games: Massive style(9) cleanup commit. Reduces differences to NetBSD.
[dragonfly.git] / games / phantasia / main.c
blob676a94da0cf708834ab2a1c889252f944ac1d2a9
1 /*
2 * Phantasia 3.3.2 -- Interterminal fantasy game
4 * Edward A. Estes
5 * AT&T, March 12, 1986
7 * $FreeBSD: src/games/phantasia/main.c,v 1.8 1999/11/16 02:57:34 billf Exp $
8 * $DragonFly: src/games/phantasia/main.c,v 1.3 2005/05/31 00:06:26 swildner Exp $
9 */
11 /* DISCLAIMER:
13 * This game is distributed for free as is. It is not guaranteed to work
14 * in every conceivable environment. It is not even guaranteed to work
15 * in ANY environment.
17 * This game is distributed without notice of copyright, therefore it
18 * may be used in any manner the recipient sees fit. However, the
19 * author assumes no responsibility for maintaining or revising this
20 * game, in its original form, or any derivitives thereof.
22 * The author shall not be responsible for any loss, cost, or damage,
23 * including consequential damage, caused by reliance on this material.
25 * The author makes no warranties, express or implied, including warranties
26 * of merchantability or fitness for a particular purpose or use.
28 * AT&T is in no way connected with this game.
31 #include <sys/types.h>
32 #include <pwd.h>
33 #include <string.h>
36 * The program allocates as much file space as it needs to store characters,
37 * so the possibility exists for the character file to grow without bound.
38 * The file is purged upon normal entry to try to avoid that problem.
39 * A similar problem exists for energy voids. To alleviate the problem here,
40 * the void file is cleared with every new king, and a limit is placed
41 * on the size of the energy void file.
45 * The scoreboard file is updated when someone dies, and keeps track
46 * of the highest character to date for that login.
47 * Being purged from the character file does not cause the scoreboard
48 * to be updated.
52 #include "include.h"
54 /* functions which we need to know about */
55 /* fight.c */
56 extern void encounter(int);
57 /* gamesupport.c */
58 extern void activelist(void);
59 extern void changestats(bool);
60 extern void monstlist(void);
61 extern void purgeoldplayers(void);
62 extern void scorelist(void);
63 /* interplayer.c */
64 extern void checkbattle(void);
65 extern void checktampered(void);
66 extern void dotampered(void);
67 extern void throneroom(void);
68 extern void userlist(bool);
69 /* io.c */
70 extern int getanswer(const char *, bool);
71 extern void getstring(char *, int);
72 extern double infloat(void);
73 extern int inputoption(void);
74 extern void more(int);
75 /* misc.c */
76 extern void adjuststats(void);
77 extern long allocrecord(void);
78 extern void allstatslist(void);
79 extern void altercoordinates(double, double, int);
80 extern void collecttaxes(double, double);
81 extern void death(const char *);
82 extern void displaystats(void);
83 extern double distance(double, double, double, double);
84 extern void error(const char *);
85 extern long findname(char *, struct player *);
86 extern void initplayer(struct player *);
87 extern void leavegame(void);
88 extern void readmessage(void);
89 extern void tradingpost(void);
90 extern void truncstring(char *);
91 extern void writerecord(struct player *, long);
92 /* phantglobs.c */
93 extern double drandom(void);
95 void cleanup(bool);
96 void genchar(int);
97 void initialstate(void);
98 void neatstuff(void);
99 void playinit(void);
100 void procmain(void);
101 long recallplayer(void);
102 long rollnewplayer(void);
103 void titlelist(void);
106 * FUNCTION: initialize state, and call main process
108 * GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[],
109 * Fileloc, Stattable[]
111 * GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr
113 * DESCRIPTION:
114 * Process arguments, initialize program, and loop forever processing
115 * player input.
119 main(int argc, char **argv)
121 bool noheader = FALSE; /* set if don't want header */
122 bool headeronly = FALSE; /* set if only want header */
123 bool examine = FALSE; /* set if examine a character */
124 time_t seconds; /* for time of day */
125 double dtemp; /* for temporary calculations */
127 initialstate(); /* init globals */
129 /* process arguments */
130 while (--argc && (*++argv)[0] == '-')
131 switch ((*argv)[1]) {
132 case 's': /* short */
133 noheader = TRUE;
134 break;
136 case 'H': /* Header */
137 headeronly = TRUE;
138 break;
140 case 'a': /* all users */
141 activelist();
142 cleanup(TRUE);
143 /* NOTREACHED */
145 case 'p': /* purge old players */
146 purgeoldplayers();
147 cleanup(TRUE);
148 /* NOTREACHED */
150 case 'S': /* set 'Wizard' */
151 Wizard = !getuid();
152 break;
154 case 'x': /* examine */
155 examine = TRUE;
156 break;
158 case 'm': /* monsters */
159 monstlist();
160 cleanup(TRUE);
161 /* NOTREACHED */
163 case 'b': /* scoreboard */
164 scorelist();
165 cleanup(TRUE);
166 /* NOTREACHED */
169 if (!isatty(0)) /* don't let non-tty's play */
170 cleanup(TRUE);
171 /* NOTREACHED */
173 playinit(); /* set up to catch signals, init curses */
175 if (examine) {
176 changestats(FALSE);
177 cleanup(TRUE);
178 /* NOTREACHED */
181 if (!noheader) {
182 titlelist();
183 purgeoldplayers(); /* clean up old characters */
186 if (headeronly)
187 cleanup(TRUE);
188 /* NOTREACHED */
190 do {
191 /* get the player structure filled */
192 Fileloc = -1L;
194 mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
196 switch (getanswer("NYQ", FALSE)) {
197 case 'Y':
198 Fileloc = recallplayer();
199 break;
201 case 'Q':
202 cleanup(TRUE);
203 /* NOTREACHED */
205 default:
206 Fileloc = rollnewplayer();
207 break;
209 clear();
210 } while (Fileloc < 0L);
212 if (Player.p_level > 5.0)
213 /* low level players have long timeout */
214 Timeout = TRUE;
216 /* update some important player statistics */
217 strcpy(Player.p_login, Login);
218 time(&seconds);
219 Player.p_lastused = localtime(&seconds)->tm_yday;
220 Player.p_status = S_PLAYING;
221 writerecord(&Player, Fileloc);
223 Statptr = &Stattable[Player.p_type]; /* initialize pointer */
225 /* catch interrupts */
226 #ifdef BSD41
227 sigset(SIGINT, interrupt);
228 #endif
229 #ifdef BSD42
230 signal(SIGINT, interrupt);
231 #endif
232 #ifdef SYS3
233 signal(SIGINT, interrupt);
234 #endif
235 #ifdef SYS5
236 signal(SIGINT, interrupt);
237 #endif
239 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
241 clear();
243 for (;;) {
244 /* loop forever, processing input */
246 adjuststats(); /* cleanup stats */
248 if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING) {
249 /* not allowed on throne -- move */
250 mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
251 altercoordinates(0.0, 0.0, A_NEAR);
254 checktampered(); /* check for energy voids, etc. */
256 if (Player.p_status != S_CLOAKED
257 /* not cloaked */
258 && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
259 /* |x| = |y| */
260 && !Throne) {
261 /* not on throne */
262 dtemp = sqrt(dtemp / 100.0);
263 if (floor(dtemp) == dtemp) {
264 /* |x| / 100 == n*n; at a trading post */
265 tradingpost();
266 clear();
270 checkbattle(); /* check for player to player battle */
271 neatstuff(); /* gurus, medics, etc. */
273 if (Player.p_status == S_CLOAKED) {
274 /* costs 3 mana per turn to be cloaked */
275 if (Player.p_mana > 3.0)
276 Player.p_mana -= 3.0;
277 else {
278 /* ran out of mana, uncloak */
279 Player.p_status = S_PLAYING;
280 Changed = TRUE;
284 if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED) {
285 /* change status back to S_PLAYING */
286 Player.p_status = S_PLAYING;
287 Changed = TRUE;
290 if (Changed) {
291 /* update file only if important stuff has changed */
292 writerecord(&Player, Fileloc);
293 Changed = FALSE;
294 continue;
297 readmessage(); /* read message, if any */
299 displaystats(); /* print statistics */
301 move(6, 0);
303 if (Throne)
304 /* maybe make king, print prompt, etc. */
305 throneroom();
307 /* print status line */
308 addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
309 if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
310 addstr("6:Cloak ");
311 if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
312 addstr("7:Teleport ");
313 if (Player.p_specialtype >= SC_COUNCIL || Wizard)
314 addstr("8:Intervene ");
316 procmain(); /* process input */
321 * FUNCTION: initialize some important global variable
323 * GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond,
324 * Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp,
325 * *Playersfp
327 * DESCRIPTION:
328 * Set global flags, and open files which remain open.
331 void
332 initialstate(void)
334 Beyond = FALSE;
335 Marsh = FALSE;
336 Throne = FALSE;
337 Changed = FALSE;
338 Wizard = FALSE;
339 Timeout = FALSE;
340 Users = 0;
341 Windows = FALSE;
342 Echo = TRUE;
344 /* setup login name */
345 if ((Login = getlogin()) == NULL)
346 Login = getpwuid(getuid())->pw_name;
348 /* open some files */
349 if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
350 error(_PATH_PEOPLE);
351 /* NOTREACHED */
353 if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
354 error(_PATH_MONST);
355 /* NOTREACHED */
357 if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
358 error(_PATH_MESS);
359 /* NOTREACHED */
361 if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
362 error(_PATH_VOID);
363 /* NOTREACHED */
365 srandomdev();
369 * FUNCTION: roll up a new character
371 * GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[]
373 * GLOBAL OUTPUTS: Echo
375 * DESCRIPTION:
376 * Prompt player, and roll up new character.
379 long
380 rollnewplayer(void)
382 int chartype; /* character type */
383 int ch; /* input */
385 initplayer(&Player); /* initialize player structure */
387 clear();
388 mvaddstr(4, 21, "Which type of character do you want:");
389 mvaddstr(8, 4, "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
390 if (Wizard) {
391 addstr("7:Super ? ");
392 chartype = getanswer("1234567", FALSE);
393 } else {
394 addstr("? ");
395 chartype = getanswer("123456", FALSE);
398 do {
399 genchar(chartype); /* roll up a character */
401 /* print out results */
402 mvprintw(12, 14,
403 "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
404 Player.p_strength, Player.p_quickness, Player.p_mana);
405 mvprintw(13, 14,
406 "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
407 Player.p_energy, Player.p_brains, Player.p_magiclvl);
409 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
410 break;
412 mvaddstr(14, 14, "Type '1' to keep >");
413 ch = getanswer(" ", TRUE);
414 } while (ch != '1');
416 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
417 /* get coordinates for experimento */
418 for (;;) {
419 mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
420 getstring(Databuf, SZ_DATABUF);
421 sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
423 if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
424 mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
425 else
426 break;
429 for (;;) {
430 /* name the new character */
431 mvprintw(18, 0,
432 "Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
433 getstring(Player.p_name, SZ_NAME);
434 truncstring(Player.p_name); /* remove trailing blanks */
436 if (Player.p_name[0] == '\0')
437 /* no null names */
438 mvaddstr(19, 0, "Invalid name.");
439 else if (findname(Player.p_name, &Other) >= 0L)
440 /* cannot have duplicate names */
441 mvaddstr(19, 0, "Name already in use.");
442 else
443 /* name is acceptable */
444 break;
446 addstr(" Pick another.\n");
449 /* get a password for character */
450 Echo = FALSE;
452 do {
453 mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
454 getstring(Player.p_password, SZ_PASSWORD);
455 mvaddstr(21, 0, "One more time to verify ? ");
456 getstring(Databuf, SZ_PASSWORD);
457 } while (strcmp(Player.p_password, Databuf) != 0);
459 Echo = TRUE;
461 return (allocrecord());
465 * FUNCTION: process input from player
467 * GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr,
468 * Databuf[], Illmove[]
470 * GLOBAL OUTPUTS: Player, Changed
472 * DESCRIPTION:
473 * Process main menu options.
476 void
477 procmain(void)
479 int ch; /* input */
480 double x; /* desired new x coordinate */
481 double y; /* desired new y coordinate */
482 double temp; /* for temporary calculations */
483 FILE *fp; /* for opening files */
484 int loop; /* a loop counter */
485 bool hasmoved = FALSE; /* set if player has moved */
487 ch = inputoption();
488 mvaddstr(4, 0, "\n\n"); /* clear status area */
490 move(7, 0);
491 clrtobot(); /* clear data on bottom area of screen */
493 if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
494 /* valar cannot move */
495 ch = ' ';
497 switch (ch) {
498 case 'K': /* move up/north */
499 case 'N':
500 x = Player.p_x;
501 y = Player.p_y + MAXMOVE();
502 hasmoved = TRUE;
503 break;
505 case 'J': /* move down/south */
506 case 'S':
507 x = Player.p_x;
508 y = Player.p_y - MAXMOVE();
509 hasmoved = TRUE;
510 break;
512 case 'L': /* move right/east */
513 case 'E':
514 x = Player.p_x + MAXMOVE();
515 y = Player.p_y;
516 hasmoved = TRUE;
517 break;
519 case 'H': /* move left/west */
520 case 'W':
521 x = Player.p_x - MAXMOVE();
522 y = Player.p_y;
523 hasmoved = TRUE;
524 break;
526 default: /* rest */
527 Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0 +
528 Player.p_level / 3.0 + 2.0;
529 Player.p_energy =
530 MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
532 if (Player.p_status != S_CLOAKED) {
533 /* cannot find mana if cloaked */
534 Player.p_mana += (Circle + Player.p_level) / 4.0;
536 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
537 /* wandering monster */
538 encounter(-1);
540 break;
542 case 'X': /* change/examine a character */
543 changestats(TRUE);
544 break;
546 case '1': /* move */
547 for (loop = 3; loop; --loop) {
548 mvaddstr(4, 0, "X Y Coordinates ? ");
549 getstring(Databuf, SZ_DATABUF);
551 if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
552 mvaddstr(5, 0, "Try again\n");
553 else if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
554 ILLMOVE();
555 else {
556 hasmoved = TRUE;
557 break;
560 break;
562 case '2': /* players */
563 userlist(TRUE);
564 break;
566 case '3': /* message */
567 mvaddstr(4, 0, "Message ? ");
568 getstring(Databuf, SZ_DATABUF);
569 /* we open the file for writing to erase any data which is already there */
570 fp = fopen(_PATH_MESS, "w");
571 if (Databuf[0] != '\0')
572 fprintf(fp, "%s: %s", Player.p_name, Databuf);
573 fclose(fp);
574 break;
576 case '4': /* stats */
577 allstatslist();
578 break;
580 case '5': /* good-bye */
581 leavegame();
582 /* NOTREACHED */
584 case '6': /* cloak */
585 if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
586 ILLCMD();
587 else if (Player.p_status == S_CLOAKED)
588 Player.p_status = S_PLAYING;
589 else if (Player.p_mana < MM_CLOAK)
590 mvaddstr(5, 0, "No mana left.\n");
591 else {
592 Changed = TRUE;
593 Player.p_mana -= MM_CLOAK;
594 Player.p_status = S_CLOAKED;
596 break;
598 case '7': /* teleport */
601 * conditions for teleport
602 * - 20 per (level plus magic level)
603 * - OR council of the wise or valar or ex-valar
604 * - OR transport from throne
605 * transports from throne cost no mana
607 if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
608 ILLCMD();
609 else
610 for (loop = 3; loop; --loop) {
611 mvaddstr(4, 0, "X Y Coordinates ? ");
612 getstring(Databuf, SZ_DATABUF);
614 if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
615 temp = distance(Player.p_x, x, Player.p_y, y);
616 if (!Throne
617 /* can transport anywhere from throne */
618 && Player.p_specialtype <= SC_COUNCIL
619 /* council, valar can transport anywhere */
620 && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
621 /* can only move 20 per exp. level + mag. level */
622 ILLMOVE();
623 else {
624 temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
626 if (!Throne && temp > Player.p_mana)
627 mvaddstr(5, 0, "Not enough power for that distance.\n");
628 else {
629 if (!Throne)
630 Player.p_mana -= temp;
631 hasmoved = TRUE;
632 break;
637 break;
639 case 'C':
640 case '9': /* monster */
641 if (Throne)
642 /* no monsters while on throne */
643 mvaddstr(5, 0, "No monsters in the chamber!\n");
644 else if (Player.p_specialtype != SC_VALAR) {
645 /* the valar cannot call monsters */
646 Player.p_sin += 1e-6;
647 encounter(-1);
649 break;
651 case '0': /* decree */
652 if (Wizard || (Player.p_specialtype == SC_KING && Throne))
653 /* kings must be on throne to decree */
654 dotampered();
655 else
656 ILLCMD();
657 break;
659 case '8': /* intervention */
660 if (Wizard || Player.p_specialtype >= SC_COUNCIL)
661 dotampered();
662 else
663 ILLCMD();
664 break;
667 if (hasmoved) {
668 /* player has moved -- alter coordinates, and do random monster */
669 altercoordinates(x, y, A_SPECIFIC);
671 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
672 encounter(-1);
677 * FUNCTION: print title page
679 * GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp
681 * GLOBAL OUTPUTS: Lines
683 * DESCRIPTION:
684 * Print important information about game, players, etc.
687 void
688 titlelist(void)
690 FILE *fp; /* used for opening various files */
691 bool councilfound = FALSE; /* set if we find a member of the council */
692 bool kingfound = FALSE; /* set if we find a king */
693 double hiexp, nxtexp; /* used for finding the two highest players */
694 double hilvl, nxtlvl; /* used for finding the two highest players */
695 char hiname[21], nxtname[21]; /* used for finding the two highest players */
697 nxtexp = 0;
698 mvaddstr(0, 14, "W e l c o m e t o P h a n t a s i a (vers. 3.3.2)!");
700 /* print message of the day */
701 if ((fp = fopen(_PATH_MOTD, "r")) != NULL
702 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
703 mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
704 fclose(fp);
707 /* search for king */
708 fseek(Playersfp, 0L, SEEK_SET);
709 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
710 if (Other.p_specialtype == SC_KING &&
711 Other.p_status != S_NOTUSED) {
712 /* found the king */
713 sprintf(Databuf, "The present ruler is %s Level:%.0f",
714 Other.p_name, Other.p_level);
715 mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
716 kingfound = TRUE;
717 break;
720 if (!kingfound)
721 mvaddstr(4, 24, "There is no ruler at this time.");
723 /* search for valar */
724 fseek(Playersfp, 0L, SEEK_SET);
725 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
726 if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED) {
727 /* found the valar */
728 sprintf(Databuf, "The Valar is %s Login: %s",
729 Other.p_name, Other.p_login);
730 mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
731 break;
734 /* search for council of the wise */
735 fseek(Playersfp, 0L, SEEK_SET);
736 Lines = 10;
737 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
738 if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED) {
739 /* found a member of the council */
740 if (!councilfound) {
741 mvaddstr(8, 30, "Council of the Wise:");
742 councilfound = TRUE;
745 /* This assumes a finite (<=5) number of C.O.W.: */
746 sprintf(Databuf, "%s Login: %s", Other.p_name, Other.p_login);
747 mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
750 /* search for the two highest players */
751 nxtname[0] = hiname[0] = '\0';
752 hiexp = 0.0;
753 nxtlvl = hilvl = 0;
755 fseek(Playersfp, 0L, SEEK_SET);
756 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
757 if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED) {
758 /* highest found so far */
759 nxtexp = hiexp;
760 hiexp = Other.p_experience;
761 nxtlvl = hilvl;
762 hilvl = Other.p_level;
763 strcpy(nxtname, hiname);
764 strcpy(hiname, Other.p_name);
765 } else if (Other.p_experience > nxtexp &&
766 Other.p_specialtype <= SC_KING &&
767 Other.p_status != S_NOTUSED) {
768 /* next highest found so far */
769 nxtexp = Other.p_experience;
770 nxtlvl = Other.p_level;
771 strcpy(nxtname, Other.p_name);
774 mvaddstr(15, 28, "Highest characters are:");
775 sprintf(Databuf, "%s Level:%.0f and %s Level:%.0f",
776 hiname, hilvl, nxtname, nxtlvl);
777 mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
779 /* print last to die */
780 if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
781 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
782 mvaddstr(19, 25, "The last character to die was:");
783 mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
784 fclose(fp);
787 refresh();
791 * FUNCTION: find a character on file
793 * GLOBAL INPUTS: Player, *stdscr, Databuf[]
795 * GLOBAL OUTPUTS: Echo, Player
797 * DESCRIPTION:
798 * Search for a character of a certain name, and check password.
801 long
802 recallplayer(void)
804 long loc = 0L; /* location in player file */
805 int loop; /* loop counter */
806 int ch; /* input */
808 clear();
809 mvprintw(10, 0, "What was your character's name ? ");
810 getstring(Databuf, SZ_NAME);
811 truncstring(Databuf);
813 if ((loc = findname(Databuf, &Player)) >= 0L) {
814 /* found character */
815 Echo = FALSE;
817 for (loop = 0; loop < 2; ++loop) {
818 /* prompt for password */
819 mvaddstr(11, 0, "Password ? ");
820 getstring(Databuf, SZ_PASSWORD);
821 if (strcmp(Databuf, Player.p_password) == 0) {
822 /* password good */
823 Echo = TRUE;
825 if (Player.p_status != S_OFF) {
826 /* player did not exit normally last time */
827 clear();
828 addstr("Your character did not exit normally last time.\n");
829 addstr("If you think you have good cause to have your character saved,\n");
830 printw("you may quit and mail your reason to 'root'.\n");
831 addstr("Otherwise, continuing spells certain death.\n");
832 addstr("Do you want to quit ? ");
833 ch = getanswer("YN", FALSE);
834 if (ch == 'Y') {
835 Player.p_status = S_HUNGUP;
836 writerecord(&Player, loc);
837 cleanup(TRUE);
838 /* NOTREACHED */
840 death("Stupidity");
841 /* NOTREACHED */
843 return (loc);
844 } else
845 mvaddstr(12, 0, "No good.\n");
848 Echo = TRUE;
849 } else
850 mvaddstr(11, 0, "Not found.\n");
852 more(13);
853 return (-1L);
857 * FUNCTION: do random stuff
859 * GLOBAL INPUTS: Player, *stdscr, *Statptr
861 * GLOBAL OUTPUTS: Player
863 * DESCRIPTION:
864 * Handle gurus, medics, etc.
867 void
868 neatstuff(void)
870 double temp; /* for temporary calculations */
871 int ch; /* input */
873 switch ((int)ROLL(0.0, 100.0)) {
874 case 1:
875 case 2:
876 if (Player.p_poison > 0.0) {
877 mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
878 temp = floor(infloat());
879 if (temp < 0.0 || temp > Player.p_gold) {
880 /* negative gold, or more than available */
881 mvaddstr(6, 0, "He was not amused, and made you worse.\n");
882 Player.p_poison += 1.0;
883 } else if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
884 /* medic wants 1/2 of available gold */
885 mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
886 else {
887 mvaddstr(5, 0, "He accepted.");
888 Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
889 Player.p_gold -= temp;
892 break;
894 case 3:
895 mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
896 Player.p_experience += 4000.0;
897 Player.p_sin += 0.5;
898 break;
900 case 4:
901 temp = ROLL(10.0, 75.0);
902 mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
903 ch = getanswer("NY", FALSE);
905 if (ch == 'Y')
906 collecttaxes(temp, 0.0);
907 break;
909 case 5:
910 if (Player.p_sin > 1.0) {
911 mvaddstr(4, 0, "You've found a Holy Orb!\n");
912 Player.p_sin -= 0.25;
914 break;
916 case 6:
917 if (Player.p_poison < 1.0) {
918 mvaddstr(4, 0, "You've been hit with a plague!\n");
919 Player.p_poison += 1.0;
921 break;
923 case 7:
924 mvaddstr(4, 0, "You've found some holy water.\n");
925 ++Player.p_holywater;
926 break;
928 case 8:
929 mvaddstr(4, 0, "You've met a Guru. . .");
930 if (drandom() * Player.p_sin > 1.0)
931 addstr("You disgusted him with your sins!\n");
932 else if (Player.p_poison > 0.0) {
933 addstr("He looked kindly upon you, and cured you.\n");
934 Player.p_poison = 0.0;
935 } else {
936 addstr("He rewarded you for your virtue.\n");
937 Player.p_mana += 50.0;
938 Player.p_shield += 2.0;
940 break;
942 case 9:
943 mvaddstr(4, 0, "You've found an amulet.\n");
944 ++Player.p_amulets;
945 break;
947 case 10:
948 if (Player.p_blindness) {
949 mvaddstr(4, 0, "You've regained your sight!\n");
950 Player.p_blindness = FALSE;
952 break;
954 default: /* deal with poison */
955 if (Player.p_poison > 0.0) {
956 temp = Player.p_poison * Statptr->c_weakness
957 * Player.p_maxenergy / 600.0;
958 if (Player.p_energy > Player.p_maxenergy / 10.0
959 && temp + 5.0 < Player.p_energy)
960 Player.p_energy -= temp;
962 break;
967 * FUNCTION: generate a random character
969 * ARGUMENTS:
970 * int type - ASCII value of character type to generate
972 * GLOBAL INPUTS: Wizard, Player, Stattable[]
974 * GLOBAL OUTPUTS: Player
976 * DESCRIPTION:
977 * Use the lookup table for rolling stats.
980 void
981 genchar(int type)
983 int subscript; /* used for subscripting into Stattable */
984 struct charstats *statptr; /* for pointing into Stattable */
986 subscript = type - '1';
988 if (subscript < C_MAGIC || subscript > C_EXPER)
989 if (subscript != C_SUPER || !Wizard)
990 /* fighter is default */
991 subscript = C_FIGHTER;
993 statptr = &Stattable[subscript];
995 Player.p_quickness =
996 ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
997 Player.p_strength =
998 ROLL(statptr->c_strength.base, statptr->c_strength.interval);
999 Player.p_mana =
1000 ROLL(statptr->c_mana.base, statptr->c_mana.interval);
1001 Player.p_maxenergy =
1002 Player.p_energy =
1003 ROLL(statptr->c_energy.base, statptr->c_energy.interval);
1004 Player.p_brains =
1005 ROLL(statptr->c_brains.base, statptr->c_brains.interval);
1006 Player.p_magiclvl =
1007 ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
1009 Player.p_type = subscript;
1011 if (Player.p_type == C_HALFLING)
1012 /* give halfling some experience */
1013 Player.p_experience = ROLL(600.0, 200.0);
1017 * FUNCTION: initialize for playing game
1019 * GLOBAL INPUTS: *stdscr, ill_sig()
1021 * GLOBAL OUTPUTS: Windows
1023 * DESCRIPTION:
1024 * Catch a bunch of signals, and turn on curses stuff.
1027 void
1028 playinit(void)
1030 /* catch/ingnore signals */
1032 #ifdef BSD41
1033 sigignore(SIGQUIT);
1034 sigignore(SIGALRM);
1035 sigignore(SIGTERM);
1036 sigignore(SIGTSTP);
1037 sigignore(SIGTTIN);
1038 sigignore(SIGTTOU);
1039 sighold(SIGINT);
1040 sigset(SIGHUP, ill_sig);
1041 sigset(SIGTRAP, ill_sig);
1042 sigset(SIGIOT, ill_sig);
1043 sigset(SIGEMT, ill_sig);
1044 sigset(SIGFPE, ill_sig);
1045 sigset(SIGBUS, ill_sig);
1046 sigset(SIGSEGV, ill_sig);
1047 sigset(SIGSYS, ill_sig);
1048 sigset(SIGPIPE, ill_sig);
1049 #endif
1050 #ifdef BSD42
1051 signal(SIGQUIT, ill_sig);
1052 signal(SIGALRM, SIG_IGN);
1053 signal(SIGTERM, SIG_IGN);
1054 signal(SIGTSTP, SIG_IGN);
1055 signal(SIGTTIN, SIG_IGN);
1056 signal(SIGTTOU, SIG_IGN);
1057 signal(SIGINT, ill_sig);
1058 signal(SIGHUP, SIG_DFL);
1059 signal(SIGTRAP, ill_sig);
1060 signal(SIGIOT, ill_sig);
1061 signal(SIGEMT, ill_sig);
1062 signal(SIGFPE, ill_sig);
1063 signal(SIGBUS, ill_sig);
1064 signal(SIGSEGV, ill_sig);
1065 signal(SIGSYS, ill_sig);
1066 signal(SIGPIPE, ill_sig);
1067 #endif
1068 #ifdef SYS3
1069 signal(SIGINT, SIG_IGN);
1070 signal(SIGQUIT, SIG_IGN);
1071 signal(SIGTERM, SIG_IGN);
1072 signal(SIGALRM, SIG_IGN);
1073 signal(SIGHUP, ill_sig);
1074 signal(SIGTRAP, ill_sig);
1075 signal(SIGIOT, ill_sig);
1076 signal(SIGEMT, ill_sig);
1077 signal(SIGFPE, ill_sig);
1078 signal(SIGBUS, ill_sig);
1079 signal(SIGSEGV, ill_sig);
1080 signal(SIGSYS, ill_sig);
1081 signal(SIGPIPE, ill_sig);
1082 #endif
1083 #ifdef SYS5
1084 signal(SIGINT, SIG_IGN);
1085 signal(SIGQUIT, SIG_IGN);
1086 signal(SIGTERM, SIG_IGN);
1087 signal(SIGALRM, SIG_IGN);
1088 signal(SIGHUP, ill_sig);
1089 signal(SIGTRAP, ill_sig);
1090 signal(SIGIOT, ill_sig);
1091 signal(SIGEMT, ill_sig);
1092 signal(SIGFPE, ill_sig);
1093 signal(SIGBUS, ill_sig);
1094 signal(SIGSEGV, ill_sig);
1095 signal(SIGSYS, ill_sig);
1096 signal(SIGPIPE, ill_sig);
1097 #endif
1099 initscr(); /* turn on curses */
1100 noecho(); /* do not echo input */
1101 cbreak(); /* do not process erase, kill */
1102 clear();
1103 refresh();
1104 Windows = TRUE; /* mark the state */
1109 * FUNCTION: close some files, and maybe exit
1111 * ARGUMENTS:
1112 * bool doexit - exit flag
1114 * GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp,
1115 * *Messagefp, *Playersfp
1117 * DESCRIPTION:
1118 * Close all open files. If we are "in curses" terminate curses.
1119 * If 'doexit' is set, exit, otherwise return.
1122 void
1123 cleanup(bool doexit)
1125 if (Windows) {
1126 move(LINES - 2, 0);
1127 refresh();
1128 nocbreak();
1129 endwin();
1131 if (Playersfp) {
1132 fclose(Playersfp);
1133 Playersfp = NULL;
1135 if (Monstfp) {
1136 fclose(Monstfp);
1137 Monstfp = NULL;
1139 if (Messagefp) {
1140 fclose(Messagefp);
1141 Messagefp = NULL;
1143 if (Energyvoidfp) {
1144 fclose(Energyvoidfp);
1145 Energyvoidfp = NULL;
1148 if (doexit)
1149 exit(0);
1150 /* NOTREACHED */