2 * misc.c Phantasia miscellaneous support routines
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 $
11 /* functions which we need to know about */
13 extern void enterscore(void);
15 extern int getanswer(const char *, bool);
16 extern double infloat(void);
17 extern void more(int);
19 extern void cleanup(bool);
21 extern double drandom(void);
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);
39 void initplayer(struct player *);
42 void readmessage(void);
43 void readrecord(struct player *, long);
44 void tradingpost(void);
45 void truncstring(char *);
46 void writerecord(struct player *, long);
49 * FUNCTION: move player to new level
51 * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
53 * GLOBAL OUTPUTS: Player, Changed
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
60 * Check for council of wise, and being too big to be king.
66 struct charstats *statptr; /* for pointing into Stattable */
67 double new; /* new level */
68 double inc; /* increment between new and old levels */
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)];
78 new = explevel(Player.p_experience);
79 inc = new - Player.p_level;
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;
89 /* rest to maximum upon reaching new level */
90 Player.p_energy = Player.p_maxenergy + Player.p_shield;
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;
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");
103 Player.p_specialtype = SC_COUNCIL;
105 /* no rings for council and above */
106 Player.p_ring.ring_type = R_NONE;
107 Player.p_ring.ring_duration = 0;
109 Player.p_lives = 3; /* three extra lives */
112 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
117 * FUNCTION: return a formatted description of location
120 * struct player playerp - pointer to player structure
121 * bool shortflag - set if short form is desired
123 * RETURN VALUE: pointer to string containing result
125 * GLOBAL INPUTS: Databuf[]
128 * Look at coordinates and return an appropriately formatted
133 descrlocation(struct player *playerp, bool shortflag)
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 */
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" }
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";
152 label = "The Ashen Mountains";
153 } else if (circle >= 55)
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";
164 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
165 label = "The Lord's Chamber";
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];
175 sprintf(Databuf, "%.29s", label);
177 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
183 * FUNCTION: do trading post stuff
185 * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
187 * GLOBAL OUTPUTS: Player
190 * Different trading posts have different items.
191 * Merchants cannot be cheated, but they can be dishonest
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
198 * 2) In the real world, one cannot simply weld two swords
199 * together to make a bigger one.
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.
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.
215 double numitems; /* number of items to purchase */
216 double cost; /* cost of purchase */
217 double blessingcost; /* cost of blessing */
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 */
224 Player.p_status = S_TRADING;
225 writerecord(&Player, Fileloc);
228 addstr("You are at a trading post. All purchases must be made with gold.");
230 size = sqrt(fabs(Player.p_x / 100)) + 1;
233 /* set up cost of blessing */
234 blessingcost = 1000.0 * (Player.p_level + 5.0);
238 for (loop = 0; loop < size; ++loop) {
243 cost = Menu[loop].cost;
244 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
247 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
250 adjuststats(); /* truncate any bad values */
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);
261 ch = getanswer("LPS", FALSE);
265 case 'L': /* leave */
267 altercoordinates(0.0, 0.0, A_NEAR);
270 case 'P': /* make purchase */
271 mvaddstr(15, 0, "What what would you like to buy ? ");
272 ch = getanswer(" 1234567", FALSE);
277 addstr("Sorry, this merchant doesn't have that.");
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;
285 if (cost > Player.p_gold || numitems < 0)
289 Player.p_gold -= cost;
290 if (drandom() < 0.02)
293 Player.p_mana += numitems;
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;
304 else if (cost > Player.p_gold || numitems < 0)
306 else if (numitems < Player.p_shield)
310 Player.p_gold -= cost;
311 if (drandom() < 0.02)
314 Player.p_shield = numitems;
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;
323 if (cost > Player.p_gold || numitems < 0)
327 Player.p_gold -= cost;
328 if (drandom() < 0.02)
330 else if (drandom() * numitems > Player.p_level / 10.0 &&
332 printw("\nYou blew your mind!\n");
333 Player.p_brains /= 5;
335 Player.p_brains += floor(numitems) * ROLL(20, 8);
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;
347 else if (cost > Player.p_gold || numitems < 0)
349 else if (numitems < Player.p_sword)
353 Player.p_gold -= cost;
354 if (drandom() < 0.02)
357 Player.p_sword = numitems;
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;
366 if (cost > Player.p_gold || numitems < 0)
370 Player.p_gold -= cost;
371 if (drandom() < 0.02)
374 Player.p_charms += numitems;
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;
385 else if (cost > Player.p_gold || numitems < 0)
387 else if (numitems < Player.p_quksilver)
391 Player.p_gold -= cost;
392 if (drandom() < 0.02)
395 Player.p_quksilver = numitems;
400 if (Player.p_blessing) {
401 addstr("You already have a blessing.");
405 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
406 ch = getanswer("NY", FALSE);
409 if (Player.p_gold < blessingcost)
413 Player.p_gold -= blessingcost;
414 if (drandom() < 0.02)
417 Player.p_blessing = TRUE;
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());
429 if (numitems > Player.p_gems || numitems < 0)
433 Player.p_gems -= numitems;
434 Player.p_gold += numitems * N_GEMVALUE;
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;
449 } else if (dishonest) {
450 mvaddstr(17, 0, "The merchant stole your money!");
452 altercoordinates(Player.p_x - Player.p_x / 10.0,
453 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
461 * FUNCTION: print out important player statistics
463 * GLOBAL INPUTS: Users, Player
466 * Important player statistics are printed on the screen.
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));
482 * FUNCTION: show player items
484 * GLOBAL INPUTS: Player
487 * Print out some player statistics of lesser importance.
493 static const char *flags[] = /* to print value of some bools */
499 mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
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);
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]);
522 * FUNCTION: return a string specifying player type
525 * struct player playerp - pointer to structure for player
526 * bool shortflag - set if short form is desired
528 * RETURN VALUE: pointer to string describing player type
530 * GLOBAL INPUTS: Databuf[]
532 * GLOBAL OUTPUTS: Databuf[]
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
539 * If 'shortflag' is TRUE, return a 3 character string.
543 descrtype(struct player *playerp, bool shortflag)
545 int type; /* for caluculating result subscript */
546 static const char *results[] = /* description table */
548 " Magic User", " MU",
553 " Experimento", " EX",
556 " Council of Wise", " CW",
562 type = playerp->p_type;
564 switch (playerp->p_specialtype) {
566 type = playerp->p_type;
586 type *= 2; /* calculate offset */
593 /* use short descriptions */
596 if (playerp->p_crowns > 0) {
597 strcpy(Databuf, results[type]);
601 return (results[type]);
605 * FUNCTION: find location in player file of given name
608 * char *name - name of character to look for
609 * struct player *playerp - pointer of structure to fill
611 * RETURN VALUE: location of player if found, -1 otherwise
613 * GLOBAL INPUTS: Wizard, *Playersfp
616 * Search the player file for the player of the given name.
617 * If player is found, fill structure with player data.
621 findname(char *name, struct player *playerp)
623 long loc = 0; /* location in the file */
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)
632 loc += SZ_PLAYERSTRUCT;
639 * FUNCTION: find space in the player file for a new character
641 * RETURN VALUE: location of free space in file
643 * GLOBAL INPUTS: Other, *Playersfp
645 * GLOBAL OUTPUTS: Player
648 * Search the player file for an unused entry. If none are found,
649 * make one at the end of the file.
655 long loc = 0L; /* location in file */
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 */
663 loc += SZ_PLAYERSTRUCT;
666 /* make a new record */
668 Player.p_status = S_OFF;
669 writerecord(&Other, loc);
675 * FUNCTION: free up a record on the player file
678 * struct player playerp - pointer to structure to free
679 * long loc - location in file to free
682 * Mark structure as not used, and update player file.
686 freerecord(struct player *playerp, long loc)
688 playerp->p_name[0] = CH_MARKDELETE;
689 playerp->p_status = S_NOTUSED;
690 writerecord(playerp, loc);
694 * FUNCTION: leave game
696 * GLOBAL INPUTS: Player, Fileloc
698 * GLOBAL OUTPUTS: Player
701 * Mark player as inactive, and cleanup.
702 * Do not save players below level 1.
708 if (Player.p_level < 1.0)
709 /* delete character */
710 freerecord(&Player, Fileloc);
712 Player.p_status = S_OFF;
713 writerecord(&Player, Fileloc);
721 * FUNCTION: death routine
724 * char *how - pointer to string describing cause of death
726 * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
728 * GLOBAL OUTPUTS: Player
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.
739 death(const char *how)
741 FILE *fp; /* for updating various files */
743 static const char *deathmesg[] =
744 /* add more messages here, if desired */
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",
750 "You're a complete failure -- you've died!!\n",
751 "You have been dealt a fatal blow! "
756 if (strcmp(how, "Stupidity") != 0) {
757 if (Player.p_level > 9999.0)
759 addstr("Characters must be retired upon reaching level 10000. Sorry.");
760 else if (Player.p_lives > 0) {
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);
765 Player.p_energy = Player.p_maxenergy;
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");
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;
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");
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)
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 */
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);
800 enterscore(); /* update score board */
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);
809 /* let other players know */
810 fp = fopen(_PATH_MESS, "w");
811 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
814 freerecord(&Player, Fileloc);
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);
824 execl(_PATH_GAMEPROG, "phantasia", "-s",
825 (Wizard ? "-S" : NULL), NULL);
835 * FUNCTION: update structure in player file
838 * struct player *playerp - pointer to structure to write out
839 * long place - location in file to updata
841 * GLOBAL INPUTS: *Playersfp
844 * Update location in player file with given structure.
848 writerecord(struct player *playerp, long place)
850 fseek(Playersfp, place, SEEK_SET);
851 fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
856 * FUNCTION: calculate level based upon experience
859 * double experience - experience to calculate experience level from
861 * RETURN VALUE: experience level
864 * Experience level is a geometric progression. This has been finely
865 * tuned over the years, and probably should not be changed.
869 explevel(double experience)
871 if (experience < 1.1e7)
872 return (floor(pow((experience / 1000.0), 0.4875)));
874 return (floor(pow((experience / 1250.0), 0.4865)));
878 * FUNCTION: truncate trailing blanks off a string
881 * char *string - pointer to null terminated string
884 * Put nul characters in place of spaces at the end of the string.
888 truncstring(char *string)
890 size_t length; /* length of string */
892 length = strlen(string);
893 while (string[--length] == ' ')
894 string[length] = '\0';
898 * FUNCTION: Alter x, y coordinates and set/check location flags
901 * double xnew, ynew - new x, y coordinates
902 * int operation - operation to perform with coordinates
904 * GLOBAL INPUTS: Circle, Beyond, Player
906 * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
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
915 altercoordinates(double xnew, double ynew, int operation)
918 case A_FORCED: /* move with no checks */
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 */
926 case A_SPECIFIC: /* just move player */
927 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) {
929 * cannot move back from point of no return
930 * pick the largest coordinate to remain unchanged
932 if (fabs(xnew) > fabs(ynew))
933 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
935 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
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);
945 /* now set location flags and adjust coordinates */
946 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
948 /* set up flags based upon location */
949 Throne = Marsh = Beyond = FALSE;
951 if (Player.p_x == 0.0 && Player.p_y == 0.0)
953 else if (Circle < 35 && Circle >= 20)
955 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
962 * FUNCTION: read a player structure from file
965 * struct player *playerp - pointer to structure to fill
966 * int loc - location of record to read
968 * GLOBAL INPUTS: *Playersfp
971 * Read structure information from player file.
975 readrecord(struct player *playerp, long loc)
977 fseek(Playersfp, loc, SEEK_SET);
978 fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
982 * FUNCTION: adjust player statistics
984 * GLOBAL INPUTS: Player, *Statptr
986 * GLOBAL OUTPUTS: Circle, Player, Timeout
989 * Handle adjustment and maximums on various player characteristics.
995 double dtemp; /* for temporary calculations */
997 if (explevel(Player.p_experience) > Player.p_level) {
998 /* move one or more levels */
1000 if (Player.p_level > 5.0)
1004 if (Player.p_specialtype == SC_VALAR)
1006 Circle = Player.p_level / 5.0;
1008 /* calculate effective quickness */
1009 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1011 dtemp = MAX(0.0, dtemp); /* gold slows player down */
1012 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
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);
1021 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
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);
1032 * some implementations have problems with floating point compare
1033 * we work around it with this stuff
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;
1039 if (Player.p_ring.ring_type != R_NONE) {
1040 /* do ring things */
1042 Player.p_energy = Player.p_maxenergy + Player.p_shield;
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);
1052 case R_NAZREG: /* ring disappears */
1053 Player.p_ring.ring_type = R_NONE;
1056 case R_SPOILED: /* ring kills player */
1057 death("A cursed ring");
1060 case R_DLREG: /* this ring doesn't expire */
1061 Player.p_ring.ring_duration = 0;
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;
1082 * FUNCTION: initialize a character
1085 * struct player *playerp - pointer to structure to init
1088 * Put a bunch of default values in the given structure.
1092 initplayer(struct player *playerp)
1094 playerp->p_experience =
1096 playerp->p_strength =
1100 playerp->p_maxenergy =
1102 playerp->p_quickness =
1103 playerp->p_quksilver =
1105 playerp->p_magiclvl =
1111 playerp->p_1scratch =
1112 playerp->p_2scratch = 0.0;
1114 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
1116 playerp->p_x = ROLL(-125.0, 251.0);
1117 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
1120 playerp->p_ring.ring_type = R_NONE;
1121 playerp->p_ring.ring_duration = 0;
1122 playerp->p_ring.ring_inuse = FALSE;
1124 playerp->p_age = 0L;
1126 playerp->p_degenerated = 1; /* don't degenerate initially */
1128 playerp->p_type = C_FIGHTER; /* default */
1129 playerp->p_specialtype = SC_NONE;
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;
1140 playerp->p_palantir =
1141 playerp->p_blessing =
1143 playerp->p_blindness = FALSE;
1145 playerp->p_name[0] =
1146 playerp->p_password[0] =
1147 playerp->p_login[0] = '\0';
1151 * FUNCTION: read message from other players
1153 * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1156 * If there is a message from other players, print it.
1164 fseek(Messagefp, 0L, SEEK_SET);
1165 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1170 * FUNCTION: process environment error
1173 * char *whichfile - pointer to name of file which caused error
1175 * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1178 * Print message about offending file, and exit.
1182 error(const char *whichfile)
1184 int (*funcp)(const char *, ...) __printflike(1, 2);
1187 funcp = (void *)printw;
1192 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
1193 (*funcp)("Please run 'setup' to determine the problem.\n");
1199 * FUNCTION: calculate distance between two points
1202 * double x1, y1 - x, y coordinates of first point
1203 * double x2, y2 - x, y coordinates of second point
1205 * RETURN VALUE: distance between the two points
1208 * This function is provided because someone's hypot() library function
1209 * fails if x1 == x2 && y1 == y2.
1213 distance(double x_1, double x_2, double y_1, double y_2)
1215 double deltax, deltay;
1219 return (sqrt(deltax * deltax + deltay * deltay));
1224 * FUNCTION: exit upon trapping an illegal signal
1227 * int whichsig - signal which occurred to cause jump to here
1229 * GLOBAL INPUTS: *stdscr
1232 * When an illegal signal is caught, print a message, and cleanup.
1236 ill_sig(int whichsig)
1239 if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1240 printw("Error: caught signal # %d.\n", whichsig);
1246 * FUNCTION: return a string describing the player status
1249 * struct player playerp - pointer to player structure to describe
1251 * RETURN VALUE: string describing player's status
1254 * Return verbal description of player status.
1255 * If player status is S_PLAYING, check for low energy and blindness.
1259 descrstatus(struct player *playerp)
1261 switch (playerp->p_status) {
1263 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1264 return ("Low Energy");
1265 else if (playerp->p_blindness)
1274 return ("In Battle");
1277 return ("Encounter");
1294 * FUNCTION: collect taxes from current player
1297 * double gold - amount of gold to tax
1298 * double gems - amount of gems to tax
1300 * GLOBAL INPUTS: Player
1302 * GLOBAL OUTPUTS: Player
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
1312 collecttaxes(double gold, double gems)
1314 FILE *fp; /* to update Goldfile */
1315 double dtemp; /* for temporary calculations */
1316 double taxes; /* tax liability */
1319 Player.p_gold += gold;
1320 Player.p_gems += gems;
1322 /* calculate tax liability */
1323 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
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);
1330 if (Player.p_gems >= dtemp) {
1331 /* player has enough to convert */
1332 Player.p_gems -= dtemp;
1333 Player.p_gold += dtemp * N_GEMVALUE;
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;
1342 Player.p_gold -= taxes;
1344 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) {
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);