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misc.c revision 1.18
      1  1.18  dholland /*	$NetBSD: misc.c,v 1.18 2009/08/12 08:21:41 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  1.18  dholland static double explevel(double);
     13  1.18  dholland 
     14  1.18  dholland static void
     15  1.16  dholland movelevel(void)
     16   1.1       jtc {
     17   1.5       jsm 	const struct charstats *statptr; /* for pointing into Stattable */
     18   1.3     lukem 	double  new;		/* new level */
     19   1.3     lukem 	double  inc;		/* increment between new and old levels */
     20   1.3     lukem 
     21   1.3     lukem 	Changed = TRUE;
     22   1.3     lukem 
     23   1.3     lukem 	if (Player.p_type == C_EXPER)
     24   1.3     lukem 		/* roll a type to use for increment */
     25   1.3     lukem 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
     26   1.3     lukem 	else
     27   1.3     lukem 		statptr = Statptr;
     28   1.1       jtc 
     29   1.3     lukem 	new = explevel(Player.p_experience);
     30   1.3     lukem 	inc = new - Player.p_level;
     31   1.3     lukem 	Player.p_level = new;
     32   1.3     lukem 
     33   1.3     lukem 	/* add increments to statistics */
     34   1.3     lukem 	Player.p_strength += statptr->c_strength.increase * inc;
     35   1.3     lukem 	Player.p_mana += statptr->c_mana.increase * inc;
     36   1.3     lukem 	Player.p_brains += statptr->c_brains.increase * inc;
     37   1.3     lukem 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
     38   1.3     lukem 	Player.p_maxenergy += statptr->c_energy.increase * inc;
     39   1.1       jtc 
     40   1.3     lukem 	/* rest to maximum upon reaching new level */
     41   1.3     lukem 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
     42   1.3     lukem 
     43   1.3     lukem 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
     44   1.3     lukem 		/* no longer able to be king -- turn crowns into cash */
     45   1.1       jtc 	{
     46   1.3     lukem 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
     47   1.3     lukem 		Player.p_crowns = 0;
     48   1.1       jtc 	}
     49   1.3     lukem 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
     50   1.3     lukem 		/* make a member of the council */
     51   1.1       jtc 	{
     52   1.3     lukem 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
     53   1.3     lukem 		addstr("Good Luck on your search for the Holy Grail.\n");
     54   1.1       jtc 
     55   1.3     lukem 		Player.p_specialtype = SC_COUNCIL;
     56   1.1       jtc 
     57   1.3     lukem 		/* no rings for council and above */
     58   1.3     lukem 		Player.p_ring.ring_type = R_NONE;
     59   1.3     lukem 		Player.p_ring.ring_duration = 0;
     60   1.1       jtc 
     61   1.3     lukem 		Player.p_lives = 3;	/* three extra lives */
     62   1.1       jtc 	}
     63   1.3     lukem 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
     64   1.3     lukem 		death("Old age");
     65   1.1       jtc }
     66   1.1       jtc 
     67   1.5       jsm const char   *
     68  1.16  dholland descrlocation(struct player *playerp, phbool shortflag)
     69   1.1       jtc {
     70   1.3     lukem 	double  circle;		/* corresponding circle for coordinates */
     71   1.3     lukem 	int     quadrant;	/* quandrant of grid */
     72   1.5       jsm 	const char   *label;	/* pointer to place name */
     73   1.5       jsm 	static const char *const nametable[4][4] =	/* names of places */
     74   1.3     lukem 	{
     75   1.3     lukem 		{"Anorien", "Ithilien", "Rohan", "Lorien"},
     76   1.3     lukem 		{"Gondor", "Mordor", "Dunland", "Rovanion"},
     77   1.3     lukem 		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
     78   1.3     lukem 		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
     79   1.1       jtc 	};
     80   1.1       jtc 
     81   1.3     lukem 	if (playerp->p_specialtype == SC_VALAR)
     82   1.3     lukem 		return (" is in Valhala");
     83   1.1       jtc 	else
     84   1.3     lukem 		if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
     85   1.3     lukem 			if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
     86   1.3     lukem 				label = "The Point of No Return";
     87   1.3     lukem 			else
     88   1.3     lukem 				label = "The Ashen Mountains";
     89   1.3     lukem 		} else
     90   1.3     lukem 			if (circle >= 55)
     91   1.3     lukem 				label = "Morannon";
     92   1.3     lukem 			else
     93   1.3     lukem 				if (circle >= 35)
     94   1.3     lukem 					label = "Kennaquahair";
     95   1.3     lukem 				else
     96   1.3     lukem 					if (circle >= 20)
     97   1.3     lukem 						label = "The Dead Marshes";
     98   1.3     lukem 					else
     99   1.3     lukem 						if (circle >= 9)
    100   1.3     lukem 							label = "The Outer Waste";
    101   1.3     lukem 						else
    102   1.3     lukem 							if (circle >= 5)
    103   1.3     lukem 								label = "The Moors Adventurous";
    104   1.3     lukem 							else {
    105   1.3     lukem 								if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
    106   1.3     lukem 									label = "The Lord's Chamber";
    107   1.3     lukem 								else {
    108   1.3     lukem 									/* this
    109   1.3     lukem 									 *
    110   1.3     lukem 									 * expr
    111   1.3     lukem 									 * essi
    112   1.3     lukem 									 * on
    113   1.3     lukem 									 * is
    114   1.3     lukem 									 * spli
    115   1.3     lukem 									 * t
    116   1.3     lukem 									 * to
    117   1.3     lukem 									 * prev
    118   1.3     lukem 									 * ent
    119   1.3     lukem 									 * comp
    120   1.3     lukem 									 * iler
    121   1.3     lukem 									 *
    122   1.3     lukem 									 * loop
    123   1.3     lukem 									 *
    124   1.3     lukem 									 * with
    125   1.3     lukem 									 *
    126   1.3     lukem 									 * some
    127   1.3     lukem 									 *
    128   1.3     lukem 									 * comp
    129   1.3     lukem 									 * iler
    130   1.3     lukem 									 * s */
    131   1.3     lukem 									quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
    132   1.3     lukem 									quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
    133   1.3     lukem 									label = nametable[((int) circle) - 1][quadrant];
    134   1.3     lukem 								}
    135   1.3     lukem 							}
    136   1.3     lukem 
    137   1.3     lukem 	if (shortflag)
    138  1.17  dholland 		snprintf(Databuf, SZ_DATABUF, "%.29s", label);
    139   1.1       jtc 	else
    140  1.17  dholland 		snprintf(Databuf, SZ_DATABUF,
    141  1.17  dholland 			" is in %s  (%.0f,%.0f)",
    142  1.17  dholland 			label, playerp->p_x, playerp->p_y);
    143   1.1       jtc 
    144   1.3     lukem 	return (Databuf);
    145   1.3     lukem }
    146   1.1       jtc 
    147   1.3     lukem void
    148  1.16  dholland tradingpost(void)
    149   1.1       jtc {
    150   1.3     lukem 	double  numitems;	/* number of items to purchase */
    151   1.3     lukem 	double  cost;		/* cost of purchase */
    152   1.3     lukem 	double  blessingcost;	/* cost of blessing */
    153   1.3     lukem 	int     ch;		/* input */
    154   1.3     lukem 	int     size;		/* size of the trading post */
    155   1.3     lukem 	int     loop;		/* loop counter */
    156   1.3     lukem 	int     cheat = 0;	/* number of times player has tried to cheat */
    157   1.3     lukem 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
    158   1.1       jtc 
    159   1.3     lukem 	Player.p_status = S_TRADING;
    160   1.3     lukem 	writerecord(&Player, Fileloc);
    161   1.1       jtc 
    162   1.3     lukem 	clear();
    163   1.3     lukem 	addstr("You are at a trading post. All purchases must be made with gold.");
    164   1.3     lukem 
    165   1.3     lukem 	size = sqrt(fabs(Player.p_x / 100)) + 1;
    166   1.3     lukem 	size = MIN(7, size);
    167   1.1       jtc 
    168   1.3     lukem 	/* set up cost of blessing */
    169   1.3     lukem 	blessingcost = 1000.0 * (Player.p_level + 5.0);
    170   1.1       jtc 
    171   1.3     lukem 	/* print Menu */
    172   1.3     lukem 	move(7, 0);
    173   1.3     lukem 	for (loop = 0; loop < size; ++loop)
    174   1.3     lukem 		/* print Menu */
    175   1.3     lukem 	{
    176   1.3     lukem 		if (loop == 6)
    177   1.3     lukem 			cost = blessingcost;
    178   1.1       jtc 		else
    179   1.3     lukem 			cost = Menu[loop].cost;
    180   1.3     lukem 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
    181   1.3     lukem 	}
    182   1.1       jtc 
    183   1.3     lukem 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
    184   1.1       jtc 
    185   1.3     lukem 	for (;;) {
    186   1.3     lukem 		adjuststats();	/* truncate any bad values */
    187   1.1       jtc 
    188   1.3     lukem 		/* print some important statistics */
    189   1.3     lukem 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
    190   1.3     lukem 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
    191   1.3     lukem 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
    192   1.3     lukem 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
    193   1.3     lukem 		    (Player.p_blessing ? " True" : "False"));
    194   1.3     lukem 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
    195   1.1       jtc 
    196   1.3     lukem 		move(5, 36);
    197   1.3     lukem 		ch = getanswer("LPS", FALSE);
    198   1.3     lukem 		move(15, 0);
    199   1.3     lukem 		clrtobot();
    200   1.3     lukem 		switch (ch) {
    201   1.3     lukem 		case 'L':	/* leave */
    202   1.3     lukem 		case '\n':
    203   1.3     lukem 			altercoordinates(0.0, 0.0, A_NEAR);
    204   1.3     lukem 			return;
    205   1.3     lukem 
    206   1.3     lukem 		case 'P':	/* make purchase */
    207   1.3     lukem 			mvaddstr(15, 0, "What what would you like to buy ? ");
    208   1.3     lukem 			ch = getanswer(" 1234567", FALSE);
    209   1.3     lukem 			move(15, 0);
    210   1.3     lukem 			clrtoeol();
    211   1.3     lukem 
    212   1.3     lukem 			if (ch - '0' > size)
    213   1.3     lukem 				addstr("Sorry, this merchant doesn't have that.");
    214   1.3     lukem 			else
    215   1.3     lukem 				switch (ch) {
    216   1.3     lukem 				case '1':
    217   1.3     lukem 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
    218   1.3     lukem 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
    219   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[0].cost;
    220   1.3     lukem 
    221   1.3     lukem 					if (cost > Player.p_gold || numitems < 0)
    222   1.3     lukem 						++cheat;
    223   1.3     lukem 					else {
    224   1.3     lukem 						cheat = 0;
    225   1.3     lukem 						Player.p_gold -= cost;
    226   1.3     lukem 						if (drandom() < 0.02)
    227   1.3     lukem 							dishonest = TRUE;
    228   1.3     lukem 						else
    229   1.3     lukem 							Player.p_mana += numitems;
    230   1.3     lukem 					}
    231   1.3     lukem 					break;
    232   1.3     lukem 
    233   1.3     lukem 				case '2':
    234   1.3     lukem 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
    235   1.3     lukem 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
    236   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[1].cost;
    237   1.3     lukem 
    238   1.3     lukem 					if (numitems == 0.0)
    239   1.3     lukem 						break;
    240   1.3     lukem 					else
    241   1.3     lukem 						if (cost > Player.p_gold || numitems < 0)
    242   1.3     lukem 							++cheat;
    243   1.3     lukem 						else
    244   1.3     lukem 							if (numitems < Player.p_shield)
    245   1.3     lukem 								NOBETTER();
    246   1.3     lukem 							else {
    247   1.3     lukem 								cheat = 0;
    248   1.3     lukem 								Player.p_gold -= cost;
    249   1.3     lukem 								if (drandom() < 0.02)
    250   1.3     lukem 									dishonest = TRUE;
    251   1.3     lukem 								else
    252   1.3     lukem 									Player.p_shield = numitems;
    253   1.3     lukem 							}
    254   1.3     lukem 					break;
    255   1.3     lukem 
    256   1.3     lukem 				case '3':
    257   1.3     lukem 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
    258   1.3     lukem 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
    259   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[2].cost;
    260   1.3     lukem 
    261   1.3     lukem 					if (cost > Player.p_gold || numitems < 0)
    262   1.3     lukem 						++cheat;
    263   1.3     lukem 					else {
    264   1.3     lukem 						cheat = 0;
    265   1.3     lukem 						Player.p_gold -= cost;
    266   1.3     lukem 						if (drandom() < 0.02)
    267   1.3     lukem 							dishonest = TRUE;
    268   1.3     lukem 						else
    269   1.3     lukem 							if (drandom() * numitems > Player.p_level / 10.0
    270   1.3     lukem 							    && numitems != 1) {
    271   1.3     lukem 								printw("\nYou blew your mind!\n");
    272   1.3     lukem 								Player.p_brains /= 5;
    273   1.3     lukem 							} else {
    274   1.3     lukem 								Player.p_brains += floor(numitems) * ROLL(20, 8);
    275   1.3     lukem 							}
    276   1.3     lukem 					}
    277   1.3     lukem 					break;
    278   1.3     lukem 
    279   1.3     lukem 				case '4':
    280   1.3     lukem 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    281   1.3     lukem 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
    282   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[3].cost;
    283   1.3     lukem 
    284   1.3     lukem 					if (numitems == 0.0)
    285   1.3     lukem 						break;
    286   1.3     lukem 					else
    287   1.3     lukem 						if (cost > Player.p_gold || numitems < 0)
    288   1.3     lukem 							++cheat;
    289   1.3     lukem 						else
    290   1.3     lukem 							if (numitems < Player.p_sword)
    291   1.3     lukem 								NOBETTER();
    292   1.3     lukem 							else {
    293   1.3     lukem 								cheat = 0;
    294   1.3     lukem 								Player.p_gold -= cost;
    295   1.3     lukem 								if (drandom() < 0.02)
    296   1.3     lukem 									dishonest = TRUE;
    297   1.3     lukem 								else
    298   1.3     lukem 									Player.p_sword = numitems;
    299   1.3     lukem 							}
    300   1.3     lukem 					break;
    301   1.3     lukem 
    302   1.3     lukem 				case '5':
    303   1.3     lukem 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
    304   1.3     lukem 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
    305   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[4].cost;
    306   1.3     lukem 
    307   1.3     lukem 					if (cost > Player.p_gold || numitems < 0)
    308   1.3     lukem 						++cheat;
    309   1.3     lukem 					else {
    310   1.3     lukem 						cheat = 0;
    311   1.3     lukem 						Player.p_gold -= cost;
    312   1.3     lukem 						if (drandom() < 0.02)
    313   1.3     lukem 							dishonest = TRUE;
    314   1.3     lukem 						else
    315   1.3     lukem 							Player.p_charms += numitems;
    316   1.3     lukem 					}
    317   1.3     lukem 					break;
    318   1.3     lukem 
    319   1.3     lukem 				case '6':
    320   1.3     lukem 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    321   1.3     lukem 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
    322   1.3     lukem 					cost = (numitems = floor(infloat())) * Menu[5].cost;
    323   1.3     lukem 
    324   1.3     lukem 					if (numitems == 0.0)
    325   1.3     lukem 						break;
    326   1.3     lukem 					else
    327   1.3     lukem 						if (cost > Player.p_gold || numitems < 0)
    328   1.3     lukem 							++cheat;
    329   1.3     lukem 						else
    330   1.3     lukem 							if (numitems < Player.p_quksilver)
    331   1.3     lukem 								NOBETTER();
    332   1.3     lukem 							else {
    333   1.3     lukem 								cheat = 0;
    334   1.3     lukem 								Player.p_gold -= cost;
    335   1.3     lukem 								if (drandom() < 0.02)
    336   1.3     lukem 									dishonest = TRUE;
    337   1.3     lukem 								else
    338   1.3     lukem 									Player.p_quksilver = numitems;
    339   1.3     lukem 							}
    340   1.3     lukem 					break;
    341   1.3     lukem 
    342   1.3     lukem 				case '7':
    343   1.3     lukem 					if (Player.p_blessing) {
    344   1.3     lukem 						addstr("You already have a blessing.");
    345   1.3     lukem 						break;
    346   1.3     lukem 					}
    347   1.3     lukem 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
    348   1.3     lukem 					ch = getanswer("NY", FALSE);
    349   1.3     lukem 
    350   1.4     veego 					if (ch == 'Y') {
    351   1.3     lukem 						if (Player.p_gold < blessingcost)
    352   1.3     lukem 							++cheat;
    353   1.3     lukem 						else {
    354   1.3     lukem 							cheat = 0;
    355   1.3     lukem 							Player.p_gold -= blessingcost;
    356   1.3     lukem 							if (drandom() < 0.02)
    357   1.3     lukem 								dishonest = TRUE;
    358   1.3     lukem 							else
    359   1.3     lukem 								Player.p_blessing = TRUE;
    360   1.3     lukem 						}
    361   1.4     veego 					}
    362   1.3     lukem 					break;
    363   1.1       jtc 				}
    364   1.3     lukem 			break;
    365   1.1       jtc 
    366   1.3     lukem 		case 'S':	/* sell gems */
    367   1.3     lukem 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
    368   1.3     lukem 			    (double) N_GEMVALUE, Player.p_gems);
    369   1.3     lukem 			numitems = floor(infloat());
    370   1.1       jtc 
    371   1.3     lukem 			if (numitems > Player.p_gems || numitems < 0)
    372   1.1       jtc 				++cheat;
    373   1.3     lukem 			else {
    374   1.1       jtc 				cheat = 0;
    375   1.3     lukem 				Player.p_gems -= numitems;
    376   1.3     lukem 				Player.p_gold += numitems * N_GEMVALUE;
    377   1.1       jtc 			}
    378   1.3     lukem 		}
    379   1.1       jtc 
    380   1.3     lukem 		if (cheat == 1)
    381   1.3     lukem 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
    382   1.1       jtc 		else
    383   1.3     lukem 			if (cheat == 2) {
    384   1.3     lukem 				mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
    385   1.3     lukem 				printw("a %.0f level magic user, and you made %s mad!\n",
    386   1.3     lukem 				    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
    387   1.3     lukem 				altercoordinates(0.0, 0.0, A_FAR);
    388   1.3     lukem 				Player.p_energy /= 2.0;
    389   1.3     lukem 				++Player.p_sin;
    390   1.3     lukem 				more(23);
    391   1.3     lukem 				return;
    392   1.3     lukem 			} else
    393   1.3     lukem 				if (dishonest) {
    394   1.3     lukem 					mvaddstr(17, 0, "The merchant stole your money!");
    395   1.3     lukem 					refresh();
    396   1.3     lukem 					altercoordinates(Player.p_x - Player.p_x / 10.0,
    397   1.3     lukem 					    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
    398   1.3     lukem 					sleep(2);
    399   1.3     lukem 					return;
    400   1.3     lukem 				}
    401   1.1       jtc 	}
    402   1.1       jtc }
    403   1.1       jtc 
    404   1.3     lukem void
    405  1.16  dholland displaystats(void)
    406   1.1       jtc {
    407   1.3     lukem 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
    408   1.3     lukem 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
    409   1.3     lukem 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
    410   1.3     lukem 	    Player.p_mana, Users);
    411   1.3     lukem 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
    412   1.3     lukem 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
    413   1.3     lukem 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
    414   1.3     lukem }
    415   1.1       jtc 
    416   1.3     lukem void
    417  1.16  dholland allstatslist(void)
    418   1.1       jtc {
    419   1.5       jsm 	static const char *const flags[] = /* to print value of some bools */
    420   1.3     lukem 	{
    421   1.3     lukem 		"False",
    422   1.3     lukem 		" True"
    423   1.3     lukem 	};
    424   1.3     lukem 
    425   1.3     lukem 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
    426   1.1       jtc 
    427   1.3     lukem 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
    428   1.3     lukem 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
    429   1.3     lukem 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
    430   1.3     lukem 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
    431   1.3     lukem 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
    432   1.3     lukem 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
    433   1.7       jdc 	mvprintw(16, 0, "Age       : %9ld", Player.p_age);
    434   1.3     lukem 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
    435   1.3     lukem 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
    436   1.3     lukem 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
    437   1.3     lukem 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
    438   1.3     lukem 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
    439   1.3     lukem 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
    440   1.3     lukem 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
    441   1.3     lukem 
    442   1.3     lukem 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
    443   1.3     lukem 	    flags[(int)Player.p_blessing],
    444   1.3     lukem 	    flags[Player.p_ring.ring_type != R_NONE],
    445   1.3     lukem 	    flags[(int)Player.p_virgin],
    446   1.3     lukem 	    flags[(int)Player.p_palantir]);
    447   1.3     lukem }
    448   1.3     lukem 
    449   1.5       jsm const char   *
    450  1.16  dholland descrtype(struct player *playerp, phbool shortflag)
    451   1.1       jtc {
    452   1.3     lukem 	int     type;		/* for caluculating result subscript */
    453   1.5       jsm 	static const char *const results[] =/* description table */
    454   1.3     lukem 	{
    455   1.3     lukem 		" Magic User", " MU",
    456   1.3     lukem 		" Fighter", " F ",
    457   1.3     lukem 		" Elf", " E ",
    458   1.3     lukem 		" Dwarf", " D ",
    459   1.3     lukem 		" Halfling", " H ",
    460   1.3     lukem 		" Experimento", " EX",
    461   1.3     lukem 		" Super", " S ",
    462   1.3     lukem 		" King", " K ",
    463   1.3     lukem 		" Council of Wise", " CW",
    464   1.3     lukem 		" Ex-Valar", " EV",
    465   1.3     lukem 		" Valar", " V ",
    466   1.3     lukem 		" ? ", " ? "
    467   1.3     lukem 	};
    468   1.1       jtc 
    469   1.3     lukem 	type = playerp->p_type;
    470   1.1       jtc 
    471   1.3     lukem 	switch (playerp->p_specialtype) {
    472   1.1       jtc 	case SC_NONE:
    473   1.3     lukem 		type = playerp->p_type;
    474   1.3     lukem 		break;
    475   1.1       jtc 
    476   1.1       jtc 	case SC_KING:
    477   1.3     lukem 		type = 7;
    478   1.3     lukem 		break;
    479   1.1       jtc 
    480   1.1       jtc 	case SC_COUNCIL:
    481   1.3     lukem 		type = 8;
    482   1.3     lukem 		break;
    483   1.1       jtc 
    484   1.1       jtc 	case SC_EXVALAR:
    485   1.3     lukem 		type = 9;
    486   1.3     lukem 		break;
    487   1.1       jtc 
    488   1.1       jtc 	case SC_VALAR:
    489   1.3     lukem 		type = 10;
    490   1.3     lukem 		break;
    491   1.1       jtc 	}
    492   1.1       jtc 
    493   1.3     lukem 	type *= 2;		/* calculate offset */
    494   1.1       jtc 
    495   1.3     lukem 	if (type > 20)
    496   1.3     lukem 		/* error */
    497   1.3     lukem 		type = 22;
    498   1.3     lukem 
    499   1.3     lukem 	if (shortflag)
    500   1.3     lukem 		/* use short descriptions */
    501   1.3     lukem 		++type;
    502   1.3     lukem 
    503   1.3     lukem 	if (playerp->p_crowns > 0) {
    504   1.3     lukem 		strcpy(Databuf, results[type]);
    505   1.3     lukem 		Databuf[0] = '*';
    506   1.3     lukem 		return (Databuf);
    507   1.3     lukem 	} else
    508   1.3     lukem 		return (results[type]);
    509   1.1       jtc }
    510   1.1       jtc 
    511   1.1       jtc long
    512  1.16  dholland findname(const char *name, struct player *playerp)
    513   1.1       jtc {
    514   1.3     lukem 	long    loc = 0;	/* location in the file */
    515   1.1       jtc 
    516   1.6       jsm 	fseek(Playersfp, 0L, SEEK_SET);
    517   1.3     lukem 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    518   1.3     lukem 		if (strcmp(playerp->p_name, name) == 0) {
    519   1.3     lukem 			if (playerp->p_status != S_NOTUSED || Wizard)
    520   1.3     lukem 				/* found it */
    521   1.3     lukem 				return (loc);
    522   1.3     lukem 		}
    523   1.3     lukem 		loc += SZ_PLAYERSTRUCT;
    524   1.1       jtc 	}
    525   1.1       jtc 
    526   1.3     lukem 	return (-1);
    527   1.1       jtc }
    528   1.1       jtc 
    529   1.1       jtc long
    530  1.16  dholland allocrecord(void)
    531   1.1       jtc {
    532   1.3     lukem 	long    loc = 0L;	/* location in file */
    533   1.1       jtc 
    534   1.6       jsm 	fseek(Playersfp, 0L, SEEK_SET);
    535   1.3     lukem 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    536   1.3     lukem 		if (Other.p_status == S_NOTUSED)
    537   1.3     lukem 			/* found an empty record */
    538   1.3     lukem 			return (loc);
    539   1.3     lukem 		else
    540   1.3     lukem 			loc += SZ_PLAYERSTRUCT;
    541   1.1       jtc 	}
    542   1.1       jtc 
    543   1.3     lukem 	/* make a new record */
    544   1.3     lukem 	initplayer(&Other);
    545   1.3     lukem 	Player.p_status = S_OFF;
    546   1.3     lukem 	writerecord(&Other, loc);
    547   1.1       jtc 
    548   1.3     lukem 	return (loc);
    549   1.3     lukem }
    550   1.3     lukem 
    551   1.3     lukem void
    552  1.16  dholland freerecord(struct player *playerp, long loc)
    553   1.1       jtc {
    554   1.3     lukem 	playerp->p_name[0] = CH_MARKDELETE;
    555   1.3     lukem 	playerp->p_status = S_NOTUSED;
    556   1.3     lukem 	writerecord(playerp, loc);
    557   1.3     lukem }
    558   1.1       jtc 
    559   1.3     lukem void
    560  1.16  dholland leavegame(void)
    561   1.1       jtc {
    562   1.1       jtc 
    563   1.3     lukem 	if (Player.p_level < 1.0)
    564   1.3     lukem 		/* delete character */
    565   1.3     lukem 		freerecord(&Player, Fileloc);
    566   1.3     lukem 	else {
    567   1.3     lukem 		Player.p_status = S_OFF;
    568   1.3     lukem 		writerecord(&Player, Fileloc);
    569   1.1       jtc 	}
    570   1.1       jtc 
    571   1.3     lukem 	cleanup(TRUE);
    572   1.3     lukem 	/* NOTREACHED */
    573   1.1       jtc }
    574   1.1       jtc 
    575   1.3     lukem void
    576  1.16  dholland death(const char *how)
    577   1.1       jtc {
    578   1.3     lukem 	FILE   *fp;		/* for updating various files */
    579   1.3     lukem 	int     ch;		/* input */
    580   1.5       jsm 	static const char *const deathmesg[] =
    581   1.1       jtc 	/* add more messages here, if desired */
    582   1.1       jtc 	{
    583   1.3     lukem 		"You have been wounded beyond repair.  ",
    584   1.3     lukem 		"You have been disemboweled.  ",
    585   1.3     lukem 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
    586   1.3     lukem 		"You died!  ",
    587   1.3     lukem 		"You're a complete failure -- you've died!!\n",
    588   1.3     lukem 		"You have been dealt a fatal blow!  "
    589   1.1       jtc 	};
    590   1.1       jtc 
    591   1.3     lukem 	clear();
    592   1.1       jtc 
    593   1.3     lukem 	if (strcmp(how, "Stupidity") != 0) {
    594   1.3     lukem 		if (Player.p_level > 9999.0)
    595   1.3     lukem 			/* old age */
    596   1.3     lukem 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
    597   1.3     lukem 		else
    598   1.3     lukem 			if (Player.p_lives > 0)
    599   1.3     lukem 				/* extra lives */
    600   1.3     lukem 			{
    601   1.3     lukem 				addstr("You should be more cautious.  You've been killed.\n");
    602   1.3     lukem 				printw("You only have %d more chance(s).\n", --Player.p_lives);
    603   1.3     lukem 				more(3);
    604   1.3     lukem 				Player.p_energy = Player.p_maxenergy;
    605   1.3     lukem 				return;
    606   1.3     lukem 			} else
    607   1.3     lukem 				if (Player.p_specialtype == SC_VALAR) {
    608   1.3     lukem 					addstr("You had your chances, but Valar aren't totally\n");
    609   1.3     lukem 					addstr("immortal.  You are now left to wither and die . . .\n");
    610   1.3     lukem 					more(3);
    611   1.3     lukem 					Player.p_brains = Player.p_level / 25.0;
    612   1.3     lukem 					Player.p_energy = Player.p_maxenergy /= 5.0;
    613   1.3     lukem 					Player.p_quksilver = Player.p_sword = 0.0;
    614   1.3     lukem 					Player.p_specialtype = SC_COUNCIL;
    615   1.3     lukem 					return;
    616   1.3     lukem 				} else
    617   1.3     lukem 					if (Player.p_ring.ring_inuse &&
    618   1.3     lukem 					    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
    619   1.3     lukem 						/* good ring in use - saved
    620   1.3     lukem 						 * from death */
    621   1.3     lukem 					{
    622   1.3     lukem 						mvaddstr(4, 0, "Your ring saved you from death!\n");
    623   1.3     lukem 						refresh();
    624   1.3     lukem 						Player.p_ring.ring_type = R_NONE;
    625   1.3     lukem 						Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
    626   1.3     lukem 						if (Player.p_crowns > 0)
    627   1.3     lukem 							--Player.p_crowns;
    628   1.3     lukem 						return;
    629   1.3     lukem 					} else
    630   1.3     lukem 						if (Player.p_ring.ring_type == R_BAD
    631   1.3     lukem 						    || Player.p_ring.ring_type == R_SPOILED)
    632   1.3     lukem 							/* bad ring in
    633   1.3     lukem 							 * possession; name
    634   1.3     lukem 							 * idiot after player */
    635   1.3     lukem 						{
    636   1.3     lukem 							mvaddstr(4, 0,
    637   1.3     lukem 							    "Your ring has taken control of you and turned you into a monster!\n");
    638   1.6       jsm 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    639   1.3     lukem 							fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    640   1.3     lukem 							strcpy(Curmonster.m_name, Player.p_name);
    641   1.6       jsm 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    642   1.3     lukem 							fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    643   1.3     lukem 							fflush(Monstfp);
    644   1.3     lukem 						}
    645   1.3     lukem 	}
    646   1.3     lukem 	enterscore();		/* update score board */
    647   1.3     lukem 
    648   1.3     lukem 	/* put info in last dead file */
    649   1.3     lukem 	fp = fopen(_PATH_LASTDEAD, "w");
    650   1.3     lukem 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
    651   1.3     lukem 	    Player.p_name, descrtype(&Player, TRUE),
    652   1.3     lukem 	    Player.p_login, Player.p_level, how);
    653   1.3     lukem 	fclose(fp);
    654   1.1       jtc 
    655   1.3     lukem 	/* let other players know */
    656   1.3     lukem 	fp = fopen(_PATH_MESS, "w");
    657   1.3     lukem 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
    658   1.3     lukem 	fclose(fp);
    659   1.1       jtc 
    660   1.3     lukem 	freerecord(&Player, Fileloc);
    661   1.1       jtc 
    662   1.3     lukem 	clear();
    663   1.3     lukem 	move(10, 0);
    664   1.3     lukem 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
    665   1.3     lukem 	addstr("Care to give it another try ? ");
    666   1.3     lukem 	ch = getanswer("NY", FALSE);
    667   1.3     lukem 
    668   1.3     lukem 	if (ch == 'Y') {
    669   1.3     lukem 		cleanup(FALSE);
    670   1.3     lukem 		execl(_PATH_GAMEPROG, "phantasia", "-s",
    671  1.13       jsm 		    (Wizard ? "-S" : (char *) NULL), (char *) NULL);
    672   1.3     lukem 		exit(0);
    673   1.3     lukem 		/* NOTREACHED */
    674   1.1       jtc 	}
    675   1.3     lukem 	cleanup(TRUE);
    676   1.3     lukem 	/* NOTREACHED */
    677   1.1       jtc }
    678   1.1       jtc 
    679   1.3     lukem void
    680  1.16  dholland writerecord(struct player *playerp, long place)
    681   1.1       jtc {
    682   1.6       jsm 	fseek(Playersfp, place, SEEK_SET);
    683   1.3     lukem 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    684   1.3     lukem 	fflush(Playersfp);
    685   1.3     lukem }
    686   1.1       jtc 
    687  1.18  dholland static double
    688  1.16  dholland explevel(double experience)
    689   1.1       jtc {
    690   1.3     lukem 	if (experience < 1.1e7)
    691   1.3     lukem 		return (floor(pow((experience / 1000.0), 0.4875)));
    692   1.3     lukem 	else
    693   1.3     lukem 		return (floor(pow((experience / 1250.0), 0.4865)));
    694   1.3     lukem }
    695   1.1       jtc 
    696   1.3     lukem void
    697  1.16  dholland truncstring(char *string)
    698   1.1       jtc {
    699   1.3     lukem 	int     length;		/* length of string */
    700   1.1       jtc 
    701   1.3     lukem 	length = strlen(string);
    702   1.3     lukem 	while (string[--length] == ' ')
    703   1.3     lukem 		string[length] = '\0';
    704   1.3     lukem }
    705   1.1       jtc 
    706   1.3     lukem void
    707  1.16  dholland altercoordinates(double xnew, double ynew, int operation)
    708   1.3     lukem {
    709   1.3     lukem 	switch (operation) {
    710   1.3     lukem 	case A_FORCED:		/* move with no checks */
    711   1.3     lukem 		break;
    712   1.3     lukem 
    713   1.3     lukem 	case A_NEAR:		/* pick random coordinates near */
    714   1.3     lukem 		xnew = Player.p_x + ROLL(1.0, 5.0);
    715   1.3     lukem 		ynew = Player.p_y - ROLL(1.0, 5.0);
    716   1.3     lukem 		/* fall through for check */
    717   1.1       jtc 
    718   1.1       jtc 	case A_SPECIFIC:	/* just move player */
    719   1.3     lukem 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
    720   1.3     lukem 			/*
    721   1.3     lukem 			 * cannot move back from point of no return
    722   1.3     lukem 			 * pick the largest coordinate to remain unchanged
    723   1.3     lukem 			 */
    724   1.1       jtc 		{
    725   1.3     lukem 			if (fabs(xnew) > fabs(ynew))
    726   1.3     lukem 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
    727   1.3     lukem 			else
    728   1.3     lukem 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
    729   1.1       jtc 		}
    730   1.3     lukem 		break;
    731   1.1       jtc 
    732   1.3     lukem 	case A_FAR:		/* pick random coordinates far */
    733   1.3     lukem 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
    734   1.3     lukem 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
    735   1.3     lukem 		break;
    736   1.1       jtc 	}
    737   1.1       jtc 
    738   1.3     lukem 	/* now set location flags and adjust coordinates */
    739   1.3     lukem 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
    740   1.3     lukem 
    741   1.3     lukem 	/* set up flags based upon location */
    742   1.3     lukem 	Throne = Marsh = Beyond = FALSE;
    743   1.3     lukem 
    744   1.3     lukem 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
    745   1.3     lukem 		Throne = TRUE;
    746   1.3     lukem 	else
    747   1.3     lukem 		if (Circle < 35 && Circle >= 20)
    748   1.3     lukem 			Marsh = TRUE;
    749   1.3     lukem 		else
    750   1.3     lukem 			if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
    751   1.3     lukem 				Beyond = TRUE;
    752   1.3     lukem 
    753   1.3     lukem 	Changed = TRUE;
    754   1.3     lukem }
    755   1.3     lukem 
    756   1.3     lukem void
    757  1.16  dholland readrecord(struct player *playerp, long loc)
    758   1.1       jtc {
    759   1.6       jsm 	fseek(Playersfp, loc, SEEK_SET);
    760   1.3     lukem 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    761   1.1       jtc }
    762   1.1       jtc 
    763   1.3     lukem void
    764  1.16  dholland adjuststats(void)
    765   1.1       jtc {
    766   1.3     lukem 	double  dtemp;		/* for temporary calculations */
    767   1.1       jtc 
    768   1.3     lukem 	if (explevel(Player.p_experience) > Player.p_level)
    769   1.3     lukem 		/* move one or more levels */
    770   1.1       jtc 	{
    771   1.3     lukem 		movelevel();
    772   1.3     lukem 		if (Player.p_level > 5.0)
    773   1.3     lukem 			Timeout = TRUE;
    774   1.3     lukem 	}
    775   1.3     lukem 	if (Player.p_specialtype == SC_VALAR)
    776   1.3     lukem 		/* valar */
    777   1.3     lukem 		Circle = Player.p_level / 5.0;
    778   1.3     lukem 
    779   1.3     lukem 	/* calculate effective quickness */
    780   1.3     lukem 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
    781   1.8    simonb 	    - Player.p_level;
    782   1.3     lukem 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
    783   1.3     lukem 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
    784   1.3     lukem 
    785   1.3     lukem 	/* calculate effective strength */
    786   1.3     lukem 	if (Player.p_poison > 0.0)
    787   1.3     lukem 		/* poison makes player weaker */
    788   1.3     lukem 	{
    789   1.3     lukem 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
    790   1.3     lukem 		dtemp = MAX(0.1, dtemp);
    791   1.3     lukem 	} else
    792   1.3     lukem 		dtemp = 1.0;
    793   1.3     lukem 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
    794   1.3     lukem 
    795   1.3     lukem 	/* insure that important things are within limits */
    796   1.3     lukem 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
    797   1.3     lukem 	Player.p_mana = MIN(Player.p_mana,
    798   1.3     lukem 	    Player.p_level * Statptr->c_maxmana + 1000.0);
    799   1.3     lukem 	Player.p_brains = MIN(Player.p_brains,
    800   1.3     lukem 	    Player.p_level * Statptr->c_maxbrains + 200.0);
    801   1.3     lukem 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
    802   1.3     lukem 
    803   1.3     lukem 	/*
    804   1.3     lukem          * some implementations have problems with floating point compare
    805   1.3     lukem          * we work around it with this stuff
    806   1.3     lukem          */
    807   1.3     lukem 	Player.p_gold = floor(Player.p_gold) + 0.1;
    808   1.3     lukem 	Player.p_gems = floor(Player.p_gems) + 0.1;
    809   1.3     lukem 	Player.p_mana = floor(Player.p_mana) + 0.1;
    810   1.3     lukem 
    811   1.3     lukem 	if (Player.p_ring.ring_type != R_NONE)
    812   1.3     lukem 		/* do ring things */
    813   1.3     lukem 	{
    814   1.3     lukem 		/* rest to max */
    815   1.3     lukem 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    816   1.3     lukem 
    817   1.3     lukem 		if (Player.p_ring.ring_duration <= 0)
    818   1.3     lukem 			/* clean up expired rings */
    819   1.3     lukem 			switch (Player.p_ring.ring_type) {
    820   1.3     lukem 			case R_BAD:	/* ring drives player crazy */
    821   1.3     lukem 				Player.p_ring.ring_type = R_SPOILED;
    822   1.3     lukem 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
    823   1.3     lukem 				break;
    824   1.1       jtc 
    825   1.3     lukem 			case R_NAZREG:	/* ring disappears */
    826   1.3     lukem 				Player.p_ring.ring_type = R_NONE;
    827   1.3     lukem 				break;
    828   1.1       jtc 
    829   1.3     lukem 			case R_SPOILED:	/* ring kills player */
    830   1.3     lukem 				death("A cursed ring");
    831   1.3     lukem 				break;
    832   1.1       jtc 
    833   1.3     lukem 			case R_DLREG:	/* this ring doesn't expire */
    834   1.3     lukem 				Player.p_ring.ring_duration = 0;
    835   1.3     lukem 				break;
    836   1.3     lukem 			}
    837   1.1       jtc 	}
    838   1.3     lukem 	if (Player.p_age / N_AGE > Player.p_degenerated)
    839   1.3     lukem 		/* age player slightly */
    840   1.1       jtc 	{
    841   1.3     lukem 		++Player.p_degenerated;
    842   1.3     lukem 		if (Player.p_quickness > 23.0)
    843   1.3     lukem 			Player.p_quickness *= 0.99;
    844   1.3     lukem 		Player.p_strength *= 0.97;
    845   1.3     lukem 		Player.p_brains *= 0.95;
    846   1.3     lukem 		Player.p_magiclvl *= 0.97;
    847   1.3     lukem 		Player.p_maxenergy *= 0.95;
    848   1.3     lukem 		Player.p_quksilver *= 0.95;
    849   1.3     lukem 		Player.p_sword *= 0.93;
    850   1.3     lukem 		Player.p_shield *= 0.93;
    851   1.1       jtc 	}
    852   1.1       jtc }
    853   1.1       jtc 
    854   1.3     lukem void
    855  1.16  dholland initplayer(struct player *playerp)
    856   1.1       jtc {
    857   1.3     lukem 	playerp->p_experience =
    858   1.3     lukem 	    playerp->p_level =
    859   1.3     lukem 	    playerp->p_strength =
    860   1.3     lukem 	    playerp->p_sword =
    861   1.3     lukem 	    playerp->p_might =
    862   1.3     lukem 	    playerp->p_energy =
    863   1.3     lukem 	    playerp->p_maxenergy =
    864   1.3     lukem 	    playerp->p_shield =
    865   1.3     lukem 	    playerp->p_quickness =
    866   1.3     lukem 	    playerp->p_quksilver =
    867   1.3     lukem 	    playerp->p_speed =
    868   1.3     lukem 	    playerp->p_magiclvl =
    869   1.3     lukem 	    playerp->p_mana =
    870   1.3     lukem 	    playerp->p_brains =
    871   1.3     lukem 	    playerp->p_poison =
    872   1.3     lukem 	    playerp->p_gems =
    873   1.3     lukem 	    playerp->p_sin =
    874   1.3     lukem 	    playerp->p_1scratch =
    875   1.3     lukem 	    playerp->p_2scratch = 0.0;
    876   1.3     lukem 
    877   1.3     lukem 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
    878   1.3     lukem 
    879   1.3     lukem 	playerp->p_x = ROLL(-125.0, 251.0);
    880   1.3     lukem 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
    881   1.3     lukem 
    882   1.3     lukem 	/* clear ring */
    883   1.3     lukem 	playerp->p_ring.ring_type = R_NONE;
    884   1.3     lukem 	playerp->p_ring.ring_duration = 0;
    885   1.3     lukem 	playerp->p_ring.ring_inuse = FALSE;
    886   1.3     lukem 
    887   1.3     lukem 	playerp->p_age = 0L;
    888   1.3     lukem 
    889   1.3     lukem 	playerp->p_degenerated = 1;	/* don't degenerate initially */
    890   1.3     lukem 
    891   1.3     lukem 	playerp->p_type = C_FIGHTER;	/* default */
    892   1.3     lukem 	playerp->p_specialtype = SC_NONE;
    893   1.3     lukem 	playerp->p_lives =
    894   1.3     lukem 	    playerp->p_crowns =
    895   1.3     lukem 	    playerp->p_charms =
    896   1.3     lukem 	    playerp->p_amulets =
    897   1.3     lukem 	    playerp->p_holywater =
    898   1.3     lukem 	    playerp->p_lastused = 0;
    899   1.3     lukem 	playerp->p_status = S_NOTUSED;
    900   1.3     lukem 	playerp->p_tampered = T_OFF;
    901   1.3     lukem 	playerp->p_istat = I_OFF;
    902   1.3     lukem 
    903   1.3     lukem 	playerp->p_palantir =
    904   1.3     lukem 	    playerp->p_blessing =
    905   1.3     lukem 	    playerp->p_virgin =
    906   1.3     lukem 	    playerp->p_blindness = FALSE;
    907   1.3     lukem 
    908   1.3     lukem 	playerp->p_name[0] =
    909   1.3     lukem 	    playerp->p_password[0] =
    910   1.3     lukem 	    playerp->p_login[0] = '\0';
    911   1.3     lukem }
    912   1.1       jtc 
    913   1.3     lukem void
    914  1.16  dholland readmessage(void)
    915   1.1       jtc {
    916   1.3     lukem 	move(3, 0);
    917   1.3     lukem 	clrtoeol();
    918   1.6       jsm 	fseek(Messagefp, 0L, SEEK_SET);
    919   1.3     lukem 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
    920   1.3     lukem 		addstr(Databuf);
    921   1.3     lukem }
    922   1.1       jtc 
    923   1.3     lukem void
    924  1.16  dholland error(const char *whichfile)
    925   1.1       jtc {
    926   1.9       wiz 	int     (*funcp)(const char *,...);
    927   1.1       jtc 
    928   1.3     lukem 	if (Windows) {
    929   1.3     lukem 		funcp = printw;
    930   1.3     lukem 		clear();
    931   1.3     lukem 	} else
    932   1.3     lukem 		funcp = printf;
    933   1.3     lukem 
    934  1.10       jsm 	(*funcp) ("An unrecoverable error has occurred reading %s.  (%s)\n", whichfile, strerror(errno));
    935   1.3     lukem 	(*funcp) ("Please run 'setup' to determine the problem.\n");
    936   1.3     lukem 	cleanup(TRUE);
    937   1.3     lukem 	/* NOTREACHED */
    938   1.3     lukem }
    939   1.1       jtc 
    940   1.1       jtc double
    941  1.16  dholland distance(double x_1, double x_2, double y_1, double y_2)
    942   1.1       jtc {
    943   1.3     lukem 	double  deltax, deltay;
    944   1.1       jtc 
    945  1.15  dholland 	deltax = x_1 - x_2;
    946  1.15  dholland 	deltay = y_1 - y_2;
    947   1.3     lukem 	return (sqrt(deltax * deltax + deltay * deltay));
    948   1.3     lukem }
    949   1.1       jtc 
    950   1.3     lukem void
    951  1.16  dholland ill_sig(int whichsig)
    952   1.1       jtc {
    953   1.3     lukem 	clear();
    954   1.3     lukem 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
    955   1.3     lukem 		printw("Error: caught signal # %d.\n", whichsig);
    956   1.3     lukem 	cleanup(TRUE);
    957   1.3     lukem 	/* NOTREACHED */
    958   1.3     lukem }
    959   1.1       jtc 
    960   1.5       jsm const char *
    961  1.16  dholland descrstatus(struct player *playerp)
    962   1.1       jtc {
    963   1.3     lukem 	switch (playerp->p_status) {
    964   1.1       jtc 	case S_PLAYING:
    965   1.3     lukem 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
    966   1.3     lukem 			return ("Low Energy");
    967   1.3     lukem 		else
    968   1.3     lukem 			if (playerp->p_blindness)
    969   1.3     lukem 				return ("Blind");
    970   1.3     lukem 			else
    971   1.3     lukem 				return ("In game");
    972   1.1       jtc 
    973   1.1       jtc 	case S_CLOAKED:
    974   1.3     lukem 		return ("Cloaked");
    975   1.1       jtc 
    976   1.1       jtc 	case S_INBATTLE:
    977   1.3     lukem 		return ("In Battle");
    978   1.1       jtc 
    979   1.1       jtc 	case S_MONSTER:
    980   1.3     lukem 		return ("Encounter");
    981   1.1       jtc 
    982   1.1       jtc 	case S_TRADING:
    983   1.3     lukem 		return ("Trading");
    984   1.1       jtc 
    985   1.1       jtc 	case S_OFF:
    986   1.3     lukem 		return ("Off");
    987   1.1       jtc 
    988   1.1       jtc 	case S_HUNGUP:
    989   1.3     lukem 		return ("Hung up");
    990   1.1       jtc 
    991   1.1       jtc 	default:
    992   1.3     lukem 		return ("");
    993   1.1       jtc 	}
    994   1.1       jtc }
    995   1.1       jtc 
    996   1.1       jtc double
    997  1.16  dholland drandom(void)
    998   1.1       jtc {
    999   1.3     lukem 	if (sizeof(int) != 2)
   1000   1.3     lukem 		/* use only low bits */
   1001   1.3     lukem 		return ((double) (random() & 0x7fff) / 32768.0);
   1002   1.3     lukem 	else
   1003   1.3     lukem 		return ((double) random() / 32768.0);
   1004   1.3     lukem }
   1005   1.1       jtc 
   1006   1.3     lukem void
   1007  1.16  dholland collecttaxes(double gold, double gems)
   1008   1.1       jtc {
   1009   1.3     lukem 	FILE   *fp;		/* to update Goldfile */
   1010   1.3     lukem 	double  dtemp;		/* for temporary calculations */
   1011   1.3     lukem 	double  taxes;		/* tax liability */
   1012   1.3     lukem 
   1013   1.3     lukem 	/* add to cache */
   1014   1.3     lukem 	Player.p_gold += gold;
   1015   1.3     lukem 	Player.p_gems += gems;
   1016   1.1       jtc 
   1017   1.3     lukem 	/* calculate tax liability */
   1018   1.3     lukem 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
   1019   1.1       jtc 
   1020   1.3     lukem 	if (Player.p_gold < taxes)
   1021   1.3     lukem 		/* not enough gold to pay taxes, must convert some gems to
   1022   1.3     lukem 		 * gold */
   1023   1.1       jtc 	{
   1024   1.3     lukem 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
   1025   1.3     lukem 								 * convert */
   1026   1.1       jtc 
   1027   1.3     lukem 		if (Player.p_gems >= dtemp)
   1028   1.3     lukem 			/* player has enough to convert */
   1029   1.3     lukem 		{
   1030   1.3     lukem 			Player.p_gems -= dtemp;
   1031   1.3     lukem 			Player.p_gold += dtemp * N_GEMVALUE;
   1032   1.3     lukem 		} else
   1033   1.3     lukem 			/* take everything; this should never happen */
   1034   1.3     lukem 		{
   1035   1.3     lukem 			Player.p_gold += Player.p_gems * N_GEMVALUE;
   1036   1.3     lukem 			Player.p_gems = 0.0;
   1037   1.3     lukem 			taxes = Player.p_gold;
   1038   1.3     lukem 		}
   1039   1.1       jtc 	}
   1040   1.3     lukem 	Player.p_gold -= taxes;
   1041   1.1       jtc 
   1042   1.3     lukem 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
   1043   1.3     lukem 		/* update taxes */
   1044   1.1       jtc 	{
   1045   1.3     lukem 		dtemp = 0.0;
   1046   1.3     lukem 		fread((char *) &dtemp, sizeof(double), 1, fp);
   1047   1.3     lukem 		dtemp += floor(taxes);
   1048   1.6       jsm 		fseek(fp, 0L, SEEK_SET);
   1049   1.3     lukem 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
   1050   1.3     lukem 		fclose(fp);
   1051   1.1       jtc 	}
   1052   1.1       jtc }
   1053