1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
|
/*
* interplayer.c - player to player routines for Phantasia
*/
#include "include.h"
/************************************************************************
/
/ FUNCTION NAME: checkbattle()
/
/ FUNCTION: check to see if current player should battle another
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: battleplayer(), fread(), fseek()
/
/ GLOBAL INPUTS: Other, Users, Player, Fileloc, *Playersfp
/
/ GLOBAL OUTPUTS: Users
/
/ DESCRIPTION:
/ Seach player file for a foe at the same coordinates as the
/ current player.
/ Also update user count.
/
/************************************************************************/
checkbattle()
{
long foeloc = 0L; /* location in file of person to fight */
Users = 0;
fseek(Playersfp, 0L, 0);
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
{
if (Other.p_status != S_OFF
&& Other.p_status != S_NOTUSED
&& Other.p_status != S_HUNGUP
&& (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
/* player is on and not a cloaked valar */
{
++Users;
if (Player.p_x == Other.p_x
&& Player.p_y == Other.p_y
/* same coordinates */
&& foeloc != Fileloc
/* not self */
&& Player.p_status == S_PLAYING
&& (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
/* both are playing */
&& Other.p_specialtype != SC_VALAR
&& Player.p_specialtype != SC_VALAR)
/* neither is valar */
{
battleplayer(foeloc);
return;
}
}
foeloc += SZ_PLAYERSTRUCT;
}
}
/**/
/************************************************************************
/
/ FUNCTION NAME: battleplayer()
/
/ FUNCTION: inter-terminal battle with another player
/
/ AUTHOR: E. A. Estes, 2/15/86
/
/ ARGUMENTS:
/ long foeplace - location in player file of person to battle
/
/ RETURN VALUE: none
/
/ MODULES CALLED: readrecord(), readmessage(), writerecord(), collecttaxes(),
/ displaystats(), fabs(), more(), death(), sleep(), wmove(), waddch(), printw(),
/ myturn(), altercoordinates(), waddstr(), wrefresh(), mvprintw(),
/ getanswer(), wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Foestrikes, LINES, Lines, Other, Shield, Player, *stdscr,
/ Fileloc, *Enemyname
/
/ GLOBAL OUTPUTS: Foestrikes, Lines, Shield, Player, Luckout, *Enemyname
/
/ DESCRIPTION:
/ Inter-terminal battle is a very fragile and slightly klugy thing.
/ At any time, one player is master and the other is slave.
/ We pick who is master first by speed and level. After that,
/ the slave waits for the master to relinquish its turn, and
/ the slave becomes master, and so on.
/
/ The items in the player structure which control the handshake are:
/ p_tampered:
/ master increments this to relinquish control
/ p_istat:
/ master sets this to specify particular action
/ p_1scratch:
/ set to total damage inflicted so far; changes to indicate action
/
/************************************************************************/
battleplayer(foeplace)
long foeplace;
{
double dtemp; /* for temporary calculations */
double oldhits = 0.0; /* previous damage inflicted by foe */
register int loop; /* for timing out */
int ch; /* input */
short oldtampered; /* old value of foe's p_tampered */
Lines = 8;
Luckout = FALSE;
mvaddstr(4, 0, "Preparing for battle!\n");
refresh();
#ifdef SYS5
flushinp();
#endif
/* set up variables, file, etc. */
Player.p_status = S_INBATTLE;
Shield = Player.p_energy;
/* if p_tampered is not 0, someone else may try to change it (king, etc.) */
Player.p_tampered = oldtampered = 1;
Player.p_1scratch = 0.0;
Player.p_istat = I_OFF;
readrecord(&Other, foeplace);
if (fabs(Player.p_level - Other.p_level) > 20.0)
/* see if players are greatly mismatched */
{
dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
if (dtemp < -0.5)
/* foe outweighs this one */
Player.p_speed *= 2.0;
}
writerecord(&Player, Fileloc); /* write out all our info */
if (Player.p_blindness)
Enemyname = "someone";
else
Enemyname = Other.p_name;
mvprintw(6, 0, "You have encountered %s Level: %.0f\n", Enemyname, Other.p_level);
refresh();
for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
/* wait for foe to respond */
{
readrecord(&Other, foeplace);
sleep(1);
}
if (Other.p_status != S_INBATTLE)
/* foe did not respond */
{
mvprintw(5, 0, "%s is not responding.\n", Enemyname);
goto LEAVE;
}
/* else, we are ready to battle */
move(4, 0);
clrtoeol();
/*
* determine who is first master
* if neither player is faster, check level
* if neither level is greater, battle is not allowed
* (this should never happen, but we have to handle it)
*/
if (Player.p_speed > Other.p_speed)
Foestrikes = FALSE;
else if (Other.p_speed > Player.p_speed)
Foestrikes = TRUE;
else if (Player.p_level > Other.p_level)
Foestrikes = FALSE;
else if (Other.p_level > Player.p_level)
Foestrikes = TRUE;
else
/* no one is faster */
{
printw("You can't fight %s yet.", Enemyname);
goto LEAVE;
}
for (;;)
{
displaystats();
readmessage();
mvprintw(1, 26, "%20.0f", Shield); /* overprint energy */
if (!Foestrikes)
/* take action against foe */
myturn();
else
/* wait for foe to take action */
{
mvaddstr(4, 0, "Waiting...\n");
clrtoeol();
refresh();
for (loop = 0; loop < 20; ++loop)
/* wait for foe to act */
{
readrecord(&Other, foeplace);
if (Other.p_1scratch != oldhits)
/* p_1scratch changes to indicate action */
break;
else
/* wait and try again */
{
sleep(1);
addch('.');
refresh();
}
}
if (Other.p_1scratch == oldhits)
{
/* timeout */
mvaddstr(22, 0, "Timeout: waiting for response. Do you want to wait ? ");
ch = getanswer("NY", FALSE);
move(22, 0);
clrtobot();
if (ch == 'Y')
continue;
else
break;
}
else
/* foe took action */
{
switch (Other.p_istat)
{
case I_RAN: /* foe ran away */
mvprintw(Lines++, 0, "%s ran away!", Enemyname);
break;
case I_STUCK: /* foe tried to run, but couldn't */
mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
break;
case I_BLEWIT: /* foe tried to luckout, but didn't */
mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
break;
default:
dtemp = Other.p_1scratch - oldhits;
mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
Shield -= dtemp;
break;
}
oldhits = Other.p_1scratch; /* keep track of old hits */
if (Other.p_tampered != oldtampered)
/* p_tampered changes to relinquish turn */
{
oldtampered = Other.p_tampered;
Foestrikes = FALSE;
}
}
}
/* decide what happens next */
refresh();
if (Lines > LINES - 2)
{
more(Lines);
move(Lines = 8, 0);
clrtobot();
}
if (Other.p_istat == I_KILLED || Shield < 0.0)
/* we died */
{
Shield = -2.0; /* insure this value is negative */
break;
}
if (Player.p_istat == I_KILLED)
/* we killed foe; award treasre */
{
mvprintw(Lines++, 0, "You killed %s!", Enemyname);
Player.p_experience += Other.p_experience;
Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
Player.p_amulets += Other.p_amulets;
Player.p_charms += Other.p_charms;
collecttaxes(Other.p_gold, Other.p_gems);
Player.p_sword = MAX(Player.p_sword, Other.p_sword);
Player.p_shield = MAX(Player.p_shield, Other.p_shield);
Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
if (Other.p_virgin && !Player.p_virgin)
{
mvaddstr(Lines++, 0, "You have rescued a virgin. Will you be honorable ? ");
if ((ch = getanswer("YN", FALSE)) == 'Y')
Player.p_virgin = TRUE;
else
{
++Player.p_sin;
Player.p_experience += 8000.0;
}
}
sleep(3); /* give other person time to die */
break;
}
else if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
/* either player ran away */
break;
}
LEAVE:
/* clean up things and leave */
writerecord(&Player, Fileloc); /* update a final time */
altercoordinates(0.0, 0.0, A_NEAR); /* move away from battle site */
Player.p_energy = Shield; /* set energy to actual value */
Player.p_tampered = T_OFF; /* clear p_tampered */
more(Lines); /* pause */
move(4, 0);
clrtobot(); /* clear bottom area of screen */
if (Player.p_energy < 0.0)
/* we are dead */
death("Interterminal battle");
}
/**/
/************************************************************************
/
/ FUNCTION NAME: myturn()
/
/ FUNCTION: process players action against foe in battle
/
/ AUTHOR: E. A. Estes, 2/7/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), inputoption(), floor(), wmove(), drandom(),
/ waddstr(), wrefresh(), mvprintw(), wclrtoeol(), wclrtobot()
/
/ GLOBAL INPUTS: Lines, Other, Player, *stdscr, Fileloc, Luckout,
/ *Enemyname
/
/ GLOBAL OUTPUTS: Foestrikes, Lines, Player, Luckout
/
/ DESCRIPTION:
/ Take action action against foe, and decide who is master
/ for next iteration.
/
/************************************************************************/
myturn()
{
double dtemp; /* for temporary calculations */
int ch; /* input */
mvaddstr(7, 0, "1:Fight 2:Run Away! 3:Power Blast ");
if (Luckout)
clrtoeol();
else
addstr("4:Luckout ");
ch = inputoption();
move(Lines = 8, 0);
clrtobot();
switch (ch)
{
default: /* fight */
dtemp = ROLL(2.0, Player.p_might);
HIT:
mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
Player.p_sin += 0.5;
Player.p_1scratch += dtemp;
Player.p_istat = I_OFF;
break;
case '2': /* run away */
Player.p_1scratch -= 1.0; /* change this to indicate action */
if (drandom() > 0.25)
{
mvaddstr(Lines++, 0, "You got away!");
Player.p_istat = I_RAN;
}
else
{
mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
Player.p_istat = I_STUCK;
}
break;
case '3': /* power blast */
dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
Player.p_mana -= dtemp;
dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
goto HIT;
case '4': /* luckout */
if (Luckout || drandom() > 0.1)
{
if (Luckout)
mvaddstr(Lines++, 0, "You already tried that!");
else
{
mvaddstr(Lines++, 0, "Not this time . . .");
Luckout = TRUE;
}
Player.p_1scratch -= 1.0;
Player.p_istat = I_BLEWIT;
}
else
{
mvaddstr(Lines++, 0, "You just lucked out!");
Player.p_1scratch = Other.p_energy * 1.1;
}
break;
}
refresh();
Player.p_1scratch = floor(Player.p_1scratch); /* clean up any mess */
if (Player.p_1scratch > Other.p_energy)
Player.p_istat = I_KILLED;
else if (drandom() * Player.p_speed < drandom() * Other.p_speed)
/* relinquish control */
{
++Player.p_tampered;
Foestrikes = TRUE;
}
writerecord(&Player, Fileloc); /* let foe know what we did */
}
/**/
/************************************************************************
/
/ FUNCTION NAME: checktampered()
/
/ FUNCTION: check if current player has been tampered with
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: readrecord(), fread(), fseek(), tampered(), writevoid()
/
/ GLOBAL INPUTS: *Energyvoidfp, Other, Player, Fileloc, Enrgyvoid
/
/ GLOBAL OUTPUTS: Enrgyvoid
/
/ DESCRIPTION:
/ Check for energy voids, holy grail, and tampering by other
/ players.
/
/************************************************************************/
checktampered()
{
long loc = 0L; /* location in energy void file */
/* first check for energy voids */
fseek(Energyvoidfp, 0L, 0);
while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
if (Enrgyvoid.ev_active
&& Enrgyvoid.ev_x == Player.p_x
&& Enrgyvoid.ev_y == Player.p_y)
/* sitting on one */
{
if (loc > 0L)
/* not the holy grail; inactivate energy void */
{
Enrgyvoid.ev_active = FALSE;
writevoid(&Enrgyvoid, loc);
tampered(T_NRGVOID, 0.0, 0.0);
}
else if (Player.p_status != S_CLOAKED)
/* holy grail */
tampered(T_GRAIL, 0.0, 0.0);
break;
}
else
loc += SZ_VOIDSTRUCT;
/* now check for other things */
readrecord(&Other, Fileloc);
if (Other.p_tampered != T_OFF)
tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
}
/**/
/************************************************************************
/
/ FUNCTION NAME: tampered()
/
/ FUNCTION: take care of tampering by other players
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ int what - what type of tampering
/ double arg1, arg2 - rest of tampering info
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), more(), fread(), death(), fseek(), sleep(),
/ floor(), wmove(), waddch(), drandom(), printw(), altercoordinates(),
/ waddstr(), wrefresh(), encounter(), writevoid()
/
/ GLOBAL INPUTS: Other, Player, *stdscr, Enrgyvoid, *Playersfp
/
/ GLOBAL OUTPUTS: Other, Player, Changed, Enrgyvoid
/
/ DESCRIPTION:
/ Take care of energy voids, holy grail, decree and intervention
/ action on current player.
/
/************************************************************************/
tampered(what, arg1, arg2)
int what;
double arg1;
double arg2;
{
long loc; /* location in file of other players */
Changed = TRUE;
move(4,0);
Player.p_tampered = T_OFF; /* no longer tampered with */
switch (what)
{
case T_NRGVOID:
addstr("You've hit an energy void !\n");
Player.p_mana /= 3.0;
Player.p_energy /= 2.0;
Player.p_gold = floor(Player.p_gold/1.25) + 0.1;
altercoordinates(0.0, 0.0, A_NEAR);
break;
case T_TRANSPORT:
addstr("The king transported you ! ");
if (Player.p_charms > 0)
{
addstr("But your charm saved you. . .\n");
--Player.p_charms;
}
else
{
altercoordinates(0.0, 0.0, A_FAR);
addch('\n');
}
break;
case T_BESTOW:
printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
Player.p_gold += arg1;
break;
case T_CURSED:
addstr("You've been cursed ! ");
if (Player.p_blessing)
{
addstr("But your blessing saved you. . .\n");
Player.p_blessing = FALSE;
}
else
{
addch('\n');
Player.p_poison += 2.0;
Player.p_energy = 10.0;
Player.p_maxenergy *= 0.95;
Player.p_status = S_PLAYING; /* no longer cloaked */
}
break;
case T_VAPORIZED:
addstr("You have been vaporized!\n");
more(7);
death("Vaporization");
break;
case T_MONSTER:
addstr("The Valar zapped you with a monster!\n");
more(7);
encounter((int) arg1);
return;
case T_BLESSED:
addstr("The Valar has blessed you!\n");
Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
Player.p_mana += 500.0;
Player.p_strength += 0.5;
Player.p_brains += 0.5;
Player.p_magiclvl += 0.5;
Player.p_poison = MIN(0.5, Player.p_poison);
break;
case T_RELOCATE:
addstr("You've been relocated. . .\n");
altercoordinates(arg1, arg2, A_FORCED);
break;
case T_HEAL:
addstr("You've been healed!\n");
Player.p_poison -= 0.25;
Player.p_energy = Player.p_maxenergy + Player.p_shield;
break;
case T_EXVALAR:
addstr("You are no longer Valar!\n");
Player.p_specialtype = SC_COUNCIL;
break;
case T_GRAIL:
addstr("You have found The Holy Grail!!\n");
if (Player.p_specialtype < SC_COUNCIL)
/* must be council of wise to behold grail */
{
addstr("However, you are not experienced enough to behold it.\n");
Player.p_sin *= Player.p_sin;
Player.p_mana += 1000;
}
else if (Player.p_specialtype == SC_VALAR
|| Player.p_specialtype == SC_EXVALAR)
{
addstr("You have made it to the position of Valar once already.\n");
addstr("The Grail is of no more use to you now.\n");
}
else
{
addstr("It is now time to see if you are worthy to behold it. . .\n");
refresh();
sleep(4);
if (drandom() / 2.0 < Player.p_sin)
{
addstr("You have failed!\n");
Player.p_strength =
Player.p_mana =
Player.p_energy =
Player.p_maxenergy =
Player.p_magiclvl =
Player.p_brains =
Player.p_experience =
Player.p_quickness = 1.0;
altercoordinates(1.0, 1.0, A_FORCED);
Player.p_level = 0.0;
}
else
{
addstr("You made to position of Valar!\n");
Player.p_specialtype = SC_VALAR;
Player.p_lives = 5;
fseek(Playersfp, 0L, 0);
loc = 0L;
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
/* search for existing valar */
if (Other.p_specialtype == SC_VALAR
&& Other.p_status != S_NOTUSED)
/* found old valar */
{
Other.p_tampered = T_EXVALAR;
writerecord(&Other, loc);
break;
}
else
loc += SZ_PLAYERSTRUCT;
}
}
/* move grail to new location */
Enrgyvoid.ev_active = TRUE;
Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
writevoid(&Enrgyvoid, 0L);
break;
}
refresh();
sleep(2);
}
/**/
/************************************************************************
/
/ FUNCTION NAME: userlist()
/
/ FUNCTION: print list of players and locations
/
/ AUTHOR: E. A. Estes, 2/28/86
/
/ ARGUMENTS:
/ bool ingameflag - set if called while playing
/
/ RETURN VALUE: none
/
/ MODULES CALLED: descrstatus(), descrlocation(), more(), fread(), fseek(),
/ floor(), wmove(), printw(), waddstr(), distance(), wrefresh(),
/ descrtype(), wclrtobot()
/
/ GLOBAL INPUTS: LINES, Other, Circle, Wizard, Player, *stdscr, *Playersfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ We can only see the coordinate of those closer to the origin
/ from us.
/ Kings and council of the wise can see and can be seen by everyone.
/ Palantirs are good for seeing everyone; and the valar can use
/ one to see through a 'cloak' spell.
/ The valar has no coordinates, and is completely invisible if
/ cloaked.
/
/************************************************************************/
userlist(ingameflag)
bool ingameflag;
{
register int numusers = 0; /* number of users on file */
if (ingameflag && Player.p_blindness)
{
mvaddstr(8, 0, "You cannot see anyone.\n");
return;
}
fseek(Playersfp, 0L, 0);
mvaddstr(8, 0,
"Name X Y Lvl Type Login Status\n");
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
{
if (Other.p_status == S_NOTUSED
/* record is unused */
|| (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
/* cloaked valar */
{
if (!Wizard)
/* wizard can see everything on file */
continue;
}
++numusers;
if (ingameflag &&
/* must be playing for the rest of these conditions */
(Player.p_specialtype >= SC_KING
/* kings and higher can see others */
|| Other.p_specialtype >= SC_KING
/* kings and higher can be seen by others */
|| Circle >= CIRCLE(Other.p_x, Other.p_y)
/* those nearer the origin can be seen */
|| Player.p_palantir)
/* palantir enables one to see others */
&& (Other.p_status != S_CLOAKED
|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
/* not cloaked; valar can see through cloak with a palantir */
&& Other.p_specialtype != SC_VALAR)
/* not a valar */
/* coordinates should be printed */
printw("%-20s %8.0f %8.0f ",
Other.p_name, Other.p_x, Other.p_y);
else
/* cannot see player's coordinates */
printw("%-20s %19.19s ",
Other.p_name, descrlocation(&Other, TRUE));
printw("%6.0f %s %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
Other.p_login, descrstatus(&Other));
if ((numusers % (LINES - 10)) == 0)
{
more(LINES - 1);
move(9, 0);
clrtobot();
}
}
printw("Total players on file = %d\n", numusers);
refresh();
}
/**/
/************************************************************************
/
/ FUNCTION NAME: throneroom()
/
/ FUNCTION: king stuff upon entering throne
/
/ AUTHOR: E. A. Estes, 12/16/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), fread(), fseek(), fopen(), wmove(), fclose(),
/ fwrite(), altercoordinates(), waddstr(), fprintf()
/
/ GLOBAL INPUTS: *Energyvoidfp, Other, Player, *stdscr,
/ Enrgyvoid, *Playersfp
/
/ GLOBAL OUTPUTS: Other, Player, Changed
/
/ DESCRIPTION:
/ If player is not already king, make him/her so if the old king
/ is not playing.
/ Clear energy voids with new king.
/ Print 'decree' prompt.
/
/************************************************************************/
throneroom()
{
FILE *fp; /* to clear energy voids */
long loc = 0L; /* location of old king in player file */
if (Player.p_specialtype < SC_KING)
/* not already king -- assumes crown */
{
fseek(Playersfp, 0L, 0);
while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
/* found old king */
{
if (Other.p_status != S_OFF)
/* old king is playing */
{
mvaddstr( 4, 0, "The king is playing, so you cannot steal his throne\n");
altercoordinates(0.0, 0.0, A_NEAR);
move(6, 0);
return;
}
else
/* old king is not playing - remove him/her */
{
Other.p_specialtype = SC_NONE;
if (Other.p_crowns)
--Other.p_crowns;
writerecord(&Other, loc);
break;
}
}
else
loc += SZ_PLAYERSTRUCT;
/* make player new king */
Changed = TRUE;
Player.p_specialtype = SC_KING;
mvaddstr(4, 0, "You have become king!\n");
/* let everyone else know */
fp = fopen(_PATH_MESS, "w");
fprintf(fp, "All hail the new king!");
fclose(fp);
/* clear all energy voids; retain location of holy grail */
fseek(Energyvoidfp, 0L, 0);
fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
fp = fopen(_PATH_VOID, "w");
fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
fclose(fp);
}
mvaddstr(6, 0, "0:Decree ");
}
/**/
/************************************************************************
/
/ FUNCTION NAME: dotampered()
/
/ FUNCTION: king and valar special options
/
/ AUTHOR: E. A. Estes, 2/28/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: writerecord(), truncstring(), fread(), fseek(), fopen(),
/ floor(), wmove(), drandom(), fclose(), fwrite(), sscanf(), strcmp(),
/ infloat(), waddstr(), findname(), distance(), userlist(), mvprintw(),
/ allocvoid(), getanswer(), getstring(), wclrtoeol(), writevoid()
/
/ GLOBAL INPUTS: *Energyvoidfp, Other, Illcmd[], Wizard, Player, *stdscr,
/ Databuf[], Enrgyvoid
/
/ GLOBAL OUTPUTS: Other, Player, Enrgyvoid
/
/ DESCRIPTION:
/ Tamper with other players. Handle king/valar specific options.
/
/************************************************************************/
dotampered()
{
short tamper; /* value for tampering with other players */
char *option; /* pointer to option description */
double temp1 = 0.0, temp2 = 0.0; /* other tampering values */
int ch; /* input */
long loc; /* location in energy void file */
FILE *fp; /* for opening gold file */
move(6, 0);
clrtoeol();
if (Player.p_specialtype < SC_COUNCIL && !Wizard)
/* king options */
{
addstr("1:Transport 2:Curse 3:Energy Void 4:Bestow 5:Collect Taxes ");
ch = getanswer(" ", TRUE);
move(6, 0);
clrtoeol();
move(4, 0);
switch (ch)
{
case '1': /* transport someone */
tamper = T_TRANSPORT;
option = "transport";
break;
case '2': /* curse another */
tamper = T_CURSED;
option = "curse";
break;
case '3': /* create energy void */
if ((loc = allocvoid()) > 20L * SZ_VOIDSTRUCT)
/* can only have 20 void active at once */
mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
else
{
addstr("Enter the X Y coordinates of void ? ");
getstring(Databuf, SZ_DATABUF);
sscanf(Databuf, "%lf %lf", &temp1, &temp2);
Enrgyvoid.ev_x = floor(temp1);
Enrgyvoid.ev_y = floor(temp2);
Enrgyvoid.ev_active = TRUE;
writevoid(&Enrgyvoid, loc);
mvaddstr(5, 0, "It is done.\n");
}
return;
case '4': /* bestow gold to subject */
tamper = T_BESTOW;
addstr("How much gold to bestow ? ");
temp1 = infloat();
if (temp1 > Player.p_gold || temp1 < 0)
{
mvaddstr(5, 0, "You don't have that !\n");
return;
}
/* adjust gold after we are sure it will be given to someone */
option = "give gold to";
break;
case '5': /* collect accumulated taxes */
if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
/* collect taxes */
{
fread((char *) &temp1, sizeof(double), 1, fp);
fseek(fp, 0L, 0);
/* clear out value */
temp2 = 0.0;
fwrite((char *) &temp2, sizeof(double), 1, fp);
fclose(fp);
}
mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
Player.p_gold += floor(temp1);
return;
default:
return;
}
/* end of king options */
}
else
/* council of wise, valar, wizard options */
{
addstr("1:Heal ");
if (Player.p_palantir || Wizard)
addstr("2:Seek Grail ");
if (Player.p_specialtype == SC_VALAR || Wizard)
addstr("3:Throw Monster 4:Relocate 5:Bless ");
if (Wizard)
addstr("6:Vaporize ");
ch = getanswer(" ", TRUE);
if (!Wizard)
{
if (ch > '2' && Player.p_specialtype != SC_VALAR)
{
ILLCMD();
return;
}
if (Player.p_mana < MM_INTERVENE)
{
mvaddstr(5, 0, "No mana left.\n");
return;
}
else
Player.p_mana -= MM_INTERVENE;
}
switch (ch)
{
case '1': /* heal another */
tamper = T_HEAL;
option = "heal";
break;
case '2': /* seek grail */
if (Player.p_palantir)
/* need a palantir to seek */
{
fseek(Energyvoidfp, 0L, 0);
fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0); /* add some error */
mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
}
else
/* no palantir */
mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
return;
case '3': /* lob monster at someone */
mvaddstr(4, 0, "Which monster [0-99] ? ");
temp1 = infloat();
temp1 = MAX(0.0, MIN(99.0, temp1));
tamper = T_MONSTER;
option = "throw a monster at";
break;
case '4': /* move another player */
mvaddstr(4, 0, "New X Y coordinates ? ");
getstring(Databuf, SZ_DATABUF);
sscanf(Databuf, "%lf %lf", &temp1, &temp2);
tamper = T_RELOCATE;
option = "relocate";
break;
case '5': /* bless a player */
tamper = T_BLESSED;
option = "bless";
break;
case '6': /* kill off a player */
if (Wizard)
{
tamper = T_VAPORIZED;
option = "vaporize";
break;
}
else
return;
default:
return;
}
/* adjust age after we are sure intervention will be done */
/* end of valar, etc. options */
}
for (;;)
/* prompt for player to affect */
{
mvprintw(4, 0, "Who do you want to %s ? ", option);
getstring(Databuf, SZ_DATABUF);
truncstring(Databuf);
if (Databuf[0] == '\0')
userlist(TRUE);
else
break;
}
if (strcmp(Player.p_name, Databuf) != 0)
/* name other than self */
{
if ((loc = findname(Databuf, &Other)) >= 0L)
{
if (Other.p_tampered != T_OFF)
{
mvaddstr(5, 0, "That person has something pending already.\n");
return;
}
else
{
if (tamper == T_RELOCATE
&& CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
&& !Wizard)
mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
else
{
if (tamper == T_BESTOW) Player.p_gold -= floor(temp1);
if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
tamper == T_RELOCATE || tamper == T_BLESSED))
Player.p_age += N_AGE; /* age penalty */
Other.p_tampered = tamper;
Other.p_1scratch = floor(temp1);
Other.p_2scratch = floor(temp2);
writerecord(&Other, loc);
mvaddstr(5, 0, "It is done.\n");
}
return;
}
}
else
/* player not found */
mvaddstr(5, 0, "There is no one by that name.\n");
}
else
/* self */
mvaddstr(5, 0, "You may not do it to yourself!\n");
}
/**/
/************************************************************************
/
/ FUNCTION NAME: writevoid()
/
/ FUNCTION: update energy void entry in energy void file
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS:
/ struct energyvoid *vp - pointer to structure to write to file
/ long loc - location in file to update
/
/ RETURN VALUE: none
/
/ MODULES CALLED: fseek(), fwrite(), fflush()
/
/ GLOBAL INPUTS: *Energyvoidfp
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Write out energy void structure at specified location.
/
/************************************************************************/
writevoid(vp, loc)
register struct energyvoid *vp;
long loc;
{
fseek(Energyvoidfp, loc, 0);
fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
fflush(Energyvoidfp);
fseek(Energyvoidfp, 0L, 0);
}
/**/
/************************************************************************
/
/ FUNCTION NAME: allocvoid()
/
/ FUNCTION: allocate space for a new energy void
/
/ AUTHOR: E. A. Estes, 12/4/85
/
/ ARGUMENTS: none
/
/ RETURN VALUE: location of new energy void space
/
/ MODULES CALLED: fread(), fseek()
/
/ GLOBAL INPUTS: *Energyvoidfp, Enrgyvoid
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Search energy void file for an inactive entry and return its
/ location.
/ If no inactive ones are found, return one more than last location.
/
/************************************************************************/
long
allocvoid()
{
long loc = 0L; /* location of new energy void */
fseek(Energyvoidfp, 0L, 0);
while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
if (Enrgyvoid.ev_active)
loc += SZ_VOIDSTRUCT;
else
break;
return(loc);
}
|