xref: /dragonfly/games/phantasia/misc.c (revision fb594d7a)
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