1 /* $NetBSD: misc.c,v 1.18 2009/08/12 08:21:41 dholland Exp $ */
4 * misc.c Phantasia miscellaneous support routines
17 #include "phantdefs.h"
18 #include "phantstruct.h"
19 #include "phantglobs.h"
20 #include "pathnames.h"
26 static double explevel(double);
31 const struct charstats
*statptr
; /* for pointing into Stattable */
32 double new; /* new level */
33 double inc
; /* increment between new and old levels */
37 if (Player
.p_type
== C_EXPER
)
38 /* roll a type to use for increment */
39 statptr
= &Stattable
[(int) ROLL(C_MAGIC
, C_HALFLING
- C_MAGIC
+ 1)];
43 new = explevel(Player
.p_experience
);
44 inc
= new - Player
.p_level
;
47 /* add increments to statistics */
48 Player
.p_strength
+= statptr
->c_strength
.increase
* inc
;
49 Player
.p_mana
+= statptr
->c_mana
.increase
* inc
;
50 Player
.p_brains
+= statptr
->c_brains
.increase
* inc
;
51 Player
.p_magiclvl
+= statptr
->c_magiclvl
.increase
* inc
;
52 Player
.p_maxenergy
+= statptr
->c_energy
.increase
* inc
;
54 /* rest to maximum upon reaching new level */
55 Player
.p_energy
= Player
.p_maxenergy
+ Player
.p_shield
;
57 if (Player
.p_crowns
> 0 && Player
.p_level
>= 1000.0)
58 /* no longer able to be king -- turn crowns into cash */
60 Player
.p_gold
+= ((double) Player
.p_crowns
) * 5000.0;
63 if (Player
.p_level
>= 3000.0 && Player
.p_specialtype
< SC_COUNCIL
)
64 /* make a member of the council */
66 mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
67 addstr("Good Luck on your search for the Holy Grail.\n");
69 Player
.p_specialtype
= SC_COUNCIL
;
71 /* no rings for council and above */
72 Player
.p_ring
.ring_type
= R_NONE
;
73 Player
.p_ring
.ring_duration
= 0;
75 Player
.p_lives
= 3; /* three extra lives */
77 if (Player
.p_level
> 9999.0 && Player
.p_specialtype
!= SC_VALAR
)
82 descrlocation(struct player
*playerp
, phbool shortflag
)
84 double circle
; /* corresponding circle for coordinates */
85 int quadrant
; /* quandrant of grid */
86 const char *label
; /* pointer to place name */
87 static const char *const nametable
[4][4] = /* names of places */
89 {"Anorien", "Ithilien", "Rohan", "Lorien"},
90 {"Gondor", "Mordor", "Dunland", "Rovanion"},
91 {"South Gondor", "Khand", "Eriador", "The Iron Hills"},
92 {"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
95 if (playerp
->p_specialtype
== SC_VALAR
)
96 return (" is in Valhala");
98 if ((circle
= CIRCLE(playerp
->p_x
, playerp
->p_y
)) >= 1000.0) {
99 if (MAX(fabs(playerp
->p_x
), fabs(playerp
->p_y
)) > D_BEYOND
)
100 label
= "The Point of No Return";
102 label
= "The Ashen Mountains";
108 label
= "Kennaquahair";
111 label
= "The Dead Marshes";
114 label
= "The Outer Waste";
117 label
= "The Moors Adventurous";
119 if (playerp
->p_x
== 0.0 && playerp
->p_y
== 0.0)
120 label
= "The Lord's Chamber";
145 quadrant
= ((playerp
->p_x
> 0.0) ? 1 : 0);
146 quadrant
+= ((playerp
->p_y
>= 0.0) ? 2 : 0);
147 label
= nametable
[((int) circle
) - 1][quadrant
];
152 snprintf(Databuf
, SZ_DATABUF
, "%.29s", label
);
154 snprintf(Databuf
, SZ_DATABUF
,
155 " is in %s (%.0f,%.0f)",
156 label
, playerp
->p_x
, playerp
->p_y
);
164 double numitems
; /* number of items to purchase */
165 double cost
; /* cost of purchase */
166 double blessingcost
; /* cost of blessing */
168 int size
; /* size of the trading post */
169 int loop
; /* loop counter */
170 int cheat
= 0; /* number of times player has tried to cheat */
171 bool dishonest
= FALSE
; /* set when merchant is dishonest */
173 Player
.p_status
= S_TRADING
;
174 writerecord(&Player
, Fileloc
);
177 addstr("You are at a trading post. All purchases must be made with gold.");
179 size
= sqrt(fabs(Player
.p_x
/ 100)) + 1;
182 /* set up cost of blessing */
183 blessingcost
= 1000.0 * (Player
.p_level
+ 5.0);
187 for (loop
= 0; loop
< size
; ++loop
)
193 cost
= Menu
[loop
].cost
;
194 printw("(%d) %-12s: %6.0f\n", loop
+ 1, Menu
[loop
].item
, cost
);
197 mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
200 adjuststats(); /* truncate any bad values */
202 /* print some important statistics */
203 mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
204 Player
.p_gold
, Player
.p_gems
, Player
.p_level
, Player
.p_charms
);
205 printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
206 Player
.p_shield
, Player
.p_sword
, Player
.p_quksilver
,
207 (Player
.p_blessing
? " True" : "False"));
208 printw("Brains: %9.0f Mana: %9.0f", Player
.p_brains
, Player
.p_mana
);
211 ch
= getanswer("LPS", FALSE
);
215 case 'L': /* leave */
217 altercoordinates(0.0, 0.0, A_NEAR
);
220 case 'P': /* make purchase */
221 mvaddstr(15, 0, "What what would you like to buy ? ");
222 ch
= getanswer(" 1234567", FALSE
);
227 addstr("Sorry, this merchant doesn't have that.");
231 printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
232 Menu
[0].cost
, floor(Player
.p_gold
/ Menu
[0].cost
));
233 cost
= (numitems
= floor(infloat())) * Menu
[0].cost
;
235 if (cost
> Player
.p_gold
|| numitems
< 0)
239 Player
.p_gold
-= cost
;
240 if (drandom() < 0.02)
243 Player
.p_mana
+= numitems
;
248 printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
249 Menu
[1].cost
, floor(Player
.p_gold
/ Menu
[1].cost
));
250 cost
= (numitems
= floor(infloat())) * Menu
[1].cost
;
255 if (cost
> Player
.p_gold
|| numitems
< 0)
258 if (numitems
< Player
.p_shield
)
262 Player
.p_gold
-= cost
;
263 if (drandom() < 0.02)
266 Player
.p_shield
= numitems
;
271 printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
272 Menu
[2].cost
, floor(Player
.p_gold
/ Menu
[2].cost
));
273 cost
= (numitems
= floor(infloat())) * Menu
[2].cost
;
275 if (cost
> Player
.p_gold
|| numitems
< 0)
279 Player
.p_gold
-= cost
;
280 if (drandom() < 0.02)
283 if (drandom() * numitems
> Player
.p_level
/ 10.0
285 printw("\nYou blew your mind!\n");
286 Player
.p_brains
/= 5;
288 Player
.p_brains
+= floor(numitems
) * ROLL(20, 8);
294 printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
295 Menu
[3].cost
, floor(Player
.p_gold
/ Menu
[3].cost
));
296 cost
= (numitems
= floor(infloat())) * Menu
[3].cost
;
301 if (cost
> Player
.p_gold
|| numitems
< 0)
304 if (numitems
< Player
.p_sword
)
308 Player
.p_gold
-= cost
;
309 if (drandom() < 0.02)
312 Player
.p_sword
= numitems
;
317 printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
318 Menu
[4].cost
, floor(Player
.p_gold
/ Menu
[4].cost
));
319 cost
= (numitems
= floor(infloat())) * Menu
[4].cost
;
321 if (cost
> Player
.p_gold
|| numitems
< 0)
325 Player
.p_gold
-= cost
;
326 if (drandom() < 0.02)
329 Player
.p_charms
+= numitems
;
334 printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
335 Menu
[5].cost
, floor(Player
.p_gold
/ Menu
[5].cost
));
336 cost
= (numitems
= floor(infloat())) * Menu
[5].cost
;
341 if (cost
> Player
.p_gold
|| numitems
< 0)
344 if (numitems
< Player
.p_quksilver
)
348 Player
.p_gold
-= cost
;
349 if (drandom() < 0.02)
352 Player
.p_quksilver
= numitems
;
357 if (Player
.p_blessing
) {
358 addstr("You already have a blessing.");
361 printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost
);
362 ch
= getanswer("NY", FALSE
);
365 if (Player
.p_gold
< blessingcost
)
369 Player
.p_gold
-= blessingcost
;
370 if (drandom() < 0.02)
373 Player
.p_blessing
= TRUE
;
380 case 'S': /* sell gems */
381 mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
382 (double) N_GEMVALUE
, Player
.p_gems
);
383 numitems
= floor(infloat());
385 if (numitems
> Player
.p_gems
|| numitems
< 0)
389 Player
.p_gems
-= numitems
;
390 Player
.p_gold
+= numitems
* N_GEMVALUE
;
395 mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
398 mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
399 printw("a %.0f level magic user, and you made %s mad!\n",
400 ROLL(Circle
* 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
401 altercoordinates(0.0, 0.0, A_FAR
);
402 Player
.p_energy
/= 2.0;
408 mvaddstr(17, 0, "The merchant stole your money!");
410 altercoordinates(Player
.p_x
- Player
.p_x
/ 10.0,
411 Player
.p_y
- Player
.p_y
/ 10.0, A_SPECIFIC
);
421 mvprintw(0, 0, "%s%s\n", Player
.p_name
, descrlocation(&Player
, FALSE
));
422 mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
423 Player
.p_level
, Player
.p_energy
, Player
.p_maxenergy
+ Player
.p_shield
,
424 Player
.p_mana
, Users
);
425 mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
426 Player
.p_speed
, Player
.p_quickness
+ Player
.p_quksilver
, Player
.p_might
,
427 Player
.p_strength
+ Player
.p_sword
, Player
.p_gold
, descrstatus(&Player
));
433 static const char *const flags
[] = /* to print value of some bools */
439 mvprintw(8, 0, "Type: %s\n", descrtype(&Player
, FALSE
));
441 mvprintw(10, 0, "Experience: %9.0f", Player
.p_experience
);
442 mvprintw(11, 0, "Brains : %9.0f", Player
.p_brains
);
443 mvprintw(12, 0, "Magic Lvl : %9.0f", Player
.p_magiclvl
);
444 mvprintw(13, 0, "Sin : %9.5f", Player
.p_sin
);
445 mvprintw(14, 0, "Poison : %9.5f", Player
.p_poison
);
446 mvprintw(15, 0, "Gems : %9.0f", Player
.p_gems
);
447 mvprintw(16, 0, "Age : %9ld", Player
.p_age
);
448 mvprintw(10, 40, "Holy Water: %9d", Player
.p_holywater
);
449 mvprintw(11, 40, "Amulets : %9d", Player
.p_amulets
);
450 mvprintw(12, 40, "Charms : %9d", Player
.p_charms
);
451 mvprintw(13, 40, "Crowns : %9d", Player
.p_crowns
);
452 mvprintw(14, 40, "Shield : %9.0f", Player
.p_shield
);
453 mvprintw(15, 40, "Sword : %9.0f", Player
.p_sword
);
454 mvprintw(16, 40, "Quickslver: %9.0f", Player
.p_quksilver
);
456 mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
457 flags
[(int)Player
.p_blessing
],
458 flags
[Player
.p_ring
.ring_type
!= R_NONE
],
459 flags
[(int)Player
.p_virgin
],
460 flags
[(int)Player
.p_palantir
]);
464 descrtype(struct player
*playerp
, phbool shortflag
)
466 int type
; /* for caluculating result subscript */
467 static const char *const results
[] =/* description table */
469 " Magic User", " MU",
474 " Experimento", " EX",
477 " Council of Wise", " CW",
483 type
= playerp
->p_type
;
485 switch (playerp
->p_specialtype
) {
487 type
= playerp
->p_type
;
507 type
*= 2; /* calculate offset */
514 /* use short descriptions */
517 if (playerp
->p_crowns
> 0) {
518 strcpy(Databuf
, results
[type
]);
522 return (results
[type
]);
526 findname(const char *name
, struct player
*playerp
)
528 long loc
= 0; /* location in the file */
530 fseek(Playersfp
, 0L, SEEK_SET
);
531 while (fread((char *) playerp
, SZ_PLAYERSTRUCT
, 1, Playersfp
) == 1) {
532 if (strcmp(playerp
->p_name
, name
) == 0) {
533 if (playerp
->p_status
!= S_NOTUSED
|| Wizard
)
537 loc
+= SZ_PLAYERSTRUCT
;
546 long loc
= 0L; /* location in file */
548 fseek(Playersfp
, 0L, SEEK_SET
);
549 while (fread((char *) &Other
, SZ_PLAYERSTRUCT
, 1, Playersfp
) == 1) {
550 if (Other
.p_status
== S_NOTUSED
)
551 /* found an empty record */
554 loc
+= SZ_PLAYERSTRUCT
;
557 /* make a new record */
559 Player
.p_status
= S_OFF
;
560 writerecord(&Other
, loc
);
566 freerecord(struct player
*playerp
, long loc
)
568 playerp
->p_name
[0] = CH_MARKDELETE
;
569 playerp
->p_status
= S_NOTUSED
;
570 writerecord(playerp
, loc
);
577 if (Player
.p_level
< 1.0)
578 /* delete character */
579 freerecord(&Player
, Fileloc
);
581 Player
.p_status
= S_OFF
;
582 writerecord(&Player
, Fileloc
);
590 death(const char *how
)
592 FILE *fp
; /* for updating various files */
594 static const char *const deathmesg
[] =
595 /* add more messages here, if desired */
597 "You have been wounded beyond repair. ",
598 "You have been disemboweled. ",
599 "You've been mashed, mauled, and spit upon. (You're dead.)\n",
601 "You're a complete failure -- you've died!!\n",
602 "You have been dealt a fatal blow! "
607 if (strcmp(how
, "Stupidity") != 0) {
608 if (Player
.p_level
> 9999.0)
610 addstr("Characters must be retired upon reaching level 10000. Sorry.");
612 if (Player
.p_lives
> 0)
615 addstr("You should be more cautious. You've been killed.\n");
616 printw("You only have %d more chance(s).\n", --Player
.p_lives
);
618 Player
.p_energy
= Player
.p_maxenergy
;
621 if (Player
.p_specialtype
== SC_VALAR
) {
622 addstr("You had your chances, but Valar aren't totally\n");
623 addstr("immortal. You are now left to wither and die . . .\n");
625 Player
.p_brains
= Player
.p_level
/ 25.0;
626 Player
.p_energy
= Player
.p_maxenergy
/= 5.0;
627 Player
.p_quksilver
= Player
.p_sword
= 0.0;
628 Player
.p_specialtype
= SC_COUNCIL
;
631 if (Player
.p_ring
.ring_inuse
&&
632 (Player
.p_ring
.ring_type
== R_DLREG
|| Player
.p_ring
.ring_type
== R_NAZREG
))
633 /* good ring in use - saved
636 mvaddstr(4, 0, "Your ring saved you from death!\n");
638 Player
.p_ring
.ring_type
= R_NONE
;
639 Player
.p_energy
= Player
.p_maxenergy
/ 12.0 + 1.0;
640 if (Player
.p_crowns
> 0)
644 if (Player
.p_ring
.ring_type
== R_BAD
645 || Player
.p_ring
.ring_type
== R_SPOILED
)
648 * idiot after player */
651 "Your ring has taken control of you and turned you into a monster!\n");
652 fseek(Monstfp
, 13L * SZ_MONSTERSTRUCT
, SEEK_SET
);
653 fread((char *) &Curmonster
, SZ_MONSTERSTRUCT
, 1, Monstfp
);
654 strcpy(Curmonster
.m_name
, Player
.p_name
);
655 fseek(Monstfp
, 13L * SZ_MONSTERSTRUCT
, SEEK_SET
);
656 fwrite((char *) &Curmonster
, SZ_MONSTERSTRUCT
, 1, Monstfp
);
660 enterscore(); /* update score board */
662 /* put info in last dead file */
663 fp
= fopen(_PATH_LASTDEAD
, "w");
664 fprintf(fp
, "%s (%s, run by %s, level %.0f, killed by %s)",
665 Player
.p_name
, descrtype(&Player
, TRUE
),
666 Player
.p_login
, Player
.p_level
, how
);
669 /* let other players know */
670 fp
= fopen(_PATH_MESS
, "w");
671 fprintf(fp
, "%s was killed by %s.", Player
.p_name
, how
);
674 freerecord(&Player
, Fileloc
);
678 addstr(deathmesg
[(int) ROLL(0.0, (double) sizeof(deathmesg
) / sizeof(char *))]);
679 addstr("Care to give it another try ? ");
680 ch
= getanswer("NY", FALSE
);
684 execl(_PATH_GAMEPROG
, "phantasia", "-s",
685 (Wizard
? "-S" : (char *) NULL
), (char *) NULL
);
694 writerecord(struct player
*playerp
, long place
)
696 fseek(Playersfp
, place
, SEEK_SET
);
697 fwrite((char *) playerp
, SZ_PLAYERSTRUCT
, 1, Playersfp
);
702 explevel(double experience
)
704 if (experience
< 1.1e7
)
705 return (floor(pow((experience
/ 1000.0), 0.4875)));
707 return (floor(pow((experience
/ 1250.0), 0.4865)));
711 truncstring(char *string
)
713 int length
; /* length of string */
715 length
= strlen(string
);
716 while (string
[--length
] == ' ')
717 string
[length
] = '\0';
721 altercoordinates(double xnew
, double ynew
, int operation
)
724 case A_FORCED
: /* move with no checks */
727 case A_NEAR
: /* pick random coordinates near */
728 xnew
= Player
.p_x
+ ROLL(1.0, 5.0);
729 ynew
= Player
.p_y
- ROLL(1.0, 5.0);
730 /* fall through for check */
732 case A_SPECIFIC
: /* just move player */
733 if (Beyond
&& fabs(xnew
) < D_BEYOND
&& fabs(ynew
) < D_BEYOND
)
735 * cannot move back from point of no return
736 * pick the largest coordinate to remain unchanged
739 if (fabs(xnew
) > fabs(ynew
))
740 xnew
= SGN(Player
.p_x
) * MAX(fabs(Player
.p_x
), D_BEYOND
);
742 ynew
= SGN(Player
.p_y
) * MAX(fabs(Player
.p_y
), D_BEYOND
);
746 case A_FAR
: /* pick random coordinates far */
747 xnew
= Player
.p_x
+ SGN(Player
.p_x
) * ROLL(50 * Circle
, 250 * Circle
);
748 ynew
= Player
.p_y
+ SGN(Player
.p_y
) * ROLL(50 * Circle
, 250 * Circle
);
752 /* now set location flags and adjust coordinates */
753 Circle
= CIRCLE(Player
.p_x
= floor(xnew
), Player
.p_y
= floor(ynew
));
755 /* set up flags based upon location */
756 Throne
= Marsh
= Beyond
= FALSE
;
758 if (Player
.p_x
== 0.0 && Player
.p_y
== 0.0)
761 if (Circle
< 35 && Circle
>= 20)
764 if (MAX(fabs(Player
.p_x
), fabs(Player
.p_y
)) >= D_BEYOND
)
771 readrecord(struct player
*playerp
, long loc
)
773 fseek(Playersfp
, loc
, SEEK_SET
);
774 fread((char *) playerp
, SZ_PLAYERSTRUCT
, 1, Playersfp
);
780 double dtemp
; /* for temporary calculations */
782 if (explevel(Player
.p_experience
) > Player
.p_level
)
783 /* move one or more levels */
786 if (Player
.p_level
> 5.0)
789 if (Player
.p_specialtype
== SC_VALAR
)
791 Circle
= Player
.p_level
/ 5.0;
793 /* calculate effective quickness */
794 dtemp
= ((Player
.p_gold
+ Player
.p_gems
/ 2.0) - 1000.0) / Statptr
->c_goldtote
796 dtemp
= MAX(0.0, dtemp
);/* gold slows player down */
797 Player
.p_speed
= Player
.p_quickness
+ Player
.p_quksilver
- dtemp
;
799 /* calculate effective strength */
800 if (Player
.p_poison
> 0.0)
801 /* poison makes player weaker */
803 dtemp
= 1.0 - Player
.p_poison
* Statptr
->c_weakness
/ 800.0;
804 dtemp
= MAX(0.1, dtemp
);
807 Player
.p_might
= dtemp
* Player
.p_strength
+ Player
.p_sword
;
809 /* insure that important things are within limits */
810 Player
.p_quksilver
= MIN(99.0, Player
.p_quksilver
);
811 Player
.p_mana
= MIN(Player
.p_mana
,
812 Player
.p_level
* Statptr
->c_maxmana
+ 1000.0);
813 Player
.p_brains
= MIN(Player
.p_brains
,
814 Player
.p_level
* Statptr
->c_maxbrains
+ 200.0);
815 Player
.p_charms
= MIN(Player
.p_charms
, Player
.p_level
+ 10.0);
818 * some implementations have problems with floating point compare
819 * we work around it with this stuff
821 Player
.p_gold
= floor(Player
.p_gold
) + 0.1;
822 Player
.p_gems
= floor(Player
.p_gems
) + 0.1;
823 Player
.p_mana
= floor(Player
.p_mana
) + 0.1;
825 if (Player
.p_ring
.ring_type
!= R_NONE
)
829 Player
.p_energy
= Player
.p_maxenergy
+ Player
.p_shield
;
831 if (Player
.p_ring
.ring_duration
<= 0)
832 /* clean up expired rings */
833 switch (Player
.p_ring
.ring_type
) {
834 case R_BAD
: /* ring drives player crazy */
835 Player
.p_ring
.ring_type
= R_SPOILED
;
836 Player
.p_ring
.ring_duration
= (short) ROLL(10.0, 25.0);
839 case R_NAZREG
: /* ring disappears */
840 Player
.p_ring
.ring_type
= R_NONE
;
843 case R_SPOILED
: /* ring kills player */
844 death("A cursed ring");
847 case R_DLREG
: /* this ring doesn't expire */
848 Player
.p_ring
.ring_duration
= 0;
852 if (Player
.p_age
/ N_AGE
> Player
.p_degenerated
)
853 /* age player slightly */
855 ++Player
.p_degenerated
;
856 if (Player
.p_quickness
> 23.0)
857 Player
.p_quickness
*= 0.99;
858 Player
.p_strength
*= 0.97;
859 Player
.p_brains
*= 0.95;
860 Player
.p_magiclvl
*= 0.97;
861 Player
.p_maxenergy
*= 0.95;
862 Player
.p_quksilver
*= 0.95;
863 Player
.p_sword
*= 0.93;
864 Player
.p_shield
*= 0.93;
869 initplayer(struct player
*playerp
)
871 playerp
->p_experience
=
873 playerp
->p_strength
=
877 playerp
->p_maxenergy
=
879 playerp
->p_quickness
=
880 playerp
->p_quksilver
=
882 playerp
->p_magiclvl
=
888 playerp
->p_1scratch
=
889 playerp
->p_2scratch
= 0.0;
891 playerp
->p_gold
= ROLL(50.0, 75.0) + 0.1; /* give some gold */
893 playerp
->p_x
= ROLL(-125.0, 251.0);
894 playerp
->p_y
= ROLL(-125.0, 251.0); /* give random x, y */
897 playerp
->p_ring
.ring_type
= R_NONE
;
898 playerp
->p_ring
.ring_duration
= 0;
899 playerp
->p_ring
.ring_inuse
= FALSE
;
903 playerp
->p_degenerated
= 1; /* don't degenerate initially */
905 playerp
->p_type
= C_FIGHTER
; /* default */
906 playerp
->p_specialtype
= SC_NONE
;
911 playerp
->p_holywater
=
912 playerp
->p_lastused
= 0;
913 playerp
->p_status
= S_NOTUSED
;
914 playerp
->p_tampered
= T_OFF
;
915 playerp
->p_istat
= I_OFF
;
917 playerp
->p_palantir
=
918 playerp
->p_blessing
=
920 playerp
->p_blindness
= FALSE
;
923 playerp
->p_password
[0] =
924 playerp
->p_login
[0] = '\0';
932 fseek(Messagefp
, 0L, SEEK_SET
);
933 if (fgets(Databuf
, SZ_DATABUF
, Messagefp
) != NULL
)
938 error(const char *whichfile
)
940 int (*funcp
)(const char *,...);
948 (*funcp
) ("An unrecoverable error has occurred reading %s. (%s)\n", whichfile
, strerror(errno
));
949 (*funcp
) ("Please run 'setup' to determine the problem.\n");
955 distance(double x_1
, double x_2
, double y_1
, double y_2
)
957 double deltax
, deltay
;
961 return (sqrt(deltax
* deltax
+ deltay
* deltay
));
965 ill_sig(int whichsig
)
968 if (!(whichsig
== SIGINT
|| whichsig
== SIGQUIT
))
969 printw("Error: caught signal # %d.\n", whichsig
);
975 descrstatus(struct player
*playerp
)
977 switch (playerp
->p_status
) {
979 if (playerp
->p_energy
< 0.2 * (playerp
->p_maxenergy
+ playerp
->p_shield
))
980 return ("Low Energy");
982 if (playerp
->p_blindness
)
991 return ("In Battle");
994 return ("Encounter");
1013 if (sizeof(int) != 2)
1014 /* use only low bits */
1015 return ((double) (random() & 0x7fff) / 32768.0);
1017 return ((double) random() / 32768.0);
1021 collecttaxes(double gold
, double gems
)
1023 FILE *fp
; /* to update Goldfile */
1024 double dtemp
; /* for temporary calculations */
1025 double taxes
; /* tax liability */
1028 Player
.p_gold
+= gold
;
1029 Player
.p_gems
+= gems
;
1031 /* calculate tax liability */
1032 taxes
= N_TAXAMOUNT
/ 100.0 * (N_GEMVALUE
* gems
+ gold
);
1034 if (Player
.p_gold
< taxes
)
1035 /* not enough gold to pay taxes, must convert some gems to
1038 dtemp
= floor(taxes
/ N_GEMVALUE
+ 1.0); /* number of gems to
1041 if (Player
.p_gems
>= dtemp
)
1042 /* player has enough to convert */
1044 Player
.p_gems
-= dtemp
;
1045 Player
.p_gold
+= dtemp
* N_GEMVALUE
;
1047 /* take everything; this should never happen */
1049 Player
.p_gold
+= Player
.p_gems
* N_GEMVALUE
;
1050 Player
.p_gems
= 0.0;
1051 taxes
= Player
.p_gold
;
1054 Player
.p_gold
-= taxes
;
1056 if ((fp
= fopen(_PATH_GOLD
, "r+")) != NULL
)
1060 fread((char *) &dtemp
, sizeof(double), 1, fp
);
1061 dtemp
+= floor(taxes
);
1062 fseek(fp
, 0L, SEEK_SET
);
1063 fwrite((char *) &dtemp
, sizeof(double), 1, fp
);