xref: /dragonfly/games/phantasia/misc.c (revision 9bb2a92d)
1 /*
2  * misc.c  Phantasia miscellaneous support routines
3  *
4  * $FreeBSD: src/games/phantasia/misc.c,v 1.7 1999/11/16 02:57:34 billf Exp $
5  * $DragonFly: src/games/phantasia/misc.c,v 1.4 2004/01/26 18:14:43 drhodus Exp $
6  */
7 
8 #include <string.h>
9 #include "include.h"
10 
11 
12 /************************************************************************
13 /
14 / FUNCTION NAME: movelevel()
15 /
16 / FUNCTION: move player to new level
17 /
18 / AUTHOR: E. A. Estes, 12/4/85
19 /
20 / ARGUMENTS: none
21 /
22 / RETURN VALUE: none
23 /
24 / MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
25 /
26 / GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
27 /
28 / GLOBAL OUTPUTS: Player, Changed
29 /
30 / DESCRIPTION:
31 /	Use lookup table to increment important statistics when
32 /	progressing to new experience level.
33 /	Players are rested to maximum as a bonus for making a new
34 /	level.
35 /	Check for council of wise, and being too big to be king.
36 /
37 *************************************************************************/
38 
39 movelevel()
40 {
41 struct charstats	*statptr;	/* for pointing into Stattable */
42 double	new;			/* new level */
43 double	inc;			/* increment between new and old levels */
44 
45     Changed = TRUE;
46 
47     if (Player.p_type == C_EXPER)
48 	/* roll a type to use for increment */
49 	statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
50     else
51 	statptr = Statptr;
52 
53     new = explevel(Player.p_experience);
54     inc = new - Player.p_level;
55     Player.p_level = new;
56 
57     /* add increments to statistics */
58     Player.p_strength += statptr->c_strength.increase * inc;
59     Player.p_mana += statptr->c_mana.increase * inc;
60     Player.p_brains += statptr->c_brains.increase * inc;
61     Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
62     Player.p_maxenergy += statptr->c_energy.increase * inc;
63 
64     /* rest to maximum upon reaching new level */
65     Player.p_energy = Player.p_maxenergy + Player.p_shield;
66 
67     if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
68 	/* no longer able to be king -- turn crowns into cash */
69 	{
70 	Player.p_gold += ((double) Player.p_crowns) * 5000.0;
71 	Player.p_crowns = 0;
72 	}
73 
74     if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
75 	/* make a member of the council */
76 	{
77 	mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
78 	addstr("Good Luck on your search for the Holy Grail.\n");
79 
80 	Player.p_specialtype = SC_COUNCIL;
81 
82 	/* no rings for council and above */
83 	Player.p_ring.ring_type = R_NONE;
84 	Player.p_ring.ring_duration = 0;
85 
86 	Player.p_lives = 3;		/* three extra lives */
87 	}
88 
89     if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
90 	death("Old age");
91 }
92 /**/
93 /************************************************************************
94 /
95 / FUNCTION NAME: descrlocation()
96 /
97 / FUNCTION: return a formatted description of location
98 /
99 / AUTHOR: E. A. Estes, 12/4/85
100 /
101 / ARGUMENTS:
102 /	struct player playerp - pointer to player structure
103 /	bool shortflag - set if short form is desired
104 /
105 / RETURN VALUE: pointer to string containing result
106 /
107 / MODULES CALLED: fabs(), floor(), sprintf(), distance()
108 /
109 / GLOBAL INPUTS: Databuf[]
110 /
111 / GLOBAL OUTPUTS: none
112 /
113 / DESCRIPTION:
114 /	Look at coordinates and return an appropriately formatted
115 /	string.
116 /
117 *************************************************************************/
118 
119 char	*
120 descrlocation(playerp, shortflag)
121 struct player	*playerp;
122 bool	shortflag;
123 {
124 double	circle;			/* corresponding circle for coordinates */
125 int	quadrant;	/* quandrant of grid */
126 char	*label;		/* pointer to place name */
127 static char	*nametable[4][4] =   /* names of places */
128 	{
129 	"Anorien",	"Ithilien",	"Rohan",	"Lorien",
130 	"Gondor",	"Mordor",	"Dunland",	"Rovanion",
131 	"South Gondor", "Khand",	"Eriador",	"The Iron Hills",
132 	"Far Harad",	"Near Harad",	"The Northern Waste", "Rhun"
133 	};
134 
135     if (playerp->p_specialtype == SC_VALAR)
136 	return(" is in Valhala");
137     else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
138 	{
139 	if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
140 	    label = "The Point of No Return";
141 	else
142 	    label = "The Ashen Mountains";
143 	}
144     else if (circle >= 55)
145 	label = "Morannon";
146     else if (circle >= 35)
147 	label = "Kennaquahair";
148     else if (circle >= 20)
149 	label = "The Dead Marshes";
150     else if (circle >= 9)
151 	label = "The Outer Waste";
152     else if (circle >= 5)
153 	label = "The Moors Adventurous";
154     else
155 	{
156 	if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
157 	    label = "The Lord's Chamber";
158 	else
159 	    {
160 	    /* this expression is split to prevent compiler loop with some compilers */
161 	    quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
162 	    quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
163 	    label = nametable[((int) circle) - 1][quadrant];
164 	    }
165 	}
166 
167     if (shortflag)
168 	sprintf(Databuf, "%.29s", label);
169     else
170 	sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
171 
172     return(Databuf);
173 }
174 /**/
175 /************************************************************************
176 /
177 / FUNCTION NAME: tradingpost()
178 /
179 / FUNCTION: do trading post stuff
180 /
181 / AUTHOR: E. A. Estes, 12/4/85
182 /
183 / ARGUMENTS: none
184 /
185 / RETURN VALUE: none
186 /
187 / MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
188 /	sleep(), floor(), wmove(), drandom(), wclear(), printw(),
189 /	altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
190 /	wclrtoeol(), wclrtobot()
191 /
192 / GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
193 /
194 / GLOBAL OUTPUTS: Player
195 /
196 / DESCRIPTION:
197 /	Different trading posts have different items.
198 /	Merchants cannot be cheated, but they can be dishonest
199 /	themselves.
200 /
201 /	Shields, swords, and quicksilver are not cumulative.  This is
202 /	one major area of complaint, but there are two reasons for this:
203 /		1) It becomes MUCH too easy to make very large versions
204 /		   of these items.
205 /		2) In the real world, one cannot simply weld two swords
206 /		   together to make a bigger one.
207 /
208 /	At one time, it was possible to sell old weapons at half the purchase
209 /	price.  This resulted in huge amounts of gold floating around,
210 /	and the game lost much of its challenge.
211 /
212 /	Also, purchasing gems defeats the whole purpose of gold.  Gold
213 /	is small change for lower level players.  They really shouldn't
214 /	be able to accumulate more than enough gold for a small sword or
215 /	a few books.  Higher level players shouldn't even bother to pick
216 /	up gold, except maybe to buy mana once in a while.
217 /
218 *************************************************************************/
219 
220 tradingpost()
221 {
222 double	numitems;	/* number of items to purchase */
223 double	cost;		/* cost of purchase */
224 double	blessingcost;	/* cost of blessing */
225 int	ch;		/* input */
226 int	size;	/* size of the trading post */
227 int	loop;	/* loop counter */
228 int	cheat = 0;	/* number of times player has tried to cheat */
229 bool	dishonest = FALSE;/* set when merchant is dishonest */
230 
231     Player.p_status = S_TRADING;
232     writerecord(&Player, Fileloc);
233 
234     clear();
235     addstr("You are at a trading post. All purchases must be made with gold.");
236 
237     size = sqrt(fabs(Player.p_x / 100)) + 1;
238     size = MIN(7, size);
239 
240     /* set up cost of blessing */
241     blessingcost = 1000.0 * (Player.p_level + 5.0);
242 
243     /* print Menu */
244     move(7, 0);
245     for (loop = 0; loop < size; ++loop)
246 	/* print Menu */
247 	{
248 	if (loop == 6)
249 	    cost = blessingcost;
250 	else
251 	    cost = Menu[loop].cost;
252 	printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
253 	}
254 
255     mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
256 
257     for (;;)
258 	{
259 	adjuststats();	/* truncate any bad values */
260 
261 	/* print some important statistics */
262 	mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
263 	    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
264 	printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
265 	    Player.p_shield, Player.p_sword, Player.p_quksilver,
266 	    (Player.p_blessing ? " True" : "False"));
267 	printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
268 
269 	move(5, 36);
270 	ch = getanswer("LPS", FALSE);
271 	move(15, 0);
272 	clrtobot();
273 	switch(ch)
274 	    {
275 	    case 'L':		/* leave */
276 	    case '\n':
277 		altercoordinates(0.0, 0.0, A_NEAR);
278 		return;
279 
280 	    case 'P':		/* make purchase */
281 		mvaddstr(15, 0, "What what would you like to buy ? ");
282 		ch = getanswer(" 1234567", FALSE);
283 		move(15, 0);
284 		clrtoeol();
285 
286 		if (ch - '0' > size)
287 		    addstr("Sorry, this merchant doesn't have that.");
288 		else
289 		    switch (ch)
290 			{
291 			case '1':
292 			    printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
293 				Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
294 			    cost = (numitems = floor(infloat())) * Menu[0].cost;
295 
296 			    if (cost > Player.p_gold || numitems < 0)
297 				++cheat;
298 			    else
299 				{
300 				cheat = 0;
301 				Player.p_gold -= cost;
302 				if (drandom() < 0.02)
303 				    dishonest = TRUE;
304 				else
305 				    Player.p_mana += numitems;
306 				}
307 			    break;
308 
309 			case '2':
310 			    printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
311 				Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
312 			    cost = (numitems = floor(infloat())) * Menu[1].cost;
313 
314 			    if (numitems == 0.0)
315 				break;
316 			    else if (cost > Player.p_gold || numitems < 0)
317 				++cheat;
318 			    else if (numitems < Player.p_shield)
319 				NOBETTER();
320 			    else
321 				{
322 				cheat = 0;
323 				Player.p_gold -= cost;
324 				if (drandom() < 0.02)
325 				    dishonest = TRUE;
326 				else
327 				    Player.p_shield = numitems;
328 				}
329 			    break;
330 
331 			case '3':
332 			    printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
333 				Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
334 			    cost = (numitems = floor(infloat())) * Menu[2].cost;
335 
336 			    if (cost > Player.p_gold || numitems < 0)
337 				++cheat;
338 			    else
339 				{
340 				cheat = 0;
341 				Player.p_gold -= cost;
342 				if (drandom() < 0.02)
343 				    dishonest = TRUE;
344 				else if (drandom() * numitems > Player.p_level / 10.0
345 				    && numitems != 1)
346 				    {
347 				    printw("\nYou blew your mind!\n");
348 				    Player.p_brains /= 5;
349 				    }
350 				else
351 				    {
352 				    Player.p_brains += floor(numitems) * ROLL(20, 8);
353 				    }
354 				}
355 			    break;
356 
357 			case '4':
358 			    printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
359 				Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
360 			    cost = (numitems = floor(infloat())) * Menu[3].cost;
361 
362 			    if (numitems == 0.0)
363 				break;
364 			    else if (cost > Player.p_gold || numitems < 0)
365 				++cheat;
366 			    else if (numitems < Player.p_sword)
367 				NOBETTER();
368 			    else
369 				{
370 				cheat = 0;
371 				Player.p_gold -= cost;
372 				if (drandom() < 0.02)
373 				    dishonest = TRUE;
374 				else
375 				    Player.p_sword = numitems;
376 				}
377 			    break;
378 
379 			case '5':
380 			    printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
381 				Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
382 			    cost = (numitems = floor(infloat())) * Menu[4].cost;
383 
384 			    if (cost > Player.p_gold || numitems < 0)
385 				++cheat;
386 			    else
387 				{
388 				cheat = 0;
389 				Player.p_gold -= cost;
390 				if (drandom() < 0.02)
391 				    dishonest = TRUE;
392 				else
393 				    Player.p_charms += numitems;
394 				}
395 			    break;
396 
397 			case '6':
398 			    printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
399 				Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
400 			    cost = (numitems = floor(infloat())) * Menu[5].cost;
401 
402 			    if (numitems == 0.0)
403 				break;
404 			    else if (cost > Player.p_gold || numitems < 0)
405 				++cheat;
406 			    else if (numitems < Player.p_quksilver)
407 				NOBETTER();
408 			    else
409 				{
410 				cheat = 0;
411 				Player.p_gold -= cost;
412 				if (drandom() < 0.02)
413 				    dishonest = TRUE;
414 				else
415 				    Player.p_quksilver = numitems;
416 				}
417 			    break;
418 
419 			case '7':
420 			    if (Player.p_blessing)
421 				{
422 				addstr("You already have a blessing.");
423 				break;
424 				}
425 
426 			    printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
427 			    ch = getanswer("NY", FALSE);
428 
429 			    if (ch == 'Y')
430 				{
431 				if (Player.p_gold < blessingcost)
432 				    ++cheat;
433 				else
434 				    {
435 				    cheat = 0;
436 				    Player.p_gold -= blessingcost;
437 				    if (drandom() < 0.02)
438 					dishonest = TRUE;
439 				    else
440 					Player.p_blessing = TRUE;
441 				    }
442 				}
443 			    break;
444 			}
445 	    break;
446 
447 	    case 'S':		/* sell gems */
448 		mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
449 		    (double) N_GEMVALUE, Player.p_gems);
450 		numitems = floor(infloat());
451 
452 		if (numitems > Player.p_gems || numitems < 0)
453 		    ++cheat;
454 		else
455 		    {
456 		    cheat = 0;
457 		    Player.p_gems -= numitems;
458 		    Player.p_gold += numitems * N_GEMVALUE;
459 		    }
460 	    }
461 
462 	if (cheat == 1)
463 	    mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
464 	else if (cheat == 2)
465 	    {
466 	    mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
467 	    printw("a %.0f level magic user, and you made %s mad!\n",
468 		ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
469 	    altercoordinates(0.0, 0.0, A_FAR);
470 	    Player.p_energy /= 2.0;
471 	    ++Player.p_sin;
472 	    more(23);
473 	    return;
474 	    }
475 	else if (dishonest)
476 	    {
477 	    mvaddstr(17, 0, "The merchant stole your money!");
478 	    refresh();
479 	    altercoordinates(Player.p_x - Player.p_x / 10.0,
480 		Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
481 	    sleep(2);
482 	    return;
483 	    }
484 	}
485 }
486 /**/
487 /************************************************************************
488 /
489 / FUNCTION NAME: displaystats()
490 /
491 / FUNCTION: print out important player statistics
492 /
493 / AUTHOR: E. A. Estes, 12/4/85
494 /
495 / ARGUMENTS: none
496 /
497 / RETURN VALUE: none
498 /
499 / MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
500 /
501 / GLOBAL INPUTS: Users, Player
502 /
503 / GLOBAL OUTPUTS: none
504 /
505 / DESCRIPTION:
506 /	Important player statistics are printed on the screen.
507 /
508 *************************************************************************/
509 
510 displaystats()
511 {
512     mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
513     mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
514 	Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
515 	Player.p_mana, Users);
516     mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
517 	Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
518 	Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
519 }
520 /**/
521 /************************************************************************
522 /
523 / FUNCTION NAME: allstatslist()
524 /
525 / FUNCTION: show player items
526 /
527 / AUTHOR: E. A. Estes, 12/4/85
528 /
529 / ARGUMENTS: none
530 /
531 / RETURN VALUE: none
532 /
533 / MODULES CALLED: mvprintw(), descrtype()
534 /
535 / GLOBAL INPUTS: Player
536 /
537 / GLOBAL OUTPUTS: none
538 /
539 / DESCRIPTION:
540 /	Print out some player statistics of lesser importance.
541 /
542 *************************************************************************/
543 
544 allstatslist()
545 {
546 static	char	*flags[] =	/* to print value of some bools */
547 	    {
548 	    "False",
549 	    " True"
550 	    };
551 
552     mvprintw( 8,  0, "Type: %s\n",  descrtype(&Player,  FALSE));
553 
554     mvprintw(10,  0, "Experience: %9.0f", Player.p_experience);
555     mvprintw(11,  0, "Brains    : %9.0f", Player.p_brains);
556     mvprintw(12,  0, "Magic Lvl : %9.0f", Player.p_magiclvl);
557     mvprintw(13,  0, "Sin       : %9.5f", Player.p_sin);
558     mvprintw(14,  0, "Poison    : %9.5f", Player.p_poison);
559     mvprintw(15,  0, "Gems      : %9.0f", Player.p_gems);
560     mvprintw(16,  0, "Age       : %9d", Player.p_age);
561     mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
562     mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
563     mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
564     mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
565     mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
566     mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
567     mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
568 
569     mvprintw(18,  0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
570 	flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
571 	flags[Player.p_virgin], flags[Player.p_palantir]);
572 }
573 /**/
574 /************************************************************************
575 /
576 / FUNCTION NAME: descrtype()
577 /
578 / FUNCTION: return a string specifying player type
579 /
580 / AUTHOR: E. A. Estes, 12/4/85
581 /
582 / ARGUMENTS:
583 /	struct player playerp - pointer to structure for player
584 /	bool shortflag - set if short form is desired
585 /
586 / RETURN VALUE: pointer to string describing player type
587 /
588 / MODULES CALLED: strcpy()
589 /
590 / GLOBAL INPUTS: Databuf[]
591 /
592 / GLOBAL OUTPUTS: Databuf[]
593 /
594 / DESCRIPTION:
595 /	Return a string describing the player type.
596 /	King, council, valar, supercedes other types.
597 /	The first character of the string is '*' if the player
598 /	has a crown.
599 /	If 'shortflag' is TRUE, return a 3 character string.
600 /
601 *************************************************************************/
602 
603 char	*
604 descrtype(playerp, shortflag)
605 struct player *playerp;
606 bool	shortflag;
607 {
608 int type;	/* for caluculating result subscript */
609 static char	*results[] =	/* description table */
610 			{
611 			" Magic User", " MU",
612 			" Fighter", " F ",
613 			" Elf", " E ",
614 			" Dwarf", " D ",
615 			" Halfling", " H ",
616 			" Experimento", " EX",
617 			" Super", " S ",
618 			" King", " K ",
619 			" Council of Wise", " CW",
620 			" Ex-Valar", " EV",
621 			" Valar", " V ",
622 			" ? ", " ? "
623 			};
624 
625     type = playerp->p_type;
626 
627     switch (playerp->p_specialtype)
628 	{
629 	case SC_NONE:
630 	    type = playerp->p_type;
631 	    break;
632 
633 	case SC_KING:
634 	    type = 7;
635 	    break;
636 
637 	case SC_COUNCIL:
638 	    type = 8;
639 	    break;
640 
641 	case SC_EXVALAR:
642 	    type = 9;
643 	    break;
644 
645 	case SC_VALAR:
646 	    type = 10;
647 	    break;
648 	}
649 
650     type *= 2;		/* calculate offset */
651 
652     if (type > 20)
653 	/* error */
654 	type = 22;
655 
656     if (shortflag)
657 	/* use short descriptions */
658 	++type;
659 
660     if (playerp->p_crowns > 0)
661 	{
662 	strcpy(Databuf, results[type]);
663 	Databuf[0] = '*';
664 	return(Databuf);
665 	}
666     else
667 	return(results[type]);
668 }
669 /**/
670 /************************************************************************
671 /
672 / FUNCTION NAME: findname()
673 /
674 / FUNCTION: find location in player file of given name
675 /
676 / AUTHOR: E. A. Estes, 12/4/85
677 /
678 / ARGUMENTS:
679 /	char *name - name of character to look for
680 /	struct player *playerp - pointer of structure to fill
681 /
682 / RETURN VALUE: location of player if found, -1 otherwise
683 /
684 / MODULES CALLED: fread(), fseek(), strcmp()
685 /
686 / GLOBAL INPUTS: Wizard, *Playersfp
687 /
688 / GLOBAL OUTPUTS: none
689 /
690 / DESCRIPTION:
691 /	Search the player file for the player of the given name.
692 /	If player is found, fill structure with player data.
693 /
694 *************************************************************************/
695 
696 long
697 findname(name, playerp)
698 char	*name;
699 struct player *playerp;
700 {
701 long	loc = 0;			/* location in the file */
702 
703     fseek(Playersfp, 0L, 0);
704     while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
705 	{
706 	if (strcmp(playerp->p_name, name) == 0)
707 	    {
708 	    if (playerp->p_status != S_NOTUSED || Wizard)
709 		/* found it */
710 		return(loc);
711 	    }
712 	loc += SZ_PLAYERSTRUCT;
713 	}
714 
715     return(-1);
716 }
717 /**/
718 /************************************************************************
719 /
720 / FUNCTION NAME: allocrecord()
721 /
722 / FUNCTION: find space in the player file for a new character
723 /
724 / AUTHOR: E. A. Estes, 12/4/85
725 /
726 / ARGUMENTS: none
727 /
728 / RETURN VALUE: location of free space in file
729 /
730 / MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
731 /
732 / GLOBAL INPUTS: Other, *Playersfp
733 /
734 / GLOBAL OUTPUTS: Player
735 /
736 / DESCRIPTION:
737 /	Search the player file for an unused entry.  If none are found,
738 /	make one at the end of the file.
739 /
740 *************************************************************************/
741 
742 long
743 allocrecord()
744 {
745 long	loc = 0L;		/* location in file */
746 
747     fseek(Playersfp, 0L, 0);
748     while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
749 	{
750 	if (Other.p_status == S_NOTUSED)
751 	    /* found an empty record */
752 	    return(loc);
753 	else
754 	    loc += SZ_PLAYERSTRUCT;
755 	}
756 
757     /* make a new record */
758     initplayer(&Other);
759     Player.p_status = S_OFF;
760     writerecord(&Other, loc);
761 
762     return(loc);
763 }
764 /**/
765 /************************************************************************
766 /
767 / FUNCTION NAME: freerecord()
768 /
769 / FUNCTION: free up a record on the player file
770 /
771 / AUTHOR: E. A. Estes, 2/7/86
772 /
773 / ARGUMENTS:
774 /	struct player playerp - pointer to structure to free
775 /	long loc - location in file to free
776 /
777 / RETURN VALUE: none
778 /
779 / MODULES CALLED: writerecord()
780 /
781 / GLOBAL INPUTS: none
782 /
783 / GLOBAL OUTPUTS: none
784 /
785 / DESCRIPTION:
786 /	Mark structure as not used, and update player file.
787 /
788 *************************************************************************/
789 
790 freerecord(playerp, loc)
791 struct player	*playerp;
792 long	loc;
793 {
794     playerp->p_name[0] = CH_MARKDELETE;
795     playerp->p_status = S_NOTUSED;
796     writerecord(playerp, loc);
797 }
798 /**/
799 /************************************************************************
800 /
801 / FUNCTION NAME: leavegame()
802 /
803 / FUNCTION: leave game
804 /
805 / AUTHOR: E. A. Estes, 12/4/85
806 /
807 / ARGUMENTS: none
808 /
809 / RETURN VALUE: none
810 /
811 / MODULES CALLED: freerecord(), writerecord(), cleanup()
812 /
813 / GLOBAL INPUTS: Player, Fileloc
814 /
815 / GLOBAL OUTPUTS: Player
816 /
817 / DESCRIPTION:
818 /	Mark player as inactive, and cleanup.
819 /	Do not save players below level 1.
820 /
821 *************************************************************************/
822 
823 leavegame()
824 {
825 
826     if (Player.p_level < 1.0)
827 	/* delete character */
828 	freerecord(&Player, Fileloc);
829     else
830 	{
831 	Player.p_status = S_OFF;
832 	writerecord(&Player, Fileloc);
833 	}
834 
835     cleanup(TRUE);
836     /*NOTREACHED*/
837 }
838 /**/
839 /************************************************************************
840 /
841 / FUNCTION NAME: death()
842 /
843 / FUNCTION: death routine
844 /
845 / AUTHOR: E. A. Estes, 12/4/85
846 /
847 / ARGUMENTS:
848 /	char *how - pointer to string describing cause of death
849 /
850 / RETURN VALUE: none
851 /
852 / MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
853 /	fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
854 /	fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
855 /	fprintf(), wrefresh(), getanswer(), descrtype()
856 /
857 / GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
858 /
859 / GLOBAL OUTPUTS: Player
860 /
861 / DESCRIPTION:
862 /	Kill off current player.
863 /	Handle rings, and multiple lives.
864 /	Print an appropriate message.
865 /	Update scoreboard, lastdead, and let other players know about
866 /	the demise of their comrade.
867 /
868 *************************************************************************/
869 
870 death(how)
871 char	*how;
872 {
873 FILE	*fp;		/* for updating various files */
874 int	ch;		/* input */
875 static	char	*deathmesg[] =
876 	/* add more messages here, if desired */
877 	{
878 	"You have been wounded beyond repair.  ",
879 	"You have been disemboweled.  ",
880 	"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
881 	"You died!  ",
882 	"You're a complete failure -- you've died!!\n",
883 	"You have been dealt a fatal blow!  "
884 	};
885 
886     clear();
887 
888     if (strcmp(how, "Stupidity") != 0)
889 	{
890 	if (Player.p_level > 9999.0)
891 	    /* old age */
892 	    addstr("Characters must be retired upon reaching level 10000.  Sorry.");
893 	else if (Player.p_lives > 0)
894 	    /* extra lives */
895 	    {
896 	    addstr("You should be more cautious.  You've been killed.\n");
897 	    printw("You only have %d more chance(s).\n", --Player.p_lives);
898 	    more(3);
899 	    Player.p_energy = Player.p_maxenergy;
900 	    return;
901 	    }
902 	else if (Player.p_specialtype == SC_VALAR)
903 	    {
904 	    addstr("You had your chances, but Valar aren't totally\n");
905 	    addstr("immortal.  You are now left to wither and die . . .\n");
906 	    more(3);
907 	    Player.p_brains = Player.p_level / 25.0;
908 	    Player.p_energy = Player.p_maxenergy /= 5.0;
909 	    Player.p_quksilver = Player.p_sword = 0.0;
910 	    Player.p_specialtype = SC_COUNCIL;
911 	    return;
912 	    }
913 	else if (Player.p_ring.ring_inuse &&
914 	    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
915 	    /* good ring in use - saved from death */
916 	    {
917 	    mvaddstr(4, 0, "Your ring saved you from death!\n");
918 	    refresh();
919 	    Player.p_ring.ring_type = R_NONE;
920 	    Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
921 	    if (Player.p_crowns > 0)
922 		--Player.p_crowns;
923 	    return;
924 	    }
925 	else if (Player.p_ring.ring_type == R_BAD
926 	    || Player.p_ring.ring_type == R_SPOILED)
927 	    /* bad ring in possession; name idiot after player */
928 	    {
929 	    mvaddstr(4, 0,
930 		"Your ring has taken control of you and turned you into a monster!\n");
931 	    fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
932 	    fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
933 	    strcpy(Curmonster.m_name, Player.p_name);
934 	    fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
935 	    fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
936 	    fflush(Monstfp);
937 	    }
938 	}
939 
940     enterscore();		/* update score board */
941 
942     /* put info in last dead file */
943     fp = fopen(_PATH_LASTDEAD, "w");
944     fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
945 	Player.p_name, descrtype(&Player, TRUE),
946 	Player.p_login, Player.p_level, how);
947     fclose(fp);
948 
949     /* let other players know */
950     fp = fopen(_PATH_MESS, "w");
951     fprintf(fp, "%s was killed by %s.", Player.p_name, how);
952     fclose(fp);
953 
954     freerecord(&Player, Fileloc);
955 
956     clear();
957     move(10, 0);
958     addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
959     addstr("Care to give it another try ? ");
960     ch = getanswer("NY", FALSE);
961 
962     if (ch == 'Y')
963 	{
964 	cleanup(FALSE);
965 	execl(_PATH_GAMEPROG, "phantasia", "-s",
966 	    (Wizard ? "-S": (char *) NULL), 0);
967 	exit(0);
968 	/*NOTREACHED*/
969 	}
970 
971     cleanup(TRUE);
972     /*NOTREACHED*/
973 }
974 /**/
975 /************************************************************************
976 /
977 / FUNCTION NAME: writerecord()
978 /
979 / FUNCTION: update structure in player file
980 /
981 / AUTHOR: E. A. Estes, 12/4/85
982 /
983 / ARGUMENTS:
984 /	struct player *playerp - pointer to structure to write out
985 /	long place - location in file to updata
986 /
987 / RETURN VALUE: none
988 /
989 / MODULES CALLED: fseek(), fwrite(), fflush()
990 /
991 / GLOBAL INPUTS: *Playersfp
992 /
993 / GLOBAL OUTPUTS: none
994 /
995 / DESCRIPTION:
996 /	Update location in player file with given structure.
997 /
998 *************************************************************************/
999 
1000 writerecord(playerp, place)
1001 struct player	*playerp;
1002 long	place;
1003 {
1004     fseek(Playersfp, place, 0);
1005     fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1006     fflush(Playersfp);
1007 }
1008 /**/
1009 /************************************************************************
1010 /
1011 / FUNCTION NAME: explevel()
1012 /
1013 / FUNCTION: calculate level based upon experience
1014 /
1015 / AUTHOR: E. A. Estes, 12/4/85
1016 /
1017 / ARGUMENTS:
1018 /	double experience - experience to calculate experience level from
1019 /
1020 / RETURN VALUE: experience level
1021 /
1022 / MODULES CALLED: pow(), floor()
1023 /
1024 / GLOBAL INPUTS: none
1025 /
1026 / GLOBAL OUTPUTS: none
1027 /
1028 / DESCRIPTION:
1029 /	Experience level is a geometric progression.  This has been finely
1030 /	tuned over the years, and probably should not be changed.
1031 /
1032 *************************************************************************/
1033 
1034 double
1035 explevel(experience)
1036 double	experience;
1037 {
1038     if (experience < 1.1e7)
1039 	return(floor(pow((experience / 1000.0), 0.4875)));
1040     else
1041 	return(floor(pow((experience / 1250.0), 0.4865)));
1042 }
1043 /**/
1044 /************************************************************************
1045 /
1046 / FUNCTION NAME: truncstring()
1047 /
1048 / FUNCTION: truncate trailing blanks off a string
1049 /
1050 / AUTHOR: E. A. Estes, 12/4/85
1051 /
1052 / ARGUMENTS:
1053 /	char *string - pointer to null terminated string
1054 /
1055 / RETURN VALUE: none
1056 /
1057 / MODULES CALLED: strlen()
1058 /
1059 / GLOBAL INPUTS: none
1060 /
1061 / GLOBAL OUTPUTS: none
1062 /
1063 / DESCRIPTION:
1064 /	Put nul characters in place of spaces at the end of the string.
1065 /
1066 *************************************************************************/
1067 
1068 truncstring(string)
1069 char	*string;
1070 {
1071 int	length;		/* length of string */
1072 
1073     length = strlen(string);
1074     while (string[--length] == ' ')
1075 	string[length] = '\0';
1076 }
1077 /**/
1078 /************************************************************************
1079 /
1080 / FUNCTION NAME: altercoordinates()
1081 /
1082 / FUNCTION: Alter x, y coordinates and set/check location flags
1083 /
1084 / AUTHOR: E. A. Estes, 12/16/85
1085 /
1086 / ARGUMENTS:
1087 /	double xnew, ynew - new x, y coordinates
1088 /	int operation - operation to perform with coordinates
1089 /
1090 / RETURN VALUE: none
1091 /
1092 / MODULES CALLED: fabs(), floor(), drandom(), distance()
1093 /
1094 / GLOBAL INPUTS: Circle, Beyond, Player
1095 /
1096 / GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1097 /
1098 / DESCRIPTION:
1099 /	This module is called whenever the player's coordinates are altered.
1100 /	If the player is beyond the point of no return, he/she is forced
1101 /	to stay there.
1102 /
1103 *************************************************************************/
1104 
1105 altercoordinates(xnew, ynew, operation)
1106 double	xnew;
1107 double	ynew;
1108 int	operation;
1109 {
1110     switch (operation)
1111 	{
1112 	case A_FORCED:	/* move with no checks */
1113 	    break;
1114 
1115 	case A_NEAR:	/* pick random coordinates near */
1116 	    xnew = Player.p_x + ROLL(1.0, 5.0);
1117 	    ynew = Player.p_y - ROLL(1.0, 5.0);
1118 	    /* fall through for check */
1119 
1120 	case A_SPECIFIC:	/* just move player */
1121 	    if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1122 		/*
1123 		 * cannot move back from point of no return
1124 		 * pick the largest coordinate to remain unchanged
1125 		 */
1126 		{
1127 		if (fabs(xnew) > fabs(ynew))
1128 		    xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1129 		else
1130 		    ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1131 		}
1132 	    break;
1133 
1134 	case A_FAR:	/* pick random coordinates far */
1135 	    xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1136 	    ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1137 	    break;
1138 	}
1139 
1140     /* now set location flags and adjust coordinates */
1141     Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1142 
1143     /* set up flags based upon location */
1144     Throne = Marsh = Beyond = FALSE;
1145 
1146     if (Player.p_x == 0.0 && Player.p_y == 0.0)
1147 	Throne = TRUE;
1148     else if (Circle < 35 && Circle >= 20)
1149 	Marsh = TRUE;
1150     else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1151 	Beyond = TRUE;
1152 
1153     Changed = TRUE;
1154 }
1155 /**/
1156 /************************************************************************
1157 /
1158 / FUNCTION NAME: readrecord()
1159 /
1160 / FUNCTION: read a player structure from file
1161 /
1162 / AUTHOR: E. A. Estes, 12/4/85
1163 /
1164 / ARGUMENTS:
1165 /	struct player *playerp - pointer to structure to fill
1166 /	int loc - location of record to read
1167 /
1168 / RETURN VALUE: none
1169 /
1170 / MODULES CALLED: fread(), fseek()
1171 /
1172 / GLOBAL INPUTS: *Playersfp
1173 /
1174 / GLOBAL OUTPUTS: none
1175 /
1176 / DESCRIPTION:
1177 /	Read structure information from player file.
1178 /
1179 *************************************************************************/
1180 
1181 readrecord(playerp, loc)
1182 struct player	*playerp;
1183 long	loc;
1184 {
1185     fseek(Playersfp, loc, 0);
1186     fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1187 }
1188 /**/
1189 /************************************************************************
1190 /
1191 / FUNCTION NAME: adjuststats()
1192 /
1193 / FUNCTION: adjust player statistics
1194 /
1195 / AUTHOR: E. A. Estes, 12/4/85
1196 /
1197 / ARGUMENTS: none
1198 /
1199 / RETURN VALUE: none
1200 /
1201 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1202 /
1203 / GLOBAL INPUTS: Player, *Statptr
1204 /
1205 / GLOBAL OUTPUTS: Circle, Player, Timeout
1206 /
1207 / DESCRIPTION:
1208 /	Handle adjustment and maximums on various player characteristics.
1209 /
1210 *************************************************************************/
1211 
1212 adjuststats()
1213 {
1214 double	dtemp;				/* for temporary calculations */
1215 
1216     if (explevel(Player.p_experience) > Player.p_level)
1217 	/* move one or more levels */
1218 	{
1219 	movelevel();
1220 	if (Player.p_level > 5.0)
1221 	    Timeout = TRUE;
1222 	}
1223 
1224     if (Player.p_specialtype == SC_VALAR)
1225 	/* valar */
1226 	Circle = Player.p_level / 5.0;
1227 
1228     /* calculate effective quickness */
1229     dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1230 	- Player.p_level;;
1231     dtemp = MAX(0.0, dtemp);		/* gold slows player down */
1232     Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1233 
1234     /* calculate effective strength */
1235     if (Player.p_poison > 0.0)
1236 	/* poison makes player weaker */
1237 	{
1238 	dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1239 	dtemp = MAX(0.1, dtemp);
1240 	}
1241     else
1242 	dtemp = 1.0;
1243     Player.p_might = dtemp *  Player.p_strength + Player.p_sword;
1244 
1245     /* insure that important things are within limits */
1246     Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1247     Player.p_mana = MIN(Player.p_mana,
1248 	Player.p_level * Statptr->c_maxmana + 1000.0);
1249     Player.p_brains = MIN(Player.p_brains,
1250 	Player.p_level * Statptr->c_maxbrains + 200.0);
1251     Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1252 
1253     /*
1254      * some implementations have problems with floating point compare
1255      * we work around it with this stuff
1256      */
1257     Player.p_gold = floor(Player.p_gold) + 0.1;
1258     Player.p_gems = floor(Player.p_gems) + 0.1;
1259     Player.p_mana = floor(Player.p_mana) + 0.1;
1260 
1261     if (Player.p_ring.ring_type != R_NONE)
1262 	/* do ring things */
1263 	{
1264 	/* rest to max */
1265 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
1266 
1267         if (Player.p_ring.ring_duration <= 0)
1268 	    /* clean up expired rings */
1269 	    switch (Player.p_ring.ring_type)
1270 		{
1271 		case R_BAD:	/* ring drives player crazy */
1272 		    Player.p_ring.ring_type = R_SPOILED;
1273 		    Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1274 		    break;
1275 
1276 		case R_NAZREG:	/* ring disappears */
1277 		    Player.p_ring.ring_type = R_NONE;
1278 		    break;
1279 
1280 		case R_SPOILED:	/* ring kills player */
1281 		    death("A cursed ring");
1282 		    break;
1283 
1284 		case R_DLREG:	/* this ring doesn't expire */
1285 		    Player.p_ring.ring_duration = 0;
1286 		    break;
1287 		}
1288 	}
1289 
1290     if (Player.p_age / N_AGE > Player.p_degenerated)
1291 	/* age player slightly */
1292 	{
1293 	++Player.p_degenerated;
1294 	if (Player.p_quickness > 23.0)
1295 	    Player.p_quickness *= 0.99;
1296 	Player.p_strength *= 0.97;
1297 	Player.p_brains *= 0.95;
1298 	Player.p_magiclvl *= 0.97;
1299 	Player.p_maxenergy *= 0.95;
1300 	Player.p_quksilver *= 0.95;
1301 	Player.p_sword *= 0.93;
1302 	Player.p_shield *= 0.93;
1303 	}
1304 }
1305 /**/
1306 /************************************************************************
1307 /
1308 / FUNCTION NAME: initplayer()
1309 /
1310 / FUNCTION: initialize a character
1311 /
1312 / AUTHOR: E. A. Estes, 12/4/85
1313 /
1314 / ARGUMENTS:
1315 /	struct player *playerp - pointer to structure to init
1316 /
1317 / RETURN VALUE: none
1318 /
1319 / MODULES CALLED: floor(), drandom()
1320 /
1321 / GLOBAL INPUTS: none
1322 /
1323 / GLOBAL OUTPUTS: none
1324 /
1325 / DESCRIPTION:
1326 /	Put a bunch of default values in the given structure.
1327 /
1328 *************************************************************************/
1329 
1330 initplayer(playerp)
1331 struct  player   *playerp;
1332 {
1333     playerp->p_experience =
1334     playerp->p_level =
1335     playerp->p_strength =
1336     playerp->p_sword =
1337     playerp->p_might =
1338     playerp->p_energy =
1339     playerp->p_maxenergy =
1340     playerp->p_shield =
1341     playerp->p_quickness =
1342     playerp->p_quksilver =
1343     playerp->p_speed =
1344     playerp->p_magiclvl =
1345     playerp->p_mana =
1346     playerp->p_brains =
1347     playerp->p_poison =
1348     playerp->p_gems =
1349     playerp->p_sin =
1350     playerp->p_1scratch =
1351     playerp->p_2scratch = 0.0;
1352 
1353     playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
1354 
1355     playerp->p_x = ROLL(-125.0, 251.0);
1356     playerp->p_y = ROLL(-125.0, 251.0);		/* give random x, y */
1357 
1358     /* clear ring */
1359     playerp->p_ring.ring_type = R_NONE;
1360     playerp->p_ring.ring_duration = 0;
1361     playerp->p_ring.ring_inuse = FALSE;
1362 
1363     playerp->p_age = 0L;
1364 
1365     playerp->p_degenerated = 1;			/* don't degenerate initially */
1366 
1367     playerp->p_type = C_FIGHTER;		/* default */
1368     playerp->p_specialtype = SC_NONE;
1369     playerp->p_lives =
1370     playerp->p_crowns =
1371     playerp->p_charms =
1372     playerp->p_amulets =
1373     playerp->p_holywater =
1374     playerp->p_lastused = 0;
1375     playerp->p_status = S_NOTUSED;
1376     playerp->p_tampered = T_OFF;
1377     playerp->p_istat = I_OFF;
1378 
1379     playerp->p_palantir =
1380     playerp->p_blessing =
1381     playerp->p_virgin =
1382     playerp->p_blindness = FALSE;
1383 
1384     playerp->p_name[0] =
1385     playerp->p_password[0] =
1386     playerp->p_login[0] = '\0';
1387 }
1388 /**/
1389 /************************************************************************
1390 /
1391 / FUNCTION NAME: readmessage()
1392 /
1393 / FUNCTION: read message from other players
1394 /
1395 / AUTHOR: E. A. Estes, 12/4/85
1396 /
1397 / ARGUMENTS: none
1398 /
1399 / RETURN VALUE: none
1400 /
1401 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1402 /
1403 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1404 /
1405 / GLOBAL OUTPUTS: none
1406 /
1407 / DESCRIPTION:
1408 /	If there is a message from other players, print it.
1409 /
1410 *************************************************************************/
1411 
1412 readmessage()
1413 {
1414     move(3, 0);
1415     clrtoeol();
1416     fseek(Messagefp, 0L, 0);
1417     if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1418 	addstr(Databuf);
1419 }
1420 /**/
1421 /************************************************************************
1422 /
1423 / FUNCTION NAME: error()
1424 /
1425 / FUNCTION: process evironment error
1426 /
1427 / AUTHOR: E. A. Estes, 12/4/85
1428 /
1429 / ARGUMENTS:
1430 /	char *whichfile - pointer to name of file which caused error
1431 /
1432 / RETURN VALUE: none
1433 /
1434 / MODULES CALLED: wclear(), cleanup()
1435 /
1436 / GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1437 /
1438 / GLOBAL OUTPUTS: none
1439 /
1440 / DESCRIPTION:
1441 /	Print message about offending file, and exit.
1442 /
1443 *************************************************************************/
1444 
1445 error(whichfile)
1446 	char	*whichfile;
1447 {
1448 	int	(*funcp) (const char *, ...);
1449 
1450     if (Windows)
1451 	{
1452 	funcp = (void *)printw;
1453 	clear();
1454 	}
1455     else
1456 	funcp = printf;
1457 
1458     (*funcp)("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
1459     (*funcp)("Please run 'setup' to determine the problem.\n");
1460     cleanup(TRUE);
1461     /*NOTREACHED*/
1462 }
1463 /**/
1464 /************************************************************************
1465 /
1466 / FUNCTION NAME: distance()
1467 /
1468 / FUNCTION: calculate distance between two points
1469 /
1470 / AUTHOR: E. A. Estes, 12/4/85
1471 /
1472 / ARGUMENTS:
1473 /	double x1, y1 - x, y coordinates of first point
1474 /	double x2, y2 - x, y coordinates of second point
1475 /
1476 / RETURN VALUE: distance between the two points
1477 /
1478 / MODULES CALLED: sqrt()
1479 /
1480 / GLOBAL INPUTS: none
1481 /
1482 / GLOBAL OUTPUTS: none
1483 /
1484 / DESCRIPTION:
1485 /	This function is provided because someone's hypot() library function
1486 /	fails if x1 == x2 && y1 == y2.
1487 /
1488 *************************************************************************/
1489 
1490 double
1491 distance(x1, x2, y1, y2)
1492 double	x1, x2, y1, y2;
1493 {
1494 double	deltax, deltay;
1495 
1496     deltax = x1 - x2;
1497     deltay = y1 - y2;
1498     return(sqrt(deltax * deltax + deltay * deltay));
1499 }
1500 
1501 /**/
1502 /************************************************************************
1503 /
1504 / FUNCTION NAME: ill_sig()
1505 /
1506 / FUNCTION: exit upon trapping an illegal signal
1507 /
1508 / AUTHOR: E. A. Estes, 12/4/85
1509 /
1510 / ARGUMENTS:
1511 /	int whichsig - signal which occured to cause jump to here
1512 /
1513 / RETURN VALUE: none
1514 /
1515 / MODULES CALLED: wclear(), printw(), cleanup()
1516 /
1517 / GLOBAL INPUTS: *stdscr
1518 /
1519 / GLOBAL OUTPUTS: none
1520 /
1521 / DESCRIPTION:
1522 /	When an illegal signal is caught, print a message, and cleanup.
1523 /
1524 *************************************************************************/
1525 
1526 ill_sig(whichsig)
1527 int whichsig;
1528 {
1529     clear();
1530     if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1531 	printw("Error: caught signal # %d.\n", whichsig);
1532     cleanup(TRUE);
1533     /*NOTREACHED*/
1534 }
1535 /**/
1536 /************************************************************************
1537 /
1538 / FUNCTION NAME: descrstatus()
1539 /
1540 / FUNCTION: return a string describing the player status
1541 /
1542 / AUTHOR: E. A. Estes, 3/3/86
1543 /
1544 / ARGUMENTS:
1545 /	struct player playerp - pointer to player structure to describe
1546 /
1547 / RETURN VALUE: string describing player's status
1548 /
1549 / MODULES CALLED: none
1550 /
1551 / GLOBAL INPUTS: none
1552 /
1553 / GLOBAL OUTPUTS: none
1554 /
1555 / DESCRIPTION:
1556 /	Return verbal description of player status.
1557 /	If player status is S_PLAYING, check for low energy and blindness.
1558 /
1559 *************************************************************************/
1560 
1561 char	*
1562 descrstatus(playerp)
1563 struct player	*playerp;
1564 {
1565     switch (playerp->p_status)
1566 	{
1567 	case S_PLAYING:
1568 	    if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1569 		return("Low Energy");
1570 	    else if (playerp->p_blindness)
1571 		return("Blind");
1572 	    else
1573 		return("In game");
1574 
1575 	case S_CLOAKED:
1576 	    return("Cloaked");
1577 
1578 	case S_INBATTLE:
1579 	    return("In Battle");
1580 
1581 	case S_MONSTER:
1582 	    return("Encounter");
1583 
1584 	case S_TRADING:
1585 	    return("Trading");
1586 
1587 	case S_OFF:
1588 	    return("Off");
1589 
1590 	case S_HUNGUP:
1591 	    return("Hung up");
1592 
1593 	default:
1594 	    return("");
1595 	}
1596 }
1597 /**/
1598 /************************************************************************
1599 /
1600 / FUNCTION NAME: drandom()
1601 /
1602 / FUNCTION: return a random floating point number from 0.0 < 1.0
1603 /
1604 / AUTHOR: E. A. Estes, 2/7/86
1605 /
1606 / ARGUMENTS: none
1607 /
1608 / RETURN VALUE: none
1609 /
1610 / MODULES CALLED: random()
1611 /
1612 / GLOBAL INPUTS: none
1613 /
1614 / GLOBAL OUTPUTS: none
1615 /
1616 / DESCRIPTION:
1617 /	Convert random integer from library routine into a floating
1618 /	point number, and divide by the largest possible random number.
1619 /	We mask large integers with 32767 to handle sites that return
1620 /	31 bit random integers.
1621 /
1622 *************************************************************************/
1623 
1624 double
1625 drandom()
1626 {
1627     if (sizeof(int) != 2)
1628 	/* use only low bits */
1629 	return((double) (random() & 0x7fff) / 32768.0);
1630     else
1631 	return((double) random() / 32768.0);
1632 }
1633 /**/
1634 /************************************************************************
1635 /
1636 / FUNCTION NAME: collecttaxes()
1637 /
1638 / FUNCTION: collect taxes from current player
1639 /
1640 / AUTHOR: E. A. Estes, 2/7/86
1641 /
1642 / ARGUMENTS:
1643 /	double gold - amount of gold to tax
1644 /	double gems - amount of gems to tax
1645 /
1646 / RETURN VALUE: none
1647 /
1648 / MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1649 /
1650 / GLOBAL INPUTS: Player
1651 /
1652 / GLOBAL OUTPUTS: Player
1653 /
1654 / DESCRIPTION:
1655 /	Pay taxes on gold and gems.  If the player does not have enough
1656 /	gold to pay taxes on the added gems, convert some gems to gold.
1657 /	Add taxes to tax data base; add remaining gold and gems to
1658 /	player's cache.
1659 /
1660 *************************************************************************/
1661 
1662 collecttaxes(gold, gems)
1663 double	gold;
1664 double	gems;
1665 {
1666 FILE	*fp;		/* to update Goldfile */
1667 double	dtemp;		/* for temporary calculations */
1668 double	taxes;		/* tax liability */
1669 
1670     /* add to cache */
1671     Player.p_gold += gold;
1672     Player.p_gems += gems;
1673 
1674     /* calculate tax liability */
1675     taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1676 
1677     if (Player.p_gold < taxes)
1678 	/* not enough gold to pay taxes, must convert some gems to gold */
1679 	{
1680 	dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1681 
1682 	if (Player.p_gems >= dtemp)
1683 	    /* player has enough to convert */
1684 	    {
1685 	    Player.p_gems -= dtemp;
1686 	    Player.p_gold += dtemp * N_GEMVALUE;
1687 	    }
1688 	else
1689 	    /* take everything; this should never happen */
1690 	    {
1691 	    Player.p_gold += Player.p_gems * N_GEMVALUE;
1692 	    Player.p_gems = 0.0;
1693 	    taxes = Player.p_gold;
1694 	    }
1695 	}
1696 
1697     Player.p_gold -= taxes;
1698 
1699     if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1700 	/* update taxes */
1701 	{
1702 	dtemp = 0.0;
1703 	fread((char *) &dtemp, sizeof(double), 1, fp);
1704 	dtemp += floor(taxes);
1705 	fseek(fp, 0L, 0);
1706 	fwrite((char *) &dtemp, sizeof(double), 1, fp);
1707 	fclose(fp);
1708 	}
1709 }
1710