freebsd-skq/games/phantasia/interplayer.c
jkh d8a265c292 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

1209 lines
30 KiB
C
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* interplayer.c - player to player routines for Phantasia
*/
#include "include.h"
/************************************************************************
/
/ FUNCTION NAME: checkbattle()
/
/ FUNCTION: check to see if current player should battle another
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: battleplayer(), fread(), fseek()
/
/ GLOBAL INPUTS: Other, Users, Player, Fileloc, *Playersfp
/
/ GLOBAL OUTPUTS: Users
/
/ DESCRIPTION:
/ Seach player file for a foe at the same coordinates as the
/ current player.
/ Also update user count.
/
/************************************************************************/
checkbattle()
{
long foeloc = 0L; /* location in file of person to fight */
Users = 0;
fseek(Playersfp, 0L, 0);
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
{
if (Other.p_status != S_OFF
&& Other.p_status != S_NOTUSED
&& Other.p_status != S_HUNGUP
&& (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
/* player is on and not a cloaked valar */
{
++Users;
if (Player.p_x == Other.p_x
&& Player.p_y == Other.p_y
/* same coordinates */
&& foeloc != Fileloc
/* not self */
&& Player.p_status == S_PLAYING
&& (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
/* both are playing */
&& Other.p_specialtype != SC_VALAR
&& Player.p_specialtype != SC_VALAR)
/* neither is valar */
{
battleplayer(foeloc);
return;
}
}
foeloc += SZ_PLAYERSTRUCT;
}
}
/* */
/************************************************************************
/
/ FUNCTION NAME: battleplayer()
/
/ FUNCTION: inter-terminal battle with another player
/
/ AUTHOR: E. A. Estes, 2/15/86
/
/ ARGUMENTS:
/ long foeplace - location in player file of person to battle
/
/ RETURN VALUE: none
/
/ MODULES CALLED: readrecord(), readmessage(), writerecord(), collecttaxes(),
/ displaystats(), fabs(), more(), death(), sleep(), wmove(), waddch(), printw(),
/ myturn(), altercoordinates(), waddstr(), wrefresh(), mvprintw(),
/ getanswer(), wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Foestrikes, LINES, Lines, Other, Shield, Player, *stdscr,
/ Fileloc, *Enemyname
/
/ GLOBAL OUTPUTS: Foestrikes, Lines, Shield, Player, Luckout, *Enemyname
/
/ DESCRIPTION:
/ Inter-terminal battle is a very fragile and slightly klugy thing.
/ At any time, one player is master and the other is slave.
/ We pick who is master first by speed and level. After that,
/ the slave waits for the master to relinquish its turn, and
/ the slave becomes master, and so on.
/
/ The items in the player structure which control the handshake are:
/ p_tampered:
/ master increments this to relinquish control
/ p_istat:
/ master sets this to specify particular action
/ p_1scratch:
/ set to total damage inflicted so far; changes to indicate action
/
/************************************************************************/
battleplayer(foeplace)
long foeplace;
{
double dtemp; /* for temporary calculations */
double oldhits = 0.0; /* previous damage inflicted by foe */
register int loop; /* for timing out */
int ch; /* input */
short oldtampered; /* old value of foe's p_tampered */
Lines = 8;
Luckout = FALSE;
mvaddstr(4, 0, "Preparing for battle!\n");
refresh();
#ifdef SYS5
flushinp();
#endif
/* set up variables, file, etc. */
Player.p_status = S_INBATTLE;
Shield = Player.p_energy;
/* if p_tampered is not 0, someone else may try to change it (king, etc.) */
Player.p_tampered = oldtampered = 1;
Player.p_1scratch = 0.0;
Player.p_istat = I_OFF;
readrecord(&Other, foeplace);
if (fabs(Player.p_level - Other.p_level) > 20.0)
/* see if players are greatly mismatched */
{
dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
if (dtemp < -0.5)
/* foe outweighs this one */
Player.p_speed *= 2.0;
}
writerecord(&Player, Fileloc); /* write out all our info */
if (Player.p_blindness)
Enemyname = "someone";
else
Enemyname = Other.p_name;
mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
refresh();
for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
/* wait for foe to respond */
{
readrecord(&Other, foeplace);
sleep(1);
}
if (Other.p_status != S_INBATTLE)
/* foe did not respond */
{
mvprintw(5, 0, "%s is not responding.\n", Enemyname);
goto LEAVE;
}
/* else, we are ready to battle */
move(4, 0);
clrtoeol();
/*
* determine who is first master
* if neither player is faster, check level
* if neither level is greater, battle is not allowed
* (this should never happen, but we have to handle it)
*/
if (Player.p_speed > Other.p_speed)
Foestrikes = FALSE;
else if (Other.p_speed > Player.p_speed)
Foestrikes = TRUE;
else if (Player.p_level > Other.p_level)
Foestrikes = FALSE;
else if (Other.p_level > Player.p_level)
Foestrikes = TRUE;
else
/* no one is faster */
{
printw("You can't fight %s yet.", Enemyname);
goto LEAVE;
}
for (;;)
{
displaystats();
readmessage();
mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
if (!Foestrikes)
/* take action against foe */
myturn();
else
/* wait for foe to take action */
{
mvaddstr(4, 0, "Waiting...\n");
clrtoeol();
refresh();
for (loop = 0; loop < 20; ++loop)
/* wait for foe to act */
{
readrecord(&Other, foeplace);
if (Other.p_1scratch != oldhits)
/* p_1scratch changes to indicate action */
break;
else
/* wait and try again */
{
sleep(1);
addch('.');
refresh();
}
}
if (Other.p_1scratch == oldhits)
{
/* timeout */
mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
ch = getanswer("NY", FALSE);
move(22, 0);
clrtobot();
if (ch == 'Y')
continue;
else
break;
}
else
/* foe took action */
{
switch (Other.p_istat)
{
case I_RAN: /* foe ran away */
mvprintw(Lines++, 0, "%s ran away!", Enemyname);
break;
case I_STUCK: /* foe tried to run, but couldn't */
mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
break;
case I_BLEWIT: /* foe tried to luckout, but didn't */
mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
break;
default:
dtemp = Other.p_1scratch - oldhits;
mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
Shield -= dtemp;
break;
}
oldhits = Other.p_1scratch; /* keep track of old hits */
if (Other.p_tampered != oldtampered)
/* p_tampered changes to relinquish turn */
{
oldtampered = Other.p_tampered;
Foestrikes = FALSE;
}
}
}
/* decide what happens next */
refresh();
if (Lines > LINES - 2)
{
more(Lines);
move(Lines = 8, 0);
clrtobot();
}
if (Other.p_istat == I_KILLED || Shield < 0.0)
/* we died */
{
Shield = -2.0; /* insure this value is negative */
break;
}
if (Player.p_istat == I_KILLED)
/* we killed foe; award treasre */
{
mvprintw(Lines++, 0, "You killed %s!", Enemyname);
Player.p_experience += Other.p_experience;
Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
Player.p_amulets += Other.p_amulets;
Player.p_charms += Other.p_charms;
collecttaxes(Other.p_gold, Other.p_gems);
Player.p_sword = MAX(Player.p_sword, Other.p_sword);
Player.p_shield = MAX(Player.p_shield, Other.p_shield);
Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
if (Other.p_virgin && !Player.p_virgin)
{
mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
if ((ch = getanswer("YN", FALSE)) == 'Y')
Player.p_virgin = TRUE;
else
{
++Player.p_sin;
Player.p_experience += 8000.0;
}
}
sleep(3); /* give other person time to die */
break;
}
else if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
/* either player ran away */
break;
}
LEAVE:
/* clean up things and leave */
writerecord(&Player, Fileloc); /* update a final time */
altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
Player.p_energy = Shield; /* set energy to actual value */
Player.p_tampered = T_OFF; /* clear p_tampered */
more(Lines); /* pause */
move(4, 0);
clrtobot(); /* clear bottom area of screen */
if (Player.p_energy < 0.0)
/* we are dead */
death("Interterminal battle");
}
/* */
/************************************************************************
/
/ FUNCTION NAME: myturn()
/
/ FUNCTION: process players action against foe in battle
/
/ AUTHOR: E. A. Estes, 2/7/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), inputoption(), floor(), wmove(), drandom(),
/ waddstr(), wrefresh(), mvprintw(), wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Lines, Other, Player, *stdscr, Fileloc, Luckout,
/ *Enemyname
/
/ GLOBAL OUTPUTS: Foestrikes, Lines, Player, Luckout
/
/ DESCRIPTION:
/ Take action action against foe, and decide who is master
/ for next iteration.
/
/************************************************************************/
myturn()
{
double dtemp; /* for temporary calculations */
int ch; /* input */
mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
if (Luckout)
clrtoeol();
else
addstr("4:Luckout ");
ch = inputoption();
move(Lines = 8, 0);
clrtobot();
switch (ch)
{
default: /* fight */
dtemp = ROLL(2.0, Player.p_might);
HIT:
mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
Player.p_sin += 0.5;
Player.p_1scratch += dtemp;
Player.p_istat = I_OFF;
break;
case '2': /* run away */
Player.p_1scratch -= 1.0; /* change this to indicate action */
if (drandom() > 0.25)
{
mvaddstr(Lines++, 0, "You got away!");
Player.p_istat = I_RAN;
}
else
{
mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
Player.p_istat = I_STUCK;
}
break;
case '3': /* power blast */
dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
Player.p_mana -= dtemp;
dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
goto HIT;
case '4': /* luckout */
if (Luckout || drandom() > 0.1)
{
if (Luckout)
mvaddstr(Lines++, 0, "You already tried that!");
else
{
mvaddstr(Lines++, 0, "Not this time . . .");
Luckout = TRUE;
}
Player.p_1scratch -= 1.0;
Player.p_istat = I_BLEWIT;
}
else
{
mvaddstr(Lines++, 0, "You just lucked out!");
Player.p_1scratch = Other.p_energy * 1.1;
}
break;
}
refresh();
Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
if (Player.p_1scratch > Other.p_energy)
Player.p_istat = I_KILLED;
else if (drandom() * Player.p_speed < drandom() * Other.p_speed)
/* relinquish control */
{
++Player.p_tampered;
Foestrikes = TRUE;
}
writerecord(&Player, Fileloc); /* let foe know what we did */
}
/* */
/************************************************************************
/
/ FUNCTION NAME: checktampered()
/
/ FUNCTION: check if current player has been tampered with
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: readrecord(), fread(), fseek(), tampered(), writevoid()
/
/ GLOBAL INPUTS: *Energyvoidfp, Other, Player, Fileloc, Enrgyvoid
/
/ GLOBAL OUTPUTS: Enrgyvoid
/
/ DESCRIPTION:
/ Check for energy voids, holy grail, and tampering by other
/ players.
/
/************************************************************************/
checktampered()
{
long loc = 0L; /* location in energy void file */
/* first check for energy voids */
fseek(Energyvoidfp, 0L, 0);
while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
if (Enrgyvoid.ev_active
&& Enrgyvoid.ev_x == Player.p_x
&& Enrgyvoid.ev_y == Player.p_y)
/* sitting on one */
{
if (loc > 0L)
/* not the holy grail; inactivate energy void */
{
Enrgyvoid.ev_active = FALSE;
writevoid(&Enrgyvoid, loc);
tampered(T_NRGVOID, 0.0, 0.0);
}
else if (Player.p_status != S_CLOAKED)
/* holy grail */
tampered(T_GRAIL, 0.0, 0.0);
break;
}
else
loc += SZ_VOIDSTRUCT;
/* now check for other things */
readrecord(&Other, Fileloc);
if (Other.p_tampered != T_OFF)
tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: tampered()
/
/ FUNCTION: take care of tampering by other players
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ int what - what type of tampering
/ double arg1, arg2 - rest of tampering info
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), more(), fread(), death(), fseek(), sleep(),
/ floor(), wmove(), waddch(), drandom(), printw(), altercoordinates(),
/ waddstr(), wrefresh(), encounter(), writevoid()
/
/ GLOBAL INPUTS: Other, Player, *stdscr, Enrgyvoid, *Playersfp
/
/ GLOBAL OUTPUTS: Other, Player, Changed, Enrgyvoid
/
/ DESCRIPTION:
/ Take care of energy voids, holy grail, decree and intervention
/ action on current player.
/
/************************************************************************/
tampered(what, arg1, arg2)
int what;
double arg1;
double arg2;
{
long loc; /* location in file of other players */
Changed = TRUE;
move(4,0);
Player.p_tampered = T_OFF; /* no longer tampered with */
switch (what)
{
case T_NRGVOID:
addstr("You've hit an energy void !\n");
Player.p_mana /= 3.0;
Player.p_energy /= 2.0;
Player.p_gold = floor(Player.p_gold/1.25) + 0.1;
altercoordinates(0.0, 0.0, A_NEAR);
break;
case T_TRANSPORT:
addstr("The king transported you ! ");
if (Player.p_charms > 0)
{
addstr("But your charm saved you. . .\n");
--Player.p_charms;
}
else
{
altercoordinates(0.0, 0.0, A_FAR);
addch('\n');
}
break;
case T_BESTOW:
printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
Player.p_gold += arg1;
break;
case T_CURSED:
addstr("You've been cursed ! ");
if (Player.p_blessing)
{
addstr("But your blessing saved you. . .\n");
Player.p_blessing = FALSE;
}
else
{
addch('\n');
Player.p_poison += 2.0;
Player.p_energy = 10.0;
Player.p_maxenergy *= 0.95;
Player.p_status = S_PLAYING; /* no longer cloaked */
}
break;
case T_VAPORIZED:
addstr("You have been vaporized!\n");
more(7);
death("Vaporization");
break;
case T_MONSTER:
addstr("The Valar zapped you with a monster!\n");
more(7);
encounter((int) arg1);
return;
case T_BLESSED:
addstr("The Valar has blessed you!\n");
Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
Player.p_mana += 500.0;
Player.p_strength += 0.5;
Player.p_brains += 0.5;
Player.p_magiclvl += 0.5;
Player.p_poison = MIN(0.5, Player.p_poison);
break;
case T_RELOCATE:
addstr("You've been relocated. . .\n");
altercoordinates(arg1, arg2, A_FORCED);
break;
case T_HEAL:
addstr("You've been healed!\n");
Player.p_poison -= 0.25;
Player.p_energy = Player.p_maxenergy + Player.p_shield;
break;
case T_EXVALAR:
addstr("You are no longer Valar!\n");
Player.p_specialtype = SC_COUNCIL;
break;
case T_GRAIL:
addstr("You have found The Holy Grail!!\n");
if (Player.p_specialtype < SC_COUNCIL)
/* must be council of wise to behold grail */
{
addstr("However, you are not experienced enough to behold it.\n");
Player.p_sin *= Player.p_sin;
Player.p_mana += 1000;
}
else if (Player.p_specialtype == SC_VALAR
|| Player.p_specialtype == SC_EXVALAR)
{
addstr("You have made it to the position of Valar once already.\n");
addstr("The Grail is of no more use to you now.\n");
}
else
{
addstr("It is now time to see if you are worthy to behold it. . .\n");
refresh();
sleep(4);
if (drandom() / 2.0 < Player.p_sin)
{
addstr("You have failed!\n");
Player.p_strength =
Player.p_mana =
Player.p_energy =
Player.p_maxenergy =
Player.p_magiclvl =
Player.p_brains =
Player.p_experience =
Player.p_quickness = 1.0;
altercoordinates(1.0, 1.0, A_FORCED);
Player.p_level = 0.0;
}
else
{
addstr("You made to position of Valar!\n");
Player.p_specialtype = SC_VALAR;
Player.p_lives = 5;
fseek(Playersfp, 0L, 0);
loc = 0L;
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
/* search for existing valar */
if (Other.p_specialtype == SC_VALAR
&& Other.p_status != S_NOTUSED)
/* found old valar */
{
Other.p_tampered = T_EXVALAR;
writerecord(&Other, loc);
break;
}
else
loc += SZ_PLAYERSTRUCT;
}
}
/* move grail to new location */
Enrgyvoid.ev_active = TRUE;
Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
writevoid(&Enrgyvoid, 0L);
break;
}
refresh();
sleep(2);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: userlist()
/
/ FUNCTION: print list of players and locations
/
/ AUTHOR: E. A. Estes, 2/28/86
/
/ ARGUMENTS:
/ bool ingameflag - set if called while playing
/
/ RETURN VALUE: none
/
/ MODULES CALLED: descrstatus(), descrlocation(), more(), fread(), fseek(),
/ floor(), wmove(), printw(), waddstr(), distance(), wrefresh(),
/ descrtype(), wclrtobot()
/
/ GLOBAL INPUTS: LINES, Other, Circle, Wizard, Player, *stdscr, *Playersfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ We can only see the coordinate of those closer to the origin
/ from us.
/ Kings and council of the wise can see and can be seen by everyone.
/ Palantirs are good for seeing everyone; and the valar can use
/ one to see through a 'cloak' spell.
/ The valar has no coordinates, and is completely invisible if
/ cloaked.
/
/************************************************************************/
userlist(ingameflag)
bool ingameflag;
{
register int numusers = 0; /* number of users on file */
if (ingameflag && Player.p_blindness)
{
mvaddstr(8, 0, "You cannot see anyone.\n");
return;
}
fseek(Playersfp, 0L, 0);
mvaddstr(8, 0,
"Name X Y Lvl Type Login Status\n");
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
{
if (Other.p_status == S_NOTUSED
/* record is unused */
|| (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
/* cloaked valar */
{
if (!Wizard)
/* wizard can see everything on file */
continue;
}
++numusers;
if (ingameflag &&
/* must be playing for the rest of these conditions */
(Player.p_specialtype >= SC_KING
/* kings and higher can see others */
|| Other.p_specialtype >= SC_KING
/* kings and higher can be seen by others */
|| Circle >= CIRCLE(Other.p_x, Other.p_y)
/* those nearer the origin can be seen */
|| Player.p_palantir)
/* palantir enables one to see others */
&& (Other.p_status != S_CLOAKED
|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
/* not cloaked; valar can see through cloak with a palantir */
&& Other.p_specialtype != SC_VALAR)
/* not a valar */
/* coordinates should be printed */
printw("%-20s %8.0f %8.0f ",
Other.p_name, Other.p_x, Other.p_y);
else
/* cannot see player's coordinates */
printw("%-20s %19.19s ",
Other.p_name, descrlocation(&Other, TRUE));
printw("%6.0f %s %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
Other.p_login, descrstatus(&Other));
if ((numusers % (LINES - 10)) == 0)
{
more(LINES - 1);
move(9, 0);
clrtobot();
}
}
printw("Total players on file = %d\n", numusers);
refresh();
}
/* */
/************************************************************************
/
/ FUNCTION NAME: throneroom()
/
/ FUNCTION: king stuff upon entering throne
/
/ AUTHOR: E. A. Estes, 12/16/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), fread(), fseek(), fopen(), wmove(), fclose(),
/ fwrite(), altercoordinates(), waddstr(), fprintf()
/
/ GLOBAL INPUTS: *Energyvoidfp, Other, Player, *stdscr,
/ Enrgyvoid, *Playersfp
/
/ GLOBAL OUTPUTS: Other, Player, Changed
/
/ DESCRIPTION:
/ If player is not already king, make him/her so if the old king
/ is not playing.
/ Clear energy voids with new king.
/ Print 'decree' prompt.
/
/************************************************************************/
throneroom()
{
FILE *fp; /* to clear energy voids */
long loc = 0L; /* location of old king in player file */
if (Player.p_specialtype < SC_KING)
/* not already king -- assumes crown */
{
fseek(Playersfp, 0L, 0);
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
/* found old king */
{
if (Other.p_status != S_OFF)
/* old king is playing */
{
mvaddstr( 4, 0, "The king is playing, so you cannot steal his throne\n");
altercoordinates(0.0, 0.0, A_NEAR);
move(6, 0);
return;
}
else
/* old king is not playing - remove him/her */
{
Other.p_specialtype = SC_NONE;
if (Other.p_crowns)
--Other.p_crowns;
writerecord(&Other, loc);
break;
}
}
else
loc += SZ_PLAYERSTRUCT;
/* make player new king */
Changed = TRUE;
Player.p_specialtype = SC_KING;
mvaddstr(4, 0, "You have become king!\n");
/* let everyone else know */
fp = fopen(_PATH_MESS, "w");
fprintf(fp, "All hail the new king!");
fclose(fp);
/* clear all energy voids; retain location of holy grail */
fseek(Energyvoidfp, 0L, 0);
fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
fp = fopen(_PATH_VOID, "w");
fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
fclose(fp);
}
mvaddstr(6, 0, "0:Decree ");
}
/* */
/************************************************************************
/
/ FUNCTION NAME: dotampered()
/
/ FUNCTION: king and valar special options
/
/ AUTHOR: E. A. Estes, 2/28/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), truncstring(), fread(), fseek(), fopen(),
/ floor(), wmove(), drandom(), fclose(), fwrite(), sscanf(), strcmp(),
/ infloat(), waddstr(), findname(), distance(), userlist(), mvprintw(),
/ allocvoid(), getanswer(), getstring(), wclrtoeol(), writevoid()
/
/ GLOBAL INPUTS: *Energyvoidfp, Other, Illcmd[], Wizard, Player, *stdscr,
/ Databuf[], Enrgyvoid
/
/ GLOBAL OUTPUTS: Other, Player, Enrgyvoid
/
/ DESCRIPTION:
/ Tamper with other players. Handle king/valar specific options.
/
/************************************************************************/
dotampered()
{
short tamper; /* value for tampering with other players */
char *option; /* pointer to option description */
double temp1 = 0.0, temp2 = 0.0; /* other tampering values */
int ch; /* input */
long loc; /* location in energy void file */
FILE *fp; /* for opening gold file */
move(6, 0);
clrtoeol();
if (Player.p_specialtype < SC_COUNCIL && !Wizard)
/* king options */
{
addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
ch = getanswer(" ", TRUE);
move(6, 0);
clrtoeol();
move(4, 0);
switch (ch)
{
case '1': /* transport someone */
tamper = T_TRANSPORT;
option = "transport";
break;
case '2': /* curse another */
tamper = T_CURSED;
option = "curse";
break;
case '3': /* create energy void */
if ((loc = allocvoid()) > 20L * SZ_VOIDSTRUCT)
/* can only have 20 void active at once */
mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
else
{
addstr("Enter the X Y coordinates of void ? ");
getstring(Databuf, SZ_DATABUF);
sscanf(Databuf, "%lf %lf", &temp1, &temp2);
Enrgyvoid.ev_x = floor(temp1);
Enrgyvoid.ev_y = floor(temp2);
Enrgyvoid.ev_active = TRUE;
writevoid(&Enrgyvoid, loc);
mvaddstr(5, 0, "It is done.\n");
}
return;
case '4': /* bestow gold to subject */
tamper = T_BESTOW;
addstr("How much gold to bestow ? ");
temp1 = infloat();
if (temp1 > Player.p_gold || temp1 < 0)
{
mvaddstr(5, 0, "You don't have that !\n");
return;
}
/* adjust gold after we are sure it will be given to someone */
option = "give gold to";
break;
case '5': /* collect accumulated taxes */
if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
/* collect taxes */
{
fread((char *) &temp1, sizeof(double), 1, fp);
fseek(fp, 0L, 0);
/* clear out value */
temp2 = 0.0;
fwrite((char *) &temp2, sizeof(double), 1, fp);
fclose(fp);
}
mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
Player.p_gold += floor(temp1);
return;
default:
return;
}
/* end of king options */
}
else
/* council of wise, valar, wizard options */
{
addstr("1:Heal ");
if (Player.p_palantir || Wizard)
addstr("2:Seek Grail ");
if (Player.p_specialtype == SC_VALAR || Wizard)
addstr("3:Throw Monster 4:Relocate 5:Bless ");
if (Wizard)
addstr("6:Vaporize ");
ch = getanswer(" ", TRUE);
if (!Wizard)
{
if (ch > '2' && Player.p_specialtype != SC_VALAR)
{
ILLCMD();
return;
}
if (Player.p_mana < MM_INTERVENE)
{
mvaddstr(5, 0, "No mana left.\n");
return;
}
else
Player.p_mana -= MM_INTERVENE;
}
switch (ch)
{
case '1': /* heal another */
tamper = T_HEAL;
option = "heal";
break;
case '2': /* seek grail */
if (Player.p_palantir)
/* need a palantir to seek */
{
fseek(Energyvoidfp, 0L, 0);
fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
}
else
/* no palantir */
mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
return;
case '3': /* lob monster at someone */
mvaddstr(4, 0, "Which monster [0-99] ? ");
temp1 = infloat();
temp1 = MAX(0.0, MIN(99.0, temp1));
tamper = T_MONSTER;
option = "throw a monster at";
break;
case '4': /* move another player */
mvaddstr(4, 0, "New X Y coordinates ? ");
getstring(Databuf, SZ_DATABUF);
sscanf(Databuf, "%lf %lf", &temp1, &temp2);
tamper = T_RELOCATE;
option = "relocate";
break;
case '5': /* bless a player */
tamper = T_BLESSED;
option = "bless";
break;
case '6': /* kill off a player */
if (Wizard)
{
tamper = T_VAPORIZED;
option = "vaporize";
break;
}
else
return;
default:
return;
}
/* adjust age after we are sure intervention will be done */
/* end of valar, etc. options */
}
for (;;)
/* prompt for player to affect */
{
mvprintw(4, 0, "Who do you want to %s ? ", option);
getstring(Databuf, SZ_DATABUF);
truncstring(Databuf);
if (Databuf[0] == '\0')
userlist(TRUE);
else
break;
}
if (strcmp(Player.p_name, Databuf) != 0)
/* name other than self */
{
if ((loc = findname(Databuf, &Other)) >= 0L)
{
if (Other.p_tampered != T_OFF)
{
mvaddstr(5, 0, "That person has something pending already.\n");
return;
}
else
{
if (tamper == T_RELOCATE
&& CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
&& !Wizard)
mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
else
{
if (tamper == T_BESTOW) Player.p_gold -= floor(temp1);
if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
tamper == T_RELOCATE || tamper == T_BLESSED))
Player.p_age += N_AGE; /* age penalty */
Other.p_tampered = tamper;
Other.p_1scratch = floor(temp1);
Other.p_2scratch = floor(temp2);
writerecord(&Other, loc);
mvaddstr(5, 0, "It is done.\n");
}
return;
}
}
else
/* player not found */
mvaddstr(5, 0, "There is no one by that name.\n");
}
else
/* self */
mvaddstr(5, 0, "You may not do it to yourself!\n");
}
/* */
/************************************************************************
/
/ FUNCTION NAME: writevoid()
/
/ FUNCTION: update energy void entry in energy void file
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct energyvoid *vp - pointer to structure to write to file
/ long loc - location in file to update
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fseek(), fwrite(), fflush()
/
/ GLOBAL INPUTS: *Energyvoidfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Write out energy void structure at specified location.
/
/************************************************************************/
writevoid(vp, loc)
register struct energyvoid *vp;
long loc;
{
fseek(Energyvoidfp, loc, 0);
fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
fflush(Energyvoidfp);
fseek(Energyvoidfp, 0L, 0);
}
/* */
/************************************************************************
/
/ FUNCTION NAME: allocvoid()
/
/ FUNCTION: allocate space for a new energy void
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: location of new energy void space
/
/ MODULES CALLED: fread(), fseek()
/
/ GLOBAL INPUTS: *Energyvoidfp, Enrgyvoid
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Search energy void file for an inactive entry and return its
/ location.
/ If no inactive ones are found, return one more than last location.
/
/************************************************************************/
long
allocvoid()
{
long loc = 0L; /* location of new energy void */
fseek(Energyvoidfp, 0L, 0);
while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
if (Enrgyvoid.ev_active)
loc += SZ_VOIDSTRUCT;
else
break;
return(loc);
}