xref: /netbsd/games/phantasia/interplayer.c (revision 6550d01e)
1 /*	$NetBSD: interplayer.c,v 1.12 2009/08/31 08:27:16 dholland Exp $	*/
2 
3 /*
4  * interplayer.c - player to player routines for Phantasia
5  */
6 
7 #include <math.h>
8 #include <setjmp.h>
9 #include <stdio.h>
10 #include <string.h>
11 #include <unistd.h>
12 
13 #include "macros.h"
14 #include "phantdefs.h"
15 #include "phantstruct.h"
16 #include "phantglobs.h"
17 #include "pathnames.h"
18 
19 #undef bool
20 #include <curses.h>
21 
22 static long allocvoid(void);
23 static void battleplayer(long);
24 static void myturn(void);
25 static void tampered(int, double, double);
26 
27 void
28 checkbattle(void)
29 {
30 	long    foeloc = 0L;	/* location in file of person to fight */
31 
32 	Users = 0;
33 	fseek(Playersfp, 0L, SEEK_SET);
34 
35 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
36 		if (Other.p_status != S_OFF
37 		    && Other.p_status != S_NOTUSED
38 		    && Other.p_status != S_HUNGUP
39 		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
40 			/* player is on and not a cloaked valar */
41 		{
42 			++Users;
43 
44 			if (Player.p_x == Other.p_x
45 			    && Player.p_y == Other.p_y
46 			/* same coordinates */
47 			    && foeloc != Fileloc
48 			/* not self */
49 			    && Player.p_status == S_PLAYING
50 			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
51 			/* both are playing */
52 			    && Other.p_specialtype != SC_VALAR
53 			    && Player.p_specialtype != SC_VALAR)
54 				/* neither is valar */
55 			{
56 				battleplayer(foeloc);
57 				return;
58 			}
59 		}
60 		foeloc += SZ_PLAYERSTRUCT;
61 	}
62 }
63 
64 static void
65 battleplayer(long foeplace)
66 {
67 	double  dtemp;		/* for temporary calculations */
68 	double  oldhits = 0.0;	/* previous damage inflicted by foe */
69 	int     loop;		/* for timing out */
70 	int     ch;		/* input */
71 	short   oldtampered;	/* old value of foe's p_tampered */
72 
73 	Lines = 8;
74 	Luckout = FALSE;
75 	mvaddstr(4, 0, "Preparing for battle!\n");
76 	refresh();
77 
78 #ifdef SYS5
79 	flushinp();
80 #endif
81 
82 	/* set up variables, file, etc. */
83 	Player.p_status = S_INBATTLE;
84 	Shield = Player.p_energy;
85 
86 	/* if p_tampered is not 0, someone else may try to change it (king,
87 	 * etc.) */
88 	Player.p_tampered = oldtampered = 1;
89 	Player.p_1scratch = 0.0;
90 	Player.p_istat = I_OFF;
91 
92 	readrecord(&Other, foeplace);
93 	if (fabs(Player.p_level - Other.p_level) > 20.0)
94 		/* see if players are greatly mismatched */
95 	{
96 		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
97 		if (dtemp < -0.5)
98 			/* foe outweighs this one */
99 			Player.p_speed *= 2.0;
100 	}
101 	writerecord(&Player, Fileloc);	/* write out all our info */
102 
103 	if (Player.p_blindness)
104 		Enemyname = "someone";
105 	else
106 		Enemyname = Other.p_name;
107 
108 	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
109 	refresh();
110 
111 	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
112 		/* wait for foe to respond */
113 	{
114 		readrecord(&Other, foeplace);
115 		sleep(1);
116 	}
117 
118 	if (Other.p_status != S_INBATTLE)
119 		/* foe did not respond */
120 	{
121 		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
122 		goto LEAVE;
123 	}
124 	/* else, we are ready to battle */
125 
126 	move(4, 0);
127 	clrtoeol();
128 
129 	/*
130          * determine who is first master
131          * if neither player is faster, check level
132          * if neither level is greater, battle is not allowed
133          * (this should never happen, but we have to handle it)
134          */
135 	if (Player.p_speed > Other.p_speed)
136 		Foestrikes = FALSE;
137 	else
138 		if (Other.p_speed > Player.p_speed)
139 			Foestrikes = TRUE;
140 		else
141 			if (Player.p_level > Other.p_level)
142 				Foestrikes = FALSE;
143 			else
144 				if (Other.p_level > Player.p_level)
145 					Foestrikes = TRUE;
146 				else
147 					/* no one is faster */
148 				{
149 					printw("You can't fight %s yet.", Enemyname);
150 					goto LEAVE;
151 				}
152 
153 	for (;;) {
154 		displaystats();
155 		readmessage();
156 		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
157 
158 		if (!Foestrikes)
159 			/* take action against foe */
160 			myturn();
161 		else
162 			/* wait for foe to take action */
163 		{
164 			mvaddstr(4, 0, "Waiting...\n");
165 			clrtoeol();
166 			refresh();
167 
168 			for (loop = 0; loop < 20; ++loop)
169 				/* wait for foe to act */
170 			{
171 				readrecord(&Other, foeplace);
172 				if (Other.p_1scratch != oldhits)
173 					/* p_1scratch changes to indicate
174 					 * action */
175 					break;
176 				else
177 					/* wait and try again */
178 				{
179 					sleep(1);
180 					addch('.');
181 					refresh();
182 				}
183 			}
184 
185 			if (Other.p_1scratch == oldhits) {
186 				/* timeout */
187 				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
188 				ch = getanswer("NY", FALSE);
189 				move(22, 0);
190 				clrtobot();
191 				if (ch == 'Y')
192 					continue;
193 				else
194 					break;
195 			} else
196 				/* foe took action */
197 			{
198 				switch (Other.p_istat) {
199 				case I_RAN:	/* foe ran away */
200 					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
201 					break;
202 
203 				case I_STUCK:	/* foe tried to run, but
204 						 * couldn't */
205 					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
206 					break;
207 
208 				case I_BLEWIT:	/* foe tried to luckout, but
209 						 * didn't */
210 					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
211 					break;
212 
213 				default:
214 					dtemp = Other.p_1scratch - oldhits;
215 					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
216 					Shield -= dtemp;
217 					break;
218 				}
219 
220 				oldhits = Other.p_1scratch;	/* keep track of old
221 								 * hits */
222 
223 				if (Other.p_tampered != oldtampered)
224 					/* p_tampered changes to relinquish
225 					 * turn */
226 				{
227 					oldtampered = Other.p_tampered;
228 					Foestrikes = FALSE;
229 				}
230 			}
231 		}
232 
233 		/* decide what happens next */
234 		refresh();
235 		if (Lines > LINES - 2) {
236 			more(Lines);
237 			move(Lines = 8, 0);
238 			clrtobot();
239 		}
240 		if (Other.p_istat == I_KILLED || Shield < 0.0)
241 			/* we died */
242 		{
243 			Shield = -2.0;	/* insure this value is negative */
244 			break;
245 		}
246 		if (Player.p_istat == I_KILLED)
247 			/* we killed foe; award treasre */
248 		{
249 			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
250 			Player.p_experience += Other.p_experience;
251 			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
252 			Player.p_amulets += Other.p_amulets;
253 			Player.p_charms += Other.p_charms;
254 			collecttaxes(Other.p_gold, Other.p_gems);
255 			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
256 			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
257 			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
258 			if (Other.p_virgin && !Player.p_virgin) {
259 				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
260 				if ((ch = getanswer("YN", FALSE)) == 'Y')
261 					Player.p_virgin = TRUE;
262 				else {
263 					++Player.p_sin;
264 					Player.p_experience += 8000.0;
265 				}
266 			}
267 			sleep(3);	/* give other person time to die */
268 			break;
269 		} else
270 			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
271 				/* either player ran away */
272 				break;
273 	}
274 
275 LEAVE:
276 	/* clean up things and leave */
277 	writerecord(&Player, Fileloc);	/* update a final time */
278 	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
279 	Player.p_energy = Shield;	/* set energy to actual value */
280 	Player.p_tampered = T_OFF;	/* clear p_tampered */
281 
282 	more(Lines);		/* pause */
283 
284 	move(4, 0);
285 	clrtobot();		/* clear bottom area of screen */
286 
287 	if (Player.p_energy < 0.0)
288 		/* we are dead */
289 		death("Interterminal battle");
290 }
291 
292 static void
293 myturn(void)
294 {
295 	double  dtemp;		/* for temporary calculations */
296 	int     ch;		/* input */
297 
298 	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
299 	if (Luckout)
300 		clrtoeol();
301 	else
302 		addstr("4:Luckout  ");
303 
304 	ch = inputoption();
305 	move(Lines = 8, 0);
306 	clrtobot();
307 
308 	switch (ch) {
309 	default:		/* fight */
310 		dtemp = ROLL(2.0, Player.p_might);
311 HIT:
312 		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
313 		Player.p_sin += 0.5;
314 		Player.p_1scratch += dtemp;
315 		Player.p_istat = I_OFF;
316 		break;
317 
318 	case '2':		/* run away */
319 		Player.p_1scratch -= 1.0;	/* change this to indicate
320 						 * action */
321 		if (drandom() > 0.25) {
322 			mvaddstr(Lines++, 0, "You got away!");
323 			Player.p_istat = I_RAN;
324 		} else {
325 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
326 			Player.p_istat = I_STUCK;
327 		}
328 		break;
329 
330 	case '3':		/* power blast */
331 		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
332 		Player.p_mana -= dtemp;
333 		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
334 		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
335 		goto HIT;
336 
337 	case '4':		/* luckout */
338 		if (Luckout || drandom() > 0.1) {
339 			if (Luckout)
340 				mvaddstr(Lines++, 0, "You already tried that!");
341 			else {
342 				mvaddstr(Lines++, 0, "Not this time . . .");
343 				Luckout = TRUE;
344 			}
345 
346 			Player.p_1scratch -= 1.0;
347 			Player.p_istat = I_BLEWIT;
348 		} else {
349 			mvaddstr(Lines++, 0, "You just lucked out!");
350 			Player.p_1scratch = Other.p_energy * 1.1;
351 		}
352 		break;
353 	}
354 
355 	refresh();
356 	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
357 
358 	if (Player.p_1scratch > Other.p_energy)
359 		Player.p_istat = I_KILLED;
360 	else
361 		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
362 			/* relinquish control */
363 		{
364 			++Player.p_tampered;
365 			Foestrikes = TRUE;
366 		}
367 	writerecord(&Player, Fileloc);	/* let foe know what we did */
368 }
369 
370 void
371 checktampered(void)
372 {
373 	long    loc = 0L;	/* location in energy void file */
374 
375 	/* first check for energy voids */
376 	fseek(Energyvoidfp, 0L, SEEK_SET);
377 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
378 		if (Enrgyvoid.ev_active
379 		    && Enrgyvoid.ev_x == Player.p_x
380 		    && Enrgyvoid.ev_y == Player.p_y)
381 			/* sitting on one */
382 		{
383 			if (loc > 0L)
384 				/* not the holy grail; inactivate energy void */
385 			{
386 				Enrgyvoid.ev_active = FALSE;
387 				writevoid(&Enrgyvoid, loc);
388 				tampered(T_NRGVOID, 0.0, 0.0);
389 			} else
390 				if (Player.p_status != S_CLOAKED)
391 					/* holy grail */
392 					tampered(T_GRAIL, 0.0, 0.0);
393 			break;
394 		} else
395 			loc += SZ_VOIDSTRUCT;
396 
397 	/* now check for other things */
398 	readrecord(&Other, Fileloc);
399 	if (Other.p_tampered != T_OFF)
400 		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
401 }
402 
403 static void
404 tampered(int what, double arg1, double arg2)
405 {
406 	long    loc;		/* location in file of other players */
407 
408 	Changed = TRUE;
409 	move(4, 0);
410 
411 	Player.p_tampered = T_OFF;	/* no longer tampered with */
412 
413 	switch (what) {
414 	case T_NRGVOID:
415 		addstr("You've hit an energy void !\n");
416 		Player.p_mana /= 3.0;
417 		Player.p_energy /= 2.0;
418 		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
419 		altercoordinates(0.0, 0.0, A_NEAR);
420 		break;
421 
422 	case T_TRANSPORT:
423 		addstr("The king transported you !  ");
424 		if (Player.p_charms > 0) {
425 			addstr("But your charm saved you. . .\n");
426 			--Player.p_charms;
427 		} else {
428 			altercoordinates(0.0, 0.0, A_FAR);
429 			addch('\n');
430 		}
431 		break;
432 
433 	case T_BESTOW:
434 		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
435 		Player.p_gold += arg1;
436 		break;
437 
438 	case T_CURSED:
439 		addstr("You've been cursed !  ");
440 		if (Player.p_blessing) {
441 			addstr("But your blessing saved you. . .\n");
442 			Player.p_blessing = FALSE;
443 		} else {
444 			addch('\n');
445 			Player.p_poison += 2.0;
446 			Player.p_energy = 10.0;
447 			Player.p_maxenergy *= 0.95;
448 			Player.p_status = S_PLAYING;	/* no longer cloaked */
449 		}
450 		break;
451 
452 	case T_VAPORIZED:
453 		addstr("You have been vaporized!\n");
454 		more(7);
455 		death("Vaporization");
456 		break;
457 
458 	case T_MONSTER:
459 		addstr("The Valar zapped you with a monster!\n");
460 		more(7);
461 		encounter((int) arg1);
462 		return;
463 
464 	case T_BLESSED:
465 		addstr("The Valar has blessed you!\n");
466 		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
467 		Player.p_mana += 500.0;
468 		Player.p_strength += 0.5;
469 		Player.p_brains += 0.5;
470 		Player.p_magiclvl += 0.5;
471 		Player.p_poison = MIN(0.5, Player.p_poison);
472 		break;
473 
474 	case T_RELOCATE:
475 		addstr("You've been relocated. . .\n");
476 		altercoordinates(arg1, arg2, A_FORCED);
477 		break;
478 
479 	case T_HEAL:
480 		addstr("You've been healed!\n");
481 		Player.p_poison -= 0.25;
482 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
483 		break;
484 
485 	case T_EXVALAR:
486 		addstr("You are no longer Valar!\n");
487 		Player.p_specialtype = SC_COUNCIL;
488 		break;
489 
490 	case T_GRAIL:
491 		addstr("You have found The Holy Grail!!\n");
492 		if (Player.p_specialtype < SC_COUNCIL)
493 			/* must be council of wise to behold grail */
494 		{
495 			addstr("However, you are not experienced enough to behold it.\n");
496 			Player.p_sin *= Player.p_sin;
497 			Player.p_mana += 1000;
498 		} else
499 			if (Player.p_specialtype == SC_VALAR
500 			    || Player.p_specialtype == SC_EXVALAR) {
501 				addstr("You have made it to the position of Valar once already.\n");
502 				addstr("The Grail is of no more use to you now.\n");
503 			} else {
504 				addstr("It is now time to see if you are worthy to behold it. . .\n");
505 				refresh();
506 				sleep(4);
507 
508 				if (drandom() / 2.0 < Player.p_sin) {
509 					addstr("You have failed!\n");
510 					Player.p_strength =
511 					    Player.p_mana =
512 					    Player.p_energy =
513 					    Player.p_maxenergy =
514 					    Player.p_magiclvl =
515 					    Player.p_brains =
516 					    Player.p_experience =
517 					    Player.p_quickness = 1.0;
518 
519 					altercoordinates(1.0, 1.0, A_FORCED);
520 					Player.p_level = 0.0;
521 				} else {
522 					addstr("You made to position of Valar!\n");
523 					Player.p_specialtype = SC_VALAR;
524 					Player.p_lives = 5;
525 					fseek(Playersfp, 0L, SEEK_SET);
526 					loc = 0L;
527 					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
528 						/* search for existing valar */
529 						if (Other.p_specialtype == SC_VALAR
530 						    && Other.p_status != S_NOTUSED)
531 							/* found old valar */
532 						{
533 							Other.p_tampered = T_EXVALAR;
534 							writerecord(&Other, loc);
535 							break;
536 						} else
537 							loc += SZ_PLAYERSTRUCT;
538 				}
539 			}
540 
541 		/* move grail to new location */
542 		Enrgyvoid.ev_active = TRUE;
543 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
544 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
545 		writevoid(&Enrgyvoid, 0L);
546 		break;
547 	}
548 	refresh();
549 	sleep(2);
550 }
551 
552 void
553 userlist(phbool ingameflag)
554 {
555 	int     numusers = 0;	/* number of users on file */
556 
557 	if (ingameflag && Player.p_blindness) {
558 		mvaddstr(8, 0, "You cannot see anyone.\n");
559 		return;
560 	}
561 	fseek(Playersfp, 0L, SEEK_SET);
562 	mvaddstr(8, 0,
563 	    "Name                         X         Y    Lvl Type Login    Status\n");
564 
565 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
566 		if (Other.p_status == S_NOTUSED
567 		/* record is unused */
568 		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
569 			/* cloaked valar */
570 		{
571 			if (!Wizard)
572 				/* wizard can see everything on file */
573 				continue;
574 		}
575 		++numusers;
576 
577 		if (ingameflag &&
578 		/* must be playing for the rest of these conditions */
579 		    (Player.p_specialtype >= SC_KING
580 		/* kings and higher can see others */
581 			|| Other.p_specialtype >= SC_KING
582 		/* kings and higher can be seen by others */
583 			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
584 		/* those nearer the origin can be seen */
585 			|| Player.p_palantir)
586 		/* palantir enables one to see others */
587 		    && (Other.p_status != S_CLOAKED
588 			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
589 		/* not cloaked; valar can see through cloak with a palantir */
590 		    && Other.p_specialtype != SC_VALAR)
591 			/* not a valar */
592 			/* coordinates should be printed */
593 			printw("%-20s  %8.0f  %8.0f ",
594 			    Other.p_name, Other.p_x, Other.p_y);
595 		else
596 			/* cannot see player's coordinates */
597 			printw("%-20s %19.19s ",
598 			    Other.p_name, descrlocation(&Other, TRUE));
599 
600 		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
601 		    Other.p_login, descrstatus(&Other));
602 
603 		if ((numusers % (LINES - 10)) == 0) {
604 			more(LINES - 1);
605 			move(9, 0);
606 			clrtobot();
607 		}
608 	}
609 
610 	printw("Total players on file = %d\n", numusers);
611 	refresh();
612 }
613 
614 void
615 throneroom(void)
616 {
617 	FILE   *fp;		/* to clear energy voids */
618 	long    loc = 0L;	/* location of old king in player file */
619 
620 	if (Player.p_specialtype < SC_KING)
621 		/* not already king -- assumes crown */
622 	{
623 		fseek(Playersfp, 0L, SEEK_SET);
624 		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
625 			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
626 				/* found old king */
627 			{
628 				if (Other.p_status != S_OFF)
629 					/* old king is playing */
630 				{
631 					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
632 					altercoordinates(0.0, 0.0, A_NEAR);
633 					move(6, 0);
634 					return;
635 				} else
636 					/* old king is not playing - remove
637 					 * him/her */
638 				{
639 					Other.p_specialtype = SC_NONE;
640 					if (Other.p_crowns)
641 						--Other.p_crowns;
642 					writerecord(&Other, loc);
643 					break;
644 				}
645 			} else
646 				loc += SZ_PLAYERSTRUCT;
647 
648 		/* make player new king */
649 		Changed = TRUE;
650 		Player.p_specialtype = SC_KING;
651 		mvaddstr(4, 0, "You have become king!\n");
652 
653 		/* let everyone else know */
654 		fp = fopen(_PATH_MESS, "w");
655 		fprintf(fp, "All hail the new king!");
656 		fclose(fp);
657 
658 		/* clear all energy voids; retain location of holy grail */
659 		fseek(Energyvoidfp, 0L, SEEK_SET);
660 		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
661 		fp = fopen(_PATH_VOID, "w");
662 		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
663 		fclose(fp);
664 	}
665 	mvaddstr(6, 0, "0:Decree  ");
666 }
667 
668 void
669 dotampered(void)
670 {
671 	short   tamper;		/* value for tampering with other players */
672 	const char   *option;		/* pointer to option description */
673 	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
674 	int     ch;		/* input */
675 	long    loc;		/* location in energy void file */
676 	FILE   *fp;		/* for opening gold file */
677 
678 	move(6, 0);
679 	clrtoeol();
680 	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
681 		/* king options */
682 	{
683 		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
684 
685 		ch = getanswer(" ", TRUE);
686 		move(6, 0);
687 		clrtoeol();
688 		move(4, 0);
689 		switch (ch) {
690 		case '1':	/* transport someone */
691 			tamper = T_TRANSPORT;
692 			option = "transport";
693 			break;
694 
695 		case '2':	/* curse another */
696 			tamper = T_CURSED;
697 			option = "curse";
698 			break;
699 
700 		case '3':	/* create energy void */
701 			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
702 				/* can only have 20 void active at once */
703 				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
704 			else {
705 				addstr("Enter the X Y coordinates of void ? ");
706 				getstring(Databuf, SZ_DATABUF);
707 				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
708 				Enrgyvoid.ev_x = floor(temp1);
709 				Enrgyvoid.ev_y = floor(temp2);
710 				Enrgyvoid.ev_active = TRUE;
711 				writevoid(&Enrgyvoid, loc);
712 				mvaddstr(5, 0, "It is done.\n");
713 			}
714 			return;
715 
716 		case '4':	/* bestow gold to subject */
717 			tamper = T_BESTOW;
718 			addstr("How much gold to bestow ? ");
719 			temp1 = infloat();
720 			if (temp1 > Player.p_gold || temp1 < 0) {
721 				mvaddstr(5, 0, "You don't have that !\n");
722 				return;
723 			}
724 			/* adjust gold after we are sure it will be given to
725 			 * someone */
726 			option = "give gold to";
727 			break;
728 
729 		case '5':	/* collect accumulated taxes */
730 			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
731 				/* collect taxes */
732 			{
733 				fread((char *) &temp1, sizeof(double), 1, fp);
734 				fseek(fp, 0L, SEEK_SET);
735 				/* clear out value */
736 				temp2 = 0.0;
737 				fwrite((char *) &temp2, sizeof(double), 1, fp);
738 				fclose(fp);
739 			}
740 			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
741 			Player.p_gold += floor(temp1);
742 			return;
743 
744 		default:
745 			return;
746 		}
747 		/* end of king options */
748 	} else
749 		/* council of wise, valar, wizard options */
750 	{
751 		addstr("1:Heal  ");
752 		if (Player.p_palantir || Wizard)
753 			addstr("2:Seek Grail  ");
754 		if (Player.p_specialtype == SC_VALAR || Wizard)
755 			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
756 		if (Wizard)
757 			addstr("6:Vaporize  ");
758 
759 		ch = getanswer(" ", TRUE);
760 		if (!Wizard) {
761 			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
762 				ILLCMD();
763 				return;
764 			}
765 			if (Player.p_mana < MM_INTERVENE) {
766 				mvaddstr(5, 0, "No mana left.\n");
767 				return;
768 			} else
769 				Player.p_mana -= MM_INTERVENE;
770 		}
771 		switch (ch) {
772 		case '1':	/* heal another */
773 			tamper = T_HEAL;
774 			option = "heal";
775 			break;
776 
777 		case '2':	/* seek grail */
778 			if (Player.p_palantir)
779 				/* need a palantir to seek */
780 			{
781 				fseek(Energyvoidfp, 0L, SEEK_SET);
782 				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
783 				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
784 				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
785 				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
786 			} else
787 				/* no palantir */
788 				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
789 			return;
790 
791 		case '3':	/* lob monster at someone */
792 			mvaddstr(4, 0, "Which monster [0-99] ? ");
793 			temp1 = infloat();
794 			temp1 = MAX(0.0, MIN(99.0, temp1));
795 			tamper = T_MONSTER;
796 			option = "throw a monster at";
797 			break;
798 
799 		case '4':	/* move another player */
800 			mvaddstr(4, 0, "New X Y coordinates ? ");
801 			getstring(Databuf, SZ_DATABUF);
802 			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
803 			tamper = T_RELOCATE;
804 			option = "relocate";
805 			break;
806 
807 		case '5':	/* bless a player */
808 			tamper = T_BLESSED;
809 			option = "bless";
810 			break;
811 
812 		case '6':	/* kill off a player */
813 			if (Wizard) {
814 				tamper = T_VAPORIZED;
815 				option = "vaporize";
816 				break;
817 			} else
818 				return;
819 
820 		default:
821 			return;
822 		}
823 
824 		/* adjust age after we are sure intervention will be done */
825 		/* end of valar, etc. options */
826 	}
827 
828 	for (;;)
829 		/* prompt for player to affect */
830 	{
831 		mvprintw(4, 0, "Who do you want to %s ? ", option);
832 		getstring(Databuf, SZ_DATABUF);
833 		truncstring(Databuf);
834 
835 		if (Databuf[0] == '\0')
836 			userlist(TRUE);
837 		else
838 			break;
839 	}
840 
841 	if (strcmp(Player.p_name, Databuf) != 0)
842 		/* name other than self */
843 	{
844 		if ((loc = findname(Databuf, &Other)) >= 0L) {
845 			if (Other.p_tampered != T_OFF) {
846 				mvaddstr(5, 0, "That person has something pending already.\n");
847 				return;
848 			} else {
849 				if (tamper == T_RELOCATE
850 				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
851 				    && !Wizard)
852 					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
853 				else {
854 					if (tamper == T_BESTOW)
855 						Player.p_gold -= floor(temp1);
856 					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
857 						tamper == T_RELOCATE || tamper == T_BLESSED))
858 						Player.p_age += N_AGE;	/* age penalty */
859 					Other.p_tampered = tamper;
860 					Other.p_1scratch = floor(temp1);
861 					Other.p_2scratch = floor(temp2);
862 					writerecord(&Other, loc);
863 					mvaddstr(5, 0, "It is done.\n");
864 				}
865 				return;
866 			}
867 		} else
868 			/* player not found */
869 			mvaddstr(5, 0, "There is no one by that name.\n");
870 	} else
871 		/* self */
872 		mvaddstr(5, 0, "You may not do it to yourself!\n");
873 }
874 
875 void
876 writevoid(struct energyvoid *vp, long loc)
877 {
878 
879 	fseek(Energyvoidfp, loc, SEEK_SET);
880 	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
881 	fflush(Energyvoidfp);
882 	fseek(Energyvoidfp, 0L, SEEK_SET);
883 }
884 
885 static long
886 allocvoid(void)
887 {
888 	long    loc = 0L;	/* location of new energy void */
889 
890 	fseek(Energyvoidfp, 0L, SEEK_SET);
891 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
892 		if (Enrgyvoid.ev_active)
893 			loc += SZ_VOIDSTRUCT;
894 		else
895 			break;
896 
897 	return (loc);
898 }
899