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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 $
5 * $DragonFly: src/games/phantasia/misc.c,v 1.4 2004/01/26 18:14:43 drhodus Exp $
6 */
7
8#include <string.h>
9#include "include.h"
10
11
12/************************************************************************
13/
14/ FUNCTION NAME: movelevel()
15/
16/ FUNCTION: move player to new level
17/
18/ AUTHOR: E. A. Estes, 12/4/85
19/
20/ ARGUMENTS: none
21/
22/ RETURN VALUE: none
23/
24/ MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
25/
26/ GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
27/
28/ GLOBAL OUTPUTS: Player, Changed
29/
30/ DESCRIPTION:
31/ Use lookup table to increment important statistics when
32/ progressing to new experience level.
33/ Players are rested to maximum as a bonus for making a new
34/ level.
35/ Check for council of wise, and being too big to be king.
36/
37*************************************************************************/
38
39movelevel()
40{
41struct charstats *statptr; /* for pointing into Stattable */
42double new; /* new level */
43double inc; /* increment between new and old levels */
44
45 Changed = TRUE;
46
47 if (Player.p_type == C_EXPER)
48 /* roll a type to use for increment */
49 statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
50 else
51 statptr = Statptr;
52
53 new = explevel(Player.p_experience);
54 inc = new - Player.p_level;
55 Player.p_level = new;
56
57 /* add increments to statistics */
58 Player.p_strength += statptr->c_strength.increase * inc;
59 Player.p_mana += statptr->c_mana.increase * inc;
60 Player.p_brains += statptr->c_brains.increase * inc;
61 Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
62 Player.p_maxenergy += statptr->c_energy.increase * inc;
63
64 /* rest to maximum upon reaching new level */
65 Player.p_energy = Player.p_maxenergy + Player.p_shield;
66
67 if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
68 /* no longer able to be king -- turn crowns into cash */
69 {
70 Player.p_gold += ((double) Player.p_crowns) * 5000.0;
71 Player.p_crowns = 0;
72 }
73
74 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
75 /* make a member of the council */
76 {
77 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
78 addstr("Good Luck on your search for the Holy Grail.\n");
79
80 Player.p_specialtype = SC_COUNCIL;
81
82 /* no rings for council and above */
83 Player.p_ring.ring_type = R_NONE;
84 Player.p_ring.ring_duration = 0;
85
86 Player.p_lives = 3; /* three extra lives */
87 }
88
89 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
90 death("Old age");
91}
92/*\f*/
93/************************************************************************
94/
95/ FUNCTION NAME: descrlocation()
96/
97/ FUNCTION: return a formatted description of location
98/
99/ AUTHOR: E. A. Estes, 12/4/85
100/
101/ ARGUMENTS:
102/ struct player playerp - pointer to player structure
103/ bool shortflag - set if short form is desired
104/
105/ RETURN VALUE: pointer to string containing result
106/
107/ MODULES CALLED: fabs(), floor(), sprintf(), distance()
108/
109/ GLOBAL INPUTS: Databuf[]
110/
111/ GLOBAL OUTPUTS: none
112/
113/ DESCRIPTION:
114/ Look at coordinates and return an appropriately formatted
115/ string.
116/
117*************************************************************************/
118
119char *
120descrlocation(playerp, shortflag)
121struct player *playerp;
122bool shortflag;
123{
124double circle; /* corresponding circle for coordinates */
125int quadrant; /* quandrant of grid */
126char *label; /* pointer to place name */
127static char *nametable[4][4] = /* names of places */
128 {
129 "Anorien", "Ithilien", "Rohan", "Lorien",
130 "Gondor", "Mordor", "Dunland", "Rovanion",
131 "South Gondor", "Khand", "Eriador", "The Iron Hills",
132 "Far Harad", "Near Harad", "The Northern Waste", "Rhun"
133 };
134
135 if (playerp->p_specialtype == SC_VALAR)
136 return(" is in Valhala");
137 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
138 {
139 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
140 label = "The Point of No Return";
141 else
142 label = "The Ashen Mountains";
143 }
144 else if (circle >= 55)
145 label = "Morannon";
146 else if (circle >= 35)
147 label = "Kennaquahair";
148 else if (circle >= 20)
149 label = "The Dead Marshes";
150 else if (circle >= 9)
151 label = "The Outer Waste";
152 else if (circle >= 5)
153 label = "The Moors Adventurous";
154 else
155 {
156 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
157 label = "The Lord's Chamber";
158 else
159 {
160 /* this expression is split to prevent compiler loop with some compilers */
161 quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
162 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
163 label = nametable[((int) circle) - 1][quadrant];
164 }
165 }
166
167 if (shortflag)
168 sprintf(Databuf, "%.29s", label);
169 else
170 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
171
172 return(Databuf);
173}
174/*\f*/
175/************************************************************************
176/
177/ FUNCTION NAME: tradingpost()
178/
179/ FUNCTION: do trading post stuff
180/
181/ AUTHOR: E. A. Estes, 12/4/85
182/
183/ ARGUMENTS: none
184/
185/ RETURN VALUE: none
186/
187/ MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
188/ sleep(), floor(), wmove(), drandom(), wclear(), printw(),
189/ altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
190/ wclrtoeol(), wclrtobot()
191/
192/ GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
193/
194/ GLOBAL OUTPUTS: Player
195/
196/ DESCRIPTION:
197/ Different trading posts have different items.
198/ Merchants cannot be cheated, but they can be dishonest
199/ themselves.
200/
201/ Shields, swords, and quicksilver are not cumulative. This is
202/ one major area of complaint, but there are two reasons for this:
203/ 1) It becomes MUCH too easy to make very large versions
204/ of these items.
205/ 2) In the real world, one cannot simply weld two swords
206/ together to make a bigger one.
207/
208/ At one time, it was possible to sell old weapons at half the purchase
209/ price. This resulted in huge amounts of gold floating around,
210/ and the game lost much of its challenge.
211/
212/ Also, purchasing gems defeats the whole purpose of gold. Gold
213/ is small change for lower level players. They really shouldn't
214/ be able to accumulate more than enough gold for a small sword or
215/ a few books. Higher level players shouldn't even bother to pick
216/ up gold, except maybe to buy mana once in a while.
217/
218*************************************************************************/
219
220tradingpost()
221{
222double numitems; /* number of items to purchase */
223double cost; /* cost of purchase */
224double blessingcost; /* cost of blessing */
225int ch; /* input */
226int size; /* size of the trading post */
227int loop; /* loop counter */
228int cheat = 0; /* number of times player has tried to cheat */
229bool dishonest = FALSE;/* set when merchant is dishonest */
230
231 Player.p_status = S_TRADING;
232 writerecord(&Player, Fileloc);
233
234 clear();
235 addstr("You are at a trading post. All purchases must be made with gold.");
236
237 size = sqrt(fabs(Player.p_x / 100)) + 1;
238 size = MIN(7, size);
239
240 /* set up cost of blessing */
241 blessingcost = 1000.0 * (Player.p_level + 5.0);
242
243 /* print Menu */
244 move(7, 0);
245 for (loop = 0; loop < size; ++loop)
246 /* print Menu */
247 {
248 if (loop == 6)
249 cost = blessingcost;
250 else
251 cost = Menu[loop].cost;
252 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
253 }
254
255 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
256
257 for (;;)
258 {
259 adjuststats(); /* truncate any bad values */
260
261 /* print some important statistics */
262 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
263 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
264 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
265 Player.p_shield, Player.p_sword, Player.p_quksilver,
266 (Player.p_blessing ? " True" : "False"));
267 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
268
269 move(5, 36);
270 ch = getanswer("LPS", FALSE);
271 move(15, 0);
272 clrtobot();
273 switch(ch)
274 {
275 case 'L': /* leave */
276 case '\n':
277 altercoordinates(0.0, 0.0, A_NEAR);
278 return;
279
280 case 'P': /* make purchase */
281 mvaddstr(15, 0, "What what would you like to buy ? ");
282 ch = getanswer(" 1234567", FALSE);
283 move(15, 0);
284 clrtoeol();
285
286 if (ch - '0' > size)
287 addstr("Sorry, this merchant doesn't have that.");
288 else
289 switch (ch)
290 {
291 case '1':
292 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
293 Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
294 cost = (numitems = floor(infloat())) * Menu[0].cost;
295
296 if (cost > Player.p_gold || numitems < 0)
297 ++cheat;
298 else
299 {
300 cheat = 0;
301 Player.p_gold -= cost;
302 if (drandom() < 0.02)
303 dishonest = TRUE;
304 else
305 Player.p_mana += numitems;
306 }
307 break;
308
309 case '2':
310 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
311 Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
312 cost = (numitems = floor(infloat())) * Menu[1].cost;
313
314 if (numitems == 0.0)
315 break;
316 else if (cost > Player.p_gold || numitems < 0)
317 ++cheat;
318 else if (numitems < Player.p_shield)
319 NOBETTER();
320 else
321 {
322 cheat = 0;
323 Player.p_gold -= cost;
324 if (drandom() < 0.02)
325 dishonest = TRUE;
326 else
327 Player.p_shield = numitems;
328 }
329 break;
330
331 case '3':
332 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
333 Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
334 cost = (numitems = floor(infloat())) * Menu[2].cost;
335
336 if (cost > Player.p_gold || numitems < 0)
337 ++cheat;
338 else
339 {
340 cheat = 0;
341 Player.p_gold -= cost;
342 if (drandom() < 0.02)
343 dishonest = TRUE;
344 else if (drandom() * numitems > Player.p_level / 10.0
345 && numitems != 1)
346 {
347 printw("\nYou blew your mind!\n");
348 Player.p_brains /= 5;
349 }
350 else
351 {
352 Player.p_brains += floor(numitems) * ROLL(20, 8);
353 }
354 }
355 break;
356
357 case '4':
358 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
359 Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
360 cost = (numitems = floor(infloat())) * Menu[3].cost;
361
362 if (numitems == 0.0)
363 break;
364 else if (cost > Player.p_gold || numitems < 0)
365 ++cheat;
366 else if (numitems < Player.p_sword)
367 NOBETTER();
368 else
369 {
370 cheat = 0;
371 Player.p_gold -= cost;
372 if (drandom() < 0.02)
373 dishonest = TRUE;
374 else
375 Player.p_sword = numitems;
376 }
377 break;
378
379 case '5':
380 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
381 Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
382 cost = (numitems = floor(infloat())) * Menu[4].cost;
383
384 if (cost > Player.p_gold || numitems < 0)
385 ++cheat;
386 else
387 {
388 cheat = 0;
389 Player.p_gold -= cost;
390 if (drandom() < 0.02)
391 dishonest = TRUE;
392 else
393 Player.p_charms += numitems;
394 }
395 break;
396
397 case '6':
398 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
399 Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
400 cost = (numitems = floor(infloat())) * Menu[5].cost;
401
402 if (numitems == 0.0)
403 break;
404 else if (cost > Player.p_gold || numitems < 0)
405 ++cheat;
406 else if (numitems < Player.p_quksilver)
407 NOBETTER();
408 else
409 {
410 cheat = 0;
411 Player.p_gold -= cost;
412 if (drandom() < 0.02)
413 dishonest = TRUE;
414 else
415 Player.p_quksilver = numitems;
416 }
417 break;
418
419 case '7':
420 if (Player.p_blessing)
421 {
422 addstr("You already have a blessing.");
423 break;
424 }
425
426 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
427 ch = getanswer("NY", FALSE);
428
429 if (ch == 'Y')
430 {
431 if (Player.p_gold < blessingcost)
432 ++cheat;
433 else
434 {
435 cheat = 0;
436 Player.p_gold -= blessingcost;
437 if (drandom() < 0.02)
438 dishonest = TRUE;
439 else
440 Player.p_blessing = TRUE;
441 }
442 }
443 break;
444 }
445 break;
446
447 case 'S': /* sell gems */
448 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
449 (double) N_GEMVALUE, Player.p_gems);
450 numitems = floor(infloat());
451
452 if (numitems > Player.p_gems || numitems < 0)
453 ++cheat;
454 else
455 {
456 cheat = 0;
457 Player.p_gems -= numitems;
458 Player.p_gold += numitems * N_GEMVALUE;
459 }
460 }
461
462 if (cheat == 1)
463 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
464 else if (cheat == 2)
465 {
466 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
467 printw("a %.0f level magic user, and you made %s mad!\n",
468 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
469 altercoordinates(0.0, 0.0, A_FAR);
470 Player.p_energy /= 2.0;
471 ++Player.p_sin;
472 more(23);
473 return;
474 }
475 else if (dishonest)
476 {
477 mvaddstr(17, 0, "The merchant stole your money!");
478 refresh();
479 altercoordinates(Player.p_x - Player.p_x / 10.0,
480 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
481 sleep(2);
482 return;
483 }
484 }
485}
486/*\f*/
487/************************************************************************
488/
489/ FUNCTION NAME: displaystats()
490/
491/ FUNCTION: print out important player statistics
492/
493/ AUTHOR: E. A. Estes, 12/4/85
494/
495/ ARGUMENTS: none
496/
497/ RETURN VALUE: none
498/
499/ MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
500/
501/ GLOBAL INPUTS: Users, Player
502/
503/ GLOBAL OUTPUTS: none
504/
505/ DESCRIPTION:
506/ Important player statistics are printed on the screen.
507/
508*************************************************************************/
509
510displaystats()
511{
512 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
513 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
514 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
515 Player.p_mana, Users);
516 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
517 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
518 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
519}
520/*\f*/
521/************************************************************************
522/
523/ FUNCTION NAME: allstatslist()
524/
525/ FUNCTION: show player items
526/
527/ AUTHOR: E. A. Estes, 12/4/85
528/
529/ ARGUMENTS: none
530/
531/ RETURN VALUE: none
532/
533/ MODULES CALLED: mvprintw(), descrtype()
534/
535/ GLOBAL INPUTS: Player
536/
537/ GLOBAL OUTPUTS: none
538/
539/ DESCRIPTION:
540/ Print out some player statistics of lesser importance.
541/
542*************************************************************************/
543
544allstatslist()
545{
546static char *flags[] = /* to print value of some bools */
547 {
548 "False",
549 " True"
550 };
551
552 mvprintw( 8, 0, "Type: %s\n", descrtype(&Player, FALSE));
553
554 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
555 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
556 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
557 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
558 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
559 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
560 mvprintw(16, 0, "Age : %9d", Player.p_age);
561 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
562 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
563 mvprintw(12, 40, "Charms : %9d", Player.p_charms);
564 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
565 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
566 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
567 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
568
569 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
570 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
571 flags[Player.p_virgin], flags[Player.p_palantir]);
572}
573/*\f*/
574/************************************************************************
575/
576/ FUNCTION NAME: descrtype()
577/
578/ FUNCTION: return a string specifying player type
579/
580/ AUTHOR: E. A. Estes, 12/4/85
581/
582/ ARGUMENTS:
583/ struct player playerp - pointer to structure for player
584/ bool shortflag - set if short form is desired
585/
586/ RETURN VALUE: pointer to string describing player type
587/
588/ MODULES CALLED: strcpy()
589/
590/ GLOBAL INPUTS: Databuf[]
591/
592/ GLOBAL OUTPUTS: Databuf[]
593/
594/ DESCRIPTION:
595/ Return a string describing the player type.
596/ King, council, valar, supercedes other types.
597/ The first character of the string is '*' if the player
598/ has a crown.
599/ If 'shortflag' is TRUE, return a 3 character string.
600/
601*************************************************************************/
602
603char *
604descrtype(playerp, shortflag)
605struct player *playerp;
606bool shortflag;
607{
608int type; /* for caluculating result subscript */
609static char *results[] = /* description table */
610 {
611 " Magic User", " MU",
612 " Fighter", " F ",
613 " Elf", " E ",
614 " Dwarf", " D ",
615 " Halfling", " H ",
616 " Experimento", " EX",
617 " Super", " S ",
618 " King", " K ",
619 " Council of Wise", " CW",
620 " Ex-Valar", " EV",
621 " Valar", " V ",
622 " ? ", " ? "
623 };
624
625 type = playerp->p_type;
626
627 switch (playerp->p_specialtype)
628 {
629 case SC_NONE:
630 type = playerp->p_type;
631 break;
632
633 case SC_KING:
634 type = 7;
635 break;
636
637 case SC_COUNCIL:
638 type = 8;
639 break;
640
641 case SC_EXVALAR:
642 type = 9;
643 break;
644
645 case SC_VALAR:
646 type = 10;
647 break;
648 }
649
650 type *= 2; /* calculate offset */
651
652 if (type > 20)
653 /* error */
654 type = 22;
655
656 if (shortflag)
657 /* use short descriptions */
658 ++type;
659
660 if (playerp->p_crowns > 0)
661 {
662 strcpy(Databuf, results[type]);
663 Databuf[0] = '*';
664 return(Databuf);
665 }
666 else
667 return(results[type]);
668}
669/*\f*/
670/************************************************************************
671/
672/ FUNCTION NAME: findname()
673/
674/ FUNCTION: find location in player file of given name
675/
676/ AUTHOR: E. A. Estes, 12/4/85
677/
678/ ARGUMENTS:
679/ char *name - name of character to look for
680/ struct player *playerp - pointer of structure to fill
681/
682/ RETURN VALUE: location of player if found, -1 otherwise
683/
684/ MODULES CALLED: fread(), fseek(), strcmp()
685/
686/ GLOBAL INPUTS: Wizard, *Playersfp
687/
688/ GLOBAL OUTPUTS: none
689/
690/ DESCRIPTION:
691/ Search the player file for the player of the given name.
692/ If player is found, fill structure with player data.
693/
694*************************************************************************/
695
696long
697findname(name, playerp)
698char *name;
699struct player *playerp;
700{
701long loc = 0; /* location in the file */
702
703 fseek(Playersfp, 0L, 0);
704 while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
705 {
706 if (strcmp(playerp->p_name, name) == 0)
707 {
708 if (playerp->p_status != S_NOTUSED || Wizard)
709 /* found it */
710 return(loc);
711 }
712 loc += SZ_PLAYERSTRUCT;
713 }
714
715 return(-1);
716}
717/*\f*/
718/************************************************************************
719/
720/ FUNCTION NAME: allocrecord()
721/
722/ FUNCTION: find space in the player file for a new character
723/
724/ AUTHOR: E. A. Estes, 12/4/85
725/
726/ ARGUMENTS: none
727/
728/ RETURN VALUE: location of free space in file
729/
730/ MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
731/
732/ GLOBAL INPUTS: Other, *Playersfp
733/
734/ GLOBAL OUTPUTS: Player
735/
736/ DESCRIPTION:
737/ Search the player file for an unused entry. If none are found,
738/ make one at the end of the file.
739/
740*************************************************************************/
741
742long
743allocrecord()
744{
745long loc = 0L; /* location in file */
746
747 fseek(Playersfp, 0L, 0);
748 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
749 {
750 if (Other.p_status == S_NOTUSED)
751 /* found an empty record */
752 return(loc);
753 else
754 loc += SZ_PLAYERSTRUCT;
755 }
756
757 /* make a new record */
758 initplayer(&Other);
759 Player.p_status = S_OFF;
760 writerecord(&Other, loc);
761
762 return(loc);
763}
764/*\f*/
765/************************************************************************
766/
767/ FUNCTION NAME: freerecord()
768/
769/ FUNCTION: free up a record on the player file
770/
771/ AUTHOR: E. A. Estes, 2/7/86
772/
773/ ARGUMENTS:
774/ struct player playerp - pointer to structure to free
775/ long loc - location in file to free
776/
777/ RETURN VALUE: none
778/
779/ MODULES CALLED: writerecord()
780/
781/ GLOBAL INPUTS: none
782/
783/ GLOBAL OUTPUTS: none
784/
785/ DESCRIPTION:
786/ Mark structure as not used, and update player file.
787/
788*************************************************************************/
789
790freerecord(playerp, loc)
791struct player *playerp;
792long loc;
793{
794 playerp->p_name[0] = CH_MARKDELETE;
795 playerp->p_status = S_NOTUSED;
796 writerecord(playerp, loc);
797}
798/*\f*/
799/************************************************************************
800/
801/ FUNCTION NAME: leavegame()
802/
803/ FUNCTION: leave game
804/
805/ AUTHOR: E. A. Estes, 12/4/85
806/
807/ ARGUMENTS: none
808/
809/ RETURN VALUE: none
810/
811/ MODULES CALLED: freerecord(), writerecord(), cleanup()
812/
813/ GLOBAL INPUTS: Player, Fileloc
814/
815/ GLOBAL OUTPUTS: Player
816/
817/ DESCRIPTION:
818/ Mark player as inactive, and cleanup.
819/ Do not save players below level 1.
820/
821*************************************************************************/
822
823leavegame()
824{
825
826 if (Player.p_level < 1.0)
827 /* delete character */
828 freerecord(&Player, Fileloc);
829 else
830 {
831 Player.p_status = S_OFF;
832 writerecord(&Player, Fileloc);
833 }
834
835 cleanup(TRUE);
836 /*NOTREACHED*/
837}
838/*\f*/
839/************************************************************************
840/
841/ FUNCTION NAME: death()
842/
843/ FUNCTION: death routine
844/
845/ AUTHOR: E. A. Estes, 12/4/85
846/
847/ ARGUMENTS:
848/ char *how - pointer to string describing cause of death
849/
850/ RETURN VALUE: none
851/
852/ MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
853/ fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
854/ fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
855/ fprintf(), wrefresh(), getanswer(), descrtype()
856/
857/ GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
858/
859/ GLOBAL OUTPUTS: Player
860/
861/ DESCRIPTION:
862/ Kill off current player.
863/ Handle rings, and multiple lives.
864/ Print an appropriate message.
865/ Update scoreboard, lastdead, and let other players know about
866/ the demise of their comrade.
867/
868*************************************************************************/
869
870death(how)
871char *how;
872{
873FILE *fp; /* for updating various files */
874int ch; /* input */
875static char *deathmesg[] =
876 /* add more messages here, if desired */
877 {
878 "You have been wounded beyond repair. ",
879 "You have been disemboweled. ",
880 "You've been mashed, mauled, and spit upon. (You're dead.)\n",
881 "You died! ",
882 "You're a complete failure -- you've died!!\n",
883 "You have been dealt a fatal blow! "
884 };
885
886 clear();
887
888 if (strcmp(how, "Stupidity") != 0)
889 {
890 if (Player.p_level > 9999.0)
891 /* old age */
892 addstr("Characters must be retired upon reaching level 10000. Sorry.");
893 else if (Player.p_lives > 0)
894 /* extra lives */
895 {
896 addstr("You should be more cautious. You've been killed.\n");
897 printw("You only have %d more chance(s).\n", --Player.p_lives);
898 more(3);
899 Player.p_energy = Player.p_maxenergy;
900 return;
901 }
902 else if (Player.p_specialtype == SC_VALAR)
903 {
904 addstr("You had your chances, but Valar aren't totally\n");
905 addstr("immortal. You are now left to wither and die . . .\n");
906 more(3);
907 Player.p_brains = Player.p_level / 25.0;
908 Player.p_energy = Player.p_maxenergy /= 5.0;
909 Player.p_quksilver = Player.p_sword = 0.0;
910 Player.p_specialtype = SC_COUNCIL;
911 return;
912 }
913 else if (Player.p_ring.ring_inuse &&
914 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
915 /* good ring in use - saved from death */
916 {
917 mvaddstr(4, 0, "Your ring saved you from death!\n");
918 refresh();
919 Player.p_ring.ring_type = R_NONE;
920 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
921 if (Player.p_crowns > 0)
922 --Player.p_crowns;
923 return;
924 }
925 else if (Player.p_ring.ring_type == R_BAD
926 || Player.p_ring.ring_type == R_SPOILED)
927 /* bad ring in possession; name idiot after player */
928 {
929 mvaddstr(4, 0,
930 "Your ring has taken control of you and turned you into a monster!\n");
931 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
932 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
933 strcpy(Curmonster.m_name, Player.p_name);
934 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
935 fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
936 fflush(Monstfp);
937 }
938 }
939
940 enterscore(); /* update score board */
941
942 /* put info in last dead file */
943 fp = fopen(_PATH_LASTDEAD, "w");
944 fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
945 Player.p_name, descrtype(&Player, TRUE),
946 Player.p_login, Player.p_level, how);
947 fclose(fp);
948
949 /* let other players know */
950 fp = fopen(_PATH_MESS, "w");
951 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
952 fclose(fp);
953
954 freerecord(&Player, Fileloc);
955
956 clear();
957 move(10, 0);
958 addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
959 addstr("Care to give it another try ? ");
960 ch = getanswer("NY", FALSE);
961
962 if (ch == 'Y')
963 {
964 cleanup(FALSE);
965 execl(_PATH_GAMEPROG, "phantasia", "-s",
966 (Wizard ? "-S": (char *) NULL), 0);
967 exit(0);
968 /*NOTREACHED*/
969 }
970
971 cleanup(TRUE);
972 /*NOTREACHED*/
973}
974/*\f*/
975/************************************************************************
976/
977/ FUNCTION NAME: writerecord()
978/
979/ FUNCTION: update structure in player file
980/
981/ AUTHOR: E. A. Estes, 12/4/85
982/
983/ ARGUMENTS:
984/ struct player *playerp - pointer to structure to write out
985/ long place - location in file to updata
986/
987/ RETURN VALUE: none
988/
989/ MODULES CALLED: fseek(), fwrite(), fflush()
990/
991/ GLOBAL INPUTS: *Playersfp
992/
993/ GLOBAL OUTPUTS: none
994/
995/ DESCRIPTION:
996/ Update location in player file with given structure.
997/
998*************************************************************************/
999
1000writerecord(playerp, place)
1001struct player *playerp;
1002long place;
1003{
1004 fseek(Playersfp, place, 0);
1005 fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1006 fflush(Playersfp);
1007}
1008/*\f*/
1009/************************************************************************
1010/
1011/ FUNCTION NAME: explevel()
1012/
1013/ FUNCTION: calculate level based upon experience
1014/
1015/ AUTHOR: E. A. Estes, 12/4/85
1016/
1017/ ARGUMENTS:
1018/ double experience - experience to calculate experience level from
1019/
1020/ RETURN VALUE: experience level
1021/
1022/ MODULES CALLED: pow(), floor()
1023/
1024/ GLOBAL INPUTS: none
1025/
1026/ GLOBAL OUTPUTS: none
1027/
1028/ DESCRIPTION:
1029/ Experience level is a geometric progression. This has been finely
1030/ tuned over the years, and probably should not be changed.
1031/
1032*************************************************************************/
1033
1034double
1035explevel(experience)
1036double experience;
1037{
1038 if (experience < 1.1e7)
1039 return(floor(pow((experience / 1000.0), 0.4875)));
1040 else
1041 return(floor(pow((experience / 1250.0), 0.4865)));
1042}
1043/*\f*/
1044/************************************************************************
1045/
1046/ FUNCTION NAME: truncstring()
1047/
1048/ FUNCTION: truncate trailing blanks off a string
1049/
1050/ AUTHOR: E. A. Estes, 12/4/85
1051/
1052/ ARGUMENTS:
1053/ char *string - pointer to null terminated string
1054/
1055/ RETURN VALUE: none
1056/
1057/ MODULES CALLED: strlen()
1058/
1059/ GLOBAL INPUTS: none
1060/
1061/ GLOBAL OUTPUTS: none
1062/
1063/ DESCRIPTION:
1064/ Put nul characters in place of spaces at the end of the string.
1065/
1066*************************************************************************/
1067
1068truncstring(string)
1069char *string;
1070{
1071int length; /* length of string */
1072
1073 length = strlen(string);
1074 while (string[--length] == ' ')
1075 string[length] = '\0';
1076}
1077/*\f*/
1078/************************************************************************
1079/
1080/ FUNCTION NAME: altercoordinates()
1081/
1082/ FUNCTION: Alter x, y coordinates and set/check location flags
1083/
1084/ AUTHOR: E. A. Estes, 12/16/85
1085/
1086/ ARGUMENTS:
1087/ double xnew, ynew - new x, y coordinates
1088/ int operation - operation to perform with coordinates
1089/
1090/ RETURN VALUE: none
1091/
1092/ MODULES CALLED: fabs(), floor(), drandom(), distance()
1093/
1094/ GLOBAL INPUTS: Circle, Beyond, Player
1095/
1096/ GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1097/
1098/ DESCRIPTION:
1099/ This module is called whenever the player's coordinates are altered.
1100/ If the player is beyond the point of no return, he/she is forced
1101/ to stay there.
1102/
1103*************************************************************************/
1104
1105altercoordinates(xnew, ynew, operation)
1106double xnew;
1107double ynew;
1108int operation;
1109{
1110 switch (operation)
1111 {
1112 case A_FORCED: /* move with no checks */
1113 break;
1114
1115 case A_NEAR: /* pick random coordinates near */
1116 xnew = Player.p_x + ROLL(1.0, 5.0);
1117 ynew = Player.p_y - ROLL(1.0, 5.0);
1118 /* fall through for check */
1119
1120 case A_SPECIFIC: /* just move player */
1121 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1122 /*
1123 * cannot move back from point of no return
1124 * pick the largest coordinate to remain unchanged
1125 */
1126 {
1127 if (fabs(xnew) > fabs(ynew))
1128 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1129 else
1130 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1131 }
1132 break;
1133
1134 case A_FAR: /* pick random coordinates far */
1135 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1136 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1137 break;
1138 }
1139
1140 /* now set location flags and adjust coordinates */
1141 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1142
1143 /* set up flags based upon location */
1144 Throne = Marsh = Beyond = FALSE;
1145
1146 if (Player.p_x == 0.0 && Player.p_y == 0.0)
1147 Throne = TRUE;
1148 else if (Circle < 35 && Circle >= 20)
1149 Marsh = TRUE;
1150 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1151 Beyond = TRUE;
1152
1153 Changed = TRUE;
1154}
1155/*\f*/
1156/************************************************************************
1157/
1158/ FUNCTION NAME: readrecord()
1159/
1160/ FUNCTION: read a player structure from file
1161/
1162/ AUTHOR: E. A. Estes, 12/4/85
1163/
1164/ ARGUMENTS:
1165/ struct player *playerp - pointer to structure to fill
1166/ int loc - location of record to read
1167/
1168/ RETURN VALUE: none
1169/
1170/ MODULES CALLED: fread(), fseek()
1171/
1172/ GLOBAL INPUTS: *Playersfp
1173/
1174/ GLOBAL OUTPUTS: none
1175/
1176/ DESCRIPTION:
1177/ Read structure information from player file.
1178/
1179*************************************************************************/
1180
1181readrecord(playerp, loc)
1182struct player *playerp;
1183long loc;
1184{
1185 fseek(Playersfp, loc, 0);
1186 fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1187}
1188/*\f*/
1189/************************************************************************
1190/
1191/ FUNCTION NAME: adjuststats()
1192/
1193/ FUNCTION: adjust player statistics
1194/
1195/ AUTHOR: E. A. Estes, 12/4/85
1196/
1197/ ARGUMENTS: none
1198/
1199/ RETURN VALUE: none
1200/
1201/ MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1202/
1203/ GLOBAL INPUTS: Player, *Statptr
1204/
1205/ GLOBAL OUTPUTS: Circle, Player, Timeout
1206/
1207/ DESCRIPTION:
1208/ Handle adjustment and maximums on various player characteristics.
1209/
1210*************************************************************************/
1211
1212adjuststats()
1213{
1214double dtemp; /* for temporary calculations */
1215
1216 if (explevel(Player.p_experience) > Player.p_level)
1217 /* move one or more levels */
1218 {
1219 movelevel();
1220 if (Player.p_level > 5.0)
1221 Timeout = TRUE;
1222 }
1223
1224 if (Player.p_specialtype == SC_VALAR)
1225 /* valar */
1226 Circle = Player.p_level / 5.0;
1227
1228 /* calculate effective quickness */
1229 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1230 - Player.p_level;;
1231 dtemp = MAX(0.0, dtemp); /* gold slows player down */
1232 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1233
1234 /* calculate effective strength */
1235 if (Player.p_poison > 0.0)
1236 /* poison makes player weaker */
1237 {
1238 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1239 dtemp = MAX(0.1, dtemp);
1240 }
1241 else
1242 dtemp = 1.0;
1243 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1244
1245 /* insure that important things are within limits */
1246 Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1247 Player.p_mana = MIN(Player.p_mana,
1248 Player.p_level * Statptr->c_maxmana + 1000.0);
1249 Player.p_brains = MIN(Player.p_brains,
1250 Player.p_level * Statptr->c_maxbrains + 200.0);
1251 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1252
1253 /*
1254 * some implementations have problems with floating point compare
1255 * we work around it with this stuff
1256 */
1257 Player.p_gold = floor(Player.p_gold) + 0.1;
1258 Player.p_gems = floor(Player.p_gems) + 0.1;
1259 Player.p_mana = floor(Player.p_mana) + 0.1;
1260
1261 if (Player.p_ring.ring_type != R_NONE)
1262 /* do ring things */
1263 {
1264 /* rest to max */
1265 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1266
1267 if (Player.p_ring.ring_duration <= 0)
1268 /* clean up expired rings */
1269 switch (Player.p_ring.ring_type)
1270 {
1271 case R_BAD: /* ring drives player crazy */
1272 Player.p_ring.ring_type = R_SPOILED;
1273 Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1274 break;
1275
1276 case R_NAZREG: /* ring disappears */
1277 Player.p_ring.ring_type = R_NONE;
1278 break;
1279
1280 case R_SPOILED: /* ring kills player */
1281 death("A cursed ring");
1282 break;
1283
1284 case R_DLREG: /* this ring doesn't expire */
1285 Player.p_ring.ring_duration = 0;
1286 break;
1287 }
1288 }
1289
1290 if (Player.p_age / N_AGE > Player.p_degenerated)
1291 /* age player slightly */
1292 {
1293 ++Player.p_degenerated;
1294 if (Player.p_quickness > 23.0)
1295 Player.p_quickness *= 0.99;
1296 Player.p_strength *= 0.97;
1297 Player.p_brains *= 0.95;
1298 Player.p_magiclvl *= 0.97;
1299 Player.p_maxenergy *= 0.95;
1300 Player.p_quksilver *= 0.95;
1301 Player.p_sword *= 0.93;
1302 Player.p_shield *= 0.93;
1303 }
1304}
1305/*\f*/
1306/************************************************************************
1307/
1308/ FUNCTION NAME: initplayer()
1309/
1310/ FUNCTION: initialize a character
1311/
1312/ AUTHOR: E. A. Estes, 12/4/85
1313/
1314/ ARGUMENTS:
1315/ struct player *playerp - pointer to structure to init
1316/
1317/ RETURN VALUE: none
1318/
1319/ MODULES CALLED: floor(), drandom()
1320/
1321/ GLOBAL INPUTS: none
1322/
1323/ GLOBAL OUTPUTS: none
1324/
1325/ DESCRIPTION:
1326/ Put a bunch of default values in the given structure.
1327/
1328*************************************************************************/
1329
1330initplayer(playerp)
1331struct player *playerp;
1332{
1333 playerp->p_experience =
1334 playerp->p_level =
1335 playerp->p_strength =
1336 playerp->p_sword =
1337 playerp->p_might =
1338 playerp->p_energy =
1339 playerp->p_maxenergy =
1340 playerp->p_shield =
1341 playerp->p_quickness =
1342 playerp->p_quksilver =
1343 playerp->p_speed =
1344 playerp->p_magiclvl =
1345 playerp->p_mana =
1346 playerp->p_brains =
1347 playerp->p_poison =
1348 playerp->p_gems =
1349 playerp->p_sin =
1350 playerp->p_1scratch =
1351 playerp->p_2scratch = 0.0;
1352
1353 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
1354
1355 playerp->p_x = ROLL(-125.0, 251.0);
1356 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
1357
1358 /* clear ring */
1359 playerp->p_ring.ring_type = R_NONE;
1360 playerp->p_ring.ring_duration = 0;
1361 playerp->p_ring.ring_inuse = FALSE;
1362
1363 playerp->p_age = 0L;
1364
1365 playerp->p_degenerated = 1; /* don't degenerate initially */
1366
1367 playerp->p_type = C_FIGHTER; /* default */
1368 playerp->p_specialtype = SC_NONE;
1369 playerp->p_lives =
1370 playerp->p_crowns =
1371 playerp->p_charms =
1372 playerp->p_amulets =
1373 playerp->p_holywater =
1374 playerp->p_lastused = 0;
1375 playerp->p_status = S_NOTUSED;
1376 playerp->p_tampered = T_OFF;
1377 playerp->p_istat = I_OFF;
1378
1379 playerp->p_palantir =
1380 playerp->p_blessing =
1381 playerp->p_virgin =
1382 playerp->p_blindness = FALSE;
1383
1384 playerp->p_name[0] =
1385 playerp->p_password[0] =
1386 playerp->p_login[0] = '\0';
1387}
1388/*\f*/
1389/************************************************************************
1390/
1391/ FUNCTION NAME: readmessage()
1392/
1393/ FUNCTION: read message from other players
1394/
1395/ AUTHOR: E. A. Estes, 12/4/85
1396/
1397/ ARGUMENTS: none
1398/
1399/ RETURN VALUE: none
1400/
1401/ MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1402/
1403/ GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1404/
1405/ GLOBAL OUTPUTS: none
1406/
1407/ DESCRIPTION:
1408/ If there is a message from other players, print it.
1409/
1410*************************************************************************/
1411
1412readmessage()
1413{
1414 move(3, 0);
1415 clrtoeol();
1416 fseek(Messagefp, 0L, 0);
1417 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1418 addstr(Databuf);
1419}
1420/*\f*/
1421/************************************************************************
1422/
1423/ FUNCTION NAME: error()
1424/
1425/ FUNCTION: process evironment error
1426/
1427/ AUTHOR: E. A. Estes, 12/4/85
1428/
1429/ ARGUMENTS:
1430/ char *whichfile - pointer to name of file which caused error
1431/
1432/ RETURN VALUE: none
1433/
1434/ MODULES CALLED: wclear(), cleanup()
1435/
1436/ GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1437/
1438/ GLOBAL OUTPUTS: none
1439/
1440/ DESCRIPTION:
1441/ Print message about offending file, and exit.
1442/
1443*************************************************************************/
1444
1445error(whichfile)
1446 char *whichfile;
1447{
1448 int (*funcp) (const char *, ...);
1449
1450 if (Windows)
1451 {
1452 funcp = (void *)printw;
1453 clear();
1454 }
1455 else
1456 funcp = printf;
1457
1458 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
1459 (*funcp)("Please run 'setup' to determine the problem.\n");
1460 cleanup(TRUE);
1461 /*NOTREACHED*/
1462}
1463/*\f*/
1464/************************************************************************
1465/
1466/ FUNCTION NAME: distance()
1467/
1468/ FUNCTION: calculate distance between two points
1469/
1470/ AUTHOR: E. A. Estes, 12/4/85
1471/
1472/ ARGUMENTS:
1473/ double x1, y1 - x, y coordinates of first point
1474/ double x2, y2 - x, y coordinates of second point
1475/
1476/ RETURN VALUE: distance between the two points
1477/
1478/ MODULES CALLED: sqrt()
1479/
1480/ GLOBAL INPUTS: none
1481/
1482/ GLOBAL OUTPUTS: none
1483/
1484/ DESCRIPTION:
1485/ This function is provided because someone's hypot() library function
1486/ fails if x1 == x2 && y1 == y2.
1487/
1488*************************************************************************/
1489
1490double
1491distance(x1, x2, y1, y2)
1492double x1, x2, y1, y2;
1493{
1494double deltax, deltay;
1495
1496 deltax = x1 - x2;
1497 deltay = y1 - y2;
1498 return(sqrt(deltax * deltax + deltay * deltay));
1499}
1500
1501/*\f*/
1502/************************************************************************
1503/
1504/ FUNCTION NAME: ill_sig()
1505/
1506/ FUNCTION: exit upon trapping an illegal signal
1507/
1508/ AUTHOR: E. A. Estes, 12/4/85
1509/
1510/ ARGUMENTS:
1511/ int whichsig - signal which occured to cause jump to here
1512/
1513/ RETURN VALUE: none
1514/
1515/ MODULES CALLED: wclear(), printw(), cleanup()
1516/
1517/ GLOBAL INPUTS: *stdscr
1518/
1519/ GLOBAL OUTPUTS: none
1520/
1521/ DESCRIPTION:
1522/ When an illegal signal is caught, print a message, and cleanup.
1523/
1524*************************************************************************/
1525
1526ill_sig(whichsig)
1527int whichsig;
1528{
1529 clear();
1530 if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1531 printw("Error: caught signal # %d.\n", whichsig);
1532 cleanup(TRUE);
1533 /*NOTREACHED*/
1534}
1535/*\f*/
1536/************************************************************************
1537/
1538/ FUNCTION NAME: descrstatus()
1539/
1540/ FUNCTION: return a string describing the player status
1541/
1542/ AUTHOR: E. A. Estes, 3/3/86
1543/
1544/ ARGUMENTS:
1545/ struct player playerp - pointer to player structure to describe
1546/
1547/ RETURN VALUE: string describing player's status
1548/
1549/ MODULES CALLED: none
1550/
1551/ GLOBAL INPUTS: none
1552/
1553/ GLOBAL OUTPUTS: none
1554/
1555/ DESCRIPTION:
1556/ Return verbal description of player status.
1557/ If player status is S_PLAYING, check for low energy and blindness.
1558/
1559*************************************************************************/
1560
1561char *
1562descrstatus(playerp)
1563struct player *playerp;
1564{
1565 switch (playerp->p_status)
1566 {
1567 case S_PLAYING:
1568 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1569 return("Low Energy");
1570 else if (playerp->p_blindness)
1571 return("Blind");
1572 else
1573 return("In game");
1574
1575 case S_CLOAKED:
1576 return("Cloaked");
1577
1578 case S_INBATTLE:
1579 return("In Battle");
1580
1581 case S_MONSTER:
1582 return("Encounter");
1583
1584 case S_TRADING:
1585 return("Trading");
1586
1587 case S_OFF:
1588 return("Off");
1589
1590 case S_HUNGUP:
1591 return("Hung up");
1592
1593 default:
1594 return("");
1595 }
1596}
1597/*\f*/
1598/************************************************************************
1599/
1600/ FUNCTION NAME: drandom()
1601/
1602/ FUNCTION: return a random floating point number from 0.0 < 1.0
1603/
1604/ AUTHOR: E. A. Estes, 2/7/86
1605/
1606/ ARGUMENTS: none
1607/
1608/ RETURN VALUE: none
1609/
1610/ MODULES CALLED: random()
1611/
1612/ GLOBAL INPUTS: none
1613/
1614/ GLOBAL OUTPUTS: none
1615/
1616/ DESCRIPTION:
1617/ Convert random integer from library routine into a floating
1618/ point number, and divide by the largest possible random number.
1619/ We mask large integers with 32767 to handle sites that return
1620/ 31 bit random integers.
1621/
1622*************************************************************************/
1623
1624double
1625drandom()
1626{
1627 if (sizeof(int) != 2)
1628 /* use only low bits */
1629 return((double) (random() & 0x7fff) / 32768.0);
1630 else
1631 return((double) random() / 32768.0);
1632}
1633/*\f*/
1634/************************************************************************
1635/
1636/ FUNCTION NAME: collecttaxes()
1637/
1638/ FUNCTION: collect taxes from current player
1639/
1640/ AUTHOR: E. A. Estes, 2/7/86
1641/
1642/ ARGUMENTS:
1643/ double gold - amount of gold to tax
1644/ double gems - amount of gems to tax
1645/
1646/ RETURN VALUE: none
1647/
1648/ MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1649/
1650/ GLOBAL INPUTS: Player
1651/
1652/ GLOBAL OUTPUTS: Player
1653/
1654/ DESCRIPTION:
1655/ Pay taxes on gold and gems. If the player does not have enough
1656/ gold to pay taxes on the added gems, convert some gems to gold.
1657/ Add taxes to tax data base; add remaining gold and gems to
1658/ player's cache.
1659/
1660*************************************************************************/
1661
1662collecttaxes(gold, gems)
1663double gold;
1664double gems;
1665{
1666FILE *fp; /* to update Goldfile */
1667double dtemp; /* for temporary calculations */
1668double taxes; /* tax liability */
1669
1670 /* add to cache */
1671 Player.p_gold += gold;
1672 Player.p_gems += gems;
1673
1674 /* calculate tax liability */
1675 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1676
1677 if (Player.p_gold < taxes)
1678 /* not enough gold to pay taxes, must convert some gems to gold */
1679 {
1680 dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1681
1682 if (Player.p_gems >= dtemp)
1683 /* player has enough to convert */
1684 {
1685 Player.p_gems -= dtemp;
1686 Player.p_gold += dtemp * N_GEMVALUE;
1687 }
1688 else
1689 /* take everything; this should never happen */
1690 {
1691 Player.p_gold += Player.p_gems * N_GEMVALUE;
1692 Player.p_gems = 0.0;
1693 taxes = Player.p_gold;
1694 }
1695 }
1696
1697 Player.p_gold -= taxes;
1698
1699 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1700 /* update taxes */
1701 {
1702 dtemp = 0.0;
1703 fread((char *) &dtemp, sizeof(double), 1, fp);
1704 dtemp += floor(taxes);
1705 fseek(fp, 0L, 0);
1706 fwrite((char *) &dtemp, sizeof(double), 1, fp);
1707 fclose(fp);
1708 }
1709}