Annotation of 43BSDReno/games/phantasia/main.c, revision 1.1.1.1

1.1       root        1: /*
                      2:  * Phantasia 3.3.2 -- Interterminal fantasy game
                      3:  *
                      4:  * Edward A. Estes
                      5:  * AT&T, March 12, 1986
                      6:  */
                      7: 
                      8: /* DISCLAIMER:
                      9:  *
                     10:  * This game is distributed for free as is.  It is not guaranteed to work
                     11:  * in every conceivable environment.  It is not even guaranteed to work
                     12:  * in ANY environment.
                     13:  *
                     14:  * This game is distributed without notice of copyright, therefore it
                     15:  * may be used in any manner the recipient sees fit.  However, the
                     16:  * author assumes no responsibility for maintaining or revising this
                     17:  * game, in its original form, or any derivitives thereof.
                     18:  *
                     19:  * The author shall not be responsible for any loss, cost, or damage,
                     20:  * including consequential damage, caused by reliance on this material.
                     21:  *
                     22:  * The author makes no warranties, express or implied, including warranties
                     23:  * of merchantability or fitness for a particular purpose or use.
                     24:  *
                     25:  * AT&T is in no way connected with this game.
                     26:  */
                     27: 
                     28: #include <sys/types.h>
                     29: #include <pwd.h>
                     30: 
                     31: /*
                     32:  * The program allocates as much file space as it needs to store characters,
                     33:  * so the possibility exists for the character file to grow without bound.
                     34:  * The file is purged upon normal entry to try to avoid that problem.
                     35:  * A similar problem exists for energy voids.  To alleviate the problem here,
                     36:  * the void file is cleared with every new king, and a limit is placed
                     37:  * on the size of the energy void file.
                     38:  */
                     39: 
                     40: /*
                     41:  * Put one line of text into the file 'motd' for announcements, etc.
                     42:  */
                     43: 
                     44: /*
                     45:  * The scoreboard file is updated when someone dies, and keeps track
                     46:  * of the highest character to date for that login.
                     47:  * Being purged from the character file does not cause the scoreboard
                     48:  * to be updated.
                     49:  */
                     50: 
                     51: /*
                     52:  * All source files are set up for 'vi' with shiftwidth=4, tabstop=8. 
                     53:  */
                     54: 
                     55: /**/
                     56: 
                     57: /*
                     58:  * main.c      Main routines for Phantasia
                     59:  */
                     60: 
                     61: #include "include.h"
                     62: 
                     63: /***************************************************************************
                     64: / FUNCTION NAME: main()
                     65: /
                     66: / FUNCTION: initialize state, and call main process
                     67: /
                     68: / AUTHOR: E. A. Estes, 12/4/85
                     69: /
                     70: / ARGUMENTS:
                     71: /      int     argc - argument count
                     72: /      char    **argv - argument vector
                     73: /
                     74: / RETURN VALUE: none
                     75: /
                     76: / MODULES CALLED: monstlist(), checkenemy(), activelist(), 
                     77: /      throneroom(), checkbattle(), readmessage(), changestats(), writerecord(), 
                     78: /      tradingpost(), adjuststats(), recallplayer(), displaystats(), checktampered(), 
                     79: /      fabs(), rollnewplayer(), time(), exit(), sqrt(), floor(), wmove(), 
                     80: /      signal(), strcat(), purgeoldplayers(), getuid(), isatty(), wclear(), 
                     81: /      strcpy(), system(), altercoordinates(), cleanup(), waddstr(), procmain(), 
                     82: /      playinit(), leavegame(), localtime(), getanswer(), neatstuff(), initialstate(), 
                     83: /      scorelist(), titlelist()
                     84: /
                     85: / GLOBAL INPUTS: *Login, Throne, Wizard, Player, *stdscr, Changed, Databuf[], 
                     86: /      Fileloc, Stattable[]
                     87: /
                     88: / GLOBAL OUTPUTS: Wizard, Player, Changed, Fileloc, Timeout, *Statptr
                     89: /
                     90: / DESCRIPTION:
                     91: /      Process arguments, initialize program, and loop forever processing
                     92: /      player input.
                     93: /
                     94: /***************************************************************************/
                     95: 
                     96: main(argc, argv)
                     97: int    argc;
                     98: char   **argv;
                     99: {
                    100: bool   noheader = FALSE;       /* set if don't want header */
                    101: bool   headeronly = FALSE;     /* set if only want header */
                    102: bool   examine = FALSE;        /* set if examine a character */
                    103: long   seconds;                /* for time of day */
                    104: double dtemp;                  /* for temporary calculations */
                    105: 
                    106:     initialstate();            /* init globals */
                    107: 
                    108:     /* process arguments */
                    109:     while (--argc && (*++argv)[0] == '-')
                    110:        switch ((*argv)[1])
                    111:            {
                    112:            case 's':   /* short */
                    113:                noheader = TRUE;
                    114:                break;
                    115: 
                    116:            case 'H':   /* Header */
                    117:                headeronly = TRUE;
                    118:                break;
                    119: 
                    120:            case 'a':   /* all users */
                    121:                activelist();
                    122:                cleanup(TRUE);
                    123:                /*NOTREACHED*/
                    124: 
                    125:            case 'p':   /* purge old players */
                    126:                purgeoldplayers();
                    127:                cleanup(TRUE);
                    128:                /*NOTREACHED*/
                    129: 
                    130:            case 'S':   /* set 'Wizard' */
                    131:                Wizard = !getuid();
                    132:                break;
                    133: 
                    134:            case 'x':   /* examine */
                    135:                examine = TRUE;
                    136:                break;
                    137: 
                    138:            case 'm':   /* monsters */
                    139:                monstlist();
                    140:                cleanup(TRUE);
                    141:                /*NOTREACHED*/
                    142: 
                    143:            case 'b':   /* scoreboard */
                    144:                scorelist();
                    145:                cleanup(TRUE);
                    146:                /*NOTREACHED*/
                    147:                }
                    148: 
                    149:     if (!isatty(0))            /* don't let non-tty's play */
                    150:        cleanup(TRUE);
                    151:        /*NOTREACHED*/
                    152: 
                    153:     playinit();                        /* set up to catch signals, init curses */
                    154: 
                    155:     if (examine)
                    156:        {
                    157:        changestats(FALSE);
                    158:        cleanup(TRUE);
                    159:        /*NOTREACHED*/
                    160:        }
                    161: 
                    162:     if (!noheader)
                    163:        {
                    164:        titlelist();
                    165:        purgeoldplayers();    /* clean up old characters */
                    166:        }
                    167: 
                    168:     if (headeronly)
                    169:        cleanup(TRUE);
                    170:        /*NOTREACHED*/
                    171: 
                    172:     do
                    173:        /* get the player structure filled */
                    174:        {
                    175:        Fileloc = -1L;
                    176: 
                    177:        mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
                    178: 
                    179:        switch (getanswer("NYQ", FALSE))
                    180:            {
                    181:            case 'Y':
                    182:                Fileloc = recallplayer();
                    183:                break;
                    184: 
                    185:            case 'Q':
                    186:                cleanup(TRUE);
                    187:                /*NOTREACHED*/
                    188: 
                    189:            default:
                    190:                Fileloc = rollnewplayer();
                    191:                break;
                    192:            }
                    193:        clear();
                    194:        }
                    195:     while (Fileloc < 0L);
                    196: 
                    197:     if (Player.p_level > 5.0)
                    198:        /* low level players have long timeout */
                    199:        Timeout = TRUE;
                    200: 
                    201:     /* update some important player statistics */
                    202:     strcpy(Player.p_login, Login);
                    203:     time(&seconds);
                    204:     Player.p_lastused = localtime(&seconds)->tm_yday;
                    205:     Player.p_status = S_PLAYING;
                    206:     writerecord(&Player, Fileloc);
                    207: 
                    208:     Statptr = &Stattable[Player.p_type];       /* initialize pointer */
                    209: 
                    210:     /* catch interrupts */
                    211: #ifdef BSD41
                    212:     sigset(SIGINT, interrupt);
                    213: #endif
                    214: #ifdef BSD42
                    215:     signal(SIGINT, interrupt);
                    216: #endif
                    217: #ifdef SYS3
                    218:     signal(SIGINT, interrupt);
                    219: #endif
                    220: #ifdef SYS5
                    221:     signal(SIGINT, interrupt);
                    222: #endif
                    223: 
                    224:     altercoordinates(Player.p_x, Player.p_y, A_FORCED);        /* set some flags */
                    225: 
                    226:     clear();
                    227: 
                    228:     for (;;)
                    229:        /* loop forever, processing input */
                    230:        {
                    231: 
                    232:        adjuststats();          /* cleanup stats */
                    233: 
                    234:        if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
                    235:            /* not allowed on throne -- move */
                    236:            {
                    237:            mvaddstr(5,0,"You're not allowed in the Lord's Chamber without a crown.\n");
                    238:            altercoordinates(0.0, 0.0, A_NEAR);
                    239:            }
                    240: 
                    241:        checktampered();        /* check for energy voids, etc. */
                    242: 
                    243:        if (Player.p_status != S_CLOAKED
                    244:            /* not cloaked */
                    245:            && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
                    246:            /* |x| = |y| */
                    247:            && !Throne)
                    248:            /* not on throne */
                    249:            {
                    250:            dtemp = sqrt(dtemp / 100.0);
                    251:            if (floor(dtemp) == dtemp)
                    252:                /* |x| / 100 == n*n; at a trading post */
                    253:                {
                    254:                tradingpost();
                    255:                clear();
                    256:                }
                    257:            }
                    258: 
                    259:        checkbattle();          /* check for player to player battle */
                    260:        neatstuff();            /* gurus, medics, etc. */
                    261: 
                    262:        if (Player.p_status == S_CLOAKED)
                    263:            /* costs 3 mana per turn to be cloaked */
                    264:            if (Player.p_mana > 3.0)
                    265:                Player.p_mana -= 3.0;
                    266:            else
                    267:                /* ran out of mana, uncloak */
                    268:                {
                    269:                Player.p_status = S_PLAYING;
                    270:                Changed = TRUE;
                    271:                }
                    272: 
                    273:        if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
                    274:            /* change status back to S_PLAYING */
                    275:            {
                    276:            Player.p_status = S_PLAYING;
                    277:            Changed = TRUE;
                    278:            }
                    279: 
                    280:        if (Changed)
                    281:            /* update file only if important stuff has changed */
                    282:            {
                    283:            writerecord(&Player, Fileloc);
                    284:            Changed = FALSE;
                    285:            continue;
                    286:            }
                    287: 
                    288:        readmessage();                  /* read message, if any */
                    289: 
                    290:        displaystats();                 /* print statistics */
                    291: 
                    292:        move(6, 0);
                    293: 
                    294:        if (Throne)
                    295:            /* maybe make king, print prompt, etc. */
                    296:            throneroom();
                    297: 
                    298:        /* print status line */
                    299:        addstr("1:Move  2:Players  3:Talk  4:Stats  5:Quit  ");
                    300:        if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
                    301:            addstr("6:Cloak  ");
                    302:        if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
                    303:            addstr("7:Teleport  ");
                    304:        if (Player.p_specialtype >= SC_COUNCIL || Wizard)
                    305:            addstr("8:Intervene  ");
                    306: 
                    307:        procmain();                     /* process input */
                    308:        }
                    309: }
                    310: /**/
                    311: /************************************************************************
                    312: /
                    313: / FUNCTION NAME: initialstate()
                    314: /
                    315: / FUNCTION: initialize some important global variable
                    316: /
                    317: / AUTHOR: E. A. Estes, 12/4/85
                    318: /
                    319: / ARGUMENTS: none
                    320: /
                    321: / RETURN VALUE: none
                    322: /
                    323: / MODULES CALLED: time(), fopen(), srandom(), error(), getuid(), getlogin(), 
                    324: /      getpwuid()
                    325: /
                    326: / GLOBAL INPUTS: 
                    327: /
                    328: / GLOBAL OUTPUTS: *Energyvoidfp, Echo, Marsh, *Login, Users, Beyond, 
                    329: /      Throne, Wizard, Changed, Okcount, Timeout, Windows, *Monstfp, *Messagefp, 
                    330: /      *Playersfp
                    331: /
                    332: / DESCRIPTION:
                    333: /      Set global flags, and open files which remain open.
                    334: /
                    335: /************************************************************************/
                    336: 
                    337: initialstate()
                    338: {
                    339:     Beyond = FALSE;
                    340:     Marsh = FALSE;
                    341:     Throne = FALSE;
                    342:     Changed = FALSE;
                    343:     Wizard = FALSE;
                    344:     Timeout = FALSE;
                    345:     Users = 0;
                    346:     Windows = FALSE;
                    347:     Echo = TRUE;
                    348: 
                    349:     /* setup login name */
                    350:     if ((Login = getlogin()) == NULL)
                    351:        Login = getpwuid(getuid())->pw_name;
                    352:     
                    353:     /* open some files */
                    354:     if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
                    355:        error(_PATH_PEOPLE);
                    356:        /*NOTREACHED*/
                    357: 
                    358:     if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
                    359:        error(_PATH_MONST);
                    360:        /*NOTREACHED*/
                    361: 
                    362:     if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
                    363:        error(_PATH_MESS);
                    364:        /*NOTREACHED*/
                    365: 
                    366:     if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
                    367:        error(_PATH_VOID);
                    368:        /*NOTREACHED*/
                    369: 
                    370:     srandom((unsigned) time((long *) NULL));   /* prime random numbers */
                    371: }
                    372: /**/
                    373: /************************************************************************
                    374: /
                    375: / FUNCTION NAME: rollnewplayer()
                    376: /
                    377: / FUNCTION: roll up a new character
                    378: /
                    379: / AUTHOR: E. A. Estes, 12/4/85
                    380: /
                    381: / ARGUMENTS: none
                    382: /
                    383: / RETURN VALUE: none
                    384: /
                    385: / MODULES CALLED: initplayer(), allocrecord(), truncstring(), fabs(), wmove(), 
                    386: /      wclear(), sscanf(), strcmp(), genchar(), waddstr(), findname(), mvprintw(), 
                    387: /      getanswer(), getstring()
                    388: /
                    389: / GLOBAL INPUTS: Other, Wizard, Player, *stdscr, Databuf[]
                    390: /
                    391: / GLOBAL OUTPUTS: Echo
                    392: /
                    393: / DESCRIPTION:
                    394: /      Prompt player, and roll up new character.
                    395: /
                    396: /************************************************************************/
                    397: 
                    398: long
                    399: rollnewplayer()
                    400: {
                    401: int    chartype;       /* character type */
                    402: int    ch;             /* input */
                    403: 
                    404:     initplayer(&Player);               /* initialize player structure */
                    405: 
                    406:     clear();
                    407:     mvaddstr(4, 21, "Which type of character do you want:");
                    408:     mvaddstr(8, 4, "1:Magic User  2:Fighter  3:Elf  4:Dwarf  5:Halfling  6:Experimento  ");
                    409:     if (Wizard) {
                    410:        addstr("7:Super  ? ");
                    411:        chartype = getanswer("1234567", FALSE);
                    412:        }
                    413:     else {
                    414:        addstr("?  ");
                    415:        chartype = getanswer("123456", FALSE);
                    416:        }
                    417: 
                    418:     do
                    419:        {
                    420:        genchar(chartype);              /* roll up a character */
                    421: 
                    422:        /* print out results */
                    423:        mvprintw(12, 14,
                    424:            "Strength    :  %2.0f  Quickness:  %2.0f  Mana       :  %2.0f\n",
                    425:            Player.p_strength, Player.p_quickness, Player.p_mana);
                    426:        mvprintw(13, 14,
                    427:            "Energy Level:  %2.0f  Brains   :  %2.0f  Magic Level:  %2.0f\n",
                    428:            Player.p_energy, Player.p_brains, Player.p_magiclvl);
                    429: 
                    430:        if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
                    431:            break;
                    432: 
                    433:        mvaddstr(14, 14, "Type '1' to keep >");
                    434:        ch = getanswer(" ", TRUE);
                    435:        }
                    436:     while (ch != '1');
                    437: 
                    438:     if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
                    439:        /* get coordinates for experimento */
                    440:        for (;;)
                    441:            {
                    442:            mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
                    443:            getstring(Databuf, SZ_DATABUF);
                    444:            sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
                    445: 
                    446:            if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
                    447:                mvaddstr(17, 0, "Invalid coordinates.  Try again.\n");
                    448:            else
                    449:                break;
                    450:            }
                    451: 
                    452:     for (;;)
                    453:        /* name the new character */
                    454:        {
                    455:        mvprintw(18, 0,
                    456:            "Give your character a name [up to %d characters] ?  ", SZ_NAME - 1);
                    457:        getstring(Player.p_name, SZ_NAME);
                    458:        truncstring(Player.p_name);             /* remove trailing blanks */
                    459: 
                    460:        if (Player.p_name[0] == '\0')
                    461:            /* no null names */
                    462:            mvaddstr(19, 0, "Invalid name.");
                    463:        else if (findname(Player.p_name, &Other) >= 0L)
                    464:            /* cannot have duplicate names */
                    465:            mvaddstr(19, 0, "Name already in use.");
                    466:        else
                    467:            /* name is acceptable */
                    468:            break;
                    469: 
                    470:        addstr("  Pick another.\n");
                    471:        }
                    472: 
                    473:     /* get a password for character */
                    474:     Echo = FALSE;
                    475: 
                    476:     do
                    477:        {
                    478:        mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
                    479:        getstring(Player.p_password, SZ_PASSWORD);
                    480:        mvaddstr(21, 0, "One more time to verify ? ");
                    481:        getstring(Databuf, SZ_PASSWORD);
                    482:        }
                    483:     while (strcmp(Player.p_password, Databuf) != 0);
                    484: 
                    485:     Echo = TRUE;
                    486: 
                    487:     return(allocrecord());
                    488: }
                    489: /**/
                    490: /************************************************************************
                    491: /
                    492: / FUNCTION NAME: procmain()
                    493: /
                    494: / FUNCTION: process input from player
                    495: /
                    496: / AUTHOR: E. A. Estes, 12/4/85
                    497: /
                    498: / ARGUMENTS: none
                    499: /
                    500: / RETURN VALUE: none
                    501: /
                    502: / MODULES CALLED: dotampered(), changestats(), inputoption(), allstatslist(), 
                    503: /      fopen(), wmove(), drandom(), sscanf(), fclose(), altercoordinates(), 
                    504: /      waddstr(), fprintf(), distance(), userlist(), leavegame(), encounter(), 
                    505: /      getstring(), wclrtobot()
                    506: /
                    507: / GLOBAL INPUTS: Circle, Illcmd[], Throne, Wizard, Player, *stdscr, 
                    508: /      Databuf[], Illmove[]
                    509: /
                    510: / GLOBAL OUTPUTS: Player, Changed
                    511: /
                    512: / DESCRIPTION:
                    513: /      Process main menu options.
                    514: /
                    515: /************************************************************************/
                    516: 
                    517: procmain()
                    518: {
                    519: int    ch;                     /* input */
                    520: double x;                      /* desired new x coordinate */
                    521: double y;                      /* desired new y coordinate */
                    522: double temp;                   /* for temporary calculations */
                    523: FILE   *fp;                    /* for opening files */
                    524: register int   loop;           /* a loop counter */
                    525: bool   hasmoved = FALSE;       /* set if player has moved */
                    526: 
                    527:     ch = inputoption();
                    528:     mvaddstr(4, 0, "\n\n");            /* clear status area */
                    529: 
                    530:     move(7, 0);
                    531:     clrtobot();                        /* clear data on bottom area of screen */
                    532: 
                    533:     if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
                    534:        /* valar cannot move */
                    535:        ch = ' ';
                    536: 
                    537:     switch (ch)
                    538:        {
                    539:        case 'K':               /* move up/north */
                    540:        case 'N':
                    541:            x = Player.p_x;
                    542:            y = Player.p_y + MAXMOVE();
                    543:            hasmoved = TRUE;
                    544:            break;
                    545: 
                    546:        case 'J':               /* move down/south */
                    547:        case 'S':
                    548:            x = Player.p_x;
                    549:            y = Player.p_y - MAXMOVE();
                    550:            hasmoved = TRUE;
                    551:            break;
                    552: 
                    553:        case 'L':               /* move right/east */
                    554:        case 'E':
                    555:            x = Player.p_x + MAXMOVE();
                    556:            y = Player.p_y;
                    557:            hasmoved = TRUE;
                    558:            break;
                    559: 
                    560:        case 'H':               /* move left/west */
                    561:        case 'W':
                    562:            x = Player.p_x - MAXMOVE();
                    563:            y = Player.p_y;
                    564:            hasmoved = TRUE;
                    565:            break;
                    566: 
                    567:        default:    /* rest */
                    568:            Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
                    569:                + Player.p_level / 3.0 + 2.0;
                    570:            Player.p_energy =
                    571:                MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
                    572: 
                    573:            if (Player.p_status != S_CLOAKED)
                    574:                /* cannot find mana if cloaked */
                    575:                {
                    576:                Player.p_mana += (Circle + Player.p_level) / 4.0;
                    577: 
                    578:                if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
                    579:                    /* wandering monster */
                    580:                    encounter(-1);
                    581:                }
                    582:            break;
                    583: 
                    584:        case 'X':               /* change/examine a character */
                    585:            changestats(TRUE);
                    586:            break;
                    587: 
                    588:        case '1':               /* move */
                    589:            for (loop = 3; loop; --loop)
                    590:                {
                    591:                mvaddstr(4, 0, "X Y Coordinates ? ");
                    592:                getstring(Databuf, SZ_DATABUF);
                    593: 
                    594:                if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
                    595:                    mvaddstr(5, 0, "Try again\n");
                    596:                else if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
                    597:                    ILLMOVE();
                    598:                else
                    599:                    {
                    600:                    hasmoved = TRUE;
                    601:                    break;
                    602:                    }
                    603:                }
                    604:            break;
                    605: 
                    606:        case '2':               /* players */
                    607:            userlist(TRUE);
                    608:            break;
                    609: 
                    610:        case '3':               /* message */
                    611:            mvaddstr(4, 0, "Message ? ");
                    612:            getstring(Databuf, SZ_DATABUF);
                    613:            /* we open the file for writing to erase any data which is already there */
                    614:            fp = fopen(_PATH_MESS, "w");
                    615:            if (Databuf[0] != '\0')
                    616:                fprintf(fp, "%s: %s", Player.p_name, Databuf);
                    617:            fclose(fp);
                    618:            break;
                    619: 
                    620:        case '4':               /* stats */
                    621:            allstatslist();
                    622:            break;
                    623: 
                    624:        case '5':               /* good-bye */
                    625:            leavegame();
                    626:            /*NOTREACHED*/
                    627: 
                    628:        case '6':               /* cloak */
                    629:            if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
                    630:                ILLCMD();
                    631:            else if (Player.p_status == S_CLOAKED)
                    632:                Player.p_status = S_PLAYING;
                    633:            else if (Player.p_mana < MM_CLOAK)
                    634:                mvaddstr(5, 0, "No mana left.\n");
                    635:            else
                    636:                {
                    637:                Changed = TRUE;
                    638:                Player.p_mana -= MM_CLOAK;
                    639:                Player.p_status = S_CLOAKED;
                    640:                }
                    641:            break;
                    642: 
                    643:        case '7':       /* teleport */
                    644:            /*
                    645:             * conditions for teleport
                    646:             *  - 20 per (level plus magic level)
                    647:             *  - OR council of the wise or valar or ex-valar
                    648:             *  - OR transport from throne
                    649:             * transports from throne cost no mana
                    650:             */
                    651:            if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
                    652:                ILLCMD();
                    653:            else 
                    654:                for (loop = 3; loop; --loop)
                    655:                    {
                    656:                    mvaddstr(4, 0, "X Y Coordinates ? ");
                    657:                    getstring(Databuf, SZ_DATABUF);
                    658: 
                    659:                    if (sscanf(Databuf, "%lf %lf", &x, &y) == 2)
                    660:                        {
                    661:                        temp = distance(Player.p_x, x, Player.p_y, y);
                    662:                        if (!Throne
                    663:                            /* can transport anywhere from throne */
                    664:                            && Player.p_specialtype <= SC_COUNCIL
                    665:                            /* council, valar can transport anywhere */
                    666:                            && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
                    667:                            /* can only move 20 per exp. level + mag. level */
                    668:                            ILLMOVE();
                    669:                        else
                    670:                            {
                    671:                            temp = (temp / 75.0 + 1.0) * 20.0;  /* mana used */
                    672: 
                    673:                            if (!Throne && temp > Player.p_mana)
                    674:                                mvaddstr(5, 0, "Not enough power for that distance.\n");
                    675:                            else
                    676:                                {
                    677:                                if (!Throne)
                    678:                                    Player.p_mana -= temp;
                    679:                                hasmoved = TRUE;
                    680:                                break;
                    681:                                }
                    682:                            }
                    683:                        }
                    684:                    }
                    685:            break;
                    686: 
                    687:        case 'C':
                    688:        case '9':               /* monster */
                    689:            if (Throne)
                    690:                /* no monsters while on throne */
                    691:                mvaddstr(5, 0, "No monsters in the chamber!\n");
                    692:            else if (Player.p_specialtype != SC_VALAR)
                    693:                /* the valar cannot call monsters */
                    694:                {
                    695:                Player.p_sin += 1e-6;
                    696:                encounter(-1);
                    697:                }
                    698:            break;
                    699: 
                    700:        case '0':               /* decree */
                    701:            if (Wizard || Player.p_specialtype == SC_KING && Throne)
                    702:                /* kings must be on throne to decree */
                    703:                dotampered();
                    704:            else
                    705:                ILLCMD();
                    706:            break;
                    707: 
                    708:        case '8':               /* intervention */
                    709:            if (Wizard || Player.p_specialtype >= SC_COUNCIL)
                    710:                dotampered();
                    711:            else
                    712:                ILLCMD();
                    713:            break;
                    714:        }
                    715: 
                    716:     if (hasmoved)
                    717:        /* player has moved -- alter coordinates, and do random monster */
                    718:        {
                    719:        altercoordinates(x, y, A_SPECIFIC);
                    720: 
                    721:        if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
                    722:            encounter(-1);
                    723:        }
                    724: }
                    725: /**/
                    726: /************************************************************************
                    727: /
                    728: / FUNCTION NAME: titlelist()
                    729: /
                    730: / FUNCTION: print title page
                    731: /
                    732: / AUTHOR: E. A. Estes, 12/4/85
                    733: /
                    734: / ARGUMENTS: none
                    735: /
                    736: / RETURN VALUE: none
                    737: /
                    738: / MODULES CALLED: fread(), fseek(), fopen(), fgets(), wmove(), strcpy(), 
                    739: /      fclose(), strlen(), waddstr(), sprintf(), wrefresh()
                    740: /
                    741: / GLOBAL INPUTS: Lines, Other, *stdscr, Databuf[], *Playersfp
                    742: /
                    743: / GLOBAL OUTPUTS: Lines
                    744: /
                    745: / DESCRIPTION:
                    746: /      Print important information about game, players, etc.
                    747: /
                    748: /************************************************************************/
                    749: 
                    750: titlelist()
                    751: {
                    752: register FILE  *fp;            /* used for opening various files */
                    753: bool   councilfound = FALSE;   /* set if we find a member of the council */
                    754: bool   kingfound = FALSE;      /* set if we find a king */
                    755: double hiexp, nxtexp;          /* used for finding the two highest players */
                    756: double hilvl, nxtlvl;          /* used for finding the two highest players */
                    757: char   hiname[21], nxtname[21];/* used for finding the two highest players */
                    758: 
                    759:     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)!");
                    760: 
                    761:     /* print message of the day */
                    762:     if ((fp = fopen(_PATH_MOTD, "r")) != NULL
                    763:        && fgets(Databuf, SZ_DATABUF, fp) != NULL)
                    764:        {
                    765:        mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
                    766:        fclose(fp);
                    767:        }
                    768: 
                    769:     /* search for king */
                    770:     fseek(Playersfp, 0L, 0);
                    771:     while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
                    772:        if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
                    773:            /* found the king */
                    774:            {
                    775:            sprintf(Databuf, "The present ruler is %s  Level:%.0f",
                    776:                Other.p_name, Other.p_level);
                    777:            mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
                    778:            kingfound = TRUE;
                    779:            break;
                    780:            }
                    781: 
                    782:     if (!kingfound)
                    783:        mvaddstr(4, 24, "There is no ruler at this time.");
                    784: 
                    785:     /* search for valar */
                    786:     fseek(Playersfp, 0L, 0);
                    787:     while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
                    788:        if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
                    789:            /* found the valar */
                    790:            {
                    791:            sprintf(Databuf, "The Valar is %s   Login:  %s", Other.p_name, Other.p_login);
                    792:            mvaddstr(6, 40 - strlen(Databuf) / 2 , Databuf);
                    793:            break;
                    794:            }
                    795: 
                    796:     /* search for council of the wise */
                    797:     fseek(Playersfp, 0L, 0);
                    798:     Lines = 10;
                    799:     while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
                    800:        if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
                    801:            /* found a member of the council */
                    802:            {
                    803:            if (!councilfound)
                    804:                {
                    805:                mvaddstr(8, 30, "Council of the Wise:");
                    806:                councilfound = TRUE;
                    807:                }
                    808: 
                    809:            /* This assumes a finite (<=5) number of C.O.W.: */
                    810:            sprintf(Databuf, "%s   Login:  %s", Other.p_name, Other.p_login);
                    811:            mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
                    812:            }
                    813: 
                    814:     /* search for the two highest players */
                    815:     nxtname[0] = hiname[0] = '\0';
                    816:     hiexp = 0.0;
                    817:     nxtlvl = hilvl = 0;
                    818: 
                    819:     fseek(Playersfp, 0L, 0);
                    820:     while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
                    821:        if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
                    822:            /* highest found so far */
                    823:            {
                    824:            nxtexp = hiexp;
                    825:            hiexp = Other.p_experience;
                    826:            nxtlvl = hilvl;
                    827:            hilvl = Other.p_level;
                    828:            strcpy(nxtname, hiname);
                    829:            strcpy(hiname, Other.p_name);
                    830:            }
                    831:        else if (Other.p_experience > nxtexp
                    832:            && Other.p_specialtype <= SC_KING
                    833:            && Other.p_status != S_NOTUSED)
                    834:            /* next highest found so far */
                    835:            {
                    836:            nxtexp = Other.p_experience;
                    837:            nxtlvl = Other.p_level;
                    838:            strcpy(nxtname, Other.p_name);
                    839:            }
                    840: 
                    841:     mvaddstr(15, 28, "Highest characters are:");
                    842:     sprintf(Databuf, "%s  Level:%.0f   and   %s  Level:%.0f",
                    843:        hiname, hilvl, nxtname, nxtlvl);
                    844:     mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
                    845: 
                    846:     /* print last to die */
                    847:     if ((fp = fopen(_PATH_LASTDEAD,"r")) != NULL
                    848:        && fgets(Databuf, SZ_DATABUF, fp) != NULL)
                    849:        {
                    850:        mvaddstr(19, 25, "The last character to die was:");
                    851:        mvaddstr(20, 40 - strlen(Databuf) / 2,Databuf);
                    852:        fclose(fp);
                    853:        }
                    854: 
                    855:     refresh();
                    856: }
                    857: /**/
                    858: /************************************************************************
                    859: /
                    860: / FUNCTION NAME: recallplayer()
                    861: /
                    862: / FUNCTION: find a character on file
                    863: /
                    864: / AUTHOR: E. A. Estes, 12/4/85
                    865: /
                    866: / ARGUMENTS: none
                    867: /
                    868: / RETURN VALUE: none
                    869: /
                    870: / MODULES CALLED: writerecord(), truncstring(), more(), death(), wmove(), 
                    871: /      wclear(), strcmp(), printw(), cleanup(), waddstr(), findname(), mvprintw(), 
                    872: /      getanswer(), getstring()
                    873: /
                    874: / GLOBAL INPUTS: Player, *stdscr, Databuf[]
                    875: /
                    876: / GLOBAL OUTPUTS: Echo, Player
                    877: /
                    878: / DESCRIPTION:
                    879: /      Search for a character of a certain name, and check password.
                    880: /
                    881: /************************************************************************/
                    882: 
                    883: long
                    884: recallplayer()
                    885: {
                    886: long   loc = 0L;               /* location in player file */
                    887: register int   loop;           /* loop counter */
                    888: int    ch;                     /* input */
                    889: 
                    890:     clear();
                    891:     mvprintw(10, 0, "What was your character's name ? ");
                    892:     getstring(Databuf, SZ_NAME);
                    893:     truncstring(Databuf);
                    894: 
                    895:     if ((loc = findname(Databuf, &Player)) >= 0L)
                    896:        /* found character */
                    897:        {
                    898:        Echo = FALSE;
                    899: 
                    900:        for (loop = 0; loop < 2; ++loop)
                    901:            {
                    902:            /* prompt for password */
                    903:            mvaddstr(11, 0, "Password ? ");
                    904:            getstring(Databuf, SZ_PASSWORD);
                    905:            if (strcmp(Databuf, Player.p_password) == 0)
                    906:                /* password good */
                    907:                {
                    908:                Echo = TRUE;
                    909: 
                    910:                if (Player.p_status != S_OFF)
                    911:                    /* player did not exit normally last time */
                    912:                    {
                    913:                    clear();
                    914:                    addstr("Your character did not exit normally last time.\n");
                    915:                    addstr("If you think you have good cause to have your character saved,\n");
                    916:                    printw("you may quit and mail your reason to 'root'.\n");
                    917:                    addstr("Otherwise, continuing spells certain death.\n");
                    918:                    addstr("Do you want to quit ? ");
                    919:                    ch = getanswer("YN", FALSE);
                    920:                    if (ch == 'Y')
                    921:                        {
                    922:                        Player.p_status = S_HUNGUP;
                    923:                        writerecord(&Player, loc);
                    924:                        cleanup(TRUE);
                    925:                        /*NOTREACHED*/
                    926:                        }
                    927:                    death("Stupidity");
                    928:                    /*NOTREACHED*/
                    929:                    }
                    930:                return(loc);
                    931:                }
                    932:            else
                    933:                mvaddstr(12, 0, "No good.\n");
                    934:            }
                    935: 
                    936:        Echo = TRUE;
                    937:        }
                    938:     else
                    939:        mvaddstr(11, 0, "Not found.\n");
                    940: 
                    941:     more(13);
                    942:     return(-1L);
                    943: }
                    944: /**/
                    945: /************************************************************************
                    946: /
                    947: / FUNCTION NAME: neatstuff()
                    948: /
                    949: / FUNCTION: do random stuff
                    950: /
                    951: / AUTHOR: E. A. Estes, 3/3/86
                    952: /
                    953: / ARGUMENTS: none
                    954: /
                    955: / RETURN VALUE: none
                    956: /
                    957: / MODULES CALLED: collecttaxes(), floor(), wmove(), drandom(), infloat(), 
                    958: /      waddstr(), mvprintw(), getanswer()
                    959: /
                    960: / GLOBAL INPUTS: Player, *stdscr, *Statptr
                    961: /
                    962: / GLOBAL OUTPUTS: Player
                    963: /
                    964: / DESCRIPTION:
                    965: /      Handle gurus, medics, etc.
                    966: /
                    967: /************************************************************************/
                    968: 
                    969: neatstuff()
                    970: {
                    971: double temp;   /* for temporary calculations */
                    972: int    ch;     /* input */
                    973: 
                    974:     switch ((int) ROLL(0.0, 100.0))
                    975:        {
                    976:        case 1:
                    977:        case 2:
                    978:            if (Player.p_poison > 0.0)
                    979:                {
                    980:                mvaddstr(4, 0, "You've found a medic!  How much will you offer to be cured ? ");
                    981:                temp = floor(infloat());
                    982:                if (temp < 0.0 || temp > Player.p_gold)
                    983:                    /* negative gold, or more than available */
                    984:                    {
                    985:                    mvaddstr(6, 0, "He was not amused, and made you worse.\n");
                    986:                    Player.p_poison += 1.0;
                    987:                    }
                    988:                else if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
                    989:                    /* medic wants 1/2 of available gold */
                    990:                    mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
                    991:                else
                    992:                    {
                    993:                    mvaddstr(5, 0, "He accepted.");
                    994:                    Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
                    995:                    Player.p_gold -= temp;
                    996:                    }
                    997:                }
                    998:            break;
                    999: 
                   1000:        case 3:
                   1001:            mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
                   1002:            Player.p_experience += 4000.0;
                   1003:            Player.p_sin += 0.5;
                   1004:            break;
                   1005: 
                   1006:        case 4:
                   1007:            temp = ROLL(10.0, 75.0);
                   1008:            mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
                   1009:            ch = getanswer("NY", FALSE);
                   1010: 
                   1011:            if (ch == 'Y')
                   1012:                collecttaxes(temp, 0.0);
                   1013:            break;
                   1014: 
                   1015:        case 5:
                   1016:            if (Player.p_sin > 1.0)
                   1017:                {
                   1018:                mvaddstr(4, 0, "You've found a Holy Orb!\n");
                   1019:                Player.p_sin -= 0.25;
                   1020:                }
                   1021:            break;
                   1022: 
                   1023:        case 6:
                   1024:            if (Player.p_poison < 1.0)
                   1025:                {
                   1026:                mvaddstr(4, 0, "You've been hit with a plague!\n");
                   1027:                Player.p_poison += 1.0;
                   1028:                }
                   1029:            break;
                   1030: 
                   1031:        case 7:
                   1032:            mvaddstr(4, 0, "You've found some holy water.\n");
                   1033:            ++Player.p_holywater;
                   1034:            break;
                   1035: 
                   1036:        case 8:
                   1037:            mvaddstr(4, 0, "You've met a Guru. . .");
                   1038:            if (drandom() * Player.p_sin > 1.0)
                   1039:                addstr("You disgusted him with your sins!\n");
                   1040:            else if (Player.p_poison > 0.0)
                   1041:                {
                   1042:                addstr("He looked kindly upon you, and cured you.\n");
                   1043:                Player.p_poison = 0.0;
                   1044:                }
                   1045:            else
                   1046:                {
                   1047:                addstr("He rewarded you for your virtue.\n");
                   1048:                Player.p_mana += 50.0;
                   1049:                Player.p_shield += 2.0;
                   1050:                }
                   1051:            break;
                   1052: 
                   1053:        case 9:
                   1054:            mvaddstr(4, 0, "You've found an amulet.\n");
                   1055:            ++Player.p_amulets;
                   1056:            break;
                   1057: 
                   1058:        case 10:
                   1059:            if (Player.p_blindness)
                   1060:                {
                   1061:                mvaddstr(4, 0, "You've regained your sight!\n");
                   1062:                Player.p_blindness = FALSE;
                   1063:                }
                   1064:            break;
                   1065: 
                   1066:        default:        /* deal with poison */
                   1067:            if (Player.p_poison > 0.0)
                   1068:                {
                   1069:                temp = Player.p_poison * Statptr->c_weakness
                   1070:                    * Player.p_maxenergy / 600.0;
                   1071:                if (Player.p_energy > Player.p_maxenergy / 10.0
                   1072:                    && temp + 5.0 < Player.p_energy)
                   1073:                    Player.p_energy -= temp;
                   1074:                }
                   1075:            break;
                   1076:        }
                   1077: }
                   1078: /**/
                   1079: /************************************************************************
                   1080: /
                   1081: / FUNCTION NAME: genchar()
                   1082: /
                   1083: / FUNCTION: generate a random character
                   1084: /
                   1085: / AUTHOR: E. A. Estes, 12/4/85
                   1086: /
                   1087: / ARGUMENTS:
                   1088: /      int type - ASCII value of character type to generate
                   1089: /
                   1090: / RETURN VALUE: none
                   1091: /
                   1092: / MODULES CALLED: floor(), drandom()
                   1093: /
                   1094: / GLOBAL INPUTS: Wizard, Player, Stattable[]
                   1095: /
                   1096: / GLOBAL OUTPUTS: Player
                   1097: /
                   1098: / DESCRIPTION:
                   1099: /      Use the lookup table for rolling stats.
                   1100: /
                   1101: /************************************************************************/
                   1102: 
                   1103: genchar(type)
                   1104: int    type;
                   1105: {
                   1106: register int   subscript;              /* used for subscripting into Stattable */
                   1107: register struct charstats      *statptr;/* for pointing into Stattable */
                   1108: 
                   1109:     subscript = type - '1';
                   1110: 
                   1111:     if (subscript < C_MAGIC || subscript > C_EXPER)
                   1112:        if (subscript != C_SUPER || !Wizard)
                   1113:            /* fighter is default */
                   1114:            subscript = C_FIGHTER;
                   1115:     
                   1116:     statptr = &Stattable[subscript];
                   1117: 
                   1118:     Player.p_quickness =
                   1119:        ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
                   1120:     Player.p_strength =
                   1121:        ROLL(statptr->c_strength.base, statptr->c_strength.interval);
                   1122:     Player.p_mana =
                   1123:        ROLL(statptr->c_mana.base, statptr->c_mana.interval);
                   1124:     Player.p_maxenergy =
                   1125:     Player.p_energy =
                   1126:        ROLL(statptr->c_energy.base, statptr->c_energy.interval);
                   1127:     Player.p_brains =
                   1128:        ROLL(statptr->c_brains.base, statptr->c_brains.interval);
                   1129:     Player.p_magiclvl =
                   1130:        ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
                   1131: 
                   1132:     Player.p_type = subscript;
                   1133: 
                   1134:     if (Player.p_type == C_HALFLING)
                   1135:        /* give halfling some experience */
                   1136:        Player.p_experience = ROLL(600.0, 200.0);
                   1137: }
                   1138: /**/
                   1139: /************************************************************************
                   1140: /
                   1141: / FUNCTION NAME: playinit()
                   1142: /
                   1143: / FUNCTION: initialize for playing game
                   1144: /
                   1145: / AUTHOR: E. A. Estes, 12/4/85
                   1146: /
                   1147: / ARGUMENTS: none
                   1148: /
                   1149: / RETURN VALUE: none
                   1150: /
                   1151: / MODULES CALLED: signal(), wclear(), noecho(), crmode(), initscr(), 
                   1152: /      wrefresh()
                   1153: /
                   1154: / GLOBAL INPUTS: *stdscr, ill_sig()
                   1155: /
                   1156: / GLOBAL OUTPUTS: Windows
                   1157: /
                   1158: / DESCRIPTION:
                   1159: /      Catch a bunch of signals, and turn on curses stuff.
                   1160: /
                   1161: /************************************************************************/
                   1162: 
                   1163: playinit()
                   1164: {
                   1165:     /* catch/ingnore signals */
                   1166: 
                   1167: #ifdef BSD41
                   1168:     sigignore(SIGQUIT);
                   1169:     sigignore(SIGALRM);
                   1170:     sigignore(SIGTERM);
                   1171:     sigignore(SIGTSTP);
                   1172:     sigignore(SIGTTIN);
                   1173:     sigignore(SIGTTOU);
                   1174:     sighold(SIGINT);
                   1175:     sigset(SIGHUP, ill_sig);
                   1176:     sigset(SIGTRAP, ill_sig);
                   1177:     sigset(SIGIOT, ill_sig);
                   1178:     sigset(SIGEMT, ill_sig);
                   1179:     sigset(SIGFPE, ill_sig);
                   1180:     sigset(SIGBUS, ill_sig);
                   1181:     sigset(SIGSEGV, ill_sig);
                   1182:     sigset(SIGSYS, ill_sig);
                   1183:     sigset(SIGPIPE, ill_sig);
                   1184: #endif
                   1185: #ifdef BSD42
                   1186:     signal(SIGQUIT, ill_sig);
                   1187:     signal(SIGALRM, SIG_IGN);
                   1188:     signal(SIGTERM, SIG_IGN);
                   1189:     signal(SIGTSTP, SIG_IGN);
                   1190:     signal(SIGTTIN, SIG_IGN);
                   1191:     signal(SIGTTOU, SIG_IGN);
                   1192:     signal(SIGINT, ill_sig);
                   1193:     signal(SIGHUP, SIG_DFL);
                   1194:     signal(SIGTRAP, ill_sig);
                   1195:     signal(SIGIOT, ill_sig);
                   1196:     signal(SIGEMT, ill_sig);
                   1197:     signal(SIGFPE, ill_sig);
                   1198:     signal(SIGBUS, ill_sig);
                   1199:     signal(SIGSEGV, ill_sig);
                   1200:     signal(SIGSYS, ill_sig);
                   1201:     signal(SIGPIPE, ill_sig);
                   1202: #endif
                   1203: #ifdef SYS3
                   1204:     signal(SIGINT, SIG_IGN);
                   1205:     signal(SIGQUIT, SIG_IGN);
                   1206:     signal(SIGTERM, SIG_IGN);
                   1207:     signal(SIGALRM, SIG_IGN);
                   1208:     signal(SIGHUP, ill_sig);
                   1209:     signal(SIGTRAP, ill_sig);
                   1210:     signal(SIGIOT, ill_sig);
                   1211:     signal(SIGEMT, ill_sig);
                   1212:     signal(SIGFPE, ill_sig);
                   1213:     signal(SIGBUS, ill_sig);
                   1214:     signal(SIGSEGV, ill_sig);
                   1215:     signal(SIGSYS, ill_sig);
                   1216:     signal(SIGPIPE, ill_sig);
                   1217: #endif
                   1218: #ifdef SYS5
                   1219:     signal(SIGINT, SIG_IGN);
                   1220:     signal(SIGQUIT, SIG_IGN);
                   1221:     signal(SIGTERM, SIG_IGN);
                   1222:     signal(SIGALRM, SIG_IGN);
                   1223:     signal(SIGHUP, ill_sig);
                   1224:     signal(SIGTRAP, ill_sig);
                   1225:     signal(SIGIOT, ill_sig);
                   1226:     signal(SIGEMT, ill_sig);
                   1227:     signal(SIGFPE, ill_sig);
                   1228:     signal(SIGBUS, ill_sig);
                   1229:     signal(SIGSEGV, ill_sig);
                   1230:     signal(SIGSYS, ill_sig);
                   1231:     signal(SIGPIPE, ill_sig);
                   1232: #endif
                   1233: 
                   1234:     initscr();         /* turn on curses */
                   1235:     noecho();          /* do not echo input */
                   1236:     crmode();          /* do not process erase, kill */
                   1237:     clear();
                   1238:     refresh();
                   1239:     Windows = TRUE;    /* mark the state */
                   1240: }
                   1241: 
                   1242: /**/
                   1243: /************************************************************************
                   1244: /
                   1245: / FUNCTION NAME: cleanup()
                   1246: /
                   1247: / FUNCTION: close some files, and maybe exit
                   1248: /
                   1249: / AUTHOR: E. A. Estes, 12/4/85
                   1250: /
                   1251: / ARGUMENTS:
                   1252: /      bool doexit - exit flag
                   1253: /
                   1254: / RETURN VALUE: none
                   1255: /
                   1256: / MODULES CALLED: exit(), wmove(), fclose(), endwin(), nocrmode(), wrefresh()
                   1257: /
                   1258: / GLOBAL INPUTS: *Energyvoidfp, LINES, *stdscr, Windows, *Monstfp, 
                   1259: /      *Messagefp, *Playersfp
                   1260: /
                   1261: / GLOBAL OUTPUTS: none
                   1262: /
                   1263: / DESCRIPTION:
                   1264: /      Close all open files.  If we are "in curses" terminate curses.
                   1265: /      If 'doexit' is set, exit, otherwise return.
                   1266: /
                   1267: /************************************************************************/
                   1268: 
                   1269: cleanup(doexit)
                   1270: bool   doexit;
                   1271: {
                   1272:     if (Windows)
                   1273:        {
                   1274:        move(LINES - 2, 0);
                   1275:        refresh();
                   1276:        nocrmode();
                   1277:        endwin();
                   1278:        }
                   1279: 
                   1280:     fclose(Playersfp);
                   1281:     fclose(Monstfp);
                   1282:     fclose(Messagefp);
                   1283:     fclose(Energyvoidfp);
                   1284: 
                   1285:     if (doexit)
                   1286:        exit(0);
                   1287:        /*NOTREACHED*/
                   1288: }

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