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1 /* $NetBSD: interplayer.c,v 1.9 2005/02/15 12:58:21 jsm Exp $ */
2
3 /*
4 * interplayer.c - player to player routines for Phantasia
5 */
6
7 #include "include.h"
8 #undef bool
9 #include <curses.h>
10
11 void
12 checkbattle()
13 {
14 long foeloc = 0L; /* location in file of person to fight */
15
16 Users = 0;
17 fseek(Playersfp, 0L, SEEK_SET);
18
19 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
20 if (Other.p_status != S_OFF
21 && Other.p_status != S_NOTUSED
22 && Other.p_status != S_HUNGUP
23 && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
24 /* player is on and not a cloaked valar */
25 {
26 ++Users;
27
28 if (Player.p_x == Other.p_x
29 && Player.p_y == Other.p_y
30 /* same coordinates */
31 && foeloc != Fileloc
32 /* not self */
33 && Player.p_status == S_PLAYING
34 && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
35 /* both are playing */
36 && Other.p_specialtype != SC_VALAR
37 && Player.p_specialtype != SC_VALAR)
38 /* neither is valar */
39 {
40 battleplayer(foeloc);
41 return;
42 }
43 }
44 foeloc += SZ_PLAYERSTRUCT;
45 }
46 }
47
48 void
49 battleplayer(foeplace)
50 long foeplace;
51 {
52 double dtemp; /* for temporary calculations */
53 double oldhits = 0.0; /* previous damage inflicted by foe */
54 int loop; /* for timing out */
55 int ch; /* input */
56 short oldtampered; /* old value of foe's p_tampered */
57
58 Lines = 8;
59 Luckout = FALSE;
60 mvaddstr(4, 0, "Preparing for battle!\n");
61 refresh();
62
63 #ifdef SYS5
64 flushinp();
65 #endif
66
67 /* set up variables, file, etc. */
68 Player.p_status = S_INBATTLE;
69 Shield = Player.p_energy;
70
71 /* if p_tampered is not 0, someone else may try to change it (king,
72 * etc.) */
73 Player.p_tampered = oldtampered = 1;
74 Player.p_1scratch = 0.0;
75 Player.p_istat = I_OFF;
76
77 readrecord(&Other, foeplace);
78 if (fabs(Player.p_level - Other.p_level) > 20.0)
79 /* see if players are greatly mismatched */
80 {
81 dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
82 if (dtemp < -0.5)
83 /* foe outweighs this one */
84 Player.p_speed *= 2.0;
85 }
86 writerecord(&Player, Fileloc); /* write out all our info */
87
88 if (Player.p_blindness)
89 Enemyname = "someone";
90 else
91 Enemyname = Other.p_name;
92
93 mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
94 refresh();
95
96 for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
97 /* wait for foe to respond */
98 {
99 readrecord(&Other, foeplace);
100 sleep(1);
101 }
102
103 if (Other.p_status != S_INBATTLE)
104 /* foe did not respond */
105 {
106 mvprintw(5, 0, "%s is not responding.\n", Enemyname);
107 goto LEAVE;
108 }
109 /* else, we are ready to battle */
110
111 move(4, 0);
112 clrtoeol();
113
114 /*
115 * determine who is first master
116 * if neither player is faster, check level
117 * if neither level is greater, battle is not allowed
118 * (this should never happen, but we have to handle it)
119 */
120 if (Player.p_speed > Other.p_speed)
121 Foestrikes = FALSE;
122 else
123 if (Other.p_speed > Player.p_speed)
124 Foestrikes = TRUE;
125 else
126 if (Player.p_level > Other.p_level)
127 Foestrikes = FALSE;
128 else
129 if (Other.p_level > Player.p_level)
130 Foestrikes = TRUE;
131 else
132 /* no one is faster */
133 {
134 printw("You can't fight %s yet.", Enemyname);
135 goto LEAVE;
136 }
137
138 for (;;) {
139 displaystats();
140 readmessage();
141 mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
142
143 if (!Foestrikes)
144 /* take action against foe */
145 myturn();
146 else
147 /* wait for foe to take action */
148 {
149 mvaddstr(4, 0, "Waiting...\n");
150 clrtoeol();
151 refresh();
152
153 for (loop = 0; loop < 20; ++loop)
154 /* wait for foe to act */
155 {
156 readrecord(&Other, foeplace);
157 if (Other.p_1scratch != oldhits)
158 /* p_1scratch changes to indicate
159 * action */
160 break;
161 else
162 /* wait and try again */
163 {
164 sleep(1);
165 addch('.');
166 refresh();
167 }
168 }
169
170 if (Other.p_1scratch == oldhits) {
171 /* timeout */
172 mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
173 ch = getanswer("NY", FALSE);
174 move(22, 0);
175 clrtobot();
176 if (ch == 'Y')
177 continue;
178 else
179 break;
180 } else
181 /* foe took action */
182 {
183 switch (Other.p_istat) {
184 case I_RAN: /* foe ran away */
185 mvprintw(Lines++, 0, "%s ran away!", Enemyname);
186 break;
187
188 case I_STUCK: /* foe tried to run, but
189 * couldn't */
190 mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
191 break;
192
193 case I_BLEWIT: /* foe tried to luckout, but
194 * didn't */
195 mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
196 break;
197
198 default:
199 dtemp = Other.p_1scratch - oldhits;
200 mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
201 Shield -= dtemp;
202 break;
203 }
204
205 oldhits = Other.p_1scratch; /* keep track of old
206 * hits */
207
208 if (Other.p_tampered != oldtampered)
209 /* p_tampered changes to relinquish
210 * turn */
211 {
212 oldtampered = Other.p_tampered;
213 Foestrikes = FALSE;
214 }
215 }
216 }
217
218 /* decide what happens next */
219 refresh();
220 if (Lines > LINES - 2) {
221 more(Lines);
222 move(Lines = 8, 0);
223 clrtobot();
224 }
225 if (Other.p_istat == I_KILLED || Shield < 0.0)
226 /* we died */
227 {
228 Shield = -2.0; /* insure this value is negative */
229 break;
230 }
231 if (Player.p_istat == I_KILLED)
232 /* we killed foe; award treasre */
233 {
234 mvprintw(Lines++, 0, "You killed %s!", Enemyname);
235 Player.p_experience += Other.p_experience;
236 Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
237 Player.p_amulets += Other.p_amulets;
238 Player.p_charms += Other.p_charms;
239 collecttaxes(Other.p_gold, Other.p_gems);
240 Player.p_sword = MAX(Player.p_sword, Other.p_sword);
241 Player.p_shield = MAX(Player.p_shield, Other.p_shield);
242 Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
243 if (Other.p_virgin && !Player.p_virgin) {
244 mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
245 if ((ch = getanswer("YN", FALSE)) == 'Y')
246 Player.p_virgin = TRUE;
247 else {
248 ++Player.p_sin;
249 Player.p_experience += 8000.0;
250 }
251 }
252 sleep(3); /* give other person time to die */
253 break;
254 } else
255 if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
256 /* either player ran away */
257 break;
258 }
259
260 LEAVE:
261 /* clean up things and leave */
262 writerecord(&Player, Fileloc); /* update a final time */
263 altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
264 Player.p_energy = Shield; /* set energy to actual value */
265 Player.p_tampered = T_OFF; /* clear p_tampered */
266
267 more(Lines); /* pause */
268
269 move(4, 0);
270 clrtobot(); /* clear bottom area of screen */
271
272 if (Player.p_energy < 0.0)
273 /* we are dead */
274 death("Interterminal battle");
275 }
276
277 void
278 myturn()
279 {
280 double dtemp; /* for temporary calculations */
281 int ch; /* input */
282
283 mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
284 if (Luckout)
285 clrtoeol();
286 else
287 addstr("4:Luckout ");
288
289 ch = inputoption();
290 move(Lines = 8, 0);
291 clrtobot();
292
293 switch (ch) {
294 default: /* fight */
295 dtemp = ROLL(2.0, Player.p_might);
296 HIT:
297 mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
298 Player.p_sin += 0.5;
299 Player.p_1scratch += dtemp;
300 Player.p_istat = I_OFF;
301 break;
302
303 case '2': /* run away */
304 Player.p_1scratch -= 1.0; /* change this to indicate
305 * action */
306 if (drandom() > 0.25) {
307 mvaddstr(Lines++, 0, "You got away!");
308 Player.p_istat = I_RAN;
309 } else {
310 mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
311 Player.p_istat = I_STUCK;
312 }
313 break;
314
315 case '3': /* power blast */
316 dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
317 Player.p_mana -= dtemp;
318 dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
319 mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
320 goto HIT;
321
322 case '4': /* luckout */
323 if (Luckout || drandom() > 0.1) {
324 if (Luckout)
325 mvaddstr(Lines++, 0, "You already tried that!");
326 else {
327 mvaddstr(Lines++, 0, "Not this time . . .");
328 Luckout = TRUE;
329 }
330
331 Player.p_1scratch -= 1.0;
332 Player.p_istat = I_BLEWIT;
333 } else {
334 mvaddstr(Lines++, 0, "You just lucked out!");
335 Player.p_1scratch = Other.p_energy * 1.1;
336 }
337 break;
338 }
339
340 refresh();
341 Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
342
343 if (Player.p_1scratch > Other.p_energy)
344 Player.p_istat = I_KILLED;
345 else
346 if (drandom() * Player.p_speed < drandom() * Other.p_speed)
347 /* relinquish control */
348 {
349 ++Player.p_tampered;
350 Foestrikes = TRUE;
351 }
352 writerecord(&Player, Fileloc); /* let foe know what we did */
353 }
354
355 void
356 checktampered()
357 {
358 long loc = 0L; /* location in energy void file */
359
360 /* first check for energy voids */
361 fseek(Energyvoidfp, 0L, SEEK_SET);
362 while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
363 if (Enrgyvoid.ev_active
364 && Enrgyvoid.ev_x == Player.p_x
365 && Enrgyvoid.ev_y == Player.p_y)
366 /* sitting on one */
367 {
368 if (loc > 0L)
369 /* not the holy grail; inactivate energy void */
370 {
371 Enrgyvoid.ev_active = FALSE;
372 writevoid(&Enrgyvoid, loc);
373 tampered(T_NRGVOID, 0.0, 0.0);
374 } else
375 if (Player.p_status != S_CLOAKED)
376 /* holy grail */
377 tampered(T_GRAIL, 0.0, 0.0);
378 break;
379 } else
380 loc += SZ_VOIDSTRUCT;
381
382 /* now check for other things */
383 readrecord(&Other, Fileloc);
384 if (Other.p_tampered != T_OFF)
385 tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
386 }
387
388 void
389 tampered(what, arg1, arg2)
390 int what;
391 double arg1;
392 double arg2;
393 {
394 long loc; /* location in file of other players */
395
396 Changed = TRUE;
397 move(4, 0);
398
399 Player.p_tampered = T_OFF; /* no longer tampered with */
400
401 switch (what) {
402 case T_NRGVOID:
403 addstr("You've hit an energy void !\n");
404 Player.p_mana /= 3.0;
405 Player.p_energy /= 2.0;
406 Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
407 altercoordinates(0.0, 0.0, A_NEAR);
408 break;
409
410 case T_TRANSPORT:
411 addstr("The king transported you ! ");
412 if (Player.p_charms > 0) {
413 addstr("But your charm saved you. . .\n");
414 --Player.p_charms;
415 } else {
416 altercoordinates(0.0, 0.0, A_FAR);
417 addch('\n');
418 }
419 break;
420
421 case T_BESTOW:
422 printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
423 Player.p_gold += arg1;
424 break;
425
426 case T_CURSED:
427 addstr("You've been cursed ! ");
428 if (Player.p_blessing) {
429 addstr("But your blessing saved you. . .\n");
430 Player.p_blessing = FALSE;
431 } else {
432 addch('\n');
433 Player.p_poison += 2.0;
434 Player.p_energy = 10.0;
435 Player.p_maxenergy *= 0.95;
436 Player.p_status = S_PLAYING; /* no longer cloaked */
437 }
438 break;
439
440 case T_VAPORIZED:
441 addstr("You have been vaporized!\n");
442 more(7);
443 death("Vaporization");
444 break;
445
446 case T_MONSTER:
447 addstr("The Valar zapped you with a monster!\n");
448 more(7);
449 encounter((int) arg1);
450 return;
451
452 case T_BLESSED:
453 addstr("The Valar has blessed you!\n");
454 Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
455 Player.p_mana += 500.0;
456 Player.p_strength += 0.5;
457 Player.p_brains += 0.5;
458 Player.p_magiclvl += 0.5;
459 Player.p_poison = MIN(0.5, Player.p_poison);
460 break;
461
462 case T_RELOCATE:
463 addstr("You've been relocated. . .\n");
464 altercoordinates(arg1, arg2, A_FORCED);
465 break;
466
467 case T_HEAL:
468 addstr("You've been healed!\n");
469 Player.p_poison -= 0.25;
470 Player.p_energy = Player.p_maxenergy + Player.p_shield;
471 break;
472
473 case T_EXVALAR:
474 addstr("You are no longer Valar!\n");
475 Player.p_specialtype = SC_COUNCIL;
476 break;
477
478 case T_GRAIL:
479 addstr("You have found The Holy Grail!!\n");
480 if (Player.p_specialtype < SC_COUNCIL)
481 /* must be council of wise to behold grail */
482 {
483 addstr("However, you are not experienced enough to behold it.\n");
484 Player.p_sin *= Player.p_sin;
485 Player.p_mana += 1000;
486 } else
487 if (Player.p_specialtype == SC_VALAR
488 || Player.p_specialtype == SC_EXVALAR) {
489 addstr("You have made it to the position of Valar once already.\n");
490 addstr("The Grail is of no more use to you now.\n");
491 } else {
492 addstr("It is now time to see if you are worthy to behold it. . .\n");
493 refresh();
494 sleep(4);
495
496 if (drandom() / 2.0 < Player.p_sin) {
497 addstr("You have failed!\n");
498 Player.p_strength =
499 Player.p_mana =
500 Player.p_energy =
501 Player.p_maxenergy =
502 Player.p_magiclvl =
503 Player.p_brains =
504 Player.p_experience =
505 Player.p_quickness = 1.0;
506
507 altercoordinates(1.0, 1.0, A_FORCED);
508 Player.p_level = 0.0;
509 } else {
510 addstr("You made to position of Valar!\n");
511 Player.p_specialtype = SC_VALAR;
512 Player.p_lives = 5;
513 fseek(Playersfp, 0L, SEEK_SET);
514 loc = 0L;
515 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
516 /* search for existing valar */
517 if (Other.p_specialtype == SC_VALAR
518 && Other.p_status != S_NOTUSED)
519 /* found old valar */
520 {
521 Other.p_tampered = T_EXVALAR;
522 writerecord(&Other, loc);
523 break;
524 } else
525 loc += SZ_PLAYERSTRUCT;
526 }
527 }
528
529 /* move grail to new location */
530 Enrgyvoid.ev_active = TRUE;
531 Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
532 Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
533 writevoid(&Enrgyvoid, 0L);
534 break;
535 }
536 refresh();
537 sleep(2);
538 }
539
540 void
541 userlist(ingameflag)
542 phbool ingameflag;
543 {
544 int numusers = 0; /* number of users on file */
545
546 if (ingameflag && Player.p_blindness) {
547 mvaddstr(8, 0, "You cannot see anyone.\n");
548 return;
549 }
550 fseek(Playersfp, 0L, SEEK_SET);
551 mvaddstr(8, 0,
552 "Name X Y Lvl Type Login Status\n");
553
554 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
555 if (Other.p_status == S_NOTUSED
556 /* record is unused */
557 || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
558 /* cloaked valar */
559 {
560 if (!Wizard)
561 /* wizard can see everything on file */
562 continue;
563 }
564 ++numusers;
565
566 if (ingameflag &&
567 /* must be playing for the rest of these conditions */
568 (Player.p_specialtype >= SC_KING
569 /* kings and higher can see others */
570 || Other.p_specialtype >= SC_KING
571 /* kings and higher can be seen by others */
572 || Circle >= CIRCLE(Other.p_x, Other.p_y)
573 /* those nearer the origin can be seen */
574 || Player.p_palantir)
575 /* palantir enables one to see others */
576 && (Other.p_status != S_CLOAKED
577 || (Player.p_specialtype == SC_VALAR && Player.p_palantir))
578 /* not cloaked; valar can see through cloak with a palantir */
579 && Other.p_specialtype != SC_VALAR)
580 /* not a valar */
581 /* coordinates should be printed */
582 printw("%-20s %8.0f %8.0f ",
583 Other.p_name, Other.p_x, Other.p_y);
584 else
585 /* cannot see player's coordinates */
586 printw("%-20s %19.19s ",
587 Other.p_name, descrlocation(&Other, TRUE));
588
589 printw("%6.0f %s %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
590 Other.p_login, descrstatus(&Other));
591
592 if ((numusers % (LINES - 10)) == 0) {
593 more(LINES - 1);
594 move(9, 0);
595 clrtobot();
596 }
597 }
598
599 printw("Total players on file = %d\n", numusers);
600 refresh();
601 }
602
603 void
604 throneroom()
605 {
606 FILE *fp; /* to clear energy voids */
607 long loc = 0L; /* location of old king in player file */
608
609 if (Player.p_specialtype < SC_KING)
610 /* not already king -- assumes crown */
611 {
612 fseek(Playersfp, 0L, SEEK_SET);
613 while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
614 if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
615 /* found old king */
616 {
617 if (Other.p_status != S_OFF)
618 /* old king is playing */
619 {
620 mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
621 altercoordinates(0.0, 0.0, A_NEAR);
622 move(6, 0);
623 return;
624 } else
625 /* old king is not playing - remove
626 * him/her */
627 {
628 Other.p_specialtype = SC_NONE;
629 if (Other.p_crowns)
630 --Other.p_crowns;
631 writerecord(&Other, loc);
632 break;
633 }
634 } else
635 loc += SZ_PLAYERSTRUCT;
636
637 /* make player new king */
638 Changed = TRUE;
639 Player.p_specialtype = SC_KING;
640 mvaddstr(4, 0, "You have become king!\n");
641
642 /* let everyone else know */
643 fp = fopen(_PATH_MESS, "w");
644 fprintf(fp, "All hail the new king!");
645 fclose(fp);
646
647 /* clear all energy voids; retain location of holy grail */
648 fseek(Energyvoidfp, 0L, SEEK_SET);
649 fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
650 fp = fopen(_PATH_VOID, "w");
651 fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
652 fclose(fp);
653 }
654 mvaddstr(6, 0, "0:Decree ");
655 }
656
657 void
658 dotampered()
659 {
660 short tamper; /* value for tampering with other players */
661 const char *option; /* pointer to option description */
662 double temp1 = 0.0, temp2 = 0.0; /* other tampering values */
663 int ch; /* input */
664 long loc; /* location in energy void file */
665 FILE *fp; /* for opening gold file */
666
667 move(6, 0);
668 clrtoeol();
669 if (Player.p_specialtype < SC_COUNCIL && !Wizard)
670 /* king options */
671 {
672 addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
673
674 ch = getanswer(" ", TRUE);
675 move(6, 0);
676 clrtoeol();
677 move(4, 0);
678 switch (ch) {
679 case '1': /* transport someone */
680 tamper = T_TRANSPORT;
681 option = "transport";
682 break;
683
684 case '2': /* curse another */
685 tamper = T_CURSED;
686 option = "curse";
687 break;
688
689 case '3': /* create energy void */
690 if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
691 /* can only have 20 void active at once */
692 mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
693 else {
694 addstr("Enter the X Y coordinates of void ? ");
695 getstring(Databuf, SZ_DATABUF);
696 sscanf(Databuf, "%lf %lf", &temp1, &temp2);
697 Enrgyvoid.ev_x = floor(temp1);
698 Enrgyvoid.ev_y = floor(temp2);
699 Enrgyvoid.ev_active = TRUE;
700 writevoid(&Enrgyvoid, loc);
701 mvaddstr(5, 0, "It is done.\n");
702 }
703 return;
704
705 case '4': /* bestow gold to subject */
706 tamper = T_BESTOW;
707 addstr("How much gold to bestow ? ");
708 temp1 = infloat();
709 if (temp1 > Player.p_gold || temp1 < 0) {
710 mvaddstr(5, 0, "You don't have that !\n");
711 return;
712 }
713 /* adjust gold after we are sure it will be given to
714 * someone */
715 option = "give gold to";
716 break;
717
718 case '5': /* collect accumulated taxes */
719 if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
720 /* collect taxes */
721 {
722 fread((char *) &temp1, sizeof(double), 1, fp);
723 fseek(fp, 0L, SEEK_SET);
724 /* clear out value */
725 temp2 = 0.0;
726 fwrite((char *) &temp2, sizeof(double), 1, fp);
727 fclose(fp);
728 }
729 mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
730 Player.p_gold += floor(temp1);
731 return;
732
733 default:
734 return;
735 }
736 /* end of king options */
737 } else
738 /* council of wise, valar, wizard options */
739 {
740 addstr("1:Heal ");
741 if (Player.p_palantir || Wizard)
742 addstr("2:Seek Grail ");
743 if (Player.p_specialtype == SC_VALAR || Wizard)
744 addstr("3:Throw Monster 4:Relocate 5:Bless ");
745 if (Wizard)
746 addstr("6:Vaporize ");
747
748 ch = getanswer(" ", TRUE);
749 if (!Wizard) {
750 if (ch > '2' && Player.p_specialtype != SC_VALAR) {
751 ILLCMD();
752 return;
753 }
754 if (Player.p_mana < MM_INTERVENE) {
755 mvaddstr(5, 0, "No mana left.\n");
756 return;
757 } else
758 Player.p_mana -= MM_INTERVENE;
759 }
760 switch (ch) {
761 case '1': /* heal another */
762 tamper = T_HEAL;
763 option = "heal";
764 break;
765
766 case '2': /* seek grail */
767 if (Player.p_palantir)
768 /* need a palantir to seek */
769 {
770 fseek(Energyvoidfp, 0L, SEEK_SET);
771 fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
772 temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
773 temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
774 mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
775 } else
776 /* no palantir */
777 mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
778 return;
779
780 case '3': /* lob monster at someone */
781 mvaddstr(4, 0, "Which monster [0-99] ? ");
782 temp1 = infloat();
783 temp1 = MAX(0.0, MIN(99.0, temp1));
784 tamper = T_MONSTER;
785 option = "throw a monster at";
786 break;
787
788 case '4': /* move another player */
789 mvaddstr(4, 0, "New X Y coordinates ? ");
790 getstring(Databuf, SZ_DATABUF);
791 sscanf(Databuf, "%lf %lf", &temp1, &temp2);
792 tamper = T_RELOCATE;
793 option = "relocate";
794 break;
795
796 case '5': /* bless a player */
797 tamper = T_BLESSED;
798 option = "bless";
799 break;
800
801 case '6': /* kill off a player */
802 if (Wizard) {
803 tamper = T_VAPORIZED;
804 option = "vaporize";
805 break;
806 } else
807 return;
808
809 default:
810 return;
811 }
812
813 /* adjust age after we are sure intervention will be done */
814 /* end of valar, etc. options */
815 }
816
817 for (;;)
818 /* prompt for player to affect */
819 {
820 mvprintw(4, 0, "Who do you want to %s ? ", option);
821 getstring(Databuf, SZ_DATABUF);
822 truncstring(Databuf);
823
824 if (Databuf[0] == '\0')
825 userlist(TRUE);
826 else
827 break;
828 }
829
830 if (strcmp(Player.p_name, Databuf) != 0)
831 /* name other than self */
832 {
833 if ((loc = findname(Databuf, &Other)) >= 0L) {
834 if (Other.p_tampered != T_OFF) {
835 mvaddstr(5, 0, "That person has something pending already.\n");
836 return;
837 } else {
838 if (tamper == T_RELOCATE
839 && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
840 && !Wizard)
841 mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
842 else {
843 if (tamper == T_BESTOW)
844 Player.p_gold -= floor(temp1);
845 if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
846 tamper == T_RELOCATE || tamper == T_BLESSED))
847 Player.p_age += N_AGE; /* age penalty */
848 Other.p_tampered = tamper;
849 Other.p_1scratch = floor(temp1);
850 Other.p_2scratch = floor(temp2);
851 writerecord(&Other, loc);
852 mvaddstr(5, 0, "It is done.\n");
853 }
854 return;
855 }
856 } else
857 /* player not found */
858 mvaddstr(5, 0, "There is no one by that name.\n");
859 } else
860 /* self */
861 mvaddstr(5, 0, "You may not do it to yourself!\n");
862 }
863
864 void
865 writevoid(vp, loc)
866 struct energyvoid *vp;
867 long loc;
868 {
869
870 fseek(Energyvoidfp, loc, SEEK_SET);
871 fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
872 fflush(Energyvoidfp);
873 fseek(Energyvoidfp, 0L, SEEK_SET);
874 }
875
876 long
877 allocvoid()
878 {
879 long loc = 0L; /* location of new energy void */
880
881 fseek(Energyvoidfp, 0L, SEEK_SET);
882 while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
883 if (Enrgyvoid.ev_active)
884 loc += SZ_VOIDSTRUCT;
885 else
886 break;
887
888 return (loc);
889 }