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[dragonfly.git] / games / phantasia / misc.c
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1 /*
2 * misc.c Phantasia miscellaneous support routines
4 * $FreeBSD: src/games/phantasia/misc.c,v 1.7 1999/11/16 02:57:34 billf Exp $
5 * $DragonFly: src/games/phantasia/misc.c,v 1.7 2006/09/09 02:21:49 pavalos Exp $
6 */
8 #include <string.h>
9 #include "include.h"
11 /* functions which we need to know about */
12 /* gamesupport.c */
13 extern void enterscore(void);
14 /* io.c */
15 extern int getanswer(const char *, bool);
16 extern double infloat(void);
17 extern void more(int);
18 /* main.c */
19 extern void cleanup(bool);
20 /* phantglobs.c */
21 extern double drandom(void);
23 void movelevel(void);
24 const char *descrlocation(struct player *, bool);
25 void tradingpost(void);
26 void displaystats(void);
27 void allstatslist(void);
28 const char *descrtype(struct player *, bool);
29 long findname(char *, struct player *);
30 long allocrecord(void);
31 void freerecord(struct player *, long);
32 void leavegame(void);
33 void death(const char *);
34 void writerecord(struct player *, long);
35 double explevel(double);
36 void truncstring(char *);
37 void altercoordinates(double, double, int);
38 void readrecord(struct player *, long);
39 void adjuststats(void);
40 void initplayer(struct player *);
41 void readmessage(void);
42 void error(const char *);
43 double distance(double, double, double, double);
44 void ill_sig(int);
45 const char *descrstatus(struct player *);
46 void collecttaxes(double, double);
48 /************************************************************************
50 / FUNCTION NAME: movelevel()
52 / FUNCTION: move player to new level
54 / AUTHOR: E. A. Estes, 12/4/85
56 / ARGUMENTS: none
58 / RETURN VALUE: none
60 / MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
62 / GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
64 / GLOBAL OUTPUTS: Player, Changed
66 / DESCRIPTION:
67 / Use lookup table to increment important statistics when
68 / progressing to new experience level.
69 / Players are rested to maximum as a bonus for making a new
70 / level.
71 / Check for council of wise, and being too big to be king.
73 *************************************************************************/
75 void
76 movelevel(void)
78 struct charstats *statptr; /* for pointing into Stattable */
79 double new; /* new level */
80 double inc; /* increment between new and old levels */
82 Changed = TRUE;
84 if (Player.p_type == C_EXPER)
85 /* roll a type to use for increment */
86 statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
87 else
88 statptr = Statptr;
90 new = explevel(Player.p_experience);
91 inc = new - Player.p_level;
92 Player.p_level = new;
94 /* add increments to statistics */
95 Player.p_strength += statptr->c_strength.increase * inc;
96 Player.p_mana += statptr->c_mana.increase * inc;
97 Player.p_brains += statptr->c_brains.increase * inc;
98 Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
99 Player.p_maxenergy += statptr->c_energy.increase * inc;
101 /* rest to maximum upon reaching new level */
102 Player.p_energy = Player.p_maxenergy + Player.p_shield;
104 if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
105 /* no longer able to be king -- turn crowns into cash */
107 Player.p_gold += ((double) Player.p_crowns) * 5000.0;
108 Player.p_crowns = 0;
111 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
112 /* make a member of the council */
114 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
115 addstr("Good Luck on your search for the Holy Grail.\n");
117 Player.p_specialtype = SC_COUNCIL;
119 /* no rings for council and above */
120 Player.p_ring.ring_type = R_NONE;
121 Player.p_ring.ring_duration = 0;
123 Player.p_lives = 3; /* three extra lives */
126 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
127 death("Old age");
129 /*\f*/
130 /************************************************************************
132 / FUNCTION NAME: descrlocation()
134 / FUNCTION: return a formatted description of location
136 / AUTHOR: E. A. Estes, 12/4/85
138 / ARGUMENTS:
139 / struct player playerp - pointer to player structure
140 / bool shortflag - set if short form is desired
142 / RETURN VALUE: pointer to string containing result
144 / MODULES CALLED: fabs(), floor(), sprintf(), distance()
146 / GLOBAL INPUTS: Databuf[]
148 / GLOBAL OUTPUTS: none
150 / DESCRIPTION:
151 / Look at coordinates and return an appropriately formatted
152 / string.
154 *************************************************************************/
156 const char *
157 descrlocation(struct player *playerp, bool shortflag)
159 double circle; /* corresponding circle for coordinates */
160 int quadrant; /* quadrant of grid */
161 const char *label; /* pointer to place name */
162 static const char *nametable[4][4] = /* names of places */
164 {"Anorien", "Ithilien", "Rohan", "Lorien"},
165 {"Gondor", "Mordor", "Dunland", "Rovanion"},
166 {"South Gondor", "Khand", "Eriador", "The Iron Hills"},
167 {"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
170 if (playerp->p_specialtype == SC_VALAR)
171 return(" is in Valhala");
172 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
174 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
175 label = "The Point of No Return";
176 else
177 label = "The Ashen Mountains";
179 else if (circle >= 55)
180 label = "Morannon";
181 else if (circle >= 35)
182 label = "Kennaquahair";
183 else if (circle >= 20)
184 label = "The Dead Marshes";
185 else if (circle >= 9)
186 label = "The Outer Waste";
187 else if (circle >= 5)
188 label = "The Moors Adventurous";
189 else
191 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
192 label = "The Lord's Chamber";
193 else
195 /* this expression is split to prevent compiler loop with some compilers */
196 quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
197 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
198 label = nametable[((int) circle) - 1][quadrant];
202 if (shortflag)
203 sprintf(Databuf, "%.29s", label);
204 else
205 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
207 return(Databuf);
209 /*\f*/
210 /************************************************************************
212 / FUNCTION NAME: tradingpost()
214 / FUNCTION: do trading post stuff
216 / AUTHOR: E. A. Estes, 12/4/85
218 / ARGUMENTS: none
220 / RETURN VALUE: none
222 / MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
223 / sleep(), floor(), wmove(), drandom(), wclear(), printw(),
224 / altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
225 / wclrtoeol(), wclrtobot()
227 / GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
229 / GLOBAL OUTPUTS: Player
231 / DESCRIPTION:
232 / Different trading posts have different items.
233 / Merchants cannot be cheated, but they can be dishonest
234 / themselves.
236 / Shields, swords, and quicksilver are not cumulative. This is
237 / one major area of complaint, but there are two reasons for this:
238 / 1) It becomes MUCH too easy to make very large versions
239 / of these items.
240 / 2) In the real world, one cannot simply weld two swords
241 / together to make a bigger one.
243 / At one time, it was possible to sell old weapons at half the purchase
244 / price. This resulted in huge amounts of gold floating around,
245 / and the game lost much of its challenge.
247 / Also, purchasing gems defeats the whole purpose of gold. Gold
248 / is small change for lower level players. They really shouldn't
249 / be able to accumulate more than enough gold for a small sword or
250 / a few books. Higher level players shouldn't even bother to pick
251 / up gold, except maybe to buy mana once in a while.
253 *************************************************************************/
255 void
256 tradingpost(void)
258 double numitems; /* number of items to purchase */
259 double cost; /* cost of purchase */
260 double blessingcost; /* cost of blessing */
261 int ch; /* input */
262 int size; /* size of the trading post */
263 int loop; /* loop counter */
264 int cheat = 0; /* number of times player has tried to cheat */
265 bool dishonest = FALSE;/* set when merchant is dishonest */
267 Player.p_status = S_TRADING;
268 writerecord(&Player, Fileloc);
270 clear();
271 addstr("You are at a trading post. All purchases must be made with gold.");
273 size = sqrt(fabs(Player.p_x / 100)) + 1;
274 size = MIN(7, size);
276 /* set up cost of blessing */
277 blessingcost = 1000.0 * (Player.p_level + 5.0);
279 /* print Menu */
280 move(7, 0);
281 for (loop = 0; loop < size; ++loop)
282 /* print Menu */
284 if (loop == 6)
285 cost = blessingcost;
286 else
287 cost = Menu[loop].cost;
288 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
291 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
293 for (;;)
295 adjuststats(); /* truncate any bad values */
297 /* print some important statistics */
298 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
299 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
300 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
301 Player.p_shield, Player.p_sword, Player.p_quksilver,
302 (Player.p_blessing ? " True" : "False"));
303 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
305 move(5, 36);
306 ch = getanswer("LPS", FALSE);
307 move(15, 0);
308 clrtobot();
309 switch(ch)
311 case 'L': /* leave */
312 case '\n':
313 altercoordinates(0.0, 0.0, A_NEAR);
314 return;
316 case 'P': /* make purchase */
317 mvaddstr(15, 0, "What what would you like to buy ? ");
318 ch = getanswer(" 1234567", FALSE);
319 move(15, 0);
320 clrtoeol();
322 if (ch - '0' > size)
323 addstr("Sorry, this merchant doesn't have that.");
324 else
325 switch (ch)
327 case '1':
328 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
329 Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
330 cost = (numitems = floor(infloat())) * Menu[0].cost;
332 if (cost > Player.p_gold || numitems < 0)
333 ++cheat;
334 else
336 cheat = 0;
337 Player.p_gold -= cost;
338 if (drandom() < 0.02)
339 dishonest = TRUE;
340 else
341 Player.p_mana += numitems;
343 break;
345 case '2':
346 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
347 Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
348 cost = (numitems = floor(infloat())) * Menu[1].cost;
350 if (numitems == 0.0)
351 break;
352 else if (cost > Player.p_gold || numitems < 0)
353 ++cheat;
354 else if (numitems < Player.p_shield)
355 NOBETTER();
356 else
358 cheat = 0;
359 Player.p_gold -= cost;
360 if (drandom() < 0.02)
361 dishonest = TRUE;
362 else
363 Player.p_shield = numitems;
365 break;
367 case '3':
368 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
369 Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
370 cost = (numitems = floor(infloat())) * Menu[2].cost;
372 if (cost > Player.p_gold || numitems < 0)
373 ++cheat;
374 else
376 cheat = 0;
377 Player.p_gold -= cost;
378 if (drandom() < 0.02)
379 dishonest = TRUE;
380 else if (drandom() * numitems > Player.p_level / 10.0
381 && numitems != 1)
383 printw("\nYou blew your mind!\n");
384 Player.p_brains /= 5;
386 else
388 Player.p_brains += floor(numitems) * ROLL(20, 8);
391 break;
393 case '4':
394 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
395 Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
396 cost = (numitems = floor(infloat())) * Menu[3].cost;
398 if (numitems == 0.0)
399 break;
400 else if (cost > Player.p_gold || numitems < 0)
401 ++cheat;
402 else if (numitems < Player.p_sword)
403 NOBETTER();
404 else
406 cheat = 0;
407 Player.p_gold -= cost;
408 if (drandom() < 0.02)
409 dishonest = TRUE;
410 else
411 Player.p_sword = numitems;
413 break;
415 case '5':
416 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
417 Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
418 cost = (numitems = floor(infloat())) * Menu[4].cost;
420 if (cost > Player.p_gold || numitems < 0)
421 ++cheat;
422 else
424 cheat = 0;
425 Player.p_gold -= cost;
426 if (drandom() < 0.02)
427 dishonest = TRUE;
428 else
429 Player.p_charms += numitems;
431 break;
433 case '6':
434 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
435 Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
436 cost = (numitems = floor(infloat())) * Menu[5].cost;
438 if (numitems == 0.0)
439 break;
440 else if (cost > Player.p_gold || numitems < 0)
441 ++cheat;
442 else if (numitems < Player.p_quksilver)
443 NOBETTER();
444 else
446 cheat = 0;
447 Player.p_gold -= cost;
448 if (drandom() < 0.02)
449 dishonest = TRUE;
450 else
451 Player.p_quksilver = numitems;
453 break;
455 case '7':
456 if (Player.p_blessing)
458 addstr("You already have a blessing.");
459 break;
462 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
463 ch = getanswer("NY", FALSE);
465 if (ch == 'Y')
467 if (Player.p_gold < blessingcost)
468 ++cheat;
469 else
471 cheat = 0;
472 Player.p_gold -= blessingcost;
473 if (drandom() < 0.02)
474 dishonest = TRUE;
475 else
476 Player.p_blessing = TRUE;
479 break;
481 break;
483 case 'S': /* sell gems */
484 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
485 (double) N_GEMVALUE, Player.p_gems);
486 numitems = floor(infloat());
488 if (numitems > Player.p_gems || numitems < 0)
489 ++cheat;
490 else
492 cheat = 0;
493 Player.p_gems -= numitems;
494 Player.p_gold += numitems * N_GEMVALUE;
498 if (cheat == 1)
499 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
500 else if (cheat == 2)
502 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
503 printw("a %.0f level magic user, and you made %s mad!\n",
504 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
505 altercoordinates(0.0, 0.0, A_FAR);
506 Player.p_energy /= 2.0;
507 ++Player.p_sin;
508 more(23);
509 return;
511 else if (dishonest)
513 mvaddstr(17, 0, "The merchant stole your money!");
514 refresh();
515 altercoordinates(Player.p_x - Player.p_x / 10.0,
516 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
517 sleep(2);
518 return;
522 /*\f*/
523 /************************************************************************
525 / FUNCTION NAME: displaystats()
527 / FUNCTION: print out important player statistics
529 / AUTHOR: E. A. Estes, 12/4/85
531 / ARGUMENTS: none
533 / RETURN VALUE: none
535 / MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
537 / GLOBAL INPUTS: Users, Player
539 / GLOBAL OUTPUTS: none
541 / DESCRIPTION:
542 / Important player statistics are printed on the screen.
544 *************************************************************************/
546 void
547 displaystats(void)
549 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
550 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
551 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
552 Player.p_mana, Users);
553 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
554 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
555 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
557 /*\f*/
558 /************************************************************************
560 / FUNCTION NAME: allstatslist()
562 / FUNCTION: show player items
564 / AUTHOR: E. A. Estes, 12/4/85
566 / ARGUMENTS: none
568 / RETURN VALUE: none
570 / MODULES CALLED: mvprintw(), descrtype()
572 / GLOBAL INPUTS: Player
574 / GLOBAL OUTPUTS: none
576 / DESCRIPTION:
577 / Print out some player statistics of lesser importance.
579 *************************************************************************/
581 void
582 allstatslist(void)
584 static const char *flags[] = /* to print value of some bools */
586 "False",
587 " True"
590 mvprintw( 8, 0, "Type: %s\n", descrtype(&Player, FALSE));
592 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
593 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
594 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
595 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
596 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
597 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
598 mvprintw(16, 0, "Age : %9d", Player.p_age);
599 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
600 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
601 mvprintw(12, 40, "Charms : %9d", Player.p_charms);
602 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
603 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
604 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
605 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
607 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
608 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
609 flags[Player.p_virgin], flags[Player.p_palantir]);
611 /*\f*/
612 /************************************************************************
614 / FUNCTION NAME: descrtype()
616 / FUNCTION: return a string specifying player type
618 / AUTHOR: E. A. Estes, 12/4/85
620 / ARGUMENTS:
621 / struct player playerp - pointer to structure for player
622 / bool shortflag - set if short form is desired
624 / RETURN VALUE: pointer to string describing player type
626 / MODULES CALLED: strcpy()
628 / GLOBAL INPUTS: Databuf[]
630 / GLOBAL OUTPUTS: Databuf[]
632 / DESCRIPTION:
633 / Return a string describing the player type.
634 / King, council, valar, supercedes other types.
635 / The first character of the string is '*' if the player
636 / has a crown.
637 / If 'shortflag' is TRUE, return a 3 character string.
639 *************************************************************************/
641 const char *
642 descrtype(struct player *playerp, bool shortflag)
644 int type; /* for caluculating result subscript */
645 static const char *results[] = /* description table */
647 " Magic User", " MU",
648 " Fighter", " F ",
649 " Elf", " E ",
650 " Dwarf", " D ",
651 " Halfling", " H ",
652 " Experimento", " EX",
653 " Super", " S ",
654 " King", " K ",
655 " Council of Wise", " CW",
656 " Ex-Valar", " EV",
657 " Valar", " V ",
658 " ? ", " ? "
661 type = playerp->p_type;
663 switch (playerp->p_specialtype)
665 case SC_NONE:
666 type = playerp->p_type;
667 break;
669 case SC_KING:
670 type = 7;
671 break;
673 case SC_COUNCIL:
674 type = 8;
675 break;
677 case SC_EXVALAR:
678 type = 9;
679 break;
681 case SC_VALAR:
682 type = 10;
683 break;
686 type *= 2; /* calculate offset */
688 if (type > 20)
689 /* error */
690 type = 22;
692 if (shortflag)
693 /* use short descriptions */
694 ++type;
696 if (playerp->p_crowns > 0)
698 strcpy(Databuf, results[type]);
699 Databuf[0] = '*';
700 return(Databuf);
702 else
703 return(results[type]);
705 /*\f*/
706 /************************************************************************
708 / FUNCTION NAME: findname()
710 / FUNCTION: find location in player file of given name
712 / AUTHOR: E. A. Estes, 12/4/85
714 / ARGUMENTS:
715 / char *name - name of character to look for
716 / struct player *playerp - pointer of structure to fill
718 / RETURN VALUE: location of player if found, -1 otherwise
720 / MODULES CALLED: fread(), fseek(), strcmp()
722 / GLOBAL INPUTS: Wizard, *Playersfp
724 / GLOBAL OUTPUTS: none
726 / DESCRIPTION:
727 / Search the player file for the player of the given name.
728 / If player is found, fill structure with player data.
730 *************************************************************************/
732 long
733 findname(char *name, struct player *playerp)
735 long loc = 0; /* location in the file */
737 fseek(Playersfp, 0L, 0);
738 while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
740 if (strcmp(playerp->p_name, name) == 0)
742 if (playerp->p_status != S_NOTUSED || Wizard)
743 /* found it */
744 return(loc);
746 loc += SZ_PLAYERSTRUCT;
749 return(-1);
751 /*\f*/
752 /************************************************************************
754 / FUNCTION NAME: allocrecord()
756 / FUNCTION: find space in the player file for a new character
758 / AUTHOR: E. A. Estes, 12/4/85
760 / ARGUMENTS: none
762 / RETURN VALUE: location of free space in file
764 / MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
766 / GLOBAL INPUTS: Other, *Playersfp
768 / GLOBAL OUTPUTS: Player
770 / DESCRIPTION:
771 / Search the player file for an unused entry. If none are found,
772 / make one at the end of the file.
774 *************************************************************************/
776 long
777 allocrecord(void)
779 long loc = 0L; /* location in file */
781 fseek(Playersfp, 0L, 0);
782 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
784 if (Other.p_status == S_NOTUSED)
785 /* found an empty record */
786 return(loc);
787 else
788 loc += SZ_PLAYERSTRUCT;
791 /* make a new record */
792 initplayer(&Other);
793 Player.p_status = S_OFF;
794 writerecord(&Other, loc);
796 return(loc);
798 /*\f*/
799 /************************************************************************
801 / FUNCTION NAME: freerecord()
803 / FUNCTION: free up a record on the player file
805 / AUTHOR: E. A. Estes, 2/7/86
807 / ARGUMENTS:
808 / struct player playerp - pointer to structure to free
809 / long loc - location in file to free
811 / RETURN VALUE: none
813 / MODULES CALLED: writerecord()
815 / GLOBAL INPUTS: none
817 / GLOBAL OUTPUTS: none
819 / DESCRIPTION:
820 / Mark structure as not used, and update player file.
822 *************************************************************************/
824 void
825 freerecord(struct player *playerp, long loc)
827 playerp->p_name[0] = CH_MARKDELETE;
828 playerp->p_status = S_NOTUSED;
829 writerecord(playerp, loc);
831 /*\f*/
832 /************************************************************************
834 / FUNCTION NAME: leavegame()
836 / FUNCTION: leave game
838 / AUTHOR: E. A. Estes, 12/4/85
840 / ARGUMENTS: none
842 / RETURN VALUE: none
844 / MODULES CALLED: freerecord(), writerecord(), cleanup()
846 / GLOBAL INPUTS: Player, Fileloc
848 / GLOBAL OUTPUTS: Player
850 / DESCRIPTION:
851 / Mark player as inactive, and cleanup.
852 / Do not save players below level 1.
854 *************************************************************************/
856 void
857 leavegame(void)
860 if (Player.p_level < 1.0)
861 /* delete character */
862 freerecord(&Player, Fileloc);
863 else
865 Player.p_status = S_OFF;
866 writerecord(&Player, Fileloc);
869 cleanup(TRUE);
870 /*NOTREACHED*/
872 /*\f*/
873 /************************************************************************
875 / FUNCTION NAME: death()
877 / FUNCTION: death routine
879 / AUTHOR: E. A. Estes, 12/4/85
881 / ARGUMENTS:
882 / char *how - pointer to string describing cause of death
884 / RETURN VALUE: none
886 / MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
887 / fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
888 / fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
889 / fprintf(), wrefresh(), getanswer(), descrtype()
891 / GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
893 / GLOBAL OUTPUTS: Player
895 / DESCRIPTION:
896 / Kill off current player.
897 / Handle rings, and multiple lives.
898 / Print an appropriate message.
899 / Update scoreboard, lastdead, and let other players know about
900 / the demise of their comrade.
902 *************************************************************************/
904 void
905 death(const char *how)
907 FILE *fp; /* for updating various files */
908 int ch; /* input */
909 static const char *deathmesg[] =
910 /* add more messages here, if desired */
912 "You have been wounded beyond repair. ",
913 "You have been disemboweled. ",
914 "You've been mashed, mauled, and spit upon. (You're dead.)\n",
915 "You died! ",
916 "You're a complete failure -- you've died!!\n",
917 "You have been dealt a fatal blow! "
920 clear();
922 if (strcmp(how, "Stupidity") != 0)
924 if (Player.p_level > 9999.0)
925 /* old age */
926 addstr("Characters must be retired upon reaching level 10000. Sorry.");
927 else if (Player.p_lives > 0)
928 /* extra lives */
930 addstr("You should be more cautious. You've been killed.\n");
931 printw("You only have %d more chance(s).\n", --Player.p_lives);
932 more(3);
933 Player.p_energy = Player.p_maxenergy;
934 return;
936 else if (Player.p_specialtype == SC_VALAR)
938 addstr("You had your chances, but Valar aren't totally\n");
939 addstr("immortal. You are now left to wither and die . . .\n");
940 more(3);
941 Player.p_brains = Player.p_level / 25.0;
942 Player.p_energy = Player.p_maxenergy /= 5.0;
943 Player.p_quksilver = Player.p_sword = 0.0;
944 Player.p_specialtype = SC_COUNCIL;
945 return;
947 else if (Player.p_ring.ring_inuse &&
948 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
949 /* good ring in use - saved from death */
951 mvaddstr(4, 0, "Your ring saved you from death!\n");
952 refresh();
953 Player.p_ring.ring_type = R_NONE;
954 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
955 if (Player.p_crowns > 0)
956 --Player.p_crowns;
957 return;
959 else if (Player.p_ring.ring_type == R_BAD
960 || Player.p_ring.ring_type == R_SPOILED)
961 /* bad ring in possession; name idiot after player */
963 mvaddstr(4, 0,
964 "Your ring has taken control of you and turned you into a monster!\n");
965 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
966 fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
967 strcpy(Curmonster.m_name, Player.p_name);
968 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
969 fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
970 fflush(Monstfp);
974 enterscore(); /* update score board */
976 /* put info in last dead file */
977 fp = fopen(_PATH_LASTDEAD, "w");
978 fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
979 Player.p_name, descrtype(&Player, TRUE),
980 Player.p_login, Player.p_level, how);
981 fclose(fp);
983 /* let other players know */
984 fp = fopen(_PATH_MESS, "w");
985 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
986 fclose(fp);
988 freerecord(&Player, Fileloc);
990 clear();
991 move(10, 0);
992 addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
993 addstr("Care to give it another try ? ");
994 ch = getanswer("NY", FALSE);
996 if (ch == 'Y')
998 cleanup(FALSE);
999 execl(_PATH_GAMEPROG, "phantasia", "-s", (Wizard ? "-S": NULL), NULL);
1000 exit(0);
1001 /*NOTREACHED*/
1004 cleanup(TRUE);
1005 /*NOTREACHED*/
1007 /*\f*/
1008 /************************************************************************
1010 / FUNCTION NAME: writerecord()
1012 / FUNCTION: update structure in player file
1014 / AUTHOR: E. A. Estes, 12/4/85
1016 / ARGUMENTS:
1017 / struct player *playerp - pointer to structure to write out
1018 / long place - location in file to updata
1020 / RETURN VALUE: none
1022 / MODULES CALLED: fseek(), fwrite(), fflush()
1024 / GLOBAL INPUTS: *Playersfp
1026 / GLOBAL OUTPUTS: none
1028 / DESCRIPTION:
1029 / Update location in player file with given structure.
1031 *************************************************************************/
1033 void
1034 writerecord(struct player *playerp, long place)
1036 fseek(Playersfp, place, 0);
1037 fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1038 fflush(Playersfp);
1040 /*\f*/
1041 /************************************************************************
1043 / FUNCTION NAME: explevel()
1045 / FUNCTION: calculate level based upon experience
1047 / AUTHOR: E. A. Estes, 12/4/85
1049 / ARGUMENTS:
1050 / double experience - experience to calculate experience level from
1052 / RETURN VALUE: experience level
1054 / MODULES CALLED: pow(), floor()
1056 / GLOBAL INPUTS: none
1058 / GLOBAL OUTPUTS: none
1060 / DESCRIPTION:
1061 / Experience level is a geometric progression. This has been finely
1062 / tuned over the years, and probably should not be changed.
1064 *************************************************************************/
1066 double
1067 explevel(double experience)
1069 if (experience < 1.1e7)
1070 return(floor(pow((experience / 1000.0), 0.4875)));
1071 else
1072 return(floor(pow((experience / 1250.0), 0.4865)));
1074 /*\f*/
1075 /************************************************************************
1077 / FUNCTION NAME: truncstring()
1079 / FUNCTION: truncate trailing blanks off a string
1081 / AUTHOR: E. A. Estes, 12/4/85
1083 / ARGUMENTS:
1084 / char *string - pointer to null terminated string
1086 / RETURN VALUE: none
1088 / MODULES CALLED: strlen()
1090 / GLOBAL INPUTS: none
1092 / GLOBAL OUTPUTS: none
1094 / DESCRIPTION:
1095 / Put nul characters in place of spaces at the end of the string.
1097 *************************************************************************/
1099 void
1100 truncstring(char *string)
1102 size_t length; /* length of string */
1104 length = strlen(string);
1105 while (string[--length] == ' ')
1106 string[length] = '\0';
1108 /*\f*/
1109 /************************************************************************
1111 / FUNCTION NAME: altercoordinates()
1113 / FUNCTION: Alter x, y coordinates and set/check location flags
1115 / AUTHOR: E. A. Estes, 12/16/85
1117 / ARGUMENTS:
1118 / double xnew, ynew - new x, y coordinates
1119 / int operation - operation to perform with coordinates
1121 / RETURN VALUE: none
1123 / MODULES CALLED: fabs(), floor(), drandom(), distance()
1125 / GLOBAL INPUTS: Circle, Beyond, Player
1127 / GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1129 / DESCRIPTION:
1130 / This module is called whenever the player's coordinates are altered.
1131 / If the player is beyond the point of no return, he/she is forced
1132 / to stay there.
1134 *************************************************************************/
1136 void
1137 altercoordinates(double xnew, double ynew, int operation)
1139 switch (operation)
1141 case A_FORCED: /* move with no checks */
1142 break;
1144 case A_NEAR: /* pick random coordinates near */
1145 xnew = Player.p_x + ROLL(1.0, 5.0);
1146 ynew = Player.p_y - ROLL(1.0, 5.0);
1147 /* fall through for check */
1149 case A_SPECIFIC: /* just move player */
1150 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1152 * cannot move back from point of no return
1153 * pick the largest coordinate to remain unchanged
1156 if (fabs(xnew) > fabs(ynew))
1157 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1158 else
1159 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1161 break;
1163 case A_FAR: /* pick random coordinates far */
1164 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1165 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1166 break;
1169 /* now set location flags and adjust coordinates */
1170 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1172 /* set up flags based upon location */
1173 Throne = Marsh = Beyond = FALSE;
1175 if (Player.p_x == 0.0 && Player.p_y == 0.0)
1176 Throne = TRUE;
1177 else if (Circle < 35 && Circle >= 20)
1178 Marsh = TRUE;
1179 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1180 Beyond = TRUE;
1182 Changed = TRUE;
1184 /*\f*/
1185 /************************************************************************
1187 / FUNCTION NAME: readrecord()
1189 / FUNCTION: read a player structure from file
1191 / AUTHOR: E. A. Estes, 12/4/85
1193 / ARGUMENTS:
1194 / struct player *playerp - pointer to structure to fill
1195 / int loc - location of record to read
1197 / RETURN VALUE: none
1199 / MODULES CALLED: fread(), fseek()
1201 / GLOBAL INPUTS: *Playersfp
1203 / GLOBAL OUTPUTS: none
1205 / DESCRIPTION:
1206 / Read structure information from player file.
1208 *************************************************************************/
1210 void
1211 readrecord(struct player *playerp, long loc)
1213 fseek(Playersfp, loc, 0);
1214 fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1216 /*\f*/
1217 /************************************************************************
1219 / FUNCTION NAME: adjuststats()
1221 / FUNCTION: adjust player statistics
1223 / AUTHOR: E. A. Estes, 12/4/85
1225 / ARGUMENTS: none
1227 / RETURN VALUE: none
1229 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1231 / GLOBAL INPUTS: Player, *Statptr
1233 / GLOBAL OUTPUTS: Circle, Player, Timeout
1235 / DESCRIPTION:
1236 / Handle adjustment and maximums on various player characteristics.
1238 *************************************************************************/
1240 void
1241 adjuststats(void)
1243 double dtemp; /* for temporary calculations */
1245 if (explevel(Player.p_experience) > Player.p_level)
1246 /* move one or more levels */
1248 movelevel();
1249 if (Player.p_level > 5.0)
1250 Timeout = TRUE;
1253 if (Player.p_specialtype == SC_VALAR)
1254 /* valar */
1255 Circle = Player.p_level / 5.0;
1257 /* calculate effective quickness */
1258 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1259 - Player.p_level;
1260 dtemp = MAX(0.0, dtemp); /* gold slows player down */
1261 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1263 /* calculate effective strength */
1264 if (Player.p_poison > 0.0)
1265 /* poison makes player weaker */
1267 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1268 dtemp = MAX(0.1, dtemp);
1270 else
1271 dtemp = 1.0;
1272 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1274 /* insure that important things are within limits */
1275 Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1276 Player.p_mana = MIN(Player.p_mana,
1277 Player.p_level * Statptr->c_maxmana + 1000.0);
1278 Player.p_brains = MIN(Player.p_brains,
1279 Player.p_level * Statptr->c_maxbrains + 200.0);
1280 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1283 * some implementations have problems with floating point compare
1284 * we work around it with this stuff
1286 Player.p_gold = floor(Player.p_gold) + 0.1;
1287 Player.p_gems = floor(Player.p_gems) + 0.1;
1288 Player.p_mana = floor(Player.p_mana) + 0.1;
1290 if (Player.p_ring.ring_type != R_NONE)
1291 /* do ring things */
1293 /* rest to max */
1294 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1296 if (Player.p_ring.ring_duration <= 0)
1297 /* clean up expired rings */
1298 switch (Player.p_ring.ring_type)
1300 case R_BAD: /* ring drives player crazy */
1301 Player.p_ring.ring_type = R_SPOILED;
1302 Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1303 break;
1305 case R_NAZREG: /* ring disappears */
1306 Player.p_ring.ring_type = R_NONE;
1307 break;
1309 case R_SPOILED: /* ring kills player */
1310 death("A cursed ring");
1311 break;
1313 case R_DLREG: /* this ring doesn't expire */
1314 Player.p_ring.ring_duration = 0;
1315 break;
1319 if (Player.p_age / N_AGE > Player.p_degenerated)
1320 /* age player slightly */
1322 ++Player.p_degenerated;
1323 if (Player.p_quickness > 23.0)
1324 Player.p_quickness *= 0.99;
1325 Player.p_strength *= 0.97;
1326 Player.p_brains *= 0.95;
1327 Player.p_magiclvl *= 0.97;
1328 Player.p_maxenergy *= 0.95;
1329 Player.p_quksilver *= 0.95;
1330 Player.p_sword *= 0.93;
1331 Player.p_shield *= 0.93;
1334 /*\f*/
1335 /************************************************************************
1337 / FUNCTION NAME: initplayer()
1339 / FUNCTION: initialize a character
1341 / AUTHOR: E. A. Estes, 12/4/85
1343 / ARGUMENTS:
1344 / struct player *playerp - pointer to structure to init
1346 / RETURN VALUE: none
1348 / MODULES CALLED: floor(), drandom()
1350 / GLOBAL INPUTS: none
1352 / GLOBAL OUTPUTS: none
1354 / DESCRIPTION:
1355 / Put a bunch of default values in the given structure.
1357 *************************************************************************/
1359 void
1360 initplayer(struct player *playerp)
1362 playerp->p_experience =
1363 playerp->p_level =
1364 playerp->p_strength =
1365 playerp->p_sword =
1366 playerp->p_might =
1367 playerp->p_energy =
1368 playerp->p_maxenergy =
1369 playerp->p_shield =
1370 playerp->p_quickness =
1371 playerp->p_quksilver =
1372 playerp->p_speed =
1373 playerp->p_magiclvl =
1374 playerp->p_mana =
1375 playerp->p_brains =
1376 playerp->p_poison =
1377 playerp->p_gems =
1378 playerp->p_sin =
1379 playerp->p_1scratch =
1380 playerp->p_2scratch = 0.0;
1382 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
1384 playerp->p_x = ROLL(-125.0, 251.0);
1385 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
1387 /* clear ring */
1388 playerp->p_ring.ring_type = R_NONE;
1389 playerp->p_ring.ring_duration = 0;
1390 playerp->p_ring.ring_inuse = FALSE;
1392 playerp->p_age = 0L;
1394 playerp->p_degenerated = 1; /* don't degenerate initially */
1396 playerp->p_type = C_FIGHTER; /* default */
1397 playerp->p_specialtype = SC_NONE;
1398 playerp->p_lives =
1399 playerp->p_crowns =
1400 playerp->p_charms =
1401 playerp->p_amulets =
1402 playerp->p_holywater =
1403 playerp->p_lastused = 0;
1404 playerp->p_status = S_NOTUSED;
1405 playerp->p_tampered = T_OFF;
1406 playerp->p_istat = I_OFF;
1408 playerp->p_palantir =
1409 playerp->p_blessing =
1410 playerp->p_virgin =
1411 playerp->p_blindness = FALSE;
1413 playerp->p_name[0] =
1414 playerp->p_password[0] =
1415 playerp->p_login[0] = '\0';
1417 /*\f*/
1418 /************************************************************************
1420 / FUNCTION NAME: readmessage()
1422 / FUNCTION: read message from other players
1424 / AUTHOR: E. A. Estes, 12/4/85
1426 / ARGUMENTS: none
1428 / RETURN VALUE: none
1430 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1432 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1434 / GLOBAL OUTPUTS: none
1436 / DESCRIPTION:
1437 / If there is a message from other players, print it.
1439 *************************************************************************/
1441 void
1442 readmessage(void)
1444 move(3, 0);
1445 clrtoeol();
1446 fseek(Messagefp, 0L, 0);
1447 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1448 addstr(Databuf);
1450 /*\f*/
1451 /************************************************************************
1453 / FUNCTION NAME: error()
1455 / FUNCTION: process evironment error
1457 / AUTHOR: E. A. Estes, 12/4/85
1459 / ARGUMENTS:
1460 / char *whichfile - pointer to name of file which caused error
1462 / RETURN VALUE: none
1464 / MODULES CALLED: wclear(), cleanup()
1466 / GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1468 / GLOBAL OUTPUTS: none
1470 / DESCRIPTION:
1471 / Print message about offending file, and exit.
1473 *************************************************************************/
1475 void
1476 error(const char *whichfile)
1478 int (*funcp) (const char *, ...);
1480 if (Windows)
1482 funcp = (void *)printw;
1483 clear();
1485 else
1486 funcp = printf;
1488 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
1489 (*funcp)("Please run 'setup' to determine the problem.\n");
1490 cleanup(TRUE);
1491 /*NOTREACHED*/
1493 /*\f*/
1494 /************************************************************************
1496 / FUNCTION NAME: distance()
1498 / FUNCTION: calculate distance between two points
1500 / AUTHOR: E. A. Estes, 12/4/85
1502 / ARGUMENTS:
1503 / double x1, y1 - x, y coordinates of first point
1504 / double x2, y2 - x, y coordinates of second point
1506 / RETURN VALUE: distance between the two points
1508 / MODULES CALLED: sqrt()
1510 / GLOBAL INPUTS: none
1512 / GLOBAL OUTPUTS: none
1514 / DESCRIPTION:
1515 / This function is provided because someone's hypot() library function
1516 / fails if x1 == x2 && y1 == y2.
1518 *************************************************************************/
1520 double
1521 distance(double x_1, double x_2, double y_1, double y_2)
1523 double deltax, deltay;
1525 deltax = x_1 - x_2;
1526 deltay = y_1 - y_2;
1527 return(sqrt(deltax * deltax + deltay * deltay));
1530 /*\f*/
1531 /************************************************************************
1533 / FUNCTION NAME: ill_sig()
1535 / FUNCTION: exit upon trapping an illegal signal
1537 / AUTHOR: E. A. Estes, 12/4/85
1539 / ARGUMENTS:
1540 / int whichsig - signal which occured to cause jump to here
1542 / RETURN VALUE: none
1544 / MODULES CALLED: wclear(), printw(), cleanup()
1546 / GLOBAL INPUTS: *stdscr
1548 / GLOBAL OUTPUTS: none
1550 / DESCRIPTION:
1551 / When an illegal signal is caught, print a message, and cleanup.
1553 *************************************************************************/
1555 void
1556 ill_sig(int whichsig)
1558 clear();
1559 if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1560 printw("Error: caught signal # %d.\n", whichsig);
1561 cleanup(TRUE);
1562 /*NOTREACHED*/
1564 /*\f*/
1565 /************************************************************************
1567 / FUNCTION NAME: descrstatus()
1569 / FUNCTION: return a string describing the player status
1571 / AUTHOR: E. A. Estes, 3/3/86
1573 / ARGUMENTS:
1574 / struct player playerp - pointer to player structure to describe
1576 / RETURN VALUE: string describing player's status
1578 / MODULES CALLED: none
1580 / GLOBAL INPUTS: none
1582 / GLOBAL OUTPUTS: none
1584 / DESCRIPTION:
1585 / Return verbal description of player status.
1586 / If player status is S_PLAYING, check for low energy and blindness.
1588 *************************************************************************/
1590 const char *
1591 descrstatus(struct player *playerp)
1593 switch (playerp->p_status)
1595 case S_PLAYING:
1596 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1597 return("Low Energy");
1598 else if (playerp->p_blindness)
1599 return("Blind");
1600 else
1601 return("In game");
1603 case S_CLOAKED:
1604 return("Cloaked");
1606 case S_INBATTLE:
1607 return("In Battle");
1609 case S_MONSTER:
1610 return("Encounter");
1612 case S_TRADING:
1613 return("Trading");
1615 case S_OFF:
1616 return("Off");
1618 case S_HUNGUP:
1619 return("Hung up");
1621 default:
1622 return("");
1625 /*\f*/
1626 /************************************************************************
1628 / FUNCTION NAME: collecttaxes()
1630 / FUNCTION: collect taxes from current player
1632 / AUTHOR: E. A. Estes, 2/7/86
1634 / ARGUMENTS:
1635 / double gold - amount of gold to tax
1636 / double gems - amount of gems to tax
1638 / RETURN VALUE: none
1640 / MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1642 / GLOBAL INPUTS: Player
1644 / GLOBAL OUTPUTS: Player
1646 / DESCRIPTION:
1647 / Pay taxes on gold and gems. If the player does not have enough
1648 / gold to pay taxes on the added gems, convert some gems to gold.
1649 / Add taxes to tax data base; add remaining gold and gems to
1650 / player's cache.
1652 *************************************************************************/
1654 void
1655 collecttaxes(double gold, double gems)
1657 FILE *fp; /* to update Goldfile */
1658 double dtemp; /* for temporary calculations */
1659 double taxes; /* tax liability */
1661 /* add to cache */
1662 Player.p_gold += gold;
1663 Player.p_gems += gems;
1665 /* calculate tax liability */
1666 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1668 if (Player.p_gold < taxes)
1669 /* not enough gold to pay taxes, must convert some gems to gold */
1671 dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
1673 if (Player.p_gems >= dtemp)
1674 /* player has enough to convert */
1676 Player.p_gems -= dtemp;
1677 Player.p_gold += dtemp * N_GEMVALUE;
1679 else
1680 /* take everything; this should never happen */
1682 Player.p_gold += Player.p_gems * N_GEMVALUE;
1683 Player.p_gems = 0.0;
1684 taxes = Player.p_gold;
1688 Player.p_gold -= taxes;
1690 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1691 /* update taxes */
1693 dtemp = 0.0;
1694 fread((char *) &dtemp, sizeof(double), 1, fp);
1695 dtemp += floor(taxes);
1696 fseek(fp, 0L, 0);
1697 fwrite((char *) &dtemp, sizeof(double), 1, fp);
1698 fclose(fp);