Cast sentinel for execl*() to (char *) to quiet gcc4 warnings.
[games.git] / games / phantasia / misc.c
CommitLineData
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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 $
9a139b26 5 * $DragonFly: src/games/phantasia/misc.c,v 1.7 2006/09/09 02:21:49 pavalos Exp $
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6 */
7
8#include <string.h>
9#include "include.h"
10
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11/* functions which we need to know about */
12/* gamesupport.c */
13extern void enterscore(void);
14/* io.c */
15extern int getanswer(const char *, bool);
16extern double infloat(void);
17extern void more(int);
18/* main.c */
19extern void cleanup(bool);
20/* phantglobs.c */
21extern double drandom(void);
22
23void movelevel(void);
24const char *descrlocation(struct player *, bool);
25void tradingpost(void);
26void displaystats(void);
27void allstatslist(void);
28const char *descrtype(struct player *, bool);
29long findname(char *, struct player *);
30long allocrecord(void);
31void freerecord(struct player *, long);
32void leavegame(void);
33void death(const char *);
34void writerecord(struct player *, long);
35double explevel(double);
36void truncstring(char *);
37void altercoordinates(double, double, int);
38void readrecord(struct player *, long);
39void adjuststats(void);
40void initplayer(struct player *);
41void readmessage(void);
42void error(const char *);
43double distance(double, double, double, double);
44void ill_sig(int);
45const char *descrstatus(struct player *);
46void collecttaxes(double, double);
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47
48/************************************************************************
49/
50/ FUNCTION NAME: movelevel()
51/
52/ FUNCTION: move player to new level
53/
54/ AUTHOR: E. A. Estes, 12/4/85
55/
56/ ARGUMENTS: none
57/
58/ RETURN VALUE: none
59/
60/ MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
61/
62/ GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
63/
64/ GLOBAL OUTPUTS: Player, Changed
65/
66/ DESCRIPTION:
67/ Use lookup table to increment important statistics when
68/ progressing to new experience level.
69/ Players are rested to maximum as a bonus for making a new
70/ level.
71/ Check for council of wise, and being too big to be king.
72/
73*************************************************************************/
74
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75void
76movelevel(void)
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77{
78struct charstats *statptr; /* for pointing into Stattable */
79double new; /* new level */
80double inc; /* increment between new and old levels */
81
82 Changed = TRUE;
83
84 if (Player.p_type == C_EXPER)
85 /* roll a type to use for increment */
86 statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
87 else
88 statptr = Statptr;
89
90 new = explevel(Player.p_experience);
91 inc = new - Player.p_level;
92 Player.p_level = new;
93
94 /* add increments to statistics */
95 Player.p_strength += statptr->c_strength.increase * inc;
96 Player.p_mana += statptr->c_mana.increase * inc;
97 Player.p_brains += statptr->c_brains.increase * inc;
98 Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
99 Player.p_maxenergy += statptr->c_energy.increase * inc;
100
101 /* rest to maximum upon reaching new level */
102 Player.p_energy = Player.p_maxenergy + Player.p_shield;
103
104 if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
105 /* no longer able to be king -- turn crowns into cash */
106 {
107 Player.p_gold += ((double) Player.p_crowns) * 5000.0;
108 Player.p_crowns = 0;
109 }
110
111 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
112 /* make a member of the council */
113 {
114 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
115 addstr("Good Luck on your search for the Holy Grail.\n");
116
117 Player.p_specialtype = SC_COUNCIL;
118
119 /* no rings for council and above */
120 Player.p_ring.ring_type = R_NONE;
121 Player.p_ring.ring_duration = 0;
122
123 Player.p_lives = 3; /* three extra lives */
124 }
125
126 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
127 death("Old age");
128}
129/*\f*/
130/************************************************************************
131/
132/ FUNCTION NAME: descrlocation()
133/
134/ FUNCTION: return a formatted description of location
135/
136/ AUTHOR: E. A. Estes, 12/4/85
137/
138/ ARGUMENTS:
139/ struct player playerp - pointer to player structure
140/ bool shortflag - set if short form is desired
141/
142/ RETURN VALUE: pointer to string containing result
143/
144/ MODULES CALLED: fabs(), floor(), sprintf(), distance()
145/
146/ GLOBAL INPUTS: Databuf[]
147/
148/ GLOBAL OUTPUTS: none
149/
150/ DESCRIPTION:
151/ Look at coordinates and return an appropriately formatted
152/ string.
153/
154*************************************************************************/
155
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156const char *
157descrlocation(struct player *playerp, bool shortflag)
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158{
159double circle; /* corresponding circle for coordinates */
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160int quadrant; /* quadrant of grid */
161const char *label; /* pointer to place name */
162static const char *nametable[4][4] = /* names of places */
984263bc 163 {
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164 {"Anorien", "Ithilien", "Rohan", "Lorien"},
165 {"Gondor", "Mordor", "Dunland", "Rovanion"},
166 {"South Gondor", "Khand", "Eriador", "The Iron Hills"},
167 {"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
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168 };
169
170 if (playerp->p_specialtype == SC_VALAR)
171 return(" is in Valhala");
172 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
173 {
174 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
175 label = "The Point of No Return";
176 else
177 label = "The Ashen Mountains";
178 }
179 else if (circle >= 55)
180 label = "Morannon";
181 else if (circle >= 35)
182 label = "Kennaquahair";
183 else if (circle >= 20)
184 label = "The Dead Marshes";
185 else if (circle >= 9)
186 label = "The Outer Waste";
187 else if (circle >= 5)
188 label = "The Moors Adventurous";
189 else
190 {
191 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
192 label = "The Lord's Chamber";
193 else
194 {
195 /* this expression is split to prevent compiler loop with some compilers */
196 quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
197 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
198 label = nametable[((int) circle) - 1][quadrant];
199 }
200 }
201
202 if (shortflag)
203 sprintf(Databuf, "%.29s", label);
204 else
205 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
206
207 return(Databuf);
208}
209/*\f*/
210/************************************************************************
211/
212/ FUNCTION NAME: tradingpost()
213/
214/ FUNCTION: do trading post stuff
215/
216/ AUTHOR: E. A. Estes, 12/4/85
217/
218/ ARGUMENTS: none
219/
220/ RETURN VALUE: none
221/
222/ MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
223/ sleep(), floor(), wmove(), drandom(), wclear(), printw(),
224/ altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
225/ wclrtoeol(), wclrtobot()
226/
227/ GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
228/
229/ GLOBAL OUTPUTS: Player
230/
231/ DESCRIPTION:
232/ Different trading posts have different items.
233/ Merchants cannot be cheated, but they can be dishonest
234/ themselves.
235/
236/ Shields, swords, and quicksilver are not cumulative. This is
237/ one major area of complaint, but there are two reasons for this:
238/ 1) It becomes MUCH too easy to make very large versions
239/ of these items.
240/ 2) In the real world, one cannot simply weld two swords
241/ together to make a bigger one.
242/
243/ At one time, it was possible to sell old weapons at half the purchase
244/ price. This resulted in huge amounts of gold floating around,
245/ and the game lost much of its challenge.
246/
247/ Also, purchasing gems defeats the whole purpose of gold. Gold
248/ is small change for lower level players. They really shouldn't
249/ be able to accumulate more than enough gold for a small sword or
250/ a few books. Higher level players shouldn't even bother to pick
251/ up gold, except maybe to buy mana once in a while.
252/
253*************************************************************************/
254
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255void
256tradingpost(void)
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257{
258double numitems; /* number of items to purchase */
259double cost; /* cost of purchase */
260double blessingcost; /* cost of blessing */
261int ch; /* input */
262int size; /* size of the trading post */
263int loop; /* loop counter */
264int cheat = 0; /* number of times player has tried to cheat */
265bool dishonest = FALSE;/* set when merchant is dishonest */
266
267 Player.p_status = S_TRADING;
268 writerecord(&Player, Fileloc);
269
270 clear();
271 addstr("You are at a trading post. All purchases must be made with gold.");
272
273 size = sqrt(fabs(Player.p_x / 100)) + 1;
274 size = MIN(7, size);
275
276 /* set up cost of blessing */
277 blessingcost = 1000.0 * (Player.p_level + 5.0);
278
279 /* print Menu */
280 move(7, 0);
281 for (loop = 0; loop < size; ++loop)
282 /* print Menu */
283 {
284 if (loop == 6)
285 cost = blessingcost;
286 else
287 cost = Menu[loop].cost;
288 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
289 }
290
291 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
292
293 for (;;)
294 {
295 adjuststats(); /* truncate any bad values */
296
297 /* print some important statistics */
298 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
299 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
300 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
301 Player.p_shield, Player.p_sword, Player.p_quksilver,
302 (Player.p_blessing ? " True" : "False"));
303 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
304
305 move(5, 36);
306 ch = getanswer("LPS", FALSE);
307 move(15, 0);
308 clrtobot();
309 switch(ch)
310 {
311 case 'L': /* leave */
312 case '\n':
313 altercoordinates(0.0, 0.0, A_NEAR);
314 return;
315
316 case 'P': /* make purchase */
317 mvaddstr(15, 0, "What what would you like to buy ? ");
318 ch = getanswer(" 1234567", FALSE);
319 move(15, 0);
320 clrtoeol();
321
322 if (ch - '0' > size)
323 addstr("Sorry, this merchant doesn't have that.");
324 else
325 switch (ch)
326 {
327 case '1':
328 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
329 Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
330 cost = (numitems = floor(infloat())) * Menu[0].cost;
331
332 if (cost > Player.p_gold || numitems < 0)
333 ++cheat;
334 else
335 {
336 cheat = 0;
337 Player.p_gold -= cost;
338 if (drandom() < 0.02)
339 dishonest = TRUE;
340 else
341 Player.p_mana += numitems;
342 }
343 break;
344
345 case '2':
346 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
347 Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
348 cost = (numitems = floor(infloat())) * Menu[1].cost;
349
350 if (numitems == 0.0)
351 break;
352 else if (cost > Player.p_gold || numitems < 0)
353 ++cheat;
354 else if (numitems < Player.p_shield)
355 NOBETTER();
356 else
357 {
358 cheat = 0;
359 Player.p_gold -= cost;
360 if (drandom() < 0.02)
361 dishonest = TRUE;
362 else
363 Player.p_shield = numitems;
364 }
365 break;
366
367 case '3':
368 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
369 Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
370 cost = (numitems = floor(infloat())) * Menu[2].cost;
371
372 if (cost > Player.p_gold || numitems < 0)
373 ++cheat;
374 else
375 {
376 cheat = 0;
377 Player.p_gold -= cost;
378 if (drandom() < 0.02)
379 dishonest = TRUE;
380 else if (drandom() * numitems > Player.p_level / 10.0
381 && numitems != 1)
382 {
383 printw("\nYou blew your mind!\n");
384 Player.p_brains /= 5;
385 }
386 else
387 {
388 Player.p_brains += floor(numitems) * ROLL(20, 8);
389 }
390 }
391 break;
392
393 case '4':
394 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
395 Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
396 cost = (numitems = floor(infloat())) * Menu[3].cost;
397
398 if (numitems == 0.0)
399 break;
400 else if (cost > Player.p_gold || numitems < 0)
401 ++cheat;
402 else if (numitems < Player.p_sword)
403 NOBETTER();
404 else
405 {
406 cheat = 0;
407 Player.p_gold -= cost;
408 if (drandom() < 0.02)
409 dishonest = TRUE;
410 else
411 Player.p_sword = numitems;
412 }
413 break;
414
415 case '5':
416 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
417 Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
418 cost = (numitems = floor(infloat())) * Menu[4].cost;
419
420 if (cost > Player.p_gold || numitems < 0)
421 ++cheat;
422 else
423 {
424 cheat = 0;
425 Player.p_gold -= cost;
426 if (drandom() < 0.02)
427 dishonest = TRUE;
428 else
429 Player.p_charms += numitems;
430 }
431 break;
432
433 case '6':
434 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
435 Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
436 cost = (numitems = floor(infloat())) * Menu[5].cost;
437
438 if (numitems == 0.0)
439 break;
440 else if (cost > Player.p_gold || numitems < 0)
441 ++cheat;
442 else if (numitems < Player.p_quksilver)
443 NOBETTER();
444 else
445 {
446 cheat = 0;
447 Player.p_gold -= cost;
448 if (drandom() < 0.02)
449 dishonest = TRUE;
450 else
451 Player.p_quksilver = numitems;
452 }
453 break;
454
455 case '7':
456 if (Player.p_blessing)
457 {
458 addstr("You already have a blessing.");
459 break;
460 }
461
462 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
463 ch = getanswer("NY", FALSE);
464
465 if (ch == 'Y')
466 {
467 if (Player.p_gold < blessingcost)
468 ++cheat;
469 else
470 {
471 cheat = 0;
472 Player.p_gold -= blessingcost;
473 if (drandom() < 0.02)
474 dishonest = TRUE;
475 else
476 Player.p_blessing = TRUE;
477 }
478 }
479 break;
480 }
481 break;
482
483 case 'S': /* sell gems */
484 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
485 (double) N_GEMVALUE, Player.p_gems);
486 numitems = floor(infloat());
487
488 if (numitems > Player.p_gems || numitems < 0)
489 ++cheat;
490 else
491 {
492 cheat = 0;
493 Player.p_gems -= numitems;
494 Player.p_gold += numitems * N_GEMVALUE;
495 }
496 }
497
498 if (cheat == 1)
499 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
500 else if (cheat == 2)
501 {
502 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
503 printw("a %.0f level magic user, and you made %s mad!\n",
504 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
505 altercoordinates(0.0, 0.0, A_FAR);
506 Player.p_energy /= 2.0;
507 ++Player.p_sin;
508 more(23);
509 return;
510 }
511 else if (dishonest)
512 {
513 mvaddstr(17, 0, "The merchant stole your money!");
514 refresh();
515 altercoordinates(Player.p_x - Player.p_x / 10.0,
516 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
517 sleep(2);
518 return;
519 }
520 }
521}
522/*\f*/
523/************************************************************************
524/
525/ FUNCTION NAME: displaystats()
526/
527/ FUNCTION: print out important player statistics
528/
529/ AUTHOR: E. A. Estes, 12/4/85
530/
531/ ARGUMENTS: none
532/
533/ RETURN VALUE: none
534/
535/ MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
536/
537/ GLOBAL INPUTS: Users, Player
538/
539/ GLOBAL OUTPUTS: none
540/
541/ DESCRIPTION:
542/ Important player statistics are printed on the screen.
543/
544*************************************************************************/
545
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546void
547displaystats(void)
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548{
549 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
550 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
551 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
552 Player.p_mana, Users);
553 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
554 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
555 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
556}
557/*\f*/
558/************************************************************************
559/
560/ FUNCTION NAME: allstatslist()
561/
562/ FUNCTION: show player items
563/
564/ AUTHOR: E. A. Estes, 12/4/85
565/
566/ ARGUMENTS: none
567/
568/ RETURN VALUE: none
569/
570/ MODULES CALLED: mvprintw(), descrtype()
571/
572/ GLOBAL INPUTS: Player
573/
574/ GLOBAL OUTPUTS: none
575/
576/ DESCRIPTION:
577/ Print out some player statistics of lesser importance.
578/
579*************************************************************************/
580
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581void
582allstatslist(void)
984263bc 583{
313fa7d1 584static const char *flags[] = /* to print value of some bools */
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585 {
586 "False",
587 " True"
588 };
589
590 mvprintw( 8, 0, "Type: %s\n", descrtype(&Player, FALSE));
591
592 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
593 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
594 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
595 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
596 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
597 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
598 mvprintw(16, 0, "Age : %9d", Player.p_age);
599 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
600 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
601 mvprintw(12, 40, "Charms : %9d", Player.p_charms);
602 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
603 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
604 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
605 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
606
607 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
608 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
609 flags[Player.p_virgin], flags[Player.p_palantir]);
610}
611/*\f*/
612/************************************************************************
613/
614/ FUNCTION NAME: descrtype()
615/
616/ FUNCTION: return a string specifying player type
617/
618/ AUTHOR: E. A. Estes, 12/4/85
619/
620/ ARGUMENTS:
621/ struct player playerp - pointer to structure for player
622/ bool shortflag - set if short form is desired
623/
624/ RETURN VALUE: pointer to string describing player type
625/
626/ MODULES CALLED: strcpy()
627/
628/ GLOBAL INPUTS: Databuf[]
629/
630/ GLOBAL OUTPUTS: Databuf[]
631/
632/ DESCRIPTION:
633/ Return a string describing the player type.
634/ King, council, valar, supercedes other types.
635/ The first character of the string is '*' if the player
636/ has a crown.
637/ If 'shortflag' is TRUE, return a 3 character string.
638/
639*************************************************************************/
640
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641const char *
642descrtype(struct player *playerp, bool shortflag)
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643{
644int type; /* for caluculating result subscript */
313fa7d1 645static const char *results[] = /* description table */
984263bc
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646 {
647 " Magic User", " MU",
648 " Fighter", " F ",
649 " Elf", " E ",
650 " Dwarf", " D ",
651 " Halfling", " H ",
652 " Experimento", " EX",
653 " Super", " S ",
654 " King", " K ",
655 " Council of Wise", " CW",
656 " Ex-Valar", " EV",
657 " Valar", " V ",
658 " ? ", " ? "
659 };
660
661 type = playerp->p_type;
662
663 switch (playerp->p_specialtype)
664 {
665 case SC_NONE:
666 type = playerp->p_type;
667 break;
668
669 case SC_KING:
670 type = 7;
671 break;
672
673 case SC_COUNCIL:
674 type = 8;
675 break;
676
677 case SC_EXVALAR:
678 type = 9;
679 break;
680
681 case SC_VALAR:
682 type = 10;
683 break;
684 }
685
686 type *= 2; /* calculate offset */
687
688 if (type > 20)
689 /* error */
690 type = 22;
691
692 if (shortflag)
693 /* use short descriptions */
694 ++type;
695
696 if (playerp->p_crowns > 0)
697 {
698 strcpy(Databuf, results[type]);
699 Databuf[0] = '*';
700 return(Databuf);
701 }
702 else
703 return(results[type]);
704}
705/*\f*/
706/************************************************************************
707/
708/ FUNCTION NAME: findname()
709/
710/ FUNCTION: find location in player file of given name
711/
712/ AUTHOR: E. A. Estes, 12/4/85
713/
714/ ARGUMENTS:
715/ char *name - name of character to look for
716/ struct player *playerp - pointer of structure to fill
717/
718/ RETURN VALUE: location of player if found, -1 otherwise
719/
720/ MODULES CALLED: fread(), fseek(), strcmp()
721/
722/ GLOBAL INPUTS: Wizard, *Playersfp
723/
724/ GLOBAL OUTPUTS: none
725/
726/ DESCRIPTION:
727/ Search the player file for the player of the given name.
728/ If player is found, fill structure with player data.
729/
730*************************************************************************/
731
732long
313fa7d1 733findname(char *name, struct player *playerp)
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734{
735long loc = 0; /* location in the file */
736
737 fseek(Playersfp, 0L, 0);
738 while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
739 {
740 if (strcmp(playerp->p_name, name) == 0)
741 {
742 if (playerp->p_status != S_NOTUSED || Wizard)
743 /* found it */
744 return(loc);
745 }
746 loc += SZ_PLAYERSTRUCT;
747 }
748
749 return(-1);
750}
751/*\f*/
752/************************************************************************
753/
754/ FUNCTION NAME: allocrecord()
755/
756/ FUNCTION: find space in the player file for a new character
757/
758/ AUTHOR: E. A. Estes, 12/4/85
759/
760/ ARGUMENTS: none
761/
762/ RETURN VALUE: location of free space in file
763/
764/ MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
765/
766/ GLOBAL INPUTS: Other, *Playersfp
767/
768/ GLOBAL OUTPUTS: Player
769/
770/ DESCRIPTION:
771/ Search the player file for an unused entry. If none are found,
772/ make one at the end of the file.
773/
774*************************************************************************/
775
776long
313fa7d1 777allocrecord(void)
984263bc
MD
778{
779long loc = 0L; /* location in file */
780
781 fseek(Playersfp, 0L, 0);
782 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
783 {
784 if (Other.p_status == S_NOTUSED)
785 /* found an empty record */
786 return(loc);
787 else
788 loc += SZ_PLAYERSTRUCT;
789 }
790
791 /* make a new record */
792 initplayer(&Other);
793 Player.p_status = S_OFF;
794 writerecord(&Other, loc);
795
796 return(loc);
797}
798/*\f*/
799/************************************************************************
800/
801/ FUNCTION NAME: freerecord()
802/
803/ FUNCTION: free up a record on the player file
804/
805/ AUTHOR: E. A. Estes, 2/7/86
806/
807/ ARGUMENTS:
808/ struct player playerp - pointer to structure to free
809/ long loc - location in file to free
810/
811/ RETURN VALUE: none
812/
813/ MODULES CALLED: writerecord()
814/
815/ GLOBAL INPUTS: none
816/
817/ GLOBAL OUTPUTS: none
818/
819/ DESCRIPTION:
820/ Mark structure as not used, and update player file.
821/
822*************************************************************************/
823
313fa7d1
SW
824void
825freerecord(struct player *playerp, long loc)
984263bc
MD
826{
827 playerp->p_name[0] = CH_MARKDELETE;
828 playerp->p_status = S_NOTUSED;
829 writerecord(playerp, loc);
830}
831/*\f*/
832/************************************************************************
833/
834/ FUNCTION NAME: leavegame()
835/
836/ FUNCTION: leave game
837/
838/ AUTHOR: E. A. Estes, 12/4/85
839/
840/ ARGUMENTS: none
841/
842/ RETURN VALUE: none
843/
844/ MODULES CALLED: freerecord(), writerecord(), cleanup()
845/
846/ GLOBAL INPUTS: Player, Fileloc
847/
848/ GLOBAL OUTPUTS: Player
849/
850/ DESCRIPTION:
851/ Mark player as inactive, and cleanup.
852/ Do not save players below level 1.
853/
854*************************************************************************/
855
313fa7d1
SW
856void
857leavegame(void)
984263bc
MD
858{
859
860 if (Player.p_level < 1.0)
861 /* delete character */
862 freerecord(&Player, Fileloc);
863 else
864 {
865 Player.p_status = S_OFF;
866 writerecord(&Player, Fileloc);
867 }
868
869 cleanup(TRUE);
870 /*NOTREACHED*/
871}
872/*\f*/
873/************************************************************************
874/
875/ FUNCTION NAME: death()
876/
877/ FUNCTION: death routine
878/
879/ AUTHOR: E. A. Estes, 12/4/85
880/
881/ ARGUMENTS:
882/ char *how - pointer to string describing cause of death
883/
884/ RETURN VALUE: none
885/
886/ MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
887/ fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
888/ fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
889/ fprintf(), wrefresh(), getanswer(), descrtype()
890/
891/ GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
892/
893/ GLOBAL OUTPUTS: Player
894/
895/ DESCRIPTION:
896/ Kill off current player.
897/ Handle rings, and multiple lives.
898/ Print an appropriate message.
899/ Update scoreboard, lastdead, and let other players know about
900/ the demise of their comrade.
901/
902*************************************************************************/
903
313fa7d1
SW
904void
905death(const char *how)
984263bc
MD
906{
907FILE *fp; /* for updating various files */
908int ch; /* input */
313fa7d1 909static const char *deathmesg[] =
984263bc
MD
910 /* add more messages here, if desired */
911 {
912 "You have been wounded beyond repair. ",
913 "You have been disemboweled. ",
914 "You've been mashed, mauled, and spit upon. (You're dead.)\n",
915 "You died! ",
916 "You're a complete failure -- you've died!!\n",
917 "You have been dealt a fatal blow! "
918 };
919
920 clear();
921
922 if (strcmp(how, "Stupidity") != 0)
923 {
924 if (Player.p_level > 9999.0)
925 /* old age */
926 addstr("Characters must be retired upon reaching level 10000. Sorry.");
927 else if (Player.p_lives > 0)
928 /* extra lives */
929 {
930 addstr("You should be more cautious. You've been killed.\n");
931 printw("You only have %d more chance(s).\n", --Player.p_lives);
932 more(3);
933 Player.p_energy = Player.p_maxenergy;
934 return;
935 }
936 else if (Player.p_specialtype == SC_VALAR)
937 {
938 addstr("You had your chances, but Valar aren't totally\n");
939 addstr("immortal. You are now left to wither and die . . .\n");
940 more(3);
941 Player.p_brains = Player.p_level / 25.0;
942 Player.p_energy = Player.p_maxenergy /= 5.0;
943 Player.p_quksilver = Player.p_sword = 0.0;
944 Player.p_specialtype = SC_COUNCIL;
945 return;
946 }
947 else if (Player.p_ring.ring_inuse &&
948 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
949 /* good ring in use - saved from death */
950 {
951 mvaddstr(4, 0, "Your ring saved you from death!\n");
952 refresh();
953 Player.p_ring.ring_type = R_NONE;
954 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
955 if (Player.p_crowns > 0)
956 --Player.p_crowns;
957 return;
958 }
959 else if (Player.p_ring.ring_type == R_BAD
960 || Player.p_ring.ring_type == R_SPOILED)
961 /* bad ring in possession; name idiot after player */
962 {
963 mvaddstr(4, 0,
964 "Your ring has taken control of you and turned you into a monster!\n");
965 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
966 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
967 strcpy(Curmonster.m_name, Player.p_name);
968 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
969 fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
970 fflush(Monstfp);
971 }
972 }
973
974 enterscore(); /* update score board */
975
976 /* put info in last dead file */
977 fp = fopen(_PATH_LASTDEAD, "w");
978 fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
979 Player.p_name, descrtype(&Player, TRUE),
980 Player.p_login, Player.p_level, how);
981 fclose(fp);
982
983 /* let other players know */
984 fp = fopen(_PATH_MESS, "w");
985 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
986 fclose(fp);
987
988 freerecord(&Player, Fileloc);
989
990 clear();
991 move(10, 0);
992 addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
993 addstr("Care to give it another try ? ");
994 ch = getanswer("NY", FALSE);
995
996 if (ch == 'Y')
997 {
998 cleanup(FALSE);
999 execl(_PATH_GAMEPROG, "phantasia", "-s",
9a139b26 1000 (Wizard ? "-S": (char *) NULL), (char *) NULL);
984263bc
MD
1001 exit(0);
1002 /*NOTREACHED*/
1003 }
1004
1005 cleanup(TRUE);
1006 /*NOTREACHED*/
1007}
1008/*\f*/
1009/************************************************************************
1010/
1011/ FUNCTION NAME: writerecord()
1012/
1013/ FUNCTION: update structure in player file
1014/
1015/ AUTHOR: E. A. Estes, 12/4/85
1016/
1017/ ARGUMENTS:
1018/ struct player *playerp - pointer to structure to write out
1019/ long place - location in file to updata
1020/
1021/ RETURN VALUE: none
1022/
1023/ MODULES CALLED: fseek(), fwrite(), fflush()
1024/
1025/ GLOBAL INPUTS: *Playersfp
1026/
1027/ GLOBAL OUTPUTS: none
1028/
1029/ DESCRIPTION:
1030/ Update location in player file with given structure.
1031/
1032*************************************************************************/
1033
313fa7d1
SW
1034void
1035writerecord(struct player *playerp, long place)
984263bc
MD
1036{
1037 fseek(Playersfp, place, 0);
1038 fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1039 fflush(Playersfp);
1040}
1041/*\f*/
1042/************************************************************************
1043/
1044/ FUNCTION NAME: explevel()
1045/
1046/ FUNCTION: calculate level based upon experience
1047/
1048/ AUTHOR: E. A. Estes, 12/4/85
1049/
1050/ ARGUMENTS:
1051/ double experience - experience to calculate experience level from
1052/
1053/ RETURN VALUE: experience level
1054/
1055/ MODULES CALLED: pow(), floor()
1056/
1057/ GLOBAL INPUTS: none
1058/
1059/ GLOBAL OUTPUTS: none
1060/
1061/ DESCRIPTION:
1062/ Experience level is a geometric progression. This has been finely
1063/ tuned over the years, and probably should not be changed.
1064/
1065*************************************************************************/
1066
1067double
313fa7d1 1068explevel(double experience)
984263bc
MD
1069{
1070 if (experience < 1.1e7)
1071 return(floor(pow((experience / 1000.0), 0.4875)));
1072 else
1073 return(floor(pow((experience / 1250.0), 0.4865)));
1074}
1075/*\f*/
1076/************************************************************************
1077/
1078/ FUNCTION NAME: truncstring()
1079/
1080/ FUNCTION: truncate trailing blanks off a string
1081/
1082/ AUTHOR: E. A. Estes, 12/4/85
1083/
1084/ ARGUMENTS:
1085/ char *string - pointer to null terminated string
1086/
1087/ RETURN VALUE: none
1088/
1089/ MODULES CALLED: strlen()
1090/
1091/ GLOBAL INPUTS: none
1092/
1093/ GLOBAL OUTPUTS: none
1094/
1095/ DESCRIPTION:
1096/ Put nul characters in place of spaces at the end of the string.
1097/
1098*************************************************************************/
1099
313fa7d1
SW
1100void
1101truncstring(char *string)
984263bc 1102{
313fa7d1 1103size_t length; /* length of string */
984263bc
MD
1104
1105 length = strlen(string);
1106 while (string[--length] == ' ')
1107 string[length] = '\0';
1108}
1109/*\f*/
1110/************************************************************************
1111/
1112/ FUNCTION NAME: altercoordinates()
1113/
1114/ FUNCTION: Alter x, y coordinates and set/check location flags
1115/
1116/ AUTHOR: E. A. Estes, 12/16/85
1117/
1118/ ARGUMENTS:
1119/ double xnew, ynew - new x, y coordinates
1120/ int operation - operation to perform with coordinates
1121/
1122/ RETURN VALUE: none
1123/
1124/ MODULES CALLED: fabs(), floor(), drandom(), distance()
1125/
1126/ GLOBAL INPUTS: Circle, Beyond, Player
1127/
1128/ GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1129/
1130/ DESCRIPTION:
1131/ This module is called whenever the player's coordinates are altered.
1132/ If the player is beyond the point of no return, he/she is forced
1133/ to stay there.
1134/
1135*************************************************************************/
1136
313fa7d1
SW
1137void
1138altercoordinates(double xnew, double ynew, int operation)
984263bc
MD
1139{
1140 switch (operation)
1141 {
1142 case A_FORCED: /* move with no checks */
1143 break;
1144
1145 case A_NEAR: /* pick random coordinates near */
1146 xnew = Player.p_x + ROLL(1.0, 5.0);
1147 ynew = Player.p_y - ROLL(1.0, 5.0);
1148 /* fall through for check */
1149
1150 case A_SPECIFIC: /* just move player */
1151 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1152 /*
1153 * cannot move back from point of no return
1154 * pick the largest coordinate to remain unchanged
1155 */
1156 {
1157 if (fabs(xnew) > fabs(ynew))
1158 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1159 else
1160 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1161 }
1162 break;
1163
1164 case A_FAR: /* pick random coordinates far */
1165 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1166 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1167 break;
1168 }
1169
1170 /* now set location flags and adjust coordinates */
1171 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1172
1173 /* set up flags based upon location */
1174 Throne = Marsh = Beyond = FALSE;
1175
1176 if (Player.p_x == 0.0 && Player.p_y == 0.0)
1177 Throne = TRUE;
1178 else if (Circle < 35 && Circle >= 20)
1179 Marsh = TRUE;
1180 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1181 Beyond = TRUE;
1182
1183 Changed = TRUE;
1184}
1185/*\f*/
1186/************************************************************************
1187/
1188/ FUNCTION NAME: readrecord()
1189/
1190/ FUNCTION: read a player structure from file
1191/
1192/ AUTHOR: E. A. Estes, 12/4/85
1193/
1194/ ARGUMENTS:
1195/ struct player *playerp - pointer to structure to fill
1196/ int loc - location of record to read
1197/
1198/ RETURN VALUE: none
1199/
1200/ MODULES CALLED: fread(), fseek()
1201/
1202/ GLOBAL INPUTS: *Playersfp
1203/
1204/ GLOBAL OUTPUTS: none
1205/
1206/ DESCRIPTION:
1207/ Read structure information from player file.
1208/
1209*************************************************************************/
1210
313fa7d1
SW
1211void
1212readrecord(struct player *playerp, long loc)
984263bc
MD
1213{
1214 fseek(Playersfp, loc, 0);
1215 fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1216}
1217/*\f*/
1218/************************************************************************
1219/
1220/ FUNCTION NAME: adjuststats()
1221/
1222/ FUNCTION: adjust player statistics
1223/
1224/ AUTHOR: E. A. Estes, 12/4/85
1225/
1226/ ARGUMENTS: none
1227/
1228/ RETURN VALUE: none
1229/
1230/ MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1231/
1232/ GLOBAL INPUTS: Player, *Statptr
1233/
1234/ GLOBAL OUTPUTS: Circle, Player, Timeout
1235/
1236/ DESCRIPTION:
1237/ Handle adjustment and maximums on various player characteristics.
1238/
1239*************************************************************************/
1240
313fa7d1
SW
1241void
1242adjuststats(void)
984263bc
MD
1243{
1244double dtemp; /* for temporary calculations */
1245
1246 if (explevel(Player.p_experience) > Player.p_level)
1247 /* move one or more levels */
1248 {
1249 movelevel();
1250 if (Player.p_level > 5.0)
1251 Timeout = TRUE;
1252 }
1253
1254 if (Player.p_specialtype == SC_VALAR)
1255 /* valar */
1256 Circle = Player.p_level / 5.0;
1257
1258 /* calculate effective quickness */
1259 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
fc6d0222 1260 - Player.p_level;
984263bc
MD
1261 dtemp = MAX(0.0, dtemp); /* gold slows player down */
1262 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1263
1264 /* calculate effective strength */
1265 if (Player.p_poison > 0.0)
1266 /* poison makes player weaker */
1267 {
1268 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1269 dtemp = MAX(0.1, dtemp);
1270 }
1271 else
1272 dtemp = 1.0;
1273 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1274
1275 /* insure that important things are within limits */
1276 Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1277 Player.p_mana = MIN(Player.p_mana,
1278 Player.p_level * Statptr->c_maxmana + 1000.0);
1279 Player.p_brains = MIN(Player.p_brains,
1280 Player.p_level * Statptr->c_maxbrains + 200.0);
1281 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1282
1283 /*
1284 * some implementations have problems with floating point compare
1285 * we work around it with this stuff
1286 */
1287 Player.p_gold = floor(Player.p_gold) + 0.1;
1288 Player.p_gems = floor(Player.p_gems) + 0.1;
1289 Player.p_mana = floor(Player.p_mana) + 0.1;
1290
1291 if (Player.p_ring.ring_type != R_NONE)
1292 /* do ring things */
1293 {
1294 /* rest to max */
1295 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1296
1297 if (Player.p_ring.ring_duration <= 0)
1298 /* clean up expired rings */
1299 switch (Player.p_ring.ring_type)
1300 {
1301 case R_BAD: /* ring drives player crazy */
1302 Player.p_ring.ring_type = R_SPOILED;
1303 Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1304 break;
1305
1306 case R_NAZREG: /* ring disappears */
1307 Player.p_ring.ring_type = R_NONE;
1308 break;
1309
1310 case R_SPOILED: /* ring kills player */
1311 death("A cursed ring");
1312 break;
1313
1314 case R_DLREG: /* this ring doesn't expire */
1315 Player.p_ring.ring_duration = 0;
1316 break;
1317 }
1318 }
1319
1320 if (Player.p_age / N_AGE > Player.p_degenerated)
1321 /* age player slightly */
1322 {
1323 ++Player.p_degenerated;
1324 if (Player.p_quickness > 23.0)
1325 Player.p_quickness *= 0.99;
1326 Player.p_strength *= 0.97;
1327 Player.p_brains *= 0.95;
1328 Player.p_magiclvl *= 0.97;
1329 Player.p_maxenergy *= 0.95;
1330 Player.p_quksilver *= 0.95;
1331 Player.p_sword *= 0.93;
1332 Player.p_shield *= 0.93;
1333 }
1334}
1335/*\f*/
1336/************************************************************************
1337/
1338/ FUNCTION NAME: initplayer()
1339/
1340/ FUNCTION: initialize a character
1341/
1342/ AUTHOR: E. A. Estes, 12/4/85
1343/
1344/ ARGUMENTS:
1345/ struct player *playerp - pointer to structure to init
1346/
1347/ RETURN VALUE: none
1348/
1349/ MODULES CALLED: floor(), drandom()
1350/
1351/ GLOBAL INPUTS: none
1352/
1353/ GLOBAL OUTPUTS: none
1354/
1355/ DESCRIPTION:
1356/ Put a bunch of default values in the given structure.
1357/
1358*************************************************************************/
1359
313fa7d1
SW
1360void
1361initplayer(struct player *playerp)
984263bc
MD
1362{
1363 playerp->p_experience =
1364 playerp->p_level =
1365 playerp->p_strength =
1366 playerp->p_sword =
1367 playerp->p_might =
1368 playerp->p_energy =
1369 playerp->p_maxenergy =
1370 playerp->p_shield =
1371 playerp->p_quickness =
1372 playerp->p_quksilver =
1373 playerp->p_speed =
1374 playerp->p_magiclvl =
1375 playerp->p_mana =
1376 playerp->p_brains =
1377 playerp->p_poison =
1378 playerp->p_gems =
1379 playerp->p_sin =
1380 playerp->p_1scratch =
1381 playerp->p_2scratch = 0.0;
1382
1383 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
1384
1385 playerp->p_x = ROLL(-125.0, 251.0);
1386 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
1387
1388 /* clear ring */
1389 playerp->p_ring.ring_type = R_NONE;
1390 playerp->p_ring.ring_duration = 0;
1391 playerp->p_ring.ring_inuse = FALSE;
1392
1393 playerp->p_age = 0L;
1394
1395 playerp->p_degenerated = 1; /* don't degenerate initially */
1396
1397 playerp->p_type = C_FIGHTER; /* default */
1398 playerp->p_specialtype = SC_NONE;
1399 playerp->p_lives =
1400 playerp->p_crowns =
1401 playerp->p_charms =
1402 playerp->p_amulets =
1403 playerp->p_holywater =
1404 playerp->p_lastused = 0;
1405 playerp->p_status = S_NOTUSED;
1406 playerp->p_tampered = T_OFF;
1407 playerp->p_istat = I_OFF;
1408
1409 playerp->p_palantir =
1410 playerp->p_blessing =
1411 playerp->p_virgin =
1412 playerp->p_blindness = FALSE;
1413
1414 playerp->p_name[0] =
1415 playerp->p_password[0] =
1416 playerp->p_login[0] = '\0';
1417}
1418/*\f*/
1419/************************************************************************
1420/
1421/ FUNCTION NAME: readmessage()
1422/
1423/ FUNCTION: read message from other players
1424/
1425/ AUTHOR: E. A. Estes, 12/4/85
1426/
1427/ ARGUMENTS: none
1428/
1429/ RETURN VALUE: none
1430/
1431/ MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1432/
1433/ GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1434/
1435/ GLOBAL OUTPUTS: none
1436/
1437/ DESCRIPTION:
1438/ If there is a message from other players, print it.
1439/
1440*************************************************************************/
1441
313fa7d1
SW
1442void
1443readmessage(void)
984263bc
MD
1444{
1445 move(3, 0);
1446 clrtoeol();
1447 fseek(Messagefp, 0L, 0);
1448 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1449 addstr(Databuf);
1450}
1451/*\f*/
1452/************************************************************************
1453/
1454/ FUNCTION NAME: error()
1455/
1456/ FUNCTION: process evironment error
1457/
1458/ AUTHOR: E. A. Estes, 12/4/85
1459/
1460/ ARGUMENTS:
1461/ char *whichfile - pointer to name of file which caused error
1462/
1463/ RETURN VALUE: none
1464/
1465/ MODULES CALLED: wclear(), cleanup()
1466/
1467/ GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1468/
1469/ GLOBAL OUTPUTS: none
1470/
1471/ DESCRIPTION:
1472/ Print message about offending file, and exit.
1473/
1474*************************************************************************/
1475
313fa7d1
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1476void
1477error(const char *whichfile)
984263bc 1478{
851dc90d 1479 int (*funcp) (const char *, ...);
984263bc
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1480
1481 if (Windows)
1482 {
7c3cdfd6 1483 funcp = (void *)printw;
984263bc
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1484 clear();
1485 }
1486 else
1487 funcp = printf;
1488
1489 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
1490 (*funcp)("Please run 'setup' to determine the problem.\n");
1491 cleanup(TRUE);
1492 /*NOTREACHED*/
1493}
1494/*\f*/
1495/************************************************************************
1496/
1497/ FUNCTION NAME: distance()
1498/
1499/ FUNCTION: calculate distance between two points
1500/
1501/ AUTHOR: E. A. Estes, 12/4/85
1502/
1503/ ARGUMENTS:
1504/ double x1, y1 - x, y coordinates of first point
1505/ double x2, y2 - x, y coordinates of second point
1506/
1507/ RETURN VALUE: distance between the two points
1508/
1509/ MODULES CALLED: sqrt()
1510/
1511/ GLOBAL INPUTS: none
1512/
1513/ GLOBAL OUTPUTS: none
1514/
1515/ DESCRIPTION:
1516/ This function is provided because someone's hypot() library function
1517/ fails if x1 == x2 && y1 == y2.
1518/
1519*************************************************************************/
1520
1521double
313fa7d1 1522distance(double x_1, double x_2, double y_1, double y_2)
984263bc
MD
1523{
1524double deltax, deltay;
1525
313fa7d1
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1526 deltax = x_1 - x_2;
1527 deltay = y_1 - y_2;
984263bc
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1528 return(sqrt(deltax * deltax + deltay * deltay));
1529}
1530
1531/*\f*/
1532/************************************************************************
1533/
1534/ FUNCTION NAME: ill_sig()
1535/
1536/ FUNCTION: exit upon trapping an illegal signal
1537/
1538/ AUTHOR: E. A. Estes, 12/4/85
1539/
1540/ ARGUMENTS:
1541/ int whichsig - signal which occured to cause jump to here
1542/
1543/ RETURN VALUE: none
1544/
1545/ MODULES CALLED: wclear(), printw(), cleanup()
1546/
1547/ GLOBAL INPUTS: *stdscr
1548/
1549/ GLOBAL OUTPUTS: none
1550/
1551/ DESCRIPTION:
1552/ When an illegal signal is caught, print a message, and cleanup.
1553/
1554*************************************************************************/
1555
313fa7d1
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1556void
1557ill_sig(int whichsig)
984263bc
MD
1558{
1559 clear();
1560 if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1561 printw("Error: caught signal # %d.\n", whichsig);
1562 cleanup(TRUE);
1563 /*NOTREACHED*/
1564}
1565/*\f*/
1566/************************************************************************
1567/
1568/ FUNCTION NAME: descrstatus()
1569/
1570/ FUNCTION: return a string describing the player status
1571/
1572/ AUTHOR: E. A. Estes, 3/3/86
1573/
1574/ ARGUMENTS:
1575/ struct player playerp - pointer to player structure to describe
1576/
1577/ RETURN VALUE: string describing player's status
1578/
1579/ MODULES CALLED: none
1580/
1581/ GLOBAL INPUTS: none
1582/
1583/ GLOBAL OUTPUTS: none
1584/
1585/ DESCRIPTION:
1586/ Return verbal description of player status.
1587/ If player status is S_PLAYING, check for low energy and blindness.
1588/
1589*************************************************************************/
1590
313fa7d1
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1591const char *
1592descrstatus(struct player *playerp)
984263bc
MD
1593{
1594 switch (playerp->p_status)
1595 {
1596 case S_PLAYING:
1597 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1598 return("Low Energy");
1599 else if (playerp->p_blindness)
1600 return("Blind");
1601 else
1602 return("In game");
1603
1604 case S_CLOAKED:
1605 return("Cloaked");
1606
1607 case S_INBATTLE:
1608 return("In Battle");
1609
1610 case S_MONSTER:
1611 return("Encounter");
1612
1613 case S_TRADING:
1614 return("Trading");
1615
1616 case S_OFF:
1617 return("Off");
1618
1619 case S_HUNGUP:
1620 return("Hung up");
1621
1622 default:
1623 return("");
1624 }
1625}
1626/*\f*/
1627/************************************************************************
1628/
984263bc
MD
1629/ FUNCTION NAME: collecttaxes()
1630/
1631/ FUNCTION: collect taxes from current player
1632/
1633/ AUTHOR: E. A. Estes, 2/7/86
1634/
1635/ ARGUMENTS:
1636/ double gold - amount of gold to tax
1637/ double gems - amount of gems to tax
1638/
1639/ RETURN VALUE: none
1640/
1641/ MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1642/
1643/ GLOBAL INPUTS: Player
1644/
1645/ GLOBAL OUTPUTS: Player
1646/
1647/ DESCRIPTION:
1648/ Pay taxes on gold and gems. If the player does not have enough
1649/ gold to pay taxes on the added gems, convert some gems to gold.
1650/ Add taxes to tax data base; add remaining gold and gems to
1651/ player's cache.
1652/
1653*************************************************************************/
1654
313fa7d1
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1655void
1656collecttaxes(double gold, double gems)
984263bc
MD
1657{
1658FILE *fp; /* to update Goldfile */
1659double dtemp; /* for temporary calculations */
1660double taxes; /* tax liability */
1661
1662 /* add to cache */
1663 Player.p_gold += gold;
1664 Player.p_gems += gems;
1665
1666 /* calculate tax liability */
1667 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1668
1669 if (Player.p_gold < taxes)
1670 /* not enough gold to pay taxes, must convert some gems to gold */
1671 {
1672 dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1673
1674 if (Player.p_gems >= dtemp)
1675 /* player has enough to convert */
1676 {
1677 Player.p_gems -= dtemp;
1678 Player.p_gold += dtemp * N_GEMVALUE;
1679 }
1680 else
1681 /* take everything; this should never happen */
1682 {
1683 Player.p_gold += Player.p_gems * N_GEMVALUE;
1684 Player.p_gems = 0.0;
1685 taxes = Player.p_gold;
1686 }
1687 }
1688
1689 Player.p_gold -= taxes;
1690
1691 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1692 /* update taxes */
1693 {
1694 dtemp = 0.0;
1695 fread((char *) &dtemp, sizeof(double), 1, fp);
1696 dtemp += floor(taxes);
1697 fseek(fp, 0L, 0);
1698 fwrite((char *) &dtemp, sizeof(double), 1, fp);
1699 fclose(fp);
1700 }
1701}