newsyslog.8: Comment out another zstd reference (and fix a typo).
[dragonfly.git] / games / phantasia / misc.c
blob4ae55c646df073d91e7109b3400a3f1981e15ffe
1 /* $NetBSD: misc.c,v 1.21 2011/09/01 07:18:50 plunky Exp $ */
3 /*
4 * misc.c Phantasia miscellaneous support routines
5 */
7 #include <string.h>
8 #include "include.h"
10 static double explevel(double);
13 * FUNCTION: move player to new level
15 * GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
17 * GLOBAL OUTPUTS: Player, Changed
19 * DESCRIPTION:
20 * Use lookup table to increment important statistics when
21 * progressing to new experience level.
22 * Players are rested to maximum as a bonus for making a new
23 * level.
24 * Check for council of wise, and being too big to be king.
27 static void
28 movelevel(void)
30 const struct charstats *statptr; /* for pointing into Stattable */
31 double new; /* new level */
32 double inc; /* increment between new and old levels */
34 Changed = TRUE;
36 if (Player.p_type == C_EXPER)
37 /* roll a type to use for increment */
38 statptr = &Stattable[(int)ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
39 else
40 statptr = Statptr;
42 new = explevel(Player.p_experience);
43 inc = new - Player.p_level;
44 Player.p_level = new;
46 /* add increments to statistics */
47 Player.p_strength += statptr->c_strength.increase * inc;
48 Player.p_mana += statptr->c_mana.increase * inc;
49 Player.p_brains += statptr->c_brains.increase * inc;
50 Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
51 Player.p_maxenergy += statptr->c_energy.increase * inc;
53 /* rest to maximum upon reaching new level */
54 Player.p_energy = Player.p_maxenergy + Player.p_shield;
56 if (Player.p_crowns > 0 && Player.p_level >= 1000.0) {
57 /* no longer able to be king -- turn crowns into cash */
58 Player.p_gold += ((double)Player.p_crowns) * 5000.0;
59 Player.p_crowns = 0;
62 if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL) {
63 /* make a member of the council */
64 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
65 addstr("Good Luck on your search for the Holy Grail.\n");
67 Player.p_specialtype = SC_COUNCIL;
69 /* no rings for council and above */
70 Player.p_ring.ring_type = R_NONE;
71 Player.p_ring.ring_duration = 0;
73 Player.p_lives = 3; /* three extra lives */
76 if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
77 death("Old age");
81 * FUNCTION: return a formatted description of location
83 * ARGUMENTS:
84 * struct player playerp - pointer to player structure
85 * bool shortflag - set if short form is desired
87 * RETURN VALUE: pointer to string containing result
89 * GLOBAL INPUTS: Databuf[]
91 * DESCRIPTION:
92 * Look at coordinates and return an appropriately formatted
93 * string.
96 const char *
97 descrlocation(struct player *playerp, bool shortflag)
99 double circle; /* corresponding circle for coordinates */
100 int quadrant; /* quadrant of grid */
101 const char *label; /* pointer to place name */
102 static const char *nametable[4][4] = /* names of places */
104 { "Anorien", "Ithilien", "Rohan", "Lorien" },
105 { "Gondor", "Mordor", "Dunland", "Rovanion" },
106 { "South Gondor", "Khand", "Eriador", "The Iron Hills" },
107 { "Far Harad", "Near Harad", "The Northern Waste", "Rhun" }
110 if (playerp->p_specialtype == SC_VALAR)
111 return (" is in Valhala");
112 else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
113 if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
114 label = "The Point of No Return";
115 else
116 label = "The Ashen Mountains";
117 } else if (circle >= 55)
118 label = "Morannon";
119 else if (circle >= 35)
120 label = "Kennaquahair";
121 else if (circle >= 20)
122 label = "The Dead Marshes";
123 else if (circle >= 9)
124 label = "The Outer Waste";
125 else if (circle >= 5)
126 label = "The Moors Adventurous";
127 else {
128 if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
129 label = "The Lord's Chamber";
130 else {
131 /* this expression is split to prevent compiler loop with some compilers */
132 quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
133 quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
134 label = nametable[((int)circle) - 1][quadrant];
138 if (shortflag)
139 sprintf(Databuf, "%.29s", label);
140 else
141 sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
143 return (Databuf);
147 * FUNCTION: do trading post stuff
149 * GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
151 * GLOBAL OUTPUTS: Player
153 * DESCRIPTION:
154 * Different trading posts have different items.
155 * Merchants cannot be cheated, but they can be dishonest
156 * themselves.
158 * Shields, swords, and quicksilver are not cumulative. This is
159 * one major area of complaint, but there are two reasons for this:
160 * 1) It becomes MUCH too easy to make very large versions
161 * of these items.
162 * 2) In the real world, one cannot simply weld two swords
163 * together to make a bigger one.
165 * At one time, it was possible to sell old weapons at half the purchase
166 * price. This resulted in huge amounts of gold floating around,
167 * and the game lost much of its challenge.
169 * Also, purchasing gems defeats the whole purpose of gold. Gold
170 * is small change for lower level players. They really shouldn't
171 * be able to accumulate more than enough gold for a small sword or
172 * a few books. Higher level players shouldn't even bother to pick
173 * up gold, except maybe to buy mana once in a while.
176 void
177 tradingpost(void)
179 double numitems; /* number of items to purchase */
180 double cost; /* cost of purchase */
181 double blessingcost; /* cost of blessing */
182 int ch; /* input */
183 int size; /* size of the trading post */
184 int loop; /* loop counter */
185 int cheat = 0; /* number of times player has tried to cheat */
186 bool dishonest = FALSE; /* set when merchant is dishonest */
188 Player.p_status = S_TRADING;
189 writerecord(&Player, Fileloc);
191 clear();
192 addstr("You are at a trading post. All purchases must be made with gold.");
194 size = sqrt(fabs(Player.p_x / 100)) + 1;
195 size = MIN(7, size);
197 /* set up cost of blessing */
198 blessingcost = 1000.0 * (Player.p_level + 5.0);
200 /* print Menu */
201 move(7, 0);
202 for (loop = 0; loop < size; ++loop) {
203 /* print Menu */
204 if (loop == 6)
205 cost = blessingcost;
206 else
207 cost = Menu[loop].cost;
208 printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
211 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
213 for (;;) {
214 adjuststats(); /* truncate any bad values */
216 /* print some important statistics */
217 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
218 Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
219 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
220 Player.p_shield, Player.p_sword, Player.p_quksilver,
221 (Player.p_blessing ? " True" : "False"));
222 printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
224 move(5, 36);
225 ch = getanswer("LPS", FALSE);
226 move(15, 0);
227 clrtobot();
228 switch (ch) {
229 case 'L': /* leave */
230 case '\n':
231 altercoordinates(0.0, 0.0, A_NEAR);
232 return;
234 case 'P': /* make purchase */
235 mvaddstr(15, 0, "What what would you like to buy ? ");
236 ch = getanswer(" 1234567", FALSE);
237 move(15, 0);
238 clrtoeol();
240 if (ch - '0' > size)
241 addstr("Sorry, this merchant doesn't have that.");
242 else
243 switch (ch) {
244 case '1':
245 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
246 Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
247 cost = (numitems = floor(infloat())) * Menu[0].cost;
249 if (cost > Player.p_gold || numitems < 0)
250 ++cheat;
251 else {
252 cheat = 0;
253 Player.p_gold -= cost;
254 if (drandom() < 0.02)
255 dishonest = TRUE;
256 else
257 Player.p_mana += numitems;
259 break;
261 case '2':
262 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
263 Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
264 cost = (numitems = floor(infloat())) * Menu[1].cost;
266 if (numitems == 0.0)
267 break;
268 else if (cost > Player.p_gold || numitems < 0)
269 ++cheat;
270 else if (numitems < Player.p_shield)
271 NOBETTER();
272 else {
273 cheat = 0;
274 Player.p_gold -= cost;
275 if (drandom() < 0.02)
276 dishonest = TRUE;
277 else
278 Player.p_shield = numitems;
280 break;
282 case '3':
283 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
284 Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
285 cost = (numitems = floor(infloat())) * Menu[2].cost;
287 if (cost > Player.p_gold || numitems < 0)
288 ++cheat;
289 else {
290 cheat = 0;
291 Player.p_gold -= cost;
292 if (drandom() < 0.02)
293 dishonest = TRUE;
294 else if (drandom() * numitems > Player.p_level / 10.0 &&
295 numitems != 1) {
296 printw("\nYou blew your mind!\n");
297 Player.p_brains /= 5;
298 } else {
299 Player.p_brains += floor(numitems) * ROLL(20, 8);
302 break;
304 case '4':
305 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
306 Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
307 cost = (numitems = floor(infloat())) * Menu[3].cost;
309 if (numitems == 0.0)
310 break;
311 else if (cost > Player.p_gold || numitems < 0)
312 ++cheat;
313 else if (numitems < Player.p_sword)
314 NOBETTER();
315 else {
316 cheat = 0;
317 Player.p_gold -= cost;
318 if (drandom() < 0.02)
319 dishonest = TRUE;
320 else
321 Player.p_sword = numitems;
323 break;
325 case '5':
326 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
327 Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
328 cost = (numitems = floor(infloat())) * Menu[4].cost;
330 if (cost > Player.p_gold || numitems < 0)
331 ++cheat;
332 else {
333 cheat = 0;
334 Player.p_gold -= cost;
335 if (drandom() < 0.02)
336 dishonest = TRUE;
337 else
338 Player.p_charms += numitems;
340 break;
342 case '6':
343 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
344 Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
345 cost = (numitems = floor(infloat())) * Menu[5].cost;
347 if (numitems == 0.0)
348 break;
349 else if (cost > Player.p_gold || numitems < 0)
350 ++cheat;
351 else if (numitems < Player.p_quksilver)
352 NOBETTER();
353 else {
354 cheat = 0;
355 Player.p_gold -= cost;
356 if (drandom() < 0.02)
357 dishonest = TRUE;
358 else
359 Player.p_quksilver = numitems;
361 break;
363 case '7':
364 if (Player.p_blessing) {
365 addstr("You already have a blessing.");
366 break;
369 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
370 ch = getanswer("NY", FALSE);
372 if (ch == 'Y') {
373 if (Player.p_gold < blessingcost)
374 ++cheat;
375 else {
376 cheat = 0;
377 Player.p_gold -= blessingcost;
378 if (drandom() < 0.02)
379 dishonest = TRUE;
380 else
381 Player.p_blessing = TRUE;
384 break;
386 break;
388 case 'S': /* sell gems */
389 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
390 (double)N_GEMVALUE, Player.p_gems);
391 numitems = floor(infloat());
393 if (numitems > Player.p_gems || numitems < 0)
394 ++cheat;
395 else {
396 cheat = 0;
397 Player.p_gems -= numitems;
398 Player.p_gold += numitems * N_GEMVALUE;
402 if (cheat == 1)
403 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
404 else if (cheat == 2) {
405 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
406 printw("a %.0f level magic user, and you made %s mad!\n",
407 ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
408 altercoordinates(0.0, 0.0, A_FAR);
409 Player.p_energy /= 2.0;
410 ++Player.p_sin;
411 more(23);
412 return;
413 } else if (dishonest) {
414 mvaddstr(17, 0, "The merchant stole your money!");
415 refresh();
416 altercoordinates(Player.p_x - Player.p_x / 10.0,
417 Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
418 sleep(2);
419 return;
425 * FUNCTION: print out important player statistics
427 * GLOBAL INPUTS: Users, Player
429 * DESCRIPTION:
430 * Important player statistics are printed on the screen.
433 void
434 displaystats(void)
436 mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
437 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
438 Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
439 Player.p_mana, Users);
440 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
441 Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
442 Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
446 * FUNCTION: show player items
448 * GLOBAL INPUTS: Player
450 * DESCRIPTION:
451 * Print out some player statistics of lesser importance.
454 void
455 allstatslist(void)
457 static const char *flags[] = /* to print value of some bools */
459 "False",
460 " True"
463 mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
465 mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
466 mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
467 mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
468 mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
469 mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
470 mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
471 mvprintw(16, 0, "Age : %9d", Player.p_age);
472 mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
473 mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
474 mvprintw(12, 40, "Charms : %9d", Player.p_charms);
475 mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
476 mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
477 mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
478 mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
480 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
481 flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
482 flags[Player.p_virgin], flags[Player.p_palantir]);
486 * FUNCTION: return a string specifying player type
488 * ARGUMENTS:
489 * struct player playerp - pointer to structure for player
490 * bool shortflag - set if short form is desired
492 * RETURN VALUE: pointer to string describing player type
494 * GLOBAL INPUTS: Databuf[]
496 * GLOBAL OUTPUTS: Databuf[]
498 * DESCRIPTION:
499 * Return a string describing the player type.
500 * King, council, valar, supersedes other types.
501 * The first character of the string is '*' if the player
502 * has a crown.
503 * If 'shortflag' is TRUE, return a 3 character string.
506 const char *
507 descrtype(struct player *playerp, bool shortflag)
509 int type; /* for caluculating result subscript */
510 static const char *results[] = /* description table */
512 " Magic User", " MU",
513 " Fighter", " F ",
514 " Elf", " E ",
515 " Dwarf", " D ",
516 " Halfling", " H ",
517 " Experimento", " EX",
518 " Super", " S ",
519 " King", " K ",
520 " Council of Wise", " CW",
521 " Ex-Valar", " EV",
522 " Valar", " V ",
523 " ? ", " ? "
526 type = playerp->p_type;
528 switch (playerp->p_specialtype) {
529 case SC_NONE:
530 type = playerp->p_type;
531 break;
533 case SC_KING:
534 type = 7;
535 break;
537 case SC_COUNCIL:
538 type = 8;
539 break;
541 case SC_EXVALAR:
542 type = 9;
543 break;
545 case SC_VALAR:
546 type = 10;
547 break;
550 type *= 2; /* calculate offset */
552 if (type > 20)
553 /* error */
554 type = 22;
556 if (shortflag)
557 /* use short descriptions */
558 ++type;
560 if (playerp->p_crowns > 0) {
561 strcpy(Databuf, results[type]);
562 Databuf[0] = '*';
563 return (Databuf);
564 } else
565 return (results[type]);
569 * FUNCTION: find location in player file of given name
571 * ARGUMENTS:
572 * char *name - name of character to look for
573 * struct player *playerp - pointer of structure to fill
575 * RETURN VALUE: location of player if found, -1 otherwise
577 * GLOBAL INPUTS: Wizard, *Playersfp
579 * DESCRIPTION:
580 * Search the player file for the player of the given name.
581 * If player is found, fill structure with player data.
584 long
585 findname(const char *name, struct player *playerp)
587 long loc = 0; /* location in the file */
589 fseek(Playersfp, 0L, SEEK_SET);
590 while (fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
591 if (strcmp(playerp->p_name, name) == 0) {
592 if (playerp->p_status != S_NOTUSED || Wizard)
593 /* found it */
594 return (loc);
596 loc += SZ_PLAYERSTRUCT;
599 return (-1);
603 * FUNCTION: find space in the player file for a new character
605 * RETURN VALUE: location of free space in file
607 * GLOBAL INPUTS: Other, *Playersfp
609 * GLOBAL OUTPUTS: Player
611 * DESCRIPTION:
612 * Search the player file for an unused entry. If none are found,
613 * make one at the end of the file.
616 long
617 allocrecord(void)
619 long loc = 0L; /* location in file */
621 fseek(Playersfp, 0L, SEEK_SET);
622 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
623 if (Other.p_status == S_NOTUSED)
624 /* found an empty record */
625 return (loc);
626 else
627 loc += SZ_PLAYERSTRUCT;
630 /* make a new record */
631 initplayer(&Other);
632 Player.p_status = S_OFF;
633 writerecord(&Other, loc);
635 return (loc);
639 * FUNCTION: free up a record on the player file
641 * ARGUMENTS:
642 * struct player playerp - pointer to structure to free
643 * long loc - location in file to free
645 * DESCRIPTION:
646 * Mark structure as not used, and update player file.
649 void
650 freerecord(struct player *playerp, long loc)
652 playerp->p_name[0] = CH_MARKDELETE;
653 playerp->p_status = S_NOTUSED;
654 writerecord(playerp, loc);
658 * FUNCTION: leave game
660 * GLOBAL INPUTS: Player, Fileloc
662 * GLOBAL OUTPUTS: Player
664 * DESCRIPTION:
665 * Mark player as inactive, and cleanup.
666 * Do not save players below level 1.
669 void
670 leavegame(void)
672 if (Player.p_level < 1.0)
673 /* delete character */
674 freerecord(&Player, Fileloc);
675 else {
676 Player.p_status = S_OFF;
677 writerecord(&Player, Fileloc);
680 cleanup(TRUE);
681 /* NOTREACHED */
682 exit(1);
686 * FUNCTION: death routine
688 * ARGUMENTS:
689 * char *how - pointer to string describing cause of death
691 * GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
693 * GLOBAL OUTPUTS: Player
695 * DESCRIPTION:
696 * Kill off current player.
697 * Handle rings, and multiple lives.
698 * Print an appropriate message.
699 * Update scoreboard, lastdead, and let other players know about
700 * the demise of their comrade.
703 void
704 death(const char *how)
706 FILE *fp; /* for updating various files */
707 int ch; /* input */
708 static const char *const deathmesg[] =
709 /* add more messages here, if desired */
711 "You have been wounded beyond repair. ",
712 "You have been disemboweled. ",
713 "You've been mashed, mauled, and spit upon. (You're dead.)\n",
714 "You died! ",
715 "You're a complete failure -- you've died!!\n",
716 "You have been dealt a fatal blow! "
719 clear();
721 if (strcmp(how, "Stupidity") != 0) {
722 if (Player.p_level > 9999.0)
723 /* old age */
724 addstr("Characters must be retired upon reaching level 10000. Sorry.");
725 else if (Player.p_lives > 0) {
726 /* extra lives */
727 addstr("You should be more cautious. You've been killed.\n");
728 printw("You only have %d more chance(s).\n", --Player.p_lives);
729 more(3);
730 Player.p_energy = Player.p_maxenergy;
731 return;
732 } else if (Player.p_specialtype == SC_VALAR) {
733 addstr("You had your chances, but Valar aren't totally\n");
734 addstr("immortal. You are now left to wither and die . . .\n");
735 more(3);
736 Player.p_brains = Player.p_level / 25.0;
737 Player.p_energy = Player.p_maxenergy /= 5.0;
738 Player.p_quksilver = Player.p_sword = 0.0;
739 Player.p_specialtype = SC_COUNCIL;
740 return;
741 } else if (Player.p_ring.ring_inuse &&
742 (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG)) {
743 /* good ring in use - saved from death */
744 mvaddstr(4, 0, "Your ring saved you from death!\n");
745 refresh();
746 Player.p_ring.ring_type = R_NONE;
747 Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
748 if (Player.p_crowns > 0)
749 --Player.p_crowns;
750 return;
751 } else if (Player.p_ring.ring_type == R_BAD ||
752 Player.p_ring.ring_type == R_SPOILED) {
753 /* bad ring in possession; name idiot after player */
754 mvaddstr(4, 0,
755 "Your ring has taken control of you and turned you into a monster!\n");
756 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
757 fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
758 strcpy(Curmonster.m_name, Player.p_name);
759 fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
760 fwrite((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
761 fflush(Monstfp);
765 enterscore(); /* update score board */
767 /* put info in last dead file */
768 fp = fopen(_PATH_LASTDEAD, "w");
769 fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
770 Player.p_name, descrtype(&Player, TRUE),
771 Player.p_login, Player.p_level, how);
772 fclose(fp);
774 /* let other players know */
775 fp = fopen(_PATH_MESS, "w");
776 fprintf(fp, "%s was killed by %s.", Player.p_name, how);
777 fclose(fp);
779 freerecord(&Player, Fileloc);
781 clear();
782 move(10, 0);
783 addstr(deathmesg[(int)ROLL(0.0, (double)sizeof(deathmesg) / sizeof(char *))]);
784 addstr("Care to give it another try ? ");
785 ch = getanswer("NY", FALSE);
787 if (ch == 'Y') {
788 cleanup(FALSE);
789 execl(_PATH_GAMEPROG, "phantasia", "-s",
790 (Wizard ? "-S" : NULL), NULL);
791 exit(0);
792 /* NOTREACHED */
795 cleanup(TRUE);
796 /* NOTREACHED */
800 * FUNCTION: update structure in player file
802 * ARGUMENTS:
803 * struct player *playerp - pointer to structure to write out
804 * long place - location in file to updata
806 * GLOBAL INPUTS: *Playersfp
808 * DESCRIPTION:
809 * Update location in player file with given structure.
812 void
813 writerecord(struct player *playerp, long place)
815 fseek(Playersfp, place, SEEK_SET);
816 fwrite((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
817 fflush(Playersfp);
821 * FUNCTION: calculate level based upon experience
823 * ARGUMENTS:
824 * double experience - experience to calculate experience level from
826 * RETURN VALUE: experience level
828 * DESCRIPTION:
829 * Experience level is a geometric progression. This has been finely
830 * tuned over the years, and probably should not be changed.
833 static double
834 explevel(double experience)
836 if (experience < 1.1e7)
837 return (floor(pow((experience / 1000.0), 0.4875)));
838 else
839 return (floor(pow((experience / 1250.0), 0.4865)));
843 * FUNCTION: truncate trailing blanks off a string
845 * ARGUMENTS:
846 * char *string - pointer to null terminated string
848 * DESCRIPTION:
849 * Put nul characters in place of spaces at the end of the string.
852 void
853 truncstring(char *string)
855 size_t length; /* length of string */
857 length = strlen(string);
858 while (string[--length] == ' ')
859 string[length] = '\0';
863 * FUNCTION: Alter x, y coordinates and set/check location flags
865 * ARGUMENTS:
866 * double xnew, ynew - new x, y coordinates
867 * int operation - operation to perform with coordinates
869 * GLOBAL INPUTS: Circle, Beyond, Player
871 * GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
873 * DESCRIPTION:
874 * This module is called whenever the player's coordinates are altered.
875 * If the player is beyond the point of no return, he/she is forced
876 * to stay there.
879 void
880 altercoordinates(double xnew, double ynew, int operation)
882 switch (operation) {
883 case A_FORCED: /* move with no checks */
884 break;
886 case A_NEAR: /* pick random coordinates near */
887 xnew = Player.p_x + ROLL(1.0, 5.0);
888 ynew = Player.p_y - ROLL(1.0, 5.0);
889 /* FALLTHROUGH */
891 case A_SPECIFIC: /* just move player */
892 if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND) {
894 * cannot move back from point of no return
895 * pick the largest coordinate to remain unchanged
897 if (fabs(xnew) > fabs(ynew))
898 xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
899 else
900 ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
902 break;
904 case A_FAR: /* pick random coordinates far */
905 xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
906 ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
907 break;
910 /* now set location flags and adjust coordinates */
911 Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
913 /* set up flags based upon location */
914 Throne = Marsh = Beyond = FALSE;
916 if (Player.p_x == 0.0 && Player.p_y == 0.0)
917 Throne = TRUE;
918 else if (Circle < 35 && Circle >= 20)
919 Marsh = TRUE;
920 else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
921 Beyond = TRUE;
923 Changed = TRUE;
927 * FUNCTION: read a player structure from file
929 * ARGUMENTS:
930 * struct player *playerp - pointer to structure to fill
931 * int loc - location of record to read
933 * GLOBAL INPUTS: *Playersfp
935 * DESCRIPTION:
936 * Read structure information from player file.
939 void
940 readrecord(struct player *playerp, long loc)
942 fseek(Playersfp, loc, SEEK_SET);
943 fread((char *)playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
947 * FUNCTION: adjust player statistics
949 * GLOBAL INPUTS: Player, *Statptr
951 * GLOBAL OUTPUTS: Circle, Player, Timeout
953 * DESCRIPTION:
954 * Handle adjustment and maximums on various player characteristics.
957 void
958 adjuststats(void)
960 double dtemp; /* for temporary calculations */
962 if (explevel(Player.p_experience) > Player.p_level) {
963 /* move one or more levels */
964 movelevel();
965 if (Player.p_level > 5.0)
966 Timeout = TRUE;
969 if (Player.p_specialtype == SC_VALAR)
970 /* valar */
971 Circle = Player.p_level / 5.0;
973 /* calculate effective quickness */
974 dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
975 - Player.p_level;
976 dtemp = MAX(0.0, dtemp); /* gold slows player down */
977 Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
979 /* calculate effective strength */
980 if (Player.p_poison > 0.0) {
981 /* poison makes player weaker */
982 dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
983 dtemp = MAX(0.1, dtemp);
984 } else
985 dtemp = 1.0;
986 Player.p_might = dtemp * Player.p_strength + Player.p_sword;
988 /* insure that important things are within limits */
989 Player.p_quksilver = MIN(99.0, Player.p_quksilver);
990 Player.p_mana = MIN(Player.p_mana,
991 Player.p_level * Statptr->c_maxmana + 1000.0);
992 Player.p_brains = MIN(Player.p_brains,
993 Player.p_level * Statptr->c_maxbrains + 200.0);
994 Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
997 * some implementations have problems with floating point compare
998 * we work around it with this stuff
1000 Player.p_gold = floor(Player.p_gold) + 0.1;
1001 Player.p_gems = floor(Player.p_gems) + 0.1;
1002 Player.p_mana = floor(Player.p_mana) + 0.1;
1004 if (Player.p_ring.ring_type != R_NONE) {
1005 /* do ring things */
1006 /* rest to max */
1007 Player.p_energy = Player.p_maxenergy + Player.p_shield;
1009 if (Player.p_ring.ring_duration <= 0)
1010 /* clean up expired rings */
1011 switch (Player.p_ring.ring_type) {
1012 case R_BAD: /* ring drives player crazy */
1013 Player.p_ring.ring_type = R_SPOILED;
1014 Player.p_ring.ring_duration = (short)ROLL(10.0, 25.0);
1015 break;
1017 case R_NAZREG: /* ring disappears */
1018 Player.p_ring.ring_type = R_NONE;
1019 break;
1021 case R_SPOILED: /* ring kills player */
1022 death("A cursed ring");
1023 break;
1025 case R_DLREG: /* this ring doesn't expire */
1026 Player.p_ring.ring_duration = 0;
1027 break;
1031 if (Player.p_age / N_AGE > Player.p_degenerated) {
1032 /* age player slightly */
1033 ++Player.p_degenerated;
1034 if (Player.p_quickness > 23.0)
1035 Player.p_quickness *= 0.99;
1036 Player.p_strength *= 0.97;
1037 Player.p_brains *= 0.95;
1038 Player.p_magiclvl *= 0.97;
1039 Player.p_maxenergy *= 0.95;
1040 Player.p_quksilver *= 0.95;
1041 Player.p_sword *= 0.93;
1042 Player.p_shield *= 0.93;
1047 * FUNCTION: initialize a character
1049 * ARGUMENTS:
1050 * struct player *playerp - pointer to structure to init
1052 * DESCRIPTION:
1053 * Put a bunch of default values in the given structure.
1056 void
1057 initplayer(struct player *playerp)
1059 playerp->p_experience =
1060 playerp->p_level =
1061 playerp->p_strength =
1062 playerp->p_sword =
1063 playerp->p_might =
1064 playerp->p_energy =
1065 playerp->p_maxenergy =
1066 playerp->p_shield =
1067 playerp->p_quickness =
1068 playerp->p_quksilver =
1069 playerp->p_speed =
1070 playerp->p_magiclvl =
1071 playerp->p_mana =
1072 playerp->p_brains =
1073 playerp->p_poison =
1074 playerp->p_gems =
1075 playerp->p_sin =
1076 playerp->p_1scratch =
1077 playerp->p_2scratch = 0.0;
1079 playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
1081 playerp->p_x = ROLL(-125.0, 251.0);
1082 playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
1084 /* clear ring */
1085 playerp->p_ring.ring_type = R_NONE;
1086 playerp->p_ring.ring_duration = 0;
1087 playerp->p_ring.ring_inuse = FALSE;
1089 playerp->p_age = 0L;
1091 playerp->p_degenerated = 1; /* don't degenerate initially */
1093 playerp->p_type = C_FIGHTER; /* default */
1094 playerp->p_specialtype = SC_NONE;
1095 playerp->p_lives =
1096 playerp->p_crowns =
1097 playerp->p_charms =
1098 playerp->p_amulets =
1099 playerp->p_holywater =
1100 playerp->p_lastused = 0;
1101 playerp->p_status = S_NOTUSED;
1102 playerp->p_tampered = T_OFF;
1103 playerp->p_istat = I_OFF;
1105 playerp->p_palantir =
1106 playerp->p_blessing =
1107 playerp->p_virgin =
1108 playerp->p_blindness = FALSE;
1110 playerp->p_name[0] =
1111 playerp->p_password[0] =
1112 playerp->p_login[0] = '\0';
1116 * FUNCTION: read message from other players
1118 * GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1120 * DESCRIPTION:
1121 * If there is a message from other players, print it.
1124 void
1125 readmessage(void)
1127 move(3, 0);
1128 clrtoeol();
1129 fseek(Messagefp, 0L, SEEK_SET);
1130 if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1131 addstr(Databuf);
1135 * FUNCTION: process environment error
1137 * ARGUMENTS:
1138 * char *whichfile - pointer to name of file which caused error
1140 * GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
1142 * DESCRIPTION:
1143 * Print message about offending file, and exit.
1146 void
1147 error(const char *whichfile)
1149 int (*funcp)(const char *, ...) __printflike(1, 2);
1151 if (Windows) {
1152 funcp = (void *)printw;
1153 clear();
1154 } else
1155 funcp = printf;
1157 (*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
1158 (*funcp)("Please run 'setup' to determine the problem.\n");
1159 cleanup(TRUE);
1160 /* NOTREACHED */
1164 * FUNCTION: calculate distance between two points
1166 * ARGUMENTS:
1167 * double x1, y1 - x, y coordinates of first point
1168 * double x2, y2 - x, y coordinates of second point
1170 * RETURN VALUE: distance between the two points
1172 * DESCRIPTION:
1173 * This function is provided because someone's hypot() library function
1174 * fails if x1 == x2 && y1 == y2.
1177 double
1178 distance(double x_1, double x_2, double y_1, double y_2)
1180 double deltax, deltay;
1182 deltax = x_1 - x_2;
1183 deltay = y_1 - y_2;
1184 return (sqrt(deltax * deltax + deltay * deltay));
1189 * FUNCTION: exit upon trapping an illegal signal
1191 * ARGUMENTS:
1192 * int whichsig - signal which occurred to cause jump to here
1194 * GLOBAL INPUTS: *stdscr
1196 * DESCRIPTION:
1197 * When an illegal signal is caught, print a message, and cleanup.
1200 void
1201 ill_sig(int whichsig)
1203 clear();
1204 if (!(whichsig == SIGINT || whichsig == SIGQUIT))
1205 printw("Error: caught signal # %d.\n", whichsig);
1206 cleanup(TRUE);
1207 /* NOTREACHED */
1211 * FUNCTION: return a string describing the player status
1213 * ARGUMENTS:
1214 * struct player playerp - pointer to player structure to describe
1216 * RETURN VALUE: string describing player's status
1218 * DESCRIPTION:
1219 * Return verbal description of player status.
1220 * If player status is S_PLAYING, check for low energy and blindness.
1223 const char *
1224 descrstatus(struct player *playerp)
1226 switch (playerp->p_status) {
1227 case S_PLAYING:
1228 if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1229 return ("Low Energy");
1230 else if (playerp->p_blindness)
1231 return ("Blind");
1232 else
1233 return ("In game");
1235 case S_CLOAKED:
1236 return ("Cloaked");
1238 case S_INBATTLE:
1239 return ("In Battle");
1241 case S_MONSTER:
1242 return ("Encounter");
1244 case S_TRADING:
1245 return ("Trading");
1247 case S_OFF:
1248 return ("Off");
1250 case S_HUNGUP:
1251 return ("Hung up");
1253 default:
1254 return ("");
1259 * FUNCTION: collect taxes from current player
1261 * ARGUMENTS:
1262 * double gold - amount of gold to tax
1263 * double gems - amount of gems to tax
1265 * GLOBAL INPUTS: Player
1267 * GLOBAL OUTPUTS: Player
1269 * DESCRIPTION:
1270 * Pay taxes on gold and gems. If the player does not have enough
1271 * gold to pay taxes on the added gems, convert some gems to gold.
1272 * Add taxes to tax data base; add remaining gold and gems to
1273 * player's cache.
1276 void
1277 collecttaxes(double gold, double gems)
1279 FILE *fp; /* to update Goldfile */
1280 double dtemp; /* for temporary calculations */
1281 double taxes; /* tax liability */
1283 /* add to cache */
1284 Player.p_gold += gold;
1285 Player.p_gems += gems;
1287 /* calculate tax liability */
1288 taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1290 if (Player.p_gold < taxes) {
1291 /* not enough gold to pay taxes, must convert some gems to gold */
1292 /* number of gems to convert */
1293 dtemp = floor(taxes / N_GEMVALUE + 1.0);
1295 if (Player.p_gems >= dtemp) {
1296 /* player has enough to convert */
1297 Player.p_gems -= dtemp;
1298 Player.p_gold += dtemp * N_GEMVALUE;
1299 } else {
1300 /* take everything; this should never happen */
1301 Player.p_gold += Player.p_gems * N_GEMVALUE;
1302 Player.p_gems = 0.0;
1303 taxes = Player.p_gold;
1307 Player.p_gold -= taxes;
1309 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL) {
1310 /* update taxes */
1311 dtemp = 0.0;
1312 fread((char *)&dtemp, sizeof(double), 1, fp);
1313 dtemp += floor(taxes);
1314 fseek(fp, 0L, SEEK_SET);
1315 fwrite((char *)&dtemp, sizeof(double), 1, fp);
1316 fclose(fp);