4.4BSD/usr/src/games/phantasia/gamesupport.c

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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);
}