kernel/pf: Check size of long at compile time (fixes i386 build).
[dragonfly.git] / games / phantasia / misc.c
1 /*
2  * misc.c  Phantasia miscellaneous support routines
3  *
4  * $FreeBSD: src/games/phantasia/misc.c,v 1.7 1999/11/16 02:57:34 billf Exp $
5  * $DragonFly: src/games/phantasia/misc.c,v 1.7 2006/09/09 02:21:49 pavalos Exp $
6  */
7
8 #include <string.h>
9 #include "include.h"
10
11 /* functions which we need to know about */
12 /* gamesupport.c */
13 extern  void    enterscore(void);
14 /* io.c */
15 extern  int     getanswer(const char *, bool);
16 extern  double  infloat(void);
17 extern  void    more(int);
18 /* main.c */
19 extern  void    cleanup(bool);
20 /* phantglobs.c */
21 extern  double  drandom(void);
22
23 void    adjuststats(void);
24 long    allocrecord(void);
25 void    allstatslist(void);
26 void    altercoordinates(double, double, int);
27 void    collecttaxes(double, double);
28 void    death(const char *);
29 const char      *descrlocation(struct player *, bool);
30 const char      *descrstatus(struct player *);
31 const char      *descrtype(struct player *, bool);
32 void    displaystats(void);
33 double  distance(double, double, double, double);
34 void    error(const char *);
35 double  explevel(double);
36 long    findname(char *, struct player *);
37 void    freerecord(struct player *, long);
38 void    ill_sig(int);
39 void    initplayer(struct player *);
40 void    leavegame(void);
41 void    movelevel(void);
42 void    readmessage(void);
43 void    readrecord(struct player *, long);
44 void    tradingpost(void);
45 void    truncstring(char *);
46 void    writerecord(struct player *, long);
47
48 /*
49  * FUNCTION: move player to new level
50  *
51  * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
52  *
53  * GLOBAL OUTPUTS: Player, Changed
54  *
55  * DESCRIPTION:
56  *      Use lookup table to increment important statistics when
57  *      progressing to new experience level.
58  *      Players are rested to maximum as a bonus for making a new
59  *      level.
60  *      Check for council of wise, and being too big to be king.
61  */
62
63 void
64 movelevel(void)
65 {
66         struct charstats *statptr;      /* for pointing into Stattable */
67         double new;             /* new level */
68         double inc;             /* increment between new and old levels */
69
70         Changed = TRUE;
71
72         if (Player.p_type == C_EXPER)
73                 /* roll a type to use for increment */
74                 statptr = &Stattable[(int)ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
75         else
76                 statptr = Statptr;
77
78         new = explevel(Player.p_experience);
79         inc = new - Player.p_level;
80         Player.p_level = new;
81
82         /* add increments to statistics */
83         Player.p_strength += statptr->c_strength.increase * inc;
84         Player.p_mana += statptr->c_mana.increase * inc;
85         Player.p_brains += statptr->c_brains.increase * inc;
86         Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
87         Player.p_maxenergy += statptr->c_energy.increase * inc;
88
89         /* rest to maximum upon reaching new level */
90         Player.p_energy = Player.p_maxenergy + Player.p_shield;
91
92         if (Player.p_crowns > 0 && Player.p_level >= 1000.0) {
93                 /* no longer able to be king -- turn crowns into cash */
94                 Player.p_gold += ((double)Player.p_crowns) * 5000.0;
95                 Player.p_crowns = 0;
96         }
97
98         if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL) {
99                 /* make a member of the council */
100                 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
101                 addstr("Good Luck on your search for the Holy Grail.\n");
102
103                 Player.p_specialtype = SC_COUNCIL;
104
105                 /* no rings for council and above */
106                 Player.p_ring.ring_type = R_NONE;
107                 Player.p_ring.ring_duration = 0;
108
109                 Player.p_lives = 3;     /* three extra lives */
110         }
111
112         if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
113                 death("Old age");
114 }
115
116 /*
117  * FUNCTION: return a formatted description of location
118  *
119  * ARGUMENTS:
120  *      struct player playerp - pointer to player structure
121  *      bool shortflag - set if short form is desired
122  *
123  * RETURN VALUE: pointer to string containing result
124  *
125  * GLOBAL INPUTS: Databuf[]
126  *
127  * DESCRIPTION:
128  *      Look at coordinates and return an appropriately formatted
129  *      string.
130  */
131
132 const char *
133 descrlocation(struct player *playerp, bool shortflag)
134 {
135         double circle;          /* corresponding circle for coordinates */
136         int quadrant;           /* quadrant of grid */
137         const char *label;      /* pointer to place name */
138         static const char *nametable[4][4] =    /* names of places */
139         {
140                 { "Anorien",      "Ithilien",   "Rohan",              "Lorien"         },
141                 { "Gondor",       "Mordor",     "Dunland",            "Rovanion"       },
142                 { "South Gondor", "Khand",      "Eriador",            "The Iron Hills" },
143                 { "Far Harad",    "Near Harad", "The Northern Waste", "Rhun"           }
144         };
145
146         if (playerp->p_specialtype == SC_VALAR)
147                 return (" is in Valhala");
148         else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
149                 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
150                         label = "The Point of No Return";
151                 else
152                         label = "The Ashen Mountains";
153         } else if (circle >= 55)
154                 label = "Morannon";
155         else if (circle >= 35)
156                 label = "Kennaquahair";
157         else if (circle >= 20)
158                 label = "The Dead Marshes";
159         else if (circle >= 9)
160                 label = "The Outer Waste";
161         else if (circle >= 5)
162                 label = "The Moors Adventurous";
163         else {
164                 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
165                         label = "The Lord's Chamber";
166                 else {
167                         /* this expression is split to prevent compiler loop with some compilers */
168                         quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
169                         quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
170                         label = nametable[((int)circle) - 1][quadrant];
171                 }
172         }
173
174         if (shortflag)
175                 sprintf(Databuf, "%.29s", label);
176         else
177                 sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
178
179         return (Databuf);
180 }
181
182 /*
183  * FUNCTION: do trading post stuff
184  *
185  * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
186  *
187  * GLOBAL OUTPUTS: Player
188  *
189  * DESCRIPTION:
190  *      Different trading posts have different items.
191  *      Merchants cannot be cheated, but they can be dishonest
192  *      themselves.
193  *
194  *      Shields, swords, and quicksilver are not cumulative.  This is
195  *      one major area of complaint, but there are two reasons for this:
196  *              1) It becomes MUCH too easy to make very large versions
197  *                 of these items.
198  *              2) In the real world, one cannot simply weld two swords
199  *                 together to make a bigger one.
200  *
201  *      At one time, it was possible to sell old weapons at half the purchase
202  *      price.  This resulted in huge amounts of gold floating around,
203  *      and the game lost much of its challenge.
204  *
205  *      Also, purchasing gems defeats the whole purpose of gold.  Gold
206  *      is small change for lower level players.  They really shouldn't
207  *      be able to accumulate more than enough gold for a small sword or
208  *      a few books.  Higher level players shouldn't even bother to pick
209  *      up gold, except maybe to buy mana once in a while.
210  */
211
212 void
213 tradingpost(void)
214 {
215         double numitems;        /* number of items to purchase */
216         double cost;            /* cost of purchase */
217         double blessingcost;    /* cost of blessing */
218         int ch;                 /* input */
219         int size;               /* size of the trading post */
220         int loop;               /* loop counter */
221         int cheat = 0;          /* number of times player has tried to cheat */
222         bool dishonest = FALSE; /* set when merchant is dishonest */
223
224         Player.p_status = S_TRADING;
225         writerecord(&Player, Fileloc);
226
227         clear();
228         addstr("You are at a trading post. All purchases must be made with gold.");
229
230         size = sqrt(fabs(Player.p_x / 100)) + 1;
231         size = MIN(7, size);
232
233         /* set up cost of blessing */
234         blessingcost = 1000.0 * (Player.p_level + 5.0);
235
236         /* print Menu */
237         move(7, 0);
238         for (loop = 0; loop < size; ++loop) {
239                 /* print Menu */
240                 if (loop == 6)
241                         cost = blessingcost;
242                 else
243                         cost = Menu[loop].cost;
244                 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
245         }
246
247         mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
248
249         for (;;) {
250                 adjuststats();  /* truncate any bad values */
251
252                 /* print some important statistics */
253                 mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
254                     Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
255                 printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
256                     Player.p_shield, Player.p_sword, Player.p_quksilver,
257                     (Player.p_blessing ? " True" : "False"));
258                 printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
259
260                 move(5, 36);
261                 ch = getanswer("LPS", FALSE);
262                 move(15, 0);
263                 clrtobot();
264                 switch (ch) {
265                 case 'L':       /* leave */
266                 case '\n':
267                         altercoordinates(0.0, 0.0, A_NEAR);
268                         return;
269
270                 case 'P':       /* make purchase */
271                         mvaddstr(15, 0, "What what would you like to buy ? ");
272                         ch = getanswer(" 1234567", FALSE);
273                         move(15, 0);
274                         clrtoeol();
275
276                         if (ch - '0' > size)
277                                 addstr("Sorry, this merchant doesn't have that.");
278                         else
279                                 switch (ch) {
280                                 case '1':
281                                         printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
282                                             Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
283                                         cost = (numitems = floor(infloat())) * Menu[0].cost;
284
285                                         if (cost > Player.p_gold || numitems < 0)
286                                                 ++cheat;
287                                         else {
288                                                 cheat = 0;
289                                                 Player.p_gold -= cost;
290                                                 if (drandom() < 0.02)
291                                                         dishonest = TRUE;
292                                                 else
293                                                         Player.p_mana += numitems;
294                                         }
295                                         break;
296
297                                 case '2':
298                                         printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
299                                             Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
300                                         cost = (numitems = floor(infloat())) * Menu[1].cost;
301
302                                         if (numitems == 0.0)
303                                                 break;
304                                         else if (cost > Player.p_gold || numitems < 0)
305                                                 ++cheat;
306                                         else if (numitems < Player.p_shield)
307                                                 NOBETTER();
308                                         else {
309                                                 cheat = 0;
310                                                 Player.p_gold -= cost;
311                                                 if (drandom() < 0.02)
312                                                         dishonest = TRUE;
313                                                 else
314                                                         Player.p_shield = numitems;
315                                         }
316                                         break;
317
318                                 case '3':
319                                         printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
320                                             Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
321                                         cost = (numitems = floor(infloat())) * Menu[2].cost;
322
323                                         if (cost > Player.p_gold || numitems < 0)
324                                                 ++cheat;
325                                         else {
326                                                 cheat = 0;
327                                                 Player.p_gold -= cost;
328                                                 if (drandom() < 0.02)
329                                                         dishonest = TRUE;
330                                                 else if (drandom() * numitems > Player.p_level / 10.0 &&
331                                                     numitems != 1) {
332                                                         printw("\nYou blew your mind!\n");
333                                                         Player.p_brains /= 5;
334                                                 } else {
335                                                         Player.p_brains += floor(numitems) * ROLL(20, 8);
336                                                 }
337                                         }
338                                         break;
339
340                                 case '4':
341                                         printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
342                                             Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
343                                         cost = (numitems = floor(infloat())) * Menu[3].cost;
344
345                                         if (numitems == 0.0)
346                                                 break;
347                                         else if (cost > Player.p_gold || numitems < 0)
348                                                 ++cheat;
349                                         else if (numitems < Player.p_sword)
350                                                 NOBETTER();
351                                         else {
352                                                 cheat = 0;
353                                                 Player.p_gold -= cost;
354                                                 if (drandom() < 0.02)
355                                                         dishonest = TRUE;
356                                                 else
357                                                         Player.p_sword = numitems;
358                                         }
359                                         break;
360
361                                 case '5':
362                                         printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
363                                             Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
364                                         cost = (numitems = floor(infloat())) * Menu[4].cost;
365
366                                         if (cost > Player.p_gold || numitems < 0)
367                                                 ++cheat;
368                                         else {
369                                                 cheat = 0;
370                                                 Player.p_gold -= cost;
371                                                 if (drandom() < 0.02)
372                                                         dishonest = TRUE;
373                                                 else
374                                                         Player.p_charms += numitems;
375                                         }
376                                         break;
377
378                                 case '6':
379                                         printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
380                                             Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
381                                         cost = (numitems = floor(infloat())) * Menu[5].cost;
382
383                                         if (numitems == 0.0)
384                                                 break;
385                                         else if (cost > Player.p_gold || numitems < 0)
386                                                 ++cheat;
387                                         else if (numitems < Player.p_quksilver)
388                                                 NOBETTER();
389                                         else {
390                                                 cheat = 0;
391                                                 Player.p_gold -= cost;
392                                                 if (drandom() < 0.02)
393                                                         dishonest = TRUE;
394                                                 else
395                                                         Player.p_quksilver = numitems;
396                                         }
397                                         break;
398
399                                 case '7':
400                                         if (Player.p_blessing) {
401                                                 addstr("You already have a blessing.");
402                                                 break;
403                                         }
404
405                                         printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
406                                         ch = getanswer("NY", FALSE);
407
408                                         if (ch == 'Y') {
409                                                 if (Player.p_gold < blessingcost)
410                                                         ++cheat;
411                                                 else {
412                                                         cheat = 0;
413                                                         Player.p_gold -= blessingcost;
414                                                         if (drandom() < 0.02)
415                                                                 dishonest = TRUE;
416                                                         else
417                                                                 Player.p_blessing = TRUE;
418                                                 }
419                                         }
420                                         break;
421                                 }
422                         break;
423
424                 case 'S':       /* sell gems */
425                         mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
426                             (double)N_GEMVALUE, Player.p_gems);
427                         numitems = floor(infloat());
428
429                         if (numitems > Player.p_gems || numitems < 0)
430                                 ++cheat;
431                         else {
432                                 cheat = 0;
433                                 Player.p_gems -= numitems;
434                                 Player.p_gold += numitems * N_GEMVALUE;
435                         }
436                 }
437
438                 if (cheat == 1)
439                         mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
440                 else if (cheat == 2) {
441                         mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
442                         printw("a %.0f level magic user, and you made %s mad!\n",
443                             ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
444                         altercoordinates(0.0, 0.0, A_FAR);
445                         Player.p_energy /= 2.0;
446                         ++Player.p_sin;
447                         more(23);
448                         return;
449                 } else if (dishonest) {
450                         mvaddstr(17, 0, "The merchant stole your money!");
451                         refresh();
452                         altercoordinates(Player.p_x - Player.p_x / 10.0,
453                             Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
454                         sleep(2);
455                         return;
456                 }
457         }
458 }
459
460 /*
461  * FUNCTION: print out important player statistics
462  *
463  * GLOBAL INPUTS: Users, Player
464  *
465  * DESCRIPTION:
466  *      Important player statistics are printed on the screen.
467  */
468
469 void
470 displaystats(void)
471 {
472         mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
473         mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
474             Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
475             Player.p_mana, Users);
476         mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
477             Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
478             Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
479 }
480
481 /*
482  * FUNCTION: show player items
483  *
484  * GLOBAL INPUTS: Player
485  *
486  * DESCRIPTION:
487  *      Print out some player statistics of lesser importance.
488  */
489
490 void
491 allstatslist(void)
492 {
493         static const char *flags[] =    /* to print value of some bools */
494         {
495                 "False",
496                 " True"
497         };
498
499         mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
500
501         mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
502         mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
503         mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
504         mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
505         mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
506         mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
507         mvprintw(16, 0, "Age       : %9d", Player.p_age);
508         mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
509         mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
510         mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
511         mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
512         mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
513         mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
514         mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
515
516         mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
517             flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
518             flags[Player.p_virgin], flags[Player.p_palantir]);
519 }
520
521 /*
522  * FUNCTION: return a string specifying player type
523  *
524  * ARGUMENTS:
525  *      struct player playerp - pointer to structure for player
526  *      bool shortflag - set if short form is desired
527  *
528  * RETURN VALUE: pointer to string describing player type
529  *
530  * GLOBAL INPUTS: Databuf[]
531  *
532  * GLOBAL OUTPUTS: Databuf[]
533  *
534  * DESCRIPTION:
535  *      Return a string describing the player type.
536  *      King, council, valar, supersedes other types.
537  *      The first character of the string is '*' if the player
538  *      has a crown.
539  *      If 'shortflag' is TRUE, return a 3 character string.
540  */
541
542 const char *
543 descrtype(struct player *playerp, bool shortflag)
544 {
545         int type;               /* for caluculating result subscript */
546         static const char *results[] =  /* description table */
547         {
548                 " Magic User",      " MU",
549                 " Fighter",         " F ",
550                 " Elf",             " E ",
551                 " Dwarf",           " D ",
552                 " Halfling",        " H ",
553                 " Experimento",     " EX",
554                 " Super",           " S ",
555                 " King",            " K ",
556                 " Council of Wise", " CW",
557                 " Ex-Valar",        " EV",
558                 " Valar",           " V ",
559                 " ? ",              " ? "
560         };
561
562         type = playerp->p_type;
563
564         switch (playerp->p_specialtype) {
565         case SC_NONE:
566                 type = playerp->p_type;
567                 break;
568
569         case SC_KING:
570                 type = 7;
571                 break;
572
573         case SC_COUNCIL:
574                 type = 8;
575                 break;
576
577         case SC_EXVALAR:
578                 type = 9;
579                 break;
580
581         case SC_VALAR:
582                 type = 10;
583                 break;
584         }
585
586         type *= 2;              /* calculate offset */
587
588         if (type > 20)
589                 /* error */
590                 type = 22;
591
592         if (shortflag)
593                 /* use short descriptions */
594                 ++type;
595
596         if (playerp->p_crowns > 0) {
597                 strcpy(Databuf, results[type]);
598                 Databuf[0] = '*';
599                 return (Databuf);
600         } else
601                 return (results[type]);
602 }
603
604 /*
605  * FUNCTION: find location in player file of given name
606  *
607  * ARGUMENTS:
608  *      char *name - name of character to look for
609  *      struct player *playerp - pointer of structure to fill
610  *
611  * RETURN VALUE: location of player if found, -1 otherwise
612  *
613  * GLOBAL INPUTS: Wizard, *Playersfp
614  *
615  * DESCRIPTION:
616  *      Search the player file for the player of the given name.
617  *      If player is found, fill structure with player data.
618  */
619
620 long
621 findname(char *name, struct player *playerp)
622 {
623         long loc = 0;   /* location in the file */
624
625         fseek(Playersfp, 0L, SEEK_SET);
626         while (fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
627                 if (strcmp(playerp->p_name, name) == 0) {
628                         if (playerp->p_status != S_NOTUSED || Wizard)
629                                 /* found it */
630                                 return (loc);
631                 }
632                 loc += SZ_PLAYERSTRUCT;
633         }
634
635         return (-1);
636 }
637
638 /*
639  * FUNCTION: find space in the player file for a new character
640  *
641  * RETURN VALUE: location of free space in file
642  *
643  * GLOBAL INPUTS: Other, *Playersfp
644  *
645  * GLOBAL OUTPUTS: Player
646  *
647  * DESCRIPTION:
648  *      Search the player file for an unused entry.  If none are found,
649  *      make one at the end of the file.
650  */
651
652 long
653 allocrecord(void)
654 {
655         long loc = 0L;  /* location in file */
656
657         fseek(Playersfp, 0L, SEEK_SET);
658         while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
659                 if (Other.p_status == S_NOTUSED)
660                         /* found an empty record */
661                         return (loc);
662                 else
663                         loc += SZ_PLAYERSTRUCT;
664         }
665
666         /* make a new record */
667         initplayer(&Other);
668         Player.p_status = S_OFF;
669         writerecord(&Other, loc);
670
671         return (loc);
672 }
673
674 /*
675  * FUNCTION: free up a record on the player file
676  *
677  * ARGUMENTS:
678  *      struct player playerp - pointer to structure to free
679  *      long loc - location in file to free
680  *
681  * DESCRIPTION:
682  *      Mark structure as not used, and update player file.
683  */
684
685 void
686 freerecord(struct player *playerp, long loc)
687 {
688         playerp->p_name[0] = CH_MARKDELETE;
689         playerp->p_status = S_NOTUSED;
690         writerecord(playerp, loc);
691 }
692
693 /*
694  * FUNCTION: leave game
695  *
696  * GLOBAL INPUTS: Player, Fileloc
697  *
698  * GLOBAL OUTPUTS: Player
699  *
700  * DESCRIPTION:
701  *      Mark player as inactive, and cleanup.
702  *      Do not save players below level 1.
703  */
704
705 void
706 leavegame(void)
707 {
708         if (Player.p_level < 1.0)
709                 /* delete character */
710                 freerecord(&Player, Fileloc);
711         else {
712                 Player.p_status = S_OFF;
713                 writerecord(&Player, Fileloc);
714         }
715
716         cleanup(TRUE);
717         /* NOTREACHED */
718 }
719
720 /*
721  * FUNCTION: death routine
722  *
723  * ARGUMENTS:
724  *      char *how - pointer to string describing cause of death
725  *
726  * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
727  *
728  * GLOBAL OUTPUTS: Player
729  *
730  * DESCRIPTION:
731  *      Kill off current player.
732  *      Handle rings, and multiple lives.
733  *      Print an appropriate message.
734  *      Update scoreboard, lastdead, and let other players know about
735  *      the demise of their comrade.
736  */
737
738 void
739 death(const char *how)
740 {
741         FILE *fp;       /* for updating various files */
742         int ch;         /* input */
743         static const char *deathmesg[] =
744         /* add more messages here, if desired */
745         {
746                 "You have been wounded beyond repair.  ",
747                 "You have been disemboweled.  ",
748                 "You've been mashed, mauled, and spit upon.  (You're dead.)\n",
749                 "You died!  ",
750                 "You're a complete failure -- you've died!!\n",
751                 "You have been dealt a fatal blow!  "
752         };
753
754         clear();
755
756         if (strcmp(how, "Stupidity") != 0) {
757                 if (Player.p_level > 9999.0)
758                         /* old age */
759                         addstr("Characters must be retired upon reaching level 10000.  Sorry.");
760                 else if (Player.p_lives > 0) {
761                         /* extra lives */
762                         addstr("You should be more cautious.  You've been killed.\n");
763                         printw("You only have %d more chance(s).\n", --Player.p_lives);
764                         more(3);
765                         Player.p_energy = Player.p_maxenergy;
766                         return;
767                 } else if (Player.p_specialtype == SC_VALAR) {
768                         addstr("You had your chances, but Valar aren't totally\n");
769                         addstr("immortal.  You are now left to wither and die . . .\n");
770                         more(3);
771                         Player.p_brains = Player.p_level / 25.0;
772                         Player.p_energy = Player.p_maxenergy /= 5.0;
773                         Player.p_quksilver = Player.p_sword = 0.0;
774                         Player.p_specialtype = SC_COUNCIL;
775                         return;
776                 } else if (Player.p_ring.ring_inuse &&
777                           (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG)) {
778                         /* good ring in use - saved from death */
779                         mvaddstr(4, 0, "Your ring saved you from death!\n");
780                         refresh();
781                         Player.p_ring.ring_type = R_NONE;
782                         Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
783                         if (Player.p_crowns > 0)
784                                 --Player.p_crowns;
785                         return;
786                 } else if (Player.p_ring.ring_type == R_BAD ||
787                            Player.p_ring.ring_type == R_SPOILED) {
788                         /* bad ring in possession; name idiot after player */
789                         mvaddstr(4, 0,
790                                  "Your ring has taken control of you and turned you into a monster!\n");
791                         fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
792                         fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
793                         strcpy(Curmonster.m_name, Player.p_name);
794                         fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
795                         fwrite((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
796                         fflush(Monstfp);
797                 }
798         }
799
800         enterscore();           /* update score board */
801
802         /* put info in last dead file */
803         fp = fopen(_PATH_LASTDEAD, "w");
804         fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
805             Player.p_name, descrtype(&Player, TRUE),
806             Player.p_login, Player.p_level, how);
807         fclose(fp);
808
809         /* let other players know */
810         fp = fopen(_PATH_MESS, "w");
811         fprintf(fp, "%s was killed by %s.", Player.p_name, how);
812         fclose(fp);
813
814         freerecord(&Player, Fileloc);
815
816         clear();
817         move(10, 0);
818         addstr(deathmesg[(int)ROLL(0.0, (double)sizeof(deathmesg) / sizeof(char *))]);
819         addstr("Care to give it another try ? ");
820         ch = getanswer("NY", FALSE);
821
822         if (ch == 'Y') {
823                 cleanup(FALSE);
824                 execl(_PATH_GAMEPROG, "phantasia", "-s",
825                     (Wizard ? "-S" : NULL), NULL);
826                 exit(0);
827                 /* NOTREACHED */
828         }
829
830         cleanup(TRUE);
831         /* NOTREACHED */
832 }
833
834 /*
835  * FUNCTION: update structure in player file
836  *
837  * ARGUMENTS:
838  *      struct player *playerp - pointer to structure to write out
839  *      long place - location in file to updata
840  *
841  * GLOBAL INPUTS: *Playersfp
842  *
843  * DESCRIPTION:
844  *      Update location in player file with given structure.
845  */
846
847 void
848 writerecord(struct player *playerp, long place)
849 {
850         fseek(Playersfp, place, SEEK_SET);
851         fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
852         fflush(Playersfp);
853 }
854
855 /*
856  * FUNCTION: calculate level based upon experience
857  *
858  * ARGUMENTS:
859  *      double experience - experience to calculate experience level from
860  *
861  * RETURN VALUE: experience level
862  *
863  * DESCRIPTION:
864  *      Experience level is a geometric progression.  This has been finely
865  *      tuned over the years, and probably should not be changed.
866  */
867
868 double
869 explevel(double experience)
870 {
871         if (experience < 1.1e7)
872                 return (floor(pow((experience / 1000.0), 0.4875)));
873         else
874                 return (floor(pow((experience / 1250.0), 0.4865)));
875 }
876
877 /*
878  * FUNCTION: truncate trailing blanks off a string
879  *
880  * ARGUMENTS:
881  *      char *string - pointer to null terminated string
882  *
883  * DESCRIPTION:
884  *      Put nul characters in place of spaces at the end of the string.
885  */
886
887 void
888 truncstring(char *string)
889 {
890         size_t length;          /* length of string */
891
892         length = strlen(string);
893         while (string[--length] == ' ')
894                 string[length] = '\0';
895 }
896
897 /*
898  * FUNCTION: Alter x, y coordinates and set/check location flags
899  *
900  * ARGUMENTS:
901  *      double xnew, ynew - new x, y coordinates
902  *      int operation - operation to perform with coordinates
903  *
904  * GLOBAL INPUTS: Circle, Beyond, Player
905  *
906  * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
907  *
908  * DESCRIPTION:
909  *      This module is called whenever the player's coordinates are altered.
910  *      If the player is beyond the point of no return, he/she is forced
911  *      to stay there.
912  */
913
914 void
915 altercoordinates(double xnew, double ynew, int operation)
916 {
917         switch (operation) {
918         case A_FORCED:          /* move with no checks */
919                 break;
920
921         case A_NEAR:            /* pick random coordinates near */
922                 xnew = Player.p_x + ROLL(1.0, 5.0);
923                 ynew = Player.p_y - ROLL(1.0, 5.0);
924         /* fall through for check */
925
926         case A_SPECIFIC:        /* just move player */
927                 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) {
928                         /*
929                          * cannot move back from point of no return
930                          * pick the largest coordinate to remain unchanged
931                          */
932                         if (fabs(xnew) > fabs(ynew))
933                                 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
934                         else
935                                 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
936                 }
937                 break;
938
939         case A_FAR:             /* pick random coordinates far */
940                 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
941                 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
942                 break;
943         }
944
945         /* now set location flags and adjust coordinates */
946         Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
947
948         /* set up flags based upon location */
949         Throne = Marsh = Beyond = FALSE;
950
951         if (Player.p_x == 0.0 && Player.p_y == 0.0)
952                 Throne = TRUE;
953         else if (Circle < 35 && Circle >= 20)
954                 Marsh = TRUE;
955         else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
956                 Beyond = TRUE;
957
958         Changed = TRUE;
959 }
960
961 /*
962  * FUNCTION: read a player structure from file
963  *
964  * ARGUMENTS:
965  *      struct player *playerp - pointer to structure to fill
966  *      int loc - location of record to read
967  *
968  * GLOBAL INPUTS: *Playersfp
969  *
970  * DESCRIPTION:
971  *      Read structure information from player file.
972  */
973
974 void
975 readrecord(struct player *playerp, long loc)
976 {
977         fseek(Playersfp, loc, SEEK_SET);
978         fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
979 }
980
981 /*
982  * FUNCTION: adjust player statistics
983  *
984  * GLOBAL INPUTS: Player, *Statptr
985  *
986  * GLOBAL OUTPUTS: Circle, Player, Timeout
987  *
988  * DESCRIPTION:
989  *      Handle adjustment and maximums on various player characteristics.
990  */
991
992 void
993 adjuststats(void)
994 {
995         double dtemp;           /* for temporary calculations */
996
997         if (explevel(Player.p_experience) > Player.p_level) {
998                 /* move one or more levels */
999                 movelevel();
1000                 if (Player.p_level > 5.0)
1001                         Timeout = TRUE;
1002         }
1003
1004         if (Player.p_specialtype == SC_VALAR)
1005                 /* valar */
1006                 Circle = Player.p_level / 5.0;
1007
1008         /* calculate effective quickness */
1009         dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1010             - Player.p_level;
1011         dtemp = MAX(0.0, dtemp);        /* gold slows player down */
1012         Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1013
1014         /* calculate effective strength */
1015         if (Player.p_poison > 0.0) {
1016                 /* poison makes player weaker */
1017                 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1018                 dtemp = MAX(0.1, dtemp);
1019         } else
1020                 dtemp = 1.0;
1021         Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1022
1023         /* insure that important things are within limits */
1024         Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1025         Player.p_mana = MIN(Player.p_mana,
1026             Player.p_level * Statptr->c_maxmana + 1000.0);
1027         Player.p_brains = MIN(Player.p_brains,
1028             Player.p_level * Statptr->c_maxbrains + 200.0);
1029         Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1030
1031         /*
1032          * some implementations have problems with floating point compare
1033          * we work around it with this stuff
1034          */
1035         Player.p_gold = floor(Player.p_gold) + 0.1;
1036         Player.p_gems = floor(Player.p_gems) + 0.1;
1037         Player.p_mana = floor(Player.p_mana) + 0.1;
1038
1039         if (Player.p_ring.ring_type != R_NONE) {
1040                 /* do ring things */
1041                 /* rest to max */
1042                 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1043
1044                 if (Player.p_ring.ring_duration <= 0)
1045                         /* clean up expired rings */
1046                         switch (Player.p_ring.ring_type) {
1047                         case R_BAD:     /* ring drives player crazy */
1048                                 Player.p_ring.ring_type = R_SPOILED;
1049                                 Player.p_ring.ring_duration = (short)ROLL(10.0, 25.0);
1050                                 break;
1051
1052                         case R_NAZREG:  /* ring disappears */
1053                                 Player.p_ring.ring_type = R_NONE;
1054                                 break;
1055
1056                         case R_SPOILED: /* ring kills player */
1057                                 death("A cursed ring");
1058                                 break;
1059
1060                         case R_DLREG:   /* this ring doesn't expire */
1061                                 Player.p_ring.ring_duration = 0;
1062                                 break;
1063                         }
1064         }
1065
1066         if (Player.p_age / N_AGE > Player.p_degenerated) {
1067                 /* age player slightly */
1068                 ++Player.p_degenerated;
1069                 if (Player.p_quickness > 23.0)
1070                         Player.p_quickness *= 0.99;
1071                 Player.p_strength *= 0.97;
1072                 Player.p_brains *= 0.95;
1073                 Player.p_magiclvl *= 0.97;
1074                 Player.p_maxenergy *= 0.95;
1075                 Player.p_quksilver *= 0.95;
1076                 Player.p_sword *= 0.93;
1077                 Player.p_shield *= 0.93;
1078         }
1079 }
1080
1081 /*
1082  * FUNCTION: initialize a character
1083  *
1084  * ARGUMENTS:
1085  *      struct player *playerp - pointer to structure to init
1086  *
1087  * DESCRIPTION:
1088  *      Put a bunch of default values in the given structure.
1089  */
1090
1091 void
1092 initplayer(struct player *playerp)
1093 {
1094         playerp->p_experience =
1095             playerp->p_level =
1096             playerp->p_strength =
1097             playerp->p_sword =
1098             playerp->p_might =
1099             playerp->p_energy =
1100             playerp->p_maxenergy =
1101             playerp->p_shield =
1102             playerp->p_quickness =
1103             playerp->p_quksilver =
1104             playerp->p_speed =
1105             playerp->p_magiclvl =
1106             playerp->p_mana =
1107             playerp->p_brains =
1108             playerp->p_poison =
1109             playerp->p_gems =
1110             playerp->p_sin =
1111             playerp->p_1scratch =
1112             playerp->p_2scratch = 0.0;
1113
1114         playerp->p_gold = ROLL(50.0, 75.0) + 0.1;       /* give some gold */
1115
1116         playerp->p_x = ROLL(-125.0, 251.0);
1117         playerp->p_y = ROLL(-125.0, 251.0);     /* give random x, y */
1118
1119         /* clear ring */
1120         playerp->p_ring.ring_type = R_NONE;
1121         playerp->p_ring.ring_duration = 0;
1122         playerp->p_ring.ring_inuse = FALSE;
1123
1124         playerp->p_age = 0L;
1125
1126         playerp->p_degenerated = 1;     /* don't degenerate initially */
1127
1128         playerp->p_type = C_FIGHTER;    /* default */
1129         playerp->p_specialtype = SC_NONE;
1130         playerp->p_lives =
1131             playerp->p_crowns =
1132             playerp->p_charms =
1133             playerp->p_amulets =
1134             playerp->p_holywater =
1135             playerp->p_lastused = 0;
1136         playerp->p_status = S_NOTUSED;
1137         playerp->p_tampered = T_OFF;
1138         playerp->p_istat = I_OFF;
1139
1140         playerp->p_palantir =
1141             playerp->p_blessing =
1142             playerp->p_virgin =
1143             playerp->p_blindness = FALSE;
1144
1145         playerp->p_name[0] =
1146             playerp->p_password[0] =
1147             playerp->p_login[0] = '\0';
1148 }
1149
1150 /*
1151  * FUNCTION: read message from other players
1152  *
1153  * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1154  *
1155  * DESCRIPTION:
1156  *      If there is a message from other players, print it.
1157  */
1158
1159 void
1160 readmessage(void)
1161 {
1162         move(3, 0);
1163         clrtoeol();
1164         fseek(Messagefp, 0L, SEEK_SET);
1165         if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1166                 addstr(Databuf);
1167 }
1168
1169 /*
1170  * FUNCTION: process environment error
1171  *
1172  * ARGUMENTS:
1173  *      char *whichfile - pointer to name of file which caused error
1174  *
1175  * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1176  *
1177  * DESCRIPTION:
1178  *      Print message about offending file, and exit.
1179  */
1180
1181 void
1182 error(const char *whichfile)
1183 {
1184         int (*funcp)(const char *, ...) __printflike(1, 2);
1185
1186         if (Windows) {
1187                 funcp = (void *)printw;
1188                 clear();
1189         } else
1190                 funcp = printf;
1191
1192         (*funcp)("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
1193         (*funcp)("Please run 'setup' to determine the problem.\n");
1194         cleanup(TRUE);
1195         /* NOTREACHED */
1196 }
1197
1198 /*
1199  * FUNCTION: calculate distance between two points
1200  *
1201  * ARGUMENTS:
1202  *      double x1, y1 - x, y coordinates of first point
1203  *      double x2, y2 - x, y coordinates of second point
1204  *
1205  * RETURN VALUE: distance between the two points
1206  *
1207  * DESCRIPTION:
1208  *      This function is provided because someone's hypot() library function
1209  *      fails if x1 == x2 && y1 == y2.
1210  */
1211
1212 double
1213 distance(double x_1, double x_2, double y_1, double y_2)
1214 {
1215         double deltax, deltay;
1216
1217         deltax = x_1 - x_2;
1218         deltay = y_1 - y_2;
1219         return (sqrt(deltax * deltax + deltay * deltay));
1220 }
1221
1222
1223 /*
1224  * FUNCTION: exit upon trapping an illegal signal
1225  *
1226  * ARGUMENTS:
1227  *      int whichsig - signal which occurred to cause jump to here
1228  *
1229  * GLOBAL INPUTS: *stdscr
1230  *
1231  * DESCRIPTION:
1232  *      When an illegal signal is caught, print a message, and cleanup.
1233  */
1234
1235 void
1236 ill_sig(int whichsig)
1237 {
1238         clear();
1239         if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1240                 printw("Error: caught signal # %d.\n", whichsig);
1241         cleanup(TRUE);
1242         /* NOTREACHED */
1243 }
1244
1245 /*
1246  * FUNCTION: return a string describing the player status
1247  *
1248  * ARGUMENTS:
1249  *      struct player playerp - pointer to player structure to describe
1250  *
1251  * RETURN VALUE: string describing player's status
1252  *
1253  * DESCRIPTION:
1254  *      Return verbal description of player status.
1255  *      If player status is S_PLAYING, check for low energy and blindness.
1256  */
1257
1258 const char *
1259 descrstatus(struct player *playerp)
1260 {
1261         switch (playerp->p_status) {
1262         case S_PLAYING:
1263                 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1264                         return ("Low Energy");
1265                 else if (playerp->p_blindness)
1266                         return ("Blind");
1267                 else
1268                         return ("In game");
1269
1270         case S_CLOAKED:
1271                 return ("Cloaked");
1272
1273         case S_INBATTLE:
1274                 return ("In Battle");
1275
1276         case S_MONSTER:
1277                 return ("Encounter");
1278
1279         case S_TRADING:
1280                 return ("Trading");
1281
1282         case S_OFF:
1283                 return ("Off");
1284
1285         case S_HUNGUP:
1286                 return ("Hung up");
1287
1288         default:
1289                 return ("");
1290         }
1291 }
1292
1293 /*
1294  * FUNCTION: collect taxes from current player
1295  *
1296  * ARGUMENTS:
1297  *      double gold - amount of gold to tax
1298  *      double gems - amount of gems to tax
1299  *
1300  * GLOBAL INPUTS: Player
1301  *
1302  * GLOBAL OUTPUTS: Player
1303  *
1304  * DESCRIPTION:
1305  *      Pay taxes on gold and gems.  If the player does not have enough
1306  *      gold to pay taxes on the added gems, convert some gems to gold.
1307  *      Add taxes to tax data base; add remaining gold and gems to
1308  *      player's cache.
1309  */
1310
1311 void
1312 collecttaxes(double gold, double gems)
1313 {
1314         FILE *fp;               /* to update Goldfile */
1315         double dtemp;           /* for temporary calculations */
1316         double taxes;           /* tax liability */
1317
1318         /* add to cache */
1319         Player.p_gold += gold;
1320         Player.p_gems += gems;
1321
1322         /* calculate tax liability */
1323         taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1324
1325         if (Player.p_gold < taxes) {
1326                 /* not enough gold to pay taxes, must convert some gems to gold */
1327                 /* number of gems to convert */
1328                 dtemp = floor(taxes / N_GEMVALUE + 1.0);
1329
1330                 if (Player.p_gems >= dtemp) {
1331                         /* player has enough to convert */
1332                         Player.p_gems -= dtemp;
1333                         Player.p_gold += dtemp * N_GEMVALUE;
1334                 } else {
1335                         /* take everything; this should never happen */
1336                         Player.p_gold += Player.p_gems * N_GEMVALUE;
1337                         Player.p_gems = 0.0;
1338                         taxes = Player.p_gold;
1339                 }
1340         }
1341
1342         Player.p_gold -= taxes;
1343
1344         if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) {
1345                 /* update taxes */
1346                 dtemp = 0.0;
1347                 fread((char *)&dtemp, sizeof(double), 1, fp);
1348                 dtemp += floor(taxes);
1349                 fseek(fp, 0L, SEEK_SET);
1350                 fwrite((char *)&dtemp, sizeof(double), 1, fp);
1351                 fclose(fp);
1352         }
1353 }