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Initial revision
git-svn-id: file:///srv/svn/joey/bsdgames-trunk@5086 a4a2c43b-8ac3-0310-8836-e0e880c912e2
This commit is contained in:
887
phantasia/interplayer.c
Normal file
887
phantasia/interplayer.c
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@@ -0,0 +1,887 @@
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/* $NetBSD: interplayer.c,v 1.3 1997/10/13 02:18:22 lukem Exp $ */
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/*
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* interplayer.c - player to player routines for Phantasia
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*/
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#include "include.h"
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void
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checkbattle()
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{
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long foeloc = 0L; /* location in file of person to fight */
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Users = 0;
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fseek(Playersfp, 0L, 0);
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while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
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if (Other.p_status != S_OFF
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&& Other.p_status != S_NOTUSED
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&& Other.p_status != S_HUNGUP
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&& (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
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/* player is on and not a cloaked valar */
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{
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++Users;
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if (Player.p_x == Other.p_x
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&& Player.p_y == Other.p_y
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/* same coordinates */
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&& foeloc != Fileloc
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/* not self */
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&& Player.p_status == S_PLAYING
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&& (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
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/* both are playing */
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&& Other.p_specialtype != SC_VALAR
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&& Player.p_specialtype != SC_VALAR)
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/* neither is valar */
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{
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battleplayer(foeloc);
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return;
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}
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}
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foeloc += SZ_PLAYERSTRUCT;
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}
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}
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void
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battleplayer(foeplace)
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long foeplace;
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{
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double dtemp; /* for temporary calculations */
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double oldhits = 0.0; /* previous damage inflicted by foe */
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int loop; /* for timing out */
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int ch; /* input */
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short oldtampered; /* old value of foe's p_tampered */
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Lines = 8;
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Luckout = FALSE;
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mvaddstr(4, 0, "Preparing for battle!\n");
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refresh();
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#ifdef SYS5
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flushinp();
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#endif
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/* set up variables, file, etc. */
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Player.p_status = S_INBATTLE;
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Shield = Player.p_energy;
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/* if p_tampered is not 0, someone else may try to change it (king,
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* etc.) */
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Player.p_tampered = oldtampered = 1;
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Player.p_1scratch = 0.0;
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Player.p_istat = I_OFF;
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readrecord(&Other, foeplace);
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if (fabs(Player.p_level - Other.p_level) > 20.0)
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/* see if players are greatly mismatched */
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{
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dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
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if (dtemp < -0.5)
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/* foe outweighs this one */
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Player.p_speed *= 2.0;
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}
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writerecord(&Player, Fileloc); /* write out all our info */
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if (Player.p_blindness)
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Enemyname = "someone";
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else
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Enemyname = Other.p_name;
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mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
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refresh();
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for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
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/* wait for foe to respond */
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{
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readrecord(&Other, foeplace);
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sleep(1);
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}
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if (Other.p_status != S_INBATTLE)
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/* foe did not respond */
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{
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mvprintw(5, 0, "%s is not responding.\n", Enemyname);
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goto LEAVE;
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}
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/* else, we are ready to battle */
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move(4, 0);
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clrtoeol();
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/*
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* determine who is first master
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* if neither player is faster, check level
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* if neither level is greater, battle is not allowed
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* (this should never happen, but we have to handle it)
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*/
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if (Player.p_speed > Other.p_speed)
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Foestrikes = FALSE;
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else
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if (Other.p_speed > Player.p_speed)
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Foestrikes = TRUE;
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else
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if (Player.p_level > Other.p_level)
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Foestrikes = FALSE;
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else
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if (Other.p_level > Player.p_level)
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Foestrikes = TRUE;
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else
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/* no one is faster */
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{
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printw("You can't fight %s yet.", Enemyname);
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goto LEAVE;
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}
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for (;;) {
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displaystats();
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readmessage();
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mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
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if (!Foestrikes)
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/* take action against foe */
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myturn();
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else
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/* wait for foe to take action */
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{
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mvaddstr(4, 0, "Waiting...\n");
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clrtoeol();
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refresh();
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for (loop = 0; loop < 20; ++loop)
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/* wait for foe to act */
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{
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readrecord(&Other, foeplace);
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if (Other.p_1scratch != oldhits)
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/* p_1scratch changes to indicate
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* action */
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break;
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else
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/* wait and try again */
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{
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sleep(1);
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addch('.');
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refresh();
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}
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}
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if (Other.p_1scratch == oldhits) {
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/* timeout */
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mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
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ch = getanswer("NY", FALSE);
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move(22, 0);
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clrtobot();
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if (ch == 'Y')
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continue;
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else
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break;
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} else
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/* foe took action */
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{
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switch (Other.p_istat) {
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case I_RAN: /* foe ran away */
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mvprintw(Lines++, 0, "%s ran away!", Enemyname);
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break;
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case I_STUCK: /* foe tried to run, but
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* couldn't */
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mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
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break;
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case I_BLEWIT: /* foe tried to luckout, but
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* didn't */
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mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
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break;
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default:
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dtemp = Other.p_1scratch - oldhits;
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mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
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Shield -= dtemp;
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break;
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}
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oldhits = Other.p_1scratch; /* keep track of old
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* hits */
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if (Other.p_tampered != oldtampered)
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/* p_tampered changes to relinquish
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* turn */
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{
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oldtampered = Other.p_tampered;
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Foestrikes = FALSE;
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}
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}
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}
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/* decide what happens next */
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refresh();
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if (Lines > LINES - 2) {
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more(Lines);
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move(Lines = 8, 0);
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clrtobot();
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}
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if (Other.p_istat == I_KILLED || Shield < 0.0)
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/* we died */
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{
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Shield = -2.0; /* insure this value is negative */
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break;
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}
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if (Player.p_istat == I_KILLED)
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/* we killed foe; award treasre */
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{
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mvprintw(Lines++, 0, "You killed %s!", Enemyname);
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Player.p_experience += Other.p_experience;
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Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
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Player.p_amulets += Other.p_amulets;
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Player.p_charms += Other.p_charms;
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collecttaxes(Other.p_gold, Other.p_gems);
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Player.p_sword = MAX(Player.p_sword, Other.p_sword);
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Player.p_shield = MAX(Player.p_shield, Other.p_shield);
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Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
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if (Other.p_virgin && !Player.p_virgin) {
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mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
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if ((ch = getanswer("YN", FALSE)) == 'Y')
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Player.p_virgin = TRUE;
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else {
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++Player.p_sin;
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Player.p_experience += 8000.0;
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}
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}
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sleep(3); /* give other person time to die */
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break;
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} else
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if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
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/* either player ran away */
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break;
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}
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LEAVE:
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/* clean up things and leave */
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writerecord(&Player, Fileloc); /* update a final time */
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altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
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Player.p_energy = Shield; /* set energy to actual value */
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Player.p_tampered = T_OFF; /* clear p_tampered */
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more(Lines); /* pause */
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move(4, 0);
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clrtobot(); /* clear bottom area of screen */
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if (Player.p_energy < 0.0)
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/* we are dead */
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death("Interterminal battle");
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}
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void
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myturn()
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{
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double dtemp; /* for temporary calculations */
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int ch; /* input */
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mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
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if (Luckout)
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clrtoeol();
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else
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addstr("4:Luckout ");
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ch = inputoption();
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move(Lines = 8, 0);
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clrtobot();
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switch (ch) {
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default: /* fight */
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dtemp = ROLL(2.0, Player.p_might);
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HIT:
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mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
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Player.p_sin += 0.5;
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Player.p_1scratch += dtemp;
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Player.p_istat = I_OFF;
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break;
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case '2': /* run away */
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Player.p_1scratch -= 1.0; /* change this to indicate
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* action */
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if (drandom() > 0.25) {
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mvaddstr(Lines++, 0, "You got away!");
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Player.p_istat = I_RAN;
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} else {
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mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
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Player.p_istat = I_STUCK;
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}
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break;
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case '3': /* power blast */
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dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
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Player.p_mana -= dtemp;
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dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
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mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
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goto HIT;
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case '4': /* luckout */
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if (Luckout || drandom() > 0.1) {
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if (Luckout)
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mvaddstr(Lines++, 0, "You already tried that!");
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else {
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mvaddstr(Lines++, 0, "Not this time . . .");
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Luckout = TRUE;
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}
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Player.p_1scratch -= 1.0;
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Player.p_istat = I_BLEWIT;
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} else {
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mvaddstr(Lines++, 0, "You just lucked out!");
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Player.p_1scratch = Other.p_energy * 1.1;
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}
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break;
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}
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refresh();
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Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
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if (Player.p_1scratch > Other.p_energy)
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Player.p_istat = I_KILLED;
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else
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if (drandom() * Player.p_speed < drandom() * Other.p_speed)
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/* relinquish control */
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{
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++Player.p_tampered;
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Foestrikes = TRUE;
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}
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writerecord(&Player, Fileloc); /* let foe know what we did */
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}
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void
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checktampered()
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{
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long loc = 0L; /* location in energy void file */
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/* first check for energy voids */
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fseek(Energyvoidfp, 0L, 0);
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while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
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if (Enrgyvoid.ev_active
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&& Enrgyvoid.ev_x == Player.p_x
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&& Enrgyvoid.ev_y == Player.p_y)
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/* sitting on one */
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{
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if (loc > 0L)
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/* not the holy grail; inactivate energy void */
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||||
{
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Enrgyvoid.ev_active = FALSE;
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writevoid(&Enrgyvoid, loc);
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tampered(T_NRGVOID, 0.0, 0.0);
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} else
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if (Player.p_status != S_CLOAKED)
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/* holy grail */
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tampered(T_GRAIL, 0.0, 0.0);
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break;
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} else
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loc += SZ_VOIDSTRUCT;
|
||||
|
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/* now check for other things */
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readrecord(&Other, Fileloc);
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if (Other.p_tampered != T_OFF)
|
||||
tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
|
||||
}
|
||||
|
||||
void
|
||||
tampered(what, arg1, arg2)
|
||||
int what;
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||||
double arg1;
|
||||
double arg2;
|
||||
{
|
||||
long loc; /* location in file of other players */
|
||||
|
||||
Changed = TRUE;
|
||||
move(4, 0);
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||||
|
||||
Player.p_tampered = T_OFF; /* no longer tampered with */
|
||||
|
||||
switch (what) {
|
||||
case T_NRGVOID:
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||||
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);
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||||
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);
|
||||
}
|
||||
|
||||
void
|
||||
userlist(ingameflag)
|
||||
bool ingameflag;
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
void
|
||||
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 ");
|
||||
}
|
||||
|
||||
void
|
||||
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 * (long)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");
|
||||
}
|
||||
|
||||
void
|
||||
writevoid(vp, loc)
|
||||
struct energyvoid *vp;
|
||||
long loc;
|
||||
{
|
||||
|
||||
fseek(Energyvoidfp, loc, 0);
|
||||
fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
|
||||
fflush(Energyvoidfp);
|
||||
fseek(Energyvoidfp, 0L, 0);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
Reference in New Issue
Block a user