xref: /openbsd/games/phantasia/misc.c (revision 404b540a)
1 /*	$OpenBSD: misc.c,v 1.13 2003/08/06 21:08:05 millert Exp $	*/
2 /*	$NetBSD: misc.c,v 1.2 1995/03/24 03:59:03 cgd Exp $	*/
3 
4 /*
5  * misc.c  Phantasia miscellaneous support routines
6  */
7 
8 #include <err.h>
9 #include "include.h"
10 
11 
12 /************************************************************************
13 /
14 / FUNCTION NAME: movelevel()
15 /
16 / FUNCTION: move player to new level
17 /
18 / AUTHOR: E. A. Estes, 12/4/85
19 /
20 / ARGUMENTS: none
21 /
22 / RETURN VALUE: none
23 /
24 / MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
25 /
26 / GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
27 /
28 / GLOBAL OUTPUTS: Player, Changed
29 /
30 / DESCRIPTION:
31 /	Use lookup table to increment important statistics when
32 /	progressing to new experience level.
33 /	Players are rested to maximum as a bonus for making a new
34 /	level.
35 /	Check for council of wise, and being too big to be king.
36 /
37 *************************************************************************/
38 
39 void
40 movelevel()
41 {
42 	struct charstats *statptr;	/* for pointing into Stattable */
43 	double  new;		/* new level */
44 	double  inc;		/* increment between new and old levels */
45 
46 	Changed = TRUE;
47 
48 	if (Player.p_type == C_EXPER)
49 		/* roll a type to use for increment */
50 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
51 	else
52 		statptr = Statptr;
53 
54 	new = explevel(Player.p_experience);
55 	inc = new - Player.p_level;
56 	Player.p_level = new;
57 
58 	/* add increments to statistics */
59 	Player.p_strength += statptr->c_strength.increase * inc;
60 	Player.p_mana += statptr->c_mana.increase * inc;
61 	Player.p_brains += statptr->c_brains.increase * inc;
62 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
63 	Player.p_maxenergy += statptr->c_energy.increase * inc;
64 
65 	/* rest to maximum upon reaching new level */
66 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
67 
68 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
69 		/* no longer able to be king -- turn crowns into cash */
70 	{
71 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
72 		Player.p_crowns = 0;
73 	}
74 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
75 		/* make a member of the council */
76 	{
77 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
78 		addstr("Good Luck on your search for the Holy Grail.\n");
79 
80 		Player.p_specialtype = SC_COUNCIL;
81 
82 		/* no rings for council and above */
83 		Player.p_ring.ring_type = R_NONE;
84 		Player.p_ring.ring_duration = 0;
85 
86 		Player.p_lives = 3;	/* three extra lives */
87 	}
88 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
89 		death("Old age");
90 }
91 /**/
92 /************************************************************************
93 /
94 / FUNCTION NAME: descrlocation()
95 /
96 / FUNCTION: return a formatted description of location
97 /
98 / AUTHOR: E. A. Estes, 12/4/85
99 /
100 / ARGUMENTS:
101 /	struct player playerp - pointer to player structure
102 /	bool shortflag - set if short form is desired
103 /
104 / RETURN VALUE: pointer to string containing result
105 /
106 / MODULES CALLED: fabs(), floor(), snprintf(), distance()
107 /
108 / GLOBAL INPUTS: Databuf[]
109 /
110 / GLOBAL OUTPUTS: none
111 /
112 / DESCRIPTION:
113 /	Look at coordinates and return an appropriately formatted
114 /	string.
115 /
116 *************************************************************************/
117 
118 char   *
119 descrlocation(playerp, shortflag)
120 	struct player *playerp;
121 	bool    shortflag;
122 {
123 	double  circle;		/* corresponding circle for coordinates */
124 	int     quadrant;	/* quandrant of grid */
125 	char   *label;		/* pointer to place name */
126 	static char *nametable[4][4] =	/* names of places */
127 	{
128 		{"Anorien", "Ithilien", "Rohan", "Lorien"},
129 		{"Gondor", "Mordor", "Dunland", "Rovanion"},
130 		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
131 		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
132 	};
133 
134 	if (playerp->p_specialtype == SC_VALAR)
135 		return (" is in Valhala");
136 	else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
137 		if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
138 			label = "The Point of No Return";
139 		else
140 			label = "The Ashen Mountains";
141 	} else if (circle >= 55)
142 		label = "Morannon";
143 	else if (circle >= 35)
144 		label = "Kennaquahair";
145 	else if (circle >= 20)
146 		label = "The Dead Marshes";
147 	else if (circle >= 9)
148 		label = "The Outer Waste";
149 	else if (circle >= 5)
150 		label = "The Moors Adventurous";
151 	else {
152 		if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
153 			label = "The Lord's Chamber";
154 		else {
155 			/* this expression is split to prevent compiler
156 			 * loop with some compilers */
157 			quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
158 			quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
159 			label = nametable[((int) circle) - 1][quadrant];
160 		}
161 	}
162 
163 	if (shortflag)
164 		snprintf(Databuf, sizeof Databuf, "%.29s", label);
165 	else
166 		snprintf(Databuf, sizeof Databuf,
167 			" is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
168 
169 	return (Databuf);
170 }
171 /**/
172 /************************************************************************
173 /
174 / FUNCTION NAME: tradingpost()
175 /
176 / FUNCTION: do trading post stuff
177 /
178 / AUTHOR: E. A. Estes, 12/4/85
179 /
180 / ARGUMENTS: none
181 /
182 / RETURN VALUE: none
183 /
184 / MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
185 /	sleep(), floor(), wmove(), drandom(), wclear(), printw(),
186 /	altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
187 /	wclrtoeol(), wclrtobot()
188 /
189 / GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
190 /
191 / GLOBAL OUTPUTS: Player
192 /
193 / DESCRIPTION:
194 /	Different trading posts have different items.
195 /	Merchants cannot be cheated, but they can be dishonest
196 /	themselves.
197 /
198 /	Shields, swords, and quicksilver are not cumulative.  This is
199 /	one major area of complaint, but there are two reasons for this:
200 /		1) It becomes MUCH too easy to make very large versions
201 /		   of these items.
202 /		2) In the real world, one cannot simply weld two swords
203 /		   together to make a bigger one.
204 /
205 /	At one time, it was possible to sell old weapons at half the purchase
206 /	price.  This resulted in huge amounts of gold floating around,
207 /	and the game lost much of its challenge.
208 /
209 /	Also, purchasing gems defeats the whole purpose of gold.  Gold
210 /	is small change for lower level players.  They really shouldn't
211 /	be able to accumulate more than enough gold for a small sword or
212 /	a few books.  Higher level players shouldn't even bother to pick
213 /	up gold, except maybe to buy mana once in a while.
214 /
215 *************************************************************************/
216 
217 void
218 tradingpost()
219 {
220 	double  numitems;	/* number of items to purchase */
221 	double  cost;		/* cost of purchase */
222 	double  blessingcost;	/* cost of blessing */
223 	int     ch;		/* input */
224 	int     size;		/* size of the trading post */
225 	int     loop;		/* loop counter */
226 	int     cheat = 0;	/* number of times player has tried to cheat */
227 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
228 
229 	Player.p_status = S_TRADING;
230 	writerecord(&Player, Fileloc);
231 
232 	clear();
233 	addstr("You are at a trading post. All purchases must be made with gold.");
234 
235 	size = sqrt(fabs(Player.p_x / 100)) + 1;
236 	size = MIN(7, size);
237 
238 	/* set up cost of blessing */
239 	blessingcost = 1000.0 * (Player.p_level + 5.0);
240 
241 	/* print Menu */
242 	move(7, 0);
243 	for (loop = 0; loop < size; ++loop)
244 		/* print Menu */
245 	{
246 		if (loop == 6)
247 			cost = blessingcost;
248 		else
249 			cost = Menu[loop].cost;
250 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
251 	}
252 
253 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
254 
255 	for (;;) {
256 		adjuststats();	/* truncate any bad values */
257 
258 		/* print some important statistics */
259 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
260 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
261 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
262 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
263 		    (Player.p_blessing ? " True" : "False"));
264 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
265 
266 		move(5, 36);
267 		ch = getanswer("LPS", FALSE);
268 		move(15, 0);
269 		clrtobot();
270 		switch (ch) {
271 		case 'L':	/* leave */
272 		case '\n':
273 			altercoordinates(0.0, 0.0, A_NEAR);
274 			return;
275 
276 		case 'P':	/* make purchase */
277 			mvaddstr(15, 0, "What what would you like to buy ? ");
278 			ch = getanswer(" 1234567", FALSE);
279 			move(15, 0);
280 			clrtoeol();
281 
282 			if (ch - '0' > size)
283 				addstr("Sorry, this merchant doesn't have that.");
284 			else
285 				switch (ch) {
286 				case '1':
287 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
288 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
289 					cost = (numitems = floor(infloat())) * Menu[0].cost;
290 
291 					if (cost > Player.p_gold || numitems < 0)
292 						++cheat;
293 					else {
294 						cheat = 0;
295 						Player.p_gold -= cost;
296 						if (drandom() < 0.02)
297 							dishonest = TRUE;
298 						else
299 							Player.p_mana += numitems;
300 					}
301 					break;
302 
303 				case '2':
304 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
305 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
306 					cost = (numitems = floor(infloat())) * Menu[1].cost;
307 
308 					if (numitems == 0.0)
309 						break;
310 					else if (cost > Player.p_gold || numitems < 0)
311 						++cheat;
312 					else if (numitems < Player.p_shield)
313 						NOBETTER();
314 					else {
315 						cheat = 0;
316 						Player.p_gold -= cost;
317 						if (drandom() < 0.02)
318 							dishonest = TRUE;
319 						else
320 							Player.p_shield = numitems;
321 					}
322 					break;
323 
324 				case '3':
325 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
326 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
327 					cost = (numitems = floor(infloat())) * Menu[2].cost;
328 
329 					if (cost > Player.p_gold || numitems < 0)
330 						++cheat;
331 					else {
332 						cheat = 0;
333 						Player.p_gold -= cost;
334 						if (drandom() < 0.02)
335 							dishonest = TRUE;
336 						else if (drandom() * numitems > Player.p_level / 10.0
337 						    && numitems != 1) {
338 							printw("\nYou blew your mind!\n");
339 							Player.p_brains /= 5;
340 						} else {
341 							Player.p_brains += floor(numitems) * ROLL(20, 8);
342 						}
343 					}
344 					break;
345 
346 				case '4':
347 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
348 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
349 					cost = (numitems = floor(infloat())) * Menu[3].cost;
350 
351 					if (numitems == 0.0)
352 						break;
353 					else if (cost > Player.p_gold || numitems < 0)
354 						++cheat;
355 					else if (numitems < Player.p_sword)
356 						NOBETTER();
357 					else {
358 						cheat = 0;
359 						Player.p_gold -= cost;
360 						if (drandom() < 0.02)
361 							dishonest = TRUE;
362 						else
363 							Player.p_sword = numitems;
364 					}
365 					break;
366 
367 				case '5':
368 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
369 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
370 					cost = (numitems = floor(infloat())) * Menu[4].cost;
371 
372 					if (cost > Player.p_gold || numitems < 0)
373 						++cheat;
374 					else {
375 						cheat = 0;
376 						Player.p_gold -= cost;
377 						if (drandom() < 0.02)
378 							dishonest = TRUE;
379 						else
380 							Player.p_charms += numitems;
381 					}
382 					break;
383 
384 				case '6':
385 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
386 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
387 					cost = (numitems = floor(infloat())) * Menu[5].cost;
388 
389 					if (numitems == 0.0)
390 						break;
391 					else if (cost > Player.p_gold || numitems < 0)
392 						++cheat;
393 					else if (numitems < Player.p_quksilver)
394 						NOBETTER();
395 					else {
396 						cheat = 0;
397 						Player.p_gold -= cost;
398 						if (drandom() < 0.02)
399 							dishonest = TRUE;
400 						else
401 							Player.p_quksilver = numitems;
402 					}
403 					break;
404 
405 				case '7':
406 					if (Player.p_blessing) {
407 						addstr("You already have a blessing.");
408 						break;
409 					}
410 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
411 					ch = getanswer("NY", FALSE);
412 
413 					if (ch == 'Y') {
414 						if (Player.p_gold < blessingcost)
415 							++cheat;
416 						else {
417 							cheat = 0;
418 							Player.p_gold -= blessingcost;
419 							if (drandom() < 0.02)
420 								dishonest = TRUE;
421 							else
422 								Player.p_blessing = TRUE;
423 						}
424 					}
425 					break;
426 				}
427 			break;
428 
429 		case 'S':	/* sell gems */
430 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
431 			    (double) N_GEMVALUE, Player.p_gems);
432 			numitems = floor(infloat());
433 
434 			if (numitems > Player.p_gems || numitems < 0)
435 				++cheat;
436 			else {
437 				cheat = 0;
438 				Player.p_gems -= numitems;
439 				Player.p_gold += numitems * N_GEMVALUE;
440 			}
441 		}
442 
443 		if (cheat == 1)
444 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
445 		else if (cheat == 2) {
446 			mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
447 			printw("a %.0f level magic user, and you made %s mad!\n",
448 			    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
449 			altercoordinates(0.0, 0.0, A_FAR);
450 			Player.p_energy /= 2.0;
451 			++Player.p_sin;
452 			more(23);
453 			return;
454 		} else if (dishonest) {
455 			mvaddstr(17, 0, "The merchant stole your money!");
456 			refresh();
457 			altercoordinates(Player.p_x - Player.p_x / 10.0,
458 			    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
459 			sleep(2);
460 			return;
461 		}
462 	}
463 }
464 /**/
465 /************************************************************************
466 /
467 / FUNCTION NAME: displaystats()
468 /
469 / FUNCTION: print out important player statistics
470 /
471 / AUTHOR: E. A. Estes, 12/4/85
472 /
473 / ARGUMENTS: none
474 /
475 / RETURN VALUE: none
476 /
477 / MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
478 /
479 / GLOBAL INPUTS: Users, Player
480 /
481 / GLOBAL OUTPUTS: none
482 /
483 / DESCRIPTION:
484 /	Important player statistics are printed on the screen.
485 /
486 *************************************************************************/
487 
488 void
489 displaystats()
490 {
491 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
492 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
493 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
494 	    Player.p_mana, Users);
495 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
496 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
497 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
498 }
499 /**/
500 /************************************************************************
501 /
502 / FUNCTION NAME: allstatslist()
503 /
504 / FUNCTION: show player items
505 /
506 / AUTHOR: E. A. Estes, 12/4/85
507 /
508 / ARGUMENTS: none
509 /
510 / RETURN VALUE: none
511 /
512 / MODULES CALLED: mvprintw(), descrtype()
513 /
514 / GLOBAL INPUTS: Player
515 /
516 / GLOBAL OUTPUTS: none
517 /
518 / DESCRIPTION:
519 /	Print out some player statistics of lesser importance.
520 /
521 *************************************************************************/
522 
523 void
524 allstatslist()
525 {
526 	static char *flags[] =	/* to print value of some bools */
527 	{
528 		"False",
529 		" True"
530 	};
531 
532 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
533 
534 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
535 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
536 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
537 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
538 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
539 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
540 	mvprintw(16, 0, "Age       : %9d", Player.p_age);
541 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
542 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
543 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
544 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
545 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
546 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
547 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
548 
549 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
550 	    flags[(int)Player.p_blessing],
551 	    flags[Player.p_ring.ring_type != R_NONE],
552 	    flags[(int)Player.p_virgin],
553 	    flags[(int)Player.p_palantir]);
554 }
555 /**/
556 /************************************************************************
557 /
558 / FUNCTION NAME: descrtype()
559 /
560 / FUNCTION: return a string specifying player type
561 /
562 / AUTHOR: E. A. Estes, 12/4/85
563 /
564 / ARGUMENTS:
565 /	struct player playerp - pointer to structure for player
566 /	bool shortflag - set if short form is desired
567 /
568 / RETURN VALUE: pointer to string describing player type
569 /
570 / MODULES CALLED: strlcpy()
571 /
572 / GLOBAL INPUTS: Databuf[]
573 /
574 / GLOBAL OUTPUTS: Databuf[]
575 /
576 / DESCRIPTION:
577 /	Return a string describing the player type.
578 /	King, council, valar, supersedes other types.
579 /	The first character of the string is '*' if the player
580 /	has a crown.
581 /	If 'shortflag' is TRUE, return a 3 character string.
582 /
583 *************************************************************************/
584 
585 char   *
586 descrtype(playerp, shortflag)
587 	struct player *playerp;
588 	bool    shortflag;
589 {
590 	int     type;		/* for caluculating result subscript */
591 	static char *results[] =/* description table */
592 	{
593 		" Magic User", " MU",
594 		" Fighter", " F ",
595 		" Elf", " E ",
596 		" Dwarf", " D ",
597 		" Halfling", " H ",
598 		" Experimento", " EX",
599 		" Super", " S ",
600 		" King", " K ",
601 		" Council of Wise", " CW",
602 		" Ex-Valar", " EV",
603 		" Valar", " V ",
604 		" ? ", " ? "
605 	};
606 
607 	type = playerp->p_type;
608 
609 	switch (playerp->p_specialtype) {
610 	case SC_NONE:
611 		type = playerp->p_type;
612 		break;
613 
614 	case SC_KING:
615 		type = 7;
616 		break;
617 
618 	case SC_COUNCIL:
619 		type = 8;
620 		break;
621 
622 	case SC_EXVALAR:
623 		type = 9;
624 		break;
625 
626 	case SC_VALAR:
627 		type = 10;
628 		break;
629 	}
630 
631 	type *= 2;		/* calculate offset */
632 
633 	if (type > 20)
634 		/* error */
635 		type = 22;
636 
637 	if (shortflag)
638 		/* use short descriptions */
639 		++type;
640 
641 	if (playerp->p_crowns > 0) {
642 		strlcpy(Databuf, results[type], sizeof Databuf);
643 		Databuf[0] = '*';
644 		return (Databuf);
645 	} else
646 		return (results[type]);
647 }
648 /**/
649 /************************************************************************
650 /
651 / FUNCTION NAME: findname()
652 /
653 / FUNCTION: find location in player file of given name
654 /
655 / AUTHOR: E. A. Estes, 12/4/85
656 /
657 / ARGUMENTS:
658 /	char *name - name of character to look for
659 /	struct player *playerp - pointer of structure to fill
660 /
661 / RETURN VALUE: location of player if found, -1 otherwise
662 /
663 / MODULES CALLED: fread(), fseek(), strcmp()
664 /
665 / GLOBAL INPUTS: Wizard, *Playersfp
666 /
667 / GLOBAL OUTPUTS: none
668 /
669 / DESCRIPTION:
670 /	Search the player file for the player of the given name.
671 /	If player is found, fill structure with player data.
672 /
673 *************************************************************************/
674 
675 long
676 findname(name, playerp)
677 	char   *name;
678 	struct player *playerp;
679 {
680 	long    loc = 0;	/* location in the file */
681 
682 	fseek(Playersfp, 0L, SEEK_SET);
683 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
684 		if (strcmp(playerp->p_name, name) == 0) {
685 			if (playerp->p_status != S_NOTUSED || Wizard)
686 				/* found it */
687 				return (loc);
688 		}
689 		loc += SZ_PLAYERSTRUCT;
690 	}
691 
692 	return (-1);
693 }
694 /**/
695 /************************************************************************
696 /
697 / FUNCTION NAME: allocrecord()
698 /
699 / FUNCTION: find space in the player file for a new character
700 /
701 / AUTHOR: E. A. Estes, 12/4/85
702 /
703 / ARGUMENTS: none
704 /
705 / RETURN VALUE: location of free space in file
706 /
707 / MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
708 /
709 / GLOBAL INPUTS: Other, *Playersfp
710 /
711 / GLOBAL OUTPUTS: Player
712 /
713 / DESCRIPTION:
714 /	Search the player file for an unused entry.  If none are found,
715 /	make one at the end of the file.
716 /
717 *************************************************************************/
718 
719 long
720 allocrecord()
721 {
722 	long    loc = 0L;	/* location in file */
723 
724 	fseek(Playersfp, 0L, SEEK_SET);
725 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
726 		if (Other.p_status == S_NOTUSED)
727 			/* found an empty record */
728 			return (loc);
729 		else
730 			loc += SZ_PLAYERSTRUCT;
731 	}
732 
733 	/* make a new record */
734 	initplayer(&Other);
735 	Player.p_status = S_OFF;
736 	writerecord(&Other, loc);
737 
738 	return (loc);
739 }
740 /**/
741 /************************************************************************
742 /
743 / FUNCTION NAME: freerecord()
744 /
745 / FUNCTION: free up a record on the player file
746 /
747 / AUTHOR: E. A. Estes, 2/7/86
748 /
749 / ARGUMENTS:
750 /	struct player playerp - pointer to structure to free
751 /	long loc - location in file to free
752 /
753 / RETURN VALUE: none
754 /
755 / MODULES CALLED: writerecord()
756 /
757 / GLOBAL INPUTS: none
758 /
759 / GLOBAL OUTPUTS: none
760 /
761 / DESCRIPTION:
762 /	Mark structure as not used, and update player file.
763 /
764 *************************************************************************/
765 
766 void
767 freerecord(playerp, loc)
768 	struct player *playerp;
769 	long    loc;
770 {
771 	playerp->p_name[0] = CH_MARKDELETE;
772 	playerp->p_status = S_NOTUSED;
773 	writerecord(playerp, loc);
774 }
775 /**/
776 /************************************************************************
777 /
778 / FUNCTION NAME: leavegame()
779 /
780 / FUNCTION: leave game
781 /
782 / AUTHOR: E. A. Estes, 12/4/85
783 /
784 / ARGUMENTS: none
785 /
786 / RETURN VALUE: none
787 /
788 / MODULES CALLED: freerecord(), writerecord(), cleanup()
789 /
790 / GLOBAL INPUTS: Player, Fileloc
791 /
792 / GLOBAL OUTPUTS: Player
793 /
794 / DESCRIPTION:
795 /	Mark player as inactive, and cleanup.
796 /	Do not save players below level 1.
797 /
798 *************************************************************************/
799 
800 void
801 leavegame()
802 {
803 
804 	if (Player.p_level < 1.0)
805 		/* delete character */
806 		freerecord(&Player, Fileloc);
807 	else {
808 		Player.p_status = S_OFF;
809 		writerecord(&Player, Fileloc);
810 	}
811 
812 	cleanup(TRUE);
813 	/* NOTREACHED */
814 }
815 /**/
816 /************************************************************************
817 /
818 / FUNCTION NAME: death()
819 /
820 / FUNCTION: death routine
821 /
822 / AUTHOR: E. A. Estes, 12/4/85
823 /
824 / ARGUMENTS:
825 /	char *how - pointer to string describing cause of death
826 /
827 / RETURN VALUE: none
828 /
829 / MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
830 /	fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
831 /	fwrite(), fflush(), printw(), strlcpy(), fclose(), waddstr(), cleanup(),
832 /	fprintf(), wrefresh(), getanswer(), descrtype()
833 /
834 / GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
835 /
836 / GLOBAL OUTPUTS: Player
837 /
838 / DESCRIPTION:
839 /	Kill off current player.
840 /	Handle rings, and multiple lives.
841 /	Print an appropriate message.
842 /	Update scoreboard, lastdead, and let other players know about
843 /	the demise of their comrade.
844 /
845 *************************************************************************/
846 
847 void
848 death(how)
849 	char   *how;
850 {
851 	FILE   *fp;		/* for updating various files */
852 	int     ch;		/* input */
853 	static char *deathmesg[] =
854 	/* add more messages here, if desired */
855 	{
856 		"You have been wounded beyond repair.  ",
857 		"You have been disemboweled.  ",
858 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
859 		"You died!  ",
860 		"You're a complete failure -- you've died!!\n",
861 		"You have been dealt a fatal blow!  "
862 	};
863 
864 	clear();
865 
866 	if (strcmp(how, "Stupidity") != 0) {
867 		if (Player.p_level > 9999.0)
868 			/* old age */
869 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
870 		else if (Player.p_lives > 0) {
871 			/* extra lives */
872 			addstr("You should be more cautious.  You've been killed.\n");
873 			printw("You only have %d more chance(s).\n", --Player.p_lives);
874 			more(3);
875 			Player.p_energy = Player.p_maxenergy;
876 			return;
877 		} else if (Player.p_specialtype == SC_VALAR) {
878 			addstr("You had your chances, but Valar aren't totally\n");
879 			addstr("immortal.  You are now left to wither and die . . .\n");
880 			more(3);
881 			Player.p_brains = Player.p_level / 25.0;
882 			Player.p_energy = Player.p_maxenergy /= 5.0;
883 			Player.p_quksilver = Player.p_sword = 0.0;
884 			Player.p_specialtype = SC_COUNCIL;
885 			return;
886 		} else if (Player.p_ring.ring_inuse &&
887 		    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
888 			/* good ring in use - saved from death */
889 		{
890 			mvaddstr(4, 0, "Your ring saved you from death!\n");
891 			refresh();
892 			Player.p_ring.ring_type = R_NONE;
893 			Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
894 			if (Player.p_crowns > 0)
895 				--Player.p_crowns;
896 			return;
897 		} else if (Player.p_ring.ring_type == R_BAD
898 		    || Player.p_ring.ring_type == R_SPOILED)
899 			/* bad ring in possession; name idiot after player */
900 		{
901 			mvaddstr(4, 0,
902 			    "Your ring has taken control of you and turned you into a monster!\n");
903 			fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
904 			fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
905 			strlcpy(Curmonster.m_name, Player.p_name,
906 			    sizeof Curmonster.m_name);
907 			fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
908 			fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
909 			fflush(Monstfp);
910 		}
911 	}
912 	enterscore();		/* update score board */
913 
914 	/* put info in last dead file */
915 	fp = fopen(_PATH_LASTDEAD, "w");
916 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
917 	    Player.p_name, descrtype(&Player, TRUE),
918 	    Player.p_login, Player.p_level, how);
919 	fclose(fp);
920 
921 	/* let other players know */
922 	fp = fopen(_PATH_MESS, "w");
923 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
924 	fclose(fp);
925 
926 	freerecord(&Player, Fileloc);
927 
928 	clear();
929 	move(10, 0);
930 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
931 	addstr("Care to give it another try ? ");
932 	ch = getanswer("NY", FALSE);
933 
934 	if (ch == 'Y') {
935 		cleanup(FALSE);
936 		execl(_PATH_GAMEPROG, "phantasia", "-s",
937 		    (Wizard ? "-S" : (char *)NULL), (char *)NULL);
938 		exit(0);
939 		/* NOTREACHED */
940 	}
941 	cleanup(TRUE);
942 	/* NOTREACHED */
943 }
944 /**/
945 /************************************************************************
946 /
947 / FUNCTION NAME: writerecord()
948 /
949 / FUNCTION: update structure in player file
950 /
951 / AUTHOR: E. A. Estes, 12/4/85
952 /
953 / ARGUMENTS:
954 /	struct player *playerp - pointer to structure to write out
955 /	long place - location in file to updata
956 /
957 / RETURN VALUE: none
958 /
959 / MODULES CALLED: fseek(), fwrite(), fflush()
960 /
961 / GLOBAL INPUTS: *Playersfp
962 /
963 / GLOBAL OUTPUTS: none
964 /
965 / DESCRIPTION:
966 /	Update location in player file with given structure.
967 /
968 *************************************************************************/
969 
970 void
971 writerecord(playerp, place)
972 	struct player *playerp;
973 	long    place;
974 {
975 	fseek(Playersfp, place, SEEK_SET);
976 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
977 	fflush(Playersfp);
978 }
979 /**/
980 /************************************************************************
981 /
982 / FUNCTION NAME: explevel()
983 /
984 / FUNCTION: calculate level based upon experience
985 /
986 / AUTHOR: E. A. Estes, 12/4/85
987 /
988 / ARGUMENTS:
989 /	double experience - experience to calculate experience level from
990 /
991 / RETURN VALUE: experience level
992 /
993 / MODULES CALLED: pow(), floor()
994 /
995 / GLOBAL INPUTS: none
996 /
997 / GLOBAL OUTPUTS: none
998 /
999 / DESCRIPTION:
1000 /	Experience level is a geometric progression.  This has been finely
1001 /	tuned over the years, and probably should not be changed.
1002 /
1003 *************************************************************************/
1004 
1005 double
1006 explevel(experience)
1007 	double  experience;
1008 {
1009 	if (experience < 1.1e7)
1010 		return (floor(pow((experience / 1000.0), 0.4875)));
1011 	else
1012 		return (floor(pow((experience / 1250.0), 0.4865)));
1013 }
1014 /**/
1015 /************************************************************************
1016 /
1017 / FUNCTION NAME: truncstring()
1018 /
1019 / FUNCTION: truncate trailing blanks off a string
1020 /
1021 / AUTHOR: E. A. Estes, 12/4/85
1022 /
1023 / ARGUMENTS:
1024 /	char *string - pointer to null terminated string
1025 /
1026 / RETURN VALUE: none
1027 /
1028 / MODULES CALLED: strlen()
1029 /
1030 / GLOBAL INPUTS: none
1031 /
1032 / GLOBAL OUTPUTS: none
1033 /
1034 / DESCRIPTION:
1035 /	Put nul characters in place of spaces at the end of the string.
1036 /
1037 *************************************************************************/
1038 
1039 void
1040 truncstring(string)
1041 	char   *string;
1042 {
1043 	int     length;		/* length of string */
1044 
1045 	length = strlen(string);
1046 	while (string[--length] == ' ')
1047 		string[length] = '\0';
1048 }
1049 /**/
1050 /************************************************************************
1051 /
1052 / FUNCTION NAME: altercoordinates()
1053 /
1054 / FUNCTION: Alter x, y coordinates and set/check location flags
1055 /
1056 / AUTHOR: E. A. Estes, 12/16/85
1057 /
1058 / ARGUMENTS:
1059 /	double xnew, ynew - new x, y coordinates
1060 /	int operation - operation to perform with coordinates
1061 /
1062 / RETURN VALUE: none
1063 /
1064 / MODULES CALLED: fabs(), floor(), drandom(), distance()
1065 /
1066 / GLOBAL INPUTS: Circle, Beyond, Player
1067 /
1068 / GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1069 /
1070 / DESCRIPTION:
1071 /	This module is called whenever the player's coordinates are altered.
1072 /	If the player is beyond the point of no return, he/she is forced
1073 /	to stay there.
1074 /
1075 *************************************************************************/
1076 
1077 void
1078 altercoordinates(xnew, ynew, operation)
1079 	double  xnew;
1080 	double  ynew;
1081 	int     operation;
1082 {
1083 	switch (operation) {
1084 	case A_FORCED:		/* move with no checks */
1085 		break;
1086 
1087 	case A_NEAR:		/* pick random coordinates near */
1088 		xnew = Player.p_x + ROLL(1.0, 5.0);
1089 		ynew = Player.p_y - ROLL(1.0, 5.0);
1090 		/* fall through for check */
1091 
1092 	case A_SPECIFIC:	/* just move player */
1093 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1094 			/*
1095 			 * cannot move back from point of no return
1096 			 * pick the largest coordinate to remain unchanged
1097 			 */
1098 		{
1099 			if (fabs(xnew) > fabs(ynew))
1100 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1101 			else
1102 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1103 		}
1104 		break;
1105 
1106 	case A_FAR:		/* pick random coordinates far */
1107 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1108 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1109 		break;
1110 	}
1111 
1112 	/* now set location flags and adjust coordinates */
1113 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1114 
1115 	/* set up flags based upon location */
1116 	Throne = Marsh = Beyond = FALSE;
1117 
1118 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
1119 		Throne = TRUE;
1120 	else if (Circle < 35 && Circle >= 20)
1121 		Marsh = TRUE;
1122 	else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1123 		Beyond = TRUE;
1124 
1125 	Changed = TRUE;
1126 }
1127 /**/
1128 /************************************************************************
1129 /
1130 / FUNCTION NAME: readrecord()
1131 /
1132 / FUNCTION: read a player structure from file
1133 /
1134 / AUTHOR: E. A. Estes, 12/4/85
1135 /
1136 / ARGUMENTS:
1137 /	struct player *playerp - pointer to structure to fill
1138 /	int loc - location of record to read
1139 /
1140 / RETURN VALUE: none
1141 /
1142 / MODULES CALLED: fread(), fseek()
1143 /
1144 / GLOBAL INPUTS: *Playersfp
1145 /
1146 / GLOBAL OUTPUTS: none
1147 /
1148 / DESCRIPTION:
1149 /	Read structure information from player file.
1150 /
1151 *************************************************************************/
1152 
1153 void
1154 readrecord(playerp, loc)
1155 	struct player *playerp;
1156 	long    loc;
1157 {
1158 	fseek(Playersfp, loc, SEEK_SET);
1159 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1160 }
1161 /**/
1162 /************************************************************************
1163 /
1164 / FUNCTION NAME: adjuststats()
1165 /
1166 / FUNCTION: adjust player statistics
1167 /
1168 / AUTHOR: E. A. Estes, 12/4/85
1169 /
1170 / ARGUMENTS: none
1171 /
1172 / RETURN VALUE: none
1173 /
1174 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1175 /
1176 / GLOBAL INPUTS: Player, *Statptr
1177 /
1178 / GLOBAL OUTPUTS: Circle, Player, Timeout
1179 /
1180 / DESCRIPTION:
1181 /	Handle adjustment and maximums on various player characteristics.
1182 /
1183 *************************************************************************/
1184 
1185 void
1186 adjuststats()
1187 {
1188 	double  dtemp;		/* for temporary calculations */
1189 
1190 	if (explevel(Player.p_experience) > Player.p_level)
1191 		/* move one or more levels */
1192 	{
1193 		movelevel();
1194 		if (Player.p_level > 5.0)
1195 			Timeout = TRUE;
1196 	}
1197 	if (Player.p_specialtype == SC_VALAR)
1198 		/* valar */
1199 		Circle = Player.p_level / 5.0;
1200 
1201 	/* calculate effective quickness */
1202 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1203 	    - Player.p_level;
1204 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
1205 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1206 
1207 	/* calculate effective strength */
1208 	if (Player.p_poison > 0.0)
1209 		/* poison makes player weaker */
1210 	{
1211 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1212 		dtemp = MAX(0.1, dtemp);
1213 	} else
1214 		dtemp = 1.0;
1215 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1216 
1217 	/* insure that important things are within limits */
1218 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1219 	Player.p_mana = MIN(Player.p_mana,
1220 	    Player.p_level * Statptr->c_maxmana + 1000.0);
1221 	Player.p_brains = MIN(Player.p_brains,
1222 	    Player.p_level * Statptr->c_maxbrains + 200.0);
1223 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1224 
1225 	/*
1226          * some implementations have problems with floating point compare
1227          * we work around it with this stuff
1228          */
1229 	Player.p_gold = floor(Player.p_gold) + 0.1;
1230 	Player.p_gems = floor(Player.p_gems) + 0.1;
1231 	Player.p_mana = floor(Player.p_mana) + 0.1;
1232 
1233 	if (Player.p_ring.ring_type != R_NONE)
1234 		/* do ring things */
1235 	{
1236 		/* rest to max */
1237 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
1238 
1239 		if (Player.p_ring.ring_duration <= 0)
1240 			/* clean up expired rings */
1241 			switch (Player.p_ring.ring_type) {
1242 			case R_BAD:	/* ring drives player crazy */
1243 				Player.p_ring.ring_type = R_SPOILED;
1244 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1245 				break;
1246 
1247 			case R_NAZREG:	/* ring disappears */
1248 				Player.p_ring.ring_type = R_NONE;
1249 				break;
1250 
1251 			case R_SPOILED:	/* ring kills player */
1252 				death("A cursed ring");
1253 				break;
1254 
1255 			case R_DLREG:	/* this ring doesn't expire */
1256 				Player.p_ring.ring_duration = 0;
1257 				break;
1258 			}
1259 	}
1260 	if (Player.p_age / N_AGE > Player.p_degenerated)
1261 		/* age player slightly */
1262 	{
1263 		++Player.p_degenerated;
1264 		if (Player.p_quickness > 23.0)
1265 			Player.p_quickness *= 0.99;
1266 		Player.p_strength *= 0.97;
1267 		Player.p_brains *= 0.95;
1268 		Player.p_magiclvl *= 0.97;
1269 		Player.p_maxenergy *= 0.95;
1270 		Player.p_quksilver *= 0.95;
1271 		Player.p_sword *= 0.93;
1272 		Player.p_shield *= 0.93;
1273 	}
1274 }
1275 /**/
1276 /************************************************************************
1277 /
1278 / FUNCTION NAME: initplayer()
1279 /
1280 / FUNCTION: initialize a character
1281 /
1282 / AUTHOR: E. A. Estes, 12/4/85
1283 /
1284 / ARGUMENTS:
1285 /	struct player *playerp - pointer to structure to init
1286 /
1287 / RETURN VALUE: none
1288 /
1289 / MODULES CALLED: floor(), drandom()
1290 /
1291 / GLOBAL INPUTS: none
1292 /
1293 / GLOBAL OUTPUTS: none
1294 /
1295 / DESCRIPTION:
1296 /	Put a bunch of default values in the given structure.
1297 /
1298 *************************************************************************/
1299 
1300 void
1301 initplayer(playerp)
1302 	struct player *playerp;
1303 {
1304 	playerp->p_experience =
1305 	    playerp->p_level =
1306 	    playerp->p_strength =
1307 	    playerp->p_sword =
1308 	    playerp->p_might =
1309 	    playerp->p_energy =
1310 	    playerp->p_maxenergy =
1311 	    playerp->p_shield =
1312 	    playerp->p_quickness =
1313 	    playerp->p_quksilver =
1314 	    playerp->p_speed =
1315 	    playerp->p_magiclvl =
1316 	    playerp->p_mana =
1317 	    playerp->p_brains =
1318 	    playerp->p_poison =
1319 	    playerp->p_gems =
1320 	    playerp->p_sin =
1321 	    playerp->p_1scratch =
1322 	    playerp->p_2scratch = 0.0;
1323 
1324 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
1325 
1326 	playerp->p_x = ROLL(-125.0, 251.0);
1327 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
1328 
1329 	/* clear ring */
1330 	playerp->p_ring.ring_type = R_NONE;
1331 	playerp->p_ring.ring_duration = 0;
1332 	playerp->p_ring.ring_inuse = FALSE;
1333 
1334 	playerp->p_age = 0L;
1335 
1336 	playerp->p_degenerated = 1;	/* don't degenerate initially */
1337 
1338 	playerp->p_type = C_FIGHTER;	/* default */
1339 	playerp->p_specialtype = SC_NONE;
1340 	playerp->p_lives =
1341 	    playerp->p_crowns =
1342 	    playerp->p_charms =
1343 	    playerp->p_amulets =
1344 	    playerp->p_holywater =
1345 	    playerp->p_lastused = 0;
1346 	playerp->p_status = S_NOTUSED;
1347 	playerp->p_tampered = T_OFF;
1348 	playerp->p_istat = I_OFF;
1349 
1350 	playerp->p_palantir =
1351 	    playerp->p_blessing =
1352 	    playerp->p_virgin =
1353 	    playerp->p_blindness = FALSE;
1354 
1355 	playerp->p_name[0] =
1356 	    playerp->p_password[0] =
1357 	    playerp->p_login[0] = '\0';
1358 }
1359 /**/
1360 /************************************************************************
1361 /
1362 / FUNCTION NAME: readmessage()
1363 /
1364 / FUNCTION: read message from other players
1365 /
1366 / AUTHOR: E. A. Estes, 12/4/85
1367 /
1368 / ARGUMENTS: none
1369 /
1370 / RETURN VALUE: none
1371 /
1372 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1373 /
1374 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1375 /
1376 / GLOBAL OUTPUTS: none
1377 /
1378 / DESCRIPTION:
1379 /	If there is a message from other players, print it.
1380 /
1381 *************************************************************************/
1382 
1383 void
1384 readmessage()
1385 {
1386 	move(3, 0);
1387 	clrtoeol();
1388 	fseek(Messagefp, 0L, SEEK_SET);
1389 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1390 		addstr(Databuf);
1391 }
1392 /**/
1393 /************************************************************************
1394 /
1395 / FUNCTION NAME: error()
1396 /
1397 / FUNCTION: process environment error
1398 /
1399 / AUTHOR: E. A. Estes, 12/4/85
1400 /
1401 / ARGUMENTS:
1402 /	char *whichfile - pointer to name of file which caused error
1403 /
1404 / RETURN VALUE: none
1405 /
1406 / MODULES CALLED: wclear(), cleanup()
1407 /
1408 / GLOBAL INPUTS: errno, *stdscr, printf(), Windows
1409 /
1410 / GLOBAL OUTPUTS: none
1411 /
1412 / DESCRIPTION:
1413 /	Print message about offending file, and exit.
1414 /
1415 *************************************************************************/
1416 
1417 void
1418 error(whichfile)
1419 	char	*whichfile;
1420 {
1421 
1422 	if (Windows)
1423 		clear();
1424 	cleanup(FALSE);
1425 
1426 	warn("%s", whichfile);
1427 	fprintf(stderr, "Please run 'setup' to determine the problem.\n");
1428 	exit(1);
1429 	/* NOTREACHED */
1430 }
1431 /**/
1432 /************************************************************************
1433 /
1434 / FUNCTION NAME: distance()
1435 /
1436 / FUNCTION: calculate distance between two points
1437 /
1438 / AUTHOR: E. A. Estes, 12/4/85
1439 /
1440 / ARGUMENTS:
1441 /	double x1, y1 - x, y coordinates of first point
1442 /	double x2, y2 - x, y coordinates of second point
1443 /
1444 / RETURN VALUE: distance between the two points
1445 /
1446 / MODULES CALLED: sqrt()
1447 /
1448 / GLOBAL INPUTS: none
1449 /
1450 / GLOBAL OUTPUTS: none
1451 /
1452 / DESCRIPTION:
1453 /	This function is provided because someone's hypot() library function
1454 /	fails if x1 == x2 && y1 == y2.
1455 /
1456 *************************************************************************/
1457 
1458 double
1459 distance(x1, x2, y1, y2)
1460 	double  x1, x2, y1, y2;
1461 {
1462 	double  deltax, deltay;
1463 
1464 	deltax = x1 - x2;
1465 	deltay = y1 - y2;
1466 	return (sqrt(deltax * deltax + deltay * deltay));
1467 }
1468 /**/
1469 /************************************************************************
1470 /
1471 / FUNCTION NAME: ill_sig()
1472 /
1473 / FUNCTION: exit upon trapping an illegal signal
1474 /
1475 / AUTHOR: E. A. Estes, 12/4/85
1476 /
1477 / ARGUMENTS:
1478 /	int whichsig - signal which occurred to cause jump to here
1479 /
1480 / RETURN VALUE: none
1481 /
1482 / MODULES CALLED: wclear(), printw(), cleanup()
1483 /
1484 / GLOBAL INPUTS: *stdscr
1485 /
1486 / GLOBAL OUTPUTS: none
1487 /
1488 / DESCRIPTION:
1489 /	When an illegal signal is caught, print a message, and cleanup.
1490 /
1491 *************************************************************************/
1492 
1493 void
1494 ill_sig(whichsig)
1495 	int     whichsig;
1496 {
1497 	clear();
1498 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1499 		printw("Error: caught signal # %d.\n", whichsig);
1500 	cleanup(TRUE);
1501 	/* NOTREACHED */
1502 }
1503 /**/
1504 /************************************************************************
1505 /
1506 / FUNCTION NAME: descrstatus()
1507 /
1508 / FUNCTION: return a string describing the player status
1509 /
1510 / AUTHOR: E. A. Estes, 3/3/86
1511 /
1512 / ARGUMENTS:
1513 /	struct player playerp - pointer to player structure to describe
1514 /
1515 / RETURN VALUE: string describing player's status
1516 /
1517 / MODULES CALLED: none
1518 /
1519 / GLOBAL INPUTS: none
1520 /
1521 / GLOBAL OUTPUTS: none
1522 /
1523 / DESCRIPTION:
1524 /	Return verbal description of player status.
1525 /	If player status is S_PLAYING, check for low energy and blindness.
1526 /
1527 *************************************************************************/
1528 
1529 char *
1530 descrstatus(playerp)
1531 	struct player *playerp;
1532 {
1533 	switch (playerp->p_status) {
1534 	case S_PLAYING:
1535 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1536 			return ("Low Energy");
1537 		else if (playerp->p_blindness)
1538 			return ("Blind");
1539 		else
1540 			return ("In game");
1541 
1542 	case S_CLOAKED:
1543 		return ("Cloaked");
1544 
1545 	case S_INBATTLE:
1546 		return ("In Battle");
1547 
1548 	case S_MONSTER:
1549 		return ("Encounter");
1550 
1551 	case S_TRADING:
1552 		return ("Trading");
1553 
1554 	case S_OFF:
1555 		return ("Off");
1556 
1557 	case S_HUNGUP:
1558 		return ("Hung up");
1559 
1560 	default:
1561 		return ("");
1562 	}
1563 }
1564 /**/
1565 /************************************************************************
1566 /
1567 / FUNCTION NAME: drandom()
1568 /
1569 / FUNCTION: return a random floating point number from 0.0 < 1.0
1570 /
1571 / AUTHOR: E. A. Estes, 2/7/86
1572 /
1573 / ARGUMENTS: none
1574 /
1575 / RETURN VALUE: none
1576 /
1577 / MODULES CALLED: random()
1578 /
1579 / GLOBAL INPUTS: none
1580 /
1581 / GLOBAL OUTPUTS: none
1582 /
1583 / DESCRIPTION:
1584 /	Convert random integer from library routine into a floating
1585 /	point number, and divide by the largest possible random number.
1586 /	We mask large integers with 32767 to handle sites that return
1587 /	31 bit random integers.
1588 /
1589 *************************************************************************/
1590 
1591 double
1592 drandom()
1593 {
1594 	if (sizeof(int) != 2)
1595 		/* use only low bits */
1596 		return ((double) (random() & 0x7fff) / 32768.0);
1597 	else
1598 		return ((double) random() / 32768.0);
1599 }
1600 /**/
1601 /************************************************************************
1602 /
1603 / FUNCTION NAME: collecttaxes()
1604 /
1605 / FUNCTION: collect taxes from current player
1606 /
1607 / AUTHOR: E. A. Estes, 2/7/86
1608 /
1609 / ARGUMENTS:
1610 /	double gold - amount of gold to tax
1611 /	double gems - amount of gems to tax
1612 /
1613 / RETURN VALUE: none
1614 /
1615 / MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1616 /
1617 / GLOBAL INPUTS: Player
1618 /
1619 / GLOBAL OUTPUTS: Player
1620 /
1621 / DESCRIPTION:
1622 /	Pay taxes on gold and gems.  If the player does not have enough
1623 /	gold to pay taxes on the added gems, convert some gems to gold.
1624 /	Add taxes to tax data base; add remaining gold and gems to
1625 /	player's cache.
1626 /
1627 *************************************************************************/
1628 
1629 void
1630 collecttaxes(gold, gems)
1631 	double  gold;
1632 	double  gems;
1633 {
1634 	FILE   *fp;		/* to update Goldfile */
1635 	double  dtemp;		/* for temporary calculations */
1636 	double  taxes;		/* tax liability */
1637 
1638 	/* add to cache */
1639 	Player.p_gold += gold;
1640 	Player.p_gems += gems;
1641 
1642 	/* calculate tax liability */
1643 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1644 
1645 	if (Player.p_gold < taxes)
1646 		/* not enough gold to pay taxes, must convert some gems to
1647 		 * gold */
1648 	{
1649 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
1650 								 * convert */
1651 
1652 		if (Player.p_gems >= dtemp)
1653 			/* player has enough to convert */
1654 		{
1655 			Player.p_gems -= dtemp;
1656 			Player.p_gold += dtemp * N_GEMVALUE;
1657 		} else
1658 			/* take everything; this should never happen */
1659 		{
1660 			Player.p_gold += Player.p_gems * N_GEMVALUE;
1661 			Player.p_gems = 0.0;
1662 			taxes = Player.p_gold;
1663 		}
1664 	}
1665 	Player.p_gold -= taxes;
1666 
1667 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1668 		/* update taxes */
1669 	{
1670 		dtemp = 0.0;
1671 		fread((char *) &dtemp, sizeof(double), 1, fp);
1672 		dtemp += floor(taxes);
1673 		fseek(fp, 0L, SEEK_SET);
1674 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
1675 		fclose(fp);
1676 	}
1677 }
1678