e28fc9086c
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.
560 lines
14 KiB
C
560 lines
14 KiB
C
/* $NetBSD: gamesupport.c,v 1.11 2009/08/31 08:27:16 dholland Exp $ */
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/*
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* gamesupport.c - auxiliary routines for support of Phantasia
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*/
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#include <setjmp.h>
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#include <stdio.h>
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#include <string.h>
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#include <time.h>
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#include "phantdefs.h"
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#include "phantstruct.h"
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#include "phantglobs.h"
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#include "pathnames.h"
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#undef bool
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#include <curses.h>
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void
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changestats(phbool ingameflag)
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{
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static char flag[2] = /* for printing values of bools */
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{'F', 'T'};
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struct player *playerp; /* pointer to structure to alter */
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const char *prompt; /* pointer to prompt string */
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int c; /* input */
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int today; /* day of year of today */
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int temp; /* temporary variable */
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long loc; /* location in player file */
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time_t now; /* time now */
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double dtemp; /* temporary variable */
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phbool *bptr; /* pointer to bool item to change */
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double *dptr; /* pointer to double item to change */
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short *sptr; /* pointer to short item to change */
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clear();
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for (;;)
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/* get name of player to examine/alter */
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{
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mvaddstr(5, 0, "Which character do you want to look at ? ");
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getstring(Databuf, SZ_DATABUF);
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truncstring(Databuf);
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if (Databuf[0] == '\0')
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userlist(ingameflag);
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else
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break;
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}
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loc = -1L;
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if (!ingameflag)
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/* use 'Player' structure */
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playerp = &Player;
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else
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if (strcmp(Databuf, Player.p_name) == 0)
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/* alter/examine current player */
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{
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playerp = &Player;
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loc = Fileloc;
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} else
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/* use 'Other' structure */
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playerp = &Other;
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/* find player on file */
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if (loc < 0L && (loc = findname(Databuf, playerp)) < 0L)
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/* didn't find player */
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{
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clear();
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mvaddstr(11, 0, "Not found.");
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return;
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}
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time(&now);
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today = localtime(&now)->tm_yday;
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clear();
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for (;;)
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/* print player structure, and prompt for action */
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{
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mvprintw(0, 0, "A:Name %s\n", playerp->p_name);
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if (Wizard)
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printw("B:Password %s\n", playerp->p_password);
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else
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addstr("B:Password XXXXXXXX\n");
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printw(" :Login %s\n", playerp->p_login);
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printw("C:Experience %.0f\n", playerp->p_experience);
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printw("D:Level %.0f\n", playerp->p_level);
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printw("E:Strength %.0f\n", playerp->p_strength);
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printw("F:Sword %.0f\n", playerp->p_sword);
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printw(" :Might %.0f\n", playerp->p_might);
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printw("G:Energy %.0f\n", playerp->p_energy);
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printw("H:Max-Energy %.0f\n", playerp->p_maxenergy);
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printw("I:Shield %.0f\n", playerp->p_shield);
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printw("J:Quickness %.0f\n", playerp->p_quickness);
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printw("K:Quicksilver %.0f\n", playerp->p_quksilver);
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printw(" :Speed %.0f\n", playerp->p_speed);
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printw("L:Magic Level %.0f\n", playerp->p_magiclvl);
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printw("M:Mana %.0f\n", playerp->p_mana);
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printw("N:Brains %.0f\n", playerp->p_brains);
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if (Wizard || playerp->p_specialtype != SC_VALAR)
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mvaddstr(0, 40, descrstatus(playerp));
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mvprintw(1, 40, "O:Poison %0.3f\n", playerp->p_poison);
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mvprintw(2, 40, "P:Gold %.0f\n", playerp->p_gold);
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mvprintw(3, 40, "Q:Gem %.0f\n", playerp->p_gems);
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mvprintw(4, 40, "R:Sin %0.3f\n", playerp->p_sin);
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if (Wizard) {
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mvprintw(5, 40, "S:X-coord %.0f\n", playerp->p_x);
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mvprintw(6, 40, "T:Y-coord %.0f\n", playerp->p_y);
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} else {
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mvaddstr(5, 40, "S:X-coord ?\n");
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mvaddstr(6, 40, "T:Y-coord ?\n");
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}
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mvprintw(7, 40, "U:Age %ld\n", playerp->p_age);
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mvprintw(8, 40, "V:Degenerated %d\n", playerp->p_degenerated);
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mvprintw(9, 40, "W:Type %d (%s)\n",
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playerp->p_type, descrtype(playerp, FALSE) + 1);
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mvprintw(10, 40, "X:Special Type %d\n", playerp->p_specialtype);
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mvprintw(11, 40, "Y:Lives %d\n", playerp->p_lives);
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mvprintw(12, 40, "Z:Crowns %d\n", playerp->p_crowns);
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mvprintw(13, 40, "0:Charms %d\n", playerp->p_charms);
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mvprintw(14, 40, "1:Amulets %d\n", playerp->p_amulets);
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mvprintw(15, 40, "2:Holy Water %d\n", playerp->p_holywater);
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temp = today - playerp->p_lastused;
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if (temp < 0)
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/* last year */
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temp += 365;
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mvprintw(16, 40, "3:Lastused %d (%d)\n", playerp->p_lastused, temp);
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mvprintw(18, 8, "4:Palantir %c 5:Blessing %c 6:Virgin %c 7:Blind %c",
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flag[(int)playerp->p_palantir],
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flag[(int)playerp->p_blessing],
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flag[(int)playerp->p_virgin],
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flag[(int)playerp->p_blindness]);
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if (!Wizard)
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mvprintw(19, 8, "8:Ring %c",
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flag[playerp->p_ring.ring_type != R_NONE]);
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else
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mvprintw(19, 8, "8:Ring %d 9:Duration %d",
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playerp->p_ring.ring_type, playerp->p_ring.ring_duration);
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if (!Wizard
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/* not wizard */
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&& (ingameflag || strcmp(Login, playerp->p_login) != 0))
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/* in game or not examining own character */
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{
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if (ingameflag) {
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more(LINES - 1);
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clear();
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return;
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} else
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cleanup(TRUE);
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/* NOTREACHED */
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}
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mvaddstr(20, 0, "!:Quit ?:Delete");
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mvaddstr(21, 0, "What would you like to change ? ");
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if (Wizard)
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c = getanswer(" ", TRUE);
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else
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/* examining own player; allow to change name and
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* password */
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c = getanswer("!BA", FALSE);
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switch (c) {
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case 'A': /* change name */
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case 'B': /* change password */
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if (!Wizard)
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/* prompt for password */
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{
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mvaddstr(23, 0, "Password ? ");
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Echo = FALSE;
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getstring(Databuf, 9);
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Echo = TRUE;
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if (strcmp(Databuf, playerp->p_password) != 0)
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continue;
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}
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if (c == 'A')
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/* get new name */
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{
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mvaddstr(23, 0, "New name: ");
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getstring(Databuf, SZ_NAME);
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truncstring(Databuf);
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if (Databuf[0] != '\0')
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if (Wizard || findname(Databuf, &Other) < 0L)
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strcpy(playerp->p_name, Databuf);
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} else
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/* get new password */
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{
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if (!Wizard)
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Echo = FALSE;
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do
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/* get two copies of new password
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* until they match */
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{
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/* get first copy */
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mvaddstr(23, 0, "New password ? ");
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getstring(Databuf, SZ_PASSWORD);
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if (Databuf[0] == '\0')
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break;
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/* get second copy */
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mvaddstr(23, 0, "One more time ? ");
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getstring(playerp->p_password, SZ_PASSWORD);
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}
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while (strcmp(playerp->p_password, Databuf) != 0);
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Echo = TRUE;
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}
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continue;
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case 'C': /* change experience */
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prompt = "experience";
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dptr = &playerp->p_experience;
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goto DALTER;
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case 'D': /* change level */
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prompt = "level";
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dptr = &playerp->p_level;
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goto DALTER;
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case 'E': /* change strength */
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prompt = "strength";
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dptr = &playerp->p_strength;
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goto DALTER;
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case 'F': /* change swords */
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prompt = "sword";
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dptr = &playerp->p_sword;
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goto DALTER;
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case 'G': /* change energy */
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prompt = "energy";
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dptr = &playerp->p_energy;
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goto DALTER;
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case 'H': /* change maximum energy */
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prompt = "max energy";
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dptr = &playerp->p_maxenergy;
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goto DALTER;
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case 'I': /* change shields */
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prompt = "shield";
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dptr = &playerp->p_shield;
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goto DALTER;
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case 'J': /* change quickness */
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prompt = "quickness";
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dptr = &playerp->p_quickness;
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goto DALTER;
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case 'K': /* change quicksilver */
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prompt = "quicksilver";
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dptr = &playerp->p_quksilver;
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goto DALTER;
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case 'L': /* change magic */
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prompt = "magic level";
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dptr = &playerp->p_magiclvl;
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goto DALTER;
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case 'M': /* change mana */
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prompt = "mana";
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dptr = &playerp->p_mana;
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goto DALTER;
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case 'N': /* change brains */
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prompt = "brains";
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dptr = &playerp->p_brains;
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goto DALTER;
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case 'O': /* change poison */
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prompt = "poison";
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dptr = &playerp->p_poison;
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goto DALTER;
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case 'P': /* change gold */
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prompt = "gold";
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dptr = &playerp->p_gold;
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goto DALTER;
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case 'Q': /* change gems */
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prompt = "gems";
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dptr = &playerp->p_gems;
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goto DALTER;
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case 'R': /* change sin */
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prompt = "sin";
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dptr = &playerp->p_sin;
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goto DALTER;
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case 'S': /* change x coord */
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prompt = "x";
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dptr = &playerp->p_x;
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goto DALTER;
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case 'T': /* change y coord */
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prompt = "y";
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dptr = &playerp->p_y;
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goto DALTER;
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case 'U': /* change age */
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mvprintw(23, 0, "age = %ld; age = ", playerp->p_age);
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dtemp = infloat();
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if (dtemp != 0.0)
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playerp->p_age = (long) dtemp;
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continue;
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case 'V': /* change degen */
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mvprintw(23, 0, "degen = %d; degen = ", playerp->p_degenerated);
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dtemp = infloat();
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if (dtemp != 0.0)
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playerp->p_degenerated = (int) dtemp;
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continue;
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case 'W': /* change type */
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prompt = "type";
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sptr = &playerp->p_type;
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goto SALTER;
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case 'X': /* change special type */
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prompt = "special type";
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sptr = &playerp->p_specialtype;
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goto SALTER;
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case 'Y': /* change lives */
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prompt = "lives";
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sptr = &playerp->p_lives;
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goto SALTER;
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case 'Z': /* change crowns */
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prompt = "crowns";
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sptr = &playerp->p_crowns;
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goto SALTER;
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case '0': /* change charms */
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prompt = "charm";
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sptr = &playerp->p_charms;
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goto SALTER;
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case '1': /* change amulet */
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prompt = "amulet";
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sptr = &playerp->p_amulets;
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goto SALTER;
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case '2': /* change holy water */
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prompt = "holy water";
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sptr = &playerp->p_holywater;
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goto SALTER;
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case '3': /* change last-used */
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prompt = "last-used";
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sptr = &playerp->p_lastused;
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goto SALTER;
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case '4': /* change palantir */
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prompt = "palantir";
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bptr = &playerp->p_palantir;
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goto BALTER;
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case '5': /* change blessing */
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prompt = "blessing";
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bptr = &playerp->p_blessing;
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goto BALTER;
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case '6': /* change virgin */
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prompt = "virgin";
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bptr = &playerp->p_virgin;
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goto BALTER;
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case '7': /* change blindness */
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prompt = "blindness";
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bptr = &playerp->p_blindness;
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goto BALTER;
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case '8': /* change ring type */
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prompt = "ring-type";
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sptr = &playerp->p_ring.ring_type;
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goto SALTER;
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case '9': /* change ring duration */
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prompt = "ring-duration";
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sptr = &playerp->p_ring.ring_duration;
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goto SALTER;
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case '!': /* quit, update */
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if (Wizard &&
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(!ingameflag || playerp != &Player))
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/* turn off status if not modifying self */
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{
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playerp->p_status = S_OFF;
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playerp->p_tampered = T_OFF;
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}
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writerecord(playerp, loc);
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clear();
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return;
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case '?': /* delete player */
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if (ingameflag && playerp == &Player)
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/* cannot delete self */
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continue;
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freerecord(playerp, loc);
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clear();
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return;
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default:
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continue;
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}
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DALTER:
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mvprintw(23, 0, "%s = %f; %s = ", prompt, *dptr, prompt);
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dtemp = infloat();
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if (dtemp != 0.0)
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*dptr = dtemp;
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continue;
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SALTER:
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mvprintw(23, 0, "%s = %d; %s = ", prompt, *sptr, prompt);
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dtemp = infloat();
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if (dtemp != 0.0)
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*sptr = (short) dtemp;
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continue;
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BALTER:
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mvprintw(23, 0, "%s = %c; %s = ", prompt, flag[(int)*bptr],
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prompt);
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c = getanswer("\nTF", TRUE);
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if (c == 'T')
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*bptr = TRUE;
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else
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if (c == 'F')
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*bptr = FALSE;
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continue;
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}
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}
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void
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monstlist(void)
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{
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int count = 0; /* count in file */
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puts(" #) Name Str Brain Quick Energy Exper Treas Type Flock%\n");
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fseek(Monstfp, 0L, SEEK_SET);
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while (fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp) == 1)
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printf("%2d) %-20.20s%4.0f %4.0f %2.0f %5.0f %5.0f %2d %2d %3.0f\n", count++,
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Curmonster.m_name, Curmonster.m_strength, Curmonster.m_brains,
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Curmonster.m_speed, Curmonster.m_energy, Curmonster.m_experience,
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Curmonster.m_treasuretype, Curmonster.m_type, Curmonster.m_flock);
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}
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void
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scorelist(void)
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{
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struct scoreboard sbuf; /* for reading entries */
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FILE *fp; /* to open the file */
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if ((fp = fopen(_PATH_SCORE, "r")) != NULL) {
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while (fread((char *) &sbuf, SZ_SCORESTRUCT, 1, fp) == 1)
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printf("%-20s (%-9s) Level: %6.0f Type: %s\n",
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sbuf.sb_name, sbuf.sb_login, sbuf.sb_level, sbuf.sb_type);
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fclose(fp);
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}
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}
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void
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activelist(void)
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{
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fseek(Playersfp, 0L, SEEK_SET);
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printf("Current characters on file are:\n\n");
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while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
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if (Other.p_status != S_NOTUSED)
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printf("%-20s (%-9s) Level: %6.0f %s (%s)\n",
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Other.p_name, Other.p_login, Other.p_level,
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descrtype(&Other, FALSE), descrstatus(&Other));
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}
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void
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purgeoldplayers(void)
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{
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int today; /* day of year for today */
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int daysold; /* how many days since the character has been
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* used */
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time_t ltime; /* time in seconds */
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long loc = 0L; /* location in file */
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time(<ime);
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today = localtime(<ime)->tm_yday;
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for (;;) {
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fseek(Playersfp, loc, SEEK_SET);
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if (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) != 1)
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break;
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daysold = today - Other.p_lastused;
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if (daysold < 0)
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daysold += 365;
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if (daysold > N_DAYSOLD)
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/* player hasn't been used in a while; delete */
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freerecord(&Other, loc);
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loc += SZ_PLAYERSTRUCT;
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}
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}
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void
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enterscore(void)
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{
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struct scoreboard sbuf; /* buffer to read in scoreboard entries */
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FILE *fp; /* to open scoreboard file */
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long loc = 0L; /* location in scoreboard file */
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bool found = FALSE; /* set if we found an entry for this login */
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if ((fp = fopen(_PATH_SCORE, "r+")) != NULL) {
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while (fread((char *) &sbuf, SZ_SCORESTRUCT, 1, fp) == 1)
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if (strcmp(Player.p_login, sbuf.sb_login) == 0) {
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found = TRUE;
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break;
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} else
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loc += SZ_SCORESTRUCT;
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} else {
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error(_PATH_SCORE);
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/* NOTREACHED */
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}
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/*
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* At this point, 'loc' will either indicate a point beyond
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* the end of file, or the place where the previous entry
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* was found.
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*/
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if ((!found) || Player.p_level > sbuf.sb_level)
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/* put new entry in for this login */
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{
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strcpy(sbuf.sb_login, Player.p_login);
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strcpy(sbuf.sb_name, Player.p_name);
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sbuf.sb_level = Player.p_level;
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strcpy(sbuf.sb_type, descrtype(&Player, TRUE));
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}
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/* update entry */
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fseek(fp, loc, SEEK_SET);
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fwrite((char *) &sbuf, SZ_SCORESTRUCT, 1, fp);
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fclose(fp);
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}
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