1 /*
2 * Phantasia 3.3.2 -- Interterminal fantasy game
3 *
4 * Edward A. Estes
5 * AT&T, March 12, 1986
6 */
7
8 /* DISCLAIMER:
9 *
10 * This game is distributed for free as is. It is not guaranteed to work
11 * in every conceivable environment. It is not even guaranteed to work
12 * in ANY environment.
13 *
14 * This game is distributed without notice of copyright, therefore it
15 * may be used in any manner the recipient sees fit. However, the
16 * author assumes no responsibility for maintaining or revising this
17 * game, in its original form, or any derivitives thereof.
18 *
19 * The author shall not be responsible for any loss, cost, or damage,
20 * including consequential damage, caused by reliance on this material.
21 *
22 * The author makes no warranties, express or implied, including warranties
23 * of merchantability or fitness for a particular purpose or use.
24 *
25 * AT&T is in no way connected with this game.
26 */
27
28 #include <sys/types.h>
29 #include <pwd.h>
30
31 /*
32 * The program allocates as much file space as it needs to store characters,
33 * so the possibility exists for the character file to grow without bound.
34 * The file is purged upon normal entry to try to avoid that problem.
35 * A similar problem exists for energy voids. To alleviate the problem here,
36 * the void file is cleared with every new king, and a limit is placed
37 * on the size of the energy void file.
38 */
39
40 /*
41 * Put one line of text into the file 'motd' for announcements, etc.
42 */
43
44 /*
45 * The scoreboard file is updated when someone dies, and keeps track
46 * of the highest character to date for that login.
47 * Being purged from the character file does not cause the scoreboard
48 * to be updated.
49 */
50
51 /*
52 * All source files are set up for 'vi' with shiftwidth=4, tabstop=8.
53 */
54
55 /**/
56
57 /*
58 * main.c Main routines for Phantasia
59 */
60
61 #include "include.h"
62
63 /***************************************************************************
64 / FUNCTION NAME: main()
65 /
66 / FUNCTION: initialize state, and call main process
67 /
68 / AUTHOR: E. A. Estes, 12/4/85
69 /
70 / ARGUMENTS:
71 / int argc - argument count
72 / char **argv - argument vector
73 /
74 / RETURN VALUE: none
75 /
76 / MODULES CALLED: monstlist(), checkenemy(), activelist(),
77 / throneroom(), checkbattle(), readmessage(), changestats(), writerecord(),
78 / tradingpost(), adjuststats(), recallplayer(), displaystats(), checktampered(),
79 / fabs(), rollnewplayer(), time(), exit(), sqrt(), floor(), wmove(),
80 / signal(), strcat(), purgeoldplayers(), getuid(), isatty(), wclear(),
81 / strcpy(), system(), altercoordinates(), cleanup(), waddstr(), procmain(),
82 / playinit(), leavegame(), localtime(), getanswer(), neatstuff(), initialstate(),
83 / scorelist(), titlelist()
84 /
85 / GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[],
86 / Fileloc, Stattable[]
87 /
88 / GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr
89 /
90 / DESCRIPTION:
91 / Process arguments, initialize program, and loop forever processing
92 / player input.
93 /
94 /***************************************************************************/
95
main(argc,argv)96 main(argc, argv)
97 int argc;
98 char **argv;
99 {
100 bool noheader = FALSE; /* set if don't want header */
101 bool headeronly = FALSE; /* set if only want header */
102 bool examine = FALSE; /* set if examine a character */
103 long seconds; /* for time of day */
104 double dtemp; /* for temporary calculations */
105
106 initialstate(); /* init globals */
107
108 /* process arguments */
109 while (--argc && (*++argv)[0] == '-')
110 switch ((*argv)[1])
111 {
112 case 's': /* short */
113 noheader = TRUE;
114 break;
115
116 case 'H': /* Header */
117 headeronly = TRUE;
118 break;
119
120 case 'a': /* all users */
121 activelist();
122 cleanup(TRUE);
123 /*NOTREACHED*/
124
125 case 'p': /* purge old players */
126 purgeoldplayers();
127 cleanup(TRUE);
128 /*NOTREACHED*/
129
130 case 'S': /* set 'Wizard' */
131 Wizard = !getuid();
132 break;
133
134 case 'x': /* examine */
135 examine = TRUE;
136 break;
137
138 case 'm': /* monsters */
139 monstlist();
140 cleanup(TRUE);
141 /*NOTREACHED*/
142
143 case 'b': /* scoreboard */
144 scorelist();
145 cleanup(TRUE);
146 /*NOTREACHED*/
147 }
148
149 if (!isatty(0)) /* don't let non-tty's play */
150 cleanup(TRUE);
151 /*NOTREACHED*/
152
153 playinit(); /* set up to catch signals, init curses */
154
155 if (examine)
156 {
157 changestats(FALSE);
158 cleanup(TRUE);
159 /*NOTREACHED*/
160 }
161
162 if (!noheader)
163 {
164 titlelist();
165 purgeoldplayers(); /* clean up old characters */
166 }
167
168 if (headeronly)
169 cleanup(TRUE);
170 /*NOTREACHED*/
171
172 do
173 /* get the player structure filled */
174 {
175 Fileloc = -1L;
176
177 mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
178
179 switch (getanswer("NYQ", FALSE))
180 {
181 case 'Y':
182 Fileloc = recallplayer();
183 break;
184
185 case 'Q':
186 cleanup(TRUE);
187 /*NOTREACHED*/
188
189 default:
190 Fileloc = rollnewplayer();
191 break;
192 }
193 clear();
194 }
195 while (Fileloc < 0L);
196
197 if (Player.p_level > 5.0)
198 /* low level players have long timeout */
199 Timeout = TRUE;
200
201 /* update some important player statistics */
202 strcpy(Player.p_login, Login);
203 time(&seconds);
204 Player.p_lastused = localtime(&seconds)->tm_yday;
205 Player.p_status = S_PLAYING;
206 writerecord(&Player, Fileloc);
207
208 Statptr = &Stattable[Player.p_type]; /* initialize pointer */
209
210 /* catch interrupts */
211 #ifdef BSD41
212 sigset(SIGINT, interrupt);
213 #endif
214 #ifdef BSD42
215 signal(SIGINT, interrupt);
216 #endif
217 #ifdef SYS3
218 signal(SIGINT, interrupt);
219 #endif
220 #ifdef SYS5
221 signal(SIGINT, interrupt);
222 #endif
223
224 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
225
226 clear();
227
228 for (;;)
229 /* loop forever, processing input */
230 {
231
232 adjuststats(); /* cleanup stats */
233
234 if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
235 /* not allowed on throne -- move */
236 {
237 mvaddstr(5,0,"You're not allowed in the Lord's Chamber without a crown.\n");
238 altercoordinates(0.0, 0.0, A_NEAR);
239 }
240
241 checktampered(); /* check for energy voids, etc. */
242
243 if (Player.p_status != S_CLOAKED
244 /* not cloaked */
245 && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
246 /* |x| = |y| */
247 && !Throne)
248 /* not on throne */
249 {
250 dtemp = sqrt(dtemp / 100.0);
251 if (floor(dtemp) == dtemp)
252 /* |x| / 100 == n*n; at a trading post */
253 {
254 tradingpost();
255 clear();
256 }
257 }
258
259 checkbattle(); /* check for player to player battle */
260 neatstuff(); /* gurus, medics, etc. */
261
262 if (Player.p_status == S_CLOAKED)
263 /* costs 3 mana per turn to be cloaked */
264 if (Player.p_mana > 3.0)
265 Player.p_mana -= 3.0;
266 else
267 /* ran out of mana, uncloak */
268 {
269 Player.p_status = S_PLAYING;
270 Changed = TRUE;
271 }
272
273 if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
274 /* change status back to S_PLAYING */
275 {
276 Player.p_status = S_PLAYING;
277 Changed = TRUE;
278 }
279
280 if (Changed)
281 /* update file only if important stuff has changed */
282 {
283 writerecord(&Player, Fileloc);
284 Changed = FALSE;
285 continue;
286 }
287
288 readmessage(); /* read message, if any */
289
290 displaystats(); /* print statistics */
291
292 move(6, 0);
293
294 if (Throne)
295 /* maybe make king, print prompt, etc. */
296 throneroom();
297
298 /* print status line */
299 addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
300 if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
301 addstr("6:Cloak ");
302 if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
303 addstr("7:Teleport ");
304 if (Player.p_specialtype >= SC_COUNCIL || Wizard)
305 addstr("8:Intervene ");
306
307 procmain(); /* process input */
308 }
309 }
310 /**/
311 /************************************************************************
312 /
313 / FUNCTION NAME: initialstate()
314 /
315 / FUNCTION: initialize some important global variable
316 /
317 / AUTHOR: E. A. Estes, 12/4/85
318 /
319 / ARGUMENTS: none
320 /
321 / RETURN VALUE: none
322 /
323 / MODULES CALLED: time(), fopen(), srandom(), error(), getuid(), getlogin(),
324 / getpwuid()
325 /
326 / GLOBAL INPUTS:
327 /
328 / GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond,
329 / Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp,
330 / *Playersfp
331 /
332 / DESCRIPTION:
333 / Set global flags, and open files which remain open.
334 /
335 /************************************************************************/
336
initialstate()337 initialstate()
338 {
339 Beyond = FALSE;
340 Marsh = FALSE;
341 Throne = FALSE;
342 Changed = FALSE;
343 Wizard = FALSE;
344 Timeout = FALSE;
345 Users = 0;
346 Windows = FALSE;
347 Echo = TRUE;
348
349 /* setup login name */
350 if ((Login = getlogin()) == NULL)
351 Login = getpwuid(getuid())->pw_name;
352
353 /* open some files */
354 if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
355 error(_PATH_PEOPLE);
356 /*NOTREACHED*/
357
358 if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
359 error(_PATH_MONST);
360 /*NOTREACHED*/
361
362 if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
363 error(_PATH_MESS);
364 /*NOTREACHED*/
365
366 if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
367 error(_PATH_VOID);
368 /*NOTREACHED*/
369
370 srandom((unsigned) time((long *) NULL)); /* prime random numbers */
371 }
372 /**/
373 /************************************************************************
374 /
375 / FUNCTION NAME: rollnewplayer()
376 /
377 / FUNCTION: roll up a new character
378 /
379 / AUTHOR: E. A. Estes, 12/4/85
380 /
381 / ARGUMENTS: none
382 /
383 / RETURN VALUE: none
384 /
385 / MODULES CALLED: initplayer(), allocrecord(), truncstring(), fabs(), wmove(),
386 / wclear(), sscanf(), strcmp(), genchar(), waddstr(), findname(), mvprintw(),
387 / getanswer(), getstring()
388 /
389 / GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[]
390 /
391 / GLOBAL OUTPUTS: Echo
392 /
393 / DESCRIPTION:
394 / Prompt player, and roll up new character.
395 /
396 /************************************************************************/
397
398 long
rollnewplayer()399 rollnewplayer()
400 {
401 int chartype; /* character type */
402 int ch; /* input */
403
404 initplayer(&Player); /* initialize player structure */
405
406 clear();
407 mvaddstr(4, 21, "Which type of character do you want:");
408 mvaddstr(8, 4, "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
409 if (Wizard) {
410 addstr("7:Super ? ");
411 chartype = getanswer("1234567", FALSE);
412 }
413 else {
414 addstr("? ");
415 chartype = getanswer("123456", FALSE);
416 }
417
418 do
419 {
420 genchar(chartype); /* roll up a character */
421
422 /* print out results */
423 mvprintw(12, 14,
424 "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
425 Player.p_strength, Player.p_quickness, Player.p_mana);
426 mvprintw(13, 14,
427 "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
428 Player.p_energy, Player.p_brains, Player.p_magiclvl);
429
430 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
431 break;
432
433 mvaddstr(14, 14, "Type '1' to keep >");
434 ch = getanswer(" ", TRUE);
435 }
436 while (ch != '1');
437
438 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
439 /* get coordinates for experimento */
440 for (;;)
441 {
442 mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
443 getstring(Databuf, SZ_DATABUF);
444 sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
445
446 if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
447 mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
448 else
449 break;
450 }
451
452 for (;;)
453 /* name the new character */
454 {
455 mvprintw(18, 0,
456 "Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
457 getstring(Player.p_name, SZ_NAME);
458 truncstring(Player.p_name); /* remove trailing blanks */
459
460 if (Player.p_name[0] == '\0')
461 /* no null names */
462 mvaddstr(19, 0, "Invalid name.");
463 else if (findname(Player.p_name, &Other) >= 0L)
464 /* cannot have duplicate names */
465 mvaddstr(19, 0, "Name already in use.");
466 else
467 /* name is acceptable */
468 break;
469
470 addstr(" Pick another.\n");
471 }
472
473 /* get a password for character */
474 Echo = FALSE;
475
476 do
477 {
478 mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
479 getstring(Player.p_password, SZ_PASSWORD);
480 mvaddstr(21, 0, "One more time to verify ? ");
481 getstring(Databuf, SZ_PASSWORD);
482 }
483 while (strcmp(Player.p_password, Databuf) != 0);
484
485 Echo = TRUE;
486
487 return(allocrecord());
488 }
489 /**/
490 /************************************************************************
491 /
492 / FUNCTION NAME: procmain()
493 /
494 / FUNCTION: process input from player
495 /
496 / AUTHOR: E. A. Estes, 12/4/85
497 /
498 / ARGUMENTS: none
499 /
500 / RETURN VALUE: none
501 /
502 / MODULES CALLED: dotampered(), changestats(), inputoption(), allstatslist(),
503 / fopen(), wmove(), drandom(), sscanf(), fclose(), altercoordinates(),
504 / waddstr(), fprintf(), distance(), userlist(), leavegame(), encounter(),
505 / getstring(), wclrtobot()
506 /
507 / GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr,
508 / Databuf[], Illmove[]
509 /
510 / GLOBAL OUTPUTS: Player, Changed
511 /
512 / DESCRIPTION:
513 / Process main menu options.
514 /
515 /************************************************************************/
516
procmain()517 procmain()
518 {
519 int ch; /* input */
520 double x; /* desired new x coordinate */
521 double y; /* desired new y coordinate */
522 double temp; /* for temporary calculations */
523 FILE *fp; /* for opening files */
524 register int loop; /* a loop counter */
525 bool hasmoved = FALSE; /* set if player has moved */
526
527 ch = inputoption();
528 mvaddstr(4, 0, "\n\n"); /* clear status area */
529
530 move(7, 0);
531 clrtobot(); /* clear data on bottom area of screen */
532
533 if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
534 /* valar cannot move */
535 ch = ' ';
536
537 switch (ch)
538 {
539 case 'K': /* move up/north */
540 case 'N':
541 x = Player.p_x;
542 y = Player.p_y + MAXMOVE();
543 hasmoved = TRUE;
544 break;
545
546 case 'J': /* move down/south */
547 case 'S':
548 x = Player.p_x;
549 y = Player.p_y - MAXMOVE();
550 hasmoved = TRUE;
551 break;
552
553 case 'L': /* move right/east */
554 case 'E':
555 x = Player.p_x + MAXMOVE();
556 y = Player.p_y;
557 hasmoved = TRUE;
558 break;
559
560 case 'H': /* move left/west */
561 case 'W':
562 x = Player.p_x - MAXMOVE();
563 y = Player.p_y;
564 hasmoved = TRUE;
565 break;
566
567 default: /* rest */
568 Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
569 + Player.p_level / 3.0 + 2.0;
570 Player.p_energy =
571 MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
572
573 if (Player.p_status != S_CLOAKED)
574 /* cannot find mana if cloaked */
575 {
576 Player.p_mana += (Circle + Player.p_level) / 4.0;
577
578 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
579 /* wandering monster */
580 encounter(-1);
581 }
582 break;
583
584 case 'X': /* change/examine a character */
585 changestats(TRUE);
586 break;
587
588 case '1': /* move */
589 for (loop = 3; loop; --loop)
590 {
591 mvaddstr(4, 0, "X Y Coordinates ? ");
592 getstring(Databuf, SZ_DATABUF);
593
594 if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
595 mvaddstr(5, 0, "Try again\n");
596 else if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
597 ILLMOVE();
598 else
599 {
600 hasmoved = TRUE;
601 break;
602 }
603 }
604 break;
605
606 case '2': /* players */
607 userlist(TRUE);
608 break;
609
610 case '3': /* message */
611 mvaddstr(4, 0, "Message ? ");
612 getstring(Databuf, SZ_DATABUF);
613 /* we open the file for writing to erase any data which is already there */
614 fp = fopen(_PATH_MESS, "w");
615 if (Databuf[0] != '\0')
616 fprintf(fp, "%s: %s", Player.p_name, Databuf);
617 fclose(fp);
618 break;
619
620 case '4': /* stats */
621 allstatslist();
622 break;
623
624 case '5': /* good-bye */
625 leavegame();
626 /*NOTREACHED*/
627
628 case '6': /* cloak */
629 if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
630 ILLCMD();
631 else if (Player.p_status == S_CLOAKED)
632 Player.p_status = S_PLAYING;
633 else if (Player.p_mana < MM_CLOAK)
634 mvaddstr(5, 0, "No mana left.\n");
635 else
636 {
637 Changed = TRUE;
638 Player.p_mana -= MM_CLOAK;
639 Player.p_status = S_CLOAKED;
640 }
641 break;
642
643 case '7': /* teleport */
644 /*
645 * conditions for teleport
646 * - 20 per (level plus magic level)
647 * - OR council of the wise or valar or ex-valar
648 * - OR transport from throne
649 * transports from throne cost no mana
650 */
651 if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
652 ILLCMD();
653 else
654 for (loop = 3; loop; --loop)
655 {
656 mvaddstr(4, 0, "X Y Coordinates ? ");
657 getstring(Databuf, SZ_DATABUF);
658
659 if (sscanf(Databuf, "%lf %lf", &x, &y) == 2)
660 {
661 temp = distance(Player.p_x, x, Player.p_y, y);
662 if (!Throne
663 /* can transport anywhere from throne */
664 && Player.p_specialtype <= SC_COUNCIL
665 /* council, valar can transport anywhere */
666 && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
667 /* can only move 20 per exp. level + mag. level */
668 ILLMOVE();
669 else
670 {
671 temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
672
673 if (!Throne && temp > Player.p_mana)
674 mvaddstr(5, 0, "Not enough power for that distance.\n");
675 else
676 {
677 if (!Throne)
678 Player.p_mana -= temp;
679 hasmoved = TRUE;
680 break;
681 }
682 }
683 }
684 }
685 break;
686
687 case 'C':
688 case '9': /* monster */
689 if (Throne)
690 /* no monsters while on throne */
691 mvaddstr(5, 0, "No monsters in the chamber!\n");
692 else if (Player.p_specialtype != SC_VALAR)
693 /* the valar cannot call monsters */
694 {
695 Player.p_sin += 1e-6;
696 encounter(-1);
697 }
698 break;
699
700 case '0': /* decree */
701 if (Wizard || Player.p_specialtype == SC_KING && Throne)
702 /* kings must be on throne to decree */
703 dotampered();
704 else
705 ILLCMD();
706 break;
707
708 case '8': /* intervention */
709 if (Wizard || Player.p_specialtype >= SC_COUNCIL)
710 dotampered();
711 else
712 ILLCMD();
713 break;
714 }
715
716 if (hasmoved)
717 /* player has moved -- alter coordinates, and do random monster */
718 {
719 altercoordinates(x, y, A_SPECIFIC);
720
721 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
722 encounter(-1);
723 }
724 }
725 /**/
726 /************************************************************************
727 /
728 / FUNCTION NAME: titlelist()
729 /
730 / FUNCTION: print title page
731 /
732 / AUTHOR: E. A. Estes, 12/4/85
733 /
734 / ARGUMENTS: none
735 /
736 / RETURN VALUE: none
737 /
738 / MODULES CALLED: fread(), fseek(), fopen(), fgets(), wmove(), strcpy(),
739 / fclose(), strlen(), waddstr(), sprintf(), wrefresh()
740 /
741 / GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp
742 /
743 / GLOBAL OUTPUTS: Lines
744 /
745 / DESCRIPTION:
746 / Print important information about game, players, etc.
747 /
748 /************************************************************************/
749
titlelist()750 titlelist()
751 {
752 register FILE *fp; /* used for opening various files */
753 bool councilfound = FALSE; /* set if we find a member of the council */
754 bool kingfound = FALSE; /* set if we find a king */
755 double hiexp, nxtexp; /* used for finding the two highest players */
756 double hilvl, nxtlvl; /* used for finding the two highest players */
757 char hiname[21], nxtname[21];/* used for finding the two highest players */
758
759 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)!");
760
761 /* print message of the day */
762 if ((fp = fopen(_PATH_MOTD, "r")) != NULL
763 && fgets(Databuf, SZ_DATABUF, fp) != NULL)
764 {
765 mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
766 fclose(fp);
767 }
768
769 /* search for king */
770 fseek(Playersfp, 0L, 0);
771 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
772 if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
773 /* found the king */
774 {
775 sprintf(Databuf, "The present ruler is %s Level:%.0f",
776 Other.p_name, Other.p_level);
777 mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
778 kingfound = TRUE;
779 break;
780 }
781
782 if (!kingfound)
783 mvaddstr(4, 24, "There is no ruler at this time.");
784
785 /* search for valar */
786 fseek(Playersfp, 0L, 0);
787 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
788 if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
789 /* found the valar */
790 {
791 sprintf(Databuf, "The Valar is %s Login: %s", Other.p_name, Other.p_login);
792 mvaddstr(6, 40 - strlen(Databuf) / 2 , Databuf);
793 break;
794 }
795
796 /* search for council of the wise */
797 fseek(Playersfp, 0L, 0);
798 Lines = 10;
799 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
800 if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
801 /* found a member of the council */
802 {
803 if (!councilfound)
804 {
805 mvaddstr(8, 30, "Council of the Wise:");
806 councilfound = TRUE;
807 }
808
809 /* This assumes a finite (<=5) number of C.O.W.: */
810 sprintf(Databuf, "%s Login: %s", Other.p_name, Other.p_login);
811 mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
812 }
813
814 /* search for the two highest players */
815 nxtname[0] = hiname[0] = '\0';
816 hiexp = 0.0;
817 nxtlvl = hilvl = 0;
818
819 fseek(Playersfp, 0L, 0);
820 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
821 if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
822 /* highest found so far */
823 {
824 nxtexp = hiexp;
825 hiexp = Other.p_experience;
826 nxtlvl = hilvl;
827 hilvl = Other.p_level;
828 strcpy(nxtname, hiname);
829 strcpy(hiname, Other.p_name);
830 }
831 else if (Other.p_experience > nxtexp
832 && Other.p_specialtype <= SC_KING
833 && Other.p_status != S_NOTUSED)
834 /* next highest found so far */
835 {
836 nxtexp = Other.p_experience;
837 nxtlvl = Other.p_level;
838 strcpy(nxtname, Other.p_name);
839 }
840
841 mvaddstr(15, 28, "Highest characters are:");
842 sprintf(Databuf, "%s Level:%.0f and %s Level:%.0f",
843 hiname, hilvl, nxtname, nxtlvl);
844 mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
845
846 /* print last to die */
847 if ((fp = fopen(_PATH_LASTDEAD,"r")) != NULL
848 && fgets(Databuf, SZ_DATABUF, fp) != NULL)
849 {
850 mvaddstr(19, 25, "The last character to die was:");
851 mvaddstr(20, 40 - strlen(Databuf) / 2,Databuf);
852 fclose(fp);
853 }
854
855 refresh();
856 }
857 /**/
858 /************************************************************************
859 /
860 / FUNCTION NAME: recallplayer()
861 /
862 / FUNCTION: find a character on file
863 /
864 / AUTHOR: E. A. Estes, 12/4/85
865 /
866 / ARGUMENTS: none
867 /
868 / RETURN VALUE: none
869 /
870 / MODULES CALLED: writerecord(), truncstring(), more(), death(), wmove(),
871 / wclear(), strcmp(), printw(), cleanup(), waddstr(), findname(), mvprintw(),
872 / getanswer(), getstring()
873 /
874 / GLOBAL INPUTS: Player, *stdscr, Databuf[]
875 /
876 / GLOBAL OUTPUTS: Echo, Player
877 /
878 / DESCRIPTION:
879 / Search for a character of a certain name, and check password.
880 /
881 /************************************************************************/
882
883 long
recallplayer()884 recallplayer()
885 {
886 long loc = 0L; /* location in player file */
887 register int loop; /* loop counter */
888 int ch; /* input */
889
890 clear();
891 mvprintw(10, 0, "What was your character's name ? ");
892 getstring(Databuf, SZ_NAME);
893 truncstring(Databuf);
894
895 if ((loc = findname(Databuf, &Player)) >= 0L)
896 /* found character */
897 {
898 Echo = FALSE;
899
900 for (loop = 0; loop < 2; ++loop)
901 {
902 /* prompt for password */
903 mvaddstr(11, 0, "Password ? ");
904 getstring(Databuf, SZ_PASSWORD);
905 if (strcmp(Databuf, Player.p_password) == 0)
906 /* password good */
907 {
908 Echo = TRUE;
909
910 if (Player.p_status != S_OFF)
911 /* player did not exit normally last time */
912 {
913 clear();
914 addstr("Your character did not exit normally last time.\n");
915 addstr("If you think you have good cause to have your character saved,\n");
916 printw("you may quit and mail your reason to 'root'.\n");
917 addstr("Otherwise, continuing spells certain death.\n");
918 addstr("Do you want to quit ? ");
919 ch = getanswer("YN", FALSE);
920 if (ch == 'Y')
921 {
922 Player.p_status = S_HUNGUP;
923 writerecord(&Player, loc);
924 cleanup(TRUE);
925 /*NOTREACHED*/
926 }
927 death("Stupidity");
928 /*NOTREACHED*/
929 }
930 return(loc);
931 }
932 else
933 mvaddstr(12, 0, "No good.\n");
934 }
935
936 Echo = TRUE;
937 }
938 else
939 mvaddstr(11, 0, "Not found.\n");
940
941 more(13);
942 return(-1L);
943 }
944 /**/
945 /************************************************************************
946 /
947 / FUNCTION NAME: neatstuff()
948 /
949 / FUNCTION: do random stuff
950 /
951 / AUTHOR: E. A. Estes, 3/3/86
952 /
953 / ARGUMENTS: none
954 /
955 / RETURN VALUE: none
956 /
957 / MODULES CALLED: collecttaxes(), floor(), wmove(), drandom(), infloat(),
958 / waddstr(), mvprintw(), getanswer()
959 /
960 / GLOBAL INPUTS: Player, *stdscr, *Statptr
961 /
962 / GLOBAL OUTPUTS: Player
963 /
964 / DESCRIPTION:
965 / Handle gurus, medics, etc.
966 /
967 /************************************************************************/
968
neatstuff()969 neatstuff()
970 {
971 double temp; /* for temporary calculations */
972 int ch; /* input */
973
974 switch ((int) ROLL(0.0, 100.0))
975 {
976 case 1:
977 case 2:
978 if (Player.p_poison > 0.0)
979 {
980 mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
981 temp = floor(infloat());
982 if (temp < 0.0 || temp > Player.p_gold)
983 /* negative gold, or more than available */
984 {
985 mvaddstr(6, 0, "He was not amused, and made you worse.\n");
986 Player.p_poison += 1.0;
987 }
988 else if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
989 /* medic wants 1/2 of available gold */
990 mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
991 else
992 {
993 mvaddstr(5, 0, "He accepted.");
994 Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
995 Player.p_gold -= temp;
996 }
997 }
998 break;
999
1000 case 3:
1001 mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
1002 Player.p_experience += 4000.0;
1003 Player.p_sin += 0.5;
1004 break;
1005
1006 case 4:
1007 temp = ROLL(10.0, 75.0);
1008 mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
1009 ch = getanswer("NY", FALSE);
1010
1011 if (ch == 'Y')
1012 collecttaxes(temp, 0.0);
1013 break;
1014
1015 case 5:
1016 if (Player.p_sin > 1.0)
1017 {
1018 mvaddstr(4, 0, "You've found a Holy Orb!\n");
1019 Player.p_sin -= 0.25;
1020 }
1021 break;
1022
1023 case 6:
1024 if (Player.p_poison < 1.0)
1025 {
1026 mvaddstr(4, 0, "You've been hit with a plague!\n");
1027 Player.p_poison += 1.0;
1028 }
1029 break;
1030
1031 case 7:
1032 mvaddstr(4, 0, "You've found some holy water.\n");
1033 ++Player.p_holywater;
1034 break;
1035
1036 case 8:
1037 mvaddstr(4, 0, "You've met a Guru. . .");
1038 if (drandom() * Player.p_sin > 1.0)
1039 addstr("You disgusted him with your sins!\n");
1040 else if (Player.p_poison > 0.0)
1041 {
1042 addstr("He looked kindly upon you, and cured you.\n");
1043 Player.p_poison = 0.0;
1044 }
1045 else
1046 {
1047 addstr("He rewarded you for your virtue.\n");
1048 Player.p_mana += 50.0;
1049 Player.p_shield += 2.0;
1050 }
1051 break;
1052
1053 case 9:
1054 mvaddstr(4, 0, "You've found an amulet.\n");
1055 ++Player.p_amulets;
1056 break;
1057
1058 case 10:
1059 if (Player.p_blindness)
1060 {
1061 mvaddstr(4, 0, "You've regained your sight!\n");
1062 Player.p_blindness = FALSE;
1063 }
1064 break;
1065
1066 default: /* deal with poison */
1067 if (Player.p_poison > 0.0)
1068 {
1069 temp = Player.p_poison * Statptr->c_weakness
1070 * Player.p_maxenergy / 600.0;
1071 if (Player.p_energy > Player.p_maxenergy / 10.0
1072 && temp + 5.0 < Player.p_energy)
1073 Player.p_energy -= temp;
1074 }
1075 break;
1076 }
1077 }
1078 /**/
1079 /************************************************************************
1080 /
1081 / FUNCTION NAME: genchar()
1082 /
1083 / FUNCTION: generate a random character
1084 /
1085 / AUTHOR: E. A. Estes, 12/4/85
1086 /
1087 / ARGUMENTS:
1088 / int type - ASCII value of character type to generate
1089 /
1090 / RETURN VALUE: none
1091 /
1092 / MODULES CALLED: floor(), drandom()
1093 /
1094 / GLOBAL INPUTS: Wizard, Player, Stattable[]
1095 /
1096 / GLOBAL OUTPUTS: Player
1097 /
1098 / DESCRIPTION:
1099 / Use the lookup table for rolling stats.
1100 /
1101 /************************************************************************/
1102
genchar(type)1103 genchar(type)
1104 int type;
1105 {
1106 register int subscript; /* used for subscripting into Stattable */
1107 register struct charstats *statptr;/* for pointing into Stattable */
1108
1109 subscript = type - '1';
1110
1111 if (subscript < C_MAGIC || subscript > C_EXPER)
1112 if (subscript != C_SUPER || !Wizard)
1113 /* fighter is default */
1114 subscript = C_FIGHTER;
1115
1116 statptr = &Stattable[subscript];
1117
1118 Player.p_quickness =
1119 ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
1120 Player.p_strength =
1121 ROLL(statptr->c_strength.base, statptr->c_strength.interval);
1122 Player.p_mana =
1123 ROLL(statptr->c_mana.base, statptr->c_mana.interval);
1124 Player.p_maxenergy =
1125 Player.p_energy =
1126 ROLL(statptr->c_energy.base, statptr->c_energy.interval);
1127 Player.p_brains =
1128 ROLL(statptr->c_brains.base, statptr->c_brains.interval);
1129 Player.p_magiclvl =
1130 ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
1131
1132 Player.p_type = subscript;
1133
1134 if (Player.p_type == C_HALFLING)
1135 /* give halfling some experience */
1136 Player.p_experience = ROLL(600.0, 200.0);
1137 }
1138 /**/
1139 /************************************************************************
1140 /
1141 / FUNCTION NAME: playinit()
1142 /
1143 / FUNCTION: initialize for playing game
1144 /
1145 / AUTHOR: E. A. Estes, 12/4/85
1146 /
1147 / ARGUMENTS: none
1148 /
1149 / RETURN VALUE: none
1150 /
1151 / MODULES CALLED: signal(), wclear(), noecho(), crmode(), initscr(),
1152 / wrefresh()
1153 /
1154 / GLOBAL INPUTS: *stdscr, ill_sig()
1155 /
1156 / GLOBAL OUTPUTS: Windows
1157 /
1158 / DESCRIPTION:
1159 / Catch a bunch of signals, and turn on curses stuff.
1160 /
1161 /************************************************************************/
1162
playinit()1163 playinit()
1164 {
1165 /* catch/ingnore signals */
1166
1167 #ifdef BSD41
1168 sigignore(SIGQUIT);
1169 sigignore(SIGALRM);
1170 sigignore(SIGTERM);
1171 sigignore(SIGTSTP);
1172 sigignore(SIGTTIN);
1173 sigignore(SIGTTOU);
1174 sighold(SIGINT);
1175 sigset(SIGHUP, ill_sig);
1176 sigset(SIGTRAP, ill_sig);
1177 sigset(SIGIOT, ill_sig);
1178 sigset(SIGEMT, ill_sig);
1179 sigset(SIGFPE, ill_sig);
1180 sigset(SIGBUS, ill_sig);
1181 sigset(SIGSEGV, ill_sig);
1182 sigset(SIGSYS, ill_sig);
1183 sigset(SIGPIPE, ill_sig);
1184 #endif
1185 #ifdef BSD42
1186 signal(SIGQUIT, ill_sig);
1187 signal(SIGALRM, SIG_IGN);
1188 signal(SIGTERM, SIG_IGN);
1189 signal(SIGTSTP, SIG_IGN);
1190 signal(SIGTTIN, SIG_IGN);
1191 signal(SIGTTOU, SIG_IGN);
1192 signal(SIGINT, ill_sig);
1193 signal(SIGHUP, SIG_DFL);
1194 signal(SIGTRAP, ill_sig);
1195 signal(SIGIOT, ill_sig);
1196 signal(SIGEMT, ill_sig);
1197 signal(SIGFPE, ill_sig);
1198 signal(SIGBUS, ill_sig);
1199 signal(SIGSEGV, ill_sig);
1200 signal(SIGSYS, ill_sig);
1201 signal(SIGPIPE, ill_sig);
1202 #endif
1203 #ifdef SYS3
1204 signal(SIGINT, SIG_IGN);
1205 signal(SIGQUIT, SIG_IGN);
1206 signal(SIGTERM, SIG_IGN);
1207 signal(SIGALRM, SIG_IGN);
1208 signal(SIGHUP, ill_sig);
1209 signal(SIGTRAP, ill_sig);
1210 signal(SIGIOT, ill_sig);
1211 signal(SIGEMT, ill_sig);
1212 signal(SIGFPE, ill_sig);
1213 signal(SIGBUS, ill_sig);
1214 signal(SIGSEGV, ill_sig);
1215 signal(SIGSYS, ill_sig);
1216 signal(SIGPIPE, ill_sig);
1217 #endif
1218 #ifdef SYS5
1219 signal(SIGINT, SIG_IGN);
1220 signal(SIGQUIT, SIG_IGN);
1221 signal(SIGTERM, SIG_IGN);
1222 signal(SIGALRM, SIG_IGN);
1223 signal(SIGHUP, ill_sig);
1224 signal(SIGTRAP, ill_sig);
1225 signal(SIGIOT, ill_sig);
1226 signal(SIGEMT, ill_sig);
1227 signal(SIGFPE, ill_sig);
1228 signal(SIGBUS, ill_sig);
1229 signal(SIGSEGV, ill_sig);
1230 signal(SIGSYS, ill_sig);
1231 signal(SIGPIPE, ill_sig);
1232 #endif
1233
1234 initscr(); /* turn on curses */
1235 noecho(); /* do not echo input */
1236 crmode(); /* do not process erase, kill */
1237 clear();
1238 refresh();
1239 Windows = TRUE; /* mark the state */
1240 }
1241
1242 /**/
1243 /************************************************************************
1244 /
1245 / FUNCTION NAME: cleanup()
1246 /
1247 / FUNCTION: close some files, and maybe exit
1248 /
1249 / AUTHOR: E. A. Estes, 12/4/85
1250 /
1251 / ARGUMENTS:
1252 / bool doexit - exit flag
1253 /
1254 / RETURN VALUE: none
1255 /
1256 / MODULES CALLED: exit(), wmove(), fclose(), endwin(), nocrmode(), wrefresh()
1257 /
1258 / GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp,
1259 / *Messagefp, *Playersfp
1260 /
1261 / GLOBAL OUTPUTS: none
1262 /
1263 / DESCRIPTION:
1264 / Close all open files. If we are "in curses" terminate curses.
1265 / If 'doexit' is set, exit, otherwise return.
1266 /
1267 /************************************************************************/
1268
cleanup(doexit)1269 cleanup(doexit)
1270 bool doexit;
1271 {
1272 if (Windows)
1273 {
1274 move(LINES - 2, 0);
1275 refresh();
1276 nocrmode();
1277 endwin();
1278 }
1279
1280 fclose(Playersfp);
1281 fclose(Monstfp);
1282 fclose(Messagefp);
1283 fclose(Energyvoidfp);
1284
1285 if (doexit)
1286 exit(0);
1287 /*NOTREACHED*/
1288 }
1289