Lines Matching refs:player
37 if (Player.p_type == C_EXPER)
43 new = explevel(Player.p_experience);
44 inc = new - Player.p_level;
45 Player.p_level = new;
48 Player.p_strength += statptr->c_strength.increase * inc;
49 Player.p_mana += statptr->c_mana.increase * inc;
50 Player.p_brains += statptr->c_brains.increase * inc;
51 Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
52 Player.p_maxenergy += statptr->c_energy.increase * inc;
55 Player.p_energy = Player.p_maxenergy + Player.p_shield;
57 if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
60 Player.p_gold += ((double) Player.p_crowns) * 5000.0;
61 Player.p_crowns = 0;
63 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
69 Player.p_specialtype = SC_COUNCIL;
72 Player.p_ring.ring_type = R_NONE;
73 Player.p_ring.ring_duration = 0;
75 Player.p_lives = 3; /* three extra lives */
77 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
82 descrlocation(struct player *playerp, phbool shortflag)
170 int cheat = 0; /* number of times player has tried to cheat */
173 Player.p_status = S_TRADING;
174 writerecord(&Player, Fileloc);
179 size = sqrt(fabs(Player.p_x / 100)) + 1;
183 blessingcost = 1000.0 * (Player.p_level + 5.0);
204 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
206 Player.p_shield, Player.p_sword, Player.p_quksilver,
207 (Player.p_blessing ? " True" : "False"));
208 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
232 Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
235 if (cost > Player.p_gold || numitems < 0)
239 Player.p_gold -= cost;
243 Player.p_mana += numitems;
249 Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
255 if (cost > Player.p_gold || numitems < 0)
258 if (numitems < Player.p_shield)
262 Player.p_gold -= cost;
266 Player.p_shield = numitems;
272 Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
275 if (cost > Player.p_gold || numitems < 0)
279 Player.p_gold -= cost;
283 if (drandom() * numitems > Player.p_level / 10.0
286 Player.p_brains /= 5;
288 Player.p_brains += floor(numitems) * ROLL(20, 8);
295 Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
301 if (cost > Player.p_gold || numitems < 0)
304 if (numitems < Player.p_sword)
308 Player.p_gold -= cost;
312 Player.p_sword = numitems;
318 Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
321 if (cost > Player.p_gold || numitems < 0)
325 Player.p_gold -= cost;
329 Player.p_charms += numitems;
335 Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
341 if (cost > Player.p_gold || numitems < 0)
344 if (numitems < Player.p_quksilver)
348 Player.p_gold -= cost;
352 Player.p_quksilver = numitems;
357 if (Player.p_blessing) {
365 if (Player.p_gold < blessingcost)
369 Player.p_gold -= blessingcost;
373 Player.p_blessing = TRUE;
382 (double) N_GEMVALUE, Player.p_gems);
385 if (numitems > Player.p_gems || numitems < 0)
389 Player.p_gems -= numitems;
390 Player.p_gold += numitems * N_GEMVALUE;
402 Player.p_energy /= 2.0;
403 ++Player.p_sin;
410 altercoordinates(Player.p_x - Player.p_x / 10.0,
411 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
421 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
423 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
424 Player.p_mana, Users);
426 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
427 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
439 mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
441 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
442 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
443 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
444 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
445 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
446 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
447 mvprintw(16, 0, "Age : %9ld", Player.p_age);
448 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
449 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
450 mvprintw(12, 40, "Charms : %9d", Player.p_charms);
451 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
452 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
453 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
454 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
457 flags[(int)Player.p_blessing],
458 flags[Player.p_ring.ring_type != R_NONE],
459 flags[(int)Player.p_virgin],
460 flags[(int)Player.p_palantir]);
464 descrtype(struct player *playerp, phbool shortflag)
526 findname(const char *name, struct player *playerp)
559 Player.p_status = S_OFF;
566 freerecord(struct player *playerp, long loc)
577 if (Player.p_level < 1.0)
579 freerecord(&Player, Fileloc);
581 Player.p_status = S_OFF;
582 writerecord(&Player, Fileloc);
608 if (Player.p_level > 9999.0)
612 if (Player.p_lives > 0)
616 printw("You only have %d more chance(s).\n", --Player.p_lives);
618 Player.p_energy = Player.p_maxenergy;
621 if (Player.p_specialtype == SC_VALAR) {
625 Player.p_brains = Player.p_level / 25.0;
626 Player.p_energy = Player.p_maxenergy /= 5.0;
627 Player.p_quksilver = Player.p_sword = 0.0;
628 Player.p_specialtype = SC_COUNCIL;
631 if (Player.p_ring.ring_inuse &&
632 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
638 Player
639 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
640 if (Player.p_crowns > 0)
641 --Player.p_crowns;
644 if (Player.p_ring.ring_type == R_BAD
645 || Player.p_ring.ring_type == R_SPOILED)
648 * idiot after player */
654 strcpy(Curmonster.m_name, Player.p_name);
665 Player.p_name, descrtype(&Player, TRUE),
666 Player.p_login, Player.p_level, how);
671 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
674 freerecord(&Player, Fileloc);
694 writerecord(struct player *playerp, long place)
728 xnew = Player.p_x + ROLL(1.0, 5.0);
729 ynew = Player.p_y - ROLL(1.0, 5.0);
733 case A_SPECIFIC: /* just move player */
741 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
743 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
748 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
749 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
754 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
759 if (Player.p_x == 0.0 && Player.p_y == 0.0)
765 if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
772 readrecord(struct player *playerp, long loc)
783 if (explevel(Player.p_experience) > Player.p_level)
787 if (Player.p_level > 5.0)
790 if (Player.p_specialtype == SC_VALAR)
792 Circle = Player.p_level / 5.0;
795 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
796 - Player.p_level;
797 dtemp = MAX(0.0, dtemp);/* gold slows player down */
798 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
801 if (Player.p_poison > 0.0)
802 /* poison makes player weaker */
804 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
808 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
811 Player.p_quksilver = MIN(99.0, Player.p_quksilver);
812 Player.p_mana = MIN(Player.p_mana,
813 Player.p_level * Statptr->c_maxmana + 1000.0);
814 Player.p_brains = MIN(Player.p_brains,
815 Player.p_level * Statptr->c_maxbrains + 200.0);
816 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
822 Player.p_gold = floor(Player.p_gold) + 0.1;
823 Player.p_gems = floor(Player.p_gems) + 0.1;
824 Player.p_mana = floor(Player.p_mana) + 0.1;
826 if (Player.p_ring.ring_type != R_NONE)
830 Player.p_energy = Player.p_maxenergy + Player.p_shield;
832 if (Player.p_ring.ring_duration <= 0)
834 switch (Player.p_ring.ring_type) {
835 case R_BAD: /* ring drives player crazy */
836 Player.p_ring.ring_type = R_SPOILED;
837 Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
841 Player.p_ring.ring_type = R_NONE;
844 case R_SPOILED: /* ring kills player */
849 Player.p_ring.ring_duration = 0;
853 if (Player.p_age / N_AGE > Player.p_degenerated)
854 /* age player slightly */
856 ++Player.p_degenerated;
857 if (Player.p_quickness > 23.0)
858 Player.p_quickness *= 0.99;
859 Player.p_strength *= 0.97;
860 Player.p_brains *= 0.95;
861 Player.p_magiclvl *= 0.97;
862 Player.p_maxenergy *= 0.95;
863 Player.p_quksilver *= 0.95;
864 Player.p_sword *= 0.93;
865 Player.p_shield *= 0.93;
870 initplayer(struct player *playerp)
976 descrstatus(struct player *playerp)
1029 Player.p_gold += gold;
1030 Player.p_gems += gems;
1035 if (Player.p_gold < taxes)
1042 if (Player.p_gems >= dtemp)
1043 /* player has enough to convert */
1045 Player.p_gems -= dtemp;
1046 Player.p_gold += dtemp * N_GEMVALUE;
1050 Player.p_gold += Player.p_gems * N_GEMVALUE;
1051 Player.p_gems = 0.0;
1052 taxes = Player.p_gold;
1055 Player.p_gold -= taxes;