58b3287ba1
curses.h: define phbool and use it where necessary to avoid declaring functions with one bool and defining them with the other. Reviewed by <hubertf>.
1074 lines
26 KiB
C
1074 lines
26 KiB
C
/* $NetBSD: misc.c,v 1.14 2005/02/15 12:58:21 jsm Exp $ */
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/*
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* misc.c Phantasia miscellaneous support routines
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*/
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#include "include.h"
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#undef bool
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#include <curses.h>
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void
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movelevel()
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{
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const 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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const char *
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descrlocation(playerp, shortflag)
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struct player *playerp;
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phbool 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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const char *label; /* pointer to place name */
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static const char *const 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
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if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
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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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} else
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if (circle >= 55)
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label = "Morannon";
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else
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if (circle >= 35)
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label = "Kennaquahair";
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else
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if (circle >= 20)
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label = "The Dead Marshes";
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else
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if (circle >= 9)
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label = "The Outer Waste";
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else
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if (circle >= 5)
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label = "The Moors Adventurous";
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else {
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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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/* this
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*
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* expr
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* essi
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* on
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* is
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* spli
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* t
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* to
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* prev
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* ent
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* comp
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* iler
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*
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* loop
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*
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* with
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*
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* some
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*
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* comp
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* iler
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* s */
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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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void
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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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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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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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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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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
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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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if (numitems < Player.p_shield)
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NOBETTER();
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else {
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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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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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if (drandom() * numitems > Player.p_level / 10.0
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&& numitems != 1) {
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printw("\nYou blew your mind!\n");
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Player.p_brains /= 5;
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} else {
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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
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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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if (numitems < Player.p_sword)
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NOBETTER();
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else {
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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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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
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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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if (numitems < Player.p_quksilver)
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NOBETTER();
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else {
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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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case '7':
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if (Player.p_blessing) {
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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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if (ch == 'Y') {
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if (Player.p_gold < blessingcost)
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++cheat;
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else {
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cheat = 0;
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Player.p_gold -= blessingcost;
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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_blessing = TRUE;
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}
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}
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break;
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}
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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);
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numitems = floor(infloat());
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if (numitems > Player.p_gems || numitems < 0)
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++cheat;
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else {
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cheat = 0;
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Player.p_gems -= numitems;
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Player.p_gold += numitems * N_GEMVALUE;
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}
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}
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if (cheat == 1)
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mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
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else
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if (cheat == 2) {
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mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
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printw("a %.0f level magic user, and you made %s mad!\n",
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ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
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altercoordinates(0.0, 0.0, A_FAR);
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Player.p_energy /= 2.0;
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++Player.p_sin;
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more(23);
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return;
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} else
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if (dishonest) {
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mvaddstr(17, 0, "The merchant stole your money!");
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refresh();
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altercoordinates(Player.p_x - Player.p_x / 10.0,
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Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
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sleep(2);
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return;
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}
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}
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}
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void
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displaystats()
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{
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mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
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mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
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Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
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Player.p_mana, Users);
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mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
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Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
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Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
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}
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void
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allstatslist()
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{
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static const char *const flags[] = /* to print value of some bools */
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{
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"False",
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" True"
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};
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mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
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mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
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mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
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mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
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mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
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mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
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mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
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mvprintw(16, 0, "Age : %9ld", Player.p_age);
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mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
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mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
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mvprintw(12, 40, "Charms : %9d", Player.p_charms);
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mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
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mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
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mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
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mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
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mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
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flags[(int)Player.p_blessing],
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flags[Player.p_ring.ring_type != R_NONE],
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flags[(int)Player.p_virgin],
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flags[(int)Player.p_palantir]);
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}
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const char *
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descrtype(playerp, shortflag)
|
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struct player *playerp;
|
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phbool shortflag;
|
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{
|
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int type; /* for caluculating result subscript */
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static const char *const results[] =/* description table */
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{
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" Magic User", " MU",
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" Fighter", " F ",
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" Elf", " E ",
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" Dwarf", " D ",
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" Halfling", " H ",
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" Experimento", " EX",
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" Super", " S ",
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" King", " K ",
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" Council of Wise", " CW",
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" Ex-Valar", " EV",
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" Valar", " V ",
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" ? ", " ? "
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};
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type = playerp->p_type;
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switch (playerp->p_specialtype) {
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case SC_NONE:
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type = playerp->p_type;
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break;
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case SC_KING:
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type = 7;
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break;
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case SC_COUNCIL:
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type = 8;
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break;
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case SC_EXVALAR:
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type = 9;
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break;
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case SC_VALAR:
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type = 10;
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break;
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}
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type *= 2; /* calculate offset */
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if (type > 20)
|
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/* error */
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type = 22;
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if (shortflag)
|
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/* use short descriptions */
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++type;
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if (playerp->p_crowns > 0) {
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strcpy(Databuf, results[type]);
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Databuf[0] = '*';
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return (Databuf);
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} else
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return (results[type]);
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}
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|
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long
|
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findname(name, playerp)
|
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const char *name;
|
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struct player *playerp;
|
|
{
|
|
long loc = 0; /* location in the file */
|
|
|
|
fseek(Playersfp, 0L, SEEK_SET);
|
|
while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
|
|
if (strcmp(playerp->p_name, name) == 0) {
|
|
if (playerp->p_status != S_NOTUSED || Wizard)
|
|
/* found it */
|
|
return (loc);
|
|
}
|
|
loc += SZ_PLAYERSTRUCT;
|
|
}
|
|
|
|
return (-1);
|
|
}
|
|
|
|
long
|
|
allocrecord()
|
|
{
|
|
long loc = 0L; /* location in file */
|
|
|
|
fseek(Playersfp, 0L, SEEK_SET);
|
|
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
|
|
if (Other.p_status == S_NOTUSED)
|
|
/* found an empty record */
|
|
return (loc);
|
|
else
|
|
loc += SZ_PLAYERSTRUCT;
|
|
}
|
|
|
|
/* make a new record */
|
|
initplayer(&Other);
|
|
Player.p_status = S_OFF;
|
|
writerecord(&Other, loc);
|
|
|
|
return (loc);
|
|
}
|
|
|
|
void
|
|
freerecord(playerp, loc)
|
|
struct player *playerp;
|
|
long loc;
|
|
{
|
|
playerp->p_name[0] = CH_MARKDELETE;
|
|
playerp->p_status = S_NOTUSED;
|
|
writerecord(playerp, loc);
|
|
}
|
|
|
|
void
|
|
leavegame()
|
|
{
|
|
|
|
if (Player.p_level < 1.0)
|
|
/* delete character */
|
|
freerecord(&Player, Fileloc);
|
|
else {
|
|
Player.p_status = S_OFF;
|
|
writerecord(&Player, Fileloc);
|
|
}
|
|
|
|
cleanup(TRUE);
|
|
/* NOTREACHED */
|
|
}
|
|
|
|
void
|
|
death(how)
|
|
const char *how;
|
|
{
|
|
FILE *fp; /* for updating various files */
|
|
int ch; /* input */
|
|
static const char *const deathmesg[] =
|
|
/* add more messages here, if desired */
|
|
{
|
|
"You have been wounded beyond repair. ",
|
|
"You have been disemboweled. ",
|
|
"You've been mashed, mauled, and spit upon. (You're dead.)\n",
|
|
"You died! ",
|
|
"You're a complete failure -- you've died!!\n",
|
|
"You have been dealt a fatal blow! "
|
|
};
|
|
|
|
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, SEEK_SET);
|
|
fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
|
|
strcpy(Curmonster.m_name, Player.p_name);
|
|
fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
|
|
fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
|
|
fflush(Monstfp);
|
|
}
|
|
}
|
|
enterscore(); /* update score board */
|
|
|
|
/* 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 *) NULL);
|
|
exit(0);
|
|
/* NOTREACHED */
|
|
}
|
|
cleanup(TRUE);
|
|
/* NOTREACHED */
|
|
}
|
|
|
|
void
|
|
writerecord(playerp, place)
|
|
struct player *playerp;
|
|
long place;
|
|
{
|
|
fseek(Playersfp, place, SEEK_SET);
|
|
fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
|
|
fflush(Playersfp);
|
|
}
|
|
|
|
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)));
|
|
}
|
|
|
|
void
|
|
truncstring(string)
|
|
char *string;
|
|
{
|
|
int length; /* length of string */
|
|
|
|
length = strlen(string);
|
|
while (string[--length] == ' ')
|
|
string[length] = '\0';
|
|
}
|
|
|
|
void
|
|
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;
|
|
}
|
|
|
|
void
|
|
readrecord(playerp, loc)
|
|
struct player *playerp;
|
|
long loc;
|
|
{
|
|
fseek(Playersfp, loc, SEEK_SET);
|
|
fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
|
|
}
|
|
|
|
void
|
|
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;
|
|
}
|
|
}
|
|
|
|
void
|
|
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';
|
|
}
|
|
|
|
void
|
|
readmessage()
|
|
{
|
|
move(3, 0);
|
|
clrtoeol();
|
|
fseek(Messagefp, 0L, SEEK_SET);
|
|
if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
|
|
addstr(Databuf);
|
|
}
|
|
|
|
void
|
|
error(whichfile)
|
|
const char *whichfile;
|
|
{
|
|
int (*funcp)(const char *,...);
|
|
|
|
if (Windows) {
|
|
funcp = printw;
|
|
clear();
|
|
} else
|
|
funcp = printf;
|
|
|
|
(*funcp) ("An unrecoverable error has occurred reading %s. (%s)\n", whichfile, strerror(errno));
|
|
(*funcp) ("Please run 'setup' to determine the problem.\n");
|
|
cleanup(TRUE);
|
|
/* NOTREACHED */
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
void
|
|
ill_sig(whichsig)
|
|
int whichsig;
|
|
{
|
|
clear();
|
|
if (!(whichsig == SIGINT || whichsig == SIGQUIT))
|
|
printw("Error: caught signal # %d.\n", whichsig);
|
|
cleanup(TRUE);
|
|
/* NOTREACHED */
|
|
}
|
|
|
|
const 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 ("");
|
|
}
|
|
}
|
|
|
|
double
|
|
drandom()
|
|
{
|
|
if (sizeof(int) != 2)
|
|
/* use only low bits */
|
|
return ((double) (random() & 0x7fff) / 32768.0);
|
|
else
|
|
return ((double) random() / 32768.0);
|
|
}
|
|
|
|
void
|
|
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, SEEK_SET);
|
|
fwrite((char *) &dtemp, sizeof(double), 1, fp);
|
|
fclose(fp);
|
|
}
|
|
}
|