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      1 /*	$NetBSD: interplayer.c,v 1.12 2009/08/31 08:27:16 dholland Exp $	*/
      2 
      3 /*
      4  * interplayer.c - player to player routines for Phantasia
      5  */
      6 
      7 #include <math.h>
      8 #include <setjmp.h>
      9 #include <stdio.h>
     10 #include <string.h>
     11 #include <unistd.h>
     12 
     13 #include "macros.h"
     14 #include "phantdefs.h"
     15 #include "phantstruct.h"
     16 #include "phantglobs.h"
     17 #include "pathnames.h"
     18 
     19 #undef bool
     20 #include <curses.h>
     21 
     22 static long allocvoid(void);
     23 static void battleplayer(long);
     24 static void myturn(void);
     25 static void tampered(int, double, double);
     26 
     27 void
     28 checkbattle(void)
     29 {
     30 	long    foeloc = 0L;	/* location in file of person to fight */
     31 
     32 	Users = 0;
     33 	fseek(Playersfp, 0L, SEEK_SET);
     34 
     35 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
     36 		if (Other.p_status != S_OFF
     37 		    && Other.p_status != S_NOTUSED
     38 		    && Other.p_status != S_HUNGUP
     39 		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
     40 			/* player is on and not a cloaked valar */
     41 		{
     42 			++Users;
     43 
     44 			if (Player.p_x == Other.p_x
     45 			    && Player.p_y == Other.p_y
     46 			/* same coordinates */
     47 			    && foeloc != Fileloc
     48 			/* not self */
     49 			    && Player.p_status == S_PLAYING
     50 			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
     51 			/* both are playing */
     52 			    && Other.p_specialtype != SC_VALAR
     53 			    && Player.p_specialtype != SC_VALAR)
     54 				/* neither is valar */
     55 			{
     56 				battleplayer(foeloc);
     57 				return;
     58 			}
     59 		}
     60 		foeloc += SZ_PLAYERSTRUCT;
     61 	}
     62 }
     63 
     64 static void
     65 battleplayer(long foeplace)
     66 {
     67 	double  dtemp;		/* for temporary calculations */
     68 	double  oldhits = 0.0;	/* previous damage inflicted by foe */
     69 	int     loop;		/* for timing out */
     70 	int     ch;		/* input */
     71 	short   oldtampered;	/* old value of foe's p_tampered */
     72 
     73 	Lines = 8;
     74 	Luckout = FALSE;
     75 	mvaddstr(4, 0, "Preparing for battle!\n");
     76 	refresh();
     77 
     78 #ifdef SYS5
     79 	flushinp();
     80 #endif
     81 
     82 	/* set up variables, file, etc. */
     83 	Player.p_status = S_INBATTLE;
     84 	Shield = Player.p_energy;
     85 
     86 	/* if p_tampered is not 0, someone else may try to change it (king,
     87 	 * etc.) */
     88 	Player.p_tampered = oldtampered = 1;
     89 	Player.p_1scratch = 0.0;
     90 	Player.p_istat = I_OFF;
     91 
     92 	readrecord(&Other, foeplace);
     93 	if (fabs(Player.p_level - Other.p_level) > 20.0)
     94 		/* see if players are greatly mismatched */
     95 	{
     96 		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
     97 		if (dtemp < -0.5)
     98 			/* foe outweighs this one */
     99 			Player.p_speed *= 2.0;
    100 	}
    101 	writerecord(&Player, Fileloc);	/* write out all our info */
    102 
    103 	if (Player.p_blindness)
    104 		Enemyname = "someone";
    105 	else
    106 		Enemyname = Other.p_name;
    107 
    108 	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
    109 	refresh();
    110 
    111 	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
    112 		/* wait for foe to respond */
    113 	{
    114 		readrecord(&Other, foeplace);
    115 		sleep(1);
    116 	}
    117 
    118 	if (Other.p_status != S_INBATTLE)
    119 		/* foe did not respond */
    120 	{
    121 		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
    122 		goto LEAVE;
    123 	}
    124 	/* else, we are ready to battle */
    125 
    126 	move(4, 0);
    127 	clrtoeol();
    128 
    129 	/*
    130          * determine who is first master
    131          * if neither player is faster, check level
    132          * if neither level is greater, battle is not allowed
    133          * (this should never happen, but we have to handle it)
    134          */
    135 	if (Player.p_speed > Other.p_speed)
    136 		Foestrikes = FALSE;
    137 	else
    138 		if (Other.p_speed > Player.p_speed)
    139 			Foestrikes = TRUE;
    140 		else
    141 			if (Player.p_level > Other.p_level)
    142 				Foestrikes = FALSE;
    143 			else
    144 				if (Other.p_level > Player.p_level)
    145 					Foestrikes = TRUE;
    146 				else
    147 					/* no one is faster */
    148 				{
    149 					printw("You can't fight %s yet.", Enemyname);
    150 					goto LEAVE;
    151 				}
    152 
    153 	for (;;) {
    154 		displaystats();
    155 		readmessage();
    156 		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
    157 
    158 		if (!Foestrikes)
    159 			/* take action against foe */
    160 			myturn();
    161 		else
    162 			/* wait for foe to take action */
    163 		{
    164 			mvaddstr(4, 0, "Waiting...\n");
    165 			clrtoeol();
    166 			refresh();
    167 
    168 			for (loop = 0; loop < 20; ++loop)
    169 				/* wait for foe to act */
    170 			{
    171 				readrecord(&Other, foeplace);
    172 				if (Other.p_1scratch != oldhits)
    173 					/* p_1scratch changes to indicate
    174 					 * action */
    175 					break;
    176 				else
    177 					/* wait and try again */
    178 				{
    179 					sleep(1);
    180 					addch('.');
    181 					refresh();
    182 				}
    183 			}
    184 
    185 			if (Other.p_1scratch == oldhits) {
    186 				/* timeout */
    187 				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
    188 				ch = getanswer("NY", FALSE);
    189 				move(22, 0);
    190 				clrtobot();
    191 				if (ch == 'Y')
    192 					continue;
    193 				else
    194 					break;
    195 			} else
    196 				/* foe took action */
    197 			{
    198 				switch (Other.p_istat) {
    199 				case I_RAN:	/* foe ran away */
    200 					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
    201 					break;
    202 
    203 				case I_STUCK:	/* foe tried to run, but
    204 						 * couldn't */
    205 					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
    206 					break;
    207 
    208 				case I_BLEWIT:	/* foe tried to luckout, but
    209 						 * didn't */
    210 					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
    211 					break;
    212 
    213 				default:
    214 					dtemp = Other.p_1scratch - oldhits;
    215 					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
    216 					Shield -= dtemp;
    217 					break;
    218 				}
    219 
    220 				oldhits = Other.p_1scratch;	/* keep track of old
    221 								 * hits */
    222 
    223 				if (Other.p_tampered != oldtampered)
    224 					/* p_tampered changes to relinquish
    225 					 * turn */
    226 				{
    227 					oldtampered = Other.p_tampered;
    228 					Foestrikes = FALSE;
    229 				}
    230 			}
    231 		}
    232 
    233 		/* decide what happens next */
    234 		refresh();
    235 		if (Lines > LINES - 2) {
    236 			more(Lines);
    237 			move(Lines = 8, 0);
    238 			clrtobot();
    239 		}
    240 		if (Other.p_istat == I_KILLED || Shield < 0.0)
    241 			/* we died */
    242 		{
    243 			Shield = -2.0;	/* insure this value is negative */
    244 			break;
    245 		}
    246 		if (Player.p_istat == I_KILLED)
    247 			/* we killed foe; award treasre */
    248 		{
    249 			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
    250 			Player.p_experience += Other.p_experience;
    251 			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
    252 			Player.p_amulets += Other.p_amulets;
    253 			Player.p_charms += Other.p_charms;
    254 			collecttaxes(Other.p_gold, Other.p_gems);
    255 			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
    256 			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
    257 			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
    258 			if (Other.p_virgin && !Player.p_virgin) {
    259 				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
    260 				if ((ch = getanswer("YN", FALSE)) == 'Y')
    261 					Player.p_virgin = TRUE;
    262 				else {
    263 					++Player.p_sin;
    264 					Player.p_experience += 8000.0;
    265 				}
    266 			}
    267 			sleep(3);	/* give other person time to die */
    268 			break;
    269 		} else
    270 			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
    271 				/* either player ran away */
    272 				break;
    273 	}
    274 
    275 LEAVE:
    276 	/* clean up things and leave */
    277 	writerecord(&Player, Fileloc);	/* update a final time */
    278 	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
    279 	Player.p_energy = Shield;	/* set energy to actual value */
    280 	Player.p_tampered = T_OFF;	/* clear p_tampered */
    281 
    282 	more(Lines);		/* pause */
    283 
    284 	move(4, 0);
    285 	clrtobot();		/* clear bottom area of screen */
    286 
    287 	if (Player.p_energy < 0.0)
    288 		/* we are dead */
    289 		death("Interterminal battle");
    290 }
    291 
    292 static void
    293 myturn(void)
    294 {
    295 	double  dtemp;		/* for temporary calculations */
    296 	int     ch;		/* input */
    297 
    298 	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
    299 	if (Luckout)
    300 		clrtoeol();
    301 	else
    302 		addstr("4:Luckout  ");
    303 
    304 	ch = inputoption();
    305 	move(Lines = 8, 0);
    306 	clrtobot();
    307 
    308 	switch (ch) {
    309 	default:		/* fight */
    310 		dtemp = ROLL(2.0, Player.p_might);
    311 HIT:
    312 		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
    313 		Player.p_sin += 0.5;
    314 		Player.p_1scratch += dtemp;
    315 		Player.p_istat = I_OFF;
    316 		break;
    317 
    318 	case '2':		/* run away */
    319 		Player.p_1scratch -= 1.0;	/* change this to indicate
    320 						 * action */
    321 		if (drandom() > 0.25) {
    322 			mvaddstr(Lines++, 0, "You got away!");
    323 			Player.p_istat = I_RAN;
    324 		} else {
    325 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    326 			Player.p_istat = I_STUCK;
    327 		}
    328 		break;
    329 
    330 	case '3':		/* power blast */
    331 		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
    332 		Player.p_mana -= dtemp;
    333 		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
    334 		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
    335 		goto HIT;
    336 
    337 	case '4':		/* luckout */
    338 		if (Luckout || drandom() > 0.1) {
    339 			if (Luckout)
    340 				mvaddstr(Lines++, 0, "You already tried that!");
    341 			else {
    342 				mvaddstr(Lines++, 0, "Not this time . . .");
    343 				Luckout = TRUE;
    344 			}
    345 
    346 			Player.p_1scratch -= 1.0;
    347 			Player.p_istat = I_BLEWIT;
    348 		} else {
    349 			mvaddstr(Lines++, 0, "You just lucked out!");
    350 			Player.p_1scratch = Other.p_energy * 1.1;
    351 		}
    352 		break;
    353 	}
    354 
    355 	refresh();
    356 	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
    357 
    358 	if (Player.p_1scratch > Other.p_energy)
    359 		Player.p_istat = I_KILLED;
    360 	else
    361 		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
    362 			/* relinquish control */
    363 		{
    364 			++Player.p_tampered;
    365 			Foestrikes = TRUE;
    366 		}
    367 	writerecord(&Player, Fileloc);	/* let foe know what we did */
    368 }
    369 
    370 void
    371 checktampered(void)
    372 {
    373 	long    loc = 0L;	/* location in energy void file */
    374 
    375 	/* first check for energy voids */
    376 	fseek(Energyvoidfp, 0L, SEEK_SET);
    377 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
    378 		if (Enrgyvoid.ev_active
    379 		    && Enrgyvoid.ev_x == Player.p_x
    380 		    && Enrgyvoid.ev_y == Player.p_y)
    381 			/* sitting on one */
    382 		{
    383 			if (loc > 0L)
    384 				/* not the holy grail; inactivate energy void */
    385 			{
    386 				Enrgyvoid.ev_active = FALSE;
    387 				writevoid(&Enrgyvoid, loc);
    388 				tampered(T_NRGVOID, 0.0, 0.0);
    389 			} else
    390 				if (Player.p_status != S_CLOAKED)
    391 					/* holy grail */
    392 					tampered(T_GRAIL, 0.0, 0.0);
    393 			break;
    394 		} else
    395 			loc += SZ_VOIDSTRUCT;
    396 
    397 	/* now check for other things */
    398 	readrecord(&Other, Fileloc);
    399 	if (Other.p_tampered != T_OFF)
    400 		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
    401 }
    402 
    403 static void
    404 tampered(int what, double arg1, double arg2)
    405 {
    406 	long    loc;		/* location in file of other players */
    407 
    408 	Changed = TRUE;
    409 	move(4, 0);
    410 
    411 	Player.p_tampered = T_OFF;	/* no longer tampered with */
    412 
    413 	switch (what) {
    414 	case T_NRGVOID:
    415 		addstr("You've hit an energy void !\n");
    416 		Player.p_mana /= 3.0;
    417 		Player.p_energy /= 2.0;
    418 		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
    419 		altercoordinates(0.0, 0.0, A_NEAR);
    420 		break;
    421 
    422 	case T_TRANSPORT:
    423 		addstr("The king transported you !  ");
    424 		if (Player.p_charms > 0) {
    425 			addstr("But your charm saved you. . .\n");
    426 			--Player.p_charms;
    427 		} else {
    428 			altercoordinates(0.0, 0.0, A_FAR);
    429 			addch('\n');
    430 		}
    431 		break;
    432 
    433 	case T_BESTOW:
    434 		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
    435 		Player.p_gold += arg1;
    436 		break;
    437 
    438 	case T_CURSED:
    439 		addstr("You've been cursed !  ");
    440 		if (Player.p_blessing) {
    441 			addstr("But your blessing saved you. . .\n");
    442 			Player.p_blessing = FALSE;
    443 		} else {
    444 			addch('\n');
    445 			Player.p_poison += 2.0;
    446 			Player.p_energy = 10.0;
    447 			Player.p_maxenergy *= 0.95;
    448 			Player.p_status = S_PLAYING;	/* no longer cloaked */
    449 		}
    450 		break;
    451 
    452 	case T_VAPORIZED:
    453 		addstr("You have been vaporized!\n");
    454 		more(7);
    455 		death("Vaporization");
    456 		break;
    457 
    458 	case T_MONSTER:
    459 		addstr("The Valar zapped you with a monster!\n");
    460 		more(7);
    461 		encounter((int) arg1);
    462 		return;
    463 
    464 	case T_BLESSED:
    465 		addstr("The Valar has blessed you!\n");
    466 		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
    467 		Player.p_mana += 500.0;
    468 		Player.p_strength += 0.5;
    469 		Player.p_brains += 0.5;
    470 		Player.p_magiclvl += 0.5;
    471 		Player.p_poison = MIN(0.5, Player.p_poison);
    472 		break;
    473 
    474 	case T_RELOCATE:
    475 		addstr("You've been relocated. . .\n");
    476 		altercoordinates(arg1, arg2, A_FORCED);
    477 		break;
    478 
    479 	case T_HEAL:
    480 		addstr("You've been healed!\n");
    481 		Player.p_poison -= 0.25;
    482 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    483 		break;
    484 
    485 	case T_EXVALAR:
    486 		addstr("You are no longer Valar!\n");
    487 		Player.p_specialtype = SC_COUNCIL;
    488 		break;
    489 
    490 	case T_GRAIL:
    491 		addstr("You have found The Holy Grail!!\n");
    492 		if (Player.p_specialtype < SC_COUNCIL)
    493 			/* must be council of wise to behold grail */
    494 		{
    495 			addstr("However, you are not experienced enough to behold it.\n");
    496 			Player.p_sin *= Player.p_sin;
    497 			Player.p_mana += 1000;
    498 		} else
    499 			if (Player.p_specialtype == SC_VALAR
    500 			    || Player.p_specialtype == SC_EXVALAR) {
    501 				addstr("You have made it to the position of Valar once already.\n");
    502 				addstr("The Grail is of no more use to you now.\n");
    503 			} else {
    504 				addstr("It is now time to see if you are worthy to behold it. . .\n");
    505 				refresh();
    506 				sleep(4);
    507 
    508 				if (drandom() / 2.0 < Player.p_sin) {
    509 					addstr("You have failed!\n");
    510 					Player.p_strength =
    511 					    Player.p_mana =
    512 					    Player.p_energy =
    513 					    Player.p_maxenergy =
    514 					    Player.p_magiclvl =
    515 					    Player.p_brains =
    516 					    Player.p_experience =
    517 					    Player.p_quickness = 1.0;
    518 
    519 					altercoordinates(1.0, 1.0, A_FORCED);
    520 					Player.p_level = 0.0;
    521 				} else {
    522 					addstr("You made to position of Valar!\n");
    523 					Player.p_specialtype = SC_VALAR;
    524 					Player.p_lives = 5;
    525 					fseek(Playersfp, 0L, SEEK_SET);
    526 					loc = 0L;
    527 					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    528 						/* search for existing valar */
    529 						if (Other.p_specialtype == SC_VALAR
    530 						    && Other.p_status != S_NOTUSED)
    531 							/* found old valar */
    532 						{
    533 							Other.p_tampered = T_EXVALAR;
    534 							writerecord(&Other, loc);
    535 							break;
    536 						} else
    537 							loc += SZ_PLAYERSTRUCT;
    538 				}
    539 			}
    540 
    541 		/* move grail to new location */
    542 		Enrgyvoid.ev_active = TRUE;
    543 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
    544 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
    545 		writevoid(&Enrgyvoid, 0L);
    546 		break;
    547 	}
    548 	refresh();
    549 	sleep(2);
    550 }
    551 
    552 void
    553 userlist(phbool ingameflag)
    554 {
    555 	int     numusers = 0;	/* number of users on file */
    556 
    557 	if (ingameflag && Player.p_blindness) {
    558 		mvaddstr(8, 0, "You cannot see anyone.\n");
    559 		return;
    560 	}
    561 	fseek(Playersfp, 0L, SEEK_SET);
    562 	mvaddstr(8, 0,
    563 	    "Name                         X         Y    Lvl Type Login    Status\n");
    564 
    565 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    566 		if (Other.p_status == S_NOTUSED
    567 		/* record is unused */
    568 		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
    569 			/* cloaked valar */
    570 		{
    571 			if (!Wizard)
    572 				/* wizard can see everything on file */
    573 				continue;
    574 		}
    575 		++numusers;
    576 
    577 		if (ingameflag &&
    578 		/* must be playing for the rest of these conditions */
    579 		    (Player.p_specialtype >= SC_KING
    580 		/* kings and higher can see others */
    581 			|| Other.p_specialtype >= SC_KING
    582 		/* kings and higher can be seen by others */
    583 			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
    584 		/* those nearer the origin can be seen */
    585 			|| Player.p_palantir)
    586 		/* palantir enables one to see others */
    587 		    && (Other.p_status != S_CLOAKED
    588 			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
    589 		/* not cloaked; valar can see through cloak with a palantir */
    590 		    && Other.p_specialtype != SC_VALAR)
    591 			/* not a valar */
    592 			/* coordinates should be printed */
    593 			printw("%-20s  %8.0f  %8.0f ",
    594 			    Other.p_name, Other.p_x, Other.p_y);
    595 		else
    596 			/* cannot see player's coordinates */
    597 			printw("%-20s %19.19s ",
    598 			    Other.p_name, descrlocation(&Other, TRUE));
    599 
    600 		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
    601 		    Other.p_login, descrstatus(&Other));
    602 
    603 		if ((numusers % (LINES - 10)) == 0) {
    604 			more(LINES - 1);
    605 			move(9, 0);
    606 			clrtobot();
    607 		}
    608 	}
    609 
    610 	printw("Total players on file = %d\n", numusers);
    611 	refresh();
    612 }
    613 
    614 void
    615 throneroom(void)
    616 {
    617 	FILE   *fp;		/* to clear energy voids */
    618 	long    loc = 0L;	/* location of old king in player file */
    619 
    620 	if (Player.p_specialtype < SC_KING)
    621 		/* not already king -- assumes crown */
    622 	{
    623 		fseek(Playersfp, 0L, SEEK_SET);
    624 		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    625 			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
    626 				/* found old king */
    627 			{
    628 				if (Other.p_status != S_OFF)
    629 					/* old king is playing */
    630 				{
    631 					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
    632 					altercoordinates(0.0, 0.0, A_NEAR);
    633 					move(6, 0);
    634 					return;
    635 				} else
    636 					/* old king is not playing - remove
    637 					 * him/her */
    638 				{
    639 					Other.p_specialtype = SC_NONE;
    640 					if (Other.p_crowns)
    641 						--Other.p_crowns;
    642 					writerecord(&Other, loc);
    643 					break;
    644 				}
    645 			} else
    646 				loc += SZ_PLAYERSTRUCT;
    647 
    648 		/* make player new king */
    649 		Changed = TRUE;
    650 		Player.p_specialtype = SC_KING;
    651 		mvaddstr(4, 0, "You have become king!\n");
    652 
    653 		/* let everyone else know */
    654 		fp = fopen(_PATH_MESS, "w");
    655 		fprintf(fp, "All hail the new king!");
    656 		fclose(fp);
    657 
    658 		/* clear all energy voids; retain location of holy grail */
    659 		fseek(Energyvoidfp, 0L, SEEK_SET);
    660 		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    661 		fp = fopen(_PATH_VOID, "w");
    662 		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
    663 		fclose(fp);
    664 	}
    665 	mvaddstr(6, 0, "0:Decree  ");
    666 }
    667 
    668 void
    669 dotampered(void)
    670 {
    671 	short   tamper;		/* value for tampering with other players */
    672 	const char   *option;		/* pointer to option description */
    673 	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
    674 	int     ch;		/* input */
    675 	long    loc;		/* location in energy void file */
    676 	FILE   *fp;		/* for opening gold file */
    677 
    678 	move(6, 0);
    679 	clrtoeol();
    680 	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
    681 		/* king options */
    682 	{
    683 		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
    684 
    685 		ch = getanswer(" ", TRUE);
    686 		move(6, 0);
    687 		clrtoeol();
    688 		move(4, 0);
    689 		switch (ch) {
    690 		case '1':	/* transport someone */
    691 			tamper = T_TRANSPORT;
    692 			option = "transport";
    693 			break;
    694 
    695 		case '2':	/* curse another */
    696 			tamper = T_CURSED;
    697 			option = "curse";
    698 			break;
    699 
    700 		case '3':	/* create energy void */
    701 			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
    702 				/* can only have 20 void active at once */
    703 				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
    704 			else {
    705 				addstr("Enter the X Y coordinates of void ? ");
    706 				getstring(Databuf, SZ_DATABUF);
    707 				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
    708 				Enrgyvoid.ev_x = floor(temp1);
    709 				Enrgyvoid.ev_y = floor(temp2);
    710 				Enrgyvoid.ev_active = TRUE;
    711 				writevoid(&Enrgyvoid, loc);
    712 				mvaddstr(5, 0, "It is done.\n");
    713 			}
    714 			return;
    715 
    716 		case '4':	/* bestow gold to subject */
    717 			tamper = T_BESTOW;
    718 			addstr("How much gold to bestow ? ");
    719 			temp1 = infloat();
    720 			if (temp1 > Player.p_gold || temp1 < 0) {
    721 				mvaddstr(5, 0, "You don't have that !\n");
    722 				return;
    723 			}
    724 			/* adjust gold after we are sure it will be given to
    725 			 * someone */
    726 			option = "give gold to";
    727 			break;
    728 
    729 		case '5':	/* collect accumulated taxes */
    730 			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
    731 				/* collect taxes */
    732 			{
    733 				fread((char *) &temp1, sizeof(double), 1, fp);
    734 				fseek(fp, 0L, SEEK_SET);
    735 				/* clear out value */
    736 				temp2 = 0.0;
    737 				fwrite((char *) &temp2, sizeof(double), 1, fp);
    738 				fclose(fp);
    739 			}
    740 			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
    741 			Player.p_gold += floor(temp1);
    742 			return;
    743 
    744 		default:
    745 			return;
    746 		}
    747 		/* end of king options */
    748 	} else
    749 		/* council of wise, valar, wizard options */
    750 	{
    751 		addstr("1:Heal  ");
    752 		if (Player.p_palantir || Wizard)
    753 			addstr("2:Seek Grail  ");
    754 		if (Player.p_specialtype == SC_VALAR || Wizard)
    755 			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
    756 		if (Wizard)
    757 			addstr("6:Vaporize  ");
    758 
    759 		ch = getanswer(" ", TRUE);
    760 		if (!Wizard) {
    761 			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
    762 				ILLCMD();
    763 				return;
    764 			}
    765 			if (Player.p_mana < MM_INTERVENE) {
    766 				mvaddstr(5, 0, "No mana left.\n");
    767 				return;
    768 			} else
    769 				Player.p_mana -= MM_INTERVENE;
    770 		}
    771 		switch (ch) {
    772 		case '1':	/* heal another */
    773 			tamper = T_HEAL;
    774 			option = "heal";
    775 			break;
    776 
    777 		case '2':	/* seek grail */
    778 			if (Player.p_palantir)
    779 				/* need a palantir to seek */
    780 			{
    781 				fseek(Energyvoidfp, 0L, SEEK_SET);
    782 				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    783 				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
    784 				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
    785 				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
    786 			} else
    787 				/* no palantir */
    788 				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
    789 			return;
    790 
    791 		case '3':	/* lob monster at someone */
    792 			mvaddstr(4, 0, "Which monster [0-99] ? ");
    793 			temp1 = infloat();
    794 			temp1 = MAX(0.0, MIN(99.0, temp1));
    795 			tamper = T_MONSTER;
    796 			option = "throw a monster at";
    797 			break;
    798 
    799 		case '4':	/* move another player */
    800 			mvaddstr(4, 0, "New X Y coordinates ? ");
    801 			getstring(Databuf, SZ_DATABUF);
    802 			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
    803 			tamper = T_RELOCATE;
    804 			option = "relocate";
    805 			break;
    806 
    807 		case '5':	/* bless a player */
    808 			tamper = T_BLESSED;
    809 			option = "bless";
    810 			break;
    811 
    812 		case '6':	/* kill off a player */
    813 			if (Wizard) {
    814 				tamper = T_VAPORIZED;
    815 				option = "vaporize";
    816 				break;
    817 			} else
    818 				return;
    819 
    820 		default:
    821 			return;
    822 		}
    823 
    824 		/* adjust age after we are sure intervention will be done */
    825 		/* end of valar, etc. options */
    826 	}
    827 
    828 	for (;;)
    829 		/* prompt for player to affect */
    830 	{
    831 		mvprintw(4, 0, "Who do you want to %s ? ", option);
    832 		getstring(Databuf, SZ_DATABUF);
    833 		truncstring(Databuf);
    834 
    835 		if (Databuf[0] == '\0')
    836 			userlist(TRUE);
    837 		else
    838 			break;
    839 	}
    840 
    841 	if (strcmp(Player.p_name, Databuf) != 0)
    842 		/* name other than self */
    843 	{
    844 		if ((loc = findname(Databuf, &Other)) >= 0L) {
    845 			if (Other.p_tampered != T_OFF) {
    846 				mvaddstr(5, 0, "That person has something pending already.\n");
    847 				return;
    848 			} else {
    849 				if (tamper == T_RELOCATE
    850 				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
    851 				    && !Wizard)
    852 					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
    853 				else {
    854 					if (tamper == T_BESTOW)
    855 						Player.p_gold -= floor(temp1);
    856 					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
    857 						tamper == T_RELOCATE || tamper == T_BLESSED))
    858 						Player.p_age += N_AGE;	/* age penalty */
    859 					Other.p_tampered = tamper;
    860 					Other.p_1scratch = floor(temp1);
    861 					Other.p_2scratch = floor(temp2);
    862 					writerecord(&Other, loc);
    863 					mvaddstr(5, 0, "It is done.\n");
    864 				}
    865 				return;
    866 			}
    867 		} else
    868 			/* player not found */
    869 			mvaddstr(5, 0, "There is no one by that name.\n");
    870 	} else
    871 		/* self */
    872 		mvaddstr(5, 0, "You may not do it to yourself!\n");
    873 }
    874 
    875 void
    876 writevoid(struct energyvoid *vp, long loc)
    877 {
    878 
    879 	fseek(Energyvoidfp, loc, SEEK_SET);
    880 	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    881 	fflush(Energyvoidfp);
    882 	fseek(Energyvoidfp, 0L, SEEK_SET);
    883 }
    884 
    885 static long
    886 allocvoid(void)
    887 {
    888 	long    loc = 0L;	/* location of new energy void */
    889 
    890 	fseek(Energyvoidfp, 0L, SEEK_SET);
    891 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
    892 		if (Enrgyvoid.ev_active)
    893 			loc += SZ_VOIDSTRUCT;
    894 		else
    895 			break;
    896 
    897 	return (loc);
    898 }
    899