Fix up mix of man(7)/mdoc(7).
[netbsd-mini2440.git] / games / phantasia / main.c
blob31314cde7cda7c7edfa18bc2f1e5ba511788d816
1 /* $NetBSD: main.c,v 1.22 2009/08/12 08:21:41 dholland Exp $ */
3 /*
4 * Phantasia 3.3.2 -- Interterminal fantasy game
6 * Edward A. Estes
7 * AT&T, March 12, 1986
8 */
10 /* DISCLAIMER:
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.
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.
21 * The author shall not be responsible for any loss, cost, or damage,
22 * including consequential damage, caused by reliance on this material.
24 * The author makes no warranties, express or implied, including warranties
25 * of merchantability or fitness for a particular purpose or use.
27 * AT&T is in no way connected with this game.
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>
41 #include "macros.h"
42 #include "phantdefs.h"
43 #include "phantstruct.h"
44 #include "phantglobs.h"
45 #include "pathnames.h"
47 #undef bool
48 #include <curses.h>
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.
60 * Put one line of text into the file 'motd' for announcements, etc.
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.
72 * main.c Main routines for Phantasia
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);
84 int main(int, char **);
86 int
87 main(int argc, char **argv)
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 */
95 initialstate(); /* init globals */
97 /* process arguments */
98 while (--argc && (*++argv)[0] == '-')
99 switch ((*argv)[1]) {
100 case 's': /* short */
101 noheader = TRUE;
102 break;
104 case 'H': /* Header */
105 headeronly = TRUE;
106 break;
108 case 'a': /* all users */
109 activelist();
110 cleanup(TRUE);
111 /* NOTREACHED */
113 case 'p': /* purge old players */
114 purgeoldplayers();
115 cleanup(TRUE);
116 /* NOTREACHED */
118 case 'S': /* set 'Wizard' */
119 Wizard = !getuid();
120 break;
122 case 'x': /* examine */
123 examine = TRUE;
124 break;
126 case 'm': /* monsters */
127 monstlist();
128 cleanup(TRUE);
129 /* NOTREACHED */
131 case 'b': /* scoreboard */
132 scorelist();
133 cleanup(TRUE);
134 /* NOTREACHED */
137 if (!isatty(0)) /* don't let non-tty's play */
138 cleanup(TRUE);
139 /* NOTREACHED */
141 playinit(); /* set up to catch signals, init curses */
143 if (examine) {
144 changestats(FALSE);
145 cleanup(TRUE);
146 /* NOTREACHED */
148 if (!noheader) {
149 titlelist();
150 purgeoldplayers(); /* clean up old characters */
152 if (headeronly)
153 cleanup(TRUE);
154 /* NOTREACHED */
157 /* get the player structure filled */
159 Fileloc = -1L;
161 mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
163 switch (getanswer("NYQ", FALSE)) {
164 case 'Y':
165 Fileloc = recallplayer();
166 break;
168 case 'Q':
169 cleanup(TRUE);
170 /* NOTREACHED */
172 default:
173 Fileloc = rollnewplayer();
174 break;
176 clear();
178 while (Fileloc < 0L);
180 if (Player.p_level > 5.0)
181 /* low level players have long timeout */
182 Timeout = TRUE;
184 /* update some important player statistics */
185 strlcpy(Player.p_login, Login, sizeof(Player.p_login));
186 time(&seconds);
187 Player.p_lastused = localtime(&seconds)->tm_yday;
188 Player.p_status = S_PLAYING;
189 writerecord(&Player, Fileloc);
191 Statptr = &Stattable[Player.p_type]; /* initialize pointer */
193 /* catch interrupts */
194 #ifdef BSD41
195 sigset(SIGINT, interrupt);
196 #endif
197 #ifdef BSD42
198 signal(SIGINT, interrupt);
199 #endif
200 #ifdef SYS3
201 signal(SIGINT, interrupt);
202 #endif
203 #ifdef SYS5
204 signal(SIGINT, interrupt);
205 #endif
207 altercoordinates(Player.p_x, Player.p_y, A_FORCED); /* set some flags */
209 clear();
211 for (;;)
212 /* loop forever, processing input */
215 adjuststats(); /* cleanup stats */
217 if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
218 /* not allowed on throne -- move */
220 mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
221 altercoordinates(0.0, 0.0, A_NEAR);
223 checktampered();/* check for energy voids, etc. */
225 if (Player.p_status != S_CLOAKED
226 /* not cloaked */
227 && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
228 /* |x| = |y| */
229 && !Throne)
230 /* not on throne */
232 dtemp = sqrt(dtemp / 100.0);
233 if (floor(dtemp) == dtemp)
234 /* |x| / 100 == n*n; at a trading post */
236 tradingpost();
237 clear();
240 checkbattle(); /* check for player to player battle */
241 neatstuff(); /* gurus, medics, etc. */
243 if (Player.p_status == S_CLOAKED) {
244 /* costs 3 mana per turn to be cloaked */
245 if (Player.p_mana > 3.0)
246 Player.p_mana -= 3.0;
247 else
248 /* ran out of mana, uncloak */
250 Player.p_status = S_PLAYING;
251 Changed = TRUE;
255 if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
256 /* change status back to S_PLAYING */
258 Player.p_status = S_PLAYING;
259 Changed = TRUE;
261 if (Changed)
262 /* update file only if important stuff has changed */
264 writerecord(&Player, Fileloc);
265 Changed = FALSE;
266 continue;
268 readmessage(); /* read message, if any */
270 displaystats(); /* print statistics */
272 move(6, 0);
274 if (Throne)
275 /* maybe make king, print prompt, etc. */
276 throneroom();
278 /* print status line */
279 addstr("1:Move 2:Players 3:Talk 4:Stats 5:Quit ");
280 if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
281 addstr("6:Cloak ");
282 if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
283 addstr("7:Teleport ");
284 if (Player.p_specialtype >= SC_COUNCIL || Wizard)
285 addstr("8:Intervene ");
287 procmain(); /* process input */
291 static void
292 initialstate(void)
294 struct stat sb;
295 struct passwd *pw;
297 Beyond = FALSE;
298 Marsh = FALSE;
299 Throne = FALSE;
300 Changed = FALSE;
301 Wizard = FALSE;
302 Timeout = FALSE;
303 Users = 0;
304 Windows = FALSE;
305 Echo = TRUE;
307 /* setup login name */
308 if ((Login = getlogin()) == NULL) {
309 pw = getpwuid(getuid());
310 if (pw == NULL) {
311 errx(1, "Who are you?");
313 Login = pw->pw_name;
316 /* open some files */
317 if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
318 error(_PATH_PEOPLE);
319 /* NOTREACHED */
320 if (fileno(Playersfp) < 3)
321 exit(1);
323 if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
324 error(_PATH_MONST);
325 /* NOTREACHED */
327 if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
328 error(_PATH_MESS);
329 /* NOTREACHED */
331 if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
332 error(_PATH_VOID);
333 if (fstat(fileno(Energyvoidfp), &sb) == -1)
334 error("stat");
335 if (sb.st_size == 0) {
336 /* initialize grail to new location */
337 Enrgyvoid.ev_active = TRUE;
338 Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
339 Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
340 writevoid(&Enrgyvoid, 0L);
343 /* NOTREACHED */
345 srandom((unsigned) time(NULL)); /* prime random numbers */
348 static long
349 rollnewplayer(void)
351 int chartype; /* character type */
352 int ch; /* input */
354 initplayer(&Player); /* initialize player structure */
356 clear();
357 mvaddstr(4, 21, "Which type of character do you want:");
358 mvaddstr(8, 4,
359 "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento ");
360 if (Wizard) {
361 addstr("7:Super ? ");
362 chartype = getanswer("1234567", FALSE);
363 } else {
364 addstr("? ");
365 chartype = getanswer("123456", FALSE);
368 do {
369 genchar(chartype); /* roll up a character */
371 /* print out results */
372 mvprintw(12, 14,
373 "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n",
374 Player.p_strength, Player.p_quickness, Player.p_mana);
375 mvprintw(13, 14,
376 "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n",
377 Player.p_energy, Player.p_brains, Player.p_magiclvl);
379 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
380 break;
382 mvaddstr(14, 14, "Type '1' to keep >");
383 ch = getanswer(" ", TRUE);
385 while (ch != '1');
387 if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
388 /* get coordinates for experimento */
389 for (;;) {
390 mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
391 getstring(Databuf, SZ_DATABUF);
392 sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
394 if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
395 mvaddstr(17, 0, "Invalid coordinates. Try again.\n");
396 else
397 break;
400 for (;;)
401 /* name the new character */
403 mvprintw(18, 0,
404 "Give your character a name [up to %d characters] ? ", SZ_NAME - 1);
405 getstring(Player.p_name, SZ_NAME);
406 truncstring(Player.p_name); /* remove trailing blanks */
408 if (Player.p_name[0] == '\0')
409 /* no null names */
410 mvaddstr(19, 0, "Invalid name.");
411 else
412 if (findname(Player.p_name, &Other) >= 0L)
413 /* cannot have duplicate names */
414 mvaddstr(19, 0, "Name already in use.");
415 else
416 /* name is acceptable */
417 break;
419 addstr(" Pick another.\n");
422 /* get a password for character */
423 Echo = FALSE;
425 do {
426 mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
427 getstring(Player.p_password, SZ_PASSWORD);
428 mvaddstr(21, 0, "Enter again to verify: ");
429 getstring(Databuf, SZ_PASSWORD);
431 while (strcmp(Player.p_password, Databuf) != 0);
433 Echo = TRUE;
435 return (allocrecord());
438 static void
439 procmain(void)
441 int ch; /* input */
442 double x; /* desired new x coordinate */
443 double y; /* desired new y coordinate */
444 double temp; /* for temporary calculations */
445 FILE *fp; /* for opening files */
446 int loop; /* a loop counter */
447 bool hasmoved = FALSE; /* set if player has moved */
449 ch = inputoption();
450 mvaddstr(4, 0, "\n\n"); /* clear status area */
452 move(7, 0);
453 clrtobot(); /* clear data on bottom area of screen */
455 if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
456 /* valar cannot move */
457 ch = ' ';
459 switch (ch) {
460 case 'K': /* move up/north */
461 case 'N':
462 x = Player.p_x;
463 y = Player.p_y + MAXMOVE();
464 hasmoved = TRUE;
465 break;
467 case 'J': /* move down/south */
468 case 'S':
469 x = Player.p_x;
470 y = Player.p_y - MAXMOVE();
471 hasmoved = TRUE;
472 break;
474 case 'L': /* move right/east */
475 case 'E':
476 x = Player.p_x + MAXMOVE();
477 y = Player.p_y;
478 hasmoved = TRUE;
479 break;
481 case 'H': /* move left/west */
482 case 'W':
483 x = Player.p_x - MAXMOVE();
484 y = Player.p_y;
485 hasmoved = TRUE;
486 break;
488 default: /* rest */
489 Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
490 + Player.p_level / 3.0 + 2.0;
491 Player.p_energy =
492 MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
494 if (Player.p_status != S_CLOAKED)
495 /* cannot find mana if cloaked */
497 Player.p_mana += (Circle + Player.p_level) / 4.0;
499 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
500 /* wandering monster */
501 encounter(-1);
503 break;
505 case 'X': /* change/examine a character */
506 changestats(TRUE);
507 break;
509 case '1': /* move */
510 for (loop = 3; loop; --loop) {
511 mvaddstr(4, 0, "X Y Coordinates ? ");
512 getstring(Databuf, SZ_DATABUF);
514 if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
515 mvaddstr(5, 0, "Try again\n");
516 else
517 if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
518 ILLMOVE();
519 else {
520 hasmoved = TRUE;
521 break;
524 break;
526 case '2': /* players */
527 userlist(TRUE);
528 break;
530 case '3': /* message */
531 mvaddstr(4, 0, "Message ? ");
532 getstring(Databuf, SZ_DATABUF);
533 /* we open the file for writing to erase any data which is
534 * already there */
535 fp = fopen(_PATH_MESS, "w");
536 if (Databuf[0] != '\0')
537 fprintf(fp, "%s: %s", Player.p_name, Databuf);
538 fclose(fp);
539 break;
541 case '4': /* stats */
542 allstatslist();
543 break;
545 case '5': /* good-bye */
546 leavegame();
547 /* NOTREACHED */
549 case '6': /* cloak */
550 if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
551 ILLCMD();
552 else
553 if (Player.p_status == S_CLOAKED)
554 Player.p_status = S_PLAYING;
555 else
556 if (Player.p_mana < MM_CLOAK)
557 mvaddstr(5, 0, "No mana left.\n");
558 else {
559 Changed = TRUE;
560 Player.p_mana -= MM_CLOAK;
561 Player.p_status = S_CLOAKED;
563 break;
565 case '7': /* teleport */
567 * conditions for teleport
568 * - 20 per (level plus magic level)
569 * - OR council of the wise or valar or ex-valar
570 * - OR transport from throne
571 * transports from throne cost no mana
573 if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
574 ILLCMD();
575 else
576 for (loop = 3; loop; --loop) {
577 mvaddstr(4, 0, "X Y Coordinates ? ");
578 getstring(Databuf, SZ_DATABUF);
580 if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
581 temp = distance(Player.p_x, x, Player.p_y, y);
582 if (!Throne
583 /* can transport anywhere from throne */
584 && Player.p_specialtype <= SC_COUNCIL
585 /* council, valar can transport
586 * anywhere */
587 && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
588 /* can only move 20 per exp.
589 * level + mag. level */
590 ILLMOVE();
591 else {
592 temp = (temp / 75.0 + 1.0) * 20.0; /* mana used */
594 if (!Throne && temp > Player.p_mana)
595 mvaddstr(5, 0, "Not enough power for that distance.\n");
596 else {
597 if (!Throne)
598 Player.p_mana -= temp;
599 hasmoved = TRUE;
600 break;
605 break;
607 case 'C':
608 case '9': /* monster */
609 if (Throne)
610 /* no monsters while on throne */
611 mvaddstr(5, 0, "No monsters in the chamber!\n");
612 else
613 if (Player.p_specialtype != SC_VALAR)
614 /* the valar cannot call monsters */
616 Player.p_sin += 1e-6;
617 encounter(-1);
619 break;
621 case '0': /* decree */
622 if (Wizard || (Player.p_specialtype == SC_KING && Throne))
623 /* kings must be on throne to decree */
624 dotampered();
625 else
626 ILLCMD();
627 break;
629 case '8': /* intervention */
630 if (Wizard || Player.p_specialtype >= SC_COUNCIL)
631 dotampered();
632 else
633 ILLCMD();
634 break;
637 if (hasmoved)
638 /* player has moved -- alter coordinates, and do random
639 * monster */
641 altercoordinates(x, y, A_SPECIFIC);
643 if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
644 encounter(-1);
648 static void
649 titlelist(void)
651 FILE *fp; /* used for opening various files */
652 bool councilfound = FALSE; /* set if we find a member of the
653 * council */
654 bool kingfound = FALSE; /* set if we find a king */
655 double hiexp, nxtexp; /* used for finding the two highest players */
656 double hilvl, nxtlvl; /* used for finding the two highest players */
657 char hiname[21], nxtname[21]; /* used for finding the two
658 * highest players */
660 nxtexp = 0;
661 mvaddstr(0, 14,
662 "W e l c o m e t o P h a n t a s i a (vers. 3.3.2)!");
664 /* print message of the day */
665 if ((fp = fopen(_PATH_MOTD, "r")) != NULL
666 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
667 mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
668 fclose(fp);
670 /* search for king */
671 fseek(Playersfp, 0L, SEEK_SET);
672 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
673 if (Other.p_specialtype == SC_KING &&
674 Other.p_status != S_NOTUSED)
675 /* found the king */
677 snprintf(Databuf, SZ_DATABUF,
678 "The present ruler is %s Level:%.0f",
679 Other.p_name, Other.p_level);
680 mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
681 kingfound = TRUE;
682 break;
684 if (!kingfound)
685 mvaddstr(4, 24, "There is no ruler at this time.");
687 /* search for valar */
688 fseek(Playersfp, 0L, SEEK_SET);
689 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
690 if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
691 /* found the valar */
693 snprintf(Databuf, SZ_DATABUF,
694 "The Valar is %s Login: %s",
695 Other.p_name, Other.p_login);
696 mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
697 break;
699 /* search for council of the wise */
700 fseek(Playersfp, 0L, SEEK_SET);
701 Lines = 10;
702 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
703 if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
704 /* found a member of the council */
706 if (!councilfound) {
707 mvaddstr(8, 30, "Council of the Wise:");
708 councilfound = TRUE;
710 /* This assumes a finite (<=5) number of C.O.W.: */
711 snprintf(Databuf, SZ_DATABUF,
712 "%s Login: %s", Other.p_name, Other.p_login);
713 mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
715 /* search for the two highest players */
716 nxtname[0] = hiname[0] = '\0';
717 hiexp = 0.0;
718 nxtlvl = hilvl = 0;
720 fseek(Playersfp, 0L, SEEK_SET);
721 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
722 if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
723 /* highest found so far */
725 nxtexp = hiexp;
726 hiexp = Other.p_experience;
727 nxtlvl = hilvl;
728 hilvl = Other.p_level;
729 strcpy(nxtname, hiname);
730 strcpy(hiname, Other.p_name);
731 } else
732 if (Other.p_experience > nxtexp
733 && Other.p_specialtype <= SC_KING
734 && Other.p_status != S_NOTUSED)
735 /* next highest found so far */
737 nxtexp = Other.p_experience;
738 nxtlvl = Other.p_level;
739 strcpy(nxtname, Other.p_name);
741 mvaddstr(15, 28, "Highest characters are:");
742 snprintf(Databuf, SZ_DATABUF,
743 "%s Level:%.0f and %s Level:%.0f",
744 hiname, hilvl, nxtname, nxtlvl);
745 mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
747 /* print last to die */
748 if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
749 && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
750 mvaddstr(19, 25, "The last character to die was:");
751 mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
753 if (fp)
754 fclose(fp);
755 refresh();
758 static long
759 recallplayer(void)
761 long loc = 0L; /* location in player file */
762 int loop; /* loop counter */
763 int ch; /* input */
765 clear();
766 mvprintw(10, 0, "What was your character's name ? ");
767 getstring(Databuf, SZ_NAME);
768 truncstring(Databuf);
770 if ((loc = findname(Databuf, &Player)) >= 0L)
771 /* found character */
773 Echo = FALSE;
775 for (loop = 0; loop < 2; ++loop) {
776 /* prompt for password */
777 mvaddstr(11, 0, "Password ? ");
778 getstring(Databuf, SZ_PASSWORD);
779 if (strcmp(Databuf, Player.p_password) == 0)
780 /* password good */
782 Echo = TRUE;
784 if (Player.p_status != S_OFF)
785 /* player did not exit normally last
786 * time */
788 clear();
789 addstr("Your character did not exit normally last time.\n");
790 addstr("If you think you have good cause to have your character saved,\n");
791 printw("you may quit and mail your reason to 'root'.\n");
792 addstr("Otherwise, continuing spells certain death.\n");
793 addstr("Do you want to quit ? ");
794 ch = getanswer("YN", FALSE);
795 if (ch == 'Y') {
796 Player.p_status = S_HUNGUP;
797 writerecord(&Player, loc);
798 cleanup(TRUE);
799 /* NOTREACHED */
801 death("Stupidity");
802 /* NOTREACHED */
804 return (loc);
805 } else
806 mvaddstr(12, 0, "No good.\n");
809 Echo = TRUE;
810 } else
811 mvaddstr(11, 0, "Not found.\n");
813 more(13);
814 return (-1L);
817 static void
818 neatstuff(void)
820 double temp; /* for temporary calculations */
821 int ch; /* input */
823 switch ((int) ROLL(0.0, 100.0)) {
824 case 1:
825 case 2:
826 if (Player.p_poison > 0.0) {
827 mvaddstr(4, 0, "You've found a medic! How much will you offer to be cured ? ");
828 temp = floor(infloat());
829 if (temp < 0.0 || temp > Player.p_gold)
830 /* negative gold, or more than available */
832 mvaddstr(6, 0, "He was not amused, and made you worse.\n");
833 Player.p_poison += 1.0;
834 } else
835 if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
836 /* medic wants 1/2 of available gold */
837 mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
838 else {
839 mvaddstr(5, 0, "He accepted.");
840 Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
841 Player.p_gold -= temp;
844 break;
846 case 3:
847 mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
848 Player.p_experience += 4000.0;
849 Player.p_sin += 0.5;
850 break;
852 case 4:
853 temp = ROLL(10.0, 75.0);
854 mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
855 ch = getanswer("NY", FALSE);
857 if (ch == 'Y')
858 collecttaxes(temp, 0.0);
859 break;
861 case 5:
862 if (Player.p_sin > 1.0) {
863 mvaddstr(4, 0, "You've found a Holy Orb!\n");
864 Player.p_sin -= 0.25;
866 break;
868 case 6:
869 if (Player.p_poison < 1.0) {
870 mvaddstr(4, 0, "You've been hit with a plague!\n");
871 Player.p_poison += 1.0;
873 break;
875 case 7:
876 mvaddstr(4, 0, "You've found some holy water.\n");
877 ++Player.p_holywater;
878 break;
880 case 8:
881 mvaddstr(4, 0, "You've met a Guru. . .");
882 if (drandom() * Player.p_sin > 1.0)
883 addstr("You disgusted him with your sins!\n");
884 else
885 if (Player.p_poison > 0.0) {
886 addstr("He looked kindly upon you, and cured you.\n");
887 Player.p_poison = 0.0;
888 } else {
889 addstr("He rewarded you for your virtue.\n");
890 Player.p_mana += 50.0;
891 Player.p_shield += 2.0;
893 break;
895 case 9:
896 mvaddstr(4, 0, "You've found an amulet.\n");
897 ++Player.p_amulets;
898 break;
900 case 10:
901 if (Player.p_blindness) {
902 mvaddstr(4, 0, "You've regained your sight!\n");
903 Player.p_blindness = FALSE;
905 break;
907 default: /* deal with poison */
908 if (Player.p_poison > 0.0) {
909 temp = Player.p_poison * Statptr->c_weakness
910 * Player.p_maxenergy / 600.0;
911 if (Player.p_energy > Player.p_maxenergy / 10.0
912 && temp + 5.0 < Player.p_energy)
913 Player.p_energy -= temp;
915 break;
919 static void
920 genchar(int type)
922 int subscript; /* used for subscripting into Stattable */
923 const struct charstats *statptr; /* for pointing into Stattable */
925 subscript = type - '1';
927 if (subscript < C_MAGIC || subscript > C_EXPER)
928 if (subscript != C_SUPER || !Wizard)
929 /* fighter is default */
930 subscript = C_FIGHTER;
932 statptr = &Stattable[subscript];
934 Player.p_quickness =
935 ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
936 Player.p_strength =
937 ROLL(statptr->c_strength.base, statptr->c_strength.interval);
938 Player.p_mana =
939 ROLL(statptr->c_mana.base, statptr->c_mana.interval);
940 Player.p_maxenergy =
941 Player.p_energy =
942 ROLL(statptr->c_energy.base, statptr->c_energy.interval);
943 Player.p_brains =
944 ROLL(statptr->c_brains.base, statptr->c_brains.interval);
945 Player.p_magiclvl =
946 ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
948 Player.p_type = subscript;
950 if (Player.p_type == C_HALFLING)
951 /* give halfling some experience */
952 Player.p_experience = ROLL(600.0, 200.0);
955 static void
956 playinit(void)
958 /* catch/ingnore signals */
960 #ifdef BSD41
961 sigignore(SIGQUIT);
962 sigignore(SIGALRM);
963 sigignore(SIGTERM);
964 sigignore(SIGTSTP);
965 sigignore(SIGTTIN);
966 sigignore(SIGTTOU);
967 sighold(SIGINT);
968 sigset(SIGHUP, ill_sig);
969 sigset(SIGTRAP, ill_sig);
970 sigset(SIGIOT, ill_sig);
971 sigset(SIGEMT, ill_sig);
972 sigset(SIGFPE, ill_sig);
973 sigset(SIGBUS, ill_sig);
974 sigset(SIGSEGV, ill_sig);
975 sigset(SIGSYS, ill_sig);
976 sigset(SIGPIPE, ill_sig);
977 #endif
978 #ifdef BSD42
979 signal(SIGQUIT, ill_sig);
980 signal(SIGALRM, SIG_IGN);
981 signal(SIGTERM, SIG_IGN);
982 signal(SIGTSTP, SIG_IGN);
983 signal(SIGTTIN, SIG_IGN);
984 signal(SIGTTOU, SIG_IGN);
985 signal(SIGINT, ill_sig);
986 signal(SIGHUP, SIG_DFL);
987 signal(SIGTRAP, ill_sig);
988 signal(SIGIOT, ill_sig);
989 signal(SIGEMT, ill_sig);
990 signal(SIGFPE, ill_sig);
991 signal(SIGBUS, ill_sig);
992 signal(SIGSEGV, ill_sig);
993 signal(SIGSYS, ill_sig);
994 signal(SIGPIPE, ill_sig);
995 #endif
996 #ifdef SYS3
997 signal(SIGINT, SIG_IGN);
998 signal(SIGQUIT, SIG_IGN);
999 signal(SIGTERM, SIG_IGN);
1000 signal(SIGALRM, SIG_IGN);
1001 signal(SIGHUP, ill_sig);
1002 signal(SIGTRAP, ill_sig);
1003 signal(SIGIOT, ill_sig);
1004 signal(SIGEMT, ill_sig);
1005 signal(SIGFPE, ill_sig);
1006 signal(SIGBUS, ill_sig);
1007 signal(SIGSEGV, ill_sig);
1008 signal(SIGSYS, ill_sig);
1009 signal(SIGPIPE, ill_sig);
1010 #endif
1011 #ifdef SYS5
1012 signal(SIGINT, SIG_IGN);
1013 signal(SIGQUIT, SIG_IGN);
1014 signal(SIGTERM, SIG_IGN);
1015 signal(SIGALRM, SIG_IGN);
1016 signal(SIGHUP, ill_sig);
1017 signal(SIGTRAP, ill_sig);
1018 signal(SIGIOT, ill_sig);
1019 signal(SIGEMT, ill_sig);
1020 signal(SIGFPE, ill_sig);
1021 signal(SIGBUS, ill_sig);
1022 signal(SIGSEGV, ill_sig);
1023 signal(SIGSYS, ill_sig);
1024 signal(SIGPIPE, ill_sig);
1025 #endif
1027 if (!initscr()) { /* turn on curses */
1028 fprintf(stderr, "couldn't initialize screen\n");
1029 exit (0);
1031 noecho(); /* do not echo input */
1032 cbreak(); /* do not process erase, kill */
1033 clear();
1034 refresh();
1035 Windows = TRUE; /* mark the state */
1038 void
1039 cleanup(int doexit)
1041 if (Windows) {
1042 move(LINES - 2, 0);
1043 refresh();
1044 nocbreak();
1045 endwin();
1047 if (Playersfp)
1048 fclose(Playersfp);
1049 if (Monstfp)
1050 fclose(Monstfp);
1051 if (Messagefp)
1052 fclose(Messagefp);
1053 if (Energyvoidfp)
1054 fclose(Energyvoidfp);
1056 if (doexit)
1057 exit(0);
1058 /* NOTREACHED */