1/*	$OpenBSD: misc.c,v 1.22 2023/10/10 09:43:52 tb Exp $	*/
2/*	$NetBSD: misc.c,v 1.2 1995/03/24 03:59:03 cgd Exp $	*/
3
4/*
5 * misc.c  Phantasia miscellaneous support routines
6 */
7
8#include <curses.h>
9#include <err.h>
10#include <math.h>
11#include <stdint.h>
12#include <stdio.h>
13#include <stdlib.h>
14#include <string.h>
15#include <unistd.h>
16
17#include "macros.h"
18#include "pathnames.h"
19#include "phantdefs.h"
20#include "phantglobs.h"
21
22/************************************************************************
23/
24/ FUNCTION NAME: movelevel()
25/
26/ FUNCTION: move player to new level
27/
28/ AUTHOR: E. A. Estes, 12/4/85
29/
30/ ARGUMENTS: none
31/
32/ RETURN VALUE: none
33/
34/ MODULES CALLED: death(), floor(), wmove(), drandom(), waddstr(), explevel()
35/
36/ GLOBAL INPUTS: Player, *stdscr, *Statptr, Stattable[]
37/
38/ GLOBAL OUTPUTS: Player, Changed
39/
40/ DESCRIPTION:
41/	Use lookup table to increment important statistics when
42/	progressing to new experience level.
43/	Players are rested to maximum as a bonus for making a new
44/	level.
45/	Check for council of wise, and being too big to be king.
46/
47*************************************************************************/
48
49void
50movelevel(void)
51{
52	struct charstats *statptr;	/* for pointing into Stattable */
53	double  new;		/* new level */
54	double  inc;		/* increment between new and old levels */
55
56	Changed = TRUE;
57
58	if (Player.p_type == C_EXPER)
59		/* roll a type to use for increment */
60		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
61	else
62		statptr = Statptr;
63
64	new = explevel(Player.p_experience);
65	inc = new - Player.p_level;
66	Player.p_level = new;
67
68	/* add increments to statistics */
69	Player.p_strength += statptr->c_strength.increase * inc;
70	Player.p_mana += statptr->c_mana.increase * inc;
71	Player.p_brains += statptr->c_brains.increase * inc;
72	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
73	Player.p_maxenergy += statptr->c_energy.increase * inc;
74
75	/* rest to maximum upon reaching new level */
76	Player.p_energy = Player.p_maxenergy + Player.p_shield;
77
78	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
79		/* no longer able to be king -- turn crowns into cash */
80	{
81		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
82		Player.p_crowns = 0;
83	}
84	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
85		/* make a member of the council */
86	{
87		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
88		addstr("Good Luck on your search for the Holy Grail.\n");
89
90		Player.p_specialtype = SC_COUNCIL;
91
92		/* no rings for council and above */
93		Player.p_ring.ring_type = R_NONE;
94		Player.p_ring.ring_duration = 0;
95
96		Player.p_lives = 3;	/* three extra lives */
97	}
98	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
99		death("Old age");
100}
101/**/
102/************************************************************************
103/
104/ FUNCTION NAME: descrlocation()
105/
106/ FUNCTION: return a formatted description of location
107/
108/ AUTHOR: E. A. Estes, 12/4/85
109/
110/ ARGUMENTS:
111/	struct player playerp - pointer to player structure
112/	bool shortflag - set if short form is desired
113/
114/ RETURN VALUE: pointer to string containing result
115/
116/ MODULES CALLED: fabs(), floor(), snprintf(), distance()
117/
118/ GLOBAL INPUTS: Databuf[]
119/
120/ GLOBAL OUTPUTS: none
121/
122/ DESCRIPTION:
123/	Look at coordinates and return an appropriately formatted
124/	string.
125/
126*************************************************************************/
127
128char *
129descrlocation(struct player *playerp, bool shortflag)
130{
131	double  circle;		/* corresponding circle for coordinates */
132	int     quadrant;	/* quandrant of grid */
133	char   *label;		/* pointer to place name */
134	static char *nametable[4][4] =	/* names of places */
135	{
136		{"Anorien", "Ithilien", "Rohan", "Lorien"},
137		{"Gondor", "Mordor", "Dunland", "Rovanion"},
138		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
139		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
140	};
141
142	if (playerp->p_specialtype == SC_VALAR)
143		return (" is in Valhala");
144	else if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
145		if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
146			label = "The Point of No Return";
147		else
148			label = "The Ashen Mountains";
149	} else if (circle >= 55)
150		label = "Morannon";
151	else if (circle >= 35)
152		label = "Kennaquahair";
153	else if (circle >= 20)
154		label = "The Dead Marshes";
155	else if (circle >= 9)
156		label = "The Outer Waste";
157	else if (circle >= 5)
158		label = "The Moors Adventurous";
159	else {
160		if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
161			label = "The Lord's Chamber";
162		else {
163			/* this expression is split to prevent compiler
164			 * loop with some compilers */
165			quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
166			quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
167			label = nametable[((int) circle) - 1][quadrant];
168		}
169	}
170
171	if (shortflag)
172		snprintf(Databuf, sizeof Databuf, "%.29s", label);
173	else
174		snprintf(Databuf, sizeof Databuf,
175			" is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
176
177	return (Databuf);
178}
179/**/
180/************************************************************************
181/
182/ FUNCTION NAME: tradingpost()
183/
184/ FUNCTION: do trading post stuff
185/
186/ AUTHOR: E. A. Estes, 12/4/85
187/
188/ ARGUMENTS: none
189/
190/ RETURN VALUE: none
191/
192/ MODULES CALLED: writerecord(), adjuststats(), fabs(), more(), sqrt(),
193/	sleep(), floor(), wmove(), drandom(), wclear(), printw(),
194/	altercoordinates(), infloat(), waddstr(), wrefresh(), mvprintw(), getanswer(),
195/	wclrtoeol(), wclrtobot()
196/
197/ GLOBAL INPUTS: Menu[], Circle, Player, *stdscr, Fileloc, Nobetter[]
198/
199/ GLOBAL OUTPUTS: Player
200/
201/ DESCRIPTION:
202/	Different trading posts have different items.
203/	Merchants cannot be cheated, but they can be dishonest
204/	themselves.
205/
206/	Shields, swords, and quicksilver are not cumulative.  This is
207/	one major area of complaint, but there are two reasons for this:
208/		1) It becomes MUCH too easy to make very large versions
209/		   of these items.
210/		2) In the real world, one cannot simply weld two swords
211/		   together to make a bigger one.
212/
213/	At one time, it was possible to sell old weapons at half the purchase
214/	price.  This resulted in huge amounts of gold floating around,
215/	and the game lost much of its challenge.
216/
217/	Also, purchasing gems defeats the whole purpose of gold.  Gold
218/	is small change for lower level players.  They really shouldn't
219/	be able to accumulate more than enough gold for a small sword or
220/	a few books.  Higher level players shouldn't even bother to pick
221/	up gold, except maybe to buy mana once in a while.
222/
223*************************************************************************/
224
225void
226tradingpost(void)
227{
228	double  numitems;	/* number of items to purchase */
229	double  cost;		/* cost of purchase */
230	double  blessingcost;	/* cost of blessing */
231	int     ch;		/* input */
232	int     size;		/* size of the trading post */
233	int     loop;		/* loop counter */
234	int     cheat = 0;	/* number of times player has tried to cheat */
235	bool    dishonest = FALSE;	/* set when merchant is dishonest */
236
237	Player.p_status = S_TRADING;
238	writerecord(&Player, Fileloc);
239
240	clear();
241	addstr("You are at a trading post. All purchases must be made with gold.");
242
243	size = sqrt(fabs(Player.p_x / 100)) + 1;
244	size = MIN(7, size);
245
246	/* set up cost of blessing */
247	blessingcost = 1000.0 * (Player.p_level + 5.0);
248
249	/* print Menu */
250	move(7, 0);
251	for (loop = 0; loop < size; ++loop)
252		/* print Menu */
253	{
254		if (loop == 6)
255			cost = blessingcost;
256		else
257			cost = Menu[loop].cost;
258		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
259	}
260
261	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
262
263	for (;;) {
264		adjuststats();	/* truncate any bad values */
265
266		/* print some important statistics */
267		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
268		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
269		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
270		    Player.p_shield, Player.p_sword, Player.p_quksilver,
271		    (Player.p_blessing ? " True" : "False"));
272		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
273
274		move(5, 36);
275		ch = getanswer("LPS", FALSE);
276		move(15, 0);
277		clrtobot();
278		switch (ch) {
279		case 'L':	/* leave */
280		case '\n':
281			altercoordinates(0.0, 0.0, A_NEAR);
282			return;
283
284		case 'P':	/* make purchase */
285			mvaddstr(15, 0, "What what would you like to buy ? ");
286			ch = getanswer(" 1234567", FALSE);
287			move(15, 0);
288			clrtoeol();
289
290			if (ch - '0' > size)
291				addstr("Sorry, this merchant doesn't have that.");
292			else
293				switch (ch) {
294				case '1':
295					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
296					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
297					cost = (numitems = floor(infloat())) * Menu[0].cost;
298
299					if (cost > Player.p_gold || numitems < 0)
300						++cheat;
301					else {
302						cheat = 0;
303						Player.p_gold -= cost;
304						if (drandom() < 0.02)
305							dishonest = TRUE;
306						else
307							Player.p_mana += numitems;
308					}
309					break;
310
311				case '2':
312					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
313					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
314					cost = (numitems = floor(infloat())) * Menu[1].cost;
315
316					if (numitems == 0.0)
317						break;
318					else if (cost > Player.p_gold || numitems < 0)
319						++cheat;
320					else if (numitems < Player.p_shield)
321						NOBETTER();
322					else {
323						cheat = 0;
324						Player.p_gold -= cost;
325						if (drandom() < 0.02)
326							dishonest = TRUE;
327						else
328							Player.p_shield = numitems;
329					}
330					break;
331
332				case '3':
333					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
334					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
335					cost = (numitems = floor(infloat())) * Menu[2].cost;
336
337					if (cost > Player.p_gold || numitems < 0)
338						++cheat;
339					else {
340						cheat = 0;
341						Player.p_gold -= cost;
342						if (drandom() < 0.02)
343							dishonest = TRUE;
344						else if (drandom() * numitems > Player.p_level / 10.0
345						    && numitems != 1) {
346							printw("\nYou blew your mind!\n");
347							Player.p_brains /= 5;
348						} else {
349							Player.p_brains += floor(numitems) * ROLL(20, 8);
350						}
351					}
352					break;
353
354				case '4':
355					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
356					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
357					cost = (numitems = floor(infloat())) * Menu[3].cost;
358
359					if (numitems == 0.0)
360						break;
361					else if (cost > Player.p_gold || numitems < 0)
362						++cheat;
363					else if (numitems < Player.p_sword)
364						NOBETTER();
365					else {
366						cheat = 0;
367						Player.p_gold -= cost;
368						if (drandom() < 0.02)
369							dishonest = TRUE;
370						else
371							Player.p_sword = numitems;
372					}
373					break;
374
375				case '5':
376					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
377					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
378					cost = (numitems = floor(infloat())) * Menu[4].cost;
379
380					if (cost > Player.p_gold || numitems < 0)
381						++cheat;
382					else {
383						cheat = 0;
384						Player.p_gold -= cost;
385						if (drandom() < 0.02)
386							dishonest = TRUE;
387						else
388							Player.p_charms += numitems;
389					}
390					break;
391
392				case '6':
393					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
394					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
395					cost = (numitems = floor(infloat())) * Menu[5].cost;
396
397					if (numitems == 0.0)
398						break;
399					else if (cost > Player.p_gold || numitems < 0)
400						++cheat;
401					else if (numitems < Player.p_quksilver)
402						NOBETTER();
403					else {
404						cheat = 0;
405						Player.p_gold -= cost;
406						if (drandom() < 0.02)
407							dishonest = TRUE;
408						else
409							Player.p_quksilver = numitems;
410					}
411					break;
412
413				case '7':
414					if (Player.p_blessing) {
415						addstr("You already have a blessing.");
416						break;
417					}
418					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
419					ch = getanswer("NY", FALSE);
420
421					if (ch == 'Y') {
422						if (Player.p_gold < blessingcost)
423							++cheat;
424						else {
425							cheat = 0;
426							Player.p_gold -= blessingcost;
427							if (drandom() < 0.02)
428								dishonest = TRUE;
429							else
430								Player.p_blessing = TRUE;
431						}
432					}
433					break;
434				}
435			break;
436
437		case 'S':	/* sell gems */
438			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
439			    (double) N_GEMVALUE, Player.p_gems);
440			numitems = floor(infloat());
441
442			if (numitems > Player.p_gems || numitems < 0)
443				++cheat;
444			else {
445				cheat = 0;
446				Player.p_gems -= numitems;
447				Player.p_gold += numitems * N_GEMVALUE;
448			}
449		}
450
451		if (cheat == 1)
452			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
453		else if (cheat == 2) {
454			mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
455			printw("a %.0f level magic user, and you made %s mad!\n",
456			    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
457			altercoordinates(0.0, 0.0, A_FAR);
458			Player.p_energy /= 2.0;
459			++Player.p_sin;
460			more(23);
461			return;
462		} else if (dishonest) {
463			mvaddstr(17, 0, "The merchant stole your money!");
464			refresh();
465			altercoordinates(Player.p_x - Player.p_x / 10.0,
466			    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
467			sleep(2);
468			return;
469		}
470	}
471}
472/**/
473/************************************************************************
474/
475/ FUNCTION NAME: displaystats()
476/
477/ FUNCTION: print out important player statistics
478/
479/ AUTHOR: E. A. Estes, 12/4/85
480/
481/ ARGUMENTS: none
482/
483/ RETURN VALUE: none
484/
485/ MODULES CALLED: descrstatus(), descrlocation(), mvprintw()
486/
487/ GLOBAL INPUTS: Users, Player
488/
489/ GLOBAL OUTPUTS: none
490/
491/ DESCRIPTION:
492/	Important player statistics are printed on the screen.
493/
494*************************************************************************/
495
496void
497displaystats(void)
498{
499	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
500	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
501	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
502	    Player.p_mana, Users);
503	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
504	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
505	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
506}
507/**/
508/************************************************************************
509/
510/ FUNCTION NAME: allstatslist()
511/
512/ FUNCTION: show player items
513/
514/ AUTHOR: E. A. Estes, 12/4/85
515/
516/ ARGUMENTS: none
517/
518/ RETURN VALUE: none
519/
520/ MODULES CALLED: mvprintw(), descrtype()
521/
522/ GLOBAL INPUTS: Player
523/
524/ GLOBAL OUTPUTS: none
525/
526/ DESCRIPTION:
527/	Print out some player statistics of lesser importance.
528/
529*************************************************************************/
530
531void
532allstatslist(void)
533{
534	static char *flags[] =	/* to print value of some bools */
535	{
536		"False",
537		" True"
538	};
539
540	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
541
542	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
543	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
544	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
545	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
546	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
547	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
548	mvprintw(16, 0, "Age       : %9ld", Player.p_age);
549	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
550	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
551	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
552	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
553	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
554	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
555	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
556
557	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
558	    flags[(int)Player.p_blessing],
559	    flags[Player.p_ring.ring_type != R_NONE],
560	    flags[(int)Player.p_virgin],
561	    flags[(int)Player.p_palantir]);
562}
563/**/
564/************************************************************************
565/
566/ FUNCTION NAME: descrtype()
567/
568/ FUNCTION: return a string specifying player type
569/
570/ AUTHOR: E. A. Estes, 12/4/85
571/
572/ ARGUMENTS:
573/	struct player playerp - pointer to structure for player
574/	bool shortflag - set if short form is desired
575/
576/ RETURN VALUE: pointer to string describing player type
577/
578/ MODULES CALLED: strlcpy()
579/
580/ GLOBAL INPUTS: Databuf[]
581/
582/ GLOBAL OUTPUTS: Databuf[]
583/
584/ DESCRIPTION:
585/	Return a string describing the player type.
586/	King, council, valar, supersedes other types.
587/	The first character of the string is '*' if the player
588/	has a crown.
589/	If 'shortflag' is TRUE, return a 3 character string.
590/
591*************************************************************************/
592
593char *
594descrtype(struct player *playerp, bool shortflag)
595{
596	int     type;		/* for caluculating result subscript */
597	static char *results[] =/* description table */
598	{
599		" Magic User", " MU",
600		" Fighter", " F ",
601		" Elf", " E ",
602		" Dwarf", " D ",
603		" Halfling", " H ",
604		" Experimento", " EX",
605		" Super", " S ",
606		" King", " K ",
607		" Council of Wise", " CW",
608		" Ex-Valar", " EV",
609		" Valar", " V ",
610		" ? ", " ? "
611	};
612
613	type = playerp->p_type;
614
615	switch (playerp->p_specialtype) {
616	case SC_NONE:
617		type = playerp->p_type;
618		break;
619
620	case SC_KING:
621		type = 7;
622		break;
623
624	case SC_COUNCIL:
625		type = 8;
626		break;
627
628	case SC_EXVALAR:
629		type = 9;
630		break;
631
632	case SC_VALAR:
633		type = 10;
634		break;
635	}
636
637	type *= 2;		/* calculate offset */
638
639	if (type > 20)
640		/* error */
641		type = 22;
642
643	if (shortflag)
644		/* use short descriptions */
645		++type;
646
647	if (playerp->p_crowns > 0) {
648		strlcpy(Databuf, results[type], sizeof Databuf);
649		Databuf[0] = '*';
650		return (Databuf);
651	} else
652		return (results[type]);
653}
654/**/
655/************************************************************************
656/
657/ FUNCTION NAME: findname()
658/
659/ FUNCTION: find location in player file of given name
660/
661/ AUTHOR: E. A. Estes, 12/4/85
662/
663/ ARGUMENTS:
664/	char *name - name of character to look for
665/	struct player *playerp - pointer of structure to fill
666/
667/ RETURN VALUE: location of player if found, -1 otherwise
668/
669/ MODULES CALLED: fread(), fseek(), strcmp()
670/
671/ GLOBAL INPUTS: Wizard, *Playersfp
672/
673/ GLOBAL OUTPUTS: none
674/
675/ DESCRIPTION:
676/	Search the player file for the player of the given name.
677/	If player is found, fill structure with player data.
678/
679*************************************************************************/
680
681long
682findname(char *name, struct player *playerp)
683{
684	long    loc = 0;	/* location in the file */
685
686	fseek(Playersfp, 0L, SEEK_SET);
687	while (fread(playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
688		if (strcmp(playerp->p_name, name) == 0) {
689			if (playerp->p_status != S_NOTUSED || Wizard)
690				/* found it */
691				return (loc);
692		}
693		loc += SZ_PLAYERSTRUCT;
694	}
695
696	return (-1);
697}
698/**/
699/************************************************************************
700/
701/ FUNCTION NAME: allocrecord()
702/
703/ FUNCTION: find space in the player file for a new character
704/
705/ AUTHOR: E. A. Estes, 12/4/85
706/
707/ ARGUMENTS: none
708/
709/ RETURN VALUE: location of free space in file
710/
711/ MODULES CALLED: initplayer(), writerecord(), fread(), fseek()
712/
713/ GLOBAL INPUTS: Other, *Playersfp
714/
715/ GLOBAL OUTPUTS: Player
716/
717/ DESCRIPTION:
718/	Search the player file for an unused entry.  If none are found,
719/	make one at the end of the file.
720/
721*************************************************************************/
722
723long
724allocrecord(void)
725{
726	long    loc = 0L;	/* location in file */
727
728	fseek(Playersfp, 0L, SEEK_SET);
729	while (fread(&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
730		if (Other.p_status == S_NOTUSED)
731			/* found an empty record */
732			return (loc);
733		else
734			loc += SZ_PLAYERSTRUCT;
735	}
736
737	/* make a new record */
738	initplayer(&Other);
739	Player.p_status = S_OFF;
740	writerecord(&Other, loc);
741
742	return (loc);
743}
744/**/
745/************************************************************************
746/
747/ FUNCTION NAME: freerecord()
748/
749/ FUNCTION: free up a record on the player file
750/
751/ AUTHOR: E. A. Estes, 2/7/86
752/
753/ ARGUMENTS:
754/	struct player playerp - pointer to structure to free
755/	long loc - location in file to free
756/
757/ RETURN VALUE: none
758/
759/ MODULES CALLED: writerecord()
760/
761/ GLOBAL INPUTS: none
762/
763/ GLOBAL OUTPUTS: none
764/
765/ DESCRIPTION:
766/	Mark structure as not used, and update player file.
767/
768*************************************************************************/
769
770void
771freerecord(struct player *playerp, long loc)
772{
773	playerp->p_name[0] = CH_MARKDELETE;
774	playerp->p_status = S_NOTUSED;
775	writerecord(playerp, loc);
776}
777/**/
778/************************************************************************
779/
780/ FUNCTION NAME: leavegame()
781/
782/ FUNCTION: leave game
783/
784/ AUTHOR: E. A. Estes, 12/4/85
785/
786/ ARGUMENTS: none
787/
788/ RETURN VALUE: none
789/
790/ MODULES CALLED: freerecord(), writerecord(), cleanup()
791/
792/ GLOBAL INPUTS: Player, Fileloc
793/
794/ GLOBAL OUTPUTS: Player
795/
796/ DESCRIPTION:
797/	Mark player as inactive, and cleanup.
798/	Do not save players below level 1.
799/
800*************************************************************************/
801
802void
803leavegame(void)
804{
805
806	if (Player.p_level < 1.0)
807		/* delete character */
808		freerecord(&Player, Fileloc);
809	else {
810		Player.p_status = S_OFF;
811		writerecord(&Player, Fileloc);
812	}
813
814	cleanup(TRUE);
815}
816/**/
817/************************************************************************
818/
819/ FUNCTION NAME: death()
820/
821/ FUNCTION: death routine
822/
823/ AUTHOR: E. A. Estes, 12/4/85
824/
825/ ARGUMENTS:
826/	char *how - pointer to string describing cause of death
827/
828/ RETURN VALUE: none
829/
830/ MODULES CALLED: freerecord(), enterscore(), more(), exit(), fread(),
831/	fseek(), execl(), fopen(), floor(), wmove(), drandom(), wclear(), strcmp(),
832/	fwrite(), fflush(), printw(), strlcpy(), fclose(), waddstr(), cleanup(),
833/	fprintf(), wrefresh(), getanswer(), descrtype()
834/
835/ GLOBAL INPUTS: Curmonster, Wizard, Player, *stdscr, Fileloc, *Monstfp
836/
837/ GLOBAL OUTPUTS: Player
838/
839/ DESCRIPTION:
840/	Kill off current player.
841/	Handle rings, and multiple lives.
842/	Print an appropriate message.
843/	Update scoreboard, lastdead, and let other players know about
844/	the demise of their comrade.
845/
846*************************************************************************/
847
848void
849death(char *how)
850{
851	FILE   *fp;		/* for updating various files */
852	int     ch;		/* input */
853	static char *deathmesg[] =
854	/* add more messages here, if desired */
855	{
856		"You have been wounded beyond repair.  ",
857		"You have been disemboweled.  ",
858		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
859		"You died!  ",
860		"You're a complete failure -- you've died!!\n",
861		"You have been dealt a fatal blow!  "
862	};
863
864	clear();
865
866	if (strcmp(how, "Stupidity") != 0) {
867		if (Player.p_level > 9999.0)
868			/* old age */
869			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
870		else if (Player.p_lives > 0) {
871			/* extra lives */
872			addstr("You should be more cautious.  You've been killed.\n");
873			printw("You only have %d more chance(s).\n", --Player.p_lives);
874			more(3);
875			Player.p_energy = Player.p_maxenergy;
876			return;
877		} else if (Player.p_specialtype == SC_VALAR) {
878			addstr("You had your chances, but Valar aren't totally\n");
879			addstr("immortal.  You are now left to wither and die . . .\n");
880			more(3);
881			Player.p_brains = Player.p_level / 25.0;
882			Player.p_energy = Player.p_maxenergy /= 5.0;
883			Player.p_quksilver = Player.p_sword = 0.0;
884			Player.p_specialtype = SC_COUNCIL;
885			return;
886		} else if (Player.p_ring.ring_inuse &&
887		    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
888			/* good ring in use - saved from death */
889		{
890			mvaddstr(4, 0, "Your ring saved you from death!\n");
891			refresh();
892			Player.p_ring.ring_type = R_NONE;
893			Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
894			if (Player.p_crowns > 0)
895				--Player.p_crowns;
896			return;
897		} else if (Player.p_ring.ring_type == R_BAD
898		    || Player.p_ring.ring_type == R_SPOILED)
899			/* bad ring in possession; name idiot after player */
900		{
901			mvaddstr(4, 0,
902			    "Your ring has taken control of you and turned you into a monster!\n");
903			fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
904			fread(&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
905			strlcpy(Curmonster.m_name, Player.p_name,
906			    sizeof Curmonster.m_name);
907			fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
908			fwrite(&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
909			fflush(Monstfp);
910		}
911	}
912	enterscore();		/* update score board */
913
914	/* put info in last dead file */
915	fp = fopen(_PATH_LASTDEAD, "w");
916	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
917	    Player.p_name, descrtype(&Player, TRUE),
918	    Player.p_login, Player.p_level, how);
919	fclose(fp);
920
921	/* let other players know */
922	fp = fopen(_PATH_MESS, "w");
923	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
924	fclose(fp);
925
926	freerecord(&Player, Fileloc);
927
928	clear();
929	move(10, 0);
930	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
931	addstr("Care to give it another try ? ");
932	ch = getanswer("NY", FALSE);
933
934	if (ch == 'Y') {
935		cleanup(FALSE);
936		execl(_PATH_GAMEPROG, "phantasia", "-s",
937		    (Wizard ? "-S" : (char *)NULL), (char *)NULL);
938		exit(0);
939	}
940	cleanup(TRUE);
941}
942/**/
943/************************************************************************
944/
945/ FUNCTION NAME: writerecord()
946/
947/ FUNCTION: update structure in player file
948/
949/ AUTHOR: E. A. Estes, 12/4/85
950/
951/ ARGUMENTS:
952/	struct player *playerp - pointer to structure to write out
953/	long place - location in file to updata
954/
955/ RETURN VALUE: none
956/
957/ MODULES CALLED: fseek(), fwrite(), fflush()
958/
959/ GLOBAL INPUTS: *Playersfp
960/
961/ GLOBAL OUTPUTS: none
962/
963/ DESCRIPTION:
964/	Update location in player file with given structure.
965/
966*************************************************************************/
967
968void
969writerecord(struct player *playerp, long place)
970{
971	fseek(Playersfp, place, SEEK_SET);
972	fwrite(playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
973	fflush(Playersfp);
974}
975/**/
976/************************************************************************
977/
978/ FUNCTION NAME: explevel()
979/
980/ FUNCTION: calculate level based upon experience
981/
982/ AUTHOR: E. A. Estes, 12/4/85
983/
984/ ARGUMENTS:
985/	double experience - experience to calculate experience level from
986/
987/ RETURN VALUE: experience level
988/
989/ MODULES CALLED: pow(), floor()
990/
991/ GLOBAL INPUTS: none
992/
993/ GLOBAL OUTPUTS: none
994/
995/ DESCRIPTION:
996/	Experience level is a geometric progression.  This has been finely
997/	tuned over the years, and probably should not be changed.
998/
999*************************************************************************/
1000
1001double
1002explevel(double experience)
1003{
1004	if (experience < 1.1e7)
1005		return (floor(pow((experience / 1000.0), 0.4875)));
1006	else
1007		return (floor(pow((experience / 1250.0), 0.4865)));
1008}
1009/**/
1010/************************************************************************
1011/
1012/ FUNCTION NAME: truncstring()
1013/
1014/ FUNCTION: truncate trailing blanks off a string
1015/
1016/ AUTHOR: E. A. Estes, 12/4/85
1017/
1018/ ARGUMENTS:
1019/	char *string - pointer to null terminated string
1020/
1021/ RETURN VALUE: none
1022/
1023/ MODULES CALLED: strlen()
1024/
1025/ GLOBAL INPUTS: none
1026/
1027/ GLOBAL OUTPUTS: none
1028/
1029/ DESCRIPTION:
1030/	Put nul characters in place of spaces at the end of the string.
1031/
1032*************************************************************************/
1033
1034void
1035truncstring(char *string)
1036{
1037	int     length;		/* length of string */
1038
1039	length = strlen(string);
1040	while (string[--length] == ' ')
1041		string[length] = '\0';
1042}
1043/**/
1044/************************************************************************
1045/
1046/ FUNCTION NAME: altercoordinates()
1047/
1048/ FUNCTION: Alter x, y coordinates and set/check location flags
1049/
1050/ AUTHOR: E. A. Estes, 12/16/85
1051/
1052/ ARGUMENTS:
1053/	double xnew, ynew - new x, y coordinates
1054/	int operation - operation to perform with coordinates
1055/
1056/ RETURN VALUE: none
1057/
1058/ MODULES CALLED: fabs(), floor(), drandom(), distance()
1059/
1060/ GLOBAL INPUTS: Circle, Beyond, Player
1061/
1062/ GLOBAL OUTPUTS: Marsh, Circle, Beyond, Throne, Player, Changed
1063/
1064/ DESCRIPTION:
1065/	This module is called whenever the player's coordinates are altered.
1066/	If the player is beyond the point of no return, he/she is forced
1067/	to stay there.
1068/
1069*************************************************************************/
1070
1071void
1072altercoordinates(double xnew, double ynew, int operation)
1073{
1074	switch (operation) {
1075	case A_FORCED:		/* move with no checks */
1076		break;
1077
1078	case A_NEAR:		/* pick random coordinates near */
1079		xnew = Player.p_x + ROLL(1.0, 5.0);
1080		ynew = Player.p_y - ROLL(1.0, 5.0);
1081		/* fall through for check */
1082
1083	case A_SPECIFIC:	/* just move player */
1084		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
1085			/*
1086			 * cannot move back from point of no return
1087			 * pick the largest coordinate to remain unchanged
1088			 */
1089		{
1090			if (fabs(xnew) > fabs(ynew))
1091				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
1092			else
1093				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
1094		}
1095		break;
1096
1097	case A_FAR:		/* pick random coordinates far */
1098		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
1099		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
1100		break;
1101	}
1102
1103	/* now set location flags and adjust coordinates */
1104	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
1105
1106	/* set up flags based upon location */
1107	Throne = Marsh = Beyond = FALSE;
1108
1109	if (Player.p_x == 0.0 && Player.p_y == 0.0)
1110		Throne = TRUE;
1111	else if (Circle < 35 && Circle >= 20)
1112		Marsh = TRUE;
1113	else if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
1114		Beyond = TRUE;
1115
1116	Changed = TRUE;
1117}
1118/**/
1119/************************************************************************
1120/
1121/ FUNCTION NAME: readrecord()
1122/
1123/ FUNCTION: read a player structure from file
1124/
1125/ AUTHOR: E. A. Estes, 12/4/85
1126/
1127/ ARGUMENTS:
1128/	struct player *playerp - pointer to structure to fill
1129/	int loc - location of record to read
1130/
1131/ RETURN VALUE: none
1132/
1133/ MODULES CALLED: fread(), fseek()
1134/
1135/ GLOBAL INPUTS: *Playersfp
1136/
1137/ GLOBAL OUTPUTS: none
1138/
1139/ DESCRIPTION:
1140/	Read structure information from player file.
1141/
1142*************************************************************************/
1143
1144void
1145readrecord(struct player *playerp, long loc)
1146{
1147	fseek(Playersfp, loc, SEEK_SET);
1148	fread(playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
1149}
1150/**/
1151/************************************************************************
1152/
1153/ FUNCTION NAME: adjuststats()
1154/
1155/ FUNCTION: adjust player statistics
1156/
1157/ AUTHOR: E. A. Estes, 12/4/85
1158/
1159/ ARGUMENTS: none
1160/
1161/ RETURN VALUE: none
1162/
1163/ MODULES CALLED: death(), floor(), drandom(), explevel(), movelevel()
1164/
1165/ GLOBAL INPUTS: Player, *Statptr
1166/
1167/ GLOBAL OUTPUTS: Circle, Player, Timeout
1168/
1169/ DESCRIPTION:
1170/	Handle adjustment and maximums on various player characteristics.
1171/
1172*************************************************************************/
1173
1174void
1175adjuststats(void)
1176{
1177	double  dtemp;		/* for temporary calculations */
1178
1179	if (explevel(Player.p_experience) > Player.p_level)
1180		/* move one or more levels */
1181	{
1182		movelevel();
1183		if (Player.p_level > 5.0)
1184			Timeout = TRUE;
1185	}
1186	if (Player.p_specialtype == SC_VALAR)
1187		/* valar */
1188		Circle = Player.p_level / 5.0;
1189
1190	/* calculate effective quickness */
1191	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
1192	    - Player.p_level;
1193	dtemp = MAX(0.0, dtemp);/* gold slows player down */
1194	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
1195
1196	/* calculate effective strength */
1197	if (Player.p_poison > 0.0)
1198		/* poison makes player weaker */
1199	{
1200		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
1201		dtemp = MAX(0.1, dtemp);
1202	} else
1203		dtemp = 1.0;
1204	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
1205
1206	/* insure that important things are within limits */
1207	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
1208	Player.p_mana = MIN(Player.p_mana,
1209	    Player.p_level * Statptr->c_maxmana + 1000.0);
1210	Player.p_brains = MIN(Player.p_brains,
1211	    Player.p_level * Statptr->c_maxbrains + 200.0);
1212	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
1213
1214	/*
1215         * some implementations have problems with floating point compare
1216         * we work around it with this stuff
1217         */
1218	Player.p_gold = floor(Player.p_gold) + 0.1;
1219	Player.p_gems = floor(Player.p_gems) + 0.1;
1220	Player.p_mana = floor(Player.p_mana) + 0.1;
1221
1222	if (Player.p_ring.ring_type != R_NONE)
1223		/* do ring things */
1224	{
1225		/* rest to max */
1226		Player.p_energy = Player.p_maxenergy + Player.p_shield;
1227
1228		if (Player.p_ring.ring_duration <= 0)
1229			/* clean up expired rings */
1230			switch (Player.p_ring.ring_type) {
1231			case R_BAD:	/* ring drives player crazy */
1232				Player.p_ring.ring_type = R_SPOILED;
1233				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
1234				break;
1235
1236			case R_NAZREG:	/* ring disappears */
1237				Player.p_ring.ring_type = R_NONE;
1238				break;
1239
1240			case R_SPOILED:	/* ring kills player */
1241				death("A cursed ring");
1242				break;
1243
1244			case R_DLREG:	/* this ring doesn't expire */
1245				Player.p_ring.ring_duration = 0;
1246				break;
1247			}
1248	}
1249	if (Player.p_age / N_AGE > Player.p_degenerated)
1250		/* age player slightly */
1251	{
1252		++Player.p_degenerated;
1253		if (Player.p_quickness > 23.0)
1254			Player.p_quickness *= 0.99;
1255		Player.p_strength *= 0.97;
1256		Player.p_brains *= 0.95;
1257		Player.p_magiclvl *= 0.97;
1258		Player.p_maxenergy *= 0.95;
1259		Player.p_quksilver *= 0.95;
1260		Player.p_sword *= 0.93;
1261		Player.p_shield *= 0.93;
1262	}
1263}
1264/**/
1265/************************************************************************
1266/
1267/ FUNCTION NAME: initplayer()
1268/
1269/ FUNCTION: initialize a character
1270/
1271/ AUTHOR: E. A. Estes, 12/4/85
1272/
1273/ ARGUMENTS:
1274/	struct player *playerp - pointer to structure to init
1275/
1276/ RETURN VALUE: none
1277/
1278/ MODULES CALLED: floor(), drandom()
1279/
1280/ GLOBAL INPUTS: none
1281/
1282/ GLOBAL OUTPUTS: none
1283/
1284/ DESCRIPTION:
1285/	Put a bunch of default values in the given structure.
1286/
1287*************************************************************************/
1288
1289void
1290initplayer(struct player *playerp)
1291{
1292	playerp->p_experience =
1293	    playerp->p_level =
1294	    playerp->p_strength =
1295	    playerp->p_sword =
1296	    playerp->p_might =
1297	    playerp->p_energy =
1298	    playerp->p_maxenergy =
1299	    playerp->p_shield =
1300	    playerp->p_quickness =
1301	    playerp->p_quksilver =
1302	    playerp->p_speed =
1303	    playerp->p_magiclvl =
1304	    playerp->p_mana =
1305	    playerp->p_brains =
1306	    playerp->p_poison =
1307	    playerp->p_gems =
1308	    playerp->p_sin =
1309	    playerp->p_1scratch =
1310	    playerp->p_2scratch = 0.0;
1311
1312	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
1313
1314	playerp->p_x = ROLL(-125.0, 251.0);
1315	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
1316
1317	/* clear ring */
1318	playerp->p_ring.ring_type = R_NONE;
1319	playerp->p_ring.ring_duration = 0;
1320	playerp->p_ring.ring_inuse = FALSE;
1321
1322	playerp->p_age = 0L;
1323
1324	playerp->p_degenerated = 1;	/* don't degenerate initially */
1325
1326	playerp->p_type = C_FIGHTER;	/* default */
1327	playerp->p_specialtype = SC_NONE;
1328	playerp->p_lives =
1329	    playerp->p_crowns =
1330	    playerp->p_charms =
1331	    playerp->p_amulets =
1332	    playerp->p_holywater =
1333	    playerp->p_lastused = 0;
1334	playerp->p_status = S_NOTUSED;
1335	playerp->p_tampered = T_OFF;
1336	playerp->p_istat = I_OFF;
1337
1338	playerp->p_palantir =
1339	    playerp->p_blessing =
1340	    playerp->p_virgin =
1341	    playerp->p_blindness = FALSE;
1342
1343	playerp->p_name[0] =
1344	    playerp->p_password[0] =
1345	    playerp->p_login[0] = '\0';
1346}
1347/**/
1348/************************************************************************
1349/
1350/ FUNCTION NAME: readmessage()
1351/
1352/ FUNCTION: read message from other players
1353/
1354/ AUTHOR: E. A. Estes, 12/4/85
1355/
1356/ ARGUMENTS: none
1357/
1358/ RETURN VALUE: none
1359/
1360/ MODULES CALLED: fseek(), fgets(), wmove(), waddstr(), wclrtoeol()
1361/
1362/ GLOBAL INPUTS: *stdscr, Databuf[], *Messagefp
1363/
1364/ GLOBAL OUTPUTS: none
1365/
1366/ DESCRIPTION:
1367/	If there is a message from other players, print it.
1368/
1369*************************************************************************/
1370
1371void
1372readmessage(void)
1373{
1374	move(3, 0);
1375	clrtoeol();
1376	fseek(Messagefp, 0L, SEEK_SET);
1377	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
1378		addstr(Databuf);
1379}
1380/**/
1381/************************************************************************
1382/
1383/ FUNCTION NAME: error()
1384/
1385/ FUNCTION: process environment error
1386/
1387/ AUTHOR: E. A. Estes, 12/4/85
1388/
1389/ ARGUMENTS:
1390/	char *whichfile - pointer to name of file which caused error
1391/
1392/ RETURN VALUE: none
1393/
1394/ MODULES CALLED: wclear(), cleanup()
1395/
1396/ GLOBAL INPUTS: errno, *stdscr, printf(), Windows
1397/
1398/ GLOBAL OUTPUTS: none
1399/
1400/ DESCRIPTION:
1401/	Print message about offending file, and exit.
1402/
1403*************************************************************************/
1404
1405__dead void
1406error(char *whichfile)
1407{
1408
1409	if (Windows)
1410		clear();
1411	cleanup(FALSE);
1412
1413	warn("%s", whichfile);
1414	fprintf(stderr, "Please run 'setup' to determine the problem.\n");
1415	exit(1);
1416}
1417/**/
1418/************************************************************************
1419/
1420/ FUNCTION NAME: distance()
1421/
1422/ FUNCTION: calculate distance between two points
1423/
1424/ AUTHOR: E. A. Estes, 12/4/85
1425/
1426/ ARGUMENTS:
1427/	double x1, y1 - x, y coordinates of first point
1428/	double x2, y2 - x, y coordinates of second point
1429/
1430/ RETURN VALUE: distance between the two points
1431/
1432/ MODULES CALLED: sqrt()
1433/
1434/ GLOBAL INPUTS: none
1435/
1436/ GLOBAL OUTPUTS: none
1437/
1438/ DESCRIPTION:
1439/	This function is provided because someone's hypot() library function
1440/	fails if x1 == x2 && y1 == y2.
1441/
1442*************************************************************************/
1443
1444double
1445distance(double x1, double x2, double y1, double y2)
1446{
1447	double  deltax, deltay;
1448
1449	deltax = x1 - x2;
1450	deltay = y1 - y2;
1451	return (sqrt(deltax * deltax + deltay * deltay));
1452}
1453/************************************************************************
1454/
1455/ FUNCTION NAME: descrstatus()
1456/
1457/ FUNCTION: return a string describing the player status
1458/
1459/ AUTHOR: E. A. Estes, 3/3/86
1460/
1461/ ARGUMENTS:
1462/	struct player playerp - pointer to player structure to describe
1463/
1464/ RETURN VALUE: string describing player's status
1465/
1466/ MODULES CALLED: none
1467/
1468/ GLOBAL INPUTS: none
1469/
1470/ GLOBAL OUTPUTS: none
1471/
1472/ DESCRIPTION:
1473/	Return verbal description of player status.
1474/	If player status is S_PLAYING, check for low energy and blindness.
1475/
1476*************************************************************************/
1477
1478char *
1479descrstatus(struct player *playerp)
1480{
1481	switch (playerp->p_status) {
1482	case S_PLAYING:
1483		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
1484			return ("Low Energy");
1485		else if (playerp->p_blindness)
1486			return ("Blind");
1487		else
1488			return ("In game");
1489
1490	case S_CLOAKED:
1491		return ("Cloaked");
1492
1493	case S_INBATTLE:
1494		return ("In Battle");
1495
1496	case S_MONSTER:
1497		return ("Encounter");
1498
1499	case S_TRADING:
1500		return ("Trading");
1501
1502	case S_OFF:
1503		return ("Off");
1504
1505	case S_HUNGUP:
1506		return ("Hung up");
1507
1508	default:
1509		return ("");
1510	}
1511}
1512/**/
1513/************************************************************************
1514/
1515/ FUNCTION NAME: drandom()
1516/
1517/ FUNCTION: return a random floating point number from 0.0 < 1.0
1518/
1519/ AUTHOR: E. A. Estes, 2/7/86
1520/
1521/ ARGUMENTS: none
1522/
1523/ RETURN VALUE: none
1524/
1525/ MODULES CALLED: arc4random()
1526/
1527/ GLOBAL INPUTS: none
1528/
1529/ GLOBAL OUTPUTS: none
1530/
1531/ DESCRIPTION:
1532/	Convert random integer from library routine into a floating
1533/	point number, and divide by the largest possible random number.
1534/
1535*************************************************************************/
1536
1537double
1538drandom(void)
1539{
1540	return ((double) arc4random() / (UINT32_MAX + 1.0));
1541}
1542/**/
1543/************************************************************************
1544/
1545/ FUNCTION NAME: collecttaxes()
1546/
1547/ FUNCTION: collect taxes from current player
1548/
1549/ AUTHOR: E. A. Estes, 2/7/86
1550/
1551/ ARGUMENTS:
1552/	double gold - amount of gold to tax
1553/	double gems - amount of gems to tax
1554/
1555/ RETURN VALUE: none
1556/
1557/ MODULES CALLED: fread(), fseek(), fopen(), floor(), fwrite(), fclose()
1558/
1559/ GLOBAL INPUTS: Player
1560/
1561/ GLOBAL OUTPUTS: Player
1562/
1563/ DESCRIPTION:
1564/	Pay taxes on gold and gems.  If the player does not have enough
1565/	gold to pay taxes on the added gems, convert some gems to gold.
1566/	Add taxes to tax data base; add remaining gold and gems to
1567/	player's cache.
1568/
1569*************************************************************************/
1570
1571void
1572collecttaxes(double gold, double gems)
1573{
1574	FILE   *fp;		/* to update Goldfile */
1575	double  dtemp;		/* for temporary calculations */
1576	double  taxes;		/* tax liability */
1577
1578	/* add to cache */
1579	Player.p_gold += gold;
1580	Player.p_gems += gems;
1581
1582	/* calculate tax liability */
1583	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1584
1585	if (Player.p_gold < taxes)
1586		/* not enough gold to pay taxes, must convert some gems to
1587		 * gold */
1588	{
1589		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
1590								 * convert */
1591
1592		if (Player.p_gems >= dtemp)
1593			/* player has enough to convert */
1594		{
1595			Player.p_gems -= dtemp;
1596			Player.p_gold += dtemp * N_GEMVALUE;
1597		} else
1598			/* take everything; this should never happen */
1599		{
1600			Player.p_gold += Player.p_gems * N_GEMVALUE;
1601			Player.p_gems = 0.0;
1602			taxes = Player.p_gold;
1603		}
1604	}
1605	Player.p_gold -= taxes;
1606
1607	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1608		/* update taxes */
1609	{
1610		dtemp = 0.0;
1611		fread(&dtemp, sizeof(double), 1, fp);
1612		dtemp += floor(taxes);
1613		fseek(fp, 0L, SEEK_SET);
1614		fwrite(&dtemp, sizeof(double), 1, fp);
1615		fclose(fp);
1616	}
1617}
1618