]> git.cameronkatri.com Git - bsdgames-darwin.git/blob - phantasia/main.c
Make this work on sparc64 (don't use long and assume sizeof(long) = 4).
[bsdgames-darwin.git] / phantasia / main.c
1 /* $NetBSD: main.c,v 1.10 2001/12/06 12:15:37 blymn 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
33 /*
34 * The program allocates as much file space as it needs to store characters,
35 * so the possibility exists for the character file to grow without bound.
36 * The file is purged upon normal entry to try to avoid that problem.
37 * A similar problem exists for energy voids. To alleviate the problem here,
38 * the void file is cleared with every new king, and a limit is placed
39 * on the size of the energy void file.
40 */
41
42 /*
43 * Put one line of text into the file 'motd' for announcements, etc.
44 */
45
46 /*
47 * The scoreboard file is updated when someone dies, and keeps track
48 * of the highest character to date for that login.
49 * Being purged from the character file does not cause the scoreboard
50 * to be updated.
51 */
52
53
54 /*
55 * main.c Main routines for Phantasia
56 */
57
58 #include "include.h"
59
60 int main __P((int, char **));
61
62 int
63 main(argc, argv)
64 int argc;
65 char **argv;
66 {
67 bool noheader = FALSE; /* set if don't want header */
68 bool headeronly = FALSE; /* set if only want header */
69 bool examine = FALSE; /* set if examine a character */
70 time_t seconds; /* for time of day */
71 double dtemp; /* for temporary calculations */
72
73 initialstate(); /* init globals */
74
75 /* process arguments */
76 while (--argc && (*++argv)[0] == '-')
77 switch ((*argv)[1]) {
78 case 's': /* short */
79 noheader = TRUE;
80 break;
81
82 case 'H': /* Header */
83 headeronly = TRUE;
84 break;
85
86 case 'a': /* all users */
87 activelist();
88 cleanup(TRUE);
89 /* NOTREACHED */
90
91 case 'p': /* purge old players */
92 purgeoldplayers();
93 cleanup(TRUE);
94 /* NOTREACHED */
95
96 case 'S': /* set 'Wizard' */
97 Wizard = !getuid();
98 break;
99
100 case 'x': /* examine */
101 examine = TRUE;
102 break;
103
104 case 'm': /* monsters */
105 monstlist();
106 cleanup(TRUE);
107 /* NOTREACHED */
108
109 case 'b': /* scoreboard */
110 scorelist();
111 cleanup(TRUE);
112 /* NOTREACHED */
113 }
114
115 if (!isatty(0)) /* don't let non-tty's play */
116 cleanup(TRUE);
117 /* NOTREACHED */
118
119 playinit(); /* set up to catch signals, init curses */
120
121 if (examine) {
122 changestats(FALSE);
123 cleanup(TRUE);
124 /* NOTREACHED */
125 }
126 if (!noheader) {
127 titlelist();
128 purgeoldplayers(); /* clean up old characters */
129 }
130 if (headeronly)
131 cleanup(TRUE);
132 /* NOTREACHED */
133
134 do
135 /* get the player structure filled */
136 {
137 Fileloc = -1L;
138
139 mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
140
141 switch (getanswer("NYQ", FALSE)) {
142 case 'Y':
143 Fileloc = recallplayer();
144 break;
145
146 case 'Q':
147 cleanup(TRUE);
148 /* NOTREACHED */
149
150 default:
151 Fileloc = rollnewplayer();
152 break;
153 }
154 clear();
155 }
156 while (Fileloc < 0L);
157
158 if (Player.p_level > 5.0)
159 /* low level players have long timeout */
160 Timeout = TRUE;
161
162 /* update some important player statistics */
163 strcpy(Player.p_login, Login);
164 time(&seconds);
165 Player.p_lastused = localtime(&seconds)->tm_yday;
166 Player.p_status = S_PLAYING;
167 writerecord(&Player, Fileloc);
168
169 Statptr = &Stattable[Player.p_type]; /* initialize pointer */
170
171 /* catch interrupts */
172 #ifdef BSD41
173 sigset(SIGINT, interrupt);
174 #endif
175 #ifdef BSD42
176 signal(SIGINT, interrupt);
177 #endif
178 #ifdef SYS3
179 signal(SIGINT, interrupt);
180 #endif
181 #ifdef SYS5
182 signal(SIGINT, interrupt);
183 #endif
184
185 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
186
187 clear();
188
189 for (;;)
190 /* loop forever, processing input */
191 {
192
193 adjuststats(); /* cleanup stats */
194
195 if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
196 /* not allowed on throne -- move */
197 {
198 mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
199 altercoordinates(0.0, 0.0, A_NEAR);
200 }
201 checktampered();/* check for energy voids, etc. */
202
203 if (Player.p_status != S_CLOAKED
204 /* not cloaked */
205 && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
206 /* |x| = |y| */
207 && !Throne)
208 /* not on throne */
209 {
210 dtemp = sqrt(dtemp / 100.0);
211 if (floor(dtemp) == dtemp)
212 /* |x| / 100 == n*n; at a trading post */
213 {
214 tradingpost();
215 clear();
216 }
217 }
218 checkbattle(); /* check for player to player battle */
219 neatstuff(); /* gurus, medics, etc. */
220
221 if (Player.p_status == S_CLOAKED) {
222 /* costs 3 mana per turn to be cloaked */
223 if (Player.p_mana > 3.0)
224 Player.p_mana -= 3.0;
225 else
226 /* ran out of mana, uncloak */
227 {
228 Player.p_status = S_PLAYING;
229 Changed = TRUE;
230 }
231 }
232
233 if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
234 /* change status back to S_PLAYING */
235 {
236 Player.p_status = S_PLAYING;
237 Changed = TRUE;
238 }
239 if (Changed)
240 /* update file only if important stuff has changed */
241 {
242 writerecord(&Player, Fileloc);
243 Changed = FALSE;
244 continue;
245 }
246 readmessage(); /* read message, if any */
247
248 displaystats(); /* print statistics */
249
250 move(6, 0);
251
252 if (Throne)
253 /* maybe make king, print prompt, etc. */
254 throneroom();
255
256 /* print status line */
257 addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
258 if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
259 addstr("6:Cloak ");
260 if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
261 addstr("7:Teleport ");
262 if (Player.p_specialtype >= SC_COUNCIL || Wizard)
263 addstr("8:Intervene ");
264
265 procmain(); /* process input */
266 }
267 }
268
269 void
270 initialstate()
271 {
272 Beyond = FALSE;
273 Marsh = FALSE;
274 Throne = FALSE;
275 Changed = FALSE;
276 Wizard = FALSE;
277 Timeout = FALSE;
278 Users = 0;
279 Windows = FALSE;
280 Echo = TRUE;
281
282 /* setup login name */
283 if ((Login = getlogin()) == NULL)
284 Login = getpwuid(getuid())->pw_name;
285
286 /* open some files */
287 if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
288 error(_PATH_PEOPLE);
289 /* NOTREACHED */
290 if (fileno(Playersfp) < 3)
291 exit(1);
292
293 if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
294 error(_PATH_MONST);
295 /* NOTREACHED */
296
297 if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
298 error(_PATH_MESS);
299 /* NOTREACHED */
300
301 if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
302 error(_PATH_VOID);
303 /* NOTREACHED */
304
305 srandom((unsigned) time(NULL)); /* prime random numbers */
306 }
307
308 long
309 rollnewplayer()
310 {
311 int chartype; /* character type */
312 int ch; /* input */
313
314 initplayer(&Player); /* initialize player structure */
315
316 clear();
317 mvaddstr(4, 21, "Which type of character do you want:");
318 mvaddstr(8, 4,
319 "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
320 if (Wizard) {
321 addstr("7:Super ? ");
322 chartype = getanswer("1234567", FALSE);
323 } else {
324 addstr("? ");
325 chartype = getanswer("123456", FALSE);
326 }
327
328 do {
329 genchar(chartype); /* roll up a character */
330
331 /* print out results */
332 mvprintw(12, 14,
333 "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
334 Player.p_strength, Player.p_quickness, Player.p_mana);
335 mvprintw(13, 14,
336 "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
337 Player.p_energy, Player.p_brains, Player.p_magiclvl);
338
339 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
340 break;
341
342 mvaddstr(14, 14, "Type '1' to keep >");
343 ch = getanswer(" ", TRUE);
344 }
345 while (ch != '1');
346
347 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
348 /* get coordinates for experimento */
349 for (;;) {
350 mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
351 getstring(Databuf, SZ_DATABUF);
352 sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
353
354 if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
355 mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
356 else
357 break;
358 }
359
360 for (;;)
361 /* name the new character */
362 {
363 mvprintw(18, 0,
364 "Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
365 getstring(Player.p_name, SZ_NAME);
366 truncstring(Player.p_name); /* remove trailing blanks */
367
368 if (Player.p_name[0] == '\0')
369 /* no null names */
370 mvaddstr(19, 0, "Invalid name.");
371 else
372 if (findname(Player.p_name, &Other) >= 0L)
373 /* cannot have duplicate names */
374 mvaddstr(19, 0, "Name already in use.");
375 else
376 /* name is acceptable */
377 break;
378
379 addstr(" Pick another.\n");
380 }
381
382 /* get a password for character */
383 Echo = FALSE;
384
385 do {
386 mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
387 getstring(Player.p_password, SZ_PASSWORD);
388 mvaddstr(21, 0, "Enter again to verify: ");
389 getstring(Databuf, SZ_PASSWORD);
390 }
391 while (strcmp(Player.p_password, Databuf) != 0);
392
393 Echo = TRUE;
394
395 return (allocrecord());
396 }
397
398 void
399 procmain()
400 {
401 int ch; /* input */
402 double x; /* desired new x coordinate */
403 double y; /* desired new y coordinate */
404 double temp; /* for temporary calculations */
405 FILE *fp; /* for opening files */
406 int loop; /* a loop counter */
407 bool hasmoved = FALSE; /* set if player has moved */
408
409 ch = inputoption();
410 mvaddstr(4, 0, "\n\n"); /* clear status area */
411
412 move(7, 0);
413 clrtobot(); /* clear data on bottom area of screen */
414
415 if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
416 /* valar cannot move */
417 ch = ' ';
418
419 switch (ch) {
420 case 'K': /* move up/north */
421 case 'N':
422 x = Player.p_x;
423 y = Player.p_y + MAXMOVE();
424 hasmoved = TRUE;
425 break;
426
427 case 'J': /* move down/south */
428 case 'S':
429 x = Player.p_x;
430 y = Player.p_y - MAXMOVE();
431 hasmoved = TRUE;
432 break;
433
434 case 'L': /* move right/east */
435 case 'E':
436 x = Player.p_x + MAXMOVE();
437 y = Player.p_y;
438 hasmoved = TRUE;
439 break;
440
441 case 'H': /* move left/west */
442 case 'W':
443 x = Player.p_x - MAXMOVE();
444 y = Player.p_y;
445 hasmoved = TRUE;
446 break;
447
448 default: /* rest */
449 Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
450 + Player.p_level / 3.0 + 2.0;
451 Player.p_energy =
452 MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
453
454 if (Player.p_status != S_CLOAKED)
455 /* cannot find mana if cloaked */
456 {
457 Player.p_mana += (Circle + Player.p_level) / 4.0;
458
459 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
460 /* wandering monster */
461 encounter(-1);
462 }
463 break;
464
465 case 'X': /* change/examine a character */
466 changestats(TRUE);
467 break;
468
469 case '1': /* move */
470 for (loop = 3; loop; --loop) {
471 mvaddstr(4, 0, "X Y Coordinates ? ");
472 getstring(Databuf, SZ_DATABUF);
473
474 if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
475 mvaddstr(5, 0, "Try again\n");
476 else
477 if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
478 ILLMOVE();
479 else {
480 hasmoved = TRUE;
481 break;
482 }
483 }
484 break;
485
486 case '2': /* players */
487 userlist(TRUE);
488 break;
489
490 case '3': /* message */
491 mvaddstr(4, 0, "Message ? ");
492 getstring(Databuf, SZ_DATABUF);
493 /* we open the file for writing to erase any data which is
494 * already there */
495 fp = fopen(_PATH_MESS, "w");
496 if (Databuf[0] != '\0')
497 fprintf(fp, "%s: %s", Player.p_name, Databuf);
498 fclose(fp);
499 break;
500
501 case '4': /* stats */
502 allstatslist();
503 break;
504
505 case '5': /* good-bye */
506 leavegame();
507 /* NOTREACHED */
508
509 case '6': /* cloak */
510 if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
511 ILLCMD();
512 else
513 if (Player.p_status == S_CLOAKED)
514 Player.p_status = S_PLAYING;
515 else
516 if (Player.p_mana < MM_CLOAK)
517 mvaddstr(5, 0, "No mana left.\n");
518 else {
519 Changed = TRUE;
520 Player.p_mana -= MM_CLOAK;
521 Player.p_status = S_CLOAKED;
522 }
523 break;
524
525 case '7': /* teleport */
526 /*
527 * conditions for teleport
528 * - 20 per (level plus magic level)
529 * - OR council of the wise or valar or ex-valar
530 * - OR transport from throne
531 * transports from throne cost no mana
532 */
533 if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
534 ILLCMD();
535 else
536 for (loop = 3; loop; --loop) {
537 mvaddstr(4, 0, "X Y Coordinates ? ");
538 getstring(Databuf, SZ_DATABUF);
539
540 if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
541 temp = distance(Player.p_x, x, Player.p_y, y);
542 if (!Throne
543 /* can transport anywhere from throne */
544 && Player.p_specialtype <= SC_COUNCIL
545 /* council, valar can transport
546 * anywhere */
547 && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
548 /* can only move 20 per exp.
549 * level + mag. level */
550 ILLMOVE();
551 else {
552 temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
553
554 if (!Throne && temp > Player.p_mana)
555 mvaddstr(5, 0, "Not enough power for that distance.\n");
556 else {
557 if (!Throne)
558 Player.p_mana -= temp;
559 hasmoved = TRUE;
560 break;
561 }
562 }
563 }
564 }
565 break;
566
567 case 'C':
568 case '9': /* monster */
569 if (Throne)
570 /* no monsters while on throne */
571 mvaddstr(5, 0, "No monsters in the chamber!\n");
572 else
573 if (Player.p_specialtype != SC_VALAR)
574 /* the valar cannot call monsters */
575 {
576 Player.p_sin += 1e-6;
577 encounter(-1);
578 }
579 break;
580
581 case '0': /* decree */
582 if (Wizard || (Player.p_specialtype == SC_KING && Throne))
583 /* kings must be on throne to decree */
584 dotampered();
585 else
586 ILLCMD();
587 break;
588
589 case '8': /* intervention */
590 if (Wizard || Player.p_specialtype >= SC_COUNCIL)
591 dotampered();
592 else
593 ILLCMD();
594 break;
595 }
596
597 if (hasmoved)
598 /* player has moved -- alter coordinates, and do random
599 * monster */
600 {
601 altercoordinates(x, y, A_SPECIFIC);
602
603 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
604 encounter(-1);
605 }
606 }
607
608 void
609 titlelist()
610 {
611 FILE *fp; /* used for opening various files */
612 bool councilfound = FALSE; /* set if we find a member of the
613 * council */
614 bool kingfound = FALSE; /* set if we find a king */
615 double hiexp, nxtexp; /* used for finding the two highest players */
616 double hilvl, nxtlvl; /* used for finding the two highest players */
617 char hiname[21], nxtname[21]; /* used for finding the two
618 * highest players */
619
620 nxtexp = 0;
621 mvaddstr(0, 14,
622 "W e l c o m e t o P h a n t a s i a (vers. 3.3.2)!");
623
624 /* print message of the day */
625 if ((fp = fopen(_PATH_MOTD, "r")) != NULL
626 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
627 mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
628 fclose(fp);
629 }
630 /* search for king */
631 fseek(Playersfp, 0L, SEEK_SET);
632 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
633 if (Other.p_specialtype == SC_KING &&
634 Other.p_status != S_NOTUSED)
635 /* found the king */
636 {
637 sprintf(Databuf, "The present ruler is %s Level:%.0f",
638 Other.p_name, Other.p_level);
639 mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
640 kingfound = TRUE;
641 break;
642 }
643 if (!kingfound)
644 mvaddstr(4, 24, "There is no ruler at this time.");
645
646 /* search for valar */
647 fseek(Playersfp, 0L, SEEK_SET);
648 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
649 if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
650 /* found the valar */
651 {
652 sprintf(Databuf, "The Valar is %s Login: %s", Other.p_name, Other.p_login);
653 mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
654 break;
655 }
656 /* search for council of the wise */
657 fseek(Playersfp, 0L, SEEK_SET);
658 Lines = 10;
659 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
660 if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
661 /* found a member of the council */
662 {
663 if (!councilfound) {
664 mvaddstr(8, 30, "Council of the Wise:");
665 councilfound = TRUE;
666 }
667 /* This assumes a finite (<=5) number of C.O.W.: */
668 sprintf(Databuf, "%s Login: %s", Other.p_name, Other.p_login);
669 mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
670 }
671 /* search for the two highest players */
672 nxtname[0] = hiname[0] = '\0';
673 hiexp = 0.0;
674 nxtlvl = hilvl = 0;
675
676 fseek(Playersfp, 0L, SEEK_SET);
677 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
678 if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
679 /* highest found so far */
680 {
681 nxtexp = hiexp;
682 hiexp = Other.p_experience;
683 nxtlvl = hilvl;
684 hilvl = Other.p_level;
685 strcpy(nxtname, hiname);
686 strcpy(hiname, Other.p_name);
687 } else
688 if (Other.p_experience > nxtexp
689 && Other.p_specialtype <= SC_KING
690 && Other.p_status != S_NOTUSED)
691 /* next highest found so far */
692 {
693 nxtexp = Other.p_experience;
694 nxtlvl = Other.p_level;
695 strcpy(nxtname, Other.p_name);
696 }
697 mvaddstr(15, 28, "Highest characters are:");
698 sprintf(Databuf, "%s Level:%.0f and %s Level:%.0f",
699 hiname, hilvl, nxtname, nxtlvl);
700 mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
701
702 /* print last to die */
703 if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
704 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
705 mvaddstr(19, 25, "The last character to die was:");
706 mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
707 fclose(fp);
708 }
709 refresh();
710 }
711
712 long
713 recallplayer()
714 {
715 long loc = 0L; /* location in player file */
716 int loop; /* loop counter */
717 int ch; /* input */
718
719 clear();
720 mvprintw(10, 0, "What was your character's name ? ");
721 getstring(Databuf, SZ_NAME);
722 truncstring(Databuf);
723
724 if ((loc = findname(Databuf, &Player)) >= 0L)
725 /* found character */
726 {
727 Echo = FALSE;
728
729 for (loop = 0; loop < 2; ++loop) {
730 /* prompt for password */
731 mvaddstr(11, 0, "Password ? ");
732 getstring(Databuf, SZ_PASSWORD);
733 if (strcmp(Databuf, Player.p_password) == 0)
734 /* password good */
735 {
736 Echo = TRUE;
737
738 if (Player.p_status != S_OFF)
739 /* player did not exit normally last
740 * time */
741 {
742 clear();
743 addstr("Your character did not exit normally last time.\n");
744 addstr("If you think you have good cause to have your character saved,\n");
745 printw("you may quit and mail your reason to 'root'.\n");
746 addstr("Otherwise, continuing spells certain death.\n");
747 addstr("Do you want to quit ? ");
748 ch = getanswer("YN", FALSE);
749 if (ch == 'Y') {
750 Player.p_status = S_HUNGUP;
751 writerecord(&Player, loc);
752 cleanup(TRUE);
753 /* NOTREACHED */
754 }
755 death("Stupidity");
756 /* NOTREACHED */
757 }
758 return (loc);
759 } else
760 mvaddstr(12, 0, "No good.\n");
761 }
762
763 Echo = TRUE;
764 } else
765 mvaddstr(11, 0, "Not found.\n");
766
767 more(13);
768 return (-1L);
769 }
770
771 void
772 neatstuff()
773 {
774 double temp; /* for temporary calculations */
775 int ch; /* input */
776
777 switch ((int) ROLL(0.0, 100.0)) {
778 case 1:
779 case 2:
780 if (Player.p_poison > 0.0) {
781 mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
782 temp = floor(infloat());
783 if (temp < 0.0 || temp > Player.p_gold)
784 /* negative gold, or more than available */
785 {
786 mvaddstr(6, 0, "He was not amused, and made you worse.\n");
787 Player.p_poison += 1.0;
788 } else
789 if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
790 /* medic wants 1/2 of available gold */
791 mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
792 else {
793 mvaddstr(5, 0, "He accepted.");
794 Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
795 Player.p_gold -= temp;
796 }
797 }
798 break;
799
800 case 3:
801 mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
802 Player.p_experience += 4000.0;
803 Player.p_sin += 0.5;
804 break;
805
806 case 4:
807 temp = ROLL(10.0, 75.0);
808 mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
809 ch = getanswer("NY", FALSE);
810
811 if (ch == 'Y')
812 collecttaxes(temp, 0.0);
813 break;
814
815 case 5:
816 if (Player.p_sin > 1.0) {
817 mvaddstr(4, 0, "You've found a Holy Orb!\n");
818 Player.p_sin -= 0.25;
819 }
820 break;
821
822 case 6:
823 if (Player.p_poison < 1.0) {
824 mvaddstr(4, 0, "You've been hit with a plague!\n");
825 Player.p_poison += 1.0;
826 }
827 break;
828
829 case 7:
830 mvaddstr(4, 0, "You've found some holy water.\n");
831 ++Player.p_holywater;
832 break;
833
834 case 8:
835 mvaddstr(4, 0, "You've met a Guru. . .");
836 if (drandom() * Player.p_sin > 1.0)
837 addstr("You disgusted him with your sins!\n");
838 else
839 if (Player.p_poison > 0.0) {
840 addstr("He looked kindly upon you, and cured you.\n");
841 Player.p_poison = 0.0;
842 } else {
843 addstr("He rewarded you for your virtue.\n");
844 Player.p_mana += 50.0;
845 Player.p_shield += 2.0;
846 }
847 break;
848
849 case 9:
850 mvaddstr(4, 0, "You've found an amulet.\n");
851 ++Player.p_amulets;
852 break;
853
854 case 10:
855 if (Player.p_blindness) {
856 mvaddstr(4, 0, "You've regained your sight!\n");
857 Player.p_blindness = FALSE;
858 }
859 break;
860
861 default: /* deal with poison */
862 if (Player.p_poison > 0.0) {
863 temp = Player.p_poison * Statptr->c_weakness
864 * Player.p_maxenergy / 600.0;
865 if (Player.p_energy > Player.p_maxenergy / 10.0
866 && temp + 5.0 < Player.p_energy)
867 Player.p_energy -= temp;
868 }
869 break;
870 }
871 }
872
873 void
874 genchar(type)
875 int type;
876 {
877 int subscript; /* used for subscripting into Stattable */
878 const struct charstats *statptr; /* for pointing into Stattable */
879
880 subscript = type - '1';
881
882 if (subscript < C_MAGIC || subscript > C_EXPER)
883 if (subscript != C_SUPER || !Wizard)
884 /* fighter is default */
885 subscript = C_FIGHTER;
886
887 statptr = &Stattable[subscript];
888
889 Player.p_quickness =
890 ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
891 Player.p_strength =
892 ROLL(statptr->c_strength.base, statptr->c_strength.interval);
893 Player.p_mana =
894 ROLL(statptr->c_mana.base, statptr->c_mana.interval);
895 Player.p_maxenergy =
896 Player.p_energy =
897 ROLL(statptr->c_energy.base, statptr->c_energy.interval);
898 Player.p_brains =
899 ROLL(statptr->c_brains.base, statptr->c_brains.interval);
900 Player.p_magiclvl =
901 ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
902
903 Player.p_type = subscript;
904
905 if (Player.p_type == C_HALFLING)
906 /* give halfling some experience */
907 Player.p_experience = ROLL(600.0, 200.0);
908 }
909
910 void
911 playinit()
912 {
913 /* catch/ingnore signals */
914
915 #ifdef BSD41
916 sigignore(SIGQUIT);
917 sigignore(SIGALRM);
918 sigignore(SIGTERM);
919 sigignore(SIGTSTP);
920 sigignore(SIGTTIN);
921 sigignore(SIGTTOU);
922 sighold(SIGINT);
923 sigset(SIGHUP, ill_sig);
924 sigset(SIGTRAP, ill_sig);
925 sigset(SIGIOT, ill_sig);
926 sigset(SIGEMT, ill_sig);
927 sigset(SIGFPE, ill_sig);
928 sigset(SIGBUS, ill_sig);
929 sigset(SIGSEGV, ill_sig);
930 sigset(SIGSYS, ill_sig);
931 sigset(SIGPIPE, ill_sig);
932 #endif
933 #ifdef BSD42
934 signal(SIGQUIT, ill_sig);
935 signal(SIGALRM, SIG_IGN);
936 signal(SIGTERM, SIG_IGN);
937 signal(SIGTSTP, SIG_IGN);
938 signal(SIGTTIN, SIG_IGN);
939 signal(SIGTTOU, SIG_IGN);
940 signal(SIGINT, ill_sig);
941 signal(SIGHUP, SIG_DFL);
942 signal(SIGTRAP, ill_sig);
943 signal(SIGIOT, ill_sig);
944 signal(SIGEMT, ill_sig);
945 signal(SIGFPE, ill_sig);
946 signal(SIGBUS, ill_sig);
947 signal(SIGSEGV, ill_sig);
948 signal(SIGSYS, ill_sig);
949 signal(SIGPIPE, ill_sig);
950 #endif
951 #ifdef SYS3
952 signal(SIGINT, SIG_IGN);
953 signal(SIGQUIT, SIG_IGN);
954 signal(SIGTERM, SIG_IGN);
955 signal(SIGALRM, SIG_IGN);
956 signal(SIGHUP, ill_sig);
957 signal(SIGTRAP, ill_sig);
958 signal(SIGIOT, ill_sig);
959 signal(SIGEMT, ill_sig);
960 signal(SIGFPE, ill_sig);
961 signal(SIGBUS, ill_sig);
962 signal(SIGSEGV, ill_sig);
963 signal(SIGSYS, ill_sig);
964 signal(SIGPIPE, ill_sig);
965 #endif
966 #ifdef SYS5
967 signal(SIGINT, SIG_IGN);
968 signal(SIGQUIT, SIG_IGN);
969 signal(SIGTERM, SIG_IGN);
970 signal(SIGALRM, SIG_IGN);
971 signal(SIGHUP, ill_sig);
972 signal(SIGTRAP, ill_sig);
973 signal(SIGIOT, ill_sig);
974 signal(SIGEMT, ill_sig);
975 signal(SIGFPE, ill_sig);
976 signal(SIGBUS, ill_sig);
977 signal(SIGSEGV, ill_sig);
978 signal(SIGSYS, ill_sig);
979 signal(SIGPIPE, ill_sig);
980 #endif
981
982 initscr(); /* turn on curses */
983 noecho(); /* do not echo input */
984 cbreak(); /* do not process erase, kill */
985 clear();
986 refresh();
987 Windows = TRUE; /* mark the state */
988 }
989
990 void
991 cleanup(doexit)
992 int doexit;
993 {
994 if (Windows) {
995 move(LINES - 2, 0);
996 refresh();
997 nocbreak();
998 endwin();
999 }
1000 fclose(Playersfp);
1001 fclose(Monstfp);
1002 fclose(Messagefp);
1003 fclose(Energyvoidfp);
1004
1005 if (doexit)
1006 exit(0);
1007 /* NOTREACHED */
1008 }