xref: /dragonfly/games/phantasia/gamesupport.c (revision 4f91f2b658e9de751719e25f0c9507f2e9afec27)
1 /*        $NetBSD: gamesupport.c,v 1.11 2009/08/31 08:27:16 dholland Exp $      */
2 
3 /*
4  * gamesupport.c - auxiliary routines for support of Phantasia
5  */
6 
7 #include <string.h>
8 #include "include.h"
9 
10 /*
11  * FUNCTION: examine/change statistics for a player
12  *
13  * ARGUMENTS:
14  *        bool ingameflag - set if called while playing game (Wizard only)
15  *
16  * GLOBAL INPUTS: LINES, *Login, Other, Wizard, Player, *stdscr, Databuf[],
17  *        Fileloc
18  *
19  * GLOBAL OUTPUTS: Echo
20  *
21  * DESCRIPTION:
22  *        Prompt for player name to examine/change.
23  *        If the name is NULL, print a list of all players.
24  *        If we are called from within the game, check for the
25  *        desired name being the same as the current player's name.
26  *        Only the 'Wizard' may alter players.
27  *        Items are changed only if a non-zero value is specified.
28  *        To change an item to 0, use 0.1; it will be truncated later.
29  *
30  *        Players may alter their names and passwords, if the following
31  *        are true:
32  *            - current login matches the character's logins
33  *            - the password is known
34  *            - the player is not in the middle of the game (ingameflag == FALSE)
35  *
36  *        The last condition is imposed for two reasons:
37  *            - the game could possibly get a bit hectic if a player were
38  *              continually changing his/her name
39  *            - another player structure would be necessary to check for names
40  *              already in use
41  */
42 
43 void
changestats(bool ingameflag)44 changestats(bool ingameflag)
45 {
46           static char flag[2] =         /* for printing values of bools */
47           { 'F', 'T' };
48           struct player *playerp;       /* pointer to structure to alter */
49           const char *prompt; /* pointer to prompt string */
50           int c;                        /* input */
51           int today;                    /* day of year of today */
52           int temp;           /* temporary variable */
53           long loc;           /* location in player file */
54           time_t now;                   /* time now */
55           double dtemp;                 /* temporary variable */
56           bool *bptr;                   /* pointer to bool item to change */
57           double *dptr;                 /* pointer to double item to change */
58           short *sptr;                  /* pointer to short item to change */
59 
60           clear();
61 
62           for (;;) {
63                     /* get name of player to examine/alter */
64                     mvaddstr(5, 0, "Which character do you want to look at ? ");
65                     getstring(Databuf, SZ_DATABUF);
66                     truncstring(Databuf);
67 
68                     if (Databuf[0] == '\0')
69                               userlist(ingameflag);
70                     else
71                               break;
72           }
73 
74           loc = -1L;
75 
76           if (!ingameflag)
77                     /* use 'Player' structure */
78                     playerp = &Player;
79           else if (strcmp(Databuf, Player.p_name) == 0) {
80                     /* alter/examine current player */
81                     playerp = &Player;
82                     loc = Fileloc;
83           } else
84                     /* use 'Other' structure */
85                     playerp = &Other;
86 
87           /* find player on file */
88           if (loc < 0L && (loc = findname(Databuf, playerp)) < 0L) {
89                     /* didn't find player */
90                     clear();
91                     mvaddstr(11, 0, "Not found.");
92                     return;
93           }
94 
95           time(&now);
96           today = localtime(&now)->tm_yday;
97 
98           clear();
99 
100           for (;;) {
101                     /* print player structure, and prompt for action */
102                     mvprintw(0, 0, "A:Name         %s\n", playerp->p_name);
103 
104                     if (Wizard)
105                               printw("B:Password     %s\n", playerp->p_password);
106                     else
107                               addstr("B:Password     XXXXXXXX\n");
108 
109                     printw(" :Login        %s\n", playerp->p_login);
110 
111                     printw("C:Experience   %.0f\n", playerp->p_experience);
112                     printw("D:Level        %.0f\n", playerp->p_level);
113                     printw("E:Strength     %.0f\n", playerp->p_strength);
114                     printw("F:Sword        %.0f\n", playerp->p_sword);
115                     printw(" :Might        %.0f\n", playerp->p_might);
116                     printw("G:Energy       %.0f\n", playerp->p_energy);
117                     printw("H:Max-Energy   %.0f\n", playerp->p_maxenergy);
118                     printw("I:Shield       %.0f\n", playerp->p_shield);
119                     printw("J:Quickness    %.0f\n", playerp->p_quickness);
120                     printw("K:Quicksilver  %.0f\n", playerp->p_quksilver);
121                     printw(" :Speed        %.0f\n", playerp->p_speed);
122                     printw("L:Magic Level  %.0f\n", playerp->p_magiclvl);
123                     printw("M:Mana         %.0f\n", playerp->p_mana);
124                     printw("N:Brains       %.0f\n", playerp->p_brains);
125 
126                     if (Wizard || playerp->p_specialtype != SC_VALAR)
127                               mvaddstr(0, 40, descrstatus(playerp));
128 
129                     mvprintw(1, 40, "O:Poison       %0.3f\n", playerp->p_poison);
130                     mvprintw(2, 40, "P:Gold         %.0f\n", playerp->p_gold);
131                     mvprintw(3, 40, "Q:Gem          %.0f\n", playerp->p_gems);
132                     mvprintw(4, 40, "R:Sin          %0.3f\n", playerp->p_sin);
133                     if (Wizard) {
134                               mvprintw(5, 40, "S:X-coord      %.0f\n", playerp->p_x);
135                               mvprintw(6, 40, "T:Y-coord      %.0f\n", playerp->p_y);
136                     } else {
137                               mvaddstr(5, 40, "S:X-coord      ?\n");
138                               mvaddstr(6, 40, "T:Y-coord      ?\n");
139                     }
140 
141                     mvprintw(7, 40, "U:Age          %ld\n", playerp->p_age);
142                     mvprintw(8, 40, "V:Degenerated  %d\n", playerp->p_degenerated);
143 
144                     mvprintw(9, 40, "W:Type         %d (%s)\n",
145                         playerp->p_type, descrtype(playerp, FALSE) + 1);
146                     mvprintw(10, 40, "X:Special Type %d\n", playerp->p_specialtype);
147                     mvprintw(11, 40, "Y:Lives        %d\n", playerp->p_lives);
148                     mvprintw(12, 40, "Z:Crowns       %d\n", playerp->p_crowns);
149                     mvprintw(13, 40, "0:Charms       %d\n", playerp->p_charms);
150                     mvprintw(14, 40, "1:Amulets      %d\n", playerp->p_amulets);
151                     mvprintw(15, 40, "2:Holy Water   %d\n", playerp->p_holywater);
152 
153                     temp = today - playerp->p_lastused;
154                     if (temp < 0)
155                               /* last year */
156                               temp += 365;
157                     mvprintw(16, 40, "3:Lastused     %d  (%d)\n", playerp->p_lastused, temp);
158 
159                     mvprintw(18, 8, "4:Palantir %c  5:Blessing %c  6:Virgin %c  7:Blind %c",
160                         flag[playerp->p_palantir],
161                         flag[playerp->p_blessing],
162                         flag[playerp->p_virgin],
163                         flag[playerp->p_blindness]);
164 
165                     if (!Wizard)
166                               mvprintw(19, 8, "8:Ring    %c",
167                                   flag[playerp->p_ring.ring_type != R_NONE]);
168                     else
169                               mvprintw(19, 8, "8:Ring    %d  9:Duration %d",
170                                   playerp->p_ring.ring_type, playerp->p_ring.ring_duration);
171 
172                     if (!Wizard
173                         && (ingameflag || strcmp(Login, playerp->p_login) != 0)) {
174                               /* in game or not examining own character */
175                               if (ingameflag) {
176                                         more(LINES - 1);
177                                         clear();
178                                         return;
179                               } else
180                                         cleanup(TRUE);
181                               /* NOTREACHED */
182                     }
183 
184                     mvaddstr(20, 0, "!:Quit       ?:Delete");
185                     mvaddstr(21, 0, "What would you like to change ? ");
186 
187                     if (Wizard)
188                               c = getanswer(" ", TRUE);
189                     else
190                               /* examining own player; allow to change name and password */
191                               c = getanswer("!BA", FALSE);
192 
193                     switch (c) {
194                     case 'A': /* change name */
195                     case 'B': /* change password */
196                               if (!Wizard) {
197                                         /* prompt for password */
198                                         mvaddstr(23, 0, "Password ? ");
199                                         Echo = FALSE;
200                                         getstring(Databuf, 9);
201                                         Echo = TRUE;
202                                         if (strcmp(Databuf, playerp->p_password) != 0)
203                                                   continue;
204                               }
205                               if (c == 'A') {
206                                         /* get new name */
207                                         mvaddstr(23, 0, "New name: ");
208                                         getstring(Databuf, SZ_NAME);
209                                         truncstring(Databuf);
210                                         if (Databuf[0] != '\0')
211                                                   if (Wizard || findname(Databuf, &Other) < 0L)
212                                                             strcpy(playerp->p_name, Databuf);
213                               } else {
214                                         /* get new password */
215                                         if (!Wizard)
216                                                   Echo = FALSE;
217 
218                                         do {
219                                                   /* get two copies of new password until they match */
220                                                   /* get first copy */
221                                                   mvaddstr(23, 0, "New password ? ");
222                                                   getstring(Databuf, SZ_PASSWORD);
223                                                   if (Databuf[0] == '\0')
224                                                             break;
225 
226                                                   /* get second copy */
227                                                   mvaddstr(23, 0, "One more time ? ");
228                                                   getstring(playerp->p_password, SZ_PASSWORD);
229                                         } while (strcmp(playerp->p_password, Databuf) != 0);
230 
231                                         Echo = TRUE;
232                               }
233 
234                               continue;
235 
236                     case 'C': /* change experience */
237                               prompt = "experience";
238                               dptr = &playerp->p_experience;
239                               goto DALTER;
240 
241                     case 'D': /* change level */
242                               prompt = "level";
243                               dptr = &playerp->p_level;
244                               goto DALTER;
245 
246                     case 'E': /* change strength */
247                               prompt = "strength";
248                               dptr = &playerp->p_strength;
249                               goto DALTER;
250 
251                     case 'F': /* change swords */
252                               prompt = "sword";
253                               dptr = &playerp->p_sword;
254                               goto DALTER;
255 
256                     case 'G': /* change energy */
257                               prompt = "energy";
258                               dptr = &playerp->p_energy;
259                               goto DALTER;
260 
261                     case 'H': /* change maximum energy */
262                               prompt = "max energy";
263                               dptr = &playerp->p_maxenergy;
264                               goto DALTER;
265 
266                     case 'I': /* change shields */
267                               prompt = "shield";
268                               dptr = &playerp->p_shield;
269                               goto DALTER;
270 
271                     case 'J': /* change quickness */
272                               prompt = "quickness";
273                               dptr = &playerp->p_quickness;
274                               goto DALTER;
275 
276                     case 'K': /* change quicksilver */
277                               prompt = "quicksilver";
278                               dptr = &playerp->p_quksilver;
279                               goto DALTER;
280 
281                     case 'L': /* change magic */
282                               prompt = "magic level";
283                               dptr = &playerp->p_magiclvl;
284                               goto DALTER;
285 
286                     case 'M': /* change mana */
287                               prompt = "mana";
288                               dptr = &playerp->p_mana;
289                               goto DALTER;
290 
291                     case 'N': /* change brains */
292                               prompt = "brains";
293                               dptr = &playerp->p_brains;
294                               goto DALTER;
295 
296                     case 'O': /* change poison */
297                               prompt = "poison";
298                               dptr = &playerp->p_poison;
299                               goto DALTER;
300 
301                     case 'P': /* change gold */
302                               prompt = "gold";
303                               dptr = &playerp->p_gold;
304                               goto DALTER;
305 
306                     case 'Q': /* change gems */
307                               prompt = "gems";
308                               dptr = &playerp->p_gems;
309                               goto DALTER;
310 
311                     case 'R': /* change sin */
312                               prompt = "sin";
313                               dptr = &playerp->p_sin;
314                               goto DALTER;
315 
316                     case 'S': /* change x coord */
317                               prompt = "x";
318                               dptr = &playerp->p_x;
319                               goto DALTER;
320 
321                     case 'T': /* change y coord */
322                               prompt = "y";
323                               dptr = &playerp->p_y;
324                               goto DALTER;
325 
326                     case 'U': /* change age */
327                               mvprintw(23, 0, "age = %ld; age = ", playerp->p_age);
328                               dtemp = infloat();
329                               if (dtemp != 0.0)
330                                         playerp->p_age = (long)dtemp;
331                               continue;
332 
333                     case 'V': /* change degen */
334                               mvprintw(23, 0, "degen = %d; degen = ", playerp->p_degenerated);
335                               dtemp = infloat();
336                               if (dtemp != 0.0)
337                                         playerp->p_degenerated = (int)dtemp;
338                               continue;
339 
340                     case 'W': /* change type */
341                               prompt = "type";
342                               sptr = &playerp->p_type;
343                               goto SALTER;
344 
345                     case 'X': /* change special type */
346                               prompt = "special type";
347                               sptr = &playerp->p_specialtype;
348                               goto SALTER;
349 
350                     case 'Y': /* change lives */
351                               prompt = "lives";
352                               sptr = &playerp->p_lives;
353                               goto SALTER;
354 
355                     case 'Z': /* change crowns */
356                               prompt = "crowns";
357                               sptr = &playerp->p_crowns;
358                               goto SALTER;
359 
360                     case '0': /* change charms */
361                               prompt = "charm";
362                               sptr = &playerp->p_charms;
363                               goto SALTER;
364 
365                     case '1': /* change amulet */
366                               prompt = "amulet";
367                               sptr = &playerp->p_amulets;
368                               goto SALTER;
369 
370                     case '2': /* change holy water */
371                               prompt = "holy water";
372                               sptr = &playerp->p_holywater;
373                               goto SALTER;
374 
375                     case '3': /* change last-used */
376                               prompt = "last-used";
377                               sptr = &playerp->p_lastused;
378                               goto SALTER;
379 
380                     case '4': /* change palantir */
381                               prompt = "palantir";
382                               bptr = &playerp->p_palantir;
383                               goto BALTER;
384 
385                     case '5': /* change blessing */
386                               prompt = "blessing";
387                               bptr = &playerp->p_blessing;
388                               goto BALTER;
389 
390                     case '6': /* change virgin */
391                               prompt = "virgin";
392                               bptr = &playerp->p_virgin;
393                               goto BALTER;
394 
395                     case '7': /* change blindness */
396                               prompt = "blindness";
397                               bptr = &playerp->p_blindness;
398                               goto BALTER;
399 
400                     case '8': /* change ring type */
401                               prompt = "ring-type";
402                               sptr = &playerp->p_ring.ring_type;
403                               goto SALTER;
404 
405                     case '9': /* change ring duration */
406                               prompt = "ring-duration";
407                               sptr = &playerp->p_ring.ring_duration;
408                               goto SALTER;
409 
410                     case '!': /* quit, update */
411                               if (Wizard &&
412                                   (!ingameflag || playerp != &Player)) {
413                                         /* turn off status if not modifying self */
414                                         playerp->p_status = S_OFF;
415                                         playerp->p_tampered = T_OFF;
416                               }
417 
418                               writerecord(playerp, loc);
419                               clear();
420                               return;
421 
422                     case '?': /* delete player */
423                               if (ingameflag && playerp == &Player)
424                                         /* cannot delete self */
425                                         continue;
426 
427                               freerecord(playerp, loc);
428                               clear();
429                               return;
430 
431                     default:
432                               continue;
433                     }
434 DALTER:
435                     mvprintw(23, 0, "%s = %f; %s = ", prompt, *dptr, prompt);
436                     dtemp = infloat();
437                     if (dtemp != 0.0)
438                               *dptr = dtemp;
439                     continue;
440 
441 SALTER:
442                     mvprintw(23, 0, "%s = %d; %s = ", prompt, *sptr, prompt);
443                     dtemp = infloat();
444                     if (dtemp != 0.0)
445                               *sptr = (short)dtemp;
446                     continue;
447 
448 BALTER:
449                     mvprintw(23, 0, "%s = %c; %s = ", prompt, flag[*bptr],
450                         prompt);
451                     c = getanswer("\nTF", TRUE);
452                     if (c == 'T')
453                               *bptr = TRUE;
454                     else if (c == 'F')
455                               *bptr = FALSE;
456                     continue;
457           }
458 }
459 
460 /*
461  * FUNCTION: print a monster listing
462  *
463  * GLOBAL INPUTS: Curmonster, *Monstfp
464  *
465  * DESCRIPTION:
466  *        Read monster file, and print a monster listing on standard output.
467  */
468 
469 void
monstlist(void)470 monstlist(void)
471 {
472           int count = 0;      /* count in file */
473 
474           puts(" #)  Name                 Str  Brain  Quick  Energy  Exper  Treas  Type  Flock%\n");
475           fseek(Monstfp, 0L, SEEK_SET);
476           while (fread((char *)&Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp) == 1)
477                     printf("%2d)  %-20.20s%4.0f   %4.0f     %2.0f   %5.0f  %5.0f     %2d    %2d     %3.0f\n", count++,
478                         Curmonster.m_name, Curmonster.m_strength, Curmonster.m_brains,
479                         Curmonster.m_speed, Curmonster.m_energy, Curmonster.m_experience,
480                         Curmonster.m_treasuretype, Curmonster.m_type, Curmonster.m_flock);
481 }
482 
483 /*
484  * FUNCTION: print player score board
485  *
486  * DESCRIPTION:
487  *        Read the scoreboard file and print the contents.
488  */
489 
490 void
scorelist(void)491 scorelist(void)
492 {
493           struct scoreboard sbuf;       /* for reading entries */
494           FILE *fp;           /* to open the file */
495 
496           if ((fp = fopen(_PATH_SCORE, "r")) != NULL) {
497                     while (fread((char *)&sbuf, SZ_SCORESTRUCT, 1, fp) == 1)
498                               printf("%-20s   (%-9s)  Level: %6.0f  Type: %s\n",
499                                   sbuf.sb_name, sbuf.sb_login, sbuf.sb_level, sbuf.sb_type);
500                     fclose(fp);
501           }
502 }
503 
504 /*
505  * FUNCTION: print list of active players to standard output
506  *
507  * GLOBAL INPUTS: Other, *Playersfp
508  *
509  * DESCRIPTION:
510  *        Read player file, and print list of active records to standard output.
511  */
512 
513 void
activelist(void)514 activelist(void)
515 {
516           fseek(Playersfp, 0L, SEEK_SET);
517           printf("Current characters on file are:\n\n");
518 
519           while (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
520                     if (Other.p_status != S_NOTUSED)
521                               printf("%-20s   (%-9s)  Level: %6.0f  %s  (%s)\n",
522                                   Other.p_name, Other.p_login, Other.p_level,
523                                   descrtype(&Other, FALSE), descrstatus(&Other));
524 }
525 
526 /*
527  * FUNCTION: purge inactive players from player file
528  *
529  * GLOBAL INPUTS: Other, *Playersfp
530  *
531  * DESCRIPTION:
532  *        Delete characters which have not been used with the last
533  *        three weeks.
534  */
535 
536 void
purgeoldplayers(void)537 purgeoldplayers(void)
538 {
539           int today;          /* day of year for today */
540           int daysold;        /* how many days since the character has been used */
541           time_t ltime;       /* time in seconds */
542           long loc = 0L;      /* location in file */
543 
544           time(&ltime);
545           today = localtime(&ltime)->tm_yday;
546 
547           for (;;) {
548                     fseek(Playersfp, loc, SEEK_SET);
549                     if (fread((char *)&Other, SZ_PLAYERSTRUCT, 1, Playersfp) != 1)
550                               break;
551 
552                     daysold = today - Other.p_lastused;
553                     if (daysold < 0)
554                               daysold += 365;
555 
556                     if (daysold > N_DAYSOLD)
557                               /* player hasn't been used in a while; delete */
558                               freerecord(&Other, loc);
559 
560                     loc += SZ_PLAYERSTRUCT;
561           }
562 }
563 
564 /*
565  * FUNCTION: enter player into scoreboard
566  *
567  * GLOBAL INPUTS: Player
568  *
569  * DESCRIPTION:
570  *        The scoreboard keeps track of the highest character on a
571  *        per-login basis.
572  *        Search the scoreboard for an entry for the current login,
573  *        if an entry is found, and it is lower than the current player,
574  *        replace it, otherwise create an entry.
575  */
576 
577 void
enterscore(void)578 enterscore(void)
579 {
580           struct scoreboard sbuf;       /* buffer to read in scoreboard entries */
581           FILE *fp;           /* to open scoreboard file */
582           long loc = 0L;                /* location in scoreboard file */
583           bool found = FALSE; /* set if we found an entry for this login */
584 
585           if ((fp = fopen(_PATH_SCORE, "r+")) != NULL) {
586                     while (fread((char *)&sbuf, SZ_SCORESTRUCT, 1, fp) == 1)
587                               if (strcmp(Player.p_login, sbuf.sb_login) == 0) {
588                                         found = TRUE;
589                                         break;
590                               } else
591                                         loc += SZ_SCORESTRUCT;
592           } else {
593                     error(_PATH_SCORE);
594                     /* NOTREACHED */
595           }
596 
597           /*
598            * At this point, 'loc' will either indicate a point beyond
599            * the end of file, or the place where the previous entry
600            * was found.
601            */
602 
603           if ((!found) || Player.p_level > sbuf.sb_level) {
604                     /* put new entry in for this login */
605                     strcpy(sbuf.sb_login, Player.p_login);
606                     strcpy(sbuf.sb_name, Player.p_name);
607                     sbuf.sb_level = Player.p_level;
608                     strcpy(sbuf.sb_type, descrtype(&Player, TRUE));
609           }
610 
611           /* update entry */
612           fseek(fp, loc, SEEK_SET);
613           fwrite((char *)&sbuf, SZ_SCORESTRUCT, 1, fp);
614           fclose(fp);
615 }
616