interplayer.c revision 1.4 1 1.4 jsm /* $NetBSD: interplayer.c,v 1.4 1999/09/08 21:17:53 jsm 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 1.1 jtc
9 1.3 lukem void
10 1.1 jtc checkbattle()
11 1.1 jtc {
12 1.3 lukem long foeloc = 0L; /* location in file of person to fight */
13 1.1 jtc
14 1.3 lukem Users = 0;
15 1.3 lukem fseek(Playersfp, 0L, 0);
16 1.1 jtc
17 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
18 1.3 lukem if (Other.p_status != S_OFF
19 1.3 lukem && Other.p_status != S_NOTUSED
20 1.3 lukem && Other.p_status != S_HUNGUP
21 1.3 lukem && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
22 1.3 lukem /* player is on and not a cloaked valar */
23 1.3 lukem {
24 1.3 lukem ++Users;
25 1.3 lukem
26 1.3 lukem if (Player.p_x == Other.p_x
27 1.3 lukem && Player.p_y == Other.p_y
28 1.3 lukem /* same coordinates */
29 1.3 lukem && foeloc != Fileloc
30 1.3 lukem /* not self */
31 1.3 lukem && Player.p_status == S_PLAYING
32 1.3 lukem && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
33 1.3 lukem /* both are playing */
34 1.3 lukem && Other.p_specialtype != SC_VALAR
35 1.3 lukem && Player.p_specialtype != SC_VALAR)
36 1.3 lukem /* neither is valar */
37 1.3 lukem {
38 1.3 lukem battleplayer(foeloc);
39 1.3 lukem return;
40 1.3 lukem }
41 1.1 jtc }
42 1.3 lukem foeloc += SZ_PLAYERSTRUCT;
43 1.1 jtc }
44 1.1 jtc }
45 1.1 jtc
46 1.3 lukem void
47 1.1 jtc battleplayer(foeplace)
48 1.3 lukem long foeplace;
49 1.1 jtc {
50 1.3 lukem double dtemp; /* for temporary calculations */
51 1.3 lukem double oldhits = 0.0; /* previous damage inflicted by foe */
52 1.3 lukem int loop; /* for timing out */
53 1.3 lukem int ch; /* input */
54 1.3 lukem short oldtampered; /* old value of foe's p_tampered */
55 1.3 lukem
56 1.3 lukem Lines = 8;
57 1.3 lukem Luckout = FALSE;
58 1.3 lukem mvaddstr(4, 0, "Preparing for battle!\n");
59 1.3 lukem refresh();
60 1.1 jtc
61 1.1 jtc #ifdef SYS5
62 1.3 lukem flushinp();
63 1.1 jtc #endif
64 1.1 jtc
65 1.3 lukem /* set up variables, file, etc. */
66 1.3 lukem Player.p_status = S_INBATTLE;
67 1.3 lukem Shield = Player.p_energy;
68 1.3 lukem
69 1.3 lukem /* if p_tampered is not 0, someone else may try to change it (king,
70 1.3 lukem * etc.) */
71 1.3 lukem Player.p_tampered = oldtampered = 1;
72 1.3 lukem Player.p_1scratch = 0.0;
73 1.3 lukem Player.p_istat = I_OFF;
74 1.3 lukem
75 1.3 lukem readrecord(&Other, foeplace);
76 1.3 lukem if (fabs(Player.p_level - Other.p_level) > 20.0)
77 1.3 lukem /* see if players are greatly mismatched */
78 1.1 jtc {
79 1.3 lukem dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
80 1.3 lukem if (dtemp < -0.5)
81 1.3 lukem /* foe outweighs this one */
82 1.3 lukem Player.p_speed *= 2.0;
83 1.1 jtc }
84 1.3 lukem writerecord(&Player, Fileloc); /* write out all our info */
85 1.1 jtc
86 1.3 lukem if (Player.p_blindness)
87 1.3 lukem Enemyname = "someone";
88 1.3 lukem else
89 1.3 lukem Enemyname = Other.p_name;
90 1.1 jtc
91 1.3 lukem mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
92 1.3 lukem refresh();
93 1.1 jtc
94 1.3 lukem for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
95 1.3 lukem /* wait for foe to respond */
96 1.1 jtc {
97 1.3 lukem readrecord(&Other, foeplace);
98 1.3 lukem sleep(1);
99 1.1 jtc }
100 1.1 jtc
101 1.3 lukem if (Other.p_status != S_INBATTLE)
102 1.3 lukem /* foe did not respond */
103 1.1 jtc {
104 1.3 lukem mvprintw(5, 0, "%s is not responding.\n", Enemyname);
105 1.3 lukem goto LEAVE;
106 1.1 jtc }
107 1.3 lukem /* else, we are ready to battle */
108 1.1 jtc
109 1.3 lukem move(4, 0);
110 1.3 lukem clrtoeol();
111 1.1 jtc
112 1.3 lukem /*
113 1.3 lukem * determine who is first master
114 1.3 lukem * if neither player is faster, check level
115 1.3 lukem * if neither level is greater, battle is not allowed
116 1.3 lukem * (this should never happen, but we have to handle it)
117 1.3 lukem */
118 1.3 lukem if (Player.p_speed > Other.p_speed)
119 1.3 lukem Foestrikes = FALSE;
120 1.1 jtc else
121 1.3 lukem if (Other.p_speed > Player.p_speed)
122 1.3 lukem Foestrikes = TRUE;
123 1.3 lukem else
124 1.3 lukem if (Player.p_level > Other.p_level)
125 1.3 lukem Foestrikes = FALSE;
126 1.3 lukem else
127 1.3 lukem if (Other.p_level > Player.p_level)
128 1.3 lukem Foestrikes = TRUE;
129 1.3 lukem else
130 1.3 lukem /* no one is faster */
131 1.3 lukem {
132 1.3 lukem printw("You can't fight %s yet.", Enemyname);
133 1.3 lukem goto LEAVE;
134 1.3 lukem }
135 1.3 lukem
136 1.3 lukem for (;;) {
137 1.3 lukem displaystats();
138 1.3 lukem readmessage();
139 1.3 lukem mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
140 1.3 lukem
141 1.3 lukem if (!Foestrikes)
142 1.3 lukem /* take action against foe */
143 1.3 lukem myturn();
144 1.3 lukem else
145 1.3 lukem /* wait for foe to take action */
146 1.1 jtc {
147 1.3 lukem mvaddstr(4, 0, "Waiting...\n");
148 1.3 lukem clrtoeol();
149 1.3 lukem refresh();
150 1.3 lukem
151 1.3 lukem for (loop = 0; loop < 20; ++loop)
152 1.3 lukem /* wait for foe to act */
153 1.3 lukem {
154 1.3 lukem readrecord(&Other, foeplace);
155 1.3 lukem if (Other.p_1scratch != oldhits)
156 1.3 lukem /* p_1scratch changes to indicate
157 1.3 lukem * action */
158 1.3 lukem break;
159 1.3 lukem else
160 1.3 lukem /* wait and try again */
161 1.3 lukem {
162 1.3 lukem sleep(1);
163 1.3 lukem addch('.');
164 1.3 lukem refresh();
165 1.3 lukem }
166 1.3 lukem }
167 1.3 lukem
168 1.3 lukem if (Other.p_1scratch == oldhits) {
169 1.3 lukem /* timeout */
170 1.3 lukem mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
171 1.3 lukem ch = getanswer("NY", FALSE);
172 1.3 lukem move(22, 0);
173 1.3 lukem clrtobot();
174 1.3 lukem if (ch == 'Y')
175 1.3 lukem continue;
176 1.3 lukem else
177 1.3 lukem break;
178 1.3 lukem } else
179 1.3 lukem /* foe took action */
180 1.3 lukem {
181 1.3 lukem switch (Other.p_istat) {
182 1.3 lukem case I_RAN: /* foe ran away */
183 1.3 lukem mvprintw(Lines++, 0, "%s ran away!", Enemyname);
184 1.3 lukem break;
185 1.3 lukem
186 1.3 lukem case I_STUCK: /* foe tried to run, but
187 1.3 lukem * couldn't */
188 1.3 lukem mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
189 1.3 lukem break;
190 1.3 lukem
191 1.3 lukem case I_BLEWIT: /* foe tried to luckout, but
192 1.3 lukem * didn't */
193 1.3 lukem mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
194 1.3 lukem break;
195 1.3 lukem
196 1.3 lukem default:
197 1.3 lukem dtemp = Other.p_1scratch - oldhits;
198 1.3 lukem mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
199 1.3 lukem Shield -= dtemp;
200 1.3 lukem break;
201 1.3 lukem }
202 1.3 lukem
203 1.3 lukem oldhits = Other.p_1scratch; /* keep track of old
204 1.3 lukem * hits */
205 1.3 lukem
206 1.3 lukem if (Other.p_tampered != oldtampered)
207 1.3 lukem /* p_tampered changes to relinquish
208 1.3 lukem * turn */
209 1.3 lukem {
210 1.3 lukem oldtampered = Other.p_tampered;
211 1.3 lukem Foestrikes = FALSE;
212 1.3 lukem }
213 1.3 lukem }
214 1.1 jtc }
215 1.1 jtc
216 1.3 lukem /* decide what happens next */
217 1.3 lukem refresh();
218 1.3 lukem if (Lines > LINES - 2) {
219 1.3 lukem more(Lines);
220 1.3 lukem move(Lines = 8, 0);
221 1.3 lukem clrtobot();
222 1.3 lukem }
223 1.3 lukem if (Other.p_istat == I_KILLED || Shield < 0.0)
224 1.3 lukem /* we died */
225 1.1 jtc {
226 1.3 lukem Shield = -2.0; /* insure this value is negative */
227 1.3 lukem break;
228 1.1 jtc }
229 1.3 lukem if (Player.p_istat == I_KILLED)
230 1.3 lukem /* we killed foe; award treasre */
231 1.1 jtc {
232 1.3 lukem mvprintw(Lines++, 0, "You killed %s!", Enemyname);
233 1.3 lukem Player.p_experience += Other.p_experience;
234 1.3 lukem Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
235 1.3 lukem Player.p_amulets += Other.p_amulets;
236 1.3 lukem Player.p_charms += Other.p_charms;
237 1.3 lukem collecttaxes(Other.p_gold, Other.p_gems);
238 1.3 lukem Player.p_sword = MAX(Player.p_sword, Other.p_sword);
239 1.3 lukem Player.p_shield = MAX(Player.p_shield, Other.p_shield);
240 1.3 lukem Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
241 1.3 lukem if (Other.p_virgin && !Player.p_virgin) {
242 1.3 lukem mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
243 1.3 lukem if ((ch = getanswer("YN", FALSE)) == 'Y')
244 1.3 lukem Player.p_virgin = TRUE;
245 1.3 lukem else {
246 1.3 lukem ++Player.p_sin;
247 1.3 lukem Player.p_experience += 8000.0;
248 1.3 lukem }
249 1.3 lukem }
250 1.3 lukem sleep(3); /* give other person time to die */
251 1.1 jtc break;
252 1.3 lukem } else
253 1.3 lukem if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
254 1.3 lukem /* either player ran away */
255 1.3 lukem break;
256 1.3 lukem }
257 1.1 jtc
258 1.3 lukem LEAVE:
259 1.3 lukem /* clean up things and leave */
260 1.3 lukem writerecord(&Player, Fileloc); /* update a final time */
261 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
262 1.3 lukem Player.p_energy = Shield; /* set energy to actual value */
263 1.3 lukem Player.p_tampered = T_OFF; /* clear p_tampered */
264 1.1 jtc
265 1.3 lukem more(Lines); /* pause */
266 1.1 jtc
267 1.3 lukem move(4, 0);
268 1.3 lukem clrtobot(); /* clear bottom area of screen */
269 1.1 jtc
270 1.3 lukem if (Player.p_energy < 0.0)
271 1.3 lukem /* we are dead */
272 1.3 lukem death("Interterminal battle");
273 1.1 jtc }
274 1.1 jtc
275 1.3 lukem void
276 1.1 jtc myturn()
277 1.1 jtc {
278 1.3 lukem double dtemp; /* for temporary calculations */
279 1.3 lukem int ch; /* input */
280 1.1 jtc
281 1.3 lukem mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
282 1.3 lukem if (Luckout)
283 1.3 lukem clrtoeol();
284 1.3 lukem else
285 1.3 lukem addstr("4:Luckout ");
286 1.1 jtc
287 1.3 lukem ch = inputoption();
288 1.3 lukem move(Lines = 8, 0);
289 1.3 lukem clrtobot();
290 1.3 lukem
291 1.3 lukem switch (ch) {
292 1.3 lukem default: /* fight */
293 1.3 lukem dtemp = ROLL(2.0, Player.p_might);
294 1.3 lukem HIT:
295 1.3 lukem mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
296 1.3 lukem Player.p_sin += 0.5;
297 1.3 lukem Player.p_1scratch += dtemp;
298 1.3 lukem Player.p_istat = I_OFF;
299 1.3 lukem break;
300 1.1 jtc
301 1.3 lukem case '2': /* run away */
302 1.3 lukem Player.p_1scratch -= 1.0; /* change this to indicate
303 1.3 lukem * action */
304 1.3 lukem if (drandom() > 0.25) {
305 1.3 lukem mvaddstr(Lines++, 0, "You got away!");
306 1.3 lukem Player.p_istat = I_RAN;
307 1.3 lukem } else {
308 1.3 lukem mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
309 1.3 lukem Player.p_istat = I_STUCK;
310 1.1 jtc }
311 1.3 lukem break;
312 1.3 lukem
313 1.3 lukem case '3': /* power blast */
314 1.3 lukem dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
315 1.3 lukem Player.p_mana -= dtemp;
316 1.3 lukem dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
317 1.3 lukem mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
318 1.3 lukem goto HIT;
319 1.3 lukem
320 1.3 lukem case '4': /* luckout */
321 1.3 lukem if (Luckout || drandom() > 0.1) {
322 1.3 lukem if (Luckout)
323 1.3 lukem mvaddstr(Lines++, 0, "You already tried that!");
324 1.3 lukem else {
325 1.3 lukem mvaddstr(Lines++, 0, "Not this time . . .");
326 1.3 lukem Luckout = TRUE;
327 1.3 lukem }
328 1.3 lukem
329 1.3 lukem Player.p_1scratch -= 1.0;
330 1.3 lukem Player.p_istat = I_BLEWIT;
331 1.3 lukem } else {
332 1.3 lukem mvaddstr(Lines++, 0, "You just lucked out!");
333 1.3 lukem Player.p_1scratch = Other.p_energy * 1.1;
334 1.1 jtc }
335 1.3 lukem break;
336 1.3 lukem }
337 1.1 jtc
338 1.3 lukem refresh();
339 1.3 lukem Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
340 1.1 jtc
341 1.3 lukem if (Player.p_1scratch > Other.p_energy)
342 1.3 lukem Player.p_istat = I_KILLED;
343 1.3 lukem else
344 1.3 lukem if (drandom() * Player.p_speed < drandom() * Other.p_speed)
345 1.3 lukem /* relinquish control */
346 1.1 jtc {
347 1.3 lukem ++Player.p_tampered;
348 1.3 lukem Foestrikes = TRUE;
349 1.1 jtc }
350 1.3 lukem writerecord(&Player, Fileloc); /* let foe know what we did */
351 1.1 jtc }
352 1.1 jtc
353 1.3 lukem void
354 1.1 jtc checktampered()
355 1.1 jtc {
356 1.3 lukem long loc = 0L; /* location in energy void file */
357 1.1 jtc
358 1.3 lukem /* first check for energy voids */
359 1.3 lukem fseek(Energyvoidfp, 0L, 0);
360 1.3 lukem while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
361 1.3 lukem if (Enrgyvoid.ev_active
362 1.3 lukem && Enrgyvoid.ev_x == Player.p_x
363 1.3 lukem && Enrgyvoid.ev_y == Player.p_y)
364 1.3 lukem /* sitting on one */
365 1.3 lukem {
366 1.3 lukem if (loc > 0L)
367 1.3 lukem /* not the holy grail; inactivate energy void */
368 1.3 lukem {
369 1.3 lukem Enrgyvoid.ev_active = FALSE;
370 1.3 lukem writevoid(&Enrgyvoid, loc);
371 1.3 lukem tampered(T_NRGVOID, 0.0, 0.0);
372 1.3 lukem } else
373 1.3 lukem if (Player.p_status != S_CLOAKED)
374 1.3 lukem /* holy grail */
375 1.3 lukem tampered(T_GRAIL, 0.0, 0.0);
376 1.3 lukem break;
377 1.3 lukem } else
378 1.3 lukem loc += SZ_VOIDSTRUCT;
379 1.1 jtc
380 1.3 lukem /* now check for other things */
381 1.3 lukem readrecord(&Other, Fileloc);
382 1.3 lukem if (Other.p_tampered != T_OFF)
383 1.3 lukem tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
384 1.1 jtc }
385 1.1 jtc
386 1.3 lukem void
387 1.1 jtc tampered(what, arg1, arg2)
388 1.3 lukem int what;
389 1.3 lukem double arg1;
390 1.3 lukem double arg2;
391 1.1 jtc {
392 1.3 lukem long loc; /* location in file of other players */
393 1.1 jtc
394 1.3 lukem Changed = TRUE;
395 1.3 lukem move(4, 0);
396 1.1 jtc
397 1.3 lukem Player.p_tampered = T_OFF; /* no longer tampered with */
398 1.1 jtc
399 1.3 lukem switch (what) {
400 1.1 jtc case T_NRGVOID:
401 1.3 lukem addstr("You've hit an energy void !\n");
402 1.3 lukem Player.p_mana /= 3.0;
403 1.3 lukem Player.p_energy /= 2.0;
404 1.3 lukem Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
405 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
406 1.3 lukem break;
407 1.1 jtc
408 1.1 jtc case T_TRANSPORT:
409 1.3 lukem addstr("The king transported you ! ");
410 1.3 lukem if (Player.p_charms > 0) {
411 1.3 lukem addstr("But your charm saved you. . .\n");
412 1.3 lukem --Player.p_charms;
413 1.3 lukem } else {
414 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
415 1.3 lukem addch('\n');
416 1.1 jtc }
417 1.3 lukem break;
418 1.1 jtc
419 1.1 jtc case T_BESTOW:
420 1.3 lukem printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
421 1.3 lukem Player.p_gold += arg1;
422 1.3 lukem break;
423 1.1 jtc
424 1.1 jtc case T_CURSED:
425 1.3 lukem addstr("You've been cursed ! ");
426 1.3 lukem if (Player.p_blessing) {
427 1.3 lukem addstr("But your blessing saved you. . .\n");
428 1.3 lukem Player.p_blessing = FALSE;
429 1.3 lukem } else {
430 1.3 lukem addch('\n');
431 1.3 lukem Player.p_poison += 2.0;
432 1.3 lukem Player.p_energy = 10.0;
433 1.3 lukem Player.p_maxenergy *= 0.95;
434 1.3 lukem Player.p_status = S_PLAYING; /* no longer cloaked */
435 1.1 jtc }
436 1.3 lukem break;
437 1.1 jtc
438 1.1 jtc case T_VAPORIZED:
439 1.3 lukem addstr("You have been vaporized!\n");
440 1.3 lukem more(7);
441 1.3 lukem death("Vaporization");
442 1.3 lukem break;
443 1.1 jtc
444 1.1 jtc case T_MONSTER:
445 1.3 lukem addstr("The Valar zapped you with a monster!\n");
446 1.3 lukem more(7);
447 1.3 lukem encounter((int) arg1);
448 1.3 lukem return;
449 1.1 jtc
450 1.1 jtc case T_BLESSED:
451 1.3 lukem addstr("The Valar has blessed you!\n");
452 1.3 lukem Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
453 1.3 lukem Player.p_mana += 500.0;
454 1.3 lukem Player.p_strength += 0.5;
455 1.3 lukem Player.p_brains += 0.5;
456 1.3 lukem Player.p_magiclvl += 0.5;
457 1.3 lukem Player.p_poison = MIN(0.5, Player.p_poison);
458 1.3 lukem break;
459 1.1 jtc
460 1.1 jtc case T_RELOCATE:
461 1.3 lukem addstr("You've been relocated. . .\n");
462 1.3 lukem altercoordinates(arg1, arg2, A_FORCED);
463 1.3 lukem break;
464 1.1 jtc
465 1.1 jtc case T_HEAL:
466 1.3 lukem addstr("You've been healed!\n");
467 1.3 lukem Player.p_poison -= 0.25;
468 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
469 1.3 lukem break;
470 1.1 jtc
471 1.1 jtc case T_EXVALAR:
472 1.3 lukem addstr("You are no longer Valar!\n");
473 1.3 lukem Player.p_specialtype = SC_COUNCIL;
474 1.3 lukem break;
475 1.1 jtc
476 1.1 jtc case T_GRAIL:
477 1.3 lukem addstr("You have found The Holy Grail!!\n");
478 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
479 1.3 lukem /* must be council of wise to behold grail */
480 1.3 lukem {
481 1.3 lukem addstr("However, you are not experienced enough to behold it.\n");
482 1.3 lukem Player.p_sin *= Player.p_sin;
483 1.3 lukem Player.p_mana += 1000;
484 1.3 lukem } else
485 1.3 lukem if (Player.p_specialtype == SC_VALAR
486 1.3 lukem || Player.p_specialtype == SC_EXVALAR) {
487 1.3 lukem addstr("You have made it to the position of Valar once already.\n");
488 1.3 lukem addstr("The Grail is of no more use to you now.\n");
489 1.3 lukem } else {
490 1.3 lukem addstr("It is now time to see if you are worthy to behold it. . .\n");
491 1.3 lukem refresh();
492 1.3 lukem sleep(4);
493 1.3 lukem
494 1.3 lukem if (drandom() / 2.0 < Player.p_sin) {
495 1.3 lukem addstr("You have failed!\n");
496 1.3 lukem Player.p_strength =
497 1.3 lukem Player.p_mana =
498 1.3 lukem Player.p_energy =
499 1.3 lukem Player.p_maxenergy =
500 1.3 lukem Player.p_magiclvl =
501 1.3 lukem Player.p_brains =
502 1.3 lukem Player.p_experience =
503 1.3 lukem Player.p_quickness = 1.0;
504 1.3 lukem
505 1.3 lukem altercoordinates(1.0, 1.0, A_FORCED);
506 1.3 lukem Player.p_level = 0.0;
507 1.3 lukem } else {
508 1.3 lukem addstr("You made to position of Valar!\n");
509 1.3 lukem Player.p_specialtype = SC_VALAR;
510 1.3 lukem Player.p_lives = 5;
511 1.3 lukem fseek(Playersfp, 0L, 0);
512 1.3 lukem loc = 0L;
513 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
514 1.3 lukem /* search for existing valar */
515 1.3 lukem if (Other.p_specialtype == SC_VALAR
516 1.3 lukem && Other.p_status != S_NOTUSED)
517 1.3 lukem /* found old valar */
518 1.3 lukem {
519 1.3 lukem Other.p_tampered = T_EXVALAR;
520 1.3 lukem writerecord(&Other, loc);
521 1.3 lukem break;
522 1.3 lukem } else
523 1.3 lukem loc += SZ_PLAYERSTRUCT;
524 1.3 lukem }
525 1.3 lukem }
526 1.3 lukem
527 1.3 lukem /* move grail to new location */
528 1.3 lukem Enrgyvoid.ev_active = TRUE;
529 1.3 lukem Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
530 1.3 lukem Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
531 1.3 lukem writevoid(&Enrgyvoid, 0L);
532 1.3 lukem break;
533 1.1 jtc }
534 1.3 lukem refresh();
535 1.3 lukem sleep(2);
536 1.1 jtc }
537 1.1 jtc
538 1.3 lukem void
539 1.1 jtc userlist(ingameflag)
540 1.3 lukem bool ingameflag;
541 1.1 jtc {
542 1.3 lukem int numusers = 0; /* number of users on file */
543 1.1 jtc
544 1.3 lukem if (ingameflag && Player.p_blindness) {
545 1.3 lukem mvaddstr(8, 0, "You cannot see anyone.\n");
546 1.3 lukem return;
547 1.1 jtc }
548 1.3 lukem fseek(Playersfp, 0L, 0);
549 1.3 lukem mvaddstr(8, 0,
550 1.3 lukem "Name X Y Lvl Type Login Status\n");
551 1.1 jtc
552 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
553 1.3 lukem if (Other.p_status == S_NOTUSED
554 1.3 lukem /* record is unused */
555 1.3 lukem || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
556 1.3 lukem /* cloaked valar */
557 1.3 lukem {
558 1.3 lukem if (!Wizard)
559 1.3 lukem /* wizard can see everything on file */
560 1.3 lukem continue;
561 1.3 lukem }
562 1.3 lukem ++numusers;
563 1.1 jtc
564 1.3 lukem if (ingameflag &&
565 1.1 jtc /* must be playing for the rest of these conditions */
566 1.3 lukem (Player.p_specialtype >= SC_KING
567 1.1 jtc /* kings and higher can see others */
568 1.3 lukem || Other.p_specialtype >= SC_KING
569 1.1 jtc /* kings and higher can be seen by others */
570 1.3 lukem || Circle >= CIRCLE(Other.p_x, Other.p_y)
571 1.1 jtc /* those nearer the origin can be seen */
572 1.3 lukem || Player.p_palantir)
573 1.1 jtc /* palantir enables one to see others */
574 1.3 lukem && (Other.p_status != S_CLOAKED
575 1.3 lukem || (Player.p_specialtype == SC_VALAR && Player.p_palantir))
576 1.1 jtc /* not cloaked; valar can see through cloak with a palantir */
577 1.3 lukem && Other.p_specialtype != SC_VALAR)
578 1.3 lukem /* not a valar */
579 1.3 lukem /* coordinates should be printed */
580 1.3 lukem printw("%-20s %8.0f %8.0f ",
581 1.3 lukem Other.p_name, Other.p_x, Other.p_y);
582 1.3 lukem else
583 1.3 lukem /* cannot see player's coordinates */
584 1.3 lukem printw("%-20s %19.19s ",
585 1.3 lukem Other.p_name, descrlocation(&Other, TRUE));
586 1.3 lukem
587 1.3 lukem printw("%6.0f %s %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
588 1.3 lukem Other.p_login, descrstatus(&Other));
589 1.3 lukem
590 1.3 lukem if ((numusers % (LINES - 10)) == 0) {
591 1.3 lukem more(LINES - 1);
592 1.3 lukem move(9, 0);
593 1.3 lukem clrtobot();
594 1.3 lukem }
595 1.1 jtc }
596 1.1 jtc
597 1.3 lukem printw("Total players on file = %d\n", numusers);
598 1.3 lukem refresh();
599 1.1 jtc }
600 1.1 jtc
601 1.3 lukem void
602 1.1 jtc throneroom()
603 1.1 jtc {
604 1.3 lukem FILE *fp; /* to clear energy voids */
605 1.3 lukem long loc = 0L; /* location of old king in player file */
606 1.1 jtc
607 1.3 lukem if (Player.p_specialtype < SC_KING)
608 1.3 lukem /* not already king -- assumes crown */
609 1.1 jtc {
610 1.3 lukem fseek(Playersfp, 0L, 0);
611 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
612 1.3 lukem if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
613 1.3 lukem /* found old king */
614 1.3 lukem {
615 1.3 lukem if (Other.p_status != S_OFF)
616 1.3 lukem /* old king is playing */
617 1.3 lukem {
618 1.3 lukem mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
619 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
620 1.3 lukem move(6, 0);
621 1.3 lukem return;
622 1.3 lukem } else
623 1.3 lukem /* old king is not playing - remove
624 1.3 lukem * him/her */
625 1.3 lukem {
626 1.3 lukem Other.p_specialtype = SC_NONE;
627 1.3 lukem if (Other.p_crowns)
628 1.3 lukem --Other.p_crowns;
629 1.3 lukem writerecord(&Other, loc);
630 1.3 lukem break;
631 1.3 lukem }
632 1.3 lukem } else
633 1.3 lukem loc += SZ_PLAYERSTRUCT;
634 1.3 lukem
635 1.3 lukem /* make player new king */
636 1.3 lukem Changed = TRUE;
637 1.3 lukem Player.p_specialtype = SC_KING;
638 1.3 lukem mvaddstr(4, 0, "You have become king!\n");
639 1.3 lukem
640 1.3 lukem /* let everyone else know */
641 1.3 lukem fp = fopen(_PATH_MESS, "w");
642 1.3 lukem fprintf(fp, "All hail the new king!");
643 1.3 lukem fclose(fp);
644 1.3 lukem
645 1.3 lukem /* clear all energy voids; retain location of holy grail */
646 1.3 lukem fseek(Energyvoidfp, 0L, 0);
647 1.3 lukem fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
648 1.3 lukem fp = fopen(_PATH_VOID, "w");
649 1.3 lukem fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
650 1.3 lukem fclose(fp);
651 1.1 jtc }
652 1.3 lukem mvaddstr(6, 0, "0:Decree ");
653 1.1 jtc }
654 1.1 jtc
655 1.3 lukem void
656 1.1 jtc dotampered()
657 1.1 jtc {
658 1.3 lukem short tamper; /* value for tampering with other players */
659 1.4 jsm const char *option; /* pointer to option description */
660 1.3 lukem double temp1 = 0.0, temp2 = 0.0; /* other tampering values */
661 1.3 lukem int ch; /* input */
662 1.3 lukem long loc; /* location in energy void file */
663 1.3 lukem FILE *fp; /* for opening gold file */
664 1.1 jtc
665 1.1 jtc move(6, 0);
666 1.1 jtc clrtoeol();
667 1.3 lukem if (Player.p_specialtype < SC_COUNCIL && !Wizard)
668 1.3 lukem /* king options */
669 1.3 lukem {
670 1.3 lukem addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
671 1.1 jtc
672 1.3 lukem ch = getanswer(" ", TRUE);
673 1.3 lukem move(6, 0);
674 1.3 lukem clrtoeol();
675 1.3 lukem move(4, 0);
676 1.3 lukem switch (ch) {
677 1.3 lukem case '1': /* transport someone */
678 1.3 lukem tamper = T_TRANSPORT;
679 1.3 lukem option = "transport";
680 1.3 lukem break;
681 1.1 jtc
682 1.3 lukem case '2': /* curse another */
683 1.3 lukem tamper = T_CURSED;
684 1.3 lukem option = "curse";
685 1.3 lukem break;
686 1.1 jtc
687 1.3 lukem case '3': /* create energy void */
688 1.3 lukem if ((loc = allocvoid()) > 20L * SZ_VOIDSTRUCT)
689 1.3 lukem /* can only have 20 void active at once */
690 1.3 lukem mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
691 1.3 lukem else {
692 1.3 lukem addstr("Enter the X Y coordinates of void ? ");
693 1.3 lukem getstring(Databuf, SZ_DATABUF);
694 1.3 lukem sscanf(Databuf, "%lf %lf", &temp1, &temp2);
695 1.3 lukem Enrgyvoid.ev_x = floor(temp1);
696 1.3 lukem Enrgyvoid.ev_y = floor(temp2);
697 1.3 lukem Enrgyvoid.ev_active = TRUE;
698 1.3 lukem writevoid(&Enrgyvoid, loc);
699 1.3 lukem mvaddstr(5, 0, "It is done.\n");
700 1.3 lukem }
701 1.3 lukem return;
702 1.3 lukem
703 1.3 lukem case '4': /* bestow gold to subject */
704 1.3 lukem tamper = T_BESTOW;
705 1.3 lukem addstr("How much gold to bestow ? ");
706 1.3 lukem temp1 = infloat();
707 1.3 lukem if (temp1 > Player.p_gold || temp1 < 0) {
708 1.3 lukem mvaddstr(5, 0, "You don't have that !\n");
709 1.3 lukem return;
710 1.3 lukem }
711 1.3 lukem /* adjust gold after we are sure it will be given to
712 1.3 lukem * someone */
713 1.3 lukem option = "give gold to";
714 1.3 lukem break;
715 1.1 jtc
716 1.3 lukem case '5': /* collect accumulated taxes */
717 1.3 lukem if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
718 1.3 lukem /* collect taxes */
719 1.3 lukem {
720 1.3 lukem fread((char *) &temp1, sizeof(double), 1, fp);
721 1.3 lukem fseek(fp, 0L, 0);
722 1.3 lukem /* clear out value */
723 1.3 lukem temp2 = 0.0;
724 1.3 lukem fwrite((char *) &temp2, sizeof(double), 1, fp);
725 1.3 lukem fclose(fp);
726 1.3 lukem }
727 1.3 lukem mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
728 1.3 lukem Player.p_gold += floor(temp1);
729 1.3 lukem return;
730 1.3 lukem
731 1.3 lukem default:
732 1.3 lukem return;
733 1.3 lukem }
734 1.3 lukem /* end of king options */
735 1.3 lukem } else
736 1.3 lukem /* council of wise, valar, wizard options */
737 1.3 lukem {
738 1.3 lukem addstr("1:Heal ");
739 1.3 lukem if (Player.p_palantir || Wizard)
740 1.3 lukem addstr("2:Seek Grail ");
741 1.3 lukem if (Player.p_specialtype == SC_VALAR || Wizard)
742 1.3 lukem addstr("3:Throw Monster 4:Relocate 5:Bless ");
743 1.3 lukem if (Wizard)
744 1.3 lukem addstr("6:Vaporize ");
745 1.1 jtc
746 1.3 lukem ch = getanswer(" ", TRUE);
747 1.3 lukem if (!Wizard) {
748 1.3 lukem if (ch > '2' && Player.p_specialtype != SC_VALAR) {
749 1.3 lukem ILLCMD();
750 1.3 lukem return;
751 1.3 lukem }
752 1.3 lukem if (Player.p_mana < MM_INTERVENE) {
753 1.3 lukem mvaddstr(5, 0, "No mana left.\n");
754 1.3 lukem return;
755 1.3 lukem } else
756 1.3 lukem Player.p_mana -= MM_INTERVENE;
757 1.3 lukem }
758 1.3 lukem switch (ch) {
759 1.3 lukem case '1': /* heal another */
760 1.3 lukem tamper = T_HEAL;
761 1.3 lukem option = "heal";
762 1.3 lukem break;
763 1.1 jtc
764 1.3 lukem case '2': /* seek grail */
765 1.3 lukem if (Player.p_palantir)
766 1.3 lukem /* need a palantir to seek */
767 1.3 lukem {
768 1.3 lukem fseek(Energyvoidfp, 0L, 0);
769 1.3 lukem fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
770 1.3 lukem temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
771 1.3 lukem temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
772 1.3 lukem mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
773 1.3 lukem } else
774 1.3 lukem /* no palantir */
775 1.3 lukem mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
776 1.3 lukem return;
777 1.3 lukem
778 1.3 lukem case '3': /* lob monster at someone */
779 1.3 lukem mvaddstr(4, 0, "Which monster [0-99] ? ");
780 1.3 lukem temp1 = infloat();
781 1.3 lukem temp1 = MAX(0.0, MIN(99.0, temp1));
782 1.3 lukem tamper = T_MONSTER;
783 1.3 lukem option = "throw a monster at";
784 1.3 lukem break;
785 1.1 jtc
786 1.3 lukem case '4': /* move another player */
787 1.3 lukem mvaddstr(4, 0, "New X Y coordinates ? ");
788 1.3 lukem getstring(Databuf, SZ_DATABUF);
789 1.3 lukem sscanf(Databuf, "%lf %lf", &temp1, &temp2);
790 1.3 lukem tamper = T_RELOCATE;
791 1.3 lukem option = "relocate";
792 1.3 lukem break;
793 1.1 jtc
794 1.3 lukem case '5': /* bless a player */
795 1.3 lukem tamper = T_BLESSED;
796 1.3 lukem option = "bless";
797 1.3 lukem break;
798 1.1 jtc
799 1.3 lukem case '6': /* kill off a player */
800 1.3 lukem if (Wizard) {
801 1.3 lukem tamper = T_VAPORIZED;
802 1.3 lukem option = "vaporize";
803 1.3 lukem break;
804 1.3 lukem } else
805 1.3 lukem return;
806 1.1 jtc
807 1.3 lukem default:
808 1.3 lukem return;
809 1.3 lukem }
810 1.1 jtc
811 1.3 lukem /* adjust age after we are sure intervention will be done */
812 1.3 lukem /* end of valar, etc. options */
813 1.1 jtc }
814 1.1 jtc
815 1.3 lukem for (;;)
816 1.3 lukem /* prompt for player to affect */
817 1.1 jtc {
818 1.3 lukem mvprintw(4, 0, "Who do you want to %s ? ", option);
819 1.3 lukem getstring(Databuf, SZ_DATABUF);
820 1.3 lukem truncstring(Databuf);
821 1.1 jtc
822 1.3 lukem if (Databuf[0] == '\0')
823 1.3 lukem userlist(TRUE);
824 1.3 lukem else
825 1.3 lukem break;
826 1.1 jtc }
827 1.1 jtc
828 1.3 lukem if (strcmp(Player.p_name, Databuf) != 0)
829 1.3 lukem /* name other than self */
830 1.1 jtc {
831 1.3 lukem if ((loc = findname(Databuf, &Other)) >= 0L) {
832 1.3 lukem if (Other.p_tampered != T_OFF) {
833 1.3 lukem mvaddstr(5, 0, "That person has something pending already.\n");
834 1.3 lukem return;
835 1.3 lukem } else {
836 1.3 lukem if (tamper == T_RELOCATE
837 1.3 lukem && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
838 1.3 lukem && !Wizard)
839 1.3 lukem mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
840 1.3 lukem else {
841 1.3 lukem if (tamper == T_BESTOW)
842 1.3 lukem Player.p_gold -= floor(temp1);
843 1.3 lukem if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
844 1.3 lukem tamper == T_RELOCATE || tamper == T_BLESSED))
845 1.3 lukem Player.p_age += N_AGE; /* age penalty */
846 1.3 lukem Other.p_tampered = tamper;
847 1.3 lukem Other.p_1scratch = floor(temp1);
848 1.3 lukem Other.p_2scratch = floor(temp2);
849 1.3 lukem writerecord(&Other, loc);
850 1.3 lukem mvaddstr(5, 0, "It is done.\n");
851 1.3 lukem }
852 1.3 lukem return;
853 1.3 lukem }
854 1.3 lukem } else
855 1.3 lukem /* player not found */
856 1.3 lukem mvaddstr(5, 0, "There is no one by that name.\n");
857 1.3 lukem } else
858 1.3 lukem /* self */
859 1.3 lukem mvaddstr(5, 0, "You may not do it to yourself!\n");
860 1.1 jtc }
861 1.1 jtc
862 1.3 lukem void
863 1.1 jtc writevoid(vp, loc)
864 1.3 lukem struct energyvoid *vp;
865 1.3 lukem long loc;
866 1.1 jtc {
867 1.1 jtc
868 1.3 lukem fseek(Energyvoidfp, loc, 0);
869 1.3 lukem fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
870 1.3 lukem fflush(Energyvoidfp);
871 1.3 lukem fseek(Energyvoidfp, 0L, 0);
872 1.1 jtc }
873 1.1 jtc
874 1.1 jtc long
875 1.1 jtc allocvoid()
876 1.1 jtc {
877 1.3 lukem long loc = 0L; /* location of new energy void */
878 1.1 jtc
879 1.3 lukem fseek(Energyvoidfp, 0L, 0);
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