/*
 * 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);
}
