7bc6d0158f
Idea from: Theo de Raadt <deraadt@openbsd.org>
1709 lines
42 KiB
C
1709 lines
42 KiB
C
/*
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* misc.c Phantasia miscellaneous support routines
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*
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* $FreeBSD$
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*/
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#include <string.h>
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#include "include.h"
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/************************************************************************
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/
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/ FUNCTION NAME: movelevel()
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/
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/ FUNCTION: move player to new level
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/
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/ AUTHOR: E. A. Estes, 12/4/85
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/
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/ ARGUMENTS: none
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/
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/ RETURN VALUE: none
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/
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/ MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
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/
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/ GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
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/
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/ GLOBAL OUTPUTS: Player, Changed
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/
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/ DESCRIPTION:
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/ Use lookup table to increment important statistics when
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/ progressing to new experience level.
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/ Players are rested to maximum as a bonus for making a new
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/ level.
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/ Check for council of wise, and being too big to be king.
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/
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*************************************************************************/
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movelevel()
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{
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struct charstats *statptr; /* for pointing into Stattable */
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double new; /* new level */
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double inc; /* increment between new and old levels */
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Changed = TRUE;
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if (Player.p_type == C_EXPER)
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/* roll a type to use for increment */
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statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
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else
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statptr = Statptr;
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new = explevel(Player.p_experience);
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inc = new - Player.p_level;
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Player.p_level = new;
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/* add increments to statistics */
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Player.p_strength += statptr->c_strength.increase * inc;
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Player.p_mana += statptr->c_mana.increase * inc;
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Player.p_brains += statptr->c_brains.increase * inc;
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Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
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Player.p_maxenergy += statptr->c_energy.increase * inc;
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/* rest to maximum upon reaching new level */
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Player.p_energy = Player.p_maxenergy + Player.p_shield;
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if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
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/* no longer able to be king -- turn crowns into cash */
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{
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Player.p_gold += ((double) Player.p_crowns) * 5000.0;
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Player.p_crowns = 0;
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}
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if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
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/* make a member of the council */
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{
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mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
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addstr("Good Luck on your search for the Holy Grail.\n");
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Player.p_specialtype = SC_COUNCIL;
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/* no rings for council and above */
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Player.p_ring.ring_type = R_NONE;
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Player.p_ring.ring_duration = 0;
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Player.p_lives = 3; /* three extra lives */
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}
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if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
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death("Old age");
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}
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/**/
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/************************************************************************
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/
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/ FUNCTION NAME: descrlocation()
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/
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/ FUNCTION: return a formatted description of location
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/
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/ AUTHOR: E. A. Estes, 12/4/85
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/
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/ ARGUMENTS:
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/ struct player playerp - pointer to player structure
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/ bool shortflag - set if short form is desired
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/
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/ RETURN VALUE: pointer to string containing result
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/
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/ MODULES CALLED: fabs(), floor(), sprintf(), distance()
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/
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/ GLOBAL INPUTS: Databuf[]
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/
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/ GLOBAL OUTPUTS: none
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/
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/ DESCRIPTION:
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/ Look at coordinates and return an appropriately formatted
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/ string.
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/
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*************************************************************************/
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char *
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descrlocation(playerp, shortflag)
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struct player *playerp;
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bool shortflag;
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{
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double circle; /* corresponding circle for coordinates */
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int quadrant; /* quandrant of grid */
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char *label; /* pointer to place name */
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static char *nametable[4][4] = /* names of places */
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{
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"Anorien", "Ithilien", "Rohan", "Lorien",
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"Gondor", "Mordor", "Dunland", "Rovanion",
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"South Gondor", "Khand", "Eriador", "The Iron Hills",
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"Far Harad", "Near Harad", "The Northern Waste", "Rhun"
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};
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if (playerp->p_specialtype == SC_VALAR)
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return(" is in Valhala");
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else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
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{
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if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
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label = "The Point of No Return";
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else
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label = "The Ashen Mountains";
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}
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else if (circle >= 55)
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label = "Morannon";
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else if (circle >= 35)
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label = "Kennaquahair";
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else if (circle >= 20)
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label = "The Dead Marshes";
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else if (circle >= 9)
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label = "The Outer Waste";
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else if (circle >= 5)
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label = "The Moors Adventurous";
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else
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{
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if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
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label = "The Lord's Chamber";
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else
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{
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/* this expression is split to prevent compiler loop with some compilers */
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quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
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quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
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label = nametable[((int) circle) - 1][quadrant];
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}
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}
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if (shortflag)
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sprintf(Databuf, "%.29s", label);
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else
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sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
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return(Databuf);
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}
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/**/
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/************************************************************************
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/
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/ FUNCTION NAME: tradingpost()
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/
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/ FUNCTION: do trading post stuff
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/
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/ AUTHOR: E. A. Estes, 12/4/85
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/
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/ ARGUMENTS: none
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/
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/ RETURN VALUE: none
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/
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/ MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
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/ sleep(), floor(), wmove(), drandom(), wclear(), printw(),
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/ altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
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/ wclrtoeol(), wclrtobot()
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/
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/ GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
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/
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/ GLOBAL OUTPUTS: Player
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/
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/ DESCRIPTION:
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/ Different trading posts have different items.
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/ Merchants cannot be cheated, but they can be dishonest
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/ themselves.
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/
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/ Shields, swords, and quicksilver are not cumulative. This is
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/ one major area of complaint, but there are two reasons for this:
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/ 1) It becomes MUCH too easy to make very large versions
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/ of these items.
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/ 2) In the real world, one cannot simply weld two swords
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/ together to make a bigger one.
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/
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/ At one time, it was possible to sell old weapons at half the purchase
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/ price. This resulted in huge amounts of gold floating around,
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/ and the game lost much of its challenge.
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/
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/ Also, purchasing gems defeats the whole purpose of gold. Gold
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/ is small change for lower level players. They really shouldn't
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/ be able to accumulate more than enough gold for a small sword or
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/ a few books. Higher level players shouldn't even bother to pick
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/ up gold, except maybe to buy mana once in a while.
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/
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*************************************************************************/
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tradingpost()
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{
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double numitems; /* number of items to purchase */
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double cost; /* cost of purchase */
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double blessingcost; /* cost of blessing */
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int ch; /* input */
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int size; /* size of the trading post */
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int loop; /* loop counter */
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int cheat = 0; /* number of times player has tried to cheat */
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bool dishonest = FALSE;/* set when merchant is dishonest */
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Player.p_status = S_TRADING;
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writerecord(&Player, Fileloc);
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clear();
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addstr("You are at a trading post. All purchases must be made with gold.");
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size = sqrt(fabs(Player.p_x / 100)) + 1;
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size = MIN(7, size);
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/* set up cost of blessing */
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blessingcost = 1000.0 * (Player.p_level + 5.0);
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/* print Menu */
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move(7, 0);
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for (loop = 0; loop < size; ++loop)
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/* print Menu */
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{
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if (loop == 6)
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cost = blessingcost;
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else
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cost = Menu[loop].cost;
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printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
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}
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mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
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for (;;)
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{
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adjuststats(); /* truncate any bad values */
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/* print some important statistics */
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mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
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Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
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printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
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Player.p_shield, Player.p_sword, Player.p_quksilver,
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(Player.p_blessing ? " True" : "False"));
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printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
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move(5, 36);
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ch = getanswer("LPS", FALSE);
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move(15, 0);
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clrtobot();
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switch(ch)
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{
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case 'L': /* leave */
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case '\n':
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altercoordinates(0.0, 0.0, A_NEAR);
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return;
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case 'P': /* make purchase */
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mvaddstr(15, 0, "What what would you like to buy ? ");
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ch = getanswer(" 1234567", FALSE);
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move(15, 0);
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clrtoeol();
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if (ch - '0' > size)
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addstr("Sorry, this merchant doesn't have that.");
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else
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switch (ch)
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{
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case '1':
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printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
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Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
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cost = (numitems = floor(infloat())) * Menu[0].cost;
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if (cost > Player.p_gold || numitems < 0)
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++cheat;
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else
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{
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cheat = 0;
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Player.p_gold -= cost;
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if (drandom() < 0.02)
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dishonest = TRUE;
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else
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Player.p_mana += numitems;
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}
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break;
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case '2':
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printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
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Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
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cost = (numitems = floor(infloat())) * Menu[1].cost;
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if (numitems == 0.0)
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break;
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else if (cost > Player.p_gold || numitems < 0)
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++cheat;
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else if (numitems < Player.p_shield)
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NOBETTER();
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else
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{
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cheat = 0;
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Player.p_gold -= cost;
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if (drandom() < 0.02)
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dishonest = TRUE;
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else
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Player.p_shield = numitems;
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}
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break;
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case '3':
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printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
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Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
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cost = (numitems = floor(infloat())) * Menu[2].cost;
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if (cost > Player.p_gold || numitems < 0)
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++cheat;
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else
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{
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cheat = 0;
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Player.p_gold -= cost;
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if (drandom() < 0.02)
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dishonest = TRUE;
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else if (drandom() * numitems > Player.p_level / 10.0
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&& numitems != 1)
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{
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printw("\nYou blew your mind!\n");
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Player.p_brains /= 5;
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}
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else
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{
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Player.p_brains += floor(numitems) * ROLL(20, 8);
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}
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}
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break;
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case '4':
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printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
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Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
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cost = (numitems = floor(infloat())) * Menu[3].cost;
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if (numitems == 0.0)
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break;
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else if (cost > Player.p_gold || numitems < 0)
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++cheat;
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else if (numitems < Player.p_sword)
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NOBETTER();
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else
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{
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cheat = 0;
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Player.p_gold -= cost;
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if (drandom() < 0.02)
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dishonest = TRUE;
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else
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Player.p_sword = numitems;
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}
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break;
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case '5':
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printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
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Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
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cost = (numitems = floor(infloat())) * Menu[4].cost;
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if (cost > Player.p_gold || numitems < 0)
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++cheat;
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else
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{
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cheat = 0;
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Player.p_gold -= cost;
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if (drandom() < 0.02)
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dishonest = TRUE;
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else
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Player.p_charms += numitems;
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}
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break;
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case '6':
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printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
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Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
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cost = (numitems = floor(infloat())) * Menu[5].cost;
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if (numitems == 0.0)
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break;
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else if (cost > Player.p_gold || numitems < 0)
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++cheat;
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else if (numitems < Player.p_quksilver)
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NOBETTER();
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else
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{
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cheat = 0;
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Player.p_gold -= cost;
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if (drandom() < 0.02)
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dishonest = TRUE;
|
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else
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Player.p_quksilver = numitems;
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}
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break;
|
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|
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case '7':
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if (Player.p_blessing)
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{
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addstr("You already have a blessing.");
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break;
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}
|
||
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printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
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ch = getanswer("NY", FALSE);
|
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|
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if (ch == 'Y')
|
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{
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if (Player.p_gold < blessingcost)
|
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++cheat;
|
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else
|
||
{
|
||
cheat = 0;
|
||
Player.p_gold -= blessingcost;
|
||
if (drandom() < 0.02)
|
||
dishonest = TRUE;
|
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else
|
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Player.p_blessing = TRUE;
|
||
}
|
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}
|
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break;
|
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}
|
||
break;
|
||
|
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case 'S': /* sell gems */
|
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mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
|
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(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)
|
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{
|
||
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;
|
||
{
|
||
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)
|
||
char *name;
|
||
struct player *playerp;
|
||
{
|
||
long loc = 0; /* location in the file */
|
||
|
||
fseek(Playersfp, 0L, 0);
|
||
while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
|
||
{
|
||
if (strcmp(playerp->p_name, name) == 0)
|
||
{
|
||
if (playerp->p_status != S_NOTUSED || Wizard)
|
||
/* found it */
|
||
return(loc);
|
||
}
|
||
loc += SZ_PLAYERSTRUCT;
|
||
}
|
||
|
||
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), (char *)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)
|
||
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)
|
||
char *string;
|
||
{
|
||
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)
|
||
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)
|
||
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)
|
||
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);
|
||
}
|
||
}
|