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main.c revision 1.8
      1 /*	$NetBSD: main.c,v 1.8 1999/09/08 21:57:19 jsm 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 <pwd.h>
     32 
     33 /*
     34  * The program allocates as much file space as it needs to store characters,
     35  * so the possibility exists for the character file to grow without bound.
     36  * The file is purged upon normal entry to try to avoid that problem.
     37  * A similar problem exists for energy voids.  To alleviate the problem here,
     38  * the void file is cleared with every new king, and a limit is placed
     39  * on the size of the energy void file.
     40  */
     41 
     42 /*
     43  * Put one line of text into the file 'motd' for announcements, etc.
     44  */
     45 
     46 /*
     47  * The scoreboard file is updated when someone dies, and keeps track
     48  * of the highest character to date for that login.
     49  * Being purged from the character file does not cause the scoreboard
     50  * to be updated.
     51  */
     52 
     53 
     54 /*
     55  * main.c	Main routines for Phantasia
     56  */
     57 
     58 #include "include.h"
     59 
     60 int	main __P((int, char **));
     61 
     62 int
     63 main(argc, argv)
     64 	int     argc;
     65 	char  **argv;
     66 {
     67 	bool    noheader = FALSE;	/* set if don't want header */
     68 	bool    headeronly = FALSE;	/* set if only want header */
     69 	bool    examine = FALSE;	/* set if examine a character */
     70 	time_t  seconds;		/* for time of day */
     71 	double  dtemp;			/* for temporary calculations */
     72 
     73 	initialstate();			/* init globals */
     74 
     75 	/* process arguments */
     76 	while (--argc && (*++argv)[0] == '-')
     77 		switch ((*argv)[1]) {
     78 		case 's':	/* short */
     79 			noheader = TRUE;
     80 			break;
     81 
     82 		case 'H':	/* Header */
     83 			headeronly = TRUE;
     84 			break;
     85 
     86 		case 'a':	/* all users */
     87 			activelist();
     88 			cleanup(TRUE);
     89 			/* NOTREACHED */
     90 
     91 		case 'p':	/* purge old players */
     92 			purgeoldplayers();
     93 			cleanup(TRUE);
     94 			/* NOTREACHED */
     95 
     96 		case 'S':	/* set 'Wizard' */
     97 			Wizard = !getuid();
     98 			break;
     99 
    100 		case 'x':	/* examine */
    101 			examine = TRUE;
    102 			break;
    103 
    104 		case 'm':	/* monsters */
    105 			monstlist();
    106 			cleanup(TRUE);
    107 			/* NOTREACHED */
    108 
    109 		case 'b':	/* scoreboard */
    110 			scorelist();
    111 			cleanup(TRUE);
    112 			/* NOTREACHED */
    113 		}
    114 
    115 	if (!isatty(0))		/* don't let non-tty's play */
    116 		cleanup(TRUE);
    117 	/* NOTREACHED */
    118 
    119 	playinit();		/* set up to catch signals, init curses */
    120 
    121 	if (examine) {
    122 		changestats(FALSE);
    123 		cleanup(TRUE);
    124 		/* NOTREACHED */
    125 	}
    126 	if (!noheader) {
    127 		titlelist();
    128 		purgeoldplayers();	/* clean up old characters */
    129 	}
    130 	if (headeronly)
    131 		cleanup(TRUE);
    132 	/* NOTREACHED */
    133 
    134 	do
    135 		/* get the player structure filled */
    136 	{
    137 		Fileloc = -1L;
    138 
    139 		mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
    140 
    141 		switch (getanswer("NYQ", FALSE)) {
    142 		case 'Y':
    143 			Fileloc = recallplayer();
    144 			break;
    145 
    146 		case 'Q':
    147 			cleanup(TRUE);
    148 			/* NOTREACHED */
    149 
    150 		default:
    151 			Fileloc = rollnewplayer();
    152 			break;
    153 		}
    154 		clear();
    155 	}
    156 	while (Fileloc < 0L);
    157 
    158 	if (Player.p_level > 5.0)
    159 		/* low level players have long timeout */
    160 		Timeout = TRUE;
    161 
    162 	/* update some important player statistics */
    163 	strcpy(Player.p_login, Login);
    164 	time(&seconds);
    165 	Player.p_lastused = localtime(&seconds)->tm_yday;
    166 	Player.p_status = S_PLAYING;
    167 	writerecord(&Player, Fileloc);
    168 
    169 	Statptr = &Stattable[Player.p_type];	/* initialize pointer */
    170 
    171 	/* catch interrupts */
    172 #ifdef	BSD41
    173 	sigset(SIGINT, interrupt);
    174 #endif
    175 #ifdef	BSD42
    176 	signal(SIGINT, interrupt);
    177 #endif
    178 #ifdef	SYS3
    179 	signal(SIGINT, interrupt);
    180 #endif
    181 #ifdef	SYS5
    182 	signal(SIGINT, interrupt);
    183 #endif
    184 
    185 	altercoordinates(Player.p_x, Player.p_y, A_FORCED);	/* set some flags */
    186 
    187 	clear();
    188 
    189 	for (;;)
    190 		/* loop forever, processing input */
    191 	{
    192 
    193 		adjuststats();	/* cleanup stats */
    194 
    195 		if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
    196 			/* not allowed on throne -- move */
    197 		{
    198 			mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
    199 			altercoordinates(0.0, 0.0, A_NEAR);
    200 		}
    201 		checktampered();/* check for energy voids, etc. */
    202 
    203 		if (Player.p_status != S_CLOAKED
    204 		/* not cloaked */
    205 		    && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
    206 		/* |x| = |y| */
    207 		    && !Throne)
    208 			/* not on throne */
    209 		{
    210 			dtemp = sqrt(dtemp / 100.0);
    211 			if (floor(dtemp) == dtemp)
    212 				/* |x| / 100 == n*n; at a trading post */
    213 			{
    214 				tradingpost();
    215 				clear();
    216 			}
    217 		}
    218 		checkbattle();	/* check for player to player battle */
    219 		neatstuff();	/* gurus, medics, etc. */
    220 
    221 		if (Player.p_status == S_CLOAKED) {
    222 			/* costs 3 mana per turn to be cloaked */
    223 			if (Player.p_mana > 3.0)
    224 				Player.p_mana -= 3.0;
    225 			else
    226 				/* ran out of mana, uncloak */
    227 			{
    228 				Player.p_status = S_PLAYING;
    229 				Changed = TRUE;
    230 			}
    231 		}
    232 
    233 		if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
    234 			/* change status back to S_PLAYING */
    235 		{
    236 			Player.p_status = S_PLAYING;
    237 			Changed = TRUE;
    238 		}
    239 		if (Changed)
    240 			/* update file only if important stuff has changed */
    241 		{
    242 			writerecord(&Player, Fileloc);
    243 			Changed = FALSE;
    244 			continue;
    245 		}
    246 		readmessage();	/* read message, if any */
    247 
    248 		displaystats();	/* print statistics */
    249 
    250 		move(6, 0);
    251 
    252 		if (Throne)
    253 			/* maybe make king, print prompt, etc. */
    254 			throneroom();
    255 
    256 		/* print status line */
    257 		addstr("1:Move  2:Players  3:Talk  4:Stats  5:Quit  ");
    258 		if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
    259 			addstr("6:Cloak  ");
    260 		if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
    261 			addstr("7:Teleport  ");
    262 		if (Player.p_specialtype >= SC_COUNCIL || Wizard)
    263 			addstr("8:Intervene  ");
    264 
    265 		procmain();	/* process input */
    266 	}
    267 }
    268 
    269 void
    270 initialstate()
    271 {
    272 	Beyond = FALSE;
    273 	Marsh = FALSE;
    274 	Throne = FALSE;
    275 	Changed = FALSE;
    276 	Wizard = FALSE;
    277 	Timeout = FALSE;
    278 	Users = 0;
    279 	Windows = FALSE;
    280 	Echo = TRUE;
    281 
    282 	/* setup login name */
    283 	if ((Login = getlogin()) == NULL)
    284 		Login = getpwuid(getuid())->pw_name;
    285 
    286 	/* open some files */
    287 	if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
    288 		error(_PATH_PEOPLE);
    289 	/* NOTREACHED */
    290 
    291 	if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
    292 		error(_PATH_MONST);
    293 	/* NOTREACHED */
    294 
    295 	if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
    296 		error(_PATH_MESS);
    297 	/* NOTREACHED */
    298 
    299 	if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
    300 		error(_PATH_VOID);
    301 	/* NOTREACHED */
    302 
    303 	srandom((unsigned) time(NULL));	/* prime random numbers */
    304 }
    305 
    306 long
    307 rollnewplayer()
    308 {
    309 	int     chartype;	/* character type */
    310 	int     ch;		/* input */
    311 
    312 	initplayer(&Player);	/* initialize player structure */
    313 
    314 	clear();
    315 	mvaddstr(4, 21, "Which type of character do you want:");
    316 	mvaddstr(8, 4,
    317 "1:Magic User  2:Fighter  3:Elf  4:Dwarf  5:Halfling  6:Experimento  ");
    318 	if (Wizard) {
    319 		addstr("7:Super  ? ");
    320 		chartype = getanswer("1234567", FALSE);
    321 	} else {
    322 		addstr("?  ");
    323 		chartype = getanswer("123456", FALSE);
    324 	}
    325 
    326 	do {
    327 		genchar(chartype);	/* roll up a character */
    328 
    329 		/* print out results */
    330 		mvprintw(12, 14,
    331 		    "Strength    :  %2.0f  Quickness:  %2.0f  Mana       :  %2.0f\n",
    332 		    Player.p_strength, Player.p_quickness, Player.p_mana);
    333 		mvprintw(13, 14,
    334 		    "Energy Level:  %2.0f  Brains   :  %2.0f  Magic Level:  %2.0f\n",
    335 		    Player.p_energy, Player.p_brains, Player.p_magiclvl);
    336 
    337 		if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
    338 			break;
    339 
    340 		mvaddstr(14, 14, "Type '1' to keep >");
    341 		ch = getanswer(" ", TRUE);
    342 	}
    343 	while (ch != '1');
    344 
    345 	if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
    346 		/* get coordinates for experimento */
    347 		for (;;) {
    348 			mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
    349 			getstring(Databuf, SZ_DATABUF);
    350 			sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
    351 
    352 			if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
    353 				mvaddstr(17, 0, "Invalid coordinates.  Try again.\n");
    354 			else
    355 				break;
    356 		}
    357 
    358 	for (;;)
    359 		/* name the new character */
    360 	{
    361 		mvprintw(18, 0,
    362 		    "Give your character a name [up to %d characters] ?  ", SZ_NAME - 1);
    363 		getstring(Player.p_name, SZ_NAME);
    364 		truncstring(Player.p_name);	/* remove trailing blanks */
    365 
    366 		if (Player.p_name[0] == '\0')
    367 			/* no null names */
    368 			mvaddstr(19, 0, "Invalid name.");
    369 		else
    370 			if (findname(Player.p_name, &Other) >= 0L)
    371 				/* cannot have duplicate names */
    372 				mvaddstr(19, 0, "Name already in use.");
    373 			else
    374 				/* name is acceptable */
    375 				break;
    376 
    377 		addstr("  Pick another.\n");
    378 	}
    379 
    380 	/* get a password for character */
    381 	Echo = FALSE;
    382 
    383 	do {
    384 		mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
    385 		getstring(Player.p_password, SZ_PASSWORD);
    386 		mvaddstr(21, 0, "Enter again to verify: ");
    387 		getstring(Databuf, SZ_PASSWORD);
    388 	}
    389 	while (strcmp(Player.p_password, Databuf) != 0);
    390 
    391 	Echo = TRUE;
    392 
    393 	return (allocrecord());
    394 }
    395 
    396 void
    397 procmain()
    398 {
    399 	int     ch;		/* input */
    400 	double  x;		/* desired new x coordinate */
    401 	double  y;		/* desired new y coordinate */
    402 	double  temp;		/* for temporary calculations */
    403 	FILE   *fp;		/* for opening files */
    404 	int     loop;		/* a loop counter */
    405 	bool    hasmoved = FALSE;	/* set if player has moved */
    406 
    407 	ch = inputoption();
    408 	mvaddstr(4, 0, "\n\n");	/* clear status area */
    409 
    410 	move(7, 0);
    411 	clrtobot();		/* clear data on bottom area of screen */
    412 
    413 	if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
    414 		/* valar cannot move */
    415 		ch = ' ';
    416 
    417 	switch (ch) {
    418 	case 'K':		/* move up/north */
    419 	case 'N':
    420 		x = Player.p_x;
    421 		y = Player.p_y + MAXMOVE();
    422 		hasmoved = TRUE;
    423 		break;
    424 
    425 	case 'J':		/* move down/south */
    426 	case 'S':
    427 		x = Player.p_x;
    428 		y = Player.p_y - MAXMOVE();
    429 		hasmoved = TRUE;
    430 		break;
    431 
    432 	case 'L':		/* move right/east */
    433 	case 'E':
    434 		x = Player.p_x + MAXMOVE();
    435 		y = Player.p_y;
    436 		hasmoved = TRUE;
    437 		break;
    438 
    439 	case 'H':		/* move left/west */
    440 	case 'W':
    441 		x = Player.p_x - MAXMOVE();
    442 		y = Player.p_y;
    443 		hasmoved = TRUE;
    444 		break;
    445 
    446 	default:		/* rest */
    447 		Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
    448 		    + Player.p_level / 3.0 + 2.0;
    449 		Player.p_energy =
    450 		    MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
    451 
    452 		if (Player.p_status != S_CLOAKED)
    453 			/* cannot find mana if cloaked */
    454 		{
    455 			Player.p_mana += (Circle + Player.p_level) / 4.0;
    456 
    457 			if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
    458 				/* wandering monster */
    459 				encounter(-1);
    460 		}
    461 		break;
    462 
    463 	case 'X':		/* change/examine a character */
    464 		changestats(TRUE);
    465 		break;
    466 
    467 	case '1':		/* move */
    468 		for (loop = 3; loop; --loop) {
    469 			mvaddstr(4, 0, "X Y Coordinates ? ");
    470 			getstring(Databuf, SZ_DATABUF);
    471 
    472 			if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
    473 				mvaddstr(5, 0, "Try again\n");
    474 			else
    475 				if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
    476 					ILLMOVE();
    477 				else {
    478 					hasmoved = TRUE;
    479 					break;
    480 				}
    481 		}
    482 		break;
    483 
    484 	case '2':		/* players */
    485 		userlist(TRUE);
    486 		break;
    487 
    488 	case '3':		/* message */
    489 		mvaddstr(4, 0, "Message ? ");
    490 		getstring(Databuf, SZ_DATABUF);
    491 		/* we open the file for writing to erase any data which is
    492 		 * already there */
    493 		fp = fopen(_PATH_MESS, "w");
    494 		if (Databuf[0] != '\0')
    495 			fprintf(fp, "%s: %s", Player.p_name, Databuf);
    496 		fclose(fp);
    497 		break;
    498 
    499 	case '4':		/* stats */
    500 		allstatslist();
    501 		break;
    502 
    503 	case '5':		/* good-bye */
    504 		leavegame();
    505 		/* NOTREACHED */
    506 
    507 	case '6':		/* cloak */
    508 		if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
    509 			ILLCMD();
    510 		else
    511 			if (Player.p_status == S_CLOAKED)
    512 				Player.p_status = S_PLAYING;
    513 			else
    514 				if (Player.p_mana < MM_CLOAK)
    515 					mvaddstr(5, 0, "No mana left.\n");
    516 				else {
    517 					Changed = TRUE;
    518 					Player.p_mana -= MM_CLOAK;
    519 					Player.p_status = S_CLOAKED;
    520 				}
    521 		break;
    522 
    523 	case '7':		/* teleport */
    524 		/*
    525 	         * conditions for teleport
    526 	         *	- 20 per (level plus magic level)
    527 	         *	- OR council of the wise or valar or ex-valar
    528 	         *	- OR transport from throne
    529 	         * transports from throne cost no mana
    530 	         */
    531 		if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
    532 			ILLCMD();
    533 		else
    534 			for (loop = 3; loop; --loop) {
    535 				mvaddstr(4, 0, "X Y Coordinates ? ");
    536 				getstring(Databuf, SZ_DATABUF);
    537 
    538 				if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
    539 					temp = distance(Player.p_x, x, Player.p_y, y);
    540 					if (!Throne
    541 					/* can transport anywhere from throne */
    542 					    && Player.p_specialtype <= SC_COUNCIL
    543 					/* council, valar can transport
    544 					 * anywhere */
    545 					    && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
    546 						/* can only move 20 per exp.
    547 						 * level + mag. level */
    548 						ILLMOVE();
    549 					else {
    550 						temp = (temp / 75.0 + 1.0) * 20.0;	/* mana used */
    551 
    552 						if (!Throne && temp > Player.p_mana)
    553 							mvaddstr(5, 0, "Not enough power for that distance.\n");
    554 						else {
    555 							if (!Throne)
    556 								Player.p_mana -= temp;
    557 							hasmoved = TRUE;
    558 							break;
    559 						}
    560 					}
    561 				}
    562 			}
    563 		break;
    564 
    565 	case 'C':
    566 	case '9':		/* monster */
    567 		if (Throne)
    568 			/* no monsters while on throne */
    569 			mvaddstr(5, 0, "No monsters in the chamber!\n");
    570 		else
    571 			if (Player.p_specialtype != SC_VALAR)
    572 				/* the valar cannot call monsters */
    573 			{
    574 				Player.p_sin += 1e-6;
    575 				encounter(-1);
    576 			}
    577 		break;
    578 
    579 	case '0':		/* decree */
    580 		if (Wizard || (Player.p_specialtype == SC_KING && Throne))
    581 			/* kings must be on throne to decree */
    582 			dotampered();
    583 		else
    584 			ILLCMD();
    585 		break;
    586 
    587 	case '8':		/* intervention */
    588 		if (Wizard || Player.p_specialtype >= SC_COUNCIL)
    589 			dotampered();
    590 		else
    591 			ILLCMD();
    592 		break;
    593 	}
    594 
    595 	if (hasmoved)
    596 		/* player has moved -- alter coordinates, and do random
    597 		 * monster */
    598 	{
    599 		altercoordinates(x, y, A_SPECIFIC);
    600 
    601 		if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
    602 			encounter(-1);
    603 	}
    604 }
    605 
    606 void
    607 titlelist()
    608 {
    609 	FILE   *fp;		/* used for opening various files */
    610 	bool    councilfound = FALSE;	/* set if we find a member of the
    611 					 * council */
    612 	bool    kingfound = FALSE;	/* set if we find a king */
    613 	double  hiexp, nxtexp;	/* used for finding the two highest players */
    614 	double  hilvl, nxtlvl;	/* used for finding the two highest players */
    615 	char    hiname[21], nxtname[21];	/* used for finding the two
    616 						 * highest players */
    617 
    618 	nxtexp = 0;
    619 	mvaddstr(0, 14,
    620 	    "W e l c o m e   t o   P h a n t a s i a (vers. 3.3.2)!");
    621 
    622 	/* print message of the day */
    623 	if ((fp = fopen(_PATH_MOTD, "r")) != NULL
    624 	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
    625 		mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
    626 		fclose(fp);
    627 	}
    628 	/* search for king */
    629 	fseek(Playersfp, 0L, SEEK_SET);
    630 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    631 		if (Other.p_specialtype == SC_KING &&
    632 		    Other.p_status != S_NOTUSED)
    633 			/* found the king */
    634 		{
    635 			sprintf(Databuf, "The present ruler is %s  Level:%.0f",
    636 			    Other.p_name, Other.p_level);
    637 			mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
    638 			kingfound = TRUE;
    639 			break;
    640 		}
    641 	if (!kingfound)
    642 		mvaddstr(4, 24, "There is no ruler at this time.");
    643 
    644 	/* search for valar */
    645 	fseek(Playersfp, 0L, SEEK_SET);
    646 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    647 		if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
    648 			/* found the valar */
    649 		{
    650 			sprintf(Databuf, "The Valar is %s   Login:  %s", Other.p_name, Other.p_login);
    651 			mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
    652 			break;
    653 		}
    654 	/* search for council of the wise */
    655 	fseek(Playersfp, 0L, SEEK_SET);
    656 	Lines = 10;
    657 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    658 		if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
    659 			/* found a member of the council */
    660 		{
    661 			if (!councilfound) {
    662 				mvaddstr(8, 30, "Council of the Wise:");
    663 				councilfound = TRUE;
    664 			}
    665 			/* This assumes a finite (<=5) number of C.O.W.: */
    666 			sprintf(Databuf, "%s   Login:  %s", Other.p_name, Other.p_login);
    667 			mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
    668 		}
    669 	/* search for the two highest players */
    670 	nxtname[0] = hiname[0] = '\0';
    671 	hiexp = 0.0;
    672 	nxtlvl = hilvl = 0;
    673 
    674 	fseek(Playersfp, 0L, SEEK_SET);
    675 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    676 		if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
    677 			/* highest found so far */
    678 		{
    679 			nxtexp = hiexp;
    680 			hiexp = Other.p_experience;
    681 			nxtlvl = hilvl;
    682 			hilvl = Other.p_level;
    683 			strcpy(nxtname, hiname);
    684 			strcpy(hiname, Other.p_name);
    685 		} else
    686 			if (Other.p_experience > nxtexp
    687 			    && Other.p_specialtype <= SC_KING
    688 			    && Other.p_status != S_NOTUSED)
    689 				/* next highest found so far */
    690 			{
    691 				nxtexp = Other.p_experience;
    692 				nxtlvl = Other.p_level;
    693 				strcpy(nxtname, Other.p_name);
    694 			}
    695 	mvaddstr(15, 28, "Highest characters are:");
    696 	sprintf(Databuf, "%s  Level:%.0f   and   %s  Level:%.0f",
    697 	    hiname, hilvl, nxtname, nxtlvl);
    698 	mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
    699 
    700 	/* print last to die */
    701 	if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
    702 	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
    703 		mvaddstr(19, 25, "The last character to die was:");
    704 		mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
    705 		fclose(fp);
    706 	}
    707 	refresh();
    708 }
    709 
    710 long
    711 recallplayer()
    712 {
    713 	long    loc = 0L;	/* location in player file */
    714 	int     loop;		/* loop counter */
    715 	int     ch;		/* input */
    716 
    717 	clear();
    718 	mvprintw(10, 0, "What was your character's name ? ");
    719 	getstring(Databuf, SZ_NAME);
    720 	truncstring(Databuf);
    721 
    722 	if ((loc = findname(Databuf, &Player)) >= 0L)
    723 		/* found character */
    724 	{
    725 		Echo = FALSE;
    726 
    727 		for (loop = 0; loop < 2; ++loop) {
    728 			/* prompt for password */
    729 			mvaddstr(11, 0, "Password ? ");
    730 			getstring(Databuf, SZ_PASSWORD);
    731 			if (strcmp(Databuf, Player.p_password) == 0)
    732 				/* password good */
    733 			{
    734 				Echo = TRUE;
    735 
    736 				if (Player.p_status != S_OFF)
    737 					/* player did not exit normally last
    738 					 * time */
    739 				{
    740 					clear();
    741 					addstr("Your character did not exit normally last time.\n");
    742 					addstr("If you think you have good cause to have your character saved,\n");
    743 					printw("you may quit and mail your reason to 'root'.\n");
    744 					addstr("Otherwise, continuing spells certain death.\n");
    745 					addstr("Do you want to quit ? ");
    746 					ch = getanswer("YN", FALSE);
    747 					if (ch == 'Y') {
    748 						Player.p_status = S_HUNGUP;
    749 						writerecord(&Player, loc);
    750 						cleanup(TRUE);
    751 						/* NOTREACHED */
    752 					}
    753 					death("Stupidity");
    754 					/* NOTREACHED */
    755 				}
    756 				return (loc);
    757 			} else
    758 				mvaddstr(12, 0, "No good.\n");
    759 		}
    760 
    761 		Echo = TRUE;
    762 	} else
    763 		mvaddstr(11, 0, "Not found.\n");
    764 
    765 	more(13);
    766 	return (-1L);
    767 }
    768 
    769 void
    770 neatstuff()
    771 {
    772 	double  temp;		/* for temporary calculations */
    773 	int     ch;		/* input */
    774 
    775 	switch ((int) ROLL(0.0, 100.0)) {
    776 	case 1:
    777 	case 2:
    778 		if (Player.p_poison > 0.0) {
    779 			mvaddstr(4, 0, "You've found a medic!  How much will you offer to be cured ? ");
    780 			temp = floor(infloat());
    781 			if (temp < 0.0 || temp > Player.p_gold)
    782 				/* negative gold, or more than available */
    783 			{
    784 				mvaddstr(6, 0, "He was not amused, and made you worse.\n");
    785 				Player.p_poison += 1.0;
    786 			} else
    787 				if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
    788 					/* medic wants 1/2 of available gold */
    789 					mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
    790 				else {
    791 					mvaddstr(5, 0, "He accepted.");
    792 					Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
    793 					Player.p_gold -= temp;
    794 				}
    795 		}
    796 		break;
    797 
    798 	case 3:
    799 		mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
    800 		Player.p_experience += 4000.0;
    801 		Player.p_sin += 0.5;
    802 		break;
    803 
    804 	case 4:
    805 		temp = ROLL(10.0, 75.0);
    806 		mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
    807 		ch = getanswer("NY", FALSE);
    808 
    809 		if (ch == 'Y')
    810 			collecttaxes(temp, 0.0);
    811 		break;
    812 
    813 	case 5:
    814 		if (Player.p_sin > 1.0) {
    815 			mvaddstr(4, 0, "You've found a Holy Orb!\n");
    816 			Player.p_sin -= 0.25;
    817 		}
    818 		break;
    819 
    820 	case 6:
    821 		if (Player.p_poison < 1.0) {
    822 			mvaddstr(4, 0, "You've been hit with a plague!\n");
    823 			Player.p_poison += 1.0;
    824 		}
    825 		break;
    826 
    827 	case 7:
    828 		mvaddstr(4, 0, "You've found some holy water.\n");
    829 		++Player.p_holywater;
    830 		break;
    831 
    832 	case 8:
    833 		mvaddstr(4, 0, "You've met a Guru. . .");
    834 		if (drandom() * Player.p_sin > 1.0)
    835 			addstr("You disgusted him with your sins!\n");
    836 		else
    837 			if (Player.p_poison > 0.0) {
    838 				addstr("He looked kindly upon you, and cured you.\n");
    839 				Player.p_poison = 0.0;
    840 			} else {
    841 				addstr("He rewarded you for your virtue.\n");
    842 				Player.p_mana += 50.0;
    843 				Player.p_shield += 2.0;
    844 			}
    845 		break;
    846 
    847 	case 9:
    848 		mvaddstr(4, 0, "You've found an amulet.\n");
    849 		++Player.p_amulets;
    850 		break;
    851 
    852 	case 10:
    853 		if (Player.p_blindness) {
    854 			mvaddstr(4, 0, "You've regained your sight!\n");
    855 			Player.p_blindness = FALSE;
    856 		}
    857 		break;
    858 
    859 	default:		/* deal with poison */
    860 		if (Player.p_poison > 0.0) {
    861 			temp = Player.p_poison * Statptr->c_weakness
    862 			    * Player.p_maxenergy / 600.0;
    863 			if (Player.p_energy > Player.p_maxenergy / 10.0
    864 			    && temp + 5.0 < Player.p_energy)
    865 				Player.p_energy -= temp;
    866 		}
    867 		break;
    868 	}
    869 }
    870 
    871 void
    872 genchar(type)
    873 	int     type;
    874 {
    875 	int     subscript;	/* used for subscripting into Stattable */
    876 	const struct charstats *statptr; /* for pointing into Stattable */
    877 
    878 	subscript = type - '1';
    879 
    880 	if (subscript < C_MAGIC || subscript > C_EXPER)
    881 		if (subscript != C_SUPER || !Wizard)
    882 			/* fighter is default */
    883 			subscript = C_FIGHTER;
    884 
    885 	statptr = &Stattable[subscript];
    886 
    887 	Player.p_quickness =
    888 	    ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
    889 	Player.p_strength =
    890 	    ROLL(statptr->c_strength.base, statptr->c_strength.interval);
    891 	Player.p_mana =
    892 	    ROLL(statptr->c_mana.base, statptr->c_mana.interval);
    893 	Player.p_maxenergy =
    894 	    Player.p_energy =
    895 	    ROLL(statptr->c_energy.base, statptr->c_energy.interval);
    896 	Player.p_brains =
    897 	    ROLL(statptr->c_brains.base, statptr->c_brains.interval);
    898 	Player.p_magiclvl =
    899 	    ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
    900 
    901 	Player.p_type = subscript;
    902 
    903 	if (Player.p_type == C_HALFLING)
    904 		/* give halfling some experience */
    905 		Player.p_experience = ROLL(600.0, 200.0);
    906 }
    907 
    908 void
    909 playinit()
    910 {
    911 	/* catch/ingnore signals */
    912 
    913 #ifdef	BSD41
    914 	sigignore(SIGQUIT);
    915 	sigignore(SIGALRM);
    916 	sigignore(SIGTERM);
    917 	sigignore(SIGTSTP);
    918 	sigignore(SIGTTIN);
    919 	sigignore(SIGTTOU);
    920 	sighold(SIGINT);
    921 	sigset(SIGHUP, ill_sig);
    922 	sigset(SIGTRAP, ill_sig);
    923 	sigset(SIGIOT, ill_sig);
    924 	sigset(SIGEMT, ill_sig);
    925 	sigset(SIGFPE, ill_sig);
    926 	sigset(SIGBUS, ill_sig);
    927 	sigset(SIGSEGV, ill_sig);
    928 	sigset(SIGSYS, ill_sig);
    929 	sigset(SIGPIPE, ill_sig);
    930 #endif
    931 #ifdef	BSD42
    932 	signal(SIGQUIT, ill_sig);
    933 	signal(SIGALRM, SIG_IGN);
    934 	signal(SIGTERM, SIG_IGN);
    935 	signal(SIGTSTP, SIG_IGN);
    936 	signal(SIGTTIN, SIG_IGN);
    937 	signal(SIGTTOU, SIG_IGN);
    938 	signal(SIGINT, ill_sig);
    939 	signal(SIGHUP, SIG_DFL);
    940 	signal(SIGTRAP, ill_sig);
    941 	signal(SIGIOT, ill_sig);
    942 	signal(SIGEMT, ill_sig);
    943 	signal(SIGFPE, ill_sig);
    944 	signal(SIGBUS, ill_sig);
    945 	signal(SIGSEGV, ill_sig);
    946 	signal(SIGSYS, ill_sig);
    947 	signal(SIGPIPE, ill_sig);
    948 #endif
    949 #ifdef	SYS3
    950 	signal(SIGINT, SIG_IGN);
    951 	signal(SIGQUIT, SIG_IGN);
    952 	signal(SIGTERM, SIG_IGN);
    953 	signal(SIGALRM, SIG_IGN);
    954 	signal(SIGHUP, ill_sig);
    955 	signal(SIGTRAP, ill_sig);
    956 	signal(SIGIOT, ill_sig);
    957 	signal(SIGEMT, ill_sig);
    958 	signal(SIGFPE, ill_sig);
    959 	signal(SIGBUS, ill_sig);
    960 	signal(SIGSEGV, ill_sig);
    961 	signal(SIGSYS, ill_sig);
    962 	signal(SIGPIPE, ill_sig);
    963 #endif
    964 #ifdef	SYS5
    965 	signal(SIGINT, SIG_IGN);
    966 	signal(SIGQUIT, SIG_IGN);
    967 	signal(SIGTERM, SIG_IGN);
    968 	signal(SIGALRM, SIG_IGN);
    969 	signal(SIGHUP, ill_sig);
    970 	signal(SIGTRAP, ill_sig);
    971 	signal(SIGIOT, ill_sig);
    972 	signal(SIGEMT, ill_sig);
    973 	signal(SIGFPE, ill_sig);
    974 	signal(SIGBUS, ill_sig);
    975 	signal(SIGSEGV, ill_sig);
    976 	signal(SIGSYS, ill_sig);
    977 	signal(SIGPIPE, ill_sig);
    978 #endif
    979 
    980 	initscr();		/* turn on curses */
    981 	noecho();		/* do not echo input */
    982 	crmode();		/* do not process erase, kill */
    983 	clear();
    984 	refresh();
    985 	Windows = TRUE;		/* mark the state */
    986 }
    987 
    988 void
    989 cleanup(doexit)
    990 	int    doexit;
    991 {
    992 	if (Windows) {
    993 		move(LINES - 2, 0);
    994 		refresh();
    995 		nocrmode();
    996 		endwin();
    997 	}
    998 	fclose(Playersfp);
    999 	fclose(Monstfp);
   1000 	fclose(Messagefp);
   1001 	fclose(Energyvoidfp);
   1002 
   1003 	if (doexit)
   1004 		exit(0);
   1005 	/* NOTREACHED */
   1006 }
   1007