misc.c revision 1.1 1 /*
2 * misc.c Phantasia miscellaneous support routines
3 */
4
5 #include "include.h"
6
7
8 /************************************************************************
9 /
10 / FUNCTION NAME: movelevel()
11 /
12 / FUNCTION: move player to new level
13 /
14 / AUTHOR: E. A. Estes, 12/4/85
15 /
16 / ARGUMENTS: none
17 /
18 / RETURN VALUE: none
19 /
20 / MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
21 /
22 / GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
23 /
24 / GLOBAL OUTPUTS: Player, Changed
25 /
26 / DESCRIPTION:
27 / Use lookup table to increment important statistics when
28 / progressing to new experience level.
29 / Players are rested to maximum as a bonus for making a new
30 / level.
31 / Check for council of wise, and being too big to be king.
32 /
33 /************************************************************************/
34
35 movelevel()
36 {
37 register struct charstats *statptr; /* for pointing into Stattable */
38 double new; /* new level */
39 double inc; /* increment between new and old levels */
40
41 Changed = TRUE;
42
43 if (Player.p_type == C_EXPER)
44 /* roll a type to use for increment */
45 statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
46 else
47 statptr = Statptr;
48
49 new = explevel(Player.p_experience);
50 inc = new - Player.p_level;
51 Player.p_level = new;
52
53 /* add increments to statistics */
54 Player.p_strength += statptr->c_strength.increase * inc;
55 Player.p_mana += statptr->c_mana.increase * inc;
56 Player.p_brains += statptr->c_brains.increase * inc;
57 Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
58 Player.p_maxenergy += statptr->c_energy.increase * inc;
59
60 /* rest to maximum upon reaching new level */
61 Player.p_energy = Player.p_maxenergy + Player.p_shield;
62
63 if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
64 /* no longer able to be king -- turn crowns into cash */
65 {
66 Player.p_gold += ((double) Player.p_crowns) * 5000.0;
67 Player.p_crowns = 0;
68 }
69
70 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
71 /* make a member of the council */
72 {
73 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
74 addstr("Good Luck on your search for the Holy Grail.\n");
75
76 Player.p_specialtype = SC_COUNCIL;
77
78 /* no rings for council and above */
79 Player.p_ring.ring_type = R_NONE;
80 Player.p_ring.ring_duration = 0;
81
82 Player.p_lives = 3; /* three extra lives */
83 }
84
85 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
86 death("Old age");
87 }
88 /**/
90 /************************************************************************
91 /
92 / FUNCTION NAME: descrlocation()
93 /
94 / FUNCTION: return a formatted description of location
95 /
96 / AUTHOR: E. A. Estes, 12/4/85
97 /
98 / ARGUMENTS:
99 / struct player playerp - pointer to player structure
100 / bool shortflag - set if short form is desired
101 /
102 / RETURN VALUE: pointer to string containing result
103 /
104 / MODULES CALLED: fabs(), floor(), sprintf(), distance()
105 /
106 / GLOBAL INPUTS: Databuf[]
107 /
108 / GLOBAL OUTPUTS: none
109 /
110 / DESCRIPTION:
111 / Look at coordinates and return an appropriately formatted
112 / string.
113 /
114 /************************************************************************/
115
116 char *
117 descrlocation(playerp, shortflag)
118 struct player *playerp;
119 bool shortflag;
120 {
121 double circle; /* corresponding circle for coordinates */
122 register int quadrant; /* quandrant of grid */
123 register char *label; /* pointer to place name */
124 static char *nametable[4][4] = /* names of places */
125 {
126 "Anorien", "Ithilien", "Rohan", "Lorien",
127 "Gondor", "Mordor", "Dunland", "Rovanion",
128 "South Gondor", "Khand", "Eriador", "The Iron Hills",
129 "Far Harad", "Near Harad", "The Northern Waste", "Rhun"
130 };
131
132 if (playerp->p_specialtype == SC_VALAR)
133 return(" is in Valhala");
134 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
135 {
136 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
137 label = "The Point of No Return";
138 else
139 label = "The Ashen Mountains";
140 }
141 else if (circle >= 55)
142 label = "Morannon";
143 else if (circle >= 35)
144 label = "Kennaquahair";
145 else if (circle >= 20)
146 label = "The Dead Marshes";
147 else if (circle >= 9)
148 label = "The Outer Waste";
149 else if (circle >= 5)
150 label = "The Moors Adventurous";
151 else
152 {
153 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
154 label = "The Lord's Chamber";
155 else
156 {
157 /* this expression is split to prevent compiler loop with some compilers */
158 quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
159 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
160 label = nametable[((int) circle) - 1][quadrant];
161 }
162 }
163
164 if (shortflag)
165 sprintf(Databuf, "%.29s", label);
166 else
167 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
168
169 return(Databuf);
170 }
171 /**/
173 /************************************************************************
174 /
175 / FUNCTION NAME: tradingpost()
176 /
177 / FUNCTION: do trading post stuff
178 /
179 / AUTHOR: E. A. Estes, 12/4/85
180 /
181 / ARGUMENTS: none
182 /
183 / RETURN VALUE: none
184 /
185 / MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
186 / sleep(), floor(), wmove(), drandom(), wclear(), printw(),
187 / altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
188 / wclrtoeol(), wclrtobot()
189 /
190 / GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
191 /
192 / GLOBAL OUTPUTS: Player
193 /
194 / DESCRIPTION:
195 / Different trading posts have different items.
196 / Merchants cannot be cheated, but they can be dishonest
197 / themselves.
198 /
199 / Shields, swords, and quicksilver are not cumulative. This is
200 / one major area of complaint, but there are two reasons for this:
201 / 1) It becomes MUCH too easy to make very large versions
202 / of these items.
203 / 2) In the real world, one cannot simply weld two swords
204 / together to make a bigger one.
205 /
206 / At one time, it was possible to sell old weapons at half the purchase
207 / price. This resulted in huge amounts of gold floating around,
208 / and the game lost much of its challenge.
209 /
210 / Also, purchasing gems defeats the whole purpose of gold. Gold
211 / is small change for lower level players. They really shouldn't
212 / be able to accumulate more than enough gold for a small sword or
213 / a few books. Higher level players shouldn't even bother to pick
214 / up gold, except maybe to buy mana once in a while.
215 /
216 /************************************************************************/
217
218 tradingpost()
219 {
220 double numitems; /* number of items to purchase */
221 double cost; /* cost of purchase */
222 double blessingcost; /* cost of blessing */
223 int ch; /* input */
224 register int size; /* size of the trading post */
225 register int loop; /* loop counter */
226 int cheat = 0; /* number of times player has tried to cheat */
227 bool dishonest = FALSE;/* set when merchant is dishonest */
228
229 Player.p_status = S_TRADING;
230 writerecord(&Player, Fileloc);
231
232 clear();
233 addstr("You are at a trading post. All purchases must be made with gold.");
234
235 size = sqrt(fabs(Player.p_x / 100)) + 1;
236 size = MIN(7, size);
237
238 /* set up cost of blessing */
239 blessingcost = 1000.0 * (Player.p_level + 5.0);
240
241 /* print Menu */
242 move(7, 0);
243 for (loop = 0; loop < size; ++loop)
244 /* print Menu */
245 {
246 if (loop == 6)
247 cost = blessingcost;
248 else
249 cost = Menu[loop].cost;
250 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
251 }
252
253 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
254
255 for (;;)
256 {
257 adjuststats(); /* truncate any bad values */
258
259 /* print some important statistics */
260 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
261 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
262 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
263 Player.p_shield, Player.p_sword, Player.p_quksilver,
264 (Player.p_blessing ? " True" : "False"));
265 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
266
267 move(5, 36);
268 ch = getanswer("LPS", FALSE);
269 move(15, 0);
270 clrtobot();
271 switch(ch)
272 {
273 case 'L': /* leave */
274 case '\n':
275 altercoordinates(0.0, 0.0, A_NEAR);
276 return;
277
278 case 'P': /* make purchase */
279 mvaddstr(15, 0, "What what would you like to buy ? ");
280 ch = getanswer(" 1234567", FALSE);
281 move(15, 0);
282 clrtoeol();
283
284 if (ch - '0' > size)
285 addstr("Sorry, this merchant doesn't have that.");
286 else
287 switch (ch)
288 {
289 case '1':
290 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
291 Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
292 cost = (numitems = floor(infloat())) * Menu[0].cost;
293
294 if (cost > Player.p_gold || numitems < 0)
295 ++cheat;
296 else
297 {
298 cheat = 0;
299 Player.p_gold -= cost;
300 if (drandom() < 0.02)
301 dishonest = TRUE;
302 else
303 Player.p_mana += numitems;
304 }
305 break;
306
307 case '2':
308 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
309 Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
310 cost = (numitems = floor(infloat())) * Menu[1].cost;
311
312 if (numitems == 0.0)
313 break;
314 else if (cost > Player.p_gold || numitems < 0)
315 ++cheat;
316 else if (numitems < Player.p_shield)
317 NOBETTER();
318 else
319 {
320 cheat = 0;
321 Player.p_gold -= cost;
322 if (drandom() < 0.02)
323 dishonest = TRUE;
324 else
325 Player.p_shield = numitems;
326 }
327 break;
328
329 case '3':
330 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
331 Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
332 cost = (numitems = floor(infloat())) * Menu[2].cost;
333
334 if (cost > Player.p_gold || numitems < 0)
335 ++cheat;
336 else
337 {
338 cheat = 0;
339 Player.p_gold -= cost;
340 if (drandom() < 0.02)
341 dishonest = TRUE;
342 else if (drandom() * numitems > Player.p_level / 10.0
343 && numitems != 1)
344 {
345 printw("\nYou blew your mind!\n");
346 Player.p_brains /= 5;
347 }
348 else
349 {
350 Player.p_brains += floor(numitems) * ROLL(20, 8);
351 }
352 }
353 break;
354
355 case '4':
356 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
357 Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
358 cost = (numitems = floor(infloat())) * Menu[3].cost;
359
360 if (numitems == 0.0)
361 break;
362 else if (cost > Player.p_gold || numitems < 0)
363 ++cheat;
364 else if (numitems < Player.p_sword)
365 NOBETTER();
366 else
367 {
368 cheat = 0;
369 Player.p_gold -= cost;
370 if (drandom() < 0.02)
371 dishonest = TRUE;
372 else
373 Player.p_sword = numitems;
374 }
375 break;
376
377 case '5':
378 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
379 Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
380 cost = (numitems = floor(infloat())) * Menu[4].cost;
381
382 if (cost > Player.p_gold || numitems < 0)
383 ++cheat;
384 else
385 {
386 cheat = 0;
387 Player.p_gold -= cost;
388 if (drandom() < 0.02)
389 dishonest = TRUE;
390 else
391 Player.p_charms += numitems;
392 }
393 break;
394
395 case '6':
396 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
397 Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
398 cost = (numitems = floor(infloat())) * Menu[5].cost;
399
400 if (numitems == 0.0)
401 break;
402 else if (cost > Player.p_gold || numitems < 0)
403 ++cheat;
404 else if (numitems < Player.p_quksilver)
405 NOBETTER();
406 else
407 {
408 cheat = 0;
409 Player.p_gold -= cost;
410 if (drandom() < 0.02)
411 dishonest = TRUE;
412 else
413 Player.p_quksilver = numitems;
414 }
415 break;
416
417 case '7':
418 if (Player.p_blessing)
419 {
420 addstr("You already have a blessing.");
421 break;
422 }
423
424 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
425 ch = getanswer("NY", FALSE);
426
427 if (ch == 'Y')
428 if (Player.p_gold < blessingcost)
429 ++cheat;
430 else
431 {
432 cheat = 0;
433 Player.p_gold -= blessingcost;
434 if (drandom() < 0.02)
435 dishonest = TRUE;
436 else
437 Player.p_blessing = TRUE;
438 }
439 break;
440 }
441 break;
442
443 case 'S': /* sell gems */
444 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
445 (double) N_GEMVALUE, Player.p_gems);
446 numitems = floor(infloat());
447
448 if (numitems > Player.p_gems || numitems < 0)
449 ++cheat;
450 else
451 {
452 cheat = 0;
453 Player.p_gems -= numitems;
454 Player.p_gold += numitems * N_GEMVALUE;
455 }
456 }
457
458 if (cheat == 1)
459 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
460 else if (cheat == 2)
461 {
462 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
463 printw("a %.0f level magic user, and you made %s mad!\n",
464 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
465 altercoordinates(0.0, 0.0, A_FAR);
466 Player.p_energy /= 2.0;
467 ++Player.p_sin;
468 more(23);
469 return;
470 }
471 else if (dishonest)
472 {
473 mvaddstr(17, 0, "The merchant stole your money!");
474 refresh();
475 altercoordinates(Player.p_x - Player.p_x / 10.0,
476 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
477 sleep(2);
478 return;
479 }
480 }
481 }
482 /**/
484 /************************************************************************
485 /
486 / FUNCTION NAME: displaystats()
487 /
488 / FUNCTION: print out important player statistics
489 /
490 / AUTHOR: E. A. Estes, 12/4/85
491 /
492 / ARGUMENTS: none
493 /
494 / RETURN VALUE: none
495 /
496 / MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
497 /
498 / GLOBAL INPUTS: Users, Player
499 /
500 / GLOBAL OUTPUTS: none
501 /
502 / DESCRIPTION:
503 / Important player statistics are printed on the screen.
504 /
505 /************************************************************************/
506
507 displaystats()
508 {
509 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
510 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
511 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
512 Player.p_mana, Users);
513 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
514 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
515 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
516 }
517 /**/
519 /************************************************************************
520 /
521 / FUNCTION NAME: allstatslist()
522 /
523 / FUNCTION: show player items
524 /
525 / AUTHOR: E. A. Estes, 12/4/85
526 /
527 / ARGUMENTS: none
528 /
529 / RETURN VALUE: none
530 /
531 / MODULES CALLED: mvprintw(), descrtype()
532 /
533 / GLOBAL INPUTS: Player
534 /
535 / GLOBAL OUTPUTS: none
536 /
537 / DESCRIPTION:
538 / Print out some player statistics of lesser importance.
539 /
540 /************************************************************************/
541
542 allstatslist()
543 {
544 static char *flags[] = /* to print value of some bools */
545 {
546 "False",
547 " True"
548 };
549
550 mvprintw( 8, 0, "Type: %s\n", descrtype(&Player, FALSE));
551
552 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
553 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
554 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
555 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
556 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
557 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
558 mvprintw(16, 0, "Age : %9d", Player.p_age);
559 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
560 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
561 mvprintw(12, 40, "Charms : %9d", Player.p_charms);
562 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
563 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
564 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
565 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
566
567 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
568 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
569 flags[Player.p_virgin], flags[Player.p_palantir]);
570 }
571 /**/
573 /************************************************************************
574 /
575 / FUNCTION NAME: descrtype()
576 /
577 / FUNCTION: return a string specifying player type
578 /
579 / AUTHOR: E. A. Estes, 12/4/85
580 /
581 / ARGUMENTS:
582 / struct player playerp - pointer to structure for player
583 / bool shortflag - set if short form is desired
584 /
585 / RETURN VALUE: pointer to string describing player type
586 /
587 / MODULES CALLED: strcpy()
588 /
589 / GLOBAL INPUTS: Databuf[]
590 /
591 / GLOBAL OUTPUTS: Databuf[]
592 /
593 / DESCRIPTION:
594 / Return a string describing the player type.
595 / King, council, valar, supercedes other types.
596 / The first character of the string is '*' if the player
597 / has a crown.
598 / If 'shortflag' is TRUE, return a 3 character string.
599 /
600 /************************************************************************/
601
602 char *
603 descrtype(playerp, shortflag)
604 struct player *playerp;
605 bool shortflag;
606 {
607 register int type; /* for caluculating result subscript */
608 static char *results[] = /* description table */
609 {
610 " Magic User", " MU",
611 " Fighter", " F ",
612 " Elf", " E ",
613 " Dwarf", " D ",
614 " Halfling", " H ",
615 " Experimento", " EX",
616 " Super", " S ",
617 " King", " K ",
618 " Council of Wise", " CW",
619 " Ex-Valar", " EV",
620 " Valar", " V ",
621 " ? ", " ? "
622 };
623
624 type = playerp->p_type;
625
626 switch (playerp->p_specialtype)
627 {
628 case SC_NONE:
629 type = playerp->p_type;
630 break;
631
632 case SC_KING:
633 type = 7;
634 break;
635
636 case SC_COUNCIL:
637 type = 8;
638 break;
639
640 case SC_EXVALAR:
641 type = 9;
642 break;
643
644 case SC_VALAR:
645 type = 10;
646 break;
647 }
648
649 type *= 2; /* calculate offset */
650
651 if (type > 20)
652 /* error */
653 type = 22;
654
655 if (shortflag)
656 /* use short descriptions */
657 ++type;
658
659 if (playerp->p_crowns > 0)
660 {
661 strcpy(Databuf, results[type]);
662 Databuf[0] = '*';
663 return(Databuf);
664 }
665 else
666 return(results[type]);
667 }
668 /**/
670 /************************************************************************
671 /
672 / FUNCTION NAME: findname()
673 /
674 / FUNCTION: find location in player file of given name
675 /
676 / AUTHOR: E. A. Estes, 12/4/85
677 /
678 / ARGUMENTS:
679 / char *name - name of character to look for
680 / struct player *playerp - pointer of structure to fill
681 /
682 / RETURN VALUE: location of player if found, -1 otherwise
683 /
684 / MODULES CALLED: fread(), fseek(), strcmp()
685 /
686 / GLOBAL INPUTS: Wizard, *Playersfp
687 /
688 / GLOBAL OUTPUTS: none
689 /
690 / DESCRIPTION:
691 / Search the player file for the player of the given name.
692 / If player is found, fill structure with player data.
693 /
694 /************************************************************************/
695
696 long
697 findname(name, playerp)
698 register char *name;
699 register struct player *playerp;
700 {
701 long loc = 0; /* location in the file */
702
703 fseek(Playersfp, 0L, 0);
704 while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
705 {
706 if (strcmp(playerp->p_name, name) == 0)
707 {
708 if (playerp->p_status != S_NOTUSED || Wizard)
709 /* found it */
710 return(loc);
711 }
712 loc += SZ_PLAYERSTRUCT;
713 }
714
715 return(-1);
716 }
717 /**/
719 /************************************************************************
720 /
721 / FUNCTION NAME: allocrecord()
722 /
723 / FUNCTION: find space in the player file for a new character
724 /
725 / AUTHOR: E. A. Estes, 12/4/85
726 /
727 / ARGUMENTS: none
728 /
729 / RETURN VALUE: location of free space in file
730 /
731 / MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
732 /
733 / GLOBAL INPUTS: Other, *Playersfp
734 /
735 / GLOBAL OUTPUTS: Player
736 /
737 / DESCRIPTION:
738 / Search the player file for an unused entry. If none are found,
739 / make one at the end of the file.
740 /
741 /************************************************************************/
742
743 long
744 allocrecord()
745 {
746 long loc = 0L; /* location in file */
747
748 fseek(Playersfp, 0L, 0);
749 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
750 {
751 if (Other.p_status == S_NOTUSED)
752 /* found an empty record */
753 return(loc);
754 else
755 loc += SZ_PLAYERSTRUCT;
756 }
757
758 /* make a new record */
759 initplayer(&Other);
760 Player.p_status = S_OFF;
761 writerecord(&Other, loc);
762
763 return(loc);
764 }
765 /**/
767 /************************************************************************
768 /
769 / FUNCTION NAME: freerecord()
770 /
771 / FUNCTION: free up a record on the player file
772 /
773 / AUTHOR: E. A. Estes, 2/7/86
774 /
775 / ARGUMENTS:
776 / struct player playerp - pointer to structure to free
777 / long loc - location in file to free
778 /
779 / RETURN VALUE: none
780 /
781 / MODULES CALLED: writerecord()
782 /
783 / GLOBAL INPUTS: none
784 /
785 / GLOBAL OUTPUTS: none
786 /
787 / DESCRIPTION:
788 / Mark structure as not used, and update player file.
789 /
790 /************************************************************************/
791
792 freerecord(playerp, loc)
793 struct player *playerp;
794 long loc;
795 {
796 playerp->p_name[0] = CH_MARKDELETE;
797 playerp->p_status = S_NOTUSED;
798 writerecord(playerp, loc);
799 }
800 /**/
802 /************************************************************************
803 /
804 / FUNCTION NAME: leavegame()
805 /
806 / FUNCTION: leave game
807 /
808 / AUTHOR: E. A. Estes, 12/4/85
809 /
810 / ARGUMENTS: none
811 /
812 / RETURN VALUE: none
813 /
814 / MODULES CALLED: freerecord(), writerecord(), cleanup()
815 /
816 / GLOBAL INPUTS: Player, Fileloc
817 /
818 / GLOBAL OUTPUTS: Player
819 /
820 / DESCRIPTION:
821 / Mark player as inactive, and cleanup.
822 / Do not save players below level 1.
823 /
824 /************************************************************************/
825
826 leavegame()
827 {
828
829 if (Player.p_level < 1.0)
830 /* delete character */
831 freerecord(&Player, Fileloc);
832 else
833 {
834 Player.p_status = S_OFF;
835 writerecord(&Player, Fileloc);
836 }
837
838 cleanup(TRUE);
839 /*NOTREACHED*/
840 }
841 /**/
843 /************************************************************************
844 /
845 / FUNCTION NAME: death()
846 /
847 / FUNCTION: death routine
848 /
849 / AUTHOR: E. A. Estes, 12/4/85
850 /
851 / ARGUMENTS:
852 / char *how - pointer to string describing cause of death
853 /
854 / RETURN VALUE: none
855 /
856 / MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
857 / fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
858 / fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
859 / fprintf(), wrefresh(), getanswer(), descrtype()
860 /
861 / GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
862 /
863 / GLOBAL OUTPUTS: Player
864 /
865 / DESCRIPTION:
866 / Kill off current player.
867 / Handle rings, and multiple lives.
868 / Print an appropriate message.
869 / Update scoreboard, lastdead, and let other players know about
870 / the demise of their comrade.
871 /
872 /************************************************************************/
873
874 death(how)
875 char *how;
876 {
877 FILE *fp; /* for updating various files */
878 int ch; /* input */
879 static char *deathmesg[] =
880 /* add more messages here, if desired */
881 {
882 "You have been wounded beyond repair. ",
883 "You have been disemboweled. ",
884 "You've been mashed, mauled, and spit upon. (You're dead.)\n",
885 "You died! ",
886 "You're a complete failure -- you've died!!\n",
887 "You have been dealt a fatal blow! "
888 };
889
890 clear();
891
892 if (strcmp(how, "Stupidity") != 0)
893 {
894 if (Player.p_level > 9999.0)
895 /* old age */
896 addstr("Characters must be retired upon reaching level 10000. Sorry.");
897 else if (Player.p_lives > 0)
898 /* extra lives */
899 {
900 addstr("You should be more cautious. You've been killed.\n");
901 printw("You only have %d more chance(s).\n", --Player.p_lives);
902 more(3);
903 Player.p_energy = Player.p_maxenergy;
904 return;
905 }
906 else if (Player.p_specialtype == SC_VALAR)
907 {
908 addstr("You had your chances, but Valar aren't totally\n");
909 addstr("immortal. You are now left to wither and die . . .\n");
910 more(3);
911 Player.p_brains = Player.p_level / 25.0;
912 Player.p_energy = Player.p_maxenergy /= 5.0;
913 Player.p_quksilver = Player.p_sword = 0.0;
914 Player.p_specialtype = SC_COUNCIL;
915 return;
916 }
917 else if (Player.p_ring.ring_inuse &&
918 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
919 /* good ring in use - saved from death */
920 {
921 mvaddstr(4, 0, "Your ring saved you from death!\n");
922 refresh();
923 Player.p_ring.ring_type = R_NONE;
924 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
925 if (Player.p_crowns > 0)
926 --Player.p_crowns;
927 return;
928 }
929 else if (Player.p_ring.ring_type == R_BAD
930 || Player.p_ring.ring_type == R_SPOILED)
931 /* bad ring in possession; name idiot after player */
932 {
933 mvaddstr(4, 0,
934 "Your ring has taken control of you and turned you into a monster!\n");
935 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
936 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
937 strcpy(Curmonster.m_name, Player.p_name);
938 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
939 fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
940 fflush(Monstfp);
941 }
942 }
943
944 enterscore(); /* update score board */
945
946 /* put info in last dead file */
947 fp = fopen(_PATH_LASTDEAD, "w");
948 fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
949 Player.p_name, descrtype(&Player, TRUE),
950 Player.p_login, Player.p_level, how);
951 fclose(fp);
952
953 /* let other players know */
954 fp = fopen(_PATH_MESS, "w");
955 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
956 fclose(fp);
957
958 freerecord(&Player, Fileloc);
959
960 clear();
961 move(10, 0);
962 addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
963 addstr("Care to give it another try ? ");
964 ch = getanswer("NY", FALSE);
965
966 if (ch == 'Y')
967 {
968 cleanup(FALSE);
969 execl(_PATH_GAMEPROG, "phantasia", "-s",
970 (Wizard ? "-S": (char *) NULL), 0);
971 exit(0);
972 /*NOTREACHED*/
973 }
974
975 cleanup(TRUE);
976 /*NOTREACHED*/
977 }
978 /**/
980 /************************************************************************
981 /
982 / FUNCTION NAME: writerecord()
983 /
984 / FUNCTION: update structure in player file
985 /
986 / AUTHOR: E. A. Estes, 12/4/85
987 /
988 / ARGUMENTS:
989 / struct player *playerp - pointer to structure to write out
990 / long place - location in file to updata
991 /
992 / RETURN VALUE: none
993 /
994 / MODULES CALLED: fseek(), fwrite(), fflush()
995 /
996 / GLOBAL INPUTS: *Playersfp
997 /
998 / GLOBAL OUTPUTS: none
999 /
1000 / DESCRIPTION:
1001 / Update location in player file with given structure.
1002 /
1003 /************************************************************************/
1004
1005 writerecord(playerp, place)
1006 register struct player *playerp;
1007 long place;
1008 {
1009 fseek(Playersfp, place, 0);
1010 fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1011 fflush(Playersfp);
1012 }
1013 /**/
1015 /************************************************************************
1016 /
1017 / FUNCTION NAME: explevel()
1018 /
1019 / FUNCTION: calculate level based upon experience
1020 /
1021 / AUTHOR: E. A. Estes, 12/4/85
1022 /
1023 / ARGUMENTS:
1024 / double experience - experience to calculate experience level from
1025 /
1026 / RETURN VALUE: experience level
1027 /
1028 / MODULES CALLED: pow(), floor()
1029 /
1030 / GLOBAL INPUTS: none
1031 /
1032 / GLOBAL OUTPUTS: none
1033 /
1034 / DESCRIPTION:
1035 / Experience level is a geometric progression. This has been finely
1036 / tuned over the years, and probably should not be changed.
1037 /
1038 /************************************************************************/
1039
1040 double
1041 explevel(experience)
1042 double experience;
1043 {
1044 if (experience < 1.1e7)
1045 return(floor(pow((experience / 1000.0), 0.4875)));
1046 else
1047 return(floor(pow((experience / 1250.0), 0.4865)));
1048 }
1049 /**/
1051 /************************************************************************
1052 /
1053 / FUNCTION NAME: truncstring()
1054 /
1055 / FUNCTION: truncate trailing blanks off a string
1056 /
1057 / AUTHOR: E. A. Estes, 12/4/85
1058 /
1059 / ARGUMENTS:
1060 / char *string - pointer to null terminated string
1061 /
1062 / RETURN VALUE: none
1063 /
1064 / MODULES CALLED: strlen()
1065 /
1066 / GLOBAL INPUTS: none
1067 /
1068 / GLOBAL OUTPUTS: none
1069 /
1070 / DESCRIPTION:
1071 / Put nul characters in place of spaces at the end of the string.
1072 /
1073 /************************************************************************/
1074
1075 truncstring(string)
1076 register char *string;
1077 {
1078 register int length; /* length of string */
1079
1080 length = strlen(string);
1081 while (string[--length] == ' ')
1082 string[length] = '\0';
1083 }
1084 /**/
1086 /************************************************************************
1087 /
1088 / FUNCTION NAME: altercoordinates()
1089 /
1090 / FUNCTION: Alter x, y coordinates and set/check location flags
1091 /
1092 / AUTHOR: E. A. Estes, 12/16/85
1093 /
1094 / ARGUMENTS:
1095 / double xnew, ynew - new x, y coordinates
1096 / int operation - operation to perform with coordinates
1097 /
1098 / RETURN VALUE: none
1099 /
1100 / MODULES CALLED: fabs(), floor(), drandom(), distance()
1101 /
1102 / GLOBAL INPUTS: Circle, Beyond, Player
1103 /
1104 / GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1105 /
1106 / DESCRIPTION:
1107 / This module is called whenever the player's coordinates are altered.
1108 / If the player is beyond the point of no return, he/she is forced
1109 / to stay there.
1110 /
1111 /************************************************************************/
1112
1113 altercoordinates(xnew, ynew, operation)
1114 double xnew;
1115 double ynew;
1116 int operation;
1117 {
1118 switch (operation)
1119 {
1120 case A_FORCED: /* move with no checks */
1121 break;
1122
1123 case A_NEAR: /* pick random coordinates near */
1124 xnew = Player.p_x + ROLL(1.0, 5.0);
1125 ynew = Player.p_y - ROLL(1.0, 5.0);
1126 /* fall through for check */
1127
1128 case A_SPECIFIC: /* just move player */
1129 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1130 /*
1131 * cannot move back from point of no return
1132 * pick the largest coordinate to remain unchanged
1133 */
1134 {
1135 if (fabs(xnew) > fabs(ynew))
1136 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1137 else
1138 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1139 }
1140 break;
1141
1142 case A_FAR: /* pick random coordinates far */
1143 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1144 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1145 break;
1146 }
1147
1148 /* now set location flags and adjust coordinates */
1149 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1150
1151 /* set up flags based upon location */
1152 Throne = Marsh = Beyond = FALSE;
1153
1154 if (Player.p_x == 0.0 && Player.p_y == 0.0)
1155 Throne = TRUE;
1156 else if (Circle < 35 && Circle >= 20)
1157 Marsh = TRUE;
1158 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1159 Beyond = TRUE;
1160
1161 Changed = TRUE;
1162 }
1163 /**/
1165 /************************************************************************
1166 /
1167 / FUNCTION NAME: readrecord()
1168 /
1169 / FUNCTION: read a player structure from file
1170 /
1171 / AUTHOR: E. A. Estes, 12/4/85
1172 /
1173 / ARGUMENTS:
1174 / struct player *playerp - pointer to structure to fill
1175 / int loc - location of record to read
1176 /
1177 / RETURN VALUE: none
1178 /
1179 / MODULES CALLED: fread(), fseek()
1180 /
1181 / GLOBAL INPUTS: *Playersfp
1182 /
1183 / GLOBAL OUTPUTS: none
1184 /
1185 / DESCRIPTION:
1186 / Read structure information from player file.
1187 /
1188 /************************************************************************/
1189
1190 readrecord(playerp, loc)
1191 register struct player *playerp;
1192 long loc;
1193 {
1194 fseek(Playersfp, loc, 0);
1195 fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1196 }
1197 /**/
1199 /************************************************************************
1200 /
1201 / FUNCTION NAME: adjuststats()
1202 /
1203 / FUNCTION: adjust player statistics
1204 /
1205 / AUTHOR: E. A. Estes, 12/4/85
1206 /
1207 / ARGUMENTS: none
1208 /
1209 / RETURN VALUE: none
1210 /
1211 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1212 /
1213 / GLOBAL INPUTS: Player, *Statptr
1214 /
1215 / GLOBAL OUTPUTS: Circle, Player, Timeout
1216 /
1217 / DESCRIPTION:
1218 / Handle adjustment and maximums on various player characteristics.
1219 /
1220 /************************************************************************/
1221
1222 adjuststats()
1223 {
1224 double dtemp; /* for temporary calculations */
1225
1226 if (explevel(Player.p_experience) > Player.p_level)
1227 /* move one or more levels */
1228 {
1229 movelevel();
1230 if (Player.p_level > 5.0)
1231 Timeout = TRUE;
1232 }
1233
1234 if (Player.p_specialtype == SC_VALAR)
1235 /* valar */
1236 Circle = Player.p_level / 5.0;
1237
1238 /* calculate effective quickness */
1239 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1240 - Player.p_level;;
1241 dtemp = MAX(0.0, dtemp); /* gold slows player down */
1242 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1243
1244 /* calculate effective strength */
1245 if (Player.p_poison > 0.0)
1246 /* poison makes player weaker */
1247 {
1248 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1249 dtemp = MAX(0.1, dtemp);
1250 }
1251 else
1252 dtemp = 1.0;
1253 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1254
1255 /* insure that important things are within limits */
1256 Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1257 Player.p_mana = MIN(Player.p_mana,
1258 Player.p_level * Statptr->c_maxmana + 1000.0);
1259 Player.p_brains = MIN(Player.p_brains,
1260 Player.p_level * Statptr->c_maxbrains + 200.0);
1261 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1262
1263 /*
1264 * some implementations have problems with floating point compare
1265 * we work around it with this stuff
1266 */
1267 Player.p_gold = floor(Player.p_gold) + 0.1;
1268 Player.p_gems = floor(Player.p_gems) + 0.1;
1269 Player.p_mana = floor(Player.p_mana) + 0.1;
1270
1271 if (Player.p_ring.ring_type != R_NONE)
1272 /* do ring things */
1273 {
1274 /* rest to max */
1275 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1276
1277 if (Player.p_ring.ring_duration <= 0)
1278 /* clean up expired rings */
1279 switch (Player.p_ring.ring_type)
1280 {
1281 case R_BAD: /* ring drives player crazy */
1282 Player.p_ring.ring_type = R_SPOILED;
1283 Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1284 break;
1285
1286 case R_NAZREG: /* ring disappears */
1287 Player.p_ring.ring_type = R_NONE;
1288 break;
1289
1290 case R_SPOILED: /* ring kills player */
1291 death("A cursed ring");
1292 break;
1293
1294 case R_DLREG: /* this ring doesn't expire */
1295 Player.p_ring.ring_duration = 0;
1296 break;
1297 }
1298 }
1299
1300 if (Player.p_age / N_AGE > Player.p_degenerated)
1301 /* age player slightly */
1302 {
1303 ++Player.p_degenerated;
1304 if (Player.p_quickness > 23.0)
1305 Player.p_quickness *= 0.99;
1306 Player.p_strength *= 0.97;
1307 Player.p_brains *= 0.95;
1308 Player.p_magiclvl *= 0.97;
1309 Player.p_maxenergy *= 0.95;
1310 Player.p_quksilver *= 0.95;
1311 Player.p_sword *= 0.93;
1312 Player.p_shield *= 0.93;
1313 }
1314 }
1315 /**/
1317 /************************************************************************
1318 /
1319 / FUNCTION NAME: initplayer()
1320 /
1321 / FUNCTION: initialize a character
1322 /
1323 / AUTHOR: E. A. Estes, 12/4/85
1324 /
1325 / ARGUMENTS:
1326 / struct player *playerp - pointer to structure to init
1327 /
1328 / RETURN VALUE: none
1329 /
1330 / MODULES CALLED: floor(), drandom()
1331 /
1332 / GLOBAL INPUTS: none
1333 /
1334 / GLOBAL OUTPUTS: none
1335 /
1336 / DESCRIPTION:
1337 / Put a bunch of default values in the given structure.
1338 /
1339 /************************************************************************/
1340
1341 initplayer(playerp)
1342 register struct player *playerp;
1343 {
1344 playerp->p_experience =
1345 playerp->p_level =
1346 playerp->p_strength =
1347 playerp->p_sword =
1348 playerp->p_might =
1349 playerp->p_energy =
1350 playerp->p_maxenergy =
1351 playerp->p_shield =
1352 playerp->p_quickness =
1353 playerp->p_quksilver =
1354 playerp->p_speed =
1355 playerp->p_magiclvl =
1356 playerp->p_mana =
1357 playerp->p_brains =
1358 playerp->p_poison =
1359 playerp->p_gems =
1360 playerp->p_sin =
1361 playerp->p_1scratch =
1362 playerp->p_2scratch = 0.0;
1363
1364 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
1365
1366 playerp->p_x = ROLL(-125.0, 251.0);
1367 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
1368
1369 /* clear ring */
1370 playerp->p_ring.ring_type = R_NONE;
1371 playerp->p_ring.ring_duration = 0;
1372 playerp->p_ring.ring_inuse = FALSE;
1373
1374 playerp->p_age = 0L;
1375
1376 playerp->p_degenerated = 1; /* don't degenerate initially */
1377
1378 playerp->p_type = C_FIGHTER; /* default */
1379 playerp->p_specialtype = SC_NONE;
1380 playerp->p_lives =
1381 playerp->p_crowns =
1382 playerp->p_charms =
1383 playerp->p_amulets =
1384 playerp->p_holywater =
1385 playerp->p_lastused = 0;
1386 playerp->p_status = S_NOTUSED;
1387 playerp->p_tampered = T_OFF;
1388 playerp->p_istat = I_OFF;
1389
1390 playerp->p_palantir =
1391 playerp->p_blessing =
1392 playerp->p_virgin =
1393 playerp->p_blindness = FALSE;
1394
1395 playerp->p_name[0] =
1396 playerp->p_password[0] =
1397 playerp->p_login[0] = '\0';
1398 }
1399 /**/
1401 /************************************************************************
1402 /
1403 / FUNCTION NAME: readmessage()
1404 /
1405 / FUNCTION: read message from other players
1406 /
1407 / AUTHOR: E. A. Estes, 12/4/85
1408 /
1409 / ARGUMENTS: none
1410 /
1411 / RETURN VALUE: none
1412 /
1413 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1414 /
1415 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1416 /
1417 / GLOBAL OUTPUTS: none
1418 /
1419 / DESCRIPTION:
1420 / If there is a message from other players, print it.
1421 /
1422 /************************************************************************/
1423
1424 readmessage()
1425 {
1426 move(3, 0);
1427 clrtoeol();
1428 fseek(Messagefp, 0L, 0);
1429 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1430 addstr(Databuf);
1431 }
1432 /**/
1434 /************************************************************************
1435 /
1436 / FUNCTION NAME: error()
1437 /
1438 / FUNCTION: process evironment error
1439 /
1440 / AUTHOR: E. A. Estes, 12/4/85
1441 /
1442 / ARGUMENTS:
1443 / char *whichfile - pointer to name of file which caused error
1444 /
1445 / RETURN VALUE: none
1446 /
1447 / MODULES CALLED: wclear(), cleanup()
1448 /
1449 / GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1450 /
1451 / GLOBAL OUTPUTS: none
1452 /
1453 / DESCRIPTION:
1454 / Print message about offending file, and exit.
1455 /
1456 /************************************************************************/
1457
1458 error(whichfile)
1459 char *whichfile;
1460 {
1461 int (*funcp) __P((const char *, ...));
1462
1463 if (Windows)
1464 {
1465 funcp = printw;
1466 clear();
1467 }
1468 else
1469 funcp = printf;
1470
1471 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
1472 (*funcp)("Please run 'setup' to determine the problem.\n");
1473 cleanup(TRUE);
1474 /*NOTREACHED*/
1475 }
1476 /**/
1478 /************************************************************************
1479 /
1480 / FUNCTION NAME: distance()
1481 /
1482 / FUNCTION: calculate distance between two points
1483 /
1484 / AUTHOR: E. A. Estes, 12/4/85
1485 /
1486 / ARGUMENTS:
1487 / double x1, y1 - x, y coordinates of first point
1488 / double x2, y2 - x, y coordinates of second point
1489 /
1490 / RETURN VALUE: distance between the two points
1491 /
1492 / MODULES CALLED: sqrt()
1493 /
1494 / GLOBAL INPUTS: none
1495 /
1496 / GLOBAL OUTPUTS: none
1497 /
1498 / DESCRIPTION:
1499 / This function is provided because someone's hypot() library function
1500 / fails if x1 == x2 && y1 == y2.
1501 /
1502 /************************************************************************/
1503
1504 double
1505 distance(x1, x2, y1, y2)
1506 double x1, x2, y1, y2;
1507 {
1508 double deltax, deltay;
1509
1510 deltax = x1 - x2;
1511 deltay = y1 - y2;
1512 return(sqrt(deltax * deltax + deltay * deltay));
1513 }
1514
1515 /**/
1517 /************************************************************************
1518 /
1519 / FUNCTION NAME: ill_sig()
1520 /
1521 / FUNCTION: exit upon trapping an illegal signal
1522 /
1523 / AUTHOR: E. A. Estes, 12/4/85
1524 /
1525 / ARGUMENTS:
1526 / int whichsig - signal which occured to cause jump to here
1527 /
1528 / RETURN VALUE: none
1529 /
1530 / MODULES CALLED: wclear(), printw(), cleanup()
1531 /
1532 / GLOBAL INPUTS: *stdscr
1533 /
1534 / GLOBAL OUTPUTS: none
1535 /
1536 / DESCRIPTION:
1537 / When an illegal signal is caught, print a message, and cleanup.
1538 /
1539 /************************************************************************/
1540
1541 ill_sig(whichsig)
1542 int whichsig;
1543 {
1544 clear();
1545 if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1546 printw("Error: caught signal # %d.\n", whichsig);
1547 cleanup(TRUE);
1548 /*NOTREACHED*/
1549 }
1550 /**/
1552 /************************************************************************
1553 /
1554 / FUNCTION NAME: descrstatus()
1555 /
1556 / FUNCTION: return a string describing the player status
1557 /
1558 / AUTHOR: E. A. Estes, 3/3/86
1559 /
1560 / ARGUMENTS:
1561 / struct player playerp - pointer to player structure to describe
1562 /
1563 / RETURN VALUE: string describing player's status
1564 /
1565 / MODULES CALLED: none
1566 /
1567 / GLOBAL INPUTS: none
1568 /
1569 / GLOBAL OUTPUTS: none
1570 /
1571 / DESCRIPTION:
1572 / Return verbal description of player status.
1573 / If player status is S_PLAYING, check for low energy and blindness.
1574 /
1575 /************************************************************************/
1576
1577 char *
1578 descrstatus(playerp)
1579 register struct player *playerp;
1580 {
1581 switch (playerp->p_status)
1582 {
1583 case S_PLAYING:
1584 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1585 return("Low Energy");
1586 else if (playerp->p_blindness)
1587 return("Blind");
1588 else
1589 return("In game");
1590
1591 case S_CLOAKED:
1592 return("Cloaked");
1593
1594 case S_INBATTLE:
1595 return("In Battle");
1596
1597 case S_MONSTER:
1598 return("Encounter");
1599
1600 case S_TRADING:
1601 return("Trading");
1602
1603 case S_OFF:
1604 return("Off");
1605
1606 case S_HUNGUP:
1607 return("Hung up");
1608
1609 default:
1610 return("");
1611 }
1612 }
1613 /**/
1615 /************************************************************************
1616 /
1617 / FUNCTION NAME: drandom()
1618 /
1619 / FUNCTION: return a random floating point number from 0.0 < 1.0
1620 /
1621 / AUTHOR: E. A. Estes, 2/7/86
1622 /
1623 / ARGUMENTS: none
1624 /
1625 / RETURN VALUE: none
1626 /
1627 / MODULES CALLED: random()
1628 /
1629 / GLOBAL INPUTS: none
1630 /
1631 / GLOBAL OUTPUTS: none
1632 /
1633 / DESCRIPTION:
1634 / Convert random integer from library routine into a floating
1635 / point number, and divide by the largest possible random number.
1636 / We mask large integers with 32767 to handle sites that return
1637 / 31 bit random integers.
1638 /
1639 /************************************************************************/
1640
1641 double
1642 drandom()
1643 {
1644 if (sizeof(int) != 2)
1645 /* use only low bits */
1646 return((double) (random() & 0x7fff) / 32768.0);
1647 else
1648 return((double) random() / 32768.0);
1649 }
1650 /**/
1652 /************************************************************************
1653 /
1654 / FUNCTION NAME: collecttaxes()
1655 /
1656 / FUNCTION: collect taxes from current player
1657 /
1658 / AUTHOR: E. A. Estes, 2/7/86
1659 /
1660 / ARGUMENTS:
1661 / double gold - amount of gold to tax
1662 / double gems - amount of gems to tax
1663 /
1664 / RETURN VALUE: none
1665 /
1666 / MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1667 /
1668 / GLOBAL INPUTS: Player
1669 /
1670 / GLOBAL OUTPUTS: Player
1671 /
1672 / DESCRIPTION:
1673 / Pay taxes on gold and gems. If the player does not have enough
1674 / gold to pay taxes on the added gems, convert some gems to gold.
1675 / Add taxes to tax data base; add remaining gold and gems to
1676 / player's cache.
1677 /
1678 /************************************************************************/
1679
1680 collecttaxes(gold, gems)
1681 double gold;
1682 double gems;
1683 {
1684 FILE *fp; /* to update Goldfile */
1685 double dtemp; /* for temporary calculations */
1686 double taxes; /* tax liability */
1687
1688 /* add to cache */
1689 Player.p_gold += gold;
1690 Player.p_gems += gems;
1691
1692 /* calculate tax liability */
1693 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1694
1695 if (Player.p_gold < taxes)
1696 /* not enough gold to pay taxes, must convert some gems to gold */
1697 {
1698 dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1699
1700 if (Player.p_gems >= dtemp)
1701 /* player has enough to convert */
1702 {
1703 Player.p_gems -= dtemp;
1704 Player.p_gold += dtemp * N_GEMVALUE;
1705 }
1706 else
1707 /* take everything; this should never happen */
1708 {
1709 Player.p_gold += Player.p_gems * N_GEMVALUE;
1710 Player.p_gems = 0.0;
1711 taxes = Player.p_gold;
1712 }
1713 }
1714
1715 Player.p_gold -= taxes;
1716
1717 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1718 /* update taxes */
1719 {
1720 dtemp = 0.0;
1721 fread((char *) &dtemp, sizeof(double), 1, fp);
1722 dtemp += floor(taxes);
1723 fseek(fp, 0L, 0);
1724 fwrite((char *) &dtemp, sizeof(double), 1, fp);
1725 fclose(fp);
1726 }
1727 }
1728