/* $OpenBSD: main.c,v 1.13 2003/04/25 21:37:47 deraadt Exp $ */ /* $NetBSD: main.c,v 1.3 1995/04/24 12:24:37 cgd Exp $ */ /* * Phantasia 3.3.2 -- Interterminal fantasy game * * Edward A. Estes * AT&T, March 12, 1986 */ /* DISCLAIMER: * * This game is distributed for free as is. It is not guaranteed to work * in every conceivable environment. It is not even guaranteed to work * in ANY environment. * * This game is distributed without notice of copyright, therefore it * may be used in any manner the recipient sees fit. However, the * author assumes no responsibility for maintaining or revising this * game, in its original form, or any derivitives thereof. * * The author shall not be responsible for any loss, cost, or damage, * including consequential damage, caused by reliance on this material. * * The author makes no warranties, express or implied, including warranties * of merchantability or fitness for a particular purpose or use. * * AT&T is in no way connected with this game. */ #include <sys/types.h> #include <pwd.h> #ifdef TERMIOS #include <termios.h> #endif /* * The program allocates as much file space as it needs to store characters, * so the possibility exists for the character file to grow without bound. * The file is purged upon normal entry to try to avoid that problem. * A similar problem exists for energy voids. To alleviate the problem here, * the void file is cleared with every new king, and a limit is placed * on the size of the energy void file. */ /* * Put one line of text into the file 'motd' for announcements, etc. */ /* * The scoreboard file is updated when someone dies, and keeps track * of the highest character to date for that login. * Being purged from the character file does not cause the scoreboard * to be updated. */ /* * main.c Main routines for Phantasia */ #include "include.h" /*************************************************************************** / FUNCTION NAME: main() / / FUNCTION: initialize state, and call main process / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: / int argc - argument count / char **argv - argument vector / / RETURN VALUE: none / / MODULES CALLED: monstlist(), checkenemy(), activelist(), / throneroom(), checkbattle(), readmessage(), changestats(), writerecord(), / tradingpost(), adjuststats(), recallplayer(), displaystats(), checktampered(), / fabs(), rollnewplayer(), time(), exit(), sqrt(), floor(), wmove(), / signal(), strlcat(), purgeoldplayers(), getuid(), isatty(), wclear(), / strlcpy(), system(), altercoordinates(), cleanup(), waddstr(), procmain(), / playinit(), leavegame(), localtime(), getanswer(), neatstuff(), initialstate(), / scorelist(), titlelist() / / GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[], / Fileloc, Stattable[] / / GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr / / DESCRIPTION: / Process arguments, initialize program, and loop forever processing / player input. / ****************************************************************************/ int main(argc, argv) int argc; char **argv; { bool noheader = FALSE; /* set if don't want header */ bool headeronly = FALSE; /* set if only want header */ bool examine = FALSE; /* set if examine a character */ time_t seconds; /* for time of day */ double dtemp; /* for temporary calculations */ initialstate(); /* init globals */ /* process arguments */ while (--argc && (*++argv)[0] == '-') switch ((*argv)[1]) { case 's': /* short */ noheader = TRUE; break; case 'H': /* Header */ headeronly = TRUE; break; case 'a': /* all users */ activelist(); cleanup(TRUE); /* NOTREACHED */ case 'p': /* purge old players */ purgeoldplayers(); cleanup(TRUE); /* NOTREACHED */ case 'S': /* set 'Wizard' */ Wizard = !getuid(); break; case 'x': /* examine */ examine = TRUE; break; case 'm': /* monsters */ monstlist(); cleanup(TRUE); /* NOTREACHED */ case 'b': /* scoreboard */ scorelist(); cleanup(TRUE); /* NOTREACHED */ } if (!isatty(0)) /* don't let non-tty's play */ cleanup(TRUE); /* NOTREACHED */ playinit(); /* set up to catch signals, init curses */ if (examine) { changestats(FALSE); cleanup(TRUE); /* NOTREACHED */ } if (!noheader) { titlelist(); purgeoldplayers(); /* clean up old characters */ } if (headeronly) cleanup(TRUE); /* NOTREACHED */ do /* get the player structure filled */ { Fileloc = -1L; mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? "); switch (getanswer("NYQ", FALSE)) { case 'Y': Fileloc = recallplayer(); break; case 'Q': cleanup(TRUE); /* NOTREACHED */ default: Fileloc = rollnewplayer(); break; } clear(); } while (Fileloc < 0L); if (Player.p_level > 5.0) /* low level players have long timeout */ Timeout = TRUE; /* update some important player statistics */ strlcpy(Player.p_login, Login, MAXLOGNAME); time(&seconds); Player.p_lastused = localtime(&seconds)->tm_yday; Player.p_status = S_PLAYING; writerecord(&Player, Fileloc); Statptr = &Stattable[Player.p_type]; /* initialize pointer */ /* catch interrupts */ #ifdef BSD41 sigset(SIGINT, interrupt); #endif #ifdef BSD42 signal(SIGINT, interrupt); #endif #ifdef SYS3 signal(SIGINT, interrupt); #endif #ifdef SYS5 signal(SIGINT, interrupt); #endif altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */ clear(); for (;;) /* loop forever, processing input */ { adjuststats(); /* cleanup stats */ if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING) /* not allowed on throne -- move */ { mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n"); altercoordinates(0.0, 0.0, A_NEAR); } checktampered();/* check for energy voids, etc. */ if (Player.p_status != S_CLOAKED /* not cloaked */ && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y) /* |x| = |y| */ && !Throne) /* not on throne */ { dtemp = sqrt(dtemp / 100.0); if (floor(dtemp) == dtemp) /* |x| / 100 == n*n; at a trading post */ { tradingpost(); clear(); } } checkbattle(); /* check for player to player battle */ neatstuff(); /* gurus, medics, etc. */ if (Player.p_status == S_CLOAKED) { /* costs 3 mana per turn to be cloaked */ if (Player.p_mana > 3.0) Player.p_mana -= 3.0; else /* ran out of mana, uncloak */ { Player.p_status = S_PLAYING; Changed = TRUE; } } if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED) /* change status back to S_PLAYING */ { Player.p_status = S_PLAYING; Changed = TRUE; } if (Changed) /* update file only if important stuff has changed */ { writerecord(&Player, Fileloc); Changed = FALSE; continue; } readmessage(); /* read message, if any */ displaystats(); /* print statistics */ move(6, 0); if (Throne) /* maybe make king, print prompt, etc. */ throneroom(); /* print status line */ addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit "); if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK) addstr("6:Cloak "); if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT) addstr("7:Teleport "); if (Player.p_specialtype >= SC_COUNCIL || Wizard) addstr("8:Intervene "); procmain(); /* process input */ } } /**/ /************************************************************************ / / FUNCTION NAME: initialstate() / / FUNCTION: initialize some important global variable / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: time(), fopen(), srandom(), error(), getuid(), getlogin(), / getpwuid() / / GLOBAL INPUTS: / / GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond, / Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp, / *Playersfp / / DESCRIPTION: / Set global flags, and open files which remain open. / *************************************************************************/ void initialstate() { #ifdef TERMIOS struct termios tty; #endif Beyond = FALSE; Marsh = FALSE; Throne = FALSE; Changed = FALSE; Wizard = FALSE; Timeout = FALSE; Users = 0; Windows = FALSE; Echo = TRUE; /* setup login name */ if ((Login = getlogin()) == NULL) { struct passwd *gpwd; gpwd = getpwuid(getuid()); if (gpwd != NULL) Login = gpwd->pw_name; else errx(1, "Who are you?"); } #ifdef TERMIOS /* setup terminal keys */ if (tcgetattr(0, &tty) == 0) { Ch_Erase = tty.c_cc[VERASE]; Ch_Kill = tty.c_cc[VKILL]; } else { Ch_Erase = CH_ERASE; Ch_Kill = CH_KILL; } #else Ch_Erase = CH_ERASE; Ch_Kill = CH_KILL; #endif /* open some files */ if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL) error(_PATH_PEOPLE); /* NOTREACHED */ if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL) error(_PATH_MONST); /* NOTREACHED */ if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL) error(_PATH_MESS); /* NOTREACHED */ if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL) error(_PATH_VOID); /* NOTREACHED */ srandomdev(); /* prime random numbers */ } /**/ /************************************************************************ / / FUNCTION NAME: rollnewplayer() / / FUNCTION: roll up a new character / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: initplayer(), allocrecord(), truncstring(), fabs(), wmove(), / wclear(), sscanf(), strcmp(), genchar(), waddstr(), findname(), mvprintw(), / getanswer(), getstring() / / GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[] / / GLOBAL OUTPUTS: Echo / / DESCRIPTION: / Prompt player, and roll up new character. / *************************************************************************/ long rollnewplayer() { int chartype; /* character type */ int ch; /* input */ initplayer(&Player); /* initialize player structure */ clear(); mvaddstr(4, 21, "Which type of character do you want:"); mvaddstr(8, 4, "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento "); if (Wizard) { addstr("7:Super ? "); chartype = getanswer("1234567", FALSE); } else { addstr("? "); chartype = getanswer("123456", FALSE); } do { genchar(chartype); /* roll up a character */ /* print out results */ mvprintw(12, 14, "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n", Player.p_strength, Player.p_quickness, Player.p_mana); mvprintw(13, 14, "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n", Player.p_energy, Player.p_brains, Player.p_magiclvl); if (Player.p_type == C_EXPER || Player.p_type == C_SUPER) break; mvaddstr(14, 14, "Type '1' to keep >"); ch = getanswer(" ", TRUE); } while (ch != '1'); if (Player.p_type == C_EXPER || Player.p_type == C_SUPER) /* get coordinates for experimento */ for (;;) { mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? "); getstring(Databuf, SZ_DATABUF); sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y); if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER) mvaddstr(17, 0, "Invalid coordinates. Try again.\n"); else break; } for (;;) /* name the new character */ { mvprintw(18, 0, "Give your character a name [up to %d characters] ? ", SZ_NAME - 1); getstring(Player.p_name, SZ_NAME); truncstring(Player.p_name); /* remove trailing blanks */ if (Player.p_name[0] == '\0') /* no null names */ mvaddstr(19, 0, "Invalid name."); else if (findname(Player.p_name, &Other) >= 0L) /* cannot have duplicate names */ mvaddstr(19, 0, "Name already in use."); else /* name is acceptable */ break; addstr(" Pick another.\n"); } /* get a password for character */ Echo = FALSE; do { mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? "); getstring(Player.p_password, SZ_PASSWORD); mvaddstr(21, 0, "One more time to verify ? "); getstring(Databuf, SZ_PASSWORD); } while (strcmp(Player.p_password, Databuf) != 0); Echo = TRUE; return (allocrecord()); } /**/ /************************************************************************ / / FUNCTION NAME: procmain() / / FUNCTION: process input from player / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: dotampered(), changestats(), inputoption(), allstatslist(), / fopen(), wmove(), drandom(), sscanf(), fclose(), altercoordinates(), / waddstr(), fprintf(), distance(), userlist(), leavegame(), encounter(), / getstring(), wclrtobot() / / GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr, / Databuf[], Illmove[] / / GLOBAL OUTPUTS: Player, Changed / / DESCRIPTION: / Process main menu options. / *************************************************************************/ void procmain() { int ch; /* input */ double x; /* desired new x coordinate */ double y; /* desired new y coordinate */ double temp; /* for temporary calculations */ FILE *fp; /* for opening files */ int loop; /* a loop counter */ bool hasmoved = FALSE; /* set if player has moved */ ch = inputoption(); mvaddstr(4, 0, "\n\n"); /* clear status area */ move(7, 0); clrtobot(); /* clear data on bottom area of screen */ if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7')) /* valar cannot move */ ch = ' '; switch (ch) { case 'K': /* move up/north */ case 'N': x = Player.p_x; y = Player.p_y + MAXMOVE(); hasmoved = TRUE; break; case 'J': /* move down/south */ case 'S': x = Player.p_x; y = Player.p_y - MAXMOVE(); hasmoved = TRUE; break; case 'L': /* move right/east */ case 'E': x = Player.p_x + MAXMOVE(); y = Player.p_y; hasmoved = TRUE; break; case 'H': /* move left/west */ case 'W': x = Player.p_x - MAXMOVE(); y = Player.p_y; hasmoved = TRUE; break; default: /* rest */ Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0 + Player.p_level / 3.0 + 2.0; Player.p_energy = MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield); if (Player.p_status != S_CLOAKED) /* cannot find mana if cloaked */ { Player.p_mana += (Circle + Player.p_level) / 4.0; if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne) /* wandering monster */ encounter(-1); } break; case 'X': /* change/examine a character */ changestats(TRUE); break; case '1': /* move */ for (loop = 3; loop; --loop) { mvaddstr(4, 0, "X Y Coordinates ? "); getstring(Databuf, SZ_DATABUF); if (sscanf(Databuf, "%lf %lf", &x, &y) != 2) mvaddstr(5, 0, "Try again\n"); else if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE()) ILLMOVE(); else { hasmoved = TRUE; break; } } break; case '2': /* players */ userlist(TRUE); break; case '3': /* message */ mvaddstr(4, 0, "Message ? "); getstring(Databuf, SZ_DATABUF); /* we open the file for writing to erase any data which is * already there */ fp = fopen(_PATH_MESS, "w"); if (Databuf[0] != '\0') fprintf(fp, "%s: %s", Player.p_name, Databuf); fclose(fp); break; case '4': /* stats */ allstatslist(); break; case '5': /* good-bye */ leavegame(); /* NOTREACHED */ case '6': /* cloak */ if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK) ILLCMD(); else if (Player.p_status == S_CLOAKED) Player.p_status = S_PLAYING; else if (Player.p_mana < MM_CLOAK) mvaddstr(5, 0, "No mana left.\n"); else { Changed = TRUE; Player.p_mana -= MM_CLOAK; Player.p_status = S_CLOAKED; } break; case '7': /* teleport */ /* * conditions for teleport * - 20 per (level plus magic level) * - OR council of the wise or valar or ex-valar * - OR transport from throne * transports from throne cost no mana */ if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT) ILLCMD(); else for (loop = 3; loop; --loop) { mvaddstr(4, 0, "X Y Coordinates ? "); getstring(Databuf, SZ_DATABUF); if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) { temp = distance(Player.p_x, x, Player.p_y, y); if (!Throne /* can transport anywhere from throne */ && Player.p_specialtype <= SC_COUNCIL /* council, valar can transport * anywhere */ && temp > (Player.p_level + Player.p_magiclvl) * 20.0) /* can only move 20 per exp. * level + mag. level */ ILLMOVE(); else { temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */ if (!Throne && temp > Player.p_mana) mvaddstr(5, 0, "Not enough power for that distance.\n"); else { if (!Throne) Player.p_mana -= temp; hasmoved = TRUE; break; } } } } break; case 'C': case '9': /* monster */ if (Throne) /* no monsters while on throne */ mvaddstr(5, 0, "No monsters in the chamber!\n"); else if (Player.p_specialtype != SC_VALAR) /* the valar cannot call monsters */ { Player.p_sin += 1e-6; encounter(-1); } break; case '0': /* decree */ if (Wizard || (Player.p_specialtype == SC_KING && Throne)) /* kings must be on throne to decree */ dotampered(); else ILLCMD(); break; case '8': /* intervention */ if (Wizard || Player.p_specialtype >= SC_COUNCIL) dotampered(); else ILLCMD(); break; } if (hasmoved) /* player has moved -- alter coordinates, and do random * monster */ { altercoordinates(x, y, A_SPECIFIC); if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne) encounter(-1); } } /**/ /************************************************************************ / / FUNCTION NAME: titlelist() / / FUNCTION: print title page / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: fread(), fseek(), fopen(), fgets(), wmove(), strlcpy(), / fclose(), strlen(), waddstr(), snprintf(), wrefresh() / / GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp / / GLOBAL OUTPUTS: Lines / / DESCRIPTION: / Print important information about game, players, etc. / *************************************************************************/ void titlelist() { FILE *fp; /* used for opening various files */ bool councilfound = FALSE; /* set if we find a member of the * council */ bool kingfound = FALSE; /* set if we find a king */ double hiexp, nxtexp; /* used for finding the two highest players */ double hilvl, nxtlvl; /* used for finding the two highest players */ char hiname[21], nxtname[21]; /* used for finding the two * highest players */ nxtexp = 0; 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)!"); /* print message of the day */ if ((fp = fopen(_PATH_MOTD, "r")) != NULL && fgets(Databuf, SZ_DATABUF, fp) != NULL) { mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf); fclose(fp); } /* search for king */ fseek(Playersfp, 0L, SEEK_SET); while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED) /* found the king */ { snprintf(Databuf, sizeof Databuf, "The present ruler is %s Level:%.0f", Other.p_name, Other.p_level); mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf); kingfound = TRUE; break; } if (!kingfound) mvaddstr(4, 24, "There is no ruler at this time."); /* search for valar */ fseek(Playersfp, 0L, SEEK_SET); while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED) /* found the valar */ { snprintf(Databuf, sizeof Databuf, "The Valar is %s Login: %s", Other.p_name, Other.p_login); mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf); break; } /* search for council of the wise */ fseek(Playersfp, 0L, SEEK_SET); Lines = 10; while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED) /* found a member of the council */ { if (!councilfound) { mvaddstr(8, 30, "Council of the Wise:"); councilfound = TRUE; } /* This assumes a finite (<=5) number of C.O.W.: */ snprintf(Databuf, sizeof Databuf, "%s Login: %s", Other.p_name, Other.p_login); mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf); } /* search for the two highest players */ nxtname[0] = hiname[0] = '\0'; hiexp = 0.0; nxtlvl = hilvl = 0; fseek(Playersfp, 0L, SEEK_SET); while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED) /* highest found so far */ { nxtexp = hiexp; hiexp = Other.p_experience; nxtlvl = hilvl; hilvl = Other.p_level; strlcpy(nxtname, hiname, sizeof nxtname); strlcpy(hiname, Other.p_name, sizeof hiname); } else if (Other.p_experience > nxtexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED) /* next highest found so far */ { nxtexp = Other.p_experience; nxtlvl = Other.p_level; strlcpy(nxtname, Other.p_name, sizeof nxtname); } mvaddstr(15, 28, "Highest characters are:"); snprintf(Databuf, sizeof Databuf, "%s Level:%.0f and %s Level:%.0f", hiname, hilvl, nxtname, nxtlvl); mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf); /* print last to die */ if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL && fgets(Databuf, SZ_DATABUF, fp) != NULL) { mvaddstr(19, 25, "The last character to die was:"); mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf); fclose(fp); } refresh(); } /**/ /************************************************************************ / / FUNCTION NAME: recallplayer() / / FUNCTION: find a character on file / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: writerecord(), truncstring(), more(), death(), wmove(), / wclear(), strcmp(), printw(), cleanup(), waddstr(), findname(), mvprintw(), / getanswer(), getstring() / / GLOBAL INPUTS: Player, *stdscr, Databuf[] / / GLOBAL OUTPUTS: Echo, Player / / DESCRIPTION: / Search for a character of a certain name, and check password. / *************************************************************************/ long recallplayer() { long loc = 0L; /* location in player file */ int loop; /* loop counter */ int ch; /* input */ clear(); mvprintw(10, 0, "What was your character's name ? "); getstring(Databuf, SZ_NAME); truncstring(Databuf); if ((loc = findname(Databuf, &Player)) >= 0L) /* found character */ { Echo = FALSE; for (loop = 0; loop < 2; ++loop) { /* prompt for password */ mvaddstr(11, 0, "Password ? "); getstring(Databuf, SZ_PASSWORD); if (strcmp(Databuf, Player.p_password) == 0) /* password good */ { Echo = TRUE; if (Player.p_status != S_OFF) /* player did not exit normally last * time */ { clear(); addstr("Your character did not exit normally last time.\n"); addstr("If you think you have good cause to have your character saved,\n"); printw("you may quit and mail your reason to 'root'.\n"); addstr("Otherwise, continuing spells certain death.\n"); addstr("Do you want to quit ? "); ch = getanswer("YN", FALSE); if (ch == 'Y') { Player.p_status = S_HUNGUP; writerecord(&Player, loc); cleanup(TRUE); /* NOTREACHED */ } death("Stupidity"); /* NOTREACHED */ } return (loc); } else mvaddstr(12, 0, "No good.\n"); } Echo = TRUE; } else mvaddstr(11, 0, "Not found.\n"); more(13); return (-1L); } /**/ /************************************************************************ / / FUNCTION NAME: neatstuff() / / FUNCTION: do random stuff / / AUTHOR: E. A. Estes, 3/3/86 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: collecttaxes(), floor(), wmove(), drandom(), infloat(), / waddstr(), mvprintw(), getanswer() / / GLOBAL INPUTS: Player, *stdscr, *Statptr / / GLOBAL OUTPUTS: Player / / DESCRIPTION: / Handle gurus, medics, etc. / *************************************************************************/ void neatstuff() { double temp; /* for temporary calculations */ int ch; /* input */ switch ((int) ROLL(0.0, 100.0)) { case 1: case 2: if (Player.p_poison > 0.0) { mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? "); temp = floor(infloat()); if (temp < 0.0 || temp > Player.p_gold) /* negative gold, or more than available */ { mvaddstr(6, 0, "He was not amused, and made you worse.\n"); Player.p_poison += 1.0; } else if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1)) /* medic wants 1/2 of available gold */ mvaddstr(5, 0, "Sorry, he wasn't interested.\n"); else { mvaddstr(5, 0, "He accepted."); Player.p_poison = MAX(0.0, Player.p_poison - 1.0); Player.p_gold -= temp; } } break; case 3: mvaddstr(4, 0, "You've been caught raping and pillaging!\n"); Player.p_experience += 4000.0; Player.p_sin += 0.5; break; case 4: temp = ROLL(10.0, 75.0); mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp); ch = getanswer("NY", FALSE); if (ch == 'Y') collecttaxes(temp, 0.0); break; case 5: if (Player.p_sin > 1.0) { mvaddstr(4, 0, "You've found a Holy Orb!\n"); Player.p_sin -= 0.25; } break; case 6: if (Player.p_poison < 1.0) { mvaddstr(4, 0, "You've been hit with a plague!\n"); Player.p_poison += 1.0; } break; case 7: mvaddstr(4, 0, "You've found some holy water.\n"); ++Player.p_holywater; break; case 8: mvaddstr(4, 0, "You've met a Guru. . ."); if (drandom() * Player.p_sin > 1.0) addstr("You disgusted him with your sins!\n"); else if (Player.p_poison > 0.0) { addstr("He looked kindly upon you, and cured you.\n"); Player.p_poison = 0.0; } else { addstr("He rewarded you for your virtue.\n"); Player.p_mana += 50.0; Player.p_shield += 2.0; } break; case 9: mvaddstr(4, 0, "You've found an amulet.\n"); ++Player.p_amulets; break; case 10: if (Player.p_blindness) { mvaddstr(4, 0, "You've regained your sight!\n"); Player.p_blindness = FALSE; } break; default: /* deal with poison */ if (Player.p_poison > 0.0) { temp = Player.p_poison * Statptr->c_weakness * Player.p_maxenergy / 600.0; if (Player.p_energy > Player.p_maxenergy / 10.0 && temp + 5.0 < Player.p_energy) Player.p_energy -= temp; } break; } } /**/ /************************************************************************ / / FUNCTION NAME: genchar() / / FUNCTION: generate a random character / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: / int type - ASCII value of character type to generate / / RETURN VALUE: none / / MODULES CALLED: floor(), drandom() / / GLOBAL INPUTS: Wizard, Player, Stattable[] / / GLOBAL OUTPUTS: Player / / DESCRIPTION: / Use the lookup table for rolling stats. / *************************************************************************/ void genchar(type) int type; { int subscript; /* used for subscripting into Stattable */ struct charstats *statptr; /* for pointing into Stattable */ subscript = type - '1'; if (subscript < C_MAGIC || subscript > C_EXPER) if (subscript != C_SUPER || !Wizard) /* fighter is default */ subscript = C_FIGHTER; statptr = &Stattable[subscript]; Player.p_quickness = ROLL(statptr->c_quickness.base, statptr->c_quickness.interval); Player.p_strength = ROLL(statptr->c_strength.base, statptr->c_strength.interval); Player.p_mana = ROLL(statptr->c_mana.base, statptr->c_mana.interval); Player.p_maxenergy = Player.p_energy = ROLL(statptr->c_energy.base, statptr->c_energy.interval); Player.p_brains = ROLL(statptr->c_brains.base, statptr->c_brains.interval); Player.p_magiclvl = ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval); Player.p_type = subscript; if (Player.p_type == C_HALFLING) /* give halfling some experience */ Player.p_experience = ROLL(600.0, 200.0); } /**/ /************************************************************************ / / FUNCTION NAME: playinit() / / FUNCTION: initialize for playing game / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: none / / RETURN VALUE: none / / MODULES CALLED: signal(), wclear(), noecho(), cbreak(), initscr(), / wrefresh() / / GLOBAL INPUTS: *stdscr, ill_sig() / / GLOBAL OUTPUTS: Windows / / DESCRIPTION: / Catch a bunch of signals, and turn on curses stuff. / *************************************************************************/ void playinit() { /* catch/ignore signals */ #ifdef BSD41 sigignore(SIGQUIT); sigignore(SIGALRM); sigignore(SIGTERM); sigignore(SIGTSTP); sigignore(SIGTTIN); sigignore(SIGTTOU); sighold(SIGINT); sigset(SIGHUP, ill_sig); sigset(SIGTRAP, ill_sig); sigset(SIGIOT, ill_sig); sigset(SIGEMT, ill_sig); sigset(SIGFPE, ill_sig); sigset(SIGBUS, ill_sig); #ifdef SIGSEGV_CHECK sigset(SIGSEGV, ill_sig); #endif sigset(SIGSYS, ill_sig); sigset(SIGPIPE, ill_sig); #endif #ifdef BSD42 signal(SIGQUIT, ill_sig); signal(SIGALRM, SIG_IGN); signal(SIGTERM, SIG_IGN); signal(SIGTSTP, SIG_IGN); signal(SIGTTIN, SIG_IGN); signal(SIGTTOU, SIG_IGN); signal(SIGINT, ill_sig); signal(SIGHUP, SIG_DFL); signal(SIGTRAP, ill_sig); signal(SIGIOT, ill_sig); signal(SIGEMT, ill_sig); signal(SIGFPE, ill_sig); signal(SIGBUS, ill_sig); #ifdef SIGSEGV_CHECK signal(SIGSEGV, ill_sig); #endif signal(SIGSYS, ill_sig); signal(SIGPIPE, ill_sig); #endif #ifdef SYS3 signal(SIGINT, SIG_IGN); signal(SIGQUIT, SIG_IGN); signal(SIGTERM, SIG_IGN); signal(SIGALRM, SIG_IGN); signal(SIGHUP, ill_sig); signal(SIGTRAP, ill_sig); signal(SIGIOT, ill_sig); signal(SIGEMT, ill_sig); signal(SIGFPE, ill_sig); signal(SIGBUS, ill_sig); #ifdef SIGSEGV_CHECK signal(SIGSEGV, ill_sig); #endif signal(SIGSYS, ill_sig); signal(SIGPIPE, ill_sig); #endif #ifdef SYS5 signal(SIGINT, SIG_IGN); signal(SIGQUIT, SIG_IGN); signal(SIGTERM, SIG_IGN); signal(SIGALRM, SIG_IGN); signal(SIGHUP, ill_sig); signal(SIGTRAP, ill_sig); signal(SIGIOT, ill_sig); signal(SIGEMT, ill_sig); signal(SIGFPE, ill_sig); signal(SIGBUS, ill_sig); #ifdef SIGSEGV_CHECK signal(SIGSEGV, ill_sig); #endif signal(SIGSYS, ill_sig); signal(SIGPIPE, ill_sig); #endif initscr(); /* turn on curses */ noecho(); /* do not echo input */ cbreak(); /* do not process erase, kill */ clear(); refresh(); Windows = TRUE; /* mark the state */ } /**/ /************************************************************************ / / FUNCTION NAME: cleanup() / / FUNCTION: close some files, and maybe exit / / AUTHOR: E. A. Estes, 12/4/85 / / ARGUMENTS: / bool doexit - exit flag / / RETURN VALUE: none / / MODULES CALLED: exit(), wmove(), fclose(), endwin(), nocbreak(), wrefresh() / / GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp, / *Messagefp, *Playersfp / / GLOBAL OUTPUTS: none / / DESCRIPTION: / Close all open files. If we are "in curses" terminate curses. / If 'doexit' is set, exit, otherwise return. / *************************************************************************/ void cleanup(doexit) int doexit; { if (Windows) { move(LINES - 2, 0); refresh(); nocbreak(); endwin(); } if (Playersfp) { fclose(Playersfp); Playersfp = NULL; } if (Monstfp) { fclose(Monstfp); Monstfp = NULL; } if (Messagefp) { fclose(Messagefp); Messagefp = NULL; } if (Energyvoidfp) { fclose(Energyvoidfp); Energyvoidfp = NULL; } if (doexit) exit(0); }