interplayer.c revision 1.10 1 1.10 dholland /* $NetBSD: interplayer.c,v 1.10 2009/05/25 23:08:45 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 1.1 jtc #include "include.h"
8 1.8 he #undef bool
9 1.7 ross #include <curses.h>
10 1.1 jtc
11 1.3 lukem void
12 1.10 dholland checkbattle(void)
13 1.1 jtc {
14 1.3 lukem long foeloc = 0L; /* location in file of person to fight */
15 1.1 jtc
16 1.3 lukem Users = 0;
17 1.5 jsm fseek(Playersfp, 0L, SEEK_SET);
18 1.1 jtc
19 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
20 1.3 lukem if (Other.p_status != S_OFF
21 1.3 lukem && Other.p_status != S_NOTUSED
22 1.3 lukem && Other.p_status != S_HUNGUP
23 1.3 lukem && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
24 1.3 lukem /* player is on and not a cloaked valar */
25 1.3 lukem {
26 1.3 lukem ++Users;
27 1.3 lukem
28 1.3 lukem if (Player.p_x == Other.p_x
29 1.3 lukem && Player.p_y == Other.p_y
30 1.3 lukem /* same coordinates */
31 1.3 lukem && foeloc != Fileloc
32 1.3 lukem /* not self */
33 1.3 lukem && Player.p_status == S_PLAYING
34 1.3 lukem && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
35 1.3 lukem /* both are playing */
36 1.3 lukem && Other.p_specialtype != SC_VALAR
37 1.3 lukem && Player.p_specialtype != SC_VALAR)
38 1.3 lukem /* neither is valar */
39 1.3 lukem {
40 1.3 lukem battleplayer(foeloc);
41 1.3 lukem return;
42 1.3 lukem }
43 1.1 jtc }
44 1.3 lukem foeloc += SZ_PLAYERSTRUCT;
45 1.1 jtc }
46 1.1 jtc }
47 1.1 jtc
48 1.3 lukem void
49 1.10 dholland battleplayer(long foeplace)
50 1.1 jtc {
51 1.3 lukem double dtemp; /* for temporary calculations */
52 1.3 lukem double oldhits = 0.0; /* previous damage inflicted by foe */
53 1.3 lukem int loop; /* for timing out */
54 1.3 lukem int ch; /* input */
55 1.3 lukem short oldtampered; /* old value of foe's p_tampered */
56 1.3 lukem
57 1.3 lukem Lines = 8;
58 1.3 lukem Luckout = FALSE;
59 1.3 lukem mvaddstr(4, 0, "Preparing for battle!\n");
60 1.3 lukem refresh();
61 1.1 jtc
62 1.1 jtc #ifdef SYS5
63 1.3 lukem flushinp();
64 1.1 jtc #endif
65 1.1 jtc
66 1.3 lukem /* set up variables, file, etc. */
67 1.3 lukem Player.p_status = S_INBATTLE;
68 1.3 lukem Shield = Player.p_energy;
69 1.3 lukem
70 1.3 lukem /* if p_tampered is not 0, someone else may try to change it (king,
71 1.3 lukem * etc.) */
72 1.3 lukem Player.p_tampered = oldtampered = 1;
73 1.3 lukem Player.p_1scratch = 0.0;
74 1.3 lukem Player.p_istat = I_OFF;
75 1.3 lukem
76 1.3 lukem readrecord(&Other, foeplace);
77 1.3 lukem if (fabs(Player.p_level - Other.p_level) > 20.0)
78 1.3 lukem /* see if players are greatly mismatched */
79 1.1 jtc {
80 1.3 lukem dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
81 1.3 lukem if (dtemp < -0.5)
82 1.3 lukem /* foe outweighs this one */
83 1.3 lukem Player.p_speed *= 2.0;
84 1.1 jtc }
85 1.3 lukem writerecord(&Player, Fileloc); /* write out all our info */
86 1.1 jtc
87 1.3 lukem if (Player.p_blindness)
88 1.3 lukem Enemyname = "someone";
89 1.3 lukem else
90 1.3 lukem Enemyname = Other.p_name;
91 1.1 jtc
92 1.3 lukem mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
93 1.3 lukem refresh();
94 1.1 jtc
95 1.3 lukem for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
96 1.3 lukem /* wait for foe to respond */
97 1.1 jtc {
98 1.3 lukem readrecord(&Other, foeplace);
99 1.3 lukem sleep(1);
100 1.1 jtc }
101 1.1 jtc
102 1.3 lukem if (Other.p_status != S_INBATTLE)
103 1.3 lukem /* foe did not respond */
104 1.1 jtc {
105 1.3 lukem mvprintw(5, 0, "%s is not responding.\n", Enemyname);
106 1.3 lukem goto LEAVE;
107 1.1 jtc }
108 1.3 lukem /* else, we are ready to battle */
109 1.1 jtc
110 1.3 lukem move(4, 0);
111 1.3 lukem clrtoeol();
112 1.1 jtc
113 1.3 lukem /*
114 1.3 lukem * determine who is first master
115 1.3 lukem * if neither player is faster, check level
116 1.3 lukem * if neither level is greater, battle is not allowed
117 1.3 lukem * (this should never happen, but we have to handle it)
118 1.3 lukem */
119 1.3 lukem if (Player.p_speed > Other.p_speed)
120 1.3 lukem Foestrikes = FALSE;
121 1.1 jtc else
122 1.3 lukem if (Other.p_speed > Player.p_speed)
123 1.3 lukem Foestrikes = TRUE;
124 1.3 lukem else
125 1.3 lukem if (Player.p_level > Other.p_level)
126 1.3 lukem Foestrikes = FALSE;
127 1.3 lukem else
128 1.3 lukem if (Other.p_level > Player.p_level)
129 1.3 lukem Foestrikes = TRUE;
130 1.3 lukem else
131 1.3 lukem /* no one is faster */
132 1.3 lukem {
133 1.3 lukem printw("You can't fight %s yet.", Enemyname);
134 1.3 lukem goto LEAVE;
135 1.3 lukem }
136 1.3 lukem
137 1.3 lukem for (;;) {
138 1.3 lukem displaystats();
139 1.3 lukem readmessage();
140 1.3 lukem mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
141 1.3 lukem
142 1.3 lukem if (!Foestrikes)
143 1.3 lukem /* take action against foe */
144 1.3 lukem myturn();
145 1.3 lukem else
146 1.3 lukem /* wait for foe to take action */
147 1.1 jtc {
148 1.3 lukem mvaddstr(4, 0, "Waiting...\n");
149 1.3 lukem clrtoeol();
150 1.3 lukem refresh();
151 1.3 lukem
152 1.3 lukem for (loop = 0; loop < 20; ++loop)
153 1.3 lukem /* wait for foe to act */
154 1.3 lukem {
155 1.3 lukem readrecord(&Other, foeplace);
156 1.3 lukem if (Other.p_1scratch != oldhits)
157 1.3 lukem /* p_1scratch changes to indicate
158 1.3 lukem * action */
159 1.3 lukem break;
160 1.3 lukem else
161 1.3 lukem /* wait and try again */
162 1.3 lukem {
163 1.3 lukem sleep(1);
164 1.3 lukem addch('.');
165 1.3 lukem refresh();
166 1.3 lukem }
167 1.3 lukem }
168 1.3 lukem
169 1.3 lukem if (Other.p_1scratch == oldhits) {
170 1.3 lukem /* timeout */
171 1.3 lukem mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
172 1.3 lukem ch = getanswer("NY", FALSE);
173 1.3 lukem move(22, 0);
174 1.3 lukem clrtobot();
175 1.3 lukem if (ch == 'Y')
176 1.3 lukem continue;
177 1.3 lukem else
178 1.3 lukem break;
179 1.3 lukem } else
180 1.3 lukem /* foe took action */
181 1.3 lukem {
182 1.3 lukem switch (Other.p_istat) {
183 1.3 lukem case I_RAN: /* foe ran away */
184 1.3 lukem mvprintw(Lines++, 0, "%s ran away!", Enemyname);
185 1.3 lukem break;
186 1.3 lukem
187 1.3 lukem case I_STUCK: /* foe tried to run, but
188 1.3 lukem * couldn't */
189 1.3 lukem mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
190 1.3 lukem break;
191 1.3 lukem
192 1.3 lukem case I_BLEWIT: /* foe tried to luckout, but
193 1.3 lukem * didn't */
194 1.3 lukem mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
195 1.3 lukem break;
196 1.3 lukem
197 1.3 lukem default:
198 1.3 lukem dtemp = Other.p_1scratch - oldhits;
199 1.3 lukem mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
200 1.3 lukem Shield -= dtemp;
201 1.3 lukem break;
202 1.3 lukem }
203 1.3 lukem
204 1.3 lukem oldhits = Other.p_1scratch; /* keep track of old
205 1.3 lukem * hits */
206 1.3 lukem
207 1.3 lukem if (Other.p_tampered != oldtampered)
208 1.3 lukem /* p_tampered changes to relinquish
209 1.3 lukem * turn */
210 1.3 lukem {
211 1.3 lukem oldtampered = Other.p_tampered;
212 1.3 lukem Foestrikes = FALSE;
213 1.3 lukem }
214 1.3 lukem }
215 1.1 jtc }
216 1.1 jtc
217 1.3 lukem /* decide what happens next */
218 1.3 lukem refresh();
219 1.3 lukem if (Lines > LINES - 2) {
220 1.3 lukem more(Lines);
221 1.3 lukem move(Lines = 8, 0);
222 1.3 lukem clrtobot();
223 1.3 lukem }
224 1.3 lukem if (Other.p_istat == I_KILLED || Shield < 0.0)
225 1.3 lukem /* we died */
226 1.1 jtc {
227 1.3 lukem Shield = -2.0; /* insure this value is negative */
228 1.3 lukem break;
229 1.1 jtc }
230 1.3 lukem if (Player.p_istat == I_KILLED)
231 1.3 lukem /* we killed foe; award treasre */
232 1.1 jtc {
233 1.3 lukem mvprintw(Lines++, 0, "You killed %s!", Enemyname);
234 1.3 lukem Player.p_experience += Other.p_experience;
235 1.3 lukem Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
236 1.3 lukem Player.p_amulets += Other.p_amulets;
237 1.3 lukem Player.p_charms += Other.p_charms;
238 1.3 lukem collecttaxes(Other.p_gold, Other.p_gems);
239 1.3 lukem Player.p_sword = MAX(Player.p_sword, Other.p_sword);
240 1.3 lukem Player.p_shield = MAX(Player.p_shield, Other.p_shield);
241 1.3 lukem Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
242 1.3 lukem if (Other.p_virgin && !Player.p_virgin) {
243 1.3 lukem mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
244 1.3 lukem if ((ch = getanswer("YN", FALSE)) == 'Y')
245 1.3 lukem Player.p_virgin = TRUE;
246 1.3 lukem else {
247 1.3 lukem ++Player.p_sin;
248 1.3 lukem Player.p_experience += 8000.0;
249 1.3 lukem }
250 1.3 lukem }
251 1.3 lukem sleep(3); /* give other person time to die */
252 1.1 jtc break;
253 1.3 lukem } else
254 1.3 lukem if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
255 1.3 lukem /* either player ran away */
256 1.3 lukem break;
257 1.3 lukem }
258 1.1 jtc
259 1.3 lukem LEAVE:
260 1.3 lukem /* clean up things and leave */
261 1.3 lukem writerecord(&Player, Fileloc); /* update a final time */
262 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
263 1.3 lukem Player.p_energy = Shield; /* set energy to actual value */
264 1.3 lukem Player.p_tampered = T_OFF; /* clear p_tampered */
265 1.1 jtc
266 1.3 lukem more(Lines); /* pause */
267 1.1 jtc
268 1.3 lukem move(4, 0);
269 1.3 lukem clrtobot(); /* clear bottom area of screen */
270 1.1 jtc
271 1.3 lukem if (Player.p_energy < 0.0)
272 1.3 lukem /* we are dead */
273 1.3 lukem death("Interterminal battle");
274 1.1 jtc }
275 1.1 jtc
276 1.3 lukem void
277 1.10 dholland myturn(void)
278 1.1 jtc {
279 1.3 lukem double dtemp; /* for temporary calculations */
280 1.3 lukem int ch; /* input */
281 1.1 jtc
282 1.3 lukem mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
283 1.3 lukem if (Luckout)
284 1.3 lukem clrtoeol();
285 1.3 lukem else
286 1.3 lukem addstr("4:Luckout ");
287 1.1 jtc
288 1.3 lukem ch = inputoption();
289 1.3 lukem move(Lines = 8, 0);
290 1.3 lukem clrtobot();
291 1.3 lukem
292 1.3 lukem switch (ch) {
293 1.3 lukem default: /* fight */
294 1.3 lukem dtemp = ROLL(2.0, Player.p_might);
295 1.3 lukem HIT:
296 1.3 lukem mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
297 1.3 lukem Player.p_sin += 0.5;
298 1.3 lukem Player.p_1scratch += dtemp;
299 1.3 lukem Player.p_istat = I_OFF;
300 1.3 lukem break;
301 1.1 jtc
302 1.3 lukem case '2': /* run away */
303 1.3 lukem Player.p_1scratch -= 1.0; /* change this to indicate
304 1.3 lukem * action */
305 1.3 lukem if (drandom() > 0.25) {
306 1.3 lukem mvaddstr(Lines++, 0, "You got away!");
307 1.3 lukem Player.p_istat = I_RAN;
308 1.3 lukem } else {
309 1.3 lukem mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
310 1.3 lukem Player.p_istat = I_STUCK;
311 1.1 jtc }
312 1.3 lukem break;
313 1.3 lukem
314 1.3 lukem case '3': /* power blast */
315 1.3 lukem dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
316 1.3 lukem Player.p_mana -= dtemp;
317 1.3 lukem dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
318 1.3 lukem mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
319 1.3 lukem goto HIT;
320 1.3 lukem
321 1.3 lukem case '4': /* luckout */
322 1.3 lukem if (Luckout || drandom() > 0.1) {
323 1.3 lukem if (Luckout)
324 1.3 lukem mvaddstr(Lines++, 0, "You already tried that!");
325 1.3 lukem else {
326 1.3 lukem mvaddstr(Lines++, 0, "Not this time . . .");
327 1.3 lukem Luckout = TRUE;
328 1.3 lukem }
329 1.3 lukem
330 1.3 lukem Player.p_1scratch -= 1.0;
331 1.3 lukem Player.p_istat = I_BLEWIT;
332 1.3 lukem } else {
333 1.3 lukem mvaddstr(Lines++, 0, "You just lucked out!");
334 1.3 lukem Player.p_1scratch = Other.p_energy * 1.1;
335 1.1 jtc }
336 1.3 lukem break;
337 1.3 lukem }
338 1.1 jtc
339 1.3 lukem refresh();
340 1.3 lukem Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
341 1.1 jtc
342 1.3 lukem if (Player.p_1scratch > Other.p_energy)
343 1.3 lukem Player.p_istat = I_KILLED;
344 1.3 lukem else
345 1.3 lukem if (drandom() * Player.p_speed < drandom() * Other.p_speed)
346 1.3 lukem /* relinquish control */
347 1.1 jtc {
348 1.3 lukem ++Player.p_tampered;
349 1.3 lukem Foestrikes = TRUE;
350 1.1 jtc }
351 1.3 lukem writerecord(&Player, Fileloc); /* let foe know what we did */
352 1.1 jtc }
353 1.1 jtc
354 1.3 lukem void
355 1.10 dholland checktampered(void)
356 1.1 jtc {
357 1.3 lukem long loc = 0L; /* location in energy void file */
358 1.1 jtc
359 1.3 lukem /* first check for energy voids */
360 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
361 1.3 lukem while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
362 1.3 lukem if (Enrgyvoid.ev_active
363 1.3 lukem && Enrgyvoid.ev_x == Player.p_x
364 1.3 lukem && Enrgyvoid.ev_y == Player.p_y)
365 1.3 lukem /* sitting on one */
366 1.3 lukem {
367 1.3 lukem if (loc > 0L)
368 1.3 lukem /* not the holy grail; inactivate energy void */
369 1.3 lukem {
370 1.3 lukem Enrgyvoid.ev_active = FALSE;
371 1.3 lukem writevoid(&Enrgyvoid, loc);
372 1.3 lukem tampered(T_NRGVOID, 0.0, 0.0);
373 1.3 lukem } else
374 1.3 lukem if (Player.p_status != S_CLOAKED)
375 1.3 lukem /* holy grail */
376 1.3 lukem tampered(T_GRAIL, 0.0, 0.0);
377 1.3 lukem break;
378 1.3 lukem } else
379 1.3 lukem loc += SZ_VOIDSTRUCT;
380 1.1 jtc
381 1.3 lukem /* now check for other things */
382 1.3 lukem readrecord(&Other, Fileloc);
383 1.3 lukem if (Other.p_tampered != T_OFF)
384 1.3 lukem tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
385 1.1 jtc }
386 1.1 jtc
387 1.3 lukem void
388 1.10 dholland tampered(int what, double arg1, double arg2)
389 1.1 jtc {
390 1.3 lukem long loc; /* location in file of other players */
391 1.1 jtc
392 1.3 lukem Changed = TRUE;
393 1.3 lukem move(4, 0);
394 1.1 jtc
395 1.3 lukem Player.p_tampered = T_OFF; /* no longer tampered with */
396 1.1 jtc
397 1.3 lukem switch (what) {
398 1.1 jtc case T_NRGVOID:
399 1.3 lukem addstr("You've hit an energy void !\n");
400 1.3 lukem Player.p_mana /= 3.0;
401 1.3 lukem Player.p_energy /= 2.0;
402 1.3 lukem Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
403 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
404 1.3 lukem break;
405 1.1 jtc
406 1.1 jtc case T_TRANSPORT:
407 1.3 lukem addstr("The king transported you ! ");
408 1.3 lukem if (Player.p_charms > 0) {
409 1.3 lukem addstr("But your charm saved you. . .\n");
410 1.3 lukem --Player.p_charms;
411 1.3 lukem } else {
412 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
413 1.3 lukem addch('\n');
414 1.1 jtc }
415 1.3 lukem break;
416 1.1 jtc
417 1.1 jtc case T_BESTOW:
418 1.3 lukem printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
419 1.3 lukem Player.p_gold += arg1;
420 1.3 lukem break;
421 1.1 jtc
422 1.1 jtc case T_CURSED:
423 1.3 lukem addstr("You've been cursed ! ");
424 1.3 lukem if (Player.p_blessing) {
425 1.3 lukem addstr("But your blessing saved you. . .\n");
426 1.3 lukem Player.p_blessing = FALSE;
427 1.3 lukem } else {
428 1.3 lukem addch('\n');
429 1.3 lukem Player.p_poison += 2.0;
430 1.3 lukem Player.p_energy = 10.0;
431 1.3 lukem Player.p_maxenergy *= 0.95;
432 1.3 lukem Player.p_status = S_PLAYING; /* no longer cloaked */
433 1.1 jtc }
434 1.3 lukem break;
435 1.1 jtc
436 1.1 jtc case T_VAPORIZED:
437 1.3 lukem addstr("You have been vaporized!\n");
438 1.3 lukem more(7);
439 1.3 lukem death("Vaporization");
440 1.3 lukem break;
441 1.1 jtc
442 1.1 jtc case T_MONSTER:
443 1.3 lukem addstr("The Valar zapped you with a monster!\n");
444 1.3 lukem more(7);
445 1.3 lukem encounter((int) arg1);
446 1.3 lukem return;
447 1.1 jtc
448 1.1 jtc case T_BLESSED:
449 1.3 lukem addstr("The Valar has blessed you!\n");
450 1.3 lukem Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
451 1.3 lukem Player.p_mana += 500.0;
452 1.3 lukem Player.p_strength += 0.5;
453 1.3 lukem Player.p_brains += 0.5;
454 1.3 lukem Player.p_magiclvl += 0.5;
455 1.3 lukem Player.p_poison = MIN(0.5, Player.p_poison);
456 1.3 lukem break;
457 1.1 jtc
458 1.1 jtc case T_RELOCATE:
459 1.3 lukem addstr("You've been relocated. . .\n");
460 1.3 lukem altercoordinates(arg1, arg2, A_FORCED);
461 1.3 lukem break;
462 1.1 jtc
463 1.1 jtc case T_HEAL:
464 1.3 lukem addstr("You've been healed!\n");
465 1.3 lukem Player.p_poison -= 0.25;
466 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
467 1.3 lukem break;
468 1.1 jtc
469 1.1 jtc case T_EXVALAR:
470 1.3 lukem addstr("You are no longer Valar!\n");
471 1.3 lukem Player.p_specialtype = SC_COUNCIL;
472 1.3 lukem break;
473 1.1 jtc
474 1.1 jtc case T_GRAIL:
475 1.3 lukem addstr("You have found The Holy Grail!!\n");
476 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
477 1.3 lukem /* must be council of wise to behold grail */
478 1.3 lukem {
479 1.3 lukem addstr("However, you are not experienced enough to behold it.\n");
480 1.3 lukem Player.p_sin *= Player.p_sin;
481 1.3 lukem Player.p_mana += 1000;
482 1.3 lukem } else
483 1.3 lukem if (Player.p_specialtype == SC_VALAR
484 1.3 lukem || Player.p_specialtype == SC_EXVALAR) {
485 1.3 lukem addstr("You have made it to the position of Valar once already.\n");
486 1.3 lukem addstr("The Grail is of no more use to you now.\n");
487 1.3 lukem } else {
488 1.3 lukem addstr("It is now time to see if you are worthy to behold it. . .\n");
489 1.3 lukem refresh();
490 1.3 lukem sleep(4);
491 1.3 lukem
492 1.3 lukem if (drandom() / 2.0 < Player.p_sin) {
493 1.3 lukem addstr("You have failed!\n");
494 1.3 lukem Player.p_strength =
495 1.3 lukem Player.p_mana =
496 1.3 lukem Player.p_energy =
497 1.3 lukem Player.p_maxenergy =
498 1.3 lukem Player.p_magiclvl =
499 1.3 lukem Player.p_brains =
500 1.3 lukem Player.p_experience =
501 1.3 lukem Player.p_quickness = 1.0;
502 1.3 lukem
503 1.3 lukem altercoordinates(1.0, 1.0, A_FORCED);
504 1.3 lukem Player.p_level = 0.0;
505 1.3 lukem } else {
506 1.3 lukem addstr("You made to position of Valar!\n");
507 1.3 lukem Player.p_specialtype = SC_VALAR;
508 1.3 lukem Player.p_lives = 5;
509 1.5 jsm fseek(Playersfp, 0L, SEEK_SET);
510 1.3 lukem loc = 0L;
511 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
512 1.3 lukem /* search for existing valar */
513 1.3 lukem if (Other.p_specialtype == SC_VALAR
514 1.3 lukem && Other.p_status != S_NOTUSED)
515 1.3 lukem /* found old valar */
516 1.3 lukem {
517 1.3 lukem Other.p_tampered = T_EXVALAR;
518 1.3 lukem writerecord(&Other, loc);
519 1.3 lukem break;
520 1.3 lukem } else
521 1.3 lukem loc += SZ_PLAYERSTRUCT;
522 1.3 lukem }
523 1.3 lukem }
524 1.3 lukem
525 1.3 lukem /* move grail to new location */
526 1.3 lukem Enrgyvoid.ev_active = TRUE;
527 1.3 lukem Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
528 1.3 lukem Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
529 1.3 lukem writevoid(&Enrgyvoid, 0L);
530 1.3 lukem break;
531 1.1 jtc }
532 1.3 lukem refresh();
533 1.3 lukem sleep(2);
534 1.1 jtc }
535 1.1 jtc
536 1.3 lukem void
537 1.10 dholland userlist(phbool ingameflag)
538 1.1 jtc {
539 1.3 lukem int numusers = 0; /* number of users on file */
540 1.1 jtc
541 1.3 lukem if (ingameflag && Player.p_blindness) {
542 1.3 lukem mvaddstr(8, 0, "You cannot see anyone.\n");
543 1.3 lukem return;
544 1.1 jtc }
545 1.5 jsm fseek(Playersfp, 0L, SEEK_SET);
546 1.3 lukem mvaddstr(8, 0,
547 1.3 lukem "Name X Y Lvl Type Login Status\n");
548 1.1 jtc
549 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
550 1.3 lukem if (Other.p_status == S_NOTUSED
551 1.3 lukem /* record is unused */
552 1.3 lukem || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
553 1.3 lukem /* cloaked valar */
554 1.3 lukem {
555 1.3 lukem if (!Wizard)
556 1.3 lukem /* wizard can see everything on file */
557 1.3 lukem continue;
558 1.3 lukem }
559 1.3 lukem ++numusers;
560 1.1 jtc
561 1.3 lukem if (ingameflag &&
562 1.1 jtc /* must be playing for the rest of these conditions */
563 1.3 lukem (Player.p_specialtype >= SC_KING
564 1.1 jtc /* kings and higher can see others */
565 1.3 lukem || Other.p_specialtype >= SC_KING
566 1.1 jtc /* kings and higher can be seen by others */
567 1.3 lukem || Circle >= CIRCLE(Other.p_x, Other.p_y)
568 1.1 jtc /* those nearer the origin can be seen */
569 1.3 lukem || Player.p_palantir)
570 1.1 jtc /* palantir enables one to see others */
571 1.3 lukem && (Other.p_status != S_CLOAKED
572 1.3 lukem || (Player.p_specialtype == SC_VALAR && Player.p_palantir))
573 1.1 jtc /* not cloaked; valar can see through cloak with a palantir */
574 1.3 lukem && Other.p_specialtype != SC_VALAR)
575 1.3 lukem /* not a valar */
576 1.3 lukem /* coordinates should be printed */
577 1.3 lukem printw("%-20s %8.0f %8.0f ",
578 1.3 lukem Other.p_name, Other.p_x, Other.p_y);
579 1.3 lukem else
580 1.3 lukem /* cannot see player's coordinates */
581 1.3 lukem printw("%-20s %19.19s ",
582 1.3 lukem Other.p_name, descrlocation(&Other, TRUE));
583 1.3 lukem
584 1.3 lukem printw("%6.0f %s %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
585 1.3 lukem Other.p_login, descrstatus(&Other));
586 1.3 lukem
587 1.3 lukem if ((numusers % (LINES - 10)) == 0) {
588 1.3 lukem more(LINES - 1);
589 1.3 lukem move(9, 0);
590 1.3 lukem clrtobot();
591 1.3 lukem }
592 1.1 jtc }
593 1.1 jtc
594 1.3 lukem printw("Total players on file = %d\n", numusers);
595 1.3 lukem refresh();
596 1.1 jtc }
597 1.1 jtc
598 1.3 lukem void
599 1.10 dholland throneroom(void)
600 1.1 jtc {
601 1.3 lukem FILE *fp; /* to clear energy voids */
602 1.3 lukem long loc = 0L; /* location of old king in player file */
603 1.1 jtc
604 1.3 lukem if (Player.p_specialtype < SC_KING)
605 1.3 lukem /* not already king -- assumes crown */
606 1.1 jtc {
607 1.5 jsm fseek(Playersfp, 0L, SEEK_SET);
608 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
609 1.3 lukem if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
610 1.3 lukem /* found old king */
611 1.3 lukem {
612 1.3 lukem if (Other.p_status != S_OFF)
613 1.3 lukem /* old king is playing */
614 1.3 lukem {
615 1.3 lukem mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
616 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
617 1.3 lukem move(6, 0);
618 1.3 lukem return;
619 1.3 lukem } else
620 1.3 lukem /* old king is not playing - remove
621 1.3 lukem * him/her */
622 1.3 lukem {
623 1.3 lukem Other.p_specialtype = SC_NONE;
624 1.3 lukem if (Other.p_crowns)
625 1.3 lukem --Other.p_crowns;
626 1.3 lukem writerecord(&Other, loc);
627 1.3 lukem break;
628 1.3 lukem }
629 1.3 lukem } else
630 1.3 lukem loc += SZ_PLAYERSTRUCT;
631 1.3 lukem
632 1.3 lukem /* make player new king */
633 1.3 lukem Changed = TRUE;
634 1.3 lukem Player.p_specialtype = SC_KING;
635 1.3 lukem mvaddstr(4, 0, "You have become king!\n");
636 1.3 lukem
637 1.3 lukem /* let everyone else know */
638 1.3 lukem fp = fopen(_PATH_MESS, "w");
639 1.3 lukem fprintf(fp, "All hail the new king!");
640 1.3 lukem fclose(fp);
641 1.3 lukem
642 1.3 lukem /* clear all energy voids; retain location of holy grail */
643 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
644 1.3 lukem fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
645 1.3 lukem fp = fopen(_PATH_VOID, "w");
646 1.3 lukem fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
647 1.3 lukem fclose(fp);
648 1.1 jtc }
649 1.3 lukem mvaddstr(6, 0, "0:Decree ");
650 1.1 jtc }
651 1.1 jtc
652 1.3 lukem void
653 1.10 dholland dotampered(void)
654 1.1 jtc {
655 1.3 lukem short tamper; /* value for tampering with other players */
656 1.4 jsm const char *option; /* pointer to option description */
657 1.3 lukem double temp1 = 0.0, temp2 = 0.0; /* other tampering values */
658 1.3 lukem int ch; /* input */
659 1.3 lukem long loc; /* location in energy void file */
660 1.3 lukem FILE *fp; /* for opening gold file */
661 1.1 jtc
662 1.1 jtc move(6, 0);
663 1.1 jtc clrtoeol();
664 1.3 lukem if (Player.p_specialtype < SC_COUNCIL && !Wizard)
665 1.3 lukem /* king options */
666 1.3 lukem {
667 1.3 lukem addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
668 1.1 jtc
669 1.3 lukem ch = getanswer(" ", TRUE);
670 1.3 lukem move(6, 0);
671 1.3 lukem clrtoeol();
672 1.3 lukem move(4, 0);
673 1.3 lukem switch (ch) {
674 1.3 lukem case '1': /* transport someone */
675 1.3 lukem tamper = T_TRANSPORT;
676 1.3 lukem option = "transport";
677 1.3 lukem break;
678 1.1 jtc
679 1.3 lukem case '2': /* curse another */
680 1.3 lukem tamper = T_CURSED;
681 1.3 lukem option = "curse";
682 1.3 lukem break;
683 1.1 jtc
684 1.3 lukem case '3': /* create energy void */
685 1.6 jsm if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
686 1.3 lukem /* can only have 20 void active at once */
687 1.3 lukem mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
688 1.3 lukem else {
689 1.3 lukem addstr("Enter the X Y coordinates of void ? ");
690 1.3 lukem getstring(Databuf, SZ_DATABUF);
691 1.3 lukem sscanf(Databuf, "%lf %lf", &temp1, &temp2);
692 1.3 lukem Enrgyvoid.ev_x = floor(temp1);
693 1.3 lukem Enrgyvoid.ev_y = floor(temp2);
694 1.3 lukem Enrgyvoid.ev_active = TRUE;
695 1.3 lukem writevoid(&Enrgyvoid, loc);
696 1.3 lukem mvaddstr(5, 0, "It is done.\n");
697 1.3 lukem }
698 1.3 lukem return;
699 1.3 lukem
700 1.3 lukem case '4': /* bestow gold to subject */
701 1.3 lukem tamper = T_BESTOW;
702 1.3 lukem addstr("How much gold to bestow ? ");
703 1.3 lukem temp1 = infloat();
704 1.3 lukem if (temp1 > Player.p_gold || temp1 < 0) {
705 1.3 lukem mvaddstr(5, 0, "You don't have that !\n");
706 1.3 lukem return;
707 1.3 lukem }
708 1.3 lukem /* adjust gold after we are sure it will be given to
709 1.3 lukem * someone */
710 1.3 lukem option = "give gold to";
711 1.3 lukem break;
712 1.1 jtc
713 1.3 lukem case '5': /* collect accumulated taxes */
714 1.3 lukem if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
715 1.3 lukem /* collect taxes */
716 1.3 lukem {
717 1.3 lukem fread((char *) &temp1, sizeof(double), 1, fp);
718 1.5 jsm fseek(fp, 0L, SEEK_SET);
719 1.3 lukem /* clear out value */
720 1.3 lukem temp2 = 0.0;
721 1.3 lukem fwrite((char *) &temp2, sizeof(double), 1, fp);
722 1.3 lukem fclose(fp);
723 1.3 lukem }
724 1.3 lukem mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
725 1.3 lukem Player.p_gold += floor(temp1);
726 1.3 lukem return;
727 1.3 lukem
728 1.3 lukem default:
729 1.3 lukem return;
730 1.3 lukem }
731 1.3 lukem /* end of king options */
732 1.3 lukem } else
733 1.3 lukem /* council of wise, valar, wizard options */
734 1.3 lukem {
735 1.3 lukem addstr("1:Heal ");
736 1.3 lukem if (Player.p_palantir || Wizard)
737 1.3 lukem addstr("2:Seek Grail ");
738 1.3 lukem if (Player.p_specialtype == SC_VALAR || Wizard)
739 1.3 lukem addstr("3:Throw Monster 4:Relocate 5:Bless ");
740 1.3 lukem if (Wizard)
741 1.3 lukem addstr("6:Vaporize ");
742 1.1 jtc
743 1.3 lukem ch = getanswer(" ", TRUE);
744 1.3 lukem if (!Wizard) {
745 1.3 lukem if (ch > '2' && Player.p_specialtype != SC_VALAR) {
746 1.3 lukem ILLCMD();
747 1.3 lukem return;
748 1.3 lukem }
749 1.3 lukem if (Player.p_mana < MM_INTERVENE) {
750 1.3 lukem mvaddstr(5, 0, "No mana left.\n");
751 1.3 lukem return;
752 1.3 lukem } else
753 1.3 lukem Player.p_mana -= MM_INTERVENE;
754 1.3 lukem }
755 1.3 lukem switch (ch) {
756 1.3 lukem case '1': /* heal another */
757 1.3 lukem tamper = T_HEAL;
758 1.3 lukem option = "heal";
759 1.3 lukem break;
760 1.1 jtc
761 1.3 lukem case '2': /* seek grail */
762 1.3 lukem if (Player.p_palantir)
763 1.3 lukem /* need a palantir to seek */
764 1.3 lukem {
765 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
766 1.3 lukem fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
767 1.3 lukem temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
768 1.3 lukem temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
769 1.3 lukem mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
770 1.3 lukem } else
771 1.3 lukem /* no palantir */
772 1.3 lukem mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
773 1.3 lukem return;
774 1.3 lukem
775 1.3 lukem case '3': /* lob monster at someone */
776 1.3 lukem mvaddstr(4, 0, "Which monster [0-99] ? ");
777 1.3 lukem temp1 = infloat();
778 1.3 lukem temp1 = MAX(0.0, MIN(99.0, temp1));
779 1.3 lukem tamper = T_MONSTER;
780 1.3 lukem option = "throw a monster at";
781 1.3 lukem break;
782 1.1 jtc
783 1.3 lukem case '4': /* move another player */
784 1.3 lukem mvaddstr(4, 0, "New X Y coordinates ? ");
785 1.3 lukem getstring(Databuf, SZ_DATABUF);
786 1.3 lukem sscanf(Databuf, "%lf %lf", &temp1, &temp2);
787 1.3 lukem tamper = T_RELOCATE;
788 1.3 lukem option = "relocate";
789 1.3 lukem break;
790 1.1 jtc
791 1.3 lukem case '5': /* bless a player */
792 1.3 lukem tamper = T_BLESSED;
793 1.3 lukem option = "bless";
794 1.3 lukem break;
795 1.1 jtc
796 1.3 lukem case '6': /* kill off a player */
797 1.3 lukem if (Wizard) {
798 1.3 lukem tamper = T_VAPORIZED;
799 1.3 lukem option = "vaporize";
800 1.3 lukem break;
801 1.3 lukem } else
802 1.3 lukem return;
803 1.1 jtc
804 1.3 lukem default:
805 1.3 lukem return;
806 1.3 lukem }
807 1.1 jtc
808 1.3 lukem /* adjust age after we are sure intervention will be done */
809 1.3 lukem /* end of valar, etc. options */
810 1.1 jtc }
811 1.1 jtc
812 1.3 lukem for (;;)
813 1.3 lukem /* prompt for player to affect */
814 1.1 jtc {
815 1.3 lukem mvprintw(4, 0, "Who do you want to %s ? ", option);
816 1.3 lukem getstring(Databuf, SZ_DATABUF);
817 1.3 lukem truncstring(Databuf);
818 1.1 jtc
819 1.3 lukem if (Databuf[0] == '\0')
820 1.3 lukem userlist(TRUE);
821 1.3 lukem else
822 1.3 lukem break;
823 1.1 jtc }
824 1.1 jtc
825 1.3 lukem if (strcmp(Player.p_name, Databuf) != 0)
826 1.3 lukem /* name other than self */
827 1.1 jtc {
828 1.3 lukem if ((loc = findname(Databuf, &Other)) >= 0L) {
829 1.3 lukem if (Other.p_tampered != T_OFF) {
830 1.3 lukem mvaddstr(5, 0, "That person has something pending already.\n");
831 1.3 lukem return;
832 1.3 lukem } else {
833 1.3 lukem if (tamper == T_RELOCATE
834 1.3 lukem && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
835 1.3 lukem && !Wizard)
836 1.3 lukem mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
837 1.3 lukem else {
838 1.3 lukem if (tamper == T_BESTOW)
839 1.3 lukem Player.p_gold -= floor(temp1);
840 1.3 lukem if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
841 1.3 lukem tamper == T_RELOCATE || tamper == T_BLESSED))
842 1.3 lukem Player.p_age += N_AGE; /* age penalty */
843 1.3 lukem Other.p_tampered = tamper;
844 1.3 lukem Other.p_1scratch = floor(temp1);
845 1.3 lukem Other.p_2scratch = floor(temp2);
846 1.3 lukem writerecord(&Other, loc);
847 1.3 lukem mvaddstr(5, 0, "It is done.\n");
848 1.3 lukem }
849 1.3 lukem return;
850 1.3 lukem }
851 1.3 lukem } else
852 1.3 lukem /* player not found */
853 1.3 lukem mvaddstr(5, 0, "There is no one by that name.\n");
854 1.3 lukem } else
855 1.3 lukem /* self */
856 1.3 lukem mvaddstr(5, 0, "You may not do it to yourself!\n");
857 1.1 jtc }
858 1.1 jtc
859 1.3 lukem void
860 1.10 dholland writevoid(struct energyvoid *vp, long loc)
861 1.1 jtc {
862 1.1 jtc
863 1.5 jsm fseek(Energyvoidfp, loc, SEEK_SET);
864 1.3 lukem fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
865 1.3 lukem fflush(Energyvoidfp);
866 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
867 1.1 jtc }
868 1.1 jtc
869 1.1 jtc long
870 1.10 dholland allocvoid(void)
871 1.1 jtc {
872 1.3 lukem long loc = 0L; /* location of new energy void */
873 1.1 jtc
874 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
875 1.3 lukem while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
876 1.3 lukem if (Enrgyvoid.ev_active)
877 1.3 lukem loc += SZ_VOIDSTRUCT;
878 1.3 lukem else
879 1.3 lukem break;
880 1.1 jtc
881 1.3 lukem return (loc);
882 1.1 jtc }
883