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