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      1  1.12  dholland /*	$NetBSD: interplayer.c,v 1.12 2009/08/31 08:27:16 dholland Exp $	*/
      2   1.2       cgd 
      3   1.1       jtc /*
      4   1.1       jtc  * interplayer.c - player to player routines for Phantasia
      5   1.1       jtc  */
      6   1.1       jtc 
      7  1.12  dholland #include <math.h>
      8  1.12  dholland #include <setjmp.h>
      9  1.12  dholland #include <stdio.h>
     10  1.12  dholland #include <string.h>
     11  1.12  dholland #include <unistd.h>
     12  1.12  dholland 
     13  1.12  dholland #include "macros.h"
     14  1.12  dholland #include "phantdefs.h"
     15  1.12  dholland #include "phantstruct.h"
     16  1.12  dholland #include "phantglobs.h"
     17  1.12  dholland #include "pathnames.h"
     18  1.12  dholland 
     19   1.8        he #undef bool
     20   1.7      ross #include <curses.h>
     21   1.1       jtc 
     22  1.11  dholland static long allocvoid(void);
     23  1.11  dholland static void battleplayer(long);
     24  1.11  dholland static void myturn(void);
     25  1.11  dholland static void tampered(int, double, double);
     26  1.11  dholland 
     27   1.3     lukem void
     28  1.10  dholland checkbattle(void)
     29   1.1       jtc {
     30   1.3     lukem 	long    foeloc = 0L;	/* location in file of person to fight */
     31   1.1       jtc 
     32   1.3     lukem 	Users = 0;
     33   1.5       jsm 	fseek(Playersfp, 0L, SEEK_SET);
     34   1.1       jtc 
     35   1.3     lukem 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
     36   1.3     lukem 		if (Other.p_status != S_OFF
     37   1.3     lukem 		    && Other.p_status != S_NOTUSED
     38   1.3     lukem 		    && Other.p_status != S_HUNGUP
     39   1.3     lukem 		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
     40   1.3     lukem 			/* player is on and not a cloaked valar */
     41   1.3     lukem 		{
     42   1.3     lukem 			++Users;
     43   1.3     lukem 
     44   1.3     lukem 			if (Player.p_x == Other.p_x
     45   1.3     lukem 			    && Player.p_y == Other.p_y
     46   1.3     lukem 			/* same coordinates */
     47   1.3     lukem 			    && foeloc != Fileloc
     48   1.3     lukem 			/* not self */
     49   1.3     lukem 			    && Player.p_status == S_PLAYING
     50   1.3     lukem 			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
     51   1.3     lukem 			/* both are playing */
     52   1.3     lukem 			    && Other.p_specialtype != SC_VALAR
     53   1.3     lukem 			    && Player.p_specialtype != SC_VALAR)
     54   1.3     lukem 				/* neither is valar */
     55   1.3     lukem 			{
     56   1.3     lukem 				battleplayer(foeloc);
     57   1.3     lukem 				return;
     58   1.3     lukem 			}
     59   1.1       jtc 		}
     60   1.3     lukem 		foeloc += SZ_PLAYERSTRUCT;
     61   1.1       jtc 	}
     62   1.1       jtc }
     63   1.1       jtc 
     64  1.11  dholland static void
     65  1.10  dholland battleplayer(long foeplace)
     66   1.1       jtc {
     67   1.3     lukem 	double  dtemp;		/* for temporary calculations */
     68   1.3     lukem 	double  oldhits = 0.0;	/* previous damage inflicted by foe */
     69   1.3     lukem 	int     loop;		/* for timing out */
     70   1.3     lukem 	int     ch;		/* input */
     71   1.3     lukem 	short   oldtampered;	/* old value of foe's p_tampered */
     72   1.3     lukem 
     73   1.3     lukem 	Lines = 8;
     74   1.3     lukem 	Luckout = FALSE;
     75   1.3     lukem 	mvaddstr(4, 0, "Preparing for battle!\n");
     76   1.3     lukem 	refresh();
     77   1.1       jtc 
     78   1.1       jtc #ifdef SYS5
     79   1.3     lukem 	flushinp();
     80   1.1       jtc #endif
     81   1.1       jtc 
     82   1.3     lukem 	/* set up variables, file, etc. */
     83   1.3     lukem 	Player.p_status = S_INBATTLE;
     84   1.3     lukem 	Shield = Player.p_energy;
     85   1.3     lukem 
     86   1.3     lukem 	/* if p_tampered is not 0, someone else may try to change it (king,
     87   1.3     lukem 	 * etc.) */
     88   1.3     lukem 	Player.p_tampered = oldtampered = 1;
     89   1.3     lukem 	Player.p_1scratch = 0.0;
     90   1.3     lukem 	Player.p_istat = I_OFF;
     91   1.3     lukem 
     92   1.3     lukem 	readrecord(&Other, foeplace);
     93   1.3     lukem 	if (fabs(Player.p_level - Other.p_level) > 20.0)
     94   1.3     lukem 		/* see if players are greatly mismatched */
     95   1.1       jtc 	{
     96   1.3     lukem 		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
     97   1.3     lukem 		if (dtemp < -0.5)
     98   1.3     lukem 			/* foe outweighs this one */
     99   1.3     lukem 			Player.p_speed *= 2.0;
    100   1.1       jtc 	}
    101   1.3     lukem 	writerecord(&Player, Fileloc);	/* write out all our info */
    102   1.1       jtc 
    103   1.3     lukem 	if (Player.p_blindness)
    104   1.3     lukem 		Enemyname = "someone";
    105   1.3     lukem 	else
    106   1.3     lukem 		Enemyname = Other.p_name;
    107   1.1       jtc 
    108   1.3     lukem 	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
    109   1.3     lukem 	refresh();
    110   1.1       jtc 
    111   1.3     lukem 	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
    112   1.3     lukem 		/* wait for foe to respond */
    113   1.1       jtc 	{
    114   1.3     lukem 		readrecord(&Other, foeplace);
    115   1.3     lukem 		sleep(1);
    116   1.1       jtc 	}
    117   1.1       jtc 
    118   1.3     lukem 	if (Other.p_status != S_INBATTLE)
    119   1.3     lukem 		/* foe did not respond */
    120   1.1       jtc 	{
    121   1.3     lukem 		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
    122   1.3     lukem 		goto LEAVE;
    123   1.1       jtc 	}
    124   1.3     lukem 	/* else, we are ready to battle */
    125   1.1       jtc 
    126   1.3     lukem 	move(4, 0);
    127   1.3     lukem 	clrtoeol();
    128   1.1       jtc 
    129   1.3     lukem 	/*
    130   1.3     lukem          * determine who is first master
    131   1.3     lukem          * if neither player is faster, check level
    132   1.3     lukem          * if neither level is greater, battle is not allowed
    133   1.3     lukem          * (this should never happen, but we have to handle it)
    134   1.3     lukem          */
    135   1.3     lukem 	if (Player.p_speed > Other.p_speed)
    136   1.3     lukem 		Foestrikes = FALSE;
    137   1.1       jtc 	else
    138   1.3     lukem 		if (Other.p_speed > Player.p_speed)
    139   1.3     lukem 			Foestrikes = TRUE;
    140   1.3     lukem 		else
    141   1.3     lukem 			if (Player.p_level > Other.p_level)
    142   1.3     lukem 				Foestrikes = FALSE;
    143   1.3     lukem 			else
    144   1.3     lukem 				if (Other.p_level > Player.p_level)
    145   1.3     lukem 					Foestrikes = TRUE;
    146   1.3     lukem 				else
    147   1.3     lukem 					/* no one is faster */
    148   1.3     lukem 				{
    149   1.3     lukem 					printw("You can't fight %s yet.", Enemyname);
    150   1.3     lukem 					goto LEAVE;
    151   1.3     lukem 				}
    152   1.3     lukem 
    153   1.3     lukem 	for (;;) {
    154   1.3     lukem 		displaystats();
    155   1.3     lukem 		readmessage();
    156   1.3     lukem 		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
    157   1.3     lukem 
    158   1.3     lukem 		if (!Foestrikes)
    159   1.3     lukem 			/* take action against foe */
    160   1.3     lukem 			myturn();
    161   1.3     lukem 		else
    162   1.3     lukem 			/* wait for foe to take action */
    163   1.1       jtc 		{
    164   1.3     lukem 			mvaddstr(4, 0, "Waiting...\n");
    165   1.3     lukem 			clrtoeol();
    166   1.3     lukem 			refresh();
    167   1.3     lukem 
    168   1.3     lukem 			for (loop = 0; loop < 20; ++loop)
    169   1.3     lukem 				/* wait for foe to act */
    170   1.3     lukem 			{
    171   1.3     lukem 				readrecord(&Other, foeplace);
    172   1.3     lukem 				if (Other.p_1scratch != oldhits)
    173   1.3     lukem 					/* p_1scratch changes to indicate
    174   1.3     lukem 					 * action */
    175   1.3     lukem 					break;
    176   1.3     lukem 				else
    177   1.3     lukem 					/* wait and try again */
    178   1.3     lukem 				{
    179   1.3     lukem 					sleep(1);
    180   1.3     lukem 					addch('.');
    181   1.3     lukem 					refresh();
    182   1.3     lukem 				}
    183   1.3     lukem 			}
    184   1.3     lukem 
    185   1.3     lukem 			if (Other.p_1scratch == oldhits) {
    186   1.3     lukem 				/* timeout */
    187   1.3     lukem 				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
    188   1.3     lukem 				ch = getanswer("NY", FALSE);
    189   1.3     lukem 				move(22, 0);
    190   1.3     lukem 				clrtobot();
    191   1.3     lukem 				if (ch == 'Y')
    192   1.3     lukem 					continue;
    193   1.3     lukem 				else
    194   1.3     lukem 					break;
    195   1.3     lukem 			} else
    196   1.3     lukem 				/* foe took action */
    197   1.3     lukem 			{
    198   1.3     lukem 				switch (Other.p_istat) {
    199   1.3     lukem 				case I_RAN:	/* foe ran away */
    200   1.3     lukem 					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
    201   1.3     lukem 					break;
    202   1.3     lukem 
    203   1.3     lukem 				case I_STUCK:	/* foe tried to run, but
    204   1.3     lukem 						 * couldn't */
    205   1.3     lukem 					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
    206   1.3     lukem 					break;
    207   1.3     lukem 
    208   1.3     lukem 				case I_BLEWIT:	/* foe tried to luckout, but
    209   1.3     lukem 						 * didn't */
    210   1.3     lukem 					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
    211   1.3     lukem 					break;
    212   1.3     lukem 
    213   1.3     lukem 				default:
    214   1.3     lukem 					dtemp = Other.p_1scratch - oldhits;
    215   1.3     lukem 					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
    216   1.3     lukem 					Shield -= dtemp;
    217   1.3     lukem 					break;
    218   1.3     lukem 				}
    219   1.3     lukem 
    220   1.3     lukem 				oldhits = Other.p_1scratch;	/* keep track of old
    221   1.3     lukem 								 * hits */
    222   1.3     lukem 
    223   1.3     lukem 				if (Other.p_tampered != oldtampered)
    224   1.3     lukem 					/* p_tampered changes to relinquish
    225   1.3     lukem 					 * turn */
    226   1.3     lukem 				{
    227   1.3     lukem 					oldtampered = Other.p_tampered;
    228   1.3     lukem 					Foestrikes = FALSE;
    229   1.3     lukem 				}
    230   1.3     lukem 			}
    231   1.1       jtc 		}
    232   1.1       jtc 
    233   1.3     lukem 		/* decide what happens next */
    234   1.3     lukem 		refresh();
    235   1.3     lukem 		if (Lines > LINES - 2) {
    236   1.3     lukem 			more(Lines);
    237   1.3     lukem 			move(Lines = 8, 0);
    238   1.3     lukem 			clrtobot();
    239   1.3     lukem 		}
    240   1.3     lukem 		if (Other.p_istat == I_KILLED || Shield < 0.0)
    241   1.3     lukem 			/* we died */
    242   1.1       jtc 		{
    243   1.3     lukem 			Shield = -2.0;	/* insure this value is negative */
    244   1.3     lukem 			break;
    245   1.1       jtc 		}
    246   1.3     lukem 		if (Player.p_istat == I_KILLED)
    247   1.3     lukem 			/* we killed foe; award treasre */
    248   1.1       jtc 		{
    249   1.3     lukem 			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
    250   1.3     lukem 			Player.p_experience += Other.p_experience;
    251   1.3     lukem 			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
    252   1.3     lukem 			Player.p_amulets += Other.p_amulets;
    253   1.3     lukem 			Player.p_charms += Other.p_charms;
    254   1.3     lukem 			collecttaxes(Other.p_gold, Other.p_gems);
    255   1.3     lukem 			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
    256   1.3     lukem 			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
    257   1.3     lukem 			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
    258   1.3     lukem 			if (Other.p_virgin && !Player.p_virgin) {
    259   1.3     lukem 				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
    260   1.3     lukem 				if ((ch = getanswer("YN", FALSE)) == 'Y')
    261   1.3     lukem 					Player.p_virgin = TRUE;
    262   1.3     lukem 				else {
    263   1.3     lukem 					++Player.p_sin;
    264   1.3     lukem 					Player.p_experience += 8000.0;
    265   1.3     lukem 				}
    266   1.3     lukem 			}
    267   1.3     lukem 			sleep(3);	/* give other person time to die */
    268   1.1       jtc 			break;
    269   1.3     lukem 		} else
    270   1.3     lukem 			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
    271   1.3     lukem 				/* either player ran away */
    272   1.3     lukem 				break;
    273   1.3     lukem 	}
    274   1.1       jtc 
    275   1.3     lukem LEAVE:
    276   1.3     lukem 	/* clean up things and leave */
    277   1.3     lukem 	writerecord(&Player, Fileloc);	/* update a final time */
    278   1.3     lukem 	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
    279   1.3     lukem 	Player.p_energy = Shield;	/* set energy to actual value */
    280   1.3     lukem 	Player.p_tampered = T_OFF;	/* clear p_tampered */
    281   1.1       jtc 
    282   1.3     lukem 	more(Lines);		/* pause */
    283   1.1       jtc 
    284   1.3     lukem 	move(4, 0);
    285   1.3     lukem 	clrtobot();		/* clear bottom area of screen */
    286   1.1       jtc 
    287   1.3     lukem 	if (Player.p_energy < 0.0)
    288   1.3     lukem 		/* we are dead */
    289   1.3     lukem 		death("Interterminal battle");
    290   1.1       jtc }
    291   1.1       jtc 
    292  1.11  dholland static void
    293  1.10  dholland myturn(void)
    294   1.1       jtc {
    295   1.3     lukem 	double  dtemp;		/* for temporary calculations */
    296   1.3     lukem 	int     ch;		/* input */
    297   1.1       jtc 
    298   1.3     lukem 	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
    299   1.3     lukem 	if (Luckout)
    300   1.3     lukem 		clrtoeol();
    301   1.3     lukem 	else
    302   1.3     lukem 		addstr("4:Luckout  ");
    303   1.1       jtc 
    304   1.3     lukem 	ch = inputoption();
    305   1.3     lukem 	move(Lines = 8, 0);
    306   1.3     lukem 	clrtobot();
    307   1.3     lukem 
    308   1.3     lukem 	switch (ch) {
    309   1.3     lukem 	default:		/* fight */
    310   1.3     lukem 		dtemp = ROLL(2.0, Player.p_might);
    311   1.3     lukem HIT:
    312   1.3     lukem 		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
    313   1.3     lukem 		Player.p_sin += 0.5;
    314   1.3     lukem 		Player.p_1scratch += dtemp;
    315   1.3     lukem 		Player.p_istat = I_OFF;
    316   1.3     lukem 		break;
    317   1.1       jtc 
    318   1.3     lukem 	case '2':		/* run away */
    319   1.3     lukem 		Player.p_1scratch -= 1.0;	/* change this to indicate
    320   1.3     lukem 						 * action */
    321   1.3     lukem 		if (drandom() > 0.25) {
    322   1.3     lukem 			mvaddstr(Lines++, 0, "You got away!");
    323   1.3     lukem 			Player.p_istat = I_RAN;
    324   1.3     lukem 		} else {
    325   1.3     lukem 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    326   1.3     lukem 			Player.p_istat = I_STUCK;
    327   1.1       jtc 		}
    328   1.3     lukem 		break;
    329   1.3     lukem 
    330   1.3     lukem 	case '3':		/* power blast */
    331   1.3     lukem 		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
    332   1.3     lukem 		Player.p_mana -= dtemp;
    333   1.3     lukem 		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
    334   1.3     lukem 		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
    335   1.3     lukem 		goto HIT;
    336   1.3     lukem 
    337   1.3     lukem 	case '4':		/* luckout */
    338   1.3     lukem 		if (Luckout || drandom() > 0.1) {
    339   1.3     lukem 			if (Luckout)
    340   1.3     lukem 				mvaddstr(Lines++, 0, "You already tried that!");
    341   1.3     lukem 			else {
    342   1.3     lukem 				mvaddstr(Lines++, 0, "Not this time . . .");
    343   1.3     lukem 				Luckout = TRUE;
    344   1.3     lukem 			}
    345   1.3     lukem 
    346   1.3     lukem 			Player.p_1scratch -= 1.0;
    347   1.3     lukem 			Player.p_istat = I_BLEWIT;
    348   1.3     lukem 		} else {
    349   1.3     lukem 			mvaddstr(Lines++, 0, "You just lucked out!");
    350   1.3     lukem 			Player.p_1scratch = Other.p_energy * 1.1;
    351   1.1       jtc 		}
    352   1.3     lukem 		break;
    353   1.3     lukem 	}
    354   1.1       jtc 
    355   1.3     lukem 	refresh();
    356   1.3     lukem 	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
    357   1.1       jtc 
    358   1.3     lukem 	if (Player.p_1scratch > Other.p_energy)
    359   1.3     lukem 		Player.p_istat = I_KILLED;
    360   1.3     lukem 	else
    361   1.3     lukem 		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
    362   1.3     lukem 			/* relinquish control */
    363   1.1       jtc 		{
    364   1.3     lukem 			++Player.p_tampered;
    365   1.3     lukem 			Foestrikes = TRUE;
    366   1.1       jtc 		}
    367   1.3     lukem 	writerecord(&Player, Fileloc);	/* let foe know what we did */
    368   1.1       jtc }
    369   1.1       jtc 
    370   1.3     lukem void
    371  1.10  dholland checktampered(void)
    372   1.1       jtc {
    373   1.3     lukem 	long    loc = 0L;	/* location in energy void file */
    374   1.1       jtc 
    375   1.3     lukem 	/* first check for energy voids */
    376   1.5       jsm 	fseek(Energyvoidfp, 0L, SEEK_SET);
    377   1.3     lukem 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
    378   1.3     lukem 		if (Enrgyvoid.ev_active
    379   1.3     lukem 		    && Enrgyvoid.ev_x == Player.p_x
    380   1.3     lukem 		    && Enrgyvoid.ev_y == Player.p_y)
    381   1.3     lukem 			/* sitting on one */
    382   1.3     lukem 		{
    383   1.3     lukem 			if (loc > 0L)
    384   1.3     lukem 				/* not the holy grail; inactivate energy void */
    385   1.3     lukem 			{
    386   1.3     lukem 				Enrgyvoid.ev_active = FALSE;
    387   1.3     lukem 				writevoid(&Enrgyvoid, loc);
    388   1.3     lukem 				tampered(T_NRGVOID, 0.0, 0.0);
    389   1.3     lukem 			} else
    390   1.3     lukem 				if (Player.p_status != S_CLOAKED)
    391   1.3     lukem 					/* holy grail */
    392   1.3     lukem 					tampered(T_GRAIL, 0.0, 0.0);
    393   1.3     lukem 			break;
    394   1.3     lukem 		} else
    395   1.3     lukem 			loc += SZ_VOIDSTRUCT;
    396   1.1       jtc 
    397   1.3     lukem 	/* now check for other things */
    398   1.3     lukem 	readrecord(&Other, Fileloc);
    399   1.3     lukem 	if (Other.p_tampered != T_OFF)
    400   1.3     lukem 		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
    401   1.1       jtc }
    402   1.1       jtc 
    403  1.11  dholland static void
    404  1.10  dholland tampered(int what, double arg1, double arg2)
    405   1.1       jtc {
    406   1.3     lukem 	long    loc;		/* location in file of other players */
    407   1.1       jtc 
    408   1.3     lukem 	Changed = TRUE;
    409   1.3     lukem 	move(4, 0);
    410   1.1       jtc 
    411   1.3     lukem 	Player.p_tampered = T_OFF;	/* no longer tampered with */
    412   1.1       jtc 
    413   1.3     lukem 	switch (what) {
    414   1.1       jtc 	case T_NRGVOID:
    415   1.3     lukem 		addstr("You've hit an energy void !\n");
    416   1.3     lukem 		Player.p_mana /= 3.0;
    417   1.3     lukem 		Player.p_energy /= 2.0;
    418   1.3     lukem 		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
    419   1.3     lukem 		altercoordinates(0.0, 0.0, A_NEAR);
    420   1.3     lukem 		break;
    421   1.1       jtc 
    422   1.1       jtc 	case T_TRANSPORT:
    423   1.3     lukem 		addstr("The king transported you !  ");
    424   1.3     lukem 		if (Player.p_charms > 0) {
    425   1.3     lukem 			addstr("But your charm saved you. . .\n");
    426   1.3     lukem 			--Player.p_charms;
    427   1.3     lukem 		} else {
    428   1.3     lukem 			altercoordinates(0.0, 0.0, A_FAR);
    429   1.3     lukem 			addch('\n');
    430   1.1       jtc 		}
    431   1.3     lukem 		break;
    432   1.1       jtc 
    433   1.1       jtc 	case T_BESTOW:
    434   1.3     lukem 		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
    435   1.3     lukem 		Player.p_gold += arg1;
    436   1.3     lukem 		break;
    437   1.1       jtc 
    438   1.1       jtc 	case T_CURSED:
    439   1.3     lukem 		addstr("You've been cursed !  ");
    440   1.3     lukem 		if (Player.p_blessing) {
    441   1.3     lukem 			addstr("But your blessing saved you. . .\n");
    442   1.3     lukem 			Player.p_blessing = FALSE;
    443   1.3     lukem 		} else {
    444   1.3     lukem 			addch('\n');
    445   1.3     lukem 			Player.p_poison += 2.0;
    446   1.3     lukem 			Player.p_energy = 10.0;
    447   1.3     lukem 			Player.p_maxenergy *= 0.95;
    448   1.3     lukem 			Player.p_status = S_PLAYING;	/* no longer cloaked */
    449   1.1       jtc 		}
    450   1.3     lukem 		break;
    451   1.1       jtc 
    452   1.1       jtc 	case T_VAPORIZED:
    453   1.3     lukem 		addstr("You have been vaporized!\n");
    454   1.3     lukem 		more(7);
    455   1.3     lukem 		death("Vaporization");
    456   1.3     lukem 		break;
    457   1.1       jtc 
    458   1.1       jtc 	case T_MONSTER:
    459   1.3     lukem 		addstr("The Valar zapped you with a monster!\n");
    460   1.3     lukem 		more(7);
    461   1.3     lukem 		encounter((int) arg1);
    462   1.3     lukem 		return;
    463   1.1       jtc 
    464   1.1       jtc 	case T_BLESSED:
    465   1.3     lukem 		addstr("The Valar has blessed you!\n");
    466   1.3     lukem 		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
    467   1.3     lukem 		Player.p_mana += 500.0;
    468   1.3     lukem 		Player.p_strength += 0.5;
    469   1.3     lukem 		Player.p_brains += 0.5;
    470   1.3     lukem 		Player.p_magiclvl += 0.5;
    471   1.3     lukem 		Player.p_poison = MIN(0.5, Player.p_poison);
    472   1.3     lukem 		break;
    473   1.1       jtc 
    474   1.1       jtc 	case T_RELOCATE:
    475   1.3     lukem 		addstr("You've been relocated. . .\n");
    476   1.3     lukem 		altercoordinates(arg1, arg2, A_FORCED);
    477   1.3     lukem 		break;
    478   1.1       jtc 
    479   1.1       jtc 	case T_HEAL:
    480   1.3     lukem 		addstr("You've been healed!\n");
    481   1.3     lukem 		Player.p_poison -= 0.25;
    482   1.3     lukem 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    483   1.3     lukem 		break;
    484   1.1       jtc 
    485   1.1       jtc 	case T_EXVALAR:
    486   1.3     lukem 		addstr("You are no longer Valar!\n");
    487   1.3     lukem 		Player.p_specialtype = SC_COUNCIL;
    488   1.3     lukem 		break;
    489   1.1       jtc 
    490   1.1       jtc 	case T_GRAIL:
    491   1.3     lukem 		addstr("You have found The Holy Grail!!\n");
    492   1.3     lukem 		if (Player.p_specialtype < SC_COUNCIL)
    493   1.3     lukem 			/* must be council of wise to behold grail */
    494   1.3     lukem 		{
    495   1.3     lukem 			addstr("However, you are not experienced enough to behold it.\n");
    496   1.3     lukem 			Player.p_sin *= Player.p_sin;
    497   1.3     lukem 			Player.p_mana += 1000;
    498   1.3     lukem 		} else
    499   1.3     lukem 			if (Player.p_specialtype == SC_VALAR
    500   1.3     lukem 			    || Player.p_specialtype == SC_EXVALAR) {
    501   1.3     lukem 				addstr("You have made it to the position of Valar once already.\n");
    502   1.3     lukem 				addstr("The Grail is of no more use to you now.\n");
    503   1.3     lukem 			} else {
    504   1.3     lukem 				addstr("It is now time to see if you are worthy to behold it. . .\n");
    505   1.3     lukem 				refresh();
    506   1.3     lukem 				sleep(4);
    507   1.3     lukem 
    508   1.3     lukem 				if (drandom() / 2.0 < Player.p_sin) {
    509   1.3     lukem 					addstr("You have failed!\n");
    510   1.3     lukem 					Player.p_strength =
    511   1.3     lukem 					    Player.p_mana =
    512   1.3     lukem 					    Player.p_energy =
    513   1.3     lukem 					    Player.p_maxenergy =
    514   1.3     lukem 					    Player.p_magiclvl =
    515   1.3     lukem 					    Player.p_brains =
    516   1.3     lukem 					    Player.p_experience =
    517   1.3     lukem 					    Player.p_quickness = 1.0;
    518   1.3     lukem 
    519   1.3     lukem 					altercoordinates(1.0, 1.0, A_FORCED);
    520   1.3     lukem 					Player.p_level = 0.0;
    521   1.3     lukem 				} else {
    522   1.3     lukem 					addstr("You made to position of Valar!\n");
    523   1.3     lukem 					Player.p_specialtype = SC_VALAR;
    524   1.3     lukem 					Player.p_lives = 5;
    525   1.5       jsm 					fseek(Playersfp, 0L, SEEK_SET);
    526   1.3     lukem 					loc = 0L;
    527   1.3     lukem 					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    528   1.3     lukem 						/* search for existing valar */
    529   1.3     lukem 						if (Other.p_specialtype == SC_VALAR
    530   1.3     lukem 						    && Other.p_status != S_NOTUSED)
    531   1.3     lukem 							/* found old valar */
    532   1.3     lukem 						{
    533   1.3     lukem 							Other.p_tampered = T_EXVALAR;
    534   1.3     lukem 							writerecord(&Other, loc);
    535   1.3     lukem 							break;
    536   1.3     lukem 						} else
    537   1.3     lukem 							loc += SZ_PLAYERSTRUCT;
    538   1.3     lukem 				}
    539   1.3     lukem 			}
    540   1.3     lukem 
    541   1.3     lukem 		/* move grail to new location */
    542   1.3     lukem 		Enrgyvoid.ev_active = TRUE;
    543   1.3     lukem 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
    544   1.3     lukem 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
    545   1.3     lukem 		writevoid(&Enrgyvoid, 0L);
    546   1.3     lukem 		break;
    547   1.1       jtc 	}
    548   1.3     lukem 	refresh();
    549   1.3     lukem 	sleep(2);
    550   1.1       jtc }
    551   1.1       jtc 
    552   1.3     lukem void
    553  1.10  dholland userlist(phbool ingameflag)
    554   1.1       jtc {
    555   1.3     lukem 	int     numusers = 0;	/* number of users on file */
    556   1.1       jtc 
    557   1.3     lukem 	if (ingameflag && Player.p_blindness) {
    558   1.3     lukem 		mvaddstr(8, 0, "You cannot see anyone.\n");
    559   1.3     lukem 		return;
    560   1.1       jtc 	}
    561   1.5       jsm 	fseek(Playersfp, 0L, SEEK_SET);
    562   1.3     lukem 	mvaddstr(8, 0,
    563   1.3     lukem 	    "Name                         X         Y    Lvl Type Login    Status\n");
    564   1.1       jtc 
    565   1.3     lukem 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    566   1.3     lukem 		if (Other.p_status == S_NOTUSED
    567   1.3     lukem 		/* record is unused */
    568   1.3     lukem 		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
    569   1.3     lukem 			/* cloaked valar */
    570   1.3     lukem 		{
    571   1.3     lukem 			if (!Wizard)
    572   1.3     lukem 				/* wizard can see everything on file */
    573   1.3     lukem 				continue;
    574   1.3     lukem 		}
    575   1.3     lukem 		++numusers;
    576   1.1       jtc 
    577   1.3     lukem 		if (ingameflag &&
    578   1.1       jtc 		/* must be playing for the rest of these conditions */
    579   1.3     lukem 		    (Player.p_specialtype >= SC_KING
    580   1.1       jtc 		/* kings and higher can see others */
    581   1.3     lukem 			|| Other.p_specialtype >= SC_KING
    582   1.1       jtc 		/* kings and higher can be seen by others */
    583   1.3     lukem 			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
    584   1.1       jtc 		/* those nearer the origin can be seen */
    585   1.3     lukem 			|| Player.p_palantir)
    586   1.1       jtc 		/* palantir enables one to see others */
    587   1.3     lukem 		    && (Other.p_status != S_CLOAKED
    588   1.3     lukem 			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
    589   1.1       jtc 		/* not cloaked; valar can see through cloak with a palantir */
    590   1.3     lukem 		    && Other.p_specialtype != SC_VALAR)
    591   1.3     lukem 			/* not a valar */
    592   1.3     lukem 			/* coordinates should be printed */
    593   1.3     lukem 			printw("%-20s  %8.0f  %8.0f ",
    594   1.3     lukem 			    Other.p_name, Other.p_x, Other.p_y);
    595   1.3     lukem 		else
    596   1.3     lukem 			/* cannot see player's coordinates */
    597   1.3     lukem 			printw("%-20s %19.19s ",
    598   1.3     lukem 			    Other.p_name, descrlocation(&Other, TRUE));
    599   1.3     lukem 
    600   1.3     lukem 		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
    601   1.3     lukem 		    Other.p_login, descrstatus(&Other));
    602   1.3     lukem 
    603   1.3     lukem 		if ((numusers % (LINES - 10)) == 0) {
    604   1.3     lukem 			more(LINES - 1);
    605   1.3     lukem 			move(9, 0);
    606   1.3     lukem 			clrtobot();
    607   1.3     lukem 		}
    608   1.1       jtc 	}
    609   1.1       jtc 
    610   1.3     lukem 	printw("Total players on file = %d\n", numusers);
    611   1.3     lukem 	refresh();
    612   1.1       jtc }
    613   1.1       jtc 
    614   1.3     lukem void
    615  1.10  dholland throneroom(void)
    616   1.1       jtc {
    617   1.3     lukem 	FILE   *fp;		/* to clear energy voids */
    618   1.3     lukem 	long    loc = 0L;	/* location of old king in player file */
    619   1.1       jtc 
    620   1.3     lukem 	if (Player.p_specialtype < SC_KING)
    621   1.3     lukem 		/* not already king -- assumes crown */
    622   1.1       jtc 	{
    623   1.5       jsm 		fseek(Playersfp, 0L, SEEK_SET);
    624   1.3     lukem 		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    625   1.3     lukem 			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
    626   1.3     lukem 				/* found old king */
    627   1.3     lukem 			{
    628   1.3     lukem 				if (Other.p_status != S_OFF)
    629   1.3     lukem 					/* old king is playing */
    630   1.3     lukem 				{
    631   1.3     lukem 					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
    632   1.3     lukem 					altercoordinates(0.0, 0.0, A_NEAR);
    633   1.3     lukem 					move(6, 0);
    634   1.3     lukem 					return;
    635   1.3     lukem 				} else
    636   1.3     lukem 					/* old king is not playing - remove
    637   1.3     lukem 					 * him/her */
    638   1.3     lukem 				{
    639   1.3     lukem 					Other.p_specialtype = SC_NONE;
    640   1.3     lukem 					if (Other.p_crowns)
    641   1.3     lukem 						--Other.p_crowns;
    642   1.3     lukem 					writerecord(&Other, loc);
    643   1.3     lukem 					break;
    644   1.3     lukem 				}
    645   1.3     lukem 			} else
    646   1.3     lukem 				loc += SZ_PLAYERSTRUCT;
    647   1.3     lukem 
    648   1.3     lukem 		/* make player new king */
    649   1.3     lukem 		Changed = TRUE;
    650   1.3     lukem 		Player.p_specialtype = SC_KING;
    651   1.3     lukem 		mvaddstr(4, 0, "You have become king!\n");
    652   1.3     lukem 
    653   1.3     lukem 		/* let everyone else know */
    654   1.3     lukem 		fp = fopen(_PATH_MESS, "w");
    655   1.3     lukem 		fprintf(fp, "All hail the new king!");
    656   1.3     lukem 		fclose(fp);
    657   1.3     lukem 
    658   1.3     lukem 		/* clear all energy voids; retain location of holy grail */
    659   1.5       jsm 		fseek(Energyvoidfp, 0L, SEEK_SET);
    660   1.3     lukem 		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    661   1.3     lukem 		fp = fopen(_PATH_VOID, "w");
    662   1.3     lukem 		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
    663   1.3     lukem 		fclose(fp);
    664   1.1       jtc 	}
    665   1.3     lukem 	mvaddstr(6, 0, "0:Decree  ");
    666   1.1       jtc }
    667   1.1       jtc 
    668   1.3     lukem void
    669  1.10  dholland dotampered(void)
    670   1.1       jtc {
    671   1.3     lukem 	short   tamper;		/* value for tampering with other players */
    672   1.4       jsm 	const char   *option;		/* pointer to option description */
    673   1.3     lukem 	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
    674   1.3     lukem 	int     ch;		/* input */
    675   1.3     lukem 	long    loc;		/* location in energy void file */
    676   1.3     lukem 	FILE   *fp;		/* for opening gold file */
    677   1.1       jtc 
    678   1.1       jtc 	move(6, 0);
    679   1.1       jtc 	clrtoeol();
    680   1.3     lukem 	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
    681   1.3     lukem 		/* king options */
    682   1.3     lukem 	{
    683   1.3     lukem 		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
    684   1.1       jtc 
    685   1.3     lukem 		ch = getanswer(" ", TRUE);
    686   1.3     lukem 		move(6, 0);
    687   1.3     lukem 		clrtoeol();
    688   1.3     lukem 		move(4, 0);
    689   1.3     lukem 		switch (ch) {
    690   1.3     lukem 		case '1':	/* transport someone */
    691   1.3     lukem 			tamper = T_TRANSPORT;
    692   1.3     lukem 			option = "transport";
    693   1.3     lukem 			break;
    694   1.1       jtc 
    695   1.3     lukem 		case '2':	/* curse another */
    696   1.3     lukem 			tamper = T_CURSED;
    697   1.3     lukem 			option = "curse";
    698   1.3     lukem 			break;
    699   1.1       jtc 
    700   1.3     lukem 		case '3':	/* create energy void */
    701   1.6       jsm 			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
    702   1.3     lukem 				/* can only have 20 void active at once */
    703   1.3     lukem 				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
    704   1.3     lukem 			else {
    705   1.3     lukem 				addstr("Enter the X Y coordinates of void ? ");
    706   1.3     lukem 				getstring(Databuf, SZ_DATABUF);
    707   1.3     lukem 				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
    708   1.3     lukem 				Enrgyvoid.ev_x = floor(temp1);
    709   1.3     lukem 				Enrgyvoid.ev_y = floor(temp2);
    710   1.3     lukem 				Enrgyvoid.ev_active = TRUE;
    711   1.3     lukem 				writevoid(&Enrgyvoid, loc);
    712   1.3     lukem 				mvaddstr(5, 0, "It is done.\n");
    713   1.3     lukem 			}
    714   1.3     lukem 			return;
    715   1.3     lukem 
    716   1.3     lukem 		case '4':	/* bestow gold to subject */
    717   1.3     lukem 			tamper = T_BESTOW;
    718   1.3     lukem 			addstr("How much gold to bestow ? ");
    719   1.3     lukem 			temp1 = infloat();
    720   1.3     lukem 			if (temp1 > Player.p_gold || temp1 < 0) {
    721   1.3     lukem 				mvaddstr(5, 0, "You don't have that !\n");
    722   1.3     lukem 				return;
    723   1.3     lukem 			}
    724   1.3     lukem 			/* adjust gold after we are sure it will be given to
    725   1.3     lukem 			 * someone */
    726   1.3     lukem 			option = "give gold to";
    727   1.3     lukem 			break;
    728   1.1       jtc 
    729   1.3     lukem 		case '5':	/* collect accumulated taxes */
    730   1.3     lukem 			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
    731   1.3     lukem 				/* collect taxes */
    732   1.3     lukem 			{
    733   1.3     lukem 				fread((char *) &temp1, sizeof(double), 1, fp);
    734   1.5       jsm 				fseek(fp, 0L, SEEK_SET);
    735   1.3     lukem 				/* clear out value */
    736   1.3     lukem 				temp2 = 0.0;
    737   1.3     lukem 				fwrite((char *) &temp2, sizeof(double), 1, fp);
    738   1.3     lukem 				fclose(fp);
    739   1.3     lukem 			}
    740   1.3     lukem 			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
    741   1.3     lukem 			Player.p_gold += floor(temp1);
    742   1.3     lukem 			return;
    743   1.3     lukem 
    744   1.3     lukem 		default:
    745   1.3     lukem 			return;
    746   1.3     lukem 		}
    747   1.3     lukem 		/* end of king options */
    748   1.3     lukem 	} else
    749   1.3     lukem 		/* council of wise, valar, wizard options */
    750   1.3     lukem 	{
    751   1.3     lukem 		addstr("1:Heal  ");
    752   1.3     lukem 		if (Player.p_palantir || Wizard)
    753   1.3     lukem 			addstr("2:Seek Grail  ");
    754   1.3     lukem 		if (Player.p_specialtype == SC_VALAR || Wizard)
    755   1.3     lukem 			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
    756   1.3     lukem 		if (Wizard)
    757   1.3     lukem 			addstr("6:Vaporize  ");
    758   1.1       jtc 
    759   1.3     lukem 		ch = getanswer(" ", TRUE);
    760   1.3     lukem 		if (!Wizard) {
    761   1.3     lukem 			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
    762   1.3     lukem 				ILLCMD();
    763   1.3     lukem 				return;
    764   1.3     lukem 			}
    765   1.3     lukem 			if (Player.p_mana < MM_INTERVENE) {
    766   1.3     lukem 				mvaddstr(5, 0, "No mana left.\n");
    767   1.3     lukem 				return;
    768   1.3     lukem 			} else
    769   1.3     lukem 				Player.p_mana -= MM_INTERVENE;
    770   1.3     lukem 		}
    771   1.3     lukem 		switch (ch) {
    772   1.3     lukem 		case '1':	/* heal another */
    773   1.3     lukem 			tamper = T_HEAL;
    774   1.3     lukem 			option = "heal";
    775   1.3     lukem 			break;
    776   1.1       jtc 
    777   1.3     lukem 		case '2':	/* seek grail */
    778   1.3     lukem 			if (Player.p_palantir)
    779   1.3     lukem 				/* need a palantir to seek */
    780   1.3     lukem 			{
    781   1.5       jsm 				fseek(Energyvoidfp, 0L, SEEK_SET);
    782   1.3     lukem 				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    783   1.3     lukem 				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
    784   1.3     lukem 				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
    785   1.3     lukem 				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
    786   1.3     lukem 			} else
    787   1.3     lukem 				/* no palantir */
    788   1.3     lukem 				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
    789   1.3     lukem 			return;
    790   1.3     lukem 
    791   1.3     lukem 		case '3':	/* lob monster at someone */
    792   1.3     lukem 			mvaddstr(4, 0, "Which monster [0-99] ? ");
    793   1.3     lukem 			temp1 = infloat();
    794   1.3     lukem 			temp1 = MAX(0.0, MIN(99.0, temp1));
    795   1.3     lukem 			tamper = T_MONSTER;
    796   1.3     lukem 			option = "throw a monster at";
    797   1.3     lukem 			break;
    798   1.1       jtc 
    799   1.3     lukem 		case '4':	/* move another player */
    800   1.3     lukem 			mvaddstr(4, 0, "New X Y coordinates ? ");
    801   1.3     lukem 			getstring(Databuf, SZ_DATABUF);
    802   1.3     lukem 			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
    803   1.3     lukem 			tamper = T_RELOCATE;
    804   1.3     lukem 			option = "relocate";
    805   1.3     lukem 			break;
    806   1.1       jtc 
    807   1.3     lukem 		case '5':	/* bless a player */
    808   1.3     lukem 			tamper = T_BLESSED;
    809   1.3     lukem 			option = "bless";
    810   1.3     lukem 			break;
    811   1.1       jtc 
    812   1.3     lukem 		case '6':	/* kill off a player */
    813   1.3     lukem 			if (Wizard) {
    814   1.3     lukem 				tamper = T_VAPORIZED;
    815   1.3     lukem 				option = "vaporize";
    816   1.3     lukem 				break;
    817   1.3     lukem 			} else
    818   1.3     lukem 				return;
    819   1.1       jtc 
    820   1.3     lukem 		default:
    821   1.3     lukem 			return;
    822   1.3     lukem 		}
    823   1.1       jtc 
    824   1.3     lukem 		/* adjust age after we are sure intervention will be done */
    825   1.3     lukem 		/* end of valar, etc. options */
    826   1.1       jtc 	}
    827   1.1       jtc 
    828   1.3     lukem 	for (;;)
    829   1.3     lukem 		/* prompt for player to affect */
    830   1.1       jtc 	{
    831   1.3     lukem 		mvprintw(4, 0, "Who do you want to %s ? ", option);
    832   1.3     lukem 		getstring(Databuf, SZ_DATABUF);
    833   1.3     lukem 		truncstring(Databuf);
    834   1.1       jtc 
    835   1.3     lukem 		if (Databuf[0] == '\0')
    836   1.3     lukem 			userlist(TRUE);
    837   1.3     lukem 		else
    838   1.3     lukem 			break;
    839   1.1       jtc 	}
    840   1.1       jtc 
    841   1.3     lukem 	if (strcmp(Player.p_name, Databuf) != 0)
    842   1.3     lukem 		/* name other than self */
    843   1.1       jtc 	{
    844   1.3     lukem 		if ((loc = findname(Databuf, &Other)) >= 0L) {
    845   1.3     lukem 			if (Other.p_tampered != T_OFF) {
    846   1.3     lukem 				mvaddstr(5, 0, "That person has something pending already.\n");
    847   1.3     lukem 				return;
    848   1.3     lukem 			} else {
    849   1.3     lukem 				if (tamper == T_RELOCATE
    850   1.3     lukem 				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
    851   1.3     lukem 				    && !Wizard)
    852   1.3     lukem 					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
    853   1.3     lukem 				else {
    854   1.3     lukem 					if (tamper == T_BESTOW)
    855   1.3     lukem 						Player.p_gold -= floor(temp1);
    856   1.3     lukem 					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
    857   1.3     lukem 						tamper == T_RELOCATE || tamper == T_BLESSED))
    858   1.3     lukem 						Player.p_age += N_AGE;	/* age penalty */
    859   1.3     lukem 					Other.p_tampered = tamper;
    860   1.3     lukem 					Other.p_1scratch = floor(temp1);
    861   1.3     lukem 					Other.p_2scratch = floor(temp2);
    862   1.3     lukem 					writerecord(&Other, loc);
    863   1.3     lukem 					mvaddstr(5, 0, "It is done.\n");
    864   1.3     lukem 				}
    865   1.3     lukem 				return;
    866   1.3     lukem 			}
    867   1.3     lukem 		} else
    868   1.3     lukem 			/* player not found */
    869   1.3     lukem 			mvaddstr(5, 0, "There is no one by that name.\n");
    870   1.3     lukem 	} else
    871   1.3     lukem 		/* self */
    872   1.3     lukem 		mvaddstr(5, 0, "You may not do it to yourself!\n");
    873   1.1       jtc }
    874   1.1       jtc 
    875   1.3     lukem void
    876  1.10  dholland writevoid(struct energyvoid *vp, long loc)
    877   1.1       jtc {
    878   1.1       jtc 
    879   1.5       jsm 	fseek(Energyvoidfp, loc, SEEK_SET);
    880   1.3     lukem 	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    881   1.3     lukem 	fflush(Energyvoidfp);
    882   1.5       jsm 	fseek(Energyvoidfp, 0L, SEEK_SET);
    883   1.1       jtc }
    884   1.1       jtc 
    885  1.11  dholland static long
    886  1.10  dholland allocvoid(void)
    887   1.1       jtc {
    888   1.3     lukem 	long    loc = 0L;	/* location of new energy void */
    889   1.1       jtc 
    890   1.5       jsm 	fseek(Energyvoidfp, 0L, SEEK_SET);
    891   1.3     lukem 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
    892   1.3     lukem 		if (Enrgyvoid.ev_active)
    893   1.3     lukem 			loc += SZ_VOIDSTRUCT;
    894   1.3     lukem 		else
    895   1.3     lukem 			break;
    896   1.1       jtc 
    897   1.3     lukem 	return (loc);
    898   1.1       jtc }
    899