Install input{,-event-types}.h to /usr/include/compat/linux too.
[dragonfly.git] / games / phantasia / main.c
blobc19868f90875eea2072d54bc5145a28d3df562b4
1 /* $NetBSD: main.c,v 1.23 2009/08/31 08:27:16 dholland Exp $ */
3 /*
4 * Phantasia 3.3.2 -- Interterminal fantasy game
6 * Edward A. Estes
7 * AT&T, March 12, 1986
8 */
10 /* DISCLAIMER:
12 * This game is distributed for free as is. It is not guaranteed to work
13 * in every conceivable environment. It is not even guaranteed to work
14 * in ANY environment.
16 * This game is distributed without notice of copyright, therefore it
17 * may be used in any manner the recipient sees fit. However, the
18 * author assumes no responsibility for maintaining or revising this
19 * game, in its original form, or any derivitives thereof.
21 * The author shall not be responsible for any loss, cost, or damage,
22 * including consequential damage, caused by reliance on this material.
24 * The author makes no warranties, express or implied, including warranties
25 * of merchantability or fitness for a particular purpose or use.
27 * AT&T is in no way connected with this game.
30 #include <sys/types.h>
31 #include <pwd.h>
32 #include <string.h>
35 * The program allocates as much file space as it needs to store characters,
36 * so the possibility exists for the character file to grow without bound.
37 * The file is purged upon normal entry to try to avoid that problem.
38 * A similar problem exists for energy voids. To alleviate the problem here,
39 * the void file is cleared with every new king, and a limit is placed
40 * on the size of the energy void file.
44 * The scoreboard file is updated when someone dies, and keeps track
45 * of the highest character to date for that login.
46 * Being purged from the character file does not cause the scoreboard
47 * to be updated.
51 #include "include.h"
53 static void genchar(int);
54 static void initialstate(void);
55 static void neatstuff(void);
56 static void playinit(void);
57 static void procmain(void);
58 static long recallplayer(void);
59 static long rollnewplayer(void);
60 static void titlelist(void);
62 static void __dead2
63 cleanup_dead(void)
65 cleanup(TRUE);
66 exit(0);
70 * FUNCTION: initialize state, and call main process
72 * GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[],
73 * Fileloc, Stattable[]
75 * GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr
77 * DESCRIPTION:
78 * Process arguments, initialize program, and loop forever processing
79 * player input.
82 int
83 main(int argc, char **argv)
85 bool noheader = FALSE; /* set if don't want header */
86 bool headeronly = FALSE; /* set if only want header */
87 bool examine = FALSE; /* set if examine a character */
88 time_t seconds; /* for time of day */
89 double dtemp; /* for temporary calculations */
91 initialstate(); /* init globals */
93 /* process arguments */
94 while (--argc && (*++argv)[0] == '-')
95 switch ((*argv)[1]) {
96 case 's': /* short */
97 noheader = TRUE;
98 break;
100 case 'H': /* Header */
101 headeronly = TRUE;
102 break;
104 case 'a': /* all users */
105 activelist();
106 cleanup_dead();
107 /* NOTREACHED */
109 case 'p': /* purge old players */
110 purgeoldplayers();
111 cleanup_dead();
112 /* NOTREACHED */
114 case 'S': /* set 'Wizard' */
115 Wizard = !getuid();
116 break;
118 case 'x': /* examine */
119 examine = TRUE;
120 break;
122 case 'm': /* monsters */
123 monstlist();
124 cleanup_dead();
125 /* NOTREACHED */
127 case 'b': /* scoreboard */
128 scorelist();
129 cleanup_dead();
130 /* NOTREACHED */
133 if (!isatty(0)) /* don't let non-tty's play */
134 cleanup(TRUE);
135 /* NOTREACHED */
137 playinit(); /* set up to catch signals, init curses */
139 if (examine) {
140 changestats(FALSE);
141 cleanup(TRUE);
142 /* NOTREACHED */
145 if (!noheader) {
146 titlelist();
147 purgeoldplayers(); /* clean up old characters */
150 if (headeronly)
151 cleanup(TRUE);
152 /* NOTREACHED */
154 do {
155 /* get the player structure filled */
156 Fileloc = -1L;
158 mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
160 switch (getanswer("NYQ", FALSE)) {
161 case 'Y':
162 Fileloc = recallplayer();
163 break;
165 case 'Q':
166 cleanup_dead();
167 /* NOTREACHED */
169 default:
170 Fileloc = rollnewplayer();
171 break;
173 clear();
174 } while (Fileloc < 0L);
176 if (Player.p_level > 5.0)
177 /* low level players have long timeout */
178 Timeout = TRUE;
180 /* update some important player statistics */
181 strcpy(Player.p_login, Login);
182 time(&seconds);
183 Player.p_lastused = localtime(&seconds)->tm_yday;
184 Player.p_status = S_PLAYING;
185 writerecord(&Player, Fileloc);
187 Statptr = &Stattable[Player.p_type]; /* initialize pointer */
189 /* catch interrupts */
190 #ifdef BSD41
191 sigset(SIGINT, interrupt);
192 #endif
193 #ifdef BSD42
194 signal(SIGINT, interrupt);
195 #endif
196 #ifdef SYS3
197 signal(SIGINT, interrupt);
198 #endif
199 #ifdef SYS5
200 signal(SIGINT, interrupt);
201 #endif
203 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
205 clear();
207 for (;;) {
208 /* loop forever, processing input */
210 adjuststats(); /* cleanup stats */
212 if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING) {
213 /* not allowed on throne -- move */
214 mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
215 altercoordinates(0.0, 0.0, A_NEAR);
218 checktampered(); /* check for energy voids, etc. */
220 if (Player.p_status != S_CLOAKED
221 /* not cloaked */
222 && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
223 /* |x| = |y| */
224 && !Throne) {
225 /* not on throne */
226 dtemp = sqrt(dtemp / 100.0);
227 if (floor(dtemp) == dtemp) {
228 /* |x| / 100 == n*n; at a trading post */
229 tradingpost();
230 clear();
234 checkbattle(); /* check for player to player battle */
235 neatstuff(); /* gurus, medics, etc. */
237 if (Player.p_status == S_CLOAKED) {
238 /* costs 3 mana per turn to be cloaked */
239 if (Player.p_mana > 3.0)
240 Player.p_mana -= 3.0;
241 else {
242 /* ran out of mana, uncloak */
243 Player.p_status = S_PLAYING;
244 Changed = TRUE;
248 if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED) {
249 /* change status back to S_PLAYING */
250 Player.p_status = S_PLAYING;
251 Changed = TRUE;
254 if (Changed) {
255 /* update file only if important stuff has changed */
256 writerecord(&Player, Fileloc);
257 Changed = FALSE;
258 continue;
261 readmessage(); /* read message, if any */
263 displaystats(); /* print statistics */
265 move(6, 0);
267 if (Throne)
268 /* maybe make king, print prompt, etc. */
269 throneroom();
271 /* print status line */
272 addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
273 if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
274 addstr("6:Cloak ");
275 if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
276 addstr("7:Teleport ");
277 if (Player.p_specialtype >= SC_COUNCIL || Wizard)
278 addstr("8:Intervene ");
280 procmain(); /* process input */
285 * FUNCTION: initialize some important global variable
287 * GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond,
288 * Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp,
289 * *Playersfp
291 * DESCRIPTION:
292 * Set global flags, and open files which remain open.
295 static void
296 initialstate(void)
298 Beyond = FALSE;
299 Marsh = FALSE;
300 Throne = FALSE;
301 Changed = FALSE;
302 Wizard = FALSE;
303 Timeout = FALSE;
304 Users = 0;
305 Windows = FALSE;
306 Echo = TRUE;
308 /* setup login name */
309 if ((Login = getlogin()) == NULL)
310 Login = getpwuid(getuid())->pw_name;
312 /* open some files */
313 if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
314 error(_PATH_PEOPLE);
315 /* NOTREACHED */
317 if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
318 error(_PATH_MONST);
319 /* NOTREACHED */
321 if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
322 error(_PATH_MESS);
323 /* NOTREACHED */
325 if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
326 error(_PATH_VOID);
327 /* NOTREACHED */
329 srandomdev();
333 * FUNCTION: roll up a new character
335 * GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[]
337 * GLOBAL OUTPUTS: Echo
339 * DESCRIPTION:
340 * Prompt player, and roll up new character.
343 static long
344 rollnewplayer(void)
346 int chartype; /* character type */
347 int ch; /* input */
349 initplayer(&Player); /* initialize player structure */
351 clear();
352 mvaddstr(4, 21, "Which type of character do you want:");
353 mvaddstr(8, 4, "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
354 if (Wizard) {
355 addstr("7:Super ? ");
356 chartype = getanswer("1234567", FALSE);
357 } else {
358 addstr("? ");
359 chartype = getanswer("123456", FALSE);
362 do {
363 genchar(chartype); /* roll up a character */
365 /* print out results */
366 mvprintw(12, 14,
367 "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
368 Player.p_strength, Player.p_quickness, Player.p_mana);
369 mvprintw(13, 14,
370 "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
371 Player.p_energy, Player.p_brains, Player.p_magiclvl);
373 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
374 break;
376 mvaddstr(14, 14, "Type '1' to keep >");
377 ch = getanswer(" ", TRUE);
378 } while (ch != '1');
380 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
381 /* get coordinates for experimento */
382 for (;;) {
383 mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
384 getstring(Databuf, SZ_DATABUF);
385 sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
387 if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
388 mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
389 else
390 break;
393 for (;;) {
394 /* name the new character */
395 mvprintw(18, 0,
396 "Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
397 getstring(Player.p_name, SZ_NAME);
398 truncstring(Player.p_name); /* remove trailing blanks */
400 if (Player.p_name[0] == '\0')
401 /* no null names */
402 mvaddstr(19, 0, "Invalid name.");
403 else if (findname(Player.p_name, &Other) >= 0L)
404 /* cannot have duplicate names */
405 mvaddstr(19, 0, "Name already in use.");
406 else
407 /* name is acceptable */
408 break;
410 addstr(" Pick another.\n");
413 /* get a password for character */
414 Echo = FALSE;
416 do {
417 mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
418 getstring(Player.p_password, SZ_PASSWORD);
419 mvaddstr(21, 0, "One more time to verify ? ");
420 getstring(Databuf, SZ_PASSWORD);
421 } while (strcmp(Player.p_password, Databuf) != 0);
423 Echo = TRUE;
425 return (allocrecord());
429 * FUNCTION: process input from player
431 * GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr,
432 * Databuf[], Illmove[]
434 * GLOBAL OUTPUTS: Player, Changed
436 * DESCRIPTION:
437 * Process main menu options.
440 static void
441 procmain(void)
443 int ch; /* input */
444 double x; /* desired new x coordinate */
445 double y; /* desired new y coordinate */
446 double temp; /* for temporary calculations */
447 FILE *fp; /* for opening files */
448 int loop; /* a loop counter */
449 bool hasmoved = FALSE; /* set if player has moved */
451 ch = inputoption();
452 mvaddstr(4, 0, "\n\n"); /* clear status area */
454 move(7, 0);
455 clrtobot(); /* clear data on bottom area of screen */
457 if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
458 /* valar cannot move */
459 ch = ' ';
461 switch (ch) {
462 case 'K': /* move up/north */
463 case 'N':
464 x = Player.p_x;
465 y = Player.p_y + MAXMOVE();
466 hasmoved = TRUE;
467 break;
469 case 'J': /* move down/south */
470 case 'S':
471 x = Player.p_x;
472 y = Player.p_y - MAXMOVE();
473 hasmoved = TRUE;
474 break;
476 case 'L': /* move right/east */
477 case 'E':
478 x = Player.p_x + MAXMOVE();
479 y = Player.p_y;
480 hasmoved = TRUE;
481 break;
483 case 'H': /* move left/west */
484 case 'W':
485 x = Player.p_x - MAXMOVE();
486 y = Player.p_y;
487 hasmoved = TRUE;
488 break;
490 default: /* rest */
491 Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0 +
492 Player.p_level / 3.0 + 2.0;
493 Player.p_energy =
494 MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
496 if (Player.p_status != S_CLOAKED) {
497 /* cannot find mana if cloaked */
498 Player.p_mana += (Circle + Player.p_level) / 4.0;
500 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
501 /* wandering monster */
502 encounter(-1);
504 break;
506 case 'X': /* change/examine a character */
507 changestats(TRUE);
508 break;
510 case '1': /* move */
511 for (loop = 3; loop; --loop) {
512 mvaddstr(4, 0, "X Y Coordinates ? ");
513 getstring(Databuf, SZ_DATABUF);
515 if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
516 mvaddstr(5, 0, "Try again\n");
517 else if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
518 ILLMOVE();
519 else {
520 hasmoved = TRUE;
521 break;
524 break;
526 case '2': /* players */
527 userlist(TRUE);
528 break;
530 case '3': /* message */
531 mvaddstr(4, 0, "Message ? ");
532 getstring(Databuf, SZ_DATABUF);
533 /* we open the file for writing to erase any data which is already there */
534 fp = fopen(_PATH_MESS, "w");
535 if (Databuf[0] != '\0')
536 fprintf(fp, "%s: %s", Player.p_name, Databuf);
537 fclose(fp);
538 break;
540 case '4': /* stats */
541 allstatslist();
542 break;
544 case '5': /* good-bye */
545 leavegame();
546 /* NOTREACHED */
548 case '6': /* cloak */
549 if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
550 ILLCMD();
551 else if (Player.p_status == S_CLOAKED)
552 Player.p_status = S_PLAYING;
553 else if (Player.p_mana < MM_CLOAK)
554 mvaddstr(5, 0, "No mana left.\n");
555 else {
556 Changed = TRUE;
557 Player.p_mana -= MM_CLOAK;
558 Player.p_status = S_CLOAKED;
560 break;
562 case '7': /* teleport */
565 * conditions for teleport
566 * - 20 per (level plus magic level)
567 * - OR council of the wise or valar or ex-valar
568 * - OR transport from throne
569 * transports from throne cost no mana
571 if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
572 ILLCMD();
573 else
574 for (loop = 3; loop; --loop) {
575 mvaddstr(4, 0, "X Y Coordinates ? ");
576 getstring(Databuf, SZ_DATABUF);
578 if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
579 temp = distance(Player.p_x, x, Player.p_y, y);
580 if (!Throne
581 /* can transport anywhere from throne */
582 && Player.p_specialtype <= SC_COUNCIL
583 /* council, valar can transport anywhere */
584 && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
585 /* can only move 20 per exp. level + mag. level */
586 ILLMOVE();
587 else {
588 temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
590 if (!Throne && temp > Player.p_mana)
591 mvaddstr(5, 0, "Not enough power for that distance.\n");
592 else {
593 if (!Throne)
594 Player.p_mana -= temp;
595 hasmoved = TRUE;
596 break;
601 break;
603 case 'C':
604 case '9': /* monster */
605 if (Throne)
606 /* no monsters while on throne */
607 mvaddstr(5, 0, "No monsters in the chamber!\n");
608 else if (Player.p_specialtype != SC_VALAR) {
609 /* the valar cannot call monsters */
610 Player.p_sin += 1e-6;
611 encounter(-1);
613 break;
615 case '0': /* decree */
616 if (Wizard || (Player.p_specialtype == SC_KING && Throne))
617 /* kings must be on throne to decree */
618 dotampered();
619 else
620 ILLCMD();
621 break;
623 case '8': /* intervention */
624 if (Wizard || Player.p_specialtype >= SC_COUNCIL)
625 dotampered();
626 else
627 ILLCMD();
628 break;
631 if (hasmoved) {
632 /* player has moved -- alter coordinates, and do random monster */
633 altercoordinates(x, y, A_SPECIFIC);
635 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
636 encounter(-1);
641 * FUNCTION: print title page
643 * GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp
645 * GLOBAL OUTPUTS: Lines
647 * DESCRIPTION:
648 * Print important information about game, players, etc.
651 static void
652 titlelist(void)
654 FILE *fp; /* used for opening various files */
655 bool councilfound = FALSE; /* set if we find a member of the council */
656 bool kingfound = FALSE; /* set if we find a king */
657 double hiexp, nxtexp; /* used for finding the two highest players */
658 double hilvl, nxtlvl; /* used for finding the two highest players */
659 char hiname[21], nxtname[21]; /* used for finding the two highest players */
661 nxtexp = 0;
662 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)!");
664 /* print message of the day */
665 if ((fp = fopen(_PATH_MOTD, "r")) != NULL
666 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
667 mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
668 fclose(fp);
671 /* search for king */
672 fseek(Playersfp, 0L, SEEK_SET);
673 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
674 if (Other.p_specialtype == SC_KING &&
675 Other.p_status != S_NOTUSED) {
676 /* found the king */
677 sprintf(Databuf, "The present ruler is %s Level:%.0f",
678 Other.p_name, Other.p_level);
679 mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
680 kingfound = TRUE;
681 break;
684 if (!kingfound)
685 mvaddstr(4, 24, "There is no ruler at this time.");
687 /* search for valar */
688 fseek(Playersfp, 0L, SEEK_SET);
689 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
690 if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED) {
691 /* found the valar */
692 sprintf(Databuf, "The Valar is %s Login: %s",
693 Other.p_name, Other.p_login);
694 mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
695 break;
698 /* search for council of the wise */
699 fseek(Playersfp, 0L, SEEK_SET);
700 Lines = 10;
701 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
702 if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED) {
703 /* found a member of the council */
704 if (!councilfound) {
705 mvaddstr(8, 30, "Council of the Wise:");
706 councilfound = TRUE;
709 /* This assumes a finite (<=5) number of C.O.W.: */
710 sprintf(Databuf, "%s Login: %s", Other.p_name, Other.p_login);
711 mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
714 /* search for the two highest players */
715 nxtname[0] = hiname[0] = '\0';
716 hiexp = 0.0;
717 nxtlvl = hilvl = 0;
719 fseek(Playersfp, 0L, SEEK_SET);
720 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
721 if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED) {
722 /* highest found so far */
723 nxtexp = hiexp;
724 hiexp = Other.p_experience;
725 nxtlvl = hilvl;
726 hilvl = Other.p_level;
727 strcpy(nxtname, hiname);
728 strcpy(hiname, Other.p_name);
729 } else if (Other.p_experience > nxtexp &&
730 Other.p_specialtype <= SC_KING &&
731 Other.p_status != S_NOTUSED) {
732 /* next highest found so far */
733 nxtexp = Other.p_experience;
734 nxtlvl = Other.p_level;
735 strcpy(nxtname, Other.p_name);
738 mvaddstr(15, 28, "Highest characters are:");
739 sprintf(Databuf, "%s Level:%.0f and %s Level:%.0f",
740 hiname, hilvl, nxtname, nxtlvl);
741 mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
743 /* print last to die */
744 if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
745 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
746 mvaddstr(19, 25, "The last character to die was:");
747 mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
748 fclose(fp);
751 refresh();
755 * FUNCTION: find a character on file
757 * GLOBAL INPUTS: Player, *stdscr, Databuf[]
759 * GLOBAL OUTPUTS: Echo, Player
761 * DESCRIPTION:
762 * Search for a character of a certain name, and check password.
765 static long
766 recallplayer(void)
768 long loc = 0L; /* location in player file */
769 int loop; /* loop counter */
770 int ch; /* input */
772 clear();
773 mvprintw(10, 0, "What was your character's name ? ");
774 getstring(Databuf, SZ_NAME);
775 truncstring(Databuf);
777 if ((loc = findname(Databuf, &Player)) >= 0L) {
778 /* found character */
779 Echo = FALSE;
781 for (loop = 0; loop < 2; ++loop) {
782 /* prompt for password */
783 mvaddstr(11, 0, "Password ? ");
784 getstring(Databuf, SZ_PASSWORD);
785 if (strcmp(Databuf, Player.p_password) == 0) {
786 /* password good */
787 Echo = TRUE;
789 if (Player.p_status != S_OFF) {
790 /* player did not exit normally last time */
791 clear();
792 addstr("Your character did not exit normally last time.\n");
793 addstr("If you think you have good cause to have your character saved,\n");
794 printw("you may quit and mail your reason to 'root'.\n");
795 addstr("Otherwise, continuing spells certain death.\n");
796 addstr("Do you want to quit ? ");
797 ch = getanswer("YN", FALSE);
798 if (ch == 'Y') {
799 Player.p_status = S_HUNGUP;
800 writerecord(&Player, loc);
801 cleanup(TRUE);
802 /* NOTREACHED */
804 death("Stupidity");
805 /* NOTREACHED */
807 return (loc);
808 } else
809 mvaddstr(12, 0, "No good.\n");
812 Echo = TRUE;
813 } else
814 mvaddstr(11, 0, "Not found.\n");
816 more(13);
817 return (-1L);
821 * FUNCTION: do random stuff
823 * GLOBAL INPUTS: Player, *stdscr, *Statptr
825 * GLOBAL OUTPUTS: Player
827 * DESCRIPTION:
828 * Handle gurus, medics, etc.
831 static void
832 neatstuff(void)
834 double temp; /* for temporary calculations */
835 int ch; /* input */
837 switch ((int)ROLL(0.0, 100.0)) {
838 case 1:
839 case 2:
840 if (Player.p_poison > 0.0) {
841 mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
842 temp = floor(infloat());
843 if (temp < 0.0 || temp > Player.p_gold) {
844 /* negative gold, or more than available */
845 mvaddstr(6, 0, "He was not amused, and made you worse.\n");
846 Player.p_poison += 1.0;
847 } else if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
848 /* medic wants 1/2 of available gold */
849 mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
850 else {
851 mvaddstr(5, 0, "He accepted.");
852 Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
853 Player.p_gold -= temp;
856 break;
858 case 3:
859 mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
860 Player.p_experience += 4000.0;
861 Player.p_sin += 0.5;
862 break;
864 case 4:
865 temp = ROLL(10.0, 75.0);
866 mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
867 ch = getanswer("NY", FALSE);
869 if (ch == 'Y')
870 collecttaxes(temp, 0.0);
871 break;
873 case 5:
874 if (Player.p_sin > 1.0) {
875 mvaddstr(4, 0, "You've found a Holy Orb!\n");
876 Player.p_sin -= 0.25;
878 break;
880 case 6:
881 if (Player.p_poison < 1.0) {
882 mvaddstr(4, 0, "You've been hit with a plague!\n");
883 Player.p_poison += 1.0;
885 break;
887 case 7:
888 mvaddstr(4, 0, "You've found some holy water.\n");
889 ++Player.p_holywater;
890 break;
892 case 8:
893 mvaddstr(4, 0, "You've met a Guru. . .");
894 if (drandom() * Player.p_sin > 1.0)
895 addstr("You disgusted him with your sins!\n");
896 else if (Player.p_poison > 0.0) {
897 addstr("He looked kindly upon you, and cured you.\n");
898 Player.p_poison = 0.0;
899 } else {
900 addstr("He rewarded you for your virtue.\n");
901 Player.p_mana += 50.0;
902 Player.p_shield += 2.0;
904 break;
906 case 9:
907 mvaddstr(4, 0, "You've found an amulet.\n");
908 ++Player.p_amulets;
909 break;
911 case 10:
912 if (Player.p_blindness) {
913 mvaddstr(4, 0, "You've regained your sight!\n");
914 Player.p_blindness = FALSE;
916 break;
918 default: /* deal with poison */
919 if (Player.p_poison > 0.0) {
920 temp = Player.p_poison * Statptr->c_weakness
921 * Player.p_maxenergy / 600.0;
922 if (Player.p_energy > Player.p_maxenergy / 10.0
923 && temp + 5.0 < Player.p_energy)
924 Player.p_energy -= temp;
926 break;
931 * FUNCTION: generate a random character
933 * ARGUMENTS:
934 * int type - ASCII value of character type to generate
936 * GLOBAL INPUTS: Wizard, Player, Stattable[]
938 * GLOBAL OUTPUTS: Player
940 * DESCRIPTION:
941 * Use the lookup table for rolling stats.
944 static void
945 genchar(int type)
947 int subscript; /* used for subscripting into Stattable */
948 const struct charstats *statptr; /* for pointing into Stattable */
950 subscript = type - '1';
952 if (subscript < C_MAGIC || subscript > C_EXPER)
953 if (subscript != C_SUPER || !Wizard)
954 /* fighter is default */
955 subscript = C_FIGHTER;
957 statptr = &Stattable[subscript];
959 Player.p_quickness =
960 ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
961 Player.p_strength =
962 ROLL(statptr->c_strength.base, statptr->c_strength.interval);
963 Player.p_mana =
964 ROLL(statptr->c_mana.base, statptr->c_mana.interval);
965 Player.p_maxenergy =
966 Player.p_energy =
967 ROLL(statptr->c_energy.base, statptr->c_energy.interval);
968 Player.p_brains =
969 ROLL(statptr->c_brains.base, statptr->c_brains.interval);
970 Player.p_magiclvl =
971 ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
973 Player.p_type = subscript;
975 if (Player.p_type == C_HALFLING)
976 /* give halfling some experience */
977 Player.p_experience = ROLL(600.0, 200.0);
981 * FUNCTION: initialize for playing game
983 * GLOBAL INPUTS: *stdscr, ill_sig()
985 * GLOBAL OUTPUTS: Windows
987 * DESCRIPTION:
988 * Catch a bunch of signals, and turn on curses stuff.
991 static void
992 playinit(void)
994 /* catch/ingnore signals */
996 #ifdef BSD41
997 sigignore(SIGQUIT);
998 sigignore(SIGALRM);
999 sigignore(SIGTERM);
1000 sigignore(SIGTSTP);
1001 sigignore(SIGTTIN);
1002 sigignore(SIGTTOU);
1003 sighold(SIGINT);
1004 sigset(SIGHUP, ill_sig);
1005 sigset(SIGTRAP, ill_sig);
1006 sigset(SIGIOT, ill_sig);
1007 sigset(SIGEMT, ill_sig);
1008 sigset(SIGFPE, ill_sig);
1009 sigset(SIGBUS, ill_sig);
1010 sigset(SIGSEGV, ill_sig);
1011 sigset(SIGSYS, ill_sig);
1012 sigset(SIGPIPE, ill_sig);
1013 #endif
1014 #ifdef BSD42
1015 signal(SIGQUIT, ill_sig);
1016 signal(SIGALRM, SIG_IGN);
1017 signal(SIGTERM, SIG_IGN);
1018 signal(SIGTSTP, SIG_IGN);
1019 signal(SIGTTIN, SIG_IGN);
1020 signal(SIGTTOU, SIG_IGN);
1021 signal(SIGINT, ill_sig);
1022 signal(SIGHUP, SIG_DFL);
1023 signal(SIGTRAP, ill_sig);
1024 signal(SIGIOT, ill_sig);
1025 signal(SIGEMT, ill_sig);
1026 signal(SIGFPE, ill_sig);
1027 signal(SIGBUS, ill_sig);
1028 signal(SIGSEGV, ill_sig);
1029 signal(SIGSYS, ill_sig);
1030 signal(SIGPIPE, ill_sig);
1031 #endif
1032 #ifdef SYS3
1033 signal(SIGINT, SIG_IGN);
1034 signal(SIGQUIT, SIG_IGN);
1035 signal(SIGTERM, SIG_IGN);
1036 signal(SIGALRM, SIG_IGN);
1037 signal(SIGHUP, ill_sig);
1038 signal(SIGTRAP, ill_sig);
1039 signal(SIGIOT, ill_sig);
1040 signal(SIGEMT, ill_sig);
1041 signal(SIGFPE, ill_sig);
1042 signal(SIGBUS, ill_sig);
1043 signal(SIGSEGV, ill_sig);
1044 signal(SIGSYS, ill_sig);
1045 signal(SIGPIPE, ill_sig);
1046 #endif
1047 #ifdef SYS5
1048 signal(SIGINT, SIG_IGN);
1049 signal(SIGQUIT, SIG_IGN);
1050 signal(SIGTERM, SIG_IGN);
1051 signal(SIGALRM, SIG_IGN);
1052 signal(SIGHUP, ill_sig);
1053 signal(SIGTRAP, ill_sig);
1054 signal(SIGIOT, ill_sig);
1055 signal(SIGEMT, ill_sig);
1056 signal(SIGFPE, ill_sig);
1057 signal(SIGBUS, ill_sig);
1058 signal(SIGSEGV, ill_sig);
1059 signal(SIGSYS, ill_sig);
1060 signal(SIGPIPE, ill_sig);
1061 #endif
1063 initscr(); /* turn on curses */
1064 noecho(); /* do not echo input */
1065 cbreak(); /* do not process erase, kill */
1066 clear();
1067 refresh();
1068 Windows = TRUE; /* mark the state */
1073 * FUNCTION: close some files, and maybe exit
1075 * ARGUMENTS:
1076 * bool doexit - exit flag
1078 * GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp,
1079 * *Messagefp, *Playersfp
1081 * DESCRIPTION:
1082 * Close all open files. If we are "in curses" terminate curses.
1083 * If 'doexit' is set, exit, otherwise return.
1086 void
1087 cleanup(bool doexit)
1089 if (Windows) {
1090 move(LINES - 2, 0);
1091 refresh();
1092 nocbreak();
1093 endwin();
1095 if (Playersfp) {
1096 fclose(Playersfp);
1097 Playersfp = NULL;
1099 if (Monstfp) {
1100 fclose(Monstfp);
1101 Monstfp = NULL;
1103 if (Messagefp) {
1104 fclose(Messagefp);
1105 Messagefp = NULL;
1107 if (Energyvoidfp) {
1108 fclose(Energyvoidfp);
1109 Energyvoidfp = NULL;
1112 if (doexit)
1113 exit(0);
1114 /* NOTREACHED */