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1 /* $NetBSD: main.c,v 1.24 2019/02/03 03:19:25 mrg 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 <sys/stat.h>
32 #include <err.h>
33 #include <math.h>
34 #include <pwd.h>
35 #include <setjmp.h>
36 #include <stdio.h>
37 #include <stdlib.h>
38 #include <string.h>
39 #include <unistd.h>
40
41 #include "macros.h"
42 #include "phantdefs.h"
43 #include "phantstruct.h"
44 #include "phantglobs.h"
45 #include "pathnames.h"
46
47 #undef bool
48 #include <curses.h>
49
50 /*
51 * The program allocates as much file space as it needs to store characters,
52 * so the possibility exists for the character file to grow without bound.
53 * The file is purged upon normal entry to try to avoid that problem.
54 * A similar problem exists for energy voids. To alleviate the problem here,
55 * the void file is cleared with every new king, and a limit is placed
56 * on the size of the energy void file.
57 */
58
59 /*
60 * Put one line of text into the file 'motd' for announcements, etc.
61 */
62
63 /*
64 * The scoreboard file is updated when someone dies, and keeps track
65 * of the highest character to date for that login.
66 * Being purged from the character file does not cause the scoreboard
67 * to be updated.
68 */
69
70
71 /*
72 * main.c Main routines for Phantasia
73 */
74
75 static void genchar(int);
76 static void initialstate(void);
77 static void neatstuff(void);
78 static void playinit(void);
79 static void procmain(void);
80 static long recallplayer(void);
81 static long rollnewplayer(void);
82 static void titlelist(void);
83
84 int main(int, char **);
85
86 int
87 main(int argc, char **argv)
88 {
89 bool noheader = FALSE; /* set if don't want header */
90 bool headeronly = FALSE; /* set if only want header */
91 bool examine = FALSE; /* set if examine a character */
92 time_t seconds; /* for time of day */
93 double dtemp; /* for temporary calculations */
94
95 initialstate(); /* init globals */
96
97 /* process arguments */
98 while (--argc && (*++argv)[0] == '-')
99 switch ((*argv)[1]) {
100 case 's': /* short */
101 noheader = TRUE;
102 break;
103
104 case 'H': /* Header */
105 headeronly = TRUE;
106 break;
107
108 case 'a': /* all users */
109 activelist();
110 cleanup(TRUE);
111 __unreachable();
112 /* NOTREACHED */
113
114 case 'p': /* purge old players */
115 purgeoldplayers();
116 cleanup(TRUE);
117 __unreachable();
118 /* NOTREACHED */
119
120 case 'S': /* set 'Wizard' */
121 Wizard = !getuid();
122 break;
123
124 case 'x': /* examine */
125 examine = TRUE;
126 break;
127
128 case 'm': /* monsters */
129 monstlist();
130 cleanup(TRUE);
131 __unreachable();
132 /* NOTREACHED */
133
134 case 'b': /* scoreboard */
135 scorelist();
136 cleanup(TRUE);
137 __unreachable();
138 /* NOTREACHED */
139 }
140
141 if (!isatty(0)) /* don't let non-tty's play */
142 cleanup(TRUE);
143 /* NOTREACHED */
144
145 playinit(); /* set up to catch signals, init curses */
146
147 if (examine) {
148 changestats(FALSE);
149 cleanup(TRUE);
150 __unreachable();
151 /* NOTREACHED */
152 }
153 if (!noheader) {
154 titlelist();
155 purgeoldplayers(); /* clean up old characters */
156 }
157 if (headeronly) {
158 cleanup(TRUE);
159 __unreachable();
160 /* NOTREACHED */
161 }
162
163 do
164 /* get the player structure filled */
165 {
166 Fileloc = -1L;
167
168 mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
169
170 switch (getanswer("NYQ", FALSE)) {
171 case 'Y':
172 Fileloc = recallplayer();
173 break;
174
175 case 'Q':
176 cleanup(TRUE);
177 __unreachable();
178 /* NOTREACHED */
179
180 default:
181 Fileloc = rollnewplayer();
182 break;
183 }
184 clear();
185 }
186 while (Fileloc < 0L);
187
188 if (Player.p_level > 5.0)
189 /* low level players have long timeout */
190 Timeout = TRUE;
191
192 /* update some important player statistics */
193 strlcpy(Player.p_login, Login, sizeof(Player.p_login));
194 time(&seconds);
195 Player.p_lastused = localtime(&seconds)->tm_yday;
196 Player.p_status = S_PLAYING;
197 writerecord(&Player, Fileloc);
198
199 Statptr = &Stattable[Player.p_type]; /* initialize pointer */
200
201 /* catch interrupts */
202 #ifdef BSD41
203 sigset(SIGINT, interrupt);
204 #endif
205 #ifdef BSD42
206 signal(SIGINT, interrupt);
207 #endif
208 #ifdef SYS3
209 signal(SIGINT, interrupt);
210 #endif
211 #ifdef SYS5
212 signal(SIGINT, interrupt);
213 #endif
214
215 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
216
217 clear();
218
219 for (;;)
220 /* loop forever, processing input */
221 {
222
223 adjuststats(); /* cleanup stats */
224
225 if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
226 /* not allowed on throne -- move */
227 {
228 mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
229 altercoordinates(0.0, 0.0, A_NEAR);
230 }
231 checktampered();/* check for energy voids, etc. */
232
233 if (Player.p_status != S_CLOAKED
234 /* not cloaked */
235 && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
236 /* |x| = |y| */
237 && !Throne)
238 /* not on throne */
239 {
240 dtemp = sqrt(dtemp / 100.0);
241 if (floor(dtemp) == dtemp)
242 /* |x| / 100 == n*n; at a trading post */
243 {
244 tradingpost();
245 clear();
246 }
247 }
248 checkbattle(); /* check for player to player battle */
249 neatstuff(); /* gurus, medics, etc. */
250
251 if (Player.p_status == S_CLOAKED) {
252 /* costs 3 mana per turn to be cloaked */
253 if (Player.p_mana > 3.0)
254 Player.p_mana -= 3.0;
255 else
256 /* ran out of mana, uncloak */
257 {
258 Player.p_status = S_PLAYING;
259 Changed = TRUE;
260 }
261 }
262
263 if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
264 /* change status back to S_PLAYING */
265 {
266 Player.p_status = S_PLAYING;
267 Changed = TRUE;
268 }
269 if (Changed)
270 /* update file only if important stuff has changed */
271 {
272 writerecord(&Player, Fileloc);
273 Changed = FALSE;
274 continue;
275 }
276 readmessage(); /* read message, if any */
277
278 displaystats(); /* print statistics */
279
280 move(6, 0);
281
282 if (Throne)
283 /* maybe make king, print prompt, etc. */
284 throneroom();
285
286 /* print status line */
287 addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
288 if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
289 addstr("6:Cloak ");
290 if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
291 addstr("7:Teleport ");
292 if (Player.p_specialtype >= SC_COUNCIL || Wizard)
293 addstr("8:Intervene ");
294
295 procmain(); /* process input */
296 }
297 }
298
299 static void
300 initialstate(void)
301 {
302 struct stat sb;
303 struct passwd *pw;
304
305 Beyond = FALSE;
306 Marsh = FALSE;
307 Throne = FALSE;
308 Changed = FALSE;
309 Wizard = FALSE;
310 Timeout = FALSE;
311 Users = 0;
312 Windows = FALSE;
313 Echo = TRUE;
314
315 /* setup login name */
316 if ((Login = getlogin()) == NULL) {
317 pw = getpwuid(getuid());
318 if (pw == NULL) {
319 errx(1, "Who are you?");
320 }
321 Login = pw->pw_name;
322 }
323
324 /* open some files */
325 if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
326 error(_PATH_PEOPLE);
327 /* NOTREACHED */
328 if (fileno(Playersfp) < 3)
329 exit(1);
330
331 if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
332 error(_PATH_MONST);
333 /* NOTREACHED */
334
335 if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
336 error(_PATH_MESS);
337 /* NOTREACHED */
338
339 if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
340 error(_PATH_VOID);
341 if (fstat(fileno(Energyvoidfp), &sb) == -1)
342 error("stat");
343 if (sb.st_size == 0) {
344 /* initialize grail to new location */
345 Enrgyvoid.ev_active = TRUE;
346 Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
347 Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
348 writevoid(&Enrgyvoid, 0L);
349 }
350
351 /* NOTREACHED */
352
353 srandom((unsigned) time(NULL)); /* prime random numbers */
354 }
355
356 static long
357 rollnewplayer(void)
358 {
359 int chartype; /* character type */
360 int ch; /* input */
361
362 initplayer(&Player); /* initialize player structure */
363
364 clear();
365 mvaddstr(4, 21, "Which type of character do you want:");
366 mvaddstr(8, 4,
367 "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
368 if (Wizard) {
369 addstr("7:Super ? ");
370 chartype = getanswer("1234567", FALSE);
371 } else {
372 addstr("? ");
373 chartype = getanswer("123456", FALSE);
374 }
375
376 do {
377 genchar(chartype); /* roll up a character */
378
379 /* print out results */
380 mvprintw(12, 14,
381 "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
382 Player.p_strength, Player.p_quickness, Player.p_mana);
383 mvprintw(13, 14,
384 "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
385 Player.p_energy, Player.p_brains, Player.p_magiclvl);
386
387 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
388 break;
389
390 mvaddstr(14, 14, "Type '1' to keep >");
391 ch = getanswer(" ", TRUE);
392 }
393 while (ch != '1');
394
395 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
396 /* get coordinates for experimento */
397 for (;;) {
398 mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
399 getstring(Databuf, SZ_DATABUF);
400 sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
401
402 if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
403 mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
404 else
405 break;
406 }
407
408 for (;;)
409 /* name the new character */
410 {
411 mvprintw(18, 0,
412 "Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
413 getstring(Player.p_name, SZ_NAME);
414 truncstring(Player.p_name); /* remove trailing blanks */
415
416 if (Player.p_name[0] == '\0')
417 /* no null names */
418 mvaddstr(19, 0, "Invalid name.");
419 else
420 if (findname(Player.p_name, &Other) >= 0L)
421 /* cannot have duplicate names */
422 mvaddstr(19, 0, "Name already in use.");
423 else
424 /* name is acceptable */
425 break;
426
427 addstr(" Pick another.\n");
428 }
429
430 /* get a password for character */
431 Echo = FALSE;
432
433 do {
434 mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
435 getstring(Player.p_password, SZ_PASSWORD);
436 mvaddstr(21, 0, "Enter again to verify: ");
437 getstring(Databuf, SZ_PASSWORD);
438 }
439 while (strcmp(Player.p_password, Databuf) != 0);
440
441 Echo = TRUE;
442
443 return (allocrecord());
444 }
445
446 static void
447 procmain(void)
448 {
449 int ch; /* input */
450 double x; /* desired new x coordinate */
451 double y; /* desired new y coordinate */
452 double temp; /* for temporary calculations */
453 FILE *fp; /* for opening files */
454 int loop; /* a loop counter */
455 bool hasmoved = FALSE; /* set if player has moved */
456
457 ch = inputoption();
458 mvaddstr(4, 0, "\n\n"); /* clear status area */
459
460 move(7, 0);
461 clrtobot(); /* clear data on bottom area of screen */
462
463 if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
464 /* valar cannot move */
465 ch = ' ';
466
467 switch (ch) {
468 case 'K': /* move up/north */
469 case 'N':
470 x = Player.p_x;
471 y = Player.p_y + MAXMOVE();
472 hasmoved = TRUE;
473 break;
474
475 case 'J': /* move down/south */
476 case 'S':
477 x = Player.p_x;
478 y = Player.p_y - MAXMOVE();
479 hasmoved = TRUE;
480 break;
481
482 case 'L': /* move right/east */
483 case 'E':
484 x = Player.p_x + MAXMOVE();
485 y = Player.p_y;
486 hasmoved = TRUE;
487 break;
488
489 case 'H': /* move left/west */
490 case 'W':
491 x = Player.p_x - MAXMOVE();
492 y = Player.p_y;
493 hasmoved = TRUE;
494 break;
495
496 default: /* rest */
497 Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
498 + Player.p_level / 3.0 + 2.0;
499 Player.p_energy =
500 MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
501
502 if (Player.p_status != S_CLOAKED)
503 /* cannot find mana if cloaked */
504 {
505 Player.p_mana += (Circle + Player.p_level) / 4.0;
506
507 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
508 /* wandering monster */
509 encounter(-1);
510 }
511 break;
512
513 case 'X': /* change/examine a character */
514 changestats(TRUE);
515 break;
516
517 case '1': /* move */
518 for (loop = 3; loop; --loop) {
519 mvaddstr(4, 0, "X Y Coordinates ? ");
520 getstring(Databuf, SZ_DATABUF);
521
522 if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
523 mvaddstr(5, 0, "Try again\n");
524 else
525 if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
526 ILLMOVE();
527 else {
528 hasmoved = TRUE;
529 break;
530 }
531 }
532 break;
533
534 case '2': /* players */
535 userlist(TRUE);
536 break;
537
538 case '3': /* message */
539 mvaddstr(4, 0, "Message ? ");
540 getstring(Databuf, SZ_DATABUF);
541 /* we open the file for writing to erase any data which is
542 * already there */
543 fp = fopen(_PATH_MESS, "w");
544 if (Databuf[0] != '\0')
545 fprintf(fp, "%s: %s", Player.p_name, Databuf);
546 fclose(fp);
547 break;
548
549 case '4': /* stats */
550 allstatslist();
551 break;
552
553 case '5': /* good-bye */
554 leavegame();
555 __unreachable();
556 /* NOTREACHED */
557
558 case '6': /* cloak */
559 if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
560 ILLCMD();
561 else
562 if (Player.p_status == S_CLOAKED)
563 Player.p_status = S_PLAYING;
564 else
565 if (Player.p_mana < MM_CLOAK)
566 mvaddstr(5, 0, "No mana left.\n");
567 else {
568 Changed = TRUE;
569 Player.p_mana -= MM_CLOAK;
570 Player.p_status = S_CLOAKED;
571 }
572 break;
573
574 case '7': /* teleport */
575 /*
576 * conditions for teleport
577 * - 20 per (level plus magic level)
578 * - OR council of the wise or valar or ex-valar
579 * - OR transport from throne
580 * transports from throne cost no mana
581 */
582 if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
583 ILLCMD();
584 else
585 for (loop = 3; loop; --loop) {
586 mvaddstr(4, 0, "X Y Coordinates ? ");
587 getstring(Databuf, SZ_DATABUF);
588
589 if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
590 temp = distance(Player.p_x, x, Player.p_y, y);
591 if (!Throne
592 /* can transport anywhere from throne */
593 && Player.p_specialtype <= SC_COUNCIL
594 /* council, valar can transport
595 * anywhere */
596 && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
597 /* can only move 20 per exp.
598 * level + mag. level */
599 ILLMOVE();
600 else {
601 temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
602
603 if (!Throne && temp > Player.p_mana)
604 mvaddstr(5, 0, "Not enough power for that distance.\n");
605 else {
606 if (!Throne)
607 Player.p_mana -= temp;
608 hasmoved = TRUE;
609 break;
610 }
611 }
612 }
613 }
614 break;
615
616 case 'C':
617 case '9': /* monster */
618 if (Throne)
619 /* no monsters while on throne */
620 mvaddstr(5, 0, "No monsters in the chamber!\n");
621 else
622 if (Player.p_specialtype != SC_VALAR)
623 /* the valar cannot call monsters */
624 {
625 Player.p_sin += 1e-6;
626 encounter(-1);
627 }
628 break;
629
630 case '0': /* decree */
631 if (Wizard || (Player.p_specialtype == SC_KING && Throne))
632 /* kings must be on throne to decree */
633 dotampered();
634 else
635 ILLCMD();
636 break;
637
638 case '8': /* intervention */
639 if (Wizard || Player.p_specialtype >= SC_COUNCIL)
640 dotampered();
641 else
642 ILLCMD();
643 break;
644 }
645
646 if (hasmoved)
647 /* player has moved -- alter coordinates, and do random
648 * monster */
649 {
650 altercoordinates(x, y, A_SPECIFIC);
651
652 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
653 encounter(-1);
654 }
655 }
656
657 static void
658 titlelist(void)
659 {
660 FILE *fp; /* used for opening various files */
661 bool councilfound = FALSE; /* set if we find a member of the
662 * council */
663 bool kingfound = FALSE; /* set if we find a king */
664 double hiexp, nxtexp; /* used for finding the two highest players */
665 double hilvl, nxtlvl; /* used for finding the two highest players */
666 char hiname[21], nxtname[21]; /* used for finding the two
667 * highest players */
668
669 nxtexp = 0;
670 mvaddstr(0, 14,
671 "W e l c o m e t o P h a n t a s i a (vers. 3.3.2)!");
672
673 /* print message of the day */
674 if ((fp = fopen(_PATH_MOTD, "r")) != NULL
675 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
676 mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
677 fclose(fp);
678 }
679 /* search for king */
680 fseek(Playersfp, 0L, SEEK_SET);
681 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
682 if (Other.p_specialtype == SC_KING &&
683 Other.p_status != S_NOTUSED)
684 /* found the king */
685 {
686 snprintf(Databuf, SZ_DATABUF,
687 "The present ruler is %s Level:%.0f",
688 Other.p_name, Other.p_level);
689 mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
690 kingfound = TRUE;
691 break;
692 }
693 if (!kingfound)
694 mvaddstr(4, 24, "There is no ruler at this time.");
695
696 /* search for valar */
697 fseek(Playersfp, 0L, SEEK_SET);
698 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
699 if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
700 /* found the valar */
701 {
702 snprintf(Databuf, SZ_DATABUF,
703 "The Valar is %s Login: %s",
704 Other.p_name, Other.p_login);
705 mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
706 break;
707 }
708 /* search for council of the wise */
709 fseek(Playersfp, 0L, SEEK_SET);
710 Lines = 10;
711 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
712 if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
713 /* found a member of the council */
714 {
715 if (!councilfound) {
716 mvaddstr(8, 30, "Council of the Wise:");
717 councilfound = TRUE;
718 }
719 /* This assumes a finite (<=5) number of C.O.W.: */
720 snprintf(Databuf, SZ_DATABUF,
721 "%s Login: %s", Other.p_name, Other.p_login);
722 mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
723 }
724 /* search for the two highest players */
725 nxtname[0] = hiname[0] = '\0';
726 hiexp = 0.0;
727 nxtlvl = hilvl = 0;
728
729 fseek(Playersfp, 0L, SEEK_SET);
730 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
731 if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
732 /* highest found so far */
733 {
734 nxtexp = hiexp;
735 hiexp = Other.p_experience;
736 nxtlvl = hilvl;
737 hilvl = Other.p_level;
738 strcpy(nxtname, hiname);
739 strcpy(hiname, Other.p_name);
740 } else
741 if (Other.p_experience > nxtexp
742 && Other.p_specialtype <= SC_KING
743 && Other.p_status != S_NOTUSED)
744 /* next highest found so far */
745 {
746 nxtexp = Other.p_experience;
747 nxtlvl = Other.p_level;
748 strcpy(nxtname, Other.p_name);
749 }
750 mvaddstr(15, 28, "Highest characters are:");
751 snprintf(Databuf, SZ_DATABUF,
752 "%s Level:%.0f and %s Level:%.0f",
753 hiname, hilvl, nxtname, nxtlvl);
754 mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
755
756 /* print last to die */
757 if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
758 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
759 mvaddstr(19, 25, "The last character to die was:");
760 mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
761 }
762 if (fp)
763 fclose(fp);
764 refresh();
765 }
766
767 static long
768 recallplayer(void)
769 {
770 long loc = 0L; /* location in player file */
771 int loop; /* loop counter */
772 int ch; /* input */
773
774 clear();
775 mvprintw(10, 0, "What was your character's name ? ");
776 getstring(Databuf, SZ_NAME);
777 truncstring(Databuf);
778
779 if ((loc = findname(Databuf, &Player)) >= 0L)
780 /* found character */
781 {
782 Echo = FALSE;
783
784 for (loop = 0; loop < 2; ++loop) {
785 /* prompt for password */
786 mvaddstr(11, 0, "Password ? ");
787 getstring(Databuf, SZ_PASSWORD);
788 if (strcmp(Databuf, Player.p_password) == 0)
789 /* password good */
790 {
791 Echo = TRUE;
792
793 if (Player.p_status != S_OFF)
794 /* player did not exit normally last
795 * time */
796 {
797 clear();
798 addstr("Your character did not exit normally last time.\n");
799 addstr("If you think you have good cause to have your character saved,\n");
800 printw("you may quit and mail your reason to 'root'.\n");
801 addstr("Otherwise, continuing spells certain death.\n");
802 addstr("Do you want to quit ? ");
803 ch = getanswer("YN", FALSE);
804 if (ch == 'Y') {
805 Player.p_status = S_HUNGUP;
806 writerecord(&Player, loc);
807 cleanup(TRUE);
808 /* NOTREACHED */
809 }
810 death("Stupidity");
811 /* NOTREACHED */
812 }
813 return (loc);
814 } else
815 mvaddstr(12, 0, "No good.\n");
816 }
817
818 Echo = TRUE;
819 } else
820 mvaddstr(11, 0, "Not found.\n");
821
822 more(13);
823 return (-1L);
824 }
825
826 static void
827 neatstuff(void)
828 {
829 double temp; /* for temporary calculations */
830 int ch; /* input */
831
832 switch ((int) ROLL(0.0, 100.0)) {
833 case 1:
834 case 2:
835 if (Player.p_poison > 0.0) {
836 mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
837 temp = floor(infloat());
838 if (temp < 0.0 || temp > Player.p_gold)
839 /* negative gold, or more than available */
840 {
841 mvaddstr(6, 0, "He was not amused, and made you worse.\n");
842 Player.p_poison += 1.0;
843 } else
844 if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
845 /* medic wants 1/2 of available gold */
846 mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
847 else {
848 mvaddstr(5, 0, "He accepted.");
849 Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
850 Player.p_gold -= temp;
851 }
852 }
853 break;
854
855 case 3:
856 mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
857 Player.p_experience += 4000.0;
858 Player.p_sin += 0.5;
859 break;
860
861 case 4:
862 temp = ROLL(10.0, 75.0);
863 mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
864 ch = getanswer("NY", FALSE);
865
866 if (ch == 'Y')
867 collecttaxes(temp, 0.0);
868 break;
869
870 case 5:
871 if (Player.p_sin > 1.0) {
872 mvaddstr(4, 0, "You've found a Holy Orb!\n");
873 Player.p_sin -= 0.25;
874 }
875 break;
876
877 case 6:
878 if (Player.p_poison < 1.0) {
879 mvaddstr(4, 0, "You've been hit with a plague!\n");
880 Player.p_poison += 1.0;
881 }
882 break;
883
884 case 7:
885 mvaddstr(4, 0, "You've found some holy water.\n");
886 ++Player.p_holywater;
887 break;
888
889 case 8:
890 mvaddstr(4, 0, "You've met a Guru. . .");
891 if (drandom() * Player.p_sin > 1.0)
892 addstr("You disgusted him with your sins!\n");
893 else
894 if (Player.p_poison > 0.0) {
895 addstr("He looked kindly upon you, and cured you.\n");
896 Player.p_poison = 0.0;
897 } else {
898 addstr("He rewarded you for your virtue.\n");
899 Player.p_mana += 50.0;
900 Player.p_shield += 2.0;
901 }
902 break;
903
904 case 9:
905 mvaddstr(4, 0, "You've found an amulet.\n");
906 ++Player.p_amulets;
907 break;
908
909 case 10:
910 if (Player.p_blindness) {
911 mvaddstr(4, 0, "You've regained your sight!\n");
912 Player.p_blindness = FALSE;
913 }
914 break;
915
916 default: /* deal with poison */
917 if (Player.p_poison > 0.0) {
918 temp = Player.p_poison * Statptr->c_weakness
919 * Player.p_maxenergy / 600.0;
920 if (Player.p_energy > Player.p_maxenergy / 10.0
921 && temp + 5.0 < Player.p_energy)
922 Player.p_energy -= temp;
923 }
924 break;
925 }
926 }
927
928 static void
929 genchar(int type)
930 {
931 int subscript; /* used for subscripting into Stattable */
932 const struct charstats *statptr; /* for pointing into Stattable */
933
934 subscript = type - '1';
935
936 if (subscript < C_MAGIC || subscript > C_EXPER)
937 if (subscript != C_SUPER || !Wizard)
938 /* fighter is default */
939 subscript = C_FIGHTER;
940
941 statptr = &Stattable[subscript];
942
943 Player.p_quickness =
944 ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
945 Player.p_strength =
946 ROLL(statptr->c_strength.base, statptr->c_strength.interval);
947 Player.p_mana =
948 ROLL(statptr->c_mana.base, statptr->c_mana.interval);
949 Player.p_maxenergy =
950 Player.p_energy =
951 ROLL(statptr->c_energy.base, statptr->c_energy.interval);
952 Player.p_brains =
953 ROLL(statptr->c_brains.base, statptr->c_brains.interval);
954 Player.p_magiclvl =
955 ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
956
957 Player.p_type = subscript;
958
959 if (Player.p_type == C_HALFLING)
960 /* give halfling some experience */
961 Player.p_experience = ROLL(600.0, 200.0);
962 }
963
964 static void
965 playinit(void)
966 {
967 /* catch/ingnore signals */
968
969 #ifdef BSD41
970 sigignore(SIGQUIT);
971 sigignore(SIGALRM);
972 sigignore(SIGTERM);
973 sigignore(SIGTSTP);
974 sigignore(SIGTTIN);
975 sigignore(SIGTTOU);
976 sighold(SIGINT);
977 sigset(SIGHUP, ill_sig);
978 sigset(SIGTRAP, ill_sig);
979 sigset(SIGIOT, ill_sig);
980 sigset(SIGEMT, ill_sig);
981 sigset(SIGFPE, ill_sig);
982 sigset(SIGBUS, ill_sig);
983 sigset(SIGSEGV, ill_sig);
984 sigset(SIGSYS, ill_sig);
985 sigset(SIGPIPE, ill_sig);
986 #endif
987 #ifdef BSD42
988 signal(SIGQUIT, ill_sig);
989 signal(SIGALRM, SIG_IGN);
990 signal(SIGTERM, SIG_IGN);
991 signal(SIGTSTP, SIG_IGN);
992 signal(SIGTTIN, SIG_IGN);
993 signal(SIGTTOU, SIG_IGN);
994 signal(SIGINT, ill_sig);
995 signal(SIGHUP, SIG_DFL);
996 signal(SIGTRAP, ill_sig);
997 signal(SIGIOT, ill_sig);
998 signal(SIGEMT, ill_sig);
999 signal(SIGFPE, ill_sig);
1000 signal(SIGBUS, ill_sig);
1001 signal(SIGSEGV, ill_sig);
1002 signal(SIGSYS, ill_sig);
1003 signal(SIGPIPE, ill_sig);
1004 #endif
1005 #ifdef SYS3
1006 signal(SIGINT, SIG_IGN);
1007 signal(SIGQUIT, SIG_IGN);
1008 signal(SIGTERM, SIG_IGN);
1009 signal(SIGALRM, SIG_IGN);
1010 signal(SIGHUP, ill_sig);
1011 signal(SIGTRAP, ill_sig);
1012 signal(SIGIOT, ill_sig);
1013 signal(SIGEMT, ill_sig);
1014 signal(SIGFPE, ill_sig);
1015 signal(SIGBUS, ill_sig);
1016 signal(SIGSEGV, ill_sig);
1017 signal(SIGSYS, ill_sig);
1018 signal(SIGPIPE, ill_sig);
1019 #endif
1020 #ifdef SYS5
1021 signal(SIGINT, SIG_IGN);
1022 signal(SIGQUIT, SIG_IGN);
1023 signal(SIGTERM, SIG_IGN);
1024 signal(SIGALRM, SIG_IGN);
1025 signal(SIGHUP, ill_sig);
1026 signal(SIGTRAP, ill_sig);
1027 signal(SIGIOT, ill_sig);
1028 signal(SIGEMT, ill_sig);
1029 signal(SIGFPE, ill_sig);
1030 signal(SIGBUS, ill_sig);
1031 signal(SIGSEGV, ill_sig);
1032 signal(SIGSYS, ill_sig);
1033 signal(SIGPIPE, ill_sig);
1034 #endif
1035
1036 if (!initscr()) { /* turn on curses */
1037 fprintf(stderr, "couldn't initialize screen\n");
1038 exit (0);
1039 }
1040 noecho(); /* do not echo input */
1041 cbreak(); /* do not process erase, kill */
1042 clear();
1043 refresh();
1044 Windows = TRUE; /* mark the state */
1045 }
1046
1047 void
1048 cleanup(int doexit)
1049 {
1050 if (Windows) {
1051 move(LINES - 2, 0);
1052 refresh();
1053 nocbreak();
1054 endwin();
1055 }
1056 if (Playersfp)
1057 fclose(Playersfp);
1058 if (Monstfp)
1059 fclose(Monstfp);
1060 if (Messagefp)
1061 fclose(Messagefp);
1062 if (Energyvoidfp)
1063 fclose(Energyvoidfp);
1064
1065 if (doexit)
1066 exit(0);
1067 /* NOTREACHED */
1068 }