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      1  1.24    andvar /*	$NetBSD: misc.c,v 1.24 2022/05/24 06:27:59 andvar Exp $	*/
      2   1.2       cgd 
      3   1.1       jtc /*
      4   1.1       jtc  * misc.c  Phantasia miscellaneous support routines
      5   1.1       jtc  */
      6   1.1       jtc 
      7  1.19  dholland #include <errno.h>
      8  1.19  dholland #include <math.h>
      9  1.19  dholland #include <setjmp.h>
     10  1.19  dholland #include <signal.h>
     11  1.19  dholland #include <stdio.h>
     12  1.19  dholland #include <stdlib.h>
     13  1.19  dholland #include <string.h>
     14  1.19  dholland #include <unistd.h>
     15  1.19  dholland 
     16  1.19  dholland #include "macros.h"
     17  1.19  dholland #include "phantdefs.h"
     18  1.19  dholland #include "phantstruct.h"
     19  1.19  dholland #include "phantglobs.h"
     20  1.19  dholland #include "pathnames.h"
     21  1.19  dholland 
     22  1.12        he #undef bool
     23  1.11      ross #include <curses.h>
     24   1.1       jtc 
     25   1.1       jtc 
     26  1.18  dholland static double explevel(double);
     27  1.18  dholland 
     28  1.18  dholland static void
     29  1.16  dholland movelevel(void)
     30   1.1       jtc {
     31   1.5       jsm 	const struct charstats *statptr; /* for pointing into Stattable */
     32   1.3     lukem 	double  new;		/* new level */
     33   1.3     lukem 	double  inc;		/* increment between new and old levels */
     34   1.3     lukem 
     35   1.3     lukem 	Changed = TRUE;
     36   1.3     lukem 
     37   1.3     lukem 	if (Player.p_type == C_EXPER)
     38   1.3     lukem 		/* roll a type to use for increment */
     39   1.3     lukem 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
     40   1.3     lukem 	else
     41   1.3     lukem 		statptr = Statptr;
     42   1.1       jtc 
     43   1.3     lukem 	new = explevel(Player.p_experience);
     44   1.3     lukem 	inc = new - Player.p_level;
     45   1.3     lukem 	Player.p_level = new;
     46   1.3     lukem 
     47   1.3     lukem 	/* add increments to statistics */
     48   1.3     lukem 	Player.p_strength += statptr->c_strength.increase * inc;
     49   1.3     lukem 	Player.p_mana += statptr->c_mana.increase * inc;
     50   1.3     lukem 	Player.p_brains += statptr->c_brains.increase * inc;
     51   1.3     lukem 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
     52   1.3     lukem 	Player.p_maxenergy += statptr->c_energy.increase * inc;
     53   1.1       jtc 
     54   1.3     lukem 	/* rest to maximum upon reaching new level */
     55   1.3     lukem 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
     56   1.3     lukem 
     57   1.3     lukem 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
     58   1.3     lukem 		/* no longer able to be king -- turn crowns into cash */
     59   1.1       jtc 	{
     60   1.3     lukem 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
     61   1.3     lukem 		Player.p_crowns = 0;
     62   1.1       jtc 	}
     63   1.3     lukem 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
     64   1.3     lukem 		/* make a member of the council */
     65   1.1       jtc 	{
     66   1.3     lukem 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
     67   1.3     lukem 		addstr("Good Luck on your search for the Holy Grail.\n");
     68   1.1       jtc 
     69   1.3     lukem 		Player.p_specialtype = SC_COUNCIL;
     70   1.1       jtc 
     71   1.3     lukem 		/* no rings for council and above */
     72   1.3     lukem 		Player.p_ring.ring_type = R_NONE;
     73   1.3     lukem 		Player.p_ring.ring_duration = 0;
     74   1.1       jtc 
     75   1.3     lukem 		Player.p_lives = 3;	/* three extra lives */
     76   1.1       jtc 	}
     77   1.3     lukem 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
     78   1.3     lukem 		death("Old age");
     79   1.1       jtc }
     80   1.1       jtc 
     81   1.5       jsm const char   *
     82  1.16  dholland descrlocation(struct player *playerp, phbool shortflag)
     83   1.1       jtc {
     84   1.3     lukem 	double  circle;		/* corresponding circle for coordinates */
     85   1.3     lukem 	int     quadrant;	/* quandrant of grid */
     86   1.5       jsm 	const char   *label;	/* pointer to place name */
     87   1.5       jsm 	static const char *const nametable[4][4] =	/* names of places */
     88   1.3     lukem 	{
     89   1.3     lukem 		{"Anorien", "Ithilien", "Rohan", "Lorien"},
     90   1.3     lukem 		{"Gondor", "Mordor", "Dunland", "Rovanion"},
     91   1.3     lukem 		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
     92   1.3     lukem 		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
     93   1.1       jtc 	};
     94   1.1       jtc 
     95   1.3     lukem 	if (playerp->p_specialtype == SC_VALAR)
     96   1.3     lukem 		return (" is in Valhala");
     97   1.1       jtc 	else
     98   1.3     lukem 		if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
     99   1.3     lukem 			if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
    100   1.3     lukem 				label = "The Point of No Return";
    101   1.3     lukem 			else
    102   1.3     lukem 				label = "The Ashen Mountains";
    103   1.3     lukem 		} else
    104   1.3     lukem 			if (circle >= 55)
    105   1.3     lukem 				label = "Morannon";
    106   1.3     lukem 			else
    107   1.3     lukem 				if (circle >= 35)
    108   1.3     lukem 					label = "Kennaquahair";
    109   1.3     lukem 				else
    110   1.3     lukem 					if (circle >= 20)
    111   1.3     lukem 						label = "The Dead Marshes";
    112   1.3     lukem 					else
    113   1.3     lukem 						if (circle >= 9)
    114   1.3     lukem 							label = "The Outer Waste";
    115   1.3     lukem 						else
    116   1.3     lukem 							if (circle >= 5)
    117   1.3     lukem 								label = "The Moors Adventurous";
    118   1.3     lukem 							else {
    119   1.3     lukem 								if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
    120   1.3     lukem 									label = "The Lord's Chamber";
    121   1.3     lukem 								else {
    122   1.3     lukem 									/* this
    123  1.23    rillig 									 *
    124   1.3     lukem 									 * expr
    125   1.3     lukem 									 * essi
    126   1.3     lukem 									 * on
    127   1.3     lukem 									 * is
    128   1.3     lukem 									 * spli
    129   1.3     lukem 									 * t
    130   1.3     lukem 									 * to
    131   1.3     lukem 									 * prev
    132   1.3     lukem 									 * ent
    133   1.3     lukem 									 * comp
    134   1.3     lukem 									 * iler
    135  1.23    rillig 									 *
    136   1.3     lukem 									 * loop
    137  1.23    rillig 									 *
    138   1.3     lukem 									 * with
    139  1.23    rillig 									 *
    140   1.3     lukem 									 * some
    141  1.23    rillig 									 *
    142   1.3     lukem 									 * comp
    143   1.3     lukem 									 * iler
    144   1.3     lukem 									 * s */
    145   1.3     lukem 									quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
    146   1.3     lukem 									quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
    147   1.3     lukem 									label = nametable[((int) circle) - 1][quadrant];
    148   1.3     lukem 								}
    149   1.3     lukem 							}
    150   1.3     lukem 
    151   1.3     lukem 	if (shortflag)
    152  1.17  dholland 		snprintf(Databuf, SZ_DATABUF, "%.29s", label);
    153   1.1       jtc 	else
    154  1.23    rillig 		snprintf(Databuf, SZ_DATABUF,
    155  1.17  dholland 			" is in %s  (%.0f,%.0f)",
    156  1.17  dholland 			label, playerp->p_x, playerp->p_y);
    157   1.1       jtc 
    158   1.3     lukem 	return (Databuf);
    159   1.3     lukem }
    160   1.1       jtc 
    161   1.3     lukem void
    162  1.16  dholland tradingpost(void)
    163   1.1       jtc {
    164   1.3     lukem 	double  numitems;	/* number of items to purchase */
    165   1.3     lukem 	double  cost;		/* cost of purchase */
    166   1.3     lukem 	double  blessingcost;	/* cost of blessing */
    167   1.3     lukem 	int     ch;		/* input */
    168   1.3     lukem 	int     size;		/* size of the trading post */
    169   1.3     lukem 	int     loop;		/* loop counter */
    170   1.3     lukem 	int     cheat = 0;	/* number of times player has tried to cheat */
    171   1.3     lukem 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
    172   1.1       jtc 
    173   1.3     lukem 	Player.p_status = S_TRADING;
    174   1.3     lukem 	writerecord(&Player, Fileloc);
    175   1.1       jtc 
    176   1.3     lukem 	clear();
    177   1.3     lukem 	addstr("You are at a trading post. All purchases must be made with gold.");
    178   1.3     lukem 
    179   1.3     lukem 	size = sqrt(fabs(Player.p_x / 100)) + 1;
    180   1.3     lukem 	size = MIN(7, size);
    181   1.1       jtc 
    182   1.3     lukem 	/* set up cost of blessing */
    183   1.3     lukem 	blessingcost = 1000.0 * (Player.p_level + 5.0);
    184   1.1       jtc 
    185   1.3     lukem 	/* print Menu */
    186   1.3     lukem 	move(7, 0);
    187   1.3     lukem 	for (loop = 0; loop < size; ++loop)
    188   1.3     lukem 		/* print Menu */
    189   1.3     lukem 	{
    190   1.3     lukem 		if (loop == 6)
    191   1.3     lukem 			cost = blessingcost;
    192   1.1       jtc 		else
    193   1.3     lukem 			cost = Menu[loop].cost;
    194   1.3     lukem 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
    195   1.3     lukem 	}
    196   1.1       jtc 
    197   1.3     lukem 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
    198   1.1       jtc 
    199   1.3     lukem 	for (;;) {
    200   1.3     lukem 		adjuststats();	/* truncate any bad values */
    201   1.1       jtc 
    202   1.3     lukem 		/* print some important statistics */
    203   1.3     lukem 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
    204   1.3     lukem 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
    205   1.3     lukem 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
    206   1.3     lukem 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
    207   1.3     lukem 		    (Player.p_blessing ? " True" : "False"));
    208   1.3     lukem 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
    209   1.1       jtc 
    210   1.3     lukem 		move(5, 36);
    211   1.3     lukem 		ch = getanswer("LPS", FALSE);
    212   1.3     lukem 		move(15, 0);
    213   1.3     lukem 		clrtobot();
    214   1.3     lukem 		switch (ch) {
    215   1.3     lukem 		case 'L':	/* leave */
    216   1.3     lukem 		case '\n':
    217   1.3     lukem 			altercoordinates(0.0, 0.0, A_NEAR);
    218   1.3     lukem 			return;
    219   1.3     lukem 
    220   1.3     lukem 		case 'P':	/* make purchase */
    221   1.3     lukem 			mvaddstr(15, 0, "What what would you like to buy ? ");
    222   1.3     lukem 			ch = getanswer(" 1234567", FALSE);
    223   1.3     lukem 			move(15, 0);
    224   1.3     lukem 			clrtoeol();
    225   1.3     lukem 
    226   1.3     lukem 			if (ch - '0' > size)
    227   1.3     lukem 				addstr("Sorry, this merchant doesn't have that.");
    228   1.3     lukem 			else
    229   1.3     lukem 				switch (ch) {
    230   1.3     lukem 				case '1':
    231   1.3     lukem 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
    232   1.3     lukem 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
    233   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[0].cost;
    234   1.3     lukem 
    235   1.3     lukem 					if (cost > Player.p_gold || numitems < 0)
    236   1.3     lukem 						++cheat;
    237   1.3     lukem 					else {
    238   1.3     lukem 						cheat = 0;
    239   1.3     lukem 						Player.p_gold -= cost;
    240   1.3     lukem 						if (drandom() < 0.02)
    241   1.3     lukem 							dishonest = TRUE;
    242   1.3     lukem 						else
    243   1.3     lukem 							Player.p_mana += numitems;
    244   1.3     lukem 					}
    245   1.3     lukem 					break;
    246   1.3     lukem 
    247   1.3     lukem 				case '2':
    248   1.3     lukem 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
    249   1.3     lukem 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
    250   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[1].cost;
    251   1.3     lukem 
    252   1.3     lukem 					if (numitems == 0.0)
    253   1.3     lukem 						break;
    254   1.3     lukem 					else
    255   1.3     lukem 						if (cost > Player.p_gold || numitems < 0)
    256   1.3     lukem 							++cheat;
    257   1.3     lukem 						else
    258   1.3     lukem 							if (numitems < Player.p_shield)
    259   1.3     lukem 								NOBETTER();
    260   1.3     lukem 							else {
    261   1.3     lukem 								cheat = 0;
    262   1.3     lukem 								Player.p_gold -= cost;
    263   1.3     lukem 								if (drandom() < 0.02)
    264   1.3     lukem 									dishonest = TRUE;
    265   1.3     lukem 								else
    266   1.3     lukem 									Player.p_shield = numitems;
    267   1.3     lukem 							}
    268   1.3     lukem 					break;
    269   1.3     lukem 
    270   1.3     lukem 				case '3':
    271   1.3     lukem 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
    272   1.3     lukem 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
    273   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[2].cost;
    274   1.3     lukem 
    275   1.3     lukem 					if (cost > Player.p_gold || numitems < 0)
    276   1.3     lukem 						++cheat;
    277   1.3     lukem 					else {
    278   1.3     lukem 						cheat = 0;
    279   1.3     lukem 						Player.p_gold -= cost;
    280   1.3     lukem 						if (drandom() < 0.02)
    281   1.3     lukem 							dishonest = TRUE;
    282   1.3     lukem 						else
    283   1.3     lukem 							if (drandom() * numitems > Player.p_level / 10.0
    284   1.3     lukem 							    && numitems != 1) {
    285   1.3     lukem 								printw("\nYou blew your mind!\n");
    286   1.3     lukem 								Player.p_brains /= 5;
    287   1.3     lukem 							} else {
    288   1.3     lukem 								Player.p_brains += floor(numitems) * ROLL(20, 8);
    289   1.3     lukem 							}
    290   1.3     lukem 					}
    291   1.3     lukem 					break;
    292   1.3     lukem 
    293   1.3     lukem 				case '4':
    294   1.3     lukem 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    295   1.3     lukem 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
    296   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[3].cost;
    297   1.3     lukem 
    298   1.3     lukem 					if (numitems == 0.0)
    299   1.3     lukem 						break;
    300   1.3     lukem 					else
    301   1.3     lukem 						if (cost > Player.p_gold || numitems < 0)
    302   1.3     lukem 							++cheat;
    303   1.3     lukem 						else
    304   1.3     lukem 							if (numitems < Player.p_sword)
    305   1.3     lukem 								NOBETTER();
    306   1.3     lukem 							else {
    307   1.3     lukem 								cheat = 0;
    308   1.3     lukem 								Player.p_gold -= cost;
    309   1.3     lukem 								if (drandom() < 0.02)
    310   1.3     lukem 									dishonest = TRUE;
    311   1.3     lukem 								else
    312   1.3     lukem 									Player.p_sword = numitems;
    313   1.3     lukem 							}
    314   1.3     lukem 					break;
    315   1.3     lukem 
    316   1.3     lukem 				case '5':
    317   1.3     lukem 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
    318   1.3     lukem 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
    319   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[4].cost;
    320   1.3     lukem 
    321   1.3     lukem 					if (cost > Player.p_gold || numitems < 0)
    322   1.3     lukem 						++cheat;
    323   1.3     lukem 					else {
    324   1.3     lukem 						cheat = 0;
    325   1.3     lukem 						Player.p_gold -= cost;
    326   1.3     lukem 						if (drandom() < 0.02)
    327   1.3     lukem 							dishonest = TRUE;
    328   1.3     lukem 						else
    329   1.3     lukem 							Player.p_charms += numitems;
    330   1.3     lukem 					}
    331   1.3     lukem 					break;
    332   1.3     lukem 
    333   1.3     lukem 				case '6':
    334   1.3     lukem 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    335   1.3     lukem 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
    336   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[5].cost;
    337   1.3     lukem 
    338   1.3     lukem 					if (numitems == 0.0)
    339   1.3     lukem 						break;
    340   1.3     lukem 					else
    341   1.3     lukem 						if (cost > Player.p_gold || numitems < 0)
    342   1.3     lukem 							++cheat;
    343   1.3     lukem 						else
    344   1.3     lukem 							if (numitems < Player.p_quksilver)
    345   1.3     lukem 								NOBETTER();
    346   1.3     lukem 							else {
    347   1.3     lukem 								cheat = 0;
    348   1.3     lukem 								Player.p_gold -= cost;
    349   1.3     lukem 								if (drandom() < 0.02)
    350   1.3     lukem 									dishonest = TRUE;
    351   1.3     lukem 								else
    352   1.3     lukem 									Player.p_quksilver = numitems;
    353   1.3     lukem 							}
    354   1.3     lukem 					break;
    355   1.3     lukem 
    356   1.3     lukem 				case '7':
    357   1.3     lukem 					if (Player.p_blessing) {
    358   1.3     lukem 						addstr("You already have a blessing.");
    359   1.3     lukem 						break;
    360   1.3     lukem 					}
    361   1.3     lukem 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
    362   1.3     lukem 					ch = getanswer("NY", FALSE);
    363   1.3     lukem 
    364   1.4     veego 					if (ch == 'Y') {
    365   1.3     lukem 						if (Player.p_gold < blessingcost)
    366   1.3     lukem 							++cheat;
    367   1.3     lukem 						else {
    368   1.3     lukem 							cheat = 0;
    369   1.3     lukem 							Player.p_gold -= blessingcost;
    370   1.3     lukem 							if (drandom() < 0.02)
    371   1.3     lukem 								dishonest = TRUE;
    372   1.3     lukem 							else
    373   1.3     lukem 								Player.p_blessing = TRUE;
    374   1.3     lukem 						}
    375   1.4     veego 					}
    376   1.3     lukem 					break;
    377   1.1       jtc 				}
    378   1.3     lukem 			break;
    379   1.1       jtc 
    380   1.3     lukem 		case 'S':	/* sell gems */
    381   1.3     lukem 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
    382   1.3     lukem 			    (double) N_GEMVALUE, Player.p_gems);
    383   1.3     lukem 			numitems = floor(infloat());
    384   1.1       jtc 
    385   1.3     lukem 			if (numitems > Player.p_gems || numitems < 0)
    386   1.1       jtc 				++cheat;
    387   1.3     lukem 			else {
    388   1.1       jtc 				cheat = 0;
    389   1.3     lukem 				Player.p_gems -= numitems;
    390   1.3     lukem 				Player.p_gold += numitems * N_GEMVALUE;
    391   1.1       jtc 			}
    392   1.3     lukem 		}
    393   1.1       jtc 
    394   1.3     lukem 		if (cheat == 1)
    395   1.3     lukem 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
    396   1.1       jtc 		else
    397   1.3     lukem 			if (cheat == 2) {
    398   1.3     lukem 				mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
    399   1.3     lukem 				printw("a %.0f level magic user, and you made %s mad!\n",
    400   1.3     lukem 				    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
    401   1.3     lukem 				altercoordinates(0.0, 0.0, A_FAR);
    402   1.3     lukem 				Player.p_energy /= 2.0;
    403   1.3     lukem 				++Player.p_sin;
    404   1.3     lukem 				more(23);
    405   1.3     lukem 				return;
    406   1.3     lukem 			} else
    407   1.3     lukem 				if (dishonest) {
    408   1.3     lukem 					mvaddstr(17, 0, "The merchant stole your money!");
    409   1.3     lukem 					refresh();
    410   1.3     lukem 					altercoordinates(Player.p_x - Player.p_x / 10.0,
    411   1.3     lukem 					    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
    412   1.3     lukem 					sleep(2);
    413   1.3     lukem 					return;
    414   1.3     lukem 				}
    415   1.1       jtc 	}
    416   1.1       jtc }
    417   1.1       jtc 
    418   1.3     lukem void
    419  1.16  dholland displaystats(void)
    420   1.1       jtc {
    421   1.3     lukem 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
    422   1.3     lukem 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
    423   1.3     lukem 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
    424   1.3     lukem 	    Player.p_mana, Users);
    425   1.3     lukem 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
    426   1.3     lukem 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
    427   1.3     lukem 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
    428   1.3     lukem }
    429   1.1       jtc 
    430   1.3     lukem void
    431  1.16  dholland allstatslist(void)
    432   1.1       jtc {
    433   1.5       jsm 	static const char *const flags[] = /* to print value of some bools */
    434   1.3     lukem 	{
    435   1.3     lukem 		"False",
    436   1.3     lukem 		" True"
    437   1.3     lukem 	};
    438   1.3     lukem 
    439   1.3     lukem 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
    440   1.1       jtc 
    441   1.3     lukem 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
    442   1.3     lukem 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
    443   1.3     lukem 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
    444   1.3     lukem 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
    445   1.3     lukem 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
    446   1.3     lukem 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
    447   1.7       jdc 	mvprintw(16, 0, "Age       : %9ld", Player.p_age);
    448   1.3     lukem 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
    449   1.3     lukem 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
    450   1.3     lukem 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
    451   1.3     lukem 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
    452   1.3     lukem 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
    453   1.3     lukem 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
    454   1.3     lukem 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
    455   1.3     lukem 
    456   1.3     lukem 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
    457   1.3     lukem 	    flags[(int)Player.p_blessing],
    458   1.3     lukem 	    flags[Player.p_ring.ring_type != R_NONE],
    459   1.3     lukem 	    flags[(int)Player.p_virgin],
    460   1.3     lukem 	    flags[(int)Player.p_palantir]);
    461   1.3     lukem }
    462   1.3     lukem 
    463   1.5       jsm const char   *
    464  1.16  dholland descrtype(struct player *playerp, phbool shortflag)
    465   1.1       jtc {
    466  1.24    andvar 	int     type;		/* for calculating result subscript */
    467   1.5       jsm 	static const char *const results[] =/* description table */
    468   1.3     lukem 	{
    469   1.3     lukem 		" Magic User", " MU",
    470   1.3     lukem 		" Fighter", " F ",
    471   1.3     lukem 		" Elf", " E ",
    472   1.3     lukem 		" Dwarf", " D ",
    473   1.3     lukem 		" Halfling", " H ",
    474   1.3     lukem 		" Experimento", " EX",
    475   1.3     lukem 		" Super", " S ",
    476   1.3     lukem 		" King", " K ",
    477   1.3     lukem 		" Council of Wise", " CW",
    478   1.3     lukem 		" Ex-Valar", " EV",
    479   1.3     lukem 		" Valar", " V ",
    480   1.3     lukem 		" ? ", " ? "
    481   1.3     lukem 	};
    482   1.1       jtc 
    483   1.3     lukem 	type = playerp->p_type;
    484   1.1       jtc 
    485   1.3     lukem 	switch (playerp->p_specialtype) {
    486   1.1       jtc 	case SC_NONE:
    487   1.3     lukem 		type = playerp->p_type;
    488   1.3     lukem 		break;
    489   1.1       jtc 
    490   1.1       jtc 	case SC_KING:
    491   1.3     lukem 		type = 7;
    492   1.3     lukem 		break;
    493   1.1       jtc 
    494   1.1       jtc 	case SC_COUNCIL:
    495   1.3     lukem 		type = 8;
    496   1.3     lukem 		break;
    497   1.1       jtc 
    498   1.1       jtc 	case SC_EXVALAR:
    499   1.3     lukem 		type = 9;
    500   1.3     lukem 		break;
    501   1.1       jtc 
    502   1.1       jtc 	case SC_VALAR:
    503   1.3     lukem 		type = 10;
    504   1.3     lukem 		break;
    505   1.1       jtc 	}
    506   1.1       jtc 
    507   1.3     lukem 	type *= 2;		/* calculate offset */
    508   1.1       jtc 
    509   1.3     lukem 	if (type > 20)
    510   1.3     lukem 		/* error */
    511   1.3     lukem 		type = 22;
    512   1.3     lukem 
    513   1.3     lukem 	if (shortflag)
    514   1.3     lukem 		/* use short descriptions */
    515   1.3     lukem 		++type;
    516   1.3     lukem 
    517   1.3     lukem 	if (playerp->p_crowns > 0) {
    518   1.3     lukem 		strcpy(Databuf, results[type]);
    519   1.3     lukem 		Databuf[0] = '*';
    520   1.3     lukem 		return (Databuf);
    521   1.3     lukem 	} else
    522   1.3     lukem 		return (results[type]);
    523   1.1       jtc }
    524   1.1       jtc 
    525   1.1       jtc long
    526  1.16  dholland findname(const char *name, struct player *playerp)
    527   1.1       jtc {
    528   1.3     lukem 	long    loc = 0;	/* location in the file */
    529   1.1       jtc 
    530   1.6       jsm 	fseek(Playersfp, 0L, SEEK_SET);
    531   1.3     lukem 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    532   1.3     lukem 		if (strcmp(playerp->p_name, name) == 0) {
    533   1.3     lukem 			if (playerp->p_status != S_NOTUSED || Wizard)
    534   1.3     lukem 				/* found it */
    535   1.3     lukem 				return (loc);
    536   1.3     lukem 		}
    537   1.3     lukem 		loc += SZ_PLAYERSTRUCT;
    538   1.1       jtc 	}
    539   1.1       jtc 
    540   1.3     lukem 	return (-1);
    541   1.1       jtc }
    542   1.1       jtc 
    543   1.1       jtc long
    544  1.16  dholland allocrecord(void)
    545   1.1       jtc {
    546   1.3     lukem 	long    loc = 0L;	/* location in file */
    547   1.1       jtc 
    548   1.6       jsm 	fseek(Playersfp, 0L, SEEK_SET);
    549   1.3     lukem 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    550   1.3     lukem 		if (Other.p_status == S_NOTUSED)
    551   1.3     lukem 			/* found an empty record */
    552   1.3     lukem 			return (loc);
    553   1.3     lukem 		else
    554   1.3     lukem 			loc += SZ_PLAYERSTRUCT;
    555   1.1       jtc 	}
    556   1.1       jtc 
    557   1.3     lukem 	/* make a new record */
    558   1.3     lukem 	initplayer(&Other);
    559   1.3     lukem 	Player.p_status = S_OFF;
    560   1.3     lukem 	writerecord(&Other, loc);
    561   1.1       jtc 
    562   1.3     lukem 	return (loc);
    563   1.3     lukem }
    564   1.3     lukem 
    565   1.3     lukem void
    566  1.16  dholland freerecord(struct player *playerp, long loc)
    567   1.1       jtc {
    568   1.3     lukem 	playerp->p_name[0] = CH_MARKDELETE;
    569   1.3     lukem 	playerp->p_status = S_NOTUSED;
    570   1.3     lukem 	writerecord(playerp, loc);
    571   1.3     lukem }
    572   1.1       jtc 
    573   1.3     lukem void
    574  1.16  dholland leavegame(void)
    575   1.1       jtc {
    576   1.1       jtc 
    577   1.3     lukem 	if (Player.p_level < 1.0)
    578   1.3     lukem 		/* delete character */
    579   1.3     lukem 		freerecord(&Player, Fileloc);
    580   1.3     lukem 	else {
    581   1.3     lukem 		Player.p_status = S_OFF;
    582   1.3     lukem 		writerecord(&Player, Fileloc);
    583   1.1       jtc 	}
    584   1.1       jtc 
    585   1.3     lukem 	cleanup(TRUE);
    586   1.3     lukem 	/* NOTREACHED */
    587   1.1       jtc }
    588   1.1       jtc 
    589   1.3     lukem void
    590  1.16  dholland death(const char *how)
    591   1.1       jtc {
    592   1.3     lukem 	FILE   *fp;		/* for updating various files */
    593   1.3     lukem 	int     ch;		/* input */
    594   1.5       jsm 	static const char *const deathmesg[] =
    595   1.1       jtc 	/* add more messages here, if desired */
    596   1.1       jtc 	{
    597   1.3     lukem 		"You have been wounded beyond repair.  ",
    598   1.3     lukem 		"You have been disemboweled.  ",
    599   1.3     lukem 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
    600   1.3     lukem 		"You died!  ",
    601   1.3     lukem 		"You're a complete failure -- you've died!!\n",
    602   1.3     lukem 		"You have been dealt a fatal blow!  "
    603   1.1       jtc 	};
    604   1.1       jtc 
    605   1.3     lukem 	clear();
    606   1.1       jtc 
    607   1.3     lukem 	if (strcmp(how, "Stupidity") != 0) {
    608   1.3     lukem 		if (Player.p_level > 9999.0)
    609   1.3     lukem 			/* old age */
    610   1.3     lukem 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
    611   1.3     lukem 		else
    612   1.3     lukem 			if (Player.p_lives > 0)
    613   1.3     lukem 				/* extra lives */
    614   1.3     lukem 			{
    615   1.3     lukem 				addstr("You should be more cautious.  You've been killed.\n");
    616   1.3     lukem 				printw("You only have %d more chance(s).\n", --Player.p_lives);
    617   1.3     lukem 				more(3);
    618   1.3     lukem 				Player.p_energy = Player.p_maxenergy;
    619   1.3     lukem 				return;
    620   1.3     lukem 			} else
    621   1.3     lukem 				if (Player.p_specialtype == SC_VALAR) {
    622   1.3     lukem 					addstr("You had your chances, but Valar aren't totally\n");
    623   1.3     lukem 					addstr("immortal.  You are now left to wither and die . . .\n");
    624   1.3     lukem 					more(3);
    625   1.3     lukem 					Player.p_brains = Player.p_level / 25.0;
    626   1.3     lukem 					Player.p_energy = Player.p_maxenergy /= 5.0;
    627   1.3     lukem 					Player.p_quksilver = Player.p_sword = 0.0;
    628   1.3     lukem 					Player.p_specialtype = SC_COUNCIL;
    629   1.3     lukem 					return;
    630   1.3     lukem 				} else
    631   1.3     lukem 					if (Player.p_ring.ring_inuse &&
    632   1.3     lukem 					    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
    633   1.3     lukem 						/* good ring in use - saved
    634   1.3     lukem 						 * from death */
    635   1.3     lukem 					{
    636   1.3     lukem 						mvaddstr(4, 0, "Your ring saved you from death!\n");
    637   1.3     lukem 						refresh();
    638   1.3     lukem 						Player.p_ring.ring_type = R_NONE;
    639   1.3     lukem 						Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
    640   1.3     lukem 						if (Player.p_crowns > 0)
    641   1.3     lukem 							--Player.p_crowns;
    642   1.3     lukem 						return;
    643   1.3     lukem 					} else
    644   1.3     lukem 						if (Player.p_ring.ring_type == R_BAD
    645   1.3     lukem 						    || Player.p_ring.ring_type == R_SPOILED)
    646   1.3     lukem 							/* bad ring in
    647   1.3     lukem 							 * possession; name
    648   1.3     lukem 							 * idiot after player */
    649   1.3     lukem 						{
    650   1.3     lukem 							mvaddstr(4, 0,
    651   1.3     lukem 							    "Your ring has taken control of you and turned you into a monster!\n");
    652   1.6       jsm 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    653   1.3     lukem 							fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    654   1.3     lukem 							strcpy(Curmonster.m_name, Player.p_name);
    655   1.6       jsm 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    656   1.3     lukem 							fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    657   1.3     lukem 							fflush(Monstfp);
    658   1.3     lukem 						}
    659   1.3     lukem 	}
    660   1.3     lukem 	enterscore();		/* update score board */
    661   1.3     lukem 
    662   1.3     lukem 	/* put info in last dead file */
    663   1.3     lukem 	fp = fopen(_PATH_LASTDEAD, "w");
    664   1.3     lukem 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
    665   1.3     lukem 	    Player.p_name, descrtype(&Player, TRUE),
    666   1.3     lukem 	    Player.p_login, Player.p_level, how);
    667   1.3     lukem 	fclose(fp);
    668   1.1       jtc 
    669   1.3     lukem 	/* let other players know */
    670   1.3     lukem 	fp = fopen(_PATH_MESS, "w");
    671   1.3     lukem 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
    672   1.3     lukem 	fclose(fp);
    673   1.1       jtc 
    674   1.3     lukem 	freerecord(&Player, Fileloc);
    675   1.1       jtc 
    676   1.3     lukem 	clear();
    677   1.3     lukem 	move(10, 0);
    678   1.3     lukem 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
    679   1.3     lukem 	addstr("Care to give it another try ? ");
    680   1.3     lukem 	ch = getanswer("NY", FALSE);
    681   1.3     lukem 
    682   1.3     lukem 	if (ch == 'Y') {
    683   1.3     lukem 		cleanup(FALSE);
    684   1.3     lukem 		execl(_PATH_GAMEPROG, "phantasia", "-s",
    685  1.21    plunky 		    (Wizard ? "-S" : (char *) NULL), (char *) NULL);
    686   1.3     lukem 		exit(0);
    687   1.3     lukem 		/* NOTREACHED */
    688   1.1       jtc 	}
    689   1.3     lukem 	cleanup(TRUE);
    690   1.3     lukem 	/* NOTREACHED */
    691   1.1       jtc }
    692   1.1       jtc 
    693   1.3     lukem void
    694  1.16  dholland writerecord(struct player *playerp, long place)
    695   1.1       jtc {
    696   1.6       jsm 	fseek(Playersfp, place, SEEK_SET);
    697   1.3     lukem 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    698   1.3     lukem 	fflush(Playersfp);
    699   1.3     lukem }
    700   1.1       jtc 
    701  1.18  dholland static double
    702  1.16  dholland explevel(double experience)
    703   1.1       jtc {
    704   1.3     lukem 	if (experience < 1.1e7)
    705   1.3     lukem 		return (floor(pow((experience / 1000.0), 0.4875)));
    706   1.3     lukem 	else
    707   1.3     lukem 		return (floor(pow((experience / 1250.0), 0.4865)));
    708   1.3     lukem }
    709   1.1       jtc 
    710   1.3     lukem void
    711  1.16  dholland truncstring(char *string)
    712   1.1       jtc {
    713   1.3     lukem 	int     length;		/* length of string */
    714   1.1       jtc 
    715   1.3     lukem 	length = strlen(string);
    716   1.3     lukem 	while (string[--length] == ' ')
    717   1.3     lukem 		string[length] = '\0';
    718   1.3     lukem }
    719   1.1       jtc 
    720   1.3     lukem void
    721  1.16  dholland altercoordinates(double xnew, double ynew, int operation)
    722   1.3     lukem {
    723   1.3     lukem 	switch (operation) {
    724   1.3     lukem 	case A_FORCED:		/* move with no checks */
    725   1.3     lukem 		break;
    726   1.3     lukem 
    727   1.3     lukem 	case A_NEAR:		/* pick random coordinates near */
    728   1.3     lukem 		xnew = Player.p_x + ROLL(1.0, 5.0);
    729   1.3     lukem 		ynew = Player.p_y - ROLL(1.0, 5.0);
    730   1.3     lukem 		/* fall through for check */
    731   1.1       jtc 
    732  1.22       mrg 		/* FALLTHROUGH */
    733   1.1       jtc 	case A_SPECIFIC:	/* just move player */
    734   1.3     lukem 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
    735   1.3     lukem 			/*
    736   1.3     lukem 			 * cannot move back from point of no return
    737   1.3     lukem 			 * pick the largest coordinate to remain unchanged
    738   1.3     lukem 			 */
    739   1.1       jtc 		{
    740   1.3     lukem 			if (fabs(xnew) > fabs(ynew))
    741   1.3     lukem 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
    742   1.3     lukem 			else
    743   1.3     lukem 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
    744   1.1       jtc 		}
    745   1.3     lukem 		break;
    746   1.1       jtc 
    747   1.3     lukem 	case A_FAR:		/* pick random coordinates far */
    748   1.3     lukem 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
    749   1.3     lukem 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
    750   1.3     lukem 		break;
    751   1.1       jtc 	}
    752   1.1       jtc 
    753   1.3     lukem 	/* now set location flags and adjust coordinates */
    754   1.3     lukem 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
    755   1.3     lukem 
    756   1.3     lukem 	/* set up flags based upon location */
    757   1.3     lukem 	Throne = Marsh = Beyond = FALSE;
    758   1.3     lukem 
    759   1.3     lukem 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
    760   1.3     lukem 		Throne = TRUE;
    761   1.3     lukem 	else
    762   1.3     lukem 		if (Circle < 35 && Circle >= 20)
    763   1.3     lukem 			Marsh = TRUE;
    764   1.3     lukem 		else
    765   1.3     lukem 			if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
    766   1.3     lukem 				Beyond = TRUE;
    767   1.3     lukem 
    768   1.3     lukem 	Changed = TRUE;
    769   1.3     lukem }
    770   1.3     lukem 
    771   1.3     lukem void
    772  1.16  dholland readrecord(struct player *playerp, long loc)
    773   1.1       jtc {
    774   1.6       jsm 	fseek(Playersfp, loc, SEEK_SET);
    775   1.3     lukem 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    776   1.1       jtc }
    777   1.1       jtc 
    778   1.3     lukem void
    779  1.16  dholland adjuststats(void)
    780   1.1       jtc {
    781   1.3     lukem 	double  dtemp;		/* for temporary calculations */
    782   1.1       jtc 
    783   1.3     lukem 	if (explevel(Player.p_experience) > Player.p_level)
    784   1.3     lukem 		/* move one or more levels */
    785   1.1       jtc 	{
    786   1.3     lukem 		movelevel();
    787   1.3     lukem 		if (Player.p_level > 5.0)
    788   1.3     lukem 			Timeout = TRUE;
    789   1.3     lukem 	}
    790   1.3     lukem 	if (Player.p_specialtype == SC_VALAR)
    791   1.3     lukem 		/* valar */
    792   1.3     lukem 		Circle = Player.p_level / 5.0;
    793   1.3     lukem 
    794   1.3     lukem 	/* calculate effective quickness */
    795   1.3     lukem 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
    796   1.8    simonb 	    - Player.p_level;
    797   1.3     lukem 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
    798   1.3     lukem 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
    799   1.3     lukem 
    800   1.3     lukem 	/* calculate effective strength */
    801   1.3     lukem 	if (Player.p_poison > 0.0)
    802   1.3     lukem 		/* poison makes player weaker */
    803   1.3     lukem 	{
    804   1.3     lukem 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
    805   1.3     lukem 		dtemp = MAX(0.1, dtemp);
    806   1.3     lukem 	} else
    807   1.3     lukem 		dtemp = 1.0;
    808   1.3     lukem 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
    809   1.3     lukem 
    810   1.3     lukem 	/* insure that important things are within limits */
    811   1.3     lukem 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
    812   1.3     lukem 	Player.p_mana = MIN(Player.p_mana,
    813   1.3     lukem 	    Player.p_level * Statptr->c_maxmana + 1000.0);
    814   1.3     lukem 	Player.p_brains = MIN(Player.p_brains,
    815   1.3     lukem 	    Player.p_level * Statptr->c_maxbrains + 200.0);
    816   1.3     lukem 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
    817   1.3     lukem 
    818   1.3     lukem 	/*
    819   1.3     lukem          * some implementations have problems with floating point compare
    820   1.3     lukem          * we work around it with this stuff
    821   1.3     lukem          */
    822   1.3     lukem 	Player.p_gold = floor(Player.p_gold) + 0.1;
    823   1.3     lukem 	Player.p_gems = floor(Player.p_gems) + 0.1;
    824   1.3     lukem 	Player.p_mana = floor(Player.p_mana) + 0.1;
    825   1.3     lukem 
    826   1.3     lukem 	if (Player.p_ring.ring_type != R_NONE)
    827   1.3     lukem 		/* do ring things */
    828   1.3     lukem 	{
    829   1.3     lukem 		/* rest to max */
    830   1.3     lukem 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    831   1.3     lukem 
    832   1.3     lukem 		if (Player.p_ring.ring_duration <= 0)
    833   1.3     lukem 			/* clean up expired rings */
    834   1.3     lukem 			switch (Player.p_ring.ring_type) {
    835   1.3     lukem 			case R_BAD:	/* ring drives player crazy */
    836   1.3     lukem 				Player.p_ring.ring_type = R_SPOILED;
    837   1.3     lukem 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
    838   1.3     lukem 				break;
    839   1.1       jtc 
    840   1.3     lukem 			case R_NAZREG:	/* ring disappears */
    841   1.3     lukem 				Player.p_ring.ring_type = R_NONE;
    842   1.3     lukem 				break;
    843   1.1       jtc 
    844   1.3     lukem 			case R_SPOILED:	/* ring kills player */
    845   1.3     lukem 				death("A cursed ring");
    846   1.3     lukem 				break;
    847   1.1       jtc 
    848   1.3     lukem 			case R_DLREG:	/* this ring doesn't expire */
    849   1.3     lukem 				Player.p_ring.ring_duration = 0;
    850   1.3     lukem 				break;
    851   1.3     lukem 			}
    852   1.1       jtc 	}
    853   1.3     lukem 	if (Player.p_age / N_AGE > Player.p_degenerated)
    854   1.3     lukem 		/* age player slightly */
    855   1.1       jtc 	{
    856   1.3     lukem 		++Player.p_degenerated;
    857   1.3     lukem 		if (Player.p_quickness > 23.0)
    858   1.3     lukem 			Player.p_quickness *= 0.99;
    859   1.3     lukem 		Player.p_strength *= 0.97;
    860   1.3     lukem 		Player.p_brains *= 0.95;
    861   1.3     lukem 		Player.p_magiclvl *= 0.97;
    862   1.3     lukem 		Player.p_maxenergy *= 0.95;
    863   1.3     lukem 		Player.p_quksilver *= 0.95;
    864   1.3     lukem 		Player.p_sword *= 0.93;
    865   1.3     lukem 		Player.p_shield *= 0.93;
    866   1.1       jtc 	}
    867   1.1       jtc }
    868   1.1       jtc 
    869   1.3     lukem void
    870  1.16  dholland initplayer(struct player *playerp)
    871   1.1       jtc {
    872   1.3     lukem 	playerp->p_experience =
    873   1.3     lukem 	    playerp->p_level =
    874   1.3     lukem 	    playerp->p_strength =
    875   1.3     lukem 	    playerp->p_sword =
    876   1.3     lukem 	    playerp->p_might =
    877   1.3     lukem 	    playerp->p_energy =
    878   1.3     lukem 	    playerp->p_maxenergy =
    879   1.3     lukem 	    playerp->p_shield =
    880   1.3     lukem 	    playerp->p_quickness =
    881   1.3     lukem 	    playerp->p_quksilver =
    882   1.3     lukem 	    playerp->p_speed =
    883   1.3     lukem 	    playerp->p_magiclvl =
    884   1.3     lukem 	    playerp->p_mana =
    885   1.3     lukem 	    playerp->p_brains =
    886   1.3     lukem 	    playerp->p_poison =
    887   1.3     lukem 	    playerp->p_gems =
    888   1.3     lukem 	    playerp->p_sin =
    889   1.3     lukem 	    playerp->p_1scratch =
    890   1.3     lukem 	    playerp->p_2scratch = 0.0;
    891   1.3     lukem 
    892   1.3     lukem 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
    893   1.3     lukem 
    894   1.3     lukem 	playerp->p_x = ROLL(-125.0, 251.0);
    895   1.3     lukem 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
    896   1.3     lukem 
    897   1.3     lukem 	/* clear ring */
    898   1.3     lukem 	playerp->p_ring.ring_type = R_NONE;
    899   1.3     lukem 	playerp->p_ring.ring_duration = 0;
    900   1.3     lukem 	playerp->p_ring.ring_inuse = FALSE;
    901   1.3     lukem 
    902   1.3     lukem 	playerp->p_age = 0L;
    903   1.3     lukem 
    904   1.3     lukem 	playerp->p_degenerated = 1;	/* don't degenerate initially */
    905   1.3     lukem 
    906   1.3     lukem 	playerp->p_type = C_FIGHTER;	/* default */
    907   1.3     lukem 	playerp->p_specialtype = SC_NONE;
    908   1.3     lukem 	playerp->p_lives =
    909   1.3     lukem 	    playerp->p_crowns =
    910   1.3     lukem 	    playerp->p_charms =
    911   1.3     lukem 	    playerp->p_amulets =
    912   1.3     lukem 	    playerp->p_holywater =
    913   1.3     lukem 	    playerp->p_lastused = 0;
    914   1.3     lukem 	playerp->p_status = S_NOTUSED;
    915   1.3     lukem 	playerp->p_tampered = T_OFF;
    916   1.3     lukem 	playerp->p_istat = I_OFF;
    917   1.3     lukem 
    918   1.3     lukem 	playerp->p_palantir =
    919   1.3     lukem 	    playerp->p_blessing =
    920   1.3     lukem 	    playerp->p_virgin =
    921   1.3     lukem 	    playerp->p_blindness = FALSE;
    922   1.3     lukem 
    923   1.3     lukem 	playerp->p_name[0] =
    924   1.3     lukem 	    playerp->p_password[0] =
    925   1.3     lukem 	    playerp->p_login[0] = '\0';
    926   1.3     lukem }
    927   1.1       jtc 
    928   1.3     lukem void
    929  1.16  dholland readmessage(void)
    930   1.1       jtc {
    931   1.3     lukem 	move(3, 0);
    932   1.3     lukem 	clrtoeol();
    933   1.6       jsm 	fseek(Messagefp, 0L, SEEK_SET);
    934   1.3     lukem 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
    935   1.3     lukem 		addstr(Databuf);
    936   1.3     lukem }
    937   1.1       jtc 
    938   1.3     lukem void
    939  1.16  dholland error(const char *whichfile)
    940   1.1       jtc {
    941   1.9       wiz 	int     (*funcp)(const char *,...);
    942   1.1       jtc 
    943   1.3     lukem 	if (Windows) {
    944   1.3     lukem 		funcp = printw;
    945   1.3     lukem 		clear();
    946   1.3     lukem 	} else
    947   1.3     lukem 		funcp = printf;
    948   1.3     lukem 
    949  1.10       jsm 	(*funcp) ("An unrecoverable error has occurred reading %s.  (%s)\n", whichfile, strerror(errno));
    950   1.3     lukem 	(*funcp) ("Please run 'setup' to determine the problem.\n");
    951   1.3     lukem 	cleanup(TRUE);
    952   1.3     lukem 	/* NOTREACHED */
    953   1.3     lukem }
    954   1.1       jtc 
    955   1.1       jtc double
    956  1.16  dholland distance(double x_1, double x_2, double y_1, double y_2)
    957   1.1       jtc {
    958   1.3     lukem 	double  deltax, deltay;
    959   1.1       jtc 
    960  1.15  dholland 	deltax = x_1 - x_2;
    961  1.15  dholland 	deltay = y_1 - y_2;
    962   1.3     lukem 	return (sqrt(deltax * deltax + deltay * deltay));
    963   1.3     lukem }
    964   1.1       jtc 
    965   1.3     lukem void
    966  1.16  dholland ill_sig(int whichsig)
    967   1.1       jtc {
    968   1.3     lukem 	clear();
    969   1.3     lukem 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
    970   1.3     lukem 		printw("Error: caught signal # %d.\n", whichsig);
    971   1.3     lukem 	cleanup(TRUE);
    972   1.3     lukem 	/* NOTREACHED */
    973   1.3     lukem }
    974   1.1       jtc 
    975   1.5       jsm const char *
    976  1.16  dholland descrstatus(struct player *playerp)
    977   1.1       jtc {
    978   1.3     lukem 	switch (playerp->p_status) {
    979   1.1       jtc 	case S_PLAYING:
    980   1.3     lukem 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
    981   1.3     lukem 			return ("Low Energy");
    982   1.3     lukem 		else
    983   1.3     lukem 			if (playerp->p_blindness)
    984   1.3     lukem 				return ("Blind");
    985   1.3     lukem 			else
    986   1.3     lukem 				return ("In game");
    987   1.1       jtc 
    988   1.1       jtc 	case S_CLOAKED:
    989   1.3     lukem 		return ("Cloaked");
    990   1.1       jtc 
    991   1.1       jtc 	case S_INBATTLE:
    992   1.3     lukem 		return ("In Battle");
    993   1.1       jtc 
    994   1.1       jtc 	case S_MONSTER:
    995   1.3     lukem 		return ("Encounter");
    996   1.1       jtc 
    997   1.1       jtc 	case S_TRADING:
    998   1.3     lukem 		return ("Trading");
    999   1.1       jtc 
   1000   1.1       jtc 	case S_OFF:
   1001   1.3     lukem 		return ("Off");
   1002   1.1       jtc 
   1003   1.1       jtc 	case S_HUNGUP:
   1004   1.3     lukem 		return ("Hung up");
   1005   1.1       jtc 
   1006   1.1       jtc 	default:
   1007   1.3     lukem 		return ("");
   1008   1.1       jtc 	}
   1009   1.1       jtc }
   1010   1.1       jtc 
   1011   1.1       jtc double
   1012  1.16  dholland drandom(void)
   1013   1.1       jtc {
   1014   1.3     lukem 	if (sizeof(int) != 2)
   1015   1.3     lukem 		/* use only low bits */
   1016   1.3     lukem 		return ((double) (random() & 0x7fff) / 32768.0);
   1017   1.3     lukem 	else
   1018   1.3     lukem 		return ((double) random() / 32768.0);
   1019   1.3     lukem }
   1020   1.1       jtc 
   1021   1.3     lukem void
   1022  1.16  dholland collecttaxes(double gold, double gems)
   1023   1.1       jtc {
   1024   1.3     lukem 	FILE   *fp;		/* to update Goldfile */
   1025   1.3     lukem 	double  dtemp;		/* for temporary calculations */
   1026   1.3     lukem 	double  taxes;		/* tax liability */
   1027   1.3     lukem 
   1028   1.3     lukem 	/* add to cache */
   1029   1.3     lukem 	Player.p_gold += gold;
   1030   1.3     lukem 	Player.p_gems += gems;
   1031   1.1       jtc 
   1032   1.3     lukem 	/* calculate tax liability */
   1033   1.3     lukem 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
   1034   1.1       jtc 
   1035   1.3     lukem 	if (Player.p_gold < taxes)
   1036   1.3     lukem 		/* not enough gold to pay taxes, must convert some gems to
   1037   1.3     lukem 		 * gold */
   1038   1.1       jtc 	{
   1039   1.3     lukem 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
   1040   1.3     lukem 								 * convert */
   1041   1.1       jtc 
   1042   1.3     lukem 		if (Player.p_gems >= dtemp)
   1043   1.3     lukem 			/* player has enough to convert */
   1044   1.3     lukem 		{
   1045   1.3     lukem 			Player.p_gems -= dtemp;
   1046   1.3     lukem 			Player.p_gold += dtemp * N_GEMVALUE;
   1047   1.3     lukem 		} else
   1048   1.3     lukem 			/* take everything; this should never happen */
   1049   1.3     lukem 		{
   1050   1.3     lukem 			Player.p_gold += Player.p_gems * N_GEMVALUE;
   1051   1.3     lukem 			Player.p_gems = 0.0;
   1052   1.3     lukem 			taxes = Player.p_gold;
   1053   1.3     lukem 		}
   1054   1.1       jtc 	}
   1055   1.3     lukem 	Player.p_gold -= taxes;
   1056   1.1       jtc 
   1057   1.3     lukem 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
   1058   1.3     lukem 		/* update taxes */
   1059   1.1       jtc 	{
   1060   1.3     lukem 		dtemp = 0.0;
   1061   1.3     lukem 		fread((char *) &dtemp, sizeof(double), 1, fp);
   1062   1.3     lukem 		dtemp += floor(taxes);
   1063   1.6       jsm 		fseek(fp, 0L, SEEK_SET);
   1064   1.3     lukem 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
   1065   1.3     lukem 		fclose(fp);
   1066   1.1       jtc 	}
   1067   1.1       jtc }
   1068