1007 lines
24 KiB
C
1007 lines
24 KiB
C
/* $NetBSD: main.c,v 1.6 1999/08/18 01:39:16 hubertf Exp $ */
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/*
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* Phantasia 3.3.2 -- Interterminal fantasy game
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*
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* Edward A. Estes
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* AT&T, March 12, 1986
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*/
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/* DISCLAIMER:
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*
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* This game is distributed for free as is. It is not guaranteed to work
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* in every conceivable environment. It is not even guaranteed to work
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* in ANY environment.
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*
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* This game is distributed without notice of copyright, therefore it
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* may be used in any manner the recipient sees fit. However, the
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* author assumes no responsibility for maintaining or revising this
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* game, in its original form, or any derivitives thereof.
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*
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* The author shall not be responsible for any loss, cost, or damage,
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* including consequential damage, caused by reliance on this material.
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*
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* The author makes no warranties, express or implied, including warranties
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* of merchantability or fitness for a particular purpose or use.
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*
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* AT&T is in no way connected with this game.
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*/
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#include <sys/types.h>
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#include <pwd.h>
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/*
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* The program allocates as much file space as it needs to store characters,
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* so the possibility exists for the character file to grow without bound.
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* The file is purged upon normal entry to try to avoid that problem.
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* A similar problem exists for energy voids. To alleviate the problem here,
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* the void file is cleared with every new king, and a limit is placed
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* on the size of the energy void file.
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*/
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/*
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* Put one line of text into the file 'motd' for announcements, etc.
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*/
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/*
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* The scoreboard file is updated when someone dies, and keeps track
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* of the highest character to date for that login.
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* Being purged from the character file does not cause the scoreboard
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* to be updated.
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*/
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/*
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* main.c Main routines for Phantasia
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*/
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#include "include.h"
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int main __P((int, char **));
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int
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main(argc, argv)
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int argc;
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char **argv;
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{
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bool noheader = FALSE; /* set if don't want header */
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bool headeronly = FALSE; /* set if only want header */
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bool examine = FALSE; /* set if examine a character */
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time_t seconds; /* for time of day */
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double dtemp; /* for temporary calculations */
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initialstate(); /* init globals */
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/* process arguments */
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while (--argc && (*++argv)[0] == '-')
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switch ((*argv)[1]) {
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case 's': /* short */
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noheader = TRUE;
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break;
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case 'H': /* Header */
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headeronly = TRUE;
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break;
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case 'a': /* all users */
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activelist();
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cleanup(TRUE);
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/* NOTREACHED */
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case 'p': /* purge old players */
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purgeoldplayers();
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cleanup(TRUE);
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/* NOTREACHED */
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case 'S': /* set 'Wizard' */
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Wizard = !getuid();
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break;
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case 'x': /* examine */
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examine = TRUE;
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break;
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case 'm': /* monsters */
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monstlist();
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cleanup(TRUE);
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/* NOTREACHED */
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case 'b': /* scoreboard */
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scorelist();
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cleanup(TRUE);
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/* NOTREACHED */
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}
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if (!isatty(0)) /* don't let non-tty's play */
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cleanup(TRUE);
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/* NOTREACHED */
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playinit(); /* set up to catch signals, init curses */
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if (examine) {
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changestats(FALSE);
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cleanup(TRUE);
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/* NOTREACHED */
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}
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if (!noheader) {
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titlelist();
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purgeoldplayers(); /* clean up old characters */
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}
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if (headeronly)
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cleanup(TRUE);
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/* NOTREACHED */
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do
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/* get the player structure filled */
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{
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Fileloc = -1L;
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mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
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switch (getanswer("NYQ", FALSE)) {
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case 'Y':
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Fileloc = recallplayer();
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break;
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case 'Q':
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cleanup(TRUE);
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/* NOTREACHED */
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default:
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Fileloc = rollnewplayer();
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break;
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}
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clear();
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}
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while (Fileloc < 0L);
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if (Player.p_level > 5.0)
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/* low level players have long timeout */
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Timeout = TRUE;
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/* update some important player statistics */
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strcpy(Player.p_login, Login);
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time(&seconds);
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Player.p_lastused = localtime(&seconds)->tm_yday;
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Player.p_status = S_PLAYING;
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writerecord(&Player, Fileloc);
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Statptr = &Stattable[Player.p_type]; /* initialize pointer */
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/* catch interrupts */
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#ifdef BSD41
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sigset(SIGINT, interrupt);
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#endif
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#ifdef BSD42
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signal(SIGINT, interrupt);
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#endif
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#ifdef SYS3
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signal(SIGINT, interrupt);
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#endif
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#ifdef SYS5
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signal(SIGINT, interrupt);
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#endif
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altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
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clear();
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for (;;)
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/* loop forever, processing input */
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{
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adjuststats(); /* cleanup stats */
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if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
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/* not allowed on throne -- move */
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{
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mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
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altercoordinates(0.0, 0.0, A_NEAR);
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}
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checktampered();/* check for energy voids, etc. */
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if (Player.p_status != S_CLOAKED
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/* not cloaked */
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&& (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
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/* |x| = |y| */
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&& !Throne)
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/* not on throne */
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{
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dtemp = sqrt(dtemp / 100.0);
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if (floor(dtemp) == dtemp)
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/* |x| / 100 == n*n; at a trading post */
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{
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tradingpost();
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clear();
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}
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}
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checkbattle(); /* check for player to player battle */
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neatstuff(); /* gurus, medics, etc. */
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if (Player.p_status == S_CLOAKED) {
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/* costs 3 mana per turn to be cloaked */
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if (Player.p_mana > 3.0)
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Player.p_mana -= 3.0;
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else
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/* ran out of mana, uncloak */
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{
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Player.p_status = S_PLAYING;
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Changed = TRUE;
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}
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}
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if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
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/* change status back to S_PLAYING */
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{
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Player.p_status = S_PLAYING;
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Changed = TRUE;
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}
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if (Changed)
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/* update file only if important stuff has changed */
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{
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writerecord(&Player, Fileloc);
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Changed = FALSE;
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continue;
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}
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readmessage(); /* read message, if any */
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displaystats(); /* print statistics */
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move(6, 0);
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if (Throne)
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/* maybe make king, print prompt, etc. */
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throneroom();
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/* print status line */
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addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
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if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
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addstr("6:Cloak ");
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if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
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addstr("7:Teleport ");
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if (Player.p_specialtype >= SC_COUNCIL || Wizard)
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addstr("8:Intervene ");
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procmain(); /* process input */
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}
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}
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void
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initialstate()
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{
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Beyond = FALSE;
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Marsh = FALSE;
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Throne = FALSE;
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Changed = FALSE;
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Wizard = FALSE;
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Timeout = FALSE;
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Users = 0;
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Windows = FALSE;
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Echo = TRUE;
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/* setup login name */
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if ((Login = getlogin()) == NULL)
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Login = getpwuid(getuid())->pw_name;
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/* open some files */
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if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
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error(_PATH_PEOPLE);
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/* NOTREACHED */
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if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
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error(_PATH_MONST);
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/* NOTREACHED */
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if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
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error(_PATH_MESS);
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/* NOTREACHED */
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if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
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error(_PATH_VOID);
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/* NOTREACHED */
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srandom((unsigned) time(NULL)); /* prime random numbers */
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}
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long
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rollnewplayer()
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{
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int chartype; /* character type */
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int ch; /* input */
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initplayer(&Player); /* initialize player structure */
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clear();
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mvaddstr(4, 21, "Which type of character do you want:");
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mvaddstr(8, 4,
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"1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
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if (Wizard) {
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addstr("7:Super ? ");
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chartype = getanswer("1234567", FALSE);
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} else {
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addstr("? ");
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chartype = getanswer("123456", FALSE);
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}
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do {
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genchar(chartype); /* roll up a character */
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/* print out results */
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mvprintw(12, 14,
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"Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
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Player.p_strength, Player.p_quickness, Player.p_mana);
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mvprintw(13, 14,
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"Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
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Player.p_energy, Player.p_brains, Player.p_magiclvl);
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if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
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break;
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mvaddstr(14, 14, "Type '1' to keep >");
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ch = getanswer(" ", TRUE);
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}
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while (ch != '1');
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if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
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/* get coordinates for experimento */
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for (;;) {
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mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
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getstring(Databuf, SZ_DATABUF);
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sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
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if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
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mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
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else
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break;
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}
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for (;;)
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/* name the new character */
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{
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mvprintw(18, 0,
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"Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
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getstring(Player.p_name, SZ_NAME);
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truncstring(Player.p_name); /* remove trailing blanks */
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if (Player.p_name[0] == '\0')
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/* no null names */
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mvaddstr(19, 0, "Invalid name.");
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else
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if (findname(Player.p_name, &Other) >= 0L)
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/* cannot have duplicate names */
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mvaddstr(19, 0, "Name already in use.");
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else
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/* name is acceptable */
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break;
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addstr(" Pick another.\n");
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}
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/* get a password for character */
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Echo = FALSE;
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do {
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mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
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getstring(Player.p_password, SZ_PASSWORD);
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mvaddstr(21, 0, "Enter again to verify: ");
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getstring(Databuf, SZ_PASSWORD);
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}
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while (strcmp(Player.p_password, Databuf) != 0);
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Echo = TRUE;
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return (allocrecord());
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}
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void
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procmain()
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{
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int ch; /* input */
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double x; /* desired new x coordinate */
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double y; /* desired new y coordinate */
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double temp; /* for temporary calculations */
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FILE *fp; /* for opening files */
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int loop; /* a loop counter */
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bool hasmoved = FALSE; /* set if player has moved */
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ch = inputoption();
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mvaddstr(4, 0, "\n\n"); /* clear status area */
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move(7, 0);
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clrtobot(); /* clear data on bottom area of screen */
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if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
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/* valar cannot move */
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ch = ' ';
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switch (ch) {
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case 'K': /* move up/north */
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case 'N':
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x = Player.p_x;
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y = Player.p_y + MAXMOVE();
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hasmoved = TRUE;
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break;
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case 'J': /* move down/south */
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case 'S':
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x = Player.p_x;
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y = Player.p_y - MAXMOVE();
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hasmoved = TRUE;
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break;
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case 'L': /* move right/east */
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case 'E':
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x = Player.p_x + MAXMOVE();
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y = Player.p_y;
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hasmoved = TRUE;
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break;
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case 'H': /* move left/west */
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case 'W':
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x = Player.p_x - MAXMOVE();
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y = Player.p_y;
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hasmoved = TRUE;
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break;
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default: /* rest */
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Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
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+ Player.p_level / 3.0 + 2.0;
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Player.p_energy =
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MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
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if (Player.p_status != S_CLOAKED)
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/* cannot find mana if cloaked */
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{
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Player.p_mana += (Circle + Player.p_level) / 4.0;
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if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
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/* wandering monster */
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encounter(-1);
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}
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break;
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case 'X': /* change/examine a character */
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changestats(TRUE);
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break;
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case '1': /* move */
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for (loop = 3; loop; --loop) {
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mvaddstr(4, 0, "X Y Coordinates ? ");
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getstring(Databuf, SZ_DATABUF);
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if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
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mvaddstr(5, 0, "Try again\n");
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else
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if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
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ILLMOVE();
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else {
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hasmoved = TRUE;
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break;
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}
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}
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break;
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case '2': /* players */
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userlist(TRUE);
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break;
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case '3': /* message */
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mvaddstr(4, 0, "Message ? ");
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getstring(Databuf, SZ_DATABUF);
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/* we open the file for writing to erase any data which is
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* already there */
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fp = fopen(_PATH_MESS, "w");
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if (Databuf[0] != '\0')
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fprintf(fp, "%s: %s", Player.p_name, Databuf);
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fclose(fp);
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break;
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case '4': /* stats */
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allstatslist();
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break;
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case '5': /* good-bye */
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leavegame();
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/* NOTREACHED */
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case '6': /* cloak */
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if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
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ILLCMD();
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else
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if (Player.p_status == S_CLOAKED)
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Player.p_status = S_PLAYING;
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else
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if (Player.p_mana < MM_CLOAK)
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mvaddstr(5, 0, "No mana left.\n");
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else {
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Changed = TRUE;
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Player.p_mana -= MM_CLOAK;
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Player.p_status = S_CLOAKED;
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}
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break;
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case '7': /* teleport */
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/*
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* conditions for teleport
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* - 20 per (level plus magic level)
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* - OR council of the wise or valar or ex-valar
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* - OR transport from throne
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* transports from throne cost no mana
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*/
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if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
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ILLCMD();
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else
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for (loop = 3; loop; --loop) {
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mvaddstr(4, 0, "X Y Coordinates ? ");
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getstring(Databuf, SZ_DATABUF);
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if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
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temp = distance(Player.p_x, x, Player.p_y, y);
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if (!Throne
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/* can transport anywhere from throne */
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&& Player.p_specialtype <= SC_COUNCIL
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/* council, valar can transport
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* anywhere */
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&& temp > (Player.p_level + Player.p_magiclvl) * 20.0)
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/* can only move 20 per exp.
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* level + mag. level */
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ILLMOVE();
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else {
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temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
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if (!Throne && temp > Player.p_mana)
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mvaddstr(5, 0, "Not enough power for that distance.\n");
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else {
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if (!Throne)
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Player.p_mana -= temp;
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hasmoved = TRUE;
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break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 'C':
|
|
case '9': /* monster */
|
|
if (Throne)
|
|
/* no monsters while on throne */
|
|
mvaddstr(5, 0, "No monsters in the chamber!\n");
|
|
else
|
|
if (Player.p_specialtype != SC_VALAR)
|
|
/* the valar cannot call monsters */
|
|
{
|
|
Player.p_sin += 1e-6;
|
|
encounter(-1);
|
|
}
|
|
break;
|
|
|
|
case '0': /* decree */
|
|
if (Wizard || (Player.p_specialtype == SC_KING && Throne))
|
|
/* kings must be on throne to decree */
|
|
dotampered();
|
|
else
|
|
ILLCMD();
|
|
break;
|
|
|
|
case '8': /* intervention */
|
|
if (Wizard || Player.p_specialtype >= SC_COUNCIL)
|
|
dotampered();
|
|
else
|
|
ILLCMD();
|
|
break;
|
|
}
|
|
|
|
if (hasmoved)
|
|
/* player has moved -- alter coordinates, and do random
|
|
* monster */
|
|
{
|
|
altercoordinates(x, y, A_SPECIFIC);
|
|
|
|
if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
|
|
encounter(-1);
|
|
}
|
|
}
|
|
|
|
void
|
|
titlelist()
|
|
{
|
|
FILE *fp; /* used for opening various files */
|
|
bool councilfound = FALSE; /* set if we find a member of the
|
|
* council */
|
|
bool kingfound = FALSE; /* set if we find a king */
|
|
double hiexp, nxtexp; /* used for finding the two highest players */
|
|
double hilvl, nxtlvl; /* used for finding the two highest players */
|
|
char hiname[21], nxtname[21]; /* used for finding the two
|
|
* highest players */
|
|
|
|
nxtexp = 0;
|
|
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)!");
|
|
|
|
/* print message of the day */
|
|
if ((fp = fopen(_PATH_MOTD, "r")) != NULL
|
|
&& fgets(Databuf, SZ_DATABUF, fp) != NULL) {
|
|
mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
|
|
fclose(fp);
|
|
}
|
|
/* search for king */
|
|
fseek(Playersfp, 0L, 0);
|
|
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
|
|
if (Other.p_specialtype == SC_KING &&
|
|
Other.p_status != S_NOTUSED)
|
|
/* found the king */
|
|
{
|
|
sprintf(Databuf, "The present ruler is %s Level:%.0f",
|
|
Other.p_name, Other.p_level);
|
|
mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
|
|
kingfound = TRUE;
|
|
break;
|
|
}
|
|
if (!kingfound)
|
|
mvaddstr(4, 24, "There is no ruler at this time.");
|
|
|
|
/* search for valar */
|
|
fseek(Playersfp, 0L, 0);
|
|
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
|
|
if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
|
|
/* found the valar */
|
|
{
|
|
sprintf(Databuf, "The Valar is %s Login: %s", Other.p_name, Other.p_login);
|
|
mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
|
|
break;
|
|
}
|
|
/* search for council of the wise */
|
|
fseek(Playersfp, 0L, 0);
|
|
Lines = 10;
|
|
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
|
|
if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
|
|
/* found a member of the council */
|
|
{
|
|
if (!councilfound) {
|
|
mvaddstr(8, 30, "Council of the Wise:");
|
|
councilfound = TRUE;
|
|
}
|
|
/* This assumes a finite (<=5) number of C.O.W.: */
|
|
sprintf(Databuf, "%s Login: %s", Other.p_name, Other.p_login);
|
|
mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
|
|
}
|
|
/* search for the two highest players */
|
|
nxtname[0] = hiname[0] = '\0';
|
|
hiexp = 0.0;
|
|
nxtlvl = hilvl = 0;
|
|
|
|
fseek(Playersfp, 0L, 0);
|
|
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
|
|
if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
|
|
/* highest found so far */
|
|
{
|
|
nxtexp = hiexp;
|
|
hiexp = Other.p_experience;
|
|
nxtlvl = hilvl;
|
|
hilvl = Other.p_level;
|
|
strcpy(nxtname, hiname);
|
|
strcpy(hiname, Other.p_name);
|
|
} else
|
|
if (Other.p_experience > nxtexp
|
|
&& Other.p_specialtype <= SC_KING
|
|
&& Other.p_status != S_NOTUSED)
|
|
/* next highest found so far */
|
|
{
|
|
nxtexp = Other.p_experience;
|
|
nxtlvl = Other.p_level;
|
|
strcpy(nxtname, Other.p_name);
|
|
}
|
|
mvaddstr(15, 28, "Highest characters are:");
|
|
sprintf(Databuf, "%s Level:%.0f and %s Level:%.0f",
|
|
hiname, hilvl, nxtname, nxtlvl);
|
|
mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
|
|
|
|
/* print last to die */
|
|
if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
|
|
&& fgets(Databuf, SZ_DATABUF, fp) != NULL) {
|
|
mvaddstr(19, 25, "The last character to die was:");
|
|
mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
|
|
fclose(fp);
|
|
}
|
|
refresh();
|
|
}
|
|
|
|
long
|
|
recallplayer()
|
|
{
|
|
long loc = 0L; /* location in player file */
|
|
int loop; /* loop counter */
|
|
int ch; /* input */
|
|
|
|
clear();
|
|
mvprintw(10, 0, "What was your character's name ? ");
|
|
getstring(Databuf, SZ_NAME);
|
|
truncstring(Databuf);
|
|
|
|
if ((loc = findname(Databuf, &Player)) >= 0L)
|
|
/* found character */
|
|
{
|
|
Echo = FALSE;
|
|
|
|
for (loop = 0; loop < 2; ++loop) {
|
|
/* prompt for password */
|
|
mvaddstr(11, 0, "Password ? ");
|
|
getstring(Databuf, SZ_PASSWORD);
|
|
if (strcmp(Databuf, Player.p_password) == 0)
|
|
/* password good */
|
|
{
|
|
Echo = TRUE;
|
|
|
|
if (Player.p_status != S_OFF)
|
|
/* player did not exit normally last
|
|
* time */
|
|
{
|
|
clear();
|
|
addstr("Your character did not exit normally last time.\n");
|
|
addstr("If you think you have good cause to have your character saved,\n");
|
|
printw("you may quit and mail your reason to 'root'.\n");
|
|
addstr("Otherwise, continuing spells certain death.\n");
|
|
addstr("Do you want to quit ? ");
|
|
ch = getanswer("YN", FALSE);
|
|
if (ch == 'Y') {
|
|
Player.p_status = S_HUNGUP;
|
|
writerecord(&Player, loc);
|
|
cleanup(TRUE);
|
|
/* NOTREACHED */
|
|
}
|
|
death("Stupidity");
|
|
/* NOTREACHED */
|
|
}
|
|
return (loc);
|
|
} else
|
|
mvaddstr(12, 0, "No good.\n");
|
|
}
|
|
|
|
Echo = TRUE;
|
|
} else
|
|
mvaddstr(11, 0, "Not found.\n");
|
|
|
|
more(13);
|
|
return (-1L);
|
|
}
|
|
|
|
void
|
|
neatstuff()
|
|
{
|
|
double temp; /* for temporary calculations */
|
|
int ch; /* input */
|
|
|
|
switch ((int) ROLL(0.0, 100.0)) {
|
|
case 1:
|
|
case 2:
|
|
if (Player.p_poison > 0.0) {
|
|
mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
|
|
temp = floor(infloat());
|
|
if (temp < 0.0 || temp > Player.p_gold)
|
|
/* negative gold, or more than available */
|
|
{
|
|
mvaddstr(6, 0, "He was not amused, and made you worse.\n");
|
|
Player.p_poison += 1.0;
|
|
} else
|
|
if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
|
|
/* medic wants 1/2 of available gold */
|
|
mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
|
|
else {
|
|
mvaddstr(5, 0, "He accepted.");
|
|
Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
|
|
Player.p_gold -= temp;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
|
|
Player.p_experience += 4000.0;
|
|
Player.p_sin += 0.5;
|
|
break;
|
|
|
|
case 4:
|
|
temp = ROLL(10.0, 75.0);
|
|
mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
|
|
ch = getanswer("NY", FALSE);
|
|
|
|
if (ch == 'Y')
|
|
collecttaxes(temp, 0.0);
|
|
break;
|
|
|
|
case 5:
|
|
if (Player.p_sin > 1.0) {
|
|
mvaddstr(4, 0, "You've found a Holy Orb!\n");
|
|
Player.p_sin -= 0.25;
|
|
}
|
|
break;
|
|
|
|
case 6:
|
|
if (Player.p_poison < 1.0) {
|
|
mvaddstr(4, 0, "You've been hit with a plague!\n");
|
|
Player.p_poison += 1.0;
|
|
}
|
|
break;
|
|
|
|
case 7:
|
|
mvaddstr(4, 0, "You've found some holy water.\n");
|
|
++Player.p_holywater;
|
|
break;
|
|
|
|
case 8:
|
|
mvaddstr(4, 0, "You've met a Guru. . .");
|
|
if (drandom() * Player.p_sin > 1.0)
|
|
addstr("You disgusted him with your sins!\n");
|
|
else
|
|
if (Player.p_poison > 0.0) {
|
|
addstr("He looked kindly upon you, and cured you.\n");
|
|
Player.p_poison = 0.0;
|
|
} else {
|
|
addstr("He rewarded you for your virtue.\n");
|
|
Player.p_mana += 50.0;
|
|
Player.p_shield += 2.0;
|
|
}
|
|
break;
|
|
|
|
case 9:
|
|
mvaddstr(4, 0, "You've found an amulet.\n");
|
|
++Player.p_amulets;
|
|
break;
|
|
|
|
case 10:
|
|
if (Player.p_blindness) {
|
|
mvaddstr(4, 0, "You've regained your sight!\n");
|
|
Player.p_blindness = FALSE;
|
|
}
|
|
break;
|
|
|
|
default: /* deal with poison */
|
|
if (Player.p_poison > 0.0) {
|
|
temp = Player.p_poison * Statptr->c_weakness
|
|
* Player.p_maxenergy / 600.0;
|
|
if (Player.p_energy > Player.p_maxenergy / 10.0
|
|
&& temp + 5.0 < Player.p_energy)
|
|
Player.p_energy -= temp;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void
|
|
genchar(type)
|
|
int type;
|
|
{
|
|
int subscript; /* used for subscripting into Stattable */
|
|
struct charstats *statptr; /* for pointing into Stattable */
|
|
|
|
subscript = type - '1';
|
|
|
|
if (subscript < C_MAGIC || subscript > C_EXPER)
|
|
if (subscript != C_SUPER || !Wizard)
|
|
/* fighter is default */
|
|
subscript = C_FIGHTER;
|
|
|
|
statptr = &Stattable[subscript];
|
|
|
|
Player.p_quickness =
|
|
ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
|
|
Player.p_strength =
|
|
ROLL(statptr->c_strength.base, statptr->c_strength.interval);
|
|
Player.p_mana =
|
|
ROLL(statptr->c_mana.base, statptr->c_mana.interval);
|
|
Player.p_maxenergy =
|
|
Player.p_energy =
|
|
ROLL(statptr->c_energy.base, statptr->c_energy.interval);
|
|
Player.p_brains =
|
|
ROLL(statptr->c_brains.base, statptr->c_brains.interval);
|
|
Player.p_magiclvl =
|
|
ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
|
|
|
|
Player.p_type = subscript;
|
|
|
|
if (Player.p_type == C_HALFLING)
|
|
/* give halfling some experience */
|
|
Player.p_experience = ROLL(600.0, 200.0);
|
|
}
|
|
|
|
void
|
|
playinit()
|
|
{
|
|
/* catch/ingnore signals */
|
|
|
|
#ifdef BSD41
|
|
sigignore(SIGQUIT);
|
|
sigignore(SIGALRM);
|
|
sigignore(SIGTERM);
|
|
sigignore(SIGTSTP);
|
|
sigignore(SIGTTIN);
|
|
sigignore(SIGTTOU);
|
|
sighold(SIGINT);
|
|
sigset(SIGHUP, ill_sig);
|
|
sigset(SIGTRAP, ill_sig);
|
|
sigset(SIGIOT, ill_sig);
|
|
sigset(SIGEMT, ill_sig);
|
|
sigset(SIGFPE, ill_sig);
|
|
sigset(SIGBUS, ill_sig);
|
|
sigset(SIGSEGV, ill_sig);
|
|
sigset(SIGSYS, ill_sig);
|
|
sigset(SIGPIPE, ill_sig);
|
|
#endif
|
|
#ifdef BSD42
|
|
signal(SIGQUIT, ill_sig);
|
|
signal(SIGALRM, SIG_IGN);
|
|
signal(SIGTERM, SIG_IGN);
|
|
signal(SIGTSTP, SIG_IGN);
|
|
signal(SIGTTIN, SIG_IGN);
|
|
signal(SIGTTOU, SIG_IGN);
|
|
signal(SIGINT, ill_sig);
|
|
signal(SIGHUP, SIG_DFL);
|
|
signal(SIGTRAP, ill_sig);
|
|
signal(SIGIOT, ill_sig);
|
|
signal(SIGEMT, ill_sig);
|
|
signal(SIGFPE, ill_sig);
|
|
signal(SIGBUS, ill_sig);
|
|
signal(SIGSEGV, ill_sig);
|
|
signal(SIGSYS, ill_sig);
|
|
signal(SIGPIPE, ill_sig);
|
|
#endif
|
|
#ifdef SYS3
|
|
signal(SIGINT, SIG_IGN);
|
|
signal(SIGQUIT, SIG_IGN);
|
|
signal(SIGTERM, SIG_IGN);
|
|
signal(SIGALRM, SIG_IGN);
|
|
signal(SIGHUP, ill_sig);
|
|
signal(SIGTRAP, ill_sig);
|
|
signal(SIGIOT, ill_sig);
|
|
signal(SIGEMT, ill_sig);
|
|
signal(SIGFPE, ill_sig);
|
|
signal(SIGBUS, ill_sig);
|
|
signal(SIGSEGV, ill_sig);
|
|
signal(SIGSYS, ill_sig);
|
|
signal(SIGPIPE, ill_sig);
|
|
#endif
|
|
#ifdef SYS5
|
|
signal(SIGINT, SIG_IGN);
|
|
signal(SIGQUIT, SIG_IGN);
|
|
signal(SIGTERM, SIG_IGN);
|
|
signal(SIGALRM, SIG_IGN);
|
|
signal(SIGHUP, ill_sig);
|
|
signal(SIGTRAP, ill_sig);
|
|
signal(SIGIOT, ill_sig);
|
|
signal(SIGEMT, ill_sig);
|
|
signal(SIGFPE, ill_sig);
|
|
signal(SIGBUS, ill_sig);
|
|
signal(SIGSEGV, ill_sig);
|
|
signal(SIGSYS, ill_sig);
|
|
signal(SIGPIPE, ill_sig);
|
|
#endif
|
|
|
|
initscr(); /* turn on curses */
|
|
noecho(); /* do not echo input */
|
|
crmode(); /* do not process erase, kill */
|
|
clear();
|
|
refresh();
|
|
Windows = TRUE; /* mark the state */
|
|
}
|
|
|
|
void
|
|
cleanup(doexit)
|
|
int doexit;
|
|
{
|
|
if (Windows) {
|
|
move(LINES - 2, 0);
|
|
refresh();
|
|
nocrmode();
|
|
endwin();
|
|
}
|
|
fclose(Playersfp);
|
|
fclose(Monstfp);
|
|
fclose(Messagefp);
|
|
fclose(Energyvoidfp);
|
|
|
|
if (doexit)
|
|
exit(0);
|
|
/* NOTREACHED */
|
|
}
|