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misc.c revision 1.11
      1  1.11    ross /*	$NetBSD: misc.c,v 1.11 2004/04/07 17:46:47 ross 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   1.1     jtc #include "include.h"
      8  1.11    ross #include <curses.h>
      9   1.1     jtc 
     10   1.1     jtc 
     11   1.3   lukem void
     12   1.1     jtc movelevel()
     13   1.1     jtc {
     14   1.5     jsm 	const struct charstats *statptr; /* for pointing into Stattable */
     15   1.3   lukem 	double  new;		/* new level */
     16   1.3   lukem 	double  inc;		/* increment between new and old levels */
     17   1.3   lukem 
     18   1.3   lukem 	Changed = TRUE;
     19   1.3   lukem 
     20   1.3   lukem 	if (Player.p_type == C_EXPER)
     21   1.3   lukem 		/* roll a type to use for increment */
     22   1.3   lukem 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
     23   1.3   lukem 	else
     24   1.3   lukem 		statptr = Statptr;
     25   1.1     jtc 
     26   1.3   lukem 	new = explevel(Player.p_experience);
     27   1.3   lukem 	inc = new - Player.p_level;
     28   1.3   lukem 	Player.p_level = new;
     29   1.3   lukem 
     30   1.3   lukem 	/* add increments to statistics */
     31   1.3   lukem 	Player.p_strength += statptr->c_strength.increase * inc;
     32   1.3   lukem 	Player.p_mana += statptr->c_mana.increase * inc;
     33   1.3   lukem 	Player.p_brains += statptr->c_brains.increase * inc;
     34   1.3   lukem 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
     35   1.3   lukem 	Player.p_maxenergy += statptr->c_energy.increase * inc;
     36   1.1     jtc 
     37   1.3   lukem 	/* rest to maximum upon reaching new level */
     38   1.3   lukem 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
     39   1.3   lukem 
     40   1.3   lukem 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
     41   1.3   lukem 		/* no longer able to be king -- turn crowns into cash */
     42   1.1     jtc 	{
     43   1.3   lukem 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
     44   1.3   lukem 		Player.p_crowns = 0;
     45   1.1     jtc 	}
     46   1.3   lukem 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
     47   1.3   lukem 		/* make a member of the council */
     48   1.1     jtc 	{
     49   1.3   lukem 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
     50   1.3   lukem 		addstr("Good Luck on your search for the Holy Grail.\n");
     51   1.1     jtc 
     52   1.3   lukem 		Player.p_specialtype = SC_COUNCIL;
     53   1.1     jtc 
     54   1.3   lukem 		/* no rings for council and above */
     55   1.3   lukem 		Player.p_ring.ring_type = R_NONE;
     56   1.3   lukem 		Player.p_ring.ring_duration = 0;
     57   1.1     jtc 
     58   1.3   lukem 		Player.p_lives = 3;	/* three extra lives */
     59   1.1     jtc 	}
     60   1.3   lukem 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
     61   1.3   lukem 		death("Old age");
     62   1.1     jtc }
     63   1.1     jtc 
     64   1.5     jsm const char   *
     65   1.1     jtc descrlocation(playerp, shortflag)
     66   1.3   lukem 	struct player *playerp;
     67   1.3   lukem 	bool    shortflag;
     68   1.1     jtc {
     69   1.3   lukem 	double  circle;		/* corresponding circle for coordinates */
     70   1.3   lukem 	int     quadrant;	/* quandrant of grid */
     71   1.5     jsm 	const char   *label;	/* pointer to place name */
     72   1.5     jsm 	static const char *const nametable[4][4] =	/* names of places */
     73   1.3   lukem 	{
     74   1.3   lukem 		{"Anorien", "Ithilien", "Rohan", "Lorien"},
     75   1.3   lukem 		{"Gondor", "Mordor", "Dunland", "Rovanion"},
     76   1.3   lukem 		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
     77   1.3   lukem 		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
     78   1.1     jtc 	};
     79   1.1     jtc 
     80   1.3   lukem 	if (playerp->p_specialtype == SC_VALAR)
     81   1.3   lukem 		return (" is in Valhala");
     82   1.1     jtc 	else
     83   1.3   lukem 		if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
     84   1.3   lukem 			if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
     85   1.3   lukem 				label = "The Point of No Return";
     86   1.3   lukem 			else
     87   1.3   lukem 				label = "The Ashen Mountains";
     88   1.3   lukem 		} else
     89   1.3   lukem 			if (circle >= 55)
     90   1.3   lukem 				label = "Morannon";
     91   1.3   lukem 			else
     92   1.3   lukem 				if (circle >= 35)
     93   1.3   lukem 					label = "Kennaquahair";
     94   1.3   lukem 				else
     95   1.3   lukem 					if (circle >= 20)
     96   1.3   lukem 						label = "The Dead Marshes";
     97   1.3   lukem 					else
     98   1.3   lukem 						if (circle >= 9)
     99   1.3   lukem 							label = "The Outer Waste";
    100   1.3   lukem 						else
    101   1.3   lukem 							if (circle >= 5)
    102   1.3   lukem 								label = "The Moors Adventurous";
    103   1.3   lukem 							else {
    104   1.3   lukem 								if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
    105   1.3   lukem 									label = "The Lord's Chamber";
    106   1.3   lukem 								else {
    107   1.3   lukem 									/* this
    108   1.3   lukem 									 *
    109   1.3   lukem 									 * expr
    110   1.3   lukem 									 * essi
    111   1.3   lukem 									 * on
    112   1.3   lukem 									 * is
    113   1.3   lukem 									 * spli
    114   1.3   lukem 									 * t
    115   1.3   lukem 									 * to
    116   1.3   lukem 									 * prev
    117   1.3   lukem 									 * ent
    118   1.3   lukem 									 * comp
    119   1.3   lukem 									 * iler
    120   1.3   lukem 									 *
    121   1.3   lukem 									 * loop
    122   1.3   lukem 									 *
    123   1.3   lukem 									 * with
    124   1.3   lukem 									 *
    125   1.3   lukem 									 * some
    126   1.3   lukem 									 *
    127   1.3   lukem 									 * comp
    128   1.3   lukem 									 * iler
    129   1.3   lukem 									 * s */
    130   1.3   lukem 									quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
    131   1.3   lukem 									quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
    132   1.3   lukem 									label = nametable[((int) circle) - 1][quadrant];
    133   1.3   lukem 								}
    134   1.3   lukem 							}
    135   1.3   lukem 
    136   1.3   lukem 	if (shortflag)
    137   1.3   lukem 		sprintf(Databuf, "%.29s", label);
    138   1.1     jtc 	else
    139   1.3   lukem 		sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
    140   1.1     jtc 
    141   1.3   lukem 	return (Databuf);
    142   1.3   lukem }
    143   1.1     jtc 
    144   1.3   lukem void
    145   1.1     jtc tradingpost()
    146   1.1     jtc {
    147   1.3   lukem 	double  numitems;	/* number of items to purchase */
    148   1.3   lukem 	double  cost;		/* cost of purchase */
    149   1.3   lukem 	double  blessingcost;	/* cost of blessing */
    150   1.3   lukem 	int     ch;		/* input */
    151   1.3   lukem 	int     size;		/* size of the trading post */
    152   1.3   lukem 	int     loop;		/* loop counter */
    153   1.3   lukem 	int     cheat = 0;	/* number of times player has tried to cheat */
    154   1.3   lukem 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
    155   1.1     jtc 
    156   1.3   lukem 	Player.p_status = S_TRADING;
    157   1.3   lukem 	writerecord(&Player, Fileloc);
    158   1.1     jtc 
    159   1.3   lukem 	clear();
    160   1.3   lukem 	addstr("You are at a trading post. All purchases must be made with gold.");
    161   1.3   lukem 
    162   1.3   lukem 	size = sqrt(fabs(Player.p_x / 100)) + 1;
    163   1.3   lukem 	size = MIN(7, size);
    164   1.1     jtc 
    165   1.3   lukem 	/* set up cost of blessing */
    166   1.3   lukem 	blessingcost = 1000.0 * (Player.p_level + 5.0);
    167   1.1     jtc 
    168   1.3   lukem 	/* print Menu */
    169   1.3   lukem 	move(7, 0);
    170   1.3   lukem 	for (loop = 0; loop < size; ++loop)
    171   1.3   lukem 		/* print Menu */
    172   1.3   lukem 	{
    173   1.3   lukem 		if (loop == 6)
    174   1.3   lukem 			cost = blessingcost;
    175   1.1     jtc 		else
    176   1.3   lukem 			cost = Menu[loop].cost;
    177   1.3   lukem 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
    178   1.3   lukem 	}
    179   1.1     jtc 
    180   1.3   lukem 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
    181   1.1     jtc 
    182   1.3   lukem 	for (;;) {
    183   1.3   lukem 		adjuststats();	/* truncate any bad values */
    184   1.1     jtc 
    185   1.3   lukem 		/* print some important statistics */
    186   1.3   lukem 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
    187   1.3   lukem 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
    188   1.3   lukem 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
    189   1.3   lukem 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
    190   1.3   lukem 		    (Player.p_blessing ? " True" : "False"));
    191   1.3   lukem 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
    192   1.1     jtc 
    193   1.3   lukem 		move(5, 36);
    194   1.3   lukem 		ch = getanswer("LPS", FALSE);
    195   1.3   lukem 		move(15, 0);
    196   1.3   lukem 		clrtobot();
    197   1.3   lukem 		switch (ch) {
    198   1.3   lukem 		case 'L':	/* leave */
    199   1.3   lukem 		case '\n':
    200   1.3   lukem 			altercoordinates(0.0, 0.0, A_NEAR);
    201   1.3   lukem 			return;
    202   1.3   lukem 
    203   1.3   lukem 		case 'P':	/* make purchase */
    204   1.3   lukem 			mvaddstr(15, 0, "What what would you like to buy ? ");
    205   1.3   lukem 			ch = getanswer(" 1234567", FALSE);
    206   1.3   lukem 			move(15, 0);
    207   1.3   lukem 			clrtoeol();
    208   1.3   lukem 
    209   1.3   lukem 			if (ch - '0' > size)
    210   1.3   lukem 				addstr("Sorry, this merchant doesn't have that.");
    211   1.3   lukem 			else
    212   1.3   lukem 				switch (ch) {
    213   1.3   lukem 				case '1':
    214   1.3   lukem 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
    215   1.3   lukem 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
    216   1.3   lukem 					cost = (numitems = floor(infloat())) * Menu[0].cost;
    217   1.3   lukem 
    218   1.3   lukem 					if (cost > Player.p_gold || numitems < 0)
    219   1.3   lukem 						++cheat;
    220   1.3   lukem 					else {
    221   1.3   lukem 						cheat = 0;
    222   1.3   lukem 						Player.p_gold -= cost;
    223   1.3   lukem 						if (drandom() < 0.02)
    224   1.3   lukem 							dishonest = TRUE;
    225   1.3   lukem 						else
    226   1.3   lukem 							Player.p_mana += numitems;
    227   1.3   lukem 					}
    228   1.3   lukem 					break;
    229   1.3   lukem 
    230   1.3   lukem 				case '2':
    231   1.3   lukem 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
    232   1.3   lukem 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
    233   1.3   lukem 					cost = (numitems = floor(infloat())) * Menu[1].cost;
    234   1.3   lukem 
    235   1.3   lukem 					if (numitems == 0.0)
    236   1.3   lukem 						break;
    237   1.3   lukem 					else
    238   1.3   lukem 						if (cost > Player.p_gold || numitems < 0)
    239   1.3   lukem 							++cheat;
    240   1.3   lukem 						else
    241   1.3   lukem 							if (numitems < Player.p_shield)
    242   1.3   lukem 								NOBETTER();
    243   1.3   lukem 							else {
    244   1.3   lukem 								cheat = 0;
    245   1.3   lukem 								Player.p_gold -= cost;
    246   1.3   lukem 								if (drandom() < 0.02)
    247   1.3   lukem 									dishonest = TRUE;
    248   1.3   lukem 								else
    249   1.3   lukem 									Player.p_shield = numitems;
    250   1.3   lukem 							}
    251   1.3   lukem 					break;
    252   1.3   lukem 
    253   1.3   lukem 				case '3':
    254   1.3   lukem 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
    255   1.3   lukem 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
    256   1.3   lukem 					cost = (numitems = floor(infloat())) * Menu[2].cost;
    257   1.3   lukem 
    258   1.3   lukem 					if (cost > Player.p_gold || numitems < 0)
    259   1.3   lukem 						++cheat;
    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 							if (drandom() * numitems > Player.p_level / 10.0
    267   1.3   lukem 							    && numitems != 1) {
    268   1.3   lukem 								printw("\nYou blew your mind!\n");
    269   1.3   lukem 								Player.p_brains /= 5;
    270   1.3   lukem 							} else {
    271   1.3   lukem 								Player.p_brains += floor(numitems) * ROLL(20, 8);
    272   1.3   lukem 							}
    273   1.3   lukem 					}
    274   1.3   lukem 					break;
    275   1.3   lukem 
    276   1.3   lukem 				case '4':
    277   1.3   lukem 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    278   1.3   lukem 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
    279   1.3   lukem 					cost = (numitems = floor(infloat())) * Menu[3].cost;
    280   1.3   lukem 
    281   1.3   lukem 					if (numitems == 0.0)
    282   1.3   lukem 						break;
    283   1.3   lukem 					else
    284   1.3   lukem 						if (cost > Player.p_gold || numitems < 0)
    285   1.3   lukem 							++cheat;
    286   1.3   lukem 						else
    287   1.3   lukem 							if (numitems < Player.p_sword)
    288   1.3   lukem 								NOBETTER();
    289   1.3   lukem 							else {
    290   1.3   lukem 								cheat = 0;
    291   1.3   lukem 								Player.p_gold -= cost;
    292   1.3   lukem 								if (drandom() < 0.02)
    293   1.3   lukem 									dishonest = TRUE;
    294   1.3   lukem 								else
    295   1.3   lukem 									Player.p_sword = numitems;
    296   1.3   lukem 							}
    297   1.3   lukem 					break;
    298   1.3   lukem 
    299   1.3   lukem 				case '5':
    300   1.3   lukem 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
    301   1.3   lukem 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
    302   1.3   lukem 					cost = (numitems = floor(infloat())) * Menu[4].cost;
    303   1.3   lukem 
    304   1.3   lukem 					if (cost > Player.p_gold || numitems < 0)
    305   1.3   lukem 						++cheat;
    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_charms += numitems;
    313   1.3   lukem 					}
    314   1.3   lukem 					break;
    315   1.3   lukem 
    316   1.3   lukem 				case '6':
    317   1.3   lukem 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    318   1.3   lukem 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
    319   1.3   lukem 					cost = (numitems = floor(infloat())) * Menu[5].cost;
    320   1.3   lukem 
    321   1.3   lukem 					if (numitems == 0.0)
    322   1.3   lukem 						break;
    323   1.3   lukem 					else
    324   1.3   lukem 						if (cost > Player.p_gold || numitems < 0)
    325   1.3   lukem 							++cheat;
    326   1.3   lukem 						else
    327   1.3   lukem 							if (numitems < Player.p_quksilver)
    328   1.3   lukem 								NOBETTER();
    329   1.3   lukem 							else {
    330   1.3   lukem 								cheat = 0;
    331   1.3   lukem 								Player.p_gold -= cost;
    332   1.3   lukem 								if (drandom() < 0.02)
    333   1.3   lukem 									dishonest = TRUE;
    334   1.3   lukem 								else
    335   1.3   lukem 									Player.p_quksilver = numitems;
    336   1.3   lukem 							}
    337   1.3   lukem 					break;
    338   1.3   lukem 
    339   1.3   lukem 				case '7':
    340   1.3   lukem 					if (Player.p_blessing) {
    341   1.3   lukem 						addstr("You already have a blessing.");
    342   1.3   lukem 						break;
    343   1.3   lukem 					}
    344   1.3   lukem 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
    345   1.3   lukem 					ch = getanswer("NY", FALSE);
    346   1.3   lukem 
    347   1.4   veego 					if (ch == 'Y') {
    348   1.3   lukem 						if (Player.p_gold < blessingcost)
    349   1.3   lukem 							++cheat;
    350   1.3   lukem 						else {
    351   1.3   lukem 							cheat = 0;
    352   1.3   lukem 							Player.p_gold -= blessingcost;
    353   1.3   lukem 							if (drandom() < 0.02)
    354   1.3   lukem 								dishonest = TRUE;
    355   1.3   lukem 							else
    356   1.3   lukem 								Player.p_blessing = TRUE;
    357   1.3   lukem 						}
    358   1.4   veego 					}
    359   1.3   lukem 					break;
    360   1.1     jtc 				}
    361   1.3   lukem 			break;
    362   1.1     jtc 
    363   1.3   lukem 		case 'S':	/* sell gems */
    364   1.3   lukem 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
    365   1.3   lukem 			    (double) N_GEMVALUE, Player.p_gems);
    366   1.3   lukem 			numitems = floor(infloat());
    367   1.1     jtc 
    368   1.3   lukem 			if (numitems > Player.p_gems || numitems < 0)
    369   1.1     jtc 				++cheat;
    370   1.3   lukem 			else {
    371   1.1     jtc 				cheat = 0;
    372   1.3   lukem 				Player.p_gems -= numitems;
    373   1.3   lukem 				Player.p_gold += numitems * N_GEMVALUE;
    374   1.1     jtc 			}
    375   1.3   lukem 		}
    376   1.1     jtc 
    377   1.3   lukem 		if (cheat == 1)
    378   1.3   lukem 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
    379   1.1     jtc 		else
    380   1.3   lukem 			if (cheat == 2) {
    381   1.3   lukem 				mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
    382   1.3   lukem 				printw("a %.0f level magic user, and you made %s mad!\n",
    383   1.3   lukem 				    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
    384   1.3   lukem 				altercoordinates(0.0, 0.0, A_FAR);
    385   1.3   lukem 				Player.p_energy /= 2.0;
    386   1.3   lukem 				++Player.p_sin;
    387   1.3   lukem 				more(23);
    388   1.3   lukem 				return;
    389   1.3   lukem 			} else
    390   1.3   lukem 				if (dishonest) {
    391   1.3   lukem 					mvaddstr(17, 0, "The merchant stole your money!");
    392   1.3   lukem 					refresh();
    393   1.3   lukem 					altercoordinates(Player.p_x - Player.p_x / 10.0,
    394   1.3   lukem 					    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
    395   1.3   lukem 					sleep(2);
    396   1.3   lukem 					return;
    397   1.3   lukem 				}
    398   1.1     jtc 	}
    399   1.1     jtc }
    400   1.1     jtc 
    401   1.3   lukem void
    402   1.1     jtc displaystats()
    403   1.1     jtc {
    404   1.3   lukem 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
    405   1.3   lukem 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
    406   1.3   lukem 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
    407   1.3   lukem 	    Player.p_mana, Users);
    408   1.3   lukem 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
    409   1.3   lukem 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
    410   1.3   lukem 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
    411   1.3   lukem }
    412   1.1     jtc 
    413   1.3   lukem void
    414   1.1     jtc allstatslist()
    415   1.1     jtc {
    416   1.5     jsm 	static const char *const flags[] = /* to print value of some bools */
    417   1.3   lukem 	{
    418   1.3   lukem 		"False",
    419   1.3   lukem 		" True"
    420   1.3   lukem 	};
    421   1.3   lukem 
    422   1.3   lukem 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
    423   1.1     jtc 
    424   1.3   lukem 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
    425   1.3   lukem 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
    426   1.3   lukem 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
    427   1.3   lukem 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
    428   1.3   lukem 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
    429   1.3   lukem 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
    430   1.7     jdc 	mvprintw(16, 0, "Age       : %9ld", Player.p_age);
    431   1.3   lukem 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
    432   1.3   lukem 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
    433   1.3   lukem 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
    434   1.3   lukem 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
    435   1.3   lukem 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
    436   1.3   lukem 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
    437   1.3   lukem 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
    438   1.3   lukem 
    439   1.3   lukem 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
    440   1.3   lukem 	    flags[(int)Player.p_blessing],
    441   1.3   lukem 	    flags[Player.p_ring.ring_type != R_NONE],
    442   1.3   lukem 	    flags[(int)Player.p_virgin],
    443   1.3   lukem 	    flags[(int)Player.p_palantir]);
    444   1.3   lukem }
    445   1.3   lukem 
    446   1.5     jsm const char   *
    447   1.1     jtc descrtype(playerp, shortflag)
    448   1.3   lukem 	struct player *playerp;
    449   1.3   lukem 	bool    shortflag;
    450   1.1     jtc {
    451   1.3   lukem 	int     type;		/* for caluculating result subscript */
    452   1.5     jsm 	static const char *const results[] =/* description table */
    453   1.3   lukem 	{
    454   1.3   lukem 		" Magic User", " MU",
    455   1.3   lukem 		" Fighter", " F ",
    456   1.3   lukem 		" Elf", " E ",
    457   1.3   lukem 		" Dwarf", " D ",
    458   1.3   lukem 		" Halfling", " H ",
    459   1.3   lukem 		" Experimento", " EX",
    460   1.3   lukem 		" Super", " S ",
    461   1.3   lukem 		" King", " K ",
    462   1.3   lukem 		" Council of Wise", " CW",
    463   1.3   lukem 		" Ex-Valar", " EV",
    464   1.3   lukem 		" Valar", " V ",
    465   1.3   lukem 		" ? ", " ? "
    466   1.3   lukem 	};
    467   1.1     jtc 
    468   1.3   lukem 	type = playerp->p_type;
    469   1.1     jtc 
    470   1.3   lukem 	switch (playerp->p_specialtype) {
    471   1.1     jtc 	case SC_NONE:
    472   1.3   lukem 		type = playerp->p_type;
    473   1.3   lukem 		break;
    474   1.1     jtc 
    475   1.1     jtc 	case SC_KING:
    476   1.3   lukem 		type = 7;
    477   1.3   lukem 		break;
    478   1.1     jtc 
    479   1.1     jtc 	case SC_COUNCIL:
    480   1.3   lukem 		type = 8;
    481   1.3   lukem 		break;
    482   1.1     jtc 
    483   1.1     jtc 	case SC_EXVALAR:
    484   1.3   lukem 		type = 9;
    485   1.3   lukem 		break;
    486   1.1     jtc 
    487   1.1     jtc 	case SC_VALAR:
    488   1.3   lukem 		type = 10;
    489   1.3   lukem 		break;
    490   1.1     jtc 	}
    491   1.1     jtc 
    492   1.3   lukem 	type *= 2;		/* calculate offset */
    493   1.1     jtc 
    494   1.3   lukem 	if (type > 20)
    495   1.3   lukem 		/* error */
    496   1.3   lukem 		type = 22;
    497   1.3   lukem 
    498   1.3   lukem 	if (shortflag)
    499   1.3   lukem 		/* use short descriptions */
    500   1.3   lukem 		++type;
    501   1.3   lukem 
    502   1.3   lukem 	if (playerp->p_crowns > 0) {
    503   1.3   lukem 		strcpy(Databuf, results[type]);
    504   1.3   lukem 		Databuf[0] = '*';
    505   1.3   lukem 		return (Databuf);
    506   1.3   lukem 	} else
    507   1.3   lukem 		return (results[type]);
    508   1.1     jtc }
    509   1.1     jtc 
    510   1.1     jtc long
    511   1.1     jtc findname(name, playerp)
    512   1.5     jsm 	const char   *name;
    513   1.3   lukem 	struct player *playerp;
    514   1.1     jtc {
    515   1.3   lukem 	long    loc = 0;	/* location in the file */
    516   1.1     jtc 
    517   1.6     jsm 	fseek(Playersfp, 0L, SEEK_SET);
    518   1.3   lukem 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    519   1.3   lukem 		if (strcmp(playerp->p_name, name) == 0) {
    520   1.3   lukem 			if (playerp->p_status != S_NOTUSED || Wizard)
    521   1.3   lukem 				/* found it */
    522   1.3   lukem 				return (loc);
    523   1.3   lukem 		}
    524   1.3   lukem 		loc += SZ_PLAYERSTRUCT;
    525   1.1     jtc 	}
    526   1.1     jtc 
    527   1.3   lukem 	return (-1);
    528   1.1     jtc }
    529   1.1     jtc 
    530   1.1     jtc long
    531   1.1     jtc allocrecord()
    532   1.1     jtc {
    533   1.3   lukem 	long    loc = 0L;	/* location in file */
    534   1.1     jtc 
    535   1.6     jsm 	fseek(Playersfp, 0L, SEEK_SET);
    536   1.3   lukem 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    537   1.3   lukem 		if (Other.p_status == S_NOTUSED)
    538   1.3   lukem 			/* found an empty record */
    539   1.3   lukem 			return (loc);
    540   1.3   lukem 		else
    541   1.3   lukem 			loc += SZ_PLAYERSTRUCT;
    542   1.1     jtc 	}
    543   1.1     jtc 
    544   1.3   lukem 	/* make a new record */
    545   1.3   lukem 	initplayer(&Other);
    546   1.3   lukem 	Player.p_status = S_OFF;
    547   1.3   lukem 	writerecord(&Other, loc);
    548   1.1     jtc 
    549   1.3   lukem 	return (loc);
    550   1.3   lukem }
    551   1.3   lukem 
    552   1.3   lukem void
    553   1.1     jtc freerecord(playerp, loc)
    554   1.3   lukem 	struct player *playerp;
    555   1.3   lukem 	long    loc;
    556   1.1     jtc {
    557   1.3   lukem 	playerp->p_name[0] = CH_MARKDELETE;
    558   1.3   lukem 	playerp->p_status = S_NOTUSED;
    559   1.3   lukem 	writerecord(playerp, loc);
    560   1.3   lukem }
    561   1.1     jtc 
    562   1.3   lukem void
    563   1.1     jtc leavegame()
    564   1.1     jtc {
    565   1.1     jtc 
    566   1.3   lukem 	if (Player.p_level < 1.0)
    567   1.3   lukem 		/* delete character */
    568   1.3   lukem 		freerecord(&Player, Fileloc);
    569   1.3   lukem 	else {
    570   1.3   lukem 		Player.p_status = S_OFF;
    571   1.3   lukem 		writerecord(&Player, Fileloc);
    572   1.1     jtc 	}
    573   1.1     jtc 
    574   1.3   lukem 	cleanup(TRUE);
    575   1.3   lukem 	/* NOTREACHED */
    576   1.1     jtc }
    577   1.1     jtc 
    578   1.3   lukem void
    579   1.1     jtc death(how)
    580   1.5     jsm 	const char   *how;
    581   1.1     jtc {
    582   1.3   lukem 	FILE   *fp;		/* for updating various files */
    583   1.3   lukem 	int     ch;		/* input */
    584   1.5     jsm 	static const char *const deathmesg[] =
    585   1.1     jtc 	/* add more messages here, if desired */
    586   1.1     jtc 	{
    587   1.3   lukem 		"You have been wounded beyond repair.  ",
    588   1.3   lukem 		"You have been disemboweled.  ",
    589   1.3   lukem 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
    590   1.3   lukem 		"You died!  ",
    591   1.3   lukem 		"You're a complete failure -- you've died!!\n",
    592   1.3   lukem 		"You have been dealt a fatal blow!  "
    593   1.1     jtc 	};
    594   1.1     jtc 
    595   1.3   lukem 	clear();
    596   1.1     jtc 
    597   1.3   lukem 	if (strcmp(how, "Stupidity") != 0) {
    598   1.3   lukem 		if (Player.p_level > 9999.0)
    599   1.3   lukem 			/* old age */
    600   1.3   lukem 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
    601   1.3   lukem 		else
    602   1.3   lukem 			if (Player.p_lives > 0)
    603   1.3   lukem 				/* extra lives */
    604   1.3   lukem 			{
    605   1.3   lukem 				addstr("You should be more cautious.  You've been killed.\n");
    606   1.3   lukem 				printw("You only have %d more chance(s).\n", --Player.p_lives);
    607   1.3   lukem 				more(3);
    608   1.3   lukem 				Player.p_energy = Player.p_maxenergy;
    609   1.3   lukem 				return;
    610   1.3   lukem 			} else
    611   1.3   lukem 				if (Player.p_specialtype == SC_VALAR) {
    612   1.3   lukem 					addstr("You had your chances, but Valar aren't totally\n");
    613   1.3   lukem 					addstr("immortal.  You are now left to wither and die . . .\n");
    614   1.3   lukem 					more(3);
    615   1.3   lukem 					Player.p_brains = Player.p_level / 25.0;
    616   1.3   lukem 					Player.p_energy = Player.p_maxenergy /= 5.0;
    617   1.3   lukem 					Player.p_quksilver = Player.p_sword = 0.0;
    618   1.3   lukem 					Player.p_specialtype = SC_COUNCIL;
    619   1.3   lukem 					return;
    620   1.3   lukem 				} else
    621   1.3   lukem 					if (Player.p_ring.ring_inuse &&
    622   1.3   lukem 					    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
    623   1.3   lukem 						/* good ring in use - saved
    624   1.3   lukem 						 * from death */
    625   1.3   lukem 					{
    626   1.3   lukem 						mvaddstr(4, 0, "Your ring saved you from death!\n");
    627   1.3   lukem 						refresh();
    628   1.3   lukem 						Player.p_ring.ring_type = R_NONE;
    629   1.3   lukem 						Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
    630   1.3   lukem 						if (Player.p_crowns > 0)
    631   1.3   lukem 							--Player.p_crowns;
    632   1.3   lukem 						return;
    633   1.3   lukem 					} else
    634   1.3   lukem 						if (Player.p_ring.ring_type == R_BAD
    635   1.3   lukem 						    || Player.p_ring.ring_type == R_SPOILED)
    636   1.3   lukem 							/* bad ring in
    637   1.3   lukem 							 * possession; name
    638   1.3   lukem 							 * idiot after player */
    639   1.3   lukem 						{
    640   1.3   lukem 							mvaddstr(4, 0,
    641   1.3   lukem 							    "Your ring has taken control of you and turned you into a monster!\n");
    642   1.6     jsm 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    643   1.3   lukem 							fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    644   1.3   lukem 							strcpy(Curmonster.m_name, Player.p_name);
    645   1.6     jsm 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    646   1.3   lukem 							fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    647   1.3   lukem 							fflush(Monstfp);
    648   1.3   lukem 						}
    649   1.3   lukem 	}
    650   1.3   lukem 	enterscore();		/* update score board */
    651   1.3   lukem 
    652   1.3   lukem 	/* put info in last dead file */
    653   1.3   lukem 	fp = fopen(_PATH_LASTDEAD, "w");
    654   1.3   lukem 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
    655   1.3   lukem 	    Player.p_name, descrtype(&Player, TRUE),
    656   1.3   lukem 	    Player.p_login, Player.p_level, how);
    657   1.3   lukem 	fclose(fp);
    658   1.1     jtc 
    659   1.3   lukem 	/* let other players know */
    660   1.3   lukem 	fp = fopen(_PATH_MESS, "w");
    661   1.3   lukem 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
    662   1.3   lukem 	fclose(fp);
    663   1.1     jtc 
    664   1.3   lukem 	freerecord(&Player, Fileloc);
    665   1.1     jtc 
    666   1.3   lukem 	clear();
    667   1.3   lukem 	move(10, 0);
    668   1.3   lukem 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
    669   1.3   lukem 	addstr("Care to give it another try ? ");
    670   1.3   lukem 	ch = getanswer("NY", FALSE);
    671   1.3   lukem 
    672   1.3   lukem 	if (ch == 'Y') {
    673   1.3   lukem 		cleanup(FALSE);
    674   1.3   lukem 		execl(_PATH_GAMEPROG, "phantasia", "-s",
    675   1.3   lukem 		    (Wizard ? "-S" : (char *) NULL), 0);
    676   1.3   lukem 		exit(0);
    677   1.3   lukem 		/* NOTREACHED */
    678   1.1     jtc 	}
    679   1.3   lukem 	cleanup(TRUE);
    680   1.3   lukem 	/* NOTREACHED */
    681   1.1     jtc }
    682   1.1     jtc 
    683   1.3   lukem void
    684   1.1     jtc writerecord(playerp, place)
    685   1.3   lukem 	struct player *playerp;
    686   1.3   lukem 	long    place;
    687   1.1     jtc {
    688   1.6     jsm 	fseek(Playersfp, place, SEEK_SET);
    689   1.3   lukem 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    690   1.3   lukem 	fflush(Playersfp);
    691   1.3   lukem }
    692   1.1     jtc 
    693   1.1     jtc double
    694   1.1     jtc explevel(experience)
    695   1.3   lukem 	double  experience;
    696   1.1     jtc {
    697   1.3   lukem 	if (experience < 1.1e7)
    698   1.3   lukem 		return (floor(pow((experience / 1000.0), 0.4875)));
    699   1.3   lukem 	else
    700   1.3   lukem 		return (floor(pow((experience / 1250.0), 0.4865)));
    701   1.3   lukem }
    702   1.1     jtc 
    703   1.3   lukem void
    704   1.1     jtc truncstring(string)
    705   1.3   lukem 	char   *string;
    706   1.1     jtc {
    707   1.3   lukem 	int     length;		/* length of string */
    708   1.1     jtc 
    709   1.3   lukem 	length = strlen(string);
    710   1.3   lukem 	while (string[--length] == ' ')
    711   1.3   lukem 		string[length] = '\0';
    712   1.3   lukem }
    713   1.1     jtc 
    714   1.3   lukem void
    715   1.1     jtc altercoordinates(xnew, ynew, operation)
    716   1.3   lukem 	double  xnew;
    717   1.3   lukem 	double  ynew;
    718   1.3   lukem 	int     operation;
    719   1.3   lukem {
    720   1.3   lukem 	switch (operation) {
    721   1.3   lukem 	case A_FORCED:		/* move with no checks */
    722   1.3   lukem 		break;
    723   1.3   lukem 
    724   1.3   lukem 	case A_NEAR:		/* pick random coordinates near */
    725   1.3   lukem 		xnew = Player.p_x + ROLL(1.0, 5.0);
    726   1.3   lukem 		ynew = Player.p_y - ROLL(1.0, 5.0);
    727   1.3   lukem 		/* fall through for check */
    728   1.1     jtc 
    729   1.1     jtc 	case A_SPECIFIC:	/* just move player */
    730   1.3   lukem 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
    731   1.3   lukem 			/*
    732   1.3   lukem 			 * cannot move back from point of no return
    733   1.3   lukem 			 * pick the largest coordinate to remain unchanged
    734   1.3   lukem 			 */
    735   1.1     jtc 		{
    736   1.3   lukem 			if (fabs(xnew) > fabs(ynew))
    737   1.3   lukem 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
    738   1.3   lukem 			else
    739   1.3   lukem 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
    740   1.1     jtc 		}
    741   1.3   lukem 		break;
    742   1.1     jtc 
    743   1.3   lukem 	case A_FAR:		/* pick random coordinates far */
    744   1.3   lukem 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
    745   1.3   lukem 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
    746   1.3   lukem 		break;
    747   1.1     jtc 	}
    748   1.1     jtc 
    749   1.3   lukem 	/* now set location flags and adjust coordinates */
    750   1.3   lukem 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
    751   1.3   lukem 
    752   1.3   lukem 	/* set up flags based upon location */
    753   1.3   lukem 	Throne = Marsh = Beyond = FALSE;
    754   1.3   lukem 
    755   1.3   lukem 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
    756   1.3   lukem 		Throne = TRUE;
    757   1.3   lukem 	else
    758   1.3   lukem 		if (Circle < 35 && Circle >= 20)
    759   1.3   lukem 			Marsh = TRUE;
    760   1.3   lukem 		else
    761   1.3   lukem 			if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
    762   1.3   lukem 				Beyond = TRUE;
    763   1.3   lukem 
    764   1.3   lukem 	Changed = TRUE;
    765   1.3   lukem }
    766   1.3   lukem 
    767   1.3   lukem void
    768   1.1     jtc readrecord(playerp, loc)
    769   1.3   lukem 	struct player *playerp;
    770   1.3   lukem 	long    loc;
    771   1.1     jtc {
    772   1.6     jsm 	fseek(Playersfp, loc, SEEK_SET);
    773   1.3   lukem 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    774   1.1     jtc }
    775   1.1     jtc 
    776   1.3   lukem void
    777   1.1     jtc adjuststats()
    778   1.1     jtc {
    779   1.3   lukem 	double  dtemp;		/* for temporary calculations */
    780   1.1     jtc 
    781   1.3   lukem 	if (explevel(Player.p_experience) > Player.p_level)
    782   1.3   lukem 		/* move one or more levels */
    783   1.1     jtc 	{
    784   1.3   lukem 		movelevel();
    785   1.3   lukem 		if (Player.p_level > 5.0)
    786   1.3   lukem 			Timeout = TRUE;
    787   1.3   lukem 	}
    788   1.3   lukem 	if (Player.p_specialtype == SC_VALAR)
    789   1.3   lukem 		/* valar */
    790   1.3   lukem 		Circle = Player.p_level / 5.0;
    791   1.3   lukem 
    792   1.3   lukem 	/* calculate effective quickness */
    793   1.3   lukem 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
    794   1.8  simonb 	    - Player.p_level;
    795   1.3   lukem 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
    796   1.3   lukem 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
    797   1.3   lukem 
    798   1.3   lukem 	/* calculate effective strength */
    799   1.3   lukem 	if (Player.p_poison > 0.0)
    800   1.3   lukem 		/* poison makes player weaker */
    801   1.3   lukem 	{
    802   1.3   lukem 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
    803   1.3   lukem 		dtemp = MAX(0.1, dtemp);
    804   1.3   lukem 	} else
    805   1.3   lukem 		dtemp = 1.0;
    806   1.3   lukem 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
    807   1.3   lukem 
    808   1.3   lukem 	/* insure that important things are within limits */
    809   1.3   lukem 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
    810   1.3   lukem 	Player.p_mana = MIN(Player.p_mana,
    811   1.3   lukem 	    Player.p_level * Statptr->c_maxmana + 1000.0);
    812   1.3   lukem 	Player.p_brains = MIN(Player.p_brains,
    813   1.3   lukem 	    Player.p_level * Statptr->c_maxbrains + 200.0);
    814   1.3   lukem 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
    815   1.3   lukem 
    816   1.3   lukem 	/*
    817   1.3   lukem          * some implementations have problems with floating point compare
    818   1.3   lukem          * we work around it with this stuff
    819   1.3   lukem          */
    820   1.3   lukem 	Player.p_gold = floor(Player.p_gold) + 0.1;
    821   1.3   lukem 	Player.p_gems = floor(Player.p_gems) + 0.1;
    822   1.3   lukem 	Player.p_mana = floor(Player.p_mana) + 0.1;
    823   1.3   lukem 
    824   1.3   lukem 	if (Player.p_ring.ring_type != R_NONE)
    825   1.3   lukem 		/* do ring things */
    826   1.3   lukem 	{
    827   1.3   lukem 		/* rest to max */
    828   1.3   lukem 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    829   1.3   lukem 
    830   1.3   lukem 		if (Player.p_ring.ring_duration <= 0)
    831   1.3   lukem 			/* clean up expired rings */
    832   1.3   lukem 			switch (Player.p_ring.ring_type) {
    833   1.3   lukem 			case R_BAD:	/* ring drives player crazy */
    834   1.3   lukem 				Player.p_ring.ring_type = R_SPOILED;
    835   1.3   lukem 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
    836   1.3   lukem 				break;
    837   1.1     jtc 
    838   1.3   lukem 			case R_NAZREG:	/* ring disappears */
    839   1.3   lukem 				Player.p_ring.ring_type = R_NONE;
    840   1.3   lukem 				break;
    841   1.1     jtc 
    842   1.3   lukem 			case R_SPOILED:	/* ring kills player */
    843   1.3   lukem 				death("A cursed ring");
    844   1.3   lukem 				break;
    845   1.1     jtc 
    846   1.3   lukem 			case R_DLREG:	/* this ring doesn't expire */
    847   1.3   lukem 				Player.p_ring.ring_duration = 0;
    848   1.3   lukem 				break;
    849   1.3   lukem 			}
    850   1.1     jtc 	}
    851   1.3   lukem 	if (Player.p_age / N_AGE > Player.p_degenerated)
    852   1.3   lukem 		/* age player slightly */
    853   1.1     jtc 	{
    854   1.3   lukem 		++Player.p_degenerated;
    855   1.3   lukem 		if (Player.p_quickness > 23.0)
    856   1.3   lukem 			Player.p_quickness *= 0.99;
    857   1.3   lukem 		Player.p_strength *= 0.97;
    858   1.3   lukem 		Player.p_brains *= 0.95;
    859   1.3   lukem 		Player.p_magiclvl *= 0.97;
    860   1.3   lukem 		Player.p_maxenergy *= 0.95;
    861   1.3   lukem 		Player.p_quksilver *= 0.95;
    862   1.3   lukem 		Player.p_sword *= 0.93;
    863   1.3   lukem 		Player.p_shield *= 0.93;
    864   1.1     jtc 	}
    865   1.1     jtc }
    866   1.1     jtc 
    867   1.3   lukem void
    868   1.1     jtc initplayer(playerp)
    869   1.3   lukem 	struct player *playerp;
    870   1.1     jtc {
    871   1.3   lukem 	playerp->p_experience =
    872   1.3   lukem 	    playerp->p_level =
    873   1.3   lukem 	    playerp->p_strength =
    874   1.3   lukem 	    playerp->p_sword =
    875   1.3   lukem 	    playerp->p_might =
    876   1.3   lukem 	    playerp->p_energy =
    877   1.3   lukem 	    playerp->p_maxenergy =
    878   1.3   lukem 	    playerp->p_shield =
    879   1.3   lukem 	    playerp->p_quickness =
    880   1.3   lukem 	    playerp->p_quksilver =
    881   1.3   lukem 	    playerp->p_speed =
    882   1.3   lukem 	    playerp->p_magiclvl =
    883   1.3   lukem 	    playerp->p_mana =
    884   1.3   lukem 	    playerp->p_brains =
    885   1.3   lukem 	    playerp->p_poison =
    886   1.3   lukem 	    playerp->p_gems =
    887   1.3   lukem 	    playerp->p_sin =
    888   1.3   lukem 	    playerp->p_1scratch =
    889   1.3   lukem 	    playerp->p_2scratch = 0.0;
    890   1.3   lukem 
    891   1.3   lukem 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
    892   1.3   lukem 
    893   1.3   lukem 	playerp->p_x = ROLL(-125.0, 251.0);
    894   1.3   lukem 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
    895   1.3   lukem 
    896   1.3   lukem 	/* clear ring */
    897   1.3   lukem 	playerp->p_ring.ring_type = R_NONE;
    898   1.3   lukem 	playerp->p_ring.ring_duration = 0;
    899   1.3   lukem 	playerp->p_ring.ring_inuse = FALSE;
    900   1.3   lukem 
    901   1.3   lukem 	playerp->p_age = 0L;
    902   1.3   lukem 
    903   1.3   lukem 	playerp->p_degenerated = 1;	/* don't degenerate initially */
    904   1.3   lukem 
    905   1.3   lukem 	playerp->p_type = C_FIGHTER;	/* default */
    906   1.3   lukem 	playerp->p_specialtype = SC_NONE;
    907   1.3   lukem 	playerp->p_lives =
    908   1.3   lukem 	    playerp->p_crowns =
    909   1.3   lukem 	    playerp->p_charms =
    910   1.3   lukem 	    playerp->p_amulets =
    911   1.3   lukem 	    playerp->p_holywater =
    912   1.3   lukem 	    playerp->p_lastused = 0;
    913   1.3   lukem 	playerp->p_status = S_NOTUSED;
    914   1.3   lukem 	playerp->p_tampered = T_OFF;
    915   1.3   lukem 	playerp->p_istat = I_OFF;
    916   1.3   lukem 
    917   1.3   lukem 	playerp->p_palantir =
    918   1.3   lukem 	    playerp->p_blessing =
    919   1.3   lukem 	    playerp->p_virgin =
    920   1.3   lukem 	    playerp->p_blindness = FALSE;
    921   1.3   lukem 
    922   1.3   lukem 	playerp->p_name[0] =
    923   1.3   lukem 	    playerp->p_password[0] =
    924   1.3   lukem 	    playerp->p_login[0] = '\0';
    925   1.3   lukem }
    926   1.1     jtc 
    927   1.3   lukem void
    928   1.1     jtc readmessage()
    929   1.1     jtc {
    930   1.3   lukem 	move(3, 0);
    931   1.3   lukem 	clrtoeol();
    932   1.6     jsm 	fseek(Messagefp, 0L, SEEK_SET);
    933   1.3   lukem 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
    934   1.3   lukem 		addstr(Databuf);
    935   1.3   lukem }
    936   1.1     jtc 
    937   1.3   lukem void
    938   1.1     jtc error(whichfile)
    939   1.5     jsm 	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   1.1     jtc distance(x1, x2, y1, y2)
    957   1.3   lukem 	double  x1, x2, y1, y2;
    958   1.1     jtc {
    959   1.3   lukem 	double  deltax, deltay;
    960   1.1     jtc 
    961   1.3   lukem 	deltax = x1 - x2;
    962   1.3   lukem 	deltay = y1 - y2;
    963   1.3   lukem 	return (sqrt(deltax * deltax + deltay * deltay));
    964   1.3   lukem }
    965   1.1     jtc 
    966   1.3   lukem void
    967   1.1     jtc ill_sig(whichsig)
    968   1.3   lukem 	int     whichsig;
    969   1.1     jtc {
    970   1.3   lukem 	clear();
    971   1.3   lukem 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
    972   1.3   lukem 		printw("Error: caught signal # %d.\n", whichsig);
    973   1.3   lukem 	cleanup(TRUE);
    974   1.3   lukem 	/* NOTREACHED */
    975   1.3   lukem }
    976   1.1     jtc 
    977   1.5     jsm const char *
    978   1.1     jtc descrstatus(playerp)
    979   1.3   lukem 	struct player *playerp;
    980   1.1     jtc {
    981   1.3   lukem 	switch (playerp->p_status) {
    982   1.1     jtc 	case S_PLAYING:
    983   1.3   lukem 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
    984   1.3   lukem 			return ("Low Energy");
    985   1.3   lukem 		else
    986   1.3   lukem 			if (playerp->p_blindness)
    987   1.3   lukem 				return ("Blind");
    988   1.3   lukem 			else
    989   1.3   lukem 				return ("In game");
    990   1.1     jtc 
    991   1.1     jtc 	case S_CLOAKED:
    992   1.3   lukem 		return ("Cloaked");
    993   1.1     jtc 
    994   1.1     jtc 	case S_INBATTLE:
    995   1.3   lukem 		return ("In Battle");
    996   1.1     jtc 
    997   1.1     jtc 	case S_MONSTER:
    998   1.3   lukem 		return ("Encounter");
    999   1.1     jtc 
   1000   1.1     jtc 	case S_TRADING:
   1001   1.3   lukem 		return ("Trading");
   1002   1.1     jtc 
   1003   1.1     jtc 	case S_OFF:
   1004   1.3   lukem 		return ("Off");
   1005   1.1     jtc 
   1006   1.1     jtc 	case S_HUNGUP:
   1007   1.3   lukem 		return ("Hung up");
   1008   1.1     jtc 
   1009   1.1     jtc 	default:
   1010   1.3   lukem 		return ("");
   1011   1.1     jtc 	}
   1012   1.1     jtc }
   1013   1.1     jtc 
   1014   1.1     jtc double
   1015   1.1     jtc drandom()
   1016   1.1     jtc {
   1017   1.3   lukem 	if (sizeof(int) != 2)
   1018   1.3   lukem 		/* use only low bits */
   1019   1.3   lukem 		return ((double) (random() & 0x7fff) / 32768.0);
   1020   1.3   lukem 	else
   1021   1.3   lukem 		return ((double) random() / 32768.0);
   1022   1.3   lukem }
   1023   1.1     jtc 
   1024   1.3   lukem void
   1025   1.1     jtc collecttaxes(gold, gems)
   1026   1.3   lukem 	double  gold;
   1027   1.3   lukem 	double  gems;
   1028   1.1     jtc {
   1029   1.3   lukem 	FILE   *fp;		/* to update Goldfile */
   1030   1.3   lukem 	double  dtemp;		/* for temporary calculations */
   1031   1.3   lukem 	double  taxes;		/* tax liability */
   1032   1.3   lukem 
   1033   1.3   lukem 	/* add to cache */
   1034   1.3   lukem 	Player.p_gold += gold;
   1035   1.3   lukem 	Player.p_gems += gems;
   1036   1.1     jtc 
   1037   1.3   lukem 	/* calculate tax liability */
   1038   1.3   lukem 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
   1039   1.1     jtc 
   1040   1.3   lukem 	if (Player.p_gold < taxes)
   1041   1.3   lukem 		/* not enough gold to pay taxes, must convert some gems to
   1042   1.3   lukem 		 * gold */
   1043   1.1     jtc 	{
   1044   1.3   lukem 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
   1045   1.3   lukem 								 * convert */
   1046   1.1     jtc 
   1047   1.3   lukem 		if (Player.p_gems >= dtemp)
   1048   1.3   lukem 			/* player has enough to convert */
   1049   1.3   lukem 		{
   1050   1.3   lukem 			Player.p_gems -= dtemp;
   1051   1.3   lukem 			Player.p_gold += dtemp * N_GEMVALUE;
   1052   1.3   lukem 		} else
   1053   1.3   lukem 			/* take everything; this should never happen */
   1054   1.3   lukem 		{
   1055   1.3   lukem 			Player.p_gold += Player.p_gems * N_GEMVALUE;
   1056   1.3   lukem 			Player.p_gems = 0.0;
   1057   1.3   lukem 			taxes = Player.p_gold;
   1058   1.3   lukem 		}
   1059   1.1     jtc 	}
   1060   1.3   lukem 	Player.p_gold -= taxes;
   1061   1.1     jtc 
   1062   1.3   lukem 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
   1063   1.3   lukem 		/* update taxes */
   1064   1.1     jtc 	{
   1065   1.3   lukem 		dtemp = 0.0;
   1066   1.3   lukem 		fread((char *) &dtemp, sizeof(double), 1, fp);
   1067   1.3   lukem 		dtemp += floor(taxes);
   1068   1.6     jsm 		fseek(fp, 0L, SEEK_SET);
   1069   1.3   lukem 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
   1070   1.3   lukem 		fclose(fp);
   1071   1.1     jtc 	}
   1072   1.1     jtc }
   1073