xref: /netbsd/games/phantasia/interplayer.c (revision bf9ec67e)
1 /*	$NetBSD: interplayer.c,v 1.6 1999/09/18 19:38:52 jsm Exp $	*/
2 
3 /*
4  * interplayer.c - player to player routines for Phantasia
5  */
6 
7 #include "include.h"
8 
9 void
10 checkbattle()
11 {
12 	long    foeloc = 0L;	/* location in file of person to fight */
13 
14 	Users = 0;
15 	fseek(Playersfp, 0L, SEEK_SET);
16 
17 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
18 		if (Other.p_status != S_OFF
19 		    && Other.p_status != S_NOTUSED
20 		    && Other.p_status != S_HUNGUP
21 		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
22 			/* player is on and not a cloaked valar */
23 		{
24 			++Users;
25 
26 			if (Player.p_x == Other.p_x
27 			    && Player.p_y == Other.p_y
28 			/* same coordinates */
29 			    && foeloc != Fileloc
30 			/* not self */
31 			    && Player.p_status == S_PLAYING
32 			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
33 			/* both are playing */
34 			    && Other.p_specialtype != SC_VALAR
35 			    && Player.p_specialtype != SC_VALAR)
36 				/* neither is valar */
37 			{
38 				battleplayer(foeloc);
39 				return;
40 			}
41 		}
42 		foeloc += SZ_PLAYERSTRUCT;
43 	}
44 }
45 
46 void
47 battleplayer(foeplace)
48 	long    foeplace;
49 {
50 	double  dtemp;		/* for temporary calculations */
51 	double  oldhits = 0.0;	/* previous damage inflicted by foe */
52 	int     loop;		/* for timing out */
53 	int     ch;		/* input */
54 	short   oldtampered;	/* old value of foe's p_tampered */
55 
56 	Lines = 8;
57 	Luckout = FALSE;
58 	mvaddstr(4, 0, "Preparing for battle!\n");
59 	refresh();
60 
61 #ifdef SYS5
62 	flushinp();
63 #endif
64 
65 	/* set up variables, file, etc. */
66 	Player.p_status = S_INBATTLE;
67 	Shield = Player.p_energy;
68 
69 	/* if p_tampered is not 0, someone else may try to change it (king,
70 	 * etc.) */
71 	Player.p_tampered = oldtampered = 1;
72 	Player.p_1scratch = 0.0;
73 	Player.p_istat = I_OFF;
74 
75 	readrecord(&Other, foeplace);
76 	if (fabs(Player.p_level - Other.p_level) > 20.0)
77 		/* see if players are greatly mismatched */
78 	{
79 		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
80 		if (dtemp < -0.5)
81 			/* foe outweighs this one */
82 			Player.p_speed *= 2.0;
83 	}
84 	writerecord(&Player, Fileloc);	/* write out all our info */
85 
86 	if (Player.p_blindness)
87 		Enemyname = "someone";
88 	else
89 		Enemyname = Other.p_name;
90 
91 	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
92 	refresh();
93 
94 	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
95 		/* wait for foe to respond */
96 	{
97 		readrecord(&Other, foeplace);
98 		sleep(1);
99 	}
100 
101 	if (Other.p_status != S_INBATTLE)
102 		/* foe did not respond */
103 	{
104 		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
105 		goto LEAVE;
106 	}
107 	/* else, we are ready to battle */
108 
109 	move(4, 0);
110 	clrtoeol();
111 
112 	/*
113          * determine who is first master
114          * if neither player is faster, check level
115          * if neither level is greater, battle is not allowed
116          * (this should never happen, but we have to handle it)
117          */
118 	if (Player.p_speed > Other.p_speed)
119 		Foestrikes = FALSE;
120 	else
121 		if (Other.p_speed > Player.p_speed)
122 			Foestrikes = TRUE;
123 		else
124 			if (Player.p_level > Other.p_level)
125 				Foestrikes = FALSE;
126 			else
127 				if (Other.p_level > Player.p_level)
128 					Foestrikes = TRUE;
129 				else
130 					/* no one is faster */
131 				{
132 					printw("You can't fight %s yet.", Enemyname);
133 					goto LEAVE;
134 				}
135 
136 	for (;;) {
137 		displaystats();
138 		readmessage();
139 		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
140 
141 		if (!Foestrikes)
142 			/* take action against foe */
143 			myturn();
144 		else
145 			/* wait for foe to take action */
146 		{
147 			mvaddstr(4, 0, "Waiting...\n");
148 			clrtoeol();
149 			refresh();
150 
151 			for (loop = 0; loop < 20; ++loop)
152 				/* wait for foe to act */
153 			{
154 				readrecord(&Other, foeplace);
155 				if (Other.p_1scratch != oldhits)
156 					/* p_1scratch changes to indicate
157 					 * action */
158 					break;
159 				else
160 					/* wait and try again */
161 				{
162 					sleep(1);
163 					addch('.');
164 					refresh();
165 				}
166 			}
167 
168 			if (Other.p_1scratch == oldhits) {
169 				/* timeout */
170 				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
171 				ch = getanswer("NY", FALSE);
172 				move(22, 0);
173 				clrtobot();
174 				if (ch == 'Y')
175 					continue;
176 				else
177 					break;
178 			} else
179 				/* foe took action */
180 			{
181 				switch (Other.p_istat) {
182 				case I_RAN:	/* foe ran away */
183 					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
184 					break;
185 
186 				case I_STUCK:	/* foe tried to run, but
187 						 * couldn't */
188 					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
189 					break;
190 
191 				case I_BLEWIT:	/* foe tried to luckout, but
192 						 * didn't */
193 					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
194 					break;
195 
196 				default:
197 					dtemp = Other.p_1scratch - oldhits;
198 					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
199 					Shield -= dtemp;
200 					break;
201 				}
202 
203 				oldhits = Other.p_1scratch;	/* keep track of old
204 								 * hits */
205 
206 				if (Other.p_tampered != oldtampered)
207 					/* p_tampered changes to relinquish
208 					 * turn */
209 				{
210 					oldtampered = Other.p_tampered;
211 					Foestrikes = FALSE;
212 				}
213 			}
214 		}
215 
216 		/* decide what happens next */
217 		refresh();
218 		if (Lines > LINES - 2) {
219 			more(Lines);
220 			move(Lines = 8, 0);
221 			clrtobot();
222 		}
223 		if (Other.p_istat == I_KILLED || Shield < 0.0)
224 			/* we died */
225 		{
226 			Shield = -2.0;	/* insure this value is negative */
227 			break;
228 		}
229 		if (Player.p_istat == I_KILLED)
230 			/* we killed foe; award treasre */
231 		{
232 			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
233 			Player.p_experience += Other.p_experience;
234 			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
235 			Player.p_amulets += Other.p_amulets;
236 			Player.p_charms += Other.p_charms;
237 			collecttaxes(Other.p_gold, Other.p_gems);
238 			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
239 			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
240 			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
241 			if (Other.p_virgin && !Player.p_virgin) {
242 				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
243 				if ((ch = getanswer("YN", FALSE)) == 'Y')
244 					Player.p_virgin = TRUE;
245 				else {
246 					++Player.p_sin;
247 					Player.p_experience += 8000.0;
248 				}
249 			}
250 			sleep(3);	/* give other person time to die */
251 			break;
252 		} else
253 			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
254 				/* either player ran away */
255 				break;
256 	}
257 
258 LEAVE:
259 	/* clean up things and leave */
260 	writerecord(&Player, Fileloc);	/* update a final time */
261 	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
262 	Player.p_energy = Shield;	/* set energy to actual value */
263 	Player.p_tampered = T_OFF;	/* clear p_tampered */
264 
265 	more(Lines);		/* pause */
266 
267 	move(4, 0);
268 	clrtobot();		/* clear bottom area of screen */
269 
270 	if (Player.p_energy < 0.0)
271 		/* we are dead */
272 		death("Interterminal battle");
273 }
274 
275 void
276 myturn()
277 {
278 	double  dtemp;		/* for temporary calculations */
279 	int     ch;		/* input */
280 
281 	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
282 	if (Luckout)
283 		clrtoeol();
284 	else
285 		addstr("4:Luckout  ");
286 
287 	ch = inputoption();
288 	move(Lines = 8, 0);
289 	clrtobot();
290 
291 	switch (ch) {
292 	default:		/* fight */
293 		dtemp = ROLL(2.0, Player.p_might);
294 HIT:
295 		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
296 		Player.p_sin += 0.5;
297 		Player.p_1scratch += dtemp;
298 		Player.p_istat = I_OFF;
299 		break;
300 
301 	case '2':		/* run away */
302 		Player.p_1scratch -= 1.0;	/* change this to indicate
303 						 * action */
304 		if (drandom() > 0.25) {
305 			mvaddstr(Lines++, 0, "You got away!");
306 			Player.p_istat = I_RAN;
307 		} else {
308 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
309 			Player.p_istat = I_STUCK;
310 		}
311 		break;
312 
313 	case '3':		/* power blast */
314 		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
315 		Player.p_mana -= dtemp;
316 		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
317 		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
318 		goto HIT;
319 
320 	case '4':		/* luckout */
321 		if (Luckout || drandom() > 0.1) {
322 			if (Luckout)
323 				mvaddstr(Lines++, 0, "You already tried that!");
324 			else {
325 				mvaddstr(Lines++, 0, "Not this time . . .");
326 				Luckout = TRUE;
327 			}
328 
329 			Player.p_1scratch -= 1.0;
330 			Player.p_istat = I_BLEWIT;
331 		} else {
332 			mvaddstr(Lines++, 0, "You just lucked out!");
333 			Player.p_1scratch = Other.p_energy * 1.1;
334 		}
335 		break;
336 	}
337 
338 	refresh();
339 	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
340 
341 	if (Player.p_1scratch > Other.p_energy)
342 		Player.p_istat = I_KILLED;
343 	else
344 		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
345 			/* relinquish control */
346 		{
347 			++Player.p_tampered;
348 			Foestrikes = TRUE;
349 		}
350 	writerecord(&Player, Fileloc);	/* let foe know what we did */
351 }
352 
353 void
354 checktampered()
355 {
356 	long    loc = 0L;	/* location in energy void file */
357 
358 	/* first check for energy voids */
359 	fseek(Energyvoidfp, 0L, SEEK_SET);
360 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
361 		if (Enrgyvoid.ev_active
362 		    && Enrgyvoid.ev_x == Player.p_x
363 		    && Enrgyvoid.ev_y == Player.p_y)
364 			/* sitting on one */
365 		{
366 			if (loc > 0L)
367 				/* not the holy grail; inactivate energy void */
368 			{
369 				Enrgyvoid.ev_active = FALSE;
370 				writevoid(&Enrgyvoid, loc);
371 				tampered(T_NRGVOID, 0.0, 0.0);
372 			} else
373 				if (Player.p_status != S_CLOAKED)
374 					/* holy grail */
375 					tampered(T_GRAIL, 0.0, 0.0);
376 			break;
377 		} else
378 			loc += SZ_VOIDSTRUCT;
379 
380 	/* now check for other things */
381 	readrecord(&Other, Fileloc);
382 	if (Other.p_tampered != T_OFF)
383 		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
384 }
385 
386 void
387 tampered(what, arg1, arg2)
388 	int     what;
389 	double  arg1;
390 	double  arg2;
391 {
392 	long    loc;		/* location in file of other players */
393 
394 	Changed = TRUE;
395 	move(4, 0);
396 
397 	Player.p_tampered = T_OFF;	/* no longer tampered with */
398 
399 	switch (what) {
400 	case T_NRGVOID:
401 		addstr("You've hit an energy void !\n");
402 		Player.p_mana /= 3.0;
403 		Player.p_energy /= 2.0;
404 		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
405 		altercoordinates(0.0, 0.0, A_NEAR);
406 		break;
407 
408 	case T_TRANSPORT:
409 		addstr("The king transported you !  ");
410 		if (Player.p_charms > 0) {
411 			addstr("But your charm saved you. . .\n");
412 			--Player.p_charms;
413 		} else {
414 			altercoordinates(0.0, 0.0, A_FAR);
415 			addch('\n');
416 		}
417 		break;
418 
419 	case T_BESTOW:
420 		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
421 		Player.p_gold += arg1;
422 		break;
423 
424 	case T_CURSED:
425 		addstr("You've been cursed !  ");
426 		if (Player.p_blessing) {
427 			addstr("But your blessing saved you. . .\n");
428 			Player.p_blessing = FALSE;
429 		} else {
430 			addch('\n');
431 			Player.p_poison += 2.0;
432 			Player.p_energy = 10.0;
433 			Player.p_maxenergy *= 0.95;
434 			Player.p_status = S_PLAYING;	/* no longer cloaked */
435 		}
436 		break;
437 
438 	case T_VAPORIZED:
439 		addstr("You have been vaporized!\n");
440 		more(7);
441 		death("Vaporization");
442 		break;
443 
444 	case T_MONSTER:
445 		addstr("The Valar zapped you with a monster!\n");
446 		more(7);
447 		encounter((int) arg1);
448 		return;
449 
450 	case T_BLESSED:
451 		addstr("The Valar has blessed you!\n");
452 		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
453 		Player.p_mana += 500.0;
454 		Player.p_strength += 0.5;
455 		Player.p_brains += 0.5;
456 		Player.p_magiclvl += 0.5;
457 		Player.p_poison = MIN(0.5, Player.p_poison);
458 		break;
459 
460 	case T_RELOCATE:
461 		addstr("You've been relocated. . .\n");
462 		altercoordinates(arg1, arg2, A_FORCED);
463 		break;
464 
465 	case T_HEAL:
466 		addstr("You've been healed!\n");
467 		Player.p_poison -= 0.25;
468 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
469 		break;
470 
471 	case T_EXVALAR:
472 		addstr("You are no longer Valar!\n");
473 		Player.p_specialtype = SC_COUNCIL;
474 		break;
475 
476 	case T_GRAIL:
477 		addstr("You have found The Holy Grail!!\n");
478 		if (Player.p_specialtype < SC_COUNCIL)
479 			/* must be council of wise to behold grail */
480 		{
481 			addstr("However, you are not experienced enough to behold it.\n");
482 			Player.p_sin *= Player.p_sin;
483 			Player.p_mana += 1000;
484 		} else
485 			if (Player.p_specialtype == SC_VALAR
486 			    || Player.p_specialtype == SC_EXVALAR) {
487 				addstr("You have made it to the position of Valar once already.\n");
488 				addstr("The Grail is of no more use to you now.\n");
489 			} else {
490 				addstr("It is now time to see if you are worthy to behold it. . .\n");
491 				refresh();
492 				sleep(4);
493 
494 				if (drandom() / 2.0 < Player.p_sin) {
495 					addstr("You have failed!\n");
496 					Player.p_strength =
497 					    Player.p_mana =
498 					    Player.p_energy =
499 					    Player.p_maxenergy =
500 					    Player.p_magiclvl =
501 					    Player.p_brains =
502 					    Player.p_experience =
503 					    Player.p_quickness = 1.0;
504 
505 					altercoordinates(1.0, 1.0, A_FORCED);
506 					Player.p_level = 0.0;
507 				} else {
508 					addstr("You made to position of Valar!\n");
509 					Player.p_specialtype = SC_VALAR;
510 					Player.p_lives = 5;
511 					fseek(Playersfp, 0L, SEEK_SET);
512 					loc = 0L;
513 					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
514 						/* search for existing valar */
515 						if (Other.p_specialtype == SC_VALAR
516 						    && Other.p_status != S_NOTUSED)
517 							/* found old valar */
518 						{
519 							Other.p_tampered = T_EXVALAR;
520 							writerecord(&Other, loc);
521 							break;
522 						} else
523 							loc += SZ_PLAYERSTRUCT;
524 				}
525 			}
526 
527 		/* move grail to new location */
528 		Enrgyvoid.ev_active = TRUE;
529 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
530 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
531 		writevoid(&Enrgyvoid, 0L);
532 		break;
533 	}
534 	refresh();
535 	sleep(2);
536 }
537 
538 void
539 userlist(ingameflag)
540 	bool    ingameflag;
541 {
542 	int     numusers = 0;	/* number of users on file */
543 
544 	if (ingameflag && Player.p_blindness) {
545 		mvaddstr(8, 0, "You cannot see anyone.\n");
546 		return;
547 	}
548 	fseek(Playersfp, 0L, SEEK_SET);
549 	mvaddstr(8, 0,
550 	    "Name                         X         Y    Lvl Type Login    Status\n");
551 
552 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
553 		if (Other.p_status == S_NOTUSED
554 		/* record is unused */
555 		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
556 			/* cloaked valar */
557 		{
558 			if (!Wizard)
559 				/* wizard can see everything on file */
560 				continue;
561 		}
562 		++numusers;
563 
564 		if (ingameflag &&
565 		/* must be playing for the rest of these conditions */
566 		    (Player.p_specialtype >= SC_KING
567 		/* kings and higher can see others */
568 			|| Other.p_specialtype >= SC_KING
569 		/* kings and higher can be seen by others */
570 			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
571 		/* those nearer the origin can be seen */
572 			|| Player.p_palantir)
573 		/* palantir enables one to see others */
574 		    && (Other.p_status != S_CLOAKED
575 			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
576 		/* not cloaked; valar can see through cloak with a palantir */
577 		    && Other.p_specialtype != SC_VALAR)
578 			/* not a valar */
579 			/* coordinates should be printed */
580 			printw("%-20s  %8.0f  %8.0f ",
581 			    Other.p_name, Other.p_x, Other.p_y);
582 		else
583 			/* cannot see player's coordinates */
584 			printw("%-20s %19.19s ",
585 			    Other.p_name, descrlocation(&Other, TRUE));
586 
587 		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
588 		    Other.p_login, descrstatus(&Other));
589 
590 		if ((numusers % (LINES - 10)) == 0) {
591 			more(LINES - 1);
592 			move(9, 0);
593 			clrtobot();
594 		}
595 	}
596 
597 	printw("Total players on file = %d\n", numusers);
598 	refresh();
599 }
600 
601 void
602 throneroom()
603 {
604 	FILE   *fp;		/* to clear energy voids */
605 	long    loc = 0L;	/* location of old king in player file */
606 
607 	if (Player.p_specialtype < SC_KING)
608 		/* not already king -- assumes crown */
609 	{
610 		fseek(Playersfp, 0L, SEEK_SET);
611 		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
612 			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
613 				/* found old king */
614 			{
615 				if (Other.p_status != S_OFF)
616 					/* old king is playing */
617 				{
618 					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
619 					altercoordinates(0.0, 0.0, A_NEAR);
620 					move(6, 0);
621 					return;
622 				} else
623 					/* old king is not playing - remove
624 					 * him/her */
625 				{
626 					Other.p_specialtype = SC_NONE;
627 					if (Other.p_crowns)
628 						--Other.p_crowns;
629 					writerecord(&Other, loc);
630 					break;
631 				}
632 			} else
633 				loc += SZ_PLAYERSTRUCT;
634 
635 		/* make player new king */
636 		Changed = TRUE;
637 		Player.p_specialtype = SC_KING;
638 		mvaddstr(4, 0, "You have become king!\n");
639 
640 		/* let everyone else know */
641 		fp = fopen(_PATH_MESS, "w");
642 		fprintf(fp, "All hail the new king!");
643 		fclose(fp);
644 
645 		/* clear all energy voids; retain location of holy grail */
646 		fseek(Energyvoidfp, 0L, SEEK_SET);
647 		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
648 		fp = fopen(_PATH_VOID, "w");
649 		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
650 		fclose(fp);
651 	}
652 	mvaddstr(6, 0, "0:Decree  ");
653 }
654 
655 void
656 dotampered()
657 {
658 	short   tamper;		/* value for tampering with other players */
659 	const char   *option;		/* pointer to option description */
660 	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
661 	int     ch;		/* input */
662 	long    loc;		/* location in energy void file */
663 	FILE   *fp;		/* for opening gold file */
664 
665 	move(6, 0);
666 	clrtoeol();
667 	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
668 		/* king options */
669 	{
670 		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
671 
672 		ch = getanswer(" ", TRUE);
673 		move(6, 0);
674 		clrtoeol();
675 		move(4, 0);
676 		switch (ch) {
677 		case '1':	/* transport someone */
678 			tamper = T_TRANSPORT;
679 			option = "transport";
680 			break;
681 
682 		case '2':	/* curse another */
683 			tamper = T_CURSED;
684 			option = "curse";
685 			break;
686 
687 		case '3':	/* create energy void */
688 			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
689 				/* can only have 20 void active at once */
690 				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
691 			else {
692 				addstr("Enter the X Y coordinates of void ? ");
693 				getstring(Databuf, SZ_DATABUF);
694 				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
695 				Enrgyvoid.ev_x = floor(temp1);
696 				Enrgyvoid.ev_y = floor(temp2);
697 				Enrgyvoid.ev_active = TRUE;
698 				writevoid(&Enrgyvoid, loc);
699 				mvaddstr(5, 0, "It is done.\n");
700 			}
701 			return;
702 
703 		case '4':	/* bestow gold to subject */
704 			tamper = T_BESTOW;
705 			addstr("How much gold to bestow ? ");
706 			temp1 = infloat();
707 			if (temp1 > Player.p_gold || temp1 < 0) {
708 				mvaddstr(5, 0, "You don't have that !\n");
709 				return;
710 			}
711 			/* adjust gold after we are sure it will be given to
712 			 * someone */
713 			option = "give gold to";
714 			break;
715 
716 		case '5':	/* collect accumulated taxes */
717 			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
718 				/* collect taxes */
719 			{
720 				fread((char *) &temp1, sizeof(double), 1, fp);
721 				fseek(fp, 0L, SEEK_SET);
722 				/* clear out value */
723 				temp2 = 0.0;
724 				fwrite((char *) &temp2, sizeof(double), 1, fp);
725 				fclose(fp);
726 			}
727 			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
728 			Player.p_gold += floor(temp1);
729 			return;
730 
731 		default:
732 			return;
733 		}
734 		/* end of king options */
735 	} else
736 		/* council of wise, valar, wizard options */
737 	{
738 		addstr("1:Heal  ");
739 		if (Player.p_palantir || Wizard)
740 			addstr("2:Seek Grail  ");
741 		if (Player.p_specialtype == SC_VALAR || Wizard)
742 			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
743 		if (Wizard)
744 			addstr("6:Vaporize  ");
745 
746 		ch = getanswer(" ", TRUE);
747 		if (!Wizard) {
748 			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
749 				ILLCMD();
750 				return;
751 			}
752 			if (Player.p_mana < MM_INTERVENE) {
753 				mvaddstr(5, 0, "No mana left.\n");
754 				return;
755 			} else
756 				Player.p_mana -= MM_INTERVENE;
757 		}
758 		switch (ch) {
759 		case '1':	/* heal another */
760 			tamper = T_HEAL;
761 			option = "heal";
762 			break;
763 
764 		case '2':	/* seek grail */
765 			if (Player.p_palantir)
766 				/* need a palantir to seek */
767 			{
768 				fseek(Energyvoidfp, 0L, SEEK_SET);
769 				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
770 				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
771 				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
772 				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
773 			} else
774 				/* no palantir */
775 				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
776 			return;
777 
778 		case '3':	/* lob monster at someone */
779 			mvaddstr(4, 0, "Which monster [0-99] ? ");
780 			temp1 = infloat();
781 			temp1 = MAX(0.0, MIN(99.0, temp1));
782 			tamper = T_MONSTER;
783 			option = "throw a monster at";
784 			break;
785 
786 		case '4':	/* move another player */
787 			mvaddstr(4, 0, "New X Y coordinates ? ");
788 			getstring(Databuf, SZ_DATABUF);
789 			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
790 			tamper = T_RELOCATE;
791 			option = "relocate";
792 			break;
793 
794 		case '5':	/* bless a player */
795 			tamper = T_BLESSED;
796 			option = "bless";
797 			break;
798 
799 		case '6':	/* kill off a player */
800 			if (Wizard) {
801 				tamper = T_VAPORIZED;
802 				option = "vaporize";
803 				break;
804 			} else
805 				return;
806 
807 		default:
808 			return;
809 		}
810 
811 		/* adjust age after we are sure intervention will be done */
812 		/* end of valar, etc. options */
813 	}
814 
815 	for (;;)
816 		/* prompt for player to affect */
817 	{
818 		mvprintw(4, 0, "Who do you want to %s ? ", option);
819 		getstring(Databuf, SZ_DATABUF);
820 		truncstring(Databuf);
821 
822 		if (Databuf[0] == '\0')
823 			userlist(TRUE);
824 		else
825 			break;
826 	}
827 
828 	if (strcmp(Player.p_name, Databuf) != 0)
829 		/* name other than self */
830 	{
831 		if ((loc = findname(Databuf, &Other)) >= 0L) {
832 			if (Other.p_tampered != T_OFF) {
833 				mvaddstr(5, 0, "That person has something pending already.\n");
834 				return;
835 			} else {
836 				if (tamper == T_RELOCATE
837 				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
838 				    && !Wizard)
839 					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
840 				else {
841 					if (tamper == T_BESTOW)
842 						Player.p_gold -= floor(temp1);
843 					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
844 						tamper == T_RELOCATE || tamper == T_BLESSED))
845 						Player.p_age += N_AGE;	/* age penalty */
846 					Other.p_tampered = tamper;
847 					Other.p_1scratch = floor(temp1);
848 					Other.p_2scratch = floor(temp2);
849 					writerecord(&Other, loc);
850 					mvaddstr(5, 0, "It is done.\n");
851 				}
852 				return;
853 			}
854 		} else
855 			/* player not found */
856 			mvaddstr(5, 0, "There is no one by that name.\n");
857 	} else
858 		/* self */
859 		mvaddstr(5, 0, "You may not do it to yourself!\n");
860 }
861 
862 void
863 writevoid(vp, loc)
864 	struct energyvoid *vp;
865 	long    loc;
866 {
867 
868 	fseek(Energyvoidfp, loc, SEEK_SET);
869 	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
870 	fflush(Energyvoidfp);
871 	fseek(Energyvoidfp, 0L, SEEK_SET);
872 }
873 
874 long
875 allocvoid()
876 {
877 	long    loc = 0L;	/* location of new energy void */
878 
879 	fseek(Energyvoidfp, 0L, SEEK_SET);
880 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
881 		if (Enrgyvoid.ev_active)
882 			loc += SZ_VOIDSTRUCT;
883 		else
884 			break;
885 
886 	return (loc);
887 }
888