/* $OpenBSD: gamesupport.c,v 1.3 1998/11/29 19:56:56 pjanzen Exp $ */ /* $NetBSD: gamesupport.c,v 1.3 1995/04/24 12:24:28 cgd Exp $ */ /* * gamesupport.c - auxiliary routines for support of Phantasia */ #include "include.h" /************************************************************************ / / FUNCTION NAME: changestats() / / FUNCTION: examine/change statistics for a player / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: / bool ingameflag - set if called while playing game (Wizard only) / / RETURN VALUE: none / / MODULES CALLED: freerecord(), writerecord(), descrstatus(), truncstring(), / time(), more(), wmove(), wclear(), strcmp(), printw(), strcpy(), / infloat(), waddstr(), cleanup(), findname(), userlist(), mvprintw(), / localtime(), getanswer(), descrtype(), getstring() / / GLOBAL INPUTS: LINES, *Login, Other, Wizard, Player, *stdscr, Databuf[], / Fileloc / / GLOBAL OUTPUTS: Echo / / DESCRIPTION: / Prompt for player name to examine/change. / If the name is NULL, print a list of all players. / If we are called from within the game, check for the / desired name being the same as the current player's name. / Only the 'Wizard' may alter players. / Items are changed only if a non-zero value is specified. / To change an item to 0, use 0.1; it will be truncated later. / / Players may alter their names and passwords, if the following / are true: / - current login matches the character's logins / - the password is known / - the player is not in the middle of the game (ingameflag == FALSE) / / The last condition is imposed for two reasons: / - the game could possibly get a bit hectic if a player were / continually changing his/her name / - another player structure would be necessary to check for names / already in use / *************************************************************************/ void changestats(ingameflag) bool ingameflag; { static char flag[2] = /* for printing values of bools */ {'F', 'T'}; struct player *playerp; /* pointer to structure to alter */ char *prompt; /* pointer to prompt string */ int c; /* input */ int today; /* day of year of today */ int temp; /* temporary variable */ long loc; /* location in player file */ time_t now; /* time now */ double dtemp; /* temporary variable */ bool *bptr; /* pointer to bool item to change */ double *dptr; /* pointer to double item to change */ short *sptr; /* pointer to short item to change */ clear(); for (;;) /* get name of player to examine/alter */ { mvaddstr(5, 0, "Which character do you want to look at ? "); getstring(Databuf, SZ_DATABUF); truncstring(Databuf); if (Databuf[0] == '\0') userlist(ingameflag); else break; } loc = -1L; if (!ingameflag) /* use 'Player' structure */ playerp = &Player; else if (strcmp(Databuf, Player.p_name) == 0) /* alter/examine current player */ { playerp = &Player; loc = Fileloc; } else /* use 'Other' structure */ playerp = &Other; /* find player on file */ if (loc < 0L && (loc = findname(Databuf, playerp)) < 0L) /* didn't find player */ { clear(); mvaddstr(11, 0, "Not found."); return; } time(&now); today = localtime(&now)->tm_yday; clear(); for (;;) /* print player structure, and prompt for action */ { mvprintw(0, 0, "A:Name %s\n", playerp->p_name); if (Wizard) printw("B:Password %s\n", playerp->p_password); else addstr("B:Password XXXXXXXX\n"); printw(" :Login %s\n", playerp->p_login); printw("C:Experience %.0f\n", playerp->p_experience); printw("D:Level %.0f\n", playerp->p_level); printw("E:Strength %.0f\n", playerp->p_strength); printw("F:Sword %.0f\n", playerp->p_sword); printw(" :Might %.0f\n", playerp->p_might); printw("G:Energy %.0f\n", playerp->p_energy); printw("H:Max-Energy %.0f\n", playerp->p_maxenergy); printw("I:Shield %.0f\n", playerp->p_shield); printw("J:Quickness %.0f\n", playerp->p_quickness); printw("K:Quicksilver %.0f\n", playerp->p_quksilver); printw(" :Speed %.0f\n", playerp->p_speed); printw("L:Magic Level %.0f\n", playerp->p_magiclvl); printw("M:Mana %.0f\n", playerp->p_mana); printw("N:Brains %.0f\n", playerp->p_brains); if (Wizard || playerp->p_specialtype != SC_VALAR) mvaddstr(0, 40, descrstatus(playerp)); mvprintw(1, 40, "O:Poison %0.3f\n", playerp->p_poison); mvprintw(2, 40, "P:Gold %.0f\n", playerp->p_gold); mvprintw(3, 40, "Q:Gem %.0f\n", playerp->p_gems); mvprintw(4, 40, "R:Sin %0.3f\n", playerp->p_sin); if (Wizard) { mvprintw(5, 40, "S:X-coord %.0f\n", playerp->p_x); mvprintw(6, 40, "T:Y-coord %.0f\n", playerp->p_y); } else { mvaddstr(5, 40, "S:X-coord ?\n"); mvaddstr(6, 40, "T:Y-coord ?\n"); } mvprintw(7, 40, "U:Age %ld\n", playerp->p_age); mvprintw(8, 40, "V:Degenerated %d\n", playerp->p_degenerated); mvprintw(9, 40, "W:Type %d (%s)\n", playerp->p_type, descrtype(playerp, FALSE) + 1); mvprintw(10, 40, "X:Special Type %d\n", playerp->p_specialtype); mvprintw(11, 40, "Y:Lives %d\n", playerp->p_lives); mvprintw(12, 40, "Z:Crowns %d\n", playerp->p_crowns); mvprintw(13, 40, "0:Charms %d\n", playerp->p_charms); mvprintw(14, 40, "1:Amulets %d\n", playerp->p_amulets); mvprintw(15, 40, "2:Holy Water %d\n", playerp->p_holywater); temp = today - playerp->p_lastused; if (temp < 0) /* last year */ temp += 365; mvprintw(16, 40, "3:Lastused %d (%d)\n", playerp->p_lastused, temp); mvprintw(18, 8, "4:Palantir %c 5:Blessing %c 6:Virgin %c 7:Blind %c", flag[(int)playerp->p_palantir], flag[(int)playerp->p_blessing], flag[(int)playerp->p_virgin], flag[(int)playerp->p_blindness]); if (!Wizard) mvprintw(19, 8, "8:Ring %c", flag[playerp->p_ring.ring_type != R_NONE]); else mvprintw(19, 8, "8:Ring %d 9:Duration %d", playerp->p_ring.ring_type, playerp->p_ring.ring_duration); if (!Wizard /* not wizard */ && (ingameflag || strcmp(Login, playerp->p_login) != 0)) /* in game or not examining own character */ { if (ingameflag) { more(LINES - 1); clear(); return; } else cleanup(TRUE); /* NOTREACHED */ } mvaddstr(20, 0, "!:Quit ?:Delete"); mvaddstr(21, 0, "What would you like to change ? "); if (Wizard) c = getanswer(" ", TRUE); else /* examining own player; allow to change name and * password */ c = getanswer("!BA", FALSE); switch (c) { case 'A': /* change name */ case 'B': /* change password */ if (!Wizard) /* prompt for password */ { mvaddstr(23, 0, "Password ? "); Echo = FALSE; getstring(Databuf, 9); Echo = TRUE; if (strcmp(Databuf, playerp->p_password) != 0) continue; } if (c == 'A') /* get new name */ { mvaddstr(23, 0, "New name: "); getstring(Databuf, SZ_NAME); truncstring(Databuf); if (Databuf[0] != '\0') if (Wizard || findname(Databuf, &Other) < 0L) strcpy(playerp->p_name, Databuf); } else /* get new password */ { if (!Wizard) Echo = FALSE; do /* get two copies of new password * until they match */ { /* get first copy */ mvaddstr(23, 0, "New password ? "); getstring(Databuf, SZ_PASSWORD); if (Databuf[0] == '\0') break; /* get second copy */ mvaddstr(23, 0, "One more time ? "); getstring(playerp->p_password, SZ_PASSWORD); } while (strcmp(playerp->p_password, Databuf) != 0); Echo = TRUE; } continue; case 'C': /* change experience */ prompt = "experience"; dptr = &playerp->p_experience; goto DALTER; case 'D': /* change level */ prompt = "level"; dptr = &playerp->p_level; goto DALTER; case 'E': /* change strength */ prompt = "strength"; dptr = &playerp->p_strength; goto DALTER; case 'F': /* change swords */ prompt = "sword"; dptr = &playerp->p_sword; goto DALTER; case 'G': /* change energy */ prompt = "energy"; dptr = &playerp->p_energy; goto DALTER; case 'H': /* change maximum energy */ prompt = "max energy"; dptr = &playerp->p_maxenergy; goto DALTER; case 'I': /* change shields */ prompt = "shield"; dptr = &playerp->p_shield; goto DALTER; case 'J': /* change quickness */ prompt = "quickness"; dptr = &playerp->p_quickness; goto DALTER; case 'K': /* change quicksilver */ prompt = "quicksilver"; dptr = &playerp->p_quksilver; goto DALTER; case 'L': /* change magic */ prompt = "magic level"; dptr = &playerp->p_magiclvl; goto DALTER; case 'M': /* change mana */ prompt = "mana"; dptr = &playerp->p_mana; goto DALTER; case 'N': /* change brains */ prompt = "brains"; dptr = &playerp->p_brains; goto DALTER; case 'O': /* change poison */ prompt = "poison"; dptr = &playerp->p_poison; goto DALTER; case 'P': /* change gold */ prompt = "gold"; dptr = &playerp->p_gold; goto DALTER; case 'Q': /* change gems */ prompt = "gems"; dptr = &playerp->p_gems; goto DALTER; case 'R': /* change sin */ prompt = "sin"; dptr = &playerp->p_sin; goto DALTER; case 'S': /* change x coord */ prompt = "x"; dptr = &playerp->p_x; goto DALTER; case 'T': /* change y coord */ prompt = "y"; dptr = &playerp->p_y; goto DALTER; case 'U': /* change age */ mvprintw(23, 0, "age = %ld; age = ", playerp->p_age); dtemp = infloat(); if (dtemp != 0.0) playerp->p_age = (long) dtemp; continue; case 'V': /* change degen */ mvprintw(23, 0, "degen = %d; degen = ", playerp->p_degenerated); dtemp = infloat(); if (dtemp != 0.0) playerp->p_degenerated = (int) dtemp; continue; case 'W': /* change type */ prompt = "type"; sptr = &playerp->p_type; goto SALTER; case 'X': /* change special type */ prompt = "special type"; sptr = &playerp->p_specialtype; goto SALTER; case 'Y': /* change lives */ prompt = "lives"; sptr = &playerp->p_lives; goto SALTER; case 'Z': /* change crowns */ prompt = "crowns"; sptr = &playerp->p_crowns; goto SALTER; case '0': /* change charms */ prompt = "charm"; sptr = &playerp->p_charms; goto SALTER; case '1': /* change amulet */ prompt = "amulet"; sptr = &playerp->p_amulets; goto SALTER; case '2': /* change holy water */ prompt = "holy water"; sptr = &playerp->p_holywater; goto SALTER; case '3': /* change last-used */ prompt = "last-used"; sptr = &playerp->p_lastused; goto SALTER; case '4': /* change palantir */ prompt = "palantir"; bptr = &playerp->p_palantir; goto BALTER; case '5': /* change blessing */ prompt = "blessing"; bptr = &playerp->p_blessing; goto BALTER; case '6': /* change virgin */ prompt = "virgin"; bptr = &playerp->p_virgin; goto BALTER; case '7': /* change blindness */ prompt = "blindness"; bptr = &playerp->p_blindness; goto BALTER; case '8': /* change ring type */ prompt = "ring-type"; sptr = &playerp->p_ring.ring_type; goto SALTER; case '9': /* change ring duration */ prompt = "ring-duration"; sptr = &playerp->p_ring.ring_duration; goto SALTER; case '!': /* quit, update */ if (Wizard && (!ingameflag || playerp != &Player)) /* turn off status if not modifying self */ { playerp->p_status = S_OFF; playerp->p_tampered = T_OFF; } writerecord(playerp, loc); clear(); return; case '?': /* delete player */ if (ingameflag && playerp == &Player) /* cannot delete self */ continue; freerecord(playerp, loc); clear(); return; default: continue; } DALTER: mvprintw(23, 0, "%s = %f; %s = ", prompt, *dptr, prompt); dtemp = infloat(); if (dtemp != 0.0) *dptr = dtemp; continue; SALTER: mvprintw(23, 0, "%s = %d; %s = ", prompt, *sptr, prompt); dtemp = infloat(); if (dtemp != 0.0) *sptr = (short) dtemp; continue; BALTER: mvprintw(23, 0, "%s = %c; %s = ", prompt, flag[(int)*bptr], prompt); c = getanswer("\nTF", TRUE); if (c == 'T') *bptr = TRUE; else if (c == 'F') *bptr = FALSE; continue; } } /* */ /************************************************************************ / / FUNCTION NAME: monstlist() / / FUNCTION: print a monster listing / / AUTHOR: E. A. Estes, 2/27/86 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: puts(), fread(), fseek(), printf() / / GLOBAL INPUTS: Curmonster, *Monstfp / / GLOBAL OUTPUTS: none / / DESCRIPTION: / Read monster file, and print a monster listing on standard output. / *************************************************************************/ void monstlist() { int count = 0; /* count in file */ puts(" #) Name Str Brain Quick Energy Exper Treas Type Flock%\n"); fseek(Monstfp, 0L, 0); while (fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp) == 1) printf("%2d) %-20.20s%4.0f %4.0f %2.0f %5.0f %5.0f %2d %2d %3.0f\n", count++, Curmonster.m_name, Curmonster.m_strength, Curmonster.m_brains, Curmonster.m_speed, Curmonster.m_energy, Curmonster.m_experience, Curmonster.m_treasuretype, Curmonster.m_type, Curmonster.m_flock); } /* */ /************************************************************************ / / FUNCTION NAME: scorelist() / / FUNCTION: print player score board / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: fread(), fopen(), printf(), fclose() / / GLOBAL INPUTS: / / GLOBAL OUTPUTS: none / / DESCRIPTION: / Read the scoreboard file and print the contents. / *************************************************************************/ void scorelist() { struct scoreboard sbuf; /* for reading entries */ FILE *fp; /* to open the file */ if ((fp = fopen(_PATH_SCORE, "r")) != NULL) { while (fread((char *) &sbuf, SZ_SCORESTRUCT, 1, fp) == 1) printf("%-20s (%-9s) Level: %6.0f Type: %s\n", sbuf.sb_name, sbuf.sb_login, sbuf.sb_level, sbuf.sb_type); fclose(fp); } } /* */ /************************************************************************ / / FUNCTION NAME: activelist() / / FUNCTION: print list of active players to standard output / / AUTHOR: E. A. Estes, 3/7/86 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: descrstatus(), fread(), fseek(), printf(), descrtype() / / GLOBAL INPUTS: Other, *Playersfp / / GLOBAL OUTPUTS: none / / DESCRIPTION: / Read player file, and print list of active records to standard output. / *************************************************************************/ void activelist() { fseek(Playersfp, 0L, 0); printf("Current characters on file are:\n\n"); while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) if (Other.p_status != S_NOTUSED) printf("%-20s (%-9s) Level: %6.0f %s (%s)\n", Other.p_name, Other.p_login, Other.p_level, descrtype(&Other, FALSE), descrstatus(&Other)); } /* */ /************************************************************************ / / FUNCTION NAME: purgeoldplayers() / / FUNCTION: purge inactive players from player file / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: freerecord(), time(), fread(), fseek(), localtime() / / GLOBAL INPUTS: Other, *Playersfp / / GLOBAL OUTPUTS: none / / DESCRIPTION: / Delete characters which have not been used with the last / three weeks. / *************************************************************************/ void purgeoldplayers() { int today; /* day of year for today */ int daysold; /* how many days since the character has been * used */ time_t ltime; /* time in seconds */ long loc = 0L; /* location in file */ time(<ime); today = localtime(<ime)->tm_yday; for (;;) { fseek(Playersfp, loc, 0); if (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) != 1) break; daysold = today - Other.p_lastused; if (daysold < 0) daysold += 365; if (daysold > N_DAYSOLD) /* player hasn't been used in a while; delete */ freerecord(&Other, loc); loc += SZ_PLAYERSTRUCT; } } /* */ /************************************************************************ / / FUNCTION NAME: enterscore() / / FUNCTION: enter player into scoreboard / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: fread(), fseek(), fopen(), error(), strcmp(), fclose(), / strcpy(), fwrite(), descrtype() / / GLOBAL INPUTS: Player / / GLOBAL OUTPUTS: none / / DESCRIPTION: / The scoreboard keeps track of the highest character on a / per-login basis. / Search the scoreboard for an entry for the current login, / if an entry is found, and it is lower than the current player, / replace it, otherwise create an entry. / *************************************************************************/ void enterscore() { struct scoreboard sbuf; /* buffer to read in scoreboard entries */ FILE *fp; /* to open scoreboard file */ long loc = 0L; /* location in scoreboard file */ bool found = FALSE; /* set if we found an entry for this login */ if ((fp = fopen(_PATH_SCORE, "r+")) != NULL) { while (fread((char *) &sbuf, SZ_SCORESTRUCT, 1, fp) == 1) if (strcmp(Player.p_login, sbuf.sb_login) == 0) { found = TRUE; break; } else loc += SZ_SCORESTRUCT; } else { error(_PATH_SCORE); /* NOTREACHED */ } /* * At this point, 'loc' will either indicate a point beyond * the end of file, or the place where the previous entry * was found. */ if ((!found) || Player.p_level > sbuf.sb_level) /* put new entry in for this login */ { strcpy(sbuf.sb_login, Player.p_login); strcpy(sbuf.sb_name, Player.p_name); sbuf.sb_level = Player.p_level; strcpy(sbuf.sb_type, descrtype(&Player, TRUE)); } /* update entry */ fseek(fp, loc, 0); fwrite((char *) &sbuf, SZ_SCORESTRUCT, 1, fp); fclose(fp); }