/* getplay.c - Procedures for saving and retrieving a characters starting attributes, armour, and weapon. UltraRogue: The Ultimate Adventure in the Dungeons of Doom Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ /* 11/08/83 ???, S.A. Hester */ #include #include #include #include "rogue.h" #ifdef HAVE_CONFIG_H #include "config.h" #endif #define I_STR 0 #define I_INTEL 1 #define I_WISDOM 2 #define I_DEXT 3 #define I_CONST 4 #define I_CHARISMA 5 #define I_HPT 6 #define I_POWER 7 #define I_CTYPE 8 #define MAXPATT 9 /* Total Number of above defines. */ #define MAXPDEF 10 /* Maximum number of pre-defined chars */ static int def_array[MAXPDEF][MAXPATT]; /* Pre-def'd chars */ static void get_chr_filename(char *filename, int size) { const char *home; home = getenv("HOME"); #ifdef CHARDIR if (use_savedir) { strncpy(filename, CHARDIR, size); filename[size-1] = '\0'; snprintf(filename, size, "%s/%d-%.80s.chr", CHARDIR, md_getuid(), whoami); return; } #endif if (home) { if ((int)strlen(home) < (size - 12) ) { strcpy(filename, home); strcat(filename,"/urogue.chr"); } else strncpy(filename,"urogue.chr",size); } else strcpy(filename, "urogue.chr"); } int geta_player(void) { int i; FILE *fd; char pbuf[2 * LINELEN]; char filename[200]; get_chr_filename(filename, sizeof(filename)); if ((fd = fopen(filename, "r")) == NULL) return(FALSE); fread(def_array, sizeof(def_array), 1, fd); fclose(fd); wclear(hw); touchwin(hw); print_stored(); mvwaddstr(hw, 0, 0, "Do you wish to select a character? "); wrefresh(hw); if (readcharw(hw) != 'y') return FALSE; do { wmove(hw, LINES - 1, 0); wclrtoeol(hw); mvwaddstr(hw, 0, 0, "Enter the number of a pre-defined character: "); wclrtoeol(hw); wrefresh(hw); get_string(pbuf, hw); i = atoi(pbuf) - 1; if (i < 0 || i > MAXPDEF - 1) { wstandout(hw); mvwaddstr(hw, 1, 0, "Please use the range 1 to"); wprintw(hw, " %d.", MAXPDEF); wstandend(hw); wclrtoeol(hw); wrefresh(hw); } else if (def_array[i][I_STR] == 0) { wstandout(hw); mvwaddstr(hw,1,0,"Please enter the number of a known character: "); wstandend(hw); wclrtoeol(hw); } else { mvwaddstr(hw, 1, 0, ""); wclrtoeol(hw); } } while (i < 0 || i > MAXPDEF - 1 || (def_array[i][I_STR] == 0)); pstats.s_str = def_array[i][I_STR]; pstats.s_intel = def_array[i][I_INTEL]; pstats.s_wisdom = def_array[i][I_WISDOM]; pstats.s_dext = def_array[i][I_DEXT]; pstats.s_const = def_array[i][I_CONST]; pstats.s_charisma = def_array[i][I_CHARISMA]; pstats.s_hpt = def_array[i][I_HPT]; pstats.s_power = def_array[i][I_POWER]; player.t_ctype = char_type = def_array[i][I_CTYPE]; max_stats = pstats; return(TRUE); } void puta_player(void) { FILE *fd; char pbuf[2 * LINELEN]; char filename[200]; int i; char *class = which_class(player.t_ctype); sprintf(pbuf, "You have a %s with the following attributes:", class); mvwaddstr(hw, 2, 0, pbuf); wclrtoeol(hw); sprintf(pbuf, "Int: %d Str: %d Wis: %d Dex: %d Con: %d Cha: %d Pow: %d Hpt: %ld", pstats.s_intel, pstats.s_str, pstats.s_wisdom, pstats.s_dext, pstats.s_const, pstats.s_charisma, pstats.s_power, pstats.s_hpt ); mvwaddstr(hw, 3, 0, ""); wclrtoeol(hw); mvwaddstr(hw, 4, 0, pbuf); wclrtoeol(hw); mvwaddstr(hw, 5, 0, ""); wclrtoeol(hw); mvwaddstr(hw, 0, 0, "Would you like to save this character?"); wclrtoeol(hw); wrefresh(hw); if ((readcharw(hw) & 0177) != 'y') return; do { mvwaddstr(hw, 0, 0, "Overwrite which number? "); wclrtoeol(hw); wrefresh(hw); get_string(pbuf, hw); i = atoi(pbuf) - 1; if (i < 0 || i > MAXPDEF - 1) { wstandout(hw); mvwaddstr(hw, 1, 0, "Use the range 1 to"); wprintw(hw, " %d!", MAXPDEF); wstandend(hw); wclrtoeol(hw); wrefresh(hw); } } while (i < 0 || i > MAXPDEF - 1); /* Set some global stuff */ def_array[i][I_STR] = pstats.s_str; def_array[i][I_INTEL] = pstats.s_intel; def_array[i][I_WISDOM] = pstats.s_wisdom; def_array[i][I_DEXT] = pstats.s_dext; def_array[i][I_CONST] = pstats.s_const; def_array[i][I_CHARISMA] = pstats.s_charisma; def_array[i][I_HPT] = pstats.s_hpt; def_array[i][I_POWER] = pstats.s_power; def_array[i][I_CTYPE] = player.t_ctype; /* OK. Now let's write this stuff out! */ get_chr_filename(filename, sizeof(filename)); if ((fd = fopen(filename, "w")) == NULL) { sprintf(pbuf, "I can't seem to open/create urogue.chr."); mvwaddstr(hw, 5, 5, pbuf); mvwaddstr(hw, 6, 5, "However I'll let you play it anyway!"); mvwaddstr(hw, LINES - 1, 0, spacemsg); wrefresh(hw); wait_for(' '); return; } fwrite(def_array, sizeof(def_array), 1, fd); fclose(fd); return; } void do_getplayer(void) { print_stored(); if (char_type == C_NOTSET) do { /* See what type character will be */ mvwaddstr(hw, 3, 0, "[a] Fighter\t" "[b] Paladin\t" "[c] Ranger\n" "[d] Cleric\t" "[e] Druid\t" "[f] Magician\n" "[g] Illusionist\t" "[h] Thief\t" "[i] Assasin\t" "[j] Ninja"); mvwaddstr(hw, 0, 0, "What character class do you desire? "); wrefresh(hw); char_type = readcharw(hw) - 'a'; if (char_type < C_FIGHTER || char_type >= C_MONSTER) { wstandout(hw); mvwaddstr(hw, 1, 0, "Please enter a letter from a - j"); wstandend(hw); wclrtoeol(hw); wrefresh(hw); } else { mvwaddstr(hw, 1, 0, ""); wclrtoeol(hw); } } while (char_type < C_FIGHTER || char_type >= C_MONSTER); player.t_ctype = char_type; } void print_stored(void) { int i; char *class; char pbuf[2 * LINELEN]; wstandout(hw); mvwaddstr(hw, 9, 0, "YOUR CURRENT CHARACTERS:"); wstandend(hw); wclrtoeol(hw); for (i = 0; i < MAXPDEF; i++) { if (def_array[i][I_STR]) { class = which_class(def_array[i][I_CTYPE]); sprintf(pbuf, "%2d. (%s): Int: %d Str: %d Wis: %d Dex: %d Con: %d Cha: %d" " Pow: %d Hpt: %d", i + 1, class, def_array[i][I_INTEL], def_array[i][I_STR], def_array[i][I_WISDOM], def_array[i][I_DEXT], def_array[i][I_CONST], def_array[i][I_CHARISMA], def_array[i][I_POWER], def_array[i][I_HPT]); mvwaddstr(hw, 11 + i, 0, pbuf); } else { sprintf(pbuf, "%2d. ### NONE ###", i + 1); mvwaddstr(hw, 11 + i, 0, pbuf); } } } char * which_class(int c_class) { char *class; switch (c_class) { case C_FIGHTER: class = "Fighter"; break; case C_MAGICIAN: class = "Magician"; break; case C_CLERIC: class = "Cleric"; break; case C_THIEF: class = "Thief"; break; case C_PALADIN: class = "Paladin"; break; case C_RANGER: class = "Ranger"; break; case C_DRUID: class = "Druid"; break; case C_ILLUSION: class = "Illusionist"; break; case C_ASSASIN: class = "Assasin"; break; case C_NINJA: class = "Ninja"; break; default: class = "Monster"; break; } return (class); }