xref: /dragonfly/games/phantasia/main.c (revision fb594d7a)
1 /*	$NetBSD: main.c,v 1.23 2009/08/31 08:27:16 dholland Exp $	*/
2 
3 /*
4  * Phantasia 3.3.2 -- Interterminal fantasy game
5  *
6  * Edward A. Estes
7  * AT&T, March 12, 1986
8  */
9 
10 /* DISCLAIMER:
11  *
12  * This game is distributed for free as is.  It is not guaranteed to work
13  * in every conceivable environment.  It is not even guaranteed to work
14  * in ANY environment.
15  *
16  * This game is distributed without notice of copyright, therefore it
17  * may be used in any manner the recipient sees fit.  However, the
18  * author assumes no responsibility for maintaining or revising this
19  * game, in its original form, or any derivitives thereof.
20  *
21  * The author shall not be responsible for any loss, cost, or damage,
22  * including consequential damage, caused by reliance on this material.
23  *
24  * The author makes no warranties, express or implied, including warranties
25  * of merchantability or fitness for a particular purpose or use.
26  *
27  * AT&T is in no way connected with this game.
28  */
29 
30 #include <sys/types.h>
31 #include <pwd.h>
32 #include <string.h>
33 
34 /*
35  * The program allocates as much file space as it needs to store characters,
36  * so the possibility exists for the character file to grow without bound.
37  * The file is purged upon normal entry to try to avoid that problem.
38  * A similar problem exists for energy voids.  To alleviate the problem here,
39  * the void file is cleared with every new king, and a limit is placed
40  * on the size of the energy void file.
41  */
42 
43 /*
44  * The scoreboard file is updated when someone dies, and keeps track
45  * of the highest character to date for that login.
46  * Being purged from the character file does not cause the scoreboard
47  * to be updated.
48  */
49 
50 
51 #include "include.h"
52 
53 static void genchar(int);
54 static void initialstate(void);
55 static void neatstuff(void);
56 static void playinit(void);
57 static void procmain(void);
58 static long recallplayer(void);
59 static long rollnewplayer(void);
60 static void titlelist(void);
61 
62 static void __dead2
63 cleanup_dead(void)
64 {
65 	cleanup(TRUE);
66 	exit(0);
67 }
68 
69 /*
70  * FUNCTION: initialize state, and call main process
71  *
72  * GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[],
73  *	Fileloc, Stattable[]
74  *
75  * GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr
76  *
77  * DESCRIPTION:
78  *	Process arguments, initialize program, and loop forever processing
79  *	player input.
80  */
81 
82 int
83 main(int argc, char **argv)
84 {
85 	bool noheader = FALSE;	/* set if don't want header */
86 	bool headeronly = FALSE; /* set if only want header */
87 	bool examine = FALSE;	/* set if examine a character */
88 	time_t seconds;		/* for time of day */
89 	double dtemp;		/* for temporary calculations */
90 
91 	initialstate();		/* init globals */
92 
93 	/* process arguments */
94 	while (--argc && (*++argv)[0] == '-')
95 		switch ((*argv)[1]) {
96 		case 's':	/* short */
97 			noheader = TRUE;
98 			break;
99 
100 		case 'H':	/* Header */
101 			headeronly = TRUE;
102 			break;
103 
104 		case 'a':	/* all users */
105 			activelist();
106 			cleanup_dead();
107 			/* NOTREACHED */
108 
109 		case 'p':	/* purge old players */
110 			purgeoldplayers();
111 			cleanup_dead();
112 			/* NOTREACHED */
113 
114 		case 'S':	/* set 'Wizard' */
115 			Wizard = !getuid();
116 			break;
117 
118 		case 'x':	/* examine */
119 			examine = TRUE;
120 			break;
121 
122 		case 'm':	/* monsters */
123 			monstlist();
124 			cleanup_dead();
125 			/* NOTREACHED */
126 
127 		case 'b':	/* scoreboard */
128 			scorelist();
129 			cleanup_dead();
130 			/* NOTREACHED */
131 		}
132 
133 	if (!isatty(0))		/* don't let non-tty's play */
134 		cleanup(TRUE);
135 	/* NOTREACHED */
136 
137 	playinit();		/* set up to catch signals, init curses */
138 
139 	if (examine) {
140 		changestats(FALSE);
141 		cleanup(TRUE);
142 		/* NOTREACHED */
143 	}
144 
145 	if (!noheader) {
146 		titlelist();
147 		purgeoldplayers();	/* clean up old characters */
148 	}
149 
150 	if (headeronly)
151 		cleanup(TRUE);
152 	/* NOTREACHED */
153 
154 	do {
155 		/* get the player structure filled */
156 		Fileloc = -1L;
157 
158 		mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
159 
160 		switch (getanswer("NYQ", FALSE)) {
161 		case 'Y':
162 			Fileloc = recallplayer();
163 			break;
164 
165 		case 'Q':
166 			cleanup_dead();
167 			/* NOTREACHED */
168 
169 		default:
170 			Fileloc = rollnewplayer();
171 			break;
172 		}
173 		clear();
174 	} while (Fileloc < 0L);
175 
176 	if (Player.p_level > 5.0)
177 		/* low level players have long timeout */
178 		Timeout = TRUE;
179 
180 	/* update some important player statistics */
181 	strcpy(Player.p_login, Login);
182 	time(&seconds);
183 	Player.p_lastused = localtime(&seconds)->tm_yday;
184 	Player.p_status = S_PLAYING;
185 	writerecord(&Player, Fileloc);
186 
187 	Statptr = &Stattable[Player.p_type];	/* initialize pointer */
188 
189 	/* catch interrupts */
190 #ifdef  BSD41
191 	sigset(SIGINT, interrupt);
192 #endif
193 #ifdef  BSD42
194 	signal(SIGINT, interrupt);
195 #endif
196 #ifdef  SYS3
197 	signal(SIGINT, interrupt);
198 #endif
199 #ifdef  SYS5
200 	signal(SIGINT, interrupt);
201 #endif
202 
203 	altercoordinates(Player.p_x, Player.p_y, A_FORCED);	/* set some flags */
204 
205 	clear();
206 
207 	for (;;) {
208 		/* loop forever, processing input */
209 
210 		adjuststats();	/* cleanup stats */
211 
212 		if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING) {
213 			/* not allowed on throne -- move */
214 			mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
215 			altercoordinates(0.0, 0.0, A_NEAR);
216 		}
217 
218 		checktampered();	/* check for energy voids, etc. */
219 
220 		if (Player.p_status != S_CLOAKED
221 		/* not cloaked */
222 		    && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
223 		/* |x| = |y| */
224 		    && !Throne) {
225 			/* not on throne */
226 			dtemp = sqrt(dtemp / 100.0);
227 			if (floor(dtemp) == dtemp) {
228 				/* |x| / 100 == n*n; at a trading post */
229 				tradingpost();
230 				clear();
231 			}
232 		}
233 
234 		checkbattle();	/* check for player to player battle */
235 		neatstuff();	/* gurus, medics, etc. */
236 
237 		if (Player.p_status == S_CLOAKED) {
238 			/* costs 3 mana per turn to be cloaked */
239 			if (Player.p_mana > 3.0)
240 				Player.p_mana -= 3.0;
241 			else {
242 				/* ran out of mana, uncloak */
243 				Player.p_status = S_PLAYING;
244 				Changed = TRUE;
245 			}
246 		}
247 
248 		if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED) {
249 			/* change status back to S_PLAYING */
250 			Player.p_status = S_PLAYING;
251 			Changed = TRUE;
252 		}
253 
254 		if (Changed) {
255 			/* update file only if important stuff has changed */
256 			writerecord(&Player, Fileloc);
257 			Changed = FALSE;
258 			continue;
259 		}
260 
261 		readmessage();	/* read message, if any */
262 
263 		displaystats();	/* print statistics */
264 
265 		move(6, 0);
266 
267 		if (Throne)
268 			/* maybe make king, print prompt, etc. */
269 			throneroom();
270 
271 		/* print status line */
272 		addstr("1:Move  2:Players  3:Talk  4:Stats  5:Quit  ");
273 		if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
274 			addstr("6:Cloak  ");
275 		if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
276 			addstr("7:Teleport  ");
277 		if (Player.p_specialtype >= SC_COUNCIL || Wizard)
278 			addstr("8:Intervene  ");
279 
280 		procmain();	/* process input */
281 	}
282 }
283 
284 /*
285  * FUNCTION: initialize some important global variable
286  *
287  * GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond,
288  *	Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp,
289  *	*Playersfp
290  *
291  * DESCRIPTION:
292  *	Set global flags, and open files which remain open.
293  */
294 
295 static void
296 initialstate(void)
297 {
298 	Beyond = FALSE;
299 	Marsh = FALSE;
300 	Throne = FALSE;
301 	Changed = FALSE;
302 	Wizard = FALSE;
303 	Timeout = FALSE;
304 	Users = 0;
305 	Windows = FALSE;
306 	Echo = TRUE;
307 
308 	/* setup login name */
309 	if ((Login = getlogin()) == NULL)
310 		Login = getpwuid(getuid())->pw_name;
311 
312 	/* open some files */
313 	if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
314 		error(_PATH_PEOPLE);
315 	/* NOTREACHED */
316 
317 	if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
318 		error(_PATH_MONST);
319 	/* NOTREACHED */
320 
321 	if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
322 		error(_PATH_MESS);
323 	/* NOTREACHED */
324 
325 	if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
326 		error(_PATH_VOID);
327 	/* NOTREACHED */
328 
329 	srandomdev();
330 }
331 
332 /*
333  * FUNCTION: roll up a new character
334  *
335  * GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[]
336  *
337  * GLOBAL OUTPUTS: Echo
338  *
339  * DESCRIPTION:
340  *	Prompt player, and roll up new character.
341  */
342 
343 static long
344 rollnewplayer(void)
345 {
346 	int chartype;		/* character type */
347 	int ch;			/* input */
348 
349 	initplayer(&Player);	/* initialize player structure */
350 
351 	clear();
352 	mvaddstr(4, 21, "Which type of character do you want:");
353 	mvaddstr(8, 4, "1:Magic User  2:Fighter  3:Elf  4:Dwarf  5:Halfling  6:Experimento  ");
354 	if (Wizard) {
355 		addstr("7:Super  ? ");
356 		chartype = getanswer("1234567", FALSE);
357 	} else {
358 		addstr("?  ");
359 		chartype = getanswer("123456", FALSE);
360 	}
361 
362 	do {
363 		genchar(chartype);	/* roll up a character */
364 
365 		/* print out results */
366 		mvprintw(12, 14,
367 		    "Strength    :  %2.0f  Quickness:  %2.0f  Mana       :  %2.0f\n",
368 		    Player.p_strength, Player.p_quickness, Player.p_mana);
369 		mvprintw(13, 14,
370 		    "Energy Level:  %2.0f  Brains   :  %2.0f  Magic Level:  %2.0f\n",
371 		    Player.p_energy, Player.p_brains, Player.p_magiclvl);
372 
373 		if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
374 			break;
375 
376 		mvaddstr(14, 14, "Type '1' to keep >");
377 		ch = getanswer(" ", TRUE);
378 	} while (ch != '1');
379 
380 	if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
381 		/* get coordinates for experimento */
382 		for (;;) {
383 			mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
384 			getstring(Databuf, SZ_DATABUF);
385 			sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
386 
387 			if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
388 				mvaddstr(17, 0, "Invalid coordinates.  Try again.\n");
389 			else
390 				break;
391 		}
392 
393 	for (;;) {
394 		/* name the new character */
395 		mvprintw(18, 0,
396 		    "Give your character a name [up to %d characters] ?  ", SZ_NAME - 1);
397 		getstring(Player.p_name, SZ_NAME);
398 		truncstring(Player.p_name);	/* remove trailing blanks */
399 
400 		if (Player.p_name[0] == '\0')
401 			/* no null names */
402 			mvaddstr(19, 0, "Invalid name.");
403 		else if (findname(Player.p_name, &Other) >= 0L)
404 			/* cannot have duplicate names */
405 			mvaddstr(19, 0, "Name already in use.");
406 		else
407 			/* name is acceptable */
408 			break;
409 
410 		addstr("  Pick another.\n");
411 	}
412 
413 	/* get a password for character */
414 	Echo = FALSE;
415 
416 	do {
417 		mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
418 		getstring(Player.p_password, SZ_PASSWORD);
419 		mvaddstr(21, 0, "One more time to verify ? ");
420 		getstring(Databuf, SZ_PASSWORD);
421 	} while (strcmp(Player.p_password, Databuf) != 0);
422 
423 	Echo = TRUE;
424 
425 	return (allocrecord());
426 }
427 
428 /*
429  * FUNCTION: process input from player
430  *
431  * GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr,
432  *	Databuf[], Illmove[]
433  *
434  * GLOBAL OUTPUTS: Player, Changed
435  *
436  * DESCRIPTION:
437  *	Process main menu options.
438  */
439 
440 static void
441 procmain(void)
442 {
443 	int ch;			/* input */
444 	double x;		/* desired new x coordinate */
445 	double y;		/* desired new y coordinate */
446 	double temp;		/* for temporary calculations */
447 	FILE *fp;		/* for opening files */
448 	int loop;		/* a loop counter */
449 	bool hasmoved = FALSE;	/* set if player has moved */
450 
451 	ch = inputoption();
452 	mvaddstr(4, 0, "\n\n");	/* clear status area */
453 
454 	move(7, 0);
455 	clrtobot();		/* clear data on bottom area of screen */
456 
457 	if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
458 		/* valar cannot move */
459 		ch = ' ';
460 
461 	switch (ch) {
462 	case 'K':		/* move up/north */
463 	case 'N':
464 		x = Player.p_x;
465 		y = Player.p_y + MAXMOVE();
466 		hasmoved = TRUE;
467 		break;
468 
469 	case 'J':		/* move down/south */
470 	case 'S':
471 		x = Player.p_x;
472 		y = Player.p_y - MAXMOVE();
473 		hasmoved = TRUE;
474 		break;
475 
476 	case 'L':		/* move right/east */
477 	case 'E':
478 		x = Player.p_x + MAXMOVE();
479 		y = Player.p_y;
480 		hasmoved = TRUE;
481 		break;
482 
483 	case 'H':		/* move left/west */
484 	case 'W':
485 		x = Player.p_x - MAXMOVE();
486 		y = Player.p_y;
487 		hasmoved = TRUE;
488 		break;
489 
490 	default:		/* rest */
491 		Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0 +
492 		    Player.p_level / 3.0 + 2.0;
493 		Player.p_energy =
494 		    MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
495 
496 		if (Player.p_status != S_CLOAKED) {
497 			/* cannot find mana if cloaked */
498 			Player.p_mana += (Circle + Player.p_level) / 4.0;
499 
500 			if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
501 				/* wandering monster */
502 				encounter(-1);
503 		}
504 		break;
505 
506 	case 'X':		/* change/examine a character */
507 		changestats(TRUE);
508 		break;
509 
510 	case '1':		/* move */
511 		for (loop = 3; loop; --loop) {
512 			mvaddstr(4, 0, "X Y Coordinates ? ");
513 			getstring(Databuf, SZ_DATABUF);
514 
515 			if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
516 				mvaddstr(5, 0, "Try again\n");
517 			else if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
518 				ILLMOVE();
519 			else {
520 				hasmoved = TRUE;
521 				break;
522 			}
523 		}
524 		break;
525 
526 	case '2':		/* players */
527 		userlist(TRUE);
528 		break;
529 
530 	case '3':		/* message */
531 		mvaddstr(4, 0, "Message ? ");
532 		getstring(Databuf, SZ_DATABUF);
533 		/* we open the file for writing to erase any data which is already there */
534 		fp = fopen(_PATH_MESS, "w");
535 		if (Databuf[0] != '\0')
536 			fprintf(fp, "%s: %s", Player.p_name, Databuf);
537 		fclose(fp);
538 		break;
539 
540 	case '4':		/* stats */
541 		allstatslist();
542 		break;
543 
544 	case '5':		/* good-bye */
545 		leavegame();
546 		/* NOTREACHED */
547 
548 	case '6':		/* cloak */
549 		if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
550 			ILLCMD();
551 		else if (Player.p_status == S_CLOAKED)
552 			Player.p_status = S_PLAYING;
553 		else if (Player.p_mana < MM_CLOAK)
554 			mvaddstr(5, 0, "No mana left.\n");
555 		else {
556 			Changed = TRUE;
557 			Player.p_mana -= MM_CLOAK;
558 			Player.p_status = S_CLOAKED;
559 		}
560 		break;
561 
562 	case '7':		/* teleport */
563 
564 		/*
565 		 * conditions for teleport
566 		 *	- 20 per (level plus magic level)
567 		 *	- OR council of the wise or valar or ex-valar
568 		 *	- OR transport from throne
569 		 * transports from throne cost no mana
570 		 */
571 		if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
572 			ILLCMD();
573 		else
574 			for (loop = 3; loop; --loop) {
575 				mvaddstr(4, 0, "X Y Coordinates ? ");
576 				getstring(Databuf, SZ_DATABUF);
577 
578 				if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
579 					temp = distance(Player.p_x, x, Player.p_y, y);
580 					if (!Throne
581 					/* can transport anywhere from throne */
582 					    && Player.p_specialtype <= SC_COUNCIL
583 					/* council, valar can transport anywhere */
584 					    && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
585 						/* can only move 20 per exp. level + mag. level */
586 						ILLMOVE();
587 					else {
588 						temp = (temp / 75.0 + 1.0) * 20.0;	/* mana used */
589 
590 						if (!Throne && temp > Player.p_mana)
591 							mvaddstr(5, 0, "Not enough power for that distance.\n");
592 						else {
593 							if (!Throne)
594 								Player.p_mana -= temp;
595 							hasmoved = TRUE;
596 							break;
597 						}
598 					}
599 				}
600 			}
601 		break;
602 
603 	case 'C':
604 	case '9':		/* monster */
605 		if (Throne)
606 			/* no monsters while on throne */
607 			mvaddstr(5, 0, "No monsters in the chamber!\n");
608 		else if (Player.p_specialtype != SC_VALAR) {
609 			/* the valar cannot call monsters */
610 			Player.p_sin += 1e-6;
611 			encounter(-1);
612 		}
613 		break;
614 
615 	case '0':		/* decree */
616 		if (Wizard || (Player.p_specialtype == SC_KING && Throne))
617 			/* kings must be on throne to decree */
618 			dotampered();
619 		else
620 			ILLCMD();
621 		break;
622 
623 	case '8':		/* intervention */
624 		if (Wizard || Player.p_specialtype >= SC_COUNCIL)
625 			dotampered();
626 		else
627 			ILLCMD();
628 		break;
629 	}
630 
631 	if (hasmoved) {
632 		/* player has moved -- alter coordinates, and do random monster */
633 		altercoordinates(x, y, A_SPECIFIC);
634 
635 		if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
636 			encounter(-1);
637 	}
638 }
639 
640 /*
641  * FUNCTION: print title page
642  *
643  * GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp
644  *
645  * GLOBAL OUTPUTS: Lines
646  *
647  * DESCRIPTION:
648  *	Print important information about game, players, etc.
649  */
650 
651 static void
652 titlelist(void)
653 {
654 	FILE *fp;			/* used for opening various files */
655 	bool councilfound = FALSE;	/* set if we find a member of the council */
656 	bool kingfound = FALSE;		/* set if we find a king */
657 	double hiexp, nxtexp;		/* used for finding the two highest players */
658 	double hilvl, nxtlvl;		/* used for finding the two highest players */
659 	char hiname[21], nxtname[21];	/* used for finding the two highest players */
660 
661 	nxtexp = 0;
662 	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)!");
663 
664 	/* print message of the day */
665 	if ((fp = fopen(_PATH_MOTD, "r")) != NULL
666 	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
667 		mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
668 		fclose(fp);
669 	}
670 
671 	/* search for king */
672 	fseek(Playersfp, 0L, SEEK_SET);
673 	while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
674 		if (Other.p_specialtype == SC_KING &&
675 		    Other.p_status != S_NOTUSED) {
676 			/* found the king */
677 			sprintf(Databuf, "The present ruler is %s  Level:%.0f",
678 			    Other.p_name, Other.p_level);
679 			mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
680 			kingfound = TRUE;
681 			break;
682 		}
683 
684 	if (!kingfound)
685 		mvaddstr(4, 24, "There is no ruler at this time.");
686 
687 	/* search for valar */
688 	fseek(Playersfp, 0L, SEEK_SET);
689 	while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
690 		if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED) {
691 			/* found the valar */
692 			sprintf(Databuf, "The Valar is %s   Login:  %s",
693 			    Other.p_name, Other.p_login);
694 			mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
695 			break;
696 		}
697 
698 	/* search for council of the wise */
699 	fseek(Playersfp, 0L, SEEK_SET);
700 	Lines = 10;
701 	while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
702 		if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED) {
703 			/* found a member of the council */
704 			if (!councilfound) {
705 				mvaddstr(8, 30, "Council of the Wise:");
706 				councilfound = TRUE;
707 			}
708 
709 			/* This assumes a finite (<=5) number of C.O.W.: */
710 			sprintf(Databuf, "%s   Login:  %s", Other.p_name, Other.p_login);
711 			mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
712 		}
713 
714 	/* search for the two highest players */
715 	nxtname[0] = hiname[0] = '\0';
716 	hiexp = 0.0;
717 	nxtlvl = hilvl = 0;
718 
719 	fseek(Playersfp, 0L, SEEK_SET);
720 	while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
721 		if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED) {
722 			/* highest found so far */
723 			nxtexp = hiexp;
724 			hiexp = Other.p_experience;
725 			nxtlvl = hilvl;
726 			hilvl = Other.p_level;
727 			strcpy(nxtname, hiname);
728 			strcpy(hiname, Other.p_name);
729 		} else if (Other.p_experience > nxtexp &&
730 			   Other.p_specialtype <= SC_KING &&
731 			   Other.p_status != S_NOTUSED) {
732 			/* next highest found so far */
733 			nxtexp = Other.p_experience;
734 			nxtlvl = Other.p_level;
735 			strcpy(nxtname, Other.p_name);
736 		}
737 
738 	mvaddstr(15, 28, "Highest characters are:");
739 	sprintf(Databuf, "%s  Level:%.0f   and   %s  Level:%.0f",
740 	    hiname, hilvl, nxtname, nxtlvl);
741 	mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
742 
743 	/* print last to die */
744 	if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
745 	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
746 		mvaddstr(19, 25, "The last character to die was:");
747 		mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
748 		fclose(fp);
749 	}
750 
751 	refresh();
752 }
753 
754 /*
755  * FUNCTION: find a character on file
756  *
757  * GLOBAL INPUTS: Player, *stdscr, Databuf[]
758  *
759  * GLOBAL OUTPUTS: Echo, Player
760  *
761  * DESCRIPTION:
762  *	Search for a character of a certain name, and check password.
763  */
764 
765 static long
766 recallplayer(void)
767 {
768 	long loc = 0L;		/* location in player file */
769 	int loop;		/* loop counter */
770 	int ch;			/* input */
771 
772 	clear();
773 	mvprintw(10, 0, "What was your character's name ? ");
774 	getstring(Databuf, SZ_NAME);
775 	truncstring(Databuf);
776 
777 	if ((loc = findname(Databuf, &Player)) >= 0L) {
778 		/* found character */
779 		Echo = FALSE;
780 
781 		for (loop = 0; loop < 2; ++loop) {
782 			/* prompt for password */
783 			mvaddstr(11, 0, "Password ? ");
784 			getstring(Databuf, SZ_PASSWORD);
785 			if (strcmp(Databuf, Player.p_password) == 0) {
786 				/* password good */
787 				Echo = TRUE;
788 
789 				if (Player.p_status != S_OFF) {
790 					/* player did not exit normally last time */
791 					clear();
792 					addstr("Your character did not exit normally last time.\n");
793 					addstr("If you think you have good cause to have your character saved,\n");
794 					printw("you may quit and mail your reason to 'root'.\n");
795 					addstr("Otherwise, continuing spells certain death.\n");
796 					addstr("Do you want to quit ? ");
797 					ch = getanswer("YN", FALSE);
798 					if (ch == 'Y') {
799 						Player.p_status = S_HUNGUP;
800 						writerecord(&Player, loc);
801 						cleanup(TRUE);
802 						/* NOTREACHED */
803 					}
804 					death("Stupidity");
805 					/* NOTREACHED */
806 				}
807 				return (loc);
808 			} else
809 				mvaddstr(12, 0, "No good.\n");
810 		}
811 
812 		Echo = TRUE;
813 	} else
814 		mvaddstr(11, 0, "Not found.\n");
815 
816 	more(13);
817 	return (-1L);
818 }
819 
820 /*
821  * FUNCTION: do random stuff
822  *
823  * GLOBAL INPUTS: Player, *stdscr, *Statptr
824  *
825  * GLOBAL OUTPUTS: Player
826  *
827  * DESCRIPTION:
828  *	Handle gurus, medics, etc.
829  */
830 
831 static void
832 neatstuff(void)
833 {
834 	double temp;	/* for temporary calculations */
835 	int ch;		/* input */
836 
837 	switch ((int)ROLL(0.0, 100.0)) {
838 	case 1:
839 	case 2:
840 		if (Player.p_poison > 0.0) {
841 			mvaddstr(4, 0, "You've found a medic!  How much will you offer to be cured ? ");
842 			temp = floor(infloat());
843 			if (temp < 0.0 || temp > Player.p_gold) {
844 				/* negative gold, or more than available */
845 				mvaddstr(6, 0, "He was not amused, and made you worse.\n");
846 				Player.p_poison += 1.0;
847 			} else if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
848 				/* medic wants 1/2 of available gold */
849 				mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
850 			else {
851 				mvaddstr(5, 0, "He accepted.");
852 				Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
853 				Player.p_gold -= temp;
854 			}
855 		}
856 		break;
857 
858 	case 3:
859 		mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
860 		Player.p_experience += 4000.0;
861 		Player.p_sin += 0.5;
862 		break;
863 
864 	case 4:
865 		temp = ROLL(10.0, 75.0);
866 		mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
867 		ch = getanswer("NY", FALSE);
868 
869 		if (ch == 'Y')
870 			collecttaxes(temp, 0.0);
871 		break;
872 
873 	case 5:
874 		if (Player.p_sin > 1.0) {
875 			mvaddstr(4, 0, "You've found a Holy Orb!\n");
876 			Player.p_sin -= 0.25;
877 		}
878 		break;
879 
880 	case 6:
881 		if (Player.p_poison < 1.0) {
882 			mvaddstr(4, 0, "You've been hit with a plague!\n");
883 			Player.p_poison += 1.0;
884 		}
885 		break;
886 
887 	case 7:
888 		mvaddstr(4, 0, "You've found some holy water.\n");
889 		++Player.p_holywater;
890 		break;
891 
892 	case 8:
893 		mvaddstr(4, 0, "You've met a Guru. . .");
894 		if (drandom() * Player.p_sin > 1.0)
895 			addstr("You disgusted him with your sins!\n");
896 		else if (Player.p_poison > 0.0) {
897 			addstr("He looked kindly upon you, and cured you.\n");
898 			Player.p_poison = 0.0;
899 		} else {
900 			addstr("He rewarded you for your virtue.\n");
901 			Player.p_mana += 50.0;
902 			Player.p_shield += 2.0;
903 		}
904 		break;
905 
906 	case 9:
907 		mvaddstr(4, 0, "You've found an amulet.\n");
908 		++Player.p_amulets;
909 		break;
910 
911 	case 10:
912 		if (Player.p_blindness) {
913 			mvaddstr(4, 0, "You've regained your sight!\n");
914 			Player.p_blindness = FALSE;
915 		}
916 		break;
917 
918 	default:		/* deal with poison */
919 		if (Player.p_poison > 0.0) {
920 			temp = Player.p_poison * Statptr->c_weakness
921 			    * Player.p_maxenergy / 600.0;
922 			if (Player.p_energy > Player.p_maxenergy / 10.0
923 			    && temp + 5.0 < Player.p_energy)
924 				Player.p_energy -= temp;
925 		}
926 		break;
927 	}
928 }
929 
930 /*
931  * FUNCTION: generate a random character
932  *
933  * ARGUMENTS:
934  *	int type - ASCII value of character type to generate
935  *
936  * GLOBAL INPUTS: Wizard, Player, Stattable[]
937  *
938  * GLOBAL OUTPUTS: Player
939  *
940  * DESCRIPTION:
941  *	Use the lookup table for rolling stats.
942  */
943 
944 static void
945 genchar(int type)
946 {
947 	int subscript;	/* used for subscripting into Stattable */
948 	const struct charstats *statptr; /* for pointing into Stattable */
949 
950 	subscript = type - '1';
951 
952 	if (subscript < C_MAGIC || subscript > C_EXPER)
953 		if (subscript != C_SUPER || !Wizard)
954 			/* fighter is default */
955 			subscript = C_FIGHTER;
956 
957 	statptr = &Stattable[subscript];
958 
959 	Player.p_quickness =
960 	    ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
961 	Player.p_strength =
962 	    ROLL(statptr->c_strength.base, statptr->c_strength.interval);
963 	Player.p_mana =
964 	    ROLL(statptr->c_mana.base, statptr->c_mana.interval);
965 	Player.p_maxenergy =
966 	    Player.p_energy =
967 	    ROLL(statptr->c_energy.base, statptr->c_energy.interval);
968 	Player.p_brains =
969 	    ROLL(statptr->c_brains.base, statptr->c_brains.interval);
970 	Player.p_magiclvl =
971 	    ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
972 
973 	Player.p_type = subscript;
974 
975 	if (Player.p_type == C_HALFLING)
976 		/* give halfling some experience */
977 		Player.p_experience = ROLL(600.0, 200.0);
978 }
979 
980 /*
981  * FUNCTION: initialize for playing game
982  *
983  * GLOBAL INPUTS: *stdscr, ill_sig()
984  *
985  * GLOBAL OUTPUTS: Windows
986  *
987  * DESCRIPTION:
988  *	Catch a bunch of signals, and turn on curses stuff.
989  */
990 
991 static void
992 playinit(void)
993 {
994 	/* catch/ingnore signals */
995 
996 #ifdef	BSD41
997 	sigignore(SIGQUIT);
998 	sigignore(SIGALRM);
999 	sigignore(SIGTERM);
1000 	sigignore(SIGTSTP);
1001 	sigignore(SIGTTIN);
1002 	sigignore(SIGTTOU);
1003 	sighold(SIGINT);
1004 	sigset(SIGHUP, ill_sig);
1005 	sigset(SIGTRAP, ill_sig);
1006 	sigset(SIGIOT, ill_sig);
1007 	sigset(SIGEMT, ill_sig);
1008 	sigset(SIGFPE, ill_sig);
1009 	sigset(SIGBUS, ill_sig);
1010 	sigset(SIGSEGV, ill_sig);
1011 	sigset(SIGSYS, ill_sig);
1012 	sigset(SIGPIPE, ill_sig);
1013 #endif
1014 #ifdef	BSD42
1015 	signal(SIGQUIT, ill_sig);
1016 	signal(SIGALRM, SIG_IGN);
1017 	signal(SIGTERM, SIG_IGN);
1018 	signal(SIGTSTP, SIG_IGN);
1019 	signal(SIGTTIN, SIG_IGN);
1020 	signal(SIGTTOU, SIG_IGN);
1021 	signal(SIGINT, ill_sig);
1022 	signal(SIGHUP, SIG_DFL);
1023 	signal(SIGTRAP, ill_sig);
1024 	signal(SIGIOT, ill_sig);
1025 	signal(SIGEMT, ill_sig);
1026 	signal(SIGFPE, ill_sig);
1027 	signal(SIGBUS, ill_sig);
1028 	signal(SIGSEGV, ill_sig);
1029 	signal(SIGSYS, ill_sig);
1030 	signal(SIGPIPE, ill_sig);
1031 #endif
1032 #ifdef	SYS3
1033 	signal(SIGINT, SIG_IGN);
1034 	signal(SIGQUIT, SIG_IGN);
1035 	signal(SIGTERM, SIG_IGN);
1036 	signal(SIGALRM, SIG_IGN);
1037 	signal(SIGHUP, ill_sig);
1038 	signal(SIGTRAP, ill_sig);
1039 	signal(SIGIOT, ill_sig);
1040 	signal(SIGEMT, ill_sig);
1041 	signal(SIGFPE, ill_sig);
1042 	signal(SIGBUS, ill_sig);
1043 	signal(SIGSEGV, ill_sig);
1044 	signal(SIGSYS, ill_sig);
1045 	signal(SIGPIPE, ill_sig);
1046 #endif
1047 #ifdef	SYS5
1048 	signal(SIGINT, SIG_IGN);
1049 	signal(SIGQUIT, SIG_IGN);
1050 	signal(SIGTERM, SIG_IGN);
1051 	signal(SIGALRM, SIG_IGN);
1052 	signal(SIGHUP, ill_sig);
1053 	signal(SIGTRAP, ill_sig);
1054 	signal(SIGIOT, ill_sig);
1055 	signal(SIGEMT, ill_sig);
1056 	signal(SIGFPE, ill_sig);
1057 	signal(SIGBUS, ill_sig);
1058 	signal(SIGSEGV, ill_sig);
1059 	signal(SIGSYS, ill_sig);
1060 	signal(SIGPIPE, ill_sig);
1061 #endif
1062 
1063 	initscr();		/* turn on curses */
1064 	noecho();		/* do not echo input */
1065 	cbreak();		/* do not process erase, kill */
1066 	clear();
1067 	refresh();
1068 	Windows = TRUE;		/* mark the state */
1069 }
1070 
1071 
1072 /*
1073  * FUNCTION: close some files, and maybe exit
1074  *
1075  * ARGUMENTS:
1076  *	bool doexit - exit flag
1077  *
1078  * GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp,
1079  *	*Messagefp, *Playersfp
1080  *
1081  * DESCRIPTION:
1082  *	Close all open files.  If we are "in curses" terminate curses.
1083  *	If 'doexit' is set, exit, otherwise return.
1084  */
1085 
1086 void
1087 cleanup(bool doexit)
1088 {
1089 	if (Windows) {
1090 		move(LINES - 2, 0);
1091 		refresh();
1092 		nocbreak();
1093 		endwin();
1094 	}
1095 	if (Playersfp) {
1096 		fclose(Playersfp);
1097 		Playersfp = NULL;
1098 	}
1099 	if (Monstfp) {
1100 		fclose(Monstfp);
1101 		Monstfp = NULL;
1102 	}
1103 	if (Messagefp) {
1104 		fclose(Messagefp);
1105 		Messagefp = NULL;
1106 	}
1107 	if (Energyvoidfp) {
1108 		fclose(Energyvoidfp);
1109 		Energyvoidfp = NULL;
1110 	}
1111 
1112 	if (doexit)
1113 		exit(0);
1114 	/* NOTREACHED */
1115 }
1116