1/*	$NetBSD: interplayer.c,v 1.11 2009/08/12 08:21:41 dholland Exp $	*/
2
3/*
4 * interplayer.c - player to player routines for Phantasia
5 */
6
7#include <math.h>
8#include <setjmp.h>
9#include <stdio.h>
10#include <string.h>
11#include <unistd.h>
12
13#include "macros.h"
14#include "phantdefs.h"
15#include "phantstruct.h"
16#include "phantglobs.h"
17#include "pathnames.h"
18
19#undef bool
20#include <curses.h>
21
22static long allocvoid(void);
23static void battleplayer(long);
24static void myturn(void);
25static void tampered(int, double, double);
26
27void
28checkbattle(void)
29{
30	long    foeloc = 0L;	/* location in file of person to fight */
31
32	Users = 0;
33	fseek(Playersfp, 0L, SEEK_SET);
34
35	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
36		if (Other.p_status != S_OFF
37		    && Other.p_status != S_NOTUSED
38		    && Other.p_status != S_HUNGUP
39		    && (Other.p_status != S_CLOAKED || Other.p_specialtype != SC_VALAR))
40			/* player is on and not a cloaked valar */
41		{
42			++Users;
43
44			if (Player.p_x == Other.p_x
45			    && Player.p_y == Other.p_y
46			/* same coordinates */
47			    && foeloc != Fileloc
48			/* not self */
49			    && Player.p_status == S_PLAYING
50			    && (Other.p_status == S_PLAYING || Other.p_status == S_INBATTLE)
51			/* both are playing */
52			    && Other.p_specialtype != SC_VALAR
53			    && Player.p_specialtype != SC_VALAR)
54				/* neither is valar */
55			{
56				battleplayer(foeloc);
57				return;
58			}
59		}
60		foeloc += SZ_PLAYERSTRUCT;
61	}
62}
63
64static void
65battleplayer(long foeplace)
66{
67	double  dtemp;		/* for temporary calculations */
68	double  oldhits = 0.0;	/* previous damage inflicted by foe */
69	int     loop;		/* for timing out */
70	int     ch;		/* input */
71	short   oldtampered;	/* old value of foe's p_tampered */
72
73	Lines = 8;
74	Luckout = FALSE;
75	mvaddstr(4, 0, "Preparing for battle!\n");
76	refresh();
77
78#ifdef SYS5
79	flushinp();
80#endif
81
82	/* set up variables, file, etc. */
83	Player.p_status = S_INBATTLE;
84	Shield = Player.p_energy;
85
86	/* if p_tampered is not 0, someone else may try to change it (king,
87	 * etc.) */
88	Player.p_tampered = oldtampered = 1;
89	Player.p_1scratch = 0.0;
90	Player.p_istat = I_OFF;
91
92	readrecord(&Other, foeplace);
93	if (fabs(Player.p_level - Other.p_level) > 20.0)
94		/* see if players are greatly mismatched */
95	{
96		dtemp = (Player.p_level - Other.p_level) / MAX(Player.p_level, Other.p_level);
97		if (dtemp < -0.5)
98			/* foe outweighs this one */
99			Player.p_speed *= 2.0;
100	}
101	writerecord(&Player, Fileloc);	/* write out all our info */
102
103	if (Player.p_blindness)
104		Enemyname = "someone";
105	else
106		Enemyname = Other.p_name;
107
108	mvprintw(6, 0, "You have encountered %s   Level: %.0f\n", Enemyname, Other.p_level);
109	refresh();
110
111	for (loop = 0; Other.p_status != S_INBATTLE && loop < 30; ++loop)
112		/* wait for foe to respond */
113	{
114		readrecord(&Other, foeplace);
115		sleep(1);
116	}
117
118	if (Other.p_status != S_INBATTLE)
119		/* foe did not respond */
120	{
121		mvprintw(5, 0, "%s is not responding.\n", Enemyname);
122		goto LEAVE;
123	}
124	/* else, we are ready to battle */
125
126	move(4, 0);
127	clrtoeol();
128
129	/*
130         * determine who is first master
131         * if neither player is faster, check level
132         * if neither level is greater, battle is not allowed
133         * (this should never happen, but we have to handle it)
134         */
135	if (Player.p_speed > Other.p_speed)
136		Foestrikes = FALSE;
137	else
138		if (Other.p_speed > Player.p_speed)
139			Foestrikes = TRUE;
140		else
141			if (Player.p_level > Other.p_level)
142				Foestrikes = FALSE;
143			else
144				if (Other.p_level > Player.p_level)
145					Foestrikes = TRUE;
146				else
147					/* no one is faster */
148				{
149					printw("You can't fight %s yet.", Enemyname);
150					goto LEAVE;
151				}
152
153	for (;;) {
154		displaystats();
155		readmessage();
156		mvprintw(1, 26, "%20.0f", Shield);	/* overprint energy */
157
158		if (!Foestrikes)
159			/* take action against foe */
160			myturn();
161		else
162			/* wait for foe to take action */
163		{
164			mvaddstr(4, 0, "Waiting...\n");
165			clrtoeol();
166			refresh();
167
168			for (loop = 0; loop < 20; ++loop)
169				/* wait for foe to act */
170			{
171				readrecord(&Other, foeplace);
172				if (Other.p_1scratch != oldhits)
173					/* p_1scratch changes to indicate
174					 * action */
175					break;
176				else
177					/* wait and try again */
178				{
179					sleep(1);
180					addch('.');
181					refresh();
182				}
183			}
184
185			if (Other.p_1scratch == oldhits) {
186				/* timeout */
187				mvaddstr(22, 0, "Timeout: waiting for response.  Do you want to wait ? ");
188				ch = getanswer("NY", FALSE);
189				move(22, 0);
190				clrtobot();
191				if (ch == 'Y')
192					continue;
193				else
194					break;
195			} else
196				/* foe took action */
197			{
198				switch (Other.p_istat) {
199				case I_RAN:	/* foe ran away */
200					mvprintw(Lines++, 0, "%s ran away!", Enemyname);
201					break;
202
203				case I_STUCK:	/* foe tried to run, but
204						 * couldn't */
205					mvprintw(Lines++, 0, "%s tried to run away.", Enemyname);
206					break;
207
208				case I_BLEWIT:	/* foe tried to luckout, but
209						 * didn't */
210					mvprintw(Lines++, 0, "%s tried to luckout!", Enemyname);
211					break;
212
213				default:
214					dtemp = Other.p_1scratch - oldhits;
215					mvprintw(Lines++, 0, "%s hit you %.0f times!", Enemyname, dtemp);
216					Shield -= dtemp;
217					break;
218				}
219
220				oldhits = Other.p_1scratch;	/* keep track of old
221								 * hits */
222
223				if (Other.p_tampered != oldtampered)
224					/* p_tampered changes to relinquish
225					 * turn */
226				{
227					oldtampered = Other.p_tampered;
228					Foestrikes = FALSE;
229				}
230			}
231		}
232
233		/* decide what happens next */
234		refresh();
235		if (Lines > LINES - 2) {
236			more(Lines);
237			move(Lines = 8, 0);
238			clrtobot();
239		}
240		if (Other.p_istat == I_KILLED || Shield < 0.0)
241			/* we died */
242		{
243			Shield = -2.0;	/* insure this value is negative */
244			break;
245		}
246		if (Player.p_istat == I_KILLED)
247			/* we killed foe; award treasre */
248		{
249			mvprintw(Lines++, 0, "You killed %s!", Enemyname);
250			Player.p_experience += Other.p_experience;
251			Player.p_crowns += (Player.p_level < 1000.0) ? Other.p_crowns : 0;
252			Player.p_amulets += Other.p_amulets;
253			Player.p_charms += Other.p_charms;
254			collecttaxes(Other.p_gold, Other.p_gems);
255			Player.p_sword = MAX(Player.p_sword, Other.p_sword);
256			Player.p_shield = MAX(Player.p_shield, Other.p_shield);
257			Player.p_quksilver = MAX(Player.p_quksilver, Other.p_quksilver);
258			if (Other.p_virgin && !Player.p_virgin) {
259				mvaddstr(Lines++, 0, "You have rescued a virgin.  Will you be honorable ? ");
260				if ((ch = getanswer("YN", FALSE)) == 'Y')
261					Player.p_virgin = TRUE;
262				else {
263					++Player.p_sin;
264					Player.p_experience += 8000.0;
265				}
266			}
267			sleep(3);	/* give other person time to die */
268			break;
269		} else
270			if (Player.p_istat == I_RAN || Other.p_istat == I_RAN)
271				/* either player ran away */
272				break;
273	}
274
275LEAVE:
276	/* clean up things and leave */
277	writerecord(&Player, Fileloc);	/* update a final time */
278	altercoordinates(0.0, 0.0, A_NEAR);	/* move away from battle site */
279	Player.p_energy = Shield;	/* set energy to actual value */
280	Player.p_tampered = T_OFF;	/* clear p_tampered */
281
282	more(Lines);		/* pause */
283
284	move(4, 0);
285	clrtobot();		/* clear bottom area of screen */
286
287	if (Player.p_energy < 0.0)
288		/* we are dead */
289		death("Interterminal battle");
290}
291
292static void
293myturn(void)
294{
295	double  dtemp;		/* for temporary calculations */
296	int     ch;		/* input */
297
298	mvaddstr(7, 0, "1:Fight  2:Run Away!  3:Power Blast  ");
299	if (Luckout)
300		clrtoeol();
301	else
302		addstr("4:Luckout  ");
303
304	ch = inputoption();
305	move(Lines = 8, 0);
306	clrtobot();
307
308	switch (ch) {
309	default:		/* fight */
310		dtemp = ROLL(2.0, Player.p_might);
311HIT:
312		mvprintw(Lines++, 0, "You hit %s %.0f times!", Enemyname, dtemp);
313		Player.p_sin += 0.5;
314		Player.p_1scratch += dtemp;
315		Player.p_istat = I_OFF;
316		break;
317
318	case '2':		/* run away */
319		Player.p_1scratch -= 1.0;	/* change this to indicate
320						 * action */
321		if (drandom() > 0.25) {
322			mvaddstr(Lines++, 0, "You got away!");
323			Player.p_istat = I_RAN;
324		} else {
325			mvprintw(Lines++, 0, "%s is still after you!", Enemyname);
326			Player.p_istat = I_STUCK;
327		}
328		break;
329
330	case '3':		/* power blast */
331		dtemp = MIN(Player.p_mana, Player.p_level * 5.0);
332		Player.p_mana -= dtemp;
333		dtemp *= (drandom() + 0.5) * Player.p_magiclvl * 0.2 + 2.0;
334		mvprintw(Lines++, 0, "You blasted %s !", Enemyname);
335		goto HIT;
336
337	case '4':		/* luckout */
338		if (Luckout || drandom() > 0.1) {
339			if (Luckout)
340				mvaddstr(Lines++, 0, "You already tried that!");
341			else {
342				mvaddstr(Lines++, 0, "Not this time . . .");
343				Luckout = TRUE;
344			}
345
346			Player.p_1scratch -= 1.0;
347			Player.p_istat = I_BLEWIT;
348		} else {
349			mvaddstr(Lines++, 0, "You just lucked out!");
350			Player.p_1scratch = Other.p_energy * 1.1;
351		}
352		break;
353	}
354
355	refresh();
356	Player.p_1scratch = floor(Player.p_1scratch);	/* clean up any mess */
357
358	if (Player.p_1scratch > Other.p_energy)
359		Player.p_istat = I_KILLED;
360	else
361		if (drandom() * Player.p_speed < drandom() * Other.p_speed)
362			/* relinquish control */
363		{
364			++Player.p_tampered;
365			Foestrikes = TRUE;
366		}
367	writerecord(&Player, Fileloc);	/* let foe know what we did */
368}
369
370void
371checktampered(void)
372{
373	long    loc = 0L;	/* location in energy void file */
374
375	/* first check for energy voids */
376	fseek(Energyvoidfp, 0L, SEEK_SET);
377	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
378		if (Enrgyvoid.ev_active
379		    && Enrgyvoid.ev_x == Player.p_x
380		    && Enrgyvoid.ev_y == Player.p_y)
381			/* sitting on one */
382		{
383			if (loc > 0L)
384				/* not the holy grail; inactivate energy void */
385			{
386				Enrgyvoid.ev_active = FALSE;
387				writevoid(&Enrgyvoid, loc);
388				tampered(T_NRGVOID, 0.0, 0.0);
389			} else
390				if (Player.p_status != S_CLOAKED)
391					/* holy grail */
392					tampered(T_GRAIL, 0.0, 0.0);
393			break;
394		} else
395			loc += SZ_VOIDSTRUCT;
396
397	/* now check for other things */
398	readrecord(&Other, Fileloc);
399	if (Other.p_tampered != T_OFF)
400		tampered(Other.p_tampered, Other.p_1scratch, Other.p_2scratch);
401}
402
403static void
404tampered(int what, double arg1, double arg2)
405{
406	long    loc;		/* location in file of other players */
407
408	Changed = TRUE;
409	move(4, 0);
410
411	Player.p_tampered = T_OFF;	/* no longer tampered with */
412
413	switch (what) {
414	case T_NRGVOID:
415		addstr("You've hit an energy void !\n");
416		Player.p_mana /= 3.0;
417		Player.p_energy /= 2.0;
418		Player.p_gold = floor(Player.p_gold / 1.25) + 0.1;
419		altercoordinates(0.0, 0.0, A_NEAR);
420		break;
421
422	case T_TRANSPORT:
423		addstr("The king transported you !  ");
424		if (Player.p_charms > 0) {
425			addstr("But your charm saved you. . .\n");
426			--Player.p_charms;
427		} else {
428			altercoordinates(0.0, 0.0, A_FAR);
429			addch('\n');
430		}
431		break;
432
433	case T_BESTOW:
434		printw("The king has bestowed %.0f gold pieces on you !\n", arg1);
435		Player.p_gold += arg1;
436		break;
437
438	case T_CURSED:
439		addstr("You've been cursed !  ");
440		if (Player.p_blessing) {
441			addstr("But your blessing saved you. . .\n");
442			Player.p_blessing = FALSE;
443		} else {
444			addch('\n');
445			Player.p_poison += 2.0;
446			Player.p_energy = 10.0;
447			Player.p_maxenergy *= 0.95;
448			Player.p_status = S_PLAYING;	/* no longer cloaked */
449		}
450		break;
451
452	case T_VAPORIZED:
453		addstr("You have been vaporized!\n");
454		more(7);
455		death("Vaporization");
456		break;
457
458	case T_MONSTER:
459		addstr("The Valar zapped you with a monster!\n");
460		more(7);
461		encounter((int) arg1);
462		return;
463
464	case T_BLESSED:
465		addstr("The Valar has blessed you!\n");
466		Player.p_energy = (Player.p_maxenergy *= 1.05) + Player.p_shield;
467		Player.p_mana += 500.0;
468		Player.p_strength += 0.5;
469		Player.p_brains += 0.5;
470		Player.p_magiclvl += 0.5;
471		Player.p_poison = MIN(0.5, Player.p_poison);
472		break;
473
474	case T_RELOCATE:
475		addstr("You've been relocated. . .\n");
476		altercoordinates(arg1, arg2, A_FORCED);
477		break;
478
479	case T_HEAL:
480		addstr("You've been healed!\n");
481		Player.p_poison -= 0.25;
482		Player.p_energy = Player.p_maxenergy + Player.p_shield;
483		break;
484
485	case T_EXVALAR:
486		addstr("You are no longer Valar!\n");
487		Player.p_specialtype = SC_COUNCIL;
488		break;
489
490	case T_GRAIL:
491		addstr("You have found The Holy Grail!!\n");
492		if (Player.p_specialtype < SC_COUNCIL)
493			/* must be council of wise to behold grail */
494		{
495			addstr("However, you are not experienced enough to behold it.\n");
496			Player.p_sin *= Player.p_sin;
497			Player.p_mana += 1000;
498		} else
499			if (Player.p_specialtype == SC_VALAR
500			    || Player.p_specialtype == SC_EXVALAR) {
501				addstr("You have made it to the position of Valar once already.\n");
502				addstr("The Grail is of no more use to you now.\n");
503			} else {
504				addstr("It is now time to see if you are worthy to behold it. . .\n");
505				refresh();
506				sleep(4);
507
508				if (drandom() / 2.0 < Player.p_sin) {
509					addstr("You have failed!\n");
510					Player.p_strength =
511					    Player.p_mana =
512					    Player.p_energy =
513					    Player.p_maxenergy =
514					    Player.p_magiclvl =
515					    Player.p_brains =
516					    Player.p_experience =
517					    Player.p_quickness = 1.0;
518
519					altercoordinates(1.0, 1.0, A_FORCED);
520					Player.p_level = 0.0;
521				} else {
522					addstr("You made to position of Valar!\n");
523					Player.p_specialtype = SC_VALAR;
524					Player.p_lives = 5;
525					fseek(Playersfp, 0L, SEEK_SET);
526					loc = 0L;
527					while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
528						/* search for existing valar */
529						if (Other.p_specialtype == SC_VALAR
530						    && Other.p_status != S_NOTUSED)
531							/* found old valar */
532						{
533							Other.p_tampered = T_EXVALAR;
534							writerecord(&Other, loc);
535							break;
536						} else
537							loc += SZ_PLAYERSTRUCT;
538				}
539			}
540
541		/* move grail to new location */
542		Enrgyvoid.ev_active = TRUE;
543		Enrgyvoid.ev_x = ROLL(-1.0e6, 2.0e6);
544		Enrgyvoid.ev_y = ROLL(-1.0e6, 2.0e6);
545		writevoid(&Enrgyvoid, 0L);
546		break;
547	}
548	refresh();
549	sleep(2);
550}
551
552void
553userlist(phbool ingameflag)
554{
555	int     numusers = 0;	/* number of users on file */
556
557	if (ingameflag && Player.p_blindness) {
558		mvaddstr(8, 0, "You cannot see anyone.\n");
559		return;
560	}
561	fseek(Playersfp, 0L, SEEK_SET);
562	mvaddstr(8, 0,
563	    "Name                         X         Y    Lvl Type Login    Status\n");
564
565	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
566		if (Other.p_status == S_NOTUSED
567		/* record is unused */
568		    || (Other.p_specialtype == SC_VALAR && Other.p_status == S_CLOAKED))
569			/* cloaked valar */
570		{
571			if (!Wizard)
572				/* wizard can see everything on file */
573				continue;
574		}
575		++numusers;
576
577		if (ingameflag &&
578		/* must be playing for the rest of these conditions */
579		    (Player.p_specialtype >= SC_KING
580		/* kings and higher can see others */
581			|| Other.p_specialtype >= SC_KING
582		/* kings and higher can be seen by others */
583			|| Circle >= CIRCLE(Other.p_x, Other.p_y)
584		/* those nearer the origin can be seen */
585			|| Player.p_palantir)
586		/* palantir enables one to see others */
587		    && (Other.p_status != S_CLOAKED
588			|| (Player.p_specialtype == SC_VALAR && Player.p_palantir))
589		/* not cloaked; valar can see through cloak with a palantir */
590		    && Other.p_specialtype != SC_VALAR)
591			/* not a valar */
592			/* coordinates should be printed */
593			printw("%-20s  %8.0f  %8.0f ",
594			    Other.p_name, Other.p_x, Other.p_y);
595		else
596			/* cannot see player's coordinates */
597			printw("%-20s %19.19s ",
598			    Other.p_name, descrlocation(&Other, TRUE));
599
600		printw("%6.0f %s  %-9.9s%s\n", Other.p_level, descrtype(&Other, TRUE),
601		    Other.p_login, descrstatus(&Other));
602
603		if ((numusers % (LINES - 10)) == 0) {
604			more(LINES - 1);
605			move(9, 0);
606			clrtobot();
607		}
608	}
609
610	printw("Total players on file = %d\n", numusers);
611	refresh();
612}
613
614void
615throneroom(void)
616{
617	FILE   *fp;		/* to clear energy voids */
618	long    loc = 0L;	/* location of old king in player file */
619
620	if (Player.p_specialtype < SC_KING)
621		/* not already king -- assumes crown */
622	{
623		fseek(Playersfp, 0L, SEEK_SET);
624		while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1)
625			if (Other.p_specialtype == SC_KING && Other.p_status != S_NOTUSED)
626				/* found old king */
627			{
628				if (Other.p_status != S_OFF)
629					/* old king is playing */
630				{
631					mvaddstr(4, 0, "The king is playing, so you cannot steal his throne\n");
632					altercoordinates(0.0, 0.0, A_NEAR);
633					move(6, 0);
634					return;
635				} else
636					/* old king is not playing - remove
637					 * him/her */
638				{
639					Other.p_specialtype = SC_NONE;
640					if (Other.p_crowns)
641						--Other.p_crowns;
642					writerecord(&Other, loc);
643					break;
644				}
645			} else
646				loc += SZ_PLAYERSTRUCT;
647
648		/* make player new king */
649		Changed = TRUE;
650		Player.p_specialtype = SC_KING;
651		mvaddstr(4, 0, "You have become king!\n");
652
653		/* let everyone else know */
654		fp = fopen(_PATH_MESS, "w");
655		fprintf(fp, "All hail the new king!");
656		fclose(fp);
657
658		/* clear all energy voids; retain location of holy grail */
659		fseek(Energyvoidfp, 0L, SEEK_SET);
660		fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
661		fp = fopen(_PATH_VOID, "w");
662		fwrite((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, fp);
663		fclose(fp);
664	}
665	mvaddstr(6, 0, "0:Decree  ");
666}
667
668void
669dotampered(void)
670{
671	short   tamper;		/* value for tampering with other players */
672	const char   *option;		/* pointer to option description */
673	double  temp1 = 0.0, temp2 = 0.0;	/* other tampering values */
674	int     ch;		/* input */
675	long    loc;		/* location in energy void file */
676	FILE   *fp;		/* for opening gold file */
677
678	move(6, 0);
679	clrtoeol();
680	if (Player.p_specialtype < SC_COUNCIL && !Wizard)
681		/* king options */
682	{
683		addstr("1:Transport  2:Curse  3:Energy Void  4:Bestow  5:Collect Taxes  ");
684
685		ch = getanswer(" ", TRUE);
686		move(6, 0);
687		clrtoeol();
688		move(4, 0);
689		switch (ch) {
690		case '1':	/* transport someone */
691			tamper = T_TRANSPORT;
692			option = "transport";
693			break;
694
695		case '2':	/* curse another */
696			tamper = T_CURSED;
697			option = "curse";
698			break;
699
700		case '3':	/* create energy void */
701			if ((loc = allocvoid()) > 20L * (long)SZ_VOIDSTRUCT)
702				/* can only have 20 void active at once */
703				mvaddstr(5, 0, "Sorry, void creation limit reached.\n");
704			else {
705				addstr("Enter the X Y coordinates of void ? ");
706				getstring(Databuf, SZ_DATABUF);
707				sscanf(Databuf, "%lf %lf", &temp1, &temp2);
708				Enrgyvoid.ev_x = floor(temp1);
709				Enrgyvoid.ev_y = floor(temp2);
710				Enrgyvoid.ev_active = TRUE;
711				writevoid(&Enrgyvoid, loc);
712				mvaddstr(5, 0, "It is done.\n");
713			}
714			return;
715
716		case '4':	/* bestow gold to subject */
717			tamper = T_BESTOW;
718			addstr("How much gold to bestow ? ");
719			temp1 = infloat();
720			if (temp1 > Player.p_gold || temp1 < 0) {
721				mvaddstr(5, 0, "You don't have that !\n");
722				return;
723			}
724			/* adjust gold after we are sure it will be given to
725			 * someone */
726			option = "give gold to";
727			break;
728
729		case '5':	/* collect accumulated taxes */
730			if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
731				/* collect taxes */
732			{
733				fread((char *) &temp1, sizeof(double), 1, fp);
734				fseek(fp, 0L, SEEK_SET);
735				/* clear out value */
736				temp2 = 0.0;
737				fwrite((char *) &temp2, sizeof(double), 1, fp);
738				fclose(fp);
739			}
740			mvprintw(4, 0, "You have collected %.0f in gold.\n", temp1);
741			Player.p_gold += floor(temp1);
742			return;
743
744		default:
745			return;
746		}
747		/* end of king options */
748	} else
749		/* council of wise, valar, wizard options */
750	{
751		addstr("1:Heal  ");
752		if (Player.p_palantir || Wizard)
753			addstr("2:Seek Grail  ");
754		if (Player.p_specialtype == SC_VALAR || Wizard)
755			addstr("3:Throw Monster  4:Relocate  5:Bless  ");
756		if (Wizard)
757			addstr("6:Vaporize  ");
758
759		ch = getanswer(" ", TRUE);
760		if (!Wizard) {
761			if (ch > '2' && Player.p_specialtype != SC_VALAR) {
762				ILLCMD();
763				return;
764			}
765			if (Player.p_mana < MM_INTERVENE) {
766				mvaddstr(5, 0, "No mana left.\n");
767				return;
768			} else
769				Player.p_mana -= MM_INTERVENE;
770		}
771		switch (ch) {
772		case '1':	/* heal another */
773			tamper = T_HEAL;
774			option = "heal";
775			break;
776
777		case '2':	/* seek grail */
778			if (Player.p_palantir)
779				/* need a palantir to seek */
780			{
781				fseek(Energyvoidfp, 0L, SEEK_SET);
782				fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp);
783				temp1 = distance(Player.p_x, Enrgyvoid.ev_x, Player.p_y, Enrgyvoid.ev_y);
784				temp1 += ROLL(-temp1 / 10.0, temp1 / 5.0);	/* add some error */
785				mvprintw(5, 0, "The palantir says the Grail is about %.0f away.\n", temp1);
786			} else
787				/* no palantir */
788				mvaddstr(5, 0, "You need a palantir to seek the Grail.\n");
789			return;
790
791		case '3':	/* lob monster at someone */
792			mvaddstr(4, 0, "Which monster [0-99] ? ");
793			temp1 = infloat();
794			temp1 = MAX(0.0, MIN(99.0, temp1));
795			tamper = T_MONSTER;
796			option = "throw a monster at";
797			break;
798
799		case '4':	/* move another player */
800			mvaddstr(4, 0, "New X Y coordinates ? ");
801			getstring(Databuf, SZ_DATABUF);
802			sscanf(Databuf, "%lf %lf", &temp1, &temp2);
803			tamper = T_RELOCATE;
804			option = "relocate";
805			break;
806
807		case '5':	/* bless a player */
808			tamper = T_BLESSED;
809			option = "bless";
810			break;
811
812		case '6':	/* kill off a player */
813			if (Wizard) {
814				tamper = T_VAPORIZED;
815				option = "vaporize";
816				break;
817			} else
818				return;
819
820		default:
821			return;
822		}
823
824		/* adjust age after we are sure intervention will be done */
825		/* end of valar, etc. options */
826	}
827
828	for (;;)
829		/* prompt for player to affect */
830	{
831		mvprintw(4, 0, "Who do you want to %s ? ", option);
832		getstring(Databuf, SZ_DATABUF);
833		truncstring(Databuf);
834
835		if (Databuf[0] == '\0')
836			userlist(TRUE);
837		else
838			break;
839	}
840
841	if (strcmp(Player.p_name, Databuf) != 0)
842		/* name other than self */
843	{
844		if ((loc = findname(Databuf, &Other)) >= 0L) {
845			if (Other.p_tampered != T_OFF) {
846				mvaddstr(5, 0, "That person has something pending already.\n");
847				return;
848			} else {
849				if (tamper == T_RELOCATE
850				    && CIRCLE(temp1, temp2) < CIRCLE(Other.p_x, Other.p_y)
851				    && !Wizard)
852					mvaddstr(5, 0, "Cannot move someone closer to the Lord's Chamber.\n");
853				else {
854					if (tamper == T_BESTOW)
855						Player.p_gold -= floor(temp1);
856					if (!Wizard && (tamper == T_HEAL || tamper == T_MONSTER ||
857						tamper == T_RELOCATE || tamper == T_BLESSED))
858						Player.p_age += N_AGE;	/* age penalty */
859					Other.p_tampered = tamper;
860					Other.p_1scratch = floor(temp1);
861					Other.p_2scratch = floor(temp2);
862					writerecord(&Other, loc);
863					mvaddstr(5, 0, "It is done.\n");
864				}
865				return;
866			}
867		} else
868			/* player not found */
869			mvaddstr(5, 0, "There is no one by that name.\n");
870	} else
871		/* self */
872		mvaddstr(5, 0, "You may not do it to yourself!\n");
873}
874
875void
876writevoid(struct energyvoid *vp, long loc)
877{
878
879	fseek(Energyvoidfp, loc, SEEK_SET);
880	fwrite((char *) vp, SZ_VOIDSTRUCT, 1, Energyvoidfp);
881	fflush(Energyvoidfp);
882	fseek(Energyvoidfp, 0L, SEEK_SET);
883}
884
885static long
886allocvoid(void)
887{
888	long    loc = 0L;	/* location of new energy void */
889
890	fseek(Energyvoidfp, 0L, SEEK_SET);
891	while (fread((char *) &Enrgyvoid, SZ_VOIDSTRUCT, 1, Energyvoidfp) == 1)
892		if (Enrgyvoid.ev_active)
893			loc += SZ_VOIDSTRUCT;
894		else
895			break;
896
897	return (loc);
898}
899