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interplayer.c revision 1.7
      1 /*	$NetBSD: interplayer.c,v 1.7 2004/04/07 17:46:47 ross Exp $	*/
      2 
      3 /*
      4  * interplayer.c - player to player routines for Phantasia
      5  */
      6 
      7 #include "include.h"
      8 #include <curses.h>
      9 
     10 void
     11 checkbattle()
     12 {
     13 	long    foeloc = 0L;	/* location in file of person to fight */
     14 
     15 	Users = 0;
     16 	fseek(Playersfp, 0L, SEEK_SET);
     17 
     18 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
     19 		if (Other.p_status != S_OFF
     20 		    && Other.p_status != S_NOTUSED
     21 		    && Other.p_status != S_HUNGUP
     22 		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
     23 			/* player is on and not a cloaked valar */
     24 		{
     25 			++Users;
     26 
     27 			if (Player.p_x == Other.p_x
     28 			    && Player.p_y == Other.p_y
     29 			/* same coordinates */
     30 			    && foeloc != Fileloc
     31 			/* not self */
     32 			    && Player.p_status == S_PLAYING
     33 			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
     34 			/* both are playing */
     35 			    && Other.p_specialtype != SC_VALAR
     36 			    && Player.p_specialtype != SC_VALAR)
     37 				/* neither is valar */
     38 			{
     39 				battleplayer(foeloc);
     40 				return;
     41 			}
     42 		}
     43 		foeloc += SZ_PLAYERSTRUCT;
     44 	}
     45 }
     46 
     47 void
     48 battleplayer(foeplace)
     49 	long    foeplace;
     50 {
     51 	double  dtemp;		/* for temporary calculations */
     52 	double  oldhits = 0.0;	/* previous damage inflicted by foe */
     53 	int     loop;		/* for timing out */
     54 	int     ch;		/* input */
     55 	short   oldtampered;	/* old value of foe's p_tampered */
     56 
     57 	Lines = 8;
     58 	Luckout = FALSE;
     59 	mvaddstr(4, 0, "Preparing for battle!\n");
     60 	refresh();
     61 
     62 #ifdef SYS5
     63 	flushinp();
     64 #endif
     65 
     66 	/* set up variables, file, etc. */
     67 	Player.p_status = S_INBATTLE;
     68 	Shield = Player.p_energy;
     69 
     70 	/* if p_tampered is not 0, someone else may try to change it (king,
     71 	 * etc.) */
     72 	Player.p_tampered = oldtampered = 1;
     73 	Player.p_1scratch = 0.0;
     74 	Player.p_istat = I_OFF;
     75 
     76 	readrecord(&Other, foeplace);
     77 	if (fabs(Player.p_level - Other.p_level) > 20.0)
     78 		/* see if players are greatly mismatched */
     79 	{
     80 		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
     81 		if (dtemp < -0.5)
     82 			/* foe outweighs this one */
     83 			Player.p_speed *= 2.0;
     84 	}
     85 	writerecord(&Player, Fileloc);	/* write out all our info */
     86 
     87 	if (Player.p_blindness)
     88 		Enemyname = "someone";
     89 	else
     90 		Enemyname = Other.p_name;
     91 
     92 	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
     93 	refresh();
     94 
     95 	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
     96 		/* wait for foe to respond */
     97 	{
     98 		readrecord(&Other, foeplace);
     99 		sleep(1);
    100 	}
    101 
    102 	if (Other.p_status != S_INBATTLE)
    103 		/* foe did not respond */
    104 	{
    105 		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
    106 		goto LEAVE;
    107 	}
    108 	/* else, we are ready to battle */
    109 
    110 	move(4, 0);
    111 	clrtoeol();
    112 
    113 	/*
    114          * determine who is first master
    115          * if neither player is faster, check level
    116          * if neither level is greater, battle is not allowed
    117          * (this should never happen, but we have to handle it)
    118          */
    119 	if (Player.p_speed > Other.p_speed)
    120 		Foestrikes = FALSE;
    121 	else
    122 		if (Other.p_speed > Player.p_speed)
    123 			Foestrikes = TRUE;
    124 		else
    125 			if (Player.p_level > Other.p_level)
    126 				Foestrikes = FALSE;
    127 			else
    128 				if (Other.p_level > Player.p_level)
    129 					Foestrikes = TRUE;
    130 				else
    131 					/* no one is faster */
    132 				{
    133 					printw("You can't fight %s yet.", Enemyname);
    134 					goto LEAVE;
    135 				}
    136 
    137 	for (;;) {
    138 		displaystats();
    139 		readmessage();
    140 		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
    141 
    142 		if (!Foestrikes)
    143 			/* take action against foe */
    144 			myturn();
    145 		else
    146 			/* wait for foe to take action */
    147 		{
    148 			mvaddstr(4, 0, "Waiting...\n");
    149 			clrtoeol();
    150 			refresh();
    151 
    152 			for (loop = 0; loop < 20; ++loop)
    153 				/* wait for foe to act */
    154 			{
    155 				readrecord(&Other, foeplace);
    156 				if (Other.p_1scratch != oldhits)
    157 					/* p_1scratch changes to indicate
    158 					 * action */
    159 					break;
    160 				else
    161 					/* wait and try again */
    162 				{
    163 					sleep(1);
    164 					addch('.');
    165 					refresh();
    166 				}
    167 			}
    168 
    169 			if (Other.p_1scratch == oldhits) {
    170 				/* timeout */
    171 				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
    172 				ch = getanswer("NY", FALSE);
    173 				move(22, 0);
    174 				clrtobot();
    175 				if (ch == 'Y')
    176 					continue;
    177 				else
    178 					break;
    179 			} else
    180 				/* foe took action */
    181 			{
    182 				switch (Other.p_istat) {
    183 				case I_RAN:	/* foe ran away */
    184 					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
    185 					break;
    186 
    187 				case I_STUCK:	/* foe tried to run, but
    188 						 * couldn't */
    189 					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
    190 					break;
    191 
    192 				case I_BLEWIT:	/* foe tried to luckout, but
    193 						 * didn't */
    194 					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
    195 					break;
    196 
    197 				default:
    198 					dtemp = Other.p_1scratch - oldhits;
    199 					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
    200 					Shield -= dtemp;
    201 					break;
    202 				}
    203 
    204 				oldhits = Other.p_1scratch;	/* keep track of old
    205 								 * hits */
    206 
    207 				if (Other.p_tampered != oldtampered)
    208 					/* p_tampered changes to relinquish
    209 					 * turn */
    210 				{
    211 					oldtampered = Other.p_tampered;
    212 					Foestrikes = FALSE;
    213 				}
    214 			}
    215 		}
    216 
    217 		/* decide what happens next */
    218 		refresh();
    219 		if (Lines > LINES - 2) {
    220 			more(Lines);
    221 			move(Lines = 8, 0);
    222 			clrtobot();
    223 		}
    224 		if (Other.p_istat == I_KILLED || Shield < 0.0)
    225 			/* we died */
    226 		{
    227 			Shield = -2.0;	/* insure this value is negative */
    228 			break;
    229 		}
    230 		if (Player.p_istat == I_KILLED)
    231 			/* we killed foe; award treasre */
    232 		{
    233 			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
    234 			Player.p_experience += Other.p_experience;
    235 			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
    236 			Player.p_amulets += Other.p_amulets;
    237 			Player.p_charms += Other.p_charms;
    238 			collecttaxes(Other.p_gold, Other.p_gems);
    239 			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
    240 			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
    241 			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
    242 			if (Other.p_virgin && !Player.p_virgin) {
    243 				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
    244 				if ((ch = getanswer("YN", FALSE)) == 'Y')
    245 					Player.p_virgin = TRUE;
    246 				else {
    247 					++Player.p_sin;
    248 					Player.p_experience += 8000.0;
    249 				}
    250 			}
    251 			sleep(3);	/* give other person time to die */
    252 			break;
    253 		} else
    254 			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
    255 				/* either player ran away */
    256 				break;
    257 	}
    258 
    259 LEAVE:
    260 	/* clean up things and leave */
    261 	writerecord(&Player, Fileloc);	/* update a final time */
    262 	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
    263 	Player.p_energy = Shield;	/* set energy to actual value */
    264 	Player.p_tampered = T_OFF;	/* clear p_tampered */
    265 
    266 	more(Lines);		/* pause */
    267 
    268 	move(4, 0);
    269 	clrtobot();		/* clear bottom area of screen */
    270 
    271 	if (Player.p_energy < 0.0)
    272 		/* we are dead */
    273 		death("Interterminal battle");
    274 }
    275 
    276 void
    277 myturn()
    278 {
    279 	double  dtemp;		/* for temporary calculations */
    280 	int     ch;		/* input */
    281 
    282 	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
    283 	if (Luckout)
    284 		clrtoeol();
    285 	else
    286 		addstr("4:Luckout  ");
    287 
    288 	ch = inputoption();
    289 	move(Lines = 8, 0);
    290 	clrtobot();
    291 
    292 	switch (ch) {
    293 	default:		/* fight */
    294 		dtemp = ROLL(2.0, Player.p_might);
    295 HIT:
    296 		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
    297 		Player.p_sin += 0.5;
    298 		Player.p_1scratch += dtemp;
    299 		Player.p_istat = I_OFF;
    300 		break;
    301 
    302 	case '2':		/* run away */
    303 		Player.p_1scratch -= 1.0;	/* change this to indicate
    304 						 * action */
    305 		if (drandom() > 0.25) {
    306 			mvaddstr(Lines++, 0, "You got away!");
    307 			Player.p_istat = I_RAN;
    308 		} else {
    309 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
    310 			Player.p_istat = I_STUCK;
    311 		}
    312 		break;
    313 
    314 	case '3':		/* power blast */
    315 		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
    316 		Player.p_mana -= dtemp;
    317 		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
    318 		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
    319 		goto HIT;
    320 
    321 	case '4':		/* luckout */
    322 		if (Luckout || drandom() > 0.1) {
    323 			if (Luckout)
    324 				mvaddstr(Lines++, 0, "You already tried that!");
    325 			else {
    326 				mvaddstr(Lines++, 0, "Not this time . . .");
    327 				Luckout = TRUE;
    328 			}
    329 
    330 			Player.p_1scratch -= 1.0;
    331 			Player.p_istat = I_BLEWIT;
    332 		} else {
    333 			mvaddstr(Lines++, 0, "You just lucked out!");
    334 			Player.p_1scratch = Other.p_energy * 1.1;
    335 		}
    336 		break;
    337 	}
    338 
    339 	refresh();
    340 	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
    341 
    342 	if (Player.p_1scratch > Other.p_energy)
    343 		Player.p_istat = I_KILLED;
    344 	else
    345 		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
    346 			/* relinquish control */
    347 		{
    348 			++Player.p_tampered;
    349 			Foestrikes = TRUE;
    350 		}
    351 	writerecord(&Player, Fileloc);	/* let foe know what we did */
    352 }
    353 
    354 void
    355 checktampered()
    356 {
    357 	long    loc = 0L;	/* location in energy void file */
    358 
    359 	/* first check for energy voids */
    360 	fseek(Energyvoidfp, 0L, SEEK_SET);
    361 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
    362 		if (Enrgyvoid.ev_active
    363 		    && Enrgyvoid.ev_x == Player.p_x
    364 		    && Enrgyvoid.ev_y == Player.p_y)
    365 			/* sitting on one */
    366 		{
    367 			if (loc > 0L)
    368 				/* not the holy grail; inactivate energy void */
    369 			{
    370 				Enrgyvoid.ev_active = FALSE;
    371 				writevoid(&Enrgyvoid, loc);
    372 				tampered(T_NRGVOID, 0.0, 0.0);
    373 			} else
    374 				if (Player.p_status != S_CLOAKED)
    375 					/* holy grail */
    376 					tampered(T_GRAIL, 0.0, 0.0);
    377 			break;
    378 		} else
    379 			loc += SZ_VOIDSTRUCT;
    380 
    381 	/* now check for other things */
    382 	readrecord(&Other, Fileloc);
    383 	if (Other.p_tampered != T_OFF)
    384 		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
    385 }
    386 
    387 void
    388 tampered(what, arg1, arg2)
    389 	int     what;
    390 	double  arg1;
    391 	double  arg2;
    392 {
    393 	long    loc;		/* location in file of other players */
    394 
    395 	Changed = TRUE;
    396 	move(4, 0);
    397 
    398 	Player.p_tampered = T_OFF;	/* no longer tampered with */
    399 
    400 	switch (what) {
    401 	case T_NRGVOID:
    402 		addstr("You've hit an energy void !\n");
    403 		Player.p_mana /= 3.0;
    404 		Player.p_energy /= 2.0;
    405 		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
    406 		altercoordinates(0.0, 0.0, A_NEAR);
    407 		break;
    408 
    409 	case T_TRANSPORT:
    410 		addstr("The king transported you !  ");
    411 		if (Player.p_charms > 0) {
    412 			addstr("But your charm saved you. . .\n");
    413 			--Player.p_charms;
    414 		} else {
    415 			altercoordinates(0.0, 0.0, A_FAR);
    416 			addch('\n');
    417 		}
    418 		break;
    419 
    420 	case T_BESTOW:
    421 		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
    422 		Player.p_gold += arg1;
    423 		break;
    424 
    425 	case T_CURSED:
    426 		addstr("You've been cursed !  ");
    427 		if (Player.p_blessing) {
    428 			addstr("But your blessing saved you. . .\n");
    429 			Player.p_blessing = FALSE;
    430 		} else {
    431 			addch('\n');
    432 			Player.p_poison += 2.0;
    433 			Player.p_energy = 10.0;
    434 			Player.p_maxenergy *= 0.95;
    435 			Player.p_status = S_PLAYING;	/* no longer cloaked */
    436 		}
    437 		break;
    438 
    439 	case T_VAPORIZED:
    440 		addstr("You have been vaporized!\n");
    441 		more(7);
    442 		death("Vaporization");
    443 		break;
    444 
    445 	case T_MONSTER:
    446 		addstr("The Valar zapped you with a monster!\n");
    447 		more(7);
    448 		encounter((int) arg1);
    449 		return;
    450 
    451 	case T_BLESSED:
    452 		addstr("The Valar has blessed you!\n");
    453 		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
    454 		Player.p_mana += 500.0;
    455 		Player.p_strength += 0.5;
    456 		Player.p_brains += 0.5;
    457 		Player.p_magiclvl += 0.5;
    458 		Player.p_poison = MIN(0.5, Player.p_poison);
    459 		break;
    460 
    461 	case T_RELOCATE:
    462 		addstr("You've been relocated. . .\n");
    463 		altercoordinates(arg1, arg2, A_FORCED);
    464 		break;
    465 
    466 	case T_HEAL:
    467 		addstr("You've been healed!\n");
    468 		Player.p_poison -= 0.25;
    469 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
    470 		break;
    471 
    472 	case T_EXVALAR:
    473 		addstr("You are no longer Valar!\n");
    474 		Player.p_specialtype = SC_COUNCIL;
    475 		break;
    476 
    477 	case T_GRAIL:
    478 		addstr("You have found The Holy Grail!!\n");
    479 		if (Player.p_specialtype < SC_COUNCIL)
    480 			/* must be council of wise to behold grail */
    481 		{
    482 			addstr("However, you are not experienced enough to behold it.\n");
    483 			Player.p_sin *= Player.p_sin;
    484 			Player.p_mana += 1000;
    485 		} else
    486 			if (Player.p_specialtype == SC_VALAR
    487 			    || Player.p_specialtype == SC_EXVALAR) {
    488 				addstr("You have made it to the position of Valar once already.\n");
    489 				addstr("The Grail is of no more use to you now.\n");
    490 			} else {
    491 				addstr("It is now time to see if you are worthy to behold it. . .\n");
    492 				refresh();
    493 				sleep(4);
    494 
    495 				if (drandom() / 2.0 < Player.p_sin) {
    496 					addstr("You have failed!\n");
    497 					Player.p_strength =
    498 					    Player.p_mana =
    499 					    Player.p_energy =
    500 					    Player.p_maxenergy =
    501 					    Player.p_magiclvl =
    502 					    Player.p_brains =
    503 					    Player.p_experience =
    504 					    Player.p_quickness = 1.0;
    505 
    506 					altercoordinates(1.0, 1.0, A_FORCED);
    507 					Player.p_level = 0.0;
    508 				} else {
    509 					addstr("You made to position of Valar!\n");
    510 					Player.p_specialtype = SC_VALAR;
    511 					Player.p_lives = 5;
    512 					fseek(Playersfp, 0L, SEEK_SET);
    513 					loc = 0L;
    514 					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    515 						/* search for existing valar */
    516 						if (Other.p_specialtype == SC_VALAR
    517 						    && Other.p_status != S_NOTUSED)
    518 							/* found old valar */
    519 						{
    520 							Other.p_tampered = T_EXVALAR;
    521 							writerecord(&Other, loc);
    522 							break;
    523 						} else
    524 							loc += SZ_PLAYERSTRUCT;
    525 				}
    526 			}
    527 
    528 		/* move grail to new location */
    529 		Enrgyvoid.ev_active = TRUE;
    530 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
    531 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
    532 		writevoid(&Enrgyvoid, 0L);
    533 		break;
    534 	}
    535 	refresh();
    536 	sleep(2);
    537 }
    538 
    539 void
    540 userlist(ingameflag)
    541 	bool    ingameflag;
    542 {
    543 	int     numusers = 0;	/* number of users on file */
    544 
    545 	if (ingameflag && Player.p_blindness) {
    546 		mvaddstr(8, 0, "You cannot see anyone.\n");
    547 		return;
    548 	}
    549 	fseek(Playersfp, 0L, SEEK_SET);
    550 	mvaddstr(8, 0,
    551 	    "Name                         X         Y    Lvl Type Login    Status\n");
    552 
    553 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
    554 		if (Other.p_status == S_NOTUSED
    555 		/* record is unused */
    556 		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
    557 			/* cloaked valar */
    558 		{
    559 			if (!Wizard)
    560 				/* wizard can see everything on file */
    561 				continue;
    562 		}
    563 		++numusers;
    564 
    565 		if (ingameflag &&
    566 		/* must be playing for the rest of these conditions */
    567 		    (Player.p_specialtype >= SC_KING
    568 		/* kings and higher can see others */
    569 			|| Other.p_specialtype >= SC_KING
    570 		/* kings and higher can be seen by others */
    571 			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
    572 		/* those nearer the origin can be seen */
    573 			|| Player.p_palantir)
    574 		/* palantir enables one to see others */
    575 		    && (Other.p_status != S_CLOAKED
    576 			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
    577 		/* not cloaked; valar can see through cloak with a palantir */
    578 		    && Other.p_specialtype != SC_VALAR)
    579 			/* not a valar */
    580 			/* coordinates should be printed */
    581 			printw("%-20s  %8.0f  %8.0f ",
    582 			    Other.p_name, Other.p_x, Other.p_y);
    583 		else
    584 			/* cannot see player's coordinates */
    585 			printw("%-20s %19.19s ",
    586 			    Other.p_name, descrlocation(&Other, TRUE));
    587 
    588 		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
    589 		    Other.p_login, descrstatus(&Other));
    590 
    591 		if ((numusers % (LINES - 10)) == 0) {
    592 			more(LINES - 1);
    593 			move(9, 0);
    594 			clrtobot();
    595 		}
    596 	}
    597 
    598 	printw("Total players on file = %d\n", numusers);
    599 	refresh();
    600 }
    601 
    602 void
    603 throneroom()
    604 {
    605 	FILE   *fp;		/* to clear energy voids */
    606 	long    loc = 0L;	/* location of old king in player file */
    607 
    608 	if (Player.p_specialtype < SC_KING)
    609 		/* not already king -- assumes crown */
    610 	{
    611 		fseek(Playersfp, 0L, SEEK_SET);
    612 		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
    613 			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
    614 				/* found old king */
    615 			{
    616 				if (Other.p_status != S_OFF)
    617 					/* old king is playing */
    618 				{
    619 					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
    620 					altercoordinates(0.0, 0.0, A_NEAR);
    621 					move(6, 0);
    622 					return;
    623 				} else
    624 					/* old king is not playing - remove
    625 					 * him/her */
    626 				{
    627 					Other.p_specialtype = SC_NONE;
    628 					if (Other.p_crowns)
    629 						--Other.p_crowns;
    630 					writerecord(&Other, loc);
    631 					break;
    632 				}
    633 			} else
    634 				loc += SZ_PLAYERSTRUCT;
    635 
    636 		/* make player new king */
    637 		Changed = TRUE;
    638 		Player.p_specialtype = SC_KING;
    639 		mvaddstr(4, 0, "You have become king!\n");
    640 
    641 		/* let everyone else know */
    642 		fp = fopen(_PATH_MESS, "w");
    643 		fprintf(fp, "All hail the new king!");
    644 		fclose(fp);
    645 
    646 		/* clear all energy voids; retain location of holy grail */
    647 		fseek(Energyvoidfp, 0L, SEEK_SET);
    648 		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    649 		fp = fopen(_PATH_VOID, "w");
    650 		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
    651 		fclose(fp);
    652 	}
    653 	mvaddstr(6, 0, "0:Decree  ");
    654 }
    655 
    656 void
    657 dotampered()
    658 {
    659 	short   tamper;		/* value for tampering with other players */
    660 	const char   *option;		/* pointer to option description */
    661 	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
    662 	int     ch;		/* input */
    663 	long    loc;		/* location in energy void file */
    664 	FILE   *fp;		/* for opening gold file */
    665 
    666 	move(6, 0);
    667 	clrtoeol();
    668 	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
    669 		/* king options */
    670 	{
    671 		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
    672 
    673 		ch = getanswer(" ", TRUE);
    674 		move(6, 0);
    675 		clrtoeol();
    676 		move(4, 0);
    677 		switch (ch) {
    678 		case '1':	/* transport someone */
    679 			tamper = T_TRANSPORT;
    680 			option = "transport";
    681 			break;
    682 
    683 		case '2':	/* curse another */
    684 			tamper = T_CURSED;
    685 			option = "curse";
    686 			break;
    687 
    688 		case '3':	/* create energy void */
    689 			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
    690 				/* can only have 20 void active at once */
    691 				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
    692 			else {
    693 				addstr("Enter the X Y coordinates of void ? ");
    694 				getstring(Databuf, SZ_DATABUF);
    695 				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
    696 				Enrgyvoid.ev_x = floor(temp1);
    697 				Enrgyvoid.ev_y = floor(temp2);
    698 				Enrgyvoid.ev_active = TRUE;
    699 				writevoid(&Enrgyvoid, loc);
    700 				mvaddstr(5, 0, "It is done.\n");
    701 			}
    702 			return;
    703 
    704 		case '4':	/* bestow gold to subject */
    705 			tamper = T_BESTOW;
    706 			addstr("How much gold to bestow ? ");
    707 			temp1 = infloat();
    708 			if (temp1 > Player.p_gold || temp1 < 0) {
    709 				mvaddstr(5, 0, "You don't have that !\n");
    710 				return;
    711 			}
    712 			/* adjust gold after we are sure it will be given to
    713 			 * someone */
    714 			option = "give gold to";
    715 			break;
    716 
    717 		case '5':	/* collect accumulated taxes */
    718 			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
    719 				/* collect taxes */
    720 			{
    721 				fread((char *) &temp1, sizeof(double), 1, fp);
    722 				fseek(fp, 0L, SEEK_SET);
    723 				/* clear out value */
    724 				temp2 = 0.0;
    725 				fwrite((char *) &temp2, sizeof(double), 1, fp);
    726 				fclose(fp);
    727 			}
    728 			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
    729 			Player.p_gold += floor(temp1);
    730 			return;
    731 
    732 		default:
    733 			return;
    734 		}
    735 		/* end of king options */
    736 	} else
    737 		/* council of wise, valar, wizard options */
    738 	{
    739 		addstr("1:Heal  ");
    740 		if (Player.p_palantir || Wizard)
    741 			addstr("2:Seek Grail  ");
    742 		if (Player.p_specialtype == SC_VALAR || Wizard)
    743 			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
    744 		if (Wizard)
    745 			addstr("6:Vaporize  ");
    746 
    747 		ch = getanswer(" ", TRUE);
    748 		if (!Wizard) {
    749 			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
    750 				ILLCMD();
    751 				return;
    752 			}
    753 			if (Player.p_mana < MM_INTERVENE) {
    754 				mvaddstr(5, 0, "No mana left.\n");
    755 				return;
    756 			} else
    757 				Player.p_mana -= MM_INTERVENE;
    758 		}
    759 		switch (ch) {
    760 		case '1':	/* heal another */
    761 			tamper = T_HEAL;
    762 			option = "heal";
    763 			break;
    764 
    765 		case '2':	/* seek grail */
    766 			if (Player.p_palantir)
    767 				/* need a palantir to seek */
    768 			{
    769 				fseek(Energyvoidfp, 0L, SEEK_SET);
    770 				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    771 				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
    772 				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
    773 				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
    774 			} else
    775 				/* no palantir */
    776 				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
    777 			return;
    778 
    779 		case '3':	/* lob monster at someone */
    780 			mvaddstr(4, 0, "Which monster [0-99] ? ");
    781 			temp1 = infloat();
    782 			temp1 = MAX(0.0, MIN(99.0, temp1));
    783 			tamper = T_MONSTER;
    784 			option = "throw a monster at";
    785 			break;
    786 
    787 		case '4':	/* move another player */
    788 			mvaddstr(4, 0, "New X Y coordinates ? ");
    789 			getstring(Databuf, SZ_DATABUF);
    790 			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
    791 			tamper = T_RELOCATE;
    792 			option = "relocate";
    793 			break;
    794 
    795 		case '5':	/* bless a player */
    796 			tamper = T_BLESSED;
    797 			option = "bless";
    798 			break;
    799 
    800 		case '6':	/* kill off a player */
    801 			if (Wizard) {
    802 				tamper = T_VAPORIZED;
    803 				option = "vaporize";
    804 				break;
    805 			} else
    806 				return;
    807 
    808 		default:
    809 			return;
    810 		}
    811 
    812 		/* adjust age after we are sure intervention will be done */
    813 		/* end of valar, etc. options */
    814 	}
    815 
    816 	for (;;)
    817 		/* prompt for player to affect */
    818 	{
    819 		mvprintw(4, 0, "Who do you want to %s ? ", option);
    820 		getstring(Databuf, SZ_DATABUF);
    821 		truncstring(Databuf);
    822 
    823 		if (Databuf[0] == '\0')
    824 			userlist(TRUE);
    825 		else
    826 			break;
    827 	}
    828 
    829 	if (strcmp(Player.p_name, Databuf) != 0)
    830 		/* name other than self */
    831 	{
    832 		if ((loc = findname(Databuf, &Other)) >= 0L) {
    833 			if (Other.p_tampered != T_OFF) {
    834 				mvaddstr(5, 0, "That person has something pending already.\n");
    835 				return;
    836 			} else {
    837 				if (tamper == T_RELOCATE
    838 				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
    839 				    && !Wizard)
    840 					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
    841 				else {
    842 					if (tamper == T_BESTOW)
    843 						Player.p_gold -= floor(temp1);
    844 					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
    845 						tamper == T_RELOCATE || tamper == T_BLESSED))
    846 						Player.p_age += N_AGE;	/* age penalty */
    847 					Other.p_tampered = tamper;
    848 					Other.p_1scratch = floor(temp1);
    849 					Other.p_2scratch = floor(temp2);
    850 					writerecord(&Other, loc);
    851 					mvaddstr(5, 0, "It is done.\n");
    852 				}
    853 				return;
    854 			}
    855 		} else
    856 			/* player not found */
    857 			mvaddstr(5, 0, "There is no one by that name.\n");
    858 	} else
    859 		/* self */
    860 		mvaddstr(5, 0, "You may not do it to yourself!\n");
    861 }
    862 
    863 void
    864 writevoid(vp, loc)
    865 	struct energyvoid *vp;
    866 	long    loc;
    867 {
    868 
    869 	fseek(Energyvoidfp, loc, SEEK_SET);
    870 	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
    871 	fflush(Energyvoidfp);
    872 	fseek(Energyvoidfp, 0L, SEEK_SET);
    873 }
    874 
    875 long
    876 allocvoid()
    877 {
    878 	long    loc = 0L;	/* location of new energy void */
    879 
    880 	fseek(Energyvoidfp, 0L, SEEK_SET);
    881 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
    882 		if (Enrgyvoid.ev_active)
    883 			loc += SZ_VOIDSTRUCT;
    884 		else
    885 			break;
    886 
    887 	return (loc);
    888 }
    889