NetBSD/games/phantasia/gamesupport.c
dholland e28fc9086c Dumping all system includes anything uses in one big header file is so 1986.
XXX: Removing unused declarations (thus, unused headers can trigger
XXX: it) sometimes causes gcc to generate substantially different
XXX: code. Dunno why but it looks rather like a gcc bug.
2009-08-31 08:27:16 +00:00

560 lines
14 KiB
C

/* $NetBSD: gamesupport.c,v 1.11 2009/08/31 08:27:16 dholland Exp $ */
/*
* gamesupport.c - auxiliary routines for support of Phantasia
*/
#include <setjmp.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "phantdefs.h"
#include "phantstruct.h"
#include "phantglobs.h"
#include "pathnames.h"
#undef bool
#include <curses.h>
void
changestats(phbool ingameflag)
{
static char flag[2] = /* for printing values of bools */
{'F', 'T'};
struct player *playerp; /* pointer to structure to alter */
const char *prompt; /* pointer to prompt string */
int c; /* input */
int today; /* day of year of today */
int temp; /* temporary variable */
long loc; /* location in player file */
time_t now; /* time now */
double dtemp; /* temporary variable */
phbool *bptr; /* pointer to bool item to change */
double *dptr; /* pointer to double item to change */
short *sptr; /* pointer to short item to change */
clear();
for (;;)
/* get name of player to examine/alter */
{
mvaddstr(5, 0, "Which character do you want to look at ? ");
getstring(Databuf, SZ_DATABUF);
truncstring(Databuf);
if (Databuf[0] == '\0')
userlist(ingameflag);
else
break;
}
loc = -1L;
if (!ingameflag)
/* use 'Player' structure */
playerp = &Player;
else
if (strcmp(Databuf, Player.p_name) == 0)
/* alter/examine current player */
{
playerp = &Player;
loc = Fileloc;
} else
/* use 'Other' structure */
playerp = &Other;
/* find player on file */
if (loc < 0L && (loc = findname(Databuf, playerp)) < 0L)
/* didn't find player */
{
clear();
mvaddstr(11, 0, "Not found.");
return;
}
time(&now);
today = localtime(&now)->tm_yday;
clear();
for (;;)
/* print player structure, and prompt for action */
{
mvprintw(0, 0, "A:Name %s\n", playerp->p_name);
if (Wizard)
printw("B:Password %s\n", playerp->p_password);
else
addstr("B:Password XXXXXXXX\n");
printw(" :Login %s\n", playerp->p_login);
printw("C:Experience %.0f\n", playerp->p_experience);
printw("D:Level %.0f\n", playerp->p_level);
printw("E:Strength %.0f\n", playerp->p_strength);
printw("F:Sword %.0f\n", playerp->p_sword);
printw(" :Might %.0f\n", playerp->p_might);
printw("G:Energy %.0f\n", playerp->p_energy);
printw("H:Max-Energy %.0f\n", playerp->p_maxenergy);
printw("I:Shield %.0f\n", playerp->p_shield);
printw("J:Quickness %.0f\n", playerp->p_quickness);
printw("K:Quicksilver %.0f\n", playerp->p_quksilver);
printw(" :Speed %.0f\n", playerp->p_speed);
printw("L:Magic Level %.0f\n", playerp->p_magiclvl);
printw("M:Mana %.0f\n", playerp->p_mana);
printw("N:Brains %.0f\n", playerp->p_brains);
if (Wizard || playerp->p_specialtype != SC_VALAR)
mvaddstr(0, 40, descrstatus(playerp));
mvprintw(1, 40, "O:Poison %0.3f\n", playerp->p_poison);
mvprintw(2, 40, "P:Gold %.0f\n", playerp->p_gold);
mvprintw(3, 40, "Q:Gem %.0f\n", playerp->p_gems);
mvprintw(4, 40, "R:Sin %0.3f\n", playerp->p_sin);
if (Wizard) {
mvprintw(5, 40, "S:X-coord %.0f\n", playerp->p_x);
mvprintw(6, 40, "T:Y-coord %.0f\n", playerp->p_y);
} else {
mvaddstr(5, 40, "S:X-coord ?\n");
mvaddstr(6, 40, "T:Y-coord ?\n");
}
mvprintw(7, 40, "U:Age %ld\n", playerp->p_age);
mvprintw(8, 40, "V:Degenerated %d\n", playerp->p_degenerated);
mvprintw(9, 40, "W:Type %d (%s)\n",
playerp->p_type, descrtype(playerp, FALSE) + 1);
mvprintw(10, 40, "X:Special Type %d\n", playerp->p_specialtype);
mvprintw(11, 40, "Y:Lives %d\n", playerp->p_lives);
mvprintw(12, 40, "Z:Crowns %d\n", playerp->p_crowns);
mvprintw(13, 40, "0:Charms %d\n", playerp->p_charms);
mvprintw(14, 40, "1:Amulets %d\n", playerp->p_amulets);
mvprintw(15, 40, "2:Holy Water %d\n", playerp->p_holywater);
temp = today - playerp->p_lastused;
if (temp < 0)
/* last year */
temp += 365;
mvprintw(16, 40, "3:Lastused %d (%d)\n", playerp->p_lastused, temp);
mvprintw(18, 8, "4:Palantir %c 5:Blessing %c 6:Virgin %c 7:Blind %c",
flag[(int)playerp->p_palantir],
flag[(int)playerp->p_blessing],
flag[(int)playerp->p_virgin],
flag[(int)playerp->p_blindness]);
if (!Wizard)
mvprintw(19, 8, "8:Ring %c",
flag[playerp->p_ring.ring_type != R_NONE]);
else
mvprintw(19, 8, "8:Ring %d 9:Duration %d",
playerp->p_ring.ring_type, playerp->p_ring.ring_duration);
if (!Wizard
/* not wizard */
&& (ingameflag || strcmp(Login, playerp->p_login) != 0))
/* in game or not examining own character */
{
if (ingameflag) {
more(LINES - 1);
clear();
return;
} else
cleanup(TRUE);
/* NOTREACHED */
}
mvaddstr(20, 0, "!:Quit ?:Delete");
mvaddstr(21, 0, "What would you like to change ? ");
if (Wizard)
c = getanswer(" ", TRUE);
else
/* examining own player; allow to change name and
* password */
c = getanswer("!BA", FALSE);
switch (c) {
case 'A': /* change name */
case 'B': /* change password */
if (!Wizard)
/* prompt for password */
{
mvaddstr(23, 0, "Password ? ");
Echo = FALSE;
getstring(Databuf, 9);
Echo = TRUE;
if (strcmp(Databuf, playerp->p_password) != 0)
continue;
}
if (c == 'A')
/* get new name */
{
mvaddstr(23, 0, "New name: ");
getstring(Databuf, SZ_NAME);
truncstring(Databuf);
if (Databuf[0] != '\0')
if (Wizard || findname(Databuf, &Other) < 0L)
strcpy(playerp->p_name, Databuf);
} else
/* get new password */
{
if (!Wizard)
Echo = FALSE;
do
/* get two copies of new password
* until they match */
{
/* get first copy */
mvaddstr(23, 0, "New password ? ");
getstring(Databuf, SZ_PASSWORD);
if (Databuf[0] == '\0')
break;
/* get second copy */
mvaddstr(23, 0, "One more time ? ");
getstring(playerp->p_password, SZ_PASSWORD);
}
while (strcmp(playerp->p_password, Databuf) != 0);
Echo = TRUE;
}
continue;
case 'C': /* change experience */
prompt = "experience";
dptr = &playerp->p_experience;
goto DALTER;
case 'D': /* change level */
prompt = "level";
dptr = &playerp->p_level;
goto DALTER;
case 'E': /* change strength */
prompt = "strength";
dptr = &playerp->p_strength;
goto DALTER;
case 'F': /* change swords */
prompt = "sword";
dptr = &playerp->p_sword;
goto DALTER;
case 'G': /* change energy */
prompt = "energy";
dptr = &playerp->p_energy;
goto DALTER;
case 'H': /* change maximum energy */
prompt = "max energy";
dptr = &playerp->p_maxenergy;
goto DALTER;
case 'I': /* change shields */
prompt = "shield";
dptr = &playerp->p_shield;
goto DALTER;
case 'J': /* change quickness */
prompt = "quickness";
dptr = &playerp->p_quickness;
goto DALTER;
case 'K': /* change quicksilver */
prompt = "quicksilver";
dptr = &playerp->p_quksilver;
goto DALTER;
case 'L': /* change magic */
prompt = "magic level";
dptr = &playerp->p_magiclvl;
goto DALTER;
case 'M': /* change mana */
prompt = "mana";
dptr = &playerp->p_mana;
goto DALTER;
case 'N': /* change brains */
prompt = "brains";
dptr = &playerp->p_brains;
goto DALTER;
case 'O': /* change poison */
prompt = "poison";
dptr = &playerp->p_poison;
goto DALTER;
case 'P': /* change gold */
prompt = "gold";
dptr = &playerp->p_gold;
goto DALTER;
case 'Q': /* change gems */
prompt = "gems";
dptr = &playerp->p_gems;
goto DALTER;
case 'R': /* change sin */
prompt = "sin";
dptr = &playerp->p_sin;
goto DALTER;
case 'S': /* change x coord */
prompt = "x";
dptr = &playerp->p_x;
goto DALTER;
case 'T': /* change y coord */
prompt = "y";
dptr = &playerp->p_y;
goto DALTER;
case 'U': /* change age */
mvprintw(23, 0, "age = %ld; age = ", playerp->p_age);
dtemp = infloat();
if (dtemp != 0.0)
playerp->p_age = (long) dtemp;
continue;
case 'V': /* change degen */
mvprintw(23, 0, "degen = %d; degen = ", playerp->p_degenerated);
dtemp = infloat();
if (dtemp != 0.0)
playerp->p_degenerated = (int) dtemp;
continue;
case 'W': /* change type */
prompt = "type";
sptr = &playerp->p_type;
goto SALTER;
case 'X': /* change special type */
prompt = "special type";
sptr = &playerp->p_specialtype;
goto SALTER;
case 'Y': /* change lives */
prompt = "lives";
sptr = &playerp->p_lives;
goto SALTER;
case 'Z': /* change crowns */
prompt = "crowns";
sptr = &playerp->p_crowns;
goto SALTER;
case '0': /* change charms */
prompt = "charm";
sptr = &playerp->p_charms;
goto SALTER;
case '1': /* change amulet */
prompt = "amulet";
sptr = &playerp->p_amulets;
goto SALTER;
case '2': /* change holy water */
prompt = "holy water";
sptr = &playerp->p_holywater;
goto SALTER;
case '3': /* change last-used */
prompt = "last-used";
sptr = &playerp->p_lastused;
goto SALTER;
case '4': /* change palantir */
prompt = "palantir";
bptr = &playerp->p_palantir;
goto BALTER;
case '5': /* change blessing */
prompt = "blessing";
bptr = &playerp->p_blessing;
goto BALTER;
case '6': /* change virgin */
prompt = "virgin";
bptr = &playerp->p_virgin;
goto BALTER;
case '7': /* change blindness */
prompt = "blindness";
bptr = &playerp->p_blindness;
goto BALTER;
case '8': /* change ring type */
prompt = "ring-type";
sptr = &playerp->p_ring.ring_type;
goto SALTER;
case '9': /* change ring duration */
prompt = "ring-duration";
sptr = &playerp->p_ring.ring_duration;
goto SALTER;
case '!': /* quit, update */
if (Wizard &&
(!ingameflag || playerp != &Player))
/* turn off status if not modifying self */
{
playerp->p_status = S_OFF;
playerp->p_tampered = T_OFF;
}
writerecord(playerp, loc);
clear();
return;
case '?': /* delete player */
if (ingameflag && playerp == &Player)
/* cannot delete self */
continue;
freerecord(playerp, loc);
clear();
return;
default:
continue;
}
DALTER:
mvprintw(23, 0, "%s = %f; %s = ", prompt, *dptr, prompt);
dtemp = infloat();
if (dtemp != 0.0)
*dptr = dtemp;
continue;
SALTER:
mvprintw(23, 0, "%s = %d; %s = ", prompt, *sptr, prompt);
dtemp = infloat();
if (dtemp != 0.0)
*sptr = (short) dtemp;
continue;
BALTER:
mvprintw(23, 0, "%s = %c; %s = ", prompt, flag[(int)*bptr],
prompt);
c = getanswer("\nTF", TRUE);
if (c == 'T')
*bptr = TRUE;
else
if (c == 'F')
*bptr = FALSE;
continue;
}
}
void
monstlist(void)
{
int count = 0; /* count in file */
puts(" #) Name Str Brain Quick Energy Exper Treas Type Flock%\n");
fseek(Monstfp, 0L, SEEK_SET);
while (fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp) == 1)
printf("%2d) %-20.20s%4.0f %4.0f %2.0f %5.0f %5.0f %2d %2d %3.0f\n", count++,
Curmonster.m_name, Curmonster.m_strength, Curmonster.m_brains,
Curmonster.m_speed, Curmonster.m_energy, Curmonster.m_experience,
Curmonster.m_treasuretype, Curmonster.m_type, Curmonster.m_flock);
}
void
scorelist(void)
{
struct scoreboard sbuf; /* for reading entries */
FILE *fp; /* to open the file */
if ((fp = fopen(_PATH_SCORE, "r")) != NULL) {
while (fread((char *) &sbuf, SZ_SCORESTRUCT, 1, fp) == 1)
printf("%-20s (%-9s) Level: %6.0f Type: %s\n",
sbuf.sb_name, sbuf.sb_login, sbuf.sb_level, sbuf.sb_type);
fclose(fp);
}
}
void
activelist(void)
{
fseek(Playersfp, 0L, SEEK_SET);
printf("Current characters on file are:\n\n");
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
if (Other.p_status != S_NOTUSED)
printf("%-20s (%-9s) Level: %6.0f %s (%s)\n",
Other.p_name, Other.p_login, Other.p_level,
descrtype(&Other, FALSE), descrstatus(&Other));
}
void
purgeoldplayers(void)
{
int today; /* day of year for today */
int daysold; /* how many days since the character has been
* used */
time_t ltime; /* time in seconds */
long loc = 0L; /* location in file */
time(&ltime);
today = localtime(&ltime)->tm_yday;
for (;;) {
fseek(Playersfp, loc, SEEK_SET);
if (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) != 1)
break;
daysold = today - Other.p_lastused;
if (daysold < 0)
daysold += 365;
if (daysold > N_DAYSOLD)
/* player hasn't been used in a while; delete */
freerecord(&Other, loc);
loc += SZ_PLAYERSTRUCT;
}
}
void
enterscore(void)
{
struct scoreboard sbuf; /* buffer to read in scoreboard entries */
FILE *fp; /* to open scoreboard file */
long loc = 0L; /* location in scoreboard file */
bool found = FALSE; /* set if we found an entry for this login */
if ((fp = fopen(_PATH_SCORE, "r+")) != NULL) {
while (fread((char *) &sbuf, SZ_SCORESTRUCT, 1, fp) == 1)
if (strcmp(Player.p_login, sbuf.sb_login) == 0) {
found = TRUE;
break;
} else
loc += SZ_SCORESTRUCT;
} else {
error(_PATH_SCORE);
/* NOTREACHED */
}
/*
* At this point, 'loc' will either indicate a point beyond
* the end of file, or the place where the previous entry
* was found.
*/
if ((!found) || Player.p_level > sbuf.sb_level)
/* put new entry in for this login */
{
strcpy(sbuf.sb_login, Player.p_login);
strcpy(sbuf.sb_name, Player.p_name);
sbuf.sb_level = Player.p_level;
strcpy(sbuf.sb_type, descrtype(&Player, TRUE));
}
/* update entry */
fseek(fp, loc, SEEK_SET);
fwrite((char *) &sbuf, SZ_SCORESTRUCT, 1, fp);
fclose(fp);
}