xref: /dragonfly/games/phantasia/misc.c (revision e293de53)
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 1.7 2006/09/09 02:21:49 pavalos Exp $
6  */
7 
8 #include <string.h>
9 #include "include.h"
10 
11 /* functions which we need to know about */
12 /* gamesupport.c */
13 extern	void	enterscore(void);
14 /* io.c */
15 extern	int	getanswer(const char *, bool);
16 extern	double	infloat(void);
17 extern	void	more(int);
18 /* main.c */
19 extern	void	cleanup(bool);
20 /* phantglobs.c */
21 extern	double	drandom(void);
22 
23 void	movelevel(void);
24 const char	*descrlocation(struct player *, bool);
25 void	tradingpost(void);
26 void	displaystats(void);
27 void	allstatslist(void);
28 const char	*descrtype(struct player *, bool);
29 long	findname(char *, struct player *);
30 long	allocrecord(void);
31 void	freerecord(struct player *, long);
32 void	leavegame(void);
33 void	death(const char *);
34 void	writerecord(struct player *, long);
35 double	explevel(double);
36 void	truncstring(char *);
37 void	altercoordinates(double, double, int);
38 void	readrecord(struct player *, long);
39 void	adjuststats(void);
40 void	initplayer(struct player *);
41 void	readmessage(void);
42 void	error(const char *);
43 double	distance(double, double, double, double);
44 void	ill_sig(int);
45 const char	*descrstatus(struct player *);
46 void	collecttaxes(double, double);
47 
48 /************************************************************************
49 /
50 / FUNCTION NAME: movelevel()
51 /
52 / FUNCTION: move player to new level
53 /
54 / AUTHOR: E. A. Estes, 12/4/85
55 /
56 / ARGUMENTS: none
57 /
58 / RETURN VALUE: none
59 /
60 / MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
61 /
62 / GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
63 /
64 / GLOBAL OUTPUTS: Player, Changed
65 /
66 / DESCRIPTION:
67 /	Use lookup table to increment important statistics when
68 /	progressing to new experience level.
69 /	Players are rested to maximum as a bonus for making a new
70 /	level.
71 /	Check for council of wise, and being too big to be king.
72 /
73 *************************************************************************/
74 
75 void
76 movelevel(void)
77 {
78 struct charstats	*statptr;	/* for pointing into Stattable */
79 double	new;			/* new level */
80 double	inc;			/* increment between new and old levels */
81 
82     Changed = TRUE;
83 
84     if (Player.p_type == C_EXPER)
85 	/* roll a type to use for increment */
86 	statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
87     else
88 	statptr = Statptr;
89 
90     new = explevel(Player.p_experience);
91     inc = new - Player.p_level;
92     Player.p_level = new;
93 
94     /* add increments to statistics */
95     Player.p_strength += statptr->c_strength.increase * inc;
96     Player.p_mana += statptr->c_mana.increase * inc;
97     Player.p_brains += statptr->c_brains.increase * inc;
98     Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
99     Player.p_maxenergy += statptr->c_energy.increase * inc;
100 
101     /* rest to maximum upon reaching new level */
102     Player.p_energy = Player.p_maxenergy + Player.p_shield;
103 
104     if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
105 	/* no longer able to be king -- turn crowns into cash */
106 	{
107 	Player.p_gold += ((double) Player.p_crowns) * 5000.0;
108 	Player.p_crowns = 0;
109 	}
110 
111     if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
112 	/* make a member of the council */
113 	{
114 	mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
115 	addstr("Good Luck on your search for the Holy Grail.\n");
116 
117 	Player.p_specialtype = SC_COUNCIL;
118 
119 	/* no rings for council and above */
120 	Player.p_ring.ring_type = R_NONE;
121 	Player.p_ring.ring_duration = 0;
122 
123 	Player.p_lives = 3;		/* three extra lives */
124 	}
125 
126     if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
127 	death("Old age");
128 }
129 /**/
130 /************************************************************************
131 /
132 / FUNCTION NAME: descrlocation()
133 /
134 / FUNCTION: return a formatted description of location
135 /
136 / AUTHOR: E. A. Estes, 12/4/85
137 /
138 / ARGUMENTS:
139 /	struct player playerp - pointer to player structure
140 /	bool shortflag - set if short form is desired
141 /
142 / RETURN VALUE: pointer to string containing result
143 /
144 / MODULES CALLED: fabs(), floor(), sprintf(), distance()
145 /
146 / GLOBAL INPUTS: Databuf[]
147 /
148 / GLOBAL OUTPUTS: none
149 /
150 / DESCRIPTION:
151 /	Look at coordinates and return an appropriately formatted
152 /	string.
153 /
154 *************************************************************************/
155 
156 const char *
157 descrlocation(struct player *playerp, bool shortflag)
158 {
159 double	circle;			/* corresponding circle for coordinates */
160 int	quadrant;	/* quadrant of grid */
161 const char	*label;		/* pointer to place name */
162 static const	char	*nametable[4][4] =   /* names of places */
163 	{
164 	{"Anorien",	"Ithilien",	"Rohan",	"Lorien"},
165 	{"Gondor",	"Mordor",	"Dunland",	"Rovanion"},
166 	{"South Gondor", "Khand",	"Eriador",	"The Iron Hills"},
167 	{"Far Harad",	"Near Harad",	"The Northern Waste", "Rhun"}
168 	};
169 
170     if (playerp->p_specialtype == SC_VALAR)
171 	return(" is in Valhala");
172     else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
173 	{
174 	if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
175 	    label = "The Point of No Return";
176 	else
177 	    label = "The Ashen Mountains";
178 	}
179     else if (circle >= 55)
180 	label = "Morannon";
181     else if (circle >= 35)
182 	label = "Kennaquahair";
183     else if (circle >= 20)
184 	label = "The Dead Marshes";
185     else if (circle >= 9)
186 	label = "The Outer Waste";
187     else if (circle >= 5)
188 	label = "The Moors Adventurous";
189     else
190 	{
191 	if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
192 	    label = "The Lord's Chamber";
193 	else
194 	    {
195 	    /* this expression is split to prevent compiler loop with some compilers */
196 	    quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
197 	    quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
198 	    label = nametable[((int) circle) - 1][quadrant];
199 	    }
200 	}
201 
202     if (shortflag)
203 	sprintf(Databuf, "%.29s", label);
204     else
205 	sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
206 
207     return(Databuf);
208 }
209 /**/
210 /************************************************************************
211 /
212 / FUNCTION NAME: tradingpost()
213 /
214 / FUNCTION: do trading post stuff
215 /
216 / AUTHOR: E. A. Estes, 12/4/85
217 /
218 / ARGUMENTS: none
219 /
220 / RETURN VALUE: none
221 /
222 / MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
223 /	sleep(), floor(), wmove(), drandom(), wclear(), printw(),
224 /	altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
225 /	wclrtoeol(), wclrtobot()
226 /
227 / GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
228 /
229 / GLOBAL OUTPUTS: Player
230 /
231 / DESCRIPTION:
232 /	Different trading posts have different items.
233 /	Merchants cannot be cheated, but they can be dishonest
234 /	themselves.
235 /
236 /	Shields, swords, and quicksilver are not cumulative.  This is
237 /	one major area of complaint, but there are two reasons for this:
238 /		1) It becomes MUCH too easy to make very large versions
239 /		   of these items.
240 /		2) In the real world, one cannot simply weld two swords
241 /		   together to make a bigger one.
242 /
243 /	At one time, it was possible to sell old weapons at half the purchase
244 /	price.  This resulted in huge amounts of gold floating around,
245 /	and the game lost much of its challenge.
246 /
247 /	Also, purchasing gems defeats the whole purpose of gold.  Gold
248 /	is small change for lower level players.  They really shouldn't
249 /	be able to accumulate more than enough gold for a small sword or
250 /	a few books.  Higher level players shouldn't even bother to pick
251 /	up gold, except maybe to buy mana once in a while.
252 /
253 *************************************************************************/
254 
255 void
256 tradingpost(void)
257 {
258 double	numitems;	/* number of items to purchase */
259 double	cost;		/* cost of purchase */
260 double	blessingcost;	/* cost of blessing */
261 int	ch;		/* input */
262 int	size;	/* size of the trading post */
263 int	loop;	/* loop counter */
264 int	cheat = 0;	/* number of times player has tried to cheat */
265 bool	dishonest = FALSE;/* set when merchant is dishonest */
266 
267     Player.p_status = S_TRADING;
268     writerecord(&Player, Fileloc);
269 
270     clear();
271     addstr("You are at a trading post. All purchases must be made with gold.");
272 
273     size = sqrt(fabs(Player.p_x / 100)) + 1;
274     size = MIN(7, size);
275 
276     /* set up cost of blessing */
277     blessingcost = 1000.0 * (Player.p_level + 5.0);
278 
279     /* print Menu */
280     move(7, 0);
281     for (loop = 0; loop < size; ++loop)
282 	/* print Menu */
283 	{
284 	if (loop == 6)
285 	    cost = blessingcost;
286 	else
287 	    cost = Menu[loop].cost;
288 	printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
289 	}
290 
291     mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
292 
293     for (;;)
294 	{
295 	adjuststats();	/* truncate any bad values */
296 
297 	/* print some important statistics */
298 	mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
299 	    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
300 	printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
301 	    Player.p_shield, Player.p_sword, Player.p_quksilver,
302 	    (Player.p_blessing ? " True" : "False"));
303 	printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
304 
305 	move(5, 36);
306 	ch = getanswer("LPS", FALSE);
307 	move(15, 0);
308 	clrtobot();
309 	switch(ch)
310 	    {
311 	    case 'L':		/* leave */
312 	    case '\n':
313 		altercoordinates(0.0, 0.0, A_NEAR);
314 		return;
315 
316 	    case 'P':		/* make purchase */
317 		mvaddstr(15, 0, "What what would you like to buy ? ");
318 		ch = getanswer(" 1234567", FALSE);
319 		move(15, 0);
320 		clrtoeol();
321 
322 		if (ch - '0' > size)
323 		    addstr("Sorry, this merchant doesn't have that.");
324 		else
325 		    switch (ch)
326 			{
327 			case '1':
328 			    printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
329 				Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
330 			    cost = (numitems = floor(infloat())) * Menu[0].cost;
331 
332 			    if (cost > Player.p_gold || numitems < 0)
333 				++cheat;
334 			    else
335 				{
336 				cheat = 0;
337 				Player.p_gold -= cost;
338 				if (drandom() < 0.02)
339 				    dishonest = TRUE;
340 				else
341 				    Player.p_mana += numitems;
342 				}
343 			    break;
344 
345 			case '2':
346 			    printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
347 				Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
348 			    cost = (numitems = floor(infloat())) * Menu[1].cost;
349 
350 			    if (numitems == 0.0)
351 				break;
352 			    else if (cost > Player.p_gold || numitems < 0)
353 				++cheat;
354 			    else if (numitems < Player.p_shield)
355 				NOBETTER();
356 			    else
357 				{
358 				cheat = 0;
359 				Player.p_gold -= cost;
360 				if (drandom() < 0.02)
361 				    dishonest = TRUE;
362 				else
363 				    Player.p_shield = numitems;
364 				}
365 			    break;
366 
367 			case '3':
368 			    printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
369 				Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
370 			    cost = (numitems = floor(infloat())) * Menu[2].cost;
371 
372 			    if (cost > Player.p_gold || numitems < 0)
373 				++cheat;
374 			    else
375 				{
376 				cheat = 0;
377 				Player.p_gold -= cost;
378 				if (drandom() < 0.02)
379 				    dishonest = TRUE;
380 				else if (drandom() * numitems > Player.p_level / 10.0
381 				    && numitems != 1)
382 				    {
383 				    printw("\nYou blew your mind!\n");
384 				    Player.p_brains /= 5;
385 				    }
386 				else
387 				    {
388 				    Player.p_brains += floor(numitems) * ROLL(20, 8);
389 				    }
390 				}
391 			    break;
392 
393 			case '4':
394 			    printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
395 				Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
396 			    cost = (numitems = floor(infloat())) * Menu[3].cost;
397 
398 			    if (numitems == 0.0)
399 				break;
400 			    else if (cost > Player.p_gold || numitems < 0)
401 				++cheat;
402 			    else if (numitems < Player.p_sword)
403 				NOBETTER();
404 			    else
405 				{
406 				cheat = 0;
407 				Player.p_gold -= cost;
408 				if (drandom() < 0.02)
409 				    dishonest = TRUE;
410 				else
411 				    Player.p_sword = numitems;
412 				}
413 			    break;
414 
415 			case '5':
416 			    printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
417 				Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
418 			    cost = (numitems = floor(infloat())) * Menu[4].cost;
419 
420 			    if (cost > Player.p_gold || numitems < 0)
421 				++cheat;
422 			    else
423 				{
424 				cheat = 0;
425 				Player.p_gold -= cost;
426 				if (drandom() < 0.02)
427 				    dishonest = TRUE;
428 				else
429 				    Player.p_charms += numitems;
430 				}
431 			    break;
432 
433 			case '6':
434 			    printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
435 				Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
436 			    cost = (numitems = floor(infloat())) * Menu[5].cost;
437 
438 			    if (numitems == 0.0)
439 				break;
440 			    else if (cost > Player.p_gold || numitems < 0)
441 				++cheat;
442 			    else if (numitems < Player.p_quksilver)
443 				NOBETTER();
444 			    else
445 				{
446 				cheat = 0;
447 				Player.p_gold -= cost;
448 				if (drandom() < 0.02)
449 				    dishonest = TRUE;
450 				else
451 				    Player.p_quksilver = numitems;
452 				}
453 			    break;
454 
455 			case '7':
456 			    if (Player.p_blessing)
457 				{
458 				addstr("You already have a blessing.");
459 				break;
460 				}
461 
462 			    printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
463 			    ch = getanswer("NY", FALSE);
464 
465 			    if (ch == 'Y')
466 				{
467 				if (Player.p_gold < blessingcost)
468 				    ++cheat;
469 				else
470 				    {
471 				    cheat = 0;
472 				    Player.p_gold -= blessingcost;
473 				    if (drandom() < 0.02)
474 					dishonest = TRUE;
475 				    else
476 					Player.p_blessing = TRUE;
477 				    }
478 				}
479 			    break;
480 			}
481 	    break;
482 
483 	    case 'S':		/* sell gems */
484 		mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
485 		    (double) N_GEMVALUE, Player.p_gems);
486 		numitems = floor(infloat());
487 
488 		if (numitems > Player.p_gems || numitems < 0)
489 		    ++cheat;
490 		else
491 		    {
492 		    cheat = 0;
493 		    Player.p_gems -= numitems;
494 		    Player.p_gold += numitems * N_GEMVALUE;
495 		    }
496 	    }
497 
498 	if (cheat == 1)
499 	    mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
500 	else if (cheat == 2)
501 	    {
502 	    mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
503 	    printw("a %.0f level magic user, and you made %s mad!\n",
504 		ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
505 	    altercoordinates(0.0, 0.0, A_FAR);
506 	    Player.p_energy /= 2.0;
507 	    ++Player.p_sin;
508 	    more(23);
509 	    return;
510 	    }
511 	else if (dishonest)
512 	    {
513 	    mvaddstr(17, 0, "The merchant stole your money!");
514 	    refresh();
515 	    altercoordinates(Player.p_x - Player.p_x / 10.0,
516 		Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
517 	    sleep(2);
518 	    return;
519 	    }
520 	}
521 }
522 /**/
523 /************************************************************************
524 /
525 / FUNCTION NAME: displaystats()
526 /
527 / FUNCTION: print out important player statistics
528 /
529 / AUTHOR: E. A. Estes, 12/4/85
530 /
531 / ARGUMENTS: none
532 /
533 / RETURN VALUE: none
534 /
535 / MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
536 /
537 / GLOBAL INPUTS: Users, Player
538 /
539 / GLOBAL OUTPUTS: none
540 /
541 / DESCRIPTION:
542 /	Important player statistics are printed on the screen.
543 /
544 *************************************************************************/
545 
546 void
547 displaystats(void)
548 {
549     mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
550     mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
551 	Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
552 	Player.p_mana, Users);
553     mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
554 	Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
555 	Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
556 }
557 /**/
558 /************************************************************************
559 /
560 / FUNCTION NAME: allstatslist()
561 /
562 / FUNCTION: show player items
563 /
564 / AUTHOR: E. A. Estes, 12/4/85
565 /
566 / ARGUMENTS: none
567 /
568 / RETURN VALUE: none
569 /
570 / MODULES CALLED: mvprintw(), descrtype()
571 /
572 / GLOBAL INPUTS: Player
573 /
574 / GLOBAL OUTPUTS: none
575 /
576 / DESCRIPTION:
577 /	Print out some player statistics of lesser importance.
578 /
579 *************************************************************************/
580 
581 void
582 allstatslist(void)
583 {
584 static	const char	*flags[] =	/* to print value of some bools */
585 	    {
586 	    "False",
587 	    " True"
588 	    };
589 
590     mvprintw( 8,  0, "Type: %s\n",  descrtype(&Player,  FALSE));
591 
592     mvprintw(10,  0, "Experience: %9.0f", Player.p_experience);
593     mvprintw(11,  0, "Brains    : %9.0f", Player.p_brains);
594     mvprintw(12,  0, "Magic Lvl : %9.0f", Player.p_magiclvl);
595     mvprintw(13,  0, "Sin       : %9.5f", Player.p_sin);
596     mvprintw(14,  0, "Poison    : %9.5f", Player.p_poison);
597     mvprintw(15,  0, "Gems      : %9.0f", Player.p_gems);
598     mvprintw(16,  0, "Age       : %9d", Player.p_age);
599     mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
600     mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
601     mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
602     mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
603     mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
604     mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
605     mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
606 
607     mvprintw(18,  0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
608 	flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
609 	flags[Player.p_virgin], flags[Player.p_palantir]);
610 }
611 /**/
612 /************************************************************************
613 /
614 / FUNCTION NAME: descrtype()
615 /
616 / FUNCTION: return a string specifying player type
617 /
618 / AUTHOR: E. A. Estes, 12/4/85
619 /
620 / ARGUMENTS:
621 /	struct player playerp - pointer to structure for player
622 /	bool shortflag - set if short form is desired
623 /
624 / RETURN VALUE: pointer to string describing player type
625 /
626 / MODULES CALLED: strcpy()
627 /
628 / GLOBAL INPUTS: Databuf[]
629 /
630 / GLOBAL OUTPUTS: Databuf[]
631 /
632 / DESCRIPTION:
633 /	Return a string describing the player type.
634 /	King, council, valar, supercedes other types.
635 /	The first character of the string is '*' if the player
636 /	has a crown.
637 /	If 'shortflag' is TRUE, return a 3 character string.
638 /
639 *************************************************************************/
640 
641 const char *
642 descrtype(struct player *playerp, bool shortflag)
643 {
644 int type;	/* for caluculating result subscript */
645 static const char	*results[] =	/* description table */
646 			{
647 			" Magic User", " MU",
648 			" Fighter", " F ",
649 			" Elf", " E ",
650 			" Dwarf", " D ",
651 			" Halfling", " H ",
652 			" Experimento", " EX",
653 			" Super", " S ",
654 			" King", " K ",
655 			" Council of Wise", " CW",
656 			" Ex-Valar", " EV",
657 			" Valar", " V ",
658 			" ? ", " ? "
659 			};
660 
661     type = playerp->p_type;
662 
663     switch (playerp->p_specialtype)
664 	{
665 	case SC_NONE:
666 	    type = playerp->p_type;
667 	    break;
668 
669 	case SC_KING:
670 	    type = 7;
671 	    break;
672 
673 	case SC_COUNCIL:
674 	    type = 8;
675 	    break;
676 
677 	case SC_EXVALAR:
678 	    type = 9;
679 	    break;
680 
681 	case SC_VALAR:
682 	    type = 10;
683 	    break;
684 	}
685 
686     type *= 2;		/* calculate offset */
687 
688     if (type > 20)
689 	/* error */
690 	type = 22;
691 
692     if (shortflag)
693 	/* use short descriptions */
694 	++type;
695 
696     if (playerp->p_crowns > 0)
697 	{
698 	strcpy(Databuf, results[type]);
699 	Databuf[0] = '*';
700 	return(Databuf);
701 	}
702     else
703 	return(results[type]);
704 }
705 /**/
706 /************************************************************************
707 /
708 / FUNCTION NAME: findname()
709 /
710 / FUNCTION: find location in player file of given name
711 /
712 / AUTHOR: E. A. Estes, 12/4/85
713 /
714 / ARGUMENTS:
715 /	char *name - name of character to look for
716 /	struct player *playerp - pointer of structure to fill
717 /
718 / RETURN VALUE: location of player if found, -1 otherwise
719 /
720 / MODULES CALLED: fread(), fseek(), strcmp()
721 /
722 / GLOBAL INPUTS: Wizard, *Playersfp
723 /
724 / GLOBAL OUTPUTS: none
725 /
726 / DESCRIPTION:
727 /	Search the player file for the player of the given name.
728 /	If player is found, fill structure with player data.
729 /
730 *************************************************************************/
731 
732 long
733 findname(char *name, struct player *playerp)
734 {
735 long	loc = 0;			/* location in the file */
736 
737     fseek(Playersfp, 0L, 0);
738     while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
739 	{
740 	if (strcmp(playerp->p_name, name) == 0)
741 	    {
742 	    if (playerp->p_status != S_NOTUSED || Wizard)
743 		/* found it */
744 		return(loc);
745 	    }
746 	loc += SZ_PLAYERSTRUCT;
747 	}
748 
749     return(-1);
750 }
751 /**/
752 /************************************************************************
753 /
754 / FUNCTION NAME: allocrecord()
755 /
756 / FUNCTION: find space in the player file for a new character
757 /
758 / AUTHOR: E. A. Estes, 12/4/85
759 /
760 / ARGUMENTS: none
761 /
762 / RETURN VALUE: location of free space in file
763 /
764 / MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
765 /
766 / GLOBAL INPUTS: Other, *Playersfp
767 /
768 / GLOBAL OUTPUTS: Player
769 /
770 / DESCRIPTION:
771 /	Search the player file for an unused entry.  If none are found,
772 /	make one at the end of the file.
773 /
774 *************************************************************************/
775 
776 long
777 allocrecord(void)
778 {
779 long	loc = 0L;		/* location in file */
780 
781     fseek(Playersfp, 0L, 0);
782     while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
783 	{
784 	if (Other.p_status == S_NOTUSED)
785 	    /* found an empty record */
786 	    return(loc);
787 	else
788 	    loc += SZ_PLAYERSTRUCT;
789 	}
790 
791     /* make a new record */
792     initplayer(&Other);
793     Player.p_status = S_OFF;
794     writerecord(&Other, loc);
795 
796     return(loc);
797 }
798 /**/
799 /************************************************************************
800 /
801 / FUNCTION NAME: freerecord()
802 /
803 / FUNCTION: free up a record on the player file
804 /
805 / AUTHOR: E. A. Estes, 2/7/86
806 /
807 / ARGUMENTS:
808 /	struct player playerp - pointer to structure to free
809 /	long loc - location in file to free
810 /
811 / RETURN VALUE: none
812 /
813 / MODULES CALLED: writerecord()
814 /
815 / GLOBAL INPUTS: none
816 /
817 / GLOBAL OUTPUTS: none
818 /
819 / DESCRIPTION:
820 /	Mark structure as not used, and update player file.
821 /
822 *************************************************************************/
823 
824 void
825 freerecord(struct player *playerp, long loc)
826 {
827     playerp->p_name[0] = CH_MARKDELETE;
828     playerp->p_status = S_NOTUSED;
829     writerecord(playerp, loc);
830 }
831 /**/
832 /************************************************************************
833 /
834 / FUNCTION NAME: leavegame()
835 /
836 / FUNCTION: leave game
837 /
838 / AUTHOR: E. A. Estes, 12/4/85
839 /
840 / ARGUMENTS: none
841 /
842 / RETURN VALUE: none
843 /
844 / MODULES CALLED: freerecord(), writerecord(), cleanup()
845 /
846 / GLOBAL INPUTS: Player, Fileloc
847 /
848 / GLOBAL OUTPUTS: Player
849 /
850 / DESCRIPTION:
851 /	Mark player as inactive, and cleanup.
852 /	Do not save players below level 1.
853 /
854 *************************************************************************/
855 
856 void
857 leavegame(void)
858 {
859 
860     if (Player.p_level < 1.0)
861 	/* delete character */
862 	freerecord(&Player, Fileloc);
863     else
864 	{
865 	Player.p_status = S_OFF;
866 	writerecord(&Player, Fileloc);
867 	}
868 
869     cleanup(TRUE);
870     /*NOTREACHED*/
871 }
872 /**/
873 /************************************************************************
874 /
875 / FUNCTION NAME: death()
876 /
877 / FUNCTION: death routine
878 /
879 / AUTHOR: E. A. Estes, 12/4/85
880 /
881 / ARGUMENTS:
882 /	char *how - pointer to string describing cause of death
883 /
884 / RETURN VALUE: none
885 /
886 / MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
887 /	fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
888 /	fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
889 /	fprintf(), wrefresh(), getanswer(), descrtype()
890 /
891 / GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
892 /
893 / GLOBAL OUTPUTS: Player
894 /
895 / DESCRIPTION:
896 /	Kill off current player.
897 /	Handle rings, and multiple lives.
898 /	Print an appropriate message.
899 /	Update scoreboard, lastdead, and let other players know about
900 /	the demise of their comrade.
901 /
902 *************************************************************************/
903 
904 void
905 death(const char *how)
906 {
907 FILE	*fp;		/* for updating various files */
908 int	ch;		/* input */
909 static	const char	*deathmesg[] =
910 	/* add more messages here, if desired */
911 	{
912 	"You have been wounded beyond repair.  ",
913 	"You have been disemboweled.  ",
914 	"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
915 	"You died!  ",
916 	"You're a complete failure -- you've died!!\n",
917 	"You have been dealt a fatal blow!  "
918 	};
919 
920     clear();
921 
922     if (strcmp(how, "Stupidity") != 0)
923 	{
924 	if (Player.p_level > 9999.0)
925 	    /* old age */
926 	    addstr("Characters must be retired upon reaching level 10000.  Sorry.");
927 	else if (Player.p_lives > 0)
928 	    /* extra lives */
929 	    {
930 	    addstr("You should be more cautious.  You've been killed.\n");
931 	    printw("You only have %d more chance(s).\n", --Player.p_lives);
932 	    more(3);
933 	    Player.p_energy = Player.p_maxenergy;
934 	    return;
935 	    }
936 	else if (Player.p_specialtype == SC_VALAR)
937 	    {
938 	    addstr("You had your chances, but Valar aren't totally\n");
939 	    addstr("immortal.  You are now left to wither and die . . .\n");
940 	    more(3);
941 	    Player.p_brains = Player.p_level / 25.0;
942 	    Player.p_energy = Player.p_maxenergy /= 5.0;
943 	    Player.p_quksilver = Player.p_sword = 0.0;
944 	    Player.p_specialtype = SC_COUNCIL;
945 	    return;
946 	    }
947 	else if (Player.p_ring.ring_inuse &&
948 	    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
949 	    /* good ring in use - saved from death */
950 	    {
951 	    mvaddstr(4, 0, "Your ring saved you from death!\n");
952 	    refresh();
953 	    Player.p_ring.ring_type = R_NONE;
954 	    Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
955 	    if (Player.p_crowns > 0)
956 		--Player.p_crowns;
957 	    return;
958 	    }
959 	else if (Player.p_ring.ring_type == R_BAD
960 	    || Player.p_ring.ring_type == R_SPOILED)
961 	    /* bad ring in possession; name idiot after player */
962 	    {
963 	    mvaddstr(4, 0,
964 		"Your ring has taken control of you and turned you into a monster!\n");
965 	    fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
966 	    fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
967 	    strcpy(Curmonster.m_name, Player.p_name);
968 	    fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
969 	    fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
970 	    fflush(Monstfp);
971 	    }
972 	}
973 
974     enterscore();		/* update score board */
975 
976     /* put info in last dead file */
977     fp = fopen(_PATH_LASTDEAD, "w");
978     fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
979 	Player.p_name, descrtype(&Player, TRUE),
980 	Player.p_login, Player.p_level, how);
981     fclose(fp);
982 
983     /* let other players know */
984     fp = fopen(_PATH_MESS, "w");
985     fprintf(fp, "%s was killed by %s.", Player.p_name, how);
986     fclose(fp);
987 
988     freerecord(&Player, Fileloc);
989 
990     clear();
991     move(10, 0);
992     addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
993     addstr("Care to give it another try ? ");
994     ch = getanswer("NY", FALSE);
995 
996     if (ch == 'Y')
997 	{
998 	cleanup(FALSE);
999 	execl(_PATH_GAMEPROG, "phantasia", "-s", (Wizard ? "-S": NULL), NULL);
1000 	exit(0);
1001 	/*NOTREACHED*/
1002 	}
1003 
1004     cleanup(TRUE);
1005     /*NOTREACHED*/
1006 }
1007 /**/
1008 /************************************************************************
1009 /
1010 / FUNCTION NAME: writerecord()
1011 /
1012 / FUNCTION: update structure in player file
1013 /
1014 / AUTHOR: E. A. Estes, 12/4/85
1015 /
1016 / ARGUMENTS:
1017 /	struct player *playerp - pointer to structure to write out
1018 /	long place - location in file to updata
1019 /
1020 / RETURN VALUE: none
1021 /
1022 / MODULES CALLED: fseek(), fwrite(), fflush()
1023 /
1024 / GLOBAL INPUTS: *Playersfp
1025 /
1026 / GLOBAL OUTPUTS: none
1027 /
1028 / DESCRIPTION:
1029 /	Update location in player file with given structure.
1030 /
1031 *************************************************************************/
1032 
1033 void
1034 writerecord(struct player *playerp, long place)
1035 {
1036     fseek(Playersfp, place, 0);
1037     fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1038     fflush(Playersfp);
1039 }
1040 /**/
1041 /************************************************************************
1042 /
1043 / FUNCTION NAME: explevel()
1044 /
1045 / FUNCTION: calculate level based upon experience
1046 /
1047 / AUTHOR: E. A. Estes, 12/4/85
1048 /
1049 / ARGUMENTS:
1050 /	double experience - experience to calculate experience level from
1051 /
1052 / RETURN VALUE: experience level
1053 /
1054 / MODULES CALLED: pow(), floor()
1055 /
1056 / GLOBAL INPUTS: none
1057 /
1058 / GLOBAL OUTPUTS: none
1059 /
1060 / DESCRIPTION:
1061 /	Experience level is a geometric progression.  This has been finely
1062 /	tuned over the years, and probably should not be changed.
1063 /
1064 *************************************************************************/
1065 
1066 double
1067 explevel(double experience)
1068 {
1069     if (experience < 1.1e7)
1070 	return(floor(pow((experience / 1000.0), 0.4875)));
1071     else
1072 	return(floor(pow((experience / 1250.0), 0.4865)));
1073 }
1074 /**/
1075 /************************************************************************
1076 /
1077 / FUNCTION NAME: truncstring()
1078 /
1079 / FUNCTION: truncate trailing blanks off a string
1080 /
1081 / AUTHOR: E. A. Estes, 12/4/85
1082 /
1083 / ARGUMENTS:
1084 /	char *string - pointer to null terminated string
1085 /
1086 / RETURN VALUE: none
1087 /
1088 / MODULES CALLED: strlen()
1089 /
1090 / GLOBAL INPUTS: none
1091 /
1092 / GLOBAL OUTPUTS: none
1093 /
1094 / DESCRIPTION:
1095 /	Put nul characters in place of spaces at the end of the string.
1096 /
1097 *************************************************************************/
1098 
1099 void
1100 truncstring(char *string)
1101 {
1102 size_t	length;		/* length of string */
1103 
1104     length = strlen(string);
1105     while (string[--length] == ' ')
1106 	string[length] = '\0';
1107 }
1108 /**/
1109 /************************************************************************
1110 /
1111 / FUNCTION NAME: altercoordinates()
1112 /
1113 / FUNCTION: Alter x, y coordinates and set/check location flags
1114 /
1115 / AUTHOR: E. A. Estes, 12/16/85
1116 /
1117 / ARGUMENTS:
1118 /	double xnew, ynew - new x, y coordinates
1119 /	int operation - operation to perform with coordinates
1120 /
1121 / RETURN VALUE: none
1122 /
1123 / MODULES CALLED: fabs(), floor(), drandom(), distance()
1124 /
1125 / GLOBAL INPUTS: Circle, Beyond, Player
1126 /
1127 / GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1128 /
1129 / DESCRIPTION:
1130 /	This module is called whenever the player's coordinates are altered.
1131 /	If the player is beyond the point of no return, he/she is forced
1132 /	to stay there.
1133 /
1134 *************************************************************************/
1135 
1136 void
1137 altercoordinates(double xnew, double ynew, int operation)
1138 {
1139     switch (operation)
1140 	{
1141 	case A_FORCED:	/* move with no checks */
1142 	    break;
1143 
1144 	case A_NEAR:	/* pick random coordinates near */
1145 	    xnew = Player.p_x + ROLL(1.0, 5.0);
1146 	    ynew = Player.p_y - ROLL(1.0, 5.0);
1147 	    /* fall through for check */
1148 
1149 	case A_SPECIFIC:	/* just move player */
1150 	    if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1151 		/*
1152 		 * cannot move back from point of no return
1153 		 * pick the largest coordinate to remain unchanged
1154 		 */
1155 		{
1156 		if (fabs(xnew) > fabs(ynew))
1157 		    xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1158 		else
1159 		    ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1160 		}
1161 	    break;
1162 
1163 	case A_FAR:	/* pick random coordinates far */
1164 	    xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1165 	    ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1166 	    break;
1167 	}
1168 
1169     /* now set location flags and adjust coordinates */
1170     Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1171 
1172     /* set up flags based upon location */
1173     Throne = Marsh = Beyond = FALSE;
1174 
1175     if (Player.p_x == 0.0 && Player.p_y == 0.0)
1176 	Throne = TRUE;
1177     else if (Circle < 35 && Circle >= 20)
1178 	Marsh = TRUE;
1179     else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1180 	Beyond = TRUE;
1181 
1182     Changed = TRUE;
1183 }
1184 /**/
1185 /************************************************************************
1186 /
1187 / FUNCTION NAME: readrecord()
1188 /
1189 / FUNCTION: read a player structure from file
1190 /
1191 / AUTHOR: E. A. Estes, 12/4/85
1192 /
1193 / ARGUMENTS:
1194 /	struct player *playerp - pointer to structure to fill
1195 /	int loc - location of record to read
1196 /
1197 / RETURN VALUE: none
1198 /
1199 / MODULES CALLED: fread(), fseek()
1200 /
1201 / GLOBAL INPUTS: *Playersfp
1202 /
1203 / GLOBAL OUTPUTS: none
1204 /
1205 / DESCRIPTION:
1206 /	Read structure information from player file.
1207 /
1208 *************************************************************************/
1209 
1210 void
1211 readrecord(struct player *playerp, long loc)
1212 {
1213     fseek(Playersfp, loc, 0);
1214     fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1215 }
1216 /**/
1217 /************************************************************************
1218 /
1219 / FUNCTION NAME: adjuststats()
1220 /
1221 / FUNCTION: adjust player statistics
1222 /
1223 / AUTHOR: E. A. Estes, 12/4/85
1224 /
1225 / ARGUMENTS: none
1226 /
1227 / RETURN VALUE: none
1228 /
1229 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1230 /
1231 / GLOBAL INPUTS: Player, *Statptr
1232 /
1233 / GLOBAL OUTPUTS: Circle, Player, Timeout
1234 /
1235 / DESCRIPTION:
1236 /	Handle adjustment and maximums on various player characteristics.
1237 /
1238 *************************************************************************/
1239 
1240 void
1241 adjuststats(void)
1242 {
1243 double	dtemp;				/* for temporary calculations */
1244 
1245     if (explevel(Player.p_experience) > Player.p_level)
1246 	/* move one or more levels */
1247 	{
1248 	movelevel();
1249 	if (Player.p_level > 5.0)
1250 	    Timeout = TRUE;
1251 	}
1252 
1253     if (Player.p_specialtype == SC_VALAR)
1254 	/* valar */
1255 	Circle = Player.p_level / 5.0;
1256 
1257     /* calculate effective quickness */
1258     dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1259 	- Player.p_level;
1260     dtemp = MAX(0.0, dtemp);		/* gold slows player down */
1261     Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1262 
1263     /* calculate effective strength */
1264     if (Player.p_poison > 0.0)
1265 	/* poison makes player weaker */
1266 	{
1267 	dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1268 	dtemp = MAX(0.1, dtemp);
1269 	}
1270     else
1271 	dtemp = 1.0;
1272     Player.p_might = dtemp *  Player.p_strength + Player.p_sword;
1273 
1274     /* insure that important things are within limits */
1275     Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1276     Player.p_mana = MIN(Player.p_mana,
1277 	Player.p_level * Statptr->c_maxmana + 1000.0);
1278     Player.p_brains = MIN(Player.p_brains,
1279 	Player.p_level * Statptr->c_maxbrains + 200.0);
1280     Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1281 
1282     /*
1283      * some implementations have problems with floating point compare
1284      * we work around it with this stuff
1285      */
1286     Player.p_gold = floor(Player.p_gold) + 0.1;
1287     Player.p_gems = floor(Player.p_gems) + 0.1;
1288     Player.p_mana = floor(Player.p_mana) + 0.1;
1289 
1290     if (Player.p_ring.ring_type != R_NONE)
1291 	/* do ring things */
1292 	{
1293 	/* rest to max */
1294 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
1295 
1296         if (Player.p_ring.ring_duration <= 0)
1297 	    /* clean up expired rings */
1298 	    switch (Player.p_ring.ring_type)
1299 		{
1300 		case R_BAD:	/* ring drives player crazy */
1301 		    Player.p_ring.ring_type = R_SPOILED;
1302 		    Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1303 		    break;
1304 
1305 		case R_NAZREG:	/* ring disappears */
1306 		    Player.p_ring.ring_type = R_NONE;
1307 		    break;
1308 
1309 		case R_SPOILED:	/* ring kills player */
1310 		    death("A cursed ring");
1311 		    break;
1312 
1313 		case R_DLREG:	/* this ring doesn't expire */
1314 		    Player.p_ring.ring_duration = 0;
1315 		    break;
1316 		}
1317 	}
1318 
1319     if (Player.p_age / N_AGE > Player.p_degenerated)
1320 	/* age player slightly */
1321 	{
1322 	++Player.p_degenerated;
1323 	if (Player.p_quickness > 23.0)
1324 	    Player.p_quickness *= 0.99;
1325 	Player.p_strength *= 0.97;
1326 	Player.p_brains *= 0.95;
1327 	Player.p_magiclvl *= 0.97;
1328 	Player.p_maxenergy *= 0.95;
1329 	Player.p_quksilver *= 0.95;
1330 	Player.p_sword *= 0.93;
1331 	Player.p_shield *= 0.93;
1332 	}
1333 }
1334 /**/
1335 /************************************************************************
1336 /
1337 / FUNCTION NAME: initplayer()
1338 /
1339 / FUNCTION: initialize a character
1340 /
1341 / AUTHOR: E. A. Estes, 12/4/85
1342 /
1343 / ARGUMENTS:
1344 /	struct player *playerp - pointer to structure to init
1345 /
1346 / RETURN VALUE: none
1347 /
1348 / MODULES CALLED: floor(), drandom()
1349 /
1350 / GLOBAL INPUTS: none
1351 /
1352 / GLOBAL OUTPUTS: none
1353 /
1354 / DESCRIPTION:
1355 /	Put a bunch of default values in the given structure.
1356 /
1357 *************************************************************************/
1358 
1359 void
1360 initplayer(struct player *playerp)
1361 {
1362     playerp->p_experience =
1363     playerp->p_level =
1364     playerp->p_strength =
1365     playerp->p_sword =
1366     playerp->p_might =
1367     playerp->p_energy =
1368     playerp->p_maxenergy =
1369     playerp->p_shield =
1370     playerp->p_quickness =
1371     playerp->p_quksilver =
1372     playerp->p_speed =
1373     playerp->p_magiclvl =
1374     playerp->p_mana =
1375     playerp->p_brains =
1376     playerp->p_poison =
1377     playerp->p_gems =
1378     playerp->p_sin =
1379     playerp->p_1scratch =
1380     playerp->p_2scratch = 0.0;
1381 
1382     playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
1383 
1384     playerp->p_x = ROLL(-125.0, 251.0);
1385     playerp->p_y = ROLL(-125.0, 251.0);		/* give random x, y */
1386 
1387     /* clear ring */
1388     playerp->p_ring.ring_type = R_NONE;
1389     playerp->p_ring.ring_duration = 0;
1390     playerp->p_ring.ring_inuse = FALSE;
1391 
1392     playerp->p_age = 0L;
1393 
1394     playerp->p_degenerated = 1;			/* don't degenerate initially */
1395 
1396     playerp->p_type = C_FIGHTER;		/* default */
1397     playerp->p_specialtype = SC_NONE;
1398     playerp->p_lives =
1399     playerp->p_crowns =
1400     playerp->p_charms =
1401     playerp->p_amulets =
1402     playerp->p_holywater =
1403     playerp->p_lastused = 0;
1404     playerp->p_status = S_NOTUSED;
1405     playerp->p_tampered = T_OFF;
1406     playerp->p_istat = I_OFF;
1407 
1408     playerp->p_palantir =
1409     playerp->p_blessing =
1410     playerp->p_virgin =
1411     playerp->p_blindness = FALSE;
1412 
1413     playerp->p_name[0] =
1414     playerp->p_password[0] =
1415     playerp->p_login[0] = '\0';
1416 }
1417 /**/
1418 /************************************************************************
1419 /
1420 / FUNCTION NAME: readmessage()
1421 /
1422 / FUNCTION: read message from other players
1423 /
1424 / AUTHOR: E. A. Estes, 12/4/85
1425 /
1426 / ARGUMENTS: none
1427 /
1428 / RETURN VALUE: none
1429 /
1430 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1431 /
1432 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1433 /
1434 / GLOBAL OUTPUTS: none
1435 /
1436 / DESCRIPTION:
1437 /	If there is a message from other players, print it.
1438 /
1439 *************************************************************************/
1440 
1441 void
1442 readmessage(void)
1443 {
1444     move(3, 0);
1445     clrtoeol();
1446     fseek(Messagefp, 0L, 0);
1447     if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1448 	addstr(Databuf);
1449 }
1450 /**/
1451 /************************************************************************
1452 /
1453 / FUNCTION NAME: error()
1454 /
1455 / FUNCTION: process evironment error
1456 /
1457 / AUTHOR: E. A. Estes, 12/4/85
1458 /
1459 / ARGUMENTS:
1460 /	char *whichfile - pointer to name of file which caused error
1461 /
1462 / RETURN VALUE: none
1463 /
1464 / MODULES CALLED: wclear(), cleanup()
1465 /
1466 / GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1467 /
1468 / GLOBAL OUTPUTS: none
1469 /
1470 / DESCRIPTION:
1471 /	Print message about offending file, and exit.
1472 /
1473 *************************************************************************/
1474 
1475 void
1476 error(const char *whichfile)
1477 {
1478 	int	(*funcp) (const char *, ...);
1479 
1480     if (Windows)
1481 	{
1482 	funcp = (void *)printw;
1483 	clear();
1484 	}
1485     else
1486 	funcp = printf;
1487 
1488     (*funcp)("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
1489     (*funcp)("Please run 'setup' to determine the problem.\n");
1490     cleanup(TRUE);
1491     /*NOTREACHED*/
1492 }
1493 /**/
1494 /************************************************************************
1495 /
1496 / FUNCTION NAME: distance()
1497 /
1498 / FUNCTION: calculate distance between two points
1499 /
1500 / AUTHOR: E. A. Estes, 12/4/85
1501 /
1502 / ARGUMENTS:
1503 /	double x1, y1 - x, y coordinates of first point
1504 /	double x2, y2 - x, y coordinates of second point
1505 /
1506 / RETURN VALUE: distance between the two points
1507 /
1508 / MODULES CALLED: sqrt()
1509 /
1510 / GLOBAL INPUTS: none
1511 /
1512 / GLOBAL OUTPUTS: none
1513 /
1514 / DESCRIPTION:
1515 /	This function is provided because someone's hypot() library function
1516 /	fails if x1 == x2 && y1 == y2.
1517 /
1518 *************************************************************************/
1519 
1520 double
1521 distance(double x_1, double x_2, double y_1, double y_2)
1522 {
1523 double	deltax, deltay;
1524 
1525     deltax = x_1 - x_2;
1526     deltay = y_1 - y_2;
1527     return(sqrt(deltax * deltax + deltay * deltay));
1528 }
1529 
1530 /**/
1531 /************************************************************************
1532 /
1533 / FUNCTION NAME: ill_sig()
1534 /
1535 / FUNCTION: exit upon trapping an illegal signal
1536 /
1537 / AUTHOR: E. A. Estes, 12/4/85
1538 /
1539 / ARGUMENTS:
1540 /	int whichsig - signal which occured to cause jump to here
1541 /
1542 / RETURN VALUE: none
1543 /
1544 / MODULES CALLED: wclear(), printw(), cleanup()
1545 /
1546 / GLOBAL INPUTS: *stdscr
1547 /
1548 / GLOBAL OUTPUTS: none
1549 /
1550 / DESCRIPTION:
1551 /	When an illegal signal is caught, print a message, and cleanup.
1552 /
1553 *************************************************************************/
1554 
1555 void
1556 ill_sig(int whichsig)
1557 {
1558     clear();
1559     if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1560 	printw("Error: caught signal # %d.\n", whichsig);
1561     cleanup(TRUE);
1562     /*NOTREACHED*/
1563 }
1564 /**/
1565 /************************************************************************
1566 /
1567 / FUNCTION NAME: descrstatus()
1568 /
1569 / FUNCTION: return a string describing the player status
1570 /
1571 / AUTHOR: E. A. Estes, 3/3/86
1572 /
1573 / ARGUMENTS:
1574 /	struct player playerp - pointer to player structure to describe
1575 /
1576 / RETURN VALUE: string describing player's status
1577 /
1578 / MODULES CALLED: none
1579 /
1580 / GLOBAL INPUTS: none
1581 /
1582 / GLOBAL OUTPUTS: none
1583 /
1584 / DESCRIPTION:
1585 /	Return verbal description of player status.
1586 /	If player status is S_PLAYING, check for low energy and blindness.
1587 /
1588 *************************************************************************/
1589 
1590 const char *
1591 descrstatus(struct player *playerp)
1592 {
1593     switch (playerp->p_status)
1594 	{
1595 	case S_PLAYING:
1596 	    if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1597 		return("Low Energy");
1598 	    else if (playerp->p_blindness)
1599 		return("Blind");
1600 	    else
1601 		return("In game");
1602 
1603 	case S_CLOAKED:
1604 	    return("Cloaked");
1605 
1606 	case S_INBATTLE:
1607 	    return("In Battle");
1608 
1609 	case S_MONSTER:
1610 	    return("Encounter");
1611 
1612 	case S_TRADING:
1613 	    return("Trading");
1614 
1615 	case S_OFF:
1616 	    return("Off");
1617 
1618 	case S_HUNGUP:
1619 	    return("Hung up");
1620 
1621 	default:
1622 	    return("");
1623 	}
1624 }
1625 /**/
1626 /************************************************************************
1627 /
1628 / FUNCTION NAME: collecttaxes()
1629 /
1630 / FUNCTION: collect taxes from current player
1631 /
1632 / AUTHOR: E. A. Estes, 2/7/86
1633 /
1634 / ARGUMENTS:
1635 /	double gold - amount of gold to tax
1636 /	double gems - amount of gems to tax
1637 /
1638 / RETURN VALUE: none
1639 /
1640 / MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1641 /
1642 / GLOBAL INPUTS: Player
1643 /
1644 / GLOBAL OUTPUTS: Player
1645 /
1646 / DESCRIPTION:
1647 /	Pay taxes on gold and gems.  If the player does not have enough
1648 /	gold to pay taxes on the added gems, convert some gems to gold.
1649 /	Add taxes to tax data base; add remaining gold and gems to
1650 /	player's cache.
1651 /
1652 *************************************************************************/
1653 
1654 void
1655 collecttaxes(double gold, double gems)
1656 {
1657 FILE	*fp;		/* to update Goldfile */
1658 double	dtemp;		/* for temporary calculations */
1659 double	taxes;		/* tax liability */
1660 
1661     /* add to cache */
1662     Player.p_gold += gold;
1663     Player.p_gems += gems;
1664 
1665     /* calculate tax liability */
1666     taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1667 
1668     if (Player.p_gold < taxes)
1669 	/* not enough gold to pay taxes, must convert some gems to gold */
1670 	{
1671 	dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1672 
1673 	if (Player.p_gems >= dtemp)
1674 	    /* player has enough to convert */
1675 	    {
1676 	    Player.p_gems -= dtemp;
1677 	    Player.p_gold += dtemp * N_GEMVALUE;
1678 	    }
1679 	else
1680 	    /* take everything; this should never happen */
1681 	    {
1682 	    Player.p_gold += Player.p_gems * N_GEMVALUE;
1683 	    Player.p_gems = 0.0;
1684 	    taxes = Player.p_gold;
1685 	    }
1686 	}
1687 
1688     Player.p_gold -= taxes;
1689 
1690     if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1691 	/* update taxes */
1692 	{
1693 	dtemp = 0.0;
1694 	fread((char *) &dtemp, sizeof(double), 1, fp);
1695 	dtemp += floor(taxes);
1696 	fseek(fp, 0L, 0);
1697 	fwrite((char *) &dtemp, sizeof(double), 1, fp);
1698 	fclose(fp);
1699 	}
1700 }
1701