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freebsd/games/phantasia/misc.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

1704 lines
42 KiB
C
Raw Blame History

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/*
* misc.c Phantasia miscellaneous support routines
*/
#include "include.h"
/************************************************************************
/
/ FUNCTION NAME: movelevel()
/
/ FUNCTION: move player to new level
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
/
/ GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
/
/ GLOBAL OUTPUTS: Player, Changed
/
/ DESCRIPTION:
/ Use lookup table to increment important statistics when
/ progressing to new experience level.
/ Players are rested to maximum as a bonus for making a new
/ level.
/ Check for council of wise, and being too big to be king.
/
/************************************************************************/
movelevel()
{
register struct charstats *statptr; /* for pointing into Stattable */
double new; /* new level */
double inc; /* increment between new and old levels */
Changed = TRUE;
if (Player.p_type == C_EXPER)
/* roll a type to use for increment */
statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
else
statptr = Statptr;
new = explevel(Player.p_experience);
inc = new - Player.p_level;
Player.p_level = new;
/* add increments to statistics */
Player.p_strength += statptr->c_strength.increase * inc;
Player.p_mana += statptr->c_mana.increase * inc;
Player.p_brains += statptr->c_brains.increase * inc;
Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
Player.p_maxenergy += statptr->c_energy.increase * inc;
/* rest to maximum upon reaching new level */
Player.p_energy = Player.p_maxenergy + Player.p_shield;
if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
/* no longer able to be king -- turn crowns into cash */
{
Player.p_gold += ((double) Player.p_crowns) * 5000.0;
Player.p_crowns = 0;
}
if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
/* make a member of the council */
{
mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
addstr("Good Luck on your search for the Holy Grail.\n");
Player.p_specialtype = SC_COUNCIL;
/* no rings for council and above */
Player.p_ring.ring_type = R_NONE;
Player.p_ring.ring_duration = 0;
Player.p_lives = 3; /* three extra lives */
}
if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
death("Old age");
}
/* */
/************************************************************************
/
/ FUNCTION NAME: descrlocation()
/
/ FUNCTION: return a formatted description of location
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct player playerp - pointer to player structure
/ bool shortflag - set if short form is desired
/
/ RETURN VALUE: pointer to string containing result
/
/ MODULES CALLED: fabs(), floor(), sprintf(), distance()
/
/ GLOBAL INPUTS: Databuf[]
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Look at coordinates and return an appropriately formatted
/ string.
/
/************************************************************************/
char *
descrlocation(playerp, shortflag)
struct player *playerp;
bool shortflag;
{
double circle; /* corresponding circle for coordinates */
register int quadrant; /* quandrant of grid */
register char *label; /* pointer to place name */
static char *nametable[4][4] = /* names of places */
{
"Anorien", "Ithilien", "Rohan", "Lorien",
"Gondor", "Mordor", "Dunland", "Rovanion",
"South Gondor", "Khand", "Eriador", "The Iron Hills",
"Far Harad", "Near Harad", "The Northern Waste", "Rhun"
};
if (playerp->p_specialtype == SC_VALAR)
return(" is in Valhala");
else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0)
{
if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
label = "The Point of No Return";
else
label = "The Ashen Mountains";
}
else if (circle >= 55)
label = "Morannon";
else if (circle >= 35)
label = "Kennaquahair";
else if (circle >= 20)
label = "The Dead Marshes";
else if (circle >= 9)
label = "The Outer Waste";
else if (circle >= 5)
label = "The Moors Adventurous";
else
{
if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
label = "The Lord's Chamber";
else
{
/* this expression is split to prevent compiler loop with some compilers */
quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
label = nametable[((int) circle) - 1][quadrant];
}
}
if (shortflag)
sprintf(Databuf, "%.29s", label);
else
sprintf(Databuf, " is in %s (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
return(Databuf);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: tradingpost()
/
/ FUNCTION: do trading post stuff
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
/ sleep(), floor(), wmove(), drandom(), wclear(), printw(),
/ altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
/ wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Different trading posts have different items.
/ Merchants cannot be cheated, but they can be dishonest
/ themselves.
/
/ Shields, swords, and quicksilver are not cumulative. This is
/ one major area of complaint, but there are two reasons for this:
/ 1) It becomes MUCH too easy to make very large versions
/ of these items.
/ 2) In the real world, one cannot simply weld two swords
/ together to make a bigger one.
/
/ At one time, it was possible to sell old weapons at half the purchase
/ price. This resulted in huge amounts of gold floating around,
/ and the game lost much of its challenge.
/
/ Also, purchasing gems defeats the whole purpose of gold. Gold
/ is small change for lower level players. They really shouldn't
/ be able to accumulate more than enough gold for a small sword or
/ a few books. Higher level players shouldn't even bother to pick
/ up gold, except maybe to buy mana once in a while.
/
/************************************************************************/
tradingpost()
{
double numitems; /* number of items to purchase */
double cost; /* cost of purchase */
double blessingcost; /* cost of blessing */
int ch; /* input */
register int size; /* size of the trading post */
register int loop; /* loop counter */
int cheat = 0; /* number of times player has tried to cheat */
bool dishonest = FALSE;/* set when merchant is dishonest */
Player.p_status = S_TRADING;
writerecord(&Player, Fileloc);
clear();
addstr("You are at a trading post. All purchases must be made with gold.");
size = sqrt(fabs(Player.p_x / 100)) + 1;
size = MIN(7, size);
/* set up cost of blessing */
blessingcost = 1000.0 * (Player.p_level + 5.0);
/* print Menu */
move(7, 0);
for (loop = 0; loop < size; ++loop)
/* print Menu */
{
if (loop == 6)
cost = blessingcost;
else
cost = Menu[loop].cost;
printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
}
mvprintw(5, 0, "L:Leave P:Purchase S:Sell Gems ? ");
for (;;)
{
adjuststats(); /* truncate any bad values */
/* print some important statistics */
mvprintw(1, 0, "Gold: %9.0f Gems: %9.0f Level: %6.0f Charms: %6d\n",
Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
printw("Shield: %9.0f Sword: %9.0f Quicksilver:%3.0f Blessed: %s\n",
Player.p_shield, Player.p_sword, Player.p_quksilver,
(Player.p_blessing ? " True" : "False"));
printw("Brains: %9.0f Mana: %9.0f", Player.p_brains, Player.p_mana);
move(5, 36);
ch = getanswer("LPS", FALSE);
move(15, 0);
clrtobot();
switch(ch)
{
case 'L': /* leave */
case '\n':
altercoordinates(0.0, 0.0, A_NEAR);
return;
case 'P': /* make purchase */
mvaddstr(15, 0, "What what would you like to buy ? ");
ch = getanswer(" 1234567", FALSE);
move(15, 0);
clrtoeol();
if (ch - '0' > size)
addstr("Sorry, this merchant doesn't have that.");
else
switch (ch)
{
case '1':
printw("Mana is one per %.0f gold piece. How many do you want (%.0f max) ? ",
Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
cost = (numitems = floor(infloat())) * Menu[0].cost;
if (cost > Player.p_gold || numitems < 0)
++cheat;
else
{
cheat = 0;
Player.p_gold -= cost;
if (drandom() < 0.02)
dishonest = TRUE;
else
Player.p_mana += numitems;
}
break;
case '2':
printw("Shields are %.0f per +1. How many do you want (%.0f max) ? ",
Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
cost = (numitems = floor(infloat())) * Menu[1].cost;
if (numitems == 0.0)
break;
else if (cost > Player.p_gold || numitems < 0)
++cheat;
else if (numitems < Player.p_shield)
NOBETTER();
else
{
cheat = 0;
Player.p_gold -= cost;
if (drandom() < 0.02)
dishonest = TRUE;
else
Player.p_shield = numitems;
}
break;
case '3':
printw("A book costs %.0f gp. How many do you want (%.0f max) ? ",
Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
cost = (numitems = floor(infloat())) * Menu[2].cost;
if (cost > Player.p_gold || numitems < 0)
++cheat;
else
{
cheat = 0;
Player.p_gold -= cost;
if (drandom() < 0.02)
dishonest = TRUE;
else if (drandom() * numitems > Player.p_level / 10.0
&& numitems != 1)
{
printw("\nYou blew your mind!\n");
Player.p_brains /= 5;
}
else
{
Player.p_brains += floor(numitems) * ROLL(20, 8);
}
}
break;
case '4':
printw("Swords are %.0f gp per +1. How many + do you want (%.0f max) ? ",
Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
cost = (numitems = floor(infloat())) * Menu[3].cost;
if (numitems == 0.0)
break;
else if (cost > Player.p_gold || numitems < 0)
++cheat;
else if (numitems < Player.p_sword)
NOBETTER();
else
{
cheat = 0;
Player.p_gold -= cost;
if (drandom() < 0.02)
dishonest = TRUE;
else
Player.p_sword = numitems;
}
break;
case '5':
printw("A charm costs %.0f gp. How many do you want (%.0f max) ? ",
Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
cost = (numitems = floor(infloat())) * Menu[4].cost;
if (cost > Player.p_gold || numitems < 0)
++cheat;
else
{
cheat = 0;
Player.p_gold -= cost;
if (drandom() < 0.02)
dishonest = TRUE;
else
Player.p_charms += numitems;
}
break;
case '6':
printw("Quicksilver is %.0f gp per +1. How many + do you want (%.0f max) ? ",
Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
cost = (numitems = floor(infloat())) * Menu[5].cost;
if (numitems == 0.0)
break;
else if (cost > Player.p_gold || numitems < 0)
++cheat;
else if (numitems < Player.p_quksilver)
NOBETTER();
else
{
cheat = 0;
Player.p_gold -= cost;
if (drandom() < 0.02)
dishonest = TRUE;
else
Player.p_quksilver = numitems;
}
break;
case '7':
if (Player.p_blessing)
{
addstr("You already have a blessing.");
break;
}
printw("A blessing requires a %.0f gp donation. Still want one ? ", blessingcost);
ch = getanswer("NY", FALSE);
if (ch == 'Y')
if (Player.p_gold < blessingcost)
++cheat;
else
{
cheat = 0;
Player.p_gold -= blessingcost;
if (drandom() < 0.02)
dishonest = TRUE;
else
Player.p_blessing = TRUE;
}
break;
}
break;
case 'S': /* sell gems */
mvprintw(15, 0, "A gem is worth %.0f gp. How many do you want to sell (%.0f max) ? ",
(double) N_GEMVALUE, Player.p_gems);
numitems = floor(infloat());
if (numitems > Player.p_gems || numitems < 0)
++cheat;
else
{
cheat = 0;
Player.p_gems -= numitems;
Player.p_gold += numitems * N_GEMVALUE;
}
}
if (cheat == 1)
mvaddstr(17, 0, "Come on, merchants aren't stupid. Stop cheating.\n");
else if (cheat == 2)
{
mvaddstr(17, 0, "You had your chance. This merchant happens to be\n");
printw("a %.0f level magic user, and you made %s mad!\n",
ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
altercoordinates(0.0, 0.0, A_FAR);
Player.p_energy /= 2.0;
++Player.p_sin;
more(23);
return;
}
else if (dishonest)
{
mvaddstr(17, 0, "The merchant stole your money!");
refresh();
altercoordinates(Player.p_x - Player.p_x / 10.0,
Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
sleep(2);
return;
}
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: displaystats()
/
/ FUNCTION: print out important player statistics
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
/
/ GLOBAL INPUTS: Users, Player
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Important player statistics are printed on the screen.
/
/************************************************************************/
displaystats()
{
mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
mvprintw(1, 0, "Level :%7.0f Energy :%9.0f(%9.0f) Mana :%9.0f Users:%3d\n",
Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
Player.p_mana, Users);
mvprintw(2, 0, "Quick :%3.0f(%3.0f) Strength:%9.0f(%9.0f) Gold :%9.0f %s\n",
Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
}
/* */
/************************************************************************
/
/ FUNCTION NAME: allstatslist()
/
/ FUNCTION: show player items
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: mvprintw(), descrtype()
/
/ GLOBAL INPUTS: Player
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Print out some player statistics of lesser importance.
/
/************************************************************************/
allstatslist()
{
static char *flags[] = /* to print value of some bools */
{
"False",
" True"
};
mvprintw( 8, 0, "Type: %s\n", descrtype(&Player, FALSE));
mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
mvprintw(11, 0, "Brains : %9.0f", Player.p_brains);
mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
mvprintw(13, 0, "Sin : %9.5f", Player.p_sin);
mvprintw(14, 0, "Poison : %9.5f", Player.p_poison);
mvprintw(15, 0, "Gems : %9.0f", Player.p_gems);
mvprintw(16, 0, "Age : %9d", Player.p_age);
mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
mvprintw(11, 40, "Amulets : %9d", Player.p_amulets);
mvprintw(12, 40, "Charms : %9d", Player.p_charms);
mvprintw(13, 40, "Crowns : %9d", Player.p_crowns);
mvprintw(14, 40, "Shield : %9.0f", Player.p_shield);
mvprintw(15, 40, "Sword : %9.0f", Player.p_sword);
mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
mvprintw(18, 0, "Blessing: %s Ring: %s Virgin: %s Palantir: %s",
flags[Player.p_blessing], flags[Player.p_ring.ring_type != R_NONE],
flags[Player.p_virgin], flags[Player.p_palantir]);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: descrtype()
/
/ FUNCTION: return a string specifying player type
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct player playerp - pointer to structure for player
/ bool shortflag - set if short form is desired
/
/ RETURN VALUE: pointer to string describing player type
/
/ MODULES CALLED: strcpy()
/
/ GLOBAL INPUTS: Databuf[]
/
/ GLOBAL OUTPUTS: Databuf[]
/
/ DESCRIPTION:
/ Return a string describing the player type.
/ King, council, valar, supercedes other types.
/ The first character of the string is '*' if the player
/ has a crown.
/ If 'shortflag' is TRUE, return a 3 character string.
/
/************************************************************************/
char *
descrtype(playerp, shortflag)
struct player *playerp;
bool shortflag;
{
register int type; /* for caluculating result subscript */
static char *results[] = /* description table */
{
" Magic User", " MU",
" Fighter", " F ",
" Elf", " E ",
" Dwarf", " D ",
" Halfling", " H ",
" Experimento", " EX",
" Super", " S ",
" King", " K ",
" Council of Wise", " CW",
" Ex-Valar", " EV",
" Valar", " V ",
" ? ", " ? "
};
type = playerp->p_type;
switch (playerp->p_specialtype)
{
case SC_NONE:
type = playerp->p_type;
break;
case SC_KING:
type = 7;
break;
case SC_COUNCIL:
type = 8;
break;
case SC_EXVALAR:
type = 9;
break;
case SC_VALAR:
type = 10;
break;
}
type *= 2; /* calculate offset */
if (type > 20)
/* error */
type = 22;
if (shortflag)
/* use short descriptions */
++type;
if (playerp->p_crowns > 0)
{
strcpy(Databuf, results[type]);
Databuf[0] = '*';
return(Databuf);
}
else
return(results[type]);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: findname()
/
/ FUNCTION: find location in player file of given name
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ char *name - name of character to look for
/ struct player *playerp - pointer of structure to fill
/
/ RETURN VALUE: location of player if found, -1 otherwise
/
/ MODULES CALLED: fread(), fseek(), strcmp()
/
/ GLOBAL INPUTS: Wizard, *Playersfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Search the player file for the player of the given name.
/ If player is found, fill structure with player data.
/
/************************************************************************/
long
findname(name, playerp)
register char *name;
register struct player *playerp;
{
long loc = 0; /* location in the file */
fseek(Playersfp, 0L, 0);
while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
{
if (strcmp(playerp->p_name, name) == 0)
{
if (playerp->p_status != S_NOTUSED || Wizard)
/* found it */
return(loc);
}
loc += SZ_PLAYERSTRUCT;
}
return(-1);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: allocrecord()
/
/ FUNCTION: find space in the player file for a new character
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: location of free space in file
/
/ MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
/
/ GLOBAL INPUTS: Other, *Playersfp
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Search the player file for an unused entry. If none are found,
/ make one at the end of the file.
/
/************************************************************************/
long
allocrecord()
{
long loc = 0L; /* location in file */
fseek(Playersfp, 0L, 0);
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
{
if (Other.p_status == S_NOTUSED)
/* found an empty record */
return(loc);
else
loc += SZ_PLAYERSTRUCT;
}
/* make a new record */
initplayer(&Other);
Player.p_status = S_OFF;
writerecord(&Other, loc);
return(loc);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: freerecord()
/
/ FUNCTION: free up a record on the player file
/
/ AUTHOR: E. A. Estes, 2/7/86
/
/ ARGUMENTS:
/ struct player playerp - pointer to structure to free
/ long loc - location in file to free
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Mark structure as not used, and update player file.
/
/************************************************************************/
freerecord(playerp, loc)
struct player *playerp;
long loc;
{
playerp->p_name[0] = CH_MARKDELETE;
playerp->p_status = S_NOTUSED;
writerecord(playerp, loc);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: leavegame()
/
/ FUNCTION: leave game
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: freerecord(), writerecord(), cleanup()
/
/ GLOBAL INPUTS: Player, Fileloc
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Mark player as inactive, and cleanup.
/ Do not save players below level 1.
/
/************************************************************************/
leavegame()
{
if (Player.p_level < 1.0)
/* delete character */
freerecord(&Player, Fileloc);
else
{
Player.p_status = S_OFF;
writerecord(&Player, Fileloc);
}
cleanup(TRUE);
/*NOTREACHED*/
}
/* */
/************************************************************************
/
/ FUNCTION NAME: death()
/
/ FUNCTION: death routine
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ char *how - pointer to string describing cause of death
/
/ RETURN VALUE: none
/
/ MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
/ fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
/ fwrite(), fflush(), printw(), strcpy(), fclose(), waddstr(), cleanup(),
/ fprintf(), wrefresh(), getanswer(), descrtype()
/
/ GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Kill off current player.
/ Handle rings, and multiple lives.
/ Print an appropriate message.
/ Update scoreboard, lastdead, and let other players know about
/ the demise of their comrade.
/
/************************************************************************/
death(how)
char *how;
{
FILE *fp; /* for updating various files */
int ch; /* input */
static char *deathmesg[] =
/* add more messages here, if desired */
{
"You have been wounded beyond repair. ",
"You have been disemboweled. ",
"You've been mashed, mauled, and spit upon. (You're dead.)\n",
"You died! ",
"You're a complete failure -- you've died!!\n",
"You have been dealt a fatal blow! "
};
clear();
if (strcmp(how, "Stupidity") != 0)
{
if (Player.p_level > 9999.0)
/* old age */
addstr("Characters must be retired upon reaching level 10000. Sorry.");
else if (Player.p_lives > 0)
/* extra lives */
{
addstr("You should be more cautious. You've been killed.\n");
printw("You only have %d more chance(s).\n", --Player.p_lives);
more(3);
Player.p_energy = Player.p_maxenergy;
return;
}
else if (Player.p_specialtype == SC_VALAR)
{
addstr("You had your chances, but Valar aren't totally\n");
addstr("immortal. You are now left to wither and die . . .\n");
more(3);
Player.p_brains = Player.p_level / 25.0;
Player.p_energy = Player.p_maxenergy /= 5.0;
Player.p_quksilver = Player.p_sword = 0.0;
Player.p_specialtype = SC_COUNCIL;
return;
}
else if (Player.p_ring.ring_inuse &&
(Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
/* good ring in use - saved from death */
{
mvaddstr(4, 0, "Your ring saved you from death!\n");
refresh();
Player.p_ring.ring_type = R_NONE;
Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
if (Player.p_crowns > 0)
--Player.p_crowns;
return;
}
else if (Player.p_ring.ring_type == R_BAD
|| Player.p_ring.ring_type == R_SPOILED)
/* bad ring in possession; name idiot after player */
{
mvaddstr(4, 0,
"Your ring has taken control of you and turned you into a monster!\n");
fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
strcpy(Curmonster.m_name, Player.p_name);
fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, 0);
fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
fflush(Monstfp);
}
}
enterscore(); /* update score board */
/* put info in last dead file */
fp = fopen(_PATH_LASTDEAD, "w");
fprintf(fp,"%s (%s, run by %s, level %.0f, killed by %s)",
Player.p_name, descrtype(&Player, TRUE),
Player.p_login, Player.p_level, how);
fclose(fp);
/* let other players know */
fp = fopen(_PATH_MESS, "w");
fprintf(fp, "%s was killed by %s.", Player.p_name, how);
fclose(fp);
freerecord(&Player, Fileloc);
clear();
move(10, 0);
addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
addstr("Care to give it another try ? ");
ch = getanswer("NY", FALSE);
if (ch == 'Y')
{
cleanup(FALSE);
execl(_PATH_GAMEPROG, "phantasia", "-s",
(Wizard ? "-S": (char *) NULL), 0);
exit(0);
/*NOTREACHED*/
}
cleanup(TRUE);
/*NOTREACHED*/
}
/* */
/************************************************************************
/
/ FUNCTION NAME: writerecord()
/
/ FUNCTION: update structure in player file
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct player *playerp - pointer to structure to write out
/ long place - location in file to updata
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fseek(), fwrite(), fflush()
/
/ GLOBAL INPUTS: *Playersfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Update location in player file with given structure.
/
/************************************************************************/
writerecord(playerp, place)
register struct player *playerp;
long place;
{
fseek(Playersfp, place, 0);
fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
fflush(Playersfp);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: explevel()
/
/ FUNCTION: calculate level based upon experience
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ double experience - experience to calculate experience level from
/
/ RETURN VALUE: experience level
/
/ MODULES CALLED: pow(), floor()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Experience level is a geometric progression. This has been finely
/ tuned over the years, and probably should not be changed.
/
/************************************************************************/
double
explevel(experience)
double experience;
{
if (experience < 1.1e7)
return(floor(pow((experience / 1000.0), 0.4875)));
else
return(floor(pow((experience / 1250.0), 0.4865)));
}
/* */
/************************************************************************
/
/ FUNCTION NAME: truncstring()
/
/ FUNCTION: truncate trailing blanks off a string
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ char *string - pointer to null terminated string
/
/ RETURN VALUE: none
/
/ MODULES CALLED: strlen()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Put nul characters in place of spaces at the end of the string.
/
/************************************************************************/
truncstring(string)
register char *string;
{
register int length; /* length of string */
length = strlen(string);
while (string[--length] == ' ')
string[length] = '\0';
}
/* */
/************************************************************************
/
/ FUNCTION NAME: altercoordinates()
/
/ FUNCTION: Alter x, y coordinates and set/check location flags
/
/ AUTHOR: E. A. Estes, 12/16/85
/
/ ARGUMENTS:
/ double xnew, ynew - new x, y coordinates
/ int operation - operation to perform with coordinates
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fabs(), floor(), drandom(), distance()
/
/ GLOBAL INPUTS: Circle, Beyond, Player
/
/ GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
/
/ DESCRIPTION:
/ This module is called whenever the player's coordinates are altered.
/ If the player is beyond the point of no return, he/she is forced
/ to stay there.
/
/************************************************************************/
altercoordinates(xnew, ynew, operation)
double xnew;
double ynew;
int operation;
{
switch (operation)
{
case A_FORCED: /* move with no checks */
break;
case A_NEAR: /* pick random coordinates near */
xnew = Player.p_x + ROLL(1.0, 5.0);
ynew = Player.p_y - ROLL(1.0, 5.0);
/* fall through for check */
case A_SPECIFIC: /* just move player */
if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
/*
* cannot move back from point of no return
* pick the largest coordinate to remain unchanged
*/
{
if (fabs(xnew) > fabs(ynew))
xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
else
ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
}
break;
case A_FAR: /* pick random coordinates far */
xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
break;
}
/* now set location flags and adjust coordinates */
Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
/* set up flags based upon location */
Throne = Marsh = Beyond = FALSE;
if (Player.p_x == 0.0 && Player.p_y == 0.0)
Throne = TRUE;
else if (Circle < 35 && Circle >= 20)
Marsh = TRUE;
else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
Beyond = TRUE;
Changed = TRUE;
}
/* */
/************************************************************************
/
/ FUNCTION NAME: readrecord()
/
/ FUNCTION: read a player structure from file
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct player *playerp - pointer to structure to fill
/ int loc - location of record to read
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fread(), fseek()
/
/ GLOBAL INPUTS: *Playersfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Read structure information from player file.
/
/************************************************************************/
readrecord(playerp, loc)
register struct player *playerp;
long loc;
{
fseek(Playersfp, loc, 0);
fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: adjuststats()
/
/ FUNCTION: adjust player statistics
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
/
/ GLOBAL INPUTS: Player, *Statptr
/
/ GLOBAL OUTPUTS: Circle, Player, Timeout
/
/ DESCRIPTION:
/ Handle adjustment and maximums on various player characteristics.
/
/************************************************************************/
adjuststats()
{
double dtemp; /* for temporary calculations */
if (explevel(Player.p_experience) > Player.p_level)
/* move one or more levels */
{
movelevel();
if (Player.p_level > 5.0)
Timeout = TRUE;
}
if (Player.p_specialtype == SC_VALAR)
/* valar */
Circle = Player.p_level / 5.0;
/* calculate effective quickness */
dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
- Player.p_level;;
dtemp = MAX(0.0, dtemp); /* gold slows player down */
Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
/* calculate effective strength */
if (Player.p_poison > 0.0)
/* poison makes player weaker */
{
dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
dtemp = MAX(0.1, dtemp);
}
else
dtemp = 1.0;
Player.p_might = dtemp * Player.p_strength + Player.p_sword;
/* insure that important things are within limits */
Player.p_quksilver = MIN(99.0, Player.p_quksilver);
Player.p_mana = MIN(Player.p_mana,
Player.p_level * Statptr->c_maxmana + 1000.0);
Player.p_brains = MIN(Player.p_brains,
Player.p_level * Statptr->c_maxbrains + 200.0);
Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
/*
* some implementations have problems with floating point compare
* we work around it with this stuff
*/
Player.p_gold = floor(Player.p_gold) + 0.1;
Player.p_gems = floor(Player.p_gems) + 0.1;
Player.p_mana = floor(Player.p_mana) + 0.1;
if (Player.p_ring.ring_type != R_NONE)
/* do ring things */
{
/* rest to max */
Player.p_energy = Player.p_maxenergy + Player.p_shield;
if (Player.p_ring.ring_duration <= 0)
/* clean up expired rings */
switch (Player.p_ring.ring_type)
{
case R_BAD: /* ring drives player crazy */
Player.p_ring.ring_type = R_SPOILED;
Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
break;
case R_NAZREG: /* ring disappears */
Player.p_ring.ring_type = R_NONE;
break;
case R_SPOILED: /* ring kills player */
death("A cursed ring");
break;
case R_DLREG: /* this ring doesn't expire */
Player.p_ring.ring_duration = 0;
break;
}
}
if (Player.p_age / N_AGE > Player.p_degenerated)
/* age player slightly */
{
++Player.p_degenerated;
if (Player.p_quickness > 23.0)
Player.p_quickness *= 0.99;
Player.p_strength *= 0.97;
Player.p_brains *= 0.95;
Player.p_magiclvl *= 0.97;
Player.p_maxenergy *= 0.95;
Player.p_quksilver *= 0.95;
Player.p_sword *= 0.93;
Player.p_shield *= 0.93;
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: initplayer()
/
/ FUNCTION: initialize a character
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct player *playerp - pointer to structure to init
/
/ RETURN VALUE: none
/
/ MODULES CALLED: floor(), drandom()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Put a bunch of default values in the given structure.
/
/************************************************************************/
initplayer(playerp)
register struct player *playerp;
{
playerp->p_experience =
playerp->p_level =
playerp->p_strength =
playerp->p_sword =
playerp->p_might =
playerp->p_energy =
playerp->p_maxenergy =
playerp->p_shield =
playerp->p_quickness =
playerp->p_quksilver =
playerp->p_speed =
playerp->p_magiclvl =
playerp->p_mana =
playerp->p_brains =
playerp->p_poison =
playerp->p_gems =
playerp->p_sin =
playerp->p_1scratch =
playerp->p_2scratch = 0.0;
playerp->p_gold = ROLL(50.0, 75.0) + 0.1; /* give some gold */
playerp->p_x = ROLL(-125.0, 251.0);
playerp->p_y = ROLL(-125.0, 251.0); /* give random x, y */
/* clear ring */
playerp->p_ring.ring_type = R_NONE;
playerp->p_ring.ring_duration = 0;
playerp->p_ring.ring_inuse = FALSE;
playerp->p_age = 0L;
playerp->p_degenerated = 1; /* don't degenerate initially */
playerp->p_type = C_FIGHTER; /* default */
playerp->p_specialtype = SC_NONE;
playerp->p_lives =
playerp->p_crowns =
playerp->p_charms =
playerp->p_amulets =
playerp->p_holywater =
playerp->p_lastused = 0;
playerp->p_status = S_NOTUSED;
playerp->p_tampered = T_OFF;
playerp->p_istat = I_OFF;
playerp->p_palantir =
playerp->p_blessing =
playerp->p_virgin =
playerp->p_blindness = FALSE;
playerp->p_name[0] =
playerp->p_password[0] =
playerp->p_login[0] = '\0';
}
/* */
/************************************************************************
/
/ FUNCTION NAME: readmessage()
/
/ FUNCTION: read message from other players
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
/
/ GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ If there is a message from other players, print it.
/
/************************************************************************/
readmessage()
{
move(3, 0);
clrtoeol();
fseek(Messagefp, 0L, 0);
if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
addstr(Databuf);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: error()
/
/ FUNCTION: process evironment error
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ char *whichfile - pointer to name of file which caused error
/
/ RETURN VALUE: none
/
/ MODULES CALLED: wclear(), cleanup()
/
/ GLOBAL INPUTS: errno, *stdscr, printw(), printf(), Windows
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Print message about offending file, and exit.
/
/************************************************************************/
error(whichfile)
char *whichfile;
{
int (*funcp) __P((const char *, ...));
if (Windows)
{
funcp = printw;
clear();
}
else
funcp = printf;
(*funcp)("An unrecoverable error has occurred reading %s. (errno = %d)\n", whichfile, errno);
(*funcp)("Please run 'setup' to determine the problem.\n");
cleanup(TRUE);
/*NOTREACHED*/
}
/* */
/************************************************************************
/
/ FUNCTION NAME: distance()
/
/ FUNCTION: calculate distance between two points
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ double x1, y1 - x, y coordinates of first point
/ double x2, y2 - x, y coordinates of second point
/
/ RETURN VALUE: distance between the two points
/
/ MODULES CALLED: sqrt()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ This function is provided because someone's hypot() library function
/ fails if x1 == x2 && y1 == y2.
/
/************************************************************************/
double
distance(x1, x2, y1, y2)
double x1, x2, y1, y2;
{
double deltax, deltay;
deltax = x1 - x2;
deltay = y1 - y2;
return(sqrt(deltax * deltax + deltay * deltay));
}
/* */
/************************************************************************
/
/ FUNCTION NAME: ill_sig()
/
/ FUNCTION: exit upon trapping an illegal signal
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ int whichsig - signal which occured to cause jump to here
/
/ RETURN VALUE: none
/
/ MODULES CALLED: wclear(), printw(), cleanup()
/
/ GLOBAL INPUTS: *stdscr
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ When an illegal signal is caught, print a message, and cleanup.
/
/************************************************************************/
ill_sig(whichsig)
int whichsig;
{
clear();
if (!(whichsig == SIGINT || whichsig == SIGQUIT))
printw("Error: caught signal # %d.\n", whichsig);
cleanup(TRUE);
/*NOTREACHED*/
}
/* */
/************************************************************************
/
/ FUNCTION NAME: descrstatus()
/
/ FUNCTION: return a string describing the player status
/
/ AUTHOR: E. A. Estes, 3/3/86
/
/ ARGUMENTS:
/ struct player playerp - pointer to player structure to describe
/
/ RETURN VALUE: string describing player's status
/
/ MODULES CALLED: none
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Return verbal description of player status.
/ If player status is S_PLAYING, check for low energy and blindness.
/
/************************************************************************/
char *
descrstatus(playerp)
register struct player *playerp;
{
switch (playerp->p_status)
{
case S_PLAYING:
if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
return("Low Energy");
else if (playerp->p_blindness)
return("Blind");
else
return("In game");
case S_CLOAKED:
return("Cloaked");
case S_INBATTLE:
return("In Battle");
case S_MONSTER:
return("Encounter");
case S_TRADING:
return("Trading");
case S_OFF:
return("Off");
case S_HUNGUP:
return("Hung up");
default:
return("");
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: drandom()
/
/ FUNCTION: return a random floating point number from 0.0 < 1.0
/
/ AUTHOR: E. A. Estes, 2/7/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: random()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Convert random integer from library routine into a floating
/ point number, and divide by the largest possible random number.
/ We mask large integers with 32767 to handle sites that return
/ 31 bit random integers.
/
/************************************************************************/
double
drandom()
{
if (sizeof(int) != 2)
/* use only low bits */
return((double) (random() & 0x7fff) / 32768.0);
else
return((double) random() / 32768.0);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: collecttaxes()
/
/ FUNCTION: collect taxes from current player
/
/ AUTHOR: E. A. Estes, 2/7/86
/
/ ARGUMENTS:
/ double gold - amount of gold to tax
/ double gems - amount of gems to tax
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
/
/ GLOBAL INPUTS: Player
/
/ GLOBAL OUTPUTS: Player
/
/ DESCRIPTION:
/ Pay taxes on gold and gems. If the player does not have enough
/ gold to pay taxes on the added gems, convert some gems to gold.
/ Add taxes to tax data base; add remaining gold and gems to
/ player's cache.
/
/************************************************************************/
collecttaxes(gold, gems)
double gold;
double gems;
{
FILE *fp; /* to update Goldfile */
double dtemp; /* for temporary calculations */
double taxes; /* tax liability */
/* add to cache */
Player.p_gold += gold;
Player.p_gems += gems;
/* calculate tax liability */
taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
if (Player.p_gold < taxes)
/* not enough gold to pay taxes, must convert some gems to gold */
{
dtemp = floor(taxes / N_GEMVALUE + 1.0); /* number of gems to convert */
if (Player.p_gems >= dtemp)
/* player has enough to convert */
{
Player.p_gems -= dtemp;
Player.p_gold += dtemp * N_GEMVALUE;
}
else
/* take everything; this should never happen */
{
Player.p_gold += Player.p_gems * N_GEMVALUE;
Player.p_gems = 0.0;
taxes = Player.p_gold;
}
}
Player.p_gold -= taxes;
if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
/* update taxes */
{
dtemp = 0.0;
fread((char *) &dtemp, sizeof(double), 1, fp);
dtemp += floor(taxes);
fseek(fp, 0L, 0);
fwrite((char *) &dtemp, sizeof(double), 1, fp);
fclose(fp);
}
}