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misc.c revision 1.3
      1  1.3  lukem /*	$NetBSD: misc.c,v 1.3 1997/10/13 02:18:30 lukem 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  1.1    jtc 
      9  1.1    jtc 
     10  1.3  lukem void
     11  1.1    jtc movelevel()
     12  1.1    jtc {
     13  1.3  lukem 	struct charstats *statptr;	/* for pointing into Stattable */
     14  1.3  lukem 	double  new;		/* new level */
     15  1.3  lukem 	double  inc;		/* increment between new and old levels */
     16  1.3  lukem 
     17  1.3  lukem 	Changed = TRUE;
     18  1.3  lukem 
     19  1.3  lukem 	if (Player.p_type == C_EXPER)
     20  1.3  lukem 		/* roll a type to use for increment */
     21  1.3  lukem 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
     22  1.3  lukem 	else
     23  1.3  lukem 		statptr = Statptr;
     24  1.1    jtc 
     25  1.3  lukem 	new = explevel(Player.p_experience);
     26  1.3  lukem 	inc = new - Player.p_level;
     27  1.3  lukem 	Player.p_level = new;
     28  1.3  lukem 
     29  1.3  lukem 	/* add increments to statistics */
     30  1.3  lukem 	Player.p_strength += statptr->c_strength.increase * inc;
     31  1.3  lukem 	Player.p_mana += statptr->c_mana.increase * inc;
     32  1.3  lukem 	Player.p_brains += statptr->c_brains.increase * inc;
     33  1.3  lukem 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
     34  1.3  lukem 	Player.p_maxenergy += statptr->c_energy.increase * inc;
     35  1.1    jtc 
     36  1.3  lukem 	/* rest to maximum upon reaching new level */
     37  1.3  lukem 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
     38  1.3  lukem 
     39  1.3  lukem 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
     40  1.3  lukem 		/* no longer able to be king -- turn crowns into cash */
     41  1.1    jtc 	{
     42  1.3  lukem 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
     43  1.3  lukem 		Player.p_crowns = 0;
     44  1.1    jtc 	}
     45  1.3  lukem 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
     46  1.3  lukem 		/* make a member of the council */
     47  1.1    jtc 	{
     48  1.3  lukem 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
     49  1.3  lukem 		addstr("Good Luck on your search for the Holy Grail.\n");
     50  1.1    jtc 
     51  1.3  lukem 		Player.p_specialtype = SC_COUNCIL;
     52  1.1    jtc 
     53  1.3  lukem 		/* no rings for council and above */
     54  1.3  lukem 		Player.p_ring.ring_type = R_NONE;
     55  1.3  lukem 		Player.p_ring.ring_duration = 0;
     56  1.1    jtc 
     57  1.3  lukem 		Player.p_lives = 3;	/* three extra lives */
     58  1.1    jtc 	}
     59  1.3  lukem 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
     60  1.3  lukem 		death("Old age");
     61  1.1    jtc }
     62  1.1    jtc 
     63  1.3  lukem char   *
     64  1.1    jtc descrlocation(playerp, shortflag)
     65  1.3  lukem 	struct player *playerp;
     66  1.3  lukem 	bool    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  1.3  lukem 	char   *label;		/* pointer to place name */
     71  1.3  lukem 	static char *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  1.3  lukem 		sprintf(Databuf, "%.29s", label);
    137  1.1    jtc 	else
    138  1.3  lukem 		sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
    139  1.1    jtc 
    140  1.3  lukem 	return (Databuf);
    141  1.3  lukem }
    142  1.1    jtc 
    143  1.3  lukem void
    144  1.1    jtc tradingpost()
    145  1.1    jtc {
    146  1.3  lukem 	double  numitems;	/* number of items to purchase */
    147  1.3  lukem 	double  cost;		/* cost of purchase */
    148  1.3  lukem 	double  blessingcost;	/* cost of blessing */
    149  1.3  lukem 	int     ch;		/* input */
    150  1.3  lukem 	int     size;		/* size of the trading post */
    151  1.3  lukem 	int     loop;		/* loop counter */
    152  1.3  lukem 	int     cheat = 0;	/* number of times player has tried to cheat */
    153  1.3  lukem 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
    154  1.1    jtc 
    155  1.3  lukem 	Player.p_status = S_TRADING;
    156  1.3  lukem 	writerecord(&Player, Fileloc);
    157  1.1    jtc 
    158  1.3  lukem 	clear();
    159  1.3  lukem 	addstr("You are at a trading post. All purchases must be made with gold.");
    160  1.3  lukem 
    161  1.3  lukem 	size = sqrt(fabs(Player.p_x / 100)) + 1;
    162  1.3  lukem 	size = MIN(7, size);
    163  1.1    jtc 
    164  1.3  lukem 	/* set up cost of blessing */
    165  1.3  lukem 	blessingcost = 1000.0 * (Player.p_level + 5.0);
    166  1.1    jtc 
    167  1.3  lukem 	/* print Menu */
    168  1.3  lukem 	move(7, 0);
    169  1.3  lukem 	for (loop = 0; loop < size; ++loop)
    170  1.3  lukem 		/* print Menu */
    171  1.3  lukem 	{
    172  1.3  lukem 		if (loop == 6)
    173  1.3  lukem 			cost = blessingcost;
    174  1.1    jtc 		else
    175  1.3  lukem 			cost = Menu[loop].cost;
    176  1.3  lukem 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
    177  1.3  lukem 	}
    178  1.1    jtc 
    179  1.3  lukem 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
    180  1.1    jtc 
    181  1.3  lukem 	for (;;) {
    182  1.3  lukem 		adjuststats();	/* truncate any bad values */
    183  1.1    jtc 
    184  1.3  lukem 		/* print some important statistics */
    185  1.3  lukem 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
    186  1.3  lukem 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
    187  1.3  lukem 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
    188  1.3  lukem 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
    189  1.3  lukem 		    (Player.p_blessing ? " True" : "False"));
    190  1.3  lukem 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
    191  1.1    jtc 
    192  1.3  lukem 		move(5, 36);
    193  1.3  lukem 		ch = getanswer("LPS", FALSE);
    194  1.3  lukem 		move(15, 0);
    195  1.3  lukem 		clrtobot();
    196  1.3  lukem 		switch (ch) {
    197  1.3  lukem 		case 'L':	/* leave */
    198  1.3  lukem 		case '\n':
    199  1.3  lukem 			altercoordinates(0.0, 0.0, A_NEAR);
    200  1.3  lukem 			return;
    201  1.3  lukem 
    202  1.3  lukem 		case 'P':	/* make purchase */
    203  1.3  lukem 			mvaddstr(15, 0, "What what would you like to buy ? ");
    204  1.3  lukem 			ch = getanswer(" 1234567", FALSE);
    205  1.3  lukem 			move(15, 0);
    206  1.3  lukem 			clrtoeol();
    207  1.3  lukem 
    208  1.3  lukem 			if (ch - '0' > size)
    209  1.3  lukem 				addstr("Sorry, this merchant doesn't have that.");
    210  1.3  lukem 			else
    211  1.3  lukem 				switch (ch) {
    212  1.3  lukem 				case '1':
    213  1.3  lukem 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
    214  1.3  lukem 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
    215  1.3  lukem 					cost = (numitems = floor(infloat())) * Menu[0].cost;
    216  1.3  lukem 
    217  1.3  lukem 					if (cost > Player.p_gold || numitems < 0)
    218  1.3  lukem 						++cheat;
    219  1.3  lukem 					else {
    220  1.3  lukem 						cheat = 0;
    221  1.3  lukem 						Player.p_gold -= cost;
    222  1.3  lukem 						if (drandom() < 0.02)
    223  1.3  lukem 							dishonest = TRUE;
    224  1.3  lukem 						else
    225  1.3  lukem 							Player.p_mana += numitems;
    226  1.3  lukem 					}
    227  1.3  lukem 					break;
    228  1.3  lukem 
    229  1.3  lukem 				case '2':
    230  1.3  lukem 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
    231  1.3  lukem 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
    232  1.3  lukem 					cost = (numitems = floor(infloat())) * Menu[1].cost;
    233  1.3  lukem 
    234  1.3  lukem 					if (numitems == 0.0)
    235  1.3  lukem 						break;
    236  1.3  lukem 					else
    237  1.3  lukem 						if (cost > Player.p_gold || numitems < 0)
    238  1.3  lukem 							++cheat;
    239  1.3  lukem 						else
    240  1.3  lukem 							if (numitems < Player.p_shield)
    241  1.3  lukem 								NOBETTER();
    242  1.3  lukem 							else {
    243  1.3  lukem 								cheat = 0;
    244  1.3  lukem 								Player.p_gold -= cost;
    245  1.3  lukem 								if (drandom() < 0.02)
    246  1.3  lukem 									dishonest = TRUE;
    247  1.3  lukem 								else
    248  1.3  lukem 									Player.p_shield = numitems;
    249  1.3  lukem 							}
    250  1.3  lukem 					break;
    251  1.3  lukem 
    252  1.3  lukem 				case '3':
    253  1.3  lukem 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
    254  1.3  lukem 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
    255  1.3  lukem 					cost = (numitems = floor(infloat())) * Menu[2].cost;
    256  1.3  lukem 
    257  1.3  lukem 					if (cost > Player.p_gold || numitems < 0)
    258  1.3  lukem 						++cheat;
    259  1.3  lukem 					else {
    260  1.3  lukem 						cheat = 0;
    261  1.3  lukem 						Player.p_gold -= cost;
    262  1.3  lukem 						if (drandom() < 0.02)
    263  1.3  lukem 							dishonest = TRUE;
    264  1.3  lukem 						else
    265  1.3  lukem 							if (drandom() * numitems > Player.p_level / 10.0
    266  1.3  lukem 							    && numitems != 1) {
    267  1.3  lukem 								printw("\nYou blew your mind!\n");
    268  1.3  lukem 								Player.p_brains /= 5;
    269  1.3  lukem 							} else {
    270  1.3  lukem 								Player.p_brains += floor(numitems) * ROLL(20, 8);
    271  1.3  lukem 							}
    272  1.3  lukem 					}
    273  1.3  lukem 					break;
    274  1.3  lukem 
    275  1.3  lukem 				case '4':
    276  1.3  lukem 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    277  1.3  lukem 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
    278  1.3  lukem 					cost = (numitems = floor(infloat())) * Menu[3].cost;
    279  1.3  lukem 
    280  1.3  lukem 					if (numitems == 0.0)
    281  1.3  lukem 						break;
    282  1.3  lukem 					else
    283  1.3  lukem 						if (cost > Player.p_gold || numitems < 0)
    284  1.3  lukem 							++cheat;
    285  1.3  lukem 						else
    286  1.3  lukem 							if (numitems < Player.p_sword)
    287  1.3  lukem 								NOBETTER();
    288  1.3  lukem 							else {
    289  1.3  lukem 								cheat = 0;
    290  1.3  lukem 								Player.p_gold -= cost;
    291  1.3  lukem 								if (drandom() < 0.02)
    292  1.3  lukem 									dishonest = TRUE;
    293  1.3  lukem 								else
    294  1.3  lukem 									Player.p_sword = numitems;
    295  1.3  lukem 							}
    296  1.3  lukem 					break;
    297  1.3  lukem 
    298  1.3  lukem 				case '5':
    299  1.3  lukem 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
    300  1.3  lukem 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
    301  1.3  lukem 					cost = (numitems = floor(infloat())) * Menu[4].cost;
    302  1.3  lukem 
    303  1.3  lukem 					if (cost > Player.p_gold || numitems < 0)
    304  1.3  lukem 						++cheat;
    305  1.3  lukem 					else {
    306  1.3  lukem 						cheat = 0;
    307  1.3  lukem 						Player.p_gold -= cost;
    308  1.3  lukem 						if (drandom() < 0.02)
    309  1.3  lukem 							dishonest = TRUE;
    310  1.3  lukem 						else
    311  1.3  lukem 							Player.p_charms += numitems;
    312  1.3  lukem 					}
    313  1.3  lukem 					break;
    314  1.3  lukem 
    315  1.3  lukem 				case '6':
    316  1.3  lukem 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    317  1.3  lukem 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
    318  1.3  lukem 					cost = (numitems = floor(infloat())) * Menu[5].cost;
    319  1.3  lukem 
    320  1.3  lukem 					if (numitems == 0.0)
    321  1.3  lukem 						break;
    322  1.3  lukem 					else
    323  1.3  lukem 						if (cost > Player.p_gold || numitems < 0)
    324  1.3  lukem 							++cheat;
    325  1.3  lukem 						else
    326  1.3  lukem 							if (numitems < Player.p_quksilver)
    327  1.3  lukem 								NOBETTER();
    328  1.3  lukem 							else {
    329  1.3  lukem 								cheat = 0;
    330  1.3  lukem 								Player.p_gold -= cost;
    331  1.3  lukem 								if (drandom() < 0.02)
    332  1.3  lukem 									dishonest = TRUE;
    333  1.3  lukem 								else
    334  1.3  lukem 									Player.p_quksilver = numitems;
    335  1.3  lukem 							}
    336  1.3  lukem 					break;
    337  1.3  lukem 
    338  1.3  lukem 				case '7':
    339  1.3  lukem 					if (Player.p_blessing) {
    340  1.3  lukem 						addstr("You already have a blessing.");
    341  1.3  lukem 						break;
    342  1.3  lukem 					}
    343  1.3  lukem 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
    344  1.3  lukem 					ch = getanswer("NY", FALSE);
    345  1.3  lukem 
    346  1.3  lukem 					if (ch == 'Y')
    347  1.3  lukem 						if (Player.p_gold < blessingcost)
    348  1.3  lukem 							++cheat;
    349  1.3  lukem 						else {
    350  1.3  lukem 							cheat = 0;
    351  1.3  lukem 							Player.p_gold -= blessingcost;
    352  1.3  lukem 							if (drandom() < 0.02)
    353  1.3  lukem 								dishonest = TRUE;
    354  1.3  lukem 							else
    355  1.3  lukem 								Player.p_blessing = TRUE;
    356  1.3  lukem 						}
    357  1.3  lukem 					break;
    358  1.1    jtc 				}
    359  1.3  lukem 			break;
    360  1.1    jtc 
    361  1.3  lukem 		case 'S':	/* sell gems */
    362  1.3  lukem 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
    363  1.3  lukem 			    (double) N_GEMVALUE, Player.p_gems);
    364  1.3  lukem 			numitems = floor(infloat());
    365  1.1    jtc 
    366  1.3  lukem 			if (numitems > Player.p_gems || numitems < 0)
    367  1.1    jtc 				++cheat;
    368  1.3  lukem 			else {
    369  1.1    jtc 				cheat = 0;
    370  1.3  lukem 				Player.p_gems -= numitems;
    371  1.3  lukem 				Player.p_gold += numitems * N_GEMVALUE;
    372  1.1    jtc 			}
    373  1.3  lukem 		}
    374  1.1    jtc 
    375  1.3  lukem 		if (cheat == 1)
    376  1.3  lukem 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
    377  1.1    jtc 		else
    378  1.3  lukem 			if (cheat == 2) {
    379  1.3  lukem 				mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
    380  1.3  lukem 				printw("a %.0f level magic user, and you made %s mad!\n",
    381  1.3  lukem 				    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
    382  1.3  lukem 				altercoordinates(0.0, 0.0, A_FAR);
    383  1.3  lukem 				Player.p_energy /= 2.0;
    384  1.3  lukem 				++Player.p_sin;
    385  1.3  lukem 				more(23);
    386  1.3  lukem 				return;
    387  1.3  lukem 			} else
    388  1.3  lukem 				if (dishonest) {
    389  1.3  lukem 					mvaddstr(17, 0, "The merchant stole your money!");
    390  1.3  lukem 					refresh();
    391  1.3  lukem 					altercoordinates(Player.p_x - Player.p_x / 10.0,
    392  1.3  lukem 					    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
    393  1.3  lukem 					sleep(2);
    394  1.3  lukem 					return;
    395  1.3  lukem 				}
    396  1.1    jtc 	}
    397  1.1    jtc }
    398  1.1    jtc 
    399  1.3  lukem void
    400  1.1    jtc displaystats()
    401  1.1    jtc {
    402  1.3  lukem 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
    403  1.3  lukem 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
    404  1.3  lukem 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
    405  1.3  lukem 	    Player.p_mana, Users);
    406  1.3  lukem 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
    407  1.3  lukem 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
    408  1.3  lukem 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
    409  1.3  lukem }
    410  1.1    jtc 
    411  1.3  lukem void
    412  1.1    jtc allstatslist()
    413  1.1    jtc {
    414  1.3  lukem 	static char *flags[] =	/* to print value of some bools */
    415  1.3  lukem 	{
    416  1.3  lukem 		"False",
    417  1.3  lukem 		" True"
    418  1.3  lukem 	};
    419  1.3  lukem 
    420  1.3  lukem 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
    421  1.1    jtc 
    422  1.3  lukem 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
    423  1.3  lukem 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
    424  1.3  lukem 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
    425  1.3  lukem 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
    426  1.3  lukem 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
    427  1.3  lukem 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
    428  1.3  lukem 	mvprintw(16, 0, "Age       : %9d", Player.p_age);
    429  1.3  lukem 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
    430  1.3  lukem 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
    431  1.3  lukem 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
    432  1.3  lukem 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
    433  1.3  lukem 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
    434  1.3  lukem 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
    435  1.3  lukem 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
    436  1.3  lukem 
    437  1.3  lukem 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
    438  1.3  lukem 	    flags[(int)Player.p_blessing],
    439  1.3  lukem 	    flags[Player.p_ring.ring_type != R_NONE],
    440  1.3  lukem 	    flags[(int)Player.p_virgin],
    441  1.3  lukem 	    flags[(int)Player.p_palantir]);
    442  1.3  lukem }
    443  1.3  lukem 
    444  1.3  lukem char   *
    445  1.1    jtc descrtype(playerp, shortflag)
    446  1.3  lukem 	struct player *playerp;
    447  1.3  lukem 	bool    shortflag;
    448  1.1    jtc {
    449  1.3  lukem 	int     type;		/* for caluculating result subscript */
    450  1.3  lukem 	static char *results[] =/* description table */
    451  1.3  lukem 	{
    452  1.3  lukem 		" Magic User", " MU",
    453  1.3  lukem 		" Fighter", " F ",
    454  1.3  lukem 		" Elf", " E ",
    455  1.3  lukem 		" Dwarf", " D ",
    456  1.3  lukem 		" Halfling", " H ",
    457  1.3  lukem 		" Experimento", " EX",
    458  1.3  lukem 		" Super", " S ",
    459  1.3  lukem 		" King", " K ",
    460  1.3  lukem 		" Council of Wise", " CW",
    461  1.3  lukem 		" Ex-Valar", " EV",
    462  1.3  lukem 		" Valar", " V ",
    463  1.3  lukem 		" ? ", " ? "
    464  1.3  lukem 	};
    465  1.1    jtc 
    466  1.3  lukem 	type = playerp->p_type;
    467  1.1    jtc 
    468  1.3  lukem 	switch (playerp->p_specialtype) {
    469  1.1    jtc 	case SC_NONE:
    470  1.3  lukem 		type = playerp->p_type;
    471  1.3  lukem 		break;
    472  1.1    jtc 
    473  1.1    jtc 	case SC_KING:
    474  1.3  lukem 		type = 7;
    475  1.3  lukem 		break;
    476  1.1    jtc 
    477  1.1    jtc 	case SC_COUNCIL:
    478  1.3  lukem 		type = 8;
    479  1.3  lukem 		break;
    480  1.1    jtc 
    481  1.1    jtc 	case SC_EXVALAR:
    482  1.3  lukem 		type = 9;
    483  1.3  lukem 		break;
    484  1.1    jtc 
    485  1.1    jtc 	case SC_VALAR:
    486  1.3  lukem 		type = 10;
    487  1.3  lukem 		break;
    488  1.1    jtc 	}
    489  1.1    jtc 
    490  1.3  lukem 	type *= 2;		/* calculate offset */
    491  1.1    jtc 
    492  1.3  lukem 	if (type > 20)
    493  1.3  lukem 		/* error */
    494  1.3  lukem 		type = 22;
    495  1.3  lukem 
    496  1.3  lukem 	if (shortflag)
    497  1.3  lukem 		/* use short descriptions */
    498  1.3  lukem 		++type;
    499  1.3  lukem 
    500  1.3  lukem 	if (playerp->p_crowns > 0) {
    501  1.3  lukem 		strcpy(Databuf, results[type]);
    502  1.3  lukem 		Databuf[0] = '*';
    503  1.3  lukem 		return (Databuf);
    504  1.3  lukem 	} else
    505  1.3  lukem 		return (results[type]);
    506  1.1    jtc }
    507  1.1    jtc 
    508  1.1    jtc long
    509  1.1    jtc findname(name, playerp)
    510  1.3  lukem 	char   *name;
    511  1.3  lukem 	struct player *playerp;
    512  1.1    jtc {
    513  1.3  lukem 	long    loc = 0;	/* location in the file */
    514  1.1    jtc 
    515  1.3  lukem 	fseek(Playersfp, 0L, 0);
    516  1.3  lukem 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    517  1.3  lukem 		if (strcmp(playerp->p_name, name) == 0) {
    518  1.3  lukem 			if (playerp->p_status != S_NOTUSED || Wizard)
    519  1.3  lukem 				/* found it */
    520  1.3  lukem 				return (loc);
    521  1.3  lukem 		}
    522  1.3  lukem 		loc += SZ_PLAYERSTRUCT;
    523  1.1    jtc 	}
    524  1.1    jtc 
    525  1.3  lukem 	return (-1);
    526  1.1    jtc }
    527  1.1    jtc 
    528  1.1    jtc long
    529  1.1    jtc allocrecord()
    530  1.1    jtc {
    531  1.3  lukem 	long    loc = 0L;	/* location in file */
    532  1.1    jtc 
    533  1.3  lukem 	fseek(Playersfp, 0L, 0);
    534  1.3  lukem 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    535  1.3  lukem 		if (Other.p_status == S_NOTUSED)
    536  1.3  lukem 			/* found an empty record */
    537  1.3  lukem 			return (loc);
    538  1.3  lukem 		else
    539  1.3  lukem 			loc += SZ_PLAYERSTRUCT;
    540  1.1    jtc 	}
    541  1.1    jtc 
    542  1.3  lukem 	/* make a new record */
    543  1.3  lukem 	initplayer(&Other);
    544  1.3  lukem 	Player.p_status = S_OFF;
    545  1.3  lukem 	writerecord(&Other, loc);
    546  1.1    jtc 
    547  1.3  lukem 	return (loc);
    548  1.3  lukem }
    549  1.3  lukem 
    550  1.3  lukem void
    551  1.1    jtc freerecord(playerp, loc)
    552  1.3  lukem 	struct player *playerp;
    553  1.3  lukem 	long    loc;
    554  1.1    jtc {
    555  1.3  lukem 	playerp->p_name[0] = CH_MARKDELETE;
    556  1.3  lukem 	playerp->p_status = S_NOTUSED;
    557  1.3  lukem 	writerecord(playerp, loc);
    558  1.3  lukem }
    559  1.1    jtc 
    560  1.3  lukem void
    561  1.1    jtc leavegame()
    562  1.1    jtc {
    563  1.1    jtc 
    564  1.3  lukem 	if (Player.p_level < 1.0)
    565  1.3  lukem 		/* delete character */
    566  1.3  lukem 		freerecord(&Player, Fileloc);
    567  1.3  lukem 	else {
    568  1.3  lukem 		Player.p_status = S_OFF;
    569  1.3  lukem 		writerecord(&Player, Fileloc);
    570  1.1    jtc 	}
    571  1.1    jtc 
    572  1.3  lukem 	cleanup(TRUE);
    573  1.3  lukem 	/* NOTREACHED */
    574  1.1    jtc }
    575  1.1    jtc 
    576  1.3  lukem void
    577  1.1    jtc death(how)
    578  1.3  lukem 	char   *how;
    579  1.1    jtc {
    580  1.3  lukem 	FILE   *fp;		/* for updating various files */
    581  1.3  lukem 	int     ch;		/* input */
    582  1.3  lukem 	static char *deathmesg[] =
    583  1.1    jtc 	/* add more messages here, if desired */
    584  1.1    jtc 	{
    585  1.3  lukem 		"You have been wounded beyond repair.  ",
    586  1.3  lukem 		"You have been disemboweled.  ",
    587  1.3  lukem 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
    588  1.3  lukem 		"You died!  ",
    589  1.3  lukem 		"You're a complete failure -- you've died!!\n",
    590  1.3  lukem 		"You have been dealt a fatal blow!  "
    591  1.1    jtc 	};
    592  1.1    jtc 
    593  1.3  lukem 	clear();
    594  1.1    jtc 
    595  1.3  lukem 	if (strcmp(how, "Stupidity") != 0) {
    596  1.3  lukem 		if (Player.p_level > 9999.0)
    597  1.3  lukem 			/* old age */
    598  1.3  lukem 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
    599  1.3  lukem 		else
    600  1.3  lukem 			if (Player.p_lives > 0)
    601  1.3  lukem 				/* extra lives */
    602  1.3  lukem 			{
    603  1.3  lukem 				addstr("You should be more cautious.  You've been killed.\n");
    604  1.3  lukem 				printw("You only have %d more chance(s).\n", --Player.p_lives);
    605  1.3  lukem 				more(3);
    606  1.3  lukem 				Player.p_energy = Player.p_maxenergy;
    607  1.3  lukem 				return;
    608  1.3  lukem 			} else
    609  1.3  lukem 				if (Player.p_specialtype == SC_VALAR) {
    610  1.3  lukem 					addstr("You had your chances, but Valar aren't totally\n");
    611  1.3  lukem 					addstr("immortal.  You are now left to wither and die . . .\n");
    612  1.3  lukem 					more(3);
    613  1.3  lukem 					Player.p_brains = Player.p_level / 25.0;
    614  1.3  lukem 					Player.p_energy = Player.p_maxenergy /= 5.0;
    615  1.3  lukem 					Player.p_quksilver = Player.p_sword = 0.0;
    616  1.3  lukem 					Player.p_specialtype = SC_COUNCIL;
    617  1.3  lukem 					return;
    618  1.3  lukem 				} else
    619  1.3  lukem 					if (Player.p_ring.ring_inuse &&
    620  1.3  lukem 					    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
    621  1.3  lukem 						/* good ring in use - saved
    622  1.3  lukem 						 * from death */
    623  1.3  lukem 					{
    624  1.3  lukem 						mvaddstr(4, 0, "Your ring saved you from death!\n");
    625  1.3  lukem 						refresh();
    626  1.3  lukem 						Player.p_ring.ring_type = R_NONE;
    627  1.3  lukem 						Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
    628  1.3  lukem 						if (Player.p_crowns > 0)
    629  1.3  lukem 							--Player.p_crowns;
    630  1.3  lukem 						return;
    631  1.3  lukem 					} else
    632  1.3  lukem 						if (Player.p_ring.ring_type == R_BAD
    633  1.3  lukem 						    || Player.p_ring.ring_type == R_SPOILED)
    634  1.3  lukem 							/* bad ring in
    635  1.3  lukem 							 * possession; name
    636  1.3  lukem 							 * idiot after player */
    637  1.3  lukem 						{
    638  1.3  lukem 							mvaddstr(4, 0,
    639  1.3  lukem 							    "Your ring has taken control of you and turned you into a monster!\n");
    640  1.3  lukem 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
    641  1.3  lukem 							fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    642  1.3  lukem 							strcpy(Curmonster.m_name, Player.p_name);
    643  1.3  lukem 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
    644  1.3  lukem 							fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    645  1.3  lukem 							fflush(Monstfp);
    646  1.3  lukem 						}
    647  1.3  lukem 	}
    648  1.3  lukem 	enterscore();		/* update score board */
    649  1.3  lukem 
    650  1.3  lukem 	/* put info in last dead file */
    651  1.3  lukem 	fp = fopen(_PATH_LASTDEAD, "w");
    652  1.3  lukem 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
    653  1.3  lukem 	    Player.p_name, descrtype(&Player, TRUE),
    654  1.3  lukem 	    Player.p_login, Player.p_level, how);
    655  1.3  lukem 	fclose(fp);
    656  1.1    jtc 
    657  1.3  lukem 	/* let other players know */
    658  1.3  lukem 	fp = fopen(_PATH_MESS, "w");
    659  1.3  lukem 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
    660  1.3  lukem 	fclose(fp);
    661  1.1    jtc 
    662  1.3  lukem 	freerecord(&Player, Fileloc);
    663  1.1    jtc 
    664  1.3  lukem 	clear();
    665  1.3  lukem 	move(10, 0);
    666  1.3  lukem 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
    667  1.3  lukem 	addstr("Care to give it another try ? ");
    668  1.3  lukem 	ch = getanswer("NY", FALSE);
    669  1.3  lukem 
    670  1.3  lukem 	if (ch == 'Y') {
    671  1.3  lukem 		cleanup(FALSE);
    672  1.3  lukem 		execl(_PATH_GAMEPROG, "phantasia", "-s",
    673  1.3  lukem 		    (Wizard ? "-S" : (char *) NULL), 0);
    674  1.3  lukem 		exit(0);
    675  1.3  lukem 		/* NOTREACHED */
    676  1.1    jtc 	}
    677  1.3  lukem 	cleanup(TRUE);
    678  1.3  lukem 	/* NOTREACHED */
    679  1.1    jtc }
    680  1.1    jtc 
    681  1.3  lukem void
    682  1.1    jtc writerecord(playerp, place)
    683  1.3  lukem 	struct player *playerp;
    684  1.3  lukem 	long    place;
    685  1.1    jtc {
    686  1.3  lukem 	fseek(Playersfp, place, 0);
    687  1.3  lukem 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    688  1.3  lukem 	fflush(Playersfp);
    689  1.3  lukem }
    690  1.1    jtc 
    691  1.1    jtc double
    692  1.1    jtc explevel(experience)
    693  1.3  lukem 	double  experience;
    694  1.1    jtc {
    695  1.3  lukem 	if (experience < 1.1e7)
    696  1.3  lukem 		return (floor(pow((experience / 1000.0), 0.4875)));
    697  1.3  lukem 	else
    698  1.3  lukem 		return (floor(pow((experience / 1250.0), 0.4865)));
    699  1.3  lukem }
    700  1.1    jtc 
    701  1.3  lukem void
    702  1.1    jtc truncstring(string)
    703  1.3  lukem 	char   *string;
    704  1.1    jtc {
    705  1.3  lukem 	int     length;		/* length of string */
    706  1.1    jtc 
    707  1.3  lukem 	length = strlen(string);
    708  1.3  lukem 	while (string[--length] == ' ')
    709  1.3  lukem 		string[length] = '\0';
    710  1.3  lukem }
    711  1.1    jtc 
    712  1.3  lukem void
    713  1.1    jtc altercoordinates(xnew, ynew, operation)
    714  1.3  lukem 	double  xnew;
    715  1.3  lukem 	double  ynew;
    716  1.3  lukem 	int     operation;
    717  1.3  lukem {
    718  1.3  lukem 	switch (operation) {
    719  1.3  lukem 	case A_FORCED:		/* move with no checks */
    720  1.3  lukem 		break;
    721  1.3  lukem 
    722  1.3  lukem 	case A_NEAR:		/* pick random coordinates near */
    723  1.3  lukem 		xnew = Player.p_x + ROLL(1.0, 5.0);
    724  1.3  lukem 		ynew = Player.p_y - ROLL(1.0, 5.0);
    725  1.3  lukem 		/* fall through for check */
    726  1.1    jtc 
    727  1.1    jtc 	case A_SPECIFIC:	/* just move player */
    728  1.3  lukem 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
    729  1.3  lukem 			/*
    730  1.3  lukem 			 * cannot move back from point of no return
    731  1.3  lukem 			 * pick the largest coordinate to remain unchanged
    732  1.3  lukem 			 */
    733  1.1    jtc 		{
    734  1.3  lukem 			if (fabs(xnew) > fabs(ynew))
    735  1.3  lukem 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
    736  1.3  lukem 			else
    737  1.3  lukem 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
    738  1.1    jtc 		}
    739  1.3  lukem 		break;
    740  1.1    jtc 
    741  1.3  lukem 	case A_FAR:		/* pick random coordinates far */
    742  1.3  lukem 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
    743  1.3  lukem 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
    744  1.3  lukem 		break;
    745  1.1    jtc 	}
    746  1.1    jtc 
    747  1.3  lukem 	/* now set location flags and adjust coordinates */
    748  1.3  lukem 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
    749  1.3  lukem 
    750  1.3  lukem 	/* set up flags based upon location */
    751  1.3  lukem 	Throne = Marsh = Beyond = FALSE;
    752  1.3  lukem 
    753  1.3  lukem 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
    754  1.3  lukem 		Throne = TRUE;
    755  1.3  lukem 	else
    756  1.3  lukem 		if (Circle < 35 && Circle >= 20)
    757  1.3  lukem 			Marsh = TRUE;
    758  1.3  lukem 		else
    759  1.3  lukem 			if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
    760  1.3  lukem 				Beyond = TRUE;
    761  1.3  lukem 
    762  1.3  lukem 	Changed = TRUE;
    763  1.3  lukem }
    764  1.3  lukem 
    765  1.3  lukem void
    766  1.1    jtc readrecord(playerp, loc)
    767  1.3  lukem 	struct player *playerp;
    768  1.3  lukem 	long    loc;
    769  1.1    jtc {
    770  1.3  lukem 	fseek(Playersfp, loc, 0);
    771  1.3  lukem 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    772  1.1    jtc }
    773  1.1    jtc 
    774  1.3  lukem void
    775  1.1    jtc adjuststats()
    776  1.1    jtc {
    777  1.3  lukem 	double  dtemp;		/* for temporary calculations */
    778  1.1    jtc 
    779  1.3  lukem 	if (explevel(Player.p_experience) > Player.p_level)
    780  1.3  lukem 		/* move one or more levels */
    781  1.1    jtc 	{
    782  1.3  lukem 		movelevel();
    783  1.3  lukem 		if (Player.p_level > 5.0)
    784  1.3  lukem 			Timeout = TRUE;
    785  1.3  lukem 	}
    786  1.3  lukem 	if (Player.p_specialtype == SC_VALAR)
    787  1.3  lukem 		/* valar */
    788  1.3  lukem 		Circle = Player.p_level / 5.0;
    789  1.3  lukem 
    790  1.3  lukem 	/* calculate effective quickness */
    791  1.3  lukem 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
    792  1.3  lukem 	    - Player.p_level;;
    793  1.3  lukem 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
    794  1.3  lukem 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
    795  1.3  lukem 
    796  1.3  lukem 	/* calculate effective strength */
    797  1.3  lukem 	if (Player.p_poison > 0.0)
    798  1.3  lukem 		/* poison makes player weaker */
    799  1.3  lukem 	{
    800  1.3  lukem 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
    801  1.3  lukem 		dtemp = MAX(0.1, dtemp);
    802  1.3  lukem 	} else
    803  1.3  lukem 		dtemp = 1.0;
    804  1.3  lukem 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
    805  1.3  lukem 
    806  1.3  lukem 	/* insure that important things are within limits */
    807  1.3  lukem 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
    808  1.3  lukem 	Player.p_mana = MIN(Player.p_mana,
    809  1.3  lukem 	    Player.p_level * Statptr->c_maxmana + 1000.0);
    810  1.3  lukem 	Player.p_brains = MIN(Player.p_brains,
    811  1.3  lukem 	    Player.p_level * Statptr->c_maxbrains + 200.0);
    812  1.3  lukem 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
    813  1.3  lukem 
    814  1.3  lukem 	/*
    815  1.3  lukem          * some implementations have problems with floating point compare
    816  1.3  lukem          * we work around it with this stuff
    817  1.3  lukem          */
    818  1.3  lukem 	Player.p_gold = floor(Player.p_gold) + 0.1;
    819  1.3  lukem 	Player.p_gems = floor(Player.p_gems) + 0.1;
    820  1.3  lukem 	Player.p_mana = floor(Player.p_mana) + 0.1;
    821  1.3  lukem 
    822  1.3  lukem 	if (Player.p_ring.ring_type != R_NONE)
    823  1.3  lukem 		/* do ring things */
    824  1.3  lukem 	{
    825  1.3  lukem 		/* rest to max */
    826  1.3  lukem 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    827  1.3  lukem 
    828  1.3  lukem 		if (Player.p_ring.ring_duration <= 0)
    829  1.3  lukem 			/* clean up expired rings */
    830  1.3  lukem 			switch (Player.p_ring.ring_type) {
    831  1.3  lukem 			case R_BAD:	/* ring drives player crazy */
    832  1.3  lukem 				Player.p_ring.ring_type = R_SPOILED;
    833  1.3  lukem 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
    834  1.3  lukem 				break;
    835  1.1    jtc 
    836  1.3  lukem 			case R_NAZREG:	/* ring disappears */
    837  1.3  lukem 				Player.p_ring.ring_type = R_NONE;
    838  1.3  lukem 				break;
    839  1.1    jtc 
    840  1.3  lukem 			case R_SPOILED:	/* ring kills player */
    841  1.3  lukem 				death("A cursed ring");
    842  1.3  lukem 				break;
    843  1.1    jtc 
    844  1.3  lukem 			case R_DLREG:	/* this ring doesn't expire */
    845  1.3  lukem 				Player.p_ring.ring_duration = 0;
    846  1.3  lukem 				break;
    847  1.3  lukem 			}
    848  1.1    jtc 	}
    849  1.3  lukem 	if (Player.p_age / N_AGE > Player.p_degenerated)
    850  1.3  lukem 		/* age player slightly */
    851  1.1    jtc 	{
    852  1.3  lukem 		++Player.p_degenerated;
    853  1.3  lukem 		if (Player.p_quickness > 23.0)
    854  1.3  lukem 			Player.p_quickness *= 0.99;
    855  1.3  lukem 		Player.p_strength *= 0.97;
    856  1.3  lukem 		Player.p_brains *= 0.95;
    857  1.3  lukem 		Player.p_magiclvl *= 0.97;
    858  1.3  lukem 		Player.p_maxenergy *= 0.95;
    859  1.3  lukem 		Player.p_quksilver *= 0.95;
    860  1.3  lukem 		Player.p_sword *= 0.93;
    861  1.3  lukem 		Player.p_shield *= 0.93;
    862  1.1    jtc 	}
    863  1.1    jtc }
    864  1.1    jtc 
    865  1.3  lukem void
    866  1.1    jtc initplayer(playerp)
    867  1.3  lukem 	struct player *playerp;
    868  1.1    jtc {
    869  1.3  lukem 	playerp->p_experience =
    870  1.3  lukem 	    playerp->p_level =
    871  1.3  lukem 	    playerp->p_strength =
    872  1.3  lukem 	    playerp->p_sword =
    873  1.3  lukem 	    playerp->p_might =
    874  1.3  lukem 	    playerp->p_energy =
    875  1.3  lukem 	    playerp->p_maxenergy =
    876  1.3  lukem 	    playerp->p_shield =
    877  1.3  lukem 	    playerp->p_quickness =
    878  1.3  lukem 	    playerp->p_quksilver =
    879  1.3  lukem 	    playerp->p_speed =
    880  1.3  lukem 	    playerp->p_magiclvl =
    881  1.3  lukem 	    playerp->p_mana =
    882  1.3  lukem 	    playerp->p_brains =
    883  1.3  lukem 	    playerp->p_poison =
    884  1.3  lukem 	    playerp->p_gems =
    885  1.3  lukem 	    playerp->p_sin =
    886  1.3  lukem 	    playerp->p_1scratch =
    887  1.3  lukem 	    playerp->p_2scratch = 0.0;
    888  1.3  lukem 
    889  1.3  lukem 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
    890  1.3  lukem 
    891  1.3  lukem 	playerp->p_x = ROLL(-125.0, 251.0);
    892  1.3  lukem 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
    893  1.3  lukem 
    894  1.3  lukem 	/* clear ring */
    895  1.3  lukem 	playerp->p_ring.ring_type = R_NONE;
    896  1.3  lukem 	playerp->p_ring.ring_duration = 0;
    897  1.3  lukem 	playerp->p_ring.ring_inuse = FALSE;
    898  1.3  lukem 
    899  1.3  lukem 	playerp->p_age = 0L;
    900  1.3  lukem 
    901  1.3  lukem 	playerp->p_degenerated = 1;	/* don't degenerate initially */
    902  1.3  lukem 
    903  1.3  lukem 	playerp->p_type = C_FIGHTER;	/* default */
    904  1.3  lukem 	playerp->p_specialtype = SC_NONE;
    905  1.3  lukem 	playerp->p_lives =
    906  1.3  lukem 	    playerp->p_crowns =
    907  1.3  lukem 	    playerp->p_charms =
    908  1.3  lukem 	    playerp->p_amulets =
    909  1.3  lukem 	    playerp->p_holywater =
    910  1.3  lukem 	    playerp->p_lastused = 0;
    911  1.3  lukem 	playerp->p_status = S_NOTUSED;
    912  1.3  lukem 	playerp->p_tampered = T_OFF;
    913  1.3  lukem 	playerp->p_istat = I_OFF;
    914  1.3  lukem 
    915  1.3  lukem 	playerp->p_palantir =
    916  1.3  lukem 	    playerp->p_blessing =
    917  1.3  lukem 	    playerp->p_virgin =
    918  1.3  lukem 	    playerp->p_blindness = FALSE;
    919  1.3  lukem 
    920  1.3  lukem 	playerp->p_name[0] =
    921  1.3  lukem 	    playerp->p_password[0] =
    922  1.3  lukem 	    playerp->p_login[0] = '\0';
    923  1.3  lukem }
    924  1.1    jtc 
    925  1.3  lukem void
    926  1.1    jtc readmessage()
    927  1.1    jtc {
    928  1.3  lukem 	move(3, 0);
    929  1.3  lukem 	clrtoeol();
    930  1.3  lukem 	fseek(Messagefp, 0L, 0);
    931  1.3  lukem 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
    932  1.3  lukem 		addstr(Databuf);
    933  1.3  lukem }
    934  1.1    jtc 
    935  1.3  lukem void
    936  1.1    jtc error(whichfile)
    937  1.3  lukem 	char   *whichfile;
    938  1.1    jtc {
    939  1.3  lukem 	int     (*funcp) __P((const char *,...));
    940  1.1    jtc 
    941  1.3  lukem 	if (Windows) {
    942  1.3  lukem 		funcp = printw;
    943  1.3  lukem 		clear();
    944  1.3  lukem 	} else
    945  1.3  lukem 		funcp = printf;
    946  1.3  lukem 
    947  1.3  lukem 	(*funcp) ("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
    948  1.3  lukem 	(*funcp) ("Please run 'setup' to determine the problem.\n");
    949  1.3  lukem 	cleanup(TRUE);
    950  1.3  lukem 	/* NOTREACHED */
    951  1.3  lukem }
    952  1.1    jtc 
    953  1.1    jtc double
    954  1.1    jtc distance(x1, x2, y1, y2)
    955  1.3  lukem 	double  x1, x2, y1, y2;
    956  1.1    jtc {
    957  1.3  lukem 	double  deltax, deltay;
    958  1.1    jtc 
    959  1.3  lukem 	deltax = x1 - x2;
    960  1.3  lukem 	deltay = y1 - y2;
    961  1.3  lukem 	return (sqrt(deltax * deltax + deltay * deltay));
    962  1.3  lukem }
    963  1.1    jtc 
    964  1.3  lukem void
    965  1.1    jtc ill_sig(whichsig)
    966  1.3  lukem 	int     whichsig;
    967  1.1    jtc {
    968  1.3  lukem 	clear();
    969  1.3  lukem 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
    970  1.3  lukem 		printw("Error: caught signal # %d.\n", whichsig);
    971  1.3  lukem 	cleanup(TRUE);
    972  1.3  lukem 	/* NOTREACHED */
    973  1.3  lukem }
    974  1.1    jtc 
    975  1.3  lukem char *
    976  1.1    jtc descrstatus(playerp)
    977  1.3  lukem 	struct player *playerp;
    978  1.1    jtc {
    979  1.3  lukem 	switch (playerp->p_status) {
    980  1.1    jtc 	case S_PLAYING:
    981  1.3  lukem 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
    982  1.3  lukem 			return ("Low Energy");
    983  1.3  lukem 		else
    984  1.3  lukem 			if (playerp->p_blindness)
    985  1.3  lukem 				return ("Blind");
    986  1.3  lukem 			else
    987  1.3  lukem 				return ("In game");
    988  1.1    jtc 
    989  1.1    jtc 	case S_CLOAKED:
    990  1.3  lukem 		return ("Cloaked");
    991  1.1    jtc 
    992  1.1    jtc 	case S_INBATTLE:
    993  1.3  lukem 		return ("In Battle");
    994  1.1    jtc 
    995  1.1    jtc 	case S_MONSTER:
    996  1.3  lukem 		return ("Encounter");
    997  1.1    jtc 
    998  1.1    jtc 	case S_TRADING:
    999  1.3  lukem 		return ("Trading");
   1000  1.1    jtc 
   1001  1.1    jtc 	case S_OFF:
   1002  1.3  lukem 		return ("Off");
   1003  1.1    jtc 
   1004  1.1    jtc 	case S_HUNGUP:
   1005  1.3  lukem 		return ("Hung up");
   1006  1.1    jtc 
   1007  1.1    jtc 	default:
   1008  1.3  lukem 		return ("");
   1009  1.1    jtc 	}
   1010  1.1    jtc }
   1011  1.1    jtc 
   1012  1.1    jtc double
   1013  1.1    jtc drandom()
   1014  1.1    jtc {
   1015  1.3  lukem 	if (sizeof(int) != 2)
   1016  1.3  lukem 		/* use only low bits */
   1017  1.3  lukem 		return ((double) (random() & 0x7fff) / 32768.0);
   1018  1.3  lukem 	else
   1019  1.3  lukem 		return ((double) random() / 32768.0);
   1020  1.3  lukem }
   1021  1.1    jtc 
   1022  1.3  lukem void
   1023  1.1    jtc collecttaxes(gold, gems)
   1024  1.3  lukem 	double  gold;
   1025  1.3  lukem 	double  gems;
   1026  1.1    jtc {
   1027  1.3  lukem 	FILE   *fp;		/* to update Goldfile */
   1028  1.3  lukem 	double  dtemp;		/* for temporary calculations */
   1029  1.3  lukem 	double  taxes;		/* tax liability */
   1030  1.3  lukem 
   1031  1.3  lukem 	/* add to cache */
   1032  1.3  lukem 	Player.p_gold += gold;
   1033  1.3  lukem 	Player.p_gems += gems;
   1034  1.1    jtc 
   1035  1.3  lukem 	/* calculate tax liability */
   1036  1.3  lukem 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
   1037  1.1    jtc 
   1038  1.3  lukem 	if (Player.p_gold < taxes)
   1039  1.3  lukem 		/* not enough gold to pay taxes, must convert some gems to
   1040  1.3  lukem 		 * gold */
   1041  1.1    jtc 	{
   1042  1.3  lukem 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
   1043  1.3  lukem 								 * convert */
   1044  1.1    jtc 
   1045  1.3  lukem 		if (Player.p_gems >= dtemp)
   1046  1.3  lukem 			/* player has enough to convert */
   1047  1.3  lukem 		{
   1048  1.3  lukem 			Player.p_gems -= dtemp;
   1049  1.3  lukem 			Player.p_gold += dtemp * N_GEMVALUE;
   1050  1.3  lukem 		} else
   1051  1.3  lukem 			/* take everything; this should never happen */
   1052  1.3  lukem 		{
   1053  1.3  lukem 			Player.p_gold += Player.p_gems * N_GEMVALUE;
   1054  1.3  lukem 			Player.p_gems = 0.0;
   1055  1.3  lukem 			taxes = Player.p_gold;
   1056  1.3  lukem 		}
   1057  1.1    jtc 	}
   1058  1.3  lukem 	Player.p_gold -= taxes;
   1059  1.1    jtc 
   1060  1.3  lukem 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
   1061  1.3  lukem 		/* update taxes */
   1062  1.1    jtc 	{
   1063  1.3  lukem 		dtemp = 0.0;
   1064  1.3  lukem 		fread((char *) &dtemp, sizeof(double), 1, fp);
   1065  1.3  lukem 		dtemp += floor(taxes);
   1066  1.3  lukem 		fseek(fp, 0L, 0);
   1067  1.3  lukem 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
   1068  1.3  lukem 		fclose(fp);
   1069  1.1    jtc 	}
   1070  1.1    jtc }
   1071