misc.c revision 1.17 1 1.17 dholland /* $NetBSD: misc.c,v 1.17 2009/05/25 23:14:33 dholland 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 1.12 he #undef bool
9 1.11 ross #include <curses.h>
10 1.1 jtc
11 1.1 jtc
12 1.3 lukem void
13 1.16 dholland movelevel(void)
14 1.1 jtc {
15 1.5 jsm const struct charstats *statptr; /* for pointing into Stattable */
16 1.3 lukem double new; /* new level */
17 1.3 lukem double inc; /* increment between new and old levels */
18 1.3 lukem
19 1.3 lukem Changed = TRUE;
20 1.3 lukem
21 1.3 lukem if (Player.p_type == C_EXPER)
22 1.3 lukem /* roll a type to use for increment */
23 1.3 lukem statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
24 1.3 lukem else
25 1.3 lukem statptr = Statptr;
26 1.1 jtc
27 1.3 lukem new = explevel(Player.p_experience);
28 1.3 lukem inc = new - Player.p_level;
29 1.3 lukem Player.p_level = new;
30 1.3 lukem
31 1.3 lukem /* add increments to statistics */
32 1.3 lukem Player.p_strength += statptr->c_strength.increase * inc;
33 1.3 lukem Player.p_mana += statptr->c_mana.increase * inc;
34 1.3 lukem Player.p_brains += statptr->c_brains.increase * inc;
35 1.3 lukem Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
36 1.3 lukem Player.p_maxenergy += statptr->c_energy.increase * inc;
37 1.1 jtc
38 1.3 lukem /* rest to maximum upon reaching new level */
39 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
40 1.3 lukem
41 1.3 lukem if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
42 1.3 lukem /* no longer able to be king -- turn crowns into cash */
43 1.1 jtc {
44 1.3 lukem Player.p_gold += ((double) Player.p_crowns) * 5000.0;
45 1.3 lukem Player.p_crowns = 0;
46 1.1 jtc }
47 1.3 lukem if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
48 1.3 lukem /* make a member of the council */
49 1.1 jtc {
50 1.3 lukem mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
51 1.3 lukem addstr("Good Luck on your search for the Holy Grail.\n");
52 1.1 jtc
53 1.3 lukem Player.p_specialtype = SC_COUNCIL;
54 1.1 jtc
55 1.3 lukem /* no rings for council and above */
56 1.3 lukem Player.p_ring.ring_type = R_NONE;
57 1.3 lukem Player.p_ring.ring_duration = 0;
58 1.1 jtc
59 1.3 lukem Player.p_lives = 3; /* three extra lives */
60 1.1 jtc }
61 1.3 lukem if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
62 1.3 lukem death("Old age");
63 1.1 jtc }
64 1.1 jtc
65 1.5 jsm const char *
66 1.16 dholland descrlocation(struct player *playerp, phbool shortflag)
67 1.1 jtc {
68 1.3 lukem double circle; /* corresponding circle for coordinates */
69 1.3 lukem int quadrant; /* quandrant of grid */
70 1.5 jsm const char *label; /* pointer to place name */
71 1.5 jsm static const char *const nametable[4][4] = /* names of places */
72 1.3 lukem {
73 1.3 lukem {"Anorien", "Ithilien", "Rohan", "Lorien"},
74 1.3 lukem {"Gondor", "Mordor", "Dunland", "Rovanion"},
75 1.3 lukem {"South Gondor", "Khand", "Eriador", "The Iron Hills"},
76 1.3 lukem {"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
77 1.1 jtc };
78 1.1 jtc
79 1.3 lukem if (playerp->p_specialtype == SC_VALAR)
80 1.3 lukem return (" is in Valhala");
81 1.1 jtc else
82 1.3 lukem if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
83 1.3 lukem if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
84 1.3 lukem label = "The Point of No Return";
85 1.3 lukem else
86 1.3 lukem label = "The Ashen Mountains";
87 1.3 lukem } else
88 1.3 lukem if (circle >= 55)
89 1.3 lukem label = "Morannon";
90 1.3 lukem else
91 1.3 lukem if (circle >= 35)
92 1.3 lukem label = "Kennaquahair";
93 1.3 lukem else
94 1.3 lukem if (circle >= 20)
95 1.3 lukem label = "The Dead Marshes";
96 1.3 lukem else
97 1.3 lukem if (circle >= 9)
98 1.3 lukem label = "The Outer Waste";
99 1.3 lukem else
100 1.3 lukem if (circle >= 5)
101 1.3 lukem label = "The Moors Adventurous";
102 1.3 lukem else {
103 1.3 lukem if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
104 1.3 lukem label = "The Lord's Chamber";
105 1.3 lukem else {
106 1.3 lukem /* this
107 1.3 lukem *
108 1.3 lukem * expr
109 1.3 lukem * essi
110 1.3 lukem * on
111 1.3 lukem * is
112 1.3 lukem * spli
113 1.3 lukem * t
114 1.3 lukem * to
115 1.3 lukem * prev
116 1.3 lukem * ent
117 1.3 lukem * comp
118 1.3 lukem * iler
119 1.3 lukem *
120 1.3 lukem * loop
121 1.3 lukem *
122 1.3 lukem * with
123 1.3 lukem *
124 1.3 lukem * some
125 1.3 lukem *
126 1.3 lukem * comp
127 1.3 lukem * iler
128 1.3 lukem * s */
129 1.3 lukem quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
130 1.3 lukem quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
131 1.3 lukem label = nametable[((int) circle) - 1][quadrant];
132 1.3 lukem }
133 1.3 lukem }
134 1.3 lukem
135 1.3 lukem if (shortflag)
136 1.17 dholland snprintf(Databuf, SZ_DATABUF, "%.29s", label);
137 1.1 jtc else
138 1.17 dholland snprintf(Databuf, SZ_DATABUF,
139 1.17 dholland " is in %s (%.0f,%.0f)",
140 1.17 dholland label, playerp->p_x, playerp->p_y);
141 1.1 jtc
142 1.3 lukem return (Databuf);
143 1.3 lukem }
144 1.1 jtc
145 1.3 lukem void
146 1.16 dholland tradingpost(void)
147 1.1 jtc {
148 1.3 lukem double numitems; /* number of items to purchase */
149 1.3 lukem double cost; /* cost of purchase */
150 1.3 lukem double blessingcost; /* cost of blessing */
151 1.3 lukem int ch; /* input */
152 1.3 lukem int size; /* size of the trading post */
153 1.3 lukem int loop; /* loop counter */
154 1.3 lukem int cheat = 0; /* number of times player has tried to cheat */
155 1.3 lukem bool dishonest = FALSE; /* set when merchant is dishonest */
156 1.1 jtc
157 1.3 lukem Player.p_status = S_TRADING;
158 1.3 lukem writerecord(&Player, Fileloc);
159 1.1 jtc
160 1.3 lukem clear();
161 1.3 lukem addstr("You are at a trading post. All purchases must be made with gold.");
162 1.3 lukem
163 1.3 lukem size = sqrt(fabs(Player.p_x / 100)) + 1;
164 1.3 lukem size = MIN(7, size);
165 1.1 jtc
166 1.3 lukem /* set up cost of blessing */
167 1.3 lukem blessingcost = 1000.0 * (Player.p_level + 5.0);
168 1.1 jtc
169 1.3 lukem /* print Menu */
170 1.3 lukem move(7, 0);
171 1.3 lukem for (loop = 0; loop < size; ++loop)
172 1.3 lukem /* print Menu */
173 1.3 lukem {
174 1.3 lukem if (loop == 6)
175 1.3 lukem cost = blessingcost;
176 1.1 jtc else
177 1.3 lukem cost = Menu[loop].cost;
178 1.3 lukem printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
179 1.3 lukem }
180 1.1 jtc
181 1.3 lukem mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
182 1.1 jtc
183 1.3 lukem for (;;) {
184 1.3 lukem adjuststats(); /* truncate any bad values */
185 1.1 jtc
186 1.3 lukem /* print some important statistics */
187 1.3 lukem mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
188 1.3 lukem Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
189 1.3 lukem printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
190 1.3 lukem Player.p_shield, Player.p_sword, Player.p_quksilver,
191 1.3 lukem (Player.p_blessing ? " True" : "False"));
192 1.3 lukem printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
193 1.1 jtc
194 1.3 lukem move(5, 36);
195 1.3 lukem ch = getanswer("LPS", FALSE);
196 1.3 lukem move(15, 0);
197 1.3 lukem clrtobot();
198 1.3 lukem switch (ch) {
199 1.3 lukem case 'L': /* leave */
200 1.3 lukem case '\n':
201 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
202 1.3 lukem return;
203 1.3 lukem
204 1.3 lukem case 'P': /* make purchase */
205 1.3 lukem mvaddstr(15, 0, "What what would you like to buy ? ");
206 1.3 lukem ch = getanswer(" 1234567", FALSE);
207 1.3 lukem move(15, 0);
208 1.3 lukem clrtoeol();
209 1.3 lukem
210 1.3 lukem if (ch - '0' > size)
211 1.3 lukem addstr("Sorry, this merchant doesn't have that.");
212 1.3 lukem else
213 1.3 lukem switch (ch) {
214 1.3 lukem case '1':
215 1.3 lukem printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
216 1.3 lukem Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
217 1.3 lukem cost = (numitems = floor(infloat())) * Menu[0].cost;
218 1.3 lukem
219 1.3 lukem if (cost > Player.p_gold || numitems < 0)
220 1.3 lukem ++cheat;
221 1.3 lukem else {
222 1.3 lukem cheat = 0;
223 1.3 lukem Player.p_gold -= cost;
224 1.3 lukem if (drandom() < 0.02)
225 1.3 lukem dishonest = TRUE;
226 1.3 lukem else
227 1.3 lukem Player.p_mana += numitems;
228 1.3 lukem }
229 1.3 lukem break;
230 1.3 lukem
231 1.3 lukem case '2':
232 1.3 lukem printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
233 1.3 lukem Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
234 1.3 lukem cost = (numitems = floor(infloat())) * Menu[1].cost;
235 1.3 lukem
236 1.3 lukem if (numitems == 0.0)
237 1.3 lukem break;
238 1.3 lukem else
239 1.3 lukem if (cost > Player.p_gold || numitems < 0)
240 1.3 lukem ++cheat;
241 1.3 lukem else
242 1.3 lukem if (numitems < Player.p_shield)
243 1.3 lukem NOBETTER();
244 1.3 lukem else {
245 1.3 lukem cheat = 0;
246 1.3 lukem Player.p_gold -= cost;
247 1.3 lukem if (drandom() < 0.02)
248 1.3 lukem dishonest = TRUE;
249 1.3 lukem else
250 1.3 lukem Player.p_shield = numitems;
251 1.3 lukem }
252 1.3 lukem break;
253 1.3 lukem
254 1.3 lukem case '3':
255 1.3 lukem printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
256 1.3 lukem Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
257 1.3 lukem cost = (numitems = floor(infloat())) * Menu[2].cost;
258 1.3 lukem
259 1.3 lukem if (cost > Player.p_gold || numitems < 0)
260 1.3 lukem ++cheat;
261 1.3 lukem else {
262 1.3 lukem cheat = 0;
263 1.3 lukem Player.p_gold -= cost;
264 1.3 lukem if (drandom() < 0.02)
265 1.3 lukem dishonest = TRUE;
266 1.3 lukem else
267 1.3 lukem if (drandom() * numitems > Player.p_level / 10.0
268 1.3 lukem && numitems != 1) {
269 1.3 lukem printw("\nYou blew your mind!\n");
270 1.3 lukem Player.p_brains /= 5;
271 1.3 lukem } else {
272 1.3 lukem Player.p_brains += floor(numitems) * ROLL(20, 8);
273 1.3 lukem }
274 1.3 lukem }
275 1.3 lukem break;
276 1.3 lukem
277 1.3 lukem case '4':
278 1.3 lukem printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
279 1.3 lukem Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
280 1.3 lukem cost = (numitems = floor(infloat())) * Menu[3].cost;
281 1.3 lukem
282 1.3 lukem if (numitems == 0.0)
283 1.3 lukem break;
284 1.3 lukem else
285 1.3 lukem if (cost > Player.p_gold || numitems < 0)
286 1.3 lukem ++cheat;
287 1.3 lukem else
288 1.3 lukem if (numitems < Player.p_sword)
289 1.3 lukem NOBETTER();
290 1.3 lukem else {
291 1.3 lukem cheat = 0;
292 1.3 lukem Player.p_gold -= cost;
293 1.3 lukem if (drandom() < 0.02)
294 1.3 lukem dishonest = TRUE;
295 1.3 lukem else
296 1.3 lukem Player.p_sword = numitems;
297 1.3 lukem }
298 1.3 lukem break;
299 1.3 lukem
300 1.3 lukem case '5':
301 1.3 lukem printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
302 1.3 lukem Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
303 1.3 lukem cost = (numitems = floor(infloat())) * Menu[4].cost;
304 1.3 lukem
305 1.3 lukem if (cost > Player.p_gold || numitems < 0)
306 1.3 lukem ++cheat;
307 1.3 lukem else {
308 1.3 lukem cheat = 0;
309 1.3 lukem Player.p_gold -= cost;
310 1.3 lukem if (drandom() < 0.02)
311 1.3 lukem dishonest = TRUE;
312 1.3 lukem else
313 1.3 lukem Player.p_charms += numitems;
314 1.3 lukem }
315 1.3 lukem break;
316 1.3 lukem
317 1.3 lukem case '6':
318 1.3 lukem printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
319 1.3 lukem Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
320 1.3 lukem cost = (numitems = floor(infloat())) * Menu[5].cost;
321 1.3 lukem
322 1.3 lukem if (numitems == 0.0)
323 1.3 lukem break;
324 1.3 lukem else
325 1.3 lukem if (cost > Player.p_gold || numitems < 0)
326 1.3 lukem ++cheat;
327 1.3 lukem else
328 1.3 lukem if (numitems < Player.p_quksilver)
329 1.3 lukem NOBETTER();
330 1.3 lukem else {
331 1.3 lukem cheat = 0;
332 1.3 lukem Player.p_gold -= cost;
333 1.3 lukem if (drandom() < 0.02)
334 1.3 lukem dishonest = TRUE;
335 1.3 lukem else
336 1.3 lukem Player.p_quksilver = numitems;
337 1.3 lukem }
338 1.3 lukem break;
339 1.3 lukem
340 1.3 lukem case '7':
341 1.3 lukem if (Player.p_blessing) {
342 1.3 lukem addstr("You already have a blessing.");
343 1.3 lukem break;
344 1.3 lukem }
345 1.3 lukem printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
346 1.3 lukem ch = getanswer("NY", FALSE);
347 1.3 lukem
348 1.4 veego if (ch == 'Y') {
349 1.3 lukem if (Player.p_gold < blessingcost)
350 1.3 lukem ++cheat;
351 1.3 lukem else {
352 1.3 lukem cheat = 0;
353 1.3 lukem Player.p_gold -= blessingcost;
354 1.3 lukem if (drandom() < 0.02)
355 1.3 lukem dishonest = TRUE;
356 1.3 lukem else
357 1.3 lukem Player.p_blessing = TRUE;
358 1.3 lukem }
359 1.4 veego }
360 1.3 lukem break;
361 1.1 jtc }
362 1.3 lukem break;
363 1.1 jtc
364 1.3 lukem case 'S': /* sell gems */
365 1.3 lukem mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
366 1.3 lukem (double) N_GEMVALUE, Player.p_gems);
367 1.3 lukem numitems = floor(infloat());
368 1.1 jtc
369 1.3 lukem if (numitems > Player.p_gems || numitems < 0)
370 1.1 jtc ++cheat;
371 1.3 lukem else {
372 1.1 jtc cheat = 0;
373 1.3 lukem Player.p_gems -= numitems;
374 1.3 lukem Player.p_gold += numitems * N_GEMVALUE;
375 1.1 jtc }
376 1.3 lukem }
377 1.1 jtc
378 1.3 lukem if (cheat == 1)
379 1.3 lukem mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
380 1.1 jtc else
381 1.3 lukem if (cheat == 2) {
382 1.3 lukem mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
383 1.3 lukem printw("a %.0f level magic user, and you made %s mad!\n",
384 1.3 lukem ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
385 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
386 1.3 lukem Player.p_energy /= 2.0;
387 1.3 lukem ++Player.p_sin;
388 1.3 lukem more(23);
389 1.3 lukem return;
390 1.3 lukem } else
391 1.3 lukem if (dishonest) {
392 1.3 lukem mvaddstr(17, 0, "The merchant stole your money!");
393 1.3 lukem refresh();
394 1.3 lukem altercoordinates(Player.p_x - Player.p_x / 10.0,
395 1.3 lukem Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
396 1.3 lukem sleep(2);
397 1.3 lukem return;
398 1.3 lukem }
399 1.1 jtc }
400 1.1 jtc }
401 1.1 jtc
402 1.3 lukem void
403 1.16 dholland displaystats(void)
404 1.1 jtc {
405 1.3 lukem mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
406 1.3 lukem mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
407 1.3 lukem Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
408 1.3 lukem Player.p_mana, Users);
409 1.3 lukem mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
410 1.3 lukem Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
411 1.3 lukem Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
412 1.3 lukem }
413 1.1 jtc
414 1.3 lukem void
415 1.16 dholland allstatslist(void)
416 1.1 jtc {
417 1.5 jsm static const char *const flags[] = /* to print value of some bools */
418 1.3 lukem {
419 1.3 lukem "False",
420 1.3 lukem " True"
421 1.3 lukem };
422 1.3 lukem
423 1.3 lukem mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
424 1.1 jtc
425 1.3 lukem mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
426 1.3 lukem mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
427 1.3 lukem mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
428 1.3 lukem mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
429 1.3 lukem mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
430 1.3 lukem mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
431 1.7 jdc mvprintw(16, 0, "Age : %9ld", Player.p_age);
432 1.3 lukem mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
433 1.3 lukem mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
434 1.3 lukem mvprintw(12, 40, "Charms : %9d", Player.p_charms);
435 1.3 lukem mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
436 1.3 lukem mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
437 1.3 lukem mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
438 1.3 lukem mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
439 1.3 lukem
440 1.3 lukem mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
441 1.3 lukem flags[(int)Player.p_blessing],
442 1.3 lukem flags[Player.p_ring.ring_type != R_NONE],
443 1.3 lukem flags[(int)Player.p_virgin],
444 1.3 lukem flags[(int)Player.p_palantir]);
445 1.3 lukem }
446 1.3 lukem
447 1.5 jsm const char *
448 1.16 dholland descrtype(struct player *playerp, phbool shortflag)
449 1.1 jtc {
450 1.3 lukem int type; /* for caluculating result subscript */
451 1.5 jsm static const char *const results[] =/* description table */
452 1.3 lukem {
453 1.3 lukem " Magic User", " MU",
454 1.3 lukem " Fighter", " F ",
455 1.3 lukem " Elf", " E ",
456 1.3 lukem " Dwarf", " D ",
457 1.3 lukem " Halfling", " H ",
458 1.3 lukem " Experimento", " EX",
459 1.3 lukem " Super", " S ",
460 1.3 lukem " King", " K ",
461 1.3 lukem " Council of Wise", " CW",
462 1.3 lukem " Ex-Valar", " EV",
463 1.3 lukem " Valar", " V ",
464 1.3 lukem " ? ", " ? "
465 1.3 lukem };
466 1.1 jtc
467 1.3 lukem type = playerp->p_type;
468 1.1 jtc
469 1.3 lukem switch (playerp->p_specialtype) {
470 1.1 jtc case SC_NONE:
471 1.3 lukem type = playerp->p_type;
472 1.3 lukem break;
473 1.1 jtc
474 1.1 jtc case SC_KING:
475 1.3 lukem type = 7;
476 1.3 lukem break;
477 1.1 jtc
478 1.1 jtc case SC_COUNCIL:
479 1.3 lukem type = 8;
480 1.3 lukem break;
481 1.1 jtc
482 1.1 jtc case SC_EXVALAR:
483 1.3 lukem type = 9;
484 1.3 lukem break;
485 1.1 jtc
486 1.1 jtc case SC_VALAR:
487 1.3 lukem type = 10;
488 1.3 lukem break;
489 1.1 jtc }
490 1.1 jtc
491 1.3 lukem type *= 2; /* calculate offset */
492 1.1 jtc
493 1.3 lukem if (type > 20)
494 1.3 lukem /* error */
495 1.3 lukem type = 22;
496 1.3 lukem
497 1.3 lukem if (shortflag)
498 1.3 lukem /* use short descriptions */
499 1.3 lukem ++type;
500 1.3 lukem
501 1.3 lukem if (playerp->p_crowns > 0) {
502 1.3 lukem strcpy(Databuf, results[type]);
503 1.3 lukem Databuf[0] = '*';
504 1.3 lukem return (Databuf);
505 1.3 lukem } else
506 1.3 lukem return (results[type]);
507 1.1 jtc }
508 1.1 jtc
509 1.1 jtc long
510 1.16 dholland findname(const char *name, struct player *playerp)
511 1.1 jtc {
512 1.3 lukem long loc = 0; /* location in the file */
513 1.1 jtc
514 1.6 jsm fseek(Playersfp, 0L, SEEK_SET);
515 1.3 lukem while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
516 1.3 lukem if (strcmp(playerp->p_name, name) == 0) {
517 1.3 lukem if (playerp->p_status != S_NOTUSED || Wizard)
518 1.3 lukem /* found it */
519 1.3 lukem return (loc);
520 1.3 lukem }
521 1.3 lukem loc += SZ_PLAYERSTRUCT;
522 1.1 jtc }
523 1.1 jtc
524 1.3 lukem return (-1);
525 1.1 jtc }
526 1.1 jtc
527 1.1 jtc long
528 1.16 dholland allocrecord(void)
529 1.1 jtc {
530 1.3 lukem long loc = 0L; /* location in file */
531 1.1 jtc
532 1.6 jsm fseek(Playersfp, 0L, SEEK_SET);
533 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
534 1.3 lukem if (Other.p_status == S_NOTUSED)
535 1.3 lukem /* found an empty record */
536 1.3 lukem return (loc);
537 1.3 lukem else
538 1.3 lukem loc += SZ_PLAYERSTRUCT;
539 1.1 jtc }
540 1.1 jtc
541 1.3 lukem /* make a new record */
542 1.3 lukem initplayer(&Other);
543 1.3 lukem Player.p_status = S_OFF;
544 1.3 lukem writerecord(&Other, loc);
545 1.1 jtc
546 1.3 lukem return (loc);
547 1.3 lukem }
548 1.3 lukem
549 1.3 lukem void
550 1.16 dholland freerecord(struct player *playerp, long loc)
551 1.1 jtc {
552 1.3 lukem playerp->p_name[0] = CH_MARKDELETE;
553 1.3 lukem playerp->p_status = S_NOTUSED;
554 1.3 lukem writerecord(playerp, loc);
555 1.3 lukem }
556 1.1 jtc
557 1.3 lukem void
558 1.16 dholland leavegame(void)
559 1.1 jtc {
560 1.1 jtc
561 1.3 lukem if (Player.p_level < 1.0)
562 1.3 lukem /* delete character */
563 1.3 lukem freerecord(&Player, Fileloc);
564 1.3 lukem else {
565 1.3 lukem Player.p_status = S_OFF;
566 1.3 lukem writerecord(&Player, Fileloc);
567 1.1 jtc }
568 1.1 jtc
569 1.3 lukem cleanup(TRUE);
570 1.3 lukem /* NOTREACHED */
571 1.1 jtc }
572 1.1 jtc
573 1.3 lukem void
574 1.16 dholland death(const char *how)
575 1.1 jtc {
576 1.3 lukem FILE *fp; /* for updating various files */
577 1.3 lukem int ch; /* input */
578 1.5 jsm static const char *const deathmesg[] =
579 1.1 jtc /* add more messages here, if desired */
580 1.1 jtc {
581 1.3 lukem "You have been wounded beyond repair. ",
582 1.3 lukem "You have been disemboweled. ",
583 1.3 lukem "You've been mashed, mauled, and spit upon. (You're dead.)\n",
584 1.3 lukem "You died! ",
585 1.3 lukem "You're a complete failure -- you've died!!\n",
586 1.3 lukem "You have been dealt a fatal blow! "
587 1.1 jtc };
588 1.1 jtc
589 1.3 lukem clear();
590 1.1 jtc
591 1.3 lukem if (strcmp(how, "Stupidity") != 0) {
592 1.3 lukem if (Player.p_level > 9999.0)
593 1.3 lukem /* old age */
594 1.3 lukem addstr("Characters must be retired upon reaching level 10000. Sorry.");
595 1.3 lukem else
596 1.3 lukem if (Player.p_lives > 0)
597 1.3 lukem /* extra lives */
598 1.3 lukem {
599 1.3 lukem addstr("You should be more cautious. You've been killed.\n");
600 1.3 lukem printw("You only have %d more chance(s).\n", --Player.p_lives);
601 1.3 lukem more(3);
602 1.3 lukem Player.p_energy = Player.p_maxenergy;
603 1.3 lukem return;
604 1.3 lukem } else
605 1.3 lukem if (Player.p_specialtype == SC_VALAR) {
606 1.3 lukem addstr("You had your chances, but Valar aren't totally\n");
607 1.3 lukem addstr("immortal. You are now left to wither and die . . .\n");
608 1.3 lukem more(3);
609 1.3 lukem Player.p_brains = Player.p_level / 25.0;
610 1.3 lukem Player.p_energy = Player.p_maxenergy /= 5.0;
611 1.3 lukem Player.p_quksilver = Player.p_sword = 0.0;
612 1.3 lukem Player.p_specialtype = SC_COUNCIL;
613 1.3 lukem return;
614 1.3 lukem } else
615 1.3 lukem if (Player.p_ring.ring_inuse &&
616 1.3 lukem (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
617 1.3 lukem /* good ring in use - saved
618 1.3 lukem * from death */
619 1.3 lukem {
620 1.3 lukem mvaddstr(4, 0, "Your ring saved you from death!\n");
621 1.3 lukem refresh();
622 1.3 lukem Player.p_ring.ring_type = R_NONE;
623 1.3 lukem Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
624 1.3 lukem if (Player.p_crowns > 0)
625 1.3 lukem --Player.p_crowns;
626 1.3 lukem return;
627 1.3 lukem } else
628 1.3 lukem if (Player.p_ring.ring_type == R_BAD
629 1.3 lukem || Player.p_ring.ring_type == R_SPOILED)
630 1.3 lukem /* bad ring in
631 1.3 lukem * possession; name
632 1.3 lukem * idiot after player */
633 1.3 lukem {
634 1.3 lukem mvaddstr(4, 0,
635 1.3 lukem "Your ring has taken control of you and turned you into a monster!\n");
636 1.6 jsm fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
637 1.3 lukem fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
638 1.3 lukem strcpy(Curmonster.m_name, Player.p_name);
639 1.6 jsm fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
640 1.3 lukem fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
641 1.3 lukem fflush(Monstfp);
642 1.3 lukem }
643 1.3 lukem }
644 1.3 lukem enterscore(); /* update score board */
645 1.3 lukem
646 1.3 lukem /* put info in last dead file */
647 1.3 lukem fp = fopen(_PATH_LASTDEAD, "w");
648 1.3 lukem fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
649 1.3 lukem Player.p_name, descrtype(&Player, TRUE),
650 1.3 lukem Player.p_login, Player.p_level, how);
651 1.3 lukem fclose(fp);
652 1.1 jtc
653 1.3 lukem /* let other players know */
654 1.3 lukem fp = fopen(_PATH_MESS, "w");
655 1.3 lukem fprintf(fp, "%s was killed by %s.", Player.p_name, how);
656 1.3 lukem fclose(fp);
657 1.1 jtc
658 1.3 lukem freerecord(&Player, Fileloc);
659 1.1 jtc
660 1.3 lukem clear();
661 1.3 lukem move(10, 0);
662 1.3 lukem addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
663 1.3 lukem addstr("Care to give it another try ? ");
664 1.3 lukem ch = getanswer("NY", FALSE);
665 1.3 lukem
666 1.3 lukem if (ch == 'Y') {
667 1.3 lukem cleanup(FALSE);
668 1.3 lukem execl(_PATH_GAMEPROG, "phantasia", "-s",
669 1.13 jsm (Wizard ? "-S" : (char *) NULL), (char *) NULL);
670 1.3 lukem exit(0);
671 1.3 lukem /* NOTREACHED */
672 1.1 jtc }
673 1.3 lukem cleanup(TRUE);
674 1.3 lukem /* NOTREACHED */
675 1.1 jtc }
676 1.1 jtc
677 1.3 lukem void
678 1.16 dholland writerecord(struct player *playerp, long place)
679 1.1 jtc {
680 1.6 jsm fseek(Playersfp, place, SEEK_SET);
681 1.3 lukem fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
682 1.3 lukem fflush(Playersfp);
683 1.3 lukem }
684 1.1 jtc
685 1.1 jtc double
686 1.16 dholland explevel(double experience)
687 1.1 jtc {
688 1.3 lukem if (experience < 1.1e7)
689 1.3 lukem return (floor(pow((experience / 1000.0), 0.4875)));
690 1.3 lukem else
691 1.3 lukem return (floor(pow((experience / 1250.0), 0.4865)));
692 1.3 lukem }
693 1.1 jtc
694 1.3 lukem void
695 1.16 dholland truncstring(char *string)
696 1.1 jtc {
697 1.3 lukem int length; /* length of string */
698 1.1 jtc
699 1.3 lukem length = strlen(string);
700 1.3 lukem while (string[--length] == ' ')
701 1.3 lukem string[length] = '\0';
702 1.3 lukem }
703 1.1 jtc
704 1.3 lukem void
705 1.16 dholland altercoordinates(double xnew, double ynew, int operation)
706 1.3 lukem {
707 1.3 lukem switch (operation) {
708 1.3 lukem case A_FORCED: /* move with no checks */
709 1.3 lukem break;
710 1.3 lukem
711 1.3 lukem case A_NEAR: /* pick random coordinates near */
712 1.3 lukem xnew = Player.p_x + ROLL(1.0, 5.0);
713 1.3 lukem ynew = Player.p_y - ROLL(1.0, 5.0);
714 1.3 lukem /* fall through for check */
715 1.1 jtc
716 1.1 jtc case A_SPECIFIC: /* just move player */
717 1.3 lukem if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
718 1.3 lukem /*
719 1.3 lukem * cannot move back from point of no return
720 1.3 lukem * pick the largest coordinate to remain unchanged
721 1.3 lukem */
722 1.1 jtc {
723 1.3 lukem if (fabs(xnew) > fabs(ynew))
724 1.3 lukem xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
725 1.3 lukem else
726 1.3 lukem ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
727 1.1 jtc }
728 1.3 lukem break;
729 1.1 jtc
730 1.3 lukem case A_FAR: /* pick random coordinates far */
731 1.3 lukem xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
732 1.3 lukem ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
733 1.3 lukem break;
734 1.1 jtc }
735 1.1 jtc
736 1.3 lukem /* now set location flags and adjust coordinates */
737 1.3 lukem Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
738 1.3 lukem
739 1.3 lukem /* set up flags based upon location */
740 1.3 lukem Throne = Marsh = Beyond = FALSE;
741 1.3 lukem
742 1.3 lukem if (Player.p_x == 0.0 && Player.p_y == 0.0)
743 1.3 lukem Throne = TRUE;
744 1.3 lukem else
745 1.3 lukem if (Circle < 35 && Circle >= 20)
746 1.3 lukem Marsh = TRUE;
747 1.3 lukem else
748 1.3 lukem if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
749 1.3 lukem Beyond = TRUE;
750 1.3 lukem
751 1.3 lukem Changed = TRUE;
752 1.3 lukem }
753 1.3 lukem
754 1.3 lukem void
755 1.16 dholland readrecord(struct player *playerp, long loc)
756 1.1 jtc {
757 1.6 jsm fseek(Playersfp, loc, SEEK_SET);
758 1.3 lukem fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
759 1.1 jtc }
760 1.1 jtc
761 1.3 lukem void
762 1.16 dholland adjuststats(void)
763 1.1 jtc {
764 1.3 lukem double dtemp; /* for temporary calculations */
765 1.1 jtc
766 1.3 lukem if (explevel(Player.p_experience) > Player.p_level)
767 1.3 lukem /* move one or more levels */
768 1.1 jtc {
769 1.3 lukem movelevel();
770 1.3 lukem if (Player.p_level > 5.0)
771 1.3 lukem Timeout = TRUE;
772 1.3 lukem }
773 1.3 lukem if (Player.p_specialtype == SC_VALAR)
774 1.3 lukem /* valar */
775 1.3 lukem Circle = Player.p_level / 5.0;
776 1.3 lukem
777 1.3 lukem /* calculate effective quickness */
778 1.3 lukem dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
779 1.8 simonb - Player.p_level;
780 1.3 lukem dtemp = MAX(0.0, dtemp);/* gold slows player down */
781 1.3 lukem Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
782 1.3 lukem
783 1.3 lukem /* calculate effective strength */
784 1.3 lukem if (Player.p_poison > 0.0)
785 1.3 lukem /* poison makes player weaker */
786 1.3 lukem {
787 1.3 lukem dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
788 1.3 lukem dtemp = MAX(0.1, dtemp);
789 1.3 lukem } else
790 1.3 lukem dtemp = 1.0;
791 1.3 lukem Player.p_might = dtemp * Player.p_strength + Player.p_sword;
792 1.3 lukem
793 1.3 lukem /* insure that important things are within limits */
794 1.3 lukem Player.p_quksilver = MIN(99.0, Player.p_quksilver);
795 1.3 lukem Player.p_mana = MIN(Player.p_mana,
796 1.3 lukem Player.p_level * Statptr->c_maxmana + 1000.0);
797 1.3 lukem Player.p_brains = MIN(Player.p_brains,
798 1.3 lukem Player.p_level * Statptr->c_maxbrains + 200.0);
799 1.3 lukem Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
800 1.3 lukem
801 1.3 lukem /*
802 1.3 lukem * some implementations have problems with floating point compare
803 1.3 lukem * we work around it with this stuff
804 1.3 lukem */
805 1.3 lukem Player.p_gold = floor(Player.p_gold) + 0.1;
806 1.3 lukem Player.p_gems = floor(Player.p_gems) + 0.1;
807 1.3 lukem Player.p_mana = floor(Player.p_mana) + 0.1;
808 1.3 lukem
809 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
810 1.3 lukem /* do ring things */
811 1.3 lukem {
812 1.3 lukem /* rest to max */
813 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
814 1.3 lukem
815 1.3 lukem if (Player.p_ring.ring_duration <= 0)
816 1.3 lukem /* clean up expired rings */
817 1.3 lukem switch (Player.p_ring.ring_type) {
818 1.3 lukem case R_BAD: /* ring drives player crazy */
819 1.3 lukem Player.p_ring.ring_type = R_SPOILED;
820 1.3 lukem Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
821 1.3 lukem break;
822 1.1 jtc
823 1.3 lukem case R_NAZREG: /* ring disappears */
824 1.3 lukem Player.p_ring.ring_type = R_NONE;
825 1.3 lukem break;
826 1.1 jtc
827 1.3 lukem case R_SPOILED: /* ring kills player */
828 1.3 lukem death("A cursed ring");
829 1.3 lukem break;
830 1.1 jtc
831 1.3 lukem case R_DLREG: /* this ring doesn't expire */
832 1.3 lukem Player.p_ring.ring_duration = 0;
833 1.3 lukem break;
834 1.3 lukem }
835 1.1 jtc }
836 1.3 lukem if (Player.p_age / N_AGE > Player.p_degenerated)
837 1.3 lukem /* age player slightly */
838 1.1 jtc {
839 1.3 lukem ++Player.p_degenerated;
840 1.3 lukem if (Player.p_quickness > 23.0)
841 1.3 lukem Player.p_quickness *= 0.99;
842 1.3 lukem Player.p_strength *= 0.97;
843 1.3 lukem Player.p_brains *= 0.95;
844 1.3 lukem Player.p_magiclvl *= 0.97;
845 1.3 lukem Player.p_maxenergy *= 0.95;
846 1.3 lukem Player.p_quksilver *= 0.95;
847 1.3 lukem Player.p_sword *= 0.93;
848 1.3 lukem Player.p_shield *= 0.93;
849 1.1 jtc }
850 1.1 jtc }
851 1.1 jtc
852 1.3 lukem void
853 1.16 dholland initplayer(struct player *playerp)
854 1.1 jtc {
855 1.3 lukem playerp->p_experience =
856 1.3 lukem playerp->p_level =
857 1.3 lukem playerp->p_strength =
858 1.3 lukem playerp->p_sword =
859 1.3 lukem playerp->p_might =
860 1.3 lukem playerp->p_energy =
861 1.3 lukem playerp->p_maxenergy =
862 1.3 lukem playerp->p_shield =
863 1.3 lukem playerp->p_quickness =
864 1.3 lukem playerp->p_quksilver =
865 1.3 lukem playerp->p_speed =
866 1.3 lukem playerp->p_magiclvl =
867 1.3 lukem playerp->p_mana =
868 1.3 lukem playerp->p_brains =
869 1.3 lukem playerp->p_poison =
870 1.3 lukem playerp->p_gems =
871 1.3 lukem playerp->p_sin =
872 1.3 lukem playerp->p_1scratch =
873 1.3 lukem playerp->p_2scratch = 0.0;
874 1.3 lukem
875 1.3 lukem playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
876 1.3 lukem
877 1.3 lukem playerp->p_x = ROLL(-125.0, 251.0);
878 1.3 lukem playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
879 1.3 lukem
880 1.3 lukem /* clear ring */
881 1.3 lukem playerp->p_ring.ring_type = R_NONE;
882 1.3 lukem playerp->p_ring.ring_duration = 0;
883 1.3 lukem playerp->p_ring.ring_inuse = FALSE;
884 1.3 lukem
885 1.3 lukem playerp->p_age = 0L;
886 1.3 lukem
887 1.3 lukem playerp->p_degenerated = 1; /* don't degenerate initially */
888 1.3 lukem
889 1.3 lukem playerp->p_type = C_FIGHTER; /* default */
890 1.3 lukem playerp->p_specialtype = SC_NONE;
891 1.3 lukem playerp->p_lives =
892 1.3 lukem playerp->p_crowns =
893 1.3 lukem playerp->p_charms =
894 1.3 lukem playerp->p_amulets =
895 1.3 lukem playerp->p_holywater =
896 1.3 lukem playerp->p_lastused = 0;
897 1.3 lukem playerp->p_status = S_NOTUSED;
898 1.3 lukem playerp->p_tampered = T_OFF;
899 1.3 lukem playerp->p_istat = I_OFF;
900 1.3 lukem
901 1.3 lukem playerp->p_palantir =
902 1.3 lukem playerp->p_blessing =
903 1.3 lukem playerp->p_virgin =
904 1.3 lukem playerp->p_blindness = FALSE;
905 1.3 lukem
906 1.3 lukem playerp->p_name[0] =
907 1.3 lukem playerp->p_password[0] =
908 1.3 lukem playerp->p_login[0] = '\0';
909 1.3 lukem }
910 1.1 jtc
911 1.3 lukem void
912 1.16 dholland readmessage(void)
913 1.1 jtc {
914 1.3 lukem move(3, 0);
915 1.3 lukem clrtoeol();
916 1.6 jsm fseek(Messagefp, 0L, SEEK_SET);
917 1.3 lukem if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
918 1.3 lukem addstr(Databuf);
919 1.3 lukem }
920 1.1 jtc
921 1.3 lukem void
922 1.16 dholland error(const char *whichfile)
923 1.1 jtc {
924 1.9 wiz int (*funcp)(const char *,...);
925 1.1 jtc
926 1.3 lukem if (Windows) {
927 1.3 lukem funcp = printw;
928 1.3 lukem clear();
929 1.3 lukem } else
930 1.3 lukem funcp = printf;
931 1.3 lukem
932 1.10 jsm (*funcp) ("An unrecoverable error has occurred reading %s. (%s)\n", whichfile, strerror(errno));
933 1.3 lukem (*funcp) ("Please run 'setup' to determine the problem.\n");
934 1.3 lukem cleanup(TRUE);
935 1.3 lukem /* NOTREACHED */
936 1.3 lukem }
937 1.1 jtc
938 1.1 jtc double
939 1.16 dholland distance(double x_1, double x_2, double y_1, double y_2)
940 1.1 jtc {
941 1.3 lukem double deltax, deltay;
942 1.1 jtc
943 1.15 dholland deltax = x_1 - x_2;
944 1.15 dholland deltay = y_1 - y_2;
945 1.3 lukem return (sqrt(deltax * deltax + deltay * deltay));
946 1.3 lukem }
947 1.1 jtc
948 1.3 lukem void
949 1.16 dholland ill_sig(int whichsig)
950 1.1 jtc {
951 1.3 lukem clear();
952 1.3 lukem if (!(whichsig == SIGINT || whichsig == SIGQUIT))
953 1.3 lukem printw("Error: caught signal # %d.\n", whichsig);
954 1.3 lukem cleanup(TRUE);
955 1.3 lukem /* NOTREACHED */
956 1.3 lukem }
957 1.1 jtc
958 1.5 jsm const char *
959 1.16 dholland descrstatus(struct player *playerp)
960 1.1 jtc {
961 1.3 lukem switch (playerp->p_status) {
962 1.1 jtc case S_PLAYING:
963 1.3 lukem if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
964 1.3 lukem return ("Low Energy");
965 1.3 lukem else
966 1.3 lukem if (playerp->p_blindness)
967 1.3 lukem return ("Blind");
968 1.3 lukem else
969 1.3 lukem return ("In game");
970 1.1 jtc
971 1.1 jtc case S_CLOAKED:
972 1.3 lukem return ("Cloaked");
973 1.1 jtc
974 1.1 jtc case S_INBATTLE:
975 1.3 lukem return ("In Battle");
976 1.1 jtc
977 1.1 jtc case S_MONSTER:
978 1.3 lukem return ("Encounter");
979 1.1 jtc
980 1.1 jtc case S_TRADING:
981 1.3 lukem return ("Trading");
982 1.1 jtc
983 1.1 jtc case S_OFF:
984 1.3 lukem return ("Off");
985 1.1 jtc
986 1.1 jtc case S_HUNGUP:
987 1.3 lukem return ("Hung up");
988 1.1 jtc
989 1.1 jtc default:
990 1.3 lukem return ("");
991 1.1 jtc }
992 1.1 jtc }
993 1.1 jtc
994 1.1 jtc double
995 1.16 dholland drandom(void)
996 1.1 jtc {
997 1.3 lukem if (sizeof(int) != 2)
998 1.3 lukem /* use only low bits */
999 1.3 lukem return ((double) (random() & 0x7fff) / 32768.0);
1000 1.3 lukem else
1001 1.3 lukem return ((double) random() / 32768.0);
1002 1.3 lukem }
1003 1.1 jtc
1004 1.3 lukem void
1005 1.16 dholland collecttaxes(double gold, double gems)
1006 1.1 jtc {
1007 1.3 lukem FILE *fp; /* to update Goldfile */
1008 1.3 lukem double dtemp; /* for temporary calculations */
1009 1.3 lukem double taxes; /* tax liability */
1010 1.3 lukem
1011 1.3 lukem /* add to cache */
1012 1.3 lukem Player.p_gold += gold;
1013 1.3 lukem Player.p_gems += gems;
1014 1.1 jtc
1015 1.3 lukem /* calculate tax liability */
1016 1.3 lukem taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1017 1.1 jtc
1018 1.3 lukem if (Player.p_gold < taxes)
1019 1.3 lukem /* not enough gold to pay taxes, must convert some gems to
1020 1.3 lukem * gold */
1021 1.1 jtc {
1022 1.3 lukem dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to
1023 1.3 lukem * convert */
1024 1.1 jtc
1025 1.3 lukem if (Player.p_gems >= dtemp)
1026 1.3 lukem /* player has enough to convert */
1027 1.3 lukem {
1028 1.3 lukem Player.p_gems -= dtemp;
1029 1.3 lukem Player.p_gold += dtemp * N_GEMVALUE;
1030 1.3 lukem } else
1031 1.3 lukem /* take everything; this should never happen */
1032 1.3 lukem {
1033 1.3 lukem Player.p_gold += Player.p_gems * N_GEMVALUE;
1034 1.3 lukem Player.p_gems = 0.0;
1035 1.3 lukem taxes = Player.p_gold;
1036 1.3 lukem }
1037 1.1 jtc }
1038 1.3 lukem Player.p_gold -= taxes;
1039 1.1 jtc
1040 1.3 lukem if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1041 1.3 lukem /* update taxes */
1042 1.1 jtc {
1043 1.3 lukem dtemp = 0.0;
1044 1.3 lukem fread((char *) &dtemp, sizeof(double), 1, fp);
1045 1.3 lukem dtemp += floor(taxes);
1046 1.6 jsm fseek(fp, 0L, SEEK_SET);
1047 1.3 lukem fwrite((char *) &dtemp, sizeof(double), 1, fp);
1048 1.3 lukem fclose(fp);
1049 1.1 jtc }
1050 1.1 jtc }
1051