long recallplayer(void) { long loc = 0L; /* location in player file */ int loop; /* loop counter */ int ch; /* input */ clear(); mvprintw(10, 0, "What was your character's name ? "); getstring(Databuf, SZ_NAME); truncstring(Databuf); if ((loc = findname(Databuf, &Player)) >= 0L) /* found character */ { Echo = FALSE; for (loop = 0; loop < 2; ++loop) { /* prompt for password */ mvaddstr(11, 0, "Password ? "); getstring(Databuf, SZ_PASSWORD); if (strcmp(Databuf, Player.p_password) == 0) /* password good */ { Echo = TRUE; if (Player.p_status != S_OFF) /* player did not exit normally last * time */ { clear(); addstr("Your character did not exit normally last time.\n"); addstr("If you think you have good cause to have your character saved,\n"); printw("you may quit and mail your reason to 'root'.\n"); addstr("Otherwise, continuing spells certain death.\n"); addstr("Do you want to quit ? "); ch = getanswer("YN", FALSE); if (ch == 'Y') { Player.p_status = S_HUNGUP; writerecord(&Player, loc); cleanup(TRUE); } death("Stupidity"); } return (loc); } else mvaddstr(12, 0, "No good.\n"); } Echo = TRUE; } else mvaddstr(11, 0, "Not found.\n"); more(13); return (-1L); }
void changestats(bool ingameflag) { static char flag[2] = /* for printing values of bools */ { 'F', 'T' }; struct player *playerp; /* pointer to structure to alter */ const char *prompt; /* pointer to prompt string */ int c; /* input */ int today; /* day of year of today */ int temp; /* temporary variable */ long loc; /* location in player file */ time_t now; /* time now */ double dtemp; /* temporary variable */ bool *bptr; /* pointer to bool item to change */ double *dptr; /* pointer to double item to change */ short *sptr; /* pointer to short item to change */ clear(); for (;;) { /* get name of player to examine/alter */ mvaddstr(5, 0, "Which character do you want to look at ? "); getstring(Databuf, SZ_DATABUF); truncstring(Databuf); if (Databuf[0] == '\0') userlist(ingameflag); else break; } loc = -1L; if (!ingameflag) /* use 'Player' structure */ playerp = &Player; else if (strcmp(Databuf, Player.p_name) == 0) { /* alter/examine current player */ playerp = &Player; loc = Fileloc; } else /* use 'Other' structure */ playerp = &Other; /* find player on file */ if (loc < 0L && (loc = findname(Databuf, playerp)) < 0L) { /* didn't find player */ clear(); mvaddstr(11, 0, "Not found."); return; } time(&now); today = localtime(&now)->tm_yday; clear(); for (;;) { /* print player structure, and prompt for action */ mvprintw(0, 0, "A:Name %s\n", playerp->p_name); if (Wizard) printw("B:Password %s\n", playerp->p_password); else addstr("B:Password XXXXXXXX\n"); printw(" :Login %s\n", playerp->p_login); printw("C:Experience %.0f\n", playerp->p_experience); printw("D:Level %.0f\n", playerp->p_level); printw("E:Strength %.0f\n", playerp->p_strength); printw("F:Sword %.0f\n", playerp->p_sword); printw(" :Might %.0f\n", playerp->p_might); printw("G:Energy %.0f\n", playerp->p_energy); printw("H:Max-Energy %.0f\n", playerp->p_maxenergy); printw("I:Shield %.0f\n", playerp->p_shield); printw("J:Quickness %.0f\n", playerp->p_quickness); printw("K:Quicksilver %.0f\n", playerp->p_quksilver); printw(" :Speed %.0f\n", playerp->p_speed); printw("L:Magic Level %.0f\n", playerp->p_magiclvl); printw("M:Mana %.0f\n", playerp->p_mana); printw("N:Brains %.0f\n", playerp->p_brains); if (Wizard || playerp->p_specialtype != SC_VALAR) mvaddstr(0, 40, descrstatus(playerp)); mvprintw(1, 40, "O:Poison %0.3f\n", playerp->p_poison); mvprintw(2, 40, "P:Gold %.0f\n", playerp->p_gold); mvprintw(3, 40, "Q:Gem %.0f\n", playerp->p_gems); mvprintw(4, 40, "R:Sin %0.3f\n", playerp->p_sin); if (Wizard) { mvprintw(5, 40, "S:X-coord %.0f\n", playerp->p_x); mvprintw(6, 40, "T:Y-coord %.0f\n", playerp->p_y); } else { mvaddstr(5, 40, "S:X-coord ?\n"); mvaddstr(6, 40, "T:Y-coord ?\n"); } mvprintw(7, 40, "U:Age %ld\n", playerp->p_age); mvprintw(8, 40, "V:Degenerated %d\n", playerp->p_degenerated); mvprintw(9, 40, "W:Type %d (%s)\n", playerp->p_type, descrtype(playerp, FALSE) + 1); mvprintw(10, 40, "X:Special Type %d\n", playerp->p_specialtype); mvprintw(11, 40, "Y:Lives %d\n", playerp->p_lives); mvprintw(12, 40, "Z:Crowns %d\n", playerp->p_crowns); mvprintw(13, 40, "0:Charms %d\n", playerp->p_charms); mvprintw(14, 40, "1:Amulets %d\n", playerp->p_amulets); mvprintw(15, 40, "2:Holy Water %d\n", playerp->p_holywater); temp = today - playerp->p_lastused; if (temp < 0) /* last year */ temp += 365; mvprintw(16, 40, "3:Lastused %d (%d)\n", playerp->p_lastused, temp); mvprintw(18, 8, "4:Palantir %c 5:Blessing %c 6:Virgin %c 7:Blind %c", flag[playerp->p_palantir], flag[playerp->p_blessing], flag[playerp->p_virgin], flag[playerp->p_blindness]); if (!Wizard) mvprintw(19, 8, "8:Ring %c", flag[playerp->p_ring.ring_type != R_NONE]); else mvprintw(19, 8, "8:Ring %d 9:Duration %d", playerp->p_ring.ring_type, playerp->p_ring.ring_duration); if (!Wizard && (ingameflag || strcmp(Login, playerp->p_login) != 0)) { /* in game or not examining own character */ if (ingameflag) { more(LINES - 1); clear(); return; } else cleanup(TRUE); /* NOTREACHED */ } mvaddstr(20, 0, "!:Quit ?:Delete"); mvaddstr(21, 0, "What would you like to change ? "); if (Wizard) c = getanswer(" ", TRUE); else /* examining own player; allow to change name and password */ c = getanswer("!BA", FALSE); switch (c) { case 'A': /* change name */ case 'B': /* change password */ if (!Wizard) { /* prompt for password */ mvaddstr(23, 0, "Password ? "); Echo = FALSE; getstring(Databuf, 9); Echo = TRUE; if (strcmp(Databuf, playerp->p_password) != 0) continue; } if (c == 'A') { /* get new name */ mvaddstr(23, 0, "New name: "); getstring(Databuf, SZ_NAME); truncstring(Databuf); if (Databuf[0] != '\0') if (Wizard || findname(Databuf, &Other) < 0L) strcpy(playerp->p_name, Databuf); } else { /* get new password */ if (!Wizard) Echo = FALSE; do { /* get two copies of new password until they match */ /* get first copy */ mvaddstr(23, 0, "New password ? "); getstring(Databuf, SZ_PASSWORD); if (Databuf[0] == '\0') break; /* get second copy */ mvaddstr(23, 0, "One more time ? "); getstring(playerp->p_password, SZ_PASSWORD); } while (strcmp(playerp->p_password, Databuf) != 0); Echo = TRUE; } continue; case 'C': /* change experience */ prompt = "experience"; dptr = &playerp->p_experience; goto DALTER; case 'D': /* change level */ prompt = "level"; dptr = &playerp->p_level; goto DALTER; case 'E': /* change strength */ prompt = "strength"; dptr = &playerp->p_strength; goto DALTER; case 'F': /* change swords */ prompt = "sword"; dptr = &playerp->p_sword; goto DALTER; case 'G': /* change energy */ prompt = "energy"; dptr = &playerp->p_energy; goto DALTER; case 'H': /* change maximum energy */ prompt = "max energy"; dptr = &playerp->p_maxenergy; goto DALTER; case 'I': /* change shields */ prompt = "shield"; dptr = &playerp->p_shield; goto DALTER; case 'J': /* change quickness */ prompt = "quickness"; dptr = &playerp->p_quickness; goto DALTER; case 'K': /* change quicksilver */ prompt = "quicksilver"; dptr = &playerp->p_quksilver; goto DALTER; case 'L': /* change magic */ prompt = "magic level"; dptr = &playerp->p_magiclvl; goto DALTER; case 'M': /* change mana */ prompt = "mana"; dptr = &playerp->p_mana; goto DALTER; case 'N': /* change brains */ prompt = "brains"; dptr = &playerp->p_brains; goto DALTER; case 'O': /* change poison */ prompt = "poison"; dptr = &playerp->p_poison; goto DALTER; case 'P': /* change gold */ prompt = "gold"; dptr = &playerp->p_gold; goto DALTER; case 'Q': /* change gems */ prompt = "gems"; dptr = &playerp->p_gems; goto DALTER; case 'R': /* change sin */ prompt = "sin"; dptr = &playerp->p_sin; goto DALTER; case 'S': /* change x coord */ prompt = "x"; dptr = &playerp->p_x; goto DALTER; case 'T': /* change y coord */ prompt = "y"; dptr = &playerp->p_y; goto DALTER; case 'U': /* change age */ mvprintw(23, 0, "age = %ld; age = ", playerp->p_age); dtemp = infloat(); if (dtemp != 0.0) playerp->p_age = (long)dtemp; continue; case 'V': /* change degen */ mvprintw(23, 0, "degen = %d; degen = ", playerp->p_degenerated); dtemp = infloat(); if (dtemp != 0.0) playerp->p_degenerated = (int)dtemp; continue; case 'W': /* change type */ prompt = "type"; sptr = &playerp->p_type; goto SALTER; case 'X': /* change special type */ prompt = "special type"; sptr = &playerp->p_specialtype; goto SALTER; case 'Y': /* change lives */ prompt = "lives"; sptr = &playerp->p_lives; goto SALTER; case 'Z': /* change crowns */ prompt = "crowns"; sptr = &playerp->p_crowns; goto SALTER; case '0': /* change charms */ prompt = "charm"; sptr = &playerp->p_charms; goto SALTER; case '1': /* change amulet */ prompt = "amulet"; sptr = &playerp->p_amulets; goto SALTER; case '2': /* change holy water */ prompt = "holy water"; sptr = &playerp->p_holywater; goto SALTER; case '3': /* change last-used */ prompt = "last-used"; sptr = &playerp->p_lastused; goto SALTER; case '4': /* change palantir */ prompt = "palantir"; bptr = &playerp->p_palantir; goto BALTER; case '5': /* change blessing */ prompt = "blessing"; bptr = &playerp->p_blessing; goto BALTER; case '6': /* change virgin */ prompt = "virgin"; bptr = &playerp->p_virgin; goto BALTER; case '7': /* change blindness */ prompt = "blindness"; bptr = &playerp->p_blindness; goto BALTER; case '8': /* change ring type */ prompt = "ring-type"; sptr = &playerp->p_ring.ring_type; goto SALTER; case '9': /* change ring duration */ prompt = "ring-duration"; sptr = &playerp->p_ring.ring_duration; goto SALTER; case '!': /* quit, update */ if (Wizard && (!ingameflag || playerp != &Player)) { /* turn off status if not modifying self */ playerp->p_status = S_OFF; playerp->p_tampered = T_OFF; } writerecord(playerp, loc); clear(); return; case '?': /* delete player */ if (ingameflag && playerp == &Player) /* cannot delete self */ continue; freerecord(playerp, loc); clear(); return; default: continue; } DALTER: mvprintw(23, 0, "%s = %f; %s = ", prompt, *dptr, prompt); dtemp = infloat(); if (dtemp != 0.0) *dptr = dtemp; continue; SALTER: mvprintw(23, 0, "%s = %d; %s = ", prompt, *sptr, prompt); dtemp = infloat(); if (dtemp != 0.0) *sptr = (short)dtemp; continue; BALTER: mvprintw(23, 0, "%s = %c; %s = ", prompt, flag[*bptr], prompt); c = getanswer("\nTF", TRUE); if (c == 'T') *bptr = TRUE; else if (c == 'F') *bptr = FALSE; continue; } }
long rollnewplayer(void) { int chartype; /* character type */ int ch; /* input */ initplayer(&Player); /* initialize player structure */ clear(); mvaddstr(4, 21, "Which type of character do you want:"); mvaddstr(8, 4, "1:Magic User 2:Fighter 3:Elf 4:Dwarf 5:Halfling 6:Experimento "); if (Wizard) { addstr("7:Super ? "); chartype = getanswer("1234567", FALSE); } else { addstr("? "); chartype = getanswer("123456", FALSE); } do { genchar(chartype); /* roll up a character */ /* print out results */ mvprintw(12, 14, "Strength : %2.0f Quickness: %2.0f Mana : %2.0f\n", Player.p_strength, Player.p_quickness, Player.p_mana); mvprintw(13, 14, "Energy Level: %2.0f Brains : %2.0f Magic Level: %2.0f\n", Player.p_energy, Player.p_brains, Player.p_magiclvl); if (Player.p_type == C_EXPER || Player.p_type == C_SUPER) break; mvaddstr(14, 14, "Type '1' to keep >"); ch = getanswer(" ", TRUE); } while (ch != '1'); if (Player.p_type == C_EXPER || Player.p_type == C_SUPER) /* get coordinates for experimento */ for (;;) { mvaddstr(16, 0, "Enter the X Y coordinates of your experimento ? "); getstring(Databuf, SZ_DATABUF); sscanf(Databuf, "%lf %lf", &Player.p_x, &Player.p_y); if (fabs(Player.p_x) > D_EXPER || fabs(Player.p_y) > D_EXPER) mvaddstr(17, 0, "Invalid coordinates. Try again.\n"); else break; } for (;;) { /* name the new character */ mvprintw(18, 0, "Give your character a name [up to %d characters] ? ", SZ_NAME - 1); getstring(Player.p_name, SZ_NAME); truncstring(Player.p_name); /* remove trailing blanks */ if (Player.p_name[0] == '\0') /* no null names */ mvaddstr(19, 0, "Invalid name."); else if (findname(Player.p_name, &Other) >= 0L) /* cannot have duplicate names */ mvaddstr(19, 0, "Name already in use."); else /* name is acceptable */ break; addstr(" Pick another.\n"); } /* get a password for character */ Echo = FALSE; do { mvaddstr(20, 0, "Give your character a password [up to 8 characters] ? "); getstring(Player.p_password, SZ_PASSWORD); mvaddstr(21, 0, "One more time to verify ? "); getstring(Databuf, SZ_PASSWORD); } while (strcmp(Player.p_password, Databuf) != 0); Echo = TRUE; return (allocrecord()); }