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