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main.c revision 1.23
      1 /*	$NetBSD: main.c,v 1.23 2009/08/31 08:27:16 dholland Exp $	*/
      2 
      3 /*
      4  * Phantasia 3.3.2 -- Interterminal fantasy game
      5  *
      6  * Edward A. Estes
      7  * AT&T, March 12, 1986
      8  */
      9 
     10 /* DISCLAIMER:
     11  *
     12  * This game is distributed for free as is.  It is not guaranteed to work
     13  * in every conceivable environment.  It is not even guaranteed to work
     14  * in ANY environment.
     15  *
     16  * This game is distributed without notice of copyright, therefore it
     17  * may be used in any manner the recipient sees fit.  However, the
     18  * author assumes no responsibility for maintaining or revising this
     19  * game, in its original form, or any derivitives thereof.
     20  *
     21  * The author shall not be responsible for any loss, cost, or damage,
     22  * including consequential damage, caused by reliance on this material.
     23  *
     24  * The author makes no warranties, express or implied, including warranties
     25  * of merchantability or fitness for a particular purpose or use.
     26  *
     27  * AT&T is in no way connected with this game.
     28  */
     29 
     30 #include <sys/types.h>
     31 #include <sys/stat.h>
     32 #include <err.h>
     33 #include <math.h>
     34 #include <pwd.h>
     35 #include <setjmp.h>
     36 #include <stdio.h>
     37 #include <stdlib.h>
     38 #include <string.h>
     39 #include <unistd.h>
     40 
     41 #include "macros.h"
     42 #include "phantdefs.h"
     43 #include "phantstruct.h"
     44 #include "phantglobs.h"
     45 #include "pathnames.h"
     46 
     47 #undef bool
     48 #include <curses.h>
     49 
     50 /*
     51  * The program allocates as much file space as it needs to store characters,
     52  * so the possibility exists for the character file to grow without bound.
     53  * The file is purged upon normal entry to try to avoid that problem.
     54  * A similar problem exists for energy voids.  To alleviate the problem here,
     55  * the void file is cleared with every new king, and a limit is placed
     56  * on the size of the energy void file.
     57  */
     58 
     59 /*
     60  * Put one line of text into the file 'motd' for announcements, etc.
     61  */
     62 
     63 /*
     64  * The scoreboard file is updated when someone dies, and keeps track
     65  * of the highest character to date for that login.
     66  * Being purged from the character file does not cause the scoreboard
     67  * to be updated.
     68  */
     69 
     70 
     71 /*
     72  * main.c	Main routines for Phantasia
     73  */
     74 
     75 static void genchar(int);
     76 static void initialstate(void);
     77 static void neatstuff(void);
     78 static void playinit(void);
     79 static void procmain(void);
     80 static long recallplayer(void);
     81 static long rollnewplayer(void);
     82 static void titlelist(void);
     83 
     84 int	main(int, char **);
     85 
     86 int
     87 main(int argc, char **argv)
     88 {
     89 	bool    noheader = FALSE;	/* set if don't want header */
     90 	bool    headeronly = FALSE;	/* set if only want header */
     91 	bool    examine = FALSE;	/* set if examine a character */
     92 	time_t  seconds;		/* for time of day */
     93 	double  dtemp;			/* for temporary calculations */
     94 
     95 	initialstate();			/* init globals */
     96 
     97 	/* process arguments */
     98 	while (--argc && (*++argv)[0] == '-')
     99 		switch ((*argv)[1]) {
    100 		case 's':	/* short */
    101 			noheader = TRUE;
    102 			break;
    103 
    104 		case 'H':	/* Header */
    105 			headeronly = TRUE;
    106 			break;
    107 
    108 		case 'a':	/* all users */
    109 			activelist();
    110 			cleanup(TRUE);
    111 			/* NOTREACHED */
    112 
    113 		case 'p':	/* purge old players */
    114 			purgeoldplayers();
    115 			cleanup(TRUE);
    116 			/* NOTREACHED */
    117 
    118 		case 'S':	/* set 'Wizard' */
    119 			Wizard = !getuid();
    120 			break;
    121 
    122 		case 'x':	/* examine */
    123 			examine = TRUE;
    124 			break;
    125 
    126 		case 'm':	/* monsters */
    127 			monstlist();
    128 			cleanup(TRUE);
    129 			/* NOTREACHED */
    130 
    131 		case 'b':	/* scoreboard */
    132 			scorelist();
    133 			cleanup(TRUE);
    134 			/* NOTREACHED */
    135 		}
    136 
    137 	if (!isatty(0))		/* don't let non-tty's play */
    138 		cleanup(TRUE);
    139 	/* NOTREACHED */
    140 
    141 	playinit();		/* set up to catch signals, init curses */
    142 
    143 	if (examine) {
    144 		changestats(FALSE);
    145 		cleanup(TRUE);
    146 		/* NOTREACHED */
    147 	}
    148 	if (!noheader) {
    149 		titlelist();
    150 		purgeoldplayers();	/* clean up old characters */
    151 	}
    152 	if (headeronly)
    153 		cleanup(TRUE);
    154 	/* NOTREACHED */
    155 
    156 	do
    157 		/* get the player structure filled */
    158 	{
    159 		Fileloc = -1L;
    160 
    161 		mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
    162 
    163 		switch (getanswer("NYQ", FALSE)) {
    164 		case 'Y':
    165 			Fileloc = recallplayer();
    166 			break;
    167 
    168 		case 'Q':
    169 			cleanup(TRUE);
    170 			/* NOTREACHED */
    171 
    172 		default:
    173 			Fileloc = rollnewplayer();
    174 			break;
    175 		}
    176 		clear();
    177 	}
    178 	while (Fileloc < 0L);
    179 
    180 	if (Player.p_level > 5.0)
    181 		/* low level players have long timeout */
    182 		Timeout = TRUE;
    183 
    184 	/* update some important player statistics */
    185 	strlcpy(Player.p_login, Login, sizeof(Player.p_login));
    186 	time(&seconds);
    187 	Player.p_lastused = localtime(&seconds)->tm_yday;
    188 	Player.p_status = S_PLAYING;
    189 	writerecord(&Player, Fileloc);
    190 
    191 	Statptr = &Stattable[Player.p_type];	/* initialize pointer */
    192 
    193 	/* catch interrupts */
    194 #ifdef	BSD41
    195 	sigset(SIGINT, interrupt);
    196 #endif
    197 #ifdef	BSD42
    198 	signal(SIGINT, interrupt);
    199 #endif
    200 #ifdef	SYS3
    201 	signal(SIGINT, interrupt);
    202 #endif
    203 #ifdef	SYS5
    204 	signal(SIGINT, interrupt);
    205 #endif
    206 
    207 	altercoordinates(Player.p_x, Player.p_y, A_FORCED);	/* set some flags */
    208 
    209 	clear();
    210 
    211 	for (;;)
    212 		/* loop forever, processing input */
    213 	{
    214 
    215 		adjuststats();	/* cleanup stats */
    216 
    217 		if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
    218 			/* not allowed on throne -- move */
    219 		{
    220 			mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
    221 			altercoordinates(0.0, 0.0, A_NEAR);
    222 		}
    223 		checktampered();/* check for energy voids, etc. */
    224 
    225 		if (Player.p_status != S_CLOAKED
    226 		/* not cloaked */
    227 		    && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
    228 		/* |x| = |y| */
    229 		    && !Throne)
    230 			/* not on throne */
    231 		{
    232 			dtemp = sqrt(dtemp / 100.0);
    233 			if (floor(dtemp) == dtemp)
    234 				/* |x| / 100 == n*n; at a trading post */
    235 			{
    236 				tradingpost();
    237 				clear();
    238 			}
    239 		}
    240 		checkbattle();	/* check for player to player battle */
    241 		neatstuff();	/* gurus, medics, etc. */
    242 
    243 		if (Player.p_status == S_CLOAKED) {
    244 			/* costs 3 mana per turn to be cloaked */
    245 			if (Player.p_mana > 3.0)
    246 				Player.p_mana -= 3.0;
    247 			else
    248 				/* ran out of mana, uncloak */
    249 			{
    250 				Player.p_status = S_PLAYING;
    251 				Changed = TRUE;
    252 			}
    253 		}
    254 
    255 		if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
    256 			/* change status back to S_PLAYING */
    257 		{
    258 			Player.p_status = S_PLAYING;
    259 			Changed = TRUE;
    260 		}
    261 		if (Changed)
    262 			/* update file only if important stuff has changed */
    263 		{
    264 			writerecord(&Player, Fileloc);
    265 			Changed = FALSE;
    266 			continue;
    267 		}
    268 		readmessage();	/* read message, if any */
    269 
    270 		displaystats();	/* print statistics */
    271 
    272 		move(6, 0);
    273 
    274 		if (Throne)
    275 			/* maybe make king, print prompt, etc. */
    276 			throneroom();
    277 
    278 		/* print status line */
    279 		addstr("1:Move  2:Players  3:Talk  4:Stats  5:Quit  ");
    280 		if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
    281 			addstr("6:Cloak  ");
    282 		if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
    283 			addstr("7:Teleport  ");
    284 		if (Player.p_specialtype >= SC_COUNCIL || Wizard)
    285 			addstr("8:Intervene  ");
    286 
    287 		procmain();	/* process input */
    288 	}
    289 }
    290 
    291 static void
    292 initialstate(void)
    293 {
    294 	struct stat sb;
    295 	struct passwd *pw;
    296 
    297 	Beyond = FALSE;
    298 	Marsh = FALSE;
    299 	Throne = FALSE;
    300 	Changed = FALSE;
    301 	Wizard = FALSE;
    302 	Timeout = FALSE;
    303 	Users = 0;
    304 	Windows = FALSE;
    305 	Echo = TRUE;
    306 
    307 	/* setup login name */
    308 	if ((Login = getlogin()) == NULL) {
    309 		pw = getpwuid(getuid());
    310 		if (pw == NULL) {
    311 			errx(1, "Who are you?");
    312 		}
    313 		Login = pw->pw_name;
    314 	}
    315 
    316 	/* open some files */
    317 	if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
    318 		error(_PATH_PEOPLE);
    319 	/* NOTREACHED */
    320 	if (fileno(Playersfp) < 3)
    321 		exit(1);
    322 
    323 	if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
    324 		error(_PATH_MONST);
    325 	/* NOTREACHED */
    326 
    327 	if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
    328 		error(_PATH_MESS);
    329 	/* NOTREACHED */
    330 
    331 	if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
    332 		error(_PATH_VOID);
    333 	if (fstat(fileno(Energyvoidfp), &sb) == -1)
    334 		error("stat");
    335 	if (sb.st_size == 0) {
    336 		/* initialize grail to new location */
    337 		Enrgyvoid.ev_active = TRUE;
    338 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
    339 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
    340 		writevoid(&Enrgyvoid, 0L);
    341 	}
    342 
    343 	/* NOTREACHED */
    344 
    345 	srandom((unsigned) time(NULL));	/* prime random numbers */
    346 }
    347 
    348 static long
    349 rollnewplayer(void)
    350 {
    351 	int     chartype;	/* character type */
    352 	int     ch;		/* input */
    353 
    354 	initplayer(&Player);	/* initialize player structure */
    355 
    356 	clear();
    357 	mvaddstr(4, 21, "Which type of character do you want:");
    358 	mvaddstr(8, 4,
    359 "1:Magic User  2:Fighter  3:Elf  4:Dwarf  5:Halfling  6:Experimento  ");
    360 	if (Wizard) {
    361 		addstr("7:Super  ? ");
    362 		chartype = getanswer("1234567", FALSE);
    363 	} else {
    364 		addstr("?  ");
    365 		chartype = getanswer("123456", FALSE);
    366 	}
    367 
    368 	do {
    369 		genchar(chartype);	/* roll up a character */
    370 
    371 		/* print out results */
    372 		mvprintw(12, 14,
    373 		    "Strength    :  %2.0f  Quickness:  %2.0f  Mana       :  %2.0f\n",
    374 		    Player.p_strength, Player.p_quickness, Player.p_mana);
    375 		mvprintw(13, 14,
    376 		    "Energy Level:  %2.0f  Brains   :  %2.0f  Magic Level:  %2.0f\n",
    377 		    Player.p_energy, Player.p_brains, Player.p_magiclvl);
    378 
    379 		if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
    380 			break;
    381 
    382 		mvaddstr(14, 14, "Type '1' to keep >");
    383 		ch = getanswer(" ", TRUE);
    384 	}
    385 	while (ch != '1');
    386 
    387 	if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
    388 		/* get coordinates for experimento */
    389 		for (;;) {
    390 			mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
    391 			getstring(Databuf, SZ_DATABUF);
    392 			sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
    393 
    394 			if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
    395 				mvaddstr(17, 0, "Invalid coordinates.  Try again.\n");
    396 			else
    397 				break;
    398 		}
    399 
    400 	for (;;)
    401 		/* name the new character */
    402 	{
    403 		mvprintw(18, 0,
    404 		    "Give your character a name [up to %d characters] ?  ", SZ_NAME - 1);
    405 		getstring(Player.p_name, SZ_NAME);
    406 		truncstring(Player.p_name);	/* remove trailing blanks */
    407 
    408 		if (Player.p_name[0] == '\0')
    409 			/* no null names */
    410 			mvaddstr(19, 0, "Invalid name.");
    411 		else
    412 			if (findname(Player.p_name, &Other) >= 0L)
    413 				/* cannot have duplicate names */
    414 				mvaddstr(19, 0, "Name already in use.");
    415 			else
    416 				/* name is acceptable */
    417 				break;
    418 
    419 		addstr("  Pick another.\n");
    420 	}
    421 
    422 	/* get a password for character */
    423 	Echo = FALSE;
    424 
    425 	do {
    426 		mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
    427 		getstring(Player.p_password, SZ_PASSWORD);
    428 		mvaddstr(21, 0, "Enter again to verify: ");
    429 		getstring(Databuf, SZ_PASSWORD);
    430 	}
    431 	while (strcmp(Player.p_password, Databuf) != 0);
    432 
    433 	Echo = TRUE;
    434 
    435 	return (allocrecord());
    436 }
    437 
    438 static void
    439 procmain(void)
    440 {
    441 	int     ch;		/* input */
    442 	double  x;		/* desired new x coordinate */
    443 	double  y;		/* desired new y coordinate */
    444 	double  temp;		/* for temporary calculations */
    445 	FILE   *fp;		/* for opening files */
    446 	int     loop;		/* a loop counter */
    447 	bool    hasmoved = FALSE;	/* set if player has moved */
    448 
    449 	ch = inputoption();
    450 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    451 
    452 	move(7, 0);
    453 	clrtobot();		/* clear data on bottom area of screen */
    454 
    455 	if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
    456 		/* valar cannot move */
    457 		ch = ' ';
    458 
    459 	switch (ch) {
    460 	case 'K':		/* move up/north */
    461 	case 'N':
    462 		x = Player.p_x;
    463 		y = Player.p_y + MAXMOVE();
    464 		hasmoved = TRUE;
    465 		break;
    466 
    467 	case 'J':		/* move down/south */
    468 	case 'S':
    469 		x = Player.p_x;
    470 		y = Player.p_y - MAXMOVE();
    471 		hasmoved = TRUE;
    472 		break;
    473 
    474 	case 'L':		/* move right/east */
    475 	case 'E':
    476 		x = Player.p_x + MAXMOVE();
    477 		y = Player.p_y;
    478 		hasmoved = TRUE;
    479 		break;
    480 
    481 	case 'H':		/* move left/west */
    482 	case 'W':
    483 		x = Player.p_x - MAXMOVE();
    484 		y = Player.p_y;
    485 		hasmoved = TRUE;
    486 		break;
    487 
    488 	default:		/* rest */
    489 		Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
    490 		    + Player.p_level / 3.0 + 2.0;
    491 		Player.p_energy =
    492 		    MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
    493 
    494 		if (Player.p_status != S_CLOAKED)
    495 			/* cannot find mana if cloaked */
    496 		{
    497 			Player.p_mana += (Circle + Player.p_level) / 4.0;
    498 
    499 			if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
    500 				/* wandering monster */
    501 				encounter(-1);
    502 		}
    503 		break;
    504 
    505 	case 'X':		/* change/examine a character */
    506 		changestats(TRUE);
    507 		break;
    508 
    509 	case '1':		/* move */
    510 		for (loop = 3; loop; --loop) {
    511 			mvaddstr(4, 0, "X Y Coordinates ? ");
    512 			getstring(Databuf, SZ_DATABUF);
    513 
    514 			if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
    515 				mvaddstr(5, 0, "Try again\n");
    516 			else
    517 				if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
    518 					ILLMOVE();
    519 				else {
    520 					hasmoved = TRUE;
    521 					break;
    522 				}
    523 		}
    524 		break;
    525 
    526 	case '2':		/* players */
    527 		userlist(TRUE);
    528 		break;
    529 
    530 	case '3':		/* message */
    531 		mvaddstr(4, 0, "Message ? ");
    532 		getstring(Databuf, SZ_DATABUF);
    533 		/* we open the file for writing to erase any data which is
    534 		 * already there */
    535 		fp = fopen(_PATH_MESS, "w");
    536 		if (Databuf[0] != '\0')
    537 			fprintf(fp, "%s: %s", Player.p_name, Databuf);
    538 		fclose(fp);
    539 		break;
    540 
    541 	case '4':		/* stats */
    542 		allstatslist();
    543 		break;
    544 
    545 	case '5':		/* good-bye */
    546 		leavegame();
    547 		/* NOTREACHED */
    548 
    549 	case '6':		/* cloak */
    550 		if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
    551 			ILLCMD();
    552 		else
    553 			if (Player.p_status == S_CLOAKED)
    554 				Player.p_status = S_PLAYING;
    555 			else
    556 				if (Player.p_mana < MM_CLOAK)
    557 					mvaddstr(5, 0, "No mana left.\n");
    558 				else {
    559 					Changed = TRUE;
    560 					Player.p_mana -= MM_CLOAK;
    561 					Player.p_status = S_CLOAKED;
    562 				}
    563 		break;
    564 
    565 	case '7':		/* teleport */
    566 		/*
    567 	         * conditions for teleport
    568 	         *	- 20 per (level plus magic level)
    569 	         *	- OR council of the wise or valar or ex-valar
    570 	         *	- OR transport from throne
    571 	         * transports from throne cost no mana
    572 	         */
    573 		if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
    574 			ILLCMD();
    575 		else
    576 			for (loop = 3; loop; --loop) {
    577 				mvaddstr(4, 0, "X Y Coordinates ? ");
    578 				getstring(Databuf, SZ_DATABUF);
    579 
    580 				if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
    581 					temp = distance(Player.p_x, x, Player.p_y, y);
    582 					if (!Throne
    583 					/* can transport anywhere from throne */
    584 					    && Player.p_specialtype <= SC_COUNCIL
    585 					/* council, valar can transport
    586 					 * anywhere */
    587 					    && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
    588 						/* can only move 20 per exp.
    589 						 * level + mag. level */
    590 						ILLMOVE();
    591 					else {
    592 						temp = (temp / 75.0 + 1.0) * 20.0;	/* mana used */
    593 
    594 						if (!Throne && temp > Player.p_mana)
    595 							mvaddstr(5, 0, "Not enough power for that distance.\n");
    596 						else {
    597 							if (!Throne)
    598 								Player.p_mana -= temp;
    599 							hasmoved = TRUE;
    600 							break;
    601 						}
    602 					}
    603 				}
    604 			}
    605 		break;
    606 
    607 	case 'C':
    608 	case '9':		/* monster */
    609 		if (Throne)
    610 			/* no monsters while on throne */
    611 			mvaddstr(5, 0, "No monsters in the chamber!\n");
    612 		else
    613 			if (Player.p_specialtype != SC_VALAR)
    614 				/* the valar cannot call monsters */
    615 			{
    616 				Player.p_sin += 1e-6;
    617 				encounter(-1);
    618 			}
    619 		break;
    620 
    621 	case '0':		/* decree */
    622 		if (Wizard || (Player.p_specialtype == SC_KING && Throne))
    623 			/* kings must be on throne to decree */
    624 			dotampered();
    625 		else
    626 			ILLCMD();
    627 		break;
    628 
    629 	case '8':		/* intervention */
    630 		if (Wizard || Player.p_specialtype >= SC_COUNCIL)
    631 			dotampered();
    632 		else
    633 			ILLCMD();
    634 		break;
    635 	}
    636 
    637 	if (hasmoved)
    638 		/* player has moved -- alter coordinates, and do random
    639 		 * monster */
    640 	{
    641 		altercoordinates(x, y, A_SPECIFIC);
    642 
    643 		if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
    644 			encounter(-1);
    645 	}
    646 }
    647 
    648 static void
    649 titlelist(void)
    650 {
    651 	FILE   *fp;		/* used for opening various files */
    652 	bool    councilfound = FALSE;	/* set if we find a member of the
    653 					 * council */
    654 	bool    kingfound = FALSE;	/* set if we find a king */
    655 	double  hiexp, nxtexp;	/* used for finding the two highest players */
    656 	double  hilvl, nxtlvl;	/* used for finding the two highest players */
    657 	char    hiname[21], nxtname[21];	/* used for finding the two
    658 						 * highest players */
    659 
    660 	nxtexp = 0;
    661 	mvaddstr(0, 14,
    662 	    "W e l c o m e   t o   P h a n t a s i a (vers. 3.3.2)!");
    663 
    664 	/* print message of the day */
    665 	if ((fp = fopen(_PATH_MOTD, "r")) != NULL
    666 	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
    667 		mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
    668 		fclose(fp);
    669 	}
    670 	/* search for king */
    671 	fseek(Playersfp, 0L, SEEK_SET);
    672 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    673 		if (Other.p_specialtype == SC_KING &&
    674 		    Other.p_status != S_NOTUSED)
    675 			/* found the king */
    676 		{
    677 			snprintf(Databuf, SZ_DATABUF,
    678 			    "The present ruler is %s  Level:%.0f",
    679 			    Other.p_name, Other.p_level);
    680 			mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
    681 			kingfound = TRUE;
    682 			break;
    683 		}
    684 	if (!kingfound)
    685 		mvaddstr(4, 24, "There is no ruler at this time.");
    686 
    687 	/* search for valar */
    688 	fseek(Playersfp, 0L, SEEK_SET);
    689 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    690 		if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
    691 			/* found the valar */
    692 		{
    693 			snprintf(Databuf, SZ_DATABUF,
    694 				"The Valar is %s   Login:  %s",
    695 				Other.p_name, Other.p_login);
    696 			mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
    697 			break;
    698 		}
    699 	/* search for council of the wise */
    700 	fseek(Playersfp, 0L, SEEK_SET);
    701 	Lines = 10;
    702 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    703 		if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
    704 			/* found a member of the council */
    705 		{
    706 			if (!councilfound) {
    707 				mvaddstr(8, 30, "Council of the Wise:");
    708 				councilfound = TRUE;
    709 			}
    710 			/* This assumes a finite (<=5) number of C.O.W.: */
    711 			snprintf(Databuf, SZ_DATABUF,
    712 				"%s   Login:  %s", Other.p_name, Other.p_login);
    713 			mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
    714 		}
    715 	/* search for the two highest players */
    716 	nxtname[0] = hiname[0] = '\0';
    717 	hiexp = 0.0;
    718 	nxtlvl = hilvl = 0;
    719 
    720 	fseek(Playersfp, 0L, SEEK_SET);
    721 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    722 		if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
    723 			/* highest found so far */
    724 		{
    725 			nxtexp = hiexp;
    726 			hiexp = Other.p_experience;
    727 			nxtlvl = hilvl;
    728 			hilvl = Other.p_level;
    729 			strcpy(nxtname, hiname);
    730 			strcpy(hiname, Other.p_name);
    731 		} else
    732 			if (Other.p_experience > nxtexp
    733 			    && Other.p_specialtype <= SC_KING
    734 			    && Other.p_status != S_NOTUSED)
    735 				/* next highest found so far */
    736 			{
    737 				nxtexp = Other.p_experience;
    738 				nxtlvl = Other.p_level;
    739 				strcpy(nxtname, Other.p_name);
    740 			}
    741 	mvaddstr(15, 28, "Highest characters are:");
    742 	snprintf(Databuf, SZ_DATABUF,
    743 	    "%s  Level:%.0f   and   %s  Level:%.0f",
    744 	    hiname, hilvl, nxtname, nxtlvl);
    745 	mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
    746 
    747 	/* print last to die */
    748 	if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
    749 	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
    750 		mvaddstr(19, 25, "The last character to die was:");
    751 		mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
    752 	}
    753 	if (fp)
    754 		fclose(fp);
    755 	refresh();
    756 }
    757 
    758 static long
    759 recallplayer(void)
    760 {
    761 	long    loc = 0L;	/* location in player file */
    762 	int     loop;		/* loop counter */
    763 	int     ch;		/* input */
    764 
    765 	clear();
    766 	mvprintw(10, 0, "What was your character's name ? ");
    767 	getstring(Databuf, SZ_NAME);
    768 	truncstring(Databuf);
    769 
    770 	if ((loc = findname(Databuf, &Player)) >= 0L)
    771 		/* found character */
    772 	{
    773 		Echo = FALSE;
    774 
    775 		for (loop = 0; loop < 2; ++loop) {
    776 			/* prompt for password */
    777 			mvaddstr(11, 0, "Password ? ");
    778 			getstring(Databuf, SZ_PASSWORD);
    779 			if (strcmp(Databuf, Player.p_password) == 0)
    780 				/* password good */
    781 			{
    782 				Echo = TRUE;
    783 
    784 				if (Player.p_status != S_OFF)
    785 					/* player did not exit normally last
    786 					 * time */
    787 				{
    788 					clear();
    789 					addstr("Your character did not exit normally last time.\n");
    790 					addstr("If you think you have good cause to have your character saved,\n");
    791 					printw("you may quit and mail your reason to 'root'.\n");
    792 					addstr("Otherwise, continuing spells certain death.\n");
    793 					addstr("Do you want to quit ? ");
    794 					ch = getanswer("YN", FALSE);
    795 					if (ch == 'Y') {
    796 						Player.p_status = S_HUNGUP;
    797 						writerecord(&Player, loc);
    798 						cleanup(TRUE);
    799 						/* NOTREACHED */
    800 					}
    801 					death("Stupidity");
    802 					/* NOTREACHED */
    803 				}
    804 				return (loc);
    805 			} else
    806 				mvaddstr(12, 0, "No good.\n");
    807 		}
    808 
    809 		Echo = TRUE;
    810 	} else
    811 		mvaddstr(11, 0, "Not found.\n");
    812 
    813 	more(13);
    814 	return (-1L);
    815 }
    816 
    817 static void
    818 neatstuff(void)
    819 {
    820 	double  temp;		/* for temporary calculations */
    821 	int     ch;		/* input */
    822 
    823 	switch ((int) ROLL(0.0, 100.0)) {
    824 	case 1:
    825 	case 2:
    826 		if (Player.p_poison > 0.0) {
    827 			mvaddstr(4, 0, "You've found a medic!  How much will you offer to be cured ? ");
    828 			temp = floor(infloat());
    829 			if (temp < 0.0 || temp > Player.p_gold)
    830 				/* negative gold, or more than available */
    831 			{
    832 				mvaddstr(6, 0, "He was not amused, and made you worse.\n");
    833 				Player.p_poison += 1.0;
    834 			} else
    835 				if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
    836 					/* medic wants 1/2 of available gold */
    837 					mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
    838 				else {
    839 					mvaddstr(5, 0, "He accepted.");
    840 					Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
    841 					Player.p_gold -= temp;
    842 				}
    843 		}
    844 		break;
    845 
    846 	case 3:
    847 		mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
    848 		Player.p_experience += 4000.0;
    849 		Player.p_sin += 0.5;
    850 		break;
    851 
    852 	case 4:
    853 		temp = ROLL(10.0, 75.0);
    854 		mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
    855 		ch = getanswer("NY", FALSE);
    856 
    857 		if (ch == 'Y')
    858 			collecttaxes(temp, 0.0);
    859 		break;
    860 
    861 	case 5:
    862 		if (Player.p_sin > 1.0) {
    863 			mvaddstr(4, 0, "You've found a Holy Orb!\n");
    864 			Player.p_sin -= 0.25;
    865 		}
    866 		break;
    867 
    868 	case 6:
    869 		if (Player.p_poison < 1.0) {
    870 			mvaddstr(4, 0, "You've been hit with a plague!\n");
    871 			Player.p_poison += 1.0;
    872 		}
    873 		break;
    874 
    875 	case 7:
    876 		mvaddstr(4, 0, "You've found some holy water.\n");
    877 		++Player.p_holywater;
    878 		break;
    879 
    880 	case 8:
    881 		mvaddstr(4, 0, "You've met a Guru. . .");
    882 		if (drandom() * Player.p_sin > 1.0)
    883 			addstr("You disgusted him with your sins!\n");
    884 		else
    885 			if (Player.p_poison > 0.0) {
    886 				addstr("He looked kindly upon you, and cured you.\n");
    887 				Player.p_poison = 0.0;
    888 			} else {
    889 				addstr("He rewarded you for your virtue.\n");
    890 				Player.p_mana += 50.0;
    891 				Player.p_shield += 2.0;
    892 			}
    893 		break;
    894 
    895 	case 9:
    896 		mvaddstr(4, 0, "You've found an amulet.\n");
    897 		++Player.p_amulets;
    898 		break;
    899 
    900 	case 10:
    901 		if (Player.p_blindness) {
    902 			mvaddstr(4, 0, "You've regained your sight!\n");
    903 			Player.p_blindness = FALSE;
    904 		}
    905 		break;
    906 
    907 	default:		/* deal with poison */
    908 		if (Player.p_poison > 0.0) {
    909 			temp = Player.p_poison * Statptr->c_weakness
    910 			    * Player.p_maxenergy / 600.0;
    911 			if (Player.p_energy > Player.p_maxenergy / 10.0
    912 			    && temp + 5.0 < Player.p_energy)
    913 				Player.p_energy -= temp;
    914 		}
    915 		break;
    916 	}
    917 }
    918 
    919 static void
    920 genchar(int type)
    921 {
    922 	int     subscript;	/* used for subscripting into Stattable */
    923 	const struct charstats *statptr; /* for pointing into Stattable */
    924 
    925 	subscript = type - '1';
    926 
    927 	if (subscript < C_MAGIC || subscript > C_EXPER)
    928 		if (subscript != C_SUPER || !Wizard)
    929 			/* fighter is default */
    930 			subscript = C_FIGHTER;
    931 
    932 	statptr = &Stattable[subscript];
    933 
    934 	Player.p_quickness =
    935 	    ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
    936 	Player.p_strength =
    937 	    ROLL(statptr->c_strength.base, statptr->c_strength.interval);
    938 	Player.p_mana =
    939 	    ROLL(statptr->c_mana.base, statptr->c_mana.interval);
    940 	Player.p_maxenergy =
    941 	    Player.p_energy =
    942 	    ROLL(statptr->c_energy.base, statptr->c_energy.interval);
    943 	Player.p_brains =
    944 	    ROLL(statptr->c_brains.base, statptr->c_brains.interval);
    945 	Player.p_magiclvl =
    946 	    ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
    947 
    948 	Player.p_type = subscript;
    949 
    950 	if (Player.p_type == C_HALFLING)
    951 		/* give halfling some experience */
    952 		Player.p_experience = ROLL(600.0, 200.0);
    953 }
    954 
    955 static void
    956 playinit(void)
    957 {
    958 	/* catch/ingnore signals */
    959 
    960 #ifdef	BSD41
    961 	sigignore(SIGQUIT);
    962 	sigignore(SIGALRM);
    963 	sigignore(SIGTERM);
    964 	sigignore(SIGTSTP);
    965 	sigignore(SIGTTIN);
    966 	sigignore(SIGTTOU);
    967 	sighold(SIGINT);
    968 	sigset(SIGHUP, ill_sig);
    969 	sigset(SIGTRAP, ill_sig);
    970 	sigset(SIGIOT, ill_sig);
    971 	sigset(SIGEMT, ill_sig);
    972 	sigset(SIGFPE, ill_sig);
    973 	sigset(SIGBUS, ill_sig);
    974 	sigset(SIGSEGV, ill_sig);
    975 	sigset(SIGSYS, ill_sig);
    976 	sigset(SIGPIPE, ill_sig);
    977 #endif
    978 #ifdef	BSD42
    979 	signal(SIGQUIT, ill_sig);
    980 	signal(SIGALRM, SIG_IGN);
    981 	signal(SIGTERM, SIG_IGN);
    982 	signal(SIGTSTP, SIG_IGN);
    983 	signal(SIGTTIN, SIG_IGN);
    984 	signal(SIGTTOU, SIG_IGN);
    985 	signal(SIGINT, ill_sig);
    986 	signal(SIGHUP, SIG_DFL);
    987 	signal(SIGTRAP, ill_sig);
    988 	signal(SIGIOT, ill_sig);
    989 	signal(SIGEMT, ill_sig);
    990 	signal(SIGFPE, ill_sig);
    991 	signal(SIGBUS, ill_sig);
    992 	signal(SIGSEGV, ill_sig);
    993 	signal(SIGSYS, ill_sig);
    994 	signal(SIGPIPE, ill_sig);
    995 #endif
    996 #ifdef	SYS3
    997 	signal(SIGINT, SIG_IGN);
    998 	signal(SIGQUIT, SIG_IGN);
    999 	signal(SIGTERM, SIG_IGN);
   1000 	signal(SIGALRM, SIG_IGN);
   1001 	signal(SIGHUP, ill_sig);
   1002 	signal(SIGTRAP, ill_sig);
   1003 	signal(SIGIOT, ill_sig);
   1004 	signal(SIGEMT, ill_sig);
   1005 	signal(SIGFPE, ill_sig);
   1006 	signal(SIGBUS, ill_sig);
   1007 	signal(SIGSEGV, ill_sig);
   1008 	signal(SIGSYS, ill_sig);
   1009 	signal(SIGPIPE, ill_sig);
   1010 #endif
   1011 #ifdef	SYS5
   1012 	signal(SIGINT, SIG_IGN);
   1013 	signal(SIGQUIT, SIG_IGN);
   1014 	signal(SIGTERM, SIG_IGN);
   1015 	signal(SIGALRM, SIG_IGN);
   1016 	signal(SIGHUP, ill_sig);
   1017 	signal(SIGTRAP, ill_sig);
   1018 	signal(SIGIOT, ill_sig);
   1019 	signal(SIGEMT, ill_sig);
   1020 	signal(SIGFPE, ill_sig);
   1021 	signal(SIGBUS, ill_sig);
   1022 	signal(SIGSEGV, ill_sig);
   1023 	signal(SIGSYS, ill_sig);
   1024 	signal(SIGPIPE, ill_sig);
   1025 #endif
   1026 
   1027 	if (!initscr()) {	/* turn on curses */
   1028 		fprintf(stderr, "couldn't initialize screen\n");
   1029 		exit (0);
   1030 	}
   1031 	noecho();		/* do not echo input */
   1032 	cbreak();		/* do not process erase, kill */
   1033 	clear();
   1034 	refresh();
   1035 	Windows = TRUE;		/* mark the state */
   1036 }
   1037 
   1038 void
   1039 cleanup(int doexit)
   1040 {
   1041 	if (Windows) {
   1042 		move(LINES - 2, 0);
   1043 		refresh();
   1044 		nocbreak();
   1045 		endwin();
   1046 	}
   1047 	if (Playersfp)
   1048 		fclose(Playersfp);
   1049 	if (Monstfp)
   1050 		fclose(Monstfp);
   1051 	if (Messagefp)
   1052 		fclose(Messagefp);
   1053 	if (Energyvoidfp)
   1054 		fclose(Energyvoidfp);
   1055 
   1056 	if (doexit)
   1057 		exit(0);
   1058 	/* NOTREACHED */
   1059 }
   1060