interplayer.c revision 1.12 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