1/*	$NetBSD: main.c,v 1.25 2022/06/27 22:41:28 andvar 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
75static void genchar(int);
76static void initialstate(void);
77static void neatstuff(void);
78static void playinit(void);
79static void procmain(void);
80static long recallplayer(void);
81static long rollnewplayer(void);
82static void titlelist(void);
83
84int	main(int, char **);
85
86int
87main(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			__unreachable();
112			/* NOTREACHED */
113
114		case 'p':	/* purge old players */
115			purgeoldplayers();
116			cleanup(TRUE);
117			__unreachable();
118			/* NOTREACHED */
119
120		case 'S':	/* set 'Wizard' */
121			Wizard = !getuid();
122			break;
123
124		case 'x':	/* examine */
125			examine = TRUE;
126			break;
127
128		case 'm':	/* monsters */
129			monstlist();
130			cleanup(TRUE);
131			__unreachable();
132			/* NOTREACHED */
133
134		case 'b':	/* scoreboard */
135			scorelist();
136			cleanup(TRUE);
137			__unreachable();
138			/* NOTREACHED */
139		}
140
141	if (!isatty(0))		/* don't let non-tty's play */
142		cleanup(TRUE);
143	/* NOTREACHED */
144
145	playinit();		/* set up to catch signals, init curses */
146
147	if (examine) {
148		changestats(FALSE);
149		cleanup(TRUE);
150		__unreachable();
151		/* NOTREACHED */
152	}
153	if (!noheader) {
154		titlelist();
155		purgeoldplayers();	/* clean up old characters */
156	}
157	if (headeronly) {
158		cleanup(TRUE);
159		__unreachable();
160		/* NOTREACHED */
161	}
162
163	do
164		/* get the player structure filled */
165	{
166		Fileloc = -1L;
167
168		mvaddstr(22, 17, "Do you have a character to run [Q = Quit] ? ");
169
170		switch (getanswer("NYQ", FALSE)) {
171		case 'Y':
172			Fileloc = recallplayer();
173			break;
174
175		case 'Q':
176			cleanup(TRUE);
177			__unreachable();
178			/* NOTREACHED */
179
180		default:
181			Fileloc = rollnewplayer();
182			break;
183		}
184		clear();
185	}
186	while (Fileloc < 0L);
187
188	if (Player.p_level > 5.0)
189		/* low level players have long timeout */
190		Timeout = TRUE;
191
192	/* update some important player statistics */
193	strlcpy(Player.p_login, Login, sizeof(Player.p_login));
194	time(&seconds);
195	Player.p_lastused = localtime(&seconds)->tm_yday;
196	Player.p_status = S_PLAYING;
197	writerecord(&Player, Fileloc);
198
199	Statptr = &Stattable[Player.p_type];	/* initialize pointer */
200
201	/* catch interrupts */
202#ifdef	BSD41
203	sigset(SIGINT, interrupt);
204#endif
205#ifdef	BSD42
206	signal(SIGINT, interrupt);
207#endif
208#ifdef	SYS3
209	signal(SIGINT, interrupt);
210#endif
211#ifdef	SYS5
212	signal(SIGINT, interrupt);
213#endif
214
215	altercoordinates(Player.p_x, Player.p_y, A_FORCED);	/* set some flags */
216
217	clear();
218
219	for (;;)
220		/* loop forever, processing input */
221	{
222
223		adjuststats();	/* cleanup stats */
224
225		if (Throne && Player.p_crowns == 0 && Player.p_specialtype != SC_KING)
226			/* not allowed on throne -- move */
227		{
228			mvaddstr(5, 0, "You're not allowed in the Lord's Chamber without a crown.\n");
229			altercoordinates(0.0, 0.0, A_NEAR);
230		}
231		checktampered();/* check for energy voids, etc. */
232
233		if (Player.p_status != S_CLOAKED
234		/* not cloaked */
235		    && (dtemp = fabs(Player.p_x)) == fabs(Player.p_y)
236		/* |x| = |y| */
237		    && !Throne)
238			/* not on throne */
239		{
240			dtemp = sqrt(dtemp / 100.0);
241			if (floor(dtemp) == dtemp)
242				/* |x| / 100 == n*n; at a trading post */
243			{
244				tradingpost();
245				clear();
246			}
247		}
248		checkbattle();	/* check for player to player battle */
249		neatstuff();	/* gurus, medics, etc. */
250
251		if (Player.p_status == S_CLOAKED) {
252			/* costs 3 mana per turn to be cloaked */
253			if (Player.p_mana > 3.0)
254				Player.p_mana -= 3.0;
255			else
256				/* ran out of mana, uncloak */
257			{
258				Player.p_status = S_PLAYING;
259				Changed = TRUE;
260			}
261		}
262
263		if (Player.p_status != S_PLAYING && Player.p_status != S_CLOAKED)
264			/* change status back to S_PLAYING */
265		{
266			Player.p_status = S_PLAYING;
267			Changed = TRUE;
268		}
269		if (Changed)
270			/* update file only if important stuff has changed */
271		{
272			writerecord(&Player, Fileloc);
273			Changed = FALSE;
274			continue;
275		}
276		readmessage();	/* read message, if any */
277
278		displaystats();	/* print statistics */
279
280		move(6, 0);
281
282		if (Throne)
283			/* maybe make king, print prompt, etc. */
284			throneroom();
285
286		/* print status line */
287		addstr("1:Move  2:Players  3:Talk  4:Stats  5:Quit  ");
288		if (Player.p_level >= MEL_CLOAK && Player.p_magiclvl >= ML_CLOAK)
289			addstr("6:Cloak  ");
290		if (Player.p_level >= MEL_TELEPORT && Player.p_magiclvl >= ML_TELEPORT)
291			addstr("7:Teleport  ");
292		if (Player.p_specialtype >= SC_COUNCIL || Wizard)
293			addstr("8:Intervene  ");
294
295		procmain();	/* process input */
296	}
297}
298
299static void
300initialstate(void)
301{
302	struct stat sb;
303	struct passwd *pw;
304
305	Beyond = FALSE;
306	Marsh = FALSE;
307	Throne = FALSE;
308	Changed = FALSE;
309	Wizard = FALSE;
310	Timeout = FALSE;
311	Users = 0;
312	Windows = FALSE;
313	Echo = TRUE;
314
315	/* setup login name */
316	if ((Login = getlogin()) == NULL) {
317		pw = getpwuid(getuid());
318		if (pw == NULL) {
319			errx(1, "Who are you?");
320		}
321		Login = pw->pw_name;
322	}
323
324	/* open some files */
325	if ((Playersfp = fopen(_PATH_PEOPLE, "r+")) == NULL)
326		error(_PATH_PEOPLE);
327	/* NOTREACHED */
328	if (fileno(Playersfp) < 3)
329		exit(1);
330
331	if ((Monstfp = fopen(_PATH_MONST, "r+")) == NULL)
332		error(_PATH_MONST);
333	/* NOTREACHED */
334
335	if ((Messagefp = fopen(_PATH_MESS, "r")) == NULL)
336		error(_PATH_MESS);
337	/* NOTREACHED */
338
339	if ((Energyvoidfp = fopen(_PATH_VOID, "r+")) == NULL)
340		error(_PATH_VOID);
341	if (fstat(fileno(Energyvoidfp), &sb) == -1)
342		error("stat");
343	if (sb.st_size == 0) {
344		/* initialize grail to new location */
345		Enrgyvoid.ev_active = TRUE;
346		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
347		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
348		writevoid(&Enrgyvoid, 0L);
349	}
350
351	/* NOTREACHED */
352
353	srandom((unsigned) time(NULL));	/* prime random numbers */
354}
355
356static long
357rollnewplayer(void)
358{
359	int     chartype;	/* character type */
360	int     ch;		/* input */
361
362	initplayer(&Player);	/* initialize player structure */
363
364	clear();
365	mvaddstr(4, 21, "Which type of character do you want:");
366	mvaddstr(8, 4,
367"1:Magic User  2:Fighter  3:Elf  4:Dwarf  5:Halfling  6:Experimento  ");
368	if (Wizard) {
369		addstr("7:Super  ? ");
370		chartype = getanswer("1234567", FALSE);
371	} else {
372		addstr("?  ");
373		chartype = getanswer("123456", FALSE);
374	}
375
376	do {
377		genchar(chartype);	/* roll up a character */
378
379		/* print out results */
380		mvprintw(12, 14,
381		    "Strength    :  %2.0f  Quickness:  %2.0f  Mana       :  %2.0f\n",
382		    Player.p_strength, Player.p_quickness, Player.p_mana);
383		mvprintw(13, 14,
384		    "Energy Level:  %2.0f  Brains   :  %2.0f  Magic Level:  %2.0f\n",
385		    Player.p_energy, Player.p_brains, Player.p_magiclvl);
386
387		if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
388			break;
389
390		mvaddstr(14, 14, "Type '1' to keep >");
391		ch = getanswer(" ", TRUE);
392	}
393	while (ch != '1');
394
395	if (Player.p_type == C_EXPER || Player.p_type == C_SUPER)
396		/* get coordinates for experimento */
397		for (;;) {
398			mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? ");
399			getstring(Databuf, SZ_DATABUF);
400			sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y);
401
402			if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER)
403				mvaddstr(17, 0, "Invalid coordinates.  Try again.\n");
404			else
405				break;
406		}
407
408	for (;;)
409		/* name the new character */
410	{
411		mvprintw(18, 0,
412		    "Give your character a name [up to %d characters] ?  ", SZ_NAME - 1);
413		getstring(Player.p_name, SZ_NAME);
414		truncstring(Player.p_name);	/* remove trailing blanks */
415
416		if (Player.p_name[0] == '\0')
417			/* no null names */
418			mvaddstr(19, 0, "Invalid name.");
419		else
420			if (findname(Player.p_name, &Other) >= 0L)
421				/* cannot have duplicate names */
422				mvaddstr(19, 0, "Name already in use.");
423			else
424				/* name is acceptable */
425				break;
426
427		addstr("  Pick another.\n");
428	}
429
430	/* get a password for character */
431	Echo = FALSE;
432
433	do {
434		mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? ");
435		getstring(Player.p_password, SZ_PASSWORD);
436		mvaddstr(21, 0, "Enter again to verify: ");
437		getstring(Databuf, SZ_PASSWORD);
438	}
439	while (strcmp(Player.p_password, Databuf) != 0);
440
441	Echo = TRUE;
442
443	return (allocrecord());
444}
445
446static void
447procmain(void)
448{
449	int     ch;		/* input */
450	double  x;		/* desired new x coordinate */
451	double  y;		/* desired new y coordinate */
452	double  temp;		/* for temporary calculations */
453	FILE   *fp;		/* for opening files */
454	int     loop;		/* a loop counter */
455	bool    hasmoved = FALSE;	/* set if player has moved */
456
457	ch = inputoption();
458	mvaddstr(4, 0, "\n\n");	/* clear status area */
459
460	move(7, 0);
461	clrtobot();		/* clear data on bottom area of screen */
462
463	if (Player.p_specialtype == SC_VALAR && (ch == '1' || ch == '7'))
464		/* valar cannot move */
465		ch = ' ';
466
467	switch (ch) {
468	case 'K':		/* move up/north */
469	case 'N':
470		x = Player.p_x;
471		y = Player.p_y + MAXMOVE();
472		hasmoved = TRUE;
473		break;
474
475	case 'J':		/* move down/south */
476	case 'S':
477		x = Player.p_x;
478		y = Player.p_y - MAXMOVE();
479		hasmoved = TRUE;
480		break;
481
482	case 'L':		/* move right/east */
483	case 'E':
484		x = Player.p_x + MAXMOVE();
485		y = Player.p_y;
486		hasmoved = TRUE;
487		break;
488
489	case 'H':		/* move left/west */
490	case 'W':
491		x = Player.p_x - MAXMOVE();
492		y = Player.p_y;
493		hasmoved = TRUE;
494		break;
495
496	default:		/* rest */
497		Player.p_energy += (Player.p_maxenergy + Player.p_shield) / 15.0
498		    + Player.p_level / 3.0 + 2.0;
499		Player.p_energy =
500		    MIN(Player.p_energy, Player.p_maxenergy + Player.p_shield);
501
502		if (Player.p_status != S_CLOAKED)
503			/* cannot find mana if cloaked */
504		{
505			Player.p_mana += (Circle + Player.p_level) / 4.0;
506
507			if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
508				/* wandering monster */
509				encounter(-1);
510		}
511		break;
512
513	case 'X':		/* change/examine a character */
514		changestats(TRUE);
515		break;
516
517	case '1':		/* move */
518		for (loop = 3; loop; --loop) {
519			mvaddstr(4, 0, "X Y Coordinates ? ");
520			getstring(Databuf, SZ_DATABUF);
521
522			if (sscanf(Databuf, "%lf %lf", &x, &y) != 2)
523				mvaddstr(5, 0, "Try again\n");
524			else
525				if (distance(Player.p_x, x, Player.p_y, y) > MAXMOVE())
526					ILLMOVE();
527				else {
528					hasmoved = TRUE;
529					break;
530				}
531		}
532		break;
533
534	case '2':		/* players */
535		userlist(TRUE);
536		break;
537
538	case '3':		/* message */
539		mvaddstr(4, 0, "Message ? ");
540		getstring(Databuf, SZ_DATABUF);
541		/* we open the file for writing to erase any data which is
542		 * already there */
543		fp = fopen(_PATH_MESS, "w");
544		if (Databuf[0] != '\0')
545			fprintf(fp, "%s: %s", Player.p_name, Databuf);
546		fclose(fp);
547		break;
548
549	case '4':		/* stats */
550		allstatslist();
551		break;
552
553	case '5':		/* good-bye */
554		leavegame();
555		__unreachable();
556		/* NOTREACHED */
557
558	case '6':		/* cloak */
559		if (Player.p_level < MEL_CLOAK || Player.p_magiclvl < ML_CLOAK)
560			ILLCMD();
561		else
562			if (Player.p_status == S_CLOAKED)
563				Player.p_status = S_PLAYING;
564			else
565				if (Player.p_mana < MM_CLOAK)
566					mvaddstr(5, 0, "No mana left.\n");
567				else {
568					Changed = TRUE;
569					Player.p_mana -= MM_CLOAK;
570					Player.p_status = S_CLOAKED;
571				}
572		break;
573
574	case '7':		/* teleport */
575		/*
576	         * conditions for teleport
577	         *	- 20 per (level plus magic level)
578	         *	- OR council of the wise or valar or ex-valar
579	         *	- OR transport from throne
580	         * transports from throne cost no mana
581	         */
582		if (Player.p_level < MEL_TELEPORT || Player.p_magiclvl < ML_TELEPORT)
583			ILLCMD();
584		else
585			for (loop = 3; loop; --loop) {
586				mvaddstr(4, 0, "X Y Coordinates ? ");
587				getstring(Databuf, SZ_DATABUF);
588
589				if (sscanf(Databuf, "%lf %lf", &x, &y) == 2) {
590					temp = distance(Player.p_x, x, Player.p_y, y);
591					if (!Throne
592					/* can transport anywhere from throne */
593					    && Player.p_specialtype <= SC_COUNCIL
594					/* council, valar can transport
595					 * anywhere */
596					    && temp > (Player.p_level + Player.p_magiclvl) * 20.0)
597						/* can only move 20 per exp.
598						 * level + mag. level */
599						ILLMOVE();
600					else {
601						temp = (temp / 75.0 + 1.0) * 20.0;	/* mana used */
602
603						if (!Throne && temp > Player.p_mana)
604							mvaddstr(5, 0, "Not enough power for that distance.\n");
605						else {
606							if (!Throne)
607								Player.p_mana -= temp;
608							hasmoved = TRUE;
609							break;
610						}
611					}
612				}
613			}
614		break;
615
616	case 'C':
617	case '9':		/* monster */
618		if (Throne)
619			/* no monsters while on throne */
620			mvaddstr(5, 0, "No monsters in the chamber!\n");
621		else
622			if (Player.p_specialtype != SC_VALAR)
623				/* the valar cannot call monsters */
624			{
625				Player.p_sin += 1e-6;
626				encounter(-1);
627			}
628		break;
629
630	case '0':		/* decree */
631		if (Wizard || (Player.p_specialtype == SC_KING && Throne))
632			/* kings must be on throne to decree */
633			dotampered();
634		else
635			ILLCMD();
636		break;
637
638	case '8':		/* intervention */
639		if (Wizard || Player.p_specialtype >= SC_COUNCIL)
640			dotampered();
641		else
642			ILLCMD();
643		break;
644	}
645
646	if (hasmoved)
647		/* player has moved -- alter coordinates, and do random
648		 * monster */
649	{
650		altercoordinates(x, y, A_SPECIFIC);
651
652		if (drandom() < 0.2 && Player.p_status == S_PLAYING && !Throne)
653			encounter(-1);
654	}
655}
656
657static void
658titlelist(void)
659{
660	FILE   *fp;		/* used for opening various files */
661	bool    councilfound = FALSE;	/* set if we find a member of the
662					 * council */
663	bool    kingfound = FALSE;	/* set if we find a king */
664	double  hiexp, nxtexp;	/* used for finding the two highest players */
665	double  hilvl, nxtlvl;	/* used for finding the two highest players */
666	char    hiname[21], nxtname[21];	/* used for finding the two
667						 * highest players */
668
669	nxtexp = 0;
670	mvaddstr(0, 14,
671	    "W e l c o m e   t o   P h a n t a s i a (vers. 3.3.2)!");
672
673	/* print message of the day */
674	if ((fp = fopen(_PATH_MOTD, "r")) != NULL
675	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
676		mvaddstr(2, 40 - strlen(Databuf) / 2, Databuf);
677		fclose(fp);
678	}
679	/* search for king */
680	fseek(Playersfp, 0L, SEEK_SET);
681	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
682		if (Other.p_specialtype == SC_KING &&
683		    Other.p_status != S_NOTUSED)
684			/* found the king */
685		{
686			snprintf(Databuf, SZ_DATABUF,
687			    "The present ruler is %s  Level:%.0f",
688			    Other.p_name, Other.p_level);
689			mvaddstr(4, 40 - strlen(Databuf) / 2, Databuf);
690			kingfound = TRUE;
691			break;
692		}
693	if (!kingfound)
694		mvaddstr(4, 24, "There is no ruler at this time.");
695
696	/* search for valar */
697	fseek(Playersfp, 0L, SEEK_SET);
698	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
699		if (Other.p_specialtype == SC_VALAR && Other.p_status != S_NOTUSED)
700			/* found the valar */
701		{
702			snprintf(Databuf, SZ_DATABUF,
703				"The Valar is %s   Login:  %s",
704				Other.p_name, Other.p_login);
705			mvaddstr(6, 40 - strlen(Databuf) / 2, Databuf);
706			break;
707		}
708	/* search for council of the wise */
709	fseek(Playersfp, 0L, SEEK_SET);
710	Lines = 10;
711	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
712		if (Other.p_specialtype == SC_COUNCIL && Other.p_status != S_NOTUSED)
713			/* found a member of the council */
714		{
715			if (!councilfound) {
716				mvaddstr(8, 30, "Council of the Wise:");
717				councilfound = TRUE;
718			}
719			/* This assumes a finite (<=5) number of C.O.W.: */
720			snprintf(Databuf, SZ_DATABUF,
721				"%s   Login:  %s", Other.p_name, Other.p_login);
722			mvaddstr(Lines++, 40 - strlen(Databuf) / 2, Databuf);
723		}
724	/* search for the two highest players */
725	nxtname[0] = hiname[0] = '\0';
726	hiexp = 0.0;
727	nxtlvl = hilvl = 0;
728
729	fseek(Playersfp, 0L, SEEK_SET);
730	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
731		if (Other.p_experience > hiexp && Other.p_specialtype <= SC_KING && Other.p_status != S_NOTUSED)
732			/* highest found so far */
733		{
734			nxtexp = hiexp;
735			hiexp = Other.p_experience;
736			nxtlvl = hilvl;
737			hilvl = Other.p_level;
738			strcpy(nxtname, hiname);
739			strcpy(hiname, Other.p_name);
740		} else
741			if (Other.p_experience > nxtexp
742			    && Other.p_specialtype <= SC_KING
743			    && Other.p_status != S_NOTUSED)
744				/* next highest found so far */
745			{
746				nxtexp = Other.p_experience;
747				nxtlvl = Other.p_level;
748				strcpy(nxtname, Other.p_name);
749			}
750	mvaddstr(15, 28, "Highest characters are:");
751	snprintf(Databuf, SZ_DATABUF,
752	    "%s  Level:%.0f   and   %s  Level:%.0f",
753	    hiname, hilvl, nxtname, nxtlvl);
754	mvaddstr(17, 40 - strlen(Databuf) / 2, Databuf);
755
756	/* print last to die */
757	if ((fp = fopen(_PATH_LASTDEAD, "r")) != NULL
758	    && fgets(Databuf, SZ_DATABUF, fp) != NULL) {
759		mvaddstr(19, 25, "The last character to die was:");
760		mvaddstr(20, 40 - strlen(Databuf) / 2, Databuf);
761	}
762	if (fp)
763		fclose(fp);
764	refresh();
765}
766
767static long
768recallplayer(void)
769{
770	long    loc = 0L;	/* location in player file */
771	int     loop;		/* loop counter */
772	int     ch;		/* input */
773
774	clear();
775	mvprintw(10, 0, "What was your character's name ? ");
776	getstring(Databuf, SZ_NAME);
777	truncstring(Databuf);
778
779	if ((loc = findname(Databuf, &Player)) >= 0L)
780		/* found character */
781	{
782		Echo = FALSE;
783
784		for (loop = 0; loop < 2; ++loop) {
785			/* prompt for password */
786			mvaddstr(11, 0, "Password ? ");
787			getstring(Databuf, SZ_PASSWORD);
788			if (strcmp(Databuf, Player.p_password) == 0)
789				/* password good */
790			{
791				Echo = TRUE;
792
793				if (Player.p_status != S_OFF)
794					/* player did not exit normally last
795					 * time */
796				{
797					clear();
798					addstr("Your character did not exit normally last time.\n");
799					addstr("If you think you have good cause to have your character saved,\n");
800					printw("you may quit and mail your reason to 'root'.\n");
801					addstr("Otherwise, continuing spells certain death.\n");
802					addstr("Do you want to quit ? ");
803					ch = getanswer("YN", FALSE);
804					if (ch == 'Y') {
805						Player.p_status = S_HUNGUP;
806						writerecord(&Player, loc);
807						cleanup(TRUE);
808						/* NOTREACHED */
809					}
810					death("Stupidity");
811					/* NOTREACHED */
812				}
813				return (loc);
814			} else
815				mvaddstr(12, 0, "No good.\n");
816		}
817
818		Echo = TRUE;
819	} else
820		mvaddstr(11, 0, "Not found.\n");
821
822	more(13);
823	return (-1L);
824}
825
826static void
827neatstuff(void)
828{
829	double  temp;		/* for temporary calculations */
830	int     ch;		/* input */
831
832	switch ((int) ROLL(0.0, 100.0)) {
833	case 1:
834	case 2:
835		if (Player.p_poison > 0.0) {
836			mvaddstr(4, 0, "You've found a medic!  How much will you offer to be cured ? ");
837			temp = floor(infloat());
838			if (temp < 0.0 || temp > Player.p_gold)
839				/* negative gold, or more than available */
840			{
841				mvaddstr(6, 0, "He was not amused, and made you worse.\n");
842				Player.p_poison += 1.0;
843			} else
844				if (drandom() / 2.0 > (temp + 1.0) / MAX(Player.p_gold, 1))
845					/* medic wants 1/2 of available gold */
846					mvaddstr(5, 0, "Sorry, he wasn't interested.\n");
847				else {
848					mvaddstr(5, 0, "He accepted.");
849					Player.p_poison = MAX(0.0, Player.p_poison - 1.0);
850					Player.p_gold -= temp;
851				}
852		}
853		break;
854
855	case 3:
856		mvaddstr(4, 0, "You've been caught raping and pillaging!\n");
857		Player.p_experience += 4000.0;
858		Player.p_sin += 0.5;
859		break;
860
861	case 4:
862		temp = ROLL(10.0, 75.0);
863		mvprintw(4, 0, "You've found %.0f gold pieces, want them ? ", temp);
864		ch = getanswer("NY", FALSE);
865
866		if (ch == 'Y')
867			collecttaxes(temp, 0.0);
868		break;
869
870	case 5:
871		if (Player.p_sin > 1.0) {
872			mvaddstr(4, 0, "You've found a Holy Orb!\n");
873			Player.p_sin -= 0.25;
874		}
875		break;
876
877	case 6:
878		if (Player.p_poison < 1.0) {
879			mvaddstr(4, 0, "You've been hit with a plague!\n");
880			Player.p_poison += 1.0;
881		}
882		break;
883
884	case 7:
885		mvaddstr(4, 0, "You've found some holy water.\n");
886		++Player.p_holywater;
887		break;
888
889	case 8:
890		mvaddstr(4, 0, "You've met a Guru. . .");
891		if (drandom() * Player.p_sin > 1.0)
892			addstr("You disgusted him with your sins!\n");
893		else
894			if (Player.p_poison > 0.0) {
895				addstr("He looked kindly upon you, and cured you.\n");
896				Player.p_poison = 0.0;
897			} else {
898				addstr("He rewarded you for your virtue.\n");
899				Player.p_mana += 50.0;
900				Player.p_shield += 2.0;
901			}
902		break;
903
904	case 9:
905		mvaddstr(4, 0, "You've found an amulet.\n");
906		++Player.p_amulets;
907		break;
908
909	case 10:
910		if (Player.p_blindness) {
911			mvaddstr(4, 0, "You've regained your sight!\n");
912			Player.p_blindness = FALSE;
913		}
914		break;
915
916	default:		/* deal with poison */
917		if (Player.p_poison > 0.0) {
918			temp = Player.p_poison * Statptr->c_weakness
919			    * Player.p_maxenergy / 600.0;
920			if (Player.p_energy > Player.p_maxenergy / 10.0
921			    && temp + 5.0 < Player.p_energy)
922				Player.p_energy -= temp;
923		}
924		break;
925	}
926}
927
928static void
929genchar(int type)
930{
931	int     subscript;	/* used for subscripting into Stattable */
932	const struct charstats *statptr; /* for pointing into Stattable */
933
934	subscript = type - '1';
935
936	if (subscript < C_MAGIC || subscript > C_EXPER)
937		if (subscript != C_SUPER || !Wizard)
938			/* fighter is default */
939			subscript = C_FIGHTER;
940
941	statptr = &Stattable[subscript];
942
943	Player.p_quickness =
944	    ROLL(statptr->c_quickness.base, statptr->c_quickness.interval);
945	Player.p_strength =
946	    ROLL(statptr->c_strength.base, statptr->c_strength.interval);
947	Player.p_mana =
948	    ROLL(statptr->c_mana.base, statptr->c_mana.interval);
949	Player.p_maxenergy =
950	    Player.p_energy =
951	    ROLL(statptr->c_energy.base, statptr->c_energy.interval);
952	Player.p_brains =
953	    ROLL(statptr->c_brains.base, statptr->c_brains.interval);
954	Player.p_magiclvl =
955	    ROLL(statptr->c_magiclvl.base, statptr->c_magiclvl.interval);
956
957	Player.p_type = subscript;
958
959	if (Player.p_type == C_HALFLING)
960		/* give halfling some experience */
961		Player.p_experience = ROLL(600.0, 200.0);
962}
963
964static void
965playinit(void)
966{
967	/* catch/ignore signals */
968
969#ifdef	BSD41
970	sigignore(SIGQUIT);
971	sigignore(SIGALRM);
972	sigignore(SIGTERM);
973	sigignore(SIGTSTP);
974	sigignore(SIGTTIN);
975	sigignore(SIGTTOU);
976	sighold(SIGINT);
977	sigset(SIGHUP, ill_sig);
978	sigset(SIGTRAP, ill_sig);
979	sigset(SIGIOT, ill_sig);
980	sigset(SIGEMT, ill_sig);
981	sigset(SIGFPE, ill_sig);
982	sigset(SIGBUS, ill_sig);
983	sigset(SIGSEGV, ill_sig);
984	sigset(SIGSYS, ill_sig);
985	sigset(SIGPIPE, ill_sig);
986#endif
987#ifdef	BSD42
988	signal(SIGQUIT, ill_sig);
989	signal(SIGALRM, SIG_IGN);
990	signal(SIGTERM, SIG_IGN);
991	signal(SIGTSTP, SIG_IGN);
992	signal(SIGTTIN, SIG_IGN);
993	signal(SIGTTOU, SIG_IGN);
994	signal(SIGINT, ill_sig);
995	signal(SIGHUP, SIG_DFL);
996	signal(SIGTRAP, ill_sig);
997	signal(SIGIOT, ill_sig);
998	signal(SIGEMT, ill_sig);
999	signal(SIGFPE, ill_sig);
1000	signal(SIGBUS, ill_sig);
1001	signal(SIGSEGV, ill_sig);
1002	signal(SIGSYS, ill_sig);
1003	signal(SIGPIPE, ill_sig);
1004#endif
1005#ifdef	SYS3
1006	signal(SIGINT, SIG_IGN);
1007	signal(SIGQUIT, SIG_IGN);
1008	signal(SIGTERM, SIG_IGN);
1009	signal(SIGALRM, SIG_IGN);
1010	signal(SIGHUP, ill_sig);
1011	signal(SIGTRAP, ill_sig);
1012	signal(SIGIOT, ill_sig);
1013	signal(SIGEMT, ill_sig);
1014	signal(SIGFPE, ill_sig);
1015	signal(SIGBUS, ill_sig);
1016	signal(SIGSEGV, ill_sig);
1017	signal(SIGSYS, ill_sig);
1018	signal(SIGPIPE, ill_sig);
1019#endif
1020#ifdef	SYS5
1021	signal(SIGINT, SIG_IGN);
1022	signal(SIGQUIT, SIG_IGN);
1023	signal(SIGTERM, SIG_IGN);
1024	signal(SIGALRM, SIG_IGN);
1025	signal(SIGHUP, ill_sig);
1026	signal(SIGTRAP, ill_sig);
1027	signal(SIGIOT, ill_sig);
1028	signal(SIGEMT, ill_sig);
1029	signal(SIGFPE, ill_sig);
1030	signal(SIGBUS, ill_sig);
1031	signal(SIGSEGV, ill_sig);
1032	signal(SIGSYS, ill_sig);
1033	signal(SIGPIPE, ill_sig);
1034#endif
1035
1036	if (!initscr()) {	/* turn on curses */
1037		fprintf(stderr, "couldn't initialize screen\n");
1038		exit (0);
1039	}
1040	noecho();		/* do not echo input */
1041	cbreak();		/* do not process erase, kill */
1042	clear();
1043	refresh();
1044	Windows = TRUE;		/* mark the state */
1045}
1046
1047void
1048cleanup(int doexit)
1049{
1050	if (Windows) {
1051		move(LINES - 2, 0);
1052		refresh();
1053		nocbreak();
1054		endwin();
1055	}
1056	if (Playersfp)
1057		fclose(Playersfp);
1058	if (Monstfp)
1059		fclose(Monstfp);
1060	if (Messagefp)
1061		fclose(Messagefp);
1062	if (Energyvoidfp)
1063		fclose(Energyvoidfp);
1064
1065	if (doexit)
1066		exit(0);
1067	/* NOTREACHED */
1068}
1069