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Diffstat (limited to 'games/phantasia/main.c')
-rw-r--r-- | games/phantasia/main.c | 1288 |
1 files changed, 1288 insertions, 0 deletions
diff --git a/games/phantasia/main.c b/games/phantasia/main.c new file mode 100644 index 0000000..89d56e8 --- /dev/null +++ b/games/phantasia/main.c @@ -0,0 +1,1288 @@ +/* + * 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/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. + */ + +/* + * All source files are set up for 'vi' with shiftwidth=4, tabstop=8. + */ + +/**/ + +/* + * main.c Main routines for Phantasia + */ + +#include "include.h" + +/*************************************************************************** +/ FUNCTION NAME: main() +/ +/ FUNCTION: initialize state, and call main process +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: +/ int argc - argument count +/ char **argv - argument vector +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: monstlist(), checkenemy(), activelist(), +/ throneroom(), checkbattle(), readmessage(), changestats(), writerecord(), +/ tradingpost(), adjuststats(), recallplayer(), displaystats(), checktampered(), +/ fabs(), rollnewplayer(), time(), exit(), sqrt(), floor(), wmove(), +/ signal(), strcat(), purgeoldplayers(), getuid(), isatty(), wclear(), +/ strcpy(), system(), altercoordinates(), cleanup(), waddstr(), procmain(), +/ playinit(), leavegame(), localtime(), getanswer(), neatstuff(), initialstate(), +/ scorelist(), titlelist() +/ +/ GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[], +/ Fileloc, Stattable[] +/ +/ GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr +/ +/ DESCRIPTION: +/ Process arguments, initialize program, and loop forever processing +/ player input. +/ +/***************************************************************************/ + +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 */ +long 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 */ + } +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: initialstate() +/ +/ FUNCTION: initialize some important global variable +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: time(), fopen(), srandom(), error(), getuid(), getlogin(), +/ getpwuid() +/ +/ GLOBAL INPUTS: +/ +/ GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond, +/ Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp, +/ *Playersfp +/ +/ DESCRIPTION: +/ Set global flags, and open files which remain open. +/ +/************************************************************************/ + +initialstate() +{ + 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 ((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); + /*NOTREACHED*/ + + srandom((unsigned) time((long *) NULL)); /* prime random numbers */ +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: rollnewplayer() +/ +/ FUNCTION: roll up a new character +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: initplayer(), allocrecord(), truncstring(), fabs(), wmove(), +/ wclear(), sscanf(), strcmp(), genchar(), waddstr(), findname(), mvprintw(), +/ getanswer(), getstring() +/ +/ GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[] +/ +/ GLOBAL OUTPUTS: Echo +/ +/ DESCRIPTION: +/ Prompt player, and roll up new character. +/ +/************************************************************************/ + +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, "One more time to verify ? "); + getstring(Databuf, SZ_PASSWORD); + } + while (strcmp(Player.p_password, Databuf) != 0); + + Echo = TRUE; + + return(allocrecord()); +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: procmain() +/ +/ FUNCTION: process input from player +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: dotampered(), changestats(), inputoption(), allstatslist(), +/ fopen(), wmove(), drandom(), sscanf(), fclose(), altercoordinates(), +/ waddstr(), fprintf(), distance(), userlist(), leavegame(), encounter(), +/ getstring(), wclrtobot() +/ +/ GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr, +/ Databuf[], Illmove[] +/ +/ GLOBAL OUTPUTS: Player, Changed +/ +/ DESCRIPTION: +/ Process main menu options. +/ +/************************************************************************/ + +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 */ +register 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); + } +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: titlelist() +/ +/ FUNCTION: print title page +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: fread(), fseek(), fopen(), fgets(), wmove(), strcpy(), +/ fclose(), strlen(), waddstr(), sprintf(), wrefresh() +/ +/ GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp +/ +/ GLOBAL OUTPUTS: Lines +/ +/ DESCRIPTION: +/ Print important information about game, players, etc. +/ +/************************************************************************/ + +titlelist() +{ +register 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 */ + + 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(); +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: recallplayer() +/ +/ FUNCTION: find a character on file +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: writerecord(), truncstring(), more(), death(), wmove(), +/ wclear(), strcmp(), printw(), cleanup(), waddstr(), findname(), mvprintw(), +/ getanswer(), getstring() +/ +/ GLOBAL INPUTS: Player, *stdscr, Databuf[] +/ +/ GLOBAL OUTPUTS: Echo, Player +/ +/ DESCRIPTION: +/ Search for a character of a certain name, and check password. +/ +/************************************************************************/ + +long +recallplayer() +{ +long loc = 0L; /* location in player file */ +register 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); +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: neatstuff() +/ +/ FUNCTION: do random stuff +/ +/ AUTHOR: E. A. Estes, 3/3/86 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: collecttaxes(), floor(), wmove(), drandom(), infloat(), +/ waddstr(), mvprintw(), getanswer() +/ +/ GLOBAL INPUTS: Player, *stdscr, *Statptr +/ +/ GLOBAL OUTPUTS: Player +/ +/ DESCRIPTION: +/ Handle gurus, medics, etc. +/ +/************************************************************************/ + +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; + } +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: genchar() +/ +/ FUNCTION: generate a random character +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: +/ int type - ASCII value of character type to generate +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: floor(), drandom() +/ +/ GLOBAL INPUTS: Wizard, Player, Stattable[] +/ +/ GLOBAL OUTPUTS: Player +/ +/ DESCRIPTION: +/ Use the lookup table for rolling stats. +/ +/************************************************************************/ + +genchar(type) +int type; +{ +register int subscript; /* used for subscripting into Stattable */ +register 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); +} +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: playinit() +/ +/ FUNCTION: initialize for playing game +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: none +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: signal(), wclear(), noecho(), crmode(), initscr(), +/ wrefresh() +/ +/ GLOBAL INPUTS: *stdscr, ill_sig() +/ +/ GLOBAL OUTPUTS: Windows +/ +/ DESCRIPTION: +/ Catch a bunch of signals, and turn on curses stuff. +/ +/************************************************************************/ + +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 */ +} + +/**/ +/************************************************************************ +/ +/ FUNCTION NAME: cleanup() +/ +/ FUNCTION: close some files, and maybe exit +/ +/ AUTHOR: E. A. Estes, 12/4/85 +/ +/ ARGUMENTS: +/ bool doexit - exit flag +/ +/ RETURN VALUE: none +/ +/ MODULES CALLED: exit(), wmove(), fclose(), endwin(), nocrmode(), wrefresh() +/ +/ GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp, +/ *Messagefp, *Playersfp +/ +/ GLOBAL OUTPUTS: none +/ +/ DESCRIPTION: +/ Close all open files. If we are "in curses" terminate curses. +/ If 'doexit' is set, exit, otherwise return. +/ +/************************************************************************/ + +cleanup(doexit) +bool doexit; +{ + if (Windows) + { + move(LINES - 2, 0); + refresh(); + nocrmode(); + endwin(); + } + + fclose(Playersfp); + fclose(Monstfp); + fclose(Messagefp); + fclose(Energyvoidfp); + + if (doexit) + exit(0); + /*NOTREACHED*/ +} |