NetBSD/games/phantasia/main.c

1032 lines
24 KiB
C

/* $NetBSD: main.c,v 1.17 2008/08/08 16:10:47 drochner Exp $ */
/*
* Phantasia 3.3.2 -- Interterminal fantasy game
*
* Edward A. Estes
* AT&T, March 12, 1986
*/
/* DISCLAIMER:
*
* This game is distributed for free as is. It is not guaranteed to work
* in every conceivable environment. It is not even guaranteed to work
* in ANY environment.
*
* This game is distributed without notice of copyright, therefore it
* may be used in any manner the recipient sees fit. However, the
* author assumes no responsibility for maintaining or revising this
* game, in its original form, or any derivitives thereof.
*
* The author shall not be responsible for any loss, cost, or damage,
* including consequential damage, caused by reliance on this material.
*
* The author makes no warranties, express or implied, including warranties
* of merchantability or fitness for a particular purpose or use.
*
* AT&T is in no way connected with this game.
*/
#include <sys/stat.h>
#include <sys/types.h>
#include <pwd.h>
/*
* The program allocates as much file space as it needs to store characters,
* so the possibility exists for the character file to grow without bound.
* The file is purged upon normal entry to try to avoid that problem.
* A similar problem exists for energy voids. To alleviate the problem here,
* the void file is cleared with every new king, and a limit is placed
* on the size of the energy void file.
*/
/*
* Put one line of text into the file 'motd' for announcements, etc.
*/
/*
* The scoreboard file is updated when someone dies, and keeps track
* of the highest character to date for that login.
* Being purged from the character file does not cause the scoreboard
* to be updated.
*/
/*
* main.c Main routines for Phantasia
*/
#include "include.h"
#undef bool
#include <curses.h>
int main(int, char **);
int
main(argc, argv)
int argc;
char **argv;
{
bool noheader = FALSE; /* set if don't want header */
bool headeronly = FALSE; /* set if only want header */
bool examine = FALSE; /* set if examine a character */
time_t seconds; /* for time of day */
double dtemp; /* for temporary calculations */
initialstate(); /* init globals */
/* process arguments */
while (--argc && (*++argv)[0] == '-')
switch ((*argv)[1]) {
case 's': /* short */
noheader = TRUE;
break;
case 'H': /* Header */
headeronly = TRUE;
break;
case 'a': /* all users */
activelist();
cleanup(TRUE);
/* NOTREACHED */
case 'p': /* purge old players */
purgeoldplayers();
cleanup(TRUE);
/* NOTREACHED */
case 'S': /* set 'Wizard' */
Wizard = !getuid();
break;
case 'x': /* examine */
examine = TRUE;
break;
case 'm': /* monsters */
monstlist();
cleanup(TRUE);
/* NOTREACHED */
case 'b': /* scoreboard */
scorelist();
cleanup(TRUE);
/* NOTREACHED */
}
if (!isatty(0)) /* don't let non-tty's play */
cleanup(TRUE);
/* NOTREACHED */
playinit(); /* set up to catch signals, init curses */
if (examine) {
changestats(FALSE);
cleanup(TRUE);
/* NOTREACHED */
}
if (!noheader) {
titlelist();
purgeoldplayers(); /* clean up old characters */
}
if (headeronly)
cleanup(TRUE);
/* NOTREACHED */
do
/* get the player structure filled */
{
Fileloc = -1L;
mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
switch (getanswer("NYQ", FALSE)) {
case 'Y':
Fileloc = recallplayer();
break;
case 'Q':
cleanup(TRUE);
/* NOTREACHED */
default:
Fileloc = rollnewplayer();
break;
}
clear();
}
while (Fileloc < 0L);
if (Player.p_level > 5.0)
/* low level players have long timeout */
Timeout = TRUE;
/* update some important player statistics */
strcpy(Player.p_login, Login);
time(&seconds);
Player.p_lastused = localtime(&seconds)->tm_yday;
Player.p_status = S_PLAYING;
writerecord(&Player, Fileloc);
Statptr = &Stattable[Player.p_type]; /* initialize pointer */
/* catch interrupts */
#ifdef BSD41
sigset(SIGINT, interrupt);
#endif
#ifdef BSD42
signal(SIGINT, interrupt);
#endif
#ifdef SYS3
signal(SIGINT, interrupt);
#endif
#ifdef SYS5
signal(SIGINT, interrupt);
#endif
altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
clear();
for (;;)
/* loop forever, processing input */
{
adjuststats(); /* cleanup stats */
if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
/* not allowed on throne -- move */
{
mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
altercoordinates(0.0, 0.0, A_NEAR);
}
checktampered();/* check for energy voids, etc. */
if (Player.p_status != S_CLOAKED
/* not cloaked */
&& (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
/* |x| = |y| */
&& !Throne)
/* not on throne */
{
dtemp = sqrt(dtemp / 100.0);
if (floor(dtemp) == dtemp)
/* |x| / 100 == n*n; at a trading post */
{
tradingpost();
clear();
}
}
checkbattle(); /* check for player to player battle */
neatstuff(); /* gurus, medics, etc. */
if (Player.p_status == S_CLOAKED) {
/* costs 3 mana per turn to be cloaked */
if (Player.p_mana > 3.0)
Player.p_mana -= 3.0;
else
/* ran out of mana, uncloak */
{
Player.p_status = S_PLAYING;
Changed = TRUE;
}
}
if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
/* change status back to S_PLAYING */
{
Player.p_status = S_PLAYING;
Changed = TRUE;
}
if (Changed)
/* update file only if important stuff has changed */
{
writerecord(&Player, Fileloc);
Changed = FALSE;
continue;
}
readmessage(); /* read message, if any */
displaystats(); /* print statistics */
move(6, 0);
if (Throne)
/* maybe make king, print prompt, etc. */
throneroom();
/* print status line */
addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
addstr("6:Cloak ");
if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
addstr("7:Teleport ");
if (Player.p_specialtype >= SC_COUNCIL || Wizard)
addstr("8:Intervene ");
procmain(); /* process input */
}
}
void
initialstate()
{
struct stat sb;
Beyond = FALSE;
Marsh = FALSE;
Throne = FALSE;
Changed = FALSE;
Wizard = FALSE;
Timeout = FALSE;
Users = 0;
Windows = FALSE;
Echo = TRUE;
/* setup login name */
if ((Login = getlogin()) == NULL)
Login = getpwuid(getuid())->pw_name;
/* open some files */
if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
error(_PATH_PEOPLE);
/* NOTREACHED */
if (fileno(Playersfp) < 3)
exit(1);
if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
error(_PATH_MONST);
/* NOTREACHED */
if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
error(_PATH_MESS);
/* NOTREACHED */
if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
error(_PATH_VOID);
if (fstat(fileno(Energyvoidfp), &sb) == -1)
error("stat");
if (sb.st_size == 0) {
/* initialize grail to new location */
Enrgyvoid.ev_active = TRUE;
Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
writevoid(&Enrgyvoid, 0L);
}
/* NOTREACHED */
srandom((unsigned) time(NULL)); /* prime random numbers */
}
long
rollnewplayer()
{
int chartype; /* character type */
int ch; /* input */
initplayer(&Player); /* initialize player structure */
clear();
mvaddstr(4, 21, "Which type of character do you want:");
mvaddstr(8, 4,
"1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
if (Wizard) {
addstr("7:Super ? ");
chartype = getanswer("1234567", FALSE);
} else {
addstr("? ");
chartype = getanswer("123456", FALSE);
}
do {
genchar(chartype); /* roll up a character */
/* print out results */
mvprintw(12, 14,
"Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
Player.p_strength, Player.p_quickness, Player.p_mana);
mvprintw(13, 14,
"Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
Player.p_energy, Player.p_brains, Player.p_magiclvl);
if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
break;
mvaddstr(14, 14, "Type '1' to keep >");
ch = getanswer(" ", TRUE);
}
while (ch != '1');
if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
/* get coordinates for experimento */
for (;;) {
mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
getstring(Databuf, SZ_DATABUF);
sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
else
break;
}
for (;;)
/* name the new character */
{
mvprintw(18, 0,
"Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
getstring(Player.p_name, SZ_NAME);
truncstring(Player.p_name); /* remove trailing blanks */
if (Player.p_name[0] == '\0')
/* no null names */
mvaddstr(19, 0, "Invalid name.");
else
if (findname(Player.p_name, &Other) >= 0L)
/* cannot have duplicate names */
mvaddstr(19, 0, "Name already in use.");
else
/* name is acceptable */
break;
addstr(" Pick another.\n");
}
/* get a password for character */
Echo = FALSE;
do {
mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
getstring(Player.p_password, SZ_PASSWORD);
mvaddstr(21, 0, "Enter again to verify: ");
getstring(Databuf, SZ_PASSWORD);
}
while (strcmp(Player.p_password, Databuf) != 0);
Echo = TRUE;
return (allocrecord());
}
void
procmain()
{
int ch; /* input */
double x; /* desired new x coordinate */
double y; /* desired new y coordinate */
double temp; /* for temporary calculations */
FILE *fp; /* for opening files */
int loop; /* a loop counter */
bool hasmoved = FALSE; /* set if player has moved */
ch = inputoption();
mvaddstr(4, 0, "\n\n"); /* clear status area */
move(7, 0);
clrtobot(); /* clear data on bottom area of screen */
if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
/* valar cannot move */
ch = ' ';
switch (ch) {
case 'K': /* move up/north */
case 'N':
x = Player.p_x;
y = Player.p_y + MAXMOVE();
hasmoved = TRUE;
break;
case 'J': /* move down/south */
case 'S':
x = Player.p_x;
y = Player.p_y - MAXMOVE();
hasmoved = TRUE;
break;
case 'L': /* move right/east */
case 'E':
x = Player.p_x + MAXMOVE();
y = Player.p_y;
hasmoved = TRUE;
break;
case 'H': /* move left/west */
case 'W':
x = Player.p_x - MAXMOVE();
y = Player.p_y;
hasmoved = TRUE;
break;
default: /* rest */
Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
+ Player.p_level / 3.0 + 2.0;
Player.p_energy =
MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
if (Player.p_status != S_CLOAKED)
/* cannot find mana if cloaked */
{
Player.p_mana += (Circle + Player.p_level) / 4.0;
if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
/* wandering monster */
encounter(-1);
}
break;
case 'X': /* change/examine a character */
changestats(TRUE);
break;
case '1': /* move */
for (loop = 3; loop; --loop) {
mvaddstr(4, 0, "X Y Coordinates ? ");
getstring(Databuf, SZ_DATABUF);
if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
mvaddstr(5, 0, "Try again\n");
else
if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
ILLMOVE();
else {
hasmoved = TRUE;
break;
}
}
break;
case '2': /* players */
userlist(TRUE);
break;
case '3': /* message */
mvaddstr(4, 0, "Message ? ");
getstring(Databuf, SZ_DATABUF);
/* we open the file for writing to erase any data which is
* already there */
fp = fopen(_PATH_MESS, "w");
if (Databuf[0] != '\0')
fprintf(fp, "%s: %s", Player.p_name, Databuf);
fclose(fp);
break;
case '4': /* stats */
allstatslist();
break;
case '5': /* good-bye */
leavegame();
/* NOTREACHED */
case '6': /* cloak */
if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
ILLCMD();
else
if (Player.p_status == S_CLOAKED)
Player.p_status = S_PLAYING;
else
if (Player.p_mana < MM_CLOAK)
mvaddstr(5, 0, "No mana left.\n");
else {
Changed = TRUE;
Player.p_mana -= MM_CLOAK;
Player.p_status = S_CLOAKED;
}
break;
case '7': /* teleport */
/*
* conditions for teleport
* - 20 per (level plus magic level)
* - OR council of the wise or valar or ex-valar
* - OR transport from throne
* transports from throne cost no mana
*/
if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
ILLCMD();
else
for (loop = 3; loop; --loop) {
mvaddstr(4, 0, "X Y Coordinates ? ");
getstring(Databuf, SZ_DATABUF);
if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
temp = distance(Player.p_x, x, Player.p_y, y);
if (!Throne
/* can transport anywhere from throne */
&& Player.p_specialtype <= SC_COUNCIL
/* council, valar can transport
* anywhere */
&& temp > (Player.p_level + Player.p_magiclvl) * 20.0)
/* can only move 20 per exp.
* level + mag. level */
ILLMOVE();
else {
temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
if (!Throne && temp > Player.p_mana)
mvaddstr(5, 0, "Not enough power for that distance.\n");
else {
if (!Throne)
Player.p_mana -= temp;
hasmoved = TRUE;
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, SEEK_SET);
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, SEEK_SET);
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, SEEK_SET);
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, SEEK_SET);
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);
}
if (fp)
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 */
const 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
if (!initscr()) { /* turn on curses */
fprintf(stderr, "couldn't initialize screen\n");
exit (0);
}
noecho(); /* do not echo input */
cbreak(); /* do not process erase, kill */
clear();
refresh();
Windows = TRUE; /* mark the state */
}
void
cleanup(doexit)
int doexit;
{
if (Windows) {
move(LINES - 2, 0);
refresh();
nocbreak();
endwin();
}
if (Playersfp)
fclose(Playersfp);
if (Monstfp)
fclose(Monstfp);
if (Messagefp)
fclose(Messagefp);
if (Energyvoidfp)
fclose(Energyvoidfp);
if (doexit)
exit(0);
/* NOTREACHED */
}