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authorjtc <jtc@NetBSD.org>1994-10-21 21:19:39 +0000
committerjtc <jtc@NetBSD.org>1994-10-21 21:19:39 +0000
commitbcced3608bdd120315d4ed1d9b9478f7caa4a2f1 (patch)
tree1b68a06d7ec808c1e35e59a8f41e3e609e18490a /phantasia/misc.c
parent77e00dbff29bb84ca1625007d722e38a00e6f601 (diff)
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phantasia(6), from 44lite
Diffstat (limited to 'phantasia/misc.c')
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diff --git a/phantasia/misc.c b/phantasia/misc.c
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+/*
+ * 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.
+/
+/************************************************************************/
+
+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 */
+ {
+ 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 */
+ {
+ 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;
+
+ /* 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 */
+ }
+
+ if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
+ death("Old age");
+}
+/* */
+/************************************************************************
+/
+/ 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 *
+descrlocation(playerp, 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 */
+ {
+ "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";
+ 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 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);
+
+ return(Databuf);
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+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();
+
+ 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;
+
+ 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;
+ 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;
+ }
+ }
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+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));
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+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]);
+}
+/* */
+/************************************************************************
+/
+/ 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 *
+descrtype(playerp, 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)
+ {
+ case SC_NONE:
+ type = playerp->p_type;
+ break;
+
+ case SC_KING:
+ type = 7;
+ break;
+
+ case SC_COUNCIL:
+ type = 8;
+ break;
+
+ case SC_EXVALAR:
+ type = 9;
+ break;
+
+ case SC_VALAR:
+ type = 10;
+ break;
+ }
+
+ type *= 2; /* calculate offset */
+
+ if (type > 20)
+ /* error */
+ type = 22;
+
+ if (shortflag)
+ /* use short descriptions */
+ ++type;
+
+ if (playerp->p_crowns > 0)
+ {
+ strcpy(Databuf, results[type]);
+ Databuf[0] = '*';
+ return(Databuf);
+ }
+ else
+ return(results[type]);
+}
+/* */
+/************************************************************************
+/
+/ 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;
+{
+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;
+ }
+
+ return(-1);
+}
+/* */
+/************************************************************************
+/
+/ 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 */
+
+ 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;
+ }
+
+ /* make a new record */
+ initplayer(&Other);
+ Player.p_status = S_OFF;
+ writerecord(&Other, loc);
+
+ return(loc);
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+freerecord(playerp, loc)
+struct player *playerp;
+long loc;
+{
+ playerp->p_name[0] = CH_MARKDELETE;
+ playerp->p_status = S_NOTUSED;
+ writerecord(playerp, loc);
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+leavegame()
+{
+
+ if (Player.p_level < 1.0)
+ /* delete character */
+ freerecord(&Player, Fileloc);
+ else
+ {
+ Player.p_status = S_OFF;
+ writerecord(&Player, Fileloc);
+ }
+
+ cleanup(TRUE);
+ /*NOTREACHED*/
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+death(how)
+char *how;
+{
+FILE *fp; /* for updating various files */
+int ch; /* input */
+static char *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! "
+ };
+
+ 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);
+ }
+ }
+
+ 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);
+
+ freerecord(&Player, Fileloc);
+
+ 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*/
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+writerecord(playerp, place)
+register struct player *playerp;
+long place;
+{
+ fseek(Playersfp, place, 0);
+ fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
+ fflush(Playersfp);
+}
+/* */
+/************************************************************************
+/
+/ 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;
+{
+ if (experience < 1.1e7)
+ return(floor(pow((experience / 1000.0), 0.4875)));
+ else
+ return(floor(pow((experience / 1250.0), 0.4865)));
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+truncstring(string)
+register char *string;
+{
+register int length; /* length of string */
+
+ length = strlen(string);
+ while (string[--length] == ' ')
+ string[length] = '\0';
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+altercoordinates(xnew, ynew, operation)
+double xnew;
+double ynew;
+int operation;
+{
+ 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_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 (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;
+
+ 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;
+
+ 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;
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+readrecord(playerp, loc)
+register struct player *playerp;
+long loc;
+{
+ fseek(Playersfp, loc, 0);
+ fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+adjuststats()
+{
+double dtemp; /* for temporary calculations */
+
+ if (explevel(Player.p_experience) > Player.p_level)
+ /* move one or more levels */
+ {
+ 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 */
+ {
+ 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;
+
+ 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;
+ }
+ }
+
+ 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;
+ }
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+initplayer(playerp)
+register 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';
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+readmessage()
+{
+ move(3, 0);
+ clrtoeol();
+ fseek(Messagefp, 0L, 0);
+ if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
+ addstr(Databuf);
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+error(whichfile)
+ 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*/
+}
+/* */
+/************************************************************************
+/
+/ 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 deltax, deltay;
+
+ deltax = x1 - x2;
+ deltay = y1 - y2;
+ return(sqrt(deltax * deltax + deltay * deltay));
+}
+
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+ill_sig(whichsig)
+int whichsig;
+{
+ clear();
+ if (!(whichsig == SIGINT || whichsig == SIGQUIT))
+ printw("Error: caught signal # %d.\n", whichsig);
+ cleanup(TRUE);
+ /*NOTREACHED*/
+}
+/* */
+/************************************************************************
+/
+/ 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 *
+descrstatus(playerp)
+register struct player *playerp;
+{
+ 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");
+
+ case S_CLOAKED:
+ return("Cloaked");
+
+ case S_INBATTLE:
+ return("In Battle");
+
+ case S_MONSTER:
+ return("Encounter");
+
+ case S_TRADING:
+ return("Trading");
+
+ case S_OFF:
+ return("Off");
+
+ case S_HUNGUP:
+ return("Hung up");
+
+ default:
+ return("");
+ }
+}
+/* */
+/************************************************************************
+/
+/ 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);
+}
+/* */
+/************************************************************************
+/
+/ 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.
+/
+/************************************************************************/
+
+collecttaxes(gold, gems)
+double gold;
+double gems;
+{
+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;
+
+ /* 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 */
+ {
+ 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;
+ }
+ }
+
+ Player.p_gold -= 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);
+ }
+}