xref: /netbsd-src/games/phantasia/interplayer.c (revision aaf4ece63a859a04e37cf3a7229b5fab0157cc06)
1 /*	$NetBSD: interplayer.c,v 1.9 2005/02/15 12:58:21 jsm Exp $	*/
2 
3 /*
4  * interplayer.c - player to player routines for Phantasia
5  */
6 
7 #include "include.h"
8 #undef bool
9 #include <curses.h>
10 
11 void
12 checkbattle()
13 {
14 	long    foeloc = 0L;	/* location in file of person to fight */
15 
16 	Users = 0;
17 	fseek(Playersfp, 0L, SEEK_SET);
18 
19 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
20 		if (Other.p_status != S_OFF
21 		    && Other.p_status != S_NOTUSED
22 		    && Other.p_status != S_HUNGUP
23 		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
24 			/* player is on and not a cloaked valar */
25 		{
26 			++Users;
27 
28 			if (Player.p_x == Other.p_x
29 			    && Player.p_y == Other.p_y
30 			/* same coordinates */
31 			    && foeloc != Fileloc
32 			/* not self */
33 			    && Player.p_status == S_PLAYING
34 			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
35 			/* both are playing */
36 			    && Other.p_specialtype != SC_VALAR
37 			    && Player.p_specialtype != SC_VALAR)
38 				/* neither is valar */
39 			{
40 				battleplayer(foeloc);
41 				return;
42 			}
43 		}
44 		foeloc += SZ_PLAYERSTRUCT;
45 	}
46 }
47 
48 void
49 battleplayer(foeplace)
50 	long    foeplace;
51 {
52 	double  dtemp;		/* for temporary calculations */
53 	double  oldhits = 0.0;	/* previous damage inflicted by foe */
54 	int     loop;		/* for timing out */
55 	int     ch;		/* input */
56 	short   oldtampered;	/* old value of foe's p_tampered */
57 
58 	Lines = 8;
59 	Luckout = FALSE;
60 	mvaddstr(4, 0, "Preparing for battle!\n");
61 	refresh();
62 
63 #ifdef SYS5
64 	flushinp();
65 #endif
66 
67 	/* set up variables, file, etc. */
68 	Player.p_status = S_INBATTLE;
69 	Shield = Player.p_energy;
70 
71 	/* if p_tampered is not 0, someone else may try to change it (king,
72 	 * etc.) */
73 	Player.p_tampered = oldtampered = 1;
74 	Player.p_1scratch = 0.0;
75 	Player.p_istat = I_OFF;
76 
77 	readrecord(&Other, foeplace);
78 	if (fabs(Player.p_level - Other.p_level) > 20.0)
79 		/* see if players are greatly mismatched */
80 	{
81 		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
82 		if (dtemp < -0.5)
83 			/* foe outweighs this one */
84 			Player.p_speed *= 2.0;
85 	}
86 	writerecord(&Player, Fileloc);	/* write out all our info */
87 
88 	if (Player.p_blindness)
89 		Enemyname = "someone";
90 	else
91 		Enemyname = Other.p_name;
92 
93 	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
94 	refresh();
95 
96 	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
97 		/* wait for foe to respond */
98 	{
99 		readrecord(&Other, foeplace);
100 		sleep(1);
101 	}
102 
103 	if (Other.p_status != S_INBATTLE)
104 		/* foe did not respond */
105 	{
106 		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
107 		goto LEAVE;
108 	}
109 	/* else, we are ready to battle */
110 
111 	move(4, 0);
112 	clrtoeol();
113 
114 	/*
115          * determine who is first master
116          * if neither player is faster, check level
117          * if neither level is greater, battle is not allowed
118          * (this should never happen, but we have to handle it)
119          */
120 	if (Player.p_speed > Other.p_speed)
121 		Foestrikes = FALSE;
122 	else
123 		if (Other.p_speed > Player.p_speed)
124 			Foestrikes = TRUE;
125 		else
126 			if (Player.p_level > Other.p_level)
127 				Foestrikes = FALSE;
128 			else
129 				if (Other.p_level > Player.p_level)
130 					Foestrikes = TRUE;
131 				else
132 					/* no one is faster */
133 				{
134 					printw("You can't fight %s yet.", Enemyname);
135 					goto LEAVE;
136 				}
137 
138 	for (;;) {
139 		displaystats();
140 		readmessage();
141 		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
142 
143 		if (!Foestrikes)
144 			/* take action against foe */
145 			myturn();
146 		else
147 			/* wait for foe to take action */
148 		{
149 			mvaddstr(4, 0, "Waiting...\n");
150 			clrtoeol();
151 			refresh();
152 
153 			for (loop = 0; loop < 20; ++loop)
154 				/* wait for foe to act */
155 			{
156 				readrecord(&Other, foeplace);
157 				if (Other.p_1scratch != oldhits)
158 					/* p_1scratch changes to indicate
159 					 * action */
160 					break;
161 				else
162 					/* wait and try again */
163 				{
164 					sleep(1);
165 					addch('.');
166 					refresh();
167 				}
168 			}
169 
170 			if (Other.p_1scratch == oldhits) {
171 				/* timeout */
172 				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
173 				ch = getanswer("NY", FALSE);
174 				move(22, 0);
175 				clrtobot();
176 				if (ch == 'Y')
177 					continue;
178 				else
179 					break;
180 			} else
181 				/* foe took action */
182 			{
183 				switch (Other.p_istat) {
184 				case I_RAN:	/* foe ran away */
185 					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
186 					break;
187 
188 				case I_STUCK:	/* foe tried to run, but
189 						 * couldn't */
190 					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
191 					break;
192 
193 				case I_BLEWIT:	/* foe tried to luckout, but
194 						 * didn't */
195 					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
196 					break;
197 
198 				default:
199 					dtemp = Other.p_1scratch - oldhits;
200 					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
201 					Shield -= dtemp;
202 					break;
203 				}
204 
205 				oldhits = Other.p_1scratch;	/* keep track of old
206 								 * hits */
207 
208 				if (Other.p_tampered != oldtampered)
209 					/* p_tampered changes to relinquish
210 					 * turn */
211 				{
212 					oldtampered = Other.p_tampered;
213 					Foestrikes = FALSE;
214 				}
215 			}
216 		}
217 
218 		/* decide what happens next */
219 		refresh();
220 		if (Lines > LINES - 2) {
221 			more(Lines);
222 			move(Lines = 8, 0);
223 			clrtobot();
224 		}
225 		if (Other.p_istat == I_KILLED || Shield < 0.0)
226 			/* we died */
227 		{
228 			Shield = -2.0;	/* insure this value is negative */
229 			break;
230 		}
231 		if (Player.p_istat == I_KILLED)
232 			/* we killed foe; award treasre */
233 		{
234 			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
235 			Player.p_experience += Other.p_experience;
236 			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
237 			Player.p_amulets += Other.p_amulets;
238 			Player.p_charms += Other.p_charms;
239 			collecttaxes(Other.p_gold, Other.p_gems);
240 			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
241 			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
242 			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
243 			if (Other.p_virgin && !Player.p_virgin) {
244 				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
245 				if ((ch = getanswer("YN", FALSE)) == 'Y')
246 					Player.p_virgin = TRUE;
247 				else {
248 					++Player.p_sin;
249 					Player.p_experience += 8000.0;
250 				}
251 			}
252 			sleep(3);	/* give other person time to die */
253 			break;
254 		} else
255 			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
256 				/* either player ran away */
257 				break;
258 	}
259 
260 LEAVE:
261 	/* clean up things and leave */
262 	writerecord(&Player, Fileloc);	/* update a final time */
263 	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
264 	Player.p_energy = Shield;	/* set energy to actual value */
265 	Player.p_tampered = T_OFF;	/* clear p_tampered */
266 
267 	more(Lines);		/* pause */
268 
269 	move(4, 0);
270 	clrtobot();		/* clear bottom area of screen */
271 
272 	if (Player.p_energy < 0.0)
273 		/* we are dead */
274 		death("Interterminal battle");
275 }
276 
277 void
278 myturn()
279 {
280 	double  dtemp;		/* for temporary calculations */
281 	int     ch;		/* input */
282 
283 	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
284 	if (Luckout)
285 		clrtoeol();
286 	else
287 		addstr("4:Luckout  ");
288 
289 	ch = inputoption();
290 	move(Lines = 8, 0);
291 	clrtobot();
292 
293 	switch (ch) {
294 	default:		/* fight */
295 		dtemp = ROLL(2.0, Player.p_might);
296 HIT:
297 		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
298 		Player.p_sin += 0.5;
299 		Player.p_1scratch += dtemp;
300 		Player.p_istat = I_OFF;
301 		break;
302 
303 	case '2':		/* run away */
304 		Player.p_1scratch -= 1.0;	/* change this to indicate
305 						 * action */
306 		if (drandom() > 0.25) {
307 			mvaddstr(Lines++, 0, "You got away!");
308 			Player.p_istat = I_RAN;
309 		} else {
310 			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
311 			Player.p_istat = I_STUCK;
312 		}
313 		break;
314 
315 	case '3':		/* power blast */
316 		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
317 		Player.p_mana -= dtemp;
318 		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
319 		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
320 		goto HIT;
321 
322 	case '4':		/* luckout */
323 		if (Luckout || drandom() > 0.1) {
324 			if (Luckout)
325 				mvaddstr(Lines++, 0, "You already tried that!");
326 			else {
327 				mvaddstr(Lines++, 0, "Not this time . . .");
328 				Luckout = TRUE;
329 			}
330 
331 			Player.p_1scratch -= 1.0;
332 			Player.p_istat = I_BLEWIT;
333 		} else {
334 			mvaddstr(Lines++, 0, "You just lucked out!");
335 			Player.p_1scratch = Other.p_energy * 1.1;
336 		}
337 		break;
338 	}
339 
340 	refresh();
341 	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
342 
343 	if (Player.p_1scratch > Other.p_energy)
344 		Player.p_istat = I_KILLED;
345 	else
346 		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
347 			/* relinquish control */
348 		{
349 			++Player.p_tampered;
350 			Foestrikes = TRUE;
351 		}
352 	writerecord(&Player, Fileloc);	/* let foe know what we did */
353 }
354 
355 void
356 checktampered()
357 {
358 	long    loc = 0L;	/* location in energy void file */
359 
360 	/* first check for energy voids */
361 	fseek(Energyvoidfp, 0L, SEEK_SET);
362 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
363 		if (Enrgyvoid.ev_active
364 		    && Enrgyvoid.ev_x == Player.p_x
365 		    && Enrgyvoid.ev_y == Player.p_y)
366 			/* sitting on one */
367 		{
368 			if (loc > 0L)
369 				/* not the holy grail; inactivate energy void */
370 			{
371 				Enrgyvoid.ev_active = FALSE;
372 				writevoid(&Enrgyvoid, loc);
373 				tampered(T_NRGVOID, 0.0, 0.0);
374 			} else
375 				if (Player.p_status != S_CLOAKED)
376 					/* holy grail */
377 					tampered(T_GRAIL, 0.0, 0.0);
378 			break;
379 		} else
380 			loc += SZ_VOIDSTRUCT;
381 
382 	/* now check for other things */
383 	readrecord(&Other, Fileloc);
384 	if (Other.p_tampered != T_OFF)
385 		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
386 }
387 
388 void
389 tampered(what, arg1, arg2)
390 	int     what;
391 	double  arg1;
392 	double  arg2;
393 {
394 	long    loc;		/* location in file of other players */
395 
396 	Changed = TRUE;
397 	move(4, 0);
398 
399 	Player.p_tampered = T_OFF;	/* no longer tampered with */
400 
401 	switch (what) {
402 	case T_NRGVOID:
403 		addstr("You've hit an energy void !\n");
404 		Player.p_mana /= 3.0;
405 		Player.p_energy /= 2.0;
406 		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
407 		altercoordinates(0.0, 0.0, A_NEAR);
408 		break;
409 
410 	case T_TRANSPORT:
411 		addstr("The king transported you !  ");
412 		if (Player.p_charms > 0) {
413 			addstr("But your charm saved you. . .\n");
414 			--Player.p_charms;
415 		} else {
416 			altercoordinates(0.0, 0.0, A_FAR);
417 			addch('\n');
418 		}
419 		break;
420 
421 	case T_BESTOW:
422 		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
423 		Player.p_gold += arg1;
424 		break;
425 
426 	case T_CURSED:
427 		addstr("You've been cursed !  ");
428 		if (Player.p_blessing) {
429 			addstr("But your blessing saved you. . .\n");
430 			Player.p_blessing = FALSE;
431 		} else {
432 			addch('\n');
433 			Player.p_poison += 2.0;
434 			Player.p_energy = 10.0;
435 			Player.p_maxenergy *= 0.95;
436 			Player.p_status = S_PLAYING;	/* no longer cloaked */
437 		}
438 		break;
439 
440 	case T_VAPORIZED:
441 		addstr("You have been vaporized!\n");
442 		more(7);
443 		death("Vaporization");
444 		break;
445 
446 	case T_MONSTER:
447 		addstr("The Valar zapped you with a monster!\n");
448 		more(7);
449 		encounter((int) arg1);
450 		return;
451 
452 	case T_BLESSED:
453 		addstr("The Valar has blessed you!\n");
454 		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
455 		Player.p_mana += 500.0;
456 		Player.p_strength += 0.5;
457 		Player.p_brains += 0.5;
458 		Player.p_magiclvl += 0.5;
459 		Player.p_poison = MIN(0.5, Player.p_poison);
460 		break;
461 
462 	case T_RELOCATE:
463 		addstr("You've been relocated. . .\n");
464 		altercoordinates(arg1, arg2, A_FORCED);
465 		break;
466 
467 	case T_HEAL:
468 		addstr("You've been healed!\n");
469 		Player.p_poison -= 0.25;
470 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
471 		break;
472 
473 	case T_EXVALAR:
474 		addstr("You are no longer Valar!\n");
475 		Player.p_specialtype = SC_COUNCIL;
476 		break;
477 
478 	case T_GRAIL:
479 		addstr("You have found The Holy Grail!!\n");
480 		if (Player.p_specialtype < SC_COUNCIL)
481 			/* must be council of wise to behold grail */
482 		{
483 			addstr("However, you are not experienced enough to behold it.\n");
484 			Player.p_sin *= Player.p_sin;
485 			Player.p_mana += 1000;
486 		} else
487 			if (Player.p_specialtype == SC_VALAR
488 			    || Player.p_specialtype == SC_EXVALAR) {
489 				addstr("You have made it to the position of Valar once already.\n");
490 				addstr("The Grail is of no more use to you now.\n");
491 			} else {
492 				addstr("It is now time to see if you are worthy to behold it. . .\n");
493 				refresh();
494 				sleep(4);
495 
496 				if (drandom() / 2.0 < Player.p_sin) {
497 					addstr("You have failed!\n");
498 					Player.p_strength =
499 					    Player.p_mana =
500 					    Player.p_energy =
501 					    Player.p_maxenergy =
502 					    Player.p_magiclvl =
503 					    Player.p_brains =
504 					    Player.p_experience =
505 					    Player.p_quickness = 1.0;
506 
507 					altercoordinates(1.0, 1.0, A_FORCED);
508 					Player.p_level = 0.0;
509 				} else {
510 					addstr("You made to position of Valar!\n");
511 					Player.p_specialtype = SC_VALAR;
512 					Player.p_lives = 5;
513 					fseek(Playersfp, 0L, SEEK_SET);
514 					loc = 0L;
515 					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
516 						/* search for existing valar */
517 						if (Other.p_specialtype == SC_VALAR
518 						    && Other.p_status != S_NOTUSED)
519 							/* found old valar */
520 						{
521 							Other.p_tampered = T_EXVALAR;
522 							writerecord(&Other, loc);
523 							break;
524 						} else
525 							loc += SZ_PLAYERSTRUCT;
526 				}
527 			}
528 
529 		/* move grail to new location */
530 		Enrgyvoid.ev_active = TRUE;
531 		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
532 		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
533 		writevoid(&Enrgyvoid, 0L);
534 		break;
535 	}
536 	refresh();
537 	sleep(2);
538 }
539 
540 void
541 userlist(ingameflag)
542 	phbool  ingameflag;
543 {
544 	int     numusers = 0;	/* number of users on file */
545 
546 	if (ingameflag && Player.p_blindness) {
547 		mvaddstr(8, 0, "You cannot see anyone.\n");
548 		return;
549 	}
550 	fseek(Playersfp, 0L, SEEK_SET);
551 	mvaddstr(8, 0,
552 	    "Name                         X         Y    Lvl Type Login    Status\n");
553 
554 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
555 		if (Other.p_status == S_NOTUSED
556 		/* record is unused */
557 		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
558 			/* cloaked valar */
559 		{
560 			if (!Wizard)
561 				/* wizard can see everything on file */
562 				continue;
563 		}
564 		++numusers;
565 
566 		if (ingameflag &&
567 		/* must be playing for the rest of these conditions */
568 		    (Player.p_specialtype >= SC_KING
569 		/* kings and higher can see others */
570 			|| Other.p_specialtype >= SC_KING
571 		/* kings and higher can be seen by others */
572 			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
573 		/* those nearer the origin can be seen */
574 			|| Player.p_palantir)
575 		/* palantir enables one to see others */
576 		    && (Other.p_status != S_CLOAKED
577 			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
578 		/* not cloaked; valar can see through cloak with a palantir */
579 		    && Other.p_specialtype != SC_VALAR)
580 			/* not a valar */
581 			/* coordinates should be printed */
582 			printw("%-20s  %8.0f  %8.0f ",
583 			    Other.p_name, Other.p_x, Other.p_y);
584 		else
585 			/* cannot see player's coordinates */
586 			printw("%-20s %19.19s ",
587 			    Other.p_name, descrlocation(&Other, TRUE));
588 
589 		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
590 		    Other.p_login, descrstatus(&Other));
591 
592 		if ((numusers % (LINES - 10)) == 0) {
593 			more(LINES - 1);
594 			move(9, 0);
595 			clrtobot();
596 		}
597 	}
598 
599 	printw("Total players on file = %d\n", numusers);
600 	refresh();
601 }
602 
603 void
604 throneroom()
605 {
606 	FILE   *fp;		/* to clear energy voids */
607 	long    loc = 0L;	/* location of old king in player file */
608 
609 	if (Player.p_specialtype < SC_KING)
610 		/* not already king -- assumes crown */
611 	{
612 		fseek(Playersfp, 0L, SEEK_SET);
613 		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
614 			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
615 				/* found old king */
616 			{
617 				if (Other.p_status != S_OFF)
618 					/* old king is playing */
619 				{
620 					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
621 					altercoordinates(0.0, 0.0, A_NEAR);
622 					move(6, 0);
623 					return;
624 				} else
625 					/* old king is not playing - remove
626 					 * him/her */
627 				{
628 					Other.p_specialtype = SC_NONE;
629 					if (Other.p_crowns)
630 						--Other.p_crowns;
631 					writerecord(&Other, loc);
632 					break;
633 				}
634 			} else
635 				loc += SZ_PLAYERSTRUCT;
636 
637 		/* make player new king */
638 		Changed = TRUE;
639 		Player.p_specialtype = SC_KING;
640 		mvaddstr(4, 0, "You have become king!\n");
641 
642 		/* let everyone else know */
643 		fp = fopen(_PATH_MESS, "w");
644 		fprintf(fp, "All hail the new king!");
645 		fclose(fp);
646 
647 		/* clear all energy voids; retain location of holy grail */
648 		fseek(Energyvoidfp, 0L, SEEK_SET);
649 		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
650 		fp = fopen(_PATH_VOID, "w");
651 		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
652 		fclose(fp);
653 	}
654 	mvaddstr(6, 0, "0:Decree  ");
655 }
656 
657 void
658 dotampered()
659 {
660 	short   tamper;		/* value for tampering with other players */
661 	const char   *option;		/* pointer to option description */
662 	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
663 	int     ch;		/* input */
664 	long    loc;		/* location in energy void file */
665 	FILE   *fp;		/* for opening gold file */
666 
667 	move(6, 0);
668 	clrtoeol();
669 	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
670 		/* king options */
671 	{
672 		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
673 
674 		ch = getanswer(" ", TRUE);
675 		move(6, 0);
676 		clrtoeol();
677 		move(4, 0);
678 		switch (ch) {
679 		case '1':	/* transport someone */
680 			tamper = T_TRANSPORT;
681 			option = "transport";
682 			break;
683 
684 		case '2':	/* curse another */
685 			tamper = T_CURSED;
686 			option = "curse";
687 			break;
688 
689 		case '3':	/* create energy void */
690 			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
691 				/* can only have 20 void active at once */
692 				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
693 			else {
694 				addstr("Enter the X Y coordinates of void ? ");
695 				getstring(Databuf, SZ_DATABUF);
696 				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
697 				Enrgyvoid.ev_x = floor(temp1);
698 				Enrgyvoid.ev_y = floor(temp2);
699 				Enrgyvoid.ev_active = TRUE;
700 				writevoid(&Enrgyvoid, loc);
701 				mvaddstr(5, 0, "It is done.\n");
702 			}
703 			return;
704 
705 		case '4':	/* bestow gold to subject */
706 			tamper = T_BESTOW;
707 			addstr("How much gold to bestow ? ");
708 			temp1 = infloat();
709 			if (temp1 > Player.p_gold || temp1 < 0) {
710 				mvaddstr(5, 0, "You don't have that !\n");
711 				return;
712 			}
713 			/* adjust gold after we are sure it will be given to
714 			 * someone */
715 			option = "give gold to";
716 			break;
717 
718 		case '5':	/* collect accumulated taxes */
719 			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
720 				/* collect taxes */
721 			{
722 				fread((char *) &temp1, sizeof(double), 1, fp);
723 				fseek(fp, 0L, SEEK_SET);
724 				/* clear out value */
725 				temp2 = 0.0;
726 				fwrite((char *) &temp2, sizeof(double), 1, fp);
727 				fclose(fp);
728 			}
729 			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
730 			Player.p_gold += floor(temp1);
731 			return;
732 
733 		default:
734 			return;
735 		}
736 		/* end of king options */
737 	} else
738 		/* council of wise, valar, wizard options */
739 	{
740 		addstr("1:Heal  ");
741 		if (Player.p_palantir || Wizard)
742 			addstr("2:Seek Grail  ");
743 		if (Player.p_specialtype == SC_VALAR || Wizard)
744 			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
745 		if (Wizard)
746 			addstr("6:Vaporize  ");
747 
748 		ch = getanswer(" ", TRUE);
749 		if (!Wizard) {
750 			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
751 				ILLCMD();
752 				return;
753 			}
754 			if (Player.p_mana < MM_INTERVENE) {
755 				mvaddstr(5, 0, "No mana left.\n");
756 				return;
757 			} else
758 				Player.p_mana -= MM_INTERVENE;
759 		}
760 		switch (ch) {
761 		case '1':	/* heal another */
762 			tamper = T_HEAL;
763 			option = "heal";
764 			break;
765 
766 		case '2':	/* seek grail */
767 			if (Player.p_palantir)
768 				/* need a palantir to seek */
769 			{
770 				fseek(Energyvoidfp, 0L, SEEK_SET);
771 				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
772 				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
773 				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
774 				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
775 			} else
776 				/* no palantir */
777 				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
778 			return;
779 
780 		case '3':	/* lob monster at someone */
781 			mvaddstr(4, 0, "Which monster [0-99] ? ");
782 			temp1 = infloat();
783 			temp1 = MAX(0.0, MIN(99.0, temp1));
784 			tamper = T_MONSTER;
785 			option = "throw a monster at";
786 			break;
787 
788 		case '4':	/* move another player */
789 			mvaddstr(4, 0, "New X Y coordinates ? ");
790 			getstring(Databuf, SZ_DATABUF);
791 			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
792 			tamper = T_RELOCATE;
793 			option = "relocate";
794 			break;
795 
796 		case '5':	/* bless a player */
797 			tamper = T_BLESSED;
798 			option = "bless";
799 			break;
800 
801 		case '6':	/* kill off a player */
802 			if (Wizard) {
803 				tamper = T_VAPORIZED;
804 				option = "vaporize";
805 				break;
806 			} else
807 				return;
808 
809 		default:
810 			return;
811 		}
812 
813 		/* adjust age after we are sure intervention will be done */
814 		/* end of valar, etc. options */
815 	}
816 
817 	for (;;)
818 		/* prompt for player to affect */
819 	{
820 		mvprintw(4, 0, "Who do you want to %s ? ", option);
821 		getstring(Databuf, SZ_DATABUF);
822 		truncstring(Databuf);
823 
824 		if (Databuf[0] == '\0')
825 			userlist(TRUE);
826 		else
827 			break;
828 	}
829 
830 	if (strcmp(Player.p_name, Databuf) != 0)
831 		/* name other than self */
832 	{
833 		if ((loc = findname(Databuf, &Other)) >= 0L) {
834 			if (Other.p_tampered != T_OFF) {
835 				mvaddstr(5, 0, "That person has something pending already.\n");
836 				return;
837 			} else {
838 				if (tamper == T_RELOCATE
839 				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
840 				    && !Wizard)
841 					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
842 				else {
843 					if (tamper == T_BESTOW)
844 						Player.p_gold -= floor(temp1);
845 					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
846 						tamper == T_RELOCATE || tamper == T_BLESSED))
847 						Player.p_age += N_AGE;	/* age penalty */
848 					Other.p_tampered = tamper;
849 					Other.p_1scratch = floor(temp1);
850 					Other.p_2scratch = floor(temp2);
851 					writerecord(&Other, loc);
852 					mvaddstr(5, 0, "It is done.\n");
853 				}
854 				return;
855 			}
856 		} else
857 			/* player not found */
858 			mvaddstr(5, 0, "There is no one by that name.\n");
859 	} else
860 		/* self */
861 		mvaddstr(5, 0, "You may not do it to yourself!\n");
862 }
863 
864 void
865 writevoid(vp, loc)
866 	struct energyvoid *vp;
867 	long    loc;
868 {
869 
870 	fseek(Energyvoidfp, loc, SEEK_SET);
871 	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
872 	fflush(Energyvoidfp);
873 	fseek(Energyvoidfp, 0L, SEEK_SET);
874 }
875 
876 long
877 allocvoid()
878 {
879 	long    loc = 0L;	/* location of new energy void */
880 
881 	fseek(Energyvoidfp, 0L, SEEK_SET);
882 	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
883 		if (Enrgyvoid.ev_active)
884 			loc += SZ_VOIDSTRUCT;
885 		else
886 			break;
887 
888 	return (loc);
889 }
890