freebsd-nq/games/phantasia/gamesupport.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

723 lines
18 KiB
C
Raw Blame History

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/*
* 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
/
/************************************************************************/
changestats(ingameflag)
bool ingameflag;
{
static char flag[2] = /* for printing values of bools */
{'F', 'T'};
register struct player *playerp;/* pointer to structure to alter */
register 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 */
long 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[playerp->p_palantir],
flag[playerp->p_blessing],
flag[playerp->p_virgin],
flag[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[*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.
/
/************************************************************************/
monstlist()
{
register 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.
/
/************************************************************************/
scorelist()
{
struct scoreboard sbuf; /* for reading entries */
register 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.
/
/************************************************************************/
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.
/
/************************************************************************/
purgeoldplayers()
{
int today; /* day of year for today */
int daysold; /* how many days since the character has been used */
long ltime; /* time in seconds */
long loc = 0L; /* location in file */
time(&ltime);
today = localtime(&ltime)->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.
/
/************************************************************************/
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);
}