/* $NetBSD: misc.c,v 1.21 2011/09/01 07:18:50 plunky Exp $ */ /* * misc.c Phantasia miscellaneous support routines */ #include #include "include.h" static double explevel(double); /* * FUNCTION: move player to new level * * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[] * * GLOBAL OUTPUTS: Player, Changed * * DESCRIPTION: * Use lookup table to increment important statistics when * progressing to new experience level. * Players are rested to maximum as a bonus for making a new * level. * Check for council of wise, and being too big to be king. */ static void movelevel(void) { const struct charstats *statptr; /* for pointing into Stattable */ double new; /* new level */ double inc; /* increment between new and old levels */ Changed = TRUE; if (Player.p_type == C_EXPER) /* roll a type to use for increment */ statptr = &Stattable[(int)ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)]; else statptr = Statptr; new = explevel(Player.p_experience); inc = new - Player.p_level; Player.p_level = new; /* add increments to statistics */ Player.p_strength += statptr->c_strength.increase * inc; Player.p_mana += statptr->c_mana.increase * inc; Player.p_brains += statptr->c_brains.increase * inc; Player.p_magiclvl += statptr->c_magiclvl.increase * inc; Player.p_maxenergy += statptr->c_energy.increase * inc; /* rest to maximum upon reaching new level */ Player.p_energy = Player.p_maxenergy + Player.p_shield; if (Player.p_crowns > 0 && Player.p_level >= 1000.0) { /* no longer able to be king -- turn crowns into cash */ Player.p_gold += ((double)Player.p_crowns) * 5000.0; Player.p_crowns = 0; } if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL) { /* make a member of the council */ mvaddstr(6, 0, "You have made it to the Council of the Wise.\n"); addstr("Good Luck on your search for the Holy Grail.\n"); Player.p_specialtype = SC_COUNCIL; /* no rings for council and above */ Player.p_ring.ring_type = R_NONE; Player.p_ring.ring_duration = 0; Player.p_lives = 3; /* three extra lives */ } if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR) death("Old age"); } /* * FUNCTION: return a formatted description of location * * ARGUMENTS: * struct player playerp - pointer to player structure * bool shortflag - set if short form is desired * * RETURN VALUE: pointer to string containing result * * GLOBAL INPUTS: Databuf[] * * DESCRIPTION: * Look at coordinates and return an appropriately formatted * string. */ const char * descrlocation(struct player *playerp, bool shortflag) { double circle; /* corresponding circle for coordinates */ int quadrant; /* quadrant of grid */ const char *label; /* pointer to place name */ static const char *nametable[4][4] = /* names of places */ { { "Anorien", "Ithilien", "Rohan", "Lorien" }, { "Gondor", "Mordor", "Dunland", "Rovanion" }, { "South Gondor", "Khand", "Eriador", "The Iron Hills" }, { "Far Harad", "Near Harad", "The Northern Waste", "Rhun" } }; if (playerp->p_specialtype == SC_VALAR) return (" is in Valhala"); else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) { if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND) label = "The Point of No Return"; else label = "The Ashen Mountains"; } else if (circle >= 55) label = "Morannon"; else if (circle >= 35) label = "Kennaquahair"; else if (circle >= 20) label = "The Dead Marshes"; else if (circle >= 9) label = "The Outer Waste"; else if (circle >= 5) label = "The Moors Adventurous"; else { if (playerp->p_x == 0.0 && playerp->p_y == 0.0) label = "The Lord's Chamber"; else { /* this expression is split to prevent compiler loop with some compilers */ quadrant = ((playerp->p_x > 0.0) ? 1 : 0); quadrant += ((playerp->p_y >= 0.0) ? 2 : 0); label = nametable[((int)circle) - 1][quadrant]; } } if (shortflag) sprintf(Databuf, "%.29s", label); else sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y); return (Databuf); } /* * FUNCTION: do trading post stuff * * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[] * * GLOBAL OUTPUTS: Player * * DESCRIPTION: * Different trading posts have different items. * Merchants cannot be cheated, but they can be dishonest * themselves. * * Shields, swords, and quicksilver are not cumulative. This is * one major area of complaint, but there are two reasons for this: * 1) It becomes MUCH too easy to make very large versions * of these items. * 2) In the real world, one cannot simply weld two swords * together to make a bigger one. * * At one time, it was possible to sell old weapons at half the purchase * price. This resulted in huge amounts of gold floating around, * and the game lost much of its challenge. * * Also, purchasing gems defeats the whole purpose of gold. Gold * is small change for lower level players. They really shouldn't * be able to accumulate more than enough gold for a small sword or * a few books. Higher level players shouldn't even bother to pick * up gold, except maybe to buy mana once in a while. */ void tradingpost(void) { double numitems; /* number of items to purchase */ double cost; /* cost of purchase */ double blessingcost; /* cost of blessing */ int ch; /* input */ int size; /* size of the trading post */ int loop; /* loop counter */ int cheat = 0; /* number of times player has tried to cheat */ bool dishonest = FALSE; /* set when merchant is dishonest */ Player.p_status = S_TRADING; writerecord(&Player, Fileloc); clear(); addstr("You are at a trading post. All purchases must be made with gold."); size = sqrt(fabs(Player.p_x / 100)) + 1; size = MIN(7, size); /* set up cost of blessing */ blessingcost = 1000.0 * (Player.p_level + 5.0); /* print Menu */ move(7, 0); for (loop = 0; loop < size; ++loop) { /* print Menu */ if (loop == 6) cost = blessingcost; else cost = Menu[loop].cost; printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost); } mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? "); for (;;) { adjuststats(); /* truncate any bad values */ /* print some important statistics */ mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n", Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms); printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n", Player.p_shield, Player.p_sword, Player.p_quksilver, (Player.p_blessing ? " True" : "False")); printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana); move(5, 36); ch = getanswer("LPS", FALSE); move(15, 0); clrtobot(); switch (ch) { case 'L': /* leave */ case '\n': altercoordinates(0.0, 0.0, A_NEAR); return; case 'P': /* make purchase */ mvaddstr(15, 0, "What what would you like to buy ? "); ch = getanswer(" 1234567", FALSE); move(15, 0); clrtoeol(); if (ch - '0' > size) addstr("Sorry, this merchant doesn't have that."); else switch (ch) { case '1': printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ", Menu[0].cost, floor(Player.p_gold / Menu[0].cost)); cost = (numitems = floor(infloat())) * Menu[0].cost; if (cost > Player.p_gold || numitems < 0) ++cheat; else { cheat = 0; Player.p_gold -= cost; if (drandom() < 0.02) dishonest = TRUE; else Player.p_mana += numitems; } break; case '2': printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ", Menu[1].cost, floor(Player.p_gold / Menu[1].cost)); cost = (numitems = floor(infloat())) * Menu[1].cost; if (numitems == 0.0) break; else if (cost > Player.p_gold || numitems < 0) ++cheat; else if (numitems < Player.p_shield) NOBETTER(); else { cheat = 0; Player.p_gold -= cost; if (drandom() < 0.02) dishonest = TRUE; else Player.p_shield = numitems; } break; case '3': printw("A book costs %.0f gp. How many do you want (%.0f max) ? ", Menu[2].cost, floor(Player.p_gold / Menu[2].cost)); cost = (numitems = floor(infloat())) * Menu[2].cost; if (cost > Player.p_gold || numitems < 0) ++cheat; else { cheat = 0; Player.p_gold -= cost; if (drandom() < 0.02) dishonest = TRUE; else if (drandom() * numitems > Player.p_level / 10.0 && numitems != 1) { printw("\nYou blew your mind!\n"); Player.p_brains /= 5; } else { Player.p_brains += floor(numitems) * ROLL(20, 8); } } break; case '4': printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ", Menu[3].cost, floor(Player.p_gold / Menu[3].cost)); cost = (numitems = floor(infloat())) * Menu[3].cost; if (numitems == 0.0) break; else if (cost > Player.p_gold || numitems < 0) ++cheat; else if (numitems < Player.p_sword) NOBETTER(); else { cheat = 0; Player.p_gold -= cost; if (drandom() < 0.02) dishonest = TRUE; else Player.p_sword = numitems; } break; case '5': printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ", Menu[4].cost, floor(Player.p_gold / Menu[4].cost)); cost = (numitems = floor(infloat())) * Menu[4].cost; if (cost > Player.p_gold || numitems < 0) ++cheat; else { cheat = 0; Player.p_gold -= cost; if (drandom() < 0.02) dishonest = TRUE; else Player.p_charms += numitems; } break; case '6': printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ", Menu[5].cost, floor(Player.p_gold / Menu[5].cost)); cost = (numitems = floor(infloat())) * Menu[5].cost; if (numitems == 0.0) break; else if (cost > Player.p_gold || numitems < 0) ++cheat; else if (numitems < Player.p_quksilver) NOBETTER(); else { cheat = 0; Player.p_gold -= cost; if (drandom() < 0.02) dishonest = TRUE; else Player.p_quksilver = numitems; } break; case '7': if (Player.p_blessing) { addstr("You already have a blessing."); break; } printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost); ch = getanswer("NY", FALSE); if (ch == 'Y') { if (Player.p_gold < blessingcost) ++cheat; else { cheat = 0; Player.p_gold -= blessingcost; if (drandom() < 0.02) dishonest = TRUE; else Player.p_blessing = TRUE; } } break; } break; case 'S': /* sell gems */ mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ", (double)N_GEMVALUE, Player.p_gems); numitems = floor(infloat()); if (numitems > Player.p_gems || numitems < 0) ++cheat; else { cheat = 0; Player.p_gems -= numitems; Player.p_gold += numitems * N_GEMVALUE; } } if (cheat == 1) mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n"); else if (cheat == 2) { mvaddstr(17, 0, "You had your chance. This merchant happens to be\n"); printw("a %.0f level magic user, and you made %s mad!\n", ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her"); altercoordinates(0.0, 0.0, A_FAR); Player.p_energy /= 2.0; ++Player.p_sin; more(23); return; } else if (dishonest) { mvaddstr(17, 0, "The merchant stole your money!"); refresh(); altercoordinates(Player.p_x - Player.p_x / 10.0, Player.p_y - Player.p_y / 10.0, A_SPECIFIC); sleep(2); return; } } } /* * FUNCTION: print out important player statistics * * GLOBAL INPUTS: Users, Player * * DESCRIPTION: * Important player statistics are printed on the screen. */ void displaystats(void) { mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE)); mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n", Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield, Player.p_mana, Users); mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n", Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might, Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player)); } /* * FUNCTION: show player items * * GLOBAL INPUTS: Player * * DESCRIPTION: * Print out some player statistics of lesser importance. */ void allstatslist(void) { static const char *flags[] = /* to print value of some bools */ { "False", " True" }; mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE)); mvprintw(10, 0, "Experience: %9.0f", Player.p_experience); mvprintw(11, 0, "Brains : %9.0f", Player.p_brains); mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl); mvprintw(13, 0, "Sin : %9.5f", Player.p_sin); mvprintw(14, 0, "Poison : %9.5f", Player.p_poison); mvprintw(15, 0, "Gems : %9.0f", Player.p_gems); mvprintw(16, 0, "Age : %9d", Player.p_age); mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater); mvprintw(11, 40, "Amulets : %9d", Player.p_amulets); mvprintw(12, 40, "Charms : %9d", Player.p_charms); mvprintw(13, 40, "Crowns : %9d", Player.p_crowns); mvprintw(14, 40, "Shield : %9.0f", Player.p_shield); mvprintw(15, 40, "Sword : %9.0f", Player.p_sword); mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver); mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s", flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE], flags[Player.p_virgin], flags[Player.p_palantir]); } /* * FUNCTION: return a string specifying player type * * ARGUMENTS: * struct player playerp - pointer to structure for player * bool shortflag - set if short form is desired * * RETURN VALUE: pointer to string describing player type * * GLOBAL INPUTS: Databuf[] * * GLOBAL OUTPUTS: Databuf[] * * DESCRIPTION: * Return a string describing the player type. * King, council, valar, supersedes other types. * The first character of the string is '*' if the player * has a crown. * If 'shortflag' is TRUE, return a 3 character string. */ const char * descrtype(struct player *playerp, bool shortflag) { int type; /* for caluculating result subscript */ static const char *results[] = /* description table */ { " Magic User", " MU", " Fighter", " F ", " Elf", " E ", " Dwarf", " D ", " Halfling", " H ", " Experimento", " EX", " Super", " S ", " King", " K ", " Council of Wise", " CW", " Ex-Valar", " EV", " Valar", " V ", " ? ", " ? " }; type = playerp->p_type; switch (playerp->p_specialtype) { case SC_NONE: type = playerp->p_type; break; case SC_KING: type = 7; break; case SC_COUNCIL: type = 8; break; case SC_EXVALAR: type = 9; break; case SC_VALAR: type = 10; break; } type *= 2; /* calculate offset */ if (type > 20) /* error */ type = 22; if (shortflag) /* use short descriptions */ ++type; if (playerp->p_crowns > 0) { strcpy(Databuf, results[type]); Databuf[0] = '*'; return (Databuf); } else return (results[type]); } /* * FUNCTION: find location in player file of given name * * ARGUMENTS: * char *name - name of character to look for * struct player *playerp - pointer of structure to fill * * RETURN VALUE: location of player if found, -1 otherwise * * GLOBAL INPUTS: Wizard, *Playersfp * * DESCRIPTION: * Search the player file for the player of the given name. * If player is found, fill structure with player data. */ long findname(const char *name, struct player *playerp) { long loc = 0; /* location in the file */ fseek(Playersfp, 0L, SEEK_SET); while (fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) { if (strcmp(playerp->p_name, name) == 0) { if (playerp->p_status != S_NOTUSED || Wizard) /* found it */ return (loc); } loc += SZ_PLAYERSTRUCT; } return (-1); } /* * FUNCTION: find space in the player file for a new character * * RETURN VALUE: location of free space in file * * GLOBAL INPUTS: Other, *Playersfp * * GLOBAL OUTPUTS: Player * * DESCRIPTION: * Search the player file for an unused entry. If none are found, * make one at the end of the file. */ long allocrecord(void) { long loc = 0L; /* location in file */ fseek(Playersfp, 0L, SEEK_SET); while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) { if (Other.p_status == S_NOTUSED) /* found an empty record */ return (loc); else loc += SZ_PLAYERSTRUCT; } /* make a new record */ initplayer(&Other); Player.p_status = S_OFF; writerecord(&Other, loc); return (loc); } /* * FUNCTION: free up a record on the player file * * ARGUMENTS: * struct player playerp - pointer to structure to free * long loc - location in file to free * * DESCRIPTION: * Mark structure as not used, and update player file. */ void freerecord(struct player *playerp, long loc) { playerp->p_name[0] = CH_MARKDELETE; playerp->p_status = S_NOTUSED; writerecord(playerp, loc); } /* * FUNCTION: leave game * * GLOBAL INPUTS: Player, Fileloc * * GLOBAL OUTPUTS: Player * * DESCRIPTION: * Mark player as inactive, and cleanup. * Do not save players below level 1. */ void leavegame(void) { if (Player.p_level < 1.0) /* delete character */ freerecord(&Player, Fileloc); else { Player.p_status = S_OFF; writerecord(&Player, Fileloc); } cleanup(TRUE); /* NOTREACHED */ exit(1); } /* * FUNCTION: death routine * * ARGUMENTS: * char *how - pointer to string describing cause of death * * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp * * GLOBAL OUTPUTS: Player * * DESCRIPTION: * Kill off current player. * Handle rings, and multiple lives. * Print an appropriate message. * Update scoreboard, lastdead, and let other players know about * the demise of their comrade. */ void death(const char *how) { FILE *fp; /* for updating various files */ int ch; /* input */ static const char *const deathmesg[] = /* add more messages here, if desired */ { "You have been wounded beyond repair. ", "You have been disemboweled. ", "You've been mashed, mauled, and spit upon. (You're dead.)\n", "You died! ", "You're a complete failure -- you've died!!\n", "You have been dealt a fatal blow! " }; clear(); if (strcmp(how, "Stupidity") != 0) { if (Player.p_level > 9999.0) /* old age */ addstr("Characters must be retired upon reaching level 10000. Sorry."); else if (Player.p_lives > 0) { /* extra lives */ addstr("You should be more cautious. You've been killed.\n"); printw("You only have %d more chance(s).\n", --Player.p_lives); more(3); Player.p_energy = Player.p_maxenergy; return; } else if (Player.p_specialtype == SC_VALAR) { addstr("You had your chances, but Valar aren't totally\n"); addstr("immortal. You are now left to wither and die . . .\n"); more(3); Player.p_brains = Player.p_level / 25.0; Player.p_energy = Player.p_maxenergy /= 5.0; Player.p_quksilver = Player.p_sword = 0.0; Player.p_specialtype = SC_COUNCIL; return; } else if (Player.p_ring.ring_inuse && (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG)) { /* good ring in use - saved from death */ mvaddstr(4, 0, "Your ring saved you from death!\n"); refresh(); Player.p_ring.ring_type = R_NONE; Player.p_energy = Player.p_maxenergy / 12.0 + 1.0; if (Player.p_crowns > 0) --Player.p_crowns; return; } else if (Player.p_ring.ring_type == R_BAD || Player.p_ring.ring_type == R_SPOILED) { /* bad ring in possession; name idiot after player */ mvaddstr(4, 0, "Your ring has taken control of you and turned you into a monster!\n"); fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET); fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp); strcpy(Curmonster.m_name, Player.p_name); fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET); fwrite((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp); fflush(Monstfp); } } enterscore(); /* update score board */ /* put info in last dead file */ fp = fopen(_PATH_LASTDEAD, "w"); fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)", Player.p_name, descrtype(&Player, TRUE), Player.p_login, Player.p_level, how); fclose(fp); /* let other players know */ fp = fopen(_PATH_MESS, "w"); fprintf(fp, "%s was killed by %s.", Player.p_name, how); fclose(fp); freerecord(&Player, Fileloc); clear(); move(10, 0); addstr(deathmesg[(int)ROLL(0.0, (double)sizeof(deathmesg) / sizeof(char *))]); addstr("Care to give it another try ? "); ch = getanswer("NY", FALSE); if (ch == 'Y') { cleanup(FALSE); execl(_PATH_GAMEPROG, "phantasia", "-s", (Wizard ? "-S" : NULL), NULL); exit(0); /* NOTREACHED */ } cleanup(TRUE); /* NOTREACHED */ } /* * FUNCTION: update structure in player file * * ARGUMENTS: * struct player *playerp - pointer to structure to write out * long place - location in file to updata * * GLOBAL INPUTS: *Playersfp * * DESCRIPTION: * Update location in player file with given structure. */ void writerecord(struct player *playerp, long place) { fseek(Playersfp, place, SEEK_SET); fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp); fflush(Playersfp); } /* * FUNCTION: calculate level based upon experience * * ARGUMENTS: * double experience - experience to calculate experience level from * * RETURN VALUE: experience level * * DESCRIPTION: * Experience level is a geometric progression. This has been finely * tuned over the years, and probably should not be changed. */ static double explevel(double experience) { if (experience < 1.1e7) return (floor(pow((experience / 1000.0), 0.4875))); else return (floor(pow((experience / 1250.0), 0.4865))); } /* * FUNCTION: truncate trailing blanks off a string * * ARGUMENTS: * char *string - pointer to null terminated string * * DESCRIPTION: * Put nul characters in place of spaces at the end of the string. */ void truncstring(char *string) { size_t length; /* length of string */ length = strlen(string); while (string[--length] == ' ') string[length] = '\0'; } /* * FUNCTION: Alter x, y coordinates and set/check location flags * * ARGUMENTS: * double xnew, ynew - new x, y coordinates * int operation - operation to perform with coordinates * * GLOBAL INPUTS: Circle, Beyond, Player * * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed * * DESCRIPTION: * This module is called whenever the player's coordinates are altered. * If the player is beyond the point of no return, he/she is forced * to stay there. */ void altercoordinates(double xnew, double ynew, int operation) { switch (operation) { case A_FORCED: /* move with no checks */ break; case A_NEAR: /* pick random coordinates near */ xnew = Player.p_x + ROLL(1.0, 5.0); ynew = Player.p_y - ROLL(1.0, 5.0); /* FALLTHROUGH */ case A_SPECIFIC: /* just move player */ if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) { /* * cannot move back from point of no return * pick the largest coordinate to remain unchanged */ if (fabs(xnew) > fabs(ynew)) xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND); else ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND); } break; case A_FAR: /* pick random coordinates far */ xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle); ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle); break; } /* now set location flags and adjust coordinates */ Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew)); /* set up flags based upon location */ Throne = Marsh = Beyond = FALSE; if (Player.p_x == 0.0 && Player.p_y == 0.0) Throne = TRUE; else if (Circle < 35 && Circle >= 20) Marsh = TRUE; else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND) Beyond = TRUE; Changed = TRUE; } /* * FUNCTION: read a player structure from file * * ARGUMENTS: * struct player *playerp - pointer to structure to fill * int loc - location of record to read * * GLOBAL INPUTS: *Playersfp * * DESCRIPTION: * Read structure information from player file. */ void readrecord(struct player *playerp, long loc) { fseek(Playersfp, loc, SEEK_SET); fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp); } /* * FUNCTION: adjust player statistics * * GLOBAL INPUTS: Player, *Statptr * * GLOBAL OUTPUTS: Circle, Player, Timeout * * DESCRIPTION: * Handle adjustment and maximums on various player characteristics. */ void adjuststats(void) { double dtemp; /* for temporary calculations */ if (explevel(Player.p_experience) > Player.p_level) { /* move one or more levels */ movelevel(); if (Player.p_level > 5.0) Timeout = TRUE; } if (Player.p_specialtype == SC_VALAR) /* valar */ Circle = Player.p_level / 5.0; /* calculate effective quickness */ dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote - Player.p_level; dtemp = MAX(0.0, dtemp); /* gold slows player down */ Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp; /* calculate effective strength */ if (Player.p_poison > 0.0) { /* poison makes player weaker */ dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0; dtemp = MAX(0.1, dtemp); } else dtemp = 1.0; Player.p_might = dtemp * Player.p_strength + Player.p_sword; /* insure that important things are within limits */ Player.p_quksilver = MIN(99.0, Player.p_quksilver); Player.p_mana = MIN(Player.p_mana, Player.p_level * Statptr->c_maxmana + 1000.0); Player.p_brains = MIN(Player.p_brains, Player.p_level * Statptr->c_maxbrains + 200.0); Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0); /* * some implementations have problems with floating point compare * we work around it with this stuff */ Player.p_gold = floor(Player.p_gold) + 0.1; Player.p_gems = floor(Player.p_gems) + 0.1; Player.p_mana = floor(Player.p_mana) + 0.1; if (Player.p_ring.ring_type != R_NONE) { /* do ring things */ /* rest to max */ Player.p_energy = Player.p_maxenergy + Player.p_shield; if (Player.p_ring.ring_duration <= 0) /* clean up expired rings */ switch (Player.p_ring.ring_type) { case R_BAD: /* ring drives player crazy */ Player.p_ring.ring_type = R_SPOILED; Player.p_ring.ring_duration = (short)ROLL(10.0, 25.0); break; case R_NAZREG: /* ring disappears */ Player.p_ring.ring_type = R_NONE; break; case R_SPOILED: /* ring kills player */ death("A cursed ring"); break; case R_DLREG: /* this ring doesn't expire */ Player.p_ring.ring_duration = 0; break; } } if (Player.p_age / N_AGE > Player.p_degenerated) { /* age player slightly */ ++Player.p_degenerated; if (Player.p_quickness > 23.0) Player.p_quickness *= 0.99; Player.p_strength *= 0.97; Player.p_brains *= 0.95; Player.p_magiclvl *= 0.97; Player.p_maxenergy *= 0.95; Player.p_quksilver *= 0.95; Player.p_sword *= 0.93; Player.p_shield *= 0.93; } } /* * FUNCTION: initialize a character * * ARGUMENTS: * struct player *playerp - pointer to structure to init * * DESCRIPTION: * Put a bunch of default values in the given structure. */ void initplayer(struct player *playerp) { playerp->p_experience = playerp->p_level = playerp->p_strength = playerp->p_sword = playerp->p_might = playerp->p_energy = playerp->p_maxenergy = playerp->p_shield = playerp->p_quickness = playerp->p_quksilver = playerp->p_speed = playerp->p_magiclvl = playerp->p_mana = playerp->p_brains = playerp->p_poison = playerp->p_gems = playerp->p_sin = playerp->p_1scratch = playerp->p_2scratch = 0.0; playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */ playerp->p_x = ROLL(-125.0, 251.0); playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */ /* clear ring */ playerp->p_ring.ring_type = R_NONE; playerp->p_ring.ring_duration = 0; playerp->p_ring.ring_inuse = FALSE; playerp->p_age = 0L; playerp->p_degenerated = 1; /* don't degenerate initially */ playerp->p_type = C_FIGHTER; /* default */ playerp->p_specialtype = SC_NONE; playerp->p_lives = playerp->p_crowns = playerp->p_charms = playerp->p_amulets = playerp->p_holywater = playerp->p_lastused = 0; playerp->p_status = S_NOTUSED; playerp->p_tampered = T_OFF; playerp->p_istat = I_OFF; playerp->p_palantir = playerp->p_blessing = playerp->p_virgin = playerp->p_blindness = FALSE; playerp->p_name[0] = playerp->p_password[0] = playerp->p_login[0] = '\0'; } /* * FUNCTION: read message from other players * * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp * * DESCRIPTION: * If there is a message from other players, print it. */ void readmessage(void) { move(3, 0); clrtoeol(); fseek(Messagefp, 0L, SEEK_SET); if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL) addstr(Databuf); } /* * FUNCTION: process environment error * * ARGUMENTS: * char *whichfile - pointer to name of file which caused error * * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows * * DESCRIPTION: * Print message about offending file, and exit. */ void error(const char *whichfile) { int (*funcp)(const char *, ...) __printflike(1, 2); if (Windows) { funcp = (void *)printw; clear(); } else funcp = printf; (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno); (*funcp)("Please run 'setup' to determine the problem.\n"); cleanup(TRUE); /* NOTREACHED */ } /* * FUNCTION: calculate distance between two points * * ARGUMENTS: * double x1, y1 - x, y coordinates of first point * double x2, y2 - x, y coordinates of second point * * RETURN VALUE: distance between the two points * * DESCRIPTION: * This function is provided because someone's hypot() library function * fails if x1 == x2 && y1 == y2. */ double distance(double x_1, double x_2, double y_1, double y_2) { double deltax, deltay; deltax = x_1 - x_2; deltay = y_1 - y_2; return (sqrt(deltax * deltax + deltay * deltay)); } /* * FUNCTION: exit upon trapping an illegal signal * * ARGUMENTS: * int whichsig - signal which occurred to cause jump to here * * GLOBAL INPUTS: *stdscr * * DESCRIPTION: * When an illegal signal is caught, print a message, and cleanup. */ void ill_sig(int whichsig) { clear(); if (!(whichsig == SIGINT || whichsig == SIGQUIT)) printw("Error: caught signal # %d.\n", whichsig); cleanup(TRUE); /* NOTREACHED */ } /* * FUNCTION: return a string describing the player status * * ARGUMENTS: * struct player playerp - pointer to player structure to describe * * RETURN VALUE: string describing player's status * * DESCRIPTION: * Return verbal description of player status. * If player status is S_PLAYING, check for low energy and blindness. */ const char * descrstatus(struct player *playerp) { switch (playerp->p_status) { case S_PLAYING: if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield)) return ("Low Energy"); else if (playerp->p_blindness) return ("Blind"); else return ("In game"); case S_CLOAKED: return ("Cloaked"); case S_INBATTLE: return ("In Battle"); case S_MONSTER: return ("Encounter"); case S_TRADING: return ("Trading"); case S_OFF: return ("Off"); case S_HUNGUP: return ("Hung up"); default: return (""); } } /* * FUNCTION: collect taxes from current player * * ARGUMENTS: * double gold - amount of gold to tax * double gems - amount of gems to tax * * GLOBAL INPUTS: Player * * GLOBAL OUTPUTS: Player * * DESCRIPTION: * Pay taxes on gold and gems. If the player does not have enough * gold to pay taxes on the added gems, convert some gems to gold. * Add taxes to tax data base; add remaining gold and gems to * player's cache. */ void collecttaxes(double gold, double gems) { FILE *fp; /* to update Goldfile */ double dtemp; /* for temporary calculations */ double taxes; /* tax liability */ /* add to cache */ Player.p_gold += gold; Player.p_gems += gems; /* calculate tax liability */ taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold); if (Player.p_gold < taxes) { /* not enough gold to pay taxes, must convert some gems to gold */ /* number of gems to convert */ dtemp = floor(taxes / N_GEMVALUE + 1.0); if (Player.p_gems >= dtemp) { /* player has enough to convert */ Player.p_gems -= dtemp; Player.p_gold += dtemp * N_GEMVALUE; } else { /* take everything; this should never happen */ Player.p_gold += Player.p_gems * N_GEMVALUE; Player.p_gems = 0.0; taxes = Player.p_gold; } } Player.p_gold -= taxes; if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) { /* update taxes */ dtemp = 0.0; fread((char *)&dtemp, sizeof(double), 1, fp); dtemp += floor(taxes); fseek(fp, 0L, SEEK_SET); fwrite((char *)&dtemp, sizeof(double), 1, fp); fclose(fp); } }