summaryrefslogtreecommitdiffstats
path: root/phantasia/interplayer.c
diff options
context:
space:
mode:
authorjtc <jtc@NetBSD.org>1994-10-21 21:19:39 +0000
committerjtc <jtc@NetBSD.org>1994-10-21 21:19:39 +0000
commitbcced3608bdd120315d4ed1d9b9478f7caa4a2f1 (patch)
tree1b68a06d7ec808c1e35e59a8f41e3e609e18490a /phantasia/interplayer.c
parent77e00dbff29bb84ca1625007d722e38a00e6f601 (diff)
downloadbsdgames-darwin-bcced3608bdd120315d4ed1d9b9478f7caa4a2f1.tar.gz
bsdgames-darwin-bcced3608bdd120315d4ed1d9b9478f7caa4a2f1.tar.zst
bsdgames-darwin-bcced3608bdd120315d4ed1d9b9478f7caa4a2f1.zip
phantasia(6), from 44lite
Diffstat (limited to 'phantasia/interplayer.c')
-rw-r--r--phantasia/interplayer.c1208
1 files changed, 1208 insertions, 0 deletions
diff --git a/phantasia/interplayer.c b/phantasia/interplayer.c
new file mode 100644
index 00000000..0c923f0c
--- /dev/null
+++ b/phantasia/interplayer.c
@@ -0,0 +1,1208 @@
+/*
+ * interplayer.c - player to player routines for Phantasia
+ */
+
+#include "include.h"
+
+/************************************************************************
+/
+/ FUNCTION NAME: checkbattle()
+/
+/ FUNCTION: check to see if current player should battle another
+/
+/ AUTHOR: E. A. Estes, 12/4/85
+/
+/ ARGUMENTS: none
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: battleplayer(), fread(), fseek()
+/
+/ GLOBAL INPUTS: Other, Users, Player, Fileloc, *Playersfp
+/
+/ GLOBAL OUTPUTS: Users
+/
+/ DESCRIPTION:
+/ Seach player file for a foe at the same coordinates as the
+/ current player.
+/ Also update user count.
+/
+/************************************************************************/
+
+checkbattle()
+{
+long foeloc = 0L; /* location in file of person to fight */
+
+ Users = 0;
+ fseek(Playersfp, 0L, 0);
+
+ while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
+ {
+ if (Other.p_status != S_OFF
+ && Other.p_status != S_NOTUSED
+ && Other.p_status != S_HUNGUP
+ && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
+ /* player is on and not a cloaked valar */
+ {
+ ++Users;
+
+ if (Player.p_x == Other.p_x
+ && Player.p_y == Other.p_y
+ /* same coordinates */
+ && foeloc != Fileloc
+ /* not self */
+ && Player.p_status == S_PLAYING
+ && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
+ /* both are playing */
+ && Other.p_specialtype != SC_VALAR
+ && Player.p_specialtype != SC_VALAR)
+ /* neither is valar */
+ {
+ battleplayer(foeloc);
+ return;
+ }
+ }
+ foeloc += SZ_PLAYERSTRUCT;
+ }
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: battleplayer()
+/
+/ FUNCTION: inter-terminal battle with another player
+/
+/ AUTHOR: E. A. Estes, 2/15/86
+/
+/ ARGUMENTS:
+/ long foeplace - location in player file of person to battle
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: readrecord(), readmessage(), writerecord(), collecttaxes(),
+/ displaystats(), fabs(), more(), death(), sleep(), wmove(), waddch(), printw(),
+/ myturn(), altercoordinates(), waddstr(), wrefresh(), mvprintw(),
+/ getanswer(), wclrtoeol(), wclrtobot()
+/
+/ GLOBAL INPUTS: Foestrikes, LINES, Lines, Other, Shield, Player, *stdscr,
+/ Fileloc, *Enemyname
+/
+/ GLOBAL OUTPUTS: Foestrikes, Lines, Shield, Player, Luckout, *Enemyname
+/
+/ DESCRIPTION:
+/ Inter-terminal battle is a very fragile and slightly klugy thing.
+/ At any time, one player is master and the other is slave.
+/ We pick who is master first by speed and level. After that,
+/ the slave waits for the master to relinquish its turn, and
+/ the slave becomes master, and so on.
+/
+/ The items in the player structure which control the handshake are:
+/ p_tampered:
+/ master increments this to relinquish control
+/ p_istat:
+/ master sets this to specify particular action
+/ p_1scratch:
+/ set to total damage inflicted so far; changes to indicate action
+/
+/************************************************************************/
+
+battleplayer(foeplace)
+long foeplace;
+{
+double dtemp; /* for temporary calculations */
+double oldhits = 0.0; /* previous damage inflicted by foe */
+register int loop; /* for timing out */
+int ch; /* input */
+short oldtampered; /* old value of foe's p_tampered */
+
+ Lines = 8;
+ Luckout = FALSE;
+ mvaddstr(4, 0, "Preparing for battle!\n");
+ refresh();
+
+#ifdef SYS5
+ flushinp();
+#endif
+
+ /* set up variables, file, etc. */
+ Player.p_status = S_INBATTLE;
+ Shield = Player.p_energy;
+
+ /* if p_tampered is not 0, someone else may try to change it (king, etc.) */
+ Player.p_tampered = oldtampered = 1;
+ Player.p_1scratch = 0.0;
+ Player.p_istat = I_OFF;
+
+ readrecord(&Other, foeplace);
+ if (fabs(Player.p_level - Other.p_level) > 20.0)
+ /* see if players are greatly mismatched */
+ {
+ dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
+ if (dtemp < -0.5)
+ /* foe outweighs this one */
+ Player.p_speed *= 2.0;
+ }
+
+ writerecord(&Player, Fileloc); /* write out all our info */
+
+ if (Player.p_blindness)
+ Enemyname = "someone";
+ else
+ Enemyname = Other.p_name;
+
+ mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
+ refresh();
+
+ for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
+ /* wait for foe to respond */
+ {
+ readrecord(&Other, foeplace);
+ sleep(1);
+ }
+
+ if (Other.p_status != S_INBATTLE)
+ /* foe did not respond */
+ {
+ mvprintw(5, 0, "%s is not responding.\n", Enemyname);
+ goto LEAVE;
+ }
+ /* else, we are ready to battle */
+
+ move(4, 0);
+ clrtoeol();
+
+ /*
+ * determine who is first master
+ * if neither player is faster, check level
+ * if neither level is greater, battle is not allowed
+ * (this should never happen, but we have to handle it)
+ */
+ if (Player.p_speed > Other.p_speed)
+ Foestrikes = FALSE;
+ else if (Other.p_speed > Player.p_speed)
+ Foestrikes = TRUE;
+ else if (Player.p_level > Other.p_level)
+ Foestrikes = FALSE;
+ else if (Other.p_level > Player.p_level)
+ Foestrikes = TRUE;
+ else
+ /* no one is faster */
+ {
+ printw("You can't fight %s yet.", Enemyname);
+ goto LEAVE;
+ }
+
+ for (;;)
+ {
+ displaystats();
+ readmessage();
+ mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
+
+ if (!Foestrikes)
+ /* take action against foe */
+ myturn();
+ else
+ /* wait for foe to take action */
+ {
+ mvaddstr(4, 0, "Waiting...\n");
+ clrtoeol();
+ refresh();
+
+ for (loop = 0; loop < 20; ++loop)
+ /* wait for foe to act */
+ {
+ readrecord(&Other, foeplace);
+ if (Other.p_1scratch != oldhits)
+ /* p_1scratch changes to indicate action */
+ break;
+ else
+ /* wait and try again */
+ {
+ sleep(1);
+ addch('.');
+ refresh();
+ }
+ }
+
+ if (Other.p_1scratch == oldhits)
+ {
+ /* timeout */
+ mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
+ ch = getanswer("NY", FALSE);
+ move(22, 0);
+ clrtobot();
+ if (ch == 'Y')
+ continue;
+ else
+ break;
+ }
+ else
+ /* foe took action */
+ {
+ switch (Other.p_istat)
+ {
+ case I_RAN: /* foe ran away */
+ mvprintw(Lines++, 0, "%s ran away!", Enemyname);
+ break;
+
+ case I_STUCK: /* foe tried to run, but couldn't */
+ mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
+ break;
+
+ case I_BLEWIT: /* foe tried to luckout, but didn't */
+ mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
+ break;
+
+ default:
+ dtemp = Other.p_1scratch - oldhits;
+ mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
+ Shield -= dtemp;
+ break;
+ }
+
+ oldhits = Other.p_1scratch; /* keep track of old hits */
+
+ if (Other.p_tampered != oldtampered)
+ /* p_tampered changes to relinquish turn */
+ {
+ oldtampered = Other.p_tampered;
+ Foestrikes = FALSE;
+ }
+ }
+ }
+
+ /* decide what happens next */
+ refresh();
+ if (Lines > LINES - 2)
+ {
+ more(Lines);
+ move(Lines = 8, 0);
+ clrtobot();
+ }
+
+ if (Other.p_istat == I_KILLED || Shield < 0.0)
+ /* we died */
+ {
+ Shield = -2.0; /* insure this value is negative */
+ break;
+ }
+
+ if (Player.p_istat == I_KILLED)
+ /* we killed foe; award treasre */
+ {
+ mvprintw(Lines++, 0, "You killed %s!", Enemyname);
+ Player.p_experience += Other.p_experience;
+ Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
+ Player.p_amulets += Other.p_amulets;
+ Player.p_charms += Other.p_charms;
+ collecttaxes(Other.p_gold, Other.p_gems);
+ Player.p_sword = MAX(Player.p_sword, Other.p_sword);
+ Player.p_shield = MAX(Player.p_shield, Other.p_shield);
+ Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
+ if (Other.p_virgin && !Player.p_virgin)
+ {
+ mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
+ if ((ch = getanswer("YN", FALSE)) == 'Y')
+ Player.p_virgin = TRUE;
+ else
+ {
+ ++Player.p_sin;
+ Player.p_experience += 8000.0;
+ }
+ }
+ sleep(3); /* give other person time to die */
+ break;
+ }
+ else if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
+ /* either player ran away */
+ break;
+ }
+
+LEAVE:
+ /* clean up things and leave */
+ writerecord(&Player, Fileloc); /* update a final time */
+ altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
+ Player.p_energy = Shield; /* set energy to actual value */
+ Player.p_tampered = T_OFF; /* clear p_tampered */
+
+ more(Lines); /* pause */
+
+ move(4, 0);
+ clrtobot(); /* clear bottom area of screen */
+
+ if (Player.p_energy < 0.0)
+ /* we are dead */
+ death("Interterminal battle");
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: myturn()
+/
+/ FUNCTION: process players action against foe in battle
+/
+/ AUTHOR: E. A. Estes, 2/7/86
+/
+/ ARGUMENTS: none
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: writerecord(), inputoption(), floor(), wmove(), drandom(),
+/ waddstr(), wrefresh(), mvprintw(), wclrtoeol(), wclrtobot()
+/
+/ GLOBAL INPUTS: Lines, Other, Player, *stdscr, Fileloc, Luckout,
+/ *Enemyname
+/
+/ GLOBAL OUTPUTS: Foestrikes, Lines, Player, Luckout
+/
+/ DESCRIPTION:
+/ Take action action against foe, and decide who is master
+/ for next iteration.
+/
+/************************************************************************/
+
+myturn()
+{
+double dtemp; /* for temporary calculations */
+int ch; /* input */
+
+ mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
+ if (Luckout)
+ clrtoeol();
+ else
+ addstr("4:Luckout ");
+
+ ch = inputoption();
+ move(Lines = 8, 0);
+ clrtobot();
+
+ switch (ch)
+ {
+ default: /* fight */
+ dtemp = ROLL(2.0, Player.p_might);
+HIT:
+ mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
+ Player.p_sin += 0.5;
+ Player.p_1scratch += dtemp;
+ Player.p_istat = I_OFF;
+ break;
+
+ case '2': /* run away */
+ Player.p_1scratch -= 1.0; /* change this to indicate action */
+ if (drandom() > 0.25)
+ {
+ mvaddstr(Lines++, 0, "You got away!");
+ Player.p_istat = I_RAN;
+ }
+ else
+ {
+ mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
+ Player.p_istat = I_STUCK;
+ }
+ break;
+
+ case '3': /* power blast */
+ dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
+ Player.p_mana -= dtemp;
+ dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
+ mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
+ goto HIT;
+
+ case '4': /* luckout */
+ if (Luckout || drandom() > 0.1)
+ {
+ if (Luckout)
+ mvaddstr(Lines++, 0, "You already tried that!");
+ else
+ {
+ mvaddstr(Lines++, 0, "Not this time . . .");
+ Luckout = TRUE;
+ }
+
+ Player.p_1scratch -= 1.0;
+ Player.p_istat = I_BLEWIT;
+ }
+ else
+ {
+ mvaddstr(Lines++, 0, "You just lucked out!");
+ Player.p_1scratch = Other.p_energy * 1.1;
+ }
+ break;
+ }
+
+ refresh();
+ Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
+
+ if (Player.p_1scratch > Other.p_energy)
+ Player.p_istat = I_KILLED;
+ else if (drandom() * Player.p_speed < drandom() * Other.p_speed)
+ /* relinquish control */
+ {
+ ++Player.p_tampered;
+ Foestrikes = TRUE;
+ }
+
+ writerecord(&Player, Fileloc); /* let foe know what we did */
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: checktampered()
+/
+/ FUNCTION: check if current player has been tampered with
+/
+/ AUTHOR: E. A. Estes, 12/4/85
+/
+/ ARGUMENTS: none
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: readrecord(), fread(), fseek(), tampered(), writevoid()
+/
+/ GLOBAL INPUTS: *Energyvoidfp, Other, Player, Fileloc, Enrgyvoid
+/
+/ GLOBAL OUTPUTS: Enrgyvoid
+/
+/ DESCRIPTION:
+/ Check for energy voids, holy grail, and tampering by other
+/ players.
+/
+/************************************************************************/
+
+checktampered()
+{
+long loc = 0L; /* location in energy void file */
+
+ /* first check for energy voids */
+ fseek(Energyvoidfp, 0L, 0);
+ while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
+ if (Enrgyvoid.ev_active
+ && Enrgyvoid.ev_x == Player.p_x
+ && Enrgyvoid.ev_y == Player.p_y)
+ /* sitting on one */
+ {
+ if (loc > 0L)
+ /* not the holy grail; inactivate energy void */
+ {
+ Enrgyvoid.ev_active = FALSE;
+ writevoid(&Enrgyvoid, loc);
+ tampered(T_NRGVOID, 0.0, 0.0);
+ }
+ else if (Player.p_status != S_CLOAKED)
+ /* holy grail */
+ tampered(T_GRAIL, 0.0, 0.0);
+ break;
+ }
+ else
+ loc += SZ_VOIDSTRUCT;
+
+ /* now check for other things */
+ readrecord(&Other, Fileloc);
+ if (Other.p_tampered != T_OFF)
+ tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: tampered()
+/
+/ FUNCTION: take care of tampering by other players
+/
+/ AUTHOR: E. A. Estes, 12/4/85
+/
+/ ARGUMENTS:
+/ int what - what type of tampering
+/ double arg1, arg2 - rest of tampering info
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: writerecord(), more(), fread(), death(), fseek(), sleep(),
+/ floor(), wmove(), waddch(), drandom(), printw(), altercoordinates(),
+/ waddstr(), wrefresh(), encounter(), writevoid()
+/
+/ GLOBAL INPUTS: Other, Player, *stdscr, Enrgyvoid, *Playersfp
+/
+/ GLOBAL OUTPUTS: Other, Player, Changed, Enrgyvoid
+/
+/ DESCRIPTION:
+/ Take care of energy voids, holy grail, decree and intervention
+/ action on current player.
+/
+/************************************************************************/
+
+tampered(what, arg1, arg2)
+int what;
+double arg1;
+double arg2;
+{
+long loc; /* location in file of other players */
+
+ Changed = TRUE;
+ move(4,0);
+
+ Player.p_tampered = T_OFF; /* no longer tampered with */
+
+ switch (what)
+ {
+ case T_NRGVOID:
+ addstr("You've hit an energy void !\n");
+ Player.p_mana /= 3.0;
+ Player.p_energy /= 2.0;
+ Player.p_gold = floor(Player.p_gold/1.25) + 0.1;
+ altercoordinates(0.0, 0.0, A_NEAR);
+ break;
+
+ case T_TRANSPORT:
+ addstr("The king transported you ! ");
+ if (Player.p_charms > 0)
+ {
+ addstr("But your charm saved you. . .\n");
+ --Player.p_charms;
+ }
+ else
+ {
+ altercoordinates(0.0, 0.0, A_FAR);
+ addch('\n');
+ }
+ break;
+
+ case T_BESTOW:
+ printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
+ Player.p_gold += arg1;
+ break;
+
+ case T_CURSED:
+ addstr("You've been cursed ! ");
+ if (Player.p_blessing)
+ {
+ addstr("But your blessing saved you. . .\n");
+ Player.p_blessing = FALSE;
+ }
+ else
+ {
+ addch('\n');
+ Player.p_poison += 2.0;
+ Player.p_energy = 10.0;
+ Player.p_maxenergy *= 0.95;
+ Player.p_status = S_PLAYING; /* no longer cloaked */
+ }
+ break;
+
+ case T_VAPORIZED:
+ addstr("You have been vaporized!\n");
+ more(7);
+ death("Vaporization");
+ break;
+
+ case T_MONSTER:
+ addstr("The Valar zapped you with a monster!\n");
+ more(7);
+ encounter((int) arg1);
+ return;
+
+ case T_BLESSED:
+ addstr("The Valar has blessed you!\n");
+ Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
+ Player.p_mana += 500.0;
+ Player.p_strength += 0.5;
+ Player.p_brains += 0.5;
+ Player.p_magiclvl += 0.5;
+ Player.p_poison = MIN(0.5, Player.p_poison);
+ break;
+
+ case T_RELOCATE:
+ addstr("You've been relocated. . .\n");
+ altercoordinates(arg1, arg2, A_FORCED);
+ break;
+
+ case T_HEAL:
+ addstr("You've been healed!\n");
+ Player.p_poison -= 0.25;
+ Player.p_energy = Player.p_maxenergy + Player.p_shield;
+ break;
+
+ case T_EXVALAR:
+ addstr("You are no longer Valar!\n");
+ Player.p_specialtype = SC_COUNCIL;
+ break;
+
+ case T_GRAIL:
+ addstr("You have found The Holy Grail!!\n");
+ if (Player.p_specialtype < SC_COUNCIL)
+ /* must be council of wise to behold grail */
+ {
+ addstr("However, you are not experienced enough to behold it.\n");
+ Player.p_sin *= Player.p_sin;
+ Player.p_mana += 1000;
+ }
+ else if (Player.p_specialtype == SC_VALAR
+ || Player.p_specialtype == SC_EXVALAR)
+ {
+ addstr("You have made it to the position of Valar once already.\n");
+ addstr("The Grail is of no more use to you now.\n");
+ }
+ else
+ {
+ addstr("It is now time to see if you are worthy to behold it. . .\n");
+ refresh();
+ sleep(4);
+
+ if (drandom() / 2.0 < Player.p_sin)
+ {
+ addstr("You have failed!\n");
+ Player.p_strength =
+ Player.p_mana =
+ Player.p_energy =
+ Player.p_maxenergy =
+ Player.p_magiclvl =
+ Player.p_brains =
+ Player.p_experience =
+ Player.p_quickness = 1.0;
+
+ altercoordinates(1.0, 1.0, A_FORCED);
+ Player.p_level = 0.0;
+ }
+ else
+ {
+ addstr("You made to position of Valar!\n");
+ Player.p_specialtype = SC_VALAR;
+ Player.p_lives = 5;
+ fseek(Playersfp, 0L, 0);
+ loc = 0L;
+ while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
+ /* search for existing valar */
+ if (Other.p_specialtype == SC_VALAR
+ && Other.p_status != S_NOTUSED)
+ /* found old valar */
+ {
+ Other.p_tampered = T_EXVALAR;
+ writerecord(&Other, loc);
+ break;
+ }
+ else
+ loc += SZ_PLAYERSTRUCT;
+ }
+ }
+
+ /* move grail to new location */
+ Enrgyvoid.ev_active = TRUE;
+ Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
+ Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
+ writevoid(&Enrgyvoid, 0L);
+ break;
+ }
+ refresh();
+ sleep(2);
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: userlist()
+/
+/ FUNCTION: print list of players and locations
+/
+/ AUTHOR: E. A. Estes, 2/28/86
+/
+/ ARGUMENTS:
+/ bool ingameflag - set if called while playing
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: descrstatus(), descrlocation(), more(), fread(), fseek(),
+/ floor(), wmove(), printw(), waddstr(), distance(), wrefresh(),
+/ descrtype(), wclrtobot()
+/
+/ GLOBAL INPUTS: LINES, Other, Circle, Wizard, Player, *stdscr, *Playersfp
+/
+/ GLOBAL OUTPUTS: none
+/
+/ DESCRIPTION:
+/ We can only see the coordinate of those closer to the origin
+/ from us.
+/ Kings and council of the wise can see and can be seen by everyone.
+/ Palantirs are good for seeing everyone; and the valar can use
+/ one to see through a 'cloak' spell.
+/ The valar has no coordinates, and is completely invisible if
+/ cloaked.
+/
+/************************************************************************/
+
+userlist(ingameflag)
+bool ingameflag;
+{
+register int numusers = 0; /* number of users on file */
+
+ if (ingameflag && Player.p_blindness)
+ {
+ mvaddstr(8, 0, "You cannot see anyone.\n");
+ return;
+ }
+
+ fseek(Playersfp, 0L, 0);
+ mvaddstr(8, 0,
+ "Name X Y Lvl Type Login Status\n");
+
+ while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
+ {
+ if (Other.p_status == S_NOTUSED
+ /* record is unused */
+ || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
+ /* cloaked valar */
+ {
+ if (!Wizard)
+ /* wizard can see everything on file */
+ continue;
+ }
+
+ ++numusers;
+
+ if (ingameflag &&
+ /* must be playing for the rest of these conditions */
+ (Player.p_specialtype >= SC_KING
+ /* kings and higher can see others */
+ || Other.p_specialtype >= SC_KING
+ /* kings and higher can be seen by others */
+ || Circle >= CIRCLE(Other.p_x, Other.p_y)
+ /* those nearer the origin can be seen */
+ || Player.p_palantir)
+ /* palantir enables one to see others */
+ && (Other.p_status != S_CLOAKED
+ || (Player.p_specialtype == SC_VALAR && Player.p_palantir))
+ /* not cloaked; valar can see through cloak with a palantir */
+ && Other.p_specialtype != SC_VALAR)
+ /* not a valar */
+ /* coordinates should be printed */
+ printw("%-20s %8.0f %8.0f ",
+ Other.p_name, Other.p_x, Other.p_y);
+ else
+ /* cannot see player's coordinates */
+ printw("%-20s %19.19s ",
+ Other.p_name, descrlocation(&Other, TRUE));
+
+ printw("%6.0f %s %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
+ Other.p_login, descrstatus(&Other));
+
+ if ((numusers % (LINES - 10)) == 0)
+ {
+ more(LINES - 1);
+ move(9, 0);
+ clrtobot();
+ }
+ }
+
+ printw("Total players on file = %d\n", numusers);
+ refresh();
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: throneroom()
+/
+/ FUNCTION: king stuff upon entering throne
+/
+/ AUTHOR: E. A. Estes, 12/16/85
+/
+/ ARGUMENTS: none
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: writerecord(), fread(), fseek(), fopen(), wmove(), fclose(),
+/ fwrite(), altercoordinates(), waddstr(), fprintf()
+/
+/ GLOBAL INPUTS: *Energyvoidfp, Other, Player, *stdscr,
+/ Enrgyvoid, *Playersfp
+/
+/ GLOBAL OUTPUTS: Other, Player, Changed
+/
+/ DESCRIPTION:
+/ If player is not already king, make him/her so if the old king
+/ is not playing.
+/ Clear energy voids with new king.
+/ Print 'decree' prompt.
+/
+/************************************************************************/
+
+throneroom()
+{
+FILE *fp; /* to clear energy voids */
+long loc = 0L; /* location of old king in player file */
+
+ if (Player.p_specialtype < SC_KING)
+ /* not already king -- assumes crown */
+ {
+ fseek(Playersfp, 0L, 0);
+ while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
+ if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
+ /* found old king */
+ {
+ if (Other.p_status != S_OFF)
+ /* old king is playing */
+ {
+ mvaddstr( 4, 0, "The king is playing, so you cannot steal his throne\n");
+ altercoordinates(0.0, 0.0, A_NEAR);
+ move(6, 0);
+ return;
+ }
+ else
+ /* old king is not playing - remove him/her */
+ {
+ Other.p_specialtype = SC_NONE;
+ if (Other.p_crowns)
+ --Other.p_crowns;
+ writerecord(&Other, loc);
+ break;
+ }
+ }
+ else
+ loc += SZ_PLAYERSTRUCT;
+
+ /* make player new king */
+ Changed = TRUE;
+ Player.p_specialtype = SC_KING;
+ mvaddstr(4, 0, "You have become king!\n");
+
+ /* let everyone else know */
+ fp = fopen(_PATH_MESS, "w");
+ fprintf(fp, "All hail the new king!");
+ fclose(fp);
+
+ /* clear all energy voids; retain location of holy grail */
+ fseek(Energyvoidfp, 0L, 0);
+ fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
+ fp = fopen(_PATH_VOID, "w");
+ fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
+ fclose(fp);
+ }
+
+ mvaddstr(6, 0, "0:Decree ");
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: dotampered()
+/
+/ FUNCTION: king and valar special options
+/
+/ AUTHOR: E. A. Estes, 2/28/86
+/
+/ ARGUMENTS: none
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: writerecord(), truncstring(), fread(), fseek(), fopen(),
+/ floor(), wmove(), drandom(), fclose(), fwrite(), sscanf(), strcmp(),
+/ infloat(), waddstr(), findname(), distance(), userlist(), mvprintw(),
+/ allocvoid(), getanswer(), getstring(), wclrtoeol(), writevoid()
+/
+/ GLOBAL INPUTS: *Energyvoidfp, Other, Illcmd[], Wizard, Player, *stdscr,
+/ Databuf[], Enrgyvoid
+/
+/ GLOBAL OUTPUTS: Other, Player, Enrgyvoid
+/
+/ DESCRIPTION:
+/ Tamper with other players. Handle king/valar specific options.
+/
+/************************************************************************/
+
+dotampered()
+{
+short tamper; /* value for tampering with other players */
+char *option; /* pointer to option description */
+double temp1 = 0.0, temp2 = 0.0; /* other tampering values */
+int ch; /* input */
+long loc; /* location in energy void file */
+FILE *fp; /* for opening gold file */
+
+ move(6, 0);
+ clrtoeol();
+ if (Player.p_specialtype < SC_COUNCIL && !Wizard)
+ /* king options */
+ {
+ addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
+
+ ch = getanswer(" ", TRUE);
+ move(6, 0);
+ clrtoeol();
+ move(4, 0);
+ switch (ch)
+ {
+ case '1': /* transport someone */
+ tamper = T_TRANSPORT;
+ option = "transport";
+ break;
+
+ case '2': /* curse another */
+ tamper = T_CURSED;
+ option = "curse";
+ break;
+
+ case '3': /* create energy void */
+ if ((loc = allocvoid()) > 20L * SZ_VOIDSTRUCT)
+ /* can only have 20 void active at once */
+ mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
+ else
+ {
+ addstr("Enter the X Y coordinates of void ? ");
+ getstring(Databuf, SZ_DATABUF);
+ sscanf(Databuf, "%lf %lf", &temp1, &temp2);
+ Enrgyvoid.ev_x = floor(temp1);
+ Enrgyvoid.ev_y = floor(temp2);
+ Enrgyvoid.ev_active = TRUE;
+ writevoid(&Enrgyvoid, loc);
+ mvaddstr(5, 0, "It is done.\n");
+ }
+ return;
+
+ case '4': /* bestow gold to subject */
+ tamper = T_BESTOW;
+ addstr("How much gold to bestow ? ");
+ temp1 = infloat();
+ if (temp1 > Player.p_gold || temp1 < 0)
+ {
+ mvaddstr(5, 0, "You don't have that !\n");
+ return;
+ }
+
+ /* adjust gold after we are sure it will be given to someone */
+ option = "give gold to";
+ break;
+
+ case '5': /* collect accumulated taxes */
+ if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
+ /* collect taxes */
+ {
+ fread((char *) &temp1, sizeof(double), 1, fp);
+ fseek(fp, 0L, 0);
+ /* clear out value */
+ temp2 = 0.0;
+ fwrite((char *) &temp2, sizeof(double), 1, fp);
+ fclose(fp);
+ }
+
+ mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
+ Player.p_gold += floor(temp1);
+ return;
+
+ default:
+ return;
+ }
+ /* end of king options */
+ }
+ else
+ /* council of wise, valar, wizard options */
+ {
+ addstr("1:Heal ");
+ if (Player.p_palantir || Wizard)
+ addstr("2:Seek Grail ");
+ if (Player.p_specialtype == SC_VALAR || Wizard)
+ addstr("3:Throw Monster 4:Relocate 5:Bless ");
+ if (Wizard)
+ addstr("6:Vaporize ");
+
+ ch = getanswer(" ", TRUE);
+ if (!Wizard)
+ {
+ if (ch > '2' && Player.p_specialtype != SC_VALAR)
+ {
+ ILLCMD();
+ return;
+ }
+
+ if (Player.p_mana < MM_INTERVENE)
+ {
+ mvaddstr(5, 0, "No mana left.\n");
+ return;
+ }
+ else
+ Player.p_mana -= MM_INTERVENE;
+ }
+
+ switch (ch)
+ {
+ case '1': /* heal another */
+ tamper = T_HEAL;
+ option = "heal";
+ break;
+
+ case '2': /* seek grail */
+ if (Player.p_palantir)
+ /* need a palantir to seek */
+ {
+ fseek(Energyvoidfp, 0L, 0);
+ fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
+ temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
+ temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
+ mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
+ }
+ else
+ /* no palantir */
+ mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
+ return;
+
+ case '3': /* lob monster at someone */
+ mvaddstr(4, 0, "Which monster [0-99] ? ");
+ temp1 = infloat();
+ temp1 = MAX(0.0, MIN(99.0, temp1));
+ tamper = T_MONSTER;
+ option = "throw a monster at";
+ break;
+
+ case '4': /* move another player */
+ mvaddstr(4, 0, "New X Y coordinates ? ");
+ getstring(Databuf, SZ_DATABUF);
+ sscanf(Databuf, "%lf %lf", &temp1, &temp2);
+ tamper = T_RELOCATE;
+ option = "relocate";
+ break;
+
+ case '5': /* bless a player */
+ tamper = T_BLESSED;
+ option = "bless";
+ break;
+
+ case '6': /* kill off a player */
+ if (Wizard)
+ {
+ tamper = T_VAPORIZED;
+ option = "vaporize";
+ break;
+ }
+ else
+ return;
+
+ default:
+ return;
+ }
+
+ /* adjust age after we are sure intervention will be done */
+ /* end of valar, etc. options */
+ }
+
+ for (;;)
+ /* prompt for player to affect */
+ {
+ mvprintw(4, 0, "Who do you want to %s ? ", option);
+ getstring(Databuf, SZ_DATABUF);
+ truncstring(Databuf);
+
+ if (Databuf[0] == '\0')
+ userlist(TRUE);
+ else
+ break;
+ }
+
+ if (strcmp(Player.p_name, Databuf) != 0)
+ /* name other than self */
+ {
+ if ((loc = findname(Databuf, &Other)) >= 0L)
+ {
+ if (Other.p_tampered != T_OFF)
+ {
+ mvaddstr(5, 0, "That person has something pending already.\n");
+ return;
+ }
+ else
+ {
+ if (tamper == T_RELOCATE
+ && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
+ && !Wizard)
+ mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
+ else
+ {
+ if (tamper == T_BESTOW) Player.p_gold -= floor(temp1);
+ if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
+ tamper == T_RELOCATE || tamper == T_BLESSED))
+ Player.p_age += N_AGE; /* age penalty */
+ Other.p_tampered = tamper;
+ Other.p_1scratch = floor(temp1);
+ Other.p_2scratch = floor(temp2);
+ writerecord(&Other, loc);
+ mvaddstr(5, 0, "It is done.\n");
+ }
+ return;
+ }
+ }
+ else
+ /* player not found */
+ mvaddstr(5, 0, "There is no one by that name.\n");
+ }
+ else
+ /* self */
+ mvaddstr(5, 0, "You may not do it to yourself!\n");
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: writevoid()
+/
+/ FUNCTION: update energy void entry in energy void file
+/
+/ AUTHOR: E. A. Estes, 12/4/85
+/
+/ ARGUMENTS:
+/ struct energyvoid *vp - pointer to structure to write to file
+/ long loc - location in file to update
+/
+/ RETURN VALUE: none
+/
+/ MODULES CALLED: fseek(), fwrite(), fflush()
+/
+/ GLOBAL INPUTS: *Energyvoidfp
+/
+/ GLOBAL OUTPUTS: none
+/
+/ DESCRIPTION:
+/ Write out energy void structure at specified location.
+/
+/************************************************************************/
+
+writevoid(vp, loc)
+register struct energyvoid *vp;
+long loc;
+{
+
+ fseek(Energyvoidfp, loc, 0);
+ fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
+ fflush(Energyvoidfp);
+ fseek(Energyvoidfp, 0L, 0);
+}
+/* */
+/************************************************************************
+/
+/ FUNCTION NAME: allocvoid()
+/
+/ FUNCTION: allocate space for a new energy void
+/
+/ AUTHOR: E. A. Estes, 12/4/85
+/
+/ ARGUMENTS: none
+/
+/ RETURN VALUE: location of new energy void space
+/
+/ MODULES CALLED: fread(), fseek()
+/
+/ GLOBAL INPUTS: *Energyvoidfp, Enrgyvoid
+/
+/ GLOBAL OUTPUTS: none
+/
+/ DESCRIPTION:
+/ Search energy void file for an inactive entry and return its
+/ location.
+/ If no inactive ones are found, return one more than last location.
+/
+/************************************************************************/
+
+long
+allocvoid()
+{
+long loc = 0L; /* location of new energy void */
+
+ fseek(Energyvoidfp, 0L, 0);
+ while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
+ if (Enrgyvoid.ev_active)
+ loc += SZ_VOIDSTRUCT;
+ else
+ break;
+
+ return(loc);
+}