xref: /netbsd-src/games/phantasia/fight.c (revision d20841bb642898112fe68f0ad3f7b26dddf56f07)
1 /*	$NetBSD: fight.c,v 1.8 2004/02/08 00:32:07 jsm Exp $	*/
2 
3 /*
4  * fight.c   Phantasia monster fighting routines
5  */
6 
7 #include "include.h"
8 
9 void
10 encounter(particular)
11 	int     particular;
12 {
13 	volatile bool    firsthit = Player.p_blessing;	/* set if player gets
14 							 * the first hit */
15 	volatile int     flockcnt = 1;	/* how many time flocked */
16 
17 	/* let others know what we are doing */
18 	Player.p_status = S_MONSTER;
19 	writerecord(&Player, Fileloc);
20 
21 #ifdef SYS5
22 	flushinp();
23 #endif
24 
25 	Shield = 0.0;		/* no shield up yet */
26 
27 	if (particular >= 0)
28 		/* monster is specified */
29 		Whichmonster = particular;
30 	else
31 		/* pick random monster */
32 		Whichmonster = pickmonster();
33 
34 	setjmp(Fightenv);	/* this is to enable changing fight state */
35 
36 	move(6, 0);
37 	clrtobot();		/* clear bottom area of screen */
38 
39 	Lines = 9;
40 	callmonster(Whichmonster);	/* set up monster to fight */
41 
42 	Luckout = FALSE;	/* haven't tried to luckout yet */
43 
44 	if (Curmonster.m_type == SM_MORGOTH)
45 		mvprintw(4, 0, "You've encountered %s, Bane of the Council and Valar.\n",
46 		    Enemyname);
47 
48 	if (Curmonster.m_type == SM_UNICORN) {
49 		if (Player.p_virgin) {
50 			printw("You just subdued %s, thanks to the virgin.\n", Enemyname);
51 			Player.p_virgin = FALSE;
52 		} else {
53 			printw("You just saw %s running away!\n", Enemyname);
54 			Curmonster.m_experience = 0.0;
55 			Curmonster.m_treasuretype = 0;
56 		}
57 	} else
58 		/* not a special monster */
59 		for (;;)
60 			/* print header, and arbitrate between player and
61 			 * monster */
62 		{
63 			mvprintw(6, 0, "You are being attacked by %s,   EXP: %.0f   (Size: %.0f)\n",
64 			    Enemyname, Curmonster.m_experience, Circle);
65 
66 			displaystats();
67 			mvprintw(1, 26, "%20.0f", Player.p_energy + Shield);	/* overprint energy */
68 			readmessage();
69 
70 			if (Curmonster.m_type == SM_DARKLORD
71 			    && Player.p_blessing
72 			    && Player.p_charms > 0)
73 				/* overpower Dark Lord with blessing and charm */
74 			{
75 				mvprintw(7, 0, "You just overpowered %s!", Enemyname);
76 				Lines = 8;
77 				Player.p_blessing = FALSE;
78 				--Player.p_charms;
79 				break;
80 			}
81 			/* allow paralyzed monster to wake up */
82 			Curmonster.m_speed = MIN(Curmonster.m_speed + 1.0, Curmonster.m_maxspeed);
83 
84 			if (drandom() * Curmonster.m_speed > drandom() * Player.p_speed
85 			/* monster is faster */
86 			    && Curmonster.m_type != SM_DARKLORD
87 			/* not D. L. */
88 			    && Curmonster.m_type != SM_SHRIEKER
89 			/* not mimic */
90 			    && !firsthit)
91 				/* monster gets a hit */
92 				monsthits();
93 			else
94 				/* player gets a hit */
95 			{
96 				firsthit = FALSE;
97 				playerhits();
98 			}
99 
100 			refresh();
101 
102 			if (Lines > LINES - 2)
103 				/* near bottom of screen - pause */
104 			{
105 				more(Lines);
106 				move(Lines = 8, 0);
107 				clrtobot();
108 			}
109 			if (Player.p_energy <= 0.0)
110 				/* player died */
111 			{
112 				more(Lines);
113 				death(Enemyname);
114 				cancelmonster();
115 				break;	/* fight ends if the player is saved
116 					 * from death */
117 			}
118 			if (Curmonster.m_energy <= 0.0)
119 				/* monster died */
120 				break;
121 		}
122 
123 	/* give player credit for killing monster */
124 	Player.p_experience += Curmonster.m_experience;
125 
126 	if (drandom() < Curmonster.m_flock / 100.0)
127 		/* monster flocks */
128 	{
129 		more(Lines);
130 		++flockcnt;
131 		longjmp(Fightenv, 0);
132 		/* NOTREACHED */
133 	} else
134 		if (Circle > 1.0
135 		    && Curmonster.m_treasuretype > 0
136 		    && drandom() > 0.2 + pow(0.4, (double) (flockcnt / 3 + Circle / 3.0)))
137 			/* monster has treasure; this takes # of flocks and
138 			 * size into account */
139 		{
140 			more(Lines);
141 			awardtreasure();
142 		}
143 	/* pause before returning */
144 	getyx(stdscr, Lines, flockcnt);
145 	more(Lines + 1);
146 
147 	Player.p_ring.ring_inuse = FALSE;	/* not using ring */
148 
149 	/* clean up the screen */
150 	move(4, 0);
151 	clrtobot();
152 }
153 
154 int
155 pickmonster()
156 {
157 	if (Player.p_specialtype == SC_VALAR)
158 		/* even chance of any monster */
159 		return ((int) ROLL(0.0, 100.0));
160 
161 	if (Marsh)
162 		/* water monsters */
163 		return ((int) ROLL(0.0, 15.0));
164 
165 	else
166 		if (Circle > 24)
167 			/* even chance of all non-water monsters */
168 			return ((int) ROLL(14.0, 86.0));
169 
170 		else
171 			if (Circle > 15)
172 				/* chance of all non-water monsters, weighted
173 				 * toward middle */
174 				return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 37.0)));
175 
176 			else
177 				if (Circle > 8)
178 					/* not all non-water monsters,
179 					 * weighted toward middle */
180 					return ((int) (ROLL(0.0, 50.0) + ROLL(14.0, 26.0)));
181 
182 				else
183 					if (Circle > 3)
184 						/* even chance of some tamer
185 						 * non-water monsters */
186 						return ((int) ROLL(14.0, 50.0));
187 
188 					else
189 						/* even chance of some of the
190 						 * tamest non-water monsters */
191 						return ((int) ROLL(14.0, 25.0));
192 }
193 
194 void
195 playerhits()
196 {
197 	double  inflict;	/* damage inflicted */
198 	int     ch;		/* input */
199 
200 	mvaddstr(7, 0, "1:Melee  2:Skirmish  3:Evade  4:Spell  5:Nick  ");
201 
202 	if (!Luckout) {
203 		/* haven't tried to luckout yet */
204 		if (Curmonster.m_type == SM_MORGOTH)
205 			/* cannot luckout against Morgoth */
206 			addstr("6:Ally  ");
207 		else
208 			addstr("6:Luckout  ");
209 	}
210 
211 	if (Player.p_ring.ring_type != R_NONE)
212 		/* player has a ring */
213 		addstr("7:Use Ring  ");
214 	else
215 		clrtoeol();
216 
217 	ch = inputoption();
218 
219 	move(8, 0);
220 	clrtobot();		/* clear any messages from before */
221 	Lines = 9;
222 	mvaddstr(4, 0, "\n\n");	/* clear status area */
223 
224 	switch (ch) {
225 	case 'T':		/* timeout; lose turn */
226 		break;
227 
228 	case ' ':
229 	case '1':		/* melee */
230 		/* melee affects monster's energy and strength */
231 		inflict = ROLL(Player.p_might / 2.0 + 5.0, 1.3 * Player.p_might)
232 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
233 
234 		Curmonster.m_melee += inflict;
235 		Curmonster.m_strength = Curmonster.m_o_strength
236 		    - Curmonster.m_melee / Curmonster.m_o_energy
237 		    * Curmonster.m_o_strength / 4.0;
238 		hitmonster(inflict);
239 		break;
240 
241 	case '2':		/* skirmish */
242 		/* skirmish affects monter's energy and speed */
243 		inflict = ROLL(Player.p_might / 3.0 + 3.0, 1.1 * Player.p_might)
244 		    + (Player.p_ring.ring_inuse ? Player.p_might : 0.0);
245 
246 		Curmonster.m_skirmish += inflict;
247 		Curmonster.m_maxspeed = Curmonster.m_o_speed
248 		    - Curmonster.m_skirmish / Curmonster.m_o_energy
249 		    * Curmonster.m_o_speed / 4.0;
250 		hitmonster(inflict);
251 		break;
252 
253 	case '3':		/* evade */
254 		/* use brains and speed to try to evade */
255 		if ((Curmonster.m_type == SM_DARKLORD
256 			|| Curmonster.m_type == SM_SHRIEKER
257 		/* can always run from D. L. and shrieker */
258 			|| drandom() * Player.p_speed * Player.p_brains
259 			> drandom() * Curmonster.m_speed * Curmonster.m_brains)
260 		    && (Curmonster.m_type != SM_MIMIC))
261 			/* cannot run from mimic */
262 		{
263 			mvaddstr(Lines++, 0, "You got away!");
264 			cancelmonster();
265 			altercoordinates(0.0, 0.0, A_NEAR);
266 		} else
267 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
268 
269 		break;
270 
271 	case 'M':
272 	case '4':		/* magic spell */
273 		throwspell();
274 		break;
275 
276 	case '5':		/* nick */
277 		/* hit 1 plus sword; give some experience */
278 		inflict = 1.0 + Player.p_sword;
279 		Player.p_experience += floor(Curmonster.m_experience / 10.0);
280 		Curmonster.m_experience *= 0.92;
281 		/* monster gets meaner */
282 		Curmonster.m_maxspeed += 2.0;
283 		Curmonster.m_speed = (Curmonster.m_speed < 0.0) ? 0.0 : Curmonster.m_speed + 2.0;
284 		if (Curmonster.m_type == SM_DARKLORD)
285 			/* Dark Lord; doesn't like to be nicked */
286 		{
287 			mvprintw(Lines++, 0,
288 			    "You hit %s %.0f times, and made him mad!", Enemyname, inflict);
289 			Player.p_quickness /= 2.0;
290 			altercoordinates(0.0, 0.0, A_FAR);
291 			cancelmonster();
292 		} else
293 			hitmonster(inflict);
294 		break;
295 
296 	case 'B':
297 	case '6':		/* luckout */
298 		if (Luckout)
299 			mvaddstr(Lines++, 0, "You already tried that.");
300 		else {
301 			Luckout = TRUE;
302 			if (Curmonster.m_type == SM_MORGOTH)
303 				/* Morgoth; ally */
304 			{
305 				if (drandom() < Player.p_sin / 100.0) {
306 					mvprintw(Lines++, 0, "%s accepted!", Enemyname);
307 					cancelmonster();
308 				} else
309 					mvaddstr(Lines++, 0, "Nope, he's not interested.");
310 			} else
311 				/* normal monster; use brains for success */
312 			{
313 				if ((drandom() + 0.333) * Player.p_brains
314 				    < (drandom() + 0.333) * Curmonster.m_brains)
315 					mvprintw(Lines++, 0, "You blew it, %s.", Player.p_name);
316 				else {
317 					mvaddstr(Lines++, 0, "You made it!");
318 					Curmonster.m_energy = 0.0;
319 				}
320 			}
321 		}
322 		break;
323 
324 	case '7':		/* use ring */
325 		if (Player.p_ring.ring_type != R_NONE) {
326 			mvaddstr(Lines++, 0, "Now using ring.");
327 			Player.p_ring.ring_inuse = TRUE;
328 			if (Player.p_ring.ring_type != R_DLREG)
329 				/* age ring */
330 				--Player.p_ring.ring_duration;
331 		}
332 		break;
333 	}
334 
335 }
336 
337 void
338 monsthits()
339 {
340 	double  inflict;	/* damage inflicted */
341 	int     ch;		/* input */
342 
343 	switch (Curmonster.m_type)
344 		/* may be a special monster */
345 	{
346 	case SM_DARKLORD:
347 		/* hits just enough to kill player */
348 		inflict = (Player.p_energy + Shield) * 1.02;
349 		goto SPECIALHIT;
350 
351 	case SM_SHRIEKER:
352 		/* call a big monster */
353 		mvaddstr(Lines++, 0,
354 		    "Shrieeeek!!  You scared it, and it called one of its friends.");
355 		more(Lines);
356 		Whichmonster = (int) ROLL(70.0, 30.0);
357 		longjmp(Fightenv, 0);
358 		/* NOTREACHED */
359 
360 	case SM_BALROG:
361 		/* take experience away */
362 		inflict = ROLL(10.0, Curmonster.m_strength);
363 		inflict = MIN(Player.p_experience, inflict);
364 		mvprintw(Lines++, 0,
365 		    "%s took away %.0f experience points.", Enemyname, inflict);
366 		Player.p_experience -= inflict;
367 		return;
368 
369 	case SM_FAERIES:
370 		if (Player.p_holywater > 0)
371 			/* holy water kills when monster tries to hit */
372 		{
373 			mvprintw(Lines++, 0, "Your holy water killed it!");
374 			--Player.p_holywater;
375 			Curmonster.m_energy = 0.0;
376 			return;
377 		}
378 		break;
379 
380 	case SM_NONE:
381 		/* normal hit */
382 		break;
383 
384 	default:
385 		if (drandom() > 0.2)
386 			/* normal hit */
387 			break;
388 
389 		/* else special things */
390 		switch (Curmonster.m_type) {
391 		case SM_LEANAN:
392 			/* takes some of the player's strength */
393 			inflict = ROLL(1.0, (Circle - 1.0) / 2.0);
394 			inflict = MIN(Player.p_strength, inflict);
395 			mvprintw(Lines++, 0, "%s sapped %.0f of your strength!",
396 			    Enemyname, inflict);
397 			Player.p_strength -= inflict;
398 			Player.p_might -= inflict;
399 			break;
400 
401 		case SM_SARUMAN:
402 			if (Player.p_palantir)
403 				/* take away palantir */
404 			{
405 				mvprintw(Lines++, 0, "Wormtongue stole your palantir!");
406 				Player.p_palantir = FALSE;
407 			} else
408 				if (drandom() > 0.5)
409 					/* gems turn to gold */
410 				{
411 					mvprintw(Lines++, 0,
412 					    "%s transformed your gems into gold!", Enemyname);
413 					Player.p_gold += Player.p_gems;
414 					Player.p_gems = 0.0;
415 				} else
416 					/* scramble some stats */
417 				{
418 					mvprintw(Lines++, 0, "%s scrambled your stats!", Enemyname);
419 					scramblestats();
420 				}
421 			break;
422 
423 		case SM_THAUMATURG:
424 			/* transport player */
425 			mvprintw(Lines++, 0, "%s transported you!", Enemyname);
426 			altercoordinates(0.0, 0.0, A_FAR);
427 			cancelmonster();
428 			break;
429 
430 		case SM_VORTEX:
431 			/* suck up some mana */
432 			inflict = ROLL(0, 7.5 * Circle);
433 			inflict = MIN(Player.p_mana, floor(inflict));
434 			mvprintw(Lines++, 0,
435 			    "%s sucked up %.0f of your mana!", Enemyname, inflict);
436 			Player.p_mana -= inflict;
437 			break;
438 
439 		case SM_NAZGUL:
440 			/* try to take ring if player has one */
441 			if (Player.p_ring.ring_type != R_NONE)
442 				/* player has a ring */
443 			{
444 				mvaddstr(Lines++, 0, "Will you relinguish your ring ? ");
445 				ch = getanswer("YN", FALSE);
446 				if (ch == 'Y')
447 					/* take ring away */
448 				{
449 					Player.p_ring.ring_type = R_NONE;
450 					Player.p_ring.ring_inuse = FALSE;
451 					cancelmonster();
452 					break;
453 				}
454 			}
455 			/* otherwise, take some brains */
456 			mvprintw(Lines++, 0,
457 			    "%s neutralized 1/5 of your brain!", Enemyname);
458 			Player.p_brains *= 0.8;
459 			break;
460 
461 		case SM_TIAMAT:
462 			/* take some gold and gems */
463 			mvprintw(Lines++, 0,
464 			    "%s took half your gold and gems and flew off.", Enemyname);
465 			Player.p_gold /= 2.0;
466 			Player.p_gems /= 2.0;
467 			cancelmonster();
468 			break;
469 
470 		case SM_KOBOLD:
471 			/* steal a gold piece and run */
472 			mvprintw(Lines++, 0,
473 			    "%s stole one gold piece and ran away.", Enemyname);
474 			Player.p_gold = MAX(0.0, Player.p_gold - 1.0);
475 			cancelmonster();
476 			break;
477 
478 		case SM_SHELOB:
479 			/* bite and (medium) poison */
480 			mvprintw(Lines++, 0,
481 			    "%s has bitten and poisoned you!", Enemyname);
482 			Player.p_poison -= 1.0;
483 			break;
484 
485 		case SM_LAMPREY:
486 			/* bite and (small) poison */
487 			mvprintw(Lines++, 0, "%s bit and poisoned you!", Enemyname);
488 			Player.p_poison += 0.25;
489 			break;
490 
491 		case SM_BONNACON:
492 			/* fart and run */
493 			mvprintw(Lines++, 0, "%s farted and scampered off.", Enemyname);
494 			Player.p_energy /= 2.0;	/* damage from fumes */
495 			cancelmonster();
496 			break;
497 
498 		case SM_SMEAGOL:
499 			if (Player.p_ring.ring_type != R_NONE)
500 				/* try to steal ring */
501 			{
502 				mvprintw(Lines++, 0,
503 				    "%s tried to steal your ring, ", Enemyname);
504 				if (drandom() > 0.1)
505 					addstr("but was unsuccessful.");
506 				else {
507 					addstr("and ran away with it!");
508 					Player.p_ring.ring_type = R_NONE;
509 					cancelmonster();
510 				}
511 			}
512 			break;
513 
514 		case SM_SUCCUBUS:
515 			/* inflict damage through shield */
516 			inflict = ROLL(15.0, Circle * 10.0);
517 			inflict = MIN(inflict, Player.p_energy);
518 			mvprintw(Lines++, 0, "%s sapped %.0f of your energy.",
519 			    Enemyname, inflict);
520 			Player.p_energy -= inflict;
521 			break;
522 
523 		case SM_CERBERUS:
524 			/* take all metal treasures */
525 			mvprintw(Lines++, 0,
526 			    "%s took all your metal treasures!", Enemyname);
527 			Player.p_crowns = 0;
528 			Player.p_sword =
529 			    Player.p_shield =
530 			    Player.p_gold = 0.0;
531 			cancelmonster();
532 			break;
533 
534 		case SM_UNGOLIANT:
535 			/* (large) poison and take a quickness */
536 			mvprintw(Lines++, 0,
537 			    "%s poisoned you, and took one quik.", Enemyname);
538 			Player.p_poison += 5.0;
539 			Player.p_quickness -= 1.0;
540 			break;
541 
542 		case SM_JABBERWOCK:
543 			/* fly away, and leave either a Jubjub bird or
544 			 * Bonnacon */
545 			mvprintw(Lines++, 0,
546 			    "%s flew away, and left you to contend with one of its friends.",
547 			    Enemyname);
548 			Whichmonster = 55 + ((drandom() > 0.5) ? 22 : 0);
549 			longjmp(Fightenv, 0);
550 			/* NOTREACHED */
551 
552 		case SM_TROLL:
553 			/* partially regenerate monster */
554 			mvprintw(Lines++, 0,
555 			    "%s partially regenerated his energy.!", Enemyname);
556 			Curmonster.m_energy +=
557 			    floor((Curmonster.m_o_energy - Curmonster.m_energy) / 2.0);
558 			Curmonster.m_strength = Curmonster.m_o_strength;
559 			Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
560 			Curmonster.m_maxspeed = Curmonster.m_o_speed;
561 			break;
562 
563 		case SM_WRAITH:
564 			if (!Player.p_blindness)
565 				/* make blind */
566 			{
567 				mvprintw(Lines++, 0, "%s blinded you!", Enemyname);
568 				Player.p_blindness = TRUE;
569 				Enemyname = "A monster";
570 			}
571 			break;
572 		}
573 		return;
574 	}
575 
576 	/* fall through to here if monster inflicts a normal hit */
577 	inflict = drandom() * Curmonster.m_strength + 0.5;
578 SPECIALHIT:
579 	mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, inflict);
580 
581 	if ((Shield -= inflict) < 0) {
582 		Player.p_energy += Shield;
583 		Shield = 0.0;
584 	}
585 }
586 
587 void
588 cancelmonster()
589 {
590 	Curmonster.m_energy = 0.0;
591 	Curmonster.m_experience = 0.0;
592 	Curmonster.m_treasuretype = 0;
593 	Curmonster.m_flock = 0.0;
594 }
595 
596 void
597 hitmonster(inflict)
598 	double  inflict;
599 {
600 	mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, inflict);
601 	Curmonster.m_energy -= inflict;
602 	if (Curmonster.m_energy > 0.0) {
603 		if (Curmonster.m_type == SM_DARKLORD || Curmonster.m_type == SM_SHRIEKER)
604 			/* special monster didn't die */
605 			monsthits();
606 	} else
607 		/* monster died.  print message. */
608 	{
609 		if (Curmonster.m_type == SM_MORGOTH)
610 			mvaddstr(Lines++, 0, "You have defeated Morgoth, but he may return. . .");
611 		else
612 			/* all other types of monsters */
613 		{
614 			mvprintw(Lines++, 0, "You killed it.  Good work, %s.", Player.p_name);
615 
616 			if (Curmonster.m_type == SM_MIMIC
617 			    && strcmp(Curmonster.m_name, "A Mimic") != 0
618 			    && !Player.p_blindness)
619 				mvaddstr(Lines++, 0, "The body slowly changes into the form of a mimic.");
620 		}
621 	}
622 }
623 
624 void
625 throwspell()
626 {
627 	double  inflict;	/* damage inflicted */
628 	double  dtemp;		/* for dtemporary calculations */
629 	int     ch;		/* input */
630 
631 	inflict = 0;
632 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
633 
634 	if (Player.p_magiclvl >= ML_ALLORNOTHING)
635 		mvaddstr(7, 0, "1:All or Nothing  ");
636 	if (Player.p_magiclvl >= ML_MAGICBOLT)
637 		addstr("2:Magic Bolt  ");
638 	if (Player.p_magiclvl >= ML_FORCEFIELD)
639 		addstr("3:Force Field  ");
640 	if (Player.p_magiclvl >= ML_XFORM)
641 		addstr("4:Transform  ");
642 	if (Player.p_magiclvl >= ML_INCRMIGHT)
643 		addstr("5:Increase Might\n");
644 	if (Player.p_magiclvl >= ML_INVISIBLE)
645 		mvaddstr(8, 0, "6:Invisibility  ");
646 	if (Player.p_magiclvl >= ML_XPORT)
647 		addstr("7:Transport  ");
648 	if (Player.p_magiclvl >= ML_PARALYZE)
649 		addstr("8:Paralyze  ");
650 	if (Player.p_specialtype >= SC_COUNCIL)
651 		addstr("9:Specify");
652 	mvaddstr(4, 0, "Spell ? ");
653 
654 	ch = getanswer(" ", TRUE);
655 
656 	mvaddstr(7, 0, "\n\n");	/* clear menu area */
657 
658 	if (Curmonster.m_type == SM_MORGOTH && ch != '3')
659 		/* can only throw force field against Morgoth */
660 		ILLSPELL();
661 	else
662 		switch (ch) {
663 		case '1':	/* all or nothing */
664 			if (drandom() < 0.25)
665 				/* success */
666 			{
667 				inflict = Curmonster.m_energy * 1.01 + 1.0;
668 
669 				if (Curmonster.m_type == SM_DARKLORD)
670 					/* all or nothing doesn't quite work
671 					 * against D. L. */
672 					inflict *= 0.9;
673 			} else
674 				/* failure -- monster gets stronger and
675 				 * quicker */
676 			{
677 				Curmonster.m_o_strength = Curmonster.m_strength *= 2.0;
678 				Curmonster.m_maxspeed *= 2.0;
679 				Curmonster.m_o_speed *= 2.0;
680 
681 				/* paralyzed monsters wake up a bit */
682 				Curmonster.m_speed = MAX(1.0, Curmonster.m_speed * 2.0);
683 			}
684 
685 			if (Player.p_mana >= MM_ALLORNOTHING)
686 				/* take a mana if player has one */
687 				Player.p_mana -= MM_ALLORNOTHING;
688 
689 			hitmonster(inflict);
690 			break;
691 
692 		case '2':	/* magic bolt */
693 			if (Player.p_magiclvl < ML_MAGICBOLT)
694 				ILLSPELL();
695 			else {
696 				do
697 					/* prompt for amount to expend */
698 				{
699 					mvaddstr(4, 0, "How much mana for bolt? ");
700 					dtemp = floor(infloat());
701 				}
702 				while (dtemp < 0.0 || dtemp > Player.p_mana);
703 
704 				Player.p_mana -= dtemp;
705 
706 				if (Curmonster.m_type == SM_DARKLORD)
707 					/* magic bolts don't work against D.
708 					 * L. */
709 					inflict = 0.0;
710 				else
711 					inflict = dtemp * ROLL(15.0, sqrt(Player.p_magiclvl / 3.0 + 1.0));
712 				mvaddstr(5, 0, "Magic Bolt fired!\n");
713 				hitmonster(inflict);
714 			}
715 			break;
716 
717 		case '3':	/* force field */
718 			if (Player.p_magiclvl < ML_FORCEFIELD)
719 				ILLSPELL();
720 			else
721 				if (Player.p_mana < MM_FORCEFIELD)
722 					NOMANA();
723 				else {
724 					Player.p_mana -= MM_FORCEFIELD;
725 					Shield = (Player.p_maxenergy + Player.p_shield) * 4.2 + 45.0;
726 					mvaddstr(5, 0, "Force Field up.\n");
727 				}
728 			break;
729 
730 		case '4':	/* transform */
731 			if (Player.p_magiclvl < ML_XFORM)
732 				ILLSPELL();
733 			else
734 				if (Player.p_mana < MM_XFORM)
735 					NOMANA();
736 				else {
737 					Player.p_mana -= MM_XFORM;
738 					Whichmonster = (int) ROLL(0.0, 100.0);
739 					longjmp(Fightenv, 0);
740 					/* NOTREACHED */
741 				}
742 			break;
743 
744 		case '5':	/* increase might */
745 			if (Player.p_magiclvl < ML_INCRMIGHT)
746 				ILLSPELL();
747 			else
748 				if (Player.p_mana < MM_INCRMIGHT)
749 					NOMANA();
750 				else {
751 					Player.p_mana -= MM_INCRMIGHT;
752 					Player.p_might +=
753 					    (1.2 * (Player.p_strength + Player.p_sword)
754 					    + 5.0 - Player.p_might) / 2.0;
755 					mvprintw(5, 0, "New strength:  %.0f\n", Player.p_might);
756 				}
757 			break;
758 
759 		case '6':	/* invisible */
760 			if (Player.p_magiclvl < ML_INVISIBLE)
761 				ILLSPELL();
762 			else
763 				if (Player.p_mana < MM_INVISIBLE)
764 					NOMANA();
765 				else {
766 					Player.p_mana -= MM_INVISIBLE;
767 					Player.p_speed +=
768 					    (1.2 * (Player.p_quickness + Player.p_quksilver)
769 					    + 5.0 - Player.p_speed) / 2.0;
770 					mvprintw(5, 0, "New quickness:  %.0f\n", Player.p_speed);
771 				}
772 			break;
773 
774 		case '7':	/* transport */
775 			if (Player.p_magiclvl < ML_XPORT)
776 				ILLSPELL();
777 			else
778 				if (Player.p_mana < MM_XPORT)
779 					NOMANA();
780 				else {
781 					Player.p_mana -= MM_XPORT;
782 					if (Player.p_brains + Player.p_magiclvl
783 					    < Curmonster.m_experience / 200.0 * drandom()) {
784 						mvaddstr(5, 0, "Transport backfired!\n");
785 						altercoordinates(0.0, 0.0, A_FAR);
786 						cancelmonster();
787 					} else {
788 						mvprintw(5, 0, "%s is transported.\n", Enemyname);
789 						if (drandom() < 0.3)
790 							/* monster didn't drop
791 							 * its treasure */
792 							Curmonster.m_treasuretype = 0;
793 
794 						Curmonster.m_energy = 0.0;
795 					}
796 				}
797 			break;
798 
799 		case '8':	/* paralyze */
800 			if (Player.p_magiclvl < ML_PARALYZE)
801 				ILLSPELL();
802 			else
803 				if (Player.p_mana < MM_PARALYZE)
804 					NOMANA();
805 				else {
806 					Player.p_mana -= MM_PARALYZE;
807 					if (Player.p_magiclvl >
808 					    Curmonster.m_experience / 1000.0 * drandom()) {
809 						mvprintw(5, 0, "%s is held.\n", Enemyname);
810 						Curmonster.m_speed = -2.0;
811 					} else
812 						mvaddstr(5, 0, "Monster unaffected.\n");
813 				}
814 			break;
815 
816 		case '9':	/* specify */
817 			if (Player.p_specialtype < SC_COUNCIL)
818 				ILLSPELL();
819 			else
820 				if (Player.p_mana < MM_SPECIFY)
821 					NOMANA();
822 				else {
823 					Player.p_mana -= MM_SPECIFY;
824 					mvaddstr(5, 0, "Which monster do you want [0-99] ? ");
825 					Whichmonster = (int) infloat();
826 					Whichmonster = MAX(0, MIN(99, Whichmonster));
827 					longjmp(Fightenv, 0);
828 					/* NOTREACHED */
829 				}
830 			break;
831 		}
832 }
833 
834 void
835 callmonster(which)
836 	int     which;
837 {
838 	struct monster Othermonster;	/* to find a name for mimics */
839 
840 	which = MIN(which, 99);	/* make sure within range */
841 
842 	/* fill structure */
843 	fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
844 	fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
845 
846 	/* handle some special monsters */
847 	if (Curmonster.m_type == SM_MODNAR) {
848 		if (Player.p_specialtype < SC_COUNCIL)
849 			/* randomize some stats */
850 		{
851 			Curmonster.m_strength *= drandom() + 0.5;
852 			Curmonster.m_brains *= drandom() + 0.5;
853 			Curmonster.m_speed *= drandom() + 0.5;
854 			Curmonster.m_energy *= drandom() + 0.5;
855 			Curmonster.m_experience *= drandom() + 0.5;
856 			Curmonster.m_treasuretype =
857 			    (int) ROLL(0.0, (double) Curmonster.m_treasuretype);
858 		} else
859 			/* make Modnar into Morgoth */
860 		{
861 			strcpy(Curmonster.m_name, "Morgoth");
862 			Curmonster.m_strength = drandom() * (Player.p_maxenergy + Player.p_shield) / 1.4
863 			    + drandom() * (Player.p_maxenergy + Player.p_shield) / 1.5;
864 			Curmonster.m_brains = Player.p_brains;
865 			Curmonster.m_energy = Player.p_might * 30.0;
866 			Curmonster.m_type = SM_MORGOTH;
867 			Curmonster.m_speed = Player.p_speed * 1.1
868 			    + ((Player.p_specialtype == SC_EXVALAR) ? Player.p_speed : 0.0);
869 			Curmonster.m_flock = 0.0;
870 			Curmonster.m_treasuretype = 0;
871 			Curmonster.m_experience = 0.0;
872 		}
873 	} else
874 		if (Curmonster.m_type == SM_MIMIC)
875 			/* pick another name */
876 		{
877 			which = (int) ROLL(0.0, 100.0);
878 			fseek(Monstfp, (long) which * (long) SZ_MONSTERSTRUCT, SEEK_SET);
879 			fread(&Othermonster, SZ_MONSTERSTRUCT, 1, Monstfp);
880 			strcpy(Curmonster.m_name, Othermonster.m_name);
881 		}
882 	truncstring(Curmonster.m_name);
883 
884 	if (Curmonster.m_type != SM_MORGOTH)
885 		/* adjust stats based on which circle player is in */
886 	{
887 		Curmonster.m_strength *= (1.0 + Circle / 2.0);
888 		Curmonster.m_brains *= Circle;
889 		Curmonster.m_speed += Circle * 1.e-9;
890 		Curmonster.m_energy *= Circle;
891 		Curmonster.m_experience *= Circle;
892 	}
893 	if (Player.p_blindness)
894 		/* cannot see monster if blind */
895 		Enemyname = "A monster";
896 	else
897 		Enemyname = Curmonster.m_name;
898 
899 	if (Player.p_speed <= 0.0)
900 		/* make Player.p_speed positive */
901 	{
902 		Curmonster.m_speed += -Player.p_speed;
903 		Player.p_speed = 1.0;
904 	}
905 	/* fill up the rest of the structure */
906 	Curmonster.m_o_strength = Curmonster.m_strength;
907 	Curmonster.m_o_speed = Curmonster.m_maxspeed = Curmonster.m_speed;
908 	Curmonster.m_o_energy = Curmonster.m_energy;
909 	Curmonster.m_melee = Curmonster.m_skirmish = 0.0;
910 }
911 
912 void
913 awardtreasure()
914 {
915 	int     whichtreasure;	/* calculated treasure to grant */
916 	int     temp;		/* temporary */
917 	int     ch;		/* input */
918 	double  treasuretype;	/* monster's treasure type */
919 	double  gold = 0.0;	/* gold awarded */
920 	double  gems = 0.0;	/* gems awarded */
921 	double  dtemp;		/* for temporary calculations */
922 
923 	whichtreasure = (int) ROLL(1.0, 3.0);	/* pick a treasure */
924 	treasuretype = (double) Curmonster.m_treasuretype;
925 
926 	move(4, 0);
927 	clrtobot();
928 	move(6, 0);
929 
930 	if (drandom() > 0.65)
931 		/* gold and gems */
932 	{
933 		if (Curmonster.m_treasuretype > 7)
934 			/* gems */
935 		{
936 			gems = ROLL(1.0, (treasuretype - 7.0)
937 			    * (treasuretype - 7.0) * (Circle - 1.0) / 4.0);
938 			printw("You have discovered %.0f gems!", gems);
939 		} else
940 			/* gold */
941 		{
942 			gold = ROLL(treasuretype * 10.0, treasuretype
943 			    * treasuretype * 10.0 * (Circle - 1.0));
944 			printw("You have found %.0f gold pieces.", gold);
945 		}
946 
947 		addstr("  Do you want to pick them up ? ");
948 		ch = getanswer("NY", FALSE);
949 		addstr("\n\n");
950 
951 		if (ch == 'Y') {
952 			if (drandom() < treasuretype / 35.0 + 0.04)
953 				/* cursed */
954 			{
955 				addstr("They were cursed!\n");
956 				cursedtreasure();
957 			} else
958 				collecttaxes(gold, gems);
959 		}
960 
961 		return;
962 	} else
963 		/* other treasures */
964 	{
965 		addstr("You have found some treasure.  Do you want to inspect it ? ");
966 		ch = getanswer("NY", FALSE);
967 		addstr("\n\n");
968 
969 		if (ch != 'Y')
970 			return;
971 		else
972 			if (drandom() < 0.08 && Curmonster.m_treasuretype != 4) {
973 				addstr("It was cursed!\n");
974 				cursedtreasure();
975 				return;
976 			} else
977 				switch (Curmonster.m_treasuretype) {
978 				case 1:	/* treasure type 1 */
979 					switch (whichtreasure) {
980 					case 1:
981 						addstr("You've discovered a power booster!\n");
982 						Player.p_mana += ROLL(Circle * 4.0, Circle * 30.0);
983 						break;
984 
985 					case 2:
986 						addstr("You have encountered a druid.\n");
987 						Player.p_experience +=
988 						    ROLL(0.0, 2000.0 + Circle * 400.0);
989 						break;
990 
991 					case 3:
992 						addstr("You have found a holy orb.\n");
993 						Player.p_sin = MAX(0.0, Player.p_sin - 0.25);
994 						break;
995 					}
996 					break;
997 					/* end treasure type 1 */
998 
999 				case 2:	/* treasure type 2 */
1000 					switch (whichtreasure) {
1001 					case 1:
1002 						addstr("You have found an amulet.\n");
1003 						++Player.p_amulets;
1004 						break;
1005 
1006 					case 2:
1007 						addstr("You've found some holy water!\n");
1008 						++Player.p_holywater;
1009 						break;
1010 
1011 					case 3:
1012 						addstr("You've met a hermit!\n");
1013 						Player.p_sin *= 0.75;
1014 						Player.p_mana += 12.0 * Circle;
1015 						break;
1016 					}
1017 					break;
1018 					/* end treasure type 2 */
1019 
1020 				case 3:	/* treasure type 3 */
1021 					switch (whichtreasure) {
1022 					case 1:
1023 						dtemp = ROLL(7.0, 30.0 + Circle / 10.0);
1024 						printw("You've found a +%.0f shield!\n", dtemp);
1025 						if (dtemp >= Player.p_shield)
1026 							Player.p_shield = dtemp;
1027 						else
1028 							SOMEBETTER();
1029 						break;
1030 
1031 					case 2:
1032 						addstr("You have rescued a virgin.  Will you be honorable ? ");
1033 						ch = getanswer("NY", FALSE);
1034 						addstr("\n\n");
1035 						if (ch == 'Y')
1036 							Player.p_virgin = TRUE;
1037 						else {
1038 							Player.p_experience += 2000.0 * Circle;
1039 							++Player.p_sin;
1040 						}
1041 						break;
1042 
1043 					case 3:
1044 						addstr("You've discovered some athelas!\n");
1045 						--Player.p_poison;
1046 						break;
1047 					}
1048 					break;
1049 					/* end treasure type 3 */
1050 
1051 				case 4:	/* treasure type 4 */
1052 					addstr("You've found a scroll.  Will you read it ? ");
1053 					ch = getanswer("NY", FALSE);
1054 					addstr("\n\n");
1055 
1056 					if (ch == 'Y')
1057 						switch ((int) ROLL(1, 6)) {
1058 						case 1:
1059 							addstr("It throws up a shield for you next monster.\n");
1060 							getyx(stdscr, whichtreasure, ch);
1061 							more(whichtreasure);
1062 							Shield =
1063 							    (Player.p_maxenergy + Player.p_energy) * 5.5 + Circle * 50.0;
1064 							Whichmonster = pickmonster();
1065 							longjmp(Fightenv, 0);
1066 							/* NOTREACHED */
1067 
1068 						case 2:
1069 							addstr("It makes you invisible for you next monster.\n");
1070 							getyx(stdscr, whichtreasure, ch);
1071 							more(whichtreasure);
1072 							Player.p_speed = 1e6;
1073 							Whichmonster = pickmonster();
1074 							longjmp(Fightenv, 0);
1075 							/* NOTREACHED */
1076 
1077 						case 3:
1078 							addstr("It increases your strength ten fold to fight your next monster.\n");
1079 							getyx(stdscr, whichtreasure, ch);
1080 							more(whichtreasure);
1081 							Player.p_might *= 10.0;
1082 							Whichmonster = pickmonster();
1083 							longjmp(Fightenv, 0);
1084 							/* NOTREACHED */
1085 
1086 						case 4:
1087 							addstr("It is a general knowledge scroll.\n");
1088 							Player.p_brains += ROLL(2.0, Circle);
1089 							Player.p_magiclvl += ROLL(1.0, Circle / 2.0);
1090 							break;
1091 
1092 						case 5:
1093 							addstr("It tells you how to pick your next monster.\n");
1094 							addstr("Which monster do you want [0-99] ? ");
1095 							Whichmonster = (int) infloat();
1096 							Whichmonster = MIN(99, MAX(0, Whichmonster));
1097 							longjmp(Fightenv, 0);
1098 
1099 						case 6:
1100 							addstr("It was cursed!\n");
1101 							cursedtreasure();
1102 							break;
1103 						}
1104 					break;
1105 					/* end treasure type 4 */
1106 
1107 				case 5:	/* treasure type 5 */
1108 					switch (whichtreasure) {
1109 					case 1:
1110 						dtemp = ROLL(Circle / 4.0 + 5.0, Circle / 2.0 + 9.0);
1111 						printw("You've discovered a +%.0f dagger.\n", dtemp);
1112 						if (dtemp >= Player.p_sword)
1113 							Player.p_sword = dtemp;
1114 						else
1115 							SOMEBETTER();
1116 						break;
1117 
1118 					case 2:
1119 						dtemp = ROLL(7.5 + Circle * 3.0, Circle * 2.0 + 160.0);
1120 						printw("You have found some +%.0f armour!\n", dtemp);
1121 						if (dtemp >= Player.p_shield)
1122 							Player.p_shield = dtemp;
1123 						else
1124 							SOMEBETTER();
1125 						break;
1126 
1127 					case 3:
1128 						addstr("You've found a tablet.\n");
1129 						Player.p_brains += 4.5 * Circle;
1130 						break;
1131 					}
1132 					break;
1133 					/* end treasure type 5 */
1134 
1135 				case 6:	/* treasure type 6 */
1136 					switch (whichtreasure) {
1137 					case 1:
1138 						addstr("You've found a priest.\n");
1139 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
1140 						Player.p_sin /= 2.0;
1141 						Player.p_mana += 24.0 * Circle;
1142 						Player.p_brains += Circle;
1143 						break;
1144 
1145 					case 2:
1146 						addstr("You have come upon Robin Hood!\n");
1147 						Player.p_shield += Circle * 2.0;
1148 						Player.p_strength += Circle / 2.5 + 1.0;
1149 						break;
1150 
1151 					case 3:
1152 						dtemp = ROLL(2.0 + Circle / 4.0, Circle / 1.2 + 10.0);
1153 						printw("You have found a +%.0f axe!\n", dtemp);
1154 						if (dtemp >= Player.p_sword)
1155 							Player.p_sword = dtemp;
1156 						else
1157 							SOMEBETTER();
1158 						break;
1159 					}
1160 					break;
1161 					/* end treasure type 6 */
1162 
1163 				case 7:	/* treasure type 7 */
1164 					switch (whichtreasure) {
1165 					case 1:
1166 						addstr("You've discovered a charm!\n");
1167 						++Player.p_charms;
1168 						break;
1169 
1170 					case 2:
1171 						addstr("You have encountered Merlyn!\n");
1172 						Player.p_brains += Circle + 5.0;
1173 						Player.p_magiclvl += Circle / 3.0 + 5.0;
1174 						Player.p_mana += Circle * 10.0;
1175 						break;
1176 
1177 					case 3:
1178 						dtemp = ROLL(5.0 + Circle / 3.0, Circle / 1.5 + 20.0);
1179 						printw("You have found a +%.0f war hammer!\n", dtemp);
1180 						if (dtemp >= Player.p_sword)
1181 							Player.p_sword = dtemp;
1182 						else
1183 							SOMEBETTER();
1184 						break;
1185 					}
1186 					break;
1187 					/* end treasure type 7 */
1188 
1189 				case 8:	/* treasure type 8 */
1190 					switch (whichtreasure) {
1191 					case 1:
1192 						addstr("You have found a healing potion.\n");
1193 						Player.p_poison = MIN(-2.0, Player.p_poison - 2.0);
1194 						break;
1195 
1196 					case 2:
1197 						addstr("You have discovered a transporter.  Do you wish to go anywhere ? ");
1198 						ch = getanswer("NY", FALSE);
1199 						addstr("\n\n");
1200 						if (ch == 'Y') {
1201 							double  x, y;
1202 
1203 							addstr("X Y Coordinates ? ");
1204 							getstring(Databuf, SZ_DATABUF);
1205 							sscanf(Databuf, "%lf %lf", &x, &y);
1206 							altercoordinates(x, y, A_FORCED);
1207 						}
1208 						break;
1209 
1210 					case 3:
1211 						dtemp = ROLL(10.0 + Circle / 1.2, Circle * 3.0 + 30.0);
1212 						printw("You've found a +%.0f sword!\n", dtemp);
1213 						if (dtemp >= Player.p_sword)
1214 							Player.p_sword = dtemp;
1215 						else
1216 							SOMEBETTER();
1217 						break;
1218 					}
1219 					break;
1220 					/* end treasure type 8 */
1221 
1222 				case 10:
1223 				case 11:
1224 				case 12:
1225 				case 13:	/* treasure types 10 - 13 */
1226 					if (drandom() < 0.33) {
1227 						if (Curmonster.m_treasuretype == 10) {
1228 							addstr("You've found a pair of elven boots!\n");
1229 							Player.p_quickness += 2.0;
1230 							break;
1231 						} else
1232 							if (Curmonster.m_treasuretype == 11
1233 							    && !Player.p_palantir) {
1234 								addstr("You've acquired Saruman's palantir.\n");
1235 								Player.p_palantir = TRUE;
1236 								break;
1237 							} else
1238 								if (Player.p_ring.ring_type == R_NONE
1239 								    && Player.p_specialtype < SC_COUNCIL
1240 								    && (Curmonster.m_treasuretype == 12
1241 									|| Curmonster.m_treasuretype == 13))
1242 									/* roll
1243 									 *  up
1244 									 * a
1245 									 * ring
1246 									 *  */
1247 								{
1248 									if (drandom() < 0.8)
1249 										/* r
1250 										 * e
1251 										 * g
1252 										 * u
1253 										 * l
1254 										 * a
1255 										 * r
1256 										 *
1257 										 * ri
1258 										 * n
1259 										 * g
1260 										 * s
1261 										 *  */
1262 									{
1263 										if (Curmonster.m_treasuretype == 12) {
1264 											whichtreasure = R_NAZREG;
1265 											temp = 35;
1266 										} else {
1267 											whichtreasure = R_DLREG;
1268 											temp = 0;
1269 										}
1270 									} else
1271 										/* b
1272 										 * a
1273 										 * d
1274 										 *
1275 										 * ri
1276 										 * n
1277 										 * g
1278 										 * s
1279 										 *  */
1280 									{
1281 										whichtreasure = R_BAD;
1282 										temp = 15 + Statptr->c_ringduration + (int) ROLL(0, 5);
1283 									}
1284 
1285 									addstr("You've discovered a ring.  Will you pick it up ? ");
1286 									ch = getanswer("NY", FALSE);
1287 									addstr("\n\n");
1288 
1289 									if (ch == 'Y') {
1290 										Player.p_ring.ring_type = whichtreasure;
1291 										Player.p_ring.ring_duration = temp;
1292 									}
1293 									break;
1294 								}
1295 					}
1296 					/* end treasure types 10 - 13 */
1297 					/* fall through to treasure type 9 if
1298 					 * no treasure from above */
1299 
1300 				case 9:	/* treasure type 9 */
1301 					switch (whichtreasure) {
1302 					case 1:
1303 						if (Player.p_level <= 1000.0
1304 						    && Player.p_crowns <= 3
1305 						    && Player.p_level >= 10.0) {
1306 							addstr("You have found a golden crown!\n");
1307 							++Player.p_crowns;
1308 							break;
1309 						}
1310 						/* fall through otherwise */
1311 
1312 					case 2:
1313 						addstr("You've been blessed!\n");
1314 						Player.p_blessing = TRUE;
1315 						Player.p_sin /= 3.0;
1316 						Player.p_energy = Player.p_maxenergy + Player.p_shield;
1317 						Player.p_mana += 100.0 * Circle;
1318 						break;
1319 
1320 					case 3:
1321 						dtemp = ROLL(1.0, Circle / 5.0 + 5.0);
1322 						dtemp = MIN(dtemp, 99.0);
1323 						printw("You have discovered some +%.0f quicksilver!\n", dtemp);
1324 						if (dtemp >= Player.p_quksilver)
1325 							Player.p_quksilver = dtemp;
1326 						else
1327 							SOMEBETTER();
1328 						break;
1329 					}
1330 					break;
1331 					/* end treasure type 9 */
1332 				}
1333 	}
1334 }
1335 
1336 void
1337 cursedtreasure()
1338 {
1339 	if (Player.p_charms > 0) {
1340 		addstr("But your charm saved you!\n");
1341 		--Player.p_charms;
1342 	} else
1343 		if (Player.p_amulets > 0) {
1344 			addstr("But your amulet saved you!\n");
1345 			--Player.p_amulets;
1346 		} else {
1347 			Player.p_energy =
1348 			    (Player.p_maxenergy + Player.p_shield) / 10.0;
1349 			Player.p_poison += 0.25;
1350 		}
1351 }
1352 
1353 void
1354 scramblestats()
1355 {
1356 	double  dbuf[6];	/* to put statistic in */
1357 	double  dtemp1, dtemp2;	/* for swapping values */
1358 	int first, second;	/* indices for swapping */
1359 	double *dptr;		/* pointer for filling and emptying buf[] */
1360 
1361 	/* fill buffer */
1362 	dptr = &dbuf[0];
1363 	*dptr++ = Player.p_strength;
1364 	*dptr++ = Player.p_mana;
1365 	*dptr++ = Player.p_brains;
1366 	*dptr++ = Player.p_magiclvl;
1367 	*dptr++ = Player.p_energy;
1368 	*dptr = Player.p_sin;
1369 
1370 	/* pick values to swap */
1371 	first = (int) ROLL(0, 5);
1372 	second = (int) ROLL(0, 5);
1373 
1374 	/* swap values */
1375 	dptr = &dbuf[0];
1376 	dtemp1 = dptr[first];
1377 	/* this expression is split to prevent a compiler loop on some
1378 	 * compilers */
1379 	dtemp2 = dptr[second];
1380 	dptr[first] = dtemp2;
1381 	dptr[second] = dtemp1;
1382 
1383 	/* empty buffer */
1384 	Player.p_strength = *dptr++;
1385 	Player.p_mana = *dptr++;
1386 	Player.p_brains = *dptr++;
1387 	Player.p_magiclvl = *dptr++;
1388 	Player.p_energy = *dptr++;
1389 	Player.p_sin = *dptr;
1390 }
1391