xref: /dragonfly/games/phantasia/misc.c (revision 6bd457ed)
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 1.5 2005/05/31 00:06:26 swildner 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",
1000 	    (Wizard ? "-S": (char *) NULL), 0);
1001 	exit(0);
1002 	/*NOTREACHED*/
1003 	}
1004 
1005     cleanup(TRUE);
1006     /*NOTREACHED*/
1007 }
1008 /**/
1009 /************************************************************************
1010 /
1011 / FUNCTION NAME: writerecord()
1012 /
1013 / FUNCTION: update structure in player file
1014 /
1015 / AUTHOR: E. A. Estes, 12/4/85
1016 /
1017 / ARGUMENTS:
1018 /	struct player *playerp - pointer to structure to write out
1019 /	long place - location in file to updata
1020 /
1021 / RETURN VALUE: none
1022 /
1023 / MODULES CALLED: fseek(), fwrite(), fflush()
1024 /
1025 / GLOBAL INPUTS: *Playersfp
1026 /
1027 / GLOBAL OUTPUTS: none
1028 /
1029 / DESCRIPTION:
1030 /	Update location in player file with given structure.
1031 /
1032 *************************************************************************/
1033 
1034 void
1035 writerecord(struct player *playerp, long place)
1036 {
1037     fseek(Playersfp, place, 0);
1038     fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1039     fflush(Playersfp);
1040 }
1041 /**/
1042 /************************************************************************
1043 /
1044 / FUNCTION NAME: explevel()
1045 /
1046 / FUNCTION: calculate level based upon experience
1047 /
1048 / AUTHOR: E. A. Estes, 12/4/85
1049 /
1050 / ARGUMENTS:
1051 /	double experience - experience to calculate experience level from
1052 /
1053 / RETURN VALUE: experience level
1054 /
1055 / MODULES CALLED: pow(), floor()
1056 /
1057 / GLOBAL INPUTS: none
1058 /
1059 / GLOBAL OUTPUTS: none
1060 /
1061 / DESCRIPTION:
1062 /	Experience level is a geometric progression.  This has been finely
1063 /	tuned over the years, and probably should not be changed.
1064 /
1065 *************************************************************************/
1066 
1067 double
1068 explevel(double experience)
1069 {
1070     if (experience < 1.1e7)
1071 	return(floor(pow((experience / 1000.0), 0.4875)));
1072     else
1073 	return(floor(pow((experience / 1250.0), 0.4865)));
1074 }
1075 /**/
1076 /************************************************************************
1077 /
1078 / FUNCTION NAME: truncstring()
1079 /
1080 / FUNCTION: truncate trailing blanks off a string
1081 /
1082 / AUTHOR: E. A. Estes, 12/4/85
1083 /
1084 / ARGUMENTS:
1085 /	char *string - pointer to null terminated string
1086 /
1087 / RETURN VALUE: none
1088 /
1089 / MODULES CALLED: strlen()
1090 /
1091 / GLOBAL INPUTS: none
1092 /
1093 / GLOBAL OUTPUTS: none
1094 /
1095 / DESCRIPTION:
1096 /	Put nul characters in place of spaces at the end of the string.
1097 /
1098 *************************************************************************/
1099 
1100 void
1101 truncstring(char *string)
1102 {
1103 size_t	length;		/* length of string */
1104 
1105     length = strlen(string);
1106     while (string[--length] == ' ')
1107 	string[length] = '\0';
1108 }
1109 /**/
1110 /************************************************************************
1111 /
1112 / FUNCTION NAME: altercoordinates()
1113 /
1114 / FUNCTION: Alter x, y coordinates and set/check location flags
1115 /
1116 / AUTHOR: E. A. Estes, 12/16/85
1117 /
1118 / ARGUMENTS:
1119 /	double xnew, ynew - new x, y coordinates
1120 /	int operation - operation to perform with coordinates
1121 /
1122 / RETURN VALUE: none
1123 /
1124 / MODULES CALLED: fabs(), floor(), drandom(), distance()
1125 /
1126 / GLOBAL INPUTS: Circle, Beyond, Player
1127 /
1128 / GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1129 /
1130 / DESCRIPTION:
1131 /	This module is called whenever the player's coordinates are altered.
1132 /	If the player is beyond the point of no return, he/she is forced
1133 /	to stay there.
1134 /
1135 *************************************************************************/
1136 
1137 void
1138 altercoordinates(double xnew, double ynew, int operation)
1139 {
1140     switch (operation)
1141 	{
1142 	case A_FORCED:	/* move with no checks */
1143 	    break;
1144 
1145 	case A_NEAR:	/* pick random coordinates near */
1146 	    xnew = Player.p_x + ROLL(1.0, 5.0);
1147 	    ynew = Player.p_y - ROLL(1.0, 5.0);
1148 	    /* fall through for check */
1149 
1150 	case A_SPECIFIC:	/* just move player */
1151 	    if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1152 		/*
1153 		 * cannot move back from point of no return
1154 		 * pick the largest coordinate to remain unchanged
1155 		 */
1156 		{
1157 		if (fabs(xnew) > fabs(ynew))
1158 		    xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1159 		else
1160 		    ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1161 		}
1162 	    break;
1163 
1164 	case A_FAR:	/* pick random coordinates far */
1165 	    xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1166 	    ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1167 	    break;
1168 	}
1169 
1170     /* now set location flags and adjust coordinates */
1171     Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1172 
1173     /* set up flags based upon location */
1174     Throne = Marsh = Beyond = FALSE;
1175 
1176     if (Player.p_x == 0.0 && Player.p_y == 0.0)
1177 	Throne = TRUE;
1178     else if (Circle < 35 && Circle >= 20)
1179 	Marsh = TRUE;
1180     else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1181 	Beyond = TRUE;
1182 
1183     Changed = TRUE;
1184 }
1185 /**/
1186 /************************************************************************
1187 /
1188 / FUNCTION NAME: readrecord()
1189 /
1190 / FUNCTION: read a player structure from file
1191 /
1192 / AUTHOR: E. A. Estes, 12/4/85
1193 /
1194 / ARGUMENTS:
1195 /	struct player *playerp - pointer to structure to fill
1196 /	int loc - location of record to read
1197 /
1198 / RETURN VALUE: none
1199 /
1200 / MODULES CALLED: fread(), fseek()
1201 /
1202 / GLOBAL INPUTS: *Playersfp
1203 /
1204 / GLOBAL OUTPUTS: none
1205 /
1206 / DESCRIPTION:
1207 /	Read structure information from player file.
1208 /
1209 *************************************************************************/
1210 
1211 void
1212 readrecord(struct player *playerp, long loc)
1213 {
1214     fseek(Playersfp, loc, 0);
1215     fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1216 }
1217 /**/
1218 /************************************************************************
1219 /
1220 / FUNCTION NAME: adjuststats()
1221 /
1222 / FUNCTION: adjust player statistics
1223 /
1224 / AUTHOR: E. A. Estes, 12/4/85
1225 /
1226 / ARGUMENTS: none
1227 /
1228 / RETURN VALUE: none
1229 /
1230 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1231 /
1232 / GLOBAL INPUTS: Player, *Statptr
1233 /
1234 / GLOBAL OUTPUTS: Circle, Player, Timeout
1235 /
1236 / DESCRIPTION:
1237 /	Handle adjustment and maximums on various player characteristics.
1238 /
1239 *************************************************************************/
1240 
1241 void
1242 adjuststats(void)
1243 {
1244 double	dtemp;				/* for temporary calculations */
1245 
1246     if (explevel(Player.p_experience) > Player.p_level)
1247 	/* move one or more levels */
1248 	{
1249 	movelevel();
1250 	if (Player.p_level > 5.0)
1251 	    Timeout = TRUE;
1252 	}
1253 
1254     if (Player.p_specialtype == SC_VALAR)
1255 	/* valar */
1256 	Circle = Player.p_level / 5.0;
1257 
1258     /* calculate effective quickness */
1259     dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1260 	- Player.p_level;;
1261     dtemp = MAX(0.0, dtemp);		/* gold slows player down */
1262     Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1263 
1264     /* calculate effective strength */
1265     if (Player.p_poison > 0.0)
1266 	/* poison makes player weaker */
1267 	{
1268 	dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1269 	dtemp = MAX(0.1, dtemp);
1270 	}
1271     else
1272 	dtemp = 1.0;
1273     Player.p_might = dtemp *  Player.p_strength + Player.p_sword;
1274 
1275     /* insure that important things are within limits */
1276     Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1277     Player.p_mana = MIN(Player.p_mana,
1278 	Player.p_level * Statptr->c_maxmana + 1000.0);
1279     Player.p_brains = MIN(Player.p_brains,
1280 	Player.p_level * Statptr->c_maxbrains + 200.0);
1281     Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1282 
1283     /*
1284      * some implementations have problems with floating point compare
1285      * we work around it with this stuff
1286      */
1287     Player.p_gold = floor(Player.p_gold) + 0.1;
1288     Player.p_gems = floor(Player.p_gems) + 0.1;
1289     Player.p_mana = floor(Player.p_mana) + 0.1;
1290 
1291     if (Player.p_ring.ring_type != R_NONE)
1292 	/* do ring things */
1293 	{
1294 	/* rest to max */
1295 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
1296 
1297         if (Player.p_ring.ring_duration <= 0)
1298 	    /* clean up expired rings */
1299 	    switch (Player.p_ring.ring_type)
1300 		{
1301 		case R_BAD:	/* ring drives player crazy */
1302 		    Player.p_ring.ring_type = R_SPOILED;
1303 		    Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1304 		    break;
1305 
1306 		case R_NAZREG:	/* ring disappears */
1307 		    Player.p_ring.ring_type = R_NONE;
1308 		    break;
1309 
1310 		case R_SPOILED:	/* ring kills player */
1311 		    death("A cursed ring");
1312 		    break;
1313 
1314 		case R_DLREG:	/* this ring doesn't expire */
1315 		    Player.p_ring.ring_duration = 0;
1316 		    break;
1317 		}
1318 	}
1319 
1320     if (Player.p_age / N_AGE > Player.p_degenerated)
1321 	/* age player slightly */
1322 	{
1323 	++Player.p_degenerated;
1324 	if (Player.p_quickness > 23.0)
1325 	    Player.p_quickness *= 0.99;
1326 	Player.p_strength *= 0.97;
1327 	Player.p_brains *= 0.95;
1328 	Player.p_magiclvl *= 0.97;
1329 	Player.p_maxenergy *= 0.95;
1330 	Player.p_quksilver *= 0.95;
1331 	Player.p_sword *= 0.93;
1332 	Player.p_shield *= 0.93;
1333 	}
1334 }
1335 /**/
1336 /************************************************************************
1337 /
1338 / FUNCTION NAME: initplayer()
1339 /
1340 / FUNCTION: initialize a character
1341 /
1342 / AUTHOR: E. A. Estes, 12/4/85
1343 /
1344 / ARGUMENTS:
1345 /	struct player *playerp - pointer to structure to init
1346 /
1347 / RETURN VALUE: none
1348 /
1349 / MODULES CALLED: floor(), drandom()
1350 /
1351 / GLOBAL INPUTS: none
1352 /
1353 / GLOBAL OUTPUTS: none
1354 /
1355 / DESCRIPTION:
1356 /	Put a bunch of default values in the given structure.
1357 /
1358 *************************************************************************/
1359 
1360 void
1361 initplayer(struct player *playerp)
1362 {
1363     playerp->p_experience =
1364     playerp->p_level =
1365     playerp->p_strength =
1366     playerp->p_sword =
1367     playerp->p_might =
1368     playerp->p_energy =
1369     playerp->p_maxenergy =
1370     playerp->p_shield =
1371     playerp->p_quickness =
1372     playerp->p_quksilver =
1373     playerp->p_speed =
1374     playerp->p_magiclvl =
1375     playerp->p_mana =
1376     playerp->p_brains =
1377     playerp->p_poison =
1378     playerp->p_gems =
1379     playerp->p_sin =
1380     playerp->p_1scratch =
1381     playerp->p_2scratch = 0.0;
1382 
1383     playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
1384 
1385     playerp->p_x = ROLL(-125.0, 251.0);
1386     playerp->p_y = ROLL(-125.0, 251.0);		/* give random x, y */
1387 
1388     /* clear ring */
1389     playerp->p_ring.ring_type = R_NONE;
1390     playerp->p_ring.ring_duration = 0;
1391     playerp->p_ring.ring_inuse = FALSE;
1392 
1393     playerp->p_age = 0L;
1394 
1395     playerp->p_degenerated = 1;			/* don't degenerate initially */
1396 
1397     playerp->p_type = C_FIGHTER;		/* default */
1398     playerp->p_specialtype = SC_NONE;
1399     playerp->p_lives =
1400     playerp->p_crowns =
1401     playerp->p_charms =
1402     playerp->p_amulets =
1403     playerp->p_holywater =
1404     playerp->p_lastused = 0;
1405     playerp->p_status = S_NOTUSED;
1406     playerp->p_tampered = T_OFF;
1407     playerp->p_istat = I_OFF;
1408 
1409     playerp->p_palantir =
1410     playerp->p_blessing =
1411     playerp->p_virgin =
1412     playerp->p_blindness = FALSE;
1413 
1414     playerp->p_name[0] =
1415     playerp->p_password[0] =
1416     playerp->p_login[0] = '\0';
1417 }
1418 /**/
1419 /************************************************************************
1420 /
1421 / FUNCTION NAME: readmessage()
1422 /
1423 / FUNCTION: read message from other players
1424 /
1425 / AUTHOR: E. A. Estes, 12/4/85
1426 /
1427 / ARGUMENTS: none
1428 /
1429 / RETURN VALUE: none
1430 /
1431 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1432 /
1433 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1434 /
1435 / GLOBAL OUTPUTS: none
1436 /
1437 / DESCRIPTION:
1438 /	If there is a message from other players, print it.
1439 /
1440 *************************************************************************/
1441 
1442 void
1443 readmessage(void)
1444 {
1445     move(3, 0);
1446     clrtoeol();
1447     fseek(Messagefp, 0L, 0);
1448     if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1449 	addstr(Databuf);
1450 }
1451 /**/
1452 /************************************************************************
1453 /
1454 / FUNCTION NAME: error()
1455 /
1456 / FUNCTION: process evironment error
1457 /
1458 / AUTHOR: E. A. Estes, 12/4/85
1459 /
1460 / ARGUMENTS:
1461 /	char *whichfile - pointer to name of file which caused error
1462 /
1463 / RETURN VALUE: none
1464 /
1465 / MODULES CALLED: wclear(), cleanup()
1466 /
1467 / GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1468 /
1469 / GLOBAL OUTPUTS: none
1470 /
1471 / DESCRIPTION:
1472 /	Print message about offending file, and exit.
1473 /
1474 *************************************************************************/
1475 
1476 void
1477 error(const char *whichfile)
1478 {
1479 	int	(*funcp) (const char *, ...);
1480 
1481     if (Windows)
1482 	{
1483 	funcp = (void *)printw;
1484 	clear();
1485 	}
1486     else
1487 	funcp = printf;
1488 
1489     (*funcp)("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
1490     (*funcp)("Please run 'setup' to determine the problem.\n");
1491     cleanup(TRUE);
1492     /*NOTREACHED*/
1493 }
1494 /**/
1495 /************************************************************************
1496 /
1497 / FUNCTION NAME: distance()
1498 /
1499 / FUNCTION: calculate distance between two points
1500 /
1501 / AUTHOR: E. A. Estes, 12/4/85
1502 /
1503 / ARGUMENTS:
1504 /	double x1, y1 - x, y coordinates of first point
1505 /	double x2, y2 - x, y coordinates of second point
1506 /
1507 / RETURN VALUE: distance between the two points
1508 /
1509 / MODULES CALLED: sqrt()
1510 /
1511 / GLOBAL INPUTS: none
1512 /
1513 / GLOBAL OUTPUTS: none
1514 /
1515 / DESCRIPTION:
1516 /	This function is provided because someone's hypot() library function
1517 /	fails if x1 == x2 && y1 == y2.
1518 /
1519 *************************************************************************/
1520 
1521 double
1522 distance(double x_1, double x_2, double y_1, double y_2)
1523 {
1524 double	deltax, deltay;
1525 
1526     deltax = x_1 - x_2;
1527     deltay = y_1 - y_2;
1528     return(sqrt(deltax * deltax + deltay * deltay));
1529 }
1530 
1531 /**/
1532 /************************************************************************
1533 /
1534 / FUNCTION NAME: ill_sig()
1535 /
1536 / FUNCTION: exit upon trapping an illegal signal
1537 /
1538 / AUTHOR: E. A. Estes, 12/4/85
1539 /
1540 / ARGUMENTS:
1541 /	int whichsig - signal which occured to cause jump to here
1542 /
1543 / RETURN VALUE: none
1544 /
1545 / MODULES CALLED: wclear(), printw(), cleanup()
1546 /
1547 / GLOBAL INPUTS: *stdscr
1548 /
1549 / GLOBAL OUTPUTS: none
1550 /
1551 / DESCRIPTION:
1552 /	When an illegal signal is caught, print a message, and cleanup.
1553 /
1554 *************************************************************************/
1555 
1556 void
1557 ill_sig(int whichsig)
1558 {
1559     clear();
1560     if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1561 	printw("Error: caught signal # %d.\n", whichsig);
1562     cleanup(TRUE);
1563     /*NOTREACHED*/
1564 }
1565 /**/
1566 /************************************************************************
1567 /
1568 / FUNCTION NAME: descrstatus()
1569 /
1570 / FUNCTION: return a string describing the player status
1571 /
1572 / AUTHOR: E. A. Estes, 3/3/86
1573 /
1574 / ARGUMENTS:
1575 /	struct player playerp - pointer to player structure to describe
1576 /
1577 / RETURN VALUE: string describing player's status
1578 /
1579 / MODULES CALLED: none
1580 /
1581 / GLOBAL INPUTS: none
1582 /
1583 / GLOBAL OUTPUTS: none
1584 /
1585 / DESCRIPTION:
1586 /	Return verbal description of player status.
1587 /	If player status is S_PLAYING, check for low energy and blindness.
1588 /
1589 *************************************************************************/
1590 
1591 const char *
1592 descrstatus(struct player *playerp)
1593 {
1594     switch (playerp->p_status)
1595 	{
1596 	case S_PLAYING:
1597 	    if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1598 		return("Low Energy");
1599 	    else if (playerp->p_blindness)
1600 		return("Blind");
1601 	    else
1602 		return("In game");
1603 
1604 	case S_CLOAKED:
1605 	    return("Cloaked");
1606 
1607 	case S_INBATTLE:
1608 	    return("In Battle");
1609 
1610 	case S_MONSTER:
1611 	    return("Encounter");
1612 
1613 	case S_TRADING:
1614 	    return("Trading");
1615 
1616 	case S_OFF:
1617 	    return("Off");
1618 
1619 	case S_HUNGUP:
1620 	    return("Hung up");
1621 
1622 	default:
1623 	    return("");
1624 	}
1625 }
1626 /**/
1627 /************************************************************************
1628 /
1629 / FUNCTION NAME: collecttaxes()
1630 /
1631 / FUNCTION: collect taxes from current player
1632 /
1633 / AUTHOR: E. A. Estes, 2/7/86
1634 /
1635 / ARGUMENTS:
1636 /	double gold - amount of gold to tax
1637 /	double gems - amount of gems to tax
1638 /
1639 / RETURN VALUE: none
1640 /
1641 / MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1642 /
1643 / GLOBAL INPUTS: Player
1644 /
1645 / GLOBAL OUTPUTS: Player
1646 /
1647 / DESCRIPTION:
1648 /	Pay taxes on gold and gems.  If the player does not have enough
1649 /	gold to pay taxes on the added gems, convert some gems to gold.
1650 /	Add taxes to tax data base; add remaining gold and gems to
1651 /	player's cache.
1652 /
1653 *************************************************************************/
1654 
1655 void
1656 collecttaxes(double gold, double gems)
1657 {
1658 FILE	*fp;		/* to update Goldfile */
1659 double	dtemp;		/* for temporary calculations */
1660 double	taxes;		/* tax liability */
1661 
1662     /* add to cache */
1663     Player.p_gold += gold;
1664     Player.p_gems += gems;
1665 
1666     /* calculate tax liability */
1667     taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1668 
1669     if (Player.p_gold < taxes)
1670 	/* not enough gold to pay taxes, must convert some gems to gold */
1671 	{
1672 	dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1673 
1674 	if (Player.p_gems >= dtemp)
1675 	    /* player has enough to convert */
1676 	    {
1677 	    Player.p_gems -= dtemp;
1678 	    Player.p_gold += dtemp * N_GEMVALUE;
1679 	    }
1680 	else
1681 	    /* take everything; this should never happen */
1682 	    {
1683 	    Player.p_gold += Player.p_gems * N_GEMVALUE;
1684 	    Player.p_gems = 0.0;
1685 	    taxes = Player.p_gold;
1686 	    }
1687 	}
1688 
1689     Player.p_gold -= taxes;
1690 
1691     if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1692 	/* update taxes */
1693 	{
1694 	dtemp = 0.0;
1695 	fread((char *) &dtemp, sizeof(double), 1, fp);
1696 	dtemp += floor(taxes);
1697 	fseek(fp, 0L, 0);
1698 	fwrite((char *) &dtemp, sizeof(double), 1, fp);
1699 	fclose(fp);
1700 	}
1701 }
1702