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 $
11 /* functions which we need to know about */
13 extern void enterscore(void);
15 extern int getanswer(const char *, bool);
16 extern double infloat(void);
17 extern void more(int);
19 extern void cleanup(bool);
21 extern double drandom(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);
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);
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
60 / MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
62 / GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
64 / GLOBAL OUTPUTS: Player, Changed
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
71 / Check for council of wise, and being too big to be king.
73 *************************************************************************/
78 struct charstats
*statptr
; /* for pointing into Stattable */
79 double new; /* new level */
80 double inc
; /* increment between new and old levels */
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)];
90 new = explevel(Player
.p_experience
);
91 inc
= new - Player
.p_level
;
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;
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
)
130 /************************************************************************
132 / FUNCTION NAME: descrlocation()
134 / FUNCTION: return a formatted description of location
136 / AUTHOR: E. A. Estes, 12/4/85
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
151 / Look at coordinates and return an appropriately formatted
154 *************************************************************************/
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";
177 label
= "The Ashen Mountains";
179 else if (circle
>= 55)
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";
191 if (playerp
->p_x
== 0.0 && playerp
->p_y
== 0.0)
192 label
= "The Lord's Chamber";
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
];
203 sprintf(Databuf
, "%.29s", label
);
205 sprintf(Databuf
, " is in %s (%.0f,%.0f)", label
, playerp
->p_x
, playerp
->p_y
);
210 /************************************************************************
212 / FUNCTION NAME: tradingpost()
214 / FUNCTION: do trading post stuff
216 / AUTHOR: E. A. Estes, 12/4/85
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
232 / Different trading posts have different items.
233 / Merchants cannot be cheated, but they can be dishonest
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
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 *************************************************************************/
258 double numitems
; /* number of items to purchase */
259 double cost
; /* cost of purchase */
260 double blessingcost
; /* cost of blessing */
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
);
271 addstr("You are at a trading post. All purchases must be made with gold.");
273 size
= sqrt(fabs(Player
.p_x
/ 100)) + 1;
276 /* set up cost of blessing */
277 blessingcost
= 1000.0 * (Player
.p_level
+ 5.0);
281 for (loop
= 0; loop
< size
; ++loop
)
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 ? ");
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
);
306 ch
= getanswer("LPS", FALSE
);
311 case 'L': /* leave */
313 altercoordinates(0.0, 0.0, A_NEAR
);
316 case 'P': /* make purchase */
317 mvaddstr(15, 0, "What what would you like to buy ? ");
318 ch
= getanswer(" 1234567", FALSE
);
323 addstr("Sorry, this merchant doesn't have that.");
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)
337 Player
.p_gold
-= cost
;
338 if (drandom() < 0.02)
341 Player
.p_mana
+= numitems
;
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
;
352 else if (cost
> Player
.p_gold
|| numitems
< 0)
354 else if (numitems
< Player
.p_shield
)
359 Player
.p_gold
-= cost
;
360 if (drandom() < 0.02)
363 Player
.p_shield
= numitems
;
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)
377 Player
.p_gold
-= cost
;
378 if (drandom() < 0.02)
380 else if (drandom() * numitems
> Player
.p_level
/ 10.0
383 printw("\nYou blew your mind!\n");
384 Player
.p_brains
/= 5;
388 Player
.p_brains
+= floor(numitems
) * ROLL(20, 8);
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
;
400 else if (cost
> Player
.p_gold
|| numitems
< 0)
402 else if (numitems
< Player
.p_sword
)
407 Player
.p_gold
-= cost
;
408 if (drandom() < 0.02)
411 Player
.p_sword
= numitems
;
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)
425 Player
.p_gold
-= cost
;
426 if (drandom() < 0.02)
429 Player
.p_charms
+= numitems
;
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
;
440 else if (cost
> Player
.p_gold
|| numitems
< 0)
442 else if (numitems
< Player
.p_quksilver
)
447 Player
.p_gold
-= cost
;
448 if (drandom() < 0.02)
451 Player
.p_quksilver
= numitems
;
456 if (Player
.p_blessing
)
458 addstr("You already have a blessing.");
462 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost
);
463 ch
= getanswer("NY", FALSE
);
467 if (Player
.p_gold
< blessingcost
)
472 Player
.p_gold
-= blessingcost
;
473 if (drandom() < 0.02)
476 Player
.p_blessing
= TRUE
;
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)
493 Player
.p_gems
-= numitems
;
494 Player
.p_gold
+= numitems
* N_GEMVALUE
;
499 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
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;
513 mvaddstr(17, 0, "The merchant stole your money!");
515 altercoordinates(Player
.p_x
- Player
.p_x
/ 10.0,
516 Player
.p_y
- Player
.p_y
/ 10.0, A_SPECIFIC
);
523 /************************************************************************
525 / FUNCTION NAME: displaystats()
527 / FUNCTION: print out important player statistics
529 / AUTHOR: E. A. Estes, 12/4/85
535 / MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
537 / GLOBAL INPUTS: Users, Player
539 / GLOBAL OUTPUTS: none
542 / Important player statistics are printed on the screen.
544 *************************************************************************/
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
));
558 /************************************************************************
560 / FUNCTION NAME: allstatslist()
562 / FUNCTION: show player items
564 / AUTHOR: E. A. Estes, 12/4/85
570 / MODULES CALLED: mvprintw(), descrtype()
572 / GLOBAL INPUTS: Player
574 / GLOBAL OUTPUTS: none
577 / Print out some player statistics of lesser importance.
579 *************************************************************************/
584 static const char *flags
[] = /* to print value of some bools */
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
]);
612 /************************************************************************
614 / FUNCTION NAME: descrtype()
616 / FUNCTION: return a string specifying player type
618 / AUTHOR: E. A. Estes, 12/4/85
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[]
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
637 / If 'shortflag' is TRUE, return a 3 character string.
639 *************************************************************************/
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",
652 " Experimento", " EX",
655 " Council of Wise", " CW",
661 type
= playerp
->p_type
;
663 switch (playerp
->p_specialtype
)
666 type
= playerp
->p_type
;
686 type
*= 2; /* calculate offset */
693 /* use short descriptions */
696 if (playerp
->p_crowns
> 0)
698 strcpy(Databuf
, results
[type
]);
703 return(results
[type
]);
706 /************************************************************************
708 / FUNCTION NAME: findname()
710 / FUNCTION: find location in player file of given name
712 / AUTHOR: E. A. Estes, 12/4/85
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
727 / Search the player file for the player of the given name.
728 / If player is found, fill structure with player data.
730 *************************************************************************/
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
)
746 loc
+= SZ_PLAYERSTRUCT
;
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
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
771 / Search the player file for an unused entry. If none are found,
772 / make one at the end of the file.
774 *************************************************************************/
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 */
788 loc
+= SZ_PLAYERSTRUCT
;
791 /* make a new record */
793 Player
.p_status
= S_OFF
;
794 writerecord(&Other
, loc
);
799 /************************************************************************
801 / FUNCTION NAME: freerecord()
803 / FUNCTION: free up a record on the player file
805 / AUTHOR: E. A. Estes, 2/7/86
808 / struct player playerp - pointer to structure to free
809 / long loc - location in file to free
813 / MODULES CALLED: writerecord()
815 / GLOBAL INPUTS: none
817 / GLOBAL OUTPUTS: none
820 / Mark structure as not used, and update player file.
822 *************************************************************************/
825 freerecord(struct player
*playerp
, long loc
)
827 playerp
->p_name
[0] = CH_MARKDELETE
;
828 playerp
->p_status
= S_NOTUSED
;
829 writerecord(playerp
, loc
);
832 /************************************************************************
834 / FUNCTION NAME: leavegame()
836 / FUNCTION: leave game
838 / AUTHOR: E. A. Estes, 12/4/85
844 / MODULES CALLED: freerecord(), writerecord(), cleanup()
846 / GLOBAL INPUTS: Player, Fileloc
848 / GLOBAL OUTPUTS: Player
851 / Mark player as inactive, and cleanup.
852 / Do not save players below level 1.
854 *************************************************************************/
860 if (Player
.p_level
< 1.0)
861 /* delete character */
862 freerecord(&Player
, Fileloc
);
865 Player
.p_status
= S_OFF
;
866 writerecord(&Player
, Fileloc
);
873 /************************************************************************
875 / FUNCTION NAME: death()
877 / FUNCTION: death routine
879 / AUTHOR: E. A. Estes, 12/4/85
882 / char *how - pointer to string describing cause of death
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
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 *************************************************************************/
905 death(const char *how
)
907 FILE *fp
; /* for updating various files */
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",
916 "You're a complete failure -- you've died!!\n",
917 "You have been dealt a fatal blow! "
922 if (strcmp(how
, "Stupidity") != 0)
924 if (Player
.p_level
> 9999.0)
926 addstr("Characters must be retired upon reaching level 10000. Sorry.");
927 else if (Player
.p_lives
> 0)
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
);
933 Player
.p_energy
= Player
.p_maxenergy
;
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");
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
;
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");
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)
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 */
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
);
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
);
983 /* let other players know */
984 fp
= fopen(_PATH_MESS
, "w");
985 fprintf(fp
, "%s was killed by %s.", Player
.p_name
, how
);
988 freerecord(&Player
, Fileloc
);
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
);
999 execl(_PATH_GAMEPROG
, "phantasia", "-s", (Wizard
? "-S": NULL
), NULL
);
1008 /************************************************************************
1010 / FUNCTION NAME: writerecord()
1012 / FUNCTION: update structure in player file
1014 / AUTHOR: E. A. Estes, 12/4/85
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
1029 / Update location in player file with given structure.
1031 *************************************************************************/
1034 writerecord(struct player
*playerp
, long place
)
1036 fseek(Playersfp
, place
, 0);
1037 fwrite((char *) playerp
, SZ_PLAYERSTRUCT
, 1, Playersfp
);
1041 /************************************************************************
1043 / FUNCTION NAME: explevel()
1045 / FUNCTION: calculate level based upon experience
1047 / AUTHOR: E. A. Estes, 12/4/85
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
1061 / Experience level is a geometric progression. This has been finely
1062 / tuned over the years, and probably should not be changed.
1064 *************************************************************************/
1067 explevel(double experience
)
1069 if (experience
< 1.1e7
)
1070 return(floor(pow((experience
/ 1000.0), 0.4875)));
1072 return(floor(pow((experience
/ 1250.0), 0.4865)));
1075 /************************************************************************
1077 / FUNCTION NAME: truncstring()
1079 / FUNCTION: truncate trailing blanks off a string
1081 / AUTHOR: E. A. Estes, 12/4/85
1084 / char *string - pointer to null terminated string
1086 / RETURN VALUE: none
1088 / MODULES CALLED: strlen()
1090 / GLOBAL INPUTS: none
1092 / GLOBAL OUTPUTS: none
1095 / Put nul characters in place of spaces at the end of the string.
1097 *************************************************************************/
1100 truncstring(char *string
)
1102 size_t length
; /* length of string */
1104 length
= strlen(string
);
1105 while (string
[--length
] == ' ')
1106 string
[length
] = '\0';
1109 /************************************************************************
1111 / FUNCTION NAME: altercoordinates()
1113 / FUNCTION: Alter x, y coordinates and set/check location flags
1115 / AUTHOR: E. A. Estes, 12/16/85
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
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
1134 *************************************************************************/
1137 altercoordinates(double xnew
, double ynew
, int operation
)
1141 case A_FORCED
: /* move with no checks */
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
);
1159 ynew
= SGN(Player
.p_y
) * MAX(fabs(Player
.p_y
), D_BEYOND
);
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
);
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)
1177 else if (Circle
< 35 && Circle
>= 20)
1179 else if (MAX(fabs(Player
.p_x
), fabs(Player
.p_y
)) >= D_BEYOND
)
1185 /************************************************************************
1187 / FUNCTION NAME: readrecord()
1189 / FUNCTION: read a player structure from file
1191 / AUTHOR: E. A. Estes, 12/4/85
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
1206 / Read structure information from player file.
1208 *************************************************************************/
1211 readrecord(struct player
*playerp
, long loc
)
1213 fseek(Playersfp
, loc
, 0);
1214 fread((char *) playerp
, SZ_PLAYERSTRUCT
, 1, Playersfp
);
1217 /************************************************************************
1219 / FUNCTION NAME: adjuststats()
1221 / FUNCTION: adjust player statistics
1223 / AUTHOR: E. A. Estes, 12/4/85
1227 / RETURN VALUE: none
1229 / MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1231 / GLOBAL INPUTS: Player, *Statptr
1233 / GLOBAL OUTPUTS: Circle, Player, Timeout
1236 / Handle adjustment and maximums on various player characteristics.
1238 *************************************************************************/
1243 double dtemp
; /* for temporary calculations */
1245 if (explevel(Player
.p_experience
) > Player
.p_level
)
1246 /* move one or more levels */
1249 if (Player
.p_level
> 5.0)
1253 if (Player
.p_specialtype
== SC_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
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
);
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 */
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);
1305 case R_NAZREG
: /* ring disappears */
1306 Player
.p_ring
.ring_type
= R_NONE
;
1309 case R_SPOILED
: /* ring kills player */
1310 death("A cursed ring");
1313 case R_DLREG
: /* this ring doesn't expire */
1314 Player
.p_ring
.ring_duration
= 0;
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;
1335 /************************************************************************
1337 / FUNCTION NAME: initplayer()
1339 / FUNCTION: initialize a character
1341 / AUTHOR: E. A. Estes, 12/4/85
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
1355 / Put a bunch of default values in the given structure.
1357 *************************************************************************/
1360 initplayer(struct player
*playerp
)
1362 playerp
->p_experience
=
1364 playerp
->p_strength
=
1368 playerp
->p_maxenergy
=
1370 playerp
->p_quickness
=
1371 playerp
->p_quksilver
=
1373 playerp
->p_magiclvl
=
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 */
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
;
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
=
1411 playerp
->p_blindness
= FALSE
;
1413 playerp
->p_name
[0] =
1414 playerp
->p_password
[0] =
1415 playerp
->p_login
[0] = '\0';
1418 /************************************************************************
1420 / FUNCTION NAME: readmessage()
1422 / FUNCTION: read message from other players
1424 / AUTHOR: E. A. Estes, 12/4/85
1428 / RETURN VALUE: none
1430 / MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1432 / GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1434 / GLOBAL OUTPUTS: none
1437 / If there is a message from other players, print it.
1439 *************************************************************************/
1446 fseek(Messagefp
, 0L, 0);
1447 if (fgets(Databuf
, SZ_DATABUF
, Messagefp
) != NULL
)
1451 /************************************************************************
1453 / FUNCTION NAME: error()
1455 / FUNCTION: process evironment error
1457 / AUTHOR: E. A. Estes, 12/4/85
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
1471 / Print message about offending file, and exit.
1473 *************************************************************************/
1476 error(const char *whichfile
)
1478 int (*funcp
) (const char *, ...);
1482 funcp
= (void *)printw
;
1488 (*funcp
)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile
, errno
);
1489 (*funcp
)("Please run 'setup' to determine the problem.\n");
1494 /************************************************************************
1496 / FUNCTION NAME: distance()
1498 / FUNCTION: calculate distance between two points
1500 / AUTHOR: E. A. Estes, 12/4/85
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
1515 / This function is provided because someone's hypot() library function
1516 / fails if x1 == x2 && y1 == y2.
1518 *************************************************************************/
1521 distance(double x_1
, double x_2
, double y_1
, double y_2
)
1523 double deltax
, deltay
;
1527 return(sqrt(deltax
* deltax
+ deltay
* deltay
));
1531 /************************************************************************
1533 / FUNCTION NAME: ill_sig()
1535 / FUNCTION: exit upon trapping an illegal signal
1537 / AUTHOR: E. A. Estes, 12/4/85
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
1551 / When an illegal signal is caught, print a message, and cleanup.
1553 *************************************************************************/
1556 ill_sig(int whichsig
)
1559 if (!(whichsig
== SIGINT
|| whichsig
== SIGQUIT
))
1560 printw("Error: caught signal # %d.\n", whichsig
);
1565 /************************************************************************
1567 / FUNCTION NAME: descrstatus()
1569 / FUNCTION: return a string describing the player status
1571 / AUTHOR: E. A. Estes, 3/3/86
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
1585 / Return verbal description of player status.
1586 / If player status is S_PLAYING, check for low energy and blindness.
1588 *************************************************************************/
1591 descrstatus(struct player
*playerp
)
1593 switch (playerp
->p_status
)
1596 if (playerp
->p_energy
< 0.2 * (playerp
->p_maxenergy
+ playerp
->p_shield
))
1597 return("Low Energy");
1598 else if (playerp
->p_blindness
)
1607 return("In Battle");
1610 return("Encounter");
1626 /************************************************************************
1628 / FUNCTION NAME: collecttaxes()
1630 / FUNCTION: collect taxes from current player
1632 / AUTHOR: E. A. Estes, 2/7/86
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
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
1652 *************************************************************************/
1655 collecttaxes(double gold
, double gems
)
1657 FILE *fp
; /* to update Goldfile */
1658 double dtemp
; /* for temporary calculations */
1659 double taxes
; /* tax liability */
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
;
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
)
1694 fread((char *) &dtemp
, sizeof(double), 1, fp
);
1695 dtemp
+= floor(taxes
);
1697 fwrite((char *) &dtemp
, sizeof(double), 1, fp
);