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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);
}
}
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