misc.c revision 1.19 1 1.19 dholland /* $NetBSD: misc.c,v 1.19 2009/08/31 08:27:16 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 1.19 dholland #include <errno.h>
8 1.19 dholland #include <math.h>
9 1.19 dholland #include <setjmp.h>
10 1.19 dholland #include <signal.h>
11 1.19 dholland #include <stdio.h>
12 1.19 dholland #include <stdlib.h>
13 1.19 dholland #include <string.h>
14 1.19 dholland #include <unistd.h>
15 1.19 dholland
16 1.19 dholland #include "macros.h"
17 1.19 dholland #include "phantdefs.h"
18 1.19 dholland #include "phantstruct.h"
19 1.19 dholland #include "phantglobs.h"
20 1.19 dholland #include "pathnames.h"
21 1.19 dholland
22 1.12 he #undef bool
23 1.11 ross #include <curses.h>
24 1.1 jtc
25 1.1 jtc
26 1.18 dholland static double explevel(double);
27 1.18 dholland
28 1.18 dholland static void
29 1.16 dholland movelevel(void)
30 1.1 jtc {
31 1.5 jsm const struct charstats *statptr; /* for pointing into Stattable */
32 1.3 lukem double new; /* new level */
33 1.3 lukem double inc; /* increment between new and old levels */
34 1.3 lukem
35 1.3 lukem Changed = TRUE;
36 1.3 lukem
37 1.3 lukem if (Player.p_type == C_EXPER)
38 1.3 lukem /* roll a type to use for increment */
39 1.3 lukem statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
40 1.3 lukem else
41 1.3 lukem statptr = Statptr;
42 1.1 jtc
43 1.3 lukem new = explevel(Player.p_experience);
44 1.3 lukem inc = new - Player.p_level;
45 1.3 lukem Player.p_level = new;
46 1.3 lukem
47 1.3 lukem /* add increments to statistics */
48 1.3 lukem Player.p_strength += statptr->c_strength.increase * inc;
49 1.3 lukem Player.p_mana += statptr->c_mana.increase * inc;
50 1.3 lukem Player.p_brains += statptr->c_brains.increase * inc;
51 1.3 lukem Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
52 1.3 lukem Player.p_maxenergy += statptr->c_energy.increase * inc;
53 1.1 jtc
54 1.3 lukem /* rest to maximum upon reaching new level */
55 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
56 1.3 lukem
57 1.3 lukem if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
58 1.3 lukem /* no longer able to be king -- turn crowns into cash */
59 1.1 jtc {
60 1.3 lukem Player.p_gold += ((double) Player.p_crowns) * 5000.0;
61 1.3 lukem Player.p_crowns = 0;
62 1.1 jtc }
63 1.3 lukem if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
64 1.3 lukem /* make a member of the council */
65 1.1 jtc {
66 1.3 lukem mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
67 1.3 lukem addstr("Good Luck on your search for the Holy Grail.\n");
68 1.1 jtc
69 1.3 lukem Player.p_specialtype = SC_COUNCIL;
70 1.1 jtc
71 1.3 lukem /* no rings for council and above */
72 1.3 lukem Player.p_ring.ring_type = R_NONE;
73 1.3 lukem Player.p_ring.ring_duration = 0;
74 1.1 jtc
75 1.3 lukem Player.p_lives = 3; /* three extra lives */
76 1.1 jtc }
77 1.3 lukem if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
78 1.3 lukem death("Old age");
79 1.1 jtc }
80 1.1 jtc
81 1.5 jsm const char *
82 1.16 dholland descrlocation(struct player *playerp, phbool shortflag)
83 1.1 jtc {
84 1.3 lukem double circle; /* corresponding circle for coordinates */
85 1.3 lukem int quadrant; /* quandrant of grid */
86 1.5 jsm const char *label; /* pointer to place name */
87 1.5 jsm static const char *const nametable[4][4] = /* names of places */
88 1.3 lukem {
89 1.3 lukem {"Anorien", "Ithilien", "Rohan", "Lorien"},
90 1.3 lukem {"Gondor", "Mordor", "Dunland", "Rovanion"},
91 1.3 lukem {"South Gondor", "Khand", "Eriador", "The Iron Hills"},
92 1.3 lukem {"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
93 1.1 jtc };
94 1.1 jtc
95 1.3 lukem if (playerp->p_specialtype == SC_VALAR)
96 1.3 lukem return (" is in Valhala");
97 1.1 jtc else
98 1.3 lukem if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
99 1.3 lukem if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
100 1.3 lukem label = "The Point of No Return";
101 1.3 lukem else
102 1.3 lukem label = "The Ashen Mountains";
103 1.3 lukem } else
104 1.3 lukem if (circle >= 55)
105 1.3 lukem label = "Morannon";
106 1.3 lukem else
107 1.3 lukem if (circle >= 35)
108 1.3 lukem label = "Kennaquahair";
109 1.3 lukem else
110 1.3 lukem if (circle >= 20)
111 1.3 lukem label = "The Dead Marshes";
112 1.3 lukem else
113 1.3 lukem if (circle >= 9)
114 1.3 lukem label = "The Outer Waste";
115 1.3 lukem else
116 1.3 lukem if (circle >= 5)
117 1.3 lukem label = "The Moors Adventurous";
118 1.3 lukem else {
119 1.3 lukem if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
120 1.3 lukem label = "The Lord's Chamber";
121 1.3 lukem else {
122 1.3 lukem /* this
123 1.3 lukem *
124 1.3 lukem * expr
125 1.3 lukem * essi
126 1.3 lukem * on
127 1.3 lukem * is
128 1.3 lukem * spli
129 1.3 lukem * t
130 1.3 lukem * to
131 1.3 lukem * prev
132 1.3 lukem * ent
133 1.3 lukem * comp
134 1.3 lukem * iler
135 1.3 lukem *
136 1.3 lukem * loop
137 1.3 lukem *
138 1.3 lukem * with
139 1.3 lukem *
140 1.3 lukem * some
141 1.3 lukem *
142 1.3 lukem * comp
143 1.3 lukem * iler
144 1.3 lukem * s */
145 1.3 lukem quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
146 1.3 lukem quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
147 1.3 lukem label = nametable[((int) circle) - 1][quadrant];
148 1.3 lukem }
149 1.3 lukem }
150 1.3 lukem
151 1.3 lukem if (shortflag)
152 1.17 dholland snprintf(Databuf, SZ_DATABUF, "%.29s", label);
153 1.1 jtc else
154 1.17 dholland snprintf(Databuf, SZ_DATABUF,
155 1.17 dholland " is in %s (%.0f,%.0f)",
156 1.17 dholland label, playerp->p_x, playerp->p_y);
157 1.1 jtc
158 1.3 lukem return (Databuf);
159 1.3 lukem }
160 1.1 jtc
161 1.3 lukem void
162 1.16 dholland tradingpost(void)
163 1.1 jtc {
164 1.3 lukem double numitems; /* number of items to purchase */
165 1.3 lukem double cost; /* cost of purchase */
166 1.3 lukem double blessingcost; /* cost of blessing */
167 1.3 lukem int ch; /* input */
168 1.3 lukem int size; /* size of the trading post */
169 1.3 lukem int loop; /* loop counter */
170 1.3 lukem int cheat = 0; /* number of times player has tried to cheat */
171 1.3 lukem bool dishonest = FALSE; /* set when merchant is dishonest */
172 1.1 jtc
173 1.3 lukem Player.p_status = S_TRADING;
174 1.3 lukem writerecord(&Player, Fileloc);
175 1.1 jtc
176 1.3 lukem clear();
177 1.3 lukem addstr("You are at a trading post. All purchases must be made with gold.");
178 1.3 lukem
179 1.3 lukem size = sqrt(fabs(Player.p_x / 100)) + 1;
180 1.3 lukem size = MIN(7, size);
181 1.1 jtc
182 1.3 lukem /* set up cost of blessing */
183 1.3 lukem blessingcost = 1000.0 * (Player.p_level + 5.0);
184 1.1 jtc
185 1.3 lukem /* print Menu */
186 1.3 lukem move(7, 0);
187 1.3 lukem for (loop = 0; loop < size; ++loop)
188 1.3 lukem /* print Menu */
189 1.3 lukem {
190 1.3 lukem if (loop == 6)
191 1.3 lukem cost = blessingcost;
192 1.1 jtc else
193 1.3 lukem cost = Menu[loop].cost;
194 1.3 lukem printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
195 1.3 lukem }
196 1.1 jtc
197 1.3 lukem mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
198 1.1 jtc
199 1.3 lukem for (;;) {
200 1.3 lukem adjuststats(); /* truncate any bad values */
201 1.1 jtc
202 1.3 lukem /* print some important statistics */
203 1.3 lukem mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
204 1.3 lukem Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
205 1.3 lukem printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
206 1.3 lukem Player.p_shield, Player.p_sword, Player.p_quksilver,
207 1.3 lukem (Player.p_blessing ? " True" : "False"));
208 1.3 lukem printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
209 1.1 jtc
210 1.3 lukem move(5, 36);
211 1.3 lukem ch = getanswer("LPS", FALSE);
212 1.3 lukem move(15, 0);
213 1.3 lukem clrtobot();
214 1.3 lukem switch (ch) {
215 1.3 lukem case 'L': /* leave */
216 1.3 lukem case '\n':
217 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
218 1.3 lukem return;
219 1.3 lukem
220 1.3 lukem case 'P': /* make purchase */
221 1.3 lukem mvaddstr(15, 0, "What what would you like to buy ? ");
222 1.3 lukem ch = getanswer(" 1234567", FALSE);
223 1.3 lukem move(15, 0);
224 1.3 lukem clrtoeol();
225 1.3 lukem
226 1.3 lukem if (ch - '0' > size)
227 1.3 lukem addstr("Sorry, this merchant doesn't have that.");
228 1.3 lukem else
229 1.3 lukem switch (ch) {
230 1.3 lukem case '1':
231 1.3 lukem printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
232 1.3 lukem Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
233 1.3 lukem cost = (numitems = floor(infloat())) * Menu[0].cost;
234 1.3 lukem
235 1.3 lukem if (cost > Player.p_gold || numitems < 0)
236 1.3 lukem ++cheat;
237 1.3 lukem else {
238 1.3 lukem cheat = 0;
239 1.3 lukem Player.p_gold -= cost;
240 1.3 lukem if (drandom() < 0.02)
241 1.3 lukem dishonest = TRUE;
242 1.3 lukem else
243 1.3 lukem Player.p_mana += numitems;
244 1.3 lukem }
245 1.3 lukem break;
246 1.3 lukem
247 1.3 lukem case '2':
248 1.3 lukem printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
249 1.3 lukem Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
250 1.3 lukem cost = (numitems = floor(infloat())) * Menu[1].cost;
251 1.3 lukem
252 1.3 lukem if (numitems == 0.0)
253 1.3 lukem break;
254 1.3 lukem else
255 1.3 lukem if (cost > Player.p_gold || numitems < 0)
256 1.3 lukem ++cheat;
257 1.3 lukem else
258 1.3 lukem if (numitems < Player.p_shield)
259 1.3 lukem NOBETTER();
260 1.3 lukem else {
261 1.3 lukem cheat = 0;
262 1.3 lukem Player.p_gold -= cost;
263 1.3 lukem if (drandom() < 0.02)
264 1.3 lukem dishonest = TRUE;
265 1.3 lukem else
266 1.3 lukem Player.p_shield = numitems;
267 1.3 lukem }
268 1.3 lukem break;
269 1.3 lukem
270 1.3 lukem case '3':
271 1.3 lukem printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
272 1.3 lukem Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
273 1.3 lukem cost = (numitems = floor(infloat())) * Menu[2].cost;
274 1.3 lukem
275 1.3 lukem if (cost > Player.p_gold || numitems < 0)
276 1.3 lukem ++cheat;
277 1.3 lukem else {
278 1.3 lukem cheat = 0;
279 1.3 lukem Player.p_gold -= cost;
280 1.3 lukem if (drandom() < 0.02)
281 1.3 lukem dishonest = TRUE;
282 1.3 lukem else
283 1.3 lukem if (drandom() * numitems > Player.p_level / 10.0
284 1.3 lukem && numitems != 1) {
285 1.3 lukem printw("\nYou blew your mind!\n");
286 1.3 lukem Player.p_brains /= 5;
287 1.3 lukem } else {
288 1.3 lukem Player.p_brains += floor(numitems) * ROLL(20, 8);
289 1.3 lukem }
290 1.3 lukem }
291 1.3 lukem break;
292 1.3 lukem
293 1.3 lukem case '4':
294 1.3 lukem printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
295 1.3 lukem Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
296 1.3 lukem cost = (numitems = floor(infloat())) * Menu[3].cost;
297 1.3 lukem
298 1.3 lukem if (numitems == 0.0)
299 1.3 lukem break;
300 1.3 lukem else
301 1.3 lukem if (cost > Player.p_gold || numitems < 0)
302 1.3 lukem ++cheat;
303 1.3 lukem else
304 1.3 lukem if (numitems < Player.p_sword)
305 1.3 lukem NOBETTER();
306 1.3 lukem else {
307 1.3 lukem cheat = 0;
308 1.3 lukem Player.p_gold -= cost;
309 1.3 lukem if (drandom() < 0.02)
310 1.3 lukem dishonest = TRUE;
311 1.3 lukem else
312 1.3 lukem Player.p_sword = numitems;
313 1.3 lukem }
314 1.3 lukem break;
315 1.3 lukem
316 1.3 lukem case '5':
317 1.3 lukem printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
318 1.3 lukem Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
319 1.3 lukem cost = (numitems = floor(infloat())) * Menu[4].cost;
320 1.3 lukem
321 1.3 lukem if (cost > Player.p_gold || numitems < 0)
322 1.3 lukem ++cheat;
323 1.3 lukem else {
324 1.3 lukem cheat = 0;
325 1.3 lukem Player.p_gold -= cost;
326 1.3 lukem if (drandom() < 0.02)
327 1.3 lukem dishonest = TRUE;
328 1.3 lukem else
329 1.3 lukem Player.p_charms += numitems;
330 1.3 lukem }
331 1.3 lukem break;
332 1.3 lukem
333 1.3 lukem case '6':
334 1.3 lukem printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
335 1.3 lukem Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
336 1.3 lukem cost = (numitems = floor(infloat())) * Menu[5].cost;
337 1.3 lukem
338 1.3 lukem if (numitems == 0.0)
339 1.3 lukem break;
340 1.3 lukem else
341 1.3 lukem if (cost > Player.p_gold || numitems < 0)
342 1.3 lukem ++cheat;
343 1.3 lukem else
344 1.3 lukem if (numitems < Player.p_quksilver)
345 1.3 lukem NOBETTER();
346 1.3 lukem else {
347 1.3 lukem cheat = 0;
348 1.3 lukem Player.p_gold -= cost;
349 1.3 lukem if (drandom() < 0.02)
350 1.3 lukem dishonest = TRUE;
351 1.3 lukem else
352 1.3 lukem Player.p_quksilver = numitems;
353 1.3 lukem }
354 1.3 lukem break;
355 1.3 lukem
356 1.3 lukem case '7':
357 1.3 lukem if (Player.p_blessing) {
358 1.3 lukem addstr("You already have a blessing.");
359 1.3 lukem break;
360 1.3 lukem }
361 1.3 lukem printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
362 1.3 lukem ch = getanswer("NY", FALSE);
363 1.3 lukem
364 1.4 veego if (ch == 'Y') {
365 1.3 lukem if (Player.p_gold < blessingcost)
366 1.3 lukem ++cheat;
367 1.3 lukem else {
368 1.3 lukem cheat = 0;
369 1.3 lukem Player.p_gold -= blessingcost;
370 1.3 lukem if (drandom() < 0.02)
371 1.3 lukem dishonest = TRUE;
372 1.3 lukem else
373 1.3 lukem Player.p_blessing = TRUE;
374 1.3 lukem }
375 1.4 veego }
376 1.3 lukem break;
377 1.1 jtc }
378 1.3 lukem break;
379 1.1 jtc
380 1.3 lukem case 'S': /* sell gems */
381 1.3 lukem mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
382 1.3 lukem (double) N_GEMVALUE, Player.p_gems);
383 1.3 lukem numitems = floor(infloat());
384 1.1 jtc
385 1.3 lukem if (numitems > Player.p_gems || numitems < 0)
386 1.1 jtc ++cheat;
387 1.3 lukem else {
388 1.1 jtc cheat = 0;
389 1.3 lukem Player.p_gems -= numitems;
390 1.3 lukem Player.p_gold += numitems * N_GEMVALUE;
391 1.1 jtc }
392 1.3 lukem }
393 1.1 jtc
394 1.3 lukem if (cheat == 1)
395 1.3 lukem mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
396 1.1 jtc else
397 1.3 lukem if (cheat == 2) {
398 1.3 lukem mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
399 1.3 lukem printw("a %.0f level magic user, and you made %s mad!\n",
400 1.3 lukem ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
401 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
402 1.3 lukem Player.p_energy /= 2.0;
403 1.3 lukem ++Player.p_sin;
404 1.3 lukem more(23);
405 1.3 lukem return;
406 1.3 lukem } else
407 1.3 lukem if (dishonest) {
408 1.3 lukem mvaddstr(17, 0, "The merchant stole your money!");
409 1.3 lukem refresh();
410 1.3 lukem altercoordinates(Player.p_x - Player.p_x / 10.0,
411 1.3 lukem Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
412 1.3 lukem sleep(2);
413 1.3 lukem return;
414 1.3 lukem }
415 1.1 jtc }
416 1.1 jtc }
417 1.1 jtc
418 1.3 lukem void
419 1.16 dholland displaystats(void)
420 1.1 jtc {
421 1.3 lukem mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
422 1.3 lukem mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
423 1.3 lukem Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
424 1.3 lukem Player.p_mana, Users);
425 1.3 lukem mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
426 1.3 lukem Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
427 1.3 lukem Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
428 1.3 lukem }
429 1.1 jtc
430 1.3 lukem void
431 1.16 dholland allstatslist(void)
432 1.1 jtc {
433 1.5 jsm static const char *const flags[] = /* to print value of some bools */
434 1.3 lukem {
435 1.3 lukem "False",
436 1.3 lukem " True"
437 1.3 lukem };
438 1.3 lukem
439 1.3 lukem mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
440 1.1 jtc
441 1.3 lukem mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
442 1.3 lukem mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
443 1.3 lukem mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
444 1.3 lukem mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
445 1.3 lukem mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
446 1.3 lukem mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
447 1.7 jdc mvprintw(16, 0, "Age : %9ld", Player.p_age);
448 1.3 lukem mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
449 1.3 lukem mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
450 1.3 lukem mvprintw(12, 40, "Charms : %9d", Player.p_charms);
451 1.3 lukem mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
452 1.3 lukem mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
453 1.3 lukem mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
454 1.3 lukem mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
455 1.3 lukem
456 1.3 lukem mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
457 1.3 lukem flags[(int)Player.p_blessing],
458 1.3 lukem flags[Player.p_ring.ring_type != R_NONE],
459 1.3 lukem flags[(int)Player.p_virgin],
460 1.3 lukem flags[(int)Player.p_palantir]);
461 1.3 lukem }
462 1.3 lukem
463 1.5 jsm const char *
464 1.16 dholland descrtype(struct player *playerp, phbool shortflag)
465 1.1 jtc {
466 1.3 lukem int type; /* for caluculating result subscript */
467 1.5 jsm static const char *const results[] =/* description table */
468 1.3 lukem {
469 1.3 lukem " Magic User", " MU",
470 1.3 lukem " Fighter", " F ",
471 1.3 lukem " Elf", " E ",
472 1.3 lukem " Dwarf", " D ",
473 1.3 lukem " Halfling", " H ",
474 1.3 lukem " Experimento", " EX",
475 1.3 lukem " Super", " S ",
476 1.3 lukem " King", " K ",
477 1.3 lukem " Council of Wise", " CW",
478 1.3 lukem " Ex-Valar", " EV",
479 1.3 lukem " Valar", " V ",
480 1.3 lukem " ? ", " ? "
481 1.3 lukem };
482 1.1 jtc
483 1.3 lukem type = playerp->p_type;
484 1.1 jtc
485 1.3 lukem switch (playerp->p_specialtype) {
486 1.1 jtc case SC_NONE:
487 1.3 lukem type = playerp->p_type;
488 1.3 lukem break;
489 1.1 jtc
490 1.1 jtc case SC_KING:
491 1.3 lukem type = 7;
492 1.3 lukem break;
493 1.1 jtc
494 1.1 jtc case SC_COUNCIL:
495 1.3 lukem type = 8;
496 1.3 lukem break;
497 1.1 jtc
498 1.1 jtc case SC_EXVALAR:
499 1.3 lukem type = 9;
500 1.3 lukem break;
501 1.1 jtc
502 1.1 jtc case SC_VALAR:
503 1.3 lukem type = 10;
504 1.3 lukem break;
505 1.1 jtc }
506 1.1 jtc
507 1.3 lukem type *= 2; /* calculate offset */
508 1.1 jtc
509 1.3 lukem if (type > 20)
510 1.3 lukem /* error */
511 1.3 lukem type = 22;
512 1.3 lukem
513 1.3 lukem if (shortflag)
514 1.3 lukem /* use short descriptions */
515 1.3 lukem ++type;
516 1.3 lukem
517 1.3 lukem if (playerp->p_crowns > 0) {
518 1.3 lukem strcpy(Databuf, results[type]);
519 1.3 lukem Databuf[0] = '*';
520 1.3 lukem return (Databuf);
521 1.3 lukem } else
522 1.3 lukem return (results[type]);
523 1.1 jtc }
524 1.1 jtc
525 1.1 jtc long
526 1.16 dholland findname(const char *name, struct player *playerp)
527 1.1 jtc {
528 1.3 lukem long loc = 0; /* location in the file */
529 1.1 jtc
530 1.6 jsm fseek(Playersfp, 0L, SEEK_SET);
531 1.3 lukem while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
532 1.3 lukem if (strcmp(playerp->p_name, name) == 0) {
533 1.3 lukem if (playerp->p_status != S_NOTUSED || Wizard)
534 1.3 lukem /* found it */
535 1.3 lukem return (loc);
536 1.3 lukem }
537 1.3 lukem loc += SZ_PLAYERSTRUCT;
538 1.1 jtc }
539 1.1 jtc
540 1.3 lukem return (-1);
541 1.1 jtc }
542 1.1 jtc
543 1.1 jtc long
544 1.16 dholland allocrecord(void)
545 1.1 jtc {
546 1.3 lukem long loc = 0L; /* location in file */
547 1.1 jtc
548 1.6 jsm fseek(Playersfp, 0L, SEEK_SET);
549 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
550 1.3 lukem if (Other.p_status == S_NOTUSED)
551 1.3 lukem /* found an empty record */
552 1.3 lukem return (loc);
553 1.3 lukem else
554 1.3 lukem loc += SZ_PLAYERSTRUCT;
555 1.1 jtc }
556 1.1 jtc
557 1.3 lukem /* make a new record */
558 1.3 lukem initplayer(&Other);
559 1.3 lukem Player.p_status = S_OFF;
560 1.3 lukem writerecord(&Other, loc);
561 1.1 jtc
562 1.3 lukem return (loc);
563 1.3 lukem }
564 1.3 lukem
565 1.3 lukem void
566 1.16 dholland freerecord(struct player *playerp, long loc)
567 1.1 jtc {
568 1.3 lukem playerp->p_name[0] = CH_MARKDELETE;
569 1.3 lukem playerp->p_status = S_NOTUSED;
570 1.3 lukem writerecord(playerp, loc);
571 1.3 lukem }
572 1.1 jtc
573 1.3 lukem void
574 1.16 dholland leavegame(void)
575 1.1 jtc {
576 1.1 jtc
577 1.3 lukem if (Player.p_level < 1.0)
578 1.3 lukem /* delete character */
579 1.3 lukem freerecord(&Player, Fileloc);
580 1.3 lukem else {
581 1.3 lukem Player.p_status = S_OFF;
582 1.3 lukem writerecord(&Player, Fileloc);
583 1.1 jtc }
584 1.1 jtc
585 1.3 lukem cleanup(TRUE);
586 1.3 lukem /* NOTREACHED */
587 1.1 jtc }
588 1.1 jtc
589 1.3 lukem void
590 1.16 dholland death(const char *how)
591 1.1 jtc {
592 1.3 lukem FILE *fp; /* for updating various files */
593 1.3 lukem int ch; /* input */
594 1.5 jsm static const char *const deathmesg[] =
595 1.1 jtc /* add more messages here, if desired */
596 1.1 jtc {
597 1.3 lukem "You have been wounded beyond repair. ",
598 1.3 lukem "You have been disemboweled. ",
599 1.3 lukem "You've been mashed, mauled, and spit upon. (You're dead.)\n",
600 1.3 lukem "You died! ",
601 1.3 lukem "You're a complete failure -- you've died!!\n",
602 1.3 lukem "You have been dealt a fatal blow! "
603 1.1 jtc };
604 1.1 jtc
605 1.3 lukem clear();
606 1.1 jtc
607 1.3 lukem if (strcmp(how, "Stupidity") != 0) {
608 1.3 lukem if (Player.p_level > 9999.0)
609 1.3 lukem /* old age */
610 1.3 lukem addstr("Characters must be retired upon reaching level 10000. Sorry.");
611 1.3 lukem else
612 1.3 lukem if (Player.p_lives > 0)
613 1.3 lukem /* extra lives */
614 1.3 lukem {
615 1.3 lukem addstr("You should be more cautious. You've been killed.\n");
616 1.3 lukem printw("You only have %d more chance(s).\n", --Player.p_lives);
617 1.3 lukem more(3);
618 1.3 lukem Player.p_energy = Player.p_maxenergy;
619 1.3 lukem return;
620 1.3 lukem } else
621 1.3 lukem if (Player.p_specialtype == SC_VALAR) {
622 1.3 lukem addstr("You had your chances, but Valar aren't totally\n");
623 1.3 lukem addstr("immortal. You are now left to wither and die . . .\n");
624 1.3 lukem more(3);
625 1.3 lukem Player.p_brains = Player.p_level / 25.0;
626 1.3 lukem Player.p_energy = Player.p_maxenergy /= 5.0;
627 1.3 lukem Player.p_quksilver = Player.p_sword = 0.0;
628 1.3 lukem Player.p_specialtype = SC_COUNCIL;
629 1.3 lukem return;
630 1.3 lukem } else
631 1.3 lukem if (Player.p_ring.ring_inuse &&
632 1.3 lukem (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
633 1.3 lukem /* good ring in use - saved
634 1.3 lukem * from death */
635 1.3 lukem {
636 1.3 lukem mvaddstr(4, 0, "Your ring saved you from death!\n");
637 1.3 lukem refresh();
638 1.3 lukem Player.p_ring.ring_type = R_NONE;
639 1.3 lukem Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
640 1.3 lukem if (Player.p_crowns > 0)
641 1.3 lukem --Player.p_crowns;
642 1.3 lukem return;
643 1.3 lukem } else
644 1.3 lukem if (Player.p_ring.ring_type == R_BAD
645 1.3 lukem || Player.p_ring.ring_type == R_SPOILED)
646 1.3 lukem /* bad ring in
647 1.3 lukem * possession; name
648 1.3 lukem * idiot after player */
649 1.3 lukem {
650 1.3 lukem mvaddstr(4, 0,
651 1.3 lukem "Your ring has taken control of you and turned you into a monster!\n");
652 1.6 jsm fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
653 1.3 lukem fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
654 1.3 lukem strcpy(Curmonster.m_name, Player.p_name);
655 1.6 jsm fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
656 1.3 lukem fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
657 1.3 lukem fflush(Monstfp);
658 1.3 lukem }
659 1.3 lukem }
660 1.3 lukem enterscore(); /* update score board */
661 1.3 lukem
662 1.3 lukem /* put info in last dead file */
663 1.3 lukem fp = fopen(_PATH_LASTDEAD, "w");
664 1.3 lukem fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
665 1.3 lukem Player.p_name, descrtype(&Player, TRUE),
666 1.3 lukem Player.p_login, Player.p_level, how);
667 1.3 lukem fclose(fp);
668 1.1 jtc
669 1.3 lukem /* let other players know */
670 1.3 lukem fp = fopen(_PATH_MESS, "w");
671 1.3 lukem fprintf(fp, "%s was killed by %s.", Player.p_name, how);
672 1.3 lukem fclose(fp);
673 1.1 jtc
674 1.3 lukem freerecord(&Player, Fileloc);
675 1.1 jtc
676 1.3 lukem clear();
677 1.3 lukem move(10, 0);
678 1.3 lukem addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
679 1.3 lukem addstr("Care to give it another try ? ");
680 1.3 lukem ch = getanswer("NY", FALSE);
681 1.3 lukem
682 1.3 lukem if (ch == 'Y') {
683 1.3 lukem cleanup(FALSE);
684 1.3 lukem execl(_PATH_GAMEPROG, "phantasia", "-s",
685 1.13 jsm (Wizard ? "-S" : (char *) NULL), (char *) NULL);
686 1.3 lukem exit(0);
687 1.3 lukem /* NOTREACHED */
688 1.1 jtc }
689 1.3 lukem cleanup(TRUE);
690 1.3 lukem /* NOTREACHED */
691 1.1 jtc }
692 1.1 jtc
693 1.3 lukem void
694 1.16 dholland writerecord(struct player *playerp, long place)
695 1.1 jtc {
696 1.6 jsm fseek(Playersfp, place, SEEK_SET);
697 1.3 lukem fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
698 1.3 lukem fflush(Playersfp);
699 1.3 lukem }
700 1.1 jtc
701 1.18 dholland static double
702 1.16 dholland explevel(double experience)
703 1.1 jtc {
704 1.3 lukem if (experience < 1.1e7)
705 1.3 lukem return (floor(pow((experience / 1000.0), 0.4875)));
706 1.3 lukem else
707 1.3 lukem return (floor(pow((experience / 1250.0), 0.4865)));
708 1.3 lukem }
709 1.1 jtc
710 1.3 lukem void
711 1.16 dholland truncstring(char *string)
712 1.1 jtc {
713 1.3 lukem int length; /* length of string */
714 1.1 jtc
715 1.3 lukem length = strlen(string);
716 1.3 lukem while (string[--length] == ' ')
717 1.3 lukem string[length] = '\0';
718 1.3 lukem }
719 1.1 jtc
720 1.3 lukem void
721 1.16 dholland altercoordinates(double xnew, double ynew, int operation)
722 1.3 lukem {
723 1.3 lukem switch (operation) {
724 1.3 lukem case A_FORCED: /* move with no checks */
725 1.3 lukem break;
726 1.3 lukem
727 1.3 lukem case A_NEAR: /* pick random coordinates near */
728 1.3 lukem xnew = Player.p_x + ROLL(1.0, 5.0);
729 1.3 lukem ynew = Player.p_y - ROLL(1.0, 5.0);
730 1.3 lukem /* fall through for check */
731 1.1 jtc
732 1.1 jtc case A_SPECIFIC: /* just move player */
733 1.3 lukem if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
734 1.3 lukem /*
735 1.3 lukem * cannot move back from point of no return
736 1.3 lukem * pick the largest coordinate to remain unchanged
737 1.3 lukem */
738 1.1 jtc {
739 1.3 lukem if (fabs(xnew) > fabs(ynew))
740 1.3 lukem xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
741 1.3 lukem else
742 1.3 lukem ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
743 1.1 jtc }
744 1.3 lukem break;
745 1.1 jtc
746 1.3 lukem case A_FAR: /* pick random coordinates far */
747 1.3 lukem xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
748 1.3 lukem ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
749 1.3 lukem break;
750 1.1 jtc }
751 1.1 jtc
752 1.3 lukem /* now set location flags and adjust coordinates */
753 1.3 lukem Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
754 1.3 lukem
755 1.3 lukem /* set up flags based upon location */
756 1.3 lukem Throne = Marsh = Beyond = FALSE;
757 1.3 lukem
758 1.3 lukem if (Player.p_x == 0.0 && Player.p_y == 0.0)
759 1.3 lukem Throne = TRUE;
760 1.3 lukem else
761 1.3 lukem if (Circle < 35 && Circle >= 20)
762 1.3 lukem Marsh = TRUE;
763 1.3 lukem else
764 1.3 lukem if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
765 1.3 lukem Beyond = TRUE;
766 1.3 lukem
767 1.3 lukem Changed = TRUE;
768 1.3 lukem }
769 1.3 lukem
770 1.3 lukem void
771 1.16 dholland readrecord(struct player *playerp, long loc)
772 1.1 jtc {
773 1.6 jsm fseek(Playersfp, loc, SEEK_SET);
774 1.3 lukem fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
775 1.1 jtc }
776 1.1 jtc
777 1.3 lukem void
778 1.16 dholland adjuststats(void)
779 1.1 jtc {
780 1.3 lukem double dtemp; /* for temporary calculations */
781 1.1 jtc
782 1.3 lukem if (explevel(Player.p_experience) > Player.p_level)
783 1.3 lukem /* move one or more levels */
784 1.1 jtc {
785 1.3 lukem movelevel();
786 1.3 lukem if (Player.p_level > 5.0)
787 1.3 lukem Timeout = TRUE;
788 1.3 lukem }
789 1.3 lukem if (Player.p_specialtype == SC_VALAR)
790 1.3 lukem /* valar */
791 1.3 lukem Circle = Player.p_level / 5.0;
792 1.3 lukem
793 1.3 lukem /* calculate effective quickness */
794 1.3 lukem dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
795 1.8 simonb - Player.p_level;
796 1.3 lukem dtemp = MAX(0.0, dtemp);/* gold slows player down */
797 1.3 lukem Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
798 1.3 lukem
799 1.3 lukem /* calculate effective strength */
800 1.3 lukem if (Player.p_poison > 0.0)
801 1.3 lukem /* poison makes player weaker */
802 1.3 lukem {
803 1.3 lukem dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
804 1.3 lukem dtemp = MAX(0.1, dtemp);
805 1.3 lukem } else
806 1.3 lukem dtemp = 1.0;
807 1.3 lukem Player.p_might = dtemp * Player.p_strength + Player.p_sword;
808 1.3 lukem
809 1.3 lukem /* insure that important things are within limits */
810 1.3 lukem Player.p_quksilver = MIN(99.0, Player.p_quksilver);
811 1.3 lukem Player.p_mana = MIN(Player.p_mana,
812 1.3 lukem Player.p_level * Statptr->c_maxmana + 1000.0);
813 1.3 lukem Player.p_brains = MIN(Player.p_brains,
814 1.3 lukem Player.p_level * Statptr->c_maxbrains + 200.0);
815 1.3 lukem Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
816 1.3 lukem
817 1.3 lukem /*
818 1.3 lukem * some implementations have problems with floating point compare
819 1.3 lukem * we work around it with this stuff
820 1.3 lukem */
821 1.3 lukem Player.p_gold = floor(Player.p_gold) + 0.1;
822 1.3 lukem Player.p_gems = floor(Player.p_gems) + 0.1;
823 1.3 lukem Player.p_mana = floor(Player.p_mana) + 0.1;
824 1.3 lukem
825 1.3 lukem if (Player.p_ring.ring_type != R_NONE)
826 1.3 lukem /* do ring things */
827 1.3 lukem {
828 1.3 lukem /* rest to max */
829 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
830 1.3 lukem
831 1.3 lukem if (Player.p_ring.ring_duration <= 0)
832 1.3 lukem /* clean up expired rings */
833 1.3 lukem switch (Player.p_ring.ring_type) {
834 1.3 lukem case R_BAD: /* ring drives player crazy */
835 1.3 lukem Player.p_ring.ring_type = R_SPOILED;
836 1.3 lukem Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
837 1.3 lukem break;
838 1.1 jtc
839 1.3 lukem case R_NAZREG: /* ring disappears */
840 1.3 lukem Player.p_ring.ring_type = R_NONE;
841 1.3 lukem break;
842 1.1 jtc
843 1.3 lukem case R_SPOILED: /* ring kills player */
844 1.3 lukem death("A cursed ring");
845 1.3 lukem break;
846 1.1 jtc
847 1.3 lukem case R_DLREG: /* this ring doesn't expire */
848 1.3 lukem Player.p_ring.ring_duration = 0;
849 1.3 lukem break;
850 1.3 lukem }
851 1.1 jtc }
852 1.3 lukem if (Player.p_age / N_AGE > Player.p_degenerated)
853 1.3 lukem /* age player slightly */
854 1.1 jtc {
855 1.3 lukem ++Player.p_degenerated;
856 1.3 lukem if (Player.p_quickness > 23.0)
857 1.3 lukem Player.p_quickness *= 0.99;
858 1.3 lukem Player.p_strength *= 0.97;
859 1.3 lukem Player.p_brains *= 0.95;
860 1.3 lukem Player.p_magiclvl *= 0.97;
861 1.3 lukem Player.p_maxenergy *= 0.95;
862 1.3 lukem Player.p_quksilver *= 0.95;
863 1.3 lukem Player.p_sword *= 0.93;
864 1.3 lukem Player.p_shield *= 0.93;
865 1.1 jtc }
866 1.1 jtc }
867 1.1 jtc
868 1.3 lukem void
869 1.16 dholland initplayer(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 1.16 dholland readmessage(void)
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 1.16 dholland error(const char *whichfile)
939 1.1 jtc {
940 1.9 wiz int (*funcp)(const char *,...);
941 1.1 jtc
942 1.3 lukem if (Windows) {
943 1.3 lukem funcp = printw;
944 1.3 lukem clear();
945 1.3 lukem } else
946 1.3 lukem funcp = printf;
947 1.3 lukem
948 1.10 jsm (*funcp) ("An unrecoverable error has occurred reading %s. (%s)\n", whichfile, strerror(errno));
949 1.3 lukem (*funcp) ("Please run 'setup' to determine the problem.\n");
950 1.3 lukem cleanup(TRUE);
951 1.3 lukem /* NOTREACHED */
952 1.3 lukem }
953 1.1 jtc
954 1.1 jtc double
955 1.16 dholland distance(double x_1, double x_2, double y_1, double y_2)
956 1.1 jtc {
957 1.3 lukem double deltax, deltay;
958 1.1 jtc
959 1.15 dholland deltax = x_1 - x_2;
960 1.15 dholland deltay = y_1 - y_2;
961 1.3 lukem return (sqrt(deltax * deltax + deltay * deltay));
962 1.3 lukem }
963 1.1 jtc
964 1.3 lukem void
965 1.16 dholland ill_sig(int whichsig)
966 1.1 jtc {
967 1.3 lukem clear();
968 1.3 lukem if (!(whichsig == SIGINT || whichsig == SIGQUIT))
969 1.3 lukem printw("Error: caught signal # %d.\n", whichsig);
970 1.3 lukem cleanup(TRUE);
971 1.3 lukem /* NOTREACHED */
972 1.3 lukem }
973 1.1 jtc
974 1.5 jsm const char *
975 1.16 dholland descrstatus(struct player *playerp)
976 1.1 jtc {
977 1.3 lukem switch (playerp->p_status) {
978 1.1 jtc case S_PLAYING:
979 1.3 lukem if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
980 1.3 lukem return ("Low Energy");
981 1.3 lukem else
982 1.3 lukem if (playerp->p_blindness)
983 1.3 lukem return ("Blind");
984 1.3 lukem else
985 1.3 lukem return ("In game");
986 1.1 jtc
987 1.1 jtc case S_CLOAKED:
988 1.3 lukem return ("Cloaked");
989 1.1 jtc
990 1.1 jtc case S_INBATTLE:
991 1.3 lukem return ("In Battle");
992 1.1 jtc
993 1.1 jtc case S_MONSTER:
994 1.3 lukem return ("Encounter");
995 1.1 jtc
996 1.1 jtc case S_TRADING:
997 1.3 lukem return ("Trading");
998 1.1 jtc
999 1.1 jtc case S_OFF:
1000 1.3 lukem return ("Off");
1001 1.1 jtc
1002 1.1 jtc case S_HUNGUP:
1003 1.3 lukem return ("Hung up");
1004 1.1 jtc
1005 1.1 jtc default:
1006 1.3 lukem return ("");
1007 1.1 jtc }
1008 1.1 jtc }
1009 1.1 jtc
1010 1.1 jtc double
1011 1.16 dholland drandom(void)
1012 1.1 jtc {
1013 1.3 lukem if (sizeof(int) != 2)
1014 1.3 lukem /* use only low bits */
1015 1.3 lukem return ((double) (random() & 0x7fff) / 32768.0);
1016 1.3 lukem else
1017 1.3 lukem return ((double) random() / 32768.0);
1018 1.3 lukem }
1019 1.1 jtc
1020 1.3 lukem void
1021 1.16 dholland collecttaxes(double gold, double gems)
1022 1.1 jtc {
1023 1.3 lukem FILE *fp; /* to update Goldfile */
1024 1.3 lukem double dtemp; /* for temporary calculations */
1025 1.3 lukem double taxes; /* tax liability */
1026 1.3 lukem
1027 1.3 lukem /* add to cache */
1028 1.3 lukem Player.p_gold += gold;
1029 1.3 lukem Player.p_gems += gems;
1030 1.1 jtc
1031 1.3 lukem /* calculate tax liability */
1032 1.3 lukem taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1033 1.1 jtc
1034 1.3 lukem if (Player.p_gold < taxes)
1035 1.3 lukem /* not enough gold to pay taxes, must convert some gems to
1036 1.3 lukem * gold */
1037 1.1 jtc {
1038 1.3 lukem dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to
1039 1.3 lukem * convert */
1040 1.1 jtc
1041 1.3 lukem if (Player.p_gems >= dtemp)
1042 1.3 lukem /* player has enough to convert */
1043 1.3 lukem {
1044 1.3 lukem Player.p_gems -= dtemp;
1045 1.3 lukem Player.p_gold += dtemp * N_GEMVALUE;
1046 1.3 lukem } else
1047 1.3 lukem /* take everything; this should never happen */
1048 1.3 lukem {
1049 1.3 lukem Player.p_gold += Player.p_gems * N_GEMVALUE;
1050 1.3 lukem Player.p_gems = 0.0;
1051 1.3 lukem taxes = Player.p_gold;
1052 1.3 lukem }
1053 1.1 jtc }
1054 1.3 lukem Player.p_gold -= taxes;
1055 1.1 jtc
1056 1.3 lukem if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1057 1.3 lukem /* update taxes */
1058 1.1 jtc {
1059 1.3 lukem dtemp = 0.0;
1060 1.3 lukem fread((char *) &dtemp, sizeof(double), 1, fp);
1061 1.3 lukem dtemp += floor(taxes);
1062 1.6 jsm fseek(fp, 0L, SEEK_SET);
1063 1.3 lukem fwrite((char *) &dtemp, sizeof(double), 1, fp);
1064 1.3 lukem fclose(fp);
1065 1.1 jtc }
1066 1.1 jtc }
1067