1 /* 2 * gamesupport.c - auxiliary routines for support of Phantasia 3 * 4 * $FreeBSD: src/games/phantasia/gamesupport.c,v 1.6 1999/11/16 02:57:33 billf Exp $ 5 * $DragonFly: src/games/phantasia/gamesupport.c,v 1.3 2005/05/31 00:06:26 swildner Exp $ 6 */ 7 8 #include <string.h> 9 #include "include.h" 10 11 /* functions which we need to know about */ 12 /* interplayer.c */ 13 extern void userlist(bool); 14 /* io.c */ 15 extern int getanswer(const char *, bool); 16 extern void getstring(char *, int); 17 extern double infloat(void); 18 extern void more(int); 19 /* main.c */ 20 extern void cleanup(bool); 21 /* misc.c */ 22 extern const char *descrstatus(struct player *); 23 extern const char *descrtype(struct player *, bool); 24 extern void error(const char *); 25 extern long findname(char *, struct player *); 26 extern void freerecord(struct player *, long); 27 extern void truncstring(char *); 28 extern void writerecord(struct player *, long); 29 30 void activelist(void); 31 void changestats(bool); 32 void enterscore(void); 33 void monstlist(void); 34 void purgeoldplayers(void); 35 void scorelist(void); 36 37 /* 38 * FUNCTION: examine/change statistics for a player 39 * 40 * ARGUMENTS: 41 * bool ingameflag - set if called while playing game (Wizard only) 42 * 43 * GLOBAL INPUTS: LINES, *Login, Other, Wizard, Player, *stdscr, Databuf[], 44 * Fileloc 45 * 46 * GLOBAL OUTPUTS: Echo 47 * 48 * DESCRIPTION: 49 * Prompt for player name to examine/change. 50 * If the name is NULL, print a list of all players. 51 * If we are called from within the game, check for the 52 * desired name being the same as the current player's name. 53 * Only the 'Wizard' may alter players. 54 * Items are changed only if a non-zero value is specified. 55 * To change an item to 0, use 0.1; it will be truncated later. 56 * 57 * Players may alter their names and passwords, if the following 58 * are true: 59 * - current login matches the character's logins 60 * - the password is known 61 * - the player is not in the middle of the game (ingameflag == FALSE) 62 * 63 * The last condition is imposed for two reasons: 64 * - the game could possibly get a bit hectic if a player were 65 * continually changing his/her name 66 * - another player structure would be necessary to check for names 67 * already in use 68 */ 69 70 void 71 changestats(bool ingameflag) 72 { 73 static char flag[2] = /* for printing values of bools */ 74 { 'F', 'T' }; 75 struct player *playerp; /* pointer to structure to alter */ 76 const char *prompt; /* pointer to prompt string */ 77 int c; /* input */ 78 int today; /* day of year of today */ 79 int temp; /* temporary variable */ 80 long loc; /* location in player file */ 81 time_t now; /* time now */ 82 double dtemp; /* temporary variable */ 83 bool *bptr; /* pointer to bool item to change */ 84 double *dptr; /* pointer to double item to change */ 85 short *sptr; /* pointer to short item to change */ 86 87 clear(); 88 89 for (;;) { 90 /* get name of player to examine/alter */ 91 mvaddstr(5, 0, "Which character do you want to look at ? "); 92 getstring(Databuf, SZ_DATABUF); 93 truncstring(Databuf); 94 95 if (Databuf[0] == '\0') 96 userlist(ingameflag); 97 else 98 break; 99 } 100 101 loc = -1L; 102 103 if (!ingameflag) 104 /* use 'Player' structure */ 105 playerp = &Player; 106 else if (strcmp(Databuf, Player.p_name) == 0) { 107 /* alter/examine current player */ 108 playerp = &Player; 109 loc = Fileloc; 110 } else 111 /* use 'Other' structure */ 112 playerp = &Other; 113 114 /* find player on file */ 115 if (loc < 0L && (loc = findname(Databuf, playerp)) < 0L) { 116 /* didn't find player */ 117 clear(); 118 mvaddstr(11, 0, "Not found."); 119 return; 120 } 121 122 time(&now); 123 today = localtime(&now)->tm_yday; 124 125 clear(); 126 127 for (;;) { 128 /* print player structure, and prompt for action */ 129 mvprintw(0, 0, "A:Name %s\n", playerp->p_name); 130 131 if (Wizard) 132 printw("B:Password %s\n", playerp->p_password); 133 else 134 addstr("B:Password XXXXXXXX\n"); 135 136 printw(" :Login %s\n", playerp->p_login); 137 138 printw("C:Experience %.0f\n", playerp->p_experience); 139 printw("D:Level %.0f\n", playerp->p_level); 140 printw("E:Strength %.0f\n", playerp->p_strength); 141 printw("F:Sword %.0f\n", playerp->p_sword); 142 printw(" :Might %.0f\n", playerp->p_might); 143 printw("G:Energy %.0f\n", playerp->p_energy); 144 printw("H:Max-Energy %.0f\n", playerp->p_maxenergy); 145 printw("I:Shield %.0f\n", playerp->p_shield); 146 printw("J:Quickness %.0f\n", playerp->p_quickness); 147 printw("K:Quicksilver %.0f\n", playerp->p_quksilver); 148 printw(" :Speed %.0f\n", playerp->p_speed); 149 printw("L:Magic Level %.0f\n", playerp->p_magiclvl); 150 printw("M:Mana %.0f\n", playerp->p_mana); 151 printw("N:Brains %.0f\n", playerp->p_brains); 152 153 if (Wizard || playerp->p_specialtype != SC_VALAR) 154 mvaddstr(0, 40, descrstatus(playerp)); 155 156 mvprintw(1, 40, "O:Poison %0.3f\n", playerp->p_poison); 157 mvprintw(2, 40, "P:Gold %.0f\n", playerp->p_gold); 158 mvprintw(3, 40, "Q:Gem %.0f\n", playerp->p_gems); 159 mvprintw(4, 40, "R:Sin %0.3f\n", playerp->p_sin); 160 if (Wizard) { 161 mvprintw(5, 40, "S:X-coord %.0f\n", playerp->p_x); 162 mvprintw(6, 40, "T:Y-coord %.0f\n", playerp->p_y); 163 } else { 164 mvaddstr(5, 40, "S:X-coord ?\n"); 165 mvaddstr(6, 40, "T:Y-coord ?\n"); 166 } 167 168 mvprintw(7, 40, "U:Age %ld\n", playerp->p_age); 169 mvprintw(8, 40, "V:Degenerated %d\n", playerp->p_degenerated); 170 171 mvprintw(9, 40, "W:Type %d (%s)\n", 172 playerp->p_type, descrtype(playerp, FALSE) + 1); 173 mvprintw(10, 40, "X:Special Type %d\n", playerp->p_specialtype); 174 mvprintw(11, 40, "Y:Lives %d\n", playerp->p_lives); 175 mvprintw(12, 40, "Z:Crowns %d\n", playerp->p_crowns); 176 mvprintw(13, 40, "0:Charms %d\n", playerp->p_charms); 177 mvprintw(14, 40, "1:Amulets %d\n", playerp->p_amulets); 178 mvprintw(15, 40, "2:Holy Water %d\n", playerp->p_holywater); 179 180 temp = today - playerp->p_lastused; 181 if (temp < 0) 182 /* last year */ 183 temp += 365; 184 mvprintw(16, 40, "3:Lastused %d (%d)\n", playerp->p_lastused, temp); 185 186 mvprintw(18, 8, "4:Palantir %c 5:Blessing %c 6:Virgin %c 7:Blind %c", 187 flag[playerp->p_palantir], 188 flag[playerp->p_blessing], 189 flag[playerp->p_virgin], 190 flag[playerp->p_blindness]); 191 192 if (!Wizard) 193 mvprintw(19, 8, "8:Ring %c", 194 flag[playerp->p_ring.ring_type != R_NONE]); 195 else 196 mvprintw(19, 8, "8:Ring %d 9:Duration %d", 197 playerp->p_ring.ring_type, playerp->p_ring.ring_duration); 198 199 if (!Wizard 200 && (ingameflag || strcmp(Login, playerp->p_login) != 0)) { 201 /* in game or not examining own character */ 202 if (ingameflag) { 203 more(LINES - 1); 204 clear(); 205 return; 206 } else 207 cleanup(TRUE); 208 /* NOTREACHED */ 209 } 210 211 mvaddstr(20, 0, "!:Quit ?:Delete"); 212 mvaddstr(21, 0, "What would you like to change ? "); 213 214 if (Wizard) 215 c = getanswer(" ", TRUE); 216 else 217 /* examining own player; allow to change name and password */ 218 c = getanswer("!BA", FALSE); 219 220 switch (c) { 221 case 'A': /* change name */ 222 case 'B': /* change password */ 223 if (!Wizard) { 224 /* prompt for password */ 225 mvaddstr(23, 0, "Password ? "); 226 Echo = FALSE; 227 getstring(Databuf, 9); 228 Echo = TRUE; 229 if (strcmp(Databuf, playerp->p_password) != 0) 230 continue; 231 } 232 if (c == 'A') { 233 /* get new name */ 234 mvaddstr(23, 0, "New name: "); 235 getstring(Databuf, SZ_NAME); 236 truncstring(Databuf); 237 if (Databuf[0] != '\0') 238 if (Wizard || findname(Databuf, &Other) < 0L) 239 strcpy(playerp->p_name, Databuf); 240 } else { 241 /* get new password */ 242 if (!Wizard) 243 Echo = FALSE; 244 245 do { 246 /* get two copies of new password until they match */ 247 /* get first copy */ 248 mvaddstr(23, 0, "New password ? "); 249 getstring(Databuf, SZ_PASSWORD); 250 if (Databuf[0] == '\0') 251 break; 252 253 /* get second copy */ 254 mvaddstr(23, 0, "One more time ? "); 255 getstring(playerp->p_password, SZ_PASSWORD); 256 } while (strcmp(playerp->p_password, Databuf) != 0); 257 258 Echo = TRUE; 259 } 260 261 continue; 262 263 case 'C': /* change experience */ 264 prompt = "experience"; 265 dptr = &playerp->p_experience; 266 goto DALTER; 267 268 case 'D': /* change level */ 269 prompt = "level"; 270 dptr = &playerp->p_level; 271 goto DALTER; 272 273 case 'E': /* change strength */ 274 prompt = "strength"; 275 dptr = &playerp->p_strength; 276 goto DALTER; 277 278 case 'F': /* change swords */ 279 prompt = "sword"; 280 dptr = &playerp->p_sword; 281 goto DALTER; 282 283 case 'G': /* change energy */ 284 prompt = "energy"; 285 dptr = &playerp->p_energy; 286 goto DALTER; 287 288 case 'H': /* change maximum energy */ 289 prompt = "max energy"; 290 dptr = &playerp->p_maxenergy; 291 goto DALTER; 292 293 case 'I': /* change shields */ 294 prompt = "shield"; 295 dptr = &playerp->p_shield; 296 goto DALTER; 297 298 case 'J': /* change quickness */ 299 prompt = "quickness"; 300 dptr = &playerp->p_quickness; 301 goto DALTER; 302 303 case 'K': /* change quicksilver */ 304 prompt = "quicksilver"; 305 dptr = &playerp->p_quksilver; 306 goto DALTER; 307 308 case 'L': /* change magic */ 309 prompt = "magic level"; 310 dptr = &playerp->p_magiclvl; 311 goto DALTER; 312 313 case 'M': /* change mana */ 314 prompt = "mana"; 315 dptr = &playerp->p_mana; 316 goto DALTER; 317 318 case 'N': /* change brains */ 319 prompt = "brains"; 320 dptr = &playerp->p_brains; 321 goto DALTER; 322 323 case 'O': /* change poison */ 324 prompt = "poison"; 325 dptr = &playerp->p_poison; 326 goto DALTER; 327 328 case 'P': /* change gold */ 329 prompt = "gold"; 330 dptr = &playerp->p_gold; 331 goto DALTER; 332 333 case 'Q': /* change gems */ 334 prompt = "gems"; 335 dptr = &playerp->p_gems; 336 goto DALTER; 337 338 case 'R': /* change sin */ 339 prompt = "sin"; 340 dptr = &playerp->p_sin; 341 goto DALTER; 342 343 case 'S': /* change x coord */ 344 prompt = "x"; 345 dptr = &playerp->p_x; 346 goto DALTER; 347 348 case 'T': /* change y coord */ 349 prompt = "y"; 350 dptr = &playerp->p_y; 351 goto DALTER; 352 353 case 'U': /* change age */ 354 mvprintw(23, 0, "age = %ld; age = ", playerp->p_age); 355 dtemp = infloat(); 356 if (dtemp != 0.0) 357 playerp->p_age = (long)dtemp; 358 continue; 359 360 case 'V': /* change degen */ 361 mvprintw(23, 0, "degen = %d; degen = ", playerp->p_degenerated); 362 dtemp = infloat(); 363 if (dtemp != 0.0) 364 playerp->p_degenerated = (int)dtemp; 365 continue; 366 367 case 'W': /* change type */ 368 prompt = "type"; 369 sptr = &playerp->p_type; 370 goto SALTER; 371 372 case 'X': /* change special type */ 373 prompt = "special type"; 374 sptr = &playerp->p_specialtype; 375 goto SALTER; 376 377 case 'Y': /* change lives */ 378 prompt = "lives"; 379 sptr = &playerp->p_lives; 380 goto SALTER; 381 382 case 'Z': /* change crowns */ 383 prompt = "crowns"; 384 sptr = &playerp->p_crowns; 385 goto SALTER; 386 387 case '0': /* change charms */ 388 prompt = "charm"; 389 sptr = &playerp->p_charms; 390 goto SALTER; 391 392 case '1': /* change amulet */ 393 prompt = "amulet"; 394 sptr = &playerp->p_amulets; 395 goto SALTER; 396 397 case '2': /* change holy water */ 398 prompt = "holy water"; 399 sptr = &playerp->p_holywater; 400 goto SALTER; 401 402 case '3': /* change last-used */ 403 prompt = "last-used"; 404 sptr = &playerp->p_lastused; 405 goto SALTER; 406 407 case '4': /* change palantir */ 408 prompt = "palantir"; 409 bptr = &playerp->p_palantir; 410 goto BALTER; 411 412 case '5': /* change blessing */ 413 prompt = "blessing"; 414 bptr = &playerp->p_blessing; 415 goto BALTER; 416 417 case '6': /* change virgin */ 418 prompt = "virgin"; 419 bptr = &playerp->p_virgin; 420 goto BALTER; 421 422 case '7': /* change blindness */ 423 prompt = "blindness"; 424 bptr = &playerp->p_blindness; 425 goto BALTER; 426 427 case '8': /* change ring type */ 428 prompt = "ring-type"; 429 sptr = &playerp->p_ring.ring_type; 430 goto SALTER; 431 432 case '9': /* change ring duration */ 433 prompt = "ring-duration"; 434 sptr = &playerp->p_ring.ring_duration; 435 goto SALTER; 436 437 case '!': /* quit, update */ 438 if (Wizard && 439 (!ingameflag || playerp != &Player)) { 440 /* turn off status if not modifying self */ 441 playerp->p_status = S_OFF; 442 playerp->p_tampered = T_OFF; 443 } 444 445 writerecord(playerp, loc); 446 clear(); 447 return; 448 449 case '?': /* delete player */ 450 if (ingameflag && playerp == &Player) 451 /* cannot delete self */ 452 continue; 453 454 freerecord(playerp, loc); 455 clear(); 456 return; 457 458 default: 459 continue; 460 } 461 DALTER: 462 mvprintw(23, 0, "%s = %f; %s = ", prompt, *dptr, prompt); 463 dtemp = infloat(); 464 if (dtemp != 0.0) 465 *dptr = dtemp; 466 continue; 467 468 SALTER: 469 mvprintw(23, 0, "%s = %d; %s = ", prompt, *sptr, prompt); 470 dtemp = infloat(); 471 if (dtemp != 0.0) 472 *sptr = (short)dtemp; 473 continue; 474 475 BALTER: 476 mvprintw(23, 0, "%s = %c; %s = ", prompt, flag[*bptr], 477 prompt); 478 c = getanswer("\nTF", TRUE); 479 if (c == 'T') 480 *bptr = TRUE; 481 else if (c == 'F') 482 *bptr = FALSE; 483 continue; 484 } 485 } 486 487 /* 488 * FUNCTION: print a monster listing 489 * 490 * GLOBAL INPUTS: Curmonster, *Monstfp 491 * 492 * DESCRIPTION: 493 * Read monster file, and print a monster listing on standard output. 494 */ 495 496 void 497 monstlist(void) 498 { 499 int count = 0; /* count in file */ 500 501 puts(" #) Name Str Brain Quick Energy Exper Treas Type Flock%\n"); 502 fseek(Monstfp, 0L, SEEK_SET); 503 while (fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp) == 1) 504 printf("%2d) %-20.20s%4.0f %4.0f %2.0f %5.0f %5.0f %2d %2d %3.0f\n", count++, 505 Curmonster.m_name, Curmonster.m_strength, Curmonster.m_brains, 506 Curmonster.m_speed, Curmonster.m_energy, Curmonster.m_experience, 507 Curmonster.m_treasuretype, Curmonster.m_type, Curmonster.m_flock); 508 } 509 510 /* 511 * FUNCTION: print player score board 512 * 513 * DESCRIPTION: 514 * Read the scoreboard file and print the contents. 515 */ 516 517 void 518 scorelist(void) 519 { 520 struct scoreboard sbuf; /* for reading entries */ 521 FILE *fp; /* to open the file */ 522 523 if ((fp = fopen(_PATH_SCORE, "r")) != NULL) { 524 while (fread((char *)&sbuf, SZ_SCORESTRUCT, 1, fp) == 1) 525 printf("%-20s (%-9s) Level: %6.0f Type: %s\n", 526 sbuf.sb_name, sbuf.sb_login, sbuf.sb_level, sbuf.sb_type); 527 fclose(fp); 528 } 529 } 530 531 /* 532 * FUNCTION: print list of active players to standard output 533 * 534 * GLOBAL INPUTS: Other, *Playersfp 535 * 536 * DESCRIPTION: 537 * Read player file, and print list of active records to standard output. 538 */ 539 540 void 541 activelist(void) 542 { 543 fseek(Playersfp, 0L, SEEK_SET); 544 printf("Current characters on file are:\n\n"); 545 546 while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) 547 if (Other.p_status != S_NOTUSED) 548 printf("%-20s (%-9s) Level: %6.0f %s (%s)\n", 549 Other.p_name, Other.p_login, Other.p_level, 550 descrtype(&Other, FALSE), descrstatus(&Other)); 551 } 552 553 /* 554 * FUNCTION: purge inactive players from player file 555 * 556 * GLOBAL INPUTS: Other, *Playersfp 557 * 558 * DESCRIPTION: 559 * Delete characters which have not been used with the last 560 * three weeks. 561 */ 562 563 void 564 purgeoldplayers(void) 565 { 566 int today; /* day of year for today */ 567 int daysold; /* how many days since the character has been used */ 568 time_t ltime; /* time in seconds */ 569 long loc = 0L; /* location in file */ 570 571 time(<ime); 572 today = localtime(<ime)->tm_yday; 573 574 for (;;) { 575 fseek(Playersfp, loc, SEEK_SET); 576 if (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) != 1) 577 break; 578 579 daysold = today - Other.p_lastused; 580 if (daysold < 0) 581 daysold += 365; 582 583 if (daysold > N_DAYSOLD) 584 /* player hasn't been used in a while; delete */ 585 freerecord(&Other, loc); 586 587 loc += SZ_PLAYERSTRUCT; 588 } 589 } 590 591 /* 592 * FUNCTION: enter player into scoreboard 593 * 594 * GLOBAL INPUTS: Player 595 * 596 * DESCRIPTION: 597 * The scoreboard keeps track of the highest character on a 598 * per-login basis. 599 * Search the scoreboard for an entry for the current login, 600 * if an entry is found, and it is lower than the current player, 601 * replace it, otherwise create an entry. 602 */ 603 604 void 605 enterscore(void) 606 { 607 struct scoreboard sbuf; /* buffer to read in scoreboard entries */ 608 FILE *fp; /* to open scoreboard file */ 609 long loc = 0L; /* location in scoreboard file */ 610 bool found = FALSE; /* set if we found an entry for this login */ 611 612 if ((fp = fopen(_PATH_SCORE, "r+")) != NULL) { 613 while (fread((char *)&sbuf, SZ_SCORESTRUCT, 1, fp) == 1) 614 if (strcmp(Player.p_login, sbuf.sb_login) == 0) { 615 found = TRUE; 616 break; 617 } else 618 loc += SZ_SCORESTRUCT; 619 } else { 620 error(_PATH_SCORE); 621 /* NOTREACHED */ 622 } 623 624 /* 625 * At this point, 'loc' will either indicate a point beyond 626 * the end of file, or the place where the previous entry 627 * was found. 628 */ 629 630 if ((!found) || Player.p_level > sbuf.sb_level) { 631 /* put new entry in for this login */ 632 strcpy(sbuf.sb_login, Player.p_login); 633 strcpy(sbuf.sb_name, Player.p_name); 634 sbuf.sb_level = Player.p_level; 635 strcpy(sbuf.sb_type, descrtype(&Player, TRUE)); 636 } 637 638 /* update entry */ 639 fseek(fp, loc, SEEK_SET); 640 fwrite((char *)&sbuf, SZ_SCORESTRUCT, 1, fp); 641 fclose(fp); 642 } 643