1 /* $NetBSD: misc.c,v 1.21 2011/09/01 07:18:50 plunky Exp $ */ 2 3 /* 4 * misc.c Phantasia miscellaneous support routines 5 */ 6 7 #include <string.h> 8 #include "include.h" 9 10 static double explevel(double); 11 12 /* 13 * FUNCTION: move player to new level 14 * 15 * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[] 16 * 17 * GLOBAL OUTPUTS: Player, Changed 18 * 19 * DESCRIPTION: 20 * Use lookup table to increment important statistics when 21 * progressing to new experience level. 22 * Players are rested to maximum as a bonus for making a new 23 * level. 24 * Check for council of wise, and being too big to be king. 25 */ 26 27 static void 28 movelevel(void) 29 { 30 const struct charstats *statptr; /* for pointing into Stattable */ 31 double new; /* new level */ 32 double inc; /* increment between new and old levels */ 33 34 Changed = TRUE; 35 36 if (Player.p_type == C_EXPER) 37 /* roll a type to use for increment */ 38 statptr = &Stattable[(int)ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)]; 39 else 40 statptr = Statptr; 41 42 new = explevel(Player.p_experience); 43 inc = new - Player.p_level; 44 Player.p_level = new; 45 46 /* add increments to statistics */ 47 Player.p_strength += statptr->c_strength.increase * inc; 48 Player.p_mana += statptr->c_mana.increase * inc; 49 Player.p_brains += statptr->c_brains.increase * inc; 50 Player.p_magiclvl += statptr->c_magiclvl.increase * inc; 51 Player.p_maxenergy += statptr->c_energy.increase * inc; 52 53 /* rest to maximum upon reaching new level */ 54 Player.p_energy = Player.p_maxenergy + Player.p_shield; 55 56 if (Player.p_crowns > 0 && Player.p_level >= 1000.0) { 57 /* no longer able to be king -- turn crowns into cash */ 58 Player.p_gold += ((double)Player.p_crowns) * 5000.0; 59 Player.p_crowns = 0; 60 } 61 62 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL) { 63 /* make a member of the council */ 64 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n"); 65 addstr("Good Luck on your search for the Holy Grail.\n"); 66 67 Player.p_specialtype = SC_COUNCIL; 68 69 /* no rings for council and above */ 70 Player.p_ring.ring_type = R_NONE; 71 Player.p_ring.ring_duration = 0; 72 73 Player.p_lives = 3; /* three extra lives */ 74 } 75 76 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR) 77 death("Old age"); 78 } 79 80 /* 81 * FUNCTION: return a formatted description of location 82 * 83 * ARGUMENTS: 84 * struct player playerp - pointer to player structure 85 * bool shortflag - set if short form is desired 86 * 87 * RETURN VALUE: pointer to string containing result 88 * 89 * GLOBAL INPUTS: Databuf[] 90 * 91 * DESCRIPTION: 92 * Look at coordinates and return an appropriately formatted 93 * string. 94 */ 95 96 const char * 97 descrlocation(struct player *playerp, bool shortflag) 98 { 99 double circle; /* corresponding circle for coordinates */ 100 int quadrant; /* quadrant of grid */ 101 const char *label; /* pointer to place name */ 102 static const char *nametable[4][4] = /* names of places */ 103 { 104 { "Anorien", "Ithilien", "Rohan", "Lorien" }, 105 { "Gondor", "Mordor", "Dunland", "Rovanion" }, 106 { "South Gondor", "Khand", "Eriador", "The Iron Hills" }, 107 { "Far Harad", "Near Harad", "The Northern Waste", "Rhun" } 108 }; 109 110 if (playerp->p_specialtype == SC_VALAR) 111 return (" is in Valhala"); 112 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) { 113 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND) 114 label = "The Point of No Return"; 115 else 116 label = "The Ashen Mountains"; 117 } else if (circle >= 55) 118 label = "Morannon"; 119 else if (circle >= 35) 120 label = "Kennaquahair"; 121 else if (circle >= 20) 122 label = "The Dead Marshes"; 123 else if (circle >= 9) 124 label = "The Outer Waste"; 125 else if (circle >= 5) 126 label = "The Moors Adventurous"; 127 else { 128 if (playerp->p_x == 0.0 && playerp->p_y == 0.0) 129 label = "The Lord's Chamber"; 130 else { 131 /* this expression is split to prevent compiler loop with some compilers */ 132 quadrant = ((playerp->p_x > 0.0) ? 1 : 0); 133 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0); 134 label = nametable[((int)circle) - 1][quadrant]; 135 } 136 } 137 138 if (shortflag) 139 sprintf(Databuf, "%.29s", label); 140 else 141 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y); 142 143 return (Databuf); 144 } 145 146 /* 147 * FUNCTION: do trading post stuff 148 * 149 * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[] 150 * 151 * GLOBAL OUTPUTS: Player 152 * 153 * DESCRIPTION: 154 * Different trading posts have different items. 155 * Merchants cannot be cheated, but they can be dishonest 156 * themselves. 157 * 158 * Shields, swords, and quicksilver are not cumulative. This is 159 * one major area of complaint, but there are two reasons for this: 160 * 1) It becomes MUCH too easy to make very large versions 161 * of these items. 162 * 2) In the real world, one cannot simply weld two swords 163 * together to make a bigger one. 164 * 165 * At one time, it was possible to sell old weapons at half the purchase 166 * price. This resulted in huge amounts of gold floating around, 167 * and the game lost much of its challenge. 168 * 169 * Also, purchasing gems defeats the whole purpose of gold. Gold 170 * is small change for lower level players. They really shouldn't 171 * be able to accumulate more than enough gold for a small sword or 172 * a few books. Higher level players shouldn't even bother to pick 173 * up gold, except maybe to buy mana once in a while. 174 */ 175 176 void 177 tradingpost(void) 178 { 179 double numitems; /* number of items to purchase */ 180 double cost; /* cost of purchase */ 181 double blessingcost; /* cost of blessing */ 182 int ch; /* input */ 183 int size; /* size of the trading post */ 184 int loop; /* loop counter */ 185 int cheat = 0; /* number of times player has tried to cheat */ 186 bool dishonest = FALSE; /* set when merchant is dishonest */ 187 188 Player.p_status = S_TRADING; 189 writerecord(&Player, Fileloc); 190 191 clear(); 192 addstr("You are at a trading post. All purchases must be made with gold."); 193 194 size = sqrt(fabs(Player.p_x / 100)) + 1; 195 size = MIN(7, size); 196 197 /* set up cost of blessing */ 198 blessingcost = 1000.0 * (Player.p_level + 5.0); 199 200 /* print Menu */ 201 move(7, 0); 202 for (loop = 0; loop < size; ++loop) { 203 /* print Menu */ 204 if (loop == 6) 205 cost = blessingcost; 206 else 207 cost = Menu[loop].cost; 208 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost); 209 } 210 211 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? "); 212 213 for (;;) { 214 adjuststats(); /* truncate any bad values */ 215 216 /* print some important statistics */ 217 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n", 218 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms); 219 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n", 220 Player.p_shield, Player.p_sword, Player.p_quksilver, 221 (Player.p_blessing ? " True" : "False")); 222 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana); 223 224 move(5, 36); 225 ch = getanswer("LPS", FALSE); 226 move(15, 0); 227 clrtobot(); 228 switch (ch) { 229 case 'L': /* leave */ 230 case '\n': 231 altercoordinates(0.0, 0.0, A_NEAR); 232 return; 233 234 case 'P': /* make purchase */ 235 mvaddstr(15, 0, "What what would you like to buy ? "); 236 ch = getanswer(" 1234567", FALSE); 237 move(15, 0); 238 clrtoeol(); 239 240 if (ch - '0' > size) 241 addstr("Sorry, this merchant doesn't have that."); 242 else 243 switch (ch) { 244 case '1': 245 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ", 246 Menu[0].cost, floor(Player.p_gold / Menu[0].cost)); 247 cost = (numitems = floor(infloat())) * Menu[0].cost; 248 249 if (cost > Player.p_gold || numitems < 0) 250 ++cheat; 251 else { 252 cheat = 0; 253 Player.p_gold -= cost; 254 if (drandom() < 0.02) 255 dishonest = TRUE; 256 else 257 Player.p_mana += numitems; 258 } 259 break; 260 261 case '2': 262 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ", 263 Menu[1].cost, floor(Player.p_gold / Menu[1].cost)); 264 cost = (numitems = floor(infloat())) * Menu[1].cost; 265 266 if (numitems == 0.0) 267 break; 268 else if (cost > Player.p_gold || numitems < 0) 269 ++cheat; 270 else if (numitems < Player.p_shield) 271 NOBETTER(); 272 else { 273 cheat = 0; 274 Player.p_gold -= cost; 275 if (drandom() < 0.02) 276 dishonest = TRUE; 277 else 278 Player.p_shield = numitems; 279 } 280 break; 281 282 case '3': 283 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ", 284 Menu[2].cost, floor(Player.p_gold / Menu[2].cost)); 285 cost = (numitems = floor(infloat())) * Menu[2].cost; 286 287 if (cost > Player.p_gold || numitems < 0) 288 ++cheat; 289 else { 290 cheat = 0; 291 Player.p_gold -= cost; 292 if (drandom() < 0.02) 293 dishonest = TRUE; 294 else if (drandom() * numitems > Player.p_level / 10.0 && 295 numitems != 1) { 296 printw("\nYou blew your mind!\n"); 297 Player.p_brains /= 5; 298 } else { 299 Player.p_brains += floor(numitems) * ROLL(20, 8); 300 } 301 } 302 break; 303 304 case '4': 305 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ", 306 Menu[3].cost, floor(Player.p_gold / Menu[3].cost)); 307 cost = (numitems = floor(infloat())) * Menu[3].cost; 308 309 if (numitems == 0.0) 310 break; 311 else if (cost > Player.p_gold || numitems < 0) 312 ++cheat; 313 else if (numitems < Player.p_sword) 314 NOBETTER(); 315 else { 316 cheat = 0; 317 Player.p_gold -= cost; 318 if (drandom() < 0.02) 319 dishonest = TRUE; 320 else 321 Player.p_sword = numitems; 322 } 323 break; 324 325 case '5': 326 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ", 327 Menu[4].cost, floor(Player.p_gold / Menu[4].cost)); 328 cost = (numitems = floor(infloat())) * Menu[4].cost; 329 330 if (cost > Player.p_gold || numitems < 0) 331 ++cheat; 332 else { 333 cheat = 0; 334 Player.p_gold -= cost; 335 if (drandom() < 0.02) 336 dishonest = TRUE; 337 else 338 Player.p_charms += numitems; 339 } 340 break; 341 342 case '6': 343 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ", 344 Menu[5].cost, floor(Player.p_gold / Menu[5].cost)); 345 cost = (numitems = floor(infloat())) * Menu[5].cost; 346 347 if (numitems == 0.0) 348 break; 349 else if (cost > Player.p_gold || numitems < 0) 350 ++cheat; 351 else if (numitems < Player.p_quksilver) 352 NOBETTER(); 353 else { 354 cheat = 0; 355 Player.p_gold -= cost; 356 if (drandom() < 0.02) 357 dishonest = TRUE; 358 else 359 Player.p_quksilver = numitems; 360 } 361 break; 362 363 case '7': 364 if (Player.p_blessing) { 365 addstr("You already have a blessing."); 366 break; 367 } 368 369 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost); 370 ch = getanswer("NY", FALSE); 371 372 if (ch == 'Y') { 373 if (Player.p_gold < blessingcost) 374 ++cheat; 375 else { 376 cheat = 0; 377 Player.p_gold -= blessingcost; 378 if (drandom() < 0.02) 379 dishonest = TRUE; 380 else 381 Player.p_blessing = TRUE; 382 } 383 } 384 break; 385 } 386 break; 387 388 case 'S': /* sell gems */ 389 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ", 390 (double)N_GEMVALUE, Player.p_gems); 391 numitems = floor(infloat()); 392 393 if (numitems > Player.p_gems || numitems < 0) 394 ++cheat; 395 else { 396 cheat = 0; 397 Player.p_gems -= numitems; 398 Player.p_gold += numitems * N_GEMVALUE; 399 } 400 } 401 402 if (cheat == 1) 403 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n"); 404 else if (cheat == 2) { 405 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n"); 406 printw("a %.0f level magic user, and you made %s mad!\n", 407 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her"); 408 altercoordinates(0.0, 0.0, A_FAR); 409 Player.p_energy /= 2.0; 410 ++Player.p_sin; 411 more(23); 412 return; 413 } else if (dishonest) { 414 mvaddstr(17, 0, "The merchant stole your money!"); 415 refresh(); 416 altercoordinates(Player.p_x - Player.p_x / 10.0, 417 Player.p_y - Player.p_y / 10.0, A_SPECIFIC); 418 sleep(2); 419 return; 420 } 421 } 422 } 423 424 /* 425 * FUNCTION: print out important player statistics 426 * 427 * GLOBAL INPUTS: Users, Player 428 * 429 * DESCRIPTION: 430 * Important player statistics are printed on the screen. 431 */ 432 433 void 434 displaystats(void) 435 { 436 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE)); 437 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n", 438 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield, 439 Player.p_mana, Users); 440 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n", 441 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might, 442 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player)); 443 } 444 445 /* 446 * FUNCTION: show player items 447 * 448 * GLOBAL INPUTS: Player 449 * 450 * DESCRIPTION: 451 * Print out some player statistics of lesser importance. 452 */ 453 454 void 455 allstatslist(void) 456 { 457 static const char *flags[] = /* to print value of some bools */ 458 { 459 "False", 460 " True" 461 }; 462 463 mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE)); 464 465 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience); 466 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains); 467 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl); 468 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin); 469 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison); 470 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems); 471 mvprintw(16, 0, "Age : %9d", Player.p_age); 472 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater); 473 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets); 474 mvprintw(12, 40, "Charms : %9d", Player.p_charms); 475 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns); 476 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield); 477 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword); 478 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver); 479 480 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s", 481 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE], 482 flags[Player.p_virgin], flags[Player.p_palantir]); 483 } 484 485 /* 486 * FUNCTION: return a string specifying player type 487 * 488 * ARGUMENTS: 489 * struct player playerp - pointer to structure for player 490 * bool shortflag - set if short form is desired 491 * 492 * RETURN VALUE: pointer to string describing player type 493 * 494 * GLOBAL INPUTS: Databuf[] 495 * 496 * GLOBAL OUTPUTS: Databuf[] 497 * 498 * DESCRIPTION: 499 * Return a string describing the player type. 500 * King, council, valar, supersedes other types. 501 * The first character of the string is '*' if the player 502 * has a crown. 503 * If 'shortflag' is TRUE, return a 3 character string. 504 */ 505 506 const char * 507 descrtype(struct player *playerp, bool shortflag) 508 { 509 int type; /* for caluculating result subscript */ 510 static const char *results[] = /* description table */ 511 { 512 " Magic User", " MU", 513 " Fighter", " F ", 514 " Elf", " E ", 515 " Dwarf", " D ", 516 " Halfling", " H ", 517 " Experimento", " EX", 518 " Super", " S ", 519 " King", " K ", 520 " Council of Wise", " CW", 521 " Ex-Valar", " EV", 522 " Valar", " V ", 523 " ? ", " ? " 524 }; 525 526 type = playerp->p_type; 527 528 switch (playerp->p_specialtype) { 529 case SC_NONE: 530 type = playerp->p_type; 531 break; 532 533 case SC_KING: 534 type = 7; 535 break; 536 537 case SC_COUNCIL: 538 type = 8; 539 break; 540 541 case SC_EXVALAR: 542 type = 9; 543 break; 544 545 case SC_VALAR: 546 type = 10; 547 break; 548 } 549 550 type *= 2; /* calculate offset */ 551 552 if (type > 20) 553 /* error */ 554 type = 22; 555 556 if (shortflag) 557 /* use short descriptions */ 558 ++type; 559 560 if (playerp->p_crowns > 0) { 561 strcpy(Databuf, results[type]); 562 Databuf[0] = '*'; 563 return (Databuf); 564 } else 565 return (results[type]); 566 } 567 568 /* 569 * FUNCTION: find location in player file of given name 570 * 571 * ARGUMENTS: 572 * char *name - name of character to look for 573 * struct player *playerp - pointer of structure to fill 574 * 575 * RETURN VALUE: location of player if found, -1 otherwise 576 * 577 * GLOBAL INPUTS: Wizard, *Playersfp 578 * 579 * DESCRIPTION: 580 * Search the player file for the player of the given name. 581 * If player is found, fill structure with player data. 582 */ 583 584 long 585 findname(const char *name, struct player *playerp) 586 { 587 long loc = 0; /* location in the file */ 588 589 fseek(Playersfp, 0L, SEEK_SET); 590 while (fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) { 591 if (strcmp(playerp->p_name, name) == 0) { 592 if (playerp->p_status != S_NOTUSED || Wizard) 593 /* found it */ 594 return (loc); 595 } 596 loc += SZ_PLAYERSTRUCT; 597 } 598 599 return (-1); 600 } 601 602 /* 603 * FUNCTION: find space in the player file for a new character 604 * 605 * RETURN VALUE: location of free space in file 606 * 607 * GLOBAL INPUTS: Other, *Playersfp 608 * 609 * GLOBAL OUTPUTS: Player 610 * 611 * DESCRIPTION: 612 * Search the player file for an unused entry. If none are found, 613 * make one at the end of the file. 614 */ 615 616 long 617 allocrecord(void) 618 { 619 long loc = 0L; /* location in file */ 620 621 fseek(Playersfp, 0L, SEEK_SET); 622 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) { 623 if (Other.p_status == S_NOTUSED) 624 /* found an empty record */ 625 return (loc); 626 else 627 loc += SZ_PLAYERSTRUCT; 628 } 629 630 /* make a new record */ 631 initplayer(&Other); 632 Player.p_status = S_OFF; 633 writerecord(&Other, loc); 634 635 return (loc); 636 } 637 638 /* 639 * FUNCTION: free up a record on the player file 640 * 641 * ARGUMENTS: 642 * struct player playerp - pointer to structure to free 643 * long loc - location in file to free 644 * 645 * DESCRIPTION: 646 * Mark structure as not used, and update player file. 647 */ 648 649 void 650 freerecord(struct player *playerp, long loc) 651 { 652 playerp->p_name[0] = CH_MARKDELETE; 653 playerp->p_status = S_NOTUSED; 654 writerecord(playerp, loc); 655 } 656 657 /* 658 * FUNCTION: leave game 659 * 660 * GLOBAL INPUTS: Player, Fileloc 661 * 662 * GLOBAL OUTPUTS: Player 663 * 664 * DESCRIPTION: 665 * Mark player as inactive, and cleanup. 666 * Do not save players below level 1. 667 */ 668 669 void 670 leavegame(void) 671 { 672 if (Player.p_level < 1.0) 673 /* delete character */ 674 freerecord(&Player, Fileloc); 675 else { 676 Player.p_status = S_OFF; 677 writerecord(&Player, Fileloc); 678 } 679 680 cleanup(TRUE); 681 /* NOTREACHED */ 682 exit(1); 683 } 684 685 /* 686 * FUNCTION: death routine 687 * 688 * ARGUMENTS: 689 * char *how - pointer to string describing cause of death 690 * 691 * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp 692 * 693 * GLOBAL OUTPUTS: Player 694 * 695 * DESCRIPTION: 696 * Kill off current player. 697 * Handle rings, and multiple lives. 698 * Print an appropriate message. 699 * Update scoreboard, lastdead, and let other players know about 700 * the demise of their comrade. 701 */ 702 703 void 704 death(const char *how) 705 { 706 FILE *fp; /* for updating various files */ 707 int ch; /* input */ 708 static const char *const deathmesg[] = 709 /* add more messages here, if desired */ 710 { 711 "You have been wounded beyond repair. ", 712 "You have been disemboweled. ", 713 "You've been mashed, mauled, and spit upon. (You're dead.)\n", 714 "You died! ", 715 "You're a complete failure -- you've died!!\n", 716 "You have been dealt a fatal blow! " 717 }; 718 719 clear(); 720 721 if (strcmp(how, "Stupidity") != 0) { 722 if (Player.p_level > 9999.0) 723 /* old age */ 724 addstr("Characters must be retired upon reaching level 10000. Sorry."); 725 else if (Player.p_lives > 0) { 726 /* extra lives */ 727 addstr("You should be more cautious. You've been killed.\n"); 728 printw("You only have %d more chance(s).\n", --Player.p_lives); 729 more(3); 730 Player.p_energy = Player.p_maxenergy; 731 return; 732 } else if (Player.p_specialtype == SC_VALAR) { 733 addstr("You had your chances, but Valar aren't totally\n"); 734 addstr("immortal. You are now left to wither and die . . .\n"); 735 more(3); 736 Player.p_brains = Player.p_level / 25.0; 737 Player.p_energy = Player.p_maxenergy /= 5.0; 738 Player.p_quksilver = Player.p_sword = 0.0; 739 Player.p_specialtype = SC_COUNCIL; 740 return; 741 } else if (Player.p_ring.ring_inuse && 742 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG)) { 743 /* good ring in use - saved from death */ 744 mvaddstr(4, 0, "Your ring saved you from death!\n"); 745 refresh(); 746 Player.p_ring.ring_type = R_NONE; 747 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0; 748 if (Player.p_crowns > 0) 749 --Player.p_crowns; 750 return; 751 } else if (Player.p_ring.ring_type == R_BAD || 752 Player.p_ring.ring_type == R_SPOILED) { 753 /* bad ring in possession; name idiot after player */ 754 mvaddstr(4, 0, 755 "Your ring has taken control of you and turned you into a monster!\n"); 756 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET); 757 fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp); 758 strcpy(Curmonster.m_name, Player.p_name); 759 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET); 760 fwrite((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp); 761 fflush(Monstfp); 762 } 763 } 764 765 enterscore(); /* update score board */ 766 767 /* put info in last dead file */ 768 fp = fopen(_PATH_LASTDEAD, "w"); 769 fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)", 770 Player.p_name, descrtype(&Player, TRUE), 771 Player.p_login, Player.p_level, how); 772 fclose(fp); 773 774 /* let other players know */ 775 fp = fopen(_PATH_MESS, "w"); 776 fprintf(fp, "%s was killed by %s.", Player.p_name, how); 777 fclose(fp); 778 779 freerecord(&Player, Fileloc); 780 781 clear(); 782 move(10, 0); 783 addstr(deathmesg[(int)ROLL(0.0, (double)sizeof(deathmesg) / sizeof(char *))]); 784 addstr("Care to give it another try ? "); 785 ch = getanswer("NY", FALSE); 786 787 if (ch == 'Y') { 788 cleanup(FALSE); 789 execl(_PATH_GAMEPROG, "phantasia", "-s", 790 (Wizard ? "-S" : NULL), NULL); 791 exit(0); 792 /* NOTREACHED */ 793 } 794 795 cleanup(TRUE); 796 /* NOTREACHED */ 797 } 798 799 /* 800 * FUNCTION: update structure in player file 801 * 802 * ARGUMENTS: 803 * struct player *playerp - pointer to structure to write out 804 * long place - location in file to updata 805 * 806 * GLOBAL INPUTS: *Playersfp 807 * 808 * DESCRIPTION: 809 * Update location in player file with given structure. 810 */ 811 812 void 813 writerecord(struct player *playerp, long place) 814 { 815 fseek(Playersfp, place, SEEK_SET); 816 fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp); 817 fflush(Playersfp); 818 } 819 820 /* 821 * FUNCTION: calculate level based upon experience 822 * 823 * ARGUMENTS: 824 * double experience - experience to calculate experience level from 825 * 826 * RETURN VALUE: experience level 827 * 828 * DESCRIPTION: 829 * Experience level is a geometric progression. This has been finely 830 * tuned over the years, and probably should not be changed. 831 */ 832 833 static double 834 explevel(double experience) 835 { 836 if (experience < 1.1e7) 837 return (floor(pow((experience / 1000.0), 0.4875))); 838 else 839 return (floor(pow((experience / 1250.0), 0.4865))); 840 } 841 842 /* 843 * FUNCTION: truncate trailing blanks off a string 844 * 845 * ARGUMENTS: 846 * char *string - pointer to null terminated string 847 * 848 * DESCRIPTION: 849 * Put nul characters in place of spaces at the end of the string. 850 */ 851 852 void 853 truncstring(char *string) 854 { 855 size_t length; /* length of string */ 856 857 length = strlen(string); 858 while (string[--length] == ' ') 859 string[length] = '\0'; 860 } 861 862 /* 863 * FUNCTION: Alter x, y coordinates and set/check location flags 864 * 865 * ARGUMENTS: 866 * double xnew, ynew - new x, y coordinates 867 * int operation - operation to perform with coordinates 868 * 869 * GLOBAL INPUTS: Circle, Beyond, Player 870 * 871 * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed 872 * 873 * DESCRIPTION: 874 * This module is called whenever the player's coordinates are altered. 875 * If the player is beyond the point of no return, he/she is forced 876 * to stay there. 877 */ 878 879 void 880 altercoordinates(double xnew, double ynew, int operation) 881 { 882 switch (operation) { 883 case A_FORCED: /* move with no checks */ 884 break; 885 886 case A_NEAR: /* pick random coordinates near */ 887 xnew = Player.p_x + ROLL(1.0, 5.0); 888 ynew = Player.p_y - ROLL(1.0, 5.0); 889 /* FALLTHROUGH */ 890 891 case A_SPECIFIC: /* just move player */ 892 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) { 893 /* 894 * cannot move back from point of no return 895 * pick the largest coordinate to remain unchanged 896 */ 897 if (fabs(xnew) > fabs(ynew)) 898 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND); 899 else 900 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND); 901 } 902 break; 903 904 case A_FAR: /* pick random coordinates far */ 905 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle); 906 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle); 907 break; 908 } 909 910 /* now set location flags and adjust coordinates */ 911 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew)); 912 913 /* set up flags based upon location */ 914 Throne = Marsh = Beyond = FALSE; 915 916 if (Player.p_x == 0.0 && Player.p_y == 0.0) 917 Throne = TRUE; 918 else if (Circle < 35 && Circle >= 20) 919 Marsh = TRUE; 920 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND) 921 Beyond = TRUE; 922 923 Changed = TRUE; 924 } 925 926 /* 927 * FUNCTION: read a player structure from file 928 * 929 * ARGUMENTS: 930 * struct player *playerp - pointer to structure to fill 931 * int loc - location of record to read 932 * 933 * GLOBAL INPUTS: *Playersfp 934 * 935 * DESCRIPTION: 936 * Read structure information from player file. 937 */ 938 939 void 940 readrecord(struct player *playerp, long loc) 941 { 942 fseek(Playersfp, loc, SEEK_SET); 943 fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp); 944 } 945 946 /* 947 * FUNCTION: adjust player statistics 948 * 949 * GLOBAL INPUTS: Player, *Statptr 950 * 951 * GLOBAL OUTPUTS: Circle, Player, Timeout 952 * 953 * DESCRIPTION: 954 * Handle adjustment and maximums on various player characteristics. 955 */ 956 957 void 958 adjuststats(void) 959 { 960 double dtemp; /* for temporary calculations */ 961 962 if (explevel(Player.p_experience) > Player.p_level) { 963 /* move one or more levels */ 964 movelevel(); 965 if (Player.p_level > 5.0) 966 Timeout = TRUE; 967 } 968 969 if (Player.p_specialtype == SC_VALAR) 970 /* valar */ 971 Circle = Player.p_level / 5.0; 972 973 /* calculate effective quickness */ 974 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote 975 - Player.p_level; 976 dtemp = MAX(0.0, dtemp); /* gold slows player down */ 977 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp; 978 979 /* calculate effective strength */ 980 if (Player.p_poison > 0.0) { 981 /* poison makes player weaker */ 982 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0; 983 dtemp = MAX(0.1, dtemp); 984 } else 985 dtemp = 1.0; 986 Player.p_might = dtemp * Player.p_strength + Player.p_sword; 987 988 /* insure that important things are within limits */ 989 Player.p_quksilver = MIN(99.0, Player.p_quksilver); 990 Player.p_mana = MIN(Player.p_mana, 991 Player.p_level * Statptr->c_maxmana + 1000.0); 992 Player.p_brains = MIN(Player.p_brains, 993 Player.p_level * Statptr->c_maxbrains + 200.0); 994 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0); 995 996 /* 997 * some implementations have problems with floating point compare 998 * we work around it with this stuff 999 */ 1000 Player.p_gold = floor(Player.p_gold) + 0.1; 1001 Player.p_gems = floor(Player.p_gems) + 0.1; 1002 Player.p_mana = floor(Player.p_mana) + 0.1; 1003 1004 if (Player.p_ring.ring_type != R_NONE) { 1005 /* do ring things */ 1006 /* rest to max */ 1007 Player.p_energy = Player.p_maxenergy + Player.p_shield; 1008 1009 if (Player.p_ring.ring_duration <= 0) 1010 /* clean up expired rings */ 1011 switch (Player.p_ring.ring_type) { 1012 case R_BAD: /* ring drives player crazy */ 1013 Player.p_ring.ring_type = R_SPOILED; 1014 Player.p_ring.ring_duration = (short)ROLL(10.0, 25.0); 1015 break; 1016 1017 case R_NAZREG: /* ring disappears */ 1018 Player.p_ring.ring_type = R_NONE; 1019 break; 1020 1021 case R_SPOILED: /* ring kills player */ 1022 death("A cursed ring"); 1023 break; 1024 1025 case R_DLREG: /* this ring doesn't expire */ 1026 Player.p_ring.ring_duration = 0; 1027 break; 1028 } 1029 } 1030 1031 if (Player.p_age / N_AGE > Player.p_degenerated) { 1032 /* age player slightly */ 1033 ++Player.p_degenerated; 1034 if (Player.p_quickness > 23.0) 1035 Player.p_quickness *= 0.99; 1036 Player.p_strength *= 0.97; 1037 Player.p_brains *= 0.95; 1038 Player.p_magiclvl *= 0.97; 1039 Player.p_maxenergy *= 0.95; 1040 Player.p_quksilver *= 0.95; 1041 Player.p_sword *= 0.93; 1042 Player.p_shield *= 0.93; 1043 } 1044 } 1045 1046 /* 1047 * FUNCTION: initialize a character 1048 * 1049 * ARGUMENTS: 1050 * struct player *playerp - pointer to structure to init 1051 * 1052 * DESCRIPTION: 1053 * Put a bunch of default values in the given structure. 1054 */ 1055 1056 void 1057 initplayer(struct player *playerp) 1058 { 1059 playerp->p_experience = 1060 playerp->p_level = 1061 playerp->p_strength = 1062 playerp->p_sword = 1063 playerp->p_might = 1064 playerp->p_energy = 1065 playerp->p_maxenergy = 1066 playerp->p_shield = 1067 playerp->p_quickness = 1068 playerp->p_quksilver = 1069 playerp->p_speed = 1070 playerp->p_magiclvl = 1071 playerp->p_mana = 1072 playerp->p_brains = 1073 playerp->p_poison = 1074 playerp->p_gems = 1075 playerp->p_sin = 1076 playerp->p_1scratch = 1077 playerp->p_2scratch = 0.0; 1078 1079 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */ 1080 1081 playerp->p_x = ROLL(-125.0, 251.0); 1082 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */ 1083 1084 /* clear ring */ 1085 playerp->p_ring.ring_type = R_NONE; 1086 playerp->p_ring.ring_duration = 0; 1087 playerp->p_ring.ring_inuse = FALSE; 1088 1089 playerp->p_age = 0L; 1090 1091 playerp->p_degenerated = 1; /* don't degenerate initially */ 1092 1093 playerp->p_type = C_FIGHTER; /* default */ 1094 playerp->p_specialtype = SC_NONE; 1095 playerp->p_lives = 1096 playerp->p_crowns = 1097 playerp->p_charms = 1098 playerp->p_amulets = 1099 playerp->p_holywater = 1100 playerp->p_lastused = 0; 1101 playerp->p_status = S_NOTUSED; 1102 playerp->p_tampered = T_OFF; 1103 playerp->p_istat = I_OFF; 1104 1105 playerp->p_palantir = 1106 playerp->p_blessing = 1107 playerp->p_virgin = 1108 playerp->p_blindness = FALSE; 1109 1110 playerp->p_name[0] = 1111 playerp->p_password[0] = 1112 playerp->p_login[0] = '\0'; 1113 } 1114 1115 /* 1116 * FUNCTION: read message from other players 1117 * 1118 * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp 1119 * 1120 * DESCRIPTION: 1121 * If there is a message from other players, print it. 1122 */ 1123 1124 void 1125 readmessage(void) 1126 { 1127 move(3, 0); 1128 clrtoeol(); 1129 fseek(Messagefp, 0L, SEEK_SET); 1130 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL) 1131 addstr(Databuf); 1132 } 1133 1134 /* 1135 * FUNCTION: process environment error 1136 * 1137 * ARGUMENTS: 1138 * char *whichfile - pointer to name of file which caused error 1139 * 1140 * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows 1141 * 1142 * DESCRIPTION: 1143 * Print message about offending file, and exit. 1144 */ 1145 1146 void 1147 error(const char *whichfile) 1148 { 1149 int (*funcp)(const char *, ...) __printflike(1, 2); 1150 1151 if (Windows) { 1152 funcp = (void *)printw; 1153 clear(); 1154 } else 1155 funcp = printf; 1156 1157 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno); 1158 (*funcp)("Please run 'setup' to determine the problem.\n"); 1159 cleanup(TRUE); 1160 /* NOTREACHED */ 1161 } 1162 1163 /* 1164 * FUNCTION: calculate distance between two points 1165 * 1166 * ARGUMENTS: 1167 * double x1, y1 - x, y coordinates of first point 1168 * double x2, y2 - x, y coordinates of second point 1169 * 1170 * RETURN VALUE: distance between the two points 1171 * 1172 * DESCRIPTION: 1173 * This function is provided because someone's hypot() library function 1174 * fails if x1 == x2 && y1 == y2. 1175 */ 1176 1177 double 1178 distance(double x_1, double x_2, double y_1, double y_2) 1179 { 1180 double deltax, deltay; 1181 1182 deltax = x_1 - x_2; 1183 deltay = y_1 - y_2; 1184 return (sqrt(deltax * deltax + deltay * deltay)); 1185 } 1186 1187 1188 /* 1189 * FUNCTION: exit upon trapping an illegal signal 1190 * 1191 * ARGUMENTS: 1192 * int whichsig - signal which occurred to cause jump to here 1193 * 1194 * GLOBAL INPUTS: *stdscr 1195 * 1196 * DESCRIPTION: 1197 * When an illegal signal is caught, print a message, and cleanup. 1198 */ 1199 1200 void 1201 ill_sig(int whichsig) 1202 { 1203 clear(); 1204 if (!(whichsig == SIGINT || whichsig == SIGQUIT)) 1205 printw("Error: caught signal # %d.\n", whichsig); 1206 cleanup(TRUE); 1207 /* NOTREACHED */ 1208 } 1209 1210 /* 1211 * FUNCTION: return a string describing the player status 1212 * 1213 * ARGUMENTS: 1214 * struct player playerp - pointer to player structure to describe 1215 * 1216 * RETURN VALUE: string describing player's status 1217 * 1218 * DESCRIPTION: 1219 * Return verbal description of player status. 1220 * If player status is S_PLAYING, check for low energy and blindness. 1221 */ 1222 1223 const char * 1224 descrstatus(struct player *playerp) 1225 { 1226 switch (playerp->p_status) { 1227 case S_PLAYING: 1228 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield)) 1229 return ("Low Energy"); 1230 else if (playerp->p_blindness) 1231 return ("Blind"); 1232 else 1233 return ("In game"); 1234 1235 case S_CLOAKED: 1236 return ("Cloaked"); 1237 1238 case S_INBATTLE: 1239 return ("In Battle"); 1240 1241 case S_MONSTER: 1242 return ("Encounter"); 1243 1244 case S_TRADING: 1245 return ("Trading"); 1246 1247 case S_OFF: 1248 return ("Off"); 1249 1250 case S_HUNGUP: 1251 return ("Hung up"); 1252 1253 default: 1254 return (""); 1255 } 1256 } 1257 1258 /* 1259 * FUNCTION: collect taxes from current player 1260 * 1261 * ARGUMENTS: 1262 * double gold - amount of gold to tax 1263 * double gems - amount of gems to tax 1264 * 1265 * GLOBAL INPUTS: Player 1266 * 1267 * GLOBAL OUTPUTS: Player 1268 * 1269 * DESCRIPTION: 1270 * Pay taxes on gold and gems. If the player does not have enough 1271 * gold to pay taxes on the added gems, convert some gems to gold. 1272 * Add taxes to tax data base; add remaining gold and gems to 1273 * player's cache. 1274 */ 1275 1276 void 1277 collecttaxes(double gold, double gems) 1278 { 1279 FILE *fp; /* to update Goldfile */ 1280 double dtemp; /* for temporary calculations */ 1281 double taxes; /* tax liability */ 1282 1283 /* add to cache */ 1284 Player.p_gold += gold; 1285 Player.p_gems += gems; 1286 1287 /* calculate tax liability */ 1288 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold); 1289 1290 if (Player.p_gold < taxes) { 1291 /* not enough gold to pay taxes, must convert some gems to gold */ 1292 /* number of gems to convert */ 1293 dtemp = floor(taxes / N_GEMVALUE + 1.0); 1294 1295 if (Player.p_gems >= dtemp) { 1296 /* player has enough to convert */ 1297 Player.p_gems -= dtemp; 1298 Player.p_gold += dtemp * N_GEMVALUE; 1299 } else { 1300 /* take everything; this should never happen */ 1301 Player.p_gold += Player.p_gems * N_GEMVALUE; 1302 Player.p_gems = 0.0; 1303 taxes = Player.p_gold; 1304 } 1305 } 1306 1307 Player.p_gold -= taxes; 1308 1309 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) { 1310 /* update taxes */ 1311 dtemp = 0.0; 1312 fread((char *)&dtemp, sizeof(double), 1, fp); 1313 dtemp += floor(taxes); 1314 fseek(fp, 0L, SEEK_SET); 1315 fwrite((char *)&dtemp, sizeof(double), 1, fp); 1316 fclose(fp); 1317 } 1318 } 1319