove(), setjmp(), drandom(), printw(),
/ longjmp(), wrefresh(), mvprintw(), wclrtobot()
/
/ GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
/ Player, *stdscr, Fileloc, Fightenv[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
/
/ DESCRIPTION:
/ Choose a monster and check against some special types.
/ Arbitrate between monster and player. Watch for either
/ dying.
/
*************************************************************************/
encounter(particular)
int particular;
{
bool firsthit = Player.p_blessing; /* set if player gets the first hit */
int flockcnt = 1; /* how many time flocked */
/* let others know what we are doing */
Player.p_status = S_MONSTER;
writerecord(&Player, Fileloc);
#ifdef SYS5
flushinp();
#endif
Shield = 0.0; /* no shield up yet */
if (particular >= 0)
/* monster is specified */
Whichmonster = particular;
else
/* pick random monster */
Whichmonster = pickmonster();
setjmp(Fightenv); /* this is to enable changing fight state */
move(6, 0);
clrtobot(); /* clear bottom area of screen */
Lines = 9;
callmonster(Whichmonster); /* set up monster to fight */
Luckout = FALSE; /* haven't tried to luckout yet */
if (Curmonster.m_type == SM_MORGOTH)
mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
Enemyname);
if (Curmonster.m_type == SM_UNICORN)
{
if (Player.p_virgin)
{
printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
Player.p_virgin = FALSE;
}
else
{
printw("You just saw %s running away!\n", Enemyname);
Curmonster.m_experience = 0.0;
Curmonster.m_treasuretype = 0;
}
}
else
/* not a special monster */
for (;;)
/* print header, and arbitrate between player and monster */
{
mvprintw(6, 0, "You are being attacked by %s, EXP: %.0f (Size: %.0f)\n",
Enemyname, Curmonster.m_experience, Circle);
displaystats();
mvprintw(1, 26, "%20.0f", Player.p_energy + Shield); /* overprint energy */
readmessage();
if (Curmonster.m_type == SM_DARKLORD
&& Player.p_blessing
&& Player.p_charms > 0)
/* overpower Dark Lord with blessing and charm */
{
mvprintw(7, 0, "You just overpowered %s!", Enemyname);
Lines = 8;
Player.p_blessing = FALSE;
--Player.p_charms;
break;
}
/* allow paralyzed monster to wake up */
Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
/* monster is faster */
&& Curmonster.m_type != SM_DARKLORD
/* not D. L. */
&& Curmonster.m_type != SM_SHRIEKER
/* not mimic */
&& !firsthit)
/* monster gets a hit */
monsthits();
else
/* player gets a hit */
{
firsthit = FALSE;
playerhits();
}
refresh();
if (Lines > LINES - 2)
/* near bottom of screen - pause */
{
more(Lines);
move(Lines = 8, 0);
clrtobot();
}
if (Player.p_energy <= 0.0)
/* player died */
{
more(Lines);
death(Enemyname);
cancelmonster();
break; /* fight ends if the player is saved from death */
}
if (Curmonster.m_energy <= 0.0)
/* monster died */
break;
}
/* give player credit for killing monster */
Player.p_experience += Curmonster.m_experience;
if (drandom() < Curmonster.m_flock / 100.0)
/* monster flocks */
{
more(Lines);
++flockcnt;
longjmp(Fightenv, 0);
/*NOTREACHED*/
}
else if (Circle > 1.0
&& Curmonster.m_treasuretype > 0
&& drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
/* monster has treasure; this takes # of flocks and size into account */
{
more(Lines);
awardtreasure();
}
/* pause before returning */
getyx(stdscr, Lines, flockcnt);
more(Lines + 1);
Player.p_ring.ring_inuse = FALSE; /* not using ring */
/* clean up the screen */
move(4, 0);
clrtobot();
}
/* */
/************************************************************************
/
/ FUNCTION NAME: pickmonster()
/
/ FUNCTION: choose a monster based upon where we are
/
/ AUTHOR: E. A. Estes, 2/20/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: monster number to call
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: Marsh, Circle, Player
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Certain monsters can be found in certain areas of the grid.
/ We take care of rolling them here.
/ Unfortunately, this routine assumes that the monster data
/ base is arranged in a particular order. If the data base
/ is altered (to add monsters, or make them tougher), this
/ routine may also need to be changed.
/
*************************************************************************/
pickmonster()
{
if (Player.p_specialtype == SC_VALAR)
/* even chance of any monster */
return((int) ROLL(0.0, 100.0));
if (Marsh)
/* water monsters */
return((int) ROLL(0.0, 15.0));
else if (Circle > 24)
/* even chance of all non-water monsters */
return((int) ROLL(14.0, 86.0));
else if (Circle > 15)
/* chance of all non-water monsters, weighted toward middle */
return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
else if (Circle > 8)
/* not all non-water monsters, weighted toward middle */
return((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
else if (Circle > 3)
/* even chance of some tamer non-water monsters */
return((int) ROLL(14.0, 50.0));
else
/* even chance of some of the tamest non-water monsters */
return((int) ROLL(14.0, 25.0));
}
/* */
/************************************************************************
/
/ FUNCTION NAME: playerhits()
/
/ FUNCTION: prompt player for action in monster battle, and process
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: hitmonster(), throwspell(), inputoption(), cancelmonster(),
/ floor(), wmove(), drandom(), altercoordinates(), waddstr(), mvprintw(),
/ wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
/
/ DESCRIPTION:
/ Process all monster battle options.
/
*************************************************************************/
playerhits()
{
double inflict; /* damage inflicted */
int ch; /* input */
mvaddstr(7, 0, "1:Melee 2:Skirmish 3:Evade 4:Spell 5:Nick ");
if (!Luckout)
/* haven't tried to luckout yet */
if (Curmonster.m_type == SM_MORGOTH)
/* cannot luckout against Morgoth */
addstr("6:Ally ");
else
addstr("6:Luckout ");
if (Player.p_ring.ring_type != R_NONE)
/* player has a ring */
addstr("7:Use Ring ");
else
clrtoeol();
ch = inputoption();
move(8, 0);
clrtobot(); /* clear any messages from before */
Lines = 9;
mvaddstr(4, 0, "\n\n"); /* clear status area */
switch (ch)
{
case 'T': /* timeout; lose turn */
break;
case ' ':
case '1': /* melee */
/* melee affects monster's energy and strength */
inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
+ (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
Curmonster.m_melee += inflict;
Curmonster.m_strength = Curmonster.m_o_strength
- Curmonster.m_melee / Curmonster.m_o_energy
* Curmonster.m_o_strength / 4.0;
hitmonster(inflict);
break;
case '2': /* skirmish */
/* skirmish affects monter's energy and speed */
inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
+ (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
Curmonster.m_skirmish += inflict;
Curmonster.m_maxspeed = Curmonster.m_o_speed
- Curmonster.m_skirmish / Curmonster.m_o_energy
* Curmonster.m_o_speed / 4.0;
hitmonster(inflict);
break;
case '3': /* evade */
/* use brains and speed to try to evade */
if ((Curmonster.m_type == SM_DARKLORD
|| Curmonster.m_type == SM_SHRIEKER
/* can always run from D. L. and shrieker */
|| drandom() * Player.p_speed * Player.p_brains
> drandom() * Curmonster.m_speed * Curmonster.m_brains)
&& (Curmonster.m_type != SM_MIMIC))
/* cannot run from mimic */
{
mvaddstr(Lines++, 0, "You got away!");
cancelmonster();
altercoordinates(0.0, 0.0, A_NEAR);
}
else
mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
break;
case 'M':
case '4': /* magic spell */
throwspell();
break;
case '5': /* nick */
/* hit 1 plus sword; give some experience */
inflict = 1.0 + Player.p_sword;
Player.p_experience += floor(Curmonster.m_experience / 10.0);
Curmonster.m_experience *= 0.92;
/* monster gets meaner */
Curmonster.m_maxspeed += 2.0;
Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
if (Curmonster.m_type == SM_DARKLORD)
/* Dark Lord; doesn't like to be nicked */
{
mvprintw(Lines++, 0,
"You hit %s %.0f times, and made him mad!", Enemyname, inflict);
Player.p_quickness /= 2.0;
altercoordinates(0.0, 0.0, A_FAR);
cancelmonster();
}
else
hitmonster(inflict);
break;
case 'B':
case '6': /* luckout */
if (Luckout)
mvaddstr(Lines++, 0, "You already tried that.");
else
{
Luckout = TRUE;
if (Curmonster.m_type == SM_MORGOTH)
/* Morgoth; ally */
{
if (drandom() < Player.p_sin / 100.0)
{
mvprintw(Lines++, 0, "%s accepted!", Enemyname);
cancelmonster();
}
else
mvaddstr(Lines++, 0, "Nope, he's not interested.");
}
else
/* normal monster; use brains for success */
{
if ((drandom() + 0.333) * Player.p_brains
< (drandom() + 0.333) * Curmonster.m_brains)
mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
else
{
mvaddstr(Lines++, 0, "You made it!");
Curmonster.m_energy = 0.0;
}
}
}
break;
case '7': /* use ring */
if (Player.p_ring.ring_type != R_NONE)
{
mvaddstr(Lines++, 0, "Now using ring.");
Player.p_ring.ring_inuse = TRUE;
if (Player.p_ring.ring_type != R_DLREG)
/* age ring */
--Player.p_ring.ring_duration;
}
break;
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: monsthits()
/
/ FUNCTION: process a monster hitting the player
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: cancelmonster(), scramblestats(), more(), floor(), wmove(),
/ drandom(), altercoordinates(), longjmp(), waddstr(), mvprintw(),
/ getanswer()
/
/ GLOBAL INPUTS: Curmonster, Lines, Circle, Shield, Player, *stdscr,
/ Fightenv[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player,
/ *Enemyname
/
/ DESCRIPTION:
/ Handle all special monsters here. If the monster is not a special
/ one, simply roll a hit against the player.
/
*************************************************************************/
monsthits()
{
double inflict; /* damage inflicted */
int ch; /* input */
switch (Curmonster.m_type)
/* may be a special monster */
{
case SM_DARKLORD:
/* hits just enough to kill player */
inflict = (Player.p_energy + Shield) * 1.02;
goto SPECIALHIT;
case SM_SHRIEKER:
/* call a big monster */
mvaddstr(Lines++, 0,
"Shrieeeek!! You scared it, and it called one of its friends.");
more(Lines);
Whichmonster = (int) ROLL(70.0, 30.0);
longjmp(Fightenv, 0);
/*NOTREACHED*/
case SM_BALROG:
/* take experience away */
inflict = ROLL(10.0, Curmonster.m_strength);
inflict = MIN(Player.p_experience, inflict);
mvprintw(Lines++, 0,
"%s took away %.0f experience points.", Enemyname, inflict);
Player.p_experience -= inflict;
return;
case SM_FAERIES:
if (Player.p_holywater > 0)
/* holy water kills when monster tries to hit */
{
mvprintw(Lines++, 0, "Your holy water killed it!");
--Player.p_holywater;
Curmonster.m_energy = 0.0;
return;
}
break;
case SM_NONE:
/* normal hit */
break;
default:
if (drandom() > 0.2)
/* normal hit */
break;
/* else special things */
switch (Curmonster.m_type)
{
case SM_LEANAN:
/* takes some of the player's strength */
inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
inflict = MIN(Player.p_strength, inflict);
mvprintw(Lines++, 0, "%s sapped %0.f of your strength!",
Enemyname, inflict);
Player.p_strength -= inflict;
Player.p_might -= inflict;
break;
case SM_SARUMAN:
if (Player.p_palantir)
/* take away palantir */
{
mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
Player.p_palantir = FALSE;
}
else if (drandom() > 0.5)
/* gems turn to gold */
{
mvprintw(Lines++, 0,
"%s transformed your gems into gold!", Enemyname);
Player.p_gold += Player.p_gems;
Player.p_gems = 0.0;
}
else
/* scramble some stats */
{
mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
scramblestats();
}
break;
case SM_THAUMATURG:
/* transport player */
mvprintw(Lines++, 0, "%s transported you!", Enemyname);
altercoordinates(0.0, 0.0, A_FAR);
cancelmonster();
break;
case SM_VORTEX:
/* suck up some mana */
inflict = ROLL(0, 7.5 * Circle);
inflict = MIN(Player.p_mana, floor(inflict));
mvprintw(Lines++, 0,
"%s sucked up %.0f of your mana!", Enemyname, inflict);
Player.p_mana -= inflict;
break;
case SM_NAZGUL:
/* try to take ring if player has one */
if (Player.p_ring.ring_type != R_NONE)
/* player has a ring */
{
mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
ch = getanswer("YN", FALSE);
if (ch == 'Y')
/* take ring away */
{
Player.p_ring.ring_type = R_NONE;
Player.p_ring.ring_inuse = FALSE;
cancelmonster();
break;
}
}
/* otherwise, take some brains */
mvprintw(Lines++, 0,
"%s neutralized 1/5 of your brain!", Enemyname);
Player.p_brains *= 0.8;
break;
case SM_TIAMAT:
/* take some gold and gems */
mvprintw(Lines++, 0,
"%s took half your gold and gems and flew off.", Enemyname);
Player.p_gold /= 2.0;
Player.p_gems /= 2.0;
cancelmonster();
break;
case SM_KOBOLD:
/* steal a gold piece and run */
mvprintw(Lines++, 0,
"%s stole one gold piece and ran away.", Enemyname);
Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
cancelmonster();
break;
case SM_SHELOB:
/* bite and (medium) poison */
mvprintw(Lines++, 0,
"%s has bitten and poisoned you!", Enemyname);
Player.p_poison -= 1.0;
break;
case SM_LAMPREY:
/* bite and (small) poison */
mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
Player.p_poison += 0.25;
break;
case SM_BONNACON:
/* fart and run */
mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
Player.p_energy /= 2.0; /* damage from fumes */
cancelmonster();
break;
case SM_SMEAGOL:
if (Player.p_ring.ring_type != R_NONE)
/* try to steal ring */
{
mvprintw(Lines++, 0,
"%s tried to steal your ring, ", Enemyname);
if (drandom() > 0.1)
addstr("but was unsuccessful.");
else
{
addstr("and ran away with it!");
Player.p_ring.ring_type = R_NONE;
cancelmonster();
}
}
break;
case SM_SUCCUBUS:
/* inflict damage through shield */
inflict = ROLL(15.0, Circle * 10.0);
inflict = MIN(inflict, Player.p_energy);
mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
Enemyname, inflict);
Player.p_energy -= inflict;
break;
case SM_CERBERUS:
/* take all metal treasures */
mvprintw(Lines++, 0,
"%s took all your metal treasures!", Enemyname);
Player.p_crowns = 0;
Player.p_sword =
Player.p_shield =
Player.p_gold = 0.0;
cancelmonster();
break;
case SM_UNGOLIANT:
/* (large) poison and take a quickness */
mvprintw(Lines++, 0,
"%s poisoned you, and took one quik.", Enemyname);
Player.p_poison += 5.0;
Player.p_quickness -= 1.0;
break;
case SM_JABBERWOCK:
/* fly away, and leave either a Jubjub bird or Bonnacon */
mvprintw(Lines++, 0,
"%s flew away, and left you to contend with one of its friends.",
Enemyname);
Whichmonster = 55 + (drandom() > 0.5) ? 22 : 0;
longjmp(Fightenv, 0);
/*NOTREACHED*/
case SM_TROLL:
/* partially regenerate monster */
mvprintw(Lines++, 0,
"%s partially regenerated his energy.!", Enemyname);
Curmonster.m_energy +=
floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
Curmonster.m_strength = Curmonster.m_o_strength;
Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
Curmonster.m_maxspeed = Curmonster.m_o_speed;
break;
case SM_WRAITH:
if (!Player.p_blindness)
/* make blind */
{
mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
Player.p_blindness = TRUE;
Enemyname = "A monster";
}
break;
}
return;
}
/* fall through to here if monster inflicts a normal hit */
inflict = drandom() * Curmonster.m_strength + 0.5;
SPECIALHIT:
mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
if ((Shield -= inflict) < 0)
{
Player.p_energy += Shield;
Shield = 0.0;
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: cancelmonster()
/
/ FUNCTION: mark current monster as no longer active
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: none
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: Curmonster
/
/ DESCRIPTION:
/ Clear current monster's energy, experience, treasure type, and
/ flock. This is the same as having the monster run away.
/
*************************************************************************/
cancelmonster()
{
Curmonster.m_energy = 0.0;
Curmonster.m_experience = 0.0;
Curmonster.m_treasuretype = 0;
Curmonster.m_flock = 0.0;
}
/* */
/************************************************************************
/
/ FUNCTION NAME: hitmonster()
/
/ FUNCTION: inflict damage upon current monster
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ double inflict - damage to inflict upon monster
/
/ RETURN VALUE: none
/
/ MODULES CALLED: monsthits(), wmove(), strcmp(), waddstr(), mvprintw()
/
/ GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Lines
/
/ DESCRIPTION:
/ Hit monster specified number of times. Handle when monster dies,
/ and a few special monsters.
/
*************************************************************************/
hitmonster(inflict)
double inflict;
{
mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
Curmonster.m_energy -= inflict;
if (Curmonster.m_energy > 0.0)
{
if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
/* special monster didn't die */
monsthits();
}
else
/* monster died. print message. */
{
if (Curmonster.m_type == SM_MORGOTH)
mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
else
/* all other types of monsters */
{
mvprintw(Lines++, 0, "You killed it. Good work, %s.", Player.p_name);
if (Curmonster.m_type == SM_MIMIC
&& strcmp(Curmonster.m_name, "A Mimic") != 0
&& !Player.p_blindness)
mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
}
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: throwspell()
/
/ FUNCTION: throw a magic spell
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: hitmonster(), cancelmonster(), sqrt(), floor(), wmove(),
/ drandom(), altercoordinates(), longjmp(), infloat(), waddstr(), mvprintw(),
/ getanswer()
/
/ GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr,
/ Fightenv[], Illspell[], *Enemyname
/
/ GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
/
/ DESCRIPTION:
/ Prompt player and process magic spells.
/
*************************************************************************/
throwspell()
{
double inflict; /* damage inflicted */
double dtemp; /* for dtemporary calculations */
int ch; /* input */
mvaddstr(7, 0, "\n\n"); /* clear menu area */
if (Player.p_magiclvl >= ML_ALLORNOTHING)
mvaddstr(7, 0, "1:All or Nothing ");
if (Player.p_magiclvl >= ML_MAGICBOLT)
addstr("2:Magic Bolt ");
if (Player.p_magiclvl >= ML_FORCEFIELD)
addstr("3:Force Field ");
if (Player.p_magiclvl >= ML_XFORM)
addstr("4:Transform ");
if (Player.p_magiclvl >= ML_INCRMIGHT)
addstr("5:Increase Might\n");
if (Player.p_magiclvl >= ML_INVISIBLE)
mvaddstr(8, 0, "6:Invisibility ");
if (Player.p_magiclvl >= ML_XPORT)
addstr("7:Transport ");
if (Player.p_magiclvl >= ML_PARALYZE)
addstr("8:Paralyze ");
if (Player.p_specialtype >= SC_COUNCIL)
addstr("9:Specify");
mvaddstr(4, 0, "Spell ? ");
ch = getanswer(" ", TRUE);
mvaddstr(7, 0, "\n\n"); /* clear menu area */
if (Curmonster.m_type == SM_MORGOTH && ch != '3')
/* can only throw force field against Morgoth */
ILLSPELL();
else
switch (ch)
{
case '1': /* all or nothing */
if (drandom() < 0.25)
/* success */
{
inflict = Curmonster.m_energy * 1.01 + 1.0;
if (Curmonster.m_type == SM_DARKLORD)
/* all or nothing doesn't quite work against D. L. */
inflict *= 0.9;
}
else
/* failure -- monster gets stronger and quicker */
{
Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
Curmonster.m_maxspeed *= 2.0;
Curmonster.m_o_speed *= 2.0;
/* paralyzed monsters wake up a bit */
Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
}
if (Player.p_mana >= MM_ALLORNOTHING)
/* take a mana if player has one */
Player.p_mana -= MM_ALLORNOTHING;
hitmonster(inflict);
break;
case '2': /* magic bolt */
if (Player.p_magiclvl < ML_MAGICBOLT)
ILLSPELL();
else
{
do
/* prompt for amount to expend */
{
mvaddstr(4, 0, "How much mana for bolt? ");
dtemp = floor(infloat());
}
while (dtemp < 0.0 || dtemp > Player.p_mana);
Player.p_mana -= dtemp;
if (Curmonster.m_type == SM_DARKLORD)
/* magic bolts don't work against D. L. */
inflict = 0.0;
else
inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
mvaddstr(5, 0, "Magic Bolt fired!\n");
hitmonster(inflict);
}
break;
case '3': /* force field */
if (Player.p_magiclvl < ML_FORCEFIELD)
ILLSPELL();
else if (Player.p_mana < MM_FORCEFIELD)
NOMANA();
else
{
Player.p_mana -= MM_FORCEFIELD;
Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
mvaddstr(5, 0, "Force Field up.\n");
}
break;
case '4': /* transform */
if (Player.p_magiclvl < ML_XFORM)
ILLSPELL();
else if (Player.p_mana < MM_XFORM)
NOMANA();
else
{
Player.p_mana -= MM_XFORM;
Whichmonster = (int) ROLL(0.0, 100.0);
longjmp(Fightenv, 0);
/*NOTREACHED*/
}
break;
case '5': /* increase might */
if (Player.p_magiclvl < ML_INCRMIGHT)
ILLSPELL();
else if (Player.p_mana < MM_INCRMIGHT)
NOMANA();
else
{
Player.p_mana -= MM_INCRMIGHT;
Player.p_might +=
(1.2 * (Player.p_strength + Player.p_sword)
+ 5.0 - Player.p_might) / 2.0;
mvprintw(5, 0, "New strength: %.0f\n", Player.p_might);
}
break;
case '6': /* invisible */
if (Player.p_magiclvl < ML_INVISIBLE)
ILLSPELL();
else if (Player.p_mana < MM_INVISIBLE)
NOMANA();
else
{
Player.p_mana -= MM_INVISIBLE;
Player.p_speed +=
(1.2 * (Player.p_quickness + Player.p_quksilver)
+ 5.0 - Player.p_speed) / 2.0;
mvprintw(5, 0, "New quickness: %.0f\n", Player.p_speed);
}
break;
case '7': /* transport */
if (Player.p_magiclvl < ML_XPORT)
ILLSPELL();
else if (Player.p_mana < MM_XPORT)
NOMANA();
else
{
Player.p_mana -= MM_XPORT;
if (Player.p_brains + Player.p_magiclvl
< Curmonster.m_experience / 200.0 * drandom())
{
mvaddstr(5, 0, "Transport backfired!\n");
altercoordinates(0.0, 0.0, A_FAR);
cancelmonster();
}
else
{
mvprintw(5, 0, "%s is transported.\n", Enemyname);
if (drandom() < 0.3)
/* monster didn't drop its treasure */
Curmonster.m_treasuretype = 0;
Curmonster.m_energy = 0.0;
}
}
break;
case '8': /* paralyze */
if (Player.p_magiclvl < ML_PARALYZE)
ILLSPELL();
else if (Player.p_mana < MM_PARALYZE)
NOMANA();
else
{
Player.p_mana -= MM_PARALYZE;
if (Player.p_magiclvl >
Curmonster.m_experience / 1000.0 * drandom())
{
mvprintw(5, 0, "%s is held.\n", Enemyname);
Curmonster.m_speed = -2.0;
}
else
mvaddstr(5, 0, "Monster unaffected.\n");
}
break;
case '9': /* specify */
if (Player.p_specialtype < SC_COUNCIL)
ILLSPELL();
else if (Player.p_mana < MM_SPECIFY)
NOMANA();
else
{
Player.p_mana -= MM_SPECIFY;
mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
Whichmonster = (int) infloat();
Whichmonster = MAX(0, MIN(99, Whichmonster));
longjmp(Fightenv, 0);
/*NOTREACHED*/
}
break;
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: callmonster()
/
/ FUNCTION: read monster from file, and fill structure
/
/ AUTHOR: E. A. Estes, 2/25/86
/
/ ARGUMENTS:
/ int which - which monster to call
/
/ RETURN VALUE: none
/
/ MODULES CALLED: truncstring(), fread(), fseek(), floor(), drandom(),
/ strcpy()
/
/ GLOBAL INPUTS: Curmonster, Circle, Player, *Monstfp
/
/ GLOBAL OUTPUTS: Curmonster, Player, *Enemyname
/
/ DESCRIPTION:
/ Read specified monster from monster database and fill up
/ current monster structure.
/ Adjust statistics based upon current size.
/ Handle some special monsters.
/
*************************************************************************/
callmonster(which)
int which;
{
struct monster Othermonster; /* to find a name for mimics */
which = MIN(which, 99); /* make sure within range */
/* fill structure */
fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
/* handle some special monsters */
if (Curmonster.m_type == SM_MODNAR)
{
if (Player.p_specialtype < SC_COUNCIL)
/* randomize some stats */
{
Curmonster.m_strength *= drandom() + 0.5;
Curmonster.m_brains *= drandom() + 0.5;
Curmonster.m_speed *= drandom() + 0.5;
Curmonster.m_energy *= drandom() + 0.5;
Curmonster.m_experience *= drandom() + 0.5;
Curmonster.m_treasuretype =
(int) ROLL(0.0, (double) Curmonster.m_treasuretype);
}
else
/* make Modnar into Morgoth */
{
strcpy(Curmonster.m_name, "Morgoth");
Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
+ drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
Curmonster.m_brains = Player.p_brains;
Curmonster.m_energy = Player.p_might * 30.0;
Curmonster.m_type = SM_MORGOTH;
Curmonster.m_speed = Player.p_speed * 1.1
+ (Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0;
Curmonster.m_flock = 0.0;
Curmonster.m_treasuretype = 0;
Curmonster.m_experience = 0.0;
}
}
else if (Curmonster.m_type == SM_MIMIC)
/* pick another name */
{
which = (int) ROLL(0.0, 100.0);
fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, 0);
fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
strcpy(Curmonster.m_name, Othermonster.m_name);
}
truncstring(Curmonster.m_name);
if (Curmonster.m_type != SM_MORGOTH)
/* adjust stats based on which circle player is in */
{
Curmonster.m_strength *= (1.0 + Circle / 2.0);
Curmonster.m_brains *= Circle;
Curmonster.m_speed += Circle * 1.e-9;
Curmonster.m_energy *= Circle;
Curmonster.m_experience *= Circle;
}
if (Player.p_blindness)
/* cannot see monster if blind */
Enemyname = "A monster";
else
Enemyname = Curmonster.m_name;
if (Player.p_speed <= 0.0)
/* make Player.p_speed positive */
{
Curmonster.m_speed += -Player.p_speed;
Player.p_speed = 1.0;
}
/* fill up the rest of the structure */
Curmonster.m_o_strength = Curmonster.m_strength;
Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
Curmonster.m_o_energy = Curmonster.m_energy;
Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
}
/* */
/************************************************************************
/
/ FUNCTION NAME: awardtreasure()
/
/ FUNCTION: select a treasure
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: pickmonster(), collecttaxes(), more(), cursedtreasure(),
/ floor(), wmove(), drandom(), sscanf(), printw(), altercoordinates(),
/ longjmp(), infloat(), waddstr(), getanswer(), getstring(), wclrtobot()
/
/ GLOBAL INPUTS: Somebetter[], Curmonster, Whichmonster, Circle, Player,
/ *stdscr, Databuf[], *Statptr, Fightenv[]
/
/ GLOBAL OUTPUTS: Whichmonster, Shield, Player
/
/ DESCRIPTION:
/ Roll up a treasure based upon monster type and size, and
/ certain player statistics.
/ Handle cursed treasure.
/
*************************************************************************/
awardtreasure()
{
register int whichtreasure; /* calculated treasure to grant */
int temp; /* temporary */
int ch; /* input */
double treasuretype; /* monster's treasure type */
double gold = 0.0; /* gold awarded */
double gems = 0.0; /* gems awarded */
double dtemp; /* for temporary calculations */
whichtreasure = (int) ROLL(1.0, 3.0); /* pick a treasure */
treasuretype = (double) Curmonster.m_treasuretype;
move(4, 0);
clrtobot();
move(6, 0);
if (drandom() > 0.65)
/* gold and gems */
{
if (Curmonster.m_treasuretype > 7)
/* gems */
{
gems = ROLL(1.0, (treasuretype - 7.0)
* (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
printw("You have discovered %.0f gems!", gems);
}
else
/* gold */
{
gold = ROLL(treasuretype * 10.0, treasuretype
* treasuretype * 10.0 * (Circle - 1.0));
printw("You have found %.0f gold pieces.", gold);
}
addstr(" Do you want to pick them up ? ");
ch = getanswer("NY", FALSE);
addstr("\n\n");
if (ch == 'Y')
if (drandom() < treasuretype / 35.0 + 0.04)
/* cursed */
{
addstr("They were cursed!\n");
cursedtreasure();
}
else
collecttaxes(gold, gems);
return;
}
else
/* other treasures */
{
addstr("You have found some treasure. Do you want to inspect it ? ");
ch = getanswer("NY", FALSE);
addstr("\n\n");
if (ch != 'Y')
return;
else
if (drandom() < 0.08 && Curmonster.m_treasuretype != 4)
{
addstr("It was cursed!\n");
cursedtreasure();
return;
}
else
switch (Curmonster.m_treasuretype)
{
case 1: /* treasure type 1 */
switch (whichtreasure)
{
case 1:
addstr("You've discovered a power booster!\n");
Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
break;
case 2:
addstr("You have encountered a druid.\n");
Player.p_experience +=
ROLL(0.0, 2000.0 + Circle * 400.0);
break;
case 3:
addstr("You have found a holy orb.\n");
Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
break;
}
break;
/* end treasure type 1 */
case 2: /* treasure type 2 */
switch (whichtreasure)
{
case 1:
addstr("You have found an amulet.\n");
++Player.p_amulets;
break;
case 2:
addstr("You've found some holy water!\n");
++Player.p_holywater;
break;
case 3:
addstr("You've met a hermit!\n");
Player.p_sin *= 0.75;
Player.p_mana += 12.0 * Circle;
break;
}
break;
/* end treasure type 2 */
case 3: /* treasure type 3 */
switch (whichtreasure)
{
case 1:
dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
printw("You've found a +%.0f shield!\n", dtemp);
if (dtemp >= Player.p_shield)
Player.p_shield = dtemp;
else
SOMEBETTER();
break;
case 2:
addstr("You have rescued a virgin. Will you be honorable ? ");
ch = getanswer("NY", FALSE);
addstr("\n\n");
if (ch == 'Y')
Player.p_virgin = TRUE;
else
{
Player.p_experience += 2000.0 * Circle;
++Player.p_sin;
}
break;
case 3:
addstr("You've discovered some athelas!\n");
--Player.p_poison;
break;
}
break;
/* end treasure type 3 */
case 4: /* treasure type 4 */
addstr("You've found a scroll. Will you read it ? ");
ch = getanswer("NY", FALSE);
addstr("\n\n");
if (ch == 'Y')
switch ((int) ROLL(1, 6))
{
case 1:
addstr("It throws up a shield for you next monster.\n");
getyx(stdscr, whichtreasure, ch);
more(whichtreasure);
Shield =
(Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
Whichmonster = pickmonster();
longjmp(Fightenv, 0);
/*NOTREACHED*/
case 2:
addstr("It makes you invisible for you next monster.\n");
getyx(stdscr, whichtreasure, ch);
more(whichtreasure);
Player.p_speed = 1e6;
Whichmonster = pickmonster();
longjmp(Fightenv, 0);
/*NOTREACHED*/
case 3:
addstr("It increases your strength ten fold to fight your next monster.\n");
getyx(stdscr, whichtreasure, ch);
more(whichtreasure);
Player.p_might *= 10.0;
Whichmonster = pickmonster();
longjmp(Fightenv, 0);
/*NOTREACHED*/
case 4:
addstr("It is a general knowledge scroll.\n");
Player.p_brains += ROLL(2.0, Circle);
Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
break;
case 5:
addstr("It tells you how to pick your next monster.\n");
addstr("Which monster do you want [0-99] ? ");
Whichmonster = (int) infloat();
Whichmonster = MIN(99, MAX(0, Whichmonster));
longjmp(Fightenv, 0);
case 6:
addstr("It was cursed!\n");
cursedtreasure();
break;
}
break;
/* end treasure type 4 */
case 5: /* treasure type 5 */
switch (whichtreasure)
{
case 1:
dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
printw("You've discovered a +%.0f dagger.\n", dtemp);
if (dtemp >= Player.p_sword)
Player.p_sword = dtemp;
else
SOMEBETTER();
break;
case 2:
dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
printw("You have found some +%.0f armour!\n", dtemp);
if (dtemp >= Player.p_shield)
Player.p_shield = dtemp;
else
SOMEBETTER();
break;
case 3:
addstr("You've found a tablet.\n");
Player.p_brains += 4.5 * Circle;
break;
}
break;
/* end treasure type 5 */
case 6: /* treasure type 6 */
switch (whichtreasure)
{
case 1:
addstr("You've found a priest.\n");
Player.p_energy = Player.p_maxenergy + Player.p_shield;
Player.p_sin /= 2.0;
Player.p_mana += 24.0 * Circle;
Player.p_brains += Circle;
break;
case 2:
addstr("You have come upon Robin Hood!\n");
Player.p_shield += Circle * 2.0;
Player.p_strength += Circle / 2.5 + 1.0;
break;
case 3:
dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
printw("You have found a +%.0f axe!\n", dtemp);
if (dtemp >= Player.p_sword)
Player.p_sword = dtemp;
else
SOMEBETTER();
break;
}
break;
/* end treasure type 6 */
case 7: /* treasure type 7 */
switch (whichtreasure)
{
case 1:
addstr("You've discovered a charm!\n");
++Player.p_charms;
break;
case 2:
addstr("You have encountered Merlyn!\n");
Player.p_brains += Circle + 5.0;
Player.p_magiclvl += Circle / 3.0 + 5.0;
Player.p_mana += Circle * 10.0;
break;
case 3:
dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
printw("You have found a +%.0f war hammer!\n", dtemp);
if (dtemp >= Player.p_sword)
Player.p_sword = dtemp;
else
SOMEBETTER();
break;
}
break;
/* end treasure type 7 */
case 8: /* treasure type 8 */
switch (whichtreasure)
{
case 1:
addstr("You have found a healing potion.\n");
Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
break;
case 2:
addstr("You have discovered a transporter. Do you wish to go anywhere ? ");
ch = getanswer("NY", FALSE);
addstr("\n\n");
if (ch == 'Y')
{
double x, y;
addstr("X Y Coordinates ? ");
getstring(Databuf, SZ_DATABUF);
sscanf(Databuf, "%lf %lf", &x, &y);
altercoordinates(x, y, A_FORCED);
}
break;
case 3:
dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
printw("You've found a +%.0f sword!\n", dtemp);
if (dtemp >= Player.p_sword)
Player.p_sword = dtemp;
else
SOMEBETTER();
break;
}
break;
/* end treasure type 8 */
case 10:
case 11:
case 12:
case 13: /* treasure types 10 - 13 */
if (drandom() < 0.33)
{
if (Curmonster.m_treasuretype == 10)
{
addstr("You've found a pair of elven boots!\n");
Player.p_quickness += 2.0;
break;
}
else if (Curmonster.m_treasuretype == 11
&& !Player.p_palantir)
{
addstr("You've acquired Saruman's palantir.\n");
Player.p_palantir = TRUE;
break;
}
else if (Player.p_ring.ring_type == R_NONE
&& Player.p_specialtype < SC_COUNCIL
&& (Curmonster.m_treasuretype == 12
|| Curmonster.m_treasuretype == 13))
/* roll up a ring */
{
if (drandom() < 0.8)
/* regular rings */
{
if (Curmonster.m_treasuretype == 12)
{
whichtreasure = R_NAZREG;
temp = 35;
}
else
{
whichtreasure = R_DLREG;
temp = 0;
}
}
else
/* bad rings */
{
whichtreasure = R_BAD;
temp = 15 + Statptr->c_ringduration + (int) ROLL(0,5);
}
addstr("You've discovered a ring. Will you pick it up ? ");
ch = getanswer("NY", FALSE);
addstr("\n\n");
if (ch == 'Y')
{
Player.p_ring.ring_type = whichtreasure;
Player.p_ring.ring_duration = temp;
}
break;
}
}
/* end treasure types 10 - 13 */
/* fall through to treasure type 9 if no treasure from above */
case 9: /* treasure type 9 */
switch (whichtreasure)
{
case 1:
if (Player.p_level <= 1000.0
&& Player.p_crowns <= 3
&& Player.p_level >= 10.0)
{
addstr("You have found a golden crown!\n");
++Player.p_crowns;
break;
}
/* fall through otherwise */
case 2:
addstr("You've been blessed!\n");
Player.p_blessing = TRUE;
Player.p_sin /= 3.0;
Player.p_energy = Player.p_maxenergy + Player.p_shield;
Player.p_mana += 100.0 * Circle;
break;
case 3:
dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
dtemp = MIN(dtemp, 99.0);
printw("You have discovered some +%.0f quicksilver!\n",dtemp);
if (dtemp >= Player.p_quksilver)
Player.p_quksilver = dtemp;
else
SOMEBETTER();
break;
}
break;
/* end treasure type 9 */
}
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: cursedtreasure()
/
/ FUNCTION: take care of cursed treasure
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: waddstr()
/
/ GLOBAL INPUTS: Player, *stdscr
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Handle cursed treasure. Look for amulets and charms to save
/ the player from the curse.
/
*************************************************************************/
cursedtreasure()
{
if (Player.p_charms > 0)
{
addstr("But your charm saved you!\n");
--Player.p_charms;
}
else if (Player.p_amulets > 0)
{
addstr("But your amulet saved you!\n");
--Player.p_amulets;
}
else
{
Player.p_energy = (Player.p_maxenergy + Player.p_shield) / 10.0;
Player.p_poison += 0.25;
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: scramblestats()
/
/ FUNCTION: scramble some selected statistics
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: Player
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Swap a few player statistics randomly.
/
*************************************************************************/
scramblestats()
{
double dbuf[6]; /* to put statistic in */
double dtemp1, dtemp2; /* for swapping values */
register int first, second; /* indices for swapping */
register double *dptr; /* pointer for filling and emptying buf[] */
/* fill buffer */
dptr = &dbuf[0];
*dptr++ = Player.p_strength;
*dptr++ = Player.p_mana;
*dptr++ = Player.p_brains;
*dptr++ = Player.p_magiclvl;
*dptr++ = Player.p_energy;
*dptr = Player.p_sin;
/* pick values to swap */
first = (int) ROLL(0, 5);
second = (int) ROLL(0, 5);
/* swap values */
dptr = &dbuf[0];
dtemp1 = dptr[first];
/* this expression is split to prevent a compiler loop on some compilers */
dtemp2 = dptr[second];
dptr[first] = dtemp2;
dptr[second] = dtemp1;
/* empty buffer */
Player.p_strength = *dptr++;
Player.p_mana = *dptr++;
Player.p_brains = *dptr++;
Player.p_magiclvl = *dptr++;
Player.p_energy = *dptr++;
Player.p_sin = *dptr;
}