]> git.cameronkatri.com Git - bsdgames-darwin.git/blobdiff - phantasia/misc.c
Make this work on sparc64 (don't use long and assume sizeof(long) = 4).
[bsdgames-darwin.git] / phantasia / misc.c
index 1ca8661ec2a601a5d0154d728f463b27efefe9a6..edf64cf7722b29bed1cf341734f94b095259367b 100644 (file)
@@ -1,4 +1,4 @@
-/*     $NetBSD: misc.c,v 1.2 1995/03/24 03:59:03 cgd Exp $     */
+/*     $NetBSD: misc.c,v 1.8 2003/01/20 05:29:55 simonb Exp $  */
 
 /*
  * misc.c  Phantasia miscellaneous support routines
 #include "include.h"
 
 
-/************************************************************************
-/
-/ FUNCTION NAME: movelevel()
-/
-/ FUNCTION: move player to new level
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
-/
-/ GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
-/
-/ GLOBAL OUTPUTS: Player, Changed
-/
-/ DESCRIPTION:
-/      Use lookup table to increment important statistics when
-/      progressing to new experience level.
-/      Players are rested to maximum as a bonus for making a new
-/      level.
-/      Check for council of wise, and being too big to be king.
-/
-/************************************************************************/
-
+void
 movelevel()
 {
-register struct charstats      *statptr;       /* for pointing into Stattable */
-double new;                    /* new level */
-double inc;                    /* increment between new and old levels */
-
-    Changed = TRUE;
-
-    if (Player.p_type == C_EXPER)
-       /* roll a type to use for increment */
-       statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
-    else
-       statptr = Statptr;
-
-    new = explevel(Player.p_experience);
-    inc = new - Player.p_level;
-    Player.p_level = new;
-
-    /* add increments to statistics */
-    Player.p_strength += statptr->c_strength.increase * inc;
-    Player.p_mana += statptr->c_mana.increase * inc;
-    Player.p_brains += statptr->c_brains.increase * inc;
-    Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
-    Player.p_maxenergy += statptr->c_energy.increase * inc;
-
-    /* rest to maximum upon reaching new level */
-    Player.p_energy = Player.p_maxenergy + Player.p_shield;
-
-    if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
-       /* no longer able to be king -- turn crowns into cash */
+       const struct charstats *statptr; /* for pointing into Stattable */
+       double  new;            /* new level */
+       double  inc;            /* increment between new and old levels */
+
+       Changed = TRUE;
+
+       if (Player.p_type == C_EXPER)
+               /* roll a type to use for increment */
+               statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
+       else
+               statptr = Statptr;
+
+       new = explevel(Player.p_experience);
+       inc = new - Player.p_level;
+       Player.p_level = new;
+
+       /* add increments to statistics */
+       Player.p_strength += statptr->c_strength.increase * inc;
+       Player.p_mana += statptr->c_mana.increase * inc;
+       Player.p_brains += statptr->c_brains.increase * inc;
+       Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
+       Player.p_maxenergy += statptr->c_energy.increase * inc;
+
+       /* rest to maximum upon reaching new level */
+       Player.p_energy = Player.p_maxenergy + Player.p_shield;
+
+       if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
+               /* no longer able to be king -- turn crowns into cash */
        {
-       Player.p_gold += ((double) Player.p_crowns) * 5000.0;
-       Player.p_crowns = 0;
+               Player.p_gold += ((double) Player.p_crowns) * 5000.0;
+               Player.p_crowns = 0;
        }
-
-    if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
-       /* make a member of the council */
+       if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
+               /* make a member of the council */
        {
-       mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
-       addstr("Good Luck on your search for the Holy Grail.\n");
+               mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
+               addstr("Good Luck on your search for the Holy Grail.\n");
 
-       Player.p_specialtype = SC_COUNCIL;
+               Player.p_specialtype = SC_COUNCIL;
 
-       /* no rings for council and above */
-       Player.p_ring.ring_type = R_NONE;
-       Player.p_ring.ring_duration = 0;
+               /* no rings for council and above */
+               Player.p_ring.ring_type = R_NONE;
+               Player.p_ring.ring_duration = 0;
 
-       Player.p_lives = 3;             /* three extra lives */
+               Player.p_lives = 3;     /* three extra lives */
        }
-
-    if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
-       death("Old age");
+       if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
+               death("Old age");
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: descrlocation()
-/
-/ FUNCTION: return a formatted description of location
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      struct player playerp - pointer to player structure
-/      bool shortflag - set if short form is desired
-/
-/ RETURN VALUE: pointer to string containing result
-/
-/ MODULES CALLED: fabs(), floor(), sprintf(), distance()
-/
-/ GLOBAL INPUTS: Databuf[]
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Look at coordinates and return an appropriately formatted
-/      string.
-/
-/************************************************************************/
-
-char   *
+
+const char   *
 descrlocation(playerp, shortflag)
-struct player  *playerp;
-bool   shortflag;
+       struct player *playerp;
+       bool    shortflag;
 {
-double circle;                 /* corresponding circle for coordinates */
-register int   quadrant;       /* quandrant of grid */
-register char  *label;         /* pointer to place name */
-static char    *nametable[4][4] =   /* names of places */
+       double  circle;         /* corresponding circle for coordinates */
+       int     quadrant;       /* quandrant of grid */
+       const char   *label;    /* pointer to place name */
+       static const char *const nametable[4][4] =      /* names of places */
        {
-       "Anorien",      "Ithilien",     "Rohan",        "Lorien",
-       "Gondor",       "Mordor",       "Dunland",      "Rovanion",
-       "South Gondor", "Khand",        "Eriador",      "The Iron Hills",
-       "Far Harad",    "Near Harad",   "The Northern Waste", "Rhun"
+               {"Anorien", "Ithilien", "Rohan", "Lorien"},
+               {"Gondor", "Mordor", "Dunland", "Rovanion"},
+               {"South Gondor", "Khand", "Eriador", "The Iron Hills"},
+               {"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
        };
 
-    if (playerp->p_specialtype == SC_VALAR)
-       return(" is in Valhala");
-    else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
-       {
-       if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
-           label = "The Point of No Return";
+       if (playerp->p_specialtype == SC_VALAR)
+               return (" is in Valhala");
        else
-           label = "The Ashen Mountains";
-       }
-    else if (circle >= 55)
-       label = "Morannon";
-    else if (circle >= 35)
-       label = "Kennaquahair";
-    else if (circle >= 20)
-       label = "The Dead Marshes";
-    else if (circle >= 9)
-       label = "The Outer Waste";
-    else if (circle >= 5)
-       label = "The Moors Adventurous";
-    else
-       {
-       if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
-           label = "The Lord's Chamber";
+               if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
+                       if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
+                               label = "The Point of No Return";
+                       else
+                               label = "The Ashen Mountains";
+               } else
+                       if (circle >= 55)
+                               label = "Morannon";
+                       else
+                               if (circle >= 35)
+                                       label = "Kennaquahair";
+                               else
+                                       if (circle >= 20)
+                                               label = "The Dead Marshes";
+                                       else
+                                               if (circle >= 9)
+                                                       label = "The Outer Waste";
+                                               else
+                                                       if (circle >= 5)
+                                                               label = "The Moors Adventurous";
+                                                       else {
+                                                               if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
+                                                                       label = "The Lord's Chamber";
+                                                               else {
+                                                                       /* this
+                                                                        * 
+                                                                        * expr
+                                                                        * essi
+                                                                        * on
+                                                                        * is
+                                                                        * spli
+                                                                        * t
+                                                                        * to
+                                                                        * prev
+                                                                        * ent
+                                                                        * comp
+                                                                        * iler
+                                                                        * 
+                                                                        * loop
+                                                                        * 
+                                                                        * with
+                                                                        * 
+                                                                        * some
+                                                                        * 
+                                                                        * comp
+                                                                        * iler
+                                                                        * s */
+                                                                       quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
+                                                                       quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
+                                                                       label = nametable[((int) circle) - 1][quadrant];
+                                                               }
+                                                       }
+
+       if (shortflag)
+               sprintf(Databuf, "%.29s", label);
        else
-           {
-           /* this expression is split to prevent compiler loop with some compilers */
-           quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
-           quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
-           label = nametable[((int) circle) - 1][quadrant];
-           }
-       }
-
-    if (shortflag)
-       sprintf(Databuf, "%.29s", label);
-    else
-       sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
+               sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
 
-    return(Databuf);
+       return (Databuf);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: tradingpost()
-/
-/ FUNCTION: do trading post stuff
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(), 
-/      sleep(), floor(), wmove(), drandom(), wclear(), printw(), 
-/      altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(), 
-/      wclrtoeol(), wclrtobot()
-/
-/ GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
-/
-/ GLOBAL OUTPUTS: Player
-/
-/ DESCRIPTION:
-/      Different trading posts have different items.
-/      Merchants cannot be cheated, but they can be dishonest
-/      themselves.
-/
-/      Shields, swords, and quicksilver are not cumulative.  This is
-/      one major area of complaint, but there are two reasons for this:
-/              1) It becomes MUCH too easy to make very large versions
-/                 of these items.
-/              2) In the real world, one cannot simply weld two swords
-/                 together to make a bigger one.
-/
-/      At one time, it was possible to sell old weapons at half the purchase
-/      price.  This resulted in huge amounts of gold floating around,
-/      and the game lost much of its challenge.
-/
-/      Also, purchasing gems defeats the whole purpose of gold.  Gold
-/      is small change for lower level players.  They really shouldn't
-/      be able to accumulate more than enough gold for a small sword or
-/      a few books.  Higher level players shouldn't even bother to pick
-/      up gold, except maybe to buy mana once in a while.
-/
-/************************************************************************/
 
+void
 tradingpost()
 {
-double numitems;       /* number of items to purchase */
-double cost;           /* cost of purchase */
-double blessingcost;   /* cost of blessing */
-int    ch;             /* input */
-register int   size;   /* size of the trading post */
-register int   loop;   /* loop counter */
-int    cheat = 0;      /* number of times player has tried to cheat */
-bool   dishonest = FALSE;/* set when merchant is dishonest */
-
-    Player.p_status = S_TRADING;
-    writerecord(&Player, Fileloc);
-
-    clear();
-    addstr("You are at a trading post. All purchases must be made with gold.");
-
-    size = sqrt(fabs(Player.p_x / 100)) + 1;
-    size = MIN(7, size);
-
-    /* set up cost of blessing */
-    blessingcost = 1000.0 * (Player.p_level + 5.0);
-
-    /* print Menu */
-    move(7, 0);
-    for (loop = 0; loop < size; ++loop)
-       /* print Menu */
-       {
-       if (loop == 6)
-           cost = blessingcost;
-       else
-           cost = Menu[loop].cost;
-       printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
-       }
-
-    mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
-
-    for (;;)
-       {
-       adjuststats();  /* truncate any bad values */
-
-       /* print some important statistics */
-       mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
-           Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
-       printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
-           Player.p_shield, Player.p_sword, Player.p_quksilver,
-           (Player.p_blessing ? " True" : "False"));
-       printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
-
-       move(5, 36);
-       ch = getanswer("LPS", FALSE);
-       move(15, 0);
-       clrtobot();
-       switch(ch)
-           {
-           case 'L':           /* leave */
-           case '\n':
-               altercoordinates(0.0, 0.0, A_NEAR);
-               return;
-
-           case 'P':           /* make purchase */
-               mvaddstr(15, 0, "What what would you like to buy ? ");
-               ch = getanswer(" 1234567", FALSE);
-               move(15, 0);
-               clrtoeol();
+       double  numitems;       /* number of items to purchase */
+       double  cost;           /* cost of purchase */
+       double  blessingcost;   /* cost of blessing */
+       int     ch;             /* input */
+       int     size;           /* size of the trading post */
+       int     loop;           /* loop counter */
+       int     cheat = 0;      /* number of times player has tried to cheat */
+       bool    dishonest = FALSE;      /* set when merchant is dishonest */
+
+       Player.p_status = S_TRADING;
+       writerecord(&Player, Fileloc);
 
-               if (ch - '0' > size)
-                   addstr("Sorry, this merchant doesn't have that.");
-               else
-                   switch (ch)
-                       {
-                       case '1':
-                           printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
-                               Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
-                           cost = (numitems = floor(infloat())) * Menu[0].cost;
+       clear();
+       addstr("You are at a trading post. All purchases must be made with gold.");
 
-                           if (cost > Player.p_gold || numitems < 0)
-                               ++cheat;
-                           else
-                               {
-                               cheat = 0;
-                               Player.p_gold -= cost;
-                               if (drandom() < 0.02)
-                                   dishonest = TRUE;
-                               else
-                                   Player.p_mana += numitems;
-                               }
-                           break;
+       size = sqrt(fabs(Player.p_x / 100)) + 1;
+       size = MIN(7, size);
 
-                       case '2':
-                           printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
-                               Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
-                           cost = (numitems = floor(infloat())) * Menu[1].cost;
+       /* set up cost of blessing */
+       blessingcost = 1000.0 * (Player.p_level + 5.0);
 
-                           if (numitems == 0.0)
-                               break;
-                           else if (cost > Player.p_gold || numitems < 0)
-                               ++cheat;
-                           else if (numitems < Player.p_shield)
-                               NOBETTER();
-                           else
-                               {
-                               cheat = 0;
-                               Player.p_gold -= cost;
-                               if (drandom() < 0.02)
-                                   dishonest = TRUE;
-                               else
-                                   Player.p_shield = numitems;
-                               }
-                           break;
-
-                       case '3':
-                           printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
-                               Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
-                           cost = (numitems = floor(infloat())) * Menu[2].cost;
-
-                           if (cost > Player.p_gold || numitems < 0)
-                               ++cheat;
-                           else
-                               {
-                               cheat = 0;
-                               Player.p_gold -= cost;
-                               if (drandom() < 0.02)
-                                   dishonest = TRUE;
-                               else if (drandom() * numitems > Player.p_level / 10.0
-                                   && numitems != 1)
-                                   {
-                                   printw("\nYou blew your mind!\n");
-                                   Player.p_brains /= 5;
-                                   }
-                               else
-                                   {
-                                   Player.p_brains += floor(numitems) * ROLL(20, 8);
-                                   }
-                               }
-                           break;
+       /* print Menu */
+       move(7, 0);
+       for (loop = 0; loop < size; ++loop)
+               /* print Menu */
+       {
+               if (loop == 6)
+                       cost = blessingcost;
+               else
+                       cost = Menu[loop].cost;
+               printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
+       }
 
-                       case '4':
-                           printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
-                               Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
-                           cost = (numitems = floor(infloat())) * Menu[3].cost;
+       mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
 
-                           if (numitems == 0.0)
-                               break;
-                           else if (cost > Player.p_gold || numitems < 0)
-                               ++cheat;
-                           else if (numitems < Player.p_sword)
-                               NOBETTER();
-                           else
-                               {
-                               cheat = 0;
-                               Player.p_gold -= cost;
-                               if (drandom() < 0.02)
-                                   dishonest = TRUE;
-                               else
-                                   Player.p_sword = numitems;
-                               }
-                           break;
+       for (;;) {
+               adjuststats();  /* truncate any bad values */
 
-                       case '5':
-                           printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
-                               Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
-                           cost = (numitems = floor(infloat())) * Menu[4].cost;
+               /* print some important statistics */
+               mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
+                   Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
+               printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
+                   Player.p_shield, Player.p_sword, Player.p_quksilver,
+                   (Player.p_blessing ? " True" : "False"));
+               printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
 
-                           if (cost > Player.p_gold || numitems < 0)
-                               ++cheat;
-                           else
-                               {
-                               cheat = 0;
-                               Player.p_gold -= cost;
-                               if (drandom() < 0.02)
-                                   dishonest = TRUE;
-                               else
-                                   Player.p_charms += numitems;
+               move(5, 36);
+               ch = getanswer("LPS", FALSE);
+               move(15, 0);
+               clrtobot();
+               switch (ch) {
+               case 'L':       /* leave */
+               case '\n':
+                       altercoordinates(0.0, 0.0, A_NEAR);
+                       return;
+
+               case 'P':       /* make purchase */
+                       mvaddstr(15, 0, "What what would you like to buy ? ");
+                       ch = getanswer(" 1234567", FALSE);
+                       move(15, 0);
+                       clrtoeol();
+
+                       if (ch - '0' > size)
+                               addstr("Sorry, this merchant doesn't have that.");
+                       else
+                               switch (ch) {
+                               case '1':
+                                       printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
+                                           Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
+                                       cost = (numitems = floor(infloat())) * Menu[0].cost;
+
+                                       if (cost > Player.p_gold || numitems < 0)
+                                               ++cheat;
+                                       else {
+                                               cheat = 0;
+                                               Player.p_gold -= cost;
+                                               if (drandom() < 0.02)
+                                                       dishonest = TRUE;
+                                               else
+                                                       Player.p_mana += numitems;
+                                       }
+                                       break;
+
+                               case '2':
+                                       printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
+                                           Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
+                                       cost = (numitems = floor(infloat())) * Menu[1].cost;
+
+                                       if (numitems == 0.0)
+                                               break;
+                                       else
+                                               if (cost > Player.p_gold || numitems < 0)
+                                                       ++cheat;
+                                               else
+                                                       if (numitems < Player.p_shield)
+                                                               NOBETTER();
+                                                       else {
+                                                               cheat = 0;
+                                                               Player.p_gold -= cost;
+                                                               if (drandom() < 0.02)
+                                                                       dishonest = TRUE;
+                                                               else
+                                                                       Player.p_shield = numitems;
+                                                       }
+                                       break;
+
+                               case '3':
+                                       printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
+                                           Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
+                                       cost = (numitems = floor(infloat())) * Menu[2].cost;
+
+                                       if (cost > Player.p_gold || numitems < 0)
+                                               ++cheat;
+                                       else {
+                                               cheat = 0;
+                                               Player.p_gold -= cost;
+                                               if (drandom() < 0.02)
+                                                       dishonest = TRUE;
+                                               else
+                                                       if (drandom() * numitems > Player.p_level / 10.0
+                                                           && numitems != 1) {
+                                                               printw("\nYou blew your mind!\n");
+                                                               Player.p_brains /= 5;
+                                                       } else {
+                                                               Player.p_brains += floor(numitems) * ROLL(20, 8);
+                                                       }
+                                       }
+                                       break;
+
+                               case '4':
+                                       printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
+                                           Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
+                                       cost = (numitems = floor(infloat())) * Menu[3].cost;
+
+                                       if (numitems == 0.0)
+                                               break;
+                                       else
+                                               if (cost > Player.p_gold || numitems < 0)
+                                                       ++cheat;
+                                               else
+                                                       if (numitems < Player.p_sword)
+                                                               NOBETTER();
+                                                       else {
+                                                               cheat = 0;
+                                                               Player.p_gold -= cost;
+                                                               if (drandom() < 0.02)
+                                                                       dishonest = TRUE;
+                                                               else
+                                                                       Player.p_sword = numitems;
+                                                       }
+                                       break;
+
+                               case '5':
+                                       printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
+                                           Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
+                                       cost = (numitems = floor(infloat())) * Menu[4].cost;
+
+                                       if (cost > Player.p_gold || numitems < 0)
+                                               ++cheat;
+                                       else {
+                                               cheat = 0;
+                                               Player.p_gold -= cost;
+                                               if (drandom() < 0.02)
+                                                       dishonest = TRUE;
+                                               else
+                                                       Player.p_charms += numitems;
+                                       }
+                                       break;
+
+                               case '6':
+                                       printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
+                                           Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
+                                       cost = (numitems = floor(infloat())) * Menu[5].cost;
+
+                                       if (numitems == 0.0)
+                                               break;
+                                       else
+                                               if (cost > Player.p_gold || numitems < 0)
+                                                       ++cheat;
+                                               else
+                                                       if (numitems < Player.p_quksilver)
+                                                               NOBETTER();
+                                                       else {
+                                                               cheat = 0;
+                                                               Player.p_gold -= cost;
+                                                               if (drandom() < 0.02)
+                                                                       dishonest = TRUE;
+                                                               else
+                                                                       Player.p_quksilver = numitems;
+                                                       }
+                                       break;
+
+                               case '7':
+                                       if (Player.p_blessing) {
+                                               addstr("You already have a blessing.");
+                                               break;
+                                       }
+                                       printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
+                                       ch = getanswer("NY", FALSE);
+
+                                       if (ch == 'Y') {
+                                               if (Player.p_gold < blessingcost)
+                                                       ++cheat;
+                                               else {
+                                                       cheat = 0;
+                                                       Player.p_gold -= blessingcost;
+                                                       if (drandom() < 0.02)
+                                                               dishonest = TRUE;
+                                                       else
+                                                               Player.p_blessing = TRUE;
+                                               }
+                                       }
+                                       break;
                                }
-                           break;
+                       break;
 
-                       case '6':
-                           printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
-                               Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
-                           cost = (numitems = floor(infloat())) * Menu[5].cost;
+               case 'S':       /* sell gems */
+                       mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
+                           (double) N_GEMVALUE, Player.p_gems);
+                       numitems = floor(infloat());
 
-                           if (numitems == 0.0)
-                               break;
-                           else if (cost > Player.p_gold || numitems < 0)
+                       if (numitems > Player.p_gems || numitems < 0)
                                ++cheat;
-                           else if (numitems < Player.p_quksilver)
-                               NOBETTER();
-                           else
-                               {
+                       else {
                                cheat = 0;
-                               Player.p_gold -= cost;
-                               if (drandom() < 0.02)
-                                   dishonest = TRUE;
-                               else
-                                   Player.p_quksilver = numitems;
-                               }
-                           break;
-
-                       case '7':
-                           if (Player.p_blessing)
-                               {
-                               addstr("You already have a blessing.");
-                               break;
-                               }
-
-                           printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
-                           ch = getanswer("NY", FALSE);
-
-                           if (ch == 'Y')
-                               if (Player.p_gold < blessingcost)
-                                   ++cheat;
-                               else
-                                   {
-                                   cheat = 0;
-                                   Player.p_gold -= blessingcost;
-                                   if (drandom() < 0.02)
-                                       dishonest = TRUE;
-                                   else
-                                       Player.p_blessing = TRUE;
-                                   }
-                           break;
+                               Player.p_gems -= numitems;
+                               Player.p_gold += numitems * N_GEMVALUE;
                        }
-           break;
-
-           case 'S':           /* sell gems */
-               mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
-                   (double) N_GEMVALUE, Player.p_gems);
-               numitems = floor(infloat());
+               }
 
-               if (numitems > Player.p_gems || numitems < 0)
-                   ++cheat;
+               if (cheat == 1)
+                       mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
                else
-                   {
-                   cheat = 0;
-                   Player.p_gems -= numitems;
-                   Player.p_gold += numitems * N_GEMVALUE;
-                   }
-           }
-
-       if (cheat == 1)
-           mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
-       else if (cheat == 2)
-           {
-           mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
-           printw("a %.0f level magic user, and you made %s mad!\n",
-               ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
-           altercoordinates(0.0, 0.0, A_FAR);
-           Player.p_energy /= 2.0;
-           ++Player.p_sin;
-           more(23);
-           return;
-           }
-       else if (dishonest)
-           {
-           mvaddstr(17, 0, "The merchant stole your money!");
-           refresh();
-           altercoordinates(Player.p_x - Player.p_x / 10.0,
-               Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
-           sleep(2);
-           return;
-           }
+                       if (cheat == 2) {
+                               mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
+                               printw("a %.0f level magic user, and you made %s mad!\n",
+                                   ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
+                               altercoordinates(0.0, 0.0, A_FAR);
+                               Player.p_energy /= 2.0;
+                               ++Player.p_sin;
+                               more(23);
+                               return;
+                       } else
+                               if (dishonest) {
+                                       mvaddstr(17, 0, "The merchant stole your money!");
+                                       refresh();
+                                       altercoordinates(Player.p_x - Player.p_x / 10.0,
+                                           Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
+                                       sleep(2);
+                                       return;
+                               }
        }
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: displaystats()
-/
-/ FUNCTION: print out important player statistics
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
-/
-/ GLOBAL INPUTS: Users, Player
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Important player statistics are printed on the screen.
-/
-/************************************************************************/
 
+void
 displaystats()
 {
-    mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
-    mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
-       Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
-       Player.p_mana, Users);
-    mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
-       Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
-       Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
+       mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
+       mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
+           Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
+           Player.p_mana, Users);
+       mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
+           Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
+           Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: allstatslist()
-/
-/ FUNCTION: show player items
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: mvprintw(), descrtype()
-/
-/ GLOBAL INPUTS: Player
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Print out some player statistics of lesser importance.
-/
-/************************************************************************/
 
+void
 allstatslist()
 {
-static char    *flags[] =      /* to print value of some bools */
-           {
-           "False", 
-           " True"
-           };
-
-    mvprintw( 8,  0, "Type: %s\n",  descrtype(&Player,  FALSE));
-
-    mvprintw(10,  0, "Experience: %9.0f", Player.p_experience);
-    mvprintw(11,  0, "Brains    : %9.0f", Player.p_brains);
-    mvprintw(12,  0, "Magic Lvl : %9.0f", Player.p_magiclvl);
-    mvprintw(13,  0, "Sin       : %9.5f", Player.p_sin);
-    mvprintw(14,  0, "Poison    : %9.5f", Player.p_poison);
-    mvprintw(15,  0, "Gems      : %9.0f", Player.p_gems);
-    mvprintw(16,  0, "Age       : %9d", Player.p_age);
-    mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
-    mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
-    mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
-    mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
-    mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
-    mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
-    mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
-
-    mvprintw(18,  0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s", 
-       flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE], 
-       flags[Player.p_virgin], flags[Player.p_palantir]);
+       static const char *const flags[] = /* to print value of some bools */
+       {
+               "False",
+               " True"
+       };
+
+       mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
+
+       mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
+       mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
+       mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
+       mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
+       mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
+       mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
+       mvprintw(16, 0, "Age       : %9ld", Player.p_age);
+       mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
+       mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
+       mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
+       mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
+       mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
+       mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
+       mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
+
+       mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
+           flags[(int)Player.p_blessing],
+           flags[Player.p_ring.ring_type != R_NONE],
+           flags[(int)Player.p_virgin],
+           flags[(int)Player.p_palantir]);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: descrtype()
-/
-/ FUNCTION: return a string specifying player type
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      struct player playerp - pointer to structure for player
-/      bool shortflag - set if short form is desired
-/
-/ RETURN VALUE: pointer to string describing player type
-/
-/ MODULES CALLED: strcpy()
-/
-/ GLOBAL INPUTS: Databuf[]
-/
-/ GLOBAL OUTPUTS: Databuf[]
-/
-/ DESCRIPTION:
-/      Return a string describing the player type.
-/      King, council, valar, supercedes other types.
-/      The first character of the string is '*' if the player
-/      has a crown.
-/      If 'shortflag' is TRUE, return a 3 character string.
-/
-/************************************************************************/
-
-char   *
+
+const char   *
 descrtype(playerp, shortflag)
-struct player *playerp;
-bool   shortflag;
+       struct player *playerp;
+       bool    shortflag;
 {
-register int type;     /* for caluculating result subscript */
-static char    *results[] =    /* description table */
-                       {
-                       " Magic User", " MU",
-                       " Fighter", " F ",
-                       " Elf", " E ",
-                       " Dwarf", " D ",
-                       " Halfling", " H ",
-                       " Experimento", " EX",
-                       " Super", " S ",
-                       " King", " K ",
-                       " Council of Wise", " CW",
-                       " Ex-Valar", " EV",
-                       " Valar", " V ",
-                       " ? ", " ? "
-                       };
-
-    type = playerp->p_type;
-
-    switch (playerp->p_specialtype)
+       int     type;           /* for caluculating result subscript */
+       static const char *const results[] =/* description table */
        {
+               " Magic User", " MU",
+               " Fighter", " F ",
+               " Elf", " E ",
+               " Dwarf", " D ",
+               " Halfling", " H ",
+               " Experimento", " EX",
+               " Super", " S ",
+               " King", " K ",
+               " Council of Wise", " CW",
+               " Ex-Valar", " EV",
+               " Valar", " V ",
+               " ? ", " ? "
+       };
+
+       type = playerp->p_type;
+
+       switch (playerp->p_specialtype) {
        case SC_NONE:
-           type = playerp->p_type;
-           break;
+               type = playerp->p_type;
+               break;
 
        case SC_KING:
-           type = 7;
-           break;
+               type = 7;
+               break;
 
        case SC_COUNCIL:
-           type = 8;
-           break;
+               type = 8;
+               break;
 
        case SC_EXVALAR:
-           type = 9;
-           break;
+               type = 9;
+               break;
 
        case SC_VALAR:
-           type = 10;
-           break;
+               type = 10;
+               break;
        }
 
-    type *= 2;         /* calculate offset */
+       type *= 2;              /* calculate offset */
 
-    if (type > 20)
-       /* error */
-       type = 22;
+       if (type > 20)
+               /* error */
+               type = 22;
 
-    if (shortflag)
-       /* use short descriptions */
-       ++type;
+       if (shortflag)
+               /* use short descriptions */
+               ++type;
 
-    if (playerp->p_crowns > 0)
-       {
-       strcpy(Databuf, results[type]);
-       Databuf[0] = '*';
-       return(Databuf);
-       }
-    else
-       return(results[type]);
+       if (playerp->p_crowns > 0) {
+               strcpy(Databuf, results[type]);
+               Databuf[0] = '*';
+               return (Databuf);
+       } else
+               return (results[type]);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: findname()
-/
-/ FUNCTION: find location in player file of given name
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      char *name - name of character to look for
-/      struct player *playerp - pointer of structure to fill
-/
-/ RETURN VALUE: location of player if found, -1 otherwise
-/
-/ MODULES CALLED: fread(), fseek(), strcmp()
-/
-/ GLOBAL INPUTS: Wizard, *Playersfp
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Search the player file for the player of the given name.
-/      If player is found, fill structure with player data.
-/
-/************************************************************************/
 
 long
 findname(name, playerp)
-register char  *name;
-register struct player *playerp;
+       const char   *name;
+       struct player *playerp;
 {
-long   loc = 0;                        /* location in the file */
-
-    fseek(Playersfp, 0L, 0);
-    while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
-       {
-       if (strcmp(playerp->p_name, name) == 0)
-           {
-           if (playerp->p_status != S_NOTUSED || Wizard)
-               /* found it */
-               return(loc);
-           }
-       loc += SZ_PLAYERSTRUCT;
+       long    loc = 0;        /* location in the file */
+
+       fseek(Playersfp, 0L, SEEK_SET);
+       while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
+               if (strcmp(playerp->p_name, name) == 0) {
+                       if (playerp->p_status != S_NOTUSED || Wizard)
+                               /* found it */
+                               return (loc);
+               }
+               loc += SZ_PLAYERSTRUCT;
        }
 
-    return(-1);
+       return (-1);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: allocrecord()
-/
-/ FUNCTION: find space in the player file for a new character
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: location of free space in file
-/
-/ MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
-/
-/ GLOBAL INPUTS: Other, *Playersfp
-/
-/ GLOBAL OUTPUTS: Player
-/
-/ DESCRIPTION:
-/      Search the player file for an unused entry.  If none are found,
-/      make one at the end of the file.
-/
-/************************************************************************/
 
 long
 allocrecord()
 {
-long   loc = 0L;               /* location in file */
+       long    loc = 0L;       /* location in file */
 
-    fseek(Playersfp, 0L, 0);
-    while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
-       {
-       if (Other.p_status == S_NOTUSED)
-           /* found an empty record */
-           return(loc);
-       else
-           loc += SZ_PLAYERSTRUCT;
+       fseek(Playersfp, 0L, SEEK_SET);
+       while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
+               if (Other.p_status == S_NOTUSED)
+                       /* found an empty record */
+                       return (loc);
+               else
+                       loc += SZ_PLAYERSTRUCT;
        }
 
-    /* make a new record */
-    initplayer(&Other);
-    Player.p_status = S_OFF;
-    writerecord(&Other, loc);
+       /* make a new record */
+       initplayer(&Other);
+       Player.p_status = S_OFF;
+       writerecord(&Other, loc);
 
-    return(loc);
+       return (loc);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: freerecord()
-/
-/ FUNCTION: free up a record on the player file
-/
-/ AUTHOR: E. A. Estes, 2/7/86
-/
-/ ARGUMENTS:
-/      struct player playerp - pointer to structure to free
-/      long loc - location in file to free
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: writerecord()
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Mark structure as not used, and update player file.
-/
-/************************************************************************/
 
+void
 freerecord(playerp, loc)
-struct player  *playerp;
-long   loc;
+       struct player *playerp;
+       long    loc;
 {
-    playerp->p_name[0] = CH_MARKDELETE;
-    playerp->p_status = S_NOTUSED;
-    writerecord(playerp, loc);
+       playerp->p_name[0] = CH_MARKDELETE;
+       playerp->p_status = S_NOTUSED;
+       writerecord(playerp, loc);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: leavegame()
-/
-/ FUNCTION: leave game
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: freerecord(), writerecord(), cleanup()
-/
-/ GLOBAL INPUTS: Player, Fileloc
-/
-/ GLOBAL OUTPUTS: Player
-/
-/ DESCRIPTION:
-/      Mark player as inactive, and cleanup.
-/      Do not save players below level 1.
-/
-/************************************************************************/
 
+void
 leavegame()
 {
 
-    if (Player.p_level < 1.0)
-       /* delete character */
-       freerecord(&Player, Fileloc);
-    else
-       {
-       Player.p_status = S_OFF;
-       writerecord(&Player, Fileloc);
+       if (Player.p_level < 1.0)
+               /* delete character */
+               freerecord(&Player, Fileloc);
+       else {
+               Player.p_status = S_OFF;
+               writerecord(&Player, Fileloc);
        }
 
-    cleanup(TRUE);
-    /*NOTREACHED*/
+       cleanup(TRUE);
+       /* NOTREACHED */
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: death()
-/
-/ FUNCTION: death routine
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      char *how - pointer to string describing cause of death
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(), 
-/      fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(), 
-/      fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(), 
-/      fprintf(), wrefresh(), getanswer(), descrtype()
-/
-/ GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
-/
-/ GLOBAL OUTPUTS: Player
-/
-/ DESCRIPTION:
-/      Kill off current player.
-/      Handle rings, and multiple lives.
-/      Print an appropriate message.
-/      Update scoreboard, lastdead, and let other players know about
-/      the demise of their comrade.
-/
-/************************************************************************/
 
+void
 death(how)
-char   *how;
+       const char   *how;
 {
-FILE   *fp;            /* for updating various files */
-int    ch;             /* input */
-static char    *deathmesg[] =
+       FILE   *fp;             /* for updating various files */
+       int     ch;             /* input */
+       static const char *const deathmesg[] =
        /* add more messages here, if desired */
        {
-       "You have been wounded beyond repair.  ",
-       "You have been disemboweled.  ",
-       "You've been mashed, mauled, and spit upon.  (You're dead.)\n",
-       "You died!  ",
-       "You're a complete failure -- you've died!!\n",
-       "You have been dealt a fatal blow!  "
+               "You have been wounded beyond repair.  ",
+               "You have been disemboweled.  ",
+               "You've been mashed, mauled, and spit upon.  (You're dead.)\n",
+               "You died!  ",
+               "You're a complete failure -- you've died!!\n",
+               "You have been dealt a fatal blow!  "
        };
 
-    clear();
+       clear();
 
-    if (strcmp(how, "Stupidity") != 0)
-       {
-       if (Player.p_level > 9999.0)
-           /* old age */
-           addstr("Characters must be retired upon reaching level 10000.  Sorry.");
-       else if (Player.p_lives > 0)
-           /* extra lives */
-           {
-           addstr("You should be more cautious.  You've been killed.\n");
-           printw("You only have %d more chance(s).\n", --Player.p_lives);
-           more(3);
-           Player.p_energy = Player.p_maxenergy;
-           return;
-           }
-       else if (Player.p_specialtype == SC_VALAR)
-           {
-           addstr("You had your chances, but Valar aren't totally\n");
-           addstr("immortal.  You are now left to wither and die . . .\n");
-           more(3);
-           Player.p_brains = Player.p_level / 25.0;
-           Player.p_energy = Player.p_maxenergy /= 5.0;
-           Player.p_quksilver = Player.p_sword = 0.0;
-           Player.p_specialtype = SC_COUNCIL;
-           return;
-           }
-       else if (Player.p_ring.ring_inuse &&
-           (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
-           /* good ring in use - saved from death */
-           {
-           mvaddstr(4, 0, "Your ring saved you from death!\n");
-           refresh();
-           Player.p_ring.ring_type = R_NONE;
-           Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
-           if (Player.p_crowns > 0)
-               --Player.p_crowns;
-           return;
-           }
-       else if (Player.p_ring.ring_type == R_BAD
-           || Player.p_ring.ring_type == R_SPOILED)
-           /* bad ring in possession; name idiot after player */
-           {
-           mvaddstr(4, 0,
-               "Your ring has taken control of you and turned you into a monster!\n");
-           fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
-           fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
-           strcpy(Curmonster.m_name, Player.p_name);
-           fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
-           fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
-           fflush(Monstfp);
-           }
+       if (strcmp(how, "Stupidity") != 0) {
+               if (Player.p_level > 9999.0)
+                       /* old age */
+                       addstr("Characters must be retired upon reaching level 10000.  Sorry.");
+               else
+                       if (Player.p_lives > 0)
+                               /* extra lives */
+                       {
+                               addstr("You should be more cautious.  You've been killed.\n");
+                               printw("You only have %d more chance(s).\n", --Player.p_lives);
+                               more(3);
+                               Player.p_energy = Player.p_maxenergy;
+                               return;
+                       } else
+                               if (Player.p_specialtype == SC_VALAR) {
+                                       addstr("You had your chances, but Valar aren't totally\n");
+                                       addstr("immortal.  You are now left to wither and die . . .\n");
+                                       more(3);
+                                       Player.p_brains = Player.p_level / 25.0;
+                                       Player.p_energy = Player.p_maxenergy /= 5.0;
+                                       Player.p_quksilver = Player.p_sword = 0.0;
+                                       Player.p_specialtype = SC_COUNCIL;
+                                       return;
+                               } else
+                                       if (Player.p_ring.ring_inuse &&
+                                           (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
+                                               /* good ring in use - saved
+                                                * from death */
+                                       {
+                                               mvaddstr(4, 0, "Your ring saved you from death!\n");
+                                               refresh();
+                                               Player.p_ring.ring_type = R_NONE;
+                                               Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
+                                               if (Player.p_crowns > 0)
+                                                       --Player.p_crowns;
+                                               return;
+                                       } else
+                                               if (Player.p_ring.ring_type == R_BAD
+                                                   || Player.p_ring.ring_type == R_SPOILED)
+                                                       /* bad ring in
+                                                        * possession; name
+                                                        * idiot after player */
+                                               {
+                                                       mvaddstr(4, 0,
+                                                           "Your ring has taken control of you and turned you into a monster!\n");
+                                                       fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
+                                                       fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
+                                                       strcpy(Curmonster.m_name, Player.p_name);
+                                                       fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
+                                                       fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
+                                                       fflush(Monstfp);
+                                               }
        }
+       enterscore();           /* update score board */
 
-    enterscore();              /* update score board */
-
-    /* put info in last dead file */
-    fp = fopen(_PATH_LASTDEAD, "w");
-    fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
-       Player.p_name, descrtype(&Player, TRUE),
-       Player.p_login, Player.p_level, how);
-    fclose(fp);
-
-    /* let other players know */
-    fp = fopen(_PATH_MESS, "w");
-    fprintf(fp, "%s was killed by %s.", Player.p_name, how);
-    fclose(fp);
+       /* put info in last dead file */
+       fp = fopen(_PATH_LASTDEAD, "w");
+       fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
+           Player.p_name, descrtype(&Player, TRUE),
+           Player.p_login, Player.p_level, how);
+       fclose(fp);
 
-    freerecord(&Player, Fileloc);
+       /* let other players know */
+       fp = fopen(_PATH_MESS, "w");
+       fprintf(fp, "%s was killed by %s.", Player.p_name, how);
+       fclose(fp);
 
-    clear();
-    move(10, 0);
-    addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
-    addstr("Care to give it another try ? ");
-    ch = getanswer("NY", FALSE);
+       freerecord(&Player, Fileloc);
 
-    if (ch == 'Y')
-       {
-       cleanup(FALSE);
-       execl(_PATH_GAMEPROG, "phantasia", "-s",
-           (Wizard ? "-S": (char *) NULL), 0);
-       exit(0);
-       /*NOTREACHED*/
+       clear();
+       move(10, 0);
+       addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
+       addstr("Care to give it another try ? ");
+       ch = getanswer("NY", FALSE);
+
+       if (ch == 'Y') {
+               cleanup(FALSE);
+               execl(_PATH_GAMEPROG, "phantasia", "-s",
+                   (Wizard ? "-S" : (char *) NULL), 0);
+               exit(0);
+               /* NOTREACHED */
        }
-
-    cleanup(TRUE);
-    /*NOTREACHED*/
+       cleanup(TRUE);
+       /* NOTREACHED */
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: writerecord()
-/
-/ FUNCTION: update structure in player file
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      struct player *playerp - pointer to structure to write out
-/      long place - location in file to updata
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: fseek(), fwrite(), fflush()
-/
-/ GLOBAL INPUTS: *Playersfp
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Update location in player file with given structure.
-/
-/************************************************************************/
 
+void
 writerecord(playerp, place)
-register struct player *playerp;
-long   place;
+       struct player *playerp;
+       long    place;
 {
-    fseek(Playersfp, place, 0);
-    fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
-    fflush(Playersfp);
+       fseek(Playersfp, place, SEEK_SET);
+       fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
+       fflush(Playersfp);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: explevel()
-/
-/ FUNCTION: calculate level based upon experience
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      double experience - experience to calculate experience level from
-/
-/ RETURN VALUE: experience level
-/
-/ MODULES CALLED: pow(), floor()
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION: 
-/      Experience level is a geometric progression.  This has been finely
-/      tuned over the years, and probably should not be changed.
-/
-/************************************************************************/
 
 double
 explevel(experience)
-double experience;
+       double  experience;
 {
-    if (experience < 1.1e7)
-       return(floor(pow((experience / 1000.0), 0.4875)));
-    else
-       return(floor(pow((experience / 1250.0), 0.4865)));
+       if (experience < 1.1e7)
+               return (floor(pow((experience / 1000.0), 0.4875)));
+       else
+               return (floor(pow((experience / 1250.0), 0.4865)));
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: truncstring()
-/
-/ FUNCTION: truncate trailing blanks off a string
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: 
-/      char *string - pointer to null terminated string
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: strlen()
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION: 
-/      Put nul characters in place of spaces at the end of the string.
-/
-/************************************************************************/
 
+void
 truncstring(string)
-register char  *string;
+       char   *string;
 {
-register int   length;         /* length of string */
+       int     length;         /* length of string */
 
-    length = strlen(string);
-    while (string[--length] == ' ')
-       string[length] = '\0';
+       length = strlen(string);
+       while (string[--length] == ' ')
+               string[length] = '\0';
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: altercoordinates()
-/
-/ FUNCTION: Alter x, y coordinates and set/check location flags
-/
-/ AUTHOR: E. A. Estes, 12/16/85
-/
-/ ARGUMENTS: 
-/      double xnew, ynew - new x, y coordinates
-/      int operation - operation to perform with coordinates
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: fabs(), floor(), drandom(), distance()
-/
-/ GLOBAL INPUTS: Circle, Beyond, Player
-/
-/ GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
-/
-/ DESCRIPTION: 
-/      This module is called whenever the player's coordinates are altered.
-/      If the player is beyond the point of no return, he/she is forced
-/      to stay there.
-/
-/************************************************************************/
 
+void
 altercoordinates(xnew, ynew, operation)
-double xnew;
-double ynew;
-int    operation;
+       double  xnew;
+       double  ynew;
+       int     operation;
 {
-    switch (operation)
-       {
-       case A_FORCED:  /* move with no checks */
-           break;
+       switch (operation) {
+       case A_FORCED:          /* move with no checks */
+               break;
 
-       case A_NEAR:    /* pick random coordinates near */
-           xnew = Player.p_x + ROLL(1.0, 5.0);
-           ynew = Player.p_y - ROLL(1.0, 5.0);
-           /* fall through for check */
+       case A_NEAR:            /* pick random coordinates near */
+               xnew = Player.p_x + ROLL(1.0, 5.0);
+               ynew = Player.p_y - ROLL(1.0, 5.0);
+               /* fall through for check */
 
        case A_SPECIFIC:        /* just move player */
-           if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
-               /*
-                * cannot move back from point of no return
-                * pick the largest coordinate to remain unchanged
-                */
+               if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
+                       /*
+                        * cannot move back from point of no return
+                        * pick the largest coordinate to remain unchanged
+                        */
                {
-               if (fabs(xnew) > fabs(ynew))
-                   xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
-               else
-                   ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
+                       if (fabs(xnew) > fabs(ynew))
+                               xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
+                       else
+                               ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
                }
-           break;
+               break;
 
-       case A_FAR:     /* pick random coordinates far */
-           xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
-           ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
-           break;
+       case A_FAR:             /* pick random coordinates far */
+               xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
+               ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
+               break;
        }
-    
-    /* now set location flags and adjust coordinates */
-    Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
 
-    /* set up flags based upon location */
-    Throne = Marsh = Beyond = FALSE;
+       /* now set location flags and adjust coordinates */
+       Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
 
-    if (Player.p_x == 0.0 && Player.p_y == 0.0)
-       Throne = TRUE;
-    else if (Circle < 35 && Circle >= 20)
-       Marsh = TRUE;
-    else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
-       Beyond = TRUE;
+       /* set up flags based upon location */
+       Throne = Marsh = Beyond = FALSE;
 
-    Changed = TRUE;
+       if (Player.p_x == 0.0 && Player.p_y == 0.0)
+               Throne = TRUE;
+       else
+               if (Circle < 35 && Circle >= 20)
+                       Marsh = TRUE;
+               else
+                       if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
+                               Beyond = TRUE;
+
+       Changed = TRUE;
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: readrecord()
-/
-/ FUNCTION: read a player structure from file
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      struct player *playerp - pointer to structure to fill
-/      int loc - location of record to read
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: fread(), fseek()
-/
-/ GLOBAL INPUTS: *Playersfp
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Read structure information from player file.
-/
-/************************************************************************/
 
+void
 readrecord(playerp, loc)
-register struct player *playerp;
-long   loc;
+       struct player *playerp;
+       long    loc;
 {
-    fseek(Playersfp, loc, 0);
-    fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
+       fseek(Playersfp, loc, SEEK_SET);
+       fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: adjuststats()
-/
-/ FUNCTION: adjust player statistics
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
-/
-/ GLOBAL INPUTS: Player, *Statptr
-/
-/ GLOBAL OUTPUTS: Circle, Player, Timeout
-/
-/ DESCRIPTION:
-/      Handle adjustment and maximums on various player characteristics.
-/
-/************************************************************************/
 
+void
 adjuststats()
 {
-double dtemp;                          /* for temporary calculations */
+       double  dtemp;          /* for temporary calculations */
 
-    if (explevel(Player.p_experience) > Player.p_level)
-       /* move one or more levels */
+       if (explevel(Player.p_experience) > Player.p_level)
+               /* move one or more levels */
        {
-       movelevel();
-       if (Player.p_level > 5.0)
-           Timeout = TRUE;
+               movelevel();
+               if (Player.p_level > 5.0)
+                       Timeout = TRUE;
        }
-
-    if (Player.p_specialtype == SC_VALAR)
-       /* valar */
-       Circle = Player.p_level / 5.0;
-
-    /* calculate effective quickness */
-    dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
-       - Player.p_level;;
-    dtemp = MAX(0.0, dtemp);           /* gold slows player down */
-    Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
-
-    /* calculate effective strength */
-    if (Player.p_poison > 0.0)
-       /* poison makes player weaker */
+       if (Player.p_specialtype == SC_VALAR)
+               /* valar */
+               Circle = Player.p_level / 5.0;
+
+       /* calculate effective quickness */
+       dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
+           - Player.p_level;
+       dtemp = MAX(0.0, dtemp);/* gold slows player down */
+       Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
+
+       /* calculate effective strength */
+       if (Player.p_poison > 0.0)
+               /* poison makes player weaker */
        {
-       dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
-       dtemp = MAX(0.1, dtemp);
-       }
-    else
-       dtemp = 1.0;
-    Player.p_might = dtemp *  Player.p_strength + Player.p_sword;
-
-    /* insure that important things are within limits */
-    Player.p_quksilver = MIN(99.0, Player.p_quksilver);
-    Player.p_mana = MIN(Player.p_mana,
-       Player.p_level * Statptr->c_maxmana + 1000.0);
-    Player.p_brains = MIN(Player.p_brains,
-       Player.p_level * Statptr->c_maxbrains + 200.0);
-    Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
-
-    /*
-     * some implementations have problems with floating point compare
-     * we work around it with this stuff
-     */
-    Player.p_gold = floor(Player.p_gold) + 0.1;
-    Player.p_gems = floor(Player.p_gems) + 0.1;
-    Player.p_mana = floor(Player.p_mana) + 0.1;
-
-    if (Player.p_ring.ring_type != R_NONE)
-       /* do ring things */
+               dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
+               dtemp = MAX(0.1, dtemp);
+       } else
+               dtemp = 1.0;
+       Player.p_might = dtemp * Player.p_strength + Player.p_sword;
+
+       /* insure that important things are within limits */
+       Player.p_quksilver = MIN(99.0, Player.p_quksilver);
+       Player.p_mana = MIN(Player.p_mana,
+           Player.p_level * Statptr->c_maxmana + 1000.0);
+       Player.p_brains = MIN(Player.p_brains,
+           Player.p_level * Statptr->c_maxbrains + 200.0);
+       Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
+
+       /*
+         * some implementations have problems with floating point compare
+         * we work around it with this stuff
+         */
+       Player.p_gold = floor(Player.p_gold) + 0.1;
+       Player.p_gems = floor(Player.p_gems) + 0.1;
+       Player.p_mana = floor(Player.p_mana) + 0.1;
+
+       if (Player.p_ring.ring_type != R_NONE)
+               /* do ring things */
        {
-       /* rest to max */
-       Player.p_energy = Player.p_maxenergy + Player.p_shield;
+               /* rest to max */
+               Player.p_energy = Player.p_maxenergy + Player.p_shield;
+
+               if (Player.p_ring.ring_duration <= 0)
+                       /* clean up expired rings */
+                       switch (Player.p_ring.ring_type) {
+                       case R_BAD:     /* ring drives player crazy */
+                               Player.p_ring.ring_type = R_SPOILED;
+                               Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
+                               break;
 
-        if (Player.p_ring.ring_duration <= 0)
-           /* clean up expired rings */
-           switch (Player.p_ring.ring_type)
-               {
-               case R_BAD:     /* ring drives player crazy */
-                   Player.p_ring.ring_type = R_SPOILED;
-                   Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
-                   break;
-
-               case R_NAZREG:  /* ring disappears */
-                   Player.p_ring.ring_type = R_NONE;
-                   break;
-
-               case R_SPOILED: /* ring kills player */
-                   death("A cursed ring");
-                   break;
-
-               case R_DLREG:   /* this ring doesn't expire */
-                   Player.p_ring.ring_duration = 0;
-                   break;
-               }
-       }
+                       case R_NAZREG:  /* ring disappears */
+                               Player.p_ring.ring_type = R_NONE;
+                               break;
+
+                       case R_SPOILED: /* ring kills player */
+                               death("A cursed ring");
+                               break;
 
-    if (Player.p_age / N_AGE > Player.p_degenerated)
-       /* age player slightly */
+                       case R_DLREG:   /* this ring doesn't expire */
+                               Player.p_ring.ring_duration = 0;
+                               break;
+                       }
+       }
+       if (Player.p_age / N_AGE > Player.p_degenerated)
+               /* age player slightly */
        {
-       ++Player.p_degenerated;
-       if (Player.p_quickness > 23.0)
-           Player.p_quickness *= 0.99;
-       Player.p_strength *= 0.97;
-       Player.p_brains *= 0.95;
-       Player.p_magiclvl *= 0.97;
-       Player.p_maxenergy *= 0.95;
-       Player.p_quksilver *= 0.95;
-       Player.p_sword *= 0.93;
-       Player.p_shield *= 0.93;
+               ++Player.p_degenerated;
+               if (Player.p_quickness > 23.0)
+                       Player.p_quickness *= 0.99;
+               Player.p_strength *= 0.97;
+               Player.p_brains *= 0.95;
+               Player.p_magiclvl *= 0.97;
+               Player.p_maxenergy *= 0.95;
+               Player.p_quksilver *= 0.95;
+               Player.p_sword *= 0.93;
+               Player.p_shield *= 0.93;
        }
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: initplayer()
-/
-/ FUNCTION: initialize a character
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      struct player *playerp - pointer to structure to init
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: floor(), drandom()
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Put a bunch of default values in the given structure.
-/
-/************************************************************************/
 
+void
 initplayer(playerp)
-register struct  player   *playerp;
+       struct player *playerp;
 {
-    playerp->p_experience =
-    playerp->p_level =
-    playerp->p_strength =
-    playerp->p_sword =
-    playerp->p_might =
-    playerp->p_energy =
-    playerp->p_maxenergy =
-    playerp->p_shield =
-    playerp->p_quickness =
-    playerp->p_quksilver =
-    playerp->p_speed =
-    playerp->p_magiclvl =
-    playerp->p_mana =
-    playerp->p_brains =
-    playerp->p_poison =
-    playerp->p_gems =
-    playerp->p_sin =
-    playerp->p_1scratch =
-    playerp->p_2scratch = 0.0;
-
-    playerp->p_gold = ROLL(50.0, 75.0) + 0.1;  /* give some gold */
-
-    playerp->p_x = ROLL(-125.0, 251.0);
-    playerp->p_y = ROLL(-125.0, 251.0);                /* give random x, y */
-
-    /* clear ring */
-    playerp->p_ring.ring_type = R_NONE;
-    playerp->p_ring.ring_duration = 0;
-    playerp->p_ring.ring_inuse = FALSE;
-
-    playerp->p_age = 0L;
-
-    playerp->p_degenerated = 1;                        /* don't degenerate initially */
-
-    playerp->p_type = C_FIGHTER;               /* default */
-    playerp->p_specialtype = SC_NONE;
-    playerp->p_lives =
-    playerp->p_crowns = 
-    playerp->p_charms =
-    playerp->p_amulets =
-    playerp->p_holywater =
-    playerp->p_lastused = 0;
-    playerp->p_status = S_NOTUSED;
-    playerp->p_tampered = T_OFF;
-    playerp->p_istat = I_OFF;
-
-    playerp->p_palantir =
-    playerp->p_blessing =
-    playerp->p_virgin =
-    playerp->p_blindness = FALSE;
-
-    playerp->p_name[0] =
-    playerp->p_password[0] =
-    playerp->p_login[0] = '\0';
+       playerp->p_experience =
+           playerp->p_level =
+           playerp->p_strength =
+           playerp->p_sword =
+           playerp->p_might =
+           playerp->p_energy =
+           playerp->p_maxenergy =
+           playerp->p_shield =
+           playerp->p_quickness =
+           playerp->p_quksilver =
+           playerp->p_speed =
+           playerp->p_magiclvl =
+           playerp->p_mana =
+           playerp->p_brains =
+           playerp->p_poison =
+           playerp->p_gems =
+           playerp->p_sin =
+           playerp->p_1scratch =
+           playerp->p_2scratch = 0.0;
+
+       playerp->p_gold = ROLL(50.0, 75.0) + 0.1;       /* give some gold */
+
+       playerp->p_x = ROLL(-125.0, 251.0);
+       playerp->p_y = ROLL(-125.0, 251.0);     /* give random x, y */
+
+       /* clear ring */
+       playerp->p_ring.ring_type = R_NONE;
+       playerp->p_ring.ring_duration = 0;
+       playerp->p_ring.ring_inuse = FALSE;
+
+       playerp->p_age = 0L;
+
+       playerp->p_degenerated = 1;     /* don't degenerate initially */
+
+       playerp->p_type = C_FIGHTER;    /* default */
+       playerp->p_specialtype = SC_NONE;
+       playerp->p_lives =
+           playerp->p_crowns =
+           playerp->p_charms =
+           playerp->p_amulets =
+           playerp->p_holywater =
+           playerp->p_lastused = 0;
+       playerp->p_status = S_NOTUSED;
+       playerp->p_tampered = T_OFF;
+       playerp->p_istat = I_OFF;
+
+       playerp->p_palantir =
+           playerp->p_blessing =
+           playerp->p_virgin =
+           playerp->p_blindness = FALSE;
+
+       playerp->p_name[0] =
+           playerp->p_password[0] =
+           playerp->p_login[0] = '\0';
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: readmessage()
-/
-/ FUNCTION: read message from other players
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
-/
-/ GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      If there is a message from other players, print it.
-/
-/************************************************************************/
 
+void
 readmessage()
 {
-    move(3, 0);
-    clrtoeol();
-    fseek(Messagefp, 0L, 0);
-    if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
-       addstr(Databuf);
+       move(3, 0);
+       clrtoeol();
+       fseek(Messagefp, 0L, SEEK_SET);
+       if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
+               addstr(Databuf);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: error()
-/
-/ FUNCTION: process evironment error
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      char *whichfile - pointer to name of file which caused error
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: wclear(), cleanup()
-/
-/ GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Print message about offending file, and exit.
-/
-/************************************************************************/
 
+void
 error(whichfile)
-       char    *whichfile;
+       const char   *whichfile;
 {
-       int     (*funcp) __P((const char *, ...));
-
-    if (Windows)
-       {
-       funcp = printw;
-       clear();
-       }
-    else
-       funcp = printf;
-
-    (*funcp)("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
-    (*funcp)("Please run 'setup' to determine the problem.\n");
-    cleanup(TRUE);
-    /*NOTREACHED*/
+       int     (*funcp) __P((const char *,...));
+
+       if (Windows) {
+               funcp = printw;
+               clear();
+       } else
+               funcp = printf;
+
+       (*funcp) ("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
+       (*funcp) ("Please run 'setup' to determine the problem.\n");
+       cleanup(TRUE);
+       /* NOTREACHED */
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: distance()
-/
-/ FUNCTION: calculate distance between two points
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS: 
-/      double x1, y1 - x, y coordinates of first point
-/      double x2, y2 - x, y coordinates of second point
-/
-/ RETURN VALUE: distance between the two points
-/
-/ MODULES CALLED: sqrt()
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      This function is provided because someone's hypot() library function
-/      fails if x1 == x2 && y1 == y2.
-/
-/************************************************************************/
 
 double
 distance(x1, x2, y1, y2)
-double x1, x2, y1, y2;
+       double  x1, x2, y1, y2;
 {
-double deltax, deltay;
+       double  deltax, deltay;
 
-    deltax = x1 - x2;
-    deltay = y1 - y2;
-    return(sqrt(deltax * deltax + deltay * deltay));
+       deltax = x1 - x2;
+       deltay = y1 - y2;
+       return (sqrt(deltax * deltax + deltay * deltay));
 }
 
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: ill_sig()
-/
-/ FUNCTION: exit upon trapping an illegal signal
-/
-/ AUTHOR: E. A. Estes, 12/4/85
-/
-/ ARGUMENTS:
-/      int whichsig - signal which occured to cause jump to here
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: wclear(), printw(), cleanup()
-/
-/ GLOBAL INPUTS: *stdscr
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      When an illegal signal is caught, print a message, and cleanup.
-/
-/************************************************************************/
-
+void
 ill_sig(whichsig)
-int whichsig;
+       int     whichsig;
 {
-    clear();
-    if (!(whichsig == SIGINT || whichsig == SIGQUIT))
-       printw("Error: caught signal # %d.\n", whichsig);
-    cleanup(TRUE);
-    /*NOTREACHED*/
+       clear();
+       if (!(whichsig == SIGINT || whichsig == SIGQUIT))
+               printw("Error: caught signal # %d.\n", whichsig);
+       cleanup(TRUE);
+       /* NOTREACHED */
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: descrstatus()
-/
-/ FUNCTION: return a string describing the player status
-/
-/ AUTHOR: E. A. Estes, 3/3/86
-/
-/ ARGUMENTS:
-/      struct player playerp - pointer to player structure to describe
-/
-/ RETURN VALUE: string describing player's status
-/
-/ MODULES CALLED: none
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Return verbal description of player status.
-/      If player status is S_PLAYING, check for low energy and blindness.
-/
-/************************************************************************/
-
-char   *
+
+const char *
 descrstatus(playerp)
-register struct player *playerp;
+       struct player *playerp;
 {
-    switch (playerp->p_status)
-       {
+       switch (playerp->p_status) {
        case S_PLAYING:
-           if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
-               return("Low Energy");
-           else if (playerp->p_blindness)
-               return("Blind");
-           else
-               return("In game");
+               if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
+                       return ("Low Energy");
+               else
+                       if (playerp->p_blindness)
+                               return ("Blind");
+                       else
+                               return ("In game");
 
        case S_CLOAKED:
-           return("Cloaked");
+               return ("Cloaked");
 
        case S_INBATTLE:
-           return("In Battle");
+               return ("In Battle");
 
        case S_MONSTER:
-           return("Encounter");
+               return ("Encounter");
 
        case S_TRADING:
-           return("Trading");
+               return ("Trading");
 
        case S_OFF:
-           return("Off");
+               return ("Off");
 
        case S_HUNGUP:
-           return("Hung up");
+               return ("Hung up");
 
        default:
-           return("");
+               return ("");
        }
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: drandom()
-/
-/ FUNCTION: return a random floating point number from 0.0 < 1.0
-/
-/ AUTHOR: E. A. Estes, 2/7/86
-/
-/ ARGUMENTS: none
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: random()
-/
-/ GLOBAL INPUTS: none
-/
-/ GLOBAL OUTPUTS: none
-/
-/ DESCRIPTION:
-/      Convert random integer from library routine into a floating
-/      point number, and divide by the largest possible random number.
-/      We mask large integers with 32767 to handle sites that return
-/      31 bit random integers.
-/
-/************************************************************************/
 
 double
 drandom()
 {
-    if (sizeof(int) != 2)
-       /* use only low bits */
-       return((double) (random() & 0x7fff) / 32768.0);
-    else
-       return((double) random() / 32768.0);
+       if (sizeof(int) != 2)
+               /* use only low bits */
+               return ((double) (random() & 0x7fff) / 32768.0);
+       else
+               return ((double) random() / 32768.0);
 }
-/*\f*/
-/************************************************************************
-/
-/ FUNCTION NAME: collecttaxes()
-/
-/ FUNCTION: collect taxes from current player
-/
-/ AUTHOR: E. A. Estes, 2/7/86
-/
-/ ARGUMENTS:
-/      double gold - amount of gold to tax
-/      double gems - amount of gems to tax
-/
-/ RETURN VALUE: none
-/
-/ MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
-/
-/ GLOBAL INPUTS: Player
-/
-/ GLOBAL OUTPUTS: Player
-/
-/ DESCRIPTION:
-/      Pay taxes on gold and gems.  If the player does not have enough
-/      gold to pay taxes on the added gems, convert some gems to gold.
-/      Add taxes to tax data base; add remaining gold and gems to
-/      player's cache.
-/
-/************************************************************************/
 
+void
 collecttaxes(gold, gems)
-double gold;
-double gems;
+       double  gold;
+       double  gems;
 {
-FILE   *fp;            /* to update Goldfile */
-double dtemp;          /* for temporary calculations */
-double taxes;          /* tax liability */
+       FILE   *fp;             /* to update Goldfile */
+       double  dtemp;          /* for temporary calculations */
+       double  taxes;          /* tax liability */
 
-    /* add to cache */
-    Player.p_gold += gold;
-    Player.p_gems += gems;
+       /* add to cache */
+       Player.p_gold += gold;
+       Player.p_gems += gems;
 
-    /* calculate tax liability */
-    taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
+       /* calculate tax liability */
+       taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
 
-    if (Player.p_gold < taxes)
-       /* not enough gold to pay taxes, must convert some gems to gold */
+       if (Player.p_gold < taxes)
+               /* not enough gold to pay taxes, must convert some gems to
+                * gold */
        {
-       dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
-
-       if (Player.p_gems >= dtemp)
-           /* player has enough to convert */
-           {
-           Player.p_gems -= dtemp;
-           Player.p_gold += dtemp * N_GEMVALUE;
-           }
-       else
-           /* take everything; this should never happen */
-           {
-           Player.p_gold += Player.p_gems * N_GEMVALUE;
-           Player.p_gems = 0.0;
-           taxes = Player.p_gold;
-           }
-       }
+               dtemp = floor(taxes / N_GEMVALUE + 1.0);        /* number of gems to
+                                                                * convert */
 
-    Player.p_gold -= taxes;
+               if (Player.p_gems >= dtemp)
+                       /* player has enough to convert */
+               {
+                       Player.p_gems -= dtemp;
+                       Player.p_gold += dtemp * N_GEMVALUE;
+               } else
+                       /* take everything; this should never happen */
+               {
+                       Player.p_gold += Player.p_gems * N_GEMVALUE;
+                       Player.p_gems = 0.0;
+                       taxes = Player.p_gold;
+               }
+       }
+       Player.p_gold -= taxes;
 
-    if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
-       /* update taxes */
+       if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
+               /* update taxes */
        {
-       dtemp = 0.0;
-       fread((char *) &dtemp, sizeof(double), 1, fp);
-       dtemp += floor(taxes);
-       fseek(fp, 0L, 0);
-       fwrite((char *) &dtemp, sizeof(double), 1, fp);
-       fclose(fp);
+               dtemp = 0.0;
+               fread((char *) &dtemp, sizeof(double), 1, fp);
+               dtemp += floor(taxes);
+               fseek(fp, 0L, SEEK_SET);
+               fwrite((char *) &dtemp, sizeof(double), 1, fp);
+               fclose(fp);
        }
 }