/*	$NetBSD: fight.c,v 1.13 2009/08/31 08:27:16 dholland Exp $	*/

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

#include <string.h>
#include "include.h"

static void awardtreasure(void);
static void callmonster(int);
static void cancelmonster(void);
static void cursedtreasure(void);
static void hitmonster(double);
static void monsthits(void);
static int pickmonster(void);
static void playerhits(void);
static void scramblestats(void);
static void throwspell(void);

/*
 * FUNCTION: monster battle routine
 *
 * ARGUMENTS:
 *	int particular - particular monster to fight if >= 0
 *
 * GLOBAL INPUTS: Curmonster, Whichmonster, LINES, Lines, Circle, Shield,
 *	Player, *stdscr, Fileloc, Fightenv[], *Enemyname
 *
 * GLOBAL OUTPUTS: Curmonster, Whichmonster, Lines, Shield, Player, Luckout
 *
 * DESCRIPTION:
 *	Choose a monster and check against some special types.
 *	Arbitrate between monster and player.  Watch for either
 *	dying.
 */

void
encounter(int particular)
{
	volatile 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: choose a monster based upon where we are
 *
 * RETURN VALUE: monster number to call
 *
 * GLOBAL INPUTS: Marsh, Circle, Player
 *
 * 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.
 */

static int
pickmonster(void)
{
	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: prompt player for action in monster battle, and process
 *
 * GLOBAL INPUTS: Curmonster, Lines, Player, *stdscr, Luckout, *Enemyname
 *
 * GLOBAL OUTPUTS: Curmonster, Lines, Player, Luckout
 *
 * DESCRIPTION:
 *	Process all monster battle options.
 */

static void
playerhits(void)
{
	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: process a monster hitting the player
 *
 * 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.
 */

static void
monsthits(void)
{
	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 = (drandom() > 0.5) ? 77 : 55;
			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: mark current monster as no longer active
 *
 * GLOBAL OUTPUTS: Curmonster
 *
 * DESCRIPTION:
 *	Clear current monster's energy, experience, treasure type, and
 *	flock.  This is the same as having the monster run away.
 */

static void
cancelmonster(void)
{
	Curmonster.m_energy = 0.0;
	Curmonster.m_experience = 0.0;
	Curmonster.m_treasuretype = 0;
	Curmonster.m_flock = 0.0;
}

/*
 * FUNCTION: inflict damage upon current monster
 *
 * ARGUMENTS:
 *	double inflict - damage to inflict upon monster
 *
 * 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.
 */

static void
hitmonster(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: throw a magic spell
 *
 * GLOBAL INPUTS: Curmonster, Whichmonster, Nomana[], Player, *stdscr,
 *	Fightenv[], Illspell[], *Enemyname
 *
 * GLOBAL OUTPUTS: Curmonster, Whichmonster, Shield, Player
 *
 * DESCRIPTION:
 *	Prompt player and process magic spells.
 */

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

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

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

	ch = getanswer(" ", TRUE);

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

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

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

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

			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: read monster from file, and fill structure
 *
 * ARGUMENTS:
 *	int which - which monster to call
 *
 * 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.
 */

static void
callmonster(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, SEEK_SET);
	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 *
			    ((Player.p_specialtype == SC_EXVALAR) ? 2.1 : 1.1);
			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, SEEK_SET);
		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: select a treasure
 *
 * 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.
 */

static void
awardtreasure(void)
{
	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 */
				/* FALLTHROUGH */

			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;
					}
					/* FALLTHROUGH */

				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: take care of cursed treasure
 *
 * GLOBAL INPUTS: Player, *stdscr
 *
 * GLOBAL OUTPUTS: Player
 *
 * DESCRIPTION:
 *	Handle cursed treasure.  Look for amulets and charms to save
 *	the player from the curse.
 */

static void
cursedtreasure(void)
{
	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: scramble some selected statistics
 *
 * GLOBAL INPUTS: Player
 *
 * GLOBAL OUTPUTS: Player
 *
 * DESCRIPTION:
 *	Swap a few player statistics randomly.
 */

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

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

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

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

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