interplayer.c revision 1.8 1 1.8 he /* $NetBSD: interplayer.c,v 1.8 2004/04/11 13:35:06 he Exp $ */
2 1.2 cgd
3 1.1 jtc /*
4 1.1 jtc * interplayer.c - player to player routines for Phantasia
5 1.1 jtc */
6 1.1 jtc
7 1.1 jtc #include "include.h"
8 1.8 he #undef bool
9 1.7 ross #include <curses.h>
10 1.1 jtc
11 1.3 lukem void
12 1.1 jtc checkbattle()
13 1.1 jtc {
14 1.3 lukem long foeloc = 0L; /* location in file of person to fight */
15 1.1 jtc
16 1.3 lukem Users = 0;
17 1.5 jsm fseek(Playersfp, 0L, SEEK_SET);
18 1.1 jtc
19 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
20 1.3 lukem if (Other.p_status != S_OFF
21 1.3 lukem && Other.p_status != S_NOTUSED
22 1.3 lukem && Other.p_status != S_HUNGUP
23 1.3 lukem && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
24 1.3 lukem /* player is on and not a cloaked valar */
25 1.3 lukem {
26 1.3 lukem ++Users;
27 1.3 lukem
28 1.3 lukem if (Player.p_x == Other.p_x
29 1.3 lukem && Player.p_y == Other.p_y
30 1.3 lukem /* same coordinates */
31 1.3 lukem && foeloc != Fileloc
32 1.3 lukem /* not self */
33 1.3 lukem && Player.p_status == S_PLAYING
34 1.3 lukem && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
35 1.3 lukem /* both are playing */
36 1.3 lukem && Other.p_specialtype != SC_VALAR
37 1.3 lukem && Player.p_specialtype != SC_VALAR)
38 1.3 lukem /* neither is valar */
39 1.3 lukem {
40 1.3 lukem battleplayer(foeloc);
41 1.3 lukem return;
42 1.3 lukem }
43 1.1 jtc }
44 1.3 lukem foeloc += SZ_PLAYERSTRUCT;
45 1.1 jtc }
46 1.1 jtc }
47 1.1 jtc
48 1.3 lukem void
49 1.1 jtc battleplayer(foeplace)
50 1.3 lukem long foeplace;
51 1.1 jtc {
52 1.3 lukem double dtemp; /* for temporary calculations */
53 1.3 lukem double oldhits = 0.0; /* previous damage inflicted by foe */
54 1.3 lukem int loop; /* for timing out */
55 1.3 lukem int ch; /* input */
56 1.3 lukem short oldtampered; /* old value of foe's p_tampered */
57 1.3 lukem
58 1.3 lukem Lines = 8;
59 1.3 lukem Luckout = FALSE;
60 1.3 lukem mvaddstr(4, 0, "Preparing for battle!\n");
61 1.3 lukem refresh();
62 1.1 jtc
63 1.1 jtc #ifdef SYS5
64 1.3 lukem flushinp();
65 1.1 jtc #endif
66 1.1 jtc
67 1.3 lukem /* set up variables, file, etc. */
68 1.3 lukem Player.p_status = S_INBATTLE;
69 1.3 lukem Shield = Player.p_energy;
70 1.3 lukem
71 1.3 lukem /* if p_tampered is not 0, someone else may try to change it (king,
72 1.3 lukem * etc.) */
73 1.3 lukem Player.p_tampered = oldtampered = 1;
74 1.3 lukem Player.p_1scratch = 0.0;
75 1.3 lukem Player.p_istat = I_OFF;
76 1.3 lukem
77 1.3 lukem readrecord(&Other, foeplace);
78 1.3 lukem if (fabs(Player.p_level - Other.p_level) > 20.0)
79 1.3 lukem /* see if players are greatly mismatched */
80 1.1 jtc {
81 1.3 lukem dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
82 1.3 lukem if (dtemp < -0.5)
83 1.3 lukem /* foe outweighs this one */
84 1.3 lukem Player.p_speed *= 2.0;
85 1.1 jtc }
86 1.3 lukem writerecord(&Player, Fileloc); /* write out all our info */
87 1.1 jtc
88 1.3 lukem if (Player.p_blindness)
89 1.3 lukem Enemyname = "someone";
90 1.3 lukem else
91 1.3 lukem Enemyname = Other.p_name;
92 1.1 jtc
93 1.3 lukem mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
94 1.3 lukem refresh();
95 1.1 jtc
96 1.3 lukem for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
97 1.3 lukem /* wait for foe to respond */
98 1.1 jtc {
99 1.3 lukem readrecord(&Other, foeplace);
100 1.3 lukem sleep(1);
101 1.1 jtc }
102 1.1 jtc
103 1.3 lukem if (Other.p_status != S_INBATTLE)
104 1.3 lukem /* foe did not respond */
105 1.1 jtc {
106 1.3 lukem mvprintw(5, 0, "%s is not responding.\n", Enemyname);
107 1.3 lukem goto LEAVE;
108 1.1 jtc }
109 1.3 lukem /* else, we are ready to battle */
110 1.1 jtc
111 1.3 lukem move(4, 0);
112 1.3 lukem clrtoeol();
113 1.1 jtc
114 1.3 lukem /*
115 1.3 lukem * determine who is first master
116 1.3 lukem * if neither player is faster, check level
117 1.3 lukem * if neither level is greater, battle is not allowed
118 1.3 lukem * (this should never happen, but we have to handle it)
119 1.3 lukem */
120 1.3 lukem if (Player.p_speed > Other.p_speed)
121 1.3 lukem Foestrikes = FALSE;
122 1.1 jtc else
123 1.3 lukem if (Other.p_speed > Player.p_speed)
124 1.3 lukem Foestrikes = TRUE;
125 1.3 lukem else
126 1.3 lukem if (Player.p_level > Other.p_level)
127 1.3 lukem Foestrikes = FALSE;
128 1.3 lukem else
129 1.3 lukem if (Other.p_level > Player.p_level)
130 1.3 lukem Foestrikes = TRUE;
131 1.3 lukem else
132 1.3 lukem /* no one is faster */
133 1.3 lukem {
134 1.3 lukem printw("You can't fight %s yet.", Enemyname);
135 1.3 lukem goto LEAVE;
136 1.3 lukem }
137 1.3 lukem
138 1.3 lukem for (;;) {
139 1.3 lukem displaystats();
140 1.3 lukem readmessage();
141 1.3 lukem mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
142 1.3 lukem
143 1.3 lukem if (!Foestrikes)
144 1.3 lukem /* take action against foe */
145 1.3 lukem myturn();
146 1.3 lukem else
147 1.3 lukem /* wait for foe to take action */
148 1.1 jtc {
149 1.3 lukem mvaddstr(4, 0, "Waiting...\n");
150 1.3 lukem clrtoeol();
151 1.3 lukem refresh();
152 1.3 lukem
153 1.3 lukem for (loop = 0; loop < 20; ++loop)
154 1.3 lukem /* wait for foe to act */
155 1.3 lukem {
156 1.3 lukem readrecord(&Other, foeplace);
157 1.3 lukem if (Other.p_1scratch != oldhits)
158 1.3 lukem /* p_1scratch changes to indicate
159 1.3 lukem * action */
160 1.3 lukem break;
161 1.3 lukem else
162 1.3 lukem /* wait and try again */
163 1.3 lukem {
164 1.3 lukem sleep(1);
165 1.3 lukem addch('.');
166 1.3 lukem refresh();
167 1.3 lukem }
168 1.3 lukem }
169 1.3 lukem
170 1.3 lukem if (Other.p_1scratch == oldhits) {
171 1.3 lukem /* timeout */
172 1.3 lukem mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
173 1.3 lukem ch = getanswer("NY", FALSE);
174 1.3 lukem move(22, 0);
175 1.3 lukem clrtobot();
176 1.3 lukem if (ch == 'Y')
177 1.3 lukem continue;
178 1.3 lukem else
179 1.3 lukem break;
180 1.3 lukem } else
181 1.3 lukem /* foe took action */
182 1.3 lukem {
183 1.3 lukem switch (Other.p_istat) {
184 1.3 lukem case I_RAN: /* foe ran away */
185 1.3 lukem mvprintw(Lines++, 0, "%s ran away!", Enemyname);
186 1.3 lukem break;
187 1.3 lukem
188 1.3 lukem case I_STUCK: /* foe tried to run, but
189 1.3 lukem * couldn't */
190 1.3 lukem mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
191 1.3 lukem break;
192 1.3 lukem
193 1.3 lukem case I_BLEWIT: /* foe tried to luckout, but
194 1.3 lukem * didn't */
195 1.3 lukem mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
196 1.3 lukem break;
197 1.3 lukem
198 1.3 lukem default:
199 1.3 lukem dtemp = Other.p_1scratch - oldhits;
200 1.3 lukem mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
201 1.3 lukem Shield -= dtemp;
202 1.3 lukem break;
203 1.3 lukem }
204 1.3 lukem
205 1.3 lukem oldhits = Other.p_1scratch; /* keep track of old
206 1.3 lukem * hits */
207 1.3 lukem
208 1.3 lukem if (Other.p_tampered != oldtampered)
209 1.3 lukem /* p_tampered changes to relinquish
210 1.3 lukem * turn */
211 1.3 lukem {
212 1.3 lukem oldtampered = Other.p_tampered;
213 1.3 lukem Foestrikes = FALSE;
214 1.3 lukem }
215 1.3 lukem }
216 1.1 jtc }
217 1.1 jtc
218 1.3 lukem /* decide what happens next */
219 1.3 lukem refresh();
220 1.3 lukem if (Lines > LINES - 2) {
221 1.3 lukem more(Lines);
222 1.3 lukem move(Lines = 8, 0);
223 1.3 lukem clrtobot();
224 1.3 lukem }
225 1.3 lukem if (Other.p_istat == I_KILLED || Shield < 0.0)
226 1.3 lukem /* we died */
227 1.1 jtc {
228 1.3 lukem Shield = -2.0; /* insure this value is negative */
229 1.3 lukem break;
230 1.1 jtc }
231 1.3 lukem if (Player.p_istat == I_KILLED)
232 1.3 lukem /* we killed foe; award treasre */
233 1.1 jtc {
234 1.3 lukem mvprintw(Lines++, 0, "You killed %s!", Enemyname);
235 1.3 lukem Player.p_experience += Other.p_experience;
236 1.3 lukem Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
237 1.3 lukem Player.p_amulets += Other.p_amulets;
238 1.3 lukem Player.p_charms += Other.p_charms;
239 1.3 lukem collecttaxes(Other.p_gold, Other.p_gems);
240 1.3 lukem Player.p_sword = MAX(Player.p_sword, Other.p_sword);
241 1.3 lukem Player.p_shield = MAX(Player.p_shield, Other.p_shield);
242 1.3 lukem Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
243 1.3 lukem if (Other.p_virgin && !Player.p_virgin) {
244 1.3 lukem mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
245 1.3 lukem if ((ch = getanswer("YN", FALSE)) == 'Y')
246 1.3 lukem Player.p_virgin = TRUE;
247 1.3 lukem else {
248 1.3 lukem ++Player.p_sin;
249 1.3 lukem Player.p_experience += 8000.0;
250 1.3 lukem }
251 1.3 lukem }
252 1.3 lukem sleep(3); /* give other person time to die */
253 1.1 jtc break;
254 1.3 lukem } else
255 1.3 lukem if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
256 1.3 lukem /* either player ran away */
257 1.3 lukem break;
258 1.3 lukem }
259 1.1 jtc
260 1.3 lukem LEAVE:
261 1.3 lukem /* clean up things and leave */
262 1.3 lukem writerecord(&Player, Fileloc); /* update a final time */
263 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
264 1.3 lukem Player.p_energy = Shield; /* set energy to actual value */
265 1.3 lukem Player.p_tampered = T_OFF; /* clear p_tampered */
266 1.1 jtc
267 1.3 lukem more(Lines); /* pause */
268 1.1 jtc
269 1.3 lukem move(4, 0);
270 1.3 lukem clrtobot(); /* clear bottom area of screen */
271 1.1 jtc
272 1.3 lukem if (Player.p_energy < 0.0)
273 1.3 lukem /* we are dead */
274 1.3 lukem death("Interterminal battle");
275 1.1 jtc }
276 1.1 jtc
277 1.3 lukem void
278 1.1 jtc myturn()
279 1.1 jtc {
280 1.3 lukem double dtemp; /* for temporary calculations */
281 1.3 lukem int ch; /* input */
282 1.1 jtc
283 1.3 lukem mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
284 1.3 lukem if (Luckout)
285 1.3 lukem clrtoeol();
286 1.3 lukem else
287 1.3 lukem addstr("4:Luckout ");
288 1.1 jtc
289 1.3 lukem ch = inputoption();
290 1.3 lukem move(Lines = 8, 0);
291 1.3 lukem clrtobot();
292 1.3 lukem
293 1.3 lukem switch (ch) {
294 1.3 lukem default: /* fight */
295 1.3 lukem dtemp = ROLL(2.0, Player.p_might);
296 1.3 lukem HIT:
297 1.3 lukem mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
298 1.3 lukem Player.p_sin += 0.5;
299 1.3 lukem Player.p_1scratch += dtemp;
300 1.3 lukem Player.p_istat = I_OFF;
301 1.3 lukem break;
302 1.1 jtc
303 1.3 lukem case '2': /* run away */
304 1.3 lukem Player.p_1scratch -= 1.0; /* change this to indicate
305 1.3 lukem * action */
306 1.3 lukem if (drandom() > 0.25) {
307 1.3 lukem mvaddstr(Lines++, 0, "You got away!");
308 1.3 lukem Player.p_istat = I_RAN;
309 1.3 lukem } else {
310 1.3 lukem mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
311 1.3 lukem Player.p_istat = I_STUCK;
312 1.1 jtc }
313 1.3 lukem break;
314 1.3 lukem
315 1.3 lukem case '3': /* power blast */
316 1.3 lukem dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
317 1.3 lukem Player.p_mana -= dtemp;
318 1.3 lukem dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
319 1.3 lukem mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
320 1.3 lukem goto HIT;
321 1.3 lukem
322 1.3 lukem case '4': /* luckout */
323 1.3 lukem if (Luckout || drandom() > 0.1) {
324 1.3 lukem if (Luckout)
325 1.3 lukem mvaddstr(Lines++, 0, "You already tried that!");
326 1.3 lukem else {
327 1.3 lukem mvaddstr(Lines++, 0, "Not this time . . .");
328 1.3 lukem Luckout = TRUE;
329 1.3 lukem }
330 1.3 lukem
331 1.3 lukem Player.p_1scratch -= 1.0;
332 1.3 lukem Player.p_istat = I_BLEWIT;
333 1.3 lukem } else {
334 1.3 lukem mvaddstr(Lines++, 0, "You just lucked out!");
335 1.3 lukem Player.p_1scratch = Other.p_energy * 1.1;
336 1.1 jtc }
337 1.3 lukem break;
338 1.3 lukem }
339 1.1 jtc
340 1.3 lukem refresh();
341 1.3 lukem Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
342 1.1 jtc
343 1.3 lukem if (Player.p_1scratch > Other.p_energy)
344 1.3 lukem Player.p_istat = I_KILLED;
345 1.3 lukem else
346 1.3 lukem if (drandom() * Player.p_speed < drandom() * Other.p_speed)
347 1.3 lukem /* relinquish control */
348 1.1 jtc {
349 1.3 lukem ++Player.p_tampered;
350 1.3 lukem Foestrikes = TRUE;
351 1.1 jtc }
352 1.3 lukem writerecord(&Player, Fileloc); /* let foe know what we did */
353 1.1 jtc }
354 1.1 jtc
355 1.3 lukem void
356 1.1 jtc checktampered()
357 1.1 jtc {
358 1.3 lukem long loc = 0L; /* location in energy void file */
359 1.1 jtc
360 1.3 lukem /* first check for energy voids */
361 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
362 1.3 lukem while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
363 1.3 lukem if (Enrgyvoid.ev_active
364 1.3 lukem && Enrgyvoid.ev_x == Player.p_x
365 1.3 lukem && Enrgyvoid.ev_y == Player.p_y)
366 1.3 lukem /* sitting on one */
367 1.3 lukem {
368 1.3 lukem if (loc > 0L)
369 1.3 lukem /* not the holy grail; inactivate energy void */
370 1.3 lukem {
371 1.3 lukem Enrgyvoid.ev_active = FALSE;
372 1.3 lukem writevoid(&Enrgyvoid, loc);
373 1.3 lukem tampered(T_NRGVOID, 0.0, 0.0);
374 1.3 lukem } else
375 1.3 lukem if (Player.p_status != S_CLOAKED)
376 1.3 lukem /* holy grail */
377 1.3 lukem tampered(T_GRAIL, 0.0, 0.0);
378 1.3 lukem break;
379 1.3 lukem } else
380 1.3 lukem loc += SZ_VOIDSTRUCT;
381 1.1 jtc
382 1.3 lukem /* now check for other things */
383 1.3 lukem readrecord(&Other, Fileloc);
384 1.3 lukem if (Other.p_tampered != T_OFF)
385 1.3 lukem tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
386 1.1 jtc }
387 1.1 jtc
388 1.3 lukem void
389 1.1 jtc tampered(what, arg1, arg2)
390 1.3 lukem int what;
391 1.3 lukem double arg1;
392 1.3 lukem double arg2;
393 1.1 jtc {
394 1.3 lukem long loc; /* location in file of other players */
395 1.1 jtc
396 1.3 lukem Changed = TRUE;
397 1.3 lukem move(4, 0);
398 1.1 jtc
399 1.3 lukem Player.p_tampered = T_OFF; /* no longer tampered with */
400 1.1 jtc
401 1.3 lukem switch (what) {
402 1.1 jtc case T_NRGVOID:
403 1.3 lukem addstr("You've hit an energy void !\n");
404 1.3 lukem Player.p_mana /= 3.0;
405 1.3 lukem Player.p_energy /= 2.0;
406 1.3 lukem Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
407 1.3 lukem altercoordinates(0.0, 0.0, A_NEAR);
408 1.3 lukem break;
409 1.1 jtc
410 1.1 jtc case T_TRANSPORT:
411 1.3 lukem addstr("The king transported you ! ");
412 1.3 lukem if (Player.p_charms > 0) {
413 1.3 lukem addstr("But your charm saved you. . .\n");
414 1.3 lukem --Player.p_charms;
415 1.3 lukem } else {
416 1.3 lukem altercoordinates(0.0, 0.0, A_FAR);
417 1.3 lukem addch('\n');
418 1.1 jtc }
419 1.3 lukem break;
420 1.1 jtc
421 1.1 jtc case T_BESTOW:
422 1.3 lukem printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
423 1.3 lukem Player.p_gold += arg1;
424 1.3 lukem break;
425 1.1 jtc
426 1.1 jtc case T_CURSED:
427 1.3 lukem addstr("You've been cursed ! ");
428 1.3 lukem if (Player.p_blessing) {
429 1.3 lukem addstr("But your blessing saved you. . .\n");
430 1.3 lukem Player.p_blessing = FALSE;
431 1.3 lukem } else {
432 1.3 lukem addch('\n');
433 1.3 lukem Player.p_poison += 2.0;
434 1.3 lukem Player.p_energy = 10.0;
435 1.3 lukem Player.p_maxenergy *= 0.95;
436 1.3 lukem Player.p_status = S_PLAYING; /* no longer cloaked */
437 1.1 jtc }
438 1.3 lukem break;
439 1.1 jtc
440 1.1 jtc case T_VAPORIZED:
441 1.3 lukem addstr("You have been vaporized!\n");
442 1.3 lukem more(7);
443 1.3 lukem death("Vaporization");
444 1.3 lukem break;
445 1.1 jtc
446 1.1 jtc case T_MONSTER:
447 1.3 lukem addstr("The Valar zapped you with a monster!\n");
448 1.3 lukem more(7);
449 1.3 lukem encounter((int) arg1);
450 1.3 lukem return;
451 1.1 jtc
452 1.1 jtc case T_BLESSED:
453 1.3 lukem addstr("The Valar has blessed you!\n");
454 1.3 lukem Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
455 1.3 lukem Player.p_mana += 500.0;
456 1.3 lukem Player.p_strength += 0.5;
457 1.3 lukem Player.p_brains += 0.5;
458 1.3 lukem Player.p_magiclvl += 0.5;
459 1.3 lukem Player.p_poison = MIN(0.5, Player.p_poison);
460 1.3 lukem break;
461 1.1 jtc
462 1.1 jtc case T_RELOCATE:
463 1.3 lukem addstr("You've been relocated. . .\n");
464 1.3 lukem altercoordinates(arg1, arg2, A_FORCED);
465 1.3 lukem break;
466 1.1 jtc
467 1.1 jtc case T_HEAL:
468 1.3 lukem addstr("You've been healed!\n");
469 1.3 lukem Player.p_poison -= 0.25;
470 1.3 lukem Player.p_energy = Player.p_maxenergy + Player.p_shield;
471 1.3 lukem break;
472 1.1 jtc
473 1.1 jtc case T_EXVALAR:
474 1.3 lukem addstr("You are no longer Valar!\n");
475 1.3 lukem Player.p_specialtype = SC_COUNCIL;
476 1.3 lukem break;
477 1.1 jtc
478 1.1 jtc case T_GRAIL:
479 1.3 lukem addstr("You have found The Holy Grail!!\n");
480 1.3 lukem if (Player.p_specialtype < SC_COUNCIL)
481 1.3 lukem /* must be council of wise to behold grail */
482 1.3 lukem {
483 1.3 lukem addstr("However, you are not experienced enough to behold it.\n");
484 1.3 lukem Player.p_sin *= Player.p_sin;
485 1.3 lukem Player.p_mana += 1000;
486 1.3 lukem } else
487 1.3 lukem if (Player.p_specialtype == SC_VALAR
488 1.3 lukem || Player.p_specialtype == SC_EXVALAR) {
489 1.3 lukem addstr("You have made it to the position of Valar once already.\n");
490 1.3 lukem addstr("The Grail is of no more use to you now.\n");
491 1.3 lukem } else {
492 1.3 lukem addstr("It is now time to see if you are worthy to behold it. . .\n");
493 1.3 lukem refresh();
494 1.3 lukem sleep(4);
495 1.3 lukem
496 1.3 lukem if (drandom() / 2.0 < Player.p_sin) {
497 1.3 lukem addstr("You have failed!\n");
498 1.3 lukem Player.p_strength =
499 1.3 lukem Player.p_mana =
500 1.3 lukem Player.p_energy =
501 1.3 lukem Player.p_maxenergy =
502 1.3 lukem Player.p_magiclvl =
503 1.3 lukem Player.p_brains =
504 1.3 lukem Player.p_experience =
505 1.3 lukem Player.p_quickness = 1.0;
506 1.3 lukem
507 1.3 lukem altercoordinates(1.0, 1.0, A_FORCED);
508 1.3 lukem Player.p_level = 0.0;
509 1.3 lukem } else {
510 1.3 lukem addstr("You made to position of Valar!\n");
511 1.3 lukem Player.p_specialtype = SC_VALAR;
512 1.3 lukem Player.p_lives = 5;
513 1.5 jsm fseek(Playersfp, 0L, SEEK_SET);
514 1.3 lukem loc = 0L;
515 1.3 lukem while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
516 1.3 lukem /* search for existing valar */
517 1.3 lukem if (Other.p_specialtype == SC_VALAR
518 1.3 lukem && Other.p_status != S_NOTUSED)
519 1.3 lukem /* found old valar */
520 1.3 lukem {
521 1.3 lukem Other.p_tampered = T_EXVALAR;
522 1.3 lukem writerecord(&Other, loc);
523 1.3 lukem break;
524 1.3 lukem } else
525 1.3 lukem loc += SZ_PLAYERSTRUCT;
526 1.3 lukem }
527 1.3 lukem }
528 1.3 lukem
529 1.3 lukem /* move grail to new location */
530 1.3 lukem Enrgyvoid.ev_active = TRUE;
531 1.3 lukem Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
532 1.3 lukem Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
533 1.3 lukem writevoid(&Enrgyvoid, 0L);
534 1.3 lukem break;
535 1.1 jtc }
536 1.3 lukem refresh();
537 1.3 lukem sleep(2);
538 1.1 jtc }
539 1.1 jtc
540 1.3 lukem void
541 1.1 jtc userlist(ingameflag)
542 1.3 lukem bool 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 1.1 jtc throneroom()
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 1.1 jtc dotampered()
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 1.1 jtc writevoid(vp, loc)
866 1.3 lukem struct energyvoid *vp;
867 1.3 lukem long loc;
868 1.1 jtc {
869 1.1 jtc
870 1.5 jsm fseek(Energyvoidfp, loc, SEEK_SET);
871 1.3 lukem fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
872 1.3 lukem fflush(Energyvoidfp);
873 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
874 1.1 jtc }
875 1.1 jtc
876 1.1 jtc long
877 1.1 jtc allocvoid()
878 1.1 jtc {
879 1.3 lukem long loc = 0L; /* location of new energy void */
880 1.1 jtc
881 1.5 jsm fseek(Energyvoidfp, 0L, SEEK_SET);
882 1.3 lukem while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
883 1.3 lukem if (Enrgyvoid.ev_active)
884 1.3 lukem loc += SZ_VOIDSTRUCT;
885 1.3 lukem else
886 1.3 lukem break;
887 1.1 jtc
888 1.3 lukem return (loc);
889 1.1 jtc }
890