1 /* $NetBSD: interplayer.c,v 1.12 2009/08/31 08:27:16 dholland Exp $ */
4 * interplayer.c - player to player routines for Phantasia
11 static size_t allocvoid(void);
12 static void battleplayer(long);
13 static void myturn(void);
14 static void tampered(int, double, double);
15 static void writevoid(struct energyvoid
*, long);
18 * FUNCTION: check to see if current player should battle another
20 * GLOBAL INPUTS: Other, Users, Player, Fileloc, *Playersfp
22 * GLOBAL OUTPUTS: Users
25 * Seach player file for a foe at the same coordinates as the
27 * Also update user count.
33 long foeloc
= 0L; /* location in file of person to fight */
36 fseek(Playersfp
, 0L, SEEK_SET
);
38 while (fread((char *)&Other
, SZ_PLAYERSTRUCT
, 1, Playersfp
) == 1) {
39 if (Other
.p_status
!= S_OFF
40 && Other
.p_status
!= S_NOTUSED
41 && Other
.p_status
!= S_HUNGUP
42 && (Other
.p_status
!= S_CLOAKED
|| Other
.p_specialtype
!= SC_VALAR
)) {
43 /* player is on and not a cloaked valar */
46 if (Player
.p_x
== Other
.p_x
47 && Player
.p_y
== Other
.p_y
48 /* same coordinates */
51 && Player
.p_status
== S_PLAYING
52 && (Other
.p_status
== S_PLAYING
|| Other
.p_status
== S_INBATTLE
)
53 /* both are playing */
54 && Other
.p_specialtype
!= SC_VALAR
55 && Player
.p_specialtype
!= SC_VALAR
) {
56 /* neither is valar */
61 foeloc
+= SZ_PLAYERSTRUCT
;
66 * FUNCTION: inter-terminal battle with another player
69 * long foeplace - location in player file of person to battle
71 * GLOBAL INPUTS: Foestrikes, LINES, Lines, Other, Shield, Player, *stdscr,
74 * GLOBAL OUTPUTS: Foestrikes, Lines, Shield, Player, Luckout, *Enemyname
77 * Inter-terminal battle is a very fragile and slightly klugy thing.
78 * At any time, one player is master and the other is slave.
79 * We pick who is master first by speed and level. After that,
80 * the slave waits for the master to relinquish its turn, and
81 * the slave becomes master, and so on.
83 * The items in the player structure which control the handshake are:
85 * master increments this to relinquish control
87 * master sets this to specify particular action
89 * set to total damage inflicted so far; changes to indicate action
93 battleplayer(long foeplace
)
95 double dtemp
; /* for temporary calculations */
96 double oldhits
= 0.0; /* previous damage inflicted by foe */
97 int loop
; /* for timing out */
99 short oldtampered
; /* old value of foe's p_tampered */
103 mvaddstr(4, 0, "Preparing for battle!\n");
110 /* set up variables, file, etc. */
111 Player
.p_status
= S_INBATTLE
;
112 Shield
= Player
.p_energy
;
114 /* if p_tampered is not 0, someone else may try to change it (king, etc.) */
115 Player
.p_tampered
= oldtampered
= 1;
116 Player
.p_1scratch
= 0.0;
117 Player
.p_istat
= I_OFF
;
119 readrecord(&Other
, foeplace
);
120 if (fabs(Player
.p_level
- Other
.p_level
) > 20.0) {
121 /* see if players are greatly mismatched */
122 dtemp
= (Player
.p_level
- Other
.p_level
) / MAX(Player
.p_level
, Other
.p_level
);
124 /* foe outweighs this one */
125 Player
.p_speed
*= 2.0;
127 writerecord(&Player
, Fileloc
); /* write out all our info */
129 if (Player
.p_blindness
)
130 Enemyname
= "someone";
132 Enemyname
= Other
.p_name
;
134 mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname
, Other
.p_level
);
137 for (loop
= 0; Other
.p_status
!= S_INBATTLE
&& loop
< 30; ++loop
) {
138 /* wait for foe to respond */
139 readrecord(&Other
, foeplace
);
143 if (Other
.p_status
!= S_INBATTLE
) {
144 /* foe did not respond */
145 mvprintw(5, 0, "%s is not responding.\n", Enemyname
);
148 /* else, we are ready to battle */
154 * determine who is first master
155 * if neither player is faster, check level
156 * if neither level is greater, battle is not allowed
157 * (this should never happen, but we have to handle it)
159 if (Player
.p_speed
> Other
.p_speed
)
161 else if (Other
.p_speed
> Player
.p_speed
)
163 else if (Player
.p_level
> Other
.p_level
)
165 else if (Other
.p_level
> Player
.p_level
)
168 /* no one is faster */
169 printw("You can't fight %s yet.", Enemyname
);
176 mvprintw(1, 26, "%20.0f", Shield
); /* overprint energy */
179 /* take action against foe */
182 /* wait for foe to take action */
183 mvaddstr(4, 0, "Waiting...\n");
187 for (loop
= 0; loop
< 20; ++loop
) {
188 /* wait for foe to act */
189 readrecord(&Other
, foeplace
);
190 if (Other
.p_1scratch
!= oldhits
)
191 /* p_1scratch changes to indicate action */
194 /* wait and try again */
201 if (Other
.p_1scratch
== oldhits
) {
203 mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
204 ch
= getanswer("NY", FALSE
);
212 /* foe took action */
213 switch (Other
.p_istat
) {
214 case I_RAN
: /* foe ran away */
215 mvprintw(Lines
++, 0, "%s ran away!", Enemyname
);
218 case I_STUCK
: /* foe tried to run, but couldn't */
219 mvprintw(Lines
++, 0, "%s tried to run away.", Enemyname
);
222 case I_BLEWIT
: /* foe tried to luckout, but didn't */
223 mvprintw(Lines
++, 0, "%s tried to luckout!", Enemyname
);
227 dtemp
= Other
.p_1scratch
- oldhits
;
228 mvprintw(Lines
++, 0, "%s hit you %.0f times!", Enemyname
, dtemp
);
233 oldhits
= Other
.p_1scratch
; /* keep track of old hits */
235 if (Other
.p_tampered
!= oldtampered
) {
236 /* p_tampered changes to relinquish turn */
237 oldtampered
= Other
.p_tampered
;
243 /* decide what happens next */
245 if (Lines
> LINES
- 2) {
251 if (Other
.p_istat
== I_KILLED
|| Shield
< 0.0) {
253 Shield
= -2.0; /* insure this value is negative */
257 if (Player
.p_istat
== I_KILLED
) {
258 /* we killed foe; award treasre */
259 mvprintw(Lines
++, 0, "You killed %s!", Enemyname
);
260 Player
.p_experience
+= Other
.p_experience
;
261 Player
.p_crowns
+= (Player
.p_level
< 1000.0) ? Other
.p_crowns
: 0;
262 Player
.p_amulets
+= Other
.p_amulets
;
263 Player
.p_charms
+= Other
.p_charms
;
264 collecttaxes(Other
.p_gold
, Other
.p_gems
);
265 Player
.p_sword
= MAX(Player
.p_sword
, Other
.p_sword
);
266 Player
.p_shield
= MAX(Player
.p_shield
, Other
.p_shield
);
267 Player
.p_quksilver
= MAX(Player
.p_quksilver
, Other
.p_quksilver
);
268 if (Other
.p_virgin
&& !Player
.p_virgin
) {
269 mvaddstr(Lines
++, 0, "You have rescued a virgin. Will you be honorable ? ");
270 if ((ch
= getanswer("YN", FALSE
)) == 'Y')
271 Player
.p_virgin
= TRUE
;
274 Player
.p_experience
+= 8000.0;
277 sleep(3); /* give other person time to die */
279 } else if (Player
.p_istat
== I_RAN
|| Other
.p_istat
== I_RAN
)
280 /* either player ran away */
285 /* clean up things and leave */
286 writerecord(&Player
, Fileloc
); /* update a final time */
287 altercoordinates(0.0, 0.0, A_NEAR
); /* move away from battle site */
288 Player
.p_energy
= Shield
; /* set energy to actual value */
289 Player
.p_tampered
= T_OFF
; /* clear p_tampered */
291 more(Lines
); /* pause */
294 clrtobot(); /* clear bottom area of screen */
296 if (Player
.p_energy
< 0.0)
298 death("Interterminal battle");
302 * FUNCTION: process players action against foe in battle
304 * GLOBAL INPUTS: Lines, Other, Player, *stdscr, Fileloc, Luckout,
307 * GLOBAL OUTPUTS: Foestrikes, Lines, Player, Luckout
310 * Take action action against foe, and decide who is master
311 * for next iteration.
317 double dtemp
; /* for temporary calculations */
320 mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
324 addstr("4:Luckout ");
332 dtemp
= ROLL(2.0, Player
.p_might
);
334 mvprintw(Lines
++, 0, "You hit %s %.0f times!", Enemyname
, dtemp
);
336 Player
.p_1scratch
+= dtemp
;
337 Player
.p_istat
= I_OFF
;
340 case '2': /* run away */
341 /* change this to indicate action */
342 Player
.p_1scratch
-= 1.0;
343 if (drandom() > 0.25) {
344 mvaddstr(Lines
++, 0, "You got away!");
345 Player
.p_istat
= I_RAN
;
347 mvprintw(Lines
++, 0, "%s is still after you!", Enemyname
);
348 Player
.p_istat
= I_STUCK
;
352 case '3': /* power blast */
353 dtemp
= MIN(Player
.p_mana
, Player
.p_level
* 5.0);
354 Player
.p_mana
-= dtemp
;
355 dtemp
*= (drandom() + 0.5) * Player
.p_magiclvl
* 0.2 + 2.0;
356 mvprintw(Lines
++, 0, "You blasted %s !", Enemyname
);
359 case '4': /* luckout */
360 if (Luckout
|| drandom() > 0.1) {
362 mvaddstr(Lines
++, 0, "You already tried that!");
364 mvaddstr(Lines
++, 0, "Not this time . . .");
368 Player
.p_1scratch
-= 1.0;
369 Player
.p_istat
= I_BLEWIT
;
371 mvaddstr(Lines
++, 0, "You just lucked out!");
372 Player
.p_1scratch
= Other
.p_energy
* 1.1;
378 Player
.p_1scratch
= floor(Player
.p_1scratch
); /* clean up any mess */
380 if (Player
.p_1scratch
> Other
.p_energy
)
381 Player
.p_istat
= I_KILLED
;
382 else if (drandom() * Player
.p_speed
< drandom() * Other
.p_speed
) {
383 /* relinquish control */
388 writerecord(&Player
, Fileloc
); /* let foe know what we did */
392 * FUNCTION: check if current player has been tampered with
394 * GLOBAL INPUTS: *Energyvoidfp, Other, Player, Fileloc, Enrgyvoid
396 * GLOBAL OUTPUTS: Enrgyvoid
399 * Check for energy voids, holy grail, and tampering by other
406 long loc
= 0L; /* location in energy void file */
408 /* first check for energy voids */
409 fseek(Energyvoidfp
, 0L, SEEK_SET
);
410 while (fread((char *)&Enrgyvoid
, SZ_VOIDSTRUCT
, 1, Energyvoidfp
) == 1)
411 if (Enrgyvoid
.ev_active
412 && Enrgyvoid
.ev_x
== Player
.p_x
413 && Enrgyvoid
.ev_y
== Player
.p_y
) {
416 /* not the holy grail; inactivate energy void */
417 Enrgyvoid
.ev_active
= FALSE
;
418 writevoid(&Enrgyvoid
, loc
);
419 tampered(T_NRGVOID
, 0.0, 0.0);
420 } else if (Player
.p_status
!= S_CLOAKED
)
422 tampered(T_GRAIL
, 0.0, 0.0);
425 loc
+= SZ_VOIDSTRUCT
;
427 /* now check for other things */
428 readrecord(&Other
, Fileloc
);
429 if (Other
.p_tampered
!= T_OFF
)
430 tampered(Other
.p_tampered
, Other
.p_1scratch
, Other
.p_2scratch
);
434 * FUNCTION: take care of tampering by other players
437 * int what - what type of tampering
438 * double arg1, arg2 - rest of tampering info
440 * GLOBAL INPUTS: Other, Player, *stdscr, Enrgyvoid, *Playersfp
442 * GLOBAL OUTPUTS: Other, Player, Changed, Enrgyvoid
445 * Take care of energy voids, holy grail, decree and intervention
446 * action on current player.
450 tampered(int what
, double arg1
, double arg2
)
452 long loc
; /* location in file of other players */
457 Player
.p_tampered
= T_OFF
; /* no longer tampered with */
461 addstr("You've hit an energy void !\n");
462 Player
.p_mana
/= 3.0;
463 Player
.p_energy
/= 2.0;
464 Player
.p_gold
= floor(Player
.p_gold
/ 1.25) + 0.1;
465 altercoordinates(0.0, 0.0, A_NEAR
);
469 addstr("The king transported you ! ");
470 if (Player
.p_charms
> 0) {
471 addstr("But your charm saved you. . .\n");
474 altercoordinates(0.0, 0.0, A_FAR
);
480 printw("The king has bestowed %.0f gold pieces on you !\n", arg1
);
481 Player
.p_gold
+= arg1
;
485 addstr("You've been cursed ! ");
486 if (Player
.p_blessing
) {
487 addstr("But your blessing saved you. . .\n");
488 Player
.p_blessing
= FALSE
;
491 Player
.p_poison
+= 2.0;
492 Player
.p_energy
= 10.0;
493 Player
.p_maxenergy
*= 0.95;
494 Player
.p_status
= S_PLAYING
; /* no longer cloaked */
499 addstr("You have been vaporized!\n");
501 death("Vaporization");
505 addstr("The Valar zapped you with a monster!\n");
507 encounter((int)arg1
);
511 addstr("The Valar has blessed you!\n");
512 Player
.p_energy
= (Player
.p_maxenergy
*= 1.05) + Player
.p_shield
;
513 Player
.p_mana
+= 500.0;
514 Player
.p_strength
+= 0.5;
515 Player
.p_brains
+= 0.5;
516 Player
.p_magiclvl
+= 0.5;
517 Player
.p_poison
= MIN(0.5, Player
.p_poison
);
521 addstr("You've been relocated. . .\n");
522 altercoordinates(arg1
, arg2
, A_FORCED
);
526 addstr("You've been healed!\n");
527 Player
.p_poison
-= 0.25;
528 Player
.p_energy
= Player
.p_maxenergy
+ Player
.p_shield
;
532 addstr("You are no longer Valar!\n");
533 Player
.p_specialtype
= SC_COUNCIL
;
537 addstr("You have found The Holy Grail!!\n");
538 if (Player
.p_specialtype
< SC_COUNCIL
) {
539 /* must be council of wise to behold grail */
540 addstr("However, you are not experienced enough to behold it.\n");
541 Player
.p_sin
*= Player
.p_sin
;
542 Player
.p_mana
+= 1000;
543 } else if (Player
.p_specialtype
== SC_VALAR
||
544 Player
.p_specialtype
== SC_EXVALAR
) {
545 addstr("You have made it to the position of Valar once already.\n");
546 addstr("The Grail is of no more use to you now.\n");
548 addstr("It is now time to see if you are worthy to behold it. . .\n");
552 if (drandom() / 2.0 < Player
.p_sin
) {
553 addstr("You have failed!\n");
560 Player
.p_experience
=
561 Player
.p_quickness
= 1.0;
563 altercoordinates(1.0, 1.0, A_FORCED
);
564 Player
.p_level
= 0.0;
566 addstr("You made to position of Valar!\n");
567 Player
.p_specialtype
= SC_VALAR
;
569 fseek(Playersfp
, 0L, SEEK_SET
);
571 while (fread((char *)&Other
, SZ_PLAYERSTRUCT
, 1, Playersfp
) == 1)
572 /* search for existing valar */
573 if (Other
.p_specialtype
== SC_VALAR
&&
574 Other
.p_status
!= S_NOTUSED
) {
575 /* found old valar */
576 Other
.p_tampered
= T_EXVALAR
;
577 writerecord(&Other
, loc
);
580 loc
+= SZ_PLAYERSTRUCT
;
584 /* move grail to new location */
585 Enrgyvoid
.ev_active
= TRUE
;
586 Enrgyvoid
.ev_x
= ROLL(-1.0e6
, 2.0e6
);
587 Enrgyvoid
.ev_y
= ROLL(-1.0e6
, 2.0e6
);
588 writevoid(&Enrgyvoid
, 0L);
596 * FUNCTION: print list of players and locations
599 * bool ingameflag - set if called while playing
601 * GLOBAL INPUTS: LINES, Other, Circle, Wizard, Player, *stdscr, *Playersfp
604 * We can only see the coordinate of those closer to the origin
606 * Kings and council of the wise can see and can be seen by everyone.
607 * Palantirs are good for seeing everyone; and the valar can use
608 * one to see through a 'cloak' spell.
609 * The valar has no coordinates, and is completely invisible if
614 userlist(bool ingameflag
)
616 int numusers
= 0; /* number of users on file */
618 if (ingameflag
&& Player
.p_blindness
) {
619 mvaddstr(8, 0, "You cannot see anyone.\n");
623 fseek(Playersfp
, 0L, SEEK_SET
);
625 "Name X Y Lvl Type Login Status\n");
627 while (fread((char *)&Other
, SZ_PLAYERSTRUCT
, 1, Playersfp
) == 1) {
628 if (Other
.p_status
== S_NOTUSED
629 /* record is unused */
630 || (Other
.p_specialtype
== SC_VALAR
&& Other
.p_status
== S_CLOAKED
)) {
633 /* wizard can see everything on file */
640 /* must be playing for the rest of these conditions */
641 (Player
.p_specialtype
>= SC_KING
642 /* kings and higher can see others */
643 || Other
.p_specialtype
>= SC_KING
644 /* kings and higher can be seen by others */
645 || Circle
>= CIRCLE(Other
.p_x
, Other
.p_y
)
646 /* those nearer the origin can be seen */
647 || Player
.p_palantir
)
648 /* palantir enables one to see others */
649 && (Other
.p_status
!= S_CLOAKED
650 || (Player
.p_specialtype
== SC_VALAR
&& Player
.p_palantir
))
651 /* not cloaked; valar can see through cloak with a palantir */
652 && Other
.p_specialtype
!= SC_VALAR
)
654 /* coordinates should be printed */
655 printw("%-20s %8.0f %8.0f ",
656 Other
.p_name
, Other
.p_x
, Other
.p_y
);
658 /* cannot see player's coordinates */
659 printw("%-20s %19.19s ",
660 Other
.p_name
, descrlocation(&Other
, TRUE
));
662 printw("%6.0f %s %-9.9s%s\n", Other
.p_level
, descrtype(&Other
, TRUE
),
663 Other
.p_login
, descrstatus(&Other
));
665 if ((numusers
% (LINES
- 10)) == 0) {
672 printw("Total players on file = %d\n", numusers
);
677 * FUNCTION: king stuff upon entering throne
679 * GLOBAL INPUTS: *Energyvoidfp, Other, Player, *stdscr,
680 * Enrgyvoid, *Playersfp
682 * GLOBAL OUTPUTS: Other, Player, Changed
685 * If player is not already king, make him/her so if the old king
687 * Clear energy voids with new king.
688 * Print 'decree' prompt.
694 FILE *fp
; /* to clear energy voids */
695 long loc
= 0L; /* location of old king in player file */
697 if (Player
.p_specialtype
< SC_KING
) {
698 /* not already king -- assumes crown */
699 fseek(Playersfp
, 0L, SEEK_SET
);
700 while (fread((char *)&Other
, SZ_PLAYERSTRUCT
, 1, Playersfp
) == 1)
701 if (Other
.p_specialtype
== SC_KING
&& Other
.p_status
!= S_NOTUSED
) {
703 if (Other
.p_status
!= S_OFF
) {
704 /* old king is playing */
705 mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
706 altercoordinates(0.0, 0.0, A_NEAR
);
710 /* old king is not playing - remove him/her */
711 Other
.p_specialtype
= SC_NONE
;
714 writerecord(&Other
, loc
);
718 loc
+= SZ_PLAYERSTRUCT
;
720 /* make player new king */
722 Player
.p_specialtype
= SC_KING
;
723 mvaddstr(4, 0, "You have become king!\n");
725 /* let everyone else know */
726 fp
= fopen(_PATH_MESS
, "w");
727 fprintf(fp
, "All hail the new king!");
730 /* clear all energy voids; retain location of holy grail */
731 fseek(Energyvoidfp
, 0L, SEEK_SET
);
732 fread((char *)&Enrgyvoid
, SZ_VOIDSTRUCT
, 1, Energyvoidfp
);
733 fp
= fopen(_PATH_VOID
, "w");
734 fwrite((char *)&Enrgyvoid
, SZ_VOIDSTRUCT
, 1, fp
);
738 mvaddstr(6, 0, "0:Decree ");
742 * FUNCTION: king and valar special options
744 * GLOBAL INPUTS: *Energyvoidfp, Other, Illcmd[], Wizard, Player, *stdscr,
745 * Databuf[], Enrgyvoid
747 * GLOBAL OUTPUTS: Other, Player, Enrgyvoid
750 * Tamper with other players. Handle king/valar specific options.
756 short tamper
; /* value for tampering with other players */
757 const char *option
; /* pointer to option description */
758 double temp1
= 0.0, temp2
= 0.0; /* other tampering values */
760 long loc
; /* location in energy void file */
761 FILE *fp
; /* for opening gold file */
765 if (Player
.p_specialtype
< SC_COUNCIL
&& !Wizard
) {
767 addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
769 ch
= getanswer(" ", TRUE
);
774 case '1': /* transport someone */
775 tamper
= T_TRANSPORT
;
776 option
= "transport";
779 case '2': /* curse another */
784 case '3': /* create energy void */
785 if ((loc
= allocvoid()) > 20L * (long)SZ_VOIDSTRUCT
)
786 /* can only have 20 void active at once */
787 mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
789 addstr("Enter the X Y coordinates of void ? ");
790 getstring(Databuf
, SZ_DATABUF
);
791 sscanf(Databuf
, "%lf %lf", &temp1
, &temp2
);
792 Enrgyvoid
.ev_x
= floor(temp1
);
793 Enrgyvoid
.ev_y
= floor(temp2
);
794 Enrgyvoid
.ev_active
= TRUE
;
795 writevoid(&Enrgyvoid
, loc
);
796 mvaddstr(5, 0, "It is done.\n");
800 case '4': /* bestow gold to subject */
802 addstr("How much gold to bestow ? ");
804 if (temp1
> Player
.p_gold
|| temp1
< 0) {
805 mvaddstr(5, 0, "You don't have that !\n");
809 /* adjust gold after we are sure it will be given to someone */
810 option
= "give gold to";
813 case '5': /* collect accumulated taxes */
814 if ((fp
= fopen(_PATH_GOLD
, "r+")) != NULL
) {
816 fread((char *)&temp1
, sizeof(double), 1, fp
);
817 fseek(fp
, 0L, SEEK_SET
);
818 /* clear out value */
820 fwrite((char *)&temp2
, sizeof(double), 1, fp
);
824 mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1
);
825 Player
.p_gold
+= floor(temp1
);
831 /* end of king options */
833 /* council of wise, valar, wizard options */
835 if (Player
.p_palantir
|| Wizard
)
836 addstr("2:Seek Grail ");
837 if (Player
.p_specialtype
== SC_VALAR
|| Wizard
)
838 addstr("3:Throw Monster 4:Relocate 5:Bless ");
840 addstr("6:Vaporize ");
842 ch
= getanswer(" ", TRUE
);
844 if (ch
> '2' && Player
.p_specialtype
!= SC_VALAR
) {
849 if (Player
.p_mana
< MM_INTERVENE
) {
850 mvaddstr(5, 0, "No mana left.\n");
853 Player
.p_mana
-= MM_INTERVENE
;
857 case '1': /* heal another */
862 case '2': /* seek grail */
863 if (Player
.p_palantir
) {
864 /* need a palantir to seek */
865 fseek(Energyvoidfp
, 0L, SEEK_SET
);
866 fread((char *)&Enrgyvoid
, SZ_VOIDSTRUCT
, 1, Energyvoidfp
);
867 temp1
= distance(Player
.p_x
, Enrgyvoid
.ev_x
, Player
.p_y
, Enrgyvoid
.ev_y
);
868 temp1
+= ROLL(-temp1
/ 10.0, temp1
/ 5.0); /* add some error */
869 mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1
);
872 mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
875 case '3': /* lob monster at someone */
876 mvaddstr(4, 0, "Which monster [0-99] ? ");
878 temp1
= MAX(0.0, MIN(99.0, temp1
));
880 option
= "throw a monster at";
883 case '4': /* move another player */
884 mvaddstr(4, 0, "New X Y coordinates ? ");
885 getstring(Databuf
, SZ_DATABUF
);
886 sscanf(Databuf
, "%lf %lf", &temp1
, &temp2
);
891 case '5': /* bless a player */
896 case '6': /* kill off a player */
898 tamper
= T_VAPORIZED
;
908 /* adjust age after we are sure intervention will be done */
909 /* end of valar, etc. options */
913 /* prompt for player to affect */
914 mvprintw(4, 0, "Who do you want to %s ? ", option
);
915 getstring(Databuf
, SZ_DATABUF
);
916 truncstring(Databuf
);
918 if (Databuf
[0] == '\0')
924 if (strcmp(Player
.p_name
, Databuf
) != 0) {
925 /* name other than self */
926 if ((loc
= findname(Databuf
, &Other
)) >= 0L) {
927 if (Other
.p_tampered
!= T_OFF
) {
928 mvaddstr(5, 0, "That person has something pending already.\n");
931 if (tamper
== T_RELOCATE
932 && CIRCLE(temp1
, temp2
) < CIRCLE(Other
.p_x
, Other
.p_y
)
934 mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
936 if (tamper
== T_BESTOW
)
937 Player
.p_gold
-= floor(temp1
);
938 if (!Wizard
&& (tamper
== T_HEAL
|| tamper
== T_MONSTER
||
939 tamper
== T_RELOCATE
|| tamper
== T_BLESSED
))
940 Player
.p_age
+= N_AGE
; /* age penalty */
941 Other
.p_tampered
= tamper
;
942 Other
.p_1scratch
= floor(temp1
);
943 Other
.p_2scratch
= floor(temp2
);
944 writerecord(&Other
, loc
);
945 mvaddstr(5, 0, "It is done.\n");
950 /* player not found */
951 mvaddstr(5, 0, "There is no one by that name.\n");
954 mvaddstr(5, 0, "You may not do it to yourself!\n");
958 * FUNCTION: update energy void entry in energy void file
961 * struct energyvoid *vp - pointer to structure to write to file
962 * long loc - location in file to update
964 * GLOBAL INPUTS: *Energyvoidfp
967 * Write out energy void structure at specified location.
971 writevoid(struct energyvoid
*vp
, long loc
)
973 fseek(Energyvoidfp
, loc
, SEEK_SET
);
974 fwrite((char *)vp
, SZ_VOIDSTRUCT
, 1, Energyvoidfp
);
975 fflush(Energyvoidfp
);
976 fseek(Energyvoidfp
, 0L, SEEK_SET
);
980 * FUNCTION: allocate space for a new energy void
982 * RETURN VALUE: location of new energy void space
984 * GLOBAL INPUTS: *Energyvoidfp, Enrgyvoid
987 * Search energy void file for an inactive entry and return its
989 * If no inactive ones are found, return one more than last location.
995 size_t loc
= 0; /* location of new energy void */
997 fseek(Energyvoidfp
, 0L, SEEK_SET
);
998 while (fread((char *)&Enrgyvoid
, SZ_VOIDSTRUCT
, 1, Energyvoidfp
) == 1)
999 if (Enrgyvoid
.ev_active
)
1000 loc
+= SZ_VOIDSTRUCT
;