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misc.c revision 1.13
      1 /*	$NetBSD: misc.c,v 1.13 2005/02/15 12:56:20 jsm Exp $	*/
      2 
      3 /*
      4  * misc.c  Phantasia miscellaneous support routines
      5  */
      6 
      7 #include "include.h"
      8 #undef bool
      9 #include <curses.h>
     10 
     11 
     12 void
     13 movelevel()
     14 {
     15 	const struct charstats *statptr; /* for pointing into Stattable */
     16 	double  new;		/* new level */
     17 	double  inc;		/* increment between new and old levels */
     18 
     19 	Changed = TRUE;
     20 
     21 	if (Player.p_type == C_EXPER)
     22 		/* roll a type to use for increment */
     23 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
     24 	else
     25 		statptr = Statptr;
     26 
     27 	new = explevel(Player.p_experience);
     28 	inc = new - Player.p_level;
     29 	Player.p_level = new;
     30 
     31 	/* add increments to statistics */
     32 	Player.p_strength += statptr->c_strength.increase * inc;
     33 	Player.p_mana += statptr->c_mana.increase * inc;
     34 	Player.p_brains += statptr->c_brains.increase * inc;
     35 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
     36 	Player.p_maxenergy += statptr->c_energy.increase * inc;
     37 
     38 	/* rest to maximum upon reaching new level */
     39 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
     40 
     41 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
     42 		/* no longer able to be king -- turn crowns into cash */
     43 	{
     44 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
     45 		Player.p_crowns = 0;
     46 	}
     47 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
     48 		/* make a member of the council */
     49 	{
     50 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
     51 		addstr("Good Luck on your search for the Holy Grail.\n");
     52 
     53 		Player.p_specialtype = SC_COUNCIL;
     54 
     55 		/* no rings for council and above */
     56 		Player.p_ring.ring_type = R_NONE;
     57 		Player.p_ring.ring_duration = 0;
     58 
     59 		Player.p_lives = 3;	/* three extra lives */
     60 	}
     61 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
     62 		death("Old age");
     63 }
     64 
     65 const char   *
     66 descrlocation(playerp, shortflag)
     67 	struct player *playerp;
     68 	bool    shortflag;
     69 {
     70 	double  circle;		/* corresponding circle for coordinates */
     71 	int     quadrant;	/* quandrant of grid */
     72 	const char   *label;	/* pointer to place name */
     73 	static const char *const nametable[4][4] =	/* names of places */
     74 	{
     75 		{"Anorien", "Ithilien", "Rohan", "Lorien"},
     76 		{"Gondor", "Mordor", "Dunland", "Rovanion"},
     77 		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
     78 		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
     79 	};
     80 
     81 	if (playerp->p_specialtype == SC_VALAR)
     82 		return (" is in Valhala");
     83 	else
     84 		if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
     85 			if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
     86 				label = "The Point of No Return";
     87 			else
     88 				label = "The Ashen Mountains";
     89 		} else
     90 			if (circle >= 55)
     91 				label = "Morannon";
     92 			else
     93 				if (circle >= 35)
     94 					label = "Kennaquahair";
     95 				else
     96 					if (circle >= 20)
     97 						label = "The Dead Marshes";
     98 					else
     99 						if (circle >= 9)
    100 							label = "The Outer Waste";
    101 						else
    102 							if (circle >= 5)
    103 								label = "The Moors Adventurous";
    104 							else {
    105 								if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
    106 									label = "The Lord's Chamber";
    107 								else {
    108 									/* this
    109 									 *
    110 									 * expr
    111 									 * essi
    112 									 * on
    113 									 * is
    114 									 * spli
    115 									 * t
    116 									 * to
    117 									 * prev
    118 									 * ent
    119 									 * comp
    120 									 * iler
    121 									 *
    122 									 * loop
    123 									 *
    124 									 * with
    125 									 *
    126 									 * some
    127 									 *
    128 									 * comp
    129 									 * iler
    130 									 * s */
    131 									quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
    132 									quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
    133 									label = nametable[((int) circle) - 1][quadrant];
    134 								}
    135 							}
    136 
    137 	if (shortflag)
    138 		sprintf(Databuf, "%.29s", label);
    139 	else
    140 		sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
    141 
    142 	return (Databuf);
    143 }
    144 
    145 void
    146 tradingpost()
    147 {
    148 	double  numitems;	/* number of items to purchase */
    149 	double  cost;		/* cost of purchase */
    150 	double  blessingcost;	/* cost of blessing */
    151 	int     ch;		/* input */
    152 	int     size;		/* size of the trading post */
    153 	int     loop;		/* loop counter */
    154 	int     cheat = 0;	/* number of times player has tried to cheat */
    155 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
    156 
    157 	Player.p_status = S_TRADING;
    158 	writerecord(&Player, Fileloc);
    159 
    160 	clear();
    161 	addstr("You are at a trading post. All purchases must be made with gold.");
    162 
    163 	size = sqrt(fabs(Player.p_x / 100)) + 1;
    164 	size = MIN(7, size);
    165 
    166 	/* set up cost of blessing */
    167 	blessingcost = 1000.0 * (Player.p_level + 5.0);
    168 
    169 	/* print Menu */
    170 	move(7, 0);
    171 	for (loop = 0; loop < size; ++loop)
    172 		/* print Menu */
    173 	{
    174 		if (loop == 6)
    175 			cost = blessingcost;
    176 		else
    177 			cost = Menu[loop].cost;
    178 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
    179 	}
    180 
    181 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
    182 
    183 	for (;;) {
    184 		adjuststats();	/* truncate any bad values */
    185 
    186 		/* print some important statistics */
    187 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
    188 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
    189 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
    190 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
    191 		    (Player.p_blessing ? " True" : "False"));
    192 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
    193 
    194 		move(5, 36);
    195 		ch = getanswer("LPS", FALSE);
    196 		move(15, 0);
    197 		clrtobot();
    198 		switch (ch) {
    199 		case 'L':	/* leave */
    200 		case '\n':
    201 			altercoordinates(0.0, 0.0, A_NEAR);
    202 			return;
    203 
    204 		case 'P':	/* make purchase */
    205 			mvaddstr(15, 0, "What what would you like to buy ? ");
    206 			ch = getanswer(" 1234567", FALSE);
    207 			move(15, 0);
    208 			clrtoeol();
    209 
    210 			if (ch - '0' > size)
    211 				addstr("Sorry, this merchant doesn't have that.");
    212 			else
    213 				switch (ch) {
    214 				case '1':
    215 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
    216 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
    217 					cost = (numitems = floor(infloat())) * Menu[0].cost;
    218 
    219 					if (cost > Player.p_gold || numitems < 0)
    220 						++cheat;
    221 					else {
    222 						cheat = 0;
    223 						Player.p_gold -= cost;
    224 						if (drandom() < 0.02)
    225 							dishonest = TRUE;
    226 						else
    227 							Player.p_mana += numitems;
    228 					}
    229 					break;
    230 
    231 				case '2':
    232 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
    233 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
    234 					cost = (numitems = floor(infloat())) * Menu[1].cost;
    235 
    236 					if (numitems == 0.0)
    237 						break;
    238 					else
    239 						if (cost > Player.p_gold || numitems < 0)
    240 							++cheat;
    241 						else
    242 							if (numitems < Player.p_shield)
    243 								NOBETTER();
    244 							else {
    245 								cheat = 0;
    246 								Player.p_gold -= cost;
    247 								if (drandom() < 0.02)
    248 									dishonest = TRUE;
    249 								else
    250 									Player.p_shield = numitems;
    251 							}
    252 					break;
    253 
    254 				case '3':
    255 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
    256 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
    257 					cost = (numitems = floor(infloat())) * Menu[2].cost;
    258 
    259 					if (cost > Player.p_gold || numitems < 0)
    260 						++cheat;
    261 					else {
    262 						cheat = 0;
    263 						Player.p_gold -= cost;
    264 						if (drandom() < 0.02)
    265 							dishonest = TRUE;
    266 						else
    267 							if (drandom() * numitems > Player.p_level / 10.0
    268 							    && numitems != 1) {
    269 								printw("\nYou blew your mind!\n");
    270 								Player.p_brains /= 5;
    271 							} else {
    272 								Player.p_brains += floor(numitems) * ROLL(20, 8);
    273 							}
    274 					}
    275 					break;
    276 
    277 				case '4':
    278 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    279 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
    280 					cost = (numitems = floor(infloat())) * Menu[3].cost;
    281 
    282 					if (numitems == 0.0)
    283 						break;
    284 					else
    285 						if (cost > Player.p_gold || numitems < 0)
    286 							++cheat;
    287 						else
    288 							if (numitems < Player.p_sword)
    289 								NOBETTER();
    290 							else {
    291 								cheat = 0;
    292 								Player.p_gold -= cost;
    293 								if (drandom() < 0.02)
    294 									dishonest = TRUE;
    295 								else
    296 									Player.p_sword = numitems;
    297 							}
    298 					break;
    299 
    300 				case '5':
    301 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
    302 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
    303 					cost = (numitems = floor(infloat())) * Menu[4].cost;
    304 
    305 					if (cost > Player.p_gold || numitems < 0)
    306 						++cheat;
    307 					else {
    308 						cheat = 0;
    309 						Player.p_gold -= cost;
    310 						if (drandom() < 0.02)
    311 							dishonest = TRUE;
    312 						else
    313 							Player.p_charms += numitems;
    314 					}
    315 					break;
    316 
    317 				case '6':
    318 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
    319 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
    320 					cost = (numitems = floor(infloat())) * Menu[5].cost;
    321 
    322 					if (numitems == 0.0)
    323 						break;
    324 					else
    325 						if (cost > Player.p_gold || numitems < 0)
    326 							++cheat;
    327 						else
    328 							if (numitems < Player.p_quksilver)
    329 								NOBETTER();
    330 							else {
    331 								cheat = 0;
    332 								Player.p_gold -= cost;
    333 								if (drandom() < 0.02)
    334 									dishonest = TRUE;
    335 								else
    336 									Player.p_quksilver = numitems;
    337 							}
    338 					break;
    339 
    340 				case '7':
    341 					if (Player.p_blessing) {
    342 						addstr("You already have a blessing.");
    343 						break;
    344 					}
    345 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
    346 					ch = getanswer("NY", FALSE);
    347 
    348 					if (ch == 'Y') {
    349 						if (Player.p_gold < blessingcost)
    350 							++cheat;
    351 						else {
    352 							cheat = 0;
    353 							Player.p_gold -= blessingcost;
    354 							if (drandom() < 0.02)
    355 								dishonest = TRUE;
    356 							else
    357 								Player.p_blessing = TRUE;
    358 						}
    359 					}
    360 					break;
    361 				}
    362 			break;
    363 
    364 		case 'S':	/* sell gems */
    365 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
    366 			    (double) N_GEMVALUE, Player.p_gems);
    367 			numitems = floor(infloat());
    368 
    369 			if (numitems > Player.p_gems || numitems < 0)
    370 				++cheat;
    371 			else {
    372 				cheat = 0;
    373 				Player.p_gems -= numitems;
    374 				Player.p_gold += numitems * N_GEMVALUE;
    375 			}
    376 		}
    377 
    378 		if (cheat == 1)
    379 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
    380 		else
    381 			if (cheat == 2) {
    382 				mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
    383 				printw("a %.0f level magic user, and you made %s mad!\n",
    384 				    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
    385 				altercoordinates(0.0, 0.0, A_FAR);
    386 				Player.p_energy /= 2.0;
    387 				++Player.p_sin;
    388 				more(23);
    389 				return;
    390 			} else
    391 				if (dishonest) {
    392 					mvaddstr(17, 0, "The merchant stole your money!");
    393 					refresh();
    394 					altercoordinates(Player.p_x - Player.p_x / 10.0,
    395 					    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
    396 					sleep(2);
    397 					return;
    398 				}
    399 	}
    400 }
    401 
    402 void
    403 displaystats()
    404 {
    405 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
    406 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
    407 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
    408 	    Player.p_mana, Users);
    409 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
    410 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
    411 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
    412 }
    413 
    414 void
    415 allstatslist()
    416 {
    417 	static const char *const flags[] = /* to print value of some bools */
    418 	{
    419 		"False",
    420 		" True"
    421 	};
    422 
    423 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
    424 
    425 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
    426 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
    427 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
    428 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
    429 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
    430 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
    431 	mvprintw(16, 0, "Age       : %9ld", Player.p_age);
    432 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
    433 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
    434 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
    435 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
    436 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
    437 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
    438 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
    439 
    440 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
    441 	    flags[(int)Player.p_blessing],
    442 	    flags[Player.p_ring.ring_type != R_NONE],
    443 	    flags[(int)Player.p_virgin],
    444 	    flags[(int)Player.p_palantir]);
    445 }
    446 
    447 const char   *
    448 descrtype(playerp, shortflag)
    449 	struct player *playerp;
    450 	bool    shortflag;
    451 {
    452 	int     type;		/* for caluculating result subscript */
    453 	static const char *const results[] =/* description table */
    454 	{
    455 		" Magic User", " MU",
    456 		" Fighter", " F ",
    457 		" Elf", " E ",
    458 		" Dwarf", " D ",
    459 		" Halfling", " H ",
    460 		" Experimento", " EX",
    461 		" Super", " S ",
    462 		" King", " K ",
    463 		" Council of Wise", " CW",
    464 		" Ex-Valar", " EV",
    465 		" Valar", " V ",
    466 		" ? ", " ? "
    467 	};
    468 
    469 	type = playerp->p_type;
    470 
    471 	switch (playerp->p_specialtype) {
    472 	case SC_NONE:
    473 		type = playerp->p_type;
    474 		break;
    475 
    476 	case SC_KING:
    477 		type = 7;
    478 		break;
    479 
    480 	case SC_COUNCIL:
    481 		type = 8;
    482 		break;
    483 
    484 	case SC_EXVALAR:
    485 		type = 9;
    486 		break;
    487 
    488 	case SC_VALAR:
    489 		type = 10;
    490 		break;
    491 	}
    492 
    493 	type *= 2;		/* calculate offset */
    494 
    495 	if (type > 20)
    496 		/* error */
    497 		type = 22;
    498 
    499 	if (shortflag)
    500 		/* use short descriptions */
    501 		++type;
    502 
    503 	if (playerp->p_crowns > 0) {
    504 		strcpy(Databuf, results[type]);
    505 		Databuf[0] = '*';
    506 		return (Databuf);
    507 	} else
    508 		return (results[type]);
    509 }
    510 
    511 long
    512 findname(name, playerp)
    513 	const char   *name;
    514 	struct player *playerp;
    515 {
    516 	long    loc = 0;	/* location in the file */
    517 
    518 	fseek(Playersfp, 0L, SEEK_SET);
    519 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    520 		if (strcmp(playerp->p_name, name) == 0) {
    521 			if (playerp->p_status != S_NOTUSED || Wizard)
    522 				/* found it */
    523 				return (loc);
    524 		}
    525 		loc += SZ_PLAYERSTRUCT;
    526 	}
    527 
    528 	return (-1);
    529 }
    530 
    531 long
    532 allocrecord()
    533 {
    534 	long    loc = 0L;	/* location in file */
    535 
    536 	fseek(Playersfp, 0L, SEEK_SET);
    537 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    538 		if (Other.p_status == S_NOTUSED)
    539 			/* found an empty record */
    540 			return (loc);
    541 		else
    542 			loc += SZ_PLAYERSTRUCT;
    543 	}
    544 
    545 	/* make a new record */
    546 	initplayer(&Other);
    547 	Player.p_status = S_OFF;
    548 	writerecord(&Other, loc);
    549 
    550 	return (loc);
    551 }
    552 
    553 void
    554 freerecord(playerp, loc)
    555 	struct player *playerp;
    556 	long    loc;
    557 {
    558 	playerp->p_name[0] = CH_MARKDELETE;
    559 	playerp->p_status = S_NOTUSED;
    560 	writerecord(playerp, loc);
    561 }
    562 
    563 void
    564 leavegame()
    565 {
    566 
    567 	if (Player.p_level < 1.0)
    568 		/* delete character */
    569 		freerecord(&Player, Fileloc);
    570 	else {
    571 		Player.p_status = S_OFF;
    572 		writerecord(&Player, Fileloc);
    573 	}
    574 
    575 	cleanup(TRUE);
    576 	/* NOTREACHED */
    577 }
    578 
    579 void
    580 death(how)
    581 	const char   *how;
    582 {
    583 	FILE   *fp;		/* for updating various files */
    584 	int     ch;		/* input */
    585 	static const char *const deathmesg[] =
    586 	/* add more messages here, if desired */
    587 	{
    588 		"You have been wounded beyond repair.  ",
    589 		"You have been disemboweled.  ",
    590 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
    591 		"You died!  ",
    592 		"You're a complete failure -- you've died!!\n",
    593 		"You have been dealt a fatal blow!  "
    594 	};
    595 
    596 	clear();
    597 
    598 	if (strcmp(how, "Stupidity") != 0) {
    599 		if (Player.p_level > 9999.0)
    600 			/* old age */
    601 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
    602 		else
    603 			if (Player.p_lives > 0)
    604 				/* extra lives */
    605 			{
    606 				addstr("You should be more cautious.  You've been killed.\n");
    607 				printw("You only have %d more chance(s).\n", --Player.p_lives);
    608 				more(3);
    609 				Player.p_energy = Player.p_maxenergy;
    610 				return;
    611 			} else
    612 				if (Player.p_specialtype == SC_VALAR) {
    613 					addstr("You had your chances, but Valar aren't totally\n");
    614 					addstr("immortal.  You are now left to wither and die . . .\n");
    615 					more(3);
    616 					Player.p_brains = Player.p_level / 25.0;
    617 					Player.p_energy = Player.p_maxenergy /= 5.0;
    618 					Player.p_quksilver = Player.p_sword = 0.0;
    619 					Player.p_specialtype = SC_COUNCIL;
    620 					return;
    621 				} else
    622 					if (Player.p_ring.ring_inuse &&
    623 					    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
    624 						/* good ring in use - saved
    625 						 * from death */
    626 					{
    627 						mvaddstr(4, 0, "Your ring saved you from death!\n");
    628 						refresh();
    629 						Player.p_ring.ring_type = R_NONE;
    630 						Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
    631 						if (Player.p_crowns > 0)
    632 							--Player.p_crowns;
    633 						return;
    634 					} else
    635 						if (Player.p_ring.ring_type == R_BAD
    636 						    || Player.p_ring.ring_type == R_SPOILED)
    637 							/* bad ring in
    638 							 * possession; name
    639 							 * idiot after player */
    640 						{
    641 							mvaddstr(4, 0,
    642 							    "Your ring has taken control of you and turned you into a monster!\n");
    643 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    644 							fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    645 							strcpy(Curmonster.m_name, Player.p_name);
    646 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
    647 							fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
    648 							fflush(Monstfp);
    649 						}
    650 	}
    651 	enterscore();		/* update score board */
    652 
    653 	/* put info in last dead file */
    654 	fp = fopen(_PATH_LASTDEAD, "w");
    655 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
    656 	    Player.p_name, descrtype(&Player, TRUE),
    657 	    Player.p_login, Player.p_level, how);
    658 	fclose(fp);
    659 
    660 	/* let other players know */
    661 	fp = fopen(_PATH_MESS, "w");
    662 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
    663 	fclose(fp);
    664 
    665 	freerecord(&Player, Fileloc);
    666 
    667 	clear();
    668 	move(10, 0);
    669 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
    670 	addstr("Care to give it another try ? ");
    671 	ch = getanswer("NY", FALSE);
    672 
    673 	if (ch == 'Y') {
    674 		cleanup(FALSE);
    675 		execl(_PATH_GAMEPROG, "phantasia", "-s",
    676 		    (Wizard ? "-S" : (char *) NULL), (char *) NULL);
    677 		exit(0);
    678 		/* NOTREACHED */
    679 	}
    680 	cleanup(TRUE);
    681 	/* NOTREACHED */
    682 }
    683 
    684 void
    685 writerecord(playerp, place)
    686 	struct player *playerp;
    687 	long    place;
    688 {
    689 	fseek(Playersfp, place, SEEK_SET);
    690 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    691 	fflush(Playersfp);
    692 }
    693 
    694 double
    695 explevel(experience)
    696 	double  experience;
    697 {
    698 	if (experience < 1.1e7)
    699 		return (floor(pow((experience / 1000.0), 0.4875)));
    700 	else
    701 		return (floor(pow((experience / 1250.0), 0.4865)));
    702 }
    703 
    704 void
    705 truncstring(string)
    706 	char   *string;
    707 {
    708 	int     length;		/* length of string */
    709 
    710 	length = strlen(string);
    711 	while (string[--length] == ' ')
    712 		string[length] = '\0';
    713 }
    714 
    715 void
    716 altercoordinates(xnew, ynew, operation)
    717 	double  xnew;
    718 	double  ynew;
    719 	int     operation;
    720 {
    721 	switch (operation) {
    722 	case A_FORCED:		/* move with no checks */
    723 		break;
    724 
    725 	case A_NEAR:		/* pick random coordinates near */
    726 		xnew = Player.p_x + ROLL(1.0, 5.0);
    727 		ynew = Player.p_y - ROLL(1.0, 5.0);
    728 		/* fall through for check */
    729 
    730 	case A_SPECIFIC:	/* just move player */
    731 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
    732 			/*
    733 			 * cannot move back from point of no return
    734 			 * pick the largest coordinate to remain unchanged
    735 			 */
    736 		{
    737 			if (fabs(xnew) > fabs(ynew))
    738 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
    739 			else
    740 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
    741 		}
    742 		break;
    743 
    744 	case A_FAR:		/* pick random coordinates far */
    745 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
    746 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
    747 		break;
    748 	}
    749 
    750 	/* now set location flags and adjust coordinates */
    751 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
    752 
    753 	/* set up flags based upon location */
    754 	Throne = Marsh = Beyond = FALSE;
    755 
    756 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
    757 		Throne = TRUE;
    758 	else
    759 		if (Circle < 35 && Circle >= 20)
    760 			Marsh = TRUE;
    761 		else
    762 			if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
    763 				Beyond = TRUE;
    764 
    765 	Changed = TRUE;
    766 }
    767 
    768 void
    769 readrecord(playerp, loc)
    770 	struct player *playerp;
    771 	long    loc;
    772 {
    773 	fseek(Playersfp, loc, SEEK_SET);
    774 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
    775 }
    776 
    777 void
    778 adjuststats()
    779 {
    780 	double  dtemp;		/* for temporary calculations */
    781 
    782 	if (explevel(Player.p_experience) > Player.p_level)
    783 		/* move one or more levels */
    784 	{
    785 		movelevel();
    786 		if (Player.p_level > 5.0)
    787 			Timeout = TRUE;
    788 	}
    789 	if (Player.p_specialtype == SC_VALAR)
    790 		/* valar */
    791 		Circle = Player.p_level / 5.0;
    792 
    793 	/* calculate effective quickness */
    794 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
    795 	    - Player.p_level;
    796 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
    797 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
    798 
    799 	/* calculate effective strength */
    800 	if (Player.p_poison > 0.0)
    801 		/* poison makes player weaker */
    802 	{
    803 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
    804 		dtemp = MAX(0.1, dtemp);
    805 	} else
    806 		dtemp = 1.0;
    807 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
    808 
    809 	/* insure that important things are within limits */
    810 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
    811 	Player.p_mana = MIN(Player.p_mana,
    812 	    Player.p_level * Statptr->c_maxmana + 1000.0);
    813 	Player.p_brains = MIN(Player.p_brains,
    814 	    Player.p_level * Statptr->c_maxbrains + 200.0);
    815 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
    816 
    817 	/*
    818          * some implementations have problems with floating point compare
    819          * we work around it with this stuff
    820          */
    821 	Player.p_gold = floor(Player.p_gold) + 0.1;
    822 	Player.p_gems = floor(Player.p_gems) + 0.1;
    823 	Player.p_mana = floor(Player.p_mana) + 0.1;
    824 
    825 	if (Player.p_ring.ring_type != R_NONE)
    826 		/* do ring things */
    827 	{
    828 		/* rest to max */
    829 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    830 
    831 		if (Player.p_ring.ring_duration <= 0)
    832 			/* clean up expired rings */
    833 			switch (Player.p_ring.ring_type) {
    834 			case R_BAD:	/* ring drives player crazy */
    835 				Player.p_ring.ring_type = R_SPOILED;
    836 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
    837 				break;
    838 
    839 			case R_NAZREG:	/* ring disappears */
    840 				Player.p_ring.ring_type = R_NONE;
    841 				break;
    842 
    843 			case R_SPOILED:	/* ring kills player */
    844 				death("A cursed ring");
    845 				break;
    846 
    847 			case R_DLREG:	/* this ring doesn't expire */
    848 				Player.p_ring.ring_duration = 0;
    849 				break;
    850 			}
    851 	}
    852 	if (Player.p_age / N_AGE > Player.p_degenerated)
    853 		/* age player slightly */
    854 	{
    855 		++Player.p_degenerated;
    856 		if (Player.p_quickness > 23.0)
    857 			Player.p_quickness *= 0.99;
    858 		Player.p_strength *= 0.97;
    859 		Player.p_brains *= 0.95;
    860 		Player.p_magiclvl *= 0.97;
    861 		Player.p_maxenergy *= 0.95;
    862 		Player.p_quksilver *= 0.95;
    863 		Player.p_sword *= 0.93;
    864 		Player.p_shield *= 0.93;
    865 	}
    866 }
    867 
    868 void
    869 initplayer(playerp)
    870 	struct player *playerp;
    871 {
    872 	playerp->p_experience =
    873 	    playerp->p_level =
    874 	    playerp->p_strength =
    875 	    playerp->p_sword =
    876 	    playerp->p_might =
    877 	    playerp->p_energy =
    878 	    playerp->p_maxenergy =
    879 	    playerp->p_shield =
    880 	    playerp->p_quickness =
    881 	    playerp->p_quksilver =
    882 	    playerp->p_speed =
    883 	    playerp->p_magiclvl =
    884 	    playerp->p_mana =
    885 	    playerp->p_brains =
    886 	    playerp->p_poison =
    887 	    playerp->p_gems =
    888 	    playerp->p_sin =
    889 	    playerp->p_1scratch =
    890 	    playerp->p_2scratch = 0.0;
    891 
    892 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
    893 
    894 	playerp->p_x = ROLL(-125.0, 251.0);
    895 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
    896 
    897 	/* clear ring */
    898 	playerp->p_ring.ring_type = R_NONE;
    899 	playerp->p_ring.ring_duration = 0;
    900 	playerp->p_ring.ring_inuse = FALSE;
    901 
    902 	playerp->p_age = 0L;
    903 
    904 	playerp->p_degenerated = 1;	/* don't degenerate initially */
    905 
    906 	playerp->p_type = C_FIGHTER;	/* default */
    907 	playerp->p_specialtype = SC_NONE;
    908 	playerp->p_lives =
    909 	    playerp->p_crowns =
    910 	    playerp->p_charms =
    911 	    playerp->p_amulets =
    912 	    playerp->p_holywater =
    913 	    playerp->p_lastused = 0;
    914 	playerp->p_status = S_NOTUSED;
    915 	playerp->p_tampered = T_OFF;
    916 	playerp->p_istat = I_OFF;
    917 
    918 	playerp->p_palantir =
    919 	    playerp->p_blessing =
    920 	    playerp->p_virgin =
    921 	    playerp->p_blindness = FALSE;
    922 
    923 	playerp->p_name[0] =
    924 	    playerp->p_password[0] =
    925 	    playerp->p_login[0] = '\0';
    926 }
    927 
    928 void
    929 readmessage()
    930 {
    931 	move(3, 0);
    932 	clrtoeol();
    933 	fseek(Messagefp, 0L, SEEK_SET);
    934 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
    935 		addstr(Databuf);
    936 }
    937 
    938 void
    939 error(whichfile)
    940 	const char   *whichfile;
    941 {
    942 	int     (*funcp)(const char *,...);
    943 
    944 	if (Windows) {
    945 		funcp = printw;
    946 		clear();
    947 	} else
    948 		funcp = printf;
    949 
    950 	(*funcp) ("An unrecoverable error has occurred reading %s.  (%s)\n", whichfile, strerror(errno));
    951 	(*funcp) ("Please run 'setup' to determine the problem.\n");
    952 	cleanup(TRUE);
    953 	/* NOTREACHED */
    954 }
    955 
    956 double
    957 distance(x1, x2, y1, y2)
    958 	double  x1, x2, y1, y2;
    959 {
    960 	double  deltax, deltay;
    961 
    962 	deltax = x1 - x2;
    963 	deltay = y1 - y2;
    964 	return (sqrt(deltax * deltax + deltay * deltay));
    965 }
    966 
    967 void
    968 ill_sig(whichsig)
    969 	int     whichsig;
    970 {
    971 	clear();
    972 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
    973 		printw("Error: caught signal # %d.\n", whichsig);
    974 	cleanup(TRUE);
    975 	/* NOTREACHED */
    976 }
    977 
    978 const char *
    979 descrstatus(playerp)
    980 	struct player *playerp;
    981 {
    982 	switch (playerp->p_status) {
    983 	case S_PLAYING:
    984 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
    985 			return ("Low Energy");
    986 		else
    987 			if (playerp->p_blindness)
    988 				return ("Blind");
    989 			else
    990 				return ("In game");
    991 
    992 	case S_CLOAKED:
    993 		return ("Cloaked");
    994 
    995 	case S_INBATTLE:
    996 		return ("In Battle");
    997 
    998 	case S_MONSTER:
    999 		return ("Encounter");
   1000 
   1001 	case S_TRADING:
   1002 		return ("Trading");
   1003 
   1004 	case S_OFF:
   1005 		return ("Off");
   1006 
   1007 	case S_HUNGUP:
   1008 		return ("Hung up");
   1009 
   1010 	default:
   1011 		return ("");
   1012 	}
   1013 }
   1014 
   1015 double
   1016 drandom()
   1017 {
   1018 	if (sizeof(int) != 2)
   1019 		/* use only low bits */
   1020 		return ((double) (random() & 0x7fff) / 32768.0);
   1021 	else
   1022 		return ((double) random() / 32768.0);
   1023 }
   1024 
   1025 void
   1026 collecttaxes(gold, gems)
   1027 	double  gold;
   1028 	double  gems;
   1029 {
   1030 	FILE   *fp;		/* to update Goldfile */
   1031 	double  dtemp;		/* for temporary calculations */
   1032 	double  taxes;		/* tax liability */
   1033 
   1034 	/* add to cache */
   1035 	Player.p_gold += gold;
   1036 	Player.p_gems += gems;
   1037 
   1038 	/* calculate tax liability */
   1039 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
   1040 
   1041 	if (Player.p_gold < taxes)
   1042 		/* not enough gold to pay taxes, must convert some gems to
   1043 		 * gold */
   1044 	{
   1045 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
   1046 								 * convert */
   1047 
   1048 		if (Player.p_gems >= dtemp)
   1049 			/* player has enough to convert */
   1050 		{
   1051 			Player.p_gems -= dtemp;
   1052 			Player.p_gold += dtemp * N_GEMVALUE;
   1053 		} else
   1054 			/* take everything; this should never happen */
   1055 		{
   1056 			Player.p_gold += Player.p_gems * N_GEMVALUE;
   1057 			Player.p_gems = 0.0;
   1058 			taxes = Player.p_gold;
   1059 		}
   1060 	}
   1061 	Player.p_gold -= taxes;
   1062 
   1063 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
   1064 		/* update taxes */
   1065 	{
   1066 		dtemp = 0.0;
   1067 		fread((char *) &dtemp, sizeof(double), 1, fp);
   1068 		dtemp += floor(taxes);
   1069 		fseek(fp, 0L, SEEK_SET);
   1070 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
   1071 		fclose(fp);
   1072 	}
   1073 }
   1074